mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 11:43:49 +00:00
update assimp lib
This commit is contained in:
parent
03a348deb7
commit
d3f8fee74e
1725 changed files with 196314 additions and 62009 deletions
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@ -3,7 +3,7 @@
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2022, assimp team
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Copyright (c) 2006-2024, assimp team
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All rights reserved.
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@ -60,9 +60,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <assimp/Importer.hpp>
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#include <memory>
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using namespace Assimp;
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namespace Assimp {
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static const aiImporterDesc desc = {
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static constexpr aiImporterDesc desc = {
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"AC3D Importer",
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"",
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"",
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@ -77,8 +77,8 @@ static const aiImporterDesc desc = {
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// ------------------------------------------------------------------------------------------------
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// skip to the next token
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inline const char *AcSkipToNextToken(const char *buffer) {
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if (!SkipSpaces(&buffer)) {
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inline const char *AcSkipToNextToken(const char *buffer, const char *end) {
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if (!SkipSpaces(&buffer, end)) {
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ASSIMP_LOG_ERROR("AC3D: Unexpected EOF/EOL");
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}
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return buffer;
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@ -86,13 +86,13 @@ inline const char *AcSkipToNextToken(const char *buffer) {
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// ------------------------------------------------------------------------------------------------
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// read a string (may be enclosed in double quotation marks). buffer must point to "
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inline const char *AcGetString(const char *buffer, std::string &out) {
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inline const char *AcGetString(const char *buffer, const char *end, std::string &out) {
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if (*buffer == '\0') {
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throw DeadlyImportError("AC3D: Unexpected EOF in string");
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}
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++buffer;
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const char *sz = buffer;
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while ('\"' != *buffer) {
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while ('\"' != *buffer && buffer != end) {
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if (IsLineEnd(*buffer)) {
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ASSIMP_LOG_ERROR("AC3D: Unexpected EOF/EOL in string");
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out = "ERROR";
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@ -112,8 +112,8 @@ inline const char *AcGetString(const char *buffer, std::string &out) {
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// ------------------------------------------------------------------------------------------------
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// read 1 to n floats prefixed with an optional predefined identifier
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template <class T>
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inline const char *TAcCheckedLoadFloatArray(const char *buffer, const char *name, size_t name_length, size_t num, T *out) {
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buffer = AcSkipToNextToken(buffer);
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inline const char *TAcCheckedLoadFloatArray(const char *buffer, const char *end, const char *name, size_t name_length, size_t num, T *out) {
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buffer = AcSkipToNextToken(buffer, end);
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if (0 != name_length) {
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if (0 != strncmp(buffer, name, name_length) || !IsSpace(buffer[name_length])) {
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ASSIMP_LOG_ERROR("AC3D: Unexpected token. ", name, " was expected.");
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@ -122,7 +122,7 @@ inline const char *TAcCheckedLoadFloatArray(const char *buffer, const char *name
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buffer += name_length + 1;
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}
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for (unsigned int _i = 0; _i < num; ++_i) {
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buffer = AcSkipToNextToken(buffer);
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buffer = AcSkipToNextToken(buffer, end);
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buffer = fast_atoreal_move<float>(buffer, ((float *)out)[_i]);
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}
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@ -132,7 +132,7 @@ inline const char *TAcCheckedLoadFloatArray(const char *buffer, const char *name
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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AC3DImporter::AC3DImporter() :
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buffer(),
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mBuffer(),
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configSplitBFCull(),
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configEvalSubdivision(),
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mNumMeshes(),
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@ -164,17 +164,17 @@ const aiImporterDesc *AC3DImporter::GetInfo() const {
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// ------------------------------------------------------------------------------------------------
