mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +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 Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI.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
734 lines
26 KiB
C++
734 lines
26 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 AssbinLoader.cpp
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* @brief Implementation of the .assbin importer class
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*
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* see assbin_chunks.h
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*/
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#ifndef ASSIMP_BUILD_NO_ASSBIN_IMPORTER
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// internal headers
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#include "Assbin/AssbinLoader.h"
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#include "Common/assbin_chunks.h"
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#include <assimp/MemoryIOWrapper.h>
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#include <assimp/mesh.h>
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#include <assimp/anim.h>
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#include <assimp/scene.h>
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#include <assimp/importerdesc.h>
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#include <memory>
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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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using namespace Assimp;
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static const aiImporterDesc desc = {
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"Assimp Binary Importer",
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"Gargaj / Conspiracy",
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"",
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"",
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aiImporterFlags_SupportBinaryFlavour | aiImporterFlags_SupportCompressedFlavour,
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0,
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0,
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0,
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0,
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"assbin"
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};
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// -----------------------------------------------------------------------------------
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const aiImporterDesc* AssbinImporter::GetInfo() const {
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return &desc;
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}
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// -----------------------------------------------------------------------------------
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bool AssbinImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool /*checkSig*/ ) const {
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IOStream * in = pIOHandler->Open(pFile);
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if (nullptr == in) {
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return false;
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}
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char s[32];
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in->Read( s, sizeof(char), 32 );
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pIOHandler->Close(in);
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return strncmp( s, "ASSIMP.binary-dump.", 19 ) == 0;
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}
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// -----------------------------------------------------------------------------------
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template <typename T>
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T Read(IOStream * stream) {
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T t;
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size_t res = stream->Read( &t, sizeof(T), 1 );
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if(res != 1)
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throw DeadlyImportError("Unexpected EOF");
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return t;
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}
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// -----------------------------------------------------------------------------------
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template <>
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aiVector3D Read<aiVector3D>(IOStream * stream) {
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aiVector3D v;
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v.x = Read<float>(stream);
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v.y = Read<float>(stream);
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v.z = Read<float>(stream);
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return v;
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}
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// -----------------------------------------------------------------------------------
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template <>
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aiColor4D Read<aiColor4D>(IOStream * stream) {
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aiColor4D c;
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c.r = Read<float>(stream);
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c.g = Read<float>(stream);
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c.b = Read<float>(stream);
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c.a = Read<float>(stream);
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return c;
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}
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// -----------------------------------------------------------------------------------
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template <>
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aiQuaternion Read<aiQuaternion>(IOStream * stream) {
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aiQuaternion v;
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v.w = Read<float>(stream);
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v.x = Read<float>(stream);
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v.y = Read<float>(stream);
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v.z = Read<float>(stream);
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return v;
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}
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// -----------------------------------------------------------------------------------
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template <>
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aiString Read<aiString>(IOStream * stream) {
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aiString s;
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stream->Read(&s.length,4,1);
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if(s.length)
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stream->Read(s.data,s.length,1);
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s.data[s.length] = 0;
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return s;
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}
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// -----------------------------------------------------------------------------------
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template <>
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aiVertexWeight Read<aiVertexWeight>(IOStream * stream) {
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aiVertexWeight w;
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w.mVertexId = Read<unsigned int>(stream);
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w.mWeight = Read<float>(stream);
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return w;
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}
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// -----------------------------------------------------------------------------------
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template <>
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aiMatrix4x4 Read<aiMatrix4x4>(IOStream * stream) {
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aiMatrix4x4 m;
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for (unsigned int i = 0; i < 4;++i) {
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for (unsigned int i2 = 0; i2 < 4;++i2) {
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m[i][i2] = Read<float>(stream);
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}
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}
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return m;
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}
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// -----------------------------------------------------------------------------------
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template <>
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aiVectorKey Read<aiVectorKey>(IOStream * stream) {
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aiVectorKey v;
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v.mTime = Read<double>(stream);
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v.mValue = Read<aiVector3D>(stream);
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return v;
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}
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// -----------------------------------------------------------------------------------
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template <>
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aiQuatKey Read<aiQuatKey>(IOStream * stream) {
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aiQuatKey v;
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v.mTime = Read<double>(stream);
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v.mValue = Read<aiQuaternion>(stream);
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return v;
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}
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// -----------------------------------------------------------------------------------
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template <typename T>
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void ReadArray( IOStream *stream, T * out, unsigned int size) {
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ai_assert( nullptr != stream );
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ai_assert( nullptr != out );
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for (unsigned int i=0; i<size; i++) {
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out[i] = Read<T>(stream);
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}
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}
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// -----------------------------------------------------------------------------------
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template <typename T>
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void ReadBounds( IOStream * stream, T* /*p*/, unsigned int n ) {
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// not sure what to do here, the data isn't really useful.
