mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 19:53:48 +00:00
Just the functional assimp lib rather than the entire assimp repository unnecessarily.
This commit is contained in:
parent
bf170ffbca
commit
25ce4477ce
1747 changed files with 9012 additions and 925008 deletions
|
|
@ -3,7 +3,8 @@
|
|||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2018, assimp team
|
||||
Copyright (c) 2006-2017, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
||||
|
|
@ -42,11 +43,12 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
* @brief Implementation of the XFile importer class
|
||||
*/
|
||||
|
||||
|
||||
#ifndef ASSIMP_BUILD_NO_X_IMPORTER
|
||||
|
||||
#include "XFileImporter.h"
|
||||
#include "XFileParser.h"
|
||||
#include <assimp/TinyFormatter.h>
|
||||
#include "TinyFormatter.h"
|
||||
#include "ConvertToLHProcess.h"
|
||||
#include <assimp/Defines.h>
|
||||
#include <assimp/IOSystem.hpp>
|
||||
|
|
@ -76,19 +78,17 @@ static const aiImporterDesc desc = {
|
|||
// ------------------------------------------------------------------------------------------------
|
||||
// Constructor to be privately used by Importer
|
||||
XFileImporter::XFileImporter()
|
||||
: mBuffer() {
|
||||
// empty
|
||||
}
|
||||
{}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Destructor, private as well
|
||||
XFileImporter::~XFileImporter() {
|
||||
// empty
|
||||
}
|
||||
XFileImporter::~XFileImporter()
|
||||
{}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns whether the class can handle the format of the given file.
|
||||
bool XFileImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const {
|
||||
bool XFileImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
|
||||
{
|
||||
std::string extension = GetExtension(pFile);
|
||||
if(extension == "x") {
|
||||
return true;
|
||||
|
|
@ -103,24 +103,23 @@ bool XFileImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, boo
|
|||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Get file extension list
|
||||
const aiImporterDesc* XFileImporter::GetInfo () const {
|
||||
const aiImporterDesc* XFileImporter::GetInfo () const
|
||||
{
|
||||
return &desc;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Imports the given file into the given scene structure.
|
||||
void XFileImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler) {
|
||||
void XFileImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
|
||||
{
|
||||
// read file into memory
|
||||
std::unique_ptr<IOStream> file( pIOHandler->Open( pFile));
|
||||
if ( file.get() == NULL ) {
|
||||
throw DeadlyImportError( "Failed to open file " + pFile + "." );
|
||||
}
|
||||
if( file.get() == NULL)
|
||||
throw DeadlyImportError( "Failed to open file " + pFile + ".");
|
||||
|
||||
static const size_t MinSize = 16;
|
||||
size_t fileSize = file->FileSize();
|
||||
if ( fileSize < MinSize ) {
|
||||
throw DeadlyImportError( "XFile is too small." );
|
||||
}
|
||||
if( fileSize < 16)
|
||||
throw DeadlyImportError( "XFile is too small.");
|
||||
|
||||
// in the hope that binary files will never start with a BOM ...
|
||||
mBuffer.resize( fileSize + 1);
|
||||
|
|
@ -134,9 +133,8 @@ void XFileImporter::InternReadFile( const std::string& pFile, aiScene* pScene, I
|
|||
CreateDataRepresentationFromImport( pScene, parser.GetImportedData());
|
||||
|
||||
// if nothing came from it, report it as error
|
||||
if ( !pScene->mRootNode ) {
|
||||
throw DeadlyImportError( "XFile is ill-formatted - no content imported." );
|
||||
}
|
||||
if( !pScene->mRootNode)
|
||||
throw DeadlyImportError( "XFile is ill-formatted - no content imported.");
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
|
|
@ -147,15 +145,17 @@ void XFileImporter::CreateDataRepresentationFromImport( aiScene* pScene, XFile::
|
|||
ConvertMaterials( pScene, pData->mGlobalMaterials);
|
||||
|
||||
// copy nodes, extracting meshes and materials on the way
|
||||
pScene->mRootNode = CreateNodes( pScene, nullptr, pData->mRootNode);
|
||||
pScene->mRootNode = CreateNodes( pScene, NULL, pData->mRootNode);
|
||||
|
||||
// extract animations
|
||||
CreateAnimations( pScene, pData);
|
||||
|
||||
// read the global meshes that were stored outside of any node
|
||||
if( !pData->mGlobalMeshes.empty() ) {
|
||||
if( pData->mGlobalMeshes.size() > 0)
|
||||
{
|
||||
// create a root node to hold them if there isn't any, yet
|
||||
if( pScene->mRootNode == nullptr ) {
|
||||
if( pScene->mRootNode == NULL)
|
||||
{
|
||||
pScene->mRootNode = new aiNode;
|
||||
pScene->mRootNode->mName.Set( "$dummy_node");
|
||||
}
|
||||
|
|
@ -179,7 +179,8 @@ void XFileImporter::CreateDataRepresentationFromImport( aiScene* pScene, XFile::
|
|||
flipper.Execute(pScene);
|
||||
|
||||
// finally: create a dummy material if not material was imported
|
||||
if( pScene->mNumMaterials == 0) {
|
||||
if( pScene->mNumMaterials == 0)
|
||||
{
|
||||
pScene->mNumMaterials = 1;
|
||||
// create the Material
|
||||
aiMaterial* mat = new aiMaterial;
|
||||
|
|
@ -203,10 +204,10 @@ void XFileImporter::CreateDataRepresentationFromImport( aiScene* pScene, XFile::
|
|||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Recursively creates scene nodes from the imported hierarchy.
