irrlicht/source/Irrlicht/CMS3DMeshFileLoader.cpp

597 lines
16 KiB
C++

// Copyright (C) 2002-2007 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#include "IrrCompileConfig.h"
#ifdef _IRR_COMPILE_WITH_MS3D_LOADER_
#include "IReadFile.h"
#include "os.h"
#include "CMS3DMeshFileLoader.h"
#include "CSkinnedMesh.h"
namespace irr
{
namespace scene
{
// byte-align structures
#if defined(_MSC_VER) || defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
# pragma pack( push, packing )
# pragma pack( 1 )
# define PACK_STRUCT
#elif defined( __GNUC__ )
# define PACK_STRUCT __attribute__((packed))
#else
# error compiler not supported
#endif
// File header
struct MS3DHeader
{
c8 ID[10];
s32 Version;
} PACK_STRUCT;
// Vertex information
struct MS3DVertex
{
u8 Flags;
f32 Vertex[3];
s8 BoneID;
u8 RefCount;
} PACK_STRUCT;
// Triangle information
struct MS3DTriangle
{
u16 Flags;
u16 VertexIndices[3];
f32 VertexNormals[3][3];
f32 S[3], T[3];
u8 SmoothingGroup;
u8 GroupIndex;
} PACK_STRUCT;
// Material information
struct MS3DMaterial
{
s8 Name[32];
f32 Ambient[4];
f32 Diffuse[4];
f32 Specular[4];
f32 Emissive[4];
f32 Shininess; // 0.0f - 128.0f
f32 Transparency; // 0.0f - 1.0f
u8 Mode; // 0, 1, 2 is unused now
s8 Texture[128];
s8 Alphamap[128];
} PACK_STRUCT;
// Joint information
struct MS3DJoint
{
u8 Flags;
s8 Name[32];
s8 ParentName[32];
f32 Rotation[3];
f32 Translation[3];
u16 NumRotationKeyframes;
u16 NumTranslationKeyframes;
} PACK_STRUCT;
// Keyframe data
struct MS3DKeyframe
{
f32 Time;
f32 Parameter[3];
} PACK_STRUCT;
// Default alignment
#if defined(_MSC_VER) || defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
# pragma pack( pop, packing )
#endif
#undef PACK_STRUCT
//! Constructor
CMS3DMeshFileLoader::CMS3DMeshFileLoader(video::IVideoDriver *driver)
: Driver(driver), AnimatedMesh(0)
{
}
//! returns true if the file maybe is able to be loaded by this class
//! based on the file extension (e.g. ".bsp")
bool CMS3DMeshFileLoader::isALoadableFileExtension(const c8* filename) const
{
return strstr(filename, ".ms3d")!=0;
}
//! creates/loads an animated mesh from the file.
//! \return Pointer to the created mesh. Returns 0 if loading failed.
//! If you no longer need the mesh, you should call IAnimatedMesh::drop().
//! See IReferenceCounted::drop() for more information.
