summaryrefslogtreecommitdiff
path: root/src/mesh/assimp-master/code/AssetLib/Q3D/Q3DLoader.cpp
diff options
context:
space:
mode:
authorsanine <sanine.not@pm.me>2022-03-04 10:47:15 -0600
committersanine <sanine.not@pm.me>2022-03-04 10:47:15 -0600
commit058f98a63658dc1a2579826ba167fd61bed1e21f (patch)
treebcba07a1615a14d943f3af3f815a42f3be86b2f3 /src/mesh/assimp-master/code/AssetLib/Q3D/Q3DLoader.cpp
parent2f8028ac9e0812cb6f3cbb08f0f419e4e717bd22 (diff)
add assimp submodule
Diffstat (limited to 'src/mesh/assimp-master/code/AssetLib/Q3D/Q3DLoader.cpp')
-rw-r--r--src/mesh/assimp-master/code/AssetLib/Q3D/Q3DLoader.cpp575
1 files changed, 575 insertions, 0 deletions
diff --git a/src/mesh/assimp-master/code/AssetLib/Q3D/Q3DLoader.cpp b/src/mesh/assimp-master/code/AssetLib/Q3D/Q3DLoader.cpp
new file mode 100644
index 0000000..c773bbf
--- /dev/null
+++ b/src/mesh/assimp-master/code/AssetLib/Q3D/Q3DLoader.cpp
@@ -0,0 +1,575 @@
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2022, 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 Q3DLoader.cpp
+ * @brief Implementation of the Q3D importer class
+ */
+
+#ifndef ASSIMP_BUILD_NO_Q3D_IMPORTER
+
+// internal headers
+#include "Q3DLoader.h"
+#include <assimp/StringUtils.h>
+#include <assimp/StreamReader.h>
+#include <assimp/fast_atof.h>
+#include <assimp/importerdesc.h>
+#include <assimp/scene.h>
+#include <assimp/DefaultLogger.hpp>
+#include <assimp/IOSystem.hpp>
+
+using namespace Assimp;
+
+static const aiImporterDesc desc = {
+ "Quick3D Importer",
+ "",
+ "",
+ "http://www.quick3d.com/",
+ aiImporterFlags_SupportBinaryFlavour,
+ 0,
+ 0,
+ 0,
+ 0,
+ "q3o q3s"
+};
+
+// ------------------------------------------------------------------------------------------------
+// Constructor to be privately used by Importer
+Q3DImporter::Q3DImporter() {
+ // empty
+}
+
+// ------------------------------------------------------------------------------------------------
+// Destructor, private as well
+Q3DImporter::~Q3DImporter() {
+ // empty
+}
+
+// ------------------------------------------------------------------------------------------------
+// Returns whether the class can handle the format of the given file.
+bool Q3DImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /*checkSig*/) const {
+ static const char *tokens[] = { "quick3Do", "quick3Ds" };
+ return SearchFileHeaderForToken(pIOHandler, pFile, tokens, AI_COUNT_OF(tokens));
+}
+
+// ------------------------------------------------------------------------------------------------
+const aiImporterDesc *Q3DImporter::GetInfo() const {
+ return &desc;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Imports the given file into the given scene structure.
