|
- /*
- ---------------------------------------------------------------------------
- Open Asset Import Library (assimp)
- ---------------------------------------------------------------------------
-
- Copyright (c) 2006-2012, 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 B3DImporter.cpp
- * @brief Implementation of the b3d importer class
- */
-
- #include "AssimpPCH.h"
- #ifndef ASSIMP_BUILD_NO_B3D_IMPORTER
-
- // internal headers
- #include "B3DImporter.h"
- #include "TextureTransform.h"
- #include "ConvertToLHProcess.h"
-
- using namespace Assimp;
- using namespace std;
-
- static const aiImporterDesc desc = {
- "BlitzBasic 3D Importer",
- "",
- "",
- "http://www.blitzbasic.com/",
- aiImporterFlags_SupportBinaryFlavour,
- 0,
- 0,
- 0,
- 0,
- "b3d"
- };
-
- // (fixme, Aramis) quick workaround to get rid of all those signed to unsigned warnings
- #ifdef _MSC_VER
- # pragma warning (disable: 4018)
- #endif
-
- //#define DEBUG_B3D
-
- // ------------------------------------------------------------------------------------------------
- bool B3DImporter::CanRead( const std::string& pFile, IOSystem* /*pIOHandler*/, bool /*checkSig*/) const{
-
- size_t pos=pFile.find_last_of( '.' );
- if( pos==string::npos ) return false;
-
- string ext=pFile.substr( pos+1 );
- if( ext.size()!=3 ) return false;
-
- return (ext[0]=='b' || ext[0]=='B') && (ext[1]=='3') && (ext[2]=='d' || ext[2]=='D');
- }
-
- // ------------------------------------------------------------------------------------------------
- // Loader meta information
- const aiImporterDesc* B3DImporter::GetInfo () const
- {
- return &desc;
- }
-
- #ifdef DEBUG_B3D
- extern "C"{ void _stdcall AllocConsole(); }
- #endif
- // ------------------------------------------------------------------------------------------------
- void B3DImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler){
-
- #ifdef DEBUG_B3D
- AllocConsole();
- freopen( "conin$","r",stdin );
- freopen( "conout$","w",stdout );
- freopen( "conout$","w",stderr );
- cout<<"Hello world from the B3DImporter!"<<endl;
- #endif
-
- boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
-
- // Check whether we can read from the file
- if( file.get() == NULL)
- throw DeadlyImportError( "Failed to open B3D file " + pFile + ".");
-
- // check whether the .b3d file is large enough to contain
- // at least one chunk.
- size_t fileSize = file->FileSize();
- if( fileSize<8 ) throw DeadlyImportError( "B3D File is too small.");
-
- _pos=0;
- _buf.resize( fileSize );
- file->Read( &_buf[0],1,fileSize );
- _stack.clear();
-
- ReadBB3D( pScene );
- }
-
- // ------------------------------------------------------------------------------------------------
- void B3DImporter::Oops(){
- throw DeadlyImportError( "B3D Importer - INTERNAL ERROR" );
- }
-
- // ------------------------------------------------------------------------------------------------
- void B3DImporter::Fail( string str ){
- #ifdef DEBUG_B3D
- cout<<"Error in B3D file data: "<<str<<endl;
- #endif
- throw DeadlyImportError( "B3D Importer - error in B3D file data: "+str );
- }
-
- // ------------------------------------------------------------------------------------------------
- int B3DImporter::ReadByte(){
- if( _pos<_buf.size() ) return _buf[_pos++];
- Fail( "EOF" );
