Adding support for Unicode input files to most text file loaders (BVH and MD5 missing for now).

IrrXML receives memmapped UTF-8 input data now, it's own (faulty) conversion is not used anymore.
aiString's are explicitly UTF-8 now.
Slight refactorings and improvements.
Adding UTF-8/UTF-16 text files for ASE,obj,collada,ac3d. These contain various japanese/chinese character sequences.
Changing assimp_view's node view to display UTF-8 multibyte sequences correctly.

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@469 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
This commit is contained in:
aramis_acg
2009-08-21 22:49:58 +00:00
parent 3b95a1e782
commit a251827cb9
37 changed files with 2638 additions and 208 deletions

View File

@@ -108,18 +108,13 @@ void ASEImporter::InternReadFile( const std::string& pFile,
boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
// Check whether we can read from the file
if( file.get() == NULL)
if( file.get() == NULL) {
throw new ImportErrorException( "Failed to open ASE file " + pFile + ".");
size_t fileSize = file->FileSize();
if (!fileSize)
throw new ImportErrorException( "ASE: File is empty");
}
// Allocate storage and copy the contents of the file to a memory buffer
// (terminate it with zero)
std::vector<char> mBuffer2(fileSize+1);
file->Read( &mBuffer2[0], 1, fileSize);
mBuffer2[fileSize] = '\0';
std::vector<char> mBuffer2;
TextFileToBuffer(file.get(),mBuffer2);
this->mBuffer = &mBuffer2[0];
this->pcScene = pScene;
@@ -131,8 +126,8 @@ void ASEImporter::InternReadFile( const std::string& pFile,
// ------------------------------------------------------------------
unsigned int defaultFormat;
std::string::size_type s = pFile.length()-1;
switch (pFile.c_str()[s])
{
switch (pFile.c_str()[s]) {
case 'C':
case 'c':
defaultFormat = AI_ASE_OLD_FILE_FORMAT;
@@ -150,8 +145,8 @@ void ASEImporter::InternReadFile( const std::string& pFile,
// Check whether we god at least one mesh. If we did - generate
// materials and copy meshes.
// ------------------------------------------------------------------
if ( !mParser->m_vMeshes.empty())
{
if ( !mParser->m_vMeshes.empty()) {
// If absolutely no material has been loaded from the file
// we need to generate a default material
GenerateDefaultMaterial();
@@ -161,12 +156,15 @@ void ASEImporter::InternReadFile( const std::string& pFile,
std::vector<aiMesh*> avOutMeshes;
avOutMeshes.reserve(mParser->m_vMeshes.size()*2);
for (std::vector<ASE::Mesh>::iterator i = mParser->m_vMeshes.begin();i != mParser->m_vMeshes.end();++i) {
if ((*i).bSkip)continue;
if ((*i).bSkip) {
continue;
}
BuildUniqueRepresentation(*i);
// Need to generate proper vertex normals if necessary
if(GenerateNormals(*i))
if(GenerateNormals(*i)) {
tookNormals = true;
}
// Convert all meshes to aiMesh objects
ConvertMeshes(*i,avOutMeshes);
@@ -181,7 +179,9 @@ void ASEImporter::InternReadFile( const std::string& pFile,
pScene->mNumMeshes = (unsigned int)avOutMeshes.size();
aiMesh** pp = pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
for (std::vector<aiMesh*>::const_iterator i = avOutMeshes.begin();i != avOutMeshes.end();++i) {
if (!(*i)->mNumFaces)continue;
if (!(*i)->mNumFaces) {
continue;
}
*pp++ = *i;
}
pScene->mNumMeshes = (unsigned int)(pp - pScene->mMeshes);