1 | /* |
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3 | Open Asset Import Library (assimp) |
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40 | --------------------------------------------------------------------------- |
41 | */ |
42 | |
43 | /** @file UnrealLoader.cpp |
44 | * @brief Implementation of the UNREAL (*.3D) importer class |
45 | * |
46 | * Sources: |
47 | * http://local.wasp.uwa.edu.au/~pbourke/dataformats/unreal/ |
48 | */ |
49 | |
50 | |
51 | |
52 | #ifndef ASSIMP_BUILD_NO_3D_IMPORTER |
53 | |
54 | #include "UnrealLoader.h" |
55 | #include "StreamReader.h" |
56 | #include "ParsingUtils.h" |
57 | #include "fast_atof.h" |
58 | #include "ConvertToLHProcess.h" |
59 | |
60 | #include <assimp/Importer.hpp> |
61 | #include <assimp/DefaultLogger.hpp> |
62 | #include <assimp/IOSystem.hpp> |
63 | #include <assimp/scene.h> |
64 | #include <assimp/importerdesc.h> |
65 | |
66 | #include <memory> |
67 | |
68 | using namespace Assimp; |
69 | |
70 | static const aiImporterDesc desc = { |
71 | "Unreal Mesh Importer" , |
72 | "" , |
73 | "" , |
74 | "" , |
75 | aiImporterFlags_SupportTextFlavour, |
76 | 0, |
77 | 0, |
78 | 0, |
79 | 0, |
80 | "3d uc" |
81 | }; |
82 | |
83 | |
84 | // ------------------------------------------------------------------------------------------------ |
85 | // Constructor to be privately used by Importer |
86 | UnrealImporter::UnrealImporter() |
87 | : configFrameID (0) |
88 | , configHandleFlags (true) |
89 | {} |
90 | |
91 | // ------------------------------------------------------------------------------------------------ |
92 | // Destructor, private as well |
93 | UnrealImporter::~UnrealImporter() |
94 | {} |
95 | |
96 | // ------------------------------------------------------------------------------------------------ |
97 | // Returns whether the class can handle the format of the given file. |
98 | bool UnrealImporter::CanRead( const std::string& pFile, IOSystem* /*pIOHandler*/, bool /*checkSig*/) const |
99 | { |
100 | return SimpleExtensionCheck(pFile,"3d" ,"uc" ); |
101 | } |
102 | |
103 | // ------------------------------------------------------------------------------------------------ |
104 | // Build a string of all file extensions supported |
105 | const aiImporterDesc* UnrealImporter::GetInfo () const |
106 | { |
107 | return &desc; |
108 | } |
109 | |
110 | // ------------------------------------------------------------------------------------------------ |
111 | // Setup configuration properties for the loader |
112 | void UnrealImporter::SetupProperties(const Importer* pImp) |
113 | { |
114 | // The |
115 | // AI_CONFIG_IMPORT_UNREAL_KEYFRAME option overrides the |
116 | // AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option. |
117 | configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_UNREAL_KEYFRAME,-1); |
118 | if(static_cast<unsigned int>(-1) == configFrameID) { |
119 | configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0); |
120 | } |
121 | |
122 | // AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS, default is true |
123 | configHandleFlags = (0 != pImp->GetPropertyInteger(AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS,1)); |
124 | } |
125 | |
126 | // ------------------------------------------------------------------------------------------------ |
127 | // Imports the given file into the given scene structure. |
128 | void UnrealImporter::InternReadFile( const std::string& pFile, |
129 | aiScene* pScene, IOSystem* pIOHandler) |
130 | { |
131 | // For any of the 3 files being passed get the three correct paths |
132 | // First of all, determine file extension |
133 | std::string::size_type pos = pFile.find_last_of('.'); |
134 | std::string extension = GetExtension(pFile); |
135 | |
