added pretransformvertices postprocess step bugfixes in the 3ds material system. transparency is now displayed correctly Node view in the viewer display the local transformation matrix now Fixed wrong directory name. "unused" renamed to "extra" ---> all is WIP ... git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@50 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
1032 lines
34 KiB
C++
1032 lines
34 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 "ASELoader.h"
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#include "3DSSpatialSort.h"
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#include "MaterialSystem.h"
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#include "fast_atof.h"
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#include "../include/IOStream.h"
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#include "../include/IOSystem.h"
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#include "../include/aiMesh.h"
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#include "../include/aiScene.h"
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#include "../include/aiAssert.h"
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#include "../include/DefaultLogger.h"
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#include <boost/scoped_ptr.hpp>
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using namespace Assimp;
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using namespace Assimp::ASE;
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#define LOGOUT_WARN(x) DefaultLogger::get()->warn(x);
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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ASEImporter::ASEImporter()
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{
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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ASEImporter::~ASEImporter()
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{
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}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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bool ASEImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
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{
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// simple check of file extension is enough for the moment
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std::string::size_type pos = pFile.find_last_of('.');
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// no file extension - can't read
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if( pos == std::string::npos)
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return false;
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std::string extension = pFile.substr( pos);
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if (extension.length() < 4)return false;
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if (extension[0] != '.')return false;
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if (extension[1] != 'a' && extension[1] != 'A')return false;
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if (extension[2] != 's' && extension[2] != 'S')return false;
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// NOTE: Sometimes the extension .ASK is also used
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// however, often it only contains static animation skeletons
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// without the 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));
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// Check whether we can read from the file
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if( file.get() == NULL)
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{
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throw new ImportErrorException( "Failed to open ASE file " + pFile + ".");
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}
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size_t fileSize = file->FileSize();
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std::string::size_type pos = pFile.find_last_of('.');
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std::string extension = pFile.substr( pos);
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if(extension[3] == 'k' || extension[3] == 'K')
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{
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this->mIsAsk = true;
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}
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else this->mIsAsk = false;
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// allocate storage and copy the contents of the file to a memory buffer
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// (terminate it with zero)
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this->mBuffer = new unsigned char[fileSize+1];
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file->Read( (void*)mBuffer, 1, fileSize);
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this->mBuffer[fileSize] = '\0';
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// construct an ASE parser and parse the file
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this->mParser = new ASE::Parser((const char*)this->mBuffer);
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this->mParser->Parse();
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// the .ask file format contains normally three LODs of
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// a single object. Named <name>n, where n = 1 designates
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// the highest level of detail.
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if (this->mIsAsk)
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{
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this->AskFilterLOD(this->mParser->m_vMeshes);
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}
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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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// transform all vertices into worldspace
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// world2obj transform is specified in the
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// transformation matrix of a scenegraph node
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this->TransformVertices(*i);
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// now we need to create proper meshes from the import
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// we need to split them by materials, build valid vertex/face lists ...