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stream->Seek( sizeof(T) * n, aiOrigin_CUR );
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}
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// -----------------------------------------------------------------------------------
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void AssbinImporter::ReadBinaryNode( IOStream * stream, aiNode** onode, aiNode* parent ) {
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if(Read<uint32_t>(stream) != ASSBIN_CHUNK_AINODE)
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throw DeadlyImportError("Magic chunk identifiers are wrong!");
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/*uint32_t size =*/ Read<uint32_t>(stream);
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std::unique_ptr<aiNode> node(new aiNode());
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node->mName = Read<aiString>(stream);
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node->mTransformation = Read<aiMatrix4x4>(stream);
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unsigned numChildren = Read<unsigned int>(stream);
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unsigned numMeshes = Read<unsigned int>(stream);
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unsigned int nb_metadata = Read<unsigned int>(stream);
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if(parent) {
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node->mParent = parent;
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}
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if (numMeshes)
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{
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node->mMeshes = new unsigned int[numMeshes];
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for (unsigned int i = 0; i < numMeshes; ++i) {
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node->mMeshes[i] = Read<unsigned int>(stream);
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node->mNumMeshes++;
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}
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}
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if (numChildren) {
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node->mChildren = new aiNode*[numChildren];
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for (unsigned int i = 0; i < numChildren; ++i) {
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ReadBinaryNode( stream, &node->mChildren[i], node.get() );
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node->mNumChildren++;
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}
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}
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if ( nb_metadata > 0 ) {
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node->mMetaData = aiMetadata::Alloc(nb_metadata);
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for (unsigned int i = 0; i < nb_metadata; ++i) {
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node->mMetaData->mKeys[i] = Read<aiString>(stream);
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node->mMetaData->mValues[i].mType = (aiMetadataType) Read<uint16_t>(stream);
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void* data = nullptr;
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switch (node->mMetaData->mValues[i].mType) {
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case AI_BOOL:
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data = new bool(Read<bool>(stream));
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break;
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case AI_INT32:
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data = new int32_t(Read<int32_t>(stream));
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break;
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case AI_UINT64:
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data = new uint64_t(Read<uint64_t>(stream));
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break;
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case AI_FLOAT:
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data = new float(Read<float>(stream));
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break;
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case AI_DOUBLE:
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data = new double(Read<double>(stream));
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break;
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case AI_AISTRING:
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data = new aiString(Read<aiString>(stream));
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break;
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case AI_AIVECTOR3D:
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data = new aiVector3D(Read<aiVector3D>(stream));
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break;
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#ifndef SWIG
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case FORCE_32BIT:
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#endif // SWIG
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default:
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break;
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}
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node->mMetaData->mValues[i].mData = data;
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}
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}
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*onode = node.release();
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}
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// -----------------------------------------------------------------------------------
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void AssbinImporter::ReadBinaryBone( IOStream * stream, aiBone* b ) {
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if(Read<uint32_t>(stream) != ASSBIN_CHUNK_AIBONE)
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throw DeadlyImportError("Magic chunk identifiers are wrong!");
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/*uint32_t size =*/ Read<uint32_t>(stream);
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b->mName = Read<aiString>(stream);
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b->mNumWeights = Read<unsigned int>(stream);
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b->mOffsetMatrix = Read<aiMatrix4x4>(stream);
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// for the moment we write dumb min/max values for the bones, too.
