mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-21 13:14:46 +00:00
Added initial behavior for ImageAssets to hold a list of GFX resources of different texture profiles to avoid mem leaks with incorrect-typed usages Added function to ImageAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Added function to ShapeAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Disabled fields for dynamic and static shadowmap refresh rates Moved noShape model to core/rendering/shapes to place it in a more logical module position Added an include to avoid undefined type compile error and removed unneeded semicolon from zone code Added call to reload probe textures when a reloadTextures call is made Adjusted default directional light shadowmap settings to not be as extreme Added utility function to probe manager to allow any class to request a 'best fit' list of probes that would affect a given location, allowing other classes such as fog or particles to utilize IBL. Also updated probeManager's forward rendering to utilize same function to reduce code duplication. Shifted shape loader code to utilize assimp for loader consistency and testing Changed render bin used for SSAO postfx so it runs at the right time Made Core_Rendering module scan for assets Updated loose file references to a number of assets to follow proper formatting Refactored asset import code to follow a more consistent object heirarchy structure on importing assets, allowing more reliable cross-referencing between inbound items Updated asset import logic for materials/images so that they properly utilize ImageType. Images correctly save out the assigned image type, materials reference the images' type to know what map slot they should be used in. Importer logic also updated to better find-and-add associated images based on type. Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI. Added ability to edit module script from RMB context menu if torsion path is set Updated list field code for variable inspector to utilize correct ownerObject field
1097 lines
42 KiB
C++
1097 lines
42 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2020, 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 following
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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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/** @file MD3Loader.cpp
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* @brief Implementation of the MD3 importer class
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*
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* Sources:
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* http://www.gamers.org/dEngine/quake3/UQ3S
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* http://linux.ucla.edu/~phaethon/q3/formats/md3format.html
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* http://www.heppler.com/shader/shader/
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*/
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#ifndef ASSIMP_BUILD_NO_MD3_IMPORTER
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#include "MD3/MD3Loader.h"
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#include "Common/Importer.h"
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#include <assimp/SceneCombiner.h>
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#include <assimp/GenericProperty.h>
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#include <assimp/RemoveComments.h>
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#include <assimp/ParsingUtils.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/IOSystem.hpp>
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#include <assimp/material.h>
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#include <assimp/scene.h>
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#include <assimp/importerdesc.h>
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#include <cctype>
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#include <memory>
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using namespace Assimp;
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static const aiImporterDesc desc = {
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"Quake III Mesh 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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"md3"
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};
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// ------------------------------------------------------------------------------------------------
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// Convert a Q3 shader blend function to the appropriate enum value
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Q3Shader::BlendFunc StringToBlendFunc(const std::string& m)
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{
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if (m == "GL_ONE") {
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return Q3Shader::BLEND_GL_ONE;
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}
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if (m == "GL_ZERO") {
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return Q3Shader::BLEND_GL_ZERO;
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}
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if (m == "GL_SRC_ALPHA") {
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return Q3Shader::BLEND_GL_SRC_ALPHA;
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}
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if (m == "GL_ONE_MINUS_SRC_ALPHA") {
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return Q3Shader::BLEND_GL_ONE_MINUS_SRC_ALPHA;
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}
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if (m == "GL_ONE_MINUS_DST_COLOR") {
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return Q3Shader::BLEND_GL_ONE_MINUS_DST_COLOR;
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}
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ASSIMP_LOG_ERROR("Q3Shader: Unknown blend function: " + m);
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return Q3Shader::BLEND_NONE;
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}
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// ------------------------------------------------------------------------------------------------
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// Load a Quake 3 shader
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bool Q3Shader::LoadShader(ShaderData& fill, const std::string& pFile,IOSystem* io)
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{
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std::unique_ptr<IOStream> file( io->Open( pFile, "rt"));
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if (!file.get())
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return false; // if we can't access the file, don't worry and return
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ASSIMP_LOG_INFO_F("Loading Quake3 shader file ", pFile);
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// read file in memory
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const size_t s = file->FileSize();
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std::vector<char> _buff(s+1);
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file->Read(&_buff[0],s,1);
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_buff[s] = 0;
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// remove comments from it (C++ style)
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CommentRemover::RemoveLineComments("//",&_buff[0]);
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const char* buff = &_buff[0];
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Q3Shader::ShaderDataBlock* curData = NULL;
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Q3Shader::ShaderMapBlock* curMap = NULL;
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// read line per line
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for (;SkipSpacesAndLineEnd(&buff);SkipLine(&buff)) {
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if (*buff == '{') {
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++buff;
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// append to last section, if any
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if (!curData) {
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ASSIMP_LOG_ERROR("Q3Shader: Unexpected shader section token \'{\'");
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return true; // still no failure, the file is there
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}
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// read this data section
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for (;SkipSpacesAndLineEnd(&buff);SkipLine(&buff)) {
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if (*buff == '{') {
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++buff;
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// add new map section
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curData->maps.push_back(Q3Shader::ShaderMapBlock());
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curMap = &curData->maps.back();
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for (;SkipSpacesAndLineEnd(&buff);SkipLine(&buff)) {
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// 'map' - Specifies texture file name
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if (TokenMatchI(buff,"map",3) || TokenMatchI(buff,"clampmap",8)) {
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curMap->name = GetNextToken(buff);
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}
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// 'blendfunc' - Alpha blending mode
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else if (TokenMatchI(buff,"blendfunc",9)) {
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const std::string blend_src = GetNextToken(buff);
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if (blend_src == "add") {
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curMap->blend_src = Q3Shader::BLEND_GL_ONE;
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curMap->blend_dest = Q3Shader::BLEND_GL_ONE;
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}
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else if (blend_src == "filter") {
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curMap->blend_src = Q3Shader::BLEND_GL_DST_COLOR;
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curMap->blend_dest = Q3Shader::BLEND_GL_ZERO;
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}
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else if (blend_src == "blend") {
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curMap->blend_src = Q3Shader::BLEND_GL_SRC_ALPHA;
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curMap->blend_dest = Q3Shader::BLEND_GL_ONE_MINUS_SRC_ALPHA;
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}
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else {
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curMap->blend_src = StringToBlendFunc(blend_src);
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curMap->blend_dest = StringToBlendFunc(GetNextToken(buff));
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}
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}
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// 'alphafunc' - Alpha testing mode
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else if (TokenMatchI(buff,"alphafunc",9)) {
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const std::string at = GetNextToken(buff);
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if (at == "GT0") {
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curMap->alpha_test = Q3Shader::AT_GT0;
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}
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else if (at == "LT128") {
