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thirdparty/assimp/code/MS3D/MS3DLoader.cpp
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665
thirdparty/assimp/code/MS3D/MS3DLoader.cpp
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/*
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||||
---------------------------------------------------------------------------
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||||
Open Asset Import Library (assimp)
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||||
---------------------------------------------------------------------------
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||||
|
||||
Copyright (c) 2006-2019, assimp team
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||||
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||||
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||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
with or without modification, are permitted provided that the following
|
||||
conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
* Neither the name of the assimp team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the assimp team.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
---------------------------------------------------------------------------
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||||
*/
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||||
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||||
/** @file MS3DLoader.cpp
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* @brief Implementation of the Ms3D importer class.
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* Written against http://chumbalum.swissquake.ch/ms3d/ms3dspec.txt
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*/
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#ifndef ASSIMP_BUILD_NO_MS3D_IMPORTER
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// internal headers
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#include "MS3DLoader.h"
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#include <assimp/StreamReader.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/scene.h>
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#include <assimp/IOSystem.hpp>
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#include <assimp/importerdesc.h>
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#include <map>
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using namespace Assimp;
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static const aiImporterDesc desc = {
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"Milkshape 3D Importer",
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"",
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"",
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"http://chumbalum.swissquake.ch/",
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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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"ms3d"
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};
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// ASSIMP_BUILD_MS3D_ONE_NODE_PER_MESH
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// (enable old code path, which generates extra nodes per mesh while
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// the newer code uses aiMesh::mName to express the name of the
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// meshes (a.k.a. groups in MS3D))
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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MS3DImporter::MS3DImporter()
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: mScene()
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{}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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MS3DImporter::~MS3DImporter()
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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 MS3DImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
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{
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// first call - simple extension check
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const std::string extension = GetExtension(pFile);
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if (extension == "ms3d") {
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return true;
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}
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// second call - check for magic identifiers
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else if (!extension.length() || checkSig) {
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if (!pIOHandler) {
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return true;
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}
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const char* tokens[] = {"MS3D000000"};
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return SearchFileHeaderForToken(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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const aiImporterDesc* MS3DImporter::GetInfo () const
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{
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return &desc;
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}
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// ------------------------------------------------------------------------------------------------
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void ReadColor(StreamReaderLE& stream, aiColor4D& ambient)
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{
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// aiColor4D is packed on gcc, implicit binding to float& fails therefore.
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stream >> (float&)ambient.r >> (float&)ambient.g >> (float&)ambient.b >> (float&)ambient.a;
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}
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// ------------------------------------------------------------------------------------------------
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void ReadVector(StreamReaderLE& stream, aiVector3D& pos)
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{
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// See note in ReadColor()
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stream >> (float&)pos.x >> (float&)pos.y >> (float&)pos.z;
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}
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// ------------------------------------------------------------------------------------------------
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template<typename T>
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void MS3DImporter :: ReadComments(StreamReaderLE& stream, std::vector<T>& outp)
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{
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uint16_t cnt;
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stream >> cnt;
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for(unsigned int i = 0; i < cnt; ++i) {
