Just the functional assimp lib rather than the entire assimp repository unnecessarily.

This commit is contained in:
Areloch 2019-02-28 16:37:15 -06:00
parent 0f7641a282
commit e9ea38eda3
1747 changed files with 9012 additions and 925008 deletions

View file

@ -3,8 +3,7 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2018, assimp team
Copyright (c) 2006-2017, assimp team
All rights reserved.
@ -52,7 +51,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "B3DImporter.h"
#include "TextureTransform.h"
#include "ConvertToLHProcess.h"
#include <assimp/StringUtils.h>
#include "StringUtils.h"
#include <memory>
#include <assimp/IOSystem.hpp>
#include <assimp/anim.h>
@ -94,6 +93,7 @@ void DeleteAllBarePointers(std::vector<T>& x)
B3DImporter::~B3DImporter()
{
DeleteAllBarePointers(_animations);
}
// ------------------------------------------------------------------------------------------------
@ -267,21 +267,6 @@ T *B3DImporter::to_array( const vector<T> &v ){
return p;
}
// ------------------------------------------------------------------------------------------------
template<class T>
T **unique_to_array( vector<std::unique_ptr<T> > &v ){
if( v.empty() ) {
return 0;
}
T **p = new T*[ v.size() ];
for( size_t i = 0; i < v.size(); ++i ){
p[i] = v[i].release();
}
return p;
}
// ------------------------------------------------------------------------------------------------
void B3DImporter::ReadTEXS(){
while( ChunkSize() ){
@ -310,7 +295,8 @@ void B3DImporter::ReadBRUS(){
/*int blend=**/ReadInt();
int fx=ReadInt();
std::unique_ptr<aiMaterial> mat(new aiMaterial);
aiMaterial *mat=new aiMaterial;
_materials.push_back( mat );
// Name
aiString ainame( name );
@ -347,7 +333,6 @@ void B3DImporter::ReadBRUS(){
mat->AddProperty( &texname,AI_MATKEY_TEXTURE_DIFFUSE(0) );
}
}
_materials.emplace_back( std::move(mat) );
}
}
@ -401,7 +386,8 @@ void B3DImporter::ReadTRIS( int v0 ){
Fail( "Bad material id" );
}
std::unique_ptr<aiMesh> mesh(new aiMesh);
aiMesh *mesh=new aiMesh;
_meshes.push_back( mesh );
mesh->mMaterialIndex=matid;
mesh->mNumFaces=0;
@ -429,8 +415,6 @@ void B3DImporter::ReadTRIS( int v0 ){
++mesh->mNumFaces;
++face;
}
_meshes.emplace_back( std::move(mesh) );
}
// ------------------------------------------------------------------------------------------------
@ -516,11 +500,11 @@ void B3DImporter::ReadANIM(){
int frames=ReadInt();
float fps=ReadFloat();
std::unique_ptr<aiAnimation> anim(new aiAnimation);
aiAnimation *anim=new aiAnimation;
_animations.push_back( anim );
anim->mDuration=frames;
anim->mTicksPerSecond=fps;
_animations.emplace_back( std::move(anim) );
}
// ------------------------------------------------------------------------------------------------
@ -547,7 +531,7 @@ aiNode *B3DImporter::ReadNODE( aiNode *parent ){
node->mParent=parent;
node->mTransformation=tform;
std::unique_ptr<aiNodeAnim> nodeAnim;
aiNodeAnim *nodeAnim=0;
vector<unsigned> meshes;
vector<aiNode*> children;
@ -565,10 +549,11 @@ aiNode *B3DImporter::ReadNODE( aiNode *parent ){
ReadANIM();
}else if( t=="KEYS" ){
if( !nodeAnim ){
nodeAnim.reset(new aiNodeAnim);
nodeAnim=new aiNodeAnim;
_nodeAnims.push_back( nodeAnim );
nodeAnim->mNodeName=node->mName;
}
ReadKEYS( nodeAnim.get() );
ReadKEYS( nodeAnim );
}else if( t=="NODE" ){
aiNode *child=ReadNODE( node );
children.push_back( child );
@ -576,10 +561,6 @@ aiNode *B3DImporter::ReadNODE( aiNode *parent ){
ExitChunk();
}
if (nodeAnim) {
_nodeAnims.emplace_back( std::move(nodeAnim) );
}
node->mNumMeshes= static_cast<unsigned int>(meshes.size());
node->mMeshes=to_array( meshes );
@ -605,6 +586,7 @@ void B3DImporter::ReadBB3D( aiScene *scene ){
_nodeAnims.clear();
DeleteAllBarePointers(_animations);
_animations.clear();
string t=ReadChunk();
@ -614,7 +596,7 @@ void B3DImporter::ReadBB3D( aiScene *scene ){
if (!DefaultLogger::isNullLogger()) {
char dmp[128];
ai_snprintf(dmp, 128, "B3D file format version: %i",version);
ASSIMP_LOG_INFO(dmp);
DefaultLogger::get()->info(dmp);
}
while( ChunkSize() ){
@ -640,7 +622,7 @@ void B3DImporter::ReadBB3D( aiScene *scene ){
aiNode *node=_nodes[i];
for( size_t j=0;j<node->mNumMeshes;++j ){
aiMesh *mesh = _meshes[node->mMeshes[j]].get();
aiMesh *mesh=_meshes[node->mMeshes[j]];
int n_tris=mesh->mNumFaces;
int n_verts=mesh->mNumVertices=n_tris * 3;
@ -703,28 +685,27 @@ void B3DImporter::ReadBB3D( aiScene *scene ){
//nodes
scene->mRootNode=_nodes[0];
_nodes.clear(); // node ownership now belongs to scene
//material
if( !_materials.size() ){
_materials.emplace_back( std::unique_ptr<aiMaterial>(new aiMaterial) );
_materials.push_back( new aiMaterial );
}
scene->mNumMaterials= static_cast<unsigned int>(_materials.size());
scene->mMaterials = unique_to_array( _materials );
scene->mMaterials=to_array( _materials );
//meshes
scene->mNumMeshes= static_cast<unsigned int>(_meshes.size());
scene->mMeshes = unique_to_array( _meshes );
scene->mMeshes=to_array( _meshes );
//animations
if( _animations.size()==1 && _nodeAnims.size() ){
aiAnimation *anim = _animations.back().get();
aiAnimation *anim=_animations.back();
anim->mNumChannels=static_cast<unsigned int>(_nodeAnims.size());
anim->mChannels = unique_to_array( _nodeAnims );
anim->mChannels=to_array( _nodeAnims );
scene->mNumAnimations=static_cast<unsigned int>(_animations.size());
scene->mAnimations=unique_to_array( _animations );
scene->mAnimations=to_array( _animations );
}
// convert to RH