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diff --git a/libs/assimp/code/AssetLib/MD3/MD3Loader.cpp b/libs/assimp/code/AssetLib/MD3/MD3Loader.cpp
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+/*
+---------------------------------------------------------------------------
+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