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Diffstat (limited to 'libs/assimp/code/AssetLib/MD3/MD3Loader.cpp')
-rw-r--r-- | libs/assimp/code/AssetLib/MD3/MD3Loader.cpp | 1060 |
1 files changed, 1060 insertions, 0 deletions
diff --git a/libs/assimp/code/AssetLib/MD3/MD3Loader.cpp b/libs/assimp/code/AssetLib/MD3/MD3Loader.cpp new file mode 100644 index 0000000..6120bd8 --- /dev/null +++ b/libs/assimp/code/AssetLib/MD3/MD3Loader.cpp @@ -0,0 +1,1060 @@ +/* +--------------------------------------------------------------------------- +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 MD3Loader.cpp + * @brief Implementation of the MD3 importer class + * + * Sources: + * http://www.gamers.org/dEngine/quake3/UQ3S + * http://linux.ucla.edu/~phaethon/q3/formats/md3format.html + * http://www.heppler.com/shader/shader/ + */ + +#ifndef ASSIMP_BUILD_NO_MD3_IMPORTER + +#include "AssetLib/MD3/MD3Loader.h" +#include "Common/Importer.h" + +#include <assimp/GenericProperty.h> +#include <assimp/ParsingUtils.h> +#include <assimp/RemoveComments.h> +#include <assimp/SceneCombiner.h> +#include <assimp/importerdesc.h> +#include <assimp/material.h> +#include <assimp/scene.h> +#include <assimp/DefaultLogger.hpp> +#include <assimp/IOSystem.hpp> + +#include <cctype> +#include <memory> + +using namespace Assimp; + +static const aiImporterDesc desc = { + "Quake III Mesh Importer", + "", + "", + "", + aiImporterFlags_SupportBinaryFlavour, + 0, + 0, + 0, + 0, + "md3" +}; + +// ------------------------------------------------------------------------------------------------ +// Convert a Q3 shader blend function to the appropriate enum value +Q3Shader::BlendFunc StringToBlendFunc(const std::string &m) { + if (m == "GL_ONE") { + return Q3Shader::BLEND_GL_ONE; + } + if (m == "GL_ZERO") { + return Q3Shader::BLEND_GL_ZERO; + } + if (m == "GL_SRC_ALPHA") { + return Q3Shader::BLEND_GL_SRC_ALPHA; + } + if (m == "GL_ONE_MINUS_SRC_ALPHA") { + return Q3Shader::BLEND_GL_ONE_MINUS_SRC_ALPHA; + } + if (m == "GL_ONE_MINUS_DST_COLOR") { + return Q3Shader::BLEND_GL_ONE_MINUS_DST_COLOR; + } + ASSIMP_LOG_ERROR("Q3Shader: Unknown blend function: ", m); + return Q3Shader::BLEND_NONE; +} + +// ------------------------------------------------------------------------------------------------ +// Load a Quake 3 shader +bool Q3Shader::LoadShader(ShaderData &fill, const std::string &pFile, IOSystem *io) { + std::unique_ptr<IOStream> file(io->Open(pFile, "rt")); + if (!file.get()) + return false; // if we can't access the file, don't worry and return + + ASSIMP_LOG_INFO("Loading Quake3 shader file ", pFile); + + // read file in memory + const size_t s = file->FileSize(); + std::vector<char> _buff(s + 1); + file->Read(&_buff[0], s, 1); + _buff[s] = 0; + + // remove comments from it (C++ style) + CommentRemover::RemoveLineComments("//", &_buff[0]); + const char *buff = &_buff[0]; + + Q3Shader::ShaderDataBlock *curData = nullptr; + Q3Shader::ShaderMapBlock *curMap = nullptr; + + // read line per line + for (; SkipSpacesAndLineEnd(&buff); SkipLine(&buff)) { + + if (*buff == '{') { + ++buff; + + // append to last section, if any + if (!curData) { + ASSIMP_LOG_ERROR("Q3Shader: Unexpected shader section token \'{\'"); + return true; // still no failure, the file is there + } + + // read this data section + for (; SkipSpacesAndLineEnd(&buff); SkipLine(&buff)) { + if (*buff == '{') { + ++buff; + // add new map section + curData->maps.push_back(Q3Shader::ShaderMapBlock()); + curMap = &curData->maps.back(); + + for (; SkipSpacesAndLineEnd(&buff); SkipLine(&buff)) { + // 'map' - Specifies texture file name + if (TokenMatchI(buff, "map", 3) || TokenMatchI(buff, "clampmap", 8)) { + curMap->name = GetNextToken(buff); + } + // 'blendfunc' - Alpha blending mode + else if (TokenMatchI(buff, "blendfunc", 9)) { + const std::string blend_src = GetNextToken(buff); + if (blend_src == "add") { + curMap->blend_src = Q3Shader::BLEND_GL_ONE; + curMap->blend_dest = Q3Shader::BLEND_GL_ONE; + } else if (blend_src == "filter") { + curMap->blend_src = Q3Shader::BLEND_GL_DST_COLOR; + curMap->blend_dest = Q3Shader::BLEND_GL_ZERO; + } else if (blend_src == "blend") { + curMap->blend_src = Q3Shader::BLEND_GL_SRC_ALPHA; + curMap->blend_dest = Q3Shader::BLEND_GL_ONE_MINUS_SRC_ALPHA; + } else { + curMap->blend_src = StringToBlendFunc(blend_src); + curMap->blend_dest = StringToBlendFunc(GetNextToken(buff)); + } + } + // 'alphafunc' - Alpha testing mode + else if (TokenMatchI(buff, "alphafunc", 9)) { + const std::string at = GetNextToken(buff); + if (at == "GT0") { + curMap->alpha_test = Q3Shader::AT_GT0; + } else if (at == "LT128") { + curMap->alpha_test = Q3Shader::AT_LT128; + } else if (at == "GE128") { + curMap->alpha_test = Q3Shader::AT_GE128; + } + } else if (*buff == '}') { + ++buff; + // close this map section + curMap = nullptr; + break; + } + } + + } else if (*buff == '}') { + ++buff; + curData = nullptr; + break; + } + + // 'cull' specifies culling behaviour for the model + else if (TokenMatchI(buff, "cull", 4)) { + SkipSpaces(&buff); + if (!ASSIMP_strincmp(buff, "back", 4)) { // render face's backside, does not function in Q3 engine (bug) + curData->cull = Q3Shader::CULL_CCW; + } else if (!ASSIMP_strincmp(buff, "front", 5)) { // is not valid keyword in Q3, but occurs in shaders + curData->cull = Q3Shader::CULL_CW; + } else if (!ASSIMP_strincmp(buff, "none", 4) || !ASSIMP_strincmp(buff, "twosided", 8) || !ASSIMP_strincmp(buff, "disable", 7)) { + curData->cull = Q3Shader::CULL_NONE; + } else { + ASSIMP_LOG_ERROR("Q3Shader: Unrecognized cull mode"); + } + } + } + } else { + // add new section + fill.blocks.push_back(Q3Shader::ShaderDataBlock()); + curData = &fill.blocks.back(); + + // get the name of this section + curData->name = GetNextToken(buff); + } + } + return true; +} + +// ------------------------------------------------------------------------------------------------ +// Load a Quake 3 skin +bool Q3Shader::LoadSkin(SkinData &fill, const std::string &pFile, IOSystem *io) { + std::unique_ptr<IOStream> file(io->Open(pFile, "rt")); + if (!file.get()) + return false; // if we can't access the file, don't worry and return + + ASSIMP_LOG_INFO("Loading Quake3 skin file ", pFile); + + // read file in memory + const size_t s = file->FileSize(); + std::vector<char> _buff(s + 1); + const char *buff = &_buff[0]; + file->Read(&_buff[0], s, 1); + _buff[s] = 0; + + // remove commas + std::replace(_buff.begin(), _buff.end(), ',', ' '); + + // read token by token and fill output table + for (; *buff;) { + SkipSpacesAndLineEnd(&buff); + + // get first identifier + std::string ss = GetNextToken(buff); + + // ignore tokens starting with tag_ + if (!::strncmp(&ss[0], "tag_", std::min((size_t)4, ss.length()))) + continue; + + fill.textures.push_back(SkinData::TextureEntry()); + SkinData::TextureEntry &entry = fill.textures.back(); + + entry.first = ss; + entry.second = GetNextToken(buff); + } + return true; +} + +// ------------------------------------------------------------------------------------------------ +// Convert Q3Shader to material +void Q3Shader::ConvertShaderToMaterial(aiMaterial *out, const ShaderDataBlock &shader) { + ai_assert(nullptr != out); + + /* IMPORTANT: This is not a real conversion. Actually we're just guessing and + * hacking around to build an aiMaterial that looks nearly equal to the + * original Quake 3 shader. We're missing some important features like + * animatable material properties in our material system, but at least + * multiple textures should be handled correctly. + */ + + // Two-sided material? + if (shader.cull == Q3Shader::CULL_NONE) { + const int twosided = 1; + out->AddProperty(&twosided, 1, AI_MATKEY_TWOSIDED); + } + + unsigned int cur_emissive = 0, cur_diffuse = 0, cur_lm = 0; + + // Iterate through all textures + for (std::list<Q3Shader::ShaderMapBlock>::const_iterator it = shader.maps.begin(); it != shader.maps.end(); ++it) { + + // CONVERSION BEHAVIOUR: + // + // + // If the texture is additive + // - if it is the first texture, assume additive blending for the whole material + // - otherwise register it as emissive texture. + // + // If the texture is using standard blend (or if the blend mode is unknown) + // - if first texture: assume default blending for material + // - in any case: set it as diffuse texture + // + // If the texture is using 'filter' blending + // - take as lightmap + // + // Textures with alpha funcs + // - aiTextureFlags_UseAlpha is set (otherwise aiTextureFlags_NoAlpha is explicitly set) + aiString s((*it).name); + aiTextureType type; + unsigned int index; + + if ((*it).blend_src == Q3Shader::BLEND_GL_ONE && (*it).blend_dest == Q3Shader::BLEND_GL_ONE) { + if (it == shader.maps.begin()) { + const int additive = aiBlendMode_Additive; + out->AddProperty(&additive, 1, AI_MATKEY_BLEND_FUNC); + + index = cur_diffuse++; + type = aiTextureType_DIFFUSE; + } else { + index = cur_emissive++; + type = aiTextureType_EMISSIVE; + } + } else if ((*it).blend_src == Q3Shader::BLEND_GL_DST_COLOR && (*it).blend_dest == Q3Shader::BLEND_GL_ZERO) { + index = cur_lm++; + type = aiTextureType_LIGHTMAP; + } else { + const int blend = aiBlendMode_Default; + out->AddProperty(&blend, 1, AI_MATKEY_BLEND_FUNC); + + index = cur_diffuse++; + type = aiTextureType_DIFFUSE; + } + + // setup texture + out->AddProperty(&s, AI_MATKEY_TEXTURE(type, index)); + + // setup texture flags + const int use_alpha = ((*it).alpha_test != Q3Shader::AT_NONE ? aiTextureFlags_UseAlpha : aiTextureFlags_IgnoreAlpha); + out->AddProperty(&use_alpha, 1, AI_MATKEY_TEXFLAGS(type, index)); + } + // If at least one emissive texture was set, set the emissive base color to 1 to ensure + // the texture is actually displayed. + if (0 != cur_emissive) { + aiColor3D one(1.f, 1.f, 1.f); + out->AddProperty(&one, 1, AI_MATKEY_COLOR_EMISSIVE); + } +} + +// ------------------------------------------------------------------------------------------------ +// Constructor to be privately used by Importer +MD3Importer::MD3Importer() : + configFrameID(0), configHandleMP(true), configSpeedFlag(), pcHeader(), mBuffer(), fileSize(), mScene(), mIOHandler() {} + +// ------------------------------------------------------------------------------------------------ +// Destructor, private as well +MD3Importer::~MD3Importer() {} + +// ------------------------------------------------------------------------------------------------ +// Returns whether the class can handle the format of the given file. +bool MD3Importer::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /*checkSig*/) const { + static const uint32_t tokens[] = { AI_MD3_MAGIC_NUMBER_LE }; + return CheckMagicToken(pIOHandler, pFile, tokens, AI_COUNT_OF(tokens)); +} + +// ------------------------------------------------------------------------------------------------ +void MD3Importer::ValidateHeaderOffsets() { + // Check magic number + if (pcHeader->IDENT != AI_MD3_MAGIC_NUMBER_BE && + pcHeader->IDENT != AI_MD3_MAGIC_NUMBER_LE) + throw DeadlyImportError("Invalid MD3 file: Magic bytes not found"); + + // Check file format version + if (pcHeader->VERSION > 15) + ASSIMP_LOG_WARN("Unsupported MD3 file version. Continuing happily ..."); + + // Check some offset values whether they are valid + if (!pcHeader->NUM_SURFACES) + throw DeadlyImportError("Invalid md3 file: NUM_SURFACES is 0"); + + if (pcHeader->OFS_FRAMES >= fileSize || pcHeader->OFS_SURFACES >= fileSize || + pcHeader->OFS_EOF > fileSize) { + throw DeadlyImportError("Invalid MD3 header: some offsets are outside the file"); + } + + if (pcHeader->NUM_SURFACES > AI_MAX_ALLOC(MD3::Surface)) { + throw DeadlyImportError("Invalid MD3 header: too many surfaces, would overflow"); + } + + if (pcHeader->OFS_SURFACES + pcHeader->NUM_SURFACES * sizeof(MD3::Surface) >= fileSize) { + throw DeadlyImportError("Invalid MD3 header: some surfaces are outside the file"); + } + + if (pcHeader->NUM_FRAMES <= configFrameID) + throw DeadlyImportError("The requested frame is not existing the file"); +} + +// ------------------------------------------------------------------------------------------------ +void MD3Importer::ValidateSurfaceHeaderOffsets(const MD3::Surface *pcSurf) { + // Calculate the relative offset of the surface + const int32_t ofs = int32_t((const unsigned char *)pcSurf - this->mBuffer); + + // Check whether all data chunks are inside the valid range + if (pcSurf->OFS_TRIANGLES + ofs + pcSurf->NUM_TRIANGLES * sizeof(MD3::Triangle) > fileSize || + pcSurf->OFS_SHADERS + ofs + pcSurf->NUM_SHADER * sizeof(MD3::Shader) > fileSize || + pcSurf->OFS_ST + ofs + pcSurf->NUM_VERTICES * sizeof(MD3::TexCoord) > fileSize || + pcSurf->OFS_XYZNORMAL + ofs + pcSurf->NUM_VERTICES * sizeof(MD3::Vertex) > fileSize) { + + throw DeadlyImportError("Invalid MD3 surface header: some offsets are outside the file"); + } + + // Check whether all requirements for Q3 files are met. We don't + // care, but probably someone does. + if (pcSurf->NUM_TRIANGLES > AI_MD3_MAX_TRIANGLES) { + ASSIMP_LOG_WARN("MD3: Quake III triangle limit exceeded"); + } + + if (pcSurf->NUM_SHADER > AI_MD3_MAX_SHADERS) { + ASSIMP_LOG_WARN("MD3: Quake III shader limit exceeded"); + } + + if (pcSurf->NUM_VERTICES > AI_MD3_MAX_VERTS) { + ASSIMP_LOG_WARN("MD3: Quake III vertex limit exceeded"); + } + + if (pcSurf->NUM_FRAMES > AI_MD3_MAX_FRAMES) { + ASSIMP_LOG_WARN("MD3: Quake III frame limit exceeded"); + } +} + +// ------------------------------------------------------------------------------------------------ +const aiImporterDesc *MD3Importer::GetInfo() const { + return &desc; +} + +// ------------------------------------------------------------------------------------------------ +// Setup configuration properties +void MD3Importer::SetupProperties(const Importer *pImp) { + // The + // AI_CONFIG_IMPORT_MD3_KEYFRAME option overrides the + // AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option. + configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MD3_KEYFRAME, -1); + if (static_cast<unsigned int>(-1) == configFrameID) { + configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME, 0); + } + + // AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART + configHandleMP = (0 != pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART, 1)); + + // AI_CONFIG_IMPORT_MD3_SKIN_NAME + configSkinFile = (pImp->GetPropertyString(AI_CONFIG_IMPORT_MD3_SKIN_NAME, "default")); + + // AI_CONFIG_IMPORT_MD3_LOAD_SHADERS + configLoadShaders = (pImp->GetPropertyBool(AI_CONFIG_IMPORT_MD3_LOAD_SHADERS, true)); + + // AI_CONFIG_IMPORT_MD3_SHADER_SRC + configShaderFile = (pImp->GetPropertyString(AI_CONFIG_IMPORT_MD3_SHADER_SRC, "")); + + // AI_CONFIG_FAVOUR_SPEED + configSpeedFlag = (0 != pImp->GetPropertyInteger(AI_CONFIG_FAVOUR_SPEED, 0)); +} + +// ------------------------------------------------------------------------------------------------ +// Try to read the skin for a MD3 file +void MD3Importer::ReadSkin(Q3Shader::SkinData &fill) const { + // skip any postfixes (e.g. lower_1.md3) + std::string::size_type s = filename.find_last_of('_'); + if (s == std::string::npos) { + s = filename.find_last_of('.'); + if (s == std::string::npos) { + s = filename.size(); + } + } + ai_assert(s != std::string::npos); + + const std::string skin_file = path + filename.substr(0, s) + "_" + configSkinFile + ".skin"; + Q3Shader::LoadSkin(fill, skin_file, mIOHandler); +} + +// ------------------------------------------------------------------------------------------------ +// Try to read the shader for a MD3 file +void MD3Importer::ReadShader(Q3Shader::ShaderData &fill) const { + // Determine Q3 model name from given path + const std::string::size_type s = path.find_last_of("\\/", path.length() - 2); + const std::string model_file = path.substr(s + 1, path.length() - (s + 2)); + + // If no specific dir or file is given, use our default search behaviour + if (!configShaderFile.length()) { + const char sep = mIOHandler->getOsSeparator(); + if (!Q3Shader::LoadShader(fill, path + ".." + sep + ".." + sep + ".." + sep + "scripts" + sep + model_file + ".shader", mIOHandler)) { + Q3Shader::LoadShader(fill, path + ".." + sep + ".." + sep + ".." + sep + "scripts" + sep + filename + ".shader", mIOHandler); + } + } else { + // If the given string specifies a file, load this file. + // Otherwise it's a directory. + const std::string::size_type st = configShaderFile.find_last_of('.'); + if (st == std::string::npos) { + + if (!Q3Shader::LoadShader(fill, configShaderFile + model_file + ".shader", mIOHandler)) { + Q3Shader::LoadShader(fill, configShaderFile + filename + ".shader", mIOHandler); + } + } else { + Q3Shader::LoadShader(fill, configShaderFile, mIOHandler); + } + } +} + +// ------------------------------------------------------------------------------------------------ +// Tiny helper to remove a single node from its parent' list +void RemoveSingleNodeFromList(aiNode *nd) { + if (!nd || nd->mNumChildren || !nd->mParent) return; + aiNode *par = nd->mParent; + for (unsigned int i = 0; i < par->mNumChildren; ++i) { + if (par->mChildren[i] == nd) { + --par->mNumChildren; + for (; i < par->mNumChildren; ++i) { + par->mChildren[i] = par->mChildren[i + 1]; + } + delete nd; + break; + } + } +} + +// ------------------------------------------------------------------------------------------------ +// Read a multi-part Q3 player model +bool MD3Importer::ReadMultipartFile() { + // check whether the file name contains a common postfix, e.g lower_2.md3 + std::string::size_type s = filename.find_last_of('_'), t = filename.find_last_of('.'); + + if (t == std::string::npos) + t = filename.size(); + if (s == std::string::npos) + s = t; + + const std::string mod_filename = filename.substr(0, s); + const std::string suffix = filename.substr(s, t - s); + + if (mod_filename == "lower" || mod_filename == "upper" || mod_filename == "head") { + const std::string lower = path + "lower" + suffix + ".md3"; + const std::string upper = path + "upper" + suffix + ".md3"; + const std::string head = path + "head" + suffix + ".md3"; + + aiScene *scene_upper = nullptr; + aiScene *scene_lower = nullptr; + aiScene *scene_head = nullptr; + std::string failure; + + aiNode *tag_torso, *tag_head; + std::vector<AttachmentInfo> attach; + + ASSIMP_LOG_INFO("Multi part MD3 player model: lower, upper and head parts are joined"); + + // ensure we won't try to load ourselves recursively + BatchLoader::PropertyMap props; + SetGenericProperty(props.ints, AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART, 0); + + // now read these three files + BatchLoader batch(mIOHandler); + const unsigned int _lower = batch.AddLoadRequest(lower, 0, &props); + const unsigned int _upper = batch.AddLoadRequest(upper, 0, &props); + const unsigned int _head = batch.AddLoadRequest(head, 0, &props); + batch.LoadAll(); + + // now construct a dummy scene to place these three parts in + aiScene *master = new aiScene(); + aiNode *nd = master->mRootNode = new aiNode(); + nd->mName.Set("<MD3_Player>"); + + // ... and get them. We need all of them. + scene_lower = batch.GetImport(_lower); + if (!scene_lower) { + ASSIMP_LOG_ERROR("M3D: Failed to read multi part model, lower.md3 fails to load"); + failure = "lower"; + goto error_cleanup; + } + + scene_upper = batch.GetImport(_upper); + if (!scene_upper) { + ASSIMP_LOG_ERROR("M3D: Failed to read multi part model, upper.md3 fails to load"); + failure = "upper"; + goto error_cleanup; + } + + scene_head = batch.GetImport(_head); + if (!scene_head) { + ASSIMP_LOG_ERROR("M3D: Failed to read multi part model, head.md3 fails to load"); + failure = "head"; + goto error_cleanup; + } + + // build attachment infos. search for typical Q3 tags + + // original root + scene_lower->mRootNode->mName.Set("lower"); + attach.push_back(AttachmentInfo(scene_lower, nd)); + + // tag_torso + tag_torso = scene_lower->mRootNode->FindNode("tag_torso"); + if (!tag_torso) { + ASSIMP_LOG_ERROR("M3D: Failed to find attachment tag for multi part model: tag_torso expected"); + goto error_cleanup; + } + scene_upper->mRootNode->mName.Set("upper"); + attach.push_back(AttachmentInfo(scene_upper, tag_torso)); + + // tag_head + tag_head = scene_upper->mRootNode->FindNode("tag_head"); + if (!tag_head) { + ASSIMP_LOG_ERROR("M3D: Failed to find attachment tag for multi part model: tag_head expected"); + goto error_cleanup; + } + scene_head->mRootNode->mName.Set("head"); + attach.push_back(AttachmentInfo(scene_head, tag_head)); + + // Remove tag_head and tag_torso from all other model parts ... + // this ensures (together with AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) + // that tag_torso/tag_head is also the name of the (unique) output node + RemoveSingleNodeFromList(scene_upper->mRootNode->FindNode("tag_torso")); + RemoveSingleNodeFromList(scene_head->mRootNode->FindNode("tag_head")); + + // Undo the rotations which we applied to the coordinate systems. We're + // working in global Quake space here + scene_head->mRootNode->mTransformation = aiMatrix4x4(); + scene_lower->mRootNode->mTransformation = aiMatrix4x4(); + scene_upper->mRootNode->mTransformation = aiMatrix4x4(); + + // and merge the scenes + SceneCombiner::MergeScenes(&mScene, master, attach, + AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES | + AI_INT_MERGE_SCENE_GEN_UNIQUE_MATNAMES | + AI_INT_MERGE_SCENE_RESOLVE_CROSS_ATTACHMENTS | + (!configSpeedFlag ? AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY : 0)); + + // Now rotate the whole scene 90 degrees around the x axis to convert to internal coordinate system + mScene->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); + + return true; + + error_cleanup: + delete scene_upper; + delete scene_lower; + delete scene_head; + delete master; + + if (failure == mod_filename) { + throw DeadlyImportError("MD3: failure to read multipart host file"); + } + } + return false; +} + +// ------------------------------------------------------------------------------------------------ +// Convert a MD3 path to a proper value +void MD3Importer::ConvertPath(const char *texture_name, const char *header_name, std::string &out) const { + // If the MD3's internal path itself and the given path are using + // the same directory, remove it completely to get right output paths. + const char *end1 = ::strrchr(header_name, '\\'); + if (!end1) end1 = ::strrchr(header_name, '/'); + + const char *end2 = ::strrchr(texture_name, '\\'); + if (!end2) end2 = ::strrchr(texture_name, '/'); + + // HACK: If the paths starts with "models", ignore the + // next two hierarchy levels, it specifies just the model name. + // Ignored by Q3, it might be not equal to the real model location. + if (end2) { + + size_t len2; + const size_t len1 = (size_t)(end1 - header_name); + if (!ASSIMP_strincmp(texture_name, "models", 6) && (texture_name[6] == '/' || texture_name[6] == '\\')) { + len2 = 6; // ignore the seventh - could be slash or backslash + + if (!header_name[0]) { + // Use the file name only + out = end2 + 1; + return; + } + } else + len2 = std::min(len1, (size_t)(end2 - texture_name)); + if (!ASSIMP_strincmp(texture_name, header_name, static_cast<unsigned int>(len2))) { + // Use the file name only + out = end2 + 1; + return; + } + } + // Use the full path + out = texture_name; +} + +// ------------------------------------------------------------------------------------------------ +// Imports the given file into the given scene structure. +void MD3Importer::InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) { + mFile = pFile; + mScene = pScene; + mIOHandler = pIOHandler; + + // get base path and file name + // todo ... move to PathConverter + std::string::size_type s = mFile.find_last_of("/\\"); + if (s == std::string::npos) { + s = 0; + } else { + ++s; + } + filename = mFile.substr(s), path = mFile.substr(0, s); + for (std::string::iterator it = filename.begin(); it != filename.end(); ++it) { + *it = static_cast<char>(tolower(static_cast<unsigned char>(*it))); + } + + // Load multi-part model file, if necessary + if (configHandleMP) { + if (ReadMultipartFile()) + return; + } + + 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 MD3 file ", pFile, "."); + } + + // Check whether the md3 file is large enough to contain the header + fileSize = (unsigned int)file->FileSize(); + if (fileSize < sizeof(MD3::Header)) + throw DeadlyImportError("MD3 File is too small."); + + // Allocate storage and copy the contents of the file to a memory buffer + std::vector<unsigned char> mBuffer2(fileSize); + file->Read(&mBuffer2[0], 1, fileSize); + mBuffer = &mBuffer2[0]; + + pcHeader = (BE_NCONST MD3::Header *)mBuffer; + + // Ensure correct endianness +#ifdef AI_BUILD_BIG_ENDIAN + + AI_SWAP4(pcHeader->VERSION); + AI_SWAP4(pcHeader->FLAGS); + AI_SWAP4(pcHeader->IDENT); + AI_SWAP4(pcHeader->NUM_FRAMES); + AI_SWAP4(pcHeader->NUM_SKINS); + AI_SWAP4(pcHeader->NUM_SURFACES); + AI_SWAP4(pcHeader->NUM_TAGS); + AI_SWAP4(pcHeader->OFS_EOF); + AI_SWAP4(pcHeader->OFS_FRAMES); + AI_SWAP4(pcHeader->OFS_SURFACES); + AI_SWAP4(pcHeader->OFS_TAGS); + +#endif + + // Validate the file header + ValidateHeaderOffsets(); + + // Navigate to the list of surfaces + BE_NCONST MD3::Surface *pcSurfaces = (BE_NCONST MD3::Surface *)(mBuffer + pcHeader->OFS_SURFACES); + + // Navigate to the list of tags + BE_NCONST MD3::Tag *pcTags = (BE_NCONST MD3::Tag *)(mBuffer + pcHeader->OFS_TAGS); + + // Allocate output storage + pScene->mNumMeshes = pcHeader->NUM_SURFACES; + if (pcHeader->NUM_SURFACES == 0) { + throw DeadlyImportError("MD3: No surfaces"); + } else if (pcHeader->NUM_SURFACES > AI_MAX_ALLOC(aiMesh)) { + // We allocate pointers but check against the size of aiMesh + // since those pointers will eventually have to point to real objects + throw DeadlyImportError("MD3: Too many surfaces, would run out of memory"); + } + pScene->mMeshes = new aiMesh *[pScene->mNumMeshes]; + + pScene->mNumMaterials = pcHeader->NUM_SURFACES; + pScene->mMaterials = new aiMaterial *[pScene->mNumMeshes]; + + // Set arrays to zero to ensue proper destruction if an exception is raised + ::memset(pScene->mMeshes, 0, pScene->mNumMeshes * sizeof(aiMesh *)); + ::memset(pScene->mMaterials, 0, pScene->mNumMaterials * sizeof(aiMaterial *)); + + // Now read possible skins from .skin file + Q3Shader::SkinData skins; + ReadSkin(skins); + + // And check whether we can locate a shader file for this model + Q3Shader::ShaderData shaders; + if (configLoadShaders){ + ReadShader(shaders); + } + + // Adjust all texture paths in the shader + const char *header_name = pcHeader->NAME; + if (!shaders.blocks.empty()) { + for (std::list<Q3Shader::ShaderDataBlock>::iterator dit = shaders.blocks.begin(); dit != shaders.blocks.end(); ++dit) { + ConvertPath((*dit).name.c_str(), header_name, (*dit).name); + + for (std::list<Q3Shader::ShaderMapBlock>::iterator mit = (*dit).maps.begin(); mit != (*dit).maps.end(); ++mit) { + ConvertPath((*mit).name.c_str(), header_name, (*mit).name); + } + } + } + + // Read all surfaces from the file + unsigned int iNum = pcHeader->NUM_SURFACES; + unsigned int iNumMaterials = 0; + while (iNum-- > 0) { + + // Ensure correct endianness +#ifdef AI_BUILD_BIG_ENDIAN + + AI_SWAP4(pcSurfaces->FLAGS); + AI_SWAP4(pcSurfaces->IDENT); + AI_SWAP4(pcSurfaces->NUM_FRAMES); + AI_SWAP4(pcSurfaces->NUM_SHADER); + AI_SWAP4(pcSurfaces->NUM_TRIANGLES); + AI_SWAP4(pcSurfaces->NUM_VERTICES); + AI_SWAP4(pcSurfaces->OFS_END); + AI_SWAP4(pcSurfaces->OFS_SHADERS); + AI_SWAP4(pcSurfaces->OFS_ST); + AI_SWAP4(pcSurfaces->OFS_TRIANGLES); + AI_SWAP4(pcSurfaces->OFS_XYZNORMAL); + +#endif + + // Validate the surface header + ValidateSurfaceHeaderOffsets(pcSurfaces); + + // Navigate to the vertex list of the surface + BE_NCONST MD3::Vertex *pcVertices = (BE_NCONST MD3::Vertex *)(((uint8_t *)pcSurfaces) + pcSurfaces->OFS_XYZNORMAL); + + // Navigate to the triangle list of the surface + BE_NCONST MD3::Triangle *pcTriangles = (BE_NCONST MD3::Triangle *)(((uint8_t *)pcSurfaces) + pcSurfaces->OFS_TRIANGLES); + + // Navigate to the texture coordinate list of the surface + BE_NCONST MD3::TexCoord *pcUVs = (BE_NCONST MD3::TexCoord *)(((uint8_t *)pcSurfaces) + pcSurfaces->OFS_ST); + + // Navigate to the shader list of the surface + BE_NCONST MD3::Shader *pcShaders = (BE_NCONST MD3::Shader *)(((uint8_t *)pcSurfaces) + pcSurfaces->OFS_SHADERS); + + // If the submesh is empty ignore it + if (0 == pcSurfaces->NUM_VERTICES || 0 == pcSurfaces->NUM_TRIANGLES) { + pcSurfaces = (BE_NCONST MD3::Surface *)(((uint8_t *)pcSurfaces) + pcSurfaces->OFS_END); + pScene->mNumMeshes--; + continue; + } + + // Allocate output mesh + pScene->mMeshes[iNum] = new aiMesh(); + aiMesh *pcMesh = pScene->mMeshes[iNum]; + + std::string _texture_name; + const char *texture_name = nullptr; + + // Check whether we have a texture record for this surface in the .skin file + std::list<Q3Shader::SkinData::TextureEntry>::iterator it = std::find( + skins.textures.begin(), skins.textures.end(), pcSurfaces->NAME); + + if (it != skins.textures.end()) { + texture_name = &*(_texture_name = (*it).second).begin(); + ASSIMP_LOG_VERBOSE_DEBUG("MD3: Assigning skin texture ", (*it).second, " to surface ", pcSurfaces->NAME); + (*it).resolved = true; // mark entry as resolved + } + + // Get the first shader (= texture?) assigned to the surface + if (!texture_name && pcSurfaces->NUM_SHADER) { + texture_name = pcShaders->NAME; + } + + std::string convertedPath; + if (texture_name) { + if (configLoadShaders){ + ConvertPath(texture_name, header_name, convertedPath); + } + else{ + convertedPath = texture_name; + } + } + + const Q3Shader::ShaderDataBlock *shader = nullptr; + + // Now search the current shader for a record with this name ( + // excluding texture file extension) + if (!shaders.blocks.empty()) { + std::string::size_type sh = convertedPath.find_last_of('.'); + if (sh == std::string::npos) { + sh = convertedPath.length(); + } + + const std::string without_ext = convertedPath.substr(0, sh); + std::list<Q3Shader::ShaderDataBlock>::const_iterator dit = std::find(shaders.blocks.begin(), shaders.blocks.end(), without_ext); + if (dit != shaders.blocks.end()) { + // We made it! + shader = &*dit; + ASSIMP_LOG_INFO("Found shader record for ", without_ext); + } else { + ASSIMP_LOG_WARN("Unable to find shader record for ", without_ext); + } + } + + aiMaterial *pcHelper = new aiMaterial(); + + const int iMode = (int)aiShadingMode_Gouraud; + pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL); + + // Add a small ambient color value - Quake 3 seems to have one + aiColor3D clr; + clr.b = clr.g = clr.r = 0.05f; + pcHelper->AddProperty<aiColor3D>(&clr, 1, AI_MATKEY_COLOR_AMBIENT); + + 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); + + // use surface name + skin_name as material name + aiString name; + name.Set("MD3_[" + configSkinFile + "][" + pcSurfaces->NAME + "]"); + pcHelper->AddProperty(&name, AI_MATKEY_NAME); + + if (!shader) { + // Setup dummy texture file name to ensure UV coordinates are kept during postprocessing + aiString szString; + if (convertedPath.length()) { + szString.Set(convertedPath); + } else { + ASSIMP_LOG_WARN("Texture file name has zero length. Using default name"); + szString.Set("dummy_texture.bmp"); + } + pcHelper->AddProperty(&szString, AI_MATKEY_TEXTURE_DIFFUSE(0)); + + // prevent transparency by default + int no_alpha = aiTextureFlags_IgnoreAlpha; + pcHelper->AddProperty(&no_alpha, 1, AI_MATKEY_TEXFLAGS_DIFFUSE(0)); + } else { + Q3Shader::ConvertShaderToMaterial(pcHelper, *shader); + } + + pScene->mMaterials[iNumMaterials] = (aiMaterial *)pcHelper; + pcMesh->mMaterialIndex = iNumMaterials++; + + // Ensure correct endianness +#ifdef AI_BUILD_BIG_ENDIAN + + for (uint32_t i = 0; i < pcSurfaces->NUM_VERTICES; ++i) { + AI_SWAP2(pcVertices[i].NORMAL); + AI_SWAP2(pcVertices[i].X); + AI_SWAP2(pcVertices[i].Y); + AI_SWAP2(pcVertices[i].Z); + + AI_SWAP4(pcUVs[i].U); + AI_SWAP4(pcUVs[i].V); + } + for (uint32_t i = 0; i < pcSurfaces->NUM_TRIANGLES; ++i) { + AI_SWAP4(pcTriangles[i].INDEXES[0]); + AI_SWAP4(pcTriangles[i].INDEXES[1]); + AI_SWAP4(pcTriangles[i].INDEXES[2]); + } + +#endif + + // Fill mesh information + pcMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE; + + pcMesh->mNumVertices = pcSurfaces->NUM_TRIANGLES * 3; + pcMesh->mNumFaces = pcSurfaces->NUM_TRIANGLES; + pcMesh->mFaces = new aiFace[pcSurfaces->NUM_TRIANGLES]; + pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices]; + pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices]; + pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices]; + pcMesh->mNumUVComponents[0] = 2; + + // Fill in all triangles + unsigned int iCurrent = 0; + for (unsigned int i = 0; i < (unsigned int)pcSurfaces->NUM_TRIANGLES; ++i) { + pcMesh->mFaces[i].mIndices = new unsigned int[3]; + pcMesh->mFaces[i].mNumIndices = 3; + + //unsigned int iTemp = iCurrent; + for (unsigned int c = 0; c < 3; ++c, ++iCurrent) { + pcMesh->mFaces[i].mIndices[c] = iCurrent; + + // Read vertices + aiVector3D &vec = pcMesh->mVertices[iCurrent]; + uint32_t index = pcTriangles->INDEXES[c]; + if (index >= pcSurfaces->NUM_VERTICES) { + throw DeadlyImportError("MD3: Invalid vertex index"); + } + vec.x = pcVertices[index].X * AI_MD3_XYZ_SCALE; + vec.y = pcVertices[index].Y * AI_MD3_XYZ_SCALE; + vec.z = pcVertices[index].Z * AI_MD3_XYZ_SCALE; + + // Convert the normal vector to uncompressed float3 format + aiVector3D &nor = pcMesh->mNormals[iCurrent]; + LatLngNormalToVec3(pcVertices[index].NORMAL, (ai_real *)&nor); + + // Read texture coordinates + pcMesh->mTextureCoords[0][iCurrent].x = pcUVs[index].U; + pcMesh->mTextureCoords[0][iCurrent].y = 1.0f - pcUVs[index].V; + } + // Flip face order normally, unless shader is backfacing + if (!(shader && shader->cull == Q3Shader::CULL_CCW)) { + std::swap(pcMesh->mFaces[i].mIndices[2], pcMesh->mFaces[i].mIndices[1]); + } + ++pcTriangles; + } + + // Go to the next surface + pcSurfaces = (BE_NCONST MD3::Surface *)(((unsigned char *)pcSurfaces) + pcSurfaces->OFS_END); + } + + // For debugging purposes: check whether we found matches for all entries in the skins file + if (!DefaultLogger::isNullLogger()) { + for (std::list<Q3Shader::SkinData::TextureEntry>::const_iterator it = skins.textures.begin(); it != skins.textures.end(); ++it) { + if (!(*it).resolved) { + ASSIMP_LOG_ERROR("MD3: Failed to match skin ", (*it).first, " to surface ", (*it).second); + } + } + } + + if (!pScene->mNumMeshes) { + throw DeadlyImportError("MD3: File contains no valid mesh"); + } + pScene->mNumMaterials = iNumMaterials; + + // Now we need to generate an empty node graph + pScene->mRootNode = new aiNode("<MD3Root>"); + pScene->mRootNode->mNumMeshes = pScene->mNumMeshes; + pScene->mRootNode->mMeshes = new unsigned int[pScene->mNumMeshes]; + + // Attach tiny children for all tags + if (pcHeader->NUM_TAGS) { + pScene->mRootNode->mNumChildren = pcHeader->NUM_TAGS; + pScene->mRootNode->mChildren = new aiNode *[pcHeader->NUM_TAGS]; + + for (unsigned int i = 0; i < pcHeader->NUM_TAGS; ++i, ++pcTags) { + aiNode *nd = pScene->mRootNode->mChildren[i] = new aiNode(); + nd->mName.Set((const char *)pcTags->NAME); + nd->mParent = pScene->mRootNode; + + AI_SWAP4(pcTags->origin.x); + AI_SWAP4(pcTags->origin.y); + AI_SWAP4(pcTags->origin.z); + + // Copy local origin, again flip z,y + nd->mTransformation.a4 = pcTags->origin.x; + nd->mTransformation.b4 = pcTags->origin.y; + nd->mTransformation.c4 = pcTags->origin.z; + + // Copy rest of transformation (need to transpose to match row-order matrix) + for (unsigned int a = 0; a < 3; ++a) { + for (unsigned int m = 0; m < 3; ++m) { + nd->mTransformation[m][a] = pcTags->orientation[a][m]; + AI_SWAP4(nd->mTransformation[m][a]); + } + } + } + } + + for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) + pScene->mRootNode->mMeshes[i] = i; + + // 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_MD3_IMPORTER |