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uint32_t index, clength;
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stream >> index >> clength;
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if(index >= outp.size()) {
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ASSIMP_LOG_WARN("MS3D: Invalid index in comment section");
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}
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else if (clength > stream.GetRemainingSize()) {
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throw DeadlyImportError("MS3D: Failure reading comment, length field is out of range");
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}
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else {
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outp[index].comment = std::string(reinterpret_cast<char*>(stream.GetPtr()),clength);
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}
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stream.IncPtr(clength);
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}
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}
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// ------------------------------------------------------------------------------------------------
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template <typename T, typename T2, typename T3> bool inrange(const T& in, const T2& lower, const T3& higher)
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{
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return in > lower && in <= higher;
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}
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// ------------------------------------------------------------------------------------------------
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void MS3DImporter :: CollectChildJoints(const std::vector<TempJoint>& joints,
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std::vector<bool>& hadit,
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aiNode* nd,
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const aiMatrix4x4& absTrafo)
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{
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unsigned int cnt = 0;
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for(size_t i = 0; i < joints.size(); ++i) {
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if (!hadit[i] && !strcmp(joints[i].parentName,nd->mName.data)) {
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++cnt;
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}
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}
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nd->mChildren = new aiNode*[nd->mNumChildren = cnt];
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cnt = 0;
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for(size_t i = 0; i < joints.size(); ++i) {
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if (!hadit[i] && !strcmp(joints[i].parentName,nd->mName.data)) {
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aiNode* ch = nd->mChildren[cnt++] = new aiNode(joints[i].name);
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ch->mParent = nd;
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ch->mTransformation = aiMatrix4x4::Translation(joints[i].position,aiMatrix4x4()=aiMatrix4x4())*
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aiMatrix4x4().FromEulerAnglesXYZ(joints[i].rotation);
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const aiMatrix4x4 abs = absTrafo*ch->mTransformation;
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for(unsigned int a = 0; a < mScene->mNumMeshes; ++a) {
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aiMesh* const msh = mScene->mMeshes[a];
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for(unsigned int n = 0; n < msh->mNumBones; ++n) {
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aiBone* const bone = msh->mBones[n];
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if(bone->mName == ch->mName) {
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bone->mOffsetMatrix = aiMatrix4x4(abs).Inverse();
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}
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}
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}
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hadit[i] = true;
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CollectChildJoints(joints,hadit,ch,abs);
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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void MS3DImporter :: CollectChildJoints(const std::vector<TempJoint>& joints, aiNode* nd)
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{
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std::vector<bool> hadit(joints.size(),false);
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aiMatrix4x4 trafo;
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CollectChildJoints(joints,hadit,nd,trafo);
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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 MS3DImporter::InternReadFile( const std::string& pFile,
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aiScene* pScene, IOSystem* pIOHandler)
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{
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StreamReaderLE stream(pIOHandler->Open(pFile,"rb"));
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// CanRead() should have done this already
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char head[10];
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int32_t version;
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mScene = pScene;
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// 1 ------------ read into temporary data structures mirroring the original file
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stream.CopyAndAdvance(head,10);
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stream >> version;
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if (strncmp(head,"MS3D000000",10)) {
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throw DeadlyImportError("Not a MS3D file, magic string MS3D000000 not found: "+pFile);
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}
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if (version != 4) {
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throw DeadlyImportError("MS3D: Unsupported file format version, 4 was expected");
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}
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uint16_t verts;
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stream >> verts;
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std::vector<TempVertex> vertices(verts);
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for (unsigned int i = 0; i < verts; ++i) {
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TempVertex& v = vertices[i];
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stream.IncPtr(1);
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ReadVector(stream,v.pos);
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v.bone_id[0] = stream.GetI1();
