blender loader now loads material assignments.

blender loader no longer produces randomized output in some scenarious. nice side effect of less asthetic diversity: less segfaults.
assimpview is no longer topmost.



git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@732 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
This commit is contained in:
aramis_acg
2010-05-21 22:39:31 +00:00
parent c29e985f12
commit 3cf20b605d
9 changed files with 545 additions and 277 deletions

View File

@@ -58,7 +58,7 @@ using namespace Assimp;
using namespace Assimp::Blender;
using namespace Assimp::Formatter;
#define for_each BOOST_FOREACH
#define for_each(x,y) BOOST_FOREACH(x,y)
static const aiLoaderDesc blenderDesc = {
"Blender 3D Importer \nhttp://www.blender3d.org",
@@ -75,9 +75,13 @@ static const aiLoaderDesc blenderDesc = {
namespace Assimp {
namespace Blender {
/** Mini smart-array to avoid pulling in even more boost stuff */
/** Mini smart-array to avoid pulling in even more boost stuff. usable with vector and deque */
template <template <typename,typename> class TCLASS, typename T>
struct TempArray {
TempArray() {
}
~TempArray () {
for_each(T* elem, arr) {
delete elem;
@@ -96,6 +100,26 @@ namespace Blender {
return arr;
}
TCLASS< T*,std::allocator<T*> >& get () {
return arr;
}
const TCLASS< T*,std::allocator<T*> >& get () const {
return arr;
}
T* operator[] (size_t idx) const {
return arr[idx];
}
private:
// no copy semantics
void operator= (const TempArray&) {
}
TempArray(const TempArray& arr) {
}
private:
TCLASS< T*,std::allocator<T*> > arr;
};
@@ -109,6 +133,9 @@ namespace Blender {
TempArray <std::vector, aiCamera> cameras;
TempArray <std::vector, aiLight> lights;
TempArray <std::vector, aiMaterial> materials;
// set of all materials referenced by at least one mesh in the scene
std::deque< boost::shared_ptr< Material > > materials_raw;
};
}
}
@@ -304,6 +331,8 @@ void BlenderImporter::ConvertBlendFile(aiScene* out, const Scene& in)
root->mChildren[i]->mParent = root;
}
BuildMaterials(conv);
if (conv.meshes->size()) {
out->mMeshes = new aiMesh*[out->mNumMeshes = static_cast<unsigned int>( conv.meshes->size() )];
std::copy(conv.meshes->begin(),conv.meshes->end(),out->mMeshes);
@@ -332,12 +361,67 @@ void BlenderImporter::ConvertBlendFile(aiScene* out, const Scene& in)
// acknowledge that the scene might come out incomplete
// by Assimps definition of `complete`: blender scenes
// can consist of thousands of cameras or lights with
// not a single mesh in them.
// not a single mesh between them.
if (!out->mNumMeshes) {
out->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
}
}
// ------------------------------------------------------------------------------------------------
void BlenderImporter::BuildMaterials(ConversionData& conv_data)
{
conv_data.materials->reserve(conv_data.materials_raw.size());
// add a default material if necessary
unsigned int index = static_cast<unsigned int>( -1 );
for_each( aiMesh* mesh, conv_data.meshes.get() ) {
if (mesh->mMaterialIndex == static_cast<unsigned int>( -1 )) {
if (index == static_cast<unsigned int>( -1 )) {
// ok, we need to add a dedicated default material for some poor material-less meshes
boost::shared_ptr<Material> p(new Material());
strcpy( p->id.name, "$AssimpDefault" );
p->r = p->g = p->b = 0.6f;
p->specr = p->specg = p->specb = 0.6f;
p->ambir = p->ambig = p->ambib = 0.0f;
p->emit = 0.f;
p->alpha = 0.f;
// XXX add more / or add default c'tor to Material
index = static_cast<unsigned int>( conv_data.materials_raw.size() );
conv_data.materials_raw.push_back(p);
LogInfo("Adding default material ...");
}
mesh->mMaterialIndex = index;
}
}
for_each(boost::shared_ptr<Material> mat, conv_data.materials_raw) {
MaterialHelper* mout = new MaterialHelper();
conv_data.materials->push_back(mout);
// set material name
aiString name = aiString(mat->id.name);
mout->AddProperty(&name,AI_MATKEY_NAME);
// basic material colors
aiColor3D col(mat->r,mat->g,mat->b);
mout->AddProperty(&col,1,AI_MATKEY_COLOR_DIFFUSE);
col = aiColor3D(mat->specr,mat->specg,mat->specb);
mout->AddProperty(&col,1,AI_MATKEY_COLOR_SPECULAR);
col = aiColor3D(mat->ambir,mat->ambig,mat->ambib);
mout->AddProperty(&col,1,AI_MATKEY_COLOR_AMBIENT);
}
}
// ------------------------------------------------------------------------------------------------
void BlenderImporter::CheckActualType(const ElemBase* dt, const char* check)
{
@@ -357,25 +441,93 @@ void BlenderImporter::NotSupportedObjectType(const Object* obj, const char* type
}
// ------------------------------------------------------------------------------------------------
aiMesh* BlenderImporter::ConvertMesh(const Scene& in, const Object* obj, const Mesh* mesh, ConversionData& conv_data)
void BlenderImporter::ConvertMesh(const Scene& in, const Object* obj, const Mesh* mesh,
ConversionData& conv_data, TempArray<std::vector,aiMesh>& temp
)
{
typedef std::pair<const int,size_t> MyPair;
if (!mesh->totface || !mesh->totvert) {
return NULL;
return;
}
ScopeGuard<aiMesh> out(new aiMesh());
// some sanity checks
if (mesh->totface > mesh->mface.size() ){
ThrowException("Number of faces is larger than the corresponding array");
}
aiVector3D* vo = out->mVertices = new aiVector3D[mesh->totface*4];
aiVector3D* vn = out->mNormals = new aiVector3D[mesh->totface*4];
if (mesh->totvert > mesh->mvert.size()) {
ThrowException("Number of vertices is larger than the corresponding array");
}
out->mNumFaces = mesh->totface;
out->mFaces = new aiFace[out->mNumFaces]();
for (unsigned int i = 0; i < out->mNumFaces; ++i) {
aiFace& f = out->mFaces[i];
// collect per-submesh numbers
std::map<int,size_t> per_mat;
for (int i = 0; i < mesh->totface; ++i) {
const MFace& mf = mesh->mface[i];
per_mat[ mf.mat_nr ]++;
}
// ... and allocate the corresponding meshes
const size_t old = temp->size();
temp->reserve(temp->size() + per_mat.size());
std::map<size_t,size_t> mat_num_to_mesh_idx;
for_each(MyPair& it, per_mat) {
mat_num_to_mesh_idx[it.first] = temp->size();
temp->push_back(new aiMesh());
aiMesh* out = temp->back();
out->mVertices = new aiVector3D[it.second*4];
out->mNormals = new aiVector3D[it.second*4];
//out->mNumFaces = 0
//out->mNumVertices = 0
out->mFaces = new aiFace[it.second]();
// all submeshes created from this mesh are named equally. this allows
// curious users to recover the original adjacency.
out->mName = aiString(mesh->id.name);
// resolve the material reference and add this material to the set of
// output materials. The (temporary) material index is the index
// of the material entry within the list of resolved materials.
if (mesh->mat) {
if (it.first >= mesh->mat.size() ) {
ThrowException("Material index is out of range");
}
boost::shared_ptr<Material> mat = mesh->mat[it.first];
const std::deque< boost::shared_ptr<Material> >::iterator has = std::find(
conv_data.materials_raw.begin(),
conv_data.materials_raw.end(),mat
);
if (has != conv_data.materials_raw.end()) {
out->mMaterialIndex = static_cast<unsigned int>( std::distance(conv_data.materials_raw.begin(),has));
}
else {
out->mMaterialIndex = static_cast<unsigned int>( conv_data.materials_raw.size() );
conv_data.materials_raw.push_back(mat);
}
}
else out->mMaterialIndex = static_cast<unsigned int>( -1 );
}
for (int i = 0; i < mesh->totface; ++i) {
const MFace& mf = mesh->mface[i];
aiMesh* const out = temp[ mat_num_to_mesh_idx[ mf.mat_nr ] ];
aiFace& f = out->mFaces[out->mNumFaces++];
f.mIndices = new unsigned int[ f.mNumIndices = mf.v4?4:3 ];
aiVector3D* vo = out->mVertices + out->mNumVertices;
aiVector3D* vn = out->mNormals + out->mNumVertices;
// XXX we can't fold this easily, because we are restricted
// to the member names from the BLEND file (v1,v2,v3,v4) ..
if (mf.v1 >= mesh->totvert) {
ThrowException("Vertex index v1 out of range");
@@ -426,56 +578,97 @@ aiMesh* BlenderImporter::ConvertMesh(const Scene& in, const Object* obj, const M
}
// if (f.mNumIndices >= 4) {
if (mf.v4) {
v = &mesh->mvert[mf.v4];
vo->x = v->co[0];
vo->y = v->co[1];
vo->z = v->co[2];
vn->x = v->no[0];
vn->y = v->no[1];
vn->z = v->no[2];
f.mIndices[3] = out->mNumVertices++;
++vo;
++vn;
v = &mesh->mvert[mf.v4];
vo->x = v->co[0];
vo->y = v->co[1];
vo->z = v->co[2];
vn->x = v->no[0];
vn->y = v->no[1];
vn->z = v->no[2];
f.mIndices[3] = out->mNumVertices++;
++vo;
++vn;
out->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
}
else out->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
// }
// }
// }
}
// collect texture coordinates, they're stored in a separate per-face buffer
if (mesh->mtface) {
vo = out->mTextureCoords[0] = new aiVector3D[out->mNumVertices];
if (mesh->totface > mesh->mtface.size()) {
ThrowException("Number of UV faces is larger than the corresponding UV face array (#1)");
}
for (std::vector<aiMesh*>::iterator it = temp->begin()+old; it != temp->end(); ++it) {
ai_assert((*it)->mNumVertices && (*it)->mNumFaces);
for (unsigned int i = 0; i < out->mNumFaces; ++i) {
const aiFace& f = out->mFaces[i];
(*it)->mTextureCoords[0] = new aiVector3D[(*it)->mNumVertices];
(*it)->mNumFaces = (*it)->mNumVertices = 0;
}
for (int i = 0; i < mesh->totface; ++i) {
const MTFace* v = &mesh->mtface[i];
for (unsigned int i = 0; i < f.mNumIndices; ++i,++vo) {
vo->x = v->uv[i][0];
vo->y = v->uv[i][1];
}
}
}
if (mesh->tface) {
vo = out->mTextureCoords[0] = new aiVector3D[out->mNumVertices];
for (unsigned int i = 0; i < out->mNumFaces; ++i) {
const aiFace& f = out->mFaces[i];
const TFace* v = &mesh->tface[i];
for (unsigned int i = 0; i < f.mNumIndices; ++i,++vo) {
vo->x = v->uv[i][0];
vo->y = v->uv[i][1];
}
}
}
if (mesh->mcol) {
aiColor4D* vo = out->mColors[0] = new aiColor4D[out->mNumVertices];
for (unsigned int i = 0; i < out->mNumFaces; ++i) {
aiMesh* const out = temp[ mat_num_to_mesh_idx[ mesh->mface[i].mat_nr ] ];
const aiFace& f = out->mFaces[out->mNumFaces++];
for (unsigned int n = 0; n < 4; ++n, ++vo) {
aiVector3D* vo = &out->mTextureCoords[0][out->mNumVertices];
for (unsigned int i = 0; i < f.mNumIndices; ++i,++vo,++out->mNumVertices) {
vo->x = v->uv[i][0];
vo->y = v->uv[i][1];
}
}
}
// collect texture coordinates, old-style (marked as deprecated in current blender sources)
if (mesh->tface) {
if (mesh->totface > mesh->mtface.size()) {
ThrowException("Number of faces is larger than the corresponding UV face array (#2)");
}
for (std::vector<aiMesh*>::iterator it = temp->begin()+old; it != temp->end(); ++it) {
ai_assert((*it)->mNumVertices && (*it)->mNumFaces);
(*it)->mTextureCoords[0] = new aiVector3D[(*it)->mNumVertices];
(*it)->mNumFaces = (*it)->mNumVertices = 0;
}
for (int i = 0; i < mesh->totface; ++i) {
const TFace* v = &mesh->tface[i];
aiMesh* const out = temp[ mat_num_to_mesh_idx[ mesh->mface[i].mat_nr ] ];
const aiFace& f = out->mFaces[out->mNumFaces++];
aiVector3D* vo = &out->mTextureCoords[0][out->mNumVertices];
for (unsigned int i = 0; i < f.mNumIndices; ++i,++vo,++out->mNumVertices) {
vo->x = v->uv[i][0];
vo->y = v->uv[i][1];
}
}
}
// collect vertex colors, stored separately as well
if (mesh->mcol) {
if (mesh->totface > (mesh->mcol.size()/4)) {
ThrowException("Number of faces is larger than the corresponding color face array");
}
for (std::vector<aiMesh*>::iterator it = temp->begin()+old; it != temp->end(); ++it) {
ai_assert((*it)->mNumVertices && (*it)->mNumFaces);
(*it)->mColors[0] = new aiColor4D[(*it)->mNumVertices];
(*it)->mNumFaces = (*it)->mNumVertices = 0;
}
for (int i = 0; i < mesh->totface; ++i) {
aiMesh* const out = temp[ mat_num_to_mesh_idx[ mesh->mface[i].mat_nr ] ];
const aiFace& f = out->mFaces[out->mNumFaces++];
aiColor4D* vo = &out->mColors[0][out->mNumVertices];
for (unsigned int n = 0; n < f.mNumIndices; ++n, ++vo,++out->mNumVertices) {
const MCol* col = &mesh->mcol[(i<<2)+n];
vo->r = col->r;
@@ -483,10 +676,11 @@ aiMesh* BlenderImporter::ConvertMesh(const Scene& in, const Object* obj, const M
vo->b = col->b;
vo->a = col->a;
}
for (unsigned int n = f.mNumIndices; n < 4; ++n);
}
}
return out.dismiss();
return;
}
// ------------------------------------------------------------------------------------------------
@@ -509,15 +703,15 @@ aiLight* BlenderImporter::ConvertLight(const Scene& in, const Object* obj, const
aiNode* BlenderImporter::ConvertNode(const Scene& in, const Object* obj, ConversionData& conv_data)
{
std::deque<const Object*> children;
for(std::set<const Object*>::iterator it = conv_data.objects.begin(); it != conv_data.objects.end() ;++it) {
for(std::set<const Object*>::iterator it = conv_data.objects.begin(); it != conv_data.objects.end() ;) {
const Object* object = *it;
if (object->parent.get() == obj) {
children.push_back(object);
conv_data.objects.erase(it++);
if(it == conv_data.objects.end()) {
break;
}
continue;
}
++it;
}
ScopeGuard<aiNode> node(new aiNode(obj->id.name));
@@ -530,15 +724,16 @@ aiNode* BlenderImporter::ConvertNode(const Scene& in, const Object* obj, Convers
// supported object types
case Object :: Type_MESH: {
const size_t old = conv_data.meshes->size();
CheckActualType(obj->data.get(),"Mesh");
aiMesh* mesh = ConvertMesh(in,obj,static_cast<const Mesh*>(
obj->data.get()),conv_data);
ConvertMesh(in,obj,static_cast<const Mesh*>(obj->data.get()),conv_data,conv_data.meshes);
if (mesh) {
node->mMeshes = new unsigned int[node->mNumMeshes = 1u];
node->mMeshes[0] = conv_data.meshes->size();
conv_data.meshes->push_back(mesh);
if (conv_data.meshes->size() > old) {
node->mMeshes = new unsigned int[node->mNumMeshes = static_cast<unsigned int>(conv_data.meshes->size()-old)];
for (unsigned int i = 0; i < node->mNumMeshes; ++i) {
node->mMeshes[i] = i + old;
}
}}
break;
case Object :: Type_LAMP: {