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curMap->alpha_test = Q3Shader::AT_LT128;
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}
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else if (at == "GE128") {
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curMap->alpha_test = Q3Shader::AT_GE128;
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}
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}
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else if (*buff == '}') {
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++buff;
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// close this map section
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curMap = NULL;
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break;
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}
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}
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}
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else if (*buff == '}') {
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++buff;
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curData = NULL;
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break;
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}
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// 'cull' specifies culling behaviour for the model
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else if (TokenMatchI(buff,"cull",4)) {
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SkipSpaces(&buff);
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if (!ASSIMP_strincmp(buff,"back",4)) {
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curData->cull = Q3Shader::CULL_CCW;
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} else if (!ASSIMP_strincmp(buff,"front",5)) {
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curData->cull = Q3Shader::CULL_CW;
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} else if (!ASSIMP_strincmp(buff,"none",4) || !ASSIMP_strincmp(buff,"disable",7)) {
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curData->cull = Q3Shader::CULL_NONE;
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} else {
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ASSIMP_LOG_ERROR("Q3Shader: Unrecognized cull mode");
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}
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}
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}
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} else {
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// add new section
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fill.blocks.push_back(Q3Shader::ShaderDataBlock());
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curData = &fill.blocks.back();
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// get the name of this section
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curData->name = GetNextToken(buff);
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}
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}
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return true;
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}
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// ------------------------------------------------------------------------------------------------
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// Load a Quake 3 skin
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bool Q3Shader::LoadSkin(SkinData& fill, const std::string& pFile,IOSystem* io)
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{
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std::unique_ptr<IOStream> file( io->Open( pFile, "rt"));
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if (!file.get())
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return false; // if we can't access the file, don't worry and return
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ASSIMP_LOG_INFO("Loading Quake3 skin file " + pFile);
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// read file in memory
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const size_t s = file->FileSize();
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std::vector<char> _buff(s+1);const char* buff = &_buff[0];
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file->Read(&_buff[0],s,1);
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_buff[s] = 0;
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// remove commas
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std::replace(_buff.begin(),_buff.end(),',',' ');
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// read token by token and fill output table
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for (;*buff;) {
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SkipSpacesAndLineEnd(&buff);
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// get first identifier
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std::string ss = GetNextToken(buff);
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// ignore tokens starting with tag_
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if (!::strncmp(&ss[0],"tag_",std::min((size_t)4, ss.length())))
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continue;
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fill.textures.push_back(SkinData::TextureEntry());
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SkinData::TextureEntry &entry = fill.textures.back();
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entry.first = ss;
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entry.second = GetNextToken(buff);
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}
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return true;
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}
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// ------------------------------------------------------------------------------------------------
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// Convert Q3Shader to material
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void Q3Shader::ConvertShaderToMaterial(aiMaterial* out, const ShaderDataBlock& shader)
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{
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ai_assert(NULL != out);
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/* IMPORTANT: This is not a real conversion. Actually we're just guessing and
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* hacking around to build an aiMaterial that looks nearly equal to the
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* original Quake 3 shader. We're missing some important features like
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* animatable material properties in our material system, but at least
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* multiple textures should be handled correctly.
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*/
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// Two-sided material?
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if (shader.cull == Q3Shader::CULL_NONE) {
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const int twosided = 1;
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out->AddProperty(&twosided,1,AI_MATKEY_TWOSIDED);
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}
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unsigned int cur_emissive = 0, cur_diffuse = 0, cur_lm =0;
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// Iterate through all textures
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for (std::list< Q3Shader::ShaderMapBlock >::const_iterator it = shader.maps.begin(); it != shader.maps.end();++it) {
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// CONVERSION BEHAVIOUR:
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//
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//
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// If the texture is additive
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// - if it is the first texture, assume additive blending for the whole material
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// - otherwise register it as emissive texture.
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//
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// If the texture is using standard blend (or if the blend mode is unknown)
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// - if first texture: assume default blending for material
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// - in any case: set it as diffuse texture
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//
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// If the texture is using 'filter' blending
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// - take as lightmap
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//
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// Textures with alpha funcs
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// - aiTextureFlags_UseAlpha is set (otherwise aiTextureFlags_NoAlpha is explicitly set)
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aiString s((*it).name);
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aiTextureType type; unsigned int index;
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if ((*it).blend_src == Q3Shader::BLEND_GL_ONE && (*it).blend_dest == Q3Shader::BLEND_GL_ONE) {
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if (it == shader.maps.begin()) {
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const int additive = aiBlendMode_Additive;
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out->AddProperty(&additive,1,AI_MATKEY_BLEND_FUNC);
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index = cur_diffuse++;
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type = aiTextureType_DIFFUSE;
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}
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else {
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index = cur_emissive++;
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type = aiTextureType_EMISSIVE;
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}
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}
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else if ((*it).blend_src == Q3Shader::BLEND_GL_DST_COLOR && (*it).blend_dest == Q3Shader::BLEND_GL_ZERO) {
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index = cur_lm++;
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type = aiTextureType_LIGHTMAP;
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}
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else {
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const int blend = aiBlendMode_Default;
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out->AddProperty(&blend,1,AI_MATKEY_BLEND_FUNC);
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index = cur_diffuse++;
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type = aiTextureType_DIFFUSE;
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}
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// setup texture
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out->AddProperty(&s,AI_MATKEY_TEXTURE(type,index));
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// setup texture flags
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const int use_alpha = ((*it).alpha_test != Q3Shader::AT_NONE ? aiTextureFlags_UseAlpha : aiTextureFlags_IgnoreAlpha);
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out->AddProperty(&use_alpha,1,AI_MATKEY_TEXFLAGS(type,index));
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}
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// If at least one emissive texture was set, set the emissive base color to 1 to ensure
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// the texture is actually displayed.