IAnimatedMesh* CMS3DMeshFileLoader::createMesh(io::IReadFile* file)
{
if (!file)
return 0;
AnimatedMesh = new CSkinnedMesh();
if ( load(file) )
{
AnimatedMesh->finalize();
}
else
{
AnimatedMesh->drop();
AnimatedMesh = 0;
}
return AnimatedMesh;
}
//! loads an md2 file
bool CMS3DMeshFileLoader::load(io::IReadFile* file)
{
if (!file)
return false;
// find file size
const long fileSize = file->getSize();
// read whole file
u8* buffer = new u8[fileSize];
s32 read = file->read(buffer, fileSize);
if (read != fileSize)
{
delete [] buffer;
os::Printer::log("Could not read full file. Loading failed", file->getFileName(), ELL_ERROR);
return false;
}
// read header
const u8 *pPtr = (u8*)((void*)buffer);
MS3DHeader *pHeader = (MS3DHeader*)pPtr;
pPtr += sizeof(MS3DHeader);
if ( strncmp( pHeader->ID, "MS3D000000", 10 ) != 0 )
{
delete [] buffer;
os::Printer::log("Not a valid Milkshape3D Model File. Loading failed", file->getFileName(), ELL_ERROR);
return false;
}
#ifdef __BIG_ENDIAN__
pHeader->Version = os::Byteswap::byteswap(pHeader->Version);
#endif
if ( pHeader->Version < 3 || pHeader->Version > 4 )
{
delete [] buffer;
os::Printer::log("Only Milkshape3D version 3 and 4 (1.3 to 1.8) is supported. Loading failed", file->getFileName(), ELL_ERROR);
return false;
}
if ( pHeader->Version == 4 )
{
os::Printer::log("Milkshape3D version 4 (1.8) is not fully supported. Some features may not be available.", file->getFileName(), ELL_WARNING);
}
// get pointers to data
// vertices
u16 numVertices = *(u16*)pPtr;
#ifdef __BIG_ENDIAN__
numVertices = os::Byteswap::byteswap(numVertices);
#endif
pPtr += sizeof(u16);
MS3DVertex *vertices = (MS3DVertex*)pPtr;
pPtr += sizeof(MS3DVertex) * numVertices;
#ifdef __BIG_ENDIAN__
for (u16 tmp=0; tmp<numVertices; ++tmp)
for (u16 j=0; j<3; ++j)
vertices[tmp].Vertex[j] = os::Byteswap::byteswap(vertices[tmp].Vertex[j]);
#endif
// triangles
u16 numTriangles = *(u16*)pPtr;
#ifdef __BIG_ENDIAN__
numTriangles = os::Byteswap::byteswap(numTriangles);
#endif
pPtr += sizeof(u16);
MS3DTriangle *triangles = (MS3DTriangle*)pPtr;
pPtr += sizeof(MS3DTriangle) * numTriangles;
#ifdef __BIG_ENDIAN__
for (u16 tmp=0; tmp<numTriangles; ++tmp)
{
triangles[tmp].Flags = os::Byteswap::byteswap(triangles[tmp].Flags);
for (u16 j=0; j<3; ++j)
{
triangles[tmp].VertexIndices[j] = os::Byteswap::byteswap(triangles[tmp].VertexIndices[j]);
for (u16 k=0; k<3; ++k)
triangles[tmp].VertexNormals[j][k] = os::Byteswap::byteswap(triangles[tmp].VertexNormals[j][k]);
triangles[tmp].S[j] = os::Byteswap::byteswap(triangles[tmp].S[j]);
triangles[tmp].T[j] = os::Byteswap::byteswap(triangles[tmp].T[j]);
}
}
#endif
// groups
u16 numGroups = *(u16*)pPtr;
#ifdef __BIG_ENDIAN__
numGroups = os::Byteswap::byteswap(numGroups);
#endif
pPtr += sizeof(u16);
//skip groups
u32 i;
for (i=0; i<numGroups; ++i)
{
Groups.push_back(SGroup());
SGroup& grp = Groups.getLast();
// The byte flag is before the name, so add 1
grp.Name = ((const c8*) pPtr) + 1;
pPtr += 33; // name and 1 byte flags
u16 triangleCount = *(u16*)pPtr;
#ifdef __BIG_ENDIAN__
triangleCount = os::Byteswap::byteswap(triangleCount);
#endif
pPtr += sizeof(u16);
//pPtr += sizeof(u16) * triangleCount; // triangle indices
for (u16 j=0; j<triangleCount; ++j)
{
#ifdef __BIG_ENDIAN__
grp.VertexIds.push_back(os::Byteswap::byteswap(*(u16*)pPtr));
#else
grp.VertexIds.push_back(*(u16*)pPtr);
#endif
pPtr += sizeof (u16);
}
grp.MaterialIdx = *(u8*)pPtr;
if (grp.MaterialIdx == 255)
grp.MaterialIdx = 0;
pPtr += sizeof(c8); // material index
}
// skip materials
u16 numMaterials = *(u16*)pPtr;
#ifdef __BIG_ENDIAN__
numMaterials = os::Byteswap::byteswap(numMaterials);
#endif
pPtr += sizeof(u16);
// MS3DMaterial *materials = (MS3DMaterial*)pPtr;
// pPtr += sizeof(MS3DMaterial) * numMaterials;
if(numMaterials <= 0)
{
// if there are no materials, add at least one buffer
AnimatedMesh->createBuffer();
}
for (i=0; i<numMaterials; ++i)
{
MS3DMaterial *material = (MS3DMaterial*)pPtr;
#ifdef __BIG_ENDIAN__
for (u16 j=0; j<4; ++j)
material->Ambient[j] = os::Byteswap::byteswap(material->Ambient[j]);
for (u16 j=0; j<4; ++j)
material->Diffuse[j] = os::Byteswap::byteswap(material->Diffuse[j]);
for (u16 j=0; j<4; ++j)
material->Specular[j] = os::Byteswap::byteswap(material->Specular[j]);
for (u16 j=0; j<4; ++j)
material->Emissive[j] = os::Byteswap::byteswap(material->Emissive[j]);
material->Shininess = os::Byteswap::byteswap(material->Shininess);
material->Transparency = os::Byteswap::byteswap(material->Transparency);
#endif
pPtr += sizeof(MS3DMaterial);
scene::SSkinMeshBuffer *tmpBuffer = AnimatedMesh->createBuffer();
tmpBuffer->Material.MaterialType = video::EMT_SOLID;
tmpBuffer->Material.AmbientColor = video::SColorf(material->Ambient[0], material->Ambient[1], material->Ambient[2], material->Ambient[3]).toSColor ();
tmpBuffer->Material.DiffuseColor = video::SColorf(material->Diffuse[0], material->Diffuse[1], material->Diffuse[2], material->Diffuse[3]).toSColor ();
tmpBuffer->Material.EmissiveColor = video::SColorf(material->Emissive[0], material->Emissive[1], material->Emissive[2], material->Emissive[3]).toSColor ();
tmpBuffer->Material.SpecularColor = video::SColorf(material->Specular[0], material->Specular[1], material->Specular[2], material->Specular[3]).toSColor ();
tmpBuffer->Material.Shininess = material->Shininess;
core::stringc TexturePath=(const c8*)material->Texture;
TexturePath.trim();
if (TexturePath!="")
{
TexturePath=stripPathFromString(file->getFileName(),true) + stripPathFromString(TexturePath,false);
tmpBuffer->Material.setTexture(0, Driver->getTexture(TexturePath.c_str()) );
}
core::stringc AlphamapPath=(const c8*)material->Alphamap;
AlphamapPath.trim();
if (AlphamapPath!="")
{
AlphamapPath=stripPathFromString(file->getFileName(),true) + stripPathFromString(AlphamapPath,false);
tmpBuffer->Material.setTexture(2, Driver->getTexture(AlphamapPath.c_str()) );
}
}
// animation time
f32 framesPerSecond = *(f32*)pPtr;
#ifdef __BIG_ENDIAN__
framesPerSecond = os::Byteswap::byteswap(framesPerSecond);
#endif
pPtr += sizeof(f32) * 2; // fps and current time
if (framesPerSecond==0)
framesPerSecond=1;
pPtr += sizeof(s32); // frameCount
u16 jointCount = *(u16*)pPtr;
#ifdef __BIG_ENDIAN__
jointCount = os::Byteswap::byteswap(jointCount);
#endif
pPtr += sizeof(u16);
core::array<core::stringc> ParentNames;
// load joints
for (i=0; i<jointCount; ++i)
{
u32 j;
MS3DJoint *pJoint = (MS3DJoint*)pPtr;
#ifdef __BIG_ENDIAN__
for (j=0; j<3; ++j)
pJoint->Rotation[j] = os::Byteswap::byteswap(pJoint->Rotation[j]);
for (j=0; j<3; ++j)
pJoint->Translation[j] = os::Byteswap::byteswap(pJoint->Translation[j]);
pJoint->NumRotationKeyframes= os::Byteswap::byteswap(pJoint->NumRotationKeyframes);
pJoint->NumTranslationKeyframes = os::Byteswap::byteswap(pJoint->NumTranslationKeyframes);
#endif
pPtr += sizeof(MS3DJoint);
ISkinnedMesh::SJoint *jnt = AnimatedMesh->createJoint();
/*
jnt.Name = pJoint->Name;
jnt.Index = i;
jnt.Rotation.X = pJoint->Rotation[0];
jnt.Rotation.Y = pJoint->Rotation[1];
jnt.Rotation.Z = pJoint->Rotation[2];
jnt.Translation.X = pJoint->Translation[0];
jnt.Translation.Y = pJoint->Translation[1];
jnt.Translation.Z = pJoint->Translation[2];
jnt.ParentName = pJoint->ParentName;
jnt.Parent = -1;
*/
jnt->Name = pJoint->Name;
jnt->LocalMatrix.makeIdentity();
jnt->LocalMatrix.setRotationRadians(
core::vector3df(pJoint->Rotation[0], pJoint->Rotation[1], pJoint->Rotation[2]) );
jnt->LocalMatrix.setTranslation(
core::vector3df(pJoint->Translation[0], pJoint->Translation[1], pJoint->Translation[2]) );
ParentNames.push_back( (c8*)pJoint->ParentName );
/*if (pJoint->NumRotationKeyframes ||
pJoint->NumTranslationKeyframes)
HasAnimation = true;
*/
// get rotation keyframes
const u16 numRotationKeyframes = pJoint->NumRotationKeyframes;
for (j=0; j < numRotationKeyframes; ++j)
{
MS3DKeyframe* kf = (MS3DKeyframe*)pPtr;
#ifdef __BIG_ENDIAN__
kf->Time = os::Byteswap::byteswap(kf->Time);
for (u32 l=0; l<3; ++l)
kf->Parameter[l] = os::Byteswap::byteswap(kf->Parameter[l]);
#endif
pPtr += sizeof(MS3DKeyframe);
ISkinnedMesh::SRotationKey *k=AnimatedMesh->createRotationKey(jnt);
k->frame = kf->Time * framesPerSecond;
core::matrix4 tmpMatrix;
tmpMatrix.setRotationRadians(
core::vector3df(kf->Parameter[0], kf->Parameter[1], kf->Parameter[2]) );
tmpMatrix=jnt->LocalMatrix*tmpMatrix;
k->rotation = core::quaternion(tmpMatrix);
}
// get translation keyframes
const u16 numTranslationKeyframes = pJoint->NumTranslationKeyframes;
for (j=0; j<numTranslationKeyframes; ++j)
{
MS3DKeyframe* kf = (MS3DKeyframe*)pPtr;
#ifdef __BIG_ENDIAN__
kf->Time = os::Byteswap::byteswap(kf->Time);
for (u32 l=0; l<3; ++l)
kf->Parameter[l] = os::Byteswap::byteswap(kf->Parameter[l]);
#endif
pPtr += sizeof(MS3DKeyframe);
ISkinnedMesh::SPositionKey *k=AnimatedMesh->createPositionKey(jnt);
k->frame = kf->Time * framesPerSecond;
k->position = core::vector3df
(kf->Parameter[0]+pJoint->Translation[0],
kf->Parameter[1]+pJoint->Translation[1],
kf->Parameter[2]+pJoint->Translation[2]);
}
}
//find parent of every joint
for (u32 jointnum=0; jointnum<AnimatedMesh->getAllJoints().size(); ++jointnum)
{
for (u32 j2=0; j2<AnimatedMesh->getAllJoints().size(); ++j2)
{
if (jointnum != j2 && ParentNames[jointnum] == AnimatedMesh->getAllJoints()[j2]->Name )
{
AnimatedMesh->getAllJoints()[j2]->Children.push_back(AnimatedMesh->getAllJoints()[jointnum]);
break;
}
}
}
/*if (Joints[jointnum].Parent == -1)
os::Printer::log("Found joint in model without parent.", ELL_WARNING);*/
// create vertices and indices, attach them to the joints.