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v.ref_cnt = stream.GetI1();
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v.bone_id[1] = v.bone_id[2] = v.bone_id[3] = UINT_MAX;
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v.weights[1] = v.weights[2] = v.weights[3] = 0.f;
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v.weights[0] = 1.f;
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}
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uint16_t tris;
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stream >> tris;
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std::vector<TempTriangle> triangles(tris);
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for (unsigned int i = 0;i < tris; ++i) {
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TempTriangle& t = triangles[i];
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stream.IncPtr(2);
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for (unsigned int i = 0; i < 3; ++i) {
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t.indices[i] = stream.GetI2();
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}
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for (unsigned int i = 0; i < 3; ++i) {
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ReadVector(stream,t.normals[i]);
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}
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for (unsigned int i = 0; i < 3; ++i) {
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stream >> (float&)(t.uv[i].x); // see note in ReadColor()
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}
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for (unsigned int i = 0; i < 3; ++i) {
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stream >> (float&)(t.uv[i].y);
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}
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t.sg = stream.GetI1();
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t.group = stream.GetI1();
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}
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uint16_t grp;
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stream >> grp;
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bool need_default = false;
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std::vector<TempGroup> groups(grp);
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for (unsigned int i = 0;i < grp; ++i) {
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TempGroup& t = groups[i];
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stream.IncPtr(1);
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stream.CopyAndAdvance(t.name,32);
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t.name[32] = '\0';
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uint16_t num;
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stream >> num;
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t.triangles.resize(num);
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for (unsigned int i = 0; i < num; ++i) {
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t.triangles[i] = stream.GetI2();
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}
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t.mat = stream.GetI1();
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if (t.mat == UINT_MAX) {
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need_default = true;
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}
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}
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uint16_t mat;
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stream >> mat;
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std::vector<TempMaterial> materials(mat);
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for (unsigned int i = 0;i < mat; ++i) {
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TempMaterial& t = materials[i];
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stream.CopyAndAdvance(t.name,32);
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t.name[32] = '\0';
|
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|
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ReadColor(stream,t.ambient);
|
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ReadColor(stream,t.diffuse);
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ReadColor(stream,t.specular);
|
||||
ReadColor(stream,t.emissive);
|
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stream >> t.shininess >> t.transparency;
|
||||
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||||
stream.IncPtr(1);
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|
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stream.CopyAndAdvance(t.texture,128);
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t.texture[128] = '\0';
|
||||
|
||||
stream.CopyAndAdvance(t.alphamap,128);
|
||||
t.alphamap[128] = '\0';
|
||||
}
|
||||
|
||||
float animfps, currenttime;
|
||||
uint32_t totalframes;
|
||||
stream >> animfps >> currenttime >> totalframes;
|
||||
|
||||
uint16_t joint;
|
||||
stream >> joint;
|
||||
|
||||
std::vector<TempJoint> joints(joint);
|
||||
for(unsigned int i = 0; i < joint; ++i) {
|
||||
TempJoint& j = joints[i];
|
||||
|
||||
stream.IncPtr(1);
|
||||
stream.CopyAndAdvance(j.name,32);
|
||||
j.name[32] = '\0';
|
||||
|
||||
stream.CopyAndAdvance(j.parentName,32);
|
||||
j.parentName[32] = '\0';
|
||||
|
||||
ReadVector(stream,j.rotation);
|
||||
ReadVector(stream,j.position);
|
||||
|
||||
j.rotFrames.resize(stream.GetI2());
|
||||
j.posFrames.resize(stream.GetI2());
|
||||
|
||||
for(unsigned int a = 0; a < j.rotFrames.size(); ++a) {
|
||||
TempKeyFrame& kf = j.rotFrames[a];
|
||||
stream >> kf.time;
|
||||
ReadVector(stream,kf.value);
|
||||
}
|
||||
for(unsigned int a = 0; a < j.posFrames.size(); ++a) {
|
||||
TempKeyFrame& kf = j.posFrames[a];
|
||||
stream >> kf.time;
|
||||
ReadVector(stream,kf.value);
|
||||
}
|
||||
}
|
||||
|
||||
if(stream.GetRemainingSize() > 4) {
|
||||
uint32_t subversion;
|
||||
stream >> subversion;
|
||||
if (subversion == 1) {
|
||||
ReadComments<TempGroup>(stream,groups);
|
||||
ReadComments<TempMaterial>(stream,materials);
|
||||
ReadComments<TempJoint>(stream,joints);
|
||||
|
||||
// model comment - print it for we have such a nice log.
|
||||
if (stream.GetI4()) {
|
||||
const size_t len = static_cast<size_t>(stream.GetI4());
|
||||
if (len > stream.GetRemainingSize()) {
|
||||
throw DeadlyImportError("MS3D: Model comment is too long");
|
||||
}
|
||||
|
||||
const std::string& s = std::string(reinterpret_cast<char*>(stream.GetPtr()),len);
|
||||
ASSIMP_LOG_DEBUG_F("MS3D: Model comment: ", s);
|
||||
}
|
||||
|
||||
if(stream.GetRemainingSize() > 4 && inrange((stream >> subversion,subversion),1u,3u)) {
|
||||
for(unsigned int i = 0; i < verts; ++i) {
|
||||
TempVertex& v = vertices[i];
|
||||
v.weights[3]=1.f;
|
||||
for(unsigned int n = 0; n < 3; v.weights[3]-=v.weights[n++]) {
|
||||
v.bone_id[n+1] = stream.GetI1();
|
||||
v.weights[n] = static_cast<float>(static_cast<unsigned int>(stream.GetI1()))/255.f;
|
||||
}
|
||||
stream.IncPtr((subversion-1)<<2u);
|
||||
}
|
||||
|
||||
// even further extra data is not of interest for us, at least now now.