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if (0 != cur_emissive) {
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aiColor3D one(1.f,1.f,1.f);
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out->AddProperty(&one,1,AI_MATKEY_COLOR_EMISSIVE);
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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MD3Importer::MD3Importer()
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: configFrameID (0)
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, configHandleMP (true)
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, configSpeedFlag()
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, pcHeader()
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, mBuffer()
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, fileSize()
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, mScene()
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, mIOHandler()
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{}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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MD3Importer::~MD3Importer()
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{}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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bool MD3Importer::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
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{
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const std::string extension = GetExtension(pFile);
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if (extension == "md3")
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return true;
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// if check for extension is not enough, check for the magic tokens
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if (!extension.length() || checkSig) {
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uint32_t tokens[1];
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tokens[0] = AI_MD3_MAGIC_NUMBER_LE;
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return CheckMagicToken(pIOHandler,pFile,tokens,1);
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}
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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void MD3Importer::ValidateHeaderOffsets()
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{
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// Check magic number
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if (pcHeader->IDENT != AI_MD3_MAGIC_NUMBER_BE &&
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pcHeader->IDENT != AI_MD3_MAGIC_NUMBER_LE)
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throw DeadlyImportError( "Invalid MD3 file: Magic bytes not found");
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// Check file format version
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if (pcHeader->VERSION > 15)
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ASSIMP_LOG_WARN( "Unsupported MD3 file version. Continuing happily ...");
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// Check some offset values whether they are valid
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if (!pcHeader->NUM_SURFACES)
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throw DeadlyImportError( "Invalid md3 file: NUM_SURFACES is 0");
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if (pcHeader->OFS_FRAMES >= fileSize || pcHeader->OFS_SURFACES >= fileSize ||
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pcHeader->OFS_EOF > fileSize) {
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throw DeadlyImportError("Invalid MD3 header: some offsets are outside the file");
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}
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if (pcHeader->NUM_SURFACES > AI_MAX_ALLOC(MD3::Surface)) {
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throw DeadlyImportError("Invalid MD3 header: too many surfaces, would overflow");
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}
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if (pcHeader->OFS_SURFACES + pcHeader->NUM_SURFACES * sizeof(MD3::Surface) >= fileSize) {
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throw DeadlyImportError("Invalid MD3 header: some surfaces are outside the file");
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}
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if (pcHeader->NUM_FRAMES <= configFrameID )
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throw DeadlyImportError("The requested frame is not existing the file");
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}
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// ------------------------------------------------------------------------------------------------
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void MD3Importer::ValidateSurfaceHeaderOffsets(const MD3::Surface* pcSurf)
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{
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// Calculate the relative offset of the surface
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const int32_t ofs = int32_t((const unsigned char*)pcSurf-this->mBuffer);
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// Check whether all data chunks are inside the valid range
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if (pcSurf->OFS_TRIANGLES + ofs + pcSurf->NUM_TRIANGLES * sizeof(MD3::Triangle) > fileSize ||
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pcSurf->OFS_SHADERS + ofs + pcSurf->NUM_SHADER * sizeof(MD3::Shader) > fileSize ||
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pcSurf->OFS_ST + ofs + pcSurf->NUM_VERTICES * sizeof(MD3::TexCoord) > fileSize ||
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pcSurf->OFS_XYZNORMAL + ofs + pcSurf->NUM_VERTICES * sizeof(MD3::Vertex) > fileSize) {
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throw DeadlyImportError("Invalid MD3 surface header: some offsets are outside the file");
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}
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// Check whether all requirements for Q3 files are met. We don't
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// care, but probably someone does.
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if (pcSurf->NUM_TRIANGLES > AI_MD3_MAX_TRIANGLES) {
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ASSIMP_LOG_WARN("MD3: Quake III triangle limit exceeded");
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}
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if (pcSurf->NUM_SHADER > AI_MD3_MAX_SHADERS) {
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ASSIMP_LOG_WARN("MD3: Quake III shader limit exceeded");
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}
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if (pcSurf->NUM_VERTICES > AI_MD3_MAX_VERTS) {
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ASSIMP_LOG_WARN("MD3: Quake III vertex limit exceeded");
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}
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if (pcSurf->NUM_FRAMES > AI_MD3_MAX_FRAMES) {
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ASSIMP_LOG_WARN("MD3: Quake III frame limit exceeded");
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}
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}
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|
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// ------------------------------------------------------------------------------------------------
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const aiImporterDesc* MD3Importer::GetInfo () const {
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return &desc;
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}
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|
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// ------------------------------------------------------------------------------------------------
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// Setup configuration properties
|
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void MD3Importer::SetupProperties(const Importer* pImp)
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{
|
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// The
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// AI_CONFIG_IMPORT_MD3_KEYFRAME option overrides the
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// AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option.
