mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-11 08:20:45 +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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@ -56,447 +56,466 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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using namespace Assimp;
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static const aiImporterDesc desc = {
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"Irrlicht Mesh Reader",
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"",
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"",
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"http://irrlicht.sourceforge.net/",
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aiImporterFlags_SupportTextFlavour,
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0,
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0,
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0,
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0,
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"xml irrmesh"
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static constexpr aiImporterDesc desc = {
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"Irrlicht Mesh Reader",
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"",
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"",
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"http://irrlicht.sourceforge.net/",
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aiImporterFlags_SupportTextFlavour,
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0,
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0,
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0,
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0,
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"xml irrmesh"
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};
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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IRRMeshImporter::IRRMeshImporter() :
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BaseImporter(),
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IrrlichtBase() {
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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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IRRMeshImporter::~IRRMeshImporter() = default;
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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 IRRMeshImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /*checkSig*/) const {
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/* NOTE: A simple check for the file extension is not enough
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* here. Irrmesh and irr are easy, but xml is too generic
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* and could be collada, too. So we need to open the file and
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* search for typical tokens.
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*/
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static const char *tokens[] = { "irrmesh" };
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return SearchFileHeaderForToken(pIOHandler, pFile, tokens, AI_COUNT_OF(tokens));
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/* NOTE: A simple check for the file extension is not enough
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* here. Irrmesh and irr are easy, but xml is too generic
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* and could be collada, too. So we need to open the file and
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* search for typical tokens.
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*/
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static const char *tokens[] = { "irrmesh" };
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return SearchFileHeaderForToken(pIOHandler, pFile, tokens, AI_COUNT_OF(tokens));
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}
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// ------------------------------------------------------------------------------------------------
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// Get a list of all file extensions which are handled by this class
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const aiImporterDesc *IRRMeshImporter::GetInfo() const {
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return &desc;
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return &desc;
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}
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static void releaseMaterial(aiMaterial **mat) {
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if (*mat != nullptr) {
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delete *mat;
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*mat = nullptr;
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}
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if (*mat != nullptr) {
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delete *mat;
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*mat = nullptr;
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}
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}
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static void releaseMesh(aiMesh **mesh) {
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if (*mesh != nullptr) {
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delete *mesh;
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*mesh = nullptr;
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}
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if (*mesh != nullptr) {
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delete *mesh;
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*mesh = nullptr;
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}
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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 IRRMeshImporter::InternReadFile(const std::string &pFile,
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aiScene *pScene, IOSystem *pIOHandler) {
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std::unique_ptr<IOStream> file(pIOHandler->Open(pFile));
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aiScene *pScene, IOSystem *pIOHandler) {
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std::unique_ptr<IOStream> file(pIOHandler->Open(pFile));
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// Check whether we can read from the file
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if (file.get() == NULL)
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// Check whether we can read from the file
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if (file == nullptr) {
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throw DeadlyImportError("Failed to open IRRMESH file ", pFile);
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}
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// Construct the irrXML parser
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XmlParser parser;
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if (!parser.parse( file.get() )) {
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// Construct the irrXML parser
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XmlParser parser;
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if (!parser.parse(file.get())) {
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throw DeadlyImportError("XML parse error while loading IRRMESH file ", pFile);
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}
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XmlNode root = parser.getRootNode();
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// final data
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std::vector<aiMaterial *> materials;
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std::vector<aiMesh *> meshes;
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materials.reserve(5);
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meshes.reserve(5);
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// final data
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std::vector<aiMaterial *> materials;
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std::vector<aiMesh *> meshes;
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materials.reserve(5);
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meshes.reserve(5);
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// temporary data - current mesh buffer
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aiMaterial *curMat = nullptr;
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aiMesh *curMesh = nullptr;
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unsigned int curMatFlags = 0;
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// temporary data - current mesh buffer
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// TODO move all these to inside loop
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aiMaterial *curMat = nullptr;
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aiMesh *curMesh = nullptr;
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unsigned int curMatFlags = 0;
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std::vector<aiVector3D> curVertices, curNormals, curTangents, curBitangents;
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std::vector<aiColor4D> curColors;
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std::vector<aiVector3D> curUVs, curUV2s;
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std::vector<aiVector3D> curVertices, curNormals, curTangents, curBitangents;
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std::vector<aiColor4D> curColors;
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std::vector<aiVector3D> curUVs, curUV2s;
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// some temporary variables
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int textMeaning = 0;
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int vertexFormat = 0; // 0 = normal; 1 = 2 tcoords, 2 = tangents
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bool useColors = false;
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// some temporary variables
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// textMeaning is a 15 year old variable, that could've been an enum
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// int textMeaning = 0; // 0=none? 1=vertices 2=indices
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// int vertexFormat = 0; // 0 = normal; 1 = 2 tcoords, 2 = tangents
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bool useColors = false;
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// Parse the XML file
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for (pugi::xml_node child : root.children()) {
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if (child.type() == pugi::node_element) {
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if (!ASSIMP_stricmp(child.name(), "buffer") && (curMat || curMesh)) {
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// end of previous buffer. A material and a mesh should be there
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if (!curMat || !curMesh) {
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ASSIMP_LOG_ERROR("IRRMESH: A buffer must contain a mesh and a material");
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releaseMaterial(&curMat);
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releaseMesh(&curMesh);
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} else {
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materials.push_back(curMat);
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meshes.push_back(curMesh);
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}
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curMat = nullptr;
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curMesh = nullptr;
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// irrmesh files have a top level <mesh> owning multiple <buffer> nodes.
