- 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:
aramis_acg
2008-05-09 17:24:28 +00:00
parent 14abdcbbed
commit db9c5fef2b
116 changed files with 13324 additions and 1894 deletions

View File

@@ -1,3 +1,44 @@
/*
---------------------------------------------------------------------------
Free Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Implementation of the MD2 importer class */
#include "MD2Loader.h"
#include "MaterialSystem.h"
@@ -150,11 +191,11 @@ void MD2Importer::InternReadFile(
std::vector<aiVector3D> vTexCoords;
std::vector<aiVector3D> vNormals;
vPositions.resize(this->m_pcHeader->numVertices,aiVector3D());
vTexCoords.resize(this->m_pcHeader->numVertices,aiVector3D(
vPositions.resize(pScene->mMeshes[0]->mNumFaces*3,aiVector3D());
vTexCoords.resize(pScene->mMeshes[0]->mNumFaces*3,aiVector3D(
std::numeric_limits<float>::quiet_NaN(),
std::numeric_limits<float>::quiet_NaN(),0.0f));
vNormals.resize(this->m_pcHeader->numVertices,aiVector3D());
vNormals.resize(pScene->mMeshes[0]->mNumFaces*3,aiVector3D());
// not sure whether there are MD2 files without texture coordinates
if (0 != this->m_pcHeader->numTexCoords && 0 != this->m_pcHeader->numSkins)
@@ -198,32 +239,9 @@ void MD2Importer::InternReadFile(
pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
}
// now read all vertices of the frame
for (unsigned int i = 0; i < (unsigned int)this->m_pcHeader->numVertices;++i)
{
// read x,y, and z component of the vertex
aiVector3D& vec = vPositions[i];
vec.x = (float)pcVerts[i].vertex[0] * pcFrame->scale[0];
vec.x += pcFrame->translate[0];
// (flip z and y component)
vec.z = (float)pcVerts[i].vertex[1] * pcFrame->scale[1];
vec.z += pcFrame->translate[1];
vec.y = (float)pcVerts[i].vertex[2] * pcFrame->scale[2];
vec.y += pcFrame->translate[2];
// read the normal vector from the precalculated normal table
vNormals[i] = *((const aiVector3D*)(&g_avNormals[std::min(
int(pcVerts[i].lightNormalIndex),
int(sizeof(g_avNormals) / sizeof(g_avNormals[0]))-1)]));
std::swap ( vNormals[i].y,vNormals[i].z );
}
// now read all triangles of the first frame, apply scaling and translation
unsigned int iCurrent = 0;
if (0 != this->m_pcHeader->numTexCoords)
{
for (unsigned int i = 0; i < (unsigned int)this->m_pcHeader->numTriangles;++i)
@@ -235,40 +253,47 @@ void MD2Importer::InternReadFile(
// copy texture coordinates
// check whether they are different from the previous value at this index.
// In this case, create a full separate set of vertices/normals/texcoords
for (unsigned int c = 0; c < 3;++c)
for (unsigned int c = 0; c < 3;++c,++iCurrent)
{
pScene->mMeshes[0]->mFaces[i].mIndices[c] = iCurrent;
// validate vertex indices
if (pcTriangles[i].vertexIndices[c] >= this->m_pcHeader->numVertices)
pcTriangles[i].vertexIndices[c] = this->m_pcHeader->numVertices-1;
// copy face indices
pScene->mMeshes[0]->mFaces[i].mIndices[c] = (unsigned int)pcTriangles[i].vertexIndices[c];
unsigned int iIndex = (unsigned int)pcTriangles[i].vertexIndices[c];
// read x,y, and z component of the vertex
aiVector3D& vec = vPositions[iCurrent];
vec.x = (float)pcVerts[iIndex].vertex[0] * pcFrame->scale[0];
vec.x += pcFrame->translate[0];
// (flip z and y component)
vec.z = (float)pcVerts[iIndex].vertex[1] * pcFrame->scale[1];
vec.z += pcFrame->translate[1];
vec.y = (float)pcVerts[iIndex].vertex[2] * pcFrame->scale[2];
vec.y += pcFrame->translate[2];
// read the normal vector from the precalculated normal table
vNormals[iCurrent] = *((const aiVector3D*)(&g_avNormals[std::min(
int(pcVerts[iIndex].lightNormalIndex),
int(sizeof(g_avNormals) / sizeof(g_avNormals[0]))-1)]));
std::swap ( vNormals[iCurrent].y,vNormals[iCurrent].z );
// validate texture coordinates
if (pcTriangles[i].textureIndices[c] >= this->m_pcHeader->numTexCoords)
pcTriangles[i].textureIndices[c] = this->m_pcHeader->numTexCoords-1;
if (pcTriangles[iIndex].textureIndices[c] >= this->m_pcHeader->numTexCoords)
pcTriangles[iIndex].textureIndices[c] = this->m_pcHeader->numTexCoords-1;
aiVector3D* pcOut = &vTexCoords[pScene->mMeshes[0]->mFaces[i].mIndices[c]];
aiVector3D* pcOut = &vTexCoords[iCurrent];
float u,v;
u = (float)pcTexCoords[pcTriangles[i].textureIndices[c]].s / this->m_pcHeader->skinWidth;
v = (float)pcTexCoords[pcTriangles[i].textureIndices[c]].t / this->m_pcHeader->skinHeight;
if ( is_not_qnan ( pcOut->x ) && (pcOut->x != u || pcOut->y != v))
{
// generate a separate vertex/index set
vTexCoords.push_back(aiVector3D(u,v,0.0f));
vPositions.push_back(vPositions[pcTriangles[i].vertexIndices[c]]);
vNormals.push_back(vPositions[pcTriangles[i].vertexIndices[c]]);
unsigned int iPos = vTexCoords.size()-1;
pScene->mMeshes[0]->mFaces[i].mIndices[c] = iPos;
}
else
{
pcOut->x = u;
pcOut->y = v;
}
pcOut->x = u;
pcOut->y = v;
}
}
}
@@ -280,18 +305,44 @@ void MD2Importer::InternReadFile(
pScene->mMeshes[0]->mFaces[i].mIndices = new unsigned int[3];
pScene->mMeshes[0]->mFaces[i].mNumIndices = 3;
// validate vertex indices
if (pcTriangles[i].vertexIndices[0] >= this->m_pcHeader->numVertices)
pcTriangles[i].vertexIndices[0] = this->m_pcHeader->numVertices-1;
if (pcTriangles[i].vertexIndices[1] >= this->m_pcHeader->numVertices)
pcTriangles[i].vertexIndices[1] = this->m_pcHeader->numVertices-1;
if (pcTriangles[i].vertexIndices[2] >= this->m_pcHeader->numVertices)
pcTriangles[i].vertexIndices[2] = this->m_pcHeader->numVertices-1;
// copy texture coordinates
// check whether they are different from the previous value at this index.
// In this case, create a full separate set of vertices/normals/texcoords
for (unsigned int c = 0; c < 3;++c,++iCurrent)
{
pScene->mMeshes[0]->mFaces[i].mIndices[c] = iCurrent;
// copy face indices
pScene->mMeshes[0]->mFaces[i].mIndices[0] = (unsigned int)pcTriangles[i].vertexIndices[0];
pScene->mMeshes[0]->mFaces[i].mIndices[1] = (unsigned int)pcTriangles[i].vertexIndices[1];
pScene->mMeshes[0]->mFaces[i].mIndices[2] = (unsigned int)pcTriangles[i].vertexIndices[2];
// validate vertex indices
if (pcTriangles[i].vertexIndices[c] >= this->m_pcHeader->numVertices)
pcTriangles[i].vertexIndices[c] = this->m_pcHeader->numVertices-1;
// copy face indices
unsigned int iIndex = (unsigned int)pcTriangles[i].vertexIndices[c];
// read x,y, and z component of the vertex
aiVector3D& vec = vPositions[iCurrent];
vec.x = (float)pcVerts[iIndex].vertex[0] * pcFrame->scale[0];
vec.x += pcFrame->translate[0];
// (flip z and y component)
vec.z = (float)pcVerts[iIndex].vertex[1] * pcFrame->scale[1];
vec.z += pcFrame->translate[1];
vec.y = (float)pcVerts[iIndex].vertex[2] * pcFrame->scale[2];
vec.y += pcFrame->translate[2];
// read the normal vector from the precalculated normal table
vNormals[iCurrent] = *((const aiVector3D*)(&g_avNormals[std::min(
int(pcVerts[iIndex].lightNormalIndex),
int(sizeof(g_avNormals) / sizeof(g_avNormals[0]))-1)]));
std::swap ( vNormals[iCurrent].y,vNormals[iCurrent].z );
aiVector3D* pcOut = &vTexCoords[iCurrent];
pcOut->x = (float)pcTexCoords[pcTriangles[i].textureIndices[c]].s / this->m_pcHeader->skinWidth;
pcOut->y = (float)pcTexCoords[pcTriangles[i].textureIndices[c]].t / this->m_pcHeader->skinHeight;
}
}
}
@@ -302,9 +353,16 @@ void MD2Importer::InternReadFile(
pScene->mMeshes[0]->mTextureCoords[0] = new aiVector3D[vPositions.size()];
// memcpy() the data to the c-syle arrays
memcpy(pScene->mMeshes[0]->mVertices, &vPositions[0], vPositions.size() * sizeof(aiVector3D));
memcpy(pScene->mMeshes[0]->mNormals, &vNormals[0], vPositions.size() * sizeof(aiVector3D));
memcpy(pScene->mMeshes[0]->mTextureCoords[0], &vTexCoords[0], vPositions.size() * sizeof(aiVector3D));
memcpy(pScene->mMeshes[0]->mVertices, &vPositions[0],
vPositions.size() * sizeof(aiVector3D));
memcpy(pScene->mMeshes[0]->mNormals, &vNormals[0],
vPositions.size() * sizeof(aiVector3D));
if (0 != this->m_pcHeader->numTexCoords)
{
memcpy(pScene->mMeshes[0]->mTextureCoords[0], &vTexCoords[0],
vPositions.size() * sizeof(aiVector3D));
}
return;
}