445 lines
16 KiB
C++
445 lines
16 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) 2006-2017, 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 UnrealLoader.cpp
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* @brief Implementation of the UNREAL (*.3D) importer class
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*
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* Sources:
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* http://local.wasp.uwa.edu.au/~pbourke/dataformats/unreal/
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*/
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#ifndef ASSIMP_BUILD_NO_3D_IMPORTER
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#include "UnrealLoader.h"
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#include "StreamReader.h"
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#include "ParsingUtils.h"
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#include "fast_atof.h"
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#include "ConvertToLHProcess.h"
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#include <assimp/Importer.hpp>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/IOSystem.hpp>
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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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using namespace Assimp;
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static const aiImporterDesc desc = {
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"Unreal Mesh Importer",
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"",
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"",
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"",
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aiImporterFlags_SupportTextFlavour,
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0,
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0,
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0,
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0,
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"3d uc"
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};
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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UnrealImporter::UnrealImporter()
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: configFrameID (0)
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, configHandleFlags (true)
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{}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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UnrealImporter::~UnrealImporter()
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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 UnrealImporter::CanRead( const std::string& pFile, IOSystem* /*pIOHandler*/, bool /*checkSig*/) const
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{
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return SimpleExtensionCheck(pFile,"3d","uc");
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}
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// ------------------------------------------------------------------------------------------------
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// Build a string of all file extensions supported
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const aiImporterDesc* UnrealImporter::GetInfo () const
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{
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return &desc;
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}
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// ------------------------------------------------------------------------------------------------
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// Setup configuration properties for the loader
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void UnrealImporter::SetupProperties(const Importer* pImp)
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{
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// The
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// AI_CONFIG_IMPORT_UNREAL_KEYFRAME option overrides the
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// AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option.
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configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_UNREAL_KEYFRAME,-1);
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if(static_cast<unsigned int>(-1) == configFrameID) {
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configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0);
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}
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// AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS, default is true
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configHandleFlags = (0 != pImp->GetPropertyInteger(AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS,1));
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}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void UnrealImporter::InternReadFile( const std::string& pFile,
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aiScene* pScene, IOSystem* pIOHandler)
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{
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// For any of the 3 files being passed get the three correct paths
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// First of all, determine file extension
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std::string::size_type pos = pFile.find_last_of('.');
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std::string extension = GetExtension(pFile);
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std::string d_path,a_path,uc_path;
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if (extension == "3d") {
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// jjjj_d.3d
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// jjjj_a.3d
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pos = pFile.find_last_of('_');
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if (std::string::npos == pos) {
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throw DeadlyImportError("UNREAL: Unexpected naming scheme");
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}
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extension = pFile.substr(0,pos);
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}
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else {
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extension = pFile.substr(0,pos);
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}
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// build proper paths
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d_path = extension+"_d.3d";
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a_path = extension+"_a.3d";
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uc_path = extension+".uc";
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DefaultLogger::get()->debug("UNREAL: data file is " + d_path);
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DefaultLogger::get()->debug("UNREAL: aniv file is " + a_path);
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DefaultLogger::get()->debug("UNREAL: uc file is " + uc_path);
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// and open the files ... we can't live without them
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std::unique_ptr<IOStream> p(pIOHandler->Open(d_path));
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if (!p)
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throw DeadlyImportError("UNREAL: Unable to open _d file");
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StreamReaderLE d_reader(pIOHandler->Open(d_path));
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const uint16_t numTris = d_reader.GetI2();
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const uint16_t numVert = d_reader.GetI2();
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d_reader.IncPtr(44);
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if (!numTris || numVert < 3)
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throw DeadlyImportError("UNREAL: Invalid number of vertices/triangles");
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// maximum texture index
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unsigned int maxTexIdx = 0;
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// collect triangles
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std::vector<Unreal::Triangle> triangles(numTris);
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for (auto & tri : triangles) {
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for (unsigned int i = 0; i < 3;++i) {
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tri.mVertex[i] = d_reader.GetI2();
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if (tri.mVertex[i] >= numTris) {
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DefaultLogger::get()->warn("UNREAL: vertex index out of range");
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tri.mVertex[i] = 0;
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}
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}
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tri.mType = d_reader.GetI1();
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// handle mesh flagss?