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// Each <buffer> contains <material>, <vertices>, and <indices>
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// <material> tags here directly owns the material data specs
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// <vertices> are a vertex per line, contains position, UV1 coords, maybe UV2, normal, tangent, bitangent
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// <boundingbox> is ignored, I think assimp recalculates those?
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curVertices.clear();
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curColors.clear();
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curNormals.clear();
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curUV2s.clear();
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curUVs.clear();
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curTangents.clear();
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curBitangents.clear();
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}
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// Parse the XML file
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pugi::xml_node const &meshNode = root.child("mesh");
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for (pugi::xml_node bufferNode : meshNode.children()) {
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if (ASSIMP_stricmp(bufferNode.name(), "buffer")) {
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// Might be a useless warning
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ASSIMP_LOG_WARN("IRRMESH: Ignoring non buffer node <", bufferNode.name(), "> in mesh declaration");
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continue;
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}
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if (!ASSIMP_stricmp(child.name(), "material")) {
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if (curMat) {
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ASSIMP_LOG_WARN("IRRMESH: Only one material description per buffer, please");
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releaseMaterial(&curMat);
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}
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curMat = ParseMaterial(curMatFlags);
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}
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/* no else here! */ if (!ASSIMP_stricmp(child.name(), "vertices")) {
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pugi::xml_attribute attr = child.attribute("vertexCount");
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int num = attr.as_int();
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//int num = reader->getAttributeValueAsInt("vertexCount");
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curMat = nullptr;
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curMesh = nullptr;
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if (!num) {
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// This is possible ... remove the mesh from the list and skip further reading
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ASSIMP_LOG_WARN("IRRMESH: Found mesh with zero vertices");
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curVertices.clear();
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curColors.clear();
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curNormals.clear();
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curUV2s.clear();
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curUVs.clear();
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curTangents.clear();
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curBitangents.clear();
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releaseMaterial(&curMat);
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releaseMesh(&curMesh);
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textMeaning = 0;
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continue;
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}
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// TODO ensure all three nodes are present and populated
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// before allocating everything
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curVertices.reserve(num);
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curNormals.reserve(num);
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curColors.reserve(num);
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curUVs.reserve(num);
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// Get first material node
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pugi::xml_node materialNode = bufferNode.child("material");
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if (materialNode) {
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curMat = ParseMaterial(materialNode, curMatFlags);
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// Warn if there's more materials
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if (materialNode.next_sibling("material")) {
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ASSIMP_LOG_WARN("IRRMESH: Only one material description per buffer, please");
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}
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} else {
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ASSIMP_LOG_ERROR("IRRMESH: Buffer must contain one material");
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continue;
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}
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// Determine the file format
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//const char *t = reader->getAttributeValueSafe("type");
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pugi::xml_attribute t = child.attribute("type");
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if (!ASSIMP_stricmp("2tcoords", t.name())) {
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curUV2s.reserve(num);
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vertexFormat = 1;
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// Get first vertices node
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pugi::xml_node verticesNode = bufferNode.child("vertices");
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if (verticesNode) {
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pugi::xml_attribute vertexCountAttrib = verticesNode.attribute("vertexCount");
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int vertexCount = vertexCountAttrib.as_int();
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if (vertexCount == 0) {
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// This is possible ... remove the mesh from the list and skip further reading
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ASSIMP_LOG_WARN("IRRMESH: Found mesh with zero vertices");
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releaseMaterial(&curMat);
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continue; // Bail out early
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};
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if (curMatFlags & AI_IRRMESH_EXTRA_2ND_TEXTURE) {
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// *********************************************************
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// We have a second texture! So use this UV channel
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// for it. The 2nd texture can be either a normal
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// texture (solid_2layer or lightmap_xxx) or a normal
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// map (normal_..., parallax_...)
