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 Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI.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
620 lines
22 KiB
C++
620 lines
22 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 Q3DLoader.cpp
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* @brief Implementation of the Q3D importer class
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*/
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#ifndef ASSIMP_BUILD_NO_Q3D_IMPORTER
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// internal headers
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#include "Q3DLoader.h"
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#include <assimp/StreamReader.h>
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#include <assimp/fast_atof.h>
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#include <assimp/IOSystem.hpp>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/scene.h>
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#include <assimp/importerdesc.h>
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using namespace Assimp;
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static const aiImporterDesc desc = {
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"Quick3D Importer",
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"",
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"",
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"http://www.quick3d.com/",
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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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"q3o q3s"
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};
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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Q3DImporter::Q3DImporter()
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{}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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Q3DImporter::~Q3DImporter()
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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 Q3DImporter::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 == "q3s" || extension == "q3o")
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return true;
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else if (!extension.length() || checkSig) {
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if (!pIOHandler)
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return true;
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const char* tokens[] = {"quick3Do","quick3Ds"};
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return SearchFileHeaderForToken(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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const aiImporterDesc* Q3DImporter::GetInfo () const
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{
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return &desc;
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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 Q3DImporter::InternReadFile( const std::string& pFile,
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aiScene* pScene, IOSystem* pIOHandler)
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{
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StreamReaderLE stream(pIOHandler->Open(pFile,"rb"));
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// The header is 22 bytes large
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if (stream.GetRemainingSize() < 22)
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throw DeadlyImportError("File is either empty or corrupt: " + pFile);
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// Check the file's signature
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if (ASSIMP_strincmp( (const char*)stream.GetPtr(), "quick3Do", 8 ) &&
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ASSIMP_strincmp( (const char*)stream.GetPtr(), "quick3Ds", 8 ))
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{
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throw DeadlyImportError("Not a Quick3D file. Signature string is: " +
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std::string((const char*)stream.GetPtr(),8));
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}
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// Print the file format version
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ASSIMP_LOG_INFO_F("Quick3D File format version: ",
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std::string(&((const char*)stream.GetPtr())[8],2));
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// ... an store it
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char major = ((const char*)stream.GetPtr())[8];
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char minor = ((const char*)stream.GetPtr())[9];
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stream.IncPtr(10);
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unsigned int numMeshes = (unsigned int)stream.GetI4();
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unsigned int numMats = (unsigned int)stream.GetI4();
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unsigned int numTextures = (unsigned int)stream.GetI4();
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std::vector<Material> materials;
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materials.reserve(numMats);
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std::vector<Mesh> meshes;
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meshes.reserve(numMeshes);
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// Allocate the scene root node
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pScene->mRootNode = new aiNode();
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aiColor3D fgColor (0.6f,0.6f,0.6f);
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// Now read all file chunks
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while (true)
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{
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if (stream.GetRemainingSize() < 1)break;
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char c = stream.GetI1();
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switch (c)
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{
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// Meshes chunk
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case 'm':
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{
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for (unsigned int quak = 0; quak < numMeshes; ++quak)
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{
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meshes.push_back(Mesh());
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Mesh& mesh = meshes.back();
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// read all vertices
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unsigned int numVerts = (unsigned int)stream.GetI4();
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if (!numVerts)
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throw DeadlyImportError("Quick3D: Found mesh with zero vertices");
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std::vector<aiVector3D>& verts = mesh.verts;
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verts.resize(numVerts);
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for (unsigned int i = 0; i < numVerts;++i)
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{
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verts[i].x = stream.GetF4();
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verts[i].y = stream.GetF4();
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verts[i].z = stream.GetF4();
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}
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// read all faces
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numVerts = (unsigned int)stream.GetI4();
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if (!numVerts)
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throw DeadlyImportError("Quick3D: Found mesh with zero faces");
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std::vector<Face >& faces = mesh.faces;
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faces.reserve(numVerts);
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// number of indices
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for (unsigned int i = 0; i < numVerts;++i)
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{
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faces.push_back(Face(stream.GetI2()) );
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if (faces.back().indices.empty())
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throw DeadlyImportError("Quick3D: Found face with zero indices");
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}
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// indices
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for (unsigned int i = 0; i < numVerts;++i)
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{
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Face& vec = faces[i];
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for (unsigned int a = 0; a < (unsigned int)vec.indices.size();++a)
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vec.indices[a] = stream.GetI4();
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}
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// material indices
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for (unsigned int i = 0; i < numVerts;++i)
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{
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faces[i].mat = (unsigned int)stream.GetI4();
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}
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// read all normals
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numVerts = (unsigned int)stream.GetI4();
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std::vector<aiVector3D>& normals = mesh.normals;
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normals.resize(numVerts);
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for (unsigned int i = 0; i < numVerts;++i)
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{
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normals[i].x = stream.GetF4();
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normals[i].y = stream.GetF4();
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normals[i].z = stream.GetF4();
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}
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numVerts = (unsigned int)stream.GetI4();
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if (numTextures && numVerts)
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{
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// read all texture coordinates
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std::vector<aiVector3D>& uv = mesh.uv;
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uv.resize(numVerts);
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for (unsigned int i = 0; i < numVerts;++i)
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{
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uv[i].x = stream.GetF4();
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uv[i].y = stream.GetF4();
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}
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// UV indices
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for (unsigned int i = 0; i < (unsigned int)faces.size();++i)
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{
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Face& vec = faces[i];
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for (unsigned int a = 0; a < (unsigned int)vec.indices.size();++a)
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{
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vec.uvindices[a] = stream.GetI4();
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if (!i && !a)
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mesh.prevUVIdx = vec.uvindices[a];
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else if (vec.uvindices[a] != mesh.prevUVIdx)
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mesh.prevUVIdx = UINT_MAX;
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}
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}
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}
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// we don't need the rest, but we need to get to the next chunk
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stream.IncPtr(36);
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if (minor > '0' && major == '3')
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stream.IncPtr(mesh.faces.size());
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}
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// stream.IncPtr(4); // unknown value here
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}
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break;
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// materials chunk
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case 'c':
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for (unsigned int i = 0; i < numMats; ++i)
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{
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materials.push_back(Material());
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Material& mat = materials.back();
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// read the material name
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while (( c = stream.GetI1()))
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mat.name.data[mat.name.length++] = c;
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// add the terminal character
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mat.name.data[mat.name.length] = '\0';
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// read the ambient color
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mat.ambient.r = stream.GetF4();
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mat.ambient.g = stream.GetF4();
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mat.ambient.b = stream.GetF4();
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// read the diffuse color
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mat.diffuse.r = stream.GetF4();
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mat.diffuse.g = stream.GetF4();
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mat.diffuse.b = stream.GetF4();
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// read the ambient color
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mat.specular.r = stream.GetF4();
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mat.specular.g = stream.GetF4();
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mat.specular.b = stream.GetF4();
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// read the transparency
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mat.transparency = stream.GetF4();
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// unknown value here
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// stream.IncPtr(4);
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// FIX: it could be the texture index ...
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mat.texIdx = (unsigned int)stream.GetI4();
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}
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break;
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// texture chunk
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case 't':
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pScene->mNumTextures = numTextures;
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if (!numTextures) {
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break;
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}
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pScene->mTextures = new aiTexture*[pScene->mNumTextures];
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// to make sure we won't crash if we leave through an exception
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::memset(pScene->mTextures,0,sizeof(void*)*pScene->mNumTextures);
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for (unsigned int i = 0; i < pScene->mNumTextures; ++i) {
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aiTexture* tex = pScene->mTextures[i] = new aiTexture;
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// skip the texture name
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while (stream.GetI1());
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// read texture width and height
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tex->mWidth = (unsigned int)stream.GetI4();
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tex->mHeight = (unsigned int)stream.GetI4();
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if (!tex->mWidth || !tex->mHeight) {
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throw DeadlyImportError("Quick3D: Invalid texture. Width or height is zero");
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}
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unsigned int mul = tex->mWidth * tex->mHeight;
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aiTexel* begin = tex->pcData = new aiTexel[mul];
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aiTexel* const end = & begin[mul-1] +1;
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for (;begin != end; ++begin) {
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begin->r = stream.GetI1();
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begin->g = stream.GetI1();
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begin->b = stream.GetI1();
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begin->a = 0xff;
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}
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}
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break;
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// scene chunk
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case 's':
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{
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// skip position and rotation
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stream.IncPtr(12);
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for (unsigned int i = 0; i < 4;++i)
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for (unsigned int a = 0; a < 4;++a)
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pScene->mRootNode->mTransformation[i][a] = stream.GetF4();
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stream.IncPtr(16);
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// now setup a single camera
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pScene->mNumCameras = 1;
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pScene->mCameras = new aiCamera*[1];
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aiCamera* cam = pScene->mCameras[0] = new aiCamera();
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cam->mPosition.x = stream.GetF4();
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cam->mPosition.y = stream.GetF4();
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cam->mPosition.z = stream.GetF4();
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cam->mName.Set("Q3DCamera");
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// skip eye rotation for the moment
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stream.IncPtr(12);
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// read the default material color
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fgColor .r = stream.GetF4();
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fgColor .g = stream.GetF4();
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fgColor .b = stream.GetF4();
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// skip some unimportant properties
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stream.IncPtr(29);
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// setup a single point light with no attenuation
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pScene->mNumLights = 1;
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pScene->mLights = new aiLight*[1];
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aiLight* light = pScene->mLights[0] = new aiLight();
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light->mName.Set("Q3DLight");
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light->mType = aiLightSource_POINT;
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light->mAttenuationConstant = 1;
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light->mAttenuationLinear = 0;
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light->mAttenuationQuadratic = 0;
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light->mColorDiffuse.r = stream.GetF4();
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light->mColorDiffuse.g = stream.GetF4();
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light->mColorDiffuse.b = stream.GetF4();
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light->mColorSpecular = light->mColorDiffuse;
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// We don't need the rest, but we need to know where this chunk ends.
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unsigned int temp = (unsigned int)(stream.GetI4() * stream.GetI4());
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// skip the background file name
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while (stream.GetI1());
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// skip background texture data + the remaining fields
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stream.IncPtr(temp*3 + 20); // 4 bytes of unknown data here
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// TODO
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goto outer;
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}
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break;
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default:
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throw DeadlyImportError("Quick3D: Unknown chunk");
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break;
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};
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}
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outer:
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// If we have no mesh loaded - break here
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if (meshes.empty())
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throw DeadlyImportError("Quick3D: No meshes loaded");
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// If we have no materials loaded - generate a default mat
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if (materials.empty())
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{
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ASSIMP_LOG_INFO("Quick3D: No material found, generating one");
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materials.push_back(Material());
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materials.back().diffuse = fgColor ;
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}
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// find out which materials we'll need
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typedef std::pair<unsigned int, unsigned int> FaceIdx;
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typedef std::vector< FaceIdx > FaceIdxArray;
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FaceIdxArray* fidx = new FaceIdxArray[materials.size()];
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unsigned int p = 0;
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for (std::vector<Mesh>::iterator it = meshes.begin(), end = meshes.end();
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it != end; ++it,++p)
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{
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unsigned int q = 0;
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for (std::vector<Face>::iterator fit = (*it).faces.begin(), fend = (*it).faces.end();
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fit != fend; ++fit,++q)
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{
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if ((*fit).mat >= materials.size())
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{
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ASSIMP_LOG_WARN("Quick3D: Material index overflow");
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(*fit).mat = 0;
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}
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if (fidx[(*fit).mat].empty())++pScene->mNumMeshes;
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fidx[(*fit).mat].push_back( FaceIdx(p,q) );
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}
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}
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pScene->mNumMaterials = pScene->mNumMeshes;
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pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
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pScene->mMeshes = new aiMesh*[pScene->mNumMaterials];
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for (unsigned int i = 0, real = 0; i < (unsigned int)materials.size(); ++i)
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{
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if (fidx[i].empty())continue;
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// Allocate a mesh and a material
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aiMesh* mesh = pScene->mMeshes[real] = new aiMesh();
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aiMaterial* mat = new aiMaterial();
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pScene->mMaterials[real] = mat;
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mesh->mMaterialIndex = real;
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// Build the output material
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Material& srcMat = materials[i];
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mat->AddProperty(&srcMat.diffuse, 1,AI_MATKEY_COLOR_DIFFUSE);
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mat->AddProperty(&srcMat.specular, 1,AI_MATKEY_COLOR_SPECULAR);
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mat->AddProperty(&srcMat.ambient, 1,AI_MATKEY_COLOR_AMBIENT);
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// NOTE: Ignore transparency for the moment - it seems
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// unclear how to interpret the data
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#if 0
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if (!(minor > '0' && major == '3'))
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srcMat.transparency = 1.0f - srcMat.transparency;
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mat->AddProperty(&srcMat.transparency, 1, AI_MATKEY_OPACITY);
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#endif
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// add shininess - Quick3D seems to use it ins its viewer
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srcMat.transparency = 16.f;
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mat->AddProperty(&srcMat.transparency, 1, AI_MATKEY_SHININESS);
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int m = (int)aiShadingMode_Phong;
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mat->AddProperty(&m, 1, AI_MATKEY_SHADING_MODEL);
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if (srcMat.name.length)
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mat->AddProperty(&srcMat.name,AI_MATKEY_NAME);
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// Add a texture
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if (srcMat.texIdx < pScene->mNumTextures || real < pScene->mNumTextures)
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{
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srcMat.name.data[0] = '*';
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srcMat.name.length = ASSIMP_itoa10(&srcMat.name.data[1],1000,
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(srcMat.texIdx < pScene->mNumTextures ? srcMat.texIdx : real));
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mat->AddProperty(&srcMat.name,AI_MATKEY_TEXTURE_DIFFUSE(0));
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}
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mesh->mNumFaces = (unsigned int)fidx[i].size();
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aiFace* faces = mesh->mFaces = new aiFace[mesh->mNumFaces];
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// Now build the output mesh. First find out how many
|
|
// vertices we'll need
|
|
for (FaceIdxArray::const_iterator it = fidx[i].begin(),end = fidx[i].end();
|
|
it != end; ++it)
|
|
{
|
|
mesh->mNumVertices += (unsigned int)meshes[(*it).first].faces[
|
|
(*it).second].indices.size();
|
|
}
|
|
|
|
aiVector3D* verts = mesh->mVertices = new aiVector3D[mesh->mNumVertices];
|
|
aiVector3D* norms = mesh->mNormals = new aiVector3D[mesh->mNumVertices];
|
|
aiVector3D* uv;
|
|
if (real < pScene->mNumTextures)
|
|
{
|
|
uv = mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices];
|
|
mesh->mNumUVComponents[0] = 2;
|
|
}
|
|
else uv = NULL;
|
|
|
|
// Build the final array
|
|
unsigned int cnt = 0;
|
|
for (FaceIdxArray::const_iterator it = fidx[i].begin(),end = fidx[i].end();
|
|
it != end; ++it, ++faces)
|
|
{
|
|
Mesh& m = meshes[(*it).first];
|
|
Face& face = m.faces[(*it).second];
|
|
faces->mNumIndices = (unsigned int)face.indices.size();
|
|
faces->mIndices = new unsigned int [faces->mNumIndices];
|
|
|
|
|
|
aiVector3D faceNormal;
|
|
bool fnOK = false;
|
|
|
|
for (unsigned int n = 0; n < faces->mNumIndices;++n, ++cnt, ++norms, ++verts)
|
|
{
|
|
if (face.indices[n] >= m.verts.size())
|
|
{
|
|
ASSIMP_LOG_WARN("Quick3D: Vertex index overflow");
|
|
face.indices[n] = 0;
|
|
}
|
|
|
|
// copy vertices
|
|
*verts = m.verts[ face.indices[n] ];
|
|
|
|
if (face.indices[n] >= m.normals.size() && faces->mNumIndices >= 3)
|
|
{
|
|
// we have no normal here - assign the face normal
|
|
if (!fnOK)
|
|
{
|
|
const aiVector3D& pV1 = m.verts[ face.indices[0] ];
|
|
const aiVector3D& pV2 = m.verts[ face.indices[1] ];
|
|
const aiVector3D& pV3 = m.verts[ face.indices.size() - 1 ];
|
|
faceNormal = (pV2 - pV1) ^ (pV3 - pV1).Normalize();
|
|
fnOK = true;
|
|
}
|
|
*norms = faceNormal;
|
|
}
|
|
else *norms = m.normals[ face.indices[n] ];
|
|
|
|
// copy texture coordinates
|
|
if (uv && m.uv.size())
|
|
{
|
|
if (m.prevUVIdx != 0xffffffff && m.uv.size() >= m.verts.size()) // workaround
|
|
{
|
|
*uv = m.uv[face.indices[n]];
|
|
}
|
|
else
|
|
{
|
|
if (face.uvindices[n] >= m.uv.size())
|
|
{
|
|
ASSIMP_LOG_WARN("Quick3D: Texture coordinate index overflow");
|
|
face.uvindices[n] = 0;
|
|
}
|
|
*uv = m.uv[face.uvindices[n]];
|
|
}
|
|
uv->y = 1.f - uv->y;
|
|
++uv;
|
|
}
|
|
|
|
// setup the new vertex index
|
|
faces->mIndices[n] = cnt;
|
|
}
|
|
|
|
}
|
|
++real;
|
|
}
|
|
|
|
// Delete our nice helper array
|
|
delete[] fidx;
|
|
|
|
// Now we need to attach the meshes to the root node of the scene
|
|
pScene->mRootNode->mNumMeshes = pScene->mNumMeshes;
|
|
pScene->mRootNode->mMeshes = new unsigned int [pScene->mNumMeshes];
|
|
for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
|
|
pScene->mRootNode->mMeshes[i] = i;
|
|
|
|
/*pScene->mRootNode->mTransformation *= aiMatrix4x4(
|
|
1.f, 0.f, 0.f, 0.f,
|
|
0.f, -1.f,0.f, 0.f,
|
|
0.f, 0.f, 1.f, 0.f,
|
|
0.f, 0.f, 0.f, 1.f);*/
|
|
|
|
// Add cameras and light sources to the scene root node
|
|
pScene->mRootNode->mNumChildren = pScene->mNumLights+pScene->mNumCameras;
|
|
if (pScene->mRootNode->mNumChildren)
|
|
{
|
|
pScene->mRootNode->mChildren = new aiNode* [ pScene->mRootNode->mNumChildren ];
|
|
|
|
// the light source
|
|
aiNode* nd = pScene->mRootNode->mChildren[0] = new aiNode();
|
|
nd->mParent = pScene->mRootNode;
|
|
nd->mName.Set("Q3DLight");
|
|
nd->mTransformation = pScene->mRootNode->mTransformation;
|
|
nd->mTransformation.Inverse();
|
|
|
|
// camera
|
|
nd = pScene->mRootNode->mChildren[1] = new aiNode();
|
|
nd->mParent = pScene->mRootNode;
|
|
nd->mName.Set("Q3DCamera");
|
|
nd->mTransformation = pScene->mRootNode->mChildren[0]->mTransformation;
|
|
}
|
|
}
|
|
|
|
#endif // !! ASSIMP_BUILD_NO_Q3D_IMPORTER
|