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 2 ------------ convert to proper aiXX data structures -----------------------------------
|
||||
|
||||
if (need_default && materials.size()) {
|
||||
ASSIMP_LOG_WARN("MS3D: Found group with no material assigned, spawning default material");
|
||||
// if one of the groups has no material assigned, but there are other
|
||||
// groups with materials, a default material needs to be added (
|
||||
// scenepreprocessor adds a default material only if nummat==0).
|
||||
materials.push_back(TempMaterial());
|
||||
TempMaterial& m = materials.back();
|
||||
|
||||
strcpy(m.name,"<MS3D_DefaultMat>");
|
||||
m.diffuse = aiColor4D(0.6f,0.6f,0.6f,1.0);
|
||||
m.transparency = 1.f;
|
||||
m.shininess = 0.f;
|
||||
|
||||
// this is because these TempXXX struct's have no c'tors.
|
||||
m.texture[0] = m.alphamap[0] = '\0';
|
||||
|
||||
for (unsigned int i = 0; i < groups.size(); ++i) {
|
||||
TempGroup& g = groups[i];
|
||||
if (g.mat == UINT_MAX) {
|
||||
g.mat = static_cast<unsigned int>(materials.size()-1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// convert materials to our generic key-value dict-alike
|
||||
if (materials.size()) {
|
||||
pScene->mMaterials = new aiMaterial*[materials.size()];
|
||||
for (size_t i = 0; i < materials.size(); ++i) {
|
||||
|
||||
aiMaterial* mo = new aiMaterial();
|
||||
pScene->mMaterials[pScene->mNumMaterials++] = mo;
|
||||
|
||||
const TempMaterial& mi = materials[i];
|
||||
|
||||
aiString tmp;
|
||||
if (0[mi.alphamap]) {
|
||||
tmp = aiString(mi.alphamap);
|
||||
mo->AddProperty(&tmp,AI_MATKEY_TEXTURE_OPACITY(0));
|
||||
}
|
||||
if (0[mi.texture]) {
|
||||
tmp = aiString(mi.texture);
|
||||
mo->AddProperty(&tmp,AI_MATKEY_TEXTURE_DIFFUSE(0));
|
||||
}
|
||||
if (0[mi.name]) {
|
||||
tmp = aiString(mi.name);
|
||||
mo->AddProperty(&tmp,AI_MATKEY_NAME);
|
||||
}
|
||||
|
||||
mo->AddProperty(&mi.ambient,1,AI_MATKEY_COLOR_AMBIENT);
|
||||
mo->AddProperty(&mi.diffuse,1,AI_MATKEY_COLOR_DIFFUSE);
|
||||
mo->AddProperty(&mi.specular,1,AI_MATKEY_COLOR_SPECULAR);
|
||||
mo->AddProperty(&mi.emissive,1,AI_MATKEY_COLOR_EMISSIVE);
|
||||
|
||||
mo->AddProperty(&mi.shininess,1,AI_MATKEY_SHININESS);
|
||||
mo->AddProperty(&mi.transparency,1,AI_MATKEY_OPACITY);
|
||||
|
||||
const int sm = mi.shininess>0.f?aiShadingMode_Phong:aiShadingMode_Gouraud;
|
||||
mo->AddProperty(&sm,1,AI_MATKEY_SHADING_MODEL);
|
||||
}
|
||||
}
|
||||
|
||||
// convert groups to meshes
|
||||
if (groups.empty()) {
|
||||
throw DeadlyImportError("MS3D: Didn't get any group records, file is malformed");
|
||||
}
|
||||
|
||||
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes=static_cast<unsigned int>(groups.size())]();
|
||||
for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
|
||||
|
||||
aiMesh* m = pScene->mMeshes[i] = new aiMesh();
|
||||
const TempGroup& g = groups[i];
|
||||
|
||||
if (pScene->mNumMaterials && g.mat > pScene->mNumMaterials) {
|
||||
throw DeadlyImportError("MS3D: Encountered invalid material index, file is malformed");
|
||||
} // no error if no materials at all - scenepreprocessor adds one then
|
||||
|
||||
m->mMaterialIndex = g.mat;
|
||||
m->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
|
||||
|
||||
m->mFaces = new aiFace[m->mNumFaces = static_cast<unsigned int>(g.triangles.size())];
|
||||
m->mNumVertices = m->mNumFaces*3;
|
||||
|
||||