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configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MD3_KEYFRAME,-1);
|
|
if(static_cast<unsigned int>(-1) == configFrameID) {
|
|
configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0);
|
|
}
|
|
|
|
// AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART
|
|
configHandleMP = (0 != pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART,1));
|
|
|
|
// AI_CONFIG_IMPORT_MD3_SKIN_NAME
|
|
configSkinFile = (pImp->GetPropertyString(AI_CONFIG_IMPORT_MD3_SKIN_NAME,"default"));
|
|
|
|
// AI_CONFIG_IMPORT_MD3_SHADER_SRC
|
|
configShaderFile = (pImp->GetPropertyString(AI_CONFIG_IMPORT_MD3_SHADER_SRC,""));
|
|
|
|
// AI_CONFIG_FAVOUR_SPEED
|
|
configSpeedFlag = (0 != pImp->GetPropertyInteger(AI_CONFIG_FAVOUR_SPEED,0));
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Try to read the skin for a MD3 file
|
|
void MD3Importer::ReadSkin(Q3Shader::SkinData& fill) const
|
|
{
|
|
// skip any postfixes (e.g. lower_1.md3)
|
|
std::string::size_type s = filename.find_last_of('_');
|
|
if (s == std::string::npos) {
|
|
s = filename.find_last_of('.');
|
|
if (s == std::string::npos) {
|
|
s = filename.size();
|
|
}
|
|
}
|
|
ai_assert(s != std::string::npos);
|
|
|
|
const std::string skin_file = path + filename.substr(0,s) + "_" + configSkinFile + ".skin";
|
|
Q3Shader::LoadSkin(fill,skin_file,mIOHandler);
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Try to read the shader for a MD3 file
|
|
void MD3Importer::ReadShader(Q3Shader::ShaderData& fill) const
|
|
{
|
|
// Determine Q3 model name from given path
|
|
const std::string::size_type s = path.find_last_of("\\/",path.length()-2);
|
|
const std::string model_file = path.substr(s+1,path.length()-(s+2));
|
|
|
|
// If no specific dir or file is given, use our default search behaviour
|
|
if (!configShaderFile.length()) {
|
|
if(!Q3Shader::LoadShader(fill,path + "..\\..\\..\\scripts\\" + model_file + ".shader",mIOHandler)) {
|
|
Q3Shader::LoadShader(fill,path + "..\\..\\..\\scripts\\" + filename + ".shader",mIOHandler);
|
|
}
|
|
}
|
|
else {
|
|
// If the given string specifies a file, load this file.
|
|
// Otherwise it's a directory.
|
|
const std::string::size_type st = configShaderFile.find_last_of('.');
|
|
if (st == std::string::npos) {
|
|
|
|
if(!Q3Shader::LoadShader(fill,configShaderFile + model_file + ".shader",mIOHandler)) {
|
|
Q3Shader::LoadShader(fill,configShaderFile + filename + ".shader",mIOHandler);
|
|
}
|
|
}
|
|
else {
|
|
Q3Shader::LoadShader(fill,configShaderFile,mIOHandler);
|
|
}
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Tiny helper to remove a single node from its parent' list
|
|
void RemoveSingleNodeFromList(aiNode* nd)
|
|
{
|
|
if (!nd || nd->mNumChildren || !nd->mParent)return;
|
|
aiNode* par = nd->mParent;
|
|
for (unsigned int i = 0; i < par->mNumChildren;++i) {
|
|
if (par->mChildren[i] == nd) {
|
|
--par->mNumChildren;
|
|
for (;i < par->mNumChildren;++i) {
|
|
par->mChildren[i] = par->mChildren[i+1];
|
|
}
|
|
delete nd;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Read a multi-part Q3 player model
|
|
bool MD3Importer::ReadMultipartFile()
|
|
{
|
|
// check whether the file name contains a common postfix, e.g lower_2.md3
|
|
std::string::size_type s = filename.find_last_of('_'), t = filename.find_last_of('.');
|
|
|
|
if (t == std::string::npos)
|
|
t = filename.size();
|
|
if (s == std::string::npos)
|
|
s = t;
|
|
|
|
const std::string mod_filename = filename.substr(0,s);
|
|
const std::string suffix = filename.substr(s,t-s);
|
|
|
|
if (mod_filename == "lower" || mod_filename == "upper" || mod_filename == "head"){
|
|
const std::string lower = path + "lower" + suffix + ".md3";
|
|
const std::string upper = path + "upper" + suffix + ".md3";
|
|
const std::string head = path + "head" + suffix + ".md3";
|
|
|
|
aiScene* scene_upper = NULL;
|
|
aiScene* scene_lower = NULL;
|
|
aiScene* scene_head = NULL;
|
|
std::string failure;
|
|
|
|
aiNode* tag_torso, *tag_head;
|
|
std::vector<AttachmentInfo> attach;
|
|
|
|
ASSIMP_LOG_INFO("Multi part MD3 player model: lower, upper and head parts are joined");
|
|
|
|
// ensure we won't try to load ourselves recursively
|
|
BatchLoader::PropertyMap props;
|
|
SetGenericProperty( props.ints, AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART, 0);
|
|
|
|
// now read these three files
|
|
BatchLoader batch(mIOHandler);
|
|
const unsigned int _lower = batch.AddLoadRequest(lower,0,&props);
|
|
const unsigned int _upper = batch.AddLoadRequest(upper,0,&props);
|
|
const unsigned int _head = batch.AddLoadRequest(head,0,&props);
|
|
batch.LoadAll();
|
|
|
|
// now construct a dummy scene to place these three parts in
|
|
aiScene* master = new aiScene();
|
|
aiNode* nd = master->mRootNode = new aiNode();
|
|
nd->mName.Set("<MD3_Player>");
|
|
|
|
// ... and get them. We need all of them.
