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WIP of assimp integration.
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2135 changed files with 1260856 additions and 7 deletions
692
Engine/lib/assimp/code/XFileImporter.cpp
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692
Engine/lib/assimp/code/XFileImporter.cpp
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/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2018, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file XFileImporter.cpp
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* @brief Implementation of the XFile importer class
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*/
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#ifndef ASSIMP_BUILD_NO_X_IMPORTER
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#include "XFileImporter.h"
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#include "XFileParser.h"
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#include <assimp/TinyFormatter.h>
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#include "ConvertToLHProcess.h"
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#include <assimp/Defines.h>
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#include <assimp/IOSystem.hpp>
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#include <assimp/scene.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/importerdesc.h>
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#include <cctype>
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#include <memory>
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using namespace Assimp;
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using namespace Assimp::Formatter;
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static const aiImporterDesc desc = {
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"Direct3D XFile Importer",
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"",
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"",
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"",
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aiImporterFlags_SupportTextFlavour | aiImporterFlags_SupportBinaryFlavour | aiImporterFlags_SupportCompressedFlavour,
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1,
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3,
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1,
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5,
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"x"
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};
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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XFileImporter::XFileImporter()
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: mBuffer() {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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XFileImporter::~XFileImporter() {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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bool XFileImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const {
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std::string extension = GetExtension(pFile);
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if(extension == "x") {
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return true;
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}
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if (!extension.length() || checkSig) {
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uint32_t token[1];
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token[0] = AI_MAKE_MAGIC("xof ");
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return CheckMagicToken(pIOHandler,pFile,token,1,0);
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}
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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// Get file extension list
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const aiImporterDesc* XFileImporter::GetInfo () const {
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return &desc;
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}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void XFileImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler) {
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// read file into memory
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std::unique_ptr<IOStream> file( pIOHandler->Open( pFile));
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if ( file.get() == NULL ) {
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throw DeadlyImportError( "Failed to open file " + pFile + "." );
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}
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static const size_t MinSize = 16;
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size_t fileSize = file->FileSize();
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if ( fileSize < MinSize ) {
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throw DeadlyImportError( "XFile is too small." );
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}
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// in the hope that binary files will never start with a BOM ...
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mBuffer.resize( fileSize + 1);
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file->Read( &mBuffer.front(), 1, fileSize);
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ConvertToUTF8(mBuffer);
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// parse the file into a temporary representation
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XFileParser parser( mBuffer);
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// and create the proper return structures out of it
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CreateDataRepresentationFromImport( pScene, parser.GetImportedData());
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// if nothing came from it, report it as error
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if ( !pScene->mRootNode ) {
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throw DeadlyImportError( "XFile is ill-formatted - no content imported." );
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Constructs the return data structure out of the imported data.
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void XFileImporter::CreateDataRepresentationFromImport( aiScene* pScene, XFile::Scene* pData)
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{
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// Read the global materials first so that meshes referring to them can find them later
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ConvertMaterials( pScene, pData->mGlobalMaterials);
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// copy nodes, extracting meshes and materials on the way
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pScene->mRootNode = CreateNodes( pScene, nullptr, pData->mRootNode);
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// extract animations
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CreateAnimations( pScene, pData);
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// read the global meshes that were stored outside of any node
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if( !pData->mGlobalMeshes.empty() ) {
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// create a root node to hold them if there isn't any, yet
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if( pScene->mRootNode == nullptr ) {
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pScene->mRootNode = new aiNode;
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pScene->mRootNode->mName.Set( "$dummy_node");
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}
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// convert all global meshes and store them in the root node.
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// If there was one before, the global meshes now suddenly have its transformation matrix...
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// Don't know what to do there, I don't want to insert another node under the present root node
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// just to avoid this.
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CreateMeshes( pScene, pScene->mRootNode, pData->mGlobalMeshes);
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}
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if (!pScene->mRootNode) {
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throw DeadlyImportError( "No root node" );
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}
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// Convert everything to OpenGL space... it's the same operation as the conversion back, so we can reuse the step directly
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MakeLeftHandedProcess convertProcess;
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convertProcess.Execute( pScene);
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FlipWindingOrderProcess flipper;
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flipper.Execute(pScene);
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// finally: create a dummy material if not material was imported
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if( pScene->mNumMaterials == 0) {
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pScene->mNumMaterials = 1;
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// create the Material
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aiMaterial* mat = new aiMaterial;
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int shadeMode = (int) aiShadingMode_Gouraud;
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mat->AddProperty<int>( &shadeMode, 1, AI_MATKEY_SHADING_MODEL);
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// material colours
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int specExp = 1;
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aiColor3D clr = aiColor3D( 0, 0, 0);
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mat->AddProperty( &clr, 1, AI_MATKEY_COLOR_EMISSIVE);
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mat->AddProperty( &clr, 1, AI_MATKEY_COLOR_SPECULAR);
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clr = aiColor3D( 0.5f, 0.5f, 0.5f);
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mat->AddProperty( &clr, 1, AI_MATKEY_COLOR_DIFFUSE);
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mat->AddProperty( &specExp, 1, AI_MATKEY_SHININESS);
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pScene->mMaterials = new aiMaterial*[1];
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pScene->mMaterials[0] = mat;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Recursively creates scene nodes from the imported hierarchy.
