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/*
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Open Asset Import Library (assimp)
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/** @file NDOLoader.cpp
* Implementation of the NDO importer class.
*/
#ifndef ASSIMP_BUILD_NO_NDO_IMPORTER
#include "NDOLoader.h"
#include <assimp/DefaultLogger.hpp>
#include <assimp/IOSystem.hpp>
#include <assimp/scene.h>
#include <assimp/importerdesc.h>
#include "StreamReader.h"
#include <map>
using namespace Assimp;
static const aiImporterDesc desc = {
"Nendo Mesh Importer",
"",
"",
"http://www.izware.com/nendo/index.htm",
aiImporterFlags_SupportBinaryFlavour,
0,
0,
0,
0,
"ndo"
};
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
NDOImporter::NDOImporter()
{}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
NDOImporter::~NDOImporter()
{}
// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file.
bool NDOImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
{
// check file extension
const std::string extension = GetExtension(pFile);
if( extension == "ndo")
return true;
if ((checkSig || !extension.length()) && pIOHandler) {
const char* tokens[] = {"nendo"};
return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1,5);
}
return false;
}
// ------------------------------------------------------------------------------------------------
// Build a string of all file extensions supported
const aiImporterDesc* NDOImporter::GetInfo () const
{
return &desc;
}
// ------------------------------------------------------------------------------------------------
// Setup configuration properties for the loader
void NDOImporter::SetupProperties(const Importer* /*pImp*/)
{
// nothing to be done for the moment
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void NDOImporter::InternReadFile( const std::string& pFile,
aiScene* pScene, IOSystem* pIOHandler)
{
StreamReaderBE reader(pIOHandler->Open( pFile, "rb"));
// first 9 bytes are nendo file format ("nendo 1.n")
const char* head = (const char*)reader.GetPtr();
reader.IncPtr(9);
if (strncmp("nendo ",head,6)) {
throw DeadlyImportError("Not a Nendo file; magic signature missing");
}
// check if this is a supported version. if not, continue, too -- users,
// please don't complain if it doesn't work then ...
unsigned int file_format = 12;
if (!strncmp("1.0",head+6,3)) {
file_format = 10;
DefaultLogger::get()->info("NDO file format is 1.0");
}
else if (!strncmp("1.1",head+6,3)) {
file_format = 11;
DefaultLogger::get()->info("NDO file format is 1.1");
}
else if (!strncmp("1.2",head+6,3)) {
file_format = 12;
DefaultLogger::get()->info("NDO file format is 1.2");
}
else {
DefaultLogger::get()->warn(std::string("Unrecognized nendo file format version, continuing happily ... :") + (head+6));
}
reader.IncPtr(2); /* skip flags */
if (file_format >= 12) {
reader.IncPtr(2);
}
unsigned int temp = reader.GetU1();
std::vector<Object> objects(temp); /* buffer to store all the loaded objects in */
// read all objects
for (unsigned int o = 0; o < objects.size(); ++o) {
// if (file_format < 12) {
if (!reader.GetI1()) {
continue; /* skip over empty object */
}
// reader.GetI2();
// }
Object& obj = objects[o];
temp = file_format >= 12 ? reader.GetU4() : reader.GetU2();
head = (const char*)reader.GetPtr();
reader.IncPtr(temp + 76); /* skip unknown stuff */
obj.name = std::string(head, temp);
// read edge table
temp = file_format >= 12 ? reader.GetU4() : reader.GetU2();
obj.edges.reserve(temp);
for (unsigned int e = 0; e < temp; ++e) {