136 | std::string d_path,a_path,uc_path; |
137 | if (extension == "3d" ) { |
138 | // jjjj_d.3d |
139 | // jjjj_a.3d |
140 | pos = pFile.find_last_of('_'); |
141 | if (std::string::npos == pos) { |
142 | throw DeadlyImportError("UNREAL: Unexpected naming scheme" ); |
143 | } |
144 | extension = pFile.substr(0,pos); |
145 | } |
146 | else { |
147 | extension = pFile.substr(0,pos); |
148 | } |
149 | |
150 | // build proper paths |
151 | d_path = extension+"_d.3d" ; |
152 | a_path = extension+"_a.3d" ; |
153 | uc_path = extension+".uc" ; |
154 | |
155 | DefaultLogger::get()->debug("UNREAL: data file is " + d_path); |
156 | DefaultLogger::get()->debug("UNREAL: aniv file is " + a_path); |
157 | DefaultLogger::get()->debug("UNREAL: uc file is " + uc_path); |
158 | |
159 | // and open the files ... we can't live without them |
160 | std::unique_ptr<IOStream> p(pIOHandler->Open(d_path)); |
161 | if (!p) |
162 | throw DeadlyImportError("UNREAL: Unable to open _d file" ); |
163 | StreamReaderLE d_reader(pIOHandler->Open(d_path)); |
164 | |
165 | const uint16_t numTris = d_reader.GetI2(); |
166 | const uint16_t numVert = d_reader.GetI2(); |
167 | d_reader.IncPtr(44); |
168 | if (!numTris || numVert < 3) |
169 | throw DeadlyImportError("UNREAL: Invalid number of vertices/triangles" ); |
170 | |
171 | // maximum texture index |
172 | unsigned int maxTexIdx = 0; |
173 | |
174 | // collect triangles |
175 | std::vector<Unreal::Triangle> triangles(numTris); |
176 | for (auto & tri : triangles) { |
177 | for (unsigned int i = 0; i < 3;++i) { |
178 | |
179 | tri.mVertex[i] = d_reader.GetI2(); |
180 | if (tri.mVertex[i] >= numTris) { |
181 | DefaultLogger::get()->warn("UNREAL: vertex index out of range" ); |
182 | tri.mVertex[i] = 0; |
183 | } |
184 | } |
185 | tri.mType = d_reader.GetI1(); |
186 | |
187 | // handle mesh flagss? |
188 | if (configHandleFlags) |
189 | tri.mType = Unreal::MF_NORMAL_OS; |
190 | else { |
191 | // ignore MOD and MASKED for the moment, treat them as two-sided |
192 | if (tri.mType == Unreal::MF_NORMAL_MOD_TS || tri.mType == Unreal::MF_NORMAL_MASKED_TS) |
193 | tri.mType = Unreal::MF_NORMAL_TS; |
194 | } |
195 | d_reader.IncPtr(1); |
196 | |
197 | for (unsigned int i = 0; i < 3;++i) |
198 | for (unsigned int i2 = 0; i2 < 2;++i2) |
199 | tri.mTex[i][i2] = d_reader.GetI1(); |
200 | |
201 | tri.mTextureNum = d_reader.GetI1(); |
202 | maxTexIdx = std::max(maxTexIdx,(unsigned int)tri.mTextureNum); |
203 | d_reader.IncPtr(1); |
204 | } |
205 | |
206 | p.reset(pIOHandler->Open(a_path)); |
207 | if (!p) |
208 | throw DeadlyImportError("UNREAL: Unable to open _a file" ); |
209 | StreamReaderLE a_reader(pIOHandler->Open(a_path)); |
210 | |
211 | // read number of frames |
212 | const uint32_t numFrames = a_reader.GetI2(); |
213 | if (configFrameID >= numFrames) |
214 | throw DeadlyImportError("UNREAL: The requested frame does not exist" ); |
215 | |
216 | uint32_t st = a_reader.GetI2(); |
217 | if (st != numVert*4) |
218 | throw DeadlyImportError("UNREAL: Unexpected aniv file length" ); |
219 | |
220 | // skip to our frame |
221 | a_reader.IncPtr(configFrameID *numVert*4); |
222 | |
223 | // collect vertices |
224 | std::vector<aiVector3D> vertices(numVert); |
225 | for (auto &vertex : vertices) { |
226 | int32_t val = a_reader.GetI4(); |
227 | Unreal::DecompressVertex(vertex ,val); |
228 | } |
229 | |
230 | // list of textures. |
231 | std::vector< std::pair<unsigned int, std::string> > textures; |
232 | |
233 | // allocate the output scene |
234 | aiNode* nd = pScene->mRootNode = new aiNode(); |
235 | nd->mName.Set("<UnrealRoot>" ); |
236 | |
237 | // we can live without the uc file if necessary |
238 | std::unique_ptr<IOStream> pb (pIOHandler->Open(uc_path)); |
239 | if (pb.get()) { |
240 | |