+void Q3DImporter::InternReadFile(const std::string &pFile,
+ aiScene *pScene, IOSystem *pIOHandler) {
+
+ auto file = pIOHandler->Open(pFile, "rb");
+ if (!file)
+ throw DeadlyImportError("Quick3D: Could not open ", pFile);
+
+ StreamReaderLE stream(file);
+
+ // The header is 22 bytes large
+ if (stream.GetRemainingSize() < 22)
+ throw DeadlyImportError("File is either empty or corrupt: ", pFile);
+
+ // Check the file's signature
+ if (ASSIMP_strincmp((const char *)stream.GetPtr(), "quick3Do", 8) &&
+ ASSIMP_strincmp((const char *)stream.GetPtr(), "quick3Ds", 8)) {
+ throw DeadlyImportError("Not a Quick3D file. Signature string is: ", ai_str_toprintable((const char *)stream.GetPtr(), 8));
+ }
+
+ // Print the file format version
+ ASSIMP_LOG_INFO("Quick3D File format version: ",
+ std::string(&((const char *)stream.GetPtr())[8], 2));
+
+ // ... an store it
+ char major = ((const char *)stream.GetPtr())[8];
+ char minor = ((const char *)stream.GetPtr())[9];
+
+ stream.IncPtr(10);
+ unsigned int numMeshes = (unsigned int)stream.GetI4();
+ unsigned int numMats = (unsigned int)stream.GetI4();
+ unsigned int numTextures = (unsigned int)stream.GetI4();
+
+ std::vector<Material> materials;
+ materials.reserve(numMats);
+
+ std::vector<Mesh> meshes;
+ meshes.reserve(numMeshes);
+
+ // Allocate the scene root node
+ pScene->mRootNode = new aiNode();
+
+ aiColor3D fgColor(0.6f, 0.6f, 0.6f);
+
+ // Now read all file chunks
+ while (true) {
+ if (stream.GetRemainingSize() < 1) break;
+ char c = stream.GetI1();
+ switch (c) {
+ // Meshes chunk
+ case 'm': {
+ for (unsigned int quak = 0; quak < numMeshes; ++quak) {
+ meshes.push_back(Mesh());
+ Mesh &mesh = meshes.back();
+
+ // read all vertices
+ unsigned int numVerts = (unsigned int)stream.GetI4();
+ if (!numVerts)
+ throw DeadlyImportError("Quick3D: Found mesh with zero vertices");
+
+ std::vector<aiVector3D> &verts = mesh.verts;
+ verts.resize(numVerts);
+
+ for (unsigned int i = 0; i < numVerts; ++i) {
+ verts[i].x = stream.GetF4();
+ verts[i].y = stream.GetF4();
+ verts[i].z = stream.GetF4();
+ }
+
+ // read all faces
+ numVerts = (unsigned int)stream.GetI4();
+ if (!numVerts)
+ throw DeadlyImportError("Quick3D: Found mesh with zero faces");
+
+ std::vector<Face> &faces = mesh.faces;
+ faces.reserve(numVerts);
+
+ // number of indices
+ for (unsigned int i = 0; i < numVerts; ++i) {
+ faces.push_back(Face(stream.GetI2()));
+ if (faces.back().indices.empty())
+ throw DeadlyImportError("Quick3D: Found face with zero indices");
+ }
+
+ // indices
+ for (unsigned int i = 0; i < numVerts; ++i) {
+ Face &vec = faces[i];
+ for (unsigned int a = 0; a < (unsigned int)vec.indices.size(); ++a)
+ vec.indices[a] = stream.GetI4();
+ }
+
+ // material indices
+ for (unsigned int i = 0; i < numVerts; ++i) {
+ faces[i].mat = (unsigned int)stream.GetI4();
+ }
+
+ // read all normals
+ numVerts = (unsigned int)stream.GetI4();
+ std::vector<aiVector3D> &normals = mesh.normals;
+ normals.resize(numVerts);
+
+ for (unsigned int i = 0; i < numVerts; ++i) {
+ normals[i].x = stream.GetF4();
+ normals[i].y = stream.GetF4();
+ normals[i].z = stream.GetF4();
+ }
+
+ numVerts = (unsigned int)stream.GetI4();
+ if (numTextures && numVerts) {
+ // read all texture coordinates
+ std::vector<aiVector3D> &uv = mesh.uv;
+ uv.resize(numVerts);
+
+ for (unsigned int i = 0; i < numVerts; ++i) {
+ uv[i].x = stream.GetF4();
+ uv[i].y = stream.GetF4();
+ }
+
+ // UV indices
+ for (unsigned int i = 0; i < (unsigned int)faces.size(); ++i) {
+ Face &vec = faces[i];
+ for (unsigned int a = 0; a < (unsigned int)vec.indices.size(); ++a) {
+ vec.uvindices[a] = stream.GetI4();
+ if (!i && !a)
+ mesh.prevUVIdx = vec.uvindices[a];
+ else if (vec.uvindices[a] != mesh.prevUVIdx)
+ mesh.prevUVIdx = UINT_MAX;
+ }
+ }
+ }
+
+ // we don't need the rest, but we need to get to the next chunk
+ stream.IncPtr(36);
+ if (minor > '0' && major == '3')
+ stream.IncPtr(mesh.faces.size());
+ }
+ // stream.IncPtr(4); // unknown value here
+ } break;
+
+ // materials chunk
+ case 'c':
+
+ for (unsigned int i = 0; i < numMats; ++i) {
+ materials.push_back(Material());
+ Material &mat = materials.back();
+
+ // read the material name
+ c = stream.GetI1();
+ while (c) {
+ mat.name.data[mat.name.length++] = c;
+ c = stream.GetI1();
+ }
+
+ // add the terminal character
+ mat.name.data[mat.name.length] = '\0';
+
+ // read the ambient color
+ mat.ambient.r = stream.GetF4();
+ mat.ambient.g = stream.GetF4();
+ mat.ambient.b = stream.GetF4();
+
+ // read the diffuse color
+ mat.diffuse.r = stream.GetF4();
+ mat.diffuse.g = stream.GetF4();
+ mat.diffuse.b = stream.GetF4();
+
+ // read the ambient color
+ mat.specular.r = stream.GetF4();
+ mat.specular.g = stream.GetF4();
+ mat.specular.b = stream.GetF4();
+
+ // read the transparency
+ mat.transparency = stream.GetF4();
+
+ // unknown value here
+ // stream.IncPtr(4);
+ // FIX: it could be the texture index ...
