diff options
Diffstat (limited to 'src/mesh/assimp-master/code/AssetLib/M3D')
-rw-r--r-- | src/mesh/assimp-master/code/AssetLib/M3D/M3DExporter.cpp | 442 | ||||
-rw-r--r-- | src/mesh/assimp-master/code/AssetLib/M3D/M3DExporter.h | 93 | ||||
-rw-r--r-- | src/mesh/assimp-master/code/AssetLib/M3D/M3DImporter.cpp | 789 | ||||
-rw-r--r-- | src/mesh/assimp-master/code/AssetLib/M3D/M3DImporter.h | 105 | ||||
-rw-r--r-- | src/mesh/assimp-master/code/AssetLib/M3D/M3DMaterials.h | 106 | ||||
-rw-r--r-- | src/mesh/assimp-master/code/AssetLib/M3D/M3DWrapper.cpp | 152 | ||||
-rw-r--r-- | src/mesh/assimp-master/code/AssetLib/M3D/M3DWrapper.h | 134 | ||||
-rw-r--r-- | src/mesh/assimp-master/code/AssetLib/M3D/m3d.h | 4902 |
8 files changed, 6723 insertions, 0 deletions
diff --git a/src/mesh/assimp-master/code/AssetLib/M3D/M3DExporter.cpp b/src/mesh/assimp-master/code/AssetLib/M3D/M3DExporter.cpp new file mode 100644 index 0000000..cf87b62 --- /dev/null +++ b/src/mesh/assimp-master/code/AssetLib/M3D/M3DExporter.cpp @@ -0,0 +1,442 @@ +/* +Open Asset Import Library (assimp) +---------------------------------------------------------------------- + +Copyright (c) 2006-2022, assimp team +Copyright (c) 2019 bzt + +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. + +---------------------------------------------------------------------- +*/ +#ifndef ASSIMP_BUILD_NO_EXPORT +#ifndef ASSIMP_BUILD_NO_M3D_EXPORTER + +#define M3D_IMPLEMENTATION +#define M3D_NOIMPORTER +#define M3D_EXPORTER +#ifndef ASSIMP_BUILD_NO_M3D_IMPORTER +#define M3D_NODUP + + +// Header files, standard library. +#include <memory> // shared_ptr +#include <string> +#include <vector> + +#include <assimp/Exceptional.h> // DeadlyExportError +#include <assimp/StreamWriter.h> // StreamWriterLE +#include <assimp/material.h> // aiTextureType +#include <assimp/mesh.h> +#include <assimp/scene.h> +#include <assimp/version.h> // aiGetVersion +#include <assimp/DefaultLogger.hpp> +#include <assimp/Exporter.hpp> +#include <assimp/IOSystem.hpp> + +#include "M3DExporter.h" +#include "M3DMaterials.h" +#include "M3DWrapper.h" + +// RESOURCES: +// https://gitlab.com/bztsrc/model3d/blob/master/docs/m3d_format.md +// https://gitlab.com/bztsrc/model3d/blob/master/docs/a3d_format.md + +/* + * Currently supports static meshes, vertex colors, materials, textures + * + * For animation, it would require the following conversions: + * - aiNode (bones) -> m3d_t.bone (with parent id, position vector and orientation quaternion) + * - aiMesh.aiBone -> m3d_t.skin (per vertex, with bone id, weight pairs) + * - aiAnimation -> m3d_action (frame with timestamp and list of bone id, position, orientation + * triplets, instead of per bone timestamp + lists) + */ + +// ------------------------------------------------------------------------------------------------ +// Conversion functions +// ------------------------------------------------------------------------------------------------ +// helper to add a vertex (private to NodeWalk) +m3dv_t *AddVrtx(m3dv_t *vrtx, uint32_t *numvrtx, m3dv_t *v, uint32_t *idx) { + if (v->x == (M3D_FLOAT)-0.0) v->x = (M3D_FLOAT)0.0; + if (v->y == (M3D_FLOAT)-0.0) v->y = (M3D_FLOAT)0.0; + if (v->z == (M3D_FLOAT)-0.0) v->z = (M3D_FLOAT)0.0; + if (v->w == (M3D_FLOAT)-0.0) v->w = (M3D_FLOAT)0.0; + vrtx = (m3dv_t *)M3D_REALLOC(vrtx, ((*numvrtx) + 1) * sizeof(m3dv_t)); + memcpy(&vrtx[*numvrtx], v, sizeof(m3dv_t)); + *idx = *numvrtx; + (*numvrtx)++; + return vrtx; +} + +// ------------------------------------------------------------------------------------------------ +// helper to add a tmap (private to NodeWalk) +m3dti_t *AddTmap(m3dti_t *tmap, uint32_t *numtmap, m3dti_t *ti, uint32_t *idx) { + tmap = (m3dti_t *)M3D_REALLOC(tmap, ((*numtmap) + 1) * sizeof(m3dti_t)); + memcpy(&tmap[*numtmap], ti, sizeof(m3dti_t)); + *idx = *numtmap; + (*numtmap)++; + return tmap; +} + +// ------------------------------------------------------------------------------------------------ +// convert aiColor4D into uint32_t +uint32_t mkColor(aiColor4D *c) { + return ((uint8_t)(c->a * 255) << 24L) | + ((uint8_t)(c->b * 255) << 16L) | + ((uint8_t)(c->g * 255) << 8L) | + ((uint8_t)(c->r * 255) << 0L); +} + +// ------------------------------------------------------------------------------------------------ +// add a material property to the output +void addProp(m3dm_t *m, uint8_t type, uint32_t value) { + unsigned int i; + i = m->numprop++; + m->prop = (m3dp_t *)M3D_REALLOC(m->prop, m->numprop * sizeof(m3dp_t)); + if (!m->prop) { + throw DeadlyExportError("memory allocation error"); + } + m->prop[i].type = type; + m->prop[i].value.num = value; +} + +// ------------------------------------------------------------------------------------------------ +// convert aiString to identifier safe C string. This is a duplication of _m3d_safestr +char *SafeStr(aiString str, bool isStrict) { + char *s = (char *)&str.data; + char *d, *ret; + int i, len; + + for (len = str.length + 1; *s && (*s == ' ' || *s == '\t'); s++, len--) + ; + if (len > 255) len = 255; + ret = (char *)M3D_MALLOC(len + 1); + if (!ret) { + throw DeadlyExportError("memory allocation error"); + } + for (i = 0, d = ret; i < len && *s && *s != '\r' && *s != '\n'; s++, d++, i++) { + *d = isStrict && (*s == ' ' || *s == '\t' || *s == '/' || *s == '\\') ? '_' : (*s == '\t' ? ' ' : *s); + } + for (; d > ret && (*(d - 1) == ' ' || *(d - 1) == '\t'); d--) + ; + *d = 0; + return ret; +} + +// ------------------------------------------------------------------------------------------------ +// add a material to the output +M3D_INDEX addMaterial(const Assimp::M3DWrapper &m3d, const aiMaterial *mat) { + unsigned int mi = M3D_NOTDEFINED; + aiColor4D c; + aiString name; + ai_real f; + char *fn; + + if (mat && mat->Get(AI_MATKEY_NAME, name) == AI_SUCCESS && name.length && + strcmp((char *)&name.data, AI_DEFAULT_MATERIAL_NAME)) { + // check if we have saved a material by this name. This has to be done + // because only the referenced materials should be added to the output + for (unsigned int i = 0; i < m3d->nummaterial; i++) + if (!strcmp((char *)&name.data, m3d->material[i].name)) { + mi = i; + break; + } + // if not found, add the material to the output + if (mi == M3D_NOTDEFINED) { + unsigned int k; + mi = m3d->nummaterial++; + m3d->material = (m3dm_t *)M3D_REALLOC(m3d->material, m3d->nummaterial * sizeof(m3dm_t)); + if (!m3d->material) { + throw DeadlyExportError("memory allocation error"); + } + m3d->material[mi].name = SafeStr(name, true); + m3d->material[mi].numprop = 0; + m3d->material[mi].prop = nullptr; + // iterate through the material property table and see what we got + for (k = 0; k < 15; k++) { + unsigned int j; + if (m3d_propertytypes[k].format == m3dpf_map) + continue; + if (aiProps[k].pKey) { + switch (m3d_propertytypes[k].format) { + case m3dpf_color: + if (mat->Get(aiProps[k].pKey, aiProps[k].type, + aiProps[k].index, c) == AI_SUCCESS) + addProp(&m3d->material[mi], + m3d_propertytypes[k].id, mkColor(&c)); + break; + case m3dpf_float: + if (mat->Get(aiProps[k].pKey, aiProps[k].type, + aiProps[k].index, f) == AI_SUCCESS) { + uint32_t f_uint32; + memcpy(&f_uint32, &f, sizeof(uint32_t)); + addProp(&m3d->material[mi], + m3d_propertytypes[k].id, + /* not (uint32_t)f, because we don't want to convert + * it, we want to see it as 32 bits of memory */ + f_uint32); + } + break; + case m3dpf_uint8: + if (mat->Get(aiProps[k].pKey, aiProps[k].type, + aiProps[k].index, j) == AI_SUCCESS) { + // special conversion for illumination model property + if (m3d_propertytypes[k].id == m3dp_il) { + switch (j) { + case aiShadingMode_NoShading: j = 0; break; + case aiShadingMode_Phong: j = 2; break; + default: j = 1; break; + } + } + addProp(&m3d->material[mi], + m3d_propertytypes[k].id, j); + } + break; + default: + if (mat->Get(aiProps[k].pKey, aiProps[k].type, + aiProps[k].index, j) == AI_SUCCESS) + addProp(&m3d->material[mi], + m3d_propertytypes[k].id, j); + break; + } + } + if (aiTxProps[k].pKey && + mat->GetTexture((aiTextureType)aiTxProps[k].type, + aiTxProps[k].index, &name, nullptr, nullptr, nullptr, + nullptr, nullptr) == AI_SUCCESS) { + unsigned int i; + for (j = name.length - 1; j > 0 && name.data[j] != '.'; j++) + ; + if (j && name.data[j] == '.' && + (name.data[j + 1] == 'p' || name.data[j + 1] == 'P') && + (name.data[j + 1] == 'n' || name.data[j + 1] == 'N') && + (name.data[j + 1] == 'g' || name.data[j + 1] == 'G')) + name.data[j] = 0; + // do we have this texture saved already? + fn = SafeStr(name, true); + for (j = 0, i = M3D_NOTDEFINED; j < m3d->numtexture; j++) + if (!strcmp(fn, m3d->texture[j].name)) { + i = j; + free(fn); + break; + } + if (i == M3D_NOTDEFINED) { + i = m3d->numtexture++; + m3d->texture = (m3dtx_t *)M3D_REALLOC( + m3d->texture, + m3d->numtexture * sizeof(m3dtx_t)); + if (!m3d->texture) { + throw DeadlyExportError("memory allocation error"); + } + // we don't need the texture itself, only its name + m3d->texture[i].name = fn; + m3d->texture[i].w = 0; + m3d->texture[i].h = 0; + m3d->texture[i].d = nullptr; + } + addProp(&m3d->material[mi], + m3d_propertytypes[k].id + 128, i); + } + } + } + } + return mi; +} + +namespace Assimp { + +// --------------------------------------------------------------------- +// Worker function for exporting a scene to binary M3D. +// Prototyped and registered in Exporter.cpp +void ExportSceneM3D( + const char *pFile, + IOSystem *pIOSystem, + const aiScene *pScene, + const ExportProperties *pProperties) { + // initialize the exporter + M3DExporter exporter(pScene, pProperties); + + // perform binary export + exporter.doExport(pFile, pIOSystem, false); +} + +// --------------------------------------------------------------------- +// Worker function for exporting a scene to ASCII A3D. +// Prototyped and registered in Exporter.cpp +void ExportSceneM3DA( + const char *pFile, + IOSystem *pIOSystem, + const aiScene *pScene, + const ExportProperties *pProperties + +) { + // initialize the exporter + M3DExporter exporter(pScene, pProperties); + + // perform ascii export + exporter.doExport(pFile, pIOSystem, true); +} + +// ------------------------------------------------------------------------------------------------ +M3DExporter::M3DExporter(const aiScene *pScene, const ExportProperties *pProperties) : + mScene(pScene), + mProperties(pProperties), + outfile() { + // empty +} + +// ------------------------------------------------------------------------------------------------ +void M3DExporter::doExport( + const char *pFile, + IOSystem *pIOSystem, + bool toAscii) { + // TODO: convert mProperties into M3D_EXP_* flags + (void)mProperties; + + // open the indicated file for writing (in binary / ASCII mode) + outfile.reset(pIOSystem->Open(pFile, toAscii ? "wt" : "wb")); + if (!outfile) { + throw DeadlyExportError("could not open output .m3d file: " + std::string(pFile)); + } + + M3DWrapper m3d; + if (!m3d) { + throw DeadlyExportError("memory allocation error"); + } + m3d->name = SafeStr(mScene->mRootNode->mName, false); + + // Create a model from assimp structures + aiMatrix4x4 m; + NodeWalk(m3d, mScene->mRootNode, m); + + // serialize the structures + unsigned int size; + unsigned char *output = m3d.Save(M3D_EXP_FLOAT, M3D_EXP_EXTRA | (toAscii ? M3D_EXP_ASCII : 0), size); + + if (!output || size < 8) { + throw DeadlyExportError("unable to serialize into Model 3D"); + } + + // Write out serialized model + outfile->Write(output, size, 1); + + // explicitly release file pointer, + // so we don't have to rely on class destruction. + outfile.reset(); + + M3D_FREE(m3d->name); + m3d->name = nullptr; +} + +// ------------------------------------------------------------------------------------------------ +// recursive node walker +void M3DExporter::NodeWalk(const M3DWrapper &m3d, const aiNode *pNode, aiMatrix4x4 m) { + aiMatrix4x4 nm = m * pNode->mTransformation; + + for (unsigned int i = 0; i < pNode->mNumMeshes; i++) { + const aiMesh *mesh = mScene->mMeshes[pNode->mMeshes[i]]; + unsigned int mi = M3D_NOTDEFINED; + if (mScene->mMaterials) { + // get the material for this mesh + mi = addMaterial(m3d, mScene->mMaterials[mesh->mMaterialIndex]); + } + // iterate through the mesh faces + for (unsigned int j = 0; j < mesh->mNumFaces; j++) { + unsigned int n; + const aiFace *face = &(mesh->mFaces[j]); + // only triangle meshes supported for now + if (face->mNumIndices != 3) { + throw DeadlyExportError("use aiProcess_Triangulate before export"); + } + // add triangle to the output + n = m3d->numface++; + m3d->face = (m3df_t *)M3D_REALLOC(m3d->face, + m3d->numface * sizeof(m3df_t)); + if (!m3d->face) { + throw DeadlyExportError("memory allocation error"); + } + /* set all index to -1 by default */ + m3d->face[n].vertex[0] = m3d->face[n].vertex[1] = m3d->face[n].vertex[2] = + m3d->face[n].normal[0] = m3d->face[n].normal[1] = m3d->face[n].normal[2] = + m3d->face[n].texcoord[0] = m3d->face[n].texcoord[1] = m3d->face[n].texcoord[2] = M3D_UNDEF; + m3d->face[n].materialid = mi; + for (unsigned int k = 0; k < face->mNumIndices; k++) { + // get the vertex's index + unsigned int l = face->mIndices[k]; + unsigned int idx; + m3dv_t vertex; + m3dti_t ti; + // multiply the position vector by the transformation matrix + aiVector3D v = mesh->mVertices[l]; + v *= nm; + vertex.x = v.x; + vertex.y = v.y; + vertex.z = v.z; + vertex.w = 1.0; + vertex.color = 0; + vertex.skinid = M3D_UNDEF; + // add color if defined + if (mesh->HasVertexColors(0)) + vertex.color = mkColor(&mesh->mColors[0][l]); + // save the vertex to the output + m3d->vertex = AddVrtx(m3d->vertex, &m3d->numvertex, + &vertex, &idx); + m3d->face[n].vertex[k] = (M3D_INDEX)idx; + // do we have texture coordinates? + if (mesh->HasTextureCoords(0)) { + ti.u = mesh->mTextureCoords[0][l].x; + ti.v = mesh->mTextureCoords[0][l].y; + m3d->tmap = AddTmap(m3d->tmap, &m3d->numtmap, &ti, &idx); + m3d->face[n].texcoord[k] = (M3D_INDEX)idx; + } + // do we have normal vectors? + if (mesh->HasNormals()) { + vertex.x = mesh->mNormals[l].x; + vertex.y = mesh->mNormals[l].y; + vertex.z = mesh->mNormals[l].z; + vertex.color = 0; + m3d->vertex = AddVrtx(m3d->vertex, &m3d->numvertex, &vertex, &idx); + m3d->face[n].normal[k] = (M3D_INDEX)idx; + } + } + } + } + // repeat for the children nodes + for (unsigned int i = 0; i < pNode->mNumChildren; i++) { + NodeWalk(m3d, pNode->mChildren[i], nm); + } +} +} // namespace Assimp +#endif +#endif // ASSIMP_BUILD_NO_M3D_EXPORTER +#endif // ASSIMP_BUILD_NO_EXPORT diff --git a/src/mesh/assimp-master/code/AssetLib/M3D/M3DExporter.h b/src/mesh/assimp-master/code/AssetLib/M3D/M3DExporter.h new file mode 100644 index 0000000..d77743f --- /dev/null +++ b/src/mesh/assimp-master/code/AssetLib/M3D/M3DExporter.h @@ -0,0 +1,93 @@ +/* +Open Asset Import Library (assimp) +---------------------------------------------------------------------- + +Copyright (c) 2006-2022, assimp team +Copyright (c) 2019 bzt + +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 M3DExporter.h +* @brief Declares the exporter class to write a scene to a Model 3D file +*/ +#ifndef AI_M3DEXPORTER_H_INC +#define AI_M3DEXPORTER_H_INC + +#ifndef ASSIMP_BUILD_NO_M3D_IMPORTER +#ifndef ASSIMP_BUILD_NO_M3D_EXPORTER + +#include <assimp/types.h> +#include <assimp/StreamWriter.h> // StreamWriterLE +#include <assimp/Exceptional.h> // DeadlyExportError + +#include <memory> // shared_ptr + +struct aiScene; +struct aiNode; +struct aiMaterial; +struct aiFace; + +namespace Assimp { + class IOSystem; + class IOStream; + class ExportProperties; + + class M3DWrapper; + + // --------------------------------------------------------------------- + /** Helper class to export a given scene to an M3D file. */ + // --------------------------------------------------------------------- + class M3DExporter { + public: + /// Constructor for a specific scene to export + M3DExporter(const aiScene* pScene, const ExportProperties* pProperties); + // call this to do the actual export + void doExport(const char* pFile, IOSystem* pIOSystem, bool toAscii); + + private: + const aiScene* mScene; // the scene to export + const ExportProperties* mProperties; // currently unused + std::shared_ptr<IOStream> outfile; // file to write to + + // helper to do the recursive walking + void NodeWalk(const M3DWrapper &m3d, const aiNode* pNode, aiMatrix4x4 m); + }; +} + +#endif // #ifndef ASSIMP_BUILD_NO_M3D_IMPORTER +#endif // ASSIMP_BUILD_NO_M3D_EXPORTER + +#endif // AI_M3DEXPORTER_H_INC diff --git a/src/mesh/assimp-master/code/AssetLib/M3D/M3DImporter.cpp b/src/mesh/assimp-master/code/AssetLib/M3D/M3DImporter.cpp new file mode 100644 index 0000000..895b2bf --- /dev/null +++ b/src/mesh/assimp-master/code/AssetLib/M3D/M3DImporter.cpp @@ -0,0 +1,789 @@ +/* +Open Asset Import Library (assimp) +---------------------------------------------------------------------- + +Copyright (c) 2006-2022, assimp team +Copyright (c) 2019 bzt + +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. + +---------------------------------------------------------------------- +*/ + +#ifndef ASSIMP_BUILD_NO_M3D_IMPORTER + +#define M3D_IMPLEMENTATION +#define M3D_NONORMALS /* leave the post-processing to Assimp */ +#define M3D_NOWEIGHTS +#define M3D_NOANIMATION + +#include <assimp/DefaultIOSystem.h> +#include <assimp/IOStreamBuffer.h> +#include <assimp/ai_assert.h> +#include <assimp/importerdesc.h> +#include <assimp/scene.h> +#include <assimp/DefaultLogger.hpp> +#include <assimp/Importer.hpp> +#include <memory> + +#include "M3DImporter.h" +#include "M3DMaterials.h" +#include "M3DWrapper.h" + +// RESOURCES: +// https://gitlab.com/bztsrc/model3d/blob/master/docs/m3d_format.md +// https://gitlab.com/bztsrc/model3d/blob/master/docs/a3d_format.md + +/* + Unfortunately aiNode has bone structures and meshes too, yet we can't assign + the mesh to a bone aiNode as a skin may refer to several aiNodes. Therefore + I've decided to import into this structure: + + aiScene->mRootNode + | |->mMeshes (all the meshes) + | \->children (empty if there's no skeleton imported, no meshes) + | \->skeleton root aiNode* + | |->bone aiNode + | | \->subbone aiNode + | |->bone aiNode + | | ... + | \->bone aiNode + \->mMeshes[] + \->aiBone, referencing mesh-less aiNodes from above + + * - normally one, but if a model has several skeleton roots, then all of them + are listed in aiScene->mRootNode->children, but all without meshes +*/ + +static const aiImporterDesc desc = { + "Model 3D Importer", + "", + "", + "", + aiImporterFlags_SupportTextFlavour | aiImporterFlags_SupportBinaryFlavour, + 0, + 0, + 0, + 0, + "m3d a3d" +}; + +namespace Assimp { + +using namespace std; + +// ------------------------------------------------------------------------------------------------ +// Default constructor +M3DImporter::M3DImporter() : + mScene(nullptr) { + // empty +} + +// ------------------------------------------------------------------------------------------------ +// Returns true, if file is a binary or ASCII Model 3D file. +bool M3DImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /*checkSig*/) const { + // don't use CheckMagicToken because that checks with swapped bytes too, leading to false + // positives. This magic is not uint32_t, but char[4], so memcmp is the best way + std::unique_ptr<IOStream> pStream(pIOHandler->Open(pFile, "rb")); + unsigned char data[4]; + if (4 != pStream->Read(data, 1, 4)) { + return false; + } + return !memcmp(data, "3DMO", 4) /* bin */ +#ifdef M3D_ASCII + || !memcmp(data, "3dmo", 4) /* ASCII */ +#endif + ; +} + +// ------------------------------------------------------------------------------------------------ +const aiImporterDesc *M3DImporter::GetInfo() const { + return &desc; +} + +// ------------------------------------------------------------------------------------------------ +// Model 3D import implementation +void M3DImporter::InternReadFile(const std::string &file, aiScene *pScene, IOSystem *pIOHandler) { + // Read file into memory + std::unique_ptr<IOStream> pStream(pIOHandler->Open(file, "rb")); + if (!pStream.get()) { + throw DeadlyImportError("Failed to open file ", file, "."); + } + + // Get the file-size and validate it, throwing an exception when fails + size_t fileSize = pStream->FileSize(); + if (fileSize < 8) { + throw DeadlyImportError("M3D-file ", file, " is too small."); + } + std::vector<unsigned char> buffer(fileSize); + if (fileSize != pStream->Read(buffer.data(), 1, fileSize)) { + throw DeadlyImportError("Failed to read the file ", file, "."); + } + // extra check for binary format's first 8 bytes. Not done for the ASCII variant + if (!memcmp(buffer.data(), "3DMO", 4) && memcmp(buffer.data() + 4, &fileSize, 4)) { + throw DeadlyImportError("Bad binary header in file ", file, "."); + } + // make sure there's a terminator zero character, as input must be ASCIIZ + if (!memcmp(buffer.data(), "3dmo", 4)) { + buffer.push_back(0); + } + + // Get the path for external assets + std::string folderName("./"); + std::string::size_type pos = file.find_last_of("\\/"); + if (pos != std::string::npos) { + folderName = file.substr(0, pos); + if (!folderName.empty()) { + pIOHandler->PushDirectory(folderName); + } + } + + //DefaultLogger::create("/dev/stderr", Logger::VERBOSE); + ASSIMP_LOG_DEBUG("M3D: loading ", file); + + // let the C SDK do the hard work for us + M3DWrapper m3d(pIOHandler, buffer); + + if (!m3d) { + throw DeadlyImportError("Unable to parse ", file, " as M3D."); + } + + // create the root node + pScene->mRootNode = new aiNode; + pScene->mRootNode->mName = aiString(m3d.Name()); + pScene->mRootNode->mTransformation = aiMatrix4x4(); + pScene->mRootNode->mNumChildren = 0; + mScene = pScene; + + ASSIMP_LOG_DEBUG("M3D: root node ", m3d.Name()); + + // now we just have to fill up the Assimp structures in pScene + importMaterials(m3d); + importTextures(m3d); + importBones(m3d, M3D_NOTDEFINED, pScene->mRootNode); + importMeshes(m3d); + importAnimations(m3d); + + // Pop directory stack + if (pIOHandler->StackSize() > 0) { + pIOHandler->PopDirectory(); + } +} + +// ------------------------------------------------------------------------------------------------ +// convert materials. properties are converted using a static table in M3DMaterials.h +void M3DImporter::importMaterials(const M3DWrapper &m3d) { + unsigned int i, j, k, l, n; + m3dm_t *m; + aiString name = aiString(AI_DEFAULT_MATERIAL_NAME); + aiColor4D c; + ai_real f; + + ai_assert(mScene != nullptr); + ai_assert(m3d); + + mScene->mNumMaterials = m3d->nummaterial + 1; + mScene->mMaterials = new aiMaterial *[mScene->mNumMaterials]; + + ASSIMP_LOG_DEBUG("M3D: importMaterials ", mScene->mNumMaterials); + + // add a default material as first + aiMaterial *defaultMat = new aiMaterial; + defaultMat->AddProperty(&name, AI_MATKEY_NAME); + c.a = 1.0f; + c.b = c.g = c.r = 0.6f; + defaultMat->AddProperty(&c, 1, AI_MATKEY_COLOR_DIFFUSE); + mScene->mMaterials[0] = defaultMat; + + if (!m3d->nummaterial || !m3d->material) { + return; + } + + for (i = 0; i < m3d->nummaterial; i++) { + m = &m3d->material[i]; + aiMaterial *newMat = new aiMaterial; + name.Set(std::string(m->name)); + newMat->AddProperty(&name, AI_MATKEY_NAME); + for (j = 0; j < m->numprop; j++) { + // look up property type + // 0 - 127 scalar values, + // 128 - 255 the same properties but for texture maps + k = 256; + for (l = 0; l < sizeof(m3d_propertytypes) / sizeof(m3d_propertytypes[0]); l++) + if (m->prop[j].type == m3d_propertytypes[l].id || + m->prop[j].type == m3d_propertytypes[l].id + 128) { + k = l; + break; + } + // should never happen, but be safe than sorry + if (k == 256) + continue; + + // scalar properties + if (m->prop[j].type < 128 && aiProps[k].pKey) { + switch (m3d_propertytypes[k].format) { + case m3dpf_color: + c = mkColor(m->prop[j].value.color); + newMat->AddProperty(&c, 1, aiProps[k].pKey, aiProps[k].type, aiProps[k].index); + break; + case m3dpf_float: + f = m->prop[j].value.fnum; + newMat->AddProperty(&f, 1, aiProps[k].pKey, aiProps[k].type, aiProps[k].index); + break; + default: + n = m->prop[j].value.num; + if (m->prop[j].type == m3dp_il) { + switch (n) { + case 0: + n = aiShadingMode_NoShading; + break; + case 2: + n = aiShadingMode_Phong; + break; + default: + n = aiShadingMode_Gouraud; + break; + } + } + newMat->AddProperty(&n, 1, aiProps[k].pKey, aiProps[k].type, aiProps[k].index); + break; + } + } + // texture map properties + if (m->prop[j].type >= 128 && aiTxProps[k].pKey && + // extra check, should never happen, do we have the referred texture? + m->prop[j].value.textureid < m3d->numtexture && + m3d->texture[m->prop[j].value.textureid].name) { + name.Set(std::string(std::string(m3d->texture[m->prop[j].value.textureid].name) + ".png")); + newMat->AddProperty(&name, aiTxProps[k].pKey, aiTxProps[k].type, aiTxProps[k].index); + n = 0; + newMat->AddProperty(&n, 1, _AI_MATKEY_UVWSRC_BASE, aiProps[k].type, aiProps[k].index); + } + } + mScene->mMaterials[i + 1] = newMat; + } +} + +// ------------------------------------------------------------------------------------------------ +// import textures, this is the simplest of all +void M3DImporter::importTextures(const M3DWrapper &m3d) { + unsigned int i; + const char *formatHint[] = { + "rgba0800", + "rgba0808", + "rgba8880", + "rgba8888" + }; + m3dtx_t *t; + + ai_assert(mScene != nullptr); + ai_assert(m3d); + + mScene->mNumTextures = m3d->numtexture; + ASSIMP_LOG_DEBUG("M3D: importTextures ", mScene->mNumTextures); + + if (!m3d->numtexture || !m3d->texture) { + return; + } + + mScene->mTextures = new aiTexture *[m3d->numtexture]; + for (i = 0; i < m3d->numtexture; i++) { + unsigned int j, k; + t = &m3d->texture[i]; + aiTexture *tx = new aiTexture; + tx->mFilename = aiString(std::string(t->name) + ".png"); + if (!t->w || !t->h || !t->f || !t->d) { + /* without ASSIMP_USE_M3D_READFILECB, we only have the filename, but no texture data ever */ + tx->mWidth = 0; + tx->mHeight = 0; + memcpy(tx->achFormatHint, "png\000", 4); + tx->pcData = nullptr; + } else { + /* if we have the texture loaded, set format hint and pcData too */ + tx->mWidth = t->w; + tx->mHeight = t->h; + strcpy(tx->achFormatHint, formatHint[t->f - 1]); + tx->pcData = new aiTexel[tx->mWidth * tx->mHeight]; + for (j = k = 0; j < tx->mWidth * tx->mHeight; j++) { + switch (t->f) { + case 1: tx->pcData[j].g = t->d[k++]; break; + case 2: + tx->pcData[j].g = t->d[k++]; + tx->pcData[j].a = t->d[k++]; + break; + case 3: + tx->pcData[j].r = t->d[k++]; + tx->pcData[j].g = t->d[k++]; + tx->pcData[j].b = t->d[k++]; + tx->pcData[j].a = 255; + break; + case 4: + tx->pcData[j].r = t->d[k++]; + tx->pcData[j].g = t->d[k++]; + tx->pcData[j].b = t->d[k++]; + tx->pcData[j].a = t->d[k++]; + break; + } + } + } + mScene->mTextures[i] = tx; + } +} + +// ------------------------------------------------------------------------------------------------ +// this is tricky. M3D has a global vertex and UV list, and faces are indexing them +// individually. In assimp there're per mesh vertex and UV lists, and they must be +// indexed simultaneously. +void M3DImporter::importMeshes(const M3DWrapper &m3d) { + ASSIMP_LOG_DEBUG("M3D: importMeshes ", m3d->numface); + + if (!m3d->numface || !m3d->face || !m3d->numvertex || !m3d->vertex) { + return; + } + + unsigned int i, j, k, l, numpoly = 3, lastMat = M3D_INDEXMAX; + std::vector<aiMesh *> *meshes = new std::vector<aiMesh *>(); + std::vector<aiFace> *faces = nullptr; + std::vector<aiVector3D> *vertices = nullptr; + std::vector<aiVector3D> *normals = nullptr; + std::vector<aiVector3D> *texcoords = nullptr; + std::vector<aiColor4D> *colors = nullptr; + std::vector<unsigned int> *vertexids = nullptr; + aiMesh *pMesh = nullptr; + + ai_assert(mScene != nullptr); + ai_assert(m3d); + ai_assert(mScene->mRootNode != nullptr); + + for (i = 0; i < m3d->numface; i++) { + // we must switch mesh if material changes + if (lastMat != m3d->face[i].materialid) { + lastMat = m3d->face[i].materialid; + if (pMesh && vertices && vertices->size() && faces && faces->size()) { + populateMesh(m3d, pMesh, faces, vertices, normals, texcoords, colors, vertexids); + meshes->push_back(pMesh); + delete faces; + delete vertices; + delete normals; + delete texcoords; + delete colors; + delete vertexids; // this is not stored in pMesh, just to collect bone vertices + } + pMesh = new aiMesh; + pMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE; + pMesh->mMaterialIndex = lastMat + 1; + faces = new std::vector<aiFace>(); + vertices = new std::vector<aiVector3D>(); + normals = new std::vector<aiVector3D>(); + texcoords = new std::vector<aiVector3D>(); + colors = new std::vector<aiColor4D>(); + vertexids = new std::vector<unsigned int>(); + } + // add a face to temporary vector + aiFace *pFace = new aiFace; + pFace->mNumIndices = numpoly; + pFace->mIndices = new unsigned int[numpoly]; + for (j = 0; j < numpoly; j++) { + aiVector3D pos, uv, norm; + k = static_cast<unsigned int>(vertices->size()); + pFace->mIndices[j] = k; + l = m3d->face[i].vertex[j]; + if (l >= m3d->numvertex) continue; + pos.x = m3d->vertex[l].x; + pos.y = m3d->vertex[l].y; + pos.z = m3d->vertex[l].z; + vertices->push_back(pos); + colors->push_back(mkColor(m3d->vertex[l].color)); + // add a bone to temporary vector + if (m3d->vertex[l].skinid != M3D_UNDEF && m3d->vertex[l].skinid != M3D_INDEXMAX && m3d->skin && m3d->bone) { + // this is complicated, because M3D stores a list of bone id / weight pairs per + // vertex but assimp uses lists of local vertex id/weight pairs per local bone list + vertexids->push_back(l); + } + l = m3d->face[i].texcoord[j]; + if (l != M3D_UNDEF && l < m3d->numtmap) { + uv.x = m3d->tmap[l].u; + uv.y = m3d->tmap[l].v; + uv.z = 0.0; + texcoords->push_back(uv); + } + l = m3d->face[i].normal[j]; + if (l != M3D_UNDEF && l < m3d->numvertex) { + norm.x = m3d->vertex[l].x; + norm.y = m3d->vertex[l].y; + norm.z = m3d->vertex[l].z; + normals->push_back(norm); + } + } + faces->push_back(*pFace); + delete pFace; + } + // if there's data left in the temporary vectors, flush them + if (pMesh && vertices->size() && faces->size()) { + populateMesh(m3d, pMesh, faces, vertices, normals, texcoords, colors, vertexids); + meshes->push_back(pMesh); + } + + // create global mesh list in scene + mScene->mNumMeshes = static_cast<unsigned int>(meshes->size()); + mScene->mMeshes = new aiMesh *[mScene->mNumMeshes]; + std::copy(meshes->begin(), meshes->end(), mScene->mMeshes); + + // create mesh indices in root node + mScene->mRootNode->mNumMeshes = static_cast<unsigned int>(meshes->size()); + mScene->mRootNode->mMeshes = new unsigned int[meshes->size()]; + for (i = 0; i < meshes->size(); i++) { + mScene->mRootNode->mMeshes[i] = i; + } + + delete meshes; + if (faces) delete faces; + if (vertices) delete vertices; + if (normals) delete normals; + if (texcoords) delete texcoords; + if (colors) delete colors; + if (vertexids) delete vertexids; +} + +// ------------------------------------------------------------------------------------------------ +// a reentrant node parser. Otherwise this is simple +void M3DImporter::importBones(const M3DWrapper &m3d, unsigned int parentid, aiNode *pParent) { + unsigned int i, n; + + ai_assert(pParent != nullptr); + ai_assert(mScene != nullptr); + ai_assert(m3d); + + ASSIMP_LOG_DEBUG("M3D: importBones ", m3d->numbone, " parentid ", (int)parentid); + + if (!m3d->numbone || !m3d->bone) { + return; + } + + for (n = 0, i = parentid + 1; i < m3d->numbone; i++) { + if (m3d->bone[i].parent == parentid) { + n++; + } + } + pParent->mChildren = new aiNode *[n]; + + for (i = parentid + 1; i < m3d->numbone; i++) { + if (m3d->bone[i].parent == parentid) { + aiNode *pChild = new aiNode; + pChild->mParent = pParent; + pChild->mName = aiString(std::string(m3d->bone[i].name)); + convertPose(m3d, &pChild->mTransformation, m3d->bone[i].pos, m3d->bone[i].ori); + pChild->mNumChildren = 0; + pParent->mChildren[pParent->mNumChildren] = pChild; + pParent->mNumChildren++; + importBones(m3d, i, pChild); + } + } +} + +// ------------------------------------------------------------------------------------------------ +// this is another headache. M3D stores list of changed bone id/position/orientation triplets and +// a timestamp per frame, but assimp needs timestamp and lists of position, orientation lists per +// bone, so we have to convert between the two conceptually different representation forms +void M3DImporter::importAnimations(const M3DWrapper &m3d) { + unsigned int i, j, k, l, pos, ori; + double t; + m3da_t *a; + + ai_assert(mScene != nullptr); + ai_assert(m3d); + + mScene->mNumAnimations = m3d->numaction; + + ASSIMP_LOG_DEBUG("M3D: importAnimations ", mScene->mNumAnimations); + + if (!m3d->numaction || !m3d->action || !m3d->numbone || !m3d->bone || !m3d->vertex) { + return; + } + + mScene->mAnimations = new aiAnimation *[m3d->numaction]; + for (i = 0; i < m3d->numaction; i++) { + a = &m3d->action[i]; + aiAnimation *pAnim = new aiAnimation; + pAnim->mName = aiString(std::string(a->name)); + pAnim->mDuration = ((double)a->durationmsec) / 10; + pAnim->mTicksPerSecond = 100; + // now we know how many bones are referenced in this animation + pAnim->mNumChannels = m3d->numbone; + pAnim->mChannels = new aiNodeAnim *[pAnim->mNumChannels]; + for (l = 0; l < m3d->numbone; l++) { + unsigned int n; + pAnim->mChannels[l] = new aiNodeAnim; + pAnim->mChannels[l]->mNodeName = aiString(std::string(m3d->bone[l].name)); + // now n is the size of positions / orientations arrays + pAnim->mChannels[l]->mNumPositionKeys = pAnim->mChannels[l]->mNumRotationKeys = a->numframe; + pAnim->mChannels[l]->mPositionKeys = new aiVectorKey[a->numframe]; + pAnim->mChannels[l]->mRotationKeys = new aiQuatKey[a->numframe]; + pos = m3d->bone[l].pos; + ori = m3d->bone[l].ori; + for (j = n = 0; j < a->numframe; j++) { + t = ((double)a->frame[j].msec) / 10; + for (k = 0; k < a->frame[j].numtransform; k++) { + if (a->frame[j].transform[k].boneid == l) { + pos = a->frame[j].transform[k].pos; + ori = a->frame[j].transform[k].ori; + } + } + if (pos >= m3d->numvertex || ori >= m3d->numvertex) continue; + m3dv_t *v = &m3d->vertex[pos]; + m3dv_t *q = &m3d->vertex[ori]; + pAnim->mChannels[l]->mPositionKeys[j].mTime = t; + pAnim->mChannels[l]->mPositionKeys[j].mValue.x = v->x; + pAnim->mChannels[l]->mPositionKeys[j].mValue.y = v->y; + pAnim->mChannels[l]->mPositionKeys[j].mValue.z = v->z; + pAnim->mChannels[l]->mRotationKeys[j].mTime = t; + pAnim->mChannels[l]->mRotationKeys[j].mValue.w = q->w; + pAnim->mChannels[l]->mRotationKeys[j].mValue.x = q->x; + pAnim->mChannels[l]->mRotationKeys[j].mValue.y = q->y; + pAnim->mChannels[l]->mRotationKeys[j].mValue.z = q->z; + } // foreach frame + } // foreach bones + mScene->mAnimations[i] = pAnim; + } +} + +// ------------------------------------------------------------------------------------------------ +// convert uint32_t into aiColor4D +aiColor4D M3DImporter::mkColor(uint32_t c) { + aiColor4D color; + color.a = ((float)((c >> 24) & 0xff)) / 255; + color.b = ((float)((c >> 16) & 0xff)) / 255; + color.g = ((float)((c >> 8) & 0xff)) / 255; + color.r = ((float)((c >> 0) & 0xff)) / 255; + return color; +} + +// ------------------------------------------------------------------------------------------------ +// convert a position id and orientation id into a 4 x 4 transformation matrix +void M3DImporter::convertPose(const M3DWrapper &m3d, aiMatrix4x4 *m, unsigned int posid, unsigned int orientid) { + ai_assert(m != nullptr); + ai_assert(m3d); + ai_assert(posid != M3D_UNDEF); + ai_assert(posid < m3d->numvertex); + ai_assert(orientid != M3D_UNDEF); + ai_assert(orientid < m3d->numvertex); + if (!m3d->numvertex || !m3d->vertex) + return; + m3dv_t *p = &m3d->vertex[posid]; + m3dv_t *q = &m3d->vertex[orientid]; + + /* quaternion to matrix. Do NOT use aiQuaternion to aiMatrix3x3, gives bad results */ + if (q->x == 0.0 && q->y == 0.0 && q->z >= 0.7071065 && q->z <= 0.7071075 && q->w == 0.0) { + m->a2 = m->a3 = m->b1 = m->b3 = m->c1 = m->c2 = 0.0; + m->a1 = m->b2 = m->c3 = -1.0; + } else { + m->a1 = 1 - 2 * (q->y * q->y + q->z * q->z); + if (m->a1 > -M3D_EPSILON && m->a1 < M3D_EPSILON) m->a1 = 0.0; + m->a2 = 2 * (q->x * q->y - q->z * q->w); + if (m->a2 > -M3D_EPSILON && m->a2 < M3D_EPSILON) m->a2 = 0.0; + m->a3 = 2 * (q->x * q->z + q->y * q->w); + if (m->a3 > -M3D_EPSILON && m->a3 < M3D_EPSILON) m->a3 = 0.0; + m->b1 = 2 * (q->x * q->y + q->z * q->w); + if (m->b1 > -M3D_EPSILON && m->b1 < M3D_EPSILON) m->b1 = 0.0; + m->b2 = 1 - 2 * (q->x * q->x + q->z * q->z); + if (m->b2 > -M3D_EPSILON && m->b2 < M3D_EPSILON) m->b2 = 0.0; + m->b3 = 2 * (q->y * q->z - q->x * q->w); + if (m->b3 > -M3D_EPSILON && m->b3 < M3D_EPSILON) m->b3 = 0.0; + m->c1 = 2 * (q->x * q->z - q->y * q->w); + if (m->c1 > -M3D_EPSILON && m->c1 < M3D_EPSILON) m->c1 = 0.0; + m->c2 = 2 * (q->y * q->z + q->x * q->w); + if (m->c2 > -M3D_EPSILON && m->c2 < M3D_EPSILON) m->c2 = 0.0; + m->c3 = 1 - 2 * (q->x * q->x + q->y * q->y); + if (m->c3 > -M3D_EPSILON && m->c3 < M3D_EPSILON) m->c3 = 0.0; + } + + /* set translation */ + m->a4 = p->x; + m->b4 = p->y; + m->c4 = p->z; + + m->d1 = 0; + m->d2 = 0; + m->d3 = 0; + m->d4 = 1; +} + +// ------------------------------------------------------------------------------------------------ +// find a node by name +aiNode *M3DImporter::findNode(aiNode *pNode, const aiString &name) { + ai_assert(pNode != nullptr); + ai_assert(mScene != nullptr); + + if (pNode->mName == name) { + return pNode; + } + + for (unsigned int i = 0; i < pNode->mNumChildren; i++) { + aiNode *pChild = findNode(pNode->mChildren[i], name); + if (pChild) { + return pChild; + } + } + return nullptr; +} + +// ------------------------------------------------------------------------------------------------ +// fills up offsetmatrix in mBones +void M3DImporter::calculateOffsetMatrix(aiNode *pNode, aiMatrix4x4 *m) { + ai_assert(pNode != nullptr); + ai_assert(mScene != nullptr); + + if (pNode->mParent) { + calculateOffsetMatrix(pNode->mParent, m); + *m *= pNode->mTransformation; + } else { + *m = pNode->mTransformation; + } +} + +// ------------------------------------------------------------------------------------------------ +// because M3D has a global mesh, global vertex ids and stores materialid on the face, we need +// temporary lists to collect data for an aiMesh, which requires local arrays and local indices +// this function fills up an aiMesh with those temporary lists +void M3DImporter::populateMesh(const M3DWrapper &m3d, aiMesh *pMesh, std::vector<aiFace> *faces, std::vector<aiVector3D> *vertices, + std::vector<aiVector3D> *normals, std::vector<aiVector3D> *texcoords, std::vector<aiColor4D> *colors, + std::vector<unsigned int> *vertexids) { + + ai_assert(pMesh != nullptr); + ai_assert(faces != nullptr); + ai_assert(vertices != nullptr); + ai_assert(normals != nullptr); + ai_assert(texcoords != nullptr); + ai_assert(colors != nullptr); + ai_assert(vertexids != nullptr); + ai_assert(m3d); + + ASSIMP_LOG_DEBUG("M3D: populateMesh numvertices ", vertices->size(), " numfaces ", faces->size(), + " numnormals ", normals->size(), " numtexcoord ", texcoords->size(), " numbones ", m3d->numbone); + + if (vertices->size() && faces->size()) { + pMesh->mNumFaces = static_cast<unsigned int>(faces->size()); + pMesh->mFaces = new aiFace[pMesh->mNumFaces]; + std::copy(faces->begin(), faces->end(), pMesh->mFaces); + pMesh->mNumVertices = static_cast<unsigned int>(vertices->size()); + pMesh->mVertices = new aiVector3D[pMesh->mNumVertices]; + std::copy(vertices->begin(), vertices->end(), pMesh->mVertices); + if (normals->size() == vertices->size()) { + pMesh->mNormals = new aiVector3D[pMesh->mNumVertices]; + std::copy(normals->begin(), normals->end(), pMesh->mNormals); + } + if (texcoords->size() == vertices->size()) { + pMesh->mTextureCoords[0] = new aiVector3D[pMesh->mNumVertices]; + std::copy(texcoords->begin(), texcoords->end(), pMesh->mTextureCoords[0]); + pMesh->mNumUVComponents[0] = 2; + } + if (colors->size() == vertices->size()) { + pMesh->mColors[0] = new aiColor4D[pMesh->mNumVertices]; + std::copy(colors->begin(), colors->end(), pMesh->mColors[0]); + } + // this is complicated, because M3D stores a list of bone id / weight pairs per + // vertex but assimp uses lists of local vertex id/weight pairs per local bone list + pMesh->mNumBones = m3d->numbone; + // we need aiBone with mOffsetMatrix for bones without weights as well + if (pMesh->mNumBones && m3d->numbone && m3d->bone) { + pMesh->mBones = new aiBone *[pMesh->mNumBones]; + for (unsigned int i = 0; i < m3d->numbone; i++) { + aiNode *pNode; + pMesh->mBones[i] = new aiBone; + pMesh->mBones[i]->mName = aiString(std::string(m3d->bone[i].name)); + pMesh->mBones[i]->mNumWeights = 0; + pNode = findNode(mScene->mRootNode, pMesh->mBones[i]->mName); + if (pNode) { + calculateOffsetMatrix(pNode, &pMesh->mBones[i]->mOffsetMatrix); + pMesh->mBones[i]->mOffsetMatrix.Inverse(); + } else + pMesh->mBones[i]->mOffsetMatrix = aiMatrix4x4(); + } + if (vertexids->size() && m3d->numvertex && m3d->vertex && m3d->numskin && m3d->skin) { + unsigned int i, j; + // first count how many vertices we have per bone + for (i = 0; i < vertexids->size(); i++) { + if (vertexids->at(i) >= m3d->numvertex) { + continue; + } + unsigned int s = m3d->vertex[vertexids->at(i)].skinid; + if (s != M3D_UNDEF && s != M3D_INDEXMAX) { + for (unsigned int k = 0; k < M3D_NUMBONE && m3d->skin[s].weight[k] > 0.0; k++) { + aiString name = aiString(std::string(m3d->bone[m3d->skin[s].boneid[k]].name)); + for (j = 0; j < pMesh->mNumBones; j++) { + if (pMesh->mBones[j]->mName == name) { + pMesh->mBones[j]->mNumWeights++; + break; + } + } + } + } + } + // allocate mWeights + for (j = 0; j < pMesh->mNumBones; j++) { + aiBone *pBone = pMesh->mBones[j]; + if (pBone->mNumWeights) { + pBone->mWeights = new aiVertexWeight[pBone->mNumWeights]; + pBone->mNumWeights = 0; + } + } + // fill up with data + for (i = 0; i < vertexids->size(); i++) { + if (vertexids->at(i) >= m3d->numvertex) continue; + unsigned int s = m3d->vertex[vertexids->at(i)].skinid; + if (s != M3D_UNDEF && s != M3D_INDEXMAX && s < m3d->numskin) { + for (unsigned int k = 0; k < M3D_NUMBONE && m3d->skin[s].weight[k] > 0.0; k++) { + if (m3d->skin[s].boneid[k] >= m3d->numbone) continue; + aiString name = aiString(std::string(m3d->bone[m3d->skin[s].boneid[k]].name)); + for (j = 0; j < pMesh->mNumBones; j++) { + if (pMesh->mBones[j]->mName == name) { + aiBone *pBone = pMesh->mBones[j]; + pBone->mWeights[pBone->mNumWeights].mVertexId = i; + pBone->mWeights[pBone->mNumWeights].mWeight = m3d->skin[s].weight[k]; + pBone->mNumWeights++; + break; + } + } + } // foreach skin + } + } // foreach vertexids + } + } + } +} + +// ------------------------------------------------------------------------------------------------ + +} // Namespace Assimp + +#endif // !! ASSIMP_BUILD_NO_M3D_IMPORTER diff --git a/src/mesh/assimp-master/code/AssetLib/M3D/M3DImporter.h b/src/mesh/assimp-master/code/AssetLib/M3D/M3DImporter.h new file mode 100644 index 0000000..5d3fcaa --- /dev/null +++ b/src/mesh/assimp-master/code/AssetLib/M3D/M3DImporter.h @@ -0,0 +1,105 @@ +/* +Open Asset Import Library (assimp) +---------------------------------------------------------------------- + +Copyright (c) 2006-2022, assimp team +Copyright (c) 2019 bzt + +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 M3DImporter.h +* @brief Declares the importer class to read a scene from a Model 3D file +*/ +#ifndef AI_M3DIMPORTER_H_INC +#define AI_M3DIMPORTER_H_INC + +#ifndef ASSIMP_BUILD_NO_M3D_IMPORTER + +#include <assimp/BaseImporter.h> +#include <assimp/material.h> +#include <vector> + +struct aiMesh; +struct aiNode; +struct aiMaterial; +struct aiFace; + +namespace Assimp { + +class M3DWrapper; + +class M3DImporter : public BaseImporter { +public: + /// \brief Default constructor + M3DImporter(); + ~M3DImporter() override {} + + /// \brief Returns whether the class can handle the format of the given file. + /// \remark See BaseImporter::CanRead() for details. + bool CanRead(const std::string &pFile, IOSystem *pIOHandler, bool checkSig) const override; + +protected: + //! \brief Appends the supported extension. + const aiImporterDesc *GetInfo() const override; + + //! \brief File import implementation. + void InternReadFile(const std::string &pFile, aiScene *pScene, IOSystem *pIOHandler) override; + +private: + void importMaterials(const M3DWrapper &m3d); + void importTextures(const M3DWrapper &m3d); + void importMeshes(const M3DWrapper &m3d); + void importBones(const M3DWrapper &m3d, unsigned int parentid, aiNode *pParent); + void importAnimations(const M3DWrapper &m3d); + + // helper functions + aiColor4D mkColor(uint32_t c); + void convertPose(const M3DWrapper &m3d, aiMatrix4x4 *m, unsigned int posid, unsigned int orientid); + aiNode *findNode(aiNode *pNode, const aiString &name); + void calculateOffsetMatrix(aiNode *pNode, aiMatrix4x4 *m); + void populateMesh(const M3DWrapper &m3d, aiMesh *pMesh, std::vector<aiFace> *faces, std::vector<aiVector3D> *verteces, + std::vector<aiVector3D> *normals, std::vector<aiVector3D> *texcoords, std::vector<aiColor4D> *colors, + std::vector<unsigned int> *vertexids); + +private: + aiScene *mScene = nullptr; // the scene to import to +}; + +} // Namespace Assimp + +#endif // ASSIMP_BUILD_NO_M3D_IMPORTER + +#endif // AI_M3DIMPORTER_H_INC diff --git a/src/mesh/assimp-master/code/AssetLib/M3D/M3DMaterials.h b/src/mesh/assimp-master/code/AssetLib/M3D/M3DMaterials.h new file mode 100644 index 0000000..a1b0fd7 --- /dev/null +++ b/src/mesh/assimp-master/code/AssetLib/M3D/M3DMaterials.h @@ -0,0 +1,106 @@ +/* +Open Asset Import Library (assimp) +---------------------------------------------------------------------- + +Copyright (c) 2006-2022, assimp team +Copyright (c) 2019 bzt + +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 M3DMaterials.h +* @brief Declares the Assimp and Model 3D file material type relations +*/ +#ifndef AI_M3DMATERIALS_H_INC +#define AI_M3DMATERIALS_H_INC + +/* + * In the m3d.h header, there's a static array which defines the material + * properties, called m3d_propertytypes. These must have the same size, and + * list the matching Assimp materials for those properties. Used by both the + * M3DImporter and the M3DExporter, so you have to define these relations + * only once. D.R.Y. and K.I.S.S. + */ +typedef struct { + const char *pKey; + unsigned int type; + unsigned int index; +} aiMatProp; + +/* --- Scalar Properties --- !!!!! must match m3d_propertytypes !!!!! */ +static const aiMatProp aiProps[] = { + { AI_MATKEY_COLOR_DIFFUSE }, /* m3dp_Kd */ + { AI_MATKEY_COLOR_AMBIENT }, /* m3dp_Ka */ + { AI_MATKEY_COLOR_SPECULAR }, /* m3dp_Ks */ + { AI_MATKEY_SHININESS }, /* m3dp_Ns */ + { AI_MATKEY_COLOR_EMISSIVE }, /* m3dp_Ke */ + { AI_MATKEY_COLOR_REFLECTIVE }, /* m3dp_Tf */ + { AI_MATKEY_BUMPSCALING }, /* m3dp_Km */ + { AI_MATKEY_OPACITY }, /* m3dp_d */ + { AI_MATKEY_SHADING_MODEL }, /* m3dp_il */ + + { nullptr, 0, 0 }, /* m3dp_Pr */ + { AI_MATKEY_REFLECTIVITY }, /* m3dp_Pm */ + { nullptr, 0, 0 }, /* m3dp_Ps */ + { AI_MATKEY_REFRACTI }, /* m3dp_Ni */ + { nullptr, 0, 0 }, /* m3dp_Nt */ + { nullptr, 0, 0 }, + { nullptr, 0, 0 }, + { nullptr, 0, 0 } +}; + +/* --- Texture Map Properties --- !!!!! must match m3d_propertytypes !!!!! */ +static const aiMatProp aiTxProps[] = { + { AI_MATKEY_TEXTURE_DIFFUSE(0) }, /* m3dp_map_Kd */ + { AI_MATKEY_TEXTURE(aiTextureType_AMBIENT_OCCLUSION,0) },/* m3dp_map_Ka */ + { AI_MATKEY_TEXTURE_SPECULAR(0) }, /* m3dp_map_Ks */ + { AI_MATKEY_TEXTURE_SHININESS(0) }, /* m3dp_map_Ns */ + { AI_MATKEY_TEXTURE_EMISSIVE(0) }, /* m3dp_map_Ke */ + { nullptr, 0, 0 }, /* m3dp_map_Tf */ + { AI_MATKEY_TEXTURE_HEIGHT(0) }, /* m3dp_bump */ + { AI_MATKEY_TEXTURE_OPACITY(0) }, /* m3dp_map_d */ + { AI_MATKEY_TEXTURE_NORMALS(0) }, /* m3dp_map_N */ + + { AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE_ROUGHNESS,0) },/* m3dp_map_Pr */ + { AI_MATKEY_TEXTURE(aiTextureType_METALNESS,0) }, /* m3dp_map_Pm */ + { nullptr, 0, 0 }, /* m3dp_map_Ps */ + { AI_MATKEY_TEXTURE(aiTextureType_REFLECTION,0) }, /* m3dp_map_Ni */ + { nullptr, 0, 0 }, /* m3dp_map_Nt */ + { nullptr, 0, 0 }, + { nullptr, 0, 0 }, + { nullptr, 0, 0 } +}; + +#endif // AI_M3DMATERIALS_H_INC diff --git a/src/mesh/assimp-master/code/AssetLib/M3D/M3DWrapper.cpp b/src/mesh/assimp-master/code/AssetLib/M3D/M3DWrapper.cpp new file mode 100644 index 0000000..30452c7 --- /dev/null +++ b/src/mesh/assimp-master/code/AssetLib/M3D/M3DWrapper.cpp @@ -0,0 +1,152 @@ +/* +Open Asset Import Library (assimp) +---------------------------------------------------------------------- + +Copyright (c) 2006-2022, assimp team +Copyright (c) 2019 bzt + +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. + +---------------------------------------------------------------------- +*/ +#ifndef ASSIMP_BUILD_NO_M3D_IMPORTER +#if !(ASSIMP_BUILD_NO_EXPORT || ASSIMP_BUILD_NO_M3D_EXPORTER) + +#include "M3DWrapper.h" + +#include <assimp/DefaultIOSystem.h> +#include <assimp/IOStreamBuffer.h> +#include <assimp/ai_assert.h> + +#ifdef ASSIMP_USE_M3D_READFILECB + +#if (__cplusplus >= 201103L) || !defined(_MSC_VER) || (_MSC_VER >= 1900) // C++11 and MSVC 2015 onwards +#define threadlocal thread_local +#else +#if defined(_MSC_VER) && (_MSC_VER >= 1800) // there's an alternative for MSVC 2013 +#define threadlocal __declspec(thread) +#else +#define threadlocal +#endif +#endif + +extern "C" { + +// workaround: the M3D SDK expects a C callback, but we want to use Assimp::IOSystem to implement that +threadlocal void *m3dimporter_pIOHandler; + +unsigned char *m3dimporter_readfile(char *fn, unsigned int *size) { + ai_assert(nullptr != fn); + ai_assert(nullptr != size); + std::string file(fn); + std::unique_ptr<Assimp::IOStream> pStream( + (reinterpret_cast<Assimp::IOSystem *>(m3dimporter_pIOHandler))->Open(file, "rb")); + size_t fileSize = 0; + unsigned char *data = nullptr; + // sometimes pStream is nullptr in a single-threaded scenario too for some reason + // (should be an empty object returning nothing I guess) + if (pStream) { + fileSize = pStream->FileSize(); + // should be allocated with malloc(), because the library will call free() to deallocate + data = (unsigned char *)malloc(fileSize); + if (!data || !pStream.get() || !fileSize || fileSize != pStream->Read(data, 1, fileSize)) { + pStream.reset(); + *size = 0; + // don't throw a deadly exception, it's not fatal if we can't read an external asset + return nullptr; + } + pStream.reset(); + } + *size = (int)fileSize; + return data; +} +} +#endif + +namespace Assimp { +M3DWrapper::M3DWrapper() { + // use malloc() here because m3d_free() will call free() + m3d_ = (m3d_t *)calloc(1, sizeof(m3d_t)); +} + +M3DWrapper::M3DWrapper(IOSystem *pIOHandler, const std::vector<unsigned char> &buffer) { + if (nullptr == pIOHandler) { + ai_assert(nullptr != pIOHandler); + } + +#ifdef ASSIMP_USE_M3D_READFILECB + // pass this IOHandler to the C callback in a thread-local pointer + m3dimporter_pIOHandler = pIOHandler; + m3d_ = m3d_load(const_cast<unsigned char *>(buffer.data()), m3dimporter_readfile, free, nullptr); + // Clear the C callback + m3dimporter_pIOHandler = nullptr; +#else + m3d_ = m3d_load(const_cast<unsigned char *>(buffer.data()), nullptr, nullptr, nullptr); +#endif +} + +M3DWrapper::~M3DWrapper() { + reset(); +} + +void M3DWrapper::reset() { + ClearSave(); + if (m3d_) { + m3d_free(m3d_); + } + m3d_ = nullptr; +} + +unsigned char *M3DWrapper::Save(int quality, int flags, unsigned int &size) { +#if (!(ASSIMP_BUILD_NO_EXPORT || ASSIMP_BUILD_NO_M3D_EXPORTER)) + ClearSave(); + saved_output_ = m3d_save(m3d_, quality, flags, &size); + return saved_output_; +#else + (void)quality; + (void)flags; + (void)size; + return nullptr; +#endif +} + +void M3DWrapper::ClearSave() { + if (saved_output_) { + M3D_FREE(saved_output_); + } + saved_output_ = nullptr; +} +} // namespace Assimp + +#endif +#endif diff --git a/src/mesh/assimp-master/code/AssetLib/M3D/M3DWrapper.h b/src/mesh/assimp-master/code/AssetLib/M3D/M3DWrapper.h new file mode 100644 index 0000000..7cc2d0e --- /dev/null +++ b/src/mesh/assimp-master/code/AssetLib/M3D/M3DWrapper.h @@ -0,0 +1,134 @@ +#pragma once +/* +Open Asset Import Library (assimp) +---------------------------------------------------------------------- + +Copyright (c) 2006-2022, assimp team +Copyright (c) 2019 bzt + +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 M3DWrapper.h +* @brief Declares a class to wrap the C m3d SDK +*/ +#ifndef AI_M3DWRAPPER_H_INC +#define AI_M3DWRAPPER_H_INC + +#ifndef ASSIMP_BUILD_NO_M3D_IMPORTER +#if !(ASSIMP_BUILD_NO_EXPORT || ASSIMP_BUILD_NO_M3D_EXPORTER) + +#include <memory> +#include <vector> +#include <string> + +// Assimp specific M3D configuration. Comment out these defines to remove functionality +//#define ASSIMP_USE_M3D_READFILECB + +// Share stb_image's PNG loader with other importers/exporters instead of bringing our own copy. +#define STBI_ONLY_PNG +#include <stb/stb_image.h> + +#include "m3d.h" + +namespace Assimp { + +class IOSystem; + +/// brief The M3D-Wrapper, provudes c++ access to the data. +class M3DWrapper { +public: + /// Construct an empty M3D model + explicit M3DWrapper(); + + /// Construct an M3D model from provided buffer + /// @note The m3d.h SDK function does not mark the data as const. Have assumed it does not write. + /// BUG: SECURITY: The m3d.h SDK cannot be informed of the buffer size. BUFFER OVERFLOW IS CERTAIN + explicit M3DWrapper(IOSystem *pIOHandler, const std::vector<unsigned char> &buffer); + + /// Theclasss destructor. + ~M3DWrapper(); + + /// Will reset the wrapper, all data will become nullptr. + void reset(); + + // The Name access, empty string returned when no m3d instance. + std::string Name() const; + + /// Executes a save. + unsigned char *Save(int quality, int flags, unsigned int &size); + + /// Clearer + void ClearSave(); + + /// True for m3d instance exists. + explicit operator bool() const; + + // Allow direct access to M3D API + m3d_t *operator->() const; + m3d_t *M3D() const; + +private: + m3d_t *m3d_ = nullptr; + unsigned char *saved_output_ = nullptr; +}; + +inline std::string M3DWrapper::Name() const { + if (nullptr != m3d_) { + if (nullptr != m3d_->name) { + return std::string(m3d_->name); + } + } + return std::string(); +} + +inline M3DWrapper::operator bool() const { + return m3d_ != nullptr; +} + +inline m3d_t *M3DWrapper::operator->() const { + return m3d_; +} + +inline m3d_t *M3DWrapper::M3D() const { + return m3d_; +} + +} // namespace Assimp + +#endif +#endif // ASSIMP_BUILD_NO_M3D_IMPORTER + +#endif // AI_M3DWRAPPER_H_INC diff --git a/src/mesh/assimp-master/code/AssetLib/M3D/m3d.h b/src/mesh/assimp-master/code/AssetLib/M3D/m3d.h new file mode 100644 index 0000000..875007e --- /dev/null +++ b/src/mesh/assimp-master/code/AssetLib/M3D/m3d.h @@ -0,0 +1,4902 @@ +/* + * m3d.h + * + * Copyright (C) 2019 bzt (bztsrc@gitlab) + * + * Permission is hereby granted, free of charge, to any person + * obtaining a copy of this software and associated documentation + * files (the "Software"), to deal in the Software without + * restriction, including without limitation the rights to use, copy, + * modify, merge, publish, distribute, sublicense, and/or sell copies + * of the Software, and to permit persons to whom the Software is + * furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be + * included in all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, + * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF + * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND + * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT + * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, + * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER + * DEALINGS IN THE SOFTWARE. + * + * @brief ANSI C89 / C++11 single header importer / exporter SDK for the Model 3D (.M3D) format + * https://gitlab.com/bztsrc/model3d + * + * PNG decompressor included from (with minor modifications to make it C89 valid): + * stb_image - v2.13 - public domain image loader - http://nothings.org/stb_image.h + * + * @version: 1.0.0 + */ + +#ifndef _M3D_H_ +#define _M3D_H_ + +#ifdef __cplusplus +extern "C" { +#endif + +#include <stdint.h> + +/*** configuration ***/ +#ifndef M3D_MALLOC +#define M3D_MALLOC(sz) malloc(sz) +#endif +#ifndef M3D_REALLOC +#define M3D_REALLOC(p, nsz) realloc(p, nsz) +#endif +#ifndef M3D_FREE +#define M3D_FREE(p) free(p) +#endif +#ifndef M3D_LOG +#define M3D_LOG(x) +#endif +#ifndef M3D_APIVERSION +#define M3D_APIVERSION 0x0100 +#ifndef M3D_DOUBLE +typedef float M3D_FLOAT; +#ifndef M3D_EPSILON +/* carefully chosen for IEEE 754 don't change */ +#define M3D_EPSILON ((M3D_FLOAT)1e-7) +#endif +#else +typedef double M3D_FLOAT; +#ifndef M3D_EPSILON +#define M3D_EPSILON ((M3D_FLOAT)1e-14) +#endif +#endif +#if !defined(M3D_SMALLINDEX) +typedef uint32_t M3D_INDEX; +#define M3D_UNDEF 0xffffffff +#define M3D_INDEXMAX 0xfffffffe +#else +typedef uint16_t M3D_INDEX; +#define M3D_UNDEF 0xffff +#define M3D_INDEXMAX 0xfffe +#endif +#define M3D_NOTDEFINED 0xffffffff +#ifndef M3D_NUMBONE +#define M3D_NUMBONE 4 +#endif +#ifndef M3D_BONEMAXLEVEL +#define M3D_BONEMAXLEVEL 8 +#endif +#if !defined(_MSC_VER) || defined(__clang__) +#ifndef _inline +#define _inline __inline__ +#endif +#define _pack __attribute__((packed)) +#define _unused __attribute__((unused)) +#else +#define _inline +#define _pack +#define _unused __pragma(warning(suppress : 4100)) +#endif +#ifndef __cplusplus +#define _register register +#else +#define _register +#endif + +#if _MSC_VER > 1920 && !defined(__clang__) +# pragma warning(push) +# pragma warning(disable : 4100 4127 4189 4505 4244 4403 4701 4703) +# if (_MSC_VER > 1800 ) +# pragma warning(disable : 5573 5744) +# endif +#endif // _MSC_VER + +/*** File format structures ***/ + +/** + * M3D file format structure + * 3DMO m3dchunk_t file header chunk, may followed by compressed data + * HEAD m3dhdr_t model header chunk + * n x m3dchunk_t more chunks follow + * PRVW preview chunk (optional) + * CMAP color map chunk (optional) + * TMAP texture map chunk (optional) + * VRTS vertex data chunk (optional if it's a material library) + * BONE bind-pose skeleton, bone hierarchy chunk (optional) + * n x m3db_t contains probably more, but at least one bone + * n x m3ds_t skin group records + * MTRL* material chunk(s), can be more (optional) + * n x m3dp_t each material contains propapbly more, but at least one property + * the properties are configurable with a static array, see m3d_propertytypes + * n x m3dchunk_t at least one, but maybe more face chunks + * PROC* procedural face, or + * MESH* triangle mesh (vertex index list) or + * SHPE* mathematical shapes like parameterized surfaces + * LBLS* annotation label chunks, can be more (optional) + * ACTN* action chunk(s), animation-pose skeletons, can be more (optional) + * n x m3dfr_t each action contains probably more, but at least one frame + * n x m3dtr_t each frame contains probably more, but at least one transformation + * ASET* inlined asset chunk(s), can be more (optional) + * OMD3 end chunk + * + * Typical chunks for a game engine: 3DMO, HEAD, CMAP, TMAP, VRTS, BONE, MTRL, MESH, ACTN, OMD3 + * Typical chunks for CAD software: 3DMO, HEAD, PRVW, CMAP, TMAP, VRTS, MTRL, SHPE, LBLS, OMD3 + */ +#ifdef _MSC_VER +#pragma pack(push) +#pragma pack(1) +#endif + +typedef struct { + char magic[4]; + uint32_t length; + float scale; /* deliberately not M3D_FLOAT */ + uint32_t types; +} _pack m3dhdr_t; + +typedef struct { + char magic[4]; + uint32_t length; +} _pack m3dchunk_t; + +#ifdef _MSC_VER +#pragma pack(pop) +#endif + +/*** in-memory model structure ***/ + +/* textmap entry */ +typedef struct { + M3D_FLOAT u; + M3D_FLOAT v; +} m3dti_t; +#define m3d_textureindex_t m3dti_t + +/* texture */ +typedef struct { + char *name; /* texture name */ + uint8_t *d; /* pixels data */ + uint16_t w; /* width */ + uint16_t h; /* height */ + uint8_t f; /* format, 1 = grayscale, 2 = grayscale+alpha, 3 = rgb, 4 = rgba */ +} m3dtx_t; +#define m3d_texturedata_t m3dtx_t + +typedef struct { + M3D_INDEX vertexid; + M3D_FLOAT weight; +} m3dw_t; +#define m3d_weight_t m3dw_t + +/* bone entry */ +typedef struct { + M3D_INDEX parent; /* parent bone index */ + char *name; /* name for this bone */ + M3D_INDEX pos; /* vertex index position */ + M3D_INDEX ori; /* vertex index orientation (quaternion) */ + M3D_INDEX numweight; /* number of controlled vertices */ + m3dw_t *weight; /* weights for those vertices */ + M3D_FLOAT mat4[16]; /* transformation matrix */ +} m3db_t; +#define m3d_bone_t m3db_t + +/* skin: bone per vertex entry */ +typedef struct { + M3D_INDEX boneid[M3D_NUMBONE]; + M3D_FLOAT weight[M3D_NUMBONE]; +} m3ds_t; +#define m3d_skin_t m3ds_t + +/* vertex entry */ +typedef struct { + M3D_FLOAT x; /* 3D coordinates and weight */ + M3D_FLOAT y; + M3D_FLOAT z; + M3D_FLOAT w; + uint32_t color; /* default vertex color */ + M3D_INDEX skinid; /* skin index */ +#ifdef M3D_VERTEXTYPE + uint8_t type; +#endif +} m3dv_t; +#define m3d_vertex_t m3dv_t + +/* material property formats */ +enum { + m3dpf_color, + m3dpf_uint8, + m3dpf_uint16, + m3dpf_uint32, + m3dpf_float, + m3dpf_map +}; +typedef struct { + uint8_t format; + uint8_t id; +#define M3D_PROPERTYDEF(f, i, n) \ + { (f), (i), (char *)(n) } + char *key; +} m3dpd_t; + +/* material property types */ +/* You shouldn't change the first 8 display and first 4 physical property. Assign the rest as you like. */ +enum { + m3dp_Kd = 0, /* scalar display properties */ + m3dp_Ka, + m3dp_Ks, + m3dp_Ns, + m3dp_Ke, + m3dp_Tf, + m3dp_Km, + m3dp_d, + m3dp_il, + + m3dp_Pr = 64, /* scalar physical properties */ + m3dp_Pm, + m3dp_Ps, + m3dp_Ni, + m3dp_Nt, + + m3dp_map_Kd = 128, /* textured display map properties */ + m3dp_map_Ka, + m3dp_map_Ks, + m3dp_map_Ns, + m3dp_map_Ke, + m3dp_map_Tf, + m3dp_map_Km, /* bump map */ + m3dp_map_D, + m3dp_map_N, /* normal map */ + + m3dp_map_Pr = 192, /* textured physical map properties */ + m3dp_map_Pm, + m3dp_map_Ps, + m3dp_map_Ni, + m3dp_map_Nt +}; +enum { /* aliases */ + m3dp_bump = m3dp_map_Km, + m3dp_map_il = m3dp_map_N, + m3dp_refl = m3dp_map_Pm +}; + +/* material property */ +typedef struct { + uint8_t type; /* property type, see "m3dp_*" enumeration */ + union { + uint32_t color; /* if value is a color, m3dpf_color */ + uint32_t num; /* if value is a number, m3dpf_uint8, m3pf_uint16, m3dpf_uint32 */ + float fnum; /* if value is a floating point number, m3dpf_float */ + M3D_INDEX textureid; /* if value is a texture, m3dpf_map */ + } value; +} m3dp_t; +#define m3d_property_t m3dp_t + +/* material entry */ +typedef struct { + char *name; /* name of the material */ + uint8_t numprop; /* number of properties */ + m3dp_t *prop; /* properties array */ +} m3dm_t; +#define m3d_material_t m3dm_t + +/* face entry */ +typedef struct { + M3D_INDEX materialid; /* material index */ + M3D_INDEX vertex[3]; /* 3D points of the triangle in CCW order */ + M3D_INDEX normal[3]; /* normal vectors */ + M3D_INDEX texcoord[3]; /* UV coordinates */ +} m3df_t; +#define m3d_face_t m3df_t + +/* shape command types. must match the row in m3d_commandtypes */ +enum { + /* special commands */ + m3dc_use = 0, /* use material */ + m3dc_inc, /* include another shape */ + m3dc_mesh, /* include part of polygon mesh */ + /* approximations */ + m3dc_div, /* subdivision by constant resolution for both u, v */ + m3dc_sub, /* subdivision by constant, different for u and v */ + m3dc_len, /* spacial subdivision by maxlength */ + m3dc_dist, /* subdivision by maxdistance and maxangle */ + /* modifiers */ + m3dc_degu, /* degree for both u, v */ + m3dc_deg, /* separate degree for u and v */ + m3dc_rangeu, /* range for u */ + m3dc_range, /* range for u and v */ + m3dc_paru, /* u parameters (knots) */ + m3dc_parv, /* v parameters */ + m3dc_trim, /* outer trimming curve */ + m3dc_hole, /* inner trimming curve */ + m3dc_scrv, /* spacial curve */ + m3dc_sp, /* special points */ + /* helper curves */ + m3dc_bez1, /* Bezier 1D */ + m3dc_bsp1, /* B-spline 1D */ + m3dc_bez2, /* bezier 2D */ + m3dc_bsp2, /* B-spline 2D */ + /* surfaces */ + m3dc_bezun, /* Bezier 3D with control, UV, normal */ + m3dc_bezu, /* with control and UV */ + m3dc_bezn, /* with control and normal */ + m3dc_bez, /* control points only */ + m3dc_nurbsun, /* B-spline 3D */ + m3dc_nurbsu, + m3dc_nurbsn, + m3dc_nurbs, + m3dc_conn, /* connect surfaces */ + /* geometrical */ + m3dc_line, + m3dc_polygon, + m3dc_circle, + m3dc_cylinder, + m3dc_shpere, + m3dc_torus, + m3dc_cone, + m3dc_cube +}; + +/* shape command argument types */ +enum { + m3dcp_mi_t = 1, /* material index */ + m3dcp_hi_t, /* shape index */ + m3dcp_fi_t, /* face index */ + m3dcp_ti_t, /* texture map index */ + m3dcp_vi_t, /* vertex index */ + m3dcp_qi_t, /* vertex index for quaternions */ + m3dcp_vc_t, /* coordinate or radius, float scalar */ + m3dcp_i1_t, /* int8 scalar */ + m3dcp_i2_t, /* int16 scalar */ + m3dcp_i4_t, /* int32 scalar */ + m3dcp_va_t /* variadic arguments */ +}; + +#define M3D_CMDMAXARG 8 /* if you increase this, add more arguments to the macro below */ +typedef struct { +#define M3D_CMDDEF(t, n, p, a, b, c, d, e, f, g, h) \ + { \ + (char *)(n), (p), { (a), (b), (c), (d), (e), (f), (g), (h) } \ + } + char *key; + uint8_t p; + uint8_t a[M3D_CMDMAXARG]; +} m3dcd_t; + +/* shape command */ +typedef struct { + uint16_t type; /* shape type */ + uint32_t *arg; /* arguments array */ +} m3dc_t; +#define m3d_shapecommand_t m3dc_t + +/* shape entry */ +typedef struct { + char *name; /* name of the mathematical shape */ + M3D_INDEX group; /* group this shape belongs to or -1 */ + uint32_t numcmd; /* number of commands */ + m3dc_t *cmd; /* commands array */ +} m3dh_t; +#define m3d_shape_t m3dh_t + +/* label entry */ +typedef struct { + char *name; /* name of the annotation layer or NULL */ + char *lang; /* language code or NULL */ + char *text; /* the label text */ + uint32_t color; /* color */ + M3D_INDEX vertexid; /* the vertex the label refers to */ +} m3dl_t; +#define m3d_label_t m3dl_t + +/* frame transformations / working copy skeleton entry */ +typedef struct { + M3D_INDEX boneid; /* selects a node in bone hierarchy */ + M3D_INDEX pos; /* vertex index new position */ + M3D_INDEX ori; /* vertex index new orientation (quaternion) */ +} m3dtr_t; +#define m3d_transform_t m3dtr_t + +/* animation frame entry */ +typedef struct { + uint32_t msec; /* frame's position on the timeline, timestamp */ + M3D_INDEX numtransform; /* number of transformations in this frame */ + m3dtr_t *transform; /* transformations */ +} m3dfr_t; +#define m3d_frame_t m3dfr_t + +/* model action entry */ +typedef struct { + char *name; /* name of the action */ + uint32_t durationmsec; /* duration in millisec (1/1000 sec) */ + M3D_INDEX numframe; /* number of frames in this animation */ + m3dfr_t *frame; /* frames array */ +} m3da_t; +#define m3d_action_t m3da_t + +/* inlined asset */ +typedef struct { + char *name; /* asset name (same pointer as in texture[].name) */ + uint8_t *data; /* compressed asset data */ + uint32_t length; /* compressed data length */ +} m3di_t; +#define m3d_inlinedasset_t m3di_t + +/*** in-memory model structure ***/ +#define M3D_FLG_FREERAW (1 << 0) +#define M3D_FLG_FREESTR (1 << 1) +#define M3D_FLG_MTLLIB (1 << 2) +#define M3D_FLG_GENNORM (1 << 3) + +typedef struct { + m3dhdr_t *raw; /* pointer to raw data */ + char flags; /* internal flags */ + signed char errcode; /* returned error code */ + char vc_s, vi_s, si_s, ci_s, ti_s, bi_s, nb_s, sk_s, fc_s, hi_s, fi_s; /* decoded sizes for types */ + char *name; /* name of the model, like "Utah teapot" */ + char *license; /* usage condition or license, like "MIT", "LGPL" or "BSD-3clause" */ + char *author; /* nickname, email, homepage or github URL etc. */ + char *desc; /* comments, descriptions. May contain '\n' newline character */ + M3D_FLOAT scale; /* the model's bounding cube's size in SI meters */ + M3D_INDEX numcmap; + uint32_t *cmap; /* color map */ + M3D_INDEX numtmap; + m3dti_t *tmap; /* texture map indices */ + M3D_INDEX numtexture; + m3dtx_t *texture; /* uncompressed textures */ + M3D_INDEX numbone; + m3db_t *bone; /* bone hierarchy */ + M3D_INDEX numvertex; + m3dv_t *vertex; /* vertex data */ + M3D_INDEX numskin; + m3ds_t *skin; /* skin data */ + M3D_INDEX nummaterial; + m3dm_t *material; /* material list */ + M3D_INDEX numface; + m3df_t *face; /* model face, polygon (triangle) mesh */ + M3D_INDEX numshape; + m3dh_t *shape; /* model face, shape commands */ + M3D_INDEX numlabel; + m3dl_t *label; /* annotation labels */ + M3D_INDEX numaction; + m3da_t *action; /* action animations */ + M3D_INDEX numinlined; + m3di_t *inlined; /* inlined assets */ + M3D_INDEX numextra; + m3dchunk_t **extra; /* unknown chunks, application / engine specific data probably */ + m3di_t preview; /* preview chunk */ +} m3d_t; + +/*** export parameters ***/ +#define M3D_EXP_INT8 0 +#define M3D_EXP_INT16 1 +#define M3D_EXP_FLOAT 2 +#define M3D_EXP_DOUBLE 3 + +#define M3D_EXP_NOCMAP (1 << 0) +#define M3D_EXP_NOMATERIAL (1 << 1) +#define M3D_EXP_NOFACE (1 << 2) +#define M3D_EXP_NONORMAL (1 << 3) +#define M3D_EXP_NOTXTCRD (1 << 4) +#define M3D_EXP_FLIPTXTCRD (1 << 5) +#define M3D_EXP_NORECALC (1 << 6) +#define M3D_EXP_IDOSUCK (1 << 7) +#define M3D_EXP_NOBONE (1 << 8) +#define M3D_EXP_NOACTION (1 << 9) +#define M3D_EXP_INLINE (1 << 10) +#define M3D_EXP_EXTRA (1 << 11) +#define M3D_EXP_NOZLIB (1 << 14) +#define M3D_EXP_ASCII (1 << 15) + +/*** error codes ***/ +#define M3D_SUCCESS 0 +#define M3D_ERR_ALLOC -1 +#define M3D_ERR_BADFILE -2 +#define M3D_ERR_UNIMPL -65 +#define M3D_ERR_UNKPROP -66 +#define M3D_ERR_UNKMESH -67 +#define M3D_ERR_UNKIMG -68 +#define M3D_ERR_UNKFRAME -69 +#define M3D_ERR_UNKCMD -70 +#define M3D_ERR_TRUNC -71 +#define M3D_ERR_CMAP -72 +#define M3D_ERR_TMAP -73 +#define M3D_ERR_VRTS -74 +#define M3D_ERR_BONE -75 +#define M3D_ERR_MTRL -76 +#define M3D_ERR_SHPE -77 + +#define M3D_ERR_ISFATAL(x) ((x) < 0 && (x) > -65) + +/* callbacks */ +typedef unsigned char *(*m3dread_t)(char *filename, unsigned int *size); /* read file contents into buffer */ +typedef void (*m3dfree_t)(void *buffer); /* free file contents buffer */ +typedef int (*m3dtxsc_t)(const char *name, const void *script, uint32_t len, m3dtx_t *output); /* interpret texture script */ +typedef int (*m3dprsc_t)(const char *name, const void *script, uint32_t len, m3d_t *model); /* interpret surface script */ +#endif /* ifndef M3D_APIVERSION */ + +/*** C prototypes ***/ +/* import / export */ +m3d_t *m3d_load(unsigned char *data, m3dread_t readfilecb, m3dfree_t freecb, m3d_t *mtllib); +unsigned char *m3d_save(m3d_t *model, int quality, int flags, unsigned int *size); +void m3d_free(m3d_t *model); +/* generate animation pose skeleton */ +m3dtr_t *m3d_frame(m3d_t *model, M3D_INDEX actionid, M3D_INDEX frameid, m3dtr_t *skeleton); +m3db_t *m3d_pose(m3d_t *model, M3D_INDEX actionid, uint32_t msec); + +/* private prototypes used by both importer and exporter */ +char *_m3d_safestr(char *in, int morelines); + +/*** C implementation ***/ +#ifdef M3D_IMPLEMENTATION +#if !defined(M3D_NOIMPORTER) || defined(M3D_EXPORTER) +/* material property definitions */ +static m3dpd_t m3d_propertytypes[] = { + M3D_PROPERTYDEF(m3dpf_color, m3dp_Kd, "Kd"), /* diffuse color */ + M3D_PROPERTYDEF(m3dpf_color, m3dp_Ka, "Ka"), /* ambient color */ + M3D_PROPERTYDEF(m3dpf_color, m3dp_Ks, "Ks"), /* specular color */ + M3D_PROPERTYDEF(m3dpf_float, m3dp_Ns, "Ns"), /* specular exponent */ + M3D_PROPERTYDEF(m3dpf_color, m3dp_Ke, "Ke"), /* emissive (emitting light of this color) */ + M3D_PROPERTYDEF(m3dpf_color, m3dp_Tf, "Tf"), /* transmission color */ + M3D_PROPERTYDEF(m3dpf_float, m3dp_Km, "Km"), /* bump strength */ + M3D_PROPERTYDEF(m3dpf_float, m3dp_d, "d"), /* dissolve (transparency) */ + M3D_PROPERTYDEF(m3dpf_uint8, m3dp_il, "il"), /* illumination model (informational, ignored by PBR-shaders) */ + + M3D_PROPERTYDEF(m3dpf_float, m3dp_Pr, "Pr"), /* roughness */ + M3D_PROPERTYDEF(m3dpf_float, m3dp_Pm, "Pm"), /* metallic, also reflection */ + M3D_PROPERTYDEF(m3dpf_float, m3dp_Ps, "Ps"), /* sheen */ + M3D_PROPERTYDEF(m3dpf_float, m3dp_Ni, "Ni"), /* index of refraction (optical density) */ + M3D_PROPERTYDEF(m3dpf_float, m3dp_Nt, "Nt"), /* thickness of face in millimeter, for printing */ + + /* aliases, note that "map_*" aliases are handled automatically */ + M3D_PROPERTYDEF(m3dpf_map, m3dp_map_Km, "bump"), + M3D_PROPERTYDEF(m3dpf_map, m3dp_map_N, "map_N"), /* as normal map has no scalar version, it's counterpart is 'il' */ + M3D_PROPERTYDEF(m3dpf_map, m3dp_map_Pm, "refl") +}; +/* shape command definitions. if more commands start with the same string, the longer must come first */ +static m3dcd_t m3d_commandtypes[] = { + /* technical */ + M3D_CMDDEF(m3dc_use, "use", 1, m3dcp_mi_t, 0, 0, 0, 0, 0, 0, 0), + M3D_CMDDEF(m3dc_inc, "inc", 3, m3dcp_hi_t, m3dcp_vi_t, m3dcp_qi_t, m3dcp_vi_t, 0, 0, 0, 0), + M3D_CMDDEF(m3dc_mesh, "mesh", 1, m3dcp_fi_t, m3dcp_fi_t, m3dcp_vi_t, m3dcp_qi_t, m3dcp_vi_t, 0, 0, 0), + /* approximations */ + M3D_CMDDEF(m3dc_div, "div", 1, m3dcp_vc_t, 0, 0, 0, 0, 0, 0, 0), + M3D_CMDDEF(m3dc_sub, "sub", 2, m3dcp_vc_t, m3dcp_vc_t, 0, 0, 0, 0, 0, 0), + M3D_CMDDEF(m3dc_len, "len", 1, m3dcp_vc_t, 0, 0, 0, 0, 0, 0, 0), + M3D_CMDDEF(m3dc_dist, "dist", 2, m3dcp_vc_t, m3dcp_vc_t, 0, 0, 0, 0, 0, 0), + /* modifiers */ + M3D_CMDDEF(m3dc_degu, "degu", 1, m3dcp_i1_t, 0, 0, 0, 0, 0, 0, 0), + M3D_CMDDEF(m3dc_deg, "deg", 2, m3dcp_i1_t, m3dcp_i1_t, 0, 0, 0, 0, 0, 0), + M3D_CMDDEF(m3dc_rangeu, "rangeu", 1, m3dcp_ti_t, 0, 0, 0, 0, 0, 0, 0), + M3D_CMDDEF(m3dc_range, "range", 2, m3dcp_ti_t, m3dcp_ti_t, 0, 0, 0, 0, 0, 0), + M3D_CMDDEF(m3dc_paru, "paru", 2, m3dcp_va_t, m3dcp_vc_t, 0, 0, 0, 0, 0, 0), + M3D_CMDDEF(m3dc_parv, "parv", 2, m3dcp_va_t, m3dcp_vc_t, 0, 0, 0, 0, 0, 0), + M3D_CMDDEF(m3dc_trim, "trim", 3, m3dcp_va_t, m3dcp_ti_t, m3dcp_i2_t, 0, 0, 0, 0, 0), + M3D_CMDDEF(m3dc_hole, "hole", 3, m3dcp_va_t, m3dcp_ti_t, m3dcp_i2_t, 0, 0, 0, 0, 0), + M3D_CMDDEF(m3dc_scrv, "scrv", 3, m3dcp_va_t, m3dcp_ti_t, m3dcp_i2_t, 0, 0, 0, 0, 0), + M3D_CMDDEF(m3dc_sp, "sp", 2, m3dcp_va_t, m3dcp_vi_t, 0, 0, 0, 0, 0, 0), + /* helper curves */ + M3D_CMDDEF(m3dc_bez1, "bez1", 2, m3dcp_va_t, m3dcp_vi_t, 0, 0, 0, 0, 0, 0), + M3D_CMDDEF(m3dc_bsp1, "bsp1", 2, m3dcp_va_t, m3dcp_vi_t, 0, 0, 0, 0, 0, 0), + M3D_CMDDEF(m3dc_bez2, "bez2", 2, m3dcp_va_t, m3dcp_vi_t, 0, 0, 0, 0, 0, 0), + M3D_CMDDEF(m3dc_bsp2, "bsp2", 2, m3dcp_va_t, m3dcp_vi_t, 0, 0, 0, 0, 0, 0), + /* surfaces */ + M3D_CMDDEF(m3dc_bezun, "bezun", 4, m3dcp_va_t, m3dcp_vi_t, m3dcp_ti_t, m3dcp_vi_t, 0, 0, 0, 0), + M3D_CMDDEF(m3dc_bezu, "bezu", 3, m3dcp_va_t, m3dcp_vi_t, m3dcp_ti_t, 0, 0, 0, 0, 0), + M3D_CMDDEF(m3dc_bezn, "bezn", 3, m3dcp_va_t, m3dcp_vi_t, m3dcp_vi_t, 0, 0, 0, 0, 0), + M3D_CMDDEF(m3dc_bez, "bez", 2, m3dcp_va_t, m3dcp_vi_t, 0, 0, 0, 0, 0, 0), + M3D_CMDDEF(m3dc_nurbsun, "nurbsun", 4, m3dcp_va_t, m3dcp_vi_t, m3dcp_ti_t, m3dcp_vi_t, 0, 0, 0, 0), + M3D_CMDDEF(m3dc_nurbsu, "nurbsu", 3, m3dcp_va_t, m3dcp_vi_t, m3dcp_ti_t, 0, 0, 0, 0, 0), + M3D_CMDDEF(m3dc_nurbsn, "nurbsn", 3, m3dcp_va_t, m3dcp_vi_t, m3dcp_vi_t, 0, 0, 0, 0, 0), + M3D_CMDDEF(m3dc_nurbs, "nurbs", 2, m3dcp_va_t, m3dcp_vi_t, 0, 0, 0, 0, 0, 0), + M3D_CMDDEF(m3dc_conn, "conn", 6, m3dcp_i2_t, m3dcp_ti_t, m3dcp_i2_t, m3dcp_i2_t, m3dcp_ti_t, m3dcp_i2_t, 0, 0), + /* geometrical */ + M3D_CMDDEF(m3dc_line, "line", 2, m3dcp_va_t, m3dcp_vi_t, 0, 0, 0, 0, 0, 0), + M3D_CMDDEF(m3dc_polygon, "polygon", 2, m3dcp_va_t, m3dcp_vi_t, 0, 0, 0, 0, 0, 0), + M3D_CMDDEF(m3dc_circle, "circle", 3, m3dcp_vi_t, m3dcp_qi_t, m3dcp_vc_t, 0, 0, 0, 0, 0), + M3D_CMDDEF(m3dc_cylinder, "cylinder", 6, m3dcp_vi_t, m3dcp_qi_t, m3dcp_vc_t, m3dcp_vi_t, m3dcp_qi_t, m3dcp_vc_t, 0, 0), + M3D_CMDDEF(m3dc_shpere, "shpere", 2, m3dcp_vi_t, m3dcp_vc_t, 0, 0, 0, 0, 0, 0), + M3D_CMDDEF(m3dc_torus, "torus", 4, m3dcp_vi_t, m3dcp_qi_t, m3dcp_vc_t, m3dcp_vc_t, 0, 0, 0, 0), + M3D_CMDDEF(m3dc_cone, "cone", 3, m3dcp_vi_t, m3dcp_vi_t, m3dcp_vi_t, 0, 0, 0, 0, 0), + M3D_CMDDEF(m3dc_cube, "cube", 3, m3dcp_vi_t, m3dcp_vi_t, m3dcp_vi_t, 0, 0, 0, 0, 0) +}; +#endif + +#include <stdlib.h> +#include <string.h> + +#if defined(M3D_EXPORTER) && !defined(INCLUDE_STB_IMAGE_WRITE_H) +/* zlib_compressor from + + stb_image_write - v1.13 - public domain - http://nothings.org/stb/stb_image_write.h +*/ +typedef unsigned char _m3dstbiw__uc; +typedef unsigned short _m3dstbiw__us; + +typedef uint16_t _m3dstbiw__uint16; +typedef int16_t _m3dstbiw__int16; +typedef uint32_t _m3dstbiw__uint32; +typedef int32_t _m3dstbiw__int32; + +#define STBIW_MALLOC(s) M3D_MALLOC(s) +#define STBIW_REALLOC(p, ns) M3D_REALLOC(p, ns) +#define STBIW_REALLOC_SIZED(p, oldsz, newsz) STBIW_REALLOC(p, newsz) +#define STBIW_FREE M3D_FREE +#define STBIW_MEMMOVE memmove +#define STBIW_UCHAR (uint8_t) +#define STBIW_ASSERT(x) +#define _m3dstbiw___sbraw(a) ((int *)(a)-2) +#define _m3dstbiw___sbm(a) _m3dstbiw___sbraw(a)[0] +#define _m3dstbiw___sbn(a) _m3dstbiw___sbraw(a)[1] + +#define _m3dstbiw___sbneedgrow(a, n) ((a) == 0 || _m3dstbiw___sbn(a) + n >= _m3dstbiw___sbm(a)) +#define _m3dstbiw___sbmaybegrow(a, n) (_m3dstbiw___sbneedgrow(a, (n)) ? _m3dstbiw___sbgrow(a, n) : 0) +#define _m3dstbiw___sbgrow(a, n) _m3dstbiw___sbgrowf((void **)&(a), (n), sizeof(*(a))) + +#define _m3dstbiw___sbpush(a, v) (_m3dstbiw___sbmaybegrow(a, 1), (a)[_m3dstbiw___sbn(a)++] = (v)) +#define _m3dstbiw___sbcount(a) ((a) ? _m3dstbiw___sbn(a) : 0) +#define _m3dstbiw___sbfree(a) ((a) ? STBIW_FREE(_m3dstbiw___sbraw(a)), 0 : 0) + +static void *_m3dstbiw___sbgrowf(void **arr, int increment, int itemsize) { + int m = *arr ? 2 * _m3dstbiw___sbm(*arr) + increment : increment + 1; + void *p = STBIW_REALLOC_SIZED(*arr ? _m3dstbiw___sbraw(*arr) : 0, *arr ? (_m3dstbiw___sbm(*arr) * itemsize + sizeof(int) * 2) : 0, itemsize * m + sizeof(int) * 2); + STBIW_ASSERT(p); + if (p) { + if (!*arr) ((int *)p)[1] = 0; + *arr = (void *)((int *)p + 2); + _m3dstbiw___sbm(*arr) = m; + } + return *arr; +} + +static unsigned char *_m3dstbiw___zlib_flushf(unsigned char *data, unsigned int *bitbuffer, int *bitcount) { + while (*bitcount >= 8) { + _m3dstbiw___sbpush(data, STBIW_UCHAR(*bitbuffer)); + *bitbuffer >>= 8; + *bitcount -= 8; + } + return data; +} + +static int _m3dstbiw___zlib_bitrev(int code, int codebits) { + int res = 0; + while (codebits--) { + res = (res << 1) | (code & 1); + code >>= 1; + } + return res; +} + +static unsigned int _m3dstbiw___zlib_countm(unsigned char *a, unsigned char *b, int limit) { + int i; + for (i = 0; i < limit && i < 258; ++i) + if (a[i] != b[i]) break; + return i; +} + +static unsigned int _m3dstbiw___zhash(unsigned char *data) { + _m3dstbiw__uint32 hash = data[0] + (data[1] << 8) + (data[2] << 16); + hash ^= hash << 3; + hash += hash >> 5; + hash ^= hash << 4; + hash += hash >> 17; + hash ^= hash << 25; + hash += hash >> 6; + return hash; +} + +#define _m3dstbiw___zlib_flush() (out = _m3dstbiw___zlib_flushf(out, &bitbuf, &bitcount)) +#define _m3dstbiw___zlib_add(code, codebits) \ + (bitbuf |= (code) << bitcount, bitcount += (codebits), _m3dstbiw___zlib_flush()) +#define _m3dstbiw___zlib_huffa(b, c) _m3dstbiw___zlib_add(_m3dstbiw___zlib_bitrev(b, c), c) +#define _m3dstbiw___zlib_huff1(n) _m3dstbiw___zlib_huffa(0x30 + (n), 8) +#define _m3dstbiw___zlib_huff2(n) _m3dstbiw___zlib_huffa(0x190 + (n)-144, 9) +#define _m3dstbiw___zlib_huff3(n) _m3dstbiw___zlib_huffa(0 + (n)-256, 7) +#define _m3dstbiw___zlib_huff4(n) _m3dstbiw___zlib_huffa(0xc0 + (n)-280, 8) +#define _m3dstbiw___zlib_huff(n) ((n) <= 143 ? _m3dstbiw___zlib_huff1(n) : (n) <= 255 ? _m3dstbiw___zlib_huff2(n) : (n) <= 279 ? _m3dstbiw___zlib_huff3(n) : _m3dstbiw___zlib_huff4(n)) +#define _m3dstbiw___zlib_huffb(n) ((n) <= 143 ? _m3dstbiw___zlib_huff1(n) : _m3dstbiw___zlib_huff2(n)) + +#define _m3dstbiw___ZHASH 16384 + +unsigned char *_m3dstbi_zlib_compress(unsigned char *data, int data_len, int *out_len, int quality) { + static unsigned short lengthc[] = { 3, 4, 5, 6, 7, 8, 9, 10, 11, 13, 15, 17, 19, 23, 27, 31, 35, 43, 51, 59, 67, 83, 99, 115, 131, 163, 195, 227, 258, 259 }; + static unsigned char lengtheb[] = { 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 0 }; + static unsigned short distc[] = { 1, 2, 3, 4, 5, 7, 9, 13, 17, 25, 33, 49, 65, 97, 129, 193, 257, 385, 513, 769, 1025, 1537, 2049, 3073, 4097, 6145, 8193, 12289, 16385, 24577, 32768 }; + static unsigned char disteb[] = { 0, 0, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 12, 13, 13 }; + unsigned int bitbuf = 0; + int i, j, bitcount = 0; + unsigned char *out = NULL; + unsigned char ***hash_table = (unsigned char ***)STBIW_MALLOC(_m3dstbiw___ZHASH * sizeof(char **)); + if (hash_table == NULL) + return NULL; + if (quality < 5) quality = 5; + + _m3dstbiw___sbpush(out, 0x78); + _m3dstbiw___sbpush(out, 0x5e); + _m3dstbiw___zlib_add(1, 1); + _m3dstbiw___zlib_add(1, 2); + + for (i = 0; i < _m3dstbiw___ZHASH; ++i) + hash_table[i] = NULL; + + i = 0; + while (i < data_len - 3) { + int h = _m3dstbiw___zhash(data + i) & (_m3dstbiw___ZHASH - 1), best = 3; + unsigned char *bestloc = 0; + unsigned char **hlist = hash_table[h]; + int n = _m3dstbiw___sbcount(hlist); + for (j = 0; j < n; ++j) { + if (hlist[j] - data > i - 32768) { + int d = _m3dstbiw___zlib_countm(hlist[j], data + i, data_len - i); + if (d >= best) best = d, bestloc = hlist[j]; + } + } + if (hash_table[h] && _m3dstbiw___sbn(hash_table[h]) == 2 * quality) { + STBIW_MEMMOVE(hash_table[h], hash_table[h] + quality, sizeof(hash_table[h][0]) * quality); + _m3dstbiw___sbn(hash_table[h]) = quality; + } + _m3dstbiw___sbpush(hash_table[h], data + i); + + if (bestloc) { + h = _m3dstbiw___zhash(data + i + 1) & (_m3dstbiw___ZHASH - 1); + hlist = hash_table[h]; + n = _m3dstbiw___sbcount(hlist); + for (j = 0; j < n; ++j) { + if (hlist[j] - data > i - 32767) { + int e = _m3dstbiw___zlib_countm(hlist[j], data + i + 1, data_len - i - 1); + if (e > best) { + bestloc = NULL; + break; + } + } + } + } + + if (bestloc) { + int d = (int)(data + i - bestloc); + STBIW_ASSERT(d <= 32767 && best <= 258); + for (j = 0; best > lengthc[j + 1] - 1; ++j) + ; + _m3dstbiw___zlib_huff(j + 257); + if (lengtheb[j]) _m3dstbiw___zlib_add(best - lengthc[j], lengtheb[j]); + for (j = 0; d > distc[j + 1] - 1; ++j) + ; + _m3dstbiw___zlib_add(_m3dstbiw___zlib_bitrev(j, 5), 5); + if (disteb[j]) _m3dstbiw___zlib_add(d - distc[j], disteb[j]); + i += best; + } else { + _m3dstbiw___zlib_huffb(data[i]); + ++i; + } + } + for (; i < data_len; ++i) + _m3dstbiw___zlib_huffb(data[i]); + _m3dstbiw___zlib_huff(256); + while (bitcount) + _m3dstbiw___zlib_add(0, 1); + + for (i = 0; i < _m3dstbiw___ZHASH; ++i) + (void)_m3dstbiw___sbfree(hash_table[i]); + STBIW_FREE(hash_table); + + { + unsigned int s1 = 1, s2 = 0; + int blocklen = (int)(data_len % 5552); + j = 0; + while (j < data_len) { + for (i = 0; i < blocklen; ++i) + s1 += data[j + i], s2 += s1; + s1 %= 65521, s2 %= 65521; + j += blocklen; + blocklen = 5552; + } + _m3dstbiw___sbpush(out, STBIW_UCHAR(s2 >> 8)); + _m3dstbiw___sbpush(out, STBIW_UCHAR(s2)); + _m3dstbiw___sbpush(out, STBIW_UCHAR(s1 >> 8)); + _m3dstbiw___sbpush(out, STBIW_UCHAR(s1)); + } + *out_len = _m3dstbiw___sbn(out); + STBIW_MEMMOVE(_m3dstbiw___sbraw(out), out, *out_len); + return (unsigned char *)_m3dstbiw___sbraw(out); +} +#define stbi_zlib_compress _m3dstbi_zlib_compress +#else +unsigned char *_m3dstbi_zlib_compress(unsigned char *data, int data_len, int *out_len, int quality); +#endif + +#define M3D_CHUNKMAGIC(m, a, b, c, d) ((m)[0] == (a) && (m)[1] == (b) && (m)[2] == (c) && (m)[3] == (d)) + +#include <locale.h> /* sprintf and strtod cares about number locale */ +#include <stdio.h> /* get sprintf */ +#ifdef M3D_PROFILING +#include <sys/time.h> +#endif + +#if !defined(M3D_NOIMPORTER) +/* helper functions for the ASCII parser */ +static char *_m3d_findarg(char *s) { + while (s && *s && *s != ' ' && *s != '\t' && *s != '\r' && *s != '\n') + s++; + while (s && *s && (*s == ' ' || *s == '\t')) + s++; + return s; +} +static char *_m3d_findnl(char *s) { + while (s && *s && *s != '\r' && *s != '\n') + s++; + if (*s == '\r') s++; + if (*s == '\n') s++; + return s; +} +static char *_m3d_gethex(char *s, uint32_t *ret) { + if (*s == '#') s++; + *ret = 0; + for (; *s; s++) { + if (*s >= '0' && *s <= '9') { + *ret <<= 4; + *ret += (uint32_t)(*s - '0'); + } else if (*s >= 'a' && *s <= 'f') { + *ret <<= 4; + *ret += (uint32_t)(*s - 'a' + 10); + } else if (*s >= 'A' && *s <= 'F') { + *ret <<= 4; + *ret += (uint32_t)(*s - 'A' + 10); + } else + break; + } + return _m3d_findarg(s); +} +static char *_m3d_getint(char *s, uint32_t *ret) { + char *e = s; + if (!s || !*s || *s == '\r' || *s == '\n') return s; + for (; *e >= '0' && *e <= '9'; e++) + ; + *ret = atoi(s); + return e; +} +static char *_m3d_getfloat(char *s, M3D_FLOAT *ret) { + char *e = s; + if (!s || !*s || *s == '\r' || *s == '\n') return s; + for (; *e == '-' || *e == '+' || *e == '.' || (*e >= '0' && *e <= '9') || *e == 'e' || *e == 'E'; e++) + ; + *ret = (M3D_FLOAT)strtod(s, NULL); + return _m3d_findarg(e); +} +#endif +#if !defined(M3D_NODUP) && (!defined(M3D_NOIMPORTER) || defined(M3D_EXPORTER)) +/* helper function to create safe strings */ +char *_m3d_safestr(char *in, int morelines) { + char *out, *o, *i = in; + int l; + if (!in || !*in) { + out = (char *)M3D_MALLOC(1); + if (!out) return NULL; + out[0] = 0; + } else { + for (o = in, l = 0; *o && ((morelines & 1) || (*o != '\r' && *o != '\n')) && l < 256; o++, l++) + ; + out = o = (char *)M3D_MALLOC(l + 1); + if (!out) return NULL; + while (*i == ' ' || *i == '\t' || *i == '\r' || (morelines && *i == '\n')) + i++; + for (; *i && (morelines || (*i != '\r' && *i != '\n')) && o - out < l; i++) { + if (*i == '\r') continue; + if (*i == '\n') { + if (morelines >= 3 && o > out && *(o - 1) == '\n') break; + if (i > in && *(i - 1) == '\n') continue; + if (morelines & 1) { + if (morelines == 1) *o++ = '\r'; + *o++ = '\n'; + } else + break; + } else if (*i == ' ' || *i == '\t') { + *o++ = morelines ? ' ' : '_'; + } else + *o++ = !morelines && (*i == '/' || *i == '\\') ? '_' : *i; + } + for (; o > out && (*(o - 1) == ' ' || *(o - 1) == '\t' || *(o - 1) == '\r' || *(o - 1) == '\n'); o--) + ; + *o = 0; + out = (char *)M3D_REALLOC(out, (uintptr_t)o - (uintptr_t)out + 1); + } + return out; +} +#endif +#ifndef M3D_NOIMPORTER +/* helper function to load and decode/generate a texture */ +M3D_INDEX _m3d_gettx(m3d_t *model, m3dread_t readfilecb, m3dfree_t freecb, char *fn) { + unsigned int i, len = 0; + unsigned char *buff = NULL; + char *fn2; +#ifdef STBI__PNG_TYPE + unsigned int w, h; + stbi__context s; + stbi__result_info ri; +#endif + + /* do we have loaded this texture already? */ + for (i = 0; i < model->numtexture; i++) + if (!strcmp(fn, model->texture[i].name)) return i; + /* see if it's inlined in the model */ + if (model->inlined) { + for (i = 0; i < model->numinlined; i++) + if (!strcmp(fn, model->inlined[i].name)) { + buff = model->inlined[i].data; + len = model->inlined[i].length; + freecb = NULL; + break; + } + } + /* try to load from external source */ + if (!buff && readfilecb) { + i = (unsigned int)strlen(fn); + if (i < 5 || fn[i - 4] != '.') { + fn2 = (char *)M3D_MALLOC(i + 5); + if (!fn2) { + model->errcode = M3D_ERR_ALLOC; + return M3D_UNDEF; + } + memcpy(fn2, fn, i); + memcpy(fn2 + i, ".png", 5); + buff = (*readfilecb)(fn2, &len); + M3D_FREE(fn2); + } + if (!buff) { + buff = (*readfilecb)(fn, &len); + if (!buff) return M3D_UNDEF; + } + } + /* add to textures array */ + i = model->numtexture++; + model->texture = (m3dtx_t *)M3D_REALLOC(model->texture, model->numtexture * sizeof(m3dtx_t)); + if (!model->texture) { + if (buff && freecb) (*freecb)(buff); + model->errcode = M3D_ERR_ALLOC; + return M3D_UNDEF; + } + model->texture[i].name = fn; + model->texture[i].w = model->texture[i].h = 0; + model->texture[i].d = NULL; + if (buff) { + if (buff[0] == 0x89 && buff[1] == 'P' && buff[2] == 'N' && buff[3] == 'G') { +#ifdef STBI__PNG_TYPE + s.read_from_callbacks = 0; + s.img_buffer = s.img_buffer_original = (unsigned char *)buff; + s.img_buffer_end = s.img_buffer_original_end = (unsigned char *)buff + len; + /* don't use model->texture[i].w directly, it's a uint16_t */ + w = h = len = 0; + ri.bits_per_channel = 8; + model->texture[i].d = (uint8_t *)stbi__png_load(&s, (int *)&w, (int *)&h, (int *)&len, 0, &ri); + model->texture[i].w = (uint16_t)w; + model->texture[i].h = (uint16_t)h; + model->texture[i].f = (uint8_t)len; +#endif + } else { +#ifdef M3D_TX_INTERP + if ((model->errcode = M3D_TX_INTERP(fn, buff, len, &model->texture[i])) != M3D_SUCCESS) { + M3D_LOG("Unable to generate texture"); + M3D_LOG(fn); + } +#else + M3D_LOG("Unimplemented interpreter"); + M3D_LOG(fn); +#endif + } + if (freecb) (*freecb)(buff); + } + if (!model->texture[i].d) + model->errcode = M3D_ERR_UNKIMG; + return i; +} + +/* helper function to load and generate a procedural surface */ +void _m3d_getpr(m3d_t *model, _unused m3dread_t readfilecb, _unused m3dfree_t freecb, _unused char *fn) { +#ifdef M3D_PR_INTERP + unsigned int i, len = 0; + unsigned char *buff = readfilecb ? (*readfilecb)(fn, &len) : NULL; + + if (!buff && model->inlined) { + for (i = 0; i < model->numinlined; i++) + if (!strcmp(fn, model->inlined[i].name)) { + buff = model->inlined[i].data; + len = model->inlined[i].length; + freecb = NULL; + break; + } + } + if (!buff || !len || (model->errcode = M3D_PR_INTERP(fn, buff, len, model)) != M3D_SUCCESS) { + M3D_LOG("Unable to generate procedural surface"); + M3D_LOG(fn); + model->errcode = M3D_ERR_UNKIMG; + } + if (freecb && buff) (*freecb)(buff); +#else + (void)readfilecb; + (void)freecb; + (void)fn; + M3D_LOG("Unimplemented interpreter"); + M3D_LOG(fn); + model->errcode = M3D_ERR_UNIMPL; +#endif +} +/* helpers to read indices from data stream */ +#define M3D_GETSTR(x) \ + do { \ + offs = 0; \ + data = _m3d_getidx(data, model->si_s, &offs); \ + x = offs ? ((char *)model->raw + 16 + offs) : NULL; \ + } while (0) +_inline static unsigned char *_m3d_getidx(unsigned char *data, char type, M3D_INDEX *idx) { + switch (type) { + case 1: + *idx = data[0] > 253 ? (int8_t)data[0] : data[0]; + data++; + break; + case 2: + *idx = *((uint16_t *)data) > 65533 ? *((int16_t *)data) : *((uint16_t *)data); + data += 2; + break; + case 4: + *idx = *((int32_t *)data); + data += 4; + break; + } + return data; +} + +#ifndef M3D_NOANIMATION +/* multiply 4 x 4 matrices. Do not use float *r[16] as argument, because some compilers misinterpret that as + * 16 pointers each pointing to a float, but we need a single pointer to 16 floats. */ +void _m3d_mul(M3D_FLOAT *r, M3D_FLOAT *a, M3D_FLOAT *b) { + r[0] = b[0] * a[0] + b[4] * a[1] + b[8] * a[2] + b[12] * a[3]; + r[1] = b[1] * a[0] + b[5] * a[1] + b[9] * a[2] + b[13] * a[3]; + r[2] = b[2] * a[0] + b[6] * a[1] + b[10] * a[2] + b[14] * a[3]; + r[3] = b[3] * a[0] + b[7] * a[1] + b[11] * a[2] + b[15] * a[3]; + r[4] = b[0] * a[4] + b[4] * a[5] + b[8] * a[6] + b[12] * a[7]; + r[5] = b[1] * a[4] + b[5] * a[5] + b[9] * a[6] + b[13] * a[7]; + r[6] = b[2] * a[4] + b[6] * a[5] + b[10] * a[6] + b[14] * a[7]; + r[7] = b[3] * a[4] + b[7] * a[5] + b[11] * a[6] + b[15] * a[7]; + r[8] = b[0] * a[8] + b[4] * a[9] + b[8] * a[10] + b[12] * a[11]; + r[9] = b[1] * a[8] + b[5] * a[9] + b[9] * a[10] + b[13] * a[11]; + r[10] = b[2] * a[8] + b[6] * a[9] + b[10] * a[10] + b[14] * a[11]; + r[11] = b[3] * a[8] + b[7] * a[9] + b[11] * a[10] + b[15] * a[11]; + r[12] = b[0] * a[12] + b[4] * a[13] + b[8] * a[14] + b[12] * a[15]; + r[13] = b[1] * a[12] + b[5] * a[13] + b[9] * a[14] + b[13] * a[15]; + r[14] = b[2] * a[12] + b[6] * a[13] + b[10] * a[14] + b[14] * a[15]; + r[15] = b[3] * a[12] + b[7] * a[13] + b[11] * a[14] + b[15] * a[15]; +} +/* calculate 4 x 4 matrix inverse */ +void _m3d_inv(M3D_FLOAT *m) { + M3D_FLOAT r[16]; + M3D_FLOAT det = + m[0] * m[5] * m[10] * m[15] - m[0] * m[5] * m[11] * m[14] + m[0] * m[6] * m[11] * m[13] - m[0] * m[6] * m[9] * m[15] + m[0] * m[7] * m[9] * m[14] - m[0] * m[7] * m[10] * m[13] - m[1] * m[6] * m[11] * m[12] + m[1] * m[6] * m[8] * m[15] - m[1] * m[7] * m[8] * m[14] + m[1] * m[7] * m[10] * m[12] - m[1] * m[4] * m[10] * m[15] + m[1] * m[4] * m[11] * m[14] + m[2] * m[7] * m[8] * m[13] - m[2] * m[7] * m[9] * m[12] + m[2] * m[4] * m[9] * m[15] - m[2] * m[4] * m[11] * m[13] + m[2] * m[5] * m[11] * m[12] - m[2] * m[5] * m[8] * m[15] - m[3] * m[4] * m[9] * m[14] + m[3] * m[4] * m[10] * m[13] - m[3] * m[5] * m[10] * m[12] + m[3] * m[5] * m[8] * m[14] - m[3] * m[6] * m[8] * m[13] + m[3] * m[6] * m[9] * m[12]; + if (det == (M3D_FLOAT)0.0 || det == (M3D_FLOAT)-0.0) + det = (M3D_FLOAT)1.0; + else + det = (M3D_FLOAT)1.0 / det; + r[0] = det * (m[5] * (m[10] * m[15] - m[11] * m[14]) + m[6] * (m[11] * m[13] - m[9] * m[15]) + m[7] * (m[9] * m[14] - m[10] * m[13])); + r[1] = -det * (m[1] * (m[10] * m[15] - m[11] * m[14]) + m[2] * (m[11] * m[13] - m[9] * m[15]) + m[3] * (m[9] * m[14] - m[10] * m[13])); + r[2] = det * (m[1] * (m[6] * m[15] - m[7] * m[14]) + m[2] * (m[7] * m[13] - m[5] * m[15]) + m[3] * (m[5] * m[14] - m[6] * m[13])); + r[3] = -det * (m[1] * (m[6] * m[11] - m[7] * m[10]) + m[2] * (m[7] * m[9] - m[5] * m[11]) + m[3] * (m[5] * m[10] - m[6] * m[9])); + r[4] = -det * (m[4] * (m[10] * m[15] - m[11] * m[14]) + m[6] * (m[11] * m[12] - m[8] * m[15]) + m[7] * (m[8] * m[14] - m[10] * m[12])); + r[5] = det * (m[0] * (m[10] * m[15] - m[11] * m[14]) + m[2] * (m[11] * m[12] - m[8] * m[15]) + m[3] * (m[8] * m[14] - m[10] * m[12])); + r[6] = -det * (m[0] * (m[6] * m[15] - m[7] * m[14]) + m[2] * (m[7] * m[12] - m[4] * m[15]) + m[3] * (m[4] * m[14] - m[6] * m[12])); + r[7] = det * (m[0] * (m[6] * m[11] - m[7] * m[10]) + m[2] * (m[7] * m[8] - m[4] * m[11]) + m[3] * (m[4] * m[10] - m[6] * m[8])); + r[8] = det * (m[4] * (m[9] * m[15] - m[11] * m[13]) + m[5] * (m[11] * m[12] - m[8] * m[15]) + m[7] * (m[8] * m[13] - m[9] * m[12])); + r[9] = -det * (m[0] * (m[9] * m[15] - m[11] * m[13]) + m[1] * (m[11] * m[12] - m[8] * m[15]) + m[3] * (m[8] * m[13] - m[9] * m[12])); + r[10] = det * (m[0] * (m[5] * m[15] - m[7] * m[13]) + m[1] * (m[7] * m[12] - m[4] * m[15]) + m[3] * (m[4] * m[13] - m[5] * m[12])); + r[11] = -det * (m[0] * (m[5] * m[11] - m[7] * m[9]) + m[1] * (m[7] * m[8] - m[4] * m[11]) + m[3] * (m[4] * m[9] - m[5] * m[8])); + r[12] = -det * (m[4] * (m[9] * m[14] - m[10] * m[13]) + m[5] * (m[10] * m[12] - m[8] * m[14]) + m[6] * (m[8] * m[13] - m[9] * m[12])); + r[13] = det * (m[0] * (m[9] * m[14] - m[10] * m[13]) + m[1] * (m[10] * m[12] - m[8] * m[14]) + m[2] * (m[8] * m[13] - m[9] * m[12])); + r[14] = -det * (m[0] * (m[5] * m[14] - m[6] * m[13]) + m[1] * (m[6] * m[12] - m[4] * m[14]) + m[2] * (m[4] * m[13] - m[5] * m[12])); + r[15] = det * (m[0] * (m[5] * m[10] - m[6] * m[9]) + m[1] * (m[6] * m[8] - m[4] * m[10]) + m[2] * (m[4] * m[9] - m[5] * m[8])); + memcpy(m, &r, sizeof(r)); +} +/* compose a column major 4 x 4 matrix from vec3 position and vec4 orientation/rotation quaternion */ +void _m3d_mat(M3D_FLOAT *r, m3dv_t *p, m3dv_t *q) { + if (q->x == (M3D_FLOAT)0.0 && q->y == (M3D_FLOAT)0.0 && q->z >= (M3D_FLOAT)0.7071065 && q->z <= (M3D_FLOAT)0.7071075 && + q->w == (M3D_FLOAT)0.0) { + r[1] = r[2] = r[4] = r[6] = r[8] = r[9] = (M3D_FLOAT)0.0; + r[0] = r[5] = r[10] = (M3D_FLOAT)-1.0; + } else { + r[0] = 1 - 2 * (q->y * q->y + q->z * q->z); + if (r[0] > -M3D_EPSILON && r[0] < M3D_EPSILON) r[0] = (M3D_FLOAT)0.0; + r[1] = 2 * (q->x * q->y - q->z * q->w); + if (r[1] > -M3D_EPSILON && r[1] < M3D_EPSILON) r[1] = (M3D_FLOAT)0.0; + r[2] = 2 * (q->x * q->z + q->y * q->w); + if (r[2] > -M3D_EPSILON && r[2] < M3D_EPSILON) r[2] = (M3D_FLOAT)0.0; + r[4] = 2 * (q->x * q->y + q->z * q->w); + if (r[4] > -M3D_EPSILON && r[4] < M3D_EPSILON) r[4] = (M3D_FLOAT)0.0; + r[5] = 1 - 2 * (q->x * q->x + q->z * q->z); + if (r[5] > -M3D_EPSILON && r[5] < M3D_EPSILON) r[5] = (M3D_FLOAT)0.0; + r[6] = 2 * (q->y * q->z - q->x * q->w); + if (r[6] > -M3D_EPSILON && r[6] < M3D_EPSILON) r[6] = (M3D_FLOAT)0.0; + r[8] = 2 * (q->x * q->z - q->y * q->w); + if (r[8] > -M3D_EPSILON && r[8] < M3D_EPSILON) r[8] = (M3D_FLOAT)0.0; + r[9] = 2 * (q->y * q->z + q->x * q->w); + if (r[9] > -M3D_EPSILON && r[9] < M3D_EPSILON) r[9] = (M3D_FLOAT)0.0; + r[10] = 1 - 2 * (q->x * q->x + q->y * q->y); + if (r[10] > -M3D_EPSILON && r[10] < M3D_EPSILON) r[10] = (M3D_FLOAT)0.0; + } + r[3] = p->x; + r[7] = p->y; + r[11] = p->z; + r[12] = 0; + r[13] = 0; + r[14] = 0; + r[15] = 1; +} +#endif +#if !defined(M3D_NOANIMATION) || !defined(M3D_NONORMALS) +/* portable fast inverse square root calculation. returns 1/sqrt(x) */ +static M3D_FLOAT _m3d_rsq(M3D_FLOAT x) { +#ifdef M3D_DOUBLE + return ((M3D_FLOAT)15.0 / (M3D_FLOAT)8.0) + ((M3D_FLOAT)-5.0 / (M3D_FLOAT)4.0) * x + ((M3D_FLOAT)3.0 / (M3D_FLOAT)8.0) * x * x; +#else + /* John Carmack's */ + float x2 = x * 0.5f; + *((uint32_t *)&x) = (0x5f3759df - (*((uint32_t *)&x) >> 1)); + return x * (1.5f - (x2 * x * x)); +#endif +} +#endif + +/** + * Function to decode a Model 3D into in-memory format + */ +m3d_t *m3d_load(unsigned char *data, m3dread_t readfilecb, m3dfree_t freecb, m3d_t *mtllib) { + unsigned char *end, *chunk, *buff, weights[8]; + unsigned int i, j, k, l, n, am, len = 0, reclen, offs; + char *name, *lang; + float f; + m3d_t *model; + M3D_INDEX mi; + M3D_FLOAT w; + m3dcd_t *cd; + m3dtx_t *tx; + m3dh_t *h; + m3dm_t *m; + m3da_t *a; + m3di_t *t; +#ifndef M3D_NONORMALS + char neednorm = 0; + m3dv_t *norm = NULL, *v0, *v1, *v2, va, vb; +#endif +#ifndef M3D_NOANIMATION + M3D_FLOAT r[16]; +#endif +#if !defined(M3D_NOWEIGHTS) || !defined(M3D_NOANIMATION) + m3db_t *b; +#endif +#ifndef M3D_NOWEIGHTS + m3ds_t *sk; +#endif + m3ds_t s; + M3D_INDEX bi[M3D_BONEMAXLEVEL + 1], level; + const char *ol; + char *ptr, *pe, *fn; +#ifdef M3D_PROFILING + struct timeval tv0, tv1, tvd; + gettimeofday(&tv0, NULL); +#endif + + if (!data || (!M3D_CHUNKMAGIC(data, '3', 'D', 'M', 'O') + && !M3D_CHUNKMAGIC(data, '3', 'd', 'm', 'o') + )) + return NULL; + model = (m3d_t *)M3D_MALLOC(sizeof(m3d_t)); + if (!model) { + M3D_LOG("Out of memory"); + return NULL; + } + memset(model, 0, sizeof(m3d_t)); + + if (mtllib) { + model->nummaterial = mtllib->nummaterial; + model->material = mtllib->material; + model->numtexture = mtllib->numtexture; + model->texture = mtllib->texture; + model->flags |= M3D_FLG_MTLLIB; + } + /* ASCII variant? */ + if (M3D_CHUNKMAGIC(data, '3', 'd', 'm', 'o')) { + model->errcode = M3D_ERR_BADFILE; + model->flags |= M3D_FLG_FREESTR; + model->raw = (m3dhdr_t *)data; + ptr = (char *)data; + ol = setlocale(LC_NUMERIC, NULL); + setlocale(LC_NUMERIC, "C"); + /* parse header. Don't use sscanf, that's incredibly slow */ + ptr = _m3d_findarg(ptr); + if (!*ptr || *ptr == '\r' || *ptr == '\n') goto asciiend; + pe = _m3d_findnl(ptr); + model->scale = (float)strtod(ptr, NULL); + ptr = pe; + if (model->scale <= (M3D_FLOAT)0.0) model->scale = (M3D_FLOAT)1.0; + model->name = _m3d_safestr(ptr, 2); + ptr = _m3d_findnl(ptr); + if (!*ptr) goto asciiend; + model->license = _m3d_safestr(ptr, 2); + ptr = _m3d_findnl(ptr); + if (!*ptr) goto asciiend; + model->author = _m3d_safestr(ptr, 2); + ptr = _m3d_findnl(ptr); + if (!*ptr) goto asciiend; + if (*ptr != '\r' && *ptr != '\n') + model->desc = _m3d_safestr(ptr, 3); + while (*ptr) { + while (*ptr && *ptr != '\n') + ptr++; + ptr++; + if (*ptr == '\r') ptr++; + if (*ptr == '\n') break; + } + + /* the main chunk reader loop */ + while (*ptr) { + while (*ptr && (*ptr == '\r' || *ptr == '\n')) + ptr++; + if (!*ptr || (ptr[0] == 'E' && ptr[1] == 'n' && ptr[2] == 'd')) break; + /* make sure there's at least one data row */ + pe = ptr; + ptr = _m3d_findnl(ptr); + if (!*ptr || *ptr == '\r' || *ptr == '\n') goto asciiend; + /* Preview chunk */ + if (!memcmp(pe, "Preview", 7)) { + if (readfilecb) { + pe = _m3d_safestr(ptr, 0); + if (!pe || !*pe) goto asciiend; + model->preview.data = (*readfilecb)(pe, &model->preview.length); + M3D_FREE(pe); + } + while (*ptr && *ptr != '\r' && *ptr != '\n') + ptr = _m3d_findnl(ptr); + } else + /* texture map chunk */ + if (!memcmp(pe, "Textmap", 7)) { + if (model->tmap) { + M3D_LOG("More texture map chunks, should be unique"); + goto asciiend; + } + while (*ptr && *ptr != '\r' && *ptr != '\n') { + i = model->numtmap++; + model->tmap = (m3dti_t *)M3D_REALLOC(model->tmap, model->numtmap * sizeof(m3dti_t)); + if (!model->tmap) goto memerr; + ptr = _m3d_getfloat(ptr, &model->tmap[i].u); + if (!*ptr || *ptr == '\r' || *ptr == '\n') goto asciiend; + _m3d_getfloat(ptr, &model->tmap[i].v); + ptr = _m3d_findnl(ptr); + } + } else + /* vertex chunk */ + if (!memcmp(pe, "Vertex", 6)) { + if (model->vertex) { + M3D_LOG("More vertex chunks, should be unique"); + goto asciiend; + } + while (*ptr && *ptr != '\r' && *ptr != '\n') { + i = model->numvertex++; + model->vertex = (m3dv_t *)M3D_REALLOC(model->vertex, model->numvertex * sizeof(m3dv_t)); + if (!model->vertex) goto memerr; + memset(&model->vertex[i], 0, sizeof(m3dv_t)); + model->vertex[i].skinid = M3D_UNDEF; + model->vertex[i].color = 0; + model->vertex[i].w = (M3D_FLOAT)1.0; + ptr = _m3d_getfloat(ptr, &model->vertex[i].x); + if (!*ptr || *ptr == '\r' || *ptr == '\n') goto asciiend; + ptr = _m3d_getfloat(ptr, &model->vertex[i].y); + if (!*ptr || *ptr == '\r' || *ptr == '\n') goto asciiend; + ptr = _m3d_getfloat(ptr, &model->vertex[i].z); + if (!*ptr || *ptr == '\r' || *ptr == '\n') goto asciiend; + ptr = _m3d_getfloat(ptr, &model->vertex[i].w); + if (!*ptr) goto asciiend; + if (*ptr == '#') { + ptr = _m3d_gethex(ptr, &model->vertex[i].color); + if (!*ptr) goto asciiend; + } + /* parse skin */ + memset(&s, 0, sizeof(m3ds_t)); + for (j = 0, w = (M3D_FLOAT)0.0; j < M3D_NUMBONE && *ptr && *ptr != '\r' && *ptr != '\n'; j++) { + ptr = _m3d_findarg(ptr); + if (!*ptr || *ptr == '\r' || *ptr == '\n') goto asciiend; + ptr = _m3d_getint(ptr, &k); + s.boneid[j] = (M3D_INDEX)k; + if (*ptr == ':') { + ptr++; + ptr = _m3d_getfloat(ptr, &s.weight[j]); + w += s.weight[j]; + } else if (!j) + s.weight[j] = (M3D_FLOAT)1.0; + if (!*ptr) goto asciiend; + } + if (s.boneid[0] != M3D_UNDEF && s.weight[0] > (M3D_FLOAT)0.0) { + if (w != (M3D_FLOAT)1.0 && w != (M3D_FLOAT)0.0) + for (j = 0; j < M3D_NUMBONE && s.weight[j] > (M3D_FLOAT)0.0; j++) + s.weight[j] /= w; + k = M3D_NOTDEFINED; + if (model->skin) { + for (j = 0; j < model->numskin; j++) + if (!memcmp(&model->skin[j], &s, sizeof(m3ds_t))) { + k = j; + break; + } + } + if (k == M3D_NOTDEFINED) { + k = model->numskin++; + model->skin = (m3ds_t *)M3D_REALLOC(model->skin, model->numskin * sizeof(m3ds_t)); + memcpy(&model->skin[k], &s, sizeof(m3ds_t)); + } + model->vertex[i].skinid = (M3D_INDEX)k; + } + ptr = _m3d_findnl(ptr); + } + } else + /* Skeleton, bone hierarchy */ + if (!memcmp(pe, "Bones", 5)) { + if (model->bone) { + M3D_LOG("More bones chunks, should be unique"); + goto asciiend; + } + bi[0] = M3D_UNDEF; + while (*ptr && *ptr != '\r' && *ptr != '\n') { + i = model->numbone++; + model->bone = (m3db_t *)M3D_REALLOC(model->bone, model->numbone * sizeof(m3db_t)); + if (!model->bone) goto memerr; + for (level = 0; *ptr == '/'; ptr++, level++) + ; + if (level > M3D_BONEMAXLEVEL || !*ptr || *ptr == '\r' || *ptr == '\n') goto asciiend; + bi[level + 1] = i; + model->bone[i].numweight = 0; + model->bone[i].weight = NULL; + model->bone[i].parent = bi[level]; + ptr = _m3d_getint(ptr, &k); + ptr = _m3d_findarg(ptr); + if (!*ptr || *ptr == '\r' || *ptr == '\n') goto asciiend; + model->bone[i].pos = (M3D_INDEX)k; + ptr = _m3d_getint(ptr, &k); + ptr = _m3d_findarg(ptr); + if (!*ptr || *ptr == '\r' || *ptr == '\n') goto asciiend; + model->bone[i].ori = (M3D_INDEX)k; + model->vertex[k].skinid = M3D_INDEXMAX; + pe = _m3d_safestr(ptr, 0); + if (!pe || !*pe) goto asciiend; + model->bone[i].name = pe; + ptr = _m3d_findnl(ptr); + } + } else + /* material chunk */ + if (!memcmp(pe, "Material", 8)) { + pe = _m3d_findarg(pe); + if (!*pe || *pe == '\r' || *pe == '\n') goto asciiend; + pe = _m3d_safestr(pe, 0); + if (!pe || !*pe) goto asciiend; + for (i = 0; i < model->nummaterial; i++) + if (!strcmp(pe, model->material[i].name)) { + M3D_LOG("Multiple definitions for material"); + M3D_LOG(pe); + M3D_FREE(pe); + pe = NULL; + while (*ptr && *ptr != '\r' && *ptr != '\n') + ptr = _m3d_findnl(ptr); + break; + } + if (!pe) continue; + i = model->nummaterial++; + if (model->flags & M3D_FLG_MTLLIB) { + m = model->material; + model->material = (m3dm_t *)M3D_MALLOC(model->nummaterial * sizeof(m3dm_t)); + if (!model->material) goto memerr; + memcpy(model->material, m, (model->nummaterial - 1) * sizeof(m3dm_t)); + if (model->texture) { + tx = model->texture; + model->texture = (m3dtx_t *)M3D_MALLOC(model->numtexture * sizeof(m3dtx_t)); + if (!model->texture) goto memerr; + memcpy(model->texture, tx, model->numtexture * sizeof(m3dm_t)); + } + model->flags &= ~M3D_FLG_MTLLIB; + } else { + model->material = (m3dm_t *)M3D_REALLOC(model->material, model->nummaterial * sizeof(m3dm_t)); + if (!model->material) goto memerr; + } + m = &model->material[i]; + m->name = pe; + m->numprop = 0; + m->prop = NULL; + while (*ptr && *ptr != '\r' && *ptr != '\n') { + k = n = 256; + if (*ptr == 'm' && *(ptr + 1) == 'a' && *(ptr + 2) == 'p' && *(ptr + 3) == '_') { + k = m3dpf_map; + ptr += 4; + } + for (j = 0; j < sizeof(m3d_propertytypes) / sizeof(m3d_propertytypes[0]); j++) + if (!memcmp(ptr, m3d_propertytypes[j].key, strlen(m3d_propertytypes[j].key))) { + n = m3d_propertytypes[j].id; + if (k != m3dpf_map) k = m3d_propertytypes[j].format; + break; + } + if (n != 256 && k != 256) { + ptr = _m3d_findarg(ptr); + if (!*ptr || *ptr == '\r' || *ptr == '\n') goto asciiend; + j = m->numprop++; + m->prop = (m3dp_t *)M3D_REALLOC(m->prop, m->numprop * sizeof(m3dp_t)); + if (!m->prop) goto memerr; + m->prop[j].type = n + (k == m3dpf_map && n < 128 ? 128 : 0); + switch (k) { + case m3dpf_color: ptr = _m3d_gethex(ptr, &m->prop[j].value.color); break; + case m3dpf_uint8: + case m3dpf_uint16: + case m3dpf_uint32: ptr = _m3d_getint(ptr, &m->prop[j].value.num); break; + case m3dpf_float: ptr = _m3d_getfloat(ptr, &m->prop[j].value.fnum); break; + case m3dpf_map: + pe = _m3d_safestr(ptr, 0); + if (!pe || !*pe) goto asciiend; + m->prop[j].value.textureid = _m3d_gettx(model, readfilecb, freecb, pe); + if (model->errcode == M3D_ERR_ALLOC) { + M3D_FREE(pe); + goto memerr; + } + /* this error code only returned if readfilecb was specified */ + if (m->prop[j].value.textureid == M3D_UNDEF) { + M3D_LOG("Texture not found"); + M3D_LOG(pe); + m->numprop--; + } + M3D_FREE(pe); + break; + } + } else { + M3D_LOG("Unknown material property in"); + M3D_LOG(m->name); + model->errcode = M3D_ERR_UNKPROP; + } + ptr = _m3d_findnl(ptr); + } + if (!m->numprop) model->nummaterial--; + } else + /* procedural */ + if (!memcmp(pe, "Procedural", 10)) { + pe = _m3d_safestr(ptr, 0); + _m3d_getpr(model, readfilecb, freecb, pe); + M3D_FREE(pe); + while (*ptr && *ptr != '\r' && *ptr != '\n') + ptr = _m3d_findnl(ptr); + } else + /* mesh */ + if (!memcmp(pe, "Mesh", 4)) { + mi = M3D_UNDEF; + while (*ptr && *ptr != '\r' && *ptr != '\n') { + if (*ptr == 'u') { + ptr = _m3d_findarg(ptr); + if (!*ptr) goto asciiend; + mi = M3D_UNDEF; + if (*ptr != '\r' && *ptr != '\n') { + pe = _m3d_safestr(ptr, 0); + if (!pe || !*pe) goto asciiend; + for (j = 0; j < model->nummaterial; j++) + if (!strcmp(pe, model->material[j].name)) { + mi = (M3D_INDEX)j; + break; + } + if (mi == M3D_UNDEF && !(model->flags & M3D_FLG_MTLLIB)) { + mi = model->nummaterial++; + model->material = (m3dm_t *)M3D_REALLOC(model->material, model->nummaterial * sizeof(m3dm_t)); + if (!model->material) goto memerr; + model->material[mi].name = pe; + model->material[mi].numprop = 1; + model->material[mi].prop = NULL; + } else + M3D_FREE(pe); + } + } else { + i = model->numface++; + model->face = (m3df_t *)M3D_REALLOC(model->face, model->numface * sizeof(m3df_t)); + if (!model->face) goto memerr; + memset(&model->face[i], 255, sizeof(m3df_t)); /* set all index to -1 by default */ + model->face[i].materialid = mi; + /* hardcoded triangles. */ + for (j = 0; j < 3; j++) { + /* vertex */ + ptr = _m3d_getint(ptr, &k); + model->face[i].vertex[j] = (M3D_INDEX)k; + if (!*ptr) goto asciiend; + if (*ptr == '/') { + ptr++; + if (*ptr != '/') { + /* texcoord */ + ptr = _m3d_getint(ptr, &k); + model->face[i].texcoord[j] = (M3D_INDEX)k; + if (!*ptr) goto asciiend; + } + if (*ptr == '/') { + ptr++; + /* normal */ + ptr = _m3d_getint(ptr, &k); + model->face[i].normal[j] = (M3D_INDEX)k; + if (!*ptr) goto asciiend; + } + } +#ifndef M3D_NONORMALS + if (model->face[i].normal[j] == M3D_UNDEF) neednorm = 1; +#endif + ptr = _m3d_findarg(ptr); + } + } + ptr = _m3d_findnl(ptr); + } + } else + /* mathematical shape */ + if (!memcmp(pe, "Shape", 5)) { + pe = _m3d_findarg(pe); + if (!*pe || *pe == '\r' || *pe == '\n') goto asciiend; + pe = _m3d_safestr(pe, 0); + if (!pe || !*pe) goto asciiend; + i = model->numshape++; + model->shape = (m3dh_t *)M3D_REALLOC(model->shape, model->numshape * sizeof(m3ds_t)); + if (!model->shape) goto memerr; + h = &model->shape[i]; + h->name = pe; + h->group = M3D_UNDEF; + h->numcmd = 0; + h->cmd = NULL; + while (*ptr && *ptr != '\r' && *ptr != '\n') { + if (!memcmp(ptr, "group", 5)) { + ptr = _m3d_findarg(ptr); + ptr = _m3d_getint(ptr, &h->group); + ptr = _m3d_findnl(ptr); + if (h->group != M3D_UNDEF && h->group >= model->numbone) { + M3D_LOG("Unknown bone id as shape group in shape"); + M3D_LOG(pe); + h->group = M3D_UNDEF; + model->errcode = M3D_ERR_SHPE; + } + continue; + } + for (cd = NULL, k = 0; k < (unsigned int)(sizeof(m3d_commandtypes) / sizeof(m3d_commandtypes[0])); k++) { + j = (unsigned int)strlen(m3d_commandtypes[k].key); + if (!memcmp(ptr, m3d_commandtypes[k].key, j) && (ptr[j] == ' ' || ptr[j] == '\r' || ptr[j] == '\n')) { + cd = &m3d_commandtypes[k]; + break; + } + } + if (cd) { + j = h->numcmd++; + h->cmd = (m3dc_t *)M3D_REALLOC(h->cmd, h->numcmd * sizeof(m3dc_t)); + if (!h->cmd) goto memerr; + h->cmd[j].type = k; + h->cmd[j].arg = (uint32_t *)M3D_MALLOC(cd->p * sizeof(uint32_t)); + if (!h->cmd[j].arg) goto memerr; + memset(h->cmd[j].arg, 0, cd->p * sizeof(uint32_t)); + for (k = n = 0, l = cd->p; k < l; k++) { + ptr = _m3d_findarg(ptr); + if (!*ptr) goto asciiend; + if (*ptr == '[') { + ptr = _m3d_findarg(ptr + 1); + if (!*ptr) goto asciiend; + } + if (*ptr == ']' || *ptr == '\r' || *ptr == '\n') break; + switch (cd->a[((k - n) % (cd->p - n)) + n]) { + case m3dcp_mi_t: + mi = M3D_UNDEF; + if (*ptr != '\r' && *ptr != '\n') { + pe = _m3d_safestr(ptr, 0); + if (!pe || !*pe) goto asciiend; + for (n = 0; n < model->nummaterial; n++) + if (!strcmp(pe, model->material[n].name)) { + mi = (M3D_INDEX)n; + break; + } + if (mi == M3D_UNDEF && !(model->flags & M3D_FLG_MTLLIB)) { + mi = model->nummaterial++; + model->material = (m3dm_t *)M3D_REALLOC(model->material, + model->nummaterial * sizeof(m3dm_t)); + if (!model->material) goto memerr; + model->material[mi].name = pe; + model->material[mi].numprop = 1; + model->material[mi].prop = NULL; + } else + M3D_FREE(pe); + } + h->cmd[j].arg[k] = mi; + break; + case m3dcp_vc_t: + _m3d_getfloat(ptr, &w); + h->cmd[j].arg[k] = *((uint32_t *)&w); + break; + case m3dcp_va_t: + ptr = _m3d_getint(ptr, &h->cmd[j].arg[k]); + n = k + 1; + l += (h->cmd[j].arg[k] - 1) * (cd->p - k - 1); + h->cmd[j].arg = (uint32_t *)M3D_REALLOC(h->cmd[j].arg, l * sizeof(uint32_t)); + if (!h->cmd[j].arg) goto memerr; + memset(&h->cmd[j].arg[k + 1], 0, (l - k - 1) * sizeof(uint32_t)); + break; + case m3dcp_qi_t: + ptr = _m3d_getint(ptr, &h->cmd[j].arg[k]); + model->vertex[h->cmd[i].arg[k]].skinid = M3D_INDEXMAX; + break; + default: + ptr = _m3d_getint(ptr, &h->cmd[j].arg[k]); + break; + } + } + } else { + M3D_LOG("Unknown shape command in"); + M3D_LOG(h->name); + model->errcode = M3D_ERR_UNKCMD; + } + ptr = _m3d_findnl(ptr); + } + if (!h->numcmd) model->numshape--; + } else + /* annotation labels */ + if (!memcmp(pe, "Labels", 6)) { + pe = _m3d_findarg(pe); + if (!*pe) goto asciiend; + if (*pe == '\r' || *pe == '\n') + pe = NULL; + else + pe = _m3d_safestr(pe, 0); + k = 0; + fn = NULL; + while (*ptr && *ptr != '\r' && *ptr != '\n') { + if (*ptr == 'c') { + ptr = _m3d_findarg(ptr); + if (!*pe || *pe == '\r' || *pe == '\n') goto asciiend; + ptr = _m3d_gethex(ptr, &k); + } else if (*ptr == 'l') { + ptr = _m3d_findarg(ptr); + if (!*pe || *pe == '\r' || *pe == '\n') goto asciiend; + fn = _m3d_safestr(ptr, 2); + } else { + i = model->numlabel++; + model->label = (m3dl_t *)M3D_REALLOC(model->label, model->numlabel * sizeof(m3dl_t)); + if (!model->label) goto memerr; + model->label[i].name = pe; + model->label[i].lang = fn; + model->label[i].color = k; + ptr = _m3d_getint(ptr, &j); + model->label[i].vertexid = (M3D_INDEX)j; + ptr = _m3d_findarg(ptr); + if (!*pe || *pe == '\r' || *pe == '\n') goto asciiend; + model->label[i].text = _m3d_safestr(ptr, 2); + } + ptr = _m3d_findnl(ptr); + } + } else + /* action */ + if (!memcmp(pe, "Action", 6)) { + pe = _m3d_findarg(pe); + if (!*pe || *pe == '\r' || *pe == '\n') goto asciiend; + pe = _m3d_getint(pe, &k); + pe = _m3d_findarg(pe); + if (!*pe || *pe == '\r' || *pe == '\n') goto asciiend; + pe = _m3d_safestr(pe, 0); + if (!pe || !*pe) goto asciiend; + i = model->numaction++; + model->action = (m3da_t *)M3D_REALLOC(model->action, model->numaction * sizeof(m3da_t)); + if (!model->action) goto memerr; + a = &model->action[i]; + a->name = pe; + a->durationmsec = k; + /* skip the first frame marker as there's always at least one frame */ + a->numframe = 1; + a->frame = (m3dfr_t *)M3D_MALLOC(sizeof(m3dfr_t)); + if (!a->frame) goto memerr; + a->frame[0].msec = 0; + a->frame[0].numtransform = 0; + a->frame[0].transform = NULL; + i = 0; + if (*ptr == 'f') + ptr = _m3d_findnl(ptr); + while (*ptr && *ptr != '\r' && *ptr != '\n') { + if (*ptr == 'f') { + i = a->numframe++; + a->frame = (m3dfr_t *)M3D_REALLOC(a->frame, a->numframe * sizeof(m3dfr_t)); + if (!a->frame) goto memerr; + ptr = _m3d_findarg(ptr); + ptr = _m3d_getint(ptr, &a->frame[i].msec); + a->frame[i].numtransform = 0; + a->frame[i].transform = NULL; + } else { + j = a->frame[i].numtransform++; + a->frame[i].transform = (m3dtr_t *)M3D_REALLOC(a->frame[i].transform, + a->frame[i].numtransform * sizeof(m3dtr_t)); + if (!a->frame[i].transform) goto memerr; + ptr = _m3d_getint(ptr, &k); + ptr = _m3d_findarg(ptr); + if (!*ptr || *ptr == '\r' || *ptr == '\n') goto asciiend; + a->frame[i].transform[j].boneid = (M3D_INDEX)k; + ptr = _m3d_getint(ptr, &k); + ptr = _m3d_findarg(ptr); + if (!*ptr || *ptr == '\r' || *ptr == '\n') goto asciiend; + a->frame[i].transform[j].pos = (M3D_INDEX)k; + ptr = _m3d_getint(ptr, &k); + if (!*ptr || *ptr == '\r' || *ptr == '\n') goto asciiend; + a->frame[i].transform[j].ori = (M3D_INDEX)k; + model->vertex[k].skinid = M3D_INDEXMAX; + } + ptr = _m3d_findnl(ptr); + } + } else + /* inlined assets chunk */ + if (!memcmp(pe, "Assets", 6)) { + while (*ptr && *ptr != '\r' && *ptr != '\n') { + if (readfilecb) { + pe = _m3d_safestr(ptr, 2); + if (!pe || !*pe) goto asciiend; + i = model->numinlined++; + model->inlined = (m3di_t *)M3D_REALLOC(model->inlined, model->numinlined * sizeof(m3di_t)); + if (!model->inlined) goto memerr; + t = &model->inlined[i]; + model->inlined[i].data = (*readfilecb)(pe, &model->inlined[i].length); + if (model->inlined[i].data) { + fn = strrchr(pe, '.'); + if (fn && (fn[1] == 'p' || fn[1] == 'P') && (fn[2] == 'n' || fn[2] == 'N') && + (fn[3] == 'g' || fn[3] == 'G')) *fn = 0; + fn = strrchr(pe, '/'); + if (!fn) fn = strrchr(pe, '\\'); + if (!fn) + fn = pe; + else + fn++; + model->inlined[i].name = _m3d_safestr(fn, 0); + } else + model->numinlined--; + M3D_FREE(pe); + } + ptr = _m3d_findnl(ptr); + } + } else + /* extra chunks */ + if (!memcmp(pe, "Extra", 5)) { + pe = _m3d_findarg(pe); + if (!*pe || *pe == '\r' || *pe == '\n') goto asciiend; + buff = (unsigned char *)_m3d_findnl(ptr); + k = ((uint32_t)((uintptr_t)buff - (uintptr_t)ptr) / 3) + 1; + i = model->numextra++; + model->extra = (m3dchunk_t **)M3D_REALLOC(model->extra, model->numextra * sizeof(m3dchunk_t *)); + if (!model->extra) goto memerr; + model->extra[i] = (m3dchunk_t *)M3D_MALLOC(k + sizeof(m3dchunk_t)); + if (!model->extra[i]) goto memerr; + memcpy(&model->extra[i]->magic, pe, 4); + model->extra[i]->length = sizeof(m3dchunk_t); + pe = (char *)model->extra[i] + sizeof(m3dchunk_t); + while (*ptr && *ptr != '\r' && *ptr != '\n') { + ptr = _m3d_gethex(ptr, &k); + *pe++ = (uint8_t)k; + model->extra[i]->length++; + } + } else + goto asciiend; + } + model->errcode = M3D_SUCCESS; + asciiend: + setlocale(LC_NUMERIC, ol); + goto postprocess; + } + /* Binary variant */ + if (!M3D_CHUNKMAGIC(data + 8, 'H', 'E', 'A', 'D')) { + buff = (unsigned char *)stbi_zlib_decode_malloc_guesssize_headerflag((const char *)data + 8, ((m3dchunk_t *)data)->length - 8, + 4096, (int *)&len, 1); + if (!buff || !len || !M3D_CHUNKMAGIC(buff, 'H', 'E', 'A', 'D')) { + if (buff) M3D_FREE(buff); + M3D_FREE(model); + return NULL; + } + buff = (unsigned char *)M3D_REALLOC(buff, len); + model->flags |= M3D_FLG_FREERAW; /* mark that we have to free the raw buffer */ + data = buff; +#ifdef M3D_PROFILING + gettimeofday(&tv1, NULL); + tvd.tv_sec = tv1.tv_sec - tv0.tv_sec; + tvd.tv_usec = tv1.tv_usec - tv0.tv_usec; + if (tvd.tv_usec < 0) { + tvd.tv_sec--; + tvd.tv_usec += 1000000L; + } + printf(" Deflate model %ld.%06ld sec\n", tvd.tv_sec, tvd.tv_usec); + memcpy(&tv0, &tv1, sizeof(struct timeval)); +#endif + } else { + len = ((m3dhdr_t *)data)->length; + data += 8; + } + model->raw = (m3dhdr_t *)data; + end = data + len; + + /* parse header */ + data += sizeof(m3dhdr_t); + M3D_LOG(data); + model->name = (char *)data; + for (; data < end && *data; data++) { + }; + data++; + model->license = (char *)data; + for (; data < end && *data; data++) { + }; + data++; + model->author = (char *)data; + for (; data < end && *data; data++) { + }; + data++; + model->desc = (char *)data; + chunk = (unsigned char *)model->raw + model->raw->length; + model->scale = (M3D_FLOAT)model->raw->scale; + if (model->scale <= (M3D_FLOAT)0.0) model->scale = (M3D_FLOAT)1.0; + model->vc_s = 1 << ((model->raw->types >> 0) & 3); /* vertex coordinate size */ + model->vi_s = 1 << ((model->raw->types >> 2) & 3); /* vertex index size */ + model->si_s = 1 << ((model->raw->types >> 4) & 3); /* string offset size */ + model->ci_s = 1 << ((model->raw->types >> 6) & 3); /* color index size */ + model->ti_s = 1 << ((model->raw->types >> 8) & 3); /* tmap index size */ + model->bi_s = 1 << ((model->raw->types >> 10) & 3); /* bone index size */ + model->nb_s = 1 << ((model->raw->types >> 12) & 3); /* number of bones per vertex */ + model->sk_s = 1 << ((model->raw->types >> 14) & 3); /* skin index size */ + model->fc_s = 1 << ((model->raw->types >> 16) & 3); /* frame counter size */ + model->hi_s = 1 << ((model->raw->types >> 18) & 3); /* shape index size */ + model->fi_s = 1 << ((model->raw->types >> 20) & 3); /* face index size */ + if (model->ci_s == 8) model->ci_s = 0; /* optional indices */ + if (model->ti_s == 8) model->ti_s = 0; + if (model->bi_s == 8) model->bi_s = 0; + if (model->sk_s == 8) model->sk_s = 0; + if (model->fc_s == 8) model->fc_s = 0; + if (model->hi_s == 8) model->hi_s = 0; + if (model->fi_s == 8) model->fi_s = 0; + + /* variable limit checks */ + if (sizeof(M3D_FLOAT) == 4 && model->vc_s > 4) { + M3D_LOG("Double precision coordinates not supported, truncating to float..."); + model->errcode = M3D_ERR_TRUNC; + } + if (sizeof(M3D_INDEX) == 2 && (model->vi_s > 2 || model->si_s > 2 || model->ci_s > 2 || model->ti_s > 2 || + model->bi_s > 2 || model->sk_s > 2 || model->fc_s > 2 || model->hi_s > 2 || model->fi_s > 2)) { + M3D_LOG("32 bit indices not supported, unable to load model"); + M3D_FREE(model); + return NULL; + } + if (model->vi_s > 4 || model->si_s > 4) { + M3D_LOG("Invalid index size, unable to load model"); + M3D_FREE(model); + return NULL; + } + if (model->nb_s > M3D_NUMBONE) { + M3D_LOG("Model has more bones per vertex than what importer was configured to support"); + model->errcode = M3D_ERR_TRUNC; + } + + /* look for inlined assets in advance, material and procedural chunks may need them */ + buff = chunk; + while (buff < end && !M3D_CHUNKMAGIC(buff, 'O', 'M', 'D', '3')) { + data = buff; + len = ((m3dchunk_t *)data)->length; + buff += len; + if (len < sizeof(m3dchunk_t) || buff >= end) { + M3D_LOG("Invalid chunk size"); + break; + } + len -= sizeof(m3dchunk_t) + model->si_s; + + /* inlined assets */ + if (M3D_CHUNKMAGIC(data, 'A', 'S', 'E', 'T') && len > 0) { + M3D_LOG("Inlined asset"); + i = model->numinlined++; + model->inlined = (m3di_t *)M3D_REALLOC(model->inlined, model->numinlined * sizeof(m3di_t)); + if (!model->inlined) { + memerr: + M3D_LOG("Out of memory"); + model->errcode = M3D_ERR_ALLOC; + return model; + } + data += sizeof(m3dchunk_t); + t = &model->inlined[i]; + M3D_GETSTR(t->name); + M3D_LOG(t->name); + t->data = (uint8_t *)data; + t->length = len; + } + } + + /* parse chunks */ + while (chunk < end && !M3D_CHUNKMAGIC(chunk, 'O', 'M', 'D', '3')) { + data = chunk; + len = ((m3dchunk_t *)chunk)->length; + chunk += len; + if (len < sizeof(m3dchunk_t) || chunk >= end) { + M3D_LOG("Invalid chunk size"); + break; + } + len -= sizeof(m3dchunk_t); + + /* preview chunk */ + if (M3D_CHUNKMAGIC(data, 'P', 'R', 'V', 'W') && len > 0) { + model->preview.length = len; + model->preview.data = data + sizeof(m3dchunk_t); + } else + /* color map */ + if (M3D_CHUNKMAGIC(data, 'C', 'M', 'A', 'P')) { + M3D_LOG("Color map"); + if (model->cmap) { + M3D_LOG("More color map chunks, should be unique"); + model->errcode = M3D_ERR_CMAP; + continue; + } + if (!model->ci_s) { + M3D_LOG("Color map chunk, shouldn't be any"); + model->errcode = M3D_ERR_CMAP; + continue; + } + model->numcmap = len / sizeof(uint32_t); + model->cmap = (uint32_t *)(data + sizeof(m3dchunk_t)); + } else + /* texture map */ + if (M3D_CHUNKMAGIC(data, 'T', 'M', 'A', 'P')) { + M3D_LOG("Texture map"); + if (model->tmap) { + M3D_LOG("More texture map chunks, should be unique"); + model->errcode = M3D_ERR_TMAP; + continue; + } + if (!model->ti_s) { + M3D_LOG("Texture map chunk, shouldn't be any"); + model->errcode = M3D_ERR_TMAP; + continue; + } + reclen = model->vc_s + model->vc_s; + model->numtmap = len / reclen; + model->tmap = (m3dti_t *)M3D_MALLOC(model->numtmap * sizeof(m3dti_t)); + if (!model->tmap) goto memerr; + for (i = 0, data += sizeof(m3dchunk_t); data < chunk; i++) { + switch (model->vc_s) { + case 1: + model->tmap[i].u = (M3D_FLOAT)(data[0]) / (M3D_FLOAT)255.0; + model->tmap[i].v = (M3D_FLOAT)(data[1]) / (M3D_FLOAT)255.0; + break; + case 2: + model->tmap[i].u = (M3D_FLOAT)(*((int16_t *)(data + 0))) / (M3D_FLOAT)65535.0; + model->tmap[i].v = (M3D_FLOAT)(*((int16_t *)(data + 2))) / (M3D_FLOAT)65535.0; + break; + case 4: + model->tmap[i].u = (M3D_FLOAT)(*((float *)(data + 0))); + model->tmap[i].v = (M3D_FLOAT)(*((float *)(data + 4))); + break; + case 8: + model->tmap[i].u = (M3D_FLOAT)(*((double *)(data + 0))); + model->tmap[i].v = (M3D_FLOAT)(*((double *)(data + 8))); + break; + } + data += reclen; + } + } else + /* vertex list */ + if (M3D_CHUNKMAGIC(data, 'V', 'R', 'T', 'S')) { + M3D_LOG("Vertex list"); + if (model->vertex) { + M3D_LOG("More vertex chunks, should be unique"); + model->errcode = M3D_ERR_VRTS; + continue; + } + if (model->ci_s && model->ci_s < 4 && !model->cmap) model->errcode = M3D_ERR_CMAP; + reclen = model->ci_s + model->sk_s + 4 * model->vc_s; + model->numvertex = len / reclen; + model->vertex = (m3dv_t *)M3D_MALLOC(model->numvertex * sizeof(m3dv_t)); + if (!model->vertex) goto memerr; + memset(model->vertex, 0, model->numvertex * sizeof(m3dv_t)); + for (i = 0, data += sizeof(m3dchunk_t); data < chunk && i < model->numvertex; i++) { + switch (model->vc_s) { + case 1: + model->vertex[i].x = (M3D_FLOAT)((int8_t)data[0]) / (M3D_FLOAT)127.0; + model->vertex[i].y = (M3D_FLOAT)((int8_t)data[1]) / (M3D_FLOAT)127.0; + model->vertex[i].z = (M3D_FLOAT)((int8_t)data[2]) / (M3D_FLOAT)127.0; + model->vertex[i].w = (M3D_FLOAT)((int8_t)data[3]) / (M3D_FLOAT)127.0; + data += 4; + break; + case 2: + model->vertex[i].x = (M3D_FLOAT)(*((int16_t *)(data + 0))) / (M3D_FLOAT)32767.0; + model->vertex[i].y = (M3D_FLOAT)(*((int16_t *)(data + 2))) / (M3D_FLOAT)32767.0; + model->vertex[i].z = (M3D_FLOAT)(*((int16_t *)(data + 4))) / (M3D_FLOAT)32767.0; + model->vertex[i].w = (M3D_FLOAT)(*((int16_t *)(data + 6))) / (M3D_FLOAT)32767.0; + data += 8; + break; + case 4: + model->vertex[i].x = (M3D_FLOAT)(*((float *)(data + 0))); + model->vertex[i].y = (M3D_FLOAT)(*((float *)(data + 4))); + model->vertex[i].z = (M3D_FLOAT)(*((float *)(data + 8))); + model->vertex[i].w = (M3D_FLOAT)(*((float *)(data + 12))); + data += 16; + break; + case 8: + model->vertex[i].x = (M3D_FLOAT)(*((double *)(data + 0))); + model->vertex[i].y = (M3D_FLOAT)(*((double *)(data + 8))); + model->vertex[i].z = (M3D_FLOAT)(*((double *)(data + 16))); + model->vertex[i].w = (M3D_FLOAT)(*((double *)(data + 24))); + data += 32; + break; + } + switch (model->ci_s) { + case 1: + model->vertex[i].color = model->cmap ? model->cmap[data[0]] : 0; + data++; + break; + case 2: + model->vertex[i].color = model->cmap ? model->cmap[*((uint16_t *)data)] : 0; + data += 2; + break; + case 4: + model->vertex[i].color = *((uint32_t *)data); + data += 4; + break; + /* case 8: break; */ + } + model->vertex[i].skinid = M3D_UNDEF; + data = _m3d_getidx(data, model->sk_s, &model->vertex[i].skinid); + } + } else + /* skeleton: bone hierarchy and skin */ + if (M3D_CHUNKMAGIC(data, 'B', 'O', 'N', 'E')) { + M3D_LOG("Skeleton"); + if (model->bone) { + M3D_LOG("More bone chunks, should be unique"); + model->errcode = M3D_ERR_BONE; + continue; + } + if (!model->bi_s) { + M3D_LOG("Bone chunk, shouldn't be any"); + model->errcode = M3D_ERR_BONE; + continue; + } + if (!model->vertex) { + M3D_LOG("No vertex chunk before bones"); + model->errcode = M3D_ERR_VRTS; + break; + } + data += sizeof(m3dchunk_t); + model->numbone = 0; + data = _m3d_getidx(data, model->bi_s, &model->numbone); + if (model->numbone) { + model->bone = (m3db_t *)M3D_MALLOC(model->numbone * sizeof(m3db_t)); + if (!model->bone) goto memerr; + } + model->numskin = 0; + data = _m3d_getidx(data, model->sk_s, &model->numskin); + /* read bone hierarchy */ + for (i = 0; i < model->numbone; i++) { + data = _m3d_getidx(data, model->bi_s, &model->bone[i].parent); + M3D_GETSTR(model->bone[i].name); + data = _m3d_getidx(data, model->vi_s, &model->bone[i].pos); + data = _m3d_getidx(data, model->vi_s, &model->bone[i].ori); + model->bone[i].numweight = 0; + model->bone[i].weight = NULL; + } + /* read skin definitions */ + if (model->numskin) { + model->skin = (m3ds_t *)M3D_MALLOC(model->numskin * sizeof(m3ds_t)); + if (!model->skin) goto memerr; + for (i = 0; data < chunk && i < model->numskin; i++) { + for (j = 0; j < M3D_NUMBONE; j++) { + model->skin[i].boneid[j] = M3D_UNDEF; + model->skin[i].weight[j] = (M3D_FLOAT)0.0; + } + memset(&weights, 0, sizeof(weights)); + if (model->nb_s == 1) + weights[0] = 255; + else { + memcpy(&weights, data, model->nb_s); + data += model->nb_s; + } + for (j = 0, w = (M3D_FLOAT)0.0; j < (unsigned int)model->nb_s; j++) { + if (weights[j]) { + if (j >= M3D_NUMBONE) + data += model->bi_s; + else { + model->skin[i].weight[j] = (M3D_FLOAT)(weights[j]) / (M3D_FLOAT)255.0; + w += model->skin[i].weight[j]; + data = _m3d_getidx(data, model->bi_s, &model->skin[i].boneid[j]); + } + } + } + /* this can occur if model has more bones than what the importer is configured to handle */ + if (w != (M3D_FLOAT)1.0 && w != (M3D_FLOAT)0.0) { + for (j = 0; j < M3D_NUMBONE; j++) + model->skin[i].weight[j] /= w; + } + } + } + } else + /* material */ + if (M3D_CHUNKMAGIC(data, 'M', 'T', 'R', 'L')) { + data += sizeof(m3dchunk_t); + M3D_GETSTR(name); + M3D_LOG("Material"); + M3D_LOG(name); + if (model->ci_s < 4 && !model->numcmap) model->errcode = M3D_ERR_CMAP; + for (i = 0; i < model->nummaterial; i++) + if (!strcmp(name, model->material[i].name)) { + model->errcode = M3D_ERR_MTRL; + M3D_LOG("Multiple definitions for material"); + M3D_LOG(name); + name = NULL; + break; + } + if (name) { + i = model->nummaterial++; + if (model->flags & M3D_FLG_MTLLIB) { + m = model->material; + model->material = (m3dm_t *)M3D_MALLOC(model->nummaterial * sizeof(m3dm_t)); + if (!model->material) goto memerr; + memcpy(model->material, m, (model->nummaterial - 1) * sizeof(m3dm_t)); + if (model->texture) { + tx = model->texture; + model->texture = (m3dtx_t *)M3D_MALLOC(model->numtexture * sizeof(m3dtx_t)); + if (!model->texture) goto memerr; + memcpy(model->texture, tx, model->numtexture * sizeof(m3dm_t)); + } + model->flags &= ~M3D_FLG_MTLLIB; + } else { + model->material = (m3dm_t *)M3D_REALLOC(model->material, model->nummaterial * sizeof(m3dm_t)); + if (!model->material) goto memerr; + } + m = &model->material[i]; + m->numprop = 0; + m->name = name; + m->prop = (m3dp_t *)M3D_MALLOC((len / 2) * sizeof(m3dp_t)); + if (!m->prop) goto memerr; + while (data < chunk) { + i = m->numprop++; + m->prop[i].type = *data++; + m->prop[i].value.num = 0; + if (m->prop[i].type >= 128) + k = m3dpf_map; + else { + for (k = 256, j = 0; j < sizeof(m3d_propertytypes) / sizeof(m3d_propertytypes[0]); j++) + if (m->prop[i].type == m3d_propertytypes[j].id) { + k = m3d_propertytypes[j].format; + break; + } + } + switch (k) { + case m3dpf_color: + switch (model->ci_s) { + case 1: + m->prop[i].value.color = model->cmap ? model->cmap[data[0]] : 0; + data++; + break; + case 2: + m->prop[i].value.color = model->cmap ? model->cmap[*((uint16_t *)data)] : 0; + data += 2; + break; + case 4: + m->prop[i].value.color = *((uint32_t *)data); + data += 4; + break; + } + break; + + case m3dpf_uint8: m->prop[i].value.num = *data++; break; + case m3dpf_uint16: + m->prop[i].value.num = *((uint16_t *)data); + data += 2; + break; + case m3dpf_uint32: + m->prop[i].value.num = *((uint32_t *)data); + data += 4; + break; + case m3dpf_float: + m->prop[i].value.fnum = *((float *)data); + data += 4; + break; + + case m3dpf_map: + M3D_GETSTR(name); + m->prop[i].value.textureid = _m3d_gettx(model, readfilecb, freecb, name); + if (model->errcode == M3D_ERR_ALLOC) goto memerr; + /* this error code only returned if readfilecb was specified */ + if (m->prop[i].value.textureid == M3D_UNDEF) { + M3D_LOG("Texture not found"); + M3D_LOG(m->name); + m->numprop--; + } + break; + + default: + M3D_LOG("Unknown material property in"); + M3D_LOG(m->name); + model->errcode = M3D_ERR_UNKPROP; + data = chunk; + break; + } + } + m->prop = (m3dp_t *)M3D_REALLOC(m->prop, m->numprop * sizeof(m3dp_t)); + if (!m->prop) goto memerr; + } + } else + /* face */ + if (M3D_CHUNKMAGIC(data, 'P', 'R', 'O', 'C')) { + /* procedural surface */ + M3D_GETSTR(name); + M3D_LOG("Procedural surface"); + M3D_LOG(name); + _m3d_getpr(model, readfilecb, freecb, name); + } else if (M3D_CHUNKMAGIC(data, 'M', 'E', 'S', 'H')) { + M3D_LOG("Mesh data"); + /* mesh */ + data += sizeof(m3dchunk_t); + mi = M3D_UNDEF; + am = model->numface; + while (data < chunk) { + k = *data++; + n = k >> 4; + k &= 15; + if (!n) { + /* use material */ + mi = M3D_UNDEF; + M3D_GETSTR(name); + if (name) { + for (j = 0; j < model->nummaterial; j++) + if (!strcmp(name, model->material[j].name)) { + mi = (M3D_INDEX)j; + break; + } + if (mi == M3D_UNDEF) model->errcode = M3D_ERR_MTRL; + } + continue; + } + if (n != 3) { + M3D_LOG("Only triangle mesh supported for now"); + model->errcode = M3D_ERR_UNKMESH; + return model; + } + i = model->numface++; + if (model->numface > am) { + am = model->numface + 4095; + model->face = (m3df_t *)M3D_REALLOC(model->face, am * sizeof(m3df_t)); + if (!model->face) goto memerr; + } + memset(&model->face[i], 255, sizeof(m3df_t)); /* set all index to -1 by default */ + model->face[i].materialid = mi; + for (j = 0; j < n; j++) { + /* vertex */ + data = _m3d_getidx(data, model->vi_s, &model->face[i].vertex[j]); + /* texcoord */ + if (k & 1) + data = _m3d_getidx(data, model->ti_s, &model->face[i].texcoord[j]); + /* normal */ + if (k & 2) + data = _m3d_getidx(data, model->vi_s, &model->face[i].normal[j]); +#ifndef M3D_NONORMALS + if (model->face[i].normal[j] == M3D_UNDEF) neednorm = 1; +#endif + } + } + model->face = (m3df_t *)M3D_REALLOC(model->face, model->numface * sizeof(m3df_t)); + } else if (M3D_CHUNKMAGIC(data, 'S', 'H', 'P', 'E')) { + /* mathematical shape */ + data += sizeof(m3dchunk_t); + M3D_GETSTR(name); + M3D_LOG("Mathematical Shape"); + M3D_LOG(name); + i = model->numshape++; + model->shape = (m3dh_t *)M3D_REALLOC(model->shape, model->numshape * sizeof(m3dh_t)); + if (!model->shape) goto memerr; + h = &model->shape[i]; + h->numcmd = 0; + h->cmd = NULL; + h->name = name; + h->group = M3D_UNDEF; + data = _m3d_getidx(data, model->bi_s, &h->group); + if (h->group != M3D_UNDEF && h->group >= model->numbone) { + M3D_LOG("Unknown bone id as shape group in shape"); + M3D_LOG(name); + h->group = M3D_UNDEF; + model->errcode = M3D_ERR_SHPE; + } + while (data < chunk) { + i = h->numcmd++; + h->cmd = (m3dc_t *)M3D_REALLOC(h->cmd, h->numcmd * sizeof(m3dc_t)); + if (!h->cmd) goto memerr; + h->cmd[i].type = *data++; + if (h->cmd[i].type & 0x80) { + h->cmd[i].type &= 0x7F; + h->cmd[i].type |= (*data++ << 7); + } + if (h->cmd[i].type >= (unsigned int)(sizeof(m3d_commandtypes) / sizeof(m3d_commandtypes[0]))) { + M3D_LOG("Unknown shape command in"); + M3D_LOG(h->name); + model->errcode = M3D_ERR_UNKCMD; + break; + } + cd = &m3d_commandtypes[h->cmd[i].type]; + h->cmd[i].arg = (uint32_t *)M3D_MALLOC(cd->p * sizeof(uint32_t)); + if (!h->cmd[i].arg) goto memerr; + memset(h->cmd[i].arg, 0, cd->p * sizeof(uint32_t)); + for (k = n = 0, l = cd->p; k < l; k++) + switch (cd->a[((k - n) % (cd->p - n)) + n]) { + case m3dcp_mi_t: + h->cmd[i].arg[k] = M3D_NOTDEFINED; + M3D_GETSTR(name); + if (name) { + for (n = 0; n < model->nummaterial; n++) + if (!strcmp(name, model->material[n].name)) { + h->cmd[i].arg[k] = n; + break; + } + if (h->cmd[i].arg[k] == M3D_NOTDEFINED) model->errcode = M3D_ERR_MTRL; + } + break; + case m3dcp_vc_t: + f = 0.0f; + switch (model->vc_s) { + case 1: f = (float)((int8_t)data[0]) / 127; break; + case 2: f = (float)(*((int16_t *)(data + 0))) / 32767; break; + case 4: f = (float)(*((float *)(data + 0))); break; + case 8: f = (float)(*((double *)(data + 0))); break; + } + memcpy(&(h->cmd[i].arg[k]), &f, sizeof(uint32_t)); + data += model->vc_s; + break; + case m3dcp_hi_t: data = _m3d_getidx(data, model->hi_s, &h->cmd[i].arg[k]); break; + case m3dcp_fi_t: data = _m3d_getidx(data, model->fi_s, &h->cmd[i].arg[k]); break; + case m3dcp_ti_t: data = _m3d_getidx(data, model->ti_s, &h->cmd[i].arg[k]); break; + case m3dcp_qi_t: + case m3dcp_vi_t: data = _m3d_getidx(data, model->vi_s, &h->cmd[i].arg[k]); break; + case m3dcp_i1_t: data = _m3d_getidx(data, 1, &h->cmd[i].arg[k]); break; + case m3dcp_i2_t: data = _m3d_getidx(data, 2, &h->cmd[i].arg[k]); break; + case m3dcp_i4_t: data = _m3d_getidx(data, 4, &h->cmd[i].arg[k]); break; + case m3dcp_va_t: + data = _m3d_getidx(data, 4, &h->cmd[i].arg[k]); + n = k + 1; + l += (h->cmd[i].arg[k] - 1) * (cd->p - k - 1); + h->cmd[i].arg = (uint32_t *)M3D_REALLOC(h->cmd[i].arg, l * sizeof(uint32_t)); + if (!h->cmd[i].arg) goto memerr; + memset(&h->cmd[i].arg[k + 1], 0, (l - k - 1) * sizeof(uint32_t)); + break; + } + } + } else + /* annotation label list */ + if (M3D_CHUNKMAGIC(data, 'L', 'B', 'L', 'S')) { + data += sizeof(m3dchunk_t); + M3D_GETSTR(name); + M3D_GETSTR(lang); + M3D_LOG("Label list"); + if (name) { + M3D_LOG(name); + } + if (lang) { + M3D_LOG(lang); + } + if (model->ci_s && model->ci_s < 4 && !model->cmap) model->errcode = M3D_ERR_CMAP; + k = 0; + switch (model->ci_s) { + case 1: + k = model->cmap ? model->cmap[data[0]] : 0; + data++; + break; + case 2: + k = model->cmap ? model->cmap[*((uint16_t *)data)] : 0; + data += 2; + break; + case 4: + k = *((uint32_t *)data); + data += 4; + break; + /* case 8: break; */ + } + reclen = model->vi_s + model->si_s; + i = model->numlabel; + model->numlabel += len / reclen; + model->label = (m3dl_t *)M3D_REALLOC(model->label, model->numlabel * sizeof(m3dl_t)); + if (!model->label) goto memerr; + memset(&model->label[i], 0, (model->numlabel - i) * sizeof(m3dl_t)); + for (; data < chunk && i < model->numlabel; i++) { + model->label[i].name = name; + model->label[i].lang = lang; + model->label[i].color = k; + data = _m3d_getidx(data, model->vi_s, &model->label[i].vertexid); + M3D_GETSTR(model->label[i].text); + } + } else + /* action */ + if (M3D_CHUNKMAGIC(data, 'A', 'C', 'T', 'N')) { + M3D_LOG("Action"); + i = model->numaction++; + model->action = (m3da_t *)M3D_REALLOC(model->action, model->numaction * sizeof(m3da_t)); + if (!model->action) goto memerr; + a = &model->action[i]; + data += sizeof(m3dchunk_t); + M3D_GETSTR(a->name); + M3D_LOG(a->name); + a->numframe = *((uint16_t *)data); + data += 2; + if (a->numframe < 1) { + model->numaction--; + } else { + a->durationmsec = *((uint32_t *)data); + data += 4; + a->frame = (m3dfr_t *)M3D_MALLOC(a->numframe * sizeof(m3dfr_t)); + if (!a->frame) goto memerr; + for (i = 0; data < chunk && i < a->numframe; i++) { + a->frame[i].msec = *((uint32_t *)data); + data += 4; + a->frame[i].numtransform = 0; + a->frame[i].transform = NULL; + data = _m3d_getidx(data, model->fc_s, &a->frame[i].numtransform); + if (a->frame[i].numtransform > 0) { + a->frame[i].transform = (m3dtr_t *)M3D_MALLOC(a->frame[i].numtransform * sizeof(m3dtr_t)); + for (j = 0; j < a->frame[i].numtransform; j++) { + data = _m3d_getidx(data, model->bi_s, &a->frame[i].transform[j].boneid); + data = _m3d_getidx(data, model->vi_s, &a->frame[i].transform[j].pos); + data = _m3d_getidx(data, model->vi_s, &a->frame[i].transform[j].ori); + } + } + } + } + } else { + i = model->numextra++; + model->extra = (m3dchunk_t **)M3D_REALLOC(model->extra, model->numextra * sizeof(m3dchunk_t *)); + if (!model->extra) goto memerr; + model->extra[i] = (m3dchunk_t *)data; + } + } + /* calculate normals, normalize skin weights, create bone/vertex cross-references and calculate transform matrices */ +postprocess: + if (model) { + M3D_LOG("Post-process"); +#ifdef M3D_PROFILING + gettimeofday(&tv1, NULL); + tvd.tv_sec = tv1.tv_sec - tv0.tv_sec; + tvd.tv_usec = tv1.tv_usec - tv0.tv_usec; + if (tvd.tv_usec < 0) { + tvd.tv_sec--; + tvd.tv_usec += 1000000L; + } + printf(" Parsing chunks %ld.%06ld sec\n", tvd.tv_sec, tvd.tv_usec); +#endif +#ifndef M3D_NONORMALS + if (model->numface && model->face && neednorm) { + /* if they are missing, calculate triangle normals into a temporary buffer */ + norm = (m3dv_t *)M3D_MALLOC(model->numface * sizeof(m3dv_t)); + if (!norm) goto memerr; + for (i = 0, n = model->numvertex; i < model->numface; i++) + if (model->face[i].normal[0] == M3D_UNDEF) { + v0 = &model->vertex[model->face[i].vertex[0]]; + v1 = &model->vertex[model->face[i].vertex[1]]; + v2 = &model->vertex[model->face[i].vertex[2]]; + va.x = v1->x - v0->x; + va.y = v1->y - v0->y; + va.z = v1->z - v0->z; + vb.x = v2->x - v0->x; + vb.y = v2->y - v0->y; + vb.z = v2->z - v0->z; + v0 = &norm[i]; + v0->x = (va.y * vb.z) - (va.z * vb.y); + v0->y = (va.z * vb.x) - (va.x * vb.z); + v0->z = (va.x * vb.y) - (va.y * vb.x); + w = _m3d_rsq((v0->x * v0->x) + (v0->y * v0->y) + (v0->z * v0->z)); + v0->x *= w; + v0->y *= w; + v0->z *= w; + model->face[i].normal[0] = model->face[i].vertex[0] + n; + model->face[i].normal[1] = model->face[i].vertex[1] + n; + model->face[i].normal[2] = model->face[i].vertex[2] + n; + } + /* this is the fast way, we don't care if a normal is repeated in model->vertex */ + M3D_LOG("Generating normals"); + model->flags |= M3D_FLG_GENNORM; + model->numvertex <<= 1; + model->vertex = (m3dv_t *)M3D_REALLOC(model->vertex, model->numvertex * sizeof(m3dv_t)); + if (!model->vertex) goto memerr; + memset(&model->vertex[n], 0, n * sizeof(m3dv_t)); + for (i = 0; i < model->numface; i++) + for (j = 0; j < 3; j++) { + v0 = &model->vertex[model->face[i].vertex[j] + n]; + v0->x += norm[i].x; + v0->y += norm[i].y; + v0->z += norm[i].z; + } + /* for each vertex, take the average of the temporary normals and use that */ + for (i = 0, v0 = &model->vertex[n]; i < n; i++, v0++) { + w = _m3d_rsq((v0->x * v0->x) + (v0->y * v0->y) + (v0->z * v0->z)); + v0->x *= w; + v0->y *= w; + v0->z *= w; + v0->skinid = M3D_UNDEF; + } + M3D_FREE(norm); + } +#endif + if (model->numbone && model->bone && model->numskin && model->skin && model->numvertex && model->vertex) { +#ifndef M3D_NOWEIGHTS + M3D_LOG("Generating weight cross-reference"); + for (i = 0; i < model->numvertex; i++) { + if (model->vertex[i].skinid < model->numskin) { + sk = &model->skin[model->vertex[i].skinid]; + w = (M3D_FLOAT)0.0; + for (j = 0; j < M3D_NUMBONE && sk->boneid[j] != M3D_UNDEF && sk->weight[j] > (M3D_FLOAT)0.0; j++) + w += sk->weight[j]; + for (j = 0; j < M3D_NUMBONE && sk->boneid[j] != M3D_UNDEF && sk->weight[j] > (M3D_FLOAT)0.0; j++) { + sk->weight[j] /= w; + b = &model->bone[sk->boneid[j]]; + k = b->numweight++; + b->weight = (m3dw_t *)M3D_REALLOC(b->weight, b->numweight * sizeof(m3da_t)); + if (!b->weight) goto memerr; + b->weight[k].vertexid = i; + b->weight[k].weight = sk->weight[j]; + } + } + } +#endif +#ifndef M3D_NOANIMATION + M3D_LOG("Calculating bone transformation matrices"); + for (i = 0; i < model->numbone; i++) { + b = &model->bone[i]; + if (model->bone[i].parent == M3D_UNDEF) { + _m3d_mat((M3D_FLOAT *)&b->mat4, &model->vertex[b->pos], &model->vertex[b->ori]); + } else { + _m3d_mat((M3D_FLOAT *)&r, &model->vertex[b->pos], &model->vertex[b->ori]); + _m3d_mul((M3D_FLOAT *)&b->mat4, (M3D_FLOAT *)&model->bone[b->parent].mat4, (M3D_FLOAT *)&r); + } + } + for (i = 0; i < model->numbone; i++) + _m3d_inv((M3D_FLOAT *)&model->bone[i].mat4); +#endif + } +#ifdef M3D_PROFILING + gettimeofday(&tv0, NULL); + tvd.tv_sec = tv0.tv_sec - tv1.tv_sec; + tvd.tv_usec = tv0.tv_usec - tv1.tv_usec; + if (tvd.tv_usec < 0) { + tvd.tv_sec--; + tvd.tv_usec += 1000000L; + } + printf(" Post-process %ld.%06ld sec\n", tvd.tv_sec, tvd.tv_usec); +#endif + } + return model; +} + +/** + * Calculates skeletons for animation frames, returns a working copy (should be freed after use) + */ +m3dtr_t *m3d_frame(m3d_t *model, M3D_INDEX actionid, M3D_INDEX frameid, m3dtr_t *skeleton) { + unsigned int i; + M3D_INDEX s = frameid; + m3dfr_t *fr; + + if (!model || !model->numbone || !model->bone || (actionid != M3D_UNDEF && (!model->action || actionid >= model->numaction || frameid >= model->action[actionid].numframe))) { + model->errcode = M3D_ERR_UNKFRAME; + return skeleton; + } + model->errcode = M3D_SUCCESS; + if (!skeleton) { + skeleton = (m3dtr_t *)M3D_MALLOC(model->numbone * sizeof(m3dtr_t)); + if (!skeleton) { + model->errcode = M3D_ERR_ALLOC; + return NULL; + } + goto gen; + } + if (actionid == M3D_UNDEF || !frameid) { + gen: + s = 0; + for (i = 0; i < model->numbone; i++) { + skeleton[i].boneid = i; + skeleton[i].pos = model->bone[i].pos; + skeleton[i].ori = model->bone[i].ori; + } + } + if (actionid < model->numaction && (frameid || !model->action[actionid].frame[0].msec)) { + for (; s <= frameid; s++) { + fr = &model->action[actionid].frame[s]; + for (i = 0; i < fr->numtransform; i++) { + skeleton[fr->transform[i].boneid].pos = fr->transform[i].pos; + skeleton[fr->transform[i].boneid].ori = fr->transform[i].ori; + } + } + } + return skeleton; +} + +#ifndef M3D_NOANIMATION +/** + * Returns interpolated animation-pose, a working copy (should be freed after use) + */ +m3db_t *m3d_pose(m3d_t *model, M3D_INDEX actionid, uint32_t msec) { + unsigned int i, j, l; + M3D_FLOAT r[16], t, c, d, s; + m3db_t *ret; + m3dv_t *v, *p, *f; + m3dtr_t *tmp; + m3dfr_t *fr; + + if (!model || !model->numbone || !model->bone) { + model->errcode = M3D_ERR_UNKFRAME; + return NULL; + } + ret = (m3db_t *)M3D_MALLOC(model->numbone * sizeof(m3db_t)); + if (!ret) { + model->errcode = M3D_ERR_ALLOC; + return NULL; + } + memcpy(ret, model->bone, model->numbone * sizeof(m3db_t)); + for (i = 0; i < model->numbone; i++) + _m3d_inv((M3D_FLOAT *)&ret[i].mat4); + if (!model->action || actionid >= model->numaction) { + model->errcode = M3D_ERR_UNKFRAME; + return ret; + } + msec %= model->action[actionid].durationmsec; + model->errcode = M3D_SUCCESS; + fr = &model->action[actionid].frame[0]; + for (j = l = 0; j < model->action[actionid].numframe && model->action[actionid].frame[j].msec <= msec; j++) { + fr = &model->action[actionid].frame[j]; + l = fr->msec; + for (i = 0; i < fr->numtransform; i++) { + ret[fr->transform[i].boneid].pos = fr->transform[i].pos; + ret[fr->transform[i].boneid].ori = fr->transform[i].ori; + } + } + if (l != msec) { + model->vertex = (m3dv_t *)M3D_REALLOC(model->vertex, (model->numvertex + 2 * model->numbone) * sizeof(m3dv_t)); + if (!model->vertex) { + free(ret); + model->errcode = M3D_ERR_ALLOC; + return NULL; + } + tmp = (m3dtr_t *)M3D_MALLOC(model->numbone * sizeof(m3dtr_t)); + if (tmp) { + for (i = 0; i < model->numbone; i++) { + tmp[i].pos = ret[i].pos; + tmp[i].ori = ret[i].ori; + } + fr = &model->action[actionid].frame[j % model->action[actionid].numframe]; + t = l >= fr->msec ? (M3D_FLOAT)1.0 : (M3D_FLOAT)(msec - l) / (M3D_FLOAT)(fr->msec - l); + for (i = 0; i < fr->numtransform; i++) { + tmp[fr->transform[i].boneid].pos = fr->transform[i].pos; + tmp[fr->transform[i].boneid].ori = fr->transform[i].ori; + } + for (i = 0, j = model->numvertex; i < model->numbone; i++) { + /* interpolation of position */ + if (ret[i].pos != tmp[i].pos) { + p = &model->vertex[ret[i].pos]; + f = &model->vertex[tmp[i].pos]; + v = &model->vertex[j]; + v->x = p->x + t * (f->x - p->x); + v->y = p->y + t * (f->y - p->y); + v->z = p->z + t * (f->z - p->z); + ret[i].pos = j++; + } + /* interpolation of orientation */ + if (ret[i].ori != tmp[i].ori) { + p = &model->vertex[ret[i].ori]; + f = &model->vertex[tmp[i].ori]; + v = &model->vertex[j]; + d = p->w * f->w + p->x * f->x + p->y * f->y + p->z * f->z; + if (d < 0) { + d = -d; + s = (M3D_FLOAT)-1.0; + } else + s = (M3D_FLOAT)1.0; +#if 0 + /* don't use SLERP, requires two more variables, libm linkage and it is slow (but nice) */ + a = (M3D_FLOAT)1.0 - t; b = t; + if(d < (M3D_FLOAT)0.999999) { c = acosf(d); b = 1 / sinf(c); a = sinf(a * c) * b; b *= sinf(t * c) * s; } + v->x = p->x * a + f->x * b; + v->y = p->y * a + f->y * b; + v->z = p->z * a + f->z * b; + v->w = p->w * a + f->w * b; +#else + /* approximated NLERP, original approximation by Arseny Kapoulkine, heavily optimized by me */ + c = t - (M3D_FLOAT)0.5; + t += t * c * (t - (M3D_FLOAT)1.0) * (((M3D_FLOAT)1.0904 + d * ((M3D_FLOAT)-3.2452 + d * ((M3D_FLOAT)3.55645 - d * (M3D_FLOAT)1.43519))) * c * c + ((M3D_FLOAT)0.848013 + d * ((M3D_FLOAT)-1.06021 + d * (M3D_FLOAT)0.215638))); + v->x = p->x + t * (s * f->x - p->x); + v->y = p->y + t * (s * f->y - p->y); + v->z = p->z + t * (s * f->z - p->z); + v->w = p->w + t * (s * f->w - p->w); + d = _m3d_rsq(v->w * v->w + v->x * v->x + v->y * v->y + v->z * v->z); + v->x *= d; + v->y *= d; + v->z *= d; + v->w *= d; +#endif + ret[i].ori = j++; + } + } + M3D_FREE(tmp); + } + } + for (i = 0; i < model->numbone; i++) { + if (ret[i].parent == M3D_UNDEF) { + _m3d_mat((M3D_FLOAT *)&ret[i].mat4, &model->vertex[ret[i].pos], &model->vertex[ret[i].ori]); + } else { + _m3d_mat((M3D_FLOAT *)&r, &model->vertex[ret[i].pos], &model->vertex[ret[i].ori]); + _m3d_mul((M3D_FLOAT *)&ret[i].mat4, (M3D_FLOAT *)&ret[ret[i].parent].mat4, (M3D_FLOAT *)&r); + } + } + return ret; +} + +#endif /* M3D_NOANIMATION */ + +#endif /* M3D_IMPLEMENTATION */ + +#if !defined(M3D_NODUP) && (!defined(M3D_NOIMPORTER) || defined(M3D_EXPORTER)) +/** + * Free the in-memory model + */ +void m3d_free(m3d_t *model) { + unsigned int i, j; + + if (!model) return; + /* if model imported from ASCII, we have to free all strings as well */ + if (model->flags & M3D_FLG_FREESTR) { + if (model->name) M3D_FREE(model->name); + if (model->license) M3D_FREE(model->license); + if (model->author) M3D_FREE(model->author); + if (model->desc) M3D_FREE(model->desc); + if (model->bone) + for (i = 0; i < model->numbone; i++) + if (model->bone[i].name) + M3D_FREE(model->bone[i].name); + if (model->shape) + for (i = 0; i < model->numshape; i++) + if (model->shape[i].name) + M3D_FREE(model->shape[i].name); + if (model->material) + for (i = 0; i < model->nummaterial; i++) + if (model->material[i].name) + M3D_FREE(model->material[i].name); + if (model->action) + for (i = 0; i < model->numaction; i++) + if (model->action[i].name) + M3D_FREE(model->action[i].name); + if (model->texture) + for (i = 0; i < model->numtexture; i++) + if (model->texture[i].name) + M3D_FREE(model->texture[i].name); + if (model->inlined) + for (i = 0; i < model->numinlined; i++) { + if (model->inlined[i].name) + M3D_FREE(model->inlined[i].name); + if (model->inlined[i].data) + M3D_FREE(model->inlined[i].data); + } + if (model->extra) + for (i = 0; i < model->numextra; i++) + if (model->extra[i]) + M3D_FREE(model->extra[i]); + if (model->label) + for (i = 0; i < model->numlabel; i++) { + if (model->label[i].name) { + for (j = i + 1; j < model->numlabel; j++) + if (model->label[j].name == model->label[i].name) + model->label[j].name = NULL; + M3D_FREE(model->label[i].name); + } + if (model->label[i].lang) { + for (j = i + 1; j < model->numlabel; j++) + if (model->label[j].lang == model->label[i].lang) + model->label[j].lang = NULL; + M3D_FREE(model->label[i].lang); + } + if (model->label[i].text) + M3D_FREE(model->label[i].text); + } + if (model->preview.data) + M3D_FREE(model->preview.data); + } + if (model->flags & M3D_FLG_FREERAW) M3D_FREE(model->raw); + + if (model->tmap) M3D_FREE(model->tmap); + if (model->bone) { + for (i = 0; i < model->numbone; i++) + if (model->bone[i].weight) + M3D_FREE(model->bone[i].weight); + M3D_FREE(model->bone); + } + if (model->skin) M3D_FREE(model->skin); + if (model->vertex) M3D_FREE(model->vertex); + if (model->face) M3D_FREE(model->face); + if (model->shape) { + for (i = 0; i < model->numshape; i++) { + if (model->shape[i].cmd) { + for (j = 0; j < model->shape[i].numcmd; j++) + if (model->shape[i].cmd[j].arg) M3D_FREE(model->shape[i].cmd[j].arg); + M3D_FREE(model->shape[i].cmd); + } + } + M3D_FREE(model->shape); + } + if (model->material && !(model->flags & M3D_FLG_MTLLIB)) { + for (i = 0; i < model->nummaterial; i++) + if (model->material[i].prop) M3D_FREE(model->material[i].prop); + M3D_FREE(model->material); + } + if (model->texture) { + for (i = 0; i < model->numtexture; i++) + if (model->texture[i].d) M3D_FREE(model->texture[i].d); + M3D_FREE(model->texture); + } + if (model->action) { + for (i = 0; i < model->numaction; i++) { + if (model->action[i].frame) { + for (j = 0; j < model->action[i].numframe; j++) + if (model->action[i].frame[j].transform) M3D_FREE(model->action[i].frame[j].transform); + M3D_FREE(model->action[i].frame); + } + } + M3D_FREE(model->action); + } + if (model->label) M3D_FREE(model->label); + if (model->inlined) M3D_FREE(model->inlined); + if (model->extra) M3D_FREE(model->extra); + free(model); +} +#endif + +#ifdef M3D_EXPORTER +typedef struct { + char *str; + uint32_t offs; +} m3dstr_t; + +typedef struct { + m3dti_t data; + M3D_INDEX oldidx; + M3D_INDEX newidx; +} m3dtisave_t; + +typedef struct { + m3dv_t data; + M3D_INDEX oldidx; + M3D_INDEX newidx; + unsigned char norm; +} m3dvsave_t; + +typedef struct { + m3ds_t data; + M3D_INDEX oldidx; + M3D_INDEX newidx; +} m3dssave_t; + +typedef struct { + m3df_t data; + int group; + uint8_t opacity; +} m3dfsave_t; + +/* create unique list of strings */ +static m3dstr_t *_m3d_addstr(m3dstr_t *str, uint32_t *numstr, char *s) { + uint32_t i; + if (!s || !*s) return str; + if (str) { + for (i = 0; i < *numstr; i++) + if (str[i].str == s || !strcmp(str[i].str, s)) return str; + } + str = (m3dstr_t *)M3D_REALLOC(str, ((*numstr) + 1) * sizeof(m3dstr_t)); + str[*numstr].str = s; + str[*numstr].offs = 0; + (*numstr)++; + return str; +} + +/* add strings to header */ +m3dhdr_t *_m3d_addhdr(m3dhdr_t *h, m3dstr_t *s) { + int i; + char *safe = _m3d_safestr(s->str, 0); + i = (int)strlen(safe); + h = (m3dhdr_t *)M3D_REALLOC(h, h->length + i + 1); + if (!h) { + M3D_FREE(safe); + return NULL; + } + memcpy((uint8_t *)h + h->length, safe, i + 1); + s->offs = h->length - 16; + h->length += i + 1; + M3D_FREE(safe); + return h; +} + +/* return offset of string */ +static uint32_t _m3d_stridx(m3dstr_t *str, uint32_t numstr, char *s) { + uint32_t i; + char *safe; + if (!s || !*s) return 0; + if (str) { + safe = _m3d_safestr(s, 0); + if (!safe) return 0; + if (!*safe) { + free(safe); + return 0; + } + for (i = 0; i < numstr; i++) + if (!strcmp(str[i].str, s)) { + free(safe); + return str[i].offs; + } + free(safe); + } + return 0; +} + +/* compare to faces by their material */ +static int _m3d_facecmp(const void *a, const void *b) { + const m3dfsave_t *A = (const m3dfsave_t *)a, *B = (const m3dfsave_t *)b; + return A->group != B->group ? A->group - B->group : (A->opacity != B->opacity ? (int)B->opacity - (int)A->opacity : (int)A->data.materialid - (int)B->data.materialid); +} +/* compare face groups */ +static int _m3d_grpcmp(const void *a, const void *b) { + return *((uint32_t *)a) - *((uint32_t *)b); +} +/* compare UVs */ +static int _m3d_ticmp(const void *a, const void *b) { + return memcmp(a, b, sizeof(m3dti_t)); +} +/* compare skin groups */ +static int _m3d_skincmp(const void *a, const void *b) { + return memcmp(a, b, sizeof(m3ds_t)); +} +/* compare vertices */ +static int _m3d_vrtxcmp(const void *a, const void *b) { + int c = memcmp(a, b, 3 * sizeof(M3D_FLOAT)); + if (c) return c; + c = ((m3dvsave_t *)a)->norm - ((m3dvsave_t *)b)->norm; + if (c) return c; + return memcmp(a, b, sizeof(m3dv_t)); +} +/* compare labels */ +static _inline int _m3d_strcmp(char *a, char *b) { + if (a == NULL && b != NULL) return -1; + if (a != NULL && b == NULL) return 1; + if (a == NULL && b == NULL) return 0; + return strcmp(a, b); +} +static int _m3d_lblcmp(const void *a, const void *b) { + const m3dl_t *A = (const m3dl_t *)a, *B = (const m3dl_t *)b; + int c = _m3d_strcmp(A->lang, B->lang); + if (!c) c = _m3d_strcmp(A->name, B->name); + if (!c) c = _m3d_strcmp(A->text, B->text); + return c; +} +/* compare two colors by HSV value */ +_inline static int _m3d_cmapcmp(const void *a, const void *b) { + uint8_t *A = (uint8_t *)a, *B = (uint8_t *)b; + _register int m, vA, vB; + /* get HSV value for A */ + m = A[2] < A[1] ? A[2] : A[1]; + if (A[0] < m) m = A[0]; + vA = A[2] > A[1] ? A[2] : A[1]; + if (A[0] > vA) vA = A[0]; + /* get HSV value for B */ + m = B[2] < B[1] ? B[2] : B[1]; + if (B[0] < m) m = B[0]; + vB = B[2] > B[1] ? B[2] : B[1]; + if (B[0] > vB) vB = B[0]; + return vA - vB; +} + +/* create sorted list of colors */ +static uint32_t *_m3d_addcmap(uint32_t *cmap, uint32_t *numcmap, uint32_t color) { + uint32_t i; + if (cmap) { + for (i = 0; i < *numcmap; i++) + if (cmap[i] == color) return cmap; + } + cmap = (uint32_t *)M3D_REALLOC(cmap, ((*numcmap) + 1) * sizeof(uint32_t)); + for (i = 0; i < *numcmap && _m3d_cmapcmp(&color, &cmap[i]) > 0; i++) + ; + if (i < *numcmap) memmove(&cmap[i + 1], &cmap[i], ((*numcmap) - i) * sizeof(uint32_t)); + cmap[i] = color; + (*numcmap)++; + return cmap; +} + +/* look up a color and return its index */ +static uint32_t _m3d_cmapidx(uint32_t *cmap, uint32_t numcmap, uint32_t color) { + uint32_t i; + if (numcmap >= 65536) + return color; + for (i = 0; i < numcmap; i++) + if (cmap[i] == color) return i; + return 0; +} + +/* add index to output */ +static unsigned char *_m3d_addidx(unsigned char *out, char type, uint32_t idx) { + switch (type) { + case 1: *out++ = (uint8_t)(idx); break; + case 2: + *((uint16_t *)out) = (uint16_t)(idx); + out += 2; + break; + case 4: + *((uint32_t *)out) = (uint32_t)(idx); + out += 4; + break; + /* case 0: case 8: break; */ + } + return out; +} + +/* round a vertex position */ +static void _m3d_round(int quality, m3dv_t *src, m3dv_t *dst) { + _register int t; + /* copy additional attributes */ + if (src != dst) memcpy(dst, src, sizeof(m3dv_t)); + /* round according to quality */ + switch (quality) { + case M3D_EXP_INT8: + t = (int)(src->x * 127 + (src->x >= 0 ? (M3D_FLOAT)0.5 : (M3D_FLOAT)-0.5)); + dst->x = (M3D_FLOAT)t / (M3D_FLOAT)127.0; + t = (int)(src->y * 127 + (src->y >= 0 ? (M3D_FLOAT)0.5 : (M3D_FLOAT)-0.5)); + dst->y = (M3D_FLOAT)t / (M3D_FLOAT)127.0; + t = (int)(src->z * 127 + (src->z >= 0 ? (M3D_FLOAT)0.5 : (M3D_FLOAT)-0.5)); + dst->z = (M3D_FLOAT)t / (M3D_FLOAT)127.0; + t = (int)(src->w * 127 + (src->w >= 0 ? (M3D_FLOAT)0.5 : (M3D_FLOAT)-0.5)); + dst->w = (M3D_FLOAT)t / (M3D_FLOAT)127.0; + break; + case M3D_EXP_INT16: + t = (int)(src->x * 32767 + (src->x >= 0 ? (M3D_FLOAT)0.5 : (M3D_FLOAT)-0.5)); + dst->x = (M3D_FLOAT)t / (M3D_FLOAT)32767.0; + t = (int)(src->y * 32767 + (src->y >= 0 ? (M3D_FLOAT)0.5 : (M3D_FLOAT)-0.5)); + dst->y = (M3D_FLOAT)t / (M3D_FLOAT)32767.0; + t = (int)(src->z * 32767 + (src->z >= 0 ? (M3D_FLOAT)0.5 : (M3D_FLOAT)-0.5)); + dst->z = (M3D_FLOAT)t / (M3D_FLOAT)32767.0; + t = (int)(src->w * 32767 + (src->w >= 0 ? (M3D_FLOAT)0.5 : (M3D_FLOAT)-0.5)); + dst->w = (M3D_FLOAT)t / (M3D_FLOAT)32767.0; + break; + } + if (dst->x == (M3D_FLOAT)-0.0) dst->x = (M3D_FLOAT)0.0; + if (dst->y == (M3D_FLOAT)-0.0) dst->y = (M3D_FLOAT)0.0; + if (dst->z == (M3D_FLOAT)-0.0) dst->z = (M3D_FLOAT)0.0; + if (dst->w == (M3D_FLOAT)-0.0) dst->w = (M3D_FLOAT)0.0; +} + +/* add a bone to ascii output */ +static char *_m3d_prtbone(char *ptr, m3db_t *bone, M3D_INDEX numbone, M3D_INDEX parent, uint32_t level, M3D_INDEX *vrtxidx) { + uint32_t i, j; + char *sn; + + if (level > M3D_BONEMAXLEVEL || !bone) return ptr; + for (i = 0; i < numbone; i++) { + if (bone[i].parent == parent) { + for (j = 0; j < level; j++) + *ptr++ = '/'; + sn = _m3d_safestr(bone[i].name, 0); + ptr += sprintf(ptr, "%d %d %s\r\n", vrtxidx[bone[i].pos], vrtxidx[bone[i].ori], sn); + M3D_FREE(sn); + ptr = _m3d_prtbone(ptr, bone, numbone, i, level + 1, vrtxidx); + } + } + return ptr; +} + +/** + * Function to encode an in-memory model into on storage Model 3D format + */ +unsigned char *m3d_save(m3d_t *model, int quality, int flags, unsigned int *size) { + const char *ol; + char *ptr; + char vc_s, vi_s, si_s, ci_s, ti_s, bi_s, nb_s, sk_s, fc_s, hi_s, fi_s; + char *sn = NULL, *sl = NULL, *sa = NULL, *sd = NULL; + unsigned char *out = NULL, *z = NULL, weights[M3D_NUMBONE], *norm = NULL; + unsigned int i = 0, j = 0, k = 0, l = 0, n = 0, len = 0, chunklen = 0, *length = NULL; + M3D_FLOAT scale = (M3D_FLOAT)0.0, min_x, max_x, min_y, max_y, min_z, max_z; + M3D_INDEX last, *vrtxidx = NULL, *mtrlidx = NULL, *tmapidx = NULL, *skinidx = NULL; + uint32_t idx, numcmap = 0, *cmap = NULL, numvrtx = 0, maxvrtx = 0, numtmap = 0, maxtmap = 0, numproc = 0; + uint32_t numskin = 0, maxskin = 0, numstr = 0, maxt = 0, maxbone = 0, numgrp = 0, maxgrp = 0, *grpidx = NULL; + uint8_t *opa = nullptr; + m3dcd_t *cd; + m3dc_t *cmd; + m3dstr_t *str = NULL; + m3dvsave_t *vrtx = NULL, vertex; + m3dtisave_t *tmap = NULL, tcoord; + m3dssave_t *skin = NULL, sk; + m3dfsave_t *face = NULL; + m3dhdr_t *h = NULL; + m3dm_t *m; + m3da_t *a; + + if (!model) { + if (size) *size = 0; + return NULL; + } + model->errcode = M3D_SUCCESS; + if (flags & M3D_EXP_ASCII) quality = M3D_EXP_DOUBLE; + vrtxidx = (M3D_INDEX *)M3D_MALLOC(model->numvertex * sizeof(M3D_INDEX)); + if (!vrtxidx) goto memerr; + memset(vrtxidx, 255, model->numvertex * sizeof(M3D_INDEX)); + if (model->numvertex && !(flags & M3D_EXP_NONORMAL)) { + norm = (unsigned char *)M3D_MALLOC(model->numvertex * sizeof(unsigned char)); + if (!norm) goto memerr; + memset(norm, 0, model->numvertex * sizeof(unsigned char)); + } + if (model->nummaterial && !(flags & M3D_EXP_NOMATERIAL)) { + mtrlidx = (M3D_INDEX *)M3D_MALLOC(model->nummaterial * sizeof(M3D_INDEX)); + if (!mtrlidx) goto memerr; + memset(mtrlidx, 255, model->nummaterial * sizeof(M3D_INDEX)); + opa = (uint8_t *)M3D_MALLOC(model->nummaterial * 2 * sizeof(M3D_INDEX)); + if (!opa) goto memerr; + memset(opa, 255, model->nummaterial * 2 * sizeof(M3D_INDEX)); + } + if (model->numtmap && !(flags & M3D_EXP_NOTXTCRD)) { + tmapidx = (M3D_INDEX *)M3D_MALLOC(model->numtmap * sizeof(M3D_INDEX)); + if (!tmapidx) goto memerr; + memset(tmapidx, 255, model->numtmap * sizeof(M3D_INDEX)); + } + /** collect array elements that are actually referenced **/ + if (!(flags & M3D_EXP_NOFACE)) { + /* face */ + if (model->numface && model->face) { + M3D_LOG("Processing mesh face"); + face = (m3dfsave_t *)M3D_MALLOC(model->numface * sizeof(m3dfsave_t)); + if (!face) goto memerr; + for (i = 0; i < model->numface; i++) { + memcpy(&face[i].data, &model->face[i], sizeof(m3df_t)); + face[i].group = 0; + face[i].opacity = 255; + if (!(flags & M3D_EXP_NOMATERIAL) && model->face[i].materialid < model->nummaterial) { + if (model->material[model->face[i].materialid].numprop) { + mtrlidx[model->face[i].materialid] = 0; + if (opa[model->face[i].materialid * 2]) { + m = &model->material[model->face[i].materialid]; + for (j = 0; j < m->numprop; j++) + if (m->prop[j].type == m3dp_Kd) { + opa[model->face[i].materialid * 2 + 1] = ((uint8_t *)&m->prop[j].value.color)[3]; + break; + } + for (j = 0; j < m->numprop; j++) + if (m->prop[j].type == m3dp_d) { + opa[model->face[i].materialid * 2 + 1] = (uint8_t)(m->prop[j].value.fnum * 255); + break; + } + opa[model->face[i].materialid * 2] = 0; + } + face[i].opacity = opa[model->face[i].materialid * 2 + 1]; + } else + face[i].data.materialid = M3D_UNDEF; + } + for (j = 0; j < 3; j++) { + k = model->face[i].vertex[j]; + if (k < model->numvertex) + vrtxidx[k] = 0; + if (!(flags & M3D_EXP_NOCMAP)) { + cmap = _m3d_addcmap(cmap, &numcmap, model->vertex[k].color); + if (!cmap) goto memerr; + } + k = model->face[i].normal[j]; + if (k < model->numvertex && !(flags & M3D_EXP_NONORMAL)) { + vrtxidx[k] = 0; + norm[k] = 1; + } + k = model->face[i].texcoord[j]; + if (k < model->numtmap && !(flags & M3D_EXP_NOTXTCRD)) + tmapidx[k] = 0; + } + /* convert from CW to CCW */ + if (flags & M3D_EXP_IDOSUCK) { + j = face[i].data.vertex[1]; + face[i].data.vertex[1] = face[i].data.vertex[2]; + face[i].data.vertex[2] = face[i].data.vertex[1]; + j = face[i].data.normal[1]; + face[i].data.normal[1] = face[i].data.normal[2]; + face[i].data.normal[2] = face[i].data.normal[1]; + j = face[i].data.texcoord[1]; + face[i].data.texcoord[1] = face[i].data.texcoord[2]; + face[i].data.texcoord[2] = face[i].data.texcoord[1]; + } + } + } + if (model->numshape && model->shape) { + M3D_LOG("Processing shape face"); + for (i = 0; i < model->numshape; i++) { + if (!model->shape[i].numcmd) continue; + str = _m3d_addstr(str, &numstr, model->shape[i].name); + if (!str) goto memerr; + for (j = 0; j < model->shape[i].numcmd; j++) { + cmd = &model->shape[i].cmd[j]; + if (cmd->type >= (unsigned int)(sizeof(m3d_commandtypes) / sizeof(m3d_commandtypes[0])) || !cmd->arg) + continue; + if (cmd->type == m3dc_mesh) { + if (numgrp + 2 < maxgrp) { + maxgrp += 1024; + grpidx = (uint32_t *)realloc(grpidx, maxgrp * sizeof(uint32_t)); + if (!grpidx) goto memerr; + if (!numgrp) { + grpidx[0] = 0; + grpidx[1] = model->numface; + numgrp += 2; + } + } + grpidx[numgrp + 0] = cmd->arg[0]; + grpidx[numgrp + 1] = cmd->arg[0] + cmd->arg[1]; + numgrp += 2; + } + cd = &m3d_commandtypes[cmd->type]; + for (k = n = 0, l = cd->p; k < l; k++) + switch (cd->a[((k - n) % (cd->p - n)) + n]) { + case m3dcp_mi_t: + if (!(flags & M3D_EXP_NOMATERIAL) && cmd->arg[k] < model->nummaterial) + mtrlidx[cmd->arg[k]] = 0; + break; + case m3dcp_ti_t: + if (!(flags & M3D_EXP_NOTXTCRD) && cmd->arg[k] < model->numtmap) + tmapidx[cmd->arg[k]] = 0; + break; + case m3dcp_qi_t: + case m3dcp_vi_t: + if (cmd->arg[k] < model->numvertex) + vrtxidx[cmd->arg[k]] = 0; + break; + case m3dcp_va_t: + n = k + 1; + l += (cmd->arg[k] - 1) * (cd->p - k - 1); + break; + } + } + } + } + if (model->numface && face) { + if (numgrp && grpidx) { + qsort(grpidx, numgrp, sizeof(uint32_t), _m3d_grpcmp); + for (i = j = 0; i < model->numface && j < numgrp; i++) { + while (j < numgrp && grpidx[j] < i) + j++; + face[i].group = j; + } + } + qsort(face, model->numface, sizeof(m3dfsave_t), _m3d_facecmp); + } + if (grpidx) { + M3D_FREE(grpidx); + grpidx = NULL; + } + if (model->numlabel && model->label) { + M3D_LOG("Processing annotation labels"); + for (i = 0; i < model->numlabel; i++) { + str = _m3d_addstr(str, &numstr, model->label[i].name); + str = _m3d_addstr(str, &numstr, model->label[i].lang); + str = _m3d_addstr(str, &numstr, model->label[i].text); + if (!(flags & M3D_EXP_NOCMAP)) { + cmap = _m3d_addcmap(cmap, &numcmap, model->label[i].color); + if (!cmap) goto memerr; + } + if (model->label[i].vertexid < model->numvertex) + vrtxidx[model->label[i].vertexid] = 0; + } + qsort(model->label, model->numlabel, sizeof(m3dl_t), _m3d_lblcmp); + } + } else if (!(flags & M3D_EXP_NOMATERIAL)) { + /* without a face, simply add all materials, because it can be an mtllib */ + for (i = 0; i < model->nummaterial; i++) + mtrlidx[i] = i; + } + /* bind-pose skeleton */ + if (model->numbone && model->bone && !(flags & M3D_EXP_NOBONE)) { + M3D_LOG("Processing bones"); + for (i = 0; i < model->numbone; i++) { + str = _m3d_addstr(str, &numstr, model->bone[i].name); + if (!str) goto memerr; + k = model->bone[i].pos; + if (k < model->numvertex) + vrtxidx[k] = 0; + k = model->bone[i].ori; + if (k < model->numvertex) + vrtxidx[k] = 0; + } + } + /* actions, animated skeleton poses */ + if (model->numaction && model->action && !(flags & M3D_EXP_NOACTION)) { + M3D_LOG("Processing action list"); + for (j = 0; j < model->numaction; j++) { + a = &model->action[j]; + str = _m3d_addstr(str, &numstr, a->name); + if (!str) goto memerr; + if (a->numframe > 65535) a->numframe = 65535; + for (i = 0; i < a->numframe; i++) { + for (l = 0; l < a->frame[i].numtransform; l++) { + k = a->frame[i].transform[l].pos; + if (k < model->numvertex) + vrtxidx[k] = 0; + k = a->frame[i].transform[l].ori; + if (k < model->numvertex) + vrtxidx[k] = 0; + } + if (l > maxt) maxt = l; + } + } + } + /* add colors to color map and texture names to string table */ + if (!(flags & M3D_EXP_NOMATERIAL)) { + M3D_LOG("Processing materials"); + for (i = k = 0; i < model->nummaterial; i++) { + if (mtrlidx[i] == M3D_UNDEF || !model->material[i].numprop) continue; + mtrlidx[i] = k++; + m = &model->material[i]; + str = _m3d_addstr(str, &numstr, m->name); + if (!str) goto memerr; + if (m->prop) + for (j = 0; j < m->numprop; j++) { + if (!(flags & M3D_EXP_NOCMAP) && m->prop[j].type < 128) { + for (l = 0; l < sizeof(m3d_propertytypes) / sizeof(m3d_propertytypes[0]); l++) { + if (m->prop[j].type == m3d_propertytypes[l].id && m3d_propertytypes[l].format == m3dpf_color) { + ((uint8_t *)&m->prop[j].value.color)[3] = opa[i * 2 + 1]; + cmap = _m3d_addcmap(cmap, &numcmap, m->prop[j].value.color); + if (!cmap) goto memerr; + break; + } + } + } + if (m->prop[j].type >= 128 && m->prop[j].value.textureid < model->numtexture && + model->texture[m->prop[j].value.textureid].name) { + str = _m3d_addstr(str, &numstr, model->texture[m->prop[j].value.textureid].name); + if (!str) goto memerr; + } + } + } + } + /* if there's only one black color, don't store it */ + if (numcmap == 1 && cmap && !cmap[0]) numcmap = 0; + + /** compress lists **/ + if (model->numtmap && !(flags & M3D_EXP_NOTXTCRD)) { + M3D_LOG("Compressing tmap"); + tmap = (m3dtisave_t *)M3D_MALLOC(model->numtmap * sizeof(m3dtisave_t)); + if (!tmap) goto memerr; + for (i = 0; i < model->numtmap; i++) { + if (tmapidx[i] == M3D_UNDEF) continue; + switch (quality) { + case M3D_EXP_INT8: + l = (unsigned int)(model->tmap[i].u * 255); + tcoord.data.u = (M3D_FLOAT)l / (M3D_FLOAT)255.0; + l = (unsigned int)(model->tmap[i].v * 255); + tcoord.data.v = (M3D_FLOAT)l / (M3D_FLOAT)255.0; + break; + case M3D_EXP_INT16: + l = (unsigned int)(model->tmap[i].u * 65535); + tcoord.data.u = (M3D_FLOAT)l / (M3D_FLOAT)65535.0; + l = (unsigned int)(model->tmap[i].v * 65535); + tcoord.data.v = (M3D_FLOAT)l / (M3D_FLOAT)65535.0; + break; + default: + tcoord.data.u = model->tmap[i].u; + tcoord.data.v = model->tmap[i].v; + break; + } + if (flags & M3D_EXP_FLIPTXTCRD) + tcoord.data.v = (M3D_FLOAT)1.0 - tcoord.data.v; + tcoord.oldidx = i; + memcpy(&tmap[numtmap++], &tcoord, sizeof(m3dtisave_t)); + } + if (numtmap) { + qsort(tmap, numtmap, sizeof(m3dtisave_t), _m3d_ticmp); + memcpy(&tcoord.data, &tmap[0], sizeof(m3dti_t)); + for (i = 0; i < numtmap; i++) { + if (memcmp(&tcoord.data, &tmap[i].data, sizeof(m3dti_t))) { + memcpy(&tcoord.data, &tmap[i].data, sizeof(m3dti_t)); + maxtmap++; + } + tmap[i].newidx = maxtmap; + tmapidx[tmap[i].oldidx] = maxtmap; + } + maxtmap++; + } + } + if (model->numskin && model->skin && !(flags & M3D_EXP_NOBONE)) { + M3D_LOG("Compressing skin"); + skinidx = (M3D_INDEX *)M3D_MALLOC(model->numskin * sizeof(M3D_INDEX)); + if (!skinidx) goto memerr; + skin = (m3dssave_t *)M3D_MALLOC(model->numskin * sizeof(m3dssave_t)); + if (!skin) goto memerr; + memset(skinidx, 255, model->numskin * sizeof(M3D_INDEX)); + for (i = 0; i < model->numvertex; i++) { + if (vrtxidx[i] != M3D_UNDEF && model->vertex[i].skinid < model->numskin) + skinidx[model->vertex[i].skinid] = 0; + } + for (i = 0; i < model->numskin; i++) { + if (skinidx[i] == M3D_UNDEF) continue; + memset(&sk, 0, sizeof(m3dssave_t)); + for (j = 0, min_x = (M3D_FLOAT)0.0; j < M3D_NUMBONE && model->skin[i].boneid[j] != M3D_UNDEF && + model->skin[i].weight[j] > (M3D_FLOAT)0.0; + j++) { + sk.data.boneid[j] = model->skin[i].boneid[j]; + sk.data.weight[j] = model->skin[i].weight[j]; + min_x += sk.data.weight[j]; + } + if (j > maxbone) maxbone = j; + if (min_x != (M3D_FLOAT)1.0 && min_x != (M3D_FLOAT)0.0) + for (j = 0; j < M3D_NUMBONE && sk.data.weight[j] > (M3D_FLOAT)0.0; j++) + sk.data.weight[j] /= min_x; + sk.oldidx = i; + memcpy(&skin[numskin++], &sk, sizeof(m3dssave_t)); + } + if (numskin) { + qsort(skin, numskin, sizeof(m3dssave_t), _m3d_skincmp); + memcpy(&sk.data, &skin[0].data, sizeof(m3ds_t)); + for (i = 0; i < numskin; i++) { + if (memcmp(&sk.data, &skin[i].data, sizeof(m3ds_t))) { + memcpy(&sk.data, &skin[i].data, sizeof(m3ds_t)); + maxskin++; + } + skin[i].newidx = maxskin; + skinidx[skin[i].oldidx] = maxskin; + } + maxskin++; + } + } + + M3D_LOG("Compressing vertex list"); + min_x = min_y = min_z = (M3D_FLOAT)1e10; + max_x = max_y = max_z = (M3D_FLOAT)-1e10; + if (vrtxidx) { + vrtx = (m3dvsave_t *)M3D_MALLOC(model->numvertex * sizeof(m3dvsave_t)); + if (!vrtx) goto memerr; + for (i = numvrtx = 0; i < model->numvertex; i++) { + if (vrtxidx[i] == M3D_UNDEF) continue; + _m3d_round(quality, &model->vertex[i], &vertex.data); + vertex.norm = norm ? norm[i] : 0; + if (vertex.data.skinid != M3D_INDEXMAX && !vertex.norm) { + vertex.data.skinid = vertex.data.skinid != M3D_UNDEF && skinidx ? skinidx[vertex.data.skinid] : M3D_UNDEF; + if (vertex.data.x > max_x) max_x = vertex.data.x; + if (vertex.data.x < min_x) min_x = vertex.data.x; + if (vertex.data.y > max_y) max_y = vertex.data.y; + if (vertex.data.y < min_y) min_y = vertex.data.y; + if (vertex.data.z > max_z) max_z = vertex.data.z; + if (vertex.data.z < min_z) min_z = vertex.data.z; + } +#ifdef M3D_VERTEXTYPE + vertex.data.type = 0; +#endif + vertex.oldidx = i; + memcpy(&vrtx[numvrtx++], &vertex, sizeof(m3dvsave_t)); + } + if (numvrtx) { + qsort(vrtx, numvrtx, sizeof(m3dvsave_t), _m3d_vrtxcmp); + memcpy(&vertex.data, &vrtx[0].data, sizeof(m3dv_t)); + for (i = 0; i < numvrtx; i++) { + if (memcmp(&vertex.data, &vrtx[i].data, vrtx[i].norm ? 3 * sizeof(M3D_FLOAT) : sizeof(m3dv_t))) { + memcpy(&vertex.data, &vrtx[i].data, sizeof(m3dv_t)); + maxvrtx++; + } + vrtx[i].newidx = maxvrtx; + vrtxidx[vrtx[i].oldidx] = maxvrtx; + } + maxvrtx++; + } + } + if (skinidx) { + M3D_FREE(skinidx); + skinidx = NULL; + } + if (norm) { + M3D_FREE(norm); + norm = NULL; + } + + /* normalize to bounding cube */ + if (numvrtx && !(flags & M3D_EXP_NORECALC)) { + M3D_LOG("Normalizing coordinates"); + if (min_x < (M3D_FLOAT)0.0) min_x = -min_x; + if (max_x < (M3D_FLOAT)0.0) max_x = -max_x; + if (min_y < (M3D_FLOAT)0.0) min_y = -min_y; + if (max_y < (M3D_FLOAT)0.0) max_y = -max_y; + if (min_z < (M3D_FLOAT)0.0) min_z = -min_z; + if (max_z < (M3D_FLOAT)0.0) max_z = -max_z; + scale = min_x; + if (max_x > scale) scale = max_x; + if (min_y > scale) scale = min_y; + if (max_y > scale) scale = max_y; + if (min_z > scale) scale = min_z; + if (max_z > scale) scale = max_z; + if (scale == (M3D_FLOAT)0.0) scale = (M3D_FLOAT)1.0; + if (scale != (M3D_FLOAT)1.0) { + for (i = 0; i < numvrtx; i++) { + if (vrtx[i].data.skinid == M3D_INDEXMAX) continue; + vrtx[i].data.x /= scale; + vrtx[i].data.y /= scale; + vrtx[i].data.z /= scale; + } + } + } + if (model->scale > (M3D_FLOAT)0.0) scale = model->scale; + if (scale <= (M3D_FLOAT)0.0) scale = (M3D_FLOAT)1.0; + + /* meta info */ + sn = _m3d_safestr(model->name && *model->name ? model->name : (char *)"(noname)", 2); + sl = _m3d_safestr(model->license ? model->license : (char *)"MIT", 2); + sa = _m3d_safestr(model->author ? model->author : getenv("LOGNAME"), 2); + if (!sn || !sl || !sa) { + memerr: + if (vrtxidx) M3D_FREE(vrtxidx); + if (mtrlidx) M3D_FREE(mtrlidx); + if (tmapidx) M3D_FREE(tmapidx); + if (skinidx) M3D_FREE(skinidx); + if (grpidx) M3D_FREE(grpidx); + if (norm) M3D_FREE(norm); + if (face) M3D_FREE(face); + if (cmap) M3D_FREE(cmap); + if (tmap) M3D_FREE(tmap); + if (skin) M3D_FREE(skin); + if (str) M3D_FREE(str); + if (vrtx) M3D_FREE(vrtx); + if (sn) M3D_FREE(sn); + if (sl) M3D_FREE(sl); + if (sa) M3D_FREE(sa); + if (sd) M3D_FREE(sd); + if (out) M3D_FREE(out); + if (h) M3D_FREE(h); + M3D_LOG("Out of memory"); + model->errcode = M3D_ERR_ALLOC; + return NULL; + } + + M3D_LOG("Serializing model"); + if (flags & M3D_EXP_ASCII) { + /* use CRLF to make model creators on Win happy... */ + sd = _m3d_safestr(model->desc, 1); + if (!sd) goto memerr; + ol = setlocale(LC_NUMERIC, NULL); + setlocale(LC_NUMERIC, "C"); + /* header */ + len = 64 + (unsigned int)(strlen(sn) + strlen(sl) + strlen(sa) + strlen(sd)); + out = (unsigned char *)M3D_MALLOC(len); + if (!out) { + setlocale(LC_NUMERIC, ol); + goto memerr; + } + ptr = (char *)out; + ptr += sprintf(ptr, "3dmodel %g\r\n%s\r\n%s\r\n%s\r\n%s\r\n\r\n", scale, + sn, sl, sa, sd); + M3D_FREE(sl); + M3D_FREE(sa); + M3D_FREE(sd); + sl = sa = sd = NULL; + /* preview chunk */ + if (model->preview.data && model->preview.length) { + sl = _m3d_safestr(sn, 0); + if (sl) { + ptr -= (uintptr_t)out; + len = (unsigned int)((uintptr_t)ptr + (uintptr_t)20); + out = (unsigned char *)M3D_REALLOC(out, len); + ptr += (uintptr_t)out; + if (!out) { + setlocale(LC_NUMERIC, ol); + goto memerr; + } + ptr += sprintf(ptr, "Preview\r\n%s.png\r\n\r\n", sl); + M3D_FREE(sl); + sl = NULL; + } + } + M3D_FREE(sn); + sn = NULL; + /* texture map */ + if (numtmap && tmap && !(flags & M3D_EXP_NOTXTCRD) && !(flags & M3D_EXP_NOFACE)) { + ptr -= (uintptr_t)out; + len = (unsigned int)((uintptr_t)ptr + (uintptr_t)(maxtmap * 32) + (uintptr_t)12); + out = (unsigned char *)M3D_REALLOC(out, len); + ptr += (uintptr_t)out; + if (!out) { + setlocale(LC_NUMERIC, ol); + goto memerr; + } + ptr += sprintf(ptr, "Textmap\r\n"); + last = M3D_UNDEF; + for (i = 0; i < numtmap; i++) { + if (tmap[i].newidx == last) continue; + last = tmap[i].newidx; + ptr += sprintf(ptr, "%g %g\r\n", tmap[i].data.u, tmap[i].data.v); + } + ptr += sprintf(ptr, "\r\n"); + } + /* vertex chunk */ + if (numvrtx && vrtx && !(flags & M3D_EXP_NOFACE)) { + ptr -= (uintptr_t)out; + len = (unsigned int)((uintptr_t)ptr + (uintptr_t)(maxvrtx * 128) + (uintptr_t)10); + out = (unsigned char *)M3D_REALLOC(out, len); + ptr += (uintptr_t)out; + if (!out) { + setlocale(LC_NUMERIC, ol); + goto memerr; + } + ptr += sprintf(ptr, "Vertex\r\n"); + last = M3D_UNDEF; + for (i = 0; i < numvrtx; i++) { + if (vrtx[i].newidx == last) continue; + last = vrtx[i].newidx; + ptr += sprintf(ptr, "%g %g %g %g", vrtx[i].data.x, vrtx[i].data.y, vrtx[i].data.z, vrtx[i].data.w); + if (!(flags & M3D_EXP_NOCMAP) && vrtx[i].data.color) + ptr += sprintf(ptr, " #%08x", vrtx[i].data.color); + if (!(flags & M3D_EXP_NOBONE) && model->numbone && maxskin && vrtx[i].data.skinid < M3D_INDEXMAX) { + if (skin[vrtx[i].data.skinid].data.weight[0] == (M3D_FLOAT)1.0) + ptr += sprintf(ptr, " %d", skin[vrtx[i].data.skinid].data.boneid[0]); + else + for (j = 0; j < M3D_NUMBONE && skin[vrtx[i].data.skinid].data.boneid[j] != M3D_UNDEF && + skin[vrtx[i].data.skinid].data.weight[j] > (M3D_FLOAT)0.0; + j++) + ptr += sprintf(ptr, " %d:%g", skin[vrtx[i].data.skinid].data.boneid[j], + skin[vrtx[i].data.skinid].data.weight[j]); + } + ptr += sprintf(ptr, "\r\n"); + } + ptr += sprintf(ptr, "\r\n"); + } + /* bones chunk */ + if (model->numbone && model->bone && !(flags & M3D_EXP_NOBONE)) { + ptr -= (uintptr_t)out; + len = (unsigned int)((uintptr_t)ptr + (uintptr_t)9); + for (i = 0; i < model->numbone; i++) { + len += (unsigned int)strlen(model->bone[i].name) + 128; + } + out = (unsigned char *)M3D_REALLOC(out, len); + ptr += (uintptr_t)out; + if (!out) { + setlocale(LC_NUMERIC, ol); + goto memerr; + } + ptr += sprintf(ptr, "Bones\r\n"); + ptr = _m3d_prtbone(ptr, model->bone, model->numbone, M3D_UNDEF, 0, vrtxidx); + ptr += sprintf(ptr, "\r\n"); + } + /* materials */ + if (model->nummaterial && !(flags & M3D_EXP_NOMATERIAL)) { + for (j = 0; j < model->nummaterial; j++) { + if (mtrlidx[j] == M3D_UNDEF || !model->material[j].numprop || !model->material[j].prop) continue; + m = &model->material[j]; + sn = _m3d_safestr(m->name, 0); + if (!sn) { + setlocale(LC_NUMERIC, ol); + goto memerr; + } + ptr -= (uintptr_t)out; + len = (unsigned int)((uintptr_t)ptr + (uintptr_t)strlen(sn) + (uintptr_t)12); + for (i = 0; i < m->numprop; i++) { + if (m->prop[i].type < 128) + len += 32; + else if (m->prop[i].value.textureid < model->numtexture && model->texture[m->prop[i].value.textureid].name) + len += (unsigned int)strlen(model->texture[m->prop[i].value.textureid].name) + 16; + } + out = (unsigned char *)M3D_REALLOC(out, len); + ptr += (uintptr_t)out; + if (!out) { + setlocale(LC_NUMERIC, ol); + goto memerr; + } + ptr += sprintf(ptr, "Material %s\r\n", sn); + M3D_FREE(sn); + sn = NULL; + for (i = 0; i < m->numprop; i++) { + k = 256; + if (m->prop[i].type >= 128) { + for (l = 0; l < sizeof(m3d_propertytypes) / sizeof(m3d_propertytypes[0]); l++) + if (m->prop[i].type == m3d_propertytypes[l].id) { + sn = m3d_propertytypes[l].key; + break; + } + if (!sn) + for (l = 0; l < sizeof(m3d_propertytypes) / sizeof(m3d_propertytypes[0]); l++) + if (m->prop[i].type - 128 == m3d_propertytypes[l].id) { + sn = m3d_propertytypes[l].key; + break; + } + k = sn ? m3dpf_map : 256; + } else { + for (l = 0; l < sizeof(m3d_propertytypes) / sizeof(m3d_propertytypes[0]); l++) + if (m->prop[i].type == m3d_propertytypes[l].id) { + sn = m3d_propertytypes[l].key; + k = m3d_propertytypes[l].format; + break; + } + } + switch (k) { + case m3dpf_color: ptr += sprintf(ptr, "%s #%08x\r\n", sn, m->prop[i].value.color); break; + case m3dpf_uint8: + case m3dpf_uint16: + case m3dpf_uint32: ptr += sprintf(ptr, "%s %d\r\n", sn, m->prop[i].value.num); break; + case m3dpf_float: ptr += sprintf(ptr, "%s %g\r\n", sn, m->prop[i].value.fnum); break; + case m3dpf_map: + if (m->prop[i].value.textureid < model->numtexture && + model->texture[m->prop[i].value.textureid].name) { + sl = _m3d_safestr(model->texture[m->prop[i].value.textureid].name, 0); + if (!sl) { + setlocale(LC_NUMERIC, ol); + goto memerr; + } + if (*sl) + ptr += sprintf(ptr, "map_%s %s\r\n", sn, sl); + M3D_FREE(sn); + M3D_FREE(sl); + sl = NULL; + } + break; + } + sn = NULL; + } + ptr += sprintf(ptr, "\r\n"); + } + } + /* procedural face */ + if (model->numinlined && model->inlined && !(flags & M3D_EXP_NOFACE)) { + /* all inlined assets which are not textures should be procedural surfaces */ + for (j = 0; j < model->numinlined; j++) { + if (!model->inlined[j].name || !*model->inlined[j].name || !model->inlined[j].length || !model->inlined[j].data || + (model->inlined[j].data[1] == 'P' && model->inlined[j].data[2] == 'N' && model->inlined[j].data[3] == 'G')) + continue; + for (i = k = 0; i < model->numtexture; i++) { + if (!strcmp(model->inlined[j].name, model->texture[i].name)) { + k = 1; + break; + } + } + if (k) continue; + sn = _m3d_safestr(model->inlined[j].name, 0); + if (!sn) { + setlocale(LC_NUMERIC, ol); + goto memerr; + } + ptr -= (uintptr_t)out; + len = (unsigned int)((uintptr_t)ptr + (uintptr_t)strlen(sn) + (uintptr_t)18); + out = (unsigned char *)M3D_REALLOC(out, len); + ptr += (uintptr_t)out; + if (!out) { + setlocale(LC_NUMERIC, ol); + goto memerr; + } + ptr += sprintf(ptr, "Procedural\r\n%s\r\n\r\n", sn); + M3D_FREE(sn); + sn = NULL; + } + } + /* mesh face */ + if (model->numface && face && !(flags & M3D_EXP_NOFACE)) { + ptr -= (uintptr_t)out; + len = (unsigned int)((uintptr_t)ptr + (uintptr_t)(model->numface * 128) + (uintptr_t)6); + last = M3D_UNDEF; + if (!(flags & M3D_EXP_NOMATERIAL)) + for (i = 0; i < model->numface; i++) { + j = face[i].data.materialid < model->nummaterial ? face[i].data.materialid : M3D_UNDEF; + if (j != last) { + last = j; + if (last < model->nummaterial) + len += (unsigned int)strlen(model->material[last].name); + len += 6; + } + } + out = (unsigned char *)M3D_REALLOC(out, len); + ptr += (uintptr_t)out; + if (!out) { + setlocale(LC_NUMERIC, ol); + goto memerr; + } + ptr += sprintf(ptr, "Mesh\r\n"); + last = M3D_UNDEF; + for (i = 0; i < model->numface; i++) { + j = face[i].data.materialid < model->nummaterial ? face[i].data.materialid : M3D_UNDEF; + if (!(flags & M3D_EXP_NOMATERIAL) && j != last) { + last = j; + if (last < model->nummaterial) { + sn = _m3d_safestr(model->material[last].name, 0); + if (!sn) { + setlocale(LC_NUMERIC, ol); + goto memerr; + } + ptr += sprintf(ptr, "use %s\r\n", sn); + M3D_FREE(sn); + sn = NULL; + } else + ptr += sprintf(ptr, "use\r\n"); + } + /* hardcoded triangles. Should be repeated as many times as the number of edges in polygon */ + for (j = 0; j < 3; j++) { + ptr += sprintf(ptr, "%s%d", j ? " " : "", vrtxidx[face[i].data.vertex[j]]); + k = M3D_NOTDEFINED; + if (!(flags & M3D_EXP_NOTXTCRD) && (face[i].data.texcoord[j] != M3D_UNDEF) && + (tmapidx[face[i].data.texcoord[j]] != M3D_UNDEF)) { + k = tmapidx[face[i].data.texcoord[j]]; + ptr += sprintf(ptr, "/%d", k); + } + if (!(flags & M3D_EXP_NONORMAL) && (face[i].data.normal[j] != M3D_UNDEF)) + ptr += sprintf(ptr, "%s/%d", k == M3D_NOTDEFINED ? "/" : "", vrtxidx[face[i].data.normal[j]]); + } + ptr += sprintf(ptr, "\r\n"); + } + ptr += sprintf(ptr, "\r\n"); + } + /* mathematical shapes face */ + if (model->numshape && (!(flags & M3D_EXP_NOFACE))) { + for (j = 0; j < model->numshape; j++) { + sn = _m3d_safestr(model->shape[j].name, 0); + if (!sn) { + setlocale(LC_NUMERIC, ol); + goto memerr; + } + ptr -= (uintptr_t)out; + len = (unsigned int)((uintptr_t)ptr + (uintptr_t)strlen(sn) + (uintptr_t)33); + out = (unsigned char *)M3D_REALLOC(out, len); + ptr += (uintptr_t)out; + if (!out) { + setlocale(LC_NUMERIC, ol); + goto memerr; + } + ptr += sprintf(ptr, "Shape %s\r\n", sn); + M3D_FREE(sn); + sn = NULL; + if (model->shape[j].group != M3D_UNDEF && !(flags & M3D_EXP_NOBONE)) + ptr += sprintf(ptr, "group %d\r\n", model->shape[j].group); + for (i = 0; i < model->shape[j].numcmd; i++) { + cmd = &model->shape[j].cmd[i]; + if (cmd->type >= (unsigned int)(sizeof(m3d_commandtypes) / sizeof(m3d_commandtypes[0])) || !cmd->arg) + continue; + cd = &m3d_commandtypes[cmd->type]; + ptr -= (uintptr_t)out; + len = (unsigned int)((uintptr_t)ptr + (uintptr_t)strlen(cd->key) + (uintptr_t)3); + for (k = 0; k < cd->p; k++) + switch (cd->a[k]) { + case m3dcp_mi_t: + if (cmd->arg[k] != M3D_NOTDEFINED) { + len += (unsigned int)strlen(model->material[cmd->arg[k]].name) + 1; + } + break; + case m3dcp_va_t: + len += cmd->arg[k] * (cd->p - k - 1) * 16; + k = cd->p; + break; + default: len += 16; break; + } + out = (unsigned char *)M3D_REALLOC(out, len); + ptr += (uintptr_t)out; + if (!out) { + setlocale(LC_NUMERIC, ol); + goto memerr; + } + ptr += sprintf(ptr, "%s", cd->key); + for (k = n = 0, l = cd->p; k < l; k++) { + switch (cd->a[((k - n) % (cd->p - n)) + n]) { + case m3dcp_mi_t: + if (cmd->arg[k] != M3D_NOTDEFINED) { + sn = _m3d_safestr(model->material[cmd->arg[k]].name, 0); + if (!sn) { + setlocale(LC_NUMERIC, ol); + goto memerr; + } + ptr += sprintf(ptr, " %s", sn); + M3D_FREE(sn); + sn = NULL; + } + break; + case m3dcp_vc_t: ptr += sprintf(ptr, " %g", *((float *)&cmd->arg[k])); break; + case m3dcp_va_t: + ptr += sprintf(ptr, " %d[", cmd->arg[k]); + n = k + 1; + l += (cmd->arg[k] - 1) * (cd->p - k - 1); + break; + default: ptr += sprintf(ptr, " %d", cmd->arg[k]); break; + } + } + ptr += sprintf(ptr, "%s\r\n", l > cd->p ? " ]" : ""); + } + ptr += sprintf(ptr, "\r\n"); + } + } + /* annotation labels */ + if (model->numlabel && model->label && !(flags & M3D_EXP_NOFACE)) { + for (i = 0, j = 3, length = NULL; i < model->numlabel; i++) { + if (model->label[i].name) j += (unsigned int)strlen(model->label[i].name); + if (model->label[i].lang) j += (unsigned int)strlen(model->label[i].lang); + if (model->label[i].text) j += (unsigned int)strlen(model->label[i].text); + j += 40; + } + ptr -= (uintptr_t)out; + len = (unsigned int)((uintptr_t)ptr + (uintptr_t)j); + out = (unsigned char *)M3D_REALLOC(out, len); + ptr += (uintptr_t)out; + if (!out) { + setlocale(LC_NUMERIC, ol); + goto memerr; + } + for (i = 0; i < model->numlabel; i++) { + if (!i || _m3d_strcmp(sl, model->label[i].lang) || _m3d_strcmp(sn, model->label[i].name)) { + sl = model->label[i].lang; + sn = model->label[i].name; + sd = _m3d_safestr(sn, 0); + if (!sd) { + setlocale(LC_NUMERIC, ol); + sn = sl = NULL; + goto memerr; + } + if (i) ptr += sprintf(ptr, "\r\n"); + ptr += sprintf(ptr, "Labels %s\r\n", sd); + M3D_FREE(sd); + sd = NULL; + if (model->label[i].color) + ptr += sprintf(ptr, "color #0x%08x\r\n", model->label[i].color); + if (sl && *sl) { + sd = _m3d_safestr(sl, 0); + if (!sd) { + setlocale(LC_NUMERIC, ol); + sn = sl = NULL; + goto memerr; + } + ptr += sprintf(ptr, "lang %s\r\n", sd); + M3D_FREE(sd); + sd = NULL; + } + } + sd = _m3d_safestr(model->label[i].text, 2); + if (!sd) { + setlocale(LC_NUMERIC, ol); + sn = sl = NULL; + goto memerr; + } + ptr += sprintf(ptr, "%d %s\r\n", model->label[i].vertexid, sd); + M3D_FREE(sd); + sd = NULL; + } + ptr += sprintf(ptr, "\r\n"); + sn = sl = NULL; + } + /* actions */ + if (model->numaction && model->action && !(flags & M3D_EXP_NOACTION)) { + for (j = 0; j < model->numaction; j++) { + a = &model->action[j]; + sn = _m3d_safestr(a->name, 0); + if (!sn) { + setlocale(LC_NUMERIC, ol); + goto memerr; + } + ptr -= (uintptr_t)out; + len = (unsigned int)((uintptr_t)ptr + (uintptr_t)strlen(sn) + (uintptr_t)48); + for (i = 0; i < a->numframe; i++) + len += a->frame[i].numtransform * 128 + 8; + out = (unsigned char *)M3D_REALLOC(out, len); + ptr += (uintptr_t)out; + if (!out) { + setlocale(LC_NUMERIC, ol); + goto memerr; + } + ptr += sprintf(ptr, "Action %d %s\r\n", a->durationmsec, sn); + M3D_FREE(sn); + sn = NULL; + for (i = 0; i < a->numframe; i++) { + ptr += sprintf(ptr, "frame %d\r\n", a->frame[i].msec); + for (k = 0; k < a->frame[i].numtransform; k++) { + ptr += sprintf(ptr, "%d %d %d\r\n", a->frame[i].transform[k].boneid, + vrtxidx[a->frame[i].transform[k].pos], vrtxidx[a->frame[i].transform[k].ori]); + } + } + ptr += sprintf(ptr, "\r\n"); + } + } + /* inlined assets */ + if (model->numinlined && model->inlined) { + for (i = j = 0; i < model->numinlined; i++) + if (model->inlined[i].name) + j += (unsigned int)strlen(model->inlined[i].name) + 6; + if (j > 0) { + ptr -= (uintptr_t)out; + len = (unsigned int)((uintptr_t)ptr + (uintptr_t)j + (uintptr_t)16); + out = (unsigned char *)M3D_REALLOC(out, len); + ptr += (uintptr_t)out; + if (!out) { + setlocale(LC_NUMERIC, ol); + goto memerr; + } + ptr += sprintf(ptr, "Assets\r\n"); + for (i = 0; i < model->numinlined; i++) + if (model->inlined[i].name) + ptr += sprintf(ptr, "%s%s\r\n", model->inlined[i].name, strrchr(model->inlined[i].name, '.') ? "" : ".png"); + ptr += sprintf(ptr, "\r\n"); + } + } + /* extra info */ + if (model->numextra && (flags & M3D_EXP_EXTRA)) { + for (i = 0; i < model->numextra; i++) { + if (model->extra[i]->length < 9) continue; + ptr -= (uintptr_t)out; + len = (unsigned int)((uintptr_t)ptr + (uintptr_t)17 + (uintptr_t)(model->extra[i]->length * 3)); + out = (unsigned char *)M3D_REALLOC(out, len); + ptr += (uintptr_t)out; + if (!out) { + setlocale(LC_NUMERIC, ol); + goto memerr; + } + ptr += sprintf(ptr, "Extra %c%c%c%c\r\n", + model->extra[i]->magic[0] > ' ' ? model->extra[i]->magic[0] : '_', + model->extra[i]->magic[1] > ' ' ? model->extra[i]->magic[1] : '_', + model->extra[i]->magic[2] > ' ' ? model->extra[i]->magic[2] : '_', + model->extra[i]->magic[3] > ' ' ? model->extra[i]->magic[3] : '_'); + for (j = 0; j < model->extra[i]->length; j++) + ptr += sprintf(ptr, "%02x ", *((unsigned char *)model->extra + sizeof(m3dchunk_t) + j)); + ptr--; + ptr += sprintf(ptr, "\r\n\r\n"); + } + } + setlocale(LC_NUMERIC, ol); + len = (unsigned int)((uintptr_t)ptr - (uintptr_t)out); + out = (unsigned char *)M3D_REALLOC(out, len + 1); + if (!out) goto memerr; + out[len] = 0; + } else + { + /* strictly only use LF (newline) in binary */ + sd = _m3d_safestr(model->desc, 3); + if (!sd) goto memerr; + /* header */ + h = (m3dhdr_t *)M3D_MALLOC(sizeof(m3dhdr_t) + strlen(sn) + strlen(sl) + strlen(sa) + strlen(sd) + 4); + if (!h) goto memerr; + memcpy((uint8_t *)h, "HEAD", 4); + h->length = sizeof(m3dhdr_t); + h->scale = scale; + i = (unsigned int)strlen(sn); + memcpy((uint8_t *)h + h->length, sn, i + 1); + h->length += i + 1; + M3D_FREE(sn); + i = (unsigned int)strlen(sl); + memcpy((uint8_t *)h + h->length, sl, i + 1); + h->length += i + 1; + M3D_FREE(sl); + i = (unsigned int)strlen(sa); + memcpy((uint8_t *)h + h->length, sa, i + 1); + h->length += i + 1; + M3D_FREE(sa); + i = (unsigned int)strlen(sd); + memcpy((uint8_t *)h + h->length, sd, i + 1); + h->length += i + 1; + M3D_FREE(sd); + sn = sl = sa = sd = NULL; + if (model->inlined) + for (i = 0; i < model->numinlined; i++) { + if (model->inlined[i].name && *model->inlined[i].name && model->inlined[i].length > 0) { + str = _m3d_addstr(str, &numstr, model->inlined[i].name); + if (!str) goto memerr; + } + } + if (str) + for (i = 0; i < numstr; i++) { + h = _m3d_addhdr(h, &str[i]); + if (!h) goto memerr; + } + vc_s = quality == M3D_EXP_INT8 ? 1 : (quality == M3D_EXP_INT16 ? 2 : (quality == M3D_EXP_DOUBLE ? 8 : 4)); + vi_s = maxvrtx < 254 ? 1 : (maxvrtx < 65534 ? 2 : 4); + si_s = h->length - 16 < 254 ? 1 : (h->length - 16 < 65534 ? 2 : 4); + ci_s = !numcmap || !cmap ? 0 : (numcmap < 254 ? 1 : (numcmap < 65534 ? 2 : 4)); + ti_s = !maxtmap || !tmap ? 0 : (maxtmap < 254 ? 1 : (maxtmap < 65534 ? 2 : 4)); + bi_s = !model->numbone || !model->bone || (flags & M3D_EXP_NOBONE) ? 0 : (model->numbone < 254 ? 1 : (model->numbone < 65534 ? 2 : 4)); + nb_s = maxbone < 2 ? 1 : (maxbone == 2 ? 2 : (maxbone <= 4 ? 4 : 8)); + sk_s = !bi_s || !maxskin || !skin ? 0 : (maxskin < 254 ? 1 : (maxskin < 65534 ? 2 : 4)); + fc_s = maxt < 254 ? 1 : (maxt < 65534 ? 2 : 4); + hi_s = !model->numshape || !model->shape || (flags & M3D_EXP_NOFACE) ? 0 : (model->numshape < 254 ? 1 : (model->numshape < 65534 ? 2 : 4)); + fi_s = !model->numface || !model->face || (flags & M3D_EXP_NOFACE) ? 0 : (model->numface < 254 ? 1 : (model->numface < 65534 ? 2 : 4)); + h->types = (vc_s == 8 ? (3 << 0) : (vc_s == 2 ? (1 << 0) : (vc_s == 1 ? (0 << 0) : (2 << 0)))) | + (vi_s == 2 ? (1 << 2) : (vi_s == 1 ? (0 << 2) : (2 << 2))) | + (si_s == 2 ? (1 << 4) : (si_s == 1 ? (0 << 4) : (2 << 4))) | + (ci_s == 2 ? (1 << 6) : (ci_s == 1 ? (0 << 6) : (ci_s == 4 ? (2 << 6) : (3 << 6)))) | + (ti_s == 2 ? (1 << 8) : (ti_s == 1 ? (0 << 8) : (ti_s == 4 ? (2 << 8) : (3 << 8)))) | + (bi_s == 2 ? (1 << 10) : (bi_s == 1 ? (0 << 10) : (bi_s == 4 ? (2 << 10) : (3 << 10)))) | + (nb_s == 2 ? (1 << 12) : (nb_s == 1 ? (0 << 12) : (2 << 12))) | + (sk_s == 2 ? (1 << 14) : (sk_s == 1 ? (0 << 14) : (sk_s == 4 ? (2 << 14) : (3 << 14)))) | + (fc_s == 2 ? (1 << 16) : (fc_s == 1 ? (0 << 16) : (2 << 16))) | + (hi_s == 2 ? (1 << 18) : (hi_s == 1 ? (0 << 18) : (hi_s == 4 ? (2 << 18) : (3 << 18)))) | + (fi_s == 2 ? (1 << 20) : (fi_s == 1 ? (0 << 20) : (fi_s == 4 ? (2 << 20) : (3 << 20)))); + len = h->length; + /* preview image chunk, must be the first if exists */ + if (model->preview.data && model->preview.length) { + chunklen = 8 + model->preview.length; + h = (m3dhdr_t *)M3D_REALLOC(h, len + chunklen); + if (!h) goto memerr; + memcpy((uint8_t *)h + len, "PRVW", 4); + *((uint32_t *)((uint8_t *)h + len + 4)) = chunklen; + memcpy((uint8_t *)h + len + 8, model->preview.data, model->preview.length); + len += chunklen; + } + /* color map */ + if (numcmap && cmap && ci_s < 4 && !(flags & M3D_EXP_NOCMAP)) { + chunklen = 8 + numcmap * sizeof(uint32_t); + h = (m3dhdr_t *)M3D_REALLOC(h, len + chunklen); + if (!h) goto memerr; + memcpy((uint8_t *)h + len, "CMAP", 4); + *((uint32_t *)((uint8_t *)h + len + 4)) = chunklen; + memcpy((uint8_t *)h + len + 8, cmap, chunklen - 8); + len += chunklen; + } else + numcmap = 0; + /* texture map */ + if (numtmap && tmap && !(flags & M3D_EXP_NOTXTCRD) && !(flags & M3D_EXP_NOFACE)) { + chunklen = 8 + maxtmap * vc_s * 2; + h = (m3dhdr_t *)M3D_REALLOC(h, len + chunklen); + if (!h) goto memerr; + memcpy((uint8_t *)h + len, "TMAP", 4); + length = (uint32_t *)((uint8_t *)h + len + 4); + out = (uint8_t *)h + len + 8; + last = M3D_UNDEF; + for (i = 0; i < numtmap; i++) { + if (tmap[i].newidx == last) continue; + last = tmap[i].newidx; + switch (vc_s) { + case 1: + *out++ = (uint8_t)(tmap[i].data.u * 255); + *out++ = (uint8_t)(tmap[i].data.v * 255); + break; + case 2: + *((uint16_t *)out) = (uint16_t)(tmap[i].data.u * 65535); + out += 2; + *((uint16_t *)out) = (uint16_t)(tmap[i].data.v * 65535); + out += 2; + break; + case 4: + *((float *)out) = tmap[i].data.u; + out += 4; + *((float *)out) = tmap[i].data.v; + out += 4; + break; + case 8: + *((double *)out) = tmap[i].data.u; + out += 8; + *((double *)out) = tmap[i].data.v; + out += 8; + break; + } + } + *length = (uint32_t)((uintptr_t)out - (uintptr_t)((uint8_t *)h + len)); + out = NULL; + len += *length; + } + /* vertex */ + if (numvrtx && vrtx) { + chunklen = 8 + maxvrtx * (ci_s + sk_s + 4 * vc_s); + h = (m3dhdr_t *)M3D_REALLOC(h, len + chunklen); + if (!h) goto memerr; + memcpy((uint8_t *)h + len, "VRTS", 4); + length = (uint32_t *)((uint8_t *)h + len + 4); + out = (uint8_t *)h + len + 8; + last = M3D_UNDEF; + for (i = 0; i < numvrtx; i++) { + if (vrtx[i].newidx == last) continue; + last = vrtx[i].newidx; + switch (vc_s) { + case 1: + *out++ = (int8_t)(vrtx[i].data.x * 127); + *out++ = (int8_t)(vrtx[i].data.y * 127); + *out++ = (int8_t)(vrtx[i].data.z * 127); + *out++ = (int8_t)(vrtx[i].data.w * 127); + break; + case 2: + *((int16_t *)out) = (int16_t)(vrtx[i].data.x * 32767); + out += 2; + *((int16_t *)out) = (int16_t)(vrtx[i].data.y * 32767); + out += 2; + *((int16_t *)out) = (int16_t)(vrtx[i].data.z * 32767); + out += 2; + *((int16_t *)out) = (int16_t)(vrtx[i].data.w * 32767); + out += 2; + break; + case 4: + memcpy(out, &vrtx[i].data.x, sizeof(float)); + out += 4; + memcpy(out, &vrtx[i].data.y, sizeof(float)); + out += 4; + memcpy(out, &vrtx[i].data.z, sizeof(float)); + out += 4; + memcpy(out, &vrtx[i].data.w, sizeof(float)); + out += 4; + break; + case 8: + *((double *)out) = vrtx[i].data.x; + out += 8; + *((double *)out) = vrtx[i].data.y; + out += 8; + *((double *)out) = vrtx[i].data.z; + out += 8; + *((double *)out) = vrtx[i].data.w; + out += 8; + break; + } + idx = _m3d_cmapidx(cmap, numcmap, vrtx[i].data.color); + switch (ci_s) { + case 1: *out++ = (uint8_t)(idx); break; + case 2: + *((uint16_t *)out) = (uint16_t)(idx); + out += 2; + break; + case 4: + *((uint32_t *)out) = vrtx[i].data.color; + out += 4; + break; + } + out = _m3d_addidx(out, sk_s, vrtx[i].data.skinid); + } + uint32_t v = (uint32_t)((uintptr_t)out - (uintptr_t)((uint8_t *)h + len)); + memcpy(length, &v, sizeof(uint32_t)); + //*length = (uint32_t)((uintptr_t)out - (uintptr_t)((uint8_t *)h + len)); + out = NULL; + len += v; + } + /* bones chunk */ + if (model->numbone && model->bone && !(flags & M3D_EXP_NOBONE)) { + i = 8 + bi_s + sk_s + model->numbone * (bi_s + si_s + 2 * vi_s); + chunklen = i + numskin * nb_s * (bi_s + 1); + h = (m3dhdr_t *)M3D_REALLOC(h, len + chunklen); + if (!h) goto memerr; + memcpy((uint8_t *)h + len, "BONE", 4); + length = (uint32_t *)((uint8_t *)h + len + 4); + out = (uint8_t *)h + len + 8; + out = _m3d_addidx(out, bi_s, model->numbone); + out = _m3d_addidx(out, sk_s, maxskin); + for (i = 0; i < model->numbone; i++) { + out = _m3d_addidx(out, bi_s, model->bone[i].parent); + out = _m3d_addidx(out, si_s, _m3d_stridx(str, numstr, model->bone[i].name)); + out = _m3d_addidx(out, vi_s, vrtxidx[model->bone[i].pos]); + out = _m3d_addidx(out, vi_s, vrtxidx[model->bone[i].ori]); + } + if (numskin && skin && sk_s) { + last = M3D_UNDEF; + for (i = 0; i < numskin; i++) { + if (skin[i].newidx == last) continue; + last = skin[i].newidx; + memset(&weights, 0, nb_s); + for (j = 0; j < (uint32_t)nb_s && skin[i].data.boneid[j] != M3D_UNDEF && + skin[i].data.weight[j] > (M3D_FLOAT)0.0; + j++) + weights[j] = (uint8_t)(skin[i].data.weight[j] * 255); + switch (nb_s) { + case 1: weights[0] = 255; break; + case 2: + *((uint16_t *)out) = *((uint16_t *)&weights[0]); + out += 2; + break; + case 4: + *((uint32_t *)out) = *((uint32_t *)&weights[0]); + out += 4; + break; + case 8: + *((uint64_t *)out) = *((uint64_t *)&weights[0]); + out += 8; + break; + } + for (j = 0; j < (uint32_t)nb_s && skin[i].data.boneid[j] != M3D_UNDEF && weights[j]; j++) { + out = _m3d_addidx(out, bi_s, skin[i].data.boneid[j]); + *length += bi_s; + } + } + } + *length = (uint32_t)((uintptr_t)out - (uintptr_t)((uint8_t *)h + len)); + out = NULL; + len += *length; + } + /* materials */ + if (model->nummaterial && !(flags & M3D_EXP_NOMATERIAL)) { + for (j = 0; j < model->nummaterial; j++) { + if (mtrlidx[j] == M3D_UNDEF || !model->material[j].numprop || !model->material[j].prop) continue; + m = &model->material[j]; + chunklen = 12 + si_s + m->numprop * 5; + h = (m3dhdr_t *)M3D_REALLOC(h, len + chunklen); + if (!h) goto memerr; + memcpy((uint8_t *)h + len, "MTRL", 4); + length = (uint32_t *)((uint8_t *)h + len + 4); + out = (uint8_t *)h + len + 8; + out = _m3d_addidx(out, si_s, _m3d_stridx(str, numstr, m->name)); + for (i = 0; i < m->numprop; i++) { + if (m->prop[i].type >= 128) { + if (m->prop[i].value.textureid >= model->numtexture || + !model->texture[m->prop[i].value.textureid].name) continue; + k = m3dpf_map; + } else { + for (k = 256, l = 0; l < sizeof(m3d_propertytypes) / sizeof(m3d_propertytypes[0]); l++) + if (m->prop[i].type == m3d_propertytypes[l].id) { + k = m3d_propertytypes[l].format; + break; + } + } + if (k == 256) continue; + *out++ = m->prop[i].type; + switch (k) { + case m3dpf_color: + if (!(flags & M3D_EXP_NOCMAP)) { + idx = _m3d_cmapidx(cmap, numcmap, m->prop[i].value.color); + switch (ci_s) { + case 1: *out++ = (uint8_t)(idx); break; + case 2: + *((uint16_t *)out) = (uint16_t)(idx); + out += 2; + break; + case 4: + *((uint32_t *)out) = (uint32_t)(m->prop[i].value.color); + out += 4; + break; + } + } else + out--; + break; + case m3dpf_uint8: *out++ = (uint8_t)m->prop[i].value.num; break; + case m3dpf_uint16: + *((uint16_t *)out) = (uint16_t)m->prop[i].value.num; + out += 2; + break; + case m3dpf_uint32: + *((uint32_t *)out) = m->prop[i].value.num; + out += 4; + break; + case m3dpf_float: + *((float *)out) = m->prop[i].value.fnum; + out += 4; + break; + + case m3dpf_map: + idx = _m3d_stridx(str, numstr, model->texture[m->prop[i].value.textureid].name); + out = _m3d_addidx(out, si_s, idx); + break; + } + } + *length = (uint32_t)((uintptr_t)out - (uintptr_t)((uint8_t *)h + len)); + len += *length; + out = NULL; + } + } + /* procedural face */ + if (model->numinlined && model->inlined && !(flags & M3D_EXP_NOFACE)) { + /* all inlined assets which are not textures should be procedural surfaces */ + for (j = 0; j < model->numinlined; j++) { + if (!model->inlined[j].name || !model->inlined[j].name[0] || model->inlined[j].length < 4 || + !model->inlined[j].data || (model->inlined[j].data[1] == 'P' && model->inlined[j].data[2] == 'N' && model->inlined[j].data[3] == 'G')) + continue; + for (i = k = 0; i < model->numtexture; i++) { + if (!strcmp(model->inlined[j].name, model->texture[i].name)) { + k = 1; + break; + } + } + if (k) continue; + numproc++; + chunklen = 8 + si_s; + h = (m3dhdr_t *)M3D_REALLOC(h, len + chunklen); + if (!h) goto memerr; + memcpy((uint8_t *)h + len, "PROC", 4); + *((uint32_t *)((uint8_t *)h + len + 4)) = chunklen; + out = (uint8_t *)h + len + 8; + out = _m3d_addidx(out, si_s, _m3d_stridx(str, numstr, model->inlined[j].name)); + out = NULL; + len += chunklen; + } + } + /* mesh face */ + if (model->numface && face && !(flags & M3D_EXP_NOFACE)) { + chunklen = 8 + si_s + model->numface * (6 * vi_s + 3 * ti_s + si_s + 1); + h = (m3dhdr_t *)M3D_REALLOC(h, len + chunklen); + if (!h) goto memerr; + memcpy((uint8_t *)h + len, "MESH", 4); + length = (uint32_t *)((uint8_t *)h + len + 4); + out = (uint8_t *)h + len + 8; + last = M3D_UNDEF; + for (i = 0; i < model->numface; i++) { + if (!(flags & M3D_EXP_NOMATERIAL) && face[i].data.materialid != last) { + last = face[i].data.materialid; + idx = last < model->nummaterial ? _m3d_stridx(str, numstr, model->material[last].name) : 0; + *out++ = 0; + out = _m3d_addidx(out, si_s, idx); + } + /* hardcoded triangles. */ + k = (3 << 4) | + (((flags & M3D_EXP_NOTXTCRD) || !ti_s || face[i].data.texcoord[0] == M3D_UNDEF || + face[i].data.texcoord[1] == M3D_UNDEF || face[i].data.texcoord[2] == M3D_UNDEF) ? + 0 : + 1) | + (((flags & M3D_EXP_NONORMAL) || face[i].data.normal[0] == M3D_UNDEF || + face[i].data.normal[1] == M3D_UNDEF || face[i].data.normal[2] == M3D_UNDEF) ? + 0 : + 2); + *out++ = (uint8_t)k; + for (j = 0; j < 3; j++) { + out = _m3d_addidx(out, vi_s, vrtxidx[face[i].data.vertex[j]]); + if (k & 1) + out = _m3d_addidx(out, ti_s, tmapidx[face[i].data.texcoord[j]]); + if (k & 2) + out = _m3d_addidx(out, vi_s, vrtxidx[face[i].data.normal[j]]); + } + } + uint32_t v = (uint32_t)((uintptr_t)out - (uintptr_t)((uint8_t *)h + len)); + memcpy(length, &v, sizeof(uint32_t)); + len += v; + out = NULL; + } + /* mathematical shapes face */ + if (model->numshape && model->shape && !(flags & M3D_EXP_NOFACE)) { + for (j = 0; j < model->numshape; j++) { + chunklen = 12 + si_s + model->shape[j].numcmd * (M3D_CMDMAXARG + 1) * 4; + h = (m3dhdr_t *)M3D_REALLOC(h, len + chunklen); + if (!h) goto memerr; + memcpy((uint8_t *)h + len, "SHPE", 4); + length = (uint32_t *)((uint8_t *)h + len + 4); + out = (uint8_t *)h + len + 8; + out = _m3d_addidx(out, si_s, _m3d_stridx(str, numstr, model->shape[j].name)); + out = _m3d_addidx(out, bi_s, model->shape[j].group); + for (i = 0; i < model->shape[j].numcmd; i++) { + cmd = &model->shape[j].cmd[i]; + if (cmd->type >= (unsigned int)(sizeof(m3d_commandtypes) / sizeof(m3d_commandtypes[0])) || !cmd->arg) + continue; + cd = &m3d_commandtypes[cmd->type]; + *out++ = (cmd->type & 0x7F) | (cmd->type > 127 ? 0x80 : 0); + if (cmd->type > 127) *out++ = (cmd->type >> 7) & 0xff; + for (k = n = 0, l = cd->p; k < l; k++) { + switch (cd->a[((k - n) % (cd->p - n)) + n]) { + case m3dcp_mi_t: + out = _m3d_addidx(out, si_s, cmd->arg[k] < model->nummaterial ? _m3d_stridx(str, numstr, model->material[cmd->arg[k]].name) : 0); + break; + case m3dcp_vc_t: + min_x = *((float *)&cmd->arg[k]); + switch (vc_s) { + case 1: *out++ = (int8_t)(min_x * 127); break; + case 2: + *((int16_t *)out) = (int16_t)(min_x * 32767); + out += 2; + break; + case 4: + *((float *)out) = min_x; + out += 4; + break; + case 8: + *((double *)out) = min_x; + out += 8; + break; + } + break; + case m3dcp_hi_t: out = _m3d_addidx(out, hi_s, cmd->arg[k]); break; + case m3dcp_fi_t: out = _m3d_addidx(out, fi_s, cmd->arg[k]); break; + case m3dcp_ti_t: out = _m3d_addidx(out, ti_s, cmd->arg[k]); break; + case m3dcp_qi_t: + case m3dcp_vi_t: out = _m3d_addidx(out, vi_s, cmd->arg[k]); break; + case m3dcp_i1_t: out = _m3d_addidx(out, 1, cmd->arg[k]); break; + case m3dcp_i2_t: out = _m3d_addidx(out, 2, cmd->arg[k]); break; + case m3dcp_i4_t: out = _m3d_addidx(out, 4, cmd->arg[k]); break; + case m3dcp_va_t: + out = _m3d_addidx(out, 4, cmd->arg[k]); + n = k + 1; + l += (cmd->arg[k] - 1) * (cd->p - k - 1); + break; + } + } + } + uint32_t v = (uint32_t)((uintptr_t)out - (uintptr_t)((uint8_t *)h + len)); + memcpy( length, &v, sizeof(uint32_t)); + len += v; + out = NULL; + } + } + /* annotation labels */ + if (model->numlabel && model->label) { + for (i = 0, length = NULL; i < model->numlabel; i++) { + if (!i || _m3d_strcmp(sl, model->label[i].lang) || _m3d_strcmp(sn, model->label[i].name)) { + sl = model->label[i].lang; + sn = model->label[i].name; + if (length) { + *length = (uint32_t)((uintptr_t)out - (uintptr_t)((uint8_t *)h + len)); + len += *length; + } + chunklen = 8 + 2 * si_s + ci_s + model->numlabel * (vi_s + si_s); + h = (m3dhdr_t *)M3D_REALLOC(h, len + chunklen); + if (!h) { + sn = NULL; + sl = NULL; + goto memerr; + } + memcpy((uint8_t *)h + len, "LBLS", 4); + length = (uint32_t *)((uint8_t *)h + len + 4); + out = (uint8_t *)h + len + 8; + out = _m3d_addidx(out, si_s, _m3d_stridx(str, numstr, model->label[l].name)); + out = _m3d_addidx(out, si_s, _m3d_stridx(str, numstr, model->label[l].lang)); + idx = _m3d_cmapidx(cmap, numcmap, model->label[i].color); + switch (ci_s) { + case 1: *out++ = (uint8_t)(idx); break; + case 2: + *((uint16_t *)out) = (uint16_t)(idx); + out += 2; + break; + case 4: + *((uint32_t *)out) = model->label[i].color; + out += 4; + break; + } + } + out = _m3d_addidx(out, vi_s, vrtxidx[model->label[i].vertexid]); + out = _m3d_addidx(out, si_s, _m3d_stridx(str, numstr, model->label[l].text)); + } + if (length) { + uint32_t v = (uint32_t)((uintptr_t)out - (uintptr_t)((uint8_t *)h + len)); + memcpy( length, &v, sizeof(uint32_t)); + len += v; + } + out = NULL; + sn = sl = NULL; + } + /* actions */ + if (model->numaction && model->action && model->numbone && model->bone && !(flags & M3D_EXP_NOACTION)) { + for (j = 0; j < model->numaction; j++) { + a = &model->action[j]; + chunklen = 14 + si_s + a->numframe * (4 + fc_s + maxt * (bi_s + 2 * vi_s)); + h = (m3dhdr_t *)M3D_REALLOC(h, len + chunklen); + if (!h) goto memerr; + memcpy((uint8_t *)h + len, "ACTN", 4); + length = (uint32_t *)((uint8_t *)h + len + 4); + out = (uint8_t *)h + len + 8; + out = _m3d_addidx(out, si_s, _m3d_stridx(str, numstr, a->name)); + *((uint16_t *)out) = (uint16_t)(a->numframe); + out += 2; + *((uint32_t *)out) = (uint32_t)(a->durationmsec); + out += 4; + for (i = 0; i < a->numframe; i++) { + *((uint32_t *)out) = (uint32_t)(a->frame[i].msec); + out += 4; + out = _m3d_addidx(out, fc_s, a->frame[i].numtransform); + for (k = 0; k < a->frame[i].numtransform; k++) { + out = _m3d_addidx(out, bi_s, a->frame[i].transform[k].boneid); + out = _m3d_addidx(out, vi_s, vrtxidx[a->frame[i].transform[k].pos]); + out = _m3d_addidx(out, vi_s, vrtxidx[a->frame[i].transform[k].ori]); + } + } + uint32_t v = (uint32_t)((uintptr_t)out - (uintptr_t)((uint8_t *)h + len)); + memcpy( length, &v, sizeof(uint32_t)); + len += v; + out = NULL; + } + } + /* inlined assets */ + if (model->numinlined && model->inlined && (numproc || (flags & M3D_EXP_INLINE))) { + for (j = 0; j < model->numinlined; j++) { + if (!model->inlined[j].name || !model->inlined[j].name[0] || model->inlined[j].length < 4 || !model->inlined[j].data) + continue; + if (!(flags & M3D_EXP_INLINE)) { + if (model->inlined[j].data[1] == 'P' && model->inlined[j].data[2] == 'N' && model->inlined[j].data[3] == 'G') + continue; + for (i = k = 0; i < model->numtexture; i++) { + if (!strcmp(model->inlined[j].name, model->texture[i].name)) { + k = 1; + break; + } + } + if (k) continue; + } + chunklen = 8 + si_s + model->inlined[j].length; + h = (m3dhdr_t *)M3D_REALLOC(h, len + chunklen); + if (!h) goto memerr; + memcpy((uint8_t *)h + len, "ASET", 4); + *((uint32_t *)((uint8_t *)h + len + 4)) = chunklen; + out = (uint8_t *)h + len + 8; + out = _m3d_addidx(out, si_s, _m3d_stridx(str, numstr, model->inlined[j].name)); + memcpy(out, model->inlined[j].data, model->inlined[j].length); + out = NULL; + len += chunklen; + } + } + /* extra chunks */ + if (model->numextra && model->extra && (flags & M3D_EXP_EXTRA)) { + for (j = 0; j < model->numextra; j++) { + if (!model->extra[j] || model->extra[j]->length < 8) + continue; + chunklen = model->extra[j]->length; + h = (m3dhdr_t *)M3D_REALLOC(h, len + chunklen); + if (!h) goto memerr; + memcpy((uint8_t *)h + len, model->extra[j], chunklen); + len += chunklen; + } + } + /* add end chunk */ + h = (m3dhdr_t *)M3D_REALLOC(h, len + 4); + if (!h) goto memerr; + memcpy((uint8_t *)h + len, "OMD3", 4); + len += 4; + /* zlib compress */ + if (!(flags & M3D_EXP_NOZLIB)) { + M3D_LOG("Deflating chunks"); + z = stbi_zlib_compress((unsigned char *)h, len, (int *)&l, 9); + if (z && l > 0 && l < len) { + len = l; + M3D_FREE(h); + h = (m3dhdr_t *)z; + } + } + /* add file header at the beginning */ + len += 8; + out = (unsigned char *)M3D_MALLOC(len); + if (!out) goto memerr; + memcpy(out, "3DMO", 4); + *((uint32_t *)(out + 4)) = len; + memcpy(out + 8, h, len - 8); + } + if (size) *size = out ? len : 0; + if (vrtxidx) M3D_FREE(vrtxidx); + if (mtrlidx) M3D_FREE(mtrlidx); + if (tmapidx) M3D_FREE(tmapidx); + if (skinidx) M3D_FREE(skinidx); + if (norm) M3D_FREE(norm); + if (face) M3D_FREE(face); + if (cmap) M3D_FREE(cmap); + if (tmap) M3D_FREE(tmap); + if (skin) M3D_FREE(skin); + if (str) M3D_FREE(str); + if (vrtx) M3D_FREE(vrtx); + if (h) M3D_FREE(h); + return out; +} +#endif + +#endif /* M3D_IMPLEMENTATION */ + +#ifdef __cplusplus +} +#ifdef M3D_CPPWRAPPER +#include <memory> +#include <string> +#include <vector> + +/*** C++ wrapper class ***/ +namespace M3D { +#ifdef M3D_IMPLEMENTATION + +class Model { +public: + m3d_t *model; + +public: + Model() { + this->model = (m3d_t *)malloc(sizeof(m3d_t)); + memset(this->model, 0, sizeof(m3d_t)); + } + Model(_unused const std::string &data, _unused m3dread_t ReadFileCB, + _unused m3dfree_t FreeCB, _unused M3D::Model mtllib) { +#ifndef M3D_NOIMPORTER + this->model = m3d_load((unsigned char *)data.data(), ReadFileCB, FreeCB, mtllib.model); +#else + Model(); +#endif + } + Model(_unused const std::vector<unsigned char> data, _unused m3dread_t ReadFileCB, + _unused m3dfree_t FreeCB, _unused M3D::Model mtllib) { +#ifndef M3D_NOIMPORTER + this->model = m3d_load((unsigned char *)&data[0], ReadFileCB, FreeCB, mtllib.model); +#else + Model(); +#endif + } + Model(_unused const unsigned char *data, _unused m3dread_t ReadFileCB, + _unused m3dfree_t FreeCB, _unused M3D::Model mtllib) { +#ifndef M3D_NOIMPORTER + this->model = m3d_load((unsigned char *)data, ReadFileCB, FreeCB, mtllib.model); +#else + Model(); +#endif + } + ~Model() { m3d_free(this->model); } + +public: + m3d_t *getCStruct() { return this->model; } + std::string getName() { return std::string(this->model->name); } + void setName(std::string name) { this->model->name = (char *)name.c_str(); } + std::string getLicense() { return std::string(this->model->license); } + void setLicense(std::string license) { this->model->license = (char *)license.c_str(); } + std::string getAuthor() { return std::string(this->model->author); } + void setAuthor(std::string author) { this->model->author = (char *)author.c_str(); } + std::string getDescription() { return std::string(this->model->desc); } + void setDescription(std::string desc) { this->model->desc = (char *)desc.c_str(); } + float getScale() { return this->model->scale; } + void setScale(float scale) { this->model->scale = scale; } + std::vector<unsigned char> getPreview() { return this->model->preview.data ? + std::vector<unsigned char>(this->model->preview.data, this->model->preview.data + this->model->preview.length) : + std::vector<unsigned char>(); } + std::vector<uint32_t> getColorMap() { return this->model->cmap ? std::vector<uint32_t>(this->model->cmap, + this->model->cmap + this->model->numcmap) : + std::vector<uint32_t>(); } + std::vector<m3dti_t> getTextureMap() { return this->model->tmap ? std::vector<m3dti_t>(this->model->tmap, + this->model->tmap + this->model->numtmap) : + std::vector<m3dti_t>(); } + std::vector<m3dtx_t> getTextures() { return this->model->texture ? std::vector<m3dtx_t>(this->model->texture, + this->model->texture + this->model->numtexture) : + std::vector<m3dtx_t>(); } + std::string getTextureName(int idx) { return idx >= 0 && (unsigned int)idx < this->model->numtexture ? + std::string(this->model->texture[idx].name) : + nullptr; } + std::vector<m3db_t> getBones() { return this->model->bone ? std::vector<m3db_t>(this->model->bone, this->model->bone + + this->model->numbone) : + std::vector<m3db_t>(); } + std::string getBoneName(int idx) { return idx >= 0 && (unsigned int)idx < this->model->numbone ? + std::string(this->model->bone[idx].name) : + nullptr; } + std::vector<m3dm_t> getMaterials() { return this->model->material ? std::vector<m3dm_t>(this->model->material, + this->model->material + this->model->nummaterial) : + std::vector<m3dm_t>(); } + std::string getMaterialName(int idx) { return idx >= 0 && (unsigned int)idx < this->model->nummaterial ? + std::string(this->model->material[idx].name) : + nullptr; } + int getMaterialPropertyInt(int idx, int type) { + if (idx < 0 || (unsigned int)idx >= this->model->nummaterial || type < 0 || type >= 127 || + !this->model->material[idx].prop) return -1; + for (int i = 0; i < this->model->material[idx].numprop; i++) { + if (this->model->material[idx].prop[i].type == type) + return this->model->material[idx].prop[i].value.num; + } + return -1; + } + uint32_t getMaterialPropertyColor(int idx, int type) { return this->getMaterialPropertyInt(idx, type); } + float getMaterialPropertyFloat(int idx, int type) { + if (idx < 0 || (unsigned int)idx >= this->model->nummaterial || type < 0 || type >= 127 || + !this->model->material[idx].prop) return -1.0f; + for (int i = 0; i < this->model->material[idx].numprop; i++) { + if (this->model->material[idx].prop[i].type == type) + return this->model->material[idx].prop[i].value.fnum; + } + return -1.0f; + } + m3dtx_t *getMaterialPropertyMap(int idx, int type) { + if (idx < 0 || (unsigned int)idx >= this->model->nummaterial || type < 128 || type > 255 || + !this->model->material[idx].prop) return nullptr; + for (int i = 0; i < this->model->material[idx].numprop; i++) { + if (this->model->material[idx].prop[i].type == type) + return this->model->material[idx].prop[i].value.textureid < this->model->numtexture ? + &this->model->texture[this->model->material[idx].prop[i].value.textureid] : + nullptr; + } + return nullptr; + } + std::vector<m3dv_t> getVertices() { return this->model->vertex ? std::vector<m3dv_t>(this->model->vertex, + this->model->vertex + this->model->numvertex) : + std::vector<m3dv_t>(); } + std::vector<m3df_t> getFace() { return this->model->face ? std::vector<m3df_t>(this->model->face, this->model->face + + this->model->numface) : + std::vector<m3df_t>(); } + std::vector<m3dh_t> getShape() { return this->model->shape ? std::vector<m3dh_t>(this->model->shape, + this->model->shape + this->model->numshape) : + std::vector<m3dh_t>(); } + std::string getShapeName(int idx) { return idx >= 0 && (unsigned int)idx < this->model->numshape && + this->model->shape[idx].name && this->model->shape[idx].name[0] ? + std::string(this->model->shape[idx].name) : + nullptr; } + unsigned int getShapeGroup(int idx) { return idx >= 0 && (unsigned int)idx < this->model->numshape ? + this->model->shape[idx].group : + 0xFFFFFFFF; } + std::vector<m3dc_t> getShapeCommands(int idx) { return idx >= 0 && (unsigned int)idx < this->model->numshape && + this->model->shape[idx].cmd ? + std::vector<m3dc_t>(this->model->shape[idx].cmd, this->model->shape[idx].cmd + + this->model->shape[idx].numcmd) : + std::vector<m3dc_t>(); } + std::vector<m3dl_t> getAnnotationLabels() { return this->model->label ? std::vector<m3dl_t>(this->model->label, + this->model->label + this->model->numlabel) : + std::vector<m3dl_t>(); } + std::vector<m3ds_t> getSkin() { return this->model->skin ? std::vector<m3ds_t>(this->model->skin, this->model->skin + + this->model->numskin) : + std::vector<m3ds_t>(); } + std::vector<m3da_t> getActions() { return this->model->action ? std::vector<m3da_t>(this->model->action, + this->model->action + this->model->numaction) : + std::vector<m3da_t>(); } + std::string getActionName(int aidx) { return aidx >= 0 && (unsigned int)aidx < this->model->numaction ? + std::string(this->model->action[aidx].name) : + nullptr; } + unsigned int getActionDuration(int aidx) { return aidx >= 0 && (unsigned int)aidx < this->model->numaction ? + this->model->action[aidx].durationmsec : + 0; } + std::vector<m3dfr_t> getActionFrames(int aidx) { return aidx >= 0 && (unsigned int)aidx < this->model->numaction ? + std::vector<m3dfr_t>(this->model->action[aidx].frame, this->model->action[aidx].frame + + this->model->action[aidx].numframe) : + std::vector<m3dfr_t>(); } + unsigned int getActionFrameTimestamp(int aidx, int fidx) { return aidx >= 0 && (unsigned int)aidx < this->model->numaction ? + (fidx >= 0 && (unsigned int)fidx < this->model->action[aidx].numframe ? + this->model->action[aidx].frame[fidx].msec : + 0) : + 0; } + std::vector<m3dtr_t> getActionFrameTransforms(int aidx, int fidx) { + return aidx >= 0 && (unsigned int)aidx < this->model->numaction ? ( + fidx >= 0 && (unsigned int)fidx < this->model->action[aidx].numframe ? + std::vector<m3dtr_t>(this->model->action[aidx].frame[fidx].transform, + this->model->action[aidx].frame[fidx].transform + this->model->action[aidx].frame[fidx].numtransform) : + std::vector<m3dtr_t>()) : + std::vector<m3dtr_t>(); + } + std::vector<m3dtr_t> getActionFrame(int aidx, int fidx, std::vector<m3dtr_t> skeleton) { + m3dtr_t *pose = m3d_frame(this->model, (unsigned int)aidx, (unsigned int)fidx, + skeleton.size() ? &skeleton[0] : nullptr); + return std::vector<m3dtr_t>(pose, pose + this->model->numbone); + } + std::vector<m3db_t> getActionPose(int aidx, unsigned int msec) { + m3db_t *pose = m3d_pose(this->model, (unsigned int)aidx, (unsigned int)msec); + return std::vector<m3db_t>(pose, pose + this->model->numbone); + } + std::vector<m3di_t> getInlinedAssets() { return this->model->inlined ? std::vector<m3di_t>(this->model->inlined, + this->model->inlined + this->model->numinlined) : + std::vector<m3di_t>(); } + std::vector<std::unique_ptr<m3dchunk_t>> getExtras() { return this->model->extra ? + std::vector<std::unique_ptr<m3dchunk_t>>(this->model->extra, + this->model->extra + this->model->numextra) : + std::vector<std::unique_ptr<m3dchunk_t>>(); } + std::vector<unsigned char> Save(_unused int quality, _unused int flags) { +#ifdef M3D_EXPORTER + unsigned int size; + unsigned char *ptr = m3d_save(this->model, quality, flags, &size); + return ptr && size ? std::vector<unsigned char>(ptr, ptr + size) : std::vector<unsigned char>(); +#else + return std::vector<unsigned char>(); +#endif + } +}; + +#else +class Model { +public: + m3d_t *model; + +public: + Model(const std::string &data, m3dread_t ReadFileCB, m3dfree_t FreeCB); + Model(const std::vector<unsigned char> data, m3dread_t ReadFileCB, m3dfree_t FreeCB); + Model(const unsigned char *data, m3dread_t ReadFileCB, m3dfree_t FreeCB); + Model(); + ~Model(); + +public: + m3d_t *getCStruct(); + std::string getName(); + void setName(std::string name); + std::string getLicense(); + void setLicense(std::string license); + std::string getAuthor(); + void setAuthor(std::string author); + std::string getDescription(); + void setDescription(std::string desc); + float getScale(); + void setScale(float scale); + std::vector<unsigned char> getPreview(); + std::vector<uint32_t> getColorMap(); + std::vector<m3dti_t> getTextureMap(); + std::vector<m3dtx_t> getTextures(); + std::string getTextureName(int idx); + std::vector<m3db_t> getBones(); + std::string getBoneName(int idx); + std::vector<m3dm_t> getMaterials(); + std::string getMaterialName(int idx); + int getMaterialPropertyInt(int idx, int type); + uint32_t getMaterialPropertyColor(int idx, int type); + float getMaterialPropertyFloat(int idx, int type); + m3dtx_t *getMaterialPropertyMap(int idx, int type); + std::vector<m3dv_t> getVertices(); + std::vector<m3df_t> getFace(); + std::vector<m3dh_t> getShape(); + std::string getShapeName(int idx); + unsigned int getShapeGroup(int idx); + std::vector<m3dc_t> getShapeCommands(int idx); + std::vector<m3dl_t> getAnnotationLabels(); + std::vector<m3ds_t> getSkin(); + std::vector<m3da_t> getActions(); + std::string getActionName(int aidx); + unsigned int getActionDuration(int aidx); + std::vector<m3dfr_t> getActionFrames(int aidx); + unsigned int getActionFrameTimestamp(int aidx, int fidx); + std::vector<m3dtr_t> getActionFrameTransforms(int aidx, int fidx); + std::vector<m3dtr_t> getActionFrame(int aidx, int fidx, std::vector<m3dtr_t> skeleton); + std::vector<m3db_t> getActionPose(int aidx, unsigned int msec); + std::vector<m3di_t> getInlinedAssets(); + std::vector<std::unique_ptr<m3dchunk_t>> getExtras(); + std::vector<unsigned char> Save(int quality, int flags); +}; + +#endif /* impl */ +} // namespace M3D + +#endif /* M3D_CPPWRAPPER */ + +#if _MSC_VER > 1920 && !defined(__clang__) +# pragma warning(pop) +#endif /* _MSC_VER */ + +#endif /* __cplusplus */ + +#endif |