|
||||
aiNode* XFileImporter::CreateNodes( aiScene* pScene, aiNode* pParent, const XFile::Node* pNode) {
|
||||
if ( !pNode ) {
|
||||
return nullptr;
|
||||
}
|
||||
aiNode* XFileImporter::CreateNodes( aiScene* pScene, aiNode* pParent, const XFile::Node* pNode)
|
||||
{
|
||||
if( !pNode)
|
||||
return NULL;
|
||||
|
||||
// create node
|
||||
aiNode* node = new aiNode;
|
||||
|
|
@ -220,13 +221,13 @@ aiNode* XFileImporter::CreateNodes( aiScene* pScene, aiNode* pParent, const XFil
|
|||
CreateMeshes( pScene, node, pNode->mMeshes);
|
||||
|
||||
// handle childs
|
||||
if( !pNode->mChildren.empty() ) {
|
||||
if( pNode->mChildren.size() > 0)
|
||||
{
|
||||
node->mNumChildren = (unsigned int)pNode->mChildren.size();
|
||||
node->mChildren = new aiNode* [node->mNumChildren];
|
||||
|
||||
for ( unsigned int a = 0; a < pNode->mChildren.size(); ++a ) {
|
||||
node->mChildren[ a ] = CreateNodes( pScene, node, pNode->mChildren[ a ] );
|
||||
}
|
||||
for( unsigned int a = 0; a < pNode->mChildren.size(); a++)
|
||||
node->mChildren[a] = CreateNodes( pScene, node, pNode->mChildren[a]);
|
||||
}
|
||||
|
||||
return node;
|
||||
|
|
@ -234,47 +235,50 @@ aiNode* XFileImporter::CreateNodes( aiScene* pScene, aiNode* pParent, const XFil
|
|||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Creates the meshes for the given node.
|
||||
void XFileImporter::CreateMeshes( aiScene* pScene, aiNode* pNode, const std::vector<XFile::Mesh*>& pMeshes) {
|
||||
void XFileImporter::CreateMeshes( aiScene* pScene, aiNode* pNode, const std::vector<XFile::Mesh*>& pMeshes)
|
||||
{
|
||||
if (pMeshes.empty()) {
|
||||
return;
|
||||
}
|
||||
|
||||
// create a mesh for each mesh-material combination in the source node
|
||||
std::vector<aiMesh*> meshes;
|
||||
for( unsigned int a = 0; a < pMeshes.size(); ++a ) {
|
||||
for( unsigned int a = 0; a < pMeshes.size(); a++)
|
||||
{
|
||||
XFile::Mesh* sourceMesh = pMeshes[a];
|
||||
if ( nullptr == sourceMesh ) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// first convert its materials so that we can find them with their index afterwards
|
||||
ConvertMaterials( pScene, sourceMesh->mMaterials);
|
||||
|
||||
unsigned int numMaterials = std::max( (unsigned int)sourceMesh->mMaterials.size(), 1u);
|
||||
for( unsigned int b = 0; b < numMaterials; ++b ) {
|
||||
for( unsigned int b = 0; b < numMaterials; b++)
|
||||
{
|
||||
// collect the faces belonging to this material
|
||||
std::vector<unsigned int> faces;
|
||||
unsigned int numVertices = 0;
|
||||
if( !sourceMesh->mFaceMaterials.empty() ) {
|
||||
if( sourceMesh->mFaceMaterials.size() > 0)
|
||||
{
|
||||
// if there is a per-face material defined, select the faces with the corresponding material
|
||||
for( unsigned int c = 0; c < sourceMesh->mFaceMaterials.size(); ++c ) {
|
||||
if( sourceMesh->mFaceMaterials[c] == b) {
|
||||
for( unsigned int c = 0; c < sourceMesh->mFaceMaterials.size(); c++)
|
||||
{
|
||||
if( sourceMesh->mFaceMaterials[c] == b)
|
||||
{
|
||||
faces.push_back( c);
|
||||
numVertices += (unsigned int)sourceMesh->mPosFaces[c].mIndices.size();
|
||||
}
|
||||
}
|
||||
} else {
|
||||
} else
|
||||
{
|
||||
// if there is no per-face material, place everything into one mesh
|
||||
for( unsigned int c = 0; c < sourceMesh->mPosFaces.size(); ++c ) {
|
||||
for( unsigned int c = 0; c < sourceMesh->mPosFaces.size(); c++)
|
||||
{
|
||||
faces.push_back( c);
|
||||
numVertices += (unsigned int)sourceMesh->mPosFaces[c].mIndices.size();
|
||||
}
|
||||
}
|
||||
|
||||
// no faces/vertices using this material? strange...