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// maybe I'll add a better, hash-like solution later
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if (shortened) {
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ReadBounds(stream,b->mWeights,b->mNumWeights);
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} else {
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// else write as usual
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b->mWeights = new aiVertexWeight[b->mNumWeights];
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ReadArray<aiVertexWeight>(stream,b->mWeights,b->mNumWeights);
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}
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}
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// -----------------------------------------------------------------------------------
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static bool fitsIntoUI16(unsigned int mNumVertices) {
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return ( mNumVertices < (1u<<16) );
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}
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// -----------------------------------------------------------------------------------
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void AssbinImporter::ReadBinaryMesh( IOStream * stream, aiMesh* mesh ) {
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if(Read<uint32_t>(stream) != ASSBIN_CHUNK_AIMESH)
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throw DeadlyImportError("Magic chunk identifiers are wrong!");
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/*uint32_t size =*/ Read<uint32_t>(stream);
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mesh->mPrimitiveTypes = Read<unsigned int>(stream);
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mesh->mNumVertices = Read<unsigned int>(stream);
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mesh->mNumFaces = Read<unsigned int>(stream);
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mesh->mNumBones = Read<unsigned int>(stream);
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mesh->mMaterialIndex = Read<unsigned int>(stream);
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// first of all, write bits for all existent vertex components
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unsigned int c = Read<unsigned int>(stream);
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if (c & ASSBIN_MESH_HAS_POSITIONS) {
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if (shortened) {
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ReadBounds(stream,mesh->mVertices,mesh->mNumVertices);
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} else {
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// else write as usual
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mesh->mVertices = new aiVector3D[mesh->mNumVertices];
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ReadArray<aiVector3D>(stream,mesh->mVertices,mesh->mNumVertices);
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}
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}
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if (c & ASSBIN_MESH_HAS_NORMALS) {
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if (shortened) {
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ReadBounds(stream,mesh->mNormals,mesh->mNumVertices);
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} else {
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// else write as usual
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mesh->mNormals = new aiVector3D[mesh->mNumVertices];
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ReadArray<aiVector3D>(stream,mesh->mNormals,mesh->mNumVertices);
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}
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}
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if (c & ASSBIN_MESH_HAS_TANGENTS_AND_BITANGENTS) {
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if (shortened) {
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ReadBounds(stream,mesh->mTangents,mesh->mNumVertices);
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ReadBounds(stream,mesh->mBitangents,mesh->mNumVertices);
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} else {
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// else write as usual
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mesh->mTangents = new aiVector3D[mesh->mNumVertices];
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ReadArray<aiVector3D>(stream,mesh->mTangents,mesh->mNumVertices);
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mesh->mBitangents = new aiVector3D[mesh->mNumVertices];
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ReadArray<aiVector3D>(stream,mesh->mBitangents,mesh->mNumVertices);
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}
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}
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for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS;++n) {
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if (!(c & ASSBIN_MESH_HAS_COLOR(n))) {
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break;
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}
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if (shortened) {
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ReadBounds(stream,mesh->mColors[n],mesh->mNumVertices);
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} else {
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// else write as usual
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mesh->mColors[n] = new aiColor4D[mesh->mNumVertices];
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ReadArray<aiColor4D>(stream,mesh->mColors[n],mesh->mNumVertices);
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}
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}
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for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) {
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if (!(c & ASSBIN_MESH_HAS_TEXCOORD(n))) {
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break;
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}
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// write number of UV components
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mesh->mNumUVComponents[n] = Read<unsigned int>(stream);
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if (shortened) {
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ReadBounds(stream,mesh->mTextureCoords[n],mesh->mNumVertices);
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} else {
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// else write as usual
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mesh->mTextureCoords[n] = new aiVector3D[mesh->mNumVertices];
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ReadArray<aiVector3D>(stream,mesh->mTextureCoords[n],mesh->mNumVertices);
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}
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}
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// write faces. There are no floating-point calculations involved
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// in these, so we can write a simple hash over the face data
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// to the dump file. We generate a single 32 Bit hash for 512 faces
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// using Assimp's standard hashing function.
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if (shortened) {
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Read<unsigned int>(stream);
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} else {
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// else write as usual
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// if there are less than 2^16 vertices, we can simply use 16 bit integers ...