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aiNode* XFileImporter::CreateNodes( aiScene* pScene, aiNode* pParent, const XFile::Node* pNode) {
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if ( !pNode ) {
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return nullptr;
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}
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// create node
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aiNode* node = new aiNode;
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node->mName.length = pNode->mName.length();
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node->mParent = pParent;
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memcpy( node->mName.data, pNode->mName.c_str(), pNode->mName.length());
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node->mName.data[node->mName.length] = 0;
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node->mTransformation = pNode->mTrafoMatrix;
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// convert meshes from the source node
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CreateMeshes( pScene, node, pNode->mMeshes);
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// handle childs
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if( !pNode->mChildren.empty() ) {
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node->mNumChildren = (unsigned int)pNode->mChildren.size();
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node->mChildren = new aiNode* [node->mNumChildren];
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for ( unsigned int a = 0; a < pNode->mChildren.size(); ++a ) {
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node->mChildren[ a ] = CreateNodes( pScene, node, pNode->mChildren[ a ] );
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}
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}
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return node;
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}
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// ------------------------------------------------------------------------------------------------
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// Creates the meshes for the given node.
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void XFileImporter::CreateMeshes( aiScene* pScene, aiNode* pNode, const std::vector<XFile::Mesh*>& pMeshes) {
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if (pMeshes.empty()) {
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return;
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}
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// create a mesh for each mesh-material combination in the source node
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std::vector<aiMesh*> meshes;
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for( unsigned int a = 0; a < pMeshes.size(); ++a ) {
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XFile::Mesh* sourceMesh = pMeshes[a];
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if ( nullptr == sourceMesh ) {
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continue;
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}
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// first convert its materials so that we can find them with their index afterwards
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ConvertMaterials( pScene, sourceMesh->mMaterials);
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unsigned int numMaterials = std::max( (unsigned int)sourceMesh->mMaterials.size(), 1u);
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for( unsigned int b = 0; b < numMaterials; ++b ) {
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// collect the faces belonging to this material
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std::vector<unsigned int> faces;
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unsigned int numVertices = 0;
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if( !sourceMesh->mFaceMaterials.empty() ) {
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// if there is a per-face material defined, select the faces with the corresponding material
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for( unsigned int c = 0; c < sourceMesh->mFaceMaterials.size(); ++c ) {
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if( sourceMesh->mFaceMaterials[c] == b) {
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faces.push_back( c);
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numVertices += (unsigned int)sourceMesh->mPosFaces[c].mIndices.size();
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}
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}
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} else {
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// if there is no per-face material, place everything into one mesh
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for( unsigned int c = 0; c < sourceMesh->mPosFaces.size(); ++c ) {
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faces.push_back( c);
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numVertices += (unsigned int)sourceMesh->mPosFaces[c].mIndices.size();
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}
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}
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// no faces/vertices using this material? strange...
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if ( numVertices == 0 ) {
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continue;
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}
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// create a submesh using this material
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aiMesh* mesh = new aiMesh;
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meshes.push_back( mesh);
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// find the material in the scene's material list. Either own material
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// or referenced material, it should already have a valid index
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if( !sourceMesh->mFaceMaterials.empty() ) {
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mesh->mMaterialIndex = static_cast<unsigned int>(sourceMesh->mMaterials[b].sceneIndex);
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} else {
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mesh->mMaterialIndex = 0;
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}
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// Create properly sized data arrays in the mesh. We store unique vertices per face,
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// as specified
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mesh->mNumVertices = numVertices;
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mesh->mVertices = new aiVector3D[numVertices];
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mesh->mNumFaces = (unsigned int)faces.size();
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mesh->mFaces = new aiFace[mesh->mNumFaces];
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// name
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mesh->mName.Set(sourceMesh->mName);
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// normals?
