Fixes for 64 bit builds

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@51 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
This commit is contained in:
aramis_acg
2008-06-01 12:46:17 +00:00
parent 69ed883ae0
commit 66e69ef6b2
25 changed files with 1546 additions and 494 deletions

View File

@@ -42,8 +42,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
/** @file Implementation of the 3ds importer class */
#include "3DSLoader.h"
#include "MaterialSystem.h"
#include "../include/DefaultLogger.h"
#include "TextureTransform.h"
#include "../include/DefaultLogger.h"
#include "../include/IOStream.h"
#include "../include/IOSystem.h"
#include "../include/aiMesh.h"
@@ -84,7 +85,7 @@ void Dot3DSImporter::ReplaceDefaultMaterial()
iIndex = i;
}
if (0xcdcdcdcd == iIndex)iIndex = this->mScene->mMaterials.size();
if (0xcdcdcdcd == iIndex)iIndex = (unsigned int)this->mScene->mMaterials.size();
// now iterate through all meshes and through all faces and
// find all faces that are using the default material
@@ -134,17 +135,17 @@ void Dot3DSImporter::CheckIndices(Dot3DS::Mesh* sMesh)
if ((*i).mIndices[0] >= sMesh->mPositions.size())
{
DefaultLogger::get()->warn("Face index overflow in 3DS file (#1)");
(*i).mIndices[0] = sMesh->mPositions.size()-1;
(*i).mIndices[0] = (uint32_t)sMesh->mPositions.size()-1;
}
if ((*i).mIndices[1] >= sMesh->mPositions.size())
{
DefaultLogger::get()->warn("Face index overflow in 3DS file (#2)");
(*i).mIndices[1] = sMesh->mPositions.size()-1;
(*i).mIndices[1] = (uint32_t)sMesh->mPositions.size()-1;
}
if ((*i).mIndices[2] >= sMesh->mPositions.size())
{
DefaultLogger::get()->warn("Face index overflow in 3DS file (#3)");
(*i).mIndices[2] = sMesh->mPositions.size()-1;
(*i).mIndices[2] = (uint32_t)sMesh->mPositions.size()-1;
}
}
return;
@@ -364,17 +365,6 @@ void Dot3DSImporter::ConvertMaterial(Dot3DS::Material& oldMat,
return;
}
// ------------------------------------------------------------------------------------------------
void SetupMatUVSrc (aiMaterial* pcMat, const Dot3DS::Material* pcMatIn)
{
MaterialHelper* pcHelper = (MaterialHelper*)pcMat;
pcHelper->AddProperty<int>(&pcMatIn->sTexDiffuse.iUVSrc,1,AI_MATKEY_UVWSRC_DIFFUSE(0));
pcHelper->AddProperty<int>(&pcMatIn->sTexSpecular.iUVSrc,1,AI_MATKEY_UVWSRC_SPECULAR(0));
pcHelper->AddProperty<int>(&pcMatIn->sTexEmissive.iUVSrc,1,AI_MATKEY_UVWSRC_EMISSIVE(0));
pcHelper->AddProperty<int>(&pcMatIn->sTexBump.iUVSrc,1,AI_MATKEY_UVWSRC_HEIGHT(0));
pcHelper->AddProperty<int>(&pcMatIn->sTexShininess.iUVSrc,1,AI_MATKEY_UVWSRC_SHININESS(0));
pcHelper->AddProperty<int>(&pcMatIn->sTexOpacity.iUVSrc,1,AI_MATKEY_UVWSRC_OPACITY(0));
}
// ------------------------------------------------------------------------------------------------
void Dot3DSImporter::ConvertMeshes(aiScene* pcOut)
{
std::vector<aiMesh*> avOutMeshes;
@@ -430,8 +420,8 @@ void Dot3DSImporter::ConvertMeshes(aiScene* pcOut)
// convert vertices
p_pcOut->mNumVertices = aiSplit[p].size()*3;
p_pcOut->mNumFaces = aiSplit[p].size();
p_pcOut->mNumVertices = (unsigned int)aiSplit[p].size()*3;
p_pcOut->mNumFaces = (unsigned int)aiSplit[p].size();
// allocate enough storage for faces
p_pcOut->mFaces = new aiFace[p_pcOut->mNumFaces];
@@ -486,7 +476,7 @@ void Dot3DSImporter::ConvertMeshes(aiScene* pcOut)
p_pcOut->mTextureCoords[0][iBase++] = aiVector3D(pc.x,pc.y,0.0f);
}
// apply texture coordinate scalings
this->BakeScaleNOffset ( p_pcOut, &this->mScene->mMaterials[
TextureTransform::BakeScaleNOffset ( p_pcOut, &this->mScene->mMaterials[
p_pcOut->mMaterialIndex] );
// setup bitflags to indicate which texture coordinate
@@ -503,7 +493,7 @@ void Dot3DSImporter::ConvertMeshes(aiScene* pcOut)
}
delete[] aiSplit;
}
pcOut->mNumMeshes = avOutMeshes.size();
pcOut->mNumMeshes = (unsigned int)avOutMeshes.size();
pcOut->mMeshes = new aiMesh*[pcOut->mNumMeshes]();
for (unsigned int a = 0; a < pcOut->mNumMeshes;++a)
{
@@ -519,7 +509,7 @@ void Dot3DSImporter::ConvertMeshes(aiScene* pcOut)
// set for each texture
for (unsigned int a = 0; a < pcOut->mNumMaterials;++a)
{
SetupMatUVSrc( pcOut->mMaterials[a], &this->mScene->mMaterials[a] );
TextureTransform::SetupMatUVSrc( pcOut->mMaterials[a], &this->mScene->mMaterials[a] );
}
return;
}
@@ -541,7 +531,7 @@ void Dot3DSImporter::AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut,Dot3DS::Node*
}
}
pcOut->mName.Set(pcIn->mName);
pcOut->mNumMeshes = iArray.size();
pcOut->mNumMeshes = (unsigned int)iArray.size();
pcOut->mMeshes = new unsigned int[iArray.size()];
for (unsigned int i = 0;i < iArray.size();++i)
@@ -605,7 +595,7 @@ void Dot3DSImporter::AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut,Dot3DS::Node*
}
#endif
pcOut->mNumChildren = pcIn->mChildren.size();
pcOut->mNumChildren = (unsigned int)pcIn->mChildren.size();
pcOut->mChildren = new aiNode*[pcIn->mChildren.size()];
for (unsigned int i = 0; i < pcIn->mChildren.size();++i)
{
@@ -617,254 +607,6 @@ void Dot3DSImporter::AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut,Dot3DS::Node*
return;
}
// ------------------------------------------------------------------------------------------------
inline bool HasUVTransform(const Dot3DS::Texture& rcIn)
{
return (0.0f != rcIn.mOffsetU ||
0.0f != rcIn.mOffsetV ||
1.0f != rcIn.mScaleU ||
1.0f != rcIn.mScaleV ||
0.0f != rcIn.mRotation);
}
// ------------------------------------------------------------------------------------------------
void Dot3DSImporter::ApplyScaleNOffset()
{
unsigned int iNum = 0;
for (std::vector<Dot3DS::Material>::iterator
i = this->mScene->mMaterials.begin();
i != this->mScene->mMaterials.end();++i,++iNum)
{
unsigned int iCnt = 0;
Dot3DS::Texture* pcTexture = NULL;
if (HasUVTransform((*i).sTexDiffuse))
{
(*i).sTexDiffuse.bPrivate = true;
pcTexture = &(*i).sTexDiffuse;
++iCnt;
}
if (HasUVTransform((*i).sTexSpecular))
{
(*i).sTexSpecular.bPrivate = true;
pcTexture = &(*i).sTexSpecular;
++iCnt;
}
if (HasUVTransform((*i).sTexOpacity))
{
(*i).sTexOpacity.bPrivate = true;
pcTexture = &(*i).sTexOpacity;
++iCnt;
}
if (HasUVTransform((*i).sTexEmissive))
{
(*i).sTexEmissive.bPrivate = true;
pcTexture = &(*i).sTexEmissive;
++iCnt;
}
if (HasUVTransform((*i).sTexBump))
{
(*i).sTexBump.bPrivate = true;
pcTexture = &(*i).sTexBump;
++iCnt;
}
if (HasUVTransform((*i).sTexShininess))
{
(*i).sTexShininess.bPrivate = true;
pcTexture = &(*i).sTexShininess;
++iCnt;
}
if (0 != iCnt)
{
// if only one texture needs scaling/offset operations
// we can apply them directly to the first texture
// coordinate sets of all meshes referencing *this* material
// However, we can't do it now. We need to wait until
// everything is sorted by materials.
if (1 == iCnt)
{
(*i).iBakeUVTransform = 1;
(*i).pcSingleTexture = pcTexture;
}
// we will need to generate a separate new texture channel
// for each texture.
// However, we can't do it now. We need to wait until
// everything is sorted by materials.
else (*i).iBakeUVTransform = 2;
}
}
}
// ------------------------------------------------------------------------------------------------
struct STransformVecInfo
{
float fScaleU;
float fScaleV;
float fOffsetU;
float fOffsetV;
float fRotation;
std::vector<Dot3DS::Texture*> pcTextures;
};
// ------------------------------------------------------------------------------------------------
void AddToList(std::vector<STransformVecInfo>& rasVec,Dot3DS::Texture* pcTex)
{
if (0 == pcTex->mMapName.length())return;
for (std::vector<STransformVecInfo>::iterator
i = rasVec.begin();
i != rasVec.end();++i)
{
if ((*i).fOffsetU == pcTex->mOffsetU &&
(*i).fOffsetV == pcTex->mOffsetV &&
(*i).fScaleU == pcTex->mScaleU &&
(*i).fScaleV == pcTex->mScaleV &&
(*i).fRotation == pcTex->mRotation)
{
(*i).pcTextures.push_back(pcTex);
return;
}
}
STransformVecInfo sInfo;
sInfo.fScaleU = pcTex->mScaleU;
sInfo.fScaleV = pcTex->mScaleV;
sInfo.fOffsetU = pcTex->mOffsetU;
sInfo.fOffsetV = pcTex->mOffsetV;
sInfo.fRotation = pcTex->mRotation;
sInfo.pcTextures.push_back(pcTex);
rasVec.push_back(sInfo);
}
// ------------------------------------------------------------------------------------------------
void Dot3DSImporter::BakeScaleNOffset(
aiMesh* pcMesh, Dot3DS::Material* pcSrc)
{
if (!pcMesh->mTextureCoords[0])return;
if (1 == pcSrc->iBakeUVTransform)
{
if (0.0f == pcSrc->pcSingleTexture->mRotation)
{
for (unsigned int i = 0; i < pcMesh->mNumVertices;++i)
{
pcMesh->mTextureCoords[0][i].x /= pcSrc->pcSingleTexture->mScaleU;
pcMesh->mTextureCoords[0][i].y /= pcSrc->pcSingleTexture->mScaleV;
pcMesh->mTextureCoords[0][i].x += pcSrc->pcSingleTexture->mOffsetU;
pcMesh->mTextureCoords[0][i].y += pcSrc->pcSingleTexture->mOffsetV;
}
}
else
{
const float fSin = sinf(pcSrc->pcSingleTexture->mRotation);
const float fCos = cosf(pcSrc->pcSingleTexture->mRotation);
for (unsigned int i = 0; i < pcMesh->mNumVertices;++i)
{
pcMesh->mTextureCoords[0][i].x /= pcSrc->pcSingleTexture->mScaleU;
pcMesh->mTextureCoords[0][i].y /= pcSrc->pcSingleTexture->mScaleV;
pcMesh->mTextureCoords[0][i].x *= fCos;
pcMesh->mTextureCoords[0][i].y *= fSin;
pcMesh->mTextureCoords[0][i].x += pcSrc->pcSingleTexture->mOffsetU;
pcMesh->mTextureCoords[0][i].y += pcSrc->pcSingleTexture->mOffsetV;
}
}
}
else if (2 == pcSrc->iBakeUVTransform)
{
// now we need to find all textures in the material
// which require scaling/offset operations
std::vector<STransformVecInfo> sOps;
AddToList(sOps,&pcSrc->sTexDiffuse);
AddToList(sOps,&pcSrc->sTexSpecular);
AddToList(sOps,&pcSrc->sTexEmissive);
AddToList(sOps,&pcSrc->sTexOpacity);
AddToList(sOps,&pcSrc->sTexBump);
AddToList(sOps,&pcSrc->sTexShininess);
const aiVector3D* _pvBase;
if (0.0f == sOps[0].fOffsetU && 0.0f == sOps[0].fOffsetV &&
1.0f == sOps[0].fScaleU && 1.0f == sOps[0].fScaleV &&
0.0f == sOps[0].fRotation)
{
// we'll have an unmodified set, so we can use *this* one
_pvBase = pcMesh->mTextureCoords[0];
}
else
{
_pvBase = new aiVector3D[pcMesh->mNumVertices];
memcpy(const_cast<aiVector3D*>(_pvBase),pcMesh->mTextureCoords[0],
pcMesh->mNumVertices * sizeof(aiVector3D));
}
unsigned int iCnt = 0;
for (std::vector<STransformVecInfo>::iterator
i = sOps.begin();
i != sOps.end();++i,++iCnt)
{
if (!pcMesh->mTextureCoords[iCnt])
{
pcMesh->mTextureCoords[iCnt] = new aiVector3D[pcMesh->mNumVertices];
}
// more than 4 UV texture channels are not available
if (iCnt > 3)
{
for (std::vector<Dot3DS::Texture*>::iterator
a = (*i).pcTextures.begin();
a != (*i).pcTextures.end();++a)
{
(*a)->iUVSrc = 0;
}
DefaultLogger::get()->error("There are too many "
"combinations of different UV scaling/offset/rotation operations "
"to generate an UV channel for each (maximum is 4). Using the "
"first UV channel ...");
continue;
}
const aiVector3D* pvBase = _pvBase;
if (0.0f == (*i).fRotation)
{
for (unsigned int n = 0; n < pcMesh->mNumVertices;++n)
{
pcMesh->mTextureCoords[iCnt][n].x = pvBase->x / (*i).fScaleU;
pcMesh->mTextureCoords[iCnt][n].y = pvBase->y / (*i).fScaleV;
pcMesh->mTextureCoords[iCnt][n].x += (*i).fOffsetU;
pcMesh->mTextureCoords[iCnt][n].y += (*i).fOffsetV;
pvBase++;
}
}
else
{
const float fSin = sinf((*i).fRotation);
const float fCos = cosf((*i).fRotation);
for (unsigned int n = 0; n < pcMesh->mNumVertices;++n)
{
pcMesh->mTextureCoords[iCnt][n].x = pvBase->x / (*i).fScaleU;
pcMesh->mTextureCoords[iCnt][n].y = pvBase->y / (*i).fScaleV;
pcMesh->mTextureCoords[iCnt][n].x *= fCos;
pcMesh->mTextureCoords[iCnt][n].y *= fSin;
pcMesh->mTextureCoords[iCnt][n].x += (*i).fOffsetU;
pcMesh->mTextureCoords[iCnt][n].y += (*i).fOffsetV;
pvBase++;
}
}
// setup UV source
for (std::vector<Dot3DS::Texture*>::iterator
a = (*i).pcTextures.begin();
a != (*i).pcTextures.end();++a)
{
(*a)->iUVSrc = iCnt;
}
}
// release temporary storage
if (_pvBase != pcMesh->mTextureCoords[0])
delete[] _pvBase;
}
}
// ------------------------------------------------------------------------------------------------
void Dot3DSImporter::GenerateNodeGraph(aiScene* pcOut)
{
pcOut->mRootNode = new aiNode();
@@ -923,7 +665,7 @@ void Dot3DSImporter::GenerateNodeGraph(aiScene* pcOut)
// ------------------------------------------------------------------------------------------------
void Dot3DSImporter::ConvertScene(aiScene* pcOut)
{
pcOut->mNumMaterials = this->mScene->mMaterials.size();
pcOut->mNumMaterials = (unsigned int)this->mScene->mMaterials.size();
pcOut->mMaterials = new aiMaterial*[pcOut->mNumMaterials];
for (unsigned int i = 0; i < pcOut->mNumMaterials;++i)
@@ -935,32 +677,3 @@ void Dot3DSImporter::ConvertScene(aiScene* pcOut)
this->ConvertMeshes(pcOut);
return;
}
#if 0
// ------------------------------------------------------------------------------------------------
void Dot3DSImporter::GenTexCoord (Dot3DS::Texture* pcTexture,
const std::vector<aiVector2D>& p_vIn,
std::vector<aiVector2D>& p_vOut)
{
p_vOut.resize(p_vIn.size());
std::vector<aiVector2D>::const_iterator i = p_vIn.begin();
std::vector<aiVector2D>::iterator a = p_vOut.begin();
for(;i != p_vOut.end();++i,++a)
{
// TODO: Find out in which order 3ds max is performing
// scaling and translation. However it seems reasonable to
// scale first.
//
// TODO: http://www.jalix.org/ressources/graphics/3DS/_specifications/3ds-0.1.htm
// says it is not u and v scale but 1/u and 1/v scale. Other sources
// tell different things. Believe this one, the author seems to be funny
// or drunken or both ;-)
(*a) = (*i);
(*a).x /= pcTexture->mScaleU;
(*a).y /= pcTexture->mScaleV;
(*a).x += pcTexture->mOffsetU;
(*a).y += pcTexture->mOffsetV;
}
return;
}
#endif