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mesh->mFaces = new aiFace[mesh->mNumFaces];
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for (unsigned int i = 0; i < mesh->mNumFaces;++i) {
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aiFace& f = mesh->mFaces[i];
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static_assert(AI_MAX_FACE_INDICES <= 0xffff, "AI_MAX_FACE_INDICES <= 0xffff");
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f.mNumIndices = Read<uint16_t>(stream);
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f.mIndices = new unsigned int[f.mNumIndices];
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for (unsigned int a = 0; a < f.mNumIndices;++a) {
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// Check if unsigned short ( 16 bit ) are big enought for the indices
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if ( fitsIntoUI16( mesh->mNumVertices ) ) {
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f.mIndices[a] = Read<uint16_t>(stream);
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} else {
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f.mIndices[a] = Read<unsigned int>(stream);
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}
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}
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}
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}
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// write bones
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if (mesh->mNumBones) {
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mesh->mBones = new C_STRUCT aiBone*[mesh->mNumBones];
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for (unsigned int a = 0; a < mesh->mNumBones;++a) {
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mesh->mBones[a] = new aiBone();
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ReadBinaryBone(stream,mesh->mBones[a]);
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}
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}
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}
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// -----------------------------------------------------------------------------------
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void AssbinImporter::ReadBinaryMaterialProperty(IOStream * stream, aiMaterialProperty* prop) {
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if(Read<uint32_t>(stream) != ASSBIN_CHUNK_AIMATERIALPROPERTY)
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throw DeadlyImportError("Magic chunk identifiers are wrong!");
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/*uint32_t size =*/ Read<uint32_t>(stream);
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prop->mKey = Read<aiString>(stream);
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prop->mSemantic = Read<unsigned int>(stream);
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prop->mIndex = Read<unsigned int>(stream);
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prop->mDataLength = Read<unsigned int>(stream);
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prop->mType = (aiPropertyTypeInfo)Read<unsigned int>(stream);
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prop->mData = new char [ prop->mDataLength ];
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stream->Read(prop->mData,1,prop->mDataLength);
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}
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// -----------------------------------------------------------------------------------
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void AssbinImporter::ReadBinaryMaterial(IOStream * stream, aiMaterial* mat) {
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if(Read<uint32_t>(stream) != ASSBIN_CHUNK_AIMATERIAL)
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throw DeadlyImportError("Magic chunk identifiers are wrong!");