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this->BuildUniqueRepresentation(*i);
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// 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
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pScene->mNumMeshes = avOutMeshes.size();
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pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
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for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
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pScene->mMeshes[i] = avOutMeshes[i];
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// buil final material indices (remove submaterials and make the final list)
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this->BuildMaterialIndices(pScene);
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// build the final node graph
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this->BuildNodes(pScene);
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// delete the ASE parser
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delete this->mParser;
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this->mParser = NULL;
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return;
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}
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// ------------------------------------------------------------------------------------------------
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void ASEImporter::AddNodes(aiScene* pcScene,aiNode* pcParent,
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const char* szName)
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{
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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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for (unsigned int i = 0; i < pcScene->mNumMeshes;++i)
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{
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// get the name of the mesh ([0] = name, [1] = parent)
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std::string* szMyName = (std::string*)pcScene->mMeshes[i]->mColors[1];
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if (!szMyName)
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{
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continue;
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}
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if (szName)
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{
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if(0 != ASSIMP_stricmp ( szName, szMyName[1].c_str() ))
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continue;
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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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// get the transformation matrix of the mesh
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aiMatrix4x4* pmTransform = (aiMatrix4x4*)pcScene->mMeshes[i]->mColors[2];
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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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node->mTransformation = *pmTransform;
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// delete the matrix (a mesh is always the child of ONE node, so this is safe)
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delete pmTransform;
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pcScene->mMeshes[i]->mColors[2] = NULL;
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delete[] szMyName;
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pcScene->mMeshes[i]->mColors[1] = NULL;
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// add sub nodes
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this->AddNodes(pcScene,node,node->mName.data);
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}
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// allocate enough space for the child nodes
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pcParent->mNumChildren = 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(aiScene* pcScene)
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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,pcScene->mRootNode,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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delete pc;
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}
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else if (0 == 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 = mesh.mFaces.size() * 3;
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mPositions.resize(iSize);
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// optional texture coordinates
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for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
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{
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if (!mesh.amTexCoords[i].empty())
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{
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amTexCoords[i].resize(iSize);
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}
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}
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// optional vertex colors
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if (!mesh.mVertexColors.empty())
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{
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mVertexColors.resize(iSize);
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}
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// optional vertex normals (vertex normals can simply be copied)
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if (!mesh.mNormals.empty())
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{
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mNormals.resize(iSize);
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}
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// bone vertices. There is no need to change the bone list
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if (!mesh.mBoneVertices.empty())
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{
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mBoneVertices.resize(iSize);
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}
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// iterate through all faces in the mesh
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unsigned int iCurrent = 0;
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for (std::vector<ASE::Face>::iterator
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i = mesh.mFaces.begin();
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i != mesh.mFaces.end();++i)
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{
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for (unsigned int n = 0; n < 3;++n,++iCurrent)
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{
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mPositions[iCurrent] = mesh.mPositions[(*i).mIndices[n]];
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// add texture coordinates
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for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
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{
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if (!mesh.amTexCoords[c].empty())
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{
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amTexCoords[c][iCurrent] = mesh.amTexCoords[c][(*i).amUVIndices[c][n]];
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}
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}
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// add vertex colors
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if (!mesh.mVertexColors.empty())
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{
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mVertexColors[iCurrent] = mesh.mVertexColors[(*i).mColorIndices[n]];
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}
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// add normal vectors
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if (!mesh.mNormals.empty())
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{
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mNormals[iCurrent] = mesh.mNormals[(*i).mIndices[n]];
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}
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// handle bone vertices
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if ((*i).mIndices[n] < mesh.mBoneVertices.size())
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{
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// (sometimes this will cause bone verts to be duplicated
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// however, I' quite sure Schrompf' JoinVerticesStep
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// will fix that again ...)
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mBoneVertices[iCurrent] = mesh.mBoneVertices[(*i).mIndices[n]];
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}
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}
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// we need to flip the order of the indices
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(*i).mIndices[0] = iCurrent-1;
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(*i).mIndices[1] = iCurrent-2;
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(*i).mIndices[2] = iCurrent-3;
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}
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// replace the old arrays
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mesh.mNormals = mNormals;
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mesh.mPositions = mPositions;
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mesh.mVertexColors = mVertexColors;
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for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
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mesh.amTexCoords[c] = amTexCoords[c];
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// now need to transform all vertices with the inverse of their
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// transformation matrix ...
