MD5 bugfix.
WIP version of the OptimizeGraph-Step. Added hashes to some string routines (speedup). Improved property system for float and strings. Refactoring code for computing normals from smoothinggroups. Implemented C-ASSIMP. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@116 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
This commit is contained in:
@@ -45,14 +45,15 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include "ByteSwap.h"
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#include "MD2NormalTable.h" // shouldn't be included by other units
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#include "../include/IOStream.h"
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#include "../include/IOSystem.h"
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#include "../include/aiMesh.h"
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// public ASSIMP headers
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#include "../include/assimp.hpp"
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#include "../include/aiScene.h"
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#include "../include/aiAssert.h"
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#include "../include/IOStream.h"
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#include "../include/IOSystem.h"
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#include "../include/DefaultLogger.h"
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#include "../include/assimp.hpp"
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// boost headers
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#include <boost/scoped_ptr.hpp>
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using namespace Assimp;
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@@ -117,10 +118,10 @@ void MD2Importer::SetupProperties(const Importer* pImp)
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{
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// The AI_CONFIG_IMPORT_MD2_KEYFRAME option overrides the
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// AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option.
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if(0xffffffff == (this->configFrameID = pImp->GetProperty(
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if(0xffffffff == (this->configFrameID = pImp->GetPropertyInteger(
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AI_CONFIG_IMPORT_MD2_KEYFRAME,0xffffffff)))
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{
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this->configFrameID = pImp->GetProperty(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0);
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this->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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@@ -190,255 +191,247 @@ void MD2Importer::InternReadFile( const std::string& pFile,
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if( fileSize < sizeof(MD2::Header))
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throw new ImportErrorException( "MD2 File is too small");
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try
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std::vector<unsigned char> mBuffer2(fileSize);
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file->Read(&mBuffer2[0], 1, fileSize);
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this->mBuffer = &mBuffer2[0];
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this->m_pcHeader = (const MD2::Header*)this->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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this->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 MaterialHelper();
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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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// navigate to the begin of the frame data
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const MD2::Frame* pcFrame = (const MD2::Frame*) ((uint8_t*)
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this->m_pcHeader + this->m_pcHeader->offsetFrames);
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pcFrame += this->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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this->m_pcHeader + this->m_pcHeader->offsetTriangles);
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// navigate to the begin of the tex coords data
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const MD2::TexCoord* pcTexCoords = (const MD2::TexCoord*) ((uint8_t*)
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this->m_pcHeader + this->m_pcHeader->offsetTexCoords);
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// navigate to the begin of the vertex data
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const MD2::Vertex* pcVerts = (const 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)
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{
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// allocate storage and copy the contents of the file to a memory buffer
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this->mBuffer = new unsigned char[fileSize];
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file->Read( (void*)mBuffer, 1, fileSize);
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this->m_pcHeader = (const MD2::Header*)this->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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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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this->ValidateHeader();
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pcMesh->mNumFaces = this->m_pcHeader->numTriangles;
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pcMesh->mFaces = new aiFace[this->m_pcHeader->numTriangles];
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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 MaterialHelper();
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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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// 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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// navigate to the begin of the frame data
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const MD2::Frame* pcFrame = (const MD2::Frame*) ((uint8_t*)
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this->m_pcHeader + this->m_pcHeader->offsetFrames);
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pcFrame += this->configFrameID;
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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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if (this->m_pcHeader->numTexCoords && this->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*)this->m_pcHeader +
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this->m_pcHeader->offsetSkins);
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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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this->m_pcHeader + this->m_pcHeader->offsetTriangles);
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const int iMode = (int)aiShadingMode_Gouraud;
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MaterialHelper* pcHelper = (MaterialHelper*)pScene->mMaterials[0];
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pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
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// navigate to the begin of the tex coords data
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const MD2::TexCoord* pcTexCoords = (const MD2::TexCoord*) ((uint8_t*)
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this->m_pcHeader + this->m_pcHeader->offsetTexCoords);
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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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// navigate to the begin of the vertex data
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const MD2::Vertex* pcVerts = (const MD2::Vertex*) (pcFrame->vertices);
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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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#ifdef AI_BUILD_BIG_ENDIAN
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for (uint32_t i = 0; i< m_pcHeader->numTriangles)
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if (pcSkins->name[0])
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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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aiString szString;
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const size_t iLen = ::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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pcMesh->mNumFaces = this->m_pcHeader->numTriangles;
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pcMesh->mFaces = new aiFace[this->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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if (this->m_pcHeader->numTexCoords && this->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*)this->m_pcHeader +
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this->m_pcHeader->offsetSkins);
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const int iMode = (int)aiShadingMode_Gouraud;
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MaterialHelper* pcHelper = (MaterialHelper*)pScene->mMaterials[0];
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pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
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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 size_t iLen = ::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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{
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DefaultLogger::get()->warn("Texture file name has zero length. It will be skipped.");
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}
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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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{
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// apply a default material
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const int iMode = (int)aiShadingMode_Gouraud;
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MaterialHelper* pcHelper = (MaterialHelper*)pScene->mMaterials[0];
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pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
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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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}
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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,fDivisorV;
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if (this->m_pcHeader->numTexCoords)
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{
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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 (!this->m_pcHeader->skinWidth)
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{
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DefaultLogger::get()->error("Skin width is zero but there are "
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"valid absolute texture coordinates. Unable to compute "
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"relative texture coordinates ranging from 0 to 1");
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fDivisorU = 1.0f;
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}
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else fDivisorU = (float)this->m_pcHeader->skinWidth;
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if (!this->m_pcHeader->skinHeight)
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{
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DefaultLogger::get()->error("Skin height is zero but there are "
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"valid absolute texture coordinates. Unable to compute "
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"relative texture coordinates ranging from 0 to 1");
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fDivisorV = 1.0f;
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}
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else fDivisorV = (float)this->m_pcHeader->skinHeight;
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}
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for (unsigned int i = 0; i < (unsigned int)this->m_pcHeader->numTriangles;++i)
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{
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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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unsigned int iTemp = iCurrent;
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for (unsigned int c = 0; c < 3;++c,++iCurrent)
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{
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// validate vertex indices
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if (pcTriangles[i].vertexIndices[c] >= this->m_pcHeader->numVertices)
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{
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DefaultLogger::get()->error("Vertex index is outside the allowed range");
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pcTriangles[i].vertexIndices[c] = this->m_pcHeader->numVertices-1;
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}
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// copy face indices
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unsigned int iIndex = (unsigned int)pcTriangles[i].vertexIndices[c];
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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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// (flip z and y component)
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// FIX: no .... invert y instead
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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.y *= -1.0f;
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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);
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vNormal.y *= -1.0f;
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if (this->m_pcHeader->numTexCoords)
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{
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// validate texture coordinates
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if (pcTriangles[iIndex].textureIndices[c] >= this->m_pcHeader->numTexCoords)
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{
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DefaultLogger::get()->error("UV index is outside the allowed range");
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pcTriangles[iIndex].textureIndices[c] = this->m_pcHeader->numTexCoords-1;
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}
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aiVector3D& pcOut = pcMesh->mTextureCoords[0][iCurrent];
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float u,v;
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// the texture coordinates are absolute values but we
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// need relative values between 0 and 1
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u = (float)pcTexCoords[pcTriangles[i].textureIndices[c]].s / fDivisorU;
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v = (float)pcTexCoords[pcTriangles[i].textureIndices[c]].t / fDivisorV;
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pcOut.x = u;
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pcOut.y = 1.0f - v; // FIXME: Is this correct for MD2?
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}
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}
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// FIX: flip the face order for use with OpenGL
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pScene->mMeshes[0]->mFaces[i].mIndices[0] = iTemp+2;
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pScene->mMeshes[0]->mFaces[i].mIndices[1] = iTemp+1;
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pScene->mMeshes[0]->mFaces[i].mIndices[2] = iTemp+0;
|
||||
DefaultLogger::get()->warn("Texture file name has zero length. It will be skipped.");
|
||||
}
|
||||
}
|
||||
catch (ImportErrorException* ex)
|
||||
else
|
||||
{
|
||||
delete[] this->mBuffer; AI_DEBUG_INVALIDATE_PTR(this->mBuffer);
|
||||
throw ex;
|
||||
// apply a default material
|
||||
const int iMode = (int)aiShadingMode_Gouraud;
|
||||
MaterialHelper* pcHelper = (MaterialHelper*)pScene->mMaterials[0];
|
||||
pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
|
||||
|
||||
aiColor3D clr;
|
||||
clr.b = clr.g = clr.r = 0.6f;
|
||||
pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
|
||||
pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
|
||||
|
||||
clr.b = clr.g = clr.r = 0.05f;
|
||||
pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
|
||||
|
||||
aiString szName;
|
||||
szName.Set(AI_DEFAULT_MATERIAL_NAME);
|
||||
pcHelper->AddProperty(&szName,AI_MATKEY_NAME);
|
||||
}
|
||||
|
||||
|
||||
// now read all triangles of the first frame, apply scaling and translation
|
||||
unsigned int iCurrent = 0;
|
||||
|
||||
float fDivisorU,fDivisorV;
|
||||
if (this->m_pcHeader->numTexCoords)
|
||||
{
|
||||
// allocate storage for texture coordinates, too
|
||||
pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices];
|
||||
pcMesh->mNumUVComponents[0] = 2;
|
||||
|
||||
// check whether the skin width or height are zero (this would
|
||||
// cause a division through zero)
|
||||
if (!this->m_pcHeader->skinWidth)
|
||||
{
|
||||
DefaultLogger::get()->error("Skin width is zero but there are "
|
||||
"valid absolute texture coordinates. Unable to compute "
|
||||
"relative texture coordinates ranging from 0 to 1");
|
||||
fDivisorU = 1.0f;
|
||||
}
|
||||
else fDivisorU = (float)this->m_pcHeader->skinWidth;
|
||||
if (!this->m_pcHeader->skinHeight)
|
||||
{
|
||||
DefaultLogger::get()->error("Skin height is zero but there are "
|
||||
"valid absolute texture coordinates. Unable to compute "
|
||||
"relative texture coordinates ranging from 0 to 1");
|
||||
fDivisorV = 1.0f;
|
||||
}
|
||||
else fDivisorV = (float)this->m_pcHeader->skinHeight;
|
||||
}
|
||||
|
||||
for (unsigned int i = 0; i < (unsigned int)this->m_pcHeader->numTriangles;++i)
|
||||
{
|
||||
// allocate the face
|
||||
pScene->mMeshes[0]->mFaces[i].mIndices = new unsigned int[3];
|
||||
pScene->mMeshes[0]->mFaces[i].mNumIndices = 3;
|
||||
|
||||
// copy texture coordinates
|
||||
// check whether they are different from the previous value at this index.
|
||||
// In this case, create a full separate set of vertices/normals/texcoords
|
||||
unsigned int iTemp = iCurrent;
|
||||
for (unsigned int c = 0; c < 3;++c,++iCurrent)
|
||||
{
|
||||
// validate vertex indices
|
||||
if (pcTriangles[i].vertexIndices[c] >= this->m_pcHeader->numVertices)
|
||||
{
|
||||
DefaultLogger::get()->error("Vertex index is outside the allowed range");
|
||||
pcTriangles[i].vertexIndices[c] = this->m_pcHeader->numVertices-1;
|
||||
}
|
||||
|
||||
// copy face indices
|
||||
unsigned int iIndex = (unsigned int)pcTriangles[i].vertexIndices[c];
|
||||
|
||||
// read x,y, and z component of the vertex
|
||||
aiVector3D& vec = pcMesh->mVertices[iCurrent];
|
||||
|
||||
vec.x = (float)pcVerts[iIndex].vertex[0] * pcFrame->scale[0];
|
||||
vec.x += pcFrame->translate[0];
|
||||
|
||||
// (flip z and y component)
|
||||
// FIX: no .... invert y instead
|
||||
vec.y = (float)pcVerts[iIndex].vertex[1] * pcFrame->scale[1];
|
||||
vec.y += pcFrame->translate[1];
|
||||
vec.y *= -1.0f;
|
||||
|
||||
vec.z = (float)pcVerts[iIndex].vertex[2] * pcFrame->scale[2];
|
||||
vec.z += pcFrame->translate[2];
|
||||
|
||||
// read the normal vector from the precalculated normal table
|
||||
aiVector3D& vNormal = pcMesh->mNormals[iCurrent];
|
||||
LookupNormalIndex(pcVerts[iIndex].lightNormalIndex,vNormal);
|
||||
vNormal.y *= -1.0f;
|
||||
|
||||
if (this->m_pcHeader->numTexCoords)
|
||||
{
|
||||
// validate texture coordinates
|
||||
if (pcTriangles[iIndex].textureIndices[c] >= this->m_pcHeader->numTexCoords)
|
||||
{
|
||||
DefaultLogger::get()->error("UV index is outside the allowed range");
|
||||
pcTriangles[iIndex].textureIndices[c] = this->m_pcHeader->numTexCoords-1;
|
||||
}
|
||||
|
||||
aiVector3D& pcOut = pcMesh->mTextureCoords[0][iCurrent];
|
||||
float u,v;
|
||||
|
||||
// the texture coordinates are absolute values but we
|
||||
// need relative values between 0 and 1
|
||||
u = (float)pcTexCoords[pcTriangles[i].textureIndices[c]].s / fDivisorU;
|
||||
v = (float)pcTexCoords[pcTriangles[i].textureIndices[c]].t / fDivisorV;
|
||||
pcOut.x = u;
|
||||
pcOut.y = 1.0f - v; // FIXME: Is this correct for MD2?
|
||||
}
|
||||
}
|
||||
// FIX: flip the face order for use with OpenGL
|
||||
pScene->mMeshes[0]->mFaces[i].mIndices[0] = iTemp+2;
|
||||
pScene->mMeshes[0]->mFaces[i].mIndices[1] = iTemp+1;
|
||||
pScene->mMeshes[0]->mFaces[i].mIndices[2] = iTemp+0;
|
||||
}
|
||||
delete[] this->mBuffer; AI_DEBUG_INVALIDATE_PTR(this->mBuffer);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user