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/*uint32_t size =*/ Read<uint32_t>(stream);
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mat->mNumAllocated = mat->mNumProperties = Read<unsigned int>(stream);
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if (mat->mNumProperties)
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{
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if (mat->mProperties)
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{
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delete[] mat->mProperties;
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}
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mat->mProperties = new aiMaterialProperty*[mat->mNumProperties];
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for (unsigned int i = 0; i < mat->mNumProperties;++i) {
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mat->mProperties[i] = new aiMaterialProperty();
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ReadBinaryMaterialProperty( stream, mat->mProperties[i]);
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}
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}
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}
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// -----------------------------------------------------------------------------------
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void AssbinImporter::ReadBinaryNodeAnim(IOStream * stream, aiNodeAnim* nd) {
|
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if(Read<uint32_t>(stream) != ASSBIN_CHUNK_AINODEANIM)
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throw DeadlyImportError("Magic chunk identifiers are wrong!");
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/*uint32_t size =*/ Read<uint32_t>(stream);
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nd->mNodeName = Read<aiString>(stream);
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nd->mNumPositionKeys = Read<unsigned int>(stream);
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nd->mNumRotationKeys = Read<unsigned int>(stream);
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nd->mNumScalingKeys = Read<unsigned int>(stream);
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nd->mPreState = (aiAnimBehaviour)Read<unsigned int>(stream);
|
|
nd->mPostState = (aiAnimBehaviour)Read<unsigned int>(stream);
|
|
|
|
if (nd->mNumPositionKeys) {
|
|
if (shortened) {
|
|
ReadBounds(stream,nd->mPositionKeys,nd->mNumPositionKeys);
|
|
|
|
} // else write as usual
|
|
else {
|
|
nd->mPositionKeys = new aiVectorKey[nd->mNumPositionKeys];
|
|
ReadArray<aiVectorKey>(stream,nd->mPositionKeys,nd->mNumPositionKeys);
|
|
}
|
|
}
|
|
if (nd->mNumRotationKeys) {
|
|
if (shortened) {
|
|
ReadBounds(stream,nd->mRotationKeys,nd->mNumRotationKeys);
|
|
|
|
} else {
|
|
// else write as usual
|
|
nd->mRotationKeys = new aiQuatKey[nd->mNumRotationKeys];
|
|
ReadArray<aiQuatKey>(stream,nd->mRotationKeys,nd->mNumRotationKeys);
|
|
}
|
|
}
|
|
if (nd->mNumScalingKeys) {
|
|
if (shortened) {
|
|
ReadBounds(stream,nd->mScalingKeys,nd->mNumScalingKeys);
|
|
|
|
} else {
|
|
// else write as usual
|
|
nd->mScalingKeys = new aiVectorKey[nd->mNumScalingKeys];
|
|
ReadArray<aiVectorKey>(stream,nd->mScalingKeys,nd->mNumScalingKeys);
|
|
}
|
|
}
|
|
}
|
|
|
|
// -----------------------------------------------------------------------------------
|
|
void AssbinImporter::ReadBinaryAnim( IOStream * stream, aiAnimation* anim ) {
|
|
if(Read<uint32_t>(stream) != ASSBIN_CHUNK_AIANIMATION)
|
|
throw DeadlyImportError("Magic chunk identifiers are wrong!");
|
|
/*uint32_t size =*/ Read<uint32_t>(stream);
|
|
|
|
anim->mName = Read<aiString> (stream);
|
|
anim->mDuration = Read<double> (stream);
|
|
anim->mTicksPerSecond = Read<double> (stream);
|
|
anim->mNumChannels = Read<unsigned int>(stream);
|
|
|
|