// storage for vertices - verbose format, as requested by the postprocessing pipeline
|
||||
m->mVertices = new aiVector3D[m->mNumVertices];
|
||||
m->mNormals = new aiVector3D[m->mNumVertices];
|
||||
m->mTextureCoords[0] = new aiVector3D[m->mNumVertices];
|
||||
m->mNumUVComponents[0] = 2;
|
||||
|
||||
typedef std::map<unsigned int,unsigned int> BoneSet;
|
||||
BoneSet mybones;
|
||||
|
||||
for (unsigned int i = 0,n = 0; i < m->mNumFaces; ++i) {
|
||||
aiFace& f = m->mFaces[i];
|
||||
if (g.triangles[i]>triangles.size()) {
|
||||
throw DeadlyImportError("MS3D: Encountered invalid triangle index, file is malformed");
|
||||
}
|
||||
|
||||
TempTriangle& t = triangles[g.triangles[i]];
|
||||
f.mIndices = new unsigned int[f.mNumIndices=3];
|
||||
|
||||
for (unsigned int i = 0; i < 3; ++i,++n) {
|
||||
if (t.indices[i]>vertices.size()) {
|
||||
throw DeadlyImportError("MS3D: Encountered invalid vertex index, file is malformed");
|
||||
}
|
||||
|
||||
const TempVertex& v = vertices[t.indices[i]];
|
||||
for(unsigned int a = 0; a < 4; ++a) {
|
||||
if (v.bone_id[a] != UINT_MAX) {
|
||||
if (v.bone_id[a] >= joints.size()) {
|
||||
throw DeadlyImportError("MS3D: Encountered invalid bone index, file is malformed");
|
||||
}
|
||||
if (mybones.find(v.bone_id[a]) == mybones.end()) {
|
||||
mybones[v.bone_id[a]] = 1;
|
||||
}
|
||||
else ++mybones[v.bone_id[a]];
|
||||
}
|
||||
}
|
||||
|
||||
// collect vertex components
|
||||
m->mVertices[n] = v.pos;
|
||||
|
||||
m->mNormals[n] = t.normals[i];
|
||||
m->mTextureCoords[0][n] = aiVector3D(t.uv[i].x,1.f-t.uv[i].y,0.0);
|
||||
f.mIndices[i] = n;
|
||||
}
|
||||
}
|
||||
|
||||
// allocate storage for bones
|
||||
if(!mybones.empty()) {
|
||||
std::vector<unsigned int> bmap(joints.size());
|
||||
m->mBones = new aiBone*[mybones.size()]();
|
||||
for(BoneSet::const_iterator it = mybones.begin(); it != mybones.end(); ++it) {
|
||||
aiBone* const bn = m->mBones[m->mNumBones] = new aiBone();
|
||||
const TempJoint& jnt = joints[(*it).first];
|
||||
|
||||
bn->mName.Set(jnt.name);
|
||||
bn->mWeights = new aiVertexWeight[(*it).second];
|
||||
|
||||
bmap[(*it).first] = m->mNumBones++;
|
||||
}
|
||||
|
||||
// .. and collect bone weights
|
||||
for (unsigned int i = 0,n = 0; i < m->mNumFaces; ++i) {
|
||||
TempTriangle& t = triangles[g.triangles[i]];
|
||||
|
||||
for (unsigned int i = 0; i < 3; ++i,++n) {
|
||||
const TempVertex& v = vertices[t.indices[i]];
|
||||
for(unsigned int a = 0; a < 4; ++a) {
|
||||
const unsigned int bone = v.bone_id[a];
|
||||
if(bone==UINT_MAX){
|
||||
continue;
|
||||
}
|
||||
|
||||
aiBone* const outbone = m->mBones[bmap[bone]];
|
||||
aiVertexWeight& outwght = outbone->mWeights[outbone->mNumWeights++];
|
||||
|
||||
outwght.mVertexId = n;
|
||||
outwght.mWeight = v.weights[a];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ... add dummy nodes under a single root, each holding a reference to one
|
||||
// mesh. If we didn't do this, we'd lose the group name.
|
||||
aiNode* rt = pScene->mRootNode = new aiNode("<MS3DRoot>");
|
||||
|
||||
#ifdef ASSIMP_BUILD_MS3D_ONE_NODE_PER_MESH
|
||||
rt->mChildren = new aiNode*[rt->mNumChildren=pScene->mNumMeshes+(joints.size()?1:0)]();
|
||||
|
||||
for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
|
||||
aiNode* nd = rt->mChildren[i] = new aiNode();
|
||||
|
||||
const TempGroup& g = groups[i];
|
||||
|
||||
// we need to generate an unique name for all mesh nodes.
