Added AC-loader, WIP version. PLY loader is now able to load models from blender, test model added. Refactoring. Added FindInvalidData step. Added support for precompiled headers, the release builds in VC8 are configued to use PCH now. Added separate makefile for mingw, no -FPic warning anymore, -clear works now. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@176 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
1149 lines
38 KiB
C++
1149 lines
38 KiB
C++
/*
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---------------------------------------------------------------------------
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Open 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 "AssimpPCH.h"
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// internal headers
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#include "ASELoader.h"
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#include "MaterialSystem.h"
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#include "StringComparison.h"
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#include "TextureTransform.h"
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// utilities
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#include "fast_atof.h"
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#include "qnan.h"
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using namespace Assimp;
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using namespace Assimp::ASE;
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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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// however, it often contains static animation skeletons
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// only (without real animations).
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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, "rb"));
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// Check whether we can read from the file
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if( file.get() == NULL)
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throw new ImportErrorException( "Failed to open ASE file " + pFile + ".");
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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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std::vector<char> mBuffer2(fileSize+1);
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file->Read( &mBuffer2[0], 1, fileSize);
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mBuffer2[fileSize] = '\0';
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this->mBuffer = &mBuffer2[0];
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this->pcScene = pScene;
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// construct an ASE parser and parse the file
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// TODO: clean this up, mParser should be a reference, not a pointer ...
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ASE::Parser parser(this->mBuffer);
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this->mParser = &parser;
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this->mParser->Parse();
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// if absolutely no material has been loaded from the file
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// we need to generate a default material
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this->GenerateDefaultMaterial();
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// process all meshes
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std::vector<aiMesh*> avOutMeshes;
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avOutMeshes.reserve(this->mParser->m_vMeshes.size()*2);
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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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if ((*i).bSkip)continue;
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this->TransformVertices(*i);
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// now we need to create proper meshes from the import we need to
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// split them by materials, build valid vertex/face lists ...
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this->BuildUniqueRepresentation(*i);
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// need to generate proper vertex normals if necessary
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this->GenerateNormals(*i);
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// convert all meshes to aiMesh objects
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this->ConvertMeshes(*i,avOutMeshes);
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}
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// now build the output mesh list. remove dummies
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pScene->mNumMeshes = (unsigned int)avOutMeshes.size();
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aiMesh** pp = pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
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for (std::vector<aiMesh*>::const_iterator
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i = avOutMeshes.begin();
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i != avOutMeshes.end();++i)
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{
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if (!(*i)->mNumFaces)continue;
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*pp++ = *i;
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}
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pScene->mNumMeshes = (unsigned int)(pp - pScene->mMeshes);
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// buil final material indices (remove submaterials and make the final list)
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this->BuildMaterialIndices();
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// build the final node graph
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this->BuildNodes();
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// build output animations
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this->BuildAnimations();
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return;
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}
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// ------------------------------------------------------------------------------------------------
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void ASEImporter::GenerateDefaultMaterial()
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{
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ai_assert(NULL != this->mParser);
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bool bHas = false;
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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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if ((*i).bSkip)continue;
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if (ASE::Face::DEFAULT_MATINDEX == (*i).iMaterialIndex)
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{
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(*i).iMaterialIndex = (unsigned int)this->mParser->m_vMaterials.size();
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bHas = true;
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}
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}
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if (bHas || this->mParser->m_vMaterials.empty())
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{
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// add a simple material without sub materials to the parser's list
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this->mParser->m_vMaterials.push_back ( ASE::Material() );
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ASE::Material& mat = this->mParser->m_vMaterials.back();
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mat.mDiffuse = aiColor3D(0.6f,0.6f,0.6f);
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mat.mSpecular = aiColor3D(1.0f,1.0f,1.0f);
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mat.mAmbient = aiColor3D(0.05f,0.05f,0.05f);
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mat.mShading = Dot3DSFile::Gouraud;
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mat.mName = AI_DEFAULT_MATERIAL_NAME;
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}
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}
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// ------------------------------------------------------------------------------------------------
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void ASEImporter::BuildAnimations()
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{
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// check whether we have at least one mesh which has animations
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std::vector<ASE::Mesh>::iterator i = this->mParser->m_vMeshes.begin();
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unsigned int iNum = 0;
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for (;i != this->mParser->m_vMeshes.end();++i)
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{
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if ((*i).bSkip)continue;
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if ((*i).mAnim.akeyPositions.size() > 1 || (*i).mAnim.akeyRotations.size() > 1)
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++iNum;
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}
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if (iNum)
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{
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this->pcScene->mNumAnimations = 1;
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this->pcScene->mAnimations = new aiAnimation*[1];
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aiAnimation* pcAnim = this->pcScene->mAnimations[0] = new aiAnimation();
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pcAnim->mNumChannels = iNum;
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pcAnim->mChannels = new aiNodeAnim*[iNum];
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pcAnim->mTicksPerSecond = this->mParser->iFrameSpeed * this->mParser->iTicksPerFrame;
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iNum = 0;
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i = this->mParser->m_vMeshes.begin();
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for (;i != this->mParser->m_vMeshes.end();++i)
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{
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if ((*i).bSkip)continue;
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if ((*i).mAnim.akeyPositions.size() > 1 || (*i).mAnim.akeyRotations.size() > 1)
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{
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aiNodeAnim* pcNodeAnim = pcAnim->mChannels[iNum++] = new aiNodeAnim();
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pcNodeAnim->mNodeName.Set((*i).mName);
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// copy position keys
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if ((*i).mAnim.akeyPositions.size() > 1 )
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{
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pcNodeAnim->mNumPositionKeys = (unsigned int) (*i).mAnim.akeyPositions.size();
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pcNodeAnim->mPositionKeys = new aiVectorKey[pcNodeAnim->mNumPositionKeys];
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::memcpy(pcNodeAnim->mPositionKeys,&(*i).mAnim.akeyPositions[0],
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pcNodeAnim->mNumPositionKeys * sizeof(aiVectorKey));
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for (unsigned int qq = 0; qq < pcNodeAnim->mNumPositionKeys;++qq)
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{
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double dTime = pcNodeAnim->mPositionKeys[qq].mTime;
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pcAnim->mDuration = std::max(pcAnim->mDuration,dTime);
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}
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}
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// copy rotation keys
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if ((*i).mAnim.akeyRotations.size() > 1 )
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{
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pcNodeAnim->mNumRotationKeys = (unsigned int) (*i).mAnim.akeyPositions.size();
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pcNodeAnim->mRotationKeys = new aiQuatKey[pcNodeAnim->mNumPositionKeys];
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::memcpy(pcNodeAnim->mRotationKeys,&(*i).mAnim.akeyRotations[0],
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pcNodeAnim->mNumRotationKeys * sizeof(aiQuatKey));
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for (unsigned int qq = 0; qq < pcNodeAnim->mNumRotationKeys;++qq)
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{
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double dTime = pcNodeAnim->mRotationKeys[qq].mTime;
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pcAnim->mDuration = std::max(pcAnim->mDuration,dTime);
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}
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}
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}
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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void ASEImporter::AddNodes(aiNode* pcParent,const char* szName)
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{
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aiMatrix4x4 m;
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ASE::DecompTransform dec(m);
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this->AddNodes(pcParent,szName,dec);
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}
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// ------------------------------------------------------------------------------------------------
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void ASEImporter::AddNodes(aiNode* pcParent,const char* szName,
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const ASE::DecompTransform& decompTrafo)
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{
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const size_t len = szName ? strlen(szName) : 0;
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ai_assert(4 <= AI_MAX_NUMBER_OF_COLOR_SETS);
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std::vector<aiNode*> apcNodes;
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aiMesh** pcMeshes = pcScene->mMeshes;
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for (unsigned int i = 0; i < pcScene->mNumMeshes;++i)
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{
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// get the name of the mesh
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aiMesh* pcMesh = *pcMeshes++;
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const ASE::Mesh& mesh = *((const ASE::Mesh*)pcMesh->mColors[2]);
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// TODO: experimental quick'n'dirty, clean this up ...
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std::string szMyName[2] = {mesh.mName,mesh.mParent} ;
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if (szName)
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{
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if( len != szMyName[1].length() ||
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0 != ASSIMP_stricmp ( szName, szMyName[1].c_str() ))
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{
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continue;
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}
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}
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else if ('\0' != szMyName[1].c_str()[0])continue;
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apcNodes.push_back(new aiNode());
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aiNode* node = apcNodes.back();
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node->mName.Set(szMyName[0]);
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node->mNumMeshes = 1;
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node->mMeshes = new unsigned int[1];
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node->mMeshes[0] = i;
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node->mParent = pcParent;
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aiMatrix4x4 mParentAdjust = decompTrafo.mMatrix;
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mParentAdjust.Inverse();
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node->mTransformation = mParentAdjust*mesh.mTransform;
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// Transform all vertices of the mesh back into their local space ->
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// at the moment they are pretransformed
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aiMatrix4x4 mInverse = mesh.mTransform;
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mInverse.Inverse();
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aiVector3D* pvCurPtr = pcMesh->mVertices;
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const aiVector3D* const pvEndPtr = pcMesh->mVertices + pcMesh->mNumVertices;
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while (pvCurPtr != pvEndPtr)
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{
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*pvCurPtr = mInverse * (*pvCurPtr);
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pvCurPtr++;
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}
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// add sub nodes
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aiMatrix4x4 mNewAbs = decompTrafo.mMatrix * node->mTransformation;
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ASE::DecompTransform dec( mNewAbs);
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this->AddNodes(node,node->mName.data,dec);
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}
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// allocate enough space for the child nodes
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pcParent->mNumChildren = (unsigned int)apcNodes.size();
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pcParent->mChildren = new aiNode*[apcNodes.size()];
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// now build all nodes
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for (unsigned int p = 0; p < apcNodes.size();++p)
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{
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pcParent->mChildren[p] = apcNodes[p];
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}
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return;
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}
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// ------------------------------------------------------------------------------------------------
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void ASEImporter::BuildNodes()
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{
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ai_assert(NULL != pcScene);
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// allocate the root node
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pcScene->mRootNode = new aiNode();
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pcScene->mRootNode->mNumMeshes = 0;
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pcScene->mRootNode->mMeshes = 0;
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pcScene->mRootNode->mName.Set("<root>");
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// add all nodes
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this->AddNodes(pcScene->mRootNode,NULL);
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// now iterate through al meshes and find those that have not yet
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// been added to the nodegraph (= their parent could not be recognized)
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std::vector<unsigned int> aiList;
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for (unsigned int i = 0; i < pcScene->mNumMeshes;++i)
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{
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// get the name of the mesh
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const ASE::Mesh& mesh = *((const ASE::Mesh*)pcScene->mMeshes[i]->mColors[2]);
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// TODO: experimental quick'n'dirty, clean this up ...
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std::string szMyName[2] = {mesh.mName,mesh.mParent} ;
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// check whether our parent is known
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bool bKnowParent = false;
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for (unsigned int i2 = 0; i2 < pcScene->mNumMeshes;++i2)
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{
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if (i2 == i)continue;
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const ASE::Mesh& mesh2 = *((const ASE::Mesh*)pcScene->mMeshes[i2]->mColors[2]);
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// TODO: experimental quick'n'dirty, clean this up ...
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std::string szMyName2[2] = {mesh2.mName,mesh2.mParent} ;
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if (!ASSIMP_stricmp ( szMyName[1], szMyName2[0]))
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{
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bKnowParent = true;
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break;
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}
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// check if there is another mesh with the same unknown parent
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// that has already been handled and added to the list
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if (i2 < i)
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{
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if (ASSIMP_stricmp ( szMyName[1], szMyName2[1]))
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{
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bKnowParent = true;
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break;
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}
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}
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}
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if (!bKnowParent)
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{
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aiList.push_back(i);
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}
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}
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if (!aiList.empty())
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{
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std::vector<aiNode*> apcNodes;
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apcNodes.reserve(aiList.size() + pcScene->mRootNode->mNumChildren);
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for (unsigned int i = 0; i < pcScene->mRootNode->mNumChildren;++i)
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apcNodes.push_back(pcScene->mRootNode->mChildren[i]);
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delete[] pcScene->mRootNode->mChildren;
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for (std::vector<unsigned int>::/*const_*/iterator
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i = aiList.begin();
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i != aiList.end();++i)
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{
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std::string* szMyName = (std::string*)pcScene->mMeshes[*i]->mColors[1];
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if (!szMyName)continue;
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DefaultLogger::get()->info("Generating dummy node: " + szMyName[1] + ". "
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"This node is not defined in the ASE file, but referenced as "
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"parent node.");
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// the parent is not known, so we can assume that we must add
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// this node to the root node of the whole scene
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aiNode* pcNode = new aiNode();
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pcNode->mParent = pcScene->mRootNode;
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pcNode->mName.Set(szMyName[1]);
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this->AddNodes(pcNode,pcNode->mName.data);
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apcNodes.push_back(pcNode);
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}
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pcScene->mRootNode->mChildren = new aiNode*[apcNodes.size()];
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for (unsigned int i = 0; i < apcNodes.size();++i)
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pcScene->mRootNode->mChildren[i] = apcNodes[i];
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pcScene->mRootNode->mNumChildren = (unsigned int)apcNodes.size();
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}
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for (unsigned int i = 0; i < pcScene->mNumMeshes;++i)
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pcScene->mMeshes[i]->mColors[2] = NULL;
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// if there is only one subnode, set it as root node
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if (1 == pcScene->mRootNode->mNumChildren)
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{
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aiNode* pc = pcScene->mRootNode;
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pcScene->mRootNode = pcScene->mRootNode->mChildren[0];
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pcScene->mRootNode->mParent = NULL;
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// make sure the destructor won't delete us ...
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delete[] pc->mChildren;
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pc->mChildren = NULL;
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pc->mNumChildren = 0;
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delete pc;
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}
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else if (!pcScene->mRootNode->mNumChildren)
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{
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throw new ImportErrorException("No nodes loaded. The ASE/ASK file is either empty or corrupt");
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}
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return;
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}
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// ------------------------------------------------------------------------------------------------
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void ASEImporter::TransformVertices(ASE::Mesh& mesh)
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{
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// the matrix data is stored in column-major format,
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// but we need row major
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mesh.mTransform.Transpose();
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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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std::vector<BoneVertex> mBoneVertices;
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unsigned int iSize = (unsigned int)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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{
|
|
if (!mesh.amTexCoords[i].empty())
|
|
{
|
|
amTexCoords[i].resize(iSize);
|
|
}
|
|
}
|
|
// optional vertex colors
|
|
if (!mesh.mVertexColors.empty())
|
|
{
|
|
mVertexColors.resize(iSize);
|
|
}
|
|
|
|
// optional vertex normals (vertex normals can simply be copied)
|
|
if (!mesh.mNormals.empty())
|
|
{
|
|
mNormals.resize(iSize);
|
|
}
|
|
// bone vertices. There is no need to change the bone list
|
|
if (!mesh.mBoneVertices.empty())
|
|
{
|
|
mBoneVertices.resize(iSize);
|
|
}
|
|
|
|
// iterate through all faces in the mesh
|
|
unsigned int iCurrent = 0;
|
|
for (std::vector<ASE::Face>::iterator
|
|
i = mesh.mFaces.begin();
|
|
i != mesh.mFaces.end();++i)
|
|
{
|
|
for (unsigned int n = 0; n < 3;++n,++iCurrent)
|
|
{
|
|
mPositions[iCurrent] = mesh.mPositions[(*i).mIndices[n]];
|
|
//std::swap((float&)mPositions[iCurrent].z,(float&)mPositions[iCurrent].y); // DX-to-OGL
|
|
mPositions[iCurrent].y *= -1.f;
|
|
|
|
// add texture coordinates
|
|
for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
|
|
{
|
|
if (!mesh.amTexCoords[c].empty())
|
|
{
|
|
amTexCoords[c][iCurrent] = mesh.amTexCoords[c][(*i).amUVIndices[c][n]];
|
|
amTexCoords[c][iCurrent].y = 1.0f - amTexCoords[c][iCurrent].y; // DX-to-OGL
|
|
}
|
|
}
|
|
// add vertex colors
|
|
if (!mesh.mVertexColors.empty())
|
|
{
|
|
mVertexColors[iCurrent] = mesh.mVertexColors[(*i).mColorIndices[n]];
|
|
}
|
|
// add normal vectors
|
|
if (!mesh.mNormals.empty())
|
|
{
|
|
mNormals[iCurrent] = mesh.mNormals[(*i).mIndices[n]];
|
|
mNormals[iCurrent].Normalize();
|
|
|
|
//std::swap((float&)mNormals[iCurrent].z,(float&)mNormals[iCurrent].y); // DX-to-OGL
|
|
mNormals[iCurrent].y *= -1.0f;
|
|
}
|
|
|
|
// handle bone vertices
|
|
if ((*i).mIndices[n] < mesh.mBoneVertices.size())
|
|
{
|
|
// (sometimes this will cause bone verts to be duplicated
|
|
// however, I' quite sure Schrompf' JoinVerticesStep
|
|
// will fix that again ...)
|
|
mBoneVertices[iCurrent] = mesh.mBoneVertices[(*i).mIndices[n]];
|
|
}
|
|
}
|
|
// we need to flip the order of the indices
|
|
(*i).mIndices[0] = iCurrent-1;
|
|
(*i).mIndices[1] = iCurrent-2;
|
|
(*i).mIndices[2] = iCurrent-3;
|
|
}
|
|
|
|
// replace the old arrays
|
|
mesh.mNormals = mNormals;
|
|
mesh.mPositions = mPositions;
|
|
mesh.mVertexColors = mVertexColors;
|
|
|
|
for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
|
|
mesh.amTexCoords[c] = amTexCoords[c];
|
|
return;
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
void ASEImporter::ConvertMaterial(ASE::Material& mat)
|
|
{
|
|
// allocate the output material
|
|
mat.pcInstance = new MaterialHelper();
|
|
|
|
// At first add the base ambient color of the
|
|
// scene to the material
|
|
mat.mAmbient.r += this->mParser->m_clrAmbient.r;
|
|
mat.mAmbient.g += this->mParser->m_clrAmbient.g;
|
|
mat.mAmbient.b += this->mParser->m_clrAmbient.b;
|
|
|
|
aiString name;
|
|
name.Set( mat.mName);
|
|
mat.pcInstance->AddProperty( &name, AI_MATKEY_NAME);
|
|
|
|
// material colors
|
|
mat.pcInstance->AddProperty( &mat.mAmbient, 1, AI_MATKEY_COLOR_AMBIENT);
|
|
mat.pcInstance->AddProperty( &mat.mDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
|
|
mat.pcInstance->AddProperty( &mat.mSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
|
|
mat.pcInstance->AddProperty( &mat.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE);
|
|
|
|
// shininess
|
|
if (0.0f != mat.mSpecularExponent && 0.0f != mat.mShininessStrength)
|
|
{
|
|
mat.pcInstance->AddProperty( &mat.mSpecularExponent, 1, AI_MATKEY_SHININESS);
|
|
mat.pcInstance->AddProperty( &mat.mShininessStrength, 1, AI_MATKEY_SHININESS_STRENGTH);
|
|
}
|
|
// if there is no shininess, we can disable phong lighting
|
|
else if (Dot3DS::Dot3DSFile::Metal == mat.mShading ||
|
|
Dot3DS::Dot3DSFile::Phong == mat.mShading ||
|
|
Dot3DS::Dot3DSFile::Blinn == mat.mShading)
|
|
{
|
|
mat.mShading = Dot3DS::Dot3DSFile::Gouraud;
|
|
}
|
|
|
|
// opacity
|
|
mat.pcInstance->AddProperty<float>( &mat.mTransparency,1,AI_MATKEY_OPACITY);
|
|
|
|
|
|
// shading mode
|
|
aiShadingMode eShading = aiShadingMode_NoShading;
|
|
switch (mat.mShading)
|
|
{
|
|
case Dot3DS::Dot3DSFile::Flat:
|
|
eShading = aiShadingMode_Flat; break;
|
|
case Dot3DS::Dot3DSFile::Phong :
|
|
eShading = aiShadingMode_Phong; break;
|
|
case Dot3DS::Dot3DSFile::Blinn :
|
|
eShading = aiShadingMode_Blinn; break;
|
|
|
|
// I don't know what "Wire" shading should be,
|
|
// assume it is simple lambertian diffuse (L dot N) shading
|
|
case Dot3DS::Dot3DSFile::Wire:
|
|
case Dot3DS::Dot3DSFile::Gouraud:
|
|
eShading = aiShadingMode_Gouraud; break;
|
|
case Dot3DS::Dot3DSFile::Metal :
|
|
eShading = aiShadingMode_CookTorrance; break;
|
|
}
|
|
mat.pcInstance->AddProperty<int>( (int*)&eShading,1,AI_MATKEY_SHADING_MODEL);
|
|
|
|
if (Dot3DS::Dot3DSFile::Wire == mat.mShading)
|
|
{
|
|
// set the wireframe flag
|
|
unsigned int iWire = 1;
|
|
mat.pcInstance->AddProperty<int>( (int*)&iWire,1,AI_MATKEY_ENABLE_WIREFRAME);
|
|
}
|
|
|
|
// texture, if there is one
|
|
if( mat.sTexDiffuse.mMapName.length() > 0)
|
|
{
|
|
aiString tex;
|
|
tex.Set( mat.sTexDiffuse.mMapName);
|
|
mat.pcInstance->AddProperty( &tex, AI_MATKEY_TEXTURE_DIFFUSE(0));
|
|
|
|
if (is_not_qnan(mat.sTexDiffuse.mTextureBlend))
|
|
mat.pcInstance->AddProperty<float>( &mat.sTexDiffuse.mTextureBlend, 1,
|
|
AI_MATKEY_TEXBLEND_DIFFUSE(0));
|
|
}
|
|
if( mat.sTexSpecular.mMapName.length() > 0)
|
|
{
|
|
aiString tex;
|
|
tex.Set( mat.sTexSpecular.mMapName);
|
|
mat.pcInstance->AddProperty( &tex, AI_MATKEY_TEXTURE_SPECULAR(0));
|
|
|
|
if (is_not_qnan(mat.sTexSpecular.mTextureBlend))
|
|
mat.pcInstance->AddProperty<float>( &mat.sTexSpecular.mTextureBlend, 1,
|
|
AI_MATKEY_TEXBLEND_SPECULAR(0));
|
|
}
|
|
if( mat.sTexOpacity.mMapName.length() > 0)
|
|
{
|
|
aiString tex;
|
|
tex.Set( mat.sTexOpacity.mMapName);
|
|
mat.pcInstance->AddProperty( &tex, AI_MATKEY_TEXTURE_OPACITY(0));
|
|
|
|
if (is_not_qnan(mat.sTexOpacity.mTextureBlend))
|
|
mat.pcInstance->AddProperty<float>( &mat.sTexOpacity.mTextureBlend, 1,
|
|
AI_MATKEY_TEXBLEND_OPACITY(0));
|
|
}
|
|
if( mat.sTexEmissive.mMapName.length() > 0)
|
|
{
|
|
aiString tex;
|
|
tex.Set( mat.sTexEmissive.mMapName);
|
|
mat.pcInstance->AddProperty( &tex, AI_MATKEY_TEXTURE_EMISSIVE(0));
|
|
|
|
if (is_not_qnan(mat.sTexEmissive.mTextureBlend))
|
|
mat.pcInstance->AddProperty<float>( &mat.sTexEmissive.mTextureBlend, 1,
|
|
AI_MATKEY_TEXBLEND_EMISSIVE(0));
|
|
}
|
|
if( mat.sTexAmbient.mMapName.length() > 0)
|
|
{
|
|
aiString tex;
|
|
tex.Set( mat.sTexAmbient.mMapName);
|
|
mat.pcInstance->AddProperty( &tex, AI_MATKEY_TEXTURE_AMBIENT(0));
|
|
|
|
if (is_not_qnan(mat.sTexAmbient.mTextureBlend))
|
|
mat.pcInstance->AddProperty<float>( &mat.sTexAmbient.mTextureBlend, 1,
|
|
AI_MATKEY_TEXBLEND_AMBIENT(0));
|
|
}
|
|
if( mat.sTexBump.mMapName.length() > 0)
|
|
{
|
|
aiString tex;
|
|
tex.Set( mat.sTexBump.mMapName);
|
|
mat.pcInstance->AddProperty( &tex, AI_MATKEY_TEXTURE_HEIGHT(0));
|
|
|
|
if (is_not_qnan(mat.sTexBump.mTextureBlend))
|
|
mat.pcInstance->AddProperty<float>( &mat.sTexBump.mTextureBlend, 1,
|
|
AI_MATKEY_TEXBLEND_HEIGHT(0));
|
|
}
|
|
if( mat.sTexShininess.mMapName.length() > 0)
|
|
{
|
|
aiString tex;
|
|
tex.Set( mat.sTexShininess.mMapName);
|
|
mat.pcInstance->AddProperty( &tex, AI_MATKEY_TEXTURE_SHININESS(0));
|
|
|
|
if (is_not_qnan(mat.sTexShininess.mTextureBlend))
|
|
mat.pcInstance->AddProperty<float>( &mat.sTexBump.mTextureBlend, 1,
|
|
AI_MATKEY_TEXBLEND_SHININESS(0));
|
|
}
|
|
|
|
// store the name of the material itself, too
|
|
if( mat.mName.length() > 0)
|
|
{
|
|
aiString tex;
|
|
tex.Set( mat.mName);
|
|
mat.pcInstance->AddProperty( &tex, AI_MATKEY_NAME);
|
|
}
|
|
return;
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
void ASEImporter::ConvertMeshes(ASE::Mesh& mesh, std::vector<aiMesh*>& avOutMeshes)
|
|
{
|
|
// validate the material index of the mesh
|
|
if (mesh.iMaterialIndex >= this->mParser->m_vMaterials.size())
|
|
{
|
|
mesh.iMaterialIndex = (unsigned int)this->mParser->m_vMaterials.size()-1;
|
|
DefaultLogger::get()->warn("Material index is out of range");
|
|
}
|
|
|
|
|
|
// 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
|
|
for (unsigned int i = 0; i < mesh.mFaces.size();++i)
|
|
{
|
|
// check range
|
|
if (mesh.mFaces[i].iMaterial >= vSubMaterials.size())
|
|
{
|
|
DefaultLogger::get()->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].empty())
|
|
{
|
|
aiMesh* p_pcOut = new aiMesh();
|
|
p_pcOut->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
|
|
|
|
// 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 ... color channel 3
|
|
p_pcOut->mColors[3] = (aiColor4D*)(uintptr_t)mesh.iMaterialIndex;
|
|
|
|
// store a pointer to the mesh in color channel 2
|
|
p_pcOut->mColors[2] = (aiColor4D*) &mesh;
|
|
avOutMeshes.push_back(p_pcOut);
|
|
|
|
// convert vertices
|
|
p_pcOut->mNumVertices = (unsigned int)aiSplit[p].size()*3;
|
|
p_pcOut->mNumFaces = (unsigned int)aiSplit[p].size();
|
|
|
|
// receive output vertex weights
|
|
std::vector<std::pair<unsigned int, float> >* avOutputBones;
|
|
if (!mesh.mBones.empty())
|
|
{
|
|
avOutputBones = new std::vector<std::pair<unsigned int, float> >[mesh.mBones.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)
|
|
{
|
|
const uint32_t iIndex2 = mesh.mFaces[iIndex].mIndices[t];
|
|
|
|
p_pcOut->mVertices[iBase] = mesh.mPositions[iIndex2];
|
|
p_pcOut->mNormals[iBase] = mesh.mNormals[iIndex2];
|
|
|
|
// convert bones, if existing
|
|
if (!mesh.mBones.empty())
|
|
{
|
|
// check whether there is a vertex weight that is using
|
|
// this vertex index ...
|
|
if (iIndex2 < mesh.mBoneVertices.size())
|
|
{
|
|
for (std::vector<std::pair<int,float> >::const_iterator
|
|
blubb = mesh.mBoneVertices[iIndex2].mBoneWeights.begin();
|
|
blubb != mesh.mBoneVertices[iIndex2].mBoneWeights.end();++blubb)
|
|
{
|
|
// NOTE: illegal cases have already been filtered out
|
|
avOutputBones[(*blubb).first].push_back(std::pair<unsigned int, float>(
|
|
iBase,(*blubb).second));
|
|
}
|
|
}
|
|
}
|
|
++iBase;
|
|
}
|
|
p_pcOut->mFaces[q].mIndices[0] = iBase-3;
|
|
p_pcOut->mFaces[q].mIndices[1] = iBase-2;
|
|
p_pcOut->mFaces[q].mIndices[2] = iBase-1;
|
|
}
|
|
}
|
|
// 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]];
|
|
}
|
|
}
|
|
}
|
|
if (!mesh.mBones.empty())
|
|
{
|
|
p_pcOut->mNumBones = 0;
|
|
for (unsigned int mrspock = 0; mrspock < mesh.mBones.size();++mrspock)
|
|
if (!avOutputBones[mrspock].empty())p_pcOut->mNumBones++;
|
|
|
|
p_pcOut->mBones = new aiBone* [ p_pcOut->mNumBones ];
|
|
aiBone** pcBone = p_pcOut->mBones;
|
|
for (unsigned int mrspock = 0; mrspock < mesh.mBones.size();++mrspock)
|
|
{
|
|
if (!avOutputBones[mrspock].empty())
|
|
{
|
|
// we will need this bone. add it to the output mesh and
|
|
// add all per-vertex weights
|
|
aiBone* pc = *pcBone = new aiBone();
|
|
pc->mName.Set(mesh.mBones[mrspock].mName);
|
|
|
|
pc->mNumWeights = (unsigned int)avOutputBones[mrspock].size();
|
|
pc->mWeights = new aiVertexWeight[pc->mNumWeights];
|
|
|
|
for (unsigned int captainkirk = 0; captainkirk < pc->mNumWeights;++captainkirk)
|
|
{
|
|
const std::pair<unsigned int,float>& ref = avOutputBones[mrspock][captainkirk];
|
|
pc->mWeights[captainkirk].mVertexId = ref.first;
|
|
pc->mWeights[captainkirk].mWeight = ref.second;
|
|
}
|
|
++pcBone;
|
|
}
|
|
}
|
|
// delete allocated storage
|
|
delete[] avOutputBones;
|
|
}
|
|
}
|
|
}
|
|
// delete storage
|
|
delete[] aiSplit;
|
|
}
|
|
else
|
|
{
|
|
// otherwise we can simply copy the data to one output mesh
|
|
aiMesh* p_pcOut = new aiMesh();
|
|
p_pcOut->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
|
|
|
|
// 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 ... in color channel 3
|
|
p_pcOut->mColors[3] = (aiColor4D*)(uintptr_t)mesh.iMaterialIndex;
|
|
|
|
// store a pointer to the mesh in color channel 2
|
|
p_pcOut->mColors[2] = (aiColor4D*) &mesh;
|
|
avOutMeshes.push_back(p_pcOut);
|
|
|
|
// if the mesh hasn't faces or vertices, there are two cases
|
|
// possible: 1. the model is invalid. 2. This is a dummy
|
|
// helper object which we are going to remove later ...
|
|
if (mesh.mFaces.empty() || mesh.mPositions.empty())
|
|
{
|
|
return;
|
|
}
|
|
|
|
// convert vertices
|
|
p_pcOut->mNumVertices = (unsigned int)mesh.mPositions.size();
|
|
p_pcOut->mNumFaces = (unsigned int)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];
|
|
}
|
|
|
|
// copy vertex bones
|
|
if (!mesh.mBones.empty() && !mesh.mBoneVertices.empty())
|
|
{
|
|
std::vector<aiVertexWeight>* avBonesOut = new
|
|
std::vector<aiVertexWeight>[mesh.mBones.size()];
|
|
|
|
// find all vertex weights for this bone
|
|
unsigned int quak = 0;
|
|
for (std::vector<BoneVertex>::const_iterator
|
|
harrypotter = mesh.mBoneVertices.begin();
|
|
harrypotter != mesh.mBoneVertices.end();++harrypotter,++quak)
|
|
{
|
|
for (std::vector<std::pair<int,float> >::const_iterator
|
|
ronaldweasley = (*harrypotter).mBoneWeights.begin();
|
|
ronaldweasley != (*harrypotter).mBoneWeights.end();++ronaldweasley)
|
|
{
|
|
aiVertexWeight weight;
|
|
weight.mVertexId = quak;
|
|
weight.mWeight = (*ronaldweasley).second;
|
|
avBonesOut[(*ronaldweasley).first].push_back(weight);
|
|
}
|
|
}
|
|
|
|
// now build a final bone list
|
|
p_pcOut->mNumBones = 0;
|
|
for (unsigned int jfkennedy = 0; jfkennedy < mesh.mBones.size();++jfkennedy)
|
|
if (!avBonesOut[jfkennedy].empty())p_pcOut->mNumBones++;
|
|
|
|
p_pcOut->mBones = new aiBone*[p_pcOut->mNumBones];
|
|
aiBone** pcBone = p_pcOut->mBones;
|
|
for (unsigned int jfkennedy = 0; jfkennedy < mesh.mBones.size();++jfkennedy)
|
|
{
|
|
if (!avBonesOut[jfkennedy].empty())
|
|
{
|
|
aiBone* pc = *pcBone = new aiBone();
|
|
pc->mName.Set(mesh.mBones[jfkennedy].mName);
|
|
pc->mNumWeights = (unsigned int)avBonesOut[jfkennedy].size();
|
|
pc->mWeights = new aiVertexWeight[pc->mNumWeights];
|
|
::memcpy(pc->mWeights,&avBonesOut[jfkennedy][0],
|
|
sizeof(aiVertexWeight) * pc->mNumWeights);
|
|
++pcBone;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void ASEImporter::BuildMaterialIndices()
|
|
{
|
|
ai_assert(NULL != pcScene);
|
|
|
|
// iterate through all materials and check whether we need them
|
|
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
|
|
ASE::Material& mat = this->mParser->m_vMaterials[iMat];
|
|
this->ConvertMaterial(mat);
|
|
TextureTransform::ApplyScaleNOffset(mat);
|
|
++pcScene->mNumMaterials;
|
|
}
|
|
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
|
|
ASE::Material& mat = this->mParser->m_vMaterials[iMat].avSubMaterials[iSubMat];
|
|
this->ConvertMaterial(mat);
|
|
TextureTransform::ApplyScaleNOffset(mat);
|
|
++pcScene->mNumMaterials;
|
|
}
|
|
}
|
|
}
|
|
|
|
// allocate the output material array
|
|
pcScene->mMaterials = new aiMaterial*[pcScene->mNumMaterials];
|
|
Dot3DS::Material** pcIntMaterials = new Dot3DS::Material*[pcScene->mNumMaterials];
|
|
|
|
unsigned int 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;
|
|
|
|
// store the internal material, too
|
|
pcIntMaterials[iNum] = &this->mParser->m_vMaterials[iMat];
|
|
|
|
// 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;
|
|
|
|
// store the internal material, too
|
|
pcIntMaterials[iNum] = &this->mParser->m_vMaterials[iMat].avSubMaterials[iSubMat];
|
|
|
|
// 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++;
|
|
}
|
|
}
|
|
}
|
|
// prepare for the next step
|
|
for (unsigned int hans = 0; hans < this->mParser->m_vMaterials.size();++hans)
|
|
TextureTransform::ApplyScaleNOffset(this->mParser->m_vMaterials[hans]);
|
|
|
|
// now we need to iterate through all meshes,
|
|
// generating correct texture coordinates and material uv indices
|
|
for (unsigned int curie = 0; curie < pcScene->mNumMeshes;++curie)
|
|
{
|
|
aiMesh* pcMesh = pcScene->mMeshes[curie];
|
|
|
|
// apply texture coordinate transformations
|
|
TextureTransform::BakeScaleNOffset(pcMesh,pcIntMaterials[pcMesh->mMaterialIndex]);
|
|
}
|
|
for (unsigned int hans = 0; hans < pcScene->mNumMaterials;++hans)
|
|
{
|
|
// setup the correct UV indices for each material
|
|
TextureTransform::SetupMatUVSrc(pcScene->mMaterials[hans],
|
|
pcIntMaterials[hans]);
|
|
}
|
|
delete[] pcIntMaterials;
|
|
|
|
// finished!
|
|
return;
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Generate normal vectors basing on smoothing groups
|
|
void ASEImporter::GenerateNormals(ASE::Mesh& mesh)
|
|
{
|
|
if (!mesh.mNormals.empty())
|
|
{
|
|
// check whether there are only uninitialized normals. If there are
|
|
// some, skip all normals from the file and compute them on our own
|
|
for (std::vector<aiVector3D>::const_iterator
|
|
qq = mesh.mNormals.begin();
|
|
qq != mesh.mNormals.end();++qq)
|
|
{
|
|
if (!(*qq).x || !(*qq).y || !(*qq).z)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
mesh.mNormals.clear();
|
|
}
|
|
if (mesh.mNormals.empty())
|
|
{
|
|
ComputeNormalsWithSmoothingsGroups<ASE::Face>(mesh);
|
|
}
|
|
}
|