|
|
scene_lower = batch.GetImport(_lower);
|
|
if (!scene_lower) {
|
|
ASSIMP_LOG_ERROR("M3D: Failed to read multi part model, lower.md3 fails to load");
|
|
failure = "lower";
|
|
goto error_cleanup;
|
|
}
|
|
|
|
scene_upper = batch.GetImport(_upper);
|
|
if (!scene_upper) {
|
|
ASSIMP_LOG_ERROR("M3D: Failed to read multi part model, upper.md3 fails to load");
|
|
failure = "upper";
|
|
goto error_cleanup;
|
|
}
|
|
|
|
scene_head = batch.GetImport(_head);
|
|
if (!scene_head) {
|
|
ASSIMP_LOG_ERROR("M3D: Failed to read multi part model, head.md3 fails to load");
|
|
failure = "head";
|
|
goto error_cleanup;
|
|
}
|
|
|
|
// build attachment infos. search for typical Q3 tags
|
|
|
|
// original root
|
|
scene_lower->mRootNode->mName.Set("lower");
|
|
attach.push_back(AttachmentInfo(scene_lower, nd));
|
|
|
|
// tag_torso
|
|
tag_torso = scene_lower->mRootNode->FindNode("tag_torso");
|
|
if (!tag_torso) {
|
|
ASSIMP_LOG_ERROR("M3D: Failed to find attachment tag for multi part model: tag_torso expected");
|
|
goto error_cleanup;
|
|
}
|
|
scene_upper->mRootNode->mName.Set("upper");
|
|
attach.push_back(AttachmentInfo(scene_upper,tag_torso));
|
|
|
|
// tag_head
|
|
tag_head = scene_upper->mRootNode->FindNode("tag_head");
|
|
if (!tag_head) {
|
|
ASSIMP_LOG_ERROR( "M3D: Failed to find attachment tag for multi part model: tag_head expected");
|
|
goto error_cleanup;
|
|
}
|
|
scene_head->mRootNode->mName.Set("head");
|
|
attach.push_back(AttachmentInfo(scene_head,tag_head));
|
|
|
|
// Remove tag_head and tag_torso from all other model parts ...
|
|
// this ensures (together with AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY)
|
|
// that tag_torso/tag_head is also the name of the (unique) output node
|
|
RemoveSingleNodeFromList (scene_upper->mRootNode->FindNode("tag_torso"));
|
|
RemoveSingleNodeFromList (scene_head-> mRootNode->FindNode("tag_head" ));
|
|
|
|
// Undo the rotations which we applied to the coordinate systems. We're
|
|
// working in global Quake space here
|
|
scene_head->mRootNode->mTransformation = aiMatrix4x4();
|
|
scene_lower->mRootNode->mTransformation = aiMatrix4x4();
|
|
scene_upper->mRootNode->mTransformation = aiMatrix4x4();
|
|
|
|
// and merge the scenes
|
|
SceneCombiner::MergeScenes(&mScene,master, attach,
|
|
AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES |
|
|
AI_INT_MERGE_SCENE_GEN_UNIQUE_MATNAMES |
|
|
AI_INT_MERGE_SCENE_RESOLVE_CROSS_ATTACHMENTS |
|
|
(!configSpeedFlag ? AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY : 0));
|
|
|
|
// Now rotate the whole scene 90 degrees around the x axis to convert to internal coordinate system
|
|
mScene->mRootNode->mTransformation = aiMatrix4x4(1.f,0.f,0.f,0.f,
|
|
0.f,0.f,1.f,0.f,0.f,-1.f,0.f,0.f,0.f,0.f,0.f,1.f);
|
|
|
|
return true;
|
|
|
|
error_cleanup:
|
|
delete scene_upper;
|
|
delete scene_lower;
|
|
delete scene_head;
|
|
delete master;
|
|
|
|
if (failure == mod_filename) {
|
|
throw DeadlyImportError("MD3: failure to read multipart host file");
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Convert a MD3 path to a proper value
|
|
void MD3Importer::ConvertPath(const char* texture_name, const char* header_name, std::string& out) const
|
|
{
|
|
// If the MD3's internal path itself and the given path are using
|
|
// the same directory, remove it completely to get right output paths.
|
|
const char* end1 = ::strrchr(header_name,'\\');
|
|
if (!end1)end1 = ::strrchr(header_name,'/');
|
|
|
|
const char* end2 = ::strrchr(texture_name,'\\');
|
|
if (!end2)end2 = ::strrchr(texture_name,'/');
|
|
|
|
// HACK: If the paths starts with "models", ignore the
|
|
// next two hierarchy levels, it specifies just the model name.
|
|
// Ignored by Q3, it might be not equal to the real model location.
|
|
if (end2) {
|
|
|
|
size_t len2;
|
|
const size_t len1 = (size_t)(end1 - header_name);
|
|
if (!ASSIMP_strincmp(texture_name,"models",6) && (texture_name[6] == '/' || texture_name[6] == '\\')) {
|
|
len2 = 6; // ignore the seventh - could be slash or backslash
|
|
|
|
if (!header_name[0]) {
|
|
// Use the file name only
|
|
out = end2+1;
|
|
return;
|
|
}
|
|
}
|
|
else len2 = std::min (len1, (size_t)(end2 - texture_name ));
|
|
if (!ASSIMP_strincmp(texture_name,header_name,static_cast<unsigned int>(len2))) {
|
|
// Use the file name only
|
|
out = end2+1;
|
|
return;
|
|
}
|
|
}
|
|
// Use the full path
|
|
out = texture_name;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Imports the given file into the given scene structure.