|
||||
// since we want to keep the group name, a prefix is
|
||||
// prepended.
|
||||
nd->mName = aiString("<MS3DMesh>_");
|
||||
nd->mName.Append(g.name);
|
||||
nd->mParent = rt;
|
||||
|
||||
nd->mMeshes = new unsigned int[nd->mNumMeshes = 1];
|
||||
nd->mMeshes[0] = i;
|
||||
}
|
||||
#else
|
||||
rt->mMeshes = new unsigned int[pScene->mNumMeshes];
|
||||
for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
|
||||
rt->mMeshes[rt->mNumMeshes++] = i;
|
||||
}
|
||||
#endif
|
||||
|
||||
// convert animations as well
|
||||
if(joints.size()) {
|
||||
#ifndef ASSIMP_BUILD_MS3D_ONE_NODE_PER_MESH
|
||||
rt->mChildren = new aiNode*[1]();
|
||||
rt->mNumChildren = 1;
|
||||
|
||||
aiNode* jt = rt->mChildren[0] = new aiNode();
|
||||
#else
|
||||
aiNode* jt = rt->mChildren[pScene->mNumMeshes] = new aiNode();
|
||||
#endif
|
||||
jt->mParent = rt;
|
||||
CollectChildJoints(joints,jt);
|
||||
jt->mName.Set("<MS3DJointRoot>");
|
||||
|
||||
pScene->mAnimations = new aiAnimation*[ pScene->mNumAnimations = 1 ];
|
||||
aiAnimation* const anim = pScene->mAnimations[0] = new aiAnimation();
|
||||
|
||||
anim->mName.Set("<MS3DMasterAnim>");
|
||||
|
||||
// carry the fps info to the user by scaling all times with it
|
||||
anim->mTicksPerSecond = animfps;
|
||||
|
||||
// leave duration at its default, so ScenePreprocessor will fill an appropriate
|
||||
// value (the values taken from some MS3D files seem to be too unreliable
|
||||
// to pass the validation)
|
||||
// anim->mDuration = totalframes/animfps;
|
||||
|
||||
anim->mChannels = new aiNodeAnim*[joints.size()]();
|
||||
for(std::vector<TempJoint>::const_iterator it = joints.begin(); it != joints.end(); ++it) {
|
||||
if ((*it).rotFrames.empty() && (*it).posFrames.empty()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
aiNodeAnim* nd = anim->mChannels[anim->mNumChannels++] = new aiNodeAnim();
|
||||
nd->mNodeName.Set((*it).name);
|
||||
|
||||
if ((*it).rotFrames.size()) {
|
||||
nd->mRotationKeys = new aiQuatKey[(*it).rotFrames.size()];
|
||||
for(std::vector<TempKeyFrame>::const_iterator rot = (*it).rotFrames.begin(); rot != (*it).rotFrames.end(); ++rot) {
|
||||
aiQuatKey& q = nd->mRotationKeys[nd->mNumRotationKeys++];
|
||||
|
||||
q.mTime = (*rot).time*animfps;
|
||||
q.mValue = aiQuaternion(aiMatrix3x3(aiMatrix4x4().FromEulerAnglesXYZ((*it).rotation)*
|
||||
aiMatrix4x4().FromEulerAnglesXYZ((*rot).value)));
|
||||
}
|
||||
}
|
||||
|
||||
if ((*it).posFrames.size()) {
|
||||
nd->mPositionKeys = new aiVectorKey[(*it).posFrames.size()];
|
||||
|
||||
aiQuatKey* qu = nd->mRotationKeys;
|
||||
for(std::vector<TempKeyFrame>::const_iterator pos = (*it).posFrames.begin(); pos != (*it).posFrames.end(); ++pos,++qu) {
|
||||
aiVectorKey& v = nd->mPositionKeys[nd->mNumPositionKeys++];
|
||||
|
||||
v.mTime = (*pos).time*animfps;
|
||||
v.mValue = (*it).position + (*pos).value;
|
||||
}
|
||||
}
|
||||
}
|
||||
// fixup to pass the validation if not a single animation channel is non-trivial
|
||||
if (!anim->mNumChannels) {
|
||||
anim->mChannels = NULL;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
162
thirdparty/assimp/code/MS3D/MS3DLoader.h
vendored
Normal file
162
thirdparty/assimp/code/MS3D/MS3DLoader.h
vendored
Normal file
@@ -0,0 +1,162 @@
|
||||
/*
|
||||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
with or without modification, are permitted provided that the
|
||||
following conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
* Neither the name of the assimp team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the assimp team.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
----------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
/** @file MS3DLoader.h
|
||||
* @brief Declaration of the MS3D importer class.
