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
669 lines
24 KiB
C++
669 lines
24 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 XFile importer class */
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#include "AssimpPCH.h"
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#include "XFileImporter.h"
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#include "XFileParser.h"
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#include "MaterialSystem.h"
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#include "ConvertToLHProcess.h"
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using namespace Assimp;
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#if _MSC_VER >= 1400
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# define sprintf sprintf_s
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#endif
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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XFileImporter::XFileImporter()
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{
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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XFileImporter::~XFileImporter()
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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 XFileImporter::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 == ".x" || extension == ".X")
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return true;
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return false;
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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 XFileImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
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{
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// read file into memory
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boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
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if( file.get() == NULL)
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throw new ImportErrorException( "Failed to open file " + pFile + ".");
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size_t fileSize = file->FileSize();
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if( fileSize < 16)
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throw new ImportErrorException( "XFile is too small.");
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mBuffer.resize( fileSize);
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file->Read( &mBuffer.front(), 1, fileSize);
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// parse the file into a temporary representation
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XFileParser parser( mBuffer);
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// and create the proper return structures out of it
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CreateDataRepresentationFromImport( pScene, parser.GetImportedData());
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// if nothing came from it, report it as error
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if( !pScene->mRootNode)
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throw new ImportErrorException( "XFile is ill-formatted - no content imported.");
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}
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// ------------------------------------------------------------------------------------------------
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// Constructs the return data structure out of the imported data.
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void XFileImporter::CreateDataRepresentationFromImport( aiScene* pScene, const XFile::Scene* pData)
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{
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// Read the global materials first so that meshes referring to them can find them later
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ConvertMaterials( pScene, pData->mGlobalMaterials);
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// copy nodes, extracting meshes and materials on the way
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pScene->mRootNode = CreateNodes( pScene, NULL, pData->mRootNode);
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// extract animations
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CreateAnimations( pScene, pData);
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// read the global meshes that were stored outside of any node
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if( pData->mGlobalMeshes.size() > 0)
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{
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// create a root node to hold them if there isn't any, yet
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if( pScene->mRootNode == NULL)
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{
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pScene->mRootNode = new aiNode;
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pScene->mRootNode->mName.Set( "$dummy_node");
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}
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// convert all global meshes and store them in the root node.
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// If there was one before, the global meshes now suddenly have its transformation matrix...
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// Don't know what to do there, I don't want to insert another node under the present root node
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// just to avoid this.
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CreateMeshes( pScene, pScene->mRootNode, pData->mGlobalMeshes);
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}
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// convert the root node's transformation to OGL coords
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if( pScene->mRootNode)
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ConvertToLHProcess::ConvertToOGL( pScene->mRootNode->mTransformation);
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// finally: create a dummy material if not material was imported
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if( pScene->mNumMaterials == 0)
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{
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pScene->mNumMaterials = 1;
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// create the Material
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Assimp::MaterialHelper* mat = new Assimp::MaterialHelper;
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int shadeMode = (int) aiShadingMode_Gouraud;
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mat->AddProperty<int>( &shadeMode, 1, AI_MATKEY_SHADING_MODEL);
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// material colours
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int specExp = 1;
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aiColor3D clr = aiColor3D( 0, 0, 0);
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mat->AddProperty( &clr, 1, AI_MATKEY_COLOR_EMISSIVE);
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mat->AddProperty( &clr, 1, AI_MATKEY_COLOR_SPECULAR);
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clr = aiColor3D( 0.5f, 0.5f, 0.5f);
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mat->AddProperty( &clr, 1, AI_MATKEY_COLOR_DIFFUSE);
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mat->AddProperty( &specExp, 1, AI_MATKEY_SHININESS);
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pScene->mMaterials = new aiMaterial*[1];
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pScene->mMaterials[0] = mat;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Recursively creates scene nodes from the imported hierarchy.
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aiNode* XFileImporter::CreateNodes( aiScene* pScene, aiNode* pParent, const XFile::Node* pNode)
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{
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if( !pNode)
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return NULL;
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// create node
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aiNode* node = new aiNode;
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node->mName.length = pNode->mName.length();
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node->mParent = pParent;
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memcpy( node->mName.data, pNode->mName.c_str(), pNode->mName.length());
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node->mName.data[node->mName.length] = 0;
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node->mTransformation = pNode->mTrafoMatrix;
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// convert meshes from the source node
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CreateMeshes( pScene, node, pNode->mMeshes);
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// handle childs
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if( pNode->mChildren.size() > 0)
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{
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node->mNumChildren = (unsigned int)pNode->mChildren.size();
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node->mChildren = new aiNode* [node->mNumChildren];
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for( unsigned int a = 0; a < pNode->mChildren.size(); a++)
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node->mChildren[a] = CreateNodes( pScene, node, pNode->mChildren[a]);
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}
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return node;
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}
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// ------------------------------------------------------------------------------------------------
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// Creates the meshes for the given node.
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void XFileImporter::CreateMeshes( aiScene* pScene, aiNode* pNode, const std::vector<XFile::Mesh*>& pMeshes)
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{
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if( pMeshes.size() == 0)
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return;
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// create a mesh for each mesh-material combination in the source node
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std::vector<aiMesh*> meshes;
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for( unsigned int a = 0; a < pMeshes.size(); a++)
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{
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const XFile::Mesh* sourceMesh = pMeshes[a];
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// first convert its materials so that we can find them when searching by name afterwards
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ConvertMaterials( pScene, sourceMesh->mMaterials);
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unsigned int numMaterials = std::max( (unsigned int)sourceMesh->mMaterials.size(), 1u);
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for( unsigned int b = 0; b < numMaterials; b++)
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{
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// collect the faces belonging to this material
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std::vector<unsigned int> faces;
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unsigned int numVertices = 0;
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if( sourceMesh->mFaceMaterials.size() > 0)
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{
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// if there is a per-face material defined, select the faces with the corresponding material
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for( unsigned int c = 0; c < sourceMesh->mFaceMaterials.size(); c++)
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{
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if( sourceMesh->mFaceMaterials[c] == b)
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{
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faces.push_back( c);
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numVertices += (unsigned int)sourceMesh->mPosFaces[c].mIndices.size();
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}
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}
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} else
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{
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// if there is no per-face material, place everything into one mesh
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for( unsigned int c = 0; c < sourceMesh->mPosFaces.size(); c++)
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{
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faces.push_back( c);
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numVertices += (unsigned int)sourceMesh->mPosFaces[c].mIndices.size();
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}
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}
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// no faces/vertices using this material? strange...
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if( numVertices == 0)
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continue;
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// create a submesh using this material
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aiMesh* mesh = new aiMesh;
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meshes.push_back( mesh);
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// find the material by name in the scene's material list. Either own material
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// or referenced material, it should already be found there
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if( sourceMesh->mFaceMaterials.size() > 0)
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{
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std::map<std::string, unsigned int>::const_iterator matIt = mImportedMats.find( sourceMesh->mMaterials[b].mName);
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if( matIt == mImportedMats.end())
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mesh->mMaterialIndex = 0;
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else
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mesh->mMaterialIndex = matIt->second;
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} else
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{
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mesh->mMaterialIndex = 0;
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}
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// Create properly sized data arrays in the mesh. We store unique vertices per face,
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// as specified
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mesh->mNumVertices = numVertices;
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mesh->mVertices = new aiVector3D[numVertices];
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mesh->mNumFaces = (unsigned int)faces.size();
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mesh->mFaces = new aiFace[mesh->mNumFaces];
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// normals?
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if( sourceMesh->mNormals.size() > 0)
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mesh->mNormals = new aiVector3D[numVertices];
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// texture coords
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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( sourceMesh->mTexCoords[c].size() > 0)
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mesh->mTextureCoords[c] = new aiVector3D[numVertices];
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}
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// vertex colors
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for( unsigned int c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS; c++)
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{
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if( sourceMesh->mColors[c].size() > 0)
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mesh->mColors[c] = new aiColor4D[numVertices];
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}
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// now collect the vertex data of all data streams present in the imported mesh
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unsigned int newIndex = 0;
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std::vector<unsigned int> orgPoints; // from which original point each new vertex stems
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orgPoints.resize( numVertices, 0);
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for( unsigned int c = 0; c < faces.size(); c++)
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{
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unsigned int f = faces[c]; // index of the source face
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const XFile::Face& pf = sourceMesh->mPosFaces[f]; // position source face
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// create face. either triangle or triangle fan depending on the index count
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aiFace& df = mesh->mFaces[c]; // destination face
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df.mNumIndices = (unsigned int)pf.mIndices.size();
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df.mIndices = new unsigned int[ df.mNumIndices];
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// collect vertex data for indices of this face
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for( unsigned int d = 0; d < df.mNumIndices; d++)
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{
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df.mIndices[df.mNumIndices - 1 - d] = newIndex; // inverted face orientation for OGL
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orgPoints[newIndex] = pf.mIndices[d];
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// Position
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mesh->mVertices[newIndex] = sourceMesh->mPositions[pf.mIndices[d]];
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// Normal, if present
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if( mesh->HasNormals())
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mesh->mNormals[newIndex] = sourceMesh->mNormals[sourceMesh->mNormFaces[f].mIndices[d]];
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// texture coord sets
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for( unsigned int e = 0; e < AI_MAX_NUMBER_OF_TEXTURECOORDS; e++)
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{
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if( mesh->HasTextureCoords( e))
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{
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aiVector2D tex = sourceMesh->mTexCoords[e][pf.mIndices[d]];
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mesh->mTextureCoords[e][newIndex] = aiVector3D( tex.x, 1.0f - tex.y, 0.0f);
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}
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}
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// vertex color sets
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for( unsigned int e = 0; e < AI_MAX_NUMBER_OF_COLOR_SETS; e++)
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if( mesh->HasVertexColors( e))
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mesh->mColors[e][newIndex] = sourceMesh->mColors[e][pf.mIndices[d]];
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newIndex++;
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}
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}
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// there should be as much new vertices as we calculated before
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assert( newIndex == numVertices);
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// convert all bones of the source mesh which influence vertices in this newly created mesh
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const std::vector<XFile::Bone>& bones = sourceMesh->mBones;
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std::vector<aiBone*> newBones;
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for( unsigned int c = 0; c < bones.size(); c++)
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{
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const XFile::Bone& obone = bones[c];
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// set up a vertex-linear array of the weights for quick searching if a bone influences a vertex
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std::vector<float> oldWeights( sourceMesh->mPositions.size(), 0.0f);
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for( unsigned int d = 0; d < obone.mWeights.size(); d++)
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oldWeights[obone.mWeights[d].mVertex] = obone.mWeights[d].mWeight;
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// collect all vertex weights that influence a vertex in the new mesh
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std::vector<aiVertexWeight> newWeights;
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newWeights.reserve( numVertices);
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for( unsigned int d = 0; d < orgPoints.size(); d++)
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{
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// does the new vertex stem from an old vertex which was influenced by this bone?
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float w = oldWeights[orgPoints[d]];
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if( w > 0.0f)
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newWeights.push_back( aiVertexWeight( d, w));
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}
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// if the bone has no weights in the newly created mesh, ignore it
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if( newWeights.size() == 0)
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continue;
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// create
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aiBone* nbone = new aiBone;
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newBones.push_back( nbone);
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// copy name and matrix
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nbone->mName.Set( obone.mName);
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nbone->mOffsetMatrix = obone.mOffsetMatrix;
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nbone->mNumWeights = (unsigned int)newWeights.size();
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nbone->mWeights = new aiVertexWeight[nbone->mNumWeights];
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for( unsigned int d = 0; d < newWeights.size(); d++)
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nbone->mWeights[d] = newWeights[d];
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}
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// store the bones in the mesh
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mesh->mNumBones = (unsigned int)newBones.size();
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mesh->mBones = new aiBone*[mesh->mNumBones];
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for( unsigned int c = 0; c < newBones.size(); c++)
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mesh->mBones[c] = newBones[c];
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}
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}
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// reallocate scene mesh array to be large enough
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aiMesh** prevArray = pScene->mMeshes;
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pScene->mMeshes = new aiMesh*[pScene->mNumMeshes + meshes.size()];
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if( prevArray)
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{
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memcpy( pScene->mMeshes, prevArray, pScene->mNumMeshes * sizeof( aiMesh*));
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delete [] prevArray;
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}
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// allocate mesh index array in the node
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pNode->mNumMeshes = (unsigned int)meshes.size();
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pNode->mMeshes = new unsigned int[pNode->mNumMeshes];
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// store all meshes in the mesh library of the scene and store their indices in the node
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for( unsigned int a = 0; a < meshes.size(); a++)
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{
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pScene->mMeshes[pScene->mNumMeshes] = meshes[a];
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pNode->mMeshes[a] = pScene->mNumMeshes;
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pScene->mNumMeshes++;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Converts the animations from the given imported data and creates them in the scene.
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void XFileImporter::CreateAnimations( aiScene* pScene, const XFile::Scene* pData)
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{
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std::vector<aiAnimation*> newAnims;
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for( unsigned int a = 0; a < pData->mAnims.size(); a++)
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{
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const XFile::Animation* anim = pData->mAnims[a];
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// create a new animation to hold the data
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aiAnimation* nanim = new aiAnimation;
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newAnims.push_back( nanim);
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nanim->mName.Set( anim->mName);
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// duration will be determined by the maximum length
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nanim->mDuration = 0;
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nanim->mTicksPerSecond = pData->mAnimTicksPerSecond;
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nanim->mNumChannels = (unsigned int)anim->mAnims.size();
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nanim->mChannels = new aiNodeAnim*[nanim->mNumChannels];
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for( unsigned int b = 0; b < anim->mAnims.size(); b++)
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{
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const XFile::AnimBone* bone = anim->mAnims[b];
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aiNodeAnim* nbone = new aiNodeAnim;
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nbone->mNodeName.Set( bone->mBoneName);
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nanim->mChannels[b] = nbone;
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// apply the LH->RH conversion if the animation affects the root bone
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bool isRootAnim = (bone->mBoneName == pScene->mRootNode->mName.data);
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// keyframes are given as combined transformation matrix keys
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if( bone->mTrafoKeys.size() > 0)
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{
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nbone->mNumPositionKeys = (unsigned int)bone->mTrafoKeys.size();
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nbone->mPositionKeys = new aiVectorKey[nbone->mNumPositionKeys];
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nbone->mNumRotationKeys = (unsigned int)bone->mTrafoKeys.size();
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nbone->mRotationKeys = new aiQuatKey[nbone->mNumRotationKeys];
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nbone->mNumScalingKeys = (unsigned int)bone->mTrafoKeys.size();
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nbone->mScalingKeys = new aiVectorKey[nbone->mNumScalingKeys];
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for( unsigned int c = 0; c < bone->mTrafoKeys.size(); c++)
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{
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// deconstruct each matrix into separate position, rotation and scaling
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double time = bone->mTrafoKeys[c].mTime;
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aiMatrix4x4 trafo = bone->mTrafoKeys[c].mMatrix;
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// extract position
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aiVector3D pos( trafo.a4, trafo.b4, trafo.c4);
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if( isRootAnim)
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ConvertToLHProcess::ConvertToOGL( pos);
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nbone->mPositionKeys[c].mTime = time;
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nbone->mPositionKeys[c].mValue = pos;
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// extract scaling
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aiVector3D scale;
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scale.x = aiVector3D( trafo.a1, trafo.b1, trafo.c1).Length();
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scale.y = aiVector3D( trafo.a2, trafo.b2, trafo.c2).Length();
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scale.z = aiVector3D( trafo.a3, trafo.b3, trafo.c3).Length();
|
|
nbone->mScalingKeys[c].mTime = time;
|
|
nbone->mScalingKeys[c].mValue = scale;
|
|
|
|
// reconstruct rotation matrix without scaling
|
|
aiMatrix3x3 rotmat(
|
|
trafo.a1 / scale.x, trafo.a2 / scale.y, trafo.a3 / scale.z,
|
|
trafo.b1 / scale.x, trafo.b2 / scale.y, trafo.b3 / scale.z,
|
|
trafo.c1 / scale.x, trafo.c2 / scale.y, trafo.c3 / scale.z);
|
|
|
|
if( isRootAnim)
|
|
ConvertToLHProcess::ConvertToOGL( rotmat);
|
|
|
|
// and convert it into a quaternion
|
|
nbone->mRotationKeys[c].mTime = time;
|
|
nbone->mRotationKeys[c].mValue = aiQuaternion( rotmat);
|
|
}
|
|
|
|
// longest lasting key sequence determines duration
|
|
nanim->mDuration = std::max( nanim->mDuration, bone->mTrafoKeys.back().mTime);
|
|
} else
|
|
{
|
|
// separate key sequences for position, rotation, scaling
|
|
nbone->mNumPositionKeys = (unsigned int)bone->mPosKeys.size();
|
|
nbone->mPositionKeys = new aiVectorKey[nbone->mNumPositionKeys];
|
|
for( unsigned int c = 0; c < nbone->mNumPositionKeys; c++)
|
|
{
|
|
aiVector3D pos = bone->mPosKeys[c].mValue;
|
|
if( isRootAnim)
|
|
ConvertToLHProcess::ConvertToOGL( pos);
|
|
|
|
nbone->mPositionKeys[c].mTime = bone->mPosKeys[c].mTime;
|
|
nbone->mPositionKeys[c].mValue = pos;
|
|
}
|
|
|
|
// rotation
|
|
nbone->mNumRotationKeys = (unsigned int)bone->mRotKeys.size();
|
|
nbone->mRotationKeys = new aiQuatKey[nbone->mNumRotationKeys];
|
|
for( unsigned int c = 0; c < nbone->mNumRotationKeys; c++)
|
|
{
|
|
aiMatrix3x3 rotmat = bone->mRotKeys[c].mValue.GetMatrix();
|
|
if( isRootAnim)
|
|
ConvertToLHProcess::ConvertToOGL( rotmat);
|
|
|
|
nbone->mRotationKeys[c].mTime = bone->mRotKeys[c].mTime;
|
|
nbone->mRotationKeys[c].mValue = aiQuaternion( rotmat);
|
|
}
|
|
|
|
// scaling
|
|
nbone->mNumScalingKeys = (unsigned int)bone->mScaleKeys.size();
|
|
nbone->mScalingKeys = new aiVectorKey[nbone->mNumScalingKeys];
|
|
for( unsigned int c = 0; c < nbone->mNumScalingKeys; c++)
|
|
nbone->mScalingKeys[c] = bone->mScaleKeys[c];
|
|
|
|
// longest lasting key sequence determines duration
|
|
if( bone->mPosKeys.size() > 0)
|
|
nanim->mDuration = std::max( nanim->mDuration, bone->mPosKeys.back().mTime);
|
|
if( bone->mRotKeys.size() > 0)
|
|
nanim->mDuration = std::max( nanim->mDuration, bone->mRotKeys.back().mTime);
|
|
if( bone->mScaleKeys.size() > 0)
|
|
nanim->mDuration = std::max( nanim->mDuration, bone->mScaleKeys.back().mTime);
|
|
}
|
|
}
|
|
}
|
|
|
|
// store all converted animations in the scene
|
|
if( newAnims.size() > 0)
|
|
{
|
|
pScene->mNumAnimations = (unsigned int)newAnims.size();
|
|
pScene->mAnimations = new aiAnimation* [pScene->mNumAnimations];
|
|
for( unsigned int a = 0; a < newAnims.size(); a++)
|
|
pScene->mAnimations[a] = newAnims[a];
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Converts all materials in the given array and stores them in the scene's material list.
|
|
void XFileImporter::ConvertMaterials( aiScene* pScene, const std::vector<XFile::Material>& pMaterials)
|
|
{
|
|
// count the non-referrer materials in the array
|
|
unsigned int numMaterials = 0;
|
|
for( unsigned int a = 0; a < pMaterials.size(); a++)
|
|
if( !pMaterials[a].mIsReference)
|
|
numMaterials++;
|
|
|
|
if( numMaterials == 0)
|
|
return;
|
|
|
|
// resize the scene's material list to offer enough space for the new materials
|
|
aiMaterial** prevMats = pScene->mMaterials;
|
|
pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials + numMaterials];
|
|
if( prevMats)
|
|
{
|
|
memcpy( pScene->mMaterials, prevMats, pScene->mNumMaterials * sizeof( aiMaterial*));
|
|
delete [] prevMats;
|
|
}
|
|
|
|
// convert all the materials given in the array
|
|
for( unsigned int a = 0; a < pMaterials.size(); a++)
|
|
{
|
|
const XFile::Material& oldMat = pMaterials[a];
|
|
if( oldMat.mIsReference)
|
|
continue;
|
|
|
|
Assimp::MaterialHelper* mat = new Assimp::MaterialHelper;
|
|
aiString name;
|
|
name.Set( oldMat.mName);
|
|
mat->AddProperty( &name, AI_MATKEY_NAME);
|
|
|
|
// Shading model: hardcoded to PHONG, there is no such information in an XFile
|
|
// FIX (aramis): If the specular exponent is 0, use gouraud shading. This is a bugfix
|
|
// for some models in the SDK (e.g. good old tiny.x)
|
|
int shadeMode = (int)oldMat.mSpecularExponent == 0.0f
|
|
? aiShadingMode_Gouraud : aiShadingMode_Phong;
|
|
|
|
mat->AddProperty<int>( &shadeMode, 1, AI_MATKEY_SHADING_MODEL);
|
|
// material colours
|
|
// FIX: Setup this as ambient not as emissive color
|
|
mat->AddProperty( &oldMat.mEmissive, 1, AI_MATKEY_COLOR_AMBIENT);
|
|
mat->AddProperty( &oldMat.mDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
|
|
mat->AddProperty( &oldMat.mSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
|
|
mat->AddProperty( &oldMat.mSpecularExponent, 1, AI_MATKEY_SHININESS);
|
|
|
|
|
|
// texture, if there is one
|
|
if (1 == oldMat.mTextures.size())
|
|
{
|
|
const XFile::TexEntry& otex = oldMat.mTextures.back();
|
|
if (otex.mName.length())
|
|
{
|
|
// if there is only one texture assume it contains the diffuse color
|
|
aiString tex( otex.mName);
|
|
if( otex.mIsNormalMap)
|
|
mat->AddProperty( &tex, AI_MATKEY_TEXTURE_NORMALS(0));
|
|
else
|
|
mat->AddProperty( &tex, AI_MATKEY_TEXTURE_DIFFUSE(0));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Otherwise ... try to search for typical strings in the
|
|
// texture's file name like 'bump' or 'diffuse'
|
|
unsigned int iHM = 0,iNM = 0,iDM = 0,iSM = 0,iAM = 0,iEM = 0;
|
|
for( unsigned int b = 0; b < oldMat.mTextures.size(); b++)
|
|
{
|
|
const XFile::TexEntry& otex = oldMat.mTextures[b];
|
|
std::string sz = otex.mName;
|
|
if (!sz.length())continue;
|
|
|
|
char key[256];
|
|
|
|
// find the file name
|
|
const size_t iLen = sz.length();
|
|
std::string::size_type s = sz.rfind('\\',iLen-1);
|
|
if (std::string::npos == s)
|
|
{
|
|
s = sz.rfind('/',iLen-1);
|
|
if (std::string::npos == s)s = 0;
|
|
}
|
|
|
|
// cut off the file extension
|
|
std::string::size_type sExt = sz.rfind('.',iLen-1);
|
|
if (std::string::npos != sExt)
|
|
{
|
|
sz[sExt] = '\0';
|
|
}
|
|
|
|
// convert to lower case for easier comparision
|
|
for( unsigned int c = 0; c < sz.length(); c++)
|
|
if( isalpha( sz[c]))
|
|
sz[c] = tolower( sz[c]);
|
|
|
|
// bump map
|
|
if (std::string::npos != sz.find("bump", s) || std::string::npos != sz.find("height", s))
|
|
{
|
|
::sprintf(key,AI_MATKEY_TEXTURE_HEIGHT_ "[%i]",iHM++);
|
|
} else
|
|
if (otex.mIsNormalMap || std::string::npos != sz.find( "normal", s) || std::string::npos != sz.find("nm", s))
|
|
{
|
|
::sprintf(key,AI_MATKEY_TEXTURE_NORMALS_ "[%i]",iNM++);
|
|
} else
|
|
if (std::string::npos != sz.find( "spec", s) || std::string::npos != sz.find( "glanz", s))
|
|
{
|
|
::sprintf(key,AI_MATKEY_TEXTURE_SPECULAR_ "[%i]",iSM++);
|
|
} else
|
|
if (std::string::npos != sz.find( "ambi", s) || std::string::npos != sz.find( "env", s))
|
|
{
|
|
::sprintf(key,AI_MATKEY_TEXTURE_AMBIENT_ "[%i]",iAM++);
|
|
} else
|
|
if (std::string::npos != sz.find( "emissive", s) || std::string::npos != sz.find( "self", s))
|
|
{
|
|
::sprintf(key,AI_MATKEY_TEXTURE_EMISSIVE_ "[%i]",iEM++);
|
|
} else
|
|
{
|
|
// assume it is a diffuse texture
|
|
::sprintf(key,AI_MATKEY_TEXTURE_DIFFUSE_ "[%i]",iDM++);
|
|
}
|
|
|
|
// place texture filename property under the corresponding name
|
|
aiString tex( oldMat.mTextures[b].mName);
|
|
mat->AddProperty( &tex, key);
|
|
}
|
|
}
|
|
|
|
pScene->mMaterials[pScene->mNumMaterials] = mat;
|
|
mImportedMats[oldMat.mName] = pScene->mNumMaterials;
|
|
pScene->mNumMaterials++;
|
|
}
|
|
}
|
|
|