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// *********************************************************
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int idx = 1;
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aiMaterial *mat = (aiMaterial *)curMat;
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curVertices.reserve(vertexCount);
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curNormals.reserve(vertexCount);
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curColors.reserve(vertexCount);
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curUVs.reserve(vertexCount);
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if (curMatFlags & AI_IRRMESH_MAT_lightmap) {
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mat->AddProperty(&idx, 1, AI_MATKEY_UVWSRC_LIGHTMAP(0));
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} else if (curMatFlags & AI_IRRMESH_MAT_normalmap_solid) {
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mat->AddProperty(&idx, 1, AI_MATKEY_UVWSRC_NORMALS(0));
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} else if (curMatFlags & AI_IRRMESH_MAT_solid_2layer) {
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mat->AddProperty(&idx, 1, AI_MATKEY_UVWSRC_DIFFUSE(1));
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}
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}
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} else if (!ASSIMP_stricmp("tangents", t.name())) {
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curTangents.reserve(num);
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curBitangents.reserve(num);
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vertexFormat = 2;
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} else if (ASSIMP_stricmp("standard", t.name())) {
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releaseMaterial(&curMat);
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ASSIMP_LOG_WARN("IRRMESH: Unknown vertex format");
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} else
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vertexFormat = 0;
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textMeaning = 1;
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} else if (!ASSIMP_stricmp(child.name(), "indices")) {
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if (curVertices.empty() && curMat) {
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releaseMaterial(&curMat);
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throw DeadlyImportError("IRRMESH: indices must come after vertices");
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}
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VertexFormat vertexFormat;
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// Determine the file format
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pugi::xml_attribute typeAttrib = verticesNode.attribute("type");
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if (!ASSIMP_stricmp("2tcoords", typeAttrib.value())) {
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curUV2s.reserve(vertexCount);
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vertexFormat = VertexFormat::t2coord;
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if (curMatFlags & AI_IRRMESH_EXTRA_2ND_TEXTURE) {
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// *********************************************************
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// We have a second texture! So use this UV channel
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// for it. The 2nd texture can be either a normal
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// texture (solid_2layer or lightmap_xxx) or a normal
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// map (normal_..., parallax_...)
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// *********************************************************
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int idx = 1;
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aiMaterial *mat = (aiMaterial *)curMat;
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textMeaning = 2;
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if (curMatFlags & AI_IRRMESH_MAT_lightmap) {
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mat->AddProperty(&idx, 1, AI_MATKEY_UVWSRC_LIGHTMAP(0));
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} else if (curMatFlags & AI_IRRMESH_MAT_normalmap_solid) {
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mat->AddProperty(&idx, 1, AI_MATKEY_UVWSRC_NORMALS(0));
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} else if (curMatFlags & AI_IRRMESH_MAT_solid_2layer) {
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mat->AddProperty(&idx, 1, AI_MATKEY_UVWSRC_DIFFUSE(1));
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}
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}
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} else if (!ASSIMP_stricmp("tangents", typeAttrib.value())) {
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curTangents.reserve(vertexCount);
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curBitangents.reserve(vertexCount);
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vertexFormat = VertexFormat::tangent;
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} else if (!ASSIMP_stricmp("standard", typeAttrib.value())) {
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vertexFormat = VertexFormat::standard;
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} else {
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// Unsupported format, discard whole buffer/mesh
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// Assuming we have a correct material, then release it
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// We don't have a correct mesh for sure here
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releaseMaterial(&curMat);
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ASSIMP_LOG_ERROR("IRRMESH: Unknown vertex format");
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continue; // Skip rest of buffer
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};
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// start a new mesh
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curMesh = new aiMesh();
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// We know what format buffer is, collect numbers