|
||||
if ( numVertices == 0 ) {
|
||||
if( numVertices == 0)
|
||||
continue;
|
||||
}
|
||||
|
||||
// create a submesh using this material
|
||||
aiMesh* mesh = new aiMesh;
|
||||
|
|
@ -282,9 +286,11 @@ void XFileImporter::CreateMeshes( aiScene* pScene, aiNode* pNode, const std::vec
|
|||
|
||||
// find the material in the scene's material list. Either own material
|
||||
// or referenced material, it should already have a valid index
|
||||
if( !sourceMesh->mFaceMaterials.empty() ) {
|
||||
if( sourceMesh->mFaceMaterials.size() > 0)
|
||||
{
|
||||
mesh->mMaterialIndex = static_cast<unsigned int>(sourceMesh->mMaterials[b].sceneIndex);
|
||||
} else {
|
||||
} else
|
||||
{
|
||||
mesh->mMaterialIndex = 0;
|
||||
}
|
||||
|
||||
|
|
@ -299,28 +305,28 @@ void XFileImporter::CreateMeshes( aiScene* pScene, aiNode* pNode, const std::vec
|
|||
mesh->mName.Set(sourceMesh->mName);
|
||||
|
||||
// normals?
|
||||
if ( sourceMesh->mNormals.size() > 0 ) {
|
||||
mesh->mNormals = new aiVector3D[ numVertices ];
|
||||
}
|
||||
if( sourceMesh->mNormals.size() > 0)
|
||||
mesh->mNormals = new aiVector3D[numVertices];
|
||||
// texture coords
|
||||
for( unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++c ) {
|
||||
if ( !sourceMesh->mTexCoords[ c ].empty() ) {
|
||||
mesh->mTextureCoords[ c ] = new aiVector3D[ numVertices ];
|
||||
}
|
||||
for( unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS; c++)
|
||||
{
|
||||
if( sourceMesh->mTexCoords[c].size() > 0)
|
||||
mesh->mTextureCoords[c] = new aiVector3D[numVertices];
|
||||
}
|
||||
// vertex colors
|
||||
for( unsigned int c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS; ++c ) {
|
||||
if ( !sourceMesh->mColors[ c ].empty() ) {
|
||||
mesh->mColors[ c ] = new aiColor4D[ numVertices ];
|
||||
}
|
||||
for( unsigned int c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS; c++)
|
||||
{
|
||||
if( sourceMesh->mColors[c].size() > 0)
|
||||
mesh->mColors[c] = new aiColor4D[numVertices];
|
||||
}
|
||||
|
||||
// now collect the vertex data of all data streams present in the imported mesh
|
||||
unsigned int newIndex( 0 );
|
||||
unsigned int newIndex = 0;
|
||||
std::vector<unsigned int> orgPoints; // from which original point each new vertex stems
|
||||
orgPoints.resize( numVertices, 0);
|
||||
|
||||
for( unsigned int c = 0; c < faces.size(); ++c ) {
|
||||
for( unsigned int c = 0; c < faces.size(); c++)
|
||||
{
|
||||
unsigned int f = faces[c]; // index of the source face
|
||||
const XFile::Face& pf = sourceMesh->mPosFaces[f]; // position source face
|
||||
|
||||
|
|
@ -330,35 +336,30 @@ void XFileImporter::CreateMeshes( aiScene* pScene, aiNode* pNode, const std::vec
|
|||
df.mIndices = new unsigned int[ df.mNumIndices];
|
||||
|
||||
// collect vertex data for indices of this face
|
||||
for( unsigned int d = 0; d < df.mNumIndices; ++d ) {
|
||||
for( unsigned int d = 0; d < df.mNumIndices; d++)