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// Get a pointer to the next line from the file
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bool AC3DImporter::GetNextLine() {
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SkipLine(&buffer);
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return SkipSpaces(&buffer);
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SkipLine(&mBuffer.data, mBuffer.end);
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return SkipSpaces(&mBuffer.data, mBuffer.end);
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}
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// ------------------------------------------------------------------------------------------------
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// Parse an object section in an AC file
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void AC3DImporter::LoadObjectSection(std::vector<Object> &objects) {
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if (!TokenMatch(buffer, "OBJECT", 6))
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return;
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bool AC3DImporter::LoadObjectSection(std::vector<Object> &objects) {
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if (!TokenMatch(mBuffer.data, "OBJECT", 6))
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return false;
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SkipSpaces(&buffer);
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SkipSpaces(&mBuffer.data, mBuffer.end);
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++mNumMeshes;
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@ -182,7 +182,7 @@ void AC3DImporter::LoadObjectSection(std::vector<Object> &objects) {
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Object &obj = objects.back();
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aiLight *light = nullptr;
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if (!ASSIMP_strincmp(buffer, "light", 5)) {
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if (!ASSIMP_strincmp(mBuffer.data, "light", 5)) {
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// This is a light source. Add it to the list
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mLights->push_back(light = new aiLight());
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@ -193,65 +193,71 @@ void AC3DImporter::LoadObjectSection(std::vector<Object> &objects) {
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// Generate a default name for both the light source and the node
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// FIXME - what's the right way to print a size_t? Is 'zu' universally available? stick with the safe version.
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light->mName.length = ::ai_snprintf(light->mName.data, MAXLEN, "ACLight_%i", static_cast<unsigned int>(mLights->size()) - 1);
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light->mName.length = ::ai_snprintf(light->mName.data, AI_MAXLEN, "ACLight_%i", static_cast<unsigned int>(mLights->size()) - 1);
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obj.name = std::string(light->mName.data);
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ASSIMP_LOG_VERBOSE_DEBUG("AC3D: Light source encountered");
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obj.type = Object::Light;
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} else if (!ASSIMP_strincmp(buffer, "group", 5)) {
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} else if (!ASSIMP_strincmp(mBuffer.data, "group", 5)) {
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obj.type = Object::Group;
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} else if (!ASSIMP_strincmp(buffer, "world", 5)) {
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} else if (!ASSIMP_strincmp(mBuffer.data, "world", 5)) {
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obj.type = Object::World;
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} else
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obj.type = Object::Poly;
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while (GetNextLine()) {
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if (TokenMatch(buffer, "kids", 4)) {
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SkipSpaces(&buffer);
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unsigned int num = strtoul10(buffer, &buffer);
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if (TokenMatch(mBuffer.data, "kids", 4)) {
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SkipSpaces(&mBuffer.data, mBuffer.end);
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unsigned int num = strtoul10(mBuffer.data, &mBuffer.data);
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GetNextLine();
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if (num) {
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// load the children of this object recursively
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obj.children.reserve(num);
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for (unsigned int i = 0; i < num; ++i)
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LoadObjectSection(obj.children);
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for (unsigned int i = 0; i < num; ++i) {
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if (!LoadObjectSection(obj.children)) {
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ASSIMP_LOG_WARN("AC3D: wrong number of kids");
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break;
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}
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}
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}
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return;
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} else if (TokenMatch(buffer, "name", 4)) {
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SkipSpaces(&buffer);
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buffer = AcGetString(buffer, obj.name);
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return true;
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} else if (TokenMatch(mBuffer.data, "name", 4)) {
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SkipSpaces(&mBuffer.data, mBuffer.data);
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mBuffer.data = AcGetString(mBuffer.data, mBuffer.end, obj.name);
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// If this is a light source, we'll also need to store
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// the name of the node in it.