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if ( sourceMesh->mNormals.size() > 0 ) {
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mesh->mNormals = new aiVector3D[ numVertices ];
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}
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// texture coords
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for( unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++c ) {
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if ( !sourceMesh->mTexCoords[ c ].empty() ) {
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mesh->mTextureCoords[ c ] = new aiVector3D[ numVertices ];
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}
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}
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// vertex colors
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for( unsigned int c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS; ++c ) {
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if ( !sourceMesh->mColors[ c ].empty() ) {
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mesh->mColors[ c ] = new aiColor4D[ numVertices ];
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}
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}
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// now collect the vertex data of all data streams present in the imported mesh
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unsigned int newIndex( 0 );
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std::vector<unsigned int> orgPoints; // from which original point each new vertex stems
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orgPoints.resize( numVertices, 0);
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for( unsigned int c = 0; c < faces.size(); ++c ) {
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unsigned int f = faces[c]; // index of the source face
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const XFile::Face& pf = sourceMesh->mPosFaces[f]; // position source face
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// create face. either triangle or triangle fan depending on the index count
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aiFace& df = mesh->mFaces[c]; // destination face
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df.mNumIndices = (unsigned int)pf.mIndices.size();
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df.mIndices = new unsigned int[ df.mNumIndices];
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// collect vertex data for indices of this face
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for( unsigned int d = 0; d < df.mNumIndices; ++d ) {
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df.mIndices[d] = newIndex;
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const unsigned int newIdx( pf.mIndices[ d ] );
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if ( newIdx > sourceMesh->mPositions.size() ) {
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continue;
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}
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orgPoints[newIndex] = pf.mIndices[d];
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// Position
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mesh->mVertices[newIndex] = sourceMesh->mPositions[pf.mIndices[d]];
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// Normal, if present
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if ( mesh->HasNormals() ) {
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mesh->mNormals[ newIndex ] = sourceMesh->mNormals[ sourceMesh->mNormFaces[ f ].mIndices[ d ] ];
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}
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// texture coord sets
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for( unsigned int e = 0; e < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++e ) {
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if( mesh->HasTextureCoords( e)) {
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aiVector2D tex = sourceMesh->mTexCoords[e][pf.mIndices[d]];
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mesh->mTextureCoords[e][newIndex] = aiVector3D( tex.x, 1.0f - tex.y, 0.0f);
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}
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}
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// vertex color sets
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for ( unsigned int e = 0; e < AI_MAX_NUMBER_OF_COLOR_SETS; ++e ) {
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if ( mesh->HasVertexColors( e ) ) {
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mesh->mColors[ e ][ newIndex ] = sourceMesh->mColors[ e ][ pf.mIndices[ d ] ];
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}
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}
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newIndex++;
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}
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}
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// there should be as much new vertices as we calculated before
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ai_assert( newIndex == numVertices);
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// convert all bones of the source mesh which influence vertices in this newly created mesh
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const std::vector<XFile::Bone>& bones = sourceMesh->mBones;
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std::vector<aiBone*> newBones;
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for( unsigned int c = 0; c < bones.size(); ++c ) {
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const XFile::Bone& obone = bones[c];
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// set up a vertex-linear array of the weights for quick searching if a bone influences a vertex
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std::vector<ai_real> oldWeights( sourceMesh->mPositions.size(), 0.0);
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for ( unsigned int d = 0; d < obone.mWeights.size(); ++d ) {
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oldWeights[ obone.mWeights[ d ].mVertex ] = obone.mWeights[ d ].mWeight;
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}
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// collect all vertex weights that influence a vertex in the new mesh
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std::vector<aiVertexWeight> newWeights;
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newWeights.reserve( numVertices);
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for( unsigned int d = 0; d < orgPoints.size(); ++d ) {
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// does the new vertex stem from an old vertex which was influenced by this bone?