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std::string v = verticesNode.text().get();
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const char *end = v.c_str() + v.size();
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ParseBufferVertices(v.c_str(), end, vertexFormat,
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curVertices, curNormals,
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curTangents, curBitangents,
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curUVs, curUV2s, curColors, useColors);
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}
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// allocate storage for all faces
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pugi::xml_attribute attr = child.attribute("indexCount");
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curMesh->mNumVertices = attr.as_int();
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if (!curMesh->mNumVertices) {
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// This is possible ... remove the mesh from the list and skip further reading
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ASSIMP_LOG_WARN("IRRMESH: Found mesh with zero indices");
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// Get indices
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// At this point we have some vertices and a valid material
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// Collect indices and create aiMesh at the same time
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pugi::xml_node indicesNode = bufferNode.child("indices");
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if (indicesNode) {
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// start a new mesh
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curMesh = new aiMesh();
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// mesh - away
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releaseMesh(&curMesh);
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// allocate storage for all faces
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pugi::xml_attribute attr = indicesNode.attribute("indexCount");
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curMesh->mNumVertices = attr.as_int();
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if (!curMesh->mNumVertices) {
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// This is possible ... remove the mesh from the list and skip further reading
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ASSIMP_LOG_WARN("IRRMESH: Found mesh with zero indices");
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// material - away
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releaseMaterial(&curMat);
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// mesh - away
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releaseMesh(&curMesh);
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textMeaning = 0;
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continue;
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}
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// material - away
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releaseMaterial(&curMat);
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continue; // Go to next buffer
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}
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if (curMesh->mNumVertices % 3) {
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ASSIMP_LOG_WARN("IRRMESH: Number if indices isn't divisible by 3");
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}
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if (curMesh->mNumVertices % 3) {
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ASSIMP_LOG_WARN("IRRMESH: Number if indices isn't divisible by 3");
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}
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curMesh->mNumFaces = curMesh->mNumVertices / 3;
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curMesh->mFaces = new aiFace[curMesh->mNumFaces];
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curMesh->mNumFaces = curMesh->mNumVertices / 3;
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curMesh->mFaces = new aiFace[curMesh->mNumFaces];
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// setup some members
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curMesh->mMaterialIndex = (unsigned int)materials.size();
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curMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
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// setup some members
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curMesh->mMaterialIndex = (unsigned int)materials.size();
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curMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
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// allocate storage for all vertices
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curMesh->mVertices = new aiVector3D[curMesh->mNumVertices];
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// allocate storage for all vertices
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curMesh->mVertices = new aiVector3D[curMesh->mNumVertices];
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if (curNormals.size() == curVertices.size()) {
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curMesh->mNormals = new aiVector3D[curMesh->mNumVertices];
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}
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if (curTangents.size() == curVertices.size()) {
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curMesh->mTangents = new aiVector3D[curMesh->mNumVertices];
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}
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if (curBitangents.size() == curVertices.size()) {
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curMesh->mBitangents = new aiVector3D[curMesh->mNumVertices];
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}
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if (curColors.size() == curVertices.size() && useColors) {
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curMesh->mColors[0] = new aiColor4D[curMesh->mNumVertices];
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}