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if (light) {
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light->mName.Set(obj.name);
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}
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} else if (TokenMatch(buffer, "texture", 7)) {
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SkipSpaces(&buffer);
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buffer = AcGetString(buffer, obj.texture);
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} else if (TokenMatch(buffer, "texrep", 6)) {
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SkipSpaces(&buffer);
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buffer = TAcCheckedLoadFloatArray(buffer, "", 0, 2, &obj.texRepeat);
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} else if (TokenMatch(mBuffer.data, "texture", 7)) {
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SkipSpaces(&mBuffer.data, mBuffer.end);
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std::string texture;
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mBuffer.data = AcGetString(mBuffer.data, mBuffer.end, texture);
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obj.textures.push_back(texture);
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} else if (TokenMatch(mBuffer.data, "texrep", 6)) {
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SkipSpaces(&mBuffer.data, mBuffer.end);
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mBuffer.data = TAcCheckedLoadFloatArray(mBuffer.data, mBuffer.end, "", 0, 2, &obj.texRepeat);
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if (!obj.texRepeat.x || !obj.texRepeat.y)
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obj.texRepeat = aiVector2D(1.f, 1.f);
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} else if (TokenMatch(buffer, "texoff", 6)) {
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SkipSpaces(&buffer);
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buffer = TAcCheckedLoadFloatArray(buffer, "", 0, 2, &obj.texOffset);
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} else if (TokenMatch(buffer, "rot", 3)) {
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SkipSpaces(&buffer);
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buffer = TAcCheckedLoadFloatArray(buffer, "", 0, 9, &obj.rotation);
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} else if (TokenMatch(buffer, "loc", 3)) {
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SkipSpaces(&buffer);
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buffer = TAcCheckedLoadFloatArray(buffer, "", 0, 3, &obj.translation);
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} else if (TokenMatch(buffer, "subdiv", 6)) {
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SkipSpaces(&buffer);
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obj.subDiv = strtoul10(buffer, &buffer);
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} else if (TokenMatch(buffer, "crease", 6)) {
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SkipSpaces(&buffer);
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obj.crease = fast_atof(buffer);
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} else if (TokenMatch(buffer, "numvert", 7)) {
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SkipSpaces(&buffer);
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} else if (TokenMatch(mBuffer.data, "texoff", 6)) {
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SkipSpaces(&mBuffer.data, mBuffer.end);
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mBuffer.data = TAcCheckedLoadFloatArray(mBuffer.data, mBuffer.end, "", 0, 2, &obj.texOffset);
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} else if (TokenMatch(mBuffer.data, "rot", 3)) {
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SkipSpaces(&mBuffer.data, mBuffer.end);
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mBuffer.data = TAcCheckedLoadFloatArray(mBuffer.data, mBuffer.end, "", 0, 9, &obj.rotation);
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} else if (TokenMatch(mBuffer.data, "loc", 3)) {
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SkipSpaces(&mBuffer.data, mBuffer.end);
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mBuffer.data = TAcCheckedLoadFloatArray(mBuffer.data, mBuffer.end, "", 0, 3, &obj.translation);
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} else if (TokenMatch(mBuffer.data, "subdiv", 6)) {
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SkipSpaces(&mBuffer.data, mBuffer.end);
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obj.subDiv = strtoul10(mBuffer.data, &mBuffer.data);
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} else if (TokenMatch(mBuffer.data, "crease", 6)) {
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SkipSpaces(&mBuffer.data, mBuffer.end);
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obj.crease = fast_atof(mBuffer.data);
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} else if (TokenMatch(mBuffer.data, "numvert", 7)) {
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SkipSpaces(&mBuffer.data, mBuffer.end);
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unsigned int t = strtoul10(buffer, &buffer);
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unsigned int t = strtoul10(mBuffer.data, &mBuffer.data);
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if (t >= AI_MAX_ALLOC(aiVector3D)) {
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throw DeadlyImportError("AC3D: Too many vertices, would run out of memory");
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}
