Added first working version of a MDC loader; no further features like compressed frames tested at the moment. Added config options for keyframe loading, this has been tested with MDL7 only (atm). Some refactoring, a few files are much cleaner and smaller now. RemoveRedundantMats step does now remove unreferenced materials.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@103 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
This commit is contained in:
@@ -93,28 +93,26 @@ bool MD3Importer::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
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void MD3Importer::ValidateHeaderOffsets()
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{
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// check magic number
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if (this->m_pcHeader->IDENT != AI_MD3_MAGIC_NUMBER_BE &&
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this->m_pcHeader->IDENT != AI_MD3_MAGIC_NUMBER_LE)
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if (pcHeader->IDENT != AI_MD3_MAGIC_NUMBER_BE &&
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pcHeader->IDENT != AI_MD3_MAGIC_NUMBER_LE)
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throw new ImportErrorException( "Invalid MD3 file: Magic bytes not found");
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// check file format version
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if (this->m_pcHeader->VERSION > 15)
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if (pcHeader->VERSION > 15)
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DefaultLogger::get()->warn( "Unsupported MD3 file version. Continuing happily ...");
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// check some values whether they are valid
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if (!this->m_pcHeader->NUM_FRAMES)
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throw new ImportErrorException( "Invalid MD3 file: NUM_FRAMES is 0");
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if (!this->m_pcHeader->NUM_SURFACES)
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if (!pcHeader->NUM_SURFACES)
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throw new ImportErrorException( "Invalid md3 file: NUM_SURFACES is 0");
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if (this->m_pcHeader->OFS_FRAMES >= this->fileSize ||
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this->m_pcHeader->OFS_SURFACES >= this->fileSize ||
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this->m_pcHeader->OFS_EOF > this->fileSize)
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if (pcHeader->OFS_FRAMES >= fileSize ||
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pcHeader->OFS_SURFACES >= fileSize ||
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pcHeader->OFS_EOF > fileSize)
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{
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throw new ImportErrorException("Invalid MD3 header: some offsets are outside the file");
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}
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if (this->m_pcHeader->NUM_FRAMES >= this->configFrameID )
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if (pcHeader->NUM_FRAMES <= this->configFrameID )
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throw new ImportErrorException("The requested frame is not existing the file");
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}
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// ------------------------------------------------------------------------------------------------
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@@ -123,10 +121,10 @@ void MD3Importer::ValidateSurfaceHeaderOffsets(const MD3::Surface* pcSurf)
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// calculate the relative offset of the surface
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int32_t ofs = int32_t((const unsigned char*)pcSurf-this->mBuffer);
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if (pcSurf->OFS_TRIANGLES + ofs + pcSurf->NUM_TRIANGLES * sizeof(MD3::Triangle) > this->fileSize ||
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pcSurf->OFS_SHADERS + ofs + pcSurf->NUM_SHADER * sizeof(MD3::Shader) > this->fileSize ||
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pcSurf->OFS_ST + ofs + pcSurf->NUM_VERTICES * sizeof(MD3::TexCoord) > this->fileSize ||
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pcSurf->OFS_XYZNORMAL + ofs + pcSurf->NUM_VERTICES * sizeof(MD3::Vertex) > this->fileSize)
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if (pcSurf->OFS_TRIANGLES + ofs + pcSurf->NUM_TRIANGLES * sizeof(MD3::Triangle) > fileSize ||
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pcSurf->OFS_SHADERS + ofs + pcSurf->NUM_SHADER * sizeof(MD3::Shader) > fileSize ||
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pcSurf->OFS_ST + ofs + pcSurf->NUM_VERTICES * sizeof(MD3::TexCoord) > fileSize ||
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pcSurf->OFS_XYZNORMAL + ofs + pcSurf->NUM_VERTICES * sizeof(MD3::Vertex) > fileSize)
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{
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throw new ImportErrorException("Invalid MD3 surface header: some offsets are outside the file");
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}
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@@ -170,310 +168,279 @@ void MD3Importer::InternReadFile(
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throw new ImportErrorException( "MD3 File is too small.");
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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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std::vector<unsigned char> mBuffer2 (fileSize);
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file->Read( &mBuffer2[0], 1, fileSize);
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mBuffer = &mBuffer2[0];
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try
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pcHeader = (BE_NCONST MD3::Header*)mBuffer;
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#ifdef AI_BUILD_BIG_ENDIAN
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ByteSwap::Swap4(&pcHeader->VERSION);
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ByteSwap::Swap4(&pcHeader->FLAGS);
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ByteSwap::Swap4(&pcHeader->IDENT);
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ByteSwap::Swap4(&pcHeader->NUM_FRAMES);
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ByteSwap::Swap4(&pcHeader->NUM_SKINS);
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ByteSwap::Swap4(&pcHeader->NUM_SURFACES);
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ByteSwap::Swap4(&pcHeader->NUM_TAGS);
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ByteSwap::Swap4(&pcHeader->OFS_EOF);
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ByteSwap::Swap4(&pcHeader->OFS_FRAMES);
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ByteSwap::Swap4(&pcHeader->OFS_SURFACES);
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ByteSwap::Swap4(&pcHeader->OFS_TAGS);
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#endif
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// validate the header
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this->ValidateHeaderOffsets();
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// now navigate to the list of surfaces
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const MD3::Surface* pcSurfaces = (const MD3::Surface*)(mBuffer + pcHeader->OFS_SURFACES);
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// allocate output storage
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pScene->mNumMeshes = pcHeader->NUM_SURFACES;
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pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
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pScene->mNumMaterials = pcHeader->NUM_SURFACES;
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pScene->mMaterials = new aiMaterial*[pScene->mNumMeshes];
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// if an exception is thrown before the meshes are allocated ->
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// otherwise the pointer value would be invalid and delete would crash
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::memset(pScene->mMeshes,0,pScene->mNumMeshes*sizeof(aiMesh*));
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::memset(pScene->mMaterials,0,pScene->mNumMaterials*sizeof(aiMaterial*));
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unsigned int iNum = pcHeader->NUM_SURFACES;
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unsigned int iNumMaterials = 0;
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unsigned int iDefaultMatIndex = 0xFFFFFFFF;
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while (iNum-- > 0)
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{
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this->m_pcHeader = (const MD3::Header*)this->mBuffer;
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#ifdef AI_BUILD_BIG_ENDIAN
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ByteSwap::Swap4(&m_pcHeader->VERSION);
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ByteSwap::Swap4(&m_pcHeader->FLAGS);
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ByteSwap::Swap4(&m_pcHeader->IDENT);
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ByteSwap::Swap4(&m_pcHeader->NUM_FRAMES);
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ByteSwap::Swap4(&m_pcHeader->NUM_SKINS);
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ByteSwap::Swap4(&m_pcHeader->NUM_SURFACES);
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ByteSwap::Swap4(&m_pcHeader->NUM_TAGS);
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ByteSwap::Swap4(&m_pcHeader->OFS_EOF);
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ByteSwap::Swap4(&m_pcHeader->OFS_FRAMES);
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ByteSwap::Swap4(&m_pcHeader->OFS_SURFACES);
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ByteSwap::Swap4(&m_pcHeader->OFS_TAGS);
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ByteSwap::Swap4(pcSurfaces->FLAGS);
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ByteSwap::Swap4(pcSurfaces->IDENT);
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ByteSwap::Swap4(pcSurfaces->NUM_FRAMES);
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ByteSwap::Swap4(pcSurfaces->NUM_SHADER);
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ByteSwap::Swap4(pcSurfaces->NUM_TRIANGLES);
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ByteSwap::Swap4(pcSurfaces->NUM_VERTICES);
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ByteSwap::Swap4(pcSurfaces->OFS_END);
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ByteSwap::Swap4(pcSurfaces->OFS_SHADERS);
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ByteSwap::Swap4(pcSurfaces->OFS_ST);
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ByteSwap::Swap4(pcSurfaces->OFS_TRIANGLES);
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ByteSwap::Swap4(pcSurfaces->OFS_XYZNORMAL);
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#endif
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// validate the header
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this->ValidateHeaderOffsets();
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// validate the surface
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this->ValidateSurfaceHeaderOffsets(pcSurfaces);
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// now navigate to the list of surfaces
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const MD3::Surface* pcSurfaces = (const MD3::Surface*)
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(this->mBuffer + this->m_pcHeader->OFS_SURFACES);
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// navigate to the vertex list of the surface
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const MD3::Vertex* pcVertices = (const MD3::Vertex*)
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(((uint8_t*)pcSurfaces) + pcSurfaces->OFS_XYZNORMAL);
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// allocate output storage
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pScene->mNumMeshes = this->m_pcHeader->NUM_SURFACES;
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pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
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// navigate to the triangle list of the surface
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const MD3::Triangle* pcTriangles = (const MD3::Triangle*)
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(((uint8_t*)pcSurfaces) + pcSurfaces->OFS_TRIANGLES);
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pScene->mNumMaterials = this->m_pcHeader->NUM_SURFACES;
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pScene->mMaterials = new aiMaterial*[pScene->mNumMeshes];
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// navigate to the texture coordinate list of the surface
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const MD3::TexCoord* pcUVs = (const MD3::TexCoord*)
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(((uint8_t*)pcSurfaces) + pcSurfaces->OFS_ST);
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// if an exception is thrown before the meshes are allocated ->
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// otherwise the pointer value would be invalid and delete would crash
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::memset(pScene->mMeshes,0,pScene->mNumMeshes*sizeof(aiMesh*));
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::memset(pScene->mMaterials,0,pScene->mNumMaterials*sizeof(aiMaterial*));
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// navigate to the shader list of the surface
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const MD3::Shader* pcShaders = (const MD3::Shader*)
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(((uint8_t*)pcSurfaces) + pcSurfaces->OFS_SHADERS);
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unsigned int iNum = this->m_pcHeader->NUM_SURFACES;
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unsigned int iNumMaterials = 0;
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unsigned int iDefaultMatIndex = 0xFFFFFFFF;
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while (iNum-- > 0)
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// if the submesh is empty ignore it
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if (0 == pcSurfaces->NUM_VERTICES || 0 == pcSurfaces->NUM_TRIANGLES)
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{
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#ifdef AI_BUILD_BIG_ENDIAN
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ByteSwap::Swap4(pcSurfaces->FLAGS);
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ByteSwap::Swap4(pcSurfaces->IDENT);
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ByteSwap::Swap4(pcSurfaces->NUM_FRAMES);
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ByteSwap::Swap4(pcSurfaces->NUM_SHADER);
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ByteSwap::Swap4(pcSurfaces->NUM_TRIANGLES);
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ByteSwap::Swap4(pcSurfaces->NUM_VERTICES);
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ByteSwap::Swap4(pcSurfaces->OFS_END);
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ByteSwap::Swap4(pcSurfaces->OFS_SHADERS);
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ByteSwap::Swap4(pcSurfaces->OFS_ST);
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ByteSwap::Swap4(pcSurfaces->OFS_TRIANGLES);
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ByteSwap::Swap4(pcSurfaces->OFS_XYZNORMAL);
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#endif
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// validate the surface
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this->ValidateSurfaceHeaderOffsets(pcSurfaces);
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// navigate to the vertex list of the surface
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const MD3::Vertex* pcVertices = (const MD3::Vertex*)
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(((uint8_t*)pcSurfaces) + pcSurfaces->OFS_XYZNORMAL);
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// navigate to the triangle list of the surface
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const MD3::Triangle* pcTriangles = (const MD3::Triangle*)
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(((uint8_t*)pcSurfaces) + pcSurfaces->OFS_TRIANGLES);
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// navigate to the texture coordinate list of the surface
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const MD3::TexCoord* pcUVs = (const MD3::TexCoord*)
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(((uint8_t*)pcSurfaces) + pcSurfaces->OFS_ST);
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// navigate to the shader list of the surface
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const MD3::Shader* pcShaders = (const MD3::Shader*)
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(((uint8_t*)pcSurfaces) + pcSurfaces->OFS_SHADERS);
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// if the submesh is empty ignore it
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if (0 == pcSurfaces->NUM_VERTICES || 0 == pcSurfaces->NUM_TRIANGLES)
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{
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pcSurfaces = (const MD3::Surface*)(((uint8_t*)pcSurfaces) + pcSurfaces->OFS_END);
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pScene->mNumMeshes--;
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continue;
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}
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pcSurfaces = (const MD3::Surface*)(((uint8_t*)pcSurfaces) + pcSurfaces->OFS_END);
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pScene->mNumMeshes--;
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continue;
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}
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#ifdef AI_BUILD_BIG_ENDIAN
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for (uint32_t i = 0; i < pcSurfaces->NUM_VERTICES;++i)
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{
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ByteSwap::Swap2( & pcVertices[i].NORMAL );
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ByteSwap::Swap2( & pcVertices[i].X );
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ByteSwap::Swap2( & pcVertices[i].Y );
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ByteSwap::Swap2( & pcVertices[i].Z );
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for (uint32_t i = 0; i < pcSurfaces->NUM_VERTICES;++i)
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{
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ByteSwap::Swap2( & pcVertices[i].NORMAL );
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ByteSwap::Swap2( & pcVertices[i].X );
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ByteSwap::Swap2( & pcVertices[i].Y );
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ByteSwap::Swap2( & pcVertices[i].Z );
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ByteSwap::Swap4( & pcUVs[i].U );
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ByteSwap::Swap4( & pcUVs[i].U );
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}
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for (uint32_t i = 0; i < pcSurfaces->NUM_TRIANGLES;++i)
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{
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ByteSwap::Swap4(pcTriangles[i].INDEXES[0]);
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ByteSwap::Swap4(pcTriangles[i].INDEXES[1]);
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ByteSwap::Swap4(pcTriangles[i].INDEXES[2]);
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}
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ByteSwap::Swap4( & pcUVs[i].U );
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ByteSwap::Swap4( & pcUVs[i].U );
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}
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for (uint32_t i = 0; i < pcSurfaces->NUM_TRIANGLES;++i)
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{
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ByteSwap::Swap4(pcTriangles[i].INDEXES[0]);
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ByteSwap::Swap4(pcTriangles[i].INDEXES[1]);
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ByteSwap::Swap4(pcTriangles[i].INDEXES[2]);
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}
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#endif
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// allocate the output mesh
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pScene->mMeshes[iNum] = new aiMesh();
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aiMesh* pcMesh = pScene->mMeshes[iNum];
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// allocate the output mesh
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pScene->mMeshes[iNum] = new aiMesh();
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aiMesh* pcMesh = pScene->mMeshes[iNum];
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pcMesh->mNumVertices = pcSurfaces->NUM_TRIANGLES*3;
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pcMesh->mNumFaces = pcSurfaces->NUM_TRIANGLES;
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pcMesh->mFaces = new aiFace[pcSurfaces->NUM_TRIANGLES];
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pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices];
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pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices];
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pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices];
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pcMesh->mNumUVComponents[0] = 2;
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pcMesh->mNumVertices = pcSurfaces->NUM_TRIANGLES*3;
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pcMesh->mNumFaces = pcSurfaces->NUM_TRIANGLES;
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pcMesh->mFaces = new aiFace[pcSurfaces->NUM_TRIANGLES];
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pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices];
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pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices];
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pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices];
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pcMesh->mNumUVComponents[0] = 2;
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// fill in all triangles
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unsigned int iCurrent = 0;
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for (unsigned int i = 0; i < (unsigned int)pcSurfaces->NUM_TRIANGLES;++i)
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// fill in all triangles
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unsigned int iCurrent = 0;
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for (unsigned int i = 0; i < (unsigned int)pcSurfaces->NUM_TRIANGLES;++i)
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{
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pcMesh->mFaces[i].mIndices = new unsigned int[3];
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pcMesh->mFaces[i].mNumIndices = 3;
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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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pcMesh->mFaces[i].mIndices = new unsigned int[3];
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pcMesh->mFaces[i].mNumIndices = 3;
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// read vertices
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pcMesh->mVertices[iCurrent].x = pcVertices[ pcTriangles->INDEXES[c]].X;
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pcMesh->mVertices[iCurrent].y = pcVertices[ pcTriangles->INDEXES[c]].Y*-1.0f;
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pcMesh->mVertices[iCurrent].z = pcVertices[ pcTriangles->INDEXES[c]].Z;
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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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// read vertices
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pcMesh->mVertices[iCurrent].x = pcVertices[ pcTriangles->INDEXES[c]].X;
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pcMesh->mVertices[iCurrent].y = pcVertices[ pcTriangles->INDEXES[c]].Y*-1.0f;
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pcMesh->mVertices[iCurrent].z = pcVertices[ pcTriangles->INDEXES[c]].Z;
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// convert the normal vector to uncompressed float3 format
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LatLngNormalToVec3(pcVertices[pcTriangles->INDEXES[c]].NORMAL,
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(float*)&pcMesh->mNormals[iCurrent]);
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// convert the normal vector to uncompressed float3 format
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LatLngNormalToVec3(pcVertices[pcTriangles->INDEXES[c]].NORMAL,
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(float*)&pcMesh->mNormals[iCurrent]);
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pcMesh->mNormals[iCurrent].y *= -1.0f;
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pcMesh->mNormals[iCurrent].y *= -1.0f;
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// read texture coordinates
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pcMesh->mTextureCoords[0][iCurrent].x = pcUVs[ pcTriangles->INDEXES[c]].U;
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pcMesh->mTextureCoords[0][iCurrent].y = 1.0f-pcUVs[ pcTriangles->INDEXES[c]].V;
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}
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// FIX: flip the face ordering for use with OpenGL
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pcMesh->mFaces[i].mIndices[0] = iTemp+2;
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pcMesh->mFaces[i].mIndices[1] = iTemp+1;
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pcMesh->mFaces[i].mIndices[2] = iTemp+0;
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pcTriangles++;
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// read texture coordinates
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pcMesh->mTextureCoords[0][iCurrent].x = pcUVs[ pcTriangles->INDEXES[c]].U;
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pcMesh->mTextureCoords[0][iCurrent].y = 1.0f-pcUVs[ pcTriangles->INDEXES[c]].V;
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}
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// FIX: flip the face ordering for use with OpenGL
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pcMesh->mFaces[i].mIndices[0] = iTemp+2;
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pcMesh->mFaces[i].mIndices[1] = iTemp+1;
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pcMesh->mFaces[i].mIndices[2] = iTemp+0;
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pcTriangles++;
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}
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// get the first shader (= texture?) assigned to the surface
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if (0 != pcSurfaces->NUM_SHADER)
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// get the first shader (= texture?) assigned to the surface
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if (pcSurfaces->NUM_SHADER)
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{
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// make a relative path.
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// if the MD3's internal path itself and the given path are using
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// the same directory remove it
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const char* szEndDir1 = ::strrchr((const char*)pcHeader->NAME,'\\');
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if (!szEndDir1)szEndDir1 = ::strrchr((const char*)pcHeader->NAME,'/');
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const char* szEndDir2 = ::strrchr((const char*)pcShaders->NAME,'\\');
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if (!szEndDir2)szEndDir2 = ::strrchr((const char*)pcShaders->NAME,'/');
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if (szEndDir1 && szEndDir2)
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{
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// make a relative path.
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// if the MD3's internal path itself and the given path are using
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// the same directory remove it
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const char* szEndDir1 = ::strrchr((const char*)this->m_pcHeader->NAME,'\\');
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if (!szEndDir1)szEndDir1 = ::strrchr((const char*)this->m_pcHeader->NAME,'/');
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// both of them are valid
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const unsigned int iLen1 = (unsigned int)(szEndDir1 - (const char*)pcHeader->NAME);
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const unsigned int iLen2 = std::min (iLen1, (unsigned int)(szEndDir2 - (const char*)pcShaders->NAME) );
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|
||||
const char* szEndDir2 = ::strrchr((const char*)pcShaders->NAME,'\\');
|
||||
if (!szEndDir2)szEndDir2 = ::strrchr((const char*)pcShaders->NAME,'/');
|
||||
|
||||
if (szEndDir1 && szEndDir2)
|
||||
bool bSuccess = true;
|
||||
for (unsigned int a = 0; a < iLen2;++a)
|
||||
{
|
||||
// both of them are valid
|
||||
const unsigned int iLen1 = (unsigned int)(szEndDir1 - (const char*)this->m_pcHeader->NAME);
|
||||
const unsigned int iLen2 = std::min (iLen1, (unsigned int)(szEndDir2 - (const char*)pcShaders->NAME) );
|
||||
|
||||
bool bSuccess = true;
|
||||
for (unsigned int a = 0; a < iLen2;++a)
|
||||
char sz = ::tolower ( pcShaders->NAME[a] );
|
||||
char sz2 = ::tolower ( pcHeader->NAME[a] );
|
||||
if (sz != sz2)
|
||||
{
|
||||
char sz = ::tolower ( pcShaders->NAME[a] );
|
||||
char sz2 = ::tolower ( this->m_pcHeader->NAME[a] );
|
||||
if (sz != sz2)
|
||||
{
|
||||
bSuccess = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (bSuccess)
|
||||
{
|
||||
// use the file name only
|
||||
szEndDir2++;
|
||||
}
|
||||
else
|
||||
{
|
||||
// use the full path
|
||||
szEndDir2 = (const char*)pcShaders->NAME;
|
||||
bSuccess = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// now try to find out whether we have this shader already
|
||||
bool bHave = false;
|
||||
for (unsigned int p = 0; p < iNumMaterials;++p)
|
||||
if (bSuccess)
|
||||
{
|
||||
if (iDefaultMatIndex == p)continue;
|
||||
|
||||
aiString szOut;
|
||||
if(AI_SUCCESS == aiGetMaterialString ( (aiMaterial*)pScene->mMaterials[p],
|
||||
AI_MATKEY_TEXTURE_DIFFUSE(0),&szOut))
|
||||
{
|
||||
if (0 == ASSIMP_stricmp(szOut.data,szEndDir2))
|
||||
{
|
||||
// equal. reuse this material (texture)
|
||||
bHave = true;
|
||||
pcMesh->mMaterialIndex = p;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!bHave)
|
||||
{
|
||||
MaterialHelper* pcHelper = new MaterialHelper();
|
||||
|
||||
if (szEndDir2)
|
||||
{
|
||||
if (szEndDir2[0])
|
||||
{
|
||||
aiString szString;
|
||||
const size_t iLen = ::strlen(szEndDir2);
|
||||
::memcpy(szString.data,szEndDir2,iLen);
|
||||
szString.data[iLen] = '\0';
|
||||
szString.length = iLen;
|
||||
|
||||
pcHelper->AddProperty(&szString,AI_MATKEY_TEXTURE_DIFFUSE(0));
|
||||
}
|
||||
else
|
||||
{
|
||||
DefaultLogger::get()->warn("Texture file name has zero length. "
|
||||
"It will be skipped.");
|
||||
}
|
||||
}
|
||||
|
||||
int iMode = (int)aiShadingMode_Gouraud;
|
||||
pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
|
||||
|
||||
// add a small ambient color value - Quake 3 seems to have one
|
||||
aiColor3D clr;
|
||||
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);
|
||||
|
||||
pScene->mMaterials[iNumMaterials] = (aiMaterial*)pcHelper;
|
||||
iDefaultMatIndex = pcMesh->mMaterialIndex = iNumMaterials++;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (0xFFFFFFFF != iDefaultMatIndex)
|
||||
{
|
||||
pcMesh->mMaterialIndex = iDefaultMatIndex;
|
||||
// use the file name only
|
||||
szEndDir2++;
|
||||
}
|
||||
else
|
||||
{
|
||||
MaterialHelper* pcHelper = new MaterialHelper();
|
||||
|
||||
// fill in a default material
|
||||
int iMode = (int)aiShadingMode_Gouraud;
|
||||
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);
|
||||
|
||||
pScene->mMaterials[iNumMaterials] = (aiMaterial*)pcHelper;
|
||||
iDefaultMatIndex = pcMesh->mMaterialIndex = iNumMaterials++;
|
||||
// use the full path
|
||||
szEndDir2 = (const char*)pcShaders->NAME;
|
||||
}
|
||||
}
|
||||
// go to the next surface
|
||||
pcSurfaces = (const MD3::Surface*)(((unsigned char*)pcSurfaces) + pcSurfaces->OFS_END);
|
||||
MaterialHelper* pcHelper = new MaterialHelper();
|
||||
|
||||
if (szEndDir2)
|
||||
{
|
||||
if (szEndDir2[0])
|
||||
{
|
||||
aiString szString;
|
||||
const size_t iLen = ::strlen(szEndDir2);
|
||||
::memcpy(szString.data,szEndDir2,iLen);
|
||||
szString.data[iLen] = '\0';
|
||||
szString.length = iLen;
|
||||
|
||||
pcHelper->AddProperty(&szString,AI_MATKEY_TEXTURE_DIFFUSE(0));
|
||||
}
|
||||
else
|
||||
{
|
||||
DefaultLogger::get()->warn("Texture file name has zero length. "
|
||||
"It will be skipped.");
|
||||
}
|
||||
}
|
||||
|
||||
int iMode = (int)aiShadingMode_Gouraud;
|
||||
pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
|
||||
|
||||
// add a small ambient color value - Quake 3 seems to have one
|
||||
aiColor3D clr;
|
||||
clr.b = clr.g = clr.r = 0.05f;
|
||||
pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
|
||||
|
||||
clr.b = clr.g = clr.r = 1.0f;
|
||||
pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
|
||||
pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
|
||||
|
||||
aiString szName;
|
||||
szName.Set(AI_DEFAULT_MATERIAL_NAME);
|
||||
pcHelper->AddProperty(&szName,AI_MATKEY_NAME);
|
||||
|
||||
pScene->mMaterials[iNumMaterials] = (aiMaterial*)pcHelper;
|
||||
pcMesh->mMaterialIndex = iNumMaterials++;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (0xFFFFFFFF != iDefaultMatIndex)
|
||||
{
|
||||
pcMesh->mMaterialIndex = iDefaultMatIndex;
|
||||
}
|
||||
else
|
||||
{
|
||||
MaterialHelper* pcHelper = new MaterialHelper();
|
||||
|
||||
if (0 == pScene->mNumMeshes)
|
||||
throw new ImportErrorException( "Invalid md3 file: File contains no valid mesh");
|
||||
pScene->mNumMaterials = iNumMaterials;
|
||||
// fill in a default material
|
||||
int iMode = (int)aiShadingMode_Gouraud;
|
||||
pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
|
||||
|
||||
// now we need to generate an empty node graph
|
||||
pScene->mRootNode = new aiNode();
|
||||
pScene->mRootNode->mNumMeshes = pScene->mNumMeshes;
|
||||
pScene->mRootNode->mMeshes = new unsigned int[pScene->mNumMeshes];
|
||||
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);
|
||||
|
||||
for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
|
||||
pScene->mRootNode->mMeshes[i] = i;
|
||||
clr.b = clr.g = clr.r = 0.05f;
|
||||
pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
|
||||
|
||||
pScene->mMaterials[iNumMaterials] = (aiMaterial*)pcHelper;
|
||||
iDefaultMatIndex = pcMesh->mMaterialIndex = iNumMaterials++;
|
||||
}
|
||||
}
|
||||
// go to the next surface
|
||||
pcSurfaces = (const MD3::Surface*)(((unsigned char*)pcSurfaces) + pcSurfaces->OFS_END);
|
||||
}
|
||||
catch (ImportErrorException* ex)
|
||||
{
|
||||
delete[] this->mBuffer; AI_DEBUG_INVALIDATE_PTR(this->mBuffer);
|
||||
throw ex;
|
||||
}
|
||||
delete[] this->mBuffer; AI_DEBUG_INVALIDATE_PTR(this->mBuffer);
|
||||
}
|
||||
|
||||
if (!pScene->mNumMeshes)
|
||||
throw new ImportErrorException( "Invalid MD3 file: File contains no valid mesh");
|
||||
pScene->mNumMaterials = iNumMaterials;
|
||||
|
||||
// now we need to generate an empty node graph
|
||||
pScene->mRootNode = new aiNode();
|
||||
pScene->mRootNode->mNumMeshes = pScene->mNumMeshes;
|
||||
pScene->mRootNode->mMeshes = new unsigned int[pScene->mNumMeshes];
|
||||
|
||||
for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
|
||||
pScene->mRootNode->mMeshes[i] = i;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user