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if (curUVs.size() == curVertices.size()) {
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curMesh->mTextureCoords[0] = new aiVector3D[curMesh->mNumVertices];
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}
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if (curUV2s.size() == curVertices.size()) {
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curMesh->mTextureCoords[1] = new aiVector3D[curMesh->mNumVertices];
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}
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}
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//break;
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if (curNormals.size() == curVertices.size()) {
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curMesh->mNormals = new aiVector3D[curMesh->mNumVertices];
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}
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if (curTangents.size() == curVertices.size()) {
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curMesh->mTangents = new aiVector3D[curMesh->mNumVertices];
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}
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if (curBitangents.size() == curVertices.size()) {
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curMesh->mBitangents = new aiVector3D[curMesh->mNumVertices];
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}
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if (curColors.size() == curVertices.size() && useColors) {
|
||||
curMesh->mColors[0] = new aiColor4D[curMesh->mNumVertices];
|
||||
}
|
||||
if (curUVs.size() == curVertices.size()) {
|
||||
curMesh->mTextureCoords[0] = new aiVector3D[curMesh->mNumVertices];
|
||||
}
|
||||
if (curUV2s.size() == curVertices.size()) {
|
||||
curMesh->mTextureCoords[1] = new aiVector3D[curMesh->mNumVertices];
|
||||
}
|
||||
|
||||
//case EXN_TEXT: {
|
||||
const char *sz = child.child_value();
|
||||
if (textMeaning == 1) {
|
||||
textMeaning = 0;
|
||||
// read indices
|
||||
aiFace *curFace = curMesh->mFaces;
|
||||
aiFace *const faceEnd = curMesh->mFaces + curMesh->mNumFaces;
|
||||
|
||||
// read vertices
|
||||
do {
|
||||
SkipSpacesAndLineEnd(&sz);
|
||||
aiVector3D temp;
|
||||
aiColor4D c;
|
||||
aiVector3D *pcV = curMesh->mVertices;
|
||||
aiVector3D *pcN = curMesh->mNormals;
|
||||
aiVector3D *pcT = curMesh->mTangents;
|
||||
aiVector3D *pcB = curMesh->mBitangents;
|
||||
aiColor4D *pcC0 = curMesh->mColors[0];
|
||||
aiVector3D *pcT0 = curMesh->mTextureCoords[0];
|
||||
aiVector3D *pcT1 = curMesh->mTextureCoords[1];
|
||||
|
||||
// Read the vertex position
|
||||
sz = fast_atoreal_move<float>(sz, (float &)temp.x);
|
||||
SkipSpaces(&sz);
|
||||
unsigned int curIdx = 0;
|
||||
unsigned int total = 0;
|
||||
|
||||
sz = fast_atoreal_move<float>(sz, (float &)temp.y);
|
||||
SkipSpaces(&sz);
|
||||
// NOTE this might explode for UTF-16 and wchars
|
||||
const char *sz = indicesNode.text().get();
|
||||
const char *end = sz + std::strlen(sz);
|
||||
|
||||
// For each index loop over aiMesh faces
|
||||
while (SkipSpacesAndLineEnd(&sz, end)) {
|
||||
if (curFace >= faceEnd) {
|
||||
ASSIMP_LOG_ERROR("IRRMESH: Too many indices");
|
||||
break;
|
||||
}
|
||||
// if new face
|
||||
if (!curIdx) {
|
||||
curFace->mNumIndices = 3;
|
||||
curFace->mIndices = new unsigned int[3];
|
||||
}
|
||||
|
||||
sz = fast_atoreal_move<float>(sz, (float &)temp.z);
|
||||
SkipSpaces(&sz);
|
||||
curVertices.push_back(temp);
|
||||
// Read index base 10
|
||||
// function advances the pointer
|
||||
unsigned int idx = strtoul10(sz, &sz);
|
||||
if (idx >= curVertices.size()) {
|
||||
ASSIMP_LOG_ERROR("IRRMESH: Index out of range");
|
||||
idx = 0;
|
||||
}
|
||||
|
||||
// Read the vertex normals
|
||||
sz = fast_atoreal_move<float>(sz, (float &)temp.x);
|
||||
SkipSpaces(&sz);
|
||||
// make up our own indices?
|
||||
curFace->mIndices[curIdx] = total++;
|
||||
|
||||
sz = fast_atoreal_move<float>(sz, (float &)temp.y);
|
||||
SkipSpaces(&sz);
|
||||
// Copy over data to aiMesh
|
||||
*pcV++ = curVertices[idx];
|
||||
if (pcN)
|
||||
*pcN++ = curNormals[idx];
|
||||
if (pcT)
|
||||
*pcT++ = curTangents[idx];
|
||||
if (pcB)
|
||||
*pcB++ = curBitangents[idx];
|
||||
if (pcC0)
|
||||
*pcC0++ = curColors[idx];
|
||||
if (pcT0)
|
||||
*pcT0++ = curUVs[idx];
|
||||
if (pcT1)
|
||||
*pcT1++ = curUV2s[idx];
|
||||
|
||||
sz = fast_atoreal_move<float>(sz, (float &)temp.z);
|
||||
SkipSpaces(&sz);
|
||||
curNormals.push_back(temp);
|
||||
// start new face
|
||||
if (++curIdx == 3) {
|
||||
++curFace;
|
||||
curIdx = 0;
|
||||
}
|
||||
}
|
||||
// We should be at the end of mFaces
|
||||
if (curFace != faceEnd) {
|
||||
ASSIMP_LOG_ERROR("IRRMESH: Not enough indices");
|
||||
}
|
||||
}
|
||||
|
||||
// read the vertex colors
|
||||
uint32_t clr = strtoul16(sz, &sz);
|
||||
ColorFromARGBPacked(clr, c);
|
||||
// Finish processing the mesh - do some small material workarounds
|
||||
if (curMatFlags & AI_IRRMESH_MAT_trans_vertex_alpha && !useColors) {
|
||||
// Take the opacity value of the current material
|
||||
// from the common vertex color alpha
|
||||
aiMaterial *mat = (aiMaterial *)curMat;
|
||||
mat->AddProperty(&curColors[0].a, 1, AI_MATKEY_OPACITY);
|
||||
}
|
||||
|
||||
// end of previous buffer. A material and a mesh should be there
|
||||
if (!curMat || !curMesh) {
|
||||
ASSIMP_LOG_ERROR("IRRMESH: A buffer must contain a mesh and a material");
|
||||
releaseMaterial(&curMat);
|
||||
releaseMesh(&curMesh);
|
||||
} else {
|
||||
materials.push_back(curMat);
|
||||
meshes.push_back(curMesh);
|
||||
}
|
||||
}
|
||||
|
||||
if (!curColors.empty() && c != *(curColors.end() - 1))
|
||||
useColors = true;
|
||||
// If one is empty then so is the other
|
||||
if (materials.empty() || meshes.empty()) {
|
||||
throw DeadlyImportError("IRRMESH: Unable to read a mesh from this file");
|
||||
}
|
||||
|
||||
curColors.push_back(c);
|
||||
SkipSpaces(&sz);
|
||||
// now generate the output scene
|
||||
pScene->mNumMeshes = (unsigned int)meshes.size();
|
||||
pScene->mMeshes = new aiMesh *[pScene->mNumMeshes];
|
||||
for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
|
||||
pScene->mMeshes[i] = meshes[i];
|
||||
|
||||
// read the first UV coordinate set
|
||||
sz = fast_atoreal_move<float>(sz, (float &)temp.x);
|
||||
SkipSpaces(&sz);
|
||||
// clean this value ...