- return 0;
- }
-
- // ------------------------------------------------------------------------------------------------
- int B3DImporter::ReadInt(){
- if( _pos+4<=_buf.size() ){
- int n=*(int*)&_buf[_pos];
- _pos+=4;
- return n;
- }
- Fail( "EOF" );
- return 0;
- }
-
- // ------------------------------------------------------------------------------------------------
- float B3DImporter::ReadFloat(){
- if( _pos+4<=_buf.size() ){
- float n=*(float*)&_buf[_pos];
- _pos+=4;
- return n;
- }
- Fail( "EOF" );
- return 0.0f;
- }
-
- // ------------------------------------------------------------------------------------------------
- aiVector2D B3DImporter::ReadVec2(){
- float x=ReadFloat();
- float y=ReadFloat();
- return aiVector2D( x,y );
- }
-
- // ------------------------------------------------------------------------------------------------
- aiVector3D B3DImporter::ReadVec3(){
- float x=ReadFloat();
- float y=ReadFloat();
- float z=ReadFloat();
- return aiVector3D( x,y,z );
- }
-
- // ------------------------------------------------------------------------------------------------
- aiQuaternion B3DImporter::ReadQuat(){
- // (aramis_acg) Fix to adapt the loader to changed quat orientation
- float w=-ReadFloat();
- float x=ReadFloat();
- float y=ReadFloat();
- float z=ReadFloat();
- return aiQuaternion( w,x,y,z );
- }
-
- // ------------------------------------------------------------------------------------------------
- string B3DImporter::ReadString(){
- string str;
- while( _pos<_buf.size() ){
- char c=(char)ReadByte();
- if( !c ) return str;
- str+=c;
- }
- Fail( "EOF" );
- return string();
- }
-
- // ------------------------------------------------------------------------------------------------
- string B3DImporter::ReadChunk(){
- string tag;
- for( int i=0;i<4;++i ){
- tag+=char( ReadByte() );
- }
- #ifdef DEBUG_B3D
- // cout<<"ReadChunk:"<<tag<<endl;
- #endif
- unsigned sz=(unsigned)ReadInt();
- _stack.push_back( _pos+sz );
- return tag;
- }
-
- // ------------------------------------------------------------------------------------------------
- void B3DImporter::ExitChunk(){
- _pos=_stack.back();
- _stack.pop_back();
- }
-
- // ------------------------------------------------------------------------------------------------
- unsigned B3DImporter::ChunkSize(){
- return _stack.back()-_pos;
- }
- // ------------------------------------------------------------------------------------------------
-
- template<class T>
- T *B3DImporter::to_array( const vector<T> &v ){
- if( !v.size() ) return 0;
- T *p=new T[v.size()];
- for( size_t i=0;i<v.size();++i ){
- p[i]=v[i];
- }
- return p;
- }
-
- // ------------------------------------------------------------------------------------------------
- void B3DImporter::ReadTEXS(){
- while( ChunkSize() ){
- string name=ReadString();
- /*int flags=*/ReadInt();
- /*int blend=*/ReadInt();
- /*aiVector2D pos=*/ReadVec2();
- /*aiVector2D scale=*/ReadVec2();
- /*float rot=*/ReadFloat();
-
- _textures.push_back( name );
- }
- }
-
- // ------------------------------------------------------------------------------------------------
- void B3DImporter::ReadBRUS(){
- int n_texs=ReadInt();
- if( n_texs<0 || n_texs>8 ){
- Fail( "Bad texture count" );
- }
- while( ChunkSize() ){