|
||||
{
|
||||
df.mIndices[d] = newIndex;
|
||||
const unsigned int newIdx( pf.mIndices[ d ] );
|
||||
if ( newIdx > sourceMesh->mPositions.size() ) {
|
||||
continue;
|
||||
}
|
||||
|
||||
orgPoints[newIndex] = pf.mIndices[d];
|
||||
|
||||
// Position
|
||||
mesh->mVertices[newIndex] = sourceMesh->mPositions[pf.mIndices[d]];
|
||||
// Normal, if present
|
||||
if ( mesh->HasNormals() ) {
|
||||
mesh->mNormals[ newIndex ] = sourceMesh->mNormals[ sourceMesh->mNormFaces[ f ].mIndices[ d ] ];
|
||||
}
|
||||
if( mesh->HasNormals())
|
||||
mesh->mNormals[newIndex] = sourceMesh->mNormals[sourceMesh->mNormFaces[f].mIndices[d]];
|
||||
|
||||
// texture coord sets
|
||||
for( unsigned int e = 0; e < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++e ) {
|
||||
if( mesh->HasTextureCoords( e)) {
|
||||
for( unsigned int e = 0; e < AI_MAX_NUMBER_OF_TEXTURECOORDS; e++)
|
||||
{
|
||||
if( mesh->HasTextureCoords( e))
|
||||
{
|
||||
aiVector2D tex = sourceMesh->mTexCoords[e][pf.mIndices[d]];
|
||||
mesh->mTextureCoords[e][newIndex] = aiVector3D( tex.x, 1.0f - tex.y, 0.0f);
|
||||
}
|
||||
}
|
||||
// vertex color sets
|
||||
for ( unsigned int e = 0; e < AI_MAX_NUMBER_OF_COLOR_SETS; ++e ) {
|
||||
if ( mesh->HasVertexColors( e ) ) {
|
||||
mesh->mColors[ e ][ newIndex ] = sourceMesh->mColors[ e ][ pf.mIndices[ d ] ];
|
||||
}
|
||||
}
|
||||
for( unsigned int e = 0; e < AI_MAX_NUMBER_OF_COLOR_SETS; e++)
|
||||
if( mesh->HasVertexColors( e))
|
||||
mesh->mColors[e][newIndex] = sourceMesh->mColors[e][pf.mIndices[d]];
|
||||
|
||||
newIndex++;
|
||||
}
|
||||
|
|
@ -370,29 +371,28 @@ void XFileImporter::CreateMeshes( aiScene* pScene, aiNode* pNode, const std::vec
|
|||
// convert all bones of the source mesh which influence vertices in this newly created mesh
|
||||
const std::vector<XFile::Bone>& bones = sourceMesh->mBones;
|
||||
std::vector<aiBone*> newBones;
|
||||
for( unsigned int c = 0; c < bones.size(); ++c ) {
|
||||
for( unsigned int c = 0; c < bones.size(); c++)
|
||||
{
|
||||
const XFile::Bone& obone = bones[c];
|
||||
// set up a vertex-linear array of the weights for quick searching if a bone influences a vertex
|
||||
std::vector<ai_real> oldWeights( sourceMesh->mPositions.size(), 0.0);
|
||||
for ( unsigned int d = 0; d < obone.mWeights.size(); ++d ) {
|
||||
oldWeights[ obone.mWeights[ d ].mVertex ] = obone.mWeights[ d ].mWeight;
|
||||
}
|
||||
for( unsigned int d = 0; d < obone.mWeights.size(); d++)
|
||||
oldWeights[obone.mWeights[d].mVertex] = obone.mWeights[d].mWeight;
|
||||
|
||||
// collect all vertex weights that influence a vertex in the new mesh
|
||||
std::vector<aiVertexWeight> newWeights;
|
||||
newWeights.reserve( numVertices);
|
||||
for( unsigned int d = 0; d < orgPoints.size(); ++d ) {
|
||||
for( unsigned int d = 0; d < orgPoints.size(); d++)
|
||||
{
|
||||
// does the new vertex stem from an old vertex which was influenced by this bone?