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@ -260,59 +266,59 @@ void AC3DImporter::LoadObjectSection(std::vector<Object> &objects) {
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if (!GetNextLine()) {
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ASSIMP_LOG_ERROR("AC3D: Unexpected EOF: not all vertices have been parsed yet");
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break;
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} else if (!IsNumeric(*buffer)) {
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} else if (!IsNumeric(*mBuffer.data)) {
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ASSIMP_LOG_ERROR("AC3D: Unexpected token: not all vertices have been parsed yet");
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--buffer; // make sure the line is processed a second time
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--mBuffer.data; // make sure the line is processed a second time
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break;
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}
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obj.vertices.emplace_back();
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aiVector3D &v = obj.vertices.back();
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buffer = TAcCheckedLoadFloatArray(buffer, "", 0, 3, &v.x);
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mBuffer.data = TAcCheckedLoadFloatArray(mBuffer.data, mBuffer.end, "", 0, 3, &v.x);
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}
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} else if (TokenMatch(buffer, "numsurf", 7)) {
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SkipSpaces(&buffer);
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} else if (TokenMatch(mBuffer.data, "numsurf", 7)) {
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SkipSpaces(&mBuffer.data, mBuffer.end);
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bool Q3DWorkAround = false;
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const unsigned int t = strtoul10(buffer, &buffer);
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const unsigned int t = strtoul10(mBuffer.data, &mBuffer.data);
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obj.surfaces.reserve(t);
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for (unsigned int i = 0; i < t; ++i) {
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GetNextLine();
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if (!TokenMatch(buffer, "SURF", 4)) {
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if (!TokenMatch(mBuffer.data, "SURF", 4)) {
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// FIX: this can occur for some files - Quick 3D for
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// example writes no surf chunks
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if (!Q3DWorkAround) {
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ASSIMP_LOG_WARN("AC3D: SURF token was expected");
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ASSIMP_LOG_VERBOSE_DEBUG("Continuing with Quick3D Workaround enabled");
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}
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--buffer; // make sure the line is processed a second time
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--mBuffer.data; // make sure the line is processed a second time
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// break; --- see fix notes above
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Q3DWorkAround = true;
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}
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SkipSpaces(&buffer);
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SkipSpaces(&mBuffer.data, mBuffer.end);
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obj.surfaces.emplace_back();
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Surface &surf = obj.surfaces.back();
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surf.flags = strtoul_cppstyle(buffer);
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surf.flags = strtoul_cppstyle(mBuffer.data);
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while (1) {
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while (true) {
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if (!GetNextLine()) {
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throw DeadlyImportError("AC3D: Unexpected EOF: surface is incomplete");
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}
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if (TokenMatch(buffer, "mat", 3)) {
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SkipSpaces(&buffer);
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surf.mat = strtoul10(buffer);
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} else if (TokenMatch(buffer, "refs", 4)) {
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if (TokenMatch(mBuffer.data, "mat", 3)) {
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SkipSpaces(&mBuffer.data, mBuffer.end);
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surf.mat = strtoul10(mBuffer.data);
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} else if (TokenMatch(mBuffer.data, "refs", 4)) {
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// --- see fix notes above
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if (Q3DWorkAround) {
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if (!surf.entries.empty()) {
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buffer -= 6;
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mBuffer.data -= 6;
