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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-14 12:13:46 +00:00
WIP of assimp integration.
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parent
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2135 changed files with 1260856 additions and 7 deletions
707
Engine/lib/assimp/code/Q3BSPFileImporter.cpp
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707
Engine/lib/assimp/code/Q3BSPFileImporter.cpp
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/*
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------------------------------
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Copyright (c) 2006-2018, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------------------------------
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*/
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#ifndef ASSIMP_BUILD_NO_Q3BSP_IMPORTER
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#include "Q3BSPFileImporter.h"
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#include "Q3BSPZipArchive.h"
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#include "Q3BSPFileParser.h"
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#include "Q3BSPFileData.h"
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#include <assimp/DefaultLogger.hpp>
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#ifdef ASSIMP_BUILD_NO_OWN_ZLIB
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# include <zlib.h>
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#else
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# include "../contrib/zlib/zlib.h"
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#endif
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#include <assimp/types.h>
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#include <assimp/mesh.h>
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#include <assimp/scene.h>
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#include <assimp/ai_assert.h>
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#include <assimp/DefaultIOSystem.h>
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#include <assimp/importerdesc.h>
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#include <vector>
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#include <sstream>
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#include <assimp/StringComparison.h>
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static const aiImporterDesc desc = {
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"Quake III BSP Importer",
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"",
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"",
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"",
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aiImporterFlags_SupportBinaryFlavour,
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0,
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0,
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0,
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0,
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"pk3"
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};
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namespace Assimp {
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using namespace Q3BSP;
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// ------------------------------------------------------------------------------------------------
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// Local function to create a material key name.
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static void createKey( int id1, int id2, std::string &key ) {
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std::ostringstream str;
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str << id1 << "." << id2;
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key = str.str();
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}
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// ------------------------------------------------------------------------------------------------
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// Local function to extract the texture ids from a material key-name.
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static void extractIds( const std::string &key, int &id1, int &id2 ) {
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id1 = -1;
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id2 = -1;
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if (key.empty()) {
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return;
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}
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const std::string::size_type pos = key.find( "." );
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if (std::string::npos == pos) {
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return;
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}
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std::string tmp1 = key.substr( 0, pos );
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std::string tmp2 = key.substr( pos + 1, key.size() - pos - 1 );
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id1 = atoi( tmp1.c_str() );
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id2 = atoi( tmp2.c_str() );
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}
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// ------------------------------------------------------------------------------------------------
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// Local helper function to normalize filenames.
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static void normalizePathName( const std::string &rPath, std::string &normalizedPath ) {
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normalizedPath = "";
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if (rPath.empty()) {
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return;
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}
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#ifdef _WIN32
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std::string sep = "\\";
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#else
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std::string sep = "/";
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#endif
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static const unsigned int numDelimiters = 2;
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const char delimiters[ numDelimiters ] = { '/', '\\' };
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normalizedPath = rPath;
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for (const char delimiter : delimiters) {
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for ( size_t j=0; j<normalizedPath.size(); ++j ) {
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if ( normalizedPath[j] == delimiter ) {
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normalizedPath[ j ] = sep[ 0 ];
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}
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Constructor.
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Q3BSPFileImporter::Q3BSPFileImporter()
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: m_pCurrentMesh( nullptr )
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, m_pCurrentFace(nullptr)
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, m_MaterialLookupMap()
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, mTextures() {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor.
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Q3BSPFileImporter::~Q3BSPFileImporter() {
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m_pCurrentMesh = nullptr;
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m_pCurrentFace = nullptr;
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// Clear face-to-material map
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for ( FaceMap::iterator it = m_MaterialLookupMap.begin(); it != m_MaterialLookupMap.end(); ++it ) {
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const std::string &matName = it->first;
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if ( !matName.empty() ) {
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delete it->second;
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}
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}
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m_MaterialLookupMap.clear();
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}
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// ------------------------------------------------------------------------------------------------
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// Returns true, if the loader can read this.
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bool Q3BSPFileImporter::CanRead( const std::string& rFile, IOSystem* /*pIOHandler*/, bool checkSig ) const {
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if(!checkSig) {
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return SimpleExtensionCheck( rFile, "pk3", "bsp" );
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}
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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// Adds extensions.
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const aiImporterDesc* Q3BSPFileImporter::GetInfo () const {
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return &desc;
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}
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// ------------------------------------------------------------------------------------------------
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// Import method.