|
||||
ai_real w = oldWeights[orgPoints[d]];
|
||||
if ( w > 0.0 ) {
|
||||
newWeights.push_back( aiVertexWeight( d, w ) );
|
||||
}
|
||||
if( w > 0.0)
|
||||
newWeights.push_back( aiVertexWeight( d, w));
|
||||
}
|
||||
|
||||
// if the bone has no weights in the newly created mesh, ignore it
|
||||
if ( newWeights.empty() ) {
|
||||
if( newWeights.size() == 0)
|
||||
continue;
|
||||
}
|
||||
|
||||
// create
|
||||
aiBone* nbone = new aiBone;
|
||||
|
|
@ -402,14 +402,14 @@ void XFileImporter::CreateMeshes( aiScene* pScene, aiNode* pNode, const std::vec
|
|||
nbone->mOffsetMatrix = obone.mOffsetMatrix;
|
||||
nbone->mNumWeights = (unsigned int)newWeights.size();
|
||||
nbone->mWeights = new aiVertexWeight[nbone->mNumWeights];
|
||||
for ( unsigned int d = 0; d < newWeights.size(); ++d ) {
|
||||
nbone->mWeights[ d ] = newWeights[ d ];
|
||||
}
|
||||
for( unsigned int d = 0; d < newWeights.size(); d++)
|
||||
nbone->mWeights[d] = newWeights[d];
|
||||
}
|
||||
|
||||
// store the bones in the mesh
|
||||
mesh->mNumBones = (unsigned int)newBones.size();
|
||||
if( !newBones.empty()) {
|
||||
if( newBones.size() > 0)
|
||||
{
|
||||
mesh->mBones = new aiBone*[mesh->mNumBones];
|
||||
std::copy( newBones.begin(), newBones.end(), mesh->mBones);
|
||||
}
|
||||
|
|
@ -419,7 +419,8 @@ void XFileImporter::CreateMeshes( aiScene* pScene, aiNode* pNode, const std::vec
|
|||
// reallocate scene mesh array to be large enough
|
||||
aiMesh** prevArray = pScene->mMeshes;
|
||||
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes + meshes.size()];
|
||||
if( prevArray) {
|
||||
if( prevArray)
|
||||
{
|
||||
memcpy( pScene->mMeshes, prevArray, pScene->mNumMeshes * sizeof( aiMesh*));
|
||||
delete [] prevArray;
|
||||
}
|
||||
|
|
@ -429,7 +430,8 @@ void XFileImporter::CreateMeshes( aiScene* pScene, aiNode* pNode, const std::vec
|
|||
pNode->mMeshes = new unsigned int[pNode->mNumMeshes];
|
||||
|
||||
// store all meshes in the mesh library of the scene and store their indices in the node
|
||||
for( unsigned int a = 0; a < meshes.size(); a++) {
|
||||
for( unsigned int a = 0; a < meshes.size(); a++)
|
||||
{
|
||||
pScene->mMeshes[pScene->mNumMeshes] = meshes[a];
|
||||
pNode->mMeshes[a] = pScene->mNumMeshes;
|
||||
pScene->mNumMeshes++;
|
||||
|
|
@ -438,15 +440,16 @@ void XFileImporter::CreateMeshes( aiScene* pScene, aiNode* pNode, const std::vec
|
|||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Converts the animations from the given imported data and creates them in the scene.
|
||||
void XFileImporter::CreateAnimations( aiScene* pScene, const XFile::Scene* pData) {
|
||||
void XFileImporter::CreateAnimations( aiScene* pScene, const XFile::Scene* pData)
|
||||
{
|
||||
std::vector<aiAnimation*> newAnims;
|
||||
|
||||
for( unsigned int a = 0; a < pData->mAnims.size(); ++a ) {
|
||||
for( unsigned int a = 0; a < pData->mAnims.size(); a++)
|
||||
{
|
||||
const XFile::Animation* anim = pData->mAnims[a];
|
||||
// some exporters mock me with empty animation tags.