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ai_real w = oldWeights[orgPoints[d]];
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if ( w > 0.0 ) {
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newWeights.push_back( aiVertexWeight( d, w ) );
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||||
}
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||||
}
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||||
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// if the bone has no weights in the newly created mesh, ignore it
|
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if ( newWeights.empty() ) {
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continue;
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}
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// create
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aiBone* nbone = new aiBone;
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newBones.push_back( nbone);
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// copy name and matrix
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nbone->mName.Set( obone.mName);
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nbone->mOffsetMatrix = obone.mOffsetMatrix;
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nbone->mNumWeights = (unsigned int)newWeights.size();
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nbone->mWeights = new aiVertexWeight[nbone->mNumWeights];
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||||
for ( unsigned int d = 0; d < newWeights.size(); ++d ) {
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nbone->mWeights[ d ] = newWeights[ d ];
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}
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}
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// store the bones in the mesh
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mesh->mNumBones = (unsigned int)newBones.size();
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if( !newBones.empty()) {
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mesh->mBones = new aiBone*[mesh->mNumBones];
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std::copy( newBones.begin(), newBones.end(), mesh->mBones);
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||||
}
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}
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}
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// reallocate scene mesh array to be large enough
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aiMesh** prevArray = pScene->mMeshes;
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pScene->mMeshes = new aiMesh*[pScene->mNumMeshes + meshes.size()];
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if( prevArray) {
|
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memcpy( pScene->mMeshes, prevArray, pScene->mNumMeshes * sizeof( aiMesh*));
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delete [] prevArray;
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}
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// allocate mesh index array in the node
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pNode->mNumMeshes = (unsigned int)meshes.size();
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pNode->mMeshes = new unsigned int[pNode->mNumMeshes];
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||||
|
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// store all meshes in the mesh library of the scene and store their indices in the node
|
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for( unsigned int a = 0; a < meshes.size(); a++) {
|
||||
pScene->mMeshes[pScene->mNumMeshes] = meshes[a];
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pNode->mMeshes[a] = pScene->mNumMeshes;
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||||
pScene->mNumMeshes++;
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||||
}
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||||
}
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|
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// ------------------------------------------------------------------------------------------------
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||||
// Converts the animations from the given imported data and creates them in the scene.
|
||||
void XFileImporter::CreateAnimations( aiScene* pScene, const XFile::Scene* pData) {
|
||||
std::vector<aiAnimation*> newAnims;
|
||||
|
||||
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() ) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// create a new animation to hold the data
|
||||
aiAnimation* nanim = new aiAnimation;
|
||||
newAnims.push_back( nanim);
|
||||
nanim->mName.Set( anim->mName);
|
||||
// duration will be determined by the maximum length
|
||||
nanim->mDuration = 0;
|
||||
nanim->mTicksPerSecond = pData->mAnimTicksPerSecond;
|
||||
nanim->mNumChannels = (unsigned int)anim->mAnims.size();
|
||||
nanim->mChannels = new aiNodeAnim*[nanim->mNumChannels];
|
||||
|
||||
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() )
|
||||
{
|
||||
nbone->mNumPositionKeys = (unsigned int)bone->mTrafoKeys.size();
|
||||
nbone->mPositionKeys = new aiVectorKey[nbone->mNumPositionKeys];
|
||||
nbone->mNumRotationKeys = (unsigned int)bone->mTrafoKeys.size();
|
||||
nbone->mRotationKeys = new aiQuatKey[nbone->mNumRotationKeys];
|
||||
nbone->mNumScalingKeys = (unsigned int)bone->mTrafoKeys.size();
|
||||
nbone->mScalingKeys = new aiVectorKey[nbone->mNumScalingKeys];