|
||||
*/
|
||||
#ifndef AI_MS3DLOADER_H_INCLUDED
|
||||
#define AI_MS3DLOADER_H_INCLUDED
|
||||
|
||||
#include <assimp/BaseImporter.h>
|
||||
#include <assimp/StreamReader.h>
|
||||
struct aiNode;
|
||||
|
||||
namespace Assimp {
|
||||
|
||||
// ----------------------------------------------------------------------------------------------
|
||||
/** Milkshape 3D importer implementation */
|
||||
// ----------------------------------------------------------------------------------------------
|
||||
class MS3DImporter
|
||||
: public BaseImporter
|
||||
{
|
||||
|
||||
public:
|
||||
|
||||
MS3DImporter();
|
||||
~MS3DImporter();
|
||||
|
||||
public:
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Returns whether the class can handle the format of the given file.
|
||||
* See BaseImporter::CanRead() for details. */
|
||||
bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
|
||||
bool checkSig) const;
|
||||
|
||||
protected:
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Return importer meta information.
|
||||
* See #BaseImporter::GetInfo for the details */
|
||||
const aiImporterDesc* GetInfo () const;
|
||||
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Imports the given file into the given scene structure.
|
||||
* See BaseImporter::InternReadFile() for details */
|
||||
void InternReadFile( const std::string& pFile, aiScene* pScene,
|
||||
IOSystem* pIOHandler);
|
||||
|
||||
|
||||
private:
|
||||
|
||||
struct TempJoint;
|
||||
void CollectChildJoints(const std::vector<TempJoint>& joints, std::vector<bool>& hadit, aiNode* nd,const aiMatrix4x4& absTrafo);
|
||||
void CollectChildJoints(const std::vector<TempJoint>& joints, aiNode* nd);
|
||||
|
||||
template<typename T> void ReadComments(StreamReaderLE& stream, std::vector<T>& outp);
|
||||
private:
|
||||
|
||||
aiScene* mScene;
|
||||
|
||||
private:
|
||||
|
||||
struct TempVertex
|
||||
{
|
||||
aiVector3D pos;
|
||||
unsigned int bone_id[4], ref_cnt;
|
||||
float weights[4];
|
||||
};
|
||||
|
||||
struct TempTriangle
|
||||
{
|
||||
unsigned int indices[3];
|
||||
aiVector3D normals[3];
|
||||
aiVector2D uv[3];
|
||||
|
||||
unsigned int sg, group;
|
||||
};
|
||||
|
||||
struct TempGroup
|
||||
{
|
||||
char name[33]; // +0
|
||||
std::vector<unsigned int> triangles;
|
||||
unsigned int mat; // 0xff is no material
|
||||
std::string comment;
|
||||
};
|
||||
|
||||
struct TempMaterial
|
||||
{
|
||||
// again, add an extra 0 character to all strings -
|
||||
char name[33];
|
||||
char texture[129];
|
||||
char alphamap[129];
|
||||
|
||||
aiColor4D diffuse,specular,ambient,emissive;
|
||||
float shininess,transparency;
|
||||
std::string comment;
|
||||
};
|
||||
|
||||
struct TempKeyFrame
|
||||
{
|
||||
float time;
|
||||
aiVector3D value;
|
||||
};
|
||||
|
||||
struct TempJoint
|
||||
{
|
||||
char name[33];
|
||||
char parentName[33];
|
||||
aiVector3D rotation, position;
|
||||
|
||||
std::vector<TempKeyFrame> rotFrames;
|
||||
std::vector<TempKeyFrame> posFrames;
|
||||
std::string comment;
|
||||
};
|
||||
|
||||
//struct TempModel {
|
||||
// std::string comment;
|
||||
//};
|
||||
};
|
||||
|
||||
}
|
||||
#endif
|
||||
Reference in New Issue
Block a user