mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-21 13:14:46 +00:00
Added initial behavior for ImageAssets to hold a list of GFX resources of different texture profiles to avoid mem leaks with incorrect-typed usages Added function to ImageAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Added function to ShapeAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Disabled fields for dynamic and static shadowmap refresh rates Moved noShape model to core/rendering/shapes to place it in a more logical module position Added an include to avoid undefined type compile error and removed unneeded semicolon from zone code Added call to reload probe textures when a reloadTextures call is made Adjusted default directional light shadowmap settings to not be as extreme Added utility function to probe manager to allow any class to request a 'best fit' list of probes that would affect a given location, allowing other classes such as fog or particles to utilize IBL. Also updated probeManager's forward rendering to utilize same function to reduce code duplication. Shifted shape loader code to utilize assimp for loader consistency and testing Changed render bin used for SSAO postfx so it runs at the right time Made Core_Rendering module scan for assets Updated loose file references to a number of assets to follow proper formatting Refactored asset import code to follow a more consistent object heirarchy structure on importing assets, allowing more reliable cross-referencing between inbound items Updated asset import logic for materials/images so that they properly utilize ImageType. Images correctly save out the assigned image type, materials reference the images' type to know what map slot they should be used in. Importer logic also updated to better find-and-add associated images based on type. Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI. Added ability to edit module script from RMB context menu if torsion path is set Updated list field code for variable inspector to utilize correct ownerObject field
938 lines
33 KiB
C++
938 lines
33 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2020, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file LWSLoader.cpp
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* @brief Implementation of the LWS importer class
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*/
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#ifndef ASSIMP_BUILD_NO_LWS_IMPORTER
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#include "LWS/LWSLoader.h"
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#include "PostProcessing/ConvertToLHProcess.h"
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#include "Common/Importer.h"
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#include <assimp/ParsingUtils.h>
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#include <assimp/fast_atof.h>
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#include <assimp/SceneCombiner.h>
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#include <assimp/GenericProperty.h>
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#include <assimp/SkeletonMeshBuilder.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/scene.h>
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#include <assimp/IOSystem.hpp>
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#include <assimp/importerdesc.h>
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#include <memory>
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using namespace Assimp;
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static const aiImporterDesc desc = {
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"LightWave Scene Importer",
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"",
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"",
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"http://www.newtek.com/lightwave.html=",
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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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"lws mot"
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};
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// ------------------------------------------------------------------------------------------------
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// Recursive parsing of LWS files
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void LWS::Element::Parse (const char*& buffer)
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{
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for (;SkipSpacesAndLineEnd(&buffer);SkipLine(&buffer)) {
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// begin of a new element with children
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bool sub = false;
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if (*buffer == '{') {
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++buffer;
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SkipSpaces(&buffer);
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sub = true;
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}
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else if (*buffer == '}')
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return;
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children.push_back(Element());
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// copy data line - read token per token
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const char* cur = buffer;
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while (!IsSpaceOrNewLine(*buffer)) ++buffer;
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children.back().tokens[0] = std::string(cur,(size_t) (buffer-cur));
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SkipSpaces(&buffer);
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if (children.back().tokens[0] == "Plugin")
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{
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ASSIMP_LOG_DEBUG("LWS: Skipping over plugin-specific data");
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// strange stuff inside Plugin/Endplugin blocks. Needn't
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// follow LWS syntax, so we skip over it
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for (;SkipSpacesAndLineEnd(&buffer);SkipLine(&buffer)) {
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if (!::strncmp(buffer,"EndPlugin",9)) {
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//SkipLine(&buffer);
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break;
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}
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}
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continue;
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}
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cur = buffer;
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while (!IsLineEnd(*buffer)) ++buffer;
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children.back().tokens[1] = std::string(cur,(size_t) (buffer-cur));
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// parse more elements recursively
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if (sub)
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children.back().Parse(buffer);
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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LWSImporter::LWSImporter()
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: configSpeedFlag(),
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io(),
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first(),
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last(),
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fps(),
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noSkeletonMesh()
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{
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// nothing to do here
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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LWSImporter::~LWSImporter()
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{
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// nothing to do here
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}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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bool LWSImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler,bool checkSig) const
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{
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const std::string extension = GetExtension(pFile);
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if (extension == "lws" || extension == "mot")
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return true;
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// if check for extension is not enough, check for the magic tokens LWSC and LWMO
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if (!extension.length() || checkSig) {
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uint32_t tokens[2];
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tokens[0] = AI_MAKE_MAGIC("LWSC");
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tokens[1] = AI_MAKE_MAGIC("LWMO");
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return CheckMagicToken(pIOHandler,pFile,tokens,2);
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}
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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// Get list of file extensions
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const aiImporterDesc* LWSImporter::GetInfo () const
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{
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return &desc;