|
||||
|
||||
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;
|
||||
|
||||
// extract position
|
||||
aiVector3D pos( trafo.a4, trafo.b4, trafo.c4);
|
||||
|
||||
nbone->mPositionKeys[c].mTime = time;
|
||||
nbone->mPositionKeys[c].mValue = pos;
|
||||
|
||||
// extract scaling
|
||||
aiVector3D scale;
|
||||
scale.x = aiVector3D( trafo.a1, trafo.b1, trafo.c1).Length();
|
||||
scale.y = aiVector3D( trafo.a2, trafo.b2, trafo.c2).Length();
|
||||
scale.z = aiVector3D( trafo.a3, trafo.b3, trafo.c3).Length();
|
||||
nbone->mScalingKeys[c].mTime = time;
|
||||
nbone->mScalingKeys[c].mValue = scale;
|
||||
|
||||
// reconstruct rotation matrix without scaling
|
||||
aiMatrix3x3 rotmat(
|
||||
trafo.a1 / scale.x, trafo.a2 / scale.y, trafo.a3 / scale.z,
|
||||
trafo.b1 / scale.x, trafo.b2 / scale.y, trafo.b3 / scale.z,
|
||||
trafo.c1 / scale.x, trafo.c2 / scale.y, trafo.c3 / scale.z);
|
||||
|
||||
// and convert it into a quaternion
|
||||
nbone->mRotationKeys[c].mTime = time;
|
||||
nbone->mRotationKeys[c].mValue = aiQuaternion( rotmat);
|
||||
}
|
||||
|
||||
// longest lasting key sequence determines duration
|
||||
nanim->mDuration = std::max( nanim->mDuration, bone->mTrafoKeys.back().mTime);
|
||||
} 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 ) {
|
||||
aiVector3D pos = bone->mPosKeys[c].mValue;
|
||||
|
||||
nbone->mPositionKeys[c].mTime = bone->mPosKeys[c].mTime;
|
||||
nbone->mPositionKeys[c].mValue = pos;
|
||||
}
|
||||
|
||||
// rotation
|
||||
nbone->mNumRotationKeys = (unsigned int)bone->mRotKeys.size();
|
||||
nbone->mRotationKeys = new aiQuatKey[nbone->mNumRotationKeys];
|
||||
for( unsigned int c = 0; c < nbone->mNumRotationKeys; ++c ) {
|
||||
aiMatrix3x3 rotmat = bone->mRotKeys[c].mValue.GetMatrix();
|
||||
|
||||
nbone->mRotationKeys[c].mTime = bone->mRotKeys[c].mTime;
|
||||
nbone->mRotationKeys[c].mValue = aiQuaternion( rotmat);
|
||||
nbone->mRotationKeys[c].mValue.w *= -1.0f; // needs quat inversion
|
||||
}
|
||||
|
||||
// scaling
|
||||
nbone->mNumScalingKeys = (unsigned int)bone->mScaleKeys.size();
|
||||
nbone->mScalingKeys = new aiVectorKey[nbone->mNumScalingKeys];
|
||||
for( unsigned int c = 0; c < nbone->mNumScalingKeys; c++)
|
||||
nbone->mScalingKeys[c] = bone->mScaleKeys[c];
|
||||
|
||||
// longest lasting key sequence determines duration
|
||||
if( bone->mPosKeys.size() > 0)
|
||||
nanim->mDuration = std::max( nanim->mDuration, bone->mPosKeys.back().mTime);
|
||||
if( bone->mRotKeys.size() > 0)
|
||||
nanim->mDuration = std::max( nanim->mDuration, bone->mRotKeys.back().mTime);
|
||||
if( bone->mScaleKeys.size() > 0)
|
||||
nanim->mDuration = std::max( nanim->mDuration, bone->mScaleKeys.back().mTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// store all converted animations in the scene
|
||||
if( newAnims.size() > 0)
|
||||
{
|
||||
pScene->mNumAnimations = (unsigned int)newAnims.size();
|
||||
pScene->mAnimations = new aiAnimation* [pScene->mNumAnimations];
|
||||
for( unsigned int a = 0; a < newAnims.size(); a++)
|
||||
pScene->mAnimations[a] = newAnims[a];
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Converts all materials in the given array and stores them in the scene's material list.
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
// 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;
|
||||
}
|
||||
}
|
||||
|
||||
// convert all the materials given in the array
|
||||
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;
|
||||
}
|
||||
|
||||
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
|
||||
// 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
|
||||
? aiShadingMode_Gouraud : aiShadingMode_Phong;
|
||||
|
||||
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.
|
||||
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);
|
||||
mat->AddProperty( &oldMat.mSpecularExponent, 1, AI_MATKEY_SHININESS);
|
||||
|
||||
|
||||
// texture, if there is one
|
||||
if (1 == oldMat.mTextures.size() ) {
|
||||
const XFile::TexEntry& otex = oldMat.mTextures.back();
|
||||
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 ) );
|
||||
}
|
||||
}
|
||||
} 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 ) {
|
||||
const XFile::TexEntry& otex = oldMat.mTextures[b];
|
||||
std::string sz = otex.mName;
|
||||
if ( !sz.length() ) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// find the file name
|
||||
std::string::size_type s = sz.find_last_of("\\/");
|
||||
if ( std::string::npos == s ) {
|
||||
s = 0;
|
||||
}
|
||||
|
||||
// cut off the file extension
|
||||
std::string::size_type sExt = sz.find_last_of('.');
|
||||
if (std::string::npos != sExt){
|
||||
sz[sExt] = '\0';
|
||||
}
|
||||
|
||||
// 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 ] );
|
||||
}
|
||||
}
|
||||
|
||||
// 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)) {
|
||||
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)) {
|
||||
mat->AddProperty( &tex, AI_MATKEY_TEXTURE_NORMALS(iNM++));
|
||||
} 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)) {
|
||||
mat->AddProperty( &tex, AI_MATKEY_TEXTURE_AMBIENT(iAM++));
|
||||
} 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 {
|
||||
// Assume it is a diffuse texture
|
||||
mat->AddProperty( &tex, AI_MATKEY_TEXTURE_DIFFUSE(iDM++));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pScene->mMaterials[pScene->mNumMaterials] = mat;
|
||||
oldMat.sceneIndex = pScene->mNumMaterials;
|
||||
pScene->mNumMaterials++;
|
||||
}
|
||||
}
|
||||
|
||||
#endif // !! ASSIMP_BUILD_NO_X_IMPORTER
|
||||
Loading…
Add table
Add a link
Reference in a new issue