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