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break;
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}
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}
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SkipSpaces(&buffer);
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const unsigned int m = strtoul10(buffer);
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SkipSpaces(&mBuffer.data, mBuffer.end);
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const unsigned int m = strtoul10(mBuffer.data);
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surf.entries.reserve(m);
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obj.numRefs += m;
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@ -325,12 +331,12 @@ void AC3DImporter::LoadObjectSection(std::vector<Object> &objects) {
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surf.entries.emplace_back();
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Surface::SurfaceEntry &entry = surf.entries.back();
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entry.first = strtoul10(buffer, &buffer);
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SkipSpaces(&buffer);
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buffer = TAcCheckedLoadFloatArray(buffer, "", 0, 2, &entry.second);
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entry.first = strtoul10(mBuffer.data, &mBuffer.data);
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SkipSpaces(&mBuffer.data, mBuffer.end);
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mBuffer.data = TAcCheckedLoadFloatArray(mBuffer.data, mBuffer.end, "", 0, 2, &entry.second);
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}
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} else {
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--buffer; // make sure the line is processed a second time
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--mBuffer.data; // make sure the line is processed a second time
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break;
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}
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}
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@ -338,6 +344,7 @@ void AC3DImporter::LoadObjectSection(std::vector<Object> &objects) {
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}
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}
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ASSIMP_LOG_ERROR("AC3D: Unexpected EOF: \'kids\' line was expected");
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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@ -351,8 +358,8 @@ void AC3DImporter::ConvertMaterial(const Object &object,
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s.Set(matSrc.name);
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matDest.AddProperty(&s, AI_MATKEY_NAME);
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}
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if (object.texture.length()) {
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s.Set(object.texture);
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if (!object.textures.empty()) {
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s.Set(object.textures[0]);
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matDest.AddProperty(&s, AI_MATKEY_TEXTURE_DIFFUSE(0));
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// UV transformation
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@ -443,7 +450,7 @@ aiNode *AC3DImporter::ConvertObjectSection(Object &object,
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idx = 0;
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}
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if ((*it).entries.empty()) {
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ASSIMP_LOG_WARN("AC3D: surface her zero vertex references");
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ASSIMP_LOG_WARN("AC3D: surface has zero vertex references");
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}
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// validate all vertex indices to make sure we won't crash here
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@ -461,16 +468,15 @@ aiNode *AC3DImporter::ConvertObjectSection(Object &object,
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}
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switch ((*it).GetType()) {
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// closed line
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case Surface::ClosedLine:
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needMat[idx].first += (unsigned int)(*it).entries.size();
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needMat[idx].second += (unsigned int)(*it).entries.size() << 1u;
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case Surface::ClosedLine: // closed line
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needMat[idx].first += static_cast<unsigned int>((*it).entries.size());
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needMat[idx].second += static_cast<unsigned int>((*it).entries.size() << 1u);
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break;
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// unclosed line
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case Surface::OpenLine:
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needMat[idx].first += (unsigned int)(*it).entries.size() - 1;
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needMat[idx].second += ((unsigned int)(*it).entries.size() - 1) << 1u;