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void Q3BSPFileImporter::InternReadFile(const std::string &rFile, aiScene* scene, IOSystem* ioHandler) {
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Q3BSPZipArchive Archive( ioHandler, rFile );
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if ( !Archive.isOpen() ) {
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throw DeadlyImportError( "Failed to open file " + rFile + "." );
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}
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std::string archiveName( "" ), mapName( "" );
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separateMapName( rFile, archiveName, mapName );
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if ( mapName.empty() ) {
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if ( !findFirstMapInArchive( Archive, mapName ) ) {
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return;
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}
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}
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Q3BSPFileParser fileParser( mapName, &Archive );
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Q3BSPModel *pBSPModel = fileParser.getModel();
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if ( nullptr != pBSPModel ) {
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CreateDataFromImport( pBSPModel, scene, &Archive );
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Separates the map name from the import name.
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void Q3BSPFileImporter::separateMapName( const std::string &importName, std::string &archiveName, std::string &mapName ) {
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archiveName = "";
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mapName = "";
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if (importName.empty()) {
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return;
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}
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const std::string::size_type pos = importName.rfind( "," );
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if ( std::string::npos == pos ) {
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archiveName = importName;
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return;
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}
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archiveName = importName.substr( 0, pos );
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mapName = importName.substr( pos, importName.size() - pos - 1 );
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}
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// ------------------------------------------------------------------------------------------------
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// Returns the first map in the map archive.
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bool Q3BSPFileImporter::findFirstMapInArchive( Q3BSPZipArchive &bspArchive, std::string &mapName ) {
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mapName = "";
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std::vector<std::string> fileList;
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bspArchive.getFileList( fileList );
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if (fileList.empty()) {
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return false;
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}
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std::vector<std::string>::iterator it( fileList.begin() );
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for ( ; it != fileList.end(); ++it ) {
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const std::string::size_type pos = (*it).find( "maps/" );
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if ( std::string::npos != pos ) {
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std::string::size_type extPos = (*it).find( ".bsp" );
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if ( std::string::npos != extPos ) {
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mapName = *it;
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return true;
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}
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}
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}
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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// Creates the assimp specific data.
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void Q3BSPFileImporter::CreateDataFromImport( const Q3BSP::Q3BSPModel *pModel, aiScene* pScene,
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Q3BSPZipArchive *pArchive ) {
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if (nullptr == pModel || nullptr == pScene) {
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return;
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}
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pScene->mRootNode = new aiNode;
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if ( !pModel->m_ModelName.empty() ) {
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pScene->mRootNode->mName.Set( pModel->m_ModelName );
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}
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// Create the face to material relation map
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createMaterialMap( pModel );
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// Create all nodes
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CreateNodes( pModel, pScene, pScene->mRootNode );
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// Create the assigned materials
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createMaterials( pModel, pScene, pArchive );
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}
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// ------------------------------------------------------------------------------------------------
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// Creates all assimp nodes.
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void Q3BSPFileImporter::CreateNodes( const Q3BSP::Q3BSPModel *pModel, aiScene* pScene,
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aiNode *pParent ) {
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if ( nullptr == pModel ) {
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return;
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}
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unsigned int matIdx( 0 );
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std::vector<aiMesh*> MeshArray;
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std::vector<aiNode*> NodeArray;
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for ( FaceMapIt it = m_MaterialLookupMap.begin(); it != m_MaterialLookupMap.end(); ++it ) {
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std::vector<Q3BSP::sQ3BSPFace*> *pArray = (*it).second;
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size_t numVerts = countData( *pArray );
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if ( 0 != numVerts ) {
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aiMesh *pMesh( nullptr );
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aiNode *pNode = CreateTopology( pModel, matIdx, *pArray, &pMesh );
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if ( nullptr != pNode ) {
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NodeArray.push_back( pNode );
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MeshArray.push_back( pMesh );
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}
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}
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matIdx++;
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}
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pScene->mNumMeshes = static_cast<unsigned int>( MeshArray.size() );
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if ( pScene->mNumMeshes > 0 ) {
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pScene->mMeshes = new aiMesh*[ pScene->mNumMeshes ];
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for ( size_t i = 0; i < MeshArray.size(); i++ ) {
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aiMesh *pMesh = MeshArray[ i ];
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if ( nullptr != pMesh ) {
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pScene->mMeshes[ i ] = pMesh;
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}
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}
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}
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pParent->mNumChildren = static_cast<unsigned int>(MeshArray.size());
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pParent->mChildren = new aiNode*[ pScene->mRootNode->mNumChildren ];
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for ( size_t i=0; i<NodeArray.size(); i++ ) {
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aiNode *pNode = NodeArray[ i ];
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pNode->mParent = pParent;
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pParent->mChildren[ i ] = pNode;
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pParent->mChildren[ i ]->mMeshes[ 0 ] = static_cast<unsigned int>(i);
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Creates the topology.
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aiNode *Q3BSPFileImporter::CreateTopology( const Q3BSP::Q3BSPModel *pModel, unsigned int materialIdx,
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std::vector<sQ3BSPFace*> &rArray, aiMesh **pMesh ) {
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size_t numVerts = countData( rArray );
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if ( 0 == numVerts ) {
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return nullptr;
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}
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size_t numFaces = countFaces( rArray );
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if ( 0 == numFaces ) {
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return nullptr;
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}
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aiMesh *mesh = new aiMesh;
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size_t numTriangles = countTriangles( rArray );
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mesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
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mesh->mFaces = new aiFace[ numTriangles ];
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mesh->mNumFaces = static_cast<unsigned int>(numTriangles);
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mesh->mNumVertices = static_cast<unsigned int>(numVerts);
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mesh->mVertices = new aiVector3D[ numVerts ];
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mesh->mNormals = new aiVector3D[ numVerts ];
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mesh->mTextureCoords[ 0 ] = new aiVector3D[ numVerts ];
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mesh->mTextureCoords[ 1 ] = new aiVector3D[ numVerts ];
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mesh->mMaterialIndex = materialIdx;
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unsigned int faceIdx = 0;
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unsigned int vertIdx = 0;
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mesh->mNumUVComponents[ 0 ] = 2;
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mesh->mNumUVComponents[ 1 ] = 2;
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for ( std::vector<sQ3BSPFace*>::const_iterator it = rArray.begin(); it != rArray.end(); ++it ) {
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Q3BSP::sQ3BSPFace *pQ3BSPFace = *it;
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ai_assert( NULL != pQ3BSPFace );
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if ( nullptr == pQ3BSPFace ) {
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continue;
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}
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if ( pQ3BSPFace->iNumOfFaceVerts > 0 ) {
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if ( pQ3BSPFace->iType == Polygon || pQ3BSPFace->iType == TriangleMesh ) {
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createTriangleTopology( pModel, pQ3BSPFace, mesh, faceIdx, vertIdx );
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}
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}
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}
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aiNode *pNode = new aiNode;
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pNode->mNumMeshes = 1;
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pNode->mMeshes = new unsigned int[ 1 ];
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*pMesh = mesh;
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return pNode;
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}
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// ------------------------------------------------------------------------------------------------
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// Creates the triangle topology from a face array.
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void Q3BSPFileImporter::createTriangleTopology( const Q3BSP::Q3BSPModel *pModel, sQ3BSPFace *pQ3BSPFace,
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aiMesh* pMesh, unsigned int &faceIdx, unsigned int &vertIdx ) {
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ai_assert( faceIdx < pMesh->mNumFaces );
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m_pCurrentFace = getNextFace( pMesh, faceIdx );
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if ( nullptr == m_pCurrentFace ) {
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return;
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}
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m_pCurrentFace->mNumIndices = 3;
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m_pCurrentFace->mIndices = new unsigned int[ m_pCurrentFace->mNumIndices ];
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size_t idx( 0 );
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for ( size_t i = 0; i < (size_t) pQ3BSPFace->iNumOfFaceVerts; ++i ) {
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const size_t index = pQ3BSPFace->iVertexIndex + pModel->m_Indices[ pQ3BSPFace->iFaceVertexIndex + i ];
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if ( index >= pModel->m_Vertices.size() ) {
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continue;
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}
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sQ3BSPVertex *pVertex = pModel->m_Vertices[ index ];
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if ( nullptr == pVertex ) {
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continue;
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}
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if (idx > 2) {
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idx = 0;
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m_pCurrentFace = getNextFace(pMesh, faceIdx);
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if (nullptr != m_pCurrentFace) {
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m_pCurrentFace->mNumIndices = 3;
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m_pCurrentFace->mIndices = new unsigned int[3];
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}
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}
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pMesh->mVertices[ vertIdx ].Set( pVertex->vPosition.x, pVertex->vPosition.y, pVertex->vPosition.z );
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pMesh->mNormals[ vertIdx ].Set( pVertex->vNormal.x, pVertex->vNormal.y, pVertex->vNormal.z );
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pMesh->mTextureCoords[ 0 ][ vertIdx ].Set( pVertex->vTexCoord.x, pVertex->vTexCoord.y, 0.0f );
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pMesh->mTextureCoords[ 1 ][ vertIdx ].Set( pVertex->vLightmap.x, pVertex->vLightmap.y, 0.0f );
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m_pCurrentFace->mIndices[ idx ] = vertIdx;
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vertIdx++;
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idx++;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Creates all referenced materials.
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void Q3BSPFileImporter::createMaterials( const Q3BSP::Q3BSPModel *pModel, aiScene* pScene,
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Q3BSPZipArchive *pArchive ) {
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if ( m_MaterialLookupMap.empty() ) {
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return;
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}
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pScene->mMaterials = new aiMaterial*[ m_MaterialLookupMap.size() ];
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aiString aiMatName;
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int textureId( -1 ), lightmapId( -1 );
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for ( FaceMapIt it = m_MaterialLookupMap.begin(); it != m_MaterialLookupMap.end();
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++it ) {
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const std::string matName( it->first );
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if ( matName.empty() ) {
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||||
continue;
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}
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aiMatName.Set( matName );
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aiMaterial *pMatHelper = new aiMaterial;
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pMatHelper->AddProperty( &aiMatName, AI_MATKEY_NAME );
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extractIds( matName, textureId, lightmapId );
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// Adding the texture
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if ( -1 != textureId ) {
|
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sQ3BSPTexture *pTexture = pModel->m_Textures[ textureId ];
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||||
if ( nullptr != pTexture ) {
|
||||
std::string tmp( "*" ), texName( "" );
|
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tmp += pTexture->strName;
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tmp += ".jpg";
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normalizePathName( tmp, texName );
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||||
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if ( !importTextureFromArchive( pModel, pArchive, pScene, pMatHelper, textureId ) ) {
|
||||
ASSIMP_LOG_ERROR("Cannot import texture from archive " + texName);
|
||||
}
|
||||
}
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||||
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||||
}
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||||
if ( -1 != lightmapId )
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||||
{
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importLightmap( pModel, pScene, pMatHelper, lightmapId );
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||||
}
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||||
pScene->mMaterials[ pScene->mNumMaterials ] = pMatHelper;
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||||
pScene->mNumMaterials++;
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||||
}
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pScene->mNumTextures = static_cast<unsigned int>(mTextures.size());
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||||
pScene->mTextures = new aiTexture*[ pScene->mNumTextures ];
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std::copy( mTextures.begin(), mTextures.end(), pScene->mTextures );
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}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Counts the number of referenced vertices.
|
||||
size_t Q3BSPFileImporter::countData( const std::vector<sQ3BSPFace*> &faceArray ) const {
|
||||
size_t numVerts( 0 );
|
||||
for ( std::vector<sQ3BSPFace*>::const_iterator it = faceArray.begin(); it != faceArray.end();
|
||||
++it )
|
||||
{
|
||||
sQ3BSPFace *pQ3BSPFace = *it;
|
||||
if ( pQ3BSPFace->iType == Polygon || pQ3BSPFace->iType == TriangleMesh )
|
||||
{
|
||||
Q3BSP::sQ3BSPFace *pQ3BSPFace = *it;
|
||||
ai_assert( nullptr != pQ3BSPFace );
|
||||
numVerts += pQ3BSPFace->iNumOfFaceVerts;
|
||||
}
|
||||
}
|
||||
|
||||
return numVerts;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Counts the faces with vertices.
|
||||
size_t Q3BSPFileImporter::countFaces( const std::vector<Q3BSP::sQ3BSPFace*> &rArray ) const
|
||||
{
|
||||
size_t numFaces = 0;
|
||||
for ( std::vector<sQ3BSPFace*>::const_iterator it = rArray.begin(); it != rArray.end();
|
||||
++it )
|
||||
{
|
||||
Q3BSP::sQ3BSPFace *pQ3BSPFace = *it;
|
||||
if ( pQ3BSPFace->iNumOfFaceVerts > 0 )
|
||||
{
|
||||
numFaces++;
|
||||
}
|
||||
}
|
||||
|
||||
return numFaces;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Counts the number of triangles in a Q3-face-array.
|
||||
size_t Q3BSPFileImporter::countTriangles( const std::vector<Q3BSP::sQ3BSPFace*> &rArray ) const
|
||||
{
|
||||
size_t numTriangles = 0;
|
||||
for ( std::vector<Q3BSP::sQ3BSPFace*>::const_iterator it = rArray.begin(); it != rArray.end();
|
||||
++it )
|
||||
{
|
||||
const Q3BSP::sQ3BSPFace *pQ3BSPFace = *it;
|
||||
if ( NULL != pQ3BSPFace )
|
||||
{
|
||||
numTriangles += pQ3BSPFace->iNumOfFaceVerts / 3;
|
||||
}
|
||||
}
|
||||
|
||||
return numTriangles;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Creates the faces-to-material map.
|
||||
void Q3BSPFileImporter::createMaterialMap( const Q3BSP::Q3BSPModel *pModel ) {
|
||||
std::string key( "" );
|
||||
std::vector<sQ3BSPFace*> *pCurFaceArray = NULL;
|
||||
for ( size_t idx = 0; idx < pModel->m_Faces.size(); idx++ )
|
||||
{
|
||||
Q3BSP::sQ3BSPFace *pQ3BSPFace = pModel->m_Faces[ idx ];
|
||||
const int texId = pQ3BSPFace->iTextureID;
|
||||
const int lightMapId = pQ3BSPFace->iLightmapID;
|
||||
createKey( texId, lightMapId, key );
|
||||
FaceMapIt it = m_MaterialLookupMap.find( key );
|
||||
if ( m_MaterialLookupMap.end() == it ) {
|
||||
pCurFaceArray = new std::vector<Q3BSP::sQ3BSPFace*>;
|
||||
m_MaterialLookupMap[ key ] = pCurFaceArray;
|
||||
}
|
||||
else
|
||||
{
|
||||
pCurFaceArray = (*it).second;
|
||||
}
|
||||
ai_assert( nullptr != pCurFaceArray );
|
||||
if (nullptr != pCurFaceArray )
|
||||
{
|
||||
pCurFaceArray->push_back( pQ3BSPFace );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns the next face.
|
||||
aiFace *Q3BSPFileImporter::getNextFace( aiMesh *mesh, unsigned int &faceIdx ) {
|
||||
aiFace *face( nullptr );
|
||||
if ( faceIdx < mesh->mNumFaces ) {
|
||||
face = &mesh->mFaces[ faceIdx ];
|
||||
++faceIdx;
|
||||
}
|
||||
|
||||
return face;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Imports a texture file.
|
||||
bool Q3BSPFileImporter::importTextureFromArchive( const Q3BSP::Q3BSPModel *model,
|
||||
Q3BSP::Q3BSPZipArchive *archive, aiScene*,
|
||||
aiMaterial *pMatHelper, int textureId ) {
|
||||
if (nullptr == archive || nullptr == pMatHelper ) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if ( textureId < 0 || textureId >= static_cast<int>( model->m_Textures.size() ) ) {
|
||||
return false;
|
||||
}
|
||||
|
||||
bool res = true;
|
||||
sQ3BSPTexture *pTexture = model->m_Textures[ textureId ];
|
||||
if ( !pTexture ) {
|
||||
return false;
|
||||
}
|
||||
|
||||
std::vector<std::string> supportedExtensions;
|
||||
supportedExtensions.push_back( ".jpg" );
|
||||
supportedExtensions.push_back( ".png" );
|
||||
supportedExtensions.push_back( ".tga" );
|
||||
std::string textureName, ext;
|
||||
if ( expandFile( archive, pTexture->strName, supportedExtensions, textureName, ext ) ) {
|
||||
IOStream *pTextureStream = archive->Open( textureName.c_str() );
|
||||
if ( pTextureStream ) {
|
||||
size_t texSize = pTextureStream->FileSize();
|
||||
aiTexture *pTexture = new aiTexture;
|
||||
pTexture->mHeight = 0;
|
||||
pTexture->mWidth = static_cast<unsigned int>(texSize);
|
||||
unsigned char *pData = new unsigned char[ pTexture->mWidth ];
|
||||
size_t readSize = pTextureStream->Read( pData, sizeof( unsigned char ), pTexture->mWidth );
|
||||
(void)readSize;
|
||||
ai_assert( readSize == pTexture->mWidth );
|
||||
pTexture->pcData = reinterpret_cast<aiTexel*>( pData );
|
||||
pTexture->achFormatHint[ 0 ] = ext[ 1 ];
|
||||
pTexture->achFormatHint[ 1 ] = ext[ 2 ];
|
||||
pTexture->achFormatHint[ 2 ] = ext[ 3 ];
|
||||
pTexture->achFormatHint[ 3 ] = '\0';
|
||||
res = true;
|
||||
|
||||
aiString name;
|
||||
name.data[ 0 ] = '*';
|
||||
name.length = 1 + ASSIMP_itoa10( name.data + 1, static_cast<unsigned int>(MAXLEN-1), static_cast<int32_t>(mTextures.size()) );
|
||||
|
||||
archive->Close( pTextureStream );
|
||||
|
||||
pMatHelper->AddProperty( &name, AI_MATKEY_TEXTURE_DIFFUSE( 0 ) );
|
||||
mTextures.push_back( pTexture );
|
||||
} else {
|
||||
// If it doesn't exist in the archive, it is probably just a reference to an external file.
|
||||
// We'll leave it up to the user to figure out which extension the file has.
|
||||
aiString name;
|
||||
strncpy( name.data, pTexture->strName, sizeof name.data );
|
||||
name.length = strlen( name.data );
|
||||
pMatHelper->AddProperty( &name, AI_MATKEY_TEXTURE_DIFFUSE( 0 ) );
|
||||
}
|
||||
}
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Imports a light map file.
|
||||
bool Q3BSPFileImporter::importLightmap( const Q3BSP::Q3BSPModel *pModel, aiScene* pScene,
|
||||
aiMaterial *pMatHelper, int lightmapId )
|
||||
{
|
||||
if (nullptr == pModel || nullptr == pScene || nullptr == pMatHelper ) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if ( lightmapId < 0 || lightmapId >= static_cast<int>( pModel->m_Lightmaps.size() ) ) {
|
||||
return false;
|
||||
}
|
||||
|
||||
sQ3BSPLightmap *pLightMap = pModel->m_Lightmaps[ lightmapId ];
|
||||
if (nullptr == pLightMap ) {
|
||||
return false;
|
||||
}
|
||||
|
||||
aiTexture *pTexture = new aiTexture;
|
||||
|
||||
pTexture->mWidth = CE_BSP_LIGHTMAPWIDTH;
|
||||
pTexture->mHeight = CE_BSP_LIGHTMAPHEIGHT;
|
||||
pTexture->pcData = new aiTexel[CE_BSP_LIGHTMAPWIDTH * CE_BSP_LIGHTMAPHEIGHT];
|
||||
|
||||
::memcpy( pTexture->pcData, pLightMap->bLMapData, pTexture->mWidth );
|
||||
size_t p = 0;
|
||||
for ( size_t i = 0; i < CE_BSP_LIGHTMAPWIDTH * CE_BSP_LIGHTMAPHEIGHT; ++i ) {
|
||||
pTexture->pcData[ i ].r = pLightMap->bLMapData[ p++ ];
|
||||
pTexture->pcData[ i ].g = pLightMap->bLMapData[ p++ ];
|
||||
pTexture->pcData[ i ].b = pLightMap->bLMapData[ p++ ];
|
||||
pTexture->pcData[ i ].a = 0xFF;
|
||||
}
|
||||
|
||||
aiString name;
|
||||
name.data[ 0 ] = '*';
|
||||
name.length = 1 + ASSIMP_itoa10( name.data + 1, static_cast<unsigned int>(MAXLEN-1), static_cast<int32_t>(mTextures.size()) );
|
||||
|
||||
pMatHelper->AddProperty( &name,AI_MATKEY_TEXTURE_LIGHTMAP( 1 ) );
|
||||
mTextures.push_back( pTexture );
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Will search for a supported extension.
|
||||
bool Q3BSPFileImporter::expandFile( Q3BSP::Q3BSPZipArchive *pArchive, const std::string &rFilename,
|
||||
const std::vector<std::string> &rExtList, std::string &rFile,
|
||||
std::string &rExt )
|
||||
{
|
||||
ai_assert( NULL != pArchive );
|
||||
ai_assert( !rFilename.empty() );
|
||||
|
||||
if ( rExtList.empty() )
|
||||
{
|
||||
rFile = rFilename;
|
||||
rExt = "";
|
||||
return true;
|
||||
}
|
||||
|
||||
bool found = false;
|
||||
for ( std::vector<std::string>::const_iterator it = rExtList.begin(); it != rExtList.end(); ++it )
|
||||
{
|
||||
const std::string textureName = rFilename + *it;
|
||||
if ( pArchive->Exists( textureName.c_str() ) )
|
||||
{
|
||||
rExt = *it;
|
||||
rFile = textureName;
|
||||
found = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return found;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
|
||||
} // Namespace Assimp
|
||||
|
||||
#endif // ASSIMP_BUILD_NO_Q3BSP_IMPORTER
|
||||
Loading…
Add table
Add a link
Reference in a new issue