- string name=ReadString();
- aiVector3D color=ReadVec3();
- float alpha=ReadFloat();
- float shiny=ReadFloat();
- /*int blend=**/ReadInt();
- int fx=ReadInt();
-
- aiMaterial *mat=new aiMaterial;
- _materials.push_back( mat );
-
- // Name
- aiString ainame( name );
- mat->AddProperty( &ainame,AI_MATKEY_NAME );
-
- // Diffuse color
- mat->AddProperty( &color,1,AI_MATKEY_COLOR_DIFFUSE );
-
- // Opacity
- mat->AddProperty( &alpha,1,AI_MATKEY_OPACITY );
-
- // Specular color
- aiColor3D speccolor( shiny,shiny,shiny );
- mat->AddProperty( &speccolor,1,AI_MATKEY_COLOR_SPECULAR );
-
- // Specular power
- float specpow=shiny*128;
- mat->AddProperty( &specpow,1,AI_MATKEY_SHININESS );
-
- // Double sided
- if( fx & 0x10 ){
- int i=1;
- mat->AddProperty( &i,1,AI_MATKEY_TWOSIDED );
- }
-
- //Textures
- for( int i=0;i<n_texs;++i ){
- int texid=ReadInt();
- if( texid<-1 || (texid>=0 && texid>=static_cast<int>(_textures.size())) ){
- Fail( "Bad texture id" );
- }
- if( i==0 && texid>=0 ){
- aiString texname( _textures[texid] );
- mat->AddProperty( &texname,AI_MATKEY_TEXTURE_DIFFUSE(0) );
- }
- }
- }
- }
-
- // ------------------------------------------------------------------------------------------------
- void B3DImporter::ReadVRTS(){
- _vflags=ReadInt();
- _tcsets=ReadInt();
- _tcsize=ReadInt();
- if( _tcsets<0 || _tcsets>4 || _tcsize<0 || _tcsize>4 ){
- Fail( "Bad texcoord data" );
- }
-
- int sz=12+(_vflags&1?12:0)+(_vflags&2?16:0)+(_tcsets*_tcsize*4);
- int n_verts=ChunkSize()/sz;
-
- int v0=_vertices.size();
- _vertices.resize( v0+n_verts );
-
- for( int i=0;i<n_verts;++i ){
- Vertex &v=_vertices[v0+i];
-
- memset( v.bones,0,sizeof(v.bones) );
- memset( v.weights,0,sizeof(v.weights) );
-
- v.vertex=ReadVec3();
-
- if( _vflags & 1 ) v.normal=ReadVec3();
-
- if( _vflags & 2 ) ReadQuat(); //skip v 4bytes...
-
- for( int i=0;i<_tcsets;++i ){
- float t[4]={0,0,0,0};
- for( int j=0;j<_tcsize;++j ){
- t[j]=ReadFloat();
- }
- t[1]=1-t[1];
- if( !i ) v.texcoords=aiVector3D( t[0],t[1],t[2] );
- }
- }
- }
-
- // ------------------------------------------------------------------------------------------------
- void B3DImporter::ReadTRIS( int v0 ){
- int matid=ReadInt();
- if( matid==-1 ){
- matid=0;
- }else if( matid<0 || matid>=(int)_materials.size() ){
- #ifdef DEBUG_B3D
- cout<<"material id="<<matid<<endl;
- #endif
- Fail( "Bad material id" );
- }
-
- aiMesh *mesh=new aiMesh;
- _meshes.push_back( mesh );
-
- mesh->mMaterialIndex=matid;
- mesh->mNumFaces=0;
- mesh->mPrimitiveTypes=aiPrimitiveType_TRIANGLE;
-
- int n_tris=ChunkSize()/12;
- aiFace *face=mesh->mFaces=new aiFace[n_tris];
-
- for( int i=0;i<n_tris;++i ){
- int i0=ReadInt()+v0;
- int i1=ReadInt()+v0;
- int i2=ReadInt()+v0;
- if( i0<0 || i0>=(int)_vertices.size() || i1<0 || i1>=(int)_vertices.size() || i2<0 || i2>=(int)_vertices.size() ){
- #ifdef DEBUG_B3D
- cout<<"Bad triangle index: i0="<<i0<<", i1="<<i1<<", i2="<<i2<<endl;
- #endif
- Fail( "Bad triangle index" );
- continue;
- }
- face->mNumIndices=3;
- face->mIndices=new unsigned[3];
- face->mIndices[0]=i0;
- face->mIndices[1]=i1;
- face->mIndices[2]=i2;
- ++mesh->mNumFaces;
- ++face;
- }
- }
-
- // ------------------------------------------------------------------------------------------------
- void B3DImporter::ReadMESH(){