+ mat.texIdx = (unsigned int)stream.GetI4();
+ }
+
+ break;
+
+ // texture chunk
+ case 't':
+
+ pScene->mNumTextures = numTextures;
+ if (!numTextures) {
+ break;
+ }
+ pScene->mTextures = new aiTexture *[pScene->mNumTextures];
+ // to make sure we won't crash if we leave through an exception
+ ::memset(pScene->mTextures, 0, sizeof(void *) * pScene->mNumTextures);
+ for (unsigned int i = 0; i < pScene->mNumTextures; ++i) {
+ aiTexture *tex = pScene->mTextures[i] = new aiTexture;
+
+ // skip the texture name
+ while (stream.GetI1())
+ ;
+
+ // read texture width and height
+ tex->mWidth = (unsigned int)stream.GetI4();
+ tex->mHeight = (unsigned int)stream.GetI4();
+
+ if (!tex->mWidth || !tex->mHeight) {
+ throw DeadlyImportError("Quick3D: Invalid texture. Width or height is zero");
+ }
+
+ unsigned int mul = tex->mWidth * tex->mHeight;
+ aiTexel *begin = tex->pcData = new aiTexel[mul];
+ aiTexel *const end = &begin[mul - 1] + 1;
+
+ for (; begin != end; ++begin) {
+ begin->r = stream.GetI1();
+ begin->g = stream.GetI1();
+ begin->b = stream.GetI1();
+ begin->a = 0xff;
+ }
+ }
+
+ break;
+
+ // scene chunk
+ case 's': {
+ // skip position and rotation
+ stream.IncPtr(12);
+
+ for (unsigned int i = 0; i < 4; ++i)
+ for (unsigned int a = 0; a < 4; ++a)
+ pScene->mRootNode->mTransformation[i][a] = stream.GetF4();
+
+ stream.IncPtr(16);
+
+ // now setup a single camera
+ pScene->mNumCameras = 1;
+ pScene->mCameras = new aiCamera *[1];
+ aiCamera *cam = pScene->mCameras[0] = new aiCamera();
+ cam->mPosition.x = stream.GetF4();
+ cam->mPosition.y = stream.GetF4();
+ cam->mPosition.z = stream.GetF4();
+ cam->mName.Set("Q3DCamera");
+
+ // skip eye rotation for the moment
+ stream.IncPtr(12);
+
+ // read the default material color
+ fgColor.r = stream.GetF4();
+ fgColor.g = stream.GetF4();
+ fgColor.b = stream.GetF4();
+
+ // skip some unimportant properties
+ stream.IncPtr(29);
+
+ // setup a single point light with no attenuation
+ pScene->mNumLights = 1;
+ pScene->mLights = new aiLight *[1];
+ aiLight *light = pScene->mLights[0] = new aiLight();
+ light->mName.Set("Q3DLight");
+ light->mType = aiLightSource_POINT;
+
+ light->mAttenuationConstant = 1;
+ light->mAttenuationLinear = 0;
+ light->mAttenuationQuadratic = 0;
+
+ light->mColorDiffuse.r = stream.GetF4();
+ light->mColorDiffuse.g = stream.GetF4();
+ light->mColorDiffuse.b = stream.GetF4();
+
+ light->mColorSpecular = light->mColorDiffuse;
+
+ // We don't need the rest, but we need to know where this chunk ends.
+ unsigned int temp = (unsigned int)(stream.GetI4() * stream.GetI4());
+
+ // skip the background file name
+ while (stream.GetI1())
+ ;
+
+ // skip background texture data + the remaining fields
+ stream.IncPtr(temp * 3 + 20); // 4 bytes of unknown data here
+
+ // TODO
+ goto outer;
+ } break;
+
+ default:
+ throw DeadlyImportError("Quick3D: Unknown chunk");
+ break;
+ };
+ }
+outer:
+
+ // If we have no mesh loaded - break here
+ if (meshes.empty())
+ throw DeadlyImportError("Quick3D: No meshes loaded");
+
+ // If we have no materials loaded - generate a default mat
+ if (materials.empty()) {
+ ASSIMP_LOG_INFO("Quick3D: No material found, generating one");
+ materials.push_back(Material());
+ materials.back().diffuse = fgColor;
+ }
+
+ // find out which materials we'll need
+ typedef std::pair<unsigned int, unsigned int> FaceIdx;
+ typedef std::vector<FaceIdx> FaceIdxArray;
+ FaceIdxArray *fidx = new FaceIdxArray[materials.size()];
+
+ unsigned int p = 0;
+ for (std::vector<Mesh>::iterator it = meshes.begin(), end = meshes.end();
+ it != end; ++it, ++p) {
+ unsigned int q = 0;
+ for (std::vector<Face>::iterator fit = (*it).faces.begin(), fend = (*it).faces.end();
+ fit != fend; ++fit, ++q) {
+ if ((*fit).mat >= materials.size()) {
+ ASSIMP_LOG_WARN("Quick3D: Material index overflow");
+ (*fit).mat = 0;
+ }
+ if (fidx[(*fit).mat].empty()) ++pScene->mNumMeshes;
+ fidx[(*fit).mat].push_back(FaceIdx(p, q));
+ }
+ }
+ pScene->mNumMaterials = pScene->mNumMeshes;
+ pScene->mMaterials = new aiMaterial *[pScene->mNumMaterials];
+ pScene->mMeshes = new aiMesh *[pScene->mNumMaterials];
+
+ for (unsigned int i = 0, real = 0; i < (unsigned int)materials.size(); ++i) {
+ if (fidx[i].empty()) continue;
+
+ // Allocate a mesh and a material
+ aiMesh *mesh = pScene->mMeshes[real] = new aiMesh();
+ aiMaterial *mat = new aiMaterial();
+ pScene->mMaterials[real] = mat;
+
+ mesh->mMaterialIndex = real;
+
+ // Build the output material
+ Material &srcMat = materials[i];
+ mat->AddProperty(&srcMat.diffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
+ mat->AddProperty(&srcMat.specular, 1, AI_MATKEY_COLOR_SPECULAR);
+ mat->AddProperty(&srcMat.ambient, 1, AI_MATKEY_COLOR_AMBIENT);
+
+ // NOTE: Ignore transparency for the moment - it seems
+ // unclear how to interpret the data
+#if 0
+ if (!(minor > '0' && major == '3'))
+ srcMat.transparency = 1.0f - srcMat.transparency;
+ mat->AddProperty(&srcMat.transparency, 1, AI_MATKEY_OPACITY);
+#endif
+
+ // add shininess - Quick3D seems to use it ins its viewer
+ srcMat.transparency = 16.f;
+ mat->AddProperty(&srcMat.transparency, 1, AI_MATKEY_SHININESS);
+
+ int m = (int)aiShadingMode_Phong;
+ mat->AddProperty(&m, 1, AI_MATKEY_SHADING_MODEL);
+
+ if (srcMat.name.length)
+ mat->AddProperty(&srcMat.name, AI_MATKEY_NAME);
+
+ // Add a texture
+ if (srcMat.texIdx < pScene->mNumTextures || real < pScene->mNumTextures) {
+ srcMat.name.data[0] = '*';
+ srcMat.name.length = ASSIMP_itoa10(&srcMat.name.data[1], 1000,
+ (srcMat.texIdx < pScene->mNumTextures ? srcMat.texIdx : real));
+ mat->AddProperty(&srcMat.name, AI_MATKEY_TEXTURE_DIFFUSE(0));
+ }
+
+ mesh->mNumFaces = (unsigned int)fidx[i].size();
+ aiFace *faces = mesh->mFaces = new aiFace[mesh->mNumFaces];
+
+ // Now build the output mesh. First find out how many
+ // vertices we'll need
+ for (FaceIdxArray::const_iterator it = fidx[i].begin(), end = fidx[i].end();