|
|
void MD3Importer::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler) {
|
|
mFile = pFile;
|
|
mScene = pScene;
|
|
mIOHandler = pIOHandler;
|
|
|
|
// get base path and file name
|
|
// todo ... move to PathConverter
|
|
std::string::size_type s = mFile.find_last_of("/\\");
|
|
if (s == std::string::npos) {
|
|
s = 0;
|
|
} else {
|
|
++s;
|
|
}
|
|
filename = mFile.substr(s), path = mFile.substr(0, s);
|
|
for (std::string::iterator it = filename.begin(); it != filename.end(); ++it) {
|
|
*it = static_cast<char>( tolower(*it) );
|
|
}
|
|
|
|
// Load multi-part model file, if necessary
|
|
if (configHandleMP) {
|
|
if (ReadMultipartFile())
|
|
return;
|
|
}
|
|
|
|
std::unique_ptr<IOStream> file( pIOHandler->Open( pFile));
|
|
|
|
// Check whether we can read from the file
|
|
if( file.get() == NULL)
|
|
throw DeadlyImportError( "Failed to open MD3 file " + pFile + ".");
|
|
|
|
// Check whether the md3 file is large enough to contain the header
|
|
fileSize = (unsigned int)file->FileSize();
|
|
if( fileSize < sizeof(MD3::Header))
|
|
throw DeadlyImportError( "MD3 File is too small.");
|
|
|
|
// Allocate storage and copy the contents of the file to a memory buffer
|
|
std::vector<unsigned char> mBuffer2 (fileSize);
|
|
file->Read( &mBuffer2[0], 1, fileSize);
|
|
mBuffer = &mBuffer2[0];
|
|
|
|
pcHeader = (BE_NCONST MD3::Header*)mBuffer;
|
|
|
|
// Ensure correct endianness
|
|
#ifdef AI_BUILD_BIG_ENDIAN
|
|
|
|
AI_SWAP4(pcHeader->VERSION);
|
|
AI_SWAP4(pcHeader->FLAGS);
|
|
AI_SWAP4(pcHeader->IDENT);
|
|
AI_SWAP4(pcHeader->NUM_FRAMES);
|
|
AI_SWAP4(pcHeader->NUM_SKINS);
|
|
AI_SWAP4(pcHeader->NUM_SURFACES);
|
|
AI_SWAP4(pcHeader->NUM_TAGS);
|
|
AI_SWAP4(pcHeader->OFS_EOF);
|
|
AI_SWAP4(pcHeader->OFS_FRAMES);
|
|
AI_SWAP4(pcHeader->OFS_SURFACES);
|
|
AI_SWAP4(pcHeader->OFS_TAGS);
|
|
|
|
#endif
|
|
|
|
// Validate the file header
|
|
ValidateHeaderOffsets();
|
|
|
|
// Navigate to the list of surfaces
|
|
BE_NCONST MD3::Surface* pcSurfaces = (BE_NCONST MD3::Surface*)(mBuffer + pcHeader->OFS_SURFACES);
|
|
|
|
// Navigate to the list of tags
|
|
BE_NCONST MD3::Tag* pcTags = (BE_NCONST MD3::Tag*)(mBuffer + pcHeader->OFS_TAGS);
|
|
|
|
// Allocate output storage
|
|
pScene->mNumMeshes = pcHeader->NUM_SURFACES;
|
|
if (pcHeader->NUM_SURFACES == 0) {
|
|
throw DeadlyImportError("MD3: No surfaces");
|
|
} else if (pcHeader->NUM_SURFACES > AI_MAX_ALLOC(aiMesh)) {
|
|
// We allocate pointers but check against the size of aiMesh
|
|
// since those pointers will eventually have to point to real objects
|
|
throw DeadlyImportError("MD3: Too many surfaces, would run out of memory");
|
|
}
|
|
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
|
|
|
|
pScene->mNumMaterials = pcHeader->NUM_SURFACES;
|
|
pScene->mMaterials = new aiMaterial*[pScene->mNumMeshes];
|
|
|
|
// Set arrays to zero to ensue proper destruction if an exception is raised
|
|
::memset(pScene->mMeshes,0,pScene->mNumMeshes*sizeof(aiMesh*));
|
|
::memset(pScene->mMaterials,0,pScene->mNumMaterials*sizeof(aiMaterial*));
|
|
|
|
// Now read possible skins from .skin file
|
|
Q3Shader::SkinData skins;
|
|
ReadSkin(skins);
|
|
|
|
// And check whether we can locate a shader file for this model
|
|
Q3Shader::ShaderData shaders;
|
|
ReadShader(shaders);
|
|
|
|
// Adjust all texture paths in the shader
|
|
const char* header_name = pcHeader->NAME;
|
|
if (!shaders.blocks.empty()) {
|
|
for (std::list< Q3Shader::ShaderDataBlock >::iterator dit = shaders.blocks.begin(); dit != shaders.blocks.end(); ++dit) {
|
|
ConvertPath((*dit).name.c_str(),header_name,(*dit).name);
|
|
|
|
for (std::list< Q3Shader::ShaderMapBlock >::iterator mit = (*dit).maps.begin(); mit != (*dit).maps.end(); ++mit) {
|
|
ConvertPath((*mit).name.c_str(),header_name,(*mit).name);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Read all surfaces from the file
|
|
unsigned int iNum = pcHeader->NUM_SURFACES;
|
|
unsigned int iNumMaterials = 0;
|
|
while (iNum-- > 0) {
|
|
|
|
// Ensure correct endianness
|
|
#ifdef AI_BUILD_BIG_ENDIAN
|
|
|
|
AI_SWAP4(pcSurfaces->FLAGS);
|
|
AI_SWAP4(pcSurfaces->IDENT);
|
|
AI_SWAP4(pcSurfaces->NUM_FRAMES);
|
|
AI_SWAP4(pcSurfaces->NUM_SHADER);
|
|
AI_SWAP4(pcSurfaces->NUM_TRIANGLES);
|
|
AI_SWAP4(pcSurfaces->NUM_VERTICES);
|
|
AI_SWAP4(pcSurfaces->OFS_END);
|
|
AI_SWAP4(pcSurfaces->OFS_SHADERS);
|
|
AI_SWAP4(pcSurfaces->OFS_ST);
|
|
AI_SWAP4(pcSurfaces->OFS_TRIANGLES);
|
|
AI_SWAP4(pcSurfaces->OFS_XYZNORMAL);
|
|
|
|
#endif
|
