Small fix to the ASE loader - workaround for bitmaps with filename "None".

Further work on the IRR loader. Still work in progress.
Fixed a minor issue in StandardShapes.
Fixed a bug in the Q3D loader causing models without textures to load incorrectly.

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@225 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
This commit is contained in:
aramis_acg
2008-11-02 22:30:37 +00:00
parent df85f0aead
commit 240dbfd864
8 changed files with 249 additions and 54 deletions

View File

@@ -102,6 +102,129 @@ bool IRRImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
return false;
}
// ------------------------------------------------------------------------------------------------
void IRRImporter::GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
BatchLoader& batch,
std::vector<aiMesh*>& meshes,
std::vector<aiNodeAnim*>& anims,
std::vector<AttachmentInfo>& attach)
{
// Setup the name of this node
rootOut->mName.Set(root->name);
unsigned int oldMeshSize = (unsigned int)meshes.size();
// Now determine the type of the node
switch (root->type)
{
case Node::ANIMMESH:
case Node::MESH:
{
// get the loaded mesh from the scene and add it to
// the list of all scenes to be attached to the
// graph we're currently building
aiScene* scene = batch.GetImport(root->meshPath);
if (!scene)
{
DefaultLogger::get()->error("IRR: Unable to load external file: " + root->meshPath);
break;
}
attach.push_back(AttachmentInfo(scene,rootOut));
}
break;
case Node::LIGHT:
case Node::CAMERA:
// We're already finished with lights and cameras
break;
case Node::SPHERE:
{
// generate the sphere model. Our input parameter to
// the sphere generation algorithm is the number of
// subdivisions of each triangle - but here we have
// the number of poylgons on a specific axis. Just
// use some limits ...
unsigned int mul = root->spherePolyCountX*root->spherePolyCountY;
if (mul < 100)mul = 2;
else if (mul < 300)mul = 3;
else mul = 4;
meshes.push_back(StandardShapes::MakeMesh(mul,&StandardShapes::MakeSphere));
// Adjust scaling
root->scaling *= root->sphereRadius;
}
break;
case Node::CUBE:
case Node::SKYBOX:
{
// Skyboxes and normal cubes - generate the cube first
meshes.push_back(StandardShapes::MakeMesh(&StandardShapes::MakeHexahedron));
// Adjust scaling
root->scaling *= root->sphereRadius;
}
break;
case Node::TERRAIN:
{
}
break;
};
// Check whether we added a mesh. In this case we'll also
// need to attach it to the node
if (oldMeshSize != (unsigned int) meshes.size())
{
rootOut->mNumMeshes = 1;
rootOut->mMeshes = new unsigned int[1];
rootOut->mMeshes[0] = oldMeshSize;
}
// Now compute the final local transformation matrix of the
// node from the given translation, rotation and scaling values.
// (the rotation is given in Euler angles, XYZ order)
aiMatrix4x4 m;
rootOut->mTransformation = aiMatrix4x4::RotationX(AI_DEG_TO_RAD(root->rotation.x),m)
* aiMatrix4x4::RotationY(AI_DEG_TO_RAD(root->rotation.y),m)
* aiMatrix4x4::RotationZ(AI_DEG_TO_RAD(root->rotation.z),m);
// apply scaling
aiMatrix4x4& mat = rootOut->mTransformation;
mat.a1 *= root->scaling.x;
mat.b1 *= root->scaling.x;
mat.c1 *= root->scaling.x;
mat.a2 *= root->scaling.y;
mat.b2 *= root->scaling.y;
mat.c2 *= root->scaling.y;
mat.a3 *= root->scaling.z;
mat.b3 *= root->scaling.z;
mat.c3 *= root->scaling.z;
// apply translation
mat.a4 = root->position.x;
mat.b4 = root->position.y;
mat.c4 = root->position.z;
// Add all children recursively. First allocate enough storage
// for them, then call us again
rootOut->mNumChildren = (unsigned int)root->children.size();
if (rootOut->mNumChildren)
{
rootOut->mChildren = new aiNode*[rootOut->mNumChildren];
for (unsigned int i = 0; i < rootOut->mNumChildren;++i)
{
aiNode* node = rootOut->mChildren[i] = new aiNode();
node->mParent = rootOut;
GenerateGraph(root->children[i],node,scene,batch,meshes,anims,attach);
}
}
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void IRRImporter::InternReadFile( const std::string& pFile,
@@ -133,7 +256,7 @@ void IRRImporter::InternReadFile( const std::string& pFile,
// List of output lights
std::vector<aiLight*> lights;
// Batch loader used to load external models
BatchLoader batch(pIOHandler);
cameras.reserve(5);
@@ -391,6 +514,10 @@ void IRRImporter::InternReadFile( const std::string& pFile,
{
curAnim->circleRadius = prop.value;
}
else if (curAnim->type == Animator::FOLLOW_SPLINE && prop.name == "Tightness")
{
curAnim->tightness = prop.value;
}
}
else
{
@@ -439,13 +566,12 @@ void IRRImporter::InternReadFile( const std::string& pFile,
lights.back()->mAngleInnerCone = AI_DEG_TO_RAD( prop.value );
}
}
// radius of the sphere to be generated
else if (Node::SPHERE == curNode->type)
// radius of the sphere to be generated -
// or alternatively, size of the cube
else if (Node::SPHERE == curNode->type && prop.name == "Radius" ||
Node::CUBE == curNode->type && prop.name == "Size" )
{
if (prop.name == "Radius")
{
curNode->sphereRadius = prop.value;
}
curNode->sphereRadius = prop.value;
}
}
}
@@ -524,6 +650,34 @@ void IRRImporter::InternReadFile( const std::string& pFile,
}
batch.AddLoadRequest(prop.value,pp,&map);
curNode->meshPath = prop.value;
}
else if (inAnimator && prop.name == "Type")
{
// type of the animator
if (prop.value == "rotation")
{
curAnim->type = Animator::ROTATION;
}
else if (prop.value == "flyCircle")
{
curAnim->type = Animator::FLY_CIRCLE;
}
else if (prop.value == "flyStraight")
{
curAnim->type = Animator::FLY_CIRCLE;
}
else if (prop.value == "followSpline")
{
curAnim->type = Animator::FOLLOW_SPLINE;
}
else
{
DefaultLogger::get()->warn("IRR: Ignoring unknown animator: "
+ prop.value);
curAnim->type = Animator::UNKNOWN;
}
}
}
}
@@ -603,7 +757,6 @@ void IRRImporter::InternReadFile( const std::string& pFile,
tempScene->mLights = new aiLight*[tempScene->mNumLights];
::memcpy(tempScene->mLights,&lights[0],sizeof(void*)*tempScene->mNumLights);
// temporary data
std::vector< aiNodeAnim*> anims;
std::vector< AttachmentInfo > attach;
@@ -615,8 +768,8 @@ void IRRImporter::InternReadFile( const std::string& pFile,
/* Now process our scenegraph recursively: generate final
* meshes and generate animation channels for all nodes.
*/
// GenerateGraph(root,tempScene->mRootNode, tempScene,
// batch, meshes, anims, attach);
GenerateGraph(root,tempScene->mRootNode, tempScene,
batch, meshes, anims, attach);
if (!anims.empty())
{
@@ -644,9 +797,21 @@ void IRRImporter::InternReadFile( const std::string& pFile,
pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
DefaultLogger::get()->info("IRR: No Meshes loaded, setting AI_SCENE_FLAGS_INCOMPLETE flag");
}
else
{
// copy all meshes to the temporary scene
tempScene->mNumMeshes = (unsigned int)meshes.size();
tempScene->mMeshes = new aiMesh*[tempScene->mNumMeshes];
::memcpy(tempScene->mMeshes,&meshes[0],tempScene->mNumMeshes);
}
/* Now merge all sub scenes and attach them to the correct
* attachment points in the scenegraph.
*/
SceneCombiner::MergeScenes(pScene,tempScene,attach);
/* Finished ... everything destructs automatically and all
* temporary scenes have already been deleted by MergeScenes()
*/
}