|
||||
if ( anim->mAnims.empty() ) {
|
||||
if( anim->mAnims.size() == 0)
|
||||
continue;
|
||||
}
|
||||
|
||||
// create a new animation to hold the data
|
||||
aiAnimation* nanim = new aiAnimation;
|
||||
|
|
@ -458,14 +461,15 @@ void XFileImporter::CreateAnimations( aiScene* pScene, const XFile::Scene* pData
|
|||
nanim->mNumChannels = (unsigned int)anim->mAnims.size();
|
||||
nanim->mChannels = new aiNodeAnim*[nanim->mNumChannels];
|
||||
|
||||
for( unsigned int b = 0; b < anim->mAnims.size(); ++b ) {
|
||||
for( unsigned int b = 0; b < anim->mAnims.size(); b++)
|
||||
{
|
||||
const XFile::AnimBone* bone = anim->mAnims[b];
|
||||
aiNodeAnim* nbone = new aiNodeAnim;
|
||||
nbone->mNodeName.Set( bone->mBoneName);
|
||||
nanim->mChannels[b] = nbone;
|
||||
|
||||
// key-frames are given as combined transformation matrix keys
|
||||
if( !bone->mTrafoKeys.empty() )
|
||||
// keyframes are given as combined transformation matrix keys
|
||||
if( bone->mTrafoKeys.size() > 0)
|
||||
{
|
||||
nbone->mNumPositionKeys = (unsigned int)bone->mTrafoKeys.size();
|
||||
nbone->mPositionKeys = new aiVectorKey[nbone->mNumPositionKeys];
|
||||
|
|
@ -474,7 +478,8 @@ void XFileImporter::CreateAnimations( aiScene* pScene, const XFile::Scene* pData
|
|||
nbone->mNumScalingKeys = (unsigned int)bone->mTrafoKeys.size();
|
||||
nbone->mScalingKeys = new aiVectorKey[nbone->mNumScalingKeys];
|
||||
|
||||
for( unsigned int c = 0; c < bone->mTrafoKeys.size(); ++c) {
|
||||
for( unsigned int c = 0; c < bone->mTrafoKeys.size(); c++)
|
||||
{
|
||||
// deconstruct each matrix into separate position, rotation and scaling
|
||||
double time = bone->mTrafoKeys[c].mTime;
|
||||
aiMatrix4x4 trafo = bone->mTrafoKeys[c].mMatrix;
|
||||
|
|
@ -506,11 +511,13 @@ void XFileImporter::CreateAnimations( aiScene* pScene, const XFile::Scene* pData
|
|||
|
||||
// longest lasting key sequence determines duration
|
||||
nanim->mDuration = std::max( nanim->mDuration, bone->mTrafoKeys.back().mTime);
|
||||
} else {
|
||||
} else
|
||||
{
|
||||
// separate key sequences for position, rotation, scaling
|
||||
nbone->mNumPositionKeys = (unsigned int)bone->mPosKeys.size();
|
||||
nbone->mPositionKeys = new aiVectorKey[nbone->mNumPositionKeys];
|
||||
for( unsigned int c = 0; c < nbone->mNumPositionKeys; ++c ) {
|
||||
for( unsigned int c = 0; c < nbone->mNumPositionKeys; c++)
|
||||
{
|
||||
aiVector3D pos = bone->mPosKeys[c].mValue;
|
||||
|
||||
nbone->mPositionKeys[c].mTime = bone->mPosKeys[c].mTime;
|
||||
|
|
@ -520,7 +527,8 @@ void XFileImporter::CreateAnimations( aiScene* pScene, const XFile::Scene* pData
|
|||
// rotation
|
||||
nbone->mNumRotationKeys = (unsigned int)bone->mRotKeys.size();
|
||||
nbone->mRotationKeys = new aiQuatKey[nbone->mNumRotationKeys];
|
||||
for( unsigned int c = 0; c < nbone->mNumRotationKeys; ++c ) {
|
||||
for( unsigned int c = 0; c < nbone->mNumRotationKeys; c++)
|
||||
{
|
||||
aiMatrix3x3 rotmat = bone->mRotKeys[c].mValue.GetMatrix();
|
||||
|
||||
nbone->mRotationKeys[c].mTime = bone->mRotKeys[c].mTime;
|
||||
|
|
@ -560,51 +568,56 @@ void XFileImporter::CreateAnimations( aiScene* pScene, const XFile::Scene* pData
|
|||
void XFileImporter::ConvertMaterials( aiScene* pScene, std::vector<XFile::Material>& pMaterials)
|
||||
{
|
||||
// count the non-referrer materials in the array
|
||||
unsigned int numNewMaterials( 0 );
|
||||
for ( unsigned int a = 0; a < pMaterials.size(); ++a ) {
|
||||
if ( !pMaterials[ a ].mIsReference ) {
|
||||
++numNewMaterials;
|
||||
}
|