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}
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// ------------------------------------------------------------------------------------------------
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// Setup configuration properties
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void LWSImporter::SetupProperties(const Importer* pImp)
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{
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// AI_CONFIG_FAVOUR_SPEED
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configSpeedFlag = (0 != pImp->GetPropertyInteger(AI_CONFIG_FAVOUR_SPEED,0));
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// AI_CONFIG_IMPORT_LWS_ANIM_START
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first = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_LWS_ANIM_START,
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150392 /* magic hack */);
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// AI_CONFIG_IMPORT_LWS_ANIM_END
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last = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_LWS_ANIM_END,
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150392 /* magic hack */);
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if (last < first) {
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std::swap(last,first);
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}
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noSkeletonMesh = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_NO_SKELETON_MESHES,0) != 0;
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}
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// ------------------------------------------------------------------------------------------------
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// Read an envelope description
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void LWSImporter::ReadEnvelope(const LWS::Element& dad, LWO::Envelope& fill )
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{
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if (dad.children.empty()) {
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ASSIMP_LOG_ERROR("LWS: Envelope descriptions must not be empty");
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return;
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}
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// reserve enough storage
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std::list< LWS::Element >::const_iterator it = dad.children.begin();;
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fill.keys.reserve(strtoul10(it->tokens[1].c_str()));
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for (++it; it != dad.children.end(); ++it) {
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const char* c = (*it).tokens[1].c_str();
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if ((*it).tokens[0] == "Key") {
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fill.keys.push_back(LWO::Key());
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LWO::Key& key = fill.keys.back();
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float f;
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SkipSpaces(&c);
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c = fast_atoreal_move<float>(c,key.value);
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SkipSpaces(&c);
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c = fast_atoreal_move<float>(c,f);
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key.time = f;
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unsigned int span = strtoul10(c,&c), num = 0;
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switch (span) {
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case 0:
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key.inter = LWO::IT_TCB;
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num = 5;
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break;
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case 1:
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case 2:
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key.inter = LWO::IT_HERM;
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num = 5;
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break;
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case 3:
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key.inter = LWO::IT_LINE;
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num = 0;
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break;
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case 4:
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key.inter = LWO::IT_STEP;
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num = 0;
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break;
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case 5:
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key.inter = LWO::IT_BEZ2;
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num = 4;
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break;
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default:
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ASSIMP_LOG_ERROR("LWS: Unknown span type");
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}
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for (unsigned int i = 0; i < num;++i) {
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SkipSpaces(&c);
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c = fast_atoreal_move<float>(c,key.params[i]);
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}
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}
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else if ((*it).tokens[0] == "Behaviors") {
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SkipSpaces(&c);
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fill.pre = (LWO::PrePostBehaviour) strtoul10(c,&c);
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SkipSpaces(&c);
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fill.post = (LWO::PrePostBehaviour) strtoul10(c,&c);
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Read animation channels in the old LightWave animation format
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void LWSImporter::ReadEnvelope_Old(
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std::list< LWS::Element >::const_iterator& it,
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const std::list< LWS::Element >::const_iterator& end,
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LWS::NodeDesc& nodes,
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unsigned int /*version*/)
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{
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unsigned int num,sub_num;
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if (++it == end)goto unexpected_end;
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num = strtoul10((*it).tokens[0].c_str());
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for (unsigned int i = 0; i < num; ++i) {
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nodes.channels.push_back(LWO::Envelope());
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LWO::Envelope& envl = nodes.channels.back();
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envl.index = i;
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envl.type = (LWO::EnvelopeType)(i+1);
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if (++it == end)goto unexpected_end;
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sub_num = strtoul10((*it).tokens[0].c_str());
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for (unsigned int n = 0; n < sub_num;++n) {
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if (++it == end)goto unexpected_end;
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// parse value and time, skip the rest for the moment.
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LWO::Key key;
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const char* c = fast_atoreal_move<float>((*it).tokens[0].c_str(),key.value);
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SkipSpaces(&c);
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float f;
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fast_atoreal_move<float>((*it).tokens[0].c_str(),f);
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key.time = f;
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envl.keys.push_back(key);
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}
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}
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return;
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unexpected_end:
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ASSIMP_LOG_ERROR("LWS: Encountered unexpected end of file while parsing object motion");
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}
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// ------------------------------------------------------------------------------------------------
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// Setup a nice name for a node
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void LWSImporter::SetupNodeName(aiNode* nd, LWS::NodeDesc& src)
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{
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const unsigned int combined = src.number | ((unsigned int)src.type) << 28u;
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// the name depends on the type. We break LWS's strange naming convention
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// and return human-readable, but still machine-parsable and unique, strings.
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if (src.type == LWS::NodeDesc::OBJECT) {
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if (src.path.length()) {
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std::string::size_type s = src.path.find_last_of("\\/");
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if (s == std::string::npos)
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s = 0;
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else ++s;
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std::string::size_type t = src.path.substr(s).find_last_of(".");
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nd->mName.length = ::ai_snprintf(nd->mName.data, MAXLEN, "%s_(%08X)",src.path.substr(s).substr(0,t).c_str(),combined);
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return;
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}
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}
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nd->mName.length = ::ai_snprintf(nd->mName.data, MAXLEN, "%s_(%08X)",src.name,combined);
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}
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// ------------------------------------------------------------------------------------------------
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// Recursively build the scenegraph
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void LWSImporter::BuildGraph(aiNode* nd, LWS::NodeDesc& src, std::vector<AttachmentInfo>& attach,
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BatchLoader& batch,
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aiCamera**& camOut,
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aiLight**& lightOut,
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std::vector<aiNodeAnim*>& animOut)
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{
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// Setup a very cryptic name for the node, we want the user to be happy
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SetupNodeName(nd,src);
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aiNode* ndAnim = nd;
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// If the node is an object
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if (src.type == LWS::NodeDesc::OBJECT) {
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// If the object is from an external file, get it
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aiScene* obj = NULL;
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if (src.path.length() ) {
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obj = batch.GetImport(src.id);
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if (!obj) {
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ASSIMP_LOG_ERROR("LWS: Failed to read external file " + src.path);
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}
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else {
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if (obj->mRootNode->mNumChildren == 1) {
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//If the pivot is not set for this layer, get it from the external object
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if (!src.isPivotSet) {
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src.pivotPos.x = +obj->mRootNode->mTransformation.a4;
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src.pivotPos.y = +obj->mRootNode->mTransformation.b4;
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src.pivotPos.z = -obj->mRootNode->mTransformation.c4; //The sign is the RH to LH back conversion
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}
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//Remove first node from obj (the old pivot), reset transform of second node (the mesh node)
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aiNode* newRootNode = obj->mRootNode->mChildren[0];
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obj->mRootNode->mChildren[0] = NULL;
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delete obj->mRootNode;
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obj->mRootNode = newRootNode;
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obj->mRootNode->mTransformation.a4 = 0.0;
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obj->mRootNode->mTransformation.b4 = 0.0;
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obj->mRootNode->mTransformation.c4 = 0.0;
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}
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}
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}
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//Setup the pivot node (also the animation node), the one we received
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nd->mName = std::string("Pivot:") + nd->mName.data;
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ndAnim = nd;
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//Add the attachment node to it
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nd->mNumChildren = 1;
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nd->mChildren = new aiNode*[1];
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nd->mChildren[0] = new aiNode();
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nd->mChildren[0]->mParent = nd;
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nd->mChildren[0]->mTransformation.a4 = -src.pivotPos.x;
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nd->mChildren[0]->mTransformation.b4 = -src.pivotPos.y;
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nd->mChildren[0]->mTransformation.c4 = -src.pivotPos.z;
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SetupNodeName(nd->mChildren[0], src);
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//Update the attachment node
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nd = nd->mChildren[0];
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//Push attachment, if the object came from an external file
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if (obj) {
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attach.push_back(AttachmentInfo(obj,nd));
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}
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}
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// If object is a light source - setup a corresponding ai structure
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else if (src.type == LWS::NodeDesc::LIGHT) {
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aiLight* lit = *lightOut++ = new aiLight();
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// compute final light color
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lit->mColorDiffuse = lit->mColorSpecular = src.lightColor*src.lightIntensity;
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// name to attach light to node -> unique due to LWs indexing system
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lit->mName = nd->mName;
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// determine light type and setup additional members
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if (src.lightType == 2) { /* spot light */
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lit->mType = aiLightSource_SPOT;
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lit->mAngleInnerCone = (float)AI_DEG_TO_RAD( src.lightConeAngle );
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lit->mAngleOuterCone = lit->mAngleInnerCone+(float)AI_DEG_TO_RAD( src.lightEdgeAngle );
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}
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else if (src.lightType == 1) { /* directional light source */
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lit->mType = aiLightSource_DIRECTIONAL;
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}
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else lit->mType = aiLightSource_POINT;
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// fixme: no proper handling of light falloffs yet
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if (src.lightFalloffType == 1)
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lit->mAttenuationConstant = 1.f;
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else if (src.lightFalloffType == 1)
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lit->mAttenuationLinear = 1.f;
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else
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lit->mAttenuationQuadratic = 1.f;
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}
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// If object is a camera - setup a corresponding ai structure
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else if (src.type == LWS::NodeDesc::CAMERA) {
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aiCamera* cam = *camOut++ = new aiCamera();
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// name to attach cam to node -> unique due to LWs indexing system
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cam->mName = nd->mName;
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}
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// Get the node transformation from the LWO key
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LWO::AnimResolver resolver(src.channels,fps);
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resolver.ExtractBindPose(ndAnim->mTransformation);
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// .. and construct animation channels
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aiNodeAnim* anim = NULL;
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if (first != last) {
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resolver.SetAnimationRange(first,last);
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resolver.ExtractAnimChannel(&anim,AI_LWO_ANIM_FLAG_SAMPLE_ANIMS|AI_LWO_ANIM_FLAG_START_AT_ZERO);
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if (anim) {
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anim->mNodeName = ndAnim->mName;
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animOut.push_back(anim);
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}
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}
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// Add children
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if (!src.children.empty()) {
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nd->mChildren = new aiNode*[src.children.size()];
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for (std::list<LWS::NodeDesc*>::iterator it = src.children.begin(); it != src.children.end(); ++it) {
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aiNode* ndd = nd->mChildren[nd->mNumChildren++] = new aiNode();
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ndd->mParent = nd;
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BuildGraph(ndd,**it,attach,batch,camOut,lightOut,animOut);
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}
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}
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}
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|
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// ------------------------------------------------------------------------------------------------
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// Determine the exact location of a LWO file
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std::string LWSImporter::FindLWOFile(const std::string& in)
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{
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// insert missing directory separator if necessary
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|
std::string tmp;
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if (in.length() > 3 && in[1] == ':'&& in[2] != '\\' && in[2] != '/')
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{
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tmp = in[0] + (std::string(":\\") + in.substr(2));
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}
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else tmp = in;
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|
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if (io->Exists(tmp)) {
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return in;
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}
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|
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// file is not accessible for us ... maybe it's packed by
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|
// LightWave's 'Package Scene' command?
|
|
|
|
// Relevant for us are the following two directories:
|
|
// <folder>\Objects\<hh>\<*>.lwo
|
|
// <folder>\Scenes\<hh>\<*>.lws
|
|
// where <hh> is optional.
|
|
|
|
std::string test = std::string("..") + (io->getOsSeparator() + tmp);
|
|
if (io->Exists(test)) {
|
|
return test;
|
|
}
|
|
|
|
test = std::string("..") + (io->getOsSeparator() + test);
|
|
if (io->Exists(test)) {
|
|
return test;
|
|
}
|
|
|
|
|
|
// return original path, maybe the IOsystem knows better
|
|
return tmp;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Read file into given scene data structure
|
|
void LWSImporter::InternReadFile( const std::string& pFile, aiScene* pScene,
|
|
IOSystem* pIOHandler)
|
|
{
|
|
io = pIOHandler;
|
|
std::unique_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
|
|
|
|
// Check whether we can read from the file
|
|
if( file.get() == NULL) {
|
|
throw DeadlyImportError( "Failed to open LWS file " + pFile + ".");
|
|
}
|
|
|
|
// Allocate storage and copy the contents of the file to a memory buffer
|
|
std::vector< char > mBuffer;
|
|
TextFileToBuffer(file.get(),mBuffer);
|
|
|
|
// Parse the file structure
|
|
LWS::Element root; const char* dummy = &mBuffer[0];
|
|
root.Parse(dummy);
|
|
|
|
// Construct a Batchimporter to read more files recursively
|
|
BatchLoader batch(pIOHandler);
|
|
// batch.SetBasePath(pFile);
|
|
|
|
// Construct an array to receive the flat output graph
|
|
std::list<LWS::NodeDesc> nodes;
|
|
|
|
unsigned int cur_light = 0, cur_camera = 0, cur_object = 0;
|
|
unsigned int num_light = 0, num_camera = 0, num_object = 0;
|
|
|
|
// check magic identifier, 'LWSC'
|
|
bool motion_file = false;
|
|
std::list< LWS::Element >::const_iterator it = root.children.begin();
|
|
|
|
if ((*it).tokens[0] == "LWMO")
|
|
motion_file = true;
|
|
|
|
if ((*it).tokens[0] != "LWSC" && !motion_file)
|
|
throw DeadlyImportError("LWS: Not a LightWave scene, magic tag LWSC not found");
|
|
|
|
// get file format version and print to log
|
|
++it;
|
|
unsigned int version = strtoul10((*it).tokens[0].c_str());
|
|
ASSIMP_LOG_INFO("LWS file format version is " + (*it).tokens[0]);
|
|
first = 0.;
|
|
last = 60.;
|
|
fps = 25.; /* seems to be a good default frame rate */
|
|
|
|
// Now read all elements in a very straghtforward manner
|
|
for (; it != root.children.end(); ++it) {
|
|
const char* c = (*it).tokens[1].c_str();
|
|
|
|
// 'FirstFrame': begin of animation slice
|
|
if ((*it).tokens[0] == "FirstFrame") {
|
|
if (150392. != first /* see SetupProperties() */)
|
|
first = strtoul10(c,&c)-1.; /* we're zero-based */
|
|
}
|
|
|
|
// 'LastFrame': end of animation slice
|
|
else if ((*it).tokens[0] == "LastFrame") {
|
|
if (150392. != last /* see SetupProperties() */)
|
|
last = strtoul10(c,&c)-1.; /* we're zero-based */
|
|
}
|
|
|
|
// 'FramesPerSecond': frames per second
|
|
else if ((*it).tokens[0] == "FramesPerSecond") {
|
|
fps = strtoul10(c,&c);
|
|
}
|
|
|
|
// 'LoadObjectLayer': load a layer of a specific LWO file
|
|
else if ((*it).tokens[0] == "LoadObjectLayer") {
|
|
|
|
// get layer index
|
|
const int layer = strtoul10(c,&c);
|
|
|
|
// setup the layer to be loaded
|
|
BatchLoader::PropertyMap props;
|
|
SetGenericProperty(props.ints,AI_CONFIG_IMPORT_LWO_ONE_LAYER_ONLY,layer);
|
|
|
|
// add node to list
|
|
LWS::NodeDesc d;
|
|
d.type = LWS::NodeDesc::OBJECT;
|
|
if (version >= 4) { // handle LWSC 4 explicit ID
|
|
SkipSpaces(&c);
|
|
d.number = strtoul16(c,&c) & AI_LWS_MASK;
|
|
}
|
|
else d.number = cur_object++;
|
|
|
|
// and add the file to the import list
|
|
SkipSpaces(&c);
|
|
std::string path = FindLWOFile( c );
|
|
d.path = path;
|
|
d.id = batch.AddLoadRequest(path,0,&props);
|
|
|
|
nodes.push_back(d);
|
|
num_object++;
|
|
}
|
|
// 'LoadObject': load a LWO file into the scenegraph
|
|
else if ((*it).tokens[0] == "LoadObject") {
|
|
|
|
// add node to list
|
|
LWS::NodeDesc d;
|
|
d.type = LWS::NodeDesc::OBJECT;
|
|
|
|
if (version >= 4) { // handle LWSC 4 explicit ID
|
|
d.number = strtoul16(c,&c) & AI_LWS_MASK;
|
|
SkipSpaces(&c);
|
|
}
|
|
else d.number = cur_object++;
|
|
std::string path = FindLWOFile( c );
|
|
d.id = batch.AddLoadRequest(path,0,NULL);
|
|
|
|
d.path = path;
|
|
nodes.push_back(d);
|
|
num_object++;
|
|
}
|
|
// 'AddNullObject': add a dummy node to the hierarchy
|
|
else if ((*it).tokens[0] == "AddNullObject") {
|
|
|
|
// add node to list
|
|
LWS::NodeDesc d;
|
|
d.type = LWS::NodeDesc::OBJECT;
|
|
if (version >= 4) { // handle LWSC 4 explicit ID
|
|
d.number = strtoul16(c,&c) & AI_LWS_MASK;
|
|
SkipSpaces(&c);
|
|
}
|
|
else d.number = cur_object++;
|
|
d.name = c;
|
|
nodes.push_back(d);
|
|
|
|
num_object++;
|
|
}
|
|
// 'NumChannels': Number of envelope channels assigned to last layer
|
|
else if ((*it).tokens[0] == "NumChannels") {
|
|
// ignore for now
|
|
}
|
|
// 'Channel': preceedes any envelope description
|
|
else if ((*it).tokens[0] == "Channel") {
|
|
if (nodes.empty()) {
|
|
if (motion_file) {
|
|
|
|
// LightWave motion file. Add dummy node
|
|
LWS::NodeDesc d;
|
|
d.type = LWS::NodeDesc::OBJECT;
|
|
d.name = c;
|
|
d.number = cur_object++;
|
|
nodes.push_back(d);
|
|
}
|
|
ASSIMP_LOG_ERROR("LWS: Unexpected keyword: \'Channel\'");
|
|
}
|
|
|
|
// important: index of channel
|
|
nodes.back().channels.push_back(LWO::Envelope());
|
|
LWO::Envelope& env = nodes.back().channels.back();
|
|
|
|
env.index = strtoul10(c);
|
|
|
|
// currently we can just interpret the standard channels 0...9
|
|
// (hack) assume that index-i yields the binary channel type from LWO
|
|
env.type = (LWO::EnvelopeType)(env.index+1);
|
|
|
|
}
|
|
// 'Envelope': a single animation channel
|
|
else if ((*it).tokens[0] == "Envelope") {
|
|
if (nodes.empty() || nodes.back().channels.empty())
|
|
ASSIMP_LOG_ERROR("LWS: Unexpected keyword: \'Envelope\'");
|
|
else {
|
|
ReadEnvelope((*it),nodes.back().channels.back());
|
|
}
|
|
}
|
|
// 'ObjectMotion': animation information for older lightwave formats
|
|
else if (version < 3 && ((*it).tokens[0] == "ObjectMotion" ||
|
|
(*it).tokens[0] == "CameraMotion" ||
|
|
(*it).tokens[0] == "LightMotion")) {
|
|
|
|
if (nodes.empty())
|
|
ASSIMP_LOG_ERROR("LWS: Unexpected keyword: \'<Light|Object|Camera>Motion\'");
|
|
else {
|
|
ReadEnvelope_Old(it,root.children.end(),nodes.back(),version);
|
|
}
|
|
}
|
|
// 'Pre/PostBehavior': pre/post animation behaviour for LWSC 2
|
|
else if (version == 2 && (*it).tokens[0] == "Pre/PostBehavior") {
|
|
if (nodes.empty())
|
|
ASSIMP_LOG_ERROR("LWS: Unexpected keyword: \'Pre/PostBehavior'");
|
|
else {
|
|
for (std::list<LWO::Envelope>::iterator it = nodes.back().channels.begin(); it != nodes.back().channels.end(); ++it) {
|
|
// two ints per envelope
|
|
LWO::Envelope& env = *it;
|
|
env.pre = (LWO::PrePostBehaviour) strtoul10(c,&c); SkipSpaces(&c);
|
|
env.post = (LWO::PrePostBehaviour) strtoul10(c,&c); SkipSpaces(&c);
|
|
}
|
|
}
|
|
}
|
|
// 'ParentItem': specifies the parent of the current element
|
|
else if ((*it).tokens[0] == "ParentItem") {
|
|
if (nodes.empty())
|
|
ASSIMP_LOG_ERROR("LWS: Unexpected keyword: \'ParentItem\'");
|
|
|
|
else nodes.back().parent = strtoul16(c,&c);
|
|
}
|
|
// 'ParentObject': deprecated one for older formats
|
|
else if (version < 3 && (*it).tokens[0] == "ParentObject") {
|
|
if (nodes.empty())
|
|
ASSIMP_LOG_ERROR("LWS: Unexpected keyword: \'ParentObject\'");
|
|
|
|
else {
|
|
nodes.back().parent = strtoul10(c,&c) | (1u << 28u);
|
|
}
|
|
}
|
|
// 'AddCamera': add a camera to the scenegraph
|
|
else if ((*it).tokens[0] == "AddCamera") {
|
|
|
|
// add node to list
|
|
LWS::NodeDesc d;
|
|
d.type = LWS::NodeDesc::CAMERA;
|
|
|
|
if (version >= 4) { // handle LWSC 4 explicit ID
|
|
d.number = strtoul16(c,&c) & AI_LWS_MASK;
|
|
}
|
|
else d.number = cur_camera++;
|
|
nodes.push_back(d);
|
|
|
|
num_camera++;
|
|
}
|
|
// 'CameraName': set name of currently active camera
|
|
else if ((*it).tokens[0] == "CameraName") {
|
|
if (nodes.empty() || nodes.back().type != LWS::NodeDesc::CAMERA)
|
|
ASSIMP_LOG_ERROR("LWS: Unexpected keyword: \'CameraName\'");
|
|
|
|
else nodes.back().name = c;
|
|
}
|
|
// 'AddLight': add a light to the scenegraph
|
|
else if ((*it).tokens[0] == "AddLight") {
|
|
|
|
// add node to list
|
|
LWS::NodeDesc d;
|
|
d.type = LWS::NodeDesc::LIGHT;
|
|
|
|
if (version >= 4) { // handle LWSC 4 explicit ID
|
|
d.number = strtoul16(c,&c) & AI_LWS_MASK;
|
|
}
|
|
else d.number = cur_light++;
|
|
nodes.push_back(d);
|
|
|
|
num_light++;
|
|
}
|
|
// 'LightName': set name of currently active light
|
|
else if ((*it).tokens[0] == "LightName") {
|
|
if (nodes.empty() || nodes.back().type != LWS::NodeDesc::LIGHT)
|
|
ASSIMP_LOG_ERROR("LWS: Unexpected keyword: \'LightName\'");
|
|
|
|
else nodes.back().name = c;
|
|
}
|
|
// 'LightIntensity': set intensity of currently active light
|
|
else if ((*it).tokens[0] == "LightIntensity" || (*it).tokens[0] == "LgtIntensity" ) {
|
|
if (nodes.empty() || nodes.back().type != LWS::NodeDesc::LIGHT)
|
|
ASSIMP_LOG_ERROR("LWS: Unexpected keyword: \'LightIntensity\'");
|
|
|
|
else fast_atoreal_move<float>(c, nodes.back().lightIntensity );
|
|
|
|
}
|
|
// 'LightType': set type of currently active light
|
|
else if ((*it).tokens[0] == "LightType") {
|
|
if (nodes.empty() || nodes.back().type != LWS::NodeDesc::LIGHT)
|
|
ASSIMP_LOG_ERROR("LWS: Unexpected keyword: \'LightType\'");
|
|
|
|
else nodes.back().lightType = strtoul10(c);
|
|
|
|
}
|
|
// 'LightFalloffType': set falloff type of currently active light
|
|
else if ((*it).tokens[0] == "LightFalloffType") {
|
|
if (nodes.empty() || nodes.back().type != LWS::NodeDesc::LIGHT)
|
|
ASSIMP_LOG_ERROR("LWS: Unexpected keyword: \'LightFalloffType\'");
|
|
|
|
else nodes.back().lightFalloffType = strtoul10(c);
|
|
|
|
}
|
|
// 'LightConeAngle': set cone angle of currently active light
|
|
else if ((*it).tokens[0] == "LightConeAngle") {
|
|
if (nodes.empty() || nodes.back().type != LWS::NodeDesc::LIGHT)
|
|
ASSIMP_LOG_ERROR("LWS: Unexpected keyword: \'LightConeAngle\'");
|
|
|
|
else nodes.back().lightConeAngle = fast_atof(c);
|
|
|
|
}
|
|
// 'LightEdgeAngle': set area where we're smoothing from min to max intensity
|
|
else if ((*it).tokens[0] == "LightEdgeAngle") {
|
|
if (nodes.empty() || nodes.back().type != LWS::NodeDesc::LIGHT)
|
|
ASSIMP_LOG_ERROR("LWS: Unexpected keyword: \'LightEdgeAngle\'");
|
|
|
|
else nodes.back().lightEdgeAngle = fast_atof(c);
|
|
|
|
}
|
|
// 'LightColor': set color of currently active light
|
|
else if ((*it).tokens[0] == "LightColor") {
|
|
if (nodes.empty() || nodes.back().type != LWS::NodeDesc::LIGHT)
|
|
ASSIMP_LOG_ERROR("LWS: Unexpected keyword: \'LightColor\'");
|
|
|
|
else {
|
|
c = fast_atoreal_move<float>(c, (float&) nodes.back().lightColor.r );
|
|
SkipSpaces(&c);
|
|
c = fast_atoreal_move<float>(c, (float&) nodes.back().lightColor.g );
|
|
SkipSpaces(&c);
|
|
c = fast_atoreal_move<float>(c, (float&) nodes.back().lightColor.b );
|
|
}
|
|
}
|
|
|
|
// 'PivotPosition': position of local transformation origin
|
|
else if ((*it).tokens[0] == "PivotPosition" || (*it).tokens[0] == "PivotPoint") {
|
|
if (nodes.empty())
|
|
ASSIMP_LOG_ERROR("LWS: Unexpected keyword: \'PivotPosition\'");
|
|
else {
|
|
c = fast_atoreal_move<float>(c, (float&) nodes.back().pivotPos.x );
|
|
SkipSpaces(&c);
|
|
c = fast_atoreal_move<float>(c, (float&) nodes.back().pivotPos.y );
|
|
SkipSpaces(&c);
|
|
c = fast_atoreal_move<float>(c, (float&) nodes.back().pivotPos.z );
|
|
// Mark pivotPos as set
|
|
nodes.back().isPivotSet = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
// resolve parenting
|
|
for (std::list<LWS::NodeDesc>::iterator it = nodes.begin(); it != nodes.end(); ++it) {
|
|
|
|
// check whether there is another node which calls us a parent
|
|
for (std::list<LWS::NodeDesc>::iterator dit = nodes.begin(); dit != nodes.end(); ++dit) {
|
|
if (dit != it && *it == (*dit).parent) {
|
|
if ((*dit).parent_resolved) {
|
|
// fixme: it's still possible to produce an overflow due to cross references ..
|
|
ASSIMP_LOG_ERROR("LWS: Found cross reference in scene-graph");
|
|
continue;
|
|
}
|
|
|
|
(*it).children.push_back(&*dit);
|
|
(*dit).parent_resolved = &*it;
|
|
}
|
|
}
|
|
}
|
|
|
|
// find out how many nodes have no parent yet
|
|
unsigned int no_parent = 0;
|
|
for (std::list<LWS::NodeDesc>::iterator it = nodes.begin(); it != nodes.end(); ++it) {
|
|
if (!(*it).parent_resolved)
|
|
++ no_parent;
|
|
}
|
|
if (!no_parent)
|
|
throw DeadlyImportError("LWS: Unable to find scene root node");
|
|
|
|
|
|
// Load all subsequent files
|
|
batch.LoadAll();
|
|
|
|
// and build the final output graph by attaching the loaded external
|
|
// files to ourselves. first build a master graph
|
|
aiScene* master = new aiScene();
|
|
aiNode* nd = master->mRootNode = new aiNode();
|
|
|
|
// allocate storage for cameras&lights
|
|
if (num_camera) {
|
|
master->mCameras = new aiCamera*[master->mNumCameras = num_camera];
|
|
}
|
|
aiCamera** cams = master->mCameras;
|
|
if (num_light) {
|
|
master->mLights = new aiLight*[master->mNumLights = num_light];
|
|
}
|
|
aiLight** lights = master->mLights;
|
|
|
|
std::vector<AttachmentInfo> attach;
|
|
std::vector<aiNodeAnim*> anims;
|
|
|
|
nd->mName.Set("<LWSRoot>");
|
|
nd->mChildren = new aiNode*[no_parent];
|
|
for (std::list<LWS::NodeDesc>::iterator it = nodes.begin(); it != nodes.end(); ++it) {
|
|
if (!(*it).parent_resolved) {
|
|
aiNode* ro = nd->mChildren[ nd->mNumChildren++ ] = new aiNode();
|
|
ro->mParent = nd;
|
|
|
|
// ... and build the scene graph. If we encounter object nodes,
|
|
// add then to our attachment table.
|
|
BuildGraph(ro,*it, attach, batch, cams, lights, anims);
|
|
}
|
|
}
|
|
|
|
// create a master animation channel for us
|
|
if (anims.size()) {
|
|
master->mAnimations = new aiAnimation*[master->mNumAnimations = 1];
|
|
aiAnimation* anim = master->mAnimations[0] = new aiAnimation();
|
|
anim->mName.Set("LWSMasterAnim");
|
|
|
|
// LWS uses seconds as time units, but we convert to frames
|
|
anim->mTicksPerSecond = fps;
|
|
anim->mDuration = last-(first-1); /* fixme ... zero or one-based?*/
|
|
|
|
anim->mChannels = new aiNodeAnim*[anim->mNumChannels = static_cast<unsigned int>(anims.size())];
|
|
std::copy(anims.begin(),anims.end(),anim->mChannels);
|
|
}
|
|
|
|
// convert the master scene to RH
|
|
MakeLeftHandedProcess monster_cheat;
|
|
monster_cheat.Execute(master);
|
|
|
|
// .. ccw
|
|
FlipWindingOrderProcess flipper;
|
|
flipper.Execute(master);
|
|
|
|
// OK ... finally build the output graph
|
|
SceneCombiner::MergeScenes(&pScene,master,attach,
|
|
AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES | (!configSpeedFlag ? (
|
|
AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY | AI_INT_MERGE_SCENE_GEN_UNIQUE_MATNAMES) : 0));
|
|
|
|
// Check flags
|
|
if (!pScene->mNumMeshes || !pScene->mNumMaterials) {
|
|
pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
|
|
|
|
if (pScene->mNumAnimations && !noSkeletonMesh) {
|
|
// construct skeleton mesh
|
|
SkeletonMeshBuilder builder(pScene);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
#endif // !! ASSIMP_BUILD_NO_LWS_IMPORTER
|