|
||||
pScene->mMeshes[i]->mNumUVComponents[3] = 0;
|
||||
}
|
||||
|
||||
sz = fast_atoreal_move<float>(sz, (float &)temp.y);
|
||||
SkipSpaces(&sz);
|
||||
temp.z = 0.f;
|
||||
temp.y = 1.f - temp.y; // DX to OGL
|
||||
curUVs.push_back(temp);
|
||||
pScene->mNumMaterials = (unsigned int)materials.size();
|
||||
pScene->mMaterials = new aiMaterial *[pScene->mNumMaterials];
|
||||
::memcpy(pScene->mMaterials, &materials[0], sizeof(void *) * pScene->mNumMaterials);
|
||||
|
||||
// read the (optional) second UV coordinate set
|
||||
if (vertexFormat == 1) {
|
||||
sz = fast_atoreal_move<float>(sz, (float &)temp.x);
|
||||
SkipSpaces(&sz);
|
||||
pScene->mRootNode = new aiNode();
|
||||
pScene->mRootNode->mName.Set("<IRRMesh>");
|
||||
pScene->mRootNode->mNumMeshes = pScene->mNumMeshes;
|
||||
pScene->mRootNode->mMeshes = new unsigned int[pScene->mNumMeshes];
|
||||
|
||||
sz = fast_atoreal_move<float>(sz, (float &)temp.y);
|
||||
temp.y = 1.f - temp.y; // DX to OGL
|
||||
curUV2s.push_back(temp);
|
||||
}
|
||||
// read optional tangent and bitangent vectors
|
||||
else if (vertexFormat == 2) {
|
||||
// tangents
|
||||
sz = fast_atoreal_move<float>(sz, (float &)temp.x);
|
||||
SkipSpaces(&sz);
|
||||
for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
|
||||
pScene->mRootNode->mMeshes[i] = i;
|
||||
};
|
||||
}
|
||||
|
||||
sz = fast_atoreal_move<float>(sz, (float &)temp.z);
|
||||
SkipSpaces(&sz);
|
||||
void IRRMeshImporter::ParseBufferVertices(const char *sz, const char *end, VertexFormat vertexFormat,
|
||||
std::vector<aiVector3D> &vertices, std::vector<aiVector3D> &normals,
|
||||
std::vector<aiVector3D> &tangents, std::vector<aiVector3D> &bitangents,
|
||||
std::vector<aiVector3D> &UVs, std::vector<aiVector3D> &UV2s,
|
||||
std::vector<aiColor4D> &colors, bool &useColors) {
|
||||
// read vertices
|
||||
do {
|
||||
SkipSpacesAndLineEnd(&sz, end);
|
||||
aiVector3D temp;
|
||||
aiColor4D c;
|
||||
|
||||
sz = fast_atoreal_move<float>(sz, (float &)temp.y);
|
||||
SkipSpaces(&sz);
|
||||
temp.y *= -1.0f;
|
||||
curTangents.push_back(temp);
|
||||
// Read the vertex position
|
||||
sz = fast_atoreal_move<float>(sz, (float &)temp.x);
|
||||
SkipSpaces(&sz, end);
|
||||
|
||||
// bitangents
|
||||
sz = fast_atoreal_move<float>(sz, (float &)temp.x);
|
||||
SkipSpaces(&sz);
|
||||
sz = fast_atoreal_move<float>(sz, (float &)temp.y);
|
||||
SkipSpaces(&sz, end);
|
||||
|
||||
sz = fast_atoreal_move<float>(sz, (float &)temp.z);
|
||||
SkipSpaces(&sz);
|
||||
sz = fast_atoreal_move<float>(sz, (float &)temp.z);
|
||||
SkipSpaces(&sz, end);
|
||||
vertices.push_back(temp);
|
||||
|
||||
sz = fast_atoreal_move<float>(sz, (float &)temp.y);
|
||||
SkipSpaces(&sz);
|
||||
temp.y *= -1.0f;
|
||||
curBitangents.push_back(temp);
|
||||
}
|
||||
}
|
||||
// Read the vertex normals
|
||||
sz = fast_atoreal_move<float>(sz, (float &)temp.x);
|
||||
SkipSpaces(&sz, end);
|
||||
|
||||
/* IMPORTANT: We assume that each vertex is specified in one
|
||||
line. So we can skip the rest of the line - unknown vertex
|
||||
elements are ignored.