- /*int matid=*/ReadInt();
-
- int v0=_vertices.size();
-
- while( ChunkSize() ){
- string t=ReadChunk();
- if( t=="VRTS" ){
- ReadVRTS();
- }else if( t=="TRIS" ){
- ReadTRIS( v0 );
- }
- ExitChunk();
- }
- }
-
- // ------------------------------------------------------------------------------------------------
- void B3DImporter::ReadBONE( int id ){
- while( ChunkSize() ){
- int vertex=ReadInt();
- float weight=ReadFloat();
- if( vertex<0 || vertex>=(int)_vertices.size() ){
- Fail( "Bad vertex index" );
- }
-
- Vertex &v=_vertices[vertex];
- int i;
- for( i=0;i<4;++i ){
- if( !v.weights[i] ){
- v.bones[i]=id;
- v.weights[i]=weight;
- break;
- }
- }
- #ifdef DEBUG_B3D
- if( i==4 ){
- cout<<"Too many bone weights"<<endl;
- }
- #endif
- }
- }
-
- // ------------------------------------------------------------------------------------------------
- void B3DImporter::ReadKEYS( aiNodeAnim *nodeAnim ){
- vector<aiVectorKey> trans,scale;
- vector<aiQuatKey> rot;
- int flags=ReadInt();
- while( ChunkSize() ){
- int frame=ReadInt();
- if( flags & 1 ){
- trans.push_back( aiVectorKey( frame,ReadVec3() ) );
- }
- if( flags & 2 ){
- scale.push_back( aiVectorKey( frame,ReadVec3() ) );
- }
- if( flags & 4 ){
- rot.push_back( aiQuatKey( frame,ReadQuat() ) );
- }
- }
-
- if( flags & 1 ){
- nodeAnim->mNumPositionKeys=trans.size();
- nodeAnim->mPositionKeys=to_array( trans );
- }
-
- if( flags & 2 ){
- nodeAnim->mNumScalingKeys=scale.size();
- nodeAnim->mScalingKeys=to_array( scale );
- }
-
- if( flags & 4 ){
- nodeAnim->mNumRotationKeys=rot.size();
- nodeAnim->mRotationKeys=to_array( rot );
- }
- }
-
- // ------------------------------------------------------------------------------------------------
- void B3DImporter::ReadANIM(){
- /*int flags=*/ReadInt();
- int frames=ReadInt();
- float fps=ReadFloat();
-
- aiAnimation *anim=new aiAnimation;
- _animations.push_back( anim );
-
- anim->mDuration=frames;
- anim->mTicksPerSecond=fps;
- }
-
- // ------------------------------------------------------------------------------------------------
- aiNode *B3DImporter::ReadNODE( aiNode *parent ){
-
- string name=ReadString();
- aiVector3D t=ReadVec3();
- aiVector3D s=ReadVec3();
- aiQuaternion r=ReadQuat();
-
- aiMatrix4x4 trans,scale,rot;
-
- aiMatrix4x4::Translation( t,trans );
- aiMatrix4x4::Scaling( s,scale );
- rot=aiMatrix4x4( r.GetMatrix() );
-
- aiMatrix4x4 tform=trans * rot * scale;
-
- int nodeid=_nodes.size();
-
- aiNode *node=new aiNode( name );
- _nodes.push_back( node );
-
- node->mParent=parent;
- node->mTransformation=tform;
-
- aiNodeAnim *nodeAnim=0;
- vector<unsigned> meshes;
- vector<aiNode*> children;
-
- while( ChunkSize() ){
- string t=ReadChunk();
- if( t=="MESH" ){
- int n=_meshes.size();
- ReadMESH();
- for( int i=n;i<(int)_meshes.size();++i ){
- meshes.push_back( i );
- }
- }else if( t=="BONE" ){
- ReadBONE( nodeid );
- }else if( t=="ANIM" ){
- ReadANIM();
- }else if( t=="KEYS" ){
- if( !nodeAnim ){
- nodeAnim=new aiNodeAnim;
- _nodeAnims.push_back( nodeAnim );
- nodeAnim->mNodeName=node->mName;
- }
- ReadKEYS( nodeAnim );
- }else if( t=="NODE" ){
- aiNode *child=ReadNODE( node );
- children.push_back( child );
- }
- ExitChunk();
- }
-
- node->mNumMeshes=meshes.size();
- node->mMeshes=to_array( meshes );
-
- node->mNumChildren=children.size();
- node->mChildren=to_array( children );
-
- return node;
- }
-
- // ------------------------------------------------------------------------------------------------
- void B3DImporter::ReadBB3D( aiScene *scene ){
-
- _textures.clear();
- _materials.size();
-
- _vertices.clear();
- _meshes.clear();
-
- _nodes.clear();
- _nodeAnims.clear();
- _animations.clear();
-
- string t=ReadChunk();
- if( t=="BB3D" ){
- int version=ReadInt();
-
- if (!DefaultLogger::isNullLogger()) {
- char dmp[128];
- sprintf(dmp,"B3D file format version: %i",version);
- DefaultLogger::get()->info(dmp);
- }
-
- while( ChunkSize() ){
- string t=ReadChunk();
- if( t=="TEXS" ){
- ReadTEXS();
- }else if( t=="BRUS" ){
- ReadBRUS();
- }else if( t=="NODE" ){
- ReadNODE( 0 );
- }
- ExitChunk();
- }
- }
- ExitChunk();
-
- if( !_nodes.size() ) Fail( "No nodes" );
-
- if( !_meshes.size() ) Fail( "No meshes" );
-
- //Fix nodes/meshes/bones
- for(size_t i=0;i<_nodes.size();++i ){
- aiNode *node=_nodes[i];
-
- for( size_t j=0;j<node->mNumMeshes;++j ){
- aiMesh *mesh=_meshes[node->mMeshes[j]];
-
- int n_tris=mesh->mNumFaces;
- int n_verts=mesh->mNumVertices=n_tris * 3;
-
- aiVector3D *mv=mesh->mVertices=new aiVector3D[ n_verts ],*mn=0,*mc=0;
- if( _vflags & 1 ) mn=mesh->mNormals=new aiVector3D[ n_verts ];
- if( _tcsets ) mc=mesh->mTextureCoords[0]=new aiVector3D[ n_verts ];
-
- aiFace *face=mesh->mFaces;
-
- vector< vector<aiVertexWeight> > vweights( _nodes.size() );
-
- for( int i=0;i<n_verts;i+=3 ){
- for( int j=0;j<3;++j ){
- Vertex &v=_vertices[face->mIndices[j]];
-
- *mv++=v.vertex;
- if( mn ) *mn++=v.normal;
- if( mc ) *mc++=v.texcoords;
-
- face->mIndices[j]=i+j;
-
- for( int k=0;k<4;++k ){
- if( !v.weights[k] ) break;
-
- int bone=v.bones[k];
- float weight=v.weights[k];
-
- vweights[bone].push_back( aiVertexWeight(i+j,weight) );
- }
- }
- ++face;
- }
-
- vector<aiBone*> bones;
- for(size_t i=0;i<vweights.size();++i ){
- vector<aiVertexWeight> &weights=vweights[i];
- if( !weights.size() ) continue;
-
- aiBone *bone=new aiBone;
- bones.push_back( bone );
-
- aiNode *bnode=_nodes[i];
-
- bone->mName=bnode->mName;
- bone->mNumWeights=weights.size();
- bone->mWeights=to_array( weights );
-
- aiMatrix4x4 mat=bnode->mTransformation;
- while( bnode->mParent ){
- bnode=bnode->mParent;
- mat=bnode->mTransformation * mat;
- }
- bone->mOffsetMatrix=mat.Inverse();
- }
- mesh->mNumBones=bones.size();
- mesh->mBones=to_array( bones );
- }
- }
-
- //nodes
- scene->mRootNode=_nodes[0];
-
- //material
- if( !_materials.size() ){
- _materials.push_back( new aiMaterial );
- }
- scene->mNumMaterials=_materials.size();
- scene->mMaterials=to_array( _materials );
-
- //meshes
- scene->mNumMeshes=_meshes.size();
- scene->mMeshes=to_array( _meshes );
-
- //animations
- if( _animations.size()==1 && _nodeAnims.size() ){
-
- aiAnimation *anim=_animations.back();
- anim->mNumChannels=_nodeAnims.size();
- anim->mChannels=to_array( _nodeAnims );
-
- scene->mNumAnimations=_animations.size();
- scene->mAnimations=to_array( _animations );
- }
-
- // convert to RH
- MakeLeftHandedProcess makeleft;
- makeleft.Execute( scene );
-
- FlipWindingOrderProcess flip;
- flip.Execute( scene );
- }
-
- #endif // !! ASSIMP_BUILD_NO_B3D_IMPORTER
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