mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +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 Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI.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
742 lines
21 KiB
C++
742 lines
21 KiB
C++
/*
|
|
---------------------------------------------------------------------------
|
|
Open Asset Import Library (assimp)
|
|
---------------------------------------------------------------------------
|
|
|
|
Copyright (c) 2006-2020, assimp team
|
|
|
|
All rights reserved.
|
|
|
|
Redistribution and use of this software in source and binary forms,
|
|
with or without modification, are permitted provided that the following
|
|
conditions are met:
|
|
|
|
* Redistributions of source code must retain the above
|
|
copyright notice, this list of conditions and the
|
|
following disclaimer.
|
|
|
|
* Redistributions in binary form must reproduce the above
|
|
copyright notice, this list of conditions and the
|
|
following disclaimer in the documentation and/or other
|
|
materials provided with the distribution.
|
|
|
|
* Neither the name of the assimp team, nor the names of its
|
|
contributors may be used to endorse or promote products
|
|
derived from this software without specific prior
|
|
written permission of the assimp team.
|
|
|
|
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
|
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
|
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
|
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
|
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
|
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
|
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
|
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
---------------------------------------------------------------------------
|
|
*/
|
|
|
|
/** @file B3DImporter.cpp
|
|
* @brief Implementation of the b3d importer class
|
|
*/
|
|
|
|
|
|
#ifndef ASSIMP_BUILD_NO_B3D_IMPORTER
|
|
|
|
// internal headers
|
|
#include "B3D/B3DImporter.h"
|
|
#include "PostProcessing/TextureTransform.h"
|
|
#include "PostProcessing/ConvertToLHProcess.h"
|
|
|
|
#include <assimp/StringUtils.h>
|
|
#include <assimp/IOSystem.hpp>
|
|
#include <assimp/anim.h>
|
|
#include <assimp/scene.h>
|
|
#include <assimp/DefaultLogger.hpp>
|
|
#include <assimp/importerdesc.h>
|
|
|
|
#include <memory>
|
|
|
|
using namespace Assimp;
|
|
using namespace std;
|
|
|
|
static const aiImporterDesc desc = {
|
|
"BlitzBasic 3D Importer",
|
|
"",
|
|
"",
|
|
"http://www.blitzbasic.com/",
|
|
aiImporterFlags_SupportBinaryFlavour,
|
|
0,
|
|
0,
|
|
0,
|
|
0,
|
|
"b3d"
|
|
};
|
|
|
|
#ifdef _MSC_VER
|
|
# pragma warning (disable: 4018)
|
|
#endif
|
|
|
|
//#define DEBUG_B3D
|
|
|
|
template<typename T>
|
|
void DeleteAllBarePointers(std::vector<T>& x) {
|
|
for(auto p : x) {
|
|
delete p;
|
|
}
|
|
}
|
|
|
|
B3DImporter::~B3DImporter()
|
|
{
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
bool B3DImporter::CanRead( const std::string& pFile, IOSystem* /*pIOHandler*/, bool /*checkSig*/) const{
|
|
|
|
size_t pos=pFile.find_last_of( '.' );
|
|
if( pos==string::npos ) {
|
|
return false;
|
|
}
|
|
|
|
string ext=pFile.substr( pos+1 );
|
|
if( ext.size()!=3 ) {
|
|
return false;
|
|
}
|
|
|
|
return (ext[0]=='b' || ext[0]=='B') && (ext[1]=='3') && (ext[2]=='d' || ext[2]=='D');
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Loader meta information
|
|
const aiImporterDesc* B3DImporter::GetInfo () const
|
|
{
|
|
return &desc;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void B3DImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler){
|
|
std::unique_ptr<IOStream> file( pIOHandler->Open( pFile));
|
|
|
|
// Check whether we can read from the file
|
|
if( file.get() == nullptr) {
|
|
throw DeadlyImportError( "Failed to open B3D file " + pFile + ".");
|
|
}
|
|
|
|
// check whether the .b3d file is large enough to contain
|
|
// at least one chunk.
|
|
size_t fileSize = file->FileSize();
|
|
if( fileSize<8 ) {
|
|
throw DeadlyImportError( "B3D File is too small.");
|
|
}
|
|
|
|
_pos=0;
|
|
_buf.resize( fileSize );
|
|
file->Read( &_buf[0],1,fileSize );
|
|
_stack.clear();
|
|
|
|
ReadBB3D( pScene );
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
AI_WONT_RETURN void B3DImporter::Oops(){
|
|
throw DeadlyImportError( "B3D Importer - INTERNAL ERROR" );
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
AI_WONT_RETURN void B3DImporter::Fail( string str ){
|
|
#ifdef DEBUG_B3D
|
|
ASSIMP_LOG_ERROR_F("Error in B3D file data: ", str);
|
|
#endif
|
|
throw DeadlyImportError( "B3D Importer - error in B3D file data: "+str );
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
int B3DImporter::ReadByte(){
|
|
if( _pos<_buf.size() ) {
|
|
return _buf[_pos++];
|
|
}
|
|
|
|
Fail( "EOF" );
|
|
return 0;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
int B3DImporter::ReadInt(){
|
|
if( _pos+4<=_buf.size() ){
|
|
int n;
|
|
memcpy(&n, &_buf[_pos], 4);
|
|
_pos+=4;
|
|
return n;
|
|
}
|
|
Fail( "EOF" );
|
|
return 0;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
float B3DImporter::ReadFloat(){
|
|
if( _pos+4<=_buf.size() ){
|
|
float n;
|
|
memcpy(&n, &_buf[_pos], 4);
|
|
_pos+=4;
|
|
return n;
|
|
}
|
|
Fail( "EOF" );
|
|
return 0.0f;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
aiVector2D B3DImporter::ReadVec2(){
|
|
float x=ReadFloat();
|
|
float y=ReadFloat();
|
|
return aiVector2D( x,y );
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
aiVector3D B3DImporter::ReadVec3(){
|
|
float x=ReadFloat();
|
|
float y=ReadFloat();
|
|
float z=ReadFloat();
|
|
return aiVector3D( x,y,z );
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
aiQuaternion B3DImporter::ReadQuat(){
|
|
// (aramis_acg) Fix to adapt the loader to changed quat orientation
|
|
float w=-ReadFloat();
|
|
float x=ReadFloat();
|
|
float y=ReadFloat();
|
|
float z=ReadFloat();
|
|
return aiQuaternion( w,x,y,z );
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
string B3DImporter::ReadString(){
|
|
string str;
|
|
while( _pos<_buf.size() ){
|
|
char c=(char)ReadByte();
|
|
if( !c ) {
|
|
return str;
|
|
}
|
|
str+=c;
|
|
}
|
|
Fail( "EOF" );
|
|
return string();
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
string B3DImporter::ReadChunk(){
|
|
string tag;
|
|
for( int i=0;i<4;++i ){
|
|
tag+=char( ReadByte() );
|
|
}
|
|
#ifdef DEBUG_B3D
|
|
ASSIMP_LOG_DEBUG_F("ReadChunk: ", tag);
|
|
#endif
|
|
unsigned sz=(unsigned)ReadInt();
|
|
_stack.push_back( _pos+sz );
|
|
return tag;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void B3DImporter::ExitChunk(){
|
|
_pos=_stack.back();
|
|
_stack.pop_back();
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
unsigned B3DImporter::ChunkSize(){
|
|
return _stack.back()-_pos;
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
|
|
template<class T>
|
|
T *B3DImporter::to_array( const vector<T> &v ){
|
|
if( v.empty() ) {
|
|
return 0;
|
|
}
|
|
T *p=new T[ v.size() ];
|
|
for( size_t i=0;i<v.size();++i ){
|
|
p[i]=v[i];
|
|
}
|
|
return p;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
template<class T>
|
|
T **unique_to_array( vector<std::unique_ptr<T> > &v ){
|
|
if( v.empty() ) {
|
|
return 0;
|
|
}
|
|
T **p = new T*[ v.size() ];
|
|
for( size_t i = 0; i < v.size(); ++i ){
|
|
p[i] = v[i].release();
|
|
}
|
|
return p;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void B3DImporter::ReadTEXS(){
|
|
while( ChunkSize() ){
|
|
string name=ReadString();
|
|
/*int flags=*/ReadInt();
|
|
/*int blend=*/ReadInt();
|
|
/*aiVector2D pos=*/ReadVec2();
|
|
/*aiVector2D scale=*/ReadVec2();
|
|
/*float rot=*/ReadFloat();
|
|
|
|
_textures.push_back( name );
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void B3DImporter::ReadBRUS(){
|
|
int n_texs=ReadInt();
|
|
if( n_texs<0 || n_texs>8 ){
|
|
Fail( "Bad texture count" );
|
|
}
|
|
while( ChunkSize() ){
|
|
string name=ReadString();
|
|
aiVector3D color=ReadVec3();
|
|
float alpha=ReadFloat();
|
|
float shiny=ReadFloat();
|
|
/*int blend=**/ReadInt();
|
|
int fx=ReadInt();
|
|
|
|
std::unique_ptr<aiMaterial> mat(new aiMaterial);
|
|
|
|
// Name
|
|
aiString ainame( name );
|
|
mat->AddProperty( &ainame,AI_MATKEY_NAME );
|
|
|
|
// Diffuse color
|
|
mat->AddProperty( &color,1,AI_MATKEY_COLOR_DIFFUSE );
|
|
|
|
// Opacity
|
|
mat->AddProperty( &alpha,1,AI_MATKEY_OPACITY );
|
|
|
|
// Specular color
|
|
aiColor3D speccolor( shiny,shiny,shiny );
|
|
mat->AddProperty( &speccolor,1,AI_MATKEY_COLOR_SPECULAR );
|
|
|
|
// Specular power
|
|
float specpow=shiny*128;
|
|
mat->AddProperty( &specpow,1,AI_MATKEY_SHININESS );
|
|
|
|
// Double sided
|
|
if( fx & 0x10 ){
|
|
int i=1;
|
|
mat->AddProperty( &i,1,AI_MATKEY_TWOSIDED );
|
|
}
|
|
|
|
//Textures
|
|
for( int i=0;i<n_texs;++i ){
|
|
int texid=ReadInt();
|
|
if( texid<-1 || (texid>=0 && texid>=static_cast<int>(_textures.size())) ){
|
|
Fail( "Bad texture id" );
|
|
}
|
|
if( i==0 && texid>=0 ){
|
|
aiString texname( _textures[texid] );
|
|
mat->AddProperty( &texname,AI_MATKEY_TEXTURE_DIFFUSE(0) );
|
|
}
|
|
}
|
|
_materials.emplace_back( std::move(mat) );
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void B3DImporter::ReadVRTS(){
|
|
_vflags=ReadInt();
|
|
_tcsets=ReadInt();
|
|
_tcsize=ReadInt();
|
|
if( _tcsets<0 || _tcsets>4 || _tcsize<0 || _tcsize>4 ){
|
|
Fail( "Bad texcoord data" );
|
|
}
|
|
|
|
int sz=12+(_vflags&1?12:0)+(_vflags&2?16:0)+(_tcsets*_tcsize*4);
|
|
int n_verts=ChunkSize()/sz;
|
|
|
|
int v0=static_cast<int>(_vertices.size());
|
|
_vertices.resize( v0+n_verts );
|
|
|
|
for( int i=0;i<n_verts;++i ){
|
|
Vertex &v=_vertices[v0+i];
|
|
|
|
memset( v.bones,0,sizeof(v.bones) );
|
|
memset( v.weights,0,sizeof(v.weights) );
|
|
|
|
v.vertex=ReadVec3();
|
|
|
|
if( _vflags & 1 ) {
|
|
v.normal=ReadVec3();
|
|
}
|
|
|
|
if( _vflags & 2 ) {
|
|
ReadQuat(); //skip v 4bytes...
|
|
}
|
|
|
|
for( int i=0;i<_tcsets;++i ){
|
|
float t[4]={0,0,0,0};
|
|
for( int j=0;j<_tcsize;++j ){
|
|
t[j]=ReadFloat();
|
|
}
|
|
t[1]=1-t[1];
|
|
if( !i ) {
|
|
v.texcoords=aiVector3D( t[0],t[1],t[2] );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void B3DImporter::ReadTRIS(int v0) {
|
|
int matid = ReadInt();
|
|
if (matid == -1) {
|
|
matid = 0;
|
|
} else if (matid < 0 || matid >= (int)_materials.size()) {
|
|
#ifdef DEBUG_B3D
|
|
ASSIMP_LOG_ERROR_F("material id=", matid);
|
|
#endif
|
|
Fail("Bad material id");
|
|
}
|
|
|
|
std::unique_ptr<aiMesh> mesh(new aiMesh);
|
|
|
|
mesh->mMaterialIndex = matid;
|
|
mesh->mNumFaces = 0;
|
|
mesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
|
|
|
|
int n_tris = ChunkSize() / 12;
|
|
aiFace *face = mesh->mFaces = new aiFace[n_tris];
|
|
|
|
for (int i = 0; i < n_tris; ++i) {
|
|
int i0 = ReadInt() + v0;
|
|
int i1 = ReadInt() + v0;
|
|
int i2 = ReadInt() + v0;
|
|
if (i0 < 0 || i0 >= (int)_vertices.size() || i1 < 0 || i1 >= (int)_vertices.size() || i2 < 0 || i2 >= (int)_vertices.size()) {
|
|
#ifdef DEBUG_B3D
|
|
ASSIMP_LOG_ERROR_F("Bad triangle index: i0=", i0, ", i1=", i1, ", i2=", i2);
|
|
#endif
|
|
Fail("Bad triangle index");
|
|
continue;
|
|
}
|
|
face->mNumIndices = 3;
|
|
face->mIndices = new unsigned[3];
|
|
face->mIndices[0] = i0;
|
|
face->mIndices[1] = i1;
|
|
face->mIndices[2] = i2;
|
|
++mesh->mNumFaces;
|
|
++face;
|
|
}
|
|
|
|
_meshes.emplace_back(std::move(mesh));
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void B3DImporter::ReadMESH(){
|
|
/*int matid=*/ReadInt();
|
|
|
|
int v0= static_cast<int>(_vertices.size());
|
|
|
|
while( ChunkSize() ){
|
|
string t=ReadChunk();
|
|
if( t=="VRTS" ){
|
|
ReadVRTS();
|
|
}else if( t=="TRIS" ){
|
|
ReadTRIS( v0 );
|
|
}
|
|
ExitChunk();
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void B3DImporter::ReadBONE(int id) {
|
|
while (ChunkSize()) {
|
|
int vertex = ReadInt();
|
|
float weight = ReadFloat();
|
|
if (vertex < 0 || vertex >= (int)_vertices.size()) {
|
|
Fail("Bad vertex index");
|
|
}
|
|
|
|
Vertex &v = _vertices[vertex];
|
|
for (int i = 0; i < 4; ++i) {
|
|
if (!v.weights[i]) {
|
|
v.bones[i] = id;
|
|
v.weights[i] = weight;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void B3DImporter::ReadKEYS( aiNodeAnim *nodeAnim ){
|
|
vector<aiVectorKey> trans,scale;
|
|
vector<aiQuatKey> rot;
|
|
int flags=ReadInt();
|
|
while( ChunkSize() ){
|
|
int frame=ReadInt();
|
|
if( flags & 1 ){
|
|
trans.push_back( aiVectorKey( frame,ReadVec3() ) );
|
|
}
|
|
if( flags & 2 ){
|
|
scale.push_back( aiVectorKey( frame,ReadVec3() ) );
|
|
}
|
|
if( flags & 4 ){
|
|
rot.push_back( aiQuatKey( frame,ReadQuat() ) );
|
|
}
|
|
}
|
|
|
|
if( flags & 1 ){
|
|
nodeAnim->mNumPositionKeys=static_cast<unsigned int>(trans.size());
|
|
nodeAnim->mPositionKeys=to_array( trans );
|
|
}
|
|
|
|
if( flags & 2 ){
|
|
nodeAnim->mNumScalingKeys=static_cast<unsigned int>(scale.size());
|
|
nodeAnim->mScalingKeys=to_array( scale );
|
|
}
|
|
|
|
if( flags & 4 ){
|
|
nodeAnim->mNumRotationKeys=static_cast<unsigned int>(rot.size());
|
|
nodeAnim->mRotationKeys=to_array( rot );
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void B3DImporter::ReadANIM(){
|
|
/*int flags=*/ReadInt();
|
|
int frames=ReadInt();
|
|
float fps=ReadFloat();
|
|
|
|
std::unique_ptr<aiAnimation> anim(new aiAnimation);
|
|
|
|
anim->mDuration=frames;
|
|
anim->mTicksPerSecond=fps;
|
|
_animations.emplace_back( std::move(anim) );
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
aiNode *B3DImporter::ReadNODE( aiNode *parent ){
|
|
|
|
string name=ReadString();
|
|
aiVector3D t=ReadVec3();
|
|
aiVector3D s=ReadVec3();
|
|
aiQuaternion r=ReadQuat();
|
|
|
|
aiMatrix4x4 trans,scale,rot;
|
|
|
|
aiMatrix4x4::Translation( t,trans );
|
|
aiMatrix4x4::Scaling( s,scale );
|
|
rot=aiMatrix4x4( r.GetMatrix() );
|
|
|
|
aiMatrix4x4 tform=trans * rot * scale;
|
|
|
|
int nodeid=static_cast<int>(_nodes.size());
|
|
|
|
aiNode *node=new aiNode( name );
|
|
_nodes.push_back( node );
|
|
|
|
node->mParent=parent;
|
|
node->mTransformation=tform;
|
|
|
|
std::unique_ptr<aiNodeAnim> nodeAnim;
|
|
vector<unsigned> meshes;
|
|
vector<aiNode*> children;
|
|
|
|
while( ChunkSize() ){
|
|
string t=ReadChunk();
|
|
if( t=="MESH" ){
|
|
unsigned int n= static_cast<unsigned int>(_meshes.size());
|
|
ReadMESH();
|
|
for( unsigned int i=n;i<static_cast<unsigned int>(_meshes.size());++i ){
|
|
meshes.push_back( i );
|
|
}
|
|
}else if( t=="BONE" ){
|
|
ReadBONE( nodeid );
|
|
}else if( t=="ANIM" ){
|
|
ReadANIM();
|
|
}else if( t=="KEYS" ){
|
|
if( !nodeAnim ){
|
|
nodeAnim.reset(new aiNodeAnim);
|
|
nodeAnim->mNodeName=node->mName;
|
|
}
|
|
ReadKEYS( nodeAnim.get() );
|
|
}else if( t=="NODE" ){
|
|
aiNode *child=ReadNODE( node );
|
|
children.push_back( child );
|
|
}
|
|
ExitChunk();
|
|
}
|
|
|
|
if (nodeAnim) {
|
|
_nodeAnims.emplace_back( std::move(nodeAnim) );
|
|
}
|
|
|
|
node->mNumMeshes= static_cast<unsigned int>(meshes.size());
|
|
node->mMeshes=to_array( meshes );
|
|
|
|
node->mNumChildren=static_cast<unsigned int>(children.size());
|
|
node->mChildren=to_array( children );
|
|
|
|
return node;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void B3DImporter::ReadBB3D( aiScene *scene ){
|
|
|
|
_textures.clear();
|
|
|
|
_materials.clear();
|
|
|
|
_vertices.clear();
|
|
|
|
_meshes.clear();
|
|
|
|
DeleteAllBarePointers(_nodes);
|
|
_nodes.clear();
|
|
|
|
_nodeAnims.clear();
|
|
|
|
_animations.clear();
|
|
|
|
string t=ReadChunk();
|
|
if( t=="BB3D" ){
|
|
int version=ReadInt();
|
|
|
|
if (!DefaultLogger::isNullLogger()) {
|
|
char dmp[128];
|
|
ai_snprintf(dmp, 128, "B3D file format version: %i",version);
|
|
ASSIMP_LOG_INFO(dmp);
|
|
}
|
|
|
|
while( ChunkSize() ){
|
|
string t=ReadChunk();
|
|
if( t=="TEXS" ){
|
|
ReadTEXS();
|
|
}else if( t=="BRUS" ){
|
|
ReadBRUS();
|
|
}else if( t=="NODE" ){
|
|
ReadNODE( 0 );
|
|
}
|
|
ExitChunk();
|
|
}
|
|
}
|
|
ExitChunk();
|
|
|
|
if( !_nodes.size() ) {
|
|
Fail( "No nodes" );
|
|
}
|
|
|
|
if( !_meshes.size() ) {
|
|
Fail( "No meshes" );
|
|
}
|
|
|
|
// Fix nodes/meshes/bones
|
|
for(size_t i=0;i<_nodes.size();++i ){
|
|
aiNode *node=_nodes[i];
|
|
|
|
for( size_t j=0;j<node->mNumMeshes;++j ){
|
|
aiMesh *mesh = _meshes[node->mMeshes[j]].get();
|
|
|
|
int n_tris=mesh->mNumFaces;
|
|
int n_verts=mesh->mNumVertices=n_tris * 3;
|
|
|
|
aiVector3D *mv=mesh->mVertices=new aiVector3D[ n_verts ],*mn=0,*mc=0;
|
|
if( _vflags & 1 ) {
|
|
mn=mesh->mNormals=new aiVector3D[ n_verts ];
|
|
}
|
|
if( _tcsets ) {
|
|
mc=mesh->mTextureCoords[0]=new aiVector3D[ n_verts ];
|
|
}
|
|
|
|
aiFace *face=mesh->mFaces;
|
|
|
|
vector< vector<aiVertexWeight> > vweights( _nodes.size() );
|
|
|
|
for( int i=0;i<n_verts;i+=3 ){
|
|
for( int j=0;j<3;++j ){
|
|
Vertex &v=_vertices[face->mIndices[j]];
|
|
|
|
*mv++=v.vertex;
|
|
if( mn ) *mn++=v.normal;
|
|
if( mc ) *mc++=v.texcoords;
|
|
|
|
face->mIndices[j]=i+j;
|
|
|
|
for( int k=0;k<4;++k ){
|
|
if( !v.weights[k] ) break;
|
|
|
|
int bone=v.bones[k];
|
|
float weight=v.weights[k];
|
|
|
|
vweights[bone].push_back( aiVertexWeight(i+j,weight) );
|
|
}
|
|
}
|
|
++face;
|
|
}
|
|
|
|
vector<aiBone*> bones;
|
|
for(size_t i=0;i<vweights.size();++i ){
|
|
vector<aiVertexWeight> &weights=vweights[i];
|
|
if( !weights.size() ) continue;
|
|
|
|
aiBone *bone=new aiBone;
|
|
bones.push_back( bone );
|
|
|
|
aiNode *bnode=_nodes[i];
|
|
|
|
bone->mName=bnode->mName;
|
|
bone->mNumWeights= static_cast<unsigned int>(weights.size());
|
|
bone->mWeights=to_array( weights );
|
|
|
|
aiMatrix4x4 mat=bnode->mTransformation;
|
|
while( bnode->mParent ){
|
|
bnode=bnode->mParent;
|
|
mat=bnode->mTransformation * mat;
|
|
}
|
|
bone->mOffsetMatrix=mat.Inverse();
|
|
}
|
|
mesh->mNumBones= static_cast<unsigned int>(bones.size());
|
|
mesh->mBones=to_array( bones );
|
|
}
|
|
}
|
|
|
|
//nodes
|
|
scene->mRootNode=_nodes[0];
|
|
_nodes.clear(); // node ownership now belongs to scene
|
|
|
|
//material
|
|
if( !_materials.size() ){
|
|
_materials.emplace_back( std::unique_ptr<aiMaterial>(new aiMaterial) );
|
|
}
|
|
scene->mNumMaterials= static_cast<unsigned int>(_materials.size());
|
|
scene->mMaterials = unique_to_array( _materials );
|
|
|
|
//meshes
|
|
scene->mNumMeshes= static_cast<unsigned int>(_meshes.size());
|
|
scene->mMeshes = unique_to_array( _meshes );
|
|
|
|
//animations
|
|
if( _animations.size()==1 && _nodeAnims.size() ){
|
|
|
|
aiAnimation *anim = _animations.back().get();
|
|
anim->mNumChannels=static_cast<unsigned int>(_nodeAnims.size());
|
|
anim->mChannels = unique_to_array( _nodeAnims );
|
|
|
|
scene->mNumAnimations=static_cast<unsigned int>(_animations.size());
|
|
scene->mAnimations=unique_to_array( _animations );
|
|
}
|
|
|
|
// convert to RH
|
|
MakeLeftHandedProcess makeleft;
|
|
makeleft.Execute( scene );
|
|
|
|
FlipWindingOrderProcess flip;
|
|
flip.Execute( scene );
|
|
}
|
|
|
|
#endif // !! ASSIMP_BUILD_NO_B3D_IMPORTER
|