|
||||
*/
|
||||
sz = fast_atoreal_move<float>(sz, (float &)temp.y);
|
||||
SkipSpaces(&sz, end);
|
||||
|
||||
while (SkipLine(&sz));
|
||||
} else if (textMeaning == 2) {
|
||||
textMeaning = 0;
|
||||
sz = fast_atoreal_move<float>(sz, (float &)temp.z);
|
||||
SkipSpaces(&sz, end);
|
||||
normals.push_back(temp);
|
||||
|
||||
// read indices
|
||||
aiFace *curFace = curMesh->mFaces;
|
||||
aiFace *const faceEnd = curMesh->mFaces + curMesh->mNumFaces;
|
||||
// read the vertex colors
|
||||
uint32_t clr = strtoul16(sz, &sz);
|
||||
ColorFromARGBPacked(clr, c);
|
||||
|
||||
aiVector3D *pcV = curMesh->mVertices;
|
||||
aiVector3D *pcN = curMesh->mNormals;
|
||||
aiVector3D *pcT = curMesh->mTangents;
|
||||
aiVector3D *pcB = curMesh->mBitangents;
|
||||
aiColor4D *pcC0 = curMesh->mColors[0];
|
||||
aiVector3D *pcT0 = curMesh->mTextureCoords[0];
|
||||
aiVector3D *pcT1 = curMesh->mTextureCoords[1];
|
||||
// If we're pushing more than one distinct color
|
||||
if (!colors.empty() && c != *(colors.end() - 1))
|
||||
useColors = true;
|
||||
|
||||
unsigned int curIdx = 0;
|
||||
unsigned int total = 0;
|
||||
while (SkipSpacesAndLineEnd(&sz)) {
|
||||
if (curFace >= faceEnd) {
|
||||
ASSIMP_LOG_ERROR("IRRMESH: Too many indices");
|
||||
break;
|
||||
}
|
||||
if (!curIdx) {
|
||||
curFace->mNumIndices = 3;
|
||||
curFace->mIndices = new unsigned int[3];
|
||||
}
|
||||
colors.push_back(c);
|
||||
SkipSpaces(&sz, end);
|
||||
|
||||
unsigned int idx = strtoul10(sz, &sz);
|
||||
if (idx >= curVertices.size()) {
|
||||
ASSIMP_LOG_ERROR("IRRMESH: Index out of range");
|
||||
idx = 0;
|
||||
}
|
||||
// read the first UV coordinate set
|
||||
sz = fast_atoreal_move<float>(sz, (float &)temp.x);
|
||||
SkipSpaces(&sz, end);
|
||||
|
||||
curFace->mIndices[curIdx] = total++;
|
||||
sz = fast_atoreal_move<float>(sz, (float &)temp.y);
|
||||
SkipSpaces(&sz, end);
|
||||
temp.z = 0.f;
|
||||
temp.y = 1.f - temp.y; // DX to OGL
|
||||
UVs.push_back(temp);
|
||||
|
||||
*pcV++ = curVertices[idx];
|
||||
if (pcN) *pcN++ = curNormals[idx];
|
||||
if (pcT) *pcT++ = curTangents[idx];
|
||||
if (pcB) *pcB++ = curBitangents[idx];
|
||||
if (pcC0) *pcC0++ = curColors[idx];
|
||||
if (pcT0) *pcT0++ = curUVs[idx];
|
||||
if (pcT1) *pcT1++ = curUV2s[idx];
|
||||
// NOTE these correspond to specific S3DVertex* structs in irr sourcecode
|
||||
// So by definition, all buffers have either UV2 or tangents or neither
|
||||
// read the (optional) second UV coordinate set
|
||||
if (vertexFormat == VertexFormat::t2coord) {
|
||||
sz = fast_atoreal_move<float>(sz, (float &)temp.x);
|
||||
SkipSpaces(&sz, end);
|
||||
|
||||
if (++curIdx == 3) {
|
||||
++curFace;
|
||||
curIdx = 0;
|
||||
}
|
||||
}
|
||||
sz = fast_atoreal_move<float>(sz, (float &)temp.y);
|
||||
temp.y = 1.f - temp.y; // DX to OGL
|
||||
UV2s.push_back(temp);
|
||||
}
|
||||
// read optional tangent and bitangent vectors
|
||||
else if (vertexFormat == VertexFormat::tangent) {
|
||||
// tangents
|
||||
sz = fast_atoreal_move<float>(sz, (float &)temp.x);
|
||||
SkipSpaces(&sz, end);
|
||||
|
||||
if (curFace != faceEnd)
|
||||
ASSIMP_LOG_ERROR("IRRMESH: Not enough indices");
|
||||
sz = fast_atoreal_move<float>(sz, (float &)temp.z);
|
||||
SkipSpaces(&sz, end);
|
||||
|
||||
// Finish processing the mesh - do some small material workarounds
|
||||
if (curMatFlags & AI_IRRMESH_MAT_trans_vertex_alpha && !useColors) {
|
||||
// Take the opacity value of the current material
|
||||
// from the common vertex color alpha
|
||||
aiMaterial *mat = (aiMaterial *)curMat;
|
||||
mat->AddProperty(&curColors[0].a, 1, AI_MATKEY_OPACITY);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
sz = fast_atoreal_move<float>(sz, (float &)temp.y);
|
||||
SkipSpaces(&sz, end);
|
||||
temp.y *= -1.0f;
|
||||
tangents.push_back(temp);
|
||||
|
||||
// End of the last buffer. A material and a mesh should be there
|
||||
if (curMat || curMesh) {
|
||||
if (!curMat || !curMesh) {
|
||||
ASSIMP_LOG_ERROR("IRRMESH: A buffer must contain a mesh and a material");
|
||||
releaseMaterial(&curMat);
|
||||
releaseMesh(&curMesh);
|
||||
} else {
|
||||
materials.push_back(curMat);
|
||||
meshes.push_back(curMesh);
|
||||
}
|
||||
}
|
||||
// bitangents
|
||||
sz = fast_atoreal_move<float>(sz, (float &)temp.x);
|
||||
SkipSpaces(&sz, end);
|
||||
|
||||
if (materials.empty()) {
|
||||
throw DeadlyImportError("IRRMESH: Unable to read a mesh from this file");
|
||||
}
|
||||
sz = fast_atoreal_move<float>(sz, (float &)temp.z);
|
||||
SkipSpaces(&sz, end);
|
||||
|
||||
// now generate the output scene
|
||||
pScene->mNumMeshes = (unsigned int)meshes.size();
|
||||
pScene->mMeshes = new aiMesh *[pScene->mNumMeshes];
|
||||
for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
|
||||
pScene->mMeshes[i] = meshes[i];
|
||||
|
||||
// clean this value ...
|
||||
pScene->mMeshes[i]->mNumUVComponents[3] = 0;
|
||||
}
|
||||
|
||||
pScene->mNumMaterials = (unsigned int)materials.size();
|
||||
pScene->mMaterials = new aiMaterial *[pScene->mNumMaterials];
|
||||
::memcpy(pScene->mMaterials, &materials[0], sizeof(void *) * pScene->mNumMaterials);
|
||||
|
||||
pScene->mRootNode = new aiNode();
|
||||
pScene->mRootNode->mName.Set("<IRRMesh>");
|
||||
pScene->mRootNode->mNumMeshes = pScene->mNumMeshes;
|
||||
pScene->mRootNode->mMeshes = new unsigned int[pScene->mNumMeshes];
|
||||
|
||||
for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
|
||||
pScene->mRootNode->mMeshes[i] = i;
|
||||
}
|
||||
sz = fast_atoreal_move<float>(sz, (float &)temp.y);
|
||||
SkipSpaces(&sz, end);
|
||||
temp.y *= -1.0f;
|
||||
bitangents.push_back(temp);
|
||||
}
|
||||
} while (SkipLine(&sz, end));
|
||||
// IMPORTANT: We assume that each vertex is specified in one
|
||||
// line. So we can skip the rest of the line - unknown vertex
|
||||
// elements are ignored.
|
||||
}
|
||||
|
||||
#endif // !! ASSIMP_BUILD_NO_IRRMESH_IMPORTER
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue