- ASE loader alpha
- MDL loader stable - 3ds bugfixes, - API extensions - New viewer features - WIP - Support for C git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@11 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
This commit is contained in:
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code/ASELoader.cpp
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720
code/ASELoader.cpp
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/*
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---------------------------------------------------------------------------
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Free Asset Import Library (ASSIMP)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2008, ASSIMP Development Team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the ASSIMP team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the ASSIMP Development Team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file Implementation of the ASE importer class */
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#include "ASELoader.h"
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#include "3DSSpatialSort.h"
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#include "MaterialSystem.h"
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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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#include "../include/aiScene.h"
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#include "../include/aiAssert.h"
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#include <boost/scoped_ptr.hpp>
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using namespace Assimp;
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using namespace Assimp::ASE;
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#define LOGOUT_WARN(x)
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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ASEImporter::ASEImporter()
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{
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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ASEImporter::~ASEImporter()
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{
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}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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bool ASEImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
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{
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// simple check of file extension is enough for the moment
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std::string::size_type pos = pFile.find_last_of('.');
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// no file extension - can't read
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if( pos == std::string::npos)
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return false;
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std::string extension = pFile.substr( pos);
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if (extension.length() < 4)return false;
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if (extension[0] != '.')return false;
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if (extension[1] != 'a' && extension[1] != 'A')return false;
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if (extension[2] != 's' && extension[2] != 'S')return false;
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// NOTE: Sometimes the extension .ASK is also used
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if (extension[3] != 'e' && extension[3] != 'E' &&
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extension[3] != 'k' && extension[3] != 'K')return false;
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return true;
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}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void ASEImporter::InternReadFile(
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const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
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{
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boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
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// Check whether we can read from the file
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if( file.get() == NULL)
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{
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throw new ImportErrorException( "Failed to open ASE file " + pFile + ".");
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}
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size_t fileSize = file->FileSize();
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// allocate storage and copy the contents of the file to a memory buffer
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// (terminate it with zero)
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this->mBuffer = new unsigned char[fileSize+1];
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file->Read( (void*)mBuffer, 1, fileSize);
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this->mBuffer[fileSize] = '\0';
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// construct an ASE parser and parse the file
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this->mParser = new ASE::Parser((const char*)this->mBuffer);
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this->mParser->Parse();
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// process all meshes
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for (std::vector<ASE::Mesh>::iterator
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i = this->mParser->m_vMeshes.begin();
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i != this->mParser->m_vMeshes.end();++i)
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{
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// need to generate proper vertex normals if necessary
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this->GenerateNormals(*i);
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// now we need to create proper meshes from the import
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// we need to split them by materials, build valid vertex/face lists ...
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this->BuildUniqueRepresentation(*i);
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this->ConvertMeshes(*i,pScene);
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}
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// buil final material indices (remove submaterials and make the final list)
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this->BuildMaterialIndices(pScene);
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// build the final node graph
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this->BuildNodes(pScene);
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// delete the ASE parser
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delete this->mParser;
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this->mParser = NULL;
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return;
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}
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// ------------------------------------------------------------------------------------------------
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void ASEImporter::BuildNodes(aiScene* pcScene)
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{
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ai_assert(NULL != pcScene);
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pcScene->mRootNode = new aiNode();
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pcScene->mRootNode->mNumMeshes = pcScene->mNumMeshes;
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pcScene->mRootNode->mMeshes = new unsigned int[pcScene->mRootNode->mNumMeshes];
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for (unsigned int i = 0; i < pcScene->mRootNode->mNumMeshes;++i)
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pcScene->mRootNode->mMeshes[i] = i;
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return;
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}
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// ------------------------------------------------------------------------------------------------
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void ASEImporter::BuildUniqueRepresentation(ASE::Mesh& mesh)
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{
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// allocate output storage
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std::vector<aiVector3D> mPositions;
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std::vector<aiVector3D> amTexCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
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std::vector<aiColor4D> mVertexColors;
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std::vector<aiVector3D> mNormals;
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unsigned int iSize = mesh.mFaces.size() * 3;
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mPositions.resize(iSize);
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// optional texture coordinates
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for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
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{
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if (!mesh.amTexCoords[i].empty())
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{
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amTexCoords[i].resize(iSize);
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}
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}
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// optional vertex colors
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if (!mesh.mVertexColors.empty())
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{
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mVertexColors.resize(iSize);
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}
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// optional vertex normals (vertex normals can simply be copied)
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if (!mesh.mNormals.empty())
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{
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mNormals.resize(iSize);
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}
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// iterate through all faces in the mesh
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unsigned int iCurrent = 0;
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for (std::vector<ASE::Face>::iterator
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i = mesh.mFaces.begin();
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i != mesh.mFaces.end();++i)
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{
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for (unsigned int n = 0; n < 3;++n,++iCurrent)
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{
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mPositions[iCurrent] = mesh.mPositions[(*i).mIndices[n]];
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// add texture coordinates
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for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
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{
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if (!mesh.amTexCoords[c].empty())
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{
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amTexCoords[c][iCurrent] = mesh.amTexCoords[c][(*i).amUVIndices[c][n]];
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}
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}
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// add vertex colors
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if (!mesh.mVertexColors.empty())
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{
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mVertexColors[iCurrent] = mesh.mVertexColors[(*i).mColorIndices[n]];
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}
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// add normal vectors
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if (!mesh.mNormals.empty())
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{
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mNormals[iCurrent] = mesh.mNormals[(*i).mIndices[n]];
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}
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// assign a new valid index to the face
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(*i).mIndices[n] = iCurrent;
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}
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}
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// replace the old arrays
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mesh.mNormals = mNormals;
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mesh.mPositions = mPositions;
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mesh.mVertexColors = mVertexColors;
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for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
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mesh.amTexCoords[c] = amTexCoords[c];
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return;
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}
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// ------------------------------------------------------------------------------------------------
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void ASEImporter::ConvertMaterial(ASE::Material& mat)
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{
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// allocate the output material
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mat.pcInstance = new MaterialHelper();
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// At first add the base ambient color of the
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// scene to the material
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mat.mAmbient.r += this->mParser->m_clrAmbient.r;
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mat.mAmbient.g += this->mParser->m_clrAmbient.g;
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mat.mAmbient.b += this->mParser->m_clrAmbient.b;
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aiString name;
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name.Set( mat.mName);
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mat.pcInstance->AddProperty( &name, AI_MATKEY_NAME);
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// material colors
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mat.pcInstance->AddProperty( &mat.mAmbient, 1, AI_MATKEY_COLOR_AMBIENT);
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mat.pcInstance->AddProperty( &mat.mDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
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mat.pcInstance->AddProperty( &mat.mSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
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mat.pcInstance->AddProperty( &mat.mSpecularExponent, 1, AI_MATKEY_SHININESS);
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mat.pcInstance->AddProperty( &mat.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE);
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// opacity
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mat.pcInstance->AddProperty<float>( &mat.mTransparency,1,AI_MATKEY_OPACITY);
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// shading mode
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aiShadingMode eShading = aiShadingMode_NoShading;
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switch (mat.mShading)
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{
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case Dot3DS::Dot3DSFile::Flat:
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eShading = aiShadingMode_Flat; break;
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case Dot3DS::Dot3DSFile::Phong :
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eShading = aiShadingMode_Phong; break;
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// I don't know what "Wire" shading should be,
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// assume it is simple lambertian diffuse (L dot N) shading
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case Dot3DS::Dot3DSFile::Wire:
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case Dot3DS::Dot3DSFile::Gouraud:
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eShading = aiShadingMode_Gouraud; break;
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case Dot3DS::Dot3DSFile::Metal :
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eShading = aiShadingMode_CookTorrance; break;
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}
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mat.pcInstance->AddProperty<int>( (int*)&eShading,1,AI_MATKEY_SHADING_MODEL);
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if (Dot3DS::Dot3DSFile::Wire == mat.mShading)
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{
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// set the wireframe flag
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unsigned int iWire = 1;
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mat.pcInstance->AddProperty<int>( (int*)&iWire,1,AI_MATKEY_ENABLE_WIREFRAME);
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}
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// texture, if there is one
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if( mat.sTexDiffuse.mMapName.length() > 0)
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{
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aiString tex;
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tex.Set( mat.sTexDiffuse.mMapName);
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mat.pcInstance->AddProperty( &tex, AI_MATKEY_TEXTURE_DIFFUSE(0));
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if (is_not_qnan(mat.sTexDiffuse.mTextureBlend))
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mat.pcInstance->AddProperty<float>( &mat.sTexDiffuse.mTextureBlend, 1,
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AI_MATKEY_TEXBLEND_DIFFUSE(0));
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}
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if( mat.sTexSpecular.mMapName.length() > 0)
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{
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aiString tex;
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tex.Set( mat.sTexSpecular.mMapName);
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mat.pcInstance->AddProperty( &tex, AI_MATKEY_TEXTURE_SPECULAR(0));
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if (is_not_qnan(mat.sTexSpecular.mTextureBlend))
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mat.pcInstance->AddProperty<float>( &mat.sTexSpecular.mTextureBlend, 1,
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AI_MATKEY_TEXBLEND_SPECULAR(0));
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}
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if( mat.sTexOpacity.mMapName.length() > 0)
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{
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aiString tex;
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tex.Set( mat.sTexOpacity.mMapName);
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mat.pcInstance->AddProperty( &tex, AI_MATKEY_TEXTURE_OPACITY(0));
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if (is_not_qnan(mat.sTexOpacity.mTextureBlend))
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mat.pcInstance->AddProperty<float>( &mat.sTexOpacity.mTextureBlend, 1,
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AI_MATKEY_TEXBLEND_OPACITY(0));
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}
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if( mat.sTexEmissive.mMapName.length() > 0)
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{
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aiString tex;
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tex.Set( mat.sTexEmissive.mMapName);
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mat.pcInstance->AddProperty( &tex, AI_MATKEY_TEXTURE_EMISSIVE(0));
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if (is_not_qnan(mat.sTexEmissive.mTextureBlend))
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mat.pcInstance->AddProperty<float>( &mat.sTexEmissive.mTextureBlend, 1,
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AI_MATKEY_TEXBLEND_EMISSIVE(0));
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}
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if( mat.sTexAmbient.mMapName.length() > 0)
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{
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aiString tex;
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tex.Set( mat.sTexAmbient.mMapName);
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mat.pcInstance->AddProperty( &tex, AI_MATKEY_TEXTURE_AMBIENT(0));
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if (is_not_qnan(mat.sTexAmbient.mTextureBlend))
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mat.pcInstance->AddProperty<float>( &mat.sTexAmbient.mTextureBlend, 1,
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AI_MATKEY_TEXBLEND_AMBIENT(0));
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}
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if( mat.sTexBump.mMapName.length() > 0)
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{
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aiString tex;
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tex.Set( mat.sTexBump.mMapName);
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mat.pcInstance->AddProperty( &tex, AI_MATKEY_TEXTURE_HEIGHT(0));
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if (is_not_qnan(mat.sTexBump.mTextureBlend))
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mat.pcInstance->AddProperty<float>( &mat.sTexBump.mTextureBlend, 1,
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AI_MATKEY_TEXBLEND_HEIGHT(0));
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}
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if( mat.sTexShininess.mMapName.length() > 0)
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{
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aiString tex;
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tex.Set( mat.sTexShininess.mMapName);
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mat.pcInstance->AddProperty( &tex, AI_MATKEY_TEXTURE_SHININESS(0));
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if (is_not_qnan(mat.sTexShininess.mTextureBlend))
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mat.pcInstance->AddProperty<float>( &mat.sTexBump.mTextureBlend, 1,
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AI_MATKEY_TEXBLEND_SHININESS(0));
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}
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// store the name of the material itself, too
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if( mat.mName.length() > 0)
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{
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aiString tex;
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tex.Set( mat.mName);
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mat.pcInstance->AddProperty( &tex, AI_MATKEY_NAME);
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}
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return;
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}
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// ------------------------------------------------------------------------------------------------
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void ASEImporter::ConvertMeshes(ASE::Mesh& mesh, aiScene* pcScene)
|
||||
{
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ai_assert(NULL != pcScene);
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// validate the material index of the mesh
|
||||
if (mesh.iMaterialIndex >= this->mParser->m_vMaterials.size())
|
||||
{
|
||||
mesh.iMaterialIndex = this->mParser->m_vMaterials.size()-1;
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||||
LOGOUT_WARN("Material index is out of range");
|
||||
}
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||||
|
||||
// List of all output meshes
|
||||
std::vector<aiMesh*> avOutMeshes;
|
||||
|
||||
// if the material the mesh is assigned to is consisting of submeshes
|
||||
// we'll need to split it ... Quak.
|
||||
if (!this->mParser->m_vMaterials[mesh.iMaterialIndex].avSubMaterials.empty())
|
||||
{
|
||||
std::vector<ASE::Material> vSubMaterials = this->mParser->
|
||||
m_vMaterials[mesh.iMaterialIndex].avSubMaterials;
|
||||
|
||||
std::vector<unsigned int>* aiSplit = new std::vector<unsigned int>[
|
||||
vSubMaterials.size()];
|
||||
|
||||
// build a list of all faces per submaterial
|
||||
unsigned int iNum = 0;
|
||||
for (unsigned int i = 0; i < mesh.mFaces.size();++i)
|
||||
{
|
||||
// check range
|
||||
if (mesh.mFaces[i].iMaterial >= vSubMaterials.size())
|
||||
{
|
||||
LOGOUT_WARN("Submaterial index is out of range");
|
||||
|
||||
// use the last material instead
|
||||
aiSplit[vSubMaterials.size()-1].push_back(i);
|
||||
}
|
||||
else aiSplit[mesh.mFaces[i].iMaterial].push_back(i);
|
||||
}
|
||||
|
||||
// now generate submeshes
|
||||
for (unsigned int p = 0; p < vSubMaterials.size();++p)
|
||||
{
|
||||
if (aiSplit[p].size() != 0)
|
||||
{
|
||||
aiMesh* p_pcOut = new aiMesh();
|
||||
|
||||
// let the sub material index
|
||||
p_pcOut->mMaterialIndex = p;
|
||||
|
||||
// we will need this material
|
||||
this->mParser->m_vMaterials[mesh.iMaterialIndex].avSubMaterials[p].bNeed = true;
|
||||
|
||||
// store the real index here ...
|
||||
p_pcOut->mColors[3] = (aiColor4D*)(uintptr_t)mesh.iMaterialIndex;
|
||||
avOutMeshes.push_back(p_pcOut);
|
||||
|
||||
// convert vertices
|
||||
p_pcOut->mNumVertices = aiSplit[p].size()*3;
|
||||
p_pcOut->mNumFaces = aiSplit[p].size();
|
||||
|
||||
// allocate enough storage for faces
|
||||
p_pcOut->mFaces = new aiFace[p_pcOut->mNumFaces];
|
||||
|
||||
if (p_pcOut->mNumVertices != 0)
|
||||
{
|
||||
p_pcOut->mVertices = new aiVector3D[p_pcOut->mNumVertices];
|
||||
p_pcOut->mNormals = new aiVector3D[p_pcOut->mNumVertices];
|
||||
unsigned int iBase = 0;
|
||||
|
||||
for (unsigned int q = 0; q < aiSplit[p].size();++q)
|
||||
{
|
||||
unsigned int iIndex = aiSplit[p][q];
|
||||
|
||||
p_pcOut->mFaces[q].mIndices = new unsigned int[3];
|
||||
p_pcOut->mFaces[q].mNumIndices = 3;
|
||||
|
||||
for (unsigned int t = 0; t < 3;++t)
|
||||
{
|
||||
p_pcOut->mFaces[q].mIndices[t] = iBase;
|
||||
p_pcOut->mVertices[iBase] = mesh.mPositions[mesh.mFaces[iIndex].mIndices[t]];
|
||||
p_pcOut->mNormals[iBase++] = mesh.mNormals[mesh.mFaces[iIndex].mIndices[t]];
|
||||
}
|
||||
}
|
||||
}
|
||||
// convert texture coordinates
|
||||
for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
|
||||
{
|
||||
if (!mesh.amTexCoords[c].empty())
|
||||
{
|
||||
p_pcOut->mTextureCoords[c] = new aiVector3D[p_pcOut->mNumVertices];
|
||||
unsigned int iBase = 0;
|
||||
for (unsigned int q = 0; q < aiSplit[p].size();++q)
|
||||
{
|
||||
unsigned int iIndex = aiSplit[p][q];
|
||||
for (unsigned int t = 0; t < 3;++t)
|
||||
{
|
||||
p_pcOut->mTextureCoords[c][iBase++] = mesh.amTexCoords[c][mesh.mFaces[iIndex].mIndices[t]];
|
||||
}
|
||||
}
|
||||
// setup the number of valid vertex components
|
||||
p_pcOut->mNumUVComponents[c] = mesh.mNumUVComponents[c];
|
||||
}
|
||||
}
|
||||
|
||||
// convert vertex colors (only one set supported)
|
||||
if (!mesh.mVertexColors.empty())
|
||||
{
|
||||
p_pcOut->mColors[0] = new aiColor4D[p_pcOut->mNumVertices];
|
||||
unsigned int iBase = 0;
|
||||
for (unsigned int q = 0; q < aiSplit[p].size();++q)
|
||||
{
|
||||
unsigned int iIndex = aiSplit[p][q];
|
||||
for (unsigned int t = 0; t < 3;++t)
|
||||
{
|
||||
p_pcOut->mColors[0][iBase++] = mesh.mVertexColors[mesh.mFaces[iIndex].mIndices[t]];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// delete storage
|
||||
delete[] aiSplit;
|
||||
}
|
||||
else
|
||||
{
|
||||
// otherwise we can simply copy the data to one output mesh
|
||||
aiMesh* p_pcOut = new aiMesh();
|
||||
|
||||
// set an empty sub material index
|
||||
p_pcOut->mMaterialIndex = ASE::Face::DEFAULT_MATINDEX;
|
||||
this->mParser->m_vMaterials[mesh.iMaterialIndex].bNeed = true;
|
||||
|
||||
// store the real index here ...
|
||||
p_pcOut->mColors[3] = (aiColor4D*)(uintptr_t)mesh.iMaterialIndex;
|
||||
avOutMeshes.push_back(p_pcOut);
|
||||
|
||||
// convert vertices
|
||||
p_pcOut->mNumVertices = mesh.mPositions.size();
|
||||
p_pcOut->mNumFaces = mesh.mFaces.size();
|
||||
|
||||
// allocate enough storage for faces
|
||||
p_pcOut->mFaces = new aiFace[p_pcOut->mNumFaces];
|
||||
|
||||
// copy vertices
|
||||
p_pcOut->mVertices = new aiVector3D[mesh.mPositions.size()];
|
||||
memcpy(p_pcOut->mVertices,&mesh.mPositions[0],
|
||||
mesh.mPositions.size() * sizeof(aiVector3D));
|
||||
|
||||
// copy normals
|
||||
p_pcOut->mNormals = new aiVector3D[mesh.mNormals.size()];
|
||||
memcpy(p_pcOut->mNormals,&mesh.mNormals[0],
|
||||
mesh.mNormals.size() * sizeof(aiVector3D));
|
||||
|
||||
// copy texture coordinates
|
||||
for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
|
||||
{
|
||||
if (!mesh.amTexCoords[c].empty())
|
||||
{
|
||||
p_pcOut->mTextureCoords[c] = new aiVector3D[mesh.amTexCoords[c].size()];
|
||||
memcpy(p_pcOut->mTextureCoords[c],&mesh.amTexCoords[c][0],
|
||||
mesh.amTexCoords[c].size() * sizeof(aiVector3D));
|
||||
|
||||
// setup the number of valid vertex components
|
||||
p_pcOut->mNumUVComponents[c] = mesh.mNumUVComponents[c];
|
||||
}
|
||||
}
|
||||
|
||||
// copy vertex colors
|
||||
if (!mesh.mVertexColors.empty())
|
||||
{
|
||||
p_pcOut->mColors[0] = new aiColor4D[mesh.mVertexColors.size()];
|
||||
memcpy(p_pcOut->mColors[0],&mesh.mVertexColors[0],
|
||||
mesh.mVertexColors.size() * sizeof(aiColor4D));
|
||||
}
|
||||
|
||||
// copy faces
|
||||
for (unsigned int iFace = 0; iFace < p_pcOut->mNumFaces;++iFace)
|
||||
{
|
||||
p_pcOut->mFaces[iFace].mNumIndices = 3;
|
||||
p_pcOut->mFaces[iFace].mIndices = new unsigned int[3];
|
||||
|
||||
// copy indices
|
||||
p_pcOut->mFaces[iFace].mIndices[0] = mesh.mFaces[iFace].mIndices[0];
|
||||
p_pcOut->mFaces[iFace].mIndices[1] = mesh.mFaces[iFace].mIndices[1];
|
||||
p_pcOut->mFaces[iFace].mIndices[2] = mesh.mFaces[iFace].mIndices[2];
|
||||
}
|
||||
}
|
||||
|
||||
// now build the output mesh list
|
||||
pcScene->mNumMeshes = avOutMeshes.size();
|
||||
pcScene->mMeshes = new aiMesh*[pcScene->mNumMeshes];
|
||||
for (unsigned int i = 0; i < pcScene->mNumMeshes;++i)
|
||||
pcScene->mMeshes[i] = avOutMeshes[i];
|
||||
|
||||
return;
|
||||
}
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
void ASEImporter::BuildMaterialIndices(aiScene* pcScene)
|
||||
{
|
||||
ai_assert(NULL != pcScene);
|
||||
|
||||
// iterate through all materials and check whether we need them
|
||||
unsigned int iNum = 0;
|
||||
for (unsigned int iMat = 0; iMat < this->mParser->m_vMaterials.size();++iMat)
|
||||
{
|
||||
if (this->mParser->m_vMaterials[iMat].bNeed)
|
||||
{
|
||||
// convert it to the aiMaterial layout
|
||||
this->ConvertMaterial(this->mParser->m_vMaterials[iMat]);
|
||||
iNum++;
|
||||
}
|
||||
for (unsigned int iSubMat = 0; iSubMat < this->mParser->m_vMaterials[
|
||||
iMat].avSubMaterials.size();++iSubMat)
|
||||
{
|
||||
if (this->mParser->m_vMaterials[iMat].avSubMaterials[iSubMat].bNeed)
|
||||
{
|
||||
// convert it to the aiMaterial layout
|
||||
this->ConvertMaterial(this->mParser->m_vMaterials[iMat].avSubMaterials[iSubMat]);
|
||||
iNum++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// allocate the output material array
|
||||
pcScene->mNumMaterials = iNum;
|
||||
pcScene->mMaterials = new aiMaterial*[pcScene->mNumMaterials];
|
||||
|
||||
iNum = 0;
|
||||
for (unsigned int iMat = 0; iMat < this->mParser->m_vMaterials.size();++iMat)
|
||||
{
|
||||
if (this->mParser->m_vMaterials[iMat].bNeed)
|
||||
{
|
||||
ai_assert(NULL != this->mParser->m_vMaterials[iMat].pcInstance);
|
||||
pcScene->mMaterials[iNum] = this->mParser->m_vMaterials[iMat].pcInstance;
|
||||
|
||||
// iterate through all meshes and search for one which is using
|
||||
// this top-level material index
|
||||
for (unsigned int iMesh = 0; iMesh < pcScene->mNumMeshes;++iMesh)
|
||||
{
|
||||
if (ASE::Face::DEFAULT_MATINDEX == pcScene->mMeshes[iMesh]->mMaterialIndex &&
|
||||
iMat == (uintptr_t)pcScene->mMeshes[iMesh]->mColors[3])
|
||||
{
|
||||
pcScene->mMeshes[iMesh]->mMaterialIndex = iNum;
|
||||
pcScene->mMeshes[iMesh]->mColors[3] = NULL;
|
||||
}
|
||||
}
|
||||
iNum++;
|
||||
}
|
||||
for (unsigned int iSubMat = 0; iSubMat < this->mParser->m_vMaterials[iMat].avSubMaterials.size();++iSubMat)
|
||||
{
|
||||
if (this->mParser->m_vMaterials[iMat].avSubMaterials[iSubMat].bNeed)
|
||||
{
|
||||
ai_assert(NULL != this->mParser->m_vMaterials[iMat].avSubMaterials[iSubMat].pcInstance);
|
||||
pcScene->mMaterials[iNum] = this->mParser->m_vMaterials[iMat].
|
||||
avSubMaterials[iSubMat].pcInstance;
|
||||
|
||||
// iterate through all meshes and search for one which is using
|
||||
// this sub-level material index
|
||||
for (unsigned int iMesh = 0; iMesh < pcScene->mNumMeshes;++iMesh)
|
||||
{
|
||||
if (iSubMat == pcScene->mMeshes[iMesh]->mMaterialIndex &&
|
||||
iMat == (uintptr_t)pcScene->mMeshes[iMesh]->mColors[3])
|
||||
{
|
||||
pcScene->mMeshes[iMesh]->mMaterialIndex = iNum;
|
||||
pcScene->mMeshes[iMesh]->mColors[3] = NULL;
|
||||
}
|
||||
}
|
||||
iNum++;
|
||||
}
|
||||
}
|
||||
}
|
||||
// finished!
|
||||
return;
|
||||
}
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Generate normal vectors basing on smoothing groups
|
||||
void ASEImporter::GenerateNormals(ASE::Mesh& mesh)
|
||||
{
|
||||
if (mesh.mNormals.empty())
|
||||
{
|
||||
// need to calculate normals ...
|
||||
// TODO: Find a way to merge this with the code in 3DSGenNormals.cpp
|
||||
mesh.mNormals.resize(mesh.mPositions.size(),aiVector3D());
|
||||
for( unsigned int a = 0; a < mesh.mFaces.size(); a++)
|
||||
{
|
||||
const ASE::Face& face = mesh.mFaces[a];
|
||||
|
||||
// assume it is a triangle
|
||||
aiVector3D* pV1 = &mesh.mPositions[face.i1];
|
||||
aiVector3D* pV2 = &mesh.mPositions[face.i2];
|
||||
aiVector3D* pV3 = &mesh.mPositions[face.i3];
|
||||
|
||||
aiVector3D pDelta1 = *pV2 - *pV1;
|
||||
aiVector3D pDelta2 = *pV3 - *pV1;
|
||||
aiVector3D vNor = pDelta1 ^ pDelta2;
|
||||
|
||||
mesh.mNormals[face.i1] = vNor;
|
||||
mesh.mNormals[face.i2] = vNor;
|
||||
mesh.mNormals[face.i3] = vNor;
|
||||
}
|
||||
|
||||
// calculate the position bounds so we have a reliable epsilon to
|
||||
// check position differences against
|
||||
// @Schrompf: This is the 7th time this snippet is repeated!
|
||||
aiVector3D minVec( 1e10f, 1e10f, 1e10f), maxVec( -1e10f, -1e10f, -1e10f);
|
||||
for( unsigned int a = 0; a < mesh.mPositions.size(); a++)
|
||||
{
|
||||
minVec.x = std::min( minVec.x, mesh.mPositions[a].x);
|
||||
minVec.y = std::min( minVec.y, mesh.mPositions[a].y);
|
||||
minVec.z = std::min( minVec.z, mesh.mPositions[a].z);
|
||||
maxVec.x = std::max( maxVec.x, mesh.mPositions[a].x);
|
||||
maxVec.y = std::max( maxVec.y, mesh.mPositions[a].y);
|
||||
maxVec.z = std::max( maxVec.z, mesh.mPositions[a].z);
|
||||
}
|
||||
const float posEpsilon = (maxVec - minVec).Length() * 1e-5f;
|
||||
|
||||
std::vector<aiVector3D> avNormals;
|
||||
avNormals.resize(mesh.mNormals.size());
|
||||
|
||||
// now generate the spatial sort tree
|
||||
D3DSSpatialSorter sSort;
|
||||
for( std::vector<ASE::Face>::iterator
|
||||
i = mesh.mFaces.begin();
|
||||
i != mesh.mFaces.end();++i){sSort.AddFace(&(*i),mesh.mPositions);}
|
||||
sSort.Prepare();
|
||||
|
||||
for( std::vector<ASE::Face>::iterator
|
||||
i = mesh.mFaces.begin();
|
||||
i != mesh.mFaces.end();++i)
|
||||
{
|
||||
std::vector<unsigned int> poResult;
|
||||
for (unsigned int c = 0; c < 3;++c)
|
||||
{
|
||||
sSort.FindPositions(mesh.mPositions[(*i).mIndices[c]],(*i).iSmoothGroup,
|
||||
posEpsilon,poResult);
|
||||
|
||||
aiVector3D vNormals;
|
||||
float fDiv = 0.0f;
|
||||
for (std::vector<unsigned int>::const_iterator
|
||||
a = poResult.begin();
|
||||
a != poResult.end();++a)
|
||||
{
|
||||
vNormals += mesh.mNormals[(*a)];
|
||||
fDiv += 1.0f;
|
||||
}
|
||||
vNormals.x /= fDiv;vNormals.y /= fDiv;vNormals.z /= fDiv;
|
||||
vNormals.Normalize();
|
||||
avNormals[(*i).mIndices[c]] = vNormals;
|
||||
poResult.clear();
|
||||
}
|
||||
}
|
||||
mesh.mNormals = avNormals;
|
||||
}
|
||||
return;
|
||||
}
|
||||
Reference in New Issue
Block a user