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Open Asset Import Library (assimp)
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/** @file  UnrealLoader.cpp
 *  @brief Implementation of the UNREAL (*.3D) importer class
 *
 *  Sources:
 *    http://local.wasp.uwa.edu.au/~pbourke/dataformats/unreal/
 */

#include "AssimpPCH.h"

#ifndef ASSIMP_BUILD_NO_3D_IMPORTER

#include "UnrealLoader.h"
#include "StreamReader.h"
#include "ParsingUtils.h"
#include "fast_atof.h"
#include "ConvertToLHProcess.h"

using namespace Assimp;

// ------------------------------------------------------------------------------------------------
// 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
void UnrealImporter::GetExtensionList(std::set<std::string>& extensions)
{
	extensions.insert("3d");
	extensions.insert("uc");
}

// ------------------------------------------------------------------------------------------------
// 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
	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 (std::vector<Unreal::Triangle>::iterator it = triangles.begin(), end = triangles.end();it != end; ++it)	{
		Unreal::Triangle& tri = *it;

		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 = 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 (std::vector<aiVector3D>::iterator it = vertices.begin(), end = vertices.end(); it != end; ++it)	{
		int32_t val = a_reader.GetI4();
		Unreal::DecompressVertex(*it,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
	boost::scoped_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 (std::vector<Unreal::Triangle>::iterator it = triangles.begin(), end = triangles.end();it != end; ++it)	{
		Unreal::Triangle& tri = *it;
		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 = 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;
		::sprintf(s.data,"mat%i_tx%i_",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 = ::sprintf(s.data,"$WeaponTag$");
			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 (std::vector<Unreal::Triangle>::iterator it = triangles.begin(), end = triangles.end();it != end; ++it)	{
		Unreal::Triangle& tri = *it;
		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