241 | std::vector<char> _data; |
242 | TextFileToBuffer(pb.get(),_data); |
243 | const char* data = &_data[0]; |
244 | |
245 | std::vector< std::pair< std::string,std::string > > tempTextures; |
246 | |
247 | // do a quick search in the UC file for some known, usually texture-related, tags |
248 | for (;*data;++data) { |
249 | if (TokenMatchI(data,"#exec" ,5)) { |
250 | SkipSpacesAndLineEnd(&data); |
251 | |
252 | // #exec TEXTURE IMPORT [...] NAME=jjjjj [...] FILE=jjjj.pcx [...] |
253 | if (TokenMatchI(data,"TEXTURE" ,7)) { |
254 | SkipSpacesAndLineEnd(&data); |
255 | |
256 | if (TokenMatchI(data,"IMPORT" ,6)) { |
257 | tempTextures.push_back(std::pair< std::string,std::string >()); |
258 | std::pair< std::string,std::string >& me = tempTextures.back(); |
259 | for (;!IsLineEnd(*data);++data) { |
260 | if (!::ASSIMP_strincmp(data,"NAME=" ,5)) { |
261 | const char *d = data+=5; |
262 | for (;!IsSpaceOrNewLine(*data);++data); |
263 | me.first = std::string(d,(size_t)(data-d)); |
264 | } |
265 | else if (!::ASSIMP_strincmp(data,"FILE=" ,5)) { |
266 | const char *d = data+=5; |
267 | for (;!IsSpaceOrNewLine(*data);++data); |
268 | me.second = std::string(d,(size_t)(data-d)); |
269 | } |
270 | } |
271 | if (!me.first.length() || !me.second.length()) |
272 | tempTextures.pop_back(); |
273 | } |
274 | } |
275 | // #exec MESHMAP SETTEXTURE MESHMAP=box NUM=1 TEXTURE=Jtex1 |
276 | // #exec MESHMAP SCALE MESHMAP=box X=0.1 Y=0.1 Z=0.2 |
277 | else if (TokenMatchI(data,"MESHMAP" ,7)) { |
278 | SkipSpacesAndLineEnd(&data); |
279 | |
280 | if (TokenMatchI(data,"SETTEXTURE" ,10)) { |
281 | |
282 | textures.push_back(std::pair<unsigned int, std::string>()); |
283 | std::pair<unsigned int, std::string>& me = textures.back(); |
284 | |
285 | for (;!IsLineEnd(*data);++data) { |
286 | if (!::ASSIMP_strincmp(data,"NUM=" ,4)) { |
287 | data += 4; |
288 | me.first = strtoul10(data,&data); |
289 | } |
290 | else if (!::ASSIMP_strincmp(data,"TEXTURE=" ,8)) { |
291 | data += 8; |
292 | const char *d = data; |
293 | for (;!IsSpaceOrNewLine(*data);++data); |
294 | me.second = std::string(d,(size_t)(data-d)); |
295 | |
296 | // try to find matching path names, doesn't care if we don't find them |
297 | for (std::vector< std::pair< std::string,std::string > >::const_iterator it = tempTextures.begin(); |
298 | it != tempTextures.end(); ++it) { |
299 | if ((*it).first == me.second) { |
300 | me.second = (*it).second; |
301 | break; |
302 | } |
303 | } |
304 | } |
305 | } |
306 | } |
307 | else if (TokenMatchI(data,"SCALE" ,5)) { |
308 | |
309 | for (;!IsLineEnd(*data);++data) { |
310 | if (data[0] == 'X' && data[1] == '=') { |
311 | data = fast_atoreal_move<float>(data+2,(float&)nd->mTransformation.a1); |
312 | } |
313 | else if (data[0] == 'Y' && data[1] == '=') { |
314 | data = fast_atoreal_move<float>(data+2,(float&)nd->mTransformation.b2); |
315 | } |
316 | else if (data[0] == 'Z' && data[1] == '=') { |
317 | data = fast_atoreal_move<float>(data+2,(float&)nd->mTransformation.c3); |
318 | } |
319 | } |
320 | } |
321 | } |
322 | } |
323 | } |
324 | } |
325 | else { |
326 | DefaultLogger::get()->error("Unable to open .uc file" ); |
327 | } |
328 | |
329 | std::vector<Unreal::TempMat> materials; |
330 | materials.reserve(textures.size()*2+5); |
331 | |
332 | // find out how many output meshes and materials we'll have and build material indices |
333 | for (Unreal::Triangle &tri : triangles) { |
334 | Unreal::TempMat mat(tri); |
335 | std::vector<Unreal::TempMat>::iterator nt = std::find(materials.begin(),materials.end(),mat); |
336 | if (nt == materials.end()) { |
337 | // add material |
338 | tri.matIndex = static_cast<unsigned int>(materials.size()); |
339 | mat.numFaces = 1; |
340 | materials.push_back(mat); |
341 | |
342 | ++pScene->mNumMeshes; |