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needMat[idx].first += static_cast<unsigned int>((*it).entries.size() - 1);
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needMat[idx].second += static_cast<unsigned int>(((*it).entries.size() - 1) << 1u);
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break;
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// triangle strip
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@ -532,7 +538,7 @@ aiNode *AC3DImporter::ConvertObjectSection(Object &object,
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// allocate UV coordinates, but only if the texture name for the
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// surface is not empty
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aiVector3D *uv = nullptr;
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if (object.texture.length()) {
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if (!object.textures.empty()) {
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uv = mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices];
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mesh->mNumUVComponents[0] = 2;
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}
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@ -572,15 +578,6 @@ aiNode *AC3DImporter::ConvertObjectSection(Object &object,
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const Surface::SurfaceEntry &entry2 = src.entries[i + 1];
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const Surface::SurfaceEntry &entry3 = src.entries[i + 2];
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// skip degenerate triangles
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if (object.vertices[entry1.first] == object.vertices[entry2.first] ||
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object.vertices[entry1.first] == object.vertices[entry3.first] ||
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object.vertices[entry2.first] == object.vertices[entry3.first]) {
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mesh->mNumFaces--;
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mesh->mNumVertices -= 3;
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continue;
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}
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aiFace &face = *faces++;
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face.mNumIndices = 3;
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face.mIndices = new unsigned int[face.mNumIndices];
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@ -699,18 +696,18 @@ aiNode *AC3DImporter::ConvertObjectSection(Object &object,
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// generate a name depending on the type of the node
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switch (object.type) {
|
||||
case Object::Group:
|
||||
node->mName.length = ::ai_snprintf(node->mName.data, MAXLEN, "ACGroup_%i", mGroupsCounter++);
|
||||
node->mName.length = ::ai_snprintf(node->mName.data, AI_MAXLEN, "ACGroup_%i", mGroupsCounter++);
|
||||
break;
|
||||
case Object::Poly:
|
||||
node->mName.length = ::ai_snprintf(node->mName.data, MAXLEN, "ACPoly_%i", mPolysCounter++);
|
||||
node->mName.length = ::ai_snprintf(node->mName.data, AI_MAXLEN, "ACPoly_%i", mPolysCounter++);
|
||||
break;
|
||||
case Object::Light:
|
||||
node->mName.length = ::ai_snprintf(node->mName.data, MAXLEN, "ACLight_%i", mLightsCounter++);
|
||||
node->mName.length = ::ai_snprintf(node->mName.data, AI_MAXLEN, "ACLight_%i", mLightsCounter++);
|
||||
break;
|
||||
|
||||
// there shouldn't be more than one world, but we don't care
|
||||
case Object::World:
|
||||
node->mName.length = ::ai_snprintf(node->mName.data, MAXLEN, "ACWorld_%i", mWorldsCounter++);
|
||||
node->mName.length = ::ai_snprintf(node->mName.data, AI_MAXLEN, "ACWorld_%i", mWorldsCounter++);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
@ -750,7 +747,7 @@ void AC3DImporter::InternReadFile(const std::string &pFile,
|
|||
std::unique_ptr<IOStream> file(pIOHandler->Open(pFile, "rb"));
|
||||
|
||||
// Check whether we can read from the file
|
||||
if (file.get() == nullptr) {
|
||||
if (file == nullptr) {
|
||||
throw DeadlyImportError("Failed to open AC3D file ", pFile, ".");
|
||||
}
|
||||
|
||||
|
|
@ -758,17 +755,18 @@ void AC3DImporter::InternReadFile(const std::string &pFile,
|
|||
std::vector<char> mBuffer2;
|
||||
TextFileToBuffer(file.get(), mBuffer2);
|
||||
|
||||
buffer = &mBuffer2[0];
|
||||
mBuffer.data = &mBuffer2[0];
|
||||
mBuffer.end = &mBuffer2[0] + mBuffer2.size();
|
||||
mNumMeshes = 0;
|
||||
|
||||
mLightsCounter = mPolysCounter = mWorldsCounter = mGroupsCounter = 0;
|
||||
|
||||
if (::strncmp(buffer, "AC3D", 4)) {
|
||||
if (::strncmp(mBuffer.data, "AC3D", 4)) {
|
||||
throw DeadlyImportError("AC3D: No valid AC3D file, magic sequence not found");
|
||||
}
|
||||
|
||||
// print the file format version to the console
|
||||
unsigned int version = HexDigitToDecimal(buffer[4]);
|
||||
unsigned int version = HexDigitToDecimal(mBuffer.data[4]);
|
||||
char msg[3];
|
||||
ASSIMP_itoa10(msg, 3, version);
|
||||
ASSIMP_LOG_INFO("AC3D file format version: ", msg);
|
||||
|
|
@ -783,30 +781,31 @@ void AC3DImporter::InternReadFile(const std::string &pFile,
|
|||
mLights = &lights;
|
||||
|
||||
while (GetNextLine()) {
|
||||
if (TokenMatch(buffer, "MATERIAL", 8)) {
|
||||
if (TokenMatch(mBuffer.data, "MATERIAL", 8)) {
|
||||
materials.emplace_back();
|
||||
Material &mat = materials.back();
|
||||
|
||||
// manually parse the material ... sscanf would use the buldin atof ...
|
||||
// Format: (name) rgb %f %f %f amb %f %f %f emis %f %f %f spec %f %f %f shi %d trans %f
|
||||
|
||||
buffer = AcSkipToNextToken(buffer);
|
||||
if ('\"' == *buffer) {
|
||||
buffer = AcGetString(buffer, mat.name);
|
||||
buffer = AcSkipToNextToken(buffer);
|
||||
mBuffer.data = AcSkipToNextToken(mBuffer.data, mBuffer.end);
|
||||
if ('\"' == *mBuffer.data) {
|
||||
mBuffer.data = AcGetString(mBuffer.data, mBuffer.end, mat.name);
|
||||
mBuffer.data = AcSkipToNextToken(mBuffer.data, mBuffer.end);
|
||||
}
|
||||
|
||||
buffer = TAcCheckedLoadFloatArray(buffer, "rgb", 3, 3, &mat.rgb);
|
||||
buffer = TAcCheckedLoadFloatArray(buffer, "amb", 3, 3, &mat.amb);
|
||||
buffer = TAcCheckedLoadFloatArray(buffer, "emis", 4, 3, &mat.emis);
|
||||
buffer = TAcCheckedLoadFloatArray(buffer, "spec", 4, 3, &mat.spec);
|
||||
buffer = TAcCheckedLoadFloatArray(buffer, "shi", 3, 1, &mat.shin);
|
||||
buffer = TAcCheckedLoadFloatArray(buffer, "trans", 5, 1, &mat.trans);
|
||||
mBuffer.data = TAcCheckedLoadFloatArray(mBuffer.data, mBuffer.end, "rgb", 3, 3, &mat.rgb);
|
||||
mBuffer.data = TAcCheckedLoadFloatArray(mBuffer.data, mBuffer.end, "amb", 3, 3, &mat.amb);
|
||||
mBuffer.data = TAcCheckedLoadFloatArray(mBuffer.data, mBuffer.end, "emis", 4, 3, &mat.emis);
|
||||
mBuffer.data = TAcCheckedLoadFloatArray(mBuffer.data, mBuffer.end, "spec", 4, 3, &mat.spec);
|
||||
mBuffer.data = TAcCheckedLoadFloatArray(mBuffer.data, mBuffer.end, "shi", 3, 1, &mat.shin);
|
||||
mBuffer.data = TAcCheckedLoadFloatArray(mBuffer.data, mBuffer.end, "trans", 5, 1, &mat.trans);
|
||||
} else {
|
||||
LoadObjectSection(rootObjects);
|
||||
}
|
||||
LoadObjectSection(rootObjects);
|
||||
}
|
||||
|
||||
if (rootObjects.empty() || !mNumMeshes) {
|
||||
if (rootObjects.empty() || mNumMeshes == 0u) {
|
||||
throw DeadlyImportError("AC3D: No meshes have been loaded");
|
||||
}
|
||||
if (materials.empty()) {
|
||||
|
|
@ -822,7 +821,7 @@ void AC3DImporter::InternReadFile(const std::string &pFile,
|
|||
materials.reserve(mNumMeshes);
|
||||
|
||||
// generate a dummy root if there are multiple objects on the top layer
|
||||
Object *root;
|
||||
Object *root = nullptr;
|
||||
if (1 == rootObjects.size())
|
||||
root = &rootObjects[0];
|
||||
else {
|
||||
|
|
@ -835,7 +834,7 @@ void AC3DImporter::InternReadFile(const std::string &pFile,
|
|||
delete root;
|
||||
}
|
||||
|
||||
if (!::strncmp(pScene->mRootNode->mName.data, "Node", 4)) {
|
||||
if (::strncmp(pScene->mRootNode->mName.data, "Node", 4) == 0) {
|
||||
pScene->mRootNode->mName.Set("<AC3DWorld>");
|
||||
}
|
||||
|
||||
|
|
@ -854,10 +853,12 @@ void AC3DImporter::InternReadFile(const std::string &pFile,
|
|||
|
||||
// copy lights
|
||||
pScene->mNumLights = (unsigned int)lights.size();
|
||||
if (lights.size()) {
|
||||
if (!lights.empty()) {
|
||||
pScene->mLights = new aiLight *[lights.size()];
|
||||
::memcpy(pScene->mLights, &lights[0], lights.size() * sizeof(void *));
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace Assimp
|
||||
|
||||
#endif //!defined ASSIMP_BUILD_NO_AC_IMPORTER
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue