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 Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI.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
460 lines
17 KiB
C++
460 lines
17 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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#ifndef ASSIMP_BUILD_NO_MD2_IMPORTER
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/** @file Implementation of the MD2 importer class */
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#include "MD2Loader.h"
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#include <assimp/ByteSwapper.h>
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#include "MD2NormalTable.h" // shouldn't be included by other units
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/Importer.hpp>
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#include <assimp/IOSystem.hpp>
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#include <assimp/scene.h>
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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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using namespace Assimp::MD2;
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// helper macro to determine the size of an array
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#if (!defined ARRAYSIZE)
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# define ARRAYSIZE(_array) (int(sizeof(_array) / sizeof(_array[0])))
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#endif
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static const aiImporterDesc desc = {
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"Quake II Mesh Importer",
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"",
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"",
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"",
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aiImporterFlags_SupportBinaryFlavour,
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0,
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0,
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0,
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0,
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"md2"
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};
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// ------------------------------------------------------------------------------------------------
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// Helper function to lookup a normal in Quake 2's precalculated table
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void MD2::LookupNormalIndex(uint8_t iNormalIndex,aiVector3D& vOut)
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{
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// make sure the normal index has a valid value
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if (iNormalIndex >= ARRAYSIZE(g_avNormals)) {
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ASSIMP_LOG_WARN("Index overflow in Quake II normal vector list");
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iNormalIndex = ARRAYSIZE(g_avNormals) - 1;
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}
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vOut = *((const aiVector3D*)(&g_avNormals[iNormalIndex]));
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}
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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MD2Importer::MD2Importer()
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: configFrameID(),
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m_pcHeader(),
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mBuffer(),
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fileSize()
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{}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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MD2Importer::~MD2Importer()
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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 MD2Importer::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 == "md2")
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return true;
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// if check for extension is not enough, check for the magic tokens
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if (!extension.length() || checkSig) {
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uint32_t tokens[1];
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tokens[0] = AI_MD2_MAGIC_NUMBER_LE;
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return CheckMagicToken(pIOHandler,pFile,tokens,1);
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}
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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// Get a list of all extensions supported by this loader
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const aiImporterDesc* MD2Importer::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 MD2Importer::SetupProperties(const Importer* pImp)
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{
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// The
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// AI_CONFIG_IMPORT_MD2_KEYFRAME option overrides the
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// AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option.
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configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MD2_KEYFRAME,-1);
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if(static_cast<unsigned int>(-1) == configFrameID){
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configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0);
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Validate the file header
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void MD2Importer::ValidateHeader( )
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{
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// check magic number
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if (m_pcHeader->magic != AI_MD2_MAGIC_NUMBER_BE &&
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m_pcHeader->magic != AI_MD2_MAGIC_NUMBER_LE)
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{
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char szBuffer[5];
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szBuffer[0] = ((char*)&m_pcHeader->magic)[0];
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szBuffer[1] = ((char*)&m_pcHeader->magic)[1];
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szBuffer[2] = ((char*)&m_pcHeader->magic)[2];
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szBuffer[3] = ((char*)&m_pcHeader->magic)[3];
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szBuffer[4] = '\0';
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throw DeadlyImportError("Invalid MD2 magic word: should be IDP2, the "
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"magic word found is " + std::string(szBuffer));
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}
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// check file format version
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if (m_pcHeader->version != 8)
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ASSIMP_LOG_WARN( "Unsupported md2 file version. Continuing happily ...");
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// check some values whether they are valid
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if (0 == m_pcHeader->numFrames)
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throw DeadlyImportError( "Invalid md2 file: NUM_FRAMES is 0");
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if (m_pcHeader->offsetEnd > (uint32_t)fileSize)
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throw DeadlyImportError( "Invalid md2 file: File is too small");
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if (m_pcHeader->numSkins > AI_MAX_ALLOC(MD2::Skin)) {
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throw DeadlyImportError("Invalid MD2 header: too many skins, would overflow");
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}
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if (m_pcHeader->numVertices > AI_MAX_ALLOC(MD2::Vertex)) {
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throw DeadlyImportError("Invalid MD2 header: too many vertices, would overflow");
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}
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if (m_pcHeader->numTexCoords > AI_MAX_ALLOC(MD2::TexCoord)) {
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throw DeadlyImportError("Invalid MD2 header: too many texcoords, would overflow");
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}
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if (m_pcHeader->numTriangles > AI_MAX_ALLOC(MD2::Triangle)) {
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throw DeadlyImportError("Invalid MD2 header: too many triangles, would overflow");
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}
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if (m_pcHeader->numFrames > AI_MAX_ALLOC(MD2::Frame)) {
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throw DeadlyImportError("Invalid MD2 header: too many frames, would overflow");
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}
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// -1 because Frame already contains one
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unsigned int frameSize = sizeof (MD2::Frame) + (m_pcHeader->numVertices - 1) * sizeof(MD2::Vertex);
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if (m_pcHeader->offsetSkins + m_pcHeader->numSkins * sizeof (MD2::Skin) >= fileSize ||
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m_pcHeader->offsetTexCoords + m_pcHeader->numTexCoords * sizeof (MD2::TexCoord) >= fileSize ||
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m_pcHeader->offsetTriangles + m_pcHeader->numTriangles * sizeof (MD2::Triangle) >= fileSize ||
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m_pcHeader->offsetFrames + m_pcHeader->numFrames * frameSize >= fileSize ||
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m_pcHeader->offsetEnd > fileSize)
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{
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throw DeadlyImportError("Invalid MD2 header: some offsets are outside the file");
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}
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if (m_pcHeader->numSkins > AI_MD2_MAX_SKINS)
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ASSIMP_LOG_WARN("The model contains more skins than Quake 2 supports");
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if ( m_pcHeader->numFrames > AI_MD2_MAX_FRAMES)
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ASSIMP_LOG_WARN("The model contains more frames than Quake 2 supports");
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if (m_pcHeader->numVertices > AI_MD2_MAX_VERTS)
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ASSIMP_LOG_WARN("The model contains more vertices than Quake 2 supports");
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if (m_pcHeader->numFrames <= configFrameID )
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throw DeadlyImportError("The requested frame is not existing the file");
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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 MD2Importer::InternReadFile( const std::string& pFile,
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aiScene* pScene, IOSystem* pIOHandler)
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{
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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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throw DeadlyImportError( "Failed to open MD2 file " + pFile + "");
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// check whether the md3 file is large enough to contain
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// at least the file header
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fileSize = (unsigned int)file->FileSize();
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if( fileSize < sizeof(MD2::Header))
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throw DeadlyImportError( "MD2 File is too small");
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std::vector<uint8_t> mBuffer2(fileSize);
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file->Read(&mBuffer2[0], 1, fileSize);
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mBuffer = &mBuffer2[0];
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m_pcHeader = (BE_NCONST MD2::Header*)mBuffer;
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#ifdef AI_BUILD_BIG_ENDIAN
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ByteSwap::Swap4(&m_pcHeader->frameSize);
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ByteSwap::Swap4(&m_pcHeader->magic);
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ByteSwap::Swap4(&m_pcHeader->numFrames);
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ByteSwap::Swap4(&m_pcHeader->numGlCommands);
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ByteSwap::Swap4(&m_pcHeader->numSkins);
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ByteSwap::Swap4(&m_pcHeader->numTexCoords);
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ByteSwap::Swap4(&m_pcHeader->numTriangles);
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ByteSwap::Swap4(&m_pcHeader->numVertices);
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ByteSwap::Swap4(&m_pcHeader->offsetEnd);
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ByteSwap::Swap4(&m_pcHeader->offsetFrames);
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ByteSwap::Swap4(&m_pcHeader->offsetGlCommands);
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ByteSwap::Swap4(&m_pcHeader->offsetSkins);
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ByteSwap::Swap4(&m_pcHeader->offsetTexCoords);
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ByteSwap::Swap4(&m_pcHeader->offsetTriangles);
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ByteSwap::Swap4(&m_pcHeader->skinHeight);
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ByteSwap::Swap4(&m_pcHeader->skinWidth);
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ByteSwap::Swap4(&m_pcHeader->version);
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#endif
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ValidateHeader();
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// there won't be more than one mesh inside the file
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pScene->mNumMaterials = 1;
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pScene->mRootNode = new aiNode();
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pScene->mRootNode->mNumMeshes = 1;
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pScene->mRootNode->mMeshes = new unsigned int[1];
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pScene->mRootNode->mMeshes[0] = 0;
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pScene->mMaterials = new aiMaterial*[1];
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pScene->mMaterials[0] = new aiMaterial();
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pScene->mNumMeshes = 1;
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pScene->mMeshes = new aiMesh*[1];
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aiMesh* pcMesh = pScene->mMeshes[0] = new aiMesh();
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pcMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
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// navigate to the begin of the current frame data
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BE_NCONST MD2::Frame* pcFrame = (BE_NCONST MD2::Frame*) ((uint8_t*)
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m_pcHeader + m_pcHeader->offsetFrames + (m_pcHeader->frameSize * configFrameID));
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// navigate to the begin of the triangle data
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MD2::Triangle* pcTriangles = (MD2::Triangle*) ((uint8_t*)
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m_pcHeader + m_pcHeader->offsetTriangles);
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// navigate to the begin of the tex coords data
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BE_NCONST MD2::TexCoord* pcTexCoords = (BE_NCONST MD2::TexCoord*) ((uint8_t*)
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m_pcHeader + m_pcHeader->offsetTexCoords);
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// navigate to the begin of the vertex data
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BE_NCONST MD2::Vertex* pcVerts = (BE_NCONST MD2::Vertex*) (pcFrame->vertices);
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#ifdef AI_BUILD_BIG_ENDIAN
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for (uint32_t i = 0; i< m_pcHeader->numTriangles; ++i)
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{
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for (unsigned int p = 0; p < 3;++p)
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{
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ByteSwap::Swap2(& pcTriangles[i].textureIndices[p]);
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ByteSwap::Swap2(& pcTriangles[i].vertexIndices[p]);
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}
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}
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for (uint32_t i = 0; i < m_pcHeader->offsetTexCoords;++i)
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{
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ByteSwap::Swap2(& pcTexCoords[i].s);
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ByteSwap::Swap2(& pcTexCoords[i].t);
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}
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ByteSwap::Swap4( & pcFrame->scale[0] );
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ByteSwap::Swap4( & pcFrame->scale[1] );
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ByteSwap::Swap4( & pcFrame->scale[2] );
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ByteSwap::Swap4( & pcFrame->translate[0] );
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ByteSwap::Swap4( & pcFrame->translate[1] );
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ByteSwap::Swap4( & pcFrame->translate[2] );
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#endif
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pcMesh->mNumFaces = m_pcHeader->numTriangles;
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pcMesh->mFaces = new aiFace[m_pcHeader->numTriangles];
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// allocate output storage
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pcMesh->mNumVertices = (unsigned int)pcMesh->mNumFaces*3;
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pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices];
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pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices];
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// Not sure whether there are MD2 files without texture coordinates
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// NOTE: texture coordinates can be there without a texture,
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// but a texture can't be there without a valid UV channel
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aiMaterial* pcHelper = (aiMaterial*)pScene->mMaterials[0];
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const int iMode = (int)aiShadingMode_Gouraud;
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pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
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if (m_pcHeader->numTexCoords && m_pcHeader->numSkins)
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{
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// navigate to the first texture associated with the mesh
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const MD2::Skin* pcSkins = (const MD2::Skin*) ((unsigned char*)m_pcHeader +
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m_pcHeader->offsetSkins);
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aiColor3D clr;
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clr.b = clr.g = clr.r = 1.0f;
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pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
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pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
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clr.b = clr.g = clr.r = 0.05f;
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pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
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if (pcSkins->name[0])
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{
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aiString szString;
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const ai_uint32 iLen = (ai_uint32) ::strlen(pcSkins->name);
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::memcpy(szString.data,pcSkins->name,iLen);
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szString.data[iLen] = '\0';
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szString.length = iLen;
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pcHelper->AddProperty(&szString,AI_MATKEY_TEXTURE_DIFFUSE(0));
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}
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else{
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ASSIMP_LOG_WARN("Texture file name has zero length. It will be skipped.");
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}
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}
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else {
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// apply a default material
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aiColor3D clr;
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clr.b = clr.g = clr.r = 0.6f;
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pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
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pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
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clr.b = clr.g = clr.r = 0.05f;
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pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
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aiString szName;
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szName.Set(AI_DEFAULT_MATERIAL_NAME);
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pcHelper->AddProperty(&szName,AI_MATKEY_NAME);
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aiString sz;
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// TODO: Try to guess the name of the texture file from the model file name
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sz.Set("$texture_dummy.bmp");
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pcHelper->AddProperty(&sz,AI_MATKEY_TEXTURE_DIFFUSE(0));
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}
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// now read all triangles of the first frame, apply scaling and translation
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unsigned int iCurrent = 0;
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float fDivisorU = 1.0f,fDivisorV = 1.0f;
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if (m_pcHeader->numTexCoords) {
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// allocate storage for texture coordinates, too
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pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices];
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pcMesh->mNumUVComponents[0] = 2;
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// check whether the skin width or height are zero (this would
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// cause a division through zero)
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if (!m_pcHeader->skinWidth) {
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ASSIMP_LOG_ERROR("MD2: No valid skin width given");
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}
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else fDivisorU = (float)m_pcHeader->skinWidth;
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if (!m_pcHeader->skinHeight){
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ASSIMP_LOG_ERROR("MD2: No valid skin height given");
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}
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else fDivisorV = (float)m_pcHeader->skinHeight;
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}
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for (unsigned int i = 0; i < (unsigned int)m_pcHeader->numTriangles;++i) {
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// Allocate the face
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pScene->mMeshes[0]->mFaces[i].mIndices = new unsigned int[3];
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pScene->mMeshes[0]->mFaces[i].mNumIndices = 3;
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// copy texture coordinates
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// check whether they are different from the previous value at this index.
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// In this case, create a full separate set of vertices/normals/texcoords
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for (unsigned int c = 0; c < 3;++c,++iCurrent) {
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// validate vertex indices
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unsigned int iIndex = (unsigned int)pcTriangles[i].vertexIndices[c];
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if (iIndex >= m_pcHeader->numVertices) {
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ASSIMP_LOG_ERROR("MD2: Vertex index is outside the allowed range");
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iIndex = m_pcHeader->numVertices-1;
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}
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// read x,y, and z component of the vertex
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aiVector3D& vec = pcMesh->mVertices[iCurrent];
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vec.x = (float)pcVerts[iIndex].vertex[0] * pcFrame->scale[0];
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vec.x += pcFrame->translate[0];
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vec.y = (float)pcVerts[iIndex].vertex[1] * pcFrame->scale[1];
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vec.y += pcFrame->translate[1];
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vec.z = (float)pcVerts[iIndex].vertex[2] * pcFrame->scale[2];
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vec.z += pcFrame->translate[2];
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// read the normal vector from the precalculated normal table
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aiVector3D& vNormal = pcMesh->mNormals[iCurrent];
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LookupNormalIndex(pcVerts[iIndex].lightNormalIndex,vNormal);
|
|
|
|
// flip z and y to become right-handed
|
|
std::swap((float&)vNormal.z,(float&)vNormal.y);
|
|
std::swap((float&)vec.z,(float&)vec.y);
|
|
|
|
if (m_pcHeader->numTexCoords) {
|
|
// validate texture coordinates
|
|
iIndex = pcTriangles[i].textureIndices[c];
|
|
if (iIndex >= m_pcHeader->numTexCoords) {
|
|
ASSIMP_LOG_ERROR("MD2: UV index is outside the allowed range");
|
|
iIndex = m_pcHeader->numTexCoords-1;
|
|
}
|
|
|
|
aiVector3D& pcOut = pcMesh->mTextureCoords[0][iCurrent];
|
|
|
|
// the texture coordinates are absolute values but we
|
|
// need relative values between 0 and 1
|
|
pcOut.x = pcTexCoords[iIndex].s / fDivisorU;
|
|
pcOut.y = 1.f-pcTexCoords[iIndex].t / fDivisorV;
|
|
}
|
|
pScene->mMeshes[0]->mFaces[i].mIndices[c] = iCurrent;
|
|
}
|
|
}
|
|
}
|
|
|
|
#endif // !! ASSIMP_BUILD_NO_MD2_IMPORTER
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