video::S3DVertex v;
core::array<video::S3DVertex> *Vertices;
core::array<u16> Indices;
for (i=0; i<numTriangles; ++i)
{
u32 tmp = Groups[triangles[i].GroupIndex].MaterialIdx;
Vertices = &AnimatedMesh->getMeshBuffers()[tmp]->Vertices_Standard;
for (u16 j = 0; j<3; ++j)
{
v.TCoords.X = triangles[i].S[j];
v.TCoords.Y = triangles[i].T[j];
v.Normal.X = triangles[i].VertexNormals[j][0];
v.Normal.Y = triangles[i].VertexNormals[j][1];
v.Normal.Z = triangles[i].VertexNormals[j][2];
if(triangles[i].GroupIndex < Groups.size() && Groups[triangles[i].GroupIndex].MaterialIdx < AnimatedMesh->getMeshBuffers().size())
v.Color = AnimatedMesh->getMeshBuffers()[Groups[triangles[i].GroupIndex].MaterialIdx]->Material.DiffuseColor;
else
v.Color.set(255,255,255,255);
v.Pos.X = vertices[triangles[i].VertexIndices[j]].Vertex[0];
v.Pos.Y = vertices[triangles[i].VertexIndices[j]].Vertex[1];
v.Pos.Z = vertices[triangles[i].VertexIndices[j]].Vertex[2];
// check if we already have this vertex in our vertex array
s32 index = -1;
for (u32 iV = 0; iV < Vertices->size(); ++iV)
{
if (v == (*Vertices)[iV])
{
index = (s32)iV;
break;
}
}
if (index == -1)
{
s32 boneid = vertices[triangles[i].VertexIndices[j]].BoneID;
if (boneid>=0 && boneid<(s32)AnimatedMesh->getAllJoints().size())
{
ISkinnedMesh::SWeight *w=AnimatedMesh->createWeight(AnimatedMesh->getAllJoints()[boneid]);
w->buffer_id = Groups[triangles[i].GroupIndex].MaterialIdx;
w->strength = 1.0f;
w->vertex_id = Vertices->size();
//Joints[boneid]->VertexIds.push_back(Vertices.size());
}
Vertices->push_back(v);
index = Vertices->size() - 1;
}
Indices.push_back(index);
}
}
//create groups
s32 iIndex = -1;
for (i=0; i<Groups.size(); ++i)
{
SGroup& grp = Groups[i];
if (grp.MaterialIdx >= AnimatedMesh->getMeshBuffers().size())
grp.MaterialIdx = 0;
core::array<u16>& indices = AnimatedMesh->getMeshBuffers()[grp.MaterialIdx]->Indices;
for (u32 k=0; k < grp.VertexIds.size(); ++k)
for (u32 l=0; l<3; ++l)
indices.push_back(Indices[++iIndex]);
}
// calculate bounding box
/*
// inverse translate and rotate all vertices for making animation easier
if (HasAnimation)
for (i=0; i<Joints.size(); ++i)
{
for (u32 j=0; j<Joints[i].VertexIds.size(); ++j)
{
Joints[i].AbsoluteTransformation.inverseTranslateVect(
Vertices[Joints[i].VertexIds[j]].Pos);
Joints[i].AbsoluteTransformation.inverseRotateVect(
Vertices[Joints[i].VertexIds[j]].Pos);
Joints[i].AbsoluteTransformation.inverseRotateVect(
Vertices[Joints[i].VertexIds[j]].Normal);
}
}
AnimatedVertices = Vertices;
*/
delete [] buffer;
// clear arrays
Groups.clear();
return true;
}
core::stringc CMS3DMeshFileLoader::stripPathFromString(const core::stringc& inString, bool returnPath) const
{
s32 slashIndex=inString.findLast('/'); // forward slash
s32 backSlash=inString.findLast('\\'); // back slash
if (backSlash>slashIndex) slashIndex=backSlash;
if (slashIndex==-1)//no slashes found
{
if (returnPath)
return core::stringc(); //no path to return
else
return inString;
}
if (returnPath)
return inString.subString(0, slashIndex + 1);
else
return inString.subString(slashIndex+1, inString.size() - (slashIndex+1));
}
} // end namespace scene
} // end namespace irr
#endif