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Diffstat (limited to 'libs/assimp/code/AssetLib/MS3D/MS3DLoader.cpp')
-rw-r--r-- | libs/assimp/code/AssetLib/MS3D/MS3DLoader.cpp | 656 |
1 files changed, 656 insertions, 0 deletions
diff --git a/libs/assimp/code/AssetLib/MS3D/MS3DLoader.cpp b/libs/assimp/code/AssetLib/MS3D/MS3DLoader.cpp new file mode 100644 index 0000000..fc2ed04 --- /dev/null +++ b/libs/assimp/code/AssetLib/MS3D/MS3DLoader.cpp @@ -0,0 +1,656 @@ +/* +--------------------------------------------------------------------------- +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 MS3DLoader.cpp + * @brief Implementation of the Ms3D importer class. + * Written against http://chumbalum.swissquake.ch/ms3d/ms3dspec.txt + */ + + +#ifndef ASSIMP_BUILD_NO_MS3D_IMPORTER + +// internal headers +#include "MS3DLoader.h" +#include <assimp/StreamReader.h> +#include <assimp/DefaultLogger.hpp> +#include <assimp/scene.h> +#include <assimp/IOSystem.hpp> +#include <assimp/importerdesc.h> +#include <map> + +using namespace Assimp; + +static const aiImporterDesc desc = { + "Milkshape 3D Importer", + "", + "", + "http://chumbalum.swissquake.ch/", + aiImporterFlags_SupportBinaryFlavour, + 0, + 0, + 0, + 0, + "ms3d" +}; + +// ASSIMP_BUILD_MS3D_ONE_NODE_PER_MESH +// (enable old code path, which generates extra nodes per mesh while +// the newer code uses aiMesh::mName to express the name of the +// meshes (a.k.a. groups in MS3D)) + +// ------------------------------------------------------------------------------------------------ +// Constructor to be privately used by Importer +MS3DImporter::MS3DImporter() + : mScene() +{} + +// ------------------------------------------------------------------------------------------------ +// Destructor, private as well +MS3DImporter::~MS3DImporter() +{} +// ------------------------------------------------------------------------------------------------ +// Returns whether the class can handle the format of the given file. +bool MS3DImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool /*checkSig*/) const +{ + static const char* tokens[] = { "MS3D000000" }; + return SearchFileHeaderForToken(pIOHandler,pFile,tokens,AI_COUNT_OF(tokens)); +} + +// ------------------------------------------------------------------------------------------------ +const aiImporterDesc* MS3DImporter::GetInfo () const +{ + return &desc; +} + +// ------------------------------------------------------------------------------------------------ +void ReadColor(StreamReaderLE& stream, aiColor4D& ambient) +{ + // aiColor4D is packed on gcc, implicit binding to float& fails therefore. + stream >> (float&)ambient.r >> (float&)ambient.g >> (float&)ambient.b >> (float&)ambient.a; +} + +// ------------------------------------------------------------------------------------------------ +void ReadVector(StreamReaderLE& stream, aiVector3D& pos) +{ + // See note in ReadColor() + stream >> (float&)pos.x >> (float&)pos.y >> (float&)pos.z; +} + +// ------------------------------------------------------------------------------------------------ +template<typename T> +void MS3DImporter :: ReadComments(StreamReaderLE& stream, std::vector<T>& outp) +{ + uint16_t cnt; + stream >> cnt; + + for(unsigned int i = 0; i < cnt; ++i) { + uint32_t index, clength; + stream >> index >> clength; + + if(index >= outp.size()) { + ASSIMP_LOG_WARN("MS3D: Invalid index in comment section"); + } + else if (clength > stream.GetRemainingSize()) { + throw DeadlyImportError("MS3D: Failure reading comment, length field is out of range"); + } + else { + outp[index].comment = std::string(reinterpret_cast<char*>(stream.GetPtr()),clength); + } + stream.IncPtr(clength); + } +} + +// ------------------------------------------------------------------------------------------------ +template <typename T, typename T2, typename T3> bool inrange(const T& in, const T2& lower, const T3& higher) +{ + return in > lower && in <= higher; +} + +// ------------------------------------------------------------------------------------------------ +void MS3DImporter :: CollectChildJoints(const std::vector<TempJoint>& joints, + std::vector<bool>& hadit, + aiNode* nd, + const aiMatrix4x4& absTrafo) +{ + unsigned int cnt = 0; + for(size_t i = 0; i < joints.size(); ++i) { + if (!hadit[i] && !strcmp(joints[i].parentName,nd->mName.data)) { + ++cnt; + } + } + + nd->mChildren = new aiNode*[nd->mNumChildren = cnt]; + cnt = 0; + for(size_t i = 0; i < joints.size(); ++i) { + if (!hadit[i] && !strcmp(joints[i].parentName,nd->mName.data)) { + aiNode* ch = nd->mChildren[cnt++] = new aiNode(joints[i].name); + ch->mParent = nd; + + ch->mTransformation = aiMatrix4x4::Translation(joints[i].position,aiMatrix4x4()=aiMatrix4x4())* + aiMatrix4x4().FromEulerAnglesXYZ(joints[i].rotation); + + const aiMatrix4x4 abs = absTrafo*ch->mTransformation; + for(unsigned int a = 0; a < mScene->mNumMeshes; ++a) { + aiMesh* const msh = mScene->mMeshes[a]; + for(unsigned int n = 0; n < msh->mNumBones; ++n) { + aiBone* const bone = msh->mBones[n]; + + if(bone->mName == ch->mName) { + bone->mOffsetMatrix = aiMatrix4x4(abs).Inverse(); + } + } + } + + hadit[i] = true; + CollectChildJoints(joints,hadit,ch,abs); + } + } +} + +// ------------------------------------------------------------------------------------------------ +void MS3DImporter :: CollectChildJoints(const std::vector<TempJoint>& joints, aiNode* nd) +{ + std::vector<bool> hadit(joints.size(),false); + aiMatrix4x4 trafo; + + CollectChildJoints(joints,hadit,nd,trafo); +} + +// ------------------------------------------------------------------------------------------------ +// Imports the given file into the given scene structure. +void MS3DImporter::InternReadFile( const std::string& pFile, + aiScene* pScene, IOSystem* pIOHandler) +{ + + auto file = pIOHandler->Open(pFile, "rb"); + if (!file) + throw DeadlyImportError("MS3D: Could not open ", pFile); + + StreamReaderLE stream(file); + + // CanRead() should have done this already + char head[10]; + int32_t version; + + mScene = pScene; + + + // 1 ------------ read into temporary data structures mirroring the original file + + stream.CopyAndAdvance(head,10); + stream >> version; + if (strncmp(head,"MS3D000000",10)) { + throw DeadlyImportError("Not a MS3D file, magic string MS3D000000 not found: ", pFile); + } + + if (version != 4) { + throw DeadlyImportError("MS3D: Unsupported file format version, 4 was expected"); + } + + uint16_t verts; + stream >> verts; + + std::vector<TempVertex> vertices(verts); + for (unsigned int i = 0; i < verts; ++i) { + TempVertex& v = vertices[i]; + + stream.IncPtr(1); + ReadVector(stream,v.pos); + v.bone_id[0] = stream.GetI1(); + v.ref_cnt = stream.GetI1(); + + v.bone_id[1] = v.bone_id[2] = v.bone_id[3] = UINT_MAX; + v.weights[1] = v.weights[2] = v.weights[3] = 0.f; + v.weights[0] = 1.f; + } + + uint16_t tris; + stream >> tris; + + std::vector<TempTriangle> triangles(tris); + for (unsigned int i = 0;i < tris; ++i) { + TempTriangle& t = triangles[i]; + + stream.IncPtr(2); + for (unsigned int j = 0; j < 3; ++j) { + t.indices[j] = stream.GetI2(); + } + + for (unsigned int j = 0; j < 3; ++j) { + ReadVector(stream,t.normals[j]); + } + + for (unsigned int j = 0; j < 3; ++j) { + stream >> (float&)(t.uv[j].x); // see note in ReadColor() + } + for (unsigned int j = 0; j < 3; ++j) { + stream >> (float&)(t.uv[j].y); + } + + t.sg = stream.GetI1(); + t.group = stream.GetI1(); + } + + uint16_t grp; + stream >> grp; + + bool need_default = false; + std::vector<TempGroup> groups(grp); + for (unsigned int i = 0;i < grp; ++i) { + TempGroup& t = groups[i]; + + stream.IncPtr(1); + stream.CopyAndAdvance(t.name,32); + + t.name[32] = '\0'; + uint16_t num; + stream >> num; + + t.triangles.resize(num); + for (unsigned int j = 0; j < num; ++j) { + t.triangles[j] = stream.GetI2(); + } + t.mat = stream.GetI1(); + if (t.mat == UINT_MAX) { + need_default = true; + } + } + + uint16_t mat; + stream >> mat; + + std::vector<TempMaterial> materials(mat); + for (unsigned int j = 0;j < mat; ++j) { + TempMaterial& t = materials[j]; + + stream.CopyAndAdvance(t.name,32); + t.name[32] = '\0'; + + ReadColor(stream,t.ambient); + ReadColor(stream,t.diffuse); + ReadColor(stream,t.specular); + ReadColor(stream,t.emissive); + stream >> t.shininess >> t.transparency; + + stream.IncPtr(1); + + stream.CopyAndAdvance(t.texture,128); + t.texture[128] = '\0'; + + stream.CopyAndAdvance(t.alphamap,128); + t.alphamap[128] = '\0'; + } + + float animfps, currenttime; + uint32_t totalframes; + stream >> animfps >> currenttime >> totalframes; + + uint16_t joint; + stream >> joint; + + std::vector<TempJoint> joints(joint); + for(unsigned int ii = 0; ii < joint; ++ii) { + TempJoint& j = joints[ii]; + + stream.IncPtr(1); + stream.CopyAndAdvance(j.name,32); + j.name[32] = '\0'; + + stream.CopyAndAdvance(j.parentName,32); + j.parentName[32] = '\0'; + + ReadVector(stream,j.rotation); + ReadVector(stream,j.position); + + j.rotFrames.resize(stream.GetI2()); + j.posFrames.resize(stream.GetI2()); + + for(unsigned int a = 0; a < j.rotFrames.size(); ++a) { + TempKeyFrame& kf = j.rotFrames[a]; + stream >> kf.time; + ReadVector(stream,kf.value); + } + for(unsigned int a = 0; a < j.posFrames.size(); ++a) { + TempKeyFrame& kf = j.posFrames[a]; + stream >> kf.time; + ReadVector(stream,kf.value); + } + } + + if(stream.GetRemainingSize() > 4) { + uint32_t subversion; + stream >> subversion; + if (subversion == 1) { + ReadComments<TempGroup>(stream,groups); + ReadComments<TempMaterial>(stream,materials); + ReadComments<TempJoint>(stream,joints); + + // model comment - print it for we have such a nice log. + if (stream.GetI4()) { + const size_t len = static_cast<size_t>(stream.GetI4()); + if (len > stream.GetRemainingSize()) { + throw DeadlyImportError("MS3D: Model comment is too long"); + } + + const std::string& s = std::string(reinterpret_cast<char*>(stream.GetPtr()),len); + ASSIMP_LOG_DEBUG("MS3D: Model comment: ", s); + } + + if(stream.GetRemainingSize() > 4 && inrange((stream >> subversion,subversion),1u,3u)) { + for(unsigned int i = 0; i < verts; ++i) { + TempVertex& v = vertices[i]; + v.weights[3]=1.f; + for(unsigned int n = 0; n < 3; v.weights[3]-=v.weights[n++]) { + v.bone_id[n+1] = stream.GetI1(); + v.weights[n] = static_cast<float>(static_cast<unsigned int>(stream.GetI1()))/255.f; + } + stream.IncPtr((subversion-1)<<2u); + } + + // even further extra data is not of interest for us, at least now now. + } + } + } + + // 2 ------------ convert to proper aiXX data structures ----------------------------------- + + if (need_default && materials.size()) { + ASSIMP_LOG_WARN("MS3D: Found group with no material assigned, spawning default material"); + // if one of the groups has no material assigned, but there are other + // groups with materials, a default material needs to be added ( + // scenepreprocessor adds a default material only if nummat==0). + materials.push_back(TempMaterial()); + TempMaterial& m = materials.back(); + + strcpy(m.name,"<MS3D_DefaultMat>"); + m.diffuse = aiColor4D(0.6f,0.6f,0.6f,1.0); + m.transparency = 1.f; + m.shininess = 0.f; + + // this is because these TempXXX struct's have no c'tors. + m.texture[0] = m.alphamap[0] = '\0'; + + for (unsigned int i = 0; i < groups.size(); ++i) { + TempGroup& g = groups[i]; + if (g.mat == UINT_MAX) { + g.mat = static_cast<unsigned int>(materials.size()-1); + } + } + } + + // convert materials to