diff options
Diffstat (limited to 'src/mesh/assimp-master/code/AssetLib/Unreal/UnrealLoader.cpp')
-rw-r--r-- | src/mesh/assimp-master/code/AssetLib/Unreal/UnrealLoader.cpp | 521 |
1 files changed, 0 insertions, 521 deletions
diff --git a/src/mesh/assimp-master/code/AssetLib/Unreal/UnrealLoader.cpp b/src/mesh/assimp-master/code/AssetLib/Unreal/UnrealLoader.cpp deleted file mode 100644 index 661952b..0000000 --- a/src/mesh/assimp-master/code/AssetLib/Unreal/UnrealLoader.cpp +++ /dev/null @@ -1,521 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library (assimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2022, assimp team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ - -/** @file UnrealLoader.cpp - * @brief Implementation of the UNREAL (*.3D) importer class - * - * Sources: - * http://local.wasp.uwa.edu.au/~pbourke/dataformats/unreal/ - */ - -#ifndef ASSIMP_BUILD_NO_3D_IMPORTER - -#include "AssetLib/Unreal/UnrealLoader.h" -#include "PostProcessing/ConvertToLHProcess.h" - -#include <assimp/ParsingUtils.h> -#include <assimp/StreamReader.h> -#include <assimp/fast_atof.h> -#include <assimp/importerdesc.h> -#include <assimp/scene.h> -#include <assimp/DefaultLogger.hpp> -#include <assimp/IOSystem.hpp> -#include <assimp/Importer.hpp> - -#include <cstdint> -#include <memory> - -using namespace Assimp; - -namespace Unreal { - -/* - 0 = Normal one-sided - 1 = Normal two-sided - 2 = Translucent two-sided - 3 = Masked two-sided - 4 = Modulation blended two-sided - 8 = Placeholder triangle for weapon positioning (invisible) -*/ -enum MeshFlags { - MF_NORMAL_OS = 0, - MF_NORMAL_TS = 1, - MF_NORMAL_TRANS_TS = 2, - MF_NORMAL_MASKED_TS = 3, - MF_NORMAL_MOD_TS = 4, - MF_WEAPON_PLACEHOLDER = 8 -}; - -// a single triangle -struct Triangle { - uint16_t mVertex[3]; // Vertex indices - char mType; // James' Mesh Type - char mColor; // Color for flat and Gourand Shaded - unsigned char mTex[3][2]; // Texture UV coordinates - unsigned char mTextureNum; // Source texture offset - char mFlags; // Unreal Mesh Flags (unused) - unsigned int matIndex; -}; - -// temporary representation for a material -struct TempMat { - TempMat() : - type(MF_NORMAL_OS), tex(), numFaces(0) {} - - explicit TempMat(const Triangle &in) : - type((Unreal::MeshFlags)in.mType), tex(in.mTextureNum), numFaces(0) {} - - // type of mesh - Unreal::MeshFlags type; - - // index of texture - unsigned int tex; - - // number of faces using us - unsigned int numFaces; - - // for std::find - bool operator==(const TempMat &o) { - return (tex == o.tex && type == o.type); - } -}; - -struct Vertex { - int32_t X : 11; - int32_t Y : 11; - int32_t Z : 10; -}; - -// UNREAL vertex compression -inline void CompressVertex(const aiVector3D &v, uint32_t &out) { - union { - Vertex n; - int32_t t; - }; - t = 0; - n.X = (int32_t)v.x; - n.Y = (int32_t)v.y; - n.Z = (int32_t)v.z; - ::memcpy(&out, &t, sizeof(int32_t)); -} - -// UNREAL vertex decompression -inline void DecompressVertex(aiVector3D &v, int32_t in) { - union { - Vertex n; - int32_t i; - }; - i = in; - - v.x = (float)n.X; - v.y = (float)n.Y; - v.z = (float)n.Z; -} - -} // end namespace Unreal - -static const aiImporterDesc desc = { - "Unreal Mesh Importer", - "", - "", - "", - aiImporterFlags_SupportTextFlavour, - 0, - 0, - 0, - 0, - "3d uc" -}; - -// ------------------------------------------------------------------------------------------------ -// Constructor to be privately used by Importer -UnrealImporter::UnrealImporter() : - mConfigFrameID(0), mConfigHandleFlags(true) { - // empty -} - -// ------------------------------------------------------------------------------------------------ -// Destructor, private as well -UnrealImporter::~UnrealImporter() { - // empty -} - -// ------------------------------------------------------------------------------------------------ -// Returns whether the class can handle the format of the given file. -bool UnrealImporter::CanRead(const std::string & filename, IOSystem * /*pIOHandler*/, bool /*checkSig*/) const { - return SimpleExtensionCheck(filename, "3d", "uc"); -} - -// ------------------------------------------------------------------------------------------------ -// Build a string of all file extensions supported -const aiImporterDesc *UnrealImporter::GetInfo() const { - return &desc; -} - -// ------------------------------------------------------------------------------------------------ -// Setup configuration properties for the loader -void UnrealImporter::SetupProperties(const Importer *pImp) { - // The - // AI_CONFIG_IMPORT_UNREAL_KEYFRAME option overrides the - // AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option. - mConfigFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_UNREAL_KEYFRAME, -1); - if (static_cast<unsigned int>(-1) == mConfigFrameID) { - mConfigFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME, 0); - } - - // AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS, default is true - mConfigHandleFlags = (0 != pImp->GetPropertyInteger(AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS, 1)); -} - -// ------------------------------------------------------------------------------------------------ -// Imports the given file into the given scene structure. -void UnrealImporter::InternReadFile(const std::string &pFile, - aiScene *pScene, IOSystem *pIOHandler) { - // For any of the 3 files being passed get the three correct paths - // First of all, determine file extension - std::string::size_type pos = pFile.find_last_of('.'); - std::string extension = GetExtension(pFile); - - std::string d_path, a_path, uc_path; - if (extension == "3d") { - // jjjj_d.3d - // jjjj_a.3d - pos = pFile.find_last_of('_'); - if (std::string::npos == pos) { - throw DeadlyImportError("UNREAL: Unexpected naming scheme"); - } - extension = pFile.substr(0, pos); - } else { - extension = pFile.substr(0, pos); - } - - // build proper paths - d_path = extension + "_d.3d"; - a_path = extension + "_a.3d"; - uc_path = extension + ".uc"; - - ASSIMP_LOG_DEBUG("UNREAL: data file is ", d_path); - ASSIMP_LOG_DEBUG("UNREAL: aniv file is ", a_path); - ASSIMP_LOG_DEBUG("UNREAL: uc file is ", uc_path); - - // and open the files ... we can't live without them - std::unique_ptr<IOStream> p(pIOHandler->Open(d_path)); - if (!p) - throw DeadlyImportError("UNREAL: Unable to open _d file"); - StreamReaderLE d_reader(pIOHandler->Open(d_path)); - - const uint16_t numTris = d_reader.GetI2(); - const uint16_t numVert = d_reader.GetI2(); - d_reader.IncPtr(44); - if (!numTris || numVert < 3) - throw DeadlyImportError("UNREAL: Invalid number of vertices/triangles"); - - // maximum texture index - unsigned int maxTexIdx = 0; - - // collect triangles - std::vector<Unreal::Triangle> triangles(numTris); - for (auto &tri : triangles) { - for (unsigned int i = 0; i < 3; ++i) { - - tri.mVertex[i] = d_reader.GetI2(); - if (tri.mVertex[i] >= numTris) { - ASSIMP_LOG_WARN("UNREAL: vertex index out of range"); - tri.mVertex[i] = 0; - } - } - tri.mType = d_reader.GetI1(); - - // handle mesh flagss? - if (mConfigHandleFlags) - tri.mType = Unreal::MF_NORMAL_OS; - else { - // ignore MOD and MASKED for the moment, treat them as two-sided - if (tri.mType == Unreal::MF_NORMAL_MOD_TS || tri.mType == Unreal::MF_NORMAL_MASKED_TS) - tri.mType = Unreal::MF_NORMAL_TS; - } - d_reader.IncPtr(1); - - for (unsigned int i = 0; i < 3; ++i) - for (unsigned int i2 = 0; i2 < 2; ++i2) - tri.mTex[i][i2] = d_reader.GetI1(); - - tri.mTextureNum = d_reader.GetI1(); - maxTexIdx = std::max(maxTexIdx, (unsigned int)tri.mTextureNum); - d_reader.IncPtr(1); - } - - p.reset(pIOHandler->Open(a_path)); - if (!p) - throw DeadlyImportError("UNREAL: Unable to open _a file"); - StreamReaderLE a_reader(pIOHandler->Open(a_path)); - - // read number of frames - const uint32_t numFrames = a_reader.GetI2(); - if (mConfigFrameID >= numFrames) { - throw DeadlyImportError("UNREAL: The requested frame does not exist"); - } - - uint32_t st = a_reader.GetI2(); - if (st != numVert * 4u) - throw DeadlyImportError("UNREAL: Unexpected aniv file length"); - - // skip to our frame - a_reader.IncPtr(mConfigFrameID * numVert * 4); - - // collect vertices - std::vector<aiVector3D> vertices(numVert); - for (auto &vertex : vertices) { - int32_t val = a_reader.GetI4(); - Unreal::DecompressVertex(vertex, val); - } - - // list of textures. - std::vector<std::pair<unsigned int, std::string>> textures; - - // allocate the output scene - aiNode *nd = pScene->mRootNode = new aiNode(); - nd->mName.Set("<UnrealRoot>"); - - // we can live without the uc file if necessary - std::unique_ptr<IOStream> pb(pIOHandler->Open(uc_path)); - if (pb.get()) { - - std::vector<char> _data; - TextFileToBuffer(pb.get(), _data); - const char *data = &_data[0]; - - std::vector<std::pair<std::string, std::string>> tempTextures; - - // do a quick search in the UC file for some known, usually texture-related, tags - for (; *data; ++data) { - if (TokenMatchI(data, "#exec", 5)) { - SkipSpacesAndLineEnd(&data); - - // #exec TEXTURE IMPORT [...] NAME=jjjjj [...] FILE=jjjj.pcx [...] - if (TokenMatchI(data, "TEXTURE", 7)) { - SkipSpacesAndLineEnd(&data); - - if (TokenMatchI(data, "IMPORT", 6)) { - tempTextures.push_back(std::pair<std::string, std::string>()); - std::pair<std::string, std::string> &me = tempTextures.back(); - for (; !IsLineEnd(*data); ++data) { - if (!::ASSIMP_strincmp(data, "NAME=", 5)) { - const char *d = data += 5; - for (; !IsSpaceOrNewLine(*data); ++data) - ; - me.first = std::string(d, (size_t)(data - d)); - } else if (!::ASSIMP_strincmp(data, "FILE=", 5)) { - const char *d = data += 5; - for (; !IsSpaceOrNewLine(*data); ++data) - ; - me.second = std::string(d, (size_t)(data - d)); - } - } - if (!me.first.length() || !me.second.length()) - tempTextures.pop_back(); - } - } - // #exec MESHMAP SETTEXTURE MESHMAP=box NUM=1 TEXTURE=Jtex1 - // #exec MESHMAP SCALE MESHMAP=box X=0.1 Y=0.1 Z=0.2 - else if (TokenMatchI(data, "MESHMAP", 7)) { - SkipSpacesAndLineEnd(&data); - - if (TokenMatchI(data, "SETTEXTURE", 10)) { - - textures.push_back(std::pair<unsigned int, std::string>()); - std::pair<unsigned int, std::string> &me = textures.back(); - - for (; !IsLineEnd(*data); ++data) { - if (!::ASSIMP_strincmp(data, "NUM=", 4)) { - data += 4; - me.first = strtoul10(data, &data); - } else if (!::ASSIMP_strincmp(data, "TEXTURE=", 8)) { - data += 8; - const char *d = data; - for (; !IsSpaceOrNewLine(*data); ++data) - ; - me.second = std::string(d, (size_t)(data - d)); - - // try to find matching path names, doesn't care if we don't find them - for (std::vector<std::pair<std::string, std::string>>::const_iterator it = tempTextures.begin(); - it != tempTextures.end(); ++it) { - if ((*it).first == me.second) { - me.second = (*it).second; - break; - } - } - } - } - } else if (TokenMatchI(data, "SCALE", 5)) { - - for (; !IsLineEnd(*data); ++data) { - if (data[0] == 'X' && data[1] == '=') { - data = fast_atoreal_move<float>(data + 2, (float &)nd->mTransformation.a1); - } else if (data[0] == 'Y' && data[1] == '=') { - data = fast_atoreal_move<float>(data + 2, (float &)nd->mTransformation.b2); - } else if (data[0] == 'Z' && data[1] == '=') { - data = fast_atoreal_move<float>(data + 2, (float &)nd->mTransformation.c3); - } - } - } - } - } - } - } else { - ASSIMP_LOG_ERROR("Unable to open .uc file"); - } - - std::vector<Unreal::TempMat> materials; - materials.reserve(textures.size() * 2 + 5); - - // find out how many output meshes and materials we'll have and build material indices - for (Unreal::Triangle &tri : triangles) { - Unreal::TempMat mat(tri); - std::vector<Unreal::TempMat>::iterator nt = std::find(materials.begin(), materials.end(), mat); - if (nt == materials.end()) { - // add material - tri.matIndex = static_cast<unsigned int>(materials.size()); - mat.numFaces = 1; - materials.push_back(mat); - - ++pScene->mNumMeshes; - } else { - tri.matIndex = static_cast<unsigned int>(nt - materials.begin()); - ++nt->numFaces; - } - } - - if (!pScene->mNumMeshes) { - throw DeadlyImportError("UNREAL: Unable to find valid mesh data"); - } - - // allocate meshes and bind them to the node graph - pScene->mMeshes = new aiMesh *[pScene->mNumMeshes]; - pScene->mMaterials = new aiMaterial *[pScene->mNumMaterials = pScene->mNumMeshes]; - - nd->mNumMeshes = pScene->mNumMeshes; - nd->mMeshes = new unsigned int[nd->mNumMeshes]; - for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) { - aiMesh *m = pScene->mMeshes[i] = new aiMesh(); - m->mPrimitiveTypes = aiPrimitiveType_TRIANGLE; - - const unsigned int num = materials[i].numFaces; - m->mFaces = new aiFace[num]; - m->mVertices = new aiVector3D[num * 3]; - m->mTextureCoords[0] = new aiVector3D[num * 3]; - - nd->mMeshes[i] = i; - - // create materials, too - aiMaterial *mat = new aiMaterial(); - pScene->mMaterials[i] = mat; - - // all white by default - texture rulez - aiColor3D color(1.f, 1.f, 1.f); - - aiString s; - ::ai_snprintf(s.data, MAXLEN, "mat%u_tx%u_", i, materials[i].tex); - - // set the two-sided flag - if (materials[i].type == Unreal::MF_NORMAL_TS) { - const int twosided = 1; - mat->AddProperty(&twosided, 1, AI_MATKEY_TWOSIDED); - ::strcat(s.data, "ts_"); - } else - ::strcat(s.data, "os_"); - - // make TRANS faces 90% opaque that RemRedundantMaterials won't catch us - if (materials[i].type == Unreal::MF_NORMAL_TRANS_TS) { - const float opac = 0.9f; - mat->AddProperty(&opac, 1, AI_MATKEY_OPACITY); - ::strcat(s.data, "tran_"); - } else - ::strcat(s.data, "opaq_"); - - // a special name for the weapon attachment point - if (materials[i].type == Unreal::MF_WEAPON_PLACEHOLDER) { - s.length = ::ai_snprintf(s.data, MAXLEN, "$WeaponTag$"); - color = aiColor3D(0.f, 0.f, 0.f); - } - - // set color and name - mat->AddProperty(&color, 1, AI_MATKEY_COLOR_DIFFUSE); - s.length = static_cast<ai_uint32>(::strlen(s.data)); - mat->AddProperty(&s, AI_MATKEY_NAME); - - // set texture, if any - const unsigned int tex = materials[i].tex; - for (std::vector<std::pair<unsigned int, std::string>>::const_iterator it = textures.begin(); it != textures.end(); ++it) { - if ((*it).first == tex) { - s.Set((*it).second); - mat->AddProperty(&s, AI_MATKEY_TEXTURE_DIFFUSE(0)); - break; - } - } - } - - // fill them. - for (const Unreal::Triangle &tri : triangles) { - Unreal::TempMat mat(tri); - std::vector<Unreal::TempMat>::iterator nt = std::find(materials.begin(), materials.end(), mat); - - aiMesh *mesh = pScene->mMeshes[nt - materials.begin()]; - aiFace &f = mesh->mFaces[mesh->mNumFaces++]; - f.mIndices = new unsigned int[f.mNumIndices = 3]; - - for (unsigned int i = 0; i < 3; ++i, mesh->mNumVertices++) { - f.mIndices[i] = mesh->mNumVertices; - - mesh->mVertices[mesh->mNumVertices] = vertices[tri.mVertex[i]]; - mesh->mTextureCoords[0][mesh->mNumVertices] = aiVector3D(tri.mTex[i][0] / 255.f, 1.f - tri.mTex[i][1] / 255.f, 0.f); - } - } - - // convert to RH - MakeLeftHandedProcess hero; - hero.Execute(pScene); - - FlipWindingOrderProcess flipper; - flipper.Execute(pScene); -} - -#endif // !! ASSIMP_BUILD_NO_3D_IMPORTER |