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aiMatrix4x4 mInverse = mesh.mTransform;
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mInverse.Inverse();
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for (std::vector<aiVector3D>::iterator
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i = mesh.mPositions.begin();
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i != mesh.mPositions.end();++i)
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{
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(*i) = mInverse * (*i);
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}
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return;
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}
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// ------------------------------------------------------------------------------------------------
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void ASEImporter::ConvertMaterial(ASE::Material& mat)
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{
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// allocate the output material
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mat.pcInstance = new MaterialHelper();
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// At first add the base ambient color of the
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// scene to the material
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mat.mAmbient.r += this->mParser->m_clrAmbient.r;
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mat.mAmbient.g += this->mParser->m_clrAmbient.g;
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mat.mAmbient.b += this->mParser->m_clrAmbient.b;
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aiString name;
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name.Set( mat.mName);
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mat.pcInstance->AddProperty( &name, AI_MATKEY_NAME);
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// material colors
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mat.pcInstance->AddProperty( &mat.mAmbient, 1, AI_MATKEY_COLOR_AMBIENT);
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mat.pcInstance->AddProperty( &mat.mDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
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mat.pcInstance->AddProperty( &mat.mSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
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mat.pcInstance->AddProperty( &mat.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE);
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// shininess
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if (0.0f != mat.mSpecularExponent && 0.0f != mat.mShininessStrength)
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{
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mat.pcInstance->AddProperty( &mat.mSpecularExponent, 1, AI_MATKEY_SHININESS);
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mat.pcInstance->AddProperty( &mat.mShininessStrength, 1, AI_MATKEY_SHININESS_STRENGTH);
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}
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// if there is no shininess, we can disable phong lighting
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else if (Dot3DS::Dot3DSFile::Metal == mat.mShading ||
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Dot3DS::Dot3DSFile::Phong == mat.mShading ||
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Dot3DS::Dot3DSFile::Blinn == mat.mShading)
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{
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mat.mShading = Dot3DS::Dot3DSFile::Gouraud;
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}
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// opacity
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mat.pcInstance->AddProperty<float>( &mat.mTransparency,1,AI_MATKEY_OPACITY);
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// shading mode
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aiShadingMode eShading = aiShadingMode_NoShading;
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switch (mat.mShading)
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{
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case Dot3DS::Dot3DSFile::Flat:
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eShading = aiShadingMode_Flat; break;
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case Dot3DS::Dot3DSFile::Phong :
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eShading = aiShadingMode_Phong; break;
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case Dot3DS::Dot3DSFile::Blinn :
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eShading = aiShadingMode_Blinn; break;
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// I don't know what "Wire" shading should be,
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// assume it is simple lambertian diffuse (L dot N) shading
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case Dot3DS::Dot3DSFile::Wire:
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case Dot3DS::Dot3DSFile::Gouraud:
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eShading = aiShadingMode_Gouraud; break;
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case Dot3DS::Dot3DSFile::Metal :
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eShading = aiShadingMode_CookTorrance; break;
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}
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mat.pcInstance->AddProperty<int>( (int*)&eShading,1,AI_MATKEY_SHADING_MODEL);
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if (Dot3DS::Dot3DSFile::Wire == mat.mShading)
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{
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// set the wireframe flag
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unsigned int iWire = 1;
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mat.pcInstance->AddProperty<int>( (int*)&iWire,1,AI_MATKEY_ENABLE_WIREFRAME);
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}
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// texture, if there is one
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if( mat.sTexDiffuse.mMapName.length() > 0)
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{
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aiString tex;
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tex.Set( mat.sTexDiffuse.mMapName);
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mat.pcInstance->AddProperty( &tex, AI_MATKEY_TEXTURE_DIFFUSE(0));
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if (is_not_qnan(mat.sTexDiffuse.mTextureBlend))
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mat.pcInstance->AddProperty<float>( &mat.sTexDiffuse.mTextureBlend, 1,
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AI_MATKEY_TEXBLEND_DIFFUSE(0));
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}
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if( mat.sTexSpecular.mMapName.length() > 0)
|
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{
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aiString tex;
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tex.Set( mat.sTexSpecular.mMapName);
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mat.pcInstance->AddProperty( &tex, AI_MATKEY_TEXTURE_SPECULAR(0));
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if (is_not_qnan(mat.sTexSpecular.mTextureBlend))
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mat.pcInstance->AddProperty<float>( &mat.sTexSpecular.mTextureBlend, 1,
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AI_MATKEY_TEXBLEND_SPECULAR(0));
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}
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if( mat.sTexOpacity.mMapName.length() > 0)
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{
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aiString tex;
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tex.Set( mat.sTexOpacity.mMapName);
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mat.pcInstance->AddProperty( &tex, AI_MATKEY_TEXTURE_OPACITY(0));
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if (is_not_qnan(mat.sTexOpacity.mTextureBlend))
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mat.pcInstance->AddProperty<float>( &mat.sTexOpacity.mTextureBlend, 1,
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AI_MATKEY_TEXBLEND_OPACITY(0));
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}
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if( mat.sTexEmissive.mMapName.length() > 0)
|
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{
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aiString tex;
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tex.Set( mat.sTexEmissive.mMapName);
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mat.pcInstance->AddProperty( &tex, AI_MATKEY_TEXTURE_EMISSIVE(0));
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|
|
if (is_not_qnan(mat.sTexEmissive.mTextureBlend))
|
|
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 = this->mParser->m_vMaterials.size()-1;
|
|
LOGOUT_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
|
|
unsigned int iNum = 0;
|
|
for (unsigned int i = 0; i < mesh.mFaces.size();++i)
|
|
{
|
|
// check range
|
|
if (mesh.mFaces[i].iMaterial >= vSubMaterials.size())
|
|
{
|
|
LOGOUT_WARN("Submaterial index is out of range");
|
|
|
|
// use the last material instead
|
|
aiSplit[vSubMaterials.size()-1].push_back(i);
|
|
}
|
|
else aiSplit[mesh.mFaces[i].iMaterial].push_back(i);
|
|
}
|
|
|
|
// now generate submeshes
|
|
for (unsigned int p = 0; p < vSubMaterials.size();++p)
|
|
{
|
|
if (aiSplit[p].size() != 0)
|
|
{
|
|
aiMesh* p_pcOut = new aiMesh();
|
|
|
|
// let the sub material index
|
|
p_pcOut->mMaterialIndex = p;
|
|
|
|
// we will need this material
|
|
this->mParser->m_vMaterials[mesh.iMaterialIndex].avSubMaterials[p].bNeed = true;
|
|
|
|
// store the real index here ... color channel 3
|
|
p_pcOut->mColors[3] = (aiColor4D*)(uintptr_t)mesh.iMaterialIndex;
|
|
|
|
// store the real transformation matrix in color channel 2
|
|
p_pcOut->mColors[2] = (aiColor4D*) new aiMatrix4x4(mesh.mTransform);
|
|
|
|
// store the name of the mesh and the
|
|
// name of its parent in color channel 1
|
|
p_pcOut->mColors[1] = (aiColor4D*) new std::string[2];
|
|
((std::string*)p_pcOut->mColors[1])[0] = mesh.mName;
|
|
((std::string*)p_pcOut->mColors[1])[1] = mesh.mParent;
|
|
|
|
avOutMeshes.push_back(p_pcOut);
|
|
|
|
// convert vertices
|
|
p_pcOut->mNumVertices = aiSplit[p].size()*3;
|
|
p_pcOut->mNumFaces = 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-2;
|
|
p_pcOut->mFaces[q].mIndices[1] = iBase-1;
|
|
p_pcOut->mFaces[q].mIndices[2] = iBase;
|
|
}
|
|
}
|
|
// 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 = 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();
|
|
|
|
// 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 the transformation matrix in color channel 2
|
|
p_pcOut->mColors[2] = (aiColor4D*) new aiMatrix4x4(mesh.mTransform);
|
|
avOutMeshes.push_back(p_pcOut);
|
|
|
|
// store the name of the mesh and the
|
|
// name of its parent in color channel 1
|
|
p_pcOut->mColors[1] = (aiColor4D*) new std::string[2];
|
|
((std::string*)p_pcOut->mColors[1])[0] = mesh.mName;
|
|
((std::string*)p_pcOut->mColors[1])[1] = mesh.mParent;
|
|
|
|
// convert vertices
|
|
p_pcOut->mNumVertices = mesh.mPositions.size();
|
|
p_pcOut->mNumFaces = mesh.mFaces.size();
|
|
|
|
// allocate enough storage for faces
|
|
p_pcOut->mFaces = new aiFace[p_pcOut->mNumFaces];
|
|
|
|
// copy vertices
|
|
p_pcOut->mVertices = new aiVector3D[mesh.mPositions.size()];
|
|
memcpy(p_pcOut->mVertices,&mesh.mPositions[0],
|
|
mesh.mPositions.size() * sizeof(aiVector3D));
|
|
|
|
// copy normals
|
|
p_pcOut->mNormals = new aiVector3D[mesh.mNormals.size()];
|
|
memcpy(p_pcOut->mNormals,&mesh.mNormals[0],
|
|
mesh.mNormals.size() * sizeof(aiVector3D));
|
|
|
|
// copy texture coordinates
|
|
for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
|
|
{
|
|
if (!mesh.amTexCoords[c].empty())
|
|
{
|
|
p_pcOut->mTextureCoords[c] = new aiVector3D[mesh.amTexCoords[c].size()];
|
|
memcpy(p_pcOut->mTextureCoords[c],&mesh.amTexCoords[c][0],
|
|
mesh.amTexCoords[c].size() * sizeof(aiVector3D));
|
|
|
|
// setup the number of valid vertex components
|
|
p_pcOut->mNumUVComponents[c] = mesh.mNumUVComponents[c];
|
|
}
|
|
}
|
|
|
|
// copy vertex colors
|
|
if (!mesh.mVertexColors.empty())
|
|
{
|
|
p_pcOut->mColors[0] = new aiColor4D[mesh.mVertexColors.size()];
|
|
memcpy(p_pcOut->mColors[0],&mesh.mVertexColors[0],
|
|
mesh.mVertexColors.size() * sizeof(aiColor4D));
|
|
}
|
|
|
|
// copy faces
|
|
for (unsigned int iFace = 0; iFace < p_pcOut->mNumFaces;++iFace)
|
|
{
|
|
p_pcOut->mFaces[iFace].mNumIndices = 3;
|
|
p_pcOut->mFaces[iFace].mIndices = new unsigned int[3];
|
|
|
|
// copy indices
|
|
p_pcOut->mFaces[iFace].mIndices[0] = mesh.mFaces[iFace].mIndices[0];
|
|
p_pcOut->mFaces[iFace].mIndices[1] = mesh.mFaces[iFace].mIndices[1];
|
|
p_pcOut->mFaces[iFace].mIndices[2] = mesh.mFaces[iFace].mIndices[2];
|
|
}
|
|
|
|
// 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 = avBonesOut[jfkennedy].size();
|
|
pc->mWeights = new aiVertexWeight[pc->mNumWeights];
|
|
memcpy(pc->mWeights,&avBonesOut[jfkennedy][0],
|
|
sizeof(aiVertexWeight) * pc->mNumWeights);
|
|
++pcBone;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
void ASEImporter::AskFilterLOD(std::vector<ASE::Mesh>& meshes)
|
|
{
|
|
for (std::vector<ASE::Mesh>::iterator
|
|
i = meshes.begin();
|
|
i != meshes.end();++i)
|
|
{
|
|
if ((*i).bSkip)continue;
|
|
|
|
// search for a number in the name of the node
|
|
const char* sz = (*i).mName.c_str();
|
|
while (*sz)
|
|
{
|
|
if (*sz >= '0' && *sz <= '9')
|
|
{
|
|
// check whether there is another mesh with exactly
|
|
// the same name, but a lower number out there ...
|
|
unsigned int iLen = (unsigned int)(sz - (*i).mName.c_str());
|
|
unsigned int iMyNum = strtol10(sz,NULL);
|
|
for (std::vector<ASE::Mesh>::iterator
|
|
f = meshes.begin();
|
|
f != meshes.end();++f)
|
|
{
|
|
const char* sz = (*f).mName.c_str();
|
|
if (i != f && !(*f).bSkip &&
|
|
0 == memcmp(sz,(*i).mName.c_str(),iLen) &&
|
|
iMyNum > strtol10(sz))
|
|
{
|
|
(*f).bSkip = true;
|
|
}
|
|
}
|
|
break;
|
|
}++sz;
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
void ASEImporter::BuildMaterialIndices(aiScene* pcScene)
|
|
{
|
|
ai_assert(NULL != pcScene);
|
|
|
|
// iterate through all materials and check whether we need them
|
|
unsigned int iNum = 0;
|
|
for (unsigned int iMat = 0; iMat < this->mParser->m_vMaterials.size();++iMat)
|
|
{
|
|
if (this->mParser->m_vMaterials[iMat].bNeed)
|
|
{
|
|
// convert it to the aiMaterial layout
|
|
this->ConvertMaterial(this->mParser->m_vMaterials[iMat]);
|
|
iNum++;
|
|
}
|
|
for (unsigned int iSubMat = 0; iSubMat < this->mParser->m_vMaterials[
|
|
iMat].avSubMaterials.size();++iSubMat)
|
|
{
|
|
if (this->mParser->m_vMaterials[iMat].avSubMaterials[iSubMat].bNeed)
|
|
{
|
|
// convert it to the aiMaterial layout
|
|
this->ConvertMaterial(this->mParser->m_vMaterials[iMat].avSubMaterials[iSubMat]);
|
|
iNum++;
|
|
}
|
|
}
|
|
}
|
|
|
|
// allocate the output material array
|
|
pcScene->mNumMaterials = iNum;
|
|
pcScene->mMaterials = new aiMaterial*[pcScene->mNumMaterials];
|
|
|
|
iNum = 0;
|
|
for (unsigned int iMat = 0; iMat < this->mParser->m_vMaterials.size();++iMat)
|
|
{
|
|
if (this->mParser->m_vMaterials[iMat].bNeed)
|
|
{
|
|
ai_assert(NULL != this->mParser->m_vMaterials[iMat].pcInstance);
|
|
pcScene->mMaterials[iNum] = this->mParser->m_vMaterials[iMat].pcInstance;
|
|
|
|
// iterate through all meshes and search for one which is using
|
|
// this top-level material index
|
|
for (unsigned int iMesh = 0; iMesh < pcScene->mNumMeshes;++iMesh)
|
|
{
|
|
if (ASE::Face::DEFAULT_MATINDEX == pcScene->mMeshes[iMesh]->mMaterialIndex &&
|
|
iMat == (uintptr_t)pcScene->mMeshes[iMesh]->mColors[3])
|
|
{
|
|
pcScene->mMeshes[iMesh]->mMaterialIndex = iNum;
|
|
pcScene->mMeshes[iMesh]->mColors[3] = NULL;
|
|
}
|
|
}
|
|
iNum++;
|
|
}
|
|
for (unsigned int iSubMat = 0; iSubMat < this->mParser->m_vMaterials[iMat].avSubMaterials.size();++iSubMat)
|
|
{
|
|
if (this->mParser->m_vMaterials[iMat].avSubMaterials[iSubMat].bNeed)
|
|
{
|
|
ai_assert(NULL != this->mParser->m_vMaterials[iMat].avSubMaterials[iSubMat].pcInstance);
|
|
pcScene->mMaterials[iNum] = this->mParser->m_vMaterials[iMat].
|
|
avSubMaterials[iSubMat].pcInstance;
|
|
|
|
// iterate through all meshes and search for one which is using
|
|
// this sub-level material index
|
|
for (unsigned int iMesh = 0; iMesh < pcScene->mNumMeshes;++iMesh)
|
|
{
|
|
if (iSubMat == pcScene->mMeshes[iMesh]->mMaterialIndex &&
|
|
iMat == (uintptr_t)pcScene->mMeshes[iMesh]->mColors[3])
|
|
{
|
|
pcScene->mMeshes[iMesh]->mMaterialIndex = iNum;
|
|
pcScene->mMeshes[iMesh]->mColors[3] = NULL;
|
|
}
|
|
}
|
|
iNum++;
|
|
}
|
|
}
|
|
}
|
|
// finished!
|
|
return;
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Generate normal vectors basing on smoothing groups
|
|
void ASEImporter::GenerateNormals(ASE::Mesh& mesh)
|
|
{
|
|
if (mesh.mNormals.empty())
|
|
{
|
|
// need to calculate normals ...
|
|
// TODO: Find a way to merge this with the code in 3DSGenNormals.cpp
|
|
mesh.mNormals.resize(mesh.mPositions.size(),aiVector3D());
|
|
for( unsigned int a = 0; a < mesh.mFaces.size(); a++)
|
|
{
|
|
const ASE::Face& face = mesh.mFaces[a];
|
|
|
|
// assume it is a triangle
|
|
aiVector3D* pV1 = &mesh.mPositions[face.mIndices[2]];
|
|
aiVector3D* pV2 = &mesh.mPositions[face.mIndices[1]];
|
|
aiVector3D* pV3 = &mesh.mPositions[face.mIndices[0]];
|
|
|
|
aiVector3D pDelta1 = *pV2 - *pV1;
|
|
aiVector3D pDelta2 = *pV3 - *pV1;
|
|
aiVector3D vNor = pDelta1 ^ pDelta2;
|
|
|
|
mesh.mNormals[face.mIndices[0]] = vNor;
|
|
mesh.mNormals[face.mIndices[1]] = vNor;
|
|
mesh.mNormals[face.mIndices[2]] = vNor;
|
|
}
|
|
|
|
// calculate the position bounds so we have a reliable epsilon to
|
|
// check position differences against
|
|
// @Schrompf: This is the 7th time this snippet is repeated!
|
|
aiVector3D minVec( 1e10f, 1e10f, 1e10f), maxVec( -1e10f, -1e10f, -1e10f);
|
|
for( unsigned int a = 0; a < mesh.mPositions.size(); a++)
|
|
{
|
|
minVec.x = std::min( minVec.x, mesh.mPositions[a].x);
|
|
minVec.y = std::min( minVec.y, mesh.mPositions[a].y);
|
|
minVec.z = std::min( minVec.z, mesh.mPositions[a].z);
|
|
maxVec.x = std::max( maxVec.x, mesh.mPositions[a].x);
|
|
maxVec.y = std::max( maxVec.y, mesh.mPositions[a].y);
|
|
maxVec.z = std::max( maxVec.z, mesh.mPositions[a].z);
|
|
}
|
|
const float posEpsilon = (maxVec - minVec).Length() * 1e-5f;
|
|
|
|
std::vector<aiVector3D> avNormals;
|
|
avNormals.resize(mesh.mNormals.size());
|
|
|
|
// now generate the spatial sort tree
|
|
D3DSSpatialSorter sSort;
|
|
for( std::vector<ASE::Face>::iterator
|
|
i = mesh.mFaces.begin();
|
|
i != mesh.mFaces.end();++i){sSort.AddFace(&(*i),mesh.mPositions);}
|
|
sSort.Prepare();
|
|
|
|
for( std::vector<ASE::Face>::iterator
|
|
i = mesh.mFaces.begin();
|
|
i != mesh.mFaces.end();++i)
|
|
{
|
|
std::vector<unsigned int> poResult;
|
|
for (unsigned int c = 0; c < 3;++c)
|
|
{
|
|
sSort.FindPositions(mesh.mPositions[(*i).mIndices[c]],(*i).iSmoothGroup,
|
|
posEpsilon,poResult);
|
|
|
|
aiVector3D vNormals;
|
|
float fDiv = 0.0f;
|
|
for (std::vector<unsigned int>::const_iterator
|
|
a = poResult.begin();
|
|
a != poResult.end();++a)
|
|
{
|
|
vNormals += mesh.mNormals[(*a)];
|
|
fDiv += 1.0f;
|
|
}
|
|
vNormals.x /= fDiv;vNormals.y /= fDiv;vNormals.z /= fDiv;
|
|
vNormals.Normalize();
|
|
avNormals[(*i).mIndices[c]] = vNormals;
|
|
poResult.clear();
|
|
}
|
|
}
|
|
mesh.mNormals = avNormals;
|
|
}
|
|
return;
|
|
}
|