+ it != end; ++it) {
+ mesh->mNumVertices += (unsigned int)meshes[(*it).first].faces[(*it).second].indices.size();
+ }
+
+ aiVector3D *verts = mesh->mVertices = new aiVector3D[mesh->mNumVertices];
+ aiVector3D *norms = mesh->mNormals = new aiVector3D[mesh->mNumVertices];
+ aiVector3D *uv = nullptr;
+ if (real < pScene->mNumTextures) {
+ uv = mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices];
+ mesh->mNumUVComponents[0] = 2;
+ }
+
+ // Build the final array
+ unsigned int cnt = 0;
+ for (FaceIdxArray::const_iterator it = fidx[i].begin(), end = fidx[i].end();
+ it != end; ++it, ++faces) {
+ Mesh &curMesh = meshes[(*it).first];
+ Face &face = curMesh.faces[(*it).second];
+ faces->mNumIndices = (unsigned int)face.indices.size();
+ faces->mIndices = new unsigned int[faces->mNumIndices];
+
+ aiVector3D faceNormal;
+ bool fnOK = false;
+
+ for (unsigned int n = 0; n < faces->mNumIndices; ++n, ++cnt, ++norms, ++verts) {
+ if (face.indices[n] >= curMesh.verts.size()) {
+ ASSIMP_LOG_WARN("Quick3D: Vertex index overflow");
+ face.indices[n] = 0;
+ }
+
+ // copy vertices
+ *verts = curMesh.verts[face.indices[n]];
+
+ if (face.indices[n] >= curMesh.normals.size() && faces->mNumIndices >= 3) {
+ // we have no normal here - assign the face normal
+ if (!fnOK) {
+ const aiVector3D &pV1 = curMesh.verts[face.indices[0]];
+ const aiVector3D &pV2 = curMesh.verts[face.indices[1]];
+ const aiVector3D &pV3 = curMesh.verts[face.indices.size() - 1];
+ faceNormal = (pV2 - pV1) ^ (pV3 - pV1).Normalize();
+ fnOK = true;
+ }
+ *norms = faceNormal;
+ } else {
+ *norms = curMesh.normals[face.indices[n]];
+ }
+
+ // copy texture coordinates
+ if (uv && curMesh.uv.size()) {
+ if (curMesh.prevUVIdx != 0xffffffff && curMesh.uv.size() >= curMesh.verts.size()) // workaround
+ {
+ *uv = curMesh.uv[face.indices[n]];
+ } else {
+ if (face.uvindices[n] >= curMesh.uv.size()) {
+ ASSIMP_LOG_WARN("Quick3D: Texture coordinate index overflow");
+ face.uvindices[n] = 0;
+ }
+ *uv = curMesh.uv[face.uvindices[n]];
+ }
+ uv->y = 1.f - uv->y;
+ ++uv;
+ }
+
+ // setup the new vertex index
+ faces->mIndices[n] = cnt;
+ }
+ }
+ ++real;
+ }
+
+ // Delete our nice helper array
+ delete[] fidx;
+
+ // Now we need to attach the meshes to the root node of the scene
+ pScene->mRootNode->mNumMeshes = pScene->mNumMeshes;
+ pScene->mRootNode->mMeshes = new unsigned int[pScene->mNumMeshes];
+ for (unsigned int i = 0; i < pScene->mNumMeshes; ++i)
+ pScene->mRootNode->mMeshes[i] = i;
+
+ /*pScene->mRootNode->mTransformation *= aiMatrix4x4(
+ 1.f, 0.f, 0.f, 0.f,
+ 0.f, -1.f,0.f, 0.f,
+ 0.f, 0.f, 1.f, 0.f,
+ 0.f, 0.f, 0.f, 1.f);*/
+
+ // Add cameras and light sources to the scene root node
+ pScene->mRootNode->mNumChildren = pScene->mNumLights + pScene->mNumCameras;
+ if (pScene->mRootNode->mNumChildren) {
+ pScene->mRootNode->mChildren = new aiNode *[pScene->mRootNode->mNumChildren];
+
+ // the light source
+ aiNode *nd = pScene->mRootNode->mChildren[0] = new aiNode();
+ nd->mParent = pScene->mRootNode;
+ nd->mName.Set("Q3DLight");
+ nd->mTransformation = pScene->mRootNode->mTransformation;
+ nd->mTransformation.Inverse();
+
+ // camera
+ nd = pScene->mRootNode->mChildren[1] = new aiNode();
+ nd->mParent = pScene->mRootNode;
+ nd->mName.Set("Q3DCamera");
+ nd->mTransformation = pScene->mRootNode->mChildren[0]->mTransformation;
+ }
+}
+
+#endif // !! ASSIMP_BUILD_NO_Q3D_IMPORTER