if (anim->mNumChannels) {
|
|
anim->mChannels = new aiNodeAnim*[ anim->mNumChannels ];
|
|
for (unsigned int a = 0; a < anim->mNumChannels;++a) {
|
|
anim->mChannels[a] = new aiNodeAnim();
|
|
ReadBinaryNodeAnim(stream,anim->mChannels[a]);
|
|
}
|
|
}
|
|
}
|
|
|
|
// -----------------------------------------------------------------------------------
|
|
void AssbinImporter::ReadBinaryTexture(IOStream * stream, aiTexture* tex) {
|
|
if(Read<uint32_t>(stream) != ASSBIN_CHUNK_AITEXTURE)
|
|
throw DeadlyImportError("Magic chunk identifiers are wrong!");
|
|
/*uint32_t size =*/ Read<uint32_t>(stream);
|
|
|
|
tex->mWidth = Read<unsigned int>(stream);
|
|
tex->mHeight = Read<unsigned int>(stream);
|
|
stream->Read( tex->achFormatHint, sizeof(char), HINTMAXTEXTURELEN - 1 );
|
|
|
|
if(!shortened) {
|
|
if (!tex->mHeight) {
|
|
tex->pcData = new aiTexel[ tex->mWidth ];
|
|
stream->Read(tex->pcData,1,tex->mWidth);
|
|
} else {
|
|
tex->pcData = new aiTexel[ tex->mWidth*tex->mHeight ];
|
|
stream->Read(tex->pcData,1,tex->mWidth*tex->mHeight*4);
|
|
}
|
|
}
|
|
}
|
|
|
|
// -----------------------------------------------------------------------------------
|
|
void AssbinImporter::ReadBinaryLight( IOStream * stream, aiLight* l ) {
|
|
if(Read<uint32_t>(stream) != ASSBIN_CHUNK_AILIGHT)
|
|
throw DeadlyImportError("Magic chunk identifiers are wrong!");
|
|
/*uint32_t size =*/ Read<uint32_t>(stream);
|
|
|
|
l->mName = Read<aiString>(stream);
|
|
l->mType = (aiLightSourceType)Read<unsigned int>(stream);
|
|
|
|
if (l->mType != aiLightSource_DIRECTIONAL) {
|
|
l->mAttenuationConstant = Read<float>(stream);
|
|
l->mAttenuationLinear = Read<float>(stream);
|
|
l->mAttenuationQuadratic = Read<float>(stream);
|
|
}
|
|
|
|
l->mColorDiffuse = Read<aiColor3D>(stream);
|
|
l->mColorSpecular = Read<aiColor3D>(stream);
|
|
l->mColorAmbient = Read<aiColor3D>(stream);
|
|
|
|
if (l->mType == aiLightSource_SPOT) {
|
|
l->mAngleInnerCone = Read<float>(stream);
|
|
l->mAngleOuterCone = Read<float>(stream);
|
|
}
|
|
}
|
|
|
|
// -----------------------------------------------------------------------------------
|
|
void AssbinImporter::ReadBinaryCamera( IOStream * stream, aiCamera* cam ) {
|
|
if(Read<uint32_t>(stream) != ASSBIN_CHUNK_AICAMERA)
|
|
throw DeadlyImportError("Magic chunk identifiers are wrong!");
|
|
/*uint32_t size =*/ Read<uint32_t>(stream);
|
|
|
|
cam->mName = Read<aiString>(stream);
|
|
cam->mPosition = Read<aiVector3D>(stream);
|
|
cam->mLookAt = Read<aiVector3D>(stream);
|
|
cam->mUp = Read<aiVector3D>(stream);
|
|
cam->mHorizontalFOV = Read<float>(stream);
|
|
cam->mClipPlaneNear = Read<float>(stream);
|
|
cam->mClipPlaneFar = Read<float>(stream);
|
|
cam->mAspect = Read<float>(stream);
|
|
}
|
|
|
|
// -----------------------------------------------------------------------------------
|
|
void AssbinImporter::ReadBinaryScene( IOStream * stream, aiScene* scene ) {
|
|
if(Read<uint32_t>(stream) != ASSBIN_CHUNK_AISCENE)
|
|
throw DeadlyImportError("Magic chunk identifiers are wrong!");
|
|
/*uint32_t size =*/ Read<uint32_t>(stream);
|
|
|
|
scene->mFlags = Read<unsigned int>(stream);
|
|
scene->mNumMeshes = Read<unsigned int>(stream);
|
|
scene->mNumMaterials = Read<unsigned int>(stream);
|
|
scene->mNumAnimations = Read<unsigned int>(stream);
|
|
scene->mNumTextures = Read<unsigned int>(stream);
|
|
scene->mNumLights = Read<unsigned int>(stream);
|
|
scene->mNumCameras = Read<unsigned int>(stream);
|
|
|
|
// Read node graph
|
|
//scene->mRootNode = new aiNode[1];
|
|
ReadBinaryNode( stream, &scene->mRootNode, (aiNode*)NULL );
|
|
|
|
// Read all meshes
|
|
if (scene->mNumMeshes) {
|
|
scene->mMeshes = new aiMesh*[scene->mNumMeshes];
|
|
memset(scene->mMeshes, 0, scene->mNumMeshes*sizeof(aiMesh*));
|
|
for (unsigned int i = 0; i < scene->mNumMeshes;++i) {
|
|
scene->mMeshes[i] = new aiMesh();
|
|
ReadBinaryMesh( stream,scene->mMeshes[i]);
|
|
}
|
|
}
|
|
|
|
// Read materials
|
|
if (scene->mNumMaterials) {
|
|
scene->mMaterials = new aiMaterial*[scene->mNumMaterials];
|
|
memset(scene->mMaterials, 0, scene->mNumMaterials*sizeof(aiMaterial*));
|
|
for (unsigned int i = 0; i< scene->mNumMaterials; ++i) {
|
|
scene->mMaterials[i] = new aiMaterial();
|
|
ReadBinaryMaterial(stream,scene->mMaterials[i]);
|
|
}
|
|
}
|
|
|
|
// Read all animations
|
|
if (scene->mNumAnimations) {
|
|
scene->mAnimations = new aiAnimation*[scene->mNumAnimations];
|
|
memset(scene->mAnimations, 0, scene->mNumAnimations*sizeof(aiAnimation*));
|
|
for (unsigned int i = 0; i < scene->mNumAnimations;++i) {
|
|
scene->mAnimations[i] = new aiAnimation();
|
|
ReadBinaryAnim(stream,scene->mAnimations[i]);
|
|
}
|
|
}
|
|
|
|
// Read all textures
|
|
if (scene->mNumTextures) {
|
|
scene->mTextures = new aiTexture*[scene->mNumTextures];
|
|
memset(scene->mTextures, 0, scene->mNumTextures*sizeof(aiTexture*));
|
|
for (unsigned int i = 0; i < scene->mNumTextures;++i) {
|
|
scene->mTextures[i] = new aiTexture();
|
|
ReadBinaryTexture(stream,scene->mTextures[i]);
|
|
}
|
|
}
|
|
|
|
// Read lights
|
|
if (scene->mNumLights) {
|
|
scene->mLights = new aiLight*[scene->mNumLights];
|
|
memset(scene->mLights, 0, scene->mNumLights*sizeof(aiLight*));
|
|
for (unsigned int i = 0; i < scene->mNumLights;++i) {
|
|
scene->mLights[i] = new aiLight();
|
|
ReadBinaryLight(stream,scene->mLights[i]);
|
|
}
|
|
}
|
|
|
|
// Read cameras
|
|
if (scene->mNumCameras) {
|
|
scene->mCameras = new aiCamera*[scene->mNumCameras];
|
|
memset(scene->mCameras, 0, scene->mNumCameras*sizeof(aiCamera*));
|
|
for (unsigned int i = 0; i < scene->mNumCameras;++i) {
|
|
scene->mCameras[i] = new aiCamera();
|
|
ReadBinaryCamera(stream,scene->mCameras[i]);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
// -----------------------------------------------------------------------------------
|
|
void AssbinImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler ) {
|
|
IOStream * stream = pIOHandler->Open(pFile,"rb");
|
|
if (nullptr == stream) {
|
|
return;
|
|
}
|
|
|
|
// signature
|
|
stream->Seek( 44, aiOrigin_CUR );
|
|
|
|
unsigned int versionMajor = Read<unsigned int>(stream);
|
|
unsigned int versionMinor = Read<unsigned int>(stream);
|
|
if (versionMinor != ASSBIN_VERSION_MINOR || versionMajor != ASSBIN_VERSION_MAJOR) {
|
|
throw DeadlyImportError( "Invalid version, data format not compatible!" );
|
|
}
|
|
|
|
/*unsigned int versionRevision =*/ Read<unsigned int>(stream);
|
|
/*unsigned int compileFlags =*/ Read<unsigned int>(stream);
|
|
|
|
shortened = Read<uint16_t>(stream) > 0;
|
|
compressed = Read<uint16_t>(stream) > 0;
|
|
|
|
if (shortened)
|
|
throw DeadlyImportError( "Shortened binaries are not supported!" );
|
|
|
|
stream->Seek( 256, aiOrigin_CUR ); // original filename
|
|
stream->Seek( 128, aiOrigin_CUR ); // options
|
|
stream->Seek( 64, aiOrigin_CUR ); // padding
|
|
|
|
if (compressed) {
|
|
uLongf uncompressedSize = Read<uint32_t>(stream);
|
|
uLongf compressedSize = static_cast<uLongf>(stream->FileSize() - stream->Tell());
|
|
|
|
unsigned char * compressedData = new unsigned char[ compressedSize ];
|
|
size_t len = stream->Read( compressedData, 1, compressedSize );
|
|
ai_assert(len == compressedSize);
|
|
|
|
unsigned char * uncompressedData = new unsigned char[ uncompressedSize ];
|
|
|
|
int res = uncompress( uncompressedData, &uncompressedSize, compressedData, (uLong) len );
|
|
if(res != Z_OK)
|
|
{
|
|
delete [] uncompressedData;
|
|
delete [] compressedData;
|
|
pIOHandler->Close(stream);
|
|
throw DeadlyImportError("Zlib decompression failed.");
|
|
}
|
|
|
|
MemoryIOStream io( uncompressedData, uncompressedSize );
|
|
|
|
ReadBinaryScene(&io,pScene);
|
|
|
|
delete[] uncompressedData;
|
|
delete[] compressedData;
|
|
} else {
|
|
ReadBinaryScene(stream,pScene);
|
|
}
|
|
|
|
pIOHandler->Close(stream);
|
|
}
|
|
|
|
#endif // !! ASSIMP_BUILD_NO_ASSBIN_IMPORTER
|