|
|
|
// Validate the surface header
|
|
ValidateSurfaceHeaderOffsets(pcSurfaces);
|
|
|
|
// Navigate to the vertex list of the surface
|
|
BE_NCONST MD3::Vertex* pcVertices = (BE_NCONST MD3::Vertex*)
|
|
(((uint8_t*)pcSurfaces) + pcSurfaces->OFS_XYZNORMAL);
|
|
|
|
// Navigate to the triangle list of the surface
|
|
BE_NCONST MD3::Triangle* pcTriangles = (BE_NCONST MD3::Triangle*)
|
|
(((uint8_t*)pcSurfaces) + pcSurfaces->OFS_TRIANGLES);
|
|
|
|
// Navigate to the texture coordinate list of the surface
|
|
BE_NCONST MD3::TexCoord* pcUVs = (BE_NCONST MD3::TexCoord*)
|
|
(((uint8_t*)pcSurfaces) + pcSurfaces->OFS_ST);
|
|
|
|
// Navigate to the shader list of the surface
|
|
BE_NCONST MD3::Shader* pcShaders = (BE_NCONST MD3::Shader*)
|
|
(((uint8_t*)pcSurfaces) + pcSurfaces->OFS_SHADERS);
|
|
|
|
// If the submesh is empty ignore it
|
|
if (0 == pcSurfaces->NUM_VERTICES || 0 == pcSurfaces->NUM_TRIANGLES)
|
|
{
|
|
pcSurfaces = (BE_NCONST MD3::Surface*)(((uint8_t*)pcSurfaces) + pcSurfaces->OFS_END);
|
|
pScene->mNumMeshes--;
|
|
continue;
|
|
}
|
|
|
|
// Allocate output mesh
|
|
pScene->mMeshes[iNum] = new aiMesh();
|
|
aiMesh* pcMesh = pScene->mMeshes[iNum];
|
|
|
|
std::string _texture_name;
|
|
const char* texture_name = NULL;
|
|
|
|
// Check whether we have a texture record for this surface in the .skin file
|
|
std::list< Q3Shader::SkinData::TextureEntry >::iterator it = std::find(
|
|
skins.textures.begin(), skins.textures.end(), pcSurfaces->NAME );
|
|
|
|
if (it != skins.textures.end()) {
|
|
texture_name = &*( _texture_name = (*it).second).begin();
|
|
ASSIMP_LOG_DEBUG_F("MD3: Assigning skin texture ", (*it).second, " to surface ", pcSurfaces->NAME);
|
|
(*it).resolved = true; // mark entry as resolved
|
|
}
|
|
|
|
// Get the first shader (= texture?) assigned to the surface
|
|
if (!texture_name && pcSurfaces->NUM_SHADER) {
|
|
texture_name = pcShaders->NAME;
|
|
}
|
|
|
|
std::string convertedPath;
|
|
if (texture_name) {
|
|
ConvertPath(texture_name,header_name,convertedPath);
|
|
}
|
|
|
|
const Q3Shader::ShaderDataBlock* shader = NULL;
|
|
|
|
// Now search the current shader for a record with this name (
|
|
// excluding texture file extension)
|
|
if (!shaders.blocks.empty()) {
|
|
std::string::size_type sh = convertedPath.find_last_of('.');
|
|
if (sh == std::string::npos) {
|
|
sh = convertedPath.length();
|
|
}
|
|
|
|
const std::string without_ext = convertedPath.substr(0,sh);
|
|
std::list< Q3Shader::ShaderDataBlock >::const_iterator dit = std::find(shaders.blocks.begin(),shaders.blocks.end(),without_ext);
|
|
if (dit != shaders.blocks.end()) {
|
|
// We made it!
|
|
shader = &*dit;
|
|
ASSIMP_LOG_INFO("Found shader record for " +without_ext );
|
|
} else {
|
|
ASSIMP_LOG_WARN("Unable to find shader record for " + without_ext);
|
|
}
|
|
}
|
|
|
|
aiMaterial* pcHelper = new aiMaterial();
|
|
|
|
const int iMode = (int)aiShadingMode_Gouraud;
|
|
pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
|
|
|
|
// Add a small ambient color value - Quake 3 seems to have one
|
|
aiColor3D clr;
|
|
clr.b = clr.g = clr.r = 0.05f;
|
|
pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
|
|
|
|
clr.b = clr.g = clr.r = 1.0f;
|
|
pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
|
|
pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
|
|
|
|
// use surface name + skin_name as material name
|
|
aiString name;
|
|
name.Set("MD3_[" + configSkinFile + "][" + pcSurfaces->NAME + "]");
|
|
pcHelper->AddProperty(&name,AI_MATKEY_NAME);
|
|
|
|
if (!shader) {
|
|
// Setup dummy texture file name to ensure UV coordinates are kept during postprocessing
|
|
aiString szString;
|
|
if (convertedPath.length()) {
|
|
szString.Set(convertedPath);
|
|
} else {
|
|
ASSIMP_LOG_WARN("Texture file name has zero length. Using default name");
|
|
szString.Set("dummy_texture.bmp");
|
|
}
|
|
pcHelper->AddProperty(&szString,AI_MATKEY_TEXTURE_DIFFUSE(0));
|
|
|
|
// prevent transparency by default
|
|
int no_alpha = aiTextureFlags_IgnoreAlpha;
|
|
pcHelper->AddProperty(&no_alpha,1,AI_MATKEY_TEXFLAGS_DIFFUSE(0));
|
|
} else {
|
|
Q3Shader::ConvertShaderToMaterial(pcHelper,*shader);
|
|
}
|
|
|
|
pScene->mMaterials[iNumMaterials] = (aiMaterial*)pcHelper;
|
|
pcMesh->mMaterialIndex = iNumMaterials++;
|
|
|
|
// Ensure correct endianness
|
|
#ifdef AI_BUILD_BIG_ENDIAN
|
|
|
|
for (uint32_t i = 0; i < pcSurfaces->NUM_VERTICES;++i) {
|
|
AI_SWAP2( pcVertices[i].NORMAL );
|
|
AI_SWAP2( pcVertices[i].X );
|
|
AI_SWAP2( pcVertices[i].Y );
|
|
AI_SWAP2( pcVertices[i].Z );
|
|
|
|
AI_SWAP4( pcUVs[i].U );
|
|
AI_SWAP4( pcUVs[i].V );
|
|
}
|
|
for (uint32_t i = 0; i < pcSurfaces->NUM_TRIANGLES;++i) {
|
|
AI_SWAP4(pcTriangles[i].INDEXES[0]);
|
|
AI_SWAP4(pcTriangles[i].INDEXES[1]);
|
|
AI_SWAP4(pcTriangles[i].INDEXES[2]);
|
|
}
|
|
|
|
#endif
|
|
|
|
// Fill mesh information
|
|
pcMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
|
|
|
|
pcMesh->mNumVertices = pcSurfaces->NUM_TRIANGLES*3;
|
|
pcMesh->mNumFaces = pcSurfaces->NUM_TRIANGLES;
|
|
pcMesh->mFaces = new aiFace[pcSurfaces->NUM_TRIANGLES];
|
|
pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices];
|
|
pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices];
|
|
pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices];
|
|
pcMesh->mNumUVComponents[0] = 2;
|
|
|
|
// Fill in all triangles
|
|
unsigned int iCurrent = 0;
|
|
for (unsigned int i = 0; i < (unsigned int)pcSurfaces->NUM_TRIANGLES;++i) {
|
|
pcMesh->mFaces[i].mIndices = new unsigned int[3];
|
|
pcMesh->mFaces[i].mNumIndices = 3;
|
|
|
|
//unsigned int iTemp = iCurrent;
|
|
for (unsigned int c = 0; c < 3;++c,++iCurrent) {
|
|
pcMesh->mFaces[i].mIndices[c] = iCurrent;
|
|
|
|
// Read vertices
|
|
aiVector3D& vec = pcMesh->mVertices[iCurrent];
|
|
uint32_t index = pcTriangles->INDEXES[c];
|
|
if (index >= pcSurfaces->NUM_VERTICES) {
|
|
throw DeadlyImportError( "MD3: Invalid vertex index");
|
|
}
|
|
vec.x = pcVertices[index].X*AI_MD3_XYZ_SCALE;
|
|
vec.y = pcVertices[index].Y*AI_MD3_XYZ_SCALE;
|
|
vec.z = pcVertices[index].Z*AI_MD3_XYZ_SCALE;
|
|
|
|
// Convert the normal vector to uncompressed float3 format
|
|
aiVector3D& nor = pcMesh->mNormals[iCurrent];
|
|
LatLngNormalToVec3(pcVertices[index].NORMAL,(ai_real*)&nor);
|
|
|
|
// Read texture coordinates
|
|
pcMesh->mTextureCoords[0][iCurrent].x = pcUVs[index].U;
|
|
pcMesh->mTextureCoords[0][iCurrent].y = 1.0f-pcUVs[index].V;
|
|
}
|
|
// Flip face order if necessary
|
|
if (!shader || shader->cull == Q3Shader::CULL_CW) {
|
|
std::swap(pcMesh->mFaces[i].mIndices[2],pcMesh->mFaces[i].mIndices[1]);
|
|
}
|
|
++pcTriangles;
|
|
}
|
|
|
|
// Go to the next surface
|
|
pcSurfaces = (BE_NCONST MD3::Surface*)(((unsigned char*)pcSurfaces) + pcSurfaces->OFS_END);
|
|
}
|
|
|
|
// For debugging purposes: check whether we found matches for all entries in the skins file
|
|
if (!DefaultLogger::isNullLogger()) {
|
|
for (std::list< Q3Shader::SkinData::TextureEntry>::const_iterator it = skins.textures.begin();it != skins.textures.end(); ++it) {
|
|
if (!(*it).resolved) {
|
|
ASSIMP_LOG_ERROR_F("MD3: Failed to match skin ", (*it).first, " to surface ", (*it).second);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!pScene->mNumMeshes) {
|
|
throw DeadlyImportError( "MD3: File contains no valid mesh");
|
|
}
|
|
pScene->mNumMaterials = iNumMaterials;
|
|
|
|
// Now we need to generate an empty node graph
|
|
pScene->mRootNode = new aiNode("<MD3Root>");
|
|
pScene->mRootNode->mNumMeshes = pScene->mNumMeshes;
|
|
pScene->mRootNode->mMeshes = new unsigned int[pScene->mNumMeshes];
|
|
|
|
// Attach tiny children for all tags
|
|
if (pcHeader->NUM_TAGS) {
|
|
pScene->mRootNode->mNumChildren = pcHeader->NUM_TAGS;
|
|
pScene->mRootNode->mChildren = new aiNode*[pcHeader->NUM_TAGS];
|
|
|
|
for (unsigned int i = 0; i < pcHeader->NUM_TAGS; ++i, ++pcTags) {
|
|
aiNode* nd = pScene->mRootNode->mChildren[i] = new aiNode();
|
|
nd->mName.Set((const char*)pcTags->NAME);
|
|
nd->mParent = pScene->mRootNode;
|
|
|
|
AI_SWAP4(pcTags->origin.x);
|
|
AI_SWAP4(pcTags->origin.y);
|
|
AI_SWAP4(pcTags->origin.z);
|
|
|
|
// Copy local origin, again flip z,y
|
|
nd->mTransformation.a4 = pcTags->origin.x;
|
|
nd->mTransformation.b4 = pcTags->origin.y;
|
|
nd->mTransformation.c4 = pcTags->origin.z;
|
|
|
|
// Copy rest of transformation (need to transpose to match row-order matrix)
|
|
for (unsigned int a = 0; a < 3;++a) {
|
|
for (unsigned int m = 0; m < 3;++m) {
|
|
nd->mTransformation[m][a] = pcTags->orientation[a][m];
|
|
AI_SWAP4(nd->mTransformation[m][a]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
|
|
pScene->mRootNode->mMeshes[i] = i;
|
|
|
|
// Now rotate the whole scene 90 degrees around the x axis to convert to internal coordinate system
|
|
pScene->mRootNode->mTransformation = aiMatrix4x4(
|
|
1.f,0.f,0.f,0.f,
|
|
0.f,0.f,1.f,0.f,
|
|
0.f,-1.f,0.f,0.f,
|
|
0.f,0.f,0.f,1.f
|
|
);
|
|
}
|
|
|
|
#endif // !! ASSIMP_BUILD_NO_MD3_IMPORTER
|