mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-21 21:24:46 +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 Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI.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
496 lines
19 KiB
C++
496 lines
19 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 Implementation of the MDC importer class */
|
|
|
|
|
|
#ifndef ASSIMP_BUILD_NO_MDC_IMPORTER
|
|
|
|
// internal headers
|
|
#include "MDC/MDCLoader.h"
|
|
#include "MD3/MD3FileData.h"
|
|
#include "MDC/MDCNormalTable.h" // shouldn't be included by other units
|
|
|
|
#include <assimp/DefaultLogger.hpp>
|
|
#include <assimp/Importer.hpp>
|
|
#include <assimp/IOSystem.hpp>
|
|
#include <assimp/scene.h>
|
|
#include <assimp/importerdesc.h>
|
|
|
|
#include <memory>
|
|
|
|
using namespace Assimp;
|
|
using namespace Assimp::MDC;
|
|
|
|
static const aiImporterDesc desc = {
|
|
"Return To Castle Wolfenstein Mesh Importer",
|
|
"",
|
|
"",
|
|
"",
|
|
aiImporterFlags_SupportBinaryFlavour,
|
|
0,
|
|
0,
|
|
0,
|
|
0,
|
|
"mdc"
|
|
};
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void MDC::BuildVertex(const Frame& frame,
|
|
const BaseVertex& bvert,
|
|
const CompressedVertex& cvert,
|
|
aiVector3D& vXYZOut,
|
|
aiVector3D& vNorOut)
|
|
{
|
|
// compute the position
|
|
const float xd = (cvert.xd - AI_MDC_CVERT_BIAS) * AI_MDC_DELTA_SCALING;
|
|
const float yd = (cvert.yd - AI_MDC_CVERT_BIAS) * AI_MDC_DELTA_SCALING;
|
|
const float zd = (cvert.zd - AI_MDC_CVERT_BIAS) * AI_MDC_DELTA_SCALING;
|
|
vXYZOut.x = frame.localOrigin.x + AI_MDC_BASE_SCALING * (bvert.x + xd);
|
|
vXYZOut.y = frame.localOrigin.y + AI_MDC_BASE_SCALING * (bvert.y + yd);
|
|
vXYZOut.z = frame.localOrigin.z + AI_MDC_BASE_SCALING * (bvert.z + zd);
|
|
|
|
// compute the normal vector .. ehm ... lookup it in the table :-)
|
|
vNorOut.x = mdcNormals[cvert.nd][0];
|
|
vNorOut.y = mdcNormals[cvert.nd][1];
|
|
vNorOut.z = mdcNormals[cvert.nd][2];
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Constructor to be privately used by Importer
|
|
MDCImporter::MDCImporter()
|
|
: configFrameID(),
|
|
pcHeader(),
|
|
mBuffer(),
|
|
fileSize()
|
|
{
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Destructor, private as well
|
|
MDCImporter::~MDCImporter()
|
|
{
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Returns whether the class can handle the format of the given file.
|
|
bool MDCImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
|
|
{
|
|
const std::string extension = GetExtension(pFile);
|
|
if (extension == "mdc")
|
|
return true;
|
|
|
|
// if check for extension is not enough, check for the magic tokens
|
|
if (!extension.length() || checkSig) {
|
|
uint32_t tokens[1];
|
|
tokens[0] = AI_MDC_MAGIC_NUMBER_LE;
|
|
return CheckMagicToken(pIOHandler,pFile,tokens,1);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
const aiImporterDesc* MDCImporter::GetInfo () const
|
|
{
|
|
return &desc;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Validate the header of the given MDC file
|
|
void MDCImporter::ValidateHeader()
|
|
{
|
|
AI_SWAP4( this->pcHeader->ulVersion );
|
|
AI_SWAP4( this->pcHeader->ulFlags );
|
|
AI_SWAP4( this->pcHeader->ulNumFrames );
|
|
AI_SWAP4( this->pcHeader->ulNumTags );
|
|
AI_SWAP4( this->pcHeader->ulNumSurfaces );
|
|
AI_SWAP4( this->pcHeader->ulNumSkins );
|
|