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if (configHandleFlags)
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tri.mType = Unreal::MF_NORMAL_OS;
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else {
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// ignore MOD and MASKED for the moment, treat them as two-sided
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if (tri.mType == Unreal::MF_NORMAL_MOD_TS || tri.mType == Unreal::MF_NORMAL_MASKED_TS)
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tri.mType = Unreal::MF_NORMAL_TS;
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}
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d_reader.IncPtr(1);
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for (unsigned int i = 0; i < 3;++i)
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for (unsigned int i2 = 0; i2 < 2;++i2)
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tri.mTex[i][i2] = d_reader.GetI1();
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tri.mTextureNum = d_reader.GetI1();
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maxTexIdx = std::max(maxTexIdx,(unsigned int)tri.mTextureNum);
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d_reader.IncPtr(1);
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}
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p.reset(pIOHandler->Open(a_path));
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if (!p)
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throw DeadlyImportError("UNREAL: Unable to open _a file");
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StreamReaderLE a_reader(pIOHandler->Open(a_path));
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// read number of frames
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const uint32_t numFrames = a_reader.GetI2();
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if (configFrameID >= numFrames)
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throw DeadlyImportError("UNREAL: The requested frame does not exist");
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uint32_t st = a_reader.GetI2();
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if (st != numVert*4)
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throw DeadlyImportError("UNREAL: Unexpected aniv file length");
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// skip to our frame
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a_reader.IncPtr(configFrameID *numVert*4);
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// collect vertices
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std::vector<aiVector3D> vertices(numVert);
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for (auto &vertex : vertices) {
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int32_t val = a_reader.GetI4();
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Unreal::DecompressVertex(vertex ,val);
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}
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// list of textures.
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std::vector< std::pair<unsigned int, std::string> > textures;
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// allocate the output scene
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aiNode* nd = pScene->mRootNode = new aiNode();
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nd->mName.Set("<UnrealRoot>");
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// we can live without the uc file if necessary
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std::unique_ptr<IOStream> pb (pIOHandler->Open(uc_path));
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if (pb.get()) {
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std::vector<char> _data;
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TextFileToBuffer(pb.get(),_data);
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const char* data = &_data[0];
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std::vector< std::pair< std::string,std::string > > tempTextures;
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// do a quick search in the UC file for some known, usually texture-related, tags
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for (;*data;++data) {
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if (TokenMatchI(data,"#exec",5)) {
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SkipSpacesAndLineEnd(&data);
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// #exec TEXTURE IMPORT [...] NAME=jjjjj [...] FILE=jjjj.pcx [...]
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if (TokenMatchI(data,"TEXTURE",7)) {
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SkipSpacesAndLineEnd(&data);
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if (TokenMatchI(data,"IMPORT",6)) {
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tempTextures.push_back(std::pair< std::string,std::string >());
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std::pair< std::string,std::string >& me = tempTextures.back();
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for (;!IsLineEnd(*data);++data) {
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if (!::ASSIMP_strincmp(data,"NAME=",5)) {
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const char *d = data+=5;
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for (;!IsSpaceOrNewLine(*data);++data);
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me.first = std::string(d,(size_t)(data-d));
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}
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else if (!::ASSIMP_strincmp(data,"FILE=",5)) {
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const char *d = data+=5;
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for (;!IsSpaceOrNewLine(*data);++data);
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me.second = std::string(d,(size_t)(data-d));
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}
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}
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if (!me.first.length() || !me.second.length())
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tempTextures.pop_back();
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}
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}
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// #exec MESHMAP SETTEXTURE MESHMAP=box NUM=1 TEXTURE=Jtex1
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// #exec MESHMAP SCALE MESHMAP=box X=0.1 Y=0.1 Z=0.2
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else if (TokenMatchI(data,"MESHMAP",7)) {
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SkipSpacesAndLineEnd(&data);
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if (TokenMatchI(data,"SETTEXTURE",10)) {
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textures.push_back(std::pair<unsigned int, std::string>());
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std::pair<unsigned int, std::string>& me = textures.back();
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for (;!IsLineEnd(*data);++data) {
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if (!::ASSIMP_strincmp(data,"NUM=",4)) {
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data += 4;
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me.first = strtoul10(data,&data);
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}
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else if (!::ASSIMP_strincmp(data,"TEXTURE=",8)) {
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data += 8;
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const char *d = data;
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for (;!IsSpaceOrNewLine(*data);++data);
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me.second = std::string(d,(size_t)(data-d));
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// try to find matching path names, doesn't care if we don't find them
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for (std::vector< std::pair< std::string,std::string > >::const_iterator it = tempTextures.begin();
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it != tempTextures.end(); ++it) {
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if ((*it).first == me.second) {
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me.second = (*it).second;
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break;
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}
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}
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}
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}
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}
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else if (TokenMatchI(data,"SCALE",5)) {
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for (;!IsLineEnd(*data);++data) {
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if (data[0] == 'X' && data[1] == '=') {
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data = fast_atoreal_move<float>(data+2,(float&)nd->mTransformation.a1);
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}
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else if (data[0] == 'Y' && data[1] == '=') {
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data = fast_atoreal_move<float>(data+2,(float&)nd->mTransformation.b2);
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}
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else if (data[0] == 'Z' && data[1] == '=') {
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data = fast_atoreal_move<float>(data+2,(float&)nd->mTransformation.c3);
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}
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}
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}
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}
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}
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}
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}
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else {
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DefaultLogger::get()->error("Unable to open .uc file");
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}
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std::vector<Unreal::TempMat> materials;
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materials.reserve(textures.size()*2+5);
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// find out how many output meshes and materials we'll have and build material indices
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for (Unreal::Triangle &tri : triangles) {
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Unreal::TempMat mat(tri);
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std::vector<Unreal::TempMat>::iterator nt = std::find(materials.begin(),materials.end(),mat);
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if (nt == materials.end()) {
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// add material
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tri.matIndex = static_cast<unsigned int>(materials.size());
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mat.numFaces = 1;
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materials.push_back(mat);
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++pScene->mNumMeshes;
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}
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else {
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tri.matIndex = static_cast<unsigned int>(nt-materials.begin());
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++nt->numFaces;
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}
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}
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if (!pScene->mNumMeshes) {
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throw DeadlyImportError("UNREAL: Unable to find valid mesh data");
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}
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// allocate meshes and bind them to the node graph
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pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
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pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials = pScene->mNumMeshes];
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nd->mNumMeshes = pScene->mNumMeshes;
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nd->mMeshes = new unsigned int[nd->mNumMeshes];
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for (unsigned int i = 0; i < pScene->mNumMeshes;++i) {
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aiMesh* m = pScene->mMeshes[i] = new aiMesh();
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m->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
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const unsigned int num = materials[i].numFaces;
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m->mFaces = new aiFace [num];
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m->mVertices = new aiVector3D [num*3];
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m->mTextureCoords[0] = new aiVector3D [num*3];
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nd->mMeshes[i] = i;
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// create materials, too
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aiMaterial* mat = new aiMaterial();
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pScene->mMaterials[i] = mat;
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// all white by default - texture rulez
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aiColor3D color(1.f,1.f,1.f);
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aiString s;
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::ai_snprintf( s.data, MAXLEN, "mat%u_tx%u_",i,materials[i].tex );
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// set the two-sided flag
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if (materials[i].type == Unreal::MF_NORMAL_TS) {
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const int twosided = 1;
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mat->AddProperty(&twosided,1,AI_MATKEY_TWOSIDED);
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::strcat(s.data,"ts_");
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}
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else ::strcat(s.data,"os_");
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// make TRANS faces 90% opaque that RemRedundantMaterials won't catch us
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if (materials[i].type == Unreal::MF_NORMAL_TRANS_TS) {
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const float opac = 0.9f;
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mat->AddProperty(&opac,1,AI_MATKEY_OPACITY);
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::strcat(s.data,"tran_");
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}
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else ::strcat(s.data,"opaq_");
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// a special name for the weapon attachment point
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if (materials[i].type == Unreal::MF_WEAPON_PLACEHOLDER) {
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s.length = ::ai_snprintf( s.data, MAXLEN, "$WeaponTag$" );
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color = aiColor3D(0.f,0.f,0.f);
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}
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// set color and name
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mat->AddProperty(&color,1,AI_MATKEY_COLOR_DIFFUSE);
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s.length = ::strlen(s.data);
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mat->AddProperty(&s,AI_MATKEY_NAME);
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// set texture, if any
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const unsigned int tex = materials[i].tex;
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for (std::vector< std::pair< unsigned int, std::string > >::const_iterator it = textures.begin();it != textures.end();++it) {
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if ((*it).first == tex) {
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s.Set((*it).second);
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mat->AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(0));
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break;
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}
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}
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}
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// fill them.
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for (const Unreal::Triangle &tri : triangles) {
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Unreal::TempMat mat(tri);
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std::vector<Unreal::TempMat>::iterator nt = std::find(materials.begin(),materials.end(),mat);
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aiMesh* mesh = pScene->mMeshes[nt-materials.begin()];
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aiFace& f = mesh->mFaces[mesh->mNumFaces++];
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f.mIndices = new unsigned int[f.mNumIndices = 3];
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for (unsigned int i = 0; i < 3;++i,mesh->mNumVertices++) {
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f.mIndices[i] = mesh->mNumVertices;
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mesh->mVertices[mesh->mNumVertices] = vertices[ tri.mVertex[i] ];
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mesh->mTextureCoords[0][mesh->mNumVertices] = aiVector3D( tri.mTex[i][0] / 255.f, 1.f - tri.mTex[i][1] / 255.f, 0.f);
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}
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}
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// convert to RH
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MakeLeftHandedProcess hero;
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hero.Execute(pScene);
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FlipWindingOrderProcess flipper;
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flipper.Execute(pScene);
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}
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#endif // !! ASSIMP_BUILD_NO_3D_IMPORTER
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