obj.edges.push_back(Edge());
Edge& edge = obj.edges.back();
for (unsigned int i = 0; i< 8; ++i) {
edge.edge[i] = file_format >= 12 ? reader.GetU4() : reader.GetU2();
}
edge.hard = file_format >= 11 ? reader.GetU1() : 0;
for (unsigned int i = 0; i< 8; ++i) {
edge.color[i] = reader.GetU1();
}
}
// read face table
temp = file_format >= 12 ? reader.GetU4() : reader.GetU2();
obj.faces.reserve(temp);
for (unsigned int e = 0; e < temp; ++e) {
obj.faces.push_back(Face());
Face& face = obj.faces.back();
face.elem = file_format >= 12 ? reader.GetU4() : reader.GetU2();
}
// read vertex table
temp = file_format >= 12 ? reader.GetU4() : reader.GetU2();
obj.vertices.reserve(temp);
for (unsigned int e = 0; e < temp; ++e) {
obj.vertices.push_back(Vertex());
Vertex& v = obj.vertices.back();
v.num = file_format >= 12 ? reader.GetU4() : reader.GetU2();
v.val.x = reader.GetF4();
v.val.y = reader.GetF4();
v.val.z = reader.GetF4();
}
// read UVs
temp = file_format >= 12 ? reader.GetU4() : reader.GetU2();
for (unsigned int e = 0; e < temp; ++e) {
file_format >= 12 ? reader.GetU4() : reader.GetU2();
}
temp = file_format >= 12 ? reader.GetU4() : reader.GetU2();
for (unsigned int e = 0; e < temp; ++e) {
file_format >= 12 ? reader.GetU4() : reader.GetU2();
}
if (reader.GetU1()) {
const unsigned int x = reader.GetU2(), y = reader.GetU2();
temp = 0;
while (temp < x*y) {
unsigned int repeat = reader.GetU1();
reader.GetU1();
reader.GetU1();
reader.GetU1();
temp += repeat;
}
}
}
// construct a dummy node graph and add all named objects as child nodes
aiNode* root = pScene->mRootNode = new aiNode("$NDODummyRoot");
aiNode** cc = root->mChildren = new aiNode* [ root->mNumChildren = static_cast<unsigned int>( objects.size()) ] ();
pScene->mMeshes = new aiMesh* [ root->mNumChildren] ();
std::vector<aiVector3D> vertices;
std::vector<unsigned int> indices;
for(const Object& obj : objects) {
aiNode* nd = *cc++ = new aiNode(obj.name);
nd->mParent = root;
// translated from a python dict() - a vector might be sufficient as well
typedef std::map<unsigned int, unsigned int> FaceTable;
FaceTable face_table;
unsigned int n = 0;
for(const Edge& edge : obj.edges) {
face_table[edge.edge[2]] = n;
face_table[edge.edge[3]] = n;
++n;
}
aiMesh* mesh = new aiMesh();
mesh->mNumFaces=static_cast<unsigned int>(face_table.size());
aiFace* faces = mesh->mFaces = new aiFace[mesh->mNumFaces];
vertices.clear();
vertices.reserve(4 * face_table.size()); // arbitrarily chosen
for(FaceTable::value_type& v : face_table) {
indices.clear();
aiFace& f = *faces++;
const unsigned int key = v.first;
unsigned int cur_edge = v.second;
while (1) {
unsigned int next_edge, next_vert;
if (key == obj.edges[cur_edge].edge[3]) {
next_edge = obj.edges[cur_edge].edge[5];
next_vert = obj.edges[cur_edge].edge[1];
}
else {
next_edge = obj.edges[cur_edge].edge[4];
next_vert = obj.edges[cur_edge].edge[0];
}
indices.push_back( static_cast<unsigned int>(vertices.size()) );
vertices.push_back(obj.vertices[ next_vert ].val);
cur_edge = next_edge;
if (cur_edge == v.second) {
break;
}
}
f.mIndices = new unsigned int[f.mNumIndices = static_cast<unsigned int>(indices.size())];
std::copy(indices.begin(),indices.end(),f.mIndices);
}
mesh->mVertices = new aiVector3D[mesh->mNumVertices = static_cast<unsigned int>(vertices.size())];
std::copy(vertices.begin(),vertices.end(),mesh->mVertices);
if (mesh->mNumVertices) {
pScene->mMeshes[pScene->mNumMeshes] = mesh;
(nd->mMeshes = new unsigned int[nd->mNumMeshes=1])[0]=pScene->mNumMeshes++;
}else
delete mesh;
}
}
#endif