AI_SWAP4( this->pcHeader->ulOffsetBorderFrames );
|
|
|
|
if (pcHeader->ulIdent != AI_MDC_MAGIC_NUMBER_BE &&
|
|
pcHeader->ulIdent != AI_MDC_MAGIC_NUMBER_LE)
|
|
{
|
|
char szBuffer[5];
|
|
szBuffer[0] = ((char*)&pcHeader->ulIdent)[0];
|
|
szBuffer[1] = ((char*)&pcHeader->ulIdent)[1];
|
|
szBuffer[2] = ((char*)&pcHeader->ulIdent)[2];
|
|
szBuffer[3] = ((char*)&pcHeader->ulIdent)[3];
|
|
szBuffer[4] = '\0';
|
|
|
|
throw DeadlyImportError("Invalid MDC magic word: should be IDPC, the "
|
|
"magic word found is " + std::string( szBuffer ));
|
|
}
|
|
|
|
if (pcHeader->ulVersion != AI_MDC_VERSION) {
|
|
ASSIMP_LOG_WARN("Unsupported MDC file version (2 (AI_MDC_VERSION) was expected)");
|
|
}
|
|
|
|
if (pcHeader->ulOffsetBorderFrames + pcHeader->ulNumFrames * sizeof(MDC::Frame) > this->fileSize ||
|
|
pcHeader->ulOffsetSurfaces + pcHeader->ulNumSurfaces * sizeof(MDC::Surface) > this->fileSize)
|
|
{
|
|
throw DeadlyImportError("Some of the offset values in the MDC header are invalid "
|
|
"and point to something behind the file.");
|
|
}
|
|
|
|
if (this->configFrameID >= this->pcHeader->ulNumFrames) {
|
|
throw DeadlyImportError("The requested frame is not available");
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Validate the header of a given MDC file surface
|
|
void MDCImporter::ValidateSurfaceHeader(BE_NCONST MDC::Surface* pcSurf)
|
|
{
|
|
AI_SWAP4(pcSurf->ulFlags);
|
|
AI_SWAP4(pcSurf->ulNumCompFrames);
|
|
AI_SWAP4(pcSurf->ulNumBaseFrames);
|
|
AI_SWAP4(pcSurf->ulNumShaders);
|
|
AI_SWAP4(pcSurf->ulNumVertices);
|
|
AI_SWAP4(pcSurf->ulNumTriangles);
|
|
AI_SWAP4(pcSurf->ulOffsetTriangles);
|
|
AI_SWAP4(pcSurf->ulOffsetTexCoords);
|
|
AI_SWAP4(pcSurf->ulOffsetBaseVerts);
|
|
AI_SWAP4(pcSurf->ulOffsetCompVerts);
|
|
AI_SWAP4(pcSurf->ulOffsetFrameBaseFrames);
|
|
AI_SWAP4(pcSurf->ulOffsetFrameCompFrames);
|
|
AI_SWAP4(pcSurf->ulOffsetEnd);
|
|
|
|
const unsigned int iMax = this->fileSize - (unsigned int)((int8_t*)pcSurf-(int8_t*)pcHeader);
|
|
|
|
if (pcSurf->ulOffsetBaseVerts + pcSurf->ulNumVertices * sizeof(MDC::BaseVertex) > iMax ||
|
|
(pcSurf->ulNumCompFrames && pcSurf->ulOffsetCompVerts + pcSurf->ulNumVertices * sizeof(MDC::CompressedVertex) > iMax) ||
|
|
pcSurf->ulOffsetTriangles + pcSurf->ulNumTriangles * sizeof(MDC::Triangle) > iMax ||
|
|
pcSurf->ulOffsetTexCoords + pcSurf->ulNumVertices * sizeof(MDC::TexturCoord) > iMax ||
|
|
pcSurf->ulOffsetShaders + pcSurf->ulNumShaders * sizeof(MDC::Shader) > iMax ||
|
|
pcSurf->ulOffsetFrameBaseFrames + pcSurf->ulNumBaseFrames * 2 > iMax ||
|
|
(pcSurf->ulNumCompFrames && pcSurf->ulOffsetFrameCompFrames + pcSurf->ulNumCompFrames * 2 > iMax))
|
|
{
|
|
throw DeadlyImportError("Some of the offset values in the MDC surface header "
|
|
"are invalid and point somewhere behind the file.");
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Setup configuration properties
|
|
void MDCImporter::SetupProperties(const Importer* pImp)
|
|
{
|
|
// The AI_CONFIG_IMPORT_MDC_KEYFRAME option overrides the
|
|
// AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option.
|
|
if(static_cast<unsigned int>(-1) == (configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MDC_KEYFRAME,-1))){
|
|
configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0);
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Imports the given file into the given scene structure.
|
|
void MDCImporter::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() == NULL)
|
|
throw DeadlyImportError( "Failed to open MDC file " + pFile + ".");
|
|
|
|
// check whether the mdc file is large enough to contain the file header
|
|
fileSize = (unsigned int)file->FileSize();
|
|
if( fileSize < sizeof(MDC::Header))
|
|
throw DeadlyImportError( "MDC File is too small.");
|
|
|
|
std::vector<unsigned char> mBuffer2(fileSize);
|
|
file->Read( &mBuffer2[0], 1, fileSize);
|
|
mBuffer = &mBuffer2[0];
|
|
|
|
// validate the file header
|
|
this->pcHeader = (BE_NCONST MDC::Header*)this->mBuffer;
|
|
this->ValidateHeader();
|
|
|
|
std::vector<std::string> aszShaders;
|
|
|
|
// get a pointer to the frame we want to read
|
|
BE_NCONST MDC::Frame* pcFrame = (BE_NCONST MDC::Frame*)(this->mBuffer+
|
|
this->pcHeader->ulOffsetBorderFrames);
|
|
|
|
// no need to swap the other members, we won't need them
|
|
pcFrame += configFrameID;
|
|
AI_SWAP4( pcFrame->localOrigin[0] );
|
|
AI_SWAP4( pcFrame->localOrigin[1] );
|
|
AI_SWAP4( pcFrame->localOrigin[2] );
|
|
|
|
// get the number of valid surfaces
|
|
BE_NCONST MDC::Surface* pcSurface, *pcSurface2;
|
|
pcSurface = pcSurface2 = new (mBuffer + pcHeader->ulOffsetSurfaces) MDC::Surface;
|
|
unsigned int iNumShaders = 0;
|
|
for (unsigned int i = 0; i < pcHeader->ulNumSurfaces;++i)
|
|
{
|
|
// validate the surface header
|
|
this->ValidateSurfaceHeader(pcSurface2);
|
|
|
|
if (pcSurface2->ulNumVertices && pcSurface2->ulNumTriangles)++pScene->mNumMeshes;
|
|
iNumShaders += pcSurface2->ulNumShaders;
|
|
pcSurface2 = new ((int8_t*)pcSurface2 + pcSurface2->ulOffsetEnd) MDC::Surface;
|
|
}
|
|
aszShaders.reserve(iNumShaders);
|
|
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
|
|
|
|
// necessary that we don't crash if an exception occurs
|
|
for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
|
|
pScene->mMeshes[i] = NULL;
|
|
|
|
// now read all surfaces
|
|
unsigned int iDefaultMatIndex = UINT_MAX;
|
|
for (unsigned int i = 0, iNum = 0; i < pcHeader->ulNumSurfaces;++i)
|
|
{
|
|
if (!pcSurface->ulNumVertices || !pcSurface->ulNumTriangles)continue;
|
|
aiMesh* pcMesh = pScene->mMeshes[iNum++] = new aiMesh();
|
|
|
|
pcMesh->mNumFaces = pcSurface->ulNumTriangles;
|
|
pcMesh->mNumVertices = pcMesh->mNumFaces * 3;
|
|
|
|
// store the name of the surface for use as node name.
|
|
pcMesh->mName.Set(std::string(pcSurface->ucName
|
|
, strnlen(pcSurface->ucName, AI_MDC_MAXQPATH - 1)));
|
|
|
|
// go to the first shader in the file. ignore the others.
|
|
if (pcSurface->ulNumShaders)
|
|
{
|
|
const MDC::Shader* pcShader = (const MDC::Shader*)((int8_t*)pcSurface + pcSurface->ulOffsetShaders);
|
|
pcMesh->mMaterialIndex = (unsigned int)aszShaders.size();
|
|
|
|
// create a new shader
|
|
aszShaders.push_back(std::string( pcShader->ucName,
|
|
::strnlen(pcShader->ucName, sizeof(pcShader->ucName)) ));
|
|
}
|
|
// need to create a default material
|
|
else if (UINT_MAX == iDefaultMatIndex)
|
|
{
|
|
pcMesh->mMaterialIndex = iDefaultMatIndex = (unsigned int)aszShaders.size();
|
|
aszShaders.push_back(std::string());
|
|
}
|
|
// otherwise assign a reference to the default material
|
|
else pcMesh->mMaterialIndex = iDefaultMatIndex;
|
|
|
|
// allocate output storage for the mesh
|
|
aiVector3D* pcVertCur = pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices];
|
|
aiVector3D* pcNorCur = pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices];
|
|
aiVector3D* pcUVCur = pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices];
|
|
aiFace* pcFaceCur = pcMesh->mFaces = new aiFace[pcMesh->mNumFaces];
|
|
|
|
// create all vertices/faces
|
|
BE_NCONST MDC::Triangle* pcTriangle = (BE_NCONST MDC::Triangle*)
|
|
((int8_t*)pcSurface+pcSurface->ulOffsetTriangles);
|
|
|
|
BE_NCONST MDC::TexturCoord* const pcUVs = (BE_NCONST MDC::TexturCoord*)
|
|
((int8_t*)pcSurface+pcSurface->ulOffsetTexCoords);
|
|
|
|
// get a pointer to the uncompressed vertices
|
|
int16_t iOfs = *((int16_t*) ((int8_t*) pcSurface +
|
|
pcSurface->ulOffsetFrameBaseFrames) + this->configFrameID);
|
|
|
|
AI_SWAP2(iOfs);
|
|
|
|
BE_NCONST MDC::BaseVertex* const pcVerts = (BE_NCONST MDC::BaseVertex*)
|
|
((int8_t*)pcSurface+pcSurface->ulOffsetBaseVerts) +
|
|
((int)iOfs * pcSurface->ulNumVertices * 4);
|
|
|
|
// do the main swapping stuff ...
|
|
#if (defined AI_BUILD_BIG_ENDIAN)
|
|
|
|
// swap all triangles
|
|
for (unsigned int i = 0; i < pcSurface->ulNumTriangles;++i)
|
|
{
|
|
AI_SWAP4( pcTriangle[i].aiIndices[0] );
|
|
AI_SWAP4( pcTriangle[i].aiIndices[1] );
|
|
AI_SWAP4( pcTriangle[i].aiIndices[2] );
|
|
}
|
|
|
|
// swap all vertices
|
|
for (unsigned int i = 0; i < pcSurface->ulNumVertices*pcSurface->ulNumBaseFrames;++i)
|
|
{
|
|
AI_SWAP2( pcVerts->normal );
|
|
AI_SWAP2( pcVerts->x );
|
|
AI_SWAP2( pcVerts->y );
|
|
AI_SWAP2( pcVerts->z );
|
|
}
|
|
|
|
// swap all texture coordinates
|
|
for (unsigned int i = 0; i < pcSurface->ulNumVertices;++i)
|
|
{
|
|
AI_SWAP4( pcUVs->u );
|
|
AI_SWAP4( pcUVs->v );
|
|
}
|
|
|
|
#endif
|
|
|
|
const MDC::CompressedVertex* pcCVerts = NULL;
|
|
int16_t* mdcCompVert = NULL;
|
|
|
|
// access compressed frames for large frame numbers, but never for the first
|
|
if( this->configFrameID && pcSurface->ulNumCompFrames > 0 )
|
|
{
|
|
mdcCompVert = (int16_t*) ((int8_t*)pcSurface+pcSurface->ulOffsetFrameCompFrames) + this->configFrameID;
|
|
AI_SWAP2P(mdcCompVert);
|
|
if( *mdcCompVert >= 0 )
|
|
{
|
|
pcCVerts = (const MDC::CompressedVertex*)((int8_t*)pcSurface +
|
|
pcSurface->ulOffsetCompVerts) + *mdcCompVert * pcSurface->ulNumVertices;
|
|
}
|
|
else mdcCompVert = NULL;
|
|
}
|
|
|
|
// copy all faces
|
|
for (unsigned int iFace = 0; iFace < pcSurface->ulNumTriangles;++iFace,
|
|
++pcTriangle,++pcFaceCur)
|
|
{
|
|
const unsigned int iOutIndex = iFace*3;
|
|
pcFaceCur->mNumIndices = 3;
|
|
pcFaceCur->mIndices = new unsigned int[3];
|
|
|
|
for (unsigned int iIndex = 0; iIndex < 3;++iIndex,
|
|
++pcVertCur,++pcUVCur,++pcNorCur)
|
|
{
|
|
uint32_t quak = pcTriangle->aiIndices[iIndex];
|
|
if (quak >= pcSurface->ulNumVertices)
|
|
{
|
|
ASSIMP_LOG_ERROR("MDC vertex index is out of range");
|
|
quak = pcSurface->ulNumVertices-1;
|
|
}
|
|
|
|
// compressed vertices?
|
|
if (mdcCompVert)
|
|
{
|
|
MDC::BuildVertex(*pcFrame,pcVerts[quak],pcCVerts[quak],
|
|
*pcVertCur,*pcNorCur);
|
|
}
|
|
else
|
|
{
|
|
// copy position
|
|
pcVertCur->x = pcVerts[quak].x * AI_MDC_BASE_SCALING;
|
|
pcVertCur->y = pcVerts[quak].y * AI_MDC_BASE_SCALING;
|
|
pcVertCur->z = pcVerts[quak].z * AI_MDC_BASE_SCALING;
|
|
|
|
// copy normals
|
|
MD3::LatLngNormalToVec3( pcVerts[quak].normal, &pcNorCur->x );
|
|
|
|
// copy texture coordinates
|
|
pcUVCur->x = pcUVs[quak].u;
|
|
pcUVCur->y = ai_real( 1.0 )-pcUVs[quak].v; // DX to OGL
|
|
}
|
|
pcVertCur->x += pcFrame->localOrigin[0] ;
|
|
pcVertCur->y += pcFrame->localOrigin[1] ;
|
|
pcVertCur->z += pcFrame->localOrigin[2] ;
|
|
}
|
|
|
|
// swap the face order - DX to OGL
|
|
pcFaceCur->mIndices[0] = iOutIndex + 2;
|
|
pcFaceCur->mIndices[1] = iOutIndex + 1;
|
|
pcFaceCur->mIndices[2] = iOutIndex + 0;
|
|
}
|
|
|
|
pcSurface = new ((int8_t*)pcSurface + pcSurface->ulOffsetEnd) MDC::Surface;
|
|
}
|
|
|
|
// create a flat node graph with a root node and one child for each surface
|
|
if (!pScene->mNumMeshes)
|
|
throw DeadlyImportError( "Invalid MDC file: File contains no valid mesh");
|
|
else if (1 == pScene->mNumMeshes)
|
|
{
|
|
pScene->mRootNode = new aiNode();
|
|
if ( nullptr != pScene->mMeshes[0] ) {
|
|
pScene->mRootNode->mName = pScene->mMeshes[0]->mName;
|
|
pScene->mRootNode->mNumMeshes = 1;
|
|
pScene->mRootNode->mMeshes = new unsigned int[1];
|
|
pScene->mRootNode->mMeshes[0] = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pScene->mRootNode = new aiNode();
|
|
pScene->mRootNode->mNumChildren = pScene->mNumMeshes;
|
|
pScene->mRootNode->mChildren = new aiNode*[pScene->mNumMeshes];
|
|
pScene->mRootNode->mName.Set("<root>");
|
|
for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
|
|
{
|
|
aiNode* pcNode = pScene->mRootNode->mChildren[i] = new aiNode();
|
|
pcNode->mParent = pScene->mRootNode;
|
|
pcNode->mName = pScene->mMeshes[i]->mName;
|
|
pcNode->mNumMeshes = 1;
|
|
pcNode->mMeshes = new unsigned int[1];
|
|
pcNode->mMeshes[0] = i;
|
|
}
|
|
}
|
|
|
|
// create materials
|
|
pScene->mNumMaterials = (unsigned int)aszShaders.size();
|
|
pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
|
|
for (unsigned int i = 0; i < pScene->mNumMaterials;++i)
|
|
{
|
|
aiMaterial* pcMat = new aiMaterial();
|
|
pScene->mMaterials[i] = pcMat;
|
|
|
|
const std::string& name = aszShaders[i];
|
|
|
|
int iMode = (int)aiShadingMode_Gouraud;
|
|
pcMat->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
|
|
|
|
// add a small ambient color value - RtCW seems to have one
|
|
aiColor3D clr;
|
|
clr.b = clr.g = clr.r = 0.05f;
|
|
pcMat->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
|
|
|
|
if (name.length())clr.b = clr.g = clr.r = 1.0f;
|
|
else clr.b = clr.g = clr.r = 0.6f;
|
|
|
|
pcMat->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
|
|
pcMat->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
|
|
|
|
if (name.length())
|
|
{
|
|
aiString path;
|
|
path.Set(name);
|
|
pcMat->AddProperty(&path,AI_MATKEY_TEXTURE_DIFFUSE(0));
|
|
}
|
|
}
|
|
}
|
|
|
|
#endif // !! ASSIMP_BUILD_NO_MDC_IMPORTER
|