343 | } |
344 | else { |
345 | tri.matIndex = static_cast<unsigned int>(nt-materials.begin()); |
346 | ++nt->numFaces; |
347 | } |
348 | } |
349 | |
350 | if (!pScene->mNumMeshes) { |
351 | throw DeadlyImportError("UNREAL: Unable to find valid mesh data" ); |
352 | } |
353 | |
354 | // allocate meshes and bind them to the node graph |
355 | pScene->mMeshes = new aiMesh*[pScene->mNumMeshes]; |
356 | pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials = pScene->mNumMeshes]; |
357 | |
358 | nd->mNumMeshes = pScene->mNumMeshes; |
359 | nd->mMeshes = new unsigned int[nd->mNumMeshes]; |
360 | for (unsigned int i = 0; i < pScene->mNumMeshes;++i) { |
361 | aiMesh* m = pScene->mMeshes[i] = new aiMesh(); |
362 | m->mPrimitiveTypes = aiPrimitiveType_TRIANGLE; |
363 | |
364 | const unsigned int num = materials[i].numFaces; |
365 | m->mFaces = new aiFace [num]; |
366 | m->mVertices = new aiVector3D [num*3]; |
367 | m->mTextureCoords[0] = new aiVector3D [num*3]; |
368 | |
369 | nd->mMeshes[i] = i; |
370 | |
371 | // create materials, too |
372 | aiMaterial* mat = new aiMaterial(); |
373 | pScene->mMaterials[i] = mat; |
374 | |
375 | // all white by default - texture rulez |
376 | aiColor3D color(1.f,1.f,1.f); |
377 | |
378 | aiString s; |
379 | ::ai_snprintf( s.data, MAXLEN, "mat%u_tx%u_" ,i,materials[i].tex ); |
380 | |
381 | // set the two-sided flag |
382 | if (materials[i].type == Unreal::MF_NORMAL_TS) { |
383 | const int twosided = 1; |
384 | mat->AddProperty(&twosided,1,AI_MATKEY_TWOSIDED); |
385 | ::strcat(s.data,"ts_" ); |
386 | } |
387 | else ::strcat(s.data,"os_" ); |
388 | |
389 | // make TRANS faces 90% opaque that RemRedundantMaterials won't catch us |
390 | if (materials[i].type == Unreal::MF_NORMAL_TRANS_TS) { |
391 | const float opac = 0.9f; |
392 | mat->AddProperty(&opac,1,AI_MATKEY_OPACITY); |
393 | ::strcat(s.data,"tran_" ); |
394 | } |
395 | else ::strcat(s.data,"opaq_" ); |
396 | |
397 | // a special name for the weapon attachment point |
398 | if (materials[i].type == Unreal::MF_WEAPON_PLACEHOLDER) { |
399 | s.length = ::ai_snprintf( s.data, MAXLEN, "$WeaponTag$" ); |
400 | color = aiColor3D(0.f,0.f,0.f); |
401 | } |
402 | |
403 | // set color and name |
404 | mat->AddProperty(&color,1,AI_MATKEY_COLOR_DIFFUSE); |
405 | s.length = ::strlen(s.data); |
406 | mat->AddProperty(&s,AI_MATKEY_NAME); |
407 | |
408 | // set texture, if any |
409 | const unsigned int tex = materials[i].tex; |
410 | for (std::vector< std::pair< unsigned int, std::string > >::const_iterator it = textures.begin();it != textures.end();++it) { |
411 | if ((*it).first == tex) { |
412 | s.Set((*it).second); |
413 | mat->AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(0)); |
414 | break; |
415 | } |
416 | } |
417 | } |
418 | |
419 | // fill them. |
420 | for (const Unreal::Triangle &tri : triangles) { |
421 | Unreal::TempMat mat(tri); |
422 | std::vector<Unreal::TempMat>::iterator nt = std::find(materials.begin(),materials.end(),mat); |
423 | |
424 | aiMesh* mesh = pScene->mMeshes[nt-materials.begin()]; |
425 | aiFace& f = mesh->mFaces[mesh->mNumFaces++]; |
426 | f.mIndices = new unsigned int[f.mNumIndices = 3]; |
427 | |
428 | for (unsigned int i = 0; i < 3;++i,mesh->mNumVertices++) { |
429 | f.mIndices[i] = mesh->mNumVertices; |
430 | |
431 | mesh->mVertices[mesh->mNumVertices] = vertices[ tri.mVertex[i] ]; |
432 | mesh->mTextureCoords[0][mesh->mNumVertices] = aiVector3D( tri.mTex[i][0] / 255.f, 1.f - tri.mTex[i][1] / 255.f, 0.f); |
433 | } |
434 | } |
435 | |
436 | // convert to RH |
437 | MakeLeftHandedProcess hero; |
438 | hero.Execute(pScene); |
439 | |
440 | FlipWindingOrderProcess flipper; |
441 | flipper.Execute(pScene); |
442 | } |
443 | |
444 | #endif // !! ASSIMP_BUILD_NO_3D_IMPORTER |
445 | |