our generic key-value dict-alike + if (materials.size()) { + pScene->mMaterials = new aiMaterial*[materials.size()]; + for (size_t i = 0; i < materials.size(); ++i) { + + aiMaterial* mo = new aiMaterial(); + pScene->mMaterials[pScene->mNumMaterials++] = mo; + + const TempMaterial& mi = materials[i]; + + aiString tmp; + if (0[mi.alphamap]) { + tmp = aiString(mi.alphamap); + mo->AddProperty(&tmp,AI_MATKEY_TEXTURE_OPACITY(0)); + } + if (0[mi.texture]) { + tmp = aiString(mi.texture); + mo->AddProperty(&tmp,AI_MATKEY_TEXTURE_DIFFUSE(0)); + } + if (0[mi.name]) { + tmp = aiString(mi.name); + mo->AddProperty(&tmp,AI_MATKEY_NAME); + } + + mo->AddProperty(&mi.ambient,1,AI_MATKEY_COLOR_AMBIENT); + mo->AddProperty(&mi.diffuse,1,AI_MATKEY_COLOR_DIFFUSE); + mo->AddProperty(&mi.specular,1,AI_MATKEY_COLOR_SPECULAR); + mo->AddProperty(&mi.emissive,1,AI_MATKEY_COLOR_EMISSIVE); + + mo->AddProperty(&mi.shininess,1,AI_MATKEY_SHININESS); + mo->AddProperty(&mi.transparency,1,AI_MATKEY_OPACITY); + + const int sm = mi.shininess>0.f?aiShadingMode_Phong:aiShadingMode_Gouraud; + mo->AddProperty(&sm,1,AI_MATKEY_SHADING_MODEL); + } + } + + // convert groups to meshes + if (groups.empty()) { + throw DeadlyImportError("MS3D: Didn't get any group records, file is malformed"); + } + + pScene->mMeshes = new aiMesh*[pScene->mNumMeshes=static_cast<unsigned int>(groups.size())](); + for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) { + + aiMesh* m = pScene->mMeshes[i] = new aiMesh(); + const TempGroup& g = groups[i]; + + if (pScene->mNumMaterials && g.mat > pScene->mNumMaterials) { + throw DeadlyImportError("MS3D: Encountered invalid material index, file is malformed"); + } // no error if no materials at all - scenepreprocessor adds one then + + m->mMaterialIndex = g.mat; + m->mPrimitiveTypes = aiPrimitiveType_TRIANGLE; + + m->mFaces = new aiFace[m->mNumFaces = static_cast<unsigned int>(g.triangles.size())]; + m->mNumVertices = m->mNumFaces*3; + + // storage for vertices - verbose format, as requested by the postprocessing pipeline + m->mVertices = new aiVector3D[m->mNumVertices]; + m->mNormals = new aiVector3D[m->mNumVertices]; + m->mTextureCoords[0] = new aiVector3D[m->mNumVertices]; + m->mNumUVComponents[0] = 2; + + typedef std::map<unsigned int,unsigned int> BoneSet; + BoneSet mybones; + + for (unsigned int j = 0,n = 0; j < m->mNumFaces; ++j) { + aiFace& f = m->mFaces[j]; + if (g.triangles[j]>triangles.size()) { + throw DeadlyImportError("MS3D: Encountered invalid triangle index, file is malformed"); + } + + TempTriangle& t = triangles[g.triangles[j]]; + f.mIndices = new unsigned int[f.mNumIndices=3]; + + for (unsigned int k = 0; k < 3; ++k,++n) { + if (t.indices[k]>vertices.size()) { + throw DeadlyImportError("MS3D: Encountered invalid vertex index, file is malformed"); + } + + const TempVertex& v = vertices[t.indices[k]]; + for(unsigned int a = 0; a < 4; ++a) { + if (v.bone_id[a] != UINT_MAX) { + if (v.bone_id[a] >= joints.size()) { + throw DeadlyImportError("MS3D: Encountered invalid bone index, file is malformed"); + } + if (mybones.find(v.bone_id[a]) == mybones.end()) { + mybones[v.bone_id[a]] = 1; + } + else ++mybones[v.bone_id[a]]; + } + } + + // collect vertex components + m->mVertices[n] = v.pos; + + m->mNormals[n] = t.normals[k]; + m->mTextureCoords[0][n] = aiVector3D(t.uv[k].x,1.f-t.uv[k].y,0.0); + f.mIndices[k] = n; + } + } + + // allocate storage for bones + if(!mybones.empty()) { + std::vector<unsigned int> bmap(joints.size()); + m->mBones = new aiBone*[mybones.size()](); + for(BoneSet::const_iterator it = mybones.begin(); it != mybones.end(); ++it) { + aiBone* const bn = m->mBones[m->mNumBones] = new aiBone(); + const TempJoint& jnt = joints[(*it).first]; + + bn->mName.Set(jnt.name); + bn->mWeights = new aiVertexWeight[(*it).second]; + + bmap[(*it).first] = m->mNumBones++; + } + + // .. and collect bone weights + for (unsigned int j = 0,n = 0; j < m->mNumFaces; ++j) { + TempTriangle& t = triangles[g.triangles[j]]; + + for (unsigned int k = 0; k < 3; ++k,++n) { + const TempVertex& v = vertices[t.indices[k]]; + for(unsigned int a = 0; a < 4; ++a) { + const unsigned int bone = v.bone_id[a]; + if(bone==UINT_MAX){ + continue; + } + + aiBone* const outbone = m->mBones[bmap[bone]]; + aiVertexWeight& outwght = outbone->mWeights[outbone->mNumWeights++]; + + outwght.mVertexId = n; + outwght.mWeight = v.weights[a]; + } + } + } + } + } + + // ... add dummy nodes under a single root, each holding a reference to one + // mesh. If we didn't do this, we'd lose the group name. + aiNode* rt = pScene->mRootNode = new aiNode("<MS3DRoot>"); + +#ifdef ASSIMP_BUILD_MS3D_ONE_NODE_PER_MESH + rt->mChildren = new aiNode*[rt->mNumChildren=pScene->mNumMeshes+(joints.size()?1:0)](); + + for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) { + aiNode* nd = rt->mChildren[i] = new aiNode(); + + const TempGroup& g = groups[i]; + + // we need to generate an unique name for all mesh nodes. + // since we want to keep the group name, a prefix is + // prepended. + nd->mName = aiString("<MS3DMesh>_"); + nd->mName.Append(g.name); + nd->mParent = rt; + + nd->mMeshes = new unsigned int[nd->mNumMeshes = 1]; + nd->mMeshes[0] = i; + } +#else + rt->mMeshes = new unsigned int[pScene->mNumMeshes]; + for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) { + rt->mMeshes[rt->mNumMeshes++] = i; + } +#endif + + // convert animations as well + if(joints.size()) { +#ifndef ASSIMP_BUILD_MS3D_ONE_NODE_PER_MESH + rt->mChildren = new aiNode*[1](); + rt->mNumChildren = 1; + + aiNode* jt = rt->mChildren[0] = new aiNode(); +#else + aiNode* jt = rt->mChildren[pScene->mNumMeshes] = new aiNode(); +#endif + jt->mParent = rt; + CollectChildJoints(joints,jt); + jt->mName.Set("<MS3DJointRoot>"); + + pScene->mAnimations = new aiAnimation*[ pScene->mNumAnimations = 1 ]; + aiAnimation* const anim = pScene->mAnimations[0] = new aiAnimation(); + + anim->mName.Set("<MS3DMasterAnim>"); + + // carry the fps info to the user by scaling all times with it + anim->mTicksPerSecond = animfps; + + // leave duration at its default, so ScenePreprocessor will fill an appropriate + // value (the values taken from some MS3D files seem to be too unreliable + // to pass the validation) + // anim->mDuration = totalframes/animfps; + + anim->mChannels = new aiNodeAnim*[joints.size()](); + for(std::vector<TempJoint>::const_iterator it = joints.begin(); it != joints.end(); ++it) { + if ((*it).rotFrames.empty() && (*it).posFrames.empty()) { + continue; + } + + aiNodeAnim* nd = anim->mChannels[anim->mNumChannels++] = new aiNodeAnim(); + nd->mNodeName.Set((*it).name); + + if ((*it).rotFrames.size()) { + nd->mRotationKeys = new aiQuatKey[(*it).rotFrames.size()]; + for(std::vector<TempKeyFrame>::const_iterator rot = (*it).rotFrames.begin(); rot != (*it).rotFrames.end(); ++rot) { + aiQuatKey& q = nd->mRotationKeys[nd->mNumRotationKeys++]; + + q.mTime = (*rot).time*animfps; + q.mValue = aiQuaternion(aiMatrix3x3(aiMatrix4x4().FromEulerAnglesXYZ((*it).rotation)* + aiMatrix4x4().FromEulerAnglesXYZ((*rot).value))); + } + } + + if ((*it).posFrames.size()) { + nd->mPositionKeys = new aiVectorKey[(*it).posFrames.size()]; + + aiQuatKey* qu = nd->mRotationKeys; + for(std::vector<TempKeyFrame>::const_iterator pos = (*it).posFrames.begin(); pos != (*it).posFrames.end(); ++pos,++qu) { + aiVectorKey& v = nd->mPositionKeys[nd->mNumPositionKeys++]; + + v.mTime = (*pos).time*animfps; + v.mValue = (*it).position + (*pos).value; + } + } + } + // fixup to pass the validation if not a single animation channel is non-trivial + if (!anim->mNumChannels) { + anim->mChannels = nullptr; + } + } +} + +#endif |