||||
}
|
||||
unsigned int numNewMaterials = 0;
|
||||
for( unsigned int a = 0; a < pMaterials.size(); a++)
|
||||
if( !pMaterials[a].mIsReference)
|
||||
numNewMaterials++;
|
||||
|
||||
// resize the scene's material list to offer enough space for the new materials
|
||||
if( numNewMaterials > 0 ) {
|
||||
aiMaterial** prevMats = pScene->mMaterials;
|
||||
pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials + numNewMaterials];
|
||||
if( nullptr != prevMats) {
|
||||
::memcpy( pScene->mMaterials, prevMats, pScene->mNumMaterials * sizeof( aiMaterial*));
|
||||
delete [] prevMats;
|
||||
}
|
||||
}
|
||||
if( numNewMaterials > 0 )
|
||||
{
|
||||
aiMaterial** prevMats = pScene->mMaterials;
|
||||
pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials + numNewMaterials];
|
||||
if( prevMats)
|
||||
{
|
||||
memcpy( pScene->mMaterials, prevMats, pScene->mNumMaterials * sizeof( aiMaterial*));
|
||||
delete [] prevMats;
|
||||
}
|
||||
}
|
||||
|
||||
// convert all the materials given in the array
|
||||
for( unsigned int a = 0; a < pMaterials.size(); ++a ) {
|
||||
for( unsigned int a = 0; a < pMaterials.size(); a++)
|
||||
{
|
||||
XFile::Material& oldMat = pMaterials[a];
|
||||
if( oldMat.mIsReference) {
|
||||
// find the material it refers to by name, and store its index
|
||||
for( size_t a = 0; a < pScene->mNumMaterials; ++a ) {
|
||||
aiString name;
|
||||
pScene->mMaterials[a]->Get( AI_MATKEY_NAME, name);
|
||||
if( strcmp( name.C_Str(), oldMat.mName.data()) == 0 ) {
|
||||
oldMat.sceneIndex = a;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if( oldMat.sceneIndex == SIZE_MAX ) {
|
||||
ASSIMP_LOG_WARN_F( "Could not resolve global material reference \"", oldMat.mName, "\"" );
|
||||
oldMat.sceneIndex = 0;
|
||||
}
|
||||
|
||||
continue;
|
||||
if( oldMat.mIsReference)
|
||||
{
|
||||
// find the material it refers to by name, and store its index
|
||||
for( size_t a = 0; a < pScene->mNumMaterials; ++a )
|
||||
{
|
||||
aiString name;
|
||||
pScene->mMaterials[a]->Get( AI_MATKEY_NAME, name);
|
||||
if( strcmp( name.C_Str(), oldMat.mName.data()) == 0 )
|
||||
{
|
||||
oldMat.sceneIndex = a;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if( oldMat.sceneIndex == SIZE_MAX )
|
||||
{
|
||||
DefaultLogger::get()->warn( format() << "Could not resolve global material reference \"" << oldMat.mName << "\"" );
|
||||
oldMat.sceneIndex = 0;
|
||||
}
|
||||
|
||||
continue;
|
||||
}
|
||||
|
||||
aiMaterial* mat = new aiMaterial;
|
||||
aiString name;
|
||||
name.Set( oldMat.mName);
|
||||
mat->AddProperty( &name, AI_MATKEY_NAME);
|
||||
|
||||
// Shading model: hard-coded to PHONG, there is no such information in an XFile
|
||||
// Shading model: hardcoded to PHONG, there is no such information in an XFile
|
||||
// FIX (aramis): If the specular exponent is 0, use gouraud shading. This is a bugfix
|
||||
// for some models in the SDK (e.g. good old tiny.x)
|
||||
int shadeMode = (int)oldMat.mSpecularExponent == 0.0f
|
||||
|
|
@ -612,8 +625,8 @@ void XFileImporter::ConvertMaterials( aiScene* pScene, std::vector<XFile::Materi
|
|||
|
||||
mat->AddProperty<int>( &shadeMode, 1, AI_MATKEY_SHADING_MODEL);
|
||||
// material colours
|
||||
// Unclear: there's no ambient colour, but emissive. What to put for ambient?
|
||||
// Probably nothing at all, let the user select a suitable default.
|
||||
// Unclear: there's no ambient colour, but emissive. What to put for ambient?
|
||||
// Probably nothing at all, let the user select a suitable default.
|
||||
mat->AddProperty( &oldMat.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE);
|
||||
mat->AddProperty( &oldMat.mDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
|
||||
mat->AddProperty( &oldMat.mSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
|
||||
|
|
@ -621,33 +634,36 @@ void XFileImporter::ConvertMaterials( aiScene* pScene, std::vector<XFile::Materi
|
|||
|
||||
|
||||
// texture, if there is one
|
||||
if (1 == oldMat.mTextures.size() ) {
|
||||
if (1 == oldMat.mTextures.size())
|
||||
{
|
||||
const XFile::TexEntry& otex = oldMat.mTextures.back();
|
||||
if (otex.mName.length()) {
|
||||
if (otex.mName.length())
|
||||
{
|
||||
// if there is only one texture assume it contains the diffuse color
|
||||
aiString tex( otex.mName);
|
||||
if ( otex.mIsNormalMap ) {
|
||||
mat->AddProperty( &tex, AI_MATKEY_TEXTURE_NORMALS( 0 ) );
|
||||
} else {
|
||||
mat->AddProperty( &tex, AI_MATKEY_TEXTURE_DIFFUSE( 0 ) );
|
||||
}
|
||||
if( otex.mIsNormalMap)
|
||||
mat->AddProperty( &tex, AI_MATKEY_TEXTURE_NORMALS(0));
|
||||
else
|
||||
mat->AddProperty( &tex, AI_MATKEY_TEXTURE_DIFFUSE(0));
|
||||
}
|
||||
} else {
|
||||
}
|
||||
else
|
||||
{
|
||||
// Otherwise ... try to search for typical strings in the
|
||||
// texture's file name like 'bump' or 'diffuse'
|
||||
unsigned int iHM = 0,iNM = 0,iDM = 0,iSM = 0,iAM = 0,iEM = 0;
|
||||
for( unsigned int b = 0; b < oldMat.mTextures.size(); ++b ) {
|
||||
for( unsigned int b = 0; b < oldMat.mTextures.size(); b++)
|
||||
{
|
||||
const XFile::TexEntry& otex = oldMat.mTextures[b];
|
||||
std::string sz = otex.mName;
|
||||
if ( !sz.length() ) {
|
||||
continue;
|
||||
}
|
||||
if (!sz.length())continue;
|
||||
|
||||
|
||||
// find the file name
|
||||
//const size_t iLen = sz.length();
|
||||
std::string::size_type s = sz.find_last_of("\\/");
|
||||
if ( std::string::npos == s ) {
|
||||
if (std::string::npos == s)
|
||||
s = 0;
|
||||
}
|
||||
|
||||
// cut off the file extension
|
||||
std::string::size_type sExt = sz.find_last_of('.');
|
||||
|
|
@ -656,27 +672,36 @@ void XFileImporter::ConvertMaterials( aiScene* pScene, std::vector<XFile::Materi
|
|||
}
|
||||
|
||||
// convert to lower case for easier comparison
|
||||
for ( unsigned int c = 0; c < sz.length(); ++c ) {
|
||||
if ( isalpha( sz[ c ] ) ) {
|
||||
sz[ c ] = tolower( sz[ c ] );
|
||||
}
|
||||
}
|
||||
for( unsigned int c = 0; c < sz.length(); c++)
|
||||
if( isalpha( sz[c]))
|
||||
sz[c] = tolower( sz[c]);
|
||||
|
||||
|
||||
// Place texture filename property under the corresponding name
|
||||
aiString tex( oldMat.mTextures[b].mName);
|
||||
|
||||
// bump map
|
||||
if (std::string::npos != sz.find("bump", s) || std::string::npos != sz.find("height", s)) {
|
||||
if (std::string::npos != sz.find("bump", s) || std::string::npos != sz.find("height", s))
|
||||
{
|
||||
mat->AddProperty( &tex, AI_MATKEY_TEXTURE_HEIGHT(iHM++));
|
||||
} else if (otex.mIsNormalMap || std::string::npos != sz.find( "normal", s) || std::string::npos != sz.find("nm", s)) {
|
||||
} else
|
||||
if (otex.mIsNormalMap || std::string::npos != sz.find( "normal", s) || std::string::npos != sz.find("nm", s))
|
||||
{
|
||||
mat->AddProperty( &tex, AI_MATKEY_TEXTURE_NORMALS(iNM++));
|
||||
} else if (std::string::npos != sz.find( "spec", s) || std::string::npos != sz.find( "glanz", s)) {
|
||||
} else
|
||||
if (std::string::npos != sz.find( "spec", s) || std::string::npos != sz.find( "glanz", s))
|
||||
{
|
||||
mat->AddProperty( &tex, AI_MATKEY_TEXTURE_SPECULAR(iSM++));
|
||||
} else if (std::string::npos != sz.find( "ambi", s) || std::string::npos != sz.find( "env", s)) {
|
||||
} else
|
||||
if (std::string::npos != sz.find( "ambi", s) || std::string::npos != sz.find( "env", s))
|
||||
{
|
||||
mat->AddProperty( &tex, AI_MATKEY_TEXTURE_AMBIENT(iAM++));
|
||||
} else if (std::string::npos != sz.find( "emissive", s) || std::string::npos != sz.find( "self", s)) {
|
||||
} else
|
||||
if (std::string::npos != sz.find( "emissive", s) || std::string::npos != sz.find( "self", s))
|
||||
{
|
||||
mat->AddProperty( &tex, AI_MATKEY_TEXTURE_EMISSIVE(iEM++));
|
||||
} else {
|
||||
} else
|
||||
{
|
||||
// Assume it is a diffuse texture
|
||||
mat->AddProperty( &tex, AI_MATKEY_TEXTURE_DIFFUSE(iDM++));
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue