summaryrefslogtreecommitdiffstats
diff options
context:
space:
mode:
authorPaul Lemire <paul.lemire@kdab.com>2014-03-24 08:13:42 +0100
committerSean Harmer <sean.harmer@kdab.com>2014-03-25 10:15:49 +0100
commit40bf98aeaf22bbeb50fdb2b227c3b9926b7c5eae (patch)
tree8a41a63dc4498d20148518aa3ce49dcabad8ddce
parentcdb819b2293409046639899a52ee852107b39cd0 (diff)
Updated Assimp library to the latest version 1270
SVNRevision 1270 assimp--3.0.1270-source-only.zip Change-Id: I332efb5fd0d086f24aca0a5fe9d396d549e531fa Reviewed-by: Sean Harmer <sean.harmer@kdab.com> Reviewed-by: Lars Knoll <lars.knoll@digia.com>
-rw-r--r--src/3rdparty/assimp/CHANGES116
-rw-r--r--src/3rdparty/assimp/CREDITS138
-rw-r--r--src/3rdparty/assimp/LICENSE71
-rw-r--r--src/3rdparty/assimp/README183
-rw-r--r--src/3rdparty/assimp/assimp.pri716
-rw-r--r--src/3rdparty/assimp/code/3DSConverter.cpp1481
-rw-r--r--src/3rdparty/assimp/code/3DSHelper.h904
-rw-r--r--src/3rdparty/assimp/code/3DSLoader.cpp2359
-rw-r--r--src/3rdparty/assimp/code/3DSLoader.h416
-rw-r--r--src/3rdparty/assimp/code/ACLoader.cpp1506
-rw-r--r--src/3rdparty/assimp/code/ACLoader.h399
-rw-r--r--src/3rdparty/assimp/code/ASELoader.cpp2313
-rw-r--r--src/3rdparty/assimp/code/ASELoader.h230
-rw-r--r--src/3rdparty/assimp/code/ASEParser.cpp3790
-rw-r--r--src/3rdparty/assimp/code/ASEParser.h946
-rw-r--r--src/3rdparty/assimp/code/Assimp.cpp834
-rw-r--r--src/3rdparty/assimp/code/AssimpCExport.cpp115
-rw-r--r--src/3rdparty/assimp/code/AssimpPCH.cpp98
-rw-r--r--src/3rdparty/assimp/code/AssimpPCH.h83
-rw-r--r--src/3rdparty/assimp/code/B3DImporter.cpp973
-rw-r--r--src/3rdparty/assimp/code/B3DImporter.h146
-rw-r--r--src/3rdparty/assimp/code/BVHLoader.cpp764
-rw-r--r--src/3rdparty/assimp/code/BVHLoader.h181
-rw-r--r--src/3rdparty/assimp/code/BaseImporter.cpp765
-rw-r--r--src/3rdparty/assimp/code/BaseImporter.h682
-rw-r--r--src/3rdparty/assimp/code/BaseProcess.cpp73
-rw-r--r--src/3rdparty/assimp/code/BaseProcess.h383
-rw-r--r--src/3rdparty/assimp/code/BlenderDNA.cpp518
-rw-r--r--src/3rdparty/assimp/code/BlenderDNA.h991
-rw-r--r--src/3rdparty/assimp/code/BlenderDNA.inl922
-rw-r--r--src/3rdparty/assimp/code/BlenderIntermediate.h250
-rw-r--r--src/3rdparty/assimp/code/BlenderLoader.cpp1645
-rw-r--r--src/3rdparty/assimp/code/BlenderLoader.h339
-rw-r--r--src/3rdparty/assimp/code/BlenderModifier.cpp420
-rw-r--r--src/3rdparty/assimp/code/BlenderModifier.h128
-rw-r--r--src/3rdparty/assimp/code/BlenderScene.cpp209
-rw-r--r--src/3rdparty/assimp/code/BlenderScene.h800
-rw-r--r--src/3rdparty/assimp/code/BlenderSceneGen.h24
-rw-r--r--src/3rdparty/assimp/code/BlobIOSystem.h326
-rw-r--r--src/3rdparty/assimp/code/BoostWorkaround/boost/LICENSE_1_0.txt2
-rw-r--r--src/3rdparty/assimp/code/BoostWorkaround/boost/foreach.hpp16
-rw-r--r--src/3rdparty/assimp/code/BoostWorkaround/boost/format.hpp112
-rw-r--r--src/3rdparty/assimp/code/BoostWorkaround/boost/lexical_cast.hpp21
-rw-r--r--src/3rdparty/assimp/code/BoostWorkaround/boost/make_shared.hpp57
-rw-r--r--src/3rdparty/assimp/code/BoostWorkaround/boost/math/common_factor_rt.hpp32
-rw-r--r--src/3rdparty/assimp/code/BoostWorkaround/boost/noncopyable.hpp36
-rw-r--r--src/3rdparty/assimp/code/BoostWorkaround/boost/pointer_cast.hpp16
-rw-r--r--src/3rdparty/assimp/code/BoostWorkaround/boost/scoped_array.hpp96
-rw-r--r--src/3rdparty/assimp/code/BoostWorkaround/boost/scoped_ptr.hpp96
-rw-r--r--src/3rdparty/assimp/code/BoostWorkaround/boost/shared_array.hpp352
-rw-r--r--src/3rdparty/assimp/code/BoostWorkaround/boost/shared_ptr.hpp368
-rw-r--r--src/3rdparty/assimp/code/BoostWorkaround/boost/static_assert.hpp10
-rw-r--r--src/3rdparty/assimp/code/BoostWorkaround/boost/timer.hpp6
-rw-r--r--src/3rdparty/assimp/code/BoostWorkaround/boost/tuple/tuple.hpp550
-rw-r--r--src/3rdparty/assimp/code/ByteSwap.h364
-rw-r--r--src/3rdparty/assimp/code/CInterfaceIOWrapper.h158
-rw-r--r--src/3rdparty/assimp/code/CMakeLists.txt677
-rw-r--r--src/3rdparty/assimp/code/COBLoader.cpp2007
-rw-r--r--src/3rdparty/assimp/code/COBLoader.h187
-rw-r--r--src/3rdparty/assimp/code/COBScene.h257
-rw-r--r--src/3rdparty/assimp/code/CSMLoader.cpp432
-rw-r--r--src/3rdparty/assimp/code/CSMLoader.h57
-rw-r--r--src/3rdparty/assimp/code/CalcTangentsProcess.cpp393
-rw-r--r--src/3rdparty/assimp/code/CalcTangentsProcess.h113
-rw-r--r--src/3rdparty/assimp/code/ColladaExporter.cpp606
-rw-r--r--src/3rdparty/assimp/code/ColladaExporter.h147
-rw-r--r--src/3rdparty/assimp/code/ColladaHelper.h740
-rw-r--r--src/3rdparty/assimp/code/ColladaLoader.cpp2509
-rw-r--r--src/3rdparty/assimp/code/ColladaLoader.h346
-rw-r--r--src/3rdparty/assimp/code/ColladaParser.cpp4714
-rw-r--r--src/3rdparty/assimp/code/ColladaParser.h400
-rw-r--r--src/3rdparty/assimp/code/ComputeUVMappingProcess.cpp808
-rw-r--r--src/3rdparty/assimp/code/ComputeUVMappingProcess.h183
-rw-r--r--src/3rdparty/assimp/code/ConvertToLHProcess.cpp332
-rw-r--r--src/3rdparty/assimp/code/ConvertToLHProcess.h153
-rw-r--r--src/3rdparty/assimp/code/DXFHelper.h230
-rw-r--r--src/3rdparty/assimp/code/DXFLoader.cpp1318
-rw-r--r--src/3rdparty/assimp/code/DXFLoader.h212
-rw-r--r--src/3rdparty/assimp/code/DeboneProcess.cpp464
-rw-r--r--src/3rdparty/assimp/code/DeboneProcess.h132
-rw-r--r--src/3rdparty/assimp/code/DefaultIOStream.cpp128
-rw-r--r--src/3rdparty/assimp/code/DefaultIOStream.h122
-rw-r--r--src/3rdparty/assimp/code/DefaultIOSystem.cpp118
-rw-r--r--src/3rdparty/assimp/code/DefaultIOSystem.h66
-rw-r--r--src/3rdparty/assimp/code/DefaultLogger.cpp496
-rw-r--r--src/3rdparty/assimp/code/DefaultProgressHandler.h46
-rw-r--r--src/3rdparty/assimp/code/Exceptional.h104
-rw-r--r--src/3rdparty/assimp/code/Exporter.cpp413
-rw-r--r--src/3rdparty/assimp/code/FileLogStream.h60
-rw-r--r--src/3rdparty/assimp/code/FileSystemFilter.h444
-rw-r--r--src/3rdparty/assimp/code/FindDegenerates.cpp280
-rw-r--r--src/3rdparty/assimp/code/FindDegenerates.h113
-rw-r--r--src/3rdparty/assimp/code/FindInstancesProcess.cpp417
-rw-r--r--src/3rdparty/assimp/code/FindInstancesProcess.h111
-rw-r--r--src/3rdparty/assimp/code/FindInvalidDataProcess.cpp568
-rw-r--r--src/3rdparty/assimp/code/FindInvalidDataProcess.h94
-rw-r--r--src/3rdparty/assimp/code/FixNormalsStep.cpp214
-rw-r--r--src/3rdparty/assimp/code/FixNormalsStep.h80
-rw-r--r--src/3rdparty/assimp/code/GenFaceNormalsProcess.cpp142
-rw-r--r--src/3rdparty/assimp/code/GenFaceNormalsProcess.h70
-rw-r--r--src/3rdparty/assimp/code/GenVertexNormalsProcess.cpp311
-rw-r--r--src/3rdparty/assimp/code/GenVertexNormalsProcess.h123
-rw-r--r--src/3rdparty/assimp/code/GenericProperty.h122
-rw-r--r--src/3rdparty/assimp/code/HMPFileData.h138
-rw-r--r--src/3rdparty/assimp/code/HMPLoader.cpp802
-rw-r--r--src/3rdparty/assimp/code/HMPLoader.h176
-rw-r--r--src/3rdparty/assimp/code/HalfLifeFileData.h186
-rw-r--r--src/3rdparty/assimp/code/Hash.h41
-rw-r--r--src/3rdparty/assimp/code/IFCCurve.cpp665
-rw-r--r--src/3rdparty/assimp/code/IFCGeometry.cpp1816
-rw-r--r--src/3rdparty/assimp/code/IFCLoader.cpp775
-rw-r--r--src/3rdparty/assimp/code/IFCLoader.h132
-rw-r--r--src/3rdparty/assimp/code/IFCMaterial.cpp179
-rw-r--r--src/3rdparty/assimp/code/IFCProfile.cpp168
-rw-r--r--src/3rdparty/assimp/code/IFCReaderGen.cpp4800
-rw-r--r--src/3rdparty/assimp/code/IFCReaderGen.h4259
-rw-r--r--src/3rdparty/assimp/code/IFCUtil.cpp448
-rw-r--r--src/3rdparty/assimp/code/IFCUtil.h312
-rw-r--r--src/3rdparty/assimp/code/IFF.h66
-rw-r--r--src/3rdparty/assimp/code/IRRLoader.cpp2691
-rw-r--r--src/3rdparty/assimp/code/IRRLoader.h480
-rw-r--r--src/3rdparty/assimp/code/IRRMeshLoader.cpp891
-rw-r--r--src/3rdparty/assimp/code/IRRMeshLoader.h76
-rw-r--r--src/3rdparty/assimp/code/IRRShared.cpp806
-rw-r--r--src/3rdparty/assimp/code/IRRShared.h114
-rw-r--r--src/3rdparty/assimp/code/Importer.cpp1776
-rw-r--r--src/3rdparty/assimp/code/Importer.h204
-rw-r--r--src/3rdparty/assimp/code/ImporterRegistry.cpp296
-rw-r--r--src/3rdparty/assimp/code/ImproveCacheLocality.cpp608
-rw-r--r--src/3rdparty/assimp/code/ImproveCacheLocality.h78
-rw-r--r--src/3rdparty/assimp/code/JoinVerticesProcess.cpp670
-rw-r--r--src/3rdparty/assimp/code/JoinVerticesProcess.h93
-rw-r--r--src/3rdparty/assimp/code/LWOAnimation.cpp979
-rw-r--r--src/3rdparty/assimp/code/LWOAnimation.h435
-rw-r--r--src/3rdparty/assimp/code/LWOBLoader.cpp642
-rw-r--r--src/3rdparty/assimp/code/LWOFileData.h678
-rw-r--r--src/3rdparty/assimp/code/LWOLoader.cpp2434
-rw-r--r--src/3rdparty/assimp/code/LWOLoader.h728
-rw-r--r--src/3rdparty/assimp/code/LWOMaterial.cpp1584
-rw-r--r--src/3rdparty/assimp/code/LWSLoader.cpp1564
-rw-r--r--src/3rdparty/assimp/code/LWSLoader.h255
-rw-r--r--src/3rdparty/assimp/code/LimitBoneWeightsProcess.cpp268
-rw-r--r--src/3rdparty/assimp/code/LimitBoneWeightsProcess.h151
-rw-r--r--src/3rdparty/assimp/code/LineSplitter.h325
-rw-r--r--src/3rdparty/assimp/code/LogAux.h131
-rw-r--r--src/3rdparty/assimp/code/M3Importer.cpp371
-rw-r--r--src/3rdparty/assimp/code/M3Importer.h726
-rw-r--r--src/3rdparty/assimp/code/MD2FileData.h128
-rw-r--r--src/3rdparty/assimp/code/MD2Loader.cpp628
-rw-r--r--src/3rdparty/assimp/code/MD2Loader.h110
-rw-r--r--src/3rdparty/assimp/code/MD2NormalTable.h352
-rw-r--r--src/3rdparty/assimp/code/MD3FileData.h304
-rw-r--r--src/3rdparty/assimp/code/MD3Loader.cpp1767
-rw-r--r--src/3rdparty/assimp/code/MD3Loader.h328
-rw-r--r--src/3rdparty/assimp/code/MD4FileData.h176
-rw-r--r--src/3rdparty/assimp/code/MD5Loader.cpp1226
-rw-r--r--src/3rdparty/assimp/code/MD5Loader.h256
-rw-r--r--src/3rdparty/assimp/code/MD5Parser.cpp752
-rw-r--r--src/3rdparty/assimp/code/MD5Parser.h470
-rw-r--r--src/3rdparty/assimp/code/MDCFileData.h160
-rw-r--r--src/3rdparty/assimp/code/MDCLoader.cpp754
-rw-r--r--src/3rdparty/assimp/code/MDCLoader.h118
-rw-r--r--src/3rdparty/assimp/code/MDCNormalTable.h516
-rw-r--r--src/3rdparty/assimp/code/MDLDefaultColorMap.h152
-rw-r--r--src/3rdparty/assimp/code/MDLFileData.h899
-rw-r--r--src/3rdparty/assimp/code/MDLLoader.cpp3369
-rw-r--r--src/3rdparty/assimp/code/MDLLoader.h730
-rw-r--r--src/3rdparty/assimp/code/MDLMaterialLoader.cpp1435
-rw-r--r--src/3rdparty/assimp/code/MS3DLoader.cpp1058
-rw-r--r--src/3rdparty/assimp/code/MS3DLoader.h189
-rw-r--r--src/3rdparty/assimp/code/MakeVerboseFormat.cpp321
-rw-r--r--src/3rdparty/assimp/code/MakeVerboseFormat.h93
-rw-r--r--src/3rdparty/assimp/code/MaterialSystem.cpp966
-rw-r--r--src/3rdparty/assimp/code/MaterialSystem.h232
-rw-r--r--src/3rdparty/assimp/code/MemoryIOWrapper.h248
-rw-r--r--src/3rdparty/assimp/code/NDOLoader.cpp457
-rw-r--r--src/3rdparty/assimp/code/NDOLoader.h119
-rw-r--r--src/3rdparty/assimp/code/NFFLoader.cpp2370
-rw-r--r--src/3rdparty/assimp/code/NFFLoader.h302
-rw-r--r--src/3rdparty/assimp/code/OFFLoader.cpp305
-rw-r--r--src/3rdparty/assimp/code/OFFLoader.h76
-rw-r--r--src/3rdparty/assimp/code/ObjExporter.cpp312
-rw-r--r--src/3rdparty/assimp/code/ObjExporter.h123
-rw-r--r--src/3rdparty/assimp/code/ObjFileData.h500
-rw-r--r--[-rwxr-xr-x]src/3rdparty/assimp/code/ObjFileImporter.cpp949
-rw-r--r--src/3rdparty/assimp/code/ObjFileImporter.h124
-rw-r--r--src/3rdparty/assimp/code/ObjFileMtlImporter.cpp411
-rw-r--r--src/3rdparty/assimp/code/ObjFileMtlImporter.h106
-rw-r--r--[-rwxr-xr-x]src/3rdparty/assimp/code/ObjFileParser.cpp1062
-rw-r--r--src/3rdparty/assimp/code/ObjFileParser.h150
-rw-r--r--src/3rdparty/assimp/code/ObjTools.h314
-rw-r--r--src/3rdparty/assimp/code/OgreImporter.cpp981
-rw-r--r--src/3rdparty/assimp/code/OgreImporter.h142
-rw-r--r--src/3rdparty/assimp/code/OgreImporter.hpp185
-rw-r--r--src/3rdparty/assimp/code/OgreImporterMaterial.cpp253
-rw-r--r--src/3rdparty/assimp/code/OgreMaterial.cpp446
-rw-r--r--src/3rdparty/assimp/code/OgreMesh.cpp517
-rw-r--r--src/3rdparty/assimp/code/OgreSkeleton.cpp453
-rw-r--r--src/3rdparty/assimp/code/OgreXmlHelper.h83
-rw-r--r--src/3rdparty/assimp/code/OgreXmlHelper.hpp88
-rw-r--r--src/3rdparty/assimp/code/OptimizeGraph.cpp516
-rw-r--r--src/3rdparty/assimp/code/OptimizeGraph.h147
-rw-r--r--src/3rdparty/assimp/code/OptimizeMeshes.cpp316
-rw-r--r--src/3rdparty/assimp/code/OptimizeMeshes.h225
-rw-r--r--src/3rdparty/assimp/code/ParsingUtils.h165
-rw-r--r--src/3rdparty/assimp/code/PlyExporter.cpp247
-rw-r--r--src/3rdparty/assimp/code/PlyExporter.h85
-rw-r--r--src/3rdparty/assimp/code/PlyLoader.cpp1876
-rw-r--r--src/3rdparty/assimp/code/PlyLoader.h216
-rw-r--r--src/3rdparty/assimp/code/PlyParser.cpp1530
-rw-r--r--src/3rdparty/assimp/code/PlyParser.h596
-rw-r--r--src/3rdparty/assimp/code/PolyTools.h224
-rw-r--r--src/3rdparty/assimp/code/PostStepRegistry.cpp229
-rw-r--r--src/3rdparty/assimp/code/PretransformVertices.cpp1147
-rw-r--r--src/3rdparty/assimp/code/PretransformVertices.h207
-rw-r--r--src/3rdparty/assimp/code/ProcessHelper.cpp415
-rw-r--r--src/3rdparty/assimp/code/ProcessHelper.h620
-rw-r--r--src/3rdparty/assimp/code/Profiler.h74
-rw-r--r--src/3rdparty/assimp/code/Q3BSPFileData.h276
-rw-r--r--src/3rdparty/assimp/code/Q3BSPFileImporter.cpp1198
-rw-r--r--src/3rdparty/assimp/code/Q3BSPFileImporter.h110
-rw-r--r--src/3rdparty/assimp/code/Q3BSPFileParser.cpp301
-rw-r--r--src/3rdparty/assimp/code/Q3BSPFileParser.h62
-rw-r--r--src/3rdparty/assimp/code/Q3BSPZipArchive.cpp218
-rw-r--r--src/3rdparty/assimp/code/Q3BSPZipArchive.h220
-rw-r--r--src/3rdparty/assimp/code/Q3DLoader.cpp1072
-rw-r--r--src/3rdparty/assimp/code/Q3DLoader.h150
-rw-r--r--src/3rdparty/assimp/code/RawLoader.cpp510
-rw-r--r--src/3rdparty/assimp/code/RawLoader.h126
-rw-r--r--src/3rdparty/assimp/code/RemoveComments.cpp118
-rw-r--r--src/3rdparty/assimp/code/RemoveComments.h76
-rw-r--r--src/3rdparty/assimp/code/RemoveRedundantMaterials.cpp279
-rw-r--r--src/3rdparty/assimp/code/RemoveRedundantMaterials.h107
-rw-r--r--src/3rdparty/assimp/code/RemoveVCProcess.cpp486
-rw-r--r--src/3rdparty/assimp/code/RemoveVCProcess.h135
-rw-r--r--src/3rdparty/assimp/code/SGSpatialSort.cpp220
-rw-r--r--src/3rdparty/assimp/code/SGSpatialSort.h174
-rw-r--r--src/3rdparty/assimp/code/SMDLoader.cpp1874
-rw-r--r--src/3rdparty/assimp/code/SMDLoader.h586
-rw-r--r--src/3rdparty/assimp/code/STEPFile.h1020
-rw-r--r--src/3rdparty/assimp/code/STEPFileReader.cpp489
-rw-r--r--src/3rdparty/assimp/code/STEPFileReader.h68
-rw-r--r--src/3rdparty/assimp/code/STLExporter.cpp112
-rw-r--r--src/3rdparty/assimp/code/STLExporter.h (renamed from src/3rdparty/assimp/code/aiAssert.cpp)98
-rw-r--r--src/3rdparty/assimp/code/STLLoader.cpp662
-rw-r--r--src/3rdparty/assimp/code/STLLoader.h110
-rw-r--r--src/3rdparty/assimp/code/SceneCombiner.cpp1866
-rw-r--r--src/3rdparty/assimp/code/SceneCombiner.h498
-rw-r--r--src/3rdparty/assimp/code/ScenePreprocessor.cpp447
-rw-r--r--src/3rdparty/assimp/code/ScenePreprocessor.h118
-rw-r--r--src/3rdparty/assimp/code/ScenePrivate.h77
-rw-r--r--src/3rdparty/assimp/code/SkeletonMeshBuilder.cpp416
-rw-r--r--src/3rdparty/assimp/code/SkeletonMeshBuilder.h118
-rw-r--r--src/3rdparty/assimp/code/SmoothingGroups.h80
-rw-r--r--src/3rdparty/assimp/code/SmoothingGroups.inl180
-rw-r--r--src/3rdparty/assimp/code/SortByPTypeProcess.cpp664
-rw-r--r--src/3rdparty/assimp/code/SortByPTypeProcess.h61
-rw-r--r--src/3rdparty/assimp/code/SpatialSort.cpp494
-rw-r--r--src/3rdparty/assimp/code/SpatialSort.h224
-rw-r--r--src/3rdparty/assimp/code/SplitByBoneCountProcess.cpp403
-rw-r--r--src/3rdparty/assimp/code/SplitByBoneCountProcess.h109
-rw-r--r--src/3rdparty/assimp/code/SplitLargeMeshes.cpp1126
-rw-r--r--src/3rdparty/assimp/code/SplitLargeMeshes.h241
-rw-r--r--src/3rdparty/assimp/code/StandardShapes.cpp736
-rw-r--r--src/3rdparty/assimp/code/StandardShapes.h292
-rw-r--r--src/3rdparty/assimp/code/StdOStreamLogStream.h44
-rw-r--r--src/3rdparty/assimp/code/StreamReader.h583
-rw-r--r--src/3rdparty/assimp/code/StringComparison.h172
-rw-r--r--src/3rdparty/assimp/code/Subdivision.cpp972
-rw-r--r--src/3rdparty/assimp/code/Subdivision.h142
-rw-r--r--src/3rdparty/assimp/code/TargetAnimation.cpp354
-rw-r--r--src/3rdparty/assimp/code/TargetAnimation.h194
-rw-r--r--src/3rdparty/assimp/code/TerragenLoader.cpp380
-rw-r--r--src/3rdparty/assimp/code/TerragenLoader.h62
-rw-r--r--src/3rdparty/assimp/code/TextureTransform.cpp971
-rw-r--r--src/3rdparty/assimp/code/TextureTransform.h284
-rw-r--r--src/3rdparty/assimp/code/TinyFormatter.h145
-rw-r--r--src/3rdparty/assimp/code/TriangulateProcess.cpp708
-rw-r--r--src/3rdparty/assimp/code/TriangulateProcess.h81
-rw-r--r--src/3rdparty/assimp/code/UnrealLoader.cpp717
-rw-r--r--src/3rdparty/assimp/code/UnrealLoader.h224
-rw-r--r--src/3rdparty/assimp/code/ValidateDataStructure.cpp1624
-rw-r--r--src/3rdparty/assimp/code/ValidateDataStructure.h234
-rw-r--r--src/3rdparty/assimp/code/Vertex.h406
-rw-r--r--src/3rdparty/assimp/code/VertexTriangleAdjacency.cpp175
-rw-r--r--src/3rdparty/assimp/code/VertexTriangleAdjacency.h122
-rw-r--r--src/3rdparty/assimp/code/Win32DebugLogStream.h36
-rw-r--r--src/3rdparty/assimp/code/XFileHelper.h194
-rw-r--r--src/3rdparty/assimp/code/XFileImporter.cpp1162
-rw-r--r--src/3rdparty/assimp/code/XFileImporter.h184
-rw-r--r--src/3rdparty/assimp/code/XFileParser.cpp2314
-rw-r--r--src/3rdparty/assimp/code/XFileParser.h200
-rw-r--r--src/3rdparty/assimp/code/XGLLoader.cpp944
-rw-r--r--src/3rdparty/assimp/code/XGLLoader.h199
-rw-r--r--src/3rdparty/assimp/code/assbin_chunks.h114
-rw-r--r--src/3rdparty/assimp/code/fast_atof.h420
-rw-r--r--src/3rdparty/assimp/code/irrXMLWrapper.h140
-rw-r--r--src/3rdparty/assimp/code/makefile111
-rw-r--r--src/3rdparty/assimp/code/makefile.mingw60
-rw-r--r--src/3rdparty/assimp/code/pstdint.h2
-rw-r--r--src/3rdparty/assimp/code/qnan.h76
-rw-r--r--src/3rdparty/assimp/code/res/assimp.rc4
-rw-r--r--src/3rdparty/assimp/code/res/resource.h4
-rw-r--r--src/3rdparty/assimp/contrib/ConvertUTF/ConvertUTF.c616
-rw-r--r--src/3rdparty/assimp/contrib/ConvertUTF/ConvertUTF.h82
-rw-r--r--src/3rdparty/assimp/contrib/ConvertUTF/readme.txt28
-rw-r--r--src/3rdparty/assimp/contrib/clipper/License.txt29
-rw-r--r--src/3rdparty/assimp/contrib/clipper/clipper.cpp3302
-rw-r--r--src/3rdparty/assimp/contrib/clipper/clipper.hpp302
-rw-r--r--src/3rdparty/assimp/contrib/cppunit_note.txt8
-rw-r--r--src/3rdparty/assimp/contrib/irrXML/CXMLReaderImpl.h1426
-rw-r--r--src/3rdparty/assimp/contrib/irrXML/heapsort.h68
-rw-r--r--src/3rdparty/assimp/contrib/irrXML/irrArray.h656
-rw-r--r--src/3rdparty/assimp/contrib/irrXML/irrString.h1062
-rw-r--r--src/3rdparty/assimp/contrib/irrXML/irrTypes.h46
-rw-r--r--src/3rdparty/assimp/contrib/irrXML/irrXML.cpp136
-rw-r--r--src/3rdparty/assimp/contrib/irrXML/irrXML.h984
-rw-r--r--src/3rdparty/assimp/contrib/irrXML_note.txt6
-rw-r--r--src/3rdparty/assimp/contrib/poly2tri/AUTHORS8
-rw-r--r--src/3rdparty/assimp/contrib/poly2tri/LICENSE27
-rw-r--r--src/3rdparty/assimp/contrib/poly2tri/README51
-rw-r--r--src/3rdparty/assimp/contrib/poly2tri/poly2tri/common/shapes.cc370
-rw-r--r--src/3rdparty/assimp/contrib/poly2tri/poly2tri/common/shapes.h328
-rw-r--r--src/3rdparty/assimp/contrib/poly2tri/poly2tri/common/utils.h105
-rw-r--r--src/3rdparty/assimp/contrib/poly2tri/poly2tri/poly2tri.h39
-rw-r--r--src/3rdparty/assimp/contrib/poly2tri/poly2tri/sweep/advancing_front.cc109
-rw-r--r--src/3rdparty/assimp/contrib/poly2tri/poly2tri/sweep/advancing_front.h118
-rw-r--r--src/3rdparty/assimp/contrib/poly2tri/poly2tri/sweep/cdt.cc72
-rw-r--r--src/3rdparty/assimp/contrib/poly2tri/poly2tri/sweep/cdt.h105
-rw-r--r--src/3rdparty/assimp/contrib/poly2tri/poly2tri/sweep/sweep.cc764
-rw-r--r--src/3rdparty/assimp/contrib/poly2tri/poly2tri/sweep/sweep.h278
-rw-r--r--src/3rdparty/assimp/contrib/poly2tri/poly2tri/sweep/sweep_context.cc202
-rw-r--r--src/3rdparty/assimp/contrib/poly2tri/poly2tri/sweep/sweep_context.h186
-rw-r--r--src/3rdparty/assimp/contrib/poly2tri_patch.txt75
-rw-r--r--src/3rdparty/assimp/contrib/unzip/crypt.h5
-rw-r--r--src/3rdparty/assimp/contrib/unzip/ioapi.c62
-rw-r--r--src/3rdparty/assimp/contrib/unzip/unzip.c8
-rw-r--r--src/3rdparty/assimp/contrib/unzip/unzip.h10
-rw-r--r--src/3rdparty/assimp/contrib/zlib/CMakeLists.txt141
-rw-r--r--src/3rdparty/assimp/contrib/zlib/zutil.h2
-rw-r--r--src/3rdparty/assimp/contrib/zlib_note.txt11
-rw-r--r--src/3rdparty/assimp/include/DefaultLogger.h190
-rw-r--r--src/3rdparty/assimp/include/IOSystem.h222
-rw-r--r--src/3rdparty/assimp/include/Logger.h234
-rw-r--r--src/3rdparty/assimp/include/aiAnim.h484
-rw-r--r--src/3rdparty/assimp/include/aiAssert.h30
-rw-r--r--src/3rdparty/assimp/include/aiCamera.h223
-rw-r--r--src/3rdparty/assimp/include/aiColor4D.inl140
-rw-r--r--src/3rdparty/assimp/include/aiDefines.h255
-rw-r--r--src/3rdparty/assimp/include/aiLight.h233
-rw-r--r--src/3rdparty/assimp/include/aiMaterial.h1423
-rw-r--r--src/3rdparty/assimp/include/aiMaterial.inl191
-rw-r--r--src/3rdparty/assimp/include/aiMatrix3x3.h166
-rw-r--r--src/3rdparty/assimp/include/aiMatrix3x3.inl250
-rw-r--r--src/3rdparty/assimp/include/aiMatrix4x4.h240
-rw-r--r--src/3rdparty/assimp/include/aiMatrix4x4.inl419
-rw-r--r--src/3rdparty/assimp/include/aiMesh.h733
-rw-r--r--src/3rdparty/assimp/include/aiPostProcess.h604
-rw-r--r--src/3rdparty/assimp/include/aiQuaternion.h311
-rw-r--r--src/3rdparty/assimp/include/aiScene.h417
-rw-r--r--src/3rdparty/assimp/include/aiTypes.h493
-rw-r--r--src/3rdparty/assimp/include/aiVector2D.h187
-rw-r--r--src/3rdparty/assimp/include/aiVector3D.inl180
-rw-r--r--src/3rdparty/assimp/include/assimp.hpp609
-rw-r--r--src/3rdparty/assimp/include/assimp/Compiler/poppack1.h (renamed from src/3rdparty/assimp/include/Compiler/poppack1.h)8
-rw-r--r--src/3rdparty/assimp/include/assimp/Compiler/pushpack1.h (renamed from src/3rdparty/assimp/include/Compiler/pushpack1.h)17
-rw-r--r--src/3rdparty/assimp/include/assimp/DefaultLogger.hpp190
-rw-r--r--src/3rdparty/assimp/include/assimp/Exporter.hpp304
-rw-r--r--src/3rdparty/assimp/include/assimp/IOStream.hpp (renamed from src/3rdparty/assimp/include/IOStream.h)134
-rw-r--r--src/3rdparty/assimp/include/assimp/IOSystem.hpp222
-rw-r--r--src/3rdparty/assimp/include/assimp/Importer.hpp642
-rw-r--r--src/3rdparty/assimp/include/assimp/LogStream.hpp (renamed from src/3rdparty/assimp/include/LogStream.h)86
-rw-r--r--src/3rdparty/assimp/include/assimp/Logger.hpp262
-rw-r--r--src/3rdparty/assimp/include/assimp/NullLogger.hpp (renamed from src/3rdparty/assimp/include/NullLogger.h)98
-rw-r--r--src/3rdparty/assimp/include/assimp/ProgressHandler.hpp (renamed from src/3rdparty/assimp/include/ProgressHandler.h)92
-rw-r--r--src/3rdparty/assimp/include/assimp/ai_assert.h14
-rw-r--r--src/3rdparty/assimp/include/assimp/anim.h484
-rw-r--r--src/3rdparty/assimp/include/assimp/camera.h223
-rw-r--r--src/3rdparty/assimp/include/assimp/cexport.h242
-rw-r--r--src/3rdparty/assimp/include/assimp/cfileio.h (renamed from src/3rdparty/assimp/include/aiFileIO.h)108
-rw-r--r--src/3rdparty/assimp/include/assimp/cimport.h (renamed from src/3rdparty/assimp/include/assimp.h)311
-rw-r--r--src/3rdparty/assimp/include/assimp/color4.h (renamed from src/3rdparty/assimp/include/aiColor4D.h)111
-rw-r--r--src/3rdparty/assimp/include/assimp/color4.inl165
-rw-r--r--src/3rdparty/assimp/include/assimp/config.h (renamed from src/3rdparty/assimp/include/aiConfig.h)422
-rw-r--r--src/3rdparty/assimp/include/assimp/defs.h259
-rw-r--r--src/3rdparty/assimp/include/assimp/importerdesc.h136
-rw-r--r--src/3rdparty/assimp/include/assimp/light.h233
-rw-r--r--src/3rdparty/assimp/include/assimp/material.h1491
-rw-r--r--src/3rdparty/assimp/include/assimp/material.inl276
-rw-r--r--src/3rdparty/assimp/include/assimp/matrix3x3.h183
-rw-r--r--src/3rdparty/assimp/include/assimp/matrix3x3.inl316
-rw-r--r--src/3rdparty/assimp/include/assimp/matrix4x4.h238
-rw-r--r--src/3rdparty/assimp/include/assimp/matrix4x4.inl485
-rw-r--r--src/3rdparty/assimp/include/assimp/mesh.h734
-rw-r--r--src/3rdparty/assimp/include/assimp/postprocess.h631
-rw-r--r--src/3rdparty/assimp/include/assimp/quaternion.h124
-rw-r--r--src/3rdparty/assimp/include/assimp/quaternion.inl274
-rw-r--r--src/3rdparty/assimp/include/assimp/scene.h378
-rw-r--r--src/3rdparty/assimp/include/assimp/texture.h (renamed from src/3rdparty/assimp/include/aiTexture.h)213
-rw-r--r--src/3rdparty/assimp/include/assimp/types.h499
-rw-r--r--src/3rdparty/assimp/include/assimp/vector2.h107
-rw-r--r--src/3rdparty/assimp/include/assimp/vector2.inl214
-rw-r--r--src/3rdparty/assimp/include/assimp/vector3.h (renamed from src/3rdparty/assimp/include/aiVector3D.h)132
-rw-r--r--src/3rdparty/assimp/include/assimp/vector3.inl212
-rw-r--r--src/3rdparty/assimp/include/assimp/version.h (renamed from src/3rdparty/assimp/include/aiVersion.h)32
-rw-r--r--src/3rdparty/assimp/revision.h2
-rw-r--r--src/core/render/io/assimphelpers.h4
-rw-r--r--src/core/render/io/assimpparser.h8
408 files changed, 110879 insertions, 78268 deletions
diff --git a/src/3rdparty/assimp/CHANGES b/src/3rdparty/assimp/CHANGES
new file mode 100644
index 000000000..7fa999a95
--- /dev/null
+++ b/src/3rdparty/assimp/CHANGES
@@ -0,0 +1,116 @@
+----------------------------------------------------------------------
+CHANGELOG
+----------------------------------------------------------------------
+
+
+3.0 (2012-07-07)
+
+FEATURES:
+ - new export interface similar to the import API.
+ - Supported export formats: Collada, OBJ, PLY and STL
+ - added new import formats: XGL/ZGL, M3 (experimental)
+ - new postprocessing steps: Debone
+ - vastly improved IFC (Industry Foundation Classes) support
+ - introduced API to query importer meta information (such as supported
+ format versions, full name, maintainer info).
+ - reworked Ogre XML import
+ - C-API now supports per-import properties
+
+FIXES/HOUSEKEEPING:
+
+ - hundreds of bugfixes in all parts of the library
+ - unified naming and cleanup of public headers
+ - improved CMake build system
+ - templatized math library
+ - reduce dependency on boost.thread, only remaining spot
+ is synchronization for the C logging API
+
+API COMPATIBILITY:
+ - renamed headers, export interface, C API properties and meta data
+ prevent compatibility with code written for 2.0, but in
+ most cases these can be easily resolved
+ - Note: 3.0 is not binary compatible with 2.0
+
+
+
+
+2.0 (2010-11-21)
+
+FEATURES:
+ - Add support for static Blender (*.blend) scenes
+ - Add support for Q3BSP scenes
+ - Add a windows-based OpenGL sample featuring texturing & basic materials
+ - Add an experimental progress feedback interface.
+ - Vastly improved performance (up to 500%, depending on mesh size and
+ spatial structure) in some expensive postprocessing steps
+ - AssimpView now uses a reworked layout which leaves more space
+ to the scene hierarchy window
+
+ - Add C# bindings ('Assimp.NET')
+ - Keep BSD-licensed and otherwise free test files in separate
+ folders (./test/models and ./test/models-nonbsd).
+
+FIXES:
+ - Many Collada bugfixes, improve fault tolerance
+ - Fix possible crashes in the Obj loader
+ - Improve the Ogre XML loader
+ - OpenGL-sample now works with MinGW
+ - Fix Importer::FindLoader failing on uppercase file extensions
+ - Fix flawed path handling when locating external files
+ - Limit the maximum number of vertices, faces, face indices and
+ weights that Assimp is able to handle. This is to avoid
+ crashes due to overflowing counters.
+
+ - Updated XCode project files
+ - Further CMAKE build improvements
+
+
+API CHANGES:
+ - Add data structures for vertex-based animations (These are not
+ currently used, however ...)
+ - Some Assimp::Importer methods are const now.
+
+
+
+
+
+1.1 (2010-04-17)
+This is the list of relevant changes from the 1.0 (r412) release to 1.1 (r700).
+
+FEATURES:
+ - Vastly improved Collada support
+ - Add MS3D (Milkshape 3D) support
+ - Add support for Ogre XML static meshes
+ - Add experimental COB (TrueSpace) support
+ - Automatic test suite to quickly locate regressions
+ - D bindings (`dAssimp`)
+ - Python 2.n bindings (`PyAssimp`)
+ - Add basic support for Unicode input files (utf8, utf16 and utf32)
+ - Add further utilities to the `assimp` tool (xml/binary dumps, quick file stats)
+ - Switch to a CMAKE-based build system including an install target for unix'es
+ - Automatic evaluation of subdivision surfaces for some formats.
+ - Add `Importer::ReadFileFromMemory` and the corresponding C-API `aiReadFileFromMemory`
+ - Expose further math utilities via the C-API (i.e. `aiMultiplyMatrix4`)
+
+ - Move noboost files away from the public include directory
+ - Many, many bugfixes and improvements in existing loaders and postprocessing steps
+ - Documentation improved and clarified in many places.
+ - Add a sample on using Assimp in conjunction with OpenGL
+
+ - Distribution/packaging: comfortable SDK installer for Windows
+ - Distribution/packaging: improved release packages for other architectures
+
+CRITICAL FIXES:
+ - Resolve problems with clashing heap managers, STL ABIs and runtime libraries (win32)
+ - Fix automatic detection of file type if no file extension is given
+ - Improved exception safety and robustness, prevent leaking of exceptions through the C interface
+ - Fix possible heap corruption due to material properties pulled in incorrectly
+ - Avoid leaking in certain error scenarios
+ - Fix 64 bit compatibility problems in some loaders (i.e. MDL)
+
+BREAKING API CHANGES:
+ - None -
+
+MINOR API BEHAVIOUR CHANGES:
+ - Change quaternion orientation to suit to the more common convention (-w).
+ - aiString is utf8 now. Not yet consistent, however.
diff --git a/src/3rdparty/assimp/CREDITS b/src/3rdparty/assimp/CREDITS
new file mode 100644
index 000000000..3678f130f
--- /dev/null
+++ b/src/3rdparty/assimp/CREDITS
@@ -0,0 +1,138 @@
+===============================================================
+Open Asset Import Library (Assimp)
+Developers and Contributors
+===============================================================
+
+The following is the list of all constributors.
+Thanks for your help!
+
+- Alexander Gessler,
+3DS-, BLEND-, ASE-, DXF-, HMP-, MDL-, MD2-, MD3-, MD5-, MDC-, NFF-, PLY-, STL-, RAW-, OFF-, MS3D-, Q3D- and LWO-Loader, Assimp-Viewer, assimp-cmd, -noboost, Website (Admin and Design).
+
+- Thomas Schulze,
+X-, Collada-, BVH-Loader, Postprocessing framework. Data structure & Interface design, documentation.
+
+- Kim Kulling,
+Obj-Loader, Logging system, Scons-build environment, CMake build environment, Linux build.
+
+- R.Schmidt,
+Linux build, eclipse support.
+
+- Matthias Gubisch,
+Assimp.net
+Visual Studio 9 support, bugfixes.
+
+- Mark Sibly
+B3D-Loader, Assimp testing
+
+- Jonathan Klein
+Ogre Loader, VC2010 fixes and CMake fixes.
+
+- Sebastian Hempel,
+PyAssimp (first version)
+Compile-Bugfixes for mingw, add enviroment for static library support in make.
+
+- Jonathan Pokrass
+Supplied a bugfix concerning the scaling in the md3 loader.
+
+- Andrew Galante,
+Submitted patches to make Assimp compile with GCC-4, a makefile and the xcode3 workspace.
+
+- Andreas Nagel
+First Assimp testing & verification under Windows Vista 64 Bit.
+
+- Marius Schröder
+Allowed us to use many of his models for screenshots and testing.
+
+- Christian Schubert
+Supplied various XFiles for testing purposes.
+
+- Tizian Wieland
+Searched the web for hundreds of test models for internal use
+
+- John Connors
+Supplied patches for linux and SCons.
+
+- T. R.
+The GUY who performed some of the CSM mocaps.
+
+- Andy Maloney
+Contributed fixes for the documentation and the doxygen markup
+
+- Zhao Lei
+Contributed several bugfixes fixing memory leaks and improving float parsing
+
+- sueastside
+Updated PyAssimp to the latest Assimp data structures and provided a script to keep the Python binding up-to-date.
+
+- Tobias Rittig
+Collada testing with Cinema 4D
+
+- Brad Grantham
+Improvements in OpenGL-Sample.
+
+- Robert Ramirez
+Add group loading feature to Obj-Loader.
+
+- Chris Maiwald
+Many bugreports, improving Assimp's portability, regular testing & feedback.
+
+- Stepan Hrbek
+Bugreport and fix for a obj-materialloader crash.
+
+- David Nadlinger
+D bindings, CMake install support.
+
+- Dario Accornero
+Contributed several patches regarding Mac OS/XCode targets, bug reports.
+
+- Martin Walser (Samhayne)
+Contributed the 'SimpleTexturedOpenGl' sample.
+
+- Matthias Fauconneau
+Contributed a fix for the Q3-BSP loader.
+
+- Jørgen P. Tjernø
+Contributed updated and improved xcode workspaces
+
+- drparallax
+Contributed the /samples/SimpleAssimpViewX sample
+
+- Carsten Fuchs
+Contributed a fix for the Normalize method in aiQuaternion.
+
+- dbburgess
+Contributes a Android-specific build issue: log the hardware architecture for ARM.
+
+- alfiereinre7
+Contributes a obj-fileparser fix: missing tokens in the obj-token list.
+
+- Roman Kharitonov
+Contributes a fix for the configure script environment.
+
+- Ed Diana
+Contributed AssimpDelphi (/port/AssimpDelphi).
+
+- rdb
+Contributes a bundle of fixes and improvments for the bsp-importer.
+
+- Mick P
+For contributing the De-bone postprocessing step and filing various bug reports.
+
+- Rosen Diankov
+Contributed patches to build assimp debian packages using cmake.
+
+- Mark Page
+Contributed a patch to fix the VertexTriangleAdjacency postprocessing step.
+
+- IOhannes
+Contributed the Debian build fixes ( architecture macro ).
+
+- gellule
+Several LWO and LWS fixes (pivoting).
+
+- Marcel Metz
+GCC/Linux fixes for the SimpleOpenGL sample.
+
+- Brian Miller
+Bugfix for a compiler fix for iOS on arm. \ No newline at end of file
diff --git a/src/3rdparty/assimp/LICENSE b/src/3rdparty/assimp/LICENSE
index ade560478..44f91785f 100644
--- a/src/3rdparty/assimp/LICENSE
+++ b/src/3rdparty/assimp/LICENSE
@@ -1,11 +1,10 @@
-Open Asset Import Library (Assimp)
+Open Asset Import Library (assimp)
-
-Copyright (c) 2006-2010, Assimp Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -17,31 +16,69 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-AN EXCEPTION applies to all files in the ./test/models-nonbsd subfolder.
+******************************************************************************
+
+AN EXCEPTION applies to all files in the ./test/models-nonbsd folder.
These are 3d models for testing purposes, from various free sources
on the internet. They are - unless otherwise stated - copyright of
their respective creators, which may impose additional requirements
-on the use of their work. For any of these models, see
+on the use of their work. For any of these models, see
<model-name>.source.txt for more legal information. Contact us if you
-are a copyright holder and believe that we credited you inproperly or
+are a copyright holder and believe that we credited you inproperly or
if you don't want your files to appear in the repository.
+
+******************************************************************************
+
+Poly2Tri Copyright (c) 2009-2010, Poly2Tri Contributors
+http://code.google.com/p/poly2tri/
+
+All rights reserved.
+Redistribution and use in source and binary forms, with or without modification,
+are permitted provided that the following conditions are met:
+
+* Redistributions of source code must retain the above copyright notice,
+ this list of conditions and the following disclaimer.
+* Redistributions in binary form must reproduce the above copyright notice,
+ this list of conditions and the following disclaimer in the documentation
+ and/or other materials provided with the distribution.
+* Neither the name of Poly2Tri nor the names of its contributors may be
+ used to endorse or promote products derived from this software without specific
+ prior written permission.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
+CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
+LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
+NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+
+
+
+
+
diff --git a/src/3rdparty/assimp/README b/src/3rdparty/assimp/README
index e5592ffbb..b92db54ef 100644
--- a/src/3rdparty/assimp/README
+++ b/src/3rdparty/assimp/README
@@ -1,79 +1,130 @@
- Open Asset Import Library (Assimp) Readme
- -----------------------------------------
-
-Here you can find information regarding Open Asset Import Library:
-
- 1. Overview
- 1.1 Supported file formats
- 1.2 File structure
- 2. Build the Asset Import Library
- 3. Help
- 4. License
-
-
-
-1. Overview
-1.1 Supported file formats
-
-The Asset Import Library provides a lot of model formats:
- - 3DS
- - ASE
- - DXF
- - HMP
- - MD2
- - MD3
- - MD5
- - MDC
- - MDL
- - NFF
- - PLY
- - STL
- - X
- - LWO
- - OBJ
- - SMD
-
- - Collada
-
- - LWO
-
- - Ogre XML
-
- - partly LWS
-
- - .. + many more, see http://assimp.sourceforge.net/main_features_formats.html for a full list.
-
+========================================================================
+Open Asset Import Library (assimp) README
+========================================================================
+
+
+Table of Contents
+
+ 1. Overview
+ 1.1 Supported file formats
+ 1.2 File structure
+ 2. Build the library
+ 3. Where to get help
+ 4. License
+
+
+------------------------------
+1. Overview
+------------------------------
+
+Open Asset Import Library is a Open Source library designed to load various 3d
+file formats and convert them into a shared, in-memory format. It supports more
+than 30 file formats (basically, it is like DevIL for 3D models). It also
+supports exporting, but the number of export formats is lower.
+
+Its short name is 'assimp', which is an unintended joke (the abbreviation is
+derived from 'Asset Importer').
+
+Note: this README refers to the file structure used by release packages, which
+differs in some points from the development trunk.
+
+----------------
+ 1.1 Supported file formats
+----------------
+
+The library provides importers for a lot of file formats, including:
+ - 3DS
+ - BLEND
+ - DAE (Collada)
+ - IFC-STEP
+ - ASE
+ - DXF
+ - HMP
+ - MD2
+ - MD3
+ - MD5
+ - MDC
+ - MDL
+ - NFF
+ - PLY
+ - STL
+ - X
+ - OBJ
+ - SMD
+ - LWO
+ - LXO
+ - LWS
+ - XML
+ - TER
+ - AC3D
+ - MS3D
+
+Exporters include:
+ - DAE (Collada)
+ - STL
+ - OBJ
+
+ .. See http://assimp.sourceforge.net/main_features_formats.html for
+ a more exhaustive list.
+
+
+----------------
1.2 Repository structure
+----------------
+
+Open Asset Import Library is implemented in C++ (but provides both a C and a
+C++ish interface). The directory structure is:
+
+ /bin Folder for binaries, only used on Windows
+ /code Source code
+ /contrib Third-party libraries
+ /doc Documentation (doxysource and pre-compiled docs)
+ /include Public header C and C++ header files.
+ /lib Static library location for Windows.
+ /obj Object file location for Windows.
+ /port Ports to other languages and scripts to maintain those.
+ /test Unit- and regression tests, test suite of models.
+ /tools Tools (viewer, command line `assimp`).
+ /samples A small number of samples to illustrate possible
+ use cases for Assimp.
+ /workspaces Build enviroments for vc,xcode,... (deprecated,
+ CMake has superseeded all legacy build options!)
+
+
+------------------------------
+2. Build the library
+------------------------------
-Open Asset Import Library is implemented in C++ and provides a C-interface. The directory structure is:
-
- /bin Binaries of the Asset Import Library.
- /code Code of the Asset Import Library.
- /contrib Third-party-libraries used by the Asset Import Library.
- /doc Documentation (doxygen generated and data structure as a xml file)
- /include Public headers.
- /lib Static library location for Windows.
- /obj Object file location for Windows.
- /port Ports to other languages.
-
- /test Unit- and regression tests, model test suite.
- /tools Tools (viewer, command line `assimp`).
- /workspaces Build enviroments for vc,xcode,...
-
+Take a look into the INSTALL file.
-2. Build the Asset Import Library
+------------------------------
+3. Where to get help
+------------------------------
-Take a look into the INSTALL file.
+For more information, visit http://assimp.sourceforge.net/. Or have a look into
+the ./doc- folder, which contains the official documentation in HTML format.
+(CHMs for Windows are included in some release packages and should be located
+right here in the root folder).
+If the documentation doesn't solve your problems, try our forums at SF.net
+> Open Discussion: http://sourceforge.net/projects/assimp/forums/forum/817653)
+> General Help: http://sourceforge.net/projects/assimp/forums/forum/817654
+For development stuff, there is also a mailing list, assimp-discussions
+ subscribe: https://lists.sourceforge.net/lists/listinfo/assimp-discussions
-3. Help
-For more help go to http://assimp.sourceforge.net/ (or, for germans, http://www.zfx.info). Or take a look into the doc-folder, which contains the doxygen-generated documentation in HTMl format (CHMs for Windows are as well contained in some distributions and located right here in the root folder).
+------------------------------
+4. License
+------------------------------
+The license of the Asset Import Library is based on the modified, 3-clause BSD-
+License, which is a very liberal license. An _informal_ summary is: do whatever
+you want, but include Assimp's license text with your product - and don't sue
+us if our code doesn't work.
-4. License
+Note that, unlike LGPLed code, you may link statically to Assimp.
+For the formal details, see the LICENSE file.
-The license of the Asset Import Library is based on the BSD-License. It is contained in the LICENSE file.
diff --git a/src/3rdparty/assimp/assimp.pri b/src/3rdparty/assimp/assimp.pri
index a3810b39a..4be0726b3 100644
--- a/src/3rdparty/assimp/assimp.pri
+++ b/src/3rdparty/assimp/assimp.pri
@@ -1,5 +1,6 @@
-# This file mostly g3nerated by "qmake -project" - use that to regenerate if large scale
-# changes occur to this directory
+######################################################################
+# Automatically generated by qmake (2.01a) Sun Mar 23 23:00:48 2014
+######################################################################
# AssImp expects this to be defined on debug builds
CONFIG(debug, debug|release) : DEFINES+=_DEBUG
@@ -10,340 +11,407 @@ win32:DEFINES+=_CRT_SECURE_NO_WARNINGS
VPATH += \
$$PWD \
$$PWD/code \
+ $$PWD/code/res \
+ $$PWD/contrib/clipper \
$$PWD/contrib/ConvertUTF \
- $$PWD/contrib/zlib \
$$PWD/contrib/irrXML \
- $$PWD/contrib/unzip
+ $$PWD/contrib/unzip \
+ $$PWD/contrib/zlib
INCLUDEPATH += \
$$PWD \
$$PWD/code \
$$PWD/code/BoostWorkaround \
$$PWD/include \
- $$PWD/include/Compiler \
+ $$PWD/include/assimp/Compiler \
$$PWD/contrib/ConvertUTF \
$$PWD/contrib/zlib \
$$PWD/contrib/irrXML \
+ $$PWD/contrib/poly2tri/poly2tri \
+ $$PWD/contrib/clipper \
$$PWD/contrib/unzip
# Input
-HEADERS += \
- revision.h \
- code/3DSHelper.h \
- code/3DSLoader.h \
- code/ACLoader.h \
- code/ASELoader.h \
- code/ASEParser.h \
- code/assbin_chunks.h \
- code/AssimpPCH.h \
- code/B3DImporter.h \
- code/BaseImporter.h \
- code/BaseProcess.h \
- code/BlenderDNA.h \
- code/BlenderIntermediate.h \
- code/BlenderLoader.h \
- code/BlenderModifier.h \
- code/BlenderScene.h \
- code/BlenderSceneGen.h \
- code/BVHLoader.h \
- code/ByteSwap.h \
- code/CalcTangentsProcess.h \
- code/COBLoader.h \
- code/COBScene.h \
- code/ColladaHelper.h \
- code/ColladaLoader.h \
- code/ColladaParser.h \
- code/ComputeUVMappingProcess.h \
- code/ConvertToLHProcess.h \
- code/CSMLoader.h \
- code/DefaultIOStream.h \
- code/DefaultIOSystem.h \
- code/DefaultProgressHandler.h \
- code/DXFLoader.h \
- code/Exceptional.h \
- code/fast_atof.h \
- code/FileLogStream.h \
- code/FileSystemFilter.h \
- code/FindDegenerates.h \
- code/FindInstancesProcess.h \
- code/FindInvalidDataProcess.h \
- code/FixNormalsStep.h \
- code/GenericProperty.h \
- code/GenFaceNormalsProcess.h \
- code/GenVertexNormalsProcess.h \
- code/HalfLifeFileData.h \
- code/Hash.h \
- code/HMPFileData.h \
- code/HMPLoader.h \
- code/IFF.h \
- code/ImproveCacheLocality.h \
- code/IRRLoader.h \
- code/IRRMeshLoader.h \
- code/IRRShared.h \
- code/irrXMLWrapper.h \
- code/JoinVerticesProcess.h \
- code/LimitBoneWeightsProcess.h \
- code/LineSplitter.h \
- code/LWOAnimation.h \
- code/LWOFileData.h \
- code/LWOLoader.h \
- code/LWSLoader.h \
- code/MakeVerboseFormat.h \
- code/MaterialSystem.h \
- code/MD2FileData.h \
- code/MD2Loader.h \
- code/MD2NormalTable.h \
- code/MD3FileData.h \
- code/MD3Loader.h \
- code/MD4FileData.h \
- code/MD5Loader.h \
- code/MD5Parser.h \
- code/MDCFileData.h \
- code/MDCLoader.h \
- code/MDCNormalTable.h \
- code/MDLDefaultColorMap.h \
- code/MDLFileData.h \
- code/MDLLoader.h \
- code/MemoryIOWrapper.h \
- code/MS3DLoader.h \
- code/NDOLoader.h \
- code/NFFLoader.h \
- code/ObjFileData.h \
- code/ObjFileImporter.h \
- code/ObjFileMtlImporter.h \
- code/ObjFileParser.h \
- code/ObjTools.h \
- code/OFFLoader.h \
- code/OgreImporter.h \
- code/OgreXmlHelper.h \
- code/OptimizeGraph.h \
- code/OptimizeMeshes.h \
- code/ParsingUtils.h \
- code/PlyLoader.h \
- code/PlyParser.h \
- code/PretransformVertices.h \
- code/ProcessHelper.h \
- code/Profiler.h \
- code/pstdint.h \
- code/Q3BSPFileData.h \
- code/Q3BSPFileImporter.h \
- code/Q3BSPFileParser.h \
- code/Q3BSPZipArchive.h \
- code/Q3DLoader.h \
- code/qnan.h \
- code/RawLoader.h \
- code/RemoveComments.h \
- code/RemoveRedundantMaterials.h \
- code/RemoveVCProcess.h \
- code/SceneCombiner.h \
- code/ScenePreprocessor.h \
- code/SGSpatialSort.h \
- code/SkeletonMeshBuilder.h \
- code/SMDLoader.h \
- code/SmoothingGroups.h \
- code/SortByPTypeProcess.h \
- code/SpatialSort.h \
- code/SplitLargeMeshes.h \
- code/StandardShapes.h \
- code/StdOStreamLogStream.h \
- code/STLLoader.h \
- code/StreamReader.h \
- code/StringComparison.h \
- code/Subdivision.h \
- code/TargetAnimation.h \
- code/TerragenLoader.h \
- code/TextureTransform.h \
- code/TinyFormatter.h \
- code/TriangulateProcess.h \
- code/UnrealLoader.h \
- code/ValidateDataStructure.h \
- code/Vertex.h \
- code/VertexTriangleAdjacency.h \
- code/Win32DebugLogStream.h \
- code/XFileHelper.h \
- code/XFileImporter.h \
- code/XFileParser.h \
- include/aiAnim.h \
- include/aiAssert.h \
- include/aiCamera.h \
- include/aiColor4D.h \
- include/aiConfig.h \
- include/aiDefines.h \
- include/aiFileIO.h \
- include/aiLight.h \
- include/aiMaterial.h \
- include/aiMatrix3x3.h \
- include/aiMatrix4x4.h \
- include/aiMesh.h \
- include/aiPostProcess.h \
- include/aiQuaternion.h \
- include/aiScene.h \
- include/aiTexture.h \
- include/aiTypes.h \
- include/aiVector2D.h \
- include/aiVector3D.h \
- include/aiVersion.h \
- include/assimp.h \
- include/assimp.hpp \
- include/DefaultLogger.h \
- include/IOStream.h \
- include/IOSystem.h \
- include/Logger.h \
- include/LogStream.h \
- include/NullLogger.h \
- include/ProgressHandler.h \
- code/res/resource.h \
- contrib/ConvertUTF/ConvertUTF.h \
- contrib/irrXML/CXMLReaderImpl.h \
- contrib/irrXML/heapsort.h \
- contrib/irrXML/irrArray.h \
- contrib/irrXML/irrString.h \
- contrib/irrXML/irrTypes.h \
- contrib/irrXML/irrXML.h \
- contrib/unzip/crypt.h \
- contrib/unzip/ioapi.h \
- contrib/unzip/unzip.h \
- contrib/zlib/crc32.h \
- contrib/zlib/deflate.h \
- contrib/zlib/inffast.h \
- contrib/zlib/inffixed.h \
- contrib/zlib/inflate.h \
- contrib/zlib/inftrees.h \
- contrib/zlib/trees.h \
- contrib/zlib/zconf.h \
- contrib/zlib/zconf.in.h \
- contrib/zlib/zlib.h \
- contrib/zlib/zutil.h \
- include/Compiler/poppack1.h \
- include/Compiler/pushpack1.h \
- code/BoostWorkaround/boost/foreach.hpp \
- code/BoostWorkaround/boost/format.hpp \
- code/BoostWorkaround/boost/lexical_cast.hpp \
- code/BoostWorkaround/boost/pointer_cast.hpp \
- code/BoostWorkaround/boost/scoped_array.hpp \
- code/BoostWorkaround/boost/scoped_ptr.hpp \
- code/BoostWorkaround/boost/shared_array.hpp \
- code/BoostWorkaround/boost/shared_ptr.hpp \
- code/BoostWorkaround/boost/static_assert.hpp \
- code/BoostWorkaround/boost/timer.hpp \
- code/BoostWorkaround/boost/math/common_factor_rt.hpp \
- code/BoostWorkaround/boost/tuple/tuple.hpp \
- include/aiVector3D.inl \
- include/aiColor4D.inl \
- include/aiMatrix3x3.inl \
- include/aiMatrix4x4.inl \
- include/aiMaterial.inl \
- code/SmoothingGroups.inl \
- code/BlenderDNA.inl
+HEADERS += revision.h \
+ code/3DSHelper.h \
+ code/3DSLoader.h \
+ code/ACLoader.h \
+ code/ASELoader.h \
+ code/ASEParser.h \
+ code/assbin_chunks.h \
+ code/AssimpPCH.h \
+ code/B3DImporter.h \
+ code/BaseImporter.h \
+ code/BaseProcess.h \
+ code/BlenderDNA.h \
+ code/BlenderIntermediate.h \
+ code/BlenderLoader.h \
+ code/BlenderModifier.h \
+ code/BlenderScene.h \
+ code/BlenderSceneGen.h \
+ code/BlobIOSystem.h \
+ code/BVHLoader.h \
+ code/ByteSwap.h \
+ code/CalcTangentsProcess.h \
+ code/CInterfaceIOWrapper.h \
+ code/COBLoader.h \
+ code/COBScene.h \
+ code/ColladaExporter.h \
+ code/ColladaHelper.h \
+ code/ColladaLoader.h \
+ code/ColladaParser.h \
+ code/ComputeUVMappingProcess.h \
+ code/ConvertToLHProcess.h \
+ code/CSMLoader.h \
+ code/DeboneProcess.h \
+ code/DefaultIOStream.h \
+ code/DefaultIOSystem.h \
+ code/DefaultProgressHandler.h \
+ code/DXFHelper.h \
+ code/DXFLoader.h \
+ code/Exceptional.h \
+ code/fast_atof.h \
+ code/FileLogStream.h \
+ code/FileSystemFilter.h \
+ code/FindDegenerates.h \
+ code/FindInstancesProcess.h \
+ code/FindInvalidDataProcess.h \
+ code/FixNormalsStep.h \
+ code/GenericProperty.h \
+ code/GenFaceNormalsProcess.h \
+ code/GenVertexNormalsProcess.h \
+ code/HalfLifeFileData.h \
+ code/Hash.h \
+ code/HMPFileData.h \
+ code/HMPLoader.h \
+ code/IFCLoader.h \
+ code/IFCReaderGen.h \
+ code/IFCUtil.h \
+ code/IFF.h \
+ code/Importer.h \
+ code/ImproveCacheLocality.h \
+ code/IRRLoader.h \
+ code/IRRMeshLoader.h \
+ code/IRRShared.h \
+ code/irrXMLWrapper.h \
+ code/JoinVerticesProcess.h \
+ code/LimitBoneWeightsProcess.h \
+ code/LineSplitter.h \
+ code/LogAux.h \
+ code/LWOAnimation.h \
+ code/LWOFileData.h \
+ code/LWOLoader.h \
+ code/LWSLoader.h \
+ code/M3Importer.h \
+ code/MakeVerboseFormat.h \
+ code/MaterialSystem.h \
+ code/MD2FileData.h \
+ code/MD2Loader.h \
+ code/MD2NormalTable.h \
+ code/MD3FileData.h \
+ code/MD3Loader.h \
+ code/MD4FileData.h \
+ code/MD5Loader.h \
+ code/MD5Parser.h \
+ code/MDCFileData.h \
+ code/MDCLoader.h \
+ code/MDCNormalTable.h \
+ code/MDLDefaultColorMap.h \
+ code/MDLFileData.h \
+ code/MDLLoader.h \
+ code/MemoryIOWrapper.h \
+ code/MS3DLoader.h \
+ code/NDOLoader.h \
+ code/NFFLoader.h \
+ code/ObjExporter.h \
+ code/ObjFileData.h \
+ code/ObjFileImporter.h \
+ code/ObjFileMtlImporter.h \
+ code/ObjFileParser.h \
+ code/ObjTools.h \
+ code/OFFLoader.h \
+ code/OgreImporter.hpp \
+ code/OgreXmlHelper.hpp \
+ code/OptimizeGraph.h \
+ code/OptimizeMeshes.h \
+ code/ParsingUtils.h \
+ code/PlyExporter.h \
+ code/PlyLoader.h \
+ code/PlyParser.h \
+ code/PolyTools.h \
+ code/PretransformVertices.h \
+ code/ProcessHelper.h \
+ code/Profiler.h \
+ code/pstdint.h \
+ code/Q3BSPFileData.h \
+ code/Q3BSPFileImporter.h \
+ code/Q3BSPFileParser.h \
+ code/Q3BSPZipArchive.h \
+ code/Q3DLoader.h \
+ code/qnan.h \
+ code/RawLoader.h \
+ code/RemoveComments.h \
+ code/RemoveRedundantMaterials.h \
+ code/RemoveVCProcess.h \
+ code/SceneCombiner.h \
+ code/ScenePreprocessor.h \
+ code/ScenePrivate.h \
+ code/SGSpatialSort.h \
+ code/SkeletonMeshBuilder.h \
+ code/SMDLoader.h \
+ code/SmoothingGroups.h \
+ code/SortByPTypeProcess.h \
+ code/SpatialSort.h \
+ code/SplitByBoneCountProcess.h \
+ code/SplitLargeMeshes.h \
+ code/StandardShapes.h \
+ code/StdOStreamLogStream.h \
+ code/STEPFile.h \
+ code/STEPFileReader.h \
+ code/STLExporter.h \
+ code/STLLoader.h \
+ code/StreamReader.h \
+ code/StringComparison.h \
+ code/Subdivision.h \
+ code/TargetAnimation.h \
+ code/TerragenLoader.h \
+ code/TextureTransform.h \
+ code/TinyFormatter.h \
+ code/TriangulateProcess.h \
+ code/UnrealLoader.h \
+ code/ValidateDataStructure.h \
+ code/Vertex.h \
+ code/VertexTriangleAdjacency.h \
+ code/Win32DebugLogStream.h \
+ code/XFileHelper.h \
+ code/XFileImporter.h \
+ code/XFileParser.h \
+ code/XGLLoader.h \
+ doc/dox.h \
+ doc/dox_cmd.h \
+ code/res/resource.h \
+ contrib/clipper/clipper.hpp \
+ contrib/ConvertUTF/ConvertUTF.h \
+ contrib/irrXML/CXMLReaderImpl.h \
+ contrib/irrXML/heapsort.h \
+ contrib/irrXML/irrArray.h \
+ contrib/irrXML/irrString.h \
+ contrib/irrXML/irrTypes.h \
+ contrib/irrXML/irrXML.h \
+ contrib/unzip/crypt.h \
+ contrib/unzip/ioapi.h \
+ contrib/unzip/unzip.h \
+ contrib/zlib/crc32.h \
+ contrib/zlib/deflate.h \
+ contrib/zlib/inffast.h \
+ contrib/zlib/inffixed.h \
+ contrib/zlib/inflate.h \
+ contrib/zlib/inftrees.h \
+ contrib/zlib/trees.h \
+ contrib/zlib/zconf.h \
+ contrib/zlib/zconf.in.h \
+ contrib/zlib/zlib.h \
+ contrib/zlib/zutil.h \
+ include/assimp/ai_assert.h \
+ include/assimp/anim.h \
+ include/assimp/camera.h \
+ include/assimp/cexport.h \
+ include/assimp/cfileio.h \
+ include/assimp/cimport.h \
+ include/assimp/color4.h \
+ include/assimp/config.h \
+ include/assimp/DefaultLogger.hpp \
+ include/assimp/defs.h \
+ include/assimp/Exporter.hpp \
+ include/assimp/Importer.hpp \
+ include/assimp/importerdesc.h \
+ include/assimp/IOStream.hpp \
+ include/assimp/IOSystem.hpp \
+ include/assimp/light.h \
+ include/assimp/Logger.hpp \
+ include/assimp/LogStream.hpp \
+ include/assimp/material.h \
+ include/assimp/matrix3x3.h \
+ include/assimp/matrix4x4.h \
+ include/assimp/mesh.h \
+ include/assimp/NullLogger.hpp \
+ include/assimp/postprocess.h \
+ include/assimp/ProgressHandler.hpp \
+ include/assimp/quaternion.h \
+ include/assimp/scene.h \
+ include/assimp/texture.h \
+ include/assimp/types.h \
+ include/assimp/vector2.h \
+ include/assimp/vector3.h \
+ include/assimp/version.h \
+ code/BoostWorkaround/boost/foreach.hpp \
+ code/BoostWorkaround/boost/format.hpp \
+ code/BoostWorkaround/boost/lexical_cast.hpp \
+ code/BoostWorkaround/boost/make_shared.hpp \
+ code/BoostWorkaround/boost/noncopyable.hpp \
+ code/BoostWorkaround/boost/pointer_cast.hpp \
+ code/BoostWorkaround/boost/scoped_array.hpp \
+ code/BoostWorkaround/boost/scoped_ptr.hpp \
+ code/BoostWorkaround/boost/shared_array.hpp \
+ code/BoostWorkaround/boost/shared_ptr.hpp \
+ code/BoostWorkaround/boost/static_assert.hpp \
+ code/BoostWorkaround/boost/timer.hpp \
+ contrib/poly2tri/poly2tri/poly2tri.h \
+ include/assimp/Compiler/poppack1.h \
+ include/assimp/Compiler/pushpack1.h \
+ code/BoostWorkaround/boost/math/common_factor_rt.hpp \
+ code/BoostWorkaround/boost/tuple/tuple.hpp \
+ contrib/poly2tri/poly2tri/common/shapes.h \
+ contrib/poly2tri/poly2tri/common/utils.h \
+ contrib/poly2tri/poly2tri/sweep/advancing_front.h \
+ contrib/poly2tri/poly2tri/sweep/cdt.h \
+ contrib/poly2tri/poly2tri/sweep/sweep.h \
+ contrib/poly2tri/poly2tri/sweep/sweep_context.h \
+ include/assimp/vector2.inl \
+ include/assimp/vector3.inl \
+ include/assimp/color4.inl \
+ include/assimp/quaternion.inl \
+ include/assimp/matrix3x3.inl \
+ include/assimp/matrix4x4.inl \
+ include/assimp/material.inl \
+ code/SmoothingGroups.inl \
+ code/BlenderDNA.inl
-SOURCES += \
- code/3DSConverter.cpp \
- code/3DSLoader.cpp \
- code/ACLoader.cpp \
- code/aiAssert.cpp \
- code/ASELoader.cpp \
- code/ASEParser.cpp \
- code/Assimp.cpp \
- code/AssimpPCH.cpp \
- code/B3DImporter.cpp \
- code/BaseImporter.cpp \
- code/BaseProcess.cpp \
- code/BlenderDNA.cpp \
- code/BlenderLoader.cpp \
- code/BlenderModifier.cpp \
- code/BlenderScene.cpp \
- code/BVHLoader.cpp \
- code/CalcTangentsProcess.cpp \
- code/COBLoader.cpp \
- code/ColladaLoader.cpp \
- code/ColladaParser.cpp \
- code/ComputeUVMappingProcess.cpp \
- code/ConvertToLHProcess.cpp \
- code/CSMLoader.cpp \
- code/DefaultIOStream.cpp \
- code/DefaultIOSystem.cpp \
- code/DefaultLogger.cpp \
- code/DXFLoader.cpp \
- code/FindDegenerates.cpp \
- code/FindInstancesProcess.cpp \
- code/FindInvalidDataProcess.cpp \
- code/FixNormalsStep.cpp \
- code/GenFaceNormalsProcess.cpp \
- code/GenVertexNormalsProcess.cpp \
- code/HMPLoader.cpp \
- code/Importer.cpp \
- code/ImproveCacheLocality.cpp \
- code/IRRLoader.cpp \
- code/IRRMeshLoader.cpp \
- code/IRRShared.cpp \
- code/JoinVerticesProcess.cpp \
- code/LimitBoneWeightsProcess.cpp \
- code/LWOAnimation.cpp \
- code/LWOBLoader.cpp \
- code/LWOLoader.cpp \
- code/LWOMaterial.cpp \
- code/LWSLoader.cpp \
- code/MakeVerboseFormat.cpp \
- code/MaterialSystem.cpp \
- code/MD2Loader.cpp \
- code/MD3Loader.cpp \
- code/MD5Loader.cpp \
- code/MD5Parser.cpp \
- code/MDCLoader.cpp \
- code/MDLLoader.cpp \
- code/MDLMaterialLoader.cpp \
- code/MS3DLoader.cpp \
- code/NDOLoader.cpp \
- code/NFFLoader.cpp \
- code/ObjFileImporter.cpp \
- code/ObjFileMtlImporter.cpp \
- code/ObjFileParser.cpp \
- code/OFFLoader.cpp \
- code/OgreImporter.cpp \
- code/OgreImporterMaterial.cpp \
- code/OptimizeGraph.cpp \
- code/OptimizeMeshes.cpp \
- code/PlyLoader.cpp \
- code/PlyParser.cpp \
- code/PretransformVertices.cpp \
- code/Q3BSPFileImporter.cpp \
- code/Q3BSPFileParser.cpp \
- code/Q3BSPZipArchive.cpp \
- code/Q3DLoader.cpp \
- code/RawLoader.cpp \
- code/RemoveComments.cpp \
- code/RemoveRedundantMaterials.cpp \
- code/RemoveVCProcess.cpp \
- code/SceneCombiner.cpp \
- code/ScenePreprocessor.cpp \
- code/SGSpatialSort.cpp \
- code/SkeletonMeshBuilder.cpp \
- code/SMDLoader.cpp \
- code/SortByPTypeProcess.cpp \
- code/SpatialSort.cpp \
- code/SplitLargeMeshes.cpp \
- code/StandardShapes.cpp \
- code/STLLoader.cpp \
- code/Subdivision.cpp \
- code/TargetAnimation.cpp \
- code/TerragenLoader.cpp \
- code/TextureTransform.cpp \
- code/TriangulateProcess.cpp \
- code/UnrealLoader.cpp \
- code/ValidateDataStructure.cpp \
- code/VertexTriangleAdjacency.cpp \
- code/XFileImporter.cpp \
- code/XFileParser.cpp \
- contrib/ConvertUTF/ConvertUTF.c \
- contrib/irrXML/irrXML.cpp \
- contrib/unzip/ioapi.c \
- contrib/unzip/unzip.c \
- contrib/zlib/adler32.c \
- contrib/zlib/compress.c \
- contrib/zlib/crc32.c \
- contrib/zlib/deflate.c \
- contrib/zlib/inffast.c \
- contrib/zlib/inflate.c \
- contrib/zlib/inftrees.c \
- contrib/zlib/trees.c \
- contrib/zlib/zutil.c
+SOURCES += code/3DSConverter.cpp \
+ code/3DSLoader.cpp \
+ code/ACLoader.cpp \
+ code/ASELoader.cpp \
+ code/ASEParser.cpp \
+ code/Assimp.cpp \
+ code/AssimpCExport.cpp \
+ code/AssimpPCH.cpp \
+ code/B3DImporter.cpp \
+ code/BaseImporter.cpp \
+ code/BaseProcess.cpp \
+ code/BlenderDNA.cpp \
+ code/BlenderLoader.cpp \
+ code/BlenderModifier.cpp \
+ code/BlenderScene.cpp \
+ code/BVHLoader.cpp \
+ code/CalcTangentsProcess.cpp \
+ code/COBLoader.cpp \
+ code/ColladaExporter.cpp \
+ code/ColladaLoader.cpp \
+ code/ColladaParser.cpp \
+ code/ComputeUVMappingProcess.cpp \
+ code/ConvertToLHProcess.cpp \
+ code/CSMLoader.cpp \
+ code/DeboneProcess.cpp \
+ code/DefaultIOStream.cpp \
+ code/DefaultIOSystem.cpp \
+ code/DefaultLogger.cpp \
+ code/DXFLoader.cpp \
+ code/Exporter.cpp \
+ code/FindDegenerates.cpp \
+ code/FindInstancesProcess.cpp \
+ code/FindInvalidDataProcess.cpp \
+ code/FixNormalsStep.cpp \
+ code/GenFaceNormalsProcess.cpp \
+ code/GenVertexNormalsProcess.cpp \
+ code/HMPLoader.cpp \
+ code/IFCCurve.cpp \
+ code/IFCGeometry.cpp \
+ code/IFCLoader.cpp \
+ code/IFCMaterial.cpp \
+ code/IFCProfile.cpp \
+ code/IFCReaderGen.cpp \
+ code/IFCUtil.cpp \
+ code/Importer.cpp \
+ code/ImporterRegistry.cpp \
+ code/ImproveCacheLocality.cpp \
+ code/IRRLoader.cpp \
+ code/IRRMeshLoader.cpp \
+ code/IRRShared.cpp \
+ code/JoinVerticesProcess.cpp \
+ code/LimitBoneWeightsProcess.cpp \
+ code/LWOAnimation.cpp \
+ code/LWOBLoader.cpp \
+ code/LWOLoader.cpp \
+ code/LWOMaterial.cpp \
+ code/LWSLoader.cpp \
+ code/M3Importer.cpp \
+ code/MakeVerboseFormat.cpp \
+ code/MaterialSystem.cpp \
+ code/MD2Loader.cpp \
+ code/MD3Loader.cpp \
+ code/MD5Loader.cpp \
+ code/MD5Parser.cpp \
+ code/MDCLoader.cpp \
+ code/MDLLoader.cpp \
+ code/MDLMaterialLoader.cpp \
+ code/MS3DLoader.cpp \
+ code/NDOLoader.cpp \
+ code/NFFLoader.cpp \
+ code/ObjExporter.cpp \
+ code/ObjFileImporter.cpp \
+ code/ObjFileMtlImporter.cpp \
+ code/ObjFileParser.cpp \
+ code/OFFLoader.cpp \
+ code/OgreImporter.cpp \
+ code/OgreMaterial.cpp \
+ code/OgreMesh.cpp \
+ code/OgreSkeleton.cpp \
+ code/OptimizeGraph.cpp \
+ code/OptimizeMeshes.cpp \
+ code/PlyExporter.cpp \
+ code/PlyLoader.cpp \
+ code/PlyParser.cpp \
+ code/PostStepRegistry.cpp \
+ code/PretransformVertices.cpp \
+ code/ProcessHelper.cpp \
+ code/Q3BSPFileImporter.cpp \
+ code/Q3BSPFileParser.cpp \
+ code/Q3BSPZipArchive.cpp \
+ code/Q3DLoader.cpp \
+ code/RawLoader.cpp \
+ code/RemoveComments.cpp \
+ code/RemoveRedundantMaterials.cpp \
+ code/RemoveVCProcess.cpp \
+ code/SceneCombiner.cpp \
+ code/ScenePreprocessor.cpp \
+ code/SGSpatialSort.cpp \
+ code/SkeletonMeshBuilder.cpp \
+ code/SMDLoader.cpp \
+ code/SortByPTypeProcess.cpp \
+ code/SpatialSort.cpp \
+ code/SplitByBoneCountProcess.cpp \
+ code/SplitLargeMeshes.cpp \
+ code/StandardShapes.cpp \
+ code/STEPFileReader.cpp \
+ code/STLExporter.cpp \
+ code/STLLoader.cpp \
+ code/Subdivision.cpp \
+ code/TargetAnimation.cpp \
+ code/TerragenLoader.cpp \
+ code/TextureTransform.cpp \
+ code/TriangulateProcess.cpp \
+ code/UnrealLoader.cpp \
+ code/ValidateDataStructure.cpp \
+ code/VertexTriangleAdjacency.cpp \
+ code/XFileImporter.cpp \
+ code/XFileParser.cpp \
+ code/XGLLoader.cpp \
+ contrib/clipper/clipper.cpp \
+ contrib/ConvertUTF/ConvertUTF.c \
+ contrib/irrXML/irrXML.cpp \
+ contrib/unzip/ioapi.c \
+ contrib/unzip/unzip.c \
+ contrib/zlib/adler32.c \
+ contrib/zlib/compress.c \
+ contrib/zlib/crc32.c \
+ contrib/zlib/deflate.c \
+ contrib/zlib/inffast.c \
+ contrib/zlib/inflate.c \
+ contrib/zlib/inftrees.c \
+ contrib/zlib/trees.c \
+ contrib/zlib/zutil.c \
+ contrib/poly2tri/poly2tri/common/shapes.cc \
+ contrib/poly2tri/poly2tri/sweep/advancing_front.cc \
+ contrib/poly2tri/poly2tri/sweep/cdt.cc \
+ contrib/poly2tri/poly2tri/sweep/sweep.cc \
+ contrib/poly2tri/poly2tri/sweep/sweep_context.cc
diff --git a/src/3rdparty/assimp/code/3DSConverter.cpp b/src/3rdparty/assimp/code/3DSConverter.cpp
index 4ede10f60..07596ce9f 100644
--- a/src/3rdparty/assimp/code/3DSConverter.cpp
+++ b/src/3rdparty/assimp/code/3DSConverter.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -54,791 +54,788 @@ using namespace Assimp;
// Setup final material indices, generae a default material if necessary
void Discreet3DSImporter::ReplaceDefaultMaterial()
{
-
- // Try to find an existing material that matches the
- // typical default material setting:
- // - no textures
- // - diffuse color (in grey!)
- // NOTE: This is here to workaround the fact that some
- // exporters are writing a default material, too.
- unsigned int idx = 0xcdcdcdcd;
- for (unsigned int i = 0; i < mScene->mMaterials.size();++i)
- {
- std::string s = mScene->mMaterials[i].mName;
- for (std::string::iterator it = s.begin(); it != s.end(); ++it)
- *it = ::tolower(*it);
-
- if (std::string::npos == s.find("default"))continue;
-
- if (mScene->mMaterials[i].mDiffuse.r !=
- mScene->mMaterials[i].mDiffuse.g ||
- mScene->mMaterials[i].mDiffuse.r !=
- mScene->mMaterials[i].mDiffuse.b)continue;
-
- if (mScene->mMaterials[i].sTexDiffuse.mMapName.length() != 0 ||
- mScene->mMaterials[i].sTexBump.mMapName.length() != 0 ||
- mScene->mMaterials[i].sTexOpacity.mMapName.length() != 0 ||
- mScene->mMaterials[i].sTexEmissive.mMapName.length() != 0 ||
- mScene->mMaterials[i].sTexSpecular.mMapName.length() != 0 ||
- mScene->mMaterials[i].sTexShininess.mMapName.length() != 0 )
- {
- continue;
- }
- idx = i;
- }
- if (0xcdcdcdcd == idx)idx = (unsigned int)mScene->mMaterials.size();
-
- // now iterate through all meshes and through all faces and
- // find all faces that are using the default material
- unsigned int cnt = 0;
- for (std::vector<D3DS::Mesh>::iterator
- i = mScene->mMeshes.begin();
- i != mScene->mMeshes.end();++i)
- {
- for (std::vector<unsigned int>::iterator
- a = (*i).mFaceMaterials.begin();
- a != (*i).mFaceMaterials.end();++a)
- {
- // NOTE: The additional check seems to be necessary,
- // some exporters seem to generate invalid data here
- if (0xcdcdcdcd == (*a))
- {
- (*a) = idx;
- ++cnt;
- }
- else if ( (*a) >= mScene->mMaterials.size())
- {
- (*a) = idx;
- DefaultLogger::get()->warn("Material index overflow in 3DS file. Using default material");
- ++cnt;
- }
- }
- }
- if (cnt && idx == mScene->mMaterials.size())
- {
- // We need to create our own default material
- D3DS::Material sMat;
- sMat.mDiffuse = aiColor3D(0.3f,0.3f,0.3f);
- sMat.mName = "%%%DEFAULT";
- mScene->mMaterials.push_back(sMat);
-
- DefaultLogger::get()->info("3DS: Generating default material");
- }
+
+ // Try to find an existing material that matches the
+ // typical default material setting:
+ // - no textures
+ // - diffuse color (in grey!)
+ // NOTE: This is here to workaround the fact that some
+ // exporters are writing a default material, too.
+ unsigned int idx = 0xcdcdcdcd;
+ for (unsigned int i = 0; i < mScene->mMaterials.size();++i)
+ {
+ std::string s = mScene->mMaterials[i].mName;
+ for (std::string::iterator it = s.begin(); it != s.end(); ++it)
+ *it = ::tolower(*it);
+
+ if (std::string::npos == s.find("default"))continue;
+
+ if (mScene->mMaterials[i].mDiffuse.r !=
+ mScene->mMaterials[i].mDiffuse.g ||
+ mScene->mMaterials[i].mDiffuse.r !=
+ mScene->mMaterials[i].mDiffuse.b)continue;
+
+ if (mScene->mMaterials[i].sTexDiffuse.mMapName.length() != 0 ||
+ mScene->mMaterials[i].sTexBump.mMapName.length() != 0 ||
+ mScene->mMaterials[i].sTexOpacity.mMapName.length() != 0 ||
+ mScene->mMaterials[i].sTexEmissive.mMapName.length() != 0 ||
+ mScene->mMaterials[i].sTexSpecular.mMapName.length() != 0 ||
+ mScene->mMaterials[i].sTexShininess.mMapName.length() != 0 )
+ {
+ continue;
+ }
+ idx = i;
+ }
+ if (0xcdcdcdcd == idx)idx = (unsigned int)mScene->mMaterials.size();
+
+ // now iterate through all meshes and through all faces and
+ // find all faces that are using the default material
+ unsigned int cnt = 0;
+ for (std::vector<D3DS::Mesh>::iterator
+ i = mScene->mMeshes.begin();
+ i != mScene->mMeshes.end();++i)
+ {
+ for (std::vector<unsigned int>::iterator
+ a = (*i).mFaceMaterials.begin();
+ a != (*i).mFaceMaterials.end();++a)
+ {
+ // NOTE: The additional check seems to be necessary,
+ // some exporters seem to generate invalid data here
+ if (0xcdcdcdcd == (*a))
+ {
+ (*a) = idx;
+ ++cnt;
+ }
+ else if ( (*a) >= mScene->mMaterials.size())
+ {
+ (*a) = idx;
+ DefaultLogger::get()->warn("Material index overflow in 3DS file. Using default material");
+ ++cnt;
+ }
+ }
+ }
+ if (cnt && idx == mScene->mMaterials.size())
+ {
+ // We need to create our own default material
+ D3DS::Material sMat;
+ sMat.mDiffuse = aiColor3D(0.3f,0.3f,0.3f);
+ sMat.mName = "%%%DEFAULT";
+ mScene->mMaterials.push_back(sMat);
+
+ DefaultLogger::get()->info("3DS: Generating default material");
+ }
}
// ------------------------------------------------------------------------------------------------
// Check whether all indices are valid. Otherwise we'd crash before the validation step is reached
void Discreet3DSImporter::CheckIndices(D3DS::Mesh& sMesh)
{
- for (std::vector< D3DS::Face >::iterator i = sMesh.mFaces.begin(); i != sMesh.mFaces.end();++i)
- {
- // check whether all indices are in range
- for (unsigned int a = 0; a < 3;++a)
- {
- if ((*i).mIndices[a] >= sMesh.mPositions.size())
- {
- DefaultLogger::get()->warn("3DS: Vertex index overflow)");
- (*i).mIndices[a] = (uint32_t)sMesh.mPositions.size()-1;
- }
- if ( !sMesh.mTexCoords.empty() && (*i).mIndices[a] >= sMesh.mTexCoords.size())
- {
- DefaultLogger::get()->warn("3DS: Texture coordinate index overflow)");
- (*i).mIndices[a] = (uint32_t)sMesh.mTexCoords.size()-1;
- }
- }
- }
+ for (std::vector< D3DS::Face >::iterator i = sMesh.mFaces.begin(); i != sMesh.mFaces.end();++i)
+ {
+ // check whether all indices are in range
+ for (unsigned int a = 0; a < 3;++a)
+ {
+ if ((*i).mIndices[a] >= sMesh.mPositions.size())
+ {
+ DefaultLogger::get()->warn("3DS: Vertex index overflow)");
+ (*i).mIndices[a] = (uint32_t)sMesh.mPositions.size()-1;
+ }
+ if ( !sMesh.mTexCoords.empty() && (*i).mIndices[a] >= sMesh.mTexCoords.size())
+ {
+ DefaultLogger::get()->warn("3DS: Texture coordinate index overflow)");
+ (*i).mIndices[a] = (uint32_t)sMesh.mTexCoords.size()-1;
+ }
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Generate out unique verbose format representation
void Discreet3DSImporter::MakeUnique(D3DS::Mesh& sMesh)
{
- // TODO: really necessary? I don't think. Just a waste of memory and time
- // to do it now in a separate buffer.
-
- // Allocate output storage
- std::vector<aiVector3D> vNew (sMesh.mFaces.size() * 3);
- std::vector<aiVector3D> vNew2;
- if (sMesh.mTexCoords.size())
- vNew2.resize(sMesh.mFaces.size() * 3);
-
- for (unsigned int i = 0, base = 0; i < sMesh.mFaces.size();++i)
- {
- D3DS::Face& face = sMesh.mFaces[i];
-
- // Positions
- for (unsigned int a = 0; a < 3;++a,++base)
- {
- vNew[base] = sMesh.mPositions[face.mIndices[a]];
- if (sMesh.mTexCoords.size())
- vNew2[base] = sMesh.mTexCoords[face.mIndices[a]];
-
- face.mIndices[a] = base;
- }
- }
- sMesh.mPositions = vNew;
- sMesh.mTexCoords = vNew2;
+ // TODO: really necessary? I don't think. Just a waste of memory and time
+ // to do it now in a separate buffer.
+
+ // Allocate output storage
+ std::vector<aiVector3D> vNew (sMesh.mFaces.size() * 3);
+ std::vector<aiVector3D> vNew2;
+ if (sMesh.mTexCoords.size())
+ vNew2.resize(sMesh.mFaces.size() * 3);
+
+ for (unsigned int i = 0, base = 0; i < sMesh.mFaces.size();++i)
+ {
+ D3DS::Face& face = sMesh.mFaces[i];
+
+ // Positions
+ for (unsigned int a = 0; a < 3;++a,++base)
+ {
+ vNew[base] = sMesh.mPositions[face.mIndices[a]];
+ if (sMesh.mTexCoords.size())
+ vNew2[base] = sMesh.mTexCoords[face.mIndices[a]];
+
+ face.mIndices[a] = base;
+ }
+ }
+ sMesh.mPositions = vNew;
+ sMesh.mTexCoords = vNew2;
}
// ------------------------------------------------------------------------------------------------
// Convert a 3DS texture to texture keys in an aiMaterial
-void CopyTexture(MaterialHelper& mat, D3DS::Texture& texture, aiTextureType type)
+void CopyTexture(aiMaterial& mat, D3DS::Texture& texture, aiTextureType type)
{
- // Setup the texture name
- aiString tex;
- tex.Set( texture.mMapName);
- mat.AddProperty( &tex, AI_MATKEY_TEXTURE(type,0));
-
- // Setup the texture blend factor
- if (is_not_qnan(texture.mTextureBlend))
- mat.AddProperty<float>( &texture.mTextureBlend, 1, AI_MATKEY_TEXBLEND(type,0));
-
- // Setup the texture mapping mode
- mat.AddProperty<int>((int*)&texture.mMapMode,1,AI_MATKEY_MAPPINGMODE_U(type,0));
- mat.AddProperty<int>((int*)&texture.mMapMode,1,AI_MATKEY_MAPPINGMODE_V(type,0));
-
- // Mirroring - double the scaling values
- // FIXME: this is not really correct ...
- if (texture.mMapMode == aiTextureMapMode_Mirror)
- {
- texture.mScaleU *= 2.f;
- texture.mScaleV *= 2.f;
- texture.mOffsetU /= 2.f;
- texture.mOffsetV /= 2.f;
- }
-
- // Setup texture UV transformations
- mat.AddProperty<float>(&texture.mOffsetU,5,AI_MATKEY_UVTRANSFORM(type,0));
+ // Setup the texture name
+ aiString tex;
+ tex.Set( texture.mMapName);
+ mat.AddProperty( &tex, AI_MATKEY_TEXTURE(type,0));
+
+ // Setup the texture blend factor
+ if (is_not_qnan(texture.mTextureBlend))
+ mat.AddProperty<float>( &texture.mTextureBlend, 1, AI_MATKEY_TEXBLEND(type,0));
+
+ // Setup the texture mapping mode
+ mat.AddProperty<int>((int*)&texture.mMapMode,1,AI_MATKEY_MAPPINGMODE_U(type,0));
+ mat.AddProperty<int>((int*)&texture.mMapMode,1,AI_MATKEY_MAPPINGMODE_V(type,0));
+
+ // Mirroring - double the scaling values
+ // FIXME: this is not really correct ...
+ if (texture.mMapMode == aiTextureMapMode_Mirror)
+ {
+ texture.mScaleU *= 2.f;
+ texture.mScaleV *= 2.f;
+ texture.mOffsetU /= 2.f;
+ texture.mOffsetV /= 2.f;
+ }
+
+ // Setup texture UV transformations
+ mat.AddProperty<float>(&texture.mOffsetU,5,AI_MATKEY_UVTRANSFORM(type,0));
}
// ------------------------------------------------------------------------------------------------
// Convert a 3DS material to an aiMaterial
void Discreet3DSImporter::ConvertMaterial(D3DS::Material& oldMat,
- MaterialHelper& mat)
+ aiMaterial& mat)
{
- // NOTE: Pass the background image to the viewer by bypassing the
- // material system. This is an evil hack, never do it again!
- if (0 != mBackgroundImage.length() && bHasBG)
- {
- aiString tex;
- tex.Set( mBackgroundImage);
- mat.AddProperty( &tex, AI_MATKEY_GLOBAL_BACKGROUND_IMAGE);
-
- // Be sure this is only done for the first material
- mBackgroundImage = std::string("");
- }
-
- // At first add the base ambient color of the scene to the material
- oldMat.mAmbient.r += mClrAmbient.r;
- oldMat.mAmbient.g += mClrAmbient.g;
- oldMat.mAmbient.b += mClrAmbient.b;
-
- aiString name;
- name.Set( oldMat.mName);
- mat.AddProperty( &name, AI_MATKEY_NAME);
-
- // Material colors
- mat.AddProperty( &oldMat.mAmbient, 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.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE);
-
- // Phong shininess and shininess strength
- if (D3DS::Discreet3DS::Phong == oldMat.mShading ||
- D3DS::Discreet3DS::Metal == oldMat.mShading)
- {
- if (!oldMat.mSpecularExponent || !oldMat.mShininessStrength)
- {
- oldMat.mShading = D3DS::Discreet3DS::Gouraud;
- }
- else
- {
- mat.AddProperty( &oldMat.mSpecularExponent, 1, AI_MATKEY_SHININESS);
- mat.AddProperty( &oldMat.mShininessStrength, 1, AI_MATKEY_SHININESS_STRENGTH);
- }
- }
-
- // Opacity
- mat.AddProperty<float>( &oldMat.mTransparency,1,AI_MATKEY_OPACITY);
-
- // Bump height scaling
- mat.AddProperty<float>( &oldMat.mBumpHeight,1,AI_MATKEY_BUMPSCALING);
-
- // Two sided rendering?
- if (oldMat.mTwoSided)
- {
- int i = 1;
- mat.AddProperty<int>(&i,1,AI_MATKEY_TWOSIDED);
- }
-
- // Shading mode
- aiShadingMode eShading = aiShadingMode_NoShading;
- switch (oldMat.mShading)
- {
- case D3DS::Discreet3DS::Flat:
- eShading = aiShadingMode_Flat; break;
-
- // I don't know what "Wire" shading should be,
- // assume it is simple lambertian diffuse shading
- case D3DS::Discreet3DS::Wire:
- {
- // Set the wireframe flag
- unsigned int iWire = 1;
- mat.AddProperty<int>( (int*)&iWire,1,AI_MATKEY_ENABLE_WIREFRAME);
- }
-
- case D3DS::Discreet3DS::Gouraud:
- eShading = aiShadingMode_Gouraud; break;
-
- // assume cook-torrance shading for metals.
- case D3DS::Discreet3DS::Phong :
- eShading = aiShadingMode_Phong; break;
-
- case D3DS::Discreet3DS::Metal :
- eShading = aiShadingMode_CookTorrance; break;
-
- // FIX to workaround a warning with GCC 4 who complained
- // about a missing case Blinn: here - Blinn isn't a valid
- // value in the 3DS Loader, it is just needed for ASE
- case D3DS::Discreet3DS::Blinn :
- eShading = aiShadingMode_Blinn; break;
- }
- mat.AddProperty<int>( (int*)&eShading,1,AI_MATKEY_SHADING_MODEL);
-
- // DIFFUSE texture
- if ( oldMat.sTexDiffuse.mMapName.length() > 0)
- CopyTexture(mat,oldMat.sTexDiffuse, aiTextureType_DIFFUSE);
-
- // SPECULAR texture
- if ( oldMat.sTexSpecular.mMapName.length() > 0)
- CopyTexture(mat,oldMat.sTexSpecular, aiTextureType_SPECULAR);
-
- // OPACITY texture
- if ( oldMat.sTexOpacity.mMapName.length() > 0)
- CopyTexture(mat,oldMat.sTexOpacity, aiTextureType_OPACITY);
-
- // EMISSIVE texture
- if ( oldMat.sTexEmissive.mMapName.length() > 0)
- CopyTexture(mat,oldMat.sTexEmissive, aiTextureType_EMISSIVE);
-
- // BUMP texture
- if ( oldMat.sTexBump.mMapName.length() > 0)
- CopyTexture(mat,oldMat.sTexBump, aiTextureType_HEIGHT);
-
- // SHININESS texture
- if ( oldMat.sTexShininess.mMapName.length() > 0)
- CopyTexture(mat,oldMat.sTexShininess, aiTextureType_SHININESS);
-
- // REFLECTION texture
- if ( oldMat.sTexReflective.mMapName.length() > 0)
- CopyTexture(mat,oldMat.sTexReflective, aiTextureType_REFLECTION);
-
- // Store the name of the material itself, too
- if ( oldMat.mName.length()) {
- aiString tex;
- tex.Set( oldMat.mName);
- mat.AddProperty( &tex, AI_MATKEY_NAME);
- }
+ // NOTE: Pass the background image to the viewer by bypassing the
+ // material system. This is an evil hack, never do it again!
+ if (0 != mBackgroundImage.length() && bHasBG)
+ {
+ aiString tex;
+ tex.Set( mBackgroundImage);
+ mat.AddProperty( &tex, AI_MATKEY_GLOBAL_BACKGROUND_IMAGE);
+
+ // Be sure this is only done for the first material
+ mBackgroundImage = std::string("");
+ }
+
+ // At first add the base ambient color of the scene to the material
+ oldMat.mAmbient.r += mClrAmbient.r;
+ oldMat.mAmbient.g += mClrAmbient.g;
+ oldMat.mAmbient.b += mClrAmbient.b;
+
+ aiString name;
+ name.Set( oldMat.mName);
+ mat.AddProperty( &name, AI_MATKEY_NAME);
+
+ // Material colors
+ mat.AddProperty( &oldMat.mAmbient, 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.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE);
+
+ // Phong shininess and shininess strength
+ if (D3DS::Discreet3DS::Phong == oldMat.mShading ||
+ D3DS::Discreet3DS::Metal == oldMat.mShading)
+ {
+ if (!oldMat.mSpecularExponent || !oldMat.mShininessStrength)
+ {
+ oldMat.mShading = D3DS::Discreet3DS::Gouraud;
+ }
+ else
+ {
+ mat.AddProperty( &oldMat.mSpecularExponent, 1, AI_MATKEY_SHININESS);
+ mat.AddProperty( &oldMat.mShininessStrength, 1, AI_MATKEY_SHININESS_STRENGTH);
+ }
+ }
+
+ // Opacity
+ mat.AddProperty<float>( &oldMat.mTransparency,1,AI_MATKEY_OPACITY);
+
+ // Bump height scaling
+ mat.AddProperty<float>( &oldMat.mBumpHeight,1,AI_MATKEY_BUMPSCALING);
+
+ // Two sided rendering?
+ if (oldMat.mTwoSided)
+ {
+ int i = 1;
+ mat.AddProperty<int>(&i,1,AI_MATKEY_TWOSIDED);
+ }
+
+ // Shading mode
+ aiShadingMode eShading = aiShadingMode_NoShading;
+ switch (oldMat.mShading)
+ {
+ case D3DS::Discreet3DS::Flat:
+ eShading = aiShadingMode_Flat; break;
+
+ // I don't know what "Wire" shading should be,
+ // assume it is simple lambertian diffuse shading
+ case D3DS::Discreet3DS::Wire:
+ {
+ // Set the wireframe flag
+ unsigned int iWire = 1;
+ mat.AddProperty<int>( (int*)&iWire,1,AI_MATKEY_ENABLE_WIREFRAME);
+ }
+
+ case D3DS::Discreet3DS::Gouraud:
+ eShading = aiShadingMode_Gouraud; break;
+
+ // assume cook-torrance shading for metals.
+ case D3DS::Discreet3DS::Phong :
+ eShading = aiShadingMode_Phong; break;
+
+ case D3DS::Discreet3DS::Metal :
+ eShading = aiShadingMode_CookTorrance; break;
+
+ // FIX to workaround a warning with GCC 4 who complained
+ // about a missing case Blinn: here - Blinn isn't a valid
+ // value in the 3DS Loader, it is just needed for ASE
+ case D3DS::Discreet3DS::Blinn :
+ eShading = aiShadingMode_Blinn; break;
+ }
+ mat.AddProperty<int>( (int*)&eShading,1,AI_MATKEY_SHADING_MODEL);
+
+ // DIFFUSE texture
+ if( oldMat.sTexDiffuse.mMapName.length() > 0)
+ CopyTexture(mat,oldMat.sTexDiffuse, aiTextureType_DIFFUSE);
+
+ // SPECULAR texture
+ if( oldMat.sTexSpecular.mMapName.length() > 0)
+ CopyTexture(mat,oldMat.sTexSpecular, aiTextureType_SPECULAR);
+
+ // OPACITY texture
+ if( oldMat.sTexOpacity.mMapName.length() > 0)
+ CopyTexture(mat,oldMat.sTexOpacity, aiTextureType_OPACITY);
+
+ // EMISSIVE texture
+ if( oldMat.sTexEmissive.mMapName.length() > 0)
+ CopyTexture(mat,oldMat.sTexEmissive, aiTextureType_EMISSIVE);
+
+ // BUMP texture
+ if( oldMat.sTexBump.mMapName.length() > 0)
+ CopyTexture(mat,oldMat.sTexBump, aiTextureType_HEIGHT);
+
+ // SHININESS texture
+ if( oldMat.sTexShininess.mMapName.length() > 0)
+ CopyTexture(mat,oldMat.sTexShininess, aiTextureType_SHININESS);
+
+ // REFLECTION texture
+ if( oldMat.sTexReflective.mMapName.length() > 0)
+ CopyTexture(mat,oldMat.sTexReflective, aiTextureType_REFLECTION);
+
+ // Store the name of the material itself, too
+ if( oldMat.mName.length()) {
+ aiString tex;
+ tex.Set( oldMat.mName);
+ mat.AddProperty( &tex, AI_MATKEY_NAME);
+ }
}
// ------------------------------------------------------------------------------------------------
// Split meshes by their materials and generate output aiMesh'es
void Discreet3DSImporter::ConvertMeshes(aiScene* pcOut)
{
- std::vector<aiMesh*> avOutMeshes;
- avOutMeshes.reserve(mScene->mMeshes.size() * 2);
-
- unsigned int iFaceCnt = 0,num = 0;
- aiString name;
-
- // we need to split all meshes by their materials
- for (std::vector<D3DS::Mesh>::iterator i = mScene->mMeshes.begin(); i != mScene->mMeshes.end();++i) {
- boost::scoped_array< std::vector<unsigned int> > aiSplit(new std::vector<unsigned int>[mScene->mMaterials.size()]);
-
- name.length = ASSIMP_itoa10(name.data,num++);
-
- unsigned int iNum = 0;
- for (std::vector<unsigned int>::const_iterator a = (*i).mFaceMaterials.begin();
- a != (*i).mFaceMaterials.end();++a,++iNum)
- {
- aiSplit[*a].push_back(iNum);
- }
- // now generate submeshes
- for (unsigned int p = 0; p < mScene->mMaterials.size();++p)
- {
- if (aiSplit[p].empty()) {
- continue;
- }
- aiMesh* meshOut = new aiMesh();
-
- std::string name_parts((*i).mName);
- name_parts.append("::");
- name_parts.append(mScene->mMaterials.at(p).mName);
- meshOut->mName.Set(name_parts);
-
- meshOut->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
-
- // be sure to setup the correct material index
- meshOut->mMaterialIndex = p;
-
- // use the color data as temporary storage
- meshOut->mColors[0] = (aiColor4D*)(&*i);
- avOutMeshes.push_back(meshOut);
-
- // convert vertices
- meshOut->mNumFaces = (unsigned int)aiSplit[p].size();
- meshOut->mNumVertices = meshOut->mNumFaces*3;
-
- // allocate enough storage for faces
- meshOut->mFaces = new aiFace[meshOut->mNumFaces];
- iFaceCnt += meshOut->mNumFaces;
-
- meshOut->mVertices = new aiVector3D[meshOut->mNumVertices];
- meshOut->mNormals = new aiVector3D[meshOut->mNumVertices];
- if ((*i).mTexCoords.size())
- {
- meshOut->mTextureCoords[0] = new aiVector3D[meshOut->mNumVertices];
- }
- for (unsigned int q = 0, base = 0; q < aiSplit[p].size();++q)
- {
- register unsigned int index = aiSplit[p][q];
- aiFace& face = meshOut->mFaces[q];
-
- face.mIndices = new unsigned int[3];
- face.mNumIndices = 3;
-
- for (unsigned int a = 0; a < 3;++a,++base)
- {
- unsigned int idx = (*i).mFaces[index].mIndices[a];
- meshOut->mVertices[base] = (*i).mPositions[idx];
- meshOut->mNormals [base] = (*i).mNormals[idx];
-
- if ((*i).mTexCoords.size())
- meshOut->mTextureCoords[0][base] = (*i).mTexCoords[idx];
-
- face.mIndices[a] = base;
- }
- }
- }
- }
-
- // Copy them to the output array
- pcOut->mNumMeshes = (unsigned int)avOutMeshes.size();
- pcOut->mMeshes = new aiMesh*[pcOut->mNumMeshes]();
- for (unsigned int a = 0; a < pcOut->mNumMeshes;++a) {
- pcOut->mMeshes[a] = avOutMeshes[a];
- }
-
- // We should have at least one face here
- if (!iFaceCnt) {
- throw DeadlyImportError("No faces loaded. The mesh is empty");
- }
+ std::vector<aiMesh*> avOutMeshes;
+ avOutMeshes.reserve(mScene->mMeshes.size() * 2);
+
+ unsigned int iFaceCnt = 0,num = 0;
+ aiString name;
+
+ // we need to split all meshes by their materials
+ for (std::vector<D3DS::Mesh>::iterator i = mScene->mMeshes.begin(); i != mScene->mMeshes.end();++i) {
+ boost::scoped_array< std::vector<unsigned int> > aiSplit(new std::vector<unsigned int>[mScene->mMaterials.size()]);
+
+ name.length = ASSIMP_itoa10(name.data,num++);
+
+ unsigned int iNum = 0;
+ for (std::vector<unsigned int>::const_iterator a = (*i).mFaceMaterials.begin();
+ a != (*i).mFaceMaterials.end();++a,++iNum)
+ {
+ aiSplit[*a].push_back(iNum);
+ }
+ // now generate submeshes
+ for (unsigned int p = 0; p < mScene->mMaterials.size();++p)
+ {
+ if (aiSplit[p].empty()) {
+ continue;
+ }
+ aiMesh* meshOut = new aiMesh();
+ meshOut->mName = name;
+ meshOut->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
+
+ // be sure to setup the correct material index
+ meshOut->mMaterialIndex = p;
+
+ // use the color data as temporary storage
+ meshOut->mColors[0] = (aiColor4D*)(&*i);
+ avOutMeshes.push_back(meshOut);
+
+ // convert vertices
+ meshOut->mNumFaces = (unsigned int)aiSplit[p].size();
+ meshOut->mNumVertices = meshOut->mNumFaces*3;
+
+ // allocate enough storage for faces
+ meshOut->mFaces = new aiFace[meshOut->mNumFaces];
+ iFaceCnt += meshOut->mNumFaces;
+
+ meshOut->mVertices = new aiVector3D[meshOut->mNumVertices];
+ meshOut->mNormals = new aiVector3D[meshOut->mNumVertices];
+ if ((*i).mTexCoords.size())
+ {
+ meshOut->mTextureCoords[0] = new aiVector3D[meshOut->mNumVertices];
+ }
+ for (unsigned int q = 0, base = 0; q < aiSplit[p].size();++q)
+ {
+ register unsigned int index = aiSplit[p][q];
+ aiFace& face = meshOut->mFaces[q];
+
+ face.mIndices = new unsigned int[3];
+ face.mNumIndices = 3;
+
+ for (unsigned int a = 0; a < 3;++a,++base)
+ {
+ unsigned int idx = (*i).mFaces[index].mIndices[a];
+ meshOut->mVertices[base] = (*i).mPositions[idx];
+ meshOut->mNormals [base] = (*i).mNormals[idx];
+
+ if ((*i).mTexCoords.size())
+ meshOut->mTextureCoords[0][base] = (*i).mTexCoords[idx];
+
+ face.mIndices[a] = base;
+ }
+ }
+ }
+ }
+
+ // Copy them to the output array
+ pcOut->mNumMeshes = (unsigned int)avOutMeshes.size();
+ pcOut->mMeshes = new aiMesh*[pcOut->mNumMeshes]();
+ for (unsigned int a = 0; a < pcOut->mNumMeshes;++a) {
+ pcOut->mMeshes[a] = avOutMeshes[a];
+ }
+
+ // We should have at least one face here
+ if (!iFaceCnt) {
+ throw DeadlyImportError("No faces loaded. The mesh is empty");
+ }
}
// ------------------------------------------------------------------------------------------------
// Add a node to the scenegraph and setup its final transformation
void Discreet3DSImporter::AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut,
- D3DS::Node* pcIn, aiMatrix4x4& /* absTrafo */)
+ D3DS::Node* pcIn, aiMatrix4x4& /*absTrafo*/)
{
- std::vector<unsigned int> iArray;
- iArray.reserve(3);
-
- aiMatrix4x4 abs;
-
- // Find all meshes with the same name as the node
- for (unsigned int a = 0; a < pcSOut->mNumMeshes;++a)
- {
- const D3DS::Mesh* pcMesh = (const D3DS::Mesh*)pcSOut->mMeshes[a]->mColors[0];
- ai_assert(NULL != pcMesh);
-
- if (pcIn->mName == pcMesh->mName)
- iArray.push_back(a);
- }
- if (!iArray.empty())
- {
- // The matrix should be identical for all meshes with the
- // same name. It HAS to be identical for all meshes .....
- D3DS::Mesh* imesh = ((D3DS::Mesh*)pcSOut->mMeshes[iArray[0]]->mColors[0]);
-
- // Compute the inverse of the transformation matrix to move the
- // vertices back to their relative and local space
- aiMatrix4x4 mInv = imesh->mMat, mInvTransposed = imesh->mMat;
- mInv.Inverse();mInvTransposed.Transpose();
- aiVector3D pivot = pcIn->vPivot;
-
- pcOut->mNumMeshes = (unsigned int)iArray.size();
- pcOut->mMeshes = new unsigned int[iArray.size()];
- for (unsigned int i = 0;i < iArray.size();++i) {
- const unsigned int iIndex = iArray[i];
- aiMesh* const mesh = pcSOut->mMeshes[iIndex];
-
- // Transform the vertices back into their local space
- // fixme: consider computing normals after this, so we don't need to transform them
- const aiVector3D* const pvEnd = mesh->mVertices+mesh->mNumVertices;
- aiVector3D* pvCurrent = mesh->mVertices, *t2 = mesh->mNormals;
-
- for (;pvCurrent != pvEnd;++pvCurrent,++t2) {
- *pvCurrent = mInv * (*pvCurrent);
- *t2 = mInvTransposed * (*t2);
- }
-
- // Handle negative transformation matrix determinant -> invert vertex x
- if (imesh->mMat.Determinant() < 0.0f)
- {
- /* we *must* have normals */
- for (pvCurrent = mesh->mVertices,t2 = mesh->mNormals;pvCurrent != pvEnd;++pvCurrent,++t2) {
- pvCurrent->x *= -1.f;
- t2->x *= -1.f;
- }
- DefaultLogger::get()->info("3DS: Flipping mesh X-Axis");
- }
-
- // Handle pivot point
- if (pivot.x || pivot.y || pivot.z)
- {
- for (pvCurrent = mesh->mVertices;pvCurrent != pvEnd;++pvCurrent) {
- *pvCurrent -= pivot;
- }
- }
-
- // Setup the mesh index
- pcOut->mMeshes[i] = iIndex;
- }
- }
-
- // Setup the name of the node
- pcOut->mName.Set(pcIn->mName);
-
- // Now build the transformation matrix of the node
- // ROTATION
- if (pcIn->aRotationKeys.size()){
-
- // FIX to get to Assimp's quaternion conventions
- for (std::vector<aiQuatKey>::iterator it = pcIn->aRotationKeys.begin(); it != pcIn->aRotationKeys.end(); ++it) {
- (*it).mValue.w *= -1.f;
- }
-
- pcOut->mTransformation = aiMatrix4x4( pcIn->aRotationKeys[0].mValue.GetMatrix() );
- }
- else if (pcIn->aCameraRollKeys.size())
- {
- aiMatrix4x4::RotationZ(AI_DEG_TO_RAD(- pcIn->aCameraRollKeys[0].mValue),
- pcOut->mTransformation);
- }
-
- // SCALING
- aiMatrix4x4& m = pcOut->mTransformation;
- if (pcIn->aScalingKeys.size())
- {
- const aiVector3D& v = pcIn->aScalingKeys[0].mValue;
- m.a1 *= v.x; m.b1 *= v.x; m.c1 *= v.x;
- m.a2 *= v.y; m.b2 *= v.y; m.c2 *= v.y;
- m.a3 *= v.z; m.b3 *= v.z; m.c3 *= v.z;
- }
-
- // TRANSLATION
- if (pcIn->aPositionKeys.size())
- {
- const aiVector3D& v = pcIn->aPositionKeys[0].mValue;
- m.a4 += v.x;
- m.b4 += v.y;
- m.c4 += v.z;
- }
-
- // Generate animation channels for the node
- if (pcIn->aPositionKeys.size() > 1 || pcIn->aRotationKeys.size() > 1 ||
- pcIn->aScalingKeys.size() > 1 || pcIn->aCameraRollKeys.size() > 1 ||
- pcIn->aTargetPositionKeys.size() > 1)
- {
- aiAnimation* anim = pcSOut->mAnimations[0];
- ai_assert(NULL != anim);
-
- if (pcIn->aCameraRollKeys.size() > 1)
- {
- DefaultLogger::get()->debug("3DS: Converting camera roll track ...");
-
- // Camera roll keys - in fact they're just rotations
- // around the camera's z axis. The angles are given
- // in degrees (and they're clockwise).
- pcIn->aRotationKeys.resize(pcIn->aCameraRollKeys.size());
- for (unsigned int i = 0; i < pcIn->aCameraRollKeys.size();++i)
- {
- aiQuatKey& q = pcIn->aRotationKeys[i];
- aiFloatKey& f = pcIn->aCameraRollKeys[i];
-
- q.mTime = f.mTime;
-
- // FIX to get to Assimp quaternion conventions
- q.mValue = aiQuaternion(0.f,0.f,AI_DEG_TO_RAD( /*-*/ f.mValue));
- }
- }
+ std::vector<unsigned int> iArray;
+ iArray.reserve(3);
+
+ aiMatrix4x4 abs;
+
+ // Find all meshes with the same name as the node
+ for (unsigned int a = 0; a < pcSOut->mNumMeshes;++a)
+ {
+ const D3DS::Mesh* pcMesh = (const D3DS::Mesh*)pcSOut->mMeshes[a]->mColors[0];
+ ai_assert(NULL != pcMesh);
+
+ if (pcIn->mName == pcMesh->mName)
+ iArray.push_back(a);
+ }
+ if (!iArray.empty())
+ {
+ // The matrix should be identical for all meshes with the
+ // same name. It HAS to be identical for all meshes .....
+ D3DS::Mesh* imesh = ((D3DS::Mesh*)pcSOut->mMeshes[iArray[0]]->mColors[0]);
+
+ // Compute the inverse of the transformation matrix to move the
+ // vertices back to their relative and local space
+ aiMatrix4x4 mInv = imesh->mMat, mInvTransposed = imesh->mMat;
+ mInv.Inverse();mInvTransposed.Transpose();
+ aiVector3D pivot = pcIn->vPivot;
+
+ pcOut->mNumMeshes = (unsigned int)iArray.size();
+ pcOut->mMeshes = new unsigned int[iArray.size()];
+ for (unsigned int i = 0;i < iArray.size();++i) {
+ const unsigned int iIndex = iArray[i];
+ aiMesh* const mesh = pcSOut->mMeshes[iIndex];
+
+ // Transform the vertices back into their local space
+ // fixme: consider computing normals after this, so we don't need to transform them
+ const aiVector3D* const pvEnd = mesh->mVertices+mesh->mNumVertices;
+ aiVector3D* pvCurrent = mesh->mVertices, *t2 = mesh->mNormals;
+
+ for (;pvCurrent != pvEnd;++pvCurrent,++t2) {
+ *pvCurrent = mInv * (*pvCurrent);
+ *t2 = mInvTransposed * (*t2);
+ }
+
+ // Handle negative transformation matrix determinant -> invert vertex x
+ if (imesh->mMat.Determinant() < 0.0f)
+ {
+ /* we *must* have normals */
+ for (pvCurrent = mesh->mVertices,t2 = mesh->mNormals;pvCurrent != pvEnd;++pvCurrent,++t2) {
+ pvCurrent->x *= -1.f;
+ t2->x *= -1.f;
+ }
+ DefaultLogger::get()->info("3DS: Flipping mesh X-Axis");
+ }
+
+ // Handle pivot point
+ if(pivot.x || pivot.y || pivot.z)
+ {
+ for (pvCurrent = mesh->mVertices;pvCurrent != pvEnd;++pvCurrent) {
+ *pvCurrent -= pivot;
+ }
+ }
+
+ // Setup the mesh index
+ pcOut->mMeshes[i] = iIndex;
+ }
+ }
+
+ // Setup the name of the node
+ pcOut->mName.Set(pcIn->mName);
+
+ // Now build the transformation matrix of the node
+ // ROTATION
+ if (pcIn->aRotationKeys.size()){
+
+ // FIX to get to Assimp's quaternion conventions
+ for (std::vector<aiQuatKey>::iterator it = pcIn->aRotationKeys.begin(); it != pcIn->aRotationKeys.end(); ++it) {
+ (*it).mValue.w *= -1.f;
+ }
+
+ pcOut->mTransformation = aiMatrix4x4( pcIn->aRotationKeys[0].mValue.GetMatrix() );
+ }
+ else if (pcIn->aCameraRollKeys.size())
+ {
+ aiMatrix4x4::RotationZ(AI_DEG_TO_RAD(- pcIn->aCameraRollKeys[0].mValue),
+ pcOut->mTransformation);
+ }
+
+ // SCALING
+ aiMatrix4x4& m = pcOut->mTransformation;
+ if (pcIn->aScalingKeys.size())
+ {
+ const aiVector3D& v = pcIn->aScalingKeys[0].mValue;
+ m.a1 *= v.x; m.b1 *= v.x; m.c1 *= v.x;
+ m.a2 *= v.y; m.b2 *= v.y; m.c2 *= v.y;
+ m.a3 *= v.z; m.b3 *= v.z; m.c3 *= v.z;
+ }
+
+ // TRANSLATION
+ if (pcIn->aPositionKeys.size())
+ {
+ const aiVector3D& v = pcIn->aPositionKeys[0].mValue;
+ m.a4 += v.x;
+ m.b4 += v.y;
+ m.c4 += v.z;
+ }
+
+ // Generate animation channels for the node
+ if (pcIn->aPositionKeys.size() > 1 || pcIn->aRotationKeys.size() > 1 ||
+ pcIn->aScalingKeys.size() > 1 || pcIn->aCameraRollKeys.size() > 1 ||
+ pcIn->aTargetPositionKeys.size() > 1)
+ {
+ aiAnimation* anim = pcSOut->mAnimations[0];
+ ai_assert(NULL != anim);
+
+ if (pcIn->aCameraRollKeys.size() > 1)
+ {
+ DefaultLogger::get()->debug("3DS: Converting camera roll track ...");
+
+ // Camera roll keys - in fact they're just rotations
+ // around the camera's z axis. The angles are given
+ // in degrees (and they're clockwise).
+ pcIn->aRotationKeys.resize(pcIn->aCameraRollKeys.size());
+ for (unsigned int i = 0; i < pcIn->aCameraRollKeys.size();++i)
+ {
+ aiQuatKey& q = pcIn->aRotationKeys[i];
+ aiFloatKey& f = pcIn->aCameraRollKeys[i];
+
+ q.mTime = f.mTime;
+
+ // FIX to get to Assimp quaternion conventions
+ q.mValue = aiQuaternion(0.f,0.f,AI_DEG_TO_RAD( /*-*/ f.mValue));
+ }
+ }
#if 0
- if (pcIn->aTargetPositionKeys.size() > 1)
- {
- DefaultLogger::get()->debug("3DS: Converting target track ...");
-
- // Camera or spot light - need to convert the separate
- // target position channel to our representation
- TargetAnimationHelper helper;
-
- if (pcIn->aPositionKeys.empty())
- {
- // We can just pass zero here ...
- helper.SetFixedMainAnimationChannel(aiVector3D());
- }
- else helper.SetMainAnimationChannel(&pcIn->aPositionKeys);
- helper.SetTargetAnimationChannel(&pcIn->aTargetPositionKeys);
-
- // Do the conversion
- std::vector<aiVectorKey> distanceTrack;
- helper.Process(&distanceTrack);
-
- // Now add a new node as child, name it <ourName>.Target
- // and assign the distance track to it. This is that the
- // information where the target is and how it moves is
- // not lost
- D3DS::Node* nd = new D3DS::Node();
- pcIn->push_back(nd);
-
- nd->mName = pcIn->mName + ".Target";
-
- aiNodeAnim* nda = anim->mChannels[anim->mNumChannels++] = new aiNodeAnim();
- nda->mNodeName.Set(nd->mName);
-
- nda->mNumPositionKeys = (unsigned int)distanceTrack.size();
- nda->mPositionKeys = new aiVectorKey[nda->mNumPositionKeys];
- ::memcpy(nda->mPositionKeys,&distanceTrack[0],
- sizeof(aiVectorKey)*nda->mNumPositionKeys);
- }
+ if (pcIn->aTargetPositionKeys.size() > 1)
+ {
+ DefaultLogger::get()->debug("3DS: Converting target track ...");
+
+ // Camera or spot light - need to convert the separate
+ // target position channel to our representation
+ TargetAnimationHelper helper;
+
+ if (pcIn->aPositionKeys.empty())
+ {
+ // We can just pass zero here ...
+ helper.SetFixedMainAnimationChannel(aiVector3D());
+ }
+ else helper.SetMainAnimationChannel(&pcIn->aPositionKeys);
+ helper.SetTargetAnimationChannel(&pcIn->aTargetPositionKeys);
+
+ // Do the conversion
+ std::vector<aiVectorKey> distanceTrack;
+ helper.Process(&distanceTrack);
+
+ // Now add a new node as child, name it <ourName>.Target
+ // and assign the distance track to it. This is that the
+ // information where the target is and how it moves is
+ // not lost
+ D3DS::Node* nd = new D3DS::Node();
+ pcIn->push_back(nd);
+
+ nd->mName = pcIn->mName + ".Target";
+
+ aiNodeAnim* nda = anim->mChannels[anim->mNumChannels++] = new aiNodeAnim();
+ nda->mNodeName.Set(nd->mName);
+
+ nda->mNumPositionKeys = (unsigned int)distanceTrack.size();
+ nda->mPositionKeys = new aiVectorKey[nda->mNumPositionKeys];
+ ::memcpy(nda->mPositionKeys,&distanceTrack[0],
+ sizeof(aiVectorKey)*nda->mNumPositionKeys);
+ }
#endif
- // Cameras or lights define their transformation in their parent node and in the
- // corresponding light or camera chunks. However, we read and process the latter
- // to to be able to return valid cameras/lights even if no scenegraph is given.
- for (unsigned int n = 0; n < pcSOut->mNumCameras;++n) {
- if (pcSOut->mCameras[n]->mName == pcOut->mName) {
- pcSOut->mCameras[n]->mLookAt = aiVector3D(0.f,0.f,1.f);
- }
- }
- for (unsigned int n = 0; n < pcSOut->mNumLights;++n) {
- if (pcSOut->mLights[n]->mName == pcOut->mName) {
- pcSOut->mLights[n]->mDirection = aiVector3D(0.f,0.f,1.f);
- }
- }
-
- // Allocate a new node anim and setup its name
- aiNodeAnim* nda = anim->mChannels[anim->mNumChannels++] = new aiNodeAnim();
- nda->mNodeName.Set(pcIn->mName);
-
- // POSITION keys
- if (pcIn->aPositionKeys.size() > 0)
- {
- nda->mNumPositionKeys = (unsigned int)pcIn->aPositionKeys.size();
- nda->mPositionKeys = new aiVectorKey[nda->mNumPositionKeys];
- ::memcpy(nda->mPositionKeys,&pcIn->aPositionKeys[0],
- sizeof(aiVectorKey)*nda->mNumPositionKeys);
- }
-
- // ROTATION keys
- if (pcIn->aRotationKeys.size() > 0)
- {
- nda->mNumRotationKeys = (unsigned int)pcIn->aRotationKeys.size();
- nda->mRotationKeys = new aiQuatKey[nda->mNumRotationKeys];
-
- // Rotations are quaternion offsets
- aiQuaternion abs;
- for (unsigned int n = 0; n < nda->mNumRotationKeys;++n)
- {
- const aiQuatKey& q = pcIn->aRotationKeys[n];
-
- abs = (n ? abs * q.mValue : q.mValue);
- nda->mRotationKeys[n].mTime = q.mTime;
- nda->mRotationKeys[n].mValue = abs.Normalize();
- }
- }
-
- // SCALING keys
- if (pcIn->aScalingKeys.size() > 0)
- {
- nda->mNumScalingKeys = (unsigned int)pcIn->aScalingKeys.size();
- nda->mScalingKeys = new aiVectorKey[nda->mNumScalingKeys];
- ::memcpy(nda->mScalingKeys,&pcIn->aScalingKeys[0],
- sizeof(aiVectorKey)*nda->mNumScalingKeys);
- }
- }
-
- // Allocate storage for children
- pcOut->mNumChildren = (unsigned int)pcIn->mChildren.size();
- pcOut->mChildren = new aiNode*[pcIn->mChildren.size()];
-
- // Recursively process all children
- const unsigned int size = pcIn->mChildren.size();
- for (unsigned int i = 0; i < size;++i)
- {
- pcOut->mChildren[i] = new aiNode();
- pcOut->mChildren[i]->mParent = pcOut;
- AddNodeToGraph(pcSOut,pcOut->mChildren[i],pcIn->mChildren[i],abs);
- }
+ // Cameras or lights define their transformation in their parent node and in the
+ // corresponding light or camera chunks. However, we read and process the latter
+ // to to be able to return valid cameras/lights even if no scenegraph is given.
+ for (unsigned int n = 0; n < pcSOut->mNumCameras;++n) {
+ if (pcSOut->mCameras[n]->mName == pcOut->mName) {
+ pcSOut->mCameras[n]->mLookAt = aiVector3D(0.f,0.f,1.f);
+ }
+ }
+ for (unsigned int n = 0; n < pcSOut->mNumLights;++n) {
+ if (pcSOut->mLights[n]->mName == pcOut->mName) {
+ pcSOut->mLights[n]->mDirection = aiVector3D(0.f,0.f,1.f);
+ }
+ }
+
+ // Allocate a new node anim and setup its name
+ aiNodeAnim* nda = anim->mChannels[anim->mNumChannels++] = new aiNodeAnim();
+ nda->mNodeName.Set(pcIn->mName);
+
+ // POSITION keys
+ if (pcIn->aPositionKeys.size() > 0)
+ {
+ nda->mNumPositionKeys = (unsigned int)pcIn->aPositionKeys.size();
+ nda->mPositionKeys = new aiVectorKey[nda->mNumPositionKeys];
+ ::memcpy(nda->mPositionKeys,&pcIn->aPositionKeys[0],
+ sizeof(aiVectorKey)*nda->mNumPositionKeys);
+ }
+
+ // ROTATION keys
+ if (pcIn->aRotationKeys.size() > 0)
+ {
+ nda->mNumRotationKeys = (unsigned int)pcIn->aRotationKeys.size();
+ nda->mRotationKeys = new aiQuatKey[nda->mNumRotationKeys];
+
+ // Rotations are quaternion offsets
+ aiQuaternion abs;
+ for (unsigned int n = 0; n < nda->mNumRotationKeys;++n)
+ {
+ const aiQuatKey& q = pcIn->aRotationKeys[n];
+
+ abs = (n ? abs * q.mValue : q.mValue);
+ nda->mRotationKeys[n].mTime = q.mTime;
+ nda->mRotationKeys[n].mValue = abs.Normalize();
+ }
+ }
+
+ // SCALING keys
+ if (pcIn->aScalingKeys.size() > 0)
+ {
+ nda->mNumScalingKeys = (unsigned int)pcIn->aScalingKeys.size();
+ nda->mScalingKeys = new aiVectorKey[nda->mNumScalingKeys];
+ ::memcpy(nda->mScalingKeys,&pcIn->aScalingKeys[0],
+ sizeof(aiVectorKey)*nda->mNumScalingKeys);
+ }
+ }
+
+ // Allocate storage for children
+ pcOut->mNumChildren = (unsigned int)pcIn->mChildren.size();
+ pcOut->mChildren = new aiNode*[pcIn->mChildren.size()];
+
+ // Recursively process all children
+ const unsigned int size = pcIn->mChildren.size();
+ for (unsigned int i = 0; i < size;++i)
+ {
+ pcOut->mChildren[i] = new aiNode();
+ pcOut->mChildren[i]->mParent = pcOut;
+ AddNodeToGraph(pcSOut,pcOut->mChildren[i],pcIn->mChildren[i],abs);
+ }
}
// ------------------------------------------------------------------------------------------------
// Find out how many node animation channels we'll have finally
void CountTracks(D3DS::Node* node, unsigned int& cnt)
{
- //////////////////////////////////////////////////////////////////////////////
- // We will never generate more than one channel for a node, so
- // this is rather easy here.
-
- if (node->aPositionKeys.size() > 1 || node->aRotationKeys.size() > 1 ||
- node->aScalingKeys.size() > 1 || node->aCameraRollKeys.size() > 1 ||
- node->aTargetPositionKeys.size() > 1)
- {
- ++cnt;
-
- // account for the additional channel for the camera/spotlight target position
- if (node->aTargetPositionKeys.size() > 1)++cnt;
- }
-
- // Recursively process all children
- for (unsigned int i = 0; i < node->mChildren.size();++i)
- CountTracks(node->mChildren[i],cnt);
+ //////////////////////////////////////////////////////////////////////////////
+ // We will never generate more than one channel for a node, so
+ // this is rather easy here.
+
+ if (node->aPositionKeys.size() > 1 || node->aRotationKeys.size() > 1 ||
+ node->aScalingKeys.size() > 1 || node->aCameraRollKeys.size() > 1 ||
+ node->aTargetPositionKeys.size() > 1)
+ {
+ ++cnt;
+
+ // account for the additional channel for the camera/spotlight target position
+ if (node->aTargetPositionKeys.size() > 1)++cnt;
+ }
+
+ // Recursively process all children
+ for (unsigned int i = 0; i < node->mChildren.size();++i)
+ CountTracks(node->mChildren[i],cnt);
}
// ------------------------------------------------------------------------------------------------
// Generate the output node graph
void Discreet3DSImporter::GenerateNodeGraph(aiScene* pcOut)
{
- pcOut->mRootNode = new aiNode();
- if (0 == mRootNode->mChildren.size())
- {
- //////////////////////////////////////////////////////////////////////////////
- // It seems the file is so messed up that it has not even a hierarchy.
- // generate a flat hiearachy which looks like this:
- //
- // ROOT_NODE
- // |
- // ----------------------------------------
- // | | | | |
- // MESH_0 MESH_1 MESH_2 ... MESH_N CAMERA_0 ....
- //
- DefaultLogger::get()->warn("No hierarchy information has been found in the file. ");
-
- pcOut->mRootNode->mNumChildren = pcOut->mNumMeshes +
- mScene->mCameras.size() + mScene->mLights.size();
-
- pcOut->mRootNode->mChildren = new aiNode* [ pcOut->mRootNode->mNumChildren ];
- pcOut->mRootNode->mName.Set("<3DSDummyRoot>");
-
- // Build dummy nodes for all meshes
- unsigned int a = 0;
- for (unsigned int i = 0; i < pcOut->mNumMeshes;++i,++a)
- {
- aiNode* pcNode = pcOut->mRootNode->mChildren[a] = new aiNode();
- pcNode->mParent = pcOut->mRootNode;
- pcNode->mMeshes = new unsigned int[1];
- pcNode->mMeshes[0] = i;
- pcNode->mNumMeshes = 1;
-
- // Build a name for the node
- pcNode->mName.length = sprintf(pcNode->mName.data,"3DSMesh_%i",i);
- }
-
- // Build dummy nodes for all cameras
- for (unsigned int i = 0; i < (unsigned int )mScene->mCameras.size();++i,++a)
- {
- aiNode* pcNode = pcOut->mRootNode->mChildren[a] = new aiNode();
- pcNode->mParent = pcOut->mRootNode;
-
- // Build a name for the node
- pcNode->mName = mScene->mCameras[i]->mName;
- }
-
- // Build dummy nodes for all lights
- for (unsigned int i = 0; i < (unsigned int )mScene->mLights.size();++i,++a)
- {
- aiNode* pcNode = pcOut->mRootNode->mChildren[a] = new aiNode();
- pcNode->mParent = pcOut->mRootNode;
-
- // Build a name for the node
- pcNode->mName = mScene->mLights[i]->mName;
- }
- }
- else
- {
- // First of all: find out how many scaling, rotation and translation
- // animation tracks we'll have afterwards
- unsigned int numChannel = 0;
- CountTracks(mRootNode,numChannel);
-
- if (numChannel)
- {
- // Allocate a primary animation channel
- pcOut->mNumAnimations = 1;
- pcOut->mAnimations = new aiAnimation*[1];
- aiAnimation* anim = pcOut->mAnimations[0] = new aiAnimation();
-
- anim->mName.Set("3DSMasterAnim");
-
- // Allocate enough storage for all node animation channels,
- // but don't set the mNumChannels member - we'll use it to
- // index into the array
- anim->mChannels = new aiNodeAnim*[numChannel];
- }
-
- aiMatrix4x4 m;
- AddNodeToGraph(pcOut, pcOut->mRootNode, mRootNode,m);
- }
-
- // We used the first vertex color set to store some emporary values so we need to cleanup here
- for (unsigned int a = 0; a < pcOut->mNumMeshes;++a)
- pcOut->mMeshes[a]->mColors[0] = NULL;
-
- // Now rotate the whole scene 90 degrees around the x axis to convert to internal coordinate system
- pcOut->mRootNode->mTransformation = aiMatrix4x4(1.f,0.f,0.f,0.f,
- 0.f,0.f,1.f,0.f,0.f,-1.f,0.f,0.f,0.f,0.f,0.f,1.f) * pcOut->mRootNode->mTransformation;
-
- // If the root node is unnamed name it "<3DSRoot>"
- if (::strstr( pcOut->mRootNode->mName.data, "UNNAMED" ) ||
- (pcOut->mRootNode->mName.data[0] == '$' && pcOut->mRootNode->mName.data[1] == '$') )
- {
- pcOut->mRootNode->mName.Set("<3DSRoot>");
- }
+ pcOut->mRootNode = new aiNode();
+ if (0 == mRootNode->mChildren.size())
+ {
+ //////////////////////////////////////////////////////////////////////////////
+ // It seems the file is so fucked up that it has not even a hierarchy.
+ // generate a flat hiearachy which looks like this:
+ //
+ // ROOT_NODE
+ // |
+ // ----------------------------------------
+ // | | | | |
+ // MESH_0 MESH_1 MESH_2 ... MESH_N CAMERA_0 ....
+ //
+ DefaultLogger::get()->warn("No hierarchy information has been found in the file. ");
+
+ pcOut->mRootNode->mNumChildren = pcOut->mNumMeshes +
+ mScene->mCameras.size() + mScene->mLights.size();
+
+ pcOut->mRootNode->mChildren = new aiNode* [ pcOut->mRootNode->mNumChildren ];
+ pcOut->mRootNode->mName.Set("<3DSDummyRoot>");
+
+ // Build dummy nodes for all meshes
+ unsigned int a = 0;
+ for (unsigned int i = 0; i < pcOut->mNumMeshes;++i,++a)
+ {
+ aiNode* pcNode = pcOut->mRootNode->mChildren[a] = new aiNode();
+ pcNode->mParent = pcOut->mRootNode;
+ pcNode->mMeshes = new unsigned int[1];
+ pcNode->mMeshes[0] = i;
+ pcNode->mNumMeshes = 1;
+
+ // Build a name for the node
+ pcNode->mName.length = sprintf(pcNode->mName.data,"3DSMesh_%i",i);
+ }
+
+ // Build dummy nodes for all cameras
+ for (unsigned int i = 0; i < (unsigned int )mScene->mCameras.size();++i,++a)
+ {
+ aiNode* pcNode = pcOut->mRootNode->mChildren[a] = new aiNode();
+ pcNode->mParent = pcOut->mRootNode;
+
+ // Build a name for the node
+ pcNode->mName = mScene->mCameras[i]->mName;
+ }
+
+ // Build dummy nodes for all lights
+ for (unsigned int i = 0; i < (unsigned int )mScene->mLights.size();++i,++a)
+ {
+ aiNode* pcNode = pcOut->mRootNode->mChildren[a] = new aiNode();
+ pcNode->mParent = pcOut->mRootNode;
+
+ // Build a name for the node
+ pcNode->mName = mScene->mLights[i]->mName;
+ }
+ }
+ else
+ {
+ // First of all: find out how many scaling, rotation and translation
+ // animation tracks we'll have afterwards
+ unsigned int numChannel = 0;
+ CountTracks(mRootNode,numChannel);
+
+ if (numChannel)
+ {
+ // Allocate a primary animation channel
+ pcOut->mNumAnimations = 1;
+ pcOut->mAnimations = new aiAnimation*[1];
+ aiAnimation* anim = pcOut->mAnimations[0] = new aiAnimation();
+
+ anim->mName.Set("3DSMasterAnim");
+
+ // Allocate enough storage for all node animation channels,
+ // but don't set the mNumChannels member - we'll use it to
+ // index into the array
+ anim->mChannels = new aiNodeAnim*[numChannel];
+ }
+
+ aiMatrix4x4 m;
+ AddNodeToGraph(pcOut, pcOut->mRootNode, mRootNode,m);
+ }
+
+ // We used the first vertex color set to store some emporary values so we need to cleanup here
+ for (unsigned int a = 0; a < pcOut->mNumMeshes;++a)
+ pcOut->mMeshes[a]->mColors[0] = NULL;
+
+ pcOut->mRootNode->mTransformation = aiMatrix4x4(
+ 1.f,0.f,0.f,0.f,
+ 0.f,0.f,1.f,0.f,
+ 0.f,-1.f,0.f,0.f,
+ 0.f,0.f,0.f,1.f) * pcOut->mRootNode->mTransformation;
+
+ // If the root node is unnamed name it "<3DSRoot>"
+ if (::strstr( pcOut->mRootNode->mName.data, "UNNAMED" ) ||
+ (pcOut->mRootNode->mName.data[0] == '$' && pcOut->mRootNode->mName.data[1] == '$') )
+ {
+ pcOut->mRootNode->mName.Set("<3DSRoot>");
+ }
}
// ------------------------------------------------------------------------------------------------
// Convert all meshes in the scene and generate the final output scene.
void Discreet3DSImporter::ConvertScene(aiScene* pcOut)
{
- // Allocate enough storage for all output materials
- pcOut->mNumMaterials = (unsigned int)mScene->mMaterials.size();
- pcOut->mMaterials = new aiMaterial*[pcOut->mNumMaterials];
-
- // ... and convert the 3DS materials to aiMaterial's
- for (unsigned int i = 0; i < pcOut->mNumMaterials;++i)
- {
- MaterialHelper* pcNew = new MaterialHelper();
- ConvertMaterial(mScene->mMaterials[i],*pcNew);
- pcOut->mMaterials[i] = pcNew;
- }
-
- // Generate the output mesh list
- ConvertMeshes(pcOut);
-
- // Now copy all light sources to the output scene
- pcOut->mNumLights = (unsigned int)mScene->mLights.size();
- if (pcOut->mNumLights)
- {
- pcOut->mLights = new aiLight*[pcOut->mNumLights];
- ::memcpy(pcOut->mLights,&mScene->mLights[0],sizeof(void*)*pcOut->mNumLights);
- }
-
- // Now copy all cameras to the output scene
- pcOut->mNumCameras = (unsigned int)mScene->mCameras.size();
- if (pcOut->mNumCameras)
- {
- pcOut->mCameras = new aiCamera*[pcOut->mNumCameras];
- ::memcpy(pcOut->mCameras,&mScene->mCameras[0],sizeof(void*)*pcOut->mNumCameras);
- }
+ // Allocate enough storage for all output materials
+ pcOut->mNumMaterials = (unsigned int)mScene->mMaterials.size();
+ pcOut->mMaterials = new aiMaterial*[pcOut->mNumMaterials];
+
+ // ... and convert the 3DS materials to aiMaterial's
+ for (unsigned int i = 0; i < pcOut->mNumMaterials;++i)
+ {
+ aiMaterial* pcNew = new aiMaterial();
+ ConvertMaterial(mScene->mMaterials[i],*pcNew);
+ pcOut->mMaterials[i] = pcNew;
+ }
+
+ // Generate the output mesh list
+ ConvertMeshes(pcOut);
+
+ // Now copy all light sources to the output scene
+ pcOut->mNumLights = (unsigned int)mScene->mLights.size();
+ if (pcOut->mNumLights)
+ {
+ pcOut->mLights = new aiLight*[pcOut->mNumLights];
+ ::memcpy(pcOut->mLights,&mScene->mLights[0],sizeof(void*)*pcOut->mNumLights);
+ }
+
+ // Now copy all cameras to the output scene
+ pcOut->mNumCameras = (unsigned int)mScene->mCameras.size();
+ if (pcOut->mNumCameras)
+ {
+ pcOut->mCameras = new aiCamera*[pcOut->mNumCameras];
+ ::memcpy(pcOut->mCameras,&mScene->mCameras[0],sizeof(void*)*pcOut->mNumCameras);
+ }
}
#endif // !! ASSIMP_BUILD_NO_3DS_IMPORTER
diff --git a/src/3rdparty/assimp/code/3DSHelper.h b/src/3rdparty/assimp/code/3DSHelper.h
index 2e823c67a..dc95ec44d 100644
--- a/src/3rdparty/assimp/code/3DSHelper.h
+++ b/src/3rdparty/assimp/code/3DSHelper.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -47,14 +47,10 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "SpatialSort.h"
#include "SmoothingGroups.h"
-#if defined(__QNXNTO__)
-#include <stdio.h>
-#endif
-
-namespace Assimp {
-namespace D3DS {
+namespace Assimp {
+namespace D3DS {
-#include "./../include/Compiler/pushpack1.h"
+#include "./../include/assimp/Compiler/pushpack1.h"
// ---------------------------------------------------------------------------
/** Discreet3DS class: Helper class for loading 3ds files. Defines chunks
@@ -63,253 +59,253 @@ namespace D3DS {
class Discreet3DS
{
private:
- inline Discreet3DS() {}
+ inline Discreet3DS() {}
public:
- //! data structure for a single chunk in a .3ds file
- struct Chunk
- {
- uint16_t Flag;
- uint32_t Size;
- } PACK_STRUCT;
-
-
- //! Used for shading field in material3ds structure
- //! From AutoDesk 3ds SDK
- typedef enum
- {
- // translated to gouraud shading with wireframe active
- Wire = 0x0,
-
- // if this material is set, no vertex normals will
- // be calculated for the model. Face normals + gouraud
- Flat = 0x1,
-
- // standard gouraud shading
- Gouraud = 0x2,
-
- // phong shading
- Phong = 0x3,
-
- // cooktorrance or anistropic phong shading ...
- // the exact meaning is unknown, if you know it
- // feel free to tell me ;-)
- Metal = 0x4,
-
- // required by the ASE loader
- Blinn = 0x5
- } shadetype3ds;
-
- // Flags for animated keys
- enum
- {
- KEY_USE_TENS = 0x1,
- KEY_USE_CONT = 0x2,
- KEY_USE_BIAS = 0x4,
- KEY_USE_EASE_TO = 0x8,
- KEY_USE_EASE_FROM = 0x10
- } ;
-
- enum
- {
-
- // ********************************************************************
- // Basic chunks which can be found everywhere in the file
- CHUNK_VERSION = 0x0002,
- CHUNK_RGBF = 0x0010, // float4 R; float4 G; float4 B
- CHUNK_RGBB = 0x0011, // int1 R; int1 G; int B
-
- // Linear color values (gamma = 2.2?)
- CHUNK_LINRGBF = 0x0013, // float4 R; float4 G; float4 B
- CHUNK_LINRGBB = 0x0012, // int1 R; int1 G; int B
-
- CHUNK_PERCENTW = 0x0030, // int2 percentage
- CHUNK_PERCENTF = 0x0031, // float4 percentage
- // ********************************************************************
-
- // Prj master chunk
- CHUNK_PRJ = 0xC23D,
-
- // MDLI master chunk
- CHUNK_MLI = 0x3DAA,
-
- // Primary main chunk of the .3ds file
- CHUNK_MAIN = 0x4D4D,
-
- // Mesh main chunk
- CHUNK_OBJMESH = 0x3D3D,
-
- // Specifies the background color of the .3ds file
- // This is passed through the material system for
- // viewing purposes.
- CHUNK_BKGCOLOR = 0x1200,
-
- // Specifies the ambient base color of the scene.
- // This is added to all materials in the file
- CHUNK_AMBCOLOR = 0x2100,
-
- // Specifies the background image for the whole scene
- // This value is passed through the material system
- // to the viewer
- CHUNK_BIT_MAP = 0x1100,
- CHUNK_BIT_MAP_EXISTS = 0x1101,
-
- // ********************************************************************
- // Viewport related stuff. Ignored
- CHUNK_DEFAULT_VIEW = 0x3000,
- CHUNK_VIEW_TOP = 0x3010,
- CHUNK_VIEW_BOTTOM = 0x3020,
- CHUNK_VIEW_LEFT = 0x3030,
- CHUNK_VIEW_RIGHT = 0x3040,
- CHUNK_VIEW_FRONT = 0x3050,
- CHUNK_VIEW_BACK = 0x3060,
- CHUNK_VIEW_USER = 0x3070,
- CHUNK_VIEW_CAMERA = 0x3080,
- // ********************************************************************
-
- // Mesh chunks
- CHUNK_OBJBLOCK = 0x4000,
- CHUNK_TRIMESH = 0x4100,
- CHUNK_VERTLIST = 0x4110,
- CHUNK_VERTFLAGS = 0x4111,
- CHUNK_FACELIST = 0x4120,
- CHUNK_FACEMAT = 0x4130,
- CHUNK_MAPLIST = 0x4140,
- CHUNK_SMOOLIST = 0x4150,
- CHUNK_TRMATRIX = 0x4160,
- CHUNK_MESHCOLOR = 0x4165,
- CHUNK_TXTINFO = 0x4170,
- CHUNK_LIGHT = 0x4600,
- CHUNK_CAMERA = 0x4700,
- CHUNK_HIERARCHY = 0x4F00,
-
- // Specifies the global scaling factor. This is applied
- // to the root node's transformation matrix
- CHUNK_MASTER_SCALE = 0x0100,
-
- // ********************************************************************
- // Material chunks
- CHUNK_MAT_MATERIAL = 0xAFFF,
-
- // asciiz containing the name of the material
- CHUNK_MAT_MATNAME = 0xA000,
- CHUNK_MAT_AMBIENT = 0xA010, // followed by color chunk
- CHUNK_MAT_DIFFUSE = 0xA020, // followed by color chunk
- CHUNK_MAT_SPECULAR = 0xA030, // followed by color chunk
-
- // Specifies the shininess of the material
- // followed by percentage chunk
- CHUNK_MAT_SHININESS = 0xA040,
- CHUNK_MAT_SHININESS_PERCENT = 0xA041 ,
-
- // Specifies the shading mode to be used
- // followed by a short
- CHUNK_MAT_SHADING = 0xA100,
-
- // NOTE: Emissive color (self illumination) seems not
- // to be a color but a single value, type is unknown.
- // Make the parser accept both of them.
- // followed by percentage chunk (?)
- CHUNK_MAT_SELF_ILLUM = 0xA080,
-
- // Always followed by percentage chunk (?)
- CHUNK_MAT_SELF_ILPCT = 0xA084,
-
- // Always followed by percentage chunk
- CHUNK_MAT_TRANSPARENCY = 0xA050,
-
- // Diffuse texture channel 0
- CHUNK_MAT_TEXTURE = 0xA200,
-
- // Contains opacity information for each texel
- CHUNK_MAT_OPACMAP = 0xA210,
-
- // Contains a reflection map to be used to reflect
- // the environment. This is partially supported.
- CHUNK_MAT_REFLMAP = 0xA220,
-
- // Self Illumination map (emissive colors)
- CHUNK_MAT_SELFIMAP = 0xA33d,
-
- // Bumpmap. Not specified whether it is a heightmap
- // or a normal map. Assme it is a heightmap since
- // artist normally prefer this format.
- CHUNK_MAT_BUMPMAP = 0xA230,
-
- // Specular map. Seems to influence the specular color
- CHUNK_MAT_SPECMAP = 0xA204,
-
- // Holds shininess data.
- CHUNK_MAT_MAT_SHINMAP = 0xA33C,
-
- // Scaling in U/V direction.
- // (need to gen separate UV coordinate set
- // and do this by hand)
- CHUNK_MAT_MAP_USCALE = 0xA354,
- CHUNK_MAT_MAP_VSCALE = 0xA356,
-
- // Translation in U/V direction.
- // (need to gen separate UV coordinate set
- // and do this by hand)
- CHUNK_MAT_MAP_UOFFSET = 0xA358,
- CHUNK_MAT_MAP_VOFFSET = 0xA35a,
-
- // UV-coordinates rotation around the z-axis
- // Assumed to be in radians.
- CHUNK_MAT_MAP_ANG = 0xA35C,
-
- // Tiling flags for 3DS files
- CHUNK_MAT_MAP_TILING = 0xa351,
-
- // Specifies the file name of a texture
- CHUNK_MAPFILE = 0xA300,
-
- // Specifies whether a materail requires two-sided rendering
- CHUNK_MAT_TWO_SIDE = 0xA081,
- // ********************************************************************
-
- // Main keyframer chunk. Contains translation/rotation/scaling data
- CHUNK_KEYFRAMER = 0xB000,
-
- // Supported sub chunks
- CHUNK_TRACKINFO = 0xB002,
- CHUNK_TRACKOBJNAME = 0xB010,
- CHUNK_TRACKDUMMYOBJNAME = 0xB011,
- CHUNK_TRACKPIVOT = 0xB013,
- CHUNK_TRACKPOS = 0xB020,
- CHUNK_TRACKROTATE = 0xB021,
- CHUNK_TRACKSCALE = 0xB022,
-
- // ********************************************************************
- // Keyframes for various other stuff in the file
- // Partially ignored
- CHUNK_AMBIENTKEY = 0xB001,
- CHUNK_TRACKMORPH = 0xB026,
- CHUNK_TRACKHIDE = 0xB029,
- CHUNK_OBJNUMBER = 0xB030,
- CHUNK_TRACKCAMERA = 0xB003,
- CHUNK_TRACKFOV = 0xB023,
- CHUNK_TRACKROLL = 0xB024,
- CHUNK_TRACKCAMTGT = 0xB004,
- CHUNK_TRACKLIGHT = 0xB005,
- CHUNK_TRACKLIGTGT = 0xB006,
- CHUNK_TRACKSPOTL = 0xB007,
- CHUNK_FRAMES = 0xB008,
- // ********************************************************************
-
- // light sub-chunks
- CHUNK_DL_OFF = 0x4620,
- CHUNK_DL_OUTER_RANGE = 0x465A,
- CHUNK_DL_INNER_RANGE = 0x4659,
- CHUNK_DL_MULTIPLIER = 0x465B,
- CHUNK_DL_EXCLUDE = 0x4654,
- CHUNK_DL_ATTENUATE = 0x4625,
- CHUNK_DL_SPOTLIGHT = 0x4610,
-
- // camera sub-chunks
- CHUNK_CAM_RANGES = 0x4720
- };
+ //! data structure for a single chunk in a .3ds file
+ struct Chunk
+ {
+ uint16_t Flag;
+ uint32_t Size;
+ } PACK_STRUCT;
+
+
+ //! Used for shading field in material3ds structure
+ //! From AutoDesk 3ds SDK
+ typedef enum
+ {
+ // translated to gouraud shading with wireframe active
+ Wire = 0x0,
+
+ // if this material is set, no vertex normals will
+ // be calculated for the model. Face normals + gouraud
+ Flat = 0x1,
+
+ // standard gouraud shading
+ Gouraud = 0x2,
+
+ // phong shading
+ Phong = 0x3,
+
+ // cooktorrance or anistropic phong shading ...
+ // the exact meaning is unknown, if you know it
+ // feel free to tell me ;-)
+ Metal = 0x4,
+
+ // required by the ASE loader
+ Blinn = 0x5
+ } shadetype3ds;
+
+ // Flags for animated keys
+ enum
+ {
+ KEY_USE_TENS = 0x1,
+ KEY_USE_CONT = 0x2,
+ KEY_USE_BIAS = 0x4,
+ KEY_USE_EASE_TO = 0x8,
+ KEY_USE_EASE_FROM = 0x10
+ } ;
+
+ enum
+ {
+
+ // ********************************************************************
+ // Basic chunks which can be found everywhere in the file
+ CHUNK_VERSION = 0x0002,
+ CHUNK_RGBF = 0x0010, // float4 R; float4 G; float4 B
+ CHUNK_RGBB = 0x0011, // int1 R; int1 G; int B
+
+ // Linear color values (gamma = 2.2?)
+ CHUNK_LINRGBF = 0x0013, // float4 R; float4 G; float4 B
+ CHUNK_LINRGBB = 0x0012, // int1 R; int1 G; int B
+
+ CHUNK_PERCENTW = 0x0030, // int2 percentage
+ CHUNK_PERCENTF = 0x0031, // float4 percentage
+ // ********************************************************************
+
+ // Prj master chunk
+ CHUNK_PRJ = 0xC23D,
+
+ // MDLI master chunk
+ CHUNK_MLI = 0x3DAA,
+
+ // Primary main chunk of the .3ds file
+ CHUNK_MAIN = 0x4D4D,
+
+ // Mesh main chunk
+ CHUNK_OBJMESH = 0x3D3D,
+
+ // Specifies the background color of the .3ds file
+ // This is passed through the material system for
+ // viewing purposes.
+ CHUNK_BKGCOLOR = 0x1200,
+
+ // Specifies the ambient base color of the scene.
+ // This is added to all materials in the file
+ CHUNK_AMBCOLOR = 0x2100,
+
+ // Specifies the background image for the whole scene
+ // This value is passed through the material system
+ // to the viewer
+ CHUNK_BIT_MAP = 0x1100,
+ CHUNK_BIT_MAP_EXISTS = 0x1101,
+
+ // ********************************************************************
+ // Viewport related stuff. Ignored
+ CHUNK_DEFAULT_VIEW = 0x3000,
+ CHUNK_VIEW_TOP = 0x3010,
+ CHUNK_VIEW_BOTTOM = 0x3020,
+ CHUNK_VIEW_LEFT = 0x3030,
+ CHUNK_VIEW_RIGHT = 0x3040,
+ CHUNK_VIEW_FRONT = 0x3050,
+ CHUNK_VIEW_BACK = 0x3060,
+ CHUNK_VIEW_USER = 0x3070,
+ CHUNK_VIEW_CAMERA = 0x3080,
+ // ********************************************************************
+
+ // Mesh chunks
+ CHUNK_OBJBLOCK = 0x4000,
+ CHUNK_TRIMESH = 0x4100,
+ CHUNK_VERTLIST = 0x4110,
+ CHUNK_VERTFLAGS = 0x4111,
+ CHUNK_FACELIST = 0x4120,
+ CHUNK_FACEMAT = 0x4130,
+ CHUNK_MAPLIST = 0x4140,
+ CHUNK_SMOOLIST = 0x4150,
+ CHUNK_TRMATRIX = 0x4160,
+ CHUNK_MESHCOLOR = 0x4165,
+ CHUNK_TXTINFO = 0x4170,
+ CHUNK_LIGHT = 0x4600,
+ CHUNK_CAMERA = 0x4700,
+ CHUNK_HIERARCHY = 0x4F00,
+
+ // Specifies the global scaling factor. This is applied
+ // to the root node's transformation matrix
+ CHUNK_MASTER_SCALE = 0x0100,
+
+ // ********************************************************************
+ // Material chunks
+ CHUNK_MAT_MATERIAL = 0xAFFF,
+
+ // asciiz containing the name of the material
+ CHUNK_MAT_MATNAME = 0xA000,
+ CHUNK_MAT_AMBIENT = 0xA010, // followed by color chunk
+ CHUNK_MAT_DIFFUSE = 0xA020, // followed by color chunk
+ CHUNK_MAT_SPECULAR = 0xA030, // followed by color chunk
+
+ // Specifies the shininess of the material
+ // followed by percentage chunk
+ CHUNK_MAT_SHININESS = 0xA040,
+ CHUNK_MAT_SHININESS_PERCENT = 0xA041 ,
+
+ // Specifies the shading mode to be used
+ // followed by a short
+ CHUNK_MAT_SHADING = 0xA100,
+
+ // NOTE: Emissive color (self illumination) seems not
+ // to be a color but a single value, type is unknown.
+ // Make the parser accept both of them.
+ // followed by percentage chunk (?)
+ CHUNK_MAT_SELF_ILLUM = 0xA080,
+
+ // Always followed by percentage chunk (?)
+ CHUNK_MAT_SELF_ILPCT = 0xA084,
+
+ // Always followed by percentage chunk
+ CHUNK_MAT_TRANSPARENCY = 0xA050,
+
+ // Diffuse texture channel 0
+ CHUNK_MAT_TEXTURE = 0xA200,
+
+ // Contains opacity information for each texel
+ CHUNK_MAT_OPACMAP = 0xA210,
+
+ // Contains a reflection map to be used to reflect
+ // the environment. This is partially supported.
+ CHUNK_MAT_REFLMAP = 0xA220,
+
+ // Self Illumination map (emissive colors)
+ CHUNK_MAT_SELFIMAP = 0xA33d,
+
+ // Bumpmap. Not specified whether it is a heightmap
+ // or a normal map. Assme it is a heightmap since
+ // artist normally prefer this format.
+ CHUNK_MAT_BUMPMAP = 0xA230,
+
+ // Specular map. Seems to influence the specular color
+ CHUNK_MAT_SPECMAP = 0xA204,
+
+ // Holds shininess data.
+ CHUNK_MAT_MAT_SHINMAP = 0xA33C,
+
+ // Scaling in U/V direction.
+ // (need to gen separate UV coordinate set
+ // and do this by hand)
+ CHUNK_MAT_MAP_USCALE = 0xA354,
+ CHUNK_MAT_MAP_VSCALE = 0xA356,
+
+ // Translation in U/V direction.
+ // (need to gen separate UV coordinate set
+ // and do this by hand)
+ CHUNK_MAT_MAP_UOFFSET = 0xA358,
+ CHUNK_MAT_MAP_VOFFSET = 0xA35a,
+
+ // UV-coordinates rotation around the z-axis
+ // Assumed to be in radians.
+ CHUNK_MAT_MAP_ANG = 0xA35C,
+
+ // Tiling flags for 3DS files
+ CHUNK_MAT_MAP_TILING = 0xa351,
+
+ // Specifies the file name of a texture
+ CHUNK_MAPFILE = 0xA300,
+
+ // Specifies whether a materail requires two-sided rendering
+ CHUNK_MAT_TWO_SIDE = 0xA081,
+ // ********************************************************************
+
+ // Main keyframer chunk. Contains translation/rotation/scaling data
+ CHUNK_KEYFRAMER = 0xB000,
+
+ // Supported sub chunks
+ CHUNK_TRACKINFO = 0xB002,
+ CHUNK_TRACKOBJNAME = 0xB010,
+ CHUNK_TRACKDUMMYOBJNAME = 0xB011,
+ CHUNK_TRACKPIVOT = 0xB013,
+ CHUNK_TRACKPOS = 0xB020,
+ CHUNK_TRACKROTATE = 0xB021,
+ CHUNK_TRACKSCALE = 0xB022,
+
+ // ********************************************************************
+ // Keyframes for various other stuff in the file
+ // Partially ignored
+ CHUNK_AMBIENTKEY = 0xB001,
+ CHUNK_TRACKMORPH = 0xB026,
+ CHUNK_TRACKHIDE = 0xB029,
+ CHUNK_OBJNUMBER = 0xB030,
+ CHUNK_TRACKCAMERA = 0xB003,
+ CHUNK_TRACKFOV = 0xB023,
+ CHUNK_TRACKROLL = 0xB024,
+ CHUNK_TRACKCAMTGT = 0xB004,
+ CHUNK_TRACKLIGHT = 0xB005,
+ CHUNK_TRACKLIGTGT = 0xB006,
+ CHUNK_TRACKSPOTL = 0xB007,
+ CHUNK_FRAMES = 0xB008,
+ // ********************************************************************
+
+ // light sub-chunks
+ CHUNK_DL_OFF = 0x4620,
+ CHUNK_DL_OUTER_RANGE = 0x465A,
+ CHUNK_DL_INNER_RANGE = 0x4659,
+ CHUNK_DL_MULTIPLIER = 0x465B,
+ CHUNK_DL_EXCLUDE = 0x4654,
+ CHUNK_DL_ATTENUATE = 0x4625,
+ CHUNK_DL_SPOTLIGHT = 0x4610,
+
+ // camera sub-chunks
+ CHUNK_CAM_RANGES = 0x4720
+ };
};
// ---------------------------------------------------------------------------
@@ -322,157 +318,157 @@ struct Face : public FaceWithSmoothingGroup
/** Helper structure representing a texture */
struct Texture
{
- //! Default constructor
- Texture()
- : mOffsetU (0.0f)
- , mOffsetV (0.0f)
- , mScaleU (1.0f)
- , mScaleV (1.0f)
- , mRotation (0.0f)
- , mMapMode (aiTextureMapMode_Wrap)
- , iUVSrc (0)
- {
- mTextureBlend = get_qnan();
- }
-
- //! Specifies the blend factor for the texture
- float mTextureBlend;
-
- //! Specifies the filename of the texture
- std::string mMapName;
-
- //! Specifies texture coordinate offsets/scaling/rotations
- float mOffsetU;
- float mOffsetV;
- float mScaleU;
- float mScaleV;
- float mRotation;
-
- //! Specifies the mapping mode to be used for the texture
- aiTextureMapMode mMapMode;
-
- //! Used internally
- bool bPrivate;
- int iUVSrc;
+ //! Default constructor
+ Texture()
+ : mOffsetU (0.0f)
+ , mOffsetV (0.0f)
+ , mScaleU (1.0f)
+ , mScaleV (1.0f)
+ , mRotation (0.0f)
+ , mMapMode (aiTextureMapMode_Wrap)
+ , iUVSrc (0)
+ {
+ mTextureBlend = get_qnan();
+ }
+
+ //! Specifies the blend factor for the texture
+ float mTextureBlend;
+
+ //! Specifies the filename of the texture
+ std::string mMapName;
+
+ //! Specifies texture coordinate offsets/scaling/rotations
+ float mOffsetU;
+ float mOffsetV;
+ float mScaleU;
+ float mScaleV;
+ float mRotation;
+
+ //! Specifies the mapping mode to be used for the texture
+ aiTextureMapMode mMapMode;
+
+ //! Used internally
+ bool bPrivate;
+ int iUVSrc;
};
-#include "./../include/Compiler/poppack1.h"
+#include "./../include/assimp/Compiler/poppack1.h"
// ---------------------------------------------------------------------------
/** Helper structure representing a 3ds material */
struct Material
{
- //! Default constructor. Builds a default name for the material
- Material()
- :
- mDiffuse (0.6f,0.6f,0.6f), // FIX ... we won't want object to be black
- mSpecularExponent (0.0f),
- mShininessStrength (1.0f),
- mShading(Discreet3DS::Gouraud),
- mTransparency (1.0f),
- mBumpHeight (1.0f),
- mTwoSided (false)
- {
- static int iCnt = 0;
-
- char szTemp[128];
- sprintf(szTemp,"UNNAMED_%i",iCnt++);
- mName = szTemp;
- }
-
- //! Name of the material
- std::string mName;
- //! Diffuse color of the material
- aiColor3D mDiffuse;
- //! Specular exponent
- float mSpecularExponent;
- //! Shininess strength, in percent
- float mShininessStrength;
- //! Specular color of the material
- aiColor3D mSpecular;
- //! Ambient color of the material
- aiColor3D mAmbient;
- //! Shading type to be used
- Discreet3DS::shadetype3ds mShading;
- //! Opacity of the material
- float mTransparency;
- //! Diffuse texture channel
- Texture sTexDiffuse;
- //! Opacity texture channel
- Texture sTexOpacity;
- //! Specular texture channel
- Texture sTexSpecular;
- //! Reflective texture channel
- Texture sTexReflective;
- //! Bump texture channel
- Texture sTexBump;
- //! Emissive texture channel
- Texture sTexEmissive;
- //! Shininess texture channel
- Texture sTexShininess;
- //! Scaling factor for the bump values
- float mBumpHeight;
- //! Emissive color
- aiColor3D mEmissive;
- //! Ambient texture channel
- //! (used by the ASE format)
- Texture sTexAmbient;
- //! True if the material must be rendered from two sides
- bool mTwoSided;
+ //! Default constructor. Builds a default name for the material
+ Material()
+ :
+ mDiffuse (0.6f,0.6f,0.6f), // FIX ... we won't want object to be black
+ mSpecularExponent (0.0f),
+ mShininessStrength (1.0f),
+ mShading(Discreet3DS::Gouraud),
+ mTransparency (1.0f),
+ mBumpHeight (1.0f),
+ mTwoSided (false)
+ {
+ static int iCnt = 0;
+
+ char szTemp[128];
+ sprintf(szTemp,"UNNAMED_%i",iCnt++);
+ mName = szTemp;
+ }
+
+ //! Name of the material
+ std::string mName;
+ //! Diffuse color of the material
+ aiColor3D mDiffuse;
+ //! Specular exponent
+ float mSpecularExponent;
+ //! Shininess strength, in percent
+ float mShininessStrength;
+ //! Specular color of the material
+ aiColor3D mSpecular;
+ //! Ambient color of the material
+ aiColor3D mAmbient;
+ //! Shading type to be used
+ Discreet3DS::shadetype3ds mShading;
+ //! Opacity of the material
+ float mTransparency;
+ //! Diffuse texture channel
+ Texture sTexDiffuse;
+ //! Opacity texture channel
+ Texture sTexOpacity;
+ //! Specular texture channel
+ Texture sTexSpecular;
+ //! Reflective texture channel
+ Texture sTexReflective;
+ //! Bump texture channel
+ Texture sTexBump;
+ //! Emissive texture channel
+ Texture sTexEmissive;
+ //! Shininess texture channel
+ Texture sTexShininess;
+ //! Scaling factor for the bump values
+ float mBumpHeight;
+ //! Emissive color
+ aiColor3D mEmissive;
+ //! Ambient texture channel
+ //! (used by the ASE format)
+ Texture sTexAmbient;
+ //! True if the material must be rendered from two sides
+ bool mTwoSided;
};
// ---------------------------------------------------------------------------
/** Helper structure to represent a 3ds file mesh */
struct Mesh : public MeshWithSmoothingGroups<D3DS::Face>
{
- //! Default constructor
- Mesh()
- {
- static int iCnt = 0;
-
- // Generate a default name for the mesh
- char szTemp[128];
- ::sprintf(szTemp,"UNNAMED_%i",iCnt++);
- mName = szTemp;
- }
-
- //! Name of the mesh
- std::string mName;
-
- //! Texture coordinates
- std::vector<aiVector3D> mTexCoords;
-
- //! Face materials
- std::vector<unsigned int> mFaceMaterials;
-
- //! Local transformation matrix
- aiMatrix4x4 mMat;
+ //! Default constructor
+ Mesh()
+ {
+ static int iCnt = 0;
+
+ // Generate a default name for the mesh
+ char szTemp[128];
+ ::sprintf(szTemp,"UNNAMED_%i",iCnt++);
+ mName = szTemp;
+ }
+
+ //! Name of the mesh
+ std::string mName;
+
+ //! Texture coordinates
+ std::vector<aiVector3D> mTexCoords;
+
+ //! Face materials
+ std::vector<unsigned int> mFaceMaterials;
+
+ //! Local transformation matrix
+ aiMatrix4x4 mMat;
};
// ---------------------------------------------------------------------------
/** Float key - quite similar to aiVectorKey and aiQuatKey. Both are in the
C-API, so it would be difficult to make them a template. */
-struct aiFloatKey
+struct aiFloatKey
{
- double mTime; ///< The time of this key
- float mValue; ///< The value of this key
+ double mTime; ///< The time of this key
+ float mValue; ///< The value of this key
#ifdef __cplusplus
- // time is not compared
- bool operator == (const aiFloatKey& o) const
- {return o.mValue == this->mValue;}
+ // time is not compared
+ bool operator == (const aiFloatKey& o) const
+ {return o.mValue == this->mValue;}
- bool operator != (const aiFloatKey& o) const
- {return o.mValue != this->mValue;}
+ bool operator != (const aiFloatKey& o) const
+ {return o.mValue != this->mValue;}
- // Only time is compared. This operator is defined
- // for use with std::sort
- bool operator < (const aiFloatKey& o) const
- {return mTime < o.mTime;}
+ // Only time is compared. This operator is defined
+ // for use with std::sort
+ bool operator < (const aiFloatKey& o) const
+ {return mTime < o.mTime;}
- bool operator > (const aiFloatKey& o) const
- {return mTime < o.mTime;}
+ bool operator > (const aiFloatKey& o) const
+ {return mTime < o.mTime;}
#endif
};
@@ -481,97 +477,97 @@ struct aiFloatKey
/** Helper structure to represent a 3ds file node */
struct Node
{
- Node()
-
- : mHierarchyPos (0)
- , mHierarchyIndex (0)
+ Node()
- {
- static int iCnt = 0;
+ : mHierarchyPos (0)
+ , mHierarchyIndex (0)
- // Generate a default name for the node
- char szTemp[128];
- ::sprintf(szTemp,"UNNAMED_%i",iCnt++);
- mName = szTemp;
+ {
+ static int iCnt = 0;
+
+ // Generate a default name for the node
+ char szTemp[128];
+ ::sprintf(szTemp,"UNNAMED_%i",iCnt++);
+ mName = szTemp;
- aRotationKeys.reserve (20);
- aPositionKeys.reserve (20);
- aScalingKeys.reserve (20);
- }
+ aRotationKeys.reserve (20);
+ aPositionKeys.reserve (20);
+ aScalingKeys.reserve (20);
+ }
- ~Node()
- {
- for (unsigned int i = 0; i < mChildren.size();++i)
- delete mChildren[i];
- }
+ ~Node()
+ {
+ for (unsigned int i = 0; i < mChildren.size();++i)
+ delete mChildren[i];
+ }
- //! Pointer to the parent node
- Node* mParent;
+ //! Pointer to the parent node
+ Node* mParent;
- //! Holds all child nodes
- std::vector<Node*> mChildren;
+ //! Holds all child nodes
+ std::vector<Node*> mChildren;
- //! Name of the node
- std::string mName;
+ //! Name of the node
+ std::string mName;
- //! Dummy nodes: real name to be combined with the $$$DUMMY
- std::string mDummyName;
+ //! Dummy nodes: real name to be combined with the $$$DUMMY
+ std::string mDummyName;
- //! Position of the node in the hierarchy (tree depth)
- int16_t mHierarchyPos;
+ //! Position of the node in the hierarchy (tree depth)
+ int16_t mHierarchyPos;
- //! Index of the node
- int16_t mHierarchyIndex;
+ //! Index of the node
+ int16_t mHierarchyIndex;
- //! Rotation keys loaded from the file
- std::vector<aiQuatKey> aRotationKeys;
+ //! Rotation keys loaded from the file
+ std::vector<aiQuatKey> aRotationKeys;
- //! Position keys loaded from the file
- std::vector<aiVectorKey> aPositionKeys;
+ //! Position keys loaded from the file
+ std::vector<aiVectorKey> aPositionKeys;
- //! Scaling keys loaded from the file
- std::vector<aiVectorKey> aScalingKeys;
+ //! Scaling keys loaded from the file
+ std::vector<aiVectorKey> aScalingKeys;
- // For target lights (spot lights and directional lights):
- // The position of the target
- std::vector< aiVectorKey > aTargetPositionKeys;
+ // For target lights (spot lights and directional lights):
+ // The position of the target
+ std::vector< aiVectorKey > aTargetPositionKeys;
- // For cameras: the camera roll angle
- std::vector< aiFloatKey > aCameraRollKeys;
+ // For cameras: the camera roll angle
+ std::vector< aiFloatKey > aCameraRollKeys;
- //! Pivot position loaded from the file
- aiVector3D vPivot;
+ //! Pivot position loaded from the file
+ aiVector3D vPivot;
- //! Add a child node, setup the right parent node for it
- //! \param pc Node to be 'adopted'
- inline Node& push_back(Node* pc)
- {
- mChildren.push_back(pc);
- pc->mParent = this;
- return *this;
- }
+ //! Add a child node, setup the right parent node for it
+ //! \param pc Node to be 'adopted'
+ inline Node& push_back(Node* pc)
+ {
+ mChildren.push_back(pc);
+ pc->mParent = this;
+ return *this;
+ }
};
// ---------------------------------------------------------------------------
/** Helper structure analogue to aiScene */
struct Scene
{
- //! List of all materials loaded
- //! NOTE: 3ds references materials globally
- std::vector<Material> mMaterials;
+ //! List of all materials loaded
+ //! NOTE: 3ds references materials globally
+ std::vector<Material> mMaterials;
- //! List of all meshes loaded
- std::vector<Mesh> mMeshes;
+ //! List of all meshes loaded
+ std::vector<Mesh> mMeshes;
- //! List of all cameras loaded
- std::vector<aiCamera*> mCameras;
+ //! List of all cameras loaded
+ std::vector<aiCamera*> mCameras;
- //! List of all lights loaded
- std::vector<aiLight*> mLights;
+ //! List of all lights loaded
+ std::vector<aiLight*> mLights;
- //! Pointer to the root node of the scene
- // --- moved to main class
- // Node* pcRootNode;
+ //! Pointer to the root node of the scene
+ // --- moved to main class
+ // Node* pcRootNode;
};
diff --git a/src/3rdparty/assimp/code/3DSLoader.cpp b/src/3rdparty/assimp/code/3DSLoader.cpp
index c2f1bebae..377d15a34 100644
--- a/src/3rdparty/assimp/code/3DSLoader.cpp
+++ b/src/3rdparty/assimp/code/3DSLoader.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -53,31 +53,45 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
using namespace Assimp;
+static const aiImporterDesc desc = {
+ "Discreet 3DS Importer",
+ "",
+ "",
+ "Limited animation support",
+ aiImporterFlags_SupportBinaryFlavour,
+ 0,
+ 0,
+ 0,
+ 0,
+ "3ds prj"
+};
+
+
// ------------------------------------------------------------------------------------------------
// Begins a new parsing block
// - Reads the current chunk and validates it
// - computes its length
#define ASSIMP_3DS_BEGIN_CHUNK() \
- while (true) { \
- if (stream->GetRemainingSizeToLimit() < sizeof(Discreet3DS::Chunk)){ \
- return; \
- } \
- Discreet3DS::Chunk chunk; \
- ReadChunk(&chunk); \
- int chunkSize = chunk.Size-sizeof(Discreet3DS::Chunk); \
- const int oldReadLimit = stream->GetReadLimit(); \
- stream->SetReadLimit(stream->GetCurrentPos() + chunkSize); \
-
+ while (true) { \
+ if (stream->GetRemainingSizeToLimit() < sizeof(Discreet3DS::Chunk)){ \
+ return; \
+ } \
+ Discreet3DS::Chunk chunk; \
+ ReadChunk(&chunk); \
+ int chunkSize = chunk.Size-sizeof(Discreet3DS::Chunk); \
+ const int oldReadLimit = stream->GetReadLimit(); \
+ stream->SetReadLimit(stream->GetCurrentPos() + chunkSize); \
+
// ------------------------------------------------------------------------------------------------
// End a parsing block
// Must follow at the end of each parsing block, reset chunk end marker to previous value
#define ASSIMP_3DS_END_CHUNK() \
- stream->SkipToReadLimit(); \
- stream->SetReadLimit(oldReadLimit); \
- if (stream->GetRemainingSizeToLimit() == 0) \
- return; \
- }
+ stream->SkipToReadLimit(); \
+ stream->SetReadLimit(oldReadLimit); \
+ if (stream->GetRemainingSizeToLimit() == 0) \
+ return; \
+ }
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
@@ -85,499 +99,498 @@ Discreet3DSImporter::Discreet3DSImporter()
{}
// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
+// Destructor, private as well
Discreet3DSImporter::~Discreet3DSImporter()
{}
// ------------------------------------------------------------------------------------------------
-// Returns whether the class can handle the format of the given file.
+// Returns whether the class can handle the format of the given file.
bool Discreet3DSImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
{
- std::string extension = GetExtension(pFile);
- if (extension == "3ds" || extension == "prj" ) {
- return true;
- }
- if (!extension.length() || checkSig) {
- uint16_t token[3];
- token[0] = 0x4d4d;
- token[1] = 0x3dc2;
- //token[2] = 0x3daa;
- return CheckMagicToken(pIOHandler,pFile,token,2,0,2);
- }
- return false;
+ std::string extension = GetExtension(pFile);
+ if(extension == "3ds" || extension == "prj" ) {
+ return true;
+ }
+ if (!extension.length() || checkSig) {
+ uint16_t token[3];
+ token[0] = 0x4d4d;
+ token[1] = 0x3dc2;
+ //token[2] = 0x3daa;
+ return CheckMagicToken(pIOHandler,pFile,token,2,0,2);
+ }
+ return false;
}
// ------------------------------------------------------------------------------------------------
-// Get list of all extension supported by this loader
-void Discreet3DSImporter::GetExtensionList(std::set<std::string>& extensions)
+// Loader registry entry
+const aiImporterDesc* Discreet3DSImporter::GetInfo () const
{
- extensions.insert("3ds");
- extensions.insert("prj");
+ return &desc;
}
// ------------------------------------------------------------------------------------------------
// Setup configuration properties
-void Discreet3DSImporter::SetupProperties(const Importer*)
+void Discreet3DSImporter::SetupProperties(const Importer* /*pImp*/)
{
- // nothing to be done for the moment
+ // nothing to be done for the moment
}
// ------------------------------------------------------------------------------------------------
-// Imports the given file into the given scene structure.
-void Discreet3DSImporter::InternReadFile( const std::string& pFile,
- aiScene* pScene, IOSystem* pIOHandler)
+// Imports the given file into the given scene structure.
+void Discreet3DSImporter::InternReadFile( const std::string& pFile,
+ aiScene* pScene, IOSystem* pIOHandler)
{
- StreamReaderLE stream(pIOHandler->Open(pFile,"rb"));
- this->stream = &stream;
-
- // We should have at least one chunk
- if (stream.GetRemainingSize() < 16) {
- throw DeadlyImportError("3DS file is either empty or corrupt: " + pFile);
- }
-
- // Allocate our temporary 3DS representation
- mScene = new D3DS::Scene();
-
- // Initialize members
- mLastNodeIndex = -1;
- mCurrentNode = new D3DS::Node();
- mRootNode = mCurrentNode;
- mRootNode->mHierarchyPos = -1;
- mRootNode->mHierarchyIndex = -1;
- mRootNode->mParent = NULL;
- mMasterScale = 1.0f;
- mBackgroundImage = "";
- bHasBG = false;
- bIsPrj = false;
-
- // Parse the file
- ParseMainChunk();
-
- // Process all meshes in the file. First check whether all
- // face indices haev valid values. The generate our
- // internal verbose representation. Finally compute normal
- // vectors from the smoothing groups we read from the
- // file.
- for (std::vector<D3DS::Mesh>::iterator i = mScene->mMeshes.begin(),
- end = mScene->mMeshes.end(); i != end;++i) {
- CheckIndices(*i);
- MakeUnique (*i);
- ComputeNormalsWithSmoothingsGroups<D3DS::Face>(*i);
- }
-
- // Replace all occurences of the default material with a
- // valid material. Generate it if no material containing
- // DEFAULT in its name has been found in the file
- ReplaceDefaultMaterial();
-
- // Convert the scene from our internal representation to an
- // aiScene object. This involves copying all meshes, lights
- // and cameras to the scene
- ConvertScene(pScene);
-
- // Generate the node graph for the scene. This is a little bit
- // tricky since we'll need to split some meshes into submeshes
- GenerateNodeGraph(pScene);
-
- // Now apply the master scaling factor to the scene
- ApplyMasterScale(pScene);
-
- // Delete our internal scene representation and the root
- // node, so the whole hierarchy will follow
- delete mRootNode;
- delete mScene;
-
- AI_DEBUG_INVALIDATE_PTR(mRootNode);
- AI_DEBUG_INVALIDATE_PTR(mScene);
- AI_DEBUG_INVALIDATE_PTR(this->stream);
+ StreamReaderLE stream(pIOHandler->Open(pFile,"rb"));
+ this->stream = &stream;
+
+ // We should have at least one chunk
+ if (stream.GetRemainingSize() < 16) {
+ throw DeadlyImportError("3DS file is either empty or corrupt: " + pFile);
+ }
+
+ // Allocate our temporary 3DS representation
+ mScene = new D3DS::Scene();
+
+ // Initialize members
+ mLastNodeIndex = -1;
+ mCurrentNode = new D3DS::Node();
+ mRootNode = mCurrentNode;
+ mRootNode->mHierarchyPos = -1;
+ mRootNode->mHierarchyIndex = -1;
+ mRootNode->mParent = NULL;
+ mMasterScale = 1.0f;
+ mBackgroundImage = "";
+ bHasBG = false;
+ bIsPrj = false;
+
+ // Parse the file
+ ParseMainChunk();
+
+ // Process all meshes in the file. First check whether all
+ // face indices haev valid values. The generate our
+ // internal verbose representation. Finally compute normal
+ // vectors from the smoothing groups we read from the
+ // file.
+ for (std::vector<D3DS::Mesh>::iterator i = mScene->mMeshes.begin(),
+ end = mScene->mMeshes.end(); i != end;++i) {
+ CheckIndices(*i);
+ MakeUnique (*i);
+ ComputeNormalsWithSmoothingsGroups<D3DS::Face>(*i);
+ }
+
+ // Replace all occurences of the default material with a
+ // valid material. Generate it if no material containing
+ // DEFAULT in its name has been found in the file
+ ReplaceDefaultMaterial();
+
+ // Convert the scene from our internal representation to an
+ // aiScene object. This involves copying all meshes, lights
+ // and cameras to the scene
+ ConvertScene(pScene);
+
+ // Generate the node graph for the scene. This is a little bit
+ // tricky since we'll need to split some meshes into submeshes
+ GenerateNodeGraph(pScene);
+
+ // Now apply the master scaling factor to the scene
+ ApplyMasterScale(pScene);
+
+ // Delete our internal scene representation and the root
+ // node, so the whole hierarchy will follow
+ delete mRootNode;
+ delete mScene;
+
+ AI_DEBUG_INVALIDATE_PTR(mRootNode);
+ AI_DEBUG_INVALIDATE_PTR(mScene);
+ AI_DEBUG_INVALIDATE_PTR(this->stream);
}
// ------------------------------------------------------------------------------------------------
// Applies a master-scaling factor to the imported scene
void Discreet3DSImporter::ApplyMasterScale(aiScene* pScene)
{
- // There are some 3DS files with a zero scaling factor
- if (!mMasterScale)mMasterScale = 1.0f;
- else mMasterScale = 1.0f / mMasterScale;
-
- // Construct an uniform scaling matrix and multiply with it
- pScene->mRootNode->mTransformation *= aiMatrix4x4(
- mMasterScale,0.0f, 0.0f, 0.0f,
- 0.0f, mMasterScale,0.0f, 0.0f,
- 0.0f, 0.0f, mMasterScale,0.0f,
- 0.0f, 0.0f, 0.0f, 1.0f);
-
- // Check whether a scaling track is assigned to the root node.
+ // There are some 3DS files with a zero scaling factor
+ if (!mMasterScale)mMasterScale = 1.0f;
+ else mMasterScale = 1.0f / mMasterScale;
+
+ // Construct an uniform scaling matrix and multiply with it
+ pScene->mRootNode->mTransformation *= aiMatrix4x4(
+ mMasterScale,0.0f, 0.0f, 0.0f,
+ 0.0f, mMasterScale,0.0f, 0.0f,
+ 0.0f, 0.0f, mMasterScale,0.0f,
+ 0.0f, 0.0f, 0.0f, 1.0f);
+
+ // Check whether a scaling track is assigned to the root node.
}
// ------------------------------------------------------------------------------------------------
// Reads a new chunk from the file
void Discreet3DSImporter::ReadChunk(Discreet3DS::Chunk* pcOut)
{
- ai_assert(pcOut != NULL);
-
- pcOut->Flag = stream->GetI2();
- pcOut->Size = stream->GetI4();
+ ai_assert(pcOut != NULL);
- if (pcOut->Size - sizeof(Discreet3DS::Chunk) > stream->GetRemainingSize())
- throw DeadlyImportError("Chunk is too large");
+ pcOut->Flag = stream->GetI2();
+ pcOut->Size = stream->GetI4();
- if (pcOut->Size - sizeof(Discreet3DS::Chunk) > stream->GetRemainingSizeToLimit())
- DefaultLogger::get()->error("3DS: Chunk overflow");
+ if (pcOut->Size - sizeof(Discreet3DS::Chunk) > stream->GetRemainingSize())
+ throw DeadlyImportError("Chunk is too large");
+
+ if (pcOut->Size - sizeof(Discreet3DS::Chunk) > stream->GetRemainingSizeToLimit())
+ DefaultLogger::get()->error("3DS: Chunk overflow");
}
// ------------------------------------------------------------------------------------------------
// Skip a chunk
void Discreet3DSImporter::SkipChunk()
{
- Discreet3DS::Chunk psChunk;
- ReadChunk(&psChunk);
-
- stream->IncPtr(psChunk.Size-sizeof(Discreet3DS::Chunk));
- return;
+ Discreet3DS::Chunk psChunk;
+ ReadChunk(&psChunk);
+
+ stream->IncPtr(psChunk.Size-sizeof(Discreet3DS::Chunk));
+ return;
}
// ------------------------------------------------------------------------------------------------
// Process the primary chunk of the file
void Discreet3DSImporter::ParseMainChunk()
{
- ASSIMP_3DS_BEGIN_CHUNK();
-
- // get chunk type
- switch (chunk.Flag)
- {
-
- case Discreet3DS::CHUNK_PRJ:
- bIsPrj = true;
- case Discreet3DS::CHUNK_MAIN:
- ParseEditorChunk();
- break;
- };
-
- ASSIMP_3DS_END_CHUNK();
- // recursively continue processing this hierarchy level
- return ParseMainChunk();
+ ASSIMP_3DS_BEGIN_CHUNK();
+
+ // get chunk type
+ switch (chunk.Flag)
+ {
+
+ case Discreet3DS::CHUNK_PRJ:
+ bIsPrj = true;
+ case Discreet3DS::CHUNK_MAIN:
+ ParseEditorChunk();
+ break;
+ };
+
+ ASSIMP_3DS_END_CHUNK();
+ // recursively continue processing this hierarchy level
+ return ParseMainChunk();
}
// ------------------------------------------------------------------------------------------------
void Discreet3DSImporter::ParseEditorChunk()
{
- ASSIMP_3DS_BEGIN_CHUNK();
-
- // get chunk type
- switch (chunk.Flag)
- {
- case Discreet3DS::CHUNK_OBJMESH:
-
- ParseObjectChunk();
- break;
-
- // NOTE: In several documentations in the internet this
- // chunk appears at different locations
- case Discreet3DS::CHUNK_KEYFRAMER:
-
- ParseKeyframeChunk();
- break;
-
- case Discreet3DS::CHUNK_VERSION:
- {
- // print the version number
- char buff[10];
- ASSIMP_itoa10(buff,stream->GetI2());
- DefaultLogger::get()->info(std::string("3DS file format version: ") + buff);
- }
- break;
- };
- ASSIMP_3DS_END_CHUNK();
+ ASSIMP_3DS_BEGIN_CHUNK();
+
+ // get chunk type
+ switch (chunk.Flag)
+ {
+ case Discreet3DS::CHUNK_OBJMESH:
+
+ ParseObjectChunk();
+ break;
+
+ // NOTE: In several documentations in the internet this
+ // chunk appears at different locations
+ case Discreet3DS::CHUNK_KEYFRAMER:
+
+ ParseKeyframeChunk();
+ break;
+
+ case Discreet3DS::CHUNK_VERSION:
+ {
+ // print the version number
+ char buff[10];
+ ASSIMP_itoa10(buff,stream->GetI2());
+ DefaultLogger::get()->info(std::string("3DS file format version: ") + buff);
+ }
+ break;
+ };
+ ASSIMP_3DS_END_CHUNK();
}
// ------------------------------------------------------------------------------------------------
void Discreet3DSImporter::ParseObjectChunk()
{
- ASSIMP_3DS_BEGIN_CHUNK();
-
- // get chunk type
- switch (chunk.Flag)
- {
- case Discreet3DS::CHUNK_OBJBLOCK:
- {
- unsigned int cnt = 0;
- const char* sz = (const char*)stream->GetPtr();
-
- // Get the name of the geometry object
- while (stream->GetI1())++cnt;
- ParseChunk(sz,cnt);
- }
- break;
-
- case Discreet3DS::CHUNK_MAT_MATERIAL:
-
- // Add a new material to the list
- mScene->mMaterials.push_back(D3DS::Material());
- ParseMaterialChunk();
- break;
-
- case Discreet3DS::CHUNK_AMBCOLOR:
-
- // This is the ambient base color of the scene.
- // We add it to the ambient color of all materials
- ParseColorChunk(&mClrAmbient,true);
- if (is_qnan(mClrAmbient.r))
- {
- // We failed to read the ambient base color.
- DefaultLogger::get()->error("3DS: Failed to read ambient base color");
- mClrAmbient.r = mClrAmbient.g = mClrAmbient.b = 0.0f;
- }
- break;
-
- case Discreet3DS::CHUNK_BIT_MAP:
- {
- // Specifies the background image. The string should already be
- // properly 0 terminated but we need to be sure
- unsigned int cnt = 0;
- const char* sz = (const char*)stream->GetPtr();
- while (stream->GetI1())++cnt;
- mBackgroundImage = std::string(sz,cnt);
- }
- break;
-
- case Discreet3DS::CHUNK_BIT_MAP_EXISTS:
- bHasBG = true;
- break;
-
- case Discreet3DS::CHUNK_MASTER_SCALE:
- // Scene master scaling factor
- mMasterScale = stream->GetF4();
- break;
- };
- ASSIMP_3DS_END_CHUNK();
+ ASSIMP_3DS_BEGIN_CHUNK();
+
+ // get chunk type
+ switch (chunk.Flag)
+ {
+ case Discreet3DS::CHUNK_OBJBLOCK:
+ {
+ unsigned int cnt = 0;
+ const char* sz = (const char*)stream->GetPtr();
+
+ // Get the name of the geometry object
+ while (stream->GetI1())++cnt;
+ ParseChunk(sz,cnt);
+ }
+ break;
+
+ case Discreet3DS::CHUNK_MAT_MATERIAL:
+
+ // Add a new material to the list
+ mScene->mMaterials.push_back(D3DS::Material());
+ ParseMaterialChunk();
+ break;
+
+ case Discreet3DS::CHUNK_AMBCOLOR:
+
+ // This is the ambient base color of the scene.
+ // We add it to the ambient color of all materials
+ ParseColorChunk(&mClrAmbient,true);
+ if (is_qnan(mClrAmbient.r))
+ {
+ // We failed to read the ambient base color.
+ DefaultLogger::get()->error("3DS: Failed to read ambient base color");
+ mClrAmbient.r = mClrAmbient.g = mClrAmbient.b = 0.0f;
+ }
+ break;
+
+ case Discreet3DS::CHUNK_BIT_MAP:
+ {
+ // Specifies the background image. The string should already be
+ // properly 0 terminated but we need to be sure
+ unsigned int cnt = 0;
+ const char* sz = (const char*)stream->GetPtr();
+ while (stream->GetI1())++cnt;
+ mBackgroundImage = std::string(sz,cnt);
+ }
+ break;
+
+ case Discreet3DS::CHUNK_BIT_MAP_EXISTS:
+ bHasBG = true;
+ break;
+
+ case Discreet3DS::CHUNK_MASTER_SCALE:
+ // Scene master scaling factor
+ mMasterScale = stream->GetF4();
+ break;
+ };
+ ASSIMP_3DS_END_CHUNK();
}
// ------------------------------------------------------------------------------------------------
void Discreet3DSImporter::ParseChunk(const char* name, unsigned int num)
{
- ASSIMP_3DS_BEGIN_CHUNK();
-
- // IMPLEMENTATION NOTE;
- // Cameras or lights define their transformation in their parent node and in the
- // corresponding light or camera chunks. However, we read and process the latter
- // to to be able to return valid cameras/lights even if no scenegraph is given.
-
- // get chunk type
- switch (chunk.Flag)
- {
- case Discreet3DS::CHUNK_TRIMESH:
- {
- // this starts a new triangle mesh
- mScene->mMeshes.push_back(D3DS::Mesh());
- D3DS::Mesh& m = mScene->mMeshes.back();
-
- // Setup the name of the mesh
- m.mName = std::string(name, num);
-
- // Read mesh chunks
- ParseMeshChunk();
- }
- break;
-
- case Discreet3DS::CHUNK_LIGHT:
- {
- // This starts a new light
- aiLight* light = new aiLight();
- mScene->mLights.push_back(light);
-
- light->mName.Set(std::string(name, num));
-
- // First read the position of the light
- light->mPosition.x = stream->GetF4();
- light->mPosition.y = stream->GetF4();
- light->mPosition.z = stream->GetF4();
-
- light->mColorDiffuse = aiColor3D(1.f,1.f,1.f);
-
- // Now check for further subchunks
- if (!bIsPrj) /* fixme */
- ParseLightChunk();
-
- // The specular light color is identical the the diffuse light color. The ambient light color
- // is equal to the ambient base color of the whole scene.
- light->mColorSpecular = light->mColorDiffuse;
- light->mColorAmbient = mClrAmbient;
-
- if (light->mType == aiLightSource_UNDEFINED)
- {
- // It must be a point light
- light->mType = aiLightSource_POINT;
- }}
- break;
-
- case Discreet3DS::CHUNK_CAMERA:
- {
- // This starts a new camera
- aiCamera* camera = new aiCamera();
- mScene->mCameras.push_back(camera);
- camera->mName.Set(std::string(name, num));
-
- // First read the position of the camera
- camera->mPosition.x = stream->GetF4();
- camera->mPosition.y = stream->GetF4();
- camera->mPosition.z = stream->GetF4();
-
- // Then the camera target
- camera->mLookAt.x = stream->GetF4() - camera->mPosition.x;
- camera->mLookAt.y = stream->GetF4() - camera->mPosition.y;
- camera->mLookAt.z = stream->GetF4() - camera->mPosition.z;
- float len = camera->mLookAt.Length();
- if (len < 1e-5f) {
-
- // There are some files with lookat == position. Don't know why or whether it's ok or not.
- DefaultLogger::get()->error("3DS: Unable to read proper camera look-at vector");
- camera->mLookAt = aiVector3D(0.f,1.f,0.f);
-
- }
- else camera->mLookAt /= len;
-
- // And finally - the camera rotation angle, in counter clockwise direction
- const float angle = AI_DEG_TO_RAD( stream->GetF4() );
- aiQuaternion quat(camera->mLookAt,angle);
- camera->mUp = quat.GetMatrix() * aiVector3D(0.f,1.f,0.f);
-
- // Read the lense angle
- camera->mHorizontalFOV = AI_DEG_TO_RAD ( stream->GetF4() );
- if (camera->mHorizontalFOV < 0.001f) {
- camera->mHorizontalFOV = AI_DEG_TO_RAD(45.f);
- }
-
- // Now check for further subchunks
- if (!bIsPrj) /* fixme */ {
- ParseCameraChunk();
- }}
- break;
- };
- ASSIMP_3DS_END_CHUNK();
+ ASSIMP_3DS_BEGIN_CHUNK();
+
+ // IMPLEMENTATION NOTE;
+ // Cameras or lights define their transformation in their parent node and in the
+ // corresponding light or camera chunks. However, we read and process the latter
+ // to to be able to return valid cameras/lights even if no scenegraph is given.
+
+ // get chunk type
+ switch (chunk.Flag)
+ {
+ case Discreet3DS::CHUNK_TRIMESH:
+ {
+ // this starts a new triangle mesh
+ mScene->mMeshes.push_back(D3DS::Mesh());
+ D3DS::Mesh& m = mScene->mMeshes.back();
+
+ // Setup the name of the mesh
+ m.mName = std::string(name, num);
+
+ // Read mesh chunks
+ ParseMeshChunk();
+ }
+ break;
+
+ case Discreet3DS::CHUNK_LIGHT:
+ {
+ // This starts a new light
+ aiLight* light = new aiLight();
+ mScene->mLights.push_back(light);
+
+ light->mName.Set(std::string(name, num));
+
+ // First read the position of the light
+ light->mPosition.x = stream->GetF4();
+ light->mPosition.y = stream->GetF4();
+ light->mPosition.z = stream->GetF4();
+
+ light->mColorDiffuse = aiColor3D(1.f,1.f,1.f);
+
+ // Now check for further subchunks
+ if (!bIsPrj) /* fixme */
+ ParseLightChunk();
+
+ // The specular light color is identical the the diffuse light color. The ambient light color
+ // is equal to the ambient base color of the whole scene.
+ light->mColorSpecular = light->mColorDiffuse;
+ light->mColorAmbient = mClrAmbient;
+
+ if (light->mType == aiLightSource_UNDEFINED)
+ {
+ // It must be a point light
+ light->mType = aiLightSource_POINT;
+ }}
+ break;
+
+ case Discreet3DS::CHUNK_CAMERA:
+ {
+ // This starts a new camera
+ aiCamera* camera = new aiCamera();
+ mScene->mCameras.push_back(camera);
+ camera->mName.Set(std::string(name, num));
+
+ // First read the position of the camera
+ camera->mPosition.x = stream->GetF4();
+ camera->mPosition.y = stream->GetF4();
+ camera->mPosition.z = stream->GetF4();
+
+ // Then the camera target
+ camera->mLookAt.x = stream->GetF4() - camera->mPosition.x;
+ camera->mLookAt.y = stream->GetF4() - camera->mPosition.y;
+ camera->mLookAt.z = stream->GetF4() - camera->mPosition.z;
+ float len = camera->mLookAt.Length();
+ if (len < 1e-5f) {
+
+ // There are some files with lookat == position. Don't know why or whether it's ok or not.
+ DefaultLogger::get()->error("3DS: Unable to read proper camera look-at vector");
+ camera->mLookAt = aiVector3D(0.f,1.f,0.f);
+
+ }
+ else camera->mLookAt /= len;
+
+ // And finally - the camera rotation angle, in counter clockwise direction
+ const float angle = AI_DEG_TO_RAD( stream->GetF4() );
+ aiQuaternion quat(camera->mLookAt,angle);
+ camera->mUp = quat.GetMatrix() * aiVector3D(0.f,1.f,0.f);
+
+ // Read the lense angle
+ camera->mHorizontalFOV = AI_DEG_TO_RAD ( stream->GetF4() );
+ if (camera->mHorizontalFOV < 0.001f) {
+ camera->mHorizontalFOV = AI_DEG_TO_RAD(45.f);
+ }
+
+ // Now check for further subchunks
+ if (!bIsPrj) /* fixme */ {
+ ParseCameraChunk();
+ }}
+ break;
+ };
+ ASSIMP_3DS_END_CHUNK();
}
// ------------------------------------------------------------------------------------------------
void Discreet3DSImporter::ParseLightChunk()
{
- ASSIMP_3DS_BEGIN_CHUNK();
- aiLight* light = mScene->mLights.back();
-
- // get chunk type
- switch (chunk.Flag)
- {
- case Discreet3DS::CHUNK_DL_SPOTLIGHT:
- // Now we can be sure that the light is a spot light
- light->mType = aiLightSource_SPOT;
-
- // We wouldn't need to normalize here, but we do it
- light->mDirection.x = stream->GetF4() - light->mPosition.x;
- light->mDirection.y = stream->GetF4() - light->mPosition.y;
- light->mDirection.z = stream->GetF4() - light->mPosition.z;
- light->mDirection.Normalize();
-
- // Now the hotspot and falloff angles - in degrees
- light->mAngleInnerCone = AI_DEG_TO_RAD( stream->GetF4() );
-
- // FIX: the falloff angle is just an offset
- light->mAngleOuterCone = light->mAngleInnerCone+AI_DEG_TO_RAD( stream->GetF4() );
- break;
-
- // intensity multiplier
- case Discreet3DS::CHUNK_DL_MULTIPLIER:
- light->mColorDiffuse = light->mColorDiffuse * stream->GetF4();
- break;
-
- // light color
- case Discreet3DS::CHUNK_RGBF:
- case Discreet3DS::CHUNK_LINRGBF:
- light->mColorDiffuse.r *= stream->GetF4();
- light->mColorDiffuse.g *= stream->GetF4();
- light->mColorDiffuse.b *= stream->GetF4();
- break;
-
- // light attenuation
- case Discreet3DS::CHUNK_DL_ATTENUATE:
- light->mAttenuationLinear = stream->GetF4();
- break;
- };
-
- ASSIMP_3DS_END_CHUNK();
+ ASSIMP_3DS_BEGIN_CHUNK();
+ aiLight* light = mScene->mLights.back();
+
+ // get chunk type
+ switch (chunk.Flag)
+ {
+ case Discreet3DS::CHUNK_DL_SPOTLIGHT:
+ // Now we can be sure that the light is a spot light
+ light->mType = aiLightSource_SPOT;
+
+ // We wouldn't need to normalize here, but we do it
+ light->mDirection.x = stream->GetF4() - light->mPosition.x;
+ light->mDirection.y = stream->GetF4() - light->mPosition.y;
+ light->mDirection.z = stream->GetF4() - light->mPosition.z;
+ light->mDirection.Normalize();
+
+ // Now the hotspot and falloff angles - in degrees
+ light->mAngleInnerCone = AI_DEG_TO_RAD( stream->GetF4() );
+
+ // FIX: the falloff angle is just an offset
+ light->mAngleOuterCone = light->mAngleInnerCone+AI_DEG_TO_RAD( stream->GetF4() );
+ break;
+
+ // intensity multiplier
+ case Discreet3DS::CHUNK_DL_MULTIPLIER:
+ light->mColorDiffuse = light->mColorDiffuse * stream->GetF4();
+ break;
+
+ // light color
+ case Discreet3DS::CHUNK_RGBF:
+ case Discreet3DS::CHUNK_LINRGBF:
+ light->mColorDiffuse.r *= stream->GetF4();
+ light->mColorDiffuse.g *= stream->GetF4();
+ light->mColorDiffuse.b *= stream->GetF4();
+ break;
+
+ // light attenuation
+ case Discreet3DS::CHUNK_DL_ATTENUATE:
+ light->mAttenuationLinear = stream->GetF4();
+ break;
+ };
+
+ ASSIMP_3DS_END_CHUNK();
}
// ------------------------------------------------------------------------------------------------
void Discreet3DSImporter::ParseCameraChunk()
{
- ASSIMP_3DS_BEGIN_CHUNK();
- aiCamera* camera = mScene->mCameras.back();
-
- // get chunk type
- switch (chunk.Flag)
- {
- // near and far clip plane
- case Discreet3DS::CHUNK_CAM_RANGES:
- camera->mClipPlaneNear = stream->GetF4();
- camera->mClipPlaneFar = stream->GetF4();
- break;
- }
-
- ASSIMP_3DS_END_CHUNK();
+ ASSIMP_3DS_BEGIN_CHUNK();
+ aiCamera* camera = mScene->mCameras.back();
+
+ // get chunk type
+ switch (chunk.Flag)
+ {
+ // near and far clip plane
+ case Discreet3DS::CHUNK_CAM_RANGES:
+ camera->mClipPlaneNear = stream->GetF4();
+ camera->mClipPlaneFar = stream->GetF4();
+ break;
+ }
+
+ ASSIMP_3DS_END_CHUNK();
}
// ------------------------------------------------------------------------------------------------
void Discreet3DSImporter::ParseKeyframeChunk()
{
- ASSIMP_3DS_BEGIN_CHUNK();
-
- // get chunk type
- switch (chunk.Flag)
- {
- case Discreet3DS::CHUNK_TRACKCAMTGT:
- case Discreet3DS::CHUNK_TRACKSPOTL:
- case Discreet3DS::CHUNK_TRACKCAMERA:
- case Discreet3DS::CHUNK_TRACKINFO:
- case Discreet3DS::CHUNK_TRACKLIGHT:
- case Discreet3DS::CHUNK_TRACKLIGTGT:
-
- // this starts a new mesh hierarchy chunk
- ParseHierarchyChunk(chunk.Flag);
- break;
- };
-
- ASSIMP_3DS_END_CHUNK();
+ ASSIMP_3DS_BEGIN_CHUNK();
+
+ // get chunk type
+ switch (chunk.Flag)
+ {
+ case Discreet3DS::CHUNK_TRACKCAMTGT:
+ case Discreet3DS::CHUNK_TRACKSPOTL:
+ case Discreet3DS::CHUNK_TRACKCAMERA:
+ case Discreet3DS::CHUNK_TRACKINFO:
+ case Discreet3DS::CHUNK_TRACKLIGHT:
+ case Discreet3DS::CHUNK_TRACKLIGTGT:
+
+ // this starts a new mesh hierarchy chunk
+ ParseHierarchyChunk(chunk.Flag);
+ break;
+ };
+
+ ASSIMP_3DS_END_CHUNK();
}
// ------------------------------------------------------------------------------------------------
// Little helper function for ParseHierarchyChunk
void Discreet3DSImporter::InverseNodeSearch(D3DS::Node* pcNode,D3DS::Node* pcCurrent)
{
- if (!pcCurrent) {
- mRootNode->push_back(pcNode);
- return;
- }
-
- if (pcCurrent->mHierarchyPos == pcNode->mHierarchyPos) {
- if (pcCurrent->mParent) {
- pcCurrent->mParent->push_back(pcNode);
- }
- else pcCurrent->push_back(pcNode);
- return;
- }
- return InverseNodeSearch(pcNode,pcCurrent->mParent);
+ if (!pcCurrent) {
+ mRootNode->push_back(pcNode);
+ return;
+ }
+
+ if (pcCurrent->mHierarchyPos == pcNode->mHierarchyPos) {
+ if(pcCurrent->mParent) {
+ pcCurrent->mParent->push_back(pcNode);
+ }
+ else pcCurrent->push_back(pcNode);
+ return;
+ }
+ return InverseNodeSearch(pcNode,pcCurrent->mParent);
}
// ------------------------------------------------------------------------------------------------
// Find a node with a specific name in the import hierarchy
D3DS::Node* FindNode(D3DS::Node* root, const std::string& name)
{
- if (root->mName == name)
- return root;
- for (std::vector<D3DS::Node*>::iterator it = root->mChildren.begin();it != root->mChildren.end(); ++it) {
- D3DS::Node* nd;
- if (( nd = FindNode(*it,name)))
- return nd;
- }
- return NULL;
+ if (root->mName == name)
+ return root;
+ for (std::vector<D3DS::Node*>::iterator it = root->mChildren.begin();it != root->mChildren.end(); ++it) {
+ D3DS::Node* nd;
+ if (( nd = FindNode(*it,name)))
+ return nd;
+ }
+ return NULL;
}
// ------------------------------------------------------------------------------------------------
@@ -585,789 +598,795 @@ D3DS::Node* FindNode(D3DS::Node* root, const std::string& name)
template <class T>
bool KeyUniqueCompare(const T& first, const T& second)
{
- return first.mTime == second.mTime;
+ return first.mTime == second.mTime;
}
// ------------------------------------------------------------------------------------------------
// Skip some additional import data.
void Discreet3DSImporter::SkipTCBInfo()
{
- unsigned int flags = stream->GetI2();
-
- if (!flags) {
- // Currently we can't do anything with these values. They occur
- // quite rare, so it wouldn't be worth the effort implementing
- // them. 3DS ist not really suitable for complex animations,
- // so full support is not required.
- DefaultLogger::get()->warn("3DS: Skipping TCB animation info");
- }
-
- if (flags & Discreet3DS::KEY_USE_TENS) {
- stream->IncPtr(4);
- }
- if (flags & Discreet3DS::KEY_USE_BIAS) {
- stream->IncPtr(4);
- }
- if (flags & Discreet3DS::KEY_USE_CONT) {
- stream->IncPtr(4);
- }
- if (flags & Discreet3DS::KEY_USE_EASE_FROM) {
- stream->IncPtr(4);
- }
- if (flags & Discreet3DS::KEY_USE_EASE_TO) {
- stream->IncPtr(4);
- }
+ unsigned int flags = stream->GetI2();
+
+ if (!flags) {
+ // Currently we can't do anything with these values. They occur
+ // quite rare, so it wouldn't be worth the effort implementing
+ // them. 3DS ist not really suitable for complex animations,
+ // so full support is not required.
+ DefaultLogger::get()->warn("3DS: Skipping TCB animation info");
+ }
+
+ if (flags & Discreet3DS::KEY_USE_TENS) {
+ stream->IncPtr(4);
+ }
+ if (flags & Discreet3DS::KEY_USE_BIAS) {
+ stream->IncPtr(4);
+ }
+ if (flags & Discreet3DS::KEY_USE_CONT) {
+ stream->IncPtr(4);
+ }
+ if (flags & Discreet3DS::KEY_USE_EASE_FROM) {
+ stream->IncPtr(4);
+ }
+ if (flags & Discreet3DS::KEY_USE_EASE_TO) {
+ stream->IncPtr(4);
+ }
}
// ------------------------------------------------------------------------------------------------
// Read hierarchy and keyframe info
void Discreet3DSImporter::ParseHierarchyChunk(uint16_t parent)
{
- ASSIMP_3DS_BEGIN_CHUNK();
-
- // get chunk type
- switch (chunk.Flag)
- {
- case Discreet3DS::CHUNK_TRACKOBJNAME:
-
- // This is the name of the object to which the track applies. The chunk also
- // defines the position of this object in the hierarchy.
- {
-
- // First of all: get the name of the object
- unsigned int cnt = 0;
- const char* sz = (const char*)stream->GetPtr();
-
- while (stream->GetI1())++cnt;
- std::string name = std::string(sz,cnt);
-
- // Now find out whether we have this node already (target animation channels
- // are stored with a separate object ID)
- D3DS::Node* pcNode = FindNode(mRootNode,name);
- if (pcNode)
- {
- // Make this node the current node
- mCurrentNode = pcNode;
- break;
- }
- pcNode = new D3DS::Node();
- pcNode->mName = name;
-
- // There are two unknown values which we can safely ignore
- stream->IncPtr(4);
-
- // Now read the hierarchy position of the object
- uint16_t hierarchy = stream->GetI2() + 1;
- pcNode->mHierarchyPos = hierarchy;
- pcNode->mHierarchyIndex = mLastNodeIndex;
-
- // And find a proper position in the graph for it
- if (mCurrentNode && mCurrentNode->mHierarchyPos == hierarchy) {
-
- // add to the parent of the last touched node
- mCurrentNode->mParent->push_back(pcNode);
- mLastNodeIndex++;
- }
- else if (hierarchy >= mLastNodeIndex) {
-
- // place it at the current position in the hierarchy
- mCurrentNode->push_back(pcNode);
- mLastNodeIndex = hierarchy;
- }
- else {
- // need to go back to the specified position in the hierarchy.
- InverseNodeSearch(pcNode,mCurrentNode);
- mLastNodeIndex++;
- }
- // Make this node the current node
- mCurrentNode = pcNode;
- }
- break;
-
- case Discreet3DS::CHUNK_TRACKDUMMYOBJNAME:
-
- // This is the "real" name of a $$$DUMMY object
- {
- const char* sz = (const char*) stream->GetPtr();
- while (stream->GetI1()) {}
-
- // If object name is DUMMY, take this one instead
- if (mCurrentNode->mName == "$$$DUMMY") {
- //DefaultLogger::get()->warn("3DS: Skipping dummy object name for non-dummy object");
- mCurrentNode->mName = std::string(sz);
- break;
- }
- }
- break;
-
- case Discreet3DS::CHUNK_TRACKPIVOT:
-
- if ( Discreet3DS::CHUNK_TRACKINFO != parent)
- {
- DefaultLogger::get()->warn("3DS: Skipping pivot subchunk for non usual object");
- break;
- }
-
- // Pivot = origin of rotation and scaling
- mCurrentNode->vPivot.x = stream->GetF4();
- mCurrentNode->vPivot.y = stream->GetF4();
- mCurrentNode->vPivot.z = stream->GetF4();
- break;
-
-
- // ////////////////////////////////////////////////////////////////////
- // POSITION KEYFRAME
- case Discreet3DS::CHUNK_TRACKPOS:
- {
- stream->IncPtr(10);
- const unsigned int numFrames = stream->GetI4();
- bool sortKeys = false;
-
- // This could also be meant as the target position for
- // (targeted) lights and cameras
- std::vector<aiVectorKey>* l;
- if ( Discreet3DS::CHUNK_TRACKCAMTGT == parent || Discreet3DS::CHUNK_TRACKLIGTGT == parent) {
- l = & mCurrentNode->aTargetPositionKeys;
- }
- else l = & mCurrentNode->aPositionKeys;
-
- l->reserve(numFrames);
- for (unsigned int i = 0; i < numFrames;++i) {
- const unsigned int fidx = stream->GetI4();
-
- // Setup a new position key
- aiVectorKey v;
- v.mTime = (double)fidx;
-
- SkipTCBInfo();
- v.mValue.x = stream->GetF4();
- v.mValue.y = stream->GetF4();
- v.mValue.z = stream->GetF4();
-
- // check whether we'll need to sort the keys
- if (!l->empty() && v.mTime <= l->back().mTime)
- sortKeys = true;
-
- // Add the new keyframe to the list
- l->push_back(v);
- }
-
- // Sort all keys with ascending time values and remove duplicates?
- if (sortKeys) {
- std::stable_sort(l->begin(),l->end());
- l->erase ( std::unique (l->begin(),l->end(),&KeyUniqueCompare<aiVectorKey>), l->end() );
- }}
-
- break;
-
- // ////////////////////////////////////////////////////////////////////
- // CAMERA ROLL KEYFRAME
- case Discreet3DS::CHUNK_TRACKROLL:
- {
- // roll keys are accepted for cameras only
- if (parent != Discreet3DS::CHUNK_TRACKCAMERA) {
- DefaultLogger::get()->warn("3DS: Ignoring roll track for non-camera object");
- break;
- }
- bool sortKeys = false;
- std::vector<aiFloatKey>* l = &mCurrentNode->aCameraRollKeys;
-
- stream->IncPtr(10);
- const unsigned int numFrames = stream->GetI4();
- l->reserve(numFrames);
- for (unsigned int i = 0; i < numFrames;++i) {
- const unsigned int fidx = stream->GetI4();
-
- // Setup a new position key
- aiFloatKey v;
- v.mTime = (double)fidx;
-
- // This is just a single float
- SkipTCBInfo();
- v.mValue = stream->GetF4();
-
- // Check whether we'll need to sort the keys
- if (!l->empty() && v.mTime <= l->back().mTime)
- sortKeys = true;
-
- // Add the new keyframe to the list
- l->push_back(v);
- }
-
- // Sort all keys with ascending time values and remove duplicates?
- if (sortKeys) {
- std::stable_sort(l->begin(),l->end());
- l->erase ( std::unique (l->begin(),l->end(),&KeyUniqueCompare<aiFloatKey>), l->end() );
- }}
- break;
-
-
- // ////////////////////////////////////////////////////////////////////
- // CAMERA FOV KEYFRAME
- case Discreet3DS::CHUNK_TRACKFOV:
- {
- DefaultLogger::get()->error("3DS: Skipping FOV animation track. "
- "This is not supported");
- }
- break;
-
-
- // ////////////////////////////////////////////////////////////////////
- // ROTATION KEYFRAME
- case Discreet3DS::CHUNK_TRACKROTATE:
- {
- stream->IncPtr(10);
- const unsigned int numFrames = stream->GetI4();
-
- bool sortKeys = false;
- std::vector<aiQuatKey>* l = &mCurrentNode->aRotationKeys;
- l->reserve(numFrames);
-
- for (unsigned int i = 0; i < numFrames;++i) {
- const unsigned int fidx = stream->GetI4();
- SkipTCBInfo();
-
- aiQuatKey v;
- v.mTime = (double)fidx;
-
- // The rotation keyframe is given as an axis-angle pair
- const float rad = stream->GetF4();
- aiVector3D axis;
- axis.x = stream->GetF4();
- axis.y = stream->GetF4();
- axis.z = stream->GetF4();
-
- if (!axis.x && !axis.y && !axis.z)
- axis.y = 1.f;
-
- // Construct a rotation quaternion from the axis-angle pair
- v.mValue = aiQuaternion(axis,rad);
-
- // Check whether we'll need to sort the keys
- if (!l->empty() && v.mTime <= l->back().mTime)
- sortKeys = true;
-
- // add the new keyframe to the list
- l->push_back(v);
- }
- // Sort all keys with ascending time values and remove duplicates?
- if (sortKeys) {
- std::stable_sort(l->begin(),l->end());
- l->erase ( std::unique (l->begin(),l->end(),&KeyUniqueCompare<aiQuatKey>), l->end() );
- }}
- break;
-
- // ////////////////////////////////////////////////////////////////////
- // SCALING KEYFRAME
- case Discreet3DS::CHUNK_TRACKSCALE:
- {
- stream->IncPtr(10);
- const unsigned int numFrames = stream->GetI2();
- stream->IncPtr(2);
-
- bool sortKeys = false;
- std::vector<aiVectorKey>* l = &mCurrentNode->aScalingKeys;
- l->reserve(numFrames);
-
- for (unsigned int i = 0; i < numFrames;++i) {
- const unsigned int fidx = stream->GetI4();
- SkipTCBInfo();
-
- // Setup a new key
- aiVectorKey v;
- v.mTime = (double)fidx;
-
- // ... and read its value
- v.mValue.x = stream->GetF4();
- v.mValue.y = stream->GetF4();
- v.mValue.z = stream->GetF4();
-
- // check whether we'll need to sort the keys
- if (!l->empty() && v.mTime <= l->back().mTime)
- sortKeys = true;
-
- // Remove zero-scalings on singular axes - they've been reported to be there erroneously in some strange files
- if (!v.mValue.x) v.mValue.x = 1.f;
- if (!v.mValue.y) v.mValue.y = 1.f;
- if (!v.mValue.z) v.mValue.z = 1.f;
-
- l->push_back(v);
- }
- // Sort all keys with ascending time values and remove duplicates?
- if (sortKeys) {
- std::stable_sort(l->begin(),l->end());
- l->erase ( std::unique (l->begin(),l->end(),&KeyUniqueCompare<aiVectorKey>), l->end() );
- }}
- break;
- };
-
- ASSIMP_3DS_END_CHUNK();
+ ASSIMP_3DS_BEGIN_CHUNK();
+
+ // get chunk type
+ switch (chunk.Flag)
+ {
+ case Discreet3DS::CHUNK_TRACKOBJNAME:
+
+ // This is the name of the object to which the track applies. The chunk also
+ // defines the position of this object in the hierarchy.
+ {
+
+ // First of all: get the name of the object
+ unsigned int cnt = 0;
+ const char* sz = (const char*)stream->GetPtr();
+
+ while (stream->GetI1())++cnt;
+ std::string name = std::string(sz,cnt);
+
+ // Now find out whether we have this node already (target animation channels
+ // are stored with a separate object ID)
+ D3DS::Node* pcNode = FindNode(mRootNode,name);
+ if (pcNode)
+ {
+ // Make this node the current node
+ mCurrentNode = pcNode;
+ break;
+ }
+ pcNode = new D3DS::Node();
+ pcNode->mName = name;
+
+ // There are two unknown values which we can safely ignore
+ stream->IncPtr(4);
+
+ // Now read the hierarchy position of the object
+ uint16_t hierarchy = stream->GetI2() + 1;
+ pcNode->mHierarchyPos = hierarchy;
+ pcNode->mHierarchyIndex = mLastNodeIndex;
+
+ // And find a proper position in the graph for it
+ if (mCurrentNode && mCurrentNode->mHierarchyPos == hierarchy) {
+
+ // add to the parent of the last touched node
+ mCurrentNode->mParent->push_back(pcNode);
+ mLastNodeIndex++;
+ }
+ else if(hierarchy >= mLastNodeIndex) {
+
+ // place it at the current position in the hierarchy
+ mCurrentNode->push_back(pcNode);
+ mLastNodeIndex = hierarchy;
+ }
+ else {
+ // need to go back to the specified position in the hierarchy.
+ InverseNodeSearch(pcNode,mCurrentNode);
+ mLastNodeIndex++;
+ }
+ // Make this node the current node
+ mCurrentNode = pcNode;
+ }
+ break;
+
+ case Discreet3DS::CHUNK_TRACKDUMMYOBJNAME:
+
+ // This is the "real" name of a $$$DUMMY object
+ {
+ const char* sz = (const char*) stream->GetPtr();
+ while (stream->GetI1());
+
+ // If object name is DUMMY, take this one instead
+ if (mCurrentNode->mName == "$$$DUMMY") {
+ //DefaultLogger::get()->warn("3DS: Skipping dummy object name for non-dummy object");
+ mCurrentNode->mName = std::string(sz);
+ break;
+ }
+ }
+ break;
+
+ case Discreet3DS::CHUNK_TRACKPIVOT:
+
+ if ( Discreet3DS::CHUNK_TRACKINFO != parent)
+ {
+ DefaultLogger::get()->warn("3DS: Skipping pivot subchunk for non usual object");
+ break;
+ }
+
+ // Pivot = origin of rotation and scaling
+ mCurrentNode->vPivot.x = stream->GetF4();
+ mCurrentNode->vPivot.y = stream->GetF4();
+ mCurrentNode->vPivot.z = stream->GetF4();
+ break;
+
+
+ // ////////////////////////////////////////////////////////////////////
+ // POSITION KEYFRAME
+ case Discreet3DS::CHUNK_TRACKPOS:
+ {
+ stream->IncPtr(10);
+ const unsigned int numFrames = stream->GetI4();
+ bool sortKeys = false;
+
+ // This could also be meant as the target position for
+ // (targeted) lights and cameras
+ std::vector<aiVectorKey>* l;
+ if ( Discreet3DS::CHUNK_TRACKCAMTGT == parent || Discreet3DS::CHUNK_TRACKLIGTGT == parent) {
+ l = & mCurrentNode->aTargetPositionKeys;
+ }
+ else l = & mCurrentNode->aPositionKeys;
+
+ l->reserve(numFrames);
+ for (unsigned int i = 0; i < numFrames;++i) {
+ const unsigned int fidx = stream->GetI4();
+
+ // Setup a new position key
+ aiVectorKey v;
+ v.mTime = (double)fidx;
+
+ SkipTCBInfo();
+ v.mValue.x = stream->GetF4();
+ v.mValue.y = stream->GetF4();
+ v.mValue.z = stream->GetF4();
+
+ // check whether we'll need to sort the keys
+ if (!l->empty() && v.mTime <= l->back().mTime)
+ sortKeys = true;
+
+ // Add the new keyframe to the list
+ l->push_back(v);
+ }
+
+ // Sort all keys with ascending time values and remove duplicates?
+ if (sortKeys) {
+ std::stable_sort(l->begin(),l->end());
+ l->erase ( std::unique (l->begin(),l->end(),&KeyUniqueCompare<aiVectorKey>), l->end() );
+ }}
+
+ break;
+
+ // ////////////////////////////////////////////////////////////////////
+ // CAMERA ROLL KEYFRAME
+ case Discreet3DS::CHUNK_TRACKROLL:
+ {
+ // roll keys are accepted for cameras only
+ if (parent != Discreet3DS::CHUNK_TRACKCAMERA) {
+ DefaultLogger::get()->warn("3DS: Ignoring roll track for non-camera object");
+ break;
+ }
+ bool sortKeys = false;
+ std::vector<aiFloatKey>* l = &mCurrentNode->aCameraRollKeys;
+
+ stream->IncPtr(10);
+ const unsigned int numFrames = stream->GetI4();
+ l->reserve(numFrames);
+ for (unsigned int i = 0; i < numFrames;++i) {
+ const unsigned int fidx = stream->GetI4();
+
+ // Setup a new position key
+ aiFloatKey v;
+ v.mTime = (double)fidx;
+
+ // This is just a single float
+ SkipTCBInfo();
+ v.mValue = stream->GetF4();
+
+ // Check whether we'll need to sort the keys
+ if (!l->empty() && v.mTime <= l->back().mTime)
+ sortKeys = true;
+
+ // Add the new keyframe to the list
+ l->push_back(v);
+ }
+
+ // Sort all keys with ascending time values and remove duplicates?
+ if (sortKeys) {
+ std::stable_sort(l->begin(),l->end());
+ l->erase ( std::unique (l->begin(),l->end(),&KeyUniqueCompare<aiFloatKey>), l->end() );
+ }}
+ break;
+
+
+ // ////////////////////////////////////////////////////////////////////
+ // CAMERA FOV KEYFRAME
+ case Discreet3DS::CHUNK_TRACKFOV:
+ {
+ DefaultLogger::get()->error("3DS: Skipping FOV animation track. "
+ "This is not supported");
+ }
+ break;
+
+
+ // ////////////////////////////////////////////////////////////////////
+ // ROTATION KEYFRAME
+ case Discreet3DS::CHUNK_TRACKROTATE:
+ {
+ stream->IncPtr(10);
+ const unsigned int numFrames = stream->GetI4();
+
+ bool sortKeys = false;
+ std::vector<aiQuatKey>* l = &mCurrentNode->aRotationKeys;
+ l->reserve(numFrames);
+
+ for (unsigned int i = 0; i < numFrames;++i) {
+ const unsigned int fidx = stream->GetI4();
+ SkipTCBInfo();
+
+ aiQuatKey v;
+ v.mTime = (double)fidx;
+
+ // The rotation keyframe is given as an axis-angle pair
+ const float rad = stream->GetF4();
+ aiVector3D axis;
+ axis.x = stream->GetF4();
+ axis.y = stream->GetF4();
+ axis.z = stream->GetF4();
+
+ if (!axis.x && !axis.y && !axis.z)
+ axis.y = 1.f;
+
+ // Construct a rotation quaternion from the axis-angle pair
+ v.mValue = aiQuaternion(axis,rad);
+
+ // Check whether we'll need to sort the keys
+ if (!l->empty() && v.mTime <= l->back().mTime)
+ sortKeys = true;
+
+ // add the new keyframe to the list
+ l->push_back(v);
+ }
+ // Sort all keys with ascending time values and remove duplicates?
+ if (sortKeys) {
+ std::stable_sort(l->begin(),l->end());
+ l->erase ( std::unique (l->begin(),l->end(),&KeyUniqueCompare<aiQuatKey>), l->end() );
+ }}
+ break;
+
+ // ////////////////////////////////////////////////////////////////////
+ // SCALING KEYFRAME
+ case Discreet3DS::CHUNK_TRACKSCALE:
+ {
+ stream->IncPtr(10);
+ const unsigned int numFrames = stream->GetI2();
+ stream->IncPtr(2);
+
+ bool sortKeys = false;
+ std::vector<aiVectorKey>* l = &mCurrentNode->aScalingKeys;
+ l->reserve(numFrames);
+
+ for (unsigned int i = 0; i < numFrames;++i) {
+ const unsigned int fidx = stream->GetI4();
+ SkipTCBInfo();
+
+ // Setup a new key
+ aiVectorKey v;
+ v.mTime = (double)fidx;
+
+ // ... and read its value
+ v.mValue.x = stream->GetF4();
+ v.mValue.y = stream->GetF4();
+ v.mValue.z = stream->GetF4();
+
+ // check whether we'll need to sort the keys
+ if (!l->empty() && v.mTime <= l->back().mTime)
+ sortKeys = true;
+
+ // Remove zero-scalings on singular axes - they've been reported to be there erroneously in some strange files
+ if (!v.mValue.x) v.mValue.x = 1.f;
+ if (!v.mValue.y) v.mValue.y = 1.f;
+ if (!v.mValue.z) v.mValue.z = 1.f;
+
+ l->push_back(v);
+ }
+ // Sort all keys with ascending time values and remove duplicates?
+ if (sortKeys) {
+ std::stable_sort(l->begin(),l->end());
+ l->erase ( std::unique (l->begin(),l->end(),&KeyUniqueCompare<aiVectorKey>), l->end() );
+ }}
+ break;
+ };
+
+ ASSIMP_3DS_END_CHUNK();
}
// ------------------------------------------------------------------------------------------------
// Read a face chunk - it contains smoothing groups and material assignments
void Discreet3DSImporter::ParseFaceChunk()
{
- ASSIMP_3DS_BEGIN_CHUNK();
-
- // Get the mesh we're currently working on
- D3DS::Mesh& mMesh = mScene->mMeshes.back();
-
- // Get chunk type
- switch (chunk.Flag)
- {
- case Discreet3DS::CHUNK_SMOOLIST:
- {
- // This is the list of smoothing groups - a bitfield for every face.
- // Up to 32 smoothing groups assigned to a single face.
- unsigned int num = chunkSize/4, m = 0;
- for (std::vector<D3DS::Face>::iterator i = mMesh.mFaces.begin(); m != num;++i, ++m) {
- // nth bit is set for nth smoothing group
- (*i).iSmoothGroup = stream->GetI4();
- }}
- break;
-
- case Discreet3DS::CHUNK_FACEMAT:
- {
- // at fist an asciiz with the material name
- const char* sz = (const char*)stream->GetPtr();
- while (stream->GetI1()) {}
-
- // find the index of the material
- unsigned int idx = 0xcdcdcdcd, cnt = 0;
- for (std::vector<D3DS::Material>::const_iterator i = mScene->mMaterials.begin();i != mScene->mMaterials.end();++i,++cnt) {
- // use case independent comparisons. hopefully it will work.
- if ((*i).mName.length() && !ASSIMP_stricmp(sz, (*i).mName.c_str())) {
- idx = cnt;
- break;
- }
- }
- if (0xcdcdcdcd == idx) {
- DefaultLogger::get()->error(std::string("3DS: Unknown material: ") + sz);
- }
-
- // Now continue and read all material indices
- cnt = (uint16_t)stream->GetI2();
- for (unsigned int i = 0; i < cnt;++i) {
- unsigned int fidx = (uint16_t)stream->GetI2();
-
- // check range
- if (fidx >= mMesh.mFaceMaterials.size()) {
- DefaultLogger::get()->error("3DS: Invalid face index in face material list");
- }
- else mMesh.mFaceMaterials[fidx] = idx;
- }}
- break;
- };
- ASSIMP_3DS_END_CHUNK();
+ ASSIMP_3DS_BEGIN_CHUNK();
+
+ // Get the mesh we're currently working on
+ D3DS::Mesh& mMesh = mScene->mMeshes.back();
+
+ // Get chunk type
+ switch (chunk.Flag)
+ {
+ case Discreet3DS::CHUNK_SMOOLIST:
+ {
+ // This is the list of smoothing groups - a bitfield for every face.
+ // Up to 32 smoothing groups assigned to a single face.
+ unsigned int num = chunkSize/4, m = 0;
+ for (std::vector<D3DS::Face>::iterator i = mMesh.mFaces.begin(); m != num;++i, ++m) {
+ // nth bit is set for nth smoothing group
+ (*i).iSmoothGroup = stream->GetI4();
+ }}
+ break;
+
+ case Discreet3DS::CHUNK_FACEMAT:
+ {
+ // at fist an asciiz with the material name
+ const char* sz = (const char*)stream->GetPtr();
+ while (stream->GetI1());
+
+ // find the index of the material
+ unsigned int idx = 0xcdcdcdcd, cnt = 0;
+ for (std::vector<D3DS::Material>::const_iterator i = mScene->mMaterials.begin();i != mScene->mMaterials.end();++i,++cnt) {
+ // use case independent comparisons. hopefully it will work.
+ if ((*i).mName.length() && !ASSIMP_stricmp(sz, (*i).mName.c_str())) {
+ idx = cnt;
+ break;
+ }
+ }
+ if (0xcdcdcdcd == idx) {
+ DefaultLogger::get()->error(std::string("3DS: Unknown material: ") + sz);
+ }
+
+ // Now continue and read all material indices
+ cnt = (uint16_t)stream->GetI2();
+ for (unsigned int i = 0; i < cnt;++i) {
+ unsigned int fidx = (uint16_t)stream->GetI2();
+
+ // check range
+ if (fidx >= mMesh.mFaceMaterials.size()) {
+ DefaultLogger::get()->error("3DS: Invalid face index in face material list");
+ }
+ else mMesh.mFaceMaterials[fidx] = idx;
+ }}
+ break;
+ };
+ ASSIMP_3DS_END_CHUNK();
}
// ------------------------------------------------------------------------------------------------
// Read a mesh chunk. Here's the actual mesh data
void Discreet3DSImporter::ParseMeshChunk()
{
- ASSIMP_3DS_BEGIN_CHUNK();
-
- // Get the mesh we're currently working on
- D3DS::Mesh& mMesh = mScene->mMeshes.back();
-
- // get chunk type
- switch (chunk.Flag)
- {
- case Discreet3DS::CHUNK_VERTLIST:
- {
- // This is the list of all vertices in the current mesh
- int num = (int)(uint16_t)stream->GetI2();
- mMesh.mPositions.reserve(num);
- while (num-- > 0) {
- aiVector3D v;
- v.x = stream->GetF4();
- v.y = stream->GetF4();
- v.z = stream->GetF4();
- mMesh.mPositions.push_back(v);
- }}
- break;
- case Discreet3DS::CHUNK_TRMATRIX:
- {
- // This is the RLEATIVE transformation matrix of the current mesh. Vertices are
- // pretransformed by this matrix wonder.
- mMesh.mMat.a1 = stream->GetF4();
- mMesh.mMat.b1 = stream->GetF4();
- mMesh.mMat.c1 = stream->GetF4();
- mMesh.mMat.a2 = stream->GetF4();
- mMesh.mMat.b2 = stream->GetF4();
- mMesh.mMat.c2 = stream->GetF4();
- mMesh.mMat.a3 = stream->GetF4();
- mMesh.mMat.b3 = stream->GetF4();
- mMesh.mMat.c3 = stream->GetF4();
- mMesh.mMat.a4 = stream->GetF4();
- mMesh.mMat.b4 = stream->GetF4();
- mMesh.mMat.c4 = stream->GetF4();
- }
- break;
-
- case Discreet3DS::CHUNK_MAPLIST:
- {
- // This is the list of all UV coords in the current mesh
- int num = (int)(uint16_t)stream->GetI2();
- mMesh.mTexCoords.reserve(num);
- while (num-- > 0) {
- aiVector3D v;
- v.x = stream->GetF4();
- v.y = stream->GetF4();
- mMesh.mTexCoords.push_back(v);
- }}
- break;
-
- case Discreet3DS::CHUNK_FACELIST:
- {
- // This is the list of all faces in the current mesh
- int num = (int)(uint16_t)stream->GetI2();
- mMesh.mFaces.reserve(num);
- while (num-- > 0) {
- // 3DS faces are ALWAYS triangles
- mMesh.mFaces.push_back(D3DS::Face());
- D3DS::Face& sFace = mMesh.mFaces.back();
-
- sFace.mIndices[0] = (uint16_t)stream->GetI2();
- sFace.mIndices[1] = (uint16_t)stream->GetI2();
- sFace.mIndices[2] = (uint16_t)stream->GetI2();
-
- stream->IncPtr(2); // skip edge visibility flag
- }
-
- // Resize the material array (0xcdcdcdcd marks the default material; so if a face is
- // not referenced by a material, $$DEFAULT will be assigned to it)
- mMesh.mFaceMaterials.resize(mMesh.mFaces.size(),0xcdcdcdcd);
-
- // Larger 3DS files could have multiple FACE chunks here
- chunkSize = stream->GetRemainingSizeToLimit();
- if ( chunkSize > (int) sizeof(Discreet3DS::Chunk ) )
- ParseFaceChunk();
- }
- break;
- };
- ASSIMP_3DS_END_CHUNK();
+ ASSIMP_3DS_BEGIN_CHUNK();
+
+ // Get the mesh we're currently working on
+ D3DS::Mesh& mMesh = mScene->mMeshes.back();
+
+ // get chunk type
+ switch (chunk.Flag)
+ {
+ case Discreet3DS::CHUNK_VERTLIST:
+ {
+ // This is the list of all vertices in the current mesh
+ int num = (int)(uint16_t)stream->GetI2();
+ mMesh.mPositions.reserve(num);
+ while (num-- > 0) {
+ aiVector3D v;
+ v.x = stream->GetF4();
+ v.y = stream->GetF4();
+ v.z = stream->GetF4();
+ mMesh.mPositions.push_back(v);
+ }}
+ break;
+ case Discreet3DS::CHUNK_TRMATRIX:
+ {
+ // This is the RLEATIVE transformation matrix of the current mesh. Vertices are
+ // pretransformed by this matrix wonder.
+ mMesh.mMat.a1 = stream->GetF4();
+ mMesh.mMat.b1 = stream->GetF4();
+ mMesh.mMat.c1 = stream->GetF4();
+ mMesh.mMat.a2 = stream->GetF4();
+ mMesh.mMat.b2 = stream->GetF4();
+ mMesh.mMat.c2 = stream->GetF4();
+ mMesh.mMat.a3 = stream->GetF4();
+ mMesh.mMat.b3 = stream->GetF4();
+ mMesh.mMat.c3 = stream->GetF4();
+ mMesh.mMat.a4 = stream->GetF4();
+ mMesh.mMat.b4 = stream->GetF4();
+ mMesh.mMat.c4 = stream->GetF4();
+ }
+ break;
+
+ case Discreet3DS::CHUNK_MAPLIST:
+ {
+ // This is the list of all UV coords in the current mesh
+ int num = (int)(uint16_t)stream->GetI2();
+ mMesh.mTexCoords.reserve(num);
+ while (num-- > 0) {
+ aiVector3D v;
+ v.x = stream->GetF4();
+ v.y = stream->GetF4();
+ mMesh.mTexCoords.push_back(v);
+ }}
+ break;
+
+ case Discreet3DS::CHUNK_FACELIST:
+ {
+ // This is the list of all faces in the current mesh
+ int num = (int)(uint16_t)stream->GetI2();
+ mMesh.mFaces.reserve(num);
+ while (num-- > 0) {
+ // 3DS faces are ALWAYS triangles
+ mMesh.mFaces.push_back(D3DS::Face());
+ D3DS::Face& sFace = mMesh.mFaces.back();
+
+ sFace.mIndices[0] = (uint16_t)stream->GetI2();
+ sFace.mIndices[1] = (uint16_t)stream->GetI2();
+ sFace.mIndices[2] = (uint16_t)stream->GetI2();
+
+ stream->IncPtr(2); // skip edge visibility flag
+ }
+
+ // Resize the material array (0xcdcdcdcd marks the default material; so if a face is
+ // not referenced by a material, $$DEFAULT will be assigned to it)
+ mMesh.mFaceMaterials.resize(mMesh.mFaces.size(),0xcdcdcdcd);
+
+ // Larger 3DS files could have multiple FACE chunks here
+ chunkSize = stream->GetRemainingSizeToLimit();
+ if ( chunkSize > (int) sizeof(Discreet3DS::Chunk ) )
+ ParseFaceChunk();
+ }
+ break;
+ };
+ ASSIMP_3DS_END_CHUNK();
}
// ------------------------------------------------------------------------------------------------
// Read a 3DS material chunk
void Discreet3DSImporter::ParseMaterialChunk()
{
- ASSIMP_3DS_BEGIN_CHUNK();
- switch (chunk.Flag)
- {
- case Discreet3DS::CHUNK_MAT_MATNAME:
-
- {
- // The material name string is already zero-terminated, but we need to be sure ...
- const char* sz = (const char*)stream->GetPtr();
- unsigned int cnt = 0;
- while (stream->GetI1())
- ++cnt;
-
- if (!cnt) {
- // This may not be, we use the default name instead
- DefaultLogger::get()->error("3DS: Empty material name");
- }
- else mScene->mMaterials.back().mName = std::string(sz,cnt);
- }
- break;
-
- case Discreet3DS::CHUNK_MAT_DIFFUSE:
- {
- // This is the diffuse material color
- aiColor3D* pc = &mScene->mMaterials.back().mDiffuse;
- ParseColorChunk(pc);
- if (is_qnan(pc->r)) {
- // color chunk is invalid. Simply ignore it
- DefaultLogger::get()->error("3DS: Unable to read DIFFUSE chunk");
- pc->r = pc->g = pc->b = 1.0f;
- }}
- break;
-
- case Discreet3DS::CHUNK_MAT_SPECULAR:
- {
- // This is the specular material color
- aiColor3D* pc = &mScene->mMaterials.back().mSpecular;
- ParseColorChunk(pc);
- if (is_qnan(pc->r)) {
- // color chunk is invalid. Simply ignore it
- DefaultLogger::get()->error("3DS: Unable to read SPECULAR chunk");
- pc->r = pc->g = pc->b = 1.0f;
- }}
- break;
-
- case Discreet3DS::CHUNK_MAT_AMBIENT:
- {
- // This is the ambient material color
- aiColor3D* pc = &mScene->mMaterials.back().mAmbient;
- ParseColorChunk(pc);
- if (is_qnan(pc->r)) {
- // color chunk is invalid. Simply ignore it
- DefaultLogger::get()->error("3DS: Unable to read AMBIENT chunk");
- pc->r = pc->g = pc->b = 0.0f;
- }}
- break;
-
- case Discreet3DS::CHUNK_MAT_SELF_ILLUM:
- {
- // This is the emissive material color
- aiColor3D* pc = &mScene->mMaterials.back().mEmissive;
- ParseColorChunk(pc);
- if (is_qnan(pc->r)) {
- // color chunk is invalid. Simply ignore it
- DefaultLogger::get()->error("3DS: Unable to read EMISSIVE chunk");
- pc->r = pc->g = pc->b = 0.0f;
- }}
- break;
-
- case Discreet3DS::CHUNK_MAT_TRANSPARENCY:
- {
- // This is the material's transparency
- float* pcf = &mScene->mMaterials.back().mTransparency;
- *pcf = ParsePercentageChunk();
-
- // NOTE: transparency, not opacity
- if (is_qnan(*pcf))
- *pcf = 1.0f;
- else *pcf = 1.0f - *pcf * (float)0xFFFF / 100.0f;
- }
- break;
-
- case Discreet3DS::CHUNK_MAT_SHADING:
- // This is the material shading mode
- mScene->mMaterials.back().mShading = (D3DS::Discreet3DS::shadetype3ds)stream->GetI2();
- break;
-
- case Discreet3DS::CHUNK_MAT_TWO_SIDE:
- // This is the two-sided flag
- mScene->mMaterials.back().mTwoSided = true;
- break;
-
- case Discreet3DS::CHUNK_MAT_SHININESS:
- { // This is the shininess of the material
- float* pcf = &mScene->mMaterials.back().mSpecularExponent;
- *pcf = ParsePercentageChunk();
- if (is_qnan(*pcf))
- *pcf = 0.0f;
- else *pcf *= (float)0xFFFF;
- }
- break;
-
- case Discreet3DS::CHUNK_MAT_SHININESS_PERCENT:
- { // This is the shininess strength of the material
- float* pcf = &mScene->mMaterials.back().mShininessStrength;
- *pcf = ParsePercentageChunk();
- if (is_qnan(*pcf))
- *pcf = 0.0f;
- else *pcf *= (float)0xffff / 100.0f;
- }
- break;
-
- case Discreet3DS::CHUNK_MAT_SELF_ILPCT:
- { // This is the self illumination strength of the material
- float f = ParsePercentageChunk();
- if (is_qnan(f))
- f = 0.0f;
- else f *= (float)0xFFFF / 100.0f;
- mScene->mMaterials.back().mEmissive = aiColor3D(f,f,f);
- }
- break;
-
- // Parse texture chunks
- case Discreet3DS::CHUNK_MAT_TEXTURE:
- // Diffuse texture
- ParseTextureChunk(&mScene->mMaterials.back().sTexDiffuse);
- break;
- case Discreet3DS::CHUNK_MAT_BUMPMAP:
- // Height map
- ParseTextureChunk(&mScene->mMaterials.back().sTexBump);
- break;
- case Discreet3DS::CHUNK_MAT_OPACMAP:
- // Opacity texture
- ParseTextureChunk(&mScene->mMaterials.back().sTexOpacity);
- break;
- case Discreet3DS::CHUNK_MAT_MAT_SHINMAP:
- // Shininess map
- ParseTextureChunk(&mScene->mMaterials.back().sTexShininess);
- break;
- case Discreet3DS::CHUNK_MAT_SPECMAP:
- // Specular map
- ParseTextureChunk(&mScene->mMaterials.back().sTexSpecular);
- break;
- case Discreet3DS::CHUNK_MAT_SELFIMAP:
- // Self-illumination (emissive) map
- ParseTextureChunk(&mScene->mMaterials.back().sTexEmissive);
- break;
- case Discreet3DS::CHUNK_MAT_REFLMAP:
- // Reflection map
- ParseTextureChunk(&mScene->mMaterials.back().sTexReflective);
- break;
- };
- ASSIMP_3DS_END_CHUNK();
+ ASSIMP_3DS_BEGIN_CHUNK();
+ switch (chunk.Flag)
+ {
+ case Discreet3DS::CHUNK_MAT_MATNAME:
+
+ {
+ // The material name string is already zero-terminated, but we need to be sure ...
+ const char* sz = (const char*)stream->GetPtr();
+ unsigned int cnt = 0;
+ while (stream->GetI1())
+ ++cnt;
+
+ if (!cnt) {
+ // This may not be, we use the default name instead
+ DefaultLogger::get()->error("3DS: Empty material name");
+ }
+ else mScene->mMaterials.back().mName = std::string(sz,cnt);
+ }
+ break;
+
+ case Discreet3DS::CHUNK_MAT_DIFFUSE:
+ {
+ // This is the diffuse material color
+ aiColor3D* pc = &mScene->mMaterials.back().mDiffuse;
+ ParseColorChunk(pc);
+ if (is_qnan(pc->r)) {
+ // color chunk is invalid. Simply ignore it
+ DefaultLogger::get()->error("3DS: Unable to read DIFFUSE chunk");
+ pc->r = pc->g = pc->b = 1.0f;
+ }}
+ break;
+
+ case Discreet3DS::CHUNK_MAT_SPECULAR:
+ {
+ // This is the specular material color
+ aiColor3D* pc = &mScene->mMaterials.back().mSpecular;
+ ParseColorChunk(pc);
+ if (is_qnan(pc->r)) {
+ // color chunk is invalid. Simply ignore it
+ DefaultLogger::get()->error("3DS: Unable to read SPECULAR chunk");
+ pc->r = pc->g = pc->b = 1.0f;
+ }}
+ break;
+
+ case Discreet3DS::CHUNK_MAT_AMBIENT:
+ {
+ // This is the ambient material color
+ aiColor3D* pc = &mScene->mMaterials.back().mAmbient;
+ ParseColorChunk(pc);
+ if (is_qnan(pc->r)) {
+ // color chunk is invalid. Simply ignore it
+ DefaultLogger::get()->error("3DS: Unable to read AMBIENT chunk");
+ pc->r = pc->g = pc->b = 0.0f;
+ }}
+ break;
+
+ case Discreet3DS::CHUNK_MAT_SELF_ILLUM:
+ {
+ // This is the emissive material color
+ aiColor3D* pc = &mScene->mMaterials.back().mEmissive;
+ ParseColorChunk(pc);
+ if (is_qnan(pc->r)) {
+ // color chunk is invalid. Simply ignore it
+ DefaultLogger::get()->error("3DS: Unable to read EMISSIVE chunk");
+ pc->r = pc->g = pc->b = 0.0f;
+ }}
+ break;
+
+ case Discreet3DS::CHUNK_MAT_TRANSPARENCY:
+ {
+ // This is the material's transparency
+ float* pcf = &mScene->mMaterials.back().mTransparency;
+ *pcf = ParsePercentageChunk();
+
+ // NOTE: transparency, not opacity
+ if (is_qnan(*pcf))
+ *pcf = 1.0f;
+ else *pcf = 1.0f - *pcf * (float)0xFFFF / 100.0f;
+ }
+ break;
+
+ case Discreet3DS::CHUNK_MAT_SHADING:
+ // This is the material shading mode
+ mScene->mMaterials.back().mShading = (D3DS::Discreet3DS::shadetype3ds)stream->GetI2();
+ break;
+
+ case Discreet3DS::CHUNK_MAT_TWO_SIDE:
+ // This is the two-sided flag
+ mScene->mMaterials.back().mTwoSided = true;
+ break;
+
+ case Discreet3DS::CHUNK_MAT_SHININESS:
+ { // This is the shininess of the material
+ float* pcf = &mScene->mMaterials.back().mSpecularExponent;
+ *pcf = ParsePercentageChunk();
+ if (is_qnan(*pcf))
+ *pcf = 0.0f;
+ else *pcf *= (float)0xFFFF;
+ }
+ break;
+
+ case Discreet3DS::CHUNK_MAT_SHININESS_PERCENT:
+ { // This is the shininess strength of the material
+ float* pcf = &mScene->mMaterials.back().mShininessStrength;
+ *pcf = ParsePercentageChunk();
+ if (is_qnan(*pcf))
+ *pcf = 0.0f;
+ else *pcf *= (float)0xffff / 100.0f;
+ }
+ break;
+
+ case Discreet3DS::CHUNK_MAT_SELF_ILPCT:
+ { // This is the self illumination strength of the material
+ float f = ParsePercentageChunk();
+ if (is_qnan(f))
+ f = 0.0f;
+ else f *= (float)0xFFFF / 100.0f;
+ mScene->mMaterials.back().mEmissive = aiColor3D(f,f,f);
+ }
+ break;
+
+ // Parse texture chunks
+ case Discreet3DS::CHUNK_MAT_TEXTURE:
+ // Diffuse texture
+ ParseTextureChunk(&mScene->mMaterials.back().sTexDiffuse);
+ break;
+ case Discreet3DS::CHUNK_MAT_BUMPMAP:
+ // Height map
+ ParseTextureChunk(&mScene->mMaterials.back().sTexBump);
+ break;
+ case Discreet3DS::CHUNK_MAT_OPACMAP:
+ // Opacity texture
+ ParseTextureChunk(&mScene->mMaterials.back().sTexOpacity);
+ break;
+ case Discreet3DS::CHUNK_MAT_MAT_SHINMAP:
+ // Shininess map
+ ParseTextureChunk(&mScene->mMaterials.back().sTexShininess);
+ break;
+ case Discreet3DS::CHUNK_MAT_SPECMAP:
+ // Specular map
+ ParseTextureChunk(&mScene->mMaterials.back().sTexSpecular);
+ break;
+ case Discreet3DS::CHUNK_MAT_SELFIMAP:
+ // Self-illumination (emissive) map
+ ParseTextureChunk(&mScene->mMaterials.back().sTexEmissive);
+ break;
+ case Discreet3DS::CHUNK_MAT_REFLMAP:
+ // Reflection map
+ ParseTextureChunk(&mScene->mMaterials.back().sTexReflective);
+ break;
+ };
+ ASSIMP_3DS_END_CHUNK();
}
// ------------------------------------------------------------------------------------------------
void Discreet3DSImporter::ParseTextureChunk(D3DS::Texture* pcOut)
{
- ASSIMP_3DS_BEGIN_CHUNK();
-
- // get chunk type
- switch (chunk.Flag)
- {
- case Discreet3DS::CHUNK_MAPFILE:
- {
- // The material name string is already zero-terminated, but we need to be sure ...
- const char* sz = (const char*)stream->GetPtr();
- unsigned int cnt = 0;
- while (stream->GetI1())
- ++cnt;
- pcOut->mMapName = std::string(sz,cnt);
- }
- break;
-
-
- case Discreet3DS::CHUNK_PERCENTF:
- // Manually parse the blend factor
- pcOut->mTextureBlend = stream->GetF4();
- break;
-
- case Discreet3DS::CHUNK_PERCENTW:
- // Manually parse the blend factor
- pcOut->mTextureBlend = (float)((uint16_t)stream->GetI2()) / 100.0f;
- break;
-
- case Discreet3DS::CHUNK_MAT_MAP_USCALE:
- // Texture coordinate scaling in the U direction
- pcOut->mScaleU = stream->GetF4();
- if (0.0f == pcOut->mScaleU)
- {
- DefaultLogger::get()->warn("Texture coordinate scaling in the x direction is zero. Assuming 1.");
- pcOut->mScaleU = 1.0f;
- }
- break;
- case Discreet3DS::CHUNK_MAT_MAP_VSCALE:
- // Texture coordinate scaling in the V direction
- pcOut->mScaleV = stream->GetF4();
- if (0.0f == pcOut->mScaleV)
- {
- DefaultLogger::get()->warn("Texture coordinate scaling in the y direction is zero. Assuming 1.");
- pcOut->mScaleV = 1.0f;
- }
- break;
-
- case Discreet3DS::CHUNK_MAT_MAP_UOFFSET:
- // Texture coordinate offset in the U direction
- pcOut->mOffsetU = -stream->GetF4();
- break;
-
- case Discreet3DS::CHUNK_MAT_MAP_VOFFSET:
- // Texture coordinate offset in the V direction
- pcOut->mOffsetV = stream->GetF4();
- break;
-
- case Discreet3DS::CHUNK_MAT_MAP_ANG:
- // Texture coordinate rotation, CCW in DEGREES
- pcOut->mRotation = -AI_DEG_TO_RAD( stream->GetF4() );
- break;
-
- case Discreet3DS::CHUNK_MAT_MAP_TILING:
- {
- const uint16_t iFlags = stream->GetI2();
-
- // Get the mapping mode (for both axes)
- if (iFlags & 0x2u)
- pcOut->mMapMode = aiTextureMapMode_Mirror;
-
- else if (iFlags & 0x10u)
- pcOut->mMapMode = aiTextureMapMode_Decal;
-
- // wrapping in all remaining cases
- else pcOut->mMapMode = aiTextureMapMode_Wrap;
- }
- break;
- };
-
- ASSIMP_3DS_END_CHUNK();
+ ASSIMP_3DS_BEGIN_CHUNK();
+
+ // get chunk type
+ switch (chunk.Flag)
+ {
+ case Discreet3DS::CHUNK_MAPFILE:
+ {
+ // The material name string is already zero-terminated, but we need to be sure ...
+ const char* sz = (const char*)stream->GetPtr();
+ unsigned int cnt = 0;
+ while (stream->GetI1())
+ ++cnt;
+ pcOut->mMapName = std::string(sz,cnt);
+ }
+ break;
+
+
+ case Discreet3DS::CHUNK_PERCENTF:
+ // Manually parse the blend factor
+ pcOut->mTextureBlend = stream->GetF4();
+ break;
+
+ case Discreet3DS::CHUNK_PERCENTW:
+ // Manually parse the blend factor
+ pcOut->mTextureBlend = (float)((uint16_t)stream->GetI2()) / 100.0f;
+ break;
+
+ case Discreet3DS::CHUNK_MAT_MAP_USCALE:
+ // Texture coordinate scaling in the U direction
+ pcOut->mScaleU = stream->GetF4();
+ if (0.0f == pcOut->mScaleU)
+ {
+ DefaultLogger::get()->warn("Texture coordinate scaling in the x direction is zero. Assuming 1.");
+ pcOut->mScaleU = 1.0f;
+ }
+ break;
+ case Discreet3DS::CHUNK_MAT_MAP_VSCALE:
+ // Texture coordinate scaling in the V direction
+ pcOut->mScaleV = stream->GetF4();
+ if (0.0f == pcOut->mScaleV)
+ {
+ DefaultLogger::get()->warn("Texture coordinate scaling in the y direction is zero. Assuming 1.");
+ pcOut->mScaleV = 1.0f;
+ }
+ break;
+
+ case Discreet3DS::CHUNK_MAT_MAP_UOFFSET:
+ // Texture coordinate offset in the U direction
+ pcOut->mOffsetU = -stream->GetF4();
+ break;
+
+ case Discreet3DS::CHUNK_MAT_MAP_VOFFSET:
+ // Texture coordinate offset in the V direction
+ pcOut->mOffsetV = stream->GetF4();
+ break;
+
+ case Discreet3DS::CHUNK_MAT_MAP_ANG:
+ // Texture coordinate rotation, CCW in DEGREES
+ pcOut->mRotation = -AI_DEG_TO_RAD( stream->GetF4() );
+ break;
+
+ case Discreet3DS::CHUNK_MAT_MAP_TILING:
+ {
+ const uint16_t iFlags = stream->GetI2();
+
+ // Get the mapping mode (for both axes)
+ if (iFlags & 0x2u)
+ pcOut->mMapMode = aiTextureMapMode_Mirror;
+
+ else if (iFlags & 0x10u)
+ pcOut->mMapMode = aiTextureMapMode_Decal;
+
+ // wrapping in all remaining cases
+ else pcOut->mMapMode = aiTextureMapMode_Wrap;
+ }
+ break;
+ };
+
+ ASSIMP_3DS_END_CHUNK();
}
// ------------------------------------------------------------------------------------------------
// Read a percentage chunk
float Discreet3DSImporter::ParsePercentageChunk()
{
- Discreet3DS::Chunk chunk;
- ReadChunk(&chunk);
-
- if (Discreet3DS::CHUNK_PERCENTF == chunk.Flag)
- return stream->GetF4();
- else if (Discreet3DS::CHUNK_PERCENTW == chunk.Flag)
- return (float)((uint16_t)stream->GetI2()) / (float)0xFFFF;
- return get_qnan();
+ Discreet3DS::Chunk chunk;
+ ReadChunk(&chunk);
+
+ if (Discreet3DS::CHUNK_PERCENTF == chunk.Flag)
+ return stream->GetF4();
+ else if (Discreet3DS::CHUNK_PERCENTW == chunk.Flag)
+ return (float)((uint16_t)stream->GetI2()) / (float)0xFFFF;
+ return get_qnan();
}
// ------------------------------------------------------------------------------------------------
// Read a color chunk. If a percentage chunk is found instead it is read as a grayscale color
void Discreet3DSImporter::ParseColorChunk(aiColor3D* out,
- bool acceptPercent)
+ bool acceptPercent)
{
- ai_assert(out != NULL);
-
- // error return value
- const float qnan = get_qnan();
- static const aiColor3D clrError = aiColor3D(qnan,qnan,qnan);
-
- Discreet3DS::Chunk chunk;
- ReadChunk(&chunk);
- const unsigned int diff = chunk.Size - sizeof(Discreet3DS::Chunk);
-
- // Get the type of the chunk
- switch(chunk.Flag)
- {
- case Discreet3DS::CHUNK_LINRGBF:
- case Discreet3DS::CHUNK_RGBF:
- if (sizeof(float) * 3 > diff) {
- *out = clrError;
- return;
- }
- out->r = stream->GetF4();
- out->g = stream->GetF4();
- out->b = stream->GetF4();
- break;
-
- case Discreet3DS::CHUNK_LINRGBB:
- case Discreet3DS::CHUNK_RGBB:
- if (sizeof(char) * 3 > diff) {
- *out = clrError;
- return;
- }
- out->r = (float)(uint8_t)stream->GetI1() / 255.0f;
- out->g = (float)(uint8_t)stream->GetI1() / 255.0f;
- out->b = (float)(uint8_t)stream->GetI1() / 255.0f;
- break;
-
- // Percentage chunks are accepted, too.
- case Discreet3DS::CHUNK_PERCENTF:
- if (acceptPercent && 4 <= diff) {
- out->g = out->b = out->r = stream->GetF4();
- break;
- }
- *out = clrError;
- return;
-
- case Discreet3DS::CHUNK_PERCENTW:
- if (acceptPercent && 1 <= diff) {
- out->g = out->b = out->r = (float)(uint8_t)stream->GetI1() / 255.0f;
- break;
- }
- *out = clrError;
- return;
-
- default:
- stream->IncPtr(diff);
- // Skip unknown chunks, hope this won't cause any problems.
- return ParseColorChunk(out,acceptPercent);
- };
+ ai_assert(out != NULL);
+
+ // error return value
+ const float qnan = get_qnan();
+ static const aiColor3D clrError = aiColor3D(qnan,qnan,qnan);
+
+ Discreet3DS::Chunk chunk;
+ ReadChunk(&chunk);
+ const unsigned int diff = chunk.Size - sizeof(Discreet3DS::Chunk);
+
+ bool bGamma = false;
+
+ // Get the type of the chunk
+ switch(chunk.Flag)
+ {
+ case Discreet3DS::CHUNK_LINRGBF:
+ bGamma = true;
+
+ case Discreet3DS::CHUNK_RGBF:
+ if (sizeof(float) * 3 > diff) {
+ *out = clrError;
+ return;
+ }
+ out->r = stream->GetF4();
+ out->g = stream->GetF4();
+ out->b = stream->GetF4();
+ break;
+
+ case Discreet3DS::CHUNK_LINRGBB:
+ bGamma = true;
+ case Discreet3DS::CHUNK_RGBB:
+ if (sizeof(char) * 3 > diff) {
+ *out = clrError;
+ return;
+ }
+ out->r = (float)(uint8_t)stream->GetI1() / 255.0f;
+ out->g = (float)(uint8_t)stream->GetI1() / 255.0f;
+ out->b = (float)(uint8_t)stream->GetI1() / 255.0f;
+ break;
+
+ // Percentage chunks are accepted, too.
+ case Discreet3DS::CHUNK_PERCENTF:
+ if (acceptPercent && 4 <= diff) {
+ out->g = out->b = out->r = stream->GetF4();
+ break;
+ }
+ *out = clrError;
+ return;
+
+ case Discreet3DS::CHUNK_PERCENTW:
+ if (acceptPercent && 1 <= diff) {
+ out->g = out->b = out->r = (float)(uint8_t)stream->GetI1() / 255.0f;
+ break;
+ }
+ *out = clrError;
+ return;
+
+ default:
+ stream->IncPtr(diff);
+ // Skip unknown chunks, hope this won't cause any problems.
+ return ParseColorChunk(out,acceptPercent);
+ };
+ (void)bGamma;
}
#endif // !! ASSIMP_BUILD_NO_3DS_IMPORTER
diff --git a/src/3rdparty/assimp/code/3DSLoader.h b/src/3rdparty/assimp/code/3DSLoader.h
index 133a7c8ef..9b3606f85 100644
--- a/src/3rdparty/assimp/code/3DSLoader.h
+++ b/src/3rdparty/assimp/code/3DSLoader.h
@@ -1,13 +1,13 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -19,21 +19,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -46,13 +46,13 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#define AI_3DSIMPORTER_H_INC
#include "BaseImporter.h"
-#include "../include/aiTypes.h"
+#include "../include/assimp/types.h"
struct aiNode;
#include "3DSHelper.h"
-namespace Assimp {
-class MaterialHelper;
+namespace Assimp {
+
using namespace D3DS;
@@ -61,218 +61,214 @@ using namespace D3DS;
*/
class Discreet3DSImporter : public BaseImporter
{
- friend class Importer;
-
-protected:
- /** Constructor to be privately used by Importer */
- Discreet3DSImporter();
+public:
- /** Destructor, private as well */
- ~Discreet3DSImporter();
+ Discreet3DSImporter();
+ ~Discreet3DSImporter();
public:
- // -------------------------------------------------------------------
- /** Returns whether the class can handle the format of the given file.
- * See BaseImporter::CanRead() for details.
- */
- bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
- bool checkSig) const;
+ // -------------------------------------------------------------------
+ /** Returns whether the class can handle the format of the given file.
+ * See BaseImporter::CanRead() for details.
+ */
+ bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
+ bool checkSig) const;
- // -------------------------------------------------------------------
- /** Called prior to ReadFile().
- * The function is a request to the importer to update its configuration
- * basing on the Importer's configuration property list.
- */
- void SetupProperties(const Importer* pImp);
+ // -------------------------------------------------------------------
+ /** Called prior to ReadFile().
+ * The function is a request to the importer to update its configuration
+ * basing on the Importer's configuration property list.
+ */
+ void SetupProperties(const Importer* pImp);
protected:
- // -------------------------------------------------------------------
- /** Called by Importer::GetExtensionList() for each loaded importer.
- * See BaseImporter::GetExtensionList() for details
- */
- void GetExtensionList(std::set<std::string>& extensions);
-
- // -------------------------------------------------------------------
- /** Imports the given file into the given scene structure.
- * See BaseImporter::InternReadFile() for details
- */
- void InternReadFile( const std::string& pFile, aiScene* pScene,
- IOSystem* pIOHandler);
-
- // -------------------------------------------------------------------
- /** Converts a temporary material to the outer representation
- */
- void ConvertMaterial(D3DS::Material& p_cMat,
- MaterialHelper& p_pcOut);
-
- // -------------------------------------------------------------------
- /** Read a chunk
- *
- * @param pcOut Receives the current chunk
- */
- void ReadChunk(Discreet3DS::Chunk* pcOut);
-
- // -------------------------------------------------------------------
- /** Parse a percentage chunk. mCurrent will point to the next
- * chunk behind afterwards. If no percentage chunk is found
- * QNAN is returned.
- */
- float ParsePercentageChunk();
-
- // -------------------------------------------------------------------
- /** Parse a color chunk. mCurrent will point to the next
- * chunk behind afterwards. If no color chunk is found
- * QNAN is returned in all members.
- */
- void ParseColorChunk(aiColor3D* p_pcOut,
- bool p_bAcceptPercent = true);
-
-
- // -------------------------------------------------------------------
- /** Skip a chunk in the file
- */
- void SkipChunk();
-
- // -------------------------------------------------------------------
- /** Generate the nodegraph
- */
- void GenerateNodeGraph(aiScene* pcOut);
-
- // -------------------------------------------------------------------
- /** Parse a main top-level chunk in the file
- */
- void ParseMainChunk();
-
- // -------------------------------------------------------------------
- /** Parse a top-level chunk in the file
- */
- void ParseChunk(const char* name, unsigned int num);
-
- // -------------------------------------------------------------------
- /** Parse a top-level editor chunk in the file
- */
- void ParseEditorChunk();
-
- // -------------------------------------------------------------------
- /** Parse a top-level object chunk in the file
- */
- void ParseObjectChunk();
-
- // -------------------------------------------------------------------
- /** Parse a material chunk in the file
- */
- void ParseMaterialChunk();
-
- // -------------------------------------------------------------------
- /** Parse a mesh chunk in the file
- */
- void ParseMeshChunk();
-
- // -------------------------------------------------------------------
- /** Parse a light chunk in the file
- */
- void ParseLightChunk();
-
- // -------------------------------------------------------------------
- /** Parse a camera chunk in the file
- */
- void ParseCameraChunk();
-
- // -------------------------------------------------------------------
- /** Parse a face list chunk in the file
- */
- void ParseFaceChunk();
-
- // -------------------------------------------------------------------
- /** Parse a keyframe chunk in the file
- */
- void ParseKeyframeChunk();
-
- // -------------------------------------------------------------------
- /** Parse a hierarchy chunk in the file
- */
- void ParseHierarchyChunk(uint16_t parent);
-
- // -------------------------------------------------------------------
- /** Parse a texture chunk in the file
- */
- void ParseTextureChunk(D3DS::Texture* pcOut);
-
- // -------------------------------------------------------------------
- /** Convert the meshes in the file
- */
- void ConvertMeshes(aiScene* pcOut);
-
- // -------------------------------------------------------------------
- /** Replace the default material in the scene
- */
- void ReplaceDefaultMaterial();
-
- // -------------------------------------------------------------------
- /** Convert the whole scene
- */
- void ConvertScene(aiScene* pcOut);
-
- // -------------------------------------------------------------------
- /** generate unique vertices for a mesh
- */
- void MakeUnique(D3DS::Mesh& sMesh);
-
- // -------------------------------------------------------------------
- /** Add a node to the node graph
- */
- void AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut,D3DS::Node* pcIn,
- aiMatrix4x4& absTrafo);
-
- // -------------------------------------------------------------------
- /** Search for a node in the graph.
- * Called recursively
- */
- void InverseNodeSearch(D3DS::Node* pcNode,D3DS::Node* pcCurrent);
-
- // -------------------------------------------------------------------
- /** Apply the master scaling factor to the mesh
- */
- void ApplyMasterScale(aiScene* pScene);
-
- // -------------------------------------------------------------------
- /** Clamp all indices in the file to a valid range
- */
- void CheckIndices(D3DS::Mesh& sMesh);
-
- // -------------------------------------------------------------------
- /** Skip the TCB info in a track key
- */
- void SkipTCBInfo();
+ // -------------------------------------------------------------------
+ /** Return importer meta information.
+ * See #BaseImporter::GetInfo for the details
+ */
+ const aiImporterDesc* GetInfo () const;
+
+ // -------------------------------------------------------------------
+ /** Imports the given file into the given scene structure.
+ * See BaseImporter::InternReadFile() for details
+ */
+ void InternReadFile( const std::string& pFile, aiScene* pScene,
+ IOSystem* pIOHandler);
+
+ // -------------------------------------------------------------------
+ /** Converts a temporary material to the outer representation
+ */
+ void ConvertMaterial(D3DS::Material& p_cMat,
+ aiMaterial& p_pcOut);
+
+ // -------------------------------------------------------------------
+ /** Read a chunk
+ *
+ * @param pcOut Receives the current chunk
+ */
+ void ReadChunk(Discreet3DS::Chunk* pcOut);
+
+ // -------------------------------------------------------------------
+ /** Parse a percentage chunk. mCurrent will point to the next
+ * chunk behind afterwards. If no percentage chunk is found
+ * QNAN is returned.
+ */
+ float ParsePercentageChunk();
+
+ // -------------------------------------------------------------------
+ /** Parse a color chunk. mCurrent will point to the next
+ * chunk behind afterwards. If no color chunk is found
+ * QNAN is returned in all members.
+ */
+ void ParseColorChunk(aiColor3D* p_pcOut,
+ bool p_bAcceptPercent = true);
+
+
+ // -------------------------------------------------------------------
+ /** Skip a chunk in the file
+ */
+ void SkipChunk();
+
+ // -------------------------------------------------------------------
+ /** Generate the nodegraph
+ */
+ void GenerateNodeGraph(aiScene* pcOut);
+
+ // -------------------------------------------------------------------
+ /** Parse a main top-level chunk in the file
+ */
+ void ParseMainChunk();
+
+ // -------------------------------------------------------------------
+ /** Parse a top-level chunk in the file
+ */
+ void ParseChunk(const char* name, unsigned int num);
+
+ // -------------------------------------------------------------------
+ /** Parse a top-level editor chunk in the file
+ */
+ void ParseEditorChunk();
+
+ // -------------------------------------------------------------------
+ /** Parse a top-level object chunk in the file
+ */
+ void ParseObjectChunk();
+
+ // -------------------------------------------------------------------
+ /** Parse a material chunk in the file
+ */
+ void ParseMaterialChunk();
+
+ // -------------------------------------------------------------------
+ /** Parse a mesh chunk in the file
+ */
+ void ParseMeshChunk();
+
+ // -------------------------------------------------------------------
+ /** Parse a light chunk in the file
+ */
+ void ParseLightChunk();
+
+ // -------------------------------------------------------------------
+ /** Parse a camera chunk in the file
+ */
+ void ParseCameraChunk();
+
+ // -------------------------------------------------------------------
+ /** Parse a face list chunk in the file
+ */
+ void ParseFaceChunk();
+
+ // -------------------------------------------------------------------
+ /** Parse a keyframe chunk in the file
+ */
+ void ParseKeyframeChunk();
+
+ // -------------------------------------------------------------------
+ /** Parse a hierarchy chunk in the file
+ */
+ void ParseHierarchyChunk(uint16_t parent);
+
+ // -------------------------------------------------------------------
+ /** Parse a texture chunk in the file
+ */
+ void ParseTextureChunk(D3DS::Texture* pcOut);
+
+ // -------------------------------------------------------------------
+ /** Convert the meshes in the file
+ */
+ void ConvertMeshes(aiScene* pcOut);
+
+ // -------------------------------------------------------------------
+ /** Replace the default material in the scene
+ */
+ void ReplaceDefaultMaterial();
+
+ // -------------------------------------------------------------------
+ /** Convert the whole scene
+ */
+ void ConvertScene(aiScene* pcOut);
+
+ // -------------------------------------------------------------------
+ /** generate unique vertices for a mesh
+ */
+ void MakeUnique(D3DS::Mesh& sMesh);
+
+ // -------------------------------------------------------------------
+ /** Add a node to the node graph
+ */
+ void AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut,D3DS::Node* pcIn,
+ aiMatrix4x4& absTrafo);
+
+ // -------------------------------------------------------------------
+ /** Search for a node in the graph.
+ * Called recursively
+ */
+ void InverseNodeSearch(D3DS::Node* pcNode,D3DS::Node* pcCurrent);
+
+ // -------------------------------------------------------------------
+ /** Apply the master scaling factor to the mesh
+ */
+ void ApplyMasterScale(aiScene* pScene);
+
+ // -------------------------------------------------------------------
+ /** Clamp all indices in the file to a valid range
+ */
+ void CheckIndices(D3DS::Mesh& sMesh);
+
+ // -------------------------------------------------------------------
+ /** Skip the TCB info in a track key
+ */
+ void SkipTCBInfo();
protected:
- /** Stream to read from */
- StreamReaderLE* stream;
+ /** Stream to read from */
+ StreamReaderLE* stream;
- /** Last touched node index */
- short mLastNodeIndex;
+ /** Last touched node index */
+ short mLastNodeIndex;
- /** Current node, root node */
- D3DS::Node* mCurrentNode, *mRootNode;
+ /** Current node, root node */
+ D3DS::Node* mCurrentNode, *mRootNode;
- /** Scene under construction */
- D3DS::Scene* mScene;
+ /** Scene under construction */
+ D3DS::Scene* mScene;
- /** Ambient base color of the scene */
- aiColor3D mClrAmbient;
+ /** Ambient base color of the scene */
+ aiColor3D mClrAmbient;
- /** Master scaling factor of the scene */
- float mMasterScale;
+ /** Master scaling factor of the scene */
+ float mMasterScale;
- /** Path to the background image of the scene */
- std::string mBackgroundImage;
- bool bHasBG;
+ /** Path to the background image of the scene */
+ std::string mBackgroundImage;
+ bool bHasBG;
- /** true if PRJ file */
- bool bIsPrj;
+ /** true if PRJ file */
+ bool bIsPrj;
};
} // end of namespace Assimp
diff --git a/src/3rdparty/assimp/code/ACLoader.cpp b/src/3rdparty/assimp/code/ACLoader.cpp
index b4aef8686..93e739b4e 100644
--- a/src/3rdparty/assimp/code/ACLoader.cpp
+++ b/src/3rdparty/assimp/code/ACLoader.cpp
@@ -1,15 +1,15 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -21,21 +21,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -52,809 +52,815 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "fast_atof.h"
#include "Subdivision.h"
-#if defined(__QNXNTO__)
-#include <stdio.h>
-#endif
-
using namespace Assimp;
+static const aiImporterDesc desc = {
+ "AC3D Importer",
+ "",
+ "",
+ "",
+ aiImporterFlags_SupportTextFlavour,
+ 0,
+ 0,
+ 0,
+ 0,
+ "ac acc ac3d"
+};
// ------------------------------------------------------------------------------------------------
// skip to the next token
#define AI_AC_SKIP_TO_NEXT_TOKEN() \
- if (!SkipSpaces(&buffer)) \
- { \
- DefaultLogger::get()->error("AC3D: Unexpected EOF/EOL"); \
- continue; \
- }
+ if (!SkipSpaces(&buffer)) \
+ { \
+ DefaultLogger::get()->error("AC3D: Unexpected EOF/EOL"); \
+ continue; \
+ }
// ------------------------------------------------------------------------------------------------
// read a string (may be enclosed in double quotation marks). buffer must point to "
#define AI_AC_GET_STRING(out) \
- ++buffer; \
- const char* sz = buffer; \
- while ('\"' != *buffer) \
- { \
- if (IsLineEnd( *buffer )) \
- { \
- DefaultLogger::get()->error("AC3D: Unexpected EOF/EOL in string"); \
- out = "ERROR"; \
- break; \
- } \
- ++buffer; \
- } \
- if (IsLineEnd( *buffer ))continue; \
- out = std::string(sz,(unsigned int)(buffer-sz)); \
- ++buffer;
+ ++buffer; \
+ const char* sz = buffer; \
+ while ('\"' != *buffer) \
+ { \
+ if (IsLineEnd( *buffer )) \
+ { \
+ DefaultLogger::get()->error("AC3D: Unexpected EOF/EOL in string"); \
+ out = "ERROR"; \
+ break; \
+ } \
+ ++buffer; \
+ } \
+ if (IsLineEnd( *buffer ))continue; \
+ out = std::string(sz,(unsigned int)(buffer-sz)); \
+ ++buffer;
// ------------------------------------------------------------------------------------------------
-// read 1 to n floats prefixed with an optional predefined identifier
+// read 1 to n floats prefixed with an optional predefined identifier
#define AI_AC_CHECKED_LOAD_FLOAT_ARRAY(name,name_length,num,out) \
- AI_AC_SKIP_TO_NEXT_TOKEN(); \
- if (name_length) \
- { \
- if (strncmp(buffer,name,name_length) || !IsSpace(buffer[name_length])) \
- { \
- DefaultLogger::get()->error("AC3D: Unexpexted token. " name " was expected."); \
- continue; \
- } \
- buffer += name_length+1; \
- } \
- for (unsigned int i = 0; i < num;++i) \
- { \
- AI_AC_SKIP_TO_NEXT_TOKEN(); \
- buffer = fast_atof_move(buffer,((float*)out)[i]); \
- }
+ AI_AC_SKIP_TO_NEXT_TOKEN(); \
+ if (name_length) \
+ { \
+ if (strncmp(buffer,name,name_length) || !IsSpace(buffer[name_length])) \
+ { \
+ DefaultLogger::get()->error("AC3D: Unexpexted token. " name " was expected."); \
+ continue; \
+ } \
+ buffer += name_length+1; \
+ } \
+ for (unsigned int i = 0; i < num;++i) \
+ { \
+ AI_AC_SKIP_TO_NEXT_TOKEN(); \
+ buffer = fast_atoreal_move<float>(buffer,((float*)out)[i]); \
+ }
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
-AC3DImporter::AC3DImporter() : buffer(0), configSplitBFCull(false), configEvalSubdivision(false), mNumMeshes(0), lights(0), groups(0), polys(0), worlds(0)
+AC3DImporter::AC3DImporter()
{
- // nothing to be done here
+ // nothing to be done here
}
// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
+// Destructor, private as well
AC3DImporter::~AC3DImporter()
{
- // nothing to be done here
+ // nothing to be done here
}
// ------------------------------------------------------------------------------------------------
-// Returns whether the class can handle the format of the given file.
+// Returns whether the class can handle the format of the given file.
bool AC3DImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
{
- std::string extension = GetExtension(pFile);
-
- // fixme: are acc and ac3d *really* used? Some sources say they are
- if (extension == "ac" || extension == "ac3d" || extension == "acc") {
- return true;
- }
- if (!extension.length() || checkSig) {
- uint32_t token = AI_MAKE_MAGIC("AC3D");
- return CheckMagicToken(pIOHandler,pFile,&token,1,0);
- }
- return false;
+ std::string extension = GetExtension(pFile);
+
+ // fixme: are acc and ac3d *really* used? Some sources say they are
+ if(extension == "ac" || extension == "ac3d" || extension == "acc") {
+ return true;
+ }
+ if (!extension.length() || checkSig) {
+ uint32_t token = AI_MAKE_MAGIC("AC3D");
+ return CheckMagicToken(pIOHandler,pFile,&token,1,0);
+ }
+ return false;
}
// ------------------------------------------------------------------------------------------------
-// Get list of file extensions handled by this loader
-void AC3DImporter::GetExtensionList(std::set<std::string>& extensions)
+// Loader meta information
+const aiImporterDesc* AC3DImporter::GetInfo () const
{
- extensions.insert("ac");
- extensions.insert("acc");
- extensions.insert("ac3d");
+ return &desc;
}
// ------------------------------------------------------------------------------------------------
// Get a pointer to the next line from the file
bool AC3DImporter::GetNextLine( )
{
- SkipLine(&buffer);
- return SkipSpaces(&buffer);
+ SkipLine(&buffer);
+ return SkipSpaces(&buffer);
}
// ------------------------------------------------------------------------------------------------
// Parse an object section in an AC file
void AC3DImporter::LoadObjectSection(std::vector<Object>& objects)
{
- if (!TokenMatch(buffer,"OBJECT",6))
- return;
-
- SkipSpaces(&buffer);
-
- ++mNumMeshes;
-
- objects.push_back(Object());
- Object& obj = objects.back();
-
- aiLight* light = NULL;
- if (!ASSIMP_strincmp(buffer,"light",5))
- {
- // This is a light source. Add it to the list
- mLights->push_back(light = new aiLight());
-
- // Return a point light with no attenuation
- light->mType = aiLightSource_POINT;
- light->mColorDiffuse = light->mColorSpecular = aiColor3D(1.f,1.f,1.f);
- light->mAttenuationConstant = 1.f;
-
- // Generate a default name for both the light source and the node
- // FIXME - what's the right way to print a size_t? Is 'zu' universally available? stick with the safe version.
- light->mName.length = ::sprintf(light->mName.data,"ACLight_%i",static_cast<unsigned int>(mLights->size())-1);
- obj.name = std::string( light->mName.data );
-
- DefaultLogger::get()->debug("AC3D: Light source encountered");
- obj.type = Object::Light;
- }
- else if (!ASSIMP_strincmp(buffer,"group",5))
- {
- obj.type = Object::Group;
- }
- else if (!ASSIMP_strincmp(buffer,"world",5))
- {
- obj.type = Object::World;
- }
- else obj.type = Object::Poly;
- while (GetNextLine())
- {
- if (TokenMatch(buffer,"kids",4))
- {
- SkipSpaces(&buffer);
- unsigned int num = strtol10(buffer,&buffer);
- GetNextLine();
- if (num)
- {
- // load the children of this object recursively
- obj.children.reserve(num);
- for (unsigned int i = 0; i < num; ++i)
- LoadObjectSection(obj.children);
- }
- return;
- }
- else if (TokenMatch(buffer,"name",4))
- {
- SkipSpaces(&buffer);
- AI_AC_GET_STRING(obj.name);
-
- // If this is a light source, we'll also need to store
- // the name of the node in it.
- if (light)
- {
- light->mName.Set(obj.name);
- }
- }
- else if (TokenMatch(buffer,"texture",7))
- {
- SkipSpaces(&buffer);
- AI_AC_GET_STRING(obj.texture);
- }
- else if (TokenMatch(buffer,"texrep",6))
- {
- SkipSpaces(&buffer);
- AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,2,&obj.texRepeat);
- if (!obj.texRepeat.x || !obj.texRepeat.y)
- obj.texRepeat = aiVector2D (1.f,1.f);
- }
- else if (TokenMatch(buffer,"texoff",6))
- {
- SkipSpaces(&buffer);
- AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,2,&obj.texOffset);
- }
- else if (TokenMatch(buffer,"rot",3))
- {
- SkipSpaces(&buffer);
- AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,9,&obj.rotation);
- }
- else if (TokenMatch(buffer,"loc",3))
- {
- SkipSpaces(&buffer);
- AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,3,&obj.translation);
- }
- else if (TokenMatch(buffer,"subdiv",6))
- {
- SkipSpaces(&buffer);
- obj.subDiv = strtol10(buffer,&buffer);
- }
- else if (TokenMatch(buffer,"crease",6))
- {
- SkipSpaces(&buffer);
- obj.crease = fast_atof(buffer);
- }
- else if (TokenMatch(buffer,"numvert",7))
- {
- SkipSpaces(&buffer);
-
- unsigned int t = strtol10(buffer,&buffer);
- obj.vertices.reserve(t);
- for (unsigned int i = 0; i < t;++i)
- {
- if (!GetNextLine())
- {
- DefaultLogger::get()->error("AC3D: Unexpected EOF: not all vertices have been parsed yet");
- break;
- }
- else if (!IsNumeric(*buffer))
- {
- DefaultLogger::get()->error("AC3D: Unexpected token: not all vertices have been parsed yet");
- --buffer; // make sure the line is processed a second time
- break;
- }
- obj.vertices.push_back(aiVector3D());
- aiVector3D& v = obj.vertices.back();
- AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,3,&v.x);
- }
- }
- else if (TokenMatch(buffer,"numsurf",7))
- {
- SkipSpaces(&buffer);
-
- bool Q3DWorkAround = false;
-
- const unsigned int t = strtol10(buffer,&buffer);
- obj.surfaces.reserve(t);
- for (unsigned int i = 0; i < t;++i)
- {
- GetNextLine();
- if (!TokenMatch(buffer,"SURF",4))
- {
- // FIX: this can occur for some files - Quick 3D for
- // example writes no surf chunks
- if (!Q3DWorkAround)
- {
- DefaultLogger::get()->warn("AC3D: SURF token was expected");
- DefaultLogger::get()->debug("Continuing with Quick3D Workaround enabled");
- }
- --buffer; // make sure the line is processed a second time
- // break; --- see fix notes above
-
- Q3DWorkAround = true;
- }
- SkipSpaces(&buffer);
- obj.surfaces.push_back(Surface());
- Surface& surf = obj.surfaces.back();
- surf.flags = strtol_cppstyle(buffer);
-
- while (1)
- {
- if (!GetNextLine())
- {
- DefaultLogger::get()->error("AC3D: Unexpected EOF: surface is incomplete");
- break;
- }
- if (TokenMatch(buffer,"mat",3))
- {
- SkipSpaces(&buffer);
- surf.mat = strtol10(buffer);
- }
- else if (TokenMatch(buffer,"refs",4))
- {
- // --- see fix notes above
- if (Q3DWorkAround)
- {
- if (!surf.entries.empty())
- {
- buffer -= 6;
- break;
- }
- }
-
- SkipSpaces(&buffer);
- const unsigned int m = strtol10(buffer);
- surf.entries.reserve(m);
-
- obj.numRefs += m;
-
- for (unsigned int k = 0; k < m; ++k)
- {
- if (!GetNextLine())
- {
- DefaultLogger::get()->error("AC3D: Unexpected EOF: surface references are incomplete");
- break;
- }
- surf.entries.push_back(Surface::SurfaceEntry());
- Surface::SurfaceEntry& entry = surf.entries.back();
-
- entry.first = strtol10(buffer,&buffer);
- SkipSpaces(&buffer);
- AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,2,&entry.second);
- }
- }
- else
- {
-
- --buffer; // make sure the line is processed a second time
- break;
- }
- }
- }
- }
- }
- DefaultLogger::get()->error("AC3D: Unexpected EOF: \'kids\' line was expected");
+ if (!TokenMatch(buffer,"OBJECT",6))
+ return;
+
+ SkipSpaces(&buffer);
+
+ ++mNumMeshes;
+
+ objects.push_back(Object());
+ Object& obj = objects.back();
+
+ aiLight* light = NULL;
+ if (!ASSIMP_strincmp(buffer,"light",5))
+ {
+ // This is a light source. Add it to the list
+ mLights->push_back(light = new aiLight());
+
+ // Return a point light with no attenuation
+ light->mType = aiLightSource_POINT;
+ light->mColorDiffuse = light->mColorSpecular = aiColor3D(1.f,1.f,1.f);
+ light->mAttenuationConstant = 1.f;
+
+ // Generate a default name for both the light source and the node
+ // FIXME - what's the right way to print a size_t? Is 'zu' universally available? stick with the safe version.
+ light->mName.length = ::sprintf(light->mName.data,"ACLight_%i",static_cast<unsigned int>(mLights->size())-1);
+ obj.name = std::string( light->mName.data );
+
+ DefaultLogger::get()->debug("AC3D: Light source encountered");
+ obj.type = Object::Light;
+ }
+ else if (!ASSIMP_strincmp(buffer,"group",5))
+ {
+ obj.type = Object::Group;
+ }
+ else if (!ASSIMP_strincmp(buffer,"world",5))
+ {
+ obj.type = Object::World;
+ }
+ else obj.type = Object::Poly;
+ while (GetNextLine())
+ {
+ if (TokenMatch(buffer,"kids",4))
+ {
+ SkipSpaces(&buffer);
+ unsigned int num = strtoul10(buffer,&buffer);
+ GetNextLine();
+ if (num)
+ {
+ // load the children of this object recursively
+ obj.children.reserve(num);
+ for (unsigned int i = 0; i < num; ++i)
+ LoadObjectSection(obj.children);
+ }
+ return;
+ }
+ else if (TokenMatch(buffer,"name",4))
+ {
+ SkipSpaces(&buffer);
+ AI_AC_GET_STRING(obj.name);
+
+ // If this is a light source, we'll also need to store
+ // the name of the node in it.
+ if (light)
+ {
+ light->mName.Set(obj.name);
+ }
+ }
+ else if (TokenMatch(buffer,"texture",7))
+ {
+ SkipSpaces(&buffer);
+ AI_AC_GET_STRING(obj.texture);
+ }
+ else if (TokenMatch(buffer,"texrep",6))
+ {
+ SkipSpaces(&buffer);
+ AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,2,&obj.texRepeat);
+ if (!obj.texRepeat.x || !obj.texRepeat.y)
+ obj.texRepeat = aiVector2D (1.f,1.f);
+ }
+ else if (TokenMatch(buffer,"texoff",6))
+ {
+ SkipSpaces(&buffer);
+ AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,2,&obj.texOffset);
+ }
+ else if (TokenMatch(buffer,"rot",3))
+ {
+ SkipSpaces(&buffer);
+ AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,9,&obj.rotation);
+ }
+ else if (TokenMatch(buffer,"loc",3))
+ {
+ SkipSpaces(&buffer);
+ AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,3,&obj.translation);
+ }
+ else if (TokenMatch(buffer,"subdiv",6))
+ {
+ SkipSpaces(&buffer);
+ obj.subDiv = strtoul10(buffer,&buffer);
+ }
+ else if (TokenMatch(buffer,"crease",6))
+ {
+ SkipSpaces(&buffer);
+ obj.crease = fast_atof(buffer);
+ }
+ else if (TokenMatch(buffer,"numvert",7))
+ {
+ SkipSpaces(&buffer);
+
+ unsigned int t = strtoul10(buffer,&buffer);
+ obj.vertices.reserve(t);
+ for (unsigned int i = 0; i < t;++i)
+ {
+ if (!GetNextLine())
+ {
+ DefaultLogger::get()->error("AC3D: Unexpected EOF: not all vertices have been parsed yet");
+ break;
+ }
+ else if (!IsNumeric(*buffer))
+ {
+ DefaultLogger::get()->error("AC3D: Unexpected token: not all vertices have been parsed yet");
+ --buffer; // make sure the line is processed a second time
+ break;
+ }
+ obj.vertices.push_back(aiVector3D());
+ aiVector3D& v = obj.vertices.back();
+ AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,3,&v.x);
+ }
+ }
+ else if (TokenMatch(buffer,"numsurf",7))
+ {
+ SkipSpaces(&buffer);
+
+ bool Q3DWorkAround = false;
+
+ const unsigned int t = strtoul10(buffer,&buffer);
+ obj.surfaces.reserve(t);
+ for (unsigned int i = 0; i < t;++i)
+ {
+ GetNextLine();
+ if (!TokenMatch(buffer,"SURF",4))
+ {
+ // FIX: this can occur for some files - Quick 3D for
+ // example writes no surf chunks
+ if (!Q3DWorkAround)
+ {
+ DefaultLogger::get()->warn("AC3D: SURF token was expected");
+ DefaultLogger::get()->debug("Continuing with Quick3D Workaround enabled");
+ }
+ --buffer; // make sure the line is processed a second time
+ // break; --- see fix notes above
+
+ Q3DWorkAround = true;
+ }
+ SkipSpaces(&buffer);
+ obj.surfaces.push_back(Surface());
+ Surface& surf = obj.surfaces.back();
+ surf.flags = strtoul_cppstyle(buffer);
+
+ while (1)
+ {
+ if(!GetNextLine())
+ {
+ DefaultLogger::get()->error("AC3D: Unexpected EOF: surface is incomplete");
+ break;
+ }
+ if (TokenMatch(buffer,"mat",3))
+ {
+ SkipSpaces(&buffer);
+ surf.mat = strtoul10(buffer);
+ }
+ else if (TokenMatch(buffer,"refs",4))
+ {
+ // --- see fix notes above
+ if (Q3DWorkAround)
+ {
+ if (!surf.entries.empty())
+ {
+ buffer -= 6;
+ break;
+ }
+ }
+
+ SkipSpaces(&buffer);
+ const unsigned int m = strtoul10(buffer);
+ surf.entries.reserve(m);
+
+ obj.numRefs += m;
+
+ for (unsigned int k = 0; k < m; ++k)
+ {
+ if(!GetNextLine())
+ {
+ DefaultLogger::get()->error("AC3D: Unexpected EOF: surface references are incomplete");
+ break;
+ }
+ surf.entries.push_back(Surface::SurfaceEntry());
+ Surface::SurfaceEntry& entry = surf.entries.back();
+
+ entry.first = strtoul10(buffer,&buffer);
+ SkipSpaces(&buffer);
+ AI_AC_CHECKED_LOAD_FLOAT_ARRAY("",0,2,&entry.second);
+ }
+ }
+ else
+ {
+
+ --buffer; // make sure the line is processed a second time
+ break;
+ }
+ }
+ }
+ }
+ }
+ DefaultLogger::get()->error("AC3D: Unexpected EOF: \'kids\' line was expected");
}
// ------------------------------------------------------------------------------------------------
// Convert a material from AC3DImporter::Material to aiMaterial
void AC3DImporter::ConvertMaterial(const Object& object,
- const Material& matSrc,
- MaterialHelper& matDest)
+ const Material& matSrc,
+ aiMaterial& matDest)
{
- aiString s;
-
- if (matSrc.name.length())
- {
- s.Set(matSrc.name);
- matDest.AddProperty(&s,AI_MATKEY_NAME);
- }
- if (object.texture.length())
- {
- s.Set(object.texture);
- matDest.AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(0));
-
- // UV transformation
- if (1.f != object.texRepeat.x || 1.f != object.texRepeat.y ||
- object.texOffset.x || object.texOffset.y)
- {
- aiUVTransform transform;
- transform.mScaling = object.texRepeat;
- transform.mTranslation = object.texOffset;
- matDest.AddProperty(&transform,1,AI_MATKEY_UVTRANSFORM_DIFFUSE(0));
- }
- }
-
- matDest.AddProperty<aiColor3D>(&matSrc.rgb,1, AI_MATKEY_COLOR_DIFFUSE);
- matDest.AddProperty<aiColor3D>(&matSrc.amb,1, AI_MATKEY_COLOR_AMBIENT);
- matDest.AddProperty<aiColor3D>(&matSrc.emis,1,AI_MATKEY_COLOR_EMISSIVE);
- matDest.AddProperty<aiColor3D>(&matSrc.spec,1,AI_MATKEY_COLOR_SPECULAR);
-
- int n;
- if (matSrc.shin)
- {
- n = aiShadingMode_Phong;
- matDest.AddProperty<float>(&matSrc.shin,1,AI_MATKEY_SHININESS);
- }
- else n = aiShadingMode_Gouraud;
- matDest.AddProperty<int>(&n,1,AI_MATKEY_SHADING_MODEL);
-
- float f = 1.f - matSrc.trans;
- matDest.AddProperty<float>(&f,1,AI_MATKEY_OPACITY);
+ aiString s;
+
+ if (matSrc.name.length())
+ {
+ s.Set(matSrc.name);
+ matDest.AddProperty(&s,AI_MATKEY_NAME);
+ }
+ if (object.texture.length())
+ {
+ s.Set(object.texture);
+ matDest.AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(0));
+
+ // UV transformation
+ if (1.f != object.texRepeat.x || 1.f != object.texRepeat.y ||
+ object.texOffset.x || object.texOffset.y)
+ {
+ aiUVTransform transform;
+ transform.mScaling = object.texRepeat;
+ transform.mTranslation = object.texOffset;
+ matDest.AddProperty(&transform,1,AI_MATKEY_UVTRANSFORM_DIFFUSE(0));
+ }
+ }
+
+ matDest.AddProperty<aiColor3D>(&matSrc.rgb,1, AI_MATKEY_COLOR_DIFFUSE);
+ matDest.AddProperty<aiColor3D>(&matSrc.amb,1, AI_MATKEY_COLOR_AMBIENT);
+ matDest.AddProperty<aiColor3D>(&matSrc.emis,1,AI_MATKEY_COLOR_EMISSIVE);
+ matDest.AddProperty<aiColor3D>(&matSrc.spec,1,AI_MATKEY_COLOR_SPECULAR);
+
+ int n;
+ if (matSrc.shin)
+ {
+ n = aiShadingMode_Phong;
+ matDest.AddProperty<float>(&matSrc.shin,1,AI_MATKEY_SHININESS);
+ }
+ else n = aiShadingMode_Gouraud;
+ matDest.AddProperty<int>(&n,1,AI_MATKEY_SHADING_MODEL);
+
+ float f = 1.f - matSrc.trans;
+ matDest.AddProperty<float>(&f,1,AI_MATKEY_OPACITY);
}
// ------------------------------------------------------------------------------------------------
// Converts the loaded data to the internal verbose representation
aiNode* AC3DImporter::ConvertObjectSection(Object& object,
- std::vector<aiMesh*>& meshes,
- std::vector<MaterialHelper*>& outMaterials,
- const std::vector<Material>& materials,
- aiNode* parent)
+ std::vector<aiMesh*>& meshes,
+ std::vector<aiMaterial*>& outMaterials,
+ const std::vector<Material>& materials,
+ aiNode* parent)
{
- aiNode* node = new aiNode();
- node->mParent = parent;
- if (object.vertices.size())
- {
- if (!object.surfaces.size() || !object.numRefs)
- {
- /* " An object with 7 vertices (no surfaces, no materials defined).
- This is a good way of getting point data into AC3D.
- The Vertex->create convex-surface/object can be used on these
- vertices to 'wrap' a 3d shape around them "
- (http://www.opencity.info/html/ac3dfileformat.html)
-
- therefore: if no surfaces are defined return point data only
- */
-
- DefaultLogger::get()->info("AC3D: No surfaces defined in object definition, "
- "a point list is returned");
-
- meshes.push_back(new aiMesh());
- aiMesh* mesh = meshes.back();
-
- mesh->mNumFaces = mesh->mNumVertices = (unsigned int)object.vertices.size();
- aiFace* faces = mesh->mFaces = new aiFace[mesh->mNumFaces];
- aiVector3D* verts = mesh->mVertices = new aiVector3D[mesh->mNumVertices];
-
- for (unsigned int i = 0; i < mesh->mNumVertices;++i,++faces,++verts)
- {
- *verts = object.vertices[i];
- faces->mNumIndices = 1;
- faces->mIndices = new unsigned int[1];
- faces->mIndices[0] = i;
- }
-
- // use the primary material in this case. this should be the
- // default material if all objects of the file contain points
- // and no faces.
- mesh->mMaterialIndex = 0;
- outMaterials.push_back(new MaterialHelper());
- ConvertMaterial(object, materials[0], *outMaterials.back());
- }
- else
- {
- // need to generate one or more meshes for this object.
- // find out how many different materials we have
- typedef std::pair< unsigned int, unsigned int > IntPair;
- typedef std::vector< IntPair > MatTable;
- MatTable needMat(materials.size(),IntPair(0,0));
-
- std::vector<Surface>::iterator it,end = object.surfaces.end();
- std::vector<Surface::SurfaceEntry>::iterator it2,end2;
-
- for (it = object.surfaces.begin(); it != end; ++it)
- {
- register unsigned int idx = (*it).mat;
- if (idx >= needMat.size())
- {
- DefaultLogger::get()->error("AC3D: material index is out of range");
- idx = 0;
- }
- if ((*it).entries.empty())
- {
- DefaultLogger::get()->warn("AC3D: surface her zero vertex references");
- }
-
- // validate all vertex indices to make sure we won't crash here
- for (it2 = (*it).entries.begin(),
- end2 = (*it).entries.end(); it2 != end2; ++it2)
- {
- if ((*it2).first >= object.vertices.size())
- {
- DefaultLogger::get()->warn("AC3D: Invalid vertex reference");
- (*it2).first = 0;
- }
- }
-
- if (!needMat[idx].first)++node->mNumMeshes;
-
- switch ((*it).flags & 0xf)
- {
- // closed line
- case 0x1:
-
- needMat[idx].first += (unsigned int)(*it).entries.size();
- needMat[idx].second += (unsigned int)(*it).entries.size()<<1u;
- break;
-
- // unclosed line
- case 0x2:
-
- needMat[idx].first += (unsigned int)(*it).entries.size()-1;
- needMat[idx].second += ((unsigned int)(*it).entries.size()-1)<<1u;
- break;
-
- // 0 == polygon, else unknown
- default:
-
- if ((*it).flags & 0xf)
- {
- DefaultLogger::get()->warn("AC3D: The type flag of a surface is unknown");
- (*it).flags &= ~(0xf);
- }
-
- // the number of faces increments by one, the number
- // of vertices by surface.numref.
- needMat[idx].first++;
- needMat[idx].second += (unsigned int)(*it).entries.size();
- };
- }
- unsigned int* pip = node->mMeshes = new unsigned int[node->mNumMeshes];
- unsigned int mat = 0;
- const size_t oldm = meshes.size();
- for (MatTable::const_iterator cit = needMat.begin(), cend = needMat.end();
- cit != cend; ++cit, ++mat)
- {
- if (!(*cit).first)continue;
-
- // allocate a new aiMesh object
- *pip++ = (unsigned int)meshes.size();
- aiMesh* mesh = new aiMesh();
- meshes.push_back(mesh);
-
- mesh->mMaterialIndex = (unsigned int)outMaterials.size();
- outMaterials.push_back(new MaterialHelper());
- ConvertMaterial(object, materials[mat], *outMaterials.back());
-
- // allocate storage for vertices and normals
- mesh->mNumFaces = (*cit).first;
- aiFace* faces = mesh->mFaces = new aiFace[mesh->mNumFaces];
-
- mesh->mNumVertices = (*cit).second;
- aiVector3D* vertices = mesh->mVertices = new aiVector3D[mesh->mNumVertices];
- unsigned int cur = 0;
-
- // allocate UV coordinates, but only if the texture name for the
- // surface is not empty
- aiVector3D* uv = NULL;
- if (object.texture.length())
- {
- uv = mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices];
- mesh->mNumUVComponents[0] = 2;
- }
-
- for (it = object.surfaces.begin(); it != end; ++it)
- {
- if (mat == (*it).mat)
- {
- const Surface& src = *it;
-
- // closed polygon
- unsigned int type = (*it).flags & 0xf;
- if (!type)
- {
- aiFace& face = *faces++;
- if ((face.mNumIndices = (unsigned int)src.entries.size()))
- {
- face.mIndices = new unsigned int[face.mNumIndices];
- for (unsigned int i = 0; i < face.mNumIndices;++i,++vertices)
- {
- const Surface::SurfaceEntry& entry = src.entries[i];
- face.mIndices[i] = cur++;
-
- // copy vertex positions
- *vertices = object.vertices[entry.first] + object.translation;
-
-
- // copy texture coordinates
- if (uv)
- {
- uv->x = entry.second.x;
- uv->y = entry.second.y;
- ++uv;
- }
- }
- }
- }
- else
- {
-
- it2 = (*it).entries.begin();
-
- // either a closed or an unclosed line
- register unsigned int tmp = (unsigned int)(*it).entries.size();
- if (0x2 == type)--tmp;
- for (unsigned int m = 0; m < tmp;++m)
- {
- aiFace& face = *faces++;
-
- face.mNumIndices = 2;
- face.mIndices = new unsigned int[2];
- face.mIndices[0] = cur++;
- face.mIndices[1] = cur++;
-
- // copy vertex positions
- *vertices++ = object.vertices[(*it2).first];
-
- // copy texture coordinates
- if (uv)
- {
- uv->x = (*it2).second.x;
- uv->y = (*it2).second.y;
- ++uv;
- }
-
-
- if (0x1 == type && tmp-1 == m)
- {
- // if this is a closed line repeat its beginning now
- it2 = (*it).entries.begin();
- }
- else ++it2;
-
- // second point
- *vertices++ = object.vertices[(*it2).first];
-
- if (uv)
- {
- uv->x = (*it2).second.x;
- uv->y = (*it2).second.y;
- ++uv;
- }
- }
- }
- }
- }
- }
-
- // Now apply catmull clark subdivision if necessary. We split meshes into
- // materials which is not done by AC3D during smoothing, so we need to
- // collect all meshes using the same material group.
- if (object.subDiv) {
- if (configEvalSubdivision) {
- boost::scoped_ptr<Subdivider> div(Subdivider::Create(Subdivider::CATMULL_CLARKE));
- DefaultLogger::get()->info("AC3D: Evaluating subdivision surface: "+object.name);
-
- std::vector<aiMesh*> cpy(meshes.size()-oldm,NULL);
- div->Subdivide(&meshes[oldm],cpy.size(),&cpy.front(),object.subDiv,true);
- std::copy(cpy.begin(),cpy.end(),meshes.begin()+oldm);
-
- // previous meshes are deleted vy Subdivide().
- }
- else {
- DefaultLogger::get()->info("AC3D: Letting the subdivision surface untouched due to my configuration: "
- +object.name);
- }
- }
- }
- }
-
- if (object.name.length())
- node->mName.Set(object.name);
- else
- {
- // generate a name depending on the type of the node
- switch (object.type)
- {
- case Object::Group:
- node->mName.length = ::sprintf(node->mName.data,"ACGroup_%i",groups++);
- break;
- case Object::Poly:
- node->mName.length = ::sprintf(node->mName.data,"ACPoly_%i",polys++);
- break;
- case Object::Light:
- node->mName.length = ::sprintf(node->mName.data,"ACLight_%i",lights++);
- break;
-
- // there shouldn't be more than one world, but we don't care
- case Object::World:
- node->mName.length = ::sprintf(node->mName.data,"ACWorld_%i",worlds++);
- break;
- }
- }
-
-
- // setup the local transformation matrix of the object
- // compute the transformation offset to the parent node
- node->mTransformation = aiMatrix4x4 ( object.rotation );
-
- if (object.type == Object::Group || !object.numRefs)
- {
- node->mTransformation.a4 = object.translation.x;
- node->mTransformation.b4 = object.translation.y;
- node->mTransformation.c4 = object.translation.z;
- }
-
- // add children to the object
- if (object.children.size())
- {
- node->mNumChildren = (unsigned int)object.children.size();
- node->mChildren = new aiNode*[node->mNumChildren];
- for (unsigned int i = 0; i < node->mNumChildren;++i)
- {
- node->mChildren[i] = ConvertObjectSection(object.children[i],meshes,outMaterials,materials,node);
- }
- }
-
- return node;
+ aiNode* node = new aiNode();
+ node->mParent = parent;
+ if (object.vertices.size())
+ {
+ if (!object.surfaces.size() || !object.numRefs)
+ {
+ /* " An object with 7 vertices (no surfaces, no materials defined).
+ This is a good way of getting point data into AC3D.
+ The Vertex->create convex-surface/object can be used on these
+ vertices to 'wrap' a 3d shape around them "
+ (http://www.opencity.info/html/ac3dfileformat.html)
+
+ therefore: if no surfaces are defined return point data only
+ */
+
+ DefaultLogger::get()->info("AC3D: No surfaces defined in object definition, "
+ "a point list is returned");
+
+ meshes.push_back(new aiMesh());
+ aiMesh* mesh = meshes.back();
+
+ mesh->mNumFaces = mesh->mNumVertices = (unsigned int)object.vertices.size();
+ aiFace* faces = mesh->mFaces = new aiFace[mesh->mNumFaces];
+ aiVector3D* verts = mesh->mVertices = new aiVector3D[mesh->mNumVertices];
+
+ for (unsigned int i = 0; i < mesh->mNumVertices;++i,++faces,++verts)
+ {
+ *verts = object.vertices[i];
+ faces->mNumIndices = 1;
+ faces->mIndices = new unsigned int[1];
+ faces->mIndices[0] = i;
+ }
+
+ // use the primary material in this case. this should be the
+ // default material if all objects of the file contain points
+ // and no faces.
+ mesh->mMaterialIndex = 0;
+ outMaterials.push_back(new aiMaterial());
+ ConvertMaterial(object, materials[0], *outMaterials.back());
+ }
+ else
+ {
+ // need to generate one or more meshes for this object.
+ // find out how many different materials we have
+ typedef std::pair< unsigned int, unsigned int > IntPair;
+ typedef std::vector< IntPair > MatTable;
+ MatTable needMat(materials.size(),IntPair(0,0));
+
+ std::vector<Surface>::iterator it,end = object.surfaces.end();
+ std::vector<Surface::SurfaceEntry>::iterator it2,end2;
+
+ for (it = object.surfaces.begin(); it != end; ++it)
+ {
+ register unsigned int idx = (*it).mat;
+ if (idx >= needMat.size())
+ {
+ DefaultLogger::get()->error("AC3D: material index is out of range");
+ idx = 0;
+ }
+ if ((*it).entries.empty())
+ {
+ DefaultLogger::get()->warn("AC3D: surface her zero vertex references");
+ }
+
+ // validate all vertex indices to make sure we won't crash here
+ for (it2 = (*it).entries.begin(),
+ end2 = (*it).entries.end(); it2 != end2; ++it2)
+ {
+ if ((*it2).first >= object.vertices.size())
+ {
+ DefaultLogger::get()->warn("AC3D: Invalid vertex reference");
+ (*it2).first = 0;
+ }
+ }
+
+ if (!needMat[idx].first)++node->mNumMeshes;
+
+ switch ((*it).flags & 0xf)
+ {
+ // closed line
+ case 0x1:
+
+ needMat[idx].first += (unsigned int)(*it).entries.size();
+ needMat[idx].second += (unsigned int)(*it).entries.size()<<1u;
+ break;
+
+ // unclosed line
+ case 0x2:
+
+ needMat[idx].first += (unsigned int)(*it).entries.size()-1;
+ needMat[idx].second += ((unsigned int)(*it).entries.size()-1)<<1u;
+ break;
+
+ // 0 == polygon, else unknown
+ default:
+
+ if ((*it).flags & 0xf)
+ {
+ DefaultLogger::get()->warn("AC3D: The type flag of a surface is unknown");
+ (*it).flags &= ~(0xf);
+ }
+
+ // the number of faces increments by one, the number
+ // of vertices by surface.numref.
+ needMat[idx].first++;
+ needMat[idx].second += (unsigned int)(*it).entries.size();
+ };
+ }
+ unsigned int* pip = node->mMeshes = new unsigned int[node->mNumMeshes];
+ unsigned int mat = 0;
+ const size_t oldm = meshes.size();
+ for (MatTable::const_iterator cit = needMat.begin(), cend = needMat.end();
+ cit != cend; ++cit, ++mat)
+ {
+ if (!(*cit).first)continue;
+
+ // allocate a new aiMesh object
+ *pip++ = (unsigned int)meshes.size();
+ aiMesh* mesh = new aiMesh();
+ meshes.push_back(mesh);
+
+ mesh->mMaterialIndex = (unsigned int)outMaterials.size();
+ outMaterials.push_back(new aiMaterial());
+ ConvertMaterial(object, materials[mat], *outMaterials.back());
+
+ // allocate storage for vertices and normals
+ mesh->mNumFaces = (*cit).first;
+ aiFace* faces = mesh->mFaces = new aiFace[mesh->mNumFaces];
+
+ mesh->mNumVertices = (*cit).second;
+ aiVector3D* vertices = mesh->mVertices = new aiVector3D[mesh->mNumVertices];
+ unsigned int cur = 0;
+
+ // allocate UV coordinates, but only if the texture name for the
+ // surface is not empty
+ aiVector3D* uv = NULL;
+ if(object.texture.length())
+ {
+ uv = mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices];
+ mesh->mNumUVComponents[0] = 2;
+ }
+
+ for (it = object.surfaces.begin(); it != end; ++it)
+ {
+ if (mat == (*it).mat)
+ {
+ const Surface& src = *it;
+
+ // closed polygon
+ unsigned int type = (*it).flags & 0xf;
+ if (!type)
+ {
+ aiFace& face = *faces++;
+ if((face.mNumIndices = (unsigned int)src.entries.size()))
+ {
+ face.mIndices = new unsigned int[face.mNumIndices];
+ for (unsigned int i = 0; i < face.mNumIndices;++i,++vertices)
+ {
+ const Surface::SurfaceEntry& entry = src.entries[i];
+ face.mIndices[i] = cur++;
+
+ // copy vertex positions
+ *vertices = object.vertices[entry.first] + object.translation;
+
+
+ // copy texture coordinates
+ if (uv)
+ {
+ uv->x = entry.second.x;
+ uv->y = entry.second.y;
+ ++uv;
+ }
+ }
+ }
+ }
+ else
+ {
+
+ it2 = (*it).entries.begin();
+
+ // either a closed or an unclosed line
+ register unsigned int tmp = (unsigned int)(*it).entries.size();
+ if (0x2 == type)--tmp;
+ for (unsigned int m = 0; m < tmp;++m)
+ {
+ aiFace& face = *faces++;
+
+ face.mNumIndices = 2;
+ face.mIndices = new unsigned int[2];
+ face.mIndices[0] = cur++;
+ face.mIndices[1] = cur++;
+
+ // copy vertex positions
+ *vertices++ = object.vertices[(*it2).first];
+
+ // copy texture coordinates
+ if (uv)
+ {
+ uv->x = (*it2).second.x;
+ uv->y = (*it2).second.y;
+ ++uv;
+ }
+
+
+ if (0x1 == type && tmp-1 == m)
+ {
+ // if this is a closed line repeat its beginning now
+ it2 = (*it).entries.begin();
+ }
+ else ++it2;
+
+ // second point
+ *vertices++ = object.vertices[(*it2).first];
+
+ if (uv)
+ {
+ uv->x = (*it2).second.x;
+ uv->y = (*it2).second.y;
+ ++uv;
+ }
+ }
+ }
+ }
+ }
+ }
+
+ // Now apply catmull clark subdivision if necessary. We split meshes into
+ // materials which is not done by AC3D during smoothing, so we need to
+ // collect all meshes using the same material group.
+ if (object.subDiv) {
+ if (configEvalSubdivision) {
+ boost::scoped_ptr<Subdivider> div(Subdivider::Create(Subdivider::CATMULL_CLARKE));
+ DefaultLogger::get()->info("AC3D: Evaluating subdivision surface: "+object.name);
+
+ std::vector<aiMesh*> cpy(meshes.size()-oldm,NULL);
+ div->Subdivide(&meshes[oldm],cpy.size(),&cpy.front(),object.subDiv,true);
+ std::copy(cpy.begin(),cpy.end(),meshes.begin()+oldm);
+
+ // previous meshes are deleted vy Subdivide().
+ }
+ else {
+ DefaultLogger::get()->info("AC3D: Letting the subdivision surface untouched due to my configuration: "
+ +object.name);
+ }
+ }
+ }
+ }
+
+ if (object.name.length())
+ node->mName.Set(object.name);
+ else
+ {
+ // generate a name depending on the type of the node
+ switch (object.type)
+ {
+ case Object::Group:
+ node->mName.length = ::sprintf(node->mName.data,"ACGroup_%i",groups++);
+ break;
+ case Object::Poly:
+ node->mName.length = ::sprintf(node->mName.data,"ACPoly_%i",polys++);
+ break;
+ case Object::Light:
+ node->mName.length = ::sprintf(node->mName.data,"ACLight_%i",lights++);
+ break;
+
+ // there shouldn't be more than one world, but we don't care
+ case Object::World:
+ node->mName.length = ::sprintf(node->mName.data,"ACWorld_%i",worlds++);
+ break;
+ }
+ }
+
+
+ // setup the local transformation matrix of the object
+ // compute the transformation offset to the parent node
+ node->mTransformation = aiMatrix4x4 ( object.rotation );
+
+ if (object.type == Object::Group || !object.numRefs)
+ {
+ node->mTransformation.a4 = object.translation.x;
+ node->mTransformation.b4 = object.translation.y;
+ node->mTransformation.c4 = object.translation.z;
+ }
+
+ // add children to the object
+ if (object.children.size())
+ {
+ node->mNumChildren = (unsigned int)object.children.size();
+ node->mChildren = new aiNode*[node->mNumChildren];
+ for (unsigned int i = 0; i < node->mNumChildren;++i)
+ {
+ node->mChildren[i] = ConvertObjectSection(object.children[i],meshes,outMaterials,materials,node);
+ }
+ }
+
+ return node;
}
// ------------------------------------------------------------------------------------------------
void AC3DImporter::SetupProperties(const Importer* pImp)
{
- configSplitBFCull = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_AC_SEPARATE_BFCULL,1) ? true : false;
- configEvalSubdivision = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_AC_EVAL_SUBDIVISION,1) ? true : false;
+ configSplitBFCull = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_AC_SEPARATE_BFCULL,1) ? true : false;
+ configEvalSubdivision = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_AC_EVAL_SUBDIVISION,1) ? true : false;
}
// ------------------------------------------------------------------------------------------------
-// Imports the given file into the given scene structure.
-void AC3DImporter::InternReadFile( const std::string& pFile,
- aiScene* pScene, IOSystem* pIOHandler)
+// Imports the given file into the given scene structure.
+void AC3DImporter::InternReadFile( const std::string& pFile,
+ aiScene* pScene, IOSystem* pIOHandler)
{
- boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
-
- // Check whether we can read from the file
- if ( file.get() == NULL)
- throw DeadlyImportError( "Failed to open AC3D file " + pFile + ".");
-
- // allocate storage and copy the contents of the file to a memory buffer
- std::vector<char> mBuffer2;
- TextFileToBuffer(file.get(),mBuffer2);
-
- buffer = &mBuffer2[0];
- mNumMeshes = 0;
-
- lights = polys = worlds = groups = 0;
-
- if (::strncmp(buffer,"AC3D",4)) {
- throw DeadlyImportError("AC3D: No valid AC3D file, magic sequence not found");
- }
-
- // print the file format version to the console
- unsigned int version = HexDigitToDecimal( buffer[4] );
- char msg[3];
- ASSIMP_itoa10(msg,3,version);
- DefaultLogger::get()->info(std::string("AC3D file format version: ") + msg);
-
- std::vector<Material> materials;
- materials.reserve(5);
-
- std::vector<Object> rootObjects;
- rootObjects.reserve(5);
-
- std::vector<aiLight*> lights;
- mLights = & lights;
-
- while (GetNextLine())
- {
- if (TokenMatch(buffer,"MATERIAL",8))
- {
- materials.push_back(Material());
- Material& mat = materials.back();
-
- // manually parse the material ... sscanf would use the buldin atof ...
- // Format: (name) rgb %f %f %f amb %f %f %f emis %f %f %f spec %f %f %f shi %d trans %f
-
- AI_AC_SKIP_TO_NEXT_TOKEN();
- if ('\"' == *buffer)
- {
- AI_AC_GET_STRING(mat.name);
- AI_AC_SKIP_TO_NEXT_TOKEN();
- }
-
- AI_AC_CHECKED_LOAD_FLOAT_ARRAY("rgb",3,3,&mat.rgb);
- AI_AC_CHECKED_LOAD_FLOAT_ARRAY("amb",3,3,&mat.amb);
- AI_AC_CHECKED_LOAD_FLOAT_ARRAY("emis",4,3,&mat.emis);
- AI_AC_CHECKED_LOAD_FLOAT_ARRAY("spec",4,3,&mat.spec);
- AI_AC_CHECKED_LOAD_FLOAT_ARRAY("shi",3,1,&mat.shin);
- AI_AC_CHECKED_LOAD_FLOAT_ARRAY("trans",5,1,&mat.trans);
- }
- LoadObjectSection(rootObjects);
- }
-
- if (rootObjects.empty() || !mNumMeshes)
- {
- throw DeadlyImportError("AC3D: No meshes have been loaded");
- }
- if (materials.empty())
- {
- DefaultLogger::get()->warn("AC3D: No material has been found");
- materials.push_back(Material());
- }
-
- mNumMeshes += (mNumMeshes>>2u) + 1;
- std::vector<aiMesh*> meshes;
- meshes.reserve(mNumMeshes);
-
- std::vector<MaterialHelper*> omaterials;
- materials.reserve(mNumMeshes);
-
- // generate a dummy root if there are multiple objects on the top layer
- Object* root;
- if (1 == rootObjects.size())
- root = &rootObjects[0];
- else
- {
- root = new Object();
- }
-
- // now convert the imported stuff to our output data structure
- pScene->mRootNode = ConvertObjectSection(*root,meshes,omaterials,materials);
- if (1 != rootObjects.size())delete root;
-
- if (!::strncmp( pScene->mRootNode->mName.data, "Node", 4))
- pScene->mRootNode->mName.Set("<AC3DWorld>");
-
- // copy meshes
- if (meshes.empty())
- {
- throw DeadlyImportError("An unknown error occured during converting");
- }
- pScene->mNumMeshes = (unsigned int)meshes.size();
- pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
- ::memcpy(pScene->mMeshes,&meshes[0],pScene->mNumMeshes*sizeof(void*));
-
- // copy materials
- pScene->mNumMaterials = (unsigned int)omaterials.size();
- pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
- ::memcpy(pScene->mMaterials,&omaterials[0],pScene->mNumMaterials*sizeof(void*));
-
- // copy lights
- pScene->mNumLights = (unsigned int)lights.size();
- if (lights.size())
- {
- pScene->mLights = new aiLight*[lights.size()];
- ::memcpy(pScene->mLights,&lights[0],lights.size()*sizeof(void*));
- }
+ boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
+
+ // Check whether we can read from the file
+ if( file.get() == NULL)
+ throw DeadlyImportError( "Failed to open AC3D file " + pFile + ".");
+
+ // allocate storage and copy the contents of the file to a memory buffer
+ std::vector<char> mBuffer2;
+ TextFileToBuffer(file.get(),mBuffer2);
+
+ buffer = &mBuffer2[0];
+ mNumMeshes = 0;
+
+ lights = polys = worlds = groups = 0;
+
+ if (::strncmp(buffer,"AC3D",4)) {
+ throw DeadlyImportError("AC3D: No valid AC3D file, magic sequence not found");
+ }
+
+ // print the file format version to the console
+ unsigned int version = HexDigitToDecimal( buffer[4] );
+ char msg[3];
+ ASSIMP_itoa10(msg,3,version);
+ DefaultLogger::get()->info(std::string("AC3D file format version: ") + msg);
+
+ std::vector<Material> materials;
+ materials.reserve(5);
+
+ std::vector<Object> rootObjects;
+ rootObjects.reserve(5);
+
+ std::vector<aiLight*> lights;
+ mLights = & lights;
+
+ while (GetNextLine())
+ {
+ if (TokenMatch(buffer,"MATERIAL",8))
+ {
+ materials.push_back(Material());
+ Material& mat = materials.back();
+
+ // manually parse the material ... sscanf would use the buldin atof ...
+ // Format: (name) rgb %f %f %f amb %f %f %f emis %f %f %f spec %f %f %f shi %d trans %f
+
+ AI_AC_SKIP_TO_NEXT_TOKEN();
+ if ('\"' == *buffer)
+ {
+ AI_AC_GET_STRING(mat.name);
+ AI_AC_SKIP_TO_NEXT_TOKEN();
+ }
+
+ AI_AC_CHECKED_LOAD_FLOAT_ARRAY("rgb",3,3,&mat.rgb);
+ AI_AC_CHECKED_LOAD_FLOAT_ARRAY("amb",3,3,&mat.amb);
+ AI_AC_CHECKED_LOAD_FLOAT_ARRAY("emis",4,3,&mat.emis);
+ AI_AC_CHECKED_LOAD_FLOAT_ARRAY("spec",4,3,&mat.spec);
+ AI_AC_CHECKED_LOAD_FLOAT_ARRAY("shi",3,1,&mat.shin);
+ AI_AC_CHECKED_LOAD_FLOAT_ARRAY("trans",5,1,&mat.trans);
+ }
+ LoadObjectSection(rootObjects);
+ }
+
+ if (rootObjects.empty() || !mNumMeshes)
+ {
+ throw DeadlyImportError("AC3D: No meshes have been loaded");
+ }
+ if (materials.empty())
+ {
+ DefaultLogger::get()->warn("AC3D: No material has been found");
+ materials.push_back(Material());
+ }
+
+ mNumMeshes += (mNumMeshes>>2u) + 1;
+ std::vector<aiMesh*> meshes;
+ meshes.reserve(mNumMeshes);
+
+ std::vector<aiMaterial*> omaterials;
+ materials.reserve(mNumMeshes);
+
+ // generate a dummy root if there are multiple objects on the top layer
+ Object* root;
+ if (1 == rootObjects.size())
+ root = &rootObjects[0];
+ else
+ {
+ root = new Object();
+ }
+
+ // now convert the imported stuff to our output data structure
+ pScene->mRootNode = ConvertObjectSection(*root,meshes,omaterials,materials);
+ if (1 != rootObjects.size())delete root;
+
+ if (!::strncmp( pScene->mRootNode->mName.data, "Node", 4))
+ pScene->mRootNode->mName.Set("<AC3DWorld>");
+
+ // copy meshes
+ if (meshes.empty())
+ {
+ throw DeadlyImportError("An unknown error occured during converting");
+ }
+ pScene->mNumMeshes = (unsigned int)meshes.size();
+ pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
+ ::memcpy(pScene->mMeshes,&meshes[0],pScene->mNumMeshes*sizeof(void*));
+
+ // copy materials
+ pScene->mNumMaterials = (unsigned int)omaterials.size();
+ pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
+ ::memcpy(pScene->mMaterials,&omaterials[0],pScene->mNumMaterials*sizeof(void*));
+
+ // copy lights
+ pScene->mNumLights = (unsigned int)lights.size();
+ if (lights.size())
+ {
+ pScene->mLights = new aiLight*[lights.size()];
+ ::memcpy(pScene->mLights,&lights[0],lights.size()*sizeof(void*));
+ }
}
#endif //!defined ASSIMP_BUILD_NO_AC_IMPORTER
diff --git a/src/3rdparty/assimp/code/ACLoader.h b/src/3rdparty/assimp/code/ACLoader.h
index d6c31b2d0..3f5089258 100644
--- a/src/3rdparty/assimp/code/ACLoader.h
+++ b/src/3rdparty/assimp/code/ACLoader.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -47,224 +47,219 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <vector>
#include "BaseImporter.h"
-#include "../include/aiTypes.h"
+#include "../include/assimp/types.h"
-namespace Assimp {
+namespace Assimp {
// ---------------------------------------------------------------------------
/** AC3D (*.ac) importer class
*/
class AC3DImporter : public BaseImporter
{
- friend class Importer;
+public:
+ AC3DImporter();
+ ~AC3DImporter();
+
+
+
+ // Represents an AC3D material
+ struct Material
+ {
+ Material()
+ : rgb (0.6f,0.6f,0.6f)
+ , spec (1.f,1.f,1.f)
+ , shin (0.f)
+ , trans (0.f)
+ {}
-protected:
- /** Constructor to be privately used by Importer */
- AC3DImporter();
-
- /** Destructor, private as well */
- ~AC3DImporter();
-
-
- // Represents an AC3D material
- struct Material
- {
- Material()
- : rgb (0.6f,0.6f,0.6f)
- , spec (1.f,1.f,1.f)
- , shin (0.f)
- , trans (0.f)
- {}
-
- // base color of the material
- aiColor3D rgb;
-
- // ambient color of the material
- aiColor3D amb;
-
- // emissive color of the material
- aiColor3D emis;
-
- // specular color of the material
- aiColor3D spec;
-
- // shininess exponent
- float shin;
-
- // transparency. 0 == opaque
- float trans;
-
- // name of the material. optional.
- std::string name;
- };
-
- // Represents an AC3D surface
- struct Surface
- {
- Surface()
- : mat (0)
- , flags (0)
- {}
-
- unsigned int mat,flags;
-
- typedef std::pair<unsigned int, aiVector2D > SurfaceEntry;
- std::vector< SurfaceEntry > entries;
- };
-
- // Represents an AC3D object
- struct Object
- {
- Object()
- : type (World)
- , name( "" )
- , children()
- , texture( "" )
- , texRepeat( 1.f, 1.f )
- , texOffset( 0.0f, 0.0f )
- , rotation()
- , translation()
- , vertices()
- , surfaces()
- , numRefs (0)
- , subDiv (0)
- , crease(0.0f)
- {}
-
- // Type description
- enum Type
- {
- World = 0x0,
- Poly = 0x1,
- Group = 0x2,
- Light = 0x4
- } type;
-
- // name of the object
- std::string name;
-
- // object children
- std::vector<Object> children;
-
- // texture to be assigned to all surfaces of the object
- std::string texture;
-
- // texture repat factors (scaling for all coordinates)
- aiVector2D texRepeat, texOffset;
-
- // rotation matrix
- aiMatrix3x3 rotation;
-
- // translation vector
- aiVector3D translation;
-
- // vertices
- std::vector<aiVector3D> vertices;
-
- // surfaces
- std::vector<Surface> surfaces;
-
- // number of indices (= num verts in verbose format)
- unsigned int numRefs;
-
- // number of subdivisions to be performed on the
- // imported data
- unsigned int subDiv;
-
- // max angle limit for smoothing
- float crease;
- };
+ // base color of the material
+ aiColor3D rgb;
+
+ // ambient color of the material
+ aiColor3D amb;
+
+ // emissive color of the material
+ aiColor3D emis;
+
+ // specular color of the material
+ aiColor3D spec;
+
+ // shininess exponent
+ float shin;
+
+ // transparency. 0 == opaque
+ float trans;
+
+ // name of the material. optional.
+ std::string name;
+ };
+
+ // Represents an AC3D surface
+ struct Surface
+ {
+ Surface()
+ : mat (0)
+ , flags (0)
+ {}
+
+ unsigned int mat,flags;
+
+ typedef std::pair<unsigned int, aiVector2D > SurfaceEntry;
+ std::vector< SurfaceEntry > entries;
+ };
+
+ // Represents an AC3D object
+ struct Object
+ {
+ Object()
+ : type (World)
+ , name( "" )
+ , children()
+ , texture( "" )
+ , texRepeat( 1.f, 1.f )
+ , texOffset( 0.0f, 0.0f )
+ , rotation()
+ , translation()
+ , vertices()
+ , surfaces()
+ , numRefs (0)
+ , subDiv (0)
+ {}
+
+ // Type description
+ enum Type
+ {
+ World = 0x0,
+ Poly = 0x1,
+ Group = 0x2,
+ Light = 0x4
+ } type;
+
+ // name of the object
+ std::string name;
+
+ // object children
+ std::vector<Object> children;
+
+ // texture to be assigned to all surfaces of the object
+ std::string texture;
+
+ // texture repat factors (scaling for all coordinates)
+ aiVector2D texRepeat, texOffset;
+
+ // rotation matrix
+ aiMatrix3x3 rotation;
+
+ // translation vector
+ aiVector3D translation;
+
+ // vertices
+ std::vector<aiVector3D> vertices;
+
+ // surfaces
+ std::vector<Surface> surfaces;
+
+ // number of indices (= num verts in verbose format)
+ unsigned int numRefs;
+
+ // number of subdivisions to be performed on the
+ // imported data
+ unsigned int subDiv;
+
+ // max angle limit for smoothing
+ float crease;
+ };
public:
- // -------------------------------------------------------------------
- /** Returns whether the class can handle the format of the given file.
- * See BaseImporter::CanRead() for details.
- */
- bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
- bool checkSig) const;
+ // -------------------------------------------------------------------
+ /** Returns whether the class can handle the format of the given file.
+ * See BaseImporter::CanRead() for details.
+ */
+ bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
+ bool checkSig) const;
protected:
- // -------------------------------------------------------------------
- /** Called by Importer::GetExtensionList() for each loaded importer.
- * See BaseImporter::GetExtensionList() for details */
- void GetExtensionList(std::set<std::string>& extensions);
+ // -------------------------------------------------------------------
+ /** Return importer meta information.
+ * See #BaseImporter::GetInfo for the details */
+ const aiImporterDesc* GetInfo () const;
- // -------------------------------------------------------------------
- /** Imports the given file into the given scene structure.
- * See BaseImporter::InternReadFile() for details*/
- void InternReadFile( const std::string& pFile, aiScene* pScene,
- IOSystem* pIOHandler);
+ // -------------------------------------------------------------------
+ /** Imports the given file into the given scene structure.
+ * See BaseImporter::InternReadFile() for details*/
+ void InternReadFile( const std::string& pFile, aiScene* pScene,
+ IOSystem* pIOHandler);
- // -------------------------------------------------------------------
- /** Called prior to ReadFile().
- * The function is a request to the importer to update its configuration
- * basing on the Importer's configuration property list.*/
- void SetupProperties(const Importer* pImp);
+ // -------------------------------------------------------------------
+ /** Called prior to ReadFile().
+ * The function is a request to the importer to update its configuration
+ * basing on the Importer's configuration property list.*/
+ void SetupProperties(const Importer* pImp);
private:
- // -------------------------------------------------------------------
- /** Get the next line from the file.
- * @return false if the end of the file was reached*/
- bool GetNextLine();
-
- // -------------------------------------------------------------------
- /** Load the object section. This method is called recursively to
- * load subobjects, the method returns after a 'kids 0' was
- * encountered.
- * @objects List of output objects*/
- void LoadObjectSection(std::vector<Object>& objects);
-
- // -------------------------------------------------------------------
- /** Convert all objects into meshes and nodes.
- * @param object Current object to work on
- * @param meshes Pointer to the list of output meshes
- * @param outMaterials List of output materials
- * @param materials Material list
- * @param Scenegraph node for the object */
- aiNode* ConvertObjectSection(Object& object,
- std::vector<aiMesh*>& meshes,
- std::vector<MaterialHelper*>& outMaterials,
- const std::vector<Material>& materials,
- aiNode* parent = NULL);
-
- // -------------------------------------------------------------------
- /** Convert a material
- * @param object Current object
- * @param matSrc Source material description
- * @param matDest Destination material to be filled */
- void ConvertMaterial(const Object& object,
- const Material& matSrc,
- MaterialHelper& matDest);
+ // -------------------------------------------------------------------
+ /** Get the next line from the file.
+ * @return false if the end of the file was reached*/
+ bool GetNextLine();
+
+ // -------------------------------------------------------------------
+ /** Load the object section. This method is called recursively to
+ * load subobjects, the method returns after a 'kids 0' was
+ * encountered.
+ * @objects List of output objects*/
+ void LoadObjectSection(std::vector<Object>& objects);
+
+ // -------------------------------------------------------------------
+ /** Convert all objects into meshes and nodes.
+ * @param object Current object to work on
+ * @param meshes Pointer to the list of output meshes
+ * @param outMaterials List of output materials
+ * @param materials Material list
+ * @param Scenegraph node for the object */
+ aiNode* ConvertObjectSection(Object& object,
+ std::vector<aiMesh*>& meshes,
+ std::vector<aiMaterial*>& outMaterials,
+ const std::vector<Material>& materials,
+ aiNode* parent = NULL);
+
+ // -------------------------------------------------------------------
+ /** Convert a material
+ * @param object Current object
+ * @param matSrc Source material description
+ * @param matDest Destination material to be filled */
+ void ConvertMaterial(const Object& object,
+ const Material& matSrc,
+ aiMaterial& matDest);
private:
- // points to the next data line
- const char* buffer;
+ // points to the next data line
+ const char* buffer;
- // Configuration option: if enabled, up to two meshes
- // are generated per material: those faces who have
- // their bf cull flags set are separated.
- bool configSplitBFCull;
+ // Configuration option: if enabled, up to two meshes
+ // are generated per material: those faces who have
+ // their bf cull flags set are separated.
+ bool configSplitBFCull;
- // Configuration switch: subdivision surfaces are only
- // evaluated if the value is true.
- bool configEvalSubdivision;
+ // Configuration switch: subdivision surfaces are only
+ // evaluated if the value is true.
+ bool configEvalSubdivision;
- // counts how many objects we have in the tree.
- // basing on this information we can find a
- // good estimate how many meshes we'll have in the final scene.
- unsigned int mNumMeshes;
+ // counts how many objects we have in the tree.
+ // basing on this information we can find a
+ // good estimate how many meshes we'll have in the final scene.
+ unsigned int mNumMeshes;
- // current list of light sources
- std::vector<aiLight*>* mLights;
+ // current list of light sources
+ std::vector<aiLight*>* mLights;
- // name counters
- unsigned int lights, groups, polys, worlds;
+ // name counters
+ unsigned int lights, groups, polys, worlds;
};
} // end of namespace Assimp
diff --git a/src/3rdparty/assimp/code/ASELoader.cpp b/src/3rdparty/assimp/code/ASELoader.cpp
index 82cdbf411..72c237349 100644
--- a/src/3rdparty/assimp/code/ASELoader.cpp
+++ b/src/3rdparty/assimp/code/ASELoader.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -48,7 +48,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
// internal headers
#include "ASELoader.h"
-#include "MaterialSystem.h"
#include "StringComparison.h"
#include "SkeletonMeshBuilder.h"
#include "TargetAnimation.h"
@@ -59,1244 +58,1254 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
using namespace Assimp;
using namespace Assimp::ASE;
+static const aiImporterDesc desc = {
+ "ASE Importer",
+ "",
+ "",
+ "Similar to 3DS but text-encoded",
+ aiImporterFlags_SupportTextFlavour,
+ 0,
+ 0,
+ 0,
+ 0,
+ "ase ask"
+};
+
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
-ASEImporter::ASEImporter() : mParser(0), mBuffer(0), pcScene(0), configRecomputeNormals(false)
+ASEImporter::ASEImporter()
{}
// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
+// Destructor, private as well
ASEImporter::~ASEImporter()
{}
// ------------------------------------------------------------------------------------------------
-// Returns whether the class can handle the format of the given file.
+// Returns whether the class can handle the format of the given file.
bool ASEImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool cs) const
{
- // check file extension
- const std::string extension = GetExtension(pFile);
-
- if ( extension == "ase" || extension == "ask")
- return true;
-
- if ((!extension.length() || cs) && pIOHandler) {
- const char* tokens[] = {"*3dsmax_asciiexport"};
- return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
- }
- return false;
+ // check file extension
+ const std::string extension = GetExtension(pFile);
+
+ if( extension == "ase" || extension == "ask")
+ return true;
+
+ if ((!extension.length() || cs) && pIOHandler) {
+ const char* tokens[] = {"*3dsmax_asciiexport"};
+ return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
+ }
+ return false;
}
// ------------------------------------------------------------------------------------------------
-void ASEImporter::GetExtensionList(std::set<std::string>& extensions)
+// Loader meta information
+const aiImporterDesc* ASEImporter::GetInfo () const
{
- extensions.insert("ase");
- extensions.insert("ask");
+ return &desc;
}
// ------------------------------------------------------------------------------------------------
// Setup configuration options
void ASEImporter::SetupProperties(const Importer* pImp)
{
- configRecomputeNormals = (pImp->GetPropertyInteger(
- AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS,1) ? true : false);
+ configRecomputeNormals = (pImp->GetPropertyInteger(
+ AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS,1) ? true : false);
}
// ------------------------------------------------------------------------------------------------
-// Imports the given file into the given scene structure.
-void ASEImporter::InternReadFile( const std::string& pFile,
- aiScene* pScene, IOSystem* pIOHandler)
+// Imports the given file into the given scene structure.
+void ASEImporter::InternReadFile( const std::string& pFile,
+ aiScene* pScene, IOSystem* pIOHandler)
{
- boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
-
- // Check whether we can read from the file
- if ( file.get() == NULL) {
- throw DeadlyImportError( "Failed to open ASE file " + pFile + ".");
- }
-
- // Allocate storage and copy the contents of the file to a memory buffer
- std::vector<char> mBuffer2;
- TextFileToBuffer(file.get(),mBuffer2);
-
- this->mBuffer = &mBuffer2[0];
- this->pcScene = pScene;
-
- // ------------------------------------------------------------------
- // Guess the file format by looking at the extension
- // ASC is considered to be the older format 110,
- // ASE is the actual version 200 (that is currently written by max)
- // ------------------------------------------------------------------
- unsigned int defaultFormat;
- std::string::size_type s = pFile.length()-1;
- switch (pFile.c_str()[s]) {
-
- case 'C':
- case 'c':
- defaultFormat = AI_ASE_OLD_FILE_FORMAT;
- break;
- default:
- defaultFormat = AI_ASE_NEW_FILE_FORMAT;
- };
-
- // Construct an ASE parser and parse the file
- ASE::Parser parser(mBuffer,defaultFormat);
- mParser = &parser;
- mParser->Parse();
-
- //------------------------------------------------------------------
- // Check whether we god at least one mesh. If we did - generate
- // materials and copy meshes.
- // ------------------------------------------------------------------
- if ( !mParser->m_vMeshes.empty()) {
-
- // If absolutely no material has been loaded from the file
- // we need to generate a default material
- GenerateDefaultMaterial();
-
- // process all meshes
- bool tookNormals = false;
- std::vector<aiMesh*> avOutMeshes;
- avOutMeshes.reserve(mParser->m_vMeshes.size()*2);
- for (std::vector<ASE::Mesh>::iterator i = mParser->m_vMeshes.begin();i != mParser->m_vMeshes.end();++i) {
- if ((*i).bSkip) {
- continue;
- }
- BuildUniqueRepresentation(*i);
-
- // Need to generate proper vertex normals if necessary
- if (GenerateNormals(*i)) {
- tookNormals = true;
- }
-
- // Convert all meshes to aiMesh objects
- ConvertMeshes(*i,avOutMeshes);
- }
- if (tookNormals) {
- DefaultLogger::get()->debug("ASE: Taking normals from the file. Use "
- "the AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS setting if you "
- "experience problems");
- }
-
- // Now build the output mesh list. Remove dummies
- pScene->mNumMeshes = (unsigned int)avOutMeshes.size();
- aiMesh** pp = pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
- for (std::vector<aiMesh*>::const_iterator i = avOutMeshes.begin();i != avOutMeshes.end();++i) {
- if (!(*i)->mNumFaces) {
- continue;
- }
- *pp++ = *i;
- }
- pScene->mNumMeshes = (unsigned int)(pp - pScene->mMeshes);
-
- // Build final material indices (remove submaterials and setup
- // the final list)
- BuildMaterialIndices();
- }
-
- // ------------------------------------------------------------------
- // Copy all scene graph nodes - lights, cameras, dummies and meshes
- // into one huge list.
- //------------------------------------------------------------------
- std::vector<BaseNode*> nodes;
- nodes.reserve(mParser->m_vMeshes.size() +mParser->m_vLights.size()
- + mParser->m_vCameras.size() + mParser->m_vDummies.size());
-
- // Lights
- for (std::vector<ASE::Light>::iterator it = mParser->m_vLights.begin(),
- end = mParser->m_vLights.end();it != end; ++it)nodes.push_back(&(*it));
- // Cameras
- for (std::vector<ASE::Camera>::iterator it = mParser->m_vCameras.begin(),
- end = mParser->m_vCameras.end();it != end; ++it)nodes.push_back(&(*it));
- // Meshes
- for (std::vector<ASE::Mesh>::iterator it = mParser->m_vMeshes.begin(),
- end = mParser->m_vMeshes.end();it != end; ++it)nodes.push_back(&(*it));
- // Dummies
- for (std::vector<ASE::Dummy>::iterator it = mParser->m_vDummies.begin(),
- end = mParser->m_vDummies.end();it != end; ++it)nodes.push_back(&(*it));
-
- // build the final node graph
- BuildNodes(nodes);
-
- // build output animations
- BuildAnimations(nodes);
-
- // build output cameras
- BuildCameras();
-
- // build output lights
- BuildLights();
-
- // ------------------------------------------------------------------
- // If we have no meshes use the SkeletonMeshBuilder helper class
- // to build a mesh for the animation skeleton
- // FIXME: very strange results
- // ------------------------------------------------------------------
- if (!pScene->mNumMeshes) {
- pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
- SkeletonMeshBuilder skeleton(pScene);
- }
+ boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
+
+ // Check whether we can read from the file
+ if( file.get() == NULL) {
+ throw DeadlyImportError( "Failed to open ASE file " + pFile + ".");
+ }
+
+ // Allocate storage and copy the contents of the file to a memory buffer
+ std::vector<char> mBuffer2;
+ TextFileToBuffer(file.get(),mBuffer2);
+
+ this->mBuffer = &mBuffer2[0];
+ this->pcScene = pScene;
+
+ // ------------------------------------------------------------------
+ // Guess the file format by looking at the extension
+ // ASC is considered to be the older format 110,
+ // ASE is the actual version 200 (that is currently written by max)
+ // ------------------------------------------------------------------
+ unsigned int defaultFormat;
+ std::string::size_type s = pFile.length()-1;
+ switch (pFile.c_str()[s]) {
+
+ case 'C':
+ case 'c':
+ defaultFormat = AI_ASE_OLD_FILE_FORMAT;
+ break;
+ default:
+ defaultFormat = AI_ASE_NEW_FILE_FORMAT;
+ };
+
+ // Construct an ASE parser and parse the file
+ ASE::Parser parser(mBuffer,defaultFormat);
+ mParser = &parser;
+ mParser->Parse();
+
+ //------------------------------------------------------------------
+ // Check whether we god at least one mesh. If we did - generate
+ // materials and copy meshes.
+ // ------------------------------------------------------------------
+ if ( !mParser->m_vMeshes.empty()) {
+
+ // If absolutely no material has been loaded from the file
+ // we need to generate a default material
+ GenerateDefaultMaterial();
+
+ // process all meshes
+ bool tookNormals = false;
+ std::vector<aiMesh*> avOutMeshes;
+ avOutMeshes.reserve(mParser->m_vMeshes.size()*2);
+ for (std::vector<ASE::Mesh>::iterator i = mParser->m_vMeshes.begin();i != mParser->m_vMeshes.end();++i) {
+ if ((*i).bSkip) {
+ continue;
+ }
+ BuildUniqueRepresentation(*i);
+
+ // Need to generate proper vertex normals if necessary
+ if(GenerateNormals(*i)) {
+ tookNormals = true;
+ }
+
+ // Convert all meshes to aiMesh objects
+ ConvertMeshes(*i,avOutMeshes);
+ }
+ if (tookNormals) {
+ DefaultLogger::get()->debug("ASE: Taking normals from the file. Use "
+ "the AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS setting if you "
+ "experience problems");
+ }
+
+ // Now build the output mesh list. Remove dummies
+ pScene->mNumMeshes = (unsigned int)avOutMeshes.size();
+ aiMesh** pp = pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
+ for (std::vector<aiMesh*>::const_iterator i = avOutMeshes.begin();i != avOutMeshes.end();++i) {
+ if (!(*i)->mNumFaces) {
+ continue;
+ }
+ *pp++ = *i;
+ }
+ pScene->mNumMeshes = (unsigned int)(pp - pScene->mMeshes);
+
+ // Build final material indices (remove submaterials and setup
+ // the final list)
+ BuildMaterialIndices();
+ }
+
+ // ------------------------------------------------------------------
+ // Copy all scene graph nodes - lights, cameras, dummies and meshes
+ // into one huge list.
+ //------------------------------------------------------------------
+ std::vector<BaseNode*> nodes;
+ nodes.reserve(mParser->m_vMeshes.size() +mParser->m_vLights.size()
+ + mParser->m_vCameras.size() + mParser->m_vDummies.size());
+
+ // Lights
+ for (std::vector<ASE::Light>::iterator it = mParser->m_vLights.begin(),
+ end = mParser->m_vLights.end();it != end; ++it)nodes.push_back(&(*it));
+ // Cameras
+ for (std::vector<ASE::Camera>::iterator it = mParser->m_vCameras.begin(),
+ end = mParser->m_vCameras.end();it != end; ++it)nodes.push_back(&(*it));
+ // Meshes
+ for (std::vector<ASE::Mesh>::iterator it = mParser->m_vMeshes.begin(),
+ end = mParser->m_vMeshes.end();it != end; ++it)nodes.push_back(&(*it));
+ // Dummies
+ for (std::vector<ASE::Dummy>::iterator it = mParser->m_vDummies.begin(),
+ end = mParser->m_vDummies.end();it != end; ++it)nodes.push_back(&(*it));
+
+ // build the final node graph
+ BuildNodes(nodes);
+
+ // build output animations
+ BuildAnimations(nodes);
+
+ // build output cameras
+ BuildCameras();
+
+ // build output lights
+ BuildLights();
+
+ // ------------------------------------------------------------------
+ // If we have no meshes use the SkeletonMeshBuilder helper class
+ // to build a mesh for the animation skeleton
+ // FIXME: very strange results
+ // ------------------------------------------------------------------
+ if (!pScene->mNumMeshes) {
+ pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
+ SkeletonMeshBuilder skeleton(pScene);
+ }
}
// ------------------------------------------------------------------------------------------------
void ASEImporter::GenerateDefaultMaterial()
{
- ai_assert(NULL != mParser);
-
- bool bHas = false;
- for (std::vector<ASE::Mesh>::iterator i = mParser->m_vMeshes.begin();i != mParser->m_vMeshes.end();++i) {
- if ((*i).bSkip)continue;
- if (ASE::Face::DEFAULT_MATINDEX == (*i).iMaterialIndex) {
- (*i).iMaterialIndex = (unsigned int)mParser->m_vMaterials.size();
- bHas = true;
- }
- }
- if (bHas || mParser->m_vMaterials.empty()) {
- // add a simple material without submaterials to the parser's list
- mParser->m_vMaterials.push_back ( ASE::Material() );
- ASE::Material& mat = mParser->m_vMaterials.back();
-
- mat.mDiffuse = aiColor3D(0.6f,0.6f,0.6f);
- mat.mSpecular = aiColor3D(1.0f,1.0f,1.0f);
- mat.mAmbient = aiColor3D(0.05f,0.05f,0.05f);
- mat.mShading = Discreet3DS::Gouraud;
- mat.mName = AI_DEFAULT_MATERIAL_NAME;
- }
+ ai_assert(NULL != mParser);
+
+ bool bHas = false;
+ for (std::vector<ASE::Mesh>::iterator i = mParser->m_vMeshes.begin();i != mParser->m_vMeshes.end();++i) {
+ if ((*i).bSkip)continue;
+ if (ASE::Face::DEFAULT_MATINDEX == (*i).iMaterialIndex) {
+ (*i).iMaterialIndex = (unsigned int)mParser->m_vMaterials.size();
+ bHas = true;
+ }
+ }
+ if (bHas || mParser->m_vMaterials.empty()) {
+ // add a simple material without submaterials to the parser's list
+ mParser->m_vMaterials.push_back ( ASE::Material() );
+ ASE::Material& mat = mParser->m_vMaterials.back();
+
+ mat.mDiffuse = aiColor3D(0.6f,0.6f,0.6f);
+ mat.mSpecular = aiColor3D(1.0f,1.0f,1.0f);
+ mat.mAmbient = aiColor3D(0.05f,0.05f,0.05f);
+ mat.mShading = Discreet3DS::Gouraud;
+ mat.mName = AI_DEFAULT_MATERIAL_NAME;
+ }
}
// ------------------------------------------------------------------------------------------------
void ASEImporter::BuildAnimations(const std::vector<BaseNode*>& nodes)
{
- // check whether we have at least one mesh which has animations
- std::vector<ASE::BaseNode*>::const_iterator i = nodes.begin();
- unsigned int iNum = 0;
- for (;i != nodes.end();++i) {
-
- // TODO: Implement Bezier & TCB support
- if ((*i)->mAnim.mPositionType != ASE::Animation::TRACK) {
- DefaultLogger::get()->warn("ASE: Position controller uses Bezier/TCB keys. "
- "This is not supported.");
- }
- if ((*i)->mAnim.mRotationType != ASE::Animation::TRACK) {
- DefaultLogger::get()->warn("ASE: Rotation controller uses Bezier/TCB keys. "
- "This is not supported.");
- }
- if ((*i)->mAnim.mScalingType != ASE::Animation::TRACK) {
- DefaultLogger::get()->warn("ASE: Position controller uses Bezier/TCB keys. "
- "This is not supported.");
- }
-
- // We compare against 1 here - firstly one key is not
- // really an animation and secondly MAX writes dummies
- // that represent the node transformation.
- if ((*i)->mAnim.akeyPositions.size()>1 || (*i)->mAnim.akeyRotations.size()>1 || (*i)->mAnim.akeyScaling.size()>1){
- ++iNum;
- }
- if ((*i)->mTargetAnim.akeyPositions.size() > 1 && is_not_qnan( (*i)->mTargetPosition.x )) {
- ++iNum;
- }
- }
- if (iNum) {
- // Generate a new animation channel and setup everything for it
- pcScene->mNumAnimations = 1;
- pcScene->mAnimations = new aiAnimation*[1];
- aiAnimation* pcAnim = pcScene->mAnimations[0] = new aiAnimation();
- pcAnim->mNumChannels = iNum;
- pcAnim->mChannels = new aiNodeAnim*[iNum];
- pcAnim->mTicksPerSecond = mParser->iFrameSpeed * mParser->iTicksPerFrame;
-
- iNum = 0;
-
- // Now iterate through all meshes and collect all data we can find
- for (i = nodes.begin();i != nodes.end();++i) {
-
- ASE::BaseNode* me = *i;
- if ( me->mTargetAnim.akeyPositions.size() > 1 && is_not_qnan( me->mTargetPosition.x )) {
- // Generate an extra channel for the camera/light target.
- // BuildNodes() does also generate an extra node, named
- // <baseName>.Target.
- aiNodeAnim* nd = pcAnim->mChannels[iNum++] = new aiNodeAnim();
- nd->mNodeName.Set(me->mName + ".Target");
-
- // If there is no input position channel we will need
- // to supply the default position from the node's
- // local transformation matrix.
- /*TargetAnimationHelper helper;
- if (me->mAnim.akeyPositions.empty())
- {
- aiMatrix4x4& mat = (*i)->mTransform;
- helper.SetFixedMainAnimationChannel(aiVector3D(
- mat.a4, mat.b4, mat.c4));
- }
- else helper.SetMainAnimationChannel (&me->mAnim.akeyPositions);
- helper.SetTargetAnimationChannel (&me->mTargetAnim.akeyPositions);
-
- helper.Process(&me->mTargetAnim.akeyPositions);*/
-
- // Allocate the key array and fill it
- nd->mNumPositionKeys = (unsigned int) me->mTargetAnim.akeyPositions.size();
- nd->mPositionKeys = new aiVectorKey[nd->mNumPositionKeys];
-
- ::memcpy(nd->mPositionKeys,&me->mTargetAnim.akeyPositions[0],
- nd->mNumPositionKeys * sizeof(aiVectorKey));
- }
-
- if (me->mAnim.akeyPositions.size() > 1 || me->mAnim.akeyRotations.size() > 1 || me->mAnim.akeyScaling.size() > 1) {
- // Begin a new node animation channel for this node
- aiNodeAnim* nd = pcAnim->mChannels[iNum++] = new aiNodeAnim();
- nd->mNodeName.Set(me->mName);
-
- // copy position keys
- if (me->mAnim.akeyPositions.size() > 1 )
- {
- // Allocate the key array and fill it
- nd->mNumPositionKeys = (unsigned int) me->mAnim.akeyPositions.size();
- nd->mPositionKeys = new aiVectorKey[nd->mNumPositionKeys];
-
- ::memcpy(nd->mPositionKeys,&me->mAnim.akeyPositions[0],
- nd->mNumPositionKeys * sizeof(aiVectorKey));
- }
- // copy rotation keys
- if (me->mAnim.akeyRotations.size() > 1 ) {
- // Allocate the key array and fill it
- nd->mNumRotationKeys = (unsigned int) me->mAnim.akeyRotations.size();
- nd->mRotationKeys = new aiQuatKey[nd->mNumRotationKeys];
-
- // --------------------------------------------------------------------
- // Rotation keys are offsets to the previous keys.
- // We have the quaternion representations of all
- // of them, so we just need to concatenate all
- // (unit-length) quaternions to get the absolute
- // rotations.
- // Rotation keys are ABSOLUTE for older files
- // --------------------------------------------------------------------
-
- aiQuaternion cur;
- for (unsigned int a = 0; a < nd->mNumRotationKeys;++a) {
- aiQuatKey q = me->mAnim.akeyRotations[a];
-
- if (mParser->iFileFormat > 110) {
- cur = (a ? cur*q.mValue : q.mValue);
- q.mValue = cur.Normalize();
- }
- nd->mRotationKeys[a] = q;
-
- // need this to get to Assimp quaternion conventions
- nd->mRotationKeys[a].mValue.w *= -1.f;
- }
- }
- // copy scaling keys
- if (me->mAnim.akeyScaling.size() > 1 ) {
- // Allocate the key array and fill it
- nd->mNumScalingKeys = (unsigned int) me->mAnim.akeyScaling.size();
- nd->mScalingKeys = new aiVectorKey[nd->mNumScalingKeys];
-
- ::memcpy(nd->mScalingKeys,&me->mAnim.akeyScaling[0],
- nd->mNumScalingKeys * sizeof(aiVectorKey));
- }
- }
- }
- }
+ // check whether we have at least one mesh which has animations
+ std::vector<ASE::BaseNode*>::const_iterator i = nodes.begin();
+ unsigned int iNum = 0;
+ for (;i != nodes.end();++i) {
+
+ // TODO: Implement Bezier & TCB support
+ if ((*i)->mAnim.mPositionType != ASE::Animation::TRACK) {
+ DefaultLogger::get()->warn("ASE: Position controller uses Bezier/TCB keys. "
+ "This is not supported.");
+ }
+ if ((*i)->mAnim.mRotationType != ASE::Animation::TRACK) {
+ DefaultLogger::get()->warn("ASE: Rotation controller uses Bezier/TCB keys. "
+ "This is not supported.");
+ }
+ if ((*i)->mAnim.mScalingType != ASE::Animation::TRACK) {
+ DefaultLogger::get()->warn("ASE: Position controller uses Bezier/TCB keys. "
+ "This is not supported.");
+ }
+
+ // We compare against 1 here - firstly one key is not
+ // really an animation and secondly MAX writes dummies
+ // that represent the node transformation.
+ if ((*i)->mAnim.akeyPositions.size()>1 || (*i)->mAnim.akeyRotations.size()>1 || (*i)->mAnim.akeyScaling.size()>1){
+ ++iNum;
+ }
+ if ((*i)->mTargetAnim.akeyPositions.size() > 1 && is_not_qnan( (*i)->mTargetPosition.x )) {
+ ++iNum;
+ }
+ }
+ if (iNum) {
+ // Generate a new animation channel and setup everything for it
+ pcScene->mNumAnimations = 1;
+ pcScene->mAnimations = new aiAnimation*[1];
+ aiAnimation* pcAnim = pcScene->mAnimations[0] = new aiAnimation();
+ pcAnim->mNumChannels = iNum;
+ pcAnim->mChannels = new aiNodeAnim*[iNum];
+ pcAnim->mTicksPerSecond = mParser->iFrameSpeed * mParser->iTicksPerFrame;
+
+ iNum = 0;
+
+ // Now iterate through all meshes and collect all data we can find
+ for (i = nodes.begin();i != nodes.end();++i) {
+
+ ASE::BaseNode* me = *i;
+ if ( me->mTargetAnim.akeyPositions.size() > 1 && is_not_qnan( me->mTargetPosition.x )) {
+ // Generate an extra channel for the camera/light target.
+ // BuildNodes() does also generate an extra node, named
+ // <baseName>.Target.
+ aiNodeAnim* nd = pcAnim->mChannels[iNum++] = new aiNodeAnim();
+ nd->mNodeName.Set(me->mName + ".Target");
+
+ // If there is no input position channel we will need
+ // to supply the default position from the node's
+ // local transformation matrix.
+ /*TargetAnimationHelper helper;
+ if (me->mAnim.akeyPositions.empty())
+ {
+ aiMatrix4x4& mat = (*i)->mTransform;
+ helper.SetFixedMainAnimationChannel(aiVector3D(
+ mat.a4, mat.b4, mat.c4));
+ }
+ else helper.SetMainAnimationChannel (&me->mAnim.akeyPositions);
+ helper.SetTargetAnimationChannel (&me->mTargetAnim.akeyPositions);
+
+ helper.Process(&me->mTargetAnim.akeyPositions);*/
+
+ // Allocate the key array and fill it
+ nd->mNumPositionKeys = (unsigned int) me->mTargetAnim.akeyPositions.size();
+ nd->mPositionKeys = new aiVectorKey[nd->mNumPositionKeys];
+
+ ::memcpy(nd->mPositionKeys,&me->mTargetAnim.akeyPositions[0],
+ nd->mNumPositionKeys * sizeof(aiVectorKey));
+ }
+
+ if (me->mAnim.akeyPositions.size() > 1 || me->mAnim.akeyRotations.size() > 1 || me->mAnim.akeyScaling.size() > 1) {
+ // Begin a new node animation channel for this node
+ aiNodeAnim* nd = pcAnim->mChannels[iNum++] = new aiNodeAnim();
+ nd->mNodeName.Set(me->mName);
+
+ // copy position keys
+ if (me->mAnim.akeyPositions.size() > 1 )
+ {
+ // Allocate the key array and fill it
+ nd->mNumPositionKeys = (unsigned int) me->mAnim.akeyPositions.size();
+ nd->mPositionKeys = new aiVectorKey[nd->mNumPositionKeys];
+
+ ::memcpy(nd->mPositionKeys,&me->mAnim.akeyPositions[0],
+ nd->mNumPositionKeys * sizeof(aiVectorKey));
+ }
+ // copy rotation keys
+ if (me->mAnim.akeyRotations.size() > 1 ) {
+ // Allocate the key array and fill it
+ nd->mNumRotationKeys = (unsigned int) me->mAnim.akeyRotations.size();
+ nd->mRotationKeys = new aiQuatKey[nd->mNumRotationKeys];
+
+ // --------------------------------------------------------------------
+ // Rotation keys are offsets to the previous keys.
+ // We have the quaternion representations of all
+ // of them, so we just need to concatenate all
+ // (unit-length) quaternions to get the absolute
+ // rotations.
+ // Rotation keys are ABSOLUTE for older files
+ // --------------------------------------------------------------------
+
+ aiQuaternion cur;
+ for (unsigned int a = 0; a < nd->mNumRotationKeys;++a) {
+ aiQuatKey q = me->mAnim.akeyRotations[a];
+
+ if (mParser->iFileFormat > 110) {
+ cur = (a ? cur*q.mValue : q.mValue);
+ q.mValue = cur.Normalize();
+ }
+ nd->mRotationKeys[a] = q;
+
+ // need this to get to Assimp quaternion conventions
+ nd->mRotationKeys[a].mValue.w *= -1.f;
+ }
+ }
+ // copy scaling keys
+ if (me->mAnim.akeyScaling.size() > 1 ) {
+ // Allocate the key array and fill it
+ nd->mNumScalingKeys = (unsigned int) me->mAnim.akeyScaling.size();
+ nd->mScalingKeys = new aiVectorKey[nd->mNumScalingKeys];
+
+ ::memcpy(nd->mScalingKeys,&me->mAnim.akeyScaling[0],
+ nd->mNumScalingKeys * sizeof(aiVectorKey));
+ }
+ }
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Build output cameras
void ASEImporter::BuildCameras()
{
- if (!mParser->m_vCameras.empty()) {
- pcScene->mNumCameras = (unsigned int)mParser->m_vCameras.size();
- pcScene->mCameras = new aiCamera*[pcScene->mNumCameras];
-
- for (unsigned int i = 0; i < pcScene->mNumCameras;++i) {
- aiCamera* out = pcScene->mCameras[i] = new aiCamera();
- ASE::Camera& in = mParser->m_vCameras[i];
-
- // copy members
- out->mClipPlaneFar = in.mFar;
- out->mClipPlaneNear = (in.mNear ? in.mNear : 0.1f);
- out->mHorizontalFOV = in.mFOV;
-
- out->mName.Set(in.mName);
- }
- }
+ if (!mParser->m_vCameras.empty()) {
+ pcScene->mNumCameras = (unsigned int)mParser->m_vCameras.size();
+ pcScene->mCameras = new aiCamera*[pcScene->mNumCameras];
+
+ for (unsigned int i = 0; i < pcScene->mNumCameras;++i) {
+ aiCamera* out = pcScene->mCameras[i] = new aiCamera();
+ ASE::Camera& in = mParser->m_vCameras[i];
+
+ // copy members
+ out->mClipPlaneFar = in.mFar;
+ out->mClipPlaneNear = (in.mNear ? in.mNear : 0.1f);
+ out->mHorizontalFOV = in.mFOV;
+
+ out->mName.Set(in.mName);
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Build output lights
void ASEImporter::BuildLights()
{
- if (!mParser->m_vLights.empty()) {
- pcScene->mNumLights = (unsigned int)mParser->m_vLights.size();
- pcScene->mLights = new aiLight*[pcScene->mNumLights];
-
- for (unsigned int i = 0; i < pcScene->mNumLights;++i) {
- aiLight* out = pcScene->mLights[i] = new aiLight();
- ASE::Light& in = mParser->m_vLights[i];
-
- // The direction is encoded in the transformation matrix of the node.
- // In 3DS MAX the light source points into negative Z direction if
- // the node transformation is the identity.
- out->mDirection = aiVector3D(0.f,0.f,-1.f);
-
- out->mName.Set(in.mName);
- switch (in.mLightType)
- {
- case ASE::Light::TARGET:
- out->mType = aiLightSource_SPOT;
- out->mAngleInnerCone = AI_DEG_TO_RAD(in.mAngle);
- out->mAngleOuterCone = (in.mFalloff ? AI_DEG_TO_RAD(in.mFalloff) : out->mAngleInnerCone);
- break;
-
- case ASE::Light::DIRECTIONAL:
- out->mType = aiLightSource_DIRECTIONAL;
- break;
-
- default:
- //case ASE::Light::OMNI:
- out->mType = aiLightSource_POINT;
- break;
- };
- out->mColorDiffuse = out->mColorSpecular = in.mColor * in.mIntensity;
- }
- }
+ if (!mParser->m_vLights.empty()) {
+ pcScene->mNumLights = (unsigned int)mParser->m_vLights.size();
+ pcScene->mLights = new aiLight*[pcScene->mNumLights];
+
+ for (unsigned int i = 0; i < pcScene->mNumLights;++i) {
+ aiLight* out = pcScene->mLights[i] = new aiLight();
+ ASE::Light& in = mParser->m_vLights[i];
+
+ // The direction is encoded in the transformation matrix of the node.
+ // In 3DS MAX the light source points into negative Z direction if
+ // the node transformation is the identity.
+ out->mDirection = aiVector3D(0.f,0.f,-1.f);
+
+ out->mName.Set(in.mName);
+ switch (in.mLightType)
+ {
+ case ASE::Light::TARGET:
+ out->mType = aiLightSource_SPOT;
+ out->mAngleInnerCone = AI_DEG_TO_RAD(in.mAngle);
+ out->mAngleOuterCone = (in.mFalloff ? AI_DEG_TO_RAD(in.mFalloff) : out->mAngleInnerCone);
+ break;
+
+ case ASE::Light::DIRECTIONAL:
+ out->mType = aiLightSource_DIRECTIONAL;
+ break;
+
+ default:
+ //case ASE::Light::OMNI:
+ out->mType = aiLightSource_POINT;
+ break;
+ };
+ out->mColorDiffuse = out->mColorSpecular = in.mColor * in.mIntensity;
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
void ASEImporter::AddNodes(const std::vector<BaseNode*>& nodes,
- aiNode* pcParent,const char* szName)
+ aiNode* pcParent,const char* szName)
{
- aiMatrix4x4 m;
- AddNodes(nodes,pcParent,szName,m);
+ aiMatrix4x4 m;
+ AddNodes(nodes,pcParent,szName,m);
}
// ------------------------------------------------------------------------------------------------
// Add meshes to a given node
void ASEImporter::AddMeshes(const ASE::BaseNode* snode,aiNode* node)
{
- for (unsigned int i = 0; i < pcScene->mNumMeshes;++i) {
- // Get the name of the mesh (the mesh instance has been temporarily stored in the third vertex color)
- const aiMesh* pcMesh = pcScene->mMeshes[i];
- const ASE::Mesh* mesh = (const ASE::Mesh*)pcMesh->mColors[2];
-
- if (mesh == snode) {
- ++node->mNumMeshes;
- }
- }
-
- if (node->mNumMeshes) {
- node->mMeshes = new unsigned int[node->mNumMeshes];
- for (unsigned int i = 0, p = 0; i < pcScene->mNumMeshes;++i) {
-
- const aiMesh* pcMesh = pcScene->mMeshes[i];
- const ASE::Mesh* mesh = (const ASE::Mesh*)pcMesh->mColors[2];
- if (mesh == snode) {
- node->mMeshes[p++] = i;
-
- // Transform all vertices of the mesh back into their local space ->
- // at the moment they are pretransformed
- aiMatrix4x4 m = mesh->mTransform;
- m.Inverse();
-
- aiVector3D* pvCurPtr = pcMesh->mVertices;
- const aiVector3D* pvEndPtr = pvCurPtr + pcMesh->mNumVertices;
- while (pvCurPtr != pvEndPtr) {
- *pvCurPtr = m * (*pvCurPtr);
- pvCurPtr++;
- }
-
- // Do the same for the normal vectors, if we have them.
- // As always, inverse transpose.
- if (pcMesh->mNormals) {
- aiMatrix3x3 m3 = aiMatrix3x3( mesh->mTransform );
- m3.Transpose();
-
- pvCurPtr = pcMesh->mNormals;
- pvEndPtr = pvCurPtr + pcMesh->mNumVertices;
- while (pvCurPtr != pvEndPtr) {
- *pvCurPtr = m3 * (*pvCurPtr);
- pvCurPtr++;
- }
- }
- }
- }
- }
+ for (unsigned int i = 0; i < pcScene->mNumMeshes;++i) {
+ // Get the name of the mesh (the mesh instance has been temporarily stored in the third vertex color)
+ const aiMesh* pcMesh = pcScene->mMeshes[i];
+ const ASE::Mesh* mesh = (const ASE::Mesh*)pcMesh->mColors[2];
+
+ if (mesh == snode) {
+ ++node->mNumMeshes;
+ }
+ }
+
+ if(node->mNumMeshes) {
+ node->mMeshes = new unsigned int[node->mNumMeshes];
+ for (unsigned int i = 0, p = 0; i < pcScene->mNumMeshes;++i) {
+
+ const aiMesh* pcMesh = pcScene->mMeshes[i];
+ const ASE::Mesh* mesh = (const ASE::Mesh*)pcMesh->mColors[2];
+ if (mesh == snode) {
+ node->mMeshes[p++] = i;
+
+ // Transform all vertices of the mesh back into their local space ->
+ // at the moment they are pretransformed
+ aiMatrix4x4 m = mesh->mTransform;
+ m.Inverse();
+
+ aiVector3D* pvCurPtr = pcMesh->mVertices;
+ const aiVector3D* pvEndPtr = pvCurPtr + pcMesh->mNumVertices;
+ while (pvCurPtr != pvEndPtr) {
+ *pvCurPtr = m * (*pvCurPtr);
+ pvCurPtr++;
+ }
+
+ // Do the same for the normal vectors, if we have them.
+ // As always, inverse transpose.
+ if (pcMesh->mNormals) {
+ aiMatrix3x3 m3 = aiMatrix3x3( mesh->mTransform );
+ m3.Transpose();
+
+ pvCurPtr = pcMesh->mNormals;
+ pvEndPtr = pvCurPtr + pcMesh->mNumVertices;
+ while (pvCurPtr != pvEndPtr) {
+ *pvCurPtr = m3 * (*pvCurPtr);
+ pvCurPtr++;
+ }
+ }
+ }
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Add child nodes to a given parent node
void ASEImporter::AddNodes (const std::vector<BaseNode*>& nodes,
- aiNode* pcParent, const char* szName,
- const aiMatrix4x4& mat)
+ aiNode* pcParent, const char* szName,
+ const aiMatrix4x4& mat)
{
- const size_t len = szName ? ::strlen(szName) : 0;
- ai_assert(4 <= AI_MAX_NUMBER_OF_COLOR_SETS);
-
- // Receives child nodes for the pcParent node
- std::vector<aiNode*> apcNodes;
-
- // Now iterate through all nodes in the scene and search for one
- // which has *us* as parent.
- for (std::vector<BaseNode*>::const_iterator it = nodes.begin(), end = nodes.end(); it != end; ++it) {
- const BaseNode* snode = *it;
- if (szName) {
- if (len != snode->mParent.length() || ::strcmp(szName,snode->mParent.c_str()))
- continue;
- }
- else if (snode->mParent.length())
- continue;
-
- (*it)->mProcessed = true;
-
- // Allocate a new node and add it to the output data structure
- apcNodes.push_back(new aiNode());
- aiNode* node = apcNodes.back();
-
- node->mName.Set((snode->mName.length() ? snode->mName.c_str() : "Unnamed_Node"));
- node->mParent = pcParent;
-
- // Setup the transformation matrix of the node
- aiMatrix4x4 mParentAdjust = mat;
- mParentAdjust.Inverse();
- node->mTransformation = mParentAdjust*snode->mTransform;
-
- // Add sub nodes - prevent stack overflow due to recursive parenting
- if (node->mName != node->mParent->mName) {
- AddNodes(nodes,node,node->mName.data,snode->mTransform);
- }
-
- // Further processing depends on the type of the node
- if (snode->mType == ASE::BaseNode::Mesh) {
- // If the type of this node is "Mesh" we need to search
- // the list of output meshes in the data structure for
- // all those that belonged to this node once. This is
- // slightly inconvinient here and a better solution should
- // be used when this code is refactored next.
- AddMeshes(snode,node);
- }
- else if (is_not_qnan( snode->mTargetPosition.x )) {
- // If this is a target camera or light we generate a small
- // child node which marks the position of the camera
- // target (the direction information is contained in *this*
- // node's animation track but the exact target position
- // would be lost otherwise)
- if (!node->mNumChildren) {
- node->mChildren = new aiNode*[1];
- }
-
- aiNode* nd = new aiNode();
-
- nd->mName.Set ( snode->mName + ".Target" );
-
- nd->mTransformation.a4 = snode->mTargetPosition.x - snode->mTransform.a4;
- nd->mTransformation.b4 = snode->mTargetPosition.y - snode->mTransform.b4;
- nd->mTransformation.c4 = snode->mTargetPosition.z - snode->mTransform.c4;
-
- nd->mParent = node;
-
- // The .Target node is always the first child node
- for (unsigned int m = 0; m < node->mNumChildren;++m)
- node->mChildren[m+1] = node->mChildren[m];
-
- node->mChildren[0] = nd;
- node->mNumChildren++;
-
- // What we did is so great, it is at least worth a debug message
- DefaultLogger::get()->debug("ASE: Generating separate target node ("+snode->mName+")");
- }
- }
-
- // Allocate enough space for the child nodes
- // We allocate one slot more in case this is a target camera/light
- pcParent->mNumChildren = (unsigned int)apcNodes.size();
- if (pcParent->mNumChildren) {
- pcParent->mChildren = new aiNode*[apcNodes.size()+1 /* PLUS ONE !!! */];
-
- // now build all nodes for our nice new children
- for (unsigned int p = 0; p < apcNodes.size();++p)
- pcParent->mChildren[p] = apcNodes[p];
- }
- return;
+ const size_t len = szName ? ::strlen(szName) : 0;
+ ai_assert(4 <= AI_MAX_NUMBER_OF_COLOR_SETS);
+
+ // Receives child nodes for the pcParent node
+ std::vector<aiNode*> apcNodes;
+
+ // Now iterate through all nodes in the scene and search for one
+ // which has *us* as parent.
+ for (std::vector<BaseNode*>::const_iterator it = nodes.begin(), end = nodes.end(); it != end; ++it) {
+ const BaseNode* snode = *it;
+ if (szName) {
+ if (len != snode->mParent.length() || ::strcmp(szName,snode->mParent.c_str()))
+ continue;
+ }
+ else if (snode->mParent.length())
+ continue;
+
+ (*it)->mProcessed = true;
+
+ // Allocate a new node and add it to the output data structure
+ apcNodes.push_back(new aiNode());
+ aiNode* node = apcNodes.back();
+
+ node->mName.Set((snode->mName.length() ? snode->mName.c_str() : "Unnamed_Node"));
+ node->mParent = pcParent;
+
+ // Setup the transformation matrix of the node
+ aiMatrix4x4 mParentAdjust = mat;
+ mParentAdjust.Inverse();
+ node->mTransformation = mParentAdjust*snode->mTransform;
+
+ // Add sub nodes - prevent stack overflow due to recursive parenting
+ if (node->mName != node->mParent->mName) {
+ AddNodes(nodes,node,node->mName.data,snode->mTransform);
+ }
+
+ // Further processing depends on the type of the node
+ if (snode->mType == ASE::BaseNode::Mesh) {
+ // If the type of this node is "Mesh" we need to search
+ // the list of output meshes in the data structure for
+ // all those that belonged to this node once. This is
+ // slightly inconvinient here and a better solution should
+ // be used when this code is refactored next.
+ AddMeshes(snode,node);
+ }
+ else if (is_not_qnan( snode->mTargetPosition.x )) {
+ // If this is a target camera or light we generate a small
+ // child node which marks the position of the camera
+ // target (the direction information is contained in *this*
+ // node's animation track but the exact target position
+ // would be lost otherwise)
+ if (!node->mNumChildren) {
+ node->mChildren = new aiNode*[1];
+ }
+
+ aiNode* nd = new aiNode();
+
+ nd->mName.Set ( snode->mName + ".Target" );
+
+ nd->mTransformation.a4 = snode->mTargetPosition.x - snode->mTransform.a4;
+ nd->mTransformation.b4 = snode->mTargetPosition.y - snode->mTransform.b4;
+ nd->mTransformation.c4 = snode->mTargetPosition.z - snode->mTransform.c4;
+
+ nd->mParent = node;
+
+ // The .Target node is always the first child node
+ for (unsigned int m = 0; m < node->mNumChildren;++m)
+ node->mChildren[m+1] = node->mChildren[m];
+
+ node->mChildren[0] = nd;
+ node->mNumChildren++;
+
+ // What we did is so great, it is at least worth a debug message
+ DefaultLogger::get()->debug("ASE: Generating separate target node ("+snode->mName+")");
+ }
+ }
+
+ // Allocate enough space for the child nodes
+ // We allocate one slot more in case this is a target camera/light
+ pcParent->mNumChildren = (unsigned int)apcNodes.size();
+ if (pcParent->mNumChildren) {
+ pcParent->mChildren = new aiNode*[apcNodes.size()+1 /* PLUS ONE !!! */];
+
+ // now build all nodes for our nice new children
+ for (unsigned int p = 0; p < apcNodes.size();++p)
+ pcParent->mChildren[p] = apcNodes[p];
+ }
+ return;
}
// ------------------------------------------------------------------------------------------------
// Build the output node graph
-void ASEImporter::BuildNodes(std::vector<BaseNode*>& nodes) {
- ai_assert(NULL != pcScene);
-
- // allocate the one and only root node
- aiNode* root = pcScene->mRootNode = new aiNode();
- root->mName.Set("<ASERoot>");
-
- // Setup the coordinate system transformation
- pcScene->mRootNode->mNumChildren = 1;
- pcScene->mRootNode->mChildren = new aiNode*[1];
- aiNode* ch = pcScene->mRootNode->mChildren[0] = new aiNode();
- ch->mParent = root;
-
- // Change the transformation matrix of all nodes
- for (std::vector<BaseNode*>::iterator it = nodes.begin(), end = nodes.end();it != end; ++it) {
- aiMatrix4x4& m = (*it)->mTransform;
- m.Transpose(); // row-order vs column-order
- }
-
- // add all nodes
- AddNodes(nodes,ch,NULL);
-
- // now iterate through al nodes and find those that have not yet
- // been added to the nodegraph (= their parent could not be recognized)
- std::vector<const BaseNode*> aiList;
- for (std::vector<BaseNode*>::iterator it = nodes.begin(), end = nodes.end();it != end; ++it) {
- if ((*it)->mProcessed) {
- continue;
- }
-
- // check whether our parent is known
- bool bKnowParent = false;
-
- // search the list another time, starting *here* and try to find out whether
- // there is a node that references *us* as a parent
- for (std::vector<BaseNode*>::const_iterator it2 = nodes.begin();it2 != end; ++it2) {
- if (it2 == it) {
- continue;
- }
-
- if ((*it2)->mName == (*it)->mParent) {
- bKnowParent = true;
- break;
- }
- }
- if (!bKnowParent) {
- aiList.push_back(*it);
- }
- }
-
- // Are there ane orphaned nodes?
- if (!aiList.empty()) {
- std::vector<aiNode*> apcNodes;
- apcNodes.reserve(aiList.size() + pcScene->mRootNode->mNumChildren);
-
- for (unsigned int i = 0; i < pcScene->mRootNode->mNumChildren;++i)
- apcNodes.push_back(pcScene->mRootNode->mChildren[i]);
-
- delete[] pcScene->mRootNode->mChildren;
- for (std::vector<const BaseNode*>::/*const_*/iterator i = aiList.begin();i != aiList.end();++i) {
- const ASE::BaseNode* src = *i;
-
- // The parent is not known, so we can assume that we must add
- // this node to the root node of the whole scene
- aiNode* pcNode = new aiNode();
- pcNode->mParent = pcScene->mRootNode;
- pcNode->mName.Set(src->mName);
- AddMeshes(src,pcNode);
- AddNodes(nodes,pcNode,pcNode->mName.data);
- apcNodes.push_back(pcNode);
- }
-
- // Regenerate our output array
- pcScene->mRootNode->mChildren = new aiNode*[apcNodes.size()];
- for (unsigned int i = 0; i < apcNodes.size();++i)
- pcScene->mRootNode->mChildren[i] = apcNodes[i];
-
- pcScene->mRootNode->mNumChildren = (unsigned int)apcNodes.size();
- }
-
- // Reset the third color set to NULL - we used this field to store a temporary pointer
- for (unsigned int i = 0; i < pcScene->mNumMeshes;++i)
- pcScene->mMeshes[i]->mColors[2] = NULL;
-
- // The root node should not have at least one child or the file is valid
- if (!pcScene->mRootNode->mNumChildren) {
- throw DeadlyImportError("ASE: No nodes loaded. The file is either empty or corrupt");
- }
-
- // Now rotate the whole scene 90 degrees around the x axis to convert to internal coordinate system
- pcScene->mRootNode->mTransformation = aiMatrix4x4(1.f,0.f,0.f,0.f,
- 0.f,0.f,1.f,0.f,0.f,-1.f,0.f,0.f,0.f,0.f,0.f,1.f);
+void ASEImporter::BuildNodes(std::vector<BaseNode*>& nodes) {
+ ai_assert(NULL != pcScene);
+
+ // allocate the one and only root node
+ aiNode* root = pcScene->mRootNode = new aiNode();
+ root->mName.Set("<ASERoot>");
+
+ // Setup the coordinate system transformation
+ pcScene->mRootNode->mNumChildren = 1;
+ pcScene->mRootNode->mChildren = new aiNode*[1];
+ aiNode* ch = pcScene->mRootNode->mChildren[0] = new aiNode();
+ ch->mParent = root;
+
+ // Change the transformation matrix of all nodes
+ for (std::vector<BaseNode*>::iterator it = nodes.begin(), end = nodes.end();it != end; ++it) {
+ aiMatrix4x4& m = (*it)->mTransform;
+ m.Transpose(); // row-order vs column-order
+ }
+
+ // add all nodes
+ AddNodes(nodes,ch,NULL);
+
+ // now iterate through al nodes and find those that have not yet
+ // been added to the nodegraph (= their parent could not be recognized)
+ std::vector<const BaseNode*> aiList;
+ for (std::vector<BaseNode*>::iterator it = nodes.begin(), end = nodes.end();it != end; ++it) {
+ if ((*it)->mProcessed) {
+ continue;
+ }
+
+ // check whether our parent is known
+ bool bKnowParent = false;
+
+ // search the list another time, starting *here* and try to find out whether
+ // there is a node that references *us* as a parent
+ for (std::vector<BaseNode*>::const_iterator it2 = nodes.begin();it2 != end; ++it2) {
+ if (it2 == it) {
+ continue;
+ }
+
+ if ((*it2)->mName == (*it)->mParent) {
+ bKnowParent = true;
+ break;
+ }
+ }
+ if (!bKnowParent) {
+ aiList.push_back(*it);
+ }
+ }
+
+ // Are there ane orphaned nodes?
+ if (!aiList.empty()) {
+ std::vector<aiNode*> apcNodes;
+ apcNodes.reserve(aiList.size() + pcScene->mRootNode->mNumChildren);
+
+ for (unsigned int i = 0; i < pcScene->mRootNode->mNumChildren;++i)
+ apcNodes.push_back(pcScene->mRootNode->mChildren[i]);
+
+ delete[] pcScene->mRootNode->mChildren;
+ for (std::vector<const BaseNode*>::/*const_*/iterator i = aiList.begin();i != aiList.end();++i) {
+ const ASE::BaseNode* src = *i;
+
+ // The parent is not known, so we can assume that we must add
+ // this node to the root node of the whole scene
+ aiNode* pcNode = new aiNode();
+ pcNode->mParent = pcScene->mRootNode;
+ pcNode->mName.Set(src->mName);
+ AddMeshes(src,pcNode);
+ AddNodes(nodes,pcNode,pcNode->mName.data);
+ apcNodes.push_back(pcNode);
+ }
+
+ // Regenerate our output array
+ pcScene->mRootNode->mChildren = new aiNode*[apcNodes.size()];
+ for (unsigned int i = 0; i < apcNodes.size();++i)
+ pcScene->mRootNode->mChildren[i] = apcNodes[i];
+
+ pcScene->mRootNode->mNumChildren = (unsigned int)apcNodes.size();
+ }
+
+ // Reset the third color set to NULL - we used this field to store a temporary pointer
+ for (unsigned int i = 0; i < pcScene->mNumMeshes;++i)
+ pcScene->mMeshes[i]->mColors[2] = NULL;
+
+ // The root node should not have at least one child or the file is valid
+ if (!pcScene->mRootNode->mNumChildren) {
+ throw DeadlyImportError("ASE: No nodes loaded. The file is either empty or corrupt");
+ }
+
+ // Now rotate the whole scene 90 degrees around the x axis to convert to internal coordinate system
+ pcScene->mRootNode->mTransformation = aiMatrix4x4(1.f,0.f,0.f,0.f,
+ 0.f,0.f,1.f,0.f,0.f,-1.f,0.f,0.f,0.f,0.f,0.f,1.f);
}
// ------------------------------------------------------------------------------------------------
// Convert the imported data to the internal verbose representation
-void ASEImporter::BuildUniqueRepresentation(ASE::Mesh& mesh) {
- // allocate output storage
- std::vector<aiVector3D> mPositions;
- std::vector<aiVector3D> amTexCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
- std::vector<aiColor4D> mVertexColors;
- std::vector<aiVector3D> mNormals;
- std::vector<BoneVertex> mBoneVertices;
-
- unsigned int iSize = (unsigned int)mesh.mFaces.size() * 3;
- mPositions.resize(iSize);
-
- // optional texture coordinates
- for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i) {
- if (!mesh.amTexCoords[i].empty()) {
- amTexCoords[i].resize(iSize);
- }
- }
- // optional vertex colors
- if (!mesh.mVertexColors.empty()) {
- mVertexColors.resize(iSize);
- }
-
- // optional vertex normals (vertex normals can simply be copied)
- if (!mesh.mNormals.empty()) {
- mNormals.resize(iSize);
- }
- // bone vertices. There is no need to change the bone list
- if (!mesh.mBoneVertices.empty()) {
- mBoneVertices.resize(iSize);
- }
-
- // iterate through all faces in the mesh
- unsigned int iCurrent = 0, fi = 0;
- for (std::vector<ASE::Face>::iterator i = mesh.mFaces.begin();i != mesh.mFaces.end();++i,++fi) {
- for (unsigned int n = 0; n < 3;++n,++iCurrent)
- {
- mPositions[iCurrent] = mesh.mPositions[(*i).mIndices[n]];
-
- // add texture coordinates
- for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c) {
- if (mesh.amTexCoords[c].empty())break;
- amTexCoords[c][iCurrent] = mesh.amTexCoords[c][(*i).amUVIndices[c][n]];
- }
- // add vertex colors
- if (!mesh.mVertexColors.empty()) {
- mVertexColors[iCurrent] = mesh.mVertexColors[(*i).mColorIndices[n]];
- }
- // add normal vectors
- if (!mesh.mNormals.empty()) {
- mNormals[iCurrent] = mesh.mNormals[fi*3+n];
- mNormals[iCurrent].Normalize();
- }
-
- // handle bone vertices
- if ((*i).mIndices[n] < mesh.mBoneVertices.size()) {
- // (sometimes this will cause bone verts to be duplicated
- // however, I' quite sure Schrompf' JoinVerticesStep
- // will fix that again ...)
- mBoneVertices[iCurrent] = mesh.mBoneVertices[(*i).mIndices[n]];
- }
- (*i).mIndices[n] = iCurrent;
- }
- }
-
- // replace the old arrays
- mesh.mNormals = mNormals;
- mesh.mPositions = mPositions;
- mesh.mVertexColors = mVertexColors;
-
- for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
- mesh.amTexCoords[c] = amTexCoords[c];
+void ASEImporter::BuildUniqueRepresentation(ASE::Mesh& mesh) {
+ // allocate output storage
+ std::vector<aiVector3D> mPositions;
+ std::vector<aiVector3D> amTexCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
+ std::vector<aiColor4D> mVertexColors;
+ std::vector<aiVector3D> mNormals;
+ std::vector<BoneVertex> mBoneVertices;
+
+ unsigned int iSize = (unsigned int)mesh.mFaces.size() * 3;
+ mPositions.resize(iSize);
+
+ // optional texture coordinates
+ for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i) {
+ if (!mesh.amTexCoords[i].empty()) {
+ amTexCoords[i].resize(iSize);
+ }
+ }
+ // optional vertex colors
+ if (!mesh.mVertexColors.empty()) {
+ mVertexColors.resize(iSize);
+ }
+
+ // optional vertex normals (vertex normals can simply be copied)
+ if (!mesh.mNormals.empty()) {
+ mNormals.resize(iSize);
+ }
+ // bone vertices. There is no need to change the bone list
+ if (!mesh.mBoneVertices.empty()) {
+ mBoneVertices.resize(iSize);
+ }
+
+ // iterate through all faces in the mesh
+ unsigned int iCurrent = 0, fi = 0;
+ for (std::vector<ASE::Face>::iterator i = mesh.mFaces.begin();i != mesh.mFaces.end();++i,++fi) {
+ for (unsigned int n = 0; n < 3;++n,++iCurrent)
+ {
+ mPositions[iCurrent] = mesh.mPositions[(*i).mIndices[n]];
+
+ // add texture coordinates
+ for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c) {
+ if (mesh.amTexCoords[c].empty())break;
+ amTexCoords[c][iCurrent] = mesh.amTexCoords[c][(*i).amUVIndices[c][n]];
+ }
+ // add vertex colors
+ if (!mesh.mVertexColors.empty()) {
+ mVertexColors[iCurrent] = mesh.mVertexColors[(*i).mColorIndices[n]];
+ }
+ // add normal vectors
+ if (!mesh.mNormals.empty()) {
+ mNormals[iCurrent] = mesh.mNormals[fi*3+n];
+ mNormals[iCurrent].Normalize();
+ }
+
+ // handle bone vertices
+ if ((*i).mIndices[n] < mesh.mBoneVertices.size()) {
+ // (sometimes this will cause bone verts to be duplicated
+ // however, I' quite sure Schrompf' JoinVerticesStep
+ // will fix that again ...)
+ mBoneVertices[iCurrent] = mesh.mBoneVertices[(*i).mIndices[n]];
+ }
+ (*i).mIndices[n] = iCurrent;
+ }
+ }
+
+ // replace the old arrays
+ mesh.mNormals = mNormals;
+ mesh.mPositions = mPositions;
+ mesh.mVertexColors = mVertexColors;
+
+ for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
+ mesh.amTexCoords[c] = amTexCoords[c];
}
// ------------------------------------------------------------------------------------------------
// Copy a texture from the ASE structs to the output material
-void CopyASETexture(MaterialHelper& mat, ASE::Texture& texture, aiTextureType type)
+void CopyASETexture(aiMaterial& mat, ASE::Texture& texture, aiTextureType type)
{
- // Setup the texture name
- aiString tex;
- tex.Set( texture.mMapName);
- mat.AddProperty( &tex, AI_MATKEY_TEXTURE(type,0));
+ // Setup the texture name
+ aiString tex;
+ tex.Set( texture.mMapName);
+ mat.AddProperty( &tex, AI_MATKEY_TEXTURE(type,0));
- // Setup the texture blend factor
- if (is_not_qnan(texture.mTextureBlend))
- mat.AddProperty<float>( &texture.mTextureBlend, 1, AI_MATKEY_TEXBLEND(type,0));
+ // Setup the texture blend factor
+ if (is_not_qnan(texture.mTextureBlend))
+ mat.AddProperty<float>( &texture.mTextureBlend, 1, AI_MATKEY_TEXBLEND(type,0));
- // Setup texture UV transformations
- mat.AddProperty<float>(&texture.mOffsetU,5,AI_MATKEY_UVTRANSFORM(type,0));
+ // Setup texture UV transformations
+ mat.AddProperty<float>(&texture.mOffsetU,5,AI_MATKEY_UVTRANSFORM(type,0));
}
// ------------------------------------------------------------------------------------------------
// Convert from ASE material to output material
void ASEImporter::ConvertMaterial(ASE::Material& mat)
{
- // LARGE TODO: Much code her is copied from 3DS ... join them maybe?
-
- // Allocate the output material
- mat.pcInstance = new MaterialHelper();
-
- // At first add the base ambient color of the
- // scene to the material
- mat.mAmbient.r += mParser->m_clrAmbient.r;
- mat.mAmbient.g += mParser->m_clrAmbient.g;
- mat.mAmbient.b += mParser->m_clrAmbient.b;
-
- aiString name;
- name.Set( mat.mName);
- mat.pcInstance->AddProperty( &name, AI_MATKEY_NAME);
-
- // material colors
- mat.pcInstance->AddProperty( &mat.mAmbient, 1, AI_MATKEY_COLOR_AMBIENT);
- mat.pcInstance->AddProperty( &mat.mDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
- mat.pcInstance->AddProperty( &mat.mSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
- mat.pcInstance->AddProperty( &mat.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE);
-
- // shininess
- if (0.0f != mat.mSpecularExponent && 0.0f != mat.mShininessStrength)
- {
- mat.pcInstance->AddProperty( &mat.mSpecularExponent, 1, AI_MATKEY_SHININESS);
- mat.pcInstance->AddProperty( &mat.mShininessStrength, 1, AI_MATKEY_SHININESS_STRENGTH);
- }
- // If there is no shininess, we can disable phong lighting
- else if (D3DS::Discreet3DS::Metal == mat.mShading ||
- D3DS::Discreet3DS::Phong == mat.mShading ||
- D3DS::Discreet3DS::Blinn == mat.mShading)
- {
- mat.mShading = D3DS::Discreet3DS::Gouraud;
- }
-
- // opacity
- mat.pcInstance->AddProperty<float>( &mat.mTransparency,1,AI_MATKEY_OPACITY);
-
- // Two sided rendering?
- if (mat.mTwoSided)
- {
- int i = 1;
- mat.pcInstance->AddProperty<int>(&i,1,AI_MATKEY_TWOSIDED);
- }
-
- // shading mode
- aiShadingMode eShading = aiShadingMode_NoShading;
- switch (mat.mShading)
- {
- case D3DS::Discreet3DS::Flat:
- eShading = aiShadingMode_Flat; break;
- case D3DS::Discreet3DS::Phong :
- eShading = aiShadingMode_Phong; break;
- case D3DS::Discreet3DS::Blinn :
- eShading = aiShadingMode_Blinn; break;
-
- // I don't know what "Wire" shading should be,
- // assume it is simple lambertian diffuse (L dot N) shading
- case D3DS::Discreet3DS::Wire:
- {
- // set the wireframe flag
- unsigned int iWire = 1;
- mat.pcInstance->AddProperty<int>( (int*)&iWire,1,AI_MATKEY_ENABLE_WIREFRAME);
- }
- case D3DS::Discreet3DS::Gouraud:
- eShading = aiShadingMode_Gouraud; break;
- case D3DS::Discreet3DS::Metal :
- eShading = aiShadingMode_CookTorrance; break;
- }
- mat.pcInstance->AddProperty<int>( (int*)&eShading,1,AI_MATKEY_SHADING_MODEL);
-
- // DIFFUSE texture
- if ( mat.sTexDiffuse.mMapName.length() > 0)
- CopyASETexture(*mat.pcInstance,mat.sTexDiffuse, aiTextureType_DIFFUSE);
-
- // SPECULAR texture
- if ( mat.sTexSpecular.mMapName.length() > 0)
- CopyASETexture(*mat.pcInstance,mat.sTexSpecular, aiTextureType_SPECULAR);
-
- // AMBIENT texture
- if ( mat.sTexAmbient.mMapName.length() > 0)
- CopyASETexture(*mat.pcInstance,mat.sTexAmbient, aiTextureType_AMBIENT);
-
- // OPACITY texture
- if ( mat.sTexOpacity.mMapName.length() > 0)
- CopyASETexture(*mat.pcInstance,mat.sTexOpacity, aiTextureType_OPACITY);
-
- // EMISSIVE texture
- if ( mat.sTexEmissive.mMapName.length() > 0)
- CopyASETexture(*mat.pcInstance,mat.sTexEmissive, aiTextureType_EMISSIVE);
-
- // BUMP texture
- if ( mat.sTexBump.mMapName.length() > 0)
- CopyASETexture(*mat.pcInstance,mat.sTexBump, aiTextureType_HEIGHT);
-
- // SHININESS texture
- if ( mat.sTexShininess.mMapName.length() > 0)
- CopyASETexture(*mat.pcInstance,mat.sTexShininess, aiTextureType_SHININESS);
-
- // 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;
+ // LARGE TODO: Much code her is copied from 3DS ... join them maybe?
+
+ // Allocate the output material
+ mat.pcInstance = new aiMaterial();
+
+ // At first add the base ambient color of the
+ // scene to the material
+ mat.mAmbient.r += mParser->m_clrAmbient.r;
+ mat.mAmbient.g += mParser->m_clrAmbient.g;
+ mat.mAmbient.b += mParser->m_clrAmbient.b;
+
+ aiString name;
+ name.Set( mat.mName);
+ mat.pcInstance->AddProperty( &name, AI_MATKEY_NAME);
+
+ // material colors
+ mat.pcInstance->AddProperty( &mat.mAmbient, 1, AI_MATKEY_COLOR_AMBIENT);
+ mat.pcInstance->AddProperty( &mat.mDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
+ mat.pcInstance->AddProperty( &mat.mSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
+ mat.pcInstance->AddProperty( &mat.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE);
+
+ // shininess
+ if (0.0f != mat.mSpecularExponent && 0.0f != mat.mShininessStrength)
+ {
+ mat.pcInstance->AddProperty( &mat.mSpecularExponent, 1, AI_MATKEY_SHININESS);
+ mat.pcInstance->AddProperty( &mat.mShininessStrength, 1, AI_MATKEY_SHININESS_STRENGTH);
+ }
+ // If there is no shininess, we can disable phong lighting
+ else if (D3DS::Discreet3DS::Metal == mat.mShading ||
+ D3DS::Discreet3DS::Phong == mat.mShading ||
+ D3DS::Discreet3DS::Blinn == mat.mShading)
+ {
+ mat.mShading = D3DS::Discreet3DS::Gouraud;
+ }
+
+ // opacity
+ mat.pcInstance->AddProperty<float>( &mat.mTransparency,1,AI_MATKEY_OPACITY);
+
+ // Two sided rendering?
+ if (mat.mTwoSided)
+ {
+ int i = 1;
+ mat.pcInstance->AddProperty<int>(&i,1,AI_MATKEY_TWOSIDED);
+ }
+
+ // shading mode
+ aiShadingMode eShading = aiShadingMode_NoShading;
+ switch (mat.mShading)
+ {
+ case D3DS::Discreet3DS::Flat:
+ eShading = aiShadingMode_Flat; break;
+ case D3DS::Discreet3DS::Phong :
+ eShading = aiShadingMode_Phong; break;
+ case D3DS::Discreet3DS::Blinn :
+ eShading = aiShadingMode_Blinn; break;
+
+ // I don't know what "Wire" shading should be,
+ // assume it is simple lambertian diffuse (L dot N) shading
+ case D3DS::Discreet3DS::Wire:
+ {
+ // set the wireframe flag
+ unsigned int iWire = 1;
+ mat.pcInstance->AddProperty<int>( (int*)&iWire,1,AI_MATKEY_ENABLE_WIREFRAME);
+ }
+ case D3DS::Discreet3DS::Gouraud:
+ eShading = aiShadingMode_Gouraud; break;
+ case D3DS::Discreet3DS::Metal :
+ eShading = aiShadingMode_CookTorrance; break;
+ }
+ mat.pcInstance->AddProperty<int>( (int*)&eShading,1,AI_MATKEY_SHADING_MODEL);
+
+ // DIFFUSE texture
+ if( mat.sTexDiffuse.mMapName.length() > 0)
+ CopyASETexture(*mat.pcInstance,mat.sTexDiffuse, aiTextureType_DIFFUSE);
+
+ // SPECULAR texture
+ if( mat.sTexSpecular.mMapName.length() > 0)
+ CopyASETexture(*mat.pcInstance,mat.sTexSpecular, aiTextureType_SPECULAR);
+
+ // AMBIENT texture
+ if( mat.sTexAmbient.mMapName.length() > 0)
+ CopyASETexture(*mat.pcInstance,mat.sTexAmbient, aiTextureType_AMBIENT);
+
+ // OPACITY texture
+ if( mat.sTexOpacity.mMapName.length() > 0)
+ CopyASETexture(*mat.pcInstance,mat.sTexOpacity, aiTextureType_OPACITY);
+
+ // EMISSIVE texture
+ if( mat.sTexEmissive.mMapName.length() > 0)
+ CopyASETexture(*mat.pcInstance,mat.sTexEmissive, aiTextureType_EMISSIVE);
+
+ // BUMP texture
+ if( mat.sTexBump.mMapName.length() > 0)
+ CopyASETexture(*mat.pcInstance,mat.sTexBump, aiTextureType_HEIGHT);
+
+ // SHININESS texture
+ if( mat.sTexShininess.mMapName.length() > 0)
+ CopyASETexture(*mat.pcInstance,mat.sTexShininess, aiTextureType_SHININESS);
+
+ // 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;
}
// ------------------------------------------------------------------------------------------------
// Build output meshes
void ASEImporter::ConvertMeshes(ASE::Mesh& mesh, std::vector<aiMesh*>& avOutMeshes)
{
- // validate the material index of the mesh
- if (mesh.iMaterialIndex >= mParser->m_vMaterials.size()) {
- mesh.iMaterialIndex = (unsigned int)mParser->m_vMaterials.size()-1;
- DefaultLogger::get()->warn("Material index is out of range");
- }
-
- // If the material the mesh is assigned to is consisting of submeshes, split it
- if (!mParser->m_vMaterials[mesh.iMaterialIndex].avSubMaterials.empty()) {
- std::vector<ASE::Material> vSubMaterials = mParser->
- m_vMaterials[mesh.iMaterialIndex].avSubMaterials;
-
- std::vector<unsigned int>* aiSplit = new std::vector<unsigned int>[vSubMaterials.size()];
-
- // build a list of all faces per submaterial
- for (unsigned int i = 0; i < mesh.mFaces.size();++i) {
- // check range
- if (mesh.mFaces[i].iMaterial >= vSubMaterials.size()) {
- DefaultLogger::get()->warn("Submaterial index is out of range");
-
- // use the last material instead
- aiSplit[vSubMaterials.size()-1].push_back(i);
- }
- else aiSplit[mesh.mFaces[i].iMaterial].push_back(i);
- }
-
- // now generate submeshes
- for (unsigned int p = 0; p < vSubMaterials.size();++p) {
- if (!aiSplit[p].empty()) {
-
- aiMesh* p_pcOut = new aiMesh();
- p_pcOut->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
-
- // let the sub material index
- p_pcOut->mMaterialIndex = p;
-
- // we will need this material
- mParser->m_vMaterials[mesh.iMaterialIndex].avSubMaterials[p].bNeed = true;
-
- // store the real index here ... color channel 3
- p_pcOut->mColors[3] = (aiColor4D*)(uintptr_t)mesh.iMaterialIndex;
-
- // store a pointer to the mesh in color channel 2
- p_pcOut->mColors[2] = (aiColor4D*) &mesh;
- avOutMeshes.push_back(p_pcOut);
-
- // convert vertices
- p_pcOut->mNumVertices = (unsigned int)aiSplit[p].size()*3;
- p_pcOut->mNumFaces = (unsigned int)aiSplit[p].size();
-
- // receive output vertex weights
- std::vector<std::pair<unsigned int, float> > *avOutputBones = NULL;
- 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];
-
- unsigned int iBase = 0,iIndex;
- if (p_pcOut->mNumVertices) {
- p_pcOut->mVertices = new aiVector3D[p_pcOut->mNumVertices];
- p_pcOut->mNormals = new aiVector3D[p_pcOut->mNumVertices];
- for (unsigned int q = 0; q < aiSplit[p].size();++q) {
-
- 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, ++iBase) {
- 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 for 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));
- }
- }
- }
- p_pcOut->mFaces[q].mIndices[t] = iBase;
- }
- }
- }
- // convert texture coordinates (up to AI_MAX_NUMBER_OF_TEXTURECOORDS sets supported)
- 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];
- iBase = 0;
- for (unsigned int q = 0; q < aiSplit[p].size();++q) {
- 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];
- iBase = 0;
- for (unsigned int q = 0; q < aiSplit[p].size();++q) {
- iIndex = aiSplit[p][q];
- for (unsigned int t = 0; t < 3;++t) {
- p_pcOut->mColors[0][iBase++] = mesh.mVertexColors[mesh.mFaces[iIndex].mIndices[t]];
- }
- }
- }
- // Copy bones
- if (!mesh.mBones.empty()) {
- p_pcOut->mNumBones = 0;
- for (unsigned int mrspock = 0; mrspock < mesh.mBones.size();++mrspock)
- if (!avOutputBones[mrspock].empty())p_pcOut->mNumBones++;
-
- p_pcOut->mBones = new aiBone* [ p_pcOut->mNumBones ];
- aiBone** pcBone = p_pcOut->mBones;
- for (unsigned int mrspock = 0; mrspock < mesh.mBones.size();++mrspock)
- {
- if (!avOutputBones[mrspock].empty()) {
- // we will need this bone. add it to the output mesh and
- // add all per-vertex weights
- aiBone* pc = *pcBone = new aiBone();
- pc->mName.Set(mesh.mBones[mrspock].mName);
-
- pc->mNumWeights = (unsigned int)avOutputBones[mrspock].size();
- pc->mWeights = new aiVertexWeight[pc->mNumWeights];
-
- for (unsigned int captainkirk = 0; captainkirk < pc->mNumWeights;++captainkirk)
- {
- const std::pair<unsigned int,float>& ref = avOutputBones[mrspock][captainkirk];
- pc->mWeights[captainkirk].mVertexId = ref.first;
- pc->mWeights[captainkirk].mWeight = ref.second;
- }
- ++pcBone;
- }
- }
- // delete allocated storage
- delete[] avOutputBones;
- }
- }
- }
- // delete storage
- delete[] aiSplit;
- }
- else
- {
- // Otherwise we can simply copy the data to one output mesh
- // This codepath needs less memory and uses fast memcpy()s
- // to do the actual copying. So I think it is worth the
- // effort here.
-
- aiMesh* p_pcOut = new aiMesh();
- p_pcOut->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
-
- // set an empty sub material index
- p_pcOut->mMaterialIndex = ASE::Face::DEFAULT_MATINDEX;
- mParser->m_vMaterials[mesh.iMaterialIndex].bNeed = true;
-
- // store the real index here ... in color channel 3
- p_pcOut->mColors[3] = (aiColor4D*)(uintptr_t)mesh.iMaterialIndex;
-
- // store a pointer to the mesh in color channel 2
- p_pcOut->mColors[2] = (aiColor4D*) &mesh;
- avOutMeshes.push_back(p_pcOut);
-
- // If the mesh hasn't faces or vertices, there are two cases
- // possible: 1. the model is invalid. 2. This is a dummy
- // helper object which we are going to remove later ...
- if (mesh.mFaces.empty() || mesh.mPositions.empty()) {
- return;
- }
-
- // convert vertices
- p_pcOut->mNumVertices = (unsigned int)mesh.mPositions.size();
- p_pcOut->mNumFaces = (unsigned int)mesh.mFaces.size();
-
- // allocate enough storage for faces
- p_pcOut->mFaces = new aiFace[p_pcOut->mNumFaces];
-
- // copy vertices
- p_pcOut->mVertices = new aiVector3D[mesh.mPositions.size()];
- memcpy(p_pcOut->mVertices,&mesh.mPositions[0],
- mesh.mPositions.size() * sizeof(aiVector3D));
-
- // copy normals
- p_pcOut->mNormals = new aiVector3D[mesh.mNormals.size()];
- memcpy(p_pcOut->mNormals,&mesh.mNormals[0],
- mesh.mNormals.size() * sizeof(aiVector3D));
-
- // copy texture coordinates
- for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c) {
- if (!mesh.amTexCoords[c].empty()) {
- p_pcOut->mTextureCoords[c] = new aiVector3D[mesh.amTexCoords[c].size()];
- memcpy(p_pcOut->mTextureCoords[c],&mesh.amTexCoords[c][0],
- mesh.amTexCoords[c].size() * sizeof(aiVector3D));
-
- // setup the number of valid vertex components
- p_pcOut->mNumUVComponents[c] = mesh.mNumUVComponents[c];
- }
- }
-
- // copy vertex colors
- if (!mesh.mVertexColors.empty()) {
- p_pcOut->mColors[0] = new aiColor4D[mesh.mVertexColors.size()];
- memcpy(p_pcOut->mColors[0],&mesh.mVertexColors[0],
- mesh.mVertexColors.size() * sizeof(aiColor4D));
- }
-
- // copy faces
- for (unsigned int iFace = 0; iFace < p_pcOut->mNumFaces;++iFace) {
- p_pcOut->mFaces[iFace].mNumIndices = 3;
- p_pcOut->mFaces[iFace].mIndices = new unsigned int[3];
-
- // copy indices
- p_pcOut->mFaces[iFace].mIndices[0] = mesh.mFaces[iFace].mIndices[0];
- p_pcOut->mFaces[iFace].mIndices[1] = mesh.mFaces[iFace].mIndices[1];
- p_pcOut->mFaces[iFace].mIndices[2] = mesh.mFaces[iFace].mIndices[2];
- }
-
- // copy vertex bones
- if (!mesh.mBones.empty() && !mesh.mBoneVertices.empty()) {
- std::vector<aiVertexWeight>* avBonesOut = new std::vector<aiVertexWeight>[mesh.mBones.size()];
-
- // find all vertex weights for this bone
- unsigned int quak = 0;
- for (std::vector<BoneVertex>::const_iterator harrypotter = mesh.mBoneVertices.begin();
- harrypotter != mesh.mBoneVertices.end();++harrypotter,++quak) {
-
- for (std::vector<std::pair<int,float> >::const_iterator
- ronaldweasley = (*harrypotter).mBoneWeights.begin();
- ronaldweasley != (*harrypotter).mBoneWeights.end();++ronaldweasley)
- {
- aiVertexWeight weight;
- weight.mVertexId = quak;
- weight.mWeight = (*ronaldweasley).second;
- avBonesOut[(*ronaldweasley).first].push_back(weight);
- }
- }
-
- // now build a final bone list
- p_pcOut->mNumBones = 0;
- for (unsigned int jfkennedy = 0; jfkennedy < mesh.mBones.size();++jfkennedy)
- if (!avBonesOut[jfkennedy].empty())p_pcOut->mNumBones++;
-
- p_pcOut->mBones = new aiBone*[p_pcOut->mNumBones];
- aiBone** pcBone = p_pcOut->mBones;
- for (unsigned int jfkennedy = 0; jfkennedy < mesh.mBones.size();++jfkennedy) {
- if (!avBonesOut[jfkennedy].empty()) {
- aiBone* pc = *pcBone = new aiBone();
- pc->mName.Set(mesh.mBones[jfkennedy].mName);
- pc->mNumWeights = (unsigned int)avBonesOut[jfkennedy].size();
- pc->mWeights = new aiVertexWeight[pc->mNumWeights];
- ::memcpy(pc->mWeights,&avBonesOut[jfkennedy][0],
- sizeof(aiVertexWeight) * pc->mNumWeights);
- ++pcBone;
- }
- }
-
- // delete allocated storage
- delete[] avBonesOut;
- }
- }
+ // validate the material index of the mesh
+ if (mesh.iMaterialIndex >= mParser->m_vMaterials.size()) {
+ mesh.iMaterialIndex = (unsigned int)mParser->m_vMaterials.size()-1;
+ DefaultLogger::get()->warn("Material index is out of range");
+ }
+
+ // If the material the mesh is assigned to is consisting of submeshes, split it
+ if (!mParser->m_vMaterials[mesh.iMaterialIndex].avSubMaterials.empty()) {
+ std::vector<ASE::Material> vSubMaterials = mParser->
+ m_vMaterials[mesh.iMaterialIndex].avSubMaterials;
+
+ std::vector<unsigned int>* aiSplit = new std::vector<unsigned int>[vSubMaterials.size()];
+
+ // build a list of all faces per submaterial
+ for (unsigned int i = 0; i < mesh.mFaces.size();++i) {
+ // check range
+ if (mesh.mFaces[i].iMaterial >= vSubMaterials.size()) {
+ DefaultLogger::get()->warn("Submaterial index is out of range");
+
+ // use the last material instead
+ aiSplit[vSubMaterials.size()-1].push_back(i);
+ }
+ else aiSplit[mesh.mFaces[i].iMaterial].push_back(i);
+ }
+
+ // now generate submeshes
+ for (unsigned int p = 0; p < vSubMaterials.size();++p) {
+ if (!aiSplit[p].empty()) {
+
+ aiMesh* p_pcOut = new aiMesh();
+ p_pcOut->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
+
+ // let the sub material index
+ p_pcOut->mMaterialIndex = p;
+
+ // we will need this material
+ mParser->m_vMaterials[mesh.iMaterialIndex].avSubMaterials[p].bNeed = true;
+
+ // store the real index here ... color channel 3
+ p_pcOut->mColors[3] = (aiColor4D*)(uintptr_t)mesh.iMaterialIndex;
+
+ // store a pointer to the mesh in color channel 2
+ p_pcOut->mColors[2] = (aiColor4D*) &mesh;
+ avOutMeshes.push_back(p_pcOut);
+
+ // convert vertices
+ p_pcOut->mNumVertices = (unsigned int)aiSplit[p].size()*3;
+ p_pcOut->mNumFaces = (unsigned int)aiSplit[p].size();
+
+ // receive output vertex weights
+ std::vector<std::pair<unsigned int, float> > *avOutputBones = NULL;
+ 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];
+
+ unsigned int iBase = 0,iIndex;
+ if (p_pcOut->mNumVertices) {
+ p_pcOut->mVertices = new aiVector3D[p_pcOut->mNumVertices];
+ p_pcOut->mNormals = new aiVector3D[p_pcOut->mNumVertices];
+ for (unsigned int q = 0; q < aiSplit[p].size();++q) {
+
+ 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, ++iBase) {
+ 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 for 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));
+ }
+ }
+ }
+ p_pcOut->mFaces[q].mIndices[t] = iBase;
+ }
+ }
+ }
+ // convert texture coordinates (up to AI_MAX_NUMBER_OF_TEXTURECOORDS sets supported)
+ 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];
+ iBase = 0;
+ for (unsigned int q = 0; q < aiSplit[p].size();++q) {
+ 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];
+ iBase = 0;
+ for (unsigned int q = 0; q < aiSplit[p].size();++q) {
+ iIndex = aiSplit[p][q];
+ for (unsigned int t = 0; t < 3;++t) {
+ p_pcOut->mColors[0][iBase++] = mesh.mVertexColors[mesh.mFaces[iIndex].mIndices[t]];
+ }
+ }
+ }
+ // Copy bones
+ if (!mesh.mBones.empty()) {
+ p_pcOut->mNumBones = 0;
+ for (unsigned int mrspock = 0; mrspock < mesh.mBones.size();++mrspock)
+ if (!avOutputBones[mrspock].empty())p_pcOut->mNumBones++;
+
+ p_pcOut->mBones = new aiBone* [ p_pcOut->mNumBones ];
+ aiBone** pcBone = p_pcOut->mBones;
+ for (unsigned int mrspock = 0; mrspock < mesh.mBones.size();++mrspock)
+ {
+ if (!avOutputBones[mrspock].empty()) {
+ // we will need this bone. add it to the output mesh and
+ // add all per-vertex weights
+ aiBone* pc = *pcBone = new aiBone();
+ pc->mName.Set(mesh.mBones[mrspock].mName);
+
+ pc->mNumWeights = (unsigned int)avOutputBones[mrspock].size();
+ pc->mWeights = new aiVertexWeight[pc->mNumWeights];
+
+ for (unsigned int captainkirk = 0; captainkirk < pc->mNumWeights;++captainkirk)
+ {
+ const std::pair<unsigned int,float>& ref = avOutputBones[mrspock][captainkirk];
+ pc->mWeights[captainkirk].mVertexId = ref.first;
+ pc->mWeights[captainkirk].mWeight = ref.second;
+ }
+ ++pcBone;
+ }
+ }
+ // delete allocated storage
+ delete[] avOutputBones;
+ }
+ }
+ }
+ // delete storage
+ delete[] aiSplit;
+ }
+ else
+ {
+ // Otherwise we can simply copy the data to one output mesh
+ // This codepath needs less memory and uses fast memcpy()s
+ // to do the actual copying. So I think it is worth the
+ // effort here.
+
+ aiMesh* p_pcOut = new aiMesh();
+ p_pcOut->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
+
+ // set an empty sub material index
+ p_pcOut->mMaterialIndex = ASE::Face::DEFAULT_MATINDEX;
+ mParser->m_vMaterials[mesh.iMaterialIndex].bNeed = true;
+
+ // store the real index here ... in color channel 3
+ p_pcOut->mColors[3] = (aiColor4D*)(uintptr_t)mesh.iMaterialIndex;
+
+ // store a pointer to the mesh in color channel 2
+ p_pcOut->mColors[2] = (aiColor4D*) &mesh;
+ avOutMeshes.push_back(p_pcOut);
+
+ // If the mesh hasn't faces or vertices, there are two cases
+ // possible: 1. the model is invalid. 2. This is a dummy
+ // helper object which we are going to remove later ...
+ if (mesh.mFaces.empty() || mesh.mPositions.empty()) {
+ return;
+ }
+
+ // convert vertices
+ p_pcOut->mNumVertices = (unsigned int)mesh.mPositions.size();
+ p_pcOut->mNumFaces = (unsigned int)mesh.mFaces.size();
+
+ // allocate enough storage for faces
+ p_pcOut->mFaces = new aiFace[p_pcOut->mNumFaces];
+
+ // copy vertices
+ p_pcOut->mVertices = new aiVector3D[mesh.mPositions.size()];
+ memcpy(p_pcOut->mVertices,&mesh.mPositions[0],
+ mesh.mPositions.size() * sizeof(aiVector3D));
+
+ // copy normals
+ p_pcOut->mNormals = new aiVector3D[mesh.mNormals.size()];
+ memcpy(p_pcOut->mNormals,&mesh.mNormals[0],
+ mesh.mNormals.size() * sizeof(aiVector3D));
+
+ // copy texture coordinates
+ for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c) {
+ if (!mesh.amTexCoords[c].empty()) {
+ p_pcOut->mTextureCoords[c] = new aiVector3D[mesh.amTexCoords[c].size()];
+ memcpy(p_pcOut->mTextureCoords[c],&mesh.amTexCoords[c][0],
+ mesh.amTexCoords[c].size() * sizeof(aiVector3D));
+
+ // setup the number of valid vertex components
+ p_pcOut->mNumUVComponents[c] = mesh.mNumUVComponents[c];
+ }
+ }
+
+ // copy vertex colors
+ if (!mesh.mVertexColors.empty()) {
+ p_pcOut->mColors[0] = new aiColor4D[mesh.mVertexColors.size()];
+ memcpy(p_pcOut->mColors[0],&mesh.mVertexColors[0],
+ mesh.mVertexColors.size() * sizeof(aiColor4D));
+ }
+
+ // copy faces
+ for (unsigned int iFace = 0; iFace < p_pcOut->mNumFaces;++iFace) {
+ p_pcOut->mFaces[iFace].mNumIndices = 3;
+ p_pcOut->mFaces[iFace].mIndices = new unsigned int[3];
+
+ // copy indices
+ p_pcOut->mFaces[iFace].mIndices[0] = mesh.mFaces[iFace].mIndices[0];
+ p_pcOut->mFaces[iFace].mIndices[1] = mesh.mFaces[iFace].mIndices[1];
+ p_pcOut->mFaces[iFace].mIndices[2] = mesh.mFaces[iFace].mIndices[2];
+ }
+
+ // copy vertex bones
+ if (!mesh.mBones.empty() && !mesh.mBoneVertices.empty()) {
+ std::vector<std::vector<aiVertexWeight> > avBonesOut( mesh.mBones.size() );
+
+ // find all vertex weights for this bone
+ unsigned int quak = 0;
+ for (std::vector<BoneVertex>::const_iterator harrypotter = mesh.mBoneVertices.begin();
+ harrypotter != mesh.mBoneVertices.end();++harrypotter,++quak) {
+
+ for (std::vector<std::pair<int,float> >::const_iterator
+ ronaldweasley = (*harrypotter).mBoneWeights.begin();
+ ronaldweasley != (*harrypotter).mBoneWeights.end();++ronaldweasley)
+ {
+ aiVertexWeight weight;
+ weight.mVertexId = quak;
+ weight.mWeight = (*ronaldweasley).second;
+ avBonesOut[(*ronaldweasley).first].push_back(weight);
+ }
+ }
+
+ // now build a final bone list
+ p_pcOut->mNumBones = 0;
+ for (unsigned int jfkennedy = 0; jfkennedy < mesh.mBones.size();++jfkennedy)
+ if (!avBonesOut[jfkennedy].empty())p_pcOut->mNumBones++;
+
+ p_pcOut->mBones = new aiBone*[p_pcOut->mNumBones];
+ aiBone** pcBone = p_pcOut->mBones;
+ for (unsigned int jfkennedy = 0; jfkennedy < mesh.mBones.size();++jfkennedy) {
+ if (!avBonesOut[jfkennedy].empty()) {
+ aiBone* pc = *pcBone = new aiBone();
+ pc->mName.Set(mesh.mBones[jfkennedy].mName);
+ pc->mNumWeights = (unsigned int)avBonesOut[jfkennedy].size();
+ pc->mWeights = new aiVertexWeight[pc->mNumWeights];
+ ::memcpy(pc->mWeights,&avBonesOut[jfkennedy][0],
+ sizeof(aiVertexWeight) * pc->mNumWeights);
+ ++pcBone;
+ }
+ }
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Setup proper material indices and build output materials
void ASEImporter::BuildMaterialIndices()
{
- ai_assert(NULL != pcScene);
-
- // iterate through all materials and check whether we need them
- for (unsigned int iMat = 0; iMat < mParser->m_vMaterials.size();++iMat)
- {
- ASE::Material& mat = mParser->m_vMaterials[iMat];
- if (mat.bNeed) {
- // Convert it to the aiMaterial layout
- ConvertMaterial(mat);
- ++pcScene->mNumMaterials;
- }
- for (unsigned int iSubMat = 0; iSubMat < mat.avSubMaterials.size();++iSubMat)
- {
- ASE::Material& submat = mat.avSubMaterials[iSubMat];
- if (submat.bNeed) {
- // Convert it to the aiMaterial layout
- ConvertMaterial(submat);
- ++pcScene->mNumMaterials;
- }
- }
- }
-
- // allocate the output material array
- pcScene->mMaterials = new aiMaterial*[pcScene->mNumMaterials];
- D3DS::Material** pcIntMaterials = new D3DS::Material*[pcScene->mNumMaterials];
-
- unsigned int iNum = 0;
- for (unsigned int iMat = 0; iMat < mParser->m_vMaterials.size();++iMat) {
- ASE::Material& mat = mParser->m_vMaterials[iMat];
- if (mat.bNeed)
- {
- ai_assert(NULL != mat.pcInstance);
- pcScene->mMaterials[iNum] = mat.pcInstance;
-
- // Store the internal material, too
- pcIntMaterials[iNum] = &mat;
-
- // 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)
- {
- aiMesh* mesh = pcScene->mMeshes[iMesh];
- if (ASE::Face::DEFAULT_MATINDEX == mesh->mMaterialIndex &&
- iMat == (uintptr_t)mesh->mColors[3])
- {
- mesh->mMaterialIndex = iNum;
- mesh->mColors[3] = NULL;
- }
- }
- iNum++;
- }
- for (unsigned int iSubMat = 0; iSubMat < mat.avSubMaterials.size();++iSubMat) {
- ASE::Material& submat = mat.avSubMaterials[iSubMat];
- if (submat.bNeed) {
- ai_assert(NULL != submat.pcInstance);
- pcScene->mMaterials[iNum] = submat.pcInstance;
-
- // Store the internal material, too
- pcIntMaterials[iNum] = &submat;
-
- // 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) {
- aiMesh* mesh = pcScene->mMeshes[iMesh];
-
- if (iSubMat == mesh->mMaterialIndex && iMat == (uintptr_t)mesh->mColors[3]) {
- mesh->mMaterialIndex = iNum;
- mesh->mColors[3] = NULL;
- }
- }
- iNum++;
- }
- }
- }
-
- // Dekete our temporary array
- delete[] pcIntMaterials;
+ ai_assert(NULL != pcScene);
+
+ // iterate through all materials and check whether we need them
+ for (unsigned int iMat = 0; iMat < mParser->m_vMaterials.size();++iMat)
+ {
+ ASE::Material& mat = mParser->m_vMaterials[iMat];
+ if (mat.bNeed) {
+ // Convert it to the aiMaterial layout
+ ConvertMaterial(mat);
+ ++pcScene->mNumMaterials;
+ }
+ for (unsigned int iSubMat = 0; iSubMat < mat.avSubMaterials.size();++iSubMat)
+ {
+ ASE::Material& submat = mat.avSubMaterials[iSubMat];
+ if (submat.bNeed) {
+ // Convert it to the aiMaterial layout
+ ConvertMaterial(submat);
+ ++pcScene->mNumMaterials;
+ }
+ }
+ }
+
+ // allocate the output material array
+ pcScene->mMaterials = new aiMaterial*[pcScene->mNumMaterials];
+ D3DS::Material** pcIntMaterials = new D3DS::Material*[pcScene->mNumMaterials];
+
+ unsigned int iNum = 0;
+ for (unsigned int iMat = 0; iMat < mParser->m_vMaterials.size();++iMat) {
+ ASE::Material& mat = mParser->m_vMaterials[iMat];
+ if (mat.bNeed)
+ {
+ ai_assert(NULL != mat.pcInstance);
+ pcScene->mMaterials[iNum] = mat.pcInstance;
+
+ // Store the internal material, too
+ pcIntMaterials[iNum] = &mat;
+
+ // 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)
+ {
+ aiMesh* mesh = pcScene->mMeshes[iMesh];
+ if (ASE::Face::DEFAULT_MATINDEX == mesh->mMaterialIndex &&
+ iMat == (uintptr_t)mesh->mColors[3])
+ {
+ mesh->mMaterialIndex = iNum;
+ mesh->mColors[3] = NULL;
+ }
+ }
+ iNum++;
+ }
+ for (unsigned int iSubMat = 0; iSubMat < mat.avSubMaterials.size();++iSubMat) {
+ ASE::Material& submat = mat.avSubMaterials[iSubMat];
+ if (submat.bNeed) {
+ ai_assert(NULL != submat.pcInstance);
+ pcScene->mMaterials[iNum] = submat.pcInstance;
+
+ // Store the internal material, too
+ pcIntMaterials[iNum] = &submat;
+
+ // 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) {
+ aiMesh* mesh = pcScene->mMeshes[iMesh];
+
+ if (iSubMat == mesh->mMaterialIndex && iMat == (uintptr_t)mesh->mColors[3]) {
+ mesh->mMaterialIndex = iNum;
+ mesh->mColors[3] = NULL;
+ }
+ }
+ iNum++;
+ }
+ }
+ }
+
+ // Dekete our temporary array
+ delete[] pcIntMaterials;
}
// ------------------------------------------------------------------------------------------------
// Generate normal vectors basing on smoothing groups
-bool ASEImporter::GenerateNormals(ASE::Mesh& mesh) {
-
- if (!mesh.mNormals.empty() && !configRecomputeNormals)
- {
- // Check whether there are only uninitialized normals. If there are
- // some, skip all normals from the file and compute them on our own
- for (std::vector<aiVector3D>::const_iterator qq = mesh.mNormals.begin();qq != mesh.mNormals.end();++qq) {
- if ((*qq).x || (*qq).y || (*qq).z)
- {
- return true;
- }
- }
- }
- // The array is reused.
- ComputeNormalsWithSmoothingsGroups<ASE::Face>(mesh);
- return false;
+bool ASEImporter::GenerateNormals(ASE::Mesh& mesh) {
+
+ if (!mesh.mNormals.empty() && !configRecomputeNormals)
+ {
+ // Check whether there are only uninitialized normals. If there are
+ // some, skip all normals from the file and compute them on our own
+ for (std::vector<aiVector3D>::const_iterator qq = mesh.mNormals.begin();qq != mesh.mNormals.end();++qq) {
+ if ((*qq).x || (*qq).y || (*qq).z)
+ {
+ return true;
+ }
+ }
+ }
+ // The array is reused.
+ ComputeNormalsWithSmoothingsGroups<ASE::Face>(mesh);
+ return false;
}
#endif // !! ASSIMP_BUILD_NO_BASE_IMPORTER
diff --git a/src/3rdparty/assimp/code/ASELoader.h b/src/3rdparty/assimp/code/ASELoader.h
index 5a117ba2f..b58a3fd10 100644
--- a/src/3rdparty/assimp/code/ASELoader.h
+++ b/src/3rdparty/assimp/code/ASELoader.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -45,162 +45,158 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#define AI_ASELOADER_H_INCLUDED
#include "BaseImporter.h"
-#include "../include/aiTypes.h"
+#include "../include/assimp/types.h"
struct aiNode;
#include "ASEParser.h"
namespace Assimp {
-class MaterialHelper;
+
// --------------------------------------------------------------------------------
/** Importer class for the 3DS ASE ASCII format.
*
*/
-class ASEImporter : public BaseImporter {
- friend class Importer;
-
-protected:
- /** Constructor to be privately used by Importer */
- ASEImporter();
+class ASEImporter : public BaseImporter {
+public:
+ ASEImporter();
+ ~ASEImporter();
- /** Destructor, private as well */
- ~ASEImporter();
public:
- // -------------------------------------------------------------------
- /** Returns whether the class can handle the format of the given file.
- * See BaseImporter::CanRead() for details.
- */
- bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
- bool checkSig) const;
+ // -------------------------------------------------------------------
+ /** Returns whether the class can handle the format of the given file.
+ * See BaseImporter::CanRead() for details.
+ */
+ bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
+ bool checkSig) const;
protected:
- // -------------------------------------------------------------------
- /** Called by Importer::GetExtensionList() for each loaded importer.
- * See BaseImporter::GetExtensionList() for details
- */
- void GetExtensionList(std::set<std::string>& extensions);
+ // -------------------------------------------------------------------
+ /** Return importer meta information.
+ * See #BaseImporter::GetInfo for the details
+ */
+ const aiImporterDesc* GetInfo () const;
- // -------------------------------------------------------------------
- /** Imports the given file into the given scene structure.
- * See BaseImporter::InternReadFile() for details
- */
- void InternReadFile( const std::string& pFile, aiScene* pScene,
- IOSystem* pIOHandler);
+ // -------------------------------------------------------------------
+ /** Imports the given file into the given scene structure.
+ * See BaseImporter::InternReadFile() for details
+ */
+ void InternReadFile( const std::string& pFile, aiScene* pScene,
+ IOSystem* pIOHandler);
- // -------------------------------------------------------------------
- /** Called prior to ReadFile().
- * The function is a request to the importer to update its configuration
- * basing on the Importer's configuration property list.
- */
- void SetupProperties(const Importer* pImp);
+ // -------------------------------------------------------------------
+ /** Called prior to ReadFile().
+ * The function is a request to the importer to update its configuration
+ * basing on the Importer's configuration property list.
+ */
+ void SetupProperties(const Importer* pImp);
private:
- // -------------------------------------------------------------------
- /** Generate normal vectors basing on smoothing groups
- * (in some cases the normal are already contained in the file)
- * \param mesh Mesh to work on
- * \return false if the normals have been recomputed
- */
- bool GenerateNormals(ASE::Mesh& mesh);
+ // -------------------------------------------------------------------
+ /** Generate normal vectors basing on smoothing groups
+ * (in some cases the normal are already contained in the file)
+ * \param mesh Mesh to work on
+ * \return false if the normals have been recomputed
+ */
+ bool GenerateNormals(ASE::Mesh& mesh);
- // -------------------------------------------------------------------
- /** Create valid vertex/normal/UV/color/face lists.
- * All elements are unique, faces have only one set of indices
- * after this step occurs.
- * \param mesh Mesh to work on
- */
- void BuildUniqueRepresentation(ASE::Mesh& mesh);
+ // -------------------------------------------------------------------
+ /** Create valid vertex/normal/UV/color/face lists.
+ * All elements are unique, faces have only one set of indices
+ * after this step occurs.
+ * \param mesh Mesh to work on
+ */
+ void BuildUniqueRepresentation(ASE::Mesh& mesh);
- /** Create one-material-per-mesh meshes ;-)
- * \param mesh Mesh to work with
- * \param Receives the list of all created meshes
- */
- void ConvertMeshes(ASE::Mesh& mesh, std::vector<aiMesh*>& avOut);
+ /** Create one-material-per-mesh meshes ;-)
+ * \param mesh Mesh to work with
+ * \param Receives the list of all created meshes
+ */
+ void ConvertMeshes(ASE::Mesh& mesh, std::vector<aiMesh*>& avOut);
- // -------------------------------------------------------------------
- /** Convert a material to a MaterialHelper object
- * \param mat Input material
- */
- void ConvertMaterial(ASE::Material& mat);
+ // -------------------------------------------------------------------
+ /** Convert a material to a aiMaterial object
+ * \param mat Input material
+ */
+ void ConvertMaterial(ASE::Material& mat);
- // -------------------------------------------------------------------
- /** Setup the final material indices for each mesh
- */
- void BuildMaterialIndices();
+ // -------------------------------------------------------------------
+ /** Setup the final material indices for each mesh
+ */
+ void BuildMaterialIndices();
- // -------------------------------------------------------------------
- /** Build the node graph
- */
- void BuildNodes(std::vector<ASE::BaseNode*>& nodes);
+ // -------------------------------------------------------------------
+ /** Build the node graph
+ */
+ void BuildNodes(std::vector<ASE::BaseNode*>& nodes);
- // -------------------------------------------------------------------
- /** Build output cameras
- */
- void BuildCameras();
+ // -------------------------------------------------------------------
+ /** Build output cameras
+ */
+ void BuildCameras();
- // -------------------------------------------------------------------
- /** Build output lights
- */
- void BuildLights();
+ // -------------------------------------------------------------------
+ /** Build output lights
+ */
+ void BuildLights();
- // -------------------------------------------------------------------
- /** Build output animations
- */
- void BuildAnimations(const std::vector<ASE::BaseNode*>& nodes);
+ // -------------------------------------------------------------------
+ /** Build output animations
+ */
+ void BuildAnimations(const std::vector<ASE::BaseNode*>& nodes);
- // -------------------------------------------------------------------
- /** Add sub nodes to a node
- * \param pcParent parent node to be filled
- * \param szName Name of the parent node
- * \param matrix Current transform
- */
- void AddNodes(const std::vector<ASE::BaseNode*>& nodes,
- aiNode* pcParent,const char* szName);
+ // -------------------------------------------------------------------
+ /** Add sub nodes to a node
+ * \param pcParent parent node to be filled
+ * \param szName Name of the parent node
+ * \param matrix Current transform
+ */
+ void AddNodes(const std::vector<ASE::BaseNode*>& nodes,
+ aiNode* pcParent,const char* szName);
- void AddNodes(const std::vector<ASE::BaseNode*>& nodes,
- aiNode* pcParent,const char* szName,
- const aiMatrix4x4& matrix);
+ void AddNodes(const std::vector<ASE::BaseNode*>& nodes,
+ aiNode* pcParent,const char* szName,
+ const aiMatrix4x4& matrix);
- void AddMeshes(const ASE::BaseNode* snode,aiNode* node);
+ void AddMeshes(const ASE::BaseNode* snode,aiNode* node);
- // -------------------------------------------------------------------
- /** Generate a default material and add it to the parser's list
- * Called if no material has been found in the file (rare for ASE,
- * but not impossible)
- */
- void GenerateDefaultMaterial();
+ // -------------------------------------------------------------------
+ /** Generate a default material and add it to the parser's list
+ * Called if no material has been found in the file (rare for ASE,
+ * but not impossible)
+ */
+ void GenerateDefaultMaterial();
protected:
- /** Parser instance */
- ASE::Parser* mParser;
+ /** Parser instance */
+ ASE::Parser* mParser;
- /** Buffer to hold the loaded file */
- char* mBuffer;
+ /** Buffer to hold the loaded file */
+ char* mBuffer;
- /** Scene to be filled */
- aiScene* pcScene;
+ /** Scene to be filled */
+ aiScene* pcScene;
- /** Config options: Recompute the normals in every case - WA
- for 3DS Max broken ASE normal export */
- bool configRecomputeNormals;
+ /** Config options: Recompute the normals in every case - WA
+ for 3DS Max broken ASE normal export */
+ bool configRecomputeNormals;
};
} // end of namespace Assimp
diff --git a/src/3rdparty/assimp/code/ASEParser.cpp b/src/3rdparty/assimp/code/ASEParser.cpp
index c62785f30..02d7c514e 100644
--- a/src/3rdparty/assimp/code/ASEParser.cpp
+++ b/src/3rdparty/assimp/code/ASEParser.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,27 +20,27 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file ASEParser.cpp
- * @brief Implementation of the ASE parser class
+ * @brief Implementation of the ASE parser class
*/
#include "AssimpPCH.h"
@@ -59,32 +59,32 @@ using namespace Assimp::ASE;
// Begin an ASE parsing function
#define AI_ASE_PARSER_INIT() \
- int iDepth = 0;
+ int iDepth = 0;
// ------------------------------------------------------------------------------------------------
// Handle a "top-level" section in the file. EOF is no error in this case.
#define AI_ASE_HANDLE_TOP_LEVEL_SECTION() \
- else if ('{' == *filePtr)iDepth++; \
- else if ('}' == *filePtr) \
- { \
- if (0 == --iDepth) \
- { \
- ++filePtr; \
- SkipToNextToken(); \
- return; \
- } \
- } \
- else if ('\0' == *filePtr) \
- { \
- return; \
- } \
- if (IsLineEnd(*filePtr) && !bLastWasEndLine) \
- { \
- ++iLineNumber; \
- bLastWasEndLine = true; \
- } else bLastWasEndLine = false; \
- ++filePtr;
+ else if ('{' == *filePtr)iDepth++; \
+ else if ('}' == *filePtr) \
+ { \
+ if (0 == --iDepth) \
+ { \
+ ++filePtr; \
+ SkipToNextToken(); \
+ return; \
+ } \
+ } \
+ else if ('\0' == *filePtr) \
+ { \
+ return; \
+ } \
+ if(IsLineEnd(*filePtr) && !bLastWasEndLine) \
+ { \
+ ++iLineNumber; \
+ bLastWasEndLine = true; \
+ } else bLastWasEndLine = false; \
+ ++filePtr;
// ------------------------------------------------------------------------------------------------
// Handle a nested section in the file. EOF is an error in this case
@@ -92,2059 +92,2059 @@ using namespace Assimp::ASE;
// @param msg Full name of the section (including the asterisk)
#define AI_ASE_HANDLE_SECTION(level, msg) \
- if ('{' == *filePtr)iDepth++; \
- else if ('}' == *filePtr) \
- { \
- if (0 == --iDepth) \
- { \
- ++filePtr; \
- SkipToNextToken(); \
- return; \
- } \
- } \
- else if ('\0' == *filePtr) \
- { \
- LogError("Encountered unexpected EOL while parsing a " msg \
- " chunk (Level " level ")"); \
- } \
- if (IsLineEnd(*filePtr) && !bLastWasEndLine) \
- { \
- ++iLineNumber; \
- bLastWasEndLine = true; \
- } else bLastWasEndLine = false; \
- ++filePtr;
+ if ('{' == *filePtr)iDepth++; \
+ else if ('}' == *filePtr) \
+ { \
+ if (0 == --iDepth) \
+ { \
+ ++filePtr; \
+ SkipToNextToken(); \
+ return; \
+ } \
+ } \
+ else if ('\0' == *filePtr) \
+ { \
+ LogError("Encountered unexpected EOL while parsing a " msg \
+ " chunk (Level " level ")"); \
+ } \
+ if(IsLineEnd(*filePtr) && !bLastWasEndLine) \
+ { \
+ ++iLineNumber; \
+ bLastWasEndLine = true; \
+ } else bLastWasEndLine = false; \
+ ++filePtr;
// ------------------------------------------------------------------------------------------------
Parser::Parser (const char* szFile, unsigned int fileFormatDefault)
{
- ai_assert(NULL != szFile);
- filePtr = szFile;
- iFileFormat = fileFormatDefault;
-
- // make sure that the color values are invalid
- m_clrBackground.r = get_qnan();
- m_clrAmbient.r = get_qnan();
-
- // setup some default values
- iLineNumber = 0;
- iFirstFrame = 0;
- iLastFrame = 0;
- iFrameSpeed = 30; // use 30 as default value for this property
- iTicksPerFrame = 1; // use 1 as default value for this property
- bLastWasEndLine = false; // need to handle \r\n seqs due to binary file mapping
+ ai_assert(NULL != szFile);
+ filePtr = szFile;
+ iFileFormat = fileFormatDefault;
+
+ // make sure that the color values are invalid
+ m_clrBackground.r = get_qnan();
+ m_clrAmbient.r = get_qnan();
+
+ // setup some default values
+ iLineNumber = 0;
+ iFirstFrame = 0;
+ iLastFrame = 0;
+ iFrameSpeed = 30; // use 30 as default value for this property
+ iTicksPerFrame = 1; // use 1 as default value for this property
+ bLastWasEndLine = false; // need to handle \r\n seqs due to binary file mapping
}
// ------------------------------------------------------------------------------------------------
void Parser::LogWarning(const char* szWarn)
{
- ai_assert(NULL != szWarn);
+ ai_assert(NULL != szWarn);
- char szTemp[1024];
+ char szTemp[1024];
#if _MSC_VER >= 1400
- sprintf_s(szTemp,"Line %i: %s",iLineNumber,szWarn);
+ sprintf_s(szTemp,"Line %i: %s",iLineNumber,szWarn);
#else
- snprintf(szTemp,1024,"Line %i: %s",iLineNumber,szWarn);
+ snprintf(szTemp,1024,"Line %i: %s",iLineNumber,szWarn);
#endif
- // output the warning to the logger ...
- DefaultLogger::get()->warn(szTemp);
+ // output the warning to the logger ...
+ DefaultLogger::get()->warn(szTemp);
}
// ------------------------------------------------------------------------------------------------
void Parser::LogInfo(const char* szWarn)
{
- ai_assert(NULL != szWarn);
+ ai_assert(NULL != szWarn);
- char szTemp[1024];
+ char szTemp[1024];
#if _MSC_VER >= 1400
- sprintf_s(szTemp,"Line %i: %s",iLineNumber,szWarn);
+ sprintf_s(szTemp,"Line %i: %s",iLineNumber,szWarn);
#else
- snprintf(szTemp,1024,"Line %i: %s",iLineNumber,szWarn);
+ snprintf(szTemp,1024,"Line %i: %s",iLineNumber,szWarn);
#endif
- // output the information to the logger ...
- DefaultLogger::get()->info(szTemp);
+ // output the information to the logger ...
+ DefaultLogger::get()->info(szTemp);
}
// ------------------------------------------------------------------------------------------------
void Parser::LogError(const char* szWarn)
{
- ai_assert(NULL != szWarn);
+ ai_assert(NULL != szWarn);
- char szTemp[1024];
+ char szTemp[1024];
#if _MSC_VER >= 1400
- sprintf_s(szTemp,"Line %i: %s",iLineNumber,szWarn);
+ sprintf_s(szTemp,"Line %i: %s",iLineNumber,szWarn);
#else
- snprintf(szTemp,1024,"Line %i: %s",iLineNumber,szWarn);
+ snprintf(szTemp,1024,"Line %i: %s",iLineNumber,szWarn);
#endif
- // throw an exception
- throw DeadlyImportError(szTemp);
+ // throw an exception
+ throw DeadlyImportError(szTemp);
}
// ------------------------------------------------------------------------------------------------
bool Parser::SkipToNextToken()
{
- while (true)
- {
- char me = *filePtr;
-
- // increase the line number counter if necessary
- if (IsLineEnd(me) && !bLastWasEndLine)
- {
- ++iLineNumber;
- bLastWasEndLine = true;
- }
- else bLastWasEndLine = false;
- if ('*' == me || '}' == me || '{' == me)return true;
- if ('\0' == me)return false;
-
- ++filePtr;
- }
+ while (true)
+ {
+ char me = *filePtr;
+
+ // increase the line number counter if necessary
+ if (IsLineEnd(me) && !bLastWasEndLine)
+ {
+ ++iLineNumber;
+ bLastWasEndLine = true;
+ }
+ else bLastWasEndLine = false;
+ if ('*' == me || '}' == me || '{' == me)return true;
+ if ('\0' == me)return false;
+
+ ++filePtr;
+ }
}
// ------------------------------------------------------------------------------------------------
bool Parser::SkipSection()
{
- // must handle subsections ...
- int iCnt = 0;
- while (true)
- {
- if ('}' == *filePtr)
- {
- --iCnt;
- if (0 == iCnt)
- {
- // go to the next valid token ...
- ++filePtr;
- SkipToNextToken();
- return true;
- }
- }
- else if ('{' == *filePtr)
- {
- ++iCnt;
- }
- else if ('\0' == *filePtr)
- {
- LogWarning("Unable to parse block: Unexpected EOF, closing bracket \'}\' was expected [#1]");
- return false;
- }
- else if (IsLineEnd(*filePtr))++iLineNumber;
- ++filePtr;
- }
+ // must handle subsections ...
+ int iCnt = 0;
+ while (true)
+ {
+ if ('}' == *filePtr)
+ {
+ --iCnt;
+ if (0 == iCnt)
+ {
+ // go to the next valid token ...
+ ++filePtr;
+ SkipToNextToken();
+ return true;
+ }
+ }
+ else if ('{' == *filePtr)
+ {
+ ++iCnt;
+ }
+ else if ('\0' == *filePtr)
+ {
+ LogWarning("Unable to parse block: Unexpected EOF, closing bracket \'}\' was expected [#1]");
+ return false;
+ }
+ else if(IsLineEnd(*filePtr))++iLineNumber;
+ ++filePtr;
+ }
}
// ------------------------------------------------------------------------------------------------
void Parser::Parse()
{
- AI_ASE_PARSER_INIT();
- while (true)
- {
- if ('*' == *filePtr)
- {
- ++filePtr;
-
- // Version should be 200. Validate this ...
- if (TokenMatch(filePtr,"3DSMAX_ASCIIEXPORT",18))
- {
- unsigned int fmt;
- ParseLV4MeshLong(fmt);
-
- if (fmt > 200)
- {
- LogWarning("Unknown file format version: *3DSMAX_ASCIIEXPORT should \
- be <= 200");
- }
- // *************************************************************
- // - fmt will be 0 if we're unable to read the version number
- // there are some faulty files without a version number ...
- // in this case we'll guess the exact file format by looking
- // at the file extension (ASE, ASK, ASC)
- // *************************************************************
-
- if (fmt)iFileFormat = fmt;
- continue;
- }
- // main scene information
- if (TokenMatch(filePtr,"SCENE",5))
- {
- ParseLV1SceneBlock();
- continue;
- }
- // "group" - no implementation yet, in facte
- // we're just ignoring them for the moment
- if (TokenMatch(filePtr,"GROUP",5))
- {
- Parse();
- continue;
- }
- // material list
- if (TokenMatch(filePtr,"MATERIAL_LIST",13))
- {
- ParseLV1MaterialListBlock();
- continue;
- }
- // geometric object (mesh)
- if (TokenMatch(filePtr,"GEOMOBJECT",10))
-
- {
- m_vMeshes.push_back(Mesh());
- ParseLV1ObjectBlock(m_vMeshes.back());
- continue;
- }
- // helper object = dummy in the hierarchy
- if (TokenMatch(filePtr,"HELPEROBJECT",12))
-
- {
- m_vDummies.push_back(Dummy());
- ParseLV1ObjectBlock(m_vDummies.back());
- continue;
- }
- // light object
- if (TokenMatch(filePtr,"LIGHTOBJECT",11))
-
- {
- m_vLights.push_back(Light());
- ParseLV1ObjectBlock(m_vLights.back());
- continue;
- }
- // camera object
- if (TokenMatch(filePtr,"CAMERAOBJECT",12))
- {
- m_vCameras.push_back(Camera());
- ParseLV1ObjectBlock(m_vCameras.back());
- continue;
- }
- // comment - print it on the console
- if (TokenMatch(filePtr,"COMMENT",7))
- {
- std::string out = "<unknown>";
- ParseString(out,"*COMMENT");
- LogInfo(("Comment: " + out).c_str());
- continue;
- }
- // ASC bone weights
- if (AI_ASE_IS_OLD_FILE_FORMAT() && TokenMatch(filePtr,"MESH_SOFTSKINVERTS",18))
- {
- ParseLV1SoftSkinBlock();
- }
- }
- AI_ASE_HANDLE_TOP_LEVEL_SECTION();
- }
- return;
+ AI_ASE_PARSER_INIT();
+ while (true)
+ {
+ if ('*' == *filePtr)
+ {
+ ++filePtr;
+
+ // Version should be 200. Validate this ...
+ if (TokenMatch(filePtr,"3DSMAX_ASCIIEXPORT",18))
+ {
+ unsigned int fmt;
+ ParseLV4MeshLong(fmt);
+
+ if (fmt > 200)
+ {
+ LogWarning("Unknown file format version: *3DSMAX_ASCIIEXPORT should \
+ be <= 200");
+ }
+ // *************************************************************
+ // - fmt will be 0 if we're unable to read the version number
+ // there are some faulty files without a version number ...
+ // in this case we'll guess the exact file format by looking
+ // at the file extension (ASE, ASK, ASC)
+ // *************************************************************
+
+ if (fmt)iFileFormat = fmt;
+ continue;
+ }
+ // main scene information
+ if (TokenMatch(filePtr,"SCENE",5))
+ {
+ ParseLV1SceneBlock();
+ continue;
+ }
+ // "group" - no implementation yet, in facte
+ // we're just ignoring them for the moment
+ if (TokenMatch(filePtr,"GROUP",5))
+ {
+ Parse();
+ continue;
+ }
+ // material list
+ if (TokenMatch(filePtr,"MATERIAL_LIST",13))
+ {
+ ParseLV1MaterialListBlock();
+ continue;
+ }
+ // geometric object (mesh)
+ if (TokenMatch(filePtr,"GEOMOBJECT",10))
+
+ {
+ m_vMeshes.push_back(Mesh());
+ ParseLV1ObjectBlock(m_vMeshes.back());
+ continue;
+ }
+ // helper object = dummy in the hierarchy
+ if (TokenMatch(filePtr,"HELPEROBJECT",12))
+
+ {
+ m_vDummies.push_back(Dummy());
+ ParseLV1ObjectBlock(m_vDummies.back());
+ continue;
+ }
+ // light object
+ if (TokenMatch(filePtr,"LIGHTOBJECT",11))
+
+ {
+ m_vLights.push_back(Light());
+ ParseLV1ObjectBlock(m_vLights.back());
+ continue;
+ }
+ // camera object
+ if (TokenMatch(filePtr,"CAMERAOBJECT",12))
+ {
+ m_vCameras.push_back(Camera());
+ ParseLV1ObjectBlock(m_vCameras.back());
+ continue;
+ }
+ // comment - print it on the console
+ if (TokenMatch(filePtr,"COMMENT",7))
+ {
+ std::string out = "<unknown>";
+ ParseString(out,"*COMMENT");
+ LogInfo(("Comment: " + out).c_str());
+ continue;
+ }
+ // ASC bone weights
+ if (AI_ASE_IS_OLD_FILE_FORMAT() && TokenMatch(filePtr,"MESH_SOFTSKINVERTS",18))
+ {
+ ParseLV1SoftSkinBlock();
+ }
+ }
+ AI_ASE_HANDLE_TOP_LEVEL_SECTION();
+ }
+ return;
}
// ------------------------------------------------------------------------------------------------
void Parser::ParseLV1SoftSkinBlock()
{
- // TODO: fix line counting here
-
- // **************************************************************
- // The soft skin block is formatted differently. There are no
- // nested sections supported and the single elements aren't
- // marked by keywords starting with an asterisk.
-
- /**
- FORMAT BEGIN
-
- *MESH_SOFTSKINVERTS {
- <nodename>
- <number of vertices>
-
- [for <number of vertices> times:]
- <number of weights> [for <number of weights> times:] <bone name> <weight>
- }
-
- FORMAT END
- */
- // **************************************************************
- while (true)
- {
- if (*filePtr == '}' ) {++filePtr;return;}
- else if (*filePtr == '\0') return;
- else if (*filePtr == '{' ) ++filePtr;
-
- else // if (!IsSpace(*filePtr) && !IsLineEnd(*filePtr))
- {
- ASE::Mesh* curMesh = NULL;
- unsigned int numVerts = 0;
-
- const char* sz = filePtr;
- while (!IsSpaceOrNewLine(*filePtr))++filePtr;
-
- const unsigned int diff = (unsigned int)(filePtr-sz);
- if (diff)
- {
- std::string name = std::string(sz,diff);
- for (std::vector<ASE::Mesh>::iterator it = m_vMeshes.begin();
- it != m_vMeshes.end(); ++it)
- {
- if ((*it).mName == name)
- {
- curMesh = & (*it);
- break;
- }
- }
- if (!curMesh)
- {
- LogWarning("Encountered unknown mesh in *MESH_SOFTSKINVERTS section");
-
- // Skip the mesh data - until we find a new mesh
- // or the end of the *MESH_SOFTSKINVERTS section
- while (true)
- {
- SkipSpacesAndLineEnd(&filePtr);
- if (*filePtr == '}')
- {++filePtr;return;}
- else if (!IsNumeric(*filePtr))
- break;
-
- SkipLine(&filePtr);
- }
- }
- else
- {
- SkipSpacesAndLineEnd(&filePtr);
- ParseLV4MeshLong(numVerts);
-
- // Reserve enough storage
- curMesh->mBoneVertices.reserve(numVerts);
-
- for (unsigned int i = 0; i < numVerts;++i)
- {
- SkipSpacesAndLineEnd(&filePtr);
- unsigned int numWeights;
- ParseLV4MeshLong(numWeights);
-
- curMesh->mBoneVertices.push_back(ASE::BoneVertex());
- ASE::BoneVertex& vert = curMesh->mBoneVertices.back();
-
- // Reserve enough storage
- vert.mBoneWeights.reserve(numWeights);
-
- for (unsigned int w = 0; w < numWeights;++w)
- {
- std::string bone;
- ParseString(bone,"*MESH_SOFTSKINVERTS.Bone");
-
- // Find the bone in the mesh's list
- std::pair<int,float> me;
- me.first = -1;
-
- for (unsigned int n = 0; n < curMesh->mBones.size();++n)
- {
- if (curMesh->mBones[n].mName == bone)
- {
- me.first = n;
- break;
- }
- }
- if (-1 == me.first)
- {
- // We don't have this bone yet, so add it to the list
- me.first = (int)curMesh->mBones.size();
- curMesh->mBones.push_back(ASE::Bone(bone));
- }
- ParseLV4MeshFloat( me.second );
-
- // Add the new bone weight to list
- vert.mBoneWeights.push_back(me);
- }
- }
- }
- }
- }
- ++filePtr;
- SkipSpacesAndLineEnd(&filePtr);
- }
+ // TODO: fix line counting here
+
+ // **************************************************************
+ // The soft skin block is formatted differently. There are no
+ // nested sections supported and the single elements aren't
+ // marked by keywords starting with an asterisk.
+
+ /**
+ FORMAT BEGIN
+
+ *MESH_SOFTSKINVERTS {
+ <nodename>
+ <number of vertices>
+
+ [for <number of vertices> times:]
+ <number of weights> [for <number of weights> times:] <bone name> <weight>
+ }
+
+ FORMAT END
+ */
+ // **************************************************************
+ while (true)
+ {
+ if (*filePtr == '}' ) {++filePtr;return;}
+ else if (*filePtr == '\0') return;
+ else if (*filePtr == '{' ) ++filePtr;
+
+ else // if (!IsSpace(*filePtr) && !IsLineEnd(*filePtr))
+ {
+ ASE::Mesh* curMesh = NULL;
+ unsigned int numVerts = 0;
+
+ const char* sz = filePtr;
+ while (!IsSpaceOrNewLine(*filePtr))++filePtr;
+
+ const unsigned int diff = (unsigned int)(filePtr-sz);
+ if (diff)
+ {
+ std::string name = std::string(sz,diff);
+ for (std::vector<ASE::Mesh>::iterator it = m_vMeshes.begin();
+ it != m_vMeshes.end(); ++it)
+ {
+ if ((*it).mName == name)
+ {
+ curMesh = & (*it);
+ break;
+ }
+ }
+ if (!curMesh)
+ {
+ LogWarning("Encountered unknown mesh in *MESH_SOFTSKINVERTS section");
+
+ // Skip the mesh data - until we find a new mesh
+ // or the end of the *MESH_SOFTSKINVERTS section
+ while (true)
+ {
+ SkipSpacesAndLineEnd(&filePtr);
+ if (*filePtr == '}')
+ {++filePtr;return;}
+ else if (!IsNumeric(*filePtr))
+ break;
+
+ SkipLine(&filePtr);
+ }
+ }
+ else
+ {
+ SkipSpacesAndLineEnd(&filePtr);
+ ParseLV4MeshLong(numVerts);
+
+ // Reserve enough storage
+ curMesh->mBoneVertices.reserve(numVerts);
+
+ for (unsigned int i = 0; i < numVerts;++i)
+ {
+ SkipSpacesAndLineEnd(&filePtr);
+ unsigned int numWeights;
+ ParseLV4MeshLong(numWeights);
+
+ curMesh->mBoneVertices.push_back(ASE::BoneVertex());
+ ASE::BoneVertex& vert = curMesh->mBoneVertices.back();
+
+ // Reserve enough storage
+ vert.mBoneWeights.reserve(numWeights);
+
+ for (unsigned int w = 0; w < numWeights;++w)
+ {
+ std::string bone;
+ ParseString(bone,"*MESH_SOFTSKINVERTS.Bone");
+
+ // Find the bone in the mesh's list
+ std::pair<int,float> me;
+ me.first = -1;
+
+ for (unsigned int n = 0; n < curMesh->mBones.size();++n)
+ {
+ if (curMesh->mBones[n].mName == bone)
+ {
+ me.first = n;
+ break;
+ }
+ }
+ if (-1 == me.first)
+ {
+ // We don't have this bone yet, so add it to the list
+ me.first = (int)curMesh->mBones.size();
+ curMesh->mBones.push_back(ASE::Bone(bone));
+ }
+ ParseLV4MeshFloat( me.second );
+
+ // Add the new bone weight to list
+ vert.mBoneWeights.push_back(me);
+ }
+ }
+ }
+ }
+ }
+ ++filePtr;
+ SkipSpacesAndLineEnd(&filePtr);
+ }
}
// ------------------------------------------------------------------------------------------------
void Parser::ParseLV1SceneBlock()
{
- AI_ASE_PARSER_INIT();
- while (true)
- {
- if ('*' == *filePtr)
- {
- ++filePtr;
- if (TokenMatch(filePtr,"SCENE_BACKGROUND_STATIC",23))
-
- {
- // parse a color triple and assume it is really the bg color
- ParseLV4MeshFloatTriple( &m_clrBackground.r );
- continue;
- }
- if (TokenMatch(filePtr,"SCENE_AMBIENT_STATIC",20))
-
- {
- // parse a color triple and assume it is really the bg color
- ParseLV4MeshFloatTriple( &m_clrAmbient.r );
- continue;
- }
- if (TokenMatch(filePtr,"SCENE_FIRSTFRAME",16))
- {
- ParseLV4MeshLong(iFirstFrame);
- continue;
- }
- if (TokenMatch(filePtr,"SCENE_LASTFRAME",15))
- {
- ParseLV4MeshLong(iLastFrame);
- continue;
- }
- if (TokenMatch(filePtr,"SCENE_FRAMESPEED",16))
- {
- ParseLV4MeshLong(iFrameSpeed);
- continue;
- }
- if (TokenMatch(filePtr,"SCENE_TICKSPERFRAME",19))
- {
- ParseLV4MeshLong(iTicksPerFrame);
- continue;
- }
- }
- AI_ASE_HANDLE_TOP_LEVEL_SECTION();
- }
+ AI_ASE_PARSER_INIT();
+ while (true)
+ {
+ if ('*' == *filePtr)
+ {
+ ++filePtr;
+ if (TokenMatch(filePtr,"SCENE_BACKGROUND_STATIC",23))
+
+ {
+ // parse a color triple and assume it is really the bg color
+ ParseLV4MeshFloatTriple( &m_clrBackground.r );
+ continue;
+ }
+ if (TokenMatch(filePtr,"SCENE_AMBIENT_STATIC",20))
+
+ {
+ // parse a color triple and assume it is really the bg color
+ ParseLV4MeshFloatTriple( &m_clrAmbient.r );
+ continue;
+ }
+ if (TokenMatch(filePtr,"SCENE_FIRSTFRAME",16))
+ {
+ ParseLV4MeshLong(iFirstFrame);
+ continue;
+ }
+ if (TokenMatch(filePtr,"SCENE_LASTFRAME",15))
+ {
+ ParseLV4MeshLong(iLastFrame);
+ continue;
+ }
+ if (TokenMatch(filePtr,"SCENE_FRAMESPEED",16))
+ {
+ ParseLV4MeshLong(iFrameSpeed);
+ continue;
+ }
+ if (TokenMatch(filePtr,"SCENE_TICKSPERFRAME",19))
+ {
+ ParseLV4MeshLong(iTicksPerFrame);
+ continue;
+ }
+ }
+ AI_ASE_HANDLE_TOP_LEVEL_SECTION();
+ }
}
// ------------------------------------------------------------------------------------------------
void Parser::ParseLV1MaterialListBlock()
{
- AI_ASE_PARSER_INIT();
-
- unsigned int iMaterialCount = 0;
- unsigned int iOldMaterialCount = (unsigned int)m_vMaterials.size();
- while (true)
- {
- if ('*' == *filePtr)
- {
- ++filePtr;
- if (TokenMatch(filePtr,"MATERIAL_COUNT",14))
- {
- ParseLV4MeshLong(iMaterialCount);
-
- // now allocate enough storage to hold all materials
- m_vMaterials.resize(iOldMaterialCount+iMaterialCount);
- continue;
- }
- if (TokenMatch(filePtr,"MATERIAL",8))
- {
- unsigned int iIndex = 0;
- ParseLV4MeshLong(iIndex);
-
- if (iIndex >= iMaterialCount)
- {
- LogWarning("Out of range: material index is too large");
- iIndex = iMaterialCount-1;
- }
-
- // get a reference to the material
- Material& sMat = m_vMaterials[iIndex+iOldMaterialCount];
- // parse the material block
- ParseLV2MaterialBlock(sMat);
- continue;
- }
- }
- AI_ASE_HANDLE_TOP_LEVEL_SECTION();
- }
+ AI_ASE_PARSER_INIT();
+
+ unsigned int iMaterialCount = 0;
+ unsigned int iOldMaterialCount = (unsigned int)m_vMaterials.size();
+ while (true)
+ {
+ if ('*' == *filePtr)
+ {
+ ++filePtr;
+ if (TokenMatch(filePtr,"MATERIAL_COUNT",14))
+ {
+ ParseLV4MeshLong(iMaterialCount);
+
+ // now allocate enough storage to hold all materials
+ m_vMaterials.resize(iOldMaterialCount+iMaterialCount);
+ continue;
+ }
+ if (TokenMatch(filePtr,"MATERIAL",8))
+ {
+ unsigned int iIndex = 0;
+ ParseLV4MeshLong(iIndex);
+
+ if (iIndex >= iMaterialCount)
+ {
+ LogWarning("Out of range: material index is too large");
+ iIndex = iMaterialCount-1;
+ }
+
+ // get a reference to the material
+ Material& sMat = m_vMaterials[iIndex+iOldMaterialCount];
+ // parse the material block
+ ParseLV2MaterialBlock(sMat);
+ continue;
+ }
+ }
+ AI_ASE_HANDLE_TOP_LEVEL_SECTION();
+ }
}
// ------------------------------------------------------------------------------------------------
void Parser::ParseLV2MaterialBlock(ASE::Material& mat)
{
- AI_ASE_PARSER_INIT();
-
- unsigned int iNumSubMaterials = 0;
- while (true)
- {
- if ('*' == *filePtr)
- {
- ++filePtr;
- if (TokenMatch(filePtr,"MATERIAL_NAME",13))
- {
- if (!ParseString(mat.mName,"*MATERIAL_NAME"))
- SkipToNextToken();
- continue;
- }
- // ambient material color
- if (TokenMatch(filePtr,"MATERIAL_AMBIENT",16))
- {
- ParseLV4MeshFloatTriple(&mat.mAmbient.r);
- continue;
- }
- // diffuse material color
- if (TokenMatch(filePtr,"MATERIAL_DIFFUSE",16) )
- {
- ParseLV4MeshFloatTriple(&mat.mDiffuse.r);
- continue;
- }
- // specular material color
- if (TokenMatch(filePtr,"MATERIAL_SPECULAR",17))
- {
- ParseLV4MeshFloatTriple(&mat.mSpecular.r);
- continue;
- }
- // material shading type
- if (TokenMatch(filePtr,"MATERIAL_SHADING",16))
- {
- if (TokenMatch(filePtr,"Blinn",5))
- {
- mat.mShading = Discreet3DS::Blinn;
- }
- else if (TokenMatch(filePtr,"Phong",5))
- {
- mat.mShading = Discreet3DS::Phong;
- }
- else if (TokenMatch(filePtr,"Flat",4))
- {
- mat.mShading = Discreet3DS::Flat;
- }
- else if (TokenMatch(filePtr,"Wire",4))
- {
- mat.mShading = Discreet3DS::Wire;
- }
- else
- {
- // assume gouraud shading
- mat.mShading = Discreet3DS::Gouraud;
- SkipToNextToken();
- }
- continue;
- }
- // material transparency
- if (TokenMatch(filePtr,"MATERIAL_TRANSPARENCY",21))
- {
- ParseLV4MeshFloat(mat.mTransparency);
- mat.mTransparency = 1.0f - mat.mTransparency;continue;
- }
- // material self illumination
- if (TokenMatch(filePtr,"MATERIAL_SELFILLUM",18))
- {
- float f = 0.0f;
- ParseLV4MeshFloat(f);
-
- mat.mEmissive.r = f;
- mat.mEmissive.g = f;
- mat.mEmissive.b = f;
- continue;
- }
- // material shininess
- if (TokenMatch(filePtr,"MATERIAL_SHINE",14) )
- {
- ParseLV4MeshFloat(mat.mSpecularExponent);
- mat.mSpecularExponent *= 15;
- continue;
- }
- // two-sided material
- if (TokenMatch(filePtr,"MATERIAL_TWOSIDED",17) )
- {
- mat.mTwoSided = true;
- continue;
- }
- // material shininess strength
- if (TokenMatch(filePtr,"MATERIAL_SHINESTRENGTH",22))
- {
- ParseLV4MeshFloat(mat.mShininessStrength);
- continue;
- }
- // diffuse color map
- if (TokenMatch(filePtr,"MAP_DIFFUSE",11))
- {
- // parse the texture block
- ParseLV3MapBlock(mat.sTexDiffuse);
- continue;
- }
- // ambient color map
- if (TokenMatch(filePtr,"MAP_AMBIENT",11))
- {
- // parse the texture block
- ParseLV3MapBlock(mat.sTexAmbient);
- continue;
- }
- // specular color map
- if (TokenMatch(filePtr,"MAP_SPECULAR",12))
- {
- // parse the texture block
- ParseLV3MapBlock(mat.sTexSpecular);
- continue;
- }
- // opacity map
- if (TokenMatch(filePtr,"MAP_OPACITY",11))
- {
- // parse the texture block
- ParseLV3MapBlock(mat.sTexOpacity);
- continue;
- }
- // emissive map
- if (TokenMatch(filePtr,"MAP_SELFILLUM",13))
- {
- // parse the texture block
- ParseLV3MapBlock(mat.sTexEmissive);
- continue;
- }
- // bump map
- if (TokenMatch(filePtr,"MAP_BUMP",8))
- {
- // parse the texture block
- ParseLV3MapBlock(mat.sTexBump);
- }
- // specular/shininess map
- if (TokenMatch(filePtr,"MAP_SHINESTRENGTH",17))
- {
- // parse the texture block
- ParseLV3MapBlock(mat.sTexShininess);
- continue;
- }
- // number of submaterials
- if (TokenMatch(filePtr,"NUMSUBMTLS",10))
- {
- ParseLV4MeshLong(iNumSubMaterials);
-
- // allocate enough storage
- mat.avSubMaterials.resize(iNumSubMaterials);
- }
- // submaterial chunks
- if (TokenMatch(filePtr,"SUBMATERIAL",11))
- {
-
- unsigned int iIndex = 0;
- ParseLV4MeshLong(iIndex);
-
- if (iIndex >= iNumSubMaterials)
- {
- LogWarning("Out of range: submaterial index is too large");
- iIndex = iNumSubMaterials-1;
- }
-
- // get a reference to the material
- Material& sMat = mat.avSubMaterials[iIndex];
-
- // parse the material block
- ParseLV2MaterialBlock(sMat);
- continue;
- }
- }
- AI_ASE_HANDLE_SECTION("2","*MATERIAL");
- }
+ AI_ASE_PARSER_INIT();
+
+ unsigned int iNumSubMaterials = 0;
+ while (true)
+ {
+ if ('*' == *filePtr)
+ {
+ ++filePtr;
+ if (TokenMatch(filePtr,"MATERIAL_NAME",13))
+ {
+ if (!ParseString(mat.mName,"*MATERIAL_NAME"))
+ SkipToNextToken();
+ continue;
+ }
+ // ambient material color
+ if (TokenMatch(filePtr,"MATERIAL_AMBIENT",16))
+ {
+ ParseLV4MeshFloatTriple(&mat.mAmbient.r);
+ continue;
+ }
+ // diffuse material color
+ if (TokenMatch(filePtr,"MATERIAL_DIFFUSE",16) )
+ {
+ ParseLV4MeshFloatTriple(&mat.mDiffuse.r);
+ continue;
+ }
+ // specular material color
+ if (TokenMatch(filePtr,"MATERIAL_SPECULAR",17))
+ {
+ ParseLV4MeshFloatTriple(&mat.mSpecular.r);
+ continue;
+ }
+ // material shading type
+ if (TokenMatch(filePtr,"MATERIAL_SHADING",16))
+ {
+ if (TokenMatch(filePtr,"Blinn",5))
+ {
+ mat.mShading = Discreet3DS::Blinn;
+ }
+ else if (TokenMatch(filePtr,"Phong",5))
+ {
+ mat.mShading = Discreet3DS::Phong;
+ }
+ else if (TokenMatch(filePtr,"Flat",4))
+ {
+ mat.mShading = Discreet3DS::Flat;
+ }
+ else if (TokenMatch(filePtr,"Wire",4))
+ {
+ mat.mShading = Discreet3DS::Wire;
+ }
+ else
+ {
+ // assume gouraud shading
+ mat.mShading = Discreet3DS::Gouraud;
+ SkipToNextToken();
+ }
+ continue;
+ }
+ // material transparency
+ if (TokenMatch(filePtr,"MATERIAL_TRANSPARENCY",21))
+ {
+ ParseLV4MeshFloat(mat.mTransparency);
+ mat.mTransparency = 1.0f - mat.mTransparency;continue;
+ }
+ // material self illumination
+ if (TokenMatch(filePtr,"MATERIAL_SELFILLUM",18))
+ {
+ float f = 0.0f;
+ ParseLV4MeshFloat(f);
+
+ mat.mEmissive.r = f;
+ mat.mEmissive.g = f;
+ mat.mEmissive.b = f;
+ continue;
+ }
+ // material shininess
+ if (TokenMatch(filePtr,"MATERIAL_SHINE",14) )
+ {
+ ParseLV4MeshFloat(mat.mSpecularExponent);
+ mat.mSpecularExponent *= 15;
+ continue;
+ }
+ // two-sided material
+ if (TokenMatch(filePtr,"MATERIAL_TWOSIDED",17) )
+ {
+ mat.mTwoSided = true;
+ continue;
+ }
+ // material shininess strength
+ if (TokenMatch(filePtr,"MATERIAL_SHINESTRENGTH",22))
+ {
+ ParseLV4MeshFloat(mat.mShininessStrength);
+ continue;
+ }
+ // diffuse color map
+ if (TokenMatch(filePtr,"MAP_DIFFUSE",11))
+ {
+ // parse the texture block
+ ParseLV3MapBlock(mat.sTexDiffuse);
+ continue;
+ }
+ // ambient color map
+ if (TokenMatch(filePtr,"MAP_AMBIENT",11))
+ {
+ // parse the texture block
+ ParseLV3MapBlock(mat.sTexAmbient);
+ continue;
+ }
+ // specular color map
+ if (TokenMatch(filePtr,"MAP_SPECULAR",12))
+ {
+ // parse the texture block
+ ParseLV3MapBlock(mat.sTexSpecular);
+ continue;
+ }
+ // opacity map
+ if (TokenMatch(filePtr,"MAP_OPACITY",11))
+ {
+ // parse the texture block
+ ParseLV3MapBlock(mat.sTexOpacity);
+ continue;
+ }
+ // emissive map
+ if (TokenMatch(filePtr,"MAP_SELFILLUM",13))
+ {
+ // parse the texture block
+ ParseLV3MapBlock(mat.sTexEmissive);
+ continue;
+ }
+ // bump map
+ if (TokenMatch(filePtr,"MAP_BUMP",8))
+ {
+ // parse the texture block
+ ParseLV3MapBlock(mat.sTexBump);
+ }
+ // specular/shininess map
+ if (TokenMatch(filePtr,"MAP_SHINESTRENGTH",17))
+ {
+ // parse the texture block
+ ParseLV3MapBlock(mat.sTexShininess);
+ continue;
+ }
+ // number of submaterials
+ if (TokenMatch(filePtr,"NUMSUBMTLS",10))
+ {
+ ParseLV4MeshLong(iNumSubMaterials);
+
+ // allocate enough storage
+ mat.avSubMaterials.resize(iNumSubMaterials);
+ }
+ // submaterial chunks
+ if (TokenMatch(filePtr,"SUBMATERIAL",11))
+ {
+
+ unsigned int iIndex = 0;
+ ParseLV4MeshLong(iIndex);
+
+ if (iIndex >= iNumSubMaterials)
+ {
+ LogWarning("Out of range: submaterial index is too large");
+ iIndex = iNumSubMaterials-1;
+ }
+
+ // get a reference to the material
+ Material& sMat = mat.avSubMaterials[iIndex];
+
+ // parse the material block
+ ParseLV2MaterialBlock(sMat);
+ continue;
+ }
+ }
+ AI_ASE_HANDLE_SECTION("2","*MATERIAL");
+ }
}
// ------------------------------------------------------------------------------------------------
void Parser::ParseLV3MapBlock(Texture& map)
{
- AI_ASE_PARSER_INIT();
-
- // ***********************************************************
- // *BITMAP should not be there if *MAP_CLASS is not BITMAP,
- // but we need to expect that case ... if the path is
- // empty the texture won't be used later.
- // ***********************************************************
- bool parsePath = true;
- while (true)
- {
- if ('*' == *filePtr)
- {
- ++filePtr;
- // type of map
- if (TokenMatch(filePtr,"MAP_CLASS" ,9))
- {
- std::string temp;
- if (!ParseString(temp,"*MAP_CLASS"))
- SkipToNextToken();
- if (temp != "Bitmap")
- {
- DefaultLogger::get()->warn("ASE: Skipping unknown map type: " + temp);
- parsePath = false;
- }
- continue;
- }
- // path to the texture
- if (parsePath && TokenMatch(filePtr,"BITMAP" ,6))
- {
- if (!ParseString(map.mMapName,"*BITMAP"))
- SkipToNextToken();
-
- if (map.mMapName == "None")
- {
- // Files with 'None' as map name are produced by
- // an Maja to ASE exporter which name I forgot ..
- DefaultLogger::get()->warn("ASE: Skipping invalid map entry");
- map.mMapName = "";
- }
-
- continue;
- }
- // offset on the u axis
- if (TokenMatch(filePtr,"UVW_U_OFFSET" ,12))
- {
- ParseLV4MeshFloat(map.mOffsetU);
- continue;
- }
- // offset on the v axis
- if (TokenMatch(filePtr,"UVW_V_OFFSET" ,12))
- {
- ParseLV4MeshFloat(map.mOffsetV);
- continue;
- }
- // tiling on the u axis
- if (TokenMatch(filePtr,"UVW_U_TILING" ,12))
- {
- ParseLV4MeshFloat(map.mScaleU);
- continue;
- }
- // tiling on the v axis
- if (TokenMatch(filePtr,"UVW_V_TILING" ,12))
- {
- ParseLV4MeshFloat(map.mScaleV);
- continue;
- }
- // rotation around the z-axis
- if (TokenMatch(filePtr,"UVW_ANGLE" ,9))
- {
- ParseLV4MeshFloat(map.mRotation);
- continue;
- }
- // map blending factor
- if (TokenMatch(filePtr,"MAP_AMOUNT" ,10))
- {
- ParseLV4MeshFloat(map.mTextureBlend);
- continue;
- }
- }
- AI_ASE_HANDLE_SECTION("3","*MAP_XXXXXX");
- }
- return;
+ AI_ASE_PARSER_INIT();
+
+ // ***********************************************************
+ // *BITMAP should not be there if *MAP_CLASS is not BITMAP,
+ // but we need to expect that case ... if the path is
+ // empty the texture won't be used later.
+ // ***********************************************************
+ bool parsePath = true;
+ while (true)
+ {
+ if ('*' == *filePtr)
+ {
+ ++filePtr;
+ // type of map
+ if (TokenMatch(filePtr,"MAP_CLASS" ,9))
+ {
+ std::string temp;
+ if(!ParseString(temp,"*MAP_CLASS"))
+ SkipToNextToken();
+ if (temp != "Bitmap" && temp != "Normal Bump")
+ {
+ DefaultLogger::get()->warn("ASE: Skipping unknown map type: " + temp);
+ parsePath = false;
+ }
+ continue;
+ }
+ // path to the texture
+ if (parsePath && TokenMatch(filePtr,"BITMAP" ,6))
+ {
+ if(!ParseString(map.mMapName,"*BITMAP"))
+ SkipToNextToken();
+
+ if (map.mMapName == "None")
+ {
+ // Files with 'None' as map name are produced by
+ // an Maja to ASE exporter which name I forgot ..
+ DefaultLogger::get()->warn("ASE: Skipping invalid map entry");
+ map.mMapName = "";
+ }
+
+ continue;
+ }
+ // offset on the u axis
+ if (TokenMatch(filePtr,"UVW_U_OFFSET" ,12))
+ {
+ ParseLV4MeshFloat(map.mOffsetU);
+ continue;
+ }
+ // offset on the v axis
+ if (TokenMatch(filePtr,"UVW_V_OFFSET" ,12))
+ {
+ ParseLV4MeshFloat(map.mOffsetV);
+ continue;
+ }
+ // tiling on the u axis
+ if (TokenMatch(filePtr,"UVW_U_TILING" ,12))
+ {
+ ParseLV4MeshFloat(map.mScaleU);
+ continue;
+ }
+ // tiling on the v axis
+ if (TokenMatch(filePtr,"UVW_V_TILING" ,12))
+ {
+ ParseLV4MeshFloat(map.mScaleV);
+ continue;
+ }
+ // rotation around the z-axis
+ if (TokenMatch(filePtr,"UVW_ANGLE" ,9))
+ {
+ ParseLV4MeshFloat(map.mRotation);
+ continue;
+ }
+ // map blending factor
+ if (TokenMatch(filePtr,"MAP_AMOUNT" ,10))
+ {
+ ParseLV4MeshFloat(map.mTextureBlend);
+ continue;
+ }
+ }
+ AI_ASE_HANDLE_SECTION("3","*MAP_XXXXXX");
+ }
+ return;
}
// ------------------------------------------------------------------------------------------------
bool Parser::ParseString(std::string& out,const char* szName)
{
- char szBuffer[1024];
- if (!SkipSpaces(&filePtr))
- {
-
- sprintf(szBuffer,"Unable to parse %s block: Unexpected EOL",szName);
- LogWarning(szBuffer);
- return false;
- }
- // there must be '"'
- if ('\"' != *filePtr)
- {
-
- sprintf(szBuffer,"Unable to parse %s block: Strings are expected "
- "to be enclosed in double quotation marks",szName);
- LogWarning(szBuffer);
- return false;
- }
- ++filePtr;
- const char* sz = filePtr;
- while (true)
- {
- if ('\"' == *sz)break;
- else if ('\0' == *sz)
- {
- sprintf(szBuffer,"Unable to parse %s block: Strings are expected to "
- "be enclosed in double quotation marks but EOF was reached before "
- "a closing quotation mark was encountered",szName);
- LogWarning(szBuffer);
- return false;
- }
- sz++;
- }
- out = std::string(filePtr,(uintptr_t)sz-(uintptr_t)filePtr);
- filePtr = sz+1;
- return true;
+ char szBuffer[1024];
+ if (!SkipSpaces(&filePtr))
+ {
+
+ sprintf(szBuffer,"Unable to parse %s block: Unexpected EOL",szName);
+ LogWarning(szBuffer);
+ return false;
+ }
+ // there must be '"'
+ if ('\"' != *filePtr)
+ {
+
+ sprintf(szBuffer,"Unable to parse %s block: Strings are expected "
+ "to be enclosed in double quotation marks",szName);
+ LogWarning(szBuffer);
+ return false;
+ }
+ ++filePtr;
+ const char* sz = filePtr;
+ while (true)
+ {
+ if ('\"' == *sz)break;
+ else if ('\0' == *sz)
+ {
+ sprintf(szBuffer,"Unable to parse %s block: Strings are expected to "
+ "be enclosed in double quotation marks but EOF was reached before "
+ "a closing quotation mark was encountered",szName);
+ LogWarning(szBuffer);
+ return false;
+ }
+ sz++;
+ }
+ out = std::string(filePtr,(uintptr_t)sz-(uintptr_t)filePtr);
+ filePtr = sz+1;
+ return true;
}
// ------------------------------------------------------------------------------------------------
void Parser::ParseLV1ObjectBlock(ASE::BaseNode& node)
{
- AI_ASE_PARSER_INIT();
- while (true)
- {
- if ('*' == *filePtr)
- {
- ++filePtr;
-
- // first process common tokens such as node name and transform
- // name of the mesh/node
- if (TokenMatch(filePtr,"NODE_NAME" ,9))
- {
- if (!ParseString(node.mName,"*NODE_NAME"))
- SkipToNextToken();
- continue;
- }
- // name of the parent of the node
- if (TokenMatch(filePtr,"NODE_PARENT" ,11) )
- {
- if (!ParseString(node.mParent,"*NODE_PARENT"))
- SkipToNextToken();
- continue;
- }
- // transformation matrix of the node
- if (TokenMatch(filePtr,"NODE_TM" ,7))
- {
- ParseLV2NodeTransformBlock(node);
- continue;
- }
- // animation data of the node
- if (TokenMatch(filePtr,"TM_ANIMATION" ,12))
- {
- ParseLV2AnimationBlock(node);
- continue;
- }
-
- if (node.mType == BaseNode::Light)
- {
- // light settings
- if (TokenMatch(filePtr,"LIGHT_SETTINGS" ,14))
- {
- ParseLV2LightSettingsBlock((ASE::Light&)node);
- continue;
- }
- // type of the light source
- if (TokenMatch(filePtr,"LIGHT_TYPE" ,10))
- {
- if (!ASSIMP_strincmp("omni",filePtr,4))
- {
- ((ASE::Light&)node).mLightType = ASE::Light::OMNI;
- }
- else if (!ASSIMP_strincmp("target",filePtr,6))
- {
- ((ASE::Light&)node).mLightType = ASE::Light::TARGET;
- }
- else if (!ASSIMP_strincmp("free",filePtr,4))
- {
- ((ASE::Light&)node).mLightType = ASE::Light::FREE;
- }
- else if (!ASSIMP_strincmp("directional",filePtr,11))
- {
- ((ASE::Light&)node).mLightType = ASE::Light::DIRECTIONAL;
- }
- else
- {
- LogWarning("Unknown kind of light source");
- }
- continue;
- }
- }
- else if (node.mType == BaseNode::Camera)
- {
- // Camera settings
- if (TokenMatch(filePtr,"CAMERA_SETTINGS" ,15))
- {
- ParseLV2CameraSettingsBlock((ASE::Camera&)node);
- continue;
- }
- else if (TokenMatch(filePtr,"CAMERA_TYPE" ,11))
- {
- if (!ASSIMP_strincmp("target",filePtr,6))
- {
- ((ASE::Camera&)node).mCameraType = ASE::Camera::TARGET;
- }
- else if (!ASSIMP_strincmp("free",filePtr,4))
- {
- ((ASE::Camera&)node).mCameraType = ASE::Camera::FREE;
- }
- else
- {
- LogWarning("Unknown kind of camera");
- }
- continue;
- }
- }
- else if (node.mType == BaseNode::Mesh)
- {
- // mesh data
- // FIX: Older files use MESH_SOFTSKIN
- if (TokenMatch(filePtr,"MESH" ,4) ||
- TokenMatch(filePtr,"MESH_SOFTSKIN",13))
- {
- ParseLV2MeshBlock((ASE::Mesh&)node);
- continue;
- }
- // mesh material index
- if (TokenMatch(filePtr,"MATERIAL_REF" ,12))
- {
- ParseLV4MeshLong(((ASE::Mesh&)node).iMaterialIndex);
- continue;
- }
- }
- }
- AI_ASE_HANDLE_TOP_LEVEL_SECTION();
- }
- return;
+ AI_ASE_PARSER_INIT();
+ while (true)
+ {
+ if ('*' == *filePtr)
+ {
+ ++filePtr;
+
+ // first process common tokens such as node name and transform
+ // name of the mesh/node
+ if (TokenMatch(filePtr,"NODE_NAME" ,9))
+ {
+ if(!ParseString(node.mName,"*NODE_NAME"))
+ SkipToNextToken();
+ continue;
+ }
+ // name of the parent of the node
+ if (TokenMatch(filePtr,"NODE_PARENT" ,11) )
+ {
+ if(!ParseString(node.mParent,"*NODE_PARENT"))
+ SkipToNextToken();
+ continue;
+ }
+ // transformation matrix of the node
+ if (TokenMatch(filePtr,"NODE_TM" ,7))
+ {
+ ParseLV2NodeTransformBlock(node);
+ continue;
+ }
+ // animation data of the node
+ if (TokenMatch(filePtr,"TM_ANIMATION" ,12))
+ {
+ ParseLV2AnimationBlock(node);
+ continue;
+ }
+
+ if (node.mType == BaseNode::Light)
+ {
+ // light settings
+ if (TokenMatch(filePtr,"LIGHT_SETTINGS" ,14))
+ {
+ ParseLV2LightSettingsBlock((ASE::Light&)node);
+ continue;
+ }
+ // type of the light source
+ if (TokenMatch(filePtr,"LIGHT_TYPE" ,10))
+ {
+ if (!ASSIMP_strincmp("omni",filePtr,4))
+ {
+ ((ASE::Light&)node).mLightType = ASE::Light::OMNI;
+ }
+ else if (!ASSIMP_strincmp("target",filePtr,6))
+ {
+ ((ASE::Light&)node).mLightType = ASE::Light::TARGET;
+ }
+ else if (!ASSIMP_strincmp("free",filePtr,4))
+ {
+ ((ASE::Light&)node).mLightType = ASE::Light::FREE;
+ }
+ else if (!ASSIMP_strincmp("directional",filePtr,11))
+ {
+ ((ASE::Light&)node).mLightType = ASE::Light::DIRECTIONAL;
+ }
+ else
+ {
+ LogWarning("Unknown kind of light source");
+ }
+ continue;
+ }
+ }
+ else if (node.mType == BaseNode::Camera)
+ {
+ // Camera settings
+ if (TokenMatch(filePtr,"CAMERA_SETTINGS" ,15))
+ {
+ ParseLV2CameraSettingsBlock((ASE::Camera&)node);
+ continue;
+ }
+ else if (TokenMatch(filePtr,"CAMERA_TYPE" ,11))
+ {
+ if (!ASSIMP_strincmp("target",filePtr,6))
+ {
+ ((ASE::Camera&)node).mCameraType = ASE::Camera::TARGET;
+ }
+ else if (!ASSIMP_strincmp("free",filePtr,4))
+ {
+ ((ASE::Camera&)node).mCameraType = ASE::Camera::FREE;
+ }
+ else
+ {
+ LogWarning("Unknown kind of camera");
+ }
+ continue;
+ }
+ }
+ else if (node.mType == BaseNode::Mesh)
+ {
+ // mesh data
+ // FIX: Older files use MESH_SOFTSKIN
+ if (TokenMatch(filePtr,"MESH" ,4) ||
+ TokenMatch(filePtr,"MESH_SOFTSKIN",13))
+ {
+ ParseLV2MeshBlock((ASE::Mesh&)node);
+ continue;
+ }
+ // mesh material index
+ if (TokenMatch(filePtr,"MATERIAL_REF" ,12))
+ {
+ ParseLV4MeshLong(((ASE::Mesh&)node).iMaterialIndex);
+ continue;
+ }
+ }
+ }
+ AI_ASE_HANDLE_TOP_LEVEL_SECTION();
+ }
+ return;
}
// ------------------------------------------------------------------------------------------------
void Parser::ParseLV2CameraSettingsBlock(ASE::Camera& camera)
{
- AI_ASE_PARSER_INIT();
- while (true)
- {
- if ('*' == *filePtr)
- {
- ++filePtr;
- if (TokenMatch(filePtr,"CAMERA_NEAR" ,11))
- {
- ParseLV4MeshFloat(camera.mNear);
- continue;
- }
- if (TokenMatch(filePtr,"CAMERA_FAR" ,10))
- {
- ParseLV4MeshFloat(camera.mFar);
- continue;
- }
- if (TokenMatch(filePtr,"CAMERA_FOV" ,10))
- {
- ParseLV4MeshFloat(camera.mFOV);
- continue;
- }
- }
- AI_ASE_HANDLE_SECTION("2","CAMERA_SETTINGS");
- }
- return;
+ AI_ASE_PARSER_INIT();
+ while (true)
+ {
+ if ('*' == *filePtr)
+ {
+ ++filePtr;
+ if (TokenMatch(filePtr,"CAMERA_NEAR" ,11))
+ {
+ ParseLV4MeshFloat(camera.mNear);
+ continue;
+ }
+ if (TokenMatch(filePtr,"CAMERA_FAR" ,10))
+ {
+ ParseLV4MeshFloat(camera.mFar);
+ continue;
+ }
+ if (TokenMatch(filePtr,"CAMERA_FOV" ,10))
+ {
+ ParseLV4MeshFloat(camera.mFOV);
+ continue;
+ }
+ }
+ AI_ASE_HANDLE_SECTION("2","CAMERA_SETTINGS");
+ }
+ return;
}
// ------------------------------------------------------------------------------------------------
void Parser::ParseLV2LightSettingsBlock(ASE::Light& light)
{
- AI_ASE_PARSER_INIT();
- while (true)
- {
- if ('*' == *filePtr)
- {
- ++filePtr;
- if (TokenMatch(filePtr,"LIGHT_COLOR" ,11))
- {
- ParseLV4MeshFloatTriple(&light.mColor.r);
- continue;
- }
- if (TokenMatch(filePtr,"LIGHT_INTENS" ,12))
- {
- ParseLV4MeshFloat(light.mIntensity);
- continue;
- }
- if (TokenMatch(filePtr,"LIGHT_HOTSPOT" ,13))
- {
- ParseLV4MeshFloat(light.mAngle);
- continue;
- }
- if (TokenMatch(filePtr,"LIGHT_FALLOFF" ,13))
- {
- ParseLV4MeshFloat(light.mFalloff);
- continue;
- }
- }
- AI_ASE_HANDLE_SECTION("2","LIGHT_SETTINGS");
- }
- return;
+ AI_ASE_PARSER_INIT();
+ while (true)
+ {
+ if ('*' == *filePtr)
+ {
+ ++filePtr;
+ if (TokenMatch(filePtr,"LIGHT_COLOR" ,11))
+ {
+ ParseLV4MeshFloatTriple(&light.mColor.r);
+ continue;
+ }
+ if (TokenMatch(filePtr,"LIGHT_INTENS" ,12))
+ {
+ ParseLV4MeshFloat(light.mIntensity);
+ continue;
+ }
+ if (TokenMatch(filePtr,"LIGHT_HOTSPOT" ,13))
+ {
+ ParseLV4MeshFloat(light.mAngle);
+ continue;
+ }
+ if (TokenMatch(filePtr,"LIGHT_FALLOFF" ,13))
+ {
+ ParseLV4MeshFloat(light.mFalloff);
+ continue;
+ }
+ }
+ AI_ASE_HANDLE_SECTION("2","LIGHT_SETTINGS");
+ }
+ return;
}
// ------------------------------------------------------------------------------------------------
void Parser::ParseLV2AnimationBlock(ASE::BaseNode& mesh)
{
- AI_ASE_PARSER_INIT();
-
- ASE::Animation* anim = &mesh.mAnim;
- while (true)
- {
- if ('*' == *filePtr)
- {
- ++filePtr;
- if (TokenMatch(filePtr,"NODE_NAME" ,9))
- {
- std::string temp;
- if (!ParseString(temp,"*NODE_NAME"))
- SkipToNextToken();
-
- // If the name of the node contains .target it
- // represents an animated camera or spot light
- // target.
- if (std::string::npos != temp.find(".Target"))
- {
- if ((mesh.mType != BaseNode::Camera || ((ASE::Camera&)mesh).mCameraType != ASE::Camera::TARGET) &&
- ( mesh.mType != BaseNode::Light || ((ASE::Light&)mesh).mLightType != ASE::Light::TARGET))
- {
-
- DefaultLogger::get()->error("ASE: Found target animation channel "
- "but the node is neither a camera nor a spot light");
- anim = NULL;
- }
- else anim = &mesh.mTargetAnim;
- }
- continue;
- }
-
- // position keyframes
- if (TokenMatch(filePtr,"CONTROL_POS_TRACK" ,17) ||
- TokenMatch(filePtr,"CONTROL_POS_BEZIER" ,18) ||
- TokenMatch(filePtr,"CONTROL_POS_TCB" ,15))
- {
- if (!anim)SkipSection();
- else ParseLV3PosAnimationBlock(*anim);
- continue;
- }
- // scaling keyframes
- if (TokenMatch(filePtr,"CONTROL_SCALE_TRACK" ,19) ||
- TokenMatch(filePtr,"CONTROL_SCALE_BEZIER" ,20) ||
- TokenMatch(filePtr,"CONTROL_SCALE_TCB" ,17))
- {
- if (!anim || anim == &mesh.mTargetAnim)
- {
- // Target animation channels may have no rotation channels
- DefaultLogger::get()->error("ASE: Ignoring scaling channel in target animation");
- SkipSection();
- }
- else ParseLV3ScaleAnimationBlock(*anim);
- continue;
- }
- // rotation keyframes
- if (TokenMatch(filePtr,"CONTROL_ROT_TRACK" ,17) ||
- TokenMatch(filePtr,"CONTROL_ROT_BEZIER" ,18) ||
- TokenMatch(filePtr,"CONTROL_ROT_TCB" ,15))
- {
- if (!anim || anim == &mesh.mTargetAnim)
- {
- // Target animation channels may have no rotation channels
- DefaultLogger::get()->error("ASE: Ignoring rotation channel in target animation");
- SkipSection();
- }
- else ParseLV3RotAnimationBlock(*anim);
- continue;
- }
- }
- AI_ASE_HANDLE_SECTION("2","TM_ANIMATION");
- }
+ AI_ASE_PARSER_INIT();
+
+ ASE::Animation* anim = &mesh.mAnim;
+ while (true)
+ {
+ if ('*' == *filePtr)
+ {
+ ++filePtr;
+ if (TokenMatch(filePtr,"NODE_NAME" ,9))
+ {
+ std::string temp;
+ if(!ParseString(temp,"*NODE_NAME"))
+ SkipToNextToken();
+
+ // If the name of the node contains .target it
+ // represents an animated camera or spot light
+ // target.
+ if (std::string::npos != temp.find(".Target"))
+ {
+ if ((mesh.mType != BaseNode::Camera || ((ASE::Camera&)mesh).mCameraType != ASE::Camera::TARGET) &&
+ ( mesh.mType != BaseNode::Light || ((ASE::Light&)mesh).mLightType != ASE::Light::TARGET))
+ {
+
+ DefaultLogger::get()->error("ASE: Found target animation channel "
+ "but the node is neither a camera nor a spot light");
+ anim = NULL;
+ }
+ else anim = &mesh.mTargetAnim;
+ }
+ continue;
+ }
+
+ // position keyframes
+ if (TokenMatch(filePtr,"CONTROL_POS_TRACK" ,17) ||
+ TokenMatch(filePtr,"CONTROL_POS_BEZIER" ,18) ||
+ TokenMatch(filePtr,"CONTROL_POS_TCB" ,15))
+ {
+ if (!anim)SkipSection();
+ else ParseLV3PosAnimationBlock(*anim);
+ continue;
+ }
+ // scaling keyframes
+ if (TokenMatch(filePtr,"CONTROL_SCALE_TRACK" ,19) ||
+ TokenMatch(filePtr,"CONTROL_SCALE_BEZIER" ,20) ||
+ TokenMatch(filePtr,"CONTROL_SCALE_TCB" ,17))
+ {
+ if (!anim || anim == &mesh.mTargetAnim)
+ {
+ // Target animation channels may have no rotation channels
+ DefaultLogger::get()->error("ASE: Ignoring scaling channel in target animation");
+ SkipSection();
+ }
+ else ParseLV3ScaleAnimationBlock(*anim);
+ continue;
+ }
+ // rotation keyframes
+ if (TokenMatch(filePtr,"CONTROL_ROT_TRACK" ,17) ||
+ TokenMatch(filePtr,"CONTROL_ROT_BEZIER" ,18) ||
+ TokenMatch(filePtr,"CONTROL_ROT_TCB" ,15))
+ {
+ if (!anim || anim == &mesh.mTargetAnim)
+ {
+ // Target animation channels may have no rotation channels
+ DefaultLogger::get()->error("ASE: Ignoring rotation channel in target animation");
+ SkipSection();
+ }
+ else ParseLV3RotAnimationBlock(*anim);
+ continue;
+ }
+ }
+ AI_ASE_HANDLE_SECTION("2","TM_ANIMATION");
+ }
}
// ------------------------------------------------------------------------------------------------
void Parser::ParseLV3ScaleAnimationBlock(ASE::Animation& anim)
{
- AI_ASE_PARSER_INIT();
- unsigned int iIndex;
-
- while (true)
- {
- if ('*' == *filePtr)
- {
- ++filePtr;
-
- bool b = false;
-
- // For the moment we're just reading the three floats -
- // we ignore the dditional information for bezier's and TCBs
-
- // simple scaling keyframe
- if (TokenMatch(filePtr,"CONTROL_SCALE_SAMPLE" ,20))
- {
- b = true;
- anim.mScalingType = ASE::Animation::TRACK;
- }
-
- // Bezier scaling keyframe
- if (TokenMatch(filePtr,"CONTROL_BEZIER_SCALE_KEY" ,24))
- {
- b = true;
- anim.mScalingType = ASE::Animation::BEZIER;
- }
- // TCB scaling keyframe
- if (TokenMatch(filePtr,"CONTROL_TCB_SCALE_KEY" ,21))
- {
- b = true;
- anim.mScalingType = ASE::Animation::TCB;
- }
- if (b)
- {
- anim.akeyScaling.push_back(aiVectorKey());
- aiVectorKey& key = anim.akeyScaling.back();
- ParseLV4MeshFloatTriple(&key.mValue.x,iIndex);
- key.mTime = (double)iIndex;
- }
- }
- AI_ASE_HANDLE_SECTION("3","*CONTROL_POS_TRACK");
- }
+ AI_ASE_PARSER_INIT();
+ unsigned int iIndex;
+
+ while (true)
+ {
+ if ('*' == *filePtr)
+ {
+ ++filePtr;
+
+ bool b = false;
+
+ // For the moment we're just reading the three floats -
+ // we ignore the ádditional information for bezier's and TCBs
+
+ // simple scaling keyframe
+ if (TokenMatch(filePtr,"CONTROL_SCALE_SAMPLE" ,20))
+ {
+ b = true;
+ anim.mScalingType = ASE::Animation::TRACK;
+ }
+
+ // Bezier scaling keyframe
+ if (TokenMatch(filePtr,"CONTROL_BEZIER_SCALE_KEY" ,24))
+ {
+ b = true;
+ anim.mScalingType = ASE::Animation::BEZIER;
+ }
+ // TCB scaling keyframe
+ if (TokenMatch(filePtr,"CONTROL_TCB_SCALE_KEY" ,21))
+ {
+ b = true;
+ anim.mScalingType = ASE::Animation::TCB;
+ }
+ if (b)
+ {
+ anim.akeyScaling.push_back(aiVectorKey());
+ aiVectorKey& key = anim.akeyScaling.back();
+ ParseLV4MeshFloatTriple(&key.mValue.x,iIndex);
+ key.mTime = (double)iIndex;
+ }
+ }
+ AI_ASE_HANDLE_SECTION("3","*CONTROL_POS_TRACK");
+ }
}
// ------------------------------------------------------------------------------------------------
void Parser::ParseLV3PosAnimationBlock(ASE::Animation& anim)
{
- AI_ASE_PARSER_INIT();
- unsigned int iIndex;
- while (true)
- {
- if ('*' == *filePtr)
- {
- ++filePtr;
-
- bool b = false;
-
- // For the moment we're just reading the three floats -
- // we ignore the dditional information for bezier's and TCBs
-
- // simple scaling keyframe
- if (TokenMatch(filePtr,"CONTROL_POS_SAMPLE" ,18))
- {
- b = true;
- anim.mPositionType = ASE::Animation::TRACK;
- }
-
- // Bezier scaling keyframe
- if (TokenMatch(filePtr,"CONTROL_BEZIER_POS_KEY" ,22))
- {
- b = true;
- anim.mPositionType = ASE::Animation::BEZIER;
- }
- // TCB scaling keyframe
- if (TokenMatch(filePtr,"CONTROL_TCB_POS_KEY" ,19))
- {
- b = true;
- anim.mPositionType = ASE::Animation::TCB;
- }
- if (b)
- {
- anim.akeyPositions.push_back(aiVectorKey());
- aiVectorKey& key = anim.akeyPositions.back();
- ParseLV4MeshFloatTriple(&key.mValue.x,iIndex);
- key.mTime = (double)iIndex;
- }
- }
- AI_ASE_HANDLE_SECTION("3","*CONTROL_POS_TRACK");
- }
+ AI_ASE_PARSER_INIT();
+ unsigned int iIndex;
+ while (true)
+ {
+ if ('*' == *filePtr)
+ {
+ ++filePtr;
+
+ bool b = false;
+
+ // For the moment we're just reading the three floats -
+ // we ignore the ádditional information for bezier's and TCBs
+
+ // simple scaling keyframe
+ if (TokenMatch(filePtr,"CONTROL_POS_SAMPLE" ,18))
+ {
+ b = true;
+ anim.mPositionType = ASE::Animation::TRACK;
+ }
+
+ // Bezier scaling keyframe
+ if (TokenMatch(filePtr,"CONTROL_BEZIER_POS_KEY" ,22))
+ {
+ b = true;
+ anim.mPositionType = ASE::Animation::BEZIER;
+ }
+ // TCB scaling keyframe
+ if (TokenMatch(filePtr,"CONTROL_TCB_POS_KEY" ,19))
+ {
+ b = true;
+ anim.mPositionType = ASE::Animation::TCB;
+ }
+ if (b)
+ {
+ anim.akeyPositions.push_back(aiVectorKey());
+ aiVectorKey& key = anim.akeyPositions.back();
+ ParseLV4MeshFloatTriple(&key.mValue.x,iIndex);
+ key.mTime = (double)iIndex;
+ }
+ }
+ AI_ASE_HANDLE_SECTION("3","*CONTROL_POS_TRACK");
+ }
}
// ------------------------------------------------------------------------------------------------
void Parser::ParseLV3RotAnimationBlock(ASE::Animation& anim)
{
- AI_ASE_PARSER_INIT();
- unsigned int iIndex;
- while (true)
- {
- if ('*' == *filePtr)
- {
- ++filePtr;
-
- bool b = false;
-
- // For the moment we're just reading the floats -
- // we ignore the dditional information for bezier's and TCBs
-
- // simple scaling keyframe
- if (TokenMatch(filePtr,"CONTROL_ROT_SAMPLE" ,18))
- {
- b = true;
- anim.mRotationType = ASE::Animation::TRACK;
- }
-
- // Bezier scaling keyframe
- if (TokenMatch(filePtr,"CONTROL_BEZIER_ROT_KEY" ,22))
- {
- b = true;
- anim.mRotationType = ASE::Animation::BEZIER;
- }
- // TCB scaling keyframe
- if (TokenMatch(filePtr,"CONTROL_TCB_ROT_KEY" ,19))
- {
- b = true;
- anim.mRotationType = ASE::Animation::TCB;
- }
- if (b)
- {
- anim.akeyRotations.push_back(aiQuatKey());
- aiQuatKey& key = anim.akeyRotations.back();
- aiVector3D v;float f;
- ParseLV4MeshFloatTriple(&v.x,iIndex);
- ParseLV4MeshFloat(f);
- key.mTime = (double)iIndex;
- key.mValue = aiQuaternion(v,f);
- }
- }
- AI_ASE_HANDLE_SECTION("3","*CONTROL_ROT_TRACK");
- }
+ AI_ASE_PARSER_INIT();
+ unsigned int iIndex;
+ while (true)
+ {
+ if ('*' == *filePtr)
+ {
+ ++filePtr;
+
+ bool b = false;
+
+ // For the moment we're just reading the floats -
+ // we ignore the ádditional information for bezier's and TCBs
+
+ // simple scaling keyframe
+ if (TokenMatch(filePtr,"CONTROL_ROT_SAMPLE" ,18))
+ {
+ b = true;
+ anim.mRotationType = ASE::Animation::TRACK;
+ }
+
+ // Bezier scaling keyframe
+ if (TokenMatch(filePtr,"CONTROL_BEZIER_ROT_KEY" ,22))
+ {
+ b = true;
+ anim.mRotationType = ASE::Animation::BEZIER;
+ }
+ // TCB scaling keyframe
+ if (TokenMatch(filePtr,"CONTROL_TCB_ROT_KEY" ,19))
+ {
+ b = true;
+ anim.mRotationType = ASE::Animation::TCB;
+ }
+ if (b)
+ {
+ anim.akeyRotations.push_back(aiQuatKey());
+ aiQuatKey& key = anim.akeyRotations.back();
+ aiVector3D v;float f;
+ ParseLV4MeshFloatTriple(&v.x,iIndex);
+ ParseLV4MeshFloat(f);
+ key.mTime = (double)iIndex;
+ key.mValue = aiQuaternion(v,f);
+ }
+ }
+ AI_ASE_HANDLE_SECTION("3","*CONTROL_ROT_TRACK");
+ }
}
// ------------------------------------------------------------------------------------------------
void Parser::ParseLV2NodeTransformBlock(ASE::BaseNode& mesh)
{
- AI_ASE_PARSER_INIT();
- int mode = 0;
- while (true)
- {
- if ('*' == *filePtr)
- {
- ++filePtr;
- // name of the node
- if (TokenMatch(filePtr,"NODE_NAME" ,9))
- {
- std::string temp;
- if (!ParseString(temp,"*NODE_NAME"))
- SkipToNextToken();
-
- std::string::size_type s;
- if (temp == mesh.mName)
- {
- mode = 1;
- }
- else if (std::string::npos != (s = temp.find(".Target")) &&
- mesh.mName == temp.substr(0,s))
- {
- // This should be either a target light or a target camera
- if ( (mesh.mType == BaseNode::Light && ((ASE::Light&)mesh) .mLightType == ASE::Light::TARGET) ||
- (mesh.mType == BaseNode::Camera && ((ASE::Camera&)mesh).mCameraType == ASE::Camera::TARGET))
- {
- mode = 2;
- }
- else DefaultLogger::get()->error("ASE: Ignoring target transform, "
- "this is no spot light or target camera");
- }
- else
- {
- DefaultLogger::get()->error("ASE: Unknown node transformation: " + temp);
- // mode = 0
- }
- continue;
- }
- if (mode)
- {
- // fourth row of the transformation matrix - and also the
- // only information here that is interesting for targets
- if (TokenMatch(filePtr,"TM_ROW3" ,7))
- {
- ParseLV4MeshFloatTriple((mode == 1 ? mesh.mTransform[3] : &mesh.mTargetPosition.x));
- continue;
- }
- if (mode == 1)
- {
- // first row of the transformation matrix
- if (TokenMatch(filePtr,"TM_ROW0" ,7))
- {
- ParseLV4MeshFloatTriple(mesh.mTransform[0]);
- continue;
- }
- // second row of the transformation matrix
- if (TokenMatch(filePtr,"TM_ROW1" ,7))
- {
- ParseLV4MeshFloatTriple(mesh.mTransform[1]);
- continue;
- }
- // third row of the transformation matrix
- if (TokenMatch(filePtr,"TM_ROW2" ,7))
- {
- ParseLV4MeshFloatTriple(mesh.mTransform[2]);
- continue;
- }
- // inherited position axes
- if (TokenMatch(filePtr,"INHERIT_POS" ,11))
- {
- unsigned int aiVal[3];
- ParseLV4MeshLongTriple(aiVal);
-
- for (unsigned int i = 0; i < 3;++i)
- mesh.inherit.abInheritPosition[i] = aiVal[i] != 0;
- continue;
- }
- // inherited rotation axes
- if (TokenMatch(filePtr,"INHERIT_ROT" ,11))
- {
- unsigned int aiVal[3];
- ParseLV4MeshLongTriple(aiVal);
-
- for (unsigned int i = 0; i < 3;++i)
- mesh.inherit.abInheritRotation[i] = aiVal[i] != 0;
- continue;
- }
- // inherited scaling axes
- if (TokenMatch(filePtr,"INHERIT_SCL" ,11))
- {
- unsigned int aiVal[3];
- ParseLV4MeshLongTriple(aiVal);
-
- for (unsigned int i = 0; i < 3;++i)
- mesh.inherit.abInheritScaling[i] = aiVal[i] != 0;
- continue;
- }
- }
- }
- }
- AI_ASE_HANDLE_SECTION("2","*NODE_TM");
- }
- return;
+ AI_ASE_PARSER_INIT();
+ int mode = 0;
+ while (true)
+ {
+ if ('*' == *filePtr)
+ {
+ ++filePtr;
+ // name of the node
+ if (TokenMatch(filePtr,"NODE_NAME" ,9))
+ {
+ std::string temp;
+ if(!ParseString(temp,"*NODE_NAME"))
+ SkipToNextToken();
+
+ std::string::size_type s;
+ if (temp == mesh.mName)
+ {
+ mode = 1;
+ }
+ else if (std::string::npos != (s = temp.find(".Target")) &&
+ mesh.mName == temp.substr(0,s))
+ {
+ // This should be either a target light or a target camera
+ if ( (mesh.mType == BaseNode::Light && ((ASE::Light&)mesh) .mLightType == ASE::Light::TARGET) ||
+ (mesh.mType == BaseNode::Camera && ((ASE::Camera&)mesh).mCameraType == ASE::Camera::TARGET))
+ {
+ mode = 2;
+ }
+ else DefaultLogger::get()->error("ASE: Ignoring target transform, "
+ "this is no spot light or target camera");
+ }
+ else
+ {
+ DefaultLogger::get()->error("ASE: Unknown node transformation: " + temp);
+ // mode = 0
+ }
+ continue;
+ }
+ if (mode)
+ {
+ // fourth row of the transformation matrix - and also the
+ // only information here that is interesting for targets
+ if (TokenMatch(filePtr,"TM_ROW3" ,7))
+ {
+ ParseLV4MeshFloatTriple((mode == 1 ? mesh.mTransform[3] : &mesh.mTargetPosition.x));
+ continue;
+ }
+ if (mode == 1)
+ {
+ // first row of the transformation matrix
+ if (TokenMatch(filePtr,"TM_ROW0" ,7))
+ {
+ ParseLV4MeshFloatTriple(mesh.mTransform[0]);
+ continue;
+ }
+ // second row of the transformation matrix
+ if (TokenMatch(filePtr,"TM_ROW1" ,7))
+ {
+ ParseLV4MeshFloatTriple(mesh.mTransform[1]);
+ continue;
+ }
+ // third row of the transformation matrix
+ if (TokenMatch(filePtr,"TM_ROW2" ,7))
+ {
+ ParseLV4MeshFloatTriple(mesh.mTransform[2]);
+ continue;
+ }
+ // inherited position axes
+ if (TokenMatch(filePtr,"INHERIT_POS" ,11))
+ {
+ unsigned int aiVal[3];
+ ParseLV4MeshLongTriple(aiVal);
+
+ for (unsigned int i = 0; i < 3;++i)
+ mesh.inherit.abInheritPosition[i] = aiVal[i] != 0;
+ continue;
+ }
+ // inherited rotation axes
+ if (TokenMatch(filePtr,"INHERIT_ROT" ,11))
+ {
+ unsigned int aiVal[3];
+ ParseLV4MeshLongTriple(aiVal);
+
+ for (unsigned int i = 0; i < 3;++i)
+ mesh.inherit.abInheritRotation[i] = aiVal[i] != 0;
+ continue;
+ }
+ // inherited scaling axes
+ if (TokenMatch(filePtr,"INHERIT_SCL" ,11))
+ {
+ unsigned int aiVal[3];
+ ParseLV4MeshLongTriple(aiVal);
+
+ for (unsigned int i = 0; i < 3;++i)
+ mesh.inherit.abInheritScaling[i] = aiVal[i] != 0;
+ continue;
+ }
+ }
+ }
+ }
+ AI_ASE_HANDLE_SECTION("2","*NODE_TM");
+ }
+ return;
}
// ------------------------------------------------------------------------------------------------
void Parser::ParseLV2MeshBlock(ASE::Mesh& mesh)
{
- AI_ASE_PARSER_INIT();
-
- unsigned int iNumVertices = 0;
- unsigned int iNumFaces = 0;
- unsigned int iNumTVertices = 0;
- unsigned int iNumTFaces = 0;
- unsigned int iNumCVertices = 0;
- unsigned int iNumCFaces = 0;
- while (true)
- {
- if ('*' == *filePtr)
- {
- ++filePtr;
- // Number of vertices in the mesh
- if (TokenMatch(filePtr,"MESH_NUMVERTEX" ,14))
- {
- ParseLV4MeshLong(iNumVertices);
- continue;
- }
- // Number of texture coordinates in the mesh
- if (TokenMatch(filePtr,"MESH_NUMTVERTEX" ,15))
- {
- ParseLV4MeshLong(iNumTVertices);
- continue;
- }
- // Number of vertex colors in the mesh
- if (TokenMatch(filePtr,"MESH_NUMCVERTEX" ,15))
- {
- ParseLV4MeshLong(iNumCVertices);
- continue;
- }
- // Number of regular faces in the mesh
- if (TokenMatch(filePtr,"MESH_NUMFACES" ,13))
- {
- ParseLV4MeshLong(iNumFaces);
- continue;
- }
- // Number of UVWed faces in the mesh
- if (TokenMatch(filePtr,"MESH_NUMTVFACES" ,15))
- {
- ParseLV4MeshLong(iNumTFaces);
- continue;
- }
- // Number of colored faces in the mesh
- if (TokenMatch(filePtr,"MESH_NUMCVFACES" ,15))
- {
- ParseLV4MeshLong(iNumCFaces);
- continue;
- }
- // mesh vertex list block
- if (TokenMatch(filePtr,"MESH_VERTEX_LIST" ,16))
- {
- ParseLV3MeshVertexListBlock(iNumVertices,mesh);
- continue;
- }
- // mesh face list block
- if (TokenMatch(filePtr,"MESH_FACE_LIST" ,14))
- {
- ParseLV3MeshFaceListBlock(iNumFaces,mesh);
- continue;
- }
- // mesh texture vertex list block
- if (TokenMatch(filePtr,"MESH_TVERTLIST" ,14))
- {
- ParseLV3MeshTListBlock(iNumTVertices,mesh);
- continue;
- }
- // mesh texture face block
- if (TokenMatch(filePtr,"MESH_TFACELIST" ,14))
- {
- ParseLV3MeshTFaceListBlock(iNumTFaces,mesh);
- continue;
- }
- // mesh color vertex list block
- if (TokenMatch(filePtr,"MESH_CVERTLIST" ,14))
- {
- ParseLV3MeshCListBlock(iNumCVertices,mesh);
- continue;
- }
- // mesh color face block
- if (TokenMatch(filePtr,"MESH_CFACELIST" ,14))
- {
- ParseLV3MeshCFaceListBlock(iNumCFaces,mesh);
- continue;
- }
- // mesh normals
- if (TokenMatch(filePtr,"MESH_NORMALS" ,12))
- {
- ParseLV3MeshNormalListBlock(mesh);
- continue;
- }
- // another mesh UV channel ...
- if (TokenMatch(filePtr,"MESH_MAPPINGCHANNEL" ,19))
- {
-
- unsigned int iIndex = 0;
- ParseLV4MeshLong(iIndex);
-
- if (iIndex < 2)
- {
- LogWarning("Mapping channel has an invalid index. Skipping UV channel");
- // skip it ...
- SkipSection();
- }
- if (iIndex > AI_MAX_NUMBER_OF_TEXTURECOORDS)
- {
- LogWarning("Too many UV channels specified. Skipping channel ..");
- // skip it ...
- SkipSection();
- }
- else
- {
- // parse the mapping channel
- ParseLV3MappingChannel(iIndex-1,mesh);
- }
- continue;
- }
- // mesh animation keyframe. Not supported
- if (TokenMatch(filePtr,"MESH_ANIMATION" ,14))
- {
-
- LogWarning("Found *MESH_ANIMATION element in ASE/ASK file. "
- "Keyframe animation is not supported by Assimp, this element "
- "will be ignored");
- //SkipSection();
- continue;
- }
- if (TokenMatch(filePtr,"MESH_WEIGHTS" ,12))
- {
- ParseLV3MeshWeightsBlock(mesh);continue;
- }
- }
- AI_ASE_HANDLE_SECTION("2","*MESH");
- }
- return;
+ AI_ASE_PARSER_INIT();
+
+ unsigned int iNumVertices = 0;
+ unsigned int iNumFaces = 0;
+ unsigned int iNumTVertices = 0;
+ unsigned int iNumTFaces = 0;
+ unsigned int iNumCVertices = 0;
+ unsigned int iNumCFaces = 0;
+ while (true)
+ {
+ if ('*' == *filePtr)
+ {
+ ++filePtr;
+ // Number of vertices in the mesh
+ if (TokenMatch(filePtr,"MESH_NUMVERTEX" ,14))
+ {
+ ParseLV4MeshLong(iNumVertices);
+ continue;
+ }
+ // Number of texture coordinates in the mesh
+ if (TokenMatch(filePtr,"MESH_NUMTVERTEX" ,15))
+ {
+ ParseLV4MeshLong(iNumTVertices);
+ continue;
+ }
+ // Number of vertex colors in the mesh
+ if (TokenMatch(filePtr,"MESH_NUMCVERTEX" ,15))
+ {
+ ParseLV4MeshLong(iNumCVertices);
+ continue;
+ }
+ // Number of regular faces in the mesh
+ if (TokenMatch(filePtr,"MESH_NUMFACES" ,13))
+ {
+ ParseLV4MeshLong(iNumFaces);
+ continue;
+ }
+ // Number of UVWed faces in the mesh
+ if (TokenMatch(filePtr,"MESH_NUMTVFACES" ,15))
+ {
+ ParseLV4MeshLong(iNumTFaces);
+ continue;
+ }
+ // Number of colored faces in the mesh
+ if (TokenMatch(filePtr,"MESH_NUMCVFACES" ,15))
+ {
+ ParseLV4MeshLong(iNumCFaces);
+ continue;
+ }
+ // mesh vertex list block
+ if (TokenMatch(filePtr,"MESH_VERTEX_LIST" ,16))
+ {
+ ParseLV3MeshVertexListBlock(iNumVertices,mesh);
+ continue;
+ }
+ // mesh face list block
+ if (TokenMatch(filePtr,"MESH_FACE_LIST" ,14))
+ {
+ ParseLV3MeshFaceListBlock(iNumFaces,mesh);
+ continue;
+ }
+ // mesh texture vertex list block
+ if (TokenMatch(filePtr,"MESH_TVERTLIST" ,14))
+ {
+ ParseLV3MeshTListBlock(iNumTVertices,mesh);
+ continue;
+ }
+ // mesh texture face block
+ if (TokenMatch(filePtr,"MESH_TFACELIST" ,14))
+ {
+ ParseLV3MeshTFaceListBlock(iNumTFaces,mesh);
+ continue;
+ }
+ // mesh color vertex list block
+ if (TokenMatch(filePtr,"MESH_CVERTLIST" ,14))
+ {
+ ParseLV3MeshCListBlock(iNumCVertices,mesh);
+ continue;
+ }
+ // mesh color face block
+ if (TokenMatch(filePtr,"MESH_CFACELIST" ,14))
+ {
+ ParseLV3MeshCFaceListBlock(iNumCFaces,mesh);
+ continue;
+ }
+ // mesh normals
+ if (TokenMatch(filePtr,"MESH_NORMALS" ,12))
+ {
+ ParseLV3MeshNormalListBlock(mesh);
+ continue;
+ }
+ // another mesh UV channel ...
+ if (TokenMatch(filePtr,"MESH_MAPPINGCHANNEL" ,19))
+ {
+
+ unsigned int iIndex = 0;
+ ParseLV4MeshLong(iIndex);
+
+ if (iIndex < 2)
+ {
+ LogWarning("Mapping channel has an invalid index. Skipping UV channel");
+ // skip it ...
+ SkipSection();
+ }
+ if (iIndex > AI_MAX_NUMBER_OF_TEXTURECOORDS)
+ {
+ LogWarning("Too many UV channels specified. Skipping channel ..");
+ // skip it ...
+ SkipSection();
+ }
+ else
+ {
+ // parse the mapping channel
+ ParseLV3MappingChannel(iIndex-1,mesh);
+ }
+ continue;
+ }
+ // mesh animation keyframe. Not supported
+ if (TokenMatch(filePtr,"MESH_ANIMATION" ,14))
+ {
+
+ LogWarning("Found *MESH_ANIMATION element in ASE/ASK file. "
+ "Keyframe animation is not supported by Assimp, this element "
+ "will be ignored");
+ //SkipSection();
+ continue;
+ }
+ if (TokenMatch(filePtr,"MESH_WEIGHTS" ,12))
+ {
+ ParseLV3MeshWeightsBlock(mesh);continue;
+ }
+ }
+ AI_ASE_HANDLE_SECTION("2","*MESH");
+ }
+ return;
}
// ------------------------------------------------------------------------------------------------
void Parser::ParseLV3MeshWeightsBlock(ASE::Mesh& mesh)
{
- AI_ASE_PARSER_INIT();
-
- unsigned int iNumVertices = 0, iNumBones = 0;
- while (true)
- {
- if ('*' == *filePtr)
- {
- ++filePtr;
-
- // Number of bone vertices ...
- if (TokenMatch(filePtr,"MESH_NUMVERTEX" ,14))
- {
- ParseLV4MeshLong(iNumVertices);
- continue;
- }
- // Number of bones
- if (TokenMatch(filePtr,"MESH_NUMBONE" ,11))
- {
- ParseLV4MeshLong(iNumBones);
- continue;
- }
- // parse the list of bones
- if (TokenMatch(filePtr,"MESH_BONE_LIST" ,14))
- {
- ParseLV4MeshBones(iNumBones,mesh);
- continue;
- }
- // parse the list of bones vertices
- if (TokenMatch(filePtr,"MESH_BONE_VERTEX_LIST" ,21) )
- {
- ParseLV4MeshBonesVertices(iNumVertices,mesh);
- continue;
- }
- }
- AI_ASE_HANDLE_SECTION("3","*MESH_WEIGHTS");
- }
- return;
+ AI_ASE_PARSER_INIT();
+
+ unsigned int iNumVertices = 0, iNumBones = 0;
+ while (true)
+ {
+ if ('*' == *filePtr)
+ {
+ ++filePtr;
+
+ // Number of bone vertices ...
+ if (TokenMatch(filePtr,"MESH_NUMVERTEX" ,14))
+ {
+ ParseLV4MeshLong(iNumVertices);
+ continue;
+ }
+ // Number of bones
+ if (TokenMatch(filePtr,"MESH_NUMBONE" ,11))
+ {
+ ParseLV4MeshLong(iNumBones);
+ continue;
+ }
+ // parse the list of bones
+ if (TokenMatch(filePtr,"MESH_BONE_LIST" ,14))
+ {
+ ParseLV4MeshBones(iNumBones,mesh);
+ continue;
+ }
+ // parse the list of bones vertices
+ if (TokenMatch(filePtr,"MESH_BONE_VERTEX_LIST" ,21) )
+ {
+ ParseLV4MeshBonesVertices(iNumVertices,mesh);
+ continue;
+ }
+ }
+ AI_ASE_HANDLE_SECTION("3","*MESH_WEIGHTS");
+ }
+ return;
}
// ------------------------------------------------------------------------------------------------
void Parser::ParseLV4MeshBones(unsigned int iNumBones,ASE::Mesh& mesh)
{
- AI_ASE_PARSER_INIT();
- mesh.mBones.resize(iNumBones);
- while (true)
- {
- if ('*' == *filePtr)
- {
- ++filePtr;
-
- // Mesh bone with name ...
- if (TokenMatch(filePtr,"MESH_BONE_NAME" ,16))
- {
- // parse an index ...
- if (SkipSpaces(&filePtr))
- {
- unsigned int iIndex = strtol10(filePtr,&filePtr);
- if (iIndex >= iNumBones)
- {
- continue;
- LogWarning("Bone index is out of bounds");
- }
- if (!ParseString(mesh.mBones[iIndex].mName,"*MESH_BONE_NAME"))
- SkipToNextToken();
- continue;
- }
- }
- }
- AI_ASE_HANDLE_SECTION("3","*MESH_BONE_LIST");
- }
+ AI_ASE_PARSER_INIT();
+ mesh.mBones.resize(iNumBones);
+ while (true)
+ {
+ if ('*' == *filePtr)
+ {
+ ++filePtr;
+
+ // Mesh bone with name ...
+ if (TokenMatch(filePtr,"MESH_BONE_NAME" ,16))
+ {
+ // parse an index ...
+ if(SkipSpaces(&filePtr))
+ {
+ unsigned int iIndex = strtoul10(filePtr,&filePtr);
+ if (iIndex >= iNumBones)
+ {
+ continue;
+ LogWarning("Bone index is out of bounds");
+ }
+ if (!ParseString(mesh.mBones[iIndex].mName,"*MESH_BONE_NAME"))
+ SkipToNextToken();
+ continue;
+ }
+ }
+ }
+ AI_ASE_HANDLE_SECTION("3","*MESH_BONE_LIST");
+ }
}
// ------------------------------------------------------------------------------------------------
void Parser::ParseLV4MeshBonesVertices(unsigned int iNumVertices,ASE::Mesh& mesh)
{
- AI_ASE_PARSER_INIT();
- mesh.mBoneVertices.resize(iNumVertices);
- while (true)
- {
- if ('*' == *filePtr)
- {
- ++filePtr;
-
- // Mesh bone vertex
- if (TokenMatch(filePtr,"MESH_BONE_VERTEX" ,16))
- {
- // read the vertex index
- unsigned int iIndex = strtol10(filePtr,&filePtr);
- if (iIndex >= mesh.mPositions.size())
- {
- iIndex = (unsigned int)mesh.mPositions.size()-1;
- LogWarning("Bone vertex index is out of bounds. Using the largest valid "
- "bone vertex index instead");
- }
-
- // --- ignored
- float afVert[3];
- ParseLV4MeshFloatTriple(afVert);
-
- std::pair<int,float> pairOut;
- while (true)
- {
- // first parse the bone index ...
- if (!SkipSpaces(&filePtr))break;
- pairOut.first = strtol10(filePtr,&filePtr);
-
- // then parse the vertex weight
- if (!SkipSpaces(&filePtr))break;
- filePtr = fast_atof_move(filePtr,pairOut.second);
-
- // -1 marks unused entries
- if (-1 != pairOut.first)
- {
- mesh.mBoneVertices[iIndex].mBoneWeights.push_back(pairOut);
- }
- }
- continue;
- }
- }
- AI_ASE_HANDLE_SECTION("4","*MESH_BONE_VERTEX");
- }
- return;
+ AI_ASE_PARSER_INIT();
+ mesh.mBoneVertices.resize(iNumVertices);
+ while (true)
+ {
+ if ('*' == *filePtr)
+ {
+ ++filePtr;
+
+ // Mesh bone vertex
+ if (TokenMatch(filePtr,"MESH_BONE_VERTEX" ,16))
+ {
+ // read the vertex index
+ unsigned int iIndex = strtoul10(filePtr,&filePtr);
+ if (iIndex >= mesh.mPositions.size())
+ {
+ iIndex = (unsigned int)mesh.mPositions.size()-1;
+ LogWarning("Bone vertex index is out of bounds. Using the largest valid "
+ "bone vertex index instead");
+ }
+
+ // --- ignored
+ float afVert[3];
+ ParseLV4MeshFloatTriple(afVert);
+
+ std::pair<int,float> pairOut;
+ while (true)
+ {
+ // first parse the bone index ...
+ if (!SkipSpaces(&filePtr))break;
+ pairOut.first = strtoul10(filePtr,&filePtr);
+
+ // then parse the vertex weight
+ if (!SkipSpaces(&filePtr))break;
+ filePtr = fast_atoreal_move<float>(filePtr,pairOut.second);
+
+ // -1 marks unused entries
+ if (-1 != pairOut.first)
+ {
+ mesh.mBoneVertices[iIndex].mBoneWeights.push_back(pairOut);
+ }
+ }
+ continue;
+ }
+ }
+ AI_ASE_HANDLE_SECTION("4","*MESH_BONE_VERTEX");
+ }
+ return;
}
// ------------------------------------------------------------------------------------------------
void Parser::ParseLV3MeshVertexListBlock(
- unsigned int iNumVertices, ASE::Mesh& mesh)
+ unsigned int iNumVertices, ASE::Mesh& mesh)
{
- AI_ASE_PARSER_INIT();
-
- // allocate enough storage in the array
- mesh.mPositions.resize(iNumVertices);
- while (true)
- {
- if ('*' == *filePtr)
- {
- ++filePtr;
-
- // Vertex entry
- if (TokenMatch(filePtr,"MESH_VERTEX" ,11))
- {
-
- aiVector3D vTemp;
- unsigned int iIndex;
- ParseLV4MeshFloatTriple(&vTemp.x,iIndex);
-
- if (iIndex >= iNumVertices)
- {
- LogWarning("Invalid vertex index. It will be ignored");
- }
- else mesh.mPositions[iIndex] = vTemp;
- continue;
- }
- }
- AI_ASE_HANDLE_SECTION("3","*MESH_VERTEX_LIST");
- }
- return;
+ AI_ASE_PARSER_INIT();
+
+ // allocate enough storage in the array
+ mesh.mPositions.resize(iNumVertices);
+ while (true)
+ {
+ if ('*' == *filePtr)
+ {
+ ++filePtr;
+
+ // Vertex entry
+ if (TokenMatch(filePtr,"MESH_VERTEX" ,11))
+ {
+
+ aiVector3D vTemp;
+ unsigned int iIndex;
+ ParseLV4MeshFloatTriple(&vTemp.x,iIndex);
+
+ if (iIndex >= iNumVertices)
+ {
+ LogWarning("Invalid vertex index. It will be ignored");
+ }
+ else mesh.mPositions[iIndex] = vTemp;
+ continue;
+ }
+ }
+ AI_ASE_HANDLE_SECTION("3","*MESH_VERTEX_LIST");
+ }
+ return;
}
// ------------------------------------------------------------------------------------------------
void Parser::ParseLV3MeshFaceListBlock(unsigned int iNumFaces, ASE::Mesh& mesh)
{
- AI_ASE_PARSER_INIT();
-
- // allocate enough storage in the face array
- mesh.mFaces.resize(iNumFaces);
- while (true)
- {
- if ('*' == *filePtr)
- {
- ++filePtr;
-
- // Face entry
- if (TokenMatch(filePtr,"MESH_FACE" ,9))
- {
-
- ASE::Face mFace;
- ParseLV4MeshFace(mFace);
-
- if (mFace.iFace >= iNumFaces)
- {
- LogWarning("Face has an invalid index. It will be ignored");
- }
- else mesh.mFaces[mFace.iFace] = mFace;
- continue;
- }
- }
- AI_ASE_HANDLE_SECTION("3","*MESH_FACE_LIST");
- }
- return;
+ AI_ASE_PARSER_INIT();
+
+ // allocate enough storage in the face array
+ mesh.mFaces.resize(iNumFaces);
+ while (true)
+ {
+ if ('*' == *filePtr)
+ {
+ ++filePtr;
+
+ // Face entry
+ if (TokenMatch(filePtr,"MESH_FACE" ,9))
+ {
+
+ ASE::Face mFace;
+ ParseLV4MeshFace(mFace);
+
+ if (mFace.iFace >= iNumFaces)
+ {
+ LogWarning("Face has an invalid index. It will be ignored");
+ }
+ else mesh.mFaces[mFace.iFace] = mFace;
+ continue;
+ }
+ }
+ AI_ASE_HANDLE_SECTION("3","*MESH_FACE_LIST");
+ }
+ return;
}
// ------------------------------------------------------------------------------------------------
void Parser::ParseLV3MeshTListBlock(unsigned int iNumVertices,
- ASE::Mesh& mesh, unsigned int iChannel)
+ ASE::Mesh& mesh, unsigned int iChannel)
{
- AI_ASE_PARSER_INIT();
-
- // allocate enough storage in the array
- mesh.amTexCoords[iChannel].resize(iNumVertices);
- while (true)
- {
- if ('*' == *filePtr)
- {
- ++filePtr;
-
- // Vertex entry
- if (TokenMatch(filePtr,"MESH_TVERT" ,10))
- {
- aiVector3D vTemp;
- unsigned int iIndex;
- ParseLV4MeshFloatTriple(&vTemp.x,iIndex);
-
- if (iIndex >= iNumVertices)
- {
- LogWarning("Tvertex has an invalid index. It will be ignored");
- }
- else mesh.amTexCoords[iChannel][iIndex] = vTemp;
-
- if (0.0f != vTemp.z)
- {
- // we need 3 coordinate channels
- mesh.mNumUVComponents[iChannel] = 3;
- }
- continue;
- }
- }
- AI_ASE_HANDLE_SECTION("3","*MESH_TVERT_LIST");
- }
- return;
+ AI_ASE_PARSER_INIT();
+
+ // allocate enough storage in the array
+ mesh.amTexCoords[iChannel].resize(iNumVertices);
+ while (true)
+ {
+ if ('*' == *filePtr)
+ {
+ ++filePtr;
+
+ // Vertex entry
+ if (TokenMatch(filePtr,"MESH_TVERT" ,10))
+ {
+ aiVector3D vTemp;
+ unsigned int iIndex;
+ ParseLV4MeshFloatTriple(&vTemp.x,iIndex);
+
+ if (iIndex >= iNumVertices)
+ {
+ LogWarning("Tvertex has an invalid index. It will be ignored");
+ }
+ else mesh.amTexCoords[iChannel][iIndex] = vTemp;
+
+ if (0.0f != vTemp.z)
+ {
+ // we need 3 coordinate channels
+ mesh.mNumUVComponents[iChannel] = 3;
+ }
+ continue;
+ }
+ }
+ AI_ASE_HANDLE_SECTION("3","*MESH_TVERT_LIST");
+ }
+ return;
}
// ------------------------------------------------------------------------------------------------
void Parser::ParseLV3MeshTFaceListBlock(unsigned int iNumFaces,
- ASE::Mesh& mesh, unsigned int iChannel)
+ ASE::Mesh& mesh, unsigned int iChannel)
{
- AI_ASE_PARSER_INIT();
- while (true)
- {
- if ('*' == *filePtr)
- {
- ++filePtr;
-
- // Face entry
- if (TokenMatch(filePtr,"MESH_TFACE" ,10))
- {
- unsigned int aiValues[3];
- unsigned int iIndex = 0;
-
- ParseLV4MeshLongTriple(aiValues,iIndex);
- if (iIndex >= iNumFaces || iIndex >= mesh.mFaces.size())
- {
- LogWarning("UV-Face has an invalid index. It will be ignored");
- }
- else
- {
- // copy UV indices
- mesh.mFaces[iIndex].amUVIndices[iChannel][0] = aiValues[0];
- mesh.mFaces[iIndex].amUVIndices[iChannel][1] = aiValues[1];
- mesh.mFaces[iIndex].amUVIndices[iChannel][2] = aiValues[2];
- }
- continue;
- }
- }
- AI_ASE_HANDLE_SECTION("3","*MESH_TFACE_LIST");
- }
- return;
+ AI_ASE_PARSER_INIT();
+ while (true)
+ {
+ if ('*' == *filePtr)
+ {
+ ++filePtr;
+
+ // Face entry
+ if (TokenMatch(filePtr,"MESH_TFACE" ,10))
+ {
+ unsigned int aiValues[3];
+ unsigned int iIndex = 0;
+
+ ParseLV4MeshLongTriple(aiValues,iIndex);
+ if (iIndex >= iNumFaces || iIndex >= mesh.mFaces.size())
+ {
+ LogWarning("UV-Face has an invalid index. It will be ignored");
+ }
+ else
+ {
+ // copy UV indices
+ mesh.mFaces[iIndex].amUVIndices[iChannel][0] = aiValues[0];
+ mesh.mFaces[iIndex].amUVIndices[iChannel][1] = aiValues[1];
+ mesh.mFaces[iIndex].amUVIndices[iChannel][2] = aiValues[2];
+ }
+ continue;
+ }
+ }
+ AI_ASE_HANDLE_SECTION("3","*MESH_TFACE_LIST");
+ }
+ return;
}
// ------------------------------------------------------------------------------------------------
void Parser::ParseLV3MappingChannel(unsigned int iChannel, ASE::Mesh& mesh)
{
- AI_ASE_PARSER_INIT();
-
- unsigned int iNumTVertices = 0;
- unsigned int iNumTFaces = 0;
- while (true)
- {
- if ('*' == *filePtr)
- {
- ++filePtr;
-
- // Number of texture coordinates in the mesh
- if (TokenMatch(filePtr,"MESH_NUMTVERTEX" ,15))
- {
- ParseLV4MeshLong(iNumTVertices);
- continue;
- }
- // Number of UVWed faces in the mesh
- if (TokenMatch(filePtr,"MESH_NUMTVFACES" ,15))
- {
- ParseLV4MeshLong(iNumTFaces);
- continue;
- }
- // mesh texture vertex list block
- if (TokenMatch(filePtr,"MESH_TVERTLIST" ,14))
- {
- ParseLV3MeshTListBlock(iNumTVertices,mesh,iChannel);
- continue;
- }
- // mesh texture face block
- if (TokenMatch(filePtr,"MESH_TFACELIST" ,14))
- {
- ParseLV3MeshTFaceListBlock(iNumTFaces,mesh, iChannel);
- continue;
- }
- }
- AI_ASE_HANDLE_SECTION("3","*MESH_MAPPING_CHANNEL");
- }
- return;
+ AI_ASE_PARSER_INIT();
+
+ unsigned int iNumTVertices = 0;
+ unsigned int iNumTFaces = 0;
+ while (true)
+ {
+ if ('*' == *filePtr)
+ {
+ ++filePtr;
+
+ // Number of texture coordinates in the mesh
+ if (TokenMatch(filePtr,"MESH_NUMTVERTEX" ,15))
+ {
+ ParseLV4MeshLong(iNumTVertices);
+ continue;
+ }
+ // Number of UVWed faces in the mesh
+ if (TokenMatch(filePtr,"MESH_NUMTVFACES" ,15))
+ {
+ ParseLV4MeshLong(iNumTFaces);
+ continue;
+ }
+ // mesh texture vertex list block
+ if (TokenMatch(filePtr,"MESH_TVERTLIST" ,14))
+ {
+ ParseLV3MeshTListBlock(iNumTVertices,mesh,iChannel);
+ continue;
+ }
+ // mesh texture face block
+ if (TokenMatch(filePtr,"MESH_TFACELIST" ,14))
+ {
+ ParseLV3MeshTFaceListBlock(iNumTFaces,mesh, iChannel);
+ continue;
+ }
+ }
+ AI_ASE_HANDLE_SECTION("3","*MESH_MAPPING_CHANNEL");
+ }
+ return;
}
// ------------------------------------------------------------------------------------------------
void Parser::ParseLV3MeshCListBlock(unsigned int iNumVertices, ASE::Mesh& mesh)
{
- AI_ASE_PARSER_INIT();
-
- // allocate enough storage in the array
- mesh.mVertexColors.resize(iNumVertices);
- while (true)
- {
- if ('*' == *filePtr)
- {
- ++filePtr;
-
- // Vertex entry
- if (TokenMatch(filePtr,"MESH_VERTCOL" ,12))
- {
- aiColor4D vTemp;
- vTemp.a = 1.0f;
- unsigned int iIndex;
- ParseLV4MeshFloatTriple(&vTemp.r,iIndex);
-
- if (iIndex >= iNumVertices)
- {
- LogWarning("Vertex color has an invalid index. It will be ignored");
- }
- else mesh.mVertexColors[iIndex] = vTemp;
- continue;
- }
- }
- AI_ASE_HANDLE_SECTION("3","*MESH_CVERTEX_LIST");
- }
- return;
+ AI_ASE_PARSER_INIT();
+
+ // allocate enough storage in the array
+ mesh.mVertexColors.resize(iNumVertices);
+ while (true)
+ {
+ if ('*' == *filePtr)
+ {
+ ++filePtr;
+
+ // Vertex entry
+ if (TokenMatch(filePtr,"MESH_VERTCOL" ,12))
+ {
+ aiColor4D vTemp;
+ vTemp.a = 1.0f;
+ unsigned int iIndex;
+ ParseLV4MeshFloatTriple(&vTemp.r,iIndex);
+
+ if (iIndex >= iNumVertices)
+ {
+ LogWarning("Vertex color has an invalid index. It will be ignored");
+ }
+ else mesh.mVertexColors[iIndex] = vTemp;
+ continue;
+ }
+ }
+ AI_ASE_HANDLE_SECTION("3","*MESH_CVERTEX_LIST");
+ }
+ return;
}
// ------------------------------------------------------------------------------------------------
void Parser::ParseLV3MeshCFaceListBlock(unsigned int iNumFaces, ASE::Mesh& mesh)
{
- AI_ASE_PARSER_INIT();
- while (true)
- {
- if ('*' == *filePtr)
- {
- ++filePtr;
-
- // Face entry
- if (TokenMatch(filePtr,"MESH_CFACE" ,11))
- {
- unsigned int aiValues[3];
- unsigned int iIndex = 0;
-
- ParseLV4MeshLongTriple(aiValues,iIndex);
- if (iIndex >= iNumFaces || iIndex >= mesh.mFaces.size())
- {
- LogWarning("UV-Face has an invalid index. It will be ignored");
- }
- else
- {
- // copy color indices
- mesh.mFaces[iIndex].mColorIndices[0] = aiValues[0];
- mesh.mFaces[iIndex].mColorIndices[1] = aiValues[1];
- mesh.mFaces[iIndex].mColorIndices[2] = aiValues[2];
- }
- continue;
- }
- }
- AI_ASE_HANDLE_SECTION("3","*MESH_CFACE_LIST");
- }
- return;
+ AI_ASE_PARSER_INIT();
+ while (true)
+ {
+ if ('*' == *filePtr)
+ {
+ ++filePtr;
+
+ // Face entry
+ if (TokenMatch(filePtr,"MESH_CFACE" ,11))
+ {
+ unsigned int aiValues[3];
+ unsigned int iIndex = 0;
+
+ ParseLV4MeshLongTriple(aiValues,iIndex);
+ if (iIndex >= iNumFaces || iIndex >= mesh.mFaces.size())
+ {
+ LogWarning("UV-Face has an invalid index. It will be ignored");
+ }
+ else
+ {
+ // copy color indices
+ mesh.mFaces[iIndex].mColorIndices[0] = aiValues[0];
+ mesh.mFaces[iIndex].mColorIndices[1] = aiValues[1];
+ mesh.mFaces[iIndex].mColorIndices[2] = aiValues[2];
+ }
+ continue;
+ }
+ }
+ AI_ASE_HANDLE_SECTION("3","*MESH_CFACE_LIST");
+ }
+ return;
}
// ------------------------------------------------------------------------------------------------
void Parser::ParseLV3MeshNormalListBlock(ASE::Mesh& sMesh)
{
- AI_ASE_PARSER_INIT();
-
- // Allocate enough storage for the normals
- sMesh.mNormals.resize(sMesh.mFaces.size()*3,aiVector3D( 0.f, 0.f, 0.f ));
- unsigned int index, faceIdx = 0xffffffff;
-
- // FIXME: rewrite this and find out how to interpret the normals
- // correctly.
-
- // Smooth the vertex and face normals together. The result
- // will be edgy then, but otherwise everything would be soft ...
- while (true) {
- if ('*' == *filePtr) {
- ++filePtr;
- if (faceIdx != 0xffffffff && TokenMatch(filePtr,"MESH_VERTEXNORMAL",17)) {
- aiVector3D vNormal;
- ParseLV4MeshFloatTriple(&vNormal.x,index);
- if (faceIdx >= sMesh.mFaces.size())
- continue;
-
- // Make sure we assign it to the correct face
- const ASE::Face& face = sMesh.mFaces[faceIdx];
- if (index == face.mIndices[0])
- index = 0;
- else if (index == face.mIndices[1])
- index = 1;
- else if (index == face.mIndices[2])
- index = 2;
- else {
- DefaultLogger::get()->error("ASE: Invalid vertex index in MESH_VERTEXNORMAL section");
- continue;
- }
- // We'll renormalize later
- sMesh.mNormals[faceIdx*3+index] += vNormal;
- continue;
- }
- if (TokenMatch(filePtr,"MESH_FACENORMAL",15)) {
- aiVector3D vNormal;
- ParseLV4MeshFloatTriple(&vNormal.x,faceIdx);
-
- if (faceIdx >= sMesh.mFaces.size()) {
- DefaultLogger::get()->error("ASE: Invalid vertex index in MESH_FACENORMAL section");
- continue;
- }
-
- // We'll renormalize later
- sMesh.mNormals[faceIdx*3] += vNormal;
- sMesh.mNormals[faceIdx*3+1] += vNormal;
- sMesh.mNormals[faceIdx*3+2] += vNormal;
- continue;
- }
- }
- AI_ASE_HANDLE_SECTION("3","*MESH_NORMALS");
- }
- return;
+ AI_ASE_PARSER_INIT();
+
+ // Allocate enough storage for the normals
+ sMesh.mNormals.resize(sMesh.mFaces.size()*3,aiVector3D( 0.f, 0.f, 0.f ));
+ unsigned int index, faceIdx = UINT_MAX;
+
+ // FIXME: rewrite this and find out how to interpret the normals
+ // correctly. This is crap.
+
+ // Smooth the vertex and face normals together. The result
+ // will be edgy then, but otherwise everything would be soft ...
+ while (true) {
+ if ('*' == *filePtr) {
+ ++filePtr;
+ if (faceIdx != UINT_MAX && TokenMatch(filePtr,"MESH_VERTEXNORMAL",17)) {
+ aiVector3D vNormal;
+ ParseLV4MeshFloatTriple(&vNormal.x,index);
+ if (faceIdx >= sMesh.mFaces.size())
+ continue;
+
+ // Make sure we assign it to the correct face
+ const ASE::Face& face = sMesh.mFaces[faceIdx];
+ if (index == face.mIndices[0])
+ index = 0;
+ else if (index == face.mIndices[1])
+ index = 1;
+ else if (index == face.mIndices[2])
+ index = 2;
+ else {
+ DefaultLogger::get()->error("ASE: Invalid vertex index in MESH_VERTEXNORMAL section");
+ continue;
+ }
+ // We'll renormalize later
+ sMesh.mNormals[faceIdx*3+index] += vNormal;
+ continue;
+ }
+ if (TokenMatch(filePtr,"MESH_FACENORMAL",15)) {
+ aiVector3D vNormal;
+ ParseLV4MeshFloatTriple(&vNormal.x,faceIdx);
+
+ if (faceIdx >= sMesh.mFaces.size()) {
+ DefaultLogger::get()->error("ASE: Invalid vertex index in MESH_FACENORMAL section");
+ continue;
+ }
+
+ // We'll renormalize later
+ sMesh.mNormals[faceIdx*3] += vNormal;
+ sMesh.mNormals[faceIdx*3+1] += vNormal;
+ sMesh.mNormals[faceIdx*3+2] += vNormal;
+ continue;
+ }
+ }
+ AI_ASE_HANDLE_SECTION("3","*MESH_NORMALS");
+ }
+ return;
}
// ------------------------------------------------------------------------------------------------
void Parser::ParseLV4MeshFace(ASE::Face& out)
-{
- // skip spaces and tabs
- if (!SkipSpaces(&filePtr))
- {
- LogWarning("Unable to parse *MESH_FACE Element: Unexpected EOL [#1]");
- SkipToNextToken();
- return;
- }
-
- // parse the face index
- out.iFace = strtol10(filePtr,&filePtr);
-
- // next character should be ':'
- if (!SkipSpaces(&filePtr))
- {
- // FIX: there are some ASE files which haven't got : here ....
- LogWarning("Unable to parse *MESH_FACE Element: Unexpected EOL. \':\' expected [#2]");
- SkipToNextToken();
- return;
- }
- // FIX: There are some ASE files which haven't got ':' here
- if (':' == *filePtr)++filePtr;
-
- // Parse all mesh indices
- for (unsigned int i = 0; i < 3;++i)
- {
- unsigned int iIndex = 0;
- if (!SkipSpaces(&filePtr))
- {
- LogWarning("Unable to parse *MESH_FACE Element: Unexpected EOL");
- SkipToNextToken();
- return;
- }
- switch (*filePtr)
- {
- case 'A':
- case 'a':
- break;
- case 'B':
- case 'b':
- iIndex = 1;
- break;
- case 'C':
- case 'c':
- iIndex = 2;
- break;
- default:
- LogWarning("Unable to parse *MESH_FACE Element: Unexpected EOL. "
- "A,B or C expected [#3]");
- SkipToNextToken();
- return;
- };
- ++filePtr;
-
- // next character should be ':'
- if (!SkipSpaces(&filePtr) || ':' != *filePtr)
- {
- LogWarning("Unable to parse *MESH_FACE Element: "
- "Unexpected EOL. \':\' expected [#2]");
- SkipToNextToken();
- return;
- }
-
- ++filePtr;
- if (!SkipSpaces(&filePtr))
- {
- LogWarning("Unable to parse *MESH_FACE Element: Unexpected EOL. "
- "Vertex index ecpected [#4]");
- SkipToNextToken();
- return;
- }
- out.mIndices[iIndex] = strtol10(filePtr,&filePtr);
- }
-
- // now we need to skip the AB, BC, CA blocks.
- while (true)
- {
- if ('*' == *filePtr)break;
- if (IsLineEnd(*filePtr))
- {
- //iLineNumber++;
- return;
- }
- filePtr++;
- }
-
- // parse the smoothing group of the face
- if (TokenMatch(filePtr,"*MESH_SMOOTHING",15))
- {
- if (!SkipSpaces(&filePtr))
- {
- LogWarning("Unable to parse *MESH_SMOOTHING Element: "
- "Unexpected EOL. Smoothing group(s) expected [#5]");
- SkipToNextToken();
- return;
- }
-
- // Parse smoothing groups until we don't anymore see commas
- // FIX: There needn't always be a value, sad but true
- while (true)
- {
- if (*filePtr < '9' && *filePtr >= '0')
- {
- out.iSmoothGroup |= (1 << strtol10(filePtr,&filePtr));
- }
- SkipSpaces(&filePtr);
- if (',' != *filePtr)
- {
- break;
- }
- ++filePtr;
- SkipSpaces(&filePtr);
- }
- }
-
- // *MESH_MTLID is optional, too
- while (true)
- {
- if ('*' == *filePtr)break;
- if (IsLineEnd(*filePtr))
- {
- return;
- }
- filePtr++;
- }
-
- if (TokenMatch(filePtr,"*MESH_MTLID",11))
- {
- if (!SkipSpaces(&filePtr))
- {
- LogWarning("Unable to parse *MESH_MTLID Element: Unexpected EOL. "
- "Material index expected [#6]");
- SkipToNextToken();
- return;
- }
- out.iMaterial = strtol10(filePtr,&filePtr);
- }
- return;
+{
+ // skip spaces and tabs
+ if(!SkipSpaces(&filePtr))
+ {
+ LogWarning("Unable to parse *MESH_FACE Element: Unexpected EOL [#1]");
+ SkipToNextToken();
+ return;
+ }
+
+ // parse the face index
+ out.iFace = strtoul10(filePtr,&filePtr);
+
+ // next character should be ':'
+ if(!SkipSpaces(&filePtr))
+ {
+ // FIX: there are some ASE files which haven't got : here ....
+ LogWarning("Unable to parse *MESH_FACE Element: Unexpected EOL. \':\' expected [#2]");
+ SkipToNextToken();
+ return;
+ }
+ // FIX: There are some ASE files which haven't got ':' here
+ if(':' == *filePtr)++filePtr;
+
+ // Parse all mesh indices
+ for (unsigned int i = 0; i < 3;++i)
+ {
+ unsigned int iIndex = 0;
+ if(!SkipSpaces(&filePtr))
+ {
+ LogWarning("Unable to parse *MESH_FACE Element: Unexpected EOL");
+ SkipToNextToken();
+ return;
+ }
+ switch (*filePtr)
+ {
+ case 'A':
+ case 'a':
+ break;
+ case 'B':
+ case 'b':
+ iIndex = 1;
+ break;
+ case 'C':
+ case 'c':
+ iIndex = 2;
+ break;
+ default:
+ LogWarning("Unable to parse *MESH_FACE Element: Unexpected EOL. "
+ "A,B or C expected [#3]");
+ SkipToNextToken();
+ return;
+ };
+ ++filePtr;
+
+ // next character should be ':'
+ if(!SkipSpaces(&filePtr) || ':' != *filePtr)
+ {
+ LogWarning("Unable to parse *MESH_FACE Element: "
+ "Unexpected EOL. \':\' expected [#2]");
+ SkipToNextToken();
+ return;
+ }
+
+ ++filePtr;
+ if(!SkipSpaces(&filePtr))
+ {
+ LogWarning("Unable to parse *MESH_FACE Element: Unexpected EOL. "
+ "Vertex index ecpected [#4]");
+ SkipToNextToken();
+ return;
+ }
+ out.mIndices[iIndex] = strtoul10(filePtr,&filePtr);
+ }
+
+ // now we need to skip the AB, BC, CA blocks.
+ while (true)
+ {
+ if ('*' == *filePtr)break;
+ if (IsLineEnd(*filePtr))
+ {
+ //iLineNumber++;
+ return;
+ }
+ filePtr++;
+ }
+
+ // parse the smoothing group of the face
+ if (TokenMatch(filePtr,"*MESH_SMOOTHING",15))
+ {
+ if(!SkipSpaces(&filePtr))
+ {
+ LogWarning("Unable to parse *MESH_SMOOTHING Element: "
+ "Unexpected EOL. Smoothing group(s) expected [#5]");
+ SkipToNextToken();
+ return;
+ }
+
+ // Parse smoothing groups until we don't anymore see commas
+ // FIX: There needn't always be a value, sad but true
+ while (true)
+ {
+ if (*filePtr < '9' && *filePtr >= '0')
+ {
+ out.iSmoothGroup |= (1 << strtoul10(filePtr,&filePtr));
+ }
+ SkipSpaces(&filePtr);
+ if (',' != *filePtr)
+ {
+ break;
+ }
+ ++filePtr;
+ SkipSpaces(&filePtr);
+ }
+ }
+
+ // *MESH_MTLID is optional, too
+ while (true)
+ {
+ if ('*' == *filePtr)break;
+ if (IsLineEnd(*filePtr))
+ {
+ return;
+ }
+ filePtr++;
+ }
+
+ if (TokenMatch(filePtr,"*MESH_MTLID",11))
+ {
+ if(!SkipSpaces(&filePtr))
+ {
+ LogWarning("Unable to parse *MESH_MTLID Element: Unexpected EOL. "
+ "Material index expected [#6]");
+ SkipToNextToken();
+ return;
+ }
+ out.iMaterial = strtoul10(filePtr,&filePtr);
+ }
+ return;
}
// ------------------------------------------------------------------------------------------------
void Parser::ParseLV4MeshLongTriple(unsigned int* apOut)
{
- ai_assert(NULL != apOut);
+ ai_assert(NULL != apOut);
- for (unsigned int i = 0; i < 3;++i)
- ParseLV4MeshLong(apOut[i]);
+ for (unsigned int i = 0; i < 3;++i)
+ ParseLV4MeshLong(apOut[i]);
}
// ------------------------------------------------------------------------------------------------
void Parser::ParseLV4MeshLongTriple(unsigned int* apOut, unsigned int& rIndexOut)
{
- ai_assert(NULL != apOut);
+ ai_assert(NULL != apOut);
- // parse the index
- ParseLV4MeshLong(rIndexOut);
+ // parse the index
+ ParseLV4MeshLong(rIndexOut);
- // parse the three others
- ParseLV4MeshLongTriple(apOut);
+ // parse the three others
+ ParseLV4MeshLongTriple(apOut);
}
// ------------------------------------------------------------------------------------------------
void Parser::ParseLV4MeshFloatTriple(float* apOut, unsigned int& rIndexOut)
{
- ai_assert(NULL != apOut);
-
- // parse the index
- ParseLV4MeshLong(rIndexOut);
+ ai_assert(NULL != apOut);
- // parse the three others
- ParseLV4MeshFloatTriple(apOut);
+ // parse the index
+ ParseLV4MeshLong(rIndexOut);
+
+ // parse the three others
+ ParseLV4MeshFloatTriple(apOut);
}
// ------------------------------------------------------------------------------------------------
void Parser::ParseLV4MeshFloatTriple(float* apOut)
{
- ai_assert(NULL != apOut);
+ ai_assert(NULL != apOut);
- for (unsigned int i = 0; i < 3;++i)
- ParseLV4MeshFloat(apOut[i]);
+ for (unsigned int i = 0; i < 3;++i)
+ ParseLV4MeshFloat(apOut[i]);
}
// ------------------------------------------------------------------------------------------------
void Parser::ParseLV4MeshFloat(float& fOut)
{
- // skip spaces and tabs
- if (!SkipSpaces(&filePtr))
- {
- // LOG
- LogWarning("Unable to parse float: unexpected EOL [#1]");
- fOut = 0.0f;
- ++iLineNumber;
- return;
- }
- // parse the first float
- filePtr = fast_atof_move(filePtr,fOut);
+ // skip spaces and tabs
+ if(!SkipSpaces(&filePtr))
+ {
+ // LOG
+ LogWarning("Unable to parse float: unexpected EOL [#1]");
+ fOut = 0.0f;
+ ++iLineNumber;
+ return;
+ }
+ // parse the first float
+ filePtr = fast_atoreal_move<float>(filePtr,fOut);
}
// ------------------------------------------------------------------------------------------------
void Parser::ParseLV4MeshLong(unsigned int& iOut)
{
- // Skip spaces and tabs
- if (!SkipSpaces(&filePtr))
- {
- // LOG
- LogWarning("Unable to parse long: unexpected EOL [#1]");
- iOut = 0;
- ++iLineNumber;
- return;
- }
- // parse the value
- iOut = strtol10(filePtr,&filePtr);
+ // Skip spaces and tabs
+ if(!SkipSpaces(&filePtr))
+ {
+ // LOG
+ LogWarning("Unable to parse long: unexpected EOL [#1]");
+ iOut = 0;
+ ++iLineNumber;
+ return;
+ }
+ // parse the value
+ iOut = strtoul10(filePtr,&filePtr);
}
diff --git a/src/3rdparty/assimp/code/ASEParser.h b/src/3rdparty/assimp/code/ASEParser.h
index 57fb6c553..dec53a52c 100644
--- a/src/3rdparty/assimp/code/ASEParser.h
+++ b/src/3rdparty/assimp/code/ASEParser.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -49,9 +49,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <list>
// public ASSIMP headers
-#include "../include/aiTypes.h"
-#include "../include/aiMesh.h"
-#include "../include/aiAnim.h"
+#include "../include/assimp/types.h"
+#include "../include/assimp/mesh.h"
+#include "../include/assimp/anim.h"
// for some helper routines like IsSpace()
#include "ParsingUtils.h"
@@ -60,8 +60,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
// ASE is quite similar to 3ds. We can reuse some structures
#include "3DSLoader.h"
-namespace Assimp {
-namespace ASE {
+namespace Assimp {
+namespace ASE {
using namespace D3DS;
@@ -69,121 +69,121 @@ using namespace D3DS;
/** Helper structure representing an ASE material */
struct Material : public D3DS::Material
{
- //! Default constructor
- Material() : pcInstance(NULL), bNeed (false)
- {}
+ //! Default constructor
+ Material() : pcInstance(NULL), bNeed (false)
+ {}
- //! Contains all sub materials of this material
- std::vector<Material> avSubMaterials;
+ //! Contains all sub materials of this material
+ std::vector<Material> avSubMaterials;
- //! MaterialHelper object
- MaterialHelper* pcInstance;
+ //! aiMaterial object
+ aiMaterial* pcInstance;
- //! Can we remove this material?
- bool bNeed;
+ //! Can we remove this material?
+ bool bNeed;
};
// ---------------------------------------------------------------------------
/** Helper structure to represent an ASE file face */
struct Face : public FaceWithSmoothingGroup
{
- //! Default constructor. Initializes everything with 0
- Face()
- {
- mColorIndices[0] = mColorIndices[1] = mColorIndices[2] = 0;
- for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
- {
- amUVIndices[i][0] = amUVIndices[i][1] = amUVIndices[i][2] = 0;
- }
+ //! Default constructor. Initializes everything with 0
+ Face()
+ {
+ mColorIndices[0] = mColorIndices[1] = mColorIndices[2] = 0;
+ for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
+ {
+ amUVIndices[i][0] = amUVIndices[i][1] = amUVIndices[i][2] = 0;
+ }
- iMaterial = DEFAULT_MATINDEX;
- iFace = 0;
- }
+ iMaterial = DEFAULT_MATINDEX;
+ iFace = 0;
+ }
- //! special value to indicate that no material index has
- //! been assigned to a face. The default material index
- //! will replace this value later.
- static const unsigned int DEFAULT_MATINDEX = 0xFFFFFFFF;
+ //! special value to indicate that no material index has
+ //! been assigned to a face. The default material index
+ //! will replace this value later.
+ static const unsigned int DEFAULT_MATINDEX = 0xFFFFFFFF;
- //! Indices into each list of texture coordinates
- unsigned int amUVIndices[AI_MAX_NUMBER_OF_TEXTURECOORDS][3];
+ //! Indices into each list of texture coordinates
+ unsigned int amUVIndices[AI_MAX_NUMBER_OF_TEXTURECOORDS][3];
- //! Index into the list of vertex colors
- unsigned int mColorIndices[3];
+ //! Index into the list of vertex colors
+ unsigned int mColorIndices[3];
- //! (Sub)Material index to be assigned to this face
- unsigned int iMaterial;
+ //! (Sub)Material index to be assigned to this face
+ unsigned int iMaterial;
- //! Index of the face. It is not specified whether it is
- //! a requirement of the file format that all faces are
- //! written in sequential order, so we have to expect this case
- unsigned int iFace;
+ //! Index of the face. It is not specified whether it is
+ //! a requirement of the file format that all faces are
+ //! written in sequential order, so we have to expect this case
+ unsigned int iFace;
};
// ---------------------------------------------------------------------------
/** Helper structure to represent an ASE file bone */
struct Bone
{
- //! Constructor
- Bone()
- {
- static int iCnt = 0;
-
- // Generate a default name for the bone
- char szTemp[128];
- ::sprintf(szTemp,"UNNAMED_%i",iCnt++);
- mName = szTemp;
- }
-
- //! Construction from an existing name
- Bone( const std::string& name)
- : mName (name)
- {}
-
- //! Name of the bone
- std::string mName;
+ //! Constructor
+ Bone()
+ {
+ static int iCnt = 0;
+
+ // Generate a default name for the bone
+ char szTemp[128];
+ ::sprintf(szTemp,"UNNAMED_%i",iCnt++);
+ mName = szTemp;
+ }
+
+ //! Construction from an existing name
+ Bone( const std::string& name)
+ : mName (name)
+ {}
+
+ //! Name of the bone
+ std::string mName;
};
// ---------------------------------------------------------------------------
/** Helper structure to represent an ASE file bone vertex */
struct BoneVertex
{
- //! Bone and corresponding vertex weight.
- //! -1 for unrequired bones ....
- std::vector<std::pair<int,float> > mBoneWeights;
+ //! Bone and corresponding vertex weight.
+ //! -1 for unrequired bones ....
+ std::vector<std::pair<int,float> > mBoneWeights;
- //! Position of the bone vertex.
- //! MUST be identical to the vertex position
- //aiVector3D mPosition;
+ //! Position of the bone vertex.
+ //! MUST be identical to the vertex position
+ //aiVector3D mPosition;
};
// ---------------------------------------------------------------------------
/** Helper structure to represent an ASE file animation */
struct Animation
{
- enum Type
- {
- TRACK = 0x0,
- BEZIER = 0x1,
- TCB = 0x2
- } mRotationType, mScalingType, mPositionType;
+ enum Type
+ {
+ TRACK = 0x0,
+ BEZIER = 0x1,
+ TCB = 0x2
+ } mRotationType, mScalingType, mPositionType;
- Animation()
- : mRotationType (TRACK)
- , mScalingType (TRACK)
- , mPositionType (TRACK)
- {}
+ Animation()
+ : mRotationType (TRACK)
+ , mScalingType (TRACK)
+ , mPositionType (TRACK)
+ {}
- //! List of track rotation keyframes
- std::vector< aiQuatKey > akeyRotations;
+ //! List of track rotation keyframes
+ std::vector< aiQuatKey > akeyRotations;
- //! List of track position keyframes
- std::vector< aiVectorKey > akeyPositions;
+ //! List of track position keyframes
+ std::vector< aiVectorKey > akeyPositions;
- //! List of track scaling keyframes
- std::vector< aiVectorKey > akeyScaling;
+ //! List of track scaling keyframes
+ std::vector< aiVectorKey > akeyScaling;
};
@@ -191,175 +191,175 @@ struct Animation
/** Helper structure to represent the inheritance information of an ASE node */
struct InheritanceInfo
{
- //! Default constructor
- InheritanceInfo()
- {
- // set the inheritance flag for all axes by default to true
- for (unsigned int i = 0; i < 3;++i)
- abInheritPosition[i] = abInheritRotation[i] = abInheritScaling[i] = true;
- }
-
- //! Inherit the parent's position?, axis order is x,y,z
- bool abInheritPosition[3];
-
- //! Inherit the parent's rotation?, axis order is x,y,z
- bool abInheritRotation[3];
-
- //! Inherit the parent's scaling?, axis order is x,y,z
- bool abInheritScaling[3];
+ //! Default constructor
+ InheritanceInfo()
+ {
+ // set the inheritance flag for all axes by default to true
+ for (unsigned int i = 0; i < 3;++i)
+ abInheritPosition[i] = abInheritRotation[i] = abInheritScaling[i] = true;
+ }
+
+ //! Inherit the parent's position?, axis order is x,y,z
+ bool abInheritPosition[3];
+
+ //! Inherit the parent's rotation?, axis order is x,y,z
+ bool abInheritRotation[3];
+
+ //! Inherit the parent's scaling?, axis order is x,y,z
+ bool abInheritScaling[3];
};
// ---------------------------------------------------------------------------
/** Represents an ASE file node. Base class for mesh, light and cameras */
struct BaseNode
{
- enum Type {Light, Camera, Mesh, Dummy} mType;
+ enum Type {Light, Camera, Mesh, Dummy} mType;
- //! Constructor. Creates a default name for the node
- BaseNode(Type _mType)
- : mType (_mType)
- , mProcessed (false)
- {
- // generate a default name for the node
- static int iCnt = 0;
- char szTemp[128]; // should be sufficiently large
- ::sprintf(szTemp,"UNNAMED_%i",iCnt++);
- mName = szTemp;
+ //! Constructor. Creates a default name for the node
+ BaseNode(Type _mType)
+ : mType (_mType)
+ , mProcessed (false)
+ {
+ // generate a default name for the node
+ static int iCnt = 0;
+ char szTemp[128]; // should be sufficiently large
+ ::sprintf(szTemp,"UNNAMED_%i",iCnt++);
+ mName = szTemp;
- // Set mTargetPosition to qnan
- const float qnan = get_qnan();
- mTargetPosition.x = qnan;
- }
+ // Set mTargetPosition to qnan
+ const float qnan = get_qnan();
+ mTargetPosition.x = qnan;
+ }
- //! Name of the mesh
- std::string mName;
+ //! Name of the mesh
+ std::string mName;
- //! Name of the parent of the node
- //! "" if there is no parent ...
- std::string mParent;
+ //! Name of the parent of the node
+ //! "" if there is no parent ...
+ std::string mParent;
- //! Transformation matrix of the node
- aiMatrix4x4 mTransform;
+ //! Transformation matrix of the node
+ aiMatrix4x4 mTransform;
- //! Target position (target lights and cameras)
- aiVector3D mTargetPosition;
+ //! Target position (target lights and cameras)
+ aiVector3D mTargetPosition;
- //! Specifies which axes transformations a node inherits
- //! from its parent ...
- InheritanceInfo inherit;
+ //! Specifies which axes transformations a node inherits
+ //! from its parent ...
+ InheritanceInfo inherit;
- //! Animation channels for the node
- Animation mAnim;
+ //! Animation channels for the node
+ Animation mAnim;
- //! Needed for lights and cameras: target animation channel
- //! Should contain position keys only.
- Animation mTargetAnim;
+ //! Needed for lights and cameras: target animation channel
+ //! Should contain position keys only.
+ Animation mTargetAnim;
- bool mProcessed;
+ bool mProcessed;
};
// ---------------------------------------------------------------------------
/** Helper structure to represent an ASE file mesh */
struct Mesh : public MeshWithSmoothingGroups<ASE::Face>, public BaseNode
{
- //! Constructor.
- Mesh()
- : BaseNode (BaseNode::Mesh)
- , bSkip (false)
- {
- // use 2 texture vertex components by default
- for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
- this->mNumUVComponents[c] = 2;
+ //! Constructor.
+ Mesh()
+ : BaseNode (BaseNode::Mesh)
+ , bSkip (false)
+ {
+ // use 2 texture vertex components by default
+ for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
+ this->mNumUVComponents[c] = 2;
- // setup the default material index by default
- iMaterialIndex = Face::DEFAULT_MATINDEX;
- }
+ // setup the default material index by default
+ iMaterialIndex = Face::DEFAULT_MATINDEX;
+ }
- //! List of all texture coordinate sets
- std::vector<aiVector3D> amTexCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
+ //! List of all texture coordinate sets
+ std::vector<aiVector3D> amTexCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
- //! List of all vertex color sets.
- std::vector<aiColor4D> mVertexColors;
+ //! List of all vertex color sets.
+ std::vector<aiColor4D> mVertexColors;
- //! List of all bone vertices
- std::vector<BoneVertex> mBoneVertices;
+ //! List of all bone vertices
+ std::vector<BoneVertex> mBoneVertices;
- //! List of all bones
- std::vector<Bone> mBones;
+ //! List of all bones
+ std::vector<Bone> mBones;
- //! Material index of the mesh
- unsigned int iMaterialIndex;
+ //! Material index of the mesh
+ unsigned int iMaterialIndex;
- //! Number of vertex components for each UVW set
- unsigned int mNumUVComponents[AI_MAX_NUMBER_OF_TEXTURECOORDS];
+ //! Number of vertex components for each UVW set
+ unsigned int mNumUVComponents[AI_MAX_NUMBER_OF_TEXTURECOORDS];
- //! used internally
- bool bSkip;
+ //! used internally
+ bool bSkip;
};
// ---------------------------------------------------------------------------
/** Helper structure to represent an ASE light source */
struct Light : public BaseNode
{
- enum LightType
- {
- OMNI,
- TARGET,
- FREE,
- DIRECTIONAL
- };
-
- //! Constructor.
- Light()
- : BaseNode (BaseNode::Light)
- , mLightType (OMNI)
- , mColor (1.f,1.f,1.f)
- , mIntensity (1.f) // light is white by default
- , mAngle (45.f)
- , mFalloff (0.f)
- {
- }
-
- LightType mLightType;
- aiColor3D mColor;
- float mIntensity;
- float mAngle; // in degrees
- float mFalloff;
+ enum LightType
+ {
+ OMNI,
+ TARGET,
+ FREE,
+ DIRECTIONAL
+ };
+
+ //! Constructor.
+ Light()
+ : BaseNode (BaseNode::Light)
+ , mLightType (OMNI)
+ , mColor (1.f,1.f,1.f)
+ , mIntensity (1.f) // light is white by default
+ , mAngle (45.f)
+ , mFalloff (0.f)
+ {
+ }
+
+ LightType mLightType;
+ aiColor3D mColor;
+ float mIntensity;
+ float mAngle; // in degrees
+ float mFalloff;
};
// ---------------------------------------------------------------------------
/** Helper structure to represent an ASE camera */
struct Camera : public BaseNode
{
- enum CameraType
- {
- FREE,
- TARGET
- };
-
- //! Constructor
- Camera()
- : BaseNode (BaseNode::Camera)
- , mFOV (0.75f) // in radians
- , mNear (0.1f)
- , mFar (1000.f) // could be zero
- , mCameraType (FREE)
- {
- }
-
- float mFOV, mNear, mFar;
- CameraType mCameraType;
+ enum CameraType
+ {
+ FREE,
+ TARGET
+ };
+
+ //! Constructor
+ Camera()
+ : BaseNode (BaseNode::Camera)
+ , mFOV (0.75f) // in radians
+ , mNear (0.1f)
+ , mFar (1000.f) // could be zero
+ , mCameraType (FREE)
+ {
+ }
+
+ float mFOV, mNear, mFar;
+ CameraType mCameraType;
};
// ---------------------------------------------------------------------------
/** Helper structure to represent an ASE helper object (dummy) */
struct Dummy : public BaseNode
{
- //! Constructor
- Dummy()
- : BaseNode (BaseNode::Dummy)
- {
- }
+ //! Constructor
+ Dummy()
+ : BaseNode (BaseNode::Dummy)
+ {
+ }
};
// Parameters to Parser::Parse()
@@ -367,8 +367,8 @@ struct Dummy : public BaseNode
#define AI_ASE_OLD_FILE_FORMAT 110
// Internally we're a little bit more tolerant
-#define AI_ASE_IS_NEW_FILE_FORMAT() (iFileFormat >= 200)
-#define AI_ASE_IS_OLD_FILE_FORMAT() (iFileFormat < 200)
+#define AI_ASE_IS_NEW_FILE_FORMAT() (iFileFormat >= 200)
+#define AI_ASE_IS_OLD_FILE_FORMAT() (iFileFormat < 200)
// -------------------------------------------------------------------------------
/** \brief Class to parse ASE files
@@ -378,288 +378,288 @@ class Parser
private:
- Parser() {}
+ Parser() {}
public:
- // -------------------------------------------------------------------
- //! Construct a parser from a given input file which is
- //! guaranted to be terminated with zero.
- //! @param szFile Input file
- //! @param fileFormatDefault Assumed file format version. If the
- //! file format is specified in the file the new value replaces
- //! the default value.
- Parser (const char* szFile, unsigned int fileFormatDefault);
+ // -------------------------------------------------------------------
+ //! Construct a parser from a given input file which is
+ //! guaranted to be terminated with zero.
+ //! @param szFile Input file
+ //! @param fileFormatDefault Assumed file format version. If the
+ //! file format is specified in the file the new value replaces
+ //! the default value.
+ Parser (const char* szFile, unsigned int fileFormatDefault);
- // -------------------------------------------------------------------
- //! Parses the file into the parsers internal representation
- void Parse();
+ // -------------------------------------------------------------------
+ //! Parses the file into the parsers internal representation
+ void Parse();
private:
- // -------------------------------------------------------------------
- //! Parse the *SCENE block in a file
- void ParseLV1SceneBlock();
-
- // -------------------------------------------------------------------
- //! Parse the *MESH_SOFTSKINVERTS block in a file
- void ParseLV1SoftSkinBlock();
-
- // -------------------------------------------------------------------
- //! Parse the *MATERIAL_LIST block in a file
- void ParseLV1MaterialListBlock();
-
- // -------------------------------------------------------------------
- //! Parse a *<xxx>OBJECT block in a file
- //! \param mesh Node to be filled
- void ParseLV1ObjectBlock(BaseNode& mesh);
-
- // -------------------------------------------------------------------
- //! Parse a *MATERIAL blocks in a material list
- //! \param mat Material structure to be filled
- void ParseLV2MaterialBlock(Material& mat);
-
- // -------------------------------------------------------------------
- //! Parse a *NODE_TM block in a file
- //! \param mesh Node (!) object to be filled
- void ParseLV2NodeTransformBlock(BaseNode& mesh);
-
- // -------------------------------------------------------------------
- //! Parse a *TM_ANIMATION block in a file
- //! \param mesh Mesh object to be filled
- void ParseLV2AnimationBlock(BaseNode& mesh);
- void ParseLV3PosAnimationBlock(ASE::Animation& anim);
- void ParseLV3ScaleAnimationBlock(ASE::Animation& anim);
- void ParseLV3RotAnimationBlock(ASE::Animation& anim);
-
- // -------------------------------------------------------------------
- //! Parse a *MESH block in a file
- //! \param mesh Mesh object to be filled
- void ParseLV2MeshBlock(Mesh& mesh);
-
- // -------------------------------------------------------------------
- //! Parse a *LIGHT_SETTINGS block in a file
- //! \param light Light object to be filled
- void ParseLV2LightSettingsBlock(Light& light);
-
- // -------------------------------------------------------------------
- //! Parse a *CAMERA_SETTINGS block in a file
- //! \param cam Camera object to be filled
- void ParseLV2CameraSettingsBlock(Camera& cam);
-
- // -------------------------------------------------------------------
- //! Parse the *MAP_XXXXXX blocks in a material
- //! \param map Texture structure to be filled
- void ParseLV3MapBlock(Texture& map);
-
- // -------------------------------------------------------------------
- //! Parse a *MESH_VERTEX_LIST block in a file
- //! \param iNumVertices Value of *MESH_NUMVERTEX, if present.
- //! Otherwise zero. This is used to check the consistency of the file.
- //! A warning is sent to the logger if the validations fails.
- //! \param mesh Mesh object to be filled
- void ParseLV3MeshVertexListBlock(
- unsigned int iNumVertices,Mesh& mesh);
-
- // -------------------------------------------------------------------
- //! Parse a *MESH_FACE_LIST block in a file
- //! \param iNumFaces Value of *MESH_NUMFACES, if present.
- //! Otherwise zero. This is used to check the consistency of the file.
- //! A warning is sent to the logger if the validations fails.
- //! \param mesh Mesh object to be filled
- void ParseLV3MeshFaceListBlock(
- unsigned int iNumFaces,Mesh& mesh);
-
- // -------------------------------------------------------------------
- //! Parse a *MESH_TVERT_LIST block in a file
- //! \param iNumVertices Value of *MESH_NUMTVERTEX, if present.
- //! Otherwise zero. This is used to check the consistency of the file.
- //! A warning is sent to the logger if the validations fails.
- //! \param mesh Mesh object to be filled
- //! \param iChannel Output UVW channel
- void ParseLV3MeshTListBlock(
- unsigned int iNumVertices,Mesh& mesh, unsigned int iChannel = 0);
-
- // -------------------------------------------------------------------
- //! Parse a *MESH_TFACELIST block in a file
- //! \param iNumFaces Value of *MESH_NUMTVFACES, if present.
- //! Otherwise zero. This is used to check the consistency of the file.
- //! A warning is sent to the logger if the validations fails.
- //! \param mesh Mesh object to be filled
- //! \param iChannel Output UVW channel
- void ParseLV3MeshTFaceListBlock(
- unsigned int iNumFaces,Mesh& mesh, unsigned int iChannel = 0);
-
- // -------------------------------------------------------------------
- //! Parse an additional mapping channel
- //! (specified via *MESH_MAPPINGCHANNEL)
- //! \param iChannel Channel index to be filled
- //! \param mesh Mesh object to be filled
- void ParseLV3MappingChannel(
- unsigned int iChannel, Mesh& mesh);
-
- // -------------------------------------------------------------------
- //! Parse a *MESH_CVERTLIST block in a file
- //! \param iNumVertices Value of *MESH_NUMCVERTEX, if present.
- //! Otherwise zero. This is used to check the consistency of the file.
- //! A warning is sent to the logger if the validations fails.
- //! \param mesh Mesh object to be filled
- void ParseLV3MeshCListBlock(
- unsigned int iNumVertices, Mesh& mesh);
-
- // -------------------------------------------------------------------
- //! Parse a *MESH_CFACELIST block in a file
- //! \param iNumFaces Value of *MESH_NUMCVFACES, if present.
- //! Otherwise zero. This is used to check the consistency of the file.
- //! A warning is sent to the logger if the validations fails.
- //! \param mesh Mesh object to be filled
- void ParseLV3MeshCFaceListBlock(
- unsigned int iNumFaces, Mesh& mesh);
-
- // -------------------------------------------------------------------
- //! Parse a *MESH_NORMALS block in a file
- //! \param mesh Mesh object to be filled
- void ParseLV3MeshNormalListBlock(Mesh& mesh);
-
- // -------------------------------------------------------------------
- //! Parse a *MESH_WEIGHTSblock in a file
- //! \param mesh Mesh object to be filled
- void ParseLV3MeshWeightsBlock(Mesh& mesh);
-
- // -------------------------------------------------------------------
- //! Parse the bone list of a file
- //! \param mesh Mesh object to be filled
- //! \param iNumBones Number of bones in the mesh
- void ParseLV4MeshBones(unsigned int iNumBones,Mesh& mesh);
-
- // -------------------------------------------------------------------
- //! Parse the bone vertices list of a file
- //! \param mesh Mesh object to be filled
- //! \param iNumVertices Number of vertices to be parsed
- void ParseLV4MeshBonesVertices(unsigned int iNumVertices,Mesh& mesh);
-
- // -------------------------------------------------------------------
- //! Parse a *MESH_FACE block in a file
- //! \param out receive the face data
- void ParseLV4MeshFace(ASE::Face& out);
-
- // -------------------------------------------------------------------
- //! Parse a *MESH_VERT block in a file
- //! (also works for MESH_TVERT, MESH_CFACE, MESH_VERTCOL ...)
- //! \param apOut Output buffer (3 floats)
- //! \param rIndexOut Output index
- void ParseLV4MeshFloatTriple(float* apOut, unsigned int& rIndexOut);
-
- // -------------------------------------------------------------------
- //! Parse a *MESH_VERT block in a file
- //! (also works for MESH_TVERT, MESH_CFACE, MESH_VERTCOL ...)
- //! \param apOut Output buffer (3 floats)
- void ParseLV4MeshFloatTriple(float* apOut);
-
- // -------------------------------------------------------------------
- //! Parse a *MESH_TFACE block in a file
- //! (also works for MESH_CFACE)
- //! \param apOut Output buffer (3 ints)
- //! \param rIndexOut Output index
- void ParseLV4MeshLongTriple(unsigned int* apOut, unsigned int& rIndexOut);
-
- // -------------------------------------------------------------------
- //! Parse a *MESH_TFACE block in a file
- //! (also works for MESH_CFACE)
- //! \param apOut Output buffer (3 ints)
- void ParseLV4MeshLongTriple(unsigned int* apOut);
-
- // -------------------------------------------------------------------
- //! Parse a single float element
- //! \param fOut Output float
- void ParseLV4MeshFloat(float& fOut);
-
- // -------------------------------------------------------------------
- //! Parse a single int element
- //! \param iOut Output integer
- void ParseLV4MeshLong(unsigned int& iOut);
-
- // -------------------------------------------------------------------
- //! Skip everything to the next: '*' or '\0'
- bool SkipToNextToken();
-
- // -------------------------------------------------------------------
- //! Skip the current section until the token after the closing }.
- //! This function handles embedded subsections correctly
- bool SkipSection();
-
- // -------------------------------------------------------------------
- //! Output a warning to the logger
- //! \param szWarn Warn message
- void LogWarning(const char* szWarn);
-
- // -------------------------------------------------------------------
- //! Output a message to the logger
- //! \param szWarn Message
- void LogInfo(const char* szWarn);
-
- // -------------------------------------------------------------------
- //! Output an error to the logger
- //! \param szWarn Error message
- void LogError(const char* szWarn);
-
- // -------------------------------------------------------------------
- //! Parse a string, enclosed in double quotation marks
- //! \param out Output string
- //! \param szName Name of the enclosing element -> used in error
- //! messages.
- //! \return false if an error occured
- bool ParseString(std::string& out,const char* szName);
+ // -------------------------------------------------------------------
+ //! Parse the *SCENE block in a file
+ void ParseLV1SceneBlock();
+
+ // -------------------------------------------------------------------
+ //! Parse the *MESH_SOFTSKINVERTS block in a file
+ void ParseLV1SoftSkinBlock();
+
+ // -------------------------------------------------------------------
+ //! Parse the *MATERIAL_LIST block in a file
+ void ParseLV1MaterialListBlock();
+
+ // -------------------------------------------------------------------
+ //! Parse a *<xxx>OBJECT block in a file
+ //! \param mesh Node to be filled
+ void ParseLV1ObjectBlock(BaseNode& mesh);
+
+ // -------------------------------------------------------------------
+ //! Parse a *MATERIAL blocks in a material list
+ //! \param mat Material structure to be filled
+ void ParseLV2MaterialBlock(Material& mat);
+
+ // -------------------------------------------------------------------
+ //! Parse a *NODE_TM block in a file
+ //! \param mesh Node (!) object to be filled
+ void ParseLV2NodeTransformBlock(BaseNode& mesh);
+
+ // -------------------------------------------------------------------
+ //! Parse a *TM_ANIMATION block in a file
+ //! \param mesh Mesh object to be filled
+ void ParseLV2AnimationBlock(BaseNode& mesh);
+ void ParseLV3PosAnimationBlock(ASE::Animation& anim);
+ void ParseLV3ScaleAnimationBlock(ASE::Animation& anim);
+ void ParseLV3RotAnimationBlock(ASE::Animation& anim);
+
+ // -------------------------------------------------------------------
+ //! Parse a *MESH block in a file
+ //! \param mesh Mesh object to be filled
+ void ParseLV2MeshBlock(Mesh& mesh);
+
+ // -------------------------------------------------------------------
+ //! Parse a *LIGHT_SETTINGS block in a file
+ //! \param light Light object to be filled
+ void ParseLV2LightSettingsBlock(Light& light);
+
+ // -------------------------------------------------------------------
+ //! Parse a *CAMERA_SETTINGS block in a file
+ //! \param cam Camera object to be filled
+ void ParseLV2CameraSettingsBlock(Camera& cam);
+
+ // -------------------------------------------------------------------
+ //! Parse the *MAP_XXXXXX blocks in a material
+ //! \param map Texture structure to be filled
+ void ParseLV3MapBlock(Texture& map);
+
+ // -------------------------------------------------------------------
+ //! Parse a *MESH_VERTEX_LIST block in a file
+ //! \param iNumVertices Value of *MESH_NUMVERTEX, if present.
+ //! Otherwise zero. This is used to check the consistency of the file.
+ //! A warning is sent to the logger if the validations fails.
+ //! \param mesh Mesh object to be filled
+ void ParseLV3MeshVertexListBlock(
+ unsigned int iNumVertices,Mesh& mesh);
+
+ // -------------------------------------------------------------------
+ //! Parse a *MESH_FACE_LIST block in a file
+ //! \param iNumFaces Value of *MESH_NUMFACES, if present.
+ //! Otherwise zero. This is used to check the consistency of the file.
+ //! A warning is sent to the logger if the validations fails.
+ //! \param mesh Mesh object to be filled
+ void ParseLV3MeshFaceListBlock(
+ unsigned int iNumFaces,Mesh& mesh);
+
+ // -------------------------------------------------------------------
+ //! Parse a *MESH_TVERT_LIST block in a file
+ //! \param iNumVertices Value of *MESH_NUMTVERTEX, if present.
+ //! Otherwise zero. This is used to check the consistency of the file.
+ //! A warning is sent to the logger if the validations fails.
+ //! \param mesh Mesh object to be filled
+ //! \param iChannel Output UVW channel
+ void ParseLV3MeshTListBlock(
+ unsigned int iNumVertices,Mesh& mesh, unsigned int iChannel = 0);
+
+ // -------------------------------------------------------------------
+ //! Parse a *MESH_TFACELIST block in a file
+ //! \param iNumFaces Value of *MESH_NUMTVFACES, if present.
+ //! Otherwise zero. This is used to check the consistency of the file.
+ //! A warning is sent to the logger if the validations fails.
+ //! \param mesh Mesh object to be filled
+ //! \param iChannel Output UVW channel
+ void ParseLV3MeshTFaceListBlock(
+ unsigned int iNumFaces,Mesh& mesh, unsigned int iChannel = 0);
+
+ // -------------------------------------------------------------------
+ //! Parse an additional mapping channel
+ //! (specified via *MESH_MAPPINGCHANNEL)
+ //! \param iChannel Channel index to be filled
+ //! \param mesh Mesh object to be filled
+ void ParseLV3MappingChannel(
+ unsigned int iChannel, Mesh& mesh);
+
+ // -------------------------------------------------------------------
+ //! Parse a *MESH_CVERTLIST block in a file
+ //! \param iNumVertices Value of *MESH_NUMCVERTEX, if present.
+ //! Otherwise zero. This is used to check the consistency of the file.
+ //! A warning is sent to the logger if the validations fails.
+ //! \param mesh Mesh object to be filled
+ void ParseLV3MeshCListBlock(
+ unsigned int iNumVertices, Mesh& mesh);
+
+ // -------------------------------------------------------------------
+ //! Parse a *MESH_CFACELIST block in a file
+ //! \param iNumFaces Value of *MESH_NUMCVFACES, if present.
+ //! Otherwise zero. This is used to check the consistency of the file.
+ //! A warning is sent to the logger if the validations fails.
+ //! \param mesh Mesh object to be filled
+ void ParseLV3MeshCFaceListBlock(
+ unsigned int iNumFaces, Mesh& mesh);
+
+ // -------------------------------------------------------------------
+ //! Parse a *MESH_NORMALS block in a file
+ //! \param mesh Mesh object to be filled
+ void ParseLV3MeshNormalListBlock(Mesh& mesh);
+
+ // -------------------------------------------------------------------
+ //! Parse a *MESH_WEIGHTSblock in a file
+ //! \param mesh Mesh object to be filled
+ void ParseLV3MeshWeightsBlock(Mesh& mesh);
+
+ // -------------------------------------------------------------------
+ //! Parse the bone list of a file
+ //! \param mesh Mesh object to be filled
+ //! \param iNumBones Number of bones in the mesh
+ void ParseLV4MeshBones(unsigned int iNumBones,Mesh& mesh);
+
+ // -------------------------------------------------------------------
+ //! Parse the bone vertices list of a file
+ //! \param mesh Mesh object to be filled
+ //! \param iNumVertices Number of vertices to be parsed
+ void ParseLV4MeshBonesVertices(unsigned int iNumVertices,Mesh& mesh);
+
+ // -------------------------------------------------------------------
+ //! Parse a *MESH_FACE block in a file
+ //! \param out receive the face data
+ void ParseLV4MeshFace(ASE::Face& out);
+
+ // -------------------------------------------------------------------
+ //! Parse a *MESH_VERT block in a file
+ //! (also works for MESH_TVERT, MESH_CFACE, MESH_VERTCOL ...)
+ //! \param apOut Output buffer (3 floats)
+ //! \param rIndexOut Output index
+ void ParseLV4MeshFloatTriple(float* apOut, unsigned int& rIndexOut);
+
+ // -------------------------------------------------------------------
+ //! Parse a *MESH_VERT block in a file
+ //! (also works for MESH_TVERT, MESH_CFACE, MESH_VERTCOL ...)
+ //! \param apOut Output buffer (3 floats)
+ void ParseLV4MeshFloatTriple(float* apOut);
+
+ // -------------------------------------------------------------------
+ //! Parse a *MESH_TFACE block in a file
+ //! (also works for MESH_CFACE)
+ //! \param apOut Output buffer (3 ints)
+ //! \param rIndexOut Output index
+ void ParseLV4MeshLongTriple(unsigned int* apOut, unsigned int& rIndexOut);
+
+ // -------------------------------------------------------------------
+ //! Parse a *MESH_TFACE block in a file
+ //! (also works for MESH_CFACE)
+ //! \param apOut Output buffer (3 ints)
+ void ParseLV4MeshLongTriple(unsigned int* apOut);
+
+ // -------------------------------------------------------------------
+ //! Parse a single float element
+ //! \param fOut Output float
+ void ParseLV4MeshFloat(float& fOut);
+
+ // -------------------------------------------------------------------
+ //! Parse a single int element
+ //! \param iOut Output integer
+ void ParseLV4MeshLong(unsigned int& iOut);
+
+ // -------------------------------------------------------------------
+ //! Skip everything to the next: '*' or '\0'
+ bool SkipToNextToken();
+
+ // -------------------------------------------------------------------
+ //! Skip the current section until the token after the closing }.
+ //! This function handles embedded subsections correctly
+ bool SkipSection();
+
+ // -------------------------------------------------------------------
+ //! Output a warning to the logger
+ //! \param szWarn Warn message
+ void LogWarning(const char* szWarn);
+
+ // -------------------------------------------------------------------
+ //! Output a message to the logger
+ //! \param szWarn Message
+ void LogInfo(const char* szWarn);
+
+ // -------------------------------------------------------------------
+ //! Output an error to the logger
+ //! \param szWarn Error message
+ void LogError(const char* szWarn);
+
+ // -------------------------------------------------------------------
+ //! Parse a string, enclosed in double quotation marks
+ //! \param out Output string
+ //! \param szName Name of the enclosing element -> used in error
+ //! messages.
+ //! \return false if an error occured
+ bool ParseString(std::string& out,const char* szName);
public:
- //! Pointer to current data
- const char* filePtr;
+ //! Pointer to current data
+ const char* filePtr;
- //! background color to be passed to the viewer
- //! QNAN if none was found
- aiColor3D m_clrBackground;
+ //! background color to be passed to the viewer
+ //! QNAN if none was found
+ aiColor3D m_clrBackground;
- //! Base ambient color to be passed to all materials
- //! QNAN if none was found
- aiColor3D m_clrAmbient;
+ //! Base ambient color to be passed to all materials
+ //! QNAN if none was found
+ aiColor3D m_clrAmbient;
- //! List of all materials found in the file
- std::vector<Material> m_vMaterials;
+ //! List of all materials found in the file
+ std::vector<Material> m_vMaterials;
- //! List of all meshes found in the file
- std::vector<Mesh> m_vMeshes;
+ //! List of all meshes found in the file
+ std::vector<Mesh> m_vMeshes;
- //! List of all dummies found in the file
- std::vector<Dummy> m_vDummies;
+ //! List of all dummies found in the file
+ std::vector<Dummy> m_vDummies;
- //! List of all lights found in the file
- std::vector<Light> m_vLights;
+ //! List of all lights found in the file
+ std::vector<Light> m_vLights;
- //! List of all cameras found in the file
- std::vector<Camera> m_vCameras;
+ //! List of all cameras found in the file
+ std::vector<Camera> m_vCameras;
- //! Current line in the file
- unsigned int iLineNumber;
+ //! Current line in the file
+ unsigned int iLineNumber;
- //! First frame
- unsigned int iFirstFrame;
+ //! First frame
+ unsigned int iFirstFrame;
- //! Last frame
- unsigned int iLastFrame;
+ //! Last frame
+ unsigned int iLastFrame;
- //! Frame speed - frames per second
- unsigned int iFrameSpeed;
+ //! Frame speed - frames per second
+ unsigned int iFrameSpeed;
- //! Ticks per frame
- unsigned int iTicksPerFrame;
+ //! Ticks per frame
+ unsigned int iTicksPerFrame;
- //! true if the last character read was an end-line character
- bool bLastWasEndLine;
+ //! true if the last character read was an end-line character
+ bool bLastWasEndLine;
- //! File format version
- unsigned int iFileFormat;
+ //! File format version
+ unsigned int iFileFormat;
};
diff --git a/src/3rdparty/assimp/code/Assimp.cpp b/src/3rdparty/assimp/code/Assimp.cpp
index e2a1f2f7b..5c7389e38 100644
--- a/src/3rdparty/assimp/code/Assimp.cpp
+++ b/src/3rdparty/assimp/code/Assimp.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -43,689 +43,551 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "AssimpPCH.h"
-#include "../include/assimp.h"
-#include "../include/aiFileIO.h"
+#include "../include/assimp/cimport.h"
#include "GenericProperty.h"
+#include "CInterfaceIOWrapper.h"
+#include "Importer.h"
// ------------------------------------------------------------------------------------------------
#ifdef AI_C_THREADSAFE
-# include <boost/thread/thread.hpp>
-# include <boost/thread/mutex.hpp>
+# include <boost/thread/thread.hpp>
+# include <boost/thread/mutex.hpp>
#endif
// ------------------------------------------------------------------------------------------------
using namespace Assimp;
namespace Assimp
{
- /** Stores the importer objects for all active import processes */
- typedef std::map<const aiScene*, Assimp::Importer*> ImporterMap;
+ // underlying structure for aiPropertyStore
+ typedef BatchLoader::PropertyMap PropertyMap;
- /** Stores the LogStream objects for all active C log streams */
- struct mpred {
- bool operator () (const aiLogStream& s0, const aiLogStream& s1) const {
- return s0.callback<s1.callback&&s0.user<s1.user;
- }
- };
- typedef std::map<aiLogStream, Assimp::LogStream*, mpred> LogStreamMap;
+ /** Stores the LogStream objects for all active C log streams */
+ struct mpred {
+ bool operator () (const aiLogStream& s0, const aiLogStream& s1) const {
+ return s0.callback<s1.callback&&s0.user<s1.user;
+ }
+ };
+ typedef std::map<aiLogStream, Assimp::LogStream*, mpred> LogStreamMap;
- /** Stores the LogStream objects allocated by #aiGetPredefinedLogStream */
- typedef std::list<Assimp::LogStream*> PredefLogStreamMap;
+ /** Stores the LogStream objects allocated by #aiGetPredefinedLogStream */
+ typedef std::list<Assimp::LogStream*> PredefLogStreamMap;
- /** Local storage of all active import processes */
- static ImporterMap gActiveImports;
+ /** Local storage of all active log streams */
+ static LogStreamMap gActiveLogStreams;
- /** Local storage of all active log streams */
- static LogStreamMap gActiveLogStreams;
+ /** Local storage of LogStreams allocated by #aiGetPredefinedLogStream */
+ static PredefLogStreamMap gPredefinedStreams;
- /** Local storage of LogStreams allocated by #aiGetPredefinedLogStream */
- static PredefLogStreamMap gPredefinedStreams;
+ /** Error message of the last failed import process */
+ static std::string gLastErrorString;
- /** Error message of the last failed import process */
- static std::string gLastErrorString;
-
- /** Verbose logging active or not? */
- static aiBool gVerboseLogging = false;
+ /** Verbose logging active or not? */
+ static aiBool gVerboseLogging = false;
}
-/** Configuration properties */
-static ImporterPimpl::IntPropertyMap gIntProperties;
-static ImporterPimpl::FloatPropertyMap gFloatProperties;
-static ImporterPimpl::StringPropertyMap gStringProperties;
#ifdef AI_C_THREADSAFE
-/** Global mutex to manage the access to the importer map */
-static boost::mutex gMutex;
-
/** Global mutex to manage the access to the logstream map */
static boost::mutex gLogStreamMutex;
#endif
-class CIOSystemWrapper;
-class CIOStreamWrapper;
-
-// ------------------------------------------------------------------------------------------------
-// Custom IOStream implementation for the C-API
-class CIOStreamWrapper : public IOStream
-{
- friend class CIOSystemWrapper;
-public:
-
- CIOStreamWrapper(aiFile* pFile)
- : mFile(pFile)
- {}
-
- // ...................................................................
- size_t Read(void* pvBuffer,
- size_t pSize,
- size_t pCount
- ){
- // need to typecast here as C has no void*
- return mFile->ReadProc(mFile,(char*)pvBuffer,pSize,pCount);
- }
-
- // ...................................................................
- size_t Write(const void* pvBuffer,
- size_t pSize,
- size_t pCount
- ){
- // need to typecast here as C has no void*
- return mFile->WriteProc(mFile,(const char*)pvBuffer,pSize,pCount);
- }
-
- // ...................................................................
- aiReturn Seek(size_t pOffset,
- aiOrigin pOrigin
- ){
- return mFile->SeekProc(mFile,pOffset,pOrigin);
- }
-
- // ...................................................................
- size_t Tell(void) const {
- return mFile->TellProc(mFile);
- }
-
- // ...................................................................
- size_t FileSize() const {
- return mFile->FileSizeProc(mFile);
- }
-
- // ...................................................................
- void Flush () {
- return mFile->FlushProc(mFile);
- }
-
-private:
- aiFile* mFile;
-};
-
-// ------------------------------------------------------------------------------------------------
-// Custom IOStream implementation for the C-API
-class CIOSystemWrapper : public IOSystem
-{
-public:
- CIOSystemWrapper(aiFileIO* pFile)
- : mFileSystem(pFile)
- {}
-
- // ...................................................................
- bool Exists( const char* pFile) const {
- CIOSystemWrapper* pip = const_cast<CIOSystemWrapper*>(this);
- IOStream* p = pip->Open(pFile);
- if (p){
- pip->Close(p);
- return true;
- }
- return false;
- }
-
- // ...................................................................
- char getOsSeparator() const {
-#ifndef _WIN32
- return '/';
-#else
- return '\\';
-#endif
- }
-
- // ...................................................................
- IOStream* Open(const char* pFile,const char* pMode = "rb") {
- aiFile* p = mFileSystem->OpenProc(mFileSystem,pFile,pMode);
- if (!p) {
- return NULL;
- }
- return new CIOStreamWrapper(p);
- }
-
- // ...................................................................
- void Close( IOStream* pFile) {
- if (!pFile) {
- return;
- }
- mFileSystem->CloseProc(mFileSystem,((CIOStreamWrapper*) pFile)->mFile);
- delete pFile;
- }
-private:
- aiFileIO* mFileSystem;
-};
// ------------------------------------------------------------------------------------------------
// Custom LogStream implementation for the C-API
class LogToCallbackRedirector : public LogStream
{
public:
- LogToCallbackRedirector(const aiLogStream& s)
- : stream (s) {
- ai_assert(NULL != s.callback);
- }
+ LogToCallbackRedirector(const aiLogStream& s)
+ : stream (s) {
+ ai_assert(NULL != s.callback);
+ }
- ~LogToCallbackRedirector() {
+ ~LogToCallbackRedirector() {
#ifdef AI_C_THREADSAFE
- boost::mutex::scoped_lock lock(gLogStreamMutex);
+ boost::mutex::scoped_lock lock(gLogStreamMutex);
#endif
- // (HACK) Check whether the 'stream.user' pointer points to a
- // custom LogStream allocated by #aiGetPredefinedLogStream.
- // In this case, we need to delete it, too. Of course, this
- // might cause strange problems, but the chance is quite low.
+ // (HACK) Check whether the 'stream.user' pointer points to a
+ // custom LogStream allocated by #aiGetPredefinedLogStream.
+ // In this case, we need to delete it, too. Of course, this
+ // might cause strange problems, but the chance is quite low.
- PredefLogStreamMap::iterator it = std::find(gPredefinedStreams.begin(),
- gPredefinedStreams.end(), (Assimp::LogStream*)stream.user);
+ PredefLogStreamMap::iterator it = std::find(gPredefinedStreams.begin(),
+ gPredefinedStreams.end(), (Assimp::LogStream*)stream.user);
- if (it != gPredefinedStreams.end()) {
- delete *it;
- gPredefinedStreams.erase(it);
- }
- }
+ if (it != gPredefinedStreams.end()) {
+ delete *it;
+ gPredefinedStreams.erase(it);
+ }
+ }
- /** @copydoc LogStream::write */
- void write(const char* message) {
- stream.callback(message,stream.user);
- }
+ /** @copydoc LogStream::write */
+ void write(const char* message) {
+ stream.callback(message,stream.user);
+ }
private:
- aiLogStream stream;
+ aiLogStream stream;
};
// ------------------------------------------------------------------------------------------------
void ReportSceneNotFoundError()
{
- DefaultLogger::get()->error("Unable to find the Assimp::Importer for this aiScene. "
- "Are you playing fools with us? Don't mix cpp and c API. Thanks.");
+ DefaultLogger::get()->error("Unable to find the Assimp::Importer for this aiScene. "
+ "The C-API does not accept scenes produced by the C++ API and vice versa");
- assert(false);
+ assert(false);
}
// ------------------------------------------------------------------------------------------------
-// Reads the given file and returns its content.
+// Reads the given file and returns its content.
const aiScene* aiImportFile( const char* pFile, unsigned int pFlags)
{
- return aiImportFileEx(pFile,pFlags,NULL);
+ return aiImportFileEx(pFile,pFlags,NULL);
}
// ------------------------------------------------------------------------------------------------
-const aiScene* aiImportFileEx( const char* pFile, unsigned int pFlags,
- aiFileIO* pFS)
+const aiScene* aiImportFileEx( const char* pFile, unsigned int pFlags, aiFileIO* pFS)
{
- ai_assert(NULL != pFile);
-
- const aiScene* scene = NULL;
- ASSIMP_BEGIN_EXCEPTION_REGION();
-
- // create an Importer for this file
- Assimp::Importer* imp = new Assimp::Importer();
-
-#ifdef AI_C_THREADSAFE
- boost::mutex::scoped_lock lock(gMutex);
-#endif
- // copy the global property lists to the Importer instance
- imp->pimpl->mIntProperties = gIntProperties;
- imp->pimpl->mFloatProperties = gFloatProperties;
- imp->pimpl->mStringProperties = gStringProperties;
-
-#ifdef AI_C_THREADSAFE
- lock.unlock();
-#endif
-
- // setup a custom IO system if necessary
- if (pFS) {
- imp->SetIOHandler( new CIOSystemWrapper (pFS) );
- }
-
- // and have it read the file
- scene = imp->ReadFile( pFile, pFlags);
-
- // if succeeded, place it in the collection of active processes
- if ( scene) {
-#ifdef AI_C_THREADSAFE
- lock.lock();
-#endif
- gActiveImports[scene] = imp;
- }
- else {
- // if failed, extract error code and destroy the import
- gLastErrorString = imp->GetErrorString();
- delete imp;
- }
+ return aiImportFileExWithProperties(pFile, pFlags, pFS, NULL);
+}
- // return imported data. If the import failed the pointer is NULL anyways
- ASSIMP_END_EXCEPTION_REGION(const aiScene*);
- return scene;
+// ------------------------------------------------------------------------------------------------
+const aiScene* aiImportFileExWithProperties( const char* pFile, unsigned int pFlags,
+ aiFileIO* pFS,
+ const aiPropertyStore* props)
+{
+ ai_assert(NULL != pFile);
+
+ const aiScene* scene = NULL;
+ ASSIMP_BEGIN_EXCEPTION_REGION();
+
+ // create an Importer for this file
+ Assimp::Importer* imp = new Assimp::Importer();
+
+ // copy properties
+ if(props) {
+ const PropertyMap* pp = reinterpret_cast<const PropertyMap*>(props);
+ ImporterPimpl* pimpl = imp->Pimpl();
+ pimpl->mIntProperties = pp->ints;
+ pimpl->mFloatProperties = pp->floats;
+ pimpl->mStringProperties = pp->strings;
+ }
+ // setup a custom IO system if necessary
+ if (pFS) {
+ imp->SetIOHandler( new CIOSystemWrapper (pFS) );
+ }
+
+ // and have it read the file
+ scene = imp->ReadFile( pFile, pFlags);
+
+ // if succeeded, store the importer in the scene and keep it alive
+ if( scene) {
+ ScenePrivateData* priv = const_cast<ScenePrivateData*>( ScenePriv(scene) );
+ priv->mOrigImporter = imp;
+ }
+ else {
+ // if failed, extract error code and destroy the import
+ gLastErrorString = imp->GetErrorString();
+ delete imp;
+ }
+
+ // return imported data. If the import failed the pointer is NULL anyways
+ ASSIMP_END_EXCEPTION_REGION(const aiScene*);
+ return scene;
}
// ------------------------------------------------------------------------------------------------
-const aiScene* aiImportFileFromMemory(
- const char* pBuffer,
- unsigned int pLength,
- unsigned int pFlags,
- const char* pHint)
+const aiScene* aiImportFileFromMemory(
+ const char* pBuffer,
+ unsigned int pLength,
+ unsigned int pFlags,
+ const char* pHint)
{
- ai_assert(NULL != pBuffer && 0 != pLength);
-
- const aiScene* scene = NULL;
- ASSIMP_BEGIN_EXCEPTION_REGION();
-
- // create an Importer for this file
- Assimp::Importer* imp = new Assimp::Importer();
-
-#ifdef AI_C_THREADSAFE
- boost::mutex::scoped_lock lock(gMutex);
-#endif
- // copy the global property lists to the Importer instance
- imp->pimpl->mIntProperties = gIntProperties;
- imp->pimpl->mFloatProperties = gFloatProperties;
- imp->pimpl->mStringProperties = gStringProperties;
-
-#ifdef AI_C_THREADSAFE
- lock.unlock();
-#endif
-
- // and have it read the file from the memory buffer
- scene = imp->ReadFileFromMemory( pBuffer, pLength, pFlags,pHint);
+ return aiImportFileFromMemoryWithProperties(pBuffer, pLength, pFlags, pHint, NULL);
+}
- // if succeeded, place it in the collection of active processes
- if ( scene) {
-#ifdef AI_C_THREADSAFE
- lock.lock();
-#endif
- gActiveImports[scene] = imp;
- }
- else {
- // if failed, extract error code and destroy the import
- gLastErrorString = imp->GetErrorString();
- delete imp;
- }
- // return imported data. If the import failed the pointer is NULL anyways
- ASSIMP_END_EXCEPTION_REGION(const aiScene*);
- return scene;
+// ------------------------------------------------------------------------------------------------
+const aiScene* aiImportFileFromMemoryWithProperties(
+ const char* pBuffer,
+ unsigned int pLength,
+ unsigned int pFlags,
+ const char* pHint,
+ const aiPropertyStore* props)
+{
+ ai_assert(NULL != pBuffer && 0 != pLength);
+
+ const aiScene* scene = NULL;
+ ASSIMP_BEGIN_EXCEPTION_REGION();
+
+ // create an Importer for this file
+ Assimp::Importer* imp = new Assimp::Importer();
+
+ // copy properties
+ if(props) {
+ const PropertyMap* pp = reinterpret_cast<const PropertyMap*>(props);
+ ImporterPimpl* pimpl = imp->Pimpl();
+ pimpl->mIntProperties = pp->ints;
+ pimpl->mFloatProperties = pp->floats;
+ pimpl->mStringProperties = pp->strings;
+ }
+
+ // and have it read the file from the memory buffer
+ scene = imp->ReadFileFromMemory( pBuffer, pLength, pFlags,pHint);
+
+ // if succeeded, store the importer in the scene and keep it alive
+ if( scene) {
+ ScenePrivateData* priv = const_cast<ScenePrivateData*>( ScenePriv(scene) );
+ priv->mOrigImporter = imp;
+ }
+ else {
+ // if failed, extract error code and destroy the import
+ gLastErrorString = imp->GetErrorString();
+ delete imp;
+ }
+ // return imported data. If the import failed the pointer is NULL anyways
+ ASSIMP_END_EXCEPTION_REGION(const aiScene*);
+ return scene;
}
// ------------------------------------------------------------------------------------------------
-// Releases all resources associated with the given import process.
+// Releases all resources associated with the given import process.
void aiReleaseImport( const aiScene* pScene)
{
- if (!pScene) {
- return;
- }
-
- ASSIMP_BEGIN_EXCEPTION_REGION();
-
-#ifdef AI_C_THREADSAFE
- boost::mutex::scoped_lock lock(gMutex);
-#endif
-
- // find the importer associated with this data
- ImporterMap::iterator it = gActiveImports.find( pScene);
- // it should be there... else the user is playing fools with us
- if ( it == gActiveImports.end()) {
- ReportSceneNotFoundError();
- return;
- }
-
- // kill the importer, the data dies with it
- delete it->second;
- gActiveImports.erase( it);
- ASSIMP_END_EXCEPTION_REGION(void);
+ if (!pScene) {
+ return;
+ }
+
+ ASSIMP_BEGIN_EXCEPTION_REGION();
+
+ // find the importer associated with this data
+ const ScenePrivateData* priv = ScenePriv(pScene);
+ if( !priv || !priv->mOrigImporter) {
+ delete pScene;
+ }
+ else {
+ // deleting the Importer also deletes the scene
+ // Note: the reason that this is not written as 'delete priv->mOrigImporter'
+ // is a suspected bug in gcc 4.4+ (http://gcc.gnu.org/bugzilla/show_bug.cgi?id=52339)
+ Importer* importer = priv->mOrigImporter;
+ delete importer;
+ }
+
+ ASSIMP_END_EXCEPTION_REGION(void);
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API const aiScene* aiApplyPostProcessing(const aiScene* pScene,
- unsigned int pFlags)
+ unsigned int pFlags)
{
- const aiScene* sc = NULL;
+ const aiScene* sc = NULL;
+
+ ASSIMP_BEGIN_EXCEPTION_REGION();
- ASSIMP_BEGIN_EXCEPTION_REGION();
+ // find the importer associated with this data
+ const ScenePrivateData* priv = ScenePriv(pScene);
+ if( !priv || !priv->mOrigImporter) {
+ ReportSceneNotFoundError();
+ return NULL;
+ }
-#ifdef AI_C_THREADSAFE
- boost::mutex::scoped_lock lock(gMutex);
-#endif
- // find the importer associated with this data
- ImporterMap::iterator it = gActiveImports.find( pScene);
- // it should be there... else the user is playing fools with us
- if ( it == gActiveImports.end()) {
- ReportSceneNotFoundError();
- return NULL;
- }
-#ifdef AI_C_THREADSAFE
- lock.unlock();
-#endif
- sc = it->second->ApplyPostProcessing(pFlags);
-#ifdef AI_C_THREADSAFE
- lock.lock();
-#endif
- if (!sc) {
- // kill the importer, the data dies with it
- delete it->second;
- gActiveImports.erase( it);
- return NULL;
- }
+ sc = priv->mOrigImporter->ApplyPostProcessing(pFlags);
+
+ if (!sc) {
+ aiReleaseImport(pScene);
+ return NULL;
+ }
- ASSIMP_END_EXCEPTION_REGION(const aiScene*);
- return sc;
+ ASSIMP_END_EXCEPTION_REGION(const aiScene*);
+ return sc;
}
// ------------------------------------------------------------------------------------------------
void CallbackToLogRedirector (const char* msg, char* dt)
{
- ai_assert(NULL != msg && NULL != dt);
- LogStream* s = (LogStream*)dt;
+ ai_assert(NULL != msg && NULL != dt);
+ LogStream* s = (LogStream*)dt;
- s->write(msg);
+ s->write(msg);
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API aiLogStream aiGetPredefinedLogStream(aiDefaultLogStream pStream,const char* file)
{
- aiLogStream sout;
-
- ASSIMP_BEGIN_EXCEPTION_REGION();
- LogStream* stream = LogStream::createDefaultStream(pStream,file);
- if (!stream) {
- sout.callback = NULL;
- sout.user = NULL;
- }
- else {
- sout.callback = &CallbackToLogRedirector;
- sout.user = (char*)stream;
- }
- gPredefinedStreams.push_back(stream);
- ASSIMP_END_EXCEPTION_REGION(aiLogStream);
- return sout;
+ aiLogStream sout;
+
+ ASSIMP_BEGIN_EXCEPTION_REGION();
+ LogStream* stream = LogStream::createDefaultStream(pStream,file);
+ if (!stream) {
+ sout.callback = NULL;
+ sout.user = NULL;
+ }
+ else {
+ sout.callback = &CallbackToLogRedirector;
+ sout.user = (char*)stream;
+ }
+ gPredefinedStreams.push_back(stream);
+ ASSIMP_END_EXCEPTION_REGION(aiLogStream);
+ return sout;
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API void aiAttachLogStream( const aiLogStream* stream )
{
- ASSIMP_BEGIN_EXCEPTION_REGION();
+ ASSIMP_BEGIN_EXCEPTION_REGION();
#ifdef AI_C_THREADSAFE
- boost::mutex::scoped_lock lock(gLogStreamMutex);
+ boost::mutex::scoped_lock lock(gLogStreamMutex);
#endif
- LogStream* lg = new LogToCallbackRedirector(*stream);
- gActiveLogStreams[*stream] = lg;
+ LogStream* lg = new LogToCallbackRedirector(*stream);
+ gActiveLogStreams[*stream] = lg;
- if (DefaultLogger::isNullLogger()) {
- DefaultLogger::create(NULL,(gVerboseLogging == AI_TRUE ? Logger::VERBOSE : Logger::NORMAL));
- }
- DefaultLogger::get()->attachStream(lg);
- ASSIMP_END_EXCEPTION_REGION(void);
+ if (DefaultLogger::isNullLogger()) {
+ DefaultLogger::create(NULL,(gVerboseLogging == AI_TRUE ? Logger::VERBOSE : Logger::NORMAL));
+ }
+ DefaultLogger::get()->attachStream(lg);
+ ASSIMP_END_EXCEPTION_REGION(void);
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API aiReturn aiDetachLogStream( const aiLogStream* stream)
{
- ASSIMP_BEGIN_EXCEPTION_REGION();
+ ASSIMP_BEGIN_EXCEPTION_REGION();
#ifdef AI_C_THREADSAFE
- boost::mutex::scoped_lock lock(gLogStreamMutex);
+ boost::mutex::scoped_lock lock(gLogStreamMutex);
#endif
- // find the logstream associated with this data
- LogStreamMap::iterator it = gActiveLogStreams.find( *stream);
- // it should be there... else the user is playing fools with us
- if ( it == gActiveLogStreams.end()) {
- return AI_FAILURE;
- }
- DefaultLogger::get()->detatchStream( it->second );
- delete it->second;
-
- gActiveLogStreams.erase( it);
-
- if (gActiveLogStreams.empty()) {
- DefaultLogger::kill();
- }
- ASSIMP_END_EXCEPTION_REGION(aiReturn);
- return AI_SUCCESS;
+ // find the logstream associated with this data
+ LogStreamMap::iterator it = gActiveLogStreams.find( *stream);
+ // it should be there... else the user is playing fools with us
+ if( it == gActiveLogStreams.end()) {
+ return AI_FAILURE;
+ }
+ DefaultLogger::get()->detatchStream( it->second );
+ delete it->second;
+
+ gActiveLogStreams.erase( it);
+
+ if (gActiveLogStreams.empty()) {
+ DefaultLogger::kill();
+ }
+ ASSIMP_END_EXCEPTION_REGION(aiReturn);
+ return AI_SUCCESS;
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API void aiDetachAllLogStreams(void)
{
- ASSIMP_BEGIN_EXCEPTION_REGION();
+ ASSIMP_BEGIN_EXCEPTION_REGION();
#ifdef AI_C_THREADSAFE
- boost::mutex::scoped_lock lock(gLogStreamMutex);
+ boost::mutex::scoped_lock lock(gLogStreamMutex);
#endif
- for (LogStreamMap::iterator it = gActiveLogStreams.begin(); it != gActiveLogStreams.end(); ++it) {
- DefaultLogger::get()->detatchStream( it->second );
- delete it->second;
- }
- gActiveLogStreams.clear();
- DefaultLogger::kill();
- ASSIMP_END_EXCEPTION_REGION(void);
+ for (LogStreamMap::iterator it = gActiveLogStreams.begin(); it != gActiveLogStreams.end(); ++it) {
+ DefaultLogger::get()->detatchStream( it->second );
+ delete it->second;
+ }
+ gActiveLogStreams.clear();
+ DefaultLogger::kill();
+ ASSIMP_END_EXCEPTION_REGION(void);
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API void aiEnableVerboseLogging(aiBool d)
{
- if (!DefaultLogger::isNullLogger()) {
- DefaultLogger::get()->setLogSeverity((d == AI_TRUE ? Logger::VERBOSE : Logger::NORMAL));
- }
- gVerboseLogging = d;
+ if (!DefaultLogger::isNullLogger()) {
+ DefaultLogger::get()->setLogSeverity((d == AI_TRUE ? Logger::VERBOSE : Logger::NORMAL));
+ }
+ gVerboseLogging = d;
}
// ------------------------------------------------------------------------------------------------
-// Returns the error text of the last failed import process.
+// Returns the error text of the last failed import process.
const char* aiGetErrorString()
{
- return gLastErrorString.c_str();
+ return gLastErrorString.c_str();
}
// ------------------------------------------------------------------------------------------------
-// Returns the error text of the last failed import process.
+// Returns the error text of the last failed import process.
aiBool aiIsExtensionSupported(const char* szExtension)
{
- ai_assert(NULL != szExtension);
- aiBool candoit=AI_FALSE;
- ASSIMP_BEGIN_EXCEPTION_REGION();
+ ai_assert(NULL != szExtension);
+ aiBool candoit=AI_FALSE;
+ ASSIMP_BEGIN_EXCEPTION_REGION();
-#ifdef AI_C_THREADSAFE
- boost::mutex::scoped_lock lock(gMutex);
-#endif
-
- if (!gActiveImports.empty()) {
- return ((*(gActiveImports.begin())).second->IsExtensionSupported( szExtension )) ? AI_TRUE : AI_FALSE;
- }
-
- // fixme: no need to create a temporary Importer instance just for that ..
- Assimp::Importer tmp;
- candoit = tmp.IsExtensionSupported(std::string(szExtension)) ? AI_TRUE : AI_FALSE;
+ // FIXME: no need to create a temporary Importer instance just for that ..
+ Assimp::Importer tmp;
+ candoit = tmp.IsExtensionSupported(std::string(szExtension)) ? AI_TRUE : AI_FALSE;
- ASSIMP_END_EXCEPTION_REGION(aiBool);
- return candoit;
+ ASSIMP_END_EXCEPTION_REGION(aiBool);
+ return candoit;
}
// ------------------------------------------------------------------------------------------------
// Get a list of all file extensions supported by ASSIMP
void aiGetExtensionList(aiString* szOut)
{
- ai_assert(NULL != szOut);
- ASSIMP_BEGIN_EXCEPTION_REGION();
-
-#ifdef AI_C_THREADSAFE
- boost::mutex::scoped_lock lock(gMutex);
-#endif
+ ai_assert(NULL != szOut);
+ ASSIMP_BEGIN_EXCEPTION_REGION();
- if (!gActiveImports.empty()) {
- (*(gActiveImports.begin())).second->GetExtensionList(*szOut);
- return;
- }
- // fixme: no need to create a temporary Importer instance just for that ..
- Assimp::Importer tmp;
- tmp.GetExtensionList(*szOut);
+ // FIXME: no need to create a temporary Importer instance just for that ..
+ Assimp::Importer tmp;
+ tmp.GetExtensionList(*szOut);
- ASSIMP_END_EXCEPTION_REGION(void);
+ ASSIMP_END_EXCEPTION_REGION(void);
}
// ------------------------------------------------------------------------------------------------
// Get the memory requirements for a particular import.
void aiGetMemoryRequirements(const C_STRUCT aiScene* pIn,
- C_STRUCT aiMemoryInfo* in)
+ C_STRUCT aiMemoryInfo* in)
{
- ASSIMP_BEGIN_EXCEPTION_REGION();
-#ifdef AI_C_THREADSAFE
- boost::mutex::scoped_lock lock(gMutex);
-#endif
+ ASSIMP_BEGIN_EXCEPTION_REGION();
- // find the importer associated with this data
- ImporterMap::iterator it = gActiveImports.find( pIn);
- // it should be there... else the user is playing fools with us
- if ( it == gActiveImports.end()) {
- ReportSceneNotFoundError();
- return;
- }
- // get memory statistics
-#ifdef AI_C_THREADSAFE
- lock.unlock();
-#endif
- it->second->GetMemoryRequirements(*in);
- ASSIMP_END_EXCEPTION_REGION(void);
+ // find the importer associated with this data
+ const ScenePrivateData* priv = ScenePriv(pIn);
+ if( !priv || !priv->mOrigImporter) {
+ ReportSceneNotFoundError();
+ return;
+ }
+
+ return priv->mOrigImporter->GetMemoryRequirements(*in);
+ ASSIMP_END_EXCEPTION_REGION(void);
+}
+
+// ------------------------------------------------------------------------------------------------
+ASSIMP_API aiPropertyStore* aiCreatePropertyStore(void)
+{
+ return reinterpret_cast<aiPropertyStore*>( new PropertyMap() );
+}
+
+
+// ------------------------------------------------------------------------------------------------
+ASSIMP_API void aiReleasePropertyStore(aiPropertyStore* p)
+{
+ delete reinterpret_cast<PropertyMap*>(p);
}
// ------------------------------------------------------------------------------------------------
// Importer::SetPropertyInteger
-ASSIMP_API void aiSetImportPropertyInteger(const char* szName, int value)
+ASSIMP_API void aiSetImportPropertyInteger(aiPropertyStore* p, const char* szName, int value)
{
- ASSIMP_BEGIN_EXCEPTION_REGION();
-#ifdef AI_C_THREADSAFE
- boost::mutex::scoped_lock lock(gMutex);
-#endif
- SetGenericProperty<int>(gIntProperties,szName,value,NULL);
- ASSIMP_END_EXCEPTION_REGION(void);
+ ASSIMP_BEGIN_EXCEPTION_REGION();
+ PropertyMap* pp = reinterpret_cast<PropertyMap*>(p);
+ SetGenericProperty<int>(pp->ints,szName,value,NULL);
+ ASSIMP_END_EXCEPTION_REGION(void);
}
// ------------------------------------------------------------------------------------------------
// Importer::SetPropertyFloat
-ASSIMP_API void aiSetImportPropertyFloat(const char* szName, float value)
+ASSIMP_API void aiSetImportPropertyFloat(aiPropertyStore* p, const char* szName, float value)
{
- ASSIMP_BEGIN_EXCEPTION_REGION();
-#ifdef AI_C_THREADSAFE
- boost::mutex::scoped_lock lock(gMutex);
-#endif
- SetGenericProperty<float>(gFloatProperties,szName,value,NULL);
- ASSIMP_END_EXCEPTION_REGION(void);
+ ASSIMP_BEGIN_EXCEPTION_REGION();
+ PropertyMap* pp = reinterpret_cast<PropertyMap*>(p);
+ SetGenericProperty<float>(pp->floats,szName,value,NULL);
+ ASSIMP_END_EXCEPTION_REGION(void);
}
// ------------------------------------------------------------------------------------------------
// Importer::SetPropertyString
-ASSIMP_API void aiSetImportPropertyString(const char* szName,
- const C_STRUCT aiString* st)
-{
- if (!st) {
- return;
- }
- ASSIMP_BEGIN_EXCEPTION_REGION();
-#ifdef AI_C_THREADSAFE
- boost::mutex::scoped_lock lock(gMutex);
-#endif
- SetGenericProperty<std::string>(gStringProperties,szName,
- std::string( st->data ),NULL);
- ASSIMP_END_EXCEPTION_REGION(void);
+ASSIMP_API void aiSetImportPropertyString(aiPropertyStore* p, const char* szName,
+ const C_STRUCT aiString* st)
+{
+ if (!st) {
+ return;
+ }
+ ASSIMP_BEGIN_EXCEPTION_REGION();
+ PropertyMap* pp = reinterpret_cast<PropertyMap*>(p);
+ SetGenericProperty<std::string>(pp->strings,szName,std::string(st->C_Str()),NULL);
+ ASSIMP_END_EXCEPTION_REGION(void);
}
// ------------------------------------------------------------------------------------------------
// Rotation matrix to quaternion
ASSIMP_API void aiCreateQuaternionFromMatrix(aiQuaternion* quat,const aiMatrix3x3* mat)
{
- ai_assert(NULL != quat && NULL != mat);
- *quat = aiQuaternion(*mat);
+ ai_assert(NULL != quat && NULL != mat);
+ *quat = aiQuaternion(*mat);
}
// ------------------------------------------------------------------------------------------------
// Matrix decomposition
ASSIMP_API void aiDecomposeMatrix(const aiMatrix4x4* mat,aiVector3D* scaling,
- aiQuaternion* rotation,
- aiVector3D* position)
+ aiQuaternion* rotation,
+ aiVector3D* position)
{
- ai_assert(NULL != rotation && NULL != position && NULL != scaling && NULL != mat);
- mat->Decompose(*scaling,*rotation,*position);
+ ai_assert(NULL != rotation && NULL != position && NULL != scaling && NULL != mat);
+ mat->Decompose(*scaling,*rotation,*position);
}
// ------------------------------------------------------------------------------------------------
// Matrix transpose
ASSIMP_API void aiTransposeMatrix3(aiMatrix3x3* mat)
{
- ai_assert(NULL != mat);
- mat->Transpose();
+ ai_assert(NULL != mat);
+ mat->Transpose();
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API void aiTransposeMatrix4(aiMatrix4x4* mat)
{
- ai_assert(NULL != mat);
- mat->Transpose();
+ ai_assert(NULL != mat);
+ mat->Transpose();
}
// ------------------------------------------------------------------------------------------------
// Vector transformation
-ASSIMP_API void aiTransformVecByMatrix3(C_STRUCT aiVector3D* vec,
- const C_STRUCT aiMatrix3x3* mat)
+ASSIMP_API void aiTransformVecByMatrix3(aiVector3D* vec,
+ const aiMatrix3x3* mat)
{
- ai_assert(NULL != mat && NULL != vec);
- *vec *= (*mat);
+ ai_assert(NULL != mat && NULL != vec);
+ *vec *= (*mat);
}
// ------------------------------------------------------------------------------------------------
-ASSIMP_API void aiTransformVecByMatrix4(C_STRUCT aiVector3D* vec,
- const C_STRUCT aiMatrix4x4* mat)
+ASSIMP_API void aiTransformVecByMatrix4(aiVector3D* vec,
+ const aiMatrix4x4* mat)
{
- ai_assert(NULL != mat && NULL != vec);
- *vec *= (*mat);
+ ai_assert(NULL != mat && NULL != vec);
+ *vec *= (*mat);
}
// ------------------------------------------------------------------------------------------------
// Matrix multiplication
ASSIMP_API void aiMultiplyMatrix4(
- C_STRUCT aiMatrix4x4* dst,
- const C_STRUCT aiMatrix4x4* src)
+ aiMatrix4x4* dst,
+ const aiMatrix4x4* src)
{
- ai_assert(NULL != dst && NULL != src);
- *dst = (*dst) * (*src);
+ ai_assert(NULL != dst && NULL != src);
+ *dst = (*dst) * (*src);
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API void aiMultiplyMatrix3(
- C_STRUCT aiMatrix3x3* dst,
- const C_STRUCT aiMatrix3x3* src)
+ aiMatrix3x3* dst,
+ const aiMatrix3x3* src)
{
- ai_assert(NULL != dst && NULL != src);
- *dst = (*dst) * (*src);
+ ai_assert(NULL != dst && NULL != src);
+ *dst = (*dst) * (*src);
}
// ------------------------------------------------------------------------------------------------
// Matrix identity
ASSIMP_API void aiIdentityMatrix3(
- C_STRUCT aiMatrix3x3* mat)
+ aiMatrix3x3* mat)
{
- ai_assert(NULL != mat);
- *mat = aiMatrix3x3();
+ ai_assert(NULL != mat);
+ *mat = aiMatrix3x3();
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API void aiIdentityMatrix4(
- C_STRUCT aiMatrix4x4* mat)
+ aiMatrix4x4* mat)
{
- ai_assert(NULL != mat);
- *mat = aiMatrix4x4();
+ ai_assert(NULL != mat);
+ *mat = aiMatrix4x4();
}
diff --git a/src/3rdparty/assimp/code/AssimpCExport.cpp b/src/3rdparty/assimp/code/AssimpCExport.cpp
new file mode 100644
index 000000000..938127d96
--- /dev/null
+++ b/src/3rdparty/assimp/code/AssimpCExport.cpp
@@ -0,0 +1,115 @@
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
+conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+---------------------------------------------------------------------------
+*/
+
+/** @file AssimpCExport.cpp
+Assimp C export interface. See Exporter.cpp for some notes.
+*/
+
+#include "AssimpPCH.h"
+
+#ifndef ASSIMP_BUILD_NO_EXPORT
+#include "CInterfaceIOWrapper.h"
+#include "SceneCombiner.h"
+
+using namespace Assimp;
+
+// ------------------------------------------------------------------------------------------------
+ASSIMP_API size_t aiGetExportFormatCount(void)
+{
+ return Exporter().GetExportFormatCount();
+}
+
+
+// ------------------------------------------------------------------------------------------------
+ASSIMP_API const aiExportFormatDesc* aiGetExportFormatDescription( size_t pIndex)
+{
+ return Exporter().GetExportFormatDescription(pIndex);
+}
+
+// ------------------------------------------------------------------------------------------------
+ASSIMP_API void aiCopyScene(const aiScene* pIn, aiScene** pOut)
+{
+ if (!pOut || !pIn) {
+ return;
+ }
+
+ SceneCombiner::CopyScene(pOut,pIn,true);
+}
+
+// ------------------------------------------------------------------------------------------------
+ASSIMP_API aiReturn aiExportScene( const aiScene* pScene, const char* pFormatId, const char* pFileName, unsigned int pPreprocessing )
+{
+ return ::aiExportSceneEx(pScene,pFormatId,pFileName,NULL,pPreprocessing);
+}
+
+
+// ------------------------------------------------------------------------------------------------
+ASSIMP_API aiReturn aiExportSceneEx( const aiScene* pScene, const char* pFormatId, const char* pFileName, aiFileIO* pIO, unsigned int pPreprocessing )
+{
+ Exporter exp;
+
+ if (pIO) {
+ exp.SetIOHandler(new CIOSystemWrapper(pIO));
+ }
+ return exp.Export(pScene,pFormatId,pFileName,pPreprocessing);
+}
+
+
+// ------------------------------------------------------------------------------------------------
+ASSIMP_API const C_STRUCT aiExportDataBlob* aiExportSceneToBlob( const aiScene* pScene, const char* pFormatId, unsigned int pPreprocessing )
+{
+ Exporter exp;
+ if (!exp.ExportToBlob(pScene,pFormatId,pPreprocessing)) {
+ return NULL;
+ }
+ const aiExportDataBlob* blob = exp.GetOrphanedBlob();
+ ai_assert(blob);
+
+ return blob;
+}
+
+// ------------------------------------------------------------------------------------------------
+ASSIMP_API C_STRUCT void aiReleaseExportBlob( const aiExportDataBlob* pData )
+{
+ delete pData;
+}
+
+#endif // !ASSIMP_BUILD_NO_EXPORT
diff --git a/src/3rdparty/assimp/code/AssimpPCH.cpp b/src/3rdparty/assimp/code/AssimpPCH.cpp
index cdc007c56..0a1aa73c5 100644
--- a/src/3rdparty/assimp/code/AssimpPCH.cpp
+++ b/src/3rdparty/assimp/code/AssimpPCH.cpp
@@ -2,61 +2,61 @@
// Actually just a dummy, used by the compiler to build the precompiled header.
#include "AssimpPCH.h"
-#include "./../include/aiVersion.h"
+#include "./../include/assimp/version.h"
// --------------------------------------------------------------------------------
-// Legal information string - dont't remove from image!
+// Legal information string - dont't remove this.
static const char* LEGAL_INFORMATION =
"Open Asset Import Library (Assimp).\n"
"A free C/C++ library to import various 3D file formats into applications\n\n"
-"(c) 2008-2010, ASSIMP Development Team\n"
+"(c) 2008-2010, assimp team\n"
"License under the terms and conditions of the 3-clause BSD license\n"
"http://assimp.sourceforge.net\n"
;
// ------------------------------------------------------------------------------------------------
// Get legal string
-ASSIMP_API const char* aiGetLegalString () {
- return LEGAL_INFORMATION;
+ASSIMP_API const char* aiGetLegalString () {
+ return LEGAL_INFORMATION;
}
// ------------------------------------------------------------------------------------------------
// Get Assimp minor version
-ASSIMP_API unsigned int aiGetVersionMinor () {
- return 0;
+ASSIMP_API unsigned int aiGetVersionMinor () {
+ return 0;
}
// ------------------------------------------------------------------------------------------------
// Get Assimp major version
-ASSIMP_API unsigned int aiGetVersionMajor () {
- return 2;
+ASSIMP_API unsigned int aiGetVersionMajor () {
+ return 3;
}
// ------------------------------------------------------------------------------------------------
// Get flags used for compilation
-ASSIMP_API unsigned int aiGetCompileFlags () {
+ASSIMP_API unsigned int aiGetCompileFlags () {
- unsigned int flags = 0;
+ unsigned int flags = 0;
#ifdef ASSIMP_BUILD_BOOST_WORKAROUND
- flags |= ASSIMP_CFLAGS_NOBOOST;
+ flags |= ASSIMP_CFLAGS_NOBOOST;
#endif
#ifdef ASSIMP_BUILD_SINGLETHREADED
- flags |= ASSIMP_CFLAGS_SINGLETHREADED;
+ flags |= ASSIMP_CFLAGS_SINGLETHREADED;
#endif
#ifdef ASSIMP_BUILD_DEBUG
- flags |= ASSIMP_CFLAGS_DEBUG;
+ flags |= ASSIMP_CFLAGS_DEBUG;
#endif
#ifdef ASSIMP_BUILD_DLL_EXPORT
- flags |= ASSIMP_CFLAGS_SHARED;
+ flags |= ASSIMP_CFLAGS_SHARED;
#endif
#ifdef _STLPORT_VERSION
- flags |= ASSIMP_CFLAGS_STLPORT;
+ flags |= ASSIMP_CFLAGS_STLPORT;
#endif
- return flags;
+ return flags;
}
// include current build revision, which is even updated from time to time -- :-)
@@ -65,6 +65,68 @@ ASSIMP_API unsigned int aiGetCompileFlags () {
// ------------------------------------------------------------------------------------------------
ASSIMP_API unsigned int aiGetVersionRevision ()
{
- return SVNRevision;
+ return SVNRevision;
+}
+
+// ------------------------------------------------------------------------------------------------
+aiScene::aiScene()
+ : mFlags()
+ , mRootNode()
+ , mNumMeshes()
+ , mMeshes()
+ , mNumMaterials()
+ , mMaterials()
+ , mNumAnimations()
+ , mAnimations()
+ , mNumTextures()
+ , mTextures()
+ , mNumLights()
+ , mLights()
+ , mNumCameras()
+ , mCameras()
+ , mPrivate(new Assimp::ScenePrivateData())
+ {
+ }
+
+// ------------------------------------------------------------------------------------------------
+aiScene::~aiScene()
+{
+ // delete all sub-objects recursively
+ delete mRootNode;
+
+ // To make sure we won't crash if the data is invalid it's
+ // much better to check whether both mNumXXX and mXXX are
+ // valid instead of relying on just one of them.
+ if (mNumMeshes && mMeshes)
+ for( unsigned int a = 0; a < mNumMeshes; a++)
+ delete mMeshes[a];
+ delete [] mMeshes;
+
+ if (mNumMaterials && mMaterials)
+ for( unsigned int a = 0; a < mNumMaterials; a++)
+ delete mMaterials[a];
+ delete [] mMaterials;
+
+ if (mNumAnimations && mAnimations)
+ for( unsigned int a = 0; a < mNumAnimations; a++)
+ delete mAnimations[a];
+ delete [] mAnimations;
+
+ if (mNumTextures && mTextures)
+ for( unsigned int a = 0; a < mNumTextures; a++)
+ delete mTextures[a];
+ delete [] mTextures;
+
+ if (mNumLights && mLights)
+ for( unsigned int a = 0; a < mNumLights; a++)
+ delete mLights[a];
+ delete [] mLights;
+
+ if (mNumCameras && mCameras)
+ for( unsigned int a = 0; a < mNumCameras; a++)
+ delete mCameras[a];
+ delete [] mCameras;
+
+ delete static_cast<Assimp::ScenePrivateData*>( mPrivate );
}
diff --git a/src/3rdparty/assimp/code/AssimpPCH.h b/src/3rdparty/assimp/code/AssimpPCH.h
index a0eb1faec..a431cfc9e 100644
--- a/src/3rdparty/assimp/code/AssimpPCH.h
+++ b/src/3rdparty/assimp/code/AssimpPCH.h
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -48,22 +48,21 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#define ASSIMP_INTERNAL_BUILD
// ----------------------------------------------------------------------------------------
-/* General compile config taken from aiDefines.h. It is important that the user compiles
- * using exactly the same settings in aiDefines.h. Settings in AssimpPCH.h may differ,
+/* General compile config taken from defs.h. It is important that the user compiles
+ * using exactly the same settings in defs.h. Settings in AssimpPCH.h may differ,
* they won't affect the public API.
*/
-#include "../include/aiDefines.h"
+#include "../include/assimp/defs.h"
-/* Include our stdint.h replacement header for MSVC, take the global header for gcc/mingw
- */
-#ifdef _MSC_VER
-# include "pstdint.h"
+// Include our stdint.h replacement header for MSVC, take the global header for gcc/mingw
+#if defined( _MSC_VER) && (_MSC_VER < 1600)
+# include "pstdint.h"
#else
-# include <stdint.h>
+# include <stdint.h>
#endif
-/* Undefine the min/max macros defined by some platform headers (namely Windows.h) to
- * avoid obvious conflicts with std::min() and std::max().
+/* Undefine the min/max macros defined by some platform headers (namely Windows.h) to
+ * avoid obvious conflicts with std::min() and std::max().
*/
#undef min
#undef max
@@ -76,23 +75,23 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
/* Helper macro to set a pointer to NULL in debug builds
*/
#if (defined _DEBUG)
-# define AI_DEBUG_INVALIDATE_PTR(x) x = NULL;
+# define AI_DEBUG_INVALIDATE_PTR(x) x = NULL;
#else
-# define AI_DEBUG_INVALIDATE_PTR(x)
+# define AI_DEBUG_INVALIDATE_PTR(x)
#endif
/* Beginning with MSVC8 some C string manipulation functions are mapped to their _safe_
* counterparts (e.g. _itoa_s). This avoids a lot of trouble with deprecation warnings.
*/
#if _MSC_VER >= 1400 && !(defined _CRT_SECURE_CPP_OVERLOAD_STANDARD_NAMES)
-# define _CRT_SECURE_CPP_OVERLOAD_STANDARD_NAMES 1
+# define _CRT_SECURE_CPP_OVERLOAD_STANDARD_NAMES 1
#endif
/* size_t to unsigned int, possible loss of data. The compiler is right with his warning
* but this loss of data won't be a problem for us. So shut up, little boy.
*/
#ifdef _MSC_VER
-# pragma warning (disable : 4267)
+# pragma warning (disable : 4267)
#endif
// ----------------------------------------------------------------------------------------
@@ -117,6 +116,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <numeric>
#include <new>
#include <cstdio>
+#include <limits.h>
+#include <memory>
// Boost headers
#include <boost/pointer_cast.hpp>
@@ -124,26 +125,38 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <boost/scoped_array.hpp>
#include <boost/shared_ptr.hpp>
#include <boost/shared_array.hpp>
-//#include <boost/make_shared.hpp>
+#include <boost/make_shared.hpp>
#include <boost/format.hpp>
#include <boost/foreach.hpp>
#include <boost/static_assert.hpp>
#include <boost/lexical_cast.hpp>
// Public ASSIMP headers
-#include "../include/DefaultLogger.h"
-#include "../include/IOStream.h"
-#include "../include/IOSystem.h"
-#include "../include/aiScene.h"
-#include "../include/aiPostProcess.h"
-#include "../include/assimp.hpp"
+#include "../include/assimp/DefaultLogger.hpp"
+#include "../include/assimp/IOStream.hpp"
+#include "../include/assimp/IOSystem.hpp"
+#include "../include/assimp/scene.h"
+#include "../include/assimp/importerdesc.h"
+#include "../include/assimp/postprocess.h"
+#include "../include/assimp/Importer.hpp"
+#include "../include/assimp/Exporter.hpp"
// Internal utility headers
#include "BaseImporter.h"
-#include "MaterialSystem.h"
#include "StringComparison.h"
#include "StreamReader.h"
#include "qnan.h"
+#include "ScenePrivate.h"
+
+
+// We need those constants, workaround for any platforms where nobody defined them yet
+#if (!defined SIZE_MAX)
+# define SIZE_MAX (~((size_t)0))
+#endif
+
+#if (!defined UINT_MAX)
+# define UINT_MAX (~((unsigned int)0))
+#endif
#endif // !! ASSIMP_PCH_INCLUDED
diff --git a/src/3rdparty/assimp/code/B3DImporter.cpp b/src/3rdparty/assimp/code/B3DImporter.cpp
index d38f9aba4..a2908d446 100644
--- a/src/3rdparty/assimp/code/B3DImporter.cpp
+++ b/src/3rdparty/assimp/code/B3DImporter.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -54,619 +54,634 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
using namespace Assimp;
using namespace std;
+static const aiImporterDesc desc = {
+ "BlitzBasic 3D Importer",
+ "",
+ "",
+ "http://www.blitzbasic.com/",
+ aiImporterFlags_SupportBinaryFlavour,
+ 0,
+ 0,
+ 0,
+ 0,
+ "b3d"
+};
+
// (fixme, Aramis) quick workaround to get rid of all those signed to unsigned warnings
-#ifdef _MSC_VER
-# pragma warning (disable: 4018)
+#ifdef _MSC_VER
+# pragma warning (disable: 4018)
#endif
//#define DEBUG_B3D
// ------------------------------------------------------------------------------------------------
-bool B3DImporter::CanRead( const std::string& pFile, IOSystem*, bool) const{
+bool B3DImporter::CanRead( const std::string& pFile, IOSystem* /*pIOHandler*/, bool /*checkSig*/) const{
- size_t pos=pFile.find_last_of( '.' );
- if ( pos==string::npos ) return false;
+ size_t pos=pFile.find_last_of( '.' );
+ if( pos==string::npos ) return false;
- string ext=pFile.substr( pos+1 );
- if ( ext.size()!=3 ) return false;
+ string ext=pFile.substr( pos+1 );
+ if( ext.size()!=3 ) return false;
- return (ext[0]=='b' || ext[0]=='B') && (ext[1]=='3') && (ext[2]=='d' || ext[2]=='D');
+ return (ext[0]=='b' || ext[0]=='B') && (ext[1]=='3') && (ext[2]=='d' || ext[2]=='D');
}
// ------------------------------------------------------------------------------------------------
-void B3DImporter::GetExtensionList( std::set<std::string>& extensions ){
- extensions.insert("b3d");
+// Loader meta information
+const aiImporterDesc* B3DImporter::GetInfo () const
+{
+ return &desc;
}
#ifdef DEBUG_B3D
- extern "C"{ void _stdcall AllocConsole(); }
+ extern "C"{ void _stdcall AllocConsole(); }
#endif
// ------------------------------------------------------------------------------------------------
void B3DImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler){
#ifdef DEBUG_B3D
- AllocConsole();
- freopen( "conin$","r",stdin );
- freopen( "conout$","w",stdout );
- freopen( "conout$","w",stderr );
- cout<<"Hello world from the B3DImporter!"<<endl;
+ AllocConsole();
+ freopen( "conin$","r",stdin );
+ freopen( "conout$","w",stdout );
+ freopen( "conout$","w",stderr );
+ cout<<"Hello world from the B3DImporter!"<<endl;
#endif
- boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
+ boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
- // Check whether we can read from the file
- if ( file.get() == NULL)
- throw DeadlyImportError( "Failed to open B3D file " + pFile + ".");
+ // Check whether we can read from the file
+ if( file.get() == NULL)
+ throw DeadlyImportError( "Failed to open B3D file " + pFile + ".");
- // check whether the .b3d file is large enough to contain
- // at least one chunk.
- size_t fileSize = file->FileSize();
- if ( fileSize<8 ) throw DeadlyImportError( "B3D File is too small.");
+ // check whether the .b3d file is large enough to contain
+ // at least one chunk.
+ size_t fileSize = file->FileSize();
+ if( fileSize<8 ) throw DeadlyImportError( "B3D File is too small.");
- _pos=0;
- _buf.resize( fileSize );
- file->Read( &_buf[0],1,fileSize );
- _stack.clear();
+ _pos=0;
+ _buf.resize( fileSize );
+ file->Read( &_buf[0],1,fileSize );
+ _stack.clear();
- ReadBB3D( pScene );
+ ReadBB3D( pScene );
}
// ------------------------------------------------------------------------------------------------
void B3DImporter::Oops(){
- throw DeadlyImportError( "B3D Importer - INTERNAL ERROR" );
+ throw DeadlyImportError( "B3D Importer - INTERNAL ERROR" );
}
// ------------------------------------------------------------------------------------------------
void B3DImporter::Fail( string str ){
#ifdef DEBUG_B3D
- cout<<"Error in B3D file data: "<<str<<endl;
+ cout<<"Error in B3D file data: "<<str<<endl;
#endif
- throw DeadlyImportError( "B3D Importer - error in B3D file data: "+str );
+ throw DeadlyImportError( "B3D Importer - error in B3D file data: "+str );
}
// ------------------------------------------------------------------------------------------------
int B3DImporter::ReadByte(){
- if ( _pos<_buf.size() ) return _buf[_pos++];
- Fail( "EOF" );
- return 0;
+ if( _pos<_buf.size() ) return _buf[_pos++];
+ Fail( "EOF" );
+ return 0;
}
// ------------------------------------------------------------------------------------------------
int B3DImporter::ReadInt(){
- if ( _pos+4<=_buf.size() ){
- int n=*(int*)&_buf[_pos];
- _pos+=4;
- return n;
- }
- Fail( "EOF" );
- return 0;
+ if( _pos+4<=_buf.size() ){
+ int n=*(int*)&_buf[_pos];
+ _pos+=4;
+ return n;
+ }
+ Fail( "EOF" );
+ return 0;
}
// ------------------------------------------------------------------------------------------------
float B3DImporter::ReadFloat(){
- if ( _pos+4<=_buf.size() ){
- float n=*(float*)&_buf[_pos];
- _pos+=4;
- return n;
- }
- Fail( "EOF" );
- return 0.0f;
+ if( _pos+4<=_buf.size() ){
+ float n=*(float*)&_buf[_pos];
+ _pos+=4;
+ return n;
+ }
+ Fail( "EOF" );
+ return 0.0f;
}
// ------------------------------------------------------------------------------------------------
aiVector2D B3DImporter::ReadVec2(){
- float x=ReadFloat();
- float y=ReadFloat();
- return aiVector2D( x,y );
+ float x=ReadFloat();
+ float y=ReadFloat();
+ return aiVector2D( x,y );
}
// ------------------------------------------------------------------------------------------------
aiVector3D B3DImporter::ReadVec3(){
- float x=ReadFloat();
- float y=ReadFloat();
- float z=ReadFloat();
- return aiVector3D( x,y,z );
+ float x=ReadFloat();
+ float y=ReadFloat();
+ float z=ReadFloat();
+ return aiVector3D( x,y,z );
}
// ------------------------------------------------------------------------------------------------
aiQuaternion B3DImporter::ReadQuat(){
- // (aramis_acg) Fix to adapt the loader to changed quat orientation
- float w=-ReadFloat();
- float x=ReadFloat();
- float y=ReadFloat();
- float z=ReadFloat();
- return aiQuaternion( w,x,y,z );
+ // (aramis_acg) Fix to adapt the loader to changed quat orientation
+ float w=-ReadFloat();
+ float x=ReadFloat();
+ float y=ReadFloat();
+ float z=ReadFloat();
+ return aiQuaternion( w,x,y,z );
}
// ------------------------------------------------------------------------------------------------
string B3DImporter::ReadString(){
- string str;
- while ( _pos<_buf.size() ){
- char c=(char)ReadByte();
- if ( !c ) return str;
- str+=c;
- }
- Fail( "EOF" );
- return string();
+ string str;
+ while( _pos<_buf.size() ){
+ char c=(char)ReadByte();
+ if( !c ) return str;
+ str+=c;
+ }
+ Fail( "EOF" );
+ return string();
}
// ------------------------------------------------------------------------------------------------
string B3DImporter::ReadChunk(){
- string tag;
- for ( int i=0;i<4;++i ){
- tag+=char( ReadByte() );
- }
+ string tag;
+ for( int i=0;i<4;++i ){
+ tag+=char( ReadByte() );
+ }
#ifdef DEBUG_B3D
-// cout<<"ReadChunk:"<<tag<<endl;
+// cout<<"ReadChunk:"<<tag<<endl;
#endif
- unsigned sz=(unsigned)ReadInt();
- _stack.push_back( _pos+sz );
- return tag;
+ unsigned sz=(unsigned)ReadInt();
+ _stack.push_back( _pos+sz );
+ return tag;
}
// ------------------------------------------------------------------------------------------------
void B3DImporter::ExitChunk(){
- _pos=_stack.back();
- _stack.pop_back();
+ _pos=_stack.back();
+ _stack.pop_back();
}
// ------------------------------------------------------------------------------------------------
unsigned B3DImporter::ChunkSize(){
- return _stack.back()-_pos;
+ return _stack.back()-_pos;
}
// ------------------------------------------------------------------------------------------------
template<class T>
T *B3DImporter::to_array( const vector<T> &v ){
- if ( !v.size() ) return 0;
- T *p=new T[v.size()];
- for ( size_t i=0;i<v.size();++i ){
- p[i]=v[i];
- }
- return p;
+ if( !v.size() ) return 0;
+ T *p=new T[v.size()];
+ for( size_t i=0;i<v.size();++i ){
+ p[i]=v[i];
+ }
+ return p;
}
// ------------------------------------------------------------------------------------------------
void B3DImporter::ReadTEXS(){
- while ( ChunkSize() ){
- string name=ReadString();
- /*int flags=*/ReadInt();
- /*int blend=*/ReadInt();
- /*aiVector2D pos=*/ReadVec2();
- /*aiVector2D scale=*/ReadVec2();
- /*float rot=*/ReadFloat();
-
- _textures.push_back( name );
- }
+ while( ChunkSize() ){
+ string name=ReadString();
+ /*int flags=*/ReadInt();
+ /*int blend=*/ReadInt();
+ /*aiVector2D pos=*/ReadVec2();
+ /*aiVector2D scale=*/ReadVec2();
+ /*float rot=*/ReadFloat();
+
+ _textures.push_back( name );
+ }
}
// ------------------------------------------------------------------------------------------------
void B3DImporter::ReadBRUS(){
- int n_texs=ReadInt();
- if ( n_texs<0 || n_texs>8 ){
- Fail( "Bad texture count" );
- }
- while ( ChunkSize() ){
- string name=ReadString();
- aiVector3D color=ReadVec3();
- float alpha=ReadFloat();
- float shiny=ReadFloat();
- /*int blend=**/ReadInt();
- int fx=ReadInt();
-
- MaterialHelper *mat=new MaterialHelper;
- _materials.push_back( mat );
-
- // Name
- aiString ainame( name );
- mat->AddProperty( &ainame,AI_MATKEY_NAME );
-
- // Diffuse color
- mat->AddProperty( &color,1,AI_MATKEY_COLOR_DIFFUSE );
-
- // Opacity
- mat->AddProperty( &alpha,1,AI_MATKEY_OPACITY );
-
- // Specular color
- aiColor3D speccolor( shiny,shiny,shiny );
- mat->AddProperty( &speccolor,1,AI_MATKEY_COLOR_SPECULAR );
-
- // Specular power
- float specpow=shiny*128;
- mat->AddProperty( &specpow,1,AI_MATKEY_SHININESS );
-
- // Double sided
- if ( fx & 0x10 ){
- int i=1;
- mat->AddProperty( &i,1,AI_MATKEY_TWOSIDED );
- }
-
- //Textures
- for ( int i=0;i<n_texs;++i ){
- int texid=ReadInt();
- if ( texid<-1 || (texid>=0 && texid>=static_cast<int>(_textures.size())) ){
- Fail( "Bad texture id" );
- }
- if ( i==0 && texid>=0 ){
- aiString texname( _textures[texid] );
- mat->AddProperty( &texname,AI_MATKEY_TEXTURE_DIFFUSE(0) );
- }
- }
- }
+ int n_texs=ReadInt();
+ if( n_texs<0 || n_texs>8 ){
+ Fail( "Bad texture count" );
+ }
+ while( ChunkSize() ){
+ string name=ReadString();
+ aiVector3D color=ReadVec3();
+ float alpha=ReadFloat();
+ float shiny=ReadFloat();
+ /*int blend=**/ReadInt();
+ int fx=ReadInt();
+
+ aiMaterial *mat=new aiMaterial;
+ _materials.push_back( mat );
+
+ // Name
+ aiString ainame( name );
+ mat->AddProperty( &ainame,AI_MATKEY_NAME );
+
+ // Diffuse color
+ mat->AddProperty( &color,1,AI_MATKEY_COLOR_DIFFUSE );
+
+ // Opacity
+ mat->AddProperty( &alpha,1,AI_MATKEY_OPACITY );
+
+ // Specular color
+ aiColor3D speccolor( shiny,shiny,shiny );
+ mat->AddProperty( &speccolor,1,AI_MATKEY_COLOR_SPECULAR );
+
+ // Specular power
+ float specpow=shiny*128;
+ mat->AddProperty( &specpow,1,AI_MATKEY_SHININESS );
+
+ // Double sided
+ if( fx & 0x10 ){
+ int i=1;
+ mat->AddProperty( &i,1,AI_MATKEY_TWOSIDED );
+ }
+
+ //Textures
+ for( int i=0;i<n_texs;++i ){
+ int texid=ReadInt();
+ if( texid<-1 || (texid>=0 && texid>=static_cast<int>(_textures.size())) ){
+ Fail( "Bad texture id" );
+ }
+ if( i==0 && texid>=0 ){
+ aiString texname( _textures[texid] );
+ mat->AddProperty( &texname,AI_MATKEY_TEXTURE_DIFFUSE(0) );
+ }
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
void B3DImporter::ReadVRTS(){
- _vflags=ReadInt();
- _tcsets=ReadInt();
- _tcsize=ReadInt();
- if ( _tcsets<0 || _tcsets>4 || _tcsize<0 || _tcsize>4 ){
- Fail( "Bad texcoord data" );
- }
+ _vflags=ReadInt();
+ _tcsets=ReadInt();
+ _tcsize=ReadInt();
+ if( _tcsets<0 || _tcsets>4 || _tcsize<0 || _tcsize>4 ){
+ Fail( "Bad texcoord data" );
+ }
- int sz=12+(_vflags&1?12:0)+(_vflags&2?16:0)+(_tcsets*_tcsize*4);
- int n_verts=ChunkSize()/sz;
+ int sz=12+(_vflags&1?12:0)+(_vflags&2?16:0)+(_tcsets*_tcsize*4);
+ int n_verts=ChunkSize()/sz;
- int v0=_vertices.size();
- _vertices.resize( v0+n_verts );
+ int v0=_vertices.size();
+ _vertices.resize( v0+n_verts );
- for ( int i=0;i<n_verts;++i ){
- Vertex &v=_vertices[v0+i];
+ for( int i=0;i<n_verts;++i ){
+ Vertex &v=_vertices[v0+i];
- memset( v.bones,0,sizeof(v.bones) );
- memset( v.weights,0,sizeof(v.weights) );
+ memset( v.bones,0,sizeof(v.bones) );
+ memset( v.weights,0,sizeof(v.weights) );
- v.vertex=ReadVec3();
+ v.vertex=ReadVec3();
- if ( _vflags & 1 ) v.normal=ReadVec3();
+ if( _vflags & 1 ) v.normal=ReadVec3();
- if ( _vflags & 2 ) ReadQuat(); //skip v 4bytes...
+ if( _vflags & 2 ) ReadQuat(); //skip v 4bytes...
- for ( int i=0;i<_tcsets;++i ){
- float t[4]={0,0,0,0};
- for ( int j=0;j<_tcsize;++j ){
- t[j]=ReadFloat();
- }
- t[1]=1-t[1];
- if ( !i ) v.texcoords=aiVector3D( t[0],t[1],t[2] );
- }
- }
+ for( int i=0;i<_tcsets;++i ){
+ float t[4]={0,0,0,0};
+ for( int j=0;j<_tcsize;++j ){
+ t[j]=ReadFloat();
+ }
+ t[1]=1-t[1];
+ if( !i ) v.texcoords=aiVector3D( t[0],t[1],t[2] );
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
void B3DImporter::ReadTRIS( int v0 ){
- int matid=ReadInt();
- if ( matid==-1 ){
- matid=0;
- }else if ( matid<0 || matid>=(int)_materials.size() ){
+ int matid=ReadInt();
+ if( matid==-1 ){
+ matid=0;
+ }else if( matid<0 || matid>=(int)_materials.size() ){
#ifdef DEBUG_B3D
- cout<<"material id="<<matid<<endl;
+ cout<<"material id="<<matid<<endl;
#endif
- Fail( "Bad material id" );
- }
+ Fail( "Bad material id" );
+ }
- aiMesh *mesh=new aiMesh;
- _meshes.push_back( mesh );
+ aiMesh *mesh=new aiMesh;
+ _meshes.push_back( mesh );
- mesh->mMaterialIndex=matid;
- mesh->mNumFaces=0;
- mesh->mPrimitiveTypes=aiPrimitiveType_TRIANGLE;
+ mesh->mMaterialIndex=matid;
+ mesh->mNumFaces=0;
+ mesh->mPrimitiveTypes=aiPrimitiveType_TRIANGLE;
- int n_tris=ChunkSize()/12;
- aiFace *face=mesh->mFaces=new aiFace[n_tris];
+ int n_tris=ChunkSize()/12;
+ aiFace *face=mesh->mFaces=new aiFace[n_tris];
- for ( int i=0;i<n_tris;++i ){
- int i0=ReadInt()+v0;
- int i1=ReadInt()+v0;
- int i2=ReadInt()+v0;
- if ( i0<0 || i0>=(int)_vertices.size() || i1<0 || i1>=(int)_vertices.size() || i2<0 || i2>=(int)_vertices.size() ){
+ for( int i=0;i<n_tris;++i ){
+ int i0=ReadInt()+v0;
+ int i1=ReadInt()+v0;
+ int i2=ReadInt()+v0;
+ if( i0<0 || i0>=(int)_vertices.size() || i1<0 || i1>=(int)_vertices.size() || i2<0 || i2>=(int)_vertices.size() ){
#ifdef DEBUG_B3D
- cout<<"Bad triangle index: i0="<<i0<<", i1="<<i1<<", i2="<<i2<<endl;
+ cout<<"Bad triangle index: i0="<<i0<<", i1="<<i1<<", i2="<<i2<<endl;
#endif
- Fail( "Bad triangle index" );
- continue;
- }
- face->mNumIndices=3;
- face->mIndices=new unsigned[3];
- face->mIndices[0]=i0;
- face->mIndices[1]=i1;
- face->mIndices[2]=i2;
- ++mesh->mNumFaces;
- ++face;
- }
+ Fail( "Bad triangle index" );
+ continue;
+ }
+ face->mNumIndices=3;
+ face->mIndices=new unsigned[3];
+ face->mIndices[0]=i0;
+ face->mIndices[1]=i1;
+ face->mIndices[2]=i2;
+ ++mesh->mNumFaces;
+ ++face;
+ }
}
// ------------------------------------------------------------------------------------------------
void B3DImporter::ReadMESH(){
- /*int matid=*/ReadInt();
-
- int v0=_vertices.size();
-
- while ( ChunkSize() ){
- string t=ReadChunk();
- if ( t=="VRTS" ){
- ReadVRTS();
- }else if ( t=="TRIS" ){
- ReadTRIS( v0 );
- }
- ExitChunk();
- }
+ /*int matid=*/ReadInt();
+
+ int v0=_vertices.size();
+
+ while( ChunkSize() ){
+ string t=ReadChunk();
+ if( t=="VRTS" ){
+ ReadVRTS();
+ }else if( t=="TRIS" ){
+ ReadTRIS( v0 );
+ }
+ ExitChunk();
+ }
}
// ------------------------------------------------------------------------------------------------
void B3DImporter::ReadBONE( int id ){
- while ( ChunkSize() ){
- int vertex=ReadInt();
- float weight=ReadFloat();
- if ( vertex<0 || vertex>=(int)_vertices.size() ){
- Fail( "Bad vertex index" );
- }
-
- Vertex &v=_vertices[vertex];
- int i;
- for ( i=0;i<4;++i ){
- if ( !v.weights[i] ){
- v.bones[i]=id;
- v.weights[i]=weight;
- break;
- }
- }
+ while( ChunkSize() ){
+ int vertex=ReadInt();
+ float weight=ReadFloat();
+ if( vertex<0 || vertex>=(int)_vertices.size() ){
+ Fail( "Bad vertex index" );
+ }
+
+ Vertex &v=_vertices[vertex];
+ int i;
+ for( i=0;i<4;++i ){
+ if( !v.weights[i] ){
+ v.bones[i]=id;
+ v.weights[i]=weight;
+ break;
+ }
+ }
#ifdef DEBUG_B3D
- if ( i==4 ){
- cout<<"Too many bone weights"<<endl;
- }
+ if( i==4 ){
+ cout<<"Too many bone weights"<<endl;
+ }
#endif
- }
+ }
}
// ------------------------------------------------------------------------------------------------
void B3DImporter::ReadKEYS( aiNodeAnim *nodeAnim ){
- vector<aiVectorKey> trans,scale;
- vector<aiQuatKey> rot;
- int flags=ReadInt();
- while ( ChunkSize() ){
- int frame=ReadInt();
- if ( flags & 1 ){
- trans.push_back( aiVectorKey( frame,ReadVec3() ) );
- }
- if ( flags & 2 ){
- scale.push_back( aiVectorKey( frame,ReadVec3() ) );
- }
- if ( flags & 4 ){
- rot.push_back( aiQuatKey( frame,ReadQuat() ) );
- }
- }
-
- if ( flags & 1 ){
- nodeAnim->mNumPositionKeys=trans.size();
- nodeAnim->mPositionKeys=to_array( trans );
- }
-
- if ( flags & 2 ){
- nodeAnim->mNumScalingKeys=scale.size();
- nodeAnim->mScalingKeys=to_array( scale );
- }
-
- if ( flags & 4 ){
- nodeAnim->mNumRotationKeys=rot.size();
- nodeAnim->mRotationKeys=to_array( rot );
- }
+ vector<aiVectorKey> trans,scale;
+ vector<aiQuatKey> rot;
+ int flags=ReadInt();
+ while( ChunkSize() ){
+ int frame=ReadInt();
+ if( flags & 1 ){
+ trans.push_back( aiVectorKey( frame,ReadVec3() ) );
+ }
+ if( flags & 2 ){
+ scale.push_back( aiVectorKey( frame,ReadVec3() ) );
+ }
+ if( flags & 4 ){
+ rot.push_back( aiQuatKey( frame,ReadQuat() ) );
+ }
+ }
+
+ if( flags & 1 ){
+ nodeAnim->mNumPositionKeys=trans.size();
+ nodeAnim->mPositionKeys=to_array( trans );
+ }
+
+ if( flags & 2 ){
+ nodeAnim->mNumScalingKeys=scale.size();
+ nodeAnim->mScalingKeys=to_array( scale );
+ }
+
+ if( flags & 4 ){
+ nodeAnim->mNumRotationKeys=rot.size();
+ nodeAnim->mRotationKeys=to_array( rot );
+ }
}
// ------------------------------------------------------------------------------------------------
void B3DImporter::ReadANIM(){
- /*int flags=*/ReadInt();
- int frames=ReadInt();
- float fps=ReadFloat();
+ /*int flags=*/ReadInt();
+ int frames=ReadInt();
+ float fps=ReadFloat();
- aiAnimation *anim=new aiAnimation;
- _animations.push_back( anim );
+ aiAnimation *anim=new aiAnimation;
+ _animations.push_back( anim );
- anim->mDuration=frames;
- anim->mTicksPerSecond=fps;
+ anim->mDuration=frames;
+ anim->mTicksPerSecond=fps;
}
// ------------------------------------------------------------------------------------------------
aiNode *B3DImporter::ReadNODE( aiNode *parent ){
- string name=ReadString();
- aiVector3D t=ReadVec3();
- aiVector3D s=ReadVec3();
- aiQuaternion r=ReadQuat();
-
- aiMatrix4x4 trans,scale,rot;
-
- aiMatrix4x4::Translation( t,trans );
- aiMatrix4x4::Scaling( s,scale );
- rot=aiMatrix4x4( r.GetMatrix() );
-
- aiMatrix4x4 tform=trans * rot * scale;
-
- int nodeid=_nodes.size();
-
- aiNode *node=new aiNode( name );
- _nodes.push_back( node );
-
- node->mParent=parent;
- node->mTransformation=tform;
-
- aiNodeAnim *nodeAnim=0;
- vector<unsigned> meshes;
- vector<aiNode*> children;
-
- while ( ChunkSize() ){
- string t=ReadChunk();
- if ( t=="MESH" ){
- int n=_meshes.size();
- ReadMESH();
- for ( int i=n;i<(int)_meshes.size();++i ){
- meshes.push_back( i );
- }
- }else if ( t=="BONE" ){
- ReadBONE( nodeid );
- }else if ( t=="ANIM" ){
- ReadANIM();
- }else if ( t=="KEYS" ){
- if ( !nodeAnim ){
- nodeAnim=new aiNodeAnim;
- _nodeAnims.push_back( nodeAnim );
- nodeAnim->mNodeName=node->mName;
- }
- ReadKEYS( nodeAnim );
- }else if ( t=="NODE" ){
- aiNode *child=ReadNODE( node );
- children.push_back( child );
- }
- ExitChunk();
- }
-
- node->mNumMeshes=meshes.size();
- node->mMeshes=to_array( meshes );
-
- node->mNumChildren=children.size();
- node->mChildren=to_array( children );
-
- return node;
+ string name=ReadString();
+ aiVector3D t=ReadVec3();
+ aiVector3D s=ReadVec3();
+ aiQuaternion r=ReadQuat();
+
+ aiMatrix4x4 trans,scale,rot;
+
+ aiMatrix4x4::Translation( t,trans );
+ aiMatrix4x4::Scaling( s,scale );
+ rot=aiMatrix4x4( r.GetMatrix() );
+
+ aiMatrix4x4 tform=trans * rot * scale;
+
+ int nodeid=_nodes.size();
+
+ aiNode *node=new aiNode( name );
+ _nodes.push_back( node );
+
+ node->mParent=parent;
+ node->mTransformation=tform;
+
+ aiNodeAnim *nodeAnim=0;
+ vector<unsigned> meshes;
+ vector<aiNode*> children;
+
+ while( ChunkSize() ){
+ string t=ReadChunk();
+ if( t=="MESH" ){
+ int n=_meshes.size();
+ ReadMESH();
+ for( int i=n;i<(int)_meshes.size();++i ){
+ meshes.push_back( i );
+ }
+ }else if( t=="BONE" ){
+ ReadBONE( nodeid );
+ }else if( t=="ANIM" ){
+ ReadANIM();
+ }else if( t=="KEYS" ){
+ if( !nodeAnim ){
+ nodeAnim=new aiNodeAnim;
+ _nodeAnims.push_back( nodeAnim );
+ nodeAnim->mNodeName=node->mName;
+ }
+ ReadKEYS( nodeAnim );
+ }else if( t=="NODE" ){
+ aiNode *child=ReadNODE( node );
+ children.push_back( child );
+ }
+ ExitChunk();
+ }
+
+ node->mNumMeshes=meshes.size();
+ node->mMeshes=to_array( meshes );
+
+ node->mNumChildren=children.size();
+ node->mChildren=to_array( children );
+
+ return node;
}
// ------------------------------------------------------------------------------------------------
void B3DImporter::ReadBB3D( aiScene *scene ){
- _textures.clear();
- _materials.size();
-
- _vertices.clear();
- _meshes.clear();
-
- _nodes.clear();
- _nodeAnims.clear();
- _animations.clear();
-
- string t=ReadChunk();
- if ( t=="BB3D" ){
- int version=ReadInt();
-
- if (!DefaultLogger::isNullLogger()) {
- char dmp[128];
- sprintf(dmp,"B3D file format version: %i",version);
- DefaultLogger::get()->info(dmp);
- }
-
- while ( ChunkSize() ){
- string t=ReadChunk();
- if ( t=="TEXS" ){
- ReadTEXS();
- }else if ( t=="BRUS" ){
- ReadBRUS();
- }else if ( t=="NODE" ){
- ReadNODE( 0 );
- }
- ExitChunk();
- }
- }
- ExitChunk();
-
- if ( !_nodes.size() ) Fail( "No nodes" );
-
- if ( !_meshes.size() ) Fail( "No meshes" );
-
- //Fix nodes/meshes/bones
- for (size_t i=0;i<_nodes.size();++i ){
- aiNode *node=_nodes[i];
-
- for ( size_t j=0;j<node->mNumMeshes;++j ){
- aiMesh *mesh=_meshes[node->mMeshes[j]];
-
- int n_tris=mesh->mNumFaces;
- int n_verts=mesh->mNumVertices=n_tris * 3;
-
- aiVector3D *mv=mesh->mVertices=new aiVector3D[ n_verts ],*mn=0,*mc=0;
- if ( _vflags & 1 ) mn=mesh->mNormals=new aiVector3D[ n_verts ];
- if ( _tcsets ) mc=mesh->mTextureCoords[0]=new aiVector3D[ n_verts ];
-
- aiFace *face=mesh->mFaces;
-
- vector< vector<aiVertexWeight> > vweights( _nodes.size() );
-
- for ( int i=0;i<n_verts;i+=3 ){
- for ( int j=0;j<3;++j ){
- Vertex &v=_vertices[face->mIndices[j]];
-
- *mv++=v.vertex;
- if ( mn ) *mn++=v.normal;
- if ( mc ) *mc++=v.texcoords;
-
- face->mIndices[j]=i+j;
-
- for ( int k=0;k<4;++k ){
- if ( !v.weights[k] ) break;
-
- int bone=v.bones[k];
- float weight=v.weights[k];
-
- vweights[bone].push_back( aiVertexWeight(i+j,weight) );
- }
- }
- ++face;
- }
-
- vector<aiBone*> bones;
- for (size_t i=0;i<vweights.size();++i ){
- vector<aiVertexWeight> &weights=vweights[i];
- if ( !weights.size() ) continue;
-
- aiBone *bone=new aiBone;
- bones.push_back( bone );
-
- aiNode *bnode=_nodes[i];
-
- bone->mName=bnode->mName;
- bone->mNumWeights=weights.size();
- bone->mWeights=to_array( weights );
-
- aiMatrix4x4 mat=bnode->mTransformation;
- while ( bnode->mParent ){
- bnode=bnode->mParent;
- mat=bnode->mTransformation * mat;
- }
- bone->mOffsetMatrix=mat.Inverse();
- }
- mesh->mNumBones=bones.size();
- mesh->mBones=to_array( bones );
- }
- }
-
- //nodes
- scene->mRootNode=_nodes[0];
-
- //material
- if ( !_materials.size() ){
- _materials.push_back( new MaterialHelper );
- }
- scene->mNumMaterials=_materials.size();
- scene->mMaterials=to_array( _materials );
-
- //meshes
- scene->mNumMeshes=_meshes.size();
- scene->mMeshes=to_array( _meshes );
-
- //animations
- if ( _animations.size()==1 && _nodeAnims.size() ){
-
- aiAnimation *anim=_animations.back();
- anim->mNumChannels=_nodeAnims.size();
- anim->mChannels=to_array( _nodeAnims );
-
- scene->mNumAnimations=_animations.size();
- scene->mAnimations=to_array( _animations );
- }
+ _textures.clear();
+ _materials.size();
+
+ _vertices.clear();
+ _meshes.clear();
+
+ _nodes.clear();
+ _nodeAnims.clear();
+ _animations.clear();
+
+ string t=ReadChunk();
+ if( t=="BB3D" ){
+ int version=ReadInt();
+
+ if (!DefaultLogger::isNullLogger()) {
+ char dmp[128];
+ sprintf(dmp,"B3D file format version: %i",version);
+ DefaultLogger::get()->info(dmp);
+ }
+
+ while( ChunkSize() ){
+ string t=ReadChunk();
+ if( t=="TEXS" ){
+ ReadTEXS();
+ }else if( t=="BRUS" ){
+ ReadBRUS();
+ }else if( t=="NODE" ){
+ ReadNODE( 0 );
+ }
+ ExitChunk();
+ }
+ }
+ ExitChunk();
+
+ if( !_nodes.size() ) Fail( "No nodes" );
+
+ if( !_meshes.size() ) Fail( "No meshes" );
+
+ //Fix nodes/meshes/bones
+ for(size_t i=0;i<_nodes.size();++i ){
+ aiNode *node=_nodes[i];
+
+ for( size_t j=0;j<node->mNumMeshes;++j ){
+ aiMesh *mesh=_meshes[node->mMeshes[j]];
+
+ int n_tris=mesh->mNumFaces;
+ int n_verts=mesh->mNumVertices=n_tris * 3;
+
+ aiVector3D *mv=mesh->mVertices=new aiVector3D[ n_verts ],*mn=0,*mc=0;
+ if( _vflags & 1 ) mn=mesh->mNormals=new aiVector3D[ n_verts ];
+ if( _tcsets ) mc=mesh->mTextureCoords[0]=new aiVector3D[ n_verts ];
+
+ aiFace *face=mesh->mFaces;
+
+ vector< vector<aiVertexWeight> > vweights( _nodes.size() );
+
+ for( int i=0;i<n_verts;i+=3 ){
+ for( int j=0;j<3;++j ){
+ Vertex &v=_vertices[face->mIndices[j]];
+
+ *mv++=v.vertex;
+ if( mn ) *mn++=v.normal;
+ if( mc ) *mc++=v.texcoords;
+
+ face->mIndices[j]=i+j;
+
+ for( int k=0;k<4;++k ){
+ if( !v.weights[k] ) break;
+
+ int bone=v.bones[k];
+ float weight=v.weights[k];
+
+ vweights[bone].push_back( aiVertexWeight(i+j,weight) );
+ }
+ }
+ ++face;
+ }
+
+ vector<aiBone*> bones;
+ for(size_t i=0;i<vweights.size();++i ){
+ vector<aiVertexWeight> &weights=vweights[i];
+ if( !weights.size() ) continue;
+
+ aiBone *bone=new aiBone;
+ bones.push_back( bone );
+
+ aiNode *bnode=_nodes[i];
+
+ bone->mName=bnode->mName;
+ bone->mNumWeights=weights.size();
+ bone->mWeights=to_array( weights );
+
+ aiMatrix4x4 mat=bnode->mTransformation;
+ while( bnode->mParent ){
+ bnode=bnode->mParent;
+ mat=bnode->mTransformation * mat;
+ }
+ bone->mOffsetMatrix=mat.Inverse();
+ }
+ mesh->mNumBones=bones.size();
+ mesh->mBones=to_array( bones );
+ }
+ }
+
+ //nodes
+ scene->mRootNode=_nodes[0];
+
+ //material
+ if( !_materials.size() ){
+ _materials.push_back( new aiMaterial );
+ }
+ scene->mNumMaterials=_materials.size();
+ scene->mMaterials=to_array( _materials );
+
+ //meshes
+ scene->mNumMeshes=_meshes.size();
+ scene->mMeshes=to_array( _meshes );
+
+ //animations
+ if( _animations.size()==1 && _nodeAnims.size() ){
+
+ aiAnimation *anim=_animations.back();
+ anim->mNumChannels=_nodeAnims.size();
+ anim->mChannels=to_array( _nodeAnims );
+
+ scene->mNumAnimations=_animations.size();
+ scene->mAnimations=to_array( _animations );
+ }
- // convert to RH
- MakeLeftHandedProcess makeleft;
- makeleft.Execute( scene );
+ // convert to RH
+ MakeLeftHandedProcess makeleft;
+ makeleft.Execute( scene );
- FlipWindingOrderProcess flip;
- flip.Execute( scene );
+ FlipWindingOrderProcess flip;
+ flip.Execute( scene );
}
#endif // !! ASSIMP_BUILD_NO_B3D_IMPORTER
diff --git a/src/3rdparty/assimp/code/B3DImporter.h b/src/3rdparty/assimp/code/B3DImporter.h
index fa627694f..7587f6dc7 100644
--- a/src/3rdparty/assimp/code/B3DImporter.h
+++ b/src/3rdparty/assimp/code/B3DImporter.h
@@ -1,13 +1,13 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -19,21 +19,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -44,9 +44,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_B3DIMPORTER_H_INC
#define AI_B3DIMPORTER_H_INC
-#include "../include/aiTypes.h"
-#include "../include/aiMesh.h"
-#include "../include/aiMaterial.h"
+#include "../include/assimp/types.h"
+#include "../include/assimp/mesh.h"
+#include "../include/assimp/material.h"
#include <string>
#include <vector>
@@ -56,69 +56,69 @@ namespace Assimp{
class B3DImporter : public BaseImporter{
public:
- virtual bool CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const;
+ virtual bool CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const;
protected:
- virtual void GetExtensionList(std::set<std::string>& extensions);
- virtual void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler);
+ virtual const aiImporterDesc* GetInfo () const;
+ virtual void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler);
private:
- int ReadByte();
- int ReadInt();
- float ReadFloat();
- aiVector2D ReadVec2();
- aiVector3D ReadVec3();
- aiQuaternion ReadQuat();
- std::string ReadString();
- std::string ReadChunk();
- void ExitChunk();
- unsigned ChunkSize();
-
- template<class T>
- T *to_array( const std::vector<T> &v );
-
- struct Vertex{
- aiVector3D vertex;
- aiVector3D normal;
- aiVector3D texcoords;
- unsigned char bones[4];
- float weights[4];
- };
-
- void Oops();
- void Fail( std::string str );
-
- void ReadTEXS();
- void ReadBRUS();
-
- void ReadVRTS();
- void ReadTRIS( int v0 );
- void ReadMESH();
- void ReadBONE( int id );
- void ReadKEYS( aiNodeAnim *nodeAnim );
- void ReadANIM();
-
- aiNode *ReadNODE( aiNode *parent );
-
- void ReadBB3D( aiScene *scene );
-
- unsigned _pos;
-// unsigned _size;
- std::vector<unsigned char> _buf;
- std::vector<unsigned> _stack;
-
- std::vector<std::string> _textures;
- std::vector<aiMaterial*> _materials;
-
- int _vflags,_tcsets,_tcsize;
- std::vector<Vertex> _vertices;
-
- std::vector<aiNode*> _nodes;
- std::vector<aiMesh*> _meshes;
- std::vector<aiNodeAnim*> _nodeAnims;
- std::vector<aiAnimation*> _animations;
+ int ReadByte();
+ int ReadInt();
+ float ReadFloat();
+ aiVector2D ReadVec2();
+ aiVector3D ReadVec3();
+ aiQuaternion ReadQuat();
+ std::string ReadString();
+ std::string ReadChunk();
+ void ExitChunk();
+ unsigned ChunkSize();
+
+ template<class T>
+ T *to_array( const std::vector<T> &v );
+
+ struct Vertex{
+ aiVector3D vertex;
+ aiVector3D normal;
+ aiVector3D texcoords;
+ unsigned char bones[4];
+ float weights[4];
+ };
+
+ void Oops();
+ void Fail( std::string str );
+
+ void ReadTEXS();
+ void ReadBRUS();
+
+ void ReadVRTS();
+ void ReadTRIS( int v0 );
+ void ReadMESH();
+ void ReadBONE( int id );
+ void ReadKEYS( aiNodeAnim *nodeAnim );
+ void ReadANIM();
+
+ aiNode *ReadNODE( aiNode *parent );
+
+ void ReadBB3D( aiScene *scene );
+
+ unsigned _pos;
+// unsigned _size;
+ std::vector<unsigned char> _buf;
+ std::vector<unsigned> _stack;
+
+ std::vector<std::string> _textures;
+ std::vector<aiMaterial*> _materials;
+
+ int _vflags,_tcsets,_tcsize;
+ std::vector<Vertex> _vertices;
+
+ std::vector<aiNode*> _nodes;
+ std::vector<aiMesh*> _meshes;
+ std::vector<aiNodeAnim*> _nodeAnims;
+ std::vector<aiAnimation*> _animations;
};
}
diff --git a/src/3rdparty/assimp/code/BVHLoader.cpp b/src/3rdparty/assimp/code/BVHLoader.cpp
index 48c1788b7..1bbb43027 100644
--- a/src/3rdparty/assimp/code/BVHLoader.cpp
+++ b/src/3rdparty/assimp/code/BVHLoader.cpp
@@ -1,15 +1,15 @@
/** Implementation of the BVH loader */
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -21,21 +21,21 @@ copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
-written permission of the ASSIMP Development Team.
+written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -49,9 +49,22 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
using namespace Assimp;
+static const aiImporterDesc desc = {
+ "BVH Importer (MoCap)",
+ "",
+ "",
+ "",
+ aiImporterFlags_SupportTextFlavour,
+ 0,
+ 0,
+ 0,
+ 0,
+ "bvh"
+};
+
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
-BVHLoader::BVHLoader() : mLine(0), mAnimTickDuration(1.), mAnimNumFrames(0)
+BVHLoader::BVHLoader()
{}
// ------------------------------------------------------------------------------------------------
@@ -60,446 +73,453 @@ BVHLoader::~BVHLoader()
{}
// ------------------------------------------------------------------------------------------------
-// Returns whether the class can handle the format of the given file.
+// Returns whether the class can handle the format of the given file.
bool BVHLoader::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool cs) const
{
- // check file extension
- const std::string extension = GetExtension(pFile);
-
- if ( extension == "bvh")
- return true;
+ // check file extension
+ const std::string extension = GetExtension(pFile);
+
+ if( extension == "bvh")
+ return true;
+
+ if ((!extension.length() || cs) && pIOHandler) {
+ const char* tokens[] = {"HIERARCHY"};
+ return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
+ }
+ return false;
+}
- if ((!extension.length() || cs) && pIOHandler) {
- const char* tokens[] = {"HIERARCHY"};
- return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
- }
- return false;
+// ------------------------------------------------------------------------------------------------
+// Loader meta information
+const aiImporterDesc* BVHLoader::GetInfo () const
+{
+ return &desc;
}
// ------------------------------------------------------------------------------------------------
-// Imports the given file into the given scene structure.
+// Imports the given file into the given scene structure.
void BVHLoader::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
{
- mFileName = pFile;
+ mFileName = pFile;
- // read file into memory
- boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
- if ( file.get() == NULL)
- throw DeadlyImportError( "Failed to open file " + pFile + ".");
+ // read file into memory
+ boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
+ if( file.get() == NULL)
+ throw DeadlyImportError( "Failed to open file " + pFile + ".");
- size_t fileSize = file->FileSize();
- if ( fileSize == 0)
- throw DeadlyImportError( "File is too small.");
+ size_t fileSize = file->FileSize();
+ if( fileSize == 0)
+ throw DeadlyImportError( "File is too small.");
- mBuffer.resize( fileSize);
- file->Read( &mBuffer.front(), 1, fileSize);
+ mBuffer.resize( fileSize);
+ file->Read( &mBuffer.front(), 1, fileSize);
- // start reading
- mReader = mBuffer.begin();
- mLine = 1;
- ReadStructure( pScene);
+ // start reading
+ mReader = mBuffer.begin();
+ mLine = 1;
+ ReadStructure( pScene);
- // build a dummy mesh for the skeleton so that we see something at least
- SkeletonMeshBuilder meshBuilder( pScene);
+ // build a dummy mesh for the skeleton so that we see something at least
+ SkeletonMeshBuilder meshBuilder( pScene);
- // construct an animation from all the motion data we read
- CreateAnimation( pScene);
+ // construct an animation from all the motion data we read
+ CreateAnimation( pScene);
}
// ------------------------------------------------------------------------------------------------
// Reads the file
void BVHLoader::ReadStructure( aiScene* pScene)
{
- // first comes hierarchy
- std::string header = GetNextToken();
- if ( header != "HIERARCHY")
- ThrowException( "Expected header string \"HIERARCHY\".");
- ReadHierarchy( pScene);
-
- // then comes the motion data
- std::string motion = GetNextToken();
- if ( motion != "MOTION")
- ThrowException( "Expected beginning of motion data \"MOTION\".");
- ReadMotion( pScene);
+ // first comes hierarchy
+ std::string header = GetNextToken();
+ if( header != "HIERARCHY")
+ ThrowException( "Expected header string \"HIERARCHY\".");
+ ReadHierarchy( pScene);
+
+ // then comes the motion data
+ std::string motion = GetNextToken();
+ if( motion != "MOTION")
+ ThrowException( "Expected beginning of motion data \"MOTION\".");
+ ReadMotion( pScene);
}
// ------------------------------------------------------------------------------------------------
// Reads the hierarchy
void BVHLoader::ReadHierarchy( aiScene* pScene)
{
- std::string root = GetNextToken();
- if ( root != "ROOT")
- ThrowException( "Expected root node \"ROOT\".");
+ std::string root = GetNextToken();
+ if( root != "ROOT")
+ ThrowException( "Expected root node \"ROOT\".");
- // Go read the hierarchy from here
- pScene->mRootNode = ReadNode();
+ // Go read the hierarchy from here
+ pScene->mRootNode = ReadNode();
}
// ------------------------------------------------------------------------------------------------
// Reads a node and recursively its childs and returns the created node;
aiNode* BVHLoader::ReadNode()
{
- // first token is name
- std::string nodeName = GetNextToken();
- if ( nodeName.empty() || nodeName == "{")
- ThrowException( boost::str( boost::format( "Expected node name, but found \"%s\".") % nodeName));
-
- // then an opening brace should follow
- std::string openBrace = GetNextToken();
- if ( openBrace != "{")
- ThrowException( boost::str( boost::format( "Expected opening brace \"{\", but found \"%s\".") % openBrace));
-
- // Create a node
- aiNode* node = new aiNode( nodeName);
- std::vector<aiNode*> childNodes;
-
- // and create an bone entry for it
- mNodes.push_back( Node( node));
- Node& internNode = mNodes.back();
-
- // now read the node's contents
- while ( 1)
- {
- std::string token = GetNextToken();
-
- // node offset to parent node
- if ( token == "OFFSET")
- ReadNodeOffset( node);
- else if ( token == "CHANNELS")
- ReadNodeChannels( internNode);
- else if ( token == "JOINT")
- {
- // child node follows
- aiNode* child = ReadNode();
- child->mParent = node;
- childNodes.push_back( child);
- }
- else if ( token == "End")
- {
- // The real symbol is "End Site". Second part comes in a separate token
- std::string siteToken = GetNextToken();
- if ( siteToken != "Site")
- ThrowException( boost::str( boost::format( "Expected \"End Site\" keyword, but found \"%s %s\".") % token % siteToken));
-
- aiNode* child = ReadEndSite( nodeName);
- child->mParent = node;
- childNodes.push_back( child);
- }
- else if ( token == "}")
- {
- // we're done with that part of the hierarchy
- break;
- } else
- {
- // everything else is a parse error
- ThrowException( boost::str( boost::format( "Unknown keyword \"%s\".") % token));
- }
- }
-
- // add the child nodes if there are any
- if ( childNodes.size() > 0)
- {
- node->mNumChildren = childNodes.size();
- node->mChildren = new aiNode*[node->mNumChildren];
- std::copy( childNodes.begin(), childNodes.end(), node->mChildren);
- }
-
- // and return the sub-hierarchy we built here
- return node;
+ // first token is name
+ std::string nodeName = GetNextToken();
+ if( nodeName.empty() || nodeName == "{")
+ ThrowException( boost::str( boost::format( "Expected node name, but found \"%s\".") % nodeName));
+
+ // then an opening brace should follow
+ std::string openBrace = GetNextToken();
+ if( openBrace != "{")
+ ThrowException( boost::str( boost::format( "Expected opening brace \"{\", but found \"%s\".") % openBrace));
+
+ // Create a node
+ aiNode* node = new aiNode( nodeName);
+ std::vector<aiNode*> childNodes;
+
+ // and create an bone entry for it
+ mNodes.push_back( Node( node));
+ Node& internNode = mNodes.back();
+
+ // now read the node's contents
+ while( 1)
+ {
+ std::string token = GetNextToken();
+
+ // node offset to parent node
+ if( token == "OFFSET")
+ ReadNodeOffset( node);
+ else if( token == "CHANNELS")
+ ReadNodeChannels( internNode);
+ else if( token == "JOINT")
+ {
+ // child node follows
+ aiNode* child = ReadNode();
+ child->mParent = node;
+ childNodes.push_back( child);
+ }
+ else if( token == "End")
+ {
+ // The real symbol is "End Site". Second part comes in a separate token
+ std::string siteToken = GetNextToken();
+ if( siteToken != "Site")
+ ThrowException( boost::str( boost::format( "Expected \"End Site\" keyword, but found \"%s %s\".") % token % siteToken));
+
+ aiNode* child = ReadEndSite( nodeName);
+ child->mParent = node;
+ childNodes.push_back( child);
+ }
+ else if( token == "}")
+ {
+ // we're done with that part of the hierarchy
+ break;
+ } else
+ {
+ // everything else is a parse error
+ ThrowException( boost::str( boost::format( "Unknown keyword \"%s\".") % token));
+ }
+ }
+
+ // add the child nodes if there are any
+ if( childNodes.size() > 0)
+ {
+ node->mNumChildren = childNodes.size();
+ node->mChildren = new aiNode*[node->mNumChildren];
+ std::copy( childNodes.begin(), childNodes.end(), node->mChildren);
+ }
+
+ // and return the sub-hierarchy we built here
+ return node;
}
// ------------------------------------------------------------------------------------------------
// Reads an end node and returns the created node.
aiNode* BVHLoader::ReadEndSite( const std::string& pParentName)
{
- // check opening brace
- std::string openBrace = GetNextToken();
- if ( openBrace != "{")
- ThrowException( boost::str( boost::format( "Expected opening brace \"{\", but found \"%s\".") % openBrace));
-
- // Create a node
- aiNode* node = new aiNode( "EndSite_" + pParentName);
-
- // now read the node's contents. Only possible entry is "OFFSET"
- while ( 1)
- {
- std::string token = GetNextToken();
-
- // end node's offset
- if ( token == "OFFSET")
- {
- ReadNodeOffset( node);
- }
- else if ( token == "}")
- {
- // we're done with the end node
- break;
- } else
- {
- // everything else is a parse error
- ThrowException( boost::str( boost::format( "Unknown keyword \"%s\".") % token));
- }
- }
-
- // and return the sub-hierarchy we built here
- return node;
+ // check opening brace
+ std::string openBrace = GetNextToken();
+ if( openBrace != "{")
+ ThrowException( boost::str( boost::format( "Expected opening brace \"{\", but found \"%s\".") % openBrace));
+
+ // Create a node
+ aiNode* node = new aiNode( "EndSite_" + pParentName);
+
+ // now read the node's contents. Only possible entry is "OFFSET"
+ while( 1)
+ {
+ std::string token = GetNextToken();
+
+ // end node's offset
+ if( token == "OFFSET")
+ {
+ ReadNodeOffset( node);
+ }
+ else if( token == "}")
+ {
+ // we're done with the end node
+ break;
+ } else
+ {
+ // everything else is a parse error
+ ThrowException( boost::str( boost::format( "Unknown keyword \"%s\".") % token));
+ }
+ }
+
+ // and return the sub-hierarchy we built here
+ return node;
}
// ------------------------------------------------------------------------------------------------
// Reads a node offset for the given node
void BVHLoader::ReadNodeOffset( aiNode* pNode)
{
- // Offset consists of three floats to read
- aiVector3D offset;
- offset.x = GetNextTokenAsFloat();
- offset.y = GetNextTokenAsFloat();
- offset.z = GetNextTokenAsFloat();
-
- // build a transformation matrix from it
- pNode->mTransformation = aiMatrix4x4( 1.0f, 0.0f, 0.0f, offset.x, 0.0f, 1.0f, 0.0f, offset.y,
- 0.0f, 0.0f, 1.0f, offset.z, 0.0f, 0.0f, 0.0f, 1.0f);
+ // Offset consists of three floats to read
+ aiVector3D offset;
+ offset.x = GetNextTokenAsFloat();
+ offset.y = GetNextTokenAsFloat();
+ offset.z = GetNextTokenAsFloat();
+
+ // build a transformation matrix from it
+ pNode->mTransformation = aiMatrix4x4( 1.0f, 0.0f, 0.0f, offset.x, 0.0f, 1.0f, 0.0f, offset.y,
+ 0.0f, 0.0f, 1.0f, offset.z, 0.0f, 0.0f, 0.0f, 1.0f);
}
// ------------------------------------------------------------------------------------------------
// Reads the animation channels for the given node
void BVHLoader::ReadNodeChannels( BVHLoader::Node& pNode)
{
- // number of channels. Use the float reader because we're lazy
- float numChannelsFloat = GetNextTokenAsFloat();
- unsigned int numChannels = (unsigned int) numChannelsFloat;
-
- for ( unsigned int a = 0; a < numChannels; a++)
- {
- std::string channelToken = GetNextToken();
-
- if ( channelToken == "Xposition")
- pNode.mChannels.push_back( Channel_PositionX);
- else if ( channelToken == "Yposition")
- pNode.mChannels.push_back( Channel_PositionY);
- else if ( channelToken == "Zposition")
- pNode.mChannels.push_back( Channel_PositionZ);
- else if ( channelToken == "Xrotation")
- pNode.mChannels.push_back( Channel_RotationX);
- else if ( channelToken == "Yrotation")
- pNode.mChannels.push_back( Channel_RotationY);
- else if ( channelToken == "Zrotation")
- pNode.mChannels.push_back( Channel_RotationZ);
- else
- ThrowException( boost::str( boost::format( "Invalid channel specifier \"%s\".") % channelToken));
- }
+ // number of channels. Use the float reader because we're lazy
+ float numChannelsFloat = GetNextTokenAsFloat();
+ unsigned int numChannels = (unsigned int) numChannelsFloat;
+
+ for( unsigned int a = 0; a < numChannels; a++)
+ {
+ std::string channelToken = GetNextToken();
+
+ if( channelToken == "Xposition")
+ pNode.mChannels.push_back( Channel_PositionX);
+ else if( channelToken == "Yposition")
+ pNode.mChannels.push_back( Channel_PositionY);
+ else if( channelToken == "Zposition")
+ pNode.mChannels.push_back( Channel_PositionZ);
+ else if( channelToken == "Xrotation")
+ pNode.mChannels.push_back( Channel_RotationX);
+ else if( channelToken == "Yrotation")
+ pNode.mChannels.push_back( Channel_RotationY);
+ else if( channelToken == "Zrotation")
+ pNode.mChannels.push_back( Channel_RotationZ);
+ else
+ ThrowException( boost::str( boost::format( "Invalid channel specifier \"%s\".") % channelToken));
+ }
}
// ------------------------------------------------------------------------------------------------
// Reads the motion data
-void BVHLoader::ReadMotion( aiScene*)
+void BVHLoader::ReadMotion( aiScene* /*pScene*/)
{
- // Read number of frames
- std::string tokenFrames = GetNextToken();
- if ( tokenFrames != "Frames:")
- ThrowException( boost::str( boost::format( "Expected frame count \"Frames:\", but found \"%s\".") % tokenFrames));
-
- float numFramesFloat = GetNextTokenAsFloat();
- mAnimNumFrames = (unsigned int) numFramesFloat;
-
- // Read frame duration
- std::string tokenDuration1 = GetNextToken();
- std::string tokenDuration2 = GetNextToken();
- if ( tokenDuration1 != "Frame" || tokenDuration2 != "Time:")
- ThrowException( boost::str( boost::format( "Expected frame duration \"Frame Time:\", but found \"%s %s\".") % tokenDuration1 % tokenDuration2));
-
- mAnimTickDuration = GetNextTokenAsFloat();
-
- // resize value vectors for each node
- for ( std::vector<Node>::iterator it = mNodes.begin(); it != mNodes.end(); ++it)
- it->mChannelValues.reserve( it->mChannels.size() * mAnimNumFrames);
-
- // now read all the data and store it in the corresponding node's value vector
- for ( unsigned int frame = 0; frame < mAnimNumFrames; ++frame)
- {
- // on each line read the values for all nodes
- for ( std::vector<Node>::iterator it = mNodes.begin(); it != mNodes.end(); ++it)
- {
- // get as many values as the node has channels
- for ( unsigned int c = 0; c < it->mChannels.size(); ++c)
- it->mChannelValues.push_back( GetNextTokenAsFloat());
- }
-
- // after one frame worth of values for all nodes there should be a newline, but we better don't rely on it
- }
+ // Read number of frames
+ std::string tokenFrames = GetNextToken();
+ if( tokenFrames != "Frames:")
+ ThrowException( boost::str( boost::format( "Expected frame count \"Frames:\", but found \"%s\".") % tokenFrames));
+
+ float numFramesFloat = GetNextTokenAsFloat();
+ mAnimNumFrames = (unsigned int) numFramesFloat;
+
+ // Read frame duration
+ std::string tokenDuration1 = GetNextToken();
+ std::string tokenDuration2 = GetNextToken();
+ if( tokenDuration1 != "Frame" || tokenDuration2 != "Time:")
+ ThrowException( boost::str( boost::format( "Expected frame duration \"Frame Time:\", but found \"%s %s\".") % tokenDuration1 % tokenDuration2));
+
+ mAnimTickDuration = GetNextTokenAsFloat();
+
+ // resize value vectors for each node
+ for( std::vector<Node>::iterator it = mNodes.begin(); it != mNodes.end(); ++it)
+ it->mChannelValues.reserve( it->mChannels.size() * mAnimNumFrames);
+
+ // now read all the data and store it in the corresponding node's value vector
+ for( unsigned int frame = 0; frame < mAnimNumFrames; ++frame)
+ {
+ // on each line read the values for all nodes
+ for( std::vector<Node>::iterator it = mNodes.begin(); it != mNodes.end(); ++it)
+ {
+ // get as many values as the node has channels
+ for( unsigned int c = 0; c < it->mChannels.size(); ++c)
+ it->mChannelValues.push_back( GetNextTokenAsFloat());
+ }
+
+ // after one frame worth of values for all nodes there should be a newline, but we better don't rely on it
+ }
}
// ------------------------------------------------------------------------------------------------
// Retrieves the next token
std::string BVHLoader::GetNextToken()
{
- // skip any preceeding whitespace
- while ( mReader != mBuffer.end())
- {
- if ( !isspace( *mReader))
- break;
-
- // count lines
- if ( *mReader == '\n')
- mLine++;
-
- ++mReader;
- }
-
- // collect all chars till the next whitespace. BVH is easy in respect to that.
- std::string token;
- while ( mReader != mBuffer.end())
- {
- if ( isspace( *mReader))
- break;
-
- token.push_back( *mReader);
- ++mReader;
-
- // little extra logic to make sure braces are counted correctly
- if ( token == "{" || token == "}")
- break;
- }
-
- // empty token means end of file, which is just fine
- return token;
+ // skip any preceeding whitespace
+ while( mReader != mBuffer.end())
+ {
+ if( !isspace( *mReader))
+ break;
+
+ // count lines
+ if( *mReader == '\n')
+ mLine++;
+
+ ++mReader;
+ }
+
+ // collect all chars till the next whitespace. BVH is easy in respect to that.
+ std::string token;
+ while( mReader != mBuffer.end())
+ {
+ if( isspace( *mReader))
+ break;
+
+ token.push_back( *mReader);
+ ++mReader;
+
+ // little extra logic to make sure braces are counted correctly
+ if( token == "{" || token == "}")
+ break;
+ }
+
+ // empty token means end of file, which is just fine
+ return token;
}
// ------------------------------------------------------------------------------------------------
// Reads the next token as a float
float BVHLoader::GetNextTokenAsFloat()
{
- std::string token = GetNextToken();
- if ( token.empty())
- ThrowException( "Unexpected end of file while trying to read a float");
+ std::string token = GetNextToken();
+ if( token.empty())
+ ThrowException( "Unexpected end of file while trying to read a float");
- // check if the float is valid by testing if the atof() function consumed every char of the token
- const char* ctoken = token.c_str();
- float result = 0.0f;
- ctoken = fast_atof_move( ctoken, result);
+ // check if the float is valid by testing if the atof() function consumed every char of the token
+ const char* ctoken = token.c_str();
+ float result = 0.0f;
+ ctoken = fast_atoreal_move<float>( ctoken, result);
- if ( ctoken != token.c_str() + token.length())
- ThrowException( boost::str( boost::format( "Expected a floating point number, but found \"%s\".") % token));
+ if( ctoken != token.c_str() + token.length())
+ ThrowException( boost::str( boost::format( "Expected a floating point number, but found \"%s\".") % token));
- return result;
+ return result;
}
// ------------------------------------------------------------------------------------------------
// Aborts the file reading with an exception
void BVHLoader::ThrowException( const std::string& pError)
{
- throw DeadlyImportError( boost::str( boost::format( "%s:%d - %s") % mFileName % mLine % pError));
+ throw DeadlyImportError( boost::str( boost::format( "%s:%d - %s") % mFileName % mLine % pError));
}
// ------------------------------------------------------------------------------------------------
// Constructs an animation for the motion data and stores it in the given scene
void BVHLoader::CreateAnimation( aiScene* pScene)
{
- // create the animation
- pScene->mNumAnimations = 1;
- pScene->mAnimations = new aiAnimation*[1];
- aiAnimation* anim = new aiAnimation;
- pScene->mAnimations[0] = anim;
-
- // put down the basic parameters
- anim->mName.Set( "Motion");
- anim->mTicksPerSecond = 1.0 / double( mAnimTickDuration);
- anim->mDuration = double( mAnimNumFrames - 1);
-
- // now generate the tracks for all nodes
- anim->mNumChannels = mNodes.size();
- anim->mChannels = new aiNodeAnim*[anim->mNumChannels];
-
- // FIX: set the array elements to NULL to ensure proper deletion if an exception is thrown
- for (unsigned int i = 0; i < anim->mNumChannels;++i)
- anim->mChannels[i] = NULL;
-
- for ( unsigned int a = 0; a < anim->mNumChannels; a++)
- {
- const Node& node = mNodes[a];
- const std::string nodeName = std::string( node.mNode->mName.data );
- aiNodeAnim* nodeAnim = new aiNodeAnim;
- anim->mChannels[a] = nodeAnim;
- nodeAnim->mNodeName.Set( nodeName);
-
- // translational part, if given
- if ( node.mChannels.size() == 6)
- {
- nodeAnim->mNumPositionKeys = mAnimNumFrames;
- nodeAnim->mPositionKeys = new aiVectorKey[mAnimNumFrames];
- aiVectorKey* poskey = nodeAnim->mPositionKeys;
- for ( unsigned int fr = 0; fr < mAnimNumFrames; ++fr)
- {
- poskey->mTime = double( fr);
-
- // Now compute all translations in the right order
- for ( unsigned int channel = 0; channel < 3; ++channel)
- {
- switch( node.mChannels[channel])
- {
- case Channel_PositionX: poskey->mValue.x = node.mChannelValues[fr * node.mChannels.size() + channel]; break;
- case Channel_PositionY: poskey->mValue.y = node.mChannelValues[fr * node.mChannels.size() + channel]; break;
- case Channel_PositionZ: poskey->mValue.z = node.mChannelValues[fr * node.mChannels.size() + channel]; break;
- default: throw DeadlyImportError( "Unexpected animation channel setup at node " + nodeName );
- }
- }
- ++poskey;
- }
- } else
- {
- // if no translation part is given, put a default sequence
- aiVector3D nodePos( node.mNode->mTransformation.a4, node.mNode->mTransformation.b4, node.mNode->mTransformation.c4);
- nodeAnim->mNumPositionKeys = 1;
- nodeAnim->mPositionKeys = new aiVectorKey[1];
- nodeAnim->mPositionKeys[0].mTime = 0.0;
- nodeAnim->mPositionKeys[0].mValue = nodePos;
- }
-
- // rotation part. Always present. First find value offsets
- {
- unsigned int rotOffset = 0;
- if ( node.mChannels.size() == 6)
- {
- // Offset all further calculations
- rotOffset = 3;
- }
-
- // Then create the number of rotation keys
- nodeAnim->mNumRotationKeys = mAnimNumFrames;
- nodeAnim->mRotationKeys = new aiQuatKey[mAnimNumFrames];
- aiQuatKey* rotkey = nodeAnim->mRotationKeys;
- for ( unsigned int fr = 0; fr < mAnimNumFrames; ++fr)
- {
- aiMatrix4x4 temp;
- aiMatrix3x3 rotMatrix;
-
- for ( unsigned int channel = 0; channel < 3; ++channel)
- {
- // translate ZXY euler angels into a quaternion
- const float angle = node.mChannelValues[fr * node.mChannels.size() + rotOffset + channel] * float( AI_MATH_PI) / 180.0f;
-
- // Compute rotation transformations in the right order
- switch (node.mChannels[rotOffset+channel])
- {
- case Channel_RotationX: aiMatrix4x4::RotationX( angle, temp); rotMatrix *= aiMatrix3x3( temp); break;
- case Channel_RotationY: aiMatrix4x4::RotationY( angle, temp); rotMatrix *= aiMatrix3x3( temp); break;
- case Channel_RotationZ: aiMatrix4x4::RotationZ( angle, temp); rotMatrix *= aiMatrix3x3( temp); break;
- default: throw DeadlyImportError( "Unexpected animation channel setup at node " + nodeName );
- }
- }
-
- rotkey->mTime = double( fr);
- rotkey->mValue = aiQuaternion( rotMatrix);
- ++rotkey;
- }
- }
-
- // scaling part. Always just a default track
- {
- nodeAnim->mNumScalingKeys = 1;
- nodeAnim->mScalingKeys = new aiVectorKey[1];
- nodeAnim->mScalingKeys[0].mTime = 0.0;
- nodeAnim->mScalingKeys[0].mValue.Set( 1.0f, 1.0f, 1.0f);
- }
- }
+ // create the animation
+ pScene->mNumAnimations = 1;
+ pScene->mAnimations = new aiAnimation*[1];
+ aiAnimation* anim = new aiAnimation;
+ pScene->mAnimations[0] = anim;
+
+ // put down the basic parameters
+ anim->mName.Set( "Motion");
+ anim->mTicksPerSecond = 1.0 / double( mAnimTickDuration);
+ anim->mDuration = double( mAnimNumFrames - 1);
+
+ // now generate the tracks for all nodes
+ anim->mNumChannels = mNodes.size();
+ anim->mChannels = new aiNodeAnim*[anim->mNumChannels];
+
+ // FIX: set the array elements to NULL to ensure proper deletion if an exception is thrown
+ for (unsigned int i = 0; i < anim->mNumChannels;++i)
+ anim->mChannels[i] = NULL;
+
+ for( unsigned int a = 0; a < anim->mNumChannels; a++)
+ {
+ const Node& node = mNodes[a];
+ const std::string nodeName = std::string( node.mNode->mName.data );
+ aiNodeAnim* nodeAnim = new aiNodeAnim;
+ anim->mChannels[a] = nodeAnim;
+ nodeAnim->mNodeName.Set( nodeName);
+
+ // translational part, if given
+ if( node.mChannels.size() == 6)
+ {
+ nodeAnim->mNumPositionKeys = mAnimNumFrames;
+ nodeAnim->mPositionKeys = new aiVectorKey[mAnimNumFrames];
+ aiVectorKey* poskey = nodeAnim->mPositionKeys;
+ for( unsigned int fr = 0; fr < mAnimNumFrames; ++fr)
+ {
+ poskey->mTime = double( fr);
+
+ // Now compute all translations in the right order
+ for( unsigned int channel = 0; channel < 3; ++channel)
+ {
+ switch( node.mChannels[channel])
+ {
+ case Channel_PositionX: poskey->mValue.x = node.mChannelValues[fr * node.mChannels.size() + channel]; break;
+ case Channel_PositionY: poskey->mValue.y = node.mChannelValues[fr * node.mChannels.size() + channel]; break;
+ case Channel_PositionZ: poskey->mValue.z = node.mChannelValues[fr * node.mChannels.size() + channel]; break;
+ default: throw DeadlyImportError( "Unexpected animation channel setup at node " + nodeName );
+ }
+ }
+ ++poskey;
+ }
+ } else
+ {
+ // if no translation part is given, put a default sequence
+ aiVector3D nodePos( node.mNode->mTransformation.a4, node.mNode->mTransformation.b4, node.mNode->mTransformation.c4);
+ nodeAnim->mNumPositionKeys = 1;
+ nodeAnim->mPositionKeys = new aiVectorKey[1];
+ nodeAnim->mPositionKeys[0].mTime = 0.0;
+ nodeAnim->mPositionKeys[0].mValue = nodePos;
+ }
+
+ // rotation part. Always present. First find value offsets
+ {
+ unsigned int rotOffset = 0;
+ if( node.mChannels.size() == 6)
+ {
+ // Offset all further calculations
+ rotOffset = 3;
+ }
+
+ // Then create the number of rotation keys
+ nodeAnim->mNumRotationKeys = mAnimNumFrames;
+ nodeAnim->mRotationKeys = new aiQuatKey[mAnimNumFrames];
+ aiQuatKey* rotkey = nodeAnim->mRotationKeys;
+ for( unsigned int fr = 0; fr < mAnimNumFrames; ++fr)
+ {
+ aiMatrix4x4 temp;
+ aiMatrix3x3 rotMatrix;
+
+ for( unsigned int channel = 0; channel < 3; ++channel)
+ {
+ // translate ZXY euler angels into a quaternion
+ const float angle = node.mChannelValues[fr * node.mChannels.size() + rotOffset + channel] * float( AI_MATH_PI) / 180.0f;
+
+ // Compute rotation transformations in the right order
+ switch (node.mChannels[rotOffset+channel])
+ {
+ case Channel_RotationX: aiMatrix4x4::RotationX( angle, temp); rotMatrix *= aiMatrix3x3( temp); break;
+ case Channel_RotationY: aiMatrix4x4::RotationY( angle, temp); rotMatrix *= aiMatrix3x3( temp); break;
+ case Channel_RotationZ: aiMatrix4x4::RotationZ( angle, temp); rotMatrix *= aiMatrix3x3( temp); break;
+ default: throw DeadlyImportError( "Unexpected animation channel setup at node " + nodeName );
+ }
+ }
+
+ rotkey->mTime = double( fr);
+ rotkey->mValue = aiQuaternion( rotMatrix);
+ ++rotkey;
+ }
+ }
+
+ // scaling part. Always just a default track
+ {
+ nodeAnim->mNumScalingKeys = 1;
+ nodeAnim->mScalingKeys = new aiVectorKey[1];
+ nodeAnim->mScalingKeys[0].mTime = 0.0;
+ nodeAnim->mScalingKeys[0].mValue.Set( 1.0f, 1.0f, 1.0f);
+ }
+ }
}
#endif // !! ASSIMP_BUILD_NO_BVH_IMPORTER
diff --git a/src/3rdparty/assimp/code/BVHLoader.h b/src/3rdparty/assimp/code/BVHLoader.h
index 74800a187..ec7d33c57 100644
--- a/src/3rdparty/assimp/code/BVHLoader.h
+++ b/src/3rdparty/assimp/code/BVHLoader.h
@@ -1,14 +1,14 @@
/** Defines the BHV motion capturing loader class */
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
-written permission of the ASSIMP Development Team.
+written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -53,7 +53,7 @@ namespace Assimp
{
// --------------------------------------------------------------------------------
-/** Loader class to read Motion Capturing data from a .bvh file.
+/** Loader class to read Motion Capturing data from a .bvh file.
*
* This format only contains a hierarchy of joints and a series of keyframes for
* the hierarchy. It contains no actual mesh data, but we generate a dummy mesh
@@ -61,111 +61,104 @@ namespace Assimp
*/
class BVHLoader : public BaseImporter
{
- friend class Importer;
-
- /** Possible animation channels for which the motion data holds the values */
- enum ChannelType
- {
- Channel_PositionX,
- Channel_PositionY,
- Channel_PositionZ,
- Channel_RotationX,
- Channel_RotationY,
- Channel_RotationZ
- };
-
- /** Collected list of node. Will be bones of the dummy mesh some day, addressed by their array index */
- struct Node
- {
- const aiNode* mNode;
- std::vector<ChannelType> mChannels;
- std::vector<float> mChannelValues; // motion data values for that node. Of size NumChannels * NumFrames
-
- Node() { }
- Node( const aiNode* pNode) : mNode( pNode) { }
- };
-protected:
- /** Constructor to be privately used by Importer */
- BVHLoader();
+ /** Possible animation channels for which the motion data holds the values */
+ enum ChannelType
+ {
+ Channel_PositionX,
+ Channel_PositionY,
+ Channel_PositionZ,
+ Channel_RotationX,
+ Channel_RotationY,
+ Channel_RotationZ
+ };
+
+ /** Collected list of node. Will be bones of the dummy mesh some day, addressed by their array index */
+ struct Node
+ {
+ const aiNode* mNode;
+ std::vector<ChannelType> mChannels;
+ std::vector<float> mChannelValues; // motion data values for that node. Of size NumChannels * NumFrames
+
+ Node() { }
+ Node( const aiNode* pNode) : mNode( pNode) { }
+ };
+
+public:
- /** Destructor, private as well */
- ~BVHLoader();
+ BVHLoader();
+ ~BVHLoader();
public:
- /** Returns whether the class can handle the format of the given file.
- * See BaseImporter::CanRead() for details. */
- bool CanRead( const std::string& pFile, IOSystem* pIOHandler, bool cs) const;
+ /** Returns whether the class can handle the format of the given file.
+ * See BaseImporter::CanRead() for details. */
+ bool CanRead( const std::string& pFile, IOSystem* pIOHandler, bool cs) const;
+
+ const aiImporterDesc* GetInfo () const;
protected:
- /** Called by Importer::GetExtensionList() for each loaded importer.
- * See BaseImporter::GetExtensionList() for details
- */
- void GetExtensionList(std::set<std::string>& extensions)
- {
- extensions.insert("bvh");
- }
-
- /** Imports the given file into the given scene structure.
- * See BaseImporter::InternReadFile() for details
- */
- void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler);
+
+
+ /** Imports the given file into the given scene structure.
+ * See BaseImporter::InternReadFile() for details
+ */
+ void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler);
protected:
- /** Reads the file */
- void ReadStructure( aiScene* pScene);
+ /** Reads the file */
+ void ReadStructure( aiScene* pScene);
- /** Reads the hierarchy */
- void ReadHierarchy( aiScene* pScene);
+ /** Reads the hierarchy */
+ void ReadHierarchy( aiScene* pScene);
- /** Reads a node and recursively its childs and returns the created node. */
- aiNode* ReadNode();
+ /** Reads a node and recursively its childs and returns the created node. */
+ aiNode* ReadNode();
- /** Reads an end node and returns the created node. */
- aiNode* ReadEndSite( const std::string& pParentName);
+ /** Reads an end node and returns the created node. */
+ aiNode* ReadEndSite( const std::string& pParentName);
- /** Reads a node offset for the given node */
- void ReadNodeOffset( aiNode* pNode);
+ /** Reads a node offset for the given node */
+ void ReadNodeOffset( aiNode* pNode);
- /** Reads the animation channels into the given node */
- void ReadNodeChannels( BVHLoader::Node& pNode);
+ /** Reads the animation channels into the given node */
+ void ReadNodeChannels( BVHLoader::Node& pNode);
- /** Reads the motion data */
- void ReadMotion( aiScene* pScene);
+ /** Reads the motion data */
+ void ReadMotion( aiScene* pScene);
- /** Retrieves the next token */
- std::string GetNextToken();
+ /** Retrieves the next token */
+ std::string GetNextToken();
- /** Reads the next token as a float */
- float GetNextTokenAsFloat();
+ /** Reads the next token as a float */
+ float GetNextTokenAsFloat();
- /** Aborts the file reading with an exception */
- void ThrowException( const std::string& pError);
+ /** Aborts the file reading with an exception */
+ void ThrowException( const std::string& pError);
- /** Constructs an animation for the motion data and stores it in the given scene */
- void CreateAnimation( aiScene* pScene);
+ /** Constructs an animation for the motion data and stores it in the given scene */
+ void CreateAnimation( aiScene* pScene);
protected:
- /** Filename, for a verbose error message */
- std::string mFileName;
+ /** Filename, for a verbose error message */
+ std::string mFileName;
- /** Buffer to hold the loaded file */
- std::vector<char> mBuffer;
+ /** Buffer to hold the loaded file */
+ std::vector<char> mBuffer;
- /** Next char to read from the buffer */
- std::vector<char>::const_iterator mReader;
+ /** Next char to read from the buffer */
+ std::vector<char>::const_iterator mReader;
- /** Current line, for error messages */
- unsigned int mLine;
+ /** Current line, for error messages */
+ unsigned int mLine;
- /** Collected list of nodes. Will be bones of the dummy mesh some day, addressed by their array index.
- * Also contain the motion data for the node's channels
- */
- std::vector<Node> mNodes;
+ /** Collected list of nodes. Will be bones of the dummy mesh some day, addressed by their array index.
+ * Also contain the motion data for the node's channels
+ */
+ std::vector<Node> mNodes;
- /** basic Animation parameters */
- float mAnimTickDuration;
- unsigned int mAnimNumFrames;
+ /** basic Animation parameters */
+ float mAnimTickDuration;
+ unsigned int mAnimNumFrames;
};
} // end of namespace Assimp
diff --git a/src/3rdparty/assimp/code/BaseImporter.cpp b/src/3rdparty/assimp/code/BaseImporter.cpp
index 9771749d4..88f3d9de8 100644
--- a/src/3rdparty/assimp/code/BaseImporter.cpp
+++ b/src/3rdparty/assimp/code/BaseImporter.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,33 +20,35 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file BaseImporter.cpp
- * @brief Implementation of BaseImporter
+ * @brief Implementation of BaseImporter
*/
#include "AssimpPCH.h"
#include "BaseImporter.h"
#include "FileSystemFilter.h"
+#include "Importer.h"
+
using namespace Assimp;
// ------------------------------------------------------------------------------------------------
@@ -54,203 +56,233 @@ using namespace Assimp;
BaseImporter::BaseImporter()
: progress()
{
- // nothing to do here
+ // nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
BaseImporter::~BaseImporter()
{
- // nothing to do here
+ // nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Imports the given file and returns the imported data.
aiScene* BaseImporter::ReadFile(const Importer* pImp, const std::string& pFile, IOSystem* pIOHandler)
{
- progress = pImp->GetProgressHandler();
- ai_assert(progress);
+ progress = pImp->GetProgressHandler();
+ ai_assert(progress);
+
+ // Gather configuration properties for this run
+ SetupProperties( pImp );
- // Gather configuration properties for this run
- SetupProperties( pImp );
+ // Construct a file system filter to improve our success ratio at reading external files
+ FileSystemFilter filter(pFile,pIOHandler);
- // Construct a file system filter to improve our success ratio at reading external files
- FileSystemFilter filter(pFile,pIOHandler);
+ // create a scene object to hold the data
+ ScopeGuard<aiScene> sc(new aiScene());
- // create a scene object to hold the data
- ScopeGuard<aiScene> sc(new aiScene());
+ // dispatch importing
+ try
+ {
+ InternReadFile( pFile, sc, &filter);
- // dispatch importing
- try
- {
- InternReadFile( pFile, sc, &filter);
+ } catch( const std::exception& err ) {
+ // extract error description
+ mErrorText = err.what();
+ DefaultLogger::get()->error(mErrorText);
+ return NULL;
+ }
- } catch( const std::exception& err ) {
- // extract error description
- mErrorText = err.what();
- DefaultLogger::get()->error(mErrorText);
- return NULL;
- }
+ // return what we gathered from the import.
+ sc.dismiss();
+ return sc;
+}
- // return what we gathered from the import.
- sc.dismiss();
- return sc;
+// ------------------------------------------------------------------------------------------------
+void BaseImporter::SetupProperties(const Importer* /*pImp*/)
+{
+ // the default implementation does nothing
}
// ------------------------------------------------------------------------------------------------
-void BaseImporter::SetupProperties(const Importer*)
+void BaseImporter::GetExtensionList(std::set<std::string>& extensions)
{
- // the default implementation does nothing
+ const aiImporterDesc* desc = GetInfo();
+ ai_assert(desc != NULL);
+
+ const char* ext = desc->mFileExtensions;
+ ai_assert(ext != NULL);
+
+ const char* last = ext;
+ do {
+ if (!*ext || *ext == ' ') {
+ extensions.insert(std::string(last,ext-last));
+ ai_assert(ext-last > 0);
+ last = ext;
+ while(*last == ' ') {
+ ++last;
+ }
+ }
+ }
+ while(*ext++);
}
// ------------------------------------------------------------------------------------------------
/*static*/ bool BaseImporter::SearchFileHeaderForToken(IOSystem* pIOHandler,
- const std::string& pFile,
- const char** tokens,
- unsigned int numTokens,
- unsigned int searchBytes /* = 200 */)
+ const std::string& pFile,
+ const char** tokens,
+ unsigned int numTokens,
+ unsigned int searchBytes /* = 200 */,
+ bool tokensSol /* false */)
{
- ai_assert(NULL != tokens && 0 != numTokens && 0 != searchBytes);
- if (!pIOHandler)
- return false;
-
- boost::scoped_ptr<IOStream> pStream (pIOHandler->Open(pFile));
- if (pStream.get() ) {
- // read 200 characters from the file
- boost::scoped_array<char> _buffer (new char[searchBytes+1 /* for the '\0' */]);
- char* buffer = _buffer.get();
-
- const unsigned int read = pStream->Read(buffer,1,searchBytes);
- if (!read)
- return false;
-
- for (unsigned int i = 0; i < read;++i)
- buffer[i] = ::tolower(buffer[i]);
-
- // It is not a proper handling of unicode files here ...
- // ehm ... but it works in most cases.
- char* cur = buffer,*cur2 = buffer,*end = &buffer[read];
- while (cur != end) {
- if (*cur)
- *cur2++ = *cur;
- ++cur;
- }
- *cur2 = '\0';
-
- for (unsigned int i = 0; i < numTokens;++i) {
- ai_assert(NULL != tokens[i]);
-
- if (::strstr(buffer,tokens[i])) {
- DefaultLogger::get()->debug(std::string("Found positive match for header keyword: ") + tokens[i]);
- return true;
- }
- }
- }
- return false;
+ ai_assert(NULL != tokens && 0 != numTokens && 0 != searchBytes);
+ if (!pIOHandler)
+ return false;
+
+ boost::scoped_ptr<IOStream> pStream (pIOHandler->Open(pFile));
+ if (pStream.get() ) {
+ // read 200 characters from the file
+ boost::scoped_array<char> _buffer (new char[searchBytes+1 /* for the '\0' */]);
+ char* buffer = _buffer.get();
+
+ const unsigned int read = pStream->Read(buffer,1,searchBytes);
+ if (!read)
+ return false;
+
+ for (unsigned int i = 0; i < read;++i)
+ buffer[i] = ::tolower(buffer[i]);
+
+ // It is not a proper handling of unicode files here ...
+ // ehm ... but it works in most cases.
+ char* cur = buffer,*cur2 = buffer,*end = &buffer[read];
+ while (cur != end) {
+ if (*cur)
+ *cur2++ = *cur;
+ ++cur;
+ }
+ *cur2 = '\0';
+
+ for (unsigned int i = 0; i < numTokens;++i) {
+ ai_assert(NULL != tokens[i]);
+
+
+ const char* r = strstr(buffer,tokens[i]);
+ if (!r)
+ continue;
+ // We got a match, either we don't care where it is, or it happens to
+ // be in the beginning of the file / line
+ if (!tokensSol || r == buffer || r[-1] == '\r' || r[-1] == '\n') {
+ DefaultLogger::get()->debug(std::string("Found positive match for header keyword: ") + tokens[i]);
+ return true;
+ }
+ }
+ }
+ return false;
}
// ------------------------------------------------------------------------------------------------
// Simple check for file extension
-/*static*/ bool BaseImporter::SimpleExtensionCheck (const std::string& pFile,
- const char* ext0,
- const char* ext1,
- const char* ext2)
+/*static*/ bool BaseImporter::SimpleExtensionCheck (const std::string& pFile,
+ const char* ext0,
+ const char* ext1,
+ const char* ext2)
{
- std::string::size_type pos = pFile.find_last_of('.');
-
- // no file extension - can't read
- if ( pos == std::string::npos)
- return false;
+ std::string::size_type pos = pFile.find_last_of('.');
- const char* ext_real = & pFile[ pos+1 ];
- if ( !ASSIMP_stricmp(ext_real,ext0) )
- return true;
+ // no file extension - can't read
+ if( pos == std::string::npos)
+ return false;
+
+ const char* ext_real = & pFile[ pos+1 ];
+ if( !ASSIMP_stricmp(ext_real,ext0) )
+ return true;
- // check for other, optional, file extensions
- if (ext1 && !ASSIMP_stricmp(ext_real,ext1))
- return true;
+ // check for other, optional, file extensions
+ if (ext1 && !ASSIMP_stricmp(ext_real,ext1))
+ return true;
- if (ext2 && !ASSIMP_stricmp(ext_real,ext2))
- return true;
+ if (ext2 && !ASSIMP_stricmp(ext_real,ext2))
+ return true;
- return false;
+ return false;
}
// ------------------------------------------------------------------------------------------------
// Get file extension from path
/*static*/ std::string BaseImporter::GetExtension (const std::string& pFile)
{
- std::string::size_type pos = pFile.find_last_of('.');
+ std::string::size_type pos = pFile.find_last_of('.');
- // no file extension at all
- if ( pos == std::string::npos)
- return "";
+ // no file extension at all
+ if( pos == std::string::npos)
+ return "";
- std::string ret = pFile.substr(pos+1);
- std::transform(ret.begin(),ret.end(),ret.begin(),::tolower); // thanks to Andy Maloney for the hint
- return ret;
+ std::string ret = pFile.substr(pos+1);
+ std::transform(ret.begin(),ret.end(),ret.begin(),::tolower); // thanks to Andy Maloney for the hint
+ return ret;
}
// ------------------------------------------------------------------------------------------------
// Check for magic bytes at the beginning of the file.
-/* static */ bool BaseImporter::CheckMagicToken(IOSystem* pIOHandler, const std::string& pFile,
- const void* _magic, unsigned int num, unsigned int offset, unsigned int size)
+/* static */ bool BaseImporter::CheckMagicToken(IOSystem* pIOHandler, const std::string& pFile,
+ const void* _magic, unsigned int num, unsigned int offset, unsigned int size)
{
- ai_assert(size <= 16 && _magic);
-
- if (!pIOHandler) {
- return false;
- }
- union {
- const char* magic;
- const uint16_t* magic_u16;
- const uint32_t* magic_u32;
- };
- magic = reinterpret_cast<const char*>(_magic);
- boost::scoped_ptr<IOStream> pStream (pIOHandler->Open(pFile));
- if (pStream.get() ) {
-
- // skip to offset
- pStream->Seek(offset,aiOrigin_SET);
-
- // read 'size' characters from the file
- union {
- char data[16];
- uint16_t data_u16[8];
- uint32_t data_u32[4];
- };
- if (size != pStream->Read(data,1,size)) {
- return false;
- }
-
- for (unsigned int i = 0; i < num; ++i) {
- // also check against big endian versions of tokens with size 2,4
- // that's just for convinience, the chance that we cause conflicts
- // is quite low and it can save some lines and prevent nasty bugs
- if (2 == size) {
- uint16_t rev = *magic_u16;
- ByteSwap::Swap(&rev);
- if (data_u16[0] == *magic_u16 || data_u16[0] == rev) {
- return true;
- }
- }
- else if (4 == size) {
- uint32_t rev = *magic_u32;
- ByteSwap::Swap(&rev);
- if (data_u32[0] == *magic_u32 || data_u32[0] == rev) {
- return true;
- }
- }
- else {
- // any length ... just compare
- if (!memcmp(magic,data,size)) {
- return true;
- }
- }
- magic += size;
- }
- }
- return false;
+ ai_assert(size <= 16 && _magic);
+
+ if (!pIOHandler) {
+ return false;
+ }
+ union {
+ const char* magic;
+ const uint16_t* magic_u16;
+ const uint32_t* magic_u32;
+ };
+ magic = reinterpret_cast<const char*>(_magic);
+ boost::scoped_ptr<IOStream> pStream (pIOHandler->Open(pFile));
+ if (pStream.get() ) {
+
+ // skip to offset
+ pStream->Seek(offset,aiOrigin_SET);
+
+ // read 'size' characters from the file
+ union {
+ char data[16];
+ uint16_t data_u16[8];
+ uint32_t data_u32[4];
+ };
+ if(size != pStream->Read(data,1,size)) {
+ return false;
+ }
+
+ for (unsigned int i = 0; i < num; ++i) {
+ // also check against big endian versions of tokens with size 2,4
+ // that's just for convinience, the chance that we cause conflicts
+ // is quite low and it can save some lines and prevent nasty bugs
+ if (2 == size) {
+ uint16_t rev = *magic_u16;
+ ByteSwap::Swap(&rev);
+ if (data_u16[0] == *magic_u16 || data_u16[0] == rev) {
+ return true;
+ }
+ }
+ else if (4 == size) {
+ uint32_t rev = *magic_u32;
+ ByteSwap::Swap(&rev);
+ if (data_u32[0] == *magic_u32 || data_u32[0] == rev) {
+ return true;
+ }
+ }
+ else {
+ // any length ... just compare
+ if(!memcmp(magic,data,size)) {
+ return true;
+ }
+ }
+ magic += size;
+ }
+ }
+ return false;
}
#include "../contrib/ConvertUTF/ConvertUTF.h"
@@ -258,270 +290,269 @@ void BaseImporter::SetupProperties(const Importer*)
// ------------------------------------------------------------------------------------------------
void ReportResult(ConversionResult res)
{
- if (res == sourceExhausted) {
- DefaultLogger::get()->error("Source ends with incomplete character sequence, transformation to UTF-8 fails");
- }
- else if (res == sourceIllegal) {
- DefaultLogger::get()->error("Source contains illegal character sequence, transformation to UTF-8 fails");
- }
+ if(res == sourceExhausted) {
+ DefaultLogger::get()->error("Source ends with incomplete character sequence, transformation to UTF-8 fails");
+ }
+ else if(res == sourceIllegal) {
+ DefaultLogger::get()->error("Source contains illegal character sequence, transformation to UTF-8 fails");
+ }
}
// ------------------------------------------------------------------------------------------------
// Convert to UTF8 data
void BaseImporter::ConvertToUTF8(std::vector<char>& data)
{
- ConversionResult result;
- if (data.size() < 8) {
- throw DeadlyImportError("File is too small");
- }
-
- // UTF 8 with BOM
- if ((uint8_t)data[0] == 0xEF && (uint8_t)data[1] == 0xBB && (uint8_t)data[2] == 0xBF) {
- DefaultLogger::get()->debug("Found UTF-8 BOM ...");
-
- std::copy(data.begin()+3,data.end(),data.begin());
- data.resize(data.size()-3);
- return;
- }
-
- // UTF 32 BE with BOM
- if (*((uint32_t*)&data.front()) == 0xFFFE0000) {
-
- // swap the endianess ..
- for (uint32_t* p = (uint32_t*)&data.front(), *end = (uint32_t*)&data.back(); p <= end; ++p) {
- AI_SWAP4P(p);
- }
- }
-
- // UTF 32 LE with BOM
- if (*((uint32_t*)&data.front()) == 0x0000FFFE) {
- DefaultLogger::get()->debug("Found UTF-32 BOM ...");
-
- const uint32_t* sstart = (uint32_t*)&data.front()+1, *send = (uint32_t*)&data.back()+1;
- char* dstart,*dend;
- std::vector<char> output;
- do {
- output.resize(output.size()?output.size()*3/2:data.size()/2);
- dstart = &output.front(),dend = &output.back()+1;
-
- result = ConvertUTF32toUTF8((const UTF32**)&sstart,(const UTF32*)send,(UTF8**)&dstart,(UTF8*)dend,lenientConversion);
- } while (result == targetExhausted);
-
- ReportResult(result);
-
- // copy to output buffer.
- const size_t outlen = (size_t)(dstart-&output.front());
- data.assign(output.begin(),output.begin()+outlen);
- return;
- }
-
- // UTF 16 BE with BOM
- if (*((uint16_t*)&data.front()) == 0xFFFE) {
-
- // swap the endianess ..
- for (uint16_t* p = (uint16_t*)&data.front(), *end = (uint16_t*)&data.back(); p <= end; ++p) {
- ByteSwap::Swap2(p);
- }
- }
-
- // UTF 16 LE with BOM
- if (*((uint16_t*)&data.front()) == 0xFEFF) {
- DefaultLogger::get()->debug("Found UTF-16 BOM ...");
-
- const uint16_t* sstart = (uint16_t*)&data.front()+1, *send = (uint16_t*)&data.back()+1;
- char* dstart,*dend;
- std::vector<char> output;
- do {
- output.resize(output.size()?output.size()*3/2:data.size()*3/4);
- dstart = &output.front(),dend = &output.back()+1;
-
- result = ConvertUTF16toUTF8((const UTF16**)&sstart,(const UTF16*)send,(UTF8**)&dstart,(UTF8*)dend,lenientConversion);
- } while (result == targetExhausted);
-
- ReportResult(result);
-
- // copy to output buffer.
- const size_t outlen = (size_t)(dstart-&output.front());
- data.assign(output.begin(),output.begin()+outlen);
- return;
- }
+ ConversionResult result;
+ if(data.size() < 8) {
+ throw DeadlyImportError("File is too small");
+ }
+
+ // UTF 8 with BOM
+ if((uint8_t)data[0] == 0xEF && (uint8_t)data[1] == 0xBB && (uint8_t)data[2] == 0xBF) {
+ DefaultLogger::get()->debug("Found UTF-8 BOM ...");
+
+ std::copy(data.begin()+3,data.end(),data.begin());
+ data.resize(data.size()-3);
+ return;
+ }
+
+ // UTF 32 BE with BOM
+ if(*((uint32_t*)&data.front()) == 0xFFFE0000) {
+
+ // swap the endianess ..
+ for(uint32_t* p = (uint32_t*)&data.front(), *end = (uint32_t*)&data.back(); p <= end; ++p) {
+ AI_SWAP4P(p);
+ }
+ }
+
+ // UTF 32 LE with BOM
+ if(*((uint32_t*)&data.front()) == 0x0000FFFE) {
+ DefaultLogger::get()->debug("Found UTF-32 BOM ...");
+
+ const uint32_t* sstart = (uint32_t*)&data.front()+1, *send = (uint32_t*)&data.back()+1;
+ char* dstart,*dend;
+ std::vector<char> output;
+ do {
+ output.resize(output.size()?output.size()*3/2:data.size()/2);
+ dstart = &output.front(),dend = &output.back()+1;
+
+ result = ConvertUTF32toUTF8((const UTF32**)&sstart,(const UTF32*)send,(UTF8**)&dstart,(UTF8*)dend,lenientConversion);
+ } while(result == targetExhausted);
+
+ ReportResult(result);
+
+ // copy to output buffer.
+ const size_t outlen = (size_t)(dstart-&output.front());
+ data.assign(output.begin(),output.begin()+outlen);
+ return;
+ }
+
+ // UTF 16 BE with BOM
+ if(*((uint16_t*)&data.front()) == 0xFFFE) {
+
+ // swap the endianess ..
+ for(uint16_t* p = (uint16_t*)&data.front(), *end = (uint16_t*)&data.back(); p <= end; ++p) {
+ ByteSwap::Swap2(p);
+ }
+ }
+
+ // UTF 16 LE with BOM
+ if(*((uint16_t*)&data.front()) == 0xFEFF) {
+ DefaultLogger::get()->debug("Found UTF-16 BOM ...");
+
+ const uint16_t* sstart = (uint16_t*)&data.front()+1, *send = (uint16_t*)(&data.back()+1);
+ char* dstart,*dend;
+ std::vector<char> output;
+ do {
+ output.resize(output.size()?output.size()*3/2:data.size()*3/4);
+ dstart = &output.front(),dend = &output.back()+1;
+
+ result = ConvertUTF16toUTF8((const UTF16**)&sstart,(const UTF16*)send,(UTF8**)&dstart,(UTF8*)dend,lenientConversion);
+ } while(result == targetExhausted);
+
+ ReportResult(result);
+
+ // copy to output buffer.
+ const size_t outlen = (size_t)(dstart-&output.front());
+ data.assign(output.begin(),output.begin()+outlen);
+ return;
+ }
}
// ------------------------------------------------------------------------------------------------
void BaseImporter::TextFileToBuffer(IOStream* stream,
- std::vector<char>& data)
+ std::vector<char>& data)
{
- ai_assert(NULL != stream);
+ ai_assert(NULL != stream);
- const size_t fileSize = stream->FileSize();
- if (!fileSize) {
- throw DeadlyImportError("File is empty");
- }
+ const size_t fileSize = stream->FileSize();
+ if(!fileSize) {
+ throw DeadlyImportError("File is empty");
+ }
- data.reserve(fileSize+1);
- data.resize(fileSize);
- if (fileSize != stream->Read( &data[0], 1, fileSize)) {
- throw DeadlyImportError("File read error");
- }
+ data.reserve(fileSize+1);
+ data.resize(fileSize);
+ if(fileSize != stream->Read( &data[0], 1, fileSize)) {
+ throw DeadlyImportError("File read error");
+ }
- ConvertToUTF8(data);
+ ConvertToUTF8(data);
- // append a binary zero to simplify string parsing
- data.push_back(0);
+ // append a binary zero to simplify string parsing
+ data.push_back(0);
}
// ------------------------------------------------------------------------------------------------
namespace Assimp
{
- // Represents an import request
- struct LoadRequest
- {
- LoadRequest(const std::string& _file, unsigned int _flags,const BatchLoader::PropertyMap* _map, unsigned int _id)
- : file(_file), flags(_flags), refCnt(1),scene(NULL), loaded(false), id(_id)
- {
- if (_map)
- map = *_map;
- }
-
- const std::string file;
- unsigned int flags;
- unsigned int refCnt;
- aiScene* scene;
- bool loaded;
- BatchLoader::PropertyMap map;
- unsigned int id;
-
- bool operator== (const std::string& f) {
- return file == f;
- }
- };
+ // Represents an import request
+ struct LoadRequest
+ {
+ LoadRequest(const std::string& _file, unsigned int _flags,const BatchLoader::PropertyMap* _map, unsigned int _id)
+ : file(_file), flags(_flags), refCnt(1),scene(NULL), loaded(false), id(_id)
+ {
+ if (_map)
+ map = *_map;
+ }
+
+ const std::string file;
+ unsigned int flags;
+ unsigned int refCnt;
+ aiScene* scene;
+ bool loaded;
+ BatchLoader::PropertyMap map;
+ unsigned int id;
+
+ bool operator== (const std::string& f) {
+ return file == f;
+ }
+ };
}
// ------------------------------------------------------------------------------------------------
// BatchLoader::pimpl data structure
struct Assimp::BatchData
{
- BatchData()
- : pIOSystem(0)
- , pImporter(0)
- , next_id(0xffff)
- {}
+ BatchData()
+ : next_id(0xffff)
+ {}
- // IO system to be used for all imports
- IOSystem* pIOSystem;
+ // IO system to be used for all imports
+ IOSystem* pIOSystem;
- // Importer used to load all meshes
- Importer* pImporter;
+ // Importer used to load all meshes
+ Importer* pImporter;
- // List of all imports
- std::list<LoadRequest> requests;
+ // List of all imports
+ std::list<LoadRequest> requests;
- // Base path
- std::string pathBase;
+ // Base path
+ std::string pathBase;
- // Id for next item
- unsigned int next_id;
+ // Id for next item
+ unsigned int next_id;
};
// ------------------------------------------------------------------------------------------------
BatchLoader::BatchLoader(IOSystem* pIO)
{
- ai_assert(NULL != pIO);
+ ai_assert(NULL != pIO);
- data = new BatchData();
- data->pIOSystem = pIO;
+ data = new BatchData();
+ data->pIOSystem = pIO;
- data->pImporter = new Importer();
- data->pImporter->SetIOHandler(data->pIOSystem);
+ data->pImporter = new Importer();
+ data->pImporter->SetIOHandler(data->pIOSystem);
}
// ------------------------------------------------------------------------------------------------
BatchLoader::~BatchLoader()
{
- // delete all scenes wthat have not been polled by the user
- for (std::list<LoadRequest>::iterator it = data->requests.begin();it != data->requests.end(); ++it) {
-
- delete (*it).scene;
- }
- data->pImporter->SetIOHandler(NULL); /* get pointer back into our posession */
- delete data->pImporter;
- delete data;
+ // delete all scenes wthat have not been polled by the user
+ for (std::list<LoadRequest>::iterator it = data->requests.begin();it != data->requests.end(); ++it) {
+
+ delete (*it).scene;
+ }
+ data->pImporter->SetIOHandler(NULL); /* get pointer back into our posession */
+ delete data->pImporter;
+ delete data;
}
// ------------------------------------------------------------------------------------------------
-unsigned int BatchLoader::AddLoadRequest (const std::string& file,
- unsigned int steps /*= 0*/, const PropertyMap* map /*= NULL*/)
+unsigned int BatchLoader::AddLoadRequest (const std::string& file,
+ unsigned int steps /*= 0*/, const PropertyMap* map /*= NULL*/)
{
- ai_assert(!file.empty());
-
- // check whether we have this loading request already
- std::list<LoadRequest>::iterator it;
- for (it = data->requests.begin();it != data->requests.end(); ++it) {
-
- // Call IOSystem's path comparison function here
- if (data->pIOSystem->ComparePaths((*it).file,file)) {
-
- if (map) {
- if (!((*it).map == *map))
- continue;
- }
- else if (!(*it).map.empty())
- continue;
-
- (*it).refCnt++;
- return (*it).id;
- }
- }
-
- // no, we don't have it. So add it to the queue ...
- data->requests.push_back(LoadRequest(file,steps,map,data->next_id));
- return data->next_id++;
+ ai_assert(!file.empty());
+
+ // check whether we have this loading request already
+ std::list<LoadRequest>::iterator it;
+ for (it = data->requests.begin();it != data->requests.end(); ++it) {
+
+ // Call IOSystem's path comparison function here
+ if (data->pIOSystem->ComparePaths((*it).file,file)) {
+
+ if (map) {
+ if (!((*it).map == *map))
+ continue;
+ }
+ else if (!(*it).map.empty())
+ continue;
+
+ (*it).refCnt++;
+ return (*it).id;
+ }
+ }
+
+ // no, we don't have it. So add it to the queue ...
+ data->requests.push_back(LoadRequest(file,steps,map,data->next_id));
+ return data->next_id++;
}
// ------------------------------------------------------------------------------------------------
-aiScene* BatchLoader::GetImport (unsigned int which)
+aiScene* BatchLoader::GetImport (unsigned int which)
{
- for (std::list<LoadRequest>::iterator it = data->requests.begin();it != data->requests.end(); ++it) {
-
- if ((*it).id == which && (*it).loaded) {
-
- aiScene* sc = (*it).scene;
- if (!(--(*it).refCnt)) {
- data->requests.erase(it);
- }
- return sc;
- }
- }
- return NULL;
+ for (std::list<LoadRequest>::iterator it = data->requests.begin();it != data->requests.end(); ++it) {
+
+ if ((*it).id == which && (*it).loaded) {
+
+ aiScene* sc = (*it).scene;
+ if (!(--(*it).refCnt)) {
+ data->requests.erase(it);
+ }
+ return sc;
+ }
+ }
+ return NULL;
}
// ------------------------------------------------------------------------------------------------
void BatchLoader::LoadAll()
{
- // no threaded implementation for the moment
- for (std::list<LoadRequest>::iterator it = data->requests.begin();it != data->requests.end(); ++it) {
- // force validation in debug builds
- unsigned int pp = (*it).flags;
+ // no threaded implementation for the moment
+ for (std::list<LoadRequest>::iterator it = data->requests.begin();it != data->requests.end(); ++it) {
+ // force validation in debug builds
+ unsigned int pp = (*it).flags;
#ifdef _DEBUG
- pp |= aiProcess_ValidateDataStructure;
+ pp |= aiProcess_ValidateDataStructure;
#endif
- // setup config properties if necessary
- data->pImporter->pimpl->mFloatProperties = (*it).map.floats;
- data->pImporter->pimpl->mIntProperties = (*it).map.ints;
- data->pImporter->pimpl->mStringProperties = (*it).map.strings;
-
- if (!DefaultLogger::isNullLogger())
- {
- DefaultLogger::get()->info("%%% BEGIN EXTERNAL FILE %%%");
- DefaultLogger::get()->info("File: " + (*it).file);
- }
- data->pImporter->ReadFile((*it).file,pp);
- (*it).scene = const_cast<aiScene*>(data->pImporter->GetOrphanedScene());
- (*it).loaded = true;
-
- DefaultLogger::get()->info("%%% END EXTERNAL FILE %%%");
- }
+ // setup config properties if necessary
+ ImporterPimpl* pimpl = data->pImporter->Pimpl();
+ pimpl->mFloatProperties = (*it).map.floats;
+ pimpl->mIntProperties = (*it).map.ints;
+ pimpl->mStringProperties = (*it).map.strings;
+
+ if (!DefaultLogger::isNullLogger())
+ {
+ DefaultLogger::get()->info("%%% BEGIN EXTERNAL FILE %%%");
+ DefaultLogger::get()->info("File: " + (*it).file);
+ }
+ data->pImporter->ReadFile((*it).file,pp);
+ (*it).scene = data->pImporter->GetOrphanedScene();
+ (*it).loaded = true;
+
+ DefaultLogger::get()->info("%%% END EXTERNAL FILE %%%");
+ }
}
diff --git a/src/3rdparty/assimp/code/BaseImporter.h b/src/3rdparty/assimp/code/BaseImporter.h
index 39ac3bf58..a5fed5f15 100644
--- a/src/3rdparty/assimp/code/BaseImporter.h
+++ b/src/3rdparty/assimp/code/BaseImporter.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -47,11 +47,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <string>
#include <map>
#include <vector>
-#include "./../include/aiTypes.h"
+#include "./../include/assimp/types.h"
struct aiScene;
-namespace Assimp {
+namespace Assimp {
class IOSystem;
class Importer;
@@ -62,437 +62,297 @@ class IOStream;
// utility to do char4 to uint32 in a portable manner
#define AI_MAKE_MAGIC(string) ((uint32_t)((string[0] << 24) + \
- (string[1] << 16) + (string[2] << 8) + string[3]))
+ (string[1] << 16) + (string[2] << 8) + string[3]))
// ---------------------------------------------------------------------------
template <typename T>
struct ScopeGuard
{
- ScopeGuard(T* obj) : obj(obj), mdismiss() {}
- ~ScopeGuard () throw() {
- if (!mdismiss) {
- delete obj;
- }
- obj = NULL;
- }
-
- T* dismiss() {
- mdismiss=true;
- return obj;
- }
-
- operator T*() {
- return obj;
- }
-
- T* operator -> () {
- return obj;
- }
+ ScopeGuard(T* obj) : obj(obj), mdismiss() {}
+ ~ScopeGuard () throw() {
+ if (!mdismiss) {
+ delete obj;
+ }
+ obj = NULL;
+ }
+
+ T* dismiss() {
+ mdismiss=true;
+ return obj;
+ }
+
+ operator T*() {
+ return obj;
+ }
+
+ T* operator -> () {
+ return obj;
+ }
private:
- T* obj;
- bool mdismiss;
+ T* obj;
+ bool mdismiss;
};
-//! @cond never
-// ---------------------------------------------------------------------------
-/** @brief Internal PIMPL implementation for Assimp::Importer
- *
- * Using this idiom here allows us to drop the dependency from
- * std::vector and std::map in the public headers. Furthermore we are dropping
- * any STL interface problems caused by mismatching STL settings. All
- * size calculation are now done by us, not the app heap. */
-class ASSIMP_API ImporterPimpl
-{
-public:
-
- // Data type to store the key hash
- typedef unsigned int KeyType;
-
- // typedefs for our three configuration maps.
- // We don't need more, so there is no need for a generic solution
- typedef std::map<KeyType, int> IntPropertyMap;
- typedef std::map<KeyType, float> FloatPropertyMap;
- typedef std::map<KeyType, std::string> StringPropertyMap;
-
-public:
-
- /** IO handler to use for all file accesses. */
- IOSystem* mIOHandler;
- bool mIsDefaultHandler;
-
- /** Progress handler for feedback. */
- ProgressHandler* mProgressHandler;
- bool mIsDefaultProgressHandler;
-
- /** Format-specific importer worker objects - one for each format we can read.*/
- std::vector<BaseImporter*> mImporter;
-
- /** Post processing steps we can apply at the imported data. */
- std::vector<BaseProcess*> mPostProcessingSteps;
-
- /** The imported data, if ReadFile() was successful, NULL otherwise. */
- aiScene* mScene;
-
- /** The error description, if there was one. */
- std::string mErrorString;
-
- /** List of integer properties */
- IntPropertyMap mIntProperties;
-
- /** List of floating-point properties */
- FloatPropertyMap mFloatProperties;
-
- /** List of string properties */
- StringPropertyMap mStringProperties;
-
- /** Used for testing - extra verbose mode causes the ValidateDataStructure-Step
- * to be executed before and after every single postprocess step */
- bool bExtraVerbose;
- /** Used by post-process steps to share data */
- SharedPostProcessInfo* mPPShared;
-};
-//! @endcond
// ---------------------------------------------------------------------------
-/** FOR IMPORTER PLUGINS ONLY: The BaseImporter defines a common interface
+/** FOR IMPORTER PLUGINS ONLY: The BaseImporter defines a common interface
* for all importer worker classes.
*
- * The interface defines two functions: CanRead() is used to check if the
- * importer can handle the format of the given file. If an implementation of
- * this function returns true, the importer then calls ReadFile() which
- * imports the given file. ReadFile is not overridable, it just calls
+ * The interface defines two functions: CanRead() is used to check if the
+ * importer can handle the format of the given file. If an implementation of
+ * this function returns true, the importer then calls ReadFile() which
+ * imports the given file. ReadFile is not overridable, it just calls
* InternReadFile() and catches any ImportErrorException that might occur.
*/
-class ASSIMP_API BaseImporter
+class BaseImporter
{
- friend class Importer;
+ friend class Importer;
-protected:
+public:
- /** Constructor to be privately used by #Importer */
- BaseImporter();
+ /** Constructor to be privately used by #Importer */
+ BaseImporter();
- /** Destructor, private as well */
- virtual ~BaseImporter();
+ /** Destructor, private as well */
+ virtual ~BaseImporter();
public:
- // -------------------------------------------------------------------
- /** Returns whether the class can handle the format of the given file.
- *
- * The implementation should be as quick as possible. A check for
- * the file extension is enough. If no suitable loader is found with
- * this strategy, CanRead() is called again, the 'checkSig' parameter
- * set to true this time. Now the implementation is expected to
- * perform a full check of the file structure, possibly searching the
- * first bytes of the file for magic identifiers or keywords.
- *
- * @param pFile Path and file name of the file to be examined.
- * @param pIOHandler The IO handler to use for accessing any file.
- * @param checkSig Set to true if this method is called a second time.
- * This time, the implementation may take more time to examine the
- * contents of the file to be loaded for magic bytes, keywords, etc
- * to be able to load files with unknown/not existent file extensions.
- * @return true if the class can read this file, false if not.
- */
- virtual bool CanRead(
- const std::string& pFile,
- IOSystem* pIOHandler,
- bool checkSig
- ) const = 0;
-
- // -------------------------------------------------------------------
- /** Imports the given file and returns the imported data.
- * If the import succeeds, ownership of the data is transferred to
- * the caller. If the import fails, NULL is returned. The function
- * takes care that any partially constructed data is destroyed
- * beforehand.
- *
- * @param pImp #Importer object hosting this loader.
- * @param pFile Path of the file to be imported.
- * @param pIOHandler IO-Handler used to open this and possible other files.
- * @return The imported data or NULL if failed. If it failed a
- * human-readable error description can be retrieved by calling
- * GetErrorText()
- *
- * @note This function is not intended to be overridden. Implement
- * InternReadFile() to do the import. If an exception is thrown somewhere
- * in InternReadFile(), this function will catch it and transform it into
- * a suitable response to the caller.
- */
- aiScene* ReadFile(
- const Importer* pImp,
- const std::string& pFile,
- IOSystem* pIOHandler
- );
-
- // -------------------------------------------------------------------
- /** Returns the error description of the last error that occured.
- * @return A description of the last error that occured. An empty
- * string if there was no error.
- */
- const std::string& GetErrorText() const {
- return mErrorText;
- }
-
- // -------------------------------------------------------------------
- /** Called prior to ReadFile().
- * The function is a request to the importer to update its configuration
- * basing on the Importer's configuration property list.
- * @param pImp Importer instance
- */
- virtual void SetupProperties(
- const Importer* pImp
- );
+ // -------------------------------------------------------------------
+ /** Returns whether the class can handle the format of the given file.
+ *
+ * The implementation should be as quick as possible. A check for
+ * the file extension is enough. If no suitable loader is found with
+ * this strategy, CanRead() is called again, the 'checkSig' parameter
+ * set to true this time. Now the implementation is expected to
+ * perform a full check of the file structure, possibly searching the
+ * first bytes of the file for magic identifiers or keywords.
+ *
+ * @param pFile Path and file name of the file to be examined.
+ * @param pIOHandler The IO handler to use for accessing any file.
+ * @param checkSig Set to true if this method is called a second time.
+ * This time, the implementation may take more time to examine the
+ * contents of the file to be loaded for magic bytes, keywords, etc
+ * to be able to load files with unknown/not existent file extensions.
+ * @return true if the class can read this file, false if not.
+ */
+ virtual bool CanRead(
+ const std::string& pFile,
+ IOSystem* pIOHandler,
+ bool checkSig
+ ) const = 0;
+
+ // -------------------------------------------------------------------
+ /** Imports the given file and returns the imported data.
+ * If the import succeeds, ownership of the data is transferred to
+ * the caller. If the import fails, NULL is returned. The function
+ * takes care that any partially constructed data is destroyed
+ * beforehand.
+ *
+ * @param pImp #Importer object hosting this loader.
+ * @param pFile Path of the file to be imported.
+ * @param pIOHandler IO-Handler used to open this and possible other files.
+ * @return The imported data or NULL if failed. If it failed a
+ * human-readable error description can be retrieved by calling
+ * GetErrorText()
+ *
+ * @note This function is not intended to be overridden. Implement
+ * InternReadFile() to do the import. If an exception is thrown somewhere
+ * in InternReadFile(), this function will catch it and transform it into
+ * a suitable response to the caller.
+ */
+ aiScene* ReadFile(
+ const Importer* pImp,
+ const std::string& pFile,
+ IOSystem* pIOHandler
+ );
+
+ // -------------------------------------------------------------------
+ /** Returns the error description of the last error that occured.
+ * @return A description of the last error that occured. An empty
+ * string if there was no error.
+ */
+ const std::string& GetErrorText() const {
+ return mErrorText;
+ }
+
+ // -------------------------------------------------------------------
+ /** Called prior to ReadFile().
+ * The function is a request to the importer to update its configuration
+ * basing on the Importer's configuration property list.
+ * @param pImp Importer instance
+ */
+ virtual void SetupProperties(
+ const Importer* pImp
+ );
+
+
+ // -------------------------------------------------------------------
+ /** Called by #Importer::GetImporterInfo to get a description of
+ * some loader features. Importers must provide this information. */
+ virtual const aiImporterDesc* GetInfo() const = 0;
+
+
+
+ // -------------------------------------------------------------------
+ /** Called by #Importer::GetExtensionList for each loaded importer.
+ * Take the extension list contained in the structure returned by
+ * #GetInfo and insert all file extensions into the given set.
+ * @param extension set to collect file extensions in*/
+ void GetExtensionList(std::set<std::string>& extensions);
protected:
- // -------------------------------------------------------------------
- /** Called by Importer::GetExtensionList() for each loaded importer.
- * Implementations are expected to insert() all file extensions
- * handled by them into the extension set. A loader capable of
- * reading certain files with the extension BLA would place the
- * string bla (lower-case!) in the output set.
- * @param extensions Output set. */
- virtual void GetExtensionList(
- std::set<std::string>& extensions
- ) = 0;
-
- // -------------------------------------------------------------------
- /** Imports the given file into the given scene structure. The
- * function is expected to throw an ImportErrorException if there is
- * an error. If it terminates normally, the data in aiScene is
- * expected to be correct. Override this function to implement the
- * actual importing.
- * <br>
- * The output scene must meet the following requirements:<br>
- * <ul>
- * <li>At least a root node must be there, even if its only purpose
- * is to reference one mesh.</li>
- * <li>aiMesh::mPrimitiveTypes may be 0. The types of primitives
- * in the mesh are determined automatically in this case.</li>
- * <li>the vertex data is stored in a pseudo-indexed "verbose" format.
- * In fact this means that every vertex that is referenced by
- * a face is unique. Or the other way round: a vertex index may
- * not occur twice in a single aiMesh.</li>
- * <li>aiAnimation::mDuration may be -1. Assimp determines the length
- * of the animation automatically in this case as the length of
- * the longest animation channel.</li>
- * <li>aiMesh::mBitangents may be NULL if tangents and normals are
- * given. In this case bitangents are computed as the cross product
- * between normal and tangent.</li>
- * <li>There needn't be a material. If none is there a default material
- * is generated. However, it is recommended practice for loaders
- * to generate a default material for yourself that matches the
- * default material setting for the file format better than Assimp's
- * generic default material. Note that default materials *should*
- * be named AI_DEFAULT_MATERIAL_NAME if they're just color-shaded
- * or AI_DEFAULT_TEXTURED_MATERIAL_NAME if they define a (dummy)
- * texture. </li>
- * </ul>
- * If the AI_SCENE_FLAGS_INCOMPLETE-Flag is <b>not</b> set:<ul>
- * <li> at least one mesh must be there</li>
- * <li> there may be no meshes with 0 vertices or faces</li>
- * </ul>
- * This won't be checked (except by the validation step): Assimp will
- * crash if one of the conditions is not met!
- *
- * @param pFile Path of the file to be imported.
- * @param pScene The scene object to hold the imported data.
- * NULL is not a valid parameter.
- * @param pIOHandler The IO handler to use for any file access.
- * NULL is not a valid parameter. */
- virtual void InternReadFile(
- const std::string& pFile,
- aiScene* pScene,
- IOSystem* pIOHandler
- ) = 0;
+ // -------------------------------------------------------------------
+ /** Imports the given file into the given scene structure. The
+ * function is expected to throw an ImportErrorException if there is
+ * an error. If it terminates normally, the data in aiScene is
+ * expected to be correct. Override this function to implement the
+ * actual importing.
+ * <br>
+ * The output scene must meet the following requirements:<br>
+ * <ul>
+ * <li>At least a root node must be there, even if its only purpose
+ * is to reference one mesh.</li>
+ * <li>aiMesh::mPrimitiveTypes may be 0. The types of primitives
+ * in the mesh are determined automatically in this case.</li>
+ * <li>the vertex data is stored in a pseudo-indexed "verbose" format.
+ * In fact this means that every vertex that is referenced by
+ * a face is unique. Or the other way round: a vertex index may
+ * not occur twice in a single aiMesh.</li>
+ * <li>aiAnimation::mDuration may be -1. Assimp determines the length
+ * of the animation automatically in this case as the length of
+ * the longest animation channel.</li>
+ * <li>aiMesh::mBitangents may be NULL if tangents and normals are
+ * given. In this case bitangents are computed as the cross product
+ * between normal and tangent.</li>
+ * <li>There needn't be a material. If none is there a default material
+ * is generated. However, it is recommended practice for loaders
+ * to generate a default material for yourself that matches the
+ * default material setting for the file format better than Assimp's
+ * generic default material. Note that default materials *should*
+ * be named AI_DEFAULT_MATERIAL_NAME if they're just color-shaded
+ * or AI_DEFAULT_TEXTURED_MATERIAL_NAME if they define a (dummy)
+ * texture. </li>
+ * </ul>
+ * If the AI_SCENE_FLAGS_INCOMPLETE-Flag is <b>not</b> set:<ul>
+ * <li> at least one mesh must be there</li>
+ * <li> there may be no meshes with 0 vertices or faces</li>
+ * </ul>
+ * This won't be checked (except by the validation step): Assimp will
+ * crash if one of the conditions is not met!
+ *
+ * @param pFile Path of the file to be imported.
+ * @param pScene The scene object to hold the imported data.
+ * NULL is not a valid parameter.
+ * @param pIOHandler The IO handler to use for any file access.
+ * NULL is not a valid parameter. */
+ virtual void InternReadFile(
+ const std::string& pFile,
+ aiScene* pScene,
+ IOSystem* pIOHandler
+ ) = 0;
public: // static utilities
- // -------------------------------------------------------------------
- /** A utility for CanRead().
- *
- * The function searches the header of a file for a specific token
- * and returns true if this token is found. This works for text
- * files only. There is a rudimentary handling of UNICODE files.
- * The comparison is case independent.
- *
- * @param pIOSystem IO System to work with
- * @param file File name of the file
- * @param tokens List of tokens to search for
- * @param numTokens Size of the token array
- * @param searchBytes Number of bytes to be searched for the tokens.
- */
- static bool SearchFileHeaderForToken(
- IOSystem* pIOSystem,
- const std::string& file,
- const char** tokens,
- unsigned int numTokens,
- unsigned int searchBytes = 200);
-
-
- // -------------------------------------------------------------------
- /** @brief Check whether a file has a specific file extension
- * @param pFile Input file
- * @param ext0 Extension to check for. Lowercase characters only, no dot!
- * @param ext1 Optional second extension
- * @param ext2 Optional third extension
- * @note Case-insensitive
- */
- static bool SimpleExtensionCheck (
- const std::string& pFile,
- const char* ext0,
- const char* ext1 = NULL,
- const char* ext2 = NULL);
-
- // -------------------------------------------------------------------
- /** @brief Extract file extension from a string
- * @param pFile Input file
- * @return Extension without trailing dot, all lowercase
- */
- static std::string GetExtension (
- const std::string& pFile);
-
- // -------------------------------------------------------------------
- /** @brief Check whether a file starts with one or more magic tokens
- * @param pFile Input file
- * @param pIOHandler IO system to be used
- * @param magic n magic tokens
- * @params num Size of magic
- * @param offset Offset from file start where tokens are located
- * @param Size of one token, in bytes. Maximally 16 bytes.
- * @return true if one of the given tokens was found
- *
- * @note For convinence, the check is also performed for the
- * byte-swapped variant of all tokens (big endian). Only for
- * tokens of size 2,4.
- */
- static bool CheckMagicToken(
- IOSystem* pIOHandler,
- const std::string& pFile,
- const void* magic,
- unsigned int num,
- unsigned int offset = 0,
- unsigned int size = 4);
-
- // -------------------------------------------------------------------
- /** An utility for all text file loaders. It converts a file to our
- * UTF8 character set. Errors are reported, but ignored.
- *
- * @param data File buffer to be converted to UTF8 data. The buffer
- * is resized as appropriate. */
- static void ConvertToUTF8(
- std::vector<char>& data);
-
- // -------------------------------------------------------------------
- /** Utility for text file loaders which copies the contents of the
- * file into a memory buffer and converts it to our UTF8
- * representation.
- * @param stream Stream to read from.
- * @param data Output buffer to be resized and filled with the
- * converted text file data. The buffer is terminated with
- * a binary 0. */
- static void TextFileToBuffer(
- IOStream* stream,
- std::vector<char>& data);
+ // -------------------------------------------------------------------
+ /** A utility for CanRead().
+ *
+ * The function searches the header of a file for a specific token
+ * and returns true if this token is found. This works for text
+ * files only. There is a rudimentary handling of UNICODE files.
+ * The comparison is case independent.
+ *
+ * @param pIOSystem IO System to work with
+ * @param file File name of the file
+ * @param tokens List of tokens to search for
+ * @param numTokens Size of the token array
+ * @param searchBytes Number of bytes to be searched for the tokens.
+ */
+ static bool SearchFileHeaderForToken(
+ IOSystem* pIOSystem,
+ const std::string& file,
+ const char** tokens,
+ unsigned int numTokens,
+ unsigned int searchBytes = 200,
+ bool tokensSol = false);
+
+ // -------------------------------------------------------------------
+ /** @brief Check whether a file has a specific file extension
+ * @param pFile Input file
+ * @param ext0 Extension to check for. Lowercase characters only, no dot!
+ * @param ext1 Optional second extension
+ * @param ext2 Optional third extension
+ * @note Case-insensitive
+ */
+ static bool SimpleExtensionCheck (
+ const std::string& pFile,
+ const char* ext0,
+ const char* ext1 = NULL,
+ const char* ext2 = NULL);
+
+ // -------------------------------------------------------------------
+ /** @brief Extract file extension from a string
+ * @param pFile Input file
+ * @return Extension without trailing dot, all lowercase
+ */
+ static std::string GetExtension (
+ const std::string& pFile);
+
+ // -------------------------------------------------------------------
+ /** @brief Check whether a file starts with one or more magic tokens
+ * @param pFile Input file
+ * @param pIOHandler IO system to be used
+ * @param magic n magic tokens
+ * @params num Size of magic
+ * @param offset Offset from file start where tokens are located
+ * @param Size of one token, in bytes. Maximally 16 bytes.
+ * @return true if one of the given tokens was found
+ *
+ * @note For convinence, the check is also performed for the
+ * byte-swapped variant of all tokens (big endian). Only for
+ * tokens of size 2,4.
+ */
+ static bool CheckMagicToken(
+ IOSystem* pIOHandler,
+ const std::string& pFile,
+ const void* magic,
+ unsigned int num,
+ unsigned int offset = 0,
+ unsigned int size = 4);
+
+ // -------------------------------------------------------------------
+ /** An utility for all text file loaders. It converts a file to our
+ * UTF8 character set. Errors are reported, but ignored.
+ *
+ * @param data File buffer to be converted to UTF8 data. The buffer
+ * is resized as appropriate. */
+ static void ConvertToUTF8(
+ std::vector<char>& data);
+
+ // -------------------------------------------------------------------
+ /** Utility for text file loaders which copies the contents of the
+ * file into a memory buffer and converts it to our UTF8
+ * representation.
+ * @param stream Stream to read from.
+ * @param data Output buffer to be resized and filled with the
+ * converted text file data. The buffer is terminated with
+ * a binary 0. */
+ static void TextFileToBuffer(
+ IOStream* stream,
+ std::vector<char>& data);
protected:
- /** Error description in case there was one. */
- std::string mErrorText;
+ /** Error description in case there was one. */
+ std::string mErrorText;
- /** Currently set progress handler */
- ProgressHandler* progress;
+ /** Currently set progress handler */
+ ProgressHandler* progress;
};
-struct BatchData;
-
-// ---------------------------------------------------------------------------
-/** FOR IMPORTER PLUGINS ONLY: A helper class for the pleasure of importers
- * which need to load many extern meshes recursively.
- *
- * The class uses several threads to load these meshes (or at least it
- * could, this has not yet been implemented at the moment).
- *
- * @note The class may not be used by more than one thread*/
-class ASSIMP_API BatchLoader
-{
- // friend of Importer
-
-public:
-
- //! @cond never
- // -------------------------------------------------------------------
- /** Wraps a full list of configuration properties for an importer.
- * Properties can be set using SetGenericProperty */
- struct PropertyMap
- {
- ImporterPimpl::IntPropertyMap ints;
- ImporterPimpl::FloatPropertyMap floats;
- ImporterPimpl::StringPropertyMap strings;
-
- bool operator == (const PropertyMap& prop) const {
- // fixme: really isocpp? gcc complains
- return ints == prop.ints && floats == prop.floats && strings == prop.strings;
- }
-
- bool empty () const {
- return ints.empty() && floats.empty() && strings.empty();
- }
- };
- //! @endcond
-
-public:
-
- // -------------------------------------------------------------------
- /** Construct a batch loader from a given IO system to be used
- * to acess external files */
- BatchLoader(IOSystem* pIO);
- ~BatchLoader();
-
-
- // -------------------------------------------------------------------
- /** Add a new file to the list of files to be loaded.
- * @param file File to be loaded
- * @param steps Post-processing steps to be executed on the file
- * @param map Optional configuration properties
- * @return 'Load request channel' - an unique ID that can later
- * be used to access the imported file data.
- * @see GetImport */
- unsigned int AddLoadRequest (
- const std::string& file,
- unsigned int steps = 0,
- const PropertyMap* map = NULL
- );
-
-
- // -------------------------------------------------------------------
- /** Get an imported scene.
- * This polls the import from the internal request list.
- * If an import is requested several times, this function
- * can be called several times, too.
- *
- * @param which LRWC returned by AddLoadRequest().
- * @return NULL if there is no scene with this file name
- * in the queue of the scene hasn't been loaded yet. */
- aiScene* GetImport(
- unsigned int which
- );
-
-
- // -------------------------------------------------------------------
- /** Waits until all scenes have been loaded. This returns
- * immediately if no scenes are queued.*/
- void LoadAll();
-
-private:
-
- // No need to have that in the public API ...
- BatchData* data;
-};
} // end of namespace Assimp
diff --git a/src/3rdparty/assimp/code/BaseProcess.cpp b/src/3rdparty/assimp/code/BaseProcess.cpp
index 02cee1484..9bac9ec89 100644
--- a/src/3rdparty/assimp/code/BaseProcess.cpp
+++ b/src/3rdparty/assimp/code/BaseProcess.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -45,6 +45,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "BaseImporter.h"
#include "BaseProcess.h"
+#include "Importer.h"
+
using namespace Assimp;
// ------------------------------------------------------------------------------------------------
@@ -59,38 +61,45 @@ BaseProcess::BaseProcess()
// Destructor, private as well
BaseProcess::~BaseProcess()
{
- // nothing to do here
+ // nothing to do here
}
// ------------------------------------------------------------------------------------------------
void BaseProcess::ExecuteOnScene( Importer* pImp)
{
- ai_assert(NULL != pImp && NULL != pImp->pimpl->mScene);
+ ai_assert(NULL != pImp && NULL != pImp->Pimpl()->mScene);
+
+ progress = pImp->GetProgressHandler();
+ ai_assert(progress);
- progress = pImp->GetProgressHandler();
- ai_assert(progress);
+ SetupProperties( pImp );
- SetupProperties( pImp );
+ // catch exceptions thrown inside the PostProcess-Step
+ try
+ {
+ Execute(pImp->Pimpl()->mScene);
- // catch exceptions thrown inside the PostProcess-Step
- try
- {
- Execute(pImp->pimpl->mScene);
+ } catch( const std::exception& err ) {
- } catch( const std::exception& err ) {
+ // extract error description
+ pImp->Pimpl()->mErrorString = err.what();
+ DefaultLogger::get()->error(pImp->Pimpl()->mErrorString);
- // extract error description
- pImp->pimpl->mErrorString = err.what();
- DefaultLogger::get()->error(pImp->pimpl->mErrorString);
+ // and kill the partially imported data
+ delete pImp->Pimpl()->mScene;
+ pImp->Pimpl()->mScene = NULL;
+ }
+}
- // and kill the partially imported data
- delete pImp->pimpl->mScene;
- pImp->pimpl->mScene = NULL;
- }
+// ------------------------------------------------------------------------------------------------
+void BaseProcess::SetupProperties(const Importer* /*pImp*/)
+{
+ // the default implementation does nothing
}
// ------------------------------------------------------------------------------------------------
-void BaseProcess::SetupProperties(const Importer*)
+bool BaseProcess::RequireVerboseFormat() const
{
- // the default implementation does nothing
+ return true;
}
+
diff --git a/src/3rdparty/assimp/code/BaseProcess.h b/src/3rdparty/assimp/code/BaseProcess.h
index 6d32d441d..3bae1899d 100644
--- a/src/3rdparty/assimp/code/BaseProcess.h
+++ b/src/3rdparty/assimp/code/BaseProcess.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -44,12 +44,12 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <map>
-#include "../include/aiTypes.h"
+#include "../include/assimp/types.h"
#include "GenericProperty.h"
struct aiScene;
-namespace Assimp {
+namespace Assimp {
class Importer;
@@ -60,125 +60,125 @@ class Importer;
* to provide additional information to other steps. This is primarily
* intended for cross-step optimizations.
*/
-class ASSIMP_API SharedPostProcessInfo
+class SharedPostProcessInfo
{
public:
- struct Base
- {
- virtual ~Base()
- {}
- };
-
- //! Represents data that is allocated on the heap, thus needs to be deleted
- template <typename T>
- struct THeapData : public Base
- {
- THeapData(T* in)
- : data (in)
- {}
-
- ~THeapData()
- {
- delete data;
- }
- T* data;
- };
-
- //! Represents static, by-value data not allocated on the heap
- template <typename T>
- struct TStaticData : public Base
- {
- TStaticData(T in)
- : data (in)
- {}
-
- ~TStaticData()
- {}
-
- T data;
- };
-
- // some typedefs for cleaner code
- typedef unsigned int KeyType;
- typedef std::map<KeyType, Base*> PropertyMap;
+ struct Base
+ {
+ virtual ~Base()
+ {}
+ };
+
+ //! Represents data that is allocated on the heap, thus needs to be deleted
+ template <typename T>
+ struct THeapData : public Base
+ {
+ THeapData(T* in)
+ : data (in)
+ {}
+
+ ~THeapData()
+ {
+ delete data;
+ }
+ T* data;
+ };
+
+ //! Represents static, by-value data not allocated on the heap
+ template <typename T>
+ struct TStaticData : public Base
+ {
+ TStaticData(T in)
+ : data (in)
+ {}
+
+ ~TStaticData()
+ {}
+
+ T data;
+ };
+
+ // some typedefs for cleaner code
+ typedef unsigned int KeyType;
+ typedef std::map<KeyType, Base*> PropertyMap;
public:
- //! Destructor
- ~SharedPostProcessInfo()
- {
- Clean();
- }
-
- //! Remove all stored properties from the table
- void Clean()
- {
- // invoke the virtual destructor for all stored properties
- for (PropertyMap::iterator it = pmap.begin(), end = pmap.end();
- it != end; ++it)
- {
- delete (*it).second;
- }
- pmap.clear();
- }
-
- //! Add a heap property to the list
- template <typename T>
- void AddProperty( const char* name, T* in ){
- AddProperty(name,(Base*)new THeapData<T>(in));
- }
-
- //! Add a static by-value property to the list
- template <typename T>
- void AddProperty( const char* name, T in ){
- AddProperty(name,(Base*)new TStaticData<T>(in));
- }
-
-
- //! Get a heap property
- template <typename T>
- bool GetProperty( const char* name, T*& out ) const
- {
- THeapData<T>* t = (THeapData<T>*)GetPropertyInternal(name);
- if (!t)
- {
- out = NULL;
- return false;
- }
- out = t->data;
- return true;
- }
-
- //! Get a static, by-value property
- template <typename T>
- bool GetProperty( const char* name, T& out ) const
- {
- TStaticData<T>* t = (TStaticData<T>*)GetPropertyInternal(name);
- if (!t)return false;
- out = t->data;
- return true;
- }
-
- //! Remove a property of a specific type
- void RemoveProperty( const char* name) {
- SetGenericPropertyPtr<Base>(pmap,name,NULL);
- }
+ //! Destructor
+ ~SharedPostProcessInfo()
+ {
+ Clean();
+ }
+
+ //! Remove all stored properties from the table
+ void Clean()
+ {
+ // invoke the virtual destructor for all stored properties
+ for (PropertyMap::iterator it = pmap.begin(), end = pmap.end();
+ it != end; ++it)
+ {
+ delete (*it).second;
+ }
+ pmap.clear();
+ }
+
+ //! Add a heap property to the list
+ template <typename T>
+ void AddProperty( const char* name, T* in ){
+ AddProperty(name,(Base*)new THeapData<T>(in));
+ }
+
+ //! Add a static by-value property to the list
+ template <typename T>
+ void AddProperty( const char* name, T in ){
+ AddProperty(name,(Base*)new TStaticData<T>(in));
+ }
+
+
+ //! Get a heap property
+ template <typename T>
+ bool GetProperty( const char* name, T*& out ) const
+ {
+ THeapData<T>* t = (THeapData<T>*)GetPropertyInternal(name);
+ if(!t)
+ {
+ out = NULL;
+ return false;
+ }
+ out = t->data;
+ return true;
+ }
+
+ //! Get a static, by-value property
+ template <typename T>
+ bool GetProperty( const char* name, T& out ) const
+ {
+ TStaticData<T>* t = (TStaticData<T>*)GetPropertyInternal(name);
+ if(!t)return false;
+ out = t->data;
+ return true;
+ }
+
+ //! Remove a property of a specific type
+ void RemoveProperty( const char* name) {
+ SetGenericPropertyPtr<Base>(pmap,name,NULL);
+ }
private:
- void AddProperty( const char* name, Base* data) {
- SetGenericPropertyPtr<Base>(pmap,name,data);
- }
+ void AddProperty( const char* name, Base* data) {
+ SetGenericPropertyPtr<Base>(pmap,name,data);
+ }
- Base* GetPropertyInternal( const char* name) const {
- return GetGenericProperty<Base*>(pmap,name,NULL);
- }
+ Base* GetPropertyInternal( const char* name) const {
+ return GetGenericProperty<Base*>(pmap,name,NULL);
+ }
private:
- //! Map of all stored properties
- PropertyMap pmap;
+ //! Map of all stored properties
+ PropertyMap pmap;
};
#if 0
@@ -188,12 +188,12 @@ private:
*
* For future use.
*/
- struct PPDependencyTable
+ struct PPDependencyTable
{
- unsigned int execute_me_before_these;
- unsigned int execute_me_after_these;
- unsigned int only_if_these_are_not_specified;
- unsigned int mutually_exclusive_with;
+ unsigned int execute_me_before_these;
+ unsigned int execute_me_after_these;
+ unsigned int only_if_these_are_not_specified;
+ unsigned int mutually_exclusive_with;
};
#endif
@@ -204,83 +204,88 @@ private:
// ---------------------------------------------------------------------------
/** The BaseProcess defines a common interface for all post processing steps.
* A post processing step is run after a successful import if the caller
- * specified the corresponding flag when calling ReadFile().
- * Enum #aiPostProcessSteps defines which flags are available.
- * After a successful import the Importer iterates over its internal array
- * of processes and calls IsActive() on each process to evaluate if the step
- * should be executed. If the function returns true, the class' Execute()
+ * specified the corresponding flag when calling ReadFile().
+ * Enum #aiPostProcessSteps defines which flags are available.
+ * After a successful import the Importer iterates over its internal array
+ * of processes and calls IsActive() on each process to evaluate if the step
+ * should be executed. If the function returns true, the class' Execute()
* function is called subsequently.
*/
-class ASSIMP_API BaseProcess
+class ASSIMP_API_WINONLY BaseProcess
{
- friend class Importer;
+ friend class Importer;
public:
- /** Constructor to be privately used by Importer */
- BaseProcess();
+ /** Constructor to be privately used by Importer */
+ BaseProcess();
- /** Destructor, private as well */
- virtual ~BaseProcess();
+ /** Destructor, private as well */
+ virtual ~BaseProcess();
public:
- // -------------------------------------------------------------------
- /** Returns whether the processing step is present in the given flag.
- * @param pFlags The processing flags the importer was called with. A
- * bitwise combination of #aiPostProcessSteps.
- * @return true if the process is present in this flag fields,
- * false if not.
- */
- virtual bool IsActive( unsigned int pFlags) const = 0;
-
- // -------------------------------------------------------------------
- /** Executes the post processing step on the given imported data.
- * The function deletes the scene if the postprocess step fails (
- * the object pointer will be set to NULL).
- * @param pImp Importer instance (pImp->mScene must be valid)
- */
- void ExecuteOnScene( Importer* pImp);
-
- // -------------------------------------------------------------------
- /** Called prior to ExecuteOnScene().
- * The function is a request to the process to update its configuration
- * basing on the Importer's configuration property list.
- */
- virtual void SetupProperties(const Importer* pImp);
-
- // -------------------------------------------------------------------
- /** Executes the post processing step on the given imported data.
- * A process should throw an ImportErrorException* if it fails.
- * This method must be implemented by deriving classes.
- * @param pScene The imported data to work at.
- */
- virtual void Execute( aiScene* pScene) = 0;
-
-
- // -------------------------------------------------------------------
- /** Assign a new SharedPostProcessInfo to the step. This object
- * allows multiple postprocess steps to share data.
- * @param sh May be NULL
- */
- inline void SetSharedData(SharedPostProcessInfo* sh) {
- shared = sh;
- }
-
- // -------------------------------------------------------------------
- /** Get the shared data that is assigned to the step.
- */
- inline SharedPostProcessInfo* GetSharedData() {
- return shared;
- }
+ // -------------------------------------------------------------------
+ /** Returns whether the processing step is present in the given flag.
+ * @param pFlags The processing flags the importer was called with. A
+ * bitwise combination of #aiPostProcessSteps.
+ * @return true if the process is present in this flag fields,
+ * false if not.
+ */
+ virtual bool IsActive( unsigned int pFlags) const = 0;
+
+ // -------------------------------------------------------------------
+ /** Check whether this step expects its input vertex data to be
+ * in verbose format. */
+ virtual bool RequireVerboseFormat() const;
+
+ // -------------------------------------------------------------------
+ /** Executes the post processing step on the given imported data.
+ * The function deletes the scene if the postprocess step fails (
+ * the object pointer will be set to NULL).
+ * @param pImp Importer instance (pImp->mScene must be valid)
+ */
+ void ExecuteOnScene( Importer* pImp);
+
+ // -------------------------------------------------------------------
+ /** Called prior to ExecuteOnScene().
+ * The function is a request to the process to update its configuration
+ * basing on the Importer's configuration property list.
+ */
+ virtual void SetupProperties(const Importer* pImp);
+
+ // -------------------------------------------------------------------
+ /** Executes the post processing step on the given imported data.
+ * A process should throw an ImportErrorException* if it fails.
+ * This method must be implemented by deriving classes.
+ * @param pScene The imported data to work at.
+ */
+ virtual void Execute( aiScene* pScene) = 0;
+
+
+ // -------------------------------------------------------------------
+ /** Assign a new SharedPostProcessInfo to the step. This object
+ * allows multiple postprocess steps to share data.
+ * @param sh May be NULL
+ */
+ inline void SetSharedData(SharedPostProcessInfo* sh) {
+ shared = sh;
+ }
+
+ // -------------------------------------------------------------------
+ /** Get the shared data that is assigned to the step.
+ */
+ inline SharedPostProcessInfo* GetSharedData() {
+ return shared;
+ }
protected:
- /** See the doc of #SharedPostProcessInfo for more details */
- SharedPostProcessInfo* shared;
+ /** See the doc of #SharedPostProcessInfo for more details */
+ SharedPostProcessInfo* shared;
- /** Currently active progress handler */
- ProgressHandler* progress;
+ /** Currently active progress handler */
+ ProgressHandler* progress;
};
diff --git a/src/3rdparty/assimp/code/BlenderDNA.cpp b/src/3rdparty/assimp/code/BlenderDNA.cpp
index 75ef61f7b..b380fbe8d 100644
--- a/src/3rdparty/assimp/code/BlenderDNA.cpp
+++ b/src/3rdparty/assimp/code/BlenderDNA.cpp
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -55,168 +55,168 @@ using namespace Assimp::Formatter;
#define for_each BOOST_FOREACH
bool match4(StreamReaderAny& stream, const char* string) {
- char tmp[] = {
- (stream).GetI1(),
- (stream).GetI1(),
- (stream).GetI1(),
- (stream).GetI1()
- };
- return (tmp[0]==string[0] && tmp[1]==string[1] && tmp[2]==string[2] && tmp[3]==string[3]);
+ char tmp[] = {
+ (stream).GetI1(),
+ (stream).GetI1(),
+ (stream).GetI1(),
+ (stream).GetI1()
+ };
+ return (tmp[0]==string[0] && tmp[1]==string[1] && tmp[2]==string[2] && tmp[3]==string[3]);
}
struct Type {
- size_t size;
- std::string name;
+ size_t size;
+ std::string name;
};
// ------------------------------------------------------------------------------------------------
-void DNAParser :: Parse ()
+void DNAParser :: Parse ()
{
- StreamReaderAny& stream = *db.reader.get();
- DNA& dna = db.dna;
-
- if (!match4(stream,"SDNA")) {
- throw DeadlyImportError("BlenderDNA: Expected SDNA chunk");
- }
-
- // name dictionary
- if (!match4(stream,"NAME")) {
- throw DeadlyImportError("BlenderDNA: Expected NAME field");
- }
-
- std::vector<std::string> names (stream.GetI4());
- for_each(std::string& s, names) {
- while (char c = stream.GetI1()) {
- s += c;
- }
- }
-
- // type dictionary
- for (;stream.GetCurrentPos() & 0x3; stream.GetI1()) {}
- if (!match4(stream,"TYPE")) {
- throw DeadlyImportError("BlenderDNA: Expected TYPE field");
- }
-
- std::vector<Type> types (stream.GetI4());
- for_each(Type& s, types) {
- while (char c = stream.GetI1()) {
- s.name += c;
- }
- }
-
- // type length dictionary
- for (;stream.GetCurrentPos() & 0x3; stream.GetI1()) {}
- if (!match4(stream,"TLEN")) {
- throw DeadlyImportError("BlenderDNA: Expected TLEN field");
- }
-
- for_each(Type& s, types) {
- s.size = stream.GetI2();
- }
-
- // structures dictionary
- for (;stream.GetCurrentPos() & 0x3; stream.GetI1()) {}
- if (!match4(stream,"STRC")) {
- throw DeadlyImportError("BlenderDNA: Expected STRC field");
- }
-
- size_t end = stream.GetI4(), fields = 0;
-
- dna.structures.reserve(end);
- for (size_t i = 0; i != end; ++i) {
-
- uint16_t n = stream.GetI2();
- if (n >= types.size()) {
- throw DeadlyImportError((format(),
- "BlenderDNA: Invalid type index in structure name" ,n,
- " (there are only ", types.size(), " entries)"
- ));
- }
-
- // maintain separate indexes
- dna.indices[types[n].name] = dna.structures.size();
-
- dna.structures.push_back(Structure());
- Structure& s = dna.structures.back();
- s.name = types[n].name;
- //s.index = dna.structures.size()-1;
-
- n = stream.GetI2();
- s.fields.reserve(n);
-
- size_t offset = 0;
- for (size_t m = 0; m < n; ++m, ++fields) {
-
- uint16_t j = stream.GetI2();
- if (j >= types.size()) {
- throw DeadlyImportError((format(),
- "BlenderDNA: Invalid type index in structure field ", j,
- " (there are only ", types.size(), " entries)"
- ));
- }
- s.fields.push_back(Field());
- Field& f = s.fields.back();
- f.offset = offset;
-
- f.type = types[j].name;
- f.size = types[j].size;
-
- j = stream.GetI2();
- if (j >= names.size()) {
- throw DeadlyImportError((format(),
- "BlenderDNA: Invalid name index in structure field ", j,
- " (there are only ", names.size(), " entries)"
- ));
- }
-
- f.name = names[j];
- f.flags = 0u;
-
- // pointers always specify the size of the pointee instead of their own.
- // The pointer asterisk remains a property of the lookup name.
- if (f.name[0] == '*') {
- f.size = db.i64bit ? 8 : 4;
- f.flags |= FieldFlag_Pointer;
- }
-
- // arrays, however, specify the size of a single element so we
- // need to parse the (possibly multi-dimensional) array declaration
- // in order to obtain the actual size of the array in the file.
- // Also we need to alter the lookup name to include no array
- // brackets anymore or size fixup won't work (if our size does
- // not match the size read from the DNA).
- if (*f.name.rbegin() == ']') {
- const std::string::size_type rb = f.name.find('[');
- if (rb == std::string::npos) {
- throw DeadlyImportError((format(),
- "BlenderDNA: Encountered invalid array declaration ",
- f.name
- ));
- }
-
- f.flags |= FieldFlag_Array;
- DNA::ExtractArraySize(f.name,f.array_sizes);
- f.name = f.name.substr(0,rb);
-
- f.size *= f.array_sizes[0] * f.array_sizes[1];
- }
-
- // maintain separate indexes
- s.indices[f.name] = s.fields.size()-1;
- offset += f.size;
- }
- s.size = offset;
- }
-
- DefaultLogger::get()->debug((format(),"BlenderDNA: Got ",dna.structures.size(),
- " structures with totally ",fields," fields"));
+ StreamReaderAny& stream = *db.reader.get();
+ DNA& dna = db.dna;
+
+ if(!match4(stream,"SDNA")) {
+ throw DeadlyImportError("BlenderDNA: Expected SDNA chunk");
+ }
+
+ // name dictionary
+ if(!match4(stream,"NAME")) {
+ throw DeadlyImportError("BlenderDNA: Expected NAME field");
+ }
+
+ std::vector<std::string> names (stream.GetI4());
+ for_each(std::string& s, names) {
+ while (char c = stream.GetI1()) {
+ s += c;
+ }
+ }
+
+ // type dictionary
+ for (;stream.GetCurrentPos() & 0x3; stream.GetI1());
+ if(!match4(stream,"TYPE")) {
+ throw DeadlyImportError("BlenderDNA: Expected TYPE field");
+ }
+
+ std::vector<Type> types (stream.GetI4());
+ for_each(Type& s, types) {
+ while (char c = stream.GetI1()) {
+ s.name += c;
+ }
+ }
+
+ // type length dictionary
+ for (;stream.GetCurrentPos() & 0x3; stream.GetI1());
+ if(!match4(stream,"TLEN")) {
+ throw DeadlyImportError("BlenderDNA: Expected TLEN field");
+ }
+
+ for_each(Type& s, types) {
+ s.size = stream.GetI2();
+ }
+
+ // structures dictionary
+ for (;stream.GetCurrentPos() & 0x3; stream.GetI1());
+ if(!match4(stream,"STRC")) {
+ throw DeadlyImportError("BlenderDNA: Expected STRC field");
+ }
+
+ size_t end = stream.GetI4(), fields = 0;
+
+ dna.structures.reserve(end);
+ for(size_t i = 0; i != end; ++i) {
+
+ uint16_t n = stream.GetI2();
+ if (n >= types.size()) {
+ throw DeadlyImportError((format(),
+ "BlenderDNA: Invalid type index in structure name" ,n,
+ " (there are only ", types.size(), " entries)"
+ ));
+ }
+
+ // maintain separate indexes
+ dna.indices[types[n].name] = dna.structures.size();
+
+ dna.structures.push_back(Structure());
+ Structure& s = dna.structures.back();
+ s.name = types[n].name;
+ //s.index = dna.structures.size()-1;
+
+ n = stream.GetI2();
+ s.fields.reserve(n);
+
+ size_t offset = 0;
+ for (size_t m = 0; m < n; ++m, ++fields) {
+
+ uint16_t j = stream.GetI2();
+ if (j >= types.size()) {
+ throw DeadlyImportError((format(),
+ "BlenderDNA: Invalid type index in structure field ", j,
+ " (there are only ", types.size(), " entries)"
+ ));
+ }
+ s.fields.push_back(Field());
+ Field& f = s.fields.back();
+ f.offset = offset;
+
+ f.type = types[j].name;
+ f.size = types[j].size;
+
+ j = stream.GetI2();
+ if (j >= names.size()) {
+ throw DeadlyImportError((format(),
+ "BlenderDNA: Invalid name index in structure field ", j,
+ " (there are only ", names.size(), " entries)"
+ ));
+ }
+
+ f.name = names[j];
+ f.flags = 0u;
+
+ // pointers always specify the size of the pointee instead of their own.
+ // The pointer asterisk remains a property of the lookup name.
+ if (f.name[0] == '*') {
+ f.size = db.i64bit ? 8 : 4;
+ f.flags |= FieldFlag_Pointer;
+ }
+
+ // arrays, however, specify the size of a single element so we
+ // need to parse the (possibly multi-dimensional) array declaration
+ // in order to obtain the actual size of the array in the file.
+ // Also we need to alter the lookup name to include no array
+ // brackets anymore or size fixup won't work (if our size does
+ // not match the size read from the DNA).
+ if (*f.name.rbegin() == ']') {
+ const std::string::size_type rb = f.name.find('[');
+ if (rb == std::string::npos) {
+ throw DeadlyImportError((format(),
+ "BlenderDNA: Encountered invalid array declaration ",
+ f.name
+ ));
+ }
+
+ f.flags |= FieldFlag_Array;
+ DNA::ExtractArraySize(f.name,f.array_sizes);
+ f.name = f.name.substr(0,rb);
+
+ f.size *= f.array_sizes[0] * f.array_sizes[1];
+ }
+
+ // maintain separate indexes
+ s.indices[f.name] = s.fields.size()-1;
+ offset += f.size;
+ }
+ s.size = offset;
+ }
+
+ DefaultLogger::get()->debug((format(),"BlenderDNA: Got ",dna.structures.size(),
+ " structures with totally ",fields," fields"));
#ifdef ASSIMP_BUILD_BLENDER_DEBUG
- dna.DumpToFile();
+ dna.DumpToFile();
#endif
- dna.AddPrimitiveStructures();
- dna.RegisterConverters();
+ dna.AddPrimitiveStructures();
+ dna.RegisterConverters();
}
@@ -226,144 +226,144 @@ void DNAParser :: Parse ()
// ------------------------------------------------------------------------------------------------
void DNA :: DumpToFile()
{
- // we dont't bother using the VFS here for this is only for debugging.
- // (and all your bases are belong to us).
-
- std::ofstream f("dna.txt");
- if (f.fail()) {
- DefaultLogger::get()->error("Could not dump dna to dna.txt");
- return;
- }
- f << "Field format: type name offset size" << "\n";
- f << "Structure format: name size" << "\n";
-
- for_each(const Structure& s, structures) {
- f << s.name << " " << s.size << "\n\n";
- for_each(const Field& ff, s.fields) {
- f << "\t" << ff.type << " " << ff.name << " " << ff.offset << " " << ff.size << std::endl;
- }
- f << std::endl;
- }
- DefaultLogger::get()->info("BlenderDNA: Dumped dna to dna.txt");
+ // we dont't bother using the VFS here for this is only for debugging.
+ // (and all your bases are belong to us).
+
+ std::ofstream f("dna.txt");
+ if (f.fail()) {
+ DefaultLogger::get()->error("Could not dump dna to dna.txt");
+ return;
+ }
+ f << "Field format: type name offset size" << "\n";
+ f << "Structure format: name size" << "\n";
+
+ for_each(const Structure& s, structures) {
+ f << s.name << " " << s.size << "\n\n";
+ for_each(const Field& ff, s.fields) {
+ f << "\t" << ff.type << " " << ff.name << " " << ff.offset << " " << ff.size << std::endl;
+ }
+ f << std::endl;
+ }
+ DefaultLogger::get()->info("BlenderDNA: Dumped dna to dna.txt");
}
#endif
// ------------------------------------------------------------------------------------------------
/*static*/ void DNA :: ExtractArraySize(
- const std::string& out,
- size_t array_sizes[2]
+ const std::string& out,
+ size_t array_sizes[2]
)
{
- array_sizes[0] = array_sizes[1] = 1;
- std::string::size_type pos = out.find('[');
- if (pos++ == std::string::npos) {
- return;
- }
- array_sizes[0] = strtol10(&out[pos]);
-
- pos = out.find('[',pos);
- if (pos++ == std::string::npos) {
- return;
- }
- array_sizes[1] = strtol10(&out[pos]);
+ array_sizes[0] = array_sizes[1] = 1;
+ std::string::size_type pos = out.find('[');
+ if (pos++ == std::string::npos) {
+ return;
+ }
+ array_sizes[0] = strtoul10(&out[pos]);
+
+ pos = out.find('[',pos);
+ if (pos++ == std::string::npos) {
+ return;
+ }
+ array_sizes[1] = strtoul10(&out[pos]);
}
// ------------------------------------------------------------------------------------------------
boost::shared_ptr< ElemBase > DNA :: ConvertBlobToStructure(
- const Structure& structure,
- const FileDatabase& db
-) const
+ const Structure& structure,
+ const FileDatabase& db
+) const
{
- std::map<std::string, FactoryPair >::const_iterator it = converters.find(structure.name);
- if (it == converters.end()) {
- return boost::shared_ptr< ElemBase >();
- }
-
- boost::shared_ptr< ElemBase > ret = (structure.*((*it).second.first))();
- (structure.*((*it).second.second))(ret,db);
-
- return ret;
+ std::map<std::string, FactoryPair >::const_iterator it = converters.find(structure.name);
+ if (it == converters.end()) {
+ return boost::shared_ptr< ElemBase >();
+ }
+
+ boost::shared_ptr< ElemBase > ret = (structure.*((*it).second.first))();
+ (structure.*((*it).second.second))(ret,db);
+
+ return ret;
}
// ------------------------------------------------------------------------------------------------
DNA::FactoryPair DNA :: GetBlobToStructureConverter(
- const Structure& structure,
- const FileDatabase&
-) const
+ const Structure& structure,
+ const FileDatabase& /*db*/
+) const
{
- std::map<std::string, FactoryPair>::const_iterator it = converters.find(structure.name);
- return it == converters.end() ? FactoryPair() : (*it).second;
+ std::map<std::string, FactoryPair>::const_iterator it = converters.find(structure.name);
+ return it == converters.end() ? FactoryPair() : (*it).second;
}
// basing on http://www.blender.org/development/architecture/notes-on-sdna/
// ------------------------------------------------------------------------------------------------
void DNA :: AddPrimitiveStructures()
{
- // NOTE: these are just dummies. Their presence enforces
- // Structure::Convert<target_type> to be called on these
- // empty structures. These converters are special
- // overloads which scan the name of the structure and
- // perform the required data type conversion if one
- // of these special names is found in the structure
- // in question.
+ // NOTE: these are just dummies. Their presence enforces
+ // Structure::Convert<target_type> to be called on these
+ // empty structures. These converters are special
+ // overloads which scan the name of the structure and
+ // perform the required data type conversion if one
+ // of these special names is found in the structure
+ // in question.
- indices["int"] = structures.size();
- structures.push_back( Structure() );
- structures.back().name = "int";
- structures.back().size = 4;
+ indices["int"] = structures.size();
+ structures.push_back( Structure() );
+ structures.back().name = "int";
+ structures.back().size = 4;
- indices["short"] = structures.size();
- structures.push_back( Structure() );
- structures.back().name = "short";
- structures.back().size = 2;
+ indices["short"] = structures.size();
+ structures.push_back( Structure() );
+ structures.back().name = "short";
+ structures.back().size = 2;
- indices["char"] = structures.size();
- structures.push_back( Structure() );
- structures.back().name = "char";
- structures.back().size = 1;
+ indices["char"] = structures.size();
+ structures.push_back( Structure() );
+ structures.back().name = "char";
+ structures.back().size = 1;
- indices["float"] = structures.size();
- structures.push_back( Structure() );
- structures.back().name = "float";
- structures.back().size = 4;
+ indices["float"] = structures.size();
+ structures.push_back( Structure() );
+ structures.back().name = "float";
+ structures.back().size = 4;
- indices["double"] = structures.size();
- structures.push_back( Structure() );
- structures.back().name = "double";
- structures.back().size = 8;
+ indices["double"] = structures.size();
+ structures.push_back( Structure() );
+ structures.back().name = "double";
+ structures.back().size = 8;
- // no long, seemingly.
+ // no long, seemingly.
}
// ------------------------------------------------------------------------------------------------
void SectionParser :: Next()
{
- stream.SetCurrentPos(current.start + current.size);
+ stream.SetCurrentPos(current.start + current.size);
- const char tmp[] = {
- stream.GetI1(),
- stream.GetI1(),
- stream.GetI1(),
- stream.GetI1()
- };
- current.id = std::string(tmp,tmp[3]?4:tmp[2]?3:tmp[1]?2:1);
+ const char tmp[] = {
+ stream.GetI1(),
+ stream.GetI1(),
+ stream.GetI1(),
+ stream.GetI1()
+ };
+ current.id = std::string(tmp,tmp[3]?4:tmp[2]?3:tmp[1]?2:1);
- current.size = stream.GetI4();
- current.address.val = ptr64 ? stream.GetU8() : stream.GetU4();
+ current.size = stream.GetI4();
+ current.address.val = ptr64 ? stream.GetU8() : stream.GetU4();
- current.dna_index = stream.GetI4();
- current.num = stream.GetI4();
+ current.dna_index = stream.GetI4();
+ current.num = stream.GetI4();
- current.start = stream.GetCurrentPos();
- if (stream.GetRemainingSizeToLimit() < current.size) {
- throw DeadlyImportError("BLEND: invalid size of file block");
- }
+ current.start = stream.GetCurrentPos();
+ if (stream.GetRemainingSizeToLimit() < current.size) {
+ throw DeadlyImportError("BLEND: invalid size of file block");
+ }
#ifdef ASSIMP_BUILD_BLENDER_DEBUG
- DefaultLogger::get()->debug(current.id);
+ DefaultLogger::get()->debug(current.id);
#endif
}
diff --git a/src/3rdparty/assimp/code/BlenderDNA.h b/src/3rdparty/assimp/code/BlenderDNA.h
index 0e3c13d76..c5a875098 100644
--- a/src/3rdparty/assimp/code/BlenderDNA.h
+++ b/src/3rdparty/assimp/code/BlenderDNA.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,28 +18,28 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file BlenderDNA.h
- * @brief Blender `DNA` (file format specification embedded in
+ * @brief Blender `DNA` (file format specification embedded in
* blend file itself) loader.
*/
#ifndef INCLUDED_AI_BLEND_DNA_H
@@ -50,21 +50,21 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
// enable verbose log output. really verbose, so be careful.
#ifdef _DEBUG
-# define ASSIMP_BUILD_BLENDER_DEBUG
+# define ASSIMP_BUILD_BLENDER_DEBUG
#endif
// #define ASSIMP_BUILD_BLENDER_NO_STATS
-namespace Assimp {
- template <bool,bool> class StreamReader;
- typedef StreamReader<true,true> StreamReaderAny;
+namespace Assimp {
+ template <bool,bool> class StreamReader;
+ typedef StreamReader<true,true> StreamReaderAny;
- namespace Blender {
- class FileDatabase;
- struct FileBlockHead;
+ namespace Blender {
+ class FileDatabase;
+ struct FileBlockHead;
- template <template <typename> class TOUT>
- class ObjectCache;
+ template <template <typename> class TOUT>
+ class ObjectCache;
// -------------------------------------------------------------------------------
/** Exception class used by the blender loader to selectively catch exceptions
@@ -75,40 +75,40 @@ namespace Assimp {
// -------------------------------------------------------------------------------
struct Error : DeadlyImportError
{
- Error (const std::string& s)
- : DeadlyImportError(s)
- {}
+ Error (const std::string& s)
+ : DeadlyImportError(s)
+ {}
};
// -------------------------------------------------------------------------------
/** The only purpose of this structure is to feed a virtual dtor into its
* descendents. It serves as base class for all data structure fields. */
// -------------------------------------------------------------------------------
-struct ElemBase
+struct ElemBase
{
- virtual ~ElemBase() {}
-
- /** Type name of the element. The type
- * string points is the `c_str` of the `name` attribute of the
- * corresponding `Structure`, that is, it is only valid as long
- * as the DNA is not modified. The dna_type is only set if the
- * data type is not static, i.e. a boost::shared_ptr<ElemBase>
- * in the scene description would have its type resolved
- * at runtime, so this member is always set. */
- const char* dna_type;
+ virtual ~ElemBase() {}
+
+ /** Type name of the element. The type
+ * string points is the `c_str` of the `name` attribute of the
+ * corresponding `Structure`, that is, it is only valid as long
+ * as the DNA is not modified. The dna_type is only set if the
+ * data type is not static, i.e. a boost::shared_ptr<ElemBase>
+ * in the scene description would have its type resolved
+ * at runtime, so this member is always set. */
+ const char* dna_type;
};
// -------------------------------------------------------------------------------
/** Represents a generic pointer to a memory location, which can be either 32
* or 64 bits. These pointers are loaded from the BLEND file and finally
- * fixed to point to the real, converted representation of the objects
+ * fixed to point to the real, converted representation of the objects
* they used to point to.*/
// -------------------------------------------------------------------------------
struct Pointer
{
- Pointer() : val() {}
- uint64_t val;
+ Pointer() : val() {}
+ uint64_t val;
};
// -------------------------------------------------------------------------------
@@ -116,13 +116,13 @@ struct Pointer
// -------------------------------------------------------------------------------
struct FileOffset
{
- FileOffset() : val() {}
- uint64_t val;
+ FileOffset() : val() {}
+ uint64_t val;
};
// -------------------------------------------------------------------------------
/** Dummy derivate of std::vector to be able to use it in templates simultaenously
- * with boost::shared_ptr, which takes only one template argument
+ * with boost::shared_ptr, which takes only one template argument
* while std::vector takes three. Also we need to provide some special member
* functions of shared_ptr */
// -------------------------------------------------------------------------------
@@ -130,44 +130,44 @@ template <typename T>
class vector : public std::vector<T>
{
public:
- using std::vector<T>::resize;
- using std::vector<T>::empty;
+ using std::vector<T>::resize;
+ using std::vector<T>::empty;
- void reset() {
- resize(0);
- }
+ void reset() {
+ resize(0);
+ }
- operator bool () const {
- return !empty();
- }
+ operator bool () const {
+ return !empty();
+ }
};
// -------------------------------------------------------------------------------
/** Mixed flags for use in #Field */
// -------------------------------------------------------------------------------
-enum FieldFlags
+enum FieldFlags
{
- FieldFlag_Pointer = 0x1,
- FieldFlag_Array = 0x2
+ FieldFlag_Pointer = 0x1,
+ FieldFlag_Array = 0x2
};
// -------------------------------------------------------------------------------
/** Represents a single member of a data structure in a BLEND file */
// -------------------------------------------------------------------------------
-struct Field
-{
- std::string name;
- std::string type;
+struct Field
+{
+ std::string name;
+ std::string type;
- size_t size;
- size_t offset;
+ size_t size;
+ size_t offset;
- /** Size of each array dimension. For flat arrays,
- * the second dimension is set to 1. */
- size_t array_sizes[2];
+ /** Size of each array dimension. For flat arrays,
+ * the second dimension is set to 1. */
+ size_t array_sizes[2];
- /** Any of the #FieldFlags enumerated values */
- unsigned int flags;
+ /** Any of the #FieldFlags enumerated values */
+ unsigned int flags;
};
// -------------------------------------------------------------------------------
@@ -175,18 +175,18 @@ struct Field
* mission critical so we need them, while others can silently be default
* initialized and no animations are harmed. */
// -------------------------------------------------------------------------------
-enum ErrorPolicy
+enum ErrorPolicy
{
- /** Substitute default value and ignore */
- ErrorPolicy_Igno,
- /** Substitute default value and write to log */
- ErrorPolicy_Warn,
- /** Substitute a massive error message and crash the whole matrix. Its time for another zion */
- ErrorPolicy_Fail
+ /** Substitute default value and ignore */
+ ErrorPolicy_Igno,
+ /** Substitute default value and write to log */
+ ErrorPolicy_Warn,
+ /** Substitute a massive error message and crash the whole matrix. Its time for another zion */
+ ErrorPolicy_Fail
};
#ifdef ASSIMP_BUILD_BLENDER_DEBUG
-# define ErrorPolicy_Igno ErrorPolicy_Warn
+# define ErrorPolicy_Igno ErrorPolicy_Warn
#endif
// -------------------------------------------------------------------------------
@@ -197,390 +197,389 @@ enum ErrorPolicy
* binary `blob` read from the file to such a structure instance with
* meaningful contents. */
// -------------------------------------------------------------------------------
-class Structure
+class Structure
{
- template <template <typename> class> friend class ObjectCache;
+ template <template <typename> class> friend class ObjectCache;
public:
- Structure()
- : size(0)
- , cache_idx(-1)
- {}
+ Structure()
+ : cache_idx(-1)
+ {}
public:
- // publicly accessible members
- std::string name;
- vector< Field > fields;
- std::map<std::string, size_t> indices;
+ // publicly accessible members
+ std::string name;
+ vector< Field > fields;
+ std::map<std::string, size_t> indices;
- size_t size;
+ size_t size;
public:
- // --------------------------------------------------------
- /** Access a field of the structure by its canonical name. The pointer version
- * returns NULL on failure while the reference version raises an import error. */
- inline const Field& operator [] (const std::string& ss) const;
- inline const Field* Get (const std::string& ss) const;
+ // --------------------------------------------------------
+ /** Access a field of the structure by its canonical name. The pointer version
+ * returns NULL on failure while the reference version raises an import error. */
+ inline const Field& operator [] (const std::string& ss) const;
+ inline const Field* Get (const std::string& ss) const;
- // --------------------------------------------------------
- /** Access a field of the structure by its index */
- inline const Field& operator [] (const size_t i) const;
+ // --------------------------------------------------------
+ /** Access a field of the structure by its index */
+ inline const Field& operator [] (const size_t i) const;
- // --------------------------------------------------------
- inline bool operator== (const Structure& other) const {
- return name == other.name; // name is meant to be an unique identifier
- }
+ // --------------------------------------------------------
+ inline bool operator== (const Structure& other) const {
+ return name == other.name; // name is meant to be an unique identifier
+ }
- // --------------------------------------------------------
- inline bool operator!= (const Structure& other) const {
- return name != other.name;
- }
+ // --------------------------------------------------------
+ inline bool operator!= (const Structure& other) const {
+ return name != other.name;
+ }
public:
- // --------------------------------------------------------
- /** Try to read an instance of the structure from the stream
- * and attempt to convert to `T`. This is done by
- * an appropriate specialization. If none is available,
- * a compiler complain is the result.
- * @param dest Destination value to be written
- * @param db File database, including input stream. */
- template <typename T> inline void Convert (T& dest,
- const FileDatabase& db) const;
-
-
-
- // --------------------------------------------------------
- // generic converter
- template <typename T>
- void Convert(boost::shared_ptr<ElemBase> in,const FileDatabase& db) const;
-
- // --------------------------------------------------------
- // generic allocator
- template <typename T> boost::shared_ptr<ElemBase> Allocate() const;
-
-
-
- // --------------------------------------------------------
- // field parsing for 1d arrays
- template <int error_policy, typename T, size_t M>
- void ReadFieldArray(T (& out)[M], const char* name,
- const FileDatabase& db) const;
-
- // --------------------------------------------------------
- // field parsing for 2d arrays
- template <int error_policy, typename T, size_t M, size_t N>
- void ReadFieldArray2(T (& out)[M][N], const char* name,
- const FileDatabase& db) const;
-
- // --------------------------------------------------------
- // field parsing for pointer or dynamic array types
- // (boost::shared_ptr or boost::shared_array)
- template <int error_policy, template <typename> class TOUT, typename T>
- void ReadFieldPtr(TOUT<T>& out, const char* name,
- const FileDatabase& db) const;
-
- // --------------------------------------------------------
- // field parsing for static arrays of pointer or dynamic
- // array types (boost::shared_ptr[] or boost::shared_array[])
- template <int error_policy, template <typename> class TOUT, typename T, size_t N>
- void ReadFieldPtr(TOUT<T> (&out)[N], const char* name,
- const FileDatabase& db) const;
-
- // --------------------------------------------------------
- // field parsing for `normal` values
- template <int error_policy, typename T>
- void ReadField(T& out, const char* name,
- const FileDatabase& db) const;
+ // --------------------------------------------------------
+ /** Try to read an instance of the structure from the stream
+ * and attempt to convert to `T`. This is done by
+ * an appropriate specialization. If none is available,
+ * a compiler complain is the result.
+ * @param dest Destination value to be written
+ * @param db File database, including input stream. */
+ template <typename T> inline void Convert (T& dest,
+ const FileDatabase& db) const;
+
+
+
+ // --------------------------------------------------------
+ // generic converter
+ template <typename T>
+ void Convert(boost::shared_ptr<ElemBase> in,const FileDatabase& db) const;
+
+ // --------------------------------------------------------
+ // generic allocator
+ template <typename T> boost::shared_ptr<ElemBase> Allocate() const;
+
+
+
+ // --------------------------------------------------------
+ // field parsing for 1d arrays
+ template <int error_policy, typename T, size_t M>
+ void ReadFieldArray(T (& out)[M], const char* name,
+ const FileDatabase& db) const;
+
+ // --------------------------------------------------------
+ // field parsing for 2d arrays
+ template <int error_policy, typename T, size_t M, size_t N>
+ void ReadFieldArray2(T (& out)[M][N], const char* name,
+ const FileDatabase& db) const;
+
+ // --------------------------------------------------------
+ // field parsing for pointer or dynamic array types
+ // (boost::shared_ptr or boost::shared_array)
+ template <int error_policy, template <typename> class TOUT, typename T>
+ void ReadFieldPtr(TOUT<T>& out, const char* name,
+ const FileDatabase& db) const;
+
+ // --------------------------------------------------------
+ // field parsing for static arrays of pointer or dynamic
+ // array types (boost::shared_ptr[] or boost::shared_array[])
+ template <int error_policy, template <typename> class TOUT, typename T, size_t N>
+ void ReadFieldPtr(TOUT<T> (&out)[N], const char* name,
+ const FileDatabase& db) const;
+
+ // --------------------------------------------------------
+ // field parsing for `normal` values
+ template <int error_policy, typename T>
+ void ReadField(T& out, const char* name,
+ const FileDatabase& db) const;
private:
- // --------------------------------------------------------
- template <template <typename> class TOUT, typename T>
- void ResolvePointer(TOUT<T>& out, const Pointer & ptrval,
- const FileDatabase& db, const Field& f) const;
+ // --------------------------------------------------------
+ template <template <typename> class TOUT, typename T>
+ void ResolvePointer(TOUT<T>& out, const Pointer & ptrval,
+ const FileDatabase& db, const Field& f) const;
- // --------------------------------------------------------
- template <template <typename> class TOUT, typename T>
- void ResolvePointer(vector< TOUT<T> >& out, const Pointer & ptrval,
- const FileDatabase& db, const Field& f) const;
+ // --------------------------------------------------------
+ template <template <typename> class TOUT, typename T>
+ void ResolvePointer(vector< TOUT<T> >& out, const Pointer & ptrval,
+ const FileDatabase& db, const Field& f) const;
- // --------------------------------------------------------
- void ResolvePointer( boost::shared_ptr< FileOffset >& out, const Pointer & ptrval,
- const FileDatabase& db, const Field& f) const;
+ // --------------------------------------------------------
+ void ResolvePointer( boost::shared_ptr< FileOffset >& out, const Pointer & ptrval,
+ const FileDatabase& db, const Field& f) const;
- // --------------------------------------------------------
- inline const FileBlockHead* LocateFileBlockForAddress(
- const Pointer & ptrval,
- const FileDatabase& db) const;
+ // --------------------------------------------------------
+ inline const FileBlockHead* LocateFileBlockForAddress(
+ const Pointer & ptrval,
+ const FileDatabase& db) const;
private:
- // ------------------------------------------------------------------------------
- template <typename T> T* _allocate(boost::shared_ptr<T>& out, size_t& s) const {
- out = boost::shared_ptr<T>(new T());
- s = 1;
- return out.get();
- }
-
- template <typename T> T* _allocate(vector<T>& out, size_t& s) const {
- out.resize(s);
- return s ? &out.front() : NULL;
- }
-
- // --------------------------------------------------------
- template <int error_policy>
- struct _defaultInitializer {
-
- template <typename T, unsigned int N>
- void operator ()(T (& out)[N], const char* = NULL) {
- for (unsigned int i = 0; i < N; ++i) {
- out[i] = T();
- }
- }
-
- template <typename T, unsigned int N, unsigned int M>
- void operator ()(T (& out)[N][M], const char* = NULL) {
- for (unsigned int i = 0; i < N; ++i) {
- for (unsigned int j = 0; j < M; ++j) {
- out[i][j] = T();
- }
- }
- }
-
- template <typename T>
- void operator ()(T& out, const char* = NULL) {
- out = T();
- }
- };
+ // ------------------------------------------------------------------------------
+ template <typename T> T* _allocate(boost::shared_ptr<T>& out, size_t& s) const {
+ out = boost::shared_ptr<T>(new T());
+ s = 1;
+ return out.get();
+ }
+
+ template <typename T> T* _allocate(vector<T>& out, size_t& s) const {
+ out.resize(s);
+ return s ? &out.front() : NULL;
+ }
+
+ // --------------------------------------------------------
+ template <int error_policy>
+ struct _defaultInitializer {
+
+ template <typename T, unsigned int N>
+ void operator ()(T (& out)[N], const char* = NULL) {
+ for (unsigned int i = 0; i < N; ++i) {
+ out[i] = T();
+ }
+ }
+
+ template <typename T, unsigned int N, unsigned int M>
+ void operator ()(T (& out)[N][M], const char* = NULL) {
+ for (unsigned int i = 0; i < N; ++i) {
+ for (unsigned int j = 0; j < M; ++j) {
+ out[i][j] = T();
+ }
+ }
+ }
+
+ template <typename T>
+ void operator ()(T& out, const char* = NULL) {
+ out = T();
+ }
+ };
private:
- mutable size_t cache_idx;
+ mutable size_t cache_idx;
};
// --------------------------------------------------------
template <> struct Structure :: _defaultInitializer<ErrorPolicy_Warn> {
- template <typename T>
- void operator ()(T& out, const char* reason = "<add reason>") {
- DefaultLogger::get()->warn(reason);
+ template <typename T>
+ void operator ()(T& out, const char* reason = "<add reason>") {
+ DefaultLogger::get()->warn(reason);
- // ... and let the show go on
- _defaultInitializer<0 /*ErrorPolicy_Igno*/>()(out);
- }
+ // ... and let the show go on
+ _defaultInitializer<0 /*ErrorPolicy_Igno*/>()(out);
+ }
};
template <> struct Structure :: _defaultInitializer<ErrorPolicy_Fail> {
- template <typename T>
- void operator ()(T&,const char* = "") {
- // obviously, it is crucial that _DefaultInitializer is used
- // only from within a catch clause.
- throw;
- }
+ template <typename T>
+ void operator ()(T& /*out*/,const char* = "") {
+ // obviously, it is crucial that _DefaultInitializer is used
+ // only from within a catch clause.
+ throw;
+ }
};
// -------------------------------------------------------------------------------------------------------
-template <> inline void Structure :: ResolvePointer<boost::shared_ptr,ElemBase>(boost::shared_ptr<ElemBase>& out,
- const Pointer & ptrval,
- const FileDatabase& db,
- const Field& f
- ) const;
+template <> inline void Structure :: ResolvePointer<boost::shared_ptr,ElemBase>(boost::shared_ptr<ElemBase>& out,
+ const Pointer & ptrval,
+ const FileDatabase& db,
+ const Field& f
+ ) const;
// -------------------------------------------------------------------------------
/** Represents the full data structure information for a single BLEND file.
* This data is extracted from the DNA1 chunk in the file.
- * #DNAParser does the reading and represents currently the only place where
+ * #DNAParser does the reading and represents currently the only place where
* DNA is altered.*/
// -------------------------------------------------------------------------------
class DNA
{
public:
- typedef void (Structure::*ConvertProcPtr) (
- boost::shared_ptr<ElemBase> in,
- const FileDatabase&
- ) const;
-
- typedef boost::shared_ptr<ElemBase> (
- Structure::*AllocProcPtr) () const;
+ typedef void (Structure::*ConvertProcPtr) (
+ boost::shared_ptr<ElemBase> in,
+ const FileDatabase&
+ ) const;
- typedef std::pair< AllocProcPtr, ConvertProcPtr > FactoryPair;
+ typedef boost::shared_ptr<ElemBase> (
+ Structure::*AllocProcPtr) () const;
+
+ typedef std::pair< AllocProcPtr, ConvertProcPtr > FactoryPair;
public:
- std::map<std::string, FactoryPair > converters;
- vector<Structure > structures;
- std::map<std::string, size_t> indices;
+ std::map<std::string, FactoryPair > converters;
+ vector<Structure > structures;
+ std::map<std::string, size_t> indices;
public:
- // --------------------------------------------------------
- /** Access a structure by its canonical name, the pointer version returns NULL on failure
- * while the reference version raises an error. */
- inline const Structure& operator [] (const std::string& ss) const;
- inline const Structure* Get (const std::string& ss) const;
+ // --------------------------------------------------------
+ /** Access a structure by its canonical name, the pointer version returns NULL on failure
+ * while the reference version raises an error. */
+ inline const Structure& operator [] (const std::string& ss) const;
+ inline const Structure* Get (const std::string& ss) const;
- // --------------------------------------------------------
- /** Access a structure by its index */
- inline const Structure& operator [] (const size_t i) const;
+ // --------------------------------------------------------
+ /** Access a structure by its index */
+ inline const Structure& operator [] (const size_t i) const;
public:
- // --------------------------------------------------------
- /** Add structure definitions for all the primitive types,
- * i.e. integer, short, char, float */
- void AddPrimitiveStructures();
-
- // --------------------------------------------------------
- /** Fill the @c converters member with converters for all
- * known data types. The implementation of this method is
- * in BlenderScene.cpp and is machine-generated.
- * Converters are used to quickly handle objects whose
- * exact data type is a runtime-property and not yet
- * known at compile time (consier Object::data).*/
- void RegisterConverters();
-
-
- // --------------------------------------------------------
- /** Take an input blob from the stream, interpret it according to
- * a its structure name and convert it to the intermediate
- * representation.
- * @param structure Destination structure definition
- * @param db File database.
- * @return A null pointer if no appropriate converter is available.*/
- boost::shared_ptr< ElemBase > ConvertBlobToStructure(
- const Structure& structure,
- const FileDatabase& db
- ) const;
-
- // --------------------------------------------------------
- /** Find a suitable conversion function for a given Structure.
- * Such a converter function takes a blob from the input
- * stream, reads as much as it needs, and builds up a
- * complete object in intermediate representation.
- * @param structure Destination structure definition
- * @param db File database.
- * @return A null pointer in .first if no appropriate converter is available.*/
- FactoryPair GetBlobToStructureConverter(
- const Structure& structure,
- const FileDatabase& db
- ) const;
+ // --------------------------------------------------------
+ /** Add structure definitions for all the primitive types,
+ * i.e. integer, short, char, float */
+ void AddPrimitiveStructures();
+
+ // --------------------------------------------------------
+ /** Fill the @c converters member with converters for all
+ * known data types. The implementation of this method is
+ * in BlenderScene.cpp and is machine-generated.
+ * Converters are used to quickly handle objects whose
+ * exact data type is a runtime-property and not yet
+ * known at compile time (consier Object::data).*/
+ void RegisterConverters();
+
+
+ // --------------------------------------------------------
+ /** Take an input blob from the stream, interpret it according to
+ * a its structure name and convert it to the intermediate
+ * representation.
+ * @param structure Destination structure definition
+ * @param db File database.
+ * @return A null pointer if no appropriate converter is available.*/
+ boost::shared_ptr< ElemBase > ConvertBlobToStructure(
+ const Structure& structure,
+ const FileDatabase& db
+ ) const;
+
+ // --------------------------------------------------------
+ /** Find a suitable conversion function for a given Structure.
+ * Such a converter function takes a blob from the input
+ * stream, reads as much as it needs, and builds up a
+ * complete object in intermediate representation.
+ * @param structure Destination structure definition
+ * @param db File database.
+ * @return A null pointer in .first if no appropriate converter is available.*/
+ FactoryPair GetBlobToStructureConverter(
+ const Structure& structure,
+ const FileDatabase& db
+ ) const;
#ifdef ASSIMP_BUILD_BLENDER_DEBUG
- // --------------------------------------------------------
- /** Dump the DNA to a text file. This is for debugging purposes.
- * The output file is `dna.txt` in the current working folder*/
- void DumpToFile();
+ // --------------------------------------------------------
+ /** Dump the DNA to a text file. This is for debugging purposes.
+ * The output file is `dna.txt` in the current working folder*/
+ void DumpToFile();
#endif
- // --------------------------------------------------------
- /** Extract array dimensions from a C array declaration, such
- * as `...[4][6]`. Returned string would be `...[][]`.
- * @param out
- * @param array_sizes Receive maximally two array dimensions,
- * the second element is set to 1 if the array is flat.
- * Both are set to 1 if the input is not an array.
- * @throw DeadlyImportError if more than 2 dimensions are
- * encountered. */
- static void ExtractArraySize(
- const std::string& out,
- size_t array_sizes[2]
- );
+ // --------------------------------------------------------
+ /** Extract array dimensions from a C array declaration, such
+ * as `...[4][6]`. Returned string would be `...[][]`.
+ * @param out
+ * @param array_sizes Receive maximally two array dimensions,
+ * the second element is set to 1 if the array is flat.
+ * Both are set to 1 if the input is not an array.
+ * @throw DeadlyImportError if more than 2 dimensions are
+ * encountered. */
+ static void ExtractArraySize(
+ const std::string& out,
+ size_t array_sizes[2]
+ );
};
// special converters for primitive types
-template <> inline void Structure :: Convert<int> (int& dest,const FileDatabase& db) const;
-template <> inline void Structure :: Convert<short> (short& dest,const FileDatabase& db) const;
-template <> inline void Structure :: Convert<char> (char& dest,const FileDatabase& db) const;
-template <> inline void Structure :: Convert<float> (float& dest,const FileDatabase& db) const;
-template <> inline void Structure :: Convert<double> (double& dest,const FileDatabase& db) const;
-template <> inline void Structure :: Convert<Pointer> (Pointer& dest,const FileDatabase& db) const;
+template <> inline void Structure :: Convert<int> (int& dest,const FileDatabase& db) const;
+template <> inline void Structure :: Convert<short> (short& dest,const FileDatabase& db) const;
+template <> inline void Structure :: Convert<char> (char& dest,const FileDatabase& db) const;
+template <> inline void Structure :: Convert<float> (float& dest,const FileDatabase& db) const;
+template <> inline void Structure :: Convert<double> (double& dest,const FileDatabase& db) const;
+template <> inline void Structure :: Convert<Pointer> (Pointer& dest,const FileDatabase& db) const;
// -------------------------------------------------------------------------------
/** Describes a master file block header. Each master file sections holds n
* elements of a certain SDNA structure (or otherwise unspecified data). */
// -------------------------------------------------------------------------------
-struct FileBlockHead
+struct FileBlockHead
{
- // points right after the header of the file block
- StreamReaderAny::pos start;
+ // points right after the header of the file block
+ StreamReaderAny::pos start;
- std::string id;
- size_t size;
+ std::string id;
+ size_t size;
- // original memory address of the data
- Pointer address;
+ // original memory address of the data
+ Pointer address;
- // index into DNA
- unsigned int dna_index;
+ // index into DNA
+ unsigned int dna_index;
- // number of structure instances to follow
- size_t num;
+ // number of structure instances to follow
+ size_t num;
- // file blocks are sorted by address to quickly locate specific memory addresses
- bool operator < (const FileBlockHead& o) const {
- return address.val < o.address.val;
- }
+ // file blocks are sorted by address to quickly locate specific memory addresses
+ bool operator < (const FileBlockHead& o) const {
+ return address.val < o.address.val;
+ }
- // for std::upper_bound
- operator const Pointer& () const {
- return address;
- }
+ // for std::upper_bound
+ operator const Pointer& () const {
+ return address;
+ }
};
// for std::upper_bound
inline bool operator< (const Pointer& a, const Pointer& b) {
- return a.val < b.val;
+ return a.val < b.val;
}
// -------------------------------------------------------------------------------
/** Utility to read all master file blocks in turn. */
// -------------------------------------------------------------------------------
-class SectionParser
+class SectionParser
{
public:
- // --------------------------------------------------------
- /** @param stream Inout stream, must point to the
- * first section in the file. Call Next() once
- * to have it read.
- * @param ptr64 Pointer size in file is 64 bits? */
- SectionParser(StreamReaderAny& stream,bool ptr64)
- : stream(stream)
- , ptr64(ptr64)
- {
- current.size = current.start = 0;
- }
+ // --------------------------------------------------------
+ /** @param stream Inout stream, must point to the
+ * first section in the file. Call Next() once
+ * to have it read.
+ * @param ptr64 Pointer size in file is 64 bits? */
+ SectionParser(StreamReaderAny& stream,bool ptr64)
+ : stream(stream)
+ , ptr64(ptr64)
+ {
+ current.size = current.start = 0;
+ }
public:
- // --------------------------------------------------------
- const FileBlockHead& GetCurrent() const {
- return current;
- }
-
+ // --------------------------------------------------------
+ const FileBlockHead& GetCurrent() const {
+ return current;
+ }
+
public:
- // --------------------------------------------------------
- /** Advance to the next section.
- * @throw DeadlyImportError if the last chunk was passed. */
- void Next();
+ // --------------------------------------------------------
+ /** Advance to the next section.
+ * @throw DeadlyImportError if the last chunk was passed. */
+ void Next();
public:
- FileBlockHead current;
- StreamReaderAny& stream;
- bool ptr64;
+ FileBlockHead current;
+ StreamReaderAny& stream;
+ bool ptr64;
};
@@ -592,31 +591,31 @@ class Statistics {
public:
- Statistics ()
- : fields_read ()
- , pointers_resolved ()
- , cache_hits ()
-// , blocks_read ()
- , cached_objects ()
- {}
+ Statistics ()
+ : fields_read ()
+ , pointers_resolved ()
+ , cache_hits ()
+// , blocks_read ()
+ , cached_objects ()
+ {}
public:
- /** total number of fields we read */
- unsigned int fields_read;
+ /** total number of fields we read */
+ unsigned int fields_read;
- /** total number of resolved pointers */
- unsigned int pointers_resolved;
+ /** total number of resolved pointers */
+ unsigned int pointers_resolved;
- /** number of pointers resolved from the cache */
- unsigned int cache_hits;
+ /** number of pointers resolved from the cache */
+ unsigned int cache_hits;
- /** number of blocks (from FileDatabase::entries)
- we did actually read from. */
- // unsigned int blocks_read;
+ /** number of blocks (from FileDatabase::entries)
+ we did actually read from. */
+ // unsigned int blocks_read;
- /** objects in FileData::cache */
- unsigned int cached_objects;
+ /** objects in FileData::cache */
+ unsigned int cached_objects;
};
#endif
@@ -625,241 +624,173 @@ public:
* avoids circular references and avoids object duplication. */
// -------------------------------------------------------------------------------
template <template <typename> class TOUT>
-class ObjectCache
+class ObjectCache
{
public:
- typedef std::map< Pointer, TOUT<ElemBase> > StructureCache;
+ typedef std::map< Pointer, TOUT<ElemBase> > StructureCache;
public:
- ObjectCache(const FileDatabase& db)
- : db(db)
- {
- // currently there are only ~400 structure records per blend file.
- // we read only a small part of them and don't cache objects
- // which we don't need, so this should suffice.
- caches.reserve(64);
- }
+ ObjectCache(const FileDatabase& db)
+ : db(db)
+ {
+ // currently there are only ~400 structure records per blend file.
+ // we read only a small part of them and don't cache objects
+ // which we don't need, so this should suffice.
+ caches.reserve(64);
+ }
public:
- // --------------------------------------------------------
- /** Check whether a specific item is in the cache.
- * @param s Data type of the item
- * @param out Output pointer. Unchanged if the
- * cache doens't know the item yet.
- * @param ptr Item address to look for. */
- template <typename T> void get (
- const Structure& s,
- TOUT<T>& out,
- const Pointer& ptr) const;
-
- // --------------------------------------------------------
- /** Add an item to the cache after the item has
- * been fully read. Do not insert anything that
- * may be faulty or might cause the loading
- * to abort.
- * @param s Data type of the item
- * @param out Item to insert into the cache
- * @param ptr address (cache key) of the item. */
- template <typename T> void set
- (const Structure& s,
- const TOUT<T>& out,
- const Pointer& ptr);
+ // --------------------------------------------------------
+ /** Check whether a specific item is in the cache.
+ * @param s Data type of the item
+ * @param out Output pointer. Unchanged if the
+ * cache doens't know the item yet.
+ * @param ptr Item address to look for. */
+ template <typename T> void get (
+ const Structure& s,
+ TOUT<T>& out,
+ const Pointer& ptr) const;
+
+ // --------------------------------------------------------
+ /** Add an item to the cache after the item has
+ * been fully read. Do not insert anything that
+ * may be faulty or might cause the loading
+ * to abort.
+ * @param s Data type of the item
+ * @param out Item to insert into the cache
+ * @param ptr address (cache key) of the item. */
+ template <typename T> void set
+ (const Structure& s,
+ const TOUT<T>& out,
+ const Pointer& ptr);
private:
- mutable vector<StructureCache> caches;
- const FileDatabase& db;
+ mutable vector<StructureCache> caches;
+ const FileDatabase& db;
};
// -------------------------------------------------------------------------------
// -------------------------------------------------------------------------------
-template <> class ObjectCache<Blender::vector>
+template <> class ObjectCache<Blender::vector>
{
public:
- ObjectCache(const FileDatabase&) {}
+ ObjectCache(const FileDatabase&) {}
- template <typename T> void get(const Structure&, vector<T>&, const Pointer&) {}
- template <typename T> void set(const Structure&, const vector<T>&, const Pointer&) {}
+ template <typename T> void get(const Structure&, vector<T>&, const Pointer&) {}
+ template <typename T> void set(const Structure&, const vector<T>&, const Pointer&) {}
};
#ifdef _MSC_VER
-# pragma warning(disable:4355)
+# pragma warning(disable:4355)
#endif
// -------------------------------------------------------------------------------
/** Memory representation of a full BLEND file and all its dependencies. The
* output aiScene is constructed from an instance of this data structure. */
// -------------------------------------------------------------------------------
-class FileDatabase
+class FileDatabase
{
- template <template <typename> class TOUT> friend class ObjectCache;
+ template <template <typename> class TOUT> friend class ObjectCache;
public:
- FileDatabase()
- : next_cache_idx()
- , _cacheArrays(*this)
- , _cache(*this)
- {}
+ FileDatabase()
+ : _cacheArrays(*this)
+ , _cache(*this)
+ , next_cache_idx()
+ {}
public:
- // publicly accessible fields
- bool i64bit;
- bool little;
+ // publicly accessible fields
+ bool i64bit;
+ bool little;
- DNA dna;
- boost::shared_ptr< StreamReaderAny > reader;
- vector< FileBlockHead > entries;
+ DNA dna;
+ boost::shared_ptr< StreamReaderAny > reader;
+ vector< FileBlockHead > entries;
public:
- Statistics& stats() const {
- return _stats;
- }
+ Statistics& stats() const {
+ return _stats;
+ }
- // For all our templates to work on both shared_ptr's and vector's
- // using the same code, a dummy cache for arrays is provided. Actually,
- // arrays of objects are never cached because we can't easily
- // ensure their proper destruction.
- template <typename T>
- ObjectCache<boost::shared_ptr>& cache(boost::shared_ptr<T>&) const {
- return _cache;
- }
+ // For all our templates to work on both shared_ptr's and vector's
+ // using the same code, a dummy cache for arrays is provided. Actually,
+ // arrays of objects are never cached because we can't easily
+ // ensure their proper destruction.
+ template <typename T>
+ ObjectCache<boost::shared_ptr>& cache(boost::shared_ptr<T>& /*in*/) const {
+ return _cache;
+ }
- template <typename T>
- ObjectCache<vector>& cache(vector<T>&) const {
- return _cacheArrays;
- }
+ template <typename T>
+ ObjectCache<vector>& cache(vector<T>& /*in*/) const {
+ return _cacheArrays;
+ }
private:
-
+
#ifndef ASSIMP_BUILD_BLENDER_NO_STATS
- mutable Statistics _stats;
+ mutable Statistics _stats;
#endif
- mutable size_t next_cache_idx;
+ mutable ObjectCache<vector> _cacheArrays;
+ mutable ObjectCache<boost::shared_ptr> _cache;
- mutable ObjectCache<vector> _cacheArrays;
- mutable ObjectCache<boost::shared_ptr> _cache;
+ mutable size_t next_cache_idx;
};
#ifdef _MSC_VER
-# pragma warning(default:4355)
+# pragma warning(default:4355)
#endif
// -------------------------------------------------------------------------------
/** Factory to extract a #DNA from the DNA1 file block in a BLEND file. */
// -------------------------------------------------------------------------------
-class DNAParser
+class DNAParser
{
public:
- /** Bind the parser to a empty DNA and an input stream */
- DNAParser(FileDatabase& db)
- : db(db)
- {}
+ /** Bind the parser to a empty DNA and an input stream */
+ DNAParser(FileDatabase& db)
+ : db(db)
+ {}
public:
- // --------------------------------------------------------
- /** Locate the DNA in the file and parse it. The input
- * stream is expected to point to the beginning of the DN1
- * chunk at the time this method is called and is
- * undefined afterwards.
- * @throw DeadlyImportError if the DNA cannot be read.
- * @note The position of the stream pointer is undefined
- * afterwards.*/
- void Parse ();
+ // --------------------------------------------------------
+ /** Locate the DNA in the file and parse it. The input
+ * stream is expected to point to the beginning of the DN1
+ * chunk at the time this method is called and is
+ * undefined afterwards.
+ * @throw DeadlyImportError if the DNA cannot be read.
+ * @note The position of the stream pointer is undefined
+ * afterwards.*/
+ void Parse ();
public:
- /** Obtain a reference to the extracted DNA information */
- const Blender::DNA& GetDNA() const {
- return db.dna;
- }
+ /** Obtain a reference to the extracted DNA information */
+ const Blender::DNA& GetDNA() const {
+ return db.dna;
+ }
private:
- FileDatabase& db;
+ FileDatabase& db;
};
-//--------------------------------------------------------------------------------
-template <> inline void Structure :: ResolvePointer<boost::shared_ptr,ElemBase>(boost::shared_ptr<ElemBase>& out,
- const Pointer & ptrval,
- const FileDatabase& db,
- const Field& /* f */
- ) const
-{
- // Special case when the data type needs to be determined at runtime.
- // Less secure than in the `strongly-typed` case.
-
- out.reset();
- if (!ptrval.val) {
- return;
- }
-
- // find the file block the pointer is pointing to
- const FileBlockHead* block = LocateFileBlockForAddress(ptrval,db);
-
- // determine the target type from the block header
- const Structure& s = db.dna[block->dna_index];
-
- // try to retrieve the object from the cache
- db.cache(out).get(s,out,ptrval);
- if (out) {
- return;
- }
-
- // seek to this location, but save the previous stream pointer.
- const StreamReaderAny::pos pold = db.reader->GetCurrentPos();
- db.reader->SetCurrentPos(block->start+ static_cast<size_t>((ptrval.val - block->address.val) ));
- // FIXME: basically, this could cause problems with 64 bit pointers on 32 bit systems.
- // I really ought to improve StreamReader to work with 64 bit indices exclusively.
-
- // continue conversion after allocating the required storage
- DNA::FactoryPair builders = db.dna.GetBlobToStructureConverter(s,db);
- if (!builders.first) {
- // this might happen if DNA::RegisterConverters hasn't been called so far
- // or if the target type is not contained in `our` DNA.
- out.reset();
- DefaultLogger::get()->warn((Formatter::format(),
- "Failed to find a converter for the `",s.name,"` structure"
- ));
- return;
- }
-
- // allocate the object hull
- out = (s.*builders.first)();
-
- // cache the object immediately to prevent infinite recursion in a
- // circular list with a single element (i.e. a self-referencing element).
- db.cache(out).set(s,out,ptrval);
-
- // and do the actual conversion
- (s.*builders.second)(out,db);
- db.reader->SetCurrentPos(pold);
-
- // store a pointer to the name string of the actual type
- // in the object itself. This allows the conversion code
- // to perform additional type checking.
- out->dna_type = s.name.c_str();
-
-
-
-#ifndef ASSIMP_BUILD_BLENDER_NO_STATS
- ++db.stats().pointers_resolved;
-#endif
-}
-
- } // end Blend
+ } // end Blend
} // end Assimp
#include "BlenderDNA.inl"
diff --git a/src/3rdparty/assimp/code/BlenderDNA.inl b/src/3rdparty/assimp/code/BlenderDNA.inl
index 511e7878c..818a8eac8 100644
--- a/src/3rdparty/assimp/code/BlenderDNA.inl
+++ b/src/3rdparty/assimp/code/BlenderDNA.inl
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,118 +18,118 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file BlenderDNA.inl
- * @brief Blender `DNA` (file format specification embedded in
+ * @brief Blender `DNA` (file format specification embedded in
* blend file itself) loader.
*/
#ifndef INCLUDED_AI_BLEND_DNA_INL
#define INCLUDED_AI_BLEND_DNA_INL
-namespace Assimp {
- namespace Blender {
+namespace Assimp {
+ namespace Blender {
//--------------------------------------------------------------------------------
const Field& Structure :: operator [] (const std::string& ss) const
{
- std::map<std::string, size_t>::const_iterator it = indices.find(ss);
- if (it == indices.end()) {
- throw Error((Formatter::format(),
- "BlendDNA: Did not find a field named `",ss,"` in structure `",name,"`"
- ));
- }
-
- return fields[(*it).second];
+ std::map<std::string, size_t>::const_iterator it = indices.find(ss);
+ if (it == indices.end()) {
+ throw Error((Formatter::format(),
+ "BlendDNA: Did not find a field named `",ss,"` in structure `",name,"`"
+ ));
+ }
+
+ return fields[(*it).second];
}
//--------------------------------------------------------------------------------
const Field* Structure :: Get (const std::string& ss) const
{
- std::map<std::string, size_t>::const_iterator it = indices.find(ss);
- return it == indices.end() ? NULL : &fields[(*it).second];
+ std::map<std::string, size_t>::const_iterator it = indices.find(ss);
+ return it == indices.end() ? NULL : &fields[(*it).second];
}
//--------------------------------------------------------------------------------
-const Field& Structure :: operator [] (const size_t i) const
+const Field& Structure :: operator [] (const size_t i) const
{
- if (i >= fields.size()) {
- throw Error((Formatter::format(),
- "BlendDNA: There is no field with index `",i,"` in structure `",name,"`"
- ));
- }
+ if (i >= fields.size()) {
+ throw Error((Formatter::format(),
+ "BlendDNA: There is no field with index `",i,"` in structure `",name,"`"
+ ));
+ }
- return fields[i];
+ return fields[i];
}
//--------------------------------------------------------------------------------
-template <typename T> boost::shared_ptr<ElemBase> Structure :: Allocate() const
+template <typename T> boost::shared_ptr<ElemBase> Structure :: Allocate() const
{
- return boost::shared_ptr<T>(new T());
+ return boost::shared_ptr<T>(new T());
}
//--------------------------------------------------------------------------------
template <typename T> void Structure :: Convert(
- boost::shared_ptr<ElemBase> in,
- const FileDatabase& db) const
+ boost::shared_ptr<ElemBase> in,
+ const FileDatabase& db) const
{
- Convert<T> (*static_cast<T*> ( in.get() ),db);
+ Convert<T> (*static_cast<T*> ( in.get() ),db);
}
//--------------------------------------------------------------------------------
template <int error_policy, typename T, size_t M>
void Structure :: ReadFieldArray(T (& out)[M], const char* name, const FileDatabase& db) const
{
- const StreamReaderAny::pos old = db.reader->GetCurrentPos();
- try {
- const Field& f = (*this)[name];
- const Structure& s = db.dna[f.type];
-
- // is the input actually an array?
- if (!(f.flags & FieldFlag_Array)) {
- throw Error((Formatter::format(),"Field `",name,"` of structure `",
- this->name,"` ought to be an array of size ",M
- ));
- }
-
- db.reader->IncPtr(f.offset);
-
- // size conversions are always allowed, regardless of error_policy
- unsigned int i = 0;
- for (; i < std::min(f.array_sizes[0],M); ++i) {
- s.Convert(out[i],db);
- }
- for (; i < M; ++i) {
- _defaultInitializer<ErrorPolicy_Igno>()(out[i]);
- }
- }
- catch (const Error& e) {
- _defaultInitializer<error_policy>()(out,e.what());
- }
-
- // and recover the previous stream position
- db.reader->SetCurrentPos(old);
+ const StreamReaderAny::pos old = db.reader->GetCurrentPos();
+ try {
+ const Field& f = (*this)[name];
+ const Structure& s = db.dna[f.type];
+
+ // is the input actually an array?
+ if (!(f.flags & FieldFlag_Array)) {
+ throw Error((Formatter::format(),"Field `",name,"` of structure `",
+ this->name,"` ought to be an array of size ",M
+ ));
+ }
+
+ db.reader->IncPtr(f.offset);
+
+ // size conversions are always allowed, regardless of error_policy
+ unsigned int i = 0;
+ for(; i < std::min(f.array_sizes[0],M); ++i) {
+ s.Convert(out[i],db);
+ }
+ for(; i < M; ++i) {
+ _defaultInitializer<ErrorPolicy_Igno>()(out[i]);
+ }
+ }
+ catch (const Error& e) {
+ _defaultInitializer<error_policy>()(out,e.what());
+ }
+
+ // and recover the previous stream position
+ db.reader->SetCurrentPos(old);
#ifndef ASSIMP_BUILD_BLENDER_NO_STATS
- ++db.stats().fields_read;
+ ++db.stats().fields_read;
#endif
}
@@ -137,44 +137,44 @@ void Structure :: ReadFieldArray(T (& out)[M], const char* name, const FileDatab
template <int error_policy, typename T, size_t M, size_t N>
void Structure :: ReadFieldArray2(T (& out)[M][N], const char* name, const FileDatabase& db) const
{
- const StreamReaderAny::pos old = db.reader->GetCurrentPos();
- try {
- const Field& f = (*this)[name];
- const Structure& s = db.dna[f.type];
-
- // is the input actually an array?
- if (!(f.flags & FieldFlag_Array)) {
- throw Error((Formatter::format(),"Field `",name,"` of structure `",
- this->name,"` ought to be an array of size ",M,"*",N
- ));
- }
-
- db.reader->IncPtr(f.offset);
-
- // size conversions are always allowed, regardless of error_policy
- unsigned int i = 0;
- for (; i < std::min(f.array_sizes[0],M); ++i) {
- unsigned int j = 0;
- for (; j < std::min(f.array_sizes[1],N); ++j) {
- s.Convert(out[i][j],db);
- }
- for (; j < N; ++j) {
- _defaultInitializer<ErrorPolicy_Igno>()(out[i][j]);
- }
- }
- for (; i < M; ++i) {
- _defaultInitializer<ErrorPolicy_Igno>()(out[i]);
- }
- }
- catch (const Error& e) {
- _defaultInitializer<error_policy>()(out,e.what());
- }
-
- // and recover the previous stream position
- db.reader->SetCurrentPos(old);
+ const StreamReaderAny::pos old = db.reader->GetCurrentPos();
+ try {
+ const Field& f = (*this)[name];
+ const Structure& s = db.dna[f.type];
+
+ // is the input actually an array?
+ if (!(f.flags & FieldFlag_Array)) {
+ throw Error((Formatter::format(),"Field `",name,"` of structure `",
+ this->name,"` ought to be an array of size ",M,"*",N
+ ));
+ }
+
+ db.reader->IncPtr(f.offset);
+
+ // size conversions are always allowed, regardless of error_policy
+ unsigned int i = 0;
+ for(; i < std::min(f.array_sizes[0],M); ++i) {
+ unsigned int j = 0;
+ for(; j < std::min(f.array_sizes[1],N); ++j) {
+ s.Convert(out[i][j],db);
+ }
+ for(; j < N; ++j) {
+ _defaultInitializer<ErrorPolicy_Igno>()(out[i][j]);
+ }
+ }
+ for(; i < M; ++i) {
+ _defaultInitializer<ErrorPolicy_Igno>()(out[i]);
+ }
+ }
+ catch (const Error& e) {
+ _defaultInitializer<error_policy>()(out,e.what());
+ }
+
+ // and recover the previous stream position
+ db.reader->SetCurrentPos(old);
#ifndef ASSIMP_BUILD_BLENDER_NO_STATS
- ++db.stats().fields_read;
+ ++db.stats().fields_read;
#endif
}
@@ -182,89 +182,89 @@ void Structure :: ReadFieldArray2(T (& out)[M][N], const char* name, const FileD
template <int error_policy, template <typename> class TOUT, typename T>
void Structure :: ReadFieldPtr(TOUT<T>& out, const char* name, const FileDatabase& db) const
{
- const StreamReaderAny::pos old = db.reader->GetCurrentPos();
- Pointer ptrval;
- const Field* f;
- try {
- f = &(*this)[name];
-
- // sanity check, should never happen if the genblenddna script is right
- if (!(f->flags & FieldFlag_Pointer)) {
- throw Error((Formatter::format(),"Field `",name,"` of structure `",
- this->name,"` ought to be a pointer"));
- }
-
- db.reader->IncPtr(f->offset);
- Convert(ptrval,db);
- // actually it is meaningless on which Structure the Convert is called
- // because the `Pointer` argument triggers a special implementation.
- }
- catch (const Error& e) {
- _defaultInitializer<error_policy>()(out,e.what());
-
- out.reset();
- return;
- }
-
- // resolve the pointer and load the corresponding structure
- ResolvePointer(out,ptrval,db,*f);
-
- // and recover the previous stream position
- db.reader->SetCurrentPos(old);
+ const StreamReaderAny::pos old = db.reader->GetCurrentPos();
+ Pointer ptrval;
+ const Field* f;
+ try {
+ f = &(*this)[name];
+
+ // sanity check, should never happen if the genblenddna script is right
+ if (!(f->flags & FieldFlag_Pointer)) {
+ throw Error((Formatter::format(),"Field `",name,"` of structure `",
+ this->name,"` ought to be a pointer"));
+ }
+
+ db.reader->IncPtr(f->offset);
+ Convert(ptrval,db);
+ // actually it is meaningless on which Structure the Convert is called
+ // because the `Pointer` argument triggers a special implementation.
+ }
+ catch (const Error& e) {
+ _defaultInitializer<error_policy>()(out,e.what());
+
+ out.reset();
+ return;
+ }
+
+ // resolve the pointer and load the corresponding structure
+ ResolvePointer(out,ptrval,db,*f);
+
+ // and recover the previous stream position
+ db.reader->SetCurrentPos(old);
#ifndef ASSIMP_BUILD_BLENDER_NO_STATS
- ++db.stats().fields_read;
+ ++db.stats().fields_read;
#endif
}
//--------------------------------------------------------------------------------
template <int error_policy, template <typename> class TOUT, typename T, size_t N>
-void Structure :: ReadFieldPtr(TOUT<T> (&out)[N], const char* name,
- const FileDatabase& db) const
+void Structure :: ReadFieldPtr(TOUT<T> (&out)[N], const char* name,
+ const FileDatabase& db) const
{
- // XXX see if we can reduce this to call to the 'normal' ReadFieldPtr
- const StreamReaderAny::pos old = db.reader->GetCurrentPos();
- Pointer ptrval[N];
- const Field* f;
- try {
- f = &(*this)[name];
-
- // sanity check, should never happen if the genblenddna script is right
- if ((FieldFlag_Pointer|FieldFlag_Pointer) != (f->flags & (FieldFlag_Pointer|FieldFlag_Pointer))) {
- throw Error((Formatter::format(),"Field `",name,"` of structure `",
- this->name,"` ought to be a pointer AND an array"));
- }
-
- db.reader->IncPtr(f->offset);
-
- size_t i = 0;
- for (; i < std::min(f->array_sizes[0],N); ++i) {
- Convert(ptrval[i],db);
- }
- for (; i < N; ++i) {
- _defaultInitializer<ErrorPolicy_Igno>()(ptrval[i]);
- }
-
- // actually it is meaningless on which Structure the Convert is called
- // because the `Pointer` argument triggers a special implementation.
- }
- catch (const Error& e) {
- _defaultInitializer<error_policy>()(out,e.what());
- for (size_t i = 0; i < N; ++i) {
- out[i].reset();
- }
- return;
- }
- for (size_t i = 0; i < N; ++i) {
- // resolve the pointer and load the corresponding structure
- ResolvePointer(out[i],ptrval[i],db,*f);
- }
-
- // and recover the previous stream position
- db.reader->SetCurrentPos(old);
+ // XXX see if we can reduce this to call to the 'normal' ReadFieldPtr
+ const StreamReaderAny::pos old = db.reader->GetCurrentPos();
+ Pointer ptrval[N];
+ const Field* f;
+ try {
+ f = &(*this)[name];
+
+ // sanity check, should never happen if the genblenddna script is right
+ if ((FieldFlag_Pointer|FieldFlag_Pointer) != (f->flags & (FieldFlag_Pointer|FieldFlag_Pointer))) {
+ throw Error((Formatter::format(),"Field `",name,"` of structure `",
+ this->name,"` ought to be a pointer AND an array"));
+ }
+
+ db.reader->IncPtr(f->offset);
+
+ size_t i = 0;
+ for(; i < std::min(f->array_sizes[0],N); ++i) {
+ Convert(ptrval[i],db);
+ }
+ for(; i < N; ++i) {
+ _defaultInitializer<ErrorPolicy_Igno>()(ptrval[i]);
+ }
+
+ // actually it is meaningless on which Structure the Convert is called
+ // because the `Pointer` argument triggers a special implementation.
+ }
+ catch (const Error& e) {
+ _defaultInitializer<error_policy>()(out,e.what());
+ for(size_t i = 0; i < N; ++i) {
+ out[i].reset();
+ }
+ return;
+ }
+ for(size_t i = 0; i < N; ++i) {
+ // resolve the pointer and load the corresponding structure
+ ResolvePointer(out[i],ptrval[i],db,*f);
+ }
+
+ // and recover the previous stream position
+ db.reader->SetCurrentPos(old);
#ifndef ASSIMP_BUILD_BLENDER_NO_STATS
- ++db.stats().fields_read;
+ ++db.stats().fields_read;
#endif
}
@@ -272,164 +272,232 @@ void Structure :: ReadFieldPtr(TOUT<T> (&out)[N], const char* name,
template <int error_policy, typename T>
void Structure :: ReadField(T& out, const char* name, const FileDatabase& db) const
{
- const StreamReaderAny::pos old = db.reader->GetCurrentPos();
- try {
- const Field& f = (*this)[name];
- // find the structure definition pertaining to this field
- const Structure& s = db.dna[f.type];
-
- db.reader->IncPtr(f.offset);
- s.Convert(out,db);
- }
- catch (const Error& e) {
- _defaultInitializer<error_policy>()(out,e.what());
- }
-
- // and recover the previous stream position
- db.reader->SetCurrentPos(old);
+ const StreamReaderAny::pos old = db.reader->GetCurrentPos();
+ try {
+ const Field& f = (*this)[name];
+ // find the structure definition pertaining to this field
+ const Structure& s = db.dna[f.type];
+
+ db.reader->IncPtr(f.offset);
+ s.Convert(out,db);
+ }
+ catch (const Error& e) {
+ _defaultInitializer<error_policy>()(out,e.what());
+ }
+
+ // and recover the previous stream position
+ db.reader->SetCurrentPos(old);
#ifndef ASSIMP_BUILD_BLENDER_NO_STATS
- ++db.stats().fields_read;
+ ++db.stats().fields_read;
#endif
}
//--------------------------------------------------------------------------------
template <template <typename> class TOUT, typename T>
-void Structure :: ResolvePointer(TOUT<T>& out, const Pointer & ptrval, const FileDatabase& db, const Field& f) const
+void Structure :: ResolvePointer(TOUT<T>& out, const Pointer & ptrval, const FileDatabase& db, const Field& f) const
{
- out.reset();
- if (!ptrval.val) {
- return;
- }
- const Structure& s = db.dna[f.type];
- // find the file block the pointer is pointing to
- const FileBlockHead* block = LocateFileBlockForAddress(ptrval,db);
-
- // also determine the target type from the block header
- // and check if it matches the type which we expect.
- const Structure& ss = db.dna[block->dna_index];
- if (ss != s) {
- throw Error((Formatter::format(),"Expected target to be of type `",s.name,
- "` but seemingly it is a `",ss.name,"` instead"
- ));
- }
-
- // try to retrieve the object from the cache
- db.cache(out).get(s,out,ptrval);
- if (out) {
- return;
- }
-
- // seek to this location, but save the previous stream pointer.
- const StreamReaderAny::pos pold = db.reader->GetCurrentPos();
- db.reader->SetCurrentPos(block->start+ static_cast<size_t>((ptrval.val - block->address.val) ));
- // FIXME: basically, this could cause problems with 64 bit pointers on 32 bit systems.
- // I really ought to improve StreamReader to work with 64 bit indices exclusively.
-
- // continue conversion after allocating the required storage
- size_t num = block->size / ss.size;
- T* o = _allocate(out,num);
-
- // cache the object before we convert it to avoid cyclic recursion.
- db.cache(out).set(s,out,ptrval);
-
- for (size_t i = 0; i < num; ++i,++o) {
- s.Convert(*o,db);
- }
-
- db.reader->SetCurrentPos(pold);
+ out.reset();
+ if (!ptrval.val) {
+ return;
+ }
+ const Structure& s = db.dna[f.type];
+ // find the file block the pointer is pointing to
+ const FileBlockHead* block = LocateFileBlockForAddress(ptrval,db);
+
+ // also determine the target type from the block header
+ // and check if it matches the type which we expect.
+ const Structure& ss = db.dna[block->dna_index];
+ if (ss != s) {
+ throw Error((Formatter::format(),"Expected target to be of type `",s.name,
+ "` but seemingly it is a `",ss.name,"` instead"
+ ));
+ }
+
+ // try to retrieve the object from the cache
+ db.cache(out).get(s,out,ptrval);
+ if (out) {
+ return;
+ }
+
+ // seek to this location, but save the previous stream pointer.
+ const StreamReaderAny::pos pold = db.reader->GetCurrentPos();
+ db.reader->SetCurrentPos(block->start+ static_cast<size_t>((ptrval.val - block->address.val) ));
+ // FIXME: basically, this could cause problems with 64 bit pointers on 32 bit systems.
+ // I really ought to improve StreamReader to work with 64 bit indices exclusively.
+
+ // continue conversion after allocating the required storage
+ size_t num = block->size / ss.size;
+ T* o = _allocate(out,num);
+
+ // cache the object before we convert it to avoid cyclic recursion.
+ db.cache(out).set(s,out,ptrval);
+
+ for (size_t i = 0; i < num; ++i,++o) {
+ s.Convert(*o,db);
+ }
+
+ db.reader->SetCurrentPos(pold);
#ifndef ASSIMP_BUILD_BLENDER_NO_STATS
- if (out) {
- ++db.stats().pointers_resolved;
- }
+ if(out) {
+ ++db.stats().pointers_resolved;
+ }
#endif
}
//--------------------------------------------------------------------------------
-inline void Structure :: ResolvePointer( boost::shared_ptr< FileOffset >& out, const Pointer & ptrval, const FileDatabase& db, const Field& /* f */ ) const
+inline void Structure :: ResolvePointer( boost::shared_ptr< FileOffset >& out, const Pointer & ptrval, const FileDatabase& db, const Field& /*f*/) const
{
- // Currently used exclusively by PackedFile::data to represent
- // a simple offset into the mapped BLEND file.
- out.reset();
- if (!ptrval.val) {
- return;
- }
-
- // find the file block the pointer is pointing to
- const FileBlockHead* block = LocateFileBlockForAddress(ptrval,db);
-
- out = boost::shared_ptr< FileOffset > (new FileOffset());
- out->val = block->start+ static_cast<size_t>((ptrval.val - block->address.val) );
+ // Currently used exclusively by PackedFile::data to represent
+ // a simple offset into the mapped BLEND file.
+ out.reset();
+ if (!ptrval.val) {
+ return;
+ }
+
+ // find the file block the pointer is pointing to
+ const FileBlockHead* block = LocateFileBlockForAddress(ptrval,db);
+
+ out = boost::shared_ptr< FileOffset > (new FileOffset());
+ out->val = block->start+ static_cast<size_t>((ptrval.val - block->address.val) );
}
//--------------------------------------------------------------------------------
template <template <typename> class TOUT, typename T>
-void Structure :: ResolvePointer(vector< TOUT<T> >& out, const Pointer & ptrval, const FileDatabase& db, const Field& f) const
+void Structure :: ResolvePointer(vector< TOUT<T> >& out, const Pointer & ptrval, const FileDatabase& db, const Field& f) const
{
- // This is a function overload, not a template specialization. According to
- // the partial ordering rules, it should be selected by the compiler
- // for array-of-pointer inputs, i.e. Object::mats.
-
- out.reset();
- if (!ptrval.val) {
- return;
- }
-
- // find the file block the pointer is pointing to
- const FileBlockHead* block = LocateFileBlockForAddress(ptrval,db);
- const size_t num = block->size / (db.i64bit?8:4);
-
- // keep the old stream position
- const StreamReaderAny::pos pold = db.reader->GetCurrentPos();
- db.reader->SetCurrentPos(block->start+ static_cast<size_t>((ptrval.val - block->address.val) ));
-
- // allocate raw storage for the array
- out.resize(num);
- for (size_t i = 0; i< num; ++i) {
- Pointer val;
- Convert(val,db);
-
- // and resolve the pointees
- ResolvePointer(out[i],val,db,f);
- }
-
- db.reader->SetCurrentPos(pold);
+ // This is a function overload, not a template specialization. According to
+ // the partial ordering rules, it should be selected by the compiler
+ // for array-of-pointer inputs, i.e. Object::mats.
+
+ out.reset();
+ if (!ptrval.val) {
+ return;
+ }
+
+ // find the file block the pointer is pointing to
+ const FileBlockHead* block = LocateFileBlockForAddress(ptrval,db);
+ const size_t num = block->size / (db.i64bit?8:4);
+
+ // keep the old stream position
+ const StreamReaderAny::pos pold = db.reader->GetCurrentPos();
+ db.reader->SetCurrentPos(block->start+ static_cast<size_t>((ptrval.val - block->address.val) ));
+
+ // allocate raw storage for the array
+ out.resize(num);
+ for (size_t i = 0; i< num; ++i) {
+ Pointer val;
+ Convert(val,db);
+
+ // and resolve the pointees
+ ResolvePointer(out[i],val,db,f);
+ }
+
+ db.reader->SetCurrentPos(pold);
}
//--------------------------------------------------------------------------------
-const FileBlockHead* Structure :: LocateFileBlockForAddress(const Pointer & ptrval, const FileDatabase& db) const
+template <> void Structure :: ResolvePointer<boost::shared_ptr,ElemBase>(boost::shared_ptr<ElemBase>& out,
+ const Pointer & ptrval,
+ const FileDatabase& db,
+ const Field& /*f*/
+) const
{
- // the file blocks appear in list sorted by
- // with ascending base addresses so we can run a
- // binary search to locate the pointee quickly.
-
- // NOTE: Blender seems to distinguish between side-by-side
- // data (stored in the same data block) and far pointers,
- // which are only used for structures starting with an ID.
- // We don't need to make this distinction, our algorithm
- // works regardless where the data is stored.
- vector<FileBlockHead>::const_iterator it = std::lower_bound(db.entries.begin(),db.entries.end(),ptrval);
- if (it == db.entries.end()) {
- // this is crucial, pointers may not be invalid.
- // this is either a corrupted file or an attempted attack.
- throw DeadlyImportError((Formatter::format(),"Failure resolving pointer 0x",
- std::hex,ptrval.val,", no file block falls into this address range"
- ));
- }
- if (ptrval.val >= (*it).address.val + (*it).size) {
- throw DeadlyImportError((Formatter::format(),"Failure resolving pointer 0x",
- std::hex,ptrval.val,", nearest file block starting at 0x",
- (*it).address.val," ends at 0x",
- (*it).address.val + (*it).size
- ));
- }
- return &*it;
+ // Special case when the data type needs to be determined at runtime.
+ // Less secure than in the `strongly-typed` case.
+
+ out.reset();
+ if (!ptrval.val) {
+ return;
+ }
+
+ // find the file block the pointer is pointing to
+ const FileBlockHead* block = LocateFileBlockForAddress(ptrval,db);
+
+ // determine the target type from the block header
+ const Structure& s = db.dna[block->dna_index];
+
+ // try to retrieve the object from the cache
+ db.cache(out).get(s,out,ptrval);
+ if (out) {
+ return;
+ }
+
+ // seek to this location, but save the previous stream pointer.
+ const StreamReaderAny::pos pold = db.reader->GetCurrentPos();
+ db.reader->SetCurrentPos(block->start+ static_cast<size_t>((ptrval.val - block->address.val) ));
+ // FIXME: basically, this could cause problems with 64 bit pointers on 32 bit systems.
+ // I really ought to improve StreamReader to work with 64 bit indices exclusively.
+
+ // continue conversion after allocating the required storage
+ DNA::FactoryPair builders = db.dna.GetBlobToStructureConverter(s,db);
+ if (!builders.first) {
+ // this might happen if DNA::RegisterConverters hasn't been called so far
+ // or if the target type is not contained in `our` DNA.
+ out.reset();
+ DefaultLogger::get()->warn((Formatter::format(),
+ "Failed to find a converter for the `",s.name,"` structure"
+ ));
+ return;
+ }
+
+ // allocate the object hull
+ out = (s.*builders.first)();
+
+ // cache the object immediately to prevent infinite recursion in a
+ // circular list with a single element (i.e. a self-referencing element).
+ db.cache(out).set(s,out,ptrval);
+
+ // and do the actual conversion
+ (s.*builders.second)(out,db);
+ db.reader->SetCurrentPos(pold);
+
+ // store a pointer to the name string of the actual type
+ // in the object itself. This allows the conversion code
+ // to perform additional type checking.
+ out->dna_type = s.name.c_str();
+
+
+
+#ifndef ASSIMP_BUILD_BLENDER_NO_STATS
+ ++db.stats().pointers_resolved;
+#endif
+}
+
+//--------------------------------------------------------------------------------
+const FileBlockHead* Structure :: LocateFileBlockForAddress(const Pointer & ptrval, const FileDatabase& db) const
+{
+ // the file blocks appear in list sorted by
+ // with ascending base addresses so we can run a
+ // binary search to locate the pointee quickly.
+
+ // NOTE: Blender seems to distinguish between side-by-side
+ // data (stored in the same data block) and far pointers,
+ // which are only used for structures starting with an ID.
+ // We don't need to make this distinction, our algorithm
+ // works regardless where the data is stored.
+ vector<FileBlockHead>::const_iterator it = std::lower_bound(db.entries.begin(),db.entries.end(),ptrval);
+ if (it == db.entries.end()) {
+ // this is crucial, pointers may not be invalid.
+ // this is either a corrupted file or an attempted attack.
+ throw DeadlyImportError((Formatter::format(),"Failure resolving pointer 0x",
+ std::hex,ptrval.val,", no file block falls into this address range"
+ ));
+ }
+ if (ptrval.val >= (*it).address.val + (*it).size) {
+ throw DeadlyImportError((Formatter::format(),"Failure resolving pointer 0x",
+ std::hex,ptrval.val,", nearest file block starting at 0x",
+ (*it).address.val," ends at 0x",
+ (*it).address.val + (*it).size
+ ));
+ }
+ return &*it;
}
// ------------------------------------------------------------------------------------------------
-// NOTE: The MSVC debugger keeps showing up this annoying `a cast to a smaller data type has
+// NOTE: The MSVC debugger keeps showing up this annoying `a cast to a smaller data type has
// caused a loss of data`-warning. Avoid this warning by a masking with an appropriate bitmask.
template <typename T> struct signless;
@@ -438,199 +506,199 @@ template <> struct signless<short> {typedef unsigned short type;};
template <> struct signless<int> {typedef unsigned int type;};
template <typename T>
-struct static_cast_silent {
- template <typename V>
- T operator()(V in) {
- return static_cast<T>(in & static_cast<typename signless<T>::type>(-1));
- }
+struct static_cast_silent {
+ template <typename V>
+ T operator()(V in) {
+ return static_cast<T>(in & static_cast<typename signless<T>::type>(-1));
+ }
};
template <> struct static_cast_silent<float> {
- template <typename V> float operator()(V in) {
- return static_cast<float> (in);
- }
+ template <typename V> float operator()(V in) {
+ return static_cast<float> (in);
+ }
};
template <> struct static_cast_silent<double> {
- template <typename V> double operator()(V in) {
- return static_cast<double>(in);
- }
+ template <typename V> double operator()(V in) {
+ return static_cast<double>(in);
+ }
};
// ------------------------------------------------------------------------------------------------
-template <typename T> inline void ConvertDispatcher(T& out, const Structure& in,const FileDatabase& db)
+template <typename T> inline void ConvertDispatcher(T& out, const Structure& in,const FileDatabase& db)
{
- if (in.name == "int") {
- out = static_cast_silent<T>()(db.reader->GetU4());
- }
- else if (in.name == "short") {
- out = static_cast_silent<T>()(db.reader->GetU2());
- }
- else if (in.name == "char") {
- out = static_cast_silent<T>()(db.reader->GetU1());
- }
- else if (in.name == "float") {
- out = static_cast<T>(db.reader->GetF4());
- }
- else if (in.name == "double") {
- out = static_cast<T>(db.reader->GetF8());
- }
- else {
- throw DeadlyImportError("Unknown source for conversion to primitive data type: "+in.name);
- }
+ if (in.name == "int") {
+ out = static_cast_silent<T>()(db.reader->GetU4());
+ }
+ else if (in.name == "short") {
+ out = static_cast_silent<T>()(db.reader->GetU2());
+ }
+ else if (in.name == "char") {
+ out = static_cast_silent<T>()(db.reader->GetU1());
+ }
+ else if (in.name == "float") {
+ out = static_cast<T>(db.reader->GetF4());
+ }
+ else if (in.name == "double") {
+ out = static_cast<T>(db.reader->GetF8());
+ }
+ else {
+ throw DeadlyImportError("Unknown source for conversion to primitive data type: "+in.name);
+ }
}
// ------------------------------------------------------------------------------------------------
template <> inline void Structure :: Convert<int> (int& dest,const FileDatabase& db) const
{
- ConvertDispatcher(dest,*this,db);
+ ConvertDispatcher(dest,*this,db);
}
// ------------------------------------------------------------------------------------------------
template <> inline void Structure :: Convert<short> (short& dest,const FileDatabase& db) const
{
- // automatic rescaling from short to float and vice versa (seems to be used by normals)
- if (name == "float") {
- dest = static_cast<short>(db.reader->GetF4() * 32767.f);
- //db.reader->IncPtr(-4);
- return;
- }
- else if (name == "double") {
- dest = static_cast<short>(db.reader->GetF8() * 32767.);
- //db.reader->IncPtr(-8);
- return;
- }
- ConvertDispatcher(dest,*this,db);
+ // automatic rescaling from short to float and vice versa (seems to be used by normals)
+ if (name == "float") {
+ dest = static_cast<short>(db.reader->GetF4() * 32767.f);
+ //db.reader->IncPtr(-4);
+ return;
+ }
+ else if (name == "double") {
+ dest = static_cast<short>(db.reader->GetF8() * 32767.);
+ //db.reader->IncPtr(-8);
+ return;
+ }
+ ConvertDispatcher(dest,*this,db);
}
// ------------------------------------------------------------------------------------------------
template <> inline void Structure :: Convert<char> (char& dest,const FileDatabase& db) const
{
- // automatic rescaling from char to float and vice versa (seems useful for RGB colors)
- if (name == "float") {
- dest = static_cast<char>(db.reader->GetF4() * 255.f);
- return;
- }
- else if (name == "double") {
- dest = static_cast<char>(db.reader->GetF8() * 255.f);
- return;
- }
- ConvertDispatcher(dest,*this,db);
+ // automatic rescaling from char to float and vice versa (seems useful for RGB colors)
+ if (name == "float") {
+ dest = static_cast<char>(db.reader->GetF4() * 255.f);
+ return;
+ }
+ else if (name == "double") {
+ dest = static_cast<char>(db.reader->GetF8() * 255.f);
+ return;
+ }
+ ConvertDispatcher(dest,*this,db);
}
// ------------------------------------------------------------------------------------------------
template <> inline void Structure :: Convert<float> (float& dest,const FileDatabase& db) const
{
- // automatic rescaling from char to float and vice versa (seems useful for RGB colors)
- if (name == "char") {
- dest = db.reader->GetI1() / 255.f;
- return;
- }
- // automatic rescaling from short to float and vice versa (used by normals)
- else if (name == "short") {
- dest = db.reader->GetI2() / 32767.f;
- return;
- }
- ConvertDispatcher(dest,*this,db);
+ // automatic rescaling from char to float and vice versa (seems useful for RGB colors)
+ if (name == "char") {
+ dest = db.reader->GetI1() / 255.f;
+ return;
+ }
+ // automatic rescaling from short to float and vice versa (used by normals)
+ else if (name == "short") {
+ dest = db.reader->GetI2() / 32767.f;
+ return;
+ }
+ ConvertDispatcher(dest,*this,db);
}
// ------------------------------------------------------------------------------------------------
template <> inline void Structure :: Convert<double> (double& dest,const FileDatabase& db) const
{
- if (name == "char") {
- dest = db.reader->GetI1() / 255.;
- return;
- }
- else if (name == "short") {
- dest = db.reader->GetI2() / 32767.;
- return;
- }
- ConvertDispatcher(dest,*this,db);
+ if (name == "char") {
+ dest = db.reader->GetI1() / 255.;
+ return;
+ }
+ else if (name == "short") {
+ dest = db.reader->GetI2() / 32767.;
+ return;
+ }
+ ConvertDispatcher(dest,*this,db);
}
// ------------------------------------------------------------------------------------------------
template <> inline void Structure :: Convert<Pointer> (Pointer& dest,const FileDatabase& db) const
{
- if (db.i64bit) {
- dest.val = db.reader->GetU8();
- //db.reader->IncPtr(-8);
- return;
- }
- dest.val = db.reader->GetU4();
- //db.reader->IncPtr(-4);
+ if (db.i64bit) {
+ dest.val = db.reader->GetU8();
+ //db.reader->IncPtr(-8);
+ return;
+ }
+ dest.val = db.reader->GetU4();
+ //db.reader->IncPtr(-4);
}
//--------------------------------------------------------------------------------
const Structure& DNA :: operator [] (const std::string& ss) const
{
- std::map<std::string, size_t>::const_iterator it = indices.find(ss);
- if (it == indices.end()) {
- throw Error((Formatter::format(),
- "BlendDNA: Did not find a structure named `",ss,"`"
- ));
- }
-
- return structures[(*it).second];
+ std::map<std::string, size_t>::const_iterator it = indices.find(ss);
+ if (it == indices.end()) {
+ throw Error((Formatter::format(),
+ "BlendDNA: Did not find a structure named `",ss,"`"
+ ));
+ }
+
+ return structures[(*it).second];
}
//--------------------------------------------------------------------------------
const Structure* DNA :: Get (const std::string& ss) const
{
- std::map<std::string, size_t>::const_iterator it = indices.find(ss);
- return it == indices.end() ? NULL : &structures[(*it).second];
+ std::map<std::string, size_t>::const_iterator it = indices.find(ss);
+ return it == indices.end() ? NULL : &structures[(*it).second];
}
//--------------------------------------------------------------------------------
-const Structure& DNA :: operator [] (const size_t i) const
+const Structure& DNA :: operator [] (const size_t i) const
{
- if (i >= structures.size()) {
- throw Error((Formatter::format(),
- "BlendDNA: There is no structure with index `",i,"`"
- ));
- }
+ if (i >= structures.size()) {
+ throw Error((Formatter::format(),
+ "BlendDNA: There is no structure with index `",i,"`"
+ ));
+ }
- return structures[i];
+ return structures[i];
}
//--------------------------------------------------------------------------------
template <template <typename> class TOUT> template <typename T> void ObjectCache<TOUT> :: get (
- const Structure& s,
- TOUT<T>& out,
- const Pointer& ptr
+ const Structure& s,
+ TOUT<T>& out,
+ const Pointer& ptr
) const {
- if (s.cache_idx == static_cast<size_t>(-1)) {
- s.cache_idx = db.next_cache_idx++;
- caches.resize(db.next_cache_idx);
- return;
- }
+ if(s.cache_idx == static_cast<size_t>(-1)) {
+ s.cache_idx = db.next_cache_idx++;
+ caches.resize(db.next_cache_idx);
+ return;
+ }
- typename StructureCache::const_iterator it = caches[s.cache_idx].find(ptr);
- if (it != caches[s.cache_idx].end()) {
- out = boost::static_pointer_cast<T>( (*it).second );
+ typename StructureCache::const_iterator it = caches[s.cache_idx].find(ptr);
+ if (it != caches[s.cache_idx].end()) {
+ out = boost::static_pointer_cast<T>( (*it).second );
#ifndef ASSIMP_BUILD_BLENDER_NO_STATS
- ++db.stats().cache_hits;
+ ++db.stats().cache_hits;
#endif
- }
- // otherwise, out remains untouched
+ }
+ // otherwise, out remains untouched
}
//--------------------------------------------------------------------------------
template <template <typename> class TOUT> template <typename T> void ObjectCache<TOUT> :: set (
- const Structure& s,
- const TOUT<T>& out,
- const Pointer& ptr
+ const Structure& s,
+ const TOUT<T>& out,
+ const Pointer& ptr
) {
- if (s.cache_idx == static_cast<size_t>(-1)) {
- s.cache_idx = db.next_cache_idx++;
- caches.resize(db.next_cache_idx);
- }
- caches[s.cache_idx][ptr] = boost::static_pointer_cast<ElemBase>( out );
+ if(s.cache_idx == static_cast<size_t>(-1)) {
+ s.cache_idx = db.next_cache_idx++;
+ caches.resize(db.next_cache_idx);
+ }
+ caches[s.cache_idx][ptr] = boost::static_pointer_cast<ElemBase>( out );
#ifndef ASSIMP_BUILD_BLENDER_NO_STATS
- ++db.stats().cached_objects;
+ ++db.stats().cached_objects;
#endif
}
diff --git a/src/3rdparty/assimp/code/BlenderIntermediate.h b/src/3rdparty/assimp/code/BlenderIntermediate.h
index 99e0e64e0..d2a179b31 100644
--- a/src/3rdparty/assimp/code/BlenderIntermediate.h
+++ b/src/3rdparty/assimp/code/BlenderIntermediate.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -55,126 +55,126 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
namespace Assimp {
namespace Blender {
- // --------------------------------------------------------------------
- /** Mini smart-array to avoid pulling in even more boost stuff. usable with vector and deque */
- // --------------------------------------------------------------------
- template <template <typename,typename> class TCLASS, typename T>
- struct TempArray {
- typedef TCLASS< T*,std::allocator<T*> > mywrap;
-
- TempArray() {
- }
-
- ~TempArray () {
- for_each(T* elem, arr) {
- delete elem;
- }
- }
-
- void dismiss() {
- arr.clear();
- }
-
- mywrap* operator -> () {
- return &arr;
- }
-
- operator mywrap& () {
- return arr;
- }
-
- operator const mywrap& () const {
- return arr;
- }
-
- mywrap& get () {
- return arr;
- }
-
- const mywrap& get () const {
- return arr;
- }
-
- T* operator[] (size_t idx) const {
- return arr[idx];
- }
-
- T*& operator[] (size_t idx) {
- return arr[idx];
- }
-
- private:
- // no copy semantics
- void operator= (const TempArray&) {
- }
-
- TempArray(const TempArray& arr) {
- }
-
- private:
- mywrap arr;
- };
-
+ // --------------------------------------------------------------------
+ /** Mini smart-array to avoid pulling in even more boost stuff. usable with vector and deque */
+ // --------------------------------------------------------------------
+ template <template <typename,typename> class TCLASS, typename T>
+ struct TempArray {
+ typedef TCLASS< T*,std::allocator<T*> > mywrap;
+
+ TempArray() {
+ }
+
+ ~TempArray () {
+ for_each(T* elem, arr) {
+ delete elem;
+ }
+ }
+
+ void dismiss() {
+ arr.clear();
+ }
+
+ mywrap* operator -> () {
+ return &arr;
+ }
+
+ operator mywrap& () {
+ return arr;
+ }
+
+ operator const mywrap& () const {
+ return arr;
+ }
+
+ mywrap& get () {
+ return arr;
+ }
+
+ const mywrap& get () const {
+ return arr;
+ }
+
+ T* operator[] (size_t idx) const {
+ return arr[idx];
+ }
+
+ T*& operator[] (size_t idx) {
+ return arr[idx];
+ }
+
+ private:
+ // no copy semantics
+ void operator= (const TempArray&) {
+ }
+
+ TempArray(const TempArray& arr) {
+ }
+
+ private:
+ mywrap arr;
+ };
+
#ifdef _MSC_VER
-# pragma warning(disable:4351)
+# pragma warning(disable:4351)
#endif
- // --------------------------------------------------------------------
- /** ConversionData acts as intermediate storage location for
- * the various ConvertXXX routines in BlenderImporter.*/
- // --------------------------------------------------------------------
- struct ConversionData
- {
- ConversionData(const FileDatabase& db)
- : sentinel_cnt()
- , next_texture()
- , db(db)
- {}
-
- std::set<const Object*> objects;
-
- TempArray <std::vector, aiMesh> meshes;
- TempArray <std::vector, aiCamera> cameras;
- TempArray <std::vector, aiLight> lights;
- TempArray <std::vector, aiMaterial> materials;
- TempArray <std::vector, aiTexture> textures;
-
- // set of all materials referenced by at least one mesh in the scene
- std::deque< boost::shared_ptr< Material > > materials_raw;
-
- // counter to name sentinel textures inserted as substitutes for procedural textures.
- unsigned int sentinel_cnt;
-
- // next texture ID for each texture type, respectively
- unsigned int next_texture[aiTextureType_UNKNOWN+1];
-
- // original file data
- const FileDatabase& db;
- };
+ // --------------------------------------------------------------------
+ /** ConversionData acts as intermediate storage location for
+ * the various ConvertXXX routines in BlenderImporter.*/
+ // --------------------------------------------------------------------
+ struct ConversionData
+ {
+ ConversionData(const FileDatabase& db)
+ : sentinel_cnt()
+ , next_texture()
+ , db(db)
+ {}
+
+ std::set<const Object*> objects;
+
+ TempArray <std::vector, aiMesh> meshes;
+ TempArray <std::vector, aiCamera> cameras;
+ TempArray <std::vector, aiLight> lights;
+ TempArray <std::vector, aiMaterial> materials;
+ TempArray <std::vector, aiTexture> textures;
+
+ // set of all materials referenced by at least one mesh in the scene
+ std::deque< boost::shared_ptr< Material > > materials_raw;
+
+ // counter to name sentinel textures inserted as substitutes for procedural textures.
+ unsigned int sentinel_cnt;
+
+ // next texture ID for each texture type, respectively
+ unsigned int next_texture[aiTextureType_UNKNOWN+1];
+
+ // original file data
+ const FileDatabase& db;
+ };
#ifdef _MSC_VER
-# pragma warning(default:4351)
+# pragma warning(default:4351)
#endif
// ------------------------------------------------------------------------------------------------
inline const char* GetTextureTypeDisplayString(Tex::Type t)
{
- switch (t) {
- case Tex::Type_CLOUDS : return "Clouds";
- case Tex::Type_WOOD : return "Wood";
- case Tex::Type_MARBLE : return "Marble";
- case Tex::Type_MAGIC : return "Magic";
- case Tex::Type_BLEND : return "Blend";
- case Tex::Type_STUCCI : return "Stucci";
- case Tex::Type_NOISE : return "Noise";
- case Tex::Type_PLUGIN : return "Plugin";
- case Tex::Type_MUSGRAVE : return "Musgrave";
- case Tex::Type_VORONOI : return "Voronoi";
- case Tex::Type_DISTNOISE : return "DistortedNoise";
- case Tex::Type_ENVMAP : return "EnvMap";
- case Tex::Type_IMAGE : return "Image";
- default:
- break;
- }
- return "<Unknown>";
+ switch (t) {
+ case Tex::Type_CLOUDS : return "Clouds";
+ case Tex::Type_WOOD : return "Wood";
+ case Tex::Type_MARBLE : return "Marble";
+ case Tex::Type_MAGIC : return "Magic";
+ case Tex::Type_BLEND : return "Blend";
+ case Tex::Type_STUCCI : return "Stucci";
+ case Tex::Type_NOISE : return "Noise";
+ case Tex::Type_PLUGIN : return "Plugin";
+ case Tex::Type_MUSGRAVE : return "Musgrave";
+ case Tex::Type_VORONOI : return "Voronoi";
+ case Tex::Type_DISTNOISE : return "DistortedNoise";
+ case Tex::Type_ENVMAP : return "EnvMap";
+ case Tex::Type_IMAGE : return "Image";
+ default:
+ break;
+ }
+ return "<Unknown>";
}
} // ! Blender
diff --git a/src/3rdparty/assimp/code/BlenderLoader.cpp b/src/3rdparty/assimp/code/BlenderLoader.cpp
index da5342e63..2cbe89d81 100644
--- a/src/3rdparty/assimp/code/BlenderLoader.cpp
+++ b/src/3rdparty/assimp/code/BlenderLoader.cpp
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,28 +18,26 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
-#include <QtGlobal>
-
/** @file BlenderLoader.cpp
* @brief Implementation of the Blender3D importer class.
*/
@@ -54,38 +52,36 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "BlenderModifier.h"
#include "StreamReader.h"
-#include "TinyFormatter.h"
#include "MemoryIOWrapper.h"
-// zlib is needed for compressed blend files
+// zlib is needed for compressed blend files
#ifndef ASSIMP_BUILD_NO_COMPRESSED_BLEND
-# ifdef ASSIMP_BUILD_NO_OWN_ZLIB
-# include <zlib.h>
-# else
-# include "../contrib/zlib/zlib.h"
-# endif
+# ifdef ASSIMP_BUILD_NO_OWN_ZLIB
+# include <zlib.h>
+# else
+# include "../contrib/zlib/zlib.h"
+# endif
#endif
-#if defined(__QNXNTO__)
-#include <stdio.h>
-#include <stdlib.h>
-#endif
+namespace Assimp {
+ template<> const std::string LogFunctions<BlenderImporter>::log_prefix = "BLEND: ";
+}
using namespace Assimp;
using namespace Assimp::Blender;
using namespace Assimp::Formatter;
-
-static const aiLoaderDesc blenderDesc = {
- "Blender 3D Importer \nhttp://www.blender3d.org",
- "Assimp Team",
- "",
- "",
- aiLoaderFlags_SupportBinaryFlavour | aiLoaderFlags_Experimental,
- 0,
- 0,
- 2,
- 50
+static const aiImporterDesc blenderDesc = {
+ "Blender 3D Importer \nhttp://www.blender3d.org",
+ "",
+ "",
+ "No animation support yet",
+ aiImporterFlags_SupportBinaryFlavour,
+ 0,
+ 0,
+ 2,
+ 50,
+ "blend"
};
@@ -96,917 +92,902 @@ BlenderImporter::BlenderImporter()
{}
// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
+// Destructor, private as well
BlenderImporter::~BlenderImporter()
{
- delete modifier_cache;
+ delete modifier_cache;
}
// ------------------------------------------------------------------------------------------------
-// Returns whether the class can handle the format of the given file.
+// Returns whether the class can handle the format of the given file.
bool BlenderImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
{
- const std::string& extension = GetExtension(pFile);
- if (extension == "blend") {
- return true;
- }
-
- else if ((!extension.length() || checkSig) && pIOHandler) {
- // note: this won't catch compressed files
- const char* tokens[] = {"BLENDER"};
- return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
- }
- return false;
+ const std::string& extension = GetExtension(pFile);
+ if (extension == "blend") {
+ return true;
+ }
+
+ else if ((!extension.length() || checkSig) && pIOHandler) {
+ // note: this won't catch compressed files
+ const char* tokens[] = {"BLENDER"};
+ return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
+ }
+ return false;
}
// ------------------------------------------------------------------------------------------------
// List all extensions handled by this loader
-void BlenderImporter::GetExtensionList(std::set<std::string>& app)
+void BlenderImporter::GetExtensionList(std::set<std::string>& app)
{
- app.insert("blend");
+ app.insert("blend");
}
// ------------------------------------------------------------------------------------------------
// Loader registry entry
-const aiLoaderDesc& BlenderImporter::GetInfo () const
+const aiImporterDesc* BlenderImporter::GetInfo () const
{
- return blenderDesc;
+ return &blenderDesc;
}
// ------------------------------------------------------------------------------------------------
// Setup configuration properties for the loader
-void BlenderImporter::SetupProperties(const Importer* /* pImp */)
+void BlenderImporter::SetupProperties(const Importer* /*pImp*/)
{
- // nothing to be done for the moment
+ // nothing to be done for the moment
}
struct free_it
{
- free_it(void* free) : free(free) {}
- ~free_it() {
- ::free(this->free);
- }
+ free_it(void* free) : free(free) {}
+ ~free_it() {
+ ::free(this->free);
+ }
- void* free;
+ void* free;
};
// ------------------------------------------------------------------------------------------------
-// Imports the given file into the given scene structure.
-void BlenderImporter::InternReadFile( const std::string& pFile,
- aiScene* pScene, IOSystem* pIOHandler)
+// Imports the given file into the given scene structure.
+void BlenderImporter::InternReadFile( const std::string& pFile,
+ aiScene* pScene, IOSystem* pIOHandler)
{
#ifndef ASSIMP_BUILD_NO_COMPRESSED_BLEND
- Bytef* dest = NULL;
- free_it free_it_really(dest);
+ Bytef* dest = NULL;
+ free_it free_it_really(dest);
#endif
- FileDatabase file;
- boost::shared_ptr<IOStream> stream(pIOHandler->Open(pFile,"rb"));
- if (!stream) {
- ThrowException("Could not open file for reading");
- }
-
- char magic[8] = {0};
- stream->Read(magic,7,1);
- if (strcmp(magic,"BLENDER")) {
- // Check for presence of the gzip header. If yes, assume it is a
- // compressed blend file and try uncompressing it, else fail. This is to
- // avoid uncompressing random files which our loader might end up with.
+ FileDatabase file;
+ boost::shared_ptr<IOStream> stream(pIOHandler->Open(pFile,"rb"));
+ if (!stream) {
+ ThrowException("Could not open file for reading");
+ }
+
+ char magic[8] = {0};
+ stream->Read(magic,7,1);
+ if (strcmp(magic,"BLENDER")) {
+ // Check for presence of the gzip header. If yes, assume it is a
+ // compressed blend file and try uncompressing it, else fail. This is to
+ // avoid uncompressing random files which our loader might end up with.
#ifdef ASSIMP_BUILD_NO_COMPRESSED_BLEND
- ThrowException("BLENDER magic bytes are missing, is this file compressed (Assimp was built without decompression support)?");
+ ThrowException("BLENDER magic bytes are missing, is this file compressed (Assimp was built without decompression support)?");
#else
- if (magic[0] != 0x1f || static_cast<uint8_t>(magic[1]) != 0x8b) {
- ThrowException("BLENDER magic bytes are missing, couldn't find GZIP header either");
- }
+ if (magic[0] != 0x1f || static_cast<uint8_t>(magic[1]) != 0x8b) {
+ ThrowException("BLENDER magic bytes are missing, couldn't find GZIP header either");
+ }
- LogDebug("Found no BLENDER magic word but a GZIP header, might be a compressed file");
- if (magic[2] != 8) {
- ThrowException("Unsupported GZIP compression method");
- }
+ LogDebug("Found no BLENDER magic word but a GZIP header, might be a compressed file");
+ if (magic[2] != 8) {
+ ThrowException("Unsupported GZIP compression method");
+ }
- // http://www.gzip.org/zlib/rfc-gzip.html#header-trailer
- stream->Seek(0L,aiOrigin_SET);
- boost::shared_ptr<StreamReaderLE> reader = boost::shared_ptr<StreamReaderLE>(new StreamReaderLE(stream));
+ // http://www.gzip.org/zlib/rfc-gzip.html#header-trailer
+ stream->Seek(0L,aiOrigin_SET);
+ boost::shared_ptr<StreamReaderLE> reader = boost::shared_ptr<StreamReaderLE>(new StreamReaderLE(stream));
- // build a zlib stream
- z_stream zstream;
- zstream.opaque = Z_NULL;
- zstream.zalloc = Z_NULL;
- zstream.zfree = Z_NULL;
- zstream.data_type = Z_BINARY;
+ // build a zlib stream
+ z_stream zstream;
+ zstream.opaque = Z_NULL;
+ zstream.zalloc = Z_NULL;
+ zstream.zfree = Z_NULL;
+ zstream.data_type = Z_BINARY;
- // http://hewgill.com/journal/entries/349-how-to-decompress-gzip-stream-with-zlib
- inflateInit2(&zstream, 16+MAX_WBITS);
+ // http://hewgill.com/journal/entries/349-how-to-decompress-gzip-stream-with-zlib
+ inflateInit2(&zstream, 16+MAX_WBITS);
- zstream.next_in = reinterpret_cast<Bytef*>( reader->GetPtr() );
- zstream.avail_in = reader->GetRemainingSize();
+ zstream.next_in = reinterpret_cast<Bytef*>( reader->GetPtr() );
+ zstream.avail_in = reader->GetRemainingSize();
- size_t total = 0l;
+ size_t total = 0l;
- // and decompress the data .... do 1k chunks in the hope that we won't kill the stack
+ // and decompress the data .... do 1k chunks in the hope that we won't kill the stack
#define MYBLOCK 1024
- Bytef block[MYBLOCK];
- int ret;
- do {
- zstream.avail_out = MYBLOCK;
- zstream.next_out = block;
- ret = inflate(&zstream, Z_NO_FLUSH);
-
- if (ret != Z_STREAM_END && ret != Z_OK) {
- ThrowException("Failure decompressing this file using gzip, seemingly it is NOT a compressed .BLEND file");
- }
- const size_t have = MYBLOCK - zstream.avail_out;
- total += have;
- dest = reinterpret_cast<Bytef*>( realloc(dest,total) );
- memcpy(dest + total - have,block,have);
- }
- while (ret != Z_STREAM_END);
-
- // terminate zlib
- inflateEnd(&zstream);
-
- // replace the input stream with a memory stream
- stream.reset(new MemoryIOStream(reinterpret_cast<uint8_t*>(dest),total));
-
- // .. and retry
- stream->Read(magic,7,1);
- if (strcmp(magic,"BLENDER")) {
- ThrowException("Found no BLENDER magic word in decompressed GZIP file");
- }
+ Bytef block[MYBLOCK];
+ int ret;
+ do {
+ zstream.avail_out = MYBLOCK;
+ zstream.next_out = block;
+ ret = inflate(&zstream, Z_NO_FLUSH);
+
+ if (ret != Z_STREAM_END && ret != Z_OK) {
+ ThrowException("Failure decompressing this file using gzip, seemingly it is NOT a compressed .BLEND file");
+ }
+ const size_t have = MYBLOCK - zstream.avail_out;
+ total += have;
+ dest = reinterpret_cast<Bytef*>( realloc(dest,total) );
+ memcpy(dest + total - have,block,have);
+ }
+ while (ret != Z_STREAM_END);
+
+ // terminate zlib
+ inflateEnd(&zstream);
+
+ // replace the input stream with a memory stream
+ stream.reset(new MemoryIOStream(reinterpret_cast<uint8_t*>(dest),total));
+
+ // .. and retry
+ stream->Read(magic,7,1);
+ if (strcmp(magic,"BLENDER")) {
+ ThrowException("Found no BLENDER magic word in decompressed GZIP file");
+ }
#endif
- }
+ }
- file.i64bit = (stream->Read(magic,1,1),magic[0]=='-');
- file.little = (stream->Read(magic,1,1),magic[0]=='v');
+ file.i64bit = (stream->Read(magic,1,1),magic[0]=='-');
+ file.little = (stream->Read(magic,1,1),magic[0]=='v');
- stream->Read(magic,3,1);
- magic[3] = '\0';
+ stream->Read(magic,3,1);
+ magic[3] = '\0';
- LogInfo((format(),"Blender version is ",magic[0],".",magic+1,
- " (64bit: ",file.i64bit?"true":"false",
- ", little endian: ",file.little?"true":"false",")"
- ));
+ LogInfo((format(),"Blender version is ",magic[0],".",magic+1,
+ " (64bit: ",file.i64bit?"true":"false",
+ ", little endian: ",file.little?"true":"false",")"
+ ));
- ParseBlendFile(file,stream);
+ ParseBlendFile(file,stream);
- Scene scene;
- ExtractScene(scene,file);
+ Scene scene;
+ ExtractScene(scene,file);
- ConvertBlendFile(pScene,scene,file);
+ ConvertBlendFile(pScene,scene,file);
}
// ------------------------------------------------------------------------------------------------
-void BlenderImporter::ParseBlendFile(FileDatabase& out, boost::shared_ptr<IOStream> stream)
+void BlenderImporter::ParseBlendFile(FileDatabase& out, boost::shared_ptr<IOStream> stream)
{
- out.reader = boost::shared_ptr<StreamReaderAny>(new StreamReaderAny(stream,out.little));
-
- DNAParser dna_reader(out);
- const DNA* dna = NULL;
-
- out.entries.reserve(128); { // even small BLEND files tend to consist of many file blocks
- SectionParser parser(*out.reader.get(),out.i64bit);
-
- // first parse the file in search for the DNA and insert all other sections into the database
- while ((parser.Next(),1)) {
- const FileBlockHead& head = parser.GetCurrent();
-
- if (head.id == "ENDB") {
- break; // only valid end of the file
- }
- else if (head.id == "DNA1") {
- dna_reader.Parse();
- dna = &dna_reader.GetDNA();
- continue;
- }
-
- out.entries.push_back(head);
- }
- }
- if (!dna) {
- ThrowException("SDNA not found");
- }
-
- std::sort(out.entries.begin(),out.entries.end());
+ out.reader = boost::shared_ptr<StreamReaderAny>(new StreamReaderAny(stream,out.little));
+
+ DNAParser dna_reader(out);
+ const DNA* dna = NULL;
+
+ out.entries.reserve(128); { // even small BLEND files tend to consist of many file blocks
+ SectionParser parser(*out.reader.get(),out.i64bit);
+
+ // first parse the file in search for the DNA and insert all other sections into the database
+ while ((parser.Next(),1)) {
+ const FileBlockHead& head = parser.GetCurrent();
+
+ if (head.id == "ENDB") {
+ break; // only valid end of the file
+ }
+ else if (head.id == "DNA1") {
+ dna_reader.Parse();
+ dna = &dna_reader.GetDNA();
+ continue;
+ }
+
+ out.entries.push_back(head);
+ }
+ }
+ if (!dna) {
+ ThrowException("SDNA not found");
+ }
+
+ std::sort(out.entries.begin(),out.entries.end());
}
// ------------------------------------------------------------------------------------------------
-void BlenderImporter::ExtractScene(Scene& out, const FileDatabase& file)
+void BlenderImporter::ExtractScene(Scene& out, const FileDatabase& file)
{
- const FileBlockHead* block = NULL;
- std::map<std::string,size_t>::const_iterator it = file.dna.indices.find("Scene");
- if (it == file.dna.indices.end()) {
- ThrowException("There is no `Scene` structure record");
- }
+ const FileBlockHead* block = NULL;
+ std::map<std::string,size_t>::const_iterator it = file.dna.indices.find("Scene");
+ if (it == file.dna.indices.end()) {
+ ThrowException("There is no `Scene` structure record");
+ }
+
+ const Structure& ss = file.dna.structures[(*it).second];
- const Structure& ss = file.dna.structures[(*it).second];
+ // we need a scene somewhere to start with.
+ for_each(const FileBlockHead& bl,file.entries) {
- // we need a scene somewhere to start with.
- for_each(const FileBlockHead& bl,file.entries) {
- if (bl.id == "SC") {
- block = &bl;
- break;
- }
- }
+ // Fix: using the DNA index is more reliable to locate scenes
+ //if (bl.id == "SC") {
- if (!block) {
- ThrowException("There is not a single `Scene` record to load");
- }
+ if (bl.dna_index == (*it).second) {
+ block = &bl;
+ break;
+ }
+ }
- file.reader->SetCurrentPos(block->start);
- ss.Convert(out,file);
+ if (!block) {
+ ThrowException("There is not a single `Scene` record to load");
+ }
+
+ file.reader->SetCurrentPos(block->start);
+ ss.Convert(out,file);
#ifndef ASSIMP_BUILD_BLENDER_NO_STATS
- DefaultLogger::get()->info((format(),
- "(Stats) Fields read: " ,file.stats().fields_read,
- ", pointers resolved: " ,file.stats().pointers_resolved,
- ", cache hits: " ,file.stats().cache_hits,
- ", cached objects: " ,file.stats().cached_objects
- ));
+ DefaultLogger::get()->info((format(),
+ "(Stats) Fields read: " ,file.stats().fields_read,
+ ", pointers resolved: " ,file.stats().pointers_resolved,
+ ", cache hits: " ,file.stats().cache_hits,
+ ", cached objects: " ,file.stats().cached_objects
+ ));
#endif
}
// ------------------------------------------------------------------------------------------------
-void BlenderImporter::ConvertBlendFile(aiScene* out, const Scene& in,const FileDatabase& file)
+void BlenderImporter::ConvertBlendFile(aiScene* out, const Scene& in,const FileDatabase& file)
{
- ConversionData conv(file);
-
- // FIXME it must be possible to take the hierarchy directly from
- // the file. This is terrible. Here, we're first looking for
- // all objects which don't have parent objects at all -
- std::deque<const Object*> no_parents;
- for (boost::shared_ptr<Base> cur = boost::static_pointer_cast<Base> ( in.base.first ); cur; cur = cur->next) {
- if (cur->object) {
- if (!cur->object->parent) {
- no_parents.push_back(cur->object.get());
- }
- else conv.objects.insert(cur->object.get());
- }
- }
- for (boost::shared_ptr<Base> cur = in.basact; cur; cur = cur->next) {
- if (cur->object) {
- if (cur->object->parent) {
- conv.objects.insert(cur->object.get());
- }
- }
- }
-
- if (no_parents.empty()) {
- ThrowException("Expected at least one object with no parent");
- }
-
- aiNode* root = out->mRootNode = new aiNode("<BlenderRoot>");
-
- root->mNumChildren = static_cast<unsigned int>(no_parents.size());
- root->mChildren = new aiNode*[root->mNumChildren]();
- for (unsigned int i = 0; i < root->mNumChildren; ++i) {
- root->mChildren[i] = ConvertNode(in, no_parents[i], conv);
- root->mChildren[i]->mParent = root;
- }
-
- BuildMaterials(conv);
-
- if (conv.meshes->size()) {
- out->mMeshes = new aiMesh*[out->mNumMeshes = static_cast<unsigned int>( conv.meshes->size() )];
- std::copy(conv.meshes->begin(),conv.meshes->end(),out->mMeshes);
- conv.meshes.dismiss();
- }
-
- if (conv.lights->size()) {
- out->mLights = new aiLight*[out->mNumLights = static_cast<unsigned int>( conv.lights->size() )];
- std::copy(conv.lights->begin(),conv.lights->end(),out->mLights);
- conv.lights.dismiss();
- }
-
- if (conv.cameras->size()) {
- out->mCameras = new aiCamera*[out->mNumCameras = static_cast<unsigned int>( conv.cameras->size() )];
- std::copy(conv.cameras->begin(),conv.cameras->end(),out->mCameras);
- conv.cameras.dismiss();
- }
-
- if (conv.materials->size()) {
- out->mMaterials = new aiMaterial*[out->mNumMaterials = static_cast<unsigned int>( conv.materials->size() )];
- std::copy(conv.materials->begin(),conv.materials->end(),out->mMaterials);
- conv.materials.dismiss();
- }
-
- if (conv.textures->size()) {
- out->mTextures = new aiTexture*[out->mNumTextures = static_cast<unsigned int>( conv.textures->size() )];
- std::copy(conv.textures->begin(),conv.textures->end(),out->mTextures);
- conv.textures.dismiss();
- }
-
- // acknowledge that the scene might come out incomplete
- // by Assimps definition of `complete`: blender scenes
- // can consist of thousands of cameras or lights with
- // not a single mesh between them.
- if (!out->mNumMeshes) {
- out->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
- }
+ ConversionData conv(file);
+
+ // FIXME it must be possible to take the hierarchy directly from
+ // the file. This is terrible. Here, we're first looking for
+ // all objects which don't have parent objects at all -
+ std::deque<const Object*> no_parents;
+ for (boost::shared_ptr<Base> cur = boost::static_pointer_cast<Base> ( in.base.first ); cur; cur = cur->next) {
+ if (cur->object) {
+ if(!cur->object->parent) {
+ no_parents.push_back(cur->object.get());
+ }
+ else conv.objects.insert(cur->object.get());
+ }
+ }
+ for (boost::shared_ptr<Base> cur = in.basact; cur; cur = cur->next) {
+ if (cur->object) {
+ if(cur->object->parent) {
+ conv.objects.insert(cur->object.get());
+ }
+ }
+ }
+
+ if (no_parents.empty()) {
+ ThrowException("Expected at least one object with no parent");
+ }
+
+ aiNode* root = out->mRootNode = new aiNode("<BlenderRoot>");
+
+ root->mNumChildren = static_cast<unsigned int>(no_parents.size());
+ root->mChildren = new aiNode*[root->mNumChildren]();
+ for (unsigned int i = 0; i < root->mNumChildren; ++i) {
+ root->mChildren[i] = ConvertNode(in, no_parents[i], conv);
+ root->mChildren[i]->mParent = root;
+ }
+
+ BuildMaterials(conv);
+
+ if (conv.meshes->size()) {
+ out->mMeshes = new aiMesh*[out->mNumMeshes = static_cast<unsigned int>( conv.meshes->size() )];
+ std::copy(conv.meshes->begin(),conv.meshes->end(),out->mMeshes);
+ conv.meshes.dismiss();
+ }
+
+ if (conv.lights->size()) {
+ out->mLights = new aiLight*[out->mNumLights = static_cast<unsigned int>( conv.lights->size() )];
+ std::copy(conv.lights->begin(),conv.lights->end(),out->mLights);
+ conv.lights.dismiss();
+ }
+
+ if (conv.cameras->size()) {
+ out->mCameras = new aiCamera*[out->mNumCameras = static_cast<unsigned int>( conv.cameras->size() )];
+ std::copy(conv.cameras->begin(),conv.cameras->end(),out->mCameras);
+ conv.cameras.dismiss();
+ }
+
+ if (conv.materials->size()) {
+ out->mMaterials = new aiMaterial*[out->mNumMaterials = static_cast<unsigned int>( conv.materials->size() )];
+ std::copy(conv.materials->begin(),conv.materials->end(),out->mMaterials);
+ conv.materials.dismiss();
+ }
+
+ if (conv.textures->size()) {
+ out->mTextures = new aiTexture*[out->mNumTextures = static_cast<unsigned int>( conv.textures->size() )];
+ std::copy(conv.textures->begin(),conv.textures->end(),out->mTextures);
+ conv.textures.dismiss();
+ }
+
+ // acknowledge that the scene might come out incomplete
+ // by Assimps definition of `complete`: blender scenes
+ // can consist of thousands of cameras or lights with
+ // not a single mesh between them.
+ if (!out->mNumMeshes) {
+ out->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
+ }
}
// ------------------------------------------------------------------------------------------------
-void BlenderImporter::ResolveImage(MaterialHelper* out, const Material* mat, const MTex* tex, const Image* img, ConversionData& conv_data)
+void BlenderImporter::ResolveImage(aiMaterial* out, const Material* mat, const MTex* tex, const Image* img, ConversionData& conv_data)
{
- Q_UNUSED(mat);
- Q_UNUSED(tex);
- aiString name;
-
- // check if the file contents are bundled with the BLEND file
- if (img->packedfile) {
- name.data[0] = '*';
- name.length = 1+ ASSIMP_itoa10(name.data+1,MAXLEN-1,conv_data.textures->size());
-
- conv_data.textures->push_back(new aiTexture());
- aiTexture* tex = conv_data.textures->back();
-
- // usually 'img->name' will be the original file name of the embedded textures,
- // so we can extract the file extension from it.
- const size_t nlen = strlen( img->name );
- const char* s = img->name+nlen, *e = s;
-
- while (s >= img->name && *s != '.')--s;
-
- tex->achFormatHint[0] = s+1>e ? '\0' : s[1];
- tex->achFormatHint[1] = s+2>e ? '\0' : s[2];
- tex->achFormatHint[2] = s+3>e ? '\0' : s[3];
- tex->achFormatHint[3] = '\0';
-
- // tex->mHeight = 0;
- tex->mWidth = img->packedfile->size;
- uint8_t* ch = new uint8_t[tex->mWidth];
-
- conv_data.db.reader->SetCurrentPos(static_cast<size_t>( img->packedfile->data->val));
- conv_data.db.reader->CopyAndAdvance(ch,tex->mWidth);
-
- tex->pcData = reinterpret_cast<aiTexel*>(ch);
-
- LogInfo("Reading embedded texture, original file was "+std::string(img->name));
- }
- else {
- name = aiString( img->name );
- }
- out->AddProperty(&name,AI_MATKEY_TEXTURE_DIFFUSE(
- conv_data.next_texture[aiTextureType_DIFFUSE]++)
- );
+ (void)mat; (void)tex; (void)conv_data;
+ aiString name;
+
+ // check if the file contents are bundled with the BLEND file
+ if (img->packedfile) {
+ name.data[0] = '*';
+ name.length = 1+ ASSIMP_itoa10(name.data+1,MAXLEN-1,conv_data.textures->size());
+
+ conv_data.textures->push_back(new aiTexture());
+ aiTexture* tex = conv_data.textures->back();
+
+ // usually 'img->name' will be the original file name of the embedded textures,
+ // so we can extract the file extension from it.
+ const size_t nlen = strlen( img->name );
+ const char* s = img->name+nlen, *e = s;
+
+ while (s >= img->name && *s != '.')--s;
+
+ tex->achFormatHint[0] = s+1>e ? '\0' : ::tolower( s[1] );
+ tex->achFormatHint[1] = s+2>e ? '\0' : ::tolower( s[2] );
+ tex->achFormatHint[2] = s+3>e ? '\0' : ::tolower( s[3] );
+ tex->achFormatHint[3] = '\0';
+
+ // tex->mHeight = 0;
+ tex->mWidth = img->packedfile->size;
+ uint8_t* ch = new uint8_t[tex->mWidth];
+
+ conv_data.db.reader->SetCurrentPos(static_cast<size_t>( img->packedfile->data->val));
+ conv_data.db.reader->CopyAndAdvance(ch,tex->mWidth);
+
+ tex->pcData = reinterpret_cast<aiTexel*>(ch);
+
+ LogInfo("Reading embedded texture, original file was "+std::string(img->name));
+ }
+ else {
+ name = aiString( img->name );
+ }
+ out->AddProperty(&name,AI_MATKEY_TEXTURE_DIFFUSE(
+ conv_data.next_texture[aiTextureType_DIFFUSE]++)
+ );
}
// ------------------------------------------------------------------------------------------------
-void BlenderImporter::AddSentinelTexture(MaterialHelper* out, const Material* mat, const MTex* tex, ConversionData& conv_data)
+void BlenderImporter::AddSentinelTexture(aiMaterial* out, const Material* mat, const MTex* tex, ConversionData& conv_data)
{
- Q_UNUSED(mat);
- aiString name;
- name.length = sprintf(name.data, "Procedural,num=%i,type=%s",conv_data.sentinel_cnt++,
- GetTextureTypeDisplayString(tex->tex->type)
- );
- out->AddProperty(&name,AI_MATKEY_TEXTURE_DIFFUSE(
- conv_data.next_texture[aiTextureType_DIFFUSE]++)
- );
+ (void)mat; (void)tex; (void)conv_data;
+
+ aiString name;
+ name.length = sprintf(name.data, "Procedural,num=%i,type=%s",conv_data.sentinel_cnt++,
+ GetTextureTypeDisplayString(tex->tex->type)
+ );
+ out->AddProperty(&name,AI_MATKEY_TEXTURE_DIFFUSE(
+ conv_data.next_texture[aiTextureType_DIFFUSE]++)
+ );
}
// ------------------------------------------------------------------------------------------------
-void BlenderImporter::ResolveTexture(MaterialHelper* out, const Material* mat, const MTex* tex, ConversionData& conv_data)
+void BlenderImporter::ResolveTexture(aiMaterial* out, const Material* mat, const MTex* tex, ConversionData& conv_data)
{
- const Tex* rtex = tex->tex.get();
- if (!rtex || !rtex->type) {
- return;
- }
-
- // We can't support most of the texture types because the're mostly procedural.
- // These are substituted by a dummy texture.
- const char* dispnam = "";
- switch( rtex->type )
- {
- // these are listed in blender's UI
- case Tex::Type_CLOUDS :
- case Tex::Type_WOOD :
- case Tex::Type_MARBLE :
- case Tex::Type_MAGIC :
- case Tex::Type_BLEND :
- case Tex::Type_STUCCI :
- case Tex::Type_NOISE :
- case Tex::Type_PLUGIN :
- case Tex::Type_MUSGRAVE :
- case Tex::Type_VORONOI :
- case Tex::Type_DISTNOISE :
- case Tex::Type_ENVMAP :
-
- // these do no appear in the UI, why?
- case Tex::Type_POINTDENSITY :
- case Tex::Type_VOXELDATA :
-
- LogWarn(std::string("Encountered a texture with an unsupported type: ")+dispnam);
- AddSentinelTexture(out, mat, tex, conv_data);
- break;
-
- case Tex::Type_IMAGE :
- if (!rtex->ima) {
- LogError("A texture claims to be an Image, but no image reference is given");
- break;
- }
- ResolveImage(out, mat, tex, rtex->ima.get(),conv_data);
- break;
-
- default:
- ai_assert(false);
- };
+ const Tex* rtex = tex->tex.get();
+ if(!rtex || !rtex->type) {
+ return;
+ }
+
+ // We can't support most of the texture types because the're mostly procedural.
+ // These are substituted by a dummy texture.
+ const char* dispnam = "";
+ switch( rtex->type )
+ {
+ // these are listed in blender's UI
+ case Tex::Type_CLOUDS :
+ case Tex::Type_WOOD :
+ case Tex::Type_MARBLE :
+ case Tex::Type_MAGIC :
+ case Tex::Type_BLEND :
+ case Tex::Type_STUCCI :
+ case Tex::Type_NOISE :
+ case Tex::Type_PLUGIN :
+ case Tex::Type_MUSGRAVE :
+ case Tex::Type_VORONOI :
+ case Tex::Type_DISTNOISE :
+ case Tex::Type_ENVMAP :
+
+ // these do no appear in the UI, why?
+ case Tex::Type_POINTDENSITY :
+ case Tex::Type_VOXELDATA :
+
+ LogWarn(std::string("Encountered a texture with an unsupported type: ")+dispnam);
+ AddSentinelTexture(out, mat, tex, conv_data);
+ break;
+
+ case Tex::Type_IMAGE :
+ if (!rtex->ima) {
+ LogError("A texture claims to be an Image, but no image reference is given");
+ break;
+ }
+ ResolveImage(out, mat, tex, rtex->ima.get(),conv_data);
+ break;
+
+ default:
+ ai_assert(false);
+ };
}
// ------------------------------------------------------------------------------------------------
-void BlenderImporter::BuildMaterials(ConversionData& conv_data)
+void BlenderImporter::BuildMaterials(ConversionData& conv_data)
{
- conv_data.materials->reserve(conv_data.materials_raw.size());
-
- // add a default material if necessary
- unsigned int index = static_cast<unsigned int>( -1 );
- for_each( aiMesh* mesh, conv_data.meshes.get() ) {
- if (mesh->mMaterialIndex == static_cast<unsigned int>( -1 )) {
-
- if (index == static_cast<unsigned int>( -1 )) {
-
- // ok, we need to add a dedicated default material for some poor material-less meshes
- boost::shared_ptr<Material> p(new Material());
- strcpy( p->id.name+2, AI_DEFAULT_MATERIAL_NAME );
-
- p->r = p->g = p->b = 0.6f;
- p->specr = p->specg = p->specb = 0.6f;
- p->ambir = p->ambig = p->ambib = 0.0f;
- p->mirr = p->mirg = p->mirb = 0.0f;
- p->emit = 0.f;
- p->alpha = 0.f;
-
- // XXX add more / or add default c'tor to Material
-
- index = static_cast<unsigned int>( conv_data.materials_raw.size() );
- conv_data.materials_raw.push_back(p);
-
- LogInfo("Adding default material ...");
- }
- mesh->mMaterialIndex = index;
- }
- }
-
- for_each(boost::shared_ptr<Material> mat, conv_data.materials_raw) {
-
- // reset per material global counters
- for (size_t i = 0; i < sizeof(conv_data.next_texture)/sizeof(conv_data.next_texture[0]);++i) {
- conv_data.next_texture[i] = 0 ;
- }
-
- MaterialHelper* mout = new MaterialHelper();
- conv_data.materials->push_back(mout);
-
- // set material name
- aiString name = aiString(mat->id.name+2); // skip over the name prefix 'MA'
- mout->AddProperty(&name,AI_MATKEY_NAME);
-
-
- // basic material colors
- aiColor3D col(mat->r,mat->g,mat->b);
- if (mat->r || mat->g || mat->b ) {
-
- // Usually, zero diffuse color means no diffuse color at all in the equation - seemingly.
- // So we ommit this member to express this intent.
- mout->AddProperty(&col,1,AI_MATKEY_COLOR_DIFFUSE);
- }
-
- col = aiColor3D(mat->specr,mat->specg,mat->specb);
- mout->AddProperty(&col,1,AI_MATKEY_COLOR_SPECULAR);
-
- col = aiColor3D(mat->ambir,mat->ambig,mat->ambib);
- mout->AddProperty(&col,1,AI_MATKEY_COLOR_AMBIENT);
-
- col = aiColor3D(mat->mirr,mat->mirg,mat->mirb);
- mout->AddProperty(&col,1,AI_MATKEY_COLOR_REFLECTIVE);
-
- for (size_t i = 0; i < sizeof(mat->mtex) / sizeof(mat->mtex[0]); ++i) {
- if (!mat->mtex[i]) {
- continue;
- }
-
- ResolveTexture(mout,mat.get(),mat->mtex[i].get(),conv_data);
- }
- }
+ conv_data.materials->reserve(conv_data.materials_raw.size());
+
+ // add a default material if necessary
+ unsigned int index = static_cast<unsigned int>( -1 );
+ for_each( aiMesh* mesh, conv_data.meshes.get() ) {
+ if (mesh->mMaterialIndex == static_cast<unsigned int>( -1 )) {
+
+ if (index == static_cast<unsigned int>( -1 )) {
+
+ // ok, we need to add a dedicated default material for some poor material-less meshes
+ boost::shared_ptr<Material> p(new Material());
+ strcpy( p->id.name+2, AI_DEFAULT_MATERIAL_NAME );
+
+ p->r = p->g = p->b = 0.6f;
+ p->specr = p->specg = p->specb = 0.6f;
+ p->ambr = p->ambg = p->ambb = 0.0f;
+ p->mirr = p->mirg = p->mirb = 0.0f;
+ p->emit = 0.f;
+ p->alpha = 0.f;
+
+ // XXX add more / or add default c'tor to Material
+
+ index = static_cast<unsigned int>( conv_data.materials_raw.size() );
+ conv_data.materials_raw.push_back(p);
+
+ LogInfo("Adding default material ...");
+ }
+ mesh->mMaterialIndex = index;
+ }
+ }
+
+ for_each(boost::shared_ptr<Material> mat, conv_data.materials_raw) {
+
+ // reset per material global counters
+ for (size_t i = 0; i < sizeof(conv_data.next_texture)/sizeof(conv_data.next_texture[0]);++i) {
+ conv_data.next_texture[i] = 0 ;
+ }
+
+ aiMaterial* mout = new aiMaterial();
+ conv_data.materials->push_back(mout);
+
+ // set material name
+ aiString name = aiString(mat->id.name+2); // skip over the name prefix 'MA'
+ mout->AddProperty(&name,AI_MATKEY_NAME);
+
+
+ // basic material colors
+ aiColor3D col(mat->r,mat->g,mat->b);
+ if (mat->r || mat->g || mat->b ) {
+
+ // Usually, zero diffuse color means no diffuse color at all in the equation.
+ // So we omit this member to express this intent.
+ mout->AddProperty(&col,1,AI_MATKEY_COLOR_DIFFUSE);
+ }
+
+ col = aiColor3D(mat->specr,mat->specg,mat->specb);
+ mout->AddProperty(&col,1,AI_MATKEY_COLOR_SPECULAR);
+
+ // is hardness/shininess set?
+ if( mat->har ) {
+ const float har = mat->har;
+ mout->AddProperty(&har,1,AI_MATKEY_SHININESS);
+ }
+
+ col = aiColor3D(mat->ambr,mat->ambg,mat->ambb);
+ mout->AddProperty(&col,1,AI_MATKEY_COLOR_AMBIENT);
+
+ col = aiColor3D(mat->mirr,mat->mirg,mat->mirb);
+ mout->AddProperty(&col,1,AI_MATKEY_COLOR_REFLECTIVE);
+
+ for(size_t i = 0; i < sizeof(mat->mtex) / sizeof(mat->mtex[0]); ++i) {
+ if (!mat->mtex[i]) {
+ continue;
+ }
+
+ ResolveTexture(mout,mat.get(),mat->mtex[i].get(),conv_data);
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
void BlenderImporter::CheckActualType(const ElemBase* dt, const char* check)
{
- ai_assert(dt);
- if (strcmp(dt->dna_type,check)) {
- ThrowException((format(),
- "Expected object at ",std::hex,dt," to be of type `",check,
- "`, but it claims to be a `",dt->dna_type,"`instead"
- ));
- }
+ ai_assert(dt);
+ if (strcmp(dt->dna_type,check)) {
+ ThrowException((format(),
+ "Expected object at ",std::hex,dt," to be of type `",check,
+ "`, but it claims to be a `",dt->dna_type,"`instead"
+ ));
+ }
}
// ------------------------------------------------------------------------------------------------
void BlenderImporter::NotSupportedObjectType(const Object* obj, const char* type)
{
- LogWarn((format(), "Object `",obj->id.name,"` - type is unsupported: `",type, "`, skipping" ));
+ LogWarn((format(), "Object `",obj->id.name,"` - type is unsupported: `",type, "`, skipping" ));
}
// ------------------------------------------------------------------------------------------------
-void BlenderImporter::ConvertMesh(const Scene&, const Object*, const Mesh* mesh,
- ConversionData& conv_data, TempArray<std::vector,aiMesh>& temp
- )
+void BlenderImporter::ConvertMesh(const Scene& /*in*/, const Object* /*obj*/, const Mesh* mesh,
+ ConversionData& conv_data, TempArray<std::vector,aiMesh>& temp
+ )
{
- typedef std::pair<const int,size_t> MyPair;
- if (!mesh->totface || !mesh->totvert) {
- return;
- }
-
- // some sanity checks
- if (static_cast<size_t> ( mesh->totface ) > mesh->mface.size() ){
- ThrowException("Number of faces is larger than the corresponding array");
- }
-
- if (static_cast<size_t> ( mesh->totvert ) > mesh->mvert.size()) {
- ThrowException("Number of vertices is larger than the corresponding array");
- }
-
- // collect per-submesh numbers
- std::map<int,size_t> per_mat;
- for (int i = 0; i < mesh->totface; ++i) {
-
- const MFace& mf = mesh->mface[i];
- per_mat[ mf.mat_nr ]++;
- }
-
- // ... and allocate the corresponding meshes
- const size_t old = temp->size();
- temp->reserve(temp->size() + per_mat.size());
-
- std::map<size_t,size_t> mat_num_to_mesh_idx;
- for_each(MyPair& it, per_mat) {
-
- mat_num_to_mesh_idx[it.first] = temp->size();
- temp->push_back(new aiMesh());
-
- aiMesh* out = temp->back();
- out->mVertices = new aiVector3D[it.second*4];
- out->mNormals = new aiVector3D[it.second*4];
-
- //out->mNumFaces = 0
- //out->mNumVertices = 0
- out->mFaces = new aiFace[it.second]();
-
- // all submeshes created from this mesh are named equally. this allows
- // curious users to recover the original adjacency.
- out->mName = aiString(mesh->id.name+2);
- // skip over the name prefix 'ME'
-
- // resolve the material reference and add this material to the set of
- // output materials. The (temporary) material index is the index
- // of the material entry within the list of resolved materials.
- if (mesh->mat) {
-
- if (static_cast<size_t> ( it.first ) >= mesh->mat.size() ) {
- ThrowException("Material index is out of range");
- }
-
- boost::shared_ptr<Material> mat = mesh->mat[it.first];
- const std::deque< boost::shared_ptr<Material> >::iterator has = std::find(
- conv_data.materials_raw.begin(),
- conv_data.materials_raw.end(),mat
- );
-
- if (has != conv_data.materials_raw.end()) {
- out->mMaterialIndex = static_cast<unsigned int>( std::distance(conv_data.materials_raw.begin(),has));
- }
- else {
- out->mMaterialIndex = static_cast<unsigned int>( conv_data.materials_raw.size() );
- conv_data.materials_raw.push_back(mat);
- }
- }
- else out->mMaterialIndex = static_cast<unsigned int>( -1 );
- }
-
- for (int i = 0; i < mesh->totface; ++i) {
-
- const MFace& mf = mesh->mface[i];
-
- aiMesh* const out = temp[ mat_num_to_mesh_idx[ mf.mat_nr ] ];
- aiFace& f = out->mFaces[out->mNumFaces++];
-
- f.mIndices = new unsigned int[ f.mNumIndices = mf.v4?4:3 ];
- aiVector3D* vo = out->mVertices + out->mNumVertices;
- aiVector3D* vn = out->mNormals + out->mNumVertices;
-
- // XXX we can't fold this easily, because we are restricted
- // to the member names from the BLEND file (v1,v2,v3,v4)
- // which are assigned by the genblenddna.py script and
- // cannot be changed without breaking the entire
- // import process.
-
- if (mf.v1 >= mesh->totvert) {
- ThrowException("Vertex index v1 out of range");
- }
- const MVert* v = &mesh->mvert[mf.v1];
- vo->x = v->co[0];
- vo->y = v->co[1];
- vo->z = v->co[2];
- vn->x = v->no[0];
- vn->y = v->no[1];
- vn->z = v->no[2];
- f.mIndices[0] = out->mNumVertices++;
- ++vo;
- ++vn;
-
- // if (f.mNumIndices >= 2) {
- if (mf.v2 >= mesh->totvert) {
- ThrowException("Vertex index v2 out of range");
- }
- v = &mesh->mvert[mf.v2];
- vo->x = v->co[0];
- vo->y = v->co[1];
- vo->z = v->co[2];
- vn->x = v->no[0];
- vn->y = v->no[1];
- vn->z = v->no[2];
- f.mIndices[1] = out->mNumVertices++;
- ++vo;
- ++vn;
-
- if (mf.v3 >= mesh->totvert) {
- ThrowException("Vertex index v3 out of range");
- }
- // if (f.mNumIndices >= 3) {
- v = &mesh->mvert[mf.v3];
- vo->x = v->co[0];
- vo->y = v->co[1];
- vo->z = v->co[2];
- vn->x = v->no[0];
- vn->y = v->no[1];
- vn->z = v->no[2];
- f.mIndices[2] = out->mNumVertices++;
- ++vo;
- ++vn;
-
- if (mf.v4 >= mesh->totvert) {
- ThrowException("Vertex index v4 out of range");
- }
- // if (f.mNumIndices >= 4) {
- if (mf.v4) {
- v = &mesh->mvert[mf.v4];
- vo->x = v->co[0];
- vo->y = v->co[1];
- vo->z = v->co[2];
- vn->x = v->no[0];
- vn->y = v->no[1];
- vn->z = v->no[2];
- f.mIndices[3] = out->mNumVertices++;
- ++vo;
- ++vn;
-
- out->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
- }
- else out->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
-
- // }
- // }
- // }
- }
-
- // collect texture coordinates, they're stored in a separate per-face buffer
- if (mesh->mtface) {
- if (mesh->totface > static_cast<int> ( mesh->mtface.size())) {
- ThrowException("Number of UV faces is larger than the corresponding UV face array (#1)");
- }
- for (std::vector<aiMesh*>::iterator it = temp->begin()+old; it != temp->end(); ++it) {
- ai_assert((*it)->mNumVertices && (*it)->mNumFaces);
-
- (*it)->mTextureCoords[0] = new aiVector3D[(*it)->mNumVertices];
- (*it)->mNumFaces = (*it)->mNumVertices = 0;
- }
-
- for (int i = 0; i < mesh->totface; ++i) {
- const MTFace* v = &mesh->mtface[i];
-
- aiMesh* const out = temp[ mat_num_to_mesh_idx[ mesh->mface[i].mat_nr ] ];
- const aiFace& f = out->mFaces[out->mNumFaces++];
-
- aiVector3D* vo = &out->mTextureCoords[0][out->mNumVertices];
- for (unsigned int i = 0; i < f.mNumIndices; ++i,++vo,++out->mNumVertices) {
- vo->x = v->uv[i][0];
- vo->y = v->uv[i][1];
- }
- }
- }
-
- // collect texture coordinates, old-style (marked as deprecated in current blender sources)
- if (mesh->tface) {
- if (mesh->totface > static_cast<int> ( mesh->mtface.size())) {
- ThrowException("Number of faces is larger than the corresponding UV face array (#2)");
- }
- for (std::vector<aiMesh*>::iterator it = temp->begin()+old; it != temp->end(); ++it) {
- ai_assert((*it)->mNumVertices && (*it)->mNumFaces);
-
- (*it)->mTextureCoords[0] = new aiVector3D[(*it)->mNumVertices];
- (*it)->mNumFaces = (*it)->mNumVertices = 0;
- }
-
- for (int i = 0; i < mesh->totface; ++i) {
- const TFace* v = &mesh->tface[i];
-
- aiMesh* const out = temp[ mat_num_to_mesh_idx[ mesh->mface[i].mat_nr ] ];
- const aiFace& f = out->mFaces[out->mNumFaces++];
-
- aiVector3D* vo = &out->mTextureCoords[0][out->mNumVertices];
- for (unsigned int i = 0; i < f.mNumIndices; ++i,++vo,++out->mNumVertices) {
- vo->x = v->uv[i][0];
- vo->y = v->uv[i][1];
- }
- }
- }
-
- // collect vertex colors, stored separately as well
- if (mesh->mcol) {
- if (mesh->totface > static_cast<int> ( (mesh->mcol.size()/4)) ) {
- ThrowException("Number of faces is larger than the corresponding color face array");
- }
- for (std::vector<aiMesh*>::iterator it = temp->begin()+old; it != temp->end(); ++it) {
- ai_assert((*it)->mNumVertices && (*it)->mNumFaces);
-
- (*it)->mColors[0] = new aiColor4D[(*it)->mNumVertices];
- (*it)->mNumFaces = (*it)->mNumVertices = 0;
- }
-
- for (int i = 0; i < mesh->totface; ++i) {
-
- aiMesh* const out = temp[ mat_num_to_mesh_idx[ mesh->mface[i].mat_nr ] ];
- const aiFace& f = out->mFaces[out->mNumFaces++];
-
- aiColor4D* vo = &out->mColors[0][out->mNumVertices];
- for (unsigned int n = 0; n < f.mNumIndices; ++n, ++vo,++out->mNumVertices) {
- const MCol* col = &mesh->mcol[(i<<2)+n];
-
- vo->r = col->r;
- vo->g = col->g;
- vo->b = col->b;
- vo->a = col->a;
- }
- for (unsigned int n = f.mNumIndices; n < 4; ++n) {}
- }
- }
-
- return;
+ typedef std::pair<const int,size_t> MyPair;
+ if (!mesh->totface || !mesh->totvert) {
+ return;
+ }
+
+ // some sanity checks
+ if (static_cast<size_t> ( mesh->totface ) > mesh->mface.size() ){
+ ThrowException("Number of faces is larger than the corresponding array");
+ }
+
+ if (static_cast<size_t> ( mesh->totvert ) > mesh->mvert.size()) {
+ ThrowException("Number of vertices is larger than the corresponding array");
+ }
+
+ // collect per-submesh numbers
+ std::map<int,size_t> per_mat;
+ for (int i = 0; i < mesh->totface; ++i) {
+
+ const MFace& mf = mesh->mface[i];
+ per_mat[ mf.mat_nr ]++;
+ }
+
+ // ... and allocate the corresponding meshes
+ const size_t old = temp->size();
+ temp->reserve(temp->size() + per_mat.size());
+
+ std::map<size_t,size_t> mat_num_to_mesh_idx;
+ for_each(MyPair& it, per_mat) {
+
+ mat_num_to_mesh_idx[it.first] = temp->size();
+ temp->push_back(new aiMesh());
+
+ aiMesh* out = temp->back();
+ out->mVertices = new aiVector3D[it.second*4];
+ out->mNormals = new aiVector3D[it.second*4];
+
+ //out->mNumFaces = 0
+ //out->mNumVertices = 0
+ out->mFaces = new aiFace[it.second]();
+
+ // all submeshes created from this mesh are named equally. this allows
+ // curious users to recover the original adjacency.
+ out->mName = aiString(mesh->id.name+2);
+ // skip over the name prefix 'ME'
+
+ // resolve the material reference and add this material to the set of
+ // output materials. The (temporary) material index is the index
+ // of the material entry within the list of resolved materials.
+ if (mesh->mat) {
+
+ if (static_cast<size_t> ( it.first ) >= mesh->mat.size() ) {
+ ThrowException("Material index is out of range");
+ }
+
+ boost::shared_ptr<Material> mat = mesh->mat[it.first];
+ const std::deque< boost::shared_ptr<Material> >::iterator has = std::find(
+ conv_data.materials_raw.begin(),
+ conv_data.materials_raw.end(),mat
+ );
+
+ if (has != conv_data.materials_raw.end()) {
+ out->mMaterialIndex = static_cast<unsigned int>( std::distance(conv_data.materials_raw.begin(),has));
+ }
+ else {
+ out->mMaterialIndex = static_cast<unsigned int>( conv_data.materials_raw.size() );
+ conv_data.materials_raw.push_back(mat);
+ }
+ }
+ else out->mMaterialIndex = static_cast<unsigned int>( -1 );
+ }
+
+ for (int i = 0; i < mesh->totface; ++i) {
+
+ const MFace& mf = mesh->mface[i];
+
+ aiMesh* const out = temp[ mat_num_to_mesh_idx[ mf.mat_nr ] ];
+ aiFace& f = out->mFaces[out->mNumFaces++];
+
+ f.mIndices = new unsigned int[ f.mNumIndices = mf.v4?4:3 ];
+ aiVector3D* vo = out->mVertices + out->mNumVertices;
+ aiVector3D* vn = out->mNormals + out->mNumVertices;
+
+ // XXX we can't fold this easily, because we are restricted
+ // to the member names from the BLEND file (v1,v2,v3,v4)
+ // which are assigned by the genblenddna.py script and
+ // cannot be changed without breaking the entire
+ // import process.
+
+ if (mf.v1 >= mesh->totvert) {
+ ThrowException("Vertex index v1 out of range");
+ }
+ const MVert* v = &mesh->mvert[mf.v1];
+ vo->x = v->co[0];
+ vo->y = v->co[1];
+ vo->z = v->co[2];
+ vn->x = v->no[0];
+ vn->y = v->no[1];
+ vn->z = v->no[2];
+ f.mIndices[0] = out->mNumVertices++;
+ ++vo;
+ ++vn;
+
+ // if (f.mNumIndices >= 2) {
+ if (mf.v2 >= mesh->totvert) {
+ ThrowException("Vertex index v2 out of range");
+ }
+ v = &mesh->mvert[mf.v2];
+ vo->x = v->co[0];
+ vo->y = v->co[1];
+ vo->z = v->co[2];
+ vn->x = v->no[0];
+ vn->y = v->no[1];
+ vn->z = v->no[2];
+ f.mIndices[1] = out->mNumVertices++;
+ ++vo;
+ ++vn;
+
+ if (mf.v3 >= mesh->totvert) {
+ ThrowException("Vertex index v3 out of range");
+ }
+ // if (f.mNumIndices >= 3) {
+ v = &mesh->mvert[mf.v3];
+ vo->x = v->co[0];
+ vo->y = v->co[1];
+ vo->z = v->co[2];
+ vn->x = v->no[0];
+ vn->y = v->no[1];
+ vn->z = v->no[2];
+ f.mIndices[2] = out->mNumVertices++;
+ ++vo;
+ ++vn;
+
+ if (mf.v4 >= mesh->totvert) {
+ ThrowException("Vertex index v4 out of range");
+ }
+ // if (f.mNumIndices >= 4) {
+ if (mf.v4) {
+ v = &mesh->mvert[mf.v4];
+ vo->x = v->co[0];
+ vo->y = v->co[1];
+ vo->z = v->co[2];
+ vn->x = v->no[0];
+ vn->y = v->no[1];
+ vn->z = v->no[2];
+ f.mIndices[3] = out->mNumVertices++;
+ ++vo;
+ ++vn;
+
+ out->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
+ }
+ else out->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
+
+ // }
+ // }
+ // }
+ }
+
+ // collect texture coordinates, they're stored in a separate per-face buffer
+ if (mesh->mtface) {
+ if (mesh->totface > static_cast<int> ( mesh->mtface.size())) {
+ ThrowException("Number of UV faces is larger than the corresponding UV face array (#1)");
+ }
+ for (std::vector<aiMesh*>::iterator it = temp->begin()+old; it != temp->end(); ++it) {
+ ai_assert((*it)->mNumVertices && (*it)->mNumFaces);
+
+ (*it)->mTextureCoords[0] = new aiVector3D[(*it)->mNumVertices];
+ (*it)->mNumFaces = (*it)->mNumVertices = 0;
+ }
+
+ for (int i = 0; i < mesh->totface; ++i) {
+ const MTFace* v = &mesh->mtface[i];
+
+ aiMesh* const out = temp[ mat_num_to_mesh_idx[ mesh->mface[i].mat_nr ] ];
+ const aiFace& f = out->mFaces[out->mNumFaces++];
+
+ aiVector3D* vo = &out->mTextureCoords[0][out->mNumVertices];
+ for (unsigned int i = 0; i < f.mNumIndices; ++i,++vo,++out->mNumVertices) {
+ vo->x = v->uv[i][0];
+ vo->y = v->uv[i][1];
+ }
+ }
+ }
+
+ // collect texture coordinates, old-style (marked as deprecated in current blender sources)
+ if (mesh->tface) {
+ if (mesh->totface > static_cast<int> ( mesh->tface.size())) {
+ ThrowException("Number of faces is larger than the corresponding UV face array (#2)");
+ }
+ for (std::vector<aiMesh*>::iterator it = temp->begin()+old; it != temp->end(); ++it) {
+ ai_assert((*it)->mNumVertices && (*it)->mNumFaces);
+
+ (*it)->mTextureCoords[0] = new aiVector3D[(*it)->mNumVertices];
+ (*it)->mNumFaces = (*it)->mNumVertices = 0;
+ }
+
+ for (int i = 0; i < mesh->totface; ++i) {
+ const TFace* v = &mesh->tface[i];
+
+ aiMesh* const out = temp[ mat_num_to_mesh_idx[ mesh->mface[i].mat_nr ] ];
+ const aiFace& f = out->mFaces[out->mNumFaces++];
+
+ aiVector3D* vo = &out->mTextureCoords[0][out->mNumVertices];
+ for (unsigned int i = 0; i < f.mNumIndices; ++i,++vo,++out->mNumVertices) {
+ vo->x = v->uv[i][0];
+ vo->y = v->uv[i][1];
+ }
+ }
+ }
+
+ // collect vertex colors, stored separately as well
+ if (mesh->mcol) {
+ if (mesh->totface > static_cast<int> ( (mesh->mcol.size()/4)) ) {
+ ThrowException("Number of faces is larger than the corresponding color face array");
+ }
+ for (std::vector<aiMesh*>::iterator it = temp->begin()+old; it != temp->end(); ++it) {
+ ai_assert((*it)->mNumVertices && (*it)->mNumFaces);
+
+ (*it)->mColors[0] = new aiColor4D[(*it)->mNumVertices];
+ (*it)->mNumFaces = (*it)->mNumVertices = 0;
+ }
+
+ for (int i = 0; i < mesh->totface; ++i) {
+
+ aiMesh* const out = temp[ mat_num_to_mesh_idx[ mesh->mface[i].mat_nr ] ];
+ const aiFace& f = out->mFaces[out->mNumFaces++];
+
+ aiColor4D* vo = &out->mColors[0][out->mNumVertices];
+ for (unsigned int n = 0; n < f.mNumIndices; ++n, ++vo,++out->mNumVertices) {
+ const MCol* col = &mesh->mcol[(i<<2)+n];
+
+ vo->r = col->r;
+ vo->g = col->g;
+ vo->b = col->b;
+ vo->a = col->a;
+ }
+ for (unsigned int n = f.mNumIndices; n < 4; ++n);
+ }
+ }
+
+ return;
}
// ------------------------------------------------------------------------------------------------
-aiCamera* BlenderImporter::ConvertCamera(const Scene&, const Object*, const Camera* , ConversionData&)
+aiCamera* BlenderImporter::ConvertCamera(const Scene& /*in*/, const Object* /*obj*/, const Camera* /*mesh*/, ConversionData& /*conv_data*/)
{
- ScopeGuard<aiCamera> out(new aiCamera());
+ ScopeGuard<aiCamera> out(new aiCamera());
- return NULL ; //out.dismiss();
+ return NULL ; //out.dismiss();
}
// ------------------------------------------------------------------------------------------------
-aiLight* BlenderImporter::ConvertLight(const Scene&, const Object*, const Lamp*, ConversionData&)
+aiLight* BlenderImporter::ConvertLight(const Scene& /*in*/, const Object* /*obj*/, const Lamp* /*mesh*/, ConversionData& /*conv_data*/)
{
- ScopeGuard<aiLight> out(new aiLight());
+ ScopeGuard<aiLight> out(new aiLight());
- return NULL ; //out.dismiss();
+ return NULL ; //out.dismiss();
}
// ------------------------------------------------------------------------------------------------
-aiNode* BlenderImporter::ConvertNode(const Scene& in, const Object* obj, ConversionData& conv_data)
+aiNode* BlenderImporter::ConvertNode(const Scene& in, const Object* obj, ConversionData& conv_data)
{
- std::deque<const Object*> children;
- for (std::set<const Object*>::iterator it = conv_data.objects.begin(); it != conv_data.objects.end() ;) {
- const Object* object = *it;
- if (object->parent.get() == obj) {
- children.push_back(object);
-
- conv_data.objects.erase(it++);
- continue;
- }
- ++it;
- }
-
- ScopeGuard<aiNode> node(new aiNode(obj->id.name+2)); // skip over the name prefix 'OB'
- if (obj->data) {
- switch (obj->type)
- {
- case Object :: Type_EMPTY:
- break; // do nothing
-
-
- // supported object types
- case Object :: Type_MESH: {
- const size_t old = conv_data.meshes->size();
-
- CheckActualType(obj->data.get(),"Mesh");
- ConvertMesh(in,obj,static_cast<const Mesh*>(obj->data.get()),conv_data,conv_data.meshes);
-
- if (conv_data.meshes->size() > old) {
- node->mMeshes = new unsigned int[node->mNumMeshes = static_cast<unsigned int>(conv_data.meshes->size()-old)];
- for (unsigned int i = 0; i < node->mNumMeshes; ++i) {
- node->mMeshes[i] = i + old;
- }
- }}
- break;
- case Object :: Type_LAMP: {
- CheckActualType(obj->data.get(),"Lamp");
- aiLight* mesh = ConvertLight(in,obj,static_cast<const Lamp*>(
- obj->data.get()),conv_data);
-
- if (mesh) {
- conv_data.lights->push_back(mesh);
- }}
- break;
- case Object :: Type_CAMERA: {
- CheckActualType(obj->data.get(),"Camera");
- aiCamera* mesh = ConvertCamera(in,obj,static_cast<const Camera*>(
- obj->data.get()),conv_data);
-
- if (mesh) {
- conv_data.cameras->push_back(mesh);
- }}
- break;
-
-
- // unsupported object types / log, but do not break
- case Object :: Type_CURVE:
- NotSupportedObjectType(obj,"Curve");
- break;
- case Object :: Type_SURF:
- NotSupportedObjectType(obj,"Surface");
- break;
- case Object :: Type_FONT:
- NotSupportedObjectType(obj,"Font");
- break;
- case Object :: Type_MBALL:
- NotSupportedObjectType(obj,"MetaBall");
- break;
- case Object :: Type_WAVE:
- NotSupportedObjectType(obj,"Wave");
- break;
- case Object :: Type_LATTICE:
- NotSupportedObjectType(obj,"Lattice");
- break;
-
- // invalid or unknown type
- default:
- break;
- }
- }
-
- for (unsigned int x = 0; x < 4; ++x) {
- for (unsigned int y = 0; y < 4; ++y) {
- node->mTransformation[y][x] = obj->parentinv[x][y];
- }
- }
-
- aiMatrix4x4 m;
- for (unsigned int x = 0; x < 4; ++x) {
- for (unsigned int y = 0; y < 4; ++y) {
- m[y][x] = obj->obmat[x][y];
- }
- }
-
- node->mTransformation = m*node->mTransformation;
-
- if (children.size()) {
- node->mNumChildren = static_cast<unsigned int>(children.size());
- aiNode** nd = node->mChildren = new aiNode*[node->mNumChildren]();
- for_each (const Object* nobj,children) {
- *nd = ConvertNode(in,nobj,conv_data);
- (*nd++)->mParent = node;
- }
- }
-
- // apply modifiers
- modifier_cache->ApplyModifiers(*node,conv_data,in,*obj);
-
- return node.dismiss();
-}
-
-// ------------------------------------------------------------------------------------------------
-/*static*/ void BlenderImporter::ThrowException(const std::string& msg)
-{
- throw DeadlyImportError("BLEND: "+msg);
-}
-
-// ------------------------------------------------------------------------------------------------
-/*static*/ void BlenderImporter::LogWarn(const Formatter::format& message) {
- DefaultLogger::get()->warn(std::string("BLEND: ")+=message);
-}
-
-// ------------------------------------------------------------------------------------------------
-/*static*/ void BlenderImporter::LogError(const Formatter::format& message) {
- DefaultLogger::get()->error(std::string("BLEND: ")+=message);
+ std::deque<const Object*> children;
+ for(std::set<const Object*>::iterator it = conv_data.objects.begin(); it != conv_data.objects.end() ;) {
+ const Object* object = *it;
+ if (object->parent == obj) {
+ children.push_back(object);
+
+ conv_data.objects.erase(it++);
+ continue;
+ }
+ ++it;
+ }
+
+ ScopeGuard<aiNode> node(new aiNode(obj->id.name+2)); // skip over the name prefix 'OB'
+ if (obj->data) {
+ switch (obj->type)
+ {
+ case Object :: Type_EMPTY:
+ break; // do nothing
+
+
+ // supported object types
+ case Object :: Type_MESH: {
+ const size_t old = conv_data.meshes->size();
+
+ CheckActualType(obj->data.get(),"Mesh");
+ ConvertMesh(in,obj,static_cast<const Mesh*>(obj->data.get()),conv_data,conv_data.meshes);
+
+ if (conv_data.meshes->size() > old) {
+ node->mMeshes = new unsigned int[node->mNumMeshes = static_cast<unsigned int>(conv_data.meshes->size()-old)];
+ for (unsigned int i = 0; i < node->mNumMeshes; ++i) {
+ node->mMeshes[i] = i + old;
+ }
+ }}
+ break;
+ case Object :: Type_LAMP: {
+ CheckActualType(obj->data.get(),"Lamp");
+ aiLight* mesh = ConvertLight(in,obj,static_cast<const Lamp*>(
+ obj->data.get()),conv_data);
+
+ if (mesh) {
+ conv_data.lights->push_back(mesh);
+ }}
+ break;
+ case Object :: Type_CAMERA: {
+ CheckActualType(obj->data.get(),"Camera");
+ aiCamera* mesh = ConvertCamera(in,obj,static_cast<const Camera*>(
+ obj->data.get()),conv_data);
+
+ if (mesh) {
+ conv_data.cameras->push_back(mesh);
+ }}
+ break;
+
+
+ // unsupported object types / log, but do not break
+ case Object :: Type_CURVE:
+ NotSupportedObjectType(obj,"Curve");
+ break;
+ case Object :: Type_SURF:
+ NotSupportedObjectType(obj,"Surface");
+ break;
+ case Object :: Type_FONT:
+ NotSupportedObjectType(obj,"Font");
+ break;
+ case Object :: Type_MBALL:
+ NotSupportedObjectType(obj,"MetaBall");
+ break;
+ case Object :: Type_WAVE:
+ NotSupportedObjectType(obj,"Wave");
+ break;
+ case Object :: Type_LATTICE:
+ NotSupportedObjectType(obj,"Lattice");
+ break;
+
+ // invalid or unknown type
+ default:
+ break;
+ }
+ }
+
+ for(unsigned int x = 0; x < 4; ++x) {
+ for(unsigned int y = 0; y < 4; ++y) {
+ node->mTransformation[y][x] = obj->parentinv[x][y];
+ }
+ }
+
+ aiMatrix4x4 m;
+ for(unsigned int x = 0; x < 4; ++x) {
+ for(unsigned int y = 0; y < 4; ++y) {
+ m[y][x] = obj->obmat[x][y];
+ }
+ }
+
+ node->mTransformation = m*node->mTransformation;
+
+ if (children.size()) {
+ node->mNumChildren = static_cast<unsigned int>(children.size());
+ aiNode** nd = node->mChildren = new aiNode*[node->mNumChildren]();
+ for_each (const Object* nobj,children) {
+ *nd = ConvertNode(in,nobj,conv_data);
+ (*nd++)->mParent = node;
+ }
+ }
+
+ // apply modifiers
+ modifier_cache->ApplyModifiers(*node,conv_data,in,*obj);
+
+ return node.dismiss();
}
-// ------------------------------------------------------------------------------------------------
-/*static*/ void BlenderImporter::LogInfo(const Formatter::format& message) {
- DefaultLogger::get()->info(std::string("BLEND: ")+=message);
-}
-
-// ------------------------------------------------------------------------------------------------
-/*static*/ void BlenderImporter::LogDebug(const Formatter::format& message) {
- DefaultLogger::get()->debug(std::string("BLEND: ")+=message);
-}
#endif
diff --git a/src/3rdparty/assimp/code/BlenderLoader.h b/src/3rdparty/assimp/code/BlenderLoader.h
index ee95de836..21d5f661b 100644
--- a/src/3rdparty/assimp/code/BlenderLoader.h
+++ b/src/3rdparty/assimp/code/BlenderLoader.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -45,70 +45,46 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#define INCLUDED_AI_BLEND_LOADER_H
#include "BaseImporter.h"
-namespace Assimp {
-
- // TinyFormatter.h
- namespace Formatter {
- template <typename T,typename TR, typename A> class basic_formatter;
- typedef class basic_formatter< char, std::char_traits<char>, std::allocator<char> > format;
- }
-
- // BlenderDNA.h
- namespace Blender {
- class FileDatabase;
- struct ElemBase;
- }
-
- // BlenderScene.h
- namespace Blender {
- struct Scene;
- struct Object;
- struct Mesh;
- struct Camera;
- struct Lamp;
- struct MTex;
- struct Image;
- struct Material;
- }
-
- // BlenderIntermediate.h
- namespace Blender {
- struct ConversionData;
- template <template <typename,typename> class TCLASS, typename T> struct TempArray;
- }
-
- // BlenderModifier.h
- namespace Blender {
- class BlenderModifierShowcase;
- class BlenderModifier;
- }
-
-enum aiLoaderFlags
-{
- aiLoaderFlags_SupportAsciiFlavour = 0x1,
- aiLoaderFlags_SupportBinaryFlavour = 0x2,
- aiLoaderFlags_SupportCompressedFlavour = 0x4,
-
- aiLoaderFlags_LimitedSupport = 0x8,
-
- aiLoaderFlags_Experimental = 0x10,
- aiLoaderFlags_Testing = 0x20,
- aiLoaderFlags_Production = 0x40,
-};
-
-struct aiLoaderDesc
-{
- const char* mName;
- const char* mAuthor;
- const char* mMaintainer;
- const char* mComments;
- unsigned int mFlags;
+#include "LogAux.h"
+
+namespace Assimp {
+
+ // TinyFormatter.h
+ namespace Formatter {
+ template <typename T,typename TR, typename A> class basic_formatter;
+ typedef class basic_formatter< char, std::char_traits<char>, std::allocator<char> > format;
+ }
+
+ // BlenderDNA.h
+ namespace Blender {
+ class FileDatabase;
+ struct ElemBase;
+ }
+
+ // BlenderScene.h
+ namespace Blender {
+ struct Scene;
+ struct Object;
+ struct Mesh;
+ struct Camera;
+ struct Lamp;
+ struct MTex;
+ struct Image;
+ struct Material;
+ }
+
+ // BlenderIntermediate.h
+ namespace Blender {
+ struct ConversionData;
+ template <template <typename,typename> class TCLASS, typename T> struct TempArray;
+ }
+
+ // BlenderModifier.h
+ namespace Blender {
+ class BlenderModifierShowcase;
+ class BlenderModifier;
+ }
- unsigned int mMinMajor;
- unsigned int mMinMinor;
- unsigned int mMaxMajor;
- unsigned int mMaxMinor;
-};
// -------------------------------------------------------------------------------------------
@@ -116,144 +92,129 @@ struct aiLoaderDesc
* call it is outsourced to BlenderDNA.cpp/BlenderDNA.h. This class only performs the
* conversion from intermediate format to aiScene. */
// -------------------------------------------------------------------------------------------
-class BlenderImporter : public BaseImporter
+class BlenderImporter : public BaseImporter, public LogFunctions<BlenderImporter>
{
- friend class Importer;
-
-protected:
-
- /** Constructor to be privately used by Importer */
- BlenderImporter();
+public:
+ BlenderImporter();
+ ~BlenderImporter();
- /** Destructor, private as well */
- ~BlenderImporter();
public:
- // --------------------
- bool CanRead( const std::string& pFile,
- IOSystem* pIOHandler,
- bool checkSig
- ) const;
+ // --------------------
+ bool CanRead( const std::string& pFile,
+ IOSystem* pIOHandler,
+ bool checkSig
+ ) const;
protected:
- // --------------------
- const aiLoaderDesc& GetInfo () const;
+ // --------------------
+ const aiImporterDesc* GetInfo () const;
- // --------------------
- void GetExtensionList(std::set<std::string>& app);
+ // --------------------
+ void GetExtensionList(std::set<std::string>& app);
- // --------------------
- void SetupProperties(const Importer* pImp);
+ // --------------------
+ void SetupProperties(const Importer* pImp);
- // --------------------
- void InternReadFile( const std::string& pFile,
- aiScene* pScene,
- IOSystem* pIOHandler
- );
+ // --------------------
+ void InternReadFile( const std::string& pFile,
+ aiScene* pScene,
+ IOSystem* pIOHandler
+ );
- // --------------------
- void ParseBlendFile(Blender::FileDatabase& out,
- boost::shared_ptr<IOStream> stream
- );
+ // --------------------
+ void ParseBlendFile(Blender::FileDatabase& out,
+ boost::shared_ptr<IOStream> stream
+ );
- // --------------------
- void ExtractScene(Blender::Scene& out,
- const Blender::FileDatabase& file
- );
+ // --------------------
+ void ExtractScene(Blender::Scene& out,
+ const Blender::FileDatabase& file
+ );
- // --------------------
- void ConvertBlendFile(aiScene* out,
- const Blender::Scene& in,
- const Blender::FileDatabase& file
- );
+ // --------------------
+ void ConvertBlendFile(aiScene* out,
+ const Blender::Scene& in,
+ const Blender::FileDatabase& file
+ );
private:
- // --------------------
- aiNode* ConvertNode(const Blender::Scene& in,
- const Blender::Object* obj,
- Blender::ConversionData& conv_info
- );
-
- // --------------------
- void ConvertMesh(const Blender::Scene& in,
- const Blender::Object* obj,
- const Blender::Mesh* mesh,
- Blender::ConversionData& conv_data,
- Blender::TempArray<std::vector,aiMesh>& temp
- );
-
- // --------------------
- aiLight* ConvertLight(const Blender::Scene& in,
- const Blender::Object* obj,
- const Blender::Lamp* mesh,
- Blender::ConversionData& conv_data
- );
-
- // --------------------
- aiCamera* ConvertCamera(const Blender::Scene& in,
- const Blender::Object* obj,
- const Blender::Camera* mesh,
- Blender::ConversionData& conv_data
- );
-
- // --------------------
- void BuildMaterials(
- Blender::ConversionData& conv_data
- ) ;
-
- // --------------------
- void ResolveTexture(
- MaterialHelper* out,
- const Blender::Material* mat,
- const Blender::MTex* tex,
- Blender::ConversionData& conv_data
- );
-
- // --------------------
- void ResolveImage(
- MaterialHelper* out,
- const Blender::Material* mat,
- const Blender::MTex* tex,
- const Blender::Image* img,
- Blender::ConversionData& conv_data
- );
-
- void AddSentinelTexture(
- MaterialHelper* out,
- const Blender::Material* mat,
- const Blender::MTex* tex,
- Blender::ConversionData& conv_data
- );
+ // --------------------
+ aiNode* ConvertNode(const Blender::Scene& in,
+ const Blender::Object* obj,
+ Blender::ConversionData& conv_info
+ );
+
+ // --------------------
+ void ConvertMesh(const Blender::Scene& in,
+ const Blender::Object* obj,
+ const Blender::Mesh* mesh,
+ Blender::ConversionData& conv_data,
+ Blender::TempArray<std::vector,aiMesh>& temp
+ );
+
+ // --------------------
+ aiLight* ConvertLight(const Blender::Scene& in,
+ const Blender::Object* obj,
+ const Blender::Lamp* mesh,
+ Blender::ConversionData& conv_data
+ );
+
+ // --------------------
+ aiCamera* ConvertCamera(const Blender::Scene& in,
+ const Blender::Object* obj,
+ const Blender::Camera* mesh,
+ Blender::ConversionData& conv_data
+ );
+
+ // --------------------
+ void BuildMaterials(
+ Blender::ConversionData& conv_data
+ ) ;
+
+ // --------------------
+ void ResolveTexture(
+ aiMaterial* out,
+ const Blender::Material* mat,
+ const Blender::MTex* tex,
+ Blender::ConversionData& conv_data
+ );
+
+ // --------------------
+ void ResolveImage(
+ aiMaterial* out,
+ const Blender::Material* mat,
+ const Blender::MTex* tex,
+ const Blender::Image* img,
+ Blender::ConversionData& conv_data
+ );
+
+ void AddSentinelTexture(
+ aiMaterial* out,
+ const Blender::Material* mat,
+ const Blender::MTex* tex,
+ Blender::ConversionData& conv_data
+ );
private: // static stuff, mostly logging and error reporting.
- // --------------------
- static void CheckActualType(const Blender::ElemBase* dt,
- const char* check
- );
-
- // --------------------
- static void NotSupportedObjectType(const Blender::Object* obj,
- const char* type
- );
+ // --------------------
+ static void CheckActualType(const Blender::ElemBase* dt,
+ const char* check
+ );
- // -------------------------------------------------------------------
- /** Prepend 'BLEND: ' and throw msg.*/
- static void ThrowException(const std::string& msg);
+ // --------------------
+ static void NotSupportedObjectType(const Blender::Object* obj,
+ const char* type
+ );
- // -------------------------------------------------------------------
- /** @defgroup blog Prepend 'BLEND: ' and write @c message to log.*/
- static void LogWarn (const Formatter::format& message); //! @ingroup blog
- static void LogError (const Formatter::format& message); //! @ingroup blog
- static void LogInfo (const Formatter::format& message); //! @ingroup blog
- static void LogDebug (const Formatter::format& message); //! @ingroup blog
private:
- Blender::BlenderModifierShowcase* modifier_cache;
+ Blender::BlenderModifierShowcase* modifier_cache;
}; // !class BlenderImporter
diff --git a/src/3rdparty/assimp/code/BlenderModifier.cpp b/src/3rdparty/assimp/code/BlenderModifier.cpp
index 2b8e680d5..afb6181b0 100644
--- a/src/3rdparty/assimp/code/BlenderModifier.cpp
+++ b/src/3rdparty/assimp/code/BlenderModifier.cpp
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -54,120 +54,120 @@ using namespace Assimp;
using namespace Assimp::Blender;
template <typename T> BlenderModifier* god() {
- return new T();
+ return new T();
}
// add all available modifiers here
typedef BlenderModifier* (*fpCreateModifier)();
static const fpCreateModifier creators[] = {
- &god<BlenderModifier_Mirror>,
- &god<BlenderModifier_Subdivision>,
+ &god<BlenderModifier_Mirror>,
+ &god<BlenderModifier_Subdivision>,
- NULL // sentinel
+ NULL // sentinel
};
// ------------------------------------------------------------------------------------------------
// just testing out some new macros to simplify logging
#define ASSIMP_LOG_WARN_F(string,...)\
- DefaultLogger::get()->warn((Formatter::format(string),__VA_ARGS__))
+ DefaultLogger::get()->warn((Formatter::format(string),__VA_ARGS__))
#define ASSIMP_LOG_ERROR_F(string,...)\
- DefaultLogger::get()->error((Formatter::format(string),__VA_ARGS__))
+ DefaultLogger::get()->error((Formatter::format(string),__VA_ARGS__))
#define ASSIMP_LOG_DEBUG_F(string,...)\
- DefaultLogger::get()->debug((Formatter::format(string),__VA_ARGS__))
+ DefaultLogger::get()->debug((Formatter::format(string),__VA_ARGS__))
#define ASSIMP_LOG_INFO_F(string,...)\
- DefaultLogger::get()->info((Formatter::format(string),__VA_ARGS__))
+ DefaultLogger::get()->info((Formatter::format(string),__VA_ARGS__))
#define ASSIMP_LOG_WARN(string)\
- DefaultLogger::get()->warn(string)
+ DefaultLogger::get()->warn(string)
#define ASSIMP_LOG_ERROR(string)\
- DefaultLogger::get()->error(string)
+ DefaultLogger::get()->error(string)
#define ASSIMP_LOG_DEBUG(string)\
- DefaultLogger::get()->debug(string)
+ DefaultLogger::get()->debug(string)
#define ASSIMP_LOG_INFO(string)\
- DefaultLogger::get()->info(string)
+ DefaultLogger::get()->info(string)
// ------------------------------------------------------------------------------------------------
struct SharedModifierData : ElemBase
{
- ModifierData modifier;
+ ModifierData modifier;
};
// ------------------------------------------------------------------------------------------------
-void BlenderModifierShowcase::ApplyModifiers(aiNode& out, ConversionData& conv_data, const Scene& in, const Object& orig_object )
+void BlenderModifierShowcase::ApplyModifiers(aiNode& out, ConversionData& conv_data, const Scene& in, const Object& orig_object )
{
- size_t cnt = 0u, ful = 0u;
-
- // NOTE: this cast is potentially unsafe by design, so we need to perform type checks before
- // we're allowed to dereference the pointers without risking to crash. We might still be
- // invoking UB btw - we're assuming that the ModifierData member of the respective modifier
- // structures is at offset sizeof(vftable) with no padding.
- const SharedModifierData* cur = boost::static_pointer_cast<const SharedModifierData> ( orig_object.modifiers.first.get() );
- for (; cur; cur = boost::static_pointer_cast<const SharedModifierData> ( cur->modifier.next.get() ), ++ful) {
- ai_assert(cur->dna_type);
-
- const Structure* s = conv_data.db.dna.Get( cur->dna_type );
- if (!s) {
- ASSIMP_LOG_WARN_F("BlendModifier: could not resolve DNA name: ",cur->dna_type);
- continue;
- }
-
- // this is a common trait of all XXXMirrorData structures in BlenderDNA
- const Field* f = s->Get("modifier");
- if (!f || f->offset != 0) {
- ASSIMP_LOG_WARN("BlendModifier: expected a `modifier` member at offset 0");
- continue;
- }
-
- s = conv_data.db.dna.Get( f->type );
- if (!s || s->name != "ModifierData") {
- ASSIMP_LOG_WARN("BlendModifier: expected a ModifierData structure as first member");
- continue;
- }
-
- // now, we can be sure that we should be fine to dereference *cur* as
- // ModifierData (with the above note).
- const ModifierData& dat = cur->modifier;
-
- const fpCreateModifier* curgod = creators;
- std::vector< BlenderModifier* >::iterator curmod = cached_modifiers->begin(), endmod = cached_modifiers->end();
-
- for (;*curgod;++curgod,++curmod) { // allocate modifiers on the fly
- if (curmod == endmod) {
- cached_modifiers->push_back((*curgod)());
-
- endmod = cached_modifiers->end();
- curmod = endmod-1;
- }
-
- BlenderModifier* const modifier = *curmod;
- if (modifier->IsActive(dat)) {
- modifier->DoIt(out,conv_data,*boost::static_pointer_cast<const ElemBase>(cur),in,orig_object);
- cnt++;
-
- curgod = NULL;
- break;
- }
- }
- if (curgod) {
- ASSIMP_LOG_WARN_F("Couldn't find a handler for modifier: ",dat.name);
- }
- }
-
- // Even though we managed to resolve some or all of the modifiers on this
- // object, we still can't say whether our modifier implementations were
- // able to fully do their job.
- if (ful) {
- ASSIMP_LOG_DEBUG_F("BlendModifier: found handlers for ",cnt," of ",ful," modifiers on `",orig_object.id.name,
- "`, check log messages above for errors");
- }
+ size_t cnt = 0u, ful = 0u;
+
+ // NOTE: this cast is potentially unsafe by design, so we need to perform type checks before
+ // we're allowed to dereference the pointers without risking to crash. We might still be
+ // invoking UB btw - we're assuming that the ModifierData member of the respective modifier
+ // structures is at offset sizeof(vftable) with no padding.
+ const SharedModifierData* cur = boost::static_pointer_cast<const SharedModifierData> ( orig_object.modifiers.first.get() );
+ for (; cur; cur = boost::static_pointer_cast<const SharedModifierData> ( cur->modifier.next.get() ), ++ful) {
+ ai_assert(cur->dna_type);
+
+ const Structure* s = conv_data.db.dna.Get( cur->dna_type );
+ if (!s) {
+ ASSIMP_LOG_WARN_F("BlendModifier: could not resolve DNA name: ",cur->dna_type);
+ continue;
+ }
+
+ // this is a common trait of all XXXMirrorData structures in BlenderDNA
+ const Field* f = s->Get("modifier");
+ if (!f || f->offset != 0) {
+ ASSIMP_LOG_WARN("BlendModifier: expected a `modifier` member at offset 0");
+ continue;
+ }
+
+ s = conv_data.db.dna.Get( f->type );
+ if (!s || s->name != "ModifierData") {
+ ASSIMP_LOG_WARN("BlendModifier: expected a ModifierData structure as first member");
+ continue;
+ }
+
+ // now, we can be sure that we should be fine to dereference *cur* as
+ // ModifierData (with the above note).
+ const ModifierData& dat = cur->modifier;
+
+ const fpCreateModifier* curgod = creators;
+ std::vector< BlenderModifier* >::iterator curmod = cached_modifiers->begin(), endmod = cached_modifiers->end();
+
+ for (;*curgod;++curgod,++curmod) { // allocate modifiers on the fly
+ if (curmod == endmod) {
+ cached_modifiers->push_back((*curgod)());
+
+ endmod = cached_modifiers->end();
+ curmod = endmod-1;
+ }
+
+ BlenderModifier* const modifier = *curmod;
+ if(modifier->IsActive(dat)) {
+ modifier->DoIt(out,conv_data,*boost::static_pointer_cast<const ElemBase>(cur),in,orig_object);
+ cnt++;
+
+ curgod = NULL;
+ break;
+ }
+ }
+ if (curgod) {
+ ASSIMP_LOG_WARN_F("Couldn't find a handler for modifier: ",dat.name);
+ }
+ }
+
+ // Even though we managed to resolve some or all of the modifiers on this
+ // object, we still can't say whether our modifier implementations were
+ // able to fully do their job.
+ if (ful) {
+ ASSIMP_LOG_DEBUG_F("BlendModifier: found handlers for ",cnt," of ",ful," modifiers on `",orig_object.id.name,
+ "`, check log messages above for errors");
+ }
}
@@ -175,91 +175,93 @@ void BlenderModifierShowcase::ApplyModifiers(aiNode& out, ConversionData& conv_d
// ------------------------------------------------------------------------------------------------
bool BlenderModifier_Mirror :: IsActive (const ModifierData& modin)
{
- return modin.type == ModifierData::eModifierType_Mirror;
+ return modin.type == ModifierData::eModifierType_Mirror;
}
// ------------------------------------------------------------------------------------------------
-void BlenderModifier_Mirror :: DoIt(aiNode& out, ConversionData& conv_data, const ElemBase& orig_modifier,
- const Scene&,
- const Object& orig_object )
+void BlenderModifier_Mirror :: DoIt(aiNode& out, ConversionData& conv_data, const ElemBase& orig_modifier,
+ const Scene& /*in*/,
+ const Object& orig_object )
{
- // hijacking the ABI, see the big note in BlenderModifierShowcase::ApplyModifiers()
- const MirrorModifierData& mir = static_cast<const MirrorModifierData&>(orig_modifier);
- ai_assert(mir.modifier.type == ModifierData::eModifierType_Mirror);
-
- // XXX not entirely correct, mirroring on two axes results in 4 distinct objects in blender ...
-
- // take all input meshes and clone them
- for (unsigned int i = 0; i < out.mNumMeshes; ++i) {
- aiMesh* mesh;
- SceneCombiner::Copy(&mesh,conv_data.meshes[out.mMeshes[i]]);
-
- const float xs = mir.flag & MirrorModifierData::Flags_AXIS_X ? -1.f : 1.f;
- const float ys = mir.flag & MirrorModifierData::Flags_AXIS_Y ? -1.f : 1.f;
- const float zs = mir.flag & MirrorModifierData::Flags_AXIS_Z ? -1.f : 1.f;
-
- if (mir.mirror_ob) {
- const aiVector3D center( mir.mirror_ob->obmat[3][0],mir.mirror_ob->obmat[3][1],mir.mirror_ob->obmat[3][2] );
- for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
- aiVector3D& v = mesh->mVertices[i];
-
- v.x = center.x + xs*(center.x - v.x);
- v.y = center.y + ys*(center.y - v.y);
- v.z = center.z + zs*(center.z - v.z);
- }
- }
- else {
- for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
- aiVector3D& v = mesh->mVertices[i];
- v.x *= xs;v.y *= ys;v.z *= zs;
- }
- }
-
- if (mesh->mNormals) {
- for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
- aiVector3D& v = mesh->mNormals[i];
- v.x *= xs;v.y *= ys;v.z *= zs;
- }
- }
-
- if (mesh->mTangents) {
- for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
- aiVector3D& v = mesh->mTangents[i];
- v.x *= xs;v.y *= ys;v.z *= zs;
- }
- }
-
- if (mesh->mBitangents) {
- for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
- aiVector3D& v = mesh->mBitangents[i];
- v.x *= xs;v.y *= ys;v.z *= zs;
- }
- }
-
- const float us = mir.flag & MirrorModifierData::Flags_MIRROR_U ? -1.f : 1.f;
- const float vs = mir.flag & MirrorModifierData::Flags_MIRROR_V ? -1.f : 1.f;
-
- for (unsigned int n = 0; mesh->HasTextureCoords(n); ++n) {
- for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
- aiVector3D& v = mesh->mTextureCoords[n][i];
- v.x *= us;v.y *= vs;
- }
- }
-
- conv_data.meshes->push_back(mesh);
- }
- unsigned int* nind = new unsigned int[out.mNumMeshes*2];
-
- std::copy(out.mMeshes,out.mMeshes+out.mNumMeshes,nind);
- std::transform(out.mMeshes,out.mMeshes+out.mNumMeshes,nind+out.mNumMeshes,
- std::bind1st(std::plus< unsigned int >(),out.mNumMeshes));
-
- delete[] out.mMeshes;
- out.mMeshes = nind;
- out.mNumMeshes *= 2;
-
- ASSIMP_LOG_INFO_F("BlendModifier: Applied the `Mirror` modifier to `",
- orig_object.id.name,"`");
+ // hijacking the ABI, see the big note in BlenderModifierShowcase::ApplyModifiers()
+ const MirrorModifierData& mir = static_cast<const MirrorModifierData&>(orig_modifier);
+ ai_assert(mir.modifier.type == ModifierData::eModifierType_Mirror);
+
+ conv_data.meshes->reserve(conv_data.meshes->size() + out.mNumMeshes);
+
+ // XXX not entirely correct, mirroring on two axes results in 4 distinct objects in blender ...
+
+ // take all input meshes and clone them
+ for (unsigned int i = 0; i < out.mNumMeshes; ++i) {
+ aiMesh* mesh;
+ SceneCombiner::Copy(&mesh,conv_data.meshes[out.mMeshes[i]]);
+
+ const float xs = mir.flag & MirrorModifierData::Flags_AXIS_X ? -1.f : 1.f;
+ const float ys = mir.flag & MirrorModifierData::Flags_AXIS_Y ? -1.f : 1.f;
+ const float zs = mir.flag & MirrorModifierData::Flags_AXIS_Z ? -1.f : 1.f;
+
+ if (mir.mirror_ob) {
+ const aiVector3D center( mir.mirror_ob->obmat[3][0],mir.mirror_ob->obmat[3][1],mir.mirror_ob->obmat[3][2] );
+ for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
+ aiVector3D& v = mesh->mVertices[i];
+
+ v.x = center.x + xs*(center.x - v.x);
+ v.y = center.y + ys*(center.y - v.y);
+ v.z = center.z + zs*(center.z - v.z);
+ }
+ }
+ else {
+ for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
+ aiVector3D& v = mesh->mVertices[i];
+ v.x *= xs;v.y *= ys;v.z *= zs;
+ }
+ }
+
+ if (mesh->mNormals) {
+ for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
+ aiVector3D& v = mesh->mNormals[i];
+ v.x *= xs;v.y *= ys;v.z *= zs;
+ }
+ }
+
+ if (mesh->mTangents) {
+ for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
+ aiVector3D& v = mesh->mTangents[i];
+ v.x *= xs;v.y *= ys;v.z *= zs;
+ }
+ }
+
+ if (mesh->mBitangents) {
+ for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
+ aiVector3D& v = mesh->mBitangents[i];
+ v.x *= xs;v.y *= ys;v.z *= zs;
+ }
+ }
+
+ const float us = mir.flag & MirrorModifierData::Flags_MIRROR_U ? -1.f : 1.f;
+ const float vs = mir.flag & MirrorModifierData::Flags_MIRROR_V ? -1.f : 1.f;
+
+ for (unsigned int n = 0; mesh->HasTextureCoords(n); ++n) {
+ for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
+ aiVector3D& v = mesh->mTextureCoords[n][i];
+ v.x *= us;v.y *= vs;
+ }
+ }
+
+ conv_data.meshes->push_back(mesh);
+ }
+ unsigned int* nind = new unsigned int[out.mNumMeshes*2];
+
+ std::copy(out.mMeshes,out.mMeshes+out.mNumMeshes,nind);
+ std::transform(out.mMeshes,out.mMeshes+out.mNumMeshes,nind+out.mNumMeshes,
+ std::bind1st(std::plus< unsigned int >(),out.mNumMeshes));
+
+ delete[] out.mMeshes;
+ out.mMeshes = nind;
+ out.mNumMeshes *= 2;
+
+ ASSIMP_LOG_INFO_F("BlendModifier: Applied the `Mirror` modifier to `",
+ orig_object.id.name,"`");
}
@@ -268,46 +270,46 @@ void BlenderModifier_Mirror :: DoIt(aiNode& out, ConversionData& conv_data, co
// ------------------------------------------------------------------------------------------------
bool BlenderModifier_Subdivision :: IsActive (const ModifierData& modin)
{
- return modin.type == ModifierData::eModifierType_Subsurf;
+ return modin.type == ModifierData::eModifierType_Subsurf;
}
// ------------------------------------------------------------------------------------------------
-void BlenderModifier_Subdivision :: DoIt(aiNode& out, ConversionData& conv_data, const ElemBase& orig_modifier,
- const Scene&,
- const Object& orig_object )
+void BlenderModifier_Subdivision :: DoIt(aiNode& out, ConversionData& conv_data, const ElemBase& orig_modifier,
+ const Scene& /*in*/,
+ const Object& orig_object )
{
- // hijacking the ABI, see the big note in BlenderModifierShowcase::ApplyModifiers()
- const SubsurfModifierData& mir = static_cast<const SubsurfModifierData&>(orig_modifier);
- ai_assert(mir.modifier.type == ModifierData::eModifierType_Subsurf);
-
- Subdivider::Algorithm algo;
- switch (mir.subdivType)
- {
- case SubsurfModifierData::TYPE_CatmullClarke:
- algo = Subdivider::CATMULL_CLARKE;
- break;
-
- case SubsurfModifierData::TYPE_Simple:
- ASSIMP_LOG_WARN("BlendModifier: The `SIMPLE` subdivision algorithm is not currently implemented, using Catmull-Clarke");
- algo = Subdivider::CATMULL_CLARKE;
- break;
-
- default:
- ASSIMP_LOG_WARN_F("BlendModifier: Unrecognized subdivision algorithm: ",mir.subdivType);
- return;
- };
-
- boost::scoped_ptr<Subdivider> subd(Subdivider::Create(algo));
- ai_assert(subd);
-
- aiMesh** const meshes = &conv_data.meshes[conv_data.meshes->size() - out.mNumMeshes];
- boost::scoped_array<aiMesh*> tempmeshes(new aiMesh*[out.mNumMeshes]());
-
- subd->Subdivide(meshes,out.mNumMeshes,tempmeshes.get(),std::max( mir.renderLevels, mir.levels ),true);
- std::copy(tempmeshes.get(),tempmeshes.get()+out.mNumMeshes,meshes);
-
- ASSIMP_LOG_INFO_F("BlendModifier: Applied the `Subdivision` modifier to `",
- orig_object.id.name,"`");
+ // hijacking the ABI, see the big note in BlenderModifierShowcase::ApplyModifiers()
+ const SubsurfModifierData& mir = static_cast<const SubsurfModifierData&>(orig_modifier);
+ ai_assert(mir.modifier.type == ModifierData::eModifierType_Subsurf);
+
+ Subdivider::Algorithm algo;
+ switch (mir.subdivType)
+ {
+ case SubsurfModifierData::TYPE_CatmullClarke:
+ algo = Subdivider::CATMULL_CLARKE;
+ break;
+
+ case SubsurfModifierData::TYPE_Simple:
+ ASSIMP_LOG_WARN("BlendModifier: The `SIMPLE` subdivision algorithm is not currently implemented, using Catmull-Clarke");
+ algo = Subdivider::CATMULL_CLARKE;
+ break;
+
+ default:
+ ASSIMP_LOG_WARN_F("BlendModifier: Unrecognized subdivision algorithm: ",mir.subdivType);
+ return;
+ };
+
+ boost::scoped_ptr<Subdivider> subd(Subdivider::Create(algo));
+ ai_assert(subd);
+
+ aiMesh** const meshes = &conv_data.meshes[conv_data.meshes->size() - out.mNumMeshes];
+ boost::scoped_array<aiMesh*> tempmeshes(new aiMesh*[out.mNumMeshes]());
+
+ subd->Subdivide(meshes,out.mNumMeshes,tempmeshes.get(),std::max( mir.renderLevels, mir.levels ),true);
+ std::copy(tempmeshes.get(),tempmeshes.get()+out.mNumMeshes,meshes);
+
+ ASSIMP_LOG_INFO_F("BlendModifier: Applied the `Subdivision` modifier to `",
+ orig_object.id.name,"`");
}
#endif
diff --git a/src/3rdparty/assimp/code/BlenderModifier.h b/src/3rdparty/assimp/code/BlenderModifier.h
index 7cd67302f..6646d6161 100644
--- a/src/3rdparty/assimp/code/BlenderModifier.h
+++ b/src/3rdparty/assimp/code/BlenderModifier.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -47,40 +47,40 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "BlenderIntermediate.h"
#include "TinyFormatter.h"
namespace Assimp {
- namespace Blender {
+ namespace Blender {
// -------------------------------------------------------------------------------------------
/** Dummy base class for all blender modifiers. Modifiers are reused between imports, so
* they should be stateless and not try to cache model data. */
// -------------------------------------------------------------------------------------------
-class BlenderModifier
+class BlenderModifier
{
public:
- virtual ~BlenderModifier() {
- }
+ virtual ~BlenderModifier() {
+ }
public:
- // --------------------
- /** Check if *this* modifier is active, given a ModifierData& block.*/
- virtual bool IsActive( const ModifierData&) {
- return false;
- }
-
- // --------------------
- /** Apply the modifier to a given output node. The original data used
- * to construct the node is given as well. Not called unless IsActive()
- * was called and gave positive response. */
- virtual void DoIt(aiNode&,
- ConversionData&,
- const ElemBase& orig_modifier,
- const Scene&,
- const Object&
- ) {
- DefaultLogger::get()->warn((Formatter::format("This modifier is not supported, skipping: "),orig_modifier.dna_type));
- return;
- }
+ // --------------------
+ /** Check if *this* modifier is active, given a ModifierData& block.*/
+ virtual bool IsActive( const ModifierData& /*modin*/) {
+ return false;
+ }
+
+ // --------------------
+ /** Apply the modifier to a given output node. The original data used
+ * to construct the node is given as well. Not called unless IsActive()
+ * was called and gave positive response. */
+ virtual void DoIt(aiNode& /*out*/,
+ ConversionData& /*conv_data*/,
+ const ElemBase& orig_modifier,
+ const Scene& /*in*/,
+ const Object& /*orig_object*/
+ ) {
+ DefaultLogger::get()->warn((Formatter::format("This modifier is not supported, skipping: "),orig_modifier.dna_type));
+ return;
+ }
};
@@ -91,17 +91,17 @@ class BlenderModifierShowcase
{
public:
- // --------------------
- /** Apply all requested modifiers provided we support them. */
- void ApplyModifiers(aiNode& out,
- ConversionData& conv_data,
- const Scene& in,
- const Object& orig_object
- );
+ // --------------------
+ /** Apply all requested modifiers provided we support them. */
+ void ApplyModifiers(aiNode& out,
+ ConversionData& conv_data,
+ const Scene& in,
+ const Object& orig_object
+ );
private:
- TempArray< std::vector,BlenderModifier > cached_modifiers;
+ TempArray< std::vector,BlenderModifier > cached_modifiers;
};
@@ -119,16 +119,16 @@ class BlenderModifier_Mirror : public BlenderModifier
{
public:
- // --------------------
- virtual bool IsActive( const ModifierData& modin);
-
- // --------------------
- virtual void DoIt(aiNode& out,
- ConversionData& conv_data,
- const ElemBase& orig_modifier,
- const Scene& in,
- const Object& orig_object
- ) ;
+ // --------------------
+ virtual bool IsActive( const ModifierData& modin);
+
+ // --------------------
+ virtual void DoIt(aiNode& out,
+ ConversionData& conv_data,
+ const ElemBase& orig_modifier,
+ const Scene& in,
+ const Object& orig_object
+ ) ;
};
// -------------------------------------------------------------------------------------------
@@ -138,16 +138,16 @@ class BlenderModifier_Subdivision : public BlenderModifier
{
public:
- // --------------------
- virtual bool IsActive( const ModifierData& modin);
-
- // --------------------
- virtual void DoIt(aiNode& out,
- ConversionData& conv_data,
- const ElemBase& orig_modifier,
- const Scene& in,
- const Object& orig_object
- ) ;
+ // --------------------
+ virtual bool IsActive( const ModifierData& modin);
+
+ // --------------------
+ virtual void DoIt(aiNode& out,
+ ConversionData& conv_data,
+ const ElemBase& orig_modifier,
+ const Scene& in,
+ const Object& orig_object
+ ) ;
};
diff --git a/src/3rdparty/assimp/code/BlenderScene.cpp b/src/3rdparty/assimp/code/BlenderScene.cpp
index f8d13e177..77aa35994 100644
--- a/src/3rdparty/assimp/code/BlenderScene.cpp
+++ b/src/3rdparty/assimp/code/BlenderScene.cpp
@@ -5,8 +5,8 @@ Open Asset Import Library (ASSIMP)
Copyright (c) 2006-2010, ASSIMP Development Team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -23,16 +23,16 @@ following conditions are met:
derived from this software without specific prior
written permission of the ASSIMP Development Team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -56,14 +56,18 @@ template <> void Structure :: Convert<Object> (
Object& dest,
const FileDatabase& db
) const
-{
+{
ReadField<ErrorPolicy_Fail>(dest.id,"id",db);
ReadField<ErrorPolicy_Fail>((int&)dest.type,"type",db);
ReadFieldArray2<ErrorPolicy_Warn>(dest.obmat,"obmat",db);
ReadFieldArray2<ErrorPolicy_Warn>(dest.parentinv,"parentinv",db);
ReadFieldArray<ErrorPolicy_Warn>(dest.parsubstr,"parsubstr",db);
- ReadFieldPtr<ErrorPolicy_Warn>(dest.parent,"*parent",db);
+ {
+ boost::shared_ptr<Object> parent;
+ ReadFieldPtr<ErrorPolicy_Warn>(parent,"*parent",db);
+ dest.parent = parent.get();
+ }
ReadFieldPtr<ErrorPolicy_Warn>(dest.track,"*track",db);
ReadFieldPtr<ErrorPolicy_Warn>(dest.proxy,"*proxy",db);
ReadFieldPtr<ErrorPolicy_Warn>(dest.proxy_from,"*proxy_from",db);
@@ -72,7 +76,7 @@ template <> void Structure :: Convert<Object> (
ReadFieldPtr<ErrorPolicy_Fail>(dest.data,"*data",db);
ReadField<ErrorPolicy_Igno>(dest.modifiers,"modifiers",db);
- db.reader->IncPtr(size);
+ db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
@@ -80,13 +84,13 @@ template <> void Structure :: Convert<Group> (
Group& dest,
const FileDatabase& db
) const
-{
+{
ReadField<ErrorPolicy_Fail>(dest.id,"id",db);
ReadField<ErrorPolicy_Igno>(dest.layer,"layer",db);
ReadFieldPtr<ErrorPolicy_Igno>(dest.gobject,"*gobject",db);
- db.reader->IncPtr(size);
+ db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
@@ -94,7 +98,7 @@ template <> void Structure :: Convert<MTex> (
MTex& dest,
const FileDatabase& db
) const
-{
+{
ReadField<ErrorPolicy_Igno>((int&)dest.blendtype,"blendtype",db);
ReadFieldPtr<ErrorPolicy_Igno>(dest.object,"*object",db);
@@ -123,7 +127,7 @@ template <> void Structure :: Convert<MTex> (
ReadField<ErrorPolicy_Igno>(dest.emitfac,"emitfac",db);
ReadField<ErrorPolicy_Igno>(dest.hardfac,"hardfac",db);
- db.reader->IncPtr(size);
+ db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
@@ -131,7 +135,7 @@ template <> void Structure :: Convert<TFace> (
TFace& dest,
const FileDatabase& db
) const
-{
+{
ReadFieldArray2<ErrorPolicy_Fail>(dest.uv,"uv",db);
ReadFieldArray<ErrorPolicy_Fail>(dest.col,"col",db);
@@ -140,7 +144,7 @@ template <> void Structure :: Convert<TFace> (
ReadField<ErrorPolicy_Igno>(dest.tile,"tile",db);
ReadField<ErrorPolicy_Igno>(dest.unwrap,"unwrap",db);
- db.reader->IncPtr(size);
+ db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
@@ -148,15 +152,15 @@ template <> void Structure :: Convert<SubsurfModifierData> (
SubsurfModifierData& dest,
const FileDatabase& db
) const
-{
+{
ReadField<ErrorPolicy_Fail>(dest.modifier,"modifier",db);
- ReadField<ErrorPolicy_Igno>(dest.subdivType,"subdivType",db);
- ReadField<ErrorPolicy_Igno>(dest.levels,"levels",db);
+ ReadField<ErrorPolicy_Warn>(dest.subdivType,"subdivType",db);
+ ReadField<ErrorPolicy_Fail>(dest.levels,"levels",db);
ReadField<ErrorPolicy_Igno>(dest.renderLevels,"renderLevels",db);
ReadField<ErrorPolicy_Igno>(dest.flags,"flags",db);
- db.reader->IncPtr(size);
+ db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
@@ -164,7 +168,7 @@ template <> void Structure :: Convert<MFace> (
MFace& dest,
const FileDatabase& db
) const
-{
+{
ReadField<ErrorPolicy_Fail>(dest.v1,"v1",db);
ReadField<ErrorPolicy_Fail>(dest.v2,"v2",db);
@@ -173,7 +177,7 @@ template <> void Structure :: Convert<MFace> (
ReadField<ErrorPolicy_Fail>(dest.mat_nr,"mat_nr",db);
ReadField<ErrorPolicy_Igno>(dest.flag,"flag",db);
- db.reader->IncPtr(size);
+ db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
@@ -181,7 +185,7 @@ template <> void Structure :: Convert<Lamp> (
Lamp& dest,
const FileDatabase& db
) const
-{
+{
ReadField<ErrorPolicy_Fail>(dest.id,"id",db);
ReadField<ErrorPolicy_Fail>((int&)dest.type,"type",db);
@@ -201,7 +205,7 @@ template <> void Structure :: Convert<Lamp> (
ReadField<ErrorPolicy_Igno>((int&)dest.falloff_type,"falloff_type",db);
ReadField<ErrorPolicy_Igno>(dest.sun_brightness,"sun_brightness",db);
- db.reader->IncPtr(size);
+ db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
@@ -209,12 +213,12 @@ template <> void Structure :: Convert<MDeformWeight> (
MDeformWeight& dest,
const FileDatabase& db
) const
-{
+{
ReadField<ErrorPolicy_Fail>(dest.def_nr,"def_nr",db);
ReadField<ErrorPolicy_Fail>(dest.weight,"weight",db);
- db.reader->IncPtr(size);
+ db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
@@ -222,13 +226,13 @@ template <> void Structure :: Convert<PackedFile> (
PackedFile& dest,
const FileDatabase& db
) const
-{
+{
ReadField<ErrorPolicy_Warn>(dest.size,"size",db);
ReadField<ErrorPolicy_Warn>(dest.seek,"seek",db);
ReadFieldPtr<ErrorPolicy_Warn>(dest.data,"*data",db);
- db.reader->IncPtr(size);
+ db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
@@ -236,13 +240,17 @@ template <> void Structure :: Convert<Base> (
Base& dest,
const FileDatabase& db
) const
-{
+{
- ReadFieldPtr<ErrorPolicy_Warn>(dest.prev,"*prev",db);
+ {
+ boost::shared_ptr<Base> prev;
+ ReadFieldPtr<ErrorPolicy_Warn>(prev,"*prev",db);
+ dest.prev = prev.get();
+ }
ReadFieldPtr<ErrorPolicy_Warn>(dest.next,"*next",db);
ReadFieldPtr<ErrorPolicy_Warn>(dest.object,"*object",db);
- db.reader->IncPtr(size);
+ db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
@@ -250,7 +258,7 @@ template <> void Structure :: Convert<MTFace> (
MTFace& dest,
const FileDatabase& db
) const
-{
+{
ReadFieldArray2<ErrorPolicy_Fail>(dest.uv,"uv",db);
ReadField<ErrorPolicy_Igno>(dest.flag,"flag",db);
@@ -258,7 +266,7 @@ template <> void Structure :: Convert<MTFace> (
ReadField<ErrorPolicy_Igno>(dest.tile,"tile",db);
ReadField<ErrorPolicy_Igno>(dest.unwrap,"unwrap",db);
- db.reader->IncPtr(size);
+ db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
@@ -266,7 +274,7 @@ template <> void Structure :: Convert<Material> (
Material& dest,
const FileDatabase& db
) const
-{
+{
ReadField<ErrorPolicy_Fail>(dest.id,"id",db);
ReadField<ErrorPolicy_Warn>(dest.r,"r",db);
@@ -275,9 +283,10 @@ template <> void Structure :: Convert<Material> (
ReadField<ErrorPolicy_Warn>(dest.specr,"specr",db);
ReadField<ErrorPolicy_Warn>(dest.specg,"specg",db);
ReadField<ErrorPolicy_Warn>(dest.specb,"specb",db);
- ReadField<ErrorPolicy_Warn>(dest.ambir,"ambir",db);
- ReadField<ErrorPolicy_Warn>(dest.ambig,"ambig",db);
- ReadField<ErrorPolicy_Warn>(dest.ambib,"ambib",db);
+ ReadField<ErrorPolicy_Igno>(dest.har,"har",db);
+ ReadField<ErrorPolicy_Warn>(dest.ambr,"ambr",db);
+ ReadField<ErrorPolicy_Warn>(dest.ambg,"ambg",db);
+ ReadField<ErrorPolicy_Warn>(dest.ambb,"ambb",db);
ReadField<ErrorPolicy_Igno>(dest.mirr,"mirr",db);
ReadField<ErrorPolicy_Igno>(dest.mirg,"mirg",db);
ReadField<ErrorPolicy_Igno>(dest.mirb,"mirb",db);
@@ -293,7 +302,7 @@ template <> void Structure :: Convert<Material> (
ReadField<ErrorPolicy_Warn>(dest.spec_shader,"spec_shader",db);
ReadFieldPtr<ErrorPolicy_Igno>(dest.mtex,"*mtex",db);
- db.reader->IncPtr(size);
+ db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
@@ -301,7 +310,7 @@ template <> void Structure :: Convert<Mesh> (
Mesh& dest,
const FileDatabase& db
) const
-{
+{
ReadField<ErrorPolicy_Fail>(dest.id,"id",db);
ReadField<ErrorPolicy_Fail>(dest.totface,"totface",db);
@@ -320,7 +329,7 @@ template <> void Structure :: Convert<Mesh> (
ReadFieldPtr<ErrorPolicy_Igno>(dest.mcol,"*mcol",db);
ReadFieldPtr<ErrorPolicy_Fail>(dest.mat,"**mat",db);
- db.reader->IncPtr(size);
+ db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
@@ -328,12 +337,12 @@ template <> void Structure :: Convert<MDeformVert> (
MDeformVert& dest,
const FileDatabase& db
) const
-{
+{
ReadFieldPtr<ErrorPolicy_Warn>(dest.dw,"*dw",db);
ReadField<ErrorPolicy_Igno>(dest.totweight,"totweight",db);
- db.reader->IncPtr(size);
+ db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
@@ -341,11 +350,11 @@ template <> void Structure :: Convert<World> (
World& dest,
const FileDatabase& db
) const
-{
+{
ReadField<ErrorPolicy_Fail>(dest.id,"id",db);
- db.reader->IncPtr(size);
+ db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
@@ -353,7 +362,7 @@ template <> void Structure :: Convert<MVert> (
MVert& dest,
const FileDatabase& db
) const
-{
+{
ReadFieldArray<ErrorPolicy_Fail>(dest.co,"co",db);
ReadFieldArray<ErrorPolicy_Fail>(dest.no,"no",db);
@@ -361,7 +370,7 @@ template <> void Structure :: Convert<MVert> (
ReadField<ErrorPolicy_Warn>(dest.mat_nr,"mat_nr",db);
ReadField<ErrorPolicy_Igno>(dest.bweight,"bweight",db);
- db.reader->IncPtr(size);
+ db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
@@ -369,7 +378,7 @@ template <> void Structure :: Convert<MEdge> (
MEdge& dest,
const FileDatabase& db
) const
-{
+{
ReadField<ErrorPolicy_Fail>(dest.v1,"v1",db);
ReadField<ErrorPolicy_Fail>(dest.v2,"v2",db);
@@ -377,7 +386,7 @@ template <> void Structure :: Convert<MEdge> (
ReadField<ErrorPolicy_Igno>(dest.bweight,"bweight",db);
ReadField<ErrorPolicy_Igno>(dest.flag,"flag",db);
- db.reader->IncPtr(size);
+ db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
@@ -385,13 +394,13 @@ template <> void Structure :: Convert<GroupObject> (
GroupObject& dest,
const FileDatabase& db
) const
-{
+{
ReadFieldPtr<ErrorPolicy_Fail>(dest.prev,"*prev",db);
ReadFieldPtr<ErrorPolicy_Fail>(dest.next,"*next",db);
ReadFieldPtr<ErrorPolicy_Igno>(dest.ob,"*ob",db);
- db.reader->IncPtr(size);
+ db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
@@ -399,12 +408,12 @@ template <> void Structure :: Convert<ListBase> (
ListBase& dest,
const FileDatabase& db
) const
-{
+{
ReadFieldPtr<ErrorPolicy_Igno>(dest.first,"*first",db);
ReadFieldPtr<ErrorPolicy_Igno>(dest.last,"*last",db);
- db.reader->IncPtr(size);
+ db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
@@ -412,7 +421,7 @@ template <> void Structure :: Convert<ModifierData> (
ModifierData& dest,
const FileDatabase& db
) const
-{
+{
ReadFieldPtr<ErrorPolicy_Warn>(dest.next,"*next",db);
ReadFieldPtr<ErrorPolicy_Warn>(dest.prev,"*prev",db);
@@ -420,7 +429,7 @@ template <> void Structure :: Convert<ModifierData> (
ReadField<ErrorPolicy_Igno>(dest.mode,"mode",db);
ReadFieldArray<ErrorPolicy_Igno>(dest.name,"name",db);
- db.reader->IncPtr(size);
+ db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
@@ -428,12 +437,12 @@ template <> void Structure :: Convert<ID> (
ID& dest,
const FileDatabase& db
) const
-{
+{
ReadFieldArray<ErrorPolicy_Warn>(dest.name,"name",db);
ReadField<ErrorPolicy_Igno>(dest.flag,"flag",db);
- db.reader->IncPtr(size);
+ db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
@@ -441,14 +450,14 @@ template <> void Structure :: Convert<MCol> (
MCol& dest,
const FileDatabase& db
) const
-{
+{
ReadField<ErrorPolicy_Fail>(dest.r,"r",db);
ReadField<ErrorPolicy_Fail>(dest.g,"g",db);
ReadField<ErrorPolicy_Fail>(dest.b,"b",db);
ReadField<ErrorPolicy_Fail>(dest.a,"a",db);
- db.reader->IncPtr(size);
+ db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
@@ -456,7 +465,7 @@ template <> void Structure :: Convert<Image> (
Image& dest,
const FileDatabase& db
) const
-{
+{
ReadField<ErrorPolicy_Fail>(dest.id,"id",db);
ReadFieldArray<ErrorPolicy_Warn>(dest.name,"name",db);
@@ -481,7 +490,7 @@ template <> void Structure :: Convert<Image> (
ReadField<ErrorPolicy_Igno>(dest.gen_y,"gen_y",db);
ReadField<ErrorPolicy_Igno>(dest.gen_type,"gen_type",db);
- db.reader->IncPtr(size);
+ db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
@@ -489,7 +498,7 @@ template <> void Structure :: Convert<Scene> (
Scene& dest,
const FileDatabase& db
) const
-{
+{
ReadField<ErrorPolicy_Fail>(dest.id,"id",db);
ReadFieldPtr<ErrorPolicy_Warn>(dest.camera,"*camera",db);
@@ -497,7 +506,7 @@ template <> void Structure :: Convert<Scene> (
ReadFieldPtr<ErrorPolicy_Warn>(dest.basact,"*basact",db);
ReadField<ErrorPolicy_Igno>(dest.base,"base",db);
- db.reader->IncPtr(size);
+ db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
@@ -505,14 +514,14 @@ template <> void Structure :: Convert<Library> (
Library& dest,
const FileDatabase& db
) const
-{
+{
ReadField<ErrorPolicy_Fail>(dest.id,"id",db);
ReadFieldArray<ErrorPolicy_Warn>(dest.name,"name",db);
ReadFieldArray<ErrorPolicy_Fail>(dest.filename,"filename",db);
ReadFieldPtr<ErrorPolicy_Warn>(dest.parent,"*parent",db);
- db.reader->IncPtr(size);
+ db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
@@ -520,12 +529,12 @@ template <> void Structure :: Convert<Tex> (
Tex& dest,
const FileDatabase& db
) const
-{
+{
ReadField<ErrorPolicy_Fail>((int&)dest.type,"type",db);
ReadFieldPtr<ErrorPolicy_Warn>(dest.ima,"*ima",db);
- db.reader->IncPtr(size);
+ db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
@@ -533,14 +542,14 @@ template <> void Structure :: Convert<Camera> (
Camera& dest,
const FileDatabase& db
) const
-{
+{
ReadField<ErrorPolicy_Fail>(dest.id,"id",db);
ReadField<ErrorPolicy_Warn>((int&)dest.type,"type",db);
ReadField<ErrorPolicy_Warn>((int&)dest.flag,"flag",db);
ReadField<ErrorPolicy_Warn>(dest.angle,"angle",db);
- db.reader->IncPtr(size);
+ db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
@@ -548,7 +557,7 @@ template <> void Structure :: Convert<MirrorModifierData> (
MirrorModifierData& dest,
const FileDatabase& db
) const
-{
+{
ReadField<ErrorPolicy_Fail>(dest.modifier,"modifier",db);
ReadField<ErrorPolicy_Igno>(dest.axis,"axis",db);
@@ -556,40 +565,40 @@ template <> void Structure :: Convert<MirrorModifierData> (
ReadField<ErrorPolicy_Igno>(dest.tolerance,"tolerance",db);
ReadFieldPtr<ErrorPolicy_Igno>(dest.mirror_ob,"*mirror_ob",db);
- db.reader->IncPtr(size);
+ db.reader->IncPtr(size);
}
//--------------------------------------------------------------------------------
void DNA::RegisterConverters() {
- converters["Object"] = DNA::FactoryPair( static_cast<AllocProcPtr>(&Structure::Allocate<Object>), static_cast<ConvertProcPtr>(&Structure::Convert<Object>) );
- converters["Group"] = DNA::FactoryPair( static_cast<AllocProcPtr>(&Structure::Allocate<Group>), static_cast<ConvertProcPtr>(&Structure::Convert<Group>) );
- converters["MTex"] = DNA::FactoryPair( static_cast<AllocProcPtr>(&Structure::Allocate<MTex>), static_cast<ConvertProcPtr>(&Structure::Convert<MTex>) );
- converters["TFace"] = DNA::FactoryPair( static_cast<AllocProcPtr>(&Structure::Allocate<TFace>), static_cast<ConvertProcPtr>(&Structure::Convert<TFace>) );
- converters["SubsurfModifierData"] = DNA::FactoryPair( static_cast<AllocProcPtr>(&Structure::Allocate<SubsurfModifierData>), static_cast<ConvertProcPtr>(&Structure::Convert<SubsurfModifierData>) );
- converters["MFace"] = DNA::FactoryPair( static_cast<AllocProcPtr>(&Structure::Allocate<MFace>), static_cast<ConvertProcPtr>(&Structure::Convert<MFace>) );
- converters["Lamp"] = DNA::FactoryPair( static_cast<AllocProcPtr>(&Structure::Allocate<Lamp>), static_cast<ConvertProcPtr>(&Structure::Convert<Lamp>) );
- converters["MDeformWeight"] = DNA::FactoryPair( static_cast<AllocProcPtr>(&Structure::Allocate<MDeformWeight>), static_cast<ConvertProcPtr>(&Structure::Convert<MDeformWeight>) );
- converters["PackedFile"] = DNA::FactoryPair( static_cast<AllocProcPtr>(&Structure::Allocate<PackedFile>), static_cast<ConvertProcPtr>(&Structure::Convert<PackedFile>) );
- converters["Base"] = DNA::FactoryPair( static_cast<AllocProcPtr>(&Structure::Allocate<Base>), static_cast<ConvertProcPtr>(&Structure::Convert<Base>) );
- converters["MTFace"] = DNA::FactoryPair( static_cast<AllocProcPtr>(&Structure::Allocate<MTFace>), static_cast<ConvertProcPtr>(&Structure::Convert<MTFace>) );
- converters["Material"] = DNA::FactoryPair( static_cast<AllocProcPtr>(&Structure::Allocate<Material>), static_cast<ConvertProcPtr>(&Structure::Convert<Material>) );
- converters["Mesh"] = DNA::FactoryPair( static_cast<AllocProcPtr>(&Structure::Allocate<Mesh>), static_cast<ConvertProcPtr>(&Structure::Convert<Mesh>) );
- converters["MDeformVert"] = DNA::FactoryPair( static_cast<AllocProcPtr>(&Structure::Allocate<MDeformVert>), static_cast<ConvertProcPtr>(&Structure::Convert<MDeformVert>) );
- converters["World"] = DNA::FactoryPair( static_cast<AllocProcPtr>(&Structure::Allocate<World>), static_cast<ConvertProcPtr>(&Structure::Convert<World>) );
- converters["MVert"] = DNA::FactoryPair( static_cast<AllocProcPtr>(&Structure::Allocate<MVert>), static_cast<ConvertProcPtr>(&Structure::Convert<MVert>) );
- converters["MEdge"] = DNA::FactoryPair( static_cast<AllocProcPtr>(&Structure::Allocate<MEdge>), static_cast<ConvertProcPtr>(&Structure::Convert<MEdge>) );
- converters["GroupObject"] = DNA::FactoryPair( static_cast<AllocProcPtr>(&Structure::Allocate<GroupObject>), static_cast<ConvertProcPtr>(&Structure::Convert<GroupObject>) );
- converters["ListBase"] = DNA::FactoryPair( static_cast<AllocProcPtr>(&Structure::Allocate<ListBase>), static_cast<ConvertProcPtr>(&Structure::Convert<ListBase>) );
- converters["ModifierData"] = DNA::FactoryPair( static_cast<AllocProcPtr>(&Structure::Allocate<ModifierData>), static_cast<ConvertProcPtr>(&Structure::Convert<ModifierData>) );
- converters["ID"] = DNA::FactoryPair( static_cast<AllocProcPtr>(&Structure::Allocate<ID>), static_cast<ConvertProcPtr>(&Structure::Convert<ID>) );
- converters["MCol"] = DNA::FactoryPair( static_cast<AllocProcPtr>(&Structure::Allocate<MCol>), static_cast<ConvertProcPtr>(&Structure::Convert<MCol>) );
- converters["Image"] = DNA::FactoryPair( static_cast<AllocProcPtr>(&Structure::Allocate<Image>), static_cast<ConvertProcPtr>(&Structure::Convert<Image>) );
- converters["Scene"] = DNA::FactoryPair( static_cast<AllocProcPtr>(&Structure::Allocate<Scene>), static_cast<ConvertProcPtr>(&Structure::Convert<Scene>) );
- converters["Library"] = DNA::FactoryPair( static_cast<AllocProcPtr>(&Structure::Allocate<Library>), static_cast<ConvertProcPtr>(&Structure::Convert<Library>) );
- converters["Tex"] = DNA::FactoryPair( static_cast<AllocProcPtr>(&Structure::Allocate<Tex>), static_cast<ConvertProcPtr>(&Structure::Convert<Tex>) );
- converters["Camera"] = DNA::FactoryPair( static_cast<AllocProcPtr>(&Structure::Allocate<Camera>), static_cast<ConvertProcPtr>(&Structure::Convert<Camera>) );
- converters["MirrorModifierData"] = DNA::FactoryPair( static_cast<AllocProcPtr>(&Structure::Allocate<MirrorModifierData>), static_cast<ConvertProcPtr>(&Structure::Convert<MirrorModifierData>) );
+ converters["Object"] = DNA::FactoryPair( &Structure::Allocate<Object>, &Structure::Convert<Object> );
+ converters["Group"] = DNA::FactoryPair( &Structure::Allocate<Group>, &Structure::Convert<Group> );
+ converters["MTex"] = DNA::FactoryPair( &Structure::Allocate<MTex>, &Structure::Convert<MTex> );
+ converters["TFace"] = DNA::FactoryPair( &Structure::Allocate<TFace>, &Structure::Convert<TFace> );
+ converters["SubsurfModifierData"] = DNA::FactoryPair( &Structure::Allocate<SubsurfModifierData>, &Structure::Convert<SubsurfModifierData> );
+ converters["MFace"] = DNA::FactoryPair( &Structure::Allocate<MFace>, &Structure::Convert<MFace> );
+ converters["Lamp"] = DNA::FactoryPair( &Structure::Allocate<Lamp>, &Structure::Convert<Lamp> );
+ converters["MDeformWeight"] = DNA::FactoryPair( &Structure::Allocate<MDeformWeight>, &Structure::Convert<MDeformWeight> );
+ converters["PackedFile"] = DNA::FactoryPair( &Structure::Allocate<PackedFile>, &Structure::Convert<PackedFile> );
+ converters["Base"] = DNA::FactoryPair( &Structure::Allocate<Base>, &Structure::Convert<Base> );
+ converters["MTFace"] = DNA::FactoryPair( &Structure::Allocate<MTFace>, &Structure::Convert<MTFace> );
+ converters["Material"] = DNA::FactoryPair( &Structure::Allocate<Material>, &Structure::Convert<Material> );
+ converters["Mesh"] = DNA::FactoryPair( &Structure::Allocate<Mesh>, &Structure::Convert<Mesh> );
+ converters["MDeformVert"] = DNA::FactoryPair( &Structure::Allocate<MDeformVert>, &Structure::Convert<MDeformVert> );
+ converters["World"] = DNA::FactoryPair( &Structure::Allocate<World>, &Structure::Convert<World> );
+ converters["MVert"] = DNA::FactoryPair( &Structure::Allocate<MVert>, &Structure::Convert<MVert> );
+ converters["MEdge"] = DNA::FactoryPair( &Structure::Allocate<MEdge>, &Structure::Convert<MEdge> );
+ converters["GroupObject"] = DNA::FactoryPair( &Structure::Allocate<GroupObject>, &Structure::Convert<GroupObject> );
+ converters["ListBase"] = DNA::FactoryPair( &Structure::Allocate<ListBase>, &Structure::Convert<ListBase> );
+ converters["ModifierData"] = DNA::FactoryPair( &Structure::Allocate<ModifierData>, &Structure::Convert<ModifierData> );
+ converters["ID"] = DNA::FactoryPair( &Structure::Allocate<ID>, &Structure::Convert<ID> );
+ converters["MCol"] = DNA::FactoryPair( &Structure::Allocate<MCol>, &Structure::Convert<MCol> );
+ converters["Image"] = DNA::FactoryPair( &Structure::Allocate<Image>, &Structure::Convert<Image> );
+ converters["Scene"] = DNA::FactoryPair( &Structure::Allocate<Scene>, &Structure::Convert<Scene> );
+ converters["Library"] = DNA::FactoryPair( &Structure::Allocate<Library>, &Structure::Convert<Library> );
+ converters["Tex"] = DNA::FactoryPair( &Structure::Allocate<Tex>, &Structure::Convert<Tex> );
+ converters["Camera"] = DNA::FactoryPair( &Structure::Allocate<Camera>, &Structure::Convert<Camera> );
+ converters["MirrorModifierData"] = DNA::FactoryPair( &Structure::Allocate<MirrorModifierData>, &Structure::Convert<MirrorModifierData> );
}
diff --git a/src/3rdparty/assimp/code/BlenderScene.h b/src/3rdparty/assimp/code/BlenderScene.h
index 5cfb7092f..a3a4920bb 100644
--- a/src/3rdparty/assimp/code/BlenderScene.h
+++ b/src/3rdparty/assimp/code/BlenderScene.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -44,8 +44,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef INCLUDED_AI_BLEND_SCENE_H
#define INCLUDED_AI_BLEND_SCENE_H
-namespace Assimp {
- namespace Blender {
+namespace Assimp {
+ namespace Blender {
// Minor parts of this file are extracts from blender data structures,
// declared in the ./source/blender/makesdna directory.
@@ -56,14 +56,14 @@ namespace Assimp {
// this file serves as input data to the `./scripts/genblenddna.py`
// script. This script generates the actual binding code to read a
// blender file with a possibly different DNA into our structures.
-// Only `struct` declarations are considered and the following
+// Only `struct` declarations are considered and the following
// rules must be obeyed in order for the script to work properly:
//
// * C++ style comments only
//
// * Structures may include the primitive types char, int, short,
-// float, double. Signedness specifiers are not allowed on
-// integers. Enum types are allowed, but they must have been
+// float, double. Signedness specifiers are not allowed on
+// integers. Enum types are allowed, but they must have been
// defined in this header.
//
// * Structures may aggregate other structures, unless not defined
@@ -71,9 +71,10 @@ namespace Assimp {
//
// * Pointers to other structures or primitive types are allowed.
// No references or double pointers or arrays of pointers.
-// A pointer to a T is written as boost::shared_ptr, while a
+// A pointer to a T is normally written as boost::shared_ptr, while a
// pointer to an array of elements is written as boost::
-// shared_array.
+// shared_array. To avoid cyclic pointers, use raw pointers in
+// one direction.
//
// * Arrays can have maximally two-dimensions. Any non-pointer
// type can form them.
@@ -99,15 +100,15 @@ struct MTex;
// -------------------------------------------------------------------------------
struct ID : ElemBase {
- char name[24] WARN;
- short flag;
+ char name[24] WARN;
+ short flag;
};
// -------------------------------------------------------------------------------
struct ListBase : ElemBase {
-
- boost::shared_ptr<ElemBase> first;
- boost::shared_ptr<ElemBase> last;
+
+ boost::shared_ptr<ElemBase> first;
+ boost::shared_ptr<ElemBase> last;
};
@@ -115,37 +116,37 @@ struct ListBase : ElemBase {
struct PackedFile : ElemBase {
int size WARN;
int seek WARN;
- boost::shared_ptr< FileOffset > data WARN;
+ boost::shared_ptr< FileOffset > data WARN;
};
// -------------------------------------------------------------------------------
struct GroupObject : ElemBase {
-
- boost::shared_ptr<GroupObject> prev,next FAIL;
- boost::shared_ptr<Object> ob;
+
+ boost::shared_ptr<GroupObject> prev,next FAIL;
+ boost::shared_ptr<Object> ob;
};
// -------------------------------------------------------------------------------
struct Group : ElemBase {
- ID id FAIL;
- int layer;
+ ID id FAIL;
+ int layer;
- boost::shared_ptr<GroupObject> gobject;
+ boost::shared_ptr<GroupObject> gobject;
};
// -------------------------------------------------------------------------------
struct World : ElemBase {
- ID id FAIL;
-
+ ID id FAIL;
+
};
// -------------------------------------------------------------------------------
struct MVert : ElemBase {
- float co[3] FAIL;
- float no[3] FAIL;
- char flag;
- int mat_nr WARN;
- int bweight;
+ float co[3] FAIL;
+ float no[3] FAIL;
+ char flag;
+ int mat_nr WARN;
+ int bweight;
};
// -------------------------------------------------------------------------------
@@ -157,36 +158,36 @@ struct MEdge : ElemBase {
// -------------------------------------------------------------------------------
struct MCol : ElemBase {
- char r,g,b,a FAIL;
+ char r,g,b,a FAIL;
};
// -------------------------------------------------------------------------------
struct MFace : ElemBase {
- int v1,v2,v3,v4 FAIL;
- int mat_nr FAIL;
- char flag;
+ int v1,v2,v3,v4 FAIL;
+ int mat_nr FAIL;
+ char flag;
};
// -------------------------------------------------------------------------------
struct TFace : ElemBase {
- float uv[4][2] FAIL;
- int col[4] FAIL;
- char flag;
- short mode;
- short tile;
- short unwrap;
+ float uv[4][2] FAIL;
+ int col[4] FAIL;
+ char flag;
+ short mode;
+ short tile;
+ short unwrap;
};
// -------------------------------------------------------------------------------
struct MTFace : ElemBase {
- float uv[4][2] FAIL;
- char flag;
- short mode;
- short tile;
- short unwrap;
+ float uv[4][2] FAIL;
+ char flag;
+ short mode;
+ short tile;
+ short unwrap;
- // boost::shared_ptr<Image> tpage;
+ // boost::shared_ptr<Image> tpage;
};
// -------------------------------------------------------------------------------
@@ -198,177 +199,178 @@ struct MDeformWeight : ElemBase {
// -------------------------------------------------------------------------------
struct MDeformVert : ElemBase {
- vector<MDeformWeight> dw WARN;
- int totweight;
+ vector<MDeformWeight> dw WARN;
+ int totweight;
};
// -------------------------------------------------------------------------------
struct Material : ElemBase {
- ID id FAIL;
-
- float r,g,b WARN;
- float specr,specg,specb WARN;
- float ambir,ambig,ambib WARN;
- float mirr,mirg,mirb;
- float emit WARN;
- float alpha WARN;
- float ref;
- float translucency;
- float roughness;
- float darkness;
- float refrac;
-
- boost::shared_ptr<Group> group;
-
- short diff_shader WARN;
- short spec_shader WARN;
-
- boost::shared_ptr<MTex> mtex[18];
+ ID id FAIL;
+
+ float r,g,b WARN;
+ float specr,specg,specb WARN;
+ short har;
+ float ambr,ambg,ambb WARN;
+ float mirr,mirg,mirb;
+ float emit WARN;
+ float alpha WARN;
+ float ref;
+ float translucency;
+ float roughness;
+ float darkness;
+ float refrac;
+
+ boost::shared_ptr<Group> group;
+
+ short diff_shader WARN;
+ short spec_shader WARN;
+
+ boost::shared_ptr<MTex> mtex[18];
};
// -------------------------------------------------------------------------------
struct Mesh : ElemBase {
- ID id FAIL;
-
- int totface FAIL;
- int totedge FAIL;
- int totvert FAIL;
-
- short subdiv;
- short subdivr;
- short subsurftype;
- short smoothresh;
-
- vector<MFace> mface FAIL;
- vector<MTFace> mtface;
- vector<TFace> tface;
- vector<MVert> mvert FAIL;
- vector<MEdge> medge WARN;
- vector<MDeformVert> dvert;
- vector<MCol> mcol;
-
- vector< boost::shared_ptr<Material> > mat FAIL;
+ ID id FAIL;
+
+ int totface FAIL;
+ int totedge FAIL;
+ int totvert FAIL;
+
+ short subdiv;
+ short subdivr;
+ short subsurftype;
+ short smoothresh;
+
+ vector<MFace> mface FAIL;
+ vector<MTFace> mtface;
+ vector<TFace> tface;
+ vector<MVert> mvert FAIL;
+ vector<MEdge> medge WARN;
+ vector<MDeformVert> dvert;
+ vector<MCol> mcol;
+
+ vector< boost::shared_ptr<Material> > mat FAIL;
};
// -------------------------------------------------------------------------------
struct Library : ElemBase {
- ID id FAIL;
-
- char name[240] WARN;
- char filename[240] FAIL;
- boost::shared_ptr<Library> parent WARN;
+ ID id FAIL;
+
+ char name[240] WARN;
+ char filename[240] FAIL;
+ boost::shared_ptr<Library> parent WARN;
};
// -------------------------------------------------------------------------------
struct Camera : ElemBase {
- enum Type {
- Type_PERSP = 0
- ,Type_ORTHO = 1
- };
+ enum Type {
+ Type_PERSP = 0
+ ,Type_ORTHO = 1
+ };
- ID id FAIL;
+ ID id FAIL;
- // struct AnimData *adt;
+ // struct AnimData *adt;
- Type type,flag WARN;
- float angle WARN;
- //float passepartalpha, angle;
- //float clipsta, clipend;
- //float lens, ortho_scale, drawsize;
- //float shiftx, shifty;
+ Type type,flag WARN;
+ float angle WARN;
+ //float passepartalpha, angle;
+ //float clipsta, clipend;
+ //float lens, ortho_scale, drawsize;
+ //float shiftx, shifty;
- //float YF_dofdist, YF_aperture;
- //short YF_bkhtype, YF_bkhbias;
- //float YF_bkhrot;
+ //float YF_dofdist, YF_aperture;
+ //short YF_bkhtype, YF_bkhbias;
+ //float YF_bkhrot;
};
// -------------------------------------------------------------------------------
struct Lamp : ElemBase {
- enum FalloffType {
- FalloffType_Constant = 0x0
- ,FalloffType_InvLinear = 0x1
- ,FalloffType_InvSquare = 0x2
- //,FalloffType_Curve = 0x3
- //,FalloffType_Sliders = 0x4
- };
-
- enum Type {
- Type_Local = 0x0
- ,Type_Sun = 0x1
- ,Type_Spot = 0x2
- ,Type_Hemi = 0x3
- ,Type_Area = 0x4
- //,Type_YFPhoton = 0x5
- };
+ enum FalloffType {
+ FalloffType_Constant = 0x0
+ ,FalloffType_InvLinear = 0x1
+ ,FalloffType_InvSquare = 0x2
+ //,FalloffType_Curve = 0x3
+ //,FalloffType_Sliders = 0x4
+ };
+
+ enum Type {
+ Type_Local = 0x0
+ ,Type_Sun = 0x1
+ ,Type_Spot = 0x2
+ ,Type_Hemi = 0x3
+ ,Type_Area = 0x4
+ //,Type_YFPhoton = 0x5
+ };
ID id FAIL;
- //AnimData *adt;
-
+ //AnimData *adt;
+
Type type FAIL;
- short flags;
+ short flags;
//int mode;
-
+
short colormodel, totex;
float r,g,b,k WARN;
//float shdwr, shdwg, shdwb;
-
+
float energy, dist, spotsize, spotblend;
//float haint;
-
- float att1, att2;
+
+ float att1, att2;
//struct CurveMapping *curfalloff;
FalloffType falloff_type;
-
+
//float clipsta, clipend, shadspotsize;
//float bias, soft, compressthresh;
//short bufsize, samp, buffers, filtertype;
//char bufflag, buftype;
-
+
//short ray_samp, ray_sampy, ray_sampz;
//short ray_samp_type;
//short area_shape;
- //float area_size, area_sizey, area_sizez;
- //float adapt_thresh;
- //short ray_samp_method;
-
- //short texact, shadhalostep;
-
- //short sun_effect_type;
- //short skyblendtype;
- //float horizon_brightness;
- //float spread;
- float sun_brightness;
- //float sun_size;
- //float backscattered_light;
- //float sun_intensity;
- //float atm_turbidity;
- //float atm_inscattering_factor;
- //float atm_extinction_factor;
- //float atm_distance_factor;
- //float skyblendfac;
- //float sky_exposure;
- //short sky_colorspace;
-
- // int YF_numphotons, YF_numsearch;
- // short YF_phdepth, YF_useqmc, YF_bufsize, YF_pad;
- // float YF_causticblur, YF_ltradius;
-
- // float YF_glowint, YF_glowofs;
+ //float area_size, area_sizey, area_sizez;
+ //float adapt_thresh;
+ //short ray_samp_method;
+
+ //short texact, shadhalostep;
+
+ //short sun_effect_type;
+ //short skyblendtype;
+ //float horizon_brightness;
+ //float spread;
+ float sun_brightness;
+ //float sun_size;
+ //float backscattered_light;
+ //float sun_intensity;
+ //float atm_turbidity;
+ //float atm_inscattering_factor;
+ //float atm_extinction_factor;
+ //float atm_distance_factor;
+ //float skyblendfac;
+ //float sky_exposure;
+ //short sky_colorspace;
+
+ // int YF_numphotons, YF_numsearch;
+ // short YF_phdepth, YF_useqmc, YF_bufsize, YF_pad;
+ // float YF_causticblur, YF_ltradius;
+
+ // float YF_glowint, YF_glowofs;
// short YF_glowtype, YF_pad2;
-
- //struct Ipo *ipo;
- //struct MTex *mtex[18];
+
+ //struct Ipo *ipo;
+ //struct MTex *mtex[18];
// short pr_texture;
-
+
//struct PreviewImage *preview;
};
// -------------------------------------------------------------------------------
struct ModifierData : ElemBase {
- enum ModifierType {
+ enum ModifierType {
eModifierType_None = 0,
eModifierType_Subsurf,
eModifierType_Lattice,
@@ -402,282 +404,282 @@ struct ModifierData : ElemBase {
eModifierType_Surface,
eModifierType_Smoke,
eModifierType_ShapeKey
- };
+ };
- boost::shared_ptr<ElemBase> next WARN;
- boost::shared_ptr<ElemBase> prev WARN;
+ boost::shared_ptr<ElemBase> next WARN;
+ boost::shared_ptr<ElemBase> prev WARN;
- int type, mode;
- char name[32];
+ int type, mode;
+ char name[32];
};
// -------------------------------------------------------------------------------
struct SubsurfModifierData : ElemBase {
- enum Type {
-
- TYPE_CatmullClarke = 0x0,
- TYPE_Simple = 0x1
- };
-
- enum Flags {
- // some ommitted
- FLAGS_SubsurfUV =1<<3
- };
-
- ModifierData modifier FAIL;
- short subdivType WARN;
- short levels FAIL;
- short renderLevels ;
- short flags;
+ enum Type {
+
+ TYPE_CatmullClarke = 0x0,
+ TYPE_Simple = 0x1
+ };
+
+ enum Flags {
+ // some omitted
+ FLAGS_SubsurfUV =1<<3
+ };
+
+ ModifierData modifier FAIL;
+ short subdivType WARN;
+ short levels FAIL;
+ short renderLevels ;
+ short flags;
};
// -------------------------------------------------------------------------------
struct MirrorModifierData : ElemBase {
- enum Flags {
- Flags_CLIPPING =1<<0,
- Flags_MIRROR_U =1<<1,
- Flags_MIRROR_V =1<<2,
- Flags_AXIS_X =1<<3,
- Flags_AXIS_Y =1<<4,
- Flags_AXIS_Z =1<<5,
- Flags_VGROUP =1<<6
- };
-
- ModifierData modifier FAIL;
-
- short axis, flag;
- float tolerance;
- boost::shared_ptr<Object> mirror_ob;
+ enum Flags {
+ Flags_CLIPPING =1<<0,
+ Flags_MIRROR_U =1<<1,
+ Flags_MIRROR_V =1<<2,
+ Flags_AXIS_X =1<<3,
+ Flags_AXIS_Y =1<<4,
+ Flags_AXIS_Z =1<<5,
+ Flags_VGROUP =1<<6
+ };
+
+ ModifierData modifier FAIL;
+
+ short axis, flag;
+ float tolerance;
+ boost::shared_ptr<Object> mirror_ob;
};
// -------------------------------------------------------------------------------
struct Object : ElemBase {
- ID id FAIL;
-
- enum Type {
- Type_EMPTY = 0
- ,Type_MESH = 1
- ,Type_CURVE = 2
- ,Type_SURF = 3
- ,Type_FONT = 4
- ,Type_MBALL = 5
-
- ,Type_LAMP = 10
- ,Type_CAMERA = 11
-
- ,Type_WAVE = 21
- ,Type_LATTICE = 22
- };
-
- Type type FAIL;
- float obmat[4][4] WARN;
- float parentinv[4][4] WARN;
- char parsubstr[32] WARN;
-
- boost::shared_ptr<Object> parent WARN;
- boost::shared_ptr<Object> track WARN;
-
- boost::shared_ptr<Object> proxy,proxy_from,proxy_group WARN;
- boost::shared_ptr<Group> dup_group WARN;
- boost::shared_ptr<ElemBase> data FAIL;
-
- ListBase modifiers;
+ ID id FAIL;
+
+ enum Type {
+ Type_EMPTY = 0
+ ,Type_MESH = 1
+ ,Type_CURVE = 2
+ ,Type_SURF = 3
+ ,Type_FONT = 4
+ ,Type_MBALL = 5
+
+ ,Type_LAMP = 10
+ ,Type_CAMERA = 11
+
+ ,Type_WAVE = 21
+ ,Type_LATTICE = 22
+ };
+
+ Type type FAIL;
+ float obmat[4][4] WARN;
+ float parentinv[4][4] WARN;
+ char parsubstr[32] WARN;
+
+ Object* parent WARN;
+ boost::shared_ptr<Object> track WARN;
+
+ boost::shared_ptr<Object> proxy,proxy_from,proxy_group WARN;
+ boost::shared_ptr<Group> dup_group WARN;
+ boost::shared_ptr<ElemBase> data FAIL;
+
+ ListBase modifiers;
};
// -------------------------------------------------------------------------------
struct Base : ElemBase {
- boost::shared_ptr<Base> prev WARN;
- boost::shared_ptr<Base> next WARN;
- boost::shared_ptr<Object> object WARN;
+ Base* prev WARN;
+ boost::shared_ptr<Base> next WARN;
+ boost::shared_ptr<Object> object WARN;
};
// -------------------------------------------------------------------------------
struct Scene : ElemBase {
- ID id FAIL;
+ ID id FAIL;
- boost::shared_ptr<Object> camera WARN;
- boost::shared_ptr<World> world WARN;
- boost::shared_ptr<Base> basact WARN;
+ boost::shared_ptr<Object> camera WARN;
+ boost::shared_ptr<World> world WARN;
+ boost::shared_ptr<Base> basact WARN;
- ListBase base;
+ ListBase base;
};
// -------------------------------------------------------------------------------
struct Image : ElemBase {
- ID id FAIL;
+ ID id FAIL;
- char name[240] WARN;
+ char name[240] WARN;
- //struct anim *anim;
+ //struct anim *anim;
- short ok, flag;
- short source, type, pad, pad1;
- int lastframe;
+ short ok, flag;
+ short source, type, pad, pad1;
+ int lastframe;
- short tpageflag, totbind;
- short xrep, yrep;
- short twsta, twend;
- //unsigned int bindcode;
- //unsigned int *repbind;
+ short tpageflag, totbind;
+ short xrep, yrep;
+ short twsta, twend;
+ //unsigned int bindcode;
+ //unsigned int *repbind;
- boost::shared_ptr<PackedFile> packedfile;
- //struct PreviewImage * preview;
+ boost::shared_ptr<PackedFile> packedfile;
+ //struct PreviewImage * preview;
- float lastupdate;
- int lastused;
- short animspeed;
+ float lastupdate;
+ int lastused;
+ short animspeed;
- short gen_x, gen_y, gen_type;
+ short gen_x, gen_y, gen_type;
};
// -------------------------------------------------------------------------------
struct Tex : ElemBase {
- // actually, the only texture type we support is Type_IMAGE
- enum Type {
- Type_CLOUDS = 1
- ,Type_WOOD = 2
- ,Type_MARBLE = 3
- ,Type_MAGIC = 4
- ,Type_BLEND = 5
- ,Type_STUCCI = 6
- ,Type_NOISE = 7
- ,Type_IMAGE = 8
- ,Type_PLUGIN = 9
- ,Type_ENVMAP = 10
- ,Type_MUSGRAVE = 11
- ,Type_VORONOI = 12
- ,Type_DISTNOISE = 13
- ,Type_POINTDENSITY = 14
- ,Type_VOXELDATA = 15
- };
-
- ID id FAIL;
- // AnimData *adt;
-
- //float noisesize, turbul;
- //float bright, contrast, rfac, gfac, bfac;
- //float filtersize;
-
- //float mg_H, mg_lacunarity, mg_octaves, mg_offset, mg_gain;
- //float dist_amount, ns_outscale;
-
- //float vn_w1;
- //float vn_w2;
- //float vn_w3;
- //float vn_w4;
- //float vn_mexp;
- //short vn_distm, vn_coltype;
-
- //short noisedepth, noisetype;
- //short noisebasis, noisebasis2;
-
- //short imaflag, flag;
- Type type FAIL;
- //short stype;
-
- //float cropxmin, cropymin, cropxmax, cropymax;
- //int texfilter;
- //int afmax;
- //short xrepeat, yrepeat;
- //short extend;
-
- //short fie_ima;
- //int len;
- //int frames, offset, sfra;
-
- //float checkerdist, nabla;
- //float norfac;
-
- //ImageUser iuser;
-
- //bNodeTree *nodetree;
- //Ipo *ipo;
- boost::shared_ptr<Image> ima WARN;
- //PluginTex *plugin;
- //ColorBand *coba;
- //EnvMap *env;
- //PreviewImage * preview;
- //PointDensity *pd;
- //VoxelData *vd;
-
- //char use_nodes;
+ // actually, the only texture type we support is Type_IMAGE
+ enum Type {
+ Type_CLOUDS = 1
+ ,Type_WOOD = 2
+ ,Type_MARBLE = 3
+ ,Type_MAGIC = 4
+ ,Type_BLEND = 5
+ ,Type_STUCCI = 6
+ ,Type_NOISE = 7
+ ,Type_IMAGE = 8
+ ,Type_PLUGIN = 9
+ ,Type_ENVMAP = 10
+ ,Type_MUSGRAVE = 11
+ ,Type_VORONOI = 12
+ ,Type_DISTNOISE = 13
+ ,Type_POINTDENSITY = 14
+ ,Type_VOXELDATA = 15
+ };
+
+ ID id FAIL;
+ // AnimData *adt;
+
+ //float noisesize, turbul;
+ //float bright, contrast, rfac, gfac, bfac;
+ //float filtersize;
+
+ //float mg_H, mg_lacunarity, mg_octaves, mg_offset, mg_gain;
+ //float dist_amount, ns_outscale;
+
+ //float vn_w1;
+ //float vn_w2;
+ //float vn_w3;
+ //float vn_w4;
+ //float vn_mexp;
+ //short vn_distm, vn_coltype;
+
+ //short noisedepth, noisetype;
+ //short noisebasis, noisebasis2;
+
+ //short imaflag, flag;
+ Type type FAIL;
+ //short stype;
+
+ //float cropxmin, cropymin, cropxmax, cropymax;
+ //int texfilter;
+ //int afmax;
+ //short xrepeat, yrepeat;
+ //short extend;
+
+ //short fie_ima;
+ //int len;
+ //int frames, offset, sfra;
+
+ //float checkerdist, nabla;
+ //float norfac;
+
+ //ImageUser iuser;
+
+ //bNodeTree *nodetree;
+ //Ipo *ipo;
+ boost::shared_ptr<Image> ima WARN;
+ //PluginTex *plugin;
+ //ColorBand *coba;
+ //EnvMap *env;
+ //PreviewImage * preview;
+ //PointDensity *pd;
+ //VoxelData *vd;
+
+ //char use_nodes;
};
// -------------------------------------------------------------------------------
struct MTex : ElemBase {
- enum Projection {
- Proj_N = 0
- ,Proj_X = 1
- ,Proj_Y = 2
- ,Proj_Z = 3
- };
-
- enum Flag {
- Flag_RGBTOINT = 0x1
- ,Flag_STENCIL = 0x2
- ,Flag_NEGATIVE = 0x4
- ,Flag_ALPHAMIX = 0x8
- ,Flag_VIEWSPACE = 0x10
- };
-
- enum BlendType {
- BlendType_BLEND = 0
- ,BlendType_MUL = 1
- ,BlendType_ADD = 2
- ,BlendType_SUB = 3
- ,BlendType_DIV = 4
- ,BlendType_DARK = 5
- ,BlendType_DIFF = 6
- ,BlendType_LIGHT = 7
- ,BlendType_SCREEN = 8
- ,BlendType_OVERLAY = 9
- ,BlendType_BLEND_HUE = 10
- ,BlendType_BLEND_SAT = 11
- ,BlendType_BLEND_VAL = 12
- ,BlendType_BLEND_COLOR = 13
- };
-
- // short texco, mapto, maptoneg;
-
- BlendType blendtype;
- boost::shared_ptr<Object> object;
- boost::shared_ptr<Tex> tex;
- char uvname[32];
-
- Projection projx,projy,projz;
- char mapping;
- float ofs[3], size[3], rot;
-
- int texflag;
- short colormodel, pmapto, pmaptoneg;
- //short normapspace, which_output;
- //char brush_map_mode;
- float r,g,b,k WARN;
- //float def_var, rt;
-
- //float colfac, varfac;
-
- //float norfac, dispfac, warpfac;
- float colspecfac, mirrfac, alphafac;
- float difffac, specfac, emitfac, hardfac;
- //float raymirrfac, translfac, ambfac;
- //float colemitfac, colreflfac, coltransfac;
- //float densfac, scatterfac, reflfac;
-
- //float timefac, lengthfac, clumpfac;
- //float kinkfac, roughfac, padensfac;
- //float lifefac, sizefac, ivelfac, pvelfac;
- //float shadowfac;
- //float zenupfac, zendownfac, blendfac;
+ enum Projection {
+ Proj_N = 0
+ ,Proj_X = 1
+ ,Proj_Y = 2
+ ,Proj_Z = 3
+ };
+
+ enum Flag {
+ Flag_RGBTOINT = 0x1
+ ,Flag_STENCIL = 0x2
+ ,Flag_NEGATIVE = 0x4
+ ,Flag_ALPHAMIX = 0x8
+ ,Flag_VIEWSPACE = 0x10
+ };
+
+ enum BlendType {
+ BlendType_BLEND = 0
+ ,BlendType_MUL = 1
+ ,BlendType_ADD = 2
+ ,BlendType_SUB = 3
+ ,BlendType_DIV = 4
+ ,BlendType_DARK = 5
+ ,BlendType_DIFF = 6
+ ,BlendType_LIGHT = 7
+ ,BlendType_SCREEN = 8
+ ,BlendType_OVERLAY = 9
+ ,BlendType_BLEND_HUE = 10
+ ,BlendType_BLEND_SAT = 11
+ ,BlendType_BLEND_VAL = 12
+ ,BlendType_BLEND_COLOR = 13
+ };
+
+ // short texco, mapto, maptoneg;
+
+ BlendType blendtype;
+ boost::shared_ptr<Object> object;
+ boost::shared_ptr<Tex> tex;
+ char uvname[32];
+
+ Projection projx,projy,projz;
+ char mapping;
+ float ofs[3], size[3], rot;
+
+ int texflag;
+ short colormodel, pmapto, pmaptoneg;
+ //short normapspace, which_output;
+ //char brush_map_mode;
+ float r,g,b,k WARN;
+ //float def_var, rt;
+
+ //float colfac, varfac;
+
+ //float norfac, dispfac, warpfac;
+ float colspecfac, mirrfac, alphafac;
+ float difffac, specfac, emitfac, hardfac;
+ //float raymirrfac, translfac, ambfac;
+ //float colemitfac, colreflfac, coltransfac;
+ //float densfac, scatterfac, reflfac;
+
+ //float timefac, lengthfac, clumpfac;
+ //float kinkfac, roughfac, padensfac;
+ //float lifefac, sizefac, ivelfac, pvelfac;
+ //float shadowfac;
+ //float zenupfac, zendownfac, blendfac;
};
- }
+ }
}
#endif
diff --git a/src/3rdparty/assimp/code/BlenderSceneGen.h b/src/3rdparty/assimp/code/BlenderSceneGen.h
index 3ef5d341d..99c673189 100644
--- a/src/3rdparty/assimp/code/BlenderSceneGen.h
+++ b/src/3rdparty/assimp/code/BlenderSceneGen.h
@@ -5,8 +5,8 @@ Open Asset Import Library (ASSIMP)
Copyright (c) 2006-2010, ASSIMP Development Team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -23,16 +23,16 @@ following conditions are met:
derived from this software without specific prior
written permission of the ASSIMP Development Team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -44,8 +44,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef INCLUDED_AI_BLEND_SCENEGEN_H
#define INCLUDED_AI_BLEND_SCENEGEN_H
-namespace Assimp {
- namespace Blender {
+namespace Assimp {
+ namespace Blender {
template <> void Structure :: Convert<Object> (
@@ -217,7 +217,7 @@ template <> void Structure :: Convert<MirrorModifierData> (
;
- }
+ }
}
#endif
diff --git a/src/3rdparty/assimp/code/BlobIOSystem.h b/src/3rdparty/assimp/code/BlobIOSystem.h
new file mode 100644
index 000000000..bf578768c
--- /dev/null
+++ b/src/3rdparty/assimp/code/BlobIOSystem.h
@@ -0,0 +1,326 @@
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
+conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+---------------------------------------------------------------------------
+*/
+
+/** @file Provides cheat implementations for IOSystem and IOStream to
+ * redirect exporter output to a blob chain.*/
+
+#ifndef AI_BLOBIOSYSTEM_H_INCLUDED
+#define AI_BLOBIOSYSTEM_H_INCLUDED
+
+namespace Assimp {
+ class BlobIOSystem;
+
+// --------------------------------------------------------------------------------------------
+/** Redirect IOStream to a blob */
+// --------------------------------------------------------------------------------------------
+class BlobIOStream : public IOStream
+{
+public:
+
+ BlobIOStream(BlobIOSystem* creator, const std::string& file, size_t initial = 4096)
+ : buffer()
+ , cur_size()
+ , file_size()
+ , cursor()
+ , initial(initial)
+ , file(file)
+ , creator(creator)
+ {
+ }
+
+
+ virtual ~BlobIOStream();
+
+public:
+
+ // -------------------------------------------------------------------
+ aiExportDataBlob* GetBlob()
+ {
+ aiExportDataBlob* blob = new aiExportDataBlob();
+ blob->size = file_size;
+ blob->data = buffer;
+
+ buffer = NULL;
+
+ return blob;
+ }
+
+
+public:
+
+
+ // -------------------------------------------------------------------
+ virtual size_t Read(void* pvBuffer,
+ size_t pSize,
+ size_t pCount)
+ {
+ return 0;
+ }
+
+ // -------------------------------------------------------------------
+ virtual size_t Write(const void* pvBuffer,
+ size_t pSize,
+ size_t pCount)
+ {
+ pSize *= pCount;
+ if (cursor + pSize > cur_size) {
+ Grow(cursor + pSize);
+ }
+
+ memcpy(buffer+cursor, pvBuffer, pSize);
+ cursor += pSize;
+
+ file_size = std::max(file_size,cursor);
+ return pCount;
+ }
+
+ // -------------------------------------------------------------------
+ virtual aiReturn Seek(size_t pOffset,
+ aiOrigin pOrigin)
+ {
+ switch(pOrigin)
+ {
+ case aiOrigin_CUR:
+ cursor += pOffset;
+
+ case aiOrigin_END:
+ cursor = file_size - pOffset;
+
+ case aiOrigin_SET:
+ cursor = pOffset;
+ break;
+
+ default:
+ return AI_FAILURE;
+ }
+
+ if (cursor > file_size) {
+ Grow(cursor);
+ }
+
+ file_size = std::max(cursor,file_size);
+ return AI_SUCCESS;
+ }
+
+ // -------------------------------------------------------------------
+ virtual size_t Tell() const
+ {
+ return cursor;
+ }
+
+ // -------------------------------------------------------------------
+ virtual size_t FileSize() const
+ {
+ return file_size;
+ }
+
+ // -------------------------------------------------------------------
+ virtual void Flush()
+ {
+ // ignore
+ }
+
+
+
+private:
+
+ // -------------------------------------------------------------------
+ void Grow(size_t need = 0)
+ {
+ // 1.5 and phi are very heap-friendly growth factors (the first
+ // allows for frequent re-use of heap blocks, the second
+ // forms a fibonacci sequence with similar characteristics -
+ // since this heavily depends on the heap implementation
+ // and other factors as well, i'll just go with 1.5 since
+ // it is quicker to compute).
+ size_t new_size = std::max(initial, std::max( need, cur_size+(cur_size>>1) ));
+
+ const uint8_t* const old = buffer;
+ buffer = new uint8_t[new_size];
+
+ if (old) {
+ memcpy(buffer,old,cur_size);
+ delete[] old;
+ }
+
+ cur_size = new_size;
+ }
+
+private:
+
+ uint8_t* buffer;
+ size_t cur_size,file_size, cursor, initial;
+
+ const std::string file;
+ BlobIOSystem* const creator;
+};
+
+
+#define AI_BLOBIO_MAGIC "$blobfile"
+
+// --------------------------------------------------------------------------------------------
+/** Redirect IOSystem to a blob */
+// --------------------------------------------------------------------------------------------
+class BlobIOSystem : public IOSystem
+{
+
+ friend class BlobIOStream;
+ typedef std::pair<std::string, aiExportDataBlob*> BlobEntry;
+
+public:
+
+ BlobIOSystem()
+ {
+ }
+
+ virtual ~BlobIOSystem()
+ {
+ BOOST_FOREACH(BlobEntry& blobby, blobs) {
+ delete blobby.second;
+ }
+ }
+
+public:
+
+ // -------------------------------------------------------------------
+ const char* GetMagicFileName() const
+ {
+ return AI_BLOBIO_MAGIC;
+ }
+
+
+ // -------------------------------------------------------------------
+ aiExportDataBlob* GetBlobChain()
+ {
+ // one must be the master
+ aiExportDataBlob* master = NULL, *cur;
+ BOOST_FOREACH(const BlobEntry& blobby, blobs) {
+ if (blobby.first == AI_BLOBIO_MAGIC) {
+ master = blobby.second;
+ break;
+ }
+ }
+ if (!master) {
+ DefaultLogger::get()->error("BlobIOSystem: no data written or master file was not closed properly.");
+ return NULL;
+ }
+
+ master->name.Set("");
+
+ cur = master;
+ BOOST_FOREACH(const BlobEntry& blobby, blobs) {
+ if (blobby.second == master) {
+ continue;
+ }
+
+ cur->next = blobby.second;
+ cur = cur->next;
+
+ // extract the file extension from the file written
+ const std::string::size_type s = blobby.first.find_first_of('.');
+ cur->name.Set(s == std::string::npos ? blobby.first : blobby.first.substr(s+1));
+ }
+
+ // give up blob ownership
+ blobs.clear();
+ return master;
+ }
+
+public:
+
+ // -------------------------------------------------------------------
+ virtual bool Exists( const char* pFile) const {
+ return created.find(std::string(pFile)) != created.end();
+ }
+
+
+ // -------------------------------------------------------------------
+ virtual char getOsSeparator() const {
+ return '/';
+ }
+
+
+ // -------------------------------------------------------------------
+ virtual IOStream* Open(const char* pFile,
+ const char* pMode)
+ {
+ if (pMode[0] != 'w') {
+ return NULL;
+ }
+
+ created.insert(std::string(pFile));
+ return new BlobIOStream(this,std::string(pFile));
+ }
+
+ // -------------------------------------------------------------------
+ virtual void Close( IOStream* pFile)
+ {
+ delete pFile;
+ }
+
+private:
+
+ // -------------------------------------------------------------------
+ void OnDestruct(const std::string& filename, BlobIOStream* child)
+ {
+ // we don't know in which the files are closed, so we
+ // can't reliably say that the first must be the master
+ // file ...
+ blobs.push_back( BlobEntry(filename,child->GetBlob()) );
+ }
+
+private:
+ std::set<std::string> created;
+ std::vector< BlobEntry > blobs;
+};
+
+
+// --------------------------------------------------------------------------------------------
+BlobIOStream :: ~BlobIOStream()
+{
+ creator->OnDestruct(file,this);
+ delete[] buffer;
+}
+
+
+} // end Assimp
+
+#endif
diff --git a/src/3rdparty/assimp/code/BoostWorkaround/boost/LICENSE_1_0.txt b/src/3rdparty/assimp/code/BoostWorkaround/boost/LICENSE_1_0.txt
index 36b7cd93c..127a5bc39 100644
--- a/src/3rdparty/assimp/code/BoostWorkaround/boost/LICENSE_1_0.txt
+++ b/src/3rdparty/assimp/code/BoostWorkaround/boost/LICENSE_1_0.txt
@@ -20,4 +20,4 @@ FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT
SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE
FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE,
ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
-DEALINGS IN THE SOFTWARE.
+DEALINGS IN THE SOFTWARE. \ No newline at end of file
diff --git a/src/3rdparty/assimp/code/BoostWorkaround/boost/foreach.hpp b/src/3rdparty/assimp/code/BoostWorkaround/boost/foreach.hpp
index e244cd57e..404d325c6 100644
--- a/src/3rdparty/assimp/code/BoostWorkaround/boost/foreach.hpp
+++ b/src/3rdparty/assimp/code/BoostWorkaround/boost/foreach.hpp
@@ -76,17 +76,23 @@ typename T::reference deref(auto_any_base const& cur, T&)
return *auto_any_cast<typename T::iterator>(cur);
}
+template<typename T>
+typename T::const_reference deref(auto_any_base const& cur, const T&)
+{
+ return *auto_any_cast<typename T::iterator>(cur);
+}
+
} // end foreach_detail
///////////////////////////////////////////////////////////////////////////////
// FOREACH
#define BOOST_FOREACH(item, container) \
- if (boost::foreach_detail::auto_any_base const& b = boost::foreach_detail::begin(container)) {} else \
- if (boost::foreach_detail::auto_any_base const& e = boost::foreach_detail::end(container)) {} else \
- for (;!boost::foreach_detail::done(b,e,container); boost::foreach_detail::next(b,container)) \
- if (bool ugly_and_unique_break = false) {} else \
- for (item = boost::foreach_detail::deref(b,container); !ugly_and_unique_break; ugly_and_unique_break = true)
+ if(boost::foreach_detail::auto_any_base const& foreach_magic_b = boost::foreach_detail::begin(container)) {} else \
+ if(boost::foreach_detail::auto_any_base const& foreach_magic_e = boost::foreach_detail::end(container)) {} else \
+ for(;!boost::foreach_detail::done(foreach_magic_b,foreach_magic_e,container); boost::foreach_detail::next(foreach_magic_b,container)) \
+ if (bool ugly_and_unique_break = false) {} else \
+ for(item = boost::foreach_detail::deref(foreach_magic_b,container); !ugly_and_unique_break; ugly_and_unique_break = true)
} // end boost
diff --git a/src/3rdparty/assimp/code/BoostWorkaround/boost/format.hpp b/src/3rdparty/assimp/code/BoostWorkaround/boost/format.hpp
index 30404adad..d250c5533 100644
--- a/src/3rdparty/assimp/code/BoostWorkaround/boost/format.hpp
+++ b/src/3rdparty/assimp/code/BoostWorkaround/boost/format.hpp
@@ -14,72 +14,68 @@
#include <string>
#include <vector>
-#if defined(__QNXNTO__)
-#include <unistd.h>
-#endif
-
namespace boost
{
- class format
- {
- public:
- format (const std::string& _d)
- : d(_d)
- {
- }
-
- template <typename T>
- format& operator % (T in)
- {
- // XXX add replacement for boost::lexical_cast?
-
- std::stringstream ss;
- ss << in; // note: ss cannot be an rvalue, or the global operator << (const char*) is not called for T == const char*.
- chunks.push_back( ss.str());
- return *this;
- }
-
-
- operator std::string () const {
- std::string res; // pray for NRVO to kick in
-
- size_t start = 0, last = 0;
-
- std::vector<std::string>::const_iterator chunkin = chunks.begin();
-
- for ( start = d.find('%');start != std::string::npos; start = d.find('%',last)) {
- res += d.substr(last,start-last);
- last = start+2;
- if (d[start+1] == '%') {
- res += "%";
- continue;
- }
-
- if (chunkin == chunks.end()) {
- break;
- }
-
- res += *chunkin++;
- }
- res += d.substr(last);
- return res;
- }
-
- private:
- std::string d;
- std::vector<std::string> chunks;
- };
-
- inline std::string str(const std::string& s) {
- return s;
- }
+ class format
+ {
+ public:
+ format (const std::string& _d)
+ : d(_d)
+ {
+ }
+
+ template <typename T>
+ format& operator % (T in)
+ {
+ // XXX add replacement for boost::lexical_cast?
+
+ std::ostringstream ss;
+ ss << in; // note: ss cannot be an rvalue, or the global operator << (const char*) is not called for T == const char*.
+ chunks.push_back( ss.str());
+ return *this;
+ }
+
+
+ operator std::string () const {
+ std::string res; // pray for NRVO to kick in
+
+ size_t start = 0, last = 0;
+
+ std::vector<std::string>::const_iterator chunkin = chunks.begin();
+
+ for ( start = d.find('%');start != std::string::npos; start = d.find('%',last)) {
+ res += d.substr(last,start-last);
+ last = start+2;
+ if (d[start+1] == '%') {
+ res += "%";
+ continue;
+ }
+
+ if (chunkin == chunks.end()) {
+ break;
+ }
+
+ res += *chunkin++;
+ }
+ res += d.substr(last);
+ return res;
+ }
+
+ private:
+ std::string d;
+ std::vector<std::string> chunks;
+ };
+
+ inline std::string str(const std::string& s) {
+ return s;
+ }
}
#else
-# error "format.h was already included"
+# error "format.h was already included"
#endif //
#endif // !! AI_BOOST_FORMAT_DUMMY_INCLUDED
diff --git a/src/3rdparty/assimp/code/BoostWorkaround/boost/lexical_cast.hpp b/src/3rdparty/assimp/code/BoostWorkaround/boost/lexical_cast.hpp
index 6c3f78198..2c97ab649 100644
--- a/src/3rdparty/assimp/code/BoostWorkaround/boost/lexical_cast.hpp
+++ b/src/3rdparty/assimp/code/BoostWorkaround/boost/lexical_cast.hpp
@@ -6,18 +6,19 @@
namespace boost
{
- /// A quick replacement for boost::lexical_cast - should work for all types a stringstream can handle
- template <typename TargetType, typename SourceType>
- TargetType lexical_cast( const SourceType& source)
- {
- std::stringstream stream;
- TargetType result;
+ /// A quick replacement for boost::lexical_cast - should work for all types a stringstream can handle
+ template <typename TargetType, typename SourceType>
+ TargetType lexical_cast( const SourceType& source)
+ {
+ std::stringstream stream;
+ TargetType result;
- stream << source;
- stream >> result;
- return result;
- }
+ stream << source;
+ stream >> result;
+ return result;
+ }
} // namespace boost
#endif // __AI_BOOST_WORKAROUND_LEXICAL_CAST
+
diff --git a/src/3rdparty/assimp/code/BoostWorkaround/boost/make_shared.hpp b/src/3rdparty/assimp/code/BoostWorkaround/boost/make_shared.hpp
new file mode 100644
index 000000000..d1abb1be6
--- /dev/null
+++ b/src/3rdparty/assimp/code/BoostWorkaround/boost/make_shared.hpp
@@ -0,0 +1,57 @@
+
+// please note that this replacement implementation does not
+// provide the performance benefit of the original, which
+// makes only one allocation as opposed to two allocations
+// (smart pointer counter and payload) which are usually
+// required if object and smart pointer are constructed
+// independently.
+
+#ifndef INCLUDED_AI_BOOST_MAKE_SHARED
+#define INCLUDED_AI_BOOST_MAKE_SHARED
+
+
+namespace boost {
+
+ template <typename T>
+ shared_ptr<T> make_shared() {
+ return shared_ptr<T>(new T());
+ }
+
+ template <typename T, typename T0>
+ shared_ptr<T> make_shared(const T0& t0) {
+ return shared_ptr<T>(new T(t0));
+ }
+
+ template <typename T, typename T0,typename T1>
+ shared_ptr<T> make_shared(const T0& t0, const T1& t1) {
+ return shared_ptr<T>(new T(t0,t1));
+ }
+
+ template <typename T, typename T0,typename T1,typename T2>
+ shared_ptr<T> make_shared(const T0& t0, const T1& t1, const T2& t2) {
+ return shared_ptr<T>(new T(t0,t1,t2));
+ }
+
+ template <typename T, typename T0,typename T1,typename T2,typename T3>
+ shared_ptr<T> make_shared(const T0& t0, const T1& t1, const T2& t2, const T3& t3) {
+ return shared_ptr<T>(new T(t0,t1,t2,t3));
+ }
+
+ template <typename T, typename T0,typename T1,typename T2,typename T3, typename T4>
+ shared_ptr<T> make_shared(const T0& t0, const T1& t1, const T2& t2, const T3& t3, const T4& t4) {
+ return shared_ptr<T>(new T(t0,t1,t2,t3,t4));
+ }
+
+ template <typename T, typename T0,typename T1,typename T2,typename T3, typename T4, typename T5>
+ shared_ptr<T> make_shared(const T0& t0, const T1& t1, const T2& t2, const T3& t3, const T4& t4, const T5& t5) {
+ return shared_ptr<T>(new T(t0,t1,t2,t3,t4,t5));
+ }
+
+ template <typename T, typename T0,typename T1,typename T2,typename T3, typename T4, typename T5, typename T6>
+ shared_ptr<T> make_shared(const T0& t0, const T1& t1, const T2& t2, const T3& t3, const T4& t4, const T5& t5, const T6& t6) {
+ return shared_ptr<T>(new T(t0,t1,t2,t3,t4,t5,t6));
+ }
+}
+
+
+#endif
diff --git a/src/3rdparty/assimp/code/BoostWorkaround/boost/math/common_factor_rt.hpp b/src/3rdparty/assimp/code/BoostWorkaround/boost/math/common_factor_rt.hpp
index 76dd9b109..f7615f974 100644
--- a/src/3rdparty/assimp/code/BoostWorkaround/boost/math/common_factor_rt.hpp
+++ b/src/3rdparty/assimp/code/BoostWorkaround/boost/math/common_factor_rt.hpp
@@ -4,32 +4,32 @@
#define BOOST_MATH_COMMON_FACTOR_RT_HPP
-namespace boost {
-namespace math {
+namespace boost {
+namespace math {
// TODO: use binary GCD for unsigned integers ....
template < typename IntegerType >
IntegerType gcd( IntegerType a, IntegerType b )
{
- const IntegerType zero = (IntegerType)0;
- while ( true )
- {
- if ( a == zero )
- return b;
- b %= a;
-
- if ( b == zero )
- return a;
- a %= b;
- }
+ const IntegerType zero = (IntegerType)0;
+ while ( true )
+ {
+ if ( a == zero )
+ return b;
+ b %= a;
+
+ if ( b == zero )
+ return a;
+ a %= b;
+ }
}
template < typename IntegerType >
IntegerType lcm( IntegerType a, IntegerType b )
{
- const IntegerType t = gcd (a,b);
- if (!t)return t;
- return a / t * b;
+ const IntegerType t = gcd (a,b);
+ if (!t)return t;
+ return a / t * b;
}
}}
diff --git a/src/3rdparty/assimp/code/BoostWorkaround/boost/noncopyable.hpp b/src/3rdparty/assimp/code/BoostWorkaround/boost/noncopyable.hpp
new file mode 100644
index 000000000..7770bdbd3
--- /dev/null
+++ b/src/3rdparty/assimp/code/BoostWorkaround/boost/noncopyable.hpp
@@ -0,0 +1,36 @@
+// Boost noncopyable.hpp header file --------------------------------------//
+
+// (C) Copyright Beman Dawes 1999-2003. Distributed under the Boost
+// Software License, Version 1.0. (See accompanying file
+// LICENSE_1_0.txt or copy at http://www.boost.org/LICENSE_1_0.txt)
+
+// See http://www.boost.org/libs/utility for documentation.
+
+#ifndef BOOST_NONCOPYABLE_HPP_INCLUDED
+#define BOOST_NONCOPYABLE_HPP_INCLUDED
+
+namespace boost {
+
+// Private copy constructor and copy assignment ensure classes derived from
+// class noncopyable cannot be copied.
+
+// Contributed by Dave Abrahams
+
+namespace noncopyable_ // protection from unintended ADL
+{
+ class noncopyable
+ {
+ protected:
+ noncopyable() {}
+ ~noncopyable() {}
+ private: // emphasize the following members are private
+ noncopyable( const noncopyable& );
+ const noncopyable& operator=( const noncopyable& );
+ };
+}
+
+typedef noncopyable_::noncopyable noncopyable;
+
+} // namespace boost
+
+#endif // BOOST_NONCOPYABLE_HPP_INCLUDED
diff --git a/src/3rdparty/assimp/code/BoostWorkaround/boost/pointer_cast.hpp b/src/3rdparty/assimp/code/BoostWorkaround/boost/pointer_cast.hpp
index ce188c13c..6e532ebdd 100644
--- a/src/3rdparty/assimp/code/BoostWorkaround/boost/pointer_cast.hpp
+++ b/src/3rdparty/assimp/code/BoostWorkaround/boost/pointer_cast.hpp
@@ -1,8 +1,8 @@
//////////////////////////////////////////////////////////////////////////////
//
-// (C) Copyright Ion Gaztanaga 2005.
-// Distributed under the Boost Software License, Version 1.0.
-// (See accompanying file LICENSE_1_0.txt or copy at
+// (C) Copyright Ion Gaztanaga 2005.
+// Distributed under the Boost Software License, Version 1.0.
+// (See accompanying file LICENSE_1_0.txt or copy at
// http://www.boost.org/LICENSE_1_0.txt)
//
//////////////////////////////////////////////////////////////////////////////
@@ -10,33 +10,33 @@
#ifndef BOOST_POINTER_CAST_HPP
#define BOOST_POINTER_CAST_HPP
-namespace boost {
+namespace boost {
//static_pointer_cast overload for raw pointers
template<class T, class U>
inline T* static_pointer_cast(U *ptr)
-{
+{
return static_cast<T*>(ptr);
}
//dynamic_pointer_cast overload for raw pointers
template<class T, class U>
inline T* dynamic_pointer_cast(U *ptr)
-{
+{
return dynamic_cast<T*>(ptr);
}
//const_pointer_cast overload for raw pointers
template<class T, class U>
inline T* const_pointer_cast(U *ptr)
-{
+{
return const_cast<T*>(ptr);
}
//reinterpret_pointer_cast overload for raw pointers
template<class T, class U>
inline T* reinterpret_pointer_cast(U *ptr)
-{
+{
return reinterpret_cast<T*>(ptr);
}
diff --git a/src/3rdparty/assimp/code/BoostWorkaround/boost/scoped_array.hpp b/src/3rdparty/assimp/code/BoostWorkaround/boost/scoped_array.hpp
index ebb97171b..fb1b11544 100644
--- a/src/3rdparty/assimp/code/BoostWorkaround/boost/scoped_array.hpp
+++ b/src/3rdparty/assimp/code/BoostWorkaround/boost/scoped_array.hpp
@@ -12,68 +12,68 @@ class scoped_array
{
public:
- // provide a default construtctor
- scoped_array()
- : ptr(0)
- {
- }
-
- // construction from an existing heap object of type T
- scoped_array(T* _ptr)
- : ptr(_ptr)
- {
- }
-
- // automatic destruction of the wrapped object at the
- // end of our lifetime
- ~scoped_array()
- {
- delete[] ptr;
- }
-
- inline T* get()
- {
- return ptr;
- }
-
- inline T* operator-> ()
- {
- return ptr;
- }
-
- inline void reset (T* t = 0)
- {
- delete[] ptr;
- ptr = t;
- }
-
- T & operator[](std::ptrdiff_t i) const
- {
- return ptr[i];
- }
-
- void swap(scoped_array & b)
- {
- std::swap(ptr, b.ptr);
- }
+ // provide a default construtctor
+ scoped_array()
+ : ptr(0)
+ {
+ }
+
+ // construction from an existing heap object of type T
+ scoped_array(T* _ptr)
+ : ptr(_ptr)
+ {
+ }
+
+ // automatic destruction of the wrapped object at the
+ // end of our lifetime
+ ~scoped_array()
+ {
+ delete[] ptr;
+ }
+
+ inline T* get()
+ {
+ return ptr;
+ }
+
+ inline T* operator-> ()
+ {
+ return ptr;
+ }
+
+ inline void reset (T* t = 0)
+ {
+ delete[] ptr;
+ ptr = t;
+ }
+
+ T & operator[](std::ptrdiff_t i) const
+ {
+ return ptr[i];
+ }
+
+ void swap(scoped_array & b)
+ {
+ std::swap(ptr, b.ptr);
+ }
private:
- // encapsulated object pointer
- T* ptr;
+ // encapsulated object pointer
+ T* ptr;
};
template<class T>
inline void swap(scoped_array<T> & a, scoped_array<T> & b)
{
- a.swap(b);
+ a.swap(b);
}
} // end of namespace boost
#else
-# error "scoped_array.h was already included"
+# error "scoped_array.h was already included"
#endif
#endif // __AI_BOOST_SCOPED_ARRAY_INCLUDED
diff --git a/src/3rdparty/assimp/code/BoostWorkaround/boost/scoped_ptr.hpp b/src/3rdparty/assimp/code/BoostWorkaround/boost/scoped_ptr.hpp
index 1ddee564a..80c394def 100644
--- a/src/3rdparty/assimp/code/BoostWorkaround/boost/scoped_ptr.hpp
+++ b/src/3rdparty/assimp/code/BoostWorkaround/boost/scoped_ptr.hpp
@@ -12,68 +12,68 @@ class scoped_ptr
{
public:
- // provide a default construtctor
- scoped_ptr()
- : ptr(0)
- {
- }
-
- // construction from an existing heap object of type T
- scoped_ptr(T* _ptr)
- : ptr(_ptr)
- {
- }
-
- // automatic destruction of the wrapped object at the
- // end of our lifetime
- ~scoped_ptr()
- {
- delete ptr;
- }
-
- inline T* get() const
- {
- return ptr;
- }
-
- inline operator T*()
- {
- return ptr;
- }
-
- inline T* operator-> ()
- {
- return ptr;
- }
-
- inline void reset (T* t = 0)
- {
- delete ptr;
- ptr = t;
- }
-
- void swap(scoped_ptr & b)
- {
- std::swap(ptr, b.ptr);
- }
+ // provide a default construtctor
+ scoped_ptr()
+ : ptr(0)
+ {
+ }
+
+ // construction from an existing heap object of type T
+ scoped_ptr(T* _ptr)
+ : ptr(_ptr)
+ {
+ }
+
+ // automatic destruction of the wrapped object at the
+ // end of our lifetime
+ ~scoped_ptr()
+ {
+ delete ptr;
+ }
+
+ inline T* get() const
+ {
+ return ptr;
+ }
+
+ inline operator T*()
+ {
+ return ptr;
+ }
+
+ inline T* operator-> ()
+ {
+ return ptr;
+ }
+
+ inline void reset (T* t = 0)
+ {
+ delete ptr;
+ ptr = t;
+ }
+
+ void swap(scoped_ptr & b)
+ {
+ std::swap(ptr, b.ptr);
+ }
private:
- // encapsulated object pointer
- T* ptr;
+ // encapsulated object pointer
+ T* ptr;
};
template<class T>
inline void swap(scoped_ptr<T> & a, scoped_ptr<T> & b)
{
- a.swap(b);
+ a.swap(b);
}
} // end of namespace boost
#else
-# error "scoped_ptr.h was already included"
+# error "scoped_ptr.h was already included"
#endif
#endif // __AI_BOOST_SCOPED_PTR_INCLUDED
diff --git a/src/3rdparty/assimp/code/BoostWorkaround/boost/shared_array.hpp b/src/3rdparty/assimp/code/BoostWorkaround/boost/shared_array.hpp
index ad58bd0d4..872d57665 100644
--- a/src/3rdparty/assimp/code/BoostWorkaround/boost/shared_array.hpp
+++ b/src/3rdparty/assimp/code/BoostWorkaround/boost/shared_array.hpp
@@ -7,61 +7,61 @@
// ------------------------------
// Internal stub
namespace boost {
- namespace array_detail {
- class controller {
- public:
-
- controller()
- : cnt(1)
- {}
-
- public:
-
- template <typename T>
- controller* decref(T* pt) {
- if (--cnt <= 0) {
- delete this;
- delete[] pt;
- }
- return NULL;
- }
-
- controller* incref() {
- ++cnt;
- return this;
- }
-
- long get() const {
- return cnt;
- }
-
- private:
- long cnt;
- };
-
- struct empty {};
-
- template <typename DEST, typename SRC>
- struct is_convertible_stub {
-
- struct yes {char s[1];};
- struct no {char s[2];};
-
- static yes foo(DEST*);
- static no foo(...);
-
- enum {result = (sizeof(foo((SRC*)0)) == sizeof(yes) ? 1 : 0)};
- };
-
- template <bool> struct enable_if {};
- template <> struct enable_if<true> {
- typedef empty result;
- };
-
- template <typename DEST, typename SRC>
- struct is_convertible : public enable_if<is_convertible_stub<DEST,SRC>::result > {
- };
- }
+ namespace array_detail {
+ class controller {
+ public:
+
+ controller()
+ : cnt(1)
+ {}
+
+ public:
+
+ template <typename T>
+ controller* decref(T* pt) {
+ if (--cnt <= 0) {
+ delete this;
+ delete[] pt;
+ }
+ return NULL;
+ }
+
+ controller* incref() {
+ ++cnt;
+ return this;
+ }
+
+ long get() const {
+ return cnt;
+ }
+
+ private:
+ long cnt;
+ };
+
+ struct empty {};
+
+ template <typename DEST, typename SRC>
+ struct is_convertible_stub {
+
+ struct yes {char s[1];};
+ struct no {char s[2];};
+
+ static yes foo(DEST*);
+ static no foo(...);
+
+ enum {result = (sizeof(foo((SRC*)0)) == sizeof(yes) ? 1 : 0)};
+ };
+
+ template <bool> struct enable_if {};
+ template <> struct enable_if<true> {
+ typedef empty result;
+ };
+
+ template <typename DEST, typename SRC>
+ struct is_convertible : public enable_if<is_convertible_stub<DEST,SRC>::result > {
+ };
+ }
// ------------------------------
// Small replacement for boost::shared_array, not threadsafe because no
@@ -70,159 +70,159 @@ namespace boost {
template <class T>
class shared_array
{
- template <typename TT> friend class shared_array;
+ template <typename TT> friend class shared_array;
- template<class TT> friend bool operator== (const shared_array<TT>& a, const shared_array<TT>& b);
- template<class TT> friend bool operator!= (const shared_array<TT>& a, const shared_array<TT>& b);
- template<class TT> friend bool operator< (const shared_array<TT>& a, const shared_array<TT>& b);
+ template<class TT> friend bool operator== (const shared_array<TT>& a, const shared_array<TT>& b);
+ template<class TT> friend bool operator!= (const shared_array<TT>& a, const shared_array<TT>& b);
+ template<class TT> friend bool operator< (const shared_array<TT>& a, const shared_array<TT>& b);
public:
- typedef T element_type;
+ typedef T element_type;
public:
- // provide a default constructor
- shared_array()
- : ptr()
- , ctr(NULL)
- {
- }
-
- // construction from an existing object of type T
- explicit shared_array(T* ptr)
- : ptr(ptr)
- , ctr(ptr ? new array_detail::controller() : NULL)
- {
- }
-
- shared_array(const shared_array& r)
- : ptr(r.ptr)
- , ctr(r.ctr ? r.ctr->incref() : NULL)
- {
- }
-
- template <typename Y>
- shared_array(const shared_array<Y>& r,typename detail::is_convertible<T,Y>::result = detail::empty())
- : ptr(r.ptr)
- , ctr(r.ctr ? r.ctr->incref() : NULL)
- {
- }
-
- // automatic destruction of the wrapped object when all
- // references are freed.
- ~shared_array() {
- if (ctr) {
- ctr = ctr->decref(ptr);
- }
- }
-
- shared_array& operator=(const shared_array& r) {
- if (this == &r) {
- return *this;
- }
- if (ctr) {
- ctr->decref(ptr);
- }
- ptr = r.ptr;
- ctr = ptr?r.ctr->incref():NULL;
- return *this;
- }
-
- template <typename Y>
- shared_array& operator=(const shared_array<Y>& r) {
- if (this == &r) {
- return *this;
- }
- if (ctr) {
- ctr->decref(ptr);
- }
- ptr = r.ptr;
- ctr = ptr?r.ctr->incref():NULL;
- return *this;
- }
-
- // pointer access
- inline operator T*() {
- return ptr;
- }
-
- inline T* operator-> () const {
- return ptr;
- }
-
- // standard semantics
- inline T* get() {
- return ptr;
- }
-
- T& operator[] (std::ptrdiff_t index) const {
- return ptr[index];
- }
-
- inline const T* get() const {
- return ptr;
- }
-
- inline operator bool () const {
- return ptr != NULL;
- }
-
- inline bool unique() const {
- return use_count() == 1;
- }
-
- inline long use_count() const {
- return ctr->get();
- }
-
- inline void reset (T* t = 0) {
- if (ctr) {
- ctr->decref(ptr);
- }
- ptr = t;
- ctr = ptr?new array_detail::controller():NULL;
- }
-
- void swap(shared_array & b) {
- std::swap(ptr, b.ptr);
- std::swap(ctr, b.ctr);
- }
+ // provide a default constructor
+ shared_array()
+ : ptr()
+ , ctr(NULL)
+ {
+ }
+
+ // construction from an existing object of type T
+ explicit shared_array(T* ptr)
+ : ptr(ptr)
+ , ctr(ptr ? new array_detail::controller() : NULL)
+ {
+ }
+
+ shared_array(const shared_array& r)
+ : ptr(r.ptr)
+ , ctr(r.ctr ? r.ctr->incref() : NULL)
+ {
+ }
+
+ template <typename Y>
+ shared_array(const shared_array<Y>& r,typename detail::is_convertible<T,Y>::result = detail::empty())
+ : ptr(r.ptr)
+ , ctr(r.ctr ? r.ctr->incref() : NULL)
+ {
+ }
+
+ // automatic destruction of the wrapped object when all
+ // references are freed.
+ ~shared_array() {
+ if (ctr) {
+ ctr = ctr->decref(ptr);
+ }
+ }
+
+ shared_array& operator=(const shared_array& r) {
+ if (this == &r) {
+ return *this;
+ }
+ if (ctr) {
+ ctr->decref(ptr);
+ }
+ ptr = r.ptr;
+ ctr = ptr?r.ctr->incref():NULL;
+ return *this;
+ }
+
+ template <typename Y>
+ shared_array& operator=(const shared_array<Y>& r) {
+ if (this == &r) {
+ return *this;
+ }
+ if (ctr) {
+ ctr->decref(ptr);
+ }
+ ptr = r.ptr;
+ ctr = ptr?r.ctr->incref():NULL;
+ return *this;
+ }
+
+ // pointer access
+ inline operator T*() {
+ return ptr;
+ }
+
+ inline T* operator-> () const {
+ return ptr;
+ }
+
+ // standard semantics
+ inline T* get() {
+ return ptr;
+ }
+
+ T& operator[] (std::ptrdiff_t index) const {
+ return ptr[index];
+ }
+
+ inline const T* get() const {
+ return ptr;
+ }
+
+ inline operator bool () const {
+ return ptr != NULL;
+ }
+
+ inline bool unique() const {
+ return use_count() == 1;
+ }
+
+ inline long use_count() const {
+ return ctr->get();
+ }
+
+ inline void reset (T* t = 0) {
+ if (ctr) {
+ ctr->decref(ptr);
+ }
+ ptr = t;
+ ctr = ptr?new array_detail::controller():NULL;
+ }
+
+ void swap(shared_array & b) {
+ std::swap(ptr, b.ptr);
+ std::swap(ctr, b.ctr);
+ }
private:
- // encapsulated object pointer
- T* ptr;
+ // encapsulated object pointer
+ T* ptr;
- // control block
- array_detail::controller* ctr;
+ // control block
+ array_detail::controller* ctr;
};
template<class T>
inline void swap(shared_array<T> & a, shared_array<T> & b)
{
- a.swap(b);
+ a.swap(b);
}
template<class T>
bool operator== (const shared_array<T>& a, const shared_array<T>& b) {
- return a.ptr == b.ptr;
+ return a.ptr == b.ptr;
}
template<class T>
bool operator!= (const shared_array<T>& a, const shared_array<T>& b) {
- return a.ptr != b.ptr;
+ return a.ptr != b.ptr;
}
-
+
template<class T>
bool operator< (const shared_array<T>& a, const shared_array<T>& b) {
- return a.ptr < b.ptr;
+ return a.ptr < b.ptr;
}
} // end of namespace boost
#else
-# error "shared_array.h was already included"
+# error "shared_array.h was already included"
#endif
#endif // INCLUDED_AI_BOOST_SHARED_ARRAY
diff --git a/src/3rdparty/assimp/code/BoostWorkaround/boost/shared_ptr.hpp b/src/3rdparty/assimp/code/BoostWorkaround/boost/shared_ptr.hpp
index e5f430c2a..bba9d0674 100644
--- a/src/3rdparty/assimp/code/BoostWorkaround/boost/shared_ptr.hpp
+++ b/src/3rdparty/assimp/code/BoostWorkaround/boost/shared_ptr.hpp
@@ -7,61 +7,61 @@
// ------------------------------
// Internal stub
namespace boost {
- namespace detail {
- class controller {
- public:
-
- controller()
- : cnt(1)
- {}
-
- public:
-
- template <typename T>
- controller* decref(T* pt) {
- if (--cnt <= 0) {
- delete this;
- delete pt;
- }
- return NULL;
- }
-
- controller* incref() {
- ++cnt;
- return this;
- }
-
- long get() const {
- return cnt;
- }
-
- private:
- long cnt;
- };
-
- struct empty {};
-
- template <typename DEST, typename SRC>
- struct is_convertible_stub {
-
- struct yes {char s[1];};
- struct no {char s[2];};
-
- static yes foo(DEST*);
- static no foo(...);
-
- enum {result = (sizeof(foo((SRC*)0)) == sizeof(yes) ? 1 : 0)};
- };
-
- template <bool> struct enable_if {};
- template <> struct enable_if<true> {
- typedef empty result;
- };
-
- template <typename DEST, typename SRC>
- struct is_convertible : public enable_if<is_convertible_stub<DEST,SRC>::result > {
- };
- }
+ namespace detail {
+ class controller {
+ public:
+
+ controller()
+ : cnt(1)
+ {}
+
+ public:
+
+ template <typename T>
+ controller* decref(T* pt) {
+ if (--cnt <= 0) {
+ delete this;
+ delete pt;
+ }
+ return NULL;
+ }
+
+ controller* incref() {
+ ++cnt;
+ return this;
+ }
+
+ long get() const {
+ return cnt;
+ }
+
+ private:
+ long cnt;
+ };
+
+ struct empty {};
+
+ template <typename DEST, typename SRC>
+ struct is_convertible_stub {
+
+ struct yes {char s[1];};
+ struct no {char s[2];};
+
+ static yes foo(DEST*);
+ static no foo(...);
+
+ enum {result = (sizeof(foo((SRC*)0)) == sizeof(yes) ? 1 : 0)};
+ };
+
+ template <bool> struct enable_if {};
+ template <> struct enable_if<true> {
+ typedef empty result;
+ };
+
+ template <typename DEST, typename SRC>
+ struct is_convertible : public enable_if<is_convertible_stub<DEST,SRC>::result > {
+ };
+ }
// ------------------------------
// Small replacement for boost::shared_ptr, not threadsafe because no
@@ -70,180 +70,180 @@ namespace boost {
template <class T>
class shared_ptr
{
- template <typename TT> friend class shared_ptr;
+ template <typename TT> friend class shared_ptr;
- template<class TT, class U> friend shared_ptr<TT> static_pointer_cast (shared_ptr<U> ptr);
- template<class TT, class U> friend shared_ptr<TT> dynamic_pointer_cast (shared_ptr<U> ptr);
- template<class TT, class U> friend shared_ptr<TT> const_pointer_cast (shared_ptr<U> ptr);
+ template<class TT, class U> friend shared_ptr<TT> static_pointer_cast (shared_ptr<U> ptr);
+ template<class TT, class U> friend shared_ptr<TT> dynamic_pointer_cast (shared_ptr<U> ptr);
+ template<class TT, class U> friend shared_ptr<TT> const_pointer_cast (shared_ptr<U> ptr);
- template<class TT> friend bool operator== (const shared_ptr<TT>& a, const shared_ptr<TT>& b);
- template<class TT> friend bool operator!= (const shared_ptr<TT>& a, const shared_ptr<TT>& b);
- template<class TT> friend bool operator< (const shared_ptr<TT>& a, const shared_ptr<TT>& b);
+ template<class TT> friend bool operator== (const shared_ptr<TT>& a, const shared_ptr<TT>& b);
+ template<class TT> friend bool operator!= (const shared_ptr<TT>& a, const shared_ptr<TT>& b);
+ template<class TT> friend bool operator< (const shared_ptr<TT>& a, const shared_ptr<TT>& b);
public:
- typedef T element_type;
+ typedef T element_type;
public:
- // provide a default constructor
- shared_ptr()
- : ptr()
- , ctr(NULL)
- {
- }
-
- // construction from an existing object of type T
- explicit shared_ptr(T* ptr)
- : ptr(ptr)
- , ctr(ptr ? new detail::controller() : NULL)
- {
- }
-
- shared_ptr(const shared_ptr& r)
- : ptr(r.ptr)
- , ctr(r.ctr ? r.ctr->incref() : NULL)
- {
- }
-
- template <typename Y>
- shared_ptr(const shared_ptr<Y>& r,typename detail::is_convertible<T,Y>::result = detail::empty())
- : ptr(r.ptr)
- , ctr(r.ctr ? r.ctr->incref() : NULL)
- {
- }
-
- // automatic destruction of the wrapped object when all
- // references are freed.
- ~shared_ptr() {
- if (ctr) {
- ctr = ctr->decref(ptr);
- }
- }
-
- shared_ptr& operator=(const shared_ptr& r) {
- if (this == &r) {
- return *this;
- }
- if (ctr) {
- ctr->decref(ptr);
- }
- ptr = r.ptr;
- ctr = ptr?r.ctr->incref():NULL;
- return *this;
- }
-
- template <typename Y>
- shared_ptr& operator=(const shared_ptr<Y>& r) {
- if (this == &r) {
- return *this;
- }
- if (ctr) {
- ctr->decref(ptr);
- }
- ptr = r.ptr;
- ctr = ptr?r.ctr->incref():NULL;
- return *this;
- }
-
- // pointer access
- inline operator T*() {
- return ptr;
- }
-
- inline T* operator-> () const {
- return ptr;
- }
-
- // standard semantics
- inline T* get() {
- return ptr;
- }
-
- inline const T* get() const {
- return ptr;
- }
-
- inline operator bool () const {
- return ptr != NULL;
- }
-
- inline bool unique() const {
- return use_count() == 1;
- }
-
- inline long use_count() const {
- return ctr->get();
- }
-
- inline void reset (T* t = 0) {
- if (ctr) {
- ctr->decref(ptr);
- }
- ptr = t;
- ctr = ptr?new detail::controller():NULL;
- }
-
- void swap(shared_ptr & b) {
- std::swap(ptr, b.ptr);
- std::swap(ctr, b.ctr);
- }
+ // provide a default constructor
+ shared_ptr()
+ : ptr()
+ , ctr(NULL)
+ {
+ }
+
+ // construction from an existing object of type T
+ explicit shared_ptr(T* ptr)
+ : ptr(ptr)
+ , ctr(ptr ? new detail::controller() : NULL)
+ {
+ }
+
+ shared_ptr(const shared_ptr& r)
+ : ptr(r.ptr)
+ , ctr(r.ctr ? r.ctr->incref() : NULL)
+ {
+ }
+
+ template <typename Y>
+ shared_ptr(const shared_ptr<Y>& r,typename detail::is_convertible<T,Y>::result = detail::empty())
+ : ptr(r.ptr)
+ , ctr(r.ctr ? r.ctr->incref() : NULL)
+ {
+ }
+
+ // automatic destruction of the wrapped object when all
+ // references are freed.
+ ~shared_ptr() {
+ if (ctr) {
+ ctr = ctr->decref(ptr);
+ }
+ }
+
+ shared_ptr& operator=(const shared_ptr& r) {
+ if (this == &r) {
+ return *this;
+ }
+ if (ctr) {
+ ctr->decref(ptr);
+ }
+ ptr = r.ptr;
+ ctr = ptr?r.ctr->incref():NULL;
+ return *this;
+ }
+
+ template <typename Y>
+ shared_ptr& operator=(const shared_ptr<Y>& r) {
+ if (this == &r) {
+ return *this;
+ }
+ if (ctr) {
+ ctr->decref(ptr);
+ }
+ ptr = r.ptr;
+ ctr = ptr?r.ctr->incref():NULL;
+ return *this;
+ }
+
+ // pointer access
+ inline operator T*() const {
+ return ptr;
+ }
+
+ inline T* operator-> () const {
+ return ptr;
+ }
+
+ // standard semantics
+ inline T* get() {
+ return ptr;
+ }
+
+ inline const T* get() const {
+ return ptr;
+ }
+
+ inline operator bool () const {
+ return ptr != NULL;
+ }
+
+ inline bool unique() const {
+ return use_count() == 1;
+ }
+
+ inline long use_count() const {
+ return ctr->get();
+ }
+
+ inline void reset (T* t = 0) {
+ if (ctr) {
+ ctr->decref(ptr);
+ }
+ ptr = t;
+ ctr = ptr?new detail::controller():NULL;
+ }
+
+ void swap(shared_ptr & b) {
+ std::swap(ptr, b.ptr);
+ std::swap(ctr, b.ctr);
+ }
private:
- // for use by the various xxx_pointer_cast helper templates
- explicit shared_ptr(T* ptr, detail::controller* ctr)
- : ptr(ptr)
- , ctr(ctr->incref())
- {
- }
+ // for use by the various xxx_pointer_cast helper templates
+ explicit shared_ptr(T* ptr, detail::controller* ctr)
+ : ptr(ptr)
+ , ctr(ctr->incref())
+ {
+ }
private:
- // encapsulated object pointer
- T* ptr;
+ // encapsulated object pointer
+ T* ptr;
- // control block
- detail::controller* ctr;
+ // control block
+ detail::controller* ctr;
};
template<class T>
inline void swap(shared_ptr<T> & a, shared_ptr<T> & b)
{
- a.swap(b);
+ a.swap(b);
}
template<class T>
bool operator== (const shared_ptr<T>& a, const shared_ptr<T>& b) {
- return a.ptr == b.ptr;
+ return a.ptr == b.ptr;
}
template<class T>
bool operator!= (const shared_ptr<T>& a, const shared_ptr<T>& b) {
- return a.ptr != b.ptr;
+ return a.ptr != b.ptr;
}
-
+
template<class T>
bool operator< (const shared_ptr<T>& a, const shared_ptr<T>& b) {
- return a.ptr < b.ptr;
+ return a.ptr < b.ptr;
}
template<class T, class U>
inline shared_ptr<T> static_pointer_cast( shared_ptr<U> ptr)
-{
+{
return shared_ptr<T>(static_cast<T*>(ptr.ptr),ptr.ctr);
}
template<class T, class U>
inline shared_ptr<T> dynamic_pointer_cast( shared_ptr<U> ptr)
-{
+{
return shared_ptr<T>(dynamic_cast<T*>(ptr.ptr),ptr.ctr);
}
template<class T, class U>
inline shared_ptr<T> const_pointer_cast( shared_ptr<U> ptr)
-{
+{
return shared_ptr<T>(const_cast<T*>(ptr.ptr),ptr.ctr);
}
@@ -252,6 +252,6 @@ inline shared_ptr<T> const_pointer_cast( shared_ptr<U> ptr)
} // end of namespace boost
#else
-# error "shared_ptr.h was already included"
+# error "shared_ptr.h was already included"
#endif
#endif // INCLUDED_AI_BOOST_SCOPED_PTR
diff --git a/src/3rdparty/assimp/code/BoostWorkaround/boost/static_assert.hpp b/src/3rdparty/assimp/code/BoostWorkaround/boost/static_assert.hpp
index 4b6489a79..a533c6fa9 100644
--- a/src/3rdparty/assimp/code/BoostWorkaround/boost/static_assert.hpp
+++ b/src/3rdparty/assimp/code/BoostWorkaround/boost/static_assert.hpp
@@ -5,16 +5,16 @@
#ifndef BOOST_STATIC_ASSERT
namespace boost {
- namespace detail {
+ namespace detail {
- template <bool b> class static_assertion_failure;
- template <> class static_assertion_failure<true> {};
- }
+ template <bool b> class static_assertion_failure;
+ template <> class static_assertion_failure<true> {};
+ }
}
#define BOOST_STATIC_ASSERT(eval) \
-{boost::detail::static_assertion_failure<(eval)> assert_dummy;assert_dummy;}
+{boost::detail::static_assertion_failure<(eval)> assert_dummy;(void)assert_dummy;}
#endif
#endif // !! AI_BOOST_STATIC_ASSERT_INCLUDED
diff --git a/src/3rdparty/assimp/code/BoostWorkaround/boost/timer.hpp b/src/3rdparty/assimp/code/BoostWorkaround/boost/timer.hpp
index df93b25f6..79c73f457 100644
--- a/src/3rdparty/assimp/code/BoostWorkaround/boost/timer.hpp
+++ b/src/3rdparty/assimp/code/BoostWorkaround/boost/timer.hpp
@@ -9,7 +9,7 @@
// Revision History
// 01 Apr 01 Modified to use new <boost/limits.hpp> header. (JMaddock)
// 12 Jan 01 Change to inline implementation to allow use without library
-// builds. See docs for more rationale. (Beman Dawes)
+// builds. See docs for more rationale. (Beman Dawes)
// 25 Sep 99 elapsed_max() and elapsed_min() added (John Maddock)
// 16 Jul 99 Second beta
// 6 Jul 99 Initial boost version
@@ -57,7 +57,7 @@ class timer
// where std::clock_t overflows or resets at surprising values.
{
return (double((std::numeric_limits<std::clock_t>::max)())
- - double(_start_time)) / double(CLOCKS_PER_SEC);
+ - double(_start_time)) / double(CLOCKS_PER_SEC);
}
double elapsed_min() const // return minimum value for elapsed()
@@ -69,4 +69,4 @@ class timer
} // namespace boost
-#endif // BOOST_TIMER_HPP
+#endif // BOOST_TIMER_HPP \ No newline at end of file
diff --git a/src/3rdparty/assimp/code/BoostWorkaround/boost/tuple/tuple.hpp b/src/3rdparty/assimp/code/BoostWorkaround/boost/tuple/tuple.hpp
index 2245a8db1..17077c1c4 100644
--- a/src/3rdparty/assimp/code/BoostWorkaround/boost/tuple/tuple.hpp
+++ b/src/3rdparty/assimp/code/BoostWorkaround/boost/tuple/tuple.hpp
@@ -4,282 +4,280 @@
#ifndef BOOST_TUPLE_INCLUDED
#define BOOST_TUPLE_INCLUDED
-namespace boost {
- namespace detail {
-
- // Represents an empty tuple slot (up to 5 supported)
- struct nulltype {};
-
- // For readable error messages
- struct tuple_component_idx_out_of_bounds;
-
- // To share some code for the const/nonconst versions of the getters
- template <bool b, typename T>
- struct ConstIf {
- typedef T t;
- };
-
- template <typename T>
- struct ConstIf<true,T> {
- typedef const T t;
- };
-
- // Predeclare some stuff
- template <typename, unsigned, typename, bool, unsigned> struct value_getter;
-
- // Helper to obtain the type of a tuple element
- template <typename T, unsigned NIDX, typename TNEXT, unsigned N /*= 0*/>
- struct type_getter {
- typedef type_getter<typename TNEXT::type,NIDX+1,typename TNEXT::next_type,N> next_elem_getter;
- typedef typename next_elem_getter::type type;
- };
-
- template <typename T, unsigned NIDX, typename TNEXT >
- struct type_getter <T,NIDX,TNEXT,NIDX> {
- typedef T type;
- };
-
- // Base class for all explicit specializations of list_elem
- template <typename T, unsigned NIDX, typename TNEXT >
- struct list_elem_base {
-
- // Store template parameters
- typedef TNEXT next_type;
- typedef T type;
-
- static const unsigned nidx = NIDX;
- };
-
- // Represents an element in the tuple component list
- template <typename T, unsigned NIDX, typename TNEXT >
- struct list_elem : list_elem_base<T,NIDX,TNEXT>{
-
- // Real members
- T me;
- TNEXT next;
-
- // Get the value of a specific tuple element
- template <unsigned N>
- typename type_getter<T,NIDX,TNEXT,N>::type& get () {
- value_getter <T,NIDX,TNEXT,false,N> s;
- return s(*this);
- }
-
- // Get the value of a specific tuple element
- template <unsigned N>
- const typename type_getter<T,NIDX,TNEXT,N>::type& get () const {
- value_getter <T,NIDX,TNEXT,true,N> s;
- return s(*this);
- }
-
- // Explicit cast
- template <typename T2, typename TNEXT2 >
- operator list_elem<T2,NIDX,TNEXT2> () const {
- list_elem<T2,NIDX,TNEXT2> ret;
- ret.me = (T2)me;
- ret.next = next;
- return ret;
- }
-
- // Recursively compare two elements (last element returns always true)
- bool operator == (const list_elem& s) const {
- return (me == s.me && next == s.next);
- }
- };
-
- // Represents a non-used tuple element - the very last element processed
- template <typename TNEXT, unsigned NIDX >
- struct list_elem<nulltype,NIDX,TNEXT> : list_elem_base<nulltype,NIDX,TNEXT> {
- template <unsigned N, bool IS_CONST = true> struct value_getter {
- /* just dummy members to produce readable error messages */
- tuple_component_idx_out_of_bounds operator () (typename ConstIf<IS_CONST,list_elem>::t& me);
- };
- template <unsigned N> struct type_getter {
- /* just dummy members to produce readable error messages */
- typedef tuple_component_idx_out_of_bounds type;
- };
-
- // dummy
- list_elem& operator = (const list_elem& other) {
- return *this;
- }
-
- // dummy
- bool operator == (const list_elem& other) {
- return true;
- }
- };
-
- // Represents the absolute end of the list
- typedef list_elem<nulltype,0,int> list_end;
-
- // Helper obtain to query the value of a tuple element
- // NOTE: This can't be a nested class as the compiler won't accept a full or
- // partial specialization of a nested class of a non-specialized template
- template <typename T, unsigned NIDX, typename TNEXT, bool IS_CONST, unsigned N>
- struct value_getter {
-
- // calling list_elem
- typedef list_elem<T,NIDX,TNEXT> outer_elem;
-
- // typedef for the getter for next element
- typedef value_getter<typename TNEXT::type,NIDX+1,typename TNEXT::next_type,
- IS_CONST, N> next_value_getter;
-
- typename ConstIf<IS_CONST,typename type_getter<T,NIDX,TNEXT,N>::type>::t&
- operator () (typename ConstIf<IS_CONST,outer_elem >::t& me) {
-
- next_value_getter s;
- return s(me.next);
- }
- };
-
- template <typename T, unsigned NIDX, typename TNEXT, bool IS_CONST>
- struct value_getter <T,NIDX,TNEXT,IS_CONST,NIDX> {
- typedef list_elem<T,NIDX,TNEXT> outer_elem;
-
- typename ConstIf<IS_CONST,T>::t& operator () (typename ConstIf<IS_CONST,outer_elem >::t& me) {
- return me.me;
- }
- };
- };
-
- // A very minimal implementation for up to 5 elements
- template <typename T0 = detail::nulltype,
- typename T1 = detail::nulltype,
- typename T2 = detail::nulltype,
- typename T3 = detail::nulltype,
- typename T4 = detail::nulltype>
- class tuple {
-
- template <typename T0b,
- typename T1b,
- typename T2b,
- typename T3b,
- typename T4b >
- friend class tuple;
-
- private:
-
- typedef detail::list_elem<T0,0,
- detail::list_elem<T1,1,
- detail::list_elem<T2,2,
- detail::list_elem<T3,3,
- detail::list_elem<T4,4,
- detail::list_end > > > > > very_long;
-
- very_long m;
-
- public:
-
- // Get a specific tuple element
- template <unsigned N>
- typename detail::type_getter<T0,0,typename very_long::next_type, N>::type& get () {
- return m.get<N>();
- }
-
- // ... and the const version
- template <unsigned N>
- typename const detail::type_getter<T0,0,typename very_long::next_type, N>::type& get () const {
- return m.get<N>();
- }
-
-
- // comparison operators
- bool operator== (const tuple& other) const {
- return m == other.m;
- }
-
- // ... and the other way round
- bool operator!= (const tuple& other) const {
- return !(m == other.m);
- }
-
- // cast to another tuple - all single elements must be convertible
- template < typename T0, typename T1,typename T2,
- typename T3, typename T4>
-
- operator tuple <T0,T1,T2,T3,T4> () const {
- tuple <T0,T1,T2,T3,T4> s;
- s.m = (tuple <T0,T1,T2,T3,T4>::very_long)m;
- return s;
- }
- };
-
- // Another way to access an element ...
- template <unsigned N,typename T0,typename T1,typename T2,typename T3,typename T4>
- inline typename tuple<T0,T1,T2,T3,T4>::very_long::type_getter<N>::type& get (
- tuple<T0,T1,T2,T3,T4>& m) {
- return m.get<N>();
- }
-
- // ... and the const version
- template <unsigned N,typename T0,typename T1,typename T2,typename T3,typename T4>
- inline const typename tuple<T0,T1,T2,T3,T4>::very_long::type_getter<N>::type& get (
- const tuple<T0,T1,T2,T3,T4>& m) {
- return m.get<N>();
- }
-
- // Constructs a tuple with 5 elements
- template <typename T0,typename T1,typename T2,typename T3,typename T4>
- inline tuple <T0,T1,T2,T3,T4> make_tuple (const T0& t0,
- const T1& t1,const T2& t2,const T3& t3,const T4& t4) {
-
- tuple <T0,T1,T2,T3,T4> t;
- t.get<0>() = t0;
- t.get<1>() = t1;
- t.get<2>() = t2;
- t.get<3>() = t3;
- t.get<4>() = t4;
- return t;
- }
-
- // Constructs a tuple with 4 elements
- template <typename T0,typename T1,typename T2,typename T3>
- inline tuple <T0,T1,T2,T3> make_tuple (const T0& t0,
- const T1& t1,const T2& t2,const T3& t3) {
- tuple <T0,T1,T2,T3> t;
- t.get<0>() = t0;
- t.get<1>() = t1;
- t.get<2>() = t2;
- t.get<3>() = t3;
- return t;
- }
-
- // Constructs a tuple with 3 elements
- template <typename T0,typename T1,typename T2>
- inline tuple <T0,T1,T2> make_tuple (const T0& t0,
- const T1& t1,const T2& t2) {
- tuple <T0,T1,T2> t;
- t.get<0>() = t0;
- t.get<1>() = t1;
- t.get<2>() = t2;
- return t;
- }
-
- // Constructs a tuple with 2 elements (TODO: use std::pair instead!)
- template <typename T0,typename T1>
- inline tuple <T0,T1> make_tuple (const T0& t0,
- const T1& t1) {
- tuple <T0,T1> t;
- t.get<0>() = t0;
- t.get<1>() = t1;
- return t;
- }
-
- // Constructs a tuple with 1 elements (no comment ...)
- template <typename T0>
- inline tuple <T0> make_tuple (const T0& t0) {
- tuple <T0> t;
- t.get<0>() = t0;
- return t;
- }
-
- // Constructs a tuple with 0 elements (ehm? Try http://www.promillerechner.net)
- inline tuple <> make_tuple () {
- tuple <> t;
- return t;
- }
+namespace boost {
+ namespace detail {
+
+ // Represents an empty tuple slot (up to 5 supported)
+ struct nulltype {};
+
+ // For readable error messages
+ struct tuple_component_idx_out_of_bounds;
+
+ // To share some code for the const/nonconst versions of the getters
+ template <bool b, typename T>
+ struct ConstIf {
+ typedef T t;
+ };
+
+ template <typename T>
+ struct ConstIf<true,T> {
+ typedef const T t;
+ };
+
+ // Predeclare some stuff
+ template <typename, unsigned, typename, bool, unsigned> struct value_getter;
+
+ // Helper to obtain the type of a tuple element
+ template <typename T, unsigned NIDX, typename TNEXT, unsigned N /*= 0*/>
+ struct type_getter {
+ typedef type_getter<typename TNEXT::type,NIDX+1,typename TNEXT::next_type,N> next_elem_getter;
+ typedef typename next_elem_getter::type type;
+ };
+
+ template <typename T, unsigned NIDX, typename TNEXT >
+ struct type_getter <T,NIDX,TNEXT,NIDX> {
+ typedef T type;
+ };
+
+ // Base class for all explicit specializations of list_elem
+ template <typename T, unsigned NIDX, typename TNEXT >
+ struct list_elem_base {
+
+ // Store template parameters
+ typedef TNEXT next_type;
+ typedef T type;
+
+ static const unsigned nidx = NIDX;
+ };
+
+ // Represents an element in the tuple component list
+ template <typename T, unsigned NIDX, typename TNEXT >
+ struct list_elem : list_elem_base<T,NIDX,TNEXT>{
+
+ // Real members
+ T me;
+ TNEXT next;
+
+ // Get the value of a specific tuple element
+ template <unsigned N>
+ typename type_getter<T,NIDX,TNEXT,N>::type& get () {
+ value_getter <T,NIDX,TNEXT,false,N> s;
+ return s(*this);
+ }
+
+ // Get the value of a specific tuple element
+ template <unsigned N>
+ const typename type_getter<T,NIDX,TNEXT,N>::type& get () const {
+ value_getter <T,NIDX,TNEXT,true,N> s;
+ return s(*this);
+ }
+
+ // Explicit cast
+ template <typename T2, typename TNEXT2 >
+ operator list_elem<T2,NIDX,TNEXT2> () const {
+ list_elem<T2,NIDX,TNEXT2> ret;
+ ret.me = (T2)me;
+ ret.next = next;
+ return ret;
+ }
+
+ // Recursively compare two elements (last element returns always true)
+ bool operator == (const list_elem& s) const {
+ return (me == s.me && next == s.next);
+ }
+ };
+
+ // Represents a non-used tuple element - the very last element processed
+ template <typename TNEXT, unsigned NIDX >
+ struct list_elem<nulltype,NIDX,TNEXT> : list_elem_base<nulltype,NIDX,TNEXT> {
+ template <unsigned N, bool IS_CONST = true> struct value_getter {
+ /* just dummy members to produce readable error messages */
+ tuple_component_idx_out_of_bounds operator () (typename ConstIf<IS_CONST,list_elem>::t& me);
+ };
+ template <unsigned N> struct type_getter {
+ /* just dummy members to produce readable error messages */
+ typedef tuple_component_idx_out_of_bounds type;
+ };
+
+ // dummy
+ list_elem& operator = (const list_elem& other) {
+ return *this;
+ }
+
+ // dummy
+ bool operator == (const list_elem& other) {
+ return true;
+ }
+ };
+
+ // Represents the absolute end of the list
+ typedef list_elem<nulltype,0,int> list_end;
+
+ // Helper obtain to query the value of a tuple element
+ // NOTE: This can't be a nested class as the compiler won't accept a full or
+ // partial specialization of a nested class of a non-specialized template
+ template <typename T, unsigned NIDX, typename TNEXT, bool IS_CONST, unsigned N>
+ struct value_getter {
+
+ // calling list_elem
+ typedef list_elem<T,NIDX,TNEXT> outer_elem;
+
+ // typedef for the getter for next element
+ typedef value_getter<typename TNEXT::type,NIDX+1,typename TNEXT::next_type,
+ IS_CONST, N> next_value_getter;
+
+ typename ConstIf<IS_CONST,typename type_getter<T,NIDX,TNEXT,N>::type>::t&
+ operator () (typename ConstIf<IS_CONST,outer_elem >::t& me) {
+
+ next_value_getter s;
+ return s(me.next);
+ }
+ };
+
+ template <typename T, unsigned NIDX, typename TNEXT, bool IS_CONST>
+ struct value_getter <T,NIDX,TNEXT,IS_CONST,NIDX> {
+ typedef list_elem<T,NIDX,TNEXT> outer_elem;
+
+ typename ConstIf<IS_CONST,T>::t& operator () (typename ConstIf<IS_CONST,outer_elem >::t& me) {
+ return me.me;
+ }
+ };
+ };
+
+ // A very minimal implementation for up to 5 elements
+ template <typename T0 = detail::nulltype,
+ typename T1 = detail::nulltype,
+ typename T2 = detail::nulltype,
+ typename T3 = detail::nulltype,
+ typename T4 = detail::nulltype>
+ class tuple {
+
+ template <typename T0b,
+ typename T1b,
+ typename T2b,
+ typename T3b,
+ typename T4b >
+ friend class tuple;
+
+ private:
+
+ typedef detail::list_elem<T0,0,
+ detail::list_elem<T1,1,
+ detail::list_elem<T2,2,
+ detail::list_elem<T3,3,
+ detail::list_elem<T4,4,
+ detail::list_end > > > > > very_long;
+
+ very_long m;
+
+ public:
+
+ // Get a specific tuple element
+ template <unsigned N>
+ typename detail::type_getter<T0,0,typename very_long::next_type, N>::type& get () {
+ return m.get<N>();
+ }
+
+ // ... and the const version
+ template <unsigned N>
+ const typename detail::type_getter<T0,0,typename very_long::next_type, N>::type& get () const {
+ return m.get<N>();
+ }
+
+
+ // comparison operators
+ bool operator== (const tuple& other) const {
+ return m == other.m;
+ }
+
+ // ... and the other way round
+ bool operator!= (const tuple& other) const {
+ return !(m == other.m);
+ }
+
+ // cast to another tuple - all single elements must be convertible
+ template <typename T0b, typename T1b,typename T2b,typename T3b, typename T4b>
+ operator tuple <T0b,T1b,T2b,T3b,T4b> () const {
+ tuple <T0b,T1b,T2b,T3b,T4b> s;
+ s.m = (typename tuple <T0b,T1b,T2b,T3b,T4b>::very_long)m;
+ return s;
+ }
+ };
+
+ // Another way to access an element ...
+ template <unsigned N,typename T0,typename T1,typename T2,typename T3,typename T4>
+ inline typename tuple<T0,T1,T2,T3,T4>::very_long::template type_getter<N>::type& get (
+ tuple<T0,T1,T2,T3,T4>& m) {
+ return m.get<N>();
+ }
+
+ // ... and the const version
+ template <unsigned N,typename T0,typename T1,typename T2,typename T3,typename T4>
+ inline const typename tuple<T0,T1,T2,T3,T4>::very_long::template type_getter<N>::type& get (
+ const tuple<T0,T1,T2,T3,T4>& m) {
+ return m.get<N>();
+ }
+
+ // Constructs a tuple with 5 elements
+ template <typename T0,typename T1,typename T2,typename T3,typename T4>
+ inline tuple <T0,T1,T2,T3,T4> make_tuple (const T0& t0,
+ const T1& t1,const T2& t2,const T3& t3,const T4& t4) {
+
+ tuple <T0,T1,T2,T3,T4> t;
+ t.get<0>() = t0;
+ t.get<1>() = t1;
+ t.get<2>() = t2;
+ t.get<3>() = t3;
+ t.get<4>() = t4;
+ return t;
+ }
+
+ // Constructs a tuple with 4 elements
+ template <typename T0,typename T1,typename T2,typename T3>
+ inline tuple <T0,T1,T2,T3> make_tuple (const T0& t0,
+ const T1& t1,const T2& t2,const T3& t3) {
+ tuple <T0,T1,T2,T3> t;
+ t.get<0>() = t0;
+ t.get<1>() = t1;
+ t.get<2>() = t2;
+ t.get<3>() = t3;
+ return t;
+ }
+
+ // Constructs a tuple with 3 elements
+ template <typename T0,typename T1,typename T2>
+ inline tuple <T0,T1,T2> make_tuple (const T0& t0,
+ const T1& t1,const T2& t2) {
+ tuple <T0,T1,T2> t;
+ t.get<0>() = t0;
+ t.get<1>() = t1;
+ t.get<2>() = t2;
+ return t;
+ }
+
+ // Constructs a tuple with 2 elements (fucking idiot, use std::pair instead!)
+ template <typename T0,typename T1>
+ inline tuple <T0,T1> make_tuple (const T0& t0,
+ const T1& t1) {
+ tuple <T0,T1> t;
+ t.get<0>() = t0;
+ t.get<1>() = t1;
+ return t;
+ }
+
+ // Constructs a tuple with 1 elements (no comment ...)
+ template <typename T0>
+ inline tuple <T0> make_tuple (const T0& t0) {
+ tuple <T0> t;
+ t.get<0>() = t0;
+ return t;
+ }
+
+ // Constructs a tuple with 0 elements (ehm? Try http://www.promillerechner.net)
+ inline tuple <> make_tuple () {
+ tuple <> t;
+ return t;
+ }
};
#endif // !! BOOST_TUPLE_INCLUDED
diff --git a/src/3rdparty/assimp/code/ByteSwap.h b/src/3rdparty/assimp/code/ByteSwap.h
index c61b96df4..0d4f52840 100644
--- a/src/3rdparty/assimp/code/ByteSwap.h
+++ b/src/3rdparty/assimp/code/ByteSwap.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,228 +18,268 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
-/** @file Helper class tp perform various byte oder swappings
+/** @file Helper class tp perform various byte oder swappings
(e.g. little to big endian) */
#ifndef AI_BYTESWAP_H_INC
#define AI_BYTESWAP_H_INC
-#include "../include/aiAssert.h"
-#include "../include/aiTypes.h"
+#include "../include/assimp/ai_assert.h"
+#include "../include/assimp/types.h"
-#if _MSC_VER >= 1400
+#if _MSC_VER >= 1400
#include <stdlib.h>
#endif
-namespace Assimp {
+namespace Assimp {
// --------------------------------------------------------------------------------------
/** Defines some useful byte order swap routines.
- *
+ *
* This is required to read big-endian model formats on little-endian machines,
* and vice versa. Direct use of this class is DEPRECATED. Use #StreamReader instead. */
// --------------------------------------------------------------------------------------
class ByteSwap
{
- ByteSwap() {}
+ ByteSwap() {}
public:
- // ----------------------------------------------------------------------
- /** Swap two bytes of data
- * @param[inout] _szOut A void* to save the reintcasts for the caller. */
- static inline void Swap2(void* _szOut)
- {
- ai_assert(_szOut);
+ // ----------------------------------------------------------------------
+ /** Swap two bytes of data
+ * @param[inout] _szOut A void* to save the reintcasts for the caller. */
+ static inline void Swap2(void* _szOut)
+ {
+ ai_assert(_szOut);
#if _MSC_VER >= 1400
- uint16_t* const szOut = reinterpret_cast<uint16_t*>(_szOut);
- *szOut = _byteswap_ushort(*szOut);
+ uint16_t* const szOut = reinterpret_cast<uint16_t*>(_szOut);
+ *szOut = _byteswap_ushort(*szOut);
#else
- uint8_t* const szOut = reinterpret_cast<uint8_t*>(_szOut);
- std::swap(szOut[0],szOut[1]);
+ uint8_t* const szOut = reinterpret_cast<uint8_t*>(_szOut);
+ std::swap(szOut[0],szOut[1]);
#endif
- }
+ }
- // ----------------------------------------------------------------------
- /** Swap four bytes of data
- * @param[inout] _szOut A void* to save the reintcasts for the caller. */
- static inline void Swap4(void* _szOut)
- {
- ai_assert(_szOut);
+ // ----------------------------------------------------------------------
+ /** Swap four bytes of data
+ * @param[inout] _szOut A void* to save the reintcasts for the caller. */
+ static inline void Swap4(void* _szOut)
+ {
+ ai_assert(_szOut);
#if _MSC_VER >= 1400
- uint32_t* const szOut = reinterpret_cast<uint32_t*>(_szOut);
- *szOut = _byteswap_ulong(*szOut);
+ uint32_t* const szOut = reinterpret_cast<uint32_t*>(_szOut);
+ *szOut = _byteswap_ulong(*szOut);
#else
- uint8_t* const szOut = reinterpret_cast<uint8_t*>(_szOut);
- std::swap(szOut[0],szOut[3]);
- std::swap(szOut[1],szOut[2]);
+ uint8_t* const szOut = reinterpret_cast<uint8_t*>(_szOut);
+ std::swap(szOut[0],szOut[3]);
+ std::swap(szOut[1],szOut[2]);
#endif
- }
+ }
- // ----------------------------------------------------------------------
- /** Swap eight bytes of data
- * @param[inout] _szOut A void* to save the reintcasts for the caller. */
- static inline void Swap8(void* _szOut)
- {
- ai_assert(_szOut);
+ // ----------------------------------------------------------------------
+ /** Swap eight bytes of data
+ * @param[inout] _szOut A void* to save the reintcasts for the caller. */
+ static inline void Swap8(void* _szOut)
+ {
+ ai_assert(_szOut);
#if _MSC_VER >= 1400
- uint64_t* const szOut = reinterpret_cast<uint64_t*>(_szOut);
- *szOut = _byteswap_uint64(*szOut);
+ uint64_t* const szOut = reinterpret_cast<uint64_t*>(_szOut);
+ *szOut = _byteswap_uint64(*szOut);
#else
- uint8_t* const szOut = reinterpret_cast<uint8_t*>(_szOut);
- std::swap(szOut[0],szOut[7]);
- std::swap(szOut[1],szOut[6]);
- std::swap(szOut[2],szOut[5]);
- std::swap(szOut[3],szOut[4]);
+ uint8_t* const szOut = reinterpret_cast<uint8_t*>(_szOut);
+ std::swap(szOut[0],szOut[7]);
+ std::swap(szOut[1],szOut[6]);
+ std::swap(szOut[2],szOut[5]);
+ std::swap(szOut[3],szOut[4]);
#endif
- }
-
- // ----------------------------------------------------------------------
- /** ByteSwap a float. Not a joke.
- * @param[inout] fOut ehm. .. */
- static inline void Swap(float* fOut) {
- Swap4(fOut);
- }
-
- // ----------------------------------------------------------------------
- /** ByteSwap a double. Not a joke.
- * @param[inout] fOut ehm. .. */
- static inline void Swap(double* fOut) {
- Swap8(fOut);
- }
-
-
- // ----------------------------------------------------------------------
- /** ByteSwap an int16t. Not a joke.
- * @param[inout] fOut ehm. .. */
- static inline void Swap(int16_t* fOut) {
- Swap2(fOut);
- }
-
- static inline void Swap(uint16_t* fOut) {
- Swap2(fOut);
- }
-
- // ----------------------------------------------------------------------
- /** ByteSwap an int32t. Not a joke.
- * @param[inout] fOut ehm. .. */
- static inline void Swap(int32_t* fOut){
- Swap4(fOut);
- }
-
- static inline void Swap(uint32_t* fOut){
- Swap4(fOut);
- }
-
- // ----------------------------------------------------------------------
- /** ByteSwap an int64t. Not a joke.
- * @param[inout] fOut ehm. .. */
- static inline void Swap(int64_t* fOut) {
- Swap8(fOut);
- }
-
- static inline void Swap(uint64_t* fOut) {
- Swap8(fOut);
- }
-
- // ----------------------------------------------------------------------
- //! Templatized ByteSwap
- //! \returns param tOut as swapped
- template<typename Type>
- static inline Type Swapped(Type tOut)
- {
- return _swapper<Type,sizeof(Type)>()(tOut);
- }
+ }
+
+ // ----------------------------------------------------------------------
+ /** ByteSwap a float. Not a joke.
+ * @param[inout] fOut ehm. .. */
+ static inline void Swap(float* fOut) {
+ Swap4(fOut);
+ }
+
+ // ----------------------------------------------------------------------
+ /** ByteSwap a double. Not a joke.
+ * @param[inout] fOut ehm. .. */
+ static inline void Swap(double* fOut) {
+ Swap8(fOut);
+ }
+
+
+ // ----------------------------------------------------------------------
+ /** ByteSwap an int16t. Not a joke.
+ * @param[inout] fOut ehm. .. */
+ static inline void Swap(int16_t* fOut) {
+ Swap2(fOut);
+ }
+
+ static inline void Swap(uint16_t* fOut) {
+ Swap2(fOut);
+ }
+
+ // ----------------------------------------------------------------------
+ /** ByteSwap an int32t. Not a joke.
+ * @param[inout] fOut ehm. .. */
+ static inline void Swap(int32_t* fOut){
+ Swap4(fOut);
+ }
+
+ static inline void Swap(uint32_t* fOut){
+ Swap4(fOut);
+ }
+
+ // ----------------------------------------------------------------------
+ /** ByteSwap an int64t. Not a joke.
+ * @param[inout] fOut ehm. .. */
+ static inline void Swap(int64_t* fOut) {
+ Swap8(fOut);
+ }
+
+ static inline void Swap(uint64_t* fOut) {
+ Swap8(fOut);
+ }
+
+ // ----------------------------------------------------------------------
+ //! Templatized ByteSwap
+ //! \returns param tOut as swapped
+ template<typename Type>
+ static inline Type Swapped(Type tOut)
+ {
+ return _swapper<Type,sizeof(Type)>()(tOut);
+ }
private:
- template <typename T, size_t size> struct _swapper;
+ template <typename T, size_t size> struct _swapper;
};
template <typename T> struct ByteSwap::_swapper<T,2> {
- T operator() (T tOut) {
- Swap2(&tOut);
- return tOut;
- }
+ T operator() (T tOut) {
+ Swap2(&tOut);
+ return tOut;
+ }
};
template <typename T> struct ByteSwap::_swapper<T,4> {
- T operator() (T tOut) {
- Swap4(&tOut);
- return tOut;
- }
+ T operator() (T tOut) {
+ Swap4(&tOut);
+ return tOut;
+ }
};
template <typename T> struct ByteSwap::_swapper<T,8> {
- T operator() (T tOut) {
- Swap8(&tOut);
- return tOut;
- }
+ T operator() (T tOut) {
+ Swap8(&tOut);
+ return tOut;
+ }
};
-} // Namespace Assimp
-
// --------------------------------------------------------------------------------------
-// ByteSwap macros for BigEndian/LittleEndian support
+// ByteSwap macros for BigEndian/LittleEndian support
// --------------------------------------------------------------------------------------
#if (defined AI_BUILD_BIG_ENDIAN)
-# define AI_LE(t) (t)
-# define AI_BE(t) ByteSwap::Swapped(t)
-# define AI_LSWAP2(p)
-# define AI_LSWAP4(p)
-# define AI_LSWAP8(p)
-# define AI_LSWAP2P(p)
-# define AI_LSWAP4P(p)
-# define AI_LSWAP8P(p)
-# define LE_NCONST const
-# define AI_SWAP2(p) ByteSwap::Swap2(&(p))
-# define AI_SWAP4(p) ByteSwap::Swap4(&(p))
-# define AI_SWAP8(p) ByteSwap::Swap8(&(p))
-# define AI_SWAP2P(p) ByteSwap::Swap2((p))
-# define AI_SWAP4P(p) ByteSwap::Swap4((p))
-# define AI_SWAP8P(p) ByteSwap::Swap8((p))
-# define BE_NCONST
+# define AI_LE(t) (t)
+# define AI_BE(t) ByteSwap::Swapped(t)
+# define AI_LSWAP2(p)
+# define AI_LSWAP4(p)
+# define AI_LSWAP8(p)
+# define AI_LSWAP2P(p)
+# define AI_LSWAP4P(p)
+# define AI_LSWAP8P(p)
+# define LE_NCONST const
+# define AI_SWAP2(p) ByteSwap::Swap2(&(p))
+# define AI_SWAP4(p) ByteSwap::Swap4(&(p))
+# define AI_SWAP8(p) ByteSwap::Swap8(&(p))
+# define AI_SWAP2P(p) ByteSwap::Swap2((p))
+# define AI_SWAP4P(p) ByteSwap::Swap4((p))
+# define AI_SWAP8P(p) ByteSwap::Swap8((p))
+# define BE_NCONST
#else
-# define AI_BE(t) (t)
-# define AI_LE(t) ByteSwap::Swapped(t)
-# define AI_SWAP2(p)
-# define AI_SWAP4(p)
-# define AI_SWAP8(p)
-# define AI_SWAP2P(p)
-# define AI_SWAP4P(p)
-# define AI_SWAP8P(p)
-# define BE_NCONST const
-# define AI_LSWAP2(p) ByteSwap::Swap2(&(p))
-# define AI_LSWAP4(p) ByteSwap::Swap4(&(p))
-# define AI_LSWAP8(p) ByteSwap::Swap8(&(p))
-# define AI_LSWAP2P(p) ByteSwap::Swap2((p))
-# define AI_LSWAP4P(p) ByteSwap::Swap4((p))
-# define AI_LSWAP8P(p) ByteSwap::Swap8((p))
-# define LE_NCONST
+# define AI_BE(t) (t)
+# define AI_LE(t) ByteSwap::Swapped(t)
+# define AI_SWAP2(p)
+# define AI_SWAP4(p)
+# define AI_SWAP8(p)
+# define AI_SWAP2P(p)
+# define AI_SWAP4P(p)
+# define AI_SWAP8P(p)
+# define BE_NCONST const
+# define AI_LSWAP2(p) ByteSwap::Swap2(&(p))
+# define AI_LSWAP4(p) ByteSwap::Swap4(&(p))
+# define AI_LSWAP8(p) ByteSwap::Swap8(&(p))
+# define AI_LSWAP2P(p) ByteSwap::Swap2((p))
+# define AI_LSWAP4P(p) ByteSwap::Swap4((p))
+# define AI_LSWAP8P(p) ByteSwap::Swap8((p))
+# define LE_NCONST
#endif
+namespace Intern {
+
+// --------------------------------------------------------------------------------------------
+template <typename T, bool doit>
+struct ByteSwapper {
+ void operator() (T* inout) {
+ ByteSwap::Swap(inout);
+ }
+};
+
+template <typename T>
+struct ByteSwapper<T,false> {
+ void operator() (T*) {
+ }
+};
+
+// --------------------------------------------------------------------------------------------
+template <bool SwapEndianess, typename T, bool RuntimeSwitch>
+struct Getter {
+ void operator() (T* inout, bool le) {
+#ifdef AI_BUILD_BIG_ENDIAN
+ le = le;
+#else
+ le = !le;
+#endif
+ if (le) {
+ ByteSwapper<T,(sizeof(T)>1?true:false)> () (inout);
+ }
+ else ByteSwapper<T,false> () (inout);
+ }
+};
+
+template <bool SwapEndianess, typename T>
+struct Getter<SwapEndianess,T,false> {
+
+ void operator() (T* inout, bool /*le*/) {
+ // static branch
+ ByteSwapper<T,(SwapEndianess && sizeof(T)>1)> () (inout);
+ }
+};
+} // end Intern
+} // end Assimp
#endif //!! AI_BYTESWAP_H_INC
diff --git a/src/3rdparty/assimp/code/CInterfaceIOWrapper.h b/src/3rdparty/assimp/code/CInterfaceIOWrapper.h
new file mode 100644
index 000000000..d92c5ad72
--- /dev/null
+++ b/src/3rdparty/assimp/code/CInterfaceIOWrapper.h
@@ -0,0 +1,158 @@
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
+conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+---------------------------------------------------------------------------
+*/
+
+/** @file aiFileIO -> IOSystem wrapper*/
+
+#ifndef AI_CIOSYSTEM_H_INCLUDED
+#define AI_CIOSYSTEM_H_INCLUDED
+
+#include "../include/assimp/cfileio.h"
+
+namespace Assimp {
+
+// ------------------------------------------------------------------------------------------------
+// Custom IOStream implementation for the C-API
+class CIOStreamWrapper : public IOStream
+{
+ friend class CIOSystemWrapper;
+public:
+
+ CIOStreamWrapper(aiFile* pFile)
+ : mFile(pFile)
+ {}
+
+ // ...................................................................
+ size_t Read(void* pvBuffer,
+ size_t pSize,
+ size_t pCount
+ ){
+ // need to typecast here as C has no void*
+ return mFile->ReadProc(mFile,(char*)pvBuffer,pSize,pCount);
+ }
+
+ // ...................................................................
+ size_t Write(const void* pvBuffer,
+ size_t pSize,
+ size_t pCount
+ ){
+ // need to typecast here as C has no void*
+ return mFile->WriteProc(mFile,(const char*)pvBuffer,pSize,pCount);
+ }
+
+ // ...................................................................
+ aiReturn Seek(size_t pOffset,
+ aiOrigin pOrigin
+ ){
+ return mFile->SeekProc(mFile,pOffset,pOrigin);
+ }
+
+ // ...................................................................
+ size_t Tell(void) const {
+ return mFile->TellProc(mFile);
+ }
+
+ // ...................................................................
+ size_t FileSize() const {
+ return mFile->FileSizeProc(mFile);
+ }
+
+ // ...................................................................
+ void Flush () {
+ return mFile->FlushProc(mFile);
+ }
+
+private:
+ aiFile* mFile;
+};
+
+// ------------------------------------------------------------------------------------------------
+// Custom IOStream implementation for the C-API
+class CIOSystemWrapper : public IOSystem
+{
+public:
+ CIOSystemWrapper(aiFileIO* pFile)
+ : mFileSystem(pFile)
+ {}
+
+ // ...................................................................
+ bool Exists( const char* pFile) const {
+ aiFile* p = mFileSystem->OpenProc(mFileSystem,pFile,"rb");
+ if (p){
+ mFileSystem->CloseProc(mFileSystem,p);
+ return true;
+ }
+ return false;
+ }
+
+ // ...................................................................
+ char getOsSeparator() const {
+#ifndef _WIN32
+ return '/';
+#else
+ return '\\';
+#endif
+ }
+
+ // ...................................................................
+ IOStream* Open(const char* pFile,const char* pMode = "rb") {
+ aiFile* p = mFileSystem->OpenProc(mFileSystem,pFile,pMode);
+ if (!p) {
+ return NULL;
+ }
+ return new CIOStreamWrapper(p);
+ }
+
+ // ...................................................................
+ void Close( IOStream* pFile) {
+ if (!pFile) {
+ return;
+ }
+ mFileSystem->CloseProc(mFileSystem,((CIOStreamWrapper*) pFile)->mFile);
+ delete pFile;
+ }
+private:
+ aiFileIO* mFileSystem;
+};
+
+}
+
+#endif
+
diff --git a/src/3rdparty/assimp/code/CMakeLists.txt b/src/3rdparty/assimp/code/CMakeLists.txt
new file mode 100644
index 000000000..f6691d58f
--- /dev/null
+++ b/src/3rdparty/assimp/code/CMakeLists.txt
@@ -0,0 +1,677 @@
+# Listing and grouping of all the source files.
+# 1) Set the file lists for each component
+# 2) Create a Source Group for each component, for IDE project orginization
+# 3) Add libassimp using the file lists (eliminates duplication of file names between
+# source groups and library command)
+#
+SET( HEADER_PATH ../include/assimp )
+
+SET( COMPILER_HEADERS
+ ${HEADER_PATH}/Compiler/pushpack1.h
+ ${HEADER_PATH}/Compiler/poppack1.h
+ pstdint.h
+)
+SOURCE_GROUP( Compiler FILES ${COMPILER_HEADERS})
+
+SET( PUBLIC_HEADERS
+ ${HEADER_PATH}/anim.h
+ ${HEADER_PATH}/ai_assert.h
+ ${HEADER_PATH}/camera.h
+ ${HEADER_PATH}/color4.h
+ ${HEADER_PATH}/color4.inl
+ ${HEADER_PATH}/config.h
+ ${HEADER_PATH}/defs.h
+ ${HEADER_PATH}/cfileio.h
+ ${HEADER_PATH}/light.h
+ ${HEADER_PATH}/material.h
+ ${HEADER_PATH}/material.inl
+ ${HEADER_PATH}/matrix3x3.h
+ ${HEADER_PATH}/matrix3x3.inl
+ ${HEADER_PATH}/matrix4x4.h
+ ${HEADER_PATH}/matrix4x4.inl
+ ${HEADER_PATH}/mesh.h
+ ${HEADER_PATH}/postprocess.h
+ ${HEADER_PATH}/quaternion.h
+ ${HEADER_PATH}/quaternion.inl
+ ${HEADER_PATH}/scene.h
+ ${HEADER_PATH}/texture.h
+ ${HEADER_PATH}/types.h
+ ${HEADER_PATH}/vector2.h
+ ${HEADER_PATH}/vector2.inl
+ ${HEADER_PATH}/vector3.h
+ ${HEADER_PATH}/vector3.inl
+ ${HEADER_PATH}/version.h
+ ${HEADER_PATH}/cimport.h
+ ${HEADER_PATH}/importerdesc.h
+ ${HEADER_PATH}/Importer.hpp
+ ${HEADER_PATH}/DefaultLogger.hpp
+ ${HEADER_PATH}/ProgressHandler.hpp
+ ${HEADER_PATH}/IOStream.hpp
+ ${HEADER_PATH}/IOSystem.hpp
+ ${HEADER_PATH}/Logger.hpp
+ ${HEADER_PATH}/LogStream.hpp
+ ${HEADER_PATH}/NullLogger.hpp
+ ${HEADER_PATH}/cexport.h
+ ${HEADER_PATH}/Exporter.hpp
+)
+
+SET( Core_SRCS
+ Assimp.cpp
+ AssimpPCH.cpp
+ AssimpPCH.h
+)
+
+SET( Boost_SRCS
+ BoostWorkaround/boost/math/common_factor_rt.hpp
+ BoostWorkaround/boost/foreach.hpp
+ BoostWorkaround/boost/format.hpp
+ BoostWorkaround/boost/scoped_array.hpp
+ BoostWorkaround/boost/scoped_ptr.hpp
+ BoostWorkaround/boost/shared_array.hpp
+ BoostWorkaround/boost/shared_ptr.hpp
+ BoostWorkaround/boost/make_shared.hpp
+ BoostWorkaround/boost/static_assert.hpp
+ BoostWorkaround/boost/tuple/tuple.hpp
+)
+SOURCE_GROUP(Boost FILES ${Boost_SRCS})
+
+SET( Logging_SRCS
+ ${HEADER_PATH}/DefaultLogger.hpp
+ ${HEADER_PATH}/IOStream.hpp
+ ${HEADER_PATH}/LogStream.hpp
+ ${HEADER_PATH}/Logger.hpp
+ ${HEADER_PATH}/NullLogger.hpp
+ Win32DebugLogStream.h
+ DefaultLogger.cpp
+ FileLogStream.h
+)
+SOURCE_GROUP(Logging FILES ${Logging_SRCS})
+
+SET( Common_SRCS
+ fast_atof.h
+ qnan.h
+ BaseImporter.cpp
+ BaseImporter.h
+ BaseProcess.cpp
+ BaseProcess.h
+ Importer.h
+ ScenePrivate.h
+ PostStepRegistry.cpp
+ ImporterRegistry.cpp
+ ByteSwap.h
+ DefaultProgressHandler.h
+ DefaultIOStream.cpp
+ DefaultIOStream.h
+ DefaultIOSystem.cpp
+ DefaultIOSystem.h
+ CInterfaceIOWrapper.h
+ Hash.h
+ Importer.cpp
+ IFF.h
+ ParsingUtils.h
+ StdOStreamLogStream.h
+ StreamReader.h
+ StringComparison.h
+ SGSpatialSort.cpp
+ SGSpatialSort.h
+ VertexTriangleAdjacency.cpp
+ VertexTriangleAdjacency.h
+ GenericProperty.h
+ SpatialSort.cpp
+ SpatialSort.h
+ SceneCombiner.cpp
+ SceneCombiner.h
+ ScenePreprocessor.cpp
+ ScenePreprocessor.h
+ SkeletonMeshBuilder.cpp
+ SkeletonMeshBuilder.h
+ SplitByBoneCountProcess.cpp
+ SplitByBoneCountProcess.h
+ SmoothingGroups.h
+ StandardShapes.cpp
+ StandardShapes.h
+ TargetAnimation.cpp
+ TargetAnimation.h
+ RemoveComments.cpp
+ RemoveComments.h
+ Subdivision.cpp
+ Subdivision.h
+ Vertex.h
+ LineSplitter.h
+ TinyFormatter.h
+ Profiler.h
+ LogAux.h
+)
+SOURCE_GROUP(Common FILES ${Common_SRCS})
+
+SET( 3DS_SRCS
+ 3DSConverter.cpp
+ 3DSHelper.h
+ 3DSLoader.cpp
+ 3DSLoader.h
+)
+SOURCE_GROUP(3DS FILES ${3DS_SRCS})
+
+SET( AC_SRCS
+ ACLoader.cpp
+ ACLoader.h
+)
+SOURCE_GROUP( AC FILES ${AC_SRCS})
+
+SET( ASE_SRCS
+ ASELoader.cpp
+ ASELoader.h
+ ASEParser.cpp
+ ASEParser.h
+)
+SOURCE_GROUP( ASE FILES ${ASE_SRCS})
+
+SET( B3D_SRCS
+ B3DImporter.cpp
+ B3DImporter.h
+)
+SOURCE_GROUP( B3D FILES ${B3D_SRCS})
+
+SET( BVH_SRCS
+ BVHLoader.cpp
+ BVHLoader.h
+)
+SOURCE_GROUP( BVH FILES ${BVH_SRCS})
+
+SET( Collada_SRCS
+ ColladaHelper.h
+ ColladaLoader.cpp
+ ColladaLoader.h
+ ColladaParser.cpp
+ ColladaParser.h
+ ColladaExporter.h
+ ColladaExporter.cpp
+)
+SOURCE_GROUP( Collada FILES ${Collada_SRCS})
+
+SET( DXF_SRCS
+ DXFLoader.cpp
+ DXFLoader.h
+ DXFHelper.h
+)
+SOURCE_GROUP( DXF FILES ${DXF_SRCS})
+
+SET( CSM_SRCS
+ CSMLoader.cpp
+ CSMLoader.h
+)
+SOURCE_GROUP( CSM FILES ${CSM_SRCS})
+
+SET( HMP_SRCS
+ HMPFileData.h
+ HMPLoader.cpp
+ HMPLoader.h
+ HalfLifeFileData.h
+)
+SOURCE_GROUP( HMP FILES ${HMP_SRCS})
+
+SET( Irr_SRCS
+ IRRLoader.cpp
+ IRRLoader.h
+ IRRMeshLoader.cpp
+ IRRMeshLoader.h
+ IRRShared.cpp
+ IRRShared.h
+)
+SOURCE_GROUP( Irr FILES ${Irr_SRCS})
+
+SET( LWO_SRCS
+ LWOAnimation.cpp
+ LWOAnimation.h
+ LWOBLoader.cpp
+ LWOFileData.h
+ LWOLoader.cpp
+ LWOLoader.h
+ LWOMaterial.cpp
+)
+SOURCE_GROUP( LWO FILES ${LWO_SRCS})
+
+SET( LWS_SRCS
+ LWSLoader.cpp
+ LWSLoader.h
+)
+SOURCE_GROUP( LWS FILES ${LWS_SRCS})
+
+SET ( M3_SRCS
+ M3Importer.cpp
+ M3Importer.h
+)
+SOURCE_GROUP( M3 FILES ${M3_SRCS} )
+
+SET( MD2_SRCS
+ MD2FileData.h
+ MD2Loader.cpp
+ MD2Loader.h
+ MD2NormalTable.h
+)
+SOURCE_GROUP( MD2 FILES ${MD2_SRCS})
+
+SET( MD3_SRCS
+ MD3FileData.h
+ MD3Loader.cpp
+ MD3Loader.h
+)
+SOURCE_GROUP( MD3 FILES ${MD3_SRCS})
+
+SET( MD5_SRCS
+ MD5Loader.cpp
+ MD5Loader.h
+ MD5Parser.cpp
+ MD5Parser.h
+)
+SOURCE_GROUP( MD5 FILES ${MD5_SRCS})
+
+SET( MDC_SRCS
+ MDCFileData.h
+ MDCLoader.cpp
+ MDCLoader.h
+ MDCNormalTable.h
+)
+SOURCE_GROUP( MDC FILES ${MDC_SRCS})
+
+SET( MDL_SRCS
+ MDLDefaultColorMap.h
+ MDLFileData.h
+ MDLLoader.cpp
+ MDLLoader.h
+ MDLMaterialLoader.cpp
+)
+SOURCE_GROUP( MDL FILES ${MDL_SRCS})
+
+SET( MaterialSystem_SRCS
+ MaterialSystem.cpp
+ MaterialSystem.h
+)
+SOURCE_GROUP( MaterialSystem FILES ${MaterialSystem_SRCS})
+
+SET( NFF_SRCS
+ NFFLoader.cpp
+ NFFLoader.h
+)
+SOURCE_GROUP( NFF FILES ${NFF_SRCS})
+
+SET( NDO_SRCS
+ NDOLoader.cpp
+ NDOLoader.h
+)
+SOURCE_GROUP( NDO FILES ${NDO_SRCS})
+
+SET( OFFFormat_SRCS
+ OFFLoader.cpp
+ OFFLoader.h
+)
+SOURCE_GROUP( OFFFormat FILES ${OFFFormat_SRCS})
+
+SET( Obj_SRCS
+ ObjFileData.h
+ ObjFileImporter.cpp
+ ObjFileImporter.h
+ ObjFileMtlImporter.cpp
+ ObjFileMtlImporter.h
+ ObjFileParser.cpp
+ ObjFileParser.h
+ ObjTools.h
+
+ ObjExporter.h
+ ObjExporter.cpp
+)
+SOURCE_GROUP( Obj FILES ${Obj_SRCS})
+
+SET( Ogre_SRCS
+ OgreImporter.hpp
+ OgreXmlHelper.hpp
+ OgreImporter.cpp
+ OgreMaterial.cpp
+ OgreMesh.cpp
+ OgreSkeleton.cpp
+)
+SOURCE_GROUP( Ogre FILES ${Ogre_SRCS})
+
+SET( Ply_SRCS
+ PlyLoader.cpp
+ PlyLoader.h
+ PlyParser.cpp
+ PlyParser.h
+ PlyExporter.cpp
+ PlyExporter.h
+)
+SOURCE_GROUP( Ply FILES ${Ply_SRCS})
+
+SET(MS3D_SRCS
+ MS3DLoader.cpp
+ MS3DLoader.h
+)
+SOURCE_GROUP( MS3D FILES ${MS3D_SRCS})
+
+SET(COB_SRCS
+ COBLoader.cpp
+ COBLoader.h
+ COBScene.h
+)
+SOURCE_GROUP( COB FILES ${COB_SRCS})
+
+SET(BLENDER_SRCS
+ BlenderLoader.cpp
+ BlenderLoader.h
+ BlenderDNA.cpp
+ BlenderDNA.h
+ BlenderDNA.inl
+ BlenderScene.cpp
+ BlenderScene.h
+ BlenderSceneGen.h
+ BlenderIntermediate.h
+ BlenderModifier.h
+ BlenderModifier.cpp
+)
+SOURCE_GROUP( BLENDER FILES ${BLENDER_SRCS})
+
+SET(IFC_SRCS
+ IFCLoader.cpp
+ IFCLoader.h
+ IFCReaderGen.cpp
+ IFCReaderGen.h
+ IFCUtil.h
+ IFCUtil.cpp
+ IFCGeometry.cpp
+ IFCMaterial.cpp
+ IFCProfile.cpp
+ IFCCurve.cpp
+ STEPFile.h
+ STEPFileReader.h
+ STEPFileReader.cpp
+)
+SOURCE_GROUP( IFC FILES ${IFC_SRCS})
+
+SET( XGL_SRCS
+ XGLLoader.cpp
+ XGLLoader.h
+)
+SOURCE_GROUP( XGL FILES ${XGL_SRCS})
+
+
+SET( PostProcessing_SRCS
+ CalcTangentsProcess.cpp
+ CalcTangentsProcess.h
+ ComputeUVMappingProcess.cpp
+ ComputeUVMappingProcess.h
+ ConvertToLHProcess.cpp
+ ConvertToLHProcess.h
+ FindDegenerates.cpp
+ FindDegenerates.h
+ FindInstancesProcess.cpp
+ FindInstancesProcess.h
+ FindInvalidDataProcess.cpp
+ FindInvalidDataProcess.h
+ FixNormalsStep.cpp
+ FixNormalsStep.h
+ GenFaceNormalsProcess.cpp
+ GenFaceNormalsProcess.h
+ GenVertexNormalsProcess.cpp
+ GenVertexNormalsProcess.h
+ PretransformVertices.cpp
+ PretransformVertices.h
+ ImproveCacheLocality.cpp
+ ImproveCacheLocality.h
+ JoinVerticesProcess.cpp
+ JoinVerticesProcess.h
+ LimitBoneWeightsProcess.cpp
+ LimitBoneWeightsProcess.h
+ RemoveRedundantMaterials.cpp
+ RemoveRedundantMaterials.h
+ RemoveVCProcess.cpp
+ RemoveVCProcess.h
+ SortByPTypeProcess.cpp
+ SortByPTypeProcess.h
+ SplitLargeMeshes.cpp
+ SplitLargeMeshes.h
+ TerragenLoader.cpp
+ TerragenLoader.h
+ TextureTransform.cpp
+ TextureTransform.h
+ TriangulateProcess.cpp
+ TriangulateProcess.h
+ ValidateDataStructure.cpp
+ ValidateDataStructure.h
+ OptimizeGraph.cpp
+ OptimizeGraph.h
+ OptimizeMeshes.cpp
+ OptimizeMeshes.h
+ DeboneProcess.cpp
+ DeboneProcess.h
+ ProcessHelper.h
+ ProcessHelper.cpp
+ PolyTools.h
+ MakeVerboseFormat.cpp
+ MakeVerboseFormat.h
+)
+SOURCE_GROUP( PostProcessing FILES ${PostProcessing_SRCS})
+
+SET( Q3D_SRCS
+ Q3DLoader.cpp
+ Q3DLoader.h
+)
+SOURCE_GROUP( Q3D FILES ${Q3D_SRCS})
+
+SET( Q3BSP_SRCS
+ Q3BSPFileData.h
+ Q3BSPFileParser.h
+ Q3BSPFileParser.cpp
+ Q3BSPFileImporter.h
+ Q3BSPFileImporter.cpp
+ Q3BSPZipArchive.h
+ Q3BSPZipArchive.cpp
+)
+SOURCE_GROUP( Q3BSP FILES ${Q3BSP_SRCS})
+
+SET( Raw_SRCS
+ RawLoader.cpp
+ RawLoader.h
+)
+SOURCE_GROUP( Raw FILES ${Raw_SRCS})
+
+SET( SMD_SRCS
+ SMDLoader.cpp
+ SMDLoader.h
+)
+SOURCE_GROUP( SMD FILES ${SMD_SRCS})
+
+SET( STL_SRCS
+ STLLoader.cpp
+ STLLoader.h
+ STLExporter.h
+ STLExporter.cpp
+)
+SOURCE_GROUP( STL FILES ${STL_SRCS})
+
+SET( Unreal_SRCS
+ UnrealLoader.cpp
+ UnrealLoader.h
+)
+SOURCE_GROUP( Unreal FILES ${Unreal_SRCS})
+
+SET( XFile_SRCS
+ XFileHelper.h
+ XFileImporter.cpp
+ XFileImporter.h
+ XFileParser.cpp
+ XFileParser.h
+)
+SOURCE_GROUP( XFile FILES ${XFile_SRCS})
+
+SET( Exporter_SRCS
+ Exporter.cpp
+ AssimpCExport.cpp
+ BlobIOSystem.h
+)
+SOURCE_GROUP( Exporter FILES ${Exporter_SRCS})
+
+SET( Extra_SRCS
+ MD4FileData.h
+)
+SOURCE_GROUP( Extra FILES ${Extra_SRCS})
+
+SET( IrrXML_SRCS
+ irrXMLWrapper.h
+ ../contrib/irrXML/CXMLReaderImpl.h
+ ../contrib/irrXML/heapsort.h
+ ../contrib/irrXML/irrArray.h
+ ../contrib/irrXML/irrString.h
+ ../contrib/irrXML/irrTypes.h
+ ../contrib/irrXML/irrXML.cpp
+ ../contrib/irrXML/irrXML.h
+)
+SOURCE_GROUP( IrrXML FILES ${IrrXML_SRCS})
+
+SET( ConvertUTF_SRCS
+ ../contrib/ConvertUTF/ConvertUTF.h
+ ../contrib/ConvertUTF/ConvertUTF.c
+)
+SOURCE_GROUP( ConvertUTF FILES ${ConvertUTF_SRCS})
+
+SET( Clipper_SRCS
+ ../contrib/clipper/clipper.hpp
+ ../contrib/clipper/clipper.cpp
+)
+SOURCE_GROUP( Clipper FILES ${Clipper_SRCS})
+
+
+SET( Poly2Tri_SRCS
+ ../contrib/poly2tri/poly2tri/common/shapes.cc
+ ../contrib/poly2tri/poly2tri/common/shapes.h
+ ../contrib/poly2tri/poly2tri/common/utils.h
+ ../contrib/poly2tri/poly2tri/sweep/advancing_front.h
+ ../contrib/poly2tri/poly2tri/sweep/advancing_front.cc
+ ../contrib/poly2tri/poly2tri/sweep/cdt.cc
+ ../contrib/poly2tri/poly2tri/sweep/cdt.h
+ ../contrib/poly2tri/poly2tri/sweep/sweep.cc
+ ../contrib/poly2tri/poly2tri/sweep/sweep.h
+ ../contrib/poly2tri/poly2tri/sweep/sweep_context.cc
+ ../contrib/poly2tri/poly2tri/sweep/sweep_context.h
+)
+SOURCE_GROUP( Poly2Tri FILES ${Poly2Tri_SRCS})
+
+SET( unzip_SRCS
+ ../contrib/unzip/crypt.h
+ ../contrib/unzip/ioapi.c
+ ../contrib/unzip/ioapi.h
+ ../contrib/unzip/unzip.c
+ ../contrib/unzip/unzip.h
+)
+SOURCE_GROUP( unzip FILES ${unzip_SRCS})
+
+
+# VC2010 fixes
+OPTION( VC10_STDINT_FIX "Fix for VC10 Compiler regarding pstdint.h redefinition errors" OFF )
+if( VC10_STDINT_FIX )
+ ADD_DEFINITIONS( -D_STDINT )
+endif( VC10_STDINT_FIX )
+
+ADD_DEFINITIONS( -DASSIMP_BUILD_DLL_EXPORT )
+
+if ( MSVC80 OR MSVC90 OR MSVC10 )
+ ADD_DEFINITIONS( -D_SCL_SECURE_NO_WARNINGS )
+ ADD_DEFINITIONS( -D_CRT_SECURE_NO_WARNINGS )
+endif ( MSVC80 OR MSVC90 OR MSVC10 )
+
+if (UNZIP_FOUND)
+ SET (unzip_compile_SRCS "")
+else (UNZIP_FOUND)
+ SET (unzip_compile_SRCS ${unzip_SRCS})
+endif (UNZIP_FOUND)
+
+SET( assim_src
+ # Assimp Files
+ ${Core_SRCS}
+ ${Common_SRCS}
+ ${Logging_SRCS}
+ ${Exporter_SRCS}
+ ${PostProcessing_SRCS}
+
+ # Model Support
+ ${3DS_SRCS}
+ ${AC_SRCS}
+ ${ASE_SRCS}
+ ${B3D_SRCS}
+ ${BVH_SRCS}
+ ${Collada_SRCS}
+ ${DXF_SRCS}
+ ${CSM_SRCS}
+ ${HMP_SRCS}
+ ${Irr_SRCS}
+ ${LWO_SRCS}
+ ${LWS_SRCS}
+ ${M3_SRCS}
+ ${MD2_SRCS}
+ ${MD3_SRCS}
+ ${MD5_SRCS}
+ ${MDC_SRCS}
+ ${MDL_SRCS}
+ ${MaterialSystem_SRCS}
+ ${NFF_SRCS}
+ ${OFFFormat_SRCS}
+ ${Obj_SRCS}
+ ${Ogre_SRCS}
+ ${Ply_SRCS}
+ ${Q3D_SRCS}
+ ${Q3BSP_SRCS}
+ ${Raw_SRCS}
+ ${SMD_SRCS}
+ ${STL_SRCS}
+ ${Unreal_SRCS}
+ ${XFile_SRCS}
+ ${Extra_SRCS}
+ ${MS3D_SRCS}
+ ${COB_SRCS}
+ ${BLENDER_SRCS}
+ ${NDO_SRCS}
+ ${IFC_SRCS}
+ ${XGL_SRCS}
+
+ # Third-party libraries
+ ${IrrXML_SRCS}
+ ${ConvertUTF_SRCS}
+ ${unzip_compile_SRCS}
+ ${Poly2Tri_SRCS}
+ ${Clipper_SRCS}
+ # Necessary to show the headers in the project when using the VC++ generator:
+ ${Boost_SRCS}
+
+ ${PUBLIC_HEADERS}
+ ${COMPILER_HEADERS}
+)
+IF ( BUILD_STATIC_LIB )
+ ADD_LIBRARY( assimp STATIC
+ ${assim_src}
+ )
+ELSE ( BUILD_STATIC_LIB )
+ ADD_LIBRARY( assimp SHARED
+ ${assim_src}
+ )
+ENDIF ( BUILD_STATIC_LIB )
+
+SET_PROPERTY(TARGET assimp PROPERTY DEBUG_POSTFIX ${DEBUG_POSTFIX})
+
+TARGET_LINK_LIBRARIES(assimp ${ZLIB_LIBRARIES})
+SET_TARGET_PROPERTIES( assimp PROPERTIES
+ VERSION ${ASSIMP_VERSION}
+ SOVERSION ${ASSIMP_SOVERSION} # use full version
+ OUTPUT_NAME assimp${ASSIMP_LIBRARY_SUFFIX}
+ CLEAN_DIRECT_OUTPUT 1
+)
+# Build against external unzip, or add ../contrib/unzip so
+# assimp can #include "unzip.h"
+if (UNZIP_FOUND)
+ INCLUDE_DIRECTORIES(${UNZIP_INCLUDE_DIRS})
+ TARGET_LINK_LIBRARIES(assimp ${UNZIP_LIBRARIES})
+else (UNZIP_FOUND)
+ INCLUDE_DIRECTORIES("../contrib/unzip")
+endif (UNZIP_FOUND)
+
+INSTALL( TARGETS assimp DESTINATION ${LIB_INSTALL_DIR} COMPONENT ${LIBASSIMP_COMPONENT})
+INSTALL( FILES ${PUBLIC_HEADERS} DESTINATION ${INCLUDE_INSTALL_DIR}/assimp COMPONENT ${LIBASSIMP-DEV_COMPONENT})
+INSTALL( FILES ${COMPILER_HEADERS} DESTINATION ${INCLUDE_INSTALL_DIR}/assimp/Compiler COMPONENT ${LIBASSIMP-DEV_COMPONENT})
diff --git a/src/3rdparty/assimp/code/COBLoader.cpp b/src/3rdparty/assimp/code/COBLoader.cpp
index 020de05d1..5912a9555 100644
--- a/src/3rdparty/assimp/code/COBLoader.cpp
+++ b/src/3rdparty/assimp/code/COBLoader.cpp
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -62,860 +62,873 @@ using namespace Assimp::Formatter;
static const float units[] = {
- 1000.f,
- 100.f,
- 1.f,
- 0.001f,
- 1.f/0.0254f,
- 1.f/0.3048f,
- 1.f/0.9144f,
- 1.f/1609.344f
+ 1000.f,
+ 100.f,
+ 1.f,
+ 0.001f,
+ 1.f/0.0254f,
+ 1.f/0.3048f,
+ 1.f/0.9144f,
+ 1.f/1609.344f
+};
+
+static const aiImporterDesc desc = {
+ "TrueSpace Object Importer",
+ "",
+ "",
+ "little-endian files only",
+ aiImporterFlags_SupportTextFlavour | aiImporterFlags_SupportBinaryFlavour,
+ 0,
+ 0,
+ 0,
+ 0,
+ "cob scn"
};
+
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
COBImporter::COBImporter()
{}
// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
+// Destructor, private as well
COBImporter::~COBImporter()
{}
// ------------------------------------------------------------------------------------------------
-// Returns whether the class can handle the format of the given file.
+// Returns whether the class can handle the format of the given file.
bool COBImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
{
- const std::string& extension = GetExtension(pFile);
- if (extension == "cob" || extension == "scn") {
- return true;
- }
-
- else if ((!extension.length() || checkSig) && pIOHandler) {
- const char* tokens[] = {"Caligary"};
- return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
- }
- return false;
+ const std::string& extension = GetExtension(pFile);
+ if (extension == "cob" || extension == "scn") {
+ return true;
+ }
+
+ else if ((!extension.length() || checkSig) && pIOHandler) {
+ const char* tokens[] = {"Caligary"};
+ return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
+ }
+ return false;
}
// ------------------------------------------------------------------------------------------------
-// List all extensions handled by this loader
-void COBImporter::GetExtensionList(std::set<std::string>& app)
+// Loader meta information
+const aiImporterDesc* COBImporter::GetInfo () const
{
- app.insert("cob");
- app.insert("scn");
+ return &desc;
}
// ------------------------------------------------------------------------------------------------
// Setup configuration properties for the loader
-void COBImporter::SetupProperties(const Importer*)
+void COBImporter::SetupProperties(const Importer* /*pImp*/)
{
- // nothing to be done for the moment
+ // nothing to be done for the moment
}
// ------------------------------------------------------------------------------------------------
/*static*/ void COBImporter::ThrowException(const std::string& msg)
{
- throw DeadlyImportError("COB: "+msg);
+ throw DeadlyImportError("COB: "+msg);
}
// ------------------------------------------------------------------------------------------------
-// Imports the given file into the given scene structure.
-void COBImporter::InternReadFile( const std::string& pFile,
- aiScene* pScene, IOSystem* pIOHandler)
+// Imports the given file into the given scene structure.
+void COBImporter::InternReadFile( const std::string& pFile,
+ aiScene* pScene, IOSystem* pIOHandler)
{
- COB::Scene scene;
- boost::scoped_ptr<StreamReaderLE> stream(new StreamReaderLE( pIOHandler->Open(pFile,"rb")) );
-
- // check header
- char head[32];
- stream->CopyAndAdvance(head,32);
- if (strncmp(head,"Caligari ",9)) {
- ThrowException("Could not found magic id: `Caligari`");
- }
-
- DefaultLogger::get()->info("File format tag: "+std::string(head+9,6));
- void (COBImporter::* load)(Scene&,StreamReaderLE*)= head[15]=='A'?&COBImporter::ReadAsciiFile:&COBImporter::ReadBinaryFile;
- if (head[16]!='L') {
- ThrowException("File is big-endian, which is not supported");
- }
-
- // load data into intermediate structures
- (this->*load)(scene,stream.get());
- if (scene.nodes.empty()) {
- ThrowException("No nodes loaded");
- }
-
- // sort faces by material indices
- for_each(boost::shared_ptr< Node >& n,scene.nodes) {
- if (n->type == Node::TYPE_MESH) {
- Mesh& mesh = (Mesh&)(*n.get());
- for_each(Face& f,mesh.faces) {
- mesh.temp_map[f.material].push_back(&f);
- }
- }
- }
-
- // count meshes
- for_each(boost::shared_ptr< Node >& n,scene.nodes) {
- if (n->type == Node::TYPE_MESH) {
- Mesh& mesh = (Mesh&)(*n.get());
- if (mesh.vertex_positions.size() && mesh.texture_coords.size()) {
- pScene->mNumMeshes += mesh.temp_map.size();
- }
- }
- }
- pScene->mMeshes = new aiMesh*[pScene->mNumMeshes]();
- pScene->mMaterials = new aiMaterial*[pScene->mNumMeshes]();
- pScene->mNumMeshes = 0;
-
- // count lights and cameras
- for_each(boost::shared_ptr< Node >& n,scene.nodes) {
- if (n->type == Node::TYPE_LIGHT) {
- ++pScene->mNumLights;
- }
- else if (n->type == Node::TYPE_CAMERA) {
- ++pScene->mNumCameras;
- }
- }
-
- if (pScene->mNumLights) {
- pScene->mLights = new aiLight*[pScene->mNumLights]();
- }
- if (pScene->mNumCameras) {
- pScene->mCameras = new aiCamera*[pScene->mNumCameras]();
- }
- pScene->mNumLights = pScene->mNumCameras = 0;
-
- // resolve parents by their IDs and build the output graph
- boost::scoped_ptr<Node> root(new Group());
- for (size_t n = 0; n < scene.nodes.size(); ++n) {
- const Node& nn = *scene.nodes[n].get();
- if (nn.parent_id==0) {
- root->temp_children.push_back(&nn);
- }
-
- for (size_t m = n; m < scene.nodes.size(); ++m) {
- const Node& mm = *scene.nodes[m].get();
- if (mm.parent_id == nn.id) {
- nn.temp_children.push_back(&mm);
- }
- }
- }
-
- pScene->mRootNode = BuildNodes(*root.get(),scene,pScene);
+ COB::Scene scene;
+ boost::scoped_ptr<StreamReaderLE> stream(new StreamReaderLE( pIOHandler->Open(pFile,"rb")) );
+
+ // check header
+ char head[32];
+ stream->CopyAndAdvance(head,32);
+ if (strncmp(head,"Caligari ",9)) {
+ ThrowException("Could not found magic id: `Caligari`");
+ }
+
+ DefaultLogger::get()->info("File format tag: "+std::string(head+9,6));
+ void (COBImporter::* load)(Scene&,StreamReaderLE*)= head[15]=='A'?&COBImporter::ReadAsciiFile:&COBImporter::ReadBinaryFile;
+ if (head[16]!='L') {
+ ThrowException("File is big-endian, which is not supported");
+ }
+
+ // load data into intermediate structures
+ (this->*load)(scene,stream.get());
+ if(scene.nodes.empty()) {
+ ThrowException("No nodes loaded");
+ }
+
+ // sort faces by material indices
+ for_each(boost::shared_ptr< Node >& n,scene.nodes) {
+ if (n->type == Node::TYPE_MESH) {
+ Mesh& mesh = (Mesh&)(*n.get());
+ for_each(Face& f,mesh.faces) {
+ mesh.temp_map[f.material].push_back(&f);
+ }
+ }
+ }
+
+ // count meshes
+ for_each(boost::shared_ptr< Node >& n,scene.nodes) {
+ if (n->type == Node::TYPE_MESH) {
+ Mesh& mesh = (Mesh&)(*n.get());
+ if (mesh.vertex_positions.size() && mesh.texture_coords.size()) {
+ pScene->mNumMeshes += mesh.temp_map.size();
+ }
+ }
+ }
+ pScene->mMeshes = new aiMesh*[pScene->mNumMeshes]();
+ pScene->mMaterials = new aiMaterial*[pScene->mNumMeshes]();
+ pScene->mNumMeshes = 0;
+
+ // count lights and cameras
+ for_each(boost::shared_ptr< Node >& n,scene.nodes) {
+ if (n->type == Node::TYPE_LIGHT) {
+ ++pScene->mNumLights;
+ }
+ else if (n->type == Node::TYPE_CAMERA) {
+ ++pScene->mNumCameras;
+ }
+ }
+
+ if (pScene->mNumLights) {
+ pScene->mLights = new aiLight*[pScene->mNumLights]();
+ }
+ if (pScene->mNumCameras) {
+ pScene->mCameras = new aiCamera*[pScene->mNumCameras]();
+ }
+ pScene->mNumLights = pScene->mNumCameras = 0;
+
+ // resolve parents by their IDs and build the output graph
+ boost::scoped_ptr<Node> root(new Group());
+ for(size_t n = 0; n < scene.nodes.size(); ++n) {
+ const Node& nn = *scene.nodes[n].get();
+ if(nn.parent_id==0) {
+ root->temp_children.push_back(&nn);
+ }
+
+ for(size_t m = n; m < scene.nodes.size(); ++m) {
+ const Node& mm = *scene.nodes[m].get();
+ if (mm.parent_id == nn.id) {
+ nn.temp_children.push_back(&mm);
+ }
+ }
+ }
+
+ pScene->mRootNode = BuildNodes(*root.get(),scene,pScene);
}
// ------------------------------------------------------------------------------------------------
-void ConvertTexture(boost::shared_ptr< Texture > tex, MaterialHelper* out, aiTextureType type)
+void ConvertTexture(boost::shared_ptr< Texture > tex, aiMaterial* out, aiTextureType type)
{
- const aiString path( tex->path );
- out->AddProperty(&path,AI_MATKEY_TEXTURE(type,0));
- out->AddProperty(&tex->transform,1,AI_MATKEY_UVTRANSFORM(type,0));
+ const aiString path( tex->path );
+ out->AddProperty(&path,AI_MATKEY_TEXTURE(type,0));
+ out->AddProperty(&tex->transform,1,AI_MATKEY_UVTRANSFORM(type,0));
}
// ------------------------------------------------------------------------------------------------
aiNode* COBImporter::BuildNodes(const Node& root,const Scene& scin,aiScene* fill)
{
- aiNode* nd = new aiNode();
- nd->mName.Set(root.name);
- nd->mTransformation = root.transform;
-
- // Note to everybody believing Voodoo is appropriate here:
- // I know polymorphism, run as fast as you can ;-)
- if (Node::TYPE_MESH == root.type) {
- const Mesh& ndmesh = (const Mesh&)(root);
- if (ndmesh.vertex_positions.size() && ndmesh.texture_coords.size()) {
-
- typedef std::pair<unsigned int,Mesh::FaceRefList> Entry;
- for_each(const Entry& reflist,ndmesh.temp_map) {
- { // create mesh
- size_t n = 0;
- for_each(Face* f, reflist.second) {
- n += f->indices.size();
- }
- if (!n) {
- continue;
- }
- aiMesh* outmesh = fill->mMeshes[fill->mNumMeshes++] = new aiMesh();
- ++nd->mNumMeshes;
-
- outmesh->mVertices = new aiVector3D[n];
- outmesh->mTextureCoords[0] = new aiVector3D[n];
-
- outmesh->mFaces = new aiFace[reflist.second.size()]();
- for_each(Face* f, reflist.second) {
- if (f->indices.empty()) {
- continue;
- }
-
- aiFace& fout = outmesh->mFaces[outmesh->mNumFaces++];
- fout.mIndices = new unsigned int[f->indices.size()];
-
- for_each(VertexIndex& v, f->indices) {
- if (v.pos_idx >= ndmesh.vertex_positions.size()) {
- ThrowException("Position index out of range");
- }
- if (v.uv_idx >= ndmesh.texture_coords.size()) {
- ThrowException("UV index out of range");
- }
- outmesh->mVertices[outmesh->mNumVertices] = ndmesh.vertex_positions[ v.pos_idx ];
- outmesh->mTextureCoords[0][outmesh->mNumVertices] = aiVector3D(
- ndmesh.texture_coords[ v.uv_idx ].x,
- ndmesh.texture_coords[ v.uv_idx ].y,
- 0.f
- );
-
- fout.mIndices[fout.mNumIndices++] = outmesh->mNumVertices++;
- }
- }
- outmesh->mMaterialIndex = fill->mNumMaterials;
- }{ // create material
- const Material* min = NULL;
- for_each(const Material& m, scin.materials) {
- if (m.parent_id == ndmesh.id && m.matnum == reflist.first) {
- min = &m;
- break;
- }
- }
- boost::scoped_ptr<const Material> defmat;
- if (!min) {
- DefaultLogger::get()->debug(format()<<"Could not resolve material index "
- <<reflist.first<<" - creating default material for this slot");
-
- defmat.reset(min=new Material());
- }
-
- MaterialHelper* mat = new MaterialHelper();
- fill->mMaterials[fill->mNumMaterials++] = mat;
-
- const aiString s(format("#mat_")<<fill->mNumMeshes<<"_"<<min->matnum);
- mat->AddProperty(&s,AI_MATKEY_NAME);
-
- if (int tmp = ndmesh.draw_flags & Mesh::WIRED ? 1 : 0) {
- mat->AddProperty(&tmp,1,AI_MATKEY_ENABLE_WIREFRAME);
- }
-
- { int shader;
- switch(min->shader)
- {
- case Material::FLAT:
- shader = aiShadingMode_Gouraud;
- break;
-
- case Material::PHONG:
- shader = aiShadingMode_Phong;
- break;
-
- case Material::METAL:
- shader = aiShadingMode_CookTorrance;
- break;
-
- default:
- ai_assert(false); // shouldn't be here
- }
- mat->AddProperty(&shader,1,AI_MATKEY_SHADING_MODEL);
- if (shader != aiShadingMode_Gouraud) {
- mat->AddProperty(&min->exp,1,AI_MATKEY_SHININESS);
- }
- }
-
- mat->AddProperty(&min->ior,1,AI_MATKEY_REFRACTI);
- mat->AddProperty(&min->rgb,1,AI_MATKEY_COLOR_DIFFUSE);
-
- aiColor3D c = aiColor3D(min->rgb)*min->ks;
- mat->AddProperty(&c,1,AI_MATKEY_COLOR_SPECULAR);
-
- c = aiColor3D(min->rgb)*min->ka;
- mat->AddProperty(&c,1,AI_MATKEY_COLOR_AMBIENT);
-
- // convert textures if some exist.
- if (min->tex_color) {
- ConvertTexture(min->tex_color,mat,aiTextureType_DIFFUSE);
- }
- if (min->tex_env) {
- ConvertTexture(min->tex_env ,mat,aiTextureType_UNKNOWN);
- }
- if (min->tex_bump) {
- ConvertTexture(min->tex_bump ,mat,aiTextureType_HEIGHT);
- }
- }
- }
- }
- }
- else if (Node::TYPE_LIGHT == root.type) {
- const Light& ndlight = (const Light&)(root);
- aiLight* outlight = fill->mLights[fill->mNumLights++] = new aiLight();
-
- outlight->mName.Set(ndlight.name);
- outlight->mColorDiffuse = outlight->mColorAmbient = outlight->mColorSpecular = ndlight.color;
-
- outlight->mAngleOuterCone = AI_DEG_TO_RAD(ndlight.angle);
- outlight->mAngleInnerCone = AI_DEG_TO_RAD(ndlight.inner_angle);
-
- // XXX
- outlight->mType = ndlight.ltype==Light::SPOT ? aiLightSource_SPOT : aiLightSource_DIRECTIONAL;
- }
- else if (Node::TYPE_CAMERA == root.type) {
- const Camera& ndcam = (const Camera&)(root);
- aiCamera* outcam = fill->mCameras[fill->mNumCameras++] = new aiCamera();
-
- outcam->mName.Set(ndcam.name);
- }
-
- // add meshes
- if (nd->mNumMeshes) { // mMeshes must be NULL if count is 0
- nd->mMeshes = new unsigned int[nd->mNumMeshes];
- for (unsigned int i = 0; i < nd->mNumMeshes;++i) {
- nd->mMeshes[i] = fill->mNumMeshes-i-1;
- }
- }
-
- // add children recursively
- nd->mChildren = new aiNode*[root.temp_children.size()]();
- for_each(const Node* n, root.temp_children) {
- (nd->mChildren[nd->mNumChildren++] = BuildNodes(*n,scin,fill))->mParent = nd;
- }
-
- return nd;
+ aiNode* nd = new aiNode();
+ nd->mName.Set(root.name);
+ nd->mTransformation = root.transform;
+
+ // Note to everybody believing Voodoo is appropriate here:
+ // I know polymorphism, run as fast as you can ;-)
+ if (Node::TYPE_MESH == root.type) {
+ const Mesh& ndmesh = (const Mesh&)(root);
+ if (ndmesh.vertex_positions.size() && ndmesh.texture_coords.size()) {
+
+ typedef std::pair<unsigned int,Mesh::FaceRefList> Entry;
+ for_each(const Entry& reflist,ndmesh.temp_map) {
+ { // create mesh
+ size_t n = 0;
+ for_each(Face* f, reflist.second) {
+ n += f->indices.size();
+ }
+ if (!n) {
+ continue;
+ }
+ aiMesh* outmesh = fill->mMeshes[fill->mNumMeshes++] = new aiMesh();
+ ++nd->mNumMeshes;
+
+ outmesh->mVertices = new aiVector3D[n];
+ outmesh->mTextureCoords[0] = new aiVector3D[n];
+
+ outmesh->mFaces = new aiFace[reflist.second.size()]();
+ for_each(Face* f, reflist.second) {
+ if (f->indices.empty()) {
+ continue;
+ }
+
+ aiFace& fout = outmesh->mFaces[outmesh->mNumFaces++];
+ fout.mIndices = new unsigned int[f->indices.size()];
+
+ for_each(VertexIndex& v, f->indices) {
+ if (v.pos_idx >= ndmesh.vertex_positions.size()) {
+ ThrowException("Position index out of range");
+ }
+ if (v.uv_idx >= ndmesh.texture_coords.size()) {
+ ThrowException("UV index out of range");
+ }
+ outmesh->mVertices[outmesh->mNumVertices] = ndmesh.vertex_positions[ v.pos_idx ];
+ outmesh->mTextureCoords[0][outmesh->mNumVertices] = aiVector3D(
+ ndmesh.texture_coords[ v.uv_idx ].x,
+ ndmesh.texture_coords[ v.uv_idx ].y,
+ 0.f
+ );
+
+ fout.mIndices[fout.mNumIndices++] = outmesh->mNumVertices++;
+ }
+ }
+ outmesh->mMaterialIndex = fill->mNumMaterials;
+ }{ // create material
+ const Material* min = NULL;
+ for_each(const Material& m, scin.materials) {
+ if (m.parent_id == ndmesh.id && m.matnum == reflist.first) {
+ min = &m;
+ break;
+ }
+ }
+ boost::scoped_ptr<const Material> defmat;
+ if(!min) {
+ DefaultLogger::get()->debug(format()<<"Could not resolve material index "
+ <<reflist.first<<" - creating default material for this slot");
+
+ defmat.reset(min=new Material());
+ }
+
+ aiMaterial* mat = new aiMaterial();
+ fill->mMaterials[fill->mNumMaterials++] = mat;
+
+ const aiString s(format("#mat_")<<fill->mNumMeshes<<"_"<<min->matnum);
+ mat->AddProperty(&s,AI_MATKEY_NAME);
+
+ if(int tmp = ndmesh.draw_flags & Mesh::WIRED ? 1 : 0) {
+ mat->AddProperty(&tmp,1,AI_MATKEY_ENABLE_WIREFRAME);
+ }
+
+ { int shader;
+ switch(min->shader)
+ {
+ case Material::FLAT:
+ shader = aiShadingMode_Gouraud;
+ break;
+
+ case Material::PHONG:
+ shader = aiShadingMode_Phong;
+ break;
+
+ case Material::METAL:
+ shader = aiShadingMode_CookTorrance;
+ break;
+
+ default:
+ ai_assert(false); // shouldn't be here
+ }
+ mat->AddProperty(&shader,1,AI_MATKEY_SHADING_MODEL);
+ if(shader != aiShadingMode_Gouraud) {
+ mat->AddProperty(&min->exp,1,AI_MATKEY_SHININESS);
+ }
+ }
+
+ mat->AddProperty(&min->ior,1,AI_MATKEY_REFRACTI);
+ mat->AddProperty(&min->rgb,1,AI_MATKEY_COLOR_DIFFUSE);
+
+ aiColor3D c = aiColor3D(min->rgb)*min->ks;
+ mat->AddProperty(&c,1,AI_MATKEY_COLOR_SPECULAR);
+
+ c = aiColor3D(min->rgb)*min->ka;
+ mat->AddProperty(&c,1,AI_MATKEY_COLOR_AMBIENT);
+
+ // convert textures if some exist.
+ if(min->tex_color) {
+ ConvertTexture(min->tex_color,mat,aiTextureType_DIFFUSE);
+ }
+ if(min->tex_env) {
+ ConvertTexture(min->tex_env ,mat,aiTextureType_UNKNOWN);
+ }
+ if(min->tex_bump) {
+ ConvertTexture(min->tex_bump ,mat,aiTextureType_HEIGHT);
+ }
+ }
+ }
+ }
+ }
+ else if (Node::TYPE_LIGHT == root.type) {
+ const Light& ndlight = (const Light&)(root);
+ aiLight* outlight = fill->mLights[fill->mNumLights++] = new aiLight();
+
+ outlight->mName.Set(ndlight.name);
+ outlight->mColorDiffuse = outlight->mColorAmbient = outlight->mColorSpecular = ndlight.color;
+
+ outlight->mAngleOuterCone = AI_DEG_TO_RAD(ndlight.angle);
+ outlight->mAngleInnerCone = AI_DEG_TO_RAD(ndlight.inner_angle);
+
+ // XXX
+ outlight->mType = ndlight.ltype==Light::SPOT ? aiLightSource_SPOT : aiLightSource_DIRECTIONAL;
+ }
+ else if (Node::TYPE_CAMERA == root.type) {
+ const Camera& ndcam = (const Camera&)(root);
+ aiCamera* outcam = fill->mCameras[fill->mNumCameras++] = new aiCamera();
+
+ outcam->mName.Set(ndcam.name);
+ }
+
+ // add meshes
+ if (nd->mNumMeshes) { // mMeshes must be NULL if count is 0
+ nd->mMeshes = new unsigned int[nd->mNumMeshes];
+ for(unsigned int i = 0; i < nd->mNumMeshes;++i) {
+ nd->mMeshes[i] = fill->mNumMeshes-i-1;
+ }
+ }
+
+ // add children recursively
+ nd->mChildren = new aiNode*[root.temp_children.size()]();
+ for_each(const Node* n, root.temp_children) {
+ (nd->mChildren[nd->mNumChildren++] = BuildNodes(*n,scin,fill))->mParent = nd;
+ }
+
+ return nd;
}
// ------------------------------------------------------------------------------------------------
// Read an ASCII file into the given scene data structure
void COBImporter::ReadAsciiFile(Scene& out, StreamReaderLE* stream)
{
- ChunkInfo ci;
- for (LineSplitter splitter(*stream);splitter;++splitter) {
-
- // add all chunks to be recognized here. /else ../ ommitted intentionally.
- if (splitter.match_start("PolH ")) {
- ReadChunkInfo_Ascii(ci,splitter);
- ReadPolH_Ascii(out,splitter,ci);
- }
- if (splitter.match_start("BitM ")) {
- ReadChunkInfo_Ascii(ci,splitter);
- ReadBitM_Ascii(out,splitter,ci);
- }
- if (splitter.match_start("Mat1 ")) {
- ReadChunkInfo_Ascii(ci,splitter);
- ReadMat1_Ascii(out,splitter,ci);
- }
- if (splitter.match_start("Grou ")) {
- ReadChunkInfo_Ascii(ci,splitter);
- ReadGrou_Ascii(out,splitter,ci);
- }
- if (splitter.match_start("Lght ")) {
- ReadChunkInfo_Ascii(ci,splitter);
- ReadLght_Ascii(out,splitter,ci);
- }
- if (splitter.match_start("Came ")) {
- ReadChunkInfo_Ascii(ci,splitter);
- ReadCame_Ascii(out,splitter,ci);
- }
- if (splitter.match_start("Bone ")) {
- ReadChunkInfo_Ascii(ci,splitter);
- ReadBone_Ascii(out,splitter,ci);
- }
- if (splitter.match_start("Chan ")) {
- ReadChunkInfo_Ascii(ci,splitter);
- ReadChan_Ascii(out,splitter,ci);
- }
- if (splitter.match_start("Unit ")) {
- ReadChunkInfo_Ascii(ci,splitter);
- ReadUnit_Ascii(out,splitter,ci);
- }
- if (splitter.match_start("END ")) {
- // we don't need this, but I guess there is a reason this
- // chunk has been implemented into COB for.
- return;
- }
- }
+ ChunkInfo ci;
+ for(LineSplitter splitter(*stream);splitter;++splitter) {
+
+ // add all chunks to be recognized here. /else ../ omitted intentionally.
+ if (splitter.match_start("PolH ")) {
+ ReadChunkInfo_Ascii(ci,splitter);
+ ReadPolH_Ascii(out,splitter,ci);
+ }
+ if (splitter.match_start("BitM ")) {
+ ReadChunkInfo_Ascii(ci,splitter);
+ ReadBitM_Ascii(out,splitter,ci);
+ }
+ if (splitter.match_start("Mat1 ")) {
+ ReadChunkInfo_Ascii(ci,splitter);
+ ReadMat1_Ascii(out,splitter,ci);
+ }
+ if (splitter.match_start("Grou ")) {
+ ReadChunkInfo_Ascii(ci,splitter);
+ ReadGrou_Ascii(out,splitter,ci);
+ }
+ if (splitter.match_start("Lght ")) {
+ ReadChunkInfo_Ascii(ci,splitter);
+ ReadLght_Ascii(out,splitter,ci);
+ }
+ if (splitter.match_start("Came ")) {
+ ReadChunkInfo_Ascii(ci,splitter);
+ ReadCame_Ascii(out,splitter,ci);
+ }
+ if (splitter.match_start("Bone ")) {
+ ReadChunkInfo_Ascii(ci,splitter);
+ ReadBone_Ascii(out,splitter,ci);
+ }
+ if (splitter.match_start("Chan ")) {
+ ReadChunkInfo_Ascii(ci,splitter);
+ ReadChan_Ascii(out,splitter,ci);
+ }
+ if (splitter.match_start("Unit ")) {
+ ReadChunkInfo_Ascii(ci,splitter);
+ ReadUnit_Ascii(out,splitter,ci);
+ }
+ if (splitter.match_start("END ")) {
+ // we don't need this, but I guess there is a reason this
+ // chunk has been implemented into COB for.
+ return;
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
void COBImporter::ReadChunkInfo_Ascii(ChunkInfo& out, const LineSplitter& splitter)
{
- const char* all_tokens[8];
- splitter.get_tokens(all_tokens);
+ const char* all_tokens[8];
+ splitter.get_tokens(all_tokens);
- out.version = (all_tokens[1][1]-'0')*100+(all_tokens[1][3]-'0')*10+(all_tokens[1][4]-'0');
- out.id = strtol10(all_tokens[3]);
- out.parent_id = strtol10(all_tokens[5]);
- out.size = strtol10s(all_tokens[7]);
+ out.version = (all_tokens[1][1]-'0')*100+(all_tokens[1][3]-'0')*10+(all_tokens[1][4]-'0');
+ out.id = strtoul10(all_tokens[3]);
+ out.parent_id = strtoul10(all_tokens[5]);
+ out.size = strtol10(all_tokens[7]);
}
// ------------------------------------------------------------------------------------------------
void COBImporter::UnsupportedChunk_Ascii(LineSplitter& splitter, const ChunkInfo& nfo, const char* name)
{
- const std::string error = format("Encountered unsupported chunk: ") << name <<
- " [version: "<<nfo.version<<", size: "<<nfo.size<<"]";
-
- // we can recover if the chunk size was specified.
- if (nfo.size != static_cast<unsigned int>(-1)) {
- DefaultLogger::get()->error(error);
-
- // (HACK) - our current position in the stream is the beginning of the
- // head line of the next chunk. That's fine, but the caller is going
- // to call ++ on `splitter`, which we need to swallow to avoid
- // missing the next line.
- splitter.get_stream().IncPtr(nfo.size);
- splitter.swallow_next_increment();
- }
- else ThrowException(error);
+ const std::string error = format("Encountered unsupported chunk: ") << name <<
+ " [version: "<<nfo.version<<", size: "<<nfo.size<<"]";
+
+ // we can recover if the chunk size was specified.
+ if(nfo.size != static_cast<unsigned int>(-1)) {
+ DefaultLogger::get()->error(error);
+
+ // (HACK) - our current position in the stream is the beginning of the
+ // head line of the next chunk. That's fine, but the caller is going
+ // to call ++ on `splitter`, which we need to swallow to avoid
+ // missing the next line.
+ splitter.get_stream().IncPtr(nfo.size);
+ splitter.swallow_next_increment();
+ }
+ else ThrowException(error);
}
// ------------------------------------------------------------------------------------------------
-void COBImporter::LogWarn_Ascii(const LineSplitter& splitter, const format& message) {
- LogWarn_Ascii(message << " [at line "<< splitter.get_index()<<"]");
+void COBImporter::LogWarn_Ascii(const LineSplitter& splitter, const format& message) {
+ LogWarn_Ascii(message << " [at line "<< splitter.get_index()<<"]");
}
// ------------------------------------------------------------------------------------------------
-void COBImporter::LogError_Ascii(const LineSplitter& splitter, const format& message) {
- LogError_Ascii(message << " [at line "<< splitter.get_index()<<"]");
+void COBImporter::LogError_Ascii(const LineSplitter& splitter, const format& message) {
+ LogError_Ascii(message << " [at line "<< splitter.get_index()<<"]");
}
// ------------------------------------------------------------------------------------------------
-void COBImporter::LogInfo_Ascii(const LineSplitter& splitter, const format& message) {
- LogInfo_Ascii(message << " [at line "<< splitter.get_index()<<"]");
+void COBImporter::LogInfo_Ascii(const LineSplitter& splitter, const format& message) {
+ LogInfo_Ascii(message << " [at line "<< splitter.get_index()<<"]");
}
// ------------------------------------------------------------------------------------------------
-void COBImporter::LogDebug_Ascii(const LineSplitter& splitter, const format& message) {
- LogDebug_Ascii(message << " [at line "<< splitter.get_index()<<"]");
+void COBImporter::LogDebug_Ascii(const LineSplitter& splitter, const format& message) {
+ LogDebug_Ascii(message << " [at line "<< splitter.get_index()<<"]");
}
// ------------------------------------------------------------------------------------------------
-void COBImporter::LogWarn_Ascii(const Formatter::format& message) {
- DefaultLogger::get()->warn(std::string("COB: ")+=message);
+void COBImporter::LogWarn_Ascii(const Formatter::format& message) {
+ DefaultLogger::get()->warn(std::string("COB: ")+=message);
}
// ------------------------------------------------------------------------------------------------
-void COBImporter::LogError_Ascii(const Formatter::format& message) {
- DefaultLogger::get()->error(std::string("COB: ")+=message);
+void COBImporter::LogError_Ascii(const Formatter::format& message) {
+ DefaultLogger::get()->error(std::string("COB: ")+=message);
}
// ------------------------------------------------------------------------------------------------
-void COBImporter::LogInfo_Ascii(const Formatter::format& message) {
- DefaultLogger::get()->info(std::string("COB: ")+=message);
+void COBImporter::LogInfo_Ascii(const Formatter::format& message) {
+ DefaultLogger::get()->info(std::string("COB: ")+=message);
}
// ------------------------------------------------------------------------------------------------
-void COBImporter::LogDebug_Ascii(const Formatter::format& message) {
- DefaultLogger::get()->debug(std::string("COB: ")+=message);
+void COBImporter::LogDebug_Ascii(const Formatter::format& message) {
+ DefaultLogger::get()->debug(std::string("COB: ")+=message);
}
// ------------------------------------------------------------------------------------------------
-void COBImporter::ReadBasicNodeInfo_Ascii(Node& msh, LineSplitter& splitter, const ChunkInfo&)
+void COBImporter::ReadBasicNodeInfo_Ascii(Node& msh, LineSplitter& splitter, const ChunkInfo& /*nfo*/)
{
- for (;splitter;++splitter) {
- if (splitter.match_start("Name")) {
- msh.name = std::string(splitter[1]);
-
- // make nice names by merging the dupe count
- std::replace(msh.name.begin(),msh.name.end(),
- ',','_');
- }
- else if (splitter.match_start("Transform")) {
- for (unsigned int y = 0; y < 4 && ++splitter; ++y) {
- const char* s = splitter->c_str();
- for (unsigned int x = 0; x < 4; ++x) {
- SkipSpaces(&s);
- msh.transform[y][x] = fast_atof(&s);
- }
- }
- // we need the transform chunk, so we won't return until we have it.
- return;
- }
- }
+ for(;splitter;++splitter) {
+ if (splitter.match_start("Name")) {
+ msh.name = std::string(splitter[1]);
+
+ // make nice names by merging the dupe count
+ std::replace(msh.name.begin(),msh.name.end(),
+ ',','_');
+ }
+ else if (splitter.match_start("Transform")) {
+ for(unsigned int y = 0; y < 4 && ++splitter; ++y) {
+ const char* s = splitter->c_str();
+ for(unsigned int x = 0; x < 4; ++x) {
+ SkipSpaces(&s);
+ msh.transform[y][x] = fast_atof(&s);
+ }
+ }
+ // we need the transform chunk, so we won't return until we have it.
+ return;
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
template <typename T>
-void COBImporter::ReadFloat3Tuple_Ascii(T& fill, const char** in)
+void COBImporter::ReadFloat3Tuple_Ascii(T& fill, const char** in)
{
- const char* rgb = *in;
- for (unsigned int i = 0; i < 3; ++i) {
- SkipSpaces(&rgb);
- if (*rgb == ',')++rgb;
- SkipSpaces(&rgb);
-
- fill[i] = fast_atof(&rgb);
- }
- *in = rgb;
+ const char* rgb = *in;
+ for(unsigned int i = 0; i < 3; ++i) {
+ SkipSpaces(&rgb);
+ if (*rgb == ',')++rgb;
+ SkipSpaces(&rgb);
+
+ fill[i] = fast_atof(&rgb);
+ }
+ *in = rgb;
}
// ------------------------------------------------------------------------------------------------
void COBImporter::ReadMat1_Ascii(Scene& out, LineSplitter& splitter, const ChunkInfo& nfo)
{
- if (nfo.version > 8) {
- return UnsupportedChunk_Ascii(splitter,nfo,"Mat1");
- }
-
- ++splitter;
- if (!splitter.match_start("mat# ")) {
- LogWarn_Ascii(splitter,format()<<
- "Expected `mat#` line in `Mat1` chunk "<<nfo.id);
- return;
- }
-
- out.materials.push_back(Material());
- Material& mat = out.materials.back();
- mat = nfo;
-
- mat.matnum = strtol10(splitter[1]);
- ++splitter;
-
- if (!splitter.match_start("shader: ")) {
- LogWarn_Ascii(splitter,format()<<
- "Expected `mat#` line in `Mat1` chunk "<<nfo.id);
- return;
- }
- std::string shader = std::string(splitter[1]);
- shader = shader.substr(0,shader.find_first_of(" \t"));
-
- if (shader == "metal") {
- mat.shader = Material::METAL;
- }
- else if (shader == "phong") {
- mat.shader = Material::PHONG;
- }
- else if (shader != "flat") {
- LogWarn_Ascii(splitter,format()<<
- "Unknown value for `shader` in `Mat1` chunk "<<nfo.id);
- }
-
- ++splitter;
- if (!splitter.match_start("rgb ")) {
- LogWarn_Ascii(splitter,format()<<
- "Expected `rgb` line in `Mat1` chunk "<<nfo.id);
- }
-
- const char* rgb = splitter[1];
- ReadFloat3Tuple_Ascii(mat.rgb,&rgb);
-
- ++splitter;
- if (!splitter.match_start("alpha ")) {
- LogWarn_Ascii(splitter,format()<<
- "Expected `alpha` line in `Mat1` chunk "<<nfo.id);
- }
-
- const char* tokens[10];
- splitter.get_tokens(tokens);
-
- mat.alpha = fast_atof( tokens[1] );
- mat.ka = fast_atof( tokens[3] );
- mat.ks = fast_atof( tokens[5] );
- mat.exp = fast_atof( tokens[7] );
- mat.ior = fast_atof( tokens[9] );
+ if(nfo.version > 8) {
+ return UnsupportedChunk_Ascii(splitter,nfo,"Mat1");
+ }
+
+ ++splitter;
+ if (!splitter.match_start("mat# ")) {
+ LogWarn_Ascii(splitter,format()<<
+ "Expected `mat#` line in `Mat1` chunk "<<nfo.id);
+ return;
+ }
+
+ out.materials.push_back(Material());
+ Material& mat = out.materials.back();
+ mat = nfo;
+
+ mat.matnum = strtoul10(splitter[1]);
+ ++splitter;
+
+ if (!splitter.match_start("shader: ")) {
+ LogWarn_Ascii(splitter,format()<<
+ "Expected `mat#` line in `Mat1` chunk "<<nfo.id);
+ return;
+ }
+ std::string shader = std::string(splitter[1]);
+ shader = shader.substr(0,shader.find_first_of(" \t"));
+
+ if (shader == "metal") {
+ mat.shader = Material::METAL;
+ }
+ else if (shader == "phong") {
+ mat.shader = Material::PHONG;
+ }
+ else if (shader != "flat") {
+ LogWarn_Ascii(splitter,format()<<
+ "Unknown value for `shader` in `Mat1` chunk "<<nfo.id);
+ }
+
+ ++splitter;
+ if (!splitter.match_start("rgb ")) {
+ LogWarn_Ascii(splitter,format()<<
+ "Expected `rgb` line in `Mat1` chunk "<<nfo.id);
+ }
+
+ const char* rgb = splitter[1];
+ ReadFloat3Tuple_Ascii(mat.rgb,&rgb);
+
+ ++splitter;
+ if (!splitter.match_start("alpha ")) {
+ LogWarn_Ascii(splitter,format()<<
+ "Expected `alpha` line in `Mat1` chunk "<<nfo.id);
+ }
+
+ const char* tokens[10];
+ splitter.get_tokens(tokens);
+
+ mat.alpha = fast_atof( tokens[1] );
+ mat.ka = fast_atof( tokens[3] );
+ mat.ks = fast_atof( tokens[5] );
+ mat.exp = fast_atof( tokens[7] );
+ mat.ior = fast_atof( tokens[9] );
}
// ------------------------------------------------------------------------------------------------
void COBImporter::ReadUnit_Ascii(Scene& out, LineSplitter& splitter, const ChunkInfo& nfo)
{
- if (nfo.version > 1) {
- return UnsupportedChunk_Ascii(splitter,nfo,"Unit");
- }
- ++splitter;
- if (!splitter.match_start("Units ")) {
- LogWarn_Ascii(splitter,format()<<
- "Expected `Units` line in `Unit` chunk "<<nfo.id);
- return;
- }
-
- // parent chunks preceede their childs, so we should have the
- // corresponding chunk already.
- for_each(boost::shared_ptr< Node >& nd, out.nodes) {
- if (nd->id == nfo.parent_id) {
- const unsigned int t=strtol10(splitter[1]);
-
- nd->unit_scale = t>=sizeof(units)/sizeof(units[0])?(
- LogWarn_Ascii(splitter,format()<<t<<" is not a valid value for `Units` attribute in `Unit chunk` "<<nfo.id)
- ,1.f):units[t];
- return;
- }
- }
- LogWarn_Ascii(splitter,format()<<"`Unit` chunk "<<nfo.id<<" is a child of "
- <<nfo.parent_id<<" which does not exist");
+ if(nfo.version > 1) {
+ return UnsupportedChunk_Ascii(splitter,nfo,"Unit");
+ }
+ ++splitter;
+ if (!splitter.match_start("Units ")) {
+ LogWarn_Ascii(splitter,format()<<
+ "Expected `Units` line in `Unit` chunk "<<nfo.id);
+ return;
+ }
+
+ // parent chunks preceede their childs, so we should have the
+ // corresponding chunk already.
+ for_each(boost::shared_ptr< Node >& nd, out.nodes) {
+ if (nd->id == nfo.parent_id) {
+ const unsigned int t=strtoul10(splitter[1]);
+
+ nd->unit_scale = t>=sizeof(units)/sizeof(units[0])?(
+ LogWarn_Ascii(splitter,format()<<t<<" is not a valid value for `Units` attribute in `Unit chunk` "<<nfo.id)
+ ,1.f):units[t];
+ return;
+ }
+ }
+ LogWarn_Ascii(splitter,format()<<"`Unit` chunk "<<nfo.id<<" is a child of "
+ <<nfo.parent_id<<" which does not exist");
}
// ------------------------------------------------------------------------------------------------
-void COBImporter::ReadChan_Ascii(Scene&, LineSplitter& splitter, const ChunkInfo& nfo)
+void COBImporter::ReadChan_Ascii(Scene& /*out*/, LineSplitter& splitter, const ChunkInfo& nfo)
{
- if (nfo.version > 8) {
- return UnsupportedChunk_Ascii(splitter,nfo,"Chan");
- }
+ if(nfo.version > 8) {
+ return UnsupportedChunk_Ascii(splitter,nfo,"Chan");
+ }
}
// ------------------------------------------------------------------------------------------------
void COBImporter::ReadLght_Ascii(Scene& out, LineSplitter& splitter, const ChunkInfo& nfo)
{
- if (nfo.version > 8) {
- return UnsupportedChunk_Ascii(splitter,nfo,"Lght");
- }
-
- out.nodes.push_back(boost::shared_ptr<Light>(new Light()));
- Light& msh = (Light&)(*out.nodes.back().get());
- msh = nfo;
-
- ReadBasicNodeInfo_Ascii(msh,++splitter,nfo);
-
- if (splitter.match_start("Infinite ")) {
- msh.ltype = Light::INFINITE;
- }
- else if (splitter.match_start("Local ")) {
- msh.ltype = Light::LOCAL;
- }
- else if (splitter.match_start("Spot ")) {
- msh.ltype = Light::SPOT;
- }
- else {
- LogWarn_Ascii(splitter,format()<<
- "Unknown kind of light source in `Lght` chunk "<<nfo.id<<" : "<<*splitter);
- msh.ltype = Light::SPOT;
- }
-
- ++splitter;
- if (!splitter.match_start("color ")) {
- LogWarn_Ascii(splitter,format()<<
- "Expected `color` line in `Lght` chunk "<<nfo.id);
- }
-
- const char* rgb = splitter[1];
- ReadFloat3Tuple_Ascii(msh.color ,&rgb);
-
- SkipSpaces(&rgb);
- if (strncmp(rgb,"cone angle",10)) {
- LogWarn_Ascii(splitter,format()<<
- "Expected `cone angle` entity in `color` line in `Lght` chunk "<<nfo.id);
- }
- SkipSpaces(rgb+10,&rgb);
- msh.angle = fast_atof(&rgb);
-
- SkipSpaces(&rgb);
- if (strncmp(rgb,"inner angle",11)) {
- LogWarn_Ascii(splitter,format()<<
- "Expected `inner angle` entity in `color` line in `Lght` chunk "<<nfo.id);
- }
- SkipSpaces(rgb+11,&rgb);
- msh.inner_angle = fast_atof(&rgb);
-
- // skip the rest for we can't handle this kind of physically-based lighting information.
+ if(nfo.version > 8) {
+ return UnsupportedChunk_Ascii(splitter,nfo,"Lght");
+ }
+
+ out.nodes.push_back(boost::shared_ptr<Light>(new Light()));
+ Light& msh = (Light&)(*out.nodes.back().get());
+ msh = nfo;
+
+ ReadBasicNodeInfo_Ascii(msh,++splitter,nfo);
+
+ if (splitter.match_start("Infinite ")) {
+ msh.ltype = Light::INFINITE;
+ }
+ else if (splitter.match_start("Local ")) {
+ msh.ltype = Light::LOCAL;
+ }
+ else if (splitter.match_start("Spot ")) {
+ msh.ltype = Light::SPOT;
+ }
+ else {
+ LogWarn_Ascii(splitter,format()<<
+ "Unknown kind of light source in `Lght` chunk "<<nfo.id<<" : "<<*splitter);
+ msh.ltype = Light::SPOT;
+ }
+
+ ++splitter;
+ if (!splitter.match_start("color ")) {
+ LogWarn_Ascii(splitter,format()<<
+ "Expected `color` line in `Lght` chunk "<<nfo.id);
+ }
+
+ const char* rgb = splitter[1];
+ ReadFloat3Tuple_Ascii(msh.color ,&rgb);
+
+ SkipSpaces(&rgb);
+ if (strncmp(rgb,"cone angle",10)) {
+ LogWarn_Ascii(splitter,format()<<
+ "Expected `cone angle` entity in `color` line in `Lght` chunk "<<nfo.id);
+ }
+ SkipSpaces(rgb+10,&rgb);
+ msh.angle = fast_atof(&rgb);
+
+ SkipSpaces(&rgb);
+ if (strncmp(rgb,"inner angle",11)) {
+ LogWarn_Ascii(splitter,format()<<
+ "Expected `inner angle` entity in `color` line in `Lght` chunk "<<nfo.id);
+ }
+ SkipSpaces(rgb+11,&rgb);
+ msh.inner_angle = fast_atof(&rgb);
+
+ // skip the rest for we can't handle this kind of physically-based lighting information.
}
// ------------------------------------------------------------------------------------------------
void COBImporter::ReadCame_Ascii(Scene& out, LineSplitter& splitter, const ChunkInfo& nfo)
{
- if (nfo.version > 2) {
- return UnsupportedChunk_Ascii(splitter,nfo,"Came");
- }
+ if(nfo.version > 2) {
+ return UnsupportedChunk_Ascii(splitter,nfo,"Came");
+ }
- out.nodes.push_back(boost::shared_ptr<Camera>(new Camera()));
- Camera& msh = (Camera&)(*out.nodes.back().get());
- msh = nfo;
+ out.nodes.push_back(boost::shared_ptr<Camera>(new Camera()));
+ Camera& msh = (Camera&)(*out.nodes.back().get());
+ msh = nfo;
- ReadBasicNodeInfo_Ascii(msh,++splitter,nfo);
+ ReadBasicNodeInfo_Ascii(msh,++splitter,nfo);
- // skip the next line, we don't know this differenciation between a
- // standard camera and a panoramic camera.
- ++splitter;
+ // skip the next line, we don't know this differenciation between a
+ // standard camera and a panoramic camera.
+ ++splitter;
}
// ------------------------------------------------------------------------------------------------
void COBImporter::ReadBone_Ascii(Scene& out, LineSplitter& splitter, const ChunkInfo& nfo)
{
- if (nfo.version > 5) {
- return UnsupportedChunk_Ascii(splitter,nfo,"Bone");
- }
+ if(nfo.version > 5) {
+ return UnsupportedChunk_Ascii(splitter,nfo,"Bone");
+ }
- out.nodes.push_back(boost::shared_ptr<Bone>(new Bone()));
- Bone& msh = (Bone&)(*out.nodes.back().get());
- msh = nfo;
+ out.nodes.push_back(boost::shared_ptr<Bone>(new Bone()));
+ Bone& msh = (Bone&)(*out.nodes.back().get());
+ msh = nfo;
- ReadBasicNodeInfo_Ascii(msh,++splitter,nfo);
+ ReadBasicNodeInfo_Ascii(msh,++splitter,nfo);
- // TODO
+ // TODO
}
// ------------------------------------------------------------------------------------------------
void COBImporter::ReadGrou_Ascii(Scene& out, LineSplitter& splitter, const ChunkInfo& nfo)
{
- if (nfo.version > 1) {
- return UnsupportedChunk_Ascii(splitter,nfo,"Grou");
- }
+ if(nfo.version > 1) {
+ return UnsupportedChunk_Ascii(splitter,nfo,"Grou");
+ }
- out.nodes.push_back(boost::shared_ptr<Group>(new Group()));
- Group& msh = (Group&)(*out.nodes.back().get());
- msh = nfo;
+ out.nodes.push_back(boost::shared_ptr<Group>(new Group()));
+ Group& msh = (Group&)(*out.nodes.back().get());
+ msh = nfo;
- ReadBasicNodeInfo_Ascii(msh,++splitter,nfo);
+ ReadBasicNodeInfo_Ascii(msh,++splitter,nfo);
}
// ------------------------------------------------------------------------------------------------
void COBImporter::ReadPolH_Ascii(Scene& out, LineSplitter& splitter, const ChunkInfo& nfo)
{
- if (nfo.version > 8) {
- return UnsupportedChunk_Ascii(splitter,nfo,"PolH");
- }
-
- out.nodes.push_back(boost::shared_ptr<Mesh>(new Mesh()));
- Mesh& msh = (Mesh&)(*out.nodes.back().get());
- msh = nfo;
-
- ReadBasicNodeInfo_Ascii(msh,++splitter,nfo);
-
- // the chunk has a fixed order of components, but some are not interesting of us so
- // we're just looking for keywords in arbitrary order. The end of the chunk is
- // either the last `Face` or the `DrawFlags` attribute, depending on the format ver.
- for (;splitter;++splitter) {
- if (splitter.match_start("World Vertices")) {
- const unsigned int cnt = strtol10(splitter[2]);
- msh.vertex_positions.resize(cnt);
-
- for (unsigned int cur = 0;cur < cnt && ++splitter;++cur) {
- const char* s = splitter->c_str();
-
- aiVector3D& v = msh.vertex_positions[cur];
-
- SkipSpaces(&s);
- v.x = fast_atof(&s);
- SkipSpaces(&s);
- v.y = fast_atof(&s);
- SkipSpaces(&s);
- v.z = fast_atof(&s);
- }
- }
- else if (splitter.match_start("Texture Vertices")) {
- const unsigned int cnt = strtol10(splitter[2]);
- msh.texture_coords.resize(cnt);
-
- for (unsigned int cur = 0;cur < cnt && ++splitter;++cur) {
- const char* s = splitter->c_str();
-
- aiVector2D& v = msh.texture_coords[cur];
-
- SkipSpaces(&s);
- v.x = fast_atof(&s);
- SkipSpaces(&s);
- v.y = fast_atof(&s);
- }
- }
- else if (splitter.match_start("Faces")) {
- const unsigned int cnt = strtol10(splitter[1]);
- msh.faces.reserve(cnt);
-
- for (unsigned int cur = 0; cur < cnt && ++splitter ;++cur) {
- if (splitter.match_start("Hole")) {
- LogWarn_Ascii(splitter,"Skipping unsupported `Hole` line");
- continue;
- }
-
- if (!splitter.match_start("Face")) {
- ThrowException("Expected Face line");
- }
-
- msh.faces.push_back(Face());
- Face& face = msh.faces.back();
-
- face.indices.resize(strtol10(splitter[2]));
- face.flags = strtol10(splitter[4]);
- face.material = strtol10(splitter[6]);
-
- const char* s = (++splitter)->c_str();
- for (size_t i = 0; i < face.indices.size(); ++i) {
- if (!SkipSpaces(&s)) {
- ThrowException("Expected EOL token in Face entry");
- }
- if ('<' != *s++) {
- ThrowException("Expected < token in Face entry");
- }
- face.indices[i].pos_idx = strtol10(s,&s);
- if (',' != *s++) {
- ThrowException("Expected , token in Face entry");
- }
- face.indices[i].uv_idx = strtol10(s,&s);
- if ('>' != *s++) {
- ThrowException("Expected < token in Face entry");
- }
- }
- }
- if (nfo.version <= 4) {
- break;
- }
- }
- else if (splitter.match_start("DrawFlags")) {
- msh.draw_flags = strtol10(splitter[1]);
- break;
- }
- }
+ if(nfo.version > 8) {
+ return UnsupportedChunk_Ascii(splitter,nfo,"PolH");
+ }
+
+ out.nodes.push_back(boost::shared_ptr<Mesh>(new Mesh()));
+ Mesh& msh = (Mesh&)(*out.nodes.back().get());
+ msh = nfo;
+
+ ReadBasicNodeInfo_Ascii(msh,++splitter,nfo);
+
+ // the chunk has a fixed order of components, but some are not interesting of us so
+ // we're just looking for keywords in arbitrary order. The end of the chunk is
+ // either the last `Face` or the `DrawFlags` attribute, depending on the format ver.
+ for(;splitter;++splitter) {
+ if (splitter.match_start("World Vertices")) {
+ const unsigned int cnt = strtoul10(splitter[2]);
+ msh.vertex_positions.resize(cnt);
+
+ for(unsigned int cur = 0;cur < cnt && ++splitter;++cur) {
+ const char* s = splitter->c_str();
+
+ aiVector3D& v = msh.vertex_positions[cur];
+
+ SkipSpaces(&s);
+ v.x = fast_atof(&s);
+ SkipSpaces(&s);
+ v.y = fast_atof(&s);
+ SkipSpaces(&s);
+ v.z = fast_atof(&s);
+ }
+ }
+ else if (splitter.match_start("Texture Vertices")) {
+ const unsigned int cnt = strtoul10(splitter[2]);
+ msh.texture_coords.resize(cnt);
+
+ for(unsigned int cur = 0;cur < cnt && ++splitter;++cur) {
+ const char* s = splitter->c_str();
+
+ aiVector2D& v = msh.texture_coords[cur];
+
+ SkipSpaces(&s);
+ v.x = fast_atof(&s);
+ SkipSpaces(&s);
+ v.y = fast_atof(&s);
+ }
+ }
+ else if (splitter.match_start("Faces")) {
+ const unsigned int cnt = strtoul10(splitter[1]);
+ msh.faces.reserve(cnt);
+
+ for(unsigned int cur = 0; cur < cnt && ++splitter ;++cur) {
+ if (splitter.match_start("Hole")) {
+ LogWarn_Ascii(splitter,"Skipping unsupported `Hole` line");
+ continue;
+ }
+
+ if (!splitter.match_start("Face")) {
+ ThrowException("Expected Face line");
+ }
+
+ msh.faces.push_back(Face());
+ Face& face = msh.faces.back();
+
+ face.indices.resize(strtoul10(splitter[2]));
+ face.flags = strtoul10(splitter[4]);
+ face.material = strtoul10(splitter[6]);
+
+ const char* s = (++splitter)->c_str();
+ for(size_t i = 0; i < face.indices.size(); ++i) {
+ if(!SkipSpaces(&s)) {
+ ThrowException("Expected EOL token in Face entry");
+ }
+ if ('<' != *s++) {
+ ThrowException("Expected < token in Face entry");
+ }
+ face.indices[i].pos_idx = strtoul10(s,&s);
+ if (',' != *s++) {
+ ThrowException("Expected , token in Face entry");
+ }
+ face.indices[i].uv_idx = strtoul10(s,&s);
+ if ('>' != *s++) {
+ ThrowException("Expected < token in Face entry");
+ }
+ }
+ }
+ if (nfo.version <= 4) {
+ break;
+ }
+ }
+ else if (splitter.match_start("DrawFlags")) {
+ msh.draw_flags = strtoul10(splitter[1]);
+ break;
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
-void COBImporter::ReadBitM_Ascii(Scene&, LineSplitter& splitter, const ChunkInfo& nfo)
+void COBImporter::ReadBitM_Ascii(Scene& /*out*/, LineSplitter& splitter, const ChunkInfo& nfo)
{
- if (nfo.version > 1) {
- return UnsupportedChunk_Ascii(splitter,nfo,"BitM");
- }
+ if(nfo.version > 1) {
+ return UnsupportedChunk_Ascii(splitter,nfo,"BitM");
+ }
/*
- "\nThumbNailHdrSize %ld"
- "\nThumbHeader: %02hx 02hx %02hx "
- "\nColorBufSize %ld"
- "\nColorBufZipSize %ld"
- "\nZippedThumbnail: %02hx 02hx %02hx "
+ "\nThumbNailHdrSize %ld"
+ "\nThumbHeader: %02hx 02hx %02hx "
+ "\nColorBufSize %ld"
+ "\nColorBufZipSize %ld"
+ "\nZippedThumbnail: %02hx 02hx %02hx "
*/
- const unsigned int head = strtol10((++splitter)[1]);
- if (head != sizeof(Bitmap::BitmapHeader)) {
- LogWarn_Ascii(splitter,"Unexpected ThumbNailHdrSize, skipping this chunk");
- return;
- }
-
- /*union {
- Bitmap::BitmapHeader data;
- char opaq[sizeof Bitmap::BitmapHeader()];
- };*/
-// ReadHexOctets(opaq,head,(++splitter)[1]);
+ const unsigned int head = strtoul10((++splitter)[1]);
+ if (head != sizeof(Bitmap::BitmapHeader)) {
+ LogWarn_Ascii(splitter,"Unexpected ThumbNailHdrSize, skipping this chunk");
+ return;
+ }
+
+ /*union {
+ Bitmap::BitmapHeader data;
+ char opaq[sizeof Bitmap::BitmapHeader()];
+ };*/
+// ReadHexOctets(opaq,head,(++splitter)[1]);
}
// ------------------------------------------------------------------------------------------------
void COBImporter::ReadString_Binary(std::string& out, StreamReaderLE& reader)
{
- out.resize( reader.GetI2());
- for_each(char& c,out) {
- c = reader.GetI1();
- }
+ out.resize( reader.GetI2());
+ for_each(char& c,out) {
+ c = reader.GetI1();
+ }
}
// ------------------------------------------------------------------------------------------------
-void COBImporter::ReadBasicNodeInfo_Binary(Node& msh, StreamReaderLE& reader, const ChunkInfo&)
+void COBImporter::ReadBasicNodeInfo_Binary(Node& msh, StreamReaderLE& reader, const ChunkInfo& /*nfo*/)
{
- const unsigned int dupes = reader.GetI2();
- ReadString_Binary(msh.name,reader);
+ const unsigned int dupes = reader.GetI2();
+ ReadString_Binary(msh.name,reader);
- msh.name = format(msh.name)<<'_'<<dupes;
+ msh.name = format(msh.name)<<'_'<<dupes;
- // skip local axes for the moment
- reader.IncPtr(48);
+ // skip local axes for the moment
+ reader.IncPtr(48);
- msh.transform = aiMatrix4x4();
- for (unsigned int y = 0; y < 3; ++y) {
- for (unsigned int x =0; x < 4; ++x) {
- msh.transform[y][x] = reader.GetF4();
- }
- }
+ msh.transform = aiMatrix4x4();
+ for(unsigned int y = 0; y < 3; ++y) {
+ for(unsigned int x =0; x < 4; ++x) {
+ msh.transform[y][x] = reader.GetF4();
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
void COBImporter::UnsupportedChunk_Binary( StreamReaderLE& reader, const ChunkInfo& nfo, const char* name)
{
- const std::string error = format("Encountered unsupported chunk: ") << name <<
- " [version: "<<nfo.version<<", size: "<<nfo.size<<"]";
-
- // we can recover if the chunk size was specified.
- if (nfo.size != static_cast<unsigned int>(-1)) {
- DefaultLogger::get()->error(error);
- reader.IncPtr(nfo.size);
- }
- else ThrowException(error);
+ const std::string error = format("Encountered unsupported chunk: ") << name <<
+ " [version: "<<nfo.version<<", size: "<<nfo.size<<"]";
+
+ // we can recover if the chunk size was specified.
+ if(nfo.size != static_cast<unsigned int>(-1)) {
+ DefaultLogger::get()->error(error);
+ reader.IncPtr(nfo.size);
+ }
+ else ThrowException(error);
}
// ------------------------------------------------------------------------------------------------
@@ -924,354 +937,354 @@ class chunk_guard {
public:
- chunk_guard(const COB::ChunkInfo& nfo, StreamReaderLE& reader)
- : nfo(nfo)
- , reader(reader)
- , cur(reader.GetCurrentPos())
- {
- }
+ chunk_guard(const COB::ChunkInfo& nfo, StreamReaderLE& reader)
+ : nfo(nfo)
+ , reader(reader)
+ , cur(reader.GetCurrentPos())
+ {
+ }
- ~chunk_guard() {
- // don't do anything if the size is not given
- if (nfo.size != static_cast<unsigned int>(-1)) {
- reader.IncPtr(static_cast<int>(nfo.size)-reader.GetCurrentPos()+cur);
- }
- }
+ ~chunk_guard() {
+ // don't do anything if the size is not given
+ if(nfo.size != static_cast<unsigned int>(-1)) {
+ reader.IncPtr(static_cast<int>(nfo.size)-reader.GetCurrentPos()+cur);
+ }
+ }
private:
- const COB::ChunkInfo& nfo;
- StreamReaderLE& reader;
- long cur;
+ const COB::ChunkInfo& nfo;
+ StreamReaderLE& reader;
+ long cur;
};
// ------------------------------------------------------------------------------------------------
void COBImporter::ReadBinaryFile(Scene& out, StreamReaderLE* reader)
{
- while (1) {
- std::string type;
- type += reader -> GetI1()
- ,type += reader -> GetI1()
- ,type += reader -> GetI1()
- ,type += reader -> GetI1()
- ;
-
- ChunkInfo nfo;
- nfo.version = reader -> GetI2()*10;
- nfo.version += reader -> GetI2();
-
- nfo.id = reader->GetI4();
- nfo.parent_id = reader->GetI4();
- nfo.size = reader->GetI4();
-
- if (type == "PolH") {
- ReadPolH_Binary(out,*reader,nfo);
- }
- else if (type == "BitM") {
- ReadBitM_Binary(out,*reader,nfo);
- }
- else if (type == "Grou") {
- ReadGrou_Binary(out,*reader,nfo);
- }
- else if (type == "Lght") {
- ReadLght_Binary(out,*reader,nfo);
- }
- else if (type == "Came") {
- ReadCame_Binary(out,*reader,nfo);
- }
- else if (type == "Mat1") {
- ReadMat1_Binary(out,*reader,nfo);
- }
- /* else if (type == "Bone") {
- ReadBone_Binary(out,*reader,nfo);
- }
- else if (type == "Chan") {
- ReadChan_Binary(out,*reader,nfo);
- }*/
- else if (type == "Unit") {
- ReadUnit_Binary(out,*reader,nfo);
- }
- else if (type == "OLay") {
- // ignore layer index silently.
- if (nfo.size != static_cast<unsigned int>(-1) ) {
- reader->IncPtr(nfo.size);
- }
- else return UnsupportedChunk_Binary(*reader,nfo,type.c_str());
- }
- else if (type == "END ") {
- return;
- }
- else UnsupportedChunk_Binary(*reader,nfo,type.c_str());
- }
+ while(1) {
+ std::string type;
+ type += reader -> GetI1()
+ ,type += reader -> GetI1()
+ ,type += reader -> GetI1()
+ ,type += reader -> GetI1()
+ ;
+
+ ChunkInfo nfo;
+ nfo.version = reader -> GetI2()*10;
+ nfo.version += reader -> GetI2();
+
+ nfo.id = reader->GetI4();
+ nfo.parent_id = reader->GetI4();
+ nfo.size = reader->GetI4();
+
+ if (type == "PolH") {
+ ReadPolH_Binary(out,*reader,nfo);
+ }
+ else if (type == "BitM") {
+ ReadBitM_Binary(out,*reader,nfo);
+ }
+ else if (type == "Grou") {
+ ReadGrou_Binary(out,*reader,nfo);
+ }
+ else if (type == "Lght") {
+ ReadLght_Binary(out,*reader,nfo);
+ }
+ else if (type == "Came") {
+ ReadCame_Binary(out,*reader,nfo);
+ }
+ else if (type == "Mat1") {
+ ReadMat1_Binary(out,*reader,nfo);
+ }
+ /* else if (type == "Bone") {
+ ReadBone_Binary(out,*reader,nfo);
+ }
+ else if (type == "Chan") {
+ ReadChan_Binary(out,*reader,nfo);
+ }*/
+ else if (type == "Unit") {
+ ReadUnit_Binary(out,*reader,nfo);
+ }
+ else if (type == "OLay") {
+ // ignore layer index silently.
+ if(nfo.size != static_cast<unsigned int>(-1) ) {
+ reader->IncPtr(nfo.size);
+ }
+ else return UnsupportedChunk_Binary(*reader,nfo,type.c_str());
+ }
+ else if (type == "END ") {
+ return;
+ }
+ else UnsupportedChunk_Binary(*reader,nfo,type.c_str());
+ }
}
// ------------------------------------------------------------------------------------------------
void COBImporter::ReadPolH_Binary(COB::Scene& out, StreamReaderLE& reader, const ChunkInfo& nfo)
{
- if (nfo.version > 8) {
- return UnsupportedChunk_Binary(reader,nfo,"PolH");
- }
- const chunk_guard cn(nfo,reader);
-
- out.nodes.push_back(boost::shared_ptr<Mesh>(new Mesh()));
- Mesh& msh = (Mesh&)(*out.nodes.back().get());
- msh = nfo;
-
- ReadBasicNodeInfo_Binary(msh,reader,nfo);
-
- msh.vertex_positions.resize(reader.GetI4());
- for_each(aiVector3D& v,msh.vertex_positions) {
- v.x = reader.GetF4();
- v.y = reader.GetF4();
- v.z = reader.GetF4();
- }
-
- msh.texture_coords.resize(reader.GetI4());
- for_each(aiVector2D& v,msh.texture_coords) {
- v.x = reader.GetF4();
- v.y = reader.GetF4();
- }
-
- const size_t NNN = reader.GetI4();
- msh.faces.reserve(NNN);
- for (size_t i = 0; i < NNN; ++i) {
- // XXX backface culling flag is 0x10 in flags
-
- // hole?
- bool hole;
- if ((hole = (reader.GetI1() & 0x08) != 0)) {
- // XXX Basically this should just work fine - then triangulator
- // should output properly triangulated data even for polygons
- // with holes. Test data specific to COB is needed to confirm it.
- if (msh.faces.empty()) {
- ThrowException(format("A hole is the first entity in the `PolH` chunk with id ") << nfo.id);
- }
- }
- else msh.faces.push_back(Face());
- Face& f = msh.faces.back();
-
- const size_t num = reader.GetI2();
- f.indices.reserve(f.indices.size() + num);
-
- if (!hole) {
- f.material = reader.GetI2();
- f.flags = 0;
- }
-
- for (size_t x = 0; x < num; ++x) {
- f.indices.push_back(VertexIndex());
-
- VertexIndex& v = f.indices.back();
- v.pos_idx = reader.GetI4();
- v.uv_idx = reader.GetI4();
- }
-
- if (hole) {
- std::reverse(f.indices.rbegin(),f.indices.rbegin()+num);
- }
- }
- if (nfo.version>4) {
- msh.draw_flags = reader.GetI4();
- }
- nfo.version>5 && nfo.version<8 ? reader.GetI4() : 0;
+ if(nfo.version > 8) {
+ return UnsupportedChunk_Binary(reader,nfo,"PolH");
+ }
+ const chunk_guard cn(nfo,reader);
+
+ out.nodes.push_back(boost::shared_ptr<Mesh>(new Mesh()));
+ Mesh& msh = (Mesh&)(*out.nodes.back().get());
+ msh = nfo;
+
+ ReadBasicNodeInfo_Binary(msh,reader,nfo);
+
+ msh.vertex_positions.resize(reader.GetI4());
+ for_each(aiVector3D& v,msh.vertex_positions) {
+ v.x = reader.GetF4();
+ v.y = reader.GetF4();
+ v.z = reader.GetF4();
+ }
+
+ msh.texture_coords.resize(reader.GetI4());
+ for_each(aiVector2D& v,msh.texture_coords) {
+ v.x = reader.GetF4();
+ v.y = reader.GetF4();
+ }
+
+ const size_t numfuck = reader.GetI4();
+ msh.faces.reserve(numfuck);
+ for(size_t i = 0; i < numfuck; ++i) {
+ // XXX backface culling flag is 0x10 in flags
+
+ // hole?
+ bool hole;
+ if ((hole = (reader.GetI1() & 0x08) != 0)) {
+ // XXX Basically this should just work fine - then triangulator
+ // should output properly triangulated data even for polygons
+ // with holes. Test data specific to COB is needed to confirm it.
+ if (msh.faces.empty()) {
+ ThrowException(format("A hole is the first entity in the `PolH` chunk with id ") << nfo.id);
+ }
+ }
+ else msh.faces.push_back(Face());
+ Face& f = msh.faces.back();
+
+ const size_t num = reader.GetI2();
+ f.indices.reserve(f.indices.size() + num);
+
+ if(!hole) {
+ f.material = reader.GetI2();
+ f.flags = 0;
+ }
+
+ for(size_t x = 0; x < num; ++x) {
+ f.indices.push_back(VertexIndex());
+
+ VertexIndex& v = f.indices.back();
+ v.pos_idx = reader.GetI4();
+ v.uv_idx = reader.GetI4();
+ }
+
+ if(hole) {
+ std::reverse(f.indices.rbegin(),f.indices.rbegin()+num);
+ }
+ }
+ if (nfo.version>4) {
+ msh.draw_flags = reader.GetI4();
+ }
+ nfo.version>5 && nfo.version<8 ? reader.GetI4() : 0;
}
// ------------------------------------------------------------------------------------------------
-void COBImporter::ReadBitM_Binary(COB::Scene&, StreamReaderLE& reader, const ChunkInfo& nfo)
+void COBImporter::ReadBitM_Binary(COB::Scene& /*out*/, StreamReaderLE& reader, const ChunkInfo& nfo)
{
- if (nfo.version > 1) {
- return UnsupportedChunk_Binary(reader,nfo,"BitM");
- }
+ if(nfo.version > 1) {
+ return UnsupportedChunk_Binary(reader,nfo,"BitM");
+ }
- const chunk_guard cn(nfo,reader);
+ const chunk_guard cn(nfo,reader);
- const uint32_t len = reader.GetI4();
- reader.IncPtr(len);
+ const uint32_t len = reader.GetI4();
+ reader.IncPtr(len);
- reader.GetI4();
- reader.IncPtr(reader.GetI4());
+ reader.GetI4();
+ reader.IncPtr(reader.GetI4());
}
// ------------------------------------------------------------------------------------------------
void COBImporter::ReadMat1_Binary(COB::Scene& out, StreamReaderLE& reader, const ChunkInfo& nfo)
{
- if (nfo.version > 8) {
- return UnsupportedChunk_Binary(reader,nfo,"Mat1");
- }
-
- const chunk_guard cn(nfo,reader);
-
- out.materials.push_back(Material());
- Material& mat = out.materials.back();
- mat = nfo;
-
- mat.matnum = reader.GetI2();
- switch(reader.GetI1()) {
- case 'f':
- mat.type = Material::FLAT;
- break;
- case 'p':
- mat.type = Material::PHONG;
- break;
- case 'm':
- mat.type = Material::METAL;
- break;
- default:
- LogError_Ascii(format("Unrecognized shader type in `Mat1` chunk with id ")<<nfo.id);
- mat.type = Material::FLAT;
- }
-
- switch(reader.GetI1()) {
- case 'f':
- mat.autofacet = Material::FACETED;
- break;
- case 'a':
- mat.autofacet = Material::AUTOFACETED;
- break;
- case 's':
- mat.autofacet = Material::SMOOTH;
- break;
- default:
- LogError_Ascii(format("Unrecognized faceting mode in `Mat1` chunk with id ")<<nfo.id);
- mat.autofacet = Material::FACETED;
- }
- mat.autofacet_angle = static_cast<float>(reader.GetI1());
-
- mat.rgb.r = reader.GetF4();
- mat.rgb.g = reader.GetF4();
- mat.rgb.b = reader.GetF4();
-
- mat.alpha = reader.GetF4();
- mat.ka = reader.GetF4();
- mat.ks = reader.GetF4();
- mat.exp = reader.GetF4();
- mat.ior = reader.GetF4();
-
- char id[2];
- id[0] = reader.GetI1(),id[1] = reader.GetI1();
-
- if (id[0] == 'e' && id[1] == ':') {
- mat.tex_env.reset(new Texture());
-
- reader.GetI1();
- ReadString_Binary(mat.tex_env->path,reader);
-
- // advance to next texture-id
- id[0] = reader.GetI1(),id[1] = reader.GetI1();
- }
-
- if (id[0] == 't' && id[1] == ':') {
- mat.tex_color.reset(new Texture());
-
- reader.GetI1();
- ReadString_Binary(mat.tex_color->path,reader);
-
- mat.tex_color->transform.mTranslation.x = reader.GetF4();
- mat.tex_color->transform.mTranslation.y = reader.GetF4();
-
- mat.tex_color->transform.mScaling.x = reader.GetF4();
- mat.tex_color->transform.mScaling.y = reader.GetF4();
-
- // advance to next texture-id
- id[0] = reader.GetI1(),id[1] = reader.GetI1();
- }
-
- if (id[0] == 'b' && id[1] == ':') {
- mat.tex_bump.reset(new Texture());
-
- reader.GetI1();
- ReadString_Binary(mat.tex_bump->path,reader);
-
- mat.tex_bump->transform.mTranslation.x = reader.GetF4();
- mat.tex_bump->transform.mTranslation.y = reader.GetF4();
-
- mat.tex_bump->transform.mScaling.x = reader.GetF4();
- mat.tex_bump->transform.mScaling.y = reader.GetF4();
-
- // skip amplitude for I don't know its purpose.
- reader.GetF4();
- }
- reader.IncPtr(-2);
+ if(nfo.version > 8) {
+ return UnsupportedChunk_Binary(reader,nfo,"Mat1");
+ }
+
+ const chunk_guard cn(nfo,reader);
+
+ out.materials.push_back(Material());
+ Material& mat = out.materials.back();
+ mat = nfo;
+
+ mat.matnum = reader.GetI2();
+ switch(reader.GetI1()) {
+ case 'f':
+ mat.type = Material::FLAT;
+ break;
+ case 'p':
+ mat.type = Material::PHONG;
+ break;
+ case 'm':
+ mat.type = Material::METAL;
+ break;
+ default:
+ LogError_Ascii(format("Unrecognized shader type in `Mat1` chunk with id ")<<nfo.id);
+ mat.type = Material::FLAT;
+ }
+
+ switch(reader.GetI1()) {
+ case 'f':
+ mat.autofacet = Material::FACETED;
+ break;
+ case 'a':
+ mat.autofacet = Material::AUTOFACETED;
+ break;
+ case 's':
+ mat.autofacet = Material::SMOOTH;
+ break;
+ default:
+ LogError_Ascii(format("Unrecognized faceting mode in `Mat1` chunk with id ")<<nfo.id);
+ mat.autofacet = Material::FACETED;
+ }
+ mat.autofacet_angle = static_cast<float>(reader.GetI1());
+
+ mat.rgb.r = reader.GetF4();
+ mat.rgb.g = reader.GetF4();
+ mat.rgb.b = reader.GetF4();
+
+ mat.alpha = reader.GetF4();
+ mat.ka = reader.GetF4();
+ mat.ks = reader.GetF4();
+ mat.exp = reader.GetF4();
+ mat.ior = reader.GetF4();
+
+ char id[2];
+ id[0] = reader.GetI1(),id[1] = reader.GetI1();
+
+ if (id[0] == 'e' && id[1] == ':') {
+ mat.tex_env.reset(new Texture());
+
+ reader.GetI1();
+ ReadString_Binary(mat.tex_env->path,reader);
+
+ // advance to next texture-id
+ id[0] = reader.GetI1(),id[1] = reader.GetI1();
+ }
+
+ if (id[0] == 't' && id[1] == ':') {
+ mat.tex_color.reset(new Texture());
+
+ reader.GetI1();
+ ReadString_Binary(mat.tex_color->path,reader);
+
+ mat.tex_color->transform.mTranslation.x = reader.GetF4();
+ mat.tex_color->transform.mTranslation.y = reader.GetF4();
+
+ mat.tex_color->transform.mScaling.x = reader.GetF4();
+ mat.tex_color->transform.mScaling.y = reader.GetF4();
+
+ // advance to next texture-id
+ id[0] = reader.GetI1(),id[1] = reader.GetI1();
+ }
+
+ if (id[0] == 'b' && id[1] == ':') {
+ mat.tex_bump.reset(new Texture());
+
+ reader.GetI1();
+ ReadString_Binary(mat.tex_bump->path,reader);
+
+ mat.tex_bump->transform.mTranslation.x = reader.GetF4();
+ mat.tex_bump->transform.mTranslation.y = reader.GetF4();
+
+ mat.tex_bump->transform.mScaling.x = reader.GetF4();
+ mat.tex_bump->transform.mScaling.y = reader.GetF4();
+
+ // skip amplitude for I don't know its purpose.
+ reader.GetF4();
+ }
+ reader.IncPtr(-2);
}
// ------------------------------------------------------------------------------------------------
void COBImporter::ReadCame_Binary(COB::Scene& out, StreamReaderLE& reader, const ChunkInfo& nfo)
{
- if (nfo.version > 2) {
- return UnsupportedChunk_Binary(reader,nfo,"Came");
- }
+ if(nfo.version > 2) {
+ return UnsupportedChunk_Binary(reader,nfo,"Came");
+ }
- const chunk_guard cn(nfo,reader);
+ const chunk_guard cn(nfo,reader);
- out.nodes.push_back(boost::shared_ptr<Camera>(new Camera()));
- Camera& msh = (Camera&)(*out.nodes.back().get());
- msh = nfo;
+ out.nodes.push_back(boost::shared_ptr<Camera>(new Camera()));
+ Camera& msh = (Camera&)(*out.nodes.back().get());
+ msh = nfo;
- ReadBasicNodeInfo_Binary(msh,reader,nfo);
+ ReadBasicNodeInfo_Binary(msh,reader,nfo);
- // the rest is not interesting for us, so we skip over it.
- if (nfo.version > 1) {
- if (reader.GetI2()==512) {
- reader.IncPtr(42);
- }
- }
+ // the rest is not interesting for us, so we skip over it.
+ if(nfo.version > 1) {
+ if (reader.GetI2()==512) {
+ reader.IncPtr(42);
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
void COBImporter::ReadLght_Binary(COB::Scene& out, StreamReaderLE& reader, const ChunkInfo& nfo)
{
- if (nfo.version > 2) {
- return UnsupportedChunk_Binary(reader,nfo,"Lght");
- }
+ if(nfo.version > 2) {
+ return UnsupportedChunk_Binary(reader,nfo,"Lght");
+ }
- const chunk_guard cn(nfo,reader);
+ const chunk_guard cn(nfo,reader);
- out.nodes.push_back(boost::shared_ptr<Light>(new Light()));
- Light& msh = (Light&)(*out.nodes.back().get());
- msh = nfo;
+ out.nodes.push_back(boost::shared_ptr<Light>(new Light()));
+ Light& msh = (Light&)(*out.nodes.back().get());
+ msh = nfo;
- ReadBasicNodeInfo_Binary(msh,reader,nfo);
+ ReadBasicNodeInfo_Binary(msh,reader,nfo);
}
// ------------------------------------------------------------------------------------------------
void COBImporter::ReadGrou_Binary(COB::Scene& out, StreamReaderLE& reader, const ChunkInfo& nfo)
{
- if (nfo.version > 2) {
- return UnsupportedChunk_Binary(reader,nfo,"Grou");
- }
+ if(nfo.version > 2) {
+ return UnsupportedChunk_Binary(reader,nfo,"Grou");
+ }
- const chunk_guard cn(nfo,reader);
+ const chunk_guard cn(nfo,reader);
- out.nodes.push_back(boost::shared_ptr<Group>(new Group()));
- Group& msh = (Group&)(*out.nodes.back().get());
- msh = nfo;
+ out.nodes.push_back(boost::shared_ptr<Group>(new Group()));
+ Group& msh = (Group&)(*out.nodes.back().get());
+ msh = nfo;
- ReadBasicNodeInfo_Binary(msh,reader,nfo);
+ ReadBasicNodeInfo_Binary(msh,reader,nfo);
}
// ------------------------------------------------------------------------------------------------
void COBImporter::ReadUnit_Binary(COB::Scene& out, StreamReaderLE& reader, const ChunkInfo& nfo)
{
- if (nfo.version > 1) {
- return UnsupportedChunk_Binary(reader,nfo,"Unit");
- }
-
- const chunk_guard cn(nfo,reader);
-
- // parent chunks preceede their childs, so we should have the
- // corresponding chunk already.
- for_each(boost::shared_ptr< Node >& nd, out.nodes) {
- if (nd->id == nfo.parent_id) {
- const unsigned int t=reader.GetI2();
- nd->unit_scale = t>=sizeof(units)/sizeof(units[0])?(
- LogWarn_Ascii(format()<<t<<" is not a valid value for `Units` attribute in `Unit chunk` "<<nfo.id)
- ,1.f):units[t];
-
- return;
- }
- }
- LogWarn_Ascii(format()<<"`Unit` chunk "<<nfo.id<<" is a child of "
- <<nfo.parent_id<<" which does not exist");
+ if(nfo.version > 1) {
+ return UnsupportedChunk_Binary(reader,nfo,"Unit");
+ }
+
+ const chunk_guard cn(nfo,reader);
+
+ // parent chunks preceede their childs, so we should have the
+ // corresponding chunk already.
+ for_each(boost::shared_ptr< Node >& nd, out.nodes) {
+ if (nd->id == nfo.parent_id) {
+ const unsigned int t=reader.GetI2();
+ nd->unit_scale = t>=sizeof(units)/sizeof(units[0])?(
+ LogWarn_Ascii(format()<<t<<" is not a valid value for `Units` attribute in `Unit chunk` "<<nfo.id)
+ ,1.f):units[t];
+
+ return;
+ }
+ }
+ LogWarn_Ascii(format()<<"`Unit` chunk "<<nfo.id<<" is a child of "
+ <<nfo.parent_id<<" which does not exist");
}
diff --git a/src/3rdparty/assimp/code/COBLoader.h b/src/3rdparty/assimp/code/COBLoader.h
index 55e484b31..6ce3898bf 100644
--- a/src/3rdparty/assimp/code/COBLoader.h
+++ b/src/3rdparty/assimp/code/COBLoader.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -45,128 +45,123 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#define INCLUDED_AI_COB_LOADER_H
#include "BaseImporter.h"
-namespace Assimp {
- class LineSplitter;
-
- // TinyFormatter.h
- namespace Formatter {
- template <typename T,typename TR, typename A> class basic_formatter;
- typedef class basic_formatter< char, std::char_traits<char>, std::allocator<char> > format;
- }
-
- // COBScene.h
- namespace COB {
- struct ChunkInfo;
- struct Node;
- struct Scene;
- }
+namespace Assimp {
+ class LineSplitter;
+
+ // TinyFormatter.h
+ namespace Formatter {
+ template <typename T,typename TR, typename A> class basic_formatter;
+ typedef class basic_formatter< char, std::char_traits<char>, std::allocator<char> > format;
+ }
+
+ // COBScene.h
+ namespace COB {
+ struct ChunkInfo;
+ struct Node;
+ struct Scene;
+ }
// -------------------------------------------------------------------------------------------
-/** Importer class to load TrueSpace files (cob,scn) up to v6.
+/** Importer class to load TrueSpace files (cob,scn) up to v6.
*
* Currently relatively limited, loads only ASCII files and needs more test coverage. */
// -------------------------------------------------------------------------------------------
class COBImporter : public BaseImporter
{
- friend class Importer;
-
-protected:
-
- /** Constructor to be privately used by Importer */
- COBImporter();
+public:
+ COBImporter();
+ ~COBImporter();
- /** Destructor, private as well */
- ~COBImporter();
public:
- // --------------------
- bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
- bool checkSig) const;
+ // --------------------
+ bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
+ bool checkSig) const;
protected:
- // --------------------
- void GetExtensionList(std::set<std::string>& app);
+ // --------------------
+ const aiImporterDesc* GetInfo () const;
- // --------------------
- void SetupProperties(const Importer* pImp);
+ // --------------------
+ void SetupProperties(const Importer* pImp);
- // --------------------
- void InternReadFile( const std::string& pFile, aiScene* pScene,
- IOSystem* pIOHandler);
+ // --------------------
+ void InternReadFile( const std::string& pFile, aiScene* pScene,
+ IOSystem* pIOHandler);
private:
- // -------------------------------------------------------------------
- /** Prepend 'COB: ' and throw msg.*/
- static void ThrowException(const std::string& msg);
+ // -------------------------------------------------------------------
+ /** Prepend 'COB: ' and throw msg.*/
+ static void ThrowException(const std::string& msg);
- // -------------------------------------------------------------------
- /** @brief Read from an ascii scene/object file
- * @param out Receives output data.
- * @param stream Stream to read from. */
- void ReadAsciiFile(COB::Scene& out, StreamReaderLE* stream);
+ // -------------------------------------------------------------------
+ /** @brief Read from an ascii scene/object file
+ * @param out Receives output data.
+ * @param stream Stream to read from. */
+ void ReadAsciiFile(COB::Scene& out, StreamReaderLE* stream);
- // -------------------------------------------------------------------
- /** @brief Read from a binary scene/object file
- * @param out Receives output data.
- * @param stream Stream to read from. */
- void ReadBinaryFile(COB::Scene& out, StreamReaderLE* stream);
+ // -------------------------------------------------------------------
+ /** @brief Read from a binary scene/object file
+ * @param out Receives output data.
+ * @param stream Stream to read from. */
+ void ReadBinaryFile(COB::Scene& out, StreamReaderLE* stream);
private:
- // Conversion to Assimp output format
+ // Conversion to Assimp output format
- aiNode* BuildNodes(const COB::Node& root,const COB::Scene& scin,aiScene* fill);
+ aiNode* BuildNodes(const COB::Node& root,const COB::Scene& scin,aiScene* fill);
private:
- // ASCII file support
+ // ASCII file support
- void UnsupportedChunk_Ascii(LineSplitter& splitter, const COB::ChunkInfo& nfo, const char* name);
- void ReadChunkInfo_Ascii(COB::ChunkInfo& out, const LineSplitter& splitter);
- void ReadBasicNodeInfo_Ascii(COB::Node& msh, LineSplitter& splitter, const COB::ChunkInfo& nfo);
- template <typename T> void ReadFloat3Tuple_Ascii(T& fill, const char** in);
+ void UnsupportedChunk_Ascii(LineSplitter& splitter, const COB::ChunkInfo& nfo, const char* name);
+ void ReadChunkInfo_Ascii(COB::ChunkInfo& out, const LineSplitter& splitter);
+ void ReadBasicNodeInfo_Ascii(COB::Node& msh, LineSplitter& splitter, const COB::ChunkInfo& nfo);
+ template <typename T> void ReadFloat3Tuple_Ascii(T& fill, const char** in);
- void ReadPolH_Ascii(COB::Scene& out, LineSplitter& splitter, const COB::ChunkInfo& nfo);
- void ReadBitM_Ascii(COB::Scene& out, LineSplitter& splitter, const COB::ChunkInfo& nfo);
- void ReadMat1_Ascii(COB::Scene& out, LineSplitter& splitter, const COB::ChunkInfo& nfo);
- void ReadGrou_Ascii(COB::Scene& out, LineSplitter& splitter, const COB::ChunkInfo& nfo);
- void ReadBone_Ascii(COB::Scene& out, LineSplitter& splitter, const COB::ChunkInfo& nfo);
- void ReadCame_Ascii(COB::Scene& out, LineSplitter& splitter, const COB::ChunkInfo& nfo);
- void ReadLght_Ascii(COB::Scene& out, LineSplitter& splitter, const COB::ChunkInfo& nfo);
- void ReadUnit_Ascii(COB::Scene& out, LineSplitter& splitter, const COB::ChunkInfo& nfo);
- void ReadChan_Ascii(COB::Scene& out, LineSplitter& splitter, const COB::ChunkInfo& nfo);
+ void ReadPolH_Ascii(COB::Scene& out, LineSplitter& splitter, const COB::ChunkInfo& nfo);
+ void ReadBitM_Ascii(COB::Scene& out, LineSplitter& splitter, const COB::ChunkInfo& nfo);
+ void ReadMat1_Ascii(COB::Scene& out, LineSplitter& splitter, const COB::ChunkInfo& nfo);
+ void ReadGrou_Ascii(COB::Scene& out, LineSplitter& splitter, const COB::ChunkInfo& nfo);
+ void ReadBone_Ascii(COB::Scene& out, LineSplitter& splitter, const COB::ChunkInfo& nfo);
+ void ReadCame_Ascii(COB::Scene& out, LineSplitter& splitter, const COB::ChunkInfo& nfo);
+ void ReadLght_Ascii(COB::Scene& out, LineSplitter& splitter, const COB::ChunkInfo& nfo);
+ void ReadUnit_Ascii(COB::Scene& out, LineSplitter& splitter, const COB::ChunkInfo& nfo);
+ void ReadChan_Ascii(COB::Scene& out, LineSplitter& splitter, const COB::ChunkInfo& nfo);
- // ASCII file logging stuff to add proper line numbers to messages
+ // ASCII file logging stuff to add proper line numbers to messages
- static void LogWarn_Ascii (const LineSplitter& splitter, const Formatter::format& message);
- static void LogError_Ascii(const LineSplitter& splitter, const Formatter::format& message);
- static void LogInfo_Ascii (const LineSplitter& splitter, const Formatter::format& message);
- static void LogDebug_Ascii(const LineSplitter& splitter, const Formatter::format& message);
+ static void LogWarn_Ascii (const LineSplitter& splitter, const Formatter::format& message);
+ static void LogError_Ascii(const LineSplitter& splitter, const Formatter::format& message);
+ static void LogInfo_Ascii (const LineSplitter& splitter, const Formatter::format& message);
+ static void LogDebug_Ascii(const LineSplitter& splitter, const Formatter::format& message);
- static void LogWarn_Ascii (const Formatter::format& message);
- static void LogError_Ascii (const Formatter::format& message);
- static void LogInfo_Ascii (const Formatter::format& message);
- static void LogDebug_Ascii (const Formatter::format& message);
+ static void LogWarn_Ascii (const Formatter::format& message);
+ static void LogError_Ascii (const Formatter::format& message);
+ static void LogInfo_Ascii (const Formatter::format& message);
+ static void LogDebug_Ascii (const Formatter::format& message);
- // Binary file support
+ // Binary file support
- void UnsupportedChunk_Binary(StreamReaderLE& reader, const COB::ChunkInfo& nfo, const char* name);
- void ReadString_Binary(std::string& out, StreamReaderLE& reader);
- void ReadBasicNodeInfo_Binary(COB::Node& msh, StreamReaderLE& reader, const COB::ChunkInfo& nfo);
+ void UnsupportedChunk_Binary(StreamReaderLE& reader, const COB::ChunkInfo& nfo, const char* name);
+ void ReadString_Binary(std::string& out, StreamReaderLE& reader);
+ void ReadBasicNodeInfo_Binary(COB::Node& msh, StreamReaderLE& reader, const COB::ChunkInfo& nfo);
- void ReadPolH_Binary(COB::Scene& out, StreamReaderLE& reader, const COB::ChunkInfo& nfo);
- void ReadBitM_Binary(COB::Scene& out, StreamReaderLE& reader, const COB::ChunkInfo& nfo);
- void ReadMat1_Binary(COB::Scene& out, StreamReaderLE& reader, const COB::ChunkInfo& nfo);
- void ReadCame_Binary(COB::Scene& out, StreamReaderLE& reader, const COB::ChunkInfo& nfo);
- void ReadLght_Binary(COB::Scene& out, StreamReaderLE& reader, const COB::ChunkInfo& nfo);
- void ReadGrou_Binary(COB::Scene& out, StreamReaderLE& reader, const COB::ChunkInfo& nfo);
- void ReadUnit_Binary(COB::Scene& out, StreamReaderLE& reader, const COB::ChunkInfo& nfo);
+ void ReadPolH_Binary(COB::Scene& out, StreamReaderLE& reader, const COB::ChunkInfo& nfo);
+ void ReadBitM_Binary(COB::Scene& out, StreamReaderLE& reader, const COB::ChunkInfo& nfo);
+ void ReadMat1_Binary(COB::Scene& out, StreamReaderLE& reader, const COB::ChunkInfo& nfo);
+ void ReadCame_Binary(COB::Scene& out, StreamReaderLE& reader, const COB::ChunkInfo& nfo);
+ void ReadLght_Binary(COB::Scene& out, StreamReaderLE& reader, const COB::ChunkInfo& nfo);
+ void ReadGrou_Binary(COB::Scene& out, StreamReaderLE& reader, const COB::ChunkInfo& nfo);
+ void ReadUnit_Binary(COB::Scene& out, StreamReaderLE& reader, const COB::ChunkInfo& nfo);
}; // !class COBImporter
diff --git a/src/3rdparty/assimp/code/COBScene.h b/src/3rdparty/assimp/code/COBScene.h
index 794ee1376..4cf295551 100644
--- a/src/3rdparty/assimp/code/COBScene.h
+++ b/src/3rdparty/assimp/code/COBScene.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
-written permission of the ASSIMP Development Team.
+written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -47,209 +47,208 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <boost/shared_ptr.hpp>
#include "BaseImporter.h"
-namespace Assimp {
- namespace COB {
+namespace Assimp {
+ namespace COB {
// ------------------
/** Represents a single vertex index in a face */
struct VertexIndex
{
- // intentionally uninitialized
- unsigned int pos_idx,uv_idx;
+ // intentionally uninitialized
+ unsigned int pos_idx,uv_idx;
};
// ------------------
/** COB Face data structure */
struct Face
{
- // intentionally uninitialized
- unsigned int material, flags;
- std::vector<VertexIndex> indices;
+ // intentionally uninitialized
+ unsigned int material, flags;
+ std::vector<VertexIndex> indices;
};
// ------------------
/** COB chunk header information */
struct ChunkInfo
{
- enum {NO_SIZE=0xffffffff};
+ enum {NO_SIZE=UINT_MAX};
- ChunkInfo ()
- : id (0)
- , parent_id (0)
- , version (0)
- , size (NO_SIZE)
- {}
+ ChunkInfo ()
+ : id (0)
+ , parent_id (0)
+ , version (0)
+ , size (NO_SIZE)
+ {}
- // Id of this chunk, unique within file
- unsigned int id;
+ // Id of this chunk, unique within file
+ unsigned int id;
- // and the corresponding parent
- unsigned int parent_id;
+ // and the corresponding parent
+ unsigned int parent_id;
- // version. v1.23 becomes 123
- unsigned int version;
+ // version. v1.23 becomes 123
+ unsigned int version;
- // chunk size in bytes, only relevant for binary files
- // NO_SIZE is also valid.
- unsigned int size;
+ // chunk size in bytes, only relevant for binary files
+ // NO_SIZE is also valid.
+ unsigned int size;
};
// ------------------
/** A node in the scenegraph */
struct Node : public ChunkInfo
{
- using ChunkInfo::operator=;
- enum Type {
- TYPE_MESH,TYPE_GROUP,TYPE_LIGHT,TYPE_CAMERA,TYPE_BONE
- };
+ enum Type {
+ TYPE_MESH,TYPE_GROUP,TYPE_LIGHT,TYPE_CAMERA,TYPE_BONE
+ };
- virtual ~Node() {}
- Node(Type type) : type(type), unit_scale(1.f){}
+ virtual ~Node() {}
+ Node(Type type) : type(type), unit_scale(1.f){}
- Type type;
+ Type type;
- // used during resolving
- typedef std::deque<const Node*> ChildList;
- mutable ChildList temp_children;
+ // used during resolving
+ typedef std::deque<const Node*> ChildList;
+ mutable ChildList temp_children;
- // unique name
- std::string name;
+ // unique name
+ std::string name;
- // local mesh transformation
- aiMatrix4x4 transform;
+ // local mesh transformation
+ aiMatrix4x4 transform;
- // scaling for this node to get to the metric system
- float unit_scale;
+ // scaling for this node to get to the metric system
+ float unit_scale;
};
// ------------------
/** COB Mesh data structure */
struct Mesh : public Node
{
- using ChunkInfo::operator=;
- enum DrawFlags {
- SOLID = 0x1,
- TRANS = 0x2,
- WIRED = 0x4,
- BBOX = 0x8,
- HIDE = 0x10
- };
-
- Mesh()
- : Node(TYPE_MESH)
- , draw_flags(SOLID)
- {}
-
- // vertex elements
- std::vector<aiVector2D> texture_coords;
- std::vector<aiVector3D> vertex_positions;
-
- // face data
- std::vector<Face> faces;
-
- // misc. drawing flags
- unsigned int draw_flags;
-
- // used during resolving
- typedef std::deque<Face*> FaceRefList;
- typedef std::map< unsigned int,FaceRefList > TempMap;
- TempMap temp_map;
+ using ChunkInfo::operator=;
+ enum DrawFlags {
+ SOLID = 0x1,
+ TRANS = 0x2,
+ WIRED = 0x4,
+ BBOX = 0x8,
+ HIDE = 0x10
+ };
+
+ Mesh()
+ : Node(TYPE_MESH)
+ , draw_flags(SOLID)
+ {}
+
+ // vertex elements
+ std::vector<aiVector2D> texture_coords;
+ std::vector<aiVector3D> vertex_positions;
+
+ // face data
+ std::vector<Face> faces;
+
+ // misc. drawing flags
+ unsigned int draw_flags;
+
+ // used during resolving
+ typedef std::deque<Face*> FaceRefList;
+ typedef std::map< unsigned int,FaceRefList > TempMap;
+ TempMap temp_map;
};
// ------------------
/** COB Group data structure */
struct Group : public Node
{
- using ChunkInfo::operator=;
- Group() : Node(TYPE_GROUP) {}
+ using ChunkInfo::operator=;
+ Group() : Node(TYPE_GROUP) {}
};
// ------------------
/** COB Bone data structure */
struct Bone : public Node
{
- using ChunkInfo::operator=;
- Bone() : Node(TYPE_BONE) {}
+ using ChunkInfo::operator=;
+ Bone() : Node(TYPE_BONE) {}
};
// ------------------
/** COB Light data structure */
struct Light : public Node
{
- enum LightType {
- SPOT,LOCAL,INFINITE
- };
+ enum LightType {
+ SPOT,LOCAL,INFINITE
+ };
- using ChunkInfo::operator=;
- Light() : Node(TYPE_LIGHT),angle(),inner_angle(),ltype(SPOT) {}
+ using ChunkInfo::operator=;
+ Light() : Node(TYPE_LIGHT),angle(),inner_angle(),ltype(SPOT) {}
- aiColor3D color;
- float angle,inner_angle;
+ aiColor3D color;
+ float angle,inner_angle;
- LightType ltype;
+ LightType ltype;
};
// ------------------
/** COB Camera data structure */
struct Camera : public Node
{
- using ChunkInfo::operator=;
- Camera() : Node(TYPE_CAMERA) {}
+ using ChunkInfo::operator=;
+ Camera() : Node(TYPE_CAMERA) {}
};
// ------------------
/** COB Texture data structure */
struct Texture
{
- std::string path;
- aiUVTransform transform;
+ std::string path;
+ aiUVTransform transform;
};
// ------------------
/** COB Material data structure */
struct Material : ChunkInfo
{
- using ChunkInfo::operator=;
- enum Shader {
- FLAT,PHONG,METAL
- };
+ using ChunkInfo::operator=;
+ enum Shader {
+ FLAT,PHONG,METAL
+ };
- enum AutoFacet {
- FACETED,AUTOFACETED,SMOOTH
- };
+ enum AutoFacet {
+ FACETED,AUTOFACETED,SMOOTH
+ };
- Material() : alpha(),exp(),ior(),ka(),ks(1.f),
- matnum(0xffffffff),
- shader(FLAT),autofacet(FACETED),
- autofacet_angle()
- {}
+ Material() : alpha(),exp(),ior(),ka(),ks(1.f),
+ matnum(UINT_MAX),
+ shader(FLAT),autofacet(FACETED),
+ autofacet_angle()
+ {}
- std::string type;
+ std::string type;
- aiColor3D rgb;
- float alpha, exp, ior,ka,ks;
+ aiColor3D rgb;
+ float alpha, exp, ior,ka,ks;
- unsigned int matnum;
- Shader shader;
+ unsigned int matnum;
+ Shader shader;
- AutoFacet autofacet;
- float autofacet_angle;
+ AutoFacet autofacet;
+ float autofacet_angle;
- boost::shared_ptr<Texture> tex_env,tex_bump,tex_color;
+ boost::shared_ptr<Texture> tex_env,tex_bump,tex_color;
};
// ------------------
/** Embedded bitmap, for instance for the thumbnail image */
struct Bitmap : ChunkInfo
{
- Bitmap() : orig_size() {}
- struct BitmapHeader
- {
- };
-
- BitmapHeader head;
- size_t orig_size;
- std::vector<char> buff_zipped;
+ Bitmap() : orig_size() {}
+ struct BitmapHeader
+ {
+ };
+
+ BitmapHeader head;
+ size_t orig_size;
+ std::vector<char> buff_zipped;
};
typedef std::deque< boost::shared_ptr<Node> > NodeList;
@@ -259,14 +258,14 @@ typedef std::vector< Material > MaterialList;
/** Represents a master COB scene, even if we loaded just a single COB file */
struct Scene
{
- NodeList nodes;
- MaterialList materials;
+ NodeList nodes;
+ MaterialList materials;
- // becomes *0 later
- Bitmap thumbnail;
+ // becomes *0 later
+ Bitmap thumbnail;
};
- } // end COB
+ } // end COB
} // end Assimp
#endif
diff --git a/src/3rdparty/assimp/code/CSMLoader.cpp b/src/3rdparty/assimp/code/CSMLoader.cpp
index ff3884d59..b18a50a38 100644
--- a/src/3rdparty/assimp/code/CSMLoader.cpp
+++ b/src/3rdparty/assimp/code/CSMLoader.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2009, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -54,228 +54,242 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
using namespace Assimp;
+static const aiImporterDesc desc = {
+ "CharacterStudio Motion Importer (MoCap)",
+ "",
+ "",
+ "",
+ aiImporterFlags_SupportTextFlavour,
+ 0,
+ 0,
+ 0,
+ 0,
+ "csm"
+};
+
+
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
CSMImporter::CSMImporter()
{}
// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
+// Destructor, private as well
CSMImporter::~CSMImporter()
{}
// ------------------------------------------------------------------------------------------------
-// Returns whether the class can handle the format of the given file.
+// Returns whether the class can handle the format of the given file.
bool CSMImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
{
- // check file extension
- const std::string extension = GetExtension(pFile);
-
- if ( extension == "csm")
- return true;
-
- if ((checkSig || !extension.length()) && pIOHandler) {
- const char* tokens[] = {"$Filename"};
- return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
- }
- return false;
+ // check file extension
+ const std::string extension = GetExtension(pFile);
+
+ if( extension == "csm")
+ return true;
+
+ if ((checkSig || !extension.length()) && pIOHandler) {
+ const char* tokens[] = {"$Filename"};
+ return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
+ }
+ return false;
}
// ------------------------------------------------------------------------------------------------
// Build a string of all file extensions supported
-void CSMImporter::GetExtensionList(std::set<std::string>& extensions)
+const aiImporterDesc* CSMImporter::GetInfo () const
{
- extensions.insert("csm");
+ return &desc;
}
// ------------------------------------------------------------------------------------------------
// Setup configuration properties for the loader
-void CSMImporter::SetupProperties(const Importer*)
+void CSMImporter::SetupProperties(const Importer* /*pImp*/)
{
- // nothing to be done for the moment
+ // nothing to be done for the moment
}
// ------------------------------------------------------------------------------------------------
-// Imports the given file into the given scene structure.
-void CSMImporter::InternReadFile( const std::string& pFile,
- aiScene* pScene, IOSystem* pIOHandler)
+// Imports the given file into the given scene structure.
+void CSMImporter::InternReadFile( const std::string& pFile,
+ aiScene* pScene, IOSystem* pIOHandler)
{
- boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
-
- // Check whether we can read from the file
- if ( file.get() == NULL) {
- throw DeadlyImportError( "Failed to open CSM file " + pFile + ".");
- }
-
- // allocate storage and copy the contents of the file to a memory buffer
- std::vector<char> mBuffer2;
- TextFileToBuffer(file.get(),mBuffer2);
- const char* buffer = &mBuffer2[0];
-
- aiAnimation* anim = new aiAnimation();
- int first = 0, last = 0x00ffffff;
-
- // now process the file and look out for '$' sections
- while (1) {
- SkipSpaces(&buffer);
- if ('\0' == *buffer)
- break;
-
- if ('$' == *buffer) {
- ++buffer;
- if (TokenMatchI(buffer,"firstframe",10)) {
- SkipSpaces(&buffer);
- first = strtol10s(buffer,&buffer);
- }
- else if (TokenMatchI(buffer,"lastframe",9)) {
- SkipSpaces(&buffer);
- last = strtol10s(buffer,&buffer);
- }
- else if (TokenMatchI(buffer,"rate",4)) {
- SkipSpaces(&buffer);
- float d;
- buffer = fast_atof_move(buffer,d);
- anim->mTicksPerSecond = d;
- }
- else if (TokenMatchI(buffer,"order",5)) {
- std::vector< aiNodeAnim* > anims_temp;
- anims_temp.reserve(30);
- while (1) {
- SkipSpaces(&buffer);
- if (IsLineEnd(*buffer) && SkipSpacesAndLineEnd(&buffer) && *buffer == '$')
- break; // next section
-
- // Construct a new node animation channel and setup its name
- anims_temp.push_back(new aiNodeAnim());
- aiNodeAnim* nda = anims_temp.back();
-
- char* ot = nda->mNodeName.data;
- while (!IsSpaceOrNewLine(*buffer))
- *ot++ = *buffer++;
-
- *ot = '\0';
- nda->mNodeName.length = (size_t)(ot-nda->mNodeName.data);
- }
-
- anim->mNumChannels = anims_temp.size();
- if (!anim->mNumChannels)
- throw DeadlyImportError("CSM: Empty $order section");
-
- // copy over to the output animation
- anim->mChannels = new aiNodeAnim*[anim->mNumChannels];
- ::memcpy(anim->mChannels,&anims_temp[0],sizeof(aiNodeAnim*)*anim->mNumChannels);
- }
- else if (TokenMatchI(buffer,"points",6)) {
- if (!anim->mNumChannels)
- throw DeadlyImportError("CSM: \'$order\' section is required to appear prior to \'$points\'");
-
- // If we know how many frames we'll read, we can preallocate some storage
- unsigned int alloc = 100;
- if (last != 0x00ffffff)
- {
- alloc = last-first;
- alloc += alloc>>2u; // + 25%
- for (unsigned int i = 0; i < anim->mNumChannels;++i)
- anim->mChannels[i]->mPositionKeys = new aiVectorKey[alloc];
- }
-
- unsigned int filled = 0;
-
- // Now read all point data.
- while (1) {
- SkipSpaces(&buffer);
- if (IsLineEnd(*buffer) && (!SkipSpacesAndLineEnd(&buffer) || *buffer == '$')) {
- break; // next section
- }
-
- // read frame
- const int frame = ::strtol10(buffer,&buffer);
- last = std::max(frame,last);
- first = std::min(frame,last);
- for (unsigned int i = 0; i < anim->mNumChannels;++i) {
-
- aiNodeAnim* s = anim->mChannels[i];
- if (s->mNumPositionKeys == alloc) { /* need to reallocate? */
-
- aiVectorKey* old = s->mPositionKeys;
- s->mPositionKeys = new aiVectorKey[s->mNumPositionKeys = alloc*2];
- ::memcpy(s->mPositionKeys,old,sizeof(aiVectorKey)*alloc);
- delete[] old;
- }
-
- // read x,y,z
- if (!SkipSpacesAndLineEnd(&buffer))
- throw DeadlyImportError("CSM: Unexpected EOF occured reading sample x coord");
-
- if (TokenMatchI(buffer, "DROPOUT", 7)) {
- // seems this is invalid marker data; at least the doc says it's possible
- DefaultLogger::get()->warn("CSM: Encountered invalid marker data (DROPOUT)");
- }
- else {
- aiVectorKey* sub = s->mPositionKeys + s->mNumPositionKeys;
- sub->mTime = (double)frame;
- buffer = fast_atof_move(buffer, (float&)sub->mValue.x);
-
- if (!SkipSpacesAndLineEnd(&buffer))
- throw DeadlyImportError("CSM: Unexpected EOF occured reading sample y coord");
- buffer = fast_atof_move(buffer, (float&)sub->mValue.y);
-
- if (!SkipSpacesAndLineEnd(&buffer))
- throw DeadlyImportError("CSM: Unexpected EOF occured reading sample z coord");
- buffer = fast_atof_move(buffer, (float&)sub->mValue.z);
-
- ++s->mNumPositionKeys;
- }
- }
-
- // update allocation granularity
- if (filled == alloc)
- alloc *= 2;
-
- ++filled;
- }
- // all channels must be complete in order to continue safely.
- for (unsigned int i = 0; i < anim->mNumChannels;++i) {
-
- if (!anim->mChannels[i]->mNumPositionKeys)
- throw DeadlyImportError("CSM: Invalid marker track");
- }
- }
- }
- else {
- // advance to the next line
- SkipLine(&buffer);
- }
- }
-
- // Setup a proper animation duration
- anim->mDuration = last - std::min( first, 0 );
-
- // build a dummy root node with the tiny markers as children
- pScene->mRootNode = new aiNode();
- pScene->mRootNode->mName.Set("$CSM_DummyRoot");
-
- pScene->mRootNode->mNumChildren = anim->mNumChannels;
- pScene->mRootNode->mChildren = new aiNode* [anim->mNumChannels];
-
- for (unsigned int i = 0; i < anim->mNumChannels;++i) {
- aiNodeAnim* na = anim->mChannels[i];
-
- aiNode* nd = pScene->mRootNode->mChildren[i] = new aiNode();
- nd->mName = anim->mChannels[i]->mNodeName;
- nd->mParent = pScene->mRootNode;
-
- aiMatrix4x4::Translation(na->mPositionKeys[0].mValue, nd->mTransformation);
- }
-
- // Store the one and only animation in the scene
- pScene->mAnimations = new aiAnimation*[pScene->mNumAnimations=1];
- pScene->mAnimations[0] = anim;
- anim->mName.Set("$CSM_MasterAnim");
-
- // mark the scene as incomplete and run SkeletonMeshBuilder on it
- pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
- SkeletonMeshBuilder maker(pScene,pScene->mRootNode,true);
+ boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
+
+ // Check whether we can read from the file
+ if( file.get() == NULL) {
+ throw DeadlyImportError( "Failed to open CSM file " + pFile + ".");
+ }
+
+ // allocate storage and copy the contents of the file to a memory buffer
+ std::vector<char> mBuffer2;
+ TextFileToBuffer(file.get(),mBuffer2);
+ const char* buffer = &mBuffer2[0];
+
+ aiAnimation* anim = new aiAnimation();
+ int first = 0, last = 0x00ffffff;
+
+ // now process the file and look out for '$' sections
+ while (1) {
+ SkipSpaces(&buffer);
+ if ('\0' == *buffer)
+ break;
+
+ if ('$' == *buffer) {
+ ++buffer;
+ if (TokenMatchI(buffer,"firstframe",10)) {
+ SkipSpaces(&buffer);
+ first = strtol10(buffer,&buffer);
+ }
+ else if (TokenMatchI(buffer,"lastframe",9)) {
+ SkipSpaces(&buffer);
+ last = strtol10(buffer,&buffer);
+ }
+ else if (TokenMatchI(buffer,"rate",4)) {
+ SkipSpaces(&buffer);
+ float d;
+ buffer = fast_atoreal_move<float>(buffer,d);
+ anim->mTicksPerSecond = d;
+ }
+ else if (TokenMatchI(buffer,"order",5)) {
+ std::vector< aiNodeAnim* > anims_temp;
+ anims_temp.reserve(30);
+ while (1) {
+ SkipSpaces(&buffer);
+ if (IsLineEnd(*buffer) && SkipSpacesAndLineEnd(&buffer) && *buffer == '$')
+ break; // next section
+
+ // Construct a new node animation channel and setup its name
+ anims_temp.push_back(new aiNodeAnim());
+ aiNodeAnim* nda = anims_temp.back();
+
+ char* ot = nda->mNodeName.data;
+ while (!IsSpaceOrNewLine(*buffer))
+ *ot++ = *buffer++;
+
+ *ot = '\0';
+ nda->mNodeName.length = (size_t)(ot-nda->mNodeName.data);
+ }
+
+ anim->mNumChannels = anims_temp.size();
+ if (!anim->mNumChannels)
+ throw DeadlyImportError("CSM: Empty $order section");
+
+ // copy over to the output animation
+ anim->mChannels = new aiNodeAnim*[anim->mNumChannels];
+ ::memcpy(anim->mChannels,&anims_temp[0],sizeof(aiNodeAnim*)*anim->mNumChannels);
+ }
+ else if (TokenMatchI(buffer,"points",6)) {
+ if (!anim->mNumChannels)
+ throw DeadlyImportError("CSM: \'$order\' section is required to appear prior to \'$points\'");
+
+ // If we know how many frames we'll read, we can preallocate some storage
+ unsigned int alloc = 100;
+ if (last != 0x00ffffff)
+ {
+ alloc = last-first;
+ alloc += alloc>>2u; // + 25%
+ for (unsigned int i = 0; i < anim->mNumChannels;++i)
+ anim->mChannels[i]->mPositionKeys = new aiVectorKey[alloc];
+ }
+
+ unsigned int filled = 0;
+
+ // Now read all point data.
+ while (1) {
+ SkipSpaces(&buffer);
+ if (IsLineEnd(*buffer) && (!SkipSpacesAndLineEnd(&buffer) || *buffer == '$')) {
+ break; // next section
+ }
+
+ // read frame
+ const int frame = ::strtoul10(buffer,&buffer);
+ last = std::max(frame,last);
+ first = std::min(frame,last);
+ for (unsigned int i = 0; i < anim->mNumChannels;++i) {
+
+ aiNodeAnim* s = anim->mChannels[i];
+ if (s->mNumPositionKeys == alloc) { /* need to reallocate? */
+
+ aiVectorKey* old = s->mPositionKeys;
+ s->mPositionKeys = new aiVectorKey[s->mNumPositionKeys = alloc*2];
+ ::memcpy(s->mPositionKeys,old,sizeof(aiVectorKey)*alloc);
+ delete[] old;
+ }
+
+ // read x,y,z
+ if(!SkipSpacesAndLineEnd(&buffer))
+ throw DeadlyImportError("CSM: Unexpected EOF occured reading sample x coord");
+
+ if (TokenMatchI(buffer, "DROPOUT", 7)) {
+ // seems this is invalid marker data; at least the doc says it's possible
+ DefaultLogger::get()->warn("CSM: Encountered invalid marker data (DROPOUT)");
+ }
+ else {
+ aiVectorKey* sub = s->mPositionKeys + s->mNumPositionKeys;
+ sub->mTime = (double)frame;
+ buffer = fast_atoreal_move<float>(buffer, (float&)sub->mValue.x);
+
+ if(!SkipSpacesAndLineEnd(&buffer))
+ throw DeadlyImportError("CSM: Unexpected EOF occured reading sample y coord");
+ buffer = fast_atoreal_move<float>(buffer, (float&)sub->mValue.y);
+
+ if(!SkipSpacesAndLineEnd(&buffer))
+ throw DeadlyImportError("CSM: Unexpected EOF occured reading sample z coord");
+ buffer = fast_atoreal_move<float>(buffer, (float&)sub->mValue.z);
+
+ ++s->mNumPositionKeys;
+ }
+ }
+
+ // update allocation granularity
+ if (filled == alloc)
+ alloc *= 2;
+
+ ++filled;
+ }
+ // all channels must be complete in order to continue safely.
+ for (unsigned int i = 0; i < anim->mNumChannels;++i) {
+
+ if (!anim->mChannels[i]->mNumPositionKeys)
+ throw DeadlyImportError("CSM: Invalid marker track");
+ }
+ }
+ }
+ else {
+ // advance to the next line
+ SkipLine(&buffer);
+ }
+ }
+
+ // Setup a proper animation duration
+ anim->mDuration = last - std::min( first, 0 );
+
+ // build a dummy root node with the tiny markers as children
+ pScene->mRootNode = new aiNode();
+ pScene->mRootNode->mName.Set("$CSM_DummyRoot");
+
+ pScene->mRootNode->mNumChildren = anim->mNumChannels;
+ pScene->mRootNode->mChildren = new aiNode* [anim->mNumChannels];
+
+ for (unsigned int i = 0; i < anim->mNumChannels;++i) {
+ aiNodeAnim* na = anim->mChannels[i];
+
+ aiNode* nd = pScene->mRootNode->mChildren[i] = new aiNode();
+ nd->mName = anim->mChannels[i]->mNodeName;
+ nd->mParent = pScene->mRootNode;
+
+ aiMatrix4x4::Translation(na->mPositionKeys[0].mValue, nd->mTransformation);
+ }
+
+ // Store the one and only animation in the scene
+ pScene->mAnimations = new aiAnimation*[pScene->mNumAnimations=1];
+ pScene->mAnimations[0] = anim;
+ anim->mName.Set("$CSM_MasterAnim");
+
+ // mark the scene as incomplete and run SkeletonMeshBuilder on it
+ pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
+ SkeletonMeshBuilder maker(pScene,pScene->mRootNode,true);
}
#endif // !! ASSIMP_BUILD_NO_CSM_IMPORTER
diff --git a/src/3rdparty/assimp/code/CSMLoader.h b/src/3rdparty/assimp/code/CSMLoader.h
index 2b5e8e639..a728abc32 100644
--- a/src/3rdparty/assimp/code/CSMLoader.h
+++ b/src/3rdparty/assimp/code/CSMLoader.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -43,7 +43,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef INCLUDED_AI_CSM_LOADER_H
#define INCLUDED_AI_CSM_LOADER_H
-namespace Assimp {
+namespace Assimp {
// ---------------------------------------------------------------------------
/** Importer class to load MOCAPs in CharacterStudio Motion format.
@@ -56,30 +56,27 @@ namespace Assimp {
*/
class CSMImporter : public BaseImporter
{
- friend class Importer;
-protected:
- /** Constructor to be privately used by Importer */
- CSMImporter();
+public:
+ CSMImporter();
+ ~CSMImporter();
- /** Destructor, private as well */
- ~CSMImporter();
public:
- // -------------------------------------------------------------------
- bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
- bool checkSig) const;
+ // -------------------------------------------------------------------
+ bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
+ bool checkSig) const;
protected:
- // -------------------------------------------------------------------
- void GetExtensionList(std::set<std::string>& extensions);
+ // -------------------------------------------------------------------
+ const aiImporterDesc* GetInfo () const;
- // -------------------------------------------------------------------
- void SetupProperties(const Importer* pImp);
+ // -------------------------------------------------------------------
+ void SetupProperties(const Importer* pImp);
- // -------------------------------------------------------------------
- void InternReadFile( const std::string& pFile, aiScene* pScene,
- IOSystem* pIOHandler);
+ // -------------------------------------------------------------------
+ void InternReadFile( const std::string& pFile, aiScene* pScene,
+ IOSystem* pIOHandler);
private:
}; // end of class CSMImporter
diff --git a/src/3rdparty/assimp/code/CalcTangentsProcess.cpp b/src/3rdparty/assimp/code/CalcTangentsProcess.cpp
index 83ec00a54..e7e00369e 100644
--- a/src/3rdparty/assimp/code/CalcTangentsProcess.cpp
+++ b/src/3rdparty/assimp/code/CalcTangentsProcess.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,26 +20,26 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
-/** @file Implementation of the post processing step to calculate
+/** @file Implementation of the post processing step to calculate
* tangents and bitangents for all imported meshes
*/
@@ -48,6 +48,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
// internal headers
#include "CalcTangentsProcess.h"
#include "ProcessHelper.h"
+#include "TinyFormatter.h"
using namespace Assimp;
@@ -55,229 +56,237 @@ using namespace Assimp;
// Constructor to be privately used by Importer
CalcTangentsProcess::CalcTangentsProcess()
{
- this->configMaxAngle = AI_DEG_TO_RAD(45.f);
+ this->configMaxAngle = AI_DEG_TO_RAD(45.f);
}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
CalcTangentsProcess::~CalcTangentsProcess()
{
- // nothing to do here
+ // nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool CalcTangentsProcess::IsActive( unsigned int pFlags) const
{
- return (pFlags & aiProcess_CalcTangentSpace) != 0;
+ return (pFlags & aiProcess_CalcTangentSpace) != 0;
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void CalcTangentsProcess::SetupProperties(const Importer* pImp)
{
- // get the current value of the property
- this->configMaxAngle = pImp->GetPropertyFloat(AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE,45.f);
- this->configMaxAngle = std::max(std::min(this->configMaxAngle,45.0f),0.0f);
- this->configMaxAngle = AI_DEG_TO_RAD(this->configMaxAngle);
+ // get the current value of the property
+ configMaxAngle = pImp->GetPropertyFloat(AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE,45.f);
+ configMaxAngle = std::max(std::min(configMaxAngle,45.0f),0.0f);
+ configMaxAngle = AI_DEG_TO_RAD(configMaxAngle);
+
+ configSourceUV = pImp->GetPropertyInteger(AI_CONFIG_PP_CT_TEXTURE_CHANNEL_INDEX,0);
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void CalcTangentsProcess::Execute( aiScene* pScene)
{
- DefaultLogger::get()->debug("CalcTangentsProcess begin");
+ DefaultLogger::get()->debug("CalcTangentsProcess begin");
- bool bHas = false;
- for ( unsigned int a = 0; a < pScene->mNumMeshes; a++)
- if (ProcessMesh( pScene->mMeshes[a],a))bHas = true;
+ bool bHas = false;
+ for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
+ if(ProcessMesh( pScene->mMeshes[a],a))bHas = true;
- if (bHas)DefaultLogger::get()->debug("CalcTangentsProcess finished. Tangents have been calculated");
- else DefaultLogger::get()->debug("CalcTangentsProcess finished");
+ if (bHas)DefaultLogger::get()->info("CalcTangentsProcess finished. Tangents have been calculated");
+ else DefaultLogger::get()->debug("CalcTangentsProcess finished");
}
// ------------------------------------------------------------------------------------------------
// Calculates tangents and bitangents for the given mesh
bool CalcTangentsProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
{
- // we assume that the mesh is still in the verbose vertex format where each face has its own set
- // of vertices and no vertices are shared between faces. Sadly I don't know any quick test to
- // assert() it here.
+ // we assume that the mesh is still in the verbose vertex format where each face has its own set
+ // of vertices and no vertices are shared between faces. Sadly I don't know any quick test to
+ // assert() it here.
//assert( must be verbose, dammit);
- if (pMesh->mTangents) // thisimplies that mBitangents is also there
- return false;
-
- // If the mesh consists of lines and/or points but not of
- // triangles or higher-order polygons the normal vectors
- // are undefined.
- if (!(pMesh->mPrimitiveTypes & (aiPrimitiveType_TRIANGLE | aiPrimitiveType_POLYGON)))
- {
- DefaultLogger::get()->info("Tangents are undefined for line and point meshes");
- return false;
- }
-
- // what we can check, though, is if the mesh has normals and texture coord. That's a requirement
- if ( pMesh->mNormals == NULL || pMesh->mTextureCoords[0] == NULL)
- {
- DefaultLogger::get()->error("Unable to compute tangents: UV0 and normals must be there ");
- return false;
- }
- const float angleEpsilon = 0.9999f;
-
- std::vector<bool> vertexDone( pMesh->mNumVertices, false);
- const float qnan = get_qnan();
-
- // create space for the tangents and bitangents
- pMesh->mTangents = new aiVector3D[pMesh->mNumVertices];
- pMesh->mBitangents = new aiVector3D[pMesh->mNumVertices];
-
- const aiVector3D* meshPos = pMesh->mVertices;
- const aiVector3D* meshNorm = pMesh->mNormals;
- const aiVector3D* meshTex = pMesh->mTextureCoords[0];
- aiVector3D* meshTang = pMesh->mTangents;
- aiVector3D* meshBitang = pMesh->mBitangents;
-
- // calculate the tangent and bitangent for every face
- for ( unsigned int a = 0; a < pMesh->mNumFaces; a++)
- {
- const aiFace& face = pMesh->mFaces[a];
- if (face.mNumIndices < 3)
- {
- // There are less than three indices, thus the tangent vector
- // is not defined. We are finished with these vertices now,
- // their tangent vectors are set to qnan.
- for (unsigned int i = 0; i < face.mNumIndices;++i)
- {
- register unsigned int idx = face.mIndices[i];
- vertexDone [idx] = true;
- meshTang [idx] = qnan;
- meshBitang [idx] = qnan;
- }
-
- continue;
- }
-
- // triangle or polygon... we always use only the first three indices. A polygon
- // is supposed to be planar anyways....
- // FIXME: (thom) create correct calculation for multi-vertex polygons maybe?
- const unsigned int p0 = face.mIndices[0], p1 = face.mIndices[1], p2 = face.mIndices[2];
-
- // position differences p1->p2 and p1->p3
- aiVector3D v = meshPos[p1] - meshPos[p0], w = meshPos[p2] - meshPos[p0];
-
- // texture offset p1->p2 and p1->p3
- float sx = meshTex[p1].x - meshTex[p0].x, sy = meshTex[p1].y - meshTex[p0].y;
+ if (pMesh->mTangents) // thisimplies that mBitangents is also there
+ return false;
+
+ // If the mesh consists of lines and/or points but not of
+ // triangles or higher-order polygons the normal vectors
+ // are undefined.
+ if (!(pMesh->mPrimitiveTypes & (aiPrimitiveType_TRIANGLE | aiPrimitiveType_POLYGON)))
+ {
+ DefaultLogger::get()->info("Tangents are undefined for line and point meshes");
+ return false;
+ }
+
+ // what we can check, though, is if the mesh has normals and texture coordinates. That's a requirement
+ if( pMesh->mNormals == NULL)
+ {
+ DefaultLogger::get()->error("Failed to compute tangents; need normals");
+ return false;
+ }
+ if( configSourceUV >= AI_MAX_NUMBER_OF_TEXTURECOORDS || !pMesh->mTextureCoords[configSourceUV] )
+ {
+ DefaultLogger::get()->error((Formatter::format("Failed to compute tangents; need UV data in channel"),configSourceUV));
+ return false;
+ }
+
+ const float angleEpsilon = 0.9999f;
+
+ std::vector<bool> vertexDone( pMesh->mNumVertices, false);
+ const float qnan = get_qnan();
+
+ // create space for the tangents and bitangents
+ pMesh->mTangents = new aiVector3D[pMesh->mNumVertices];
+ pMesh->mBitangents = new aiVector3D[pMesh->mNumVertices];
+
+ const aiVector3D* meshPos = pMesh->mVertices;
+ const aiVector3D* meshNorm = pMesh->mNormals;
+ const aiVector3D* meshTex = pMesh->mTextureCoords[configSourceUV];
+ aiVector3D* meshTang = pMesh->mTangents;
+ aiVector3D* meshBitang = pMesh->mBitangents;
+
+ // calculate the tangent and bitangent for every face
+ for( unsigned int a = 0; a < pMesh->mNumFaces; a++)
+ {
+ const aiFace& face = pMesh->mFaces[a];
+ if (face.mNumIndices < 3)
+ {
+ // There are less than three indices, thus the tangent vector
+ // is not defined. We are finished with these vertices now,
+ // their tangent vectors are set to qnan.
+ for (unsigned int i = 0; i < face.mNumIndices;++i)
+ {
+ register unsigned int idx = face.mIndices[i];
+ vertexDone [idx] = true;
+ meshTang [idx] = aiVector3D(qnan);
+ meshBitang [idx] = aiVector3D(qnan);
+ }
+
+ continue;
+ }
+
+ // triangle or polygon... we always use only the first three indices. A polygon
+ // is supposed to be planar anyways....
+ // FIXME: (thom) create correct calculation for multi-vertex polygons maybe?
+ const unsigned int p0 = face.mIndices[0], p1 = face.mIndices[1], p2 = face.mIndices[2];
+
+ // position differences p1->p2 and p1->p3
+ aiVector3D v = meshPos[p1] - meshPos[p0], w = meshPos[p2] - meshPos[p0];
+
+ // texture offset p1->p2 and p1->p3
+ float sx = meshTex[p1].x - meshTex[p0].x, sy = meshTex[p1].y - meshTex[p0].y;
float tx = meshTex[p2].x - meshTex[p0].x, ty = meshTex[p2].y - meshTex[p0].y;
- float dirCorrection = (tx * sy - ty * sx) < 0.0f ? -1.0f : 1.0f;
+ float dirCorrection = (tx * sy - ty * sx) < 0.0f ? -1.0f : 1.0f;
- // tangent points in the direction where to positive X axis of the texture coords would point in model space
- // bitangents points along the positive Y axis of the texture coords, respectively
- aiVector3D tangent, bitangent;
- tangent.x = (w.x * sy - v.x * ty) * dirCorrection;
+ // tangent points in the direction where to positive X axis of the texture coords would point in model space
+ // bitangents points along the positive Y axis of the texture coords, respectively
+ aiVector3D tangent, bitangent;
+ tangent.x = (w.x * sy - v.x * ty) * dirCorrection;
tangent.y = (w.y * sy - v.y * ty) * dirCorrection;
tangent.z = (w.z * sy - v.z * ty) * dirCorrection;
bitangent.x = (w.x * sx - v.x * tx) * dirCorrection;
bitangent.y = (w.y * sx - v.y * tx) * dirCorrection;
bitangent.z = (w.z * sx - v.z * tx) * dirCorrection;
- // store for every vertex of that face
- for ( unsigned int b = 0; b < face.mNumIndices; b++)
- {
- unsigned int p = face.mIndices[b];
+ // store for every vertex of that face
+ for( unsigned int b = 0; b < face.mNumIndices; b++)
+ {
+ unsigned int p = face.mIndices[b];
- // project tangent and bitangent into the plane formed by the vertex' normal
- aiVector3D localTangent = tangent - meshNorm[p] * (tangent * meshNorm[p]);
- aiVector3D localBitangent = bitangent - meshNorm[p] * (bitangent * meshNorm[p]);
- localTangent.Normalize(); localBitangent.Normalize();
+ // project tangent and bitangent into the plane formed by the vertex' normal
+ aiVector3D localTangent = tangent - meshNorm[p] * (tangent * meshNorm[p]);
+ aiVector3D localBitangent = bitangent - meshNorm[p] * (bitangent * meshNorm[p]);
+ localTangent.Normalize(); localBitangent.Normalize();
- // and write it into the mesh.
- meshTang[p] = localTangent;
- meshBitang[p] = localBitangent;
- }
+ // and write it into the mesh.
+ meshTang[p] = localTangent;
+ meshBitang[p] = localBitangent;
+ }
}
- // create a helper to quickly find locally close vertices among the vertex array
- // FIX: check whether we can reuse the SpatialSort of a previous step
- SpatialSort* vertexFinder = NULL;
- SpatialSort _vertexFinder;
- float posEpsilon;
- if (shared)
- {
- std::vector<std::pair<SpatialSort,float> >* avf;
- shared->GetProperty(AI_SPP_SPATIAL_SORT,avf);
- if (avf)
- {
- std::pair<SpatialSort,float>& blubb = avf->operator [] (meshIndex);
- vertexFinder = &blubb.first;
- posEpsilon = blubb.second;;
- }
- }
- if (!vertexFinder)
- {
- _vertexFinder.Fill(pMesh->mVertices, pMesh->mNumVertices, sizeof( aiVector3D));
- vertexFinder = &_vertexFinder;
- posEpsilon = ComputePositionEpsilon(pMesh);
- }
- std::vector<unsigned int> verticesFound;
-
- const float fLimit = cosf(this->configMaxAngle);
- std::vector<unsigned int> closeVertices;
-
- // in the second pass we now smooth out all tangents and bitangents at the same local position
- // if they are not too far off.
- for ( unsigned int a = 0; a < pMesh->mNumVertices; a++)
- {
- if ( vertexDone[a])
- continue;
-
- const aiVector3D& origPos = pMesh->mVertices[a];
- const aiVector3D& origNorm = pMesh->mNormals[a];
- const aiVector3D& origTang = pMesh->mTangents[a];
- const aiVector3D& origBitang = pMesh->mBitangents[a];
- closeVertices.clear();
-
- // find all vertices close to that position
- vertexFinder->FindPositions( origPos, posEpsilon, verticesFound);
-
- closeVertices.reserve (verticesFound.size()+5);
- closeVertices.push_back( a);
-
- // look among them for other vertices sharing the same normal and a close-enough tangent/bitangent
- for ( unsigned int b = 0; b < verticesFound.size(); b++)
- {
- unsigned int idx = verticesFound[b];
- if ( vertexDone[idx])
- continue;
- if ( meshNorm[idx] * origNorm < angleEpsilon)
- continue;
- if ( meshTang[idx] * origTang < fLimit)
- continue;
- if ( meshBitang[idx] * origBitang < fLimit)
- continue;
-
- // it's similar enough -> add it to the smoothing group
- closeVertices.push_back( idx);
- vertexDone[idx] = true;
- }
-
- // smooth the tangents and bitangents of all vertices that were found to be close enough
- aiVector3D smoothTangent( 0, 0, 0), smoothBitangent( 0, 0, 0);
- for ( unsigned int b = 0; b < closeVertices.size(); ++b)
- {
- smoothTangent += meshTang[ closeVertices[b] ];
- smoothBitangent += meshBitang[ closeVertices[b] ];
- }
- smoothTangent.Normalize();
- smoothBitangent.Normalize();
-
- // and write it back into all affected tangents
- for ( unsigned int b = 0; b < closeVertices.size(); ++b)
- {
- meshTang[ closeVertices[b] ] = smoothTangent;
- meshBitang[ closeVertices[b] ] = smoothBitangent;
- }
- }
- return true;
+ // create a helper to quickly find locally close vertices among the vertex array
+ // FIX: check whether we can reuse the SpatialSort of a previous step
+ SpatialSort* vertexFinder = NULL;
+ SpatialSort _vertexFinder;
+ float posEpsilon;
+ if (shared)
+ {
+ std::vector<std::pair<SpatialSort,float> >* avf;
+ shared->GetProperty(AI_SPP_SPATIAL_SORT,avf);
+ if (avf)
+ {
+ std::pair<SpatialSort,float>& blubb = avf->operator [] (meshIndex);
+ vertexFinder = &blubb.first;
+ posEpsilon = blubb.second;;
+ }
+ }
+ if (!vertexFinder)
+ {
+ _vertexFinder.Fill(pMesh->mVertices, pMesh->mNumVertices, sizeof( aiVector3D));
+ vertexFinder = &_vertexFinder;
+ posEpsilon = ComputePositionEpsilon(pMesh);
+ }
+ std::vector<unsigned int> verticesFound;
+
+ const float fLimit = cosf(configMaxAngle);
+ std::vector<unsigned int> closeVertices;
+
+ // in the second pass we now smooth out all tangents and bitangents at the same local position
+ // if they are not too far off.
+ for( unsigned int a = 0; a < pMesh->mNumVertices; a++)
+ {
+ if( vertexDone[a])
+ continue;
+
+ const aiVector3D& origPos = pMesh->mVertices[a];
+ const aiVector3D& origNorm = pMesh->mNormals[a];
+ const aiVector3D& origTang = pMesh->mTangents[a];
+ const aiVector3D& origBitang = pMesh->mBitangents[a];
+ closeVertices.clear();
+
+ // find all vertices close to that position
+ vertexFinder->FindPositions( origPos, posEpsilon, verticesFound);
+
+ closeVertices.reserve (verticesFound.size()+5);
+ closeVertices.push_back( a);
+
+ // look among them for other vertices sharing the same normal and a close-enough tangent/bitangent
+ for( unsigned int b = 0; b < verticesFound.size(); b++)
+ {
+ unsigned int idx = verticesFound[b];
+ if( vertexDone[idx])
+ continue;
+ if( meshNorm[idx] * origNorm < angleEpsilon)
+ continue;
+ if( meshTang[idx] * origTang < fLimit)
+ continue;
+ if( meshBitang[idx] * origBitang < fLimit)
+ continue;
+
+ // it's similar enough -> add it to the smoothing group
+ closeVertices.push_back( idx);
+ vertexDone[idx] = true;
+ }
+
+ // smooth the tangents and bitangents of all vertices that were found to be close enough
+ aiVector3D smoothTangent( 0, 0, 0), smoothBitangent( 0, 0, 0);
+ for( unsigned int b = 0; b < closeVertices.size(); ++b)
+ {
+ smoothTangent += meshTang[ closeVertices[b] ];
+ smoothBitangent += meshBitang[ closeVertices[b] ];
+ }
+ smoothTangent.Normalize();
+ smoothBitangent.Normalize();
+
+ // and write it back into all affected tangents
+ for( unsigned int b = 0; b < closeVertices.size(); ++b)
+ {
+ meshTang[ closeVertices[b] ] = smoothTangent;
+ meshBitang[ closeVertices[b] ] = smoothBitangent;
+ }
+ }
+ return true;
}
diff --git a/src/3rdparty/assimp/code/CalcTangentsProcess.h b/src/3rdparty/assimp/code/CalcTangentsProcess.h
index 189710ff8..4ebc47fa4 100644
--- a/src/3rdparty/assimp/code/CalcTangentsProcess.h
+++ b/src/3rdparty/assimp/code/CalcTangentsProcess.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,28 +18,28 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
-/** @file Defines a post processing step to calculate tangents and
+/** @file Defines a post processing step to calculate tangents and
bitangents on all imported meshes.*/
#ifndef AI_CALCTANGENTSPROCESS_H_INC
#define AI_CALCTANGENTSPROCESS_H_INC
@@ -54,63 +54,60 @@ namespace Assimp
// ---------------------------------------------------------------------------
/** The CalcTangentsProcess calculates the tangent and bitangent for any vertex
* of all meshes. It is expected to be run before the JoinVerticesProcess runs
- * because the joining of vertices also considers tangents and bitangents for
+ * because the joining of vertices also considers tangents and bitangents for
* uniqueness.
*/
-class ASSIMP_API CalcTangentsProcess : public BaseProcess
+class ASSIMP_API_WINONLY CalcTangentsProcess : public BaseProcess
{
- friend class Importer;
-
-protected:
- /** Constructor to be privately used by Importer */
- CalcTangentsProcess();
+public:
- /** Destructor, private as well */
- ~CalcTangentsProcess();
+ CalcTangentsProcess();
+ ~CalcTangentsProcess();
public:
- // -------------------------------------------------------------------
- /** Returns whether the processing step is present in the given flag.
- * @param pFlags The processing flags the importer was called with.
- * A bitwise combination of #aiPostProcessSteps.
- * @return true if the process is present in this flag fields,
- * false if not.
- */
- bool IsActive( unsigned int pFlags) const;
-
- // -------------------------------------------------------------------
- /** Called prior to ExecuteOnScene().
- * The function is a request to the process to update its configuration
- * basing on the Importer's configuration property list.
- */
- void SetupProperties(const Importer* pImp);
-
-
- // setter for configMaxAngle
- inline void SetMaxSmoothAngle(float f)
- {
- configMaxAngle =f;
- }
+ // -------------------------------------------------------------------
+ /** Returns whether the processing step is present in the given flag.
+ * @param pFlags The processing flags the importer was called with.
+ * A bitwise combination of #aiPostProcessSteps.
+ * @return true if the process is present in this flag fields,
+ * false if not.
+ */
+ bool IsActive( unsigned int pFlags) const;
+
+ // -------------------------------------------------------------------
+ /** Called prior to ExecuteOnScene().
+ * The function is a request to the process to update its configuration
+ * basing on the Importer's configuration property list.
+ */
+ void SetupProperties(const Importer* pImp);
+
+
+ // setter for configMaxAngle
+ inline void SetMaxSmoothAngle(float f)
+ {
+ configMaxAngle =f;
+ }
protected:
- // -------------------------------------------------------------------
- /** Calculates tangents and bitangents for a specific mesh.
- * @param pMesh The mesh to process.
- * @param meshIndex Index of the mesh
- */
- bool ProcessMesh( aiMesh* pMesh, unsigned int meshIndex);
+ // -------------------------------------------------------------------
+ /** Calculates tangents and bitangents for a specific mesh.
+ * @param pMesh The mesh to process.
+ * @param meshIndex Index of the mesh
+ */
+ bool ProcessMesh( aiMesh* pMesh, unsigned int meshIndex);
- // -------------------------------------------------------------------
- /** Executes the post processing step on the given imported data.
- * @param pScene The imported data to work at.
- */
- void Execute( aiScene* pScene);
+ // -------------------------------------------------------------------
+ /** Executes the post processing step on the given imported data.
+ * @param pScene The imported data to work at.
+ */
+ void Execute( aiScene* pScene);
private:
- /** Configuration option: maximum smoothing angle, in radians*/
- float configMaxAngle;
+ /** Configuration option: maximum smoothing angle, in radians*/
+ float configMaxAngle;
+ unsigned int configSourceUV;
};
} // end of namespace Assimp
diff --git a/src/3rdparty/assimp/code/ColladaExporter.cpp b/src/3rdparty/assimp/code/ColladaExporter.cpp
new file mode 100644
index 000000000..56d681119
--- /dev/null
+++ b/src/3rdparty/assimp/code/ColladaExporter.cpp
@@ -0,0 +1,606 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+#include "AssimpPCH.h"
+
+#ifndef ASSIMP_BUILD_NO_EXPORT
+#ifndef ASSIMP_BUILD_NO_COLLADA_EXPORTER
+#include "ColladaExporter.h"
+
+using namespace Assimp;
+
+namespace Assimp
+{
+
+// ------------------------------------------------------------------------------------------------
+// Worker function for exporting a scene to Collada. Prototyped and registered in Exporter.cpp
+void ExportSceneCollada(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene)
+{
+ // invoke the exporter
+ ColladaExporter iDoTheExportThing( pScene);
+
+ // we're still here - export successfully completed. Write result to the given IOSYstem
+ boost::scoped_ptr<IOStream> outfile (pIOSystem->Open(pFile,"wt"));
+
+ // XXX maybe use a small wrapper around IOStream that behaves like std::stringstream in order to avoid the extra copy.
+ outfile->Write( iDoTheExportThing.mOutput.str().c_str(), static_cast<size_t>(iDoTheExportThing.mOutput.tellp()),1);
+}
+
+} // end of namespace Assimp
+
+
+// ------------------------------------------------------------------------------------------------
+// Constructor for a specific scene to export
+ColladaExporter::ColladaExporter( const aiScene* pScene)
+{
+ // make sure that all formatting happens using the standard, C locale and not the user's current locale
+ mOutput.imbue( std::locale("C") );
+
+ mScene = pScene;
+
+ // set up strings
+ endstr = "\n";
+
+ // start writing
+ WriteFile();
+}
+
+// ------------------------------------------------------------------------------------------------
+// Starts writing the contents
+void ColladaExporter::WriteFile()
+{
+ // write the DTD
+ mOutput << "<?xml version=\"1.0\"?>" << endstr;
+ // COLLADA element start
+ mOutput << "<COLLADA xmlns=\"http://www.collada.org/2005/11/COLLADASchema\" version=\"1.4.1\">" << endstr;
+ PushTag();
+
+ WriteHeader();
+
+ WriteMaterials();
+ WriteGeometryLibrary();
+
+ WriteSceneLibrary();
+
+ // useless Collada bullshit at the end, just in case we haven't had enough indirections, yet.
+ mOutput << startstr << "<scene>" << endstr;
+ PushTag();
+ mOutput << startstr << "<instance_visual_scene url=\"#myScene\" />" << endstr;
+ PopTag();
+ mOutput << startstr << "</scene>" << endstr;
+ PopTag();
+ mOutput << "</COLLADA>" << endstr;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Writes the asset header
+void ColladaExporter::WriteHeader()
+{
+ // Dummy stuff. Nobody actually cares for it anyways
+ mOutput << startstr << "<asset>" << endstr;
+ PushTag();
+ mOutput << startstr << "<contributor>" << endstr;
+ PushTag();
+ mOutput << startstr << "<author>Someone</author>" << endstr;
+ mOutput << startstr << "<authoring_tool>Assimp Collada Exporter</authoring_tool>" << endstr;
+ PopTag();
+ mOutput << startstr << "</contributor>" << endstr;
+ mOutput << startstr << "<created>2000-01-01T23:59:59</created>" << endstr;
+ mOutput << startstr << "<modified>2000-01-01T23:59:59</modified>" << endstr;
+ mOutput << startstr << "<unit name=\"centimeter\" meter=\"0.01\" />" << endstr;
+ mOutput << startstr << "<up_axis>Y_UP</up_axis>" << endstr;
+ PopTag();
+ mOutput << startstr << "</asset>" << endstr;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Reads a single surface entry from the given material keys
+void ColladaExporter::ReadMaterialSurface( Surface& poSurface, const aiMaterial* pSrcMat, aiTextureType pTexture, const char* pKey, size_t pType, size_t pIndex)
+{
+ if( pSrcMat->GetTextureCount( pTexture) > 0 )
+ {
+ aiString texfile;
+ unsigned int uvChannel = 0;
+ pSrcMat->GetTexture( pTexture, 0, &texfile, NULL, &uvChannel);
+ poSurface.texture = texfile.C_Str();
+ poSurface.channel = uvChannel;
+ } else
+ {
+ if( pKey )
+ pSrcMat->Get( pKey, pType, pIndex, poSurface.color);
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Writes an image entry for the given surface
+void ColladaExporter::WriteImageEntry( const Surface& pSurface, const std::string& pNameAdd)
+{
+ if( !pSurface.texture.empty() )
+ {
+ mOutput << startstr << "<image id=\"" << pNameAdd << "\">" << endstr;
+ PushTag();
+ mOutput << startstr << "<init_from>";
+ for( std::string::const_iterator it = pSurface.texture.begin(); it != pSurface.texture.end(); ++it )
+ {
+ if( isalnum( *it) || *it == '_' || *it == '.' || *it == '/' || *it == '\\' )
+ mOutput << *it;
+ else
+ mOutput << '%' << std::hex << size_t( (unsigned char) *it) << std::dec;
+ }
+ mOutput << "</init_from>" << endstr;
+ PopTag();
+ mOutput << startstr << "</image>" << endstr;
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Writes a color-or-texture entry into an effect definition
+void ColladaExporter::WriteTextureColorEntry( const Surface& pSurface, const std::string& pTypeName, const std::string& pImageName)
+{
+ mOutput << startstr << "<" << pTypeName << ">" << endstr;
+ PushTag();
+ if( pSurface.texture.empty() )
+ {
+ mOutput << startstr << "<color sid=\"" << pTypeName << "\">" << pSurface.color.r << " " << pSurface.color.g << " " << pSurface.color.b << " " << pSurface.color.a << "</color>" << endstr;
+ } else
+ {
+ mOutput << startstr << "<texture texture=\"" << pImageName << "\" texcoord=\"CHANNEL" << pSurface.channel << "\" />" << endstr;
+ }
+ PopTag();
+ mOutput << startstr << "</" << pTypeName << ">" << endstr;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Writes the two parameters necessary for referencing a texture in an effect entry
+void ColladaExporter::WriteTextureParamEntry( const Surface& pSurface, const std::string& pTypeName, const std::string& pMatName)
+{
+ // if surface is a texture, write out the sampler and the surface parameters necessary to reference the texture
+ if( !pSurface.texture.empty() )
+ {
+ mOutput << startstr << "<newparam sid=\"" << pMatName << "-" << pTypeName << "-surface\">" << endstr;
+ PushTag();
+ mOutput << startstr << "<surface type=\"2D\">" << endstr;
+ PushTag();
+ mOutput << startstr << "<init_from>" << pMatName << "-" << pTypeName << "-image</init_from>" << endstr;
+ PopTag();
+ mOutput << startstr << "</surface>" << endstr;
+ PopTag();
+ mOutput << startstr << "</newparam>" << endstr;
+
+ mOutput << startstr << "<newparam sid=\"" << pMatName << "-" << pTypeName << "-sampler\">" << endstr;
+ PushTag();
+ mOutput << startstr << "<sampler2D>" << endstr;
+ PushTag();
+ mOutput << startstr << "<source>" << pMatName << "-" << pTypeName << "-surface</source>" << endstr;
+ PopTag();
+ mOutput << startstr << "</sampler2D>" << endstr;
+ PopTag();
+ mOutput << startstr << "</newparam>" << endstr;
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Writes the material setup
+void ColladaExporter::WriteMaterials()
+{
+ materials.resize( mScene->mNumMaterials);
+
+ /// collect all materials from the scene
+ size_t numTextures = 0;
+ for( size_t a = 0; a < mScene->mNumMaterials; ++a )
+ {
+ const aiMaterial* mat = mScene->mMaterials[a];
+
+ aiString name;
+ if( mat->Get( AI_MATKEY_NAME, name) != aiReturn_SUCCESS )
+ name = "mat";
+ materials[a].name = std::string( "m") + boost::lexical_cast<std::string> (a) + name.C_Str();
+ for( std::string::iterator it = materials[a].name.begin(); it != materials[a].name.end(); ++it )
+ if( !isalnum( *it) )
+ *it = '_';
+
+ ReadMaterialSurface( materials[a].ambient, mat, aiTextureType_AMBIENT, AI_MATKEY_COLOR_AMBIENT);
+ if( !materials[a].ambient.texture.empty() ) numTextures++;
+ ReadMaterialSurface( materials[a].diffuse, mat, aiTextureType_DIFFUSE, AI_MATKEY_COLOR_DIFFUSE);
+ if( !materials[a].diffuse.texture.empty() ) numTextures++;
+ ReadMaterialSurface( materials[a].specular, mat, aiTextureType_SPECULAR, AI_MATKEY_COLOR_SPECULAR);
+ if( !materials[a].specular.texture.empty() ) numTextures++;
+ ReadMaterialSurface( materials[a].emissive, mat, aiTextureType_EMISSIVE, AI_MATKEY_COLOR_EMISSIVE);
+ if( !materials[a].emissive.texture.empty() ) numTextures++;
+ ReadMaterialSurface( materials[a].reflective, mat, aiTextureType_REFLECTION, AI_MATKEY_COLOR_REFLECTIVE);
+ if( !materials[a].reflective.texture.empty() ) numTextures++;
+ ReadMaterialSurface( materials[a].normal, mat, aiTextureType_NORMALS, NULL, 0, 0);
+ if( !materials[a].normal.texture.empty() ) numTextures++;
+
+ mat->Get( AI_MATKEY_SHININESS, materials[a].shininess);
+ }
+
+ // output textures if present
+ if( numTextures > 0 )
+ {
+ mOutput << startstr << "<library_images>" << endstr;
+ PushTag();
+ for( std::vector<Material>::const_iterator it = materials.begin(); it != materials.end(); ++it )
+ {
+ const Material& mat = *it;
+ WriteImageEntry( mat.ambient, mat.name + "-ambient-image");
+ WriteImageEntry( mat.diffuse, mat.name + "-diffuse-image");
+ WriteImageEntry( mat.specular, mat.name + "-specular-image");
+ WriteImageEntry( mat.emissive, mat.name + "-emissive-image");
+ WriteImageEntry( mat.reflective, mat.name + "-reflective-image");
+ WriteImageEntry( mat.normal, mat.name + "-normal-image");
+ }
+ PopTag();
+ mOutput << startstr << "</library_images>" << endstr;
+ }
+
+ // output effects - those are the actual carriers of information
+ if( !materials.empty() )
+ {
+ mOutput << startstr << "<library_effects>" << endstr;
+ PushTag();
+ for( std::vector<Material>::const_iterator it = materials.begin(); it != materials.end(); ++it )
+ {
+ const Material& mat = *it;
+ // this is so ridiculous it must be right
+ mOutput << startstr << "<effect id=\"" << mat.name << "-fx\" name=\"" << mat.name << "\">" << endstr;
+ PushTag();
+ mOutput << startstr << "<profile_COMMON>" << endstr;
+ PushTag();
+
+ // write sampler- and surface params for the texture entries
+ WriteTextureParamEntry( mat.emissive, "emissive", mat.name);
+ WriteTextureParamEntry( mat.ambient, "ambient", mat.name);
+ WriteTextureParamEntry( mat.diffuse, "diffuse", mat.name);
+ WriteTextureParamEntry( mat.specular, "specular", mat.name);
+ WriteTextureParamEntry( mat.reflective, "reflective", mat.name);
+
+ mOutput << startstr << "<technique sid=\"standard\">" << endstr;
+ PushTag();
+ mOutput << startstr << "<phong>" << endstr;
+ PushTag();
+
+ WriteTextureColorEntry( mat.emissive, "emission", mat.name + "-emissive-sampler");
+ WriteTextureColorEntry( mat.ambient, "ambient", mat.name + "-ambient-sampler");
+ WriteTextureColorEntry( mat.diffuse, "diffuse", mat.name + "-diffuse-sampler");
+ WriteTextureColorEntry( mat.specular, "specular", mat.name + "-specular-sampler");
+
+ mOutput << startstr << "<shininess>" << endstr;
+ PushTag();
+ mOutput << startstr << "<float sid=\"shininess\">" << mat.shininess << "</float>" << endstr;
+ PopTag();
+ mOutput << startstr << "</shininess>" << endstr;
+
+ WriteTextureColorEntry( mat.reflective, "reflective", mat.name + "-reflective-sampler");
+
+ // deactivated because the Collada spec PHONG model does not allow other textures.
+ // if( !mat.normal.texture.empty() )
+ // WriteTextureColorEntry( mat.normal, "bump", mat.name + "-normal-sampler");
+
+
+ PopTag();
+ mOutput << startstr << "</phong>" << endstr;
+ PopTag();
+ mOutput << startstr << "</technique>" << endstr;
+ PopTag();
+ mOutput << startstr << "</profile_COMMON>" << endstr;
+ PopTag();
+ mOutput << startstr << "</effect>" << endstr;
+ }
+ PopTag();
+ mOutput << startstr << "</library_effects>" << endstr;
+
+ // write materials - they're just effect references
+ mOutput << startstr << "<library_materials>" << endstr;
+ PushTag();
+ for( std::vector<Material>::const_iterator it = materials.begin(); it != materials.end(); ++it )
+ {
+ const Material& mat = *it;
+ mOutput << startstr << "<material id=\"" << mat.name << "\" name=\"" << mat.name << "\">" << endstr;
+ PushTag();
+ mOutput << startstr << "<instance_effect url=\"#" << mat.name << "-fx\"/>" << endstr;
+ PopTag();
+ mOutput << startstr << "</material>" << endstr;
+ }
+ PopTag();
+ mOutput << startstr << "</library_materials>" << endstr;
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Writes the geometry library
+void ColladaExporter::WriteGeometryLibrary()
+{
+ mOutput << startstr << "<library_geometries>" << endstr;
+ PushTag();
+
+ for( size_t a = 0; a < mScene->mNumMeshes; ++a)
+ WriteGeometry( a);
+
+ PopTag();
+ mOutput << startstr << "</library_geometries>" << endstr;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Writes the given mesh
+void ColladaExporter::WriteGeometry( size_t pIndex)
+{
+ const aiMesh* mesh = mScene->mMeshes[pIndex];
+ std::string idstr = GetMeshId( pIndex);
+
+ if( mesh->mNumFaces == 0 || mesh->mNumVertices == 0 )
+ return;
+
+ // opening tag
+ mOutput << startstr << "<geometry id=\"" << idstr << "\" name=\"" << idstr << "_name\" >" << endstr;
+ PushTag();
+
+ mOutput << startstr << "<mesh>" << endstr;
+ PushTag();
+
+ // Positions
+ WriteFloatArray( idstr + "-positions", FloatType_Vector, (float*) mesh->mVertices, mesh->mNumVertices);
+ // Normals, if any
+ if( mesh->HasNormals() )
+ WriteFloatArray( idstr + "-normals", FloatType_Vector, (float*) mesh->mNormals, mesh->mNumVertices);
+
+ // texture coords
+ for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a)
+ {
+ if( mesh->HasTextureCoords( a) )
+ {
+ WriteFloatArray( idstr + "-tex" + boost::lexical_cast<std::string> (a), mesh->mNumUVComponents[a] == 3 ? FloatType_TexCoord3 : FloatType_TexCoord2,
+ (float*) mesh->mTextureCoords[a], mesh->mNumVertices);
+ }
+ }
+
+ // vertex colors
+ for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a)
+ {
+ if( mesh->HasVertexColors( a) )
+ WriteFloatArray( idstr + "-color" + boost::lexical_cast<std::string> (a), FloatType_Color, (float*) mesh->mColors[a], mesh->mNumVertices);
+ }
+
+ // assemble vertex structure
+ mOutput << startstr << "<vertices id=\"" << idstr << "-vertices" << "\">" << endstr;
+ PushTag();
+ mOutput << startstr << "<input semantic=\"POSITION\" source=\"#" << idstr << "-positions\" />" << endstr;
+ if( mesh->HasNormals() )
+ mOutput << startstr << "<input semantic=\"NORMAL\" source=\"#" << idstr << "-normals\" />" << endstr;
+ for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a )
+ {
+ if( mesh->HasTextureCoords( a) )
+ mOutput << startstr << "<input semantic=\"TEXCOORD\" source=\"#" << idstr << "-tex" << a << "\" " /*<< "set=\"" << a << "\"" */ << " />" << endstr;
+ }
+ for( size_t a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a )
+ {
+ if( mesh->HasVertexColors( a) )
+ mOutput << startstr << "<input semantic=\"COLOR\" source=\"#" << idstr << "-color" << a << "\" " /*<< set=\"" << a << "\"" */ << " />" << endstr;
+ }
+
+ PopTag();
+ mOutput << startstr << "</vertices>" << endstr;
+
+ // write face setup
+ mOutput << startstr << "<polylist count=\"" << mesh->mNumFaces << "\" material=\"theresonlyone\">" << endstr;
+ PushTag();
+ mOutput << startstr << "<input offset=\"0\" semantic=\"VERTEX\" source=\"#" << idstr << "-vertices\" />" << endstr;
+
+ mOutput << startstr << "<vcount>";
+ for( size_t a = 0; a < mesh->mNumFaces; ++a )
+ mOutput << mesh->mFaces[a].mNumIndices << " ";
+ mOutput << "</vcount>" << endstr;
+
+ mOutput << startstr << "<p>";
+ for( size_t a = 0; a < mesh->mNumFaces; ++a )
+ {
+ const aiFace& face = mesh->mFaces[a];
+ for( size_t b = 0; b < face.mNumIndices; ++b )
+ mOutput << face.mIndices[b] << " ";
+ }
+ mOutput << "</p>" << endstr;
+ PopTag();
+ mOutput << startstr << "</polylist>" << endstr;
+
+ // closing tags
+ PopTag();
+ mOutput << startstr << "</mesh>" << endstr;
+ PopTag();
+ mOutput << startstr << "</geometry>" << endstr;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Writes a float array of the given type
+void ColladaExporter::WriteFloatArray( const std::string& pIdString, FloatDataType pType, const float* pData, size_t pElementCount)
+{
+ size_t floatsPerElement = 0;
+ switch( pType )
+ {
+ case FloatType_Vector: floatsPerElement = 3; break;
+ case FloatType_TexCoord2: floatsPerElement = 2; break;
+ case FloatType_TexCoord3: floatsPerElement = 3; break;
+ case FloatType_Color: floatsPerElement = 3; break;
+ default:
+ return;
+ }
+
+ std::string arrayId = pIdString + "-array";
+
+ mOutput << startstr << "<source id=\"" << pIdString << "\" name=\"" << pIdString << "\">" << endstr;
+ PushTag();
+
+ // source array
+ mOutput << startstr << "<float_array id=\"" << arrayId << "\" count=\"" << pElementCount * floatsPerElement << "\"> ";
+ PushTag();
+
+ if( pType == FloatType_TexCoord2 )
+ {
+ for( size_t a = 0; a < pElementCount; ++a )
+ {
+ mOutput << pData[a*3+0] << " ";
+ mOutput << pData[a*3+1] << " ";
+ }
+ }
+ else if( pType == FloatType_Color )
+ {
+ for( size_t a = 0; a < pElementCount; ++a )
+ {
+ mOutput << pData[a*4+0] << " ";
+ mOutput << pData[a*4+1] << " ";
+ mOutput << pData[a*4+2] << " ";
+ }
+ }
+ else
+ {
+ for( size_t a = 0; a < pElementCount * floatsPerElement; ++a )
+ mOutput << pData[a] << " ";
+ }
+ mOutput << "</float_array>" << endstr;
+ PopTag();
+
+ // the usual Collada bullshit. Let's bloat it even more!
+ mOutput << startstr << "<technique_common>" << endstr;
+ PushTag();
+ mOutput << startstr << "<accessor count=\"" << pElementCount << "\" offset=\"0\" source=\"#" << arrayId << "\" stride=\"" << floatsPerElement << "\">" << endstr;
+ PushTag();
+
+ switch( pType )
+ {
+ case FloatType_Vector:
+ mOutput << startstr << "<param name=\"X\" type=\"float\" />" << endstr;
+ mOutput << startstr << "<param name=\"Y\" type=\"float\" />" << endstr;
+ mOutput << startstr << "<param name=\"Z\" type=\"float\" />" << endstr;
+ break;
+
+ case FloatType_TexCoord2:
+ mOutput << startstr << "<param name=\"S\" type=\"float\" />" << endstr;
+ mOutput << startstr << "<param name=\"T\" type=\"float\" />" << endstr;
+ break;
+
+ case FloatType_TexCoord3:
+ mOutput << startstr << "<param name=\"S\" type=\"float\" />" << endstr;
+ mOutput << startstr << "<param name=\"T\" type=\"float\" />" << endstr;
+ mOutput << startstr << "<param name=\"P\" type=\"float\" />" << endstr;
+ break;
+
+ case FloatType_Color:
+ mOutput << startstr << "<param name=\"R\" type=\"float\" />" << endstr;
+ mOutput << startstr << "<param name=\"G\" type=\"float\" />" << endstr;
+ mOutput << startstr << "<param name=\"B\" type=\"float\" />" << endstr;
+ break;
+ }
+
+ PopTag();
+ mOutput << startstr << "</accessor>" << endstr;
+ PopTag();
+ mOutput << startstr << "</technique_common>" << endstr;
+ PopTag();
+ mOutput << startstr << "</source>" << endstr;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Writes the scene library
+void ColladaExporter::WriteSceneLibrary()
+{
+ mOutput << startstr << "<library_visual_scenes>" << endstr;
+ PushTag();
+ mOutput << startstr << "<visual_scene id=\"myScene\" name=\"myScene\">" << endstr;
+ PushTag();
+
+ // start recursive write at the root node
+ WriteNode( mScene->mRootNode);
+
+ PopTag();
+ mOutput << startstr << "</visual_scene>" << endstr;
+ PopTag();
+ mOutput << startstr << "</library_visual_scenes>" << endstr;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Recursively writes the given node
+void ColladaExporter::WriteNode( const aiNode* pNode)
+{
+ mOutput << startstr << "<node id=\"" << pNode->mName.data << "\" name=\"" << pNode->mName.data << "\">" << endstr;
+ PushTag();
+
+ // write transformation - we can directly put the matrix there
+ // TODO: (thom) decompose into scale - rot - quad to allow adressing it by animations afterwards
+ const aiMatrix4x4& mat = pNode->mTransformation;
+ mOutput << startstr << "<matrix>";
+ mOutput << mat.a1 << " " << mat.a2 << " " << mat.a3 << " " << mat.a4 << " ";
+ mOutput << mat.b1 << " " << mat.b2 << " " << mat.b3 << " " << mat.b4 << " ";
+ mOutput << mat.c1 << " " << mat.c2 << " " << mat.c3 << " " << mat.c4 << " ";
+ mOutput << mat.d1 << " " << mat.d2 << " " << mat.d3 << " " << mat.d4;
+ mOutput << "</matrix>" << endstr;
+
+ // instance every geometry
+ for( size_t a = 0; a < pNode->mNumMeshes; ++a )
+ {
+ const aiMesh* mesh = mScene->mMeshes[pNode->mMeshes[a]];
+ // do not instanciate mesh if empty. I wonder how this could happen
+ if( mesh->mNumFaces == 0 || mesh->mNumVertices == 0 )
+ continue;
+
+ mOutput << startstr << "<instance_geometry url=\"#" << GetMeshId( pNode->mMeshes[a]) << "\">" << endstr;
+ PushTag();
+ mOutput << startstr << "<bind_material>" << endstr;
+ PushTag();
+ mOutput << startstr << "<technique_common>" << endstr;
+ PushTag();
+ mOutput << startstr << "<instance_material symbol=\"theresonlyone\" target=\"#" << materials[mesh->mMaterialIndex].name << "\" />" << endstr;
+ PopTag();
+ mOutput << startstr << "</technique_common>" << endstr;
+ PopTag();
+ mOutput << startstr << "</bind_material>" << endstr;
+ PopTag();
+ mOutput << startstr << "</instance_geometry>" << endstr;
+ }
+
+ // recurse into subnodes
+ for( size_t a = 0; a < pNode->mNumChildren; ++a )
+ WriteNode( pNode->mChildren[a]);
+
+ PopTag();
+ mOutput << startstr << "</node>" << endstr;
+}
+
+#endif
+#endif
+
diff --git a/src/3rdparty/assimp/code/ColladaExporter.h b/src/3rdparty/assimp/code/ColladaExporter.h
new file mode 100644
index 000000000..53ae702b7
--- /dev/null
+++ b/src/3rdparty/assimp/code/ColladaExporter.h
@@ -0,0 +1,147 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+/** @file ColladaExporter.h
+ * Declares the exporter class to write a scene to a Collada file
+ */
+#ifndef AI_COLLADAEXPORTER_H_INC
+#define AI_COLLADAEXPORTER_H_INC
+
+#include "../include/assimp/ai_assert.h"
+#include <sstream>
+
+struct aiScene;
+struct aiNode;
+
+namespace Assimp
+{
+
+/// Helper class to export a given scene to a Collada file. Just for my personal
+/// comfort when implementing it.
+class ColladaExporter
+{
+public:
+ /// Constructor for a specific scene to export
+ ColladaExporter( const aiScene* pScene);
+
+protected:
+ /// Starts writing the contents
+ void WriteFile();
+
+ /// Writes the asset header
+ void WriteHeader();
+
+ /// Writes the material setup
+ void WriteMaterials();
+
+ /// Writes the geometry library
+ void WriteGeometryLibrary();
+
+ /// Writes the given mesh
+ void WriteGeometry( size_t pIndex);
+
+ enum FloatDataType { FloatType_Vector, FloatType_TexCoord2, FloatType_TexCoord3, FloatType_Color };
+
+ /// Writes a float array of the given type
+ void WriteFloatArray( const std::string& pIdString, FloatDataType pType, const float* pData, size_t pElementCount);
+
+ /// Writes the scene library
+ void WriteSceneLibrary();
+
+ /// Recursively writes the given node
+ void WriteNode( const aiNode* pNode);
+
+ /// Enters a new xml element, which increases the indentation
+ void PushTag() { startstr.append( " "); }
+ /// Leaves an element, decreasing the indentation
+ void PopTag() { ai_assert( startstr.length() > 1); startstr.erase( startstr.length() - 2); }
+
+ /// Creates a mesh ID for the given mesh
+ std::string GetMeshId( size_t pIndex) const { return std::string( "meshId" ) + boost::lexical_cast<std::string> (pIndex); }
+
+public:
+ /// Stringstream to write all output into
+ std::stringstream mOutput;
+
+protected:
+ /// The scene to be written
+ const aiScene* mScene;
+
+ /// current line start string, contains the current indentation for simple stream insertion
+ std::string startstr;
+ /// current line end string for simple stream insertion
+ std::string endstr;
+
+ // pair of color and texture - texture precedences color
+ struct Surface
+ {
+ aiColor4D color;
+ std::string texture;
+ size_t channel;
+ Surface() { channel = 0; }
+ };
+
+ // summarize a material in an convinient way.
+ struct Material
+ {
+ std::string name;
+ Surface ambient, diffuse, specular, emissive, reflective, normal;
+ float shininess; /// specular exponent
+
+ Material() { shininess = 16.0f; }
+ };
+
+ std::vector<Material> materials;
+
+protected:
+ /// Dammit C++ - y u no compile two-pass? No I have to add all methods below the struct definitions
+ /// Reads a single surface entry from the given material keys
+ void ReadMaterialSurface( Surface& poSurface, const aiMaterial* pSrcMat, aiTextureType pTexture, const char* pKey, size_t pType, size_t pIndex);
+ /// Writes an image entry for the given surface
+ void WriteImageEntry( const Surface& pSurface, const std::string& pNameAdd);
+ /// Writes the two parameters necessary for referencing a texture in an effect entry
+ void WriteTextureParamEntry( const Surface& pSurface, const std::string& pTypeName, const std::string& pMatName);
+ /// Writes a color-or-texture entry into an effect definition
+ void WriteTextureColorEntry( const Surface& pSurface, const std::string& pTypeName, const std::string& pImageName);
+};
+
+}
+
+#endif // !! AI_COLLADAEXPORTER_H_INC
diff --git a/src/3rdparty/assimp/code/ColladaHelper.h b/src/3rdparty/assimp/code/ColladaHelper.h
index 8c3745c08..c713e6ace 100644
--- a/src/3rdparty/assimp/code/ColladaHelper.h
+++ b/src/3rdparty/assimp/code/ColladaHelper.h
@@ -1,14 +1,14 @@
/** Helper structures for the Collada loader */
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
-written permission of the ASSIMP Development Team.
+written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -43,150 +43,148 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_COLLADAHELPER_H_INC
#define AI_COLLADAHELPER_H_INC
-namespace Assimp {
-namespace Collada {
+namespace Assimp {
+namespace Collada {
/** Collada file versions which evolved during the years ... */
enum FormatVersion
{
- FV_1_5_n,
- FV_1_4_n,
- FV_1_3_n
+ FV_1_5_n,
+ FV_1_4_n,
+ FV_1_3_n
};
/** Transformation types that can be applied to a node */
enum TransformType
{
- TF_LOOKAT,
- TF_ROTATE,
- TF_TRANSLATE,
- TF_SCALE,
- TF_SKEW,
- TF_MATRIX
+ TF_LOOKAT,
+ TF_ROTATE,
+ TF_TRANSLATE,
+ TF_SCALE,
+ TF_SKEW,
+ TF_MATRIX
};
/** Different types of input data to a vertex or face */
enum InputType
{
- IT_Invalid,
- IT_Vertex, // special type for per-index data referring to the <vertices> element carrying the per-vertex data.
- IT_Position,
- IT_Normal,
- IT_Texcoord,
- IT_Color,
- IT_Tangent,
- IT_Bitangent
+ IT_Invalid,
+ IT_Vertex, // special type for per-index data referring to the <vertices> element carrying the per-vertex data.
+ IT_Position,
+ IT_Normal,
+ IT_Texcoord,
+ IT_Color,
+ IT_Tangent,
+ IT_Bitangent
};
/** Contains all data for one of the different transformation types */
struct Transform
{
- std::string mID; ///< SID of the transform step, by which anim channels address their target node
- TransformType mType;
- float f[16]; ///< Interpretation of data depends on the type of the transformation
+ std::string mID; ///< SID of the transform step, by which anim channels address their target node
+ TransformType mType;
+ float f[16]; ///< Interpretation of data depends on the type of the transformation
};
/** A collada camera. */
struct Camera
{
- Camera()
- : mOrtho (false)
- , mHorFov (10e10f)
- , mVerFov (10e10f)
- , mAspect (10e10f)
- , mZNear (0.1f)
- , mZFar (1000.f)
- {}
+ Camera()
+ : mOrtho (false)
+ , mHorFov (10e10f)
+ , mVerFov (10e10f)
+ , mAspect (10e10f)
+ , mZNear (0.1f)
+ , mZFar (1000.f)
+ {}
- // Name of camera
- std::string mName;
+ // Name of camera
+ std::string mName;
- // True if it is an orthografic camera
- bool mOrtho;
+ // True if it is an orthografic camera
+ bool mOrtho;
- //! Horizontal field of view in degrees
- float mHorFov;
+ //! Horizontal field of view in degrees
+ float mHorFov;
- //! Vertical field of view in degrees
- float mVerFov;
+ //! Vertical field of view in degrees
+ float mVerFov;
- //! Screen aspect
- float mAspect;
+ //! Screen aspect
+ float mAspect;
- //! Near& far z
- float mZNear, mZFar;
+ //! Near& far z
+ float mZNear, mZFar;
};
#define aiLightSource_AMBIENT 0xdeaddead
/** A collada light source. */
struct Light
-{
- Light()
- : mType(0)
- , mAttConstant (1.f)
- , mAttLinear (0.f)
- , mAttQuadratic (0.f)
- , mFalloffAngle (180.f)
- , mFalloffExponent (0.f)
- , mPenumbraAngle (10e10f)
- , mOuterAngle (10e10f)
- , mIntensity (1.f)
- {}
-
- //! Type of the light source aiLightSourceType + ambient
- unsigned int mType;
-
- //! Color of the light
- aiColor3D mColor;
-
- //! Light attenuation
- float mAttConstant,mAttLinear,mAttQuadratic;
-
- //! Spot light falloff
- float mFalloffAngle;
- float mFalloffExponent;
-
- // -----------------------------------------------------
- // FCOLLADA extension from here
-
- //! ... related stuff from maja and max extensions
- float mPenumbraAngle;
- float mOuterAngle;
-
- //! Common light intensity
- float mIntensity;
+{
+ Light()
+ : mAttConstant (1.f)
+ , mAttLinear (0.f)
+ , mAttQuadratic (0.f)
+ , mFalloffAngle (180.f)
+ , mFalloffExponent (0.f)
+ , mPenumbraAngle (10e10f)
+ , mOuterAngle (10e10f)
+ , mIntensity (1.f)
+ {}
+
+ //! Type of the light source aiLightSourceType + ambient
+ unsigned int mType;
+
+ //! Color of the light
+ aiColor3D mColor;
+
+ //! Light attenuation
+ float mAttConstant,mAttLinear,mAttQuadratic;
+
+ //! Spot light falloff
+ float mFalloffAngle;
+ float mFalloffExponent;
+
+ // -----------------------------------------------------
+ // FCOLLADA extension from here
+
+ //! ... related stuff from maja and max extensions
+ float mPenumbraAngle;
+ float mOuterAngle;
+
+ //! Common light intensity
+ float mIntensity;
};
/** Short vertex index description */
struct InputSemanticMapEntry
{
- InputSemanticMapEntry()
- : mSet (0)
- , mType (IT_Invalid)
- {}
+ InputSemanticMapEntry()
+ : mSet (0)
+ {}
- //! Index of set, optional
- unsigned int mSet;
+ //! Index of set, optional
+ unsigned int mSet;
- //! Name of referenced vertex input
- InputType mType;
+ //! Name of referenced vertex input
+ InputType mType;
};
/** Table to map from effect to vertex input semantics */
struct SemanticMappingTable
{
- //! Name of material
- std::string mMatName;
+ //! Name of material
+ std::string mMatName;
- //! List of semantic map commands, grouped by effect semantic name
- std::map<std::string, InputSemanticMapEntry> mMap;
+ //! List of semantic map commands, grouped by effect semantic name
+ std::map<std::string, InputSemanticMapEntry> mMap;
- //! For std::find
- bool operator == (const std::string& s) const {
- return s == mMatName;
- }
+ //! For std::find
+ bool operator == (const std::string& s) const {
+ return s == mMatName;
+ }
};
/** A reference to a mesh inside a node, including materials assigned to the various subgroups.
@@ -194,407 +192,407 @@ struct SemanticMappingTable
*/
struct MeshInstance
{
- ///< ID of the mesh or controller to be instanced
- std::string mMeshOrController;
+ ///< ID of the mesh or controller to be instanced
+ std::string mMeshOrController;
- ///< Map of materials by the subgroup ID they're applied to
- std::map<std::string, SemanticMappingTable> mMaterials;
+ ///< Map of materials by the subgroup ID they're applied to
+ std::map<std::string, SemanticMappingTable> mMaterials;
};
/** A reference to a camera inside a node*/
struct CameraInstance
{
- ///< ID of the camera
- std::string mCamera;
+ ///< ID of the camera
+ std::string mCamera;
};
/** A reference to a light inside a node*/
struct LightInstance
{
- ///< ID of the camera
- std::string mLight;
+ ///< ID of the camera
+ std::string mLight;
};
/** A reference to a node inside a node*/
struct NodeInstance
{
- ///< ID of the node
- std::string mNode;
+ ///< ID of the node
+ std::string mNode;
};
/** A node in a scene hierarchy */
struct Node
{
- std::string mName;
- std::string mID;
+ std::string mName;
+ std::string mID;
std::string mSID;
- Node* mParent;
- std::vector<Node*> mChildren;
+ Node* mParent;
+ std::vector<Node*> mChildren;
- /** Operations in order to calculate the resulting transformation to parent. */
- std::vector<Transform> mTransforms;
+ /** Operations in order to calculate the resulting transformation to parent. */
+ std::vector<Transform> mTransforms;
- /** Meshes at this node */
- std::vector<MeshInstance> mMeshes;
+ /** Meshes at this node */
+ std::vector<MeshInstance> mMeshes;
- /** Lights at this node */
- std::vector<LightInstance> mLights;
+ /** Lights at this node */
+ std::vector<LightInstance> mLights;
- /** Cameras at this node */
- std::vector<CameraInstance> mCameras;
+ /** Cameras at this node */
+ std::vector<CameraInstance> mCameras;
- /** Node instances at this node */
- std::vector<NodeInstance> mNodeInstances;
+ /** Node instances at this node */
+ std::vector<NodeInstance> mNodeInstances;
- /** Rootnodes: Name of primary camera, if any */
- std::string mPrimaryCamera;
+ /** Rootnodes: Name of primary camera, if any */
+ std::string mPrimaryCamera;
- //! Constructor. Begin with a zero parent
- Node() {
- mParent = NULL;
- }
+ //! Constructor. Begin with a zero parent
+ Node() {
+ mParent = NULL;
+ }
- //! Destructor: delete all children subsequently
- ~Node() {
- for ( std::vector<Node*>::iterator it = mChildren.begin(); it != mChildren.end(); ++it)
- delete *it;
- }
+ //! Destructor: delete all children subsequently
+ ~Node() {
+ for( std::vector<Node*>::iterator it = mChildren.begin(); it != mChildren.end(); ++it)
+ delete *it;
+ }
};
/** Data source array: either floats or strings */
struct Data
{
- bool mIsStringArray;
- std::vector<float> mValues;
- std::vector<std::string> mStrings;
+ bool mIsStringArray;
+ std::vector<float> mValues;
+ std::vector<std::string> mStrings;
};
/** Accessor to a data array */
struct Accessor
{
- size_t mCount; // in number of objects
- size_t mSize; // size of an object, in elements (floats or strings, mostly 1)
- size_t mOffset; // in number of values
- size_t mStride; // Stride in number of values
- std::vector<std::string> mParams; // names of the data streams in the accessors. Empty string tells to ignore.
- size_t mSubOffset[4]; // Suboffset inside the object for the common 4 elements. For a vector, thats XYZ, for a color RGBA and so on.
- // For example, SubOffset[0] denotes which of the values inside the object is the vector X component.
- std::string mSource; // URL of the source array
- mutable const Data* mData; // Pointer to the source array, if resolved. NULL else
-
- Accessor()
- {
- mCount = 0; mSize = 0; mOffset = 0; mStride = 0; mData = NULL;
- mSubOffset[0] = mSubOffset[1] = mSubOffset[2] = mSubOffset[3] = 0;
- }
+ size_t mCount; // in number of objects
+ size_t mSize; // size of an object, in elements (floats or strings, mostly 1)
+ size_t mOffset; // in number of values
+ size_t mStride; // Stride in number of values
+ std::vector<std::string> mParams; // names of the data streams in the accessors. Empty string tells to ignore.
+ size_t mSubOffset[4]; // Suboffset inside the object for the common 4 elements. For a vector, thats XYZ, for a color RGBA and so on.
+ // For example, SubOffset[0] denotes which of the values inside the object is the vector X component.
+ std::string mSource; // URL of the source array
+ mutable const Data* mData; // Pointer to the source array, if resolved. NULL else
+
+ Accessor()
+ {
+ mCount = 0; mSize = 0; mOffset = 0; mStride = 0; mData = NULL;
+ mSubOffset[0] = mSubOffset[1] = mSubOffset[2] = mSubOffset[3] = 0;
+ }
};
/** A single face in a mesh */
struct Face
{
- std::vector<size_t> mIndices;
+ std::vector<size_t> mIndices;
};
/** An input channel for mesh data, referring to a single accessor */
struct InputChannel
{
- InputType mType; // Type of the data
- size_t mIndex; // Optional index, if multiple sets of the same data type are given
- size_t mOffset; // Index offset in the indices array of per-face indices. Don't ask, can't explain that any better.
- std::string mAccessor; // ID of the accessor where to read the actual values from.
- mutable const Accessor* mResolved; // Pointer to the accessor, if resolved. NULL else
+ InputType mType; // Type of the data
+ size_t mIndex; // Optional index, if multiple sets of the same data type are given
+ size_t mOffset; // Index offset in the indices array of per-face indices. Don't ask, can't explain that any better.
+ std::string mAccessor; // ID of the accessor where to read the actual values from.
+ mutable const Accessor* mResolved; // Pointer to the accessor, if resolved. NULL else
- InputChannel() { mType = IT_Invalid; mIndex = 0; mOffset = 0; mResolved = NULL; }
+ InputChannel() { mType = IT_Invalid; mIndex = 0; mOffset = 0; mResolved = NULL; }
};
/** Subset of a mesh with a certain material */
struct SubMesh
{
- std::string mMaterial; ///< subgroup identifier
- size_t mNumFaces; ///< number of faces in this submesh
+ std::string mMaterial; ///< subgroup identifier
+ size_t mNumFaces; ///< number of faces in this submesh
};
/** Contains data for a single mesh */
struct Mesh
{
- Mesh()
- {
- for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
- mNumUVComponents[i] = 2;
- }
-
- // just to check if there's some sophisticated addressing involved...
- // which we don't support, and therefore should warn about.
- std::string mVertexID;
-
- // Vertex data addressed by vertex indices
- std::vector<InputChannel> mPerVertexData;
-
- // actual mesh data, assembled on encounter of a <p> element. Verbose format, not indexed
- std::vector<aiVector3D> mPositions;
- std::vector<aiVector3D> mNormals;
- std::vector<aiVector3D> mTangents;
- std::vector<aiVector3D> mBitangents;
- std::vector<aiVector3D> mTexCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
- std::vector<aiColor4D> mColors[AI_MAX_NUMBER_OF_COLOR_SETS];
-
- unsigned int mNumUVComponents[AI_MAX_NUMBER_OF_TEXTURECOORDS];
-
- // Faces. Stored are only the number of vertices for each face.
- // 1 == point, 2 == line, 3 == triangle, 4+ == poly
- std::vector<size_t> mFaceSize;
-
- // Position indices for all faces in the sequence given in mFaceSize -
- // necessary for bone weight assignment
- std::vector<size_t> mFacePosIndices;
-
- // Submeshes in this mesh, each with a given material
- std::vector<SubMesh> mSubMeshes;
+ Mesh()
+ {
+ for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
+ mNumUVComponents[i] = 2;
+ }
+
+ // just to check if there's some sophisticated addressing involved...
+ // which we don't support, and therefore should warn about.
+ std::string mVertexID;
+
+ // Vertex data addressed by vertex indices
+ std::vector<InputChannel> mPerVertexData;
+
+ // actual mesh data, assembled on encounter of a <p> element. Verbose format, not indexed
+ std::vector<aiVector3D> mPositions;
+ std::vector<aiVector3D> mNormals;
+ std::vector<aiVector3D> mTangents;
+ std::vector<aiVector3D> mBitangents;
+ std::vector<aiVector3D> mTexCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
+ std::vector<aiColor4D> mColors[AI_MAX_NUMBER_OF_COLOR_SETS];
+
+ unsigned int mNumUVComponents[AI_MAX_NUMBER_OF_TEXTURECOORDS];
+
+ // Faces. Stored are only the number of vertices for each face.
+ // 1 == point, 2 == line, 3 == triangle, 4+ == poly
+ std::vector<size_t> mFaceSize;
+
+ // Position indices for all faces in the sequence given in mFaceSize -
+ // necessary for bone weight assignment
+ std::vector<size_t> mFacePosIndices;
+
+ // Submeshes in this mesh, each with a given material
+ std::vector<SubMesh> mSubMeshes;
};
/** Which type of primitives the ReadPrimitives() function is going to read */
enum PrimitiveType
{
- Prim_Invalid,
- Prim_Lines,
- Prim_LineStrip,
- Prim_Triangles,
- Prim_TriStrips,
- Prim_TriFans,
- Prim_Polylist,
- Prim_Polygon
+ Prim_Invalid,
+ Prim_Lines,
+ Prim_LineStrip,
+ Prim_Triangles,
+ Prim_TriStrips,
+ Prim_TriFans,
+ Prim_Polylist,
+ Prim_Polygon
};
/** A skeleton controller to deform a mesh with the use of joints */
struct Controller
{
- // the URL of the mesh deformed by the controller.
- std::string mMeshId;
+ // the URL of the mesh deformed by the controller.
+ std::string mMeshId;
- // accessor URL of the joint names
- std::string mJointNameSource;
+ // accessor URL of the joint names
+ std::string mJointNameSource;
///< The bind shape matrix, as array of floats. I'm not sure what this matrix actually describes, but it can't be ignored in all cases
float mBindShapeMatrix[16];
- // accessor URL of the joint inverse bind matrices
- std::string mJointOffsetMatrixSource;
+ // accessor URL of the joint inverse bind matrices
+ std::string mJointOffsetMatrixSource;
- // input channel: joint names.
- InputChannel mWeightInputJoints;
- // input channel: joint weights
- InputChannel mWeightInputWeights;
+ // input channel: joint names.
+ InputChannel mWeightInputJoints;
+ // input channel: joint weights
+ InputChannel mWeightInputWeights;
- // Number of weights per vertex.
- std::vector<size_t> mWeightCounts;
+ // Number of weights per vertex.
+ std::vector<size_t> mWeightCounts;
- // JointIndex-WeightIndex pairs for all vertices
- std::vector< std::pair<size_t, size_t> > mWeights;
+ // JointIndex-WeightIndex pairs for all vertices
+ std::vector< std::pair<size_t, size_t> > mWeights;
};
/** A collada material. Pretty much the only member is a reference to an effect. */
struct Material
{
- std::string mEffect;
+ std::string mEffect;
};
/** Type of the effect param */
enum ParamType
{
- Param_Sampler,
- Param_Surface
+ Param_Sampler,
+ Param_Surface
};
/** A param for an effect. Might be of several types, but they all just refer to each other, so I summarize them */
struct EffectParam
{
- ParamType mType;
- std::string mReference; // to which other thing the param is referring to.
+ ParamType mType;
+ std::string mReference; // to which other thing the param is referring to.
};
/** Shading type supported by the standard effect spec of Collada */
enum ShadeType
{
- Shade_Invalid,
- Shade_Constant,
- Shade_Lambert,
- Shade_Phong,
- Shade_Blinn
+ Shade_Invalid,
+ Shade_Constant,
+ Shade_Lambert,
+ Shade_Phong,
+ Shade_Blinn
};
/** Represents a texture sampler in collada */
struct Sampler
{
- Sampler()
- : mWrapU (true)
- , mWrapV (true)
- , mMirrorU ()
- , mMirrorV ()
- , mOp (aiTextureOp_Multiply)
- , mUVId (0xffffffff)
- , mWeighting (1.f)
- , mMixWithPrevious (1.f)
- {}
-
- /** Name of image reference
- */
- std::string mName;
-
- /** Wrap U?
- */
- bool mWrapU;
-
- /** Wrap V?
- */
- bool mWrapV;
-
- /** Mirror U?
- */
- bool mMirrorU;
-
- /** Mirror V?
- */
- bool mMirrorV;
-
- /** Blend mode
- */
- aiTextureOp mOp;
-
- /** UV transformation
- */
- aiUVTransform mTransform;
-
- /** Name of source UV channel
- */
- std::string mUVChannel;
-
- /** Resolved UV channel index or 0xffffffff if not known
- */
- unsigned int mUVId;
-
- // OKINO/MAX3D extensions from here
- // -------------------------------------------------------
-
- /** Weighting factor
- */
- float mWeighting;
-
- /** Mixing factor from OKINO
- */
- float mMixWithPrevious;
+ Sampler()
+ : mWrapU (true)
+ , mWrapV (true)
+ , mMirrorU ()
+ , mMirrorV ()
+ , mOp (aiTextureOp_Multiply)
+ , mUVId (UINT_MAX)
+ , mWeighting (1.f)
+ , mMixWithPrevious (1.f)
+ {}
+
+ /** Name of image reference
+ */
+ std::string mName;
+
+ /** Wrap U?
+ */
+ bool mWrapU;
+
+ /** Wrap V?
+ */
+ bool mWrapV;
+
+ /** Mirror U?
+ */
+ bool mMirrorU;
+
+ /** Mirror V?
+ */
+ bool mMirrorV;
+
+ /** Blend mode
+ */
+ aiTextureOp mOp;
+
+ /** UV transformation
+ */
+ aiUVTransform mTransform;
+
+ /** Name of source UV channel
+ */
+ std::string mUVChannel;
+
+ /** Resolved UV channel index or UINT_MAX if not known
+ */
+ unsigned int mUVId;
+
+ // OKINO/MAX3D extensions from here
+ // -------------------------------------------------------
+
+ /** Weighting factor
+ */
+ float mWeighting;
+
+ /** Mixing factor from OKINO
+ */
+ float mMixWithPrevious;
};
/** A collada effect. Can contain about anything according to the Collada spec,
but we limit our version to a reasonable subset. */
struct Effect
{
- // Shading mode
- ShadeType mShadeType;
-
- // Colors
- aiColor4D mEmissive, mAmbient, mDiffuse, mSpecular,
- mTransparent, mReflective;
-
- // Textures
- Sampler mTexEmissive, mTexAmbient, mTexDiffuse, mTexSpecular,
- mTexTransparent, mTexBump, mTexReflective;
-
- // Scalar factory
- float mShininess, mRefractIndex, mReflectivity;
- float mTransparency;
-
- // local params referring to each other by their SID
- typedef std::map<std::string, Collada::EffectParam> ParamLibrary;
- ParamLibrary mParams;
-
- // MAX3D extensions
- // ---------------------------------------------------------
- // Double-sided?
- bool mDoubleSided, mWireframe, mFaceted;
-
- Effect()
- : mShadeType (Shade_Phong)
- , mEmissive ( 0, 0, 0, 1)
- , mAmbient ( 0.1f, 0.1f, 0.1f, 1)
- , mDiffuse ( 0.6f, 0.6f, 0.6f, 1)
- , mSpecular ( 0.4f, 0.4f, 0.4f, 1)
- , mTransparent ( 0, 0, 0, 1)
- , mShininess (10.0f)
- , mRefractIndex (1.f)
- , mReflectivity (1.f)
- , mTransparency (0.f)
- , mDoubleSided (false)
- , mWireframe (false)
- , mFaceted (false)
- {
- }
+ // Shading mode
+ ShadeType mShadeType;
+
+ // Colors
+ aiColor4D mEmissive, mAmbient, mDiffuse, mSpecular,
+ mTransparent, mReflective;
+
+ // Textures
+ Sampler mTexEmissive, mTexAmbient, mTexDiffuse, mTexSpecular,
+ mTexTransparent, mTexBump, mTexReflective;
+
+ // Scalar factory
+ float mShininess, mRefractIndex, mReflectivity;
+ float mTransparency;
+
+ // local params referring to each other by their SID
+ typedef std::map<std::string, Collada::EffectParam> ParamLibrary;
+ ParamLibrary mParams;
+
+ // MAX3D extensions
+ // ---------------------------------------------------------
+ // Double-sided?
+ bool mDoubleSided, mWireframe, mFaceted;
+
+ Effect()
+ : mShadeType (Shade_Phong)
+ , mEmissive ( 0, 0, 0, 1)
+ , mAmbient ( 0.1f, 0.1f, 0.1f, 1)
+ , mDiffuse ( 0.6f, 0.6f, 0.6f, 1)
+ , mSpecular ( 0.4f, 0.4f, 0.4f, 1)
+ , mTransparent ( 0, 0, 0, 1)
+ , mShininess (10.0f)
+ , mRefractIndex (1.f)
+ , mReflectivity (1.f)
+ , mTransparency (0.f)
+ , mDoubleSided (false)
+ , mWireframe (false)
+ , mFaceted (false)
+ {
+ }
};
/** An image, meaning texture */
struct Image
{
- std::string mFileName;
+ std::string mFileName;
- /** If image file name is zero, embedded image data
- */
- std::vector<uint8_t> mImageData;
+ /** If image file name is zero, embedded image data
+ */
+ std::vector<uint8_t> mImageData;
- /** If image file name is zero, file format of
- * embedded image data.
- */
- std::string mEmbeddedFormat;
+ /** If image file name is zero, file format of
+ * embedded image data.
+ */
+ std::string mEmbeddedFormat;
};
/** An animation channel. */
struct AnimationChannel
{
- /** URL of the data to animate. Could be about anything, but we support only the
- * "NodeID/TransformID.SubElement" notation
- */
- std::string mTarget;
-
- /** Source URL of the time values. Collada calls them "input". Meh. */
- std::string mSourceTimes;
- /** Source URL of the value values. Collada calls them "output". */
- std::string mSourceValues;
+ /** URL of the data to animate. Could be about anything, but we support only the
+ * "NodeID/TransformID.SubElement" notation
+ */
+ std::string mTarget;
+
+ /** Source URL of the time values. Collada calls them "input". Meh. */
+ std::string mSourceTimes;
+ /** Source URL of the value values. Collada calls them "output". */
+ std::string mSourceValues;
};
/** An animation. Container for 0-x animation channels or 0-x animations */
struct Animation
{
- /** Anim name */
- std::string mName;
+ /** Anim name */
+ std::string mName;
- /** the animation channels, if any */
- std::vector<AnimationChannel> mChannels;
+ /** the animation channels, if any */
+ std::vector<AnimationChannel> mChannels;
- /** the sub-animations, if any */
- std::vector<Animation*> mSubAnims;
+ /** the sub-animations, if any */
+ std::vector<Animation*> mSubAnims;
- /** Destructor */
- ~Animation()
- {
- for ( std::vector<Animation*>::iterator it = mSubAnims.begin(); it != mSubAnims.end(); ++it)
- delete *it;
- }
+ /** Destructor */
+ ~Animation()
+ {
+ for( std::vector<Animation*>::iterator it = mSubAnims.begin(); it != mSubAnims.end(); ++it)
+ delete *it;
+ }
};
/** Description of a collada animation channel which has been determined to affect the current node */
struct ChannelEntry
{
- const Collada::AnimationChannel* mChannel; ///> the source channel
- std::string mTransformId; // the ID of the transformation step of the node which is influenced
- size_t mTransformIndex; // Index into the node's transform chain to apply the channel to
- size_t mSubElement; // starting index inside the transform data
-
- // resolved data references
- const Collada::Accessor* mTimeAccessor; ///> Collada accessor to the time values
- const Collada::Data* mTimeData; ///> Source data array for the time values
- const Collada::Accessor* mValueAccessor; ///> Collada accessor to the key value values
- const Collada::Data* mValueData; ///> Source datat array for the key value values
-
- ChannelEntry() : mChannel(0), mTransformIndex(0), mSubElement(0), mTimeAccessor(0), mTimeData(0), mValueAccessor(0), mValueData(0) {}
+ const Collada::AnimationChannel* mChannel; ///> the source channel
+ std::string mTransformId; // the ID of the transformation step of the node which is influenced
+ size_t mTransformIndex; // Index into the node's transform chain to apply the channel to
+ size_t mSubElement; // starting index inside the transform data
+
+ // resolved data references
+ const Collada::Accessor* mTimeAccessor; ///> Collada accessor to the time values
+ const Collada::Data* mTimeData; ///> Source data array for the time values
+ const Collada::Accessor* mValueAccessor; ///> Collada accessor to the key value values
+ const Collada::Data* mValueData; ///> Source datat array for the key value values
+
+ ChannelEntry() { mChannel = NULL; mSubElement = 0; }
};
} // end of namespace Collada
diff --git a/src/3rdparty/assimp/code/ColladaLoader.cpp b/src/3rdparty/assimp/code/ColladaLoader.cpp
index b95d6bee8..bf807b8b6 100644
--- a/src/3rdparty/assimp/code/ColladaLoader.cpp
+++ b/src/3rdparty/assimp/code/ColladaLoader.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
-written permission of the ASSIMP Development Team.
+written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -44,7 +44,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "AssimpPCH.h"
#ifndef ASSIMP_BUILD_NO_DAE_IMPORTER
-#include "../include/aiAnim.h"
+#include "../include/assimp/anim.h"
#include "ColladaLoader.h"
#include "ColladaParser.h"
@@ -56,6 +56,20 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
using namespace Assimp;
+static const aiImporterDesc desc = {
+ "Collada Importer",
+ "",
+ "",
+ "http://collada.org",
+ aiImporterFlags_SupportTextFlavour,
+ 1,
+ 3,
+ 1,
+ 5,
+ "dae"
+};
+
+
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
ColladaLoader::ColladaLoader()
@@ -67,1402 +81,1435 @@ ColladaLoader::~ColladaLoader()
{}
// ------------------------------------------------------------------------------------------------
-// Returns whether the class can handle the format of the given file.
+// Returns whether the class can handle the format of the given file.
bool ColladaLoader::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
{
- // check file extension
- std::string extension = GetExtension(pFile);
-
- if ( extension == "dae")
- return true;
-
- // XML - too generic, we need to open the file and search for typical keywords
- if ( extension == "xml" || !extension.length() || checkSig) {
- /* If CanRead() is called in order to check whether we
- * support a specific file extension in general pIOHandler
- * might be NULL and it's our duty to return true here.
- */
- if (!pIOHandler)return true;
- const char* tokens[] = {"collada"};
- return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
- }
- return false;
+ // check file extension
+ std::string extension = GetExtension(pFile);
+
+ if( extension == "dae")
+ return true;
+
+ // XML - too generic, we need to open the file and search for typical keywords
+ if( extension == "xml" || !extension.length() || checkSig) {
+ /* If CanRead() is called in order to check whether we
+ * support a specific file extension in general pIOHandler
+ * might be NULL and it's our duty to return true here.
+ */
+ if (!pIOHandler)return true;
+ const char* tokens[] = {"collada"};
+ return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
+ }
+ return false;
}
// ------------------------------------------------------------------------------------------------
// Get file extension list
-void ColladaLoader::GetExtensionList( std::set<std::string>& extensions )
+const aiImporterDesc* ColladaLoader::GetInfo () const
{
- extensions.insert("dae");
+ return &desc;
}
// ------------------------------------------------------------------------------------------------
-// Imports the given file into the given scene structure.
+// Imports the given file into the given scene structure.
void ColladaLoader::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
{
- mFileName = pFile;
-
- // clean all member arrays - just for safety, it should work even if we did not
- mMeshIndexByID.clear();
- mMaterialIndexByName.clear();
- mMeshes.clear();
- newMats.clear();
- mLights.clear();
- mCameras.clear();
- mTextures.clear();
-
- // parse the input file
- ColladaParser parser( pIOHandler, pFile);
-
- if ( !parser.mRootNode)
- throw DeadlyImportError( "Collada: File came out empty. Something is wrong here.");
-
- // reserve some storage to avoid unnecessary reallocs
- newMats.reserve(parser.mMaterialLibrary.size()*2);
- mMeshes.reserve(parser.mMeshLibrary.size()*2);
-
- mCameras.reserve(parser.mCameraLibrary.size());
- mLights.reserve(parser.mLightLibrary.size());
-
- // create the materials first, for the meshes to find
- BuildMaterials( parser, pScene);
-
- // build the node hierarchy from it
- pScene->mRootNode = BuildHierarchy( parser, parser.mRootNode);
-
- // ... then fill the materials with the now adjusted settings
- FillMaterials(parser, pScene);
-
- // Convert to Y_UP, if different orientation
- if ( parser.mUpDirection == ColladaParser::UP_X)
- pScene->mRootNode->mTransformation *= aiMatrix4x4(
- 0, -1, 0, 0,
- 1, 0, 0, 0,
- 0, 0, 1, 0,
- 0, 0, 0, 1);
- else if ( parser.mUpDirection == ColladaParser::UP_Z)
- pScene->mRootNode->mTransformation *= aiMatrix4x4(
- 1, 0, 0, 0,
- 0, 0, 1, 0,
- 0, -1, 0, 0,
- 0, 0, 0, 1);
-
- // store all meshes
- StoreSceneMeshes( pScene);
-
- // store all materials
- StoreSceneMaterials( pScene);
-
- // store all lights
- StoreSceneLights( pScene);
-
- // store all cameras
- StoreSceneCameras( pScene);
-
- // store all animations
- StoreAnimations( pScene, parser);
-
-
- // If no meshes have been loaded, it's probably just an animated skeleton.
- if (!pScene->mNumMeshes) {
-
- SkeletonMeshBuilder hero(pScene);
- pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
- }
+ mFileName = pFile;
+
+ // clean all member arrays - just for safety, it should work even if we did not
+ mMeshIndexByID.clear();
+ mMaterialIndexByName.clear();
+ mMeshes.clear();
+ newMats.clear();
+ mLights.clear();
+ mCameras.clear();
+ mTextures.clear();
+
+ // parse the input file
+ ColladaParser parser( pIOHandler, pFile);
+
+ if( !parser.mRootNode)
+ throw DeadlyImportError( "Collada: File came out empty. Something is wrong here.");
+
+ // reserve some storage to avoid unnecessary reallocs
+ newMats.reserve(parser.mMaterialLibrary.size()*2);
+ mMeshes.reserve(parser.mMeshLibrary.size()*2);
+
+ mCameras.reserve(parser.mCameraLibrary.size());
+ mLights.reserve(parser.mLightLibrary.size());
+
+ // create the materials first, for the meshes to find
+ BuildMaterials( parser, pScene);
+
+ // build the node hierarchy from it
+ pScene->mRootNode = BuildHierarchy( parser, parser.mRootNode);
+
+ // ... then fill the materials with the now adjusted settings
+ FillMaterials(parser, pScene);
+
+ // Convert to Y_UP, if different orientation
+ if( parser.mUpDirection == ColladaParser::UP_X)
+ pScene->mRootNode->mTransformation *= aiMatrix4x4(
+ 0, -1, 0, 0,
+ 1, 0, 0, 0,
+ 0, 0, 1, 0,
+ 0, 0, 0, 1);
+ else if( parser.mUpDirection == ColladaParser::UP_Z)
+ pScene->mRootNode->mTransformation *= aiMatrix4x4(
+ 1, 0, 0, 0,
+ 0, 0, 1, 0,
+ 0, -1, 0, 0,
+ 0, 0, 0, 1);
+
+ // store all meshes
+ StoreSceneMeshes( pScene);
+
+ // store all materials
+ StoreSceneMaterials( pScene);
+
+ // store all lights
+ StoreSceneLights( pScene);
+
+ // store all cameras
+ StoreSceneCameras( pScene);
+
+ // store all animations
+ StoreAnimations( pScene, parser);
+
+
+ // If no meshes have been loaded, it's probably just an animated skeleton.
+ if (!pScene->mNumMeshes) {
+
+ SkeletonMeshBuilder hero(pScene);
+ pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
+ }
}
// ------------------------------------------------------------------------------------------------
// Recursively constructs a scene node for the given parser node and returns it.
aiNode* ColladaLoader::BuildHierarchy( const ColladaParser& pParser, const Collada::Node* pNode)
{
- // create a node for it
- aiNode* node = new aiNode();
+ // create a node for it
+ aiNode* node = new aiNode();
- // find a name for the new node. It's more complicated than you might think
- node->mName.Set( FindNameForNode( pNode));
+ // find a name for the new node. It's more complicated than you might think
+ node->mName.Set( FindNameForNode( pNode));
- // calculate the transformation matrix for it
- node->mTransformation = pParser.CalculateResultTransform( pNode->mTransforms);
+ // calculate the transformation matrix for it
+ node->mTransformation = pParser.CalculateResultTransform( pNode->mTransforms);
- // now resolve node instances
- std::vector<const Collada::Node*> instances;
- ResolveNodeInstances(pParser,pNode,instances);
+ // now resolve node instances
+ std::vector<const Collada::Node*> instances;
+ ResolveNodeInstances(pParser,pNode,instances);
- // add children. first the *real* ones
- node->mNumChildren = pNode->mChildren.size()+instances.size();
- node->mChildren = new aiNode*[node->mNumChildren];
+ // add children. first the *real* ones
+ node->mNumChildren = pNode->mChildren.size()+instances.size();
+ node->mChildren = new aiNode*[node->mNumChildren];
- for ( size_t a = 0; a < pNode->mChildren.size(); a++)
- {
- node->mChildren[a] = BuildHierarchy( pParser, pNode->mChildren[a]);
- node->mChildren[a]->mParent = node;
- }
+ for( size_t a = 0; a < pNode->mChildren.size(); a++)
+ {
+ node->mChildren[a] = BuildHierarchy( pParser, pNode->mChildren[a]);
+ node->mChildren[a]->mParent = node;
+ }
- // ... and finally the resolved node instances
- for ( size_t a = 0; a < instances.size(); a++)
- {
- node->mChildren[pNode->mChildren.size() + a] = BuildHierarchy( pParser, instances[a]);
- node->mChildren[pNode->mChildren.size() + a]->mParent = node;
- }
+ // ... and finally the resolved node instances
+ for( size_t a = 0; a < instances.size(); a++)
+ {
+ node->mChildren[pNode->mChildren.size() + a] = BuildHierarchy( pParser, instances[a]);
+ node->mChildren[pNode->mChildren.size() + a]->mParent = node;
+ }
- // construct meshes
- BuildMeshesForNode( pParser, pNode, node);
+ // construct meshes
+ BuildMeshesForNode( pParser, pNode, node);
- // construct cameras
- BuildCamerasForNode(pParser, pNode, node);
+ // construct cameras
+ BuildCamerasForNode(pParser, pNode, node);
- // construct lights
- BuildLightsForNode(pParser, pNode, node);
- return node;
+ // construct lights
+ BuildLightsForNode(pParser, pNode, node);
+ return node;
}
// ------------------------------------------------------------------------------------------------
// Resolve node instances
void ColladaLoader::ResolveNodeInstances( const ColladaParser& pParser, const Collada::Node* pNode,
- std::vector<const Collada::Node*>& resolved)
+ std::vector<const Collada::Node*>& resolved)
{
- // reserve enough storage
- resolved.reserve(pNode->mNodeInstances.size());
-
- // ... and iterate through all nodes to be instanced as children of pNode
- for (std::vector<Collada::NodeInstance>::const_iterator it = pNode->mNodeInstances.begin(),
- end = pNode->mNodeInstances.end(); it != end; ++it)
- {
- // find the corresponding node in the library
- const ColladaParser::NodeLibrary::const_iterator itt = pParser.mNodeLibrary.find((*it).mNode);
- Collada::Node* nd = itt == pParser.mNodeLibrary.end() ? NULL : (*itt).second;
-
- // FIX for http://sourceforge.net/tracker/?func=detail&aid=3054873&group_id=226462&atid=1067632
- // need to check for both name and ID to catch all. To avoid breaking valid files,
- // the workaround is only enabled when the first attempt to resolve the node has failed.
- if (!nd) {
- nd = const_cast<Collada::Node*>(FindNode(pParser.mRootNode,(*it).mNode));
- }
- if (!nd)
- DefaultLogger::get()->error("Collada: Unable to resolve reference to instanced node " + (*it).mNode);
-
- else {
- // attach this node to the list of children
- resolved.push_back(nd);
- }
- }
+ // reserve enough storage
+ resolved.reserve(pNode->mNodeInstances.size());
+
+ // ... and iterate through all nodes to be instanced as children of pNode
+ for (std::vector<Collada::NodeInstance>::const_iterator it = pNode->mNodeInstances.begin(),
+ end = pNode->mNodeInstances.end(); it != end; ++it)
+ {
+ // find the corresponding node in the library
+ const ColladaParser::NodeLibrary::const_iterator itt = pParser.mNodeLibrary.find((*it).mNode);
+ const Collada::Node* nd = itt == pParser.mNodeLibrary.end() ? NULL : (*itt).second;
+
+ // FIX for http://sourceforge.net/tracker/?func=detail&aid=3054873&group_id=226462&atid=1067632
+ // need to check for both name and ID to catch all. To avoid breaking valid files,
+ // the workaround is only enabled when the first attempt to resolve the node has failed.
+ if (!nd) {
+ nd = FindNode(pParser.mRootNode,(*it).mNode);
+ }
+ if (!nd)
+ DefaultLogger::get()->error("Collada: Unable to resolve reference to instanced node " + (*it).mNode);
+
+ else {
+ // attach this node to the list of children
+ resolved.push_back(nd);
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Resolve UV channels
void ColladaLoader::ApplyVertexToEffectSemanticMapping(Collada::Sampler& sampler,
- const Collada::SemanticMappingTable& table)
+ const Collada::SemanticMappingTable& table)
{
- std::map<std::string, Collada::InputSemanticMapEntry>::const_iterator it = table.mMap.find(sampler.mUVChannel);
- if (it != table.mMap.end()) {
- if (it->second.mType != Collada::IT_Texcoord)
- DefaultLogger::get()->error("Collada: Unexpected effect input mapping");
+ std::map<std::string, Collada::InputSemanticMapEntry>::const_iterator it = table.mMap.find(sampler.mUVChannel);
+ if (it != table.mMap.end()) {
+ if (it->second.mType != Collada::IT_Texcoord)
+ DefaultLogger::get()->error("Collada: Unexpected effect input mapping");
- sampler.mUVId = it->second.mSet;
- }
+ sampler.mUVId = it->second.mSet;
+ }
}
// ------------------------------------------------------------------------------------------------
// Builds lights for the given node and references them
void ColladaLoader::BuildLightsForNode( const ColladaParser& pParser, const Collada::Node* pNode, aiNode* pTarget)
{
- BOOST_FOREACH( const Collada::LightInstance& lid, pNode->mLights)
- {
- // find the referred light
- ColladaParser::LightLibrary::const_iterator srcLightIt = pParser.mLightLibrary.find( lid.mLight);
- if ( srcLightIt == pParser.mLightLibrary.end())
- {
- DefaultLogger::get()->warn("Collada: Unable to find light for ID \"" + lid.mLight + "\". Skipping.");
- continue;
- }
- const Collada::Light* srcLight = &srcLightIt->second;
- if (srcLight->mType == aiLightSource_AMBIENT) {
- DefaultLogger::get()->error("Collada: Skipping ambient light for the moment");
- continue;
- }
-
- // now fill our ai data structure
- aiLight* out = new aiLight();
- out->mName = pTarget->mName;
- out->mType = (aiLightSourceType)srcLight->mType;
-
- // collada lights point in -Z by default, rest is specified in node transform
- out->mDirection = aiVector3D(0.f,0.f,-1.f);
-
- out->mAttenuationConstant = srcLight->mAttConstant;
- out->mAttenuationLinear = srcLight->mAttLinear;
- out->mAttenuationQuadratic = srcLight->mAttQuadratic;
-
- // collada doesn't differenciate between these color types
- out->mColorDiffuse = out->mColorSpecular = out->mColorAmbient = srcLight->mColor*srcLight->mIntensity;
-
- // convert falloff angle and falloff exponent in our representation, if given
- if (out->mType == aiLightSource_SPOT) {
-
- out->mAngleInnerCone = AI_DEG_TO_RAD( srcLight->mFalloffAngle );
-
- // ... some extension magic
- if (srcLight->mOuterAngle == 10e10f)
- {
- // ... some deprecation magic
- if (srcLight->mPenumbraAngle == 10e10f)
- {
- // Need to rely on falloff_exponent. I don't know how to interpret it, so I need to guess ....
- // epsilon chosen to be 0.1
- out->mAngleOuterCone = AI_DEG_TO_RAD (acos(pow(0.1f,1.f/srcLight->mFalloffExponent))+
- srcLight->mFalloffAngle);
- }
- else {
- out->mAngleOuterCone = out->mAngleInnerCone + AI_DEG_TO_RAD( srcLight->mPenumbraAngle );
- if (out->mAngleOuterCone < out->mAngleInnerCone)
- std::swap(out->mAngleInnerCone,out->mAngleOuterCone);
- }
- }
- else out->mAngleOuterCone = AI_DEG_TO_RAD( srcLight->mOuterAngle );
- }
-
- // add to light list
- mLights.push_back(out);
- }
+ BOOST_FOREACH( const Collada::LightInstance& lid, pNode->mLights)
+ {
+ // find the referred light
+ ColladaParser::LightLibrary::const_iterator srcLightIt = pParser.mLightLibrary.find( lid.mLight);
+ if( srcLightIt == pParser.mLightLibrary.end())
+ {
+ DefaultLogger::get()->warn("Collada: Unable to find light for ID \"" + lid.mLight + "\". Skipping.");
+ continue;
+ }
+ const Collada::Light* srcLight = &srcLightIt->second;
+ if (srcLight->mType == aiLightSource_AMBIENT) {
+ DefaultLogger::get()->error("Collada: Skipping ambient light for the moment");
+ continue;
+ }
+
+ // now fill our ai data structure
+ aiLight* out = new aiLight();
+ out->mName = pTarget->mName;
+ out->mType = (aiLightSourceType)srcLight->mType;
+
+ // collada lights point in -Z by default, rest is specified in node transform
+ out->mDirection = aiVector3D(0.f,0.f,-1.f);
+
+ out->mAttenuationConstant = srcLight->mAttConstant;
+ out->mAttenuationLinear = srcLight->mAttLinear;
+ out->mAttenuationQuadratic = srcLight->mAttQuadratic;
+
+ // collada doesn't differenciate between these color types
+ out->mColorDiffuse = out->mColorSpecular = out->mColorAmbient = srcLight->mColor*srcLight->mIntensity;
+
+ // convert falloff angle and falloff exponent in our representation, if given
+ if (out->mType == aiLightSource_SPOT) {
+
+ out->mAngleInnerCone = AI_DEG_TO_RAD( srcLight->mFalloffAngle );
+
+ // ... some extension magic. FUCKING COLLADA.
+ if (srcLight->mOuterAngle == 10e10f)
+ {
+ // ... some deprecation magic. FUCKING FCOLLADA.
+ if (srcLight->mPenumbraAngle == 10e10f)
+ {
+ // Need to rely on falloff_exponent. I don't know how to interpret it, so I need to guess ....
+ // epsilon chosen to be 0.1
+ out->mAngleOuterCone = AI_DEG_TO_RAD (acos(pow(0.1f,1.f/srcLight->mFalloffExponent))+
+ srcLight->mFalloffAngle);
+ }
+ else {
+ out->mAngleOuterCone = out->mAngleInnerCone + AI_DEG_TO_RAD( srcLight->mPenumbraAngle );
+ if (out->mAngleOuterCone < out->mAngleInnerCone)
+ std::swap(out->mAngleInnerCone,out->mAngleOuterCone);
+ }
+ }
+ else out->mAngleOuterCone = AI_DEG_TO_RAD( srcLight->mOuterAngle );
+ }
+
+ // add to light list
+ mLights.push_back(out);
+ }
}
// ------------------------------------------------------------------------------------------------
// Builds cameras for the given node and references them
void ColladaLoader::BuildCamerasForNode( const ColladaParser& pParser, const Collada::Node* pNode, aiNode* pTarget)
{
- BOOST_FOREACH( const Collada::CameraInstance& cid, pNode->mCameras)
- {
- // find the referred light
- ColladaParser::CameraLibrary::const_iterator srcCameraIt = pParser.mCameraLibrary.find( cid.mCamera);
- if ( srcCameraIt == pParser.mCameraLibrary.end())
- {
- DefaultLogger::get()->warn("Collada: Unable to find camera for ID \"" + cid.mCamera + "\". Skipping.");
- continue;
- }
- const Collada::Camera* srcCamera = &srcCameraIt->second;
-
- // orthographic cameras not yet supported in Assimp
- if (srcCamera->mOrtho) {
- DefaultLogger::get()->warn("Collada: Orthographic cameras are not supported.");
- }
-
- // now fill our ai data structure
- aiCamera* out = new aiCamera();
- out->mName = pTarget->mName;
-
- // collada cameras point in -Z by default, rest is specified in node transform
- out->mLookAt = aiVector3D(0.f,0.f,-1.f);
-
- // near/far z is already ok
- out->mClipPlaneFar = srcCamera->mZFar;
- out->mClipPlaneNear = srcCamera->mZNear;
-
- // ... but for the rest some values are optional
- // and we need to compute the others in any combination
- if (srcCamera->mAspect != 10e10f)
- out->mAspect = srcCamera->mAspect;
-
- if (srcCamera->mHorFov != 10e10f) {
- out->mHorizontalFOV = srcCamera->mHorFov;
-
- if (srcCamera->mVerFov != 10e10f && srcCamera->mAspect == 10e10f) {
- out->mAspect = tan(AI_DEG_TO_RAD(srcCamera->mHorFov)) /
+ BOOST_FOREACH( const Collada::CameraInstance& cid, pNode->mCameras)
+ {
+ // find the referred light
+ ColladaParser::CameraLibrary::const_iterator srcCameraIt = pParser.mCameraLibrary.find( cid.mCamera);
+ if( srcCameraIt == pParser.mCameraLibrary.end())
+ {
+ DefaultLogger::get()->warn("Collada: Unable to find camera for ID \"" + cid.mCamera + "\". Skipping.");
+ continue;
+ }
+ const Collada::Camera* srcCamera = &srcCameraIt->second;
+
+ // orthographic cameras not yet supported in Assimp
+ if (srcCamera->mOrtho) {
+ DefaultLogger::get()->warn("Collada: Orthographic cameras are not supported.");
+ }
+
+ // now fill our ai data structure
+ aiCamera* out = new aiCamera();
+ out->mName = pTarget->mName;
+
+ // collada cameras point in -Z by default, rest is specified in node transform
+ out->mLookAt = aiVector3D(0.f,0.f,-1.f);
+
+ // near/far z is already ok
+ out->mClipPlaneFar = srcCamera->mZFar;
+ out->mClipPlaneNear = srcCamera->mZNear;
+
+ // ... but for the rest some values are optional
+ // and we need to compute the others in any combination. FUCKING COLLADA.
+ if (srcCamera->mAspect != 10e10f)
+ out->mAspect = srcCamera->mAspect;
+
+ if (srcCamera->mHorFov != 10e10f) {
+ out->mHorizontalFOV = srcCamera->mHorFov;
+
+ if (srcCamera->mVerFov != 10e10f && srcCamera->mAspect == 10e10f) {
+ out->mAspect = tan(AI_DEG_TO_RAD(srcCamera->mHorFov)) /
tan(AI_DEG_TO_RAD(srcCamera->mVerFov));
- }
- }
- else if (srcCamera->mAspect != 10e10f && srcCamera->mVerFov != 10e10f) {
- out->mHorizontalFOV = 2.0f * AI_RAD_TO_DEG(atan(srcCamera->mAspect *
+ }
+ }
+ else if (srcCamera->mAspect != 10e10f && srcCamera->mVerFov != 10e10f) {
+ out->mHorizontalFOV = 2.0f * AI_RAD_TO_DEG(atan(srcCamera->mAspect *
tan(AI_DEG_TO_RAD(srcCamera->mVerFov) * 0.5f)));
- }
+ }
- // Collada uses degrees, we use radians
- out->mHorizontalFOV = AI_DEG_TO_RAD(out->mHorizontalFOV);
+ // Collada uses degrees, we use radians
+ out->mHorizontalFOV = AI_DEG_TO_RAD(out->mHorizontalFOV);
- // add to camera list
- mCameras.push_back(out);
- }
+ // add to camera list
+ mCameras.push_back(out);
+ }
}
// ------------------------------------------------------------------------------------------------
// Builds meshes for the given node and references them
void ColladaLoader::BuildMeshesForNode( const ColladaParser& pParser, const Collada::Node* pNode, aiNode* pTarget)
{
- // accumulated mesh references by this node
- std::vector<size_t> newMeshRefs;
- newMeshRefs.reserve(pNode->mMeshes.size());
-
- // add a mesh for each subgroup in each collada mesh
- BOOST_FOREACH( const Collada::MeshInstance& mid, pNode->mMeshes)
- {
- const Collada::Mesh* srcMesh = NULL;
- const Collada::Controller* srcController = NULL;
-
- // find the referred mesh
- ColladaParser::MeshLibrary::const_iterator srcMeshIt = pParser.mMeshLibrary.find( mid.mMeshOrController);
- if ( srcMeshIt == pParser.mMeshLibrary.end())
- {
- // if not found in the mesh-library, it might also be a controller referring to a mesh
- ColladaParser::ControllerLibrary::const_iterator srcContrIt = pParser.mControllerLibrary.find( mid.mMeshOrController);
- if ( srcContrIt != pParser.mControllerLibrary.end())
- {
- srcController = &srcContrIt->second;
- srcMeshIt = pParser.mMeshLibrary.find( srcController->mMeshId);
- if ( srcMeshIt != pParser.mMeshLibrary.end())
- srcMesh = srcMeshIt->second;
- }
-
- if ( !srcMesh)
- {
- DefaultLogger::get()->warn( boost::str( boost::format( "Collada: Unable to find geometry for ID \"%s\". Skipping.") % mid.mMeshOrController));
- continue;
- }
- } else
- {
- // ID found in the mesh library -> direct reference to an unskinned mesh
- srcMesh = srcMeshIt->second;
- }
-
- // build a mesh for each of its subgroups
- size_t vertexStart = 0, faceStart = 0;
- for ( size_t sm = 0; sm < srcMesh->mSubMeshes.size(); ++sm)
- {
- const Collada::SubMesh& submesh = srcMesh->mSubMeshes[sm];
- if ( submesh.mNumFaces == 0)
- continue;
-
- // find material assigned to this submesh
- std::string meshMaterial;
- std::map<std::string, Collada::SemanticMappingTable >::const_iterator meshMatIt = mid.mMaterials.find( submesh.mMaterial);
-
- const Collada::SemanticMappingTable* table = NULL;
- if ( meshMatIt != mid.mMaterials.end())
- {
- table = &meshMatIt->second;
- meshMaterial = table->mMatName;
- }
- else
- {
- DefaultLogger::get()->warn( boost::str( boost::format( "Collada: No material specified for subgroup \"%s\" in geometry \"%s\".") % submesh.mMaterial % mid.mMeshOrController));
- if ( !mid.mMaterials.empty() )
- meshMaterial = mid.mMaterials.begin()->second.mMatName;
- }
-
- // OK ... here the *real* fun starts ... we have the vertex-input-to-effect-semantic-table
- // given. The only mapping stuff which we do actually support is the UV channel.
- std::map<std::string, size_t>::const_iterator matIt = mMaterialIndexByName.find( meshMaterial);
- unsigned int matIdx;
- if ( matIt != mMaterialIndexByName.end())
- matIdx = matIt->second;
- else
- matIdx = 0;
-
- if (table && !table->mMap.empty() ) {
- std::pair<Collada::Effect*, aiMaterial*>& mat = newMats[matIdx];
-
- // Iterate through all texture channels assigned to the effect and
- // check whether we have mapping information for it.
- ApplyVertexToEffectSemanticMapping(mat.first->mTexDiffuse, *table);
- ApplyVertexToEffectSemanticMapping(mat.first->mTexAmbient, *table);
- ApplyVertexToEffectSemanticMapping(mat.first->mTexSpecular, *table);
- ApplyVertexToEffectSemanticMapping(mat.first->mTexEmissive, *table);
- ApplyVertexToEffectSemanticMapping(mat.first->mTexTransparent,*table);
- ApplyVertexToEffectSemanticMapping(mat.first->mTexBump, *table);
- }
-
- // built lookup index of the Mesh-Submesh-Material combination
- ColladaMeshIndex index( mid.mMeshOrController, sm, meshMaterial);
-
- // if we already have the mesh at the library, just add its index to the node's array
- std::map<ColladaMeshIndex, size_t>::const_iterator dstMeshIt = mMeshIndexByID.find( index);
- if ( dstMeshIt != mMeshIndexByID.end()) {
- newMeshRefs.push_back( dstMeshIt->second);
- }
- else
- {
- // else we have to add the mesh to the collection and store its newly assigned index at the node
- aiMesh* dstMesh = CreateMesh( pParser, srcMesh, submesh, srcController, vertexStart, faceStart);
-
- // store the mesh, and store its new index in the node
- newMeshRefs.push_back( mMeshes.size());
- mMeshIndexByID[index] = mMeshes.size();
- mMeshes.push_back( dstMesh);
- vertexStart += dstMesh->mNumVertices; faceStart += submesh.mNumFaces;
-
- // assign the material index
- dstMesh->mMaterialIndex = matIdx;
- }
- }
- }
-
- // now place all mesh references we gathered in the target node
- pTarget->mNumMeshes = newMeshRefs.size();
- if ( newMeshRefs.size())
- {
- pTarget->mMeshes = new unsigned int[pTarget->mNumMeshes];
- std::copy( newMeshRefs.begin(), newMeshRefs.end(), pTarget->mMeshes);
- }
+ // accumulated mesh references by this node
+ std::vector<size_t> newMeshRefs;
+ newMeshRefs.reserve(pNode->mMeshes.size());
+
+ // add a mesh for each subgroup in each collada mesh
+ BOOST_FOREACH( const Collada::MeshInstance& mid, pNode->mMeshes)
+ {
+ const Collada::Mesh* srcMesh = NULL;
+ const Collada::Controller* srcController = NULL;
+
+ // find the referred mesh
+ ColladaParser::MeshLibrary::const_iterator srcMeshIt = pParser.mMeshLibrary.find( mid.mMeshOrController);
+ if( srcMeshIt == pParser.mMeshLibrary.end())
+ {
+ // if not found in the mesh-library, it might also be a controller referring to a mesh
+ ColladaParser::ControllerLibrary::const_iterator srcContrIt = pParser.mControllerLibrary.find( mid.mMeshOrController);
+ if( srcContrIt != pParser.mControllerLibrary.end())
+ {
+ srcController = &srcContrIt->second;
+ srcMeshIt = pParser.mMeshLibrary.find( srcController->mMeshId);
+ if( srcMeshIt != pParser.mMeshLibrary.end())
+ srcMesh = srcMeshIt->second;
+ }
+
+ if( !srcMesh)
+ {
+ DefaultLogger::get()->warn( boost::str( boost::format( "Collada: Unable to find geometry for ID \"%s\". Skipping.") % mid.mMeshOrController));
+ continue;
+ }
+ } else
+ {
+ // ID found in the mesh library -> direct reference to an unskinned mesh
+ srcMesh = srcMeshIt->second;
+ }
+
+ // build a mesh for each of its subgroups
+ size_t vertexStart = 0, faceStart = 0;
+ for( size_t sm = 0; sm < srcMesh->mSubMeshes.size(); ++sm)
+ {
+ const Collada::SubMesh& submesh = srcMesh->mSubMeshes[sm];
+ if( submesh.mNumFaces == 0)
+ continue;
+
+ // find material assigned to this submesh
+ std::string meshMaterial;
+ std::map<std::string, Collada::SemanticMappingTable >::const_iterator meshMatIt = mid.mMaterials.find( submesh.mMaterial);
+
+ const Collada::SemanticMappingTable* table = NULL;
+ if( meshMatIt != mid.mMaterials.end())
+ {
+ table = &meshMatIt->second;
+ meshMaterial = table->mMatName;
+ }
+ else
+ {
+ DefaultLogger::get()->warn( boost::str( boost::format( "Collada: No material specified for subgroup \"%s\" in geometry \"%s\".") % submesh.mMaterial % mid.mMeshOrController));
+ if( !mid.mMaterials.empty() )
+ meshMaterial = mid.mMaterials.begin()->second.mMatName;
+ }
+
+ // OK ... here the *real* fun starts ... we have the vertex-input-to-effect-semantic-table
+ // given. The only mapping stuff which we do actually support is the UV channel.
+ std::map<std::string, size_t>::const_iterator matIt = mMaterialIndexByName.find( meshMaterial);
+ unsigned int matIdx;
+ if( matIt != mMaterialIndexByName.end())
+ matIdx = matIt->second;
+ else
+ matIdx = 0;
+
+ if (table && !table->mMap.empty() ) {
+ std::pair<Collada::Effect*, aiMaterial*>& mat = newMats[matIdx];
+
+ // Iterate through all texture channels assigned to the effect and
+ // check whether we have mapping information for it.
+ ApplyVertexToEffectSemanticMapping(mat.first->mTexDiffuse, *table);
+ ApplyVertexToEffectSemanticMapping(mat.first->mTexAmbient, *table);
+ ApplyVertexToEffectSemanticMapping(mat.first->mTexSpecular, *table);
+ ApplyVertexToEffectSemanticMapping(mat.first->mTexEmissive, *table);
+ ApplyVertexToEffectSemanticMapping(mat.first->mTexTransparent,*table);
+ ApplyVertexToEffectSemanticMapping(mat.first->mTexBump, *table);
+ }
+
+ // built lookup index of the Mesh-Submesh-Material combination
+ ColladaMeshIndex index( mid.mMeshOrController, sm, meshMaterial);
+
+ // if we already have the mesh at the library, just add its index to the node's array
+ std::map<ColladaMeshIndex, size_t>::const_iterator dstMeshIt = mMeshIndexByID.find( index);
+ if( dstMeshIt != mMeshIndexByID.end()) {
+ newMeshRefs.push_back( dstMeshIt->second);
+ }
+ else
+ {
+ // else we have to add the mesh to the collection and store its newly assigned index at the node
+ aiMesh* dstMesh = CreateMesh( pParser, srcMesh, submesh, srcController, vertexStart, faceStart);
+
+ // store the mesh, and store its new index in the node
+ newMeshRefs.push_back( mMeshes.size());
+ mMeshIndexByID[index] = mMeshes.size();
+ mMeshes.push_back( dstMesh);
+ vertexStart += dstMesh->mNumVertices; faceStart += submesh.mNumFaces;
+
+ // assign the material index
+ dstMesh->mMaterialIndex = matIdx;
+ }
+ }
+ }
+
+ // now place all mesh references we gathered in the target node
+ pTarget->mNumMeshes = newMeshRefs.size();
+ if( newMeshRefs.size())
+ {
+ pTarget->mMeshes = new unsigned int[pTarget->mNumMeshes];
+ std::copy( newMeshRefs.begin(), newMeshRefs.end(), pTarget->mMeshes);
+ }
}
// ------------------------------------------------------------------------------------------------
// Creates a mesh for the given ColladaMesh face subset and returns the newly created mesh
-aiMesh* ColladaLoader::CreateMesh( const ColladaParser& pParser, const Collada::Mesh* pSrcMesh, const Collada::SubMesh& pSubMesh,
- const Collada::Controller* pSrcController, size_t pStartVertex, size_t pStartFace)
+aiMesh* ColladaLoader::CreateMesh( const ColladaParser& pParser, const Collada::Mesh* pSrcMesh, const Collada::SubMesh& pSubMesh,
+ const Collada::Controller* pSrcController, size_t pStartVertex, size_t pStartFace)
{
- aiMesh* dstMesh = new aiMesh;
-
- // count the vertices addressed by its faces
- const size_t numVertices = std::accumulate( pSrcMesh->mFaceSize.begin() + pStartFace,
- pSrcMesh->mFaceSize.begin() + pStartFace + pSubMesh.mNumFaces, 0);
-
- // copy positions
- dstMesh->mNumVertices = numVertices;
- dstMesh->mVertices = new aiVector3D[numVertices];
- std::copy( pSrcMesh->mPositions.begin() + pStartVertex, pSrcMesh->mPositions.begin() +
- pStartVertex + numVertices, dstMesh->mVertices);
-
- // normals, if given. HACK: (thom) Due to the unclear Collada spec we never
- // know if we have the same number of normals as there are positions. So we
- // also ignore any vertex attribute if it has a different count
- if ( pSrcMesh->mNormals.size() >= pStartVertex + numVertices)
- {
- dstMesh->mNormals = new aiVector3D[numVertices];
- std::copy( pSrcMesh->mNormals.begin() + pStartVertex, pSrcMesh->mNormals.begin() +
- pStartVertex + numVertices, dstMesh->mNormals);
- }
-
- // tangents, if given.
- if ( pSrcMesh->mTangents.size() >= pStartVertex + numVertices)
- {
- dstMesh->mTangents = new aiVector3D[numVertices];
- std::copy( pSrcMesh->mTangents.begin() + pStartVertex, pSrcMesh->mTangents.begin() +
- pStartVertex + numVertices, dstMesh->mTangents);
- }
-
- // bitangents, if given.
- if ( pSrcMesh->mBitangents.size() >= pStartVertex + numVertices)
- {
- dstMesh->mBitangents = new aiVector3D[numVertices];
- std::copy( pSrcMesh->mBitangents.begin() + pStartVertex, pSrcMesh->mBitangents.begin() +
- pStartVertex + numVertices, dstMesh->mBitangents);
- }
-
- // same for texturecoords, as many as we have
- // empty slots are not allowed, need to pack and adjust UV indexes accordingly
- for ( size_t a = 0, real = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++)
- {
- if ( pSrcMesh->mTexCoords[a].size() >= pStartVertex + numVertices)
- {
- dstMesh->mTextureCoords[real] = new aiVector3D[numVertices];
- for ( size_t b = 0; b < numVertices; ++b)
- dstMesh->mTextureCoords[real][b] = pSrcMesh->mTexCoords[a][pStartVertex+b];
-
- dstMesh->mNumUVComponents[real] = pSrcMesh->mNumUVComponents[a];
- ++real;
- }
- }
-
- // same for vertex colors, as many as we have. again the same packing to avoid empty slots
- for ( size_t a = 0, real = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++)
- {
- if ( pSrcMesh->mColors[a].size() >= pStartVertex + numVertices)
- {
- dstMesh->mColors[real] = new aiColor4D[numVertices];
- std::copy( pSrcMesh->mColors[a].begin() + pStartVertex, pSrcMesh->mColors[a].begin() + pStartVertex + numVertices,dstMesh->mColors[real]);
- ++real;
- }
- }
-
- // create faces. Due to the fact that each face uses unique vertices, we can simply count up on each vertex
- size_t vertex = 0;
- dstMesh->mNumFaces = pSubMesh.mNumFaces;
- dstMesh->mFaces = new aiFace[dstMesh->mNumFaces];
- for ( size_t a = 0; a < dstMesh->mNumFaces; ++a)
- {
- size_t s = pSrcMesh->mFaceSize[ pStartFace + a];
- aiFace& face = dstMesh->mFaces[a];
- face.mNumIndices = s;
- face.mIndices = new unsigned int[s];
- for ( size_t b = 0; b < s; ++b)
- face.mIndices[b] = vertex++;
- }
-
- // create bones if given
- if ( pSrcController)
- {
- // refuse if the vertex count does not match
-// if ( pSrcController->mWeightCounts.size() != dstMesh->mNumVertices)
-// throw DeadlyImportError( "Joint Controller vertex count does not match mesh vertex count");
-
- // resolve references - joint names
- const Collada::Accessor& jointNamesAcc = pParser.ResolveLibraryReference( pParser.mAccessorLibrary, pSrcController->mJointNameSource);
- const Collada::Data& jointNames = pParser.ResolveLibraryReference( pParser.mDataLibrary, jointNamesAcc.mSource);
- // joint offset matrices
- const Collada::Accessor& jointMatrixAcc = pParser.ResolveLibraryReference( pParser.mAccessorLibrary, pSrcController->mJointOffsetMatrixSource);
- const Collada::Data& jointMatrices = pParser.ResolveLibraryReference( pParser.mDataLibrary, jointMatrixAcc.mSource);
- // joint vertex_weight name list - should refer to the same list as the joint names above. If not, report and reconsider
- const Collada::Accessor& weightNamesAcc = pParser.ResolveLibraryReference( pParser.mAccessorLibrary, pSrcController->mWeightInputJoints.mAccessor);
- if ( &weightNamesAcc != &jointNamesAcc)
- throw DeadlyImportError( "Temporary implementational lazyness. If you read this, please report to the author.");
- // vertex weights
- const Collada::Accessor& weightsAcc = pParser.ResolveLibraryReference( pParser.mAccessorLibrary, pSrcController->mWeightInputWeights.mAccessor);
- const Collada::Data& weights = pParser.ResolveLibraryReference( pParser.mDataLibrary, weightsAcc.mSource);
-
- if ( !jointNames.mIsStringArray || jointMatrices.mIsStringArray || weights.mIsStringArray)
- throw DeadlyImportError( "Data type mismatch while resolving mesh joints");
- // sanity check: we rely on the vertex weights always coming as pairs of BoneIndex-WeightIndex
- if ( pSrcController->mWeightInputJoints.mOffset != 0 || pSrcController->mWeightInputWeights.mOffset != 1)
- throw DeadlyImportError( "Unsupported vertex_weight adresssing scheme.");
-
- // create containers to collect the weights for each bone
- size_t numBones = jointNames.mStrings.size();
- std::vector<std::vector<aiVertexWeight> > dstBones( numBones);
-
- // build a temporary array of pointers to the start of each vertex's weights
- typedef std::vector< std::pair<size_t, size_t> > IndexPairVector;
- std::vector<IndexPairVector::const_iterator> weightStartPerVertex( pSrcController->mWeightCounts.size());
- IndexPairVector::const_iterator pit = pSrcController->mWeights.begin();
- for ( size_t a = 0; a < pSrcController->mWeightCounts.size(); ++a)
- {
- weightStartPerVertex[a] = pit;
- pit += pSrcController->mWeightCounts[a];
- }
-
- // now for each vertex put the corresponding vertex weights into each bone's weight collection
- for ( size_t a = pStartVertex; a < pStartVertex + numVertices; ++a)
- {
- // which position index was responsible for this vertex? that's also the index by which
- // the controller assigns the vertex weights
- size_t orgIndex = pSrcMesh->mFacePosIndices[a];
- // find the vertex weights for this vertex
- IndexPairVector::const_iterator iit = weightStartPerVertex[orgIndex];
- size_t pairCount = pSrcController->mWeightCounts[orgIndex];
-
- for ( size_t b = 0; b < pairCount; ++b, ++iit)
- {
- size_t jointIndex = iit->first;
- size_t vertexIndex = iit->second;
-
- float weight = ReadFloat( weightsAcc, weights, vertexIndex, 0);
-
- // one day I gonna kill that XSI Collada exporter
- if ( weight > 0.0f)
- {
- aiVertexWeight w;
- w.mVertexId = a - pStartVertex;
- w.mWeight = weight;
- dstBones[jointIndex].push_back( w);
- }
- }
- }
-
- // count the number of bones which influence vertices of the current submesh
- size_t numRemainingBones = 0;
- for ( std::vector<std::vector<aiVertexWeight> >::const_iterator it = dstBones.begin(); it != dstBones.end(); ++it)
- if ( it->size() > 0)
- numRemainingBones++;
-
- // create bone array and copy bone weights one by one
- dstMesh->mNumBones = numRemainingBones;
- dstMesh->mBones = new aiBone*[numRemainingBones];
- size_t boneCount = 0;
- for ( size_t a = 0; a < numBones; ++a)
- {
- // omit bones without weights
- if ( dstBones[a].size() == 0)
- continue;
-
- // create bone with its weights
- aiBone* bone = new aiBone;
- bone->mName = ReadString( jointNamesAcc, jointNames, a);
- bone->mOffsetMatrix.a1 = ReadFloat( jointMatrixAcc, jointMatrices, a, 0);
- bone->mOffsetMatrix.a2 = ReadFloat( jointMatrixAcc, jointMatrices, a, 1);
- bone->mOffsetMatrix.a3 = ReadFloat( jointMatrixAcc, jointMatrices, a, 2);
- bone->mOffsetMatrix.a4 = ReadFloat( jointMatrixAcc, jointMatrices, a, 3);
- bone->mOffsetMatrix.b1 = ReadFloat( jointMatrixAcc, jointMatrices, a, 4);
- bone->mOffsetMatrix.b2 = ReadFloat( jointMatrixAcc, jointMatrices, a, 5);
- bone->mOffsetMatrix.b3 = ReadFloat( jointMatrixAcc, jointMatrices, a, 6);
- bone->mOffsetMatrix.b4 = ReadFloat( jointMatrixAcc, jointMatrices, a, 7);
- bone->mOffsetMatrix.c1 = ReadFloat( jointMatrixAcc, jointMatrices, a, 8);
- bone->mOffsetMatrix.c2 = ReadFloat( jointMatrixAcc, jointMatrices, a, 9);
- bone->mOffsetMatrix.c3 = ReadFloat( jointMatrixAcc, jointMatrices, a, 10);
- bone->mOffsetMatrix.c4 = ReadFloat( jointMatrixAcc, jointMatrices, a, 11);
- bone->mNumWeights = dstBones[a].size();
- bone->mWeights = new aiVertexWeight[bone->mNumWeights];
- std::copy( dstBones[a].begin(), dstBones[a].end(), bone->mWeights);
-
- // apply bind shape matrix to offset matrix
- aiMatrix4x4 bindShapeMatrix;
- bindShapeMatrix.a1 = pSrcController->mBindShapeMatrix[0];
- bindShapeMatrix.a2 = pSrcController->mBindShapeMatrix[1];
- bindShapeMatrix.a3 = pSrcController->mBindShapeMatrix[2];
- bindShapeMatrix.a4 = pSrcController->mBindShapeMatrix[3];
- bindShapeMatrix.b1 = pSrcController->mBindShapeMatrix[4];
- bindShapeMatrix.b2 = pSrcController->mBindShapeMatrix[5];
- bindShapeMatrix.b3 = pSrcController->mBindShapeMatrix[6];
- bindShapeMatrix.b4 = pSrcController->mBindShapeMatrix[7];
- bindShapeMatrix.c1 = pSrcController->mBindShapeMatrix[8];
- bindShapeMatrix.c2 = pSrcController->mBindShapeMatrix[9];
- bindShapeMatrix.c3 = pSrcController->mBindShapeMatrix[10];
- bindShapeMatrix.c4 = pSrcController->mBindShapeMatrix[11];
- bindShapeMatrix.d1 = pSrcController->mBindShapeMatrix[12];
- bindShapeMatrix.d2 = pSrcController->mBindShapeMatrix[13];
- bindShapeMatrix.d3 = pSrcController->mBindShapeMatrix[14];
- bindShapeMatrix.d4 = pSrcController->mBindShapeMatrix[15];
- bone->mOffsetMatrix *= bindShapeMatrix;
-
- // HACK: (thom) Some exporters address the bone nodes by SID, others address them by ID or even name.
- // Therefore I added a little name replacement here: I search for the bone's node by either name, ID or SID,
- // and replace the bone's name by the node's name so that the user can use the standard
- // find-by-name method to associate nodes with bones.
- const Collada::Node* bnode = FindNode( pParser.mRootNode, bone->mName.data);
- if ( !bnode)
- bnode = FindNodeBySID( pParser.mRootNode, bone->mName.data);
-
- // assign the name that we would have assigned for the source node
- if ( bnode)
- bone->mName.Set( FindNameForNode( bnode));
- else
- DefaultLogger::get()->warn( boost::str( boost::format( "ColladaLoader::CreateMesh(): could not find corresponding node for joint \"%s\".") % bone->mName.data));
-
- // and insert bone
- dstMesh->mBones[boneCount++] = bone;
- }
- }
-
- return dstMesh;
+ aiMesh* dstMesh = new aiMesh;
+
+ // count the vertices addressed by its faces
+ const size_t numVertices = std::accumulate( pSrcMesh->mFaceSize.begin() + pStartFace,
+ pSrcMesh->mFaceSize.begin() + pStartFace + pSubMesh.mNumFaces, 0);
+
+ // copy positions
+ dstMesh->mNumVertices = numVertices;
+ dstMesh->mVertices = new aiVector3D[numVertices];
+ std::copy( pSrcMesh->mPositions.begin() + pStartVertex, pSrcMesh->mPositions.begin() +
+ pStartVertex + numVertices, dstMesh->mVertices);
+
+ // normals, if given. HACK: (thom) Due to the fucking Collada spec we never
+ // know if we have the same number of normals as there are positions. So we
+ // also ignore any vertex attribute if it has a different count
+ if( pSrcMesh->mNormals.size() >= pStartVertex + numVertices)
+ {
+ dstMesh->mNormals = new aiVector3D[numVertices];
+ std::copy( pSrcMesh->mNormals.begin() + pStartVertex, pSrcMesh->mNormals.begin() +
+ pStartVertex + numVertices, dstMesh->mNormals);
+ }
+
+ // tangents, if given.
+ if( pSrcMesh->mTangents.size() >= pStartVertex + numVertices)
+ {
+ dstMesh->mTangents = new aiVector3D[numVertices];
+ std::copy( pSrcMesh->mTangents.begin() + pStartVertex, pSrcMesh->mTangents.begin() +
+ pStartVertex + numVertices, dstMesh->mTangents);
+ }
+
+ // bitangents, if given.
+ if( pSrcMesh->mBitangents.size() >= pStartVertex + numVertices)
+ {
+ dstMesh->mBitangents = new aiVector3D[numVertices];
+ std::copy( pSrcMesh->mBitangents.begin() + pStartVertex, pSrcMesh->mBitangents.begin() +
+ pStartVertex + numVertices, dstMesh->mBitangents);
+ }
+
+ // same for texturecoords, as many as we have
+ // empty slots are not allowed, need to pack and adjust UV indexes accordingly
+ for( size_t a = 0, real = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++)
+ {
+ if( pSrcMesh->mTexCoords[a].size() >= pStartVertex + numVertices)
+ {
+ dstMesh->mTextureCoords[real] = new aiVector3D[numVertices];
+ for( size_t b = 0; b < numVertices; ++b)
+ dstMesh->mTextureCoords[real][b] = pSrcMesh->mTexCoords[a][pStartVertex+b];
+
+ dstMesh->mNumUVComponents[real] = pSrcMesh->mNumUVComponents[a];
+ ++real;
+ }
+ }
+
+ // same for vertex colors, as many as we have. again the same packing to avoid empty slots
+ for( size_t a = 0, real = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++)
+ {
+ if( pSrcMesh->mColors[a].size() >= pStartVertex + numVertices)
+ {
+ dstMesh->mColors[real] = new aiColor4D[numVertices];
+ std::copy( pSrcMesh->mColors[a].begin() + pStartVertex, pSrcMesh->mColors[a].begin() + pStartVertex + numVertices,dstMesh->mColors[real]);
+ ++real;
+ }
+ }
+
+ // create faces. Due to the fact that each face uses unique vertices, we can simply count up on each vertex
+ size_t vertex = 0;
+ dstMesh->mNumFaces = pSubMesh.mNumFaces;
+ dstMesh->mFaces = new aiFace[dstMesh->mNumFaces];
+ for( size_t a = 0; a < dstMesh->mNumFaces; ++a)
+ {
+ size_t s = pSrcMesh->mFaceSize[ pStartFace + a];
+ aiFace& face = dstMesh->mFaces[a];
+ face.mNumIndices = s;
+ face.mIndices = new unsigned int[s];
+ for( size_t b = 0; b < s; ++b)
+ face.mIndices[b] = vertex++;
+ }
+
+ // create bones if given
+ if( pSrcController)
+ {
+ // refuse if the vertex count does not match
+// if( pSrcController->mWeightCounts.size() != dstMesh->mNumVertices)
+// throw DeadlyImportError( "Joint Controller vertex count does not match mesh vertex count");
+
+ // resolve references - joint names
+ const Collada::Accessor& jointNamesAcc = pParser.ResolveLibraryReference( pParser.mAccessorLibrary, pSrcController->mJointNameSource);
+ const Collada::Data& jointNames = pParser.ResolveLibraryReference( pParser.mDataLibrary, jointNamesAcc.mSource);
+ // joint offset matrices
+ const Collada::Accessor& jointMatrixAcc = pParser.ResolveLibraryReference( pParser.mAccessorLibrary, pSrcController->mJointOffsetMatrixSource);
+ const Collada::Data& jointMatrices = pParser.ResolveLibraryReference( pParser.mDataLibrary, jointMatrixAcc.mSource);
+ // joint vertex_weight name list - should refer to the same list as the joint names above. If not, report and reconsider
+ const Collada::Accessor& weightNamesAcc = pParser.ResolveLibraryReference( pParser.mAccessorLibrary, pSrcController->mWeightInputJoints.mAccessor);
+ if( &weightNamesAcc != &jointNamesAcc)
+ throw DeadlyImportError( "Temporary implementational lazyness. If you read this, please report to the author.");
+ // vertex weights
+ const Collada::Accessor& weightsAcc = pParser.ResolveLibraryReference( pParser.mAccessorLibrary, pSrcController->mWeightInputWeights.mAccessor);
+ const Collada::Data& weights = pParser.ResolveLibraryReference( pParser.mDataLibrary, weightsAcc.mSource);
+
+ if( !jointNames.mIsStringArray || jointMatrices.mIsStringArray || weights.mIsStringArray)
+ throw DeadlyImportError( "Data type mismatch while resolving mesh joints");
+ // sanity check: we rely on the vertex weights always coming as pairs of BoneIndex-WeightIndex
+ if( pSrcController->mWeightInputJoints.mOffset != 0 || pSrcController->mWeightInputWeights.mOffset != 1)
+ throw DeadlyImportError( "Unsupported vertex_weight adresssing scheme. Fucking collada spec.");
+
+ // create containers to collect the weights for each bone
+ size_t numBones = jointNames.mStrings.size();
+ std::vector<std::vector<aiVertexWeight> > dstBones( numBones);
+
+ // build a temporary array of pointers to the start of each vertex's weights
+ typedef std::vector< std::pair<size_t, size_t> > IndexPairVector;
+ std::vector<IndexPairVector::const_iterator> weightStartPerVertex;
+ weightStartPerVertex.resize(pSrcController->mWeightCounts.size(),pSrcController->mWeights.end());
+
+ IndexPairVector::const_iterator pit = pSrcController->mWeights.begin();
+ for( size_t a = 0; a < pSrcController->mWeightCounts.size(); ++a)
+ {
+ weightStartPerVertex[a] = pit;
+ pit += pSrcController->mWeightCounts[a];
+ }
+
+ // now for each vertex put the corresponding vertex weights into each bone's weight collection
+ for( size_t a = pStartVertex; a < pStartVertex + numVertices; ++a)
+ {
+ // which position index was responsible for this vertex? that's also the index by which
+ // the controller assigns the vertex weights
+ size_t orgIndex = pSrcMesh->mFacePosIndices[a];
+ // find the vertex weights for this vertex
+ IndexPairVector::const_iterator iit = weightStartPerVertex[orgIndex];
+ size_t pairCount = pSrcController->mWeightCounts[orgIndex];
+
+ for( size_t b = 0; b < pairCount; ++b, ++iit)
+ {
+ size_t jointIndex = iit->first;
+ size_t vertexIndex = iit->second;
+
+ float weight = ReadFloat( weightsAcc, weights, vertexIndex, 0);
+
+ // one day I gonna kill that XSI Collada exporter
+ if( weight > 0.0f)
+ {
+ aiVertexWeight w;
+ w.mVertexId = a - pStartVertex;
+ w.mWeight = weight;
+ dstBones[jointIndex].push_back( w);
+ }
+ }
+ }
+
+ // count the number of bones which influence vertices of the current submesh
+ size_t numRemainingBones = 0;
+ for( std::vector<std::vector<aiVertexWeight> >::const_iterator it = dstBones.begin(); it != dstBones.end(); ++it)
+ if( it->size() > 0)
+ numRemainingBones++;
+
+ // create bone array and copy bone weights one by one
+ dstMesh->mNumBones = numRemainingBones;
+ dstMesh->mBones = new aiBone*[numRemainingBones];
+ size_t boneCount = 0;
+ for( size_t a = 0; a < numBones; ++a)
+ {
+ // omit bones without weights
+ if( dstBones[a].size() == 0)
+ continue;
+
+ // create bone with its weights
+ aiBone* bone = new aiBone;
+ bone->mName = ReadString( jointNamesAcc, jointNames, a);
+ bone->mOffsetMatrix.a1 = ReadFloat( jointMatrixAcc, jointMatrices, a, 0);
+ bone->mOffsetMatrix.a2 = ReadFloat( jointMatrixAcc, jointMatrices, a, 1);
+ bone->mOffsetMatrix.a3 = ReadFloat( jointMatrixAcc, jointMatrices, a, 2);
+ bone->mOffsetMatrix.a4 = ReadFloat( jointMatrixAcc, jointMatrices, a, 3);
+ bone->mOffsetMatrix.b1 = ReadFloat( jointMatrixAcc, jointMatrices, a, 4);
+ bone->mOffsetMatrix.b2 = ReadFloat( jointMatrixAcc, jointMatrices, a, 5);
+ bone->mOffsetMatrix.b3 = ReadFloat( jointMatrixAcc, jointMatrices, a, 6);
+ bone->mOffsetMatrix.b4 = ReadFloat( jointMatrixAcc, jointMatrices, a, 7);
+ bone->mOffsetMatrix.c1 = ReadFloat( jointMatrixAcc, jointMatrices, a, 8);
+ bone->mOffsetMatrix.c2 = ReadFloat( jointMatrixAcc, jointMatrices, a, 9);
+ bone->mOffsetMatrix.c3 = ReadFloat( jointMatrixAcc, jointMatrices, a, 10);
+ bone->mOffsetMatrix.c4 = ReadFloat( jointMatrixAcc, jointMatrices, a, 11);
+ bone->mNumWeights = dstBones[a].size();
+ bone->mWeights = new aiVertexWeight[bone->mNumWeights];
+ std::copy( dstBones[a].begin(), dstBones[a].end(), bone->mWeights);
+
+ // apply bind shape matrix to offset matrix
+ aiMatrix4x4 bindShapeMatrix;
+ bindShapeMatrix.a1 = pSrcController->mBindShapeMatrix[0];
+ bindShapeMatrix.a2 = pSrcController->mBindShapeMatrix[1];
+ bindShapeMatrix.a3 = pSrcController->mBindShapeMatrix[2];
+ bindShapeMatrix.a4 = pSrcController->mBindShapeMatrix[3];
+ bindShapeMatrix.b1 = pSrcController->mBindShapeMatrix[4];
+ bindShapeMatrix.b2 = pSrcController->mBindShapeMatrix[5];
+ bindShapeMatrix.b3 = pSrcController->mBindShapeMatrix[6];
+ bindShapeMatrix.b4 = pSrcController->mBindShapeMatrix[7];
+ bindShapeMatrix.c1 = pSrcController->mBindShapeMatrix[8];
+ bindShapeMatrix.c2 = pSrcController->mBindShapeMatrix[9];
+ bindShapeMatrix.c3 = pSrcController->mBindShapeMatrix[10];
+ bindShapeMatrix.c4 = pSrcController->mBindShapeMatrix[11];
+ bindShapeMatrix.d1 = pSrcController->mBindShapeMatrix[12];
+ bindShapeMatrix.d2 = pSrcController->mBindShapeMatrix[13];
+ bindShapeMatrix.d3 = pSrcController->mBindShapeMatrix[14];
+ bindShapeMatrix.d4 = pSrcController->mBindShapeMatrix[15];
+ bone->mOffsetMatrix *= bindShapeMatrix;
+
+ // HACK: (thom) Some exporters address the bone nodes by SID, others address them by ID or even name.
+ // Therefore I added a little name replacement here: I search for the bone's node by either name, ID or SID,
+ // and replace the bone's name by the node's name so that the user can use the standard
+ // find-by-name method to associate nodes with bones.
+ const Collada::Node* bnode = FindNode( pParser.mRootNode, bone->mName.data);
+ if( !bnode)
+ bnode = FindNodeBySID( pParser.mRootNode, bone->mName.data);
+
+ // assign the name that we would have assigned for the source node
+ if( bnode)
+ bone->mName.Set( FindNameForNode( bnode));
+ else
+ DefaultLogger::get()->warn( boost::str( boost::format( "ColladaLoader::CreateMesh(): could not find corresponding node for joint \"%s\".") % bone->mName.data));
+
+ // and insert bone
+ dstMesh->mBones[boneCount++] = bone;
+ }
+ }
+
+ return dstMesh;
}
// ------------------------------------------------------------------------------------------------
// Stores all meshes in the given scene
void ColladaLoader::StoreSceneMeshes( aiScene* pScene)
{
- pScene->mNumMeshes = mMeshes.size();
- if ( mMeshes.size() > 0)
- {
- pScene->mMeshes = new aiMesh*[mMeshes.size()];
- std::copy( mMeshes.begin(), mMeshes.end(), pScene->mMeshes);
- mMeshes.clear();
- }
+ pScene->mNumMeshes = mMeshes.size();
+ if( mMeshes.size() > 0)
+ {
+ pScene->mMeshes = new aiMesh*[mMeshes.size()];
+ std::copy( mMeshes.begin(), mMeshes.end(), pScene->mMeshes);
+ mMeshes.clear();
+ }
}
// ------------------------------------------------------------------------------------------------
// Stores all cameras in the given scene
void ColladaLoader::StoreSceneCameras( aiScene* pScene)
{
- pScene->mNumCameras = mCameras.size();
- if ( mCameras.size() > 0)
- {
- pScene->mCameras = new aiCamera*[mCameras.size()];
- std::copy( mCameras.begin(), mCameras.end(), pScene->mCameras);
- mCameras.clear();
- }
+ pScene->mNumCameras = mCameras.size();
+ if( mCameras.size() > 0)
+ {
+ pScene->mCameras = new aiCamera*[mCameras.size()];
+ std::copy( mCameras.begin(), mCameras.end(), pScene->mCameras);
+ mCameras.clear();
+ }
}
// ------------------------------------------------------------------------------------------------
// Stores all lights in the given scene
void ColladaLoader::StoreSceneLights( aiScene* pScene)
{
- pScene->mNumLights = mLights.size();
- if ( mLights.size() > 0)
- {
- pScene->mLights = new aiLight*[mLights.size()];
- std::copy( mLights.begin(), mLights.end(), pScene->mLights);
- mLights.clear();
- }
+ pScene->mNumLights = mLights.size();
+ if( mLights.size() > 0)
+ {
+ pScene->mLights = new aiLight*[mLights.size()];
+ std::copy( mLights.begin(), mLights.end(), pScene->mLights);
+ mLights.clear();
+ }
}
// ------------------------------------------------------------------------------------------------
// Stores all textures in the given scene
void ColladaLoader::StoreSceneTextures( aiScene* pScene)
{
- pScene->mNumTextures = mTextures.size();
- if ( mTextures.size() > 0)
- {
- pScene->mTextures = new aiTexture*[mTextures.size()];
- std::copy( mTextures.begin(), mTextures.end(), pScene->mTextures);
- mTextures.clear();
- }
+ pScene->mNumTextures = mTextures.size();
+ if( mTextures.size() > 0)
+ {
+ pScene->mTextures = new aiTexture*[mTextures.size()];
+ std::copy( mTextures.begin(), mTextures.end(), pScene->mTextures);
+ mTextures.clear();
+ }
}
// ------------------------------------------------------------------------------------------------
// Stores all materials in the given scene
void ColladaLoader::StoreSceneMaterials( aiScene* pScene)
{
- pScene->mNumMaterials = newMats.size();
+ pScene->mNumMaterials = newMats.size();
- if (newMats.size() > 0) {
- pScene->mMaterials = new aiMaterial*[newMats.size()];
- for (unsigned int i = 0; i < newMats.size();++i)
- pScene->mMaterials[i] = newMats[i].second;
+ if (newMats.size() > 0) {
+ pScene->mMaterials = new aiMaterial*[newMats.size()];
+ for (unsigned int i = 0; i < newMats.size();++i)
+ pScene->mMaterials[i] = newMats[i].second;
- newMats.clear();
- }
+ newMats.clear();
+ }
}
// ------------------------------------------------------------------------------------------------
-// Stores all animations
+// Stores all animations
void ColladaLoader::StoreAnimations( aiScene* pScene, const ColladaParser& pParser)
{
- // recursivly collect all animations from the collada scene
- StoreAnimations( pScene, pParser, &pParser.mAnims, "");
-
- // catch special case: many animations with the same length, each affecting only a single node.
- // we need to unite all those single-node-anims to a proper combined animation
- for ( size_t a = 0; a < mAnims.size(); ++a)
- {
- aiAnimation* templateAnim = mAnims[a];
- if ( templateAnim->mNumChannels == 1)
- {
- // search for other single-channel-anims with the same duration
- std::vector<size_t> collectedAnimIndices;
- for ( size_t b = a+1; b < mAnims.size(); ++b)
- {
- aiAnimation* other = mAnims[b];
- if ( other->mNumChannels == 1 && other->mDuration == templateAnim->mDuration && other->mTicksPerSecond == templateAnim->mTicksPerSecond )
- collectedAnimIndices.push_back( b);
- }
-
- // if there are other animations which fit the template anim, combine all channels into a single anim
- if ( !collectedAnimIndices.empty() )
- {
- aiAnimation* combinedAnim = new aiAnimation();
- combinedAnim->mName = aiString( std::string( "combinedAnim_") + char( '0' + a));
- combinedAnim->mDuration = templateAnim->mDuration;
- combinedAnim->mTicksPerSecond = templateAnim->mTicksPerSecond;
- combinedAnim->mNumChannels = collectedAnimIndices.size() + 1;
- combinedAnim->mChannels = new aiNodeAnim*[combinedAnim->mNumChannels];
- // add the template anim as first channel by moving its aiNodeAnim to the combined animation
- combinedAnim->mChannels[0] = templateAnim->mChannels[0];
- templateAnim->mChannels[0] = NULL;
- delete templateAnim;
- // combined animation replaces template animation in the anim array
- mAnims[a] = combinedAnim;
-
- // move the memory of all other anims to the combined anim and erase them from the source anims
- for ( size_t b = 0; b < collectedAnimIndices.size(); ++b)
- {
- aiAnimation* srcAnimation = mAnims[collectedAnimIndices[b]];
- combinedAnim->mChannels[1 + b] = srcAnimation->mChannels[0];
- srcAnimation->mChannels[0] = NULL;
- delete srcAnimation;
- }
-
- // in a second go, delete all the single-channel-anims that we've stripped from their channels
- // back to front to preserve indices - you know, removing an element from a vector moves all elements behind the removed one
- while ( !collectedAnimIndices.empty() )
- {
- mAnims.erase( mAnims.begin() + collectedAnimIndices.back());
- collectedAnimIndices.pop_back();
- }
- }
- }
- }
-
- // now store all anims in the scene
- if ( !mAnims.empty())
- {
- pScene->mNumAnimations = mAnims.size();
- pScene->mAnimations = new aiAnimation*[mAnims.size()];
- std::copy( mAnims.begin(), mAnims.end(), pScene->mAnimations);
- }
+ // recursivly collect all animations from the collada scene
+ StoreAnimations( pScene, pParser, &pParser.mAnims, "");
+
+ // catch special case: many animations with the same length, each affecting only a single node.
+ // we need to unite all those single-node-anims to a proper combined animation
+ for( size_t a = 0; a < mAnims.size(); ++a)
+ {
+ aiAnimation* templateAnim = mAnims[a];
+ if( templateAnim->mNumChannels == 1)
+ {
+ // search for other single-channel-anims with the same duration
+ std::vector<size_t> collectedAnimIndices;
+ for( size_t b = a+1; b < mAnims.size(); ++b)
+ {
+ aiAnimation* other = mAnims[b];
+ if( other->mNumChannels == 1 && other->mDuration == templateAnim->mDuration && other->mTicksPerSecond == templateAnim->mTicksPerSecond )
+ collectedAnimIndices.push_back( b);
+ }
+
+ // if there are other animations which fit the template anim, combine all channels into a single anim
+ if( !collectedAnimIndices.empty() )
+ {
+ aiAnimation* combinedAnim = new aiAnimation();
+ combinedAnim->mName = aiString( std::string( "combinedAnim_") + char( '0' + a));
+ combinedAnim->mDuration = templateAnim->mDuration;
+ combinedAnim->mTicksPerSecond = templateAnim->mTicksPerSecond;
+ combinedAnim->mNumChannels = collectedAnimIndices.size() + 1;
+ combinedAnim->mChannels = new aiNodeAnim*[combinedAnim->mNumChannels];
+ // add the template anim as first channel by moving its aiNodeAnim to the combined animation
+ combinedAnim->mChannels[0] = templateAnim->mChannels[0];
+ templateAnim->mChannels[0] = NULL;
+ delete templateAnim;
+ // combined animation replaces template animation in the anim array
+ mAnims[a] = combinedAnim;
+
+ // move the memory of all other anims to the combined anim and erase them from the source anims
+ for( size_t b = 0; b < collectedAnimIndices.size(); ++b)
+ {
+ aiAnimation* srcAnimation = mAnims[collectedAnimIndices[b]];
+ combinedAnim->mChannels[1 + b] = srcAnimation->mChannels[0];
+ srcAnimation->mChannels[0] = NULL;
+ delete srcAnimation;
+ }
+
+ // in a second go, delete all the single-channel-anims that we've stripped from their channels
+ // back to front to preserve indices - you know, removing an element from a vector moves all elements behind the removed one
+ while( !collectedAnimIndices.empty() )
+ {
+ mAnims.erase( mAnims.begin() + collectedAnimIndices.back());
+ collectedAnimIndices.pop_back();
+ }
+ }
+ }
+ }
+
+ // now store all anims in the scene
+ if( !mAnims.empty())
+ {
+ pScene->mNumAnimations = mAnims.size();
+ pScene->mAnimations = new aiAnimation*[mAnims.size()];
+ std::copy( mAnims.begin(), mAnims.end(), pScene->mAnimations);
+ }
}
// ------------------------------------------------------------------------------------------------
-// Constructs the animations for the given source anim
+// Constructs the animations for the given source anim
void ColladaLoader::StoreAnimations( aiScene* pScene, const ColladaParser& pParser, const Collada::Animation* pSrcAnim, const std::string pPrefix)
{
- std::string animName = pPrefix.empty() ? pSrcAnim->mName : pPrefix + "_" + pSrcAnim->mName;
+ std::string animName = pPrefix.empty() ? pSrcAnim->mName : pPrefix + "_" + pSrcAnim->mName;
- // create nested animations, if given
- for ( std::vector<Collada::Animation*>::const_iterator it = pSrcAnim->mSubAnims.begin(); it != pSrcAnim->mSubAnims.end(); ++it)
- StoreAnimations( pScene, pParser, *it, animName);
+ // create nested animations, if given
+ for( std::vector<Collada::Animation*>::const_iterator it = pSrcAnim->mSubAnims.begin(); it != pSrcAnim->mSubAnims.end(); ++it)
+ StoreAnimations( pScene, pParser, *it, animName);
- // create animation channels, if any
- if ( !pSrcAnim->mChannels.empty())
- CreateAnimation( pScene, pParser, pSrcAnim, animName);
+ // create animation channels, if any
+ if( !pSrcAnim->mChannels.empty())
+ CreateAnimation( pScene, pParser, pSrcAnim, animName);
}
// ------------------------------------------------------------------------------------------------
// Constructs the animation for the given source anim
void ColladaLoader::CreateAnimation( aiScene* pScene, const ColladaParser& pParser, const Collada::Animation* pSrcAnim, const std::string& pName)
{
- // collect a list of animatable nodes
- std::vector<const aiNode*> nodes;
- CollectNodes( pScene->mRootNode, nodes);
-
- std::vector<aiNodeAnim*> anims;
- for ( std::vector<const aiNode*>::const_iterator nit = nodes.begin(); nit != nodes.end(); ++nit)
+ // collect a list of animatable nodes
+ std::vector<const aiNode*> nodes;
+ CollectNodes( pScene->mRootNode, nodes);
+
+ std::vector<aiNodeAnim*> anims;
+ for( std::vector<const aiNode*>::const_iterator nit = nodes.begin(); nit != nodes.end(); ++nit)
+ {
+ // find all the collada anim channels which refer to the current node
+ std::vector<Collada::ChannelEntry> entries;
+ std::string nodeName = (*nit)->mName.data;
+
+ // find the collada node corresponding to the aiNode
+ const Collada::Node* srcNode = FindNode( pParser.mRootNode, nodeName);
+// ai_assert( srcNode != NULL);
+ if( !srcNode)
+ continue;
+
+ // now check all channels if they affect the current node
+ for( std::vector<Collada::AnimationChannel>::const_iterator cit = pSrcAnim->mChannels.begin();
+ cit != pSrcAnim->mChannels.end(); ++cit)
+ {
+ const Collada::AnimationChannel& srcChannel = *cit;
+ Collada::ChannelEntry entry;
+
+ // we expect the animation target to be of type "nodeName/transformID.subElement". Ignore all others
+ // find the slash that separates the node name - there should be only one
+ std::string::size_type slashPos = srcChannel.mTarget.find( '/');
+ if( slashPos == std::string::npos)
+ continue;
+ if( srcChannel.mTarget.find( '/', slashPos+1) != std::string::npos)
+ continue;
+ std::string targetID = srcChannel.mTarget.substr( 0, slashPos);
+ if( targetID != srcNode->mID)
+ continue;
+
+ // find the dot that separates the transformID - there should be only one or zero
+ std::string::size_type dotPos = srcChannel.mTarget.find( '.');
+ if( dotPos != std::string::npos)
+ {
+ if( srcChannel.mTarget.find( '.', dotPos+1) != std::string::npos)
+ continue;
+
+ entry.mTransformId = srcChannel.mTarget.substr( slashPos+1, dotPos - slashPos - 1);
+
+ std::string subElement = srcChannel.mTarget.substr( dotPos+1);
+ if( subElement == "ANGLE")
+ entry.mSubElement = 3; // last number in an Axis-Angle-Transform is the angle
+ else if( subElement == "X")
+ entry.mSubElement = 0;
+ else if( subElement == "Y")
+ entry.mSubElement = 1;
+ else if( subElement == "Z")
+ entry.mSubElement = 2;
+ else
+ DefaultLogger::get()->warn( boost::str( boost::format( "Unknown anim subelement \"%s\". Ignoring") % subElement));
+ } else
+ {
+ // no subelement following, transformId is remaining string
+ entry.mTransformId = srcChannel.mTarget.substr( slashPos+1);
+ }
+
+ // determine which transform step is affected by this channel
+ entry.mTransformIndex = SIZE_MAX;
+ for( size_t a = 0; a < srcNode->mTransforms.size(); ++a)
+ if( srcNode->mTransforms[a].mID == entry.mTransformId)
+ entry.mTransformIndex = a;
+
+ if( entry.mTransformIndex == SIZE_MAX) {
+ continue;
+ }
+
+ entry.mChannel = &(*cit);
+ entries.push_back( entry);
+ }
+
+ // if there's no channel affecting the current node, we skip it
+ if( entries.empty())
+ continue;
+
+ // resolve the data pointers for all anim channels. Find the minimum time while we're at it
+ float startTime = 1e20f, endTime = -1e20f;
+ for( std::vector<Collada::ChannelEntry>::iterator it = entries.begin(); it != entries.end(); ++it)
+ {
+ Collada::ChannelEntry& e = *it;
+ e.mTimeAccessor = &pParser.ResolveLibraryReference( pParser.mAccessorLibrary, e.mChannel->mSourceTimes);
+ e.mTimeData = &pParser.ResolveLibraryReference( pParser.mDataLibrary, e.mTimeAccessor->mSource);
+ e.mValueAccessor = &pParser.ResolveLibraryReference( pParser.mAccessorLibrary, e.mChannel->mSourceValues);
+ e.mValueData = &pParser.ResolveLibraryReference( pParser.mDataLibrary, e.mValueAccessor->mSource);
+
+ // time count and value count must match
+ if( e.mTimeAccessor->mCount != e.mValueAccessor->mCount)
+ throw DeadlyImportError( boost::str( boost::format( "Time count / value count mismatch in animation channel \"%s\".") % e.mChannel->mTarget));
+
+ if( e.mTimeAccessor->mCount > 0 )
+ {
+ // find bounding times
+ startTime = std::min( startTime, ReadFloat( *e.mTimeAccessor, *e.mTimeData, 0, 0));
+ endTime = std::max( endTime, ReadFloat( *e.mTimeAccessor, *e.mTimeData, e.mTimeAccessor->mCount-1, 0));
+ }
+ }
+
+ std::vector<aiMatrix4x4> resultTrafos;
+ if( !entries.empty() && entries.front().mTimeAccessor->mCount > 0 )
{
- // find all the collada anim channels which refer to the current node
- std::vector<Collada::ChannelEntry> entries;
- std::string nodeName = (*nit)->mName.data;
-
- // find the collada node corresponding to the aiNode
- const Collada::Node* srcNode = FindNode( pParser.mRootNode, nodeName);
-// ai_assert( srcNode != NULL);
- if ( !srcNode)
- continue;
-
- // now check all channels if they affect the current node
- for ( std::vector<Collada::AnimationChannel>::const_iterator cit = pSrcAnim->mChannels.begin();
- cit != pSrcAnim->mChannels.end(); ++cit)
- {
- const Collada::AnimationChannel& srcChannel = *cit;
- Collada::ChannelEntry entry;
-
- // we except the animation target to be of type "nodeName/transformID.subElement". Ignore all others
- // find the slash that separates the node name - there should be only one
- std::string::size_type slashPos = srcChannel.mTarget.find( '/');
- if ( slashPos == std::string::npos)
- continue;
- if ( srcChannel.mTarget.find( '/', slashPos+1) != std::string::npos)
- continue;
- std::string targetID = srcChannel.mTarget.substr( 0, slashPos);
- if ( targetID != srcNode->mID)
- continue;
-
- // find the dot that separates the transformID - there should be only one or zero
- std::string::size_type dotPos = srcChannel.mTarget.find( '.');
- if ( dotPos != std::string::npos)
- {
- if ( srcChannel.mTarget.find( '.', dotPos+1) != std::string::npos)
- continue;
-
- entry.mTransformId = srcChannel.mTarget.substr( slashPos+1, dotPos - slashPos - 1);
-
- std::string subElement = srcChannel.mTarget.substr( dotPos+1);
- if ( subElement == "ANGLE")
- entry.mSubElement = 3; // last number in an Axis-Angle-Transform is the angle
- else if ( subElement == "X")
- entry.mSubElement = 0;
- else if ( subElement == "Y")
- entry.mSubElement = 1;
- else if ( subElement == "Z")
- entry.mSubElement = 2;
- else
- DefaultLogger::get()->warn( boost::str( boost::format( "Unknown anim subelement \"%s\". Ignoring") % subElement));
- } else
- {
- // no subelement following, transformId is remaining string
- entry.mTransformId = srcChannel.mTarget.substr( slashPos+1);
- }
-
- // determine which transform step is affected by this channel
- entry.mTransformIndex = 0xffffffff;
- for ( size_t a = 0; a < srcNode->mTransforms.size(); ++a)
- if ( srcNode->mTransforms[a].mID == entry.mTransformId)
- entry.mTransformIndex = a;
-
- if ( entry.mTransformIndex == 0xffffffff)
- continue;
-
- entry.mChannel = &(*cit);
- entries.push_back( entry);
- }
-
- // if there's no channel affecting the current node, we skip it
- if ( entries.empty())
- continue;
-
- // resolve the data pointers for all anim channels. Find the minimum time while we're at it
- float startTime = 1e20f, endTime = -1e20f;
- for ( std::vector<Collada::ChannelEntry>::iterator it = entries.begin(); it != entries.end(); ++it)
- {
- Collada::ChannelEntry& e = *it;
- e.mTimeAccessor = &pParser.ResolveLibraryReference( pParser.mAccessorLibrary, e.mChannel->mSourceTimes);
- e.mTimeData = &pParser.ResolveLibraryReference( pParser.mDataLibrary, e.mTimeAccessor->mSource);
- e.mValueAccessor = &pParser.ResolveLibraryReference( pParser.mAccessorLibrary, e.mChannel->mSourceValues);
- e.mValueData = &pParser.ResolveLibraryReference( pParser.mDataLibrary, e.mValueAccessor->mSource);
-
- // time count and value count must match
- if ( e.mTimeAccessor->mCount != e.mValueAccessor->mCount)
- throw DeadlyImportError( boost::str( boost::format( "Time count / value count mismatch in animation channel \"%s\".") % e.mChannel->mTarget));
-
- // find bounding times
- startTime = std::min( startTime, ReadFloat( *e.mTimeAccessor, *e.mTimeData, 0, 0));
- endTime = std::max( endTime, ReadFloat( *e.mTimeAccessor, *e.mTimeData, e.mTimeAccessor->mCount-1, 0));
- }
-
- // create a local transformation chain of the node's transforms
- std::vector<Collada::Transform> transforms = srcNode->mTransforms;
-
- // now for every unique point in time, find or interpolate the key values for that time
- // and apply them to the transform chain. Then the node's present transformation can be calculated.
- float time = startTime;
- std::vector<aiMatrix4x4> resultTrafos;
- while ( 1)
- {
- for ( std::vector<Collada::ChannelEntry>::iterator it = entries.begin(); it != entries.end(); ++it)
- {
- Collada::ChannelEntry& e = *it;
-
- // find the keyframe behind the current point in time
- size_t pos = 0;
- float postTime = 0.f;
- while ( 1)
- {
- if ( pos >= e.mTimeAccessor->mCount)
- break;
- postTime = ReadFloat( *e.mTimeAccessor, *e.mTimeData, pos, 0);
- if ( postTime >= time)
- break;
- ++pos;
- }
-
- pos = std::min( pos, e.mTimeAccessor->mCount-1);
-
- // read values from there
- float temp[16];
- for ( size_t c = 0; c < e.mValueAccessor->mSize; ++c)
- temp[c] = ReadFloat( *e.mValueAccessor, *e.mValueData, pos, c);
-
- // if not exactly at the key time, interpolate with previous value set
- if ( postTime > time && pos > 0)
- {
- float preTime = ReadFloat( *e.mTimeAccessor, *e.mTimeData, pos-1, 0);
- float factor = (time - postTime) / (preTime - postTime);
-
- for ( size_t c = 0; c < e.mValueAccessor->mSize; ++c)
- {
- float v = ReadFloat( *e.mValueAccessor, *e.mValueData, pos-1, c);
- temp[c] += (v - temp[c]) * factor;
- }
- }
-
- // Apply values to current transformation
- std::copy( temp, temp + e.mValueAccessor->mSize, transforms[e.mTransformIndex].f + e.mSubElement);
- }
-
- // Calculate resulting transformation
- aiMatrix4x4 mat = pParser.CalculateResultTransform( transforms);
-
- // out of lazyness: we store the time in matrix.d4
- mat.d4 = time;
- resultTrafos.push_back( mat);
-
- // find next point in time to evaluate. That's the closest frame larger than the current in any channel
- float nextTime = 1e20f;
- for ( std::vector<Collada::ChannelEntry>::iterator it = entries.begin(); it != entries.end(); ++it)
- {
- Collada::ChannelEntry& e = *it;
-
- // find the next time value larger than the current
- size_t pos = 0;
- while ( pos < e.mTimeAccessor->mCount)
- {
- float t = ReadFloat( *e.mTimeAccessor, *e.mTimeData, pos, 0);
- if ( t > time)
- {
- nextTime = std::min( nextTime, t);
- break;
- }
- ++pos;
- }
- }
-
- // no more keys on any channel after the current time -> we're done
- if ( nextTime > 1e19)
- break;
-
- // else construct next keyframe at this following time point
- time = nextTime;
- }
-
- // there should be some keyframes
- ai_assert( resultTrafos.size() > 0);
-
- // build an animation channel for the given node out of these trafo keys
- aiNodeAnim* dstAnim = new aiNodeAnim;
- dstAnim->mNodeName = nodeName;
- dstAnim->mNumPositionKeys = resultTrafos.size();
- dstAnim->mNumRotationKeys= resultTrafos.size();
- dstAnim->mNumScalingKeys = resultTrafos.size();
- dstAnim->mPositionKeys = new aiVectorKey[resultTrafos.size()];
- dstAnim->mRotationKeys = new aiQuatKey[resultTrafos.size()];
- dstAnim->mScalingKeys = new aiVectorKey[resultTrafos.size()];
-
- for ( size_t a = 0; a < resultTrafos.size(); ++a)
- {
- const aiMatrix4x4& mat = resultTrafos[a];
- double time = double( mat.d4); // remember? time is stored in mat.d4
-
- dstAnim->mPositionKeys[a].mTime = time;
- dstAnim->mRotationKeys[a].mTime = time;
- dstAnim->mScalingKeys[a].mTime = time;
- mat.Decompose( dstAnim->mScalingKeys[a].mValue, dstAnim->mRotationKeys[a].mValue, dstAnim->mPositionKeys[a].mValue);
- }
-
- anims.push_back( dstAnim);
+ // create a local transformation chain of the node's transforms
+ std::vector<Collada::Transform> transforms = srcNode->mTransforms;
+
+ // now for every unique point in time, find or interpolate the key values for that time
+ // and apply them to the transform chain. Then the node's present transformation can be calculated.
+ float time = startTime;
+ while( 1)
+ {
+ for( std::vector<Collada::ChannelEntry>::iterator it = entries.begin(); it != entries.end(); ++it)
+ {
+ Collada::ChannelEntry& e = *it;
+
+ // find the keyframe behind the current point in time
+ size_t pos = 0;
+ float postTime = 0.f;
+ while( 1)
+ {
+ if( pos >= e.mTimeAccessor->mCount)
+ break;
+ postTime = ReadFloat( *e.mTimeAccessor, *e.mTimeData, pos, 0);
+ if( postTime >= time)
+ break;
+ ++pos;
+ }
+
+ pos = std::min( pos, e.mTimeAccessor->mCount-1);
+
+ // read values from there
+ float temp[16];
+ for( size_t c = 0; c < e.mValueAccessor->mSize; ++c)
+ temp[c] = ReadFloat( *e.mValueAccessor, *e.mValueData, pos, c);
+
+ // if not exactly at the key time, interpolate with previous value set
+ if( postTime > time && pos > 0)
+ {
+ float preTime = ReadFloat( *e.mTimeAccessor, *e.mTimeData, pos-1, 0);
+ float factor = (time - postTime) / (preTime - postTime);
+
+ for( size_t c = 0; c < e.mValueAccessor->mSize; ++c)
+ {
+ float v = ReadFloat( *e.mValueAccessor, *e.mValueData, pos-1, c);
+ temp[c] += (v - temp[c]) * factor;
+ }
+ }
+
+ // Apply values to current transformation
+ std::copy( temp, temp + e.mValueAccessor->mSize, transforms[e.mTransformIndex].f + e.mSubElement);
+ }
+
+ // Calculate resulting transformation
+ aiMatrix4x4 mat = pParser.CalculateResultTransform( transforms);
+
+ // out of lazyness: we store the time in matrix.d4
+ mat.d4 = time;
+ resultTrafos.push_back( mat);
+
+ // find next point in time to evaluate. That's the closest frame larger than the current in any channel
+ float nextTime = 1e20f;
+ for( std::vector<Collada::ChannelEntry>::iterator it = entries.begin(); it != entries.end(); ++it)
+ {
+ Collada::ChannelEntry& e = *it;
+
+ // find the next time value larger than the current
+ size_t pos = 0;
+ while( pos < e.mTimeAccessor->mCount)
+ {
+ float t = ReadFloat( *e.mTimeAccessor, *e.mTimeData, pos, 0);
+ if( t > time)
+ {
+ nextTime = std::min( nextTime, t);
+ break;
+ }
+ ++pos;
+ }
+ }
+
+ // no more keys on any channel after the current time -> we're done
+ if( nextTime > 1e19)
+ break;
+
+ // else construct next keyframe at this following time point
+ time = nextTime;
+ }
}
- if ( !anims.empty())
+ // there should be some keyframes, but we aren't that fixated on valid input data
+// ai_assert( resultTrafos.size() > 0);
+
+ // build an animation channel for the given node out of these trafo keys
+ if( !resultTrafos.empty() )
+ {
+ aiNodeAnim* dstAnim = new aiNodeAnim;
+ dstAnim->mNodeName = nodeName;
+ dstAnim->mNumPositionKeys = resultTrafos.size();
+ dstAnim->mNumRotationKeys= resultTrafos.size();
+ dstAnim->mNumScalingKeys = resultTrafos.size();
+ dstAnim->mPositionKeys = new aiVectorKey[resultTrafos.size()];
+ dstAnim->mRotationKeys = new aiQuatKey[resultTrafos.size()];
+ dstAnim->mScalingKeys = new aiVectorKey[resultTrafos.size()];
+
+ for( size_t a = 0; a < resultTrafos.size(); ++a)
+ {
+ aiMatrix4x4 mat = resultTrafos[a];
+ double time = double( mat.d4); // remember? time is stored in mat.d4
+ mat.d4 = 1.0f;
+
+ dstAnim->mPositionKeys[a].mTime = time;
+ dstAnim->mRotationKeys[a].mTime = time;
+ dstAnim->mScalingKeys[a].mTime = time;
+ mat.Decompose( dstAnim->mScalingKeys[a].mValue, dstAnim->mRotationKeys[a].mValue, dstAnim->mPositionKeys[a].mValue);
+ }
+
+ anims.push_back( dstAnim);
+ } else
{
- aiAnimation* anim = new aiAnimation;
- anim->mName.Set( pName);
- anim->mNumChannels = anims.size();
- anim->mChannels = new aiNodeAnim*[anims.size()];
- std::copy( anims.begin(), anims.end(), anim->mChannels);
- anim->mDuration = 0.0f;
- for ( size_t a = 0; a < anims.size(); ++a)
- {
- anim->mDuration = std::max( anim->mDuration, anims[a]->mPositionKeys[anims[a]->mNumPositionKeys-1].mTime);
- anim->mDuration = std::max( anim->mDuration, anims[a]->mRotationKeys[anims[a]->mNumRotationKeys-1].mTime);
- anim->mDuration = std::max( anim->mDuration, anims[a]->mScalingKeys[anims[a]->mNumScalingKeys-1].mTime);
- }
- anim->mTicksPerSecond = 1;
- mAnims.push_back( anim);
+ DefaultLogger::get()->warn( "Collada loader: found empty animation channel, ignored. Please check your exporter.");
}
+ }
+
+ if( !anims.empty())
+ {
+ aiAnimation* anim = new aiAnimation;
+ anim->mName.Set( pName);
+ anim->mNumChannels = anims.size();
+ anim->mChannels = new aiNodeAnim*[anims.size()];
+ std::copy( anims.begin(), anims.end(), anim->mChannels);
+ anim->mDuration = 0.0f;
+ for( size_t a = 0; a < anims.size(); ++a)
+ {
+ anim->mDuration = std::max( anim->mDuration, anims[a]->mPositionKeys[anims[a]->mNumPositionKeys-1].mTime);
+ anim->mDuration = std::max( anim->mDuration, anims[a]->mRotationKeys[anims[a]->mNumRotationKeys-1].mTime);
+ anim->mDuration = std::max( anim->mDuration, anims[a]->mScalingKeys[anims[a]->mNumScalingKeys-1].mTime);
+ }
+ anim->mTicksPerSecond = 1;
+ mAnims.push_back( anim);
+ }
}
// ------------------------------------------------------------------------------------------------
// Add a texture to a material structure
-void ColladaLoader::AddTexture ( Assimp::MaterialHelper& mat, const ColladaParser& pParser,
- const Collada::Effect& effect,
- const Collada::Sampler& sampler,
- aiTextureType type, unsigned int idx)
+void ColladaLoader::AddTexture ( aiMaterial& mat, const ColladaParser& pParser,
+ const Collada::Effect& effect,
+ const Collada::Sampler& sampler,
+ aiTextureType type, unsigned int idx)
{
- // first of all, basic file name
- const aiString name = FindFilenameForEffectTexture( pParser, effect, sampler.mName );
- mat.AddProperty( &name, _AI_MATKEY_TEXTURE_BASE, type, idx );
-
- // mapping mode
- int map = aiTextureMapMode_Clamp;
- if (sampler.mWrapU)
- map = aiTextureMapMode_Wrap;
- if (sampler.mWrapU && sampler.mMirrorU)
- map = aiTextureMapMode_Mirror;
-
- mat.AddProperty( &map, 1, _AI_MATKEY_MAPPINGMODE_U_BASE, type, idx);
-
- map = aiTextureMapMode_Clamp;
- if (sampler.mWrapV)
- map = aiTextureMapMode_Wrap;
- if (sampler.mWrapV && sampler.mMirrorV)
- map = aiTextureMapMode_Mirror;
-
- mat.AddProperty( &map, 1, _AI_MATKEY_MAPPINGMODE_V_BASE, type, idx);
-
- // UV transformation
- mat.AddProperty(&sampler.mTransform, 1,
- _AI_MATKEY_UVTRANSFORM_BASE, type, idx);
-
- // Blend mode
- mat.AddProperty((int*)&sampler.mOp , 1,
- _AI_MATKEY_TEXBLEND_BASE, type, idx);
-
- // Blend factor
- mat.AddProperty((float*)&sampler.mWeighting , 1,
- _AI_MATKEY_TEXBLEND_BASE, type, idx);
-
- // UV source index ... if we didn't resolve the mapping it is actually just
- // a guess but it works in most cases. We search for the frst occurence of a
- // number in the channel name. We assume it is the zero-based index into the
- // UV channel array of all corresponding meshes. It could also be one-based
- // for some exporters, but we won't care of it unless someone complains about.
- if (sampler.mUVId != 0xffffffff)
- map = sampler.mUVId;
- else {
- map = -1;
- for (std::string::const_iterator it = sampler.mUVChannel.begin();it != sampler.mUVChannel.end(); ++it){
- if (IsNumeric(*it)) {
- map = strtol10(&(*it));
- break;
- }
- }
- if (-1 == map) {
- DefaultLogger::get()->warn("Collada: unable to determine UV channel for texture");
- map = 0;
- }
- }
- mat.AddProperty(&map,1,_AI_MATKEY_UVWSRC_BASE,type,idx);
+ // first of all, basic file name
+ const aiString name = FindFilenameForEffectTexture( pParser, effect, sampler.mName );
+ mat.AddProperty( &name, _AI_MATKEY_TEXTURE_BASE, type, idx );
+
+ // mapping mode
+ int map = aiTextureMapMode_Clamp;
+ if (sampler.mWrapU)
+ map = aiTextureMapMode_Wrap;
+ if (sampler.mWrapU && sampler.mMirrorU)
+ map = aiTextureMapMode_Mirror;
+
+ mat.AddProperty( &map, 1, _AI_MATKEY_MAPPINGMODE_U_BASE, type, idx);
+
+ map = aiTextureMapMode_Clamp;
+ if (sampler.mWrapV)
+ map = aiTextureMapMode_Wrap;
+ if (sampler.mWrapV && sampler.mMirrorV)
+ map = aiTextureMapMode_Mirror;
+
+ mat.AddProperty( &map, 1, _AI_MATKEY_MAPPINGMODE_V_BASE, type, idx);
+
+ // UV transformation
+ mat.AddProperty(&sampler.mTransform, 1,
+ _AI_MATKEY_UVTRANSFORM_BASE, type, idx);
+
+ // Blend mode
+ mat.AddProperty((int*)&sampler.mOp , 1,
+ _AI_MATKEY_TEXBLEND_BASE, type, idx);
+
+ // Blend factor
+ mat.AddProperty((float*)&sampler.mWeighting , 1,
+ _AI_MATKEY_TEXBLEND_BASE, type, idx);
+
+ // UV source index ... if we didn't resolve the mapping, it is actually just
+ // a guess but it works in most cases. We search for the frst occurence of a
+ // number in the channel name. We assume it is the zero-based index into the
+ // UV channel array of all corresponding meshes. It could also be one-based
+ // for some exporters, but we won't care of it unless someone complains about.
+ if (sampler.mUVId != UINT_MAX)
+ map = sampler.mUVId;
+ else {
+ map = -1;
+ for (std::string::const_iterator it = sampler.mUVChannel.begin();it != sampler.mUVChannel.end(); ++it){
+ if (IsNumeric(*it)) {
+ map = strtoul10(&(*it));
+ break;
+ }
+ }
+ if (-1 == map) {
+ DefaultLogger::get()->warn("Collada: unable to determine UV channel for texture");
+ map = 0;
+ }
+ }
+ mat.AddProperty(&map,1,_AI_MATKEY_UVWSRC_BASE,type,idx);
}
// ------------------------------------------------------------------------------------------------
// Fills materials from the collada material definitions
-void ColladaLoader::FillMaterials( const ColladaParser& pParser, aiScene*)
+void ColladaLoader::FillMaterials( const ColladaParser& pParser, aiScene* /*pScene*/)
{
- for (std::vector<std::pair<Collada::Effect*, aiMaterial*> >::iterator it = newMats.begin(),
- end = newMats.end(); it != end; ++it)
- {
- MaterialHelper& mat = (MaterialHelper&)*it->second;
- Collada::Effect& effect = *it->first;
-
- // resolve shading mode
- int shadeMode;
- if (effect.mFaceted) /* fixme */
- shadeMode = aiShadingMode_Flat;
- else {
- switch( effect.mShadeType)
- {
- case Collada::Shade_Constant:
- shadeMode = aiShadingMode_NoShading;
- break;
- case Collada::Shade_Lambert:
- shadeMode = aiShadingMode_Gouraud;
- break;
- case Collada::Shade_Blinn:
- shadeMode = aiShadingMode_Blinn;
- break;
- case Collada::Shade_Phong:
- shadeMode = aiShadingMode_Phong;
- break;
-
- default:
- DefaultLogger::get()->warn("Collada: Unrecognized shading mode, using gouraud shading");
- shadeMode = aiShadingMode_Gouraud;
- break;
- }
- }
- mat.AddProperty<int>( &shadeMode, 1, AI_MATKEY_SHADING_MODEL);
-
- // double-sided?
- shadeMode = effect.mDoubleSided;
- mat.AddProperty<int>( &shadeMode, 1, AI_MATKEY_TWOSIDED);
-
- // wireframe?
- shadeMode = effect.mWireframe;
- mat.AddProperty<int>( &shadeMode, 1, AI_MATKEY_ENABLE_WIREFRAME);
-
- // add material colors
- mat.AddProperty( &effect.mAmbient, 1,AI_MATKEY_COLOR_AMBIENT);
- mat.AddProperty( &effect.mDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
- mat.AddProperty( &effect.mSpecular, 1,AI_MATKEY_COLOR_SPECULAR);
- mat.AddProperty( &effect.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE);
- mat.AddProperty( &effect.mTransparent, 1, AI_MATKEY_COLOR_TRANSPARENT);
- mat.AddProperty( &effect.mReflective, 1, AI_MATKEY_COLOR_REFLECTIVE);
-
- // scalar properties
- mat.AddProperty( &effect.mShininess, 1, AI_MATKEY_SHININESS);
- mat.AddProperty( &effect.mReflectivity, 1, AI_MATKEY_REFLECTIVITY);
- mat.AddProperty( &effect.mRefractIndex, 1, AI_MATKEY_REFRACTI);
-
- // transparency, a very hard one. seemingly not all files are following the
- // specification here .. but we can trick.
- if (effect.mTransparency > 0.f && effect.mTransparency < 1.f) {
- effect.mTransparency = 1.f- effect.mTransparency;
- mat.AddProperty( &effect.mTransparency, 1, AI_MATKEY_OPACITY );
- mat.AddProperty( &effect.mTransparent, 1, AI_MATKEY_COLOR_TRANSPARENT );
- }
-
- // add textures, if given
- if ( !effect.mTexAmbient.mName.empty())
- /* It is merely a lightmap */
- AddTexture( mat, pParser, effect, effect.mTexAmbient, aiTextureType_LIGHTMAP);
-
- if ( !effect.mTexEmissive.mName.empty())
- AddTexture( mat, pParser, effect, effect.mTexEmissive, aiTextureType_EMISSIVE);
-
- if ( !effect.mTexSpecular.mName.empty())
- AddTexture( mat, pParser, effect, effect.mTexSpecular, aiTextureType_SPECULAR);
-
- if ( !effect.mTexDiffuse.mName.empty())
- AddTexture( mat, pParser, effect, effect.mTexDiffuse, aiTextureType_DIFFUSE);
-
- if ( !effect.mTexBump.mName.empty())
- AddTexture( mat, pParser, effect, effect.mTexBump, aiTextureType_HEIGHT);
-
- if ( !effect.mTexTransparent.mName.empty())
- AddTexture( mat, pParser, effect, effect.mTexTransparent, aiTextureType_OPACITY);
-
- if ( !effect.mTexReflective.mName.empty())
- AddTexture( mat, pParser, effect, effect.mTexReflective, aiTextureType_REFLECTION);
- }
+ for (std::vector<std::pair<Collada::Effect*, aiMaterial*> >::iterator it = newMats.begin(),
+ end = newMats.end(); it != end; ++it)
+ {
+ aiMaterial& mat = (aiMaterial&)*it->second;
+ Collada::Effect& effect = *it->first;
+
+ // resolve shading mode
+ int shadeMode;
+ if (effect.mFaceted) /* fixme */
+ shadeMode = aiShadingMode_Flat;
+ else {
+ switch( effect.mShadeType)
+ {
+ case Collada::Shade_Constant:
+ shadeMode = aiShadingMode_NoShading;
+ break;
+ case Collada::Shade_Lambert:
+ shadeMode = aiShadingMode_Gouraud;
+ break;
+ case Collada::Shade_Blinn:
+ shadeMode = aiShadingMode_Blinn;
+ break;
+ case Collada::Shade_Phong:
+ shadeMode = aiShadingMode_Phong;
+ break;
+
+ default:
+ DefaultLogger::get()->warn("Collada: Unrecognized shading mode, using gouraud shading");
+ shadeMode = aiShadingMode_Gouraud;
+ break;
+ }
+ }
+ mat.AddProperty<int>( &shadeMode, 1, AI_MATKEY_SHADING_MODEL);
+
+ // double-sided?
+ shadeMode = effect.mDoubleSided;
+ mat.AddProperty<int>( &shadeMode, 1, AI_MATKEY_TWOSIDED);
+
+ // wireframe?
+ shadeMode = effect.mWireframe;
+ mat.AddProperty<int>( &shadeMode, 1, AI_MATKEY_ENABLE_WIREFRAME);
+
+ // add material colors
+ mat.AddProperty( &effect.mAmbient, 1,AI_MATKEY_COLOR_AMBIENT);
+ mat.AddProperty( &effect.mDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
+ mat.AddProperty( &effect.mSpecular, 1,AI_MATKEY_COLOR_SPECULAR);
+ mat.AddProperty( &effect.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE);
+ mat.AddProperty( &effect.mTransparent, 1, AI_MATKEY_COLOR_TRANSPARENT);
+ mat.AddProperty( &effect.mReflective, 1, AI_MATKEY_COLOR_REFLECTIVE);
+
+ // scalar properties
+ mat.AddProperty( &effect.mShininess, 1, AI_MATKEY_SHININESS);
+ mat.AddProperty( &effect.mReflectivity, 1, AI_MATKEY_REFLECTIVITY);
+ mat.AddProperty( &effect.mRefractIndex, 1, AI_MATKEY_REFRACTI);
+
+ // transparency, a very hard one. seemingly not all files are following the
+ // specification here .. but we can trick.
+ if (effect.mTransparency >= 0.f && effect.mTransparency < 1.f) {
+ effect.mTransparency = 1.f- effect.mTransparency;
+ mat.AddProperty( &effect.mTransparency, 1, AI_MATKEY_OPACITY );
+ mat.AddProperty( &effect.mTransparent, 1, AI_MATKEY_COLOR_TRANSPARENT );
+ }
+
+ // add textures, if given
+ if( !effect.mTexAmbient.mName.empty())
+ /* It is merely a lightmap */
+ AddTexture( mat, pParser, effect, effect.mTexAmbient, aiTextureType_LIGHTMAP);
+
+ if( !effect.mTexEmissive.mName.empty())
+ AddTexture( mat, pParser, effect, effect.mTexEmissive, aiTextureType_EMISSIVE);
+
+ if( !effect.mTexSpecular.mName.empty())
+ AddTexture( mat, pParser, effect, effect.mTexSpecular, aiTextureType_SPECULAR);
+
+ if( !effect.mTexDiffuse.mName.empty())
+ AddTexture( mat, pParser, effect, effect.mTexDiffuse, aiTextureType_DIFFUSE);
+
+ if( !effect.mTexBump.mName.empty())
+ AddTexture( mat, pParser, effect, effect.mTexBump, aiTextureType_NORMALS);
+
+ if( !effect.mTexTransparent.mName.empty())
+ AddTexture( mat, pParser, effect, effect.mTexTransparent, aiTextureType_OPACITY);
+
+ if( !effect.mTexReflective.mName.empty())
+ AddTexture( mat, pParser, effect, effect.mTexReflective, aiTextureType_REFLECTION);
+ }
}
// ------------------------------------------------------------------------------------------------
// Constructs materials from the collada material definitions
-void ColladaLoader::BuildMaterials( const ColladaParser& pParser, aiScene*)
+void ColladaLoader::BuildMaterials( ColladaParser& pParser, aiScene* /*pScene*/)
{
- newMats.reserve(pParser.mMaterialLibrary.size());
-
- for ( ColladaParser::MaterialLibrary::const_iterator matIt = pParser.mMaterialLibrary.begin(); matIt != pParser.mMaterialLibrary.end(); ++matIt)
- {
- const Collada::Material& material = matIt->second;
- // a material is only a reference to an effect
- ColladaParser::EffectLibrary::const_iterator effIt = pParser.mEffectLibrary.find( material.mEffect);
- if ( effIt == pParser.mEffectLibrary.end())
- continue;
- const Collada::Effect& effect = effIt->second;
-
- // create material
- Assimp::MaterialHelper* mat = new Assimp::MaterialHelper;
- aiString name( matIt->first);
- mat->AddProperty(&name,AI_MATKEY_NAME);
-
- // MEGA SUPER MONSTER HACK by Alex ... It's all my fault, yes.
- // We store the reference to the effect in the material and
- // return ... we'll add the actual material properties later
- // after we processed all meshes. During mesh processing,
- // we evaluate vertex input mappings. Afterwards we should be
- // able to correctly setup source UV channels for textures.
-
- // ... moved to ColladaLoader::FillMaterials()
- // *duck*
-
- // store the material
- mMaterialIndexByName[matIt->first] = newMats.size();
- newMats.push_back( std::pair<Collada::Effect*, aiMaterial*>(const_cast<Collada::Effect*>(&effect),mat) );
- }
- // ScenePreprocessor generates a default material automatically if none is there.
- // All further code here in this loader works well without a valid material so
- // we can safely let it to ScenePreprocessor.
+ newMats.reserve(pParser.mMaterialLibrary.size());
+
+ for( ColladaParser::MaterialLibrary::const_iterator matIt = pParser.mMaterialLibrary.begin(); matIt != pParser.mMaterialLibrary.end(); ++matIt)
+ {
+ const Collada::Material& material = matIt->second;
+ // a material is only a reference to an effect
+ ColladaParser::EffectLibrary::iterator effIt = pParser.mEffectLibrary.find( material.mEffect);
+ if( effIt == pParser.mEffectLibrary.end())
+ continue;
+ Collada::Effect& effect = effIt->second;
+
+ // create material
+ aiMaterial* mat = new aiMaterial;
+ aiString name( matIt->first);
+ mat->AddProperty(&name,AI_MATKEY_NAME);
+
+ // store the material
+ mMaterialIndexByName[matIt->first] = newMats.size();
+ newMats.push_back( std::pair<Collada::Effect*, aiMaterial*>( &effect,mat) );
+ }
+ // ScenePreprocessor generates a default material automatically if none is there.
+ // All further code here in this loader works well without a valid material so
+ // we can safely let it to ScenePreprocessor.
#if 0
- if ( newMats.size() == 0)
- {
- Assimp::MaterialHelper* mat = new Assimp::MaterialHelper;
- aiString name( AI_DEFAULT_MATERIAL_NAME );
- mat->AddProperty( &name, AI_MATKEY_NAME);
-
- const int shadeMode = aiShadingMode_Phong;
- mat->AddProperty<int>( &shadeMode, 1, AI_MATKEY_SHADING_MODEL);
- aiColor4D colAmbient( 0.2f, 0.2f, 0.2f, 1.0f), colDiffuse( 0.8f, 0.8f, 0.8f, 1.0f), colSpecular( 0.5f, 0.5f, 0.5f, 0.5f);
- mat->AddProperty( &colAmbient, 1, AI_MATKEY_COLOR_AMBIENT);
- mat->AddProperty( &colDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
- mat->AddProperty( &colSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
- const float specExp = 5.0f;
- mat->AddProperty( &specExp, 1, AI_MATKEY_SHININESS);
- }
+ if( newMats.size() == 0)
+ {
+ aiMaterial* mat = new aiMaterial;
+ aiString name( AI_DEFAULT_MATERIAL_NAME );
+ mat->AddProperty( &name, AI_MATKEY_NAME);
+
+ const int shadeMode = aiShadingMode_Phong;
+ mat->AddProperty<int>( &shadeMode, 1, AI_MATKEY_SHADING_MODEL);
+ aiColor4D colAmbient( 0.2f, 0.2f, 0.2f, 1.0f), colDiffuse( 0.8f, 0.8f, 0.8f, 1.0f), colSpecular( 0.5f, 0.5f, 0.5f, 0.5f);
+ mat->AddProperty( &colAmbient, 1, AI_MATKEY_COLOR_AMBIENT);
+ mat->AddProperty( &colDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
+ mat->AddProperty( &colSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
+ const float specExp = 5.0f;
+ mat->AddProperty( &specExp, 1, AI_MATKEY_SHININESS);
+ }
#endif
}
// ------------------------------------------------------------------------------------------------
// Resolves the texture name for the given effect texture entry
aiString ColladaLoader::FindFilenameForEffectTexture( const ColladaParser& pParser,
- const Collada::Effect& pEffect, const std::string& pName)
+ const Collada::Effect& pEffect, const std::string& pName)
{
- // recurse through the param references until we end up at an image
- std::string name = pName;
- while ( 1)
- {
- // the given string is a param entry. Find it
- Collada::Effect::ParamLibrary::const_iterator it = pEffect.mParams.find( name);
- // if not found, we're at the end of the recursion. The resulting string should be the image ID
- if ( it == pEffect.mParams.end())
- break;
-
- // else recurse on
- name = it->second.mReference;
- }
-
- // find the image referred by this name in the image library of the scene
- ColladaParser::ImageLibrary::const_iterator imIt = pParser.mImageLibrary.find( name);
- if ( imIt == pParser.mImageLibrary.end())
- {
- throw DeadlyImportError( boost::str( boost::format(
- "Collada: Unable to resolve effect texture entry \"%s\", ended up at ID \"%s\".") % pName % name));
- }
-
- aiString result;
-
- // if this is an embedded texture image setup an aiTexture for it
- if (imIt->second.mFileName.empty())
- {
- if (imIt->second.mImageData.empty()) {
- throw DeadlyImportError("Collada: Invalid texture, no data or file reference given");
- }
-
- aiTexture* tex = new aiTexture();
-
- // setup format hint
- if (imIt->second.mEmbeddedFormat.length() > 3) {
- DefaultLogger::get()->warn("Collada: texture format hint is too long, truncating to 3 characters");
- }
- strncpy(tex->achFormatHint,imIt->second.mEmbeddedFormat.c_str(),3);
-
- // and copy texture data
- tex->mHeight = 0;
- tex->mWidth = imIt->second.mImageData.size();
- tex->pcData = (aiTexel*)new char[tex->mWidth];
- memcpy(tex->pcData,&imIt->second.mImageData[0],tex->mWidth);
-
- // setup texture reference string
- result.data[0] = '*';
- result.length = 1 + ASSIMP_itoa10(result.data+1,MAXLEN-1,mTextures.size());
-
- // and add this texture to the list
- mTextures.push_back(tex);
- }
- else
- {
- result.Set( imIt->second.mFileName );
- ConvertPath(result);
- }
- return result;
+ // recurse through the param references until we end up at an image
+ std::string name = pName;
+ while( 1)
+ {
+ // the given string is a param entry. Find it
+ Collada::Effect::ParamLibrary::const_iterator it = pEffect.mParams.find( name);
+ // if not found, we're at the end of the recursion. The resulting string should be the image ID
+ if( it == pEffect.mParams.end())
+ break;
+
+ // else recurse on
+ name = it->second.mReference;
+ }
+
+ // find the image referred by this name in the image library of the scene
+ ColladaParser::ImageLibrary::const_iterator imIt = pParser.mImageLibrary.find( name);
+ if( imIt == pParser.mImageLibrary.end())
+ {
+ throw DeadlyImportError( boost::str( boost::format(
+ "Collada: Unable to resolve effect texture entry \"%s\", ended up at ID \"%s\".") % pName % name));
+ }
+
+ aiString result;
+
+ // if this is an embedded texture image setup an aiTexture for it
+ if (imIt->second.mFileName.empty())
+ {
+ if (imIt->second.mImageData.empty()) {
+ throw DeadlyImportError("Collada: Invalid texture, no data or file reference given");
+ }
+
+ aiTexture* tex = new aiTexture();
+
+ // setup format hint
+ if (imIt->second.mEmbeddedFormat.length() > 3) {
+ DefaultLogger::get()->warn("Collada: texture format hint is too long, truncating to 3 characters");
+ }
+ strncpy(tex->achFormatHint,imIt->second.mEmbeddedFormat.c_str(),3);
+
+ // and copy texture data
+ tex->mHeight = 0;
+ tex->mWidth = imIt->second.mImageData.size();
+ tex->pcData = (aiTexel*)new char[tex->mWidth];
+ memcpy(tex->pcData,&imIt->second.mImageData[0],tex->mWidth);
+
+ // setup texture reference string
+ result.data[0] = '*';
+ result.length = 1 + ASSIMP_itoa10(result.data+1,MAXLEN-1,mTextures.size());
+
+ // and add this texture to the list
+ mTextures.push_back(tex);
+ }
+ else
+ {
+ result.Set( imIt->second.mFileName );
+ ConvertPath(result);
+ }
+ return result;
}
// ------------------------------------------------------------------------------------------------
// Convert a path read from a collada file to the usual representation
void ColladaLoader::ConvertPath (aiString& ss)
{
- // TODO: collada spec, p 22. Handle URI correctly.
- // For the moment we're just stripping the file:// away to make it work.
- // Windoes doesn't seem to be able to find stuff like
- // 'file://..\LWO\LWO2\MappingModes\earthSpherical.jpg'
- if (0 == strncmp(ss.data,"file://",7))
+ // TODO: collada spec, p 22. Handle URI correctly.
+ // For the moment we're just stripping the file:// away to make it work.
+ // Windoes doesn't seem to be able to find stuff like
+ // 'file://..\LWO\LWO2\MappingModes\earthSpherical.jpg'
+ if (0 == strncmp(ss.data,"file://",7))
+ {
+ ss.length -= 7;
+ memmove(ss.data,ss.data+7,ss.length);
+ ss.data[ss.length] = '\0';
+ }
+
+ // Maxon Cinema Collada Export writes "file:///C:\andsoon" with three slashes...
+ // I need to filter it without destroying linux paths starting with "/somewhere"
+ if( ss.data[0] == '/' && isalpha( ss.data[1]) && ss.data[2] == ':' )
+ {
+ ss.length--;
+ memmove( ss.data, ss.data+1, ss.length);
+ ss.data[ss.length] = 0;
+ }
+
+ // find and convert all %xyz special chars
+ char* out = ss.data;
+ for( const char* it = ss.data; it != ss.data + ss.length; /**/ )
+ {
+ if( *it == '%' )
+ {
+ size_t nbr = strtoul16( ++it, &it);
+ *out++ = (char)(nbr & 0xFF);
+ } else
{
- ss.length -= 7;
- memmove(ss.data,ss.data+7,ss.length);
- ss.data[ss.length] = '\0';
+ *out++ = *it++;
}
+ }
+
+ // adjust length and terminator of the shortened string
+ *out = 0;
+ ss.length = (ptrdiff_t) (out - ss.data);
}
// ------------------------------------------------------------------------------------------------
// Reads a float value from an accessor and its data array.
float ColladaLoader::ReadFloat( const Collada::Accessor& pAccessor, const Collada::Data& pData, size_t pIndex, size_t pOffset) const
{
- // FIXME: (thom) Test for data type here in every access? For the moment, I leave this to the caller
- size_t pos = pAccessor.mStride * pIndex + pAccessor.mOffset + pOffset;
- ai_assert( pos < pData.mValues.size());
- return pData.mValues[pos];
+ // FIXME: (thom) Test for data type here in every access? For the moment, I leave this to the caller
+ size_t pos = pAccessor.mStride * pIndex + pAccessor.mOffset + pOffset;
+ ai_assert( pos < pData.mValues.size());
+ return pData.mValues[pos];
}
// ------------------------------------------------------------------------------------------------
// Reads a string value from an accessor and its data array.
const std::string& ColladaLoader::ReadString( const Collada::Accessor& pAccessor, const Collada::Data& pData, size_t pIndex) const
{
- size_t pos = pAccessor.mStride * pIndex + pAccessor.mOffset;
- ai_assert( pos < pData.mStrings.size());
- return pData.mStrings[pos];
+ size_t pos = pAccessor.mStride * pIndex + pAccessor.mOffset;
+ ai_assert( pos < pData.mStrings.size());
+ return pData.mStrings[pos];
}
// ------------------------------------------------------------------------------------------------
// Collects all nodes into the given array
void ColladaLoader::CollectNodes( const aiNode* pNode, std::vector<const aiNode*>& poNodes) const
{
- poNodes.push_back( pNode);
+ poNodes.push_back( pNode);
- for ( size_t a = 0; a < pNode->mNumChildren; ++a)
- CollectNodes( pNode->mChildren[a], poNodes);
+ for( size_t a = 0; a < pNode->mNumChildren; ++a)
+ CollectNodes( pNode->mChildren[a], poNodes);
}
// ------------------------------------------------------------------------------------------------
// Finds a node in the collada scene by the given name
const Collada::Node* ColladaLoader::FindNode( const Collada::Node* pNode, const std::string& pName) const
{
- if ( pNode->mName == pName || pNode->mID == pName)
- return pNode;
+ if( pNode->mName == pName || pNode->mID == pName)
+ return pNode;
- for ( size_t a = 0; a < pNode->mChildren.size(); ++a)
- {
- const Collada::Node* node = FindNode( pNode->mChildren[a], pName);
- if ( node)
- return node;
- }
+ for( size_t a = 0; a < pNode->mChildren.size(); ++a)
+ {
+ const Collada::Node* node = FindNode( pNode->mChildren[a], pName);
+ if( node)
+ return node;
+ }
- return NULL;
+ return NULL;
}
// ------------------------------------------------------------------------------------------------
// Finds a node in the collada scene by the given SID
const Collada::Node* ColladaLoader::FindNodeBySID( const Collada::Node* pNode, const std::string& pSID) const
{
- if ( pNode->mSID == pSID)
+ if( pNode->mSID == pSID)
return pNode;
- for ( size_t a = 0; a < pNode->mChildren.size(); ++a)
+ for( size_t a = 0; a < pNode->mChildren.size(); ++a)
{
const Collada::Node* node = FindNodeBySID( pNode->mChildren[a], pSID);
- if ( node)
+ if( node)
return node;
}
@@ -1473,20 +1520,20 @@ const Collada::Node* ColladaLoader::FindNodeBySID( const Collada::Node* pNode, c
// Finds a proper name for a node derived from the collada-node's properties
std::string ColladaLoader::FindNameForNode( const Collada::Node* pNode) const
{
- // now setup the name of the node. We take the name if not empty, otherwise the collada ID
- // FIX: Workaround for XSI calling the instanced visual scene 'untitled' by default.
- if (!pNode->mName.empty() && pNode->mName != "untitled")
- return pNode->mName;
- else if (!pNode->mID.empty())
- return pNode->mID;
- else if (!pNode->mSID.empty())
+ // now setup the name of the node. We take the name if not empty, otherwise the collada ID
+ // FIX: Workaround for XSI calling the instanced visual scene 'untitled' by default.
+ if (!pNode->mName.empty() && pNode->mName != "untitled")
+ return pNode->mName;
+ else if (!pNode->mID.empty())
+ return pNode->mID;
+ else if (!pNode->mSID.empty())
return pNode->mSID;
else
- {
- // No need to worry. Unnamed nodes are no problem at all, except
- // if cameras or lights need to be assigned to them.
+ {
+ // No need to worry. Unnamed nodes are no problem at all, except
+ // if cameras or lights need to be assigned to them.
return boost::str( boost::format( "$ColladaAutoName$_%d") % clock());
- }
+ }
}
#endif // !! ASSIMP_BUILD_NO_DAE_IMPORTER
diff --git a/src/3rdparty/assimp/code/ColladaLoader.h b/src/3rdparty/assimp/code/ColladaLoader.h
index 72439eb90..c52774114 100644
--- a/src/3rdparty/assimp/code/ColladaLoader.h
+++ b/src/3rdparty/assimp/code/ColladaLoader.h
@@ -1,14 +1,14 @@
/** Defines the collada loader class */
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
-written permission of the ASSIMP Development Team.
+written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -51,189 +51,185 @@ namespace Assimp
struct ColladaMeshIndex
{
- std::string mMeshID;
- size_t mSubMesh;
- std::string mMaterial;
- ColladaMeshIndex( const std::string& pMeshID, size_t pSubMesh, const std::string& pMaterial)
- : mMeshID( pMeshID), mSubMesh( pSubMesh), mMaterial( pMaterial)
- { }
-
- bool operator < (const ColladaMeshIndex& p) const
- {
- if ( mMeshID == p.mMeshID)
- {
- if ( mSubMesh == p.mSubMesh)
- return mMaterial < p.mMaterial;
- else
- return mSubMesh < p.mSubMesh;
- } else
- {
- return mMeshID < p.mMeshID;
- }
- }
+ std::string mMeshID;
+ size_t mSubMesh;
+ std::string mMaterial;
+ ColladaMeshIndex( const std::string& pMeshID, size_t pSubMesh, const std::string& pMaterial)
+ : mMeshID( pMeshID), mSubMesh( pSubMesh), mMaterial( pMaterial)
+ { }
+
+ bool operator < (const ColladaMeshIndex& p) const
+ {
+ if( mMeshID == p.mMeshID)
+ {
+ if( mSubMesh == p.mSubMesh)
+ return mMaterial < p.mMaterial;
+ else
+ return mSubMesh < p.mSubMesh;
+ } else
+ {
+ return mMeshID < p.mMeshID;
+ }
+ }
};
/** Loader class to read Collada scenes. Collada is over-engineered to death, with every new iteration bringing
- * more useless stuff, so I limited the data to what I think is useful for games.
+ * more useless stuff, so I limited the data to what I think is useful for games.
*/
class ColladaLoader : public BaseImporter
{
- friend class Importer;
-
-protected:
- /** Constructor to be privately used by Importer */
- ColladaLoader();
+public:
+ ColladaLoader();
+ ~ColladaLoader();
- /** Destructor, private as well */
- ~ColladaLoader();
public:
- /** Returns whether the class can handle the format of the given file.
- * See BaseImporter::CanRead() for details. */
- bool CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const;
+ /** Returns whether the class can handle the format of the given file.
+ * See BaseImporter::CanRead() for details. */
+ bool CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const;
protected:
- /** Called by Importer::GetExtensionList() for each loaded importer.
- * See BaseImporter::GetExtensionList() for details
- */
- void GetExtensionList( std::set<std::string>& extensions);
-
- /** Imports the given file into the given scene structure.
- * See BaseImporter::InternReadFile() for details
- */
- void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler);
-
- /** Recursively constructs a scene node for the given parser node and returns it. */
- aiNode* BuildHierarchy( const ColladaParser& pParser, const Collada::Node* pNode);
-
- /** Resolve node instances */
- void ResolveNodeInstances( const ColladaParser& pParser, const Collada::Node* pNode,
- std::vector<const Collada::Node*>& resolved);
-
- /** Builds meshes for the given node and references them */
- void BuildMeshesForNode( const ColladaParser& pParser, const Collada::Node* pNode,
- aiNode* pTarget);
-
- /** Creates a mesh for the given ColladaMesh face subset and returns the newly created mesh */
- aiMesh* CreateMesh( const ColladaParser& pParser, const Collada::Mesh* pSrcMesh, const Collada::SubMesh& pSubMesh,
- const Collada::Controller* pSrcController, size_t pStartVertex, size_t pStartFace);
-
- /** Builds cameras for the given node and references them */
- void BuildCamerasForNode( const ColladaParser& pParser, const Collada::Node* pNode,
- aiNode* pTarget);
-
- /** Builds lights for the given node and references them */
- void BuildLightsForNode( const ColladaParser& pParser, const Collada::Node* pNode,
- aiNode* pTarget);
-
- /** Stores all meshes in the given scene */
- void StoreSceneMeshes( aiScene* pScene);
-
- /** Stores all materials in the given scene */
- void StoreSceneMaterials( aiScene* pScene);
-
- /** Stores all lights in the given scene */
- void StoreSceneLights( aiScene* pScene);
-
- /** Stores all cameras in the given scene */
- void StoreSceneCameras( aiScene* pScene);
-
- /** Stores all textures in the given scene */
- void StoreSceneTextures( aiScene* pScene);
-
- /** Stores all animations
- * @param pScene target scene to store the anims
- */
- void StoreAnimations( aiScene* pScene, const ColladaParser& pParser);
-
- /** Stores all animations for the given source anim and its nested child animations
- * @param pScene target scene to store the anims
- * @param pSrcAnim the source animation to process
- * @param pPrefix Prefix to the name in case of nested animations
- */
- void StoreAnimations( aiScene* pScene, const ColladaParser& pParser, const Collada::Animation* pSrcAnim, const std::string pPrefix);
-
- /** Constructs the animation for the given source anim */
- void CreateAnimation( aiScene* pScene, const ColladaParser& pParser, const Collada::Animation* pSrcAnim, const std::string& pName);
-
- /** Constructs materials from the collada material definitions */
- void BuildMaterials( const ColladaParser& pParser, aiScene* pScene);
-
- /** Fill materials from the collada material definitions */
- void FillMaterials( const ColladaParser& pParser, aiScene* pScene);
-
- /** Resolve UV channel mappings*/
- void ApplyVertexToEffectSemanticMapping(Collada::Sampler& sampler,
- const Collada::SemanticMappingTable& table);
-
- /** Add a texture and all of its sampling properties to a material*/
- void AddTexture ( Assimp::MaterialHelper& mat, const ColladaParser& pParser,
- const Collada::Effect& effect,
- const Collada::Sampler& sampler,
- aiTextureType type, unsigned int idx = 0);
-
- /** Resolves the texture name for the given effect texture entry */
- aiString FindFilenameForEffectTexture( const ColladaParser& pParser,
- const Collada::Effect& pEffect, const std::string& pName);
-
- /** Converts a path read from a collada file to the usual representation */
- void ConvertPath( aiString& ss);
-
- /** Reads a float value from an accessor and its data array.
- * @param pAccessor The accessor to use for reading
- * @param pData The data array to read from
- * @param pIndex The index of the element to retrieve
- * @param pOffset Offset into the element, for multipart elements such as vectors or matrices
- * @return the specified value
- */
- float ReadFloat( const Collada::Accessor& pAccessor, const Collada::Data& pData, size_t pIndex, size_t pOffset) const;
-
- /** Reads a string value from an accessor and its data array.
- * @param pAccessor The accessor to use for reading
- * @param pData The data array to read from
- * @param pIndex The index of the element to retrieve
- * @return the specified value
- */
- const std::string& ReadString( const Collada::Accessor& pAccessor, const Collada::Data& pData, size_t pIndex) const;
-
- /** Recursively collects all nodes into the given array */
- void CollectNodes( const aiNode* pNode, std::vector<const aiNode*>& poNodes) const;
-
- /** Finds a node in the collada scene by the given name */
- const Collada::Node* FindNode( const Collada::Node* pNode, const std::string& pName) const;
- /** Finds a node in the collada scene by the given SID */
- const Collada::Node* FindNodeBySID( const Collada::Node* pNode, const std::string& pSID) const;
-
- /** Finds a proper name for a node derived from the collada-node's properties */
- std::string FindNameForNode( const Collada::Node* pNode) const;
+ /** Return importer meta information.
+ * See #BaseImporter::GetInfo for the details
+ */
+ const aiImporterDesc* GetInfo () const;
+
+ /** Imports the given file into the given scene structure.
+ * See BaseImporter::InternReadFile() for details
+ */
+ void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler);
+
+ /** Recursively constructs a scene node for the given parser node and returns it. */
+ aiNode* BuildHierarchy( const ColladaParser& pParser, const Collada::Node* pNode);
+
+ /** Resolve node instances */
+ void ResolveNodeInstances( const ColladaParser& pParser, const Collada::Node* pNode,
+ std::vector<const Collada::Node*>& resolved);
+
+ /** Builds meshes for the given node and references them */
+ void BuildMeshesForNode( const ColladaParser& pParser, const Collada::Node* pNode,
+ aiNode* pTarget);
+
+ /** Creates a mesh for the given ColladaMesh face subset and returns the newly created mesh */
+ aiMesh* CreateMesh( const ColladaParser& pParser, const Collada::Mesh* pSrcMesh, const Collada::SubMesh& pSubMesh,
+ const Collada::Controller* pSrcController, size_t pStartVertex, size_t pStartFace);
+
+ /** Builds cameras for the given node and references them */
+ void BuildCamerasForNode( const ColladaParser& pParser, const Collada::Node* pNode,
+ aiNode* pTarget);
+
+ /** Builds lights for the given node and references them */
+ void BuildLightsForNode( const ColladaParser& pParser, const Collada::Node* pNode,
+ aiNode* pTarget);
+
+ /** Stores all meshes in the given scene */
+ void StoreSceneMeshes( aiScene* pScene);
+
+ /** Stores all materials in the given scene */
+ void StoreSceneMaterials( aiScene* pScene);
+
+ /** Stores all lights in the given scene */
+ void StoreSceneLights( aiScene* pScene);
+
+ /** Stores all cameras in the given scene */
+ void StoreSceneCameras( aiScene* pScene);
+
+ /** Stores all textures in the given scene */
+ void StoreSceneTextures( aiScene* pScene);
+
+ /** Stores all animations
+ * @param pScene target scene to store the anims
+ */
+ void StoreAnimations( aiScene* pScene, const ColladaParser& pParser);
+
+ /** Stores all animations for the given source anim and its nested child animations
+ * @param pScene target scene to store the anims
+ * @param pSrcAnim the source animation to process
+ * @param pPrefix Prefix to the name in case of nested animations
+ */
+ void StoreAnimations( aiScene* pScene, const ColladaParser& pParser, const Collada::Animation* pSrcAnim, const std::string pPrefix);
+
+ /** Constructs the animation for the given source anim */
+ void CreateAnimation( aiScene* pScene, const ColladaParser& pParser, const Collada::Animation* pSrcAnim, const std::string& pName);
+
+ /** Constructs materials from the collada material definitions */
+ void BuildMaterials( ColladaParser& pParser, aiScene* pScene);
+
+ /** Fill materials from the collada material definitions */
+ void FillMaterials( const ColladaParser& pParser, aiScene* pScene);
+
+ /** Resolve UV channel mappings*/
+ void ApplyVertexToEffectSemanticMapping(Collada::Sampler& sampler,
+ const Collada::SemanticMappingTable& table);
+
+ /** Add a texture and all of its sampling properties to a material*/
+ void AddTexture ( aiMaterial& mat, const ColladaParser& pParser,
+ const Collada::Effect& effect,
+ const Collada::Sampler& sampler,
+ aiTextureType type, unsigned int idx = 0);
+
+ /** Resolves the texture name for the given effect texture entry */
+ aiString FindFilenameForEffectTexture( const ColladaParser& pParser,
+ const Collada::Effect& pEffect, const std::string& pName);
+
+ /** Converts a path read from a collada file to the usual representation */
+ void ConvertPath( aiString& ss);
+
+ /** Reads a float value from an accessor and its data array.
+ * @param pAccessor The accessor to use for reading
+ * @param pData The data array to read from
+ * @param pIndex The index of the element to retrieve
+ * @param pOffset Offset into the element, for multipart elements such as vectors or matrices
+ * @return the specified value
+ */
+ float ReadFloat( const Collada::Accessor& pAccessor, const Collada::Data& pData, size_t pIndex, size_t pOffset) const;
+
+ /** Reads a string value from an accessor and its data array.
+ * @param pAccessor The accessor to use for reading
+ * @param pData The data array to read from
+ * @param pIndex The index of the element to retrieve
+ * @return the specified value
+ */
+ const std::string& ReadString( const Collada::Accessor& pAccessor, const Collada::Data& pData, size_t pIndex) const;
+
+ /** Recursively collects all nodes into the given array */
+ void CollectNodes( const aiNode* pNode, std::vector<const aiNode*>& poNodes) const;
+
+ /** Finds a node in the collada scene by the given name */
+ const Collada::Node* FindNode( const Collada::Node* pNode, const std::string& pName) const;
+ /** Finds a node in the collada scene by the given SID */
+ const Collada::Node* FindNodeBySID( const Collada::Node* pNode, const std::string& pSID) const;
+
+ /** Finds a proper name for a node derived from the collada-node's properties */
+ std::string FindNameForNode( const Collada::Node* pNode) const;
protected:
- /** Filename, for a verbose error message */
- std::string mFileName;
+ /** Filename, for a verbose error message */
+ std::string mFileName;
- /** Which mesh-material compound was stored under which mesh ID */
- std::map<ColladaMeshIndex, size_t> mMeshIndexByID;
+ /** Which mesh-material compound was stored under which mesh ID */
+ std::map<ColladaMeshIndex, size_t> mMeshIndexByID;
- /** Which material was stored under which index in the scene */
- std::map<std::string, size_t> mMaterialIndexByName;
+ /** Which material was stored under which index in the scene */
+ std::map<std::string, size_t> mMaterialIndexByName;
- /** Accumulated meshes for the target scene */
- std::vector<aiMesh*> mMeshes;
+ /** Accumulated meshes for the target scene */
+ std::vector<aiMesh*> mMeshes;
- /** Temporary material list */
- std::vector<std::pair<Collada::Effect*, aiMaterial*> > newMats;
+ /** Temporary material list */
+ std::vector<std::pair<Collada::Effect*, aiMaterial*> > newMats;
- /** Temporary camera list */
- std::vector<aiCamera*> mCameras;
+ /** Temporary camera list */
+ std::vector<aiCamera*> mCameras;
- /** Temporary light list */
- std::vector<aiLight*> mLights;
+ /** Temporary light list */
+ std::vector<aiLight*> mLights;
- /** Temporary texture list */
- std::vector<aiTexture*> mTextures;
+ /** Temporary texture list */
+ std::vector<aiTexture*> mTextures;
- /** Accumulated animations for the target scene */
- std::vector<aiAnimation*> mAnims;
+ /** Accumulated animations for the target scene */
+ std::vector<aiAnimation*> mAnims;
};
} // end of namespace Assimp
diff --git a/src/3rdparty/assimp/code/ColladaParser.cpp b/src/3rdparty/assimp/code/ColladaParser.cpp
index b34c485e3..90b4824b4 100644
--- a/src/3rdparty/assimp/code/ColladaParser.cpp
+++ b/src/3rdparty/assimp/code/ColladaParser.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
-written permission of the ASSIMP Development Team.
+written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -56,1636 +56,1652 @@ using namespace Assimp::Collada;
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
ColladaParser::ColladaParser( IOSystem* pIOHandler, const std::string& pFile)
- : mFileName( pFile)
+ : mFileName( pFile)
{
- mRootNode = NULL;
- mUnitSize = 1.0f;
- mUpDirection = UP_Z;
+ mRootNode = NULL;
+ mUnitSize = 1.0f;
+ mUpDirection = UP_Z;
- // We assume the newest file format by default
- mFormat = FV_1_5_n;
+ // We assume the newest file format by default
+ mFormat = FV_1_5_n;
// open the file
boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
- if ( file.get() == NULL)
+ if( file.get() == NULL)
throw DeadlyImportError( "Failed to open file " + pFile + ".");
- // generate a XML reader for it
+ // generate a XML reader for it
boost::scoped_ptr<CIrrXML_IOStreamReader> mIOWrapper( new CIrrXML_IOStreamReader( file.get()));
- mReader = irr::io::createIrrXMLReader( mIOWrapper.get());
- if ( !mReader)
- ThrowException( "Collada: Unable to open file.");
+ mReader = irr::io::createIrrXMLReader( mIOWrapper.get());
+ if( !mReader)
+ ThrowException( "Collada: Unable to open file.");
- // start reading
- ReadContents();
+ // start reading
+ ReadContents();
}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
ColladaParser::~ColladaParser()
{
- delete mReader;
- for ( NodeLibrary::iterator it = mNodeLibrary.begin(); it != mNodeLibrary.end(); ++it)
- delete it->second;
- for ( MeshLibrary::iterator it = mMeshLibrary.begin(); it != mMeshLibrary.end(); ++it)
- delete it->second;
+ delete mReader;
+ for( NodeLibrary::iterator it = mNodeLibrary.begin(); it != mNodeLibrary.end(); ++it)
+ delete it->second;
+ for( MeshLibrary::iterator it = mMeshLibrary.begin(); it != mMeshLibrary.end(); ++it)
+ delete it->second;
}
// ------------------------------------------------------------------------------------------------
// Read bool from text contents of current element
bool ColladaParser::ReadBoolFromTextContent()
{
- const char* cur = GetTextContent();
- return (!ASSIMP_strincmp(cur,"true",4) || '0' != *cur);
+ const char* cur = GetTextContent();
+ return (!ASSIMP_strincmp(cur,"true",4) || '0' != *cur);
}
// ------------------------------------------------------------------------------------------------
// Read float from text contents of current element
float ColladaParser::ReadFloatFromTextContent()
{
- const char* cur = GetTextContent();
- return fast_atof(cur);
+ const char* cur = GetTextContent();
+ return fast_atof(cur);
}
// ------------------------------------------------------------------------------------------------
// Reads the contents of the file
void ColladaParser::ReadContents()
{
- while ( mReader->read())
- {
- // handle the root element "COLLADA"
- if ( mReader->getNodeType() == irr::io::EXN_ELEMENT)
- {
- if ( IsElement( "COLLADA"))
- {
- // check for 'version' attribute
- const int attrib = TestAttribute("version");
- if (attrib != -1) {
- const char* version = mReader->getAttributeValue(attrib);
-
- if (!::strncmp(version,"1.5",3)) {
- mFormat = FV_1_5_n;
- DefaultLogger::get()->debug("Collada schema version is 1.5.n");
- }
- else if (!::strncmp(version,"1.4",3)) {
- mFormat = FV_1_4_n;
- DefaultLogger::get()->debug("Collada schema version is 1.4.n");
- }
- else if (!::strncmp(version,"1.3",3)) {
- mFormat = FV_1_3_n;
- DefaultLogger::get()->debug("Collada schema version is 1.3.n");
- }
- }
-
- ReadStructure();
- } else
- {
- DefaultLogger::get()->debug( boost::str( boost::format( "Ignoring global element \"%s\".") % mReader->getNodeName()));
- SkipElement();
- }
- } else
- {
- // skip everything else silently
- }
- }
+ while( mReader->read())
+ {
+ // handle the root element "COLLADA"
+ if( mReader->getNodeType() == irr::io::EXN_ELEMENT)
+ {
+ if( IsElement( "COLLADA"))
+ {
+ // check for 'version' attribute
+ const int attrib = TestAttribute("version");
+ if (attrib != -1) {
+ const char* version = mReader->getAttributeValue(attrib);
+
+ if (!::strncmp(version,"1.5",3)) {
+ mFormat = FV_1_5_n;
+ DefaultLogger::get()->debug("Collada schema version is 1.5.n");
+ }
+ else if (!::strncmp(version,"1.4",3)) {
+ mFormat = FV_1_4_n;
+ DefaultLogger::get()->debug("Collada schema version is 1.4.n");
+ }
+ else if (!::strncmp(version,"1.3",3)) {
+ mFormat = FV_1_3_n;
+ DefaultLogger::get()->debug("Collada schema version is 1.3.n");
+ }
+ }
+
+ ReadStructure();
+ } else
+ {
+ DefaultLogger::get()->debug( boost::str( boost::format( "Ignoring global element \"%s\".") % mReader->getNodeName()));
+ SkipElement();
+ }
+ } else
+ {
+ // skip everything else silently
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Reads the structure of the file
void ColladaParser::ReadStructure()
{
- while ( mReader->read())
- {
- // beginning of elements
- if ( mReader->getNodeType() == irr::io::EXN_ELEMENT)
- {
- if ( IsElement( "asset"))
- ReadAssetInfo();
- else if ( IsElement( "library_animations"))
- ReadAnimationLibrary();
- else if ( IsElement( "library_controllers"))
- ReadControllerLibrary();
- else if ( IsElement( "library_images"))
- ReadImageLibrary();
- else if ( IsElement( "library_materials"))
- ReadMaterialLibrary();
- else if ( IsElement( "library_effects"))
- ReadEffectLibrary();
- else if ( IsElement( "library_geometries"))
- ReadGeometryLibrary();
- else if ( IsElement( "library_visual_scenes"))
- ReadSceneLibrary();
- else if ( IsElement( "library_lights"))
- ReadLightLibrary();
- else if ( IsElement( "library_cameras"))
- ReadCameraLibrary();
- else if ( IsElement( "library_nodes"))
- ReadSceneNode(NULL); /* some hacking to reuse this piece of code */
- else if ( IsElement( "scene"))
- ReadScene();
- else
- SkipElement();
- }
- else if ( mReader->getNodeType() == irr::io::EXN_ELEMENT_END)
- {
- break;
- }
- }
+ while( mReader->read())
+ {
+ // beginning of elements
+ if( mReader->getNodeType() == irr::io::EXN_ELEMENT)
+ {
+ if( IsElement( "asset"))
+ ReadAssetInfo();
+ else if( IsElement( "library_animations"))
+ ReadAnimationLibrary();
+ else if( IsElement( "library_controllers"))
+ ReadControllerLibrary();
+ else if( IsElement( "library_images"))
+ ReadImageLibrary();
+ else if( IsElement( "library_materials"))
+ ReadMaterialLibrary();
+ else if( IsElement( "library_effects"))
+ ReadEffectLibrary();
+ else if( IsElement( "library_geometries"))
+ ReadGeometryLibrary();
+ else if( IsElement( "library_visual_scenes"))
+ ReadSceneLibrary();
+ else if( IsElement( "library_lights"))
+ ReadLightLibrary();
+ else if( IsElement( "library_cameras"))
+ ReadCameraLibrary();
+ else if( IsElement( "library_nodes"))
+ ReadSceneNode(NULL); /* some hacking to reuse this piece of code */
+ else if( IsElement( "scene"))
+ ReadScene();
+ else
+ SkipElement();
+ }
+ else if( mReader->getNodeType() == irr::io::EXN_ELEMENT_END)
+ {
+ break;
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Reads asset informations such as coordinate system informations and legal blah
void ColladaParser::ReadAssetInfo()
{
- if ( mReader->isEmptyElement())
- return;
-
- while ( mReader->read())
- {
- if ( mReader->getNodeType() == irr::io::EXN_ELEMENT)
- {
- if ( IsElement( "unit"))
- {
- // read unit data from the element's attributes
- const int attrIndex = TestAttribute( "meter");
- if (attrIndex == -1) {
- mUnitSize = 1.f;
- }
- else {
- mUnitSize = mReader->getAttributeValueAsFloat( attrIndex);
- }
-
- // consume the trailing stuff
- if ( !mReader->isEmptyElement())
- SkipElement();
- }
- else if ( IsElement( "up_axis"))
- {
- // read content, strip whitespace, compare
- const char* content = GetTextContent();
- if ( strncmp( content, "X_UP", 4) == 0)
- mUpDirection = UP_X;
- else if ( strncmp( content, "Y_UP", 4) == 0)
- mUpDirection = UP_Y;
- else
- mUpDirection = UP_Z;
-
- // check element end
- TestClosing( "up_axis");
- } else
- {
- SkipElement();
- }
- }
- else if ( mReader->getNodeType() == irr::io::EXN_ELEMENT_END)
- {
- if ( strcmp( mReader->getNodeName(), "asset") != 0)
- ThrowException( "Expected end of \"asset\" element.");
-
- break;
- }
- }
+ if( mReader->isEmptyElement())
+ return;
+
+ while( mReader->read())
+ {
+ if( mReader->getNodeType() == irr::io::EXN_ELEMENT)
+ {
+ if( IsElement( "unit"))
+ {
+ // read unit data from the element's attributes
+ const int attrIndex = TestAttribute( "meter");
+ if (attrIndex == -1) {
+ mUnitSize = 1.f;
+ }
+ else {
+ mUnitSize = mReader->getAttributeValueAsFloat( attrIndex);
+ }
+
+ // consume the trailing stuff
+ if( !mReader->isEmptyElement())
+ SkipElement();
+ }
+ else if( IsElement( "up_axis"))
+ {
+ // read content, strip whitespace, compare
+ const char* content = GetTextContent();
+ if( strncmp( content, "X_UP", 4) == 0)
+ mUpDirection = UP_X;
+ else if( strncmp( content, "Y_UP", 4) == 0)
+ mUpDirection = UP_Y;
+ else
+ mUpDirection = UP_Z;
+
+ // check element end
+ TestClosing( "up_axis");
+ } else
+ {
+ SkipElement();
+ }
+ }
+ else if( mReader->getNodeType() == irr::io::EXN_ELEMENT_END)
+ {
+ if( strcmp( mReader->getNodeName(), "asset") != 0)
+ ThrowException( "Expected end of \"asset\" element.");
+
+ break;
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Reads the animation library
void ColladaParser::ReadAnimationLibrary()
{
- if (mReader->isEmptyElement())
- return;
-
- while ( mReader->read())
- {
- if ( mReader->getNodeType() == irr::io::EXN_ELEMENT)
- {
- if ( IsElement( "animation"))
- {
- // delegate the reading. Depending on the inner elements it will be a container or a anim channel
- ReadAnimation( &mAnims);
- } else
- {
- // ignore the rest
- SkipElement();
- }
- }
- else if ( mReader->getNodeType() == irr::io::EXN_ELEMENT_END)
- {
- if ( strcmp( mReader->getNodeName(), "library_animations") != 0)
- ThrowException( "Expected end of \"library_animations\" element.");
-
- break;
- }
- }
+ if (mReader->isEmptyElement())
+ return;
+
+ while( mReader->read())
+ {
+ if( mReader->getNodeType() == irr::io::EXN_ELEMENT)
+ {
+ if( IsElement( "animation"))
+ {
+ // delegate the reading. Depending on the inner elements it will be a container or a anim channel
+ ReadAnimation( &mAnims);
+ } else
+ {
+ // ignore the rest
+ SkipElement();
+ }
+ }
+ else if( mReader->getNodeType() == irr::io::EXN_ELEMENT_END)
+ {
+ if( strcmp( mReader->getNodeName(), "library_animations") != 0)
+ ThrowException( "Expected end of \"library_animations\" element.");
+
+ break;
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Reads an animation into the given parent structure
void ColladaParser::ReadAnimation( Collada::Animation* pParent)
{
- if ( mReader->isEmptyElement())
- return;
-
- // an <animation> element may be a container for grouping sub-elements or an animation channel
- // this is the channel collection by ID, in case it has channels
- typedef std::map<std::string, AnimationChannel> ChannelMap;
- ChannelMap channels;
- // this is the anim container in case we're a container
- Animation* anim = NULL;
-
- // optional name given as an attribute
- std::string animName;
- int indexName = TestAttribute( "name");
- int indexID = TestAttribute( "id");
- if ( indexName >= 0)
- animName = mReader->getAttributeValue( indexName);
- else if ( indexID >= 0)
- animName = mReader->getAttributeValue( indexID);
- else
- animName = "animation";
-
- while ( mReader->read())
- {
- if ( mReader->getNodeType() == irr::io::EXN_ELEMENT)
- {
- // we have subanimations
- if ( IsElement( "animation"))
- {
- // create container from our element
- if ( !anim)
- {
- anim = new Animation;
- anim->mName = animName;
- pParent->mSubAnims.push_back( anim);
- }
-
- // recurse into the subelement
- ReadAnimation( anim);
- }
- else if ( IsElement( "source"))
- {
- // possible animation data - we'll never know. Better store it
- ReadSource();
- }
- else if ( IsElement( "sampler"))
- {
- // read the ID to assign the corresponding collada channel afterwards.
- int indexID = GetAttribute( "id");
- std::string id = mReader->getAttributeValue( indexID);
- ChannelMap::iterator newChannel = channels.insert( std::make_pair( id, AnimationChannel())).first;
-
- // have it read into a channel
- ReadAnimationSampler( newChannel->second);
- }
- else if ( IsElement( "channel"))
- {
- // the binding element whose whole purpose is to provide the target to animate
- // Thanks, Collada! A directly posted information would have been too simple, I guess.
- // Better add another indirection to that! Can't have enough of those.
- int indexTarget = GetAttribute( "target");
- int indexSource = GetAttribute( "source");
- const char* sourceId = mReader->getAttributeValue( indexSource);
- if ( sourceId[0] == '#')
- sourceId++;
- ChannelMap::iterator cit = channels.find( sourceId);
- if ( cit != channels.end())
- cit->second.mTarget = mReader->getAttributeValue( indexTarget);
-
- if ( !mReader->isEmptyElement())
- SkipElement();
- }
- else
- {
- // ignore the rest
- SkipElement();
- }
- }
- else if ( mReader->getNodeType() == irr::io::EXN_ELEMENT_END)
- {
- if ( strcmp( mReader->getNodeName(), "animation") != 0)
- ThrowException( "Expected end of \"animation\" element.");
-
- break;
- }
- }
-
- // it turned out to have channels - add them
- if ( !channels.empty())
- {
- // special filtering for stupid exporters packing each channel into a separate animation
- if ( channels.size() == 1)
- {
- pParent->mChannels.push_back( channels.begin()->second);
- } else
- {
- // else create the animation, if not done yet, and store the channels
- if ( !anim)
- {
- anim = new Animation;
- anim->mName = animName;
- pParent->mSubAnims.push_back( anim);
- }
- for ( ChannelMap::const_iterator it = channels.begin(); it != channels.end(); ++it)
- anim->mChannels.push_back( it->second);
- }
- }
+ if( mReader->isEmptyElement())
+ return;
+
+ // an <animation> element may be a container for grouping sub-elements or an animation channel
+ // this is the channel collection by ID, in case it has channels
+ typedef std::map<std::string, AnimationChannel> ChannelMap;
+ ChannelMap channels;
+ // this is the anim container in case we're a container
+ Animation* anim = NULL;
+
+ // optional name given as an attribute
+ std::string animName;
+ int indexName = TestAttribute( "name");
+ int indexID = TestAttribute( "id");
+ if( indexName >= 0)
+ animName = mReader->getAttributeValue( indexName);
+ else if( indexID >= 0)
+ animName = mReader->getAttributeValue( indexID);
+ else
+ animName = "animation";
+
+ while( mReader->read())
+ {
+ if( mReader->getNodeType() == irr::io::EXN_ELEMENT)
+ {
+ // we have subanimations
+ if( IsElement( "animation"))
+ {
+ // create container from our element
+ if( !anim)
+ {
+ anim = new Animation;
+ anim->mName = animName;
+ pParent->mSubAnims.push_back( anim);
+ }
+
+ // recurse into the subelement
+ ReadAnimation( anim);
+ }
+ else if( IsElement( "source"))
+ {
+ // possible animation data - we'll never know. Better store it
+ ReadSource();
+ }
+ else if( IsElement( "sampler"))
+ {
+ // read the ID to assign the corresponding collada channel afterwards.
+ int indexID = GetAttribute( "id");
+ std::string id = mReader->getAttributeValue( indexID);
+ ChannelMap::iterator newChannel = channels.insert( std::make_pair( id, AnimationChannel())).first;
+
+ // have it read into a channel
+ ReadAnimationSampler( newChannel->second);
+ }
+ else if( IsElement( "channel"))
+ {
+ // the binding element whose whole purpose is to provide the target to animate
+ // Thanks, Collada! A directly posted information would have been too simple, I guess.
+ // Better add another indirection to that! Can't have enough of those.
+ int indexTarget = GetAttribute( "target");
+ int indexSource = GetAttribute( "source");
+ const char* sourceId = mReader->getAttributeValue( indexSource);
+ if( sourceId[0] == '#')
+ sourceId++;
+ ChannelMap::iterator cit = channels.find( sourceId);
+ if( cit != channels.end())
+ cit->second.mTarget = mReader->getAttributeValue( indexTarget);
+
+ if( !mReader->isEmptyElement())
+ SkipElement();
+ }
+ else
+ {
+ // ignore the rest
+ SkipElement();
+ }
+ }
+ else if( mReader->getNodeType() == irr::io::EXN_ELEMENT_END)
+ {
+ if( strcmp( mReader->getNodeName(), "animation") != 0)
+ ThrowException( "Expected end of \"animation\" element.");
+
+ break;
+ }
+ }
+
+ // it turned out to have channels - add them
+ if( !channels.empty())
+ {
+ // special filtering for stupid exporters packing each channel into a separate animation
+ if( channels.size() == 1)
+ {
+ pParent->mChannels.push_back( channels.begin()->second);
+ } else
+ {
+ // else create the animation, if not done yet, and store the channels
+ if( !anim)
+ {
+ anim = new Animation;
+ anim->mName = animName;
+ pParent->mSubAnims.push_back( anim);
+ }
+ for( ChannelMap::const_iterator it = channels.begin(); it != channels.end(); ++it)
+ anim->mChannels.push_back( it->second);
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Reads an animation sampler into the given anim channel
void ColladaParser::ReadAnimationSampler( Collada::AnimationChannel& pChannel)
{
- while ( mReader->read())
- {
- if ( mReader->getNodeType() == irr::io::EXN_ELEMENT)
- {
- if ( IsElement( "input"))
- {
- int indexSemantic = GetAttribute( "semantic");
- const char* semantic = mReader->getAttributeValue( indexSemantic);
- int indexSource = GetAttribute( "source");
- const char* source = mReader->getAttributeValue( indexSource);
- if ( source[0] != '#')
- ThrowException( "Unsupported URL format");
- source++;
-
- if ( strcmp( semantic, "INPUT") == 0)
- pChannel.mSourceTimes = source;
- else if ( strcmp( semantic, "OUTPUT") == 0)
- pChannel.mSourceValues = source;
-
- if ( !mReader->isEmptyElement())
- SkipElement();
- }
- else
- {
- // ignore the rest
- SkipElement();
- }
- }
- else if ( mReader->getNodeType() == irr::io::EXN_ELEMENT_END)
- {
- if ( strcmp( mReader->getNodeName(), "sampler") != 0)
- ThrowException( "Expected end of \"sampler\" element.");
-
- break;
- }
- }
+ while( mReader->read())
+ {
+ if( mReader->getNodeType() == irr::io::EXN_ELEMENT)
+ {
+ if( IsElement( "input"))
+ {
+ int indexSemantic = GetAttribute( "semantic");
+ const char* semantic = mReader->getAttributeValue( indexSemantic);
+ int indexSource = GetAttribute( "source");
+ const char* source = mReader->getAttributeValue( indexSource);
+ if( source[0] != '#')
+ ThrowException( "Unsupported URL format");
+ source++;
+
+ if( strcmp( semantic, "INPUT") == 0)
+ pChannel.mSourceTimes = source;
+ else if( strcmp( semantic, "OUTPUT") == 0)
+ pChannel.mSourceValues = source;
+
+ if( !mReader->isEmptyElement())
+ SkipElement();
+ }
+ else
+ {
+ // ignore the rest
+ SkipElement();
+ }
+ }
+ else if( mReader->getNodeType() == irr::io::EXN_ELEMENT_END)
+ {
+ if( strcmp( mReader->getNodeName(), "sampler") != 0)
+ ThrowException( "Expected end of \"sampler\" element.");
+
+ break;
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Reads the skeleton controller library
void ColladaParser::ReadControllerLibrary()
{
- if (mReader->isEmptyElement())
- return;
-
- while ( mReader->read())
- {
- if ( mReader->getNodeType() == irr::io::EXN_ELEMENT)
- {
- if ( IsElement( "controller"))
- {
- // read ID. Ask the spec if it's neccessary or optional... you might be surprised.
- int attrID = GetAttribute( "id");
- std::string id = mReader->getAttributeValue( attrID);
-
- // create an entry and store it in the library under its ID
- mControllerLibrary[id] = Controller();
-
- // read on from there
- ReadController( mControllerLibrary[id]);
- } else
- {
- // ignore the rest
- SkipElement();
- }
- }
- else if ( mReader->getNodeType() == irr::io::EXN_ELEMENT_END)
- {
- if ( strcmp( mReader->getNodeName(), "library_controllers") != 0)
- ThrowException( "Expected end of \"library_controllers\" element.");
-
- break;
- }
- }
+ if (mReader->isEmptyElement())
+ return;
+
+ while( mReader->read())
+ {
+ if( mReader->getNodeType() == irr::io::EXN_ELEMENT)
+ {
+ if( IsElement( "controller"))
+ {
+ // read ID. Ask the spec if it's neccessary or optional... you might be surprised.
+ int attrID = GetAttribute( "id");
+ std::string id = mReader->getAttributeValue( attrID);
+
+ // create an entry and store it in the library under its ID
+ mControllerLibrary[id] = Controller();
+
+ // read on from there
+ ReadController( mControllerLibrary[id]);
+ } else
+ {
+ // ignore the rest
+ SkipElement();
+ }
+ }
+ else if( mReader->getNodeType() == irr::io::EXN_ELEMENT_END)
+ {
+ if( strcmp( mReader->getNodeName(), "library_controllers") != 0)
+ ThrowException( "Expected end of \"library_controllers\" element.");
+
+ break;
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Reads a controller into the given mesh structure
void ColladaParser::ReadController( Collada::Controller& pController)
{
- while ( mReader->read())
- {
- if ( mReader->getNodeType() == irr::io::EXN_ELEMENT)
- {
- // two types of controllers: "skin" and "morph". Only the first one is relevant, we skip the other
- if ( IsElement( "morph"))
- {
- // should skip everything inside, so there's no danger of catching elements inbetween
- SkipElement();
- }
- else if ( IsElement( "skin"))
- {
- // read the mesh it refers to. According to the spec this could also be another
- // controller, but I refuse to implement every idea they've come up with
- int sourceIndex = GetAttribute( "source");
- pController.mMeshId = mReader->getAttributeValue( sourceIndex) + 1;
- }
- else if ( IsElement( "bind_shape_matrix"))
- {
- // content is 16 floats to define a matrix... it seems to be important for some models
- const char* content = GetTextContent();
-
- // read the 16 floats
- for ( unsigned int a = 0; a < 16; a++)
- {
- // read a number
- content = fast_atof_move( content, pController.mBindShapeMatrix[a]);
- // skip whitespace after it
- SkipSpacesAndLineEnd( &content);
- }
+ while( mReader->read())
+ {
+ if( mReader->getNodeType() == irr::io::EXN_ELEMENT)
+ {
+ // two types of controllers: "skin" and "morph". Only the first one is relevant, we skip the other
+ if( IsElement( "morph"))
+ {
+ // should skip everything inside, so there's no danger of catching elements inbetween
+ SkipElement();
+ }
+ else if( IsElement( "skin"))
+ {
+ // read the mesh it refers to. According to the spec this could also be another
+ // controller, but I refuse to implement every bullshit idea they've come up with
+ int sourceIndex = GetAttribute( "source");
+ pController.mMeshId = mReader->getAttributeValue( sourceIndex) + 1;
+ }
+ else if( IsElement( "bind_shape_matrix"))
+ {
+ // content is 16 floats to define a matrix... it seems to be important for some models
+ const char* content = GetTextContent();
+
+ // read the 16 floats
+ for( unsigned int a = 0; a < 16; a++)
+ {
+ // read a number
+ content = fast_atoreal_move<float>( content, pController.mBindShapeMatrix[a]);
+ // skip whitespace after it
+ SkipSpacesAndLineEnd( &content);
+ }
TestClosing( "bind_shape_matrix");
- }
- else if ( IsElement( "source"))
- {
- // data array - we have specialists to handle this
- ReadSource();
- }
- else if ( IsElement( "joints"))
- {
- ReadControllerJoints( pController);
- }
- else if ( IsElement( "vertex_weights"))
- {
- ReadControllerWeights( pController);
- }
- else
- {
- // ignore the rest
- SkipElement();
- }
- }
- else if ( mReader->getNodeType() == irr::io::EXN_ELEMENT_END)
- {
- if ( strcmp( mReader->getNodeName(), "controller") == 0)
- break;
- else if ( strcmp( mReader->getNodeName(), "skin") != 0)
- ThrowException( "Expected end of \"controller\" element.");
- }
- }
+ }
+ else if( IsElement( "source"))
+ {
+ // data array - we have specialists to handle this
+ ReadSource();
+ }
+ else if( IsElement( "joints"))
+ {
+ ReadControllerJoints( pController);
+ }
+ else if( IsElement( "vertex_weights"))
+ {
+ ReadControllerWeights( pController);
+ }
+ else
+ {
+ // ignore the rest
+ SkipElement();
+ }
+ }
+ else if( mReader->getNodeType() == irr::io::EXN_ELEMENT_END)
+ {
+ if( strcmp( mReader->getNodeName(), "controller") == 0)
+ break;
+ else if( strcmp( mReader->getNodeName(), "skin") != 0)
+ ThrowException( "Expected end of \"controller\" element.");
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Reads the joint definitions for the given controller
void ColladaParser::ReadControllerJoints( Collada::Controller& pController)
{
- while ( mReader->read())
- {
- if ( mReader->getNodeType() == irr::io::EXN_ELEMENT)
- {
- // Input channels for joint data. Two possible semantics: "JOINT" and "INV_BIND_MATRIX"
- if ( IsElement( "input"))
- {
- int indexSemantic = GetAttribute( "semantic");
- const char* attrSemantic = mReader->getAttributeValue( indexSemantic);
- int indexSource = GetAttribute( "source");
- const char* attrSource = mReader->getAttributeValue( indexSource);
-
- // local URLS always start with a '#'. We don't support global URLs
- if ( attrSource[0] != '#')
- ThrowException( boost::str( boost::format( "Unsupported URL format in \"%s\"") % attrSource));
- attrSource++;
-
- // parse source URL to corresponding source
- if ( strcmp( attrSemantic, "JOINT") == 0)
- pController.mJointNameSource = attrSource;
- else if ( strcmp( attrSemantic, "INV_BIND_MATRIX") == 0)
- pController.mJointOffsetMatrixSource = attrSource;
- else
- ThrowException( boost::str( boost::format( "Unknown semantic \"%s\" in joint data") % attrSemantic));
-
- // skip inner data, if present
- if ( !mReader->isEmptyElement())
- SkipElement();
- }
- else
- {
- // ignore the rest
- SkipElement();
- }
- }
- else if ( mReader->getNodeType() == irr::io::EXN_ELEMENT_END)
- {
- if ( strcmp( mReader->getNodeName(), "joints") != 0)
- ThrowException( "Expected end of \"joints\" element.");
-
- break;
- }
- }
+ while( mReader->read())
+ {
+ if( mReader->getNodeType() == irr::io::EXN_ELEMENT)
+ {
+ // Input channels for joint data. Two possible semantics: "JOINT" and "INV_BIND_MATRIX"
+ if( IsElement( "input"))
+ {
+ int indexSemantic = GetAttribute( "semantic");
+ const char* attrSemantic = mReader->getAttributeValue( indexSemantic);
+ int indexSource = GetAttribute( "source");
+ const char* attrSource = mReader->getAttributeValue( indexSource);
+
+ // local URLS always start with a '#'. We don't support global URLs
+ if( attrSource[0] != '#')
+ ThrowException( boost::str( boost::format( "Unsupported URL format in \"%s\"") % attrSource));
+ attrSource++;
+
+ // parse source URL to corresponding source
+ if( strcmp( attrSemantic, "JOINT") == 0)
+ pController.mJointNameSource = attrSource;
+ else if( strcmp( attrSemantic, "INV_BIND_MATRIX") == 0)
+ pController.mJointOffsetMatrixSource = attrSource;
+ else
+ ThrowException( boost::str( boost::format( "Unknown semantic \"%s\" in joint data") % attrSemantic));
+
+ // skip inner data, if present
+ if( !mReader->isEmptyElement())
+ SkipElement();
+ }
+ else
+ {
+ // ignore the rest
+ SkipElement();
+ }
+ }
+ else if( mReader->getNodeType() == irr::io::EXN_ELEMENT_END)
+ {
+ if( strcmp( mReader->getNodeName(), "joints") != 0)
+ ThrowException( "Expected end of \"joints\" element.");
+
+ break;
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Reads the joint weights for the given controller
void ColladaParser::ReadControllerWeights( Collada::Controller& pController)
{
- // read vertex count from attributes and resize the array accordingly
- int indexCount = GetAttribute( "count");
- size_t vertexCount = (size_t) mReader->getAttributeValueAsInt( indexCount);
- pController.mWeightCounts.resize( vertexCount);
-
- while ( mReader->read())
- {
- if ( mReader->getNodeType() == irr::io::EXN_ELEMENT)
- {
- // Input channels for weight data. Two possible semantics: "JOINT" and "WEIGHT"
- if ( IsElement( "input"))
- {
- InputChannel channel;
-
- int indexSemantic = GetAttribute( "semantic");
- const char* attrSemantic = mReader->getAttributeValue( indexSemantic);
- int indexSource = GetAttribute( "source");
- const char* attrSource = mReader->getAttributeValue( indexSource);
- int indexOffset = TestAttribute( "offset");
- if ( indexOffset >= 0)
- channel.mOffset = mReader->getAttributeValueAsInt( indexOffset);
-
- // local URLS always start with a '#'. We don't support global URLs
- if ( attrSource[0] != '#')
- ThrowException( boost::str( boost::format( "Unsupported URL format in \"%s\"") % attrSource));
- channel.mAccessor = attrSource + 1;
-
- // parse source URL to corresponding source
- if ( strcmp( attrSemantic, "JOINT") == 0)
- pController.mWeightInputJoints = channel;
- else if ( strcmp( attrSemantic, "WEIGHT") == 0)
- pController.mWeightInputWeights = channel;
- else
- ThrowException( boost::str( boost::format( "Unknown semantic \"%s\" in vertex_weight data") % attrSemantic));
-
- // skip inner data, if present
- if ( !mReader->isEmptyElement())
- SkipElement();
- }
- else if ( IsElement( "vcount"))
- {
- // read weight count per vertex
- const char* text = GetTextContent();
- size_t numWeights = 0;
- for ( std::vector<size_t>::iterator it = pController.mWeightCounts.begin(); it != pController.mWeightCounts.end(); ++it)
- {
- if ( *text == 0)
- ThrowException( "Out of data while reading vcount");
-
- *it = strtol10( text, &text);
- numWeights += *it;
- SkipSpacesAndLineEnd( &text);
- }
-
- TestClosing( "vcount");
-
- // reserve weight count
- pController.mWeights.resize( numWeights);
- }
- else if ( IsElement( "v"))
- {
- // read JointIndex - WeightIndex pairs
- const char* text = GetTextContent();
-
- for ( std::vector< std::pair<size_t, size_t> >::iterator it = pController.mWeights.begin(); it != pController.mWeights.end(); ++it)
- {
- if ( *text == 0)
- ThrowException( "Out of data while reading vertex_weights");
- it->first = strtol10( text, &text);
- SkipSpacesAndLineEnd( &text);
- if ( *text == 0)
- ThrowException( "Out of data while reading vertex_weights");
- it->second = strtol10( text, &text);
- SkipSpacesAndLineEnd( &text);
- }
-
- TestClosing( "v");
- }
- else
- {
- // ignore the rest
- SkipElement();
- }
- }
- else if ( mReader->getNodeType() == irr::io::EXN_ELEMENT_END)
- {
- if ( strcmp( mReader->getNodeName(), "vertex_weights") != 0)
- ThrowException( "Expected end of \"vertex_weights\" element.");
-
- break;
- }
- }
+ // read vertex count from attributes and resize the array accordingly
+ int indexCount = GetAttribute( "count");
+ size_t vertexCount = (size_t) mReader->getAttributeValueAsInt( indexCount);
+ pController.mWeightCounts.resize( vertexCount);
+
+ while( mReader->read())
+ {
+ if( mReader->getNodeType() == irr::io::EXN_ELEMENT)
+ {
+ // Input channels for weight data. Two possible semantics: "JOINT" and "WEIGHT"
+ if( IsElement( "input"))
+ {
+ InputChannel channel;
+
+ int indexSemantic = GetAttribute( "semantic");
+ const char* attrSemantic = mReader->getAttributeValue( indexSemantic);
+ int indexSource = GetAttribute( "source");
+ const char* attrSource = mReader->getAttributeValue( indexSource);
+ int indexOffset = TestAttribute( "offset");
+ if( indexOffset >= 0)
+ channel.mOffset = mReader->getAttributeValueAsInt( indexOffset);
+
+ // local URLS always start with a '#'. We don't support global URLs
+ if( attrSource[0] != '#')
+ ThrowException( boost::str( boost::format( "Unsupported URL format in \"%s\"") % attrSource));
+ channel.mAccessor = attrSource + 1;
+
+ // parse source URL to corresponding source
+ if( strcmp( attrSemantic, "JOINT") == 0)
+ pController.mWeightInputJoints = channel;
+ else if( strcmp( attrSemantic, "WEIGHT") == 0)
+ pController.mWeightInputWeights = channel;
+ else
+ ThrowException( boost::str( boost::format( "Unknown semantic \"%s\" in vertex_weight data") % attrSemantic));
+
+ // skip inner data, if present
+ if( !mReader->isEmptyElement())
+ SkipElement();
+ }
+ else if( IsElement( "vcount"))
+ {
+ // read weight count per vertex
+ const char* text = GetTextContent();
+ size_t numWeights = 0;
+ for( std::vector<size_t>::iterator it = pController.mWeightCounts.begin(); it != pController.mWeightCounts.end(); ++it)
+ {
+ if( *text == 0)
+ ThrowException( "Out of data while reading vcount");
+
+ *it = strtoul10( text, &text);
+ numWeights += *it;
+ SkipSpacesAndLineEnd( &text);
+ }
+
+ TestClosing( "vcount");
+
+ // reserve weight count
+ pController.mWeights.resize( numWeights);
+ }
+ else if( IsElement( "v"))
+ {
+ // read JointIndex - WeightIndex pairs
+ const char* text = GetTextContent();
+
+ for( std::vector< std::pair<size_t, size_t> >::iterator it = pController.mWeights.begin(); it != pController.mWeights.end(); ++it)
+ {
+ if( *text == 0)
+ ThrowException( "Out of data while reading vertex_weights");
+ it->first = strtoul10( text, &text);
+ SkipSpacesAndLineEnd( &text);
+ if( *text == 0)
+ ThrowException( "Out of data while reading vertex_weights");
+ it->second = strtoul10( text, &text);
+ SkipSpacesAndLineEnd( &text);
+ }
+
+ TestClosing( "v");
+ }
+ else
+ {
+ // ignore the rest
+ SkipElement();
+ }
+ }
+ else if( mReader->getNodeType() == irr::io::EXN_ELEMENT_END)
+ {
+ if( strcmp( mReader->getNodeName(), "vertex_weights") != 0)
+ ThrowException( "Expected end of \"vertex_weights\" element.");
+
+ break;
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Reads the image library contents
void ColladaParser::ReadImageLibrary()
{
- if ( mReader->isEmptyElement())
- return;
-
- while ( mReader->read())
- {
- if ( mReader->getNodeType() == irr::io::EXN_ELEMENT) {
- if ( IsElement( "image"))
- {
- // read ID. Another entry which is "optional" by design but obligatory in reality
- int attrID = GetAttribute( "id");
- std::string id = mReader->getAttributeValue( attrID);
-
- // create an entry and store it in the library under its ID
- mImageLibrary[id] = Image();
-
- // read on from there
- ReadImage( mImageLibrary[id]);
- } else
- {
- // ignore the rest
- SkipElement();
- }
- }
- else if ( mReader->getNodeType() == irr::io::EXN_ELEMENT_END) {
- if ( strcmp( mReader->getNodeName(), "library_images") != 0)
- ThrowException( "Expected end of \"library_images\" element.");
-
- break;
- }
- }
+ if( mReader->isEmptyElement())
+ return;
+
+ while( mReader->read())
+ {
+ if( mReader->getNodeType() == irr::io::EXN_ELEMENT) {
+ if( IsElement( "image"))
+ {
+ // read ID. Another entry which is "optional" by design but obligatory in reality
+ int attrID = GetAttribute( "id");
+ std::string id = mReader->getAttributeValue( attrID);
+
+ // create an entry and store it in the library under its ID
+ mImageLibrary[id] = Image();
+
+ // read on from there
+ ReadImage( mImageLibrary[id]);
+ } else
+ {
+ // ignore the rest
+ SkipElement();
+ }
+ }
+ else if( mReader->getNodeType() == irr::io::EXN_ELEMENT_END) {
+ if( strcmp( mReader->getNodeName(), "library_images") != 0)
+ ThrowException( "Expected end of \"library_images\" element.");
+
+ break;
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Reads an image entry into the given image
void ColladaParser::ReadImage( Collada::Image& pImage)
{
- while ( mReader->read())
- {
- if ( mReader->getNodeType() == irr::io::EXN_ELEMENT){
- // Need to run different code paths here, depending on the Collada XSD version
- if (IsElement("image")) {
+ while( mReader->read())
+ {
+ if( mReader->getNodeType() == irr::io::EXN_ELEMENT){
+ // Need to run different code paths here, depending on the Collada XSD version
+ if (IsElement("image")) {
SkipElement();
}
- else if ( IsElement( "init_from"))
- {
- if (mFormat == FV_1_4_n)
- {
- // FIX: C4D exporter writes empty <init_from/> tags
- if (!mReader->isEmptyElement()) {
- // element content is filename - hopefully
- const char* sz = TestTextContent();
- if (sz)pImage.mFileName = sz;
- TestClosing( "init_from");
- }
- if (!pImage.mFileName.length()) {
- pImage.mFileName = "unknown_texture";
- }
- }
- else if (mFormat == FV_1_5_n)
- {
- // make sure we skip over mip and array initializations, which
- // we don't support, but which could confuse the loader if
- // they're not skipped.
- int attrib = TestAttribute("array_index");
- if (attrib != -1 && mReader->getAttributeValueAsInt(attrib) > 0) {
- DefaultLogger::get()->warn("Collada: Ignoring texture array index");
- continue;
- }
-
- attrib = TestAttribute("mip_index");
- if (attrib != -1 && mReader->getAttributeValueAsInt(attrib) > 0) {
- DefaultLogger::get()->warn("Collada: Ignoring MIP map layer");
- continue;
- }
-
- // TODO: correctly jump over cube and volume maps?
- }
- }
- else if (mFormat == FV_1_5_n)
- {
- if ( IsElement( "ref"))
- {
- // element content is filename - hopefully
- const char* sz = TestTextContent();
- if (sz)pImage.mFileName = sz;
- TestClosing( "ref");
- }
- else if ( IsElement( "hex") && !pImage.mFileName.length())
- {
- // embedded image. get format
- const int attrib = TestAttribute("format");
- if (-1 == attrib)
- DefaultLogger::get()->warn("Collada: Unknown image file format");
- else pImage.mEmbeddedFormat = mReader->getAttributeValue(attrib);
-
- const char* data = GetTextContent();
-
- // hexadecimal-encoded binary octets. First of all, find the
- // required buffer size to reserve enough storage.
- const char* cur = data;
- while (!IsSpaceOrNewLine(*cur)) cur++;
-
- const unsigned int size = (unsigned int)(cur-data) * 2;
- pImage.mImageData.resize(size);
- for (unsigned int i = 0; i < size;++i)
- pImage.mImageData[i] = HexOctetToDecimal(data+(i<<1));
-
- TestClosing( "hex");
- }
- }
- else
- {
- // ignore the rest
- SkipElement();
- }
- }
- else if ( mReader->getNodeType() == irr::io::EXN_ELEMENT_END) {
- if ( strcmp( mReader->getNodeName(), "image") == 0)
- break;
- }
- }
+ else if( IsElement( "init_from"))
+ {
+ if (mFormat == FV_1_4_n)
+ {
+ // FIX: C4D exporter writes empty <init_from/> tags
+ if (!mReader->isEmptyElement()) {
+ // element content is filename - hopefully
+ const char* sz = TestTextContent();
+ if (sz)pImage.mFileName = sz;
+ TestClosing( "init_from");
+ }
+ if (!pImage.mFileName.length()) {
+ pImage.mFileName = "unknown_texture";
+ }
+ }
+ else if (mFormat == FV_1_5_n)
+ {
+ // make sure we skip over mip and array initializations, which
+ // we don't support, but which could confuse the loader if
+ // they're not skipped.
+ int attrib = TestAttribute("array_index");
+ if (attrib != -1 && mReader->getAttributeValueAsInt(attrib) > 0) {
+ DefaultLogger::get()->warn("Collada: Ignoring texture array index");
+ continue;
+ }
+
+ attrib = TestAttribute("mip_index");
+ if (attrib != -1 && mReader->getAttributeValueAsInt(attrib) > 0) {
+ DefaultLogger::get()->warn("Collada: Ignoring MIP map layer");
+ continue;
+ }
+
+ // TODO: correctly jump over cube and volume maps?
+ }
+ }
+ else if (mFormat == FV_1_5_n)
+ {
+ if( IsElement( "ref"))
+ {
+ // element content is filename - hopefully
+ const char* sz = TestTextContent();
+ if (sz)pImage.mFileName = sz;
+ TestClosing( "ref");
+ }
+ else if( IsElement( "hex") && !pImage.mFileName.length())
+ {
+ // embedded image. get format
+ const int attrib = TestAttribute("format");
+ if (-1 == attrib)
+ DefaultLogger::get()->warn("Collada: Unknown image file format");
+ else pImage.mEmbeddedFormat = mReader->getAttributeValue(attrib);
+
+ const char* data = GetTextContent();
+
+ // hexadecimal-encoded binary octets. First of all, find the
+ // required buffer size to reserve enough storage.
+ const char* cur = data;
+ while (!IsSpaceOrNewLine(*cur)) cur++;
+
+ const unsigned int size = (unsigned int)(cur-data) * 2;
+ pImage.mImageData.resize(size);
+ for (unsigned int i = 0; i < size;++i)
+ pImage.mImageData[i] = HexOctetToDecimal(data+(i<<1));
+
+ TestClosing( "hex");
+ }
+ }
+ else
+ {
+ // ignore the rest
+ SkipElement();
+ }
+ }
+ else if( mReader->getNodeType() == irr::io::EXN_ELEMENT_END) {
+ if( strcmp( mReader->getNodeName(), "image") == 0)
+ break;
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Reads the material library
void ColladaParser::ReadMaterialLibrary()
{
- if ( mReader->isEmptyElement())
- return;
-
- while ( mReader->read())
- {
- if ( mReader->getNodeType() == irr::io::EXN_ELEMENT)
- {
- if ( IsElement( "material"))
- {
- // read ID. By now you propably know my opinion about this "specification"
- int attrID = GetAttribute( "id");
- std::string id = mReader->getAttributeValue( attrID);
-
- // create an entry and store it in the library under its ID
- ReadMaterial(mMaterialLibrary[id] = Material());
- } else
- {
- // ignore the rest
- SkipElement();
- }
- }
- else if ( mReader->getNodeType() == irr::io::EXN_ELEMENT_END)
- {
- if ( strcmp( mReader->getNodeName(), "library_materials") != 0)
- ThrowException( "Expected end of \"library_materials\" element.");
-
- break;
- }
- }
+ if( mReader->isEmptyElement())
+ return;
+
+ while( mReader->read())
+ {
+ if( mReader->getNodeType() == irr::io::EXN_ELEMENT)
+ {
+ if( IsElement( "material"))
+ {
+ // read ID. By now you propably know my opinion about this "specification"
+ int attrID = GetAttribute( "id");
+ std::string id = mReader->getAttributeValue( attrID);
+
+ // create an entry and store it in the library under its ID
+ ReadMaterial(mMaterialLibrary[id] = Material());
+ } else
+ {
+ // ignore the rest
+ SkipElement();
+ }
+ }
+ else if( mReader->getNodeType() == irr::io::EXN_ELEMENT_END)
+ {
+ if( strcmp( mReader->getNodeName(), "library_materials") != 0)
+ ThrowException( "Expected end of \"library_materials\" element.");
+
+ break;
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Reads the light library
void ColladaParser::ReadLightLibrary()
{
- if ( mReader->isEmptyElement())
- return;
-
- while ( mReader->read())
- {
- if ( mReader->getNodeType() == irr::io::EXN_ELEMENT) {
- if ( IsElement( "light"))
- {
- // read ID. By now you propably know my opinion about this "specification"
- int attrID = GetAttribute( "id");
- std::string id = mReader->getAttributeValue( attrID);
-
- // create an entry and store it in the library under its ID
- ReadLight(mLightLibrary[id] = Light());
-
- } else
- {
- // ignore the rest
- SkipElement();
- }
- }
- else if ( mReader->getNodeType() == irr::io::EXN_ELEMENT_END) {
- if ( strcmp( mReader->getNodeName(), "library_lights") != 0)
- ThrowException( "Expected end of \"library_lights\" element.");
-
- break;
- }
- }
+ if( mReader->isEmptyElement())
+ return;
+
+ while( mReader->read())
+ {
+ if( mReader->getNodeType() == irr::io::EXN_ELEMENT) {
+ if( IsElement( "light"))
+ {
+ // read ID. By now you propably know my opinion about this "specification"
+ int attrID = GetAttribute( "id");
+ std::string id = mReader->getAttributeValue( attrID);
+
+ // create an entry and store it in the library under its ID
+ ReadLight(mLightLibrary[id] = Light());
+
+ } else
+ {
+ // ignore the rest
+ SkipElement();
+ }
+ }
+ else if( mReader->getNodeType() == irr::io::EXN_ELEMENT_END) {
+ if( strcmp( mReader->getNodeName(), "library_lights") != 0)
+ ThrowException( "Expected end of \"library_lights\" element.");
+
+ break;
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Reads the camera library
void ColladaParser::ReadCameraLibrary()
{
- if ( mReader->isEmptyElement())
- return;
-
- while ( mReader->read())
- {
- if ( mReader->getNodeType() == irr::io::EXN_ELEMENT) {
- if ( IsElement( "camera"))
- {
- // read ID. By now you propably know my opinion about this "specification"
- int attrID = GetAttribute( "id");
- std::string id = mReader->getAttributeValue( attrID);
-
- // create an entry and store it in the library under its ID
- Camera& cam = mCameraLibrary[id];
- attrID = TestAttribute( "name");
- if (attrID != -1)
- cam.mName = mReader->getAttributeValue( attrID);
-
- ReadCamera(cam);
-
- } else
- {
- // ignore the rest
- SkipElement();
- }
- }
- else if ( mReader->getNodeType() == irr::io::EXN_ELEMENT_END) {
- if ( strcmp( mReader->getNodeName(), "library_cameras") != 0)
- ThrowException( "Expected end of \"library_cameras\" element.");
-
- break;
- }
- }
+ if( mReader->isEmptyElement())
+ return;
+
+ while( mReader->read())
+ {
+ if( mReader->getNodeType() == irr::io::EXN_ELEMENT) {
+ if( IsElement( "camera"))
+ {
+ // read ID. By now you propably know my opinion about this "specification"
+ int attrID = GetAttribute( "id");
+ std::string id = mReader->getAttributeValue( attrID);
+
+ // create an entry and store it in the library under its ID
+ Camera& cam = mCameraLibrary[id];
+ attrID = TestAttribute( "name");
+ if (attrID != -1)
+ cam.mName = mReader->getAttributeValue( attrID);
+
+ ReadCamera(cam);
+
+ } else
+ {
+ // ignore the rest
+ SkipElement();
+ }
+ }
+ else if( mReader->getNodeType() == irr::io::EXN_ELEMENT_END) {
+ if( strcmp( mReader->getNodeName(), "library_cameras") != 0)
+ ThrowException( "Expected end of \"library_cameras\" element.");
+
+ break;
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Reads a material entry into the given material
void ColladaParser::ReadMaterial( Collada::Material& pMaterial)
{
- while ( mReader->read())
- {
- if ( mReader->getNodeType() == irr::io::EXN_ELEMENT) {
- if (IsElement("material")) {
- SkipElement();
- }
- else if ( IsElement( "instance_effect"))
- {
- // referred effect by URL
- int attrUrl = GetAttribute( "url");
- const char* url = mReader->getAttributeValue( attrUrl);
- if ( url[0] != '#')
- ThrowException( "Unknown reference format");
-
- pMaterial.mEffect = url+1;
-
- SkipElement();
- } else
- {
- // ignore the rest
+ while( mReader->read())
+ {
+ if( mReader->getNodeType() == irr::io::EXN_ELEMENT) {
+ if (IsElement("material")) {
SkipElement();
}
- }
- else if ( mReader->getNodeType() == irr::io::EXN_ELEMENT_END) {
- if ( strcmp( mReader->getNodeName(), "material") != 0)
- ThrowException( "Expected end of \"material\" element.");
-
- break;
- }
- }
+ else if( IsElement( "instance_effect"))
+ {
+ // referred effect by URL
+ int attrUrl = GetAttribute( "url");
+ const char* url = mReader->getAttributeValue( attrUrl);
+ if( url[0] != '#')
+ ThrowException( "Unknown reference format");
+
+ pMaterial.mEffect = url+1;
+
+ SkipElement();
+ } else
+ {
+ // ignore the rest
+ SkipElement();
+ }
+ }
+ else if( mReader->getNodeType() == irr::io::EXN_ELEMENT_END) {
+ if( strcmp( mReader->getNodeName(), "material") != 0)
+ ThrowException( "Expected end of \"material\" element.");
+
+ break;
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Reads a light entry into the given light
void ColladaParser::ReadLight( Collada::Light& pLight)
{
- while ( mReader->read())
- {
- if ( mReader->getNodeType() == irr::io::EXN_ELEMENT) {
+ while( mReader->read())
+ {
+ if( mReader->getNodeType() == irr::io::EXN_ELEMENT) {
if (IsElement("light")) {
SkipElement();
}
- else if (IsElement("spot")) {
- pLight.mType = aiLightSource_SPOT;
- }
- else if (IsElement("ambient")) {
- pLight.mType = aiLightSource_AMBIENT;
- }
- else if (IsElement("directional")) {
- pLight.mType = aiLightSource_DIRECTIONAL;
- }
- else if (IsElement("point")) {
- pLight.mType = aiLightSource_POINT;
- }
- else if (IsElement("color")) {
- // text content contains 3 floats
- const char* content = GetTextContent();
-
- content = fast_atof_move( content, (float&)pLight.mColor.r);
- SkipSpacesAndLineEnd( &content);
-
- content = fast_atof_move( content, (float&)pLight.mColor.g);
- SkipSpacesAndLineEnd( &content);
-
- content = fast_atof_move( content, (float&)pLight.mColor.b);
- SkipSpacesAndLineEnd( &content);
-
- TestClosing( "color");
- }
- else if (IsElement("constant_attenuation")) {
- pLight.mAttConstant = ReadFloatFromTextContent();
- TestClosing("constant_attenuation");
- }
- else if (IsElement("linear_attenuation")) {
- pLight.mAttLinear = ReadFloatFromTextContent();
- TestClosing("linear_attenuation");
- }
- else if (IsElement("quadratic_attenuation")) {
- pLight.mAttQuadratic = ReadFloatFromTextContent();
- TestClosing("quadratic_attenuation");
- }
- else if (IsElement("falloff_angle")) {
- pLight.mFalloffAngle = ReadFloatFromTextContent();
- TestClosing("falloff_angle");
- }
- else if (IsElement("falloff_exponent")) {
- pLight.mFalloffExponent = ReadFloatFromTextContent();
- TestClosing("falloff_exponent");
- }
- // FCOLLADA extensions
- // -------------------------------------------------------
- else if (IsElement("outer_cone")) {
- pLight.mOuterAngle = ReadFloatFromTextContent();
- TestClosing("outer_cone");
- }
- // ... and this one is even deprecated
- else if (IsElement("penumbra_angle")) {
- pLight.mPenumbraAngle = ReadFloatFromTextContent();
- TestClosing("penumbra_angle");
- }
- else if (IsElement("intensity")) {
- pLight.mIntensity = ReadFloatFromTextContent();
- TestClosing("intensity");
- }
- }
- else if ( mReader->getNodeType() == irr::io::EXN_ELEMENT_END) {
- if ( strcmp( mReader->getNodeName(), "light") == 0)
- break;
- }
- }
+ else if (IsElement("spot")) {
+ pLight.mType = aiLightSource_SPOT;
+ }
+ else if (IsElement("ambient")) {
+ pLight.mType = aiLightSource_AMBIENT;
+ }
+ else if (IsElement("directional")) {
+ pLight.mType = aiLightSource_DIRECTIONAL;
+ }
+ else if (IsElement("point")) {
+ pLight.mType = aiLightSource_POINT;
+ }
+ else if (IsElement("color")) {
+ // text content contains 3 floats
+ const char* content = GetTextContent();
+
+ content = fast_atoreal_move<float>( content, (float&)pLight.mColor.r);
+ SkipSpacesAndLineEnd( &content);
+
+ content = fast_atoreal_move<float>( content, (float&)pLight.mColor.g);
+ SkipSpacesAndLineEnd( &content);
+
+ content = fast_atoreal_move<float>( content, (float&)pLight.mColor.b);
+ SkipSpacesAndLineEnd( &content);
+
+ TestClosing( "color");
+ }
+ else if (IsElement("constant_attenuation")) {
+ pLight.mAttConstant = ReadFloatFromTextContent();
+ TestClosing("constant_attenuation");
+ }
+ else if (IsElement("linear_attenuation")) {
+ pLight.mAttLinear = ReadFloatFromTextContent();
+ TestClosing("linear_attenuation");
+ }
+ else if (IsElement("quadratic_attenuation")) {
+ pLight.mAttQuadratic = ReadFloatFromTextContent();
+ TestClosing("quadratic_attenuation");
+ }
+ else if (IsElement("falloff_angle")) {
+ pLight.mFalloffAngle = ReadFloatFromTextContent();
+ TestClosing("falloff_angle");
+ }
+ else if (IsElement("falloff_exponent")) {
+ pLight.mFalloffExponent = ReadFloatFromTextContent();
+ TestClosing("falloff_exponent");
+ }
+ // FCOLLADA extensions
+ // -------------------------------------------------------
+ else if (IsElement("outer_cone")) {
+ pLight.mOuterAngle = ReadFloatFromTextContent();
+ TestClosing("outer_cone");
+ }
+ // ... and this one is even deprecated
+ else if (IsElement("penumbra_angle")) {
+ pLight.mPenumbraAngle = ReadFloatFromTextContent();
+ TestClosing("penumbra_angle");
+ }
+ else if (IsElement("intensity")) {
+ pLight.mIntensity = ReadFloatFromTextContent();
+ TestClosing("intensity");
+ }
+ else if (IsElement("falloff")) {
+ pLight.mOuterAngle = ReadFloatFromTextContent();
+ TestClosing("falloff");
+ }
+ else if (IsElement("hotspot_beam")) {
+ pLight.mFalloffAngle = ReadFloatFromTextContent();
+ TestClosing("hotspot_beam");
+ }
+ }
+ else if( mReader->getNodeType() == irr::io::EXN_ELEMENT_END) {
+ if( strcmp( mReader->getNodeName(), "light") == 0)
+ break;
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Reads a camera entry into the given light
void ColladaParser::ReadCamera( Collada::Camera& pCamera)
{
- while ( mReader->read())
- {
- if ( mReader->getNodeType() == irr::io::EXN_ELEMENT) {
- if (IsElement("camera")) {
+ while( mReader->read())
+ {
+ if( mReader->getNodeType() == irr::io::EXN_ELEMENT) {
+ if (IsElement("camera")) {
SkipElement();
}
- else if (IsElement("orthographic")) {
- pCamera.mOrtho = true;
- }
- else if (IsElement("xfov") || IsElement("xmag")) {
- pCamera.mHorFov = ReadFloatFromTextContent();
- TestClosing((pCamera.mOrtho ? "xmag" : "xfov"));
- }
- else if (IsElement("yfov") || IsElement("ymag")) {
- pCamera.mVerFov = ReadFloatFromTextContent();
- TestClosing((pCamera.mOrtho ? "ymag" : "yfov"));
- }
- else if (IsElement("aspect_ratio")) {
- pCamera.mAspect = ReadFloatFromTextContent();
- TestClosing("aspect_ratio");
- }
- else if (IsElement("znear")) {
- pCamera.mZNear = ReadFloatFromTextContent();
- TestClosing("znear");
- }
- else if (IsElement("zfar")) {
- pCamera.mZFar = ReadFloatFromTextContent();
- TestClosing("zfar");
- }
- }
- else if ( mReader->getNodeType() == irr::io::EXN_ELEMENT_END) {
- if ( strcmp( mReader->getNodeName(), "camera") == 0)
- break;
- }
- }
+ else if (IsElement("orthographic")) {
+ pCamera.mOrtho = true;
+ }
+ else if (IsElement("xfov") || IsElement("xmag")) {
+ pCamera.mHorFov = ReadFloatFromTextContent();
+ TestClosing((pCamera.mOrtho ? "xmag" : "xfov"));
+ }
+ else if (IsElement("yfov") || IsElement("ymag")) {
+ pCamera.mVerFov = ReadFloatFromTextContent();
+ TestClosing((pCamera.mOrtho ? "ymag" : "yfov"));
+ }
+ else if (IsElement("aspect_ratio")) {
+ pCamera.mAspect = ReadFloatFromTextContent();
+ TestClosing("aspect_ratio");
+ }
+ else if (IsElement("znear")) {
+ pCamera.mZNear = ReadFloatFromTextContent();
+ TestClosing("znear");
+ }
+ else if (IsElement("zfar")) {
+ pCamera.mZFar = ReadFloatFromTextContent();
+ TestClosing("zfar");
+ }
+ }
+ else if( mReader->getNodeType() == irr::io::EXN_ELEMENT_END) {
+ if( strcmp( mReader->getNodeName(), "camera") == 0)
+ break;
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Reads the effect library
void ColladaParser::ReadEffectLibrary()
{
- if (mReader->isEmptyElement()) {
- return;
- }
-
- while ( mReader->read())
- {
- if ( mReader->getNodeType() == irr::io::EXN_ELEMENT) {
- if ( IsElement( "effect"))
- {
- int attrID = GetAttribute( "id");
- std::string id = mReader->getAttributeValue( attrID);
-
- // create an entry and store it in the library under its ID
- mEffectLibrary[id] = Effect();
- // read on from there
- ReadEffect( mEffectLibrary[id]);
- } else
- {
- // ignore the rest
- SkipElement();
- }
- }
- else if ( mReader->getNodeType() == irr::io::EXN_ELEMENT_END) {
- if ( strcmp( mReader->getNodeName(), "library_effects") != 0)
- ThrowException( "Expected end of \"library_effects\" element.");
-
- break;
- }
- }
+ if (mReader->isEmptyElement()) {
+ return;
+ }
+
+ while( mReader->read())
+ {
+ if( mReader->getNodeType() == irr::io::EXN_ELEMENT) {
+ if( IsElement( "effect"))
+ {
+ // read ID. Do I have to repeat my ranting about "optional" attributes?
+ // Alex: .... no, not necessary. Please shut up and leave more space for
+ // me to complain about the fucking Collada spec with its fucking
+ // 'optional' attributes ...
+ int attrID = GetAttribute( "id");
+ std::string id = mReader->getAttributeValue( attrID);
+
+ // create an entry and store it in the library under its ID
+ mEffectLibrary[id] = Effect();
+ // read on from there
+ ReadEffect( mEffectLibrary[id]);
+ } else
+ {
+ // ignore the rest
+ SkipElement();
+ }
+ }
+ else if( mReader->getNodeType() == irr::io::EXN_ELEMENT_END) {
+ if( strcmp( mReader->getNodeName(), "library_effects") != 0)
+ ThrowException( "Expected end of \"library_effects\" element.");
+
+ break;
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Reads an effect entry into the given effect
void ColladaParser::ReadEffect( Collada::Effect& pEffect)
{
- // for the moment we don't support any other type of effect.
- while ( mReader->read())
- {
- if ( mReader->getNodeType() == irr::io::EXN_ELEMENT)
- {
- if ( IsElement( "profile_COMMON"))
- ReadEffectProfileCommon( pEffect);
- else
- SkipElement();
- }
- else if ( mReader->getNodeType() == irr::io::EXN_ELEMENT_END)
- {
- if ( strcmp( mReader->getNodeName(), "effect") != 0)
- ThrowException( "Expected end of \"effect\" element.");
-
- break;
- }
- }
+ // for the moment we don't support any other type of effect.
+ while( mReader->read())
+ {
+ if( mReader->getNodeType() == irr::io::EXN_ELEMENT)
+ {
+ if( IsElement( "profile_COMMON"))
+ ReadEffectProfileCommon( pEffect);
+ else
+ SkipElement();
+ }
+ else if( mReader->getNodeType() == irr::io::EXN_ELEMENT_END)
+ {
+ if( strcmp( mReader->getNodeName(), "effect") != 0)
+ ThrowException( "Expected end of \"effect\" element.");
+
+ break;
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Reads an COMMON effect profile
void ColladaParser::ReadEffectProfileCommon( Collada::Effect& pEffect)
{
- while ( mReader->read())
- {
- if ( mReader->getNodeType() == irr::io::EXN_ELEMENT)
- {
- if ( IsElement( "newparam")) {
- // save ID
- int attrSID = GetAttribute( "sid");
- std::string sid = mReader->getAttributeValue( attrSID);
- pEffect.mParams[sid] = EffectParam();
- ReadEffectParam( pEffect.mParams[sid]);
- }
- else if ( IsElement( "technique") || IsElement( "extra"))
- {
- // just syntactic sugar
- }
-
- /* Shading modes */
- else if ( IsElement( "phong"))
- pEffect.mShadeType = Shade_Phong;
- else if ( IsElement( "constant"))
- pEffect.mShadeType = Shade_Constant;
- else if ( IsElement( "lambert"))
- pEffect.mShadeType = Shade_Lambert;
- else if ( IsElement( "blinn"))
- pEffect.mShadeType = Shade_Blinn;
-
- /* Color + texture properties */
- else if ( IsElement( "emission"))
- ReadEffectColor( pEffect.mEmissive, pEffect.mTexEmissive);
- else if ( IsElement( "ambient"))
- ReadEffectColor( pEffect.mAmbient, pEffect.mTexAmbient);
- else if ( IsElement( "diffuse"))
- ReadEffectColor( pEffect.mDiffuse, pEffect.mTexDiffuse);
- else if ( IsElement( "specular"))
- ReadEffectColor( pEffect.mSpecular, pEffect.mTexSpecular);
- else if ( IsElement( "reflective")) {
- ReadEffectColor( pEffect.mReflective, pEffect.mTexReflective);
- }
- else if ( IsElement( "transparent")) {
- ReadEffectColor( pEffect.mTransparent,pEffect.mTexTransparent);
- }
- else if ( IsElement( "shininess"))
- ReadEffectFloat( pEffect.mShininess);
- else if ( IsElement( "reflectivity"))
- ReadEffectFloat( pEffect.mReflectivity);
-
- /* Single scalar properties */
- else if ( IsElement( "transparency"))
- ReadEffectFloat( pEffect.mTransparency);
- else if ( IsElement( "index_of_refraction"))
- ReadEffectFloat( pEffect.mRefractIndex);
-
- // GOOGLEEARTH/OKINO extensions
- // -------------------------------------------------------
- else if ( IsElement( "double_sided"))
- pEffect.mDoubleSided = ReadBoolFromTextContent();
-
- // FCOLLADA extensions
- // -------------------------------------------------------
- else if ( IsElement( "bump")) {
- aiColor4D dummy;
- ReadEffectColor( dummy,pEffect.mTexBump);
- }
-
- // MAX3D extensions
- // -------------------------------------------------------
- else if ( IsElement( "wireframe")) {
- pEffect.mWireframe = ReadBoolFromTextContent();
- TestClosing( "wireframe");
- }
- else if ( IsElement( "faceted")) {
- pEffect.mFaceted = ReadBoolFromTextContent();
- TestClosing( "faceted");
- }
- else
- {
- // ignore the rest
- SkipElement();
- }
- }
- else if ( mReader->getNodeType() == irr::io::EXN_ELEMENT_END) {
- if ( strcmp( mReader->getNodeName(), "profile_COMMON") == 0)
- {
- break;
- }
- }
- }
+ while( mReader->read())
+ {
+ if( mReader->getNodeType() == irr::io::EXN_ELEMENT)
+ {
+ if( IsElement( "newparam")) {
+ // save ID
+ int attrSID = GetAttribute( "sid");
+ std::string sid = mReader->getAttributeValue( attrSID);
+ pEffect.mParams[sid] = EffectParam();
+ ReadEffectParam( pEffect.mParams[sid]);
+ }
+ else if( IsElement( "technique") || IsElement( "extra"))
+ {
+ // just syntactic sugar
+ }
+
+ /* Shading modes */
+ else if( IsElement( "phong"))
+ pEffect.mShadeType = Shade_Phong;
+ else if( IsElement( "constant"))
+ pEffect.mShadeType = Shade_Constant;
+ else if( IsElement( "lambert"))
+ pEffect.mShadeType = Shade_Lambert;
+ else if( IsElement( "blinn"))
+ pEffect.mShadeType = Shade_Blinn;
+
+ /* Color + texture properties */
+ else if( IsElement( "emission"))
+ ReadEffectColor( pEffect.mEmissive, pEffect.mTexEmissive);
+ else if( IsElement( "ambient"))
+ ReadEffectColor( pEffect.mAmbient, pEffect.mTexAmbient);
+ else if( IsElement( "diffuse"))
+ ReadEffectColor( pEffect.mDiffuse, pEffect.mTexDiffuse);
+ else if( IsElement( "specular"))
+ ReadEffectColor( pEffect.mSpecular, pEffect.mTexSpecular);
+ else if( IsElement( "reflective")) {
+ ReadEffectColor( pEffect.mReflective, pEffect.mTexReflective);
+ }
+ else if( IsElement( "transparent")) {
+ ReadEffectColor( pEffect.mTransparent,pEffect.mTexTransparent);
+ }
+ else if( IsElement( "shininess"))
+ ReadEffectFloat( pEffect.mShininess);
+ else if( IsElement( "reflectivity"))
+ ReadEffectFloat( pEffect.mReflectivity);
+
+ /* Single scalar properties */
+ else if( IsElement( "transparency"))
+ ReadEffectFloat( pEffect.mTransparency);
+ else if( IsElement( "index_of_refraction"))
+ ReadEffectFloat( pEffect.mRefractIndex);
+
+ // GOOGLEEARTH/OKINO extensions
+ // -------------------------------------------------------
+ else if( IsElement( "double_sided"))
+ pEffect.mDoubleSided = ReadBoolFromTextContent();
+
+ // FCOLLADA extensions
+ // -------------------------------------------------------
+ else if( IsElement( "bump")) {
+ aiColor4D dummy;
+ ReadEffectColor( dummy,pEffect.mTexBump);
+ }
+
+ // MAX3D extensions
+ // -------------------------------------------------------
+ else if( IsElement( "wireframe")) {
+ pEffect.mWireframe = ReadBoolFromTextContent();
+ TestClosing( "wireframe");
+ }
+ else if( IsElement( "faceted")) {
+ pEffect.mFaceted = ReadBoolFromTextContent();
+ TestClosing( "faceted");
+ }
+ else
+ {
+ // ignore the rest
+ SkipElement();
+ }
+ }
+ else if( mReader->getNodeType() == irr::io::EXN_ELEMENT_END) {
+ if( strcmp( mReader->getNodeName(), "profile_COMMON") == 0)
+ {
+ break;
+ }
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Read texture wrapping + UV transform settings from a profile==Maya chunk
void ColladaParser::ReadSamplerProperties( Sampler& out )
{
- if (mReader->isEmptyElement()) {
- return;
- }
-
- while ( mReader->read())
- {
- if ( mReader->getNodeType() == irr::io::EXN_ELEMENT) {
-
- // MAYA extensions
- // -------------------------------------------------------
- if ( IsElement( "wrapU")) {
- out.mWrapU = ReadBoolFromTextContent();
- TestClosing( "wrapU");
- }
- else if ( IsElement( "wrapV")) {
- out.mWrapU = ReadBoolFromTextContent();
- TestClosing( "wrapV");
- }
- else if ( IsElement( "mirrorU")) {
- out.mMirrorU = ReadBoolFromTextContent();
- TestClosing( "mirrorU");
- }
- else if ( IsElement( "mirrorV")) {
- out.mMirrorU = ReadBoolFromTextContent();
- TestClosing( "mirrorV");
- }
- else if ( IsElement( "repeatU")) {
- out.mTransform.mScaling.x = ReadFloatFromTextContent();
- TestClosing( "repeatU");
- }
- else if ( IsElement( "repeatV")) {
- out.mTransform.mScaling.y = ReadFloatFromTextContent();
- TestClosing( "repeatV");
- }
- else if ( IsElement( "offsetU")) {
- out.mTransform.mTranslation.x = ReadFloatFromTextContent();
- TestClosing( "offsetU");
- }
- else if ( IsElement( "offsetV")) {
- out.mTransform.mTranslation.x = ReadFloatFromTextContent();
- TestClosing( "offsetV");
- }
- else if ( IsElement( "rotateUV")) {
- out.mTransform.mRotation = ReadFloatFromTextContent();
- TestClosing( "rotateUV");
- }
- else if ( IsElement( "blend_mode")) {
-
- const char* sz = GetTextContent();
- // http://www.feelingsoftware.com/content/view/55/72/lang,en/
- // NONE, OVER, IN, OUT, ADD, SUBTRACT, MULTIPLY, DIFFERENCE, LIGHTEN, DARKEN, SATURATE, DESATURATE and ILLUMINATE
- if (0 == ASSIMP_strincmp(sz,"ADD",3))
- out.mOp = aiTextureOp_Add;
-
- else if (0 == ASSIMP_strincmp(sz,"SUBTRACT",8))
- out.mOp = aiTextureOp_Subtract;
-
- else if (0 == ASSIMP_strincmp(sz,"MULTIPLY",8))
- out.mOp = aiTextureOp_Multiply;
-
- else {
- DefaultLogger::get()->warn("Collada: Unsupported MAYA texture blend mode");
- }
- TestClosing( "blend_mode");
- }
- // OKINO extensions
- // -------------------------------------------------------
- else if ( IsElement( "weighting")) {
- out.mWeighting = ReadFloatFromTextContent();
- TestClosing( "weighting");
- }
- else if ( IsElement( "mix_with_previous_layer")) {
- out.mMixWithPrevious = ReadFloatFromTextContent();
- TestClosing( "mix_with_previous_layer");
- }
- // MAX3D extensions
- // -------------------------------------------------------
- else if ( IsElement( "amount")) {
- out.mWeighting = ReadFloatFromTextContent();
- TestClosing( "amount");
- }
- }
- else if ( mReader->getNodeType() == irr::io::EXN_ELEMENT_END) {
- if ( strcmp( mReader->getNodeName(), "technique") == 0)
- break;
- }
- }
+ if (mReader->isEmptyElement()) {
+ return;
+ }
+
+ while( mReader->read())
+ {
+ if( mReader->getNodeType() == irr::io::EXN_ELEMENT) {
+
+ // MAYA extensions
+ // -------------------------------------------------------
+ if( IsElement( "wrapU")) {
+ out.mWrapU = ReadBoolFromTextContent();
+ TestClosing( "wrapU");
+ }
+ else if( IsElement( "wrapV")) {
+ out.mWrapV = ReadBoolFromTextContent();
+ TestClosing( "wrapV");
+ }
+ else if( IsElement( "mirrorU")) {
+ out.mMirrorU = ReadBoolFromTextContent();
+ TestClosing( "mirrorU");
+ }
+ else if( IsElement( "mirrorV")) {
+ out.mMirrorV = ReadBoolFromTextContent();
+ TestClosing( "mirrorV");
+ }
+ else if( IsElement( "repeatU")) {
+ out.mTransform.mScaling.x = ReadFloatFromTextContent();
+ TestClosing( "repeatU");
+ }
+ else if( IsElement( "repeatV")) {
+ out.mTransform.mScaling.y = ReadFloatFromTextContent();
+ TestClosing( "repeatV");
+ }
+ else if( IsElement( "offsetU")) {
+ out.mTransform.mTranslation.x = ReadFloatFromTextContent();
+ TestClosing( "offsetU");
+ }
+ else if( IsElement( "offsetV")) {
+ out.mTransform.mTranslation.y = ReadFloatFromTextContent();
+ TestClosing( "offsetV");
+ }
+ else if( IsElement( "rotateUV")) {
+ out.mTransform.mRotation = ReadFloatFromTextContent();
+ TestClosing( "rotateUV");
+ }
+ else if( IsElement( "blend_mode")) {
+
+ const char* sz = GetTextContent();
+ // http://www.feelingsoftware.com/content/view/55/72/lang,en/
+ // NONE, OVER, IN, OUT, ADD, SUBTRACT, MULTIPLY, DIFFERENCE, LIGHTEN, DARKEN, SATURATE, DESATURATE and ILLUMINATE
+ if (0 == ASSIMP_strincmp(sz,"ADD",3))
+ out.mOp = aiTextureOp_Add;
+
+ else if (0 == ASSIMP_strincmp(sz,"SUBTRACT",8))
+ out.mOp = aiTextureOp_Subtract;
+
+ else if (0 == ASSIMP_strincmp(sz,"MULTIPLY",8))
+ out.mOp = aiTextureOp_Multiply;
+
+ else {
+ DefaultLogger::get()->warn("Collada: Unsupported MAYA texture blend mode");
+ }
+ TestClosing( "blend_mode");
+ }
+ // OKINO extensions
+ // -------------------------------------------------------
+ else if( IsElement( "weighting")) {
+ out.mWeighting = ReadFloatFromTextContent();
+ TestClosing( "weighting");
+ }
+ else if( IsElement( "mix_with_previous_layer")) {
+ out.mMixWithPrevious = ReadFloatFromTextContent();
+ TestClosing( "mix_with_previous_layer");
+ }
+ // MAX3D extensions
+ // -------------------------------------------------------
+ else if( IsElement( "amount")) {
+ out.mWeighting = ReadFloatFromTextContent();
+ TestClosing( "amount");
+ }
+ }
+ else if( mReader->getNodeType() == irr::io::EXN_ELEMENT_END) {
+ if( strcmp( mReader->getNodeName(), "technique") == 0)
+ break;
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Reads an effect entry containing a color or a texture defining that color
void ColladaParser::ReadEffectColor( aiColor4D& pColor, Sampler& pSampler)
{
- if (mReader->isEmptyElement())
- return;
-
- // Save current element name
- const std::string curElem = mReader->getNodeName();
-
- while ( mReader->read())
- {
- if ( mReader->getNodeType() == irr::io::EXN_ELEMENT) {
- if ( IsElement( "color"))
- {
- // text content contains 4 floats
- const char* content = GetTextContent();
-
- content = fast_atof_move( content, (float&)pColor.r);
- SkipSpacesAndLineEnd( &content);
-
- content = fast_atof_move( content, (float&)pColor.g);
- SkipSpacesAndLineEnd( &content);
-
- content = fast_atof_move( content, (float&)pColor.b);
- SkipSpacesAndLineEnd( &content);
-
- content = fast_atof_move( content, (float&)pColor.a);
- SkipSpacesAndLineEnd( &content);
- TestClosing( "color");
- }
- else if ( IsElement( "texture"))
- {
- // get name of source textur/sampler
- int attrTex = GetAttribute( "texture");
- pSampler.mName = mReader->getAttributeValue( attrTex);
-
- // get name of UV source channel
- attrTex = GetAttribute( "texcoord");
- pSampler.mUVChannel = mReader->getAttributeValue( attrTex);
- //SkipElement();
- }
- else if ( IsElement( "technique"))
- {
- const int _profile = GetAttribute( "profile");
- const char* profile = mReader->getAttributeValue( _profile );
-
- // Some extensions are quite useful ... ReadSamplerProperties processes
- // several extensions in MAYA, OKINO and MAX3D profiles.
- if (!::strcmp(profile,"MAYA") || !::strcmp(profile,"MAX3D") || !::strcmp(profile,"OKINO"))
- {
- // get more information on this sampler
- ReadSamplerProperties(pSampler);
- }
- else SkipElement();
- }
- else if ( !IsElement( "extra"))
- {
- // ignore the rest
- SkipElement();
- }
- }
- else if ( mReader->getNodeType() == irr::io::EXN_ELEMENT_END){
- if (mReader->getNodeName() == curElem)
- break;
- }
- }
+ if (mReader->isEmptyElement())
+ return;
+
+ // Save current element name
+ const std::string curElem = mReader->getNodeName();
+
+ while( mReader->read())
+ {
+ if( mReader->getNodeType() == irr::io::EXN_ELEMENT) {
+ if( IsElement( "color"))
+ {
+ // text content contains 4 floats
+ const char* content = GetTextContent();
+
+ content = fast_atoreal_move<float>( content, (float&)pColor.r);
+ SkipSpacesAndLineEnd( &content);
+
+ content = fast_atoreal_move<float>( content, (float&)pColor.g);
+ SkipSpacesAndLineEnd( &content);
+
+ content = fast_atoreal_move<float>( content, (float&)pColor.b);
+ SkipSpacesAndLineEnd( &content);
+
+ content = fast_atoreal_move<float>( content, (float&)pColor.a);
+ SkipSpacesAndLineEnd( &content);
+ TestClosing( "color");
+ }
+ else if( IsElement( "texture"))
+ {
+ // get name of source textur/sampler
+ int attrTex = GetAttribute( "texture");
+ pSampler.mName = mReader->getAttributeValue( attrTex);
+
+ // get name of UV source channel
+ attrTex = GetAttribute( "texcoord");
+ pSampler.mUVChannel = mReader->getAttributeValue( attrTex);
+ //SkipElement();
+ }
+ else if( IsElement( "technique"))
+ {
+ const int _profile = GetAttribute( "profile");
+ const char* profile = mReader->getAttributeValue( _profile );
+
+ // Some extensions are quite useful ... ReadSamplerProperties processes
+ // several extensions in MAYA, OKINO and MAX3D profiles.
+ if (!::strcmp(profile,"MAYA") || !::strcmp(profile,"MAX3D") || !::strcmp(profile,"OKINO"))
+ {
+ // get more information on this sampler
+ ReadSamplerProperties(pSampler);
+ }
+ else SkipElement();
+ }
+ else if( !IsElement( "extra"))
+ {
+ // ignore the rest
+ SkipElement();
+ }
+ }
+ else if( mReader->getNodeType() == irr::io::EXN_ELEMENT_END){
+ if (mReader->getNodeName() == curElem)
+ break;
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Reads an effect entry containing a float
void ColladaParser::ReadEffectFloat( float& pFloat)
{
- while ( mReader->read())
- {
- if ( mReader->getNodeType() == irr::io::EXN_ELEMENT){
- if ( IsElement( "float"))
- {
- // text content contains a single floats
- const char* content = GetTextContent();
- content = fast_atof_move( content, pFloat);
- SkipSpacesAndLineEnd( &content);
-
- TestClosing( "float");
- } else
- {
- // ignore the rest
- SkipElement();
- }
- }
- else if ( mReader->getNodeType() == irr::io::EXN_ELEMENT_END){
- break;
- }
- }
+ while( mReader->read())
+ {
+ if( mReader->getNodeType() == irr::io::EXN_ELEMENT){
+ if( IsElement( "float"))
+ {
+ // text content contains a single floats
+ const char* content = GetTextContent();
+ content = fast_atoreal_move<float>( content, pFloat);
+ SkipSpacesAndLineEnd( &content);
+
+ TestClosing( "float");
+ } else
+ {
+ // ignore the rest
+ SkipElement();
+ }
+ }
+ else if( mReader->getNodeType() == irr::io::EXN_ELEMENT_END){
+ break;
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
-// Reads an effect parameter specification of any kind
+// Reads an effect parameter specification of any kind
void ColladaParser::ReadEffectParam( Collada::EffectParam& pParam)
{
- while ( mReader->read())
- {
- if ( mReader->getNodeType() == irr::io::EXN_ELEMENT) {
- if ( IsElement( "surface"))
- {
- // image ID given inside <init_from> tags
- TestOpening( "init_from");
- const char* content = GetTextContent();
- pParam.mType = Param_Surface;
- pParam.mReference = content;
- TestClosing( "init_from");
-
- // don't care for remaining stuff
- SkipElement( "surface");
- }
- else if ( IsElement( "sampler2D"))
- {
- // surface ID is given inside <source> tags
- TestOpening( "source");
- const char* content = GetTextContent();
- pParam.mType = Param_Sampler;
- pParam.mReference = content;
- TestClosing( "source");
-
- // don't care for remaining stuff
- SkipElement( "sampler2D");
- } else
- {
- // ignore unknown element
- SkipElement();
- }
- }
- else if ( mReader->getNodeType() == irr::io::EXN_ELEMENT_END) {
- break;
- }
- }
+ while( mReader->read())
+ {
+ if( mReader->getNodeType() == irr::io::EXN_ELEMENT) {
+ if( IsElement( "surface"))
+ {
+ // image ID given inside <init_from> tags
+ TestOpening( "init_from");
+ const char* content = GetTextContent();
+ pParam.mType = Param_Surface;
+ pParam.mReference = content;
+ TestClosing( "init_from");
+
+ // don't care for remaining stuff
+ SkipElement( "surface");
+ }
+ else if( IsElement( "sampler2D"))
+ {
+ // surface ID is given inside <source> tags
+ TestOpening( "source");
+ const char* content = GetTextContent();
+ pParam.mType = Param_Sampler;
+ pParam.mReference = content;
+ TestClosing( "source");
+
+ // don't care for remaining stuff
+ SkipElement( "sampler2D");
+ } else
+ {
+ // ignore unknown element
+ SkipElement();
+ }
+ }
+ else if( mReader->getNodeType() == irr::io::EXN_ELEMENT_END) {
+ break;
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Reads the geometry library contents
void ColladaParser::ReadGeometryLibrary()
{
- if ( mReader->isEmptyElement())
- return;
-
- while ( mReader->read())
- {
- if ( mReader->getNodeType() == irr::io::EXN_ELEMENT)
- {
- if ( IsElement( "geometry"))
- {
- // read ID. Another entry which is "optional" by design but obligatory in reality
- int indexID = GetAttribute( "id");
- std::string id = mReader->getAttributeValue( indexID);
-
- // TODO: (thom) support SIDs
- // ai_assert( TestAttribute( "sid") == -1);
-
- // create a mesh and store it in the library under its ID
- Mesh* mesh = new Mesh;
- mMeshLibrary[id] = mesh;
-
- // read on from there
- ReadGeometry( mesh);
- } else
- {
- // ignore the rest
- SkipElement();
- }
- }
- else if ( mReader->getNodeType() == irr::io::EXN_ELEMENT_END)
- {
- if ( strcmp( mReader->getNodeName(), "library_geometries") != 0)
- ThrowException( "Expected end of \"library_geometries\" element.");
-
- break;
- }
- }
+ if( mReader->isEmptyElement())
+ return;
+
+ while( mReader->read())
+ {
+ if( mReader->getNodeType() == irr::io::EXN_ELEMENT)
+ {
+ if( IsElement( "geometry"))
+ {
+ // read ID. Another entry which is "optional" by design but obligatory in reality
+ int indexID = GetAttribute( "id");
+ std::string id = mReader->getAttributeValue( indexID);
+
+ // TODO: (thom) support SIDs
+ // ai_assert( TestAttribute( "sid") == -1);
+
+ // create a mesh and store it in the library under its ID
+ Mesh* mesh = new Mesh;
+ mMeshLibrary[id] = mesh;
+
+ // read on from there
+ ReadGeometry( mesh);
+ } else
+ {
+ // ignore the rest
+ SkipElement();
+ }
+ }
+ else if( mReader->getNodeType() == irr::io::EXN_ELEMENT_END)
+ {
+ if( strcmp( mReader->getNodeName(), "library_geometries") != 0)
+ ThrowException( "Expected end of \"library_geometries\" element.");
+
+ break;
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Reads a geometry from the geometry library.
void ColladaParser::ReadGeometry( Collada::Mesh* pMesh)
{
- if ( mReader->isEmptyElement())
- return;
-
- while ( mReader->read())
- {
- if ( mReader->getNodeType() == irr::io::EXN_ELEMENT)
- {
- if ( IsElement( "mesh"))
- {
- // read on from there
- ReadMesh( pMesh);
- } else
- {
- // ignore the rest
- SkipElement();
- }
- }
- else if ( mReader->getNodeType() == irr::io::EXN_ELEMENT_END)
- {
- if ( strcmp( mReader->getNodeName(), "geometry") != 0)
- ThrowException( "Expected end of \"geometry\" element.");
-
- break;
- }
- }
+ if( mReader->isEmptyElement())
+ return;
+
+ while( mReader->read())
+ {
+ if( mReader->getNodeType() == irr::io::EXN_ELEMENT)
+ {
+ if( IsElement( "mesh"))
+ {
+ // read on from there
+ ReadMesh( pMesh);
+ } else
+ {
+ // ignore the rest
+ SkipElement();
+ }
+ }
+ else if( mReader->getNodeType() == irr::io::EXN_ELEMENT_END)
+ {
+ if( strcmp( mReader->getNodeName(), "geometry") != 0)
+ ThrowException( "Expected end of \"geometry\" element.");
+
+ break;
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Reads a mesh from the geometry library
void ColladaParser::ReadMesh( Mesh* pMesh)
{
- if ( mReader->isEmptyElement())
- return;
-
- while ( mReader->read())
- {
- if ( mReader->getNodeType() == irr::io::EXN_ELEMENT)
- {
- if ( IsElement( "source"))
- {
- // we have professionals dealing with this
- ReadSource();
- }
- else if ( IsElement( "vertices"))
- {
- // read per-vertex mesh data
- ReadVertexData( pMesh);
- }
- else if ( IsElement( "triangles") || IsElement( "lines") || IsElement( "linestrips")
- || IsElement( "polygons") || IsElement( "polylist") || IsElement( "trifans") || IsElement( "tristrips"))
- {
- // read per-index mesh data and faces setup
- ReadIndexData( pMesh);
- } else
- {
- // ignore the rest
- SkipElement();
- }
- }
- else if ( mReader->getNodeType() == irr::io::EXN_ELEMENT_END)
- {
- if ( strcmp( mReader->getNodeName(), "technique_common") == 0)
- {
- // end of another meaningless element - read over it
- }
- else if ( strcmp( mReader->getNodeName(), "mesh") == 0)
- {
- // end of <mesh> element - we're done here
- break;
- } else
- {
- // everything else should be punished
- ThrowException( "Expected end of \"mesh\" element.");
- }
- }
- }
+ if( mReader->isEmptyElement())
+ return;
+
+ while( mReader->read())
+ {
+ if( mReader->getNodeType() == irr::io::EXN_ELEMENT)
+ {
+ if( IsElement( "source"))
+ {
+ // we have professionals dealing with this
+ ReadSource();
+ }
+ else if( IsElement( "vertices"))
+ {
+ // read per-vertex mesh data
+ ReadVertexData( pMesh);
+ }
+ else if( IsElement( "triangles") || IsElement( "lines") || IsElement( "linestrips")
+ || IsElement( "polygons") || IsElement( "polylist") || IsElement( "trifans") || IsElement( "tristrips"))
+ {
+ // read per-index mesh data and faces setup
+ ReadIndexData( pMesh);
+ } else
+ {
+ // ignore the rest
+ SkipElement();
+ }
+ }
+ else if( mReader->getNodeType() == irr::io::EXN_ELEMENT_END)
+ {
+ if( strcmp( mReader->getNodeName(), "technique_common") == 0)
+ {
+ // end of another meaningless element - read over it
+ }
+ else if( strcmp( mReader->getNodeName(), "mesh") == 0)
+ {
+ // end of <mesh> element - we're done here
+ break;
+ } else
+ {
+ // everything else should be punished
+ ThrowException( "Expected end of \"mesh\" element.");
+ }
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
-// Reads a source element
+// Reads a source element
void ColladaParser::ReadSource()
{
- int indexID = GetAttribute( "id");
- std::string sourceID = mReader->getAttributeValue( indexID);
-
- while ( mReader->read())
- {
- if ( mReader->getNodeType() == irr::io::EXN_ELEMENT)
- {
- if ( IsElement( "float_array") || IsElement( "IDREF_array") || IsElement( "Name_array"))
- {
- ReadDataArray();
- }
- else if ( IsElement( "technique_common"))
- {
- // ignore
- }
- else if ( IsElement( "accessor"))
- {
- ReadAccessor( sourceID);
- } else
- {
- // ignore the rest
- SkipElement();
- }
- }
- else if ( mReader->getNodeType() == irr::io::EXN_ELEMENT_END)
- {
- if ( strcmp( mReader->getNodeName(), "source") == 0)
- {
- // end of <source> - we're done
- break;
- }
- else if ( strcmp( mReader->getNodeName(), "technique_common") == 0)
- {
- // end of another meaningless element - read over it
- } else
- {
- // everything else should be punished
- ThrowException( "Expected end of \"source\" element.");
- }
- }
- }
+ int indexID = GetAttribute( "id");
+ std::string sourceID = mReader->getAttributeValue( indexID);
+
+ while( mReader->read())
+ {
+ if( mReader->getNodeType() == irr::io::EXN_ELEMENT)
+ {
+ if( IsElement( "float_array") || IsElement( "IDREF_array") || IsElement( "Name_array"))
+ {
+ ReadDataArray();
+ }
+ else if( IsElement( "technique_common"))
+ {
+ // I don't fucking care for your profiles bullshit
+ }
+ else if( IsElement( "accessor"))
+ {
+ ReadAccessor( sourceID);
+ } else
+ {
+ // ignore the rest
+ SkipElement();
+ }
+ }
+ else if( mReader->getNodeType() == irr::io::EXN_ELEMENT_END)
+ {
+ if( strcmp( mReader->getNodeName(), "source") == 0)
+ {
+ // end of <source> - we're done
+ break;
+ }
+ else if( strcmp( mReader->getNodeName(), "technique_common") == 0)
+ {
+ // end of another meaningless element - read over it
+ } else
+ {
+ // everything else should be punished
+ ThrowException( "Expected end of \"source\" element.");
+ }
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Reads a data array holding a number of floats, and stores it in the global library
void ColladaParser::ReadDataArray()
{
- std::string elmName = mReader->getNodeName();
- bool isStringArray = (elmName == "IDREF_array" || elmName == "Name_array");
-
- // read attributes
- int indexID = GetAttribute( "id");
- std::string id = mReader->getAttributeValue( indexID);
- int indexCount = GetAttribute( "count");
- unsigned int count = (unsigned int) mReader->getAttributeValueAsInt( indexCount);
- const char* content = TestTextContent();
- if (content) { // some exporters write empty data arrays, silently skip over them
-
- // read values and store inside an array in the data library
- mDataLibrary[id] = Data();
- Data& data = mDataLibrary[id];
- data.mIsStringArray = isStringArray;
-
- if ( isStringArray)
- {
- data.mStrings.reserve( count);
- std::string s;
-
- for ( unsigned int a = 0; a < count; a++)
- {
- if ( *content == 0)
- ThrowException( "Expected more values while reading IDREF_array contents.");
-
- s.clear();
- while ( !IsSpaceOrNewLine( *content))
- s += *content++;
- data.mStrings.push_back( s);
-
- SkipSpacesAndLineEnd( &content);
- }
- } else
- {
- data.mValues.reserve( count);
-
- for ( unsigned int a = 0; a < count; a++)
- {
- if ( *content == 0)
- ThrowException( "Expected more values while reading float_array contents.");
-
- float value;
- // read a number
- content = fast_atof_move( content, value);
- data.mValues.push_back( value);
- // skip whitespace after it
- SkipSpacesAndLineEnd( &content);
- }
- }
- }
-
- // test for closing tag
+ std::string elmName = mReader->getNodeName();
+ bool isStringArray = (elmName == "IDREF_array" || elmName == "Name_array");
+ bool isEmptyElement = mReader->isEmptyElement();
+
+ // read attributes
+ int indexID = GetAttribute( "id");
+ std::string id = mReader->getAttributeValue( indexID);
+ int indexCount = GetAttribute( "count");
+ unsigned int count = (unsigned int) mReader->getAttributeValueAsInt( indexCount);
+ const char* content = TestTextContent();
+
+ // read values and store inside an array in the data library
+ mDataLibrary[id] = Data();
+ Data& data = mDataLibrary[id];
+ data.mIsStringArray = isStringArray;
+
+ // some exporters write empty data arrays, but we need to conserve them anyways because others might reference them
+ if (content)
+ {
+ if( isStringArray)
+ {
+ data.mStrings.reserve( count);
+ std::string s;
+
+ for( unsigned int a = 0; a < count; a++)
+ {
+ if( *content == 0)
+ ThrowException( "Expected more values while reading IDREF_array contents.");
+
+ s.clear();
+ while( !IsSpaceOrNewLine( *content))
+ s += *content++;
+ data.mStrings.push_back( s);
+
+ SkipSpacesAndLineEnd( &content);
+ }
+ } else
+ {
+ data.mValues.reserve( count);
+
+ for( unsigned int a = 0; a < count; a++)
+ {
+ if( *content == 0)
+ ThrowException( "Expected more values while reading float_array contents.");
+
+ float value;
+ // read a number
+ content = fast_atoreal_move<float>( content, value);
+ data.mValues.push_back( value);
+ // skip whitespace after it
+ SkipSpacesAndLineEnd( &content);
+ }
+ }
+ }
+
+ // test for closing tag
+ if( !isEmptyElement )
TestClosing( elmName.c_str());
}
@@ -1693,1027 +1709,1033 @@ void ColladaParser::ReadDataArray()
// Reads an accessor and stores it in the global library
void ColladaParser::ReadAccessor( const std::string& pID)
{
- // read accessor attributes
- int attrSource = GetAttribute( "source");
- const char* source = mReader->getAttributeValue( attrSource);
- if ( source[0] != '#')
- ThrowException( boost::str( boost::format( "Unknown reference format in url \"%s\".") % source));
- int attrCount = GetAttribute( "count");
- unsigned int count = (unsigned int) mReader->getAttributeValueAsInt( attrCount);
- int attrOffset = TestAttribute( "offset");
- unsigned int offset = 0;
- if ( attrOffset > -1)
- offset = (unsigned int) mReader->getAttributeValueAsInt( attrOffset);
- int attrStride = TestAttribute( "stride");
- unsigned int stride = 1;
- if ( attrStride > -1)
- stride = (unsigned int) mReader->getAttributeValueAsInt( attrStride);
-
- // store in the library under the given ID
- mAccessorLibrary[pID] = Accessor();
- Accessor& acc = mAccessorLibrary[pID];
- acc.mCount = count;
- acc.mOffset = offset;
- acc.mStride = stride;
- acc.mSource = source+1; // ignore the leading '#'
- acc.mSize = 0; // gets incremented with every param
-
- // and read the components
- while ( mReader->read())
- {
- if ( mReader->getNodeType() == irr::io::EXN_ELEMENT)
- {
- if ( IsElement( "param"))
- {
- // read data param
- int attrName = TestAttribute( "name");
- std::string name;
- if ( attrName > -1)
- {
- name = mReader->getAttributeValue( attrName);
-
- // analyse for common type components and store it's sub-offset in the corresponding field
-
- /* Cartesian coordinates */
- if ( name == "X") acc.mSubOffset[0] = acc.mParams.size();
- else if ( name == "Y") acc.mSubOffset[1] = acc.mParams.size();
- else if ( name == "Z") acc.mSubOffset[2] = acc.mParams.size();
-
- /* RGBA colors */
- else if ( name == "R") acc.mSubOffset[0] = acc.mParams.size();
- else if ( name == "G") acc.mSubOffset[1] = acc.mParams.size();
- else if ( name == "B") acc.mSubOffset[2] = acc.mParams.size();
- else if ( name == "A") acc.mSubOffset[3] = acc.mParams.size();
-
- /* UVWQ (STPQ) texture coordinates */
- else if ( name == "S") acc.mSubOffset[0] = acc.mParams.size();
- else if ( name == "T") acc.mSubOffset[1] = acc.mParams.size();
- else if ( name == "P") acc.mSubOffset[2] = acc.mParams.size();
- // else if ( name == "Q") acc.mSubOffset[3] = acc.mParams.size();
- /* 4D uv coordinates are not supported in Assimp */
-
- /* Generic extra data, interpreted as UV data, too*/
- else if ( name == "U") acc.mSubOffset[0] = acc.mParams.size();
- else if ( name == "V") acc.mSubOffset[1] = acc.mParams.size();
- //else
- // DefaultLogger::get()->warn( boost::str( boost::format( "Unknown accessor parameter \"%s\". Ignoring data channel.") % name));
- }
-
- // read data type
- int attrType = TestAttribute( "type");
- if ( attrType > -1)
- {
- // for the moment we only distinguish between a 4x4 matrix and anything else.
- // TODO: (thom) I don't have a spec here at work. Check if there are other multi-value types
- // which should be tested for here.
- std::string type = mReader->getAttributeValue( attrType);
- if ( type == "float4x4")
- acc.mSize += 16;
- else
- acc.mSize += 1;
- }
-
- acc.mParams.push_back( name);
-
- // skip remaining stuff of this element, if any
- SkipElement();
- } else
- {
- ThrowException( "Unexpected sub element in tag \"accessor\".");
- }
- }
- else if ( mReader->getNodeType() == irr::io::EXN_ELEMENT_END)
- {
- if ( strcmp( mReader->getNodeName(), "accessor") != 0)
- ThrowException( "Expected end of \"accessor\" element.");
-
- break;
- }
- }
+ // read accessor attributes
+ int attrSource = GetAttribute( "source");
+ const char* source = mReader->getAttributeValue( attrSource);
+ if( source[0] != '#')
+ ThrowException( boost::str( boost::format( "Unknown reference format in url \"%s\".") % source));
+ int attrCount = GetAttribute( "count");
+ unsigned int count = (unsigned int) mReader->getAttributeValueAsInt( attrCount);
+ int attrOffset = TestAttribute( "offset");
+ unsigned int offset = 0;
+ if( attrOffset > -1)
+ offset = (unsigned int) mReader->getAttributeValueAsInt( attrOffset);
+ int attrStride = TestAttribute( "stride");
+ unsigned int stride = 1;
+ if( attrStride > -1)
+ stride = (unsigned int) mReader->getAttributeValueAsInt( attrStride);
+
+ // store in the library under the given ID
+ mAccessorLibrary[pID] = Accessor();
+ Accessor& acc = mAccessorLibrary[pID];
+ acc.mCount = count;
+ acc.mOffset = offset;
+ acc.mStride = stride;
+ acc.mSource = source+1; // ignore the leading '#'
+ acc.mSize = 0; // gets incremented with every param
+
+ // and read the components
+ while( mReader->read())
+ {
+ if( mReader->getNodeType() == irr::io::EXN_ELEMENT)
+ {
+ if( IsElement( "param"))
+ {
+ // read data param
+ int attrName = TestAttribute( "name");
+ std::string name;
+ if( attrName > -1)
+ {
+ name = mReader->getAttributeValue( attrName);
+
+ // analyse for common type components and store it's sub-offset in the corresponding field
+
+ /* Cartesian coordinates */
+ if( name == "X") acc.mSubOffset[0] = acc.mParams.size();
+ else if( name == "Y") acc.mSubOffset[1] = acc.mParams.size();
+ else if( name == "Z") acc.mSubOffset[2] = acc.mParams.size();
+
+ /* RGBA colors */
+ else if( name == "R") acc.mSubOffset[0] = acc.mParams.size();
+ else if( name == "G") acc.mSubOffset[1] = acc.mParams.size();
+ else if( name == "B") acc.mSubOffset[2] = acc.mParams.size();
+ else if( name == "A") acc.mSubOffset[3] = acc.mParams.size();
+
+ /* UVWQ (STPQ) texture coordinates */
+ else if( name == "S") acc.mSubOffset[0] = acc.mParams.size();
+ else if( name == "T") acc.mSubOffset[1] = acc.mParams.size();
+ else if( name == "P") acc.mSubOffset[2] = acc.mParams.size();
+ // else if( name == "Q") acc.mSubOffset[3] = acc.mParams.size();
+ /* 4D uv coordinates are not supported in Assimp */
+
+ /* Generic extra data, interpreted as UV data, too*/
+ else if( name == "U") acc.mSubOffset[0] = acc.mParams.size();
+ else if( name == "V") acc.mSubOffset[1] = acc.mParams.size();
+ //else
+ // DefaultLogger::get()->warn( boost::str( boost::format( "Unknown accessor parameter \"%s\". Ignoring data channel.") % name));
+ }
+
+ // read data type
+ int attrType = TestAttribute( "type");
+ if( attrType > -1)
+ {
+ // for the moment we only distinguish between a 4x4 matrix and anything else.
+ // TODO: (thom) I don't have a spec here at work. Check if there are other multi-value types
+ // which should be tested for here.
+ std::string type = mReader->getAttributeValue( attrType);
+ if( type == "float4x4")
+ acc.mSize += 16;
+ else
+ acc.mSize += 1;
+ }
+
+ acc.mParams.push_back( name);
+
+ // skip remaining stuff of this element, if any
+ SkipElement();
+ } else
+ {
+ ThrowException( "Unexpected sub element in tag \"accessor\".");
+ }
+ }
+ else if( mReader->getNodeType() == irr::io::EXN_ELEMENT_END)
+ {
+ if( strcmp( mReader->getNodeName(), "accessor") != 0)
+ ThrowException( "Expected end of \"accessor\" element.");
+
+ break;
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Reads input declarations of per-vertex mesh data into the given mesh
void ColladaParser::ReadVertexData( Mesh* pMesh)
{
- // extract the ID of the <vertices> element. Not that we care, but to catch strange referencing schemes we should warn about
- int attrID= GetAttribute( "id");
- pMesh->mVertexID = mReader->getAttributeValue( attrID);
-
- // a number of <input> elements
- while ( mReader->read())
- {
- if ( mReader->getNodeType() == irr::io::EXN_ELEMENT)
- {
- if ( IsElement( "input"))
- {
- ReadInputChannel( pMesh->mPerVertexData);
- } else
- {
- ThrowException( "Unexpected sub element in tag \"vertices\".");
- }
- }
- else if ( mReader->getNodeType() == irr::io::EXN_ELEMENT_END)
- {
- if ( strcmp( mReader->getNodeName(), "vertices") != 0)
- ThrowException( "Expected end of \"vertices\" element.");
-
- break;
- }
- }
+ // extract the ID of the <vertices> element. Not that we care, but to catch strange referencing schemes we should warn about
+ int attrID= GetAttribute( "id");
+ pMesh->mVertexID = mReader->getAttributeValue( attrID);
+
+ // a number of <input> elements
+ while( mReader->read())
+ {
+ if( mReader->getNodeType() == irr::io::EXN_ELEMENT)
+ {
+ if( IsElement( "input"))
+ {
+ ReadInputChannel( pMesh->mPerVertexData);
+ } else
+ {
+ ThrowException( "Unexpected sub element in tag \"vertices\".");
+ }
+ }
+ else if( mReader->getNodeType() == irr::io::EXN_ELEMENT_END)
+ {
+ if( strcmp( mReader->getNodeName(), "vertices") != 0)
+ ThrowException( "Expected end of \"vertices\" element.");
+
+ break;
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Reads input declarations of per-index mesh data into the given mesh
void ColladaParser::ReadIndexData( Mesh* pMesh)
{
- std::vector<size_t> vcount;
- std::vector<InputChannel> perIndexData;
-
- // read primitive count from the attribute
- int attrCount = GetAttribute( "count");
- size_t numPrimitives = (size_t) mReader->getAttributeValueAsInt( attrCount);
-
- // material subgroup
- int attrMaterial = TestAttribute( "material");
- SubMesh subgroup;
- if ( attrMaterial > -1)
- subgroup.mMaterial = mReader->getAttributeValue( attrMaterial);
- subgroup.mNumFaces = numPrimitives;
- pMesh->mSubMeshes.push_back( subgroup);
-
- // distinguish between polys and triangles
- std::string elementName = mReader->getNodeName();
- PrimitiveType primType = Prim_Invalid;
- if ( IsElement( "lines"))
- primType = Prim_Lines;
- else if ( IsElement( "linestrips"))
- primType = Prim_LineStrip;
- else if ( IsElement( "polygons"))
- primType = Prim_Polygon;
- else if ( IsElement( "polylist"))
- primType = Prim_Polylist;
- else if ( IsElement( "triangles"))
- primType = Prim_Triangles;
- else if ( IsElement( "trifans"))
- primType = Prim_TriFans;
- else if ( IsElement( "tristrips"))
- primType = Prim_TriStrips;
-
- ai_assert( primType != Prim_Invalid);
-
- // also a number of <input> elements, but in addition a <p> primitive collection and propably index counts for all primitives
- while ( mReader->read())
- {
- if ( mReader->getNodeType() == irr::io::EXN_ELEMENT)
- {
- if ( IsElement( "input"))
- {
- ReadInputChannel( perIndexData);
- }
- else if ( IsElement( "vcount"))
- {
- if ( !mReader->isEmptyElement())
- {
- // case <polylist> - specifies the number of indices for each polygon
- const char* content = GetTextContent();
- vcount.reserve( numPrimitives);
- for ( unsigned int a = 0; a < numPrimitives; a++)
- {
- if ( *content == 0)
- ThrowException( "Expected more values while reading vcount contents.");
- // read a number
- vcount.push_back( (size_t) strtol10( content, &content));
- // skip whitespace after it
- SkipSpacesAndLineEnd( &content);
- }
-
- TestClosing( "vcount");
- }
- }
- else if ( IsElement( "p"))
- {
- if ( !mReader->isEmptyElement())
- {
- // now here the actual fun starts - these are the indices to construct the mesh data from
- ReadPrimitives( pMesh, perIndexData, numPrimitives, vcount, primType);
- }
- } else
- {
- ThrowException( "Unexpected sub element in tag \"vertices\".");
- }
- }
- else if ( mReader->getNodeType() == irr::io::EXN_ELEMENT_END)
- {
- if ( mReader->getNodeName() != elementName)
- ThrowException( boost::str( boost::format( "Expected end of \"%s\" element.") % elementName));
-
- break;
- }
- }
+ std::vector<size_t> vcount;
+ std::vector<InputChannel> perIndexData;
+
+ // read primitive count from the attribute
+ int attrCount = GetAttribute( "count");
+ size_t numPrimitives = (size_t) mReader->getAttributeValueAsInt( attrCount);
+
+ // material subgroup
+ int attrMaterial = TestAttribute( "material");
+ SubMesh subgroup;
+ if( attrMaterial > -1)
+ subgroup.mMaterial = mReader->getAttributeValue( attrMaterial);
+ subgroup.mNumFaces = numPrimitives;
+ pMesh->mSubMeshes.push_back( subgroup);
+
+ // distinguish between polys and triangles
+ std::string elementName = mReader->getNodeName();
+ PrimitiveType primType = Prim_Invalid;
+ if( IsElement( "lines"))
+ primType = Prim_Lines;
+ else if( IsElement( "linestrips"))
+ primType = Prim_LineStrip;
+ else if( IsElement( "polygons"))
+ primType = Prim_Polygon;
+ else if( IsElement( "polylist"))
+ primType = Prim_Polylist;
+ else if( IsElement( "triangles"))
+ primType = Prim_Triangles;
+ else if( IsElement( "trifans"))
+ primType = Prim_TriFans;
+ else if( IsElement( "tristrips"))
+ primType = Prim_TriStrips;
+
+ ai_assert( primType != Prim_Invalid);
+
+ // also a number of <input> elements, but in addition a <p> primitive collection and propably index counts for all primitives
+ while( mReader->read())
+ {
+ if( mReader->getNodeType() == irr::io::EXN_ELEMENT)
+ {
+ if( IsElement( "input"))
+ {
+ ReadInputChannel( perIndexData);
+ }
+ else if( IsElement( "vcount"))
+ {
+ if( !mReader->isEmptyElement())
+ {
+ if (numPrimitives) // It is possible to define a mesh without any primitives
+ {
+ // case <polylist> - specifies the number of indices for each polygon
+ const char* content = GetTextContent();
+ vcount.reserve( numPrimitives);
+ for( unsigned int a = 0; a < numPrimitives; a++)
+ {
+ if( *content == 0)
+ ThrowException( "Expected more values while reading vcount contents.");
+ // read a number
+ vcount.push_back( (size_t) strtoul10( content, &content));
+ // skip whitespace after it
+ SkipSpacesAndLineEnd( &content);
+ }
+ }
+
+ TestClosing( "vcount");
+ }
+ }
+ else if( IsElement( "p"))
+ {
+ if( !mReader->isEmptyElement())
+ {
+ // now here the actual fun starts - these are the indices to construct the mesh data from
+ ReadPrimitives( pMesh, perIndexData, numPrimitives, vcount, primType);
+ }
+ } else
+ {
+ ThrowException( "Unexpected sub element in tag \"vertices\".");
+ }
+ }
+ else if( mReader->getNodeType() == irr::io::EXN_ELEMENT_END)
+ {
+ if( mReader->getNodeName() != elementName)
+ ThrowException( boost::str( boost::format( "Expected end of \"%s\" element.") % elementName));
+
+ break;
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
-// Reads a single input channel element and stores it in the given array, if valid
+// Reads a single input channel element and stores it in the given array, if valid
void ColladaParser::ReadInputChannel( std::vector<InputChannel>& poChannels)
{
- InputChannel channel;
-
- // read semantic
- int attrSemantic = GetAttribute( "semantic");
- std::string semantic = mReader->getAttributeValue( attrSemantic);
- channel.mType = GetTypeForSemantic( semantic);
-
- // read source
- int attrSource = GetAttribute( "source");
- const char* source = mReader->getAttributeValue( attrSource);
- if ( source[0] != '#')
- ThrowException( boost::str( boost::format( "Unknown reference format in url \"%s\".") % source));
- channel.mAccessor = source+1; // skipping the leading #, hopefully the remaining text is the accessor ID only
-
- // read index offset, if per-index <input>
- int attrOffset = TestAttribute( "offset");
- if ( attrOffset > -1)
- channel.mOffset = mReader->getAttributeValueAsInt( attrOffset);
-
- // read set if texture coordinates
- if (channel.mType == IT_Texcoord || channel.mType == IT_Color){
- int attrSet = TestAttribute("set");
- if (attrSet > -1){
- attrSet = mReader->getAttributeValueAsInt( attrSet);
- if (attrSet < 0)
- ThrowException( boost::str( boost::format( "Invalid index \"%i\" for set attribute") % (attrSet)));
-
- channel.mIndex = attrSet;
- }
- }
-
- // store, if valid type
- if ( channel.mType != IT_Invalid)
- poChannels.push_back( channel);
-
- // skip remaining stuff of this element, if any
- SkipElement();
+ InputChannel channel;
+
+ // read semantic
+ int attrSemantic = GetAttribute( "semantic");
+ std::string semantic = mReader->getAttributeValue( attrSemantic);
+ channel.mType = GetTypeForSemantic( semantic);
+
+ // read source
+ int attrSource = GetAttribute( "source");
+ const char* source = mReader->getAttributeValue( attrSource);
+ if( source[0] != '#')
+ ThrowException( boost::str( boost::format( "Unknown reference format in url \"%s\".") % source));
+ channel.mAccessor = source+1; // skipping the leading #, hopefully the remaining text is the accessor ID only
+
+ // read index offset, if per-index <input>
+ int attrOffset = TestAttribute( "offset");
+ if( attrOffset > -1)
+ channel.mOffset = mReader->getAttributeValueAsInt( attrOffset);
+
+ // read set if texture coordinates
+ if(channel.mType == IT_Texcoord || channel.mType == IT_Color){
+ int attrSet = TestAttribute("set");
+ if(attrSet > -1){
+ attrSet = mReader->getAttributeValueAsInt( attrSet);
+ if(attrSet < 0)
+ ThrowException( boost::str( boost::format( "Invalid index \"%i\" for set attribute") % (attrSet)));
+
+ channel.mIndex = attrSet;
+ }
+ }
+
+ // store, if valid type
+ if( channel.mType != IT_Invalid)
+ poChannels.push_back( channel);
+
+ // skip remaining stuff of this element, if any
+ SkipElement();
}
// ------------------------------------------------------------------------------------------------
// Reads a <p> primitive index list and assembles the mesh data into the given mesh
-void ColladaParser::ReadPrimitives( Mesh* pMesh, std::vector<InputChannel>& pPerIndexChannels,
- size_t pNumPrimitives, const std::vector<size_t>& pVCount, PrimitiveType pPrimType)
+void ColladaParser::ReadPrimitives( Mesh* pMesh, std::vector<InputChannel>& pPerIndexChannels,
+ size_t pNumPrimitives, const std::vector<size_t>& pVCount, PrimitiveType pPrimType)
{
- // determine number of indices coming per vertex
- // find the offset index for all per-vertex channels
- size_t numOffsets = 1;
- size_t perVertexOffset = 0xffffffff; // invalid value
- BOOST_FOREACH( const InputChannel& channel, pPerIndexChannels)
- {
- numOffsets = std::max( numOffsets, channel.mOffset+1);
- if ( channel.mType == IT_Vertex)
- perVertexOffset = channel.mOffset;
- }
-
- // determine the expected number of indices
- size_t expectedPointCount = 0;
- switch( pPrimType)
- {
- case Prim_Polylist:
- {
- BOOST_FOREACH( size_t i, pVCount)
- expectedPointCount += i;
- break;
- }
- case Prim_Lines:
- expectedPointCount = 2 * pNumPrimitives;
- break;
- case Prim_Triangles:
- expectedPointCount = 3 * pNumPrimitives;
- break;
- default:
- // other primitive types don't state the index count upfront... we need to guess
- break;
- }
-
- // and read all indices into a temporary array
- std::vector<size_t> indices;
- if ( expectedPointCount > 0)
- indices.reserve( expectedPointCount * numOffsets);
-
- const char* content = GetTextContent();
- while ( *content != 0)
- {
- // read a value.
- // Hack: (thom) Some exporters put negative indices sometimes. We just try to carry on anyways.
- int value = std::max( 0, strtol10s( content, &content));
- indices.push_back( size_t( value));
- // skip whitespace after it
- SkipSpacesAndLineEnd( &content);
- }
-
- // complain if the index count doesn't fit
- if ( expectedPointCount > 0 && indices.size() != expectedPointCount * numOffsets)
- ThrowException( "Expected different index count in <p> element.");
- else if ( expectedPointCount == 0 && (indices.size() % numOffsets) != 0)
- ThrowException( "Expected different index count in <p> element.");
-
- // find the data for all sources
- for ( std::vector<InputChannel>::iterator it = pMesh->mPerVertexData.begin(); it != pMesh->mPerVertexData.end(); ++it)
- {
+ // determine number of indices coming per vertex
+ // find the offset index for all per-vertex channels
+ size_t numOffsets = 1;
+ size_t perVertexOffset = SIZE_MAX; // invalid value
+ BOOST_FOREACH( const InputChannel& channel, pPerIndexChannels)
+ {
+ numOffsets = std::max( numOffsets, channel.mOffset+1);
+ if( channel.mType == IT_Vertex)
+ perVertexOffset = channel.mOffset;
+ }
+
+ // determine the expected number of indices
+ size_t expectedPointCount = 0;
+ switch( pPrimType)
+ {
+ case Prim_Polylist:
+ {
+ BOOST_FOREACH( size_t i, pVCount)
+ expectedPointCount += i;
+ break;
+ }
+ case Prim_Lines:
+ expectedPointCount = 2 * pNumPrimitives;
+ break;
+ case Prim_Triangles:
+ expectedPointCount = 3 * pNumPrimitives;
+ break;
+ default:
+ // other primitive types don't state the index count upfront... we need to guess
+ break;
+ }
+
+ // and read all indices into a temporary array
+ std::vector<size_t> indices;
+ if( expectedPointCount > 0)
+ indices.reserve( expectedPointCount * numOffsets);
+
+ if (pNumPrimitives > 0) // It is possible to not contain any indicies
+ {
+ const char* content = GetTextContent();
+ while( *content != 0)
+ {
+ // read a value.
+ // Hack: (thom) Some exporters put negative indices sometimes. We just try to carry on anyways.
+ int value = std::max( 0, strtol10( content, &content));
+ indices.push_back( size_t( value));
+ // skip whitespace after it
+ SkipSpacesAndLineEnd( &content);
+ }
+ }
+
+ // complain if the index count doesn't fit
+ if( expectedPointCount > 0 && indices.size() != expectedPointCount * numOffsets)
+ ThrowException( "Expected different index count in <p> element.");
+ else if( expectedPointCount == 0 && (indices.size() % numOffsets) != 0)
+ ThrowException( "Expected different index count in <p> element.");
+
+ // find the data for all sources
+ for( std::vector<InputChannel>::iterator it = pMesh->mPerVertexData.begin(); it != pMesh->mPerVertexData.end(); ++it)
+ {
InputChannel& input = *it;
- if ( input.mResolved)
- continue;
-
- // find accessor
- input.mResolved = &ResolveLibraryReference( mAccessorLibrary, input.mAccessor);
- // resolve accessor's data pointer as well, if neccessary
- const Accessor* acc = input.mResolved;
- if ( !acc->mData)
- acc->mData = &ResolveLibraryReference( mDataLibrary, acc->mSource);
- }
- // and the same for the per-index channels
- for ( std::vector<InputChannel>::iterator it = pPerIndexChannels.begin(); it != pPerIndexChannels.end(); ++it)
+ if( input.mResolved)
+ continue;
+
+ // find accessor
+ input.mResolved = &ResolveLibraryReference( mAccessorLibrary, input.mAccessor);
+ // resolve accessor's data pointer as well, if neccessary
+ const Accessor* acc = input.mResolved;
+ if( !acc->mData)
+ acc->mData = &ResolveLibraryReference( mDataLibrary, acc->mSource);
+ }
+ // and the same for the per-index channels
+ for( std::vector<InputChannel>::iterator it = pPerIndexChannels.begin(); it != pPerIndexChannels.end(); ++it)
{
InputChannel& input = *it;
- if ( input.mResolved)
- continue;
-
- // ignore vertex pointer, it doesn't refer to an accessor
- if ( input.mType == IT_Vertex)
- {
- // warn if the vertex channel does not refer to the <vertices> element in the same mesh
- if ( input.mAccessor != pMesh->mVertexID)
- ThrowException( "Unsupported vertex referencing scheme.");
- continue;
- }
-
- // find accessor
- input.mResolved = &ResolveLibraryReference( mAccessorLibrary, input.mAccessor);
- // resolve accessor's data pointer as well, if neccessary
- const Accessor* acc = input.mResolved;
- if ( !acc->mData)
- acc->mData = &ResolveLibraryReference( mDataLibrary, acc->mSource);
- }
-
-
- // now assemble vertex data according to those indices
- std::vector<size_t>::const_iterator idx = indices.begin();
-
- // For continued primitives, the given count does not come all in one <p>, but only one primitive per <p>
- size_t numPrimitives = pNumPrimitives;
- if ( pPrimType == Prim_TriFans || pPrimType == Prim_Polygon)
- numPrimitives = 1;
-
- pMesh->mFaceSize.reserve( numPrimitives);
- pMesh->mFacePosIndices.reserve( indices.size() / numOffsets);
-
- for ( size_t a = 0; a < numPrimitives; a++)
- {
- // determine number of points for this primitive
- size_t numPoints = 0;
- switch( pPrimType)
- {
- case Prim_Lines:
- numPoints = 2;
- break;
- case Prim_Triangles:
- numPoints = 3;
- break;
- case Prim_Polylist:
- numPoints = pVCount[a];
- break;
- case Prim_TriFans:
- case Prim_Polygon:
- numPoints = indices.size() / numOffsets;
- break;
- default:
- // LineStrip and TriStrip not supported due to expected index unmangling
- ThrowException( "Unsupported primitive type.");
- break;
- }
-
- // store the face size to later reconstruct the face from
- pMesh->mFaceSize.push_back( numPoints);
-
- // gather that number of vertices
- for ( size_t b = 0; b < numPoints; b++)
- {
- // read all indices for this vertex. Yes, in a hacky local array
- assert( numOffsets < 20 && perVertexOffset < 20);
- size_t vindex[20];
- for ( size_t offsets = 0; offsets < numOffsets; ++offsets)
- vindex[offsets] = *idx++;
-
- // extract per-vertex channels using the global per-vertex offset
- for ( std::vector<InputChannel>::iterator it = pMesh->mPerVertexData.begin(); it != pMesh->mPerVertexData.end(); ++it)
+ if( input.mResolved)
+ continue;
+
+ // ignore vertex pointer, it doesn't refer to an accessor
+ if( input.mType == IT_Vertex)
+ {
+ // warn if the vertex channel does not refer to the <vertices> element in the same mesh
+ if( input.mAccessor != pMesh->mVertexID)
+ ThrowException( "Unsupported vertex referencing scheme. I fucking hate Collada.");
+ continue;
+ }
+
+ // find accessor
+ input.mResolved = &ResolveLibraryReference( mAccessorLibrary, input.mAccessor);
+ // resolve accessor's data pointer as well, if neccessary
+ const Accessor* acc = input.mResolved;
+ if( !acc->mData)
+ acc->mData = &ResolveLibraryReference( mDataLibrary, acc->mSource);
+ }
+
+
+ // now assemble vertex data according to those indices
+ std::vector<size_t>::const_iterator idx = indices.begin();
+
+ // For continued primitives, the given count does not come all in one <p>, but only one primitive per <p>
+ size_t numPrimitives = pNumPrimitives;
+ if( pPrimType == Prim_TriFans || pPrimType == Prim_Polygon)
+ numPrimitives = 1;
+
+ pMesh->mFaceSize.reserve( numPrimitives);
+ pMesh->mFacePosIndices.reserve( indices.size() / numOffsets);
+
+ for( size_t a = 0; a < numPrimitives; a++)
+ {
+ // determine number of points for this primitive
+ size_t numPoints = 0;
+ switch( pPrimType)
+ {
+ case Prim_Lines:
+ numPoints = 2;
+ break;
+ case Prim_Triangles:
+ numPoints = 3;
+ break;
+ case Prim_Polylist:
+ numPoints = pVCount[a];
+ break;
+ case Prim_TriFans:
+ case Prim_Polygon:
+ numPoints = indices.size() / numOffsets;
+ break;
+ default:
+ // LineStrip and TriStrip not supported due to expected index unmangling
+ ThrowException( "Unsupported primitive type.");
+ break;
+ }
+
+ // store the face size to later reconstruct the face from
+ pMesh->mFaceSize.push_back( numPoints);
+
+ // gather that number of vertices
+ for( size_t b = 0; b < numPoints; b++)
+ {
+ // read all indices for this vertex. Yes, in a hacky local array
+ ai_assert( numOffsets < 20 && perVertexOffset < 20);
+ size_t vindex[20];
+ for( size_t offsets = 0; offsets < numOffsets; ++offsets)
+ vindex[offsets] = *idx++;
+
+ // extract per-vertex channels using the global per-vertex offset
+ for( std::vector<InputChannel>::iterator it = pMesh->mPerVertexData.begin(); it != pMesh->mPerVertexData.end(); ++it)
ExtractDataObjectFromChannel( *it, vindex[perVertexOffset], pMesh);
- // and extract per-index channels using there specified offset
- for ( std::vector<InputChannel>::iterator it = pPerIndexChannels.begin(); it != pPerIndexChannels.end(); ++it)
- ExtractDataObjectFromChannel( *it, vindex[it->mOffset], pMesh);
+ // and extract per-index channels using there specified offset
+ for( std::vector<InputChannel>::iterator it = pPerIndexChannels.begin(); it != pPerIndexChannels.end(); ++it)
+ ExtractDataObjectFromChannel( *it, vindex[it->mOffset], pMesh);
- // store the vertex-data index for later assignment of bone vertex weights
- pMesh->mFacePosIndices.push_back( vindex[perVertexOffset]);
- }
- }
+ // store the vertex-data index for later assignment of bone vertex weights
+ pMesh->mFacePosIndices.push_back( vindex[perVertexOffset]);
+ }
+ }
- // if I ever get my hands on that guy who invented this steaming pile of indirection...
- TestClosing( "p");
+ // if I ever get my hands on that guy who invented this steaming pile of indirection...
+ TestClosing( "p");
}
// ------------------------------------------------------------------------------------------------
-// Extracts a single object from an input channel and stores it in the appropriate mesh data array
+// Extracts a single object from an input channel and stores it in the appropriate mesh data array
void ColladaParser::ExtractDataObjectFromChannel( const InputChannel& pInput, size_t pLocalIndex, Mesh* pMesh)
{
- // ignore vertex referrer - we handle them that separate
- if ( pInput.mType == IT_Vertex)
- return;
-
- const Accessor& acc = *pInput.mResolved;
- if ( pLocalIndex >= acc.mCount)
- ThrowException( boost::str( boost::format( "Invalid data index (%d/%d) in primitive specification") % pLocalIndex % acc.mCount));
-
- // get a pointer to the start of the data object referred to by the accessor and the local index
- const float* dataObject = &(acc.mData->mValues[0]) + acc.mOffset + pLocalIndex* acc.mStride;
-
- // assemble according to the accessors component sub-offset list. We don't care, yet,
- // what kind of object exactly we're extracting here
- float obj[4];
- for ( size_t c = 0; c < 4; ++c)
- obj[c] = dataObject[acc.mSubOffset[c]];
-
- // now we reinterpret it according to the type we're reading here
- switch( pInput.mType)
- {
- case IT_Position: // ignore all position streams except 0 - there can be only one position
- if ( pInput.mIndex == 0)
- pMesh->mPositions.push_back( aiVector3D( obj[0], obj[1], obj[2]));
- else
- DefaultLogger::get()->error("Collada: just one vertex position stream supported");
- break;
- case IT_Normal:
+ // ignore vertex referrer - we handle them that separate
+ if( pInput.mType == IT_Vertex)
+ return;
+
+ const Accessor& acc = *pInput.mResolved;
+ if( pLocalIndex >= acc.mCount)
+ ThrowException( boost::str( boost::format( "Invalid data index (%d/%d) in primitive specification") % pLocalIndex % acc.mCount));
+
+ // get a pointer to the start of the data object referred to by the accessor and the local index
+ const float* dataObject = &(acc.mData->mValues[0]) + acc.mOffset + pLocalIndex* acc.mStride;
+
+ // assemble according to the accessors component sub-offset list. We don't care, yet,
+ // what kind of object exactly we're extracting here
+ float obj[4];
+ for( size_t c = 0; c < 4; ++c)
+ obj[c] = dataObject[acc.mSubOffset[c]];
+
+ // now we reinterpret it according to the type we're reading here
+ switch( pInput.mType)
+ {
+ case IT_Position: // ignore all position streams except 0 - there can be only one position
+ if( pInput.mIndex == 0)
+ pMesh->mPositions.push_back( aiVector3D( obj[0], obj[1], obj[2]));
+ else
+ DefaultLogger::get()->error("Collada: just one vertex position stream supported");
+ break;
+ case IT_Normal:
// pad to current vertex count if necessary
- if ( pMesh->mNormals.size() < pMesh->mPositions.size()-1)
+ if( pMesh->mNormals.size() < pMesh->mPositions.size()-1)
pMesh->mNormals.insert( pMesh->mNormals.end(), pMesh->mPositions.size() - pMesh->mNormals.size() - 1, aiVector3D( 0, 1, 0));
// ignore all normal streams except 0 - there can be only one normal
- if ( pInput.mIndex == 0)
- pMesh->mNormals.push_back( aiVector3D( obj[0], obj[1], obj[2]));
- else
- DefaultLogger::get()->error("Collada: just one vertex normal stream supported");
- break;
- case IT_Tangent:
+ if( pInput.mIndex == 0)
+ pMesh->mNormals.push_back( aiVector3D( obj[0], obj[1], obj[2]));
+ else
+ DefaultLogger::get()->error("Collada: just one vertex normal stream supported");
+ break;
+ case IT_Tangent:
// pad to current vertex count if necessary
- if ( pMesh->mTangents.size() < pMesh->mPositions.size()-1)
+ if( pMesh->mTangents.size() < pMesh->mPositions.size()-1)
pMesh->mTangents.insert( pMesh->mTangents.end(), pMesh->mPositions.size() - pMesh->mTangents.size() - 1, aiVector3D( 1, 0, 0));
// ignore all tangent streams except 0 - there can be only one tangent
- if ( pInput.mIndex == 0)
- pMesh->mTangents.push_back( aiVector3D( obj[0], obj[1], obj[2]));
- else
- DefaultLogger::get()->error("Collada: just one vertex tangent stream supported");
- break;
- case IT_Bitangent:
+ if( pInput.mIndex == 0)
+ pMesh->mTangents.push_back( aiVector3D( obj[0], obj[1], obj[2]));
+ else
+ DefaultLogger::get()->error("Collada: just one vertex tangent stream supported");
+ break;
+ case IT_Bitangent:
// pad to current vertex count if necessary
- if ( pMesh->mBitangents.size() < pMesh->mPositions.size()-1)
+ if( pMesh->mBitangents.size() < pMesh->mPositions.size()-1)
pMesh->mBitangents.insert( pMesh->mBitangents.end(), pMesh->mPositions.size() - pMesh->mBitangents.size() - 1, aiVector3D( 0, 0, 1));
// ignore all bitangent streams except 0 - there can be only one bitangent
- if ( pInput.mIndex == 0)
- pMesh->mBitangents.push_back( aiVector3D( obj[0], obj[1], obj[2]));
- else
- DefaultLogger::get()->error("Collada: just one vertex bitangent stream supported");
- break;
- case IT_Texcoord:
+ if( pInput.mIndex == 0)
+ pMesh->mBitangents.push_back( aiVector3D( obj[0], obj[1], obj[2]));
+ else
+ DefaultLogger::get()->error("Collada: just one vertex bitangent stream supported");
+ break;
+ case IT_Texcoord:
// up to 4 texture coord sets are fine, ignore the others
- if ( pInput.mIndex < AI_MAX_NUMBER_OF_TEXTURECOORDS)
+ if( pInput.mIndex < AI_MAX_NUMBER_OF_TEXTURECOORDS)
{
// pad to current vertex count if necessary
- if ( pMesh->mTexCoords[pInput.mIndex].size() < pMesh->mPositions.size()-1)
- pMesh->mTexCoords[pInput.mIndex].insert( pMesh->mTexCoords[pInput.mIndex].end(),
+ if( pMesh->mTexCoords[pInput.mIndex].size() < pMesh->mPositions.size()-1)
+ pMesh->mTexCoords[pInput.mIndex].insert( pMesh->mTexCoords[pInput.mIndex].end(),
pMesh->mPositions.size() - pMesh->mTexCoords[pInput.mIndex].size() - 1, aiVector3D( 0, 0, 0));
- pMesh->mTexCoords[pInput.mIndex].push_back( aiVector3D( obj[0], obj[1], obj[2]));
- if (0 != acc.mSubOffset[2] || 0 != acc.mSubOffset[3]) /* hack ... consider cleaner solution */
- pMesh->mNumUVComponents[pInput.mIndex]=3;
- } else
+ pMesh->mTexCoords[pInput.mIndex].push_back( aiVector3D( obj[0], obj[1], obj[2]));
+ if (0 != acc.mSubOffset[2] || 0 != acc.mSubOffset[3]) /* hack ... consider cleaner solution */
+ pMesh->mNumUVComponents[pInput.mIndex]=3;
+ } else
{
- DefaultLogger::get()->error("Collada: too many texture coordinate sets. Skipping.");
+ DefaultLogger::get()->error("Collada: too many texture coordinate sets. Skipping.");
}
- break;
- case IT_Color:
+ break;
+ case IT_Color:
// up to 4 color sets are fine, ignore the others
- if ( pInput.mIndex < AI_MAX_NUMBER_OF_COLOR_SETS)
+ if( pInput.mIndex < AI_MAX_NUMBER_OF_COLOR_SETS)
{
// pad to current vertex count if necessary
- if ( pMesh->mColors[pInput.mIndex].size() < pMesh->mPositions.size()-1)
- pMesh->mColors[pInput.mIndex].insert( pMesh->mColors[pInput.mIndex].end(),
+ if( pMesh->mColors[pInput.mIndex].size() < pMesh->mPositions.size()-1)
+ pMesh->mColors[pInput.mIndex].insert( pMesh->mColors[pInput.mIndex].end(),
pMesh->mPositions.size() - pMesh->mColors[pInput.mIndex].size() - 1, aiColor4D( 0, 0, 0, 1));
- pMesh->mColors[pInput.mIndex].push_back( aiColor4D( obj[0], obj[1], obj[2], obj[3]));
- } else
+ pMesh->mColors[pInput.mIndex].push_back( aiColor4D( obj[0], obj[1], obj[2], obj[3]));
+ } else
{
- DefaultLogger::get()->error("Collada: too many vertex color sets. Skipping.");
+ DefaultLogger::get()->error("Collada: too many vertex color sets. Skipping.");
}
- break;
- default:
- // IT_Invalid and IT_Vertex
- ai_assert(false && "shouldn't ever get here");
- }
+ break;
+ default:
+ // IT_Invalid and IT_Vertex
+ ai_assert(false && "shouldn't ever get here");
+ }
}
// ------------------------------------------------------------------------------------------------
// Reads the library of node hierarchies and scene parts
void ColladaParser::ReadSceneLibrary()
{
- if ( mReader->isEmptyElement())
- return;
-
- while ( mReader->read())
- {
- if ( mReader->getNodeType() == irr::io::EXN_ELEMENT)
- {
- // a visual scene - generate root node under its ID and let ReadNode() do the recursive work
- if ( IsElement( "visual_scene"))
- {
- // read ID. Is optional according to the spec, but how on earth should a scene_instance refer to it then?
- int indexID = GetAttribute( "id");
- const char* attrID = mReader->getAttributeValue( indexID);
-
- // read name if given.
- int indexName = TestAttribute( "name");
- const char* attrName = "unnamed";
- if ( indexName > -1)
- attrName = mReader->getAttributeValue( indexName);
-
- // create a node and store it in the library under its ID
- Node* node = new Node;
- node->mID = attrID;
- node->mName = attrName;
- mNodeLibrary[node->mID] = node;
-
- ReadSceneNode( node);
- } else
- {
- // ignore the rest
- SkipElement();
- }
- }
- else if ( mReader->getNodeType() == irr::io::EXN_ELEMENT_END)
- {
- if ( strcmp( mReader->getNodeName(), "library_visual_scenes") == 0)
- //ThrowException( "Expected end of \"library_visual_scenes\" element.");
-
- break;
- }
- }
+ if( mReader->isEmptyElement())
+ return;
+
+ while( mReader->read())
+ {
+ if( mReader->getNodeType() == irr::io::EXN_ELEMENT)
+ {
+ // a visual scene - generate root node under its ID and let ReadNode() do the recursive work
+ if( IsElement( "visual_scene"))
+ {
+ // read ID. Is optional according to the spec, but how on earth should a scene_instance refer to it then?
+ int indexID = GetAttribute( "id");
+ const char* attrID = mReader->getAttributeValue( indexID);
+
+ // read name if given.
+ int indexName = TestAttribute( "name");
+ const char* attrName = "unnamed";
+ if( indexName > -1)
+ attrName = mReader->getAttributeValue( indexName);
+
+ // create a node and store it in the library under its ID
+ Node* node = new Node;
+ node->mID = attrID;
+ node->mName = attrName;
+ mNodeLibrary[node->mID] = node;
+
+ ReadSceneNode( node);
+ } else
+ {
+ // ignore the rest
+ SkipElement();
+ }
+ }
+ else if( mReader->getNodeType() == irr::io::EXN_ELEMENT_END)
+ {
+ if( strcmp( mReader->getNodeName(), "library_visual_scenes") == 0)
+ //ThrowException( "Expected end of \"library_visual_scenes\" element.");
+
+ break;
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Reads a scene node's contents including children and stores it in the given node
void ColladaParser::ReadSceneNode( Node* pNode)
{
- // quit immediately on <bla/> elements
- if ( mReader->isEmptyElement())
- return;
-
- while ( mReader->read())
- {
- if ( mReader->getNodeType() == irr::io::EXN_ELEMENT)
- {
- if ( IsElement( "node"))
- {
- Node* child = new Node;
- int attrID = TestAttribute( "id");
- if ( attrID > -1)
- child->mID = mReader->getAttributeValue( attrID);
- int attrSID = TestAttribute( "sid");
- if ( attrSID > -1)
- child->mSID = mReader->getAttributeValue( attrSID);
-
- int attrName = TestAttribute( "name");
- if ( attrName > -1)
- child->mName = mReader->getAttributeValue( attrName);
-
- // TODO: (thom) support SIDs
- // assert( TestAttribute( "sid") == -1);
-
- if (pNode)
- {
- pNode->mChildren.push_back( child);
- child->mParent = pNode;
- }
- else
- {
- // no parent node given, probably called from <library_nodes> element.
- // create new node in node library
- mNodeLibrary[child->mID] = child;
- }
-
- // read on recursively from there
- ReadSceneNode( child);
- continue;
- }
- // For any further stuff we need a valid node to work on
- else if (!pNode)
- continue;
-
- if ( IsElement( "lookat"))
- ReadNodeTransformation( pNode, TF_LOOKAT);
- else if ( IsElement( "matrix"))
- ReadNodeTransformation( pNode, TF_MATRIX);
- else if ( IsElement( "rotate"))
- ReadNodeTransformation( pNode, TF_ROTATE);
- else if ( IsElement( "scale"))
- ReadNodeTransformation( pNode, TF_SCALE);
- else if ( IsElement( "skew"))
- ReadNodeTransformation( pNode, TF_SKEW);
- else if ( IsElement( "translate"))
- ReadNodeTransformation( pNode, TF_TRANSLATE);
- else if ( IsElement( "render") && pNode->mParent == NULL && 0 == pNode->mPrimaryCamera.length())
- {
- // ... scene evaluation or, in other words, postprocessing pipeline,
- // or, again in other words, a turing-complete description how to
- // render a Collada scene. The only thing that is interesting for
- // us is the primary camera.
- int attrId = TestAttribute("camera_node");
- if (-1 != attrId)
- {
- const char* s = mReader->getAttributeValue(attrId);
- if (s[0] != '#')
- DefaultLogger::get()->error("Collada: Unresolved reference format of camera");
- else
- pNode->mPrimaryCamera = s+1;
- }
- }
- else if ( IsElement( "instance_node"))
- {
- // find the node in the library
- int attrID = TestAttribute( "url");
- if ( attrID != -1)
- {
- const char* s = mReader->getAttributeValue(attrID);
- if (s[0] != '#')
- DefaultLogger::get()->error("Collada: Unresolved reference format of node");
- else
- {
- pNode->mNodeInstances.push_back(NodeInstance());
- pNode->mNodeInstances.back().mNode = s+1;
- }
- }
- }
- else if ( IsElement( "instance_geometry") || IsElement( "instance_controller"))
- {
- // Reference to a mesh or controller, with possible material associations
- ReadNodeGeometry( pNode);
- }
- else if ( IsElement( "instance_light"))
- {
- // Reference to a light, name given in 'url' attribute
- int attrID = TestAttribute("url");
- if (-1 == attrID)
- DefaultLogger::get()->warn("Collada: Expected url attribute in <instance_light> element");
- else
- {
- const char* url = mReader->getAttributeValue( attrID);
- if ( url[0] != '#')
- ThrowException( "Unknown reference format in <instance_light> element");
-
- pNode->mLights.push_back(LightInstance());
- pNode->mLights.back().mLight = url+1;
- }
- }
- else if ( IsElement( "instance_camera"))
- {
- // Reference to a camera, name given in 'url' attribute
- int attrID = TestAttribute("url");
- if (-1 == attrID)
- DefaultLogger::get()->warn("Collada: Expected url attribute in <instance_camera> element");
- else
- {
- const char* url = mReader->getAttributeValue( attrID);
- if ( url[0] != '#')
- ThrowException( "Unknown reference format in <instance_camera> element");
-
- pNode->mCameras.push_back(CameraInstance());
- pNode->mCameras.back().mCamera = url+1;
- }
- }
- else
- {
- // skip everything else for the moment
- SkipElement();
- }
- }
- else if ( mReader->getNodeType() == irr::io::EXN_ELEMENT_END) {
- break;
- }
- }
+ // quit immediately on <bla/> elements
+ if( mReader->isEmptyElement())
+ return;
+
+ while( mReader->read())
+ {
+ if( mReader->getNodeType() == irr::io::EXN_ELEMENT)
+ {
+ if( IsElement( "node"))
+ {
+ Node* child = new Node;
+ int attrID = TestAttribute( "id");
+ if( attrID > -1)
+ child->mID = mReader->getAttributeValue( attrID);
+ int attrSID = TestAttribute( "sid");
+ if( attrSID > -1)
+ child->mSID = mReader->getAttributeValue( attrSID);
+
+ int attrName = TestAttribute( "name");
+ if( attrName > -1)
+ child->mName = mReader->getAttributeValue( attrName);
+
+ // TODO: (thom) support SIDs
+ // ai_assert( TestAttribute( "sid") == -1);
+
+ if (pNode)
+ {
+ pNode->mChildren.push_back( child);
+ child->mParent = pNode;
+ }
+ else
+ {
+ // no parent node given, probably called from <library_nodes> element.
+ // create new node in node library
+ mNodeLibrary[child->mID] = child;
+ }
+
+ // read on recursively from there
+ ReadSceneNode( child);
+ continue;
+ }
+ // For any further stuff we need a valid node to work on
+ else if (!pNode)
+ continue;
+
+ if( IsElement( "lookat"))
+ ReadNodeTransformation( pNode, TF_LOOKAT);
+ else if( IsElement( "matrix"))
+ ReadNodeTransformation( pNode, TF_MATRIX);
+ else if( IsElement( "rotate"))
+ ReadNodeTransformation( pNode, TF_ROTATE);
+ else if( IsElement( "scale"))
+ ReadNodeTransformation( pNode, TF_SCALE);
+ else if( IsElement( "skew"))
+ ReadNodeTransformation( pNode, TF_SKEW);
+ else if( IsElement( "translate"))
+ ReadNodeTransformation( pNode, TF_TRANSLATE);
+ else if( IsElement( "render") && pNode->mParent == NULL && 0 == pNode->mPrimaryCamera.length())
+ {
+ // ... scene evaluation or, in other words, postprocessing pipeline,
+ // or, again in other words, a turing-complete description how to
+ // render a Collada scene. The only thing that is interesting for
+ // us is the primary camera.
+ int attrId = TestAttribute("camera_node");
+ if (-1 != attrId)
+ {
+ const char* s = mReader->getAttributeValue(attrId);
+ if (s[0] != '#')
+ DefaultLogger::get()->error("Collada: Unresolved reference format of camera");
+ else
+ pNode->mPrimaryCamera = s+1;
+ }
+ }
+ else if( IsElement( "instance_node"))
+ {
+ // find the node in the library
+ int attrID = TestAttribute( "url");
+ if( attrID != -1)
+ {
+ const char* s = mReader->getAttributeValue(attrID);
+ if (s[0] != '#')
+ DefaultLogger::get()->error("Collada: Unresolved reference format of node");
+ else
+ {
+ pNode->mNodeInstances.push_back(NodeInstance());
+ pNode->mNodeInstances.back().mNode = s+1;
+ }
+ }
+ }
+ else if( IsElement( "instance_geometry") || IsElement( "instance_controller"))
+ {
+ // Reference to a mesh or controller, with possible material associations
+ ReadNodeGeometry( pNode);
+ }
+ else if( IsElement( "instance_light"))
+ {
+ // Reference to a light, name given in 'url' attribute
+ int attrID = TestAttribute("url");
+ if (-1 == attrID)
+ DefaultLogger::get()->warn("Collada: Expected url attribute in <instance_light> element");
+ else
+ {
+ const char* url = mReader->getAttributeValue( attrID);
+ if( url[0] != '#')
+ ThrowException( "Unknown reference format in <instance_light> element");
+
+ pNode->mLights.push_back(LightInstance());
+ pNode->mLights.back().mLight = url+1;
+ }
+ }
+ else if( IsElement( "instance_camera"))
+ {
+ // Reference to a camera, name given in 'url' attribute
+ int attrID = TestAttribute("url");
+ if (-1 == attrID)
+ DefaultLogger::get()->warn("Collada: Expected url attribute in <instance_camera> element");
+ else
+ {
+ const char* url = mReader->getAttributeValue( attrID);
+ if( url[0] != '#')
+ ThrowException( "Unknown reference format in <instance_camera> element");
+
+ pNode->mCameras.push_back(CameraInstance());
+ pNode->mCameras.back().mCamera = url+1;
+ }
+ }
+ else
+ {
+ // skip everything else for the moment
+ SkipElement();
+ }
+ }
+ else if( mReader->getNodeType() == irr::io::EXN_ELEMENT_END) {
+ break;
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Reads a node transformation entry of the given type and adds it to the given node's transformation list.
void ColladaParser::ReadNodeTransformation( Node* pNode, TransformType pType)
{
- if ( mReader->isEmptyElement())
- return;
-
- std::string tagName = mReader->getNodeName();
-
- Transform tf;
- tf.mType = pType;
-
- // read SID
- int indexSID = TestAttribute( "sid");
- if ( indexSID >= 0)
- tf.mID = mReader->getAttributeValue( indexSID);
-
- // how many parameters to read per transformation type
- static const unsigned int sNumParameters[] = { 9, 4, 3, 3, 7, 16 };
- const char* content = GetTextContent();
-
- // read as many parameters and store in the transformation
- for ( unsigned int a = 0; a < sNumParameters[pType]; a++)
- {
- // read a number
- content = fast_atof_move( content, tf.f[a]);
- // skip whitespace after it
- SkipSpacesAndLineEnd( &content);
- }
-
- // place the transformation at the queue of the node
- pNode->mTransforms.push_back( tf);
-
- // and consume the closing tag
- TestClosing( tagName.c_str());
+ if( mReader->isEmptyElement())
+ return;
+
+ std::string tagName = mReader->getNodeName();
+
+ Transform tf;
+ tf.mType = pType;
+
+ // read SID
+ int indexSID = TestAttribute( "sid");
+ if( indexSID >= 0)
+ tf.mID = mReader->getAttributeValue( indexSID);
+
+ // how many parameters to read per transformation type
+ static const unsigned int sNumParameters[] = { 9, 4, 3, 3, 7, 16 };
+ const char* content = GetTextContent();
+
+ // read as many parameters and store in the transformation
+ for( unsigned int a = 0; a < sNumParameters[pType]; a++)
+ {
+ // read a number
+ content = fast_atoreal_move<float>( content, tf.f[a]);
+ // skip whitespace after it
+ SkipSpacesAndLineEnd( &content);
+ }
+
+ // place the transformation at the queue of the node
+ pNode->mTransforms.push_back( tf);
+
+ // and consume the closing tag
+ TestClosing( tagName.c_str());
}
// ------------------------------------------------------------------------------------------------
// Processes bind_vertex_input and bind elements
void ColladaParser::ReadMaterialVertexInputBinding( Collada::SemanticMappingTable& tbl)
{
- while ( mReader->read())
- {
- if ( mReader->getNodeType() == irr::io::EXN_ELEMENT) {
- if ( IsElement( "bind_vertex_input"))
- {
- Collada::InputSemanticMapEntry vn;
-
- // effect semantic
- int n = GetAttribute("semantic");
- std::string s = mReader->getAttributeValue(n);
-
- // input semantic
- n = GetAttribute("input_semantic");
- vn.mType = GetTypeForSemantic( mReader->getAttributeValue(n) );
-
- // index of input set
- n = TestAttribute("input_set");
- if (-1 != n)
- vn.mSet = mReader->getAttributeValueAsInt(n);
-
- tbl.mMap[s] = vn;
- }
- else if ( IsElement( "bind")) {
- DefaultLogger::get()->warn("Collada: Found unsupported <bind> element");
- }
- }
- else if ( mReader->getNodeType() == irr::io::EXN_ELEMENT_END) {
- if ( strcmp( mReader->getNodeName(), "instance_material") == 0)
- break;
- }
- }
+ while( mReader->read())
+ {
+ if( mReader->getNodeType() == irr::io::EXN_ELEMENT) {
+ if( IsElement( "bind_vertex_input"))
+ {
+ Collada::InputSemanticMapEntry vn;
+
+ // effect semantic
+ int n = GetAttribute("semantic");
+ std::string s = mReader->getAttributeValue(n);
+
+ // input semantic
+ n = GetAttribute("input_semantic");
+ vn.mType = GetTypeForSemantic( mReader->getAttributeValue(n) );
+
+ // index of input set
+ n = TestAttribute("input_set");
+ if (-1 != n)
+ vn.mSet = mReader->getAttributeValueAsInt(n);
+
+ tbl.mMap[s] = vn;
+ }
+ else if( IsElement( "bind")) {
+ DefaultLogger::get()->warn("Collada: Found unsupported <bind> element");
+ }
+ }
+ else if( mReader->getNodeType() == irr::io::EXN_ELEMENT_END) {
+ if( strcmp( mReader->getNodeName(), "instance_material") == 0)
+ break;
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Reads a mesh reference in a node and adds it to the node's mesh list
void ColladaParser::ReadNodeGeometry( Node* pNode)
{
- // referred mesh is given as an attribute of the <instance_geometry> element
- int attrUrl = GetAttribute( "url");
- const char* url = mReader->getAttributeValue( attrUrl);
- if ( url[0] != '#')
- ThrowException( "Unknown reference format");
-
- Collada::MeshInstance instance;
- instance.mMeshOrController = url+1; // skipping the leading #
-
- if ( !mReader->isEmptyElement())
- {
- // read material associations. Ignore additional elements inbetween
- while ( mReader->read())
- {
- if ( mReader->getNodeType() == irr::io::EXN_ELEMENT)
- {
- if ( IsElement( "instance_material"))
- {
- // read ID of the geometry subgroup and the target material
- int attrGroup = GetAttribute( "symbol");
- std::string group = mReader->getAttributeValue( attrGroup);
- int attrMaterial = GetAttribute( "target");
- const char* urlMat = mReader->getAttributeValue( attrMaterial);
- Collada::SemanticMappingTable s;
- if ( urlMat[0] == '#')
- urlMat++;
-
- s.mMatName = urlMat;
-
- // resolve further material details + THIS UGLY AND NASTY semantic mapping stuff
- if ( !mReader->isEmptyElement())
- ReadMaterialVertexInputBinding(s);
-
- // store the association
- instance.mMaterials[group] = s;
- }
- }
- else if ( mReader->getNodeType() == irr::io::EXN_ELEMENT_END)
- {
- if ( strcmp( mReader->getNodeName(), "instance_geometry") == 0
- || strcmp( mReader->getNodeName(), "instance_controller") == 0)
- break;
- }
- }
- }
-
- // store it
- pNode->mMeshes.push_back( instance);
+ // referred mesh is given as an attribute of the <instance_geometry> element
+ int attrUrl = GetAttribute( "url");
+ const char* url = mReader->getAttributeValue( attrUrl);
+ if( url[0] != '#')
+ ThrowException( "Unknown reference format");
+
+ Collada::MeshInstance instance;
+ instance.mMeshOrController = url+1; // skipping the leading #
+
+ if( !mReader->isEmptyElement())
+ {
+ // read material associations. Ignore additional elements inbetween
+ while( mReader->read())
+ {
+ if( mReader->getNodeType() == irr::io::EXN_ELEMENT)
+ {
+ if( IsElement( "instance_material"))
+ {
+ // read ID of the geometry subgroup and the target material
+ int attrGroup = GetAttribute( "symbol");
+ std::string group = mReader->getAttributeValue( attrGroup);
+ int attrMaterial = GetAttribute( "target");
+ const char* urlMat = mReader->getAttributeValue( attrMaterial);
+ Collada::SemanticMappingTable s;
+ if( urlMat[0] == '#')
+ urlMat++;
+
+ s.mMatName = urlMat;
+
+ // resolve further material details + THIS UGLY AND NASTY semantic mapping stuff
+ if( !mReader->isEmptyElement())
+ ReadMaterialVertexInputBinding(s);
+
+ // store the association
+ instance.mMaterials[group] = s;
+ }
+ }
+ else if( mReader->getNodeType() == irr::io::EXN_ELEMENT_END)
+ {
+ if( strcmp( mReader->getNodeName(), "instance_geometry") == 0
+ || strcmp( mReader->getNodeName(), "instance_controller") == 0)
+ break;
+ }
+ }
+ }
+
+ // store it
+ pNode->mMeshes.push_back( instance);
}
// ------------------------------------------------------------------------------------------------
// Reads the collada scene
void ColladaParser::ReadScene()
{
- if ( mReader->isEmptyElement())
- return;
-
- while ( mReader->read())
- {
- if ( mReader->getNodeType() == irr::io::EXN_ELEMENT) {
- if ( IsElement( "instance_visual_scene"))
- {
- // should be the first and only occurence
- if ( mRootNode)
- ThrowException( "Invalid scene containing multiple root nodes");
-
- // read the url of the scene to instance. Should be of format "#some_name"
- int urlIndex = GetAttribute( "url");
- const char* url = mReader->getAttributeValue( urlIndex);
- if ( url[0] != '#')
- ThrowException( "Unknown reference format");
-
- // find the referred scene, skip the leading #
- NodeLibrary::const_iterator sit = mNodeLibrary.find( url+1);
- if ( sit == mNodeLibrary.end())
- ThrowException( "Unable to resolve visual_scene reference \"" + std::string(url) + "\".");
- mRootNode = sit->second;
- } else {
- SkipElement();
- }
- }
- else if ( mReader->getNodeType() == irr::io::EXN_ELEMENT_END){
- break;
- }
- }
+ if( mReader->isEmptyElement())
+ return;
+
+ while( mReader->read())
+ {
+ if( mReader->getNodeType() == irr::io::EXN_ELEMENT) {
+ if( IsElement( "instance_visual_scene"))
+ {
+ // should be the first and only occurence
+ if( mRootNode)
+ ThrowException( "Invalid scene containing multiple root nodes");
+
+ // read the url of the scene to instance. Should be of format "#some_name"
+ int urlIndex = GetAttribute( "url");
+ const char* url = mReader->getAttributeValue( urlIndex);
+ if( url[0] != '#')
+ ThrowException( "Unknown reference format");
+
+ // find the referred scene, skip the leading #
+ NodeLibrary::const_iterator sit = mNodeLibrary.find( url+1);
+ if( sit == mNodeLibrary.end())
+ ThrowException( "Unable to resolve visual_scene reference \"" + std::string(url) + "\".");
+ mRootNode = sit->second;
+ } else {
+ SkipElement();
+ }
+ }
+ else if( mReader->getNodeType() == irr::io::EXN_ELEMENT_END){
+ break;
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Aborts the file reading with an exception
void ColladaParser::ThrowException( const std::string& pError) const
{
- throw DeadlyImportError( boost::str( boost::format( "Collada: %s - %s") % mFileName % pError));
+ throw DeadlyImportError( boost::str( boost::format( "Collada: %s - %s") % mFileName % pError));
}
// ------------------------------------------------------------------------------------------------
// Skips all data until the end node of the current element
void ColladaParser::SkipElement()
{
- // nothing to skip if it's an <element />
- if ( mReader->isEmptyElement())
- return;
+ // nothing to skip if it's an <element />
+ if( mReader->isEmptyElement())
+ return;
- // reroute
- SkipElement( mReader->getNodeName());
+ // reroute
+ SkipElement( mReader->getNodeName());
}
// ------------------------------------------------------------------------------------------------
// Skips all data until the end node of the given element
void ColladaParser::SkipElement( const char* pElement)
{
- // copy the current node's name because it'a pointer to the reader's internal buffer,
- // which is going to change with the upcoming parsing
- std::string element = pElement;
- while ( mReader->read())
- {
- if ( mReader->getNodeType() == irr::io::EXN_ELEMENT_END)
- if ( mReader->getNodeName() == element)
- break;
- }
+ // copy the current node's name because it'a pointer to the reader's internal buffer,
+ // which is going to change with the upcoming parsing
+ std::string element = pElement;
+ while( mReader->read())
+ {
+ if( mReader->getNodeType() == irr::io::EXN_ELEMENT_END)
+ if( mReader->getNodeName() == element)
+ break;
+ }
}
// ------------------------------------------------------------------------------------------------
// Tests for an opening element of the given name, throws an exception if not found
void ColladaParser::TestOpening( const char* pName)
{
- // read element start
- if ( !mReader->read())
- ThrowException( boost::str( boost::format( "Unexpected end of file while beginning of \"%s\" element.") % pName));
- // whitespace in front is ok, just read again if found
- if ( mReader->getNodeType() == irr::io::EXN_TEXT)
- if ( !mReader->read())
- ThrowException( boost::str( boost::format( "Unexpected end of file while reading beginning of \"%s\" element.") % pName));
-
- if ( mReader->getNodeType() != irr::io::EXN_ELEMENT || strcmp( mReader->getNodeName(), pName) != 0)
- ThrowException( boost::str( boost::format( "Expected start of \"%s\" element.") % pName));
+ // read element start
+ if( !mReader->read())
+ ThrowException( boost::str( boost::format( "Unexpected end of file while beginning of \"%s\" element.") % pName));
+ // whitespace in front is ok, just read again if found
+ if( mReader->getNodeType() == irr::io::EXN_TEXT)
+ if( !mReader->read())
+ ThrowException( boost::str( boost::format( "Unexpected end of file while reading beginning of \"%s\" element.") % pName));
+
+ if( mReader->getNodeType() != irr::io::EXN_ELEMENT || strcmp( mReader->getNodeName(), pName) != 0)
+ ThrowException( boost::str( boost::format( "Expected start of \"%s\" element.") % pName));
}
// ------------------------------------------------------------------------------------------------
// Tests for the closing tag of the given element, throws an exception if not found
void ColladaParser::TestClosing( const char* pName)
{
- // check if we're already on the closing tag and return right away
- if ( mReader->getNodeType() == irr::io::EXN_ELEMENT_END && strcmp( mReader->getNodeName(), pName) == 0)
- return;
-
- // if not, read some more
- if ( !mReader->read())
- ThrowException( boost::str( boost::format( "Unexpected end of file while reading end of \"%s\" element.") % pName));
- // whitespace in front is ok, just read again if found
- if ( mReader->getNodeType() == irr::io::EXN_TEXT)
- if ( !mReader->read())
- ThrowException( boost::str( boost::format( "Unexpected end of file while reading end of \"%s\" element.") % pName));
-
- // but this has the be the closing tag, or we're lost
- if ( mReader->getNodeType() != irr::io::EXN_ELEMENT_END || strcmp( mReader->getNodeName(), pName) != 0)
- ThrowException( boost::str( boost::format( "Expected end of \"%s\" element.") % pName));
+ // check if we're already on the closing tag and return right away
+ if( mReader->getNodeType() == irr::io::EXN_ELEMENT_END && strcmp( mReader->getNodeName(), pName) == 0)
+ return;
+
+ // if not, read some more
+ if( !mReader->read())
+ ThrowException( boost::str( boost::format( "Unexpected end of file while reading end of \"%s\" element.") % pName));
+ // whitespace in front is ok, just read again if found
+ if( mReader->getNodeType() == irr::io::EXN_TEXT)
+ if( !mReader->read())
+ ThrowException( boost::str( boost::format( "Unexpected end of file while reading end of \"%s\" element.") % pName));
+
+ // but this has the be the closing tag, or we're lost
+ if( mReader->getNodeType() != irr::io::EXN_ELEMENT_END || strcmp( mReader->getNodeName(), pName) != 0)
+ ThrowException( boost::str( boost::format( "Expected end of \"%s\" element.") % pName));
}
// ------------------------------------------------------------------------------------------------
// Returns the index of the named attribute or -1 if not found. Does not throw, therefore useful for optional attributes
int ColladaParser::GetAttribute( const char* pAttr) const
{
- int index = TestAttribute( pAttr);
- if ( index != -1)
- return index;
+ int index = TestAttribute( pAttr);
+ if( index != -1)
+ return index;
- // attribute not found -> throw an exception
- ThrowException( boost::str( boost::format( "Expected attribute \"%s\" at element \"%s\".") % pAttr % mReader->getNodeName()));
- return -1;
+ // attribute not found -> throw an exception
+ ThrowException( boost::str( boost::format( "Expected attribute \"%s\" at element \"%s\".") % pAttr % mReader->getNodeName()));
+ return -1;
}
// ------------------------------------------------------------------------------------------------
// Tests the present element for the presence of one attribute, returns its index or throws an exception if not found
int ColladaParser::TestAttribute( const char* pAttr) const
{
- for ( int a = 0; a < mReader->getAttributeCount(); a++)
- if ( strcmp( mReader->getAttributeName( a), pAttr) == 0)
- return a;
+ for( int a = 0; a < mReader->getAttributeCount(); a++)
+ if( strcmp( mReader->getAttributeName( a), pAttr) == 0)
+ return a;
- return -1;
+ return -1;
}
// ------------------------------------------------------------------------------------------------
// Reads the text contents of an element, throws an exception if not given. Skips leading whitespace.
const char* ColladaParser::GetTextContent()
{
- const char* sz = TestTextContent();
- if (!sz) {
- ThrowException( "Invalid contents in element \"n\".");
- }
- return sz;
+ const char* sz = TestTextContent();
+ if(!sz) {
+ ThrowException( "Invalid contents in element \"n\".");
+ }
+ return sz;
}
// ------------------------------------------------------------------------------------------------
// Reads the text contents of an element, returns NULL if not given. Skips leading whitespace.
const char* ColladaParser::TestTextContent()
{
- // present node should be the beginning of an element
- if ( mReader->getNodeType() != irr::io::EXN_ELEMENT || mReader->isEmptyElement())
- ThrowException( "Expected opening element");
+ // present node should be the beginning of an element
+ if( mReader->getNodeType() != irr::io::EXN_ELEMENT || mReader->isEmptyElement())
+ return NULL;
- // read contents of the element
- if ( !mReader->read())
- ThrowException( "Unexpected end of file while reading n element.");
- if ( mReader->getNodeType() != irr::io::EXN_TEXT)
- return NULL;
+ // read contents of the element
+ if( !mReader->read() )
+ return NULL;
+ if( mReader->getNodeType() != irr::io::EXN_TEXT)
+ return NULL;
- // skip leading whitespace
- const char* text = mReader->getNodeData();
- SkipSpacesAndLineEnd( &text);
+ // skip leading whitespace
+ const char* text = mReader->getNodeData();
+ SkipSpacesAndLineEnd( &text);
- return text;
+ return text;
}
// ------------------------------------------------------------------------------------------------
// Calculates the resulting transformation fromm all the given transform steps
aiMatrix4x4 ColladaParser::CalculateResultTransform( const std::vector<Transform>& pTransforms) const
{
- aiMatrix4x4 res;
-
- for ( std::vector<Transform>::const_iterator it = pTransforms.begin(); it != pTransforms.end(); ++it)
- {
- const Transform& tf = *it;
- switch( tf.mType)
- {
- case TF_LOOKAT:
+ aiMatrix4x4 res;
+
+ for( std::vector<Transform>::const_iterator it = pTransforms.begin(); it != pTransforms.end(); ++it)
+ {
+ const Transform& tf = *it;
+ switch( tf.mType)
+ {
+ case TF_LOOKAT:
{
aiVector3D pos( tf.f[0], tf.f[1], tf.f[2]);
aiVector3D dstPos( tf.f[3], tf.f[4], tf.f[5]);
@@ -2721,77 +2743,77 @@ aiMatrix4x4 ColladaParser::CalculateResultTransform( const std::vector<Transform
aiVector3D dir = aiVector3D( dstPos - pos).Normalize();
aiVector3D right = (dir ^ up).Normalize();
- res *= aiMatrix4x4(
- right.x, up.x, -dir.x, pos.x,
+ res *= aiMatrix4x4(
+ right.x, up.x, -dir.x, pos.x,
right.y, up.y, -dir.y, pos.y,
right.z, up.z, -dir.z, pos.z,
0, 0, 0, 1);
- break;
+ break;
}
- case TF_ROTATE:
- {
- aiMatrix4x4 rot;
- float angle = tf.f[3] * float( AI_MATH_PI) / 180.0f;
- aiVector3D axis( tf.f[0], tf.f[1], tf.f[2]);
- aiMatrix4x4::Rotation( angle, axis, rot);
- res *= rot;
- break;
- }
- case TF_TRANSLATE:
- {
- aiMatrix4x4 trans;
- aiMatrix4x4::Translation( aiVector3D( tf.f[0], tf.f[1], tf.f[2]), trans);
- res *= trans;
- break;
- }
- case TF_SCALE:
- {
- aiMatrix4x4 scale( tf.f[0], 0.0f, 0.0f, 0.0f, 0.0f, tf.f[1], 0.0f, 0.0f, 0.0f, 0.0f, tf.f[2], 0.0f,
- 0.0f, 0.0f, 0.0f, 1.0f);
- res *= scale;
- break;
- }
- case TF_SKEW:
- // TODO: (thom)
- ai_assert( false);
- break;
- case TF_MATRIX:
- {
- aiMatrix4x4 mat( tf.f[0], tf.f[1], tf.f[2], tf.f[3], tf.f[4], tf.f[5], tf.f[6], tf.f[7],
- tf.f[8], tf.f[9], tf.f[10], tf.f[11], tf.f[12], tf.f[13], tf.f[14], tf.f[15]);
- res *= mat;
- break;
- }
- default:
- assert( false);
- break;
- }
- }
-
- return res;
+ case TF_ROTATE:
+ {
+ aiMatrix4x4 rot;
+ float angle = tf.f[3] * float( AI_MATH_PI) / 180.0f;
+ aiVector3D axis( tf.f[0], tf.f[1], tf.f[2]);
+ aiMatrix4x4::Rotation( angle, axis, rot);
+ res *= rot;
+ break;
+ }
+ case TF_TRANSLATE:
+ {
+ aiMatrix4x4 trans;
+ aiMatrix4x4::Translation( aiVector3D( tf.f[0], tf.f[1], tf.f[2]), trans);
+ res *= trans;
+ break;
+ }
+ case TF_SCALE:
+ {
+ aiMatrix4x4 scale( tf.f[0], 0.0f, 0.0f, 0.0f, 0.0f, tf.f[1], 0.0f, 0.0f, 0.0f, 0.0f, tf.f[2], 0.0f,
+ 0.0f, 0.0f, 0.0f, 1.0f);
+ res *= scale;
+ break;
+ }
+ case TF_SKEW:
+ // TODO: (thom)
+ ai_assert( false);
+ break;
+ case TF_MATRIX:
+ {
+ aiMatrix4x4 mat( tf.f[0], tf.f[1], tf.f[2], tf.f[3], tf.f[4], tf.f[5], tf.f[6], tf.f[7],
+ tf.f[8], tf.f[9], tf.f[10], tf.f[11], tf.f[12], tf.f[13], tf.f[14], tf.f[15]);
+ res *= mat;
+ break;
+ }
+ default:
+ ai_assert( false);
+ break;
+ }
+ }
+
+ return res;
}
// ------------------------------------------------------------------------------------------------
// Determines the input data type for the given semantic string
Collada::InputType ColladaParser::GetTypeForSemantic( const std::string& pSemantic)
{
- if ( pSemantic == "POSITION")
- return IT_Position;
- else if ( pSemantic == "TEXCOORD")
- return IT_Texcoord;
- else if ( pSemantic == "NORMAL")
- return IT_Normal;
- else if ( pSemantic == "COLOR")
- return IT_Color;
- else if ( pSemantic == "VERTEX")
- return IT_Vertex;
- else if ( pSemantic == "BINORMAL" || pSemantic == "TEXBINORMAL")
- return IT_Bitangent;
- else if ( pSemantic == "TANGENT" || pSemantic == "TEXTANGENT")
- return IT_Tangent;
-
- DefaultLogger::get()->warn( boost::str( boost::format( "Unknown vertex input type \"%s\". Ignoring.") % pSemantic));
- return IT_Invalid;
+ if( pSemantic == "POSITION")
+ return IT_Position;
+ else if( pSemantic == "TEXCOORD")
+ return IT_Texcoord;
+ else if( pSemantic == "NORMAL")
+ return IT_Normal;
+ else if( pSemantic == "COLOR")
+ return IT_Color;
+ else if( pSemantic == "VERTEX")
+ return IT_Vertex;
+ else if( pSemantic == "BINORMAL" || pSemantic == "TEXBINORMAL")
+ return IT_Bitangent;
+ else if( pSemantic == "TANGENT" || pSemantic == "TEXTANGENT")
+ return IT_Tangent;
+
+ DefaultLogger::get()->warn( boost::str( boost::format( "Unknown vertex input type \"%s\". Ignoring.") % pSemantic));
+ return IT_Invalid;
}
#endif // !! ASSIMP_BUILD_NO_DAE_IMPORTER
diff --git a/src/3rdparty/assimp/code/ColladaParser.h b/src/3rdparty/assimp/code/ColladaParser.h
index cba184748..ee764a23b 100644
--- a/src/3rdparty/assimp/code/ColladaParser.h
+++ b/src/3rdparty/assimp/code/ColladaParser.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,28 +18,28 @@ copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
-written permission of the ASSIMP Development Team.
+written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file ColladaParser.h
- * @brief Defines the parser helper class for the collada loader
+ * @brief Defines the parser helper class for the collada loader
*/
#ifndef AI_COLLADAPARSER_H_INC
@@ -52,288 +52,288 @@ namespace Assimp
{
// ------------------------------------------------------------------------------------------
-/** Parser helper class for the Collada loader.
+/** Parser helper class for the Collada loader.
*
- * Does all the XML reading and builds internal data structures from it,
+ * Does all the XML reading and builds internal data structures from it,
* but leaves the resolving of all the references to the loader.
*/
class ColladaParser
{
- friend class ColladaLoader;
+ friend class ColladaLoader;
protected:
- /** Constructor from XML file */
- ColladaParser( IOSystem* pIOHandler, const std::string& pFile);
+ /** Constructor from XML file */
+ ColladaParser( IOSystem* pIOHandler, const std::string& pFile);
- /** Destructor */
- ~ColladaParser();
+ /** Destructor */
+ ~ColladaParser();
- /** Reads the contents of the file */
- void ReadContents();
+ /** Reads the contents of the file */
+ void ReadContents();
- /** Reads the structure of the file */
- void ReadStructure();
+ /** Reads the structure of the file */
+ void ReadStructure();
- /** Reads asset informations such as coordinate system informations and legal blah */
- void ReadAssetInfo();
+ /** Reads asset informations such as coordinate system informations and legal blah */
+ void ReadAssetInfo();
- /** Reads the animation library */
- void ReadAnimationLibrary();
+ /** Reads the animation library */
+ void ReadAnimationLibrary();
- /** Reads an animation into the given parent structure */
- void ReadAnimation( Collada::Animation* pParent);
+ /** Reads an animation into the given parent structure */
+ void ReadAnimation( Collada::Animation* pParent);
- /** Reads an animation sampler into the given anim channel */
- void ReadAnimationSampler( Collada::AnimationChannel& pChannel);
+ /** Reads an animation sampler into the given anim channel */
+ void ReadAnimationSampler( Collada::AnimationChannel& pChannel);
- /** Reads the skeleton controller library */
- void ReadControllerLibrary();
+ /** Reads the skeleton controller library */
+ void ReadControllerLibrary();
- /** Reads a controller into the given mesh structure */
- void ReadController( Collada::Controller& pController);
+ /** Reads a controller into the given mesh structure */
+ void ReadController( Collada::Controller& pController);
- /** Reads the joint definitions for the given controller */
- void ReadControllerJoints( Collada::Controller& pController);
+ /** Reads the joint definitions for the given controller */
+ void ReadControllerJoints( Collada::Controller& pController);
- /** Reads the joint weights for the given controller */
- void ReadControllerWeights( Collada::Controller& pController);
+ /** Reads the joint weights for the given controller */
+ void ReadControllerWeights( Collada::Controller& pController);
- /** Reads the image library contents */
- void ReadImageLibrary();
+ /** Reads the image library contents */
+ void ReadImageLibrary();
- /** Reads an image entry into the given image */
- void ReadImage( Collada::Image& pImage);
+ /** Reads an image entry into the given image */
+ void ReadImage( Collada::Image& pImage);
- /** Reads the material library */
- void ReadMaterialLibrary();
+ /** Reads the material library */
+ void ReadMaterialLibrary();
- /** Reads a material entry into the given material */
- void ReadMaterial( Collada::Material& pMaterial);
+ /** Reads a material entry into the given material */
+ void ReadMaterial( Collada::Material& pMaterial);
- /** Reads the camera library */
- void ReadCameraLibrary();
+ /** Reads the camera library */
+ void ReadCameraLibrary();
- /** Reads a camera entry into the given camera */
- void ReadCamera( Collada::Camera& pCamera);
+ /** Reads a camera entry into the given camera */
+ void ReadCamera( Collada::Camera& pCamera);
- /** Reads the light library */
- void ReadLightLibrary();
+ /** Reads the light library */
+ void ReadLightLibrary();
- /** Reads a light entry into the given light */
- void ReadLight( Collada::Light& pLight);
+ /** Reads a light entry into the given light */
+ void ReadLight( Collada::Light& pLight);
- /** Reads the effect library */
- void ReadEffectLibrary();
+ /** Reads the effect library */
+ void ReadEffectLibrary();
- /** Reads an effect entry into the given effect*/
- void ReadEffect( Collada::Effect& pEffect);
+ /** Reads an effect entry into the given effect*/
+ void ReadEffect( Collada::Effect& pEffect);
- /** Reads an COMMON effect profile */
- void ReadEffectProfileCommon( Collada::Effect& pEffect);
+ /** Reads an COMMON effect profile */
+ void ReadEffectProfileCommon( Collada::Effect& pEffect);
- /** Read sampler properties */
- void ReadSamplerProperties( Collada::Sampler& pSampler);
+ /** Read sampler properties */
+ void ReadSamplerProperties( Collada::Sampler& pSampler);
- /** Reads an effect entry containing a color or a texture defining that color */
- void ReadEffectColor( aiColor4D& pColor, Collada::Sampler& pSampler);
+ /** Reads an effect entry containing a color or a texture defining that color */
+ void ReadEffectColor( aiColor4D& pColor, Collada::Sampler& pSampler);
- /** Reads an effect entry containing a float */
- void ReadEffectFloat( float& pFloat);
+ /** Reads an effect entry containing a float */
+ void ReadEffectFloat( float& pFloat);
- /** Reads an effect parameter specification of any kind */
- void ReadEffectParam( Collada::EffectParam& pParam);
+ /** Reads an effect parameter specification of any kind */
+ void ReadEffectParam( Collada::EffectParam& pParam);
- /** Reads the geometry library contents */
- void ReadGeometryLibrary();
+ /** Reads the geometry library contents */
+ void ReadGeometryLibrary();
- /** Reads a geometry from the geometry library. */
- void ReadGeometry( Collada::Mesh* pMesh);
+ /** Reads a geometry from the geometry library. */
+ void ReadGeometry( Collada::Mesh* pMesh);
- /** Reads a mesh from the geometry library */
- void ReadMesh( Collada::Mesh* pMesh);
+ /** Reads a mesh from the geometry library */
+ void ReadMesh( Collada::Mesh* pMesh);
- /** Reads a source element - a combination of raw data and an accessor defining
- * things that should not be redefinable. Yes, that's another rant.
- */
- void ReadSource();
+ /** Reads a source element - a combination of raw data and an accessor defining
+ * things that should not be redefinable. Yes, that's another rant.
+ */
+ void ReadSource();
- /** Reads a data array holding a number of elements, and stores it in the global library.
- * Currently supported are array of floats and arrays of strings.
- */
- void ReadDataArray();
+ /** Reads a data array holding a number of elements, and stores it in the global library.
+ * Currently supported are array of floats and arrays of strings.
+ */
+ void ReadDataArray();
- /** Reads an accessor and stores it in the global library under the given ID -
- * accessors use the ID of the parent <source> element
- */
- void ReadAccessor( const std::string& pID);
+ /** Reads an accessor and stores it in the global library under the given ID -
+ * accessors use the ID of the parent <source> element
+ */
+ void ReadAccessor( const std::string& pID);
- /** Reads input declarations of per-vertex mesh data into the given mesh */
- void ReadVertexData( Collada::Mesh* pMesh);
+ /** Reads input declarations of per-vertex mesh data into the given mesh */
+ void ReadVertexData( Collada::Mesh* pMesh);
- /** Reads input declarations of per-index mesh data into the given mesh */
- void ReadIndexData( Collada::Mesh* pMesh);
+ /** Reads input declarations of per-index mesh data into the given mesh */
+ void ReadIndexData( Collada::Mesh* pMesh);
- /** Reads a single input channel element and stores it in the given array, if valid */
- void ReadInputChannel( std::vector<Collada::InputChannel>& poChannels);
+ /** Reads a single input channel element and stores it in the given array, if valid */
+ void ReadInputChannel( std::vector<Collada::InputChannel>& poChannels);
- /** Reads a <p> primitive index list and assembles the mesh data into the given mesh */
- void ReadPrimitives( Collada::Mesh* pMesh, std::vector<Collada::InputChannel>& pPerIndexChannels,
- size_t pNumPrimitives, const std::vector<size_t>& pVCount, Collada::PrimitiveType pPrimType);
+ /** Reads a <p> primitive index list and assembles the mesh data into the given mesh */
+ void ReadPrimitives( Collada::Mesh* pMesh, std::vector<Collada::InputChannel>& pPerIndexChannels,
+ size_t pNumPrimitives, const std::vector<size_t>& pVCount, Collada::PrimitiveType pPrimType);
- /** Extracts a single object from an input channel and stores it in the appropriate mesh data array */
- void ExtractDataObjectFromChannel( const Collada::InputChannel& pInput, size_t pLocalIndex, Collada::Mesh* pMesh);
+ /** Extracts a single object from an input channel and stores it in the appropriate mesh data array */
+ void ExtractDataObjectFromChannel( const Collada::InputChannel& pInput, size_t pLocalIndex, Collada::Mesh* pMesh);
- /** Reads the library of node hierarchies and scene parts */
- void ReadSceneLibrary();
+ /** Reads the library of node hierarchies and scene parts */
+ void ReadSceneLibrary();
- /** Reads a scene node's contents including children and stores it in the given node */
- void ReadSceneNode( Collada::Node* pNode);
+ /** Reads a scene node's contents including children and stores it in the given node */
+ void ReadSceneNode( Collada::Node* pNode);
- /** Reads a node transformation entry of the given type and adds it to the given node's transformation list. */
- void ReadNodeTransformation( Collada::Node* pNode, Collada::TransformType pType);
+ /** Reads a node transformation entry of the given type and adds it to the given node's transformation list. */
+ void ReadNodeTransformation( Collada::Node* pNode, Collada::TransformType pType);
- /** Reads a mesh reference in a node and adds it to the node's mesh list */
- void ReadNodeGeometry( Collada::Node* pNode);
+ /** Reads a mesh reference in a node and adds it to the node's mesh list */
+ void ReadNodeGeometry( Collada::Node* pNode);
- /** Reads the collada scene */
- void ReadScene();
+ /** Reads the collada scene */
+ void ReadScene();
- // Processes bind_vertex_input and bind elements
- void ReadMaterialVertexInputBinding( Collada::SemanticMappingTable& tbl);
+ // Processes bind_vertex_input and bind elements
+ void ReadMaterialVertexInputBinding( Collada::SemanticMappingTable& tbl);
protected:
- /** Aborts the file reading with an exception */
- void ThrowException( const std::string& pError) const;
+ /** Aborts the file reading with an exception */
+ void ThrowException( const std::string& pError) const;
- /** Skips all data until the end node of the current element */
- void SkipElement();
+ /** Skips all data until the end node of the current element */
+ void SkipElement();
- /** Skips all data until the end node of the given element */
- void SkipElement( const char* pElement);
+ /** Skips all data until the end node of the given element */
+ void SkipElement( const char* pElement);
- /** Compares the current xml element name to the given string and returns true if equal */
- bool IsElement( const char* pName) const;
+ /** Compares the current xml element name to the given string and returns true if equal */
+ bool IsElement( const char* pName) const;
- /** Tests for the opening tag of the given element, throws an exception if not found */
- void TestOpening( const char* pName);
+ /** Tests for the opening tag of the given element, throws an exception if not found */
+ void TestOpening( const char* pName);
- /** Tests for the closing tag of the given element, throws an exception if not found */
- void TestClosing( const char* pName);
+ /** Tests for the closing tag of the given element, throws an exception if not found */
+ void TestClosing( const char* pName);
- /** Checks the present element for the presence of the attribute, returns its index
- or throws an exception if not found */
- int GetAttribute( const char* pAttr) const;
+ /** Checks the present element for the presence of the attribute, returns its index
+ or throws an exception if not found */
+ int GetAttribute( const char* pAttr) const;
- /** Returns the index of the named attribute or -1 if not found. Does not throw,
- therefore useful for optional attributes */
- int TestAttribute( const char* pAttr) const;
+ /** Returns the index of the named attribute or -1 if not found. Does not throw,
+ therefore useful for optional attributes */
+ int TestAttribute( const char* pAttr) const;
- /** Reads the text contents of an element, throws an exception if not given.
- Skips leading whitespace. */
- const char* GetTextContent();
+ /** Reads the text contents of an element, throws an exception if not given.
+ Skips leading whitespace. */
+ const char* GetTextContent();
- /** Reads the text contents of an element, returns NULL if not given.
- Skips leading whitespace. */
- const char* TestTextContent();
+ /** Reads the text contents of an element, returns NULL if not given.
+ Skips leading whitespace. */
+ const char* TestTextContent();
- /** Reads a single bool from current text content */
- bool ReadBoolFromTextContent();
+ /** Reads a single bool from current text content */
+ bool ReadBoolFromTextContent();
- /** Reads a single float from current text content */
- float ReadFloatFromTextContent();
+ /** Reads a single float from current text content */
+ float ReadFloatFromTextContent();
- /** Calculates the resulting transformation from all the given transform steps */
- aiMatrix4x4 CalculateResultTransform( const std::vector<Collada::Transform>& pTransforms) const;
+ /** Calculates the resulting transformation from all the given transform steps */
+ aiMatrix4x4 CalculateResultTransform( const std::vector<Collada::Transform>& pTransforms) const;
- /** Determines the input data type for the given semantic string */
- Collada::InputType GetTypeForSemantic( const std::string& pSemantic);
+ /** Determines the input data type for the given semantic string */
+ Collada::InputType GetTypeForSemantic( const std::string& pSemantic);
- /** Finds the item in the given library by its reference, throws if not found */
- template <typename Type> const Type& ResolveLibraryReference(
- const std::map<std::string, Type>& pLibrary, const std::string& pURL) const;
+ /** Finds the item in the given library by its reference, throws if not found */
+ template <typename Type> const Type& ResolveLibraryReference(
+ const std::map<std::string, Type>& pLibrary, const std::string& pURL) const;
protected:
- /** Filename, for a verbose error message */
- std::string mFileName;
+ /** Filename, for a verbose error message */
+ std::string mFileName;
- /** XML reader, member for everyday use */
- irr::io::IrrXMLReader* mReader;
+ /** XML reader, member for everyday use */
+ irr::io::IrrXMLReader* mReader;
- /** All data arrays found in the file by ID. Might be referred to by actually
- everyone. Collada, you are a steaming pile of indirection. */
- typedef std::map<std::string, Collada::Data> DataLibrary;
- DataLibrary mDataLibrary;
+ /** All data arrays found in the file by ID. Might be referred to by actually
+ everyone. Collada, you are a steaming pile of indirection. */
+ typedef std::map<std::string, Collada::Data> DataLibrary;
+ DataLibrary mDataLibrary;
- /** Same for accessors which define how the data in a data array is accessed. */
- typedef std::map<std::string, Collada::Accessor> AccessorLibrary;
- AccessorLibrary mAccessorLibrary;
+ /** Same for accessors which define how the data in a data array is accessed. */
+ typedef std::map<std::string, Collada::Accessor> AccessorLibrary;
+ AccessorLibrary mAccessorLibrary;
- /** Mesh library: mesh by ID */
- typedef std::map<std::string, Collada::Mesh*> MeshLibrary;
- MeshLibrary mMeshLibrary;
+ /** Mesh library: mesh by ID */
+ typedef std::map<std::string, Collada::Mesh*> MeshLibrary;
+ MeshLibrary mMeshLibrary;
- /** node library: root node of the hierarchy part by ID */
- typedef std::map<std::string, Collada::Node*> NodeLibrary;
- NodeLibrary mNodeLibrary;
+ /** node library: root node of the hierarchy part by ID */
+ typedef std::map<std::string, Collada::Node*> NodeLibrary;
+ NodeLibrary mNodeLibrary;
- /** Image library: stores texture properties by ID */
- typedef std::map<std::string, Collada::Image> ImageLibrary;
- ImageLibrary mImageLibrary;
+ /** Image library: stores texture properties by ID */
+ typedef std::map<std::string, Collada::Image> ImageLibrary;
+ ImageLibrary mImageLibrary;
- /** Effect library: surface attributes by ID */
- typedef std::map<std::string, Collada::Effect> EffectLibrary;
- EffectLibrary mEffectLibrary;
+ /** Effect library: surface attributes by ID */
+ typedef std::map<std::string, Collada::Effect> EffectLibrary;
+ EffectLibrary mEffectLibrary;
- /** Material library: surface material by ID */
- typedef std::map<std::string, Collada::Material> MaterialLibrary;
- MaterialLibrary mMaterialLibrary;
+ /** Material library: surface material by ID */
+ typedef std::map<std::string, Collada::Material> MaterialLibrary;
+ MaterialLibrary mMaterialLibrary;
- /** Light library: surface light by ID */
- typedef std::map<std::string, Collada::Light> LightLibrary;
- LightLibrary mLightLibrary;
+ /** Light library: surface light by ID */
+ typedef std::map<std::string, Collada::Light> LightLibrary;
+ LightLibrary mLightLibrary;
- /** Camera library: surface material by ID */
- typedef std::map<std::string, Collada::Camera> CameraLibrary;
- CameraLibrary mCameraLibrary;
+ /** Camera library: surface material by ID */
+ typedef std::map<std::string, Collada::Camera> CameraLibrary;
+ CameraLibrary mCameraLibrary;
- /** Controller library: joint controllers by ID */
- typedef std::map<std::string, Collada::Controller> ControllerLibrary;
- ControllerLibrary mControllerLibrary;
+ /** Controller library: joint controllers by ID */
+ typedef std::map<std::string, Collada::Controller> ControllerLibrary;
+ ControllerLibrary mControllerLibrary;
- /** Pointer to the root node. Don't delete, it just points to one of
- the nodes in the node library. */
- Collada::Node* mRootNode;
+ /** Pointer to the root node. Don't delete, it just points to one of
+ the nodes in the node library. */
+ Collada::Node* mRootNode;
- /** Root animation container */
- Collada::Animation mAnims;
+ /** Root animation container */
+ Collada::Animation mAnims;
- /** Size unit: how large compared to a meter */
- float mUnitSize;
+ /** Size unit: how large compared to a meter */
+ float mUnitSize;
- /** Which is the up vector */
- enum { UP_X, UP_Y, UP_Z } mUpDirection;
+ /** Which is the up vector */
+ enum { UP_X, UP_Y, UP_Z } mUpDirection;
- /** Collada file format version */
- Collada::FormatVersion mFormat;
+ /** Collada file format version */
+ Collada::FormatVersion mFormat;
};
// ------------------------------------------------------------------------------------------------
// Check for element match
inline bool ColladaParser::IsElement( const char* pName) const
{
- ai_assert( mReader->getNodeType() == irr::io::EXN_ELEMENT);
- return ::strcmp( mReader->getNodeName(), pName) == 0;
+ ai_assert( mReader->getNodeType() == irr::io::EXN_ELEMENT);
+ return ::strcmp( mReader->getNodeName(), pName) == 0;
}
// ------------------------------------------------------------------------------------------------
// Finds the item in the given library by its reference, throws if not found
-template <typename Type>
+template <typename Type>
const Type& ColladaParser::ResolveLibraryReference( const std::map<std::string, Type>& pLibrary, const std::string& pURL) const
{
- typename std::map<std::string, Type>::const_iterator it = pLibrary.find( pURL);
- if ( it == pLibrary.end())
- ThrowException( boost::str( boost::format( "Unable to resolve library reference \"%s\".") % pURL));
- return it->second;
+ typename std::map<std::string, Type>::const_iterator it = pLibrary.find( pURL);
+ if( it == pLibrary.end())
+ ThrowException( boost::str( boost::format( "Unable to resolve library reference \"%s\".") % pURL));
+ return it->second;
}
} // end of namespace Assimp
diff --git a/src/3rdparty/assimp/code/ComputeUVMappingProcess.cpp b/src/3rdparty/assimp/code/ComputeUVMappingProcess.cpp
index a56849177..2ed14f194 100644
--- a/src/3rdparty/assimp/code/ComputeUVMappingProcess.cpp
+++ b/src/3rdparty/assimp/code/ComputeUVMappingProcess.cpp
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -45,50 +45,46 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "ComputeUVMappingProcess.h"
#include "ProcessHelper.h"
-#if defined(__QNXNTO__)
-#include <stdio.h>
-#endif
-
using namespace Assimp;
namespace {
- const static aiVector3D base_axis_y(0.f,1.f,0.f);
- const static aiVector3D base_axis_x(1.f,0.f,0.f);
- const static aiVector3D base_axis_z(0.f,0.f,1.f);
- const static float angle_epsilon = 0.95f;
+ const static aiVector3D base_axis_y(0.f,1.f,0.f);
+ const static aiVector3D base_axis_x(1.f,0.f,0.f);
+ const static aiVector3D base_axis_z(0.f,0.f,1.f);
+ const static float angle_epsilon = 0.95f;
}
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
ComputeUVMappingProcess::ComputeUVMappingProcess()
{
- // nothing to do here
+ // nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
ComputeUVMappingProcess::~ComputeUVMappingProcess()
{
- // nothing to do here
+ // nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool ComputeUVMappingProcess::IsActive( unsigned int pFlags) const
{
- return (pFlags & aiProcess_GenUVCoords) != 0;
+ return (pFlags & aiProcess_GenUVCoords) != 0;
}
// ------------------------------------------------------------------------------------------------
// Check whether a ray intersects a plane and find the intersection point
inline bool PlaneIntersect(const aiRay& ray, const aiVector3D& planePos,
- const aiVector3D& planeNormal, aiVector3D& pos)
+ const aiVector3D& planeNormal, aiVector3D& pos)
{
- const float b = planeNormal * (planePos - ray.pos);
- float h = ray.dir * planeNormal;
+ const float b = planeNormal * (planePos - ray.pos);
+ float h = ray.dir * planeNormal;
if ((h < 10e-5f && h > -10e-5f) || (h = b/h) < 0)
- return false;
+ return false;
pos = ray.pos + (ray.dir * h);
return true;
@@ -98,411 +94,411 @@ inline bool PlaneIntersect(const aiRay& ray, const aiVector3D& planePos,
// Find the first empty UV channel in a mesh
inline unsigned int FindEmptyUVChannel (aiMesh* mesh)
{
- for (unsigned int m = 0; m < AI_MAX_NUMBER_OF_TEXTURECOORDS;++m)
- if (!mesh->mTextureCoords[m])return m;
-
- DefaultLogger::get()->error("Unable to compute UV coordinates, no free UV slot found");
- return 0xffffffff;
+ for (unsigned int m = 0; m < AI_MAX_NUMBER_OF_TEXTURECOORDS;++m)
+ if (!mesh->mTextureCoords[m])return m;
+
+ DefaultLogger::get()->error("Unable to compute UV coordinates, no free UV slot found");
+ return UINT_MAX;
}
// ------------------------------------------------------------------------------------------------
// Try to remove UV seams
void RemoveUVSeams (aiMesh* mesh, aiVector3D* out)
{
- // TODO: just a very rough algorithm. I think it could be done
- // much easier, but I don't know how and am currently too tired to
- // to think about a better solution.
-
- const static float LOWER_LIMIT = 0.1f;
- const static float UPPER_LIMIT = 0.9f;
-
- const static float LOWER_EPSILON = 10e-3f;
- const static float UPPER_EPSILON = 1.f-10e-3f;
-
- for (unsigned int fidx = 0; fidx < mesh->mNumFaces;++fidx)
- {
- const aiFace& face = mesh->mFaces[fidx];
- if (face.mNumIndices < 3) continue; // triangles and polygons only, please
-
- unsigned int small = face.mNumIndices, large = small;
- bool zero = false, one = false, round_to_zero = false;
-
- // Check whether this face lies on a UV seam. We can just guess,
- // but the assumption that a face with at least one very small
- // on the one side and one very large U coord on the other side
- // lies on a UV seam should work for most cases.
- for (unsigned int n = 0; n < face.mNumIndices;++n)
- {
- if (out[face.mIndices[n]].x < LOWER_LIMIT)
- {
- small = n;
-
- // If we have a U value very close to 0 we can't
- // round the others to 0, too.
- if (out[face.mIndices[n]].x <= LOWER_EPSILON)
- zero = true;
- else round_to_zero = true;
- }
- if (out[face.mIndices[n]].x > UPPER_LIMIT)
- {
- large = n;
-
- // If we have a U value very close to 1 we can't
- // round the others to 1, too.
- if (out[face.mIndices[n]].x >= UPPER_EPSILON)
- one = true;
- }
- }
- if (small != face.mNumIndices && large != face.mNumIndices)
- {
- for (unsigned int n = 0; n < face.mNumIndices;++n)
- {
- // If the u value is over the upper limit and no other u
- // value of that face is 0, round it to 0
- if (out[face.mIndices[n]].x > UPPER_LIMIT && !zero)
- out[face.mIndices[n]].x = 0.f;
-
- // If the u value is below the lower limit and no other u
- // value of that face is 1, round it to 1
- else if (out[face.mIndices[n]].x < LOWER_LIMIT && !one)
- out[face.mIndices[n]].x = 1.f;
-
- // The face contains both 0 and 1 as UV coords. This can occur
- // for faces which have an edge that lies directly on the seam.
- // Due to numerical inaccuracies one U coord becomes 0, the
- // other 1. But we do still have a third UV coord to determine
- // to which side we must round to.
- else if (one && zero)
- {
- if (round_to_zero && out[face.mIndices[n]].x >= UPPER_EPSILON)
- out[face.mIndices[n]].x = 0.f;
- else if (!round_to_zero && out[face.mIndices[n]].x <= LOWER_EPSILON)
- out[face.mIndices[n]].x = 1.f;
- }
- }
- }
- }
+ // TODO: just a very rough algorithm. I think it could be done
+ // much easier, but I don't know how and am currently too tired to
+ // to think about a better solution.
+
+ const static float LOWER_LIMIT = 0.1f;
+ const static float UPPER_LIMIT = 0.9f;
+
+ const static float LOWER_EPSILON = 10e-3f;
+ const static float UPPER_EPSILON = 1.f-10e-3f;
+
+ for (unsigned int fidx = 0; fidx < mesh->mNumFaces;++fidx)
+ {
+ const aiFace& face = mesh->mFaces[fidx];
+ if (face.mNumIndices < 3) continue; // triangles and polygons only, please
+
+ unsigned int small = face.mNumIndices, large = small;
+ bool zero = false, one = false, round_to_zero = false;
+
+ // Check whether this face lies on a UV seam. We can just guess,
+ // but the assumption that a face with at least one very small
+ // on the one side and one very large U coord on the other side
+ // lies on a UV seam should work for most cases.
+ for (unsigned int n = 0; n < face.mNumIndices;++n)
+ {
+ if (out[face.mIndices[n]].x < LOWER_LIMIT)
+ {
+ small = n;
+
+ // If we have a U value very close to 0 we can't
+ // round the others to 0, too.
+ if (out[face.mIndices[n]].x <= LOWER_EPSILON)
+ zero = true;
+ else round_to_zero = true;
+ }
+ if (out[face.mIndices[n]].x > UPPER_LIMIT)
+ {
+ large = n;
+
+ // If we have a U value very close to 1 we can't
+ // round the others to 1, too.
+ if (out[face.mIndices[n]].x >= UPPER_EPSILON)
+ one = true;
+ }
+ }
+ if (small != face.mNumIndices && large != face.mNumIndices)
+ {
+ for (unsigned int n = 0; n < face.mNumIndices;++n)
+ {
+ // If the u value is over the upper limit and no other u
+ // value of that face is 0, round it to 0
+ if (out[face.mIndices[n]].x > UPPER_LIMIT && !zero)
+ out[face.mIndices[n]].x = 0.f;
+
+ // If the u value is below the lower limit and no other u
+ // value of that face is 1, round it to 1
+ else if (out[face.mIndices[n]].x < LOWER_LIMIT && !one)
+ out[face.mIndices[n]].x = 1.f;
+
+ // The face contains both 0 and 1 as UV coords. This can occur
+ // for faces which have an edge that lies directly on the seam.
+ // Due to numerical inaccuracies one U coord becomes 0, the
+ // other 1. But we do still have a third UV coord to determine
+ // to which side we must round to.
+ else if (one && zero)
+ {
+ if (round_to_zero && out[face.mIndices[n]].x >= UPPER_EPSILON)
+ out[face.mIndices[n]].x = 0.f;
+ else if (!round_to_zero && out[face.mIndices[n]].x <= LOWER_EPSILON)
+ out[face.mIndices[n]].x = 1.f;
+ }
+ }
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
void ComputeUVMappingProcess::ComputeSphereMapping(aiMesh* mesh,const aiVector3D& axis, aiVector3D* out)
{
- aiVector3D center, min, max;
- FindMeshCenter(mesh, center, min, max);
-
- // If the axis is one of x,y,z run a faster code path. It's worth the extra effort ...
- // currently the mapping axis will always be one of x,y,z, except if the
- // PretransformVertices step is used (it transforms the meshes into worldspace,
- // thus changing the mapping axis)
- if (axis * base_axis_x >= angle_epsilon) {
-
- // For each point get a normalized projection vector in the sphere,
- // get its longitude and latitude and map them to their respective
- // UV axes. Problems occur around the poles ... unsolvable.
- //
- // The spherical coordinate system looks like this:
- // x = cos(lon)*cos(lat)
- // y = sin(lon)*cos(lat)
- // z = sin(lat)
- //
- // Thus we can derive:
- // lat = arcsin (z)
- // lon = arctan (y/x)
- for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
- const aiVector3D diff = (mesh->mVertices[pnt]-center).Normalize();
- out[pnt] = aiVector3D((atan2 (diff.z, diff.y) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
- (asin (diff.x) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.f);
- }
- }
- else if (axis * base_axis_y >= angle_epsilon) {
- // ... just the same again
- for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
- const aiVector3D diff = (mesh->mVertices[pnt]-center).Normalize();
- out[pnt] = aiVector3D((atan2 (diff.x, diff.z) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
- (asin (diff.y) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.f);
- }
- }
- else if (axis * base_axis_z >= angle_epsilon) {
- // ... just the same again
- for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
- const aiVector3D diff = (mesh->mVertices[pnt]-center).Normalize();
- out[pnt] = aiVector3D((atan2 (diff.y, diff.x) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
- (asin (diff.z) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.f);
- }
- }
- // slower code path in case the mapping axis is not one of the coordinate system axes
- else {
- aiMatrix4x4 mTrafo;
- aiMatrix4x4::FromToMatrix(axis,base_axis_y,mTrafo);
-
- // again the same, except we're applying a transformation now
- for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
- const aiVector3D diff = ((mTrafo*mesh->mVertices[pnt])-center).Normalize();
- out[pnt] = aiVector3D((atan2 (diff.y, diff.x) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
- (asin (diff.z) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.f);
- }
- }
-
-
- // Now find and remove UV seams. A seam occurs if a face has a tcoord
- // close to zero on the one side, and a tcoord close to one on the
- // other side.
- RemoveUVSeams(mesh,out);
+ aiVector3D center, min, max;
+ FindMeshCenter(mesh, center, min, max);
+
+ // If the axis is one of x,y,z run a faster code path. It's worth the extra effort ...
+ // currently the mapping axis will always be one of x,y,z, except if the
+ // PretransformVertices step is used (it transforms the meshes into worldspace,
+ // thus changing the mapping axis)
+ if (axis * base_axis_x >= angle_epsilon) {
+
+ // For each point get a normalized projection vector in the sphere,
+ // get its longitude and latitude and map them to their respective
+ // UV axes. Problems occur around the poles ... unsolvable.
+ //
+ // The spherical coordinate system looks like this:
+ // x = cos(lon)*cos(lat)
+ // y = sin(lon)*cos(lat)
+ // z = sin(lat)
+ //
+ // Thus we can derive:
+ // lat = arcsin (z)
+ // lon = arctan (y/x)
+ for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
+ const aiVector3D diff = (mesh->mVertices[pnt]-center).Normalize();
+ out[pnt] = aiVector3D((atan2 (diff.z, diff.y) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
+ (asin (diff.x) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.f);
+ }
+ }
+ else if (axis * base_axis_y >= angle_epsilon) {
+ // ... just the same again
+ for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
+ const aiVector3D diff = (mesh->mVertices[pnt]-center).Normalize();
+ out[pnt] = aiVector3D((atan2 (diff.x, diff.z) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
+ (asin (diff.y) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.f);
+ }
+ }
+ else if (axis * base_axis_z >= angle_epsilon) {
+ // ... just the same again
+ for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
+ const aiVector3D diff = (mesh->mVertices[pnt]-center).Normalize();
+ out[pnt] = aiVector3D((atan2 (diff.y, diff.x) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
+ (asin (diff.z) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.f);
+ }
+ }
+ // slower code path in case the mapping axis is not one of the coordinate system axes
+ else {
+ aiMatrix4x4 mTrafo;
+ aiMatrix4x4::FromToMatrix(axis,base_axis_y,mTrafo);
+
+ // again the same, except we're applying a transformation now
+ for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
+ const aiVector3D diff = ((mTrafo*mesh->mVertices[pnt])-center).Normalize();
+ out[pnt] = aiVector3D((atan2 (diff.y, diff.x) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
+ (asin (diff.z) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.f);
+ }
+ }
+
+
+ // Now find and remove UV seams. A seam occurs if a face has a tcoord
+ // close to zero on the one side, and a tcoord close to one on the
+ // other side.
+ RemoveUVSeams(mesh,out);
}
// ------------------------------------------------------------------------------------------------
void ComputeUVMappingProcess::ComputeCylinderMapping(aiMesh* mesh,const aiVector3D& axis, aiVector3D* out)
{
- aiVector3D center, min, max;
-
- // If the axis is one of x,y,z run a faster code path. It's worth the extra effort ...
- // currently the mapping axis will always be one of x,y,z, except if the
- // PretransformVertices step is used (it transforms the meshes into worldspace,
- // thus changing the mapping axis)
- if (axis * base_axis_x >= angle_epsilon) {
- FindMeshCenter(mesh, center, min, max);
- const float diff = max.x - min.x;
-
- // If the main axis is 'z', the z coordinate of a point 'p' is mapped
- // directly to the texture V axis. The other axis is derived from
- // the angle between ( p.x - c.x, p.y - c.y ) and (1,0), where
- // 'c' is the center point of the mesh.
- for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
- const aiVector3D& pos = mesh->mVertices[pnt];
- aiVector3D& uv = out[pnt];
-
- uv.y = (pos.x - min.x) / diff;
- uv.x = (atan2 ( pos.z - center.z, pos.y - center.y) +(float)AI_MATH_PI ) / (float)AI_MATH_TWO_PI;
- }
- }
- else if (axis * base_axis_y >= angle_epsilon) {
- FindMeshCenter(mesh, center, min, max);
- const float diff = max.y - min.y;
-
- // just the same ...
- for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
- const aiVector3D& pos = mesh->mVertices[pnt];
- aiVector3D& uv = out[pnt];
-
- uv.y = (pos.y - min.y) / diff;
- uv.x = (atan2 ( pos.x - center.x, pos.z - center.z) +(float)AI_MATH_PI ) / (float)AI_MATH_TWO_PI;
- }
- }
- else if (axis * base_axis_z >= angle_epsilon) {
- FindMeshCenter(mesh, center, min, max);
- const float diff = max.z - min.z;
-
- // just the same ...
- for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
- const aiVector3D& pos = mesh->mVertices[pnt];
- aiVector3D& uv = out[pnt];
-
- uv.y = (pos.z - min.z) / diff;
- uv.x = (atan2 ( pos.y - center.y, pos.x - center.x) +(float)AI_MATH_PI ) / (float)AI_MATH_TWO_PI;
- }
- }
- // slower code path in case the mapping axis is not one of the coordinate system axes
- else {
- aiMatrix4x4 mTrafo;
- aiMatrix4x4::FromToMatrix(axis,base_axis_y,mTrafo);
- FindMeshCenterTransformed(mesh, center, min, max,mTrafo);
- const float diff = max.y - min.y;
-
- // again the same, except we're applying a transformation now
- for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt){
- const aiVector3D pos = mTrafo* mesh->mVertices[pnt];
- aiVector3D& uv = out[pnt];
-
- uv.y = (pos.y - min.y) / diff;
- uv.x = (atan2 ( pos.x - center.x, pos.z - center.z) +(float)AI_MATH_PI ) / (float)AI_MATH_TWO_PI;
- }
- }
-
- // Now find and remove UV seams. A seam occurs if a face has a tcoord
- // close to zero on the one side, and a tcoord close to one on the
- // other side.
- RemoveUVSeams(mesh,out);
+ aiVector3D center, min, max;
+
+ // If the axis is one of x,y,z run a faster code path. It's worth the extra effort ...
+ // currently the mapping axis will always be one of x,y,z, except if the
+ // PretransformVertices step is used (it transforms the meshes into worldspace,
+ // thus changing the mapping axis)
+ if (axis * base_axis_x >= angle_epsilon) {
+ FindMeshCenter(mesh, center, min, max);
+ const float diff = max.x - min.x;
+
+ // If the main axis is 'z', the z coordinate of a point 'p' is mapped
+ // directly to the texture V axis. The other axis is derived from
+ // the angle between ( p.x - c.x, p.y - c.y ) and (1,0), where
+ // 'c' is the center point of the mesh.
+ for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
+ const aiVector3D& pos = mesh->mVertices[pnt];
+ aiVector3D& uv = out[pnt];
+
+ uv.y = (pos.x - min.x) / diff;
+ uv.x = (atan2 ( pos.z - center.z, pos.y - center.y) +(float)AI_MATH_PI ) / (float)AI_MATH_TWO_PI;
+ }
+ }
+ else if (axis * base_axis_y >= angle_epsilon) {
+ FindMeshCenter(mesh, center, min, max);
+ const float diff = max.y - min.y;
+
+ // just the same ...
+ for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
+ const aiVector3D& pos = mesh->mVertices[pnt];
+ aiVector3D& uv = out[pnt];
+
+ uv.y = (pos.y - min.y) / diff;
+ uv.x = (atan2 ( pos.x - center.x, pos.z - center.z) +(float)AI_MATH_PI ) / (float)AI_MATH_TWO_PI;
+ }
+ }
+ else if (axis * base_axis_z >= angle_epsilon) {
+ FindMeshCenter(mesh, center, min, max);
+ const float diff = max.z - min.z;
+
+ // just the same ...
+ for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
+ const aiVector3D& pos = mesh->mVertices[pnt];
+ aiVector3D& uv = out[pnt];
+
+ uv.y = (pos.z - min.z) / diff;
+ uv.x = (atan2 ( pos.y - center.y, pos.x - center.x) +(float)AI_MATH_PI ) / (float)AI_MATH_TWO_PI;
+ }
+ }
+ // slower code path in case the mapping axis is not one of the coordinate system axes
+ else {
+ aiMatrix4x4 mTrafo;
+ aiMatrix4x4::FromToMatrix(axis,base_axis_y,mTrafo);
+ FindMeshCenterTransformed(mesh, center, min, max,mTrafo);
+ const float diff = max.y - min.y;
+
+ // again the same, except we're applying a transformation now
+ for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt){
+ const aiVector3D pos = mTrafo* mesh->mVertices[pnt];
+ aiVector3D& uv = out[pnt];
+
+ uv.y = (pos.y - min.y) / diff;
+ uv.x = (atan2 ( pos.x - center.x, pos.z - center.z) +(float)AI_MATH_PI ) / (float)AI_MATH_TWO_PI;
+ }
+ }
+
+ // Now find and remove UV seams. A seam occurs if a face has a tcoord
+ // close to zero on the one side, and a tcoord close to one on the
+ // other side.
+ RemoveUVSeams(mesh,out);
}
// ------------------------------------------------------------------------------------------------
void ComputeUVMappingProcess::ComputePlaneMapping(aiMesh* mesh,const aiVector3D& axis, aiVector3D* out)
{
- float diffu,diffv;
- aiVector3D center, min, max;
-
- // If the axis is one of x,y,z run a faster code path. It's worth the extra effort ...
- // currently the mapping axis will always be one of x,y,z, except if the
- // PretransformVertices step is used (it transforms the meshes into worldspace,
- // thus changing the mapping axis)
- if (axis * base_axis_x >= angle_epsilon) {
- FindMeshCenter(mesh, center, min, max);
- diffu = max.z - min.z;
- diffv = max.y - min.y;
-
- for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
- const aiVector3D& pos = mesh->mVertices[pnt];
- out[pnt].Set((pos.z - min.z) / diffu,(pos.y - min.y) / diffv);
- }
- }
- else if (axis * base_axis_y >= angle_epsilon) {
- FindMeshCenter(mesh, center, min, max);
- diffu = max.x - min.x;
- diffv = max.z - min.z;
-
- for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
- const aiVector3D& pos = mesh->mVertices[pnt];
- out[pnt].Set((pos.x - min.x) / diffu,(pos.z - min.z) / diffv);
- }
- }
- else if (axis * base_axis_z >= angle_epsilon) {
- FindMeshCenter(mesh, center, min, max);
- diffu = max.y - min.y;
- diffv = max.z - min.z;
-
- for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
- const aiVector3D& pos = mesh->mVertices[pnt];
- out[pnt].Set((pos.y - min.y) / diffu,(pos.x - min.x) / diffv);
- }
- }
- // slower code path in case the mapping axis is not one of the coordinate system axes
- else
- {
- aiMatrix4x4 mTrafo;
- aiMatrix4x4::FromToMatrix(axis,base_axis_y,mTrafo);
- FindMeshCenterTransformed(mesh, center, min, max,mTrafo);
- diffu = max.x - min.x;
- diffv = max.z - min.z;
-
- // again the same, except we're applying a transformation now
- for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
- const aiVector3D pos = mTrafo * mesh->mVertices[pnt];
- out[pnt].Set((pos.x - min.x) / diffu,(pos.z - min.z) / diffv);
- }
- }
-
- // shouldn't be necessary to remove UV seams ...
+ float diffu,diffv;
+ aiVector3D center, min, max;
+
+ // If the axis is one of x,y,z run a faster code path. It's worth the extra effort ...
+ // currently the mapping axis will always be one of x,y,z, except if the
+ // PretransformVertices step is used (it transforms the meshes into worldspace,
+ // thus changing the mapping axis)
+ if (axis * base_axis_x >= angle_epsilon) {
+ FindMeshCenter(mesh, center, min, max);
+ diffu = max.z - min.z;
+ diffv = max.y - min.y;
+
+ for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
+ const aiVector3D& pos = mesh->mVertices[pnt];
+ out[pnt].Set((pos.z - min.z) / diffu,(pos.y - min.y) / diffv,0.f);
+ }
+ }
+ else if (axis * base_axis_y >= angle_epsilon) {
+ FindMeshCenter(mesh, center, min, max);
+ diffu = max.x - min.x;
+ diffv = max.z - min.z;
+
+ for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
+ const aiVector3D& pos = mesh->mVertices[pnt];
+ out[pnt].Set((pos.x - min.x) / diffu,(pos.z - min.z) / diffv,0.f);
+ }
+ }
+ else if (axis * base_axis_z >= angle_epsilon) {
+ FindMeshCenter(mesh, center, min, max);
+ diffu = max.y - min.y;
+ diffv = max.z - min.z;
+
+ for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
+ const aiVector3D& pos = mesh->mVertices[pnt];
+ out[pnt].Set((pos.y - min.y) / diffu,(pos.x - min.x) / diffv,0.f);
+ }
+ }
+ // slower code path in case the mapping axis is not one of the coordinate system axes
+ else
+ {
+ aiMatrix4x4 mTrafo;
+ aiMatrix4x4::FromToMatrix(axis,base_axis_y,mTrafo);
+ FindMeshCenterTransformed(mesh, center, min, max,mTrafo);
+ diffu = max.x - min.x;
+ diffv = max.z - min.z;
+
+ // again the same, except we're applying a transformation now
+ for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
+ const aiVector3D pos = mTrafo * mesh->mVertices[pnt];
+ out[pnt].Set((pos.x - min.x) / diffu,(pos.z - min.z) / diffv,0.f);
+ }
+ }
+
+ // shouldn't be necessary to remove UV seams ...
}
// ------------------------------------------------------------------------------------------------
-void ComputeUVMappingProcess::ComputeBoxMapping(aiMesh*, aiVector3D*)
+void ComputeUVMappingProcess::ComputeBoxMapping(aiMesh* /*mesh*/, aiVector3D* /*out*/)
{
- DefaultLogger::get()->error("Mapping type currently not implemented");
+ DefaultLogger::get()->error("Mapping type currently not implemented");
}
// ------------------------------------------------------------------------------------------------
-void ComputeUVMappingProcess::Execute( aiScene* pScene)
+void ComputeUVMappingProcess::Execute( aiScene* pScene)
{
- DefaultLogger::get()->debug("GenUVCoordsProcess begin");
- char buffer[1024];
-
- if (pScene->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT)
- throw DeadlyImportError("Post-processing order mismatch: expecting pseudo-indexed (\"verbose\") vertices here");
-
- std::list<MappingInfo> mappingStack;
-
- /* Iterate through all materials and search for non-UV mapped textures
- */
- for (unsigned int i = 0; i < pScene->mNumMaterials;++i)
- {
- mappingStack.clear();
- aiMaterial* mat = pScene->mMaterials[i];
- for (unsigned int a = 0; a < mat->mNumProperties;++a)
- {
- aiMaterialProperty* prop = mat->mProperties[a];
- if (!::strcmp( prop->mKey.data, "$tex.mapping"))
- {
- aiTextureMapping& mapping = *((aiTextureMapping*)prop->mData);
- if (aiTextureMapping_UV != mapping)
- {
- if (!DefaultLogger::isNullLogger())
- {
- sprintf(buffer, "Found non-UV mapped texture (%s,%i). Mapping type: %s",
- TextureTypeToString((aiTextureType)prop->mSemantic),prop->mIndex,
- MappingTypeToString(mapping));
-
- DefaultLogger::get()->info(buffer);
- }
-
- if (aiTextureMapping_OTHER == mapping)
- continue;
-
- MappingInfo info (mapping);
-
- // Get further properties - currently only the major axis
- for (unsigned int a2 = 0; a2 < mat->mNumProperties;++a2)
- {
- aiMaterialProperty* prop2 = mat->mProperties[a2];
- if (prop2->mSemantic != prop->mSemantic || prop2->mIndex != prop->mIndex)
- continue;
-
- if ( !::strcmp( prop2->mKey.data, "$tex.mapaxis")) {
- info.axis = *((aiVector3D*)prop2->mData);
- break;
- }
- }
-
- unsigned int idx;
-
- // Check whether we have this mapping mode already
- std::list<MappingInfo>::iterator it = std::find (mappingStack.begin(),mappingStack.end(), info);
- if (mappingStack.end() != it)
- {
- idx = (*it).uv;
- }
- else
- {
- /* We have found a non-UV mapped texture. Now
- * we need to find all meshes using this material
- * that we can compute UV channels for them.
- */
- for (unsigned int m = 0; m < pScene->mNumMeshes;++m)
- {
- aiMesh* mesh = pScene->mMeshes[m];
- unsigned int outIdx;
- if ( mesh->mMaterialIndex != i || ( outIdx = FindEmptyUVChannel(mesh) ) == 0xffffffff ||
- !mesh->mNumVertices)
- {
- continue;
- }
-
- // Allocate output storage
- aiVector3D* p = mesh->mTextureCoords[outIdx] = new aiVector3D[mesh->mNumVertices];
-
- switch (mapping)
- {
- case aiTextureMapping_SPHERE:
- ComputeSphereMapping(mesh,info.axis,p);
- break;
- case aiTextureMapping_CYLINDER:
- ComputeCylinderMapping(mesh,info.axis,p);
- break;
- case aiTextureMapping_PLANE:
- ComputePlaneMapping(mesh,info.axis,p);
- break;
- case aiTextureMapping_BOX:
- ComputeBoxMapping(mesh,p);
- break;
- default:
- ai_assert(false);
- }
- if (m && idx != outIdx)
- {
- DefaultLogger::get()->warn("UV index mismatch. Not all meshes assigned to "
- "this material have equal numbers of UV channels. The UV index stored in "
- "the material structure does therefore not apply for all meshes. ");
- }
- idx = outIdx;
- }
- info.uv = idx;
- mappingStack.push_back(info);
- }
-
- // Update the material property list
- mapping = aiTextureMapping_UV;
- ((MaterialHelper*)mat)->AddProperty(&idx,1,AI_MATKEY_UVWSRC(prop->mSemantic,prop->mIndex));
- }
- }
- }
- }
- DefaultLogger::get()->debug("GenUVCoordsProcess finished");
+ DefaultLogger::get()->debug("GenUVCoordsProcess begin");
+ char buffer[1024];
+
+ if (pScene->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT)
+ throw DeadlyImportError("Post-processing order mismatch: expecting pseudo-indexed (\"verbose\") vertices here");
+
+ std::list<MappingInfo> mappingStack;
+
+ /* Iterate through all materials and search for non-UV mapped textures
+ */
+ for (unsigned int i = 0; i < pScene->mNumMaterials;++i)
+ {
+ mappingStack.clear();
+ aiMaterial* mat = pScene->mMaterials[i];
+ for (unsigned int a = 0; a < mat->mNumProperties;++a)
+ {
+ aiMaterialProperty* prop = mat->mProperties[a];
+ if (!::strcmp( prop->mKey.data, "$tex.mapping"))
+ {
+ aiTextureMapping& mapping = *((aiTextureMapping*)prop->mData);
+ if (aiTextureMapping_UV != mapping)
+ {
+ if (!DefaultLogger::isNullLogger())
+ {
+ sprintf(buffer, "Found non-UV mapped texture (%s,%i). Mapping type: %s",
+ TextureTypeToString((aiTextureType)prop->mSemantic),prop->mIndex,
+ MappingTypeToString(mapping));
+
+ DefaultLogger::get()->info(buffer);
+ }
+
+ if (aiTextureMapping_OTHER == mapping)
+ continue;
+
+ MappingInfo info (mapping);
+
+ // Get further properties - currently only the major axis
+ for (unsigned int a2 = 0; a2 < mat->mNumProperties;++a2)
+ {
+ aiMaterialProperty* prop2 = mat->mProperties[a2];
+ if (prop2->mSemantic != prop->mSemantic || prop2->mIndex != prop->mIndex)
+ continue;
+
+ if ( !::strcmp( prop2->mKey.data, "$tex.mapaxis")) {
+ info.axis = *((aiVector3D*)prop2->mData);
+ break;
+ }
+ }
+
+ unsigned int idx;
+
+ // Check whether we have this mapping mode already
+ std::list<MappingInfo>::iterator it = std::find (mappingStack.begin(),mappingStack.end(), info);
+ if (mappingStack.end() != it)
+ {
+ idx = (*it).uv;
+ }
+ else
+ {
+ /* We have found a non-UV mapped texture. Now
+ * we need to find all meshes using this material
+ * that we can compute UV channels for them.
+ */
+ for (unsigned int m = 0; m < pScene->mNumMeshes;++m)
+ {
+ aiMesh* mesh = pScene->mMeshes[m];
+ unsigned int outIdx;
+ if ( mesh->mMaterialIndex != i || ( outIdx = FindEmptyUVChannel(mesh) ) == UINT_MAX ||
+ !mesh->mNumVertices)
+ {
+ continue;
+ }
+
+ // Allocate output storage
+ aiVector3D* p = mesh->mTextureCoords[outIdx] = new aiVector3D[mesh->mNumVertices];
+
+ switch (mapping)
+ {
+ case aiTextureMapping_SPHERE:
+ ComputeSphereMapping(mesh,info.axis,p);
+ break;
+ case aiTextureMapping_CYLINDER:
+ ComputeCylinderMapping(mesh,info.axis,p);
+ break;
+ case aiTextureMapping_PLANE:
+ ComputePlaneMapping(mesh,info.axis,p);
+ break;
+ case aiTextureMapping_BOX:
+ ComputeBoxMapping(mesh,p);
+ break;
+ default:
+ ai_assert(false);
+ }
+ if (m && idx != outIdx)
+ {
+ DefaultLogger::get()->warn("UV index mismatch. Not all meshes assigned to "
+ "this material have equal numbers of UV channels. The UV index stored in "
+ "the material structure does therefore not apply for all meshes. ");
+ }
+ idx = outIdx;
+ }
+ info.uv = idx;
+ mappingStack.push_back(info);
+ }
+
+ // Update the material property list
+ mapping = aiTextureMapping_UV;
+ ((aiMaterial*)mat)->AddProperty(&idx,1,AI_MATKEY_UVWSRC(prop->mSemantic,prop->mIndex));
+ }
+ }
+ }
+ }
+ DefaultLogger::get()->debug("GenUVCoordsProcess finished");
}
diff --git a/src/3rdparty/assimp/code/ComputeUVMappingProcess.h b/src/3rdparty/assimp/code/ComputeUVMappingProcess.h
index 412c641ab..065622c27 100644
--- a/src/3rdparty/assimp/code/ComputeUVMappingProcess.h
+++ b/src/3rdparty/assimp/code/ComputeUVMappingProcess.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -44,104 +44,99 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#define AI_COMPUTEUVMAPPING_H_INC
#include "BaseProcess.h"
-#include "../include/aiMesh.h"
+#include "../include/assimp/mesh.h"
class ComputeUVMappingTest;
namespace Assimp
- {
+ {
// ---------------------------------------------------------------------------
/** ComputeUVMappingProcess - converts special mappings, such as spherical,
* cylindrical or boxed to proper UV coordinates for rendering.
*/
-class ASSIMP_API ComputeUVMappingProcess : public BaseProcess
+class ComputeUVMappingProcess : public BaseProcess
{
- friend class Importer;
- friend class ::ComputeUVMappingTest; // grant the unit test full access to us
-
-protected:
- /** Constructor to be privately used by Importer */
- ComputeUVMappingProcess();
-
- /** Destructor, private as well */
- ~ComputeUVMappingProcess();
+public:
+ ComputeUVMappingProcess();
+ ~ComputeUVMappingProcess();
public:
- // -------------------------------------------------------------------
- /** Returns whether the processing step is present in the given flag field.
- * @param pFlags The processing flags the importer was called with. A bitwise
- * combination of #aiPostProcessSteps.
- * @return true if the process is present in this flag fields, false if not.
- */
- bool IsActive( unsigned int pFlags) const;
-
- // -------------------------------------------------------------------
- /** Executes the post processing step on the given imported data.
- * At the moment a process is not supposed to fail.
- * @param pScene The imported data to work at.
- */
- void Execute( aiScene* pScene);
+
+ // -------------------------------------------------------------------
+ /** Returns whether the processing step is present in the given flag field.
+ * @param pFlags The processing flags the importer was called with. A bitwise
+ * combination of #aiPostProcessSteps.
+ * @return true if the process is present in this flag fields, false if not.
+ */
+ bool IsActive( unsigned int pFlags) const;
+
+ // -------------------------------------------------------------------
+ /** Executes the post processing step on the given imported data.
+ * At the moment a process is not supposed to fail.
+ * @param pScene The imported data to work at.
+ */
+ void Execute( aiScene* pScene);
protected:
- // -------------------------------------------------------------------
- /** Computes spherical UV coordinates for a mesh
- *
- * @param mesh Mesh to be processed
- * @param axis Main axis
- * @param out Receives output UV coordinates
- */
- void ComputeSphereMapping(aiMesh* mesh,const aiVector3D& axis,
- aiVector3D* out);
-
- // -------------------------------------------------------------------
- /** Computes cylindrical UV coordinates for a mesh
- *
- * @param mesh Mesh to be processed
- * @param axis Main axis
- * @param out Receives output UV coordinates
- */
- void ComputeCylinderMapping(aiMesh* mesh,const aiVector3D& axis,
- aiVector3D* out);
-
- // -------------------------------------------------------------------
- /** Computes planar UV coordinates for a mesh
- *
- * @param mesh Mesh to be processed
- * @param axis Main axis
- * @param out Receives output UV coordinates
- */
- void ComputePlaneMapping(aiMesh* mesh,const aiVector3D& axis,
- aiVector3D* out);
-
- // -------------------------------------------------------------------
- /** Computes cubic UV coordinates for a mesh
- *
- * @param mesh Mesh to be processed
- * @param out Receives output UV coordinates
- */
- void ComputeBoxMapping(aiMesh* mesh, aiVector3D* out);
+ // -------------------------------------------------------------------
+ /** Computes spherical UV coordinates for a mesh
+ *
+ * @param mesh Mesh to be processed
+ * @param axis Main axis
+ * @param out Receives output UV coordinates
+ */
+ void ComputeSphereMapping(aiMesh* mesh,const aiVector3D& axis,
+ aiVector3D* out);
+
+ // -------------------------------------------------------------------
+ /** Computes cylindrical UV coordinates for a mesh
+ *
+ * @param mesh Mesh to be processed
+ * @param axis Main axis
+ * @param out Receives output UV coordinates
+ */
+ void ComputeCylinderMapping(aiMesh* mesh,const aiVector3D& axis,
+ aiVector3D* out);
+
+ // -------------------------------------------------------------------
+ /** Computes planar UV coordinates for a mesh
+ *
+ * @param mesh Mesh to be processed
+ * @param axis Main axis
+ * @param out Receives output UV coordinates
+ */
+ void ComputePlaneMapping(aiMesh* mesh,const aiVector3D& axis,
+ aiVector3D* out);
+
+ // -------------------------------------------------------------------
+ /** Computes cubic UV coordinates for a mesh
+ *
+ * @param mesh Mesh to be processed
+ * @param out Receives output UV coordinates
+ */
+ void ComputeBoxMapping(aiMesh* mesh, aiVector3D* out);
private:
- // temporary structure to describe a mapping
- struct MappingInfo
- {
- MappingInfo(aiTextureMapping _type)
- : type (_type)
- , axis (0.f,1.f,0.f)
- , uv (0u)
- {}
-
- aiTextureMapping type;
- aiVector3D axis;
- unsigned int uv;
-
- bool operator== (const MappingInfo& other)
- {
- return type == other.type && axis == other.axis;
- }
- };
+ // temporary structure to describe a mapping
+ struct MappingInfo
+ {
+ MappingInfo(aiTextureMapping _type)
+ : type (_type)
+ , axis (0.f,1.f,0.f)
+ , uv (0u)
+ {}
+
+ aiTextureMapping type;
+ aiVector3D axis;
+ unsigned int uv;
+
+ bool operator== (const MappingInfo& other)
+ {
+ return type == other.type && axis == other.axis;
+ }
+ };
};
} // end of namespace Assimp
diff --git a/src/3rdparty/assimp/code/ConvertToLHProcess.cpp b/src/3rdparty/assimp/code/ConvertToLHProcess.cpp
index f4c72245a..8af4ff831 100644
--- a/src/3rdparty/assimp/code/ConvertToLHProcess.cpp
+++ b/src/3rdparty/assimp/code/ConvertToLHProcess.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -68,140 +68,140 @@ MakeLeftHandedProcess::~MakeLeftHandedProcess()
// Returns whether the processing step is present in the given flag field.
bool MakeLeftHandedProcess::IsActive( unsigned int pFlags) const
{
- return 0 != (pFlags & aiProcess_MakeLeftHanded);
+ return 0 != (pFlags & aiProcess_MakeLeftHanded);
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void MakeLeftHandedProcess::Execute( aiScene* pScene)
{
- // Check for an existent root node to proceed
- ai_assert(pScene->mRootNode != NULL);
- DefaultLogger::get()->debug("MakeLeftHandedProcess begin");
-
- // recursively convert all the nodes
- ProcessNode( pScene->mRootNode, aiMatrix4x4());
-
- // process the meshes accordingly
- for ( unsigned int a = 0; a < pScene->mNumMeshes; ++a)
- ProcessMesh( pScene->mMeshes[a]);
-
- // process the materials accordingly
- for ( unsigned int a = 0; a < pScene->mNumMaterials; ++a)
- ProcessMaterial( pScene->mMaterials[a]);
-
- // transform all animation channels as well
- for ( unsigned int a = 0; a < pScene->mNumAnimations; a++)
- {
- aiAnimation* anim = pScene->mAnimations[a];
- for ( unsigned int b = 0; b < anim->mNumChannels; b++)
- {
- aiNodeAnim* nodeAnim = anim->mChannels[b];
- ProcessAnimation( nodeAnim);
- }
- }
- DefaultLogger::get()->debug("MakeLeftHandedProcess finished");
+ // Check for an existent root node to proceed
+ ai_assert(pScene->mRootNode != NULL);
+ DefaultLogger::get()->debug("MakeLeftHandedProcess begin");
+
+ // recursively convert all the nodes
+ ProcessNode( pScene->mRootNode, aiMatrix4x4());
+
+ // process the meshes accordingly
+ for( unsigned int a = 0; a < pScene->mNumMeshes; ++a)
+ ProcessMesh( pScene->mMeshes[a]);
+
+ // process the materials accordingly
+ for( unsigned int a = 0; a < pScene->mNumMaterials; ++a)
+ ProcessMaterial( pScene->mMaterials[a]);
+
+ // transform all animation channels as well
+ for( unsigned int a = 0; a < pScene->mNumAnimations; a++)
+ {
+ aiAnimation* anim = pScene->mAnimations[a];
+ for( unsigned int b = 0; b < anim->mNumChannels; b++)
+ {
+ aiNodeAnim* nodeAnim = anim->mChannels[b];
+ ProcessAnimation( nodeAnim);
+ }
+ }
+ DefaultLogger::get()->debug("MakeLeftHandedProcess finished");
}
// ------------------------------------------------------------------------------------------------
// Recursively converts a node, all of its children and all of its meshes
void MakeLeftHandedProcess::ProcessNode( aiNode* pNode, const aiMatrix4x4& pParentGlobalRotation)
{
- // mirror all base vectors at the local Z axis
- pNode->mTransformation.c1 = -pNode->mTransformation.c1;
- pNode->mTransformation.c2 = -pNode->mTransformation.c2;
- pNode->mTransformation.c3 = -pNode->mTransformation.c3;
- pNode->mTransformation.c4 = -pNode->mTransformation.c4;
-
- // now invert the Z axis again to keep the matrix determinant positive.
- // The local meshes will be inverted accordingly so that the result should look just fine again.
- pNode->mTransformation.a3 = -pNode->mTransformation.a3;
- pNode->mTransformation.b3 = -pNode->mTransformation.b3;
- pNode->mTransformation.c3 = -pNode->mTransformation.c3;
- pNode->mTransformation.d3 = -pNode->mTransformation.d3; // useless, but anyways...
-
- // continue for all children
- for ( size_t a = 0; a < pNode->mNumChildren; ++a)
- ProcessNode( pNode->mChildren[a], pParentGlobalRotation * pNode->mTransformation);
+ // mirror all base vectors at the local Z axis
+ pNode->mTransformation.c1 = -pNode->mTransformation.c1;
+ pNode->mTransformation.c2 = -pNode->mTransformation.c2;
+ pNode->mTransformation.c3 = -pNode->mTransformation.c3;
+ pNode->mTransformation.c4 = -pNode->mTransformation.c4;
+
+ // now invert the Z axis again to keep the matrix determinant positive.
+ // The local meshes will be inverted accordingly so that the result should look just fine again.
+ pNode->mTransformation.a3 = -pNode->mTransformation.a3;
+ pNode->mTransformation.b3 = -pNode->mTransformation.b3;
+ pNode->mTransformation.c3 = -pNode->mTransformation.c3;
+ pNode->mTransformation.d3 = -pNode->mTransformation.d3; // useless, but anyways...
+
+ // continue for all children
+ for( size_t a = 0; a < pNode->mNumChildren; ++a)
+ ProcessNode( pNode->mChildren[a], pParentGlobalRotation * pNode->mTransformation);
}
// ------------------------------------------------------------------------------------------------
-// Converts a single mesh to left handed coordinates.
+// Converts a single mesh to left handed coordinates.
void MakeLeftHandedProcess::ProcessMesh( aiMesh* pMesh)
{
- // mirror positions, normals and stuff along the Z axis
- for ( size_t a = 0; a < pMesh->mNumVertices; ++a)
- {
- pMesh->mVertices[a].z *= -1.0f;
- if ( pMesh->HasNormals())
- pMesh->mNormals[a].z *= -1.0f;
- if ( pMesh->HasTangentsAndBitangents())
- {
- pMesh->mTangents[a].z *= -1.0f;
- pMesh->mBitangents[a].z *= -1.0f;
- }
- }
-
- // mirror offset matrices of all bones
- for ( size_t a = 0; a < pMesh->mNumBones; ++a)
- {
- aiBone* bone = pMesh->mBones[a];
- bone->mOffsetMatrix.a3 = -bone->mOffsetMatrix.a3;
- bone->mOffsetMatrix.b3 = -bone->mOffsetMatrix.b3;
- bone->mOffsetMatrix.d3 = -bone->mOffsetMatrix.d3;
- bone->mOffsetMatrix.c1 = -bone->mOffsetMatrix.c1;
- bone->mOffsetMatrix.c2 = -bone->mOffsetMatrix.c2;
- bone->mOffsetMatrix.c4 = -bone->mOffsetMatrix.c4;
- }
-
- // mirror bitangents as well as they're derived from the texture coords
- if ( pMesh->HasTangentsAndBitangents())
- {
- for ( unsigned int a = 0; a < pMesh->mNumVertices; a++)
- pMesh->mBitangents[a] *= -1.0f;
- }
+ // mirror positions, normals and stuff along the Z axis
+ for( size_t a = 0; a < pMesh->mNumVertices; ++a)
+ {
+ pMesh->mVertices[a].z *= -1.0f;
+ if( pMesh->HasNormals())
+ pMesh->mNormals[a].z *= -1.0f;
+ if( pMesh->HasTangentsAndBitangents())
+ {
+ pMesh->mTangents[a].z *= -1.0f;
+ pMesh->mBitangents[a].z *= -1.0f;
+ }
+ }
+
+ // mirror offset matrices of all bones
+ for( size_t a = 0; a < pMesh->mNumBones; ++a)
+ {
+ aiBone* bone = pMesh->mBones[a];
+ bone->mOffsetMatrix.a3 = -bone->mOffsetMatrix.a3;
+ bone->mOffsetMatrix.b3 = -bone->mOffsetMatrix.b3;
+ bone->mOffsetMatrix.d3 = -bone->mOffsetMatrix.d3;
+ bone->mOffsetMatrix.c1 = -bone->mOffsetMatrix.c1;
+ bone->mOffsetMatrix.c2 = -bone->mOffsetMatrix.c2;
+ bone->mOffsetMatrix.c4 = -bone->mOffsetMatrix.c4;
+ }
+
+ // mirror bitangents as well as they're derived from the texture coords
+ if( pMesh->HasTangentsAndBitangents())
+ {
+ for( unsigned int a = 0; a < pMesh->mNumVertices; a++)
+ pMesh->mBitangents[a] *= -1.0f;
+ }
}
// ------------------------------------------------------------------------------------------------
-// Converts a single material to left handed coordinates.
+// Converts a single material to left handed coordinates.
void MakeLeftHandedProcess::ProcessMaterial( aiMaterial* _mat)
{
- MaterialHelper* mat = (MaterialHelper*)_mat;
- for (unsigned int a = 0; a < mat->mNumProperties;++a) {
- aiMaterialProperty* prop = mat->mProperties[a];
-
- // Mapping axis for UV mappings?
- if (!::strcmp( prop->mKey.data, "$tex.mapaxis")) {
- ai_assert( prop->mDataLength >= sizeof(aiVector3D)); /* something is wrong with the validation if we end up here */
- aiVector3D* pff = (aiVector3D*)prop->mData;
-
- pff->z *= -1.f;
- }
- }
+ aiMaterial* mat = (aiMaterial*)_mat;
+ for (unsigned int a = 0; a < mat->mNumProperties;++a) {
+ aiMaterialProperty* prop = mat->mProperties[a];
+
+ // Mapping axis for UV mappings?
+ if (!::strcmp( prop->mKey.data, "$tex.mapaxis")) {
+ ai_assert( prop->mDataLength >= sizeof(aiVector3D)); /* something is wrong with the validation if we end up here */
+ aiVector3D* pff = (aiVector3D*)prop->mData;
+
+ pff->z *= -1.f;
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
-// Converts the given animation to LH coordinates.
-void MakeLeftHandedProcess::ProcessAnimation( aiNodeAnim* pAnim)
-{
- // position keys
- for ( unsigned int a = 0; a < pAnim->mNumPositionKeys; a++)
- pAnim->mPositionKeys[a].mValue.z *= -1.0f;
-
- // rotation keys
- for ( unsigned int a = 0; a < pAnim->mNumRotationKeys; a++)
- {
- /* That's the safe version, but the float errors add up. So we try the short version instead
- aiMatrix3x3 rotmat = pAnim->mRotationKeys[a].mValue.GetMatrix();
- rotmat.a3 = -rotmat.a3; rotmat.b3 = -rotmat.b3;
- rotmat.c1 = -rotmat.c1; rotmat.c2 = -rotmat.c2;
- aiQuaternion rotquat( rotmat);
- pAnim->mRotationKeys[a].mValue = rotquat;
- */
- pAnim->mRotationKeys[a].mValue.x *= -1.0f;
- pAnim->mRotationKeys[a].mValue.y *= -1.0f;
- }
-}
+// Converts the given animation to LH coordinates.
+void MakeLeftHandedProcess::ProcessAnimation( aiNodeAnim* pAnim)
+{
+ // position keys
+ for( unsigned int a = 0; a < pAnim->mNumPositionKeys; a++)
+ pAnim->mPositionKeys[a].mValue.z *= -1.0f;
+
+ // rotation keys
+ for( unsigned int a = 0; a < pAnim->mNumRotationKeys; a++)
+ {
+ /* That's the safe version, but the float errors add up. So we try the short version instead
+ aiMatrix3x3 rotmat = pAnim->mRotationKeys[a].mValue.GetMatrix();
+ rotmat.a3 = -rotmat.a3; rotmat.b3 = -rotmat.b3;
+ rotmat.c1 = -rotmat.c1; rotmat.c2 = -rotmat.c2;
+ aiQuaternion rotquat( rotmat);
+ pAnim->mRotationKeys[a].mValue = rotquat;
+ */
+ pAnim->mRotationKeys[a].mValue.x *= -1.0f;
+ pAnim->mRotationKeys[a].mValue.y *= -1.0f;
+ }
+}
#endif // !! ASSIMP_BUILD_NO_MAKELEFTHANDED_PROCESS
#ifndef ASSIMP_BUILD_NO_FLIPUVS_PROCESS
@@ -221,54 +221,54 @@ FlipUVsProcess::~FlipUVsProcess()
// Returns whether the processing step is present in the given flag field.
bool FlipUVsProcess::IsActive( unsigned int pFlags) const
{
- return 0 != (pFlags & aiProcess_FlipUVs);
+ return 0 != (pFlags & aiProcess_FlipUVs);
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void FlipUVsProcess::Execute( aiScene* pScene)
{
- DefaultLogger::get()->debug("FlipUVsProcess begin");
- for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
- ProcessMesh(pScene->mMeshes[i]);
+ DefaultLogger::get()->debug("FlipUVsProcess begin");
+ for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
+ ProcessMesh(pScene->mMeshes[i]);
- for (unsigned int i = 0; i < pScene->mNumMaterials;++i)
- ProcessMaterial(pScene->mMaterials[i]);
- DefaultLogger::get()->debug("FlipUVsProcess finished");
+ for (unsigned int i = 0; i < pScene->mNumMaterials;++i)
+ ProcessMaterial(pScene->mMaterials[i]);
+ DefaultLogger::get()->debug("FlipUVsProcess finished");
}
// ------------------------------------------------------------------------------------------------
-// Converts a single material
+// Converts a single material
void FlipUVsProcess::ProcessMaterial (aiMaterial* _mat)
{
- MaterialHelper* mat = (MaterialHelper*)_mat;
- for (unsigned int a = 0; a < mat->mNumProperties;++a) {
- aiMaterialProperty* prop = mat->mProperties[a];
-
- // UV transformation key?
- if (!::strcmp( prop->mKey.data, "$tex.uvtrafo")) {
- ai_assert( prop->mDataLength >= sizeof(aiUVTransform)); /* something is wrong with the validation if we end up here */
- aiUVTransform* uv = (aiUVTransform*)prop->mData;
-
- // just flip it, that's everything
- uv->mTranslation.y *= -1.f;
- uv->mRotation *= -1.f;
- }
- }
+ aiMaterial* mat = (aiMaterial*)_mat;
+ for (unsigned int a = 0; a < mat->mNumProperties;++a) {
+ aiMaterialProperty* prop = mat->mProperties[a];
+
+ // UV transformation key?
+ if (!::strcmp( prop->mKey.data, "$tex.uvtrafo")) {
+ ai_assert( prop->mDataLength >= sizeof(aiUVTransform)); /* something is wrong with the validation if we end up here */
+ aiUVTransform* uv = (aiUVTransform*)prop->mData;
+
+ // just flip it, that's everything
+ uv->mTranslation.y *= -1.f;
+ uv->mRotation *= -1.f;
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
-// Converts a single mesh
+// Converts a single mesh
void FlipUVsProcess::ProcessMesh( aiMesh* pMesh)
{
- // mirror texture y coordinate
- for ( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++) {
- if ( !pMesh->HasTextureCoords( a))
- break;
-
- for ( unsigned int b = 0; b < pMesh->mNumVertices; b++)
- pMesh->mTextureCoords[a][b].y = 1.0f - pMesh->mTextureCoords[a][b].y;
- }
+ // mirror texture y coordinate
+ for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++) {
+ if( !pMesh->HasTextureCoords( a))
+ break;
+
+ for( unsigned int b = 0; b < pMesh->mNumVertices; b++)
+ pMesh->mTextureCoords[a][b].y = 1.0f - pMesh->mTextureCoords[a][b].y;
+ }
}
#endif // !ASSIMP_BUILD_NO_FLIPUVS_PROCESS
@@ -289,30 +289,30 @@ FlipWindingOrderProcess::~FlipWindingOrderProcess()
// Returns whether the processing step is present in the given flag field.
bool FlipWindingOrderProcess::IsActive( unsigned int pFlags) const
{
- return 0 != (pFlags & aiProcess_FlipWindingOrder);
+ return 0 != (pFlags & aiProcess_FlipWindingOrder);
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void FlipWindingOrderProcess::Execute( aiScene* pScene)
{
- DefaultLogger::get()->debug("FlipWindingOrderProcess begin");
- for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
- ProcessMesh(pScene->mMeshes[i]);
- DefaultLogger::get()->debug("FlipWindingOrderProcess finished");
+ DefaultLogger::get()->debug("FlipWindingOrderProcess begin");
+ for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
+ ProcessMesh(pScene->mMeshes[i]);
+ DefaultLogger::get()->debug("FlipWindingOrderProcess finished");
}
// ------------------------------------------------------------------------------------------------
-// Converts a single mesh
+// Converts a single mesh
void FlipWindingOrderProcess::ProcessMesh( aiMesh* pMesh)
{
- // invert the order of all faces in this mesh
- for ( unsigned int a = 0; a < pMesh->mNumFaces; a++)
- {
- aiFace& face = pMesh->mFaces[a];
- for ( unsigned int b = 0; b < face.mNumIndices / 2; b++)
- std::swap( face.mIndices[b], face.mIndices[ face.mNumIndices - 1 - b]);
- }
+ // invert the order of all faces in this mesh
+ for( unsigned int a = 0; a < pMesh->mNumFaces; a++)
+ {
+ aiFace& face = pMesh->mFaces[a];
+ for( unsigned int b = 0; b < face.mNumIndices / 2; b++)
+ std::swap( face.mIndices[b], face.mIndices[ face.mNumIndices - 1 - b]);
+ }
}
#endif // !! ASSIMP_BUILD_NO_FLIPWINDING_PROCESS
diff --git a/src/3rdparty/assimp/code/ConvertToLHProcess.h b/src/3rdparty/assimp/code/ConvertToLHProcess.h
index 25bf178bc..5fea19c10 100644
--- a/src/3rdparty/assimp/code/ConvertToLHProcess.h
+++ b/src/3rdparty/assimp/code/ConvertToLHProcess.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -44,124 +44,121 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
* - LH to RH
* - UV origin upper-left to lower-left
- * - face order cw to ccw
+ * - face order cw to ccw
*/
#ifndef AI_CONVERTTOLHPROCESS_H_INC
#define AI_CONVERTTOLHPROCESS_H_INC
-#include "../include/aiTypes.h"
+#include "../include/assimp/types.h"
#include "BaseProcess.h"
struct aiMesh;
struct aiNodeAnim;
-namespace Assimp {
+namespace Assimp {
// -----------------------------------------------------------------------------------
/** @brief The MakeLeftHandedProcess converts all imported data to a left-handed
- * coordinate system.
+ * coordinate system.
*
- * This implies a mirroring of the Z axis of the coordinate system. But to keep
+ * This implies a mirroring of the Z axis of the coordinate system. But to keep
* transformation matrices free from reflections we shift the reflection to other
* places. We mirror the meshes and adapt the rotations.
*
* @note RH-LH and LH-RH is the same, so this class can be used for both
*/
-class ASSIMP_API MakeLeftHandedProcess : public BaseProcess
+class MakeLeftHandedProcess : public BaseProcess
{
- friend class Importer;
+
public:
- /** Constructor to be privately used by Importer */
- MakeLeftHandedProcess();
+ MakeLeftHandedProcess();
+ ~MakeLeftHandedProcess();
- /** Destructor, private as well */
- ~MakeLeftHandedProcess();
+ // -------------------------------------------------------------------
+ bool IsActive( unsigned int pFlags) const;
- // -------------------------------------------------------------------
- bool IsActive( unsigned int pFlags) const;
-
- // -------------------------------------------------------------------
- void Execute( aiScene* pScene);
+ // -------------------------------------------------------------------
+ void Execute( aiScene* pScene);
protected:
- // -------------------------------------------------------------------
- /** Recursively converts a node and all of its children
- */
- void ProcessNode( aiNode* pNode, const aiMatrix4x4& pParentGlobalRotation);
-
- // -------------------------------------------------------------------
- /** Converts a single mesh to left handed coordinates.
- * This means that positions, normals and tangents are mirrored at
- * the local Z axis and the order of all faces are inverted.
- * @param pMesh The mesh to convert.
- */
- void ProcessMesh( aiMesh* pMesh);
-
- // -------------------------------------------------------------------
- /** Converts a single material to left-handed coordinates
- * @param pMat Material to convert
- */
- void ProcessMaterial( aiMaterial* pMat);
-
- // -------------------------------------------------------------------
- /** Converts the given animation to LH coordinates.
- * The rotation and translation keys are transformed, the scale keys
- * work in local space and can therefore be left untouched.
- * @param pAnim The bone animation to transform
- */
- void ProcessAnimation( aiNodeAnim* pAnim);
+ // -------------------------------------------------------------------
+ /** Recursively converts a node and all of its children
+ */
+ void ProcessNode( aiNode* pNode, const aiMatrix4x4& pParentGlobalRotation);
+
+ // -------------------------------------------------------------------
+ /** Converts a single mesh to left handed coordinates.
+ * This means that positions, normals and tangents are mirrored at
+ * the local Z axis and the order of all faces are inverted.
+ * @param pMesh The mesh to convert.
+ */
+ void ProcessMesh( aiMesh* pMesh);
+
+ // -------------------------------------------------------------------
+ /** Converts a single material to left-handed coordinates
+ * @param pMat Material to convert
+ */
+ void ProcessMaterial( aiMaterial* pMat);
+
+ // -------------------------------------------------------------------
+ /** Converts the given animation to LH coordinates.
+ * The rotation and translation keys are transformed, the scale keys
+ * work in local space and can therefore be left untouched.
+ * @param pAnim The bone animation to transform
+ */
+ void ProcessAnimation( aiNodeAnim* pAnim);
};
// ---------------------------------------------------------------------------
/** Postprocessing step to flip the face order of the imported data
*/
-class ASSIMP_API FlipWindingOrderProcess : public BaseProcess
+class FlipWindingOrderProcess : public BaseProcess
{
- friend class Importer;
+ friend class Importer;
public:
- /** Constructor to be privately used by Importer */
- FlipWindingOrderProcess();
+ /** Constructor to be privately used by Importer */
+ FlipWindingOrderProcess();
- /** Destructor, private as well */
- ~FlipWindingOrderProcess();
+ /** Destructor, private as well */
+ ~FlipWindingOrderProcess();
- // -------------------------------------------------------------------
- bool IsActive( unsigned int pFlags) const;
+ // -------------------------------------------------------------------
+ bool IsActive( unsigned int pFlags) const;
- // -------------------------------------------------------------------
- void Execute( aiScene* pScene);
+ // -------------------------------------------------------------------
+ void Execute( aiScene* pScene);
protected:
- void ProcessMesh( aiMesh* pMesh);
+ void ProcessMesh( aiMesh* pMesh);
};
// ---------------------------------------------------------------------------
/** Postprocessing step to flip the UV coordinate system of the import data
*/
-class ASSIMP_API FlipUVsProcess : public BaseProcess
+class FlipUVsProcess : public BaseProcess
{
- friend class Importer;
+ friend class Importer;
public:
- /** Constructor to be privately used by Importer */
- FlipUVsProcess();
+ /** Constructor to be privately used by Importer */
+ FlipUVsProcess();
- /** Destructor, private as well */
- ~FlipUVsProcess();
+ /** Destructor, private as well */
+ ~FlipUVsProcess();
- // -------------------------------------------------------------------
- bool IsActive( unsigned int pFlags) const;
+ // -------------------------------------------------------------------
+ bool IsActive( unsigned int pFlags) const;
- // -------------------------------------------------------------------
- void Execute( aiScene* pScene);
+ // -------------------------------------------------------------------
+ void Execute( aiScene* pScene);
protected:
- void ProcessMesh( aiMesh* pMesh);
- void ProcessMaterial( aiMaterial* mat);
+ void ProcessMesh( aiMesh* pMesh);
+ void ProcessMaterial( aiMaterial* mat);
};
} // end of namespace Assimp
diff --git a/src/3rdparty/assimp/code/DXFHelper.h b/src/3rdparty/assimp/code/DXFHelper.h
new file mode 100644
index 000000000..0c76c3f2d
--- /dev/null
+++ b/src/3rdparty/assimp/code/DXFHelper.h
@@ -0,0 +1,230 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+/** @file DXFHelper.h
+ * @brief Internal utilities for the DXF loader.
+ */
+
+#ifndef INCLUDED_DXFHELPER_H
+#define INCLUDED_DXFHELPER_H
+
+#include "LineSplitter.h"
+#include "TinyFormatter.h"
+#include "StreamReader.h"
+
+namespace Assimp {
+ namespace DXF {
+
+
+// read pairs of lines, parse group code and value and provide utilities
+// to convert the data to the target data type.
+class LineReader
+{
+
+public:
+
+ LineReader(StreamReaderLE& reader)
+ // do NOT skip empty lines. In DXF files, they count as valid data.
+ : splitter(reader,false,true)
+ , end()
+ {
+ }
+
+public:
+
+
+ // -----------------------------------------
+ bool Is(int gc, const char* what) const {
+ return groupcode == gc && !strcmp(what,value.c_str());
+ }
+
+ // -----------------------------------------
+ bool Is(int gc) const {
+ return groupcode == gc;
+ }
+
+ // -----------------------------------------
+ int GroupCode() const {
+ return groupcode;
+ }
+
+ // -----------------------------------------
+ const std::string& Value() const {
+ return value;
+ }
+
+ // -----------------------------------------
+ bool End() const {
+ return !((bool)*this);
+ }
+
+public:
+
+ // -----------------------------------------
+ unsigned int ValueAsUnsignedInt() const {
+ return strtoul10(value.c_str());
+ }
+
+ // -----------------------------------------
+ int ValueAsSignedInt() const {
+ return strtol10(value.c_str());
+ }
+
+ // -----------------------------------------
+ float ValueAsFloat() const {
+ return fast_atof(value.c_str());
+ }
+
+public:
+
+ // -----------------------------------------
+ /** pseudo-iterator increment to advance to the next (groupcode/value) pair */
+ LineReader& operator++() {
+ if (end) {
+ if (end == 1) {
+ ++end;
+ }
+ return *this;
+ }
+
+ try {
+ groupcode = strtol10(splitter->c_str());
+ splitter++;
+
+ value = *splitter;
+ splitter++;
+
+ // automatically skip over {} meta blocks (these are for application use
+ // and currently not relevant for Assimp).
+ if (value.length() && value[0] == '{') {
+
+ size_t cnt = 0;
+ for(;splitter->length() && splitter->at(0) != '}'; splitter++, cnt++);
+
+ splitter++;
+ DefaultLogger::get()->debug((Formatter::format("DXF: skipped over control group ("),cnt," lines)"));
+ }
+ } catch(std::logic_error&) {
+ ai_assert(!splitter);
+ }
+ if (!splitter) {
+ end = 1;
+ }
+ return *this;
+ }
+
+ // -----------------------------------------
+ LineReader& operator++(int) {
+ return ++(*this);
+ }
+
+
+ // -----------------------------------------
+ operator bool() const {
+ return end <= 1;
+ }
+
+private:
+
+ LineSplitter splitter;
+ int groupcode;
+ std::string value;
+ int end;
+};
+
+
+
+// represents a POLYLINE or a LWPOLYLINE. or even a 3DFACE The data is converted as needed.
+struct PolyLine
+{
+ PolyLine()
+ : flags()
+ {}
+
+ std::vector<aiVector3D> positions;
+ std::vector<aiColor4D> colors;
+ std::vector<unsigned int> indices;
+ std::vector<unsigned int> counts;
+ unsigned int flags;
+
+ std::string layer;
+ std::string desc;
+};
+
+
+// reference to a BLOCK. Specifies its own coordinate system.
+struct InsertBlock
+{
+ InsertBlock()
+ : scale(1.f,1.f,1.f)
+ , angle()
+ {}
+
+ aiVector3D pos;
+ aiVector3D scale;
+ float angle;
+
+ std::string name;
+};
+
+
+// keeps track of all geometry in a single BLOCK.
+struct Block
+{
+ std::vector< boost::shared_ptr<PolyLine> > lines;
+ std::vector<InsertBlock> insertions;
+
+ std::string name;
+ aiVector3D base;
+};
+
+
+struct FileData
+{
+ // note: the LAST block always contains the stuff from ENTITIES.
+ std::vector<Block> blocks;
+};
+
+
+
+
+
+}}
+#endif
diff --git a/src/3rdparty/assimp/code/DXFLoader.cpp b/src/3rdparty/assimp/code/DXFLoader.cpp
index e372d603f..acbfc8de6 100644
--- a/src/3rdparty/assimp/code/DXFLoader.cpp
+++ b/src/3rdparty/assimp/code/DXFLoader.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -51,560 +51,862 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "ConvertToLHProcess.h"
#include "fast_atof.h"
+#include "DXFHelper.h"
+
using namespace Assimp;
-// AutoCAD Binary DXF<CR><LF><SUB><NULL>
+// AutoCAD Binary DXF<CR><LF><SUB><NULL>
#define AI_DXF_BINARY_IDENT ("AutoCAD Binary DXF\r\n\x1a\0")
#define AI_DXF_BINARY_IDENT_LEN (24)
-// color indices for DXF - 16 are supported
+// default vertex color that all uncolored vertices will receive
+#define AI_DXF_DEFAULT_COLOR aiColor4D(0.6f,0.6f,0.6f,0.6f)
+
+// color indices for DXF - 16 are supported, the table is
+// taken directly from the DXF spec.
static aiColor4D g_aclrDxfIndexColors[] =
{
- aiColor4D (0.6f, 0.6f, 0.6f, 1.0f),
- aiColor4D (1.0f, 0.0f, 0.0f, 1.0f), // red
- aiColor4D (0.0f, 1.0f, 0.0f, 1.0f), // green
- aiColor4D (0.0f, 0.0f, 1.0f, 1.0f), // blue
- aiColor4D (0.3f, 1.0f, 0.3f, 1.0f), // light green
- aiColor4D (0.3f, 0.3f, 1.0f, 1.0f), // light blue
- aiColor4D (1.0f, 0.3f, 0.3f, 1.0f), // light red
- aiColor4D (1.0f, 0.0f, 1.0f, 1.0f), // pink
- aiColor4D (1.0f, 0.6f, 0.0f, 1.0f), // orange
- aiColor4D (0.6f, 0.3f, 0.0f, 1.0f), // dark orange
- aiColor4D (1.0f, 1.0f, 0.0f, 1.0f), // yellow
- aiColor4D (0.3f, 0.3f, 0.3f, 1.0f), // dark gray
- aiColor4D (0.8f, 0.8f, 0.8f, 1.0f), // light gray
- aiColor4D (0.0f, 00.f, 0.0f, 1.0f), // black
- aiColor4D (1.0f, 1.0f, 1.0f, 1.0f), // white
- aiColor4D (0.6f, 0.0f, 1.0f, 1.0f) // violet
+ aiColor4D (0.6f, 0.6f, 0.6f, 1.0f),
+ aiColor4D (1.0f, 0.0f, 0.0f, 1.0f), // red
+ aiColor4D (0.0f, 1.0f, 0.0f, 1.0f), // green
+ aiColor4D (0.0f, 0.0f, 1.0f, 1.0f), // blue
+ aiColor4D (0.3f, 1.0f, 0.3f, 1.0f), // light green
+ aiColor4D (0.3f, 0.3f, 1.0f, 1.0f), // light blue
+ aiColor4D (1.0f, 0.3f, 0.3f, 1.0f), // light red
+ aiColor4D (1.0f, 0.0f, 1.0f, 1.0f), // pink
+ aiColor4D (1.0f, 0.6f, 0.0f, 1.0f), // orange
+ aiColor4D (0.6f, 0.3f, 0.0f, 1.0f), // dark orange
+ aiColor4D (1.0f, 1.0f, 0.0f, 1.0f), // yellow
+ aiColor4D (0.3f, 0.3f, 0.3f, 1.0f), // dark gray
+ aiColor4D (0.8f, 0.8f, 0.8f, 1.0f), // light gray
+ aiColor4D (0.0f, 00.f, 0.0f, 1.0f), // black
+ aiColor4D (1.0f, 1.0f, 1.0f, 1.0f), // white
+ aiColor4D (0.6f, 0.0f, 1.0f, 1.0f) // violet
};
#define AI_DXF_NUM_INDEX_COLORS (sizeof(g_aclrDxfIndexColors)/sizeof(g_aclrDxfIndexColors[0]))
-
-// invalid/unassigned color value
-aiColor4D g_clrInvalid = aiColor4D(get_qnan(),0.f,0.f,1.f);
+#define AI_DXF_ENTITIES_MAGIC_BLOCK "$ASSIMP_ENTITIES_MAGIC"
+
+
+static const aiImporterDesc desc = {
+ "Drawing Interchange Format (DXF) Importer",
+ "",
+ "",
+ "",
+ aiImporterFlags_SupportTextFlavour | aiImporterFlags_LimitedSupport,
+ 0,
+ 0,
+ 0,
+ 0,
+ "dxf"
+};
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
-DXFImporter::DXFImporter() : buffer(0), groupCode(0), bRepeat(false), mDefaultLayer(false)
-{
- memset(cursor,0,sizeof(cursor));
-}
+DXFImporter::DXFImporter()
+{}
// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
+// Destructor, private as well
DXFImporter::~DXFImporter()
{}
// ------------------------------------------------------------------------------------------------
-// Returns whether the class can handle the format of the given file.
-bool DXFImporter::CanRead( const std::string& pFile, IOSystem*, bool) const
+// Returns whether the class can handle the format of the given file.
+bool DXFImporter::CanRead( const std::string& pFile, IOSystem* /*pIOHandler*/, bool /*checkSig*/) const
{
- return SimpleExtensionCheck(pFile,"dxf");
+ return SimpleExtensionCheck(pFile,"dxf");
}
// ------------------------------------------------------------------------------------------------
// Get a list of all supported file extensions
-void DXFImporter::GetExtensionList(std::set<std::string>& extensions)
+const aiImporterDesc* DXFImporter::GetInfo () const
{
- extensions.insert("dxf");
+ return &desc;
}
// ------------------------------------------------------------------------------------------------
-// Get a copy of the next data line, skip strange data
-bool DXFImporter::GetNextLine()
+// Imports the given file into the given scene structure.
+void DXFImporter::InternReadFile( const std::string& pFile,
+ aiScene* pScene,
+ IOSystem* pIOHandler)
{
- if (!SkipLine(&buffer))
- return false;
- if (!SkipSpaces(&buffer))
- return GetNextLine();
- else if (*buffer == '{') {
- // some strange meta data ...
- while (true)
- {
- if (!SkipLine(&buffer))
- return false;
-
- if (SkipSpaces(&buffer) && *buffer == '}')
- break;
- }
- return GetNextLine();
- }
- return true;
+ boost::shared_ptr<IOStream> file = boost::shared_ptr<IOStream>( pIOHandler->Open( pFile) );
+
+ // Check whether we can read the file
+ if( file.get() == NULL) {
+ throw DeadlyImportError( "Failed to open DXF file " + pFile + "");
+ }
+
+ // check whether this is a binaray DXF file - we can't read binary DXF files :-(
+ char buff[AI_DXF_BINARY_IDENT_LEN+1] = {0};
+ file->Read(buff,AI_DXF_BINARY_IDENT_LEN,1);
+
+ if (!strncmp(AI_DXF_BINARY_IDENT,buff,AI_DXF_BINARY_IDENT_LEN)) {
+ throw DeadlyImportError("DXF: Binary files are not supported at the moment");
+ }
+
+ // DXF files can grow very large, so read them via the StreamReader,
+ // which will choose a suitable strategy.
+ file->Seek(0,aiOrigin_SET);
+ StreamReaderLE stream( file );
+
+ DXF::LineReader reader (stream);
+ DXF::FileData output;
+
+ // now get all lines of the file and process top-level sections
+ bool eof = false;
+ while(!reader.End()) {
+
+ // blocks table - these 'build blocks' are later (in ENTITIES)
+ // referenced an included via INSERT statements.
+ if (reader.Is(2,"BLOCKS")) {
+ ParseBlocks(reader,output);
+ continue;
+ }
+
+ // primary entity table
+ if (reader.Is(2,"ENTITIES")) {
+ ParseEntities(reader,output);
+ continue;
+ }
+
+ // skip unneeded sections entirely to avoid any problems with them
+ // alltogether.
+ else if (reader.Is(2,"CLASSES") || reader.Is(2,"TABLES")) {
+ SkipSection(reader);
+ continue;
+ }
+
+ else if (reader.Is(2,"HEADER")) {
+ ParseHeader(reader,output);
+ continue;
+ }
+
+ // comments
+ else if (reader.Is(999)) {
+ DefaultLogger::get()->info("DXF Comment: " + reader.Value());
+ }
+
+ // don't read past the official EOF sign
+ else if (reader.Is(0,"EOF")) {
+ eof = true;
+ break;
+ }
+
+ ++reader;
+ }
+ if (!eof) {
+ DefaultLogger::get()->warn("DXF: EOF reached, but did not encounter DXF EOF marker");
+ }
+
+ ConvertMeshes(pScene,output);
+
+ // Now rotate the whole scene by 90 degrees around the x axis to convert from AutoCAD's to Assimp's coordinate system
+ pScene->mRootNode->mTransformation = aiMatrix4x4(
+ 1.f,0.f,0.f,0.f,
+ 0.f,0.f,1.f,0.f,
+ 0.f,-1.f,0.f,0.f,
+ 0.f,0.f,0.f,1.f) * pScene->mRootNode->mTransformation;
}
// ------------------------------------------------------------------------------------------------
-// Get the next token in the file
-bool DXFImporter::GetNextToken()
+void DXFImporter::ConvertMeshes(aiScene* pScene, DXF::FileData& output)
{
- if (bRepeat) {
- bRepeat = false;
- return true;
- }
-
- SkipSpaces(&buffer);
- groupCode = strtol10s(buffer,&buffer);
- if (!GetNextLine())
- return false;
-
- // copy the data line to a separate buffer
- char* m = cursor, *end = &cursor[4096];
- while (!IsSpaceOrNewLine( *buffer ) && m < end)
- *m++ = *buffer++;
-
- *m = '\0';
- GetNextLine();
- return true;
+ // the process of resolving all the INSERT statements can grow the
+ // polycount excessively, so log the original number.
+ // XXX Option to import blocks as separate nodes?
+ if (!DefaultLogger::isNullLogger()) {
+
+ unsigned int vcount = 0, icount = 0;
+ BOOST_FOREACH (const DXF::Block& bl, output.blocks) {
+ BOOST_FOREACH (boost::shared_ptr<const DXF::PolyLine> pl, bl.lines) {
+ vcount += pl->positions.size();
+ icount += pl->counts.size();
+ }
+ }
+
+ DefaultLogger::get()->debug((Formatter::format("DXF: Unexpanded polycount is "),
+ icount,", vertex count is ",vcount
+ ));
+ }
+
+ if (! output.blocks.size() ) {
+ throw DeadlyImportError("DXF: no data blocks loaded");
+ }
+
+ DXF::Block* entities = 0;
+
+ // index blocks by name
+ DXF::BlockMap blocks_by_name;
+ BOOST_FOREACH (DXF::Block& bl, output.blocks) {
+ blocks_by_name[bl.name] = &bl;
+ if ( !entities && bl.name == AI_DXF_ENTITIES_MAGIC_BLOCK ) {
+ entities = &bl;
+ }
+ }
+
+ if (!entities) {
+ throw DeadlyImportError("DXF: no ENTITIES data block loaded");
+ }
+
+ typedef std::map<std::string, unsigned int> LayerMap;
+
+ LayerMap layers;
+ std::vector< std::vector< const DXF::PolyLine*> > corr;
+
+ // now expand all block references in the primary ENTITIES block
+ // XXX this involves heavy memory copying, consider a faster solution for future versions.
+ ExpandBlockReferences(*entities,blocks_by_name);
+
+ unsigned int cur = 0;
+ BOOST_FOREACH (boost::shared_ptr<const DXF::PolyLine> pl, entities->lines) {
+ if (pl->positions.size()) {
+
+ std::map<std::string, unsigned int>::iterator it = layers.find(pl->layer);
+ if (it == layers.end()) {
+ ++pScene->mNumMeshes;
+
+ layers[pl->layer] = cur++;
+
+ std::vector< const DXF::PolyLine* > pv;
+ pv.push_back(&*pl);
+
+ corr.push_back(pv);
+ }
+ else {
+ corr[(*it).second].push_back(&*pl);
+ }
+ }
+ }
+
+ if (!pScene->mNumMeshes) {
+ throw DeadlyImportError("DXF: this file contains no 3d data");
+ }
+
+ pScene->mMeshes = new aiMesh*[ pScene->mNumMeshes ] ();
+
+ BOOST_FOREACH(const LayerMap::value_type& elem, layers){
+ aiMesh* const mesh = pScene->mMeshes[elem.second] = new aiMesh();
+ mesh->mName.Set(elem.first);
+
+ unsigned int cvert = 0,cface = 0;
+ BOOST_FOREACH(const DXF::PolyLine* pl, corr[elem.second]){
+ // sum over all faces since we need to 'verbosify' them.
+ cvert += std::accumulate(pl->counts.begin(),pl->counts.end(),0);
+ cface += pl->counts.size();
+ }
+
+ aiVector3D* verts = mesh->mVertices = new aiVector3D[cvert];
+ aiColor4D* colors = mesh->mColors[0] = new aiColor4D[cvert];
+ aiFace* faces = mesh->mFaces = new aiFace[cface];
+
+ mesh->mNumVertices = cvert;
+ mesh->mNumFaces = cface;
+
+ unsigned int prims = 0;
+ unsigned int overall_indices = 0;
+ BOOST_FOREACH(const DXF::PolyLine* pl, corr[elem.second]){
+
+ std::vector<unsigned int>::const_iterator it = pl->indices.begin();
+ BOOST_FOREACH(unsigned int facenumv,pl->counts) {
+ aiFace& face = *faces++;
+ face.mIndices = new unsigned int[face.mNumIndices = facenumv];
+
+ for (unsigned int i = 0; i < facenumv; ++i) {
+ face.mIndices[i] = overall_indices++;
+
+ ai_assert(pl->positions.size() == pl->colors.size());
+ if (*it >= pl->positions.size()) {
+ throw DeadlyImportError("DXF: vertex index out of bounds");
+ }
+
+ *verts++ = pl->positions[*it];
+ *colors++ = pl->colors[*it++];
+ }
+
+ // set primitive flags now, this saves the extra pass in ScenePreprocessor.
+ switch(face.mNumIndices) {
+ case 1:
+ prims |= aiPrimitiveType_POINT;
+ break;
+ case 2:
+ prims |= aiPrimitiveType_LINE;
+ break;
+ case 3:
+ prims |= aiPrimitiveType_TRIANGLE;
+ break;
+ default:
+ prims |= aiPrimitiveType_POLYGON;
+ break;
+ }
+ }
+ }
+
+ mesh->mPrimitiveTypes = prims;
+ mesh->mMaterialIndex = 0;
+ }
+
+ GenerateHierarchy(pScene,output);
+ GenerateMaterials(pScene,output);
}
+
// ------------------------------------------------------------------------------------------------
-// Imports the given file into the given scene structure.
-void DXFImporter::InternReadFile( const std::string& pFile,
- aiScene* pScene, IOSystem* pIOHandler)
+void DXFImporter::ExpandBlockReferences(DXF::Block& bl,const DXF::BlockMap& blocks_by_name)
{
- boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
-
- // Check whether we can read from the file
- if ( file.get() == NULL) {
- throw DeadlyImportError( "Failed to open DXF file " + pFile + "");
- }
-
- // read the contents of the file in a buffer
- std::vector<char> buffer2;
- TextFileToBuffer(file.get(),buffer2);
- buffer = &buffer2[0];
-
- bRepeat = false;
- mDefaultLayer = NULL;
-
- // check whether this is a binaray DXF file - we can't read binary DXF files :-(
- if (!strncmp(AI_DXF_BINARY_IDENT,buffer,AI_DXF_BINARY_IDENT_LEN))
- throw DeadlyImportError("DXF: Binary files are not supported at the moment");
-
- // now get all lines of the file
- while (GetNextToken()) {
-
- if (2 == groupCode) {
-
- // ENTITIES and BLOCKS sections - skip the whole rest, no need to waste our time with them
- if (!::strcmp(cursor,"ENTITIES") || !::strcmp(cursor,"BLOCKS")) {
- if (!ParseEntities())
- break;
- else bRepeat = true;
- }
-
- // other sections - skip them to make sure there will be no name conflicts
- else {
- while ( GetNextToken()) {
- if (!::strcmp(cursor,"ENDSEC"))
- break;
- }
- }
- }
- // print comment strings
- else if (999 == groupCode) {
- DefaultLogger::get()->info(std::string( cursor ));
- }
- else if (!groupCode && !::strcmp(cursor,"EOF"))
- break;
- }
-
- // find out how many valud layers we have
- for (std::vector<LayerInfo>::const_iterator it = mLayers.begin(),end = mLayers.end(); it != end;++it) {
- if (!(*it).vPositions.empty())
- ++pScene->mNumMeshes;
- }
-
- if (!pScene->mNumMeshes)
- throw DeadlyImportError("DXF: this file contains no 3d data");
-
- pScene->mMeshes = new aiMesh*[ pScene->mNumMeshes ];
- unsigned int m = 0;
- for (std::vector<LayerInfo>::const_iterator it = mLayers.begin(),end = mLayers.end();it != end;++it) {
- if ((*it).vPositions.empty()) {
- continue;
- }
- // generate the output mesh
- aiMesh* pMesh = pScene->mMeshes[m++] = new aiMesh();
- const std::vector<aiVector3D>& vPositions = (*it).vPositions;
- const std::vector<aiColor4D>& vColors = (*it).vColors;
-
- // check whether we need vertex colors here
- aiColor4D* clrOut = NULL;
- const aiColor4D* clr = NULL;
- for (std::vector<aiColor4D>::const_iterator it2 = (*it).vColors.begin(), end2 = (*it).vColors.end();it2 != end2; ++it2) {
-
- if ((*it2).r == (*it2).r) /* qnan? */ {
- clrOut = pMesh->mColors[0] = new aiColor4D[vPositions.size()];
- for (unsigned int i = 0; i < vPositions.size();++i)
- clrOut[i] = aiColor4D(0.6f,0.6f,0.6f,1.0f);
-
- clr = &vColors[0];
- break;
- }
- }
-
- pMesh->mNumFaces = (unsigned int)vPositions.size() / 4u;
- pMesh->mFaces = new aiFace[pMesh->mNumFaces];
-
- aiVector3D* vpOut = pMesh->mVertices = new aiVector3D[vPositions.size()];
- const aiVector3D* vp = &vPositions[0];
-
- for (unsigned int i = 0; i < pMesh->mNumFaces;++i) {
- aiFace& face = pMesh->mFaces[i];
-
- // check whether we need four, three or two indices here
- if (vp[1] == vp[2]) {
- face.mNumIndices = 2;
- }
- else if (vp[3] == vp[2]) {
- face.mNumIndices = 3;
- }
- else face.mNumIndices = 4;
- face.mIndices = new unsigned int[face.mNumIndices];
-
- for (unsigned int a = 0; a < face.mNumIndices;++a) {
- *vpOut++ = vp[a];
- if (clr) {
- if (is_not_qnan( clr[a].r )) {
- *clrOut = clr[a];
- }
- ++clrOut;
- }
- face.mIndices[a] = pMesh->mNumVertices++;
- }
- vp += 4;
- }
- }
-
- // generate the output scene graph
- pScene->mRootNode = new aiNode();
- pScene->mRootNode->mName.Set("<DXF_ROOT>");
-
- if (1 == pScene->mNumMeshes) {
- pScene->mRootNode->mMeshes = new unsigned int[ pScene->mRootNode->mNumMeshes = 1 ];
- pScene->mRootNode->mMeshes[0] = 0;
- }
- else
- {
- pScene->mRootNode->mChildren = new aiNode*[ pScene->mRootNode->mNumChildren = pScene->mNumMeshes ];
- for (m = 0; m < pScene->mRootNode->mNumChildren;++m) {
- aiNode* p = pScene->mRootNode->mChildren[m] = new aiNode();
- p->mName.length = ::strlen( mLayers[m].name );
- strcpy(p->mName.data, mLayers[m].name);
-
- p->mMeshes = new unsigned int[p->mNumMeshes = 1];
- p->mMeshes[0] = m;
- p->mParent = pScene->mRootNode;
- }
- }
-
- // generate a default material
- MaterialHelper* pcMat = new MaterialHelper();
- aiString s;
- s.Set(AI_DEFAULT_MATERIAL_NAME);
- pcMat->AddProperty(&s, AI_MATKEY_NAME);
-
- aiColor4D clrDiffuse(0.6f,0.6f,0.6f,1.0f);
- pcMat->AddProperty(&clrDiffuse,1,AI_MATKEY_COLOR_DIFFUSE);
-
- clrDiffuse = aiColor4D(1.0f,1.0f,1.0f,1.0f);
- pcMat->AddProperty(&clrDiffuse,1,AI_MATKEY_COLOR_SPECULAR);
-
- clrDiffuse = aiColor4D(0.05f,0.05f,0.05f,1.0f);
- pcMat->AddProperty(&clrDiffuse,1,AI_MATKEY_COLOR_AMBIENT);
-
- pScene->mNumMaterials = 1;
- pScene->mMaterials = new aiMaterial*[1];
- pScene->mMaterials[0] = pcMat;
-
- // flip winding order to be ccw
- FlipWindingOrderProcess flipper;
- flipper.Execute(pScene);
-
- // --- everything destructs automatically ---
+ BOOST_FOREACH (const DXF::InsertBlock& insert, bl.insertions) {
+
+ // first check if the referenced blocks exists ...
+ const DXF::BlockMap::const_iterator it = blocks_by_name.find(insert.name);
+ if (it == blocks_by_name.end()) {
+ DefaultLogger::get()->error((Formatter::format("DXF: Failed to resolve block reference: "),
+ insert.name,"; skipping"
+ ));
+ continue;
+ }
+
+ // XXX this would be the place to implement recursive expansion if needed.
+ const DXF::Block& bl_src = *(*it).second;
+
+ BOOST_FOREACH (boost::shared_ptr<const DXF::PolyLine> pl_in, bl_src.lines) {
+ boost::shared_ptr<DXF::PolyLine> pl_out = boost::shared_ptr<DXF::PolyLine>(new DXF::PolyLine(*pl_in));
+
+ if (bl_src.base.Length() || insert.scale.x!=1.f || insert.scale.y!=1.f || insert.scale.z!=1.f || insert.angle || insert.pos.Length()) {
+ // manual coordinate system transformation
+ // XXX order
+ aiMatrix4x4 trafo, tmp;
+ aiMatrix4x4::Translation(-bl_src.base,trafo);
+ trafo *= aiMatrix4x4::Scaling(insert.scale,tmp);
+ trafo *= aiMatrix4x4::Translation(insert.pos,tmp);
+
+ // XXX rotation currently ignored - I didn't find an appropriate sample model.
+ if (insert.angle != 0.f) {
+ DefaultLogger::get()->warn("DXF: BLOCK rotation not currently implemented");
+ }
+
+ BOOST_FOREACH (aiVector3D& v, pl_out->positions) {
+ v *= trafo;
+ }
+ }
+
+ bl.lines.push_back(pl_out);
+ }
+ }
}
+
// ------------------------------------------------------------------------------------------------
-bool DXFImporter::ParseEntities()
+void DXFImporter::GenerateMaterials(aiScene* pScene, DXF::FileData& /*output*/)
{
- while (GetNextToken()) {
- if (!groupCode) {
- if (!::strcmp(cursor,"3DFACE") || !::strcmp(cursor,"LINE") || !::strcmp(cursor,"3DLINE")){
- //http://sourceforge.net/tracker/index.php?func=detail&aid=2970566&group_id=226462&atid=1067632
- Parse3DFace();
- bRepeat = true;
- }
- if (!::strcmp(cursor,"POLYLINE") || !::strcmp(cursor,"LWPOLYLINE")){
- ParsePolyLine();
- bRepeat = true;
- }
- if (!::strcmp(cursor,"ENDSEC")) {
- return true;
- }
- }
- }
- return false;
+ // generate an almost-white default material. Reason:
+ // the default vertex color is GREY, so we are
+ // already at Assimp's usual default color.
+ // generate a default material
+ aiMaterial* pcMat = new aiMaterial();
+ aiString s;
+ s.Set(AI_DEFAULT_MATERIAL_NAME);
+ pcMat->AddProperty(&s, AI_MATKEY_NAME);
+
+ aiColor4D clrDiffuse(0.9f,0.9f,0.9f,1.0f);
+ pcMat->AddProperty(&clrDiffuse,1,AI_MATKEY_COLOR_DIFFUSE);
+
+ clrDiffuse = aiColor4D(1.0f,1.0f,1.0f,1.0f);
+ pcMat->AddProperty(&clrDiffuse,1,AI_MATKEY_COLOR_SPECULAR);
+
+ clrDiffuse = aiColor4D(0.05f,0.05f,0.05f,1.0f);
+ pcMat->AddProperty(&clrDiffuse,1,AI_MATKEY_COLOR_AMBIENT);
+
+ pScene->mNumMaterials = 1;
+ pScene->mMaterials = new aiMaterial*[1];
+ pScene->mMaterials[0] = pcMat;
}
+
// ------------------------------------------------------------------------------------------------
-void DXFImporter::SetLayer(LayerInfo*& out)
+void DXFImporter::GenerateHierarchy(aiScene* pScene, DXF::FileData& /*output*/)
{
- for (std::vector<LayerInfo>::iterator it = mLayers.begin(),end = mLayers.end();it != end;++it) {
- if (!::strcmp( (*it).name, cursor )) {
- out = &(*it);
- break;
- }
- }
- if (!out) {
- // we don't have this layer yet
- mLayers.push_back(LayerInfo());
- out = &mLayers.back();
- ::strcpy(out->name,cursor);
- }
+ // generate the output scene graph, which is just the root node with a single child for each layer.
+ pScene->mRootNode = new aiNode();
+ pScene->mRootNode->mName.Set("<DXF_ROOT>");
+
+ if (1 == pScene->mNumMeshes) {
+ pScene->mRootNode->mMeshes = new unsigned int[ pScene->mRootNode->mNumMeshes = 1 ];
+ pScene->mRootNode->mMeshes[0] = 0;
+ }
+ else
+ {
+ pScene->mRootNode->mChildren = new aiNode*[ pScene->mRootNode->mNumChildren = pScene->mNumMeshes ];
+ for (unsigned int m = 0; m < pScene->mRootNode->mNumChildren;++m) {
+ aiNode* p = pScene->mRootNode->mChildren[m] = new aiNode();
+ p->mName = pScene->mMeshes[m]->mName;
+
+ p->mMeshes = new unsigned int[p->mNumMeshes = 1];
+ p->mMeshes[0] = m;
+ p->mParent = pScene->mRootNode;
+ }
+ }
}
+
// ------------------------------------------------------------------------------------------------
-void DXFImporter::SetDefaultLayer(LayerInfo*& out)
-{
- if (!mDefaultLayer) {
- mLayers.push_back(LayerInfo());
- mDefaultLayer = &mLayers.back();
- }
- out = mDefaultLayer;
+void DXFImporter::SkipSection(DXF::LineReader& reader)
+{
+ for( ;!reader.End() && !reader.Is(0,"ENDSEC"); reader++);
+}
+
+
+// ------------------------------------------------------------------------------------------------
+void DXFImporter::ParseHeader(DXF::LineReader& reader, DXF::FileData& /*output*/)
+{
+ for( ;!reader.End() && !reader.Is(0,"ENDSEC"); reader++);
}
+
// ------------------------------------------------------------------------------------------------
-bool DXFImporter::ParsePolyLine()
+void DXFImporter::ParseBlocks(DXF::LineReader& reader, DXF::FileData& output)
+{
+ while( !reader.End() && !reader.Is(0,"ENDSEC")) {
+ if (reader.Is(0,"BLOCK")) {
+ ParseBlock(++reader,output);
+ continue;
+ }
+ ++reader;
+ }
+
+ DefaultLogger::get()->debug((Formatter::format("DXF: got "),
+ output.blocks.size()," entries in BLOCKS"
+ ));
+}
+
+
+// ------------------------------------------------------------------------------------------------
+void DXFImporter::ParseBlock(DXF::LineReader& reader, DXF::FileData& output)
+{
+ // push a new block onto the stack.
+ output.blocks.push_back( DXF::Block() );
+ DXF::Block& block = output.blocks.back();
+
+ while( !reader.End() && !reader.Is(0,"ENDBLK")) {
+
+ switch(reader.GroupCode()) {
+ case 2:
+ block.name = reader.Value();
+ break;
+
+ case 10:
+ block.base.x = reader.ValueAsFloat();
+ break;
+ case 20:
+ block.base.y = reader.ValueAsFloat();
+ break;
+ case 30:
+ block.base.z = reader.ValueAsFloat();
+ break;
+ }
+
+ if (reader.Is(0,"POLYLINE")) {
+ ParsePolyLine(++reader,output);
+ continue;
+ }
+
+ // XXX is this a valid case?
+ if (reader.Is(0,"INSERT")) {
+ DefaultLogger::get()->warn("DXF: INSERT within a BLOCK not currently supported; skipping");
+ for( ;!reader.End() && !reader.Is(0,"ENDBLK"); ++reader);
+ break;
+ }
+
+ else if (reader.Is(0,"3DFACE") || reader.Is(0,"LINE") || reader.Is(0,"3DLINE")) {
+ //http://sourceforge.net/tracker/index.php?func=detail&aid=2970566&group_id=226462&atid=1067632
+ Parse3DFace(++reader, output);
+ continue;
+ }
+ ++reader;
+ }
+}
+
+
+// ------------------------------------------------------------------------------------------------
+void DXFImporter::ParseEntities(DXF::LineReader& reader, DXF::FileData& output)
+{
+ // push a new block onto the stack.
+ output.blocks.push_back( DXF::Block() );
+ DXF::Block& block = output.blocks.back();
+
+ block.name = AI_DXF_ENTITIES_MAGIC_BLOCK;
+
+ while( !reader.End() && !reader.Is(0,"ENDSEC")) {
+ if (reader.Is(0,"POLYLINE")) {
+ ParsePolyLine(++reader,output);
+ continue;
+ }
+
+ else if (reader.Is(0,"INSERT")) {
+ ParseInsertion(++reader,output);
+ continue;
+ }
+
+ else if (reader.Is(0,"3DFACE") || reader.Is(0,"LINE") || reader.Is(0,"3DLINE")) {
+ //http://sourceforge.net/tracker/index.php?func=detail&aid=2970566&group_id=226462&atid=1067632
+ Parse3DFace(++reader, output);
+ continue;
+ }
+
+ ++reader;
+ }
+
+ DefaultLogger::get()->debug((Formatter::format("DXF: got "),
+ block.lines.size()," polylines and ", block.insertions.size() ," inserted blocks in ENTITIES"
+ ));
+}
+
+
+void DXFImporter::ParseInsertion(DXF::LineReader& reader, DXF::FileData& output)
+{
+ output.blocks.back().insertions.push_back( DXF::InsertBlock() );
+ DXF::InsertBlock& bl = output.blocks.back().insertions.back();
+
+ while( !reader.End() && !reader.Is(0)) {
+
+ switch(reader.GroupCode())
+ {
+ // name of referenced block
+ case 2:
+ bl.name = reader.Value();
+ break;
+
+ // translation
+ case 10:
+ bl.pos.x = reader.ValueAsFloat();
+ break;
+ case 20:
+ bl.pos.y = reader.ValueAsFloat();
+ break;
+ case 30:
+ bl.pos.z = reader.ValueAsFloat();
+ break;
+
+ // scaling
+ case 41:
+ bl.scale.x = reader.ValueAsFloat();
+ break;
+ case 42:
+ bl.scale.y = reader.ValueAsFloat();
+ break;
+ case 43:
+ bl.scale.z = reader.ValueAsFloat();
+ break;
+
+ // rotation angle
+ case 50:
+ bl.angle = reader.ValueAsFloat();
+ break;
+ }
+ reader++;
+ }
+}
+
+#define DXF_POLYLINE_FLAG_CLOSED 0x1
+#define DXF_POLYLINE_FLAG_3D_POLYLINE 0x8
+#define DXF_POLYLINE_FLAG_3D_POLYMESH 0x10
+#define DXF_POLYLINE_FLAG_POLYFACEMESH 0x40
+
+// ------------------------------------------------------------------------------------------------
+void DXFImporter::ParsePolyLine(DXF::LineReader& reader, DXF::FileData& output)
{
- bool ret = false;
- LayerInfo* out = NULL;
-
- std::vector<aiVector3D> positions;
- std::vector<aiColor4D> colors;
- std::vector<unsigned int> indices;
- unsigned int flags = 0;
-
- while (GetNextToken()) {
- switch (groupCode)
- {
- case 0:
- {
- if (!::strcmp(cursor,"VERTEX")) {
- aiVector3D v;aiColor4D clr(g_clrInvalid);
- unsigned int idx[4] = {0xffffffff,0xffffffff,0xffffffff,0xffffffff};
- ParsePolyLineVertex(v, clr, idx);
- if (0xffffffff == idx[0]) {
- positions.push_back(v);
- colors.push_back(clr);
- }
- else {
- // check whether we have a fourth coordinate
- if (0xffffffff == idx[3]) {
- idx[3] = idx[2];
- }
-
- indices.reserve(indices.size()+4);
- for (unsigned int m = 0; m < 4;++m)
- indices.push_back(idx[m]);
- }
- bRepeat = true;
- }
- else if (!::strcmp(cursor,"ENDSEQ")) {
- ret = true;
- }
- break;
- }
-
- // flags --- important that we know whether it is a polyface mesh
- case 70:
- {
- if (!flags) {
- flags = strtol10(cursor);
- }
- break;
- };
-
- // optional number of vertices
- case 71:
- {
- positions.reserve(strtol10(cursor));
- break;
- }
-
- // optional number of faces
- case 72:
- {
- indices.reserve(strtol10(cursor));
- break;
- }
-
- // 8 specifies the layer
- case 8:
- {
- SetLayer(out);
- break;
- }
- }
- }
- if (!(flags & 64)) {
- DefaultLogger::get()->warn("DXF: Only polyface meshes are currently supported");
- return ret;
- }
-
- if (positions.size() < 3 || indices.size() < 3) {
- DefaultLogger::get()->warn("DXF: Unable to parse POLYLINE element - not enough vertices");
- return ret;
- }
-
- // use a default layer if necessary
- if (!out) {
- SetDefaultLayer(out);
- }
-
- flags = (unsigned int)(out->vPositions.size()+indices.size());
- out->vPositions.reserve(flags);
- out->vColors.reserve(flags);
-
- // generate unique vertices
- for (std::vector<unsigned int>::const_iterator it = indices.begin(), end = indices.end();it != end; ++it) {
- unsigned int idx = *it;
- if (idx > positions.size() || !idx) {
- DefaultLogger::get()->error("DXF: Polyface mesh index os out of range");
- idx = (unsigned int) positions.size();
- }
- out->vPositions.push_back(positions[idx-1]); // indices are one-based.
- out->vColors.push_back(colors[idx-1]); // indices are one-based.
- }
-
- return ret;
+ output.blocks.back().lines.push_back( boost::shared_ptr<DXF::PolyLine>( new DXF::PolyLine() ) );
+ DXF::PolyLine& line = *output.blocks.back().lines.back();
+
+ unsigned int iguess = 0, vguess = 0;
+ while( !reader.End() && !reader.Is(0,"ENDSEC")) {
+
+ if (reader.Is(0,"VERTEX")) {
+ ParsePolyLineVertex(++reader,line);
+ if (reader.Is(0,"SEQEND")) {
+ break;
+ }
+ continue;
+ }
+
+ switch(reader.GroupCode())
+ {
+ // flags --- important that we know whether it is a
+ // polyface mesh or 'just' a line.
+ case 70:
+ if (!line.flags) {
+ line.flags = reader.ValueAsSignedInt();
+ }
+ break;
+
+ // optional number of vertices
+ case 71:
+ vguess = reader.ValueAsSignedInt();
+ line.positions.reserve(vguess);
+ break;
+
+ // optional number of faces
+ case 72:
+ iguess = reader.ValueAsSignedInt();
+ line.indices.reserve(iguess);
+ break;
+
+ // 8 specifies the layer on which this line is placed on
+ case 8:
+ line.layer = reader.Value();
+ break;
+ }
+
+ reader++;
+ }
+
+ //if (!(line.flags & DXF_POLYLINE_FLAG_POLYFACEMESH)) {
+ // DefaultLogger::get()->warn((Formatter::format("DXF: polyline not currently supported: "),line.flags));
+ // output.blocks.back().lines.pop_back();
+ // return;
+ //}
+
+ if (vguess && line.positions.size() != vguess) {
+ DefaultLogger::get()->warn((Formatter::format("DXF: unexpected vertex count in polymesh: "),
+ line.positions.size(),", expected ", vguess
+ ));
+ }
+
+ if (line.flags & DXF_POLYLINE_FLAG_POLYFACEMESH ) {
+ if (line.positions.size() < 3 || line.indices.size() < 3) {
+ DefaultLogger::get()->warn("DXF: not enough vertices for polymesh; ignoring");
+ output.blocks.back().lines.pop_back();
+ return;
+ }
+
+ // if these numbers are wrong, parsing might have gone wild.
+ // however, the docs state that applications are not required
+ // to set the 71 and 72 fields, respectively, to valid values.
+ // So just fire a warning.
+ if (iguess && line.counts.size() != iguess) {
+ DefaultLogger::get()->warn((Formatter::format("DXF: unexpected face count in polymesh: "),
+ line.counts.size(),", expected ", iguess
+ ));
+ }
+ }
+ else if (!line.indices.size() && !line.counts.size()) {
+ // a polyline - so there are no indices yet.
+ size_t guess = line.positions.size() + (line.flags & DXF_POLYLINE_FLAG_CLOSED ? 1 : 0);
+ line.indices.reserve(guess);
+
+ line.counts.reserve(guess/2);
+ for (unsigned int i = 0; i < line.positions.size()/2; ++i) {
+ line.indices.push_back(i*2);
+ line.indices.push_back(i*2+1);
+ line.counts.push_back(2);
+ }
+
+ // closed polyline?
+ if (line.flags & DXF_POLYLINE_FLAG_CLOSED) {
+ line.indices.push_back(line.positions.size()-1);
+ line.indices.push_back(0);
+ line.counts.push_back(2);
+ }
+ }
}
+#define DXF_VERTEX_FLAG_PART_OF_POLYFACE 0x80
+#define DXF_VERTEX_FLAG_HAS_POSITIONS 0x40
+
// ------------------------------------------------------------------------------------------------
-bool DXFImporter::ParsePolyLineVertex(aiVector3D& out,aiColor4D& clr, unsigned int* outIdx)
+void DXFImporter::ParsePolyLineVertex(DXF::LineReader& reader, DXF::PolyLine& line)
{
- bool ret = false;
- while (GetNextToken()) {
- switch (groupCode)
- {
- case 0: ret = true;
- break;
-
- // todo - handle the correct layer for the vertex. At the moment it is assumed that all vertices of
- // a polyline are placed on the same global layer.
-
- // x position of the first corner
- case 10: out.x = fast_atof(cursor);break;
-
- // y position of the first corner
- case 20: out.y = -fast_atof(cursor);break;
-
- // z position of the first corner
- case 30: out.z = fast_atof(cursor);break;
-
- // POLYFACE vertex indices
- case 71: outIdx[0] = strtol10(cursor);break;
- case 72: outIdx[1] = strtol10(cursor);break;
- case 73: outIdx[2] = strtol10(cursor);break;
- // case 74: outIdx[3] = strtol10(cursor);break;
-
- // color
- case 62: clr = g_aclrDxfIndexColors[strtol10(cursor) % AI_DXF_NUM_INDEX_COLORS]; break;
- };
- if (ret) {
- break;
- }
- }
- return ret;
+ unsigned int cnti = 0, flags = 0;
+ unsigned int indices[4];
+
+ aiVector3D out;
+ aiColor4D clr = AI_DXF_DEFAULT_COLOR;
+
+ while( !reader.End() ) {
+
+ if (reader.Is(0)) { // SEQEND or another VERTEX
+ break;
+ }
+
+ switch (reader.GroupCode())
+ {
+ case 8:
+ // layer to which the vertex belongs to - assume that
+ // this is always the layer the top-level polyline
+ // entity resides on as well.
+ if(reader.Value() != line.layer) {
+ DefaultLogger::get()->warn("DXF: expected vertex to be part of a polyface but the 0x128 flag isn't set");
+ }
+ break;
+
+ case 70:
+ flags = reader.ValueAsUnsignedInt();
+ break;
+
+ // VERTEX COORDINATES
+ case 10: out.x = reader.ValueAsFloat();break;
+ case 20: out.y = reader.ValueAsFloat();break;
+ case 30: out.z = reader.ValueAsFloat();break;
+
+ // POLYFACE vertex indices
+ case 71:
+ case 72:
+ case 73:
+ case 74:
+ if (cnti == 4) {
+ DefaultLogger::get()->warn("DXF: more than 4 indices per face not supported; ignoring");
+ break;
+ }
+ indices[cnti++] = reader.ValueAsUnsignedInt();
+ break;
+
+ // color
+ case 62:
+ clr = g_aclrDxfIndexColors[reader.ValueAsUnsignedInt() % AI_DXF_NUM_INDEX_COLORS];
+ break;
+ };
+
+ reader++;
+ }
+
+ if (line.flags & DXF_POLYLINE_FLAG_POLYFACEMESH && !(flags & DXF_VERTEX_FLAG_PART_OF_POLYFACE)) {
+ DefaultLogger::get()->warn("DXF: expected vertex to be part of a polyface but the 0x128 flag isn't set");
+ }
+
+ if (cnti) {
+ line.counts.push_back(cnti);
+ for (unsigned int i = 0; i < cnti; ++i) {
+ // IMPORTANT NOTE: POLYMESH indices are ONE-BASED
+ if (indices[i] == 0) {
+ DefaultLogger::get()->warn("DXF: invalid vertex index, indices are one-based.");
+ --line.counts.back();
+ continue;
+ }
+ line.indices.push_back(indices[i]-1);
+ }
+ }
+ else {
+ line.positions.push_back(out);
+ line.colors.push_back(clr);
+ }
}
// ------------------------------------------------------------------------------------------------
-bool DXFImporter::Parse3DFace()
+void DXFImporter::Parse3DFace(DXF::LineReader& reader, DXF::FileData& output)
{
- bool ret = false;
- LayerInfo* out = NULL;
-
- aiVector3D vip[4]; // -- vectors are initialized to zero
- aiColor4D clr(g_clrInvalid);
-
- // this is also used for for parsing line entities
- bool bThird = false;
-
- while (GetNextToken()) {
- switch (groupCode) {
- case 0:
- ret = true;
- break;
-
- // 8 specifies the layer
- case 8: {
- SetLayer(out);
- break;
- }
-
- // x position of the first corner
- case 10: vip[0].x = fast_atof(cursor);break;
-
- // y position of the first corner
- case 20: vip[0].y = -fast_atof(cursor);break;
-
- // z position of the first corner
- case 30: vip[0].z = fast_atof(cursor);break;
-
- // x position of the second corner
- case 11: vip[1].x = fast_atof(cursor);break;
-
- // y position of the second corner
- case 21: vip[1].y = -fast_atof(cursor);break;
-
- // z position of the second corner
- case 31: vip[1].z = fast_atof(cursor);break;
-
- // x position of the third corner
- case 12: vip[2].x = fast_atof(cursor);
- bThird = true;break;
-
- // y position of the third corner
- case 22: vip[2].y = -fast_atof(cursor);
- bThird = true;break;
-
- // z position of the third corner
- case 32: vip[2].z = fast_atof(cursor);
- bThird = true;break;
-
- // x position of the fourth corner
- case 13: vip[3].x = fast_atof(cursor);
- bThird = true;break;
-
- // y position of the fourth corner
- case 23: vip[3].y = -fast_atof(cursor);
- bThird = true;break;
-
- // z position of the fourth corner
- case 33: vip[3].z = fast_atof(cursor);
- bThird = true;break;
-
- // color
- case 62: clr = g_aclrDxfIndexColors[strtol10(cursor) % AI_DXF_NUM_INDEX_COLORS]; break;
- };
- if (ret)
- break;
- }
-
- if (!bThird)
- vip[2] = vip[1];
-
- // use a default layer if necessary
- if (!out) {
- SetDefaultLayer(out);
- }
- // add the faces to the face list for this layer
- out->vPositions.push_back(vip[0]);
- out->vPositions.push_back(vip[1]);
- out->vPositions.push_back(vip[2]);
- out->vPositions.push_back(vip[3]); // might be equal to the third
-
- for (unsigned int i = 0; i < 4;++i)
- out->vColors.push_back(clr);
- return ret;
+ // (note) this is also used for for parsing line entities, so we
+ // must handle the vertex_count == 2 case as well.
+
+ output.blocks.back().lines.push_back( boost::shared_ptr<DXF::PolyLine>( new DXF::PolyLine() ) );
+ DXF::PolyLine& line = *output.blocks.back().lines.back();
+
+ aiVector3D vip[4];
+ aiColor4D clr = AI_DXF_DEFAULT_COLOR;
+
+ bool b[4] = {false,false,false,false};
+ while( !reader.End() ) {
+
+ // next entity with a groupcode == 0 is probably already the next vertex or polymesh entity
+ if (reader.GroupCode() == 0) {
+ break;
+ }
+ switch (reader.GroupCode())
+ {
+
+ // 8 specifies the layer
+ case 8:
+ line.layer = reader.Value();
+ break;
+
+ // x position of the first corner
+ case 10: vip[0].x = reader.ValueAsFloat();
+ b[2] = true;
+ break;
+
+ // y position of the first corner
+ case 20: vip[0].y = reader.ValueAsFloat();
+ b[2] = true;
+ break;
+
+ // z position of the first corner
+ case 30: vip[0].z = reader.ValueAsFloat();
+ b[2] = true;
+ break;
+
+ // x position of the second corner
+ case 11: vip[1].x = reader.ValueAsFloat();
+ b[3] = true;
+ break;
+
+ // y position of the second corner
+ case 21: vip[1].y = reader.ValueAsFloat();
+ b[3] = true;
+ break;
+
+ // z position of the second corner
+ case 31: vip[1].z = reader.ValueAsFloat();
+ b[3] = true;
+ break;
+
+ // x position of the third corner
+ case 12: vip[2].x = reader.ValueAsFloat();
+ b[0] = true;
+ break;
+
+ // y position of the third corner
+ case 22: vip[2].y = reader.ValueAsFloat();
+ b[0] = true;
+ break;
+
+ // z position of the third corner
+ case 32: vip[2].z = reader.ValueAsFloat();
+ b[0] = true;
+ break;
+
+ // x position of the fourth corner
+ case 13: vip[3].x = reader.ValueAsFloat();
+ b[1] = true;
+ break;
+
+ // y position of the fourth corner
+ case 23: vip[3].y = reader.ValueAsFloat();
+ b[1] = true;
+ break;
+
+ // z position of the fourth corner
+ case 33: vip[3].z = reader.ValueAsFloat();
+ b[1] = true;
+ break;
+
+ // color
+ case 62:
+ clr = g_aclrDxfIndexColors[reader.ValueAsUnsignedInt() % AI_DXF_NUM_INDEX_COLORS];
+ break;
+ };
+
+ ++reader;
+ }
+
+ // the fourth corner may even be identical to the third,
+ // in this case we treat it as if it didn't exist.
+ if (vip[3] == vip[2]) {
+ b[1] = false;
+ }
+
+ // sanity checks to see if we got something meaningful
+ if ((b[1] && !b[0]) || !b[2] || !b[3]) {
+ DefaultLogger::get()->warn("DXF: unexpected vertex setup in 3DFACE/LINE/FACE entity; ignoring");
+ output.blocks.back().lines.pop_back();
+ return;
+ }
+
+ const unsigned int cnt = (2+(b[0]?1:0)+(b[1]?1:0));
+ line.counts.push_back(cnt);
+
+ for (unsigned int i = 0; i < cnt; ++i) {
+ line.indices.push_back(line.positions.size());
+ line.positions.push_back(vip[i]);
+ line.colors.push_back(clr);
+ }
}
#endif // !! ASSIMP_BUILD_NO_DXF_IMPORTER
diff --git a/src/3rdparty/assimp/code/DXFLoader.h b/src/3rdparty/assimp/code/DXFLoader.h
index 9ae16ed59..a261874f4 100644
--- a/src/3rdparty/assimp/code/DXFLoader.h
+++ b/src/3rdparty/assimp/code/DXFLoader.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,27 +18,27 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
-/** @file DXFLoader.h
+/** @file DXFLoader.h
* @brief Declaration of the .dxf importer class.
*/
#ifndef AI_DXFLOADER_H_INCLUDED
@@ -46,137 +46,105 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "BaseImporter.h"
-namespace Assimp {
+namespace Assimp {
+ namespace DXF {
+
+ class LineReader;
+ struct FileData;
+ struct PolyLine;
+ struct Block;
+ struct InsertBlock;
+
+ typedef std::map<std::string, const DXF::Block*> BlockMap;
+ }
+
// ---------------------------------------------------------------------------
-/** DXF importer class
+/** DXF importer implementation.
+ *
*/
class DXFImporter : public BaseImporter
{
- friend class Importer;
+public:
+ DXFImporter();
+ ~DXFImporter();
+
+
+
+public:
+
+ // -------------------------------------------------------------------
+ /** Returns whether the class can handle the format of the given file.
+ * See BaseImporter::CanRead() for details. */
+ bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
+ bool checkSig) const;
protected:
- /** Constructor to be privately used by Importer */
- DXFImporter();
- /** Destructor, private as well */
- ~DXFImporter();
+ // -------------------------------------------------------------------
+ /** Return importer meta information.
+ * See #BaseImporter::GetInfo for the details*/
+ const aiImporterDesc* GetInfo () const;
+ // -------------------------------------------------------------------
+ /** Imports the given file into the given scene structure.
+ * See BaseImporter::InternReadFile() for details */
+ void InternReadFile( const std::string& pFile,
+ aiScene* pScene,
+ IOSystem* pIOHandler);
- // describes a single layer in the DXF file
- struct LayerInfo
- {
- LayerInfo()
- {
- name[0] = '\0';
- }
+private:
- char name[4096];
+ // -----------------------------------------------------
+ void SkipSection(DXF::LineReader& reader);
- // face buffer - order is x,y,z v1,v2,v3,v4
- // if v2 = v3: line
- // elsif v3 = v2: triangle
- // else: polygon
- std::vector<aiVector3D> vPositions;
- std::vector<aiColor4D> vColors;
- };
+ // -----------------------------------------------------
+ void ParseHeader(DXF::LineReader& reader,
+ DXF::FileData& output);
+ // -----------------------------------------------------
+ void ParseEntities(DXF::LineReader& reader,
+ DXF::FileData& output);
-public:
+ // -----------------------------------------------------
+ void ParseBlocks(DXF::LineReader& reader,
+ DXF::FileData& output);
- // -------------------------------------------------------------------
- /** Returns whether the class can handle the format of the given file.
- * See BaseImporter::CanRead() for details. */
- bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
- bool checkSig) const;
+ // -----------------------------------------------------
+ void ParseBlock(DXF::LineReader& reader,
+ DXF::FileData& output);
-protected:
+ // -----------------------------------------------------
+ void ParseInsertion(DXF::LineReader& reader,
+ DXF::FileData& output);
- // -------------------------------------------------------------------
- /** Called by Importer::GetExtensionList() for each loaded importer.
- * See BaseImporter::GetExtensionList() for details
- */
- void GetExtensionList(std::set<std::string>& extensions);
-
- // -------------------------------------------------------------------
- /** Imports the given file into the given scene structure.
- * See BaseImporter::InternReadFile() for details
- */
- void InternReadFile( const std::string& pFile, aiScene* pScene,
- IOSystem* pIOHandler);
-
- // -------------------------------------------------------------------
- /** Get the next line from the file.
- * @return false if the end of the file was reached
- */
- bool GetNextLine();
-
- // -------------------------------------------------------------------
- /** Get the next token (group code + data line) from the file.
- * @return false if the end of the file was reached
- */
- bool GetNextToken();
-
- // -------------------------------------------------------------------
- /** Parses the ENTITIES section in the file
- * @return false if the end of the file was reached
- */
- bool ParseEntities();
-
- // -------------------------------------------------------------------
- /** Parses a 3DFACE section in the file
- * @return false if the end of the file was reached
- */
- bool Parse3DFace();
-
- // -------------------------------------------------------------------
- /** Parses a POLYLINE section in the file
- * @return false if the end of the file was reached
- */
- bool ParsePolyLine();
-
- // -------------------------------------------------------------------
- /** Sets the current layer - cursor must point to the name of it.
- * @param out Receives a handle to the layer
- */
- void SetLayer(LayerInfo*& out);
-
- // -------------------------------------------------------------------
- /** Creates a default layer.
- * @param out Receives a handle to the default layer
- */
- void SetDefaultLayer(LayerInfo*& out);
-
- // -------------------------------------------------------------------
- /** Parses a VERTEX element in a POLYLINE/POLYFACE
- * @param out Receives the output vertex.
- * @param clr Receives the output vertex color - won't be modified
- * if it is not existing.
- * @param outIdx Receives the output vertex indices, if present.
- * Wont't be modified otherwise. Size must be at least 4.
- * @return false if the end of the file was reached
- */
- bool ParsePolyLineVertex(aiVector3D& out, aiColor4D& clr,
- unsigned int* outIdx);
+ // -----------------------------------------------------
+ void ParsePolyLine(DXF::LineReader& reader,
+ DXF::FileData& output);
-private:
+ // -----------------------------------------------------
+ void ParsePolyLineVertex(DXF::LineReader& reader,
+ DXF::PolyLine& line);
- // points to the next section
- const char* buffer;
+ // -----------------------------------------------------
+ void Parse3DFace(DXF::LineReader& reader,
+ DXF::FileData& output);
- // specifies the current group code
- int groupCode;
+ // -----------------------------------------------------
+ void ConvertMeshes(aiScene* pScene,
+ DXF::FileData& output);
- // contains the current data line
- char cursor[4096];
+ // -----------------------------------------------------
+ void GenerateHierarchy(aiScene* pScene,
+ DXF::FileData& output);
- // specifies whether the next call to GetNextToken()
- // should return the current token a second time
- bool bRepeat;
+ // -----------------------------------------------------
+ void GenerateMaterials(aiScene* pScene,
+ DXF::FileData& output);
- // list of all loaded layers
- std::vector<LayerInfo> mLayers;
- LayerInfo* mDefaultLayer;
+ // -----------------------------------------------------
+ void ExpandBlockReferences(DXF::Block& bl,
+ const DXF::BlockMap& blocks_by_name);
};
} // end of namespace Assimp
diff --git a/src/3rdparty/assimp/code/DeboneProcess.cpp b/src/3rdparty/assimp/code/DeboneProcess.cpp
new file mode 100644
index 000000000..c292d7224
--- /dev/null
+++ b/src/3rdparty/assimp/code/DeboneProcess.cpp
@@ -0,0 +1,464 @@
+ /*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+/// @file DeboneProcess.cpp
+/** Implementation of the DeboneProcess post processing step */
+
+#include "AssimpPCH.h"
+
+// internal headers of the post-processing framework
+#include "ProcessHelper.h"
+#include "DeboneProcess.h"
+
+
+using namespace Assimp;
+
+// ------------------------------------------------------------------------------------------------
+// Constructor to be privately used by Importer
+DeboneProcess::DeboneProcess()
+{
+ mNumBones = 0;
+ mNumBonesCanDoWithout = 0;
+
+ mThreshold = AI_DEBONE_THRESHOLD;
+ mAllOrNone = false;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Destructor, private as well
+DeboneProcess::~DeboneProcess()
+{
+ // nothing to do here
+}
+
+// ------------------------------------------------------------------------------------------------
+// Returns whether the processing step is present in the given flag field.
+bool DeboneProcess::IsActive( unsigned int pFlags) const
+{
+ return (pFlags & aiProcess_Debone) != 0;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Executes the post processing step on the given imported data.
+void DeboneProcess::SetupProperties(const Importer* pImp)
+{
+ // get the current value of the property
+ mAllOrNone = pImp->GetPropertyInteger(AI_CONFIG_PP_DB_ALL_OR_NONE,0)?true:false;
+ mThreshold = pImp->GetPropertyFloat(AI_CONFIG_PP_DB_THRESHOLD,AI_DEBONE_THRESHOLD);
+}
+
+// ------------------------------------------------------------------------------------------------
+// Executes the post processing step on the given imported data.
+void DeboneProcess::Execute( aiScene* pScene)
+{
+ DefaultLogger::get()->debug("DeboneProcess begin");
+
+ if(!pScene->mNumMeshes) {
+ return;
+ }
+
+ std::vector<bool> splitList(pScene->mNumMeshes);
+ for( unsigned int a = 0; a < pScene->mNumMeshes; a++) {
+ splitList[a] = ConsiderMesh( pScene->mMeshes[a] );
+ }
+
+ int numSplits = 0;
+
+ if(!!mNumBonesCanDoWithout && (!mAllOrNone||mNumBonesCanDoWithout==mNumBones)) {
+ for(unsigned int a = 0; a < pScene->mNumMeshes; a++) {
+ if(splitList[a]) {
+ numSplits++;
+ }
+ }
+ }
+
+ if(numSplits) {
+ // we need to do something. Let's go.
+ mSubMeshIndices.clear();
+ mSubMeshIndices.resize(pScene->mNumMeshes);
+
+ // build a new array of meshes for the scene
+ std::vector<aiMesh*> meshes;
+
+ for(unsigned int a=0;a<pScene->mNumMeshes;a++)
+ {
+ aiMesh* srcMesh = pScene->mMeshes[a];
+
+ std::vector<std::pair<aiMesh*,const aiBone*> > newMeshes;
+
+ if(splitList[a]) {
+ SplitMesh(srcMesh,newMeshes);
+ }
+
+ // mesh was split
+ if(!newMeshes.empty()) {
+ unsigned int out = 0, in = srcMesh->mNumBones;
+
+ // store new meshes and indices of the new meshes
+ for(unsigned int b=0;b<newMeshes.size();b++) {
+ const aiString *find = newMeshes[b].second?&newMeshes[b].second->mName:0;
+
+ aiNode *theNode = find?pScene->mRootNode->FindNode(*find):0;
+ std::pair<unsigned int,aiNode*> push_pair(meshes.size(),theNode);
+
+ mSubMeshIndices[a].push_back(push_pair);
+ meshes.push_back(newMeshes[b].first);
+
+ out+=newMeshes[b].first->mNumBones;
+ }
+
+ if(!DefaultLogger::isNullLogger()) {
+ char buffer[1024];
+ ::sprintf(buffer,"Removed %i bones. Input bones: %i. Output bones: %i",in-out,in,out);
+ DefaultLogger::get()->info(buffer);
+ }
+
+ // and destroy the source mesh. It should be completely contained inside the new submeshes
+ delete srcMesh;
+ }
+ else {
+ // Mesh is kept unchanged - store it's new place in the mesh array
+ mSubMeshIndices[a].push_back(std::pair<unsigned int,aiNode*>(meshes.size(),(aiNode*)0));
+ meshes.push_back(srcMesh);
+ }
+ }
+
+ // rebuild the scene's mesh array
+ pScene->mNumMeshes = meshes.size();
+ delete [] pScene->mMeshes;
+ pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
+ std::copy( meshes.begin(), meshes.end(), pScene->mMeshes);
+
+ // recurse through all nodes and translate the node's mesh indices to fit the new mesh array
+ UpdateNode( pScene->mRootNode);
+ }
+
+ DefaultLogger::get()->debug("DeboneProcess end");
+}
+
+// ------------------------------------------------------------------------------------------------
+// Counts bones total/removable in a given mesh.
+bool DeboneProcess::ConsiderMesh(const aiMesh* pMesh)
+{
+ if(!pMesh->HasBones()) {
+ return false;
+ }
+
+ bool split = false;
+
+ //interstitial faces not permitted
+ bool isInterstitialRequired = false;
+
+ std::vector<bool> isBoneNecessary(pMesh->mNumBones,false);
+ std::vector<unsigned int> vertexBones(pMesh->mNumVertices,UINT_MAX);
+
+ const unsigned int cUnowned = UINT_MAX;
+ const unsigned int cCoowned = UINT_MAX-1;
+
+ for(unsigned int i=0;i<pMesh->mNumBones;i++) {
+ for(unsigned int j=0;j<pMesh->mBones[i]->mNumWeights;j++) {
+ float w = pMesh->mBones[i]->mWeights[j].mWeight;
+
+ if(w==0.0f) {
+ continue;
+ }
+
+ unsigned int vid = pMesh->mBones[i]->mWeights[j].mVertexId;
+ if(w>=mThreshold) {
+
+ if(vertexBones[vid]!=cUnowned) {
+ if(vertexBones[vid]==i) //double entry
+ {
+ DefaultLogger::get()->warn("Encountered double entry in bone weights");
+ }
+ else //TODO: track attraction in order to break tie
+ {
+ vertexBones[vid] = cCoowned;
+ }
+ }
+ else vertexBones[vid] = i;
+ }
+
+ if(!isBoneNecessary[i]) {
+ isBoneNecessary[i] = w<mThreshold;
+ }
+ }
+
+ if(!isBoneNecessary[i]) {
+ isInterstitialRequired = true;
+ }
+ }
+
+ if(isInterstitialRequired) {
+ for(unsigned int i=0;i<pMesh->mNumFaces;i++) {
+ unsigned int v = vertexBones[pMesh->mFaces[i].mIndices[0]];
+
+ for(unsigned int j=1;j<pMesh->mFaces[i].mNumIndices;j++) {
+ unsigned int w = vertexBones[pMesh->mFaces[i].mIndices[j]];
+
+ if(v!=w) {
+ if(v<pMesh->mNumBones) isBoneNecessary[v] = true;
+ if(w<pMesh->mNumBones) isBoneNecessary[w] = true;
+ }
+ }
+ }
+ }
+
+ for(unsigned int i=0;i<pMesh->mNumBones;i++) {
+ if(!isBoneNecessary[i]) {
+ mNumBonesCanDoWithout++;
+ split = true;
+ }
+
+ mNumBones++;
+ }
+ return split;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Splits the given mesh by bone count.
+void DeboneProcess::SplitMesh( const aiMesh* pMesh, std::vector< std::pair< aiMesh*,const aiBone* > >& poNewMeshes) const
+{
+ // same deal here as ConsiderMesh basically
+
+ std::vector<bool> isBoneNecessary(pMesh->mNumBones,false);
+ std::vector<unsigned int> vertexBones(pMesh->mNumVertices,UINT_MAX);
+
+ const unsigned int cUnowned = UINT_MAX;
+ const unsigned int cCoowned = UINT_MAX-1;
+
+ for(unsigned int i=0;i<pMesh->mNumBones;i++) {
+ for(unsigned int j=0;j<pMesh->mBones[i]->mNumWeights;j++) {
+ float w = pMesh->mBones[i]->mWeights[j].mWeight;
+
+ if(w==0.0f) {
+ continue;
+ }
+
+ unsigned int vid = pMesh->mBones[i]->mWeights[j].mVertexId;
+
+ if(w>=mThreshold) {
+ if(vertexBones[vid]!=cUnowned) {
+ if(vertexBones[vid]==i) //double entry
+ {
+ //DefaultLogger::get()->warn("Encountered double entry in bone weights");
+ }
+ else //TODO: track attraction in order to break tie
+ {
+ vertexBones[vid] = cCoowned;
+ }
+ }
+ else vertexBones[vid] = i;
+ }
+
+ if(!isBoneNecessary[i]) {
+ isBoneNecessary[i] = w<mThreshold;
+ }
+ }
+ }
+
+ unsigned int nFacesUnowned = 0;
+
+ std::vector<unsigned int> faceBones(pMesh->mNumFaces,UINT_MAX);
+ std::vector<unsigned int> facesPerBone(pMesh->mNumBones,0);
+
+ for(unsigned int i=0;i<pMesh->mNumFaces;i++) {
+ unsigned int nInterstitial = 1;
+
+ unsigned int v = vertexBones[pMesh->mFaces[i].mIndices[0]];
+
+ for(unsigned int j=1;j<pMesh->mFaces[i].mNumIndices;j++) {
+ unsigned int w = vertexBones[pMesh->mFaces[i].mIndices[j]];
+
+ if(v!=w) {
+ if(v<pMesh->mNumBones) isBoneNecessary[v] = true;
+ if(w<pMesh->mNumBones) isBoneNecessary[w] = true;
+ }
+ else nInterstitial++;
+ }
+
+ if(v<pMesh->mNumBones &&nInterstitial==pMesh->mFaces[i].mNumIndices) {
+ faceBones[i] = v; //primitive belongs to bone #v
+ facesPerBone[v]++;
+ }
+ else nFacesUnowned++;
+ }
+
+ // invalidate any "cojoined" faces
+ for(unsigned int i=0;i<pMesh->mNumFaces;i++) {
+ if(faceBones[i]<pMesh->mNumBones&&isBoneNecessary[faceBones[i]])
+ {
+ ai_assert(facesPerBone[faceBones[i]]>0);
+ facesPerBone[faceBones[i]]--;
+
+ nFacesUnowned++;
+ faceBones[i] = cUnowned;
+ }
+ }
+
+ if(nFacesUnowned) {
+ std::vector<unsigned int> subFaces;
+
+ for(unsigned int i=0;i<pMesh->mNumFaces;i++) {
+ if(faceBones[i]==cUnowned) {
+ subFaces.push_back(i);
+ }
+ }
+
+ aiMesh *baseMesh = MakeSubmesh(pMesh,subFaces,0);
+ std::pair<aiMesh*,const aiBone*> push_pair(baseMesh,(const aiBone*)0);
+
+ poNewMeshes.push_back(push_pair);
+ }
+
+ for(unsigned int i=0;i<pMesh->mNumBones;i++) {
+
+ if(!isBoneNecessary[i]&&facesPerBone[i]>0) {
+ std::vector<unsigned int> subFaces;
+
+ for(unsigned int j=0;j<pMesh->mNumFaces;j++) {
+ if(faceBones[j]==i) {
+ subFaces.push_back(j);
+ }
+ }
+
+ unsigned int f = AI_SUBMESH_FLAGS_SANS_BONES;
+ aiMesh *subMesh =MakeSubmesh(pMesh,subFaces,f);
+
+ //Lifted from PretransformVertices.cpp
+ ApplyTransform(subMesh,pMesh->mBones[i]->mOffsetMatrix);
+ std::pair<aiMesh*,const aiBone*> push_pair(subMesh,pMesh->mBones[i]);
+
+ poNewMeshes.push_back(push_pair);
+ }
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Recursively updates the node's mesh list to account for the changed mesh list
+void DeboneProcess::UpdateNode(aiNode* pNode) const
+{
+ // rebuild the node's mesh index list
+
+ std::vector<unsigned int> newMeshList;
+
+ // this will require two passes
+
+ unsigned int m = pNode->mNumMeshes, n = mSubMeshIndices.size();
+
+ // first pass, look for meshes which have not moved
+
+ for(unsigned int a=0;a<m;a++) {
+
+ unsigned int srcIndex = pNode->mMeshes[a];
+ const std::vector< std::pair< unsigned int,aiNode* > > &subMeshes = mSubMeshIndices[srcIndex];
+ unsigned int nSubmeshes = subMeshes.size();
+
+ for(unsigned int b=0;b<nSubmeshes;b++) {
+ if(!subMeshes[b].second) {
+ newMeshList.push_back(subMeshes[b].first);
+ }
+ }
+ }
+
+ // second pass, collect deboned meshes
+
+ for(unsigned int a=0;a<n;a++)
+ {
+ const std::vector< std::pair< unsigned int,aiNode* > > &subMeshes = mSubMeshIndices[a];
+ unsigned int nSubmeshes = subMeshes.size();
+
+ for(unsigned int b=0;b<nSubmeshes;b++) {
+ if(subMeshes[b].second == pNode) {
+ newMeshList.push_back(subMeshes[b].first);
+ }
+ }
+ }
+
+ if( pNode->mNumMeshes > 0 ) {
+ delete [] pNode->mMeshes; pNode->mMeshes = NULL;
+ }
+
+ pNode->mNumMeshes = newMeshList.size();
+
+ if(pNode->mNumMeshes) {
+ pNode->mMeshes = new unsigned int[pNode->mNumMeshes];
+ std::copy( newMeshList.begin(), newMeshList.end(), pNode->mMeshes);
+ }
+
+ // do that also recursively for all children
+ for( unsigned int a = 0; a < pNode->mNumChildren; ++a ) {
+ UpdateNode( pNode->mChildren[a]);
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Apply the node transformation to a mesh
+void DeboneProcess::ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat)const
+{
+ // Check whether we need to transform the coordinates at all
+ if (!mat.IsIdentity()) {
+
+ if (mesh->HasPositions()) {
+ for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
+ mesh->mVertices[i] = mat * mesh->mVertices[i];
+ }
+ }
+ if (mesh->HasNormals() || mesh->HasTangentsAndBitangents()) {
+ aiMatrix4x4 mWorldIT = mat;
+ mWorldIT.Inverse().Transpose();
+
+ // TODO: implement Inverse() for aiMatrix3x3
+ aiMatrix3x3 m = aiMatrix3x3(mWorldIT);
+
+ if (mesh->HasNormals()) {
+ for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
+ mesh->mNormals[i] = (m * mesh->mNormals[i]).Normalize();
+ }
+ }
+ if (mesh->HasTangentsAndBitangents()) {
+ for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
+ mesh->mTangents[i] = (m * mesh->mTangents[i]).Normalize();
+ mesh->mBitangents[i] = (m * mesh->mBitangents[i]).Normalize();
+ }
+ }
+ }
+ }
+}
diff --git a/src/3rdparty/assimp/code/DeboneProcess.h b/src/3rdparty/assimp/code/DeboneProcess.h
new file mode 100644
index 000000000..37404ecc0
--- /dev/null
+++ b/src/3rdparty/assimp/code/DeboneProcess.h
@@ -0,0 +1,132 @@
+ /*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+/** Defines a post processing step to limit the number of bones affecting a single vertex. */
+#ifndef AI_DEBONEPROCESS_H_INC
+#define AI_DEBONEPROCESS_H_INC
+
+#include <vector>
+#include <utility>
+#include "BaseProcess.h"
+
+#include "../include/assimp/mesh.h"
+#include "../include/assimp/scene.h"
+
+class DeboneTest;
+
+namespace Assimp
+{
+
+#if (!defined AI_DEBONE_THRESHOLD)
+# define AI_DEBONE_THRESHOLD 1.0f
+#endif // !! AI_DEBONE_THRESHOLD
+
+// ---------------------------------------------------------------------------
+/** This post processing step removes bones nearly losslessly or according to
+* a configured threshold. In order to remove the bone, the primitives affected by
+* the bone are split from the mesh. The split off (new) mesh is boneless. At any
+* point in time, bones without affect upon a given mesh are to be removed.
+*/
+class DeboneProcess : public BaseProcess
+{
+public:
+
+ DeboneProcess();
+ ~DeboneProcess();
+
+public:
+ // -------------------------------------------------------------------
+ /** Returns whether the processing step is present in the given flag.
+ * @param pFlags The processing flags the importer was called with.
+ * A bitwise combination of #aiPostProcessSteps.
+ * @return true if the process is present in this flag fields,
+ * false if not.
+ */
+ bool IsActive( unsigned int pFlags) const;
+
+ // -------------------------------------------------------------------
+ /** Called prior to ExecuteOnScene().
+ * The function is a request to the process to update its configuration
+ * basing on the Importer's configuration property list.
+ */
+ void SetupProperties(const Importer* pImp);
+
+protected:
+
+ // -------------------------------------------------------------------
+ /** Executes the post processing step on the given imported data.
+ * At the moment a process is not supposed to fail.
+ * @param pScene The imported data to work at.
+ */
+ void Execute( aiScene* pScene);
+
+ // -------------------------------------------------------------------
+ /** Counts bones total/removable in a given mesh.
+ * @param pMesh The mesh to process.
+ */
+ bool ConsiderMesh( const aiMesh* pMesh);
+
+ /// Splits the given mesh by bone count.
+ /// @param pMesh the Mesh to split. Is not changed at all, but might be superfluous in case it was split.
+ /// @param poNewMeshes Array of submeshes created in the process. Empty if splitting was not necessary.
+ void SplitMesh(const aiMesh* pMesh, std::vector< std::pair< aiMesh*,const aiBone* > >& poNewMeshes) const;
+
+ /// Recursively updates the node's mesh list to account for the changed mesh list
+ void UpdateNode(aiNode* pNode) const;
+
+ // -------------------------------------------------------------------
+ // Apply transformation to a mesh
+ void ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat)const;
+
+public:
+ /** Number of bones present in the scene. */
+ unsigned int mNumBones;
+ unsigned int mNumBonesCanDoWithout;
+
+ float mThreshold;
+ bool mAllOrNone;
+
+ /// Per mesh index: Array of indices of the new submeshes.
+ std::vector< std::vector< std::pair< unsigned int,aiNode* > > > mSubMeshIndices;
+};
+
+} // end of namespace Assimp
+
+#endif // AI_DEBONEPROCESS_H_INC
diff --git a/src/3rdparty/assimp/code/DefaultIOStream.cpp b/src/3rdparty/assimp/code/DefaultIOStream.cpp
index 20febb060..a7d331957 100644
--- a/src/3rdparty/assimp/code/DefaultIOStream.cpp
+++ b/src/3rdparty/assimp/code/DefaultIOStream.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,122 +20,120 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file DefaultIOStream.cpp
- * @brief Default File I/O implementation for #Importer
+ * @brief Default File I/O implementation for #Importer
*/
#include "AssimpPCH.h"
#include "DefaultIOStream.h"
-#include <sys/types.h>
-#include <sys/stat.h>
-
-#include <QtGlobal>
+#include <sys/types.h>
+#include <sys/stat.h>
using namespace Assimp;
// ----------------------------------------------------------------------------------
DefaultIOStream::~DefaultIOStream()
{
- if (mFile) {
- ::fclose(mFile);
- }
+ if (mFile) {
+ ::fclose(mFile);
+ }
}
// ----------------------------------------------------------------------------------
-size_t DefaultIOStream::Read(void* pvBuffer,
- size_t pSize,
- size_t pCount)
+size_t DefaultIOStream::Read(void* pvBuffer,
+ size_t pSize,
+ size_t pCount)
{
- ai_assert(NULL != pvBuffer && 0 != pSize && 0 != pCount);
- return (mFile ? ::fread(pvBuffer, pSize, pCount, mFile) : 0);
+ ai_assert(NULL != pvBuffer && 0 != pSize && 0 != pCount);
+ return (mFile ? ::fread(pvBuffer, pSize, pCount, mFile) : 0);
}
// ----------------------------------------------------------------------------------
-size_t DefaultIOStream::Write(const void* pvBuffer,
- size_t pSize,
- size_t pCount)
+size_t DefaultIOStream::Write(const void* pvBuffer,
+ size_t pSize,
+ size_t pCount)
{
- ai_assert(NULL != pvBuffer && 0 != pSize && 0 != pCount);
- return (mFile ? ::fwrite(pvBuffer, pSize, pCount, mFile) : 0);
+ ai_assert(NULL != pvBuffer && 0 != pSize && 0 != pCount);
+ return (mFile ? ::fwrite(pvBuffer, pSize, pCount, mFile) : 0);
}
// ----------------------------------------------------------------------------------
aiReturn DefaultIOStream::Seek(size_t pOffset,
- aiOrigin pOrigin)
+ aiOrigin pOrigin)
{
- if (!mFile) {
- return AI_FAILURE;
- }
+ if (!mFile) {
+ return AI_FAILURE;
+ }
- // Just to check whether our enum maps one to one with the CRT constants
- Q_ASSERT(aiOrigin_CUR == SEEK_CUR &&
- aiOrigin_END == SEEK_END && aiOrigin_SET == SEEK_SET);
+ // Just to check whether our enum maps one to one with the CRT constants
+ BOOST_STATIC_ASSERT(aiOrigin_CUR == SEEK_CUR &&
+ aiOrigin_END == SEEK_END && aiOrigin_SET == SEEK_SET);
- // do the seek
- return (0 == ::fseek(mFile, (long)pOffset,(int)pOrigin) ? AI_SUCCESS : AI_FAILURE);
+ // do the seek
+ return (0 == ::fseek(mFile, (long)pOffset,(int)pOrigin) ? AI_SUCCESS : AI_FAILURE);
}
// ----------------------------------------------------------------------------------
size_t DefaultIOStream::Tell() const
{
- if (!mFile) {
- return 0;
- }
- return ::ftell(mFile);
+ if (!mFile) {
+ return 0;
+ }
+ return ::ftell(mFile);
}
// ----------------------------------------------------------------------------------
size_t DefaultIOStream::FileSize() const
{
- if (! mFile || mFilename.empty()) {
- return 0;
- }
-
- if (0xffffffff == cachedSize) {
+ if (! mFile || mFilename.empty()) {
+ return 0;
+ }
+
+ if (SIZE_MAX == cachedSize) {
- // TODO: Is that really faster if we're already owning a handle to the file?
+ // TODO: Is that really faster if we're already owning a handle to the file?
#if defined _WIN32 && !defined __GNUC__
- struct __stat64 fileStat;
- int err = _stat64( mFilename.c_str(), &fileStat );
- if (0 != err)
- return 0;
- cachedSize = (size_t) (fileStat.st_size);
+ struct __stat64 fileStat;
+ int err = _stat64( mFilename.c_str(), &fileStat );
+ if (0 != err)
+ return 0;
+ cachedSize = (size_t) (fileStat.st_size);
#else
- struct stat fileStat;
- int err = stat(mFilename.c_str(), &fileStat );
- if (0 != err)
- return 0;
- cachedSize = (size_t) (fileStat.st_size);
+ struct stat fileStat;
+ int err = stat(mFilename.c_str(), &fileStat );
+ if (0 != err)
+ return 0;
+ cachedSize = (size_t) (fileStat.st_size);
#endif
- }
- return cachedSize;
+ }
+ return cachedSize;
}
// ----------------------------------------------------------------------------------
void DefaultIOStream::Flush()
{
- if (mFile) {
- ::fflush(mFile);
- }
+ if (mFile) {
+ ::fflush(mFile);
+ }
}
// ----------------------------------------------------------------------------------
diff --git a/src/3rdparty/assimp/code/DefaultIOStream.h b/src/3rdparty/assimp/code/DefaultIOStream.h
index 1fdaa33be..247b14d3b 100644
--- a/src/3rdparty/assimp/code/DefaultIOStream.h
+++ b/src/3rdparty/assimp/code/DefaultIOStream.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -43,87 +43,87 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#define AI_DEFAULTIOSTREAM_H_INC
#include <stdio.h>
-#include "../include/IOStream.h"
+#include "../include/assimp/IOStream.hpp"
-namespace Assimp {
+namespace Assimp {
// ----------------------------------------------------------------------------------
-//! @class DefaultIOStream
-//! @brief Default IO implementation, use standard IO operations
+//! @class DefaultIOStream
+//! @brief Default IO implementation, use standard IO operations
//! @note An instance of this class can exist without a valid file handle
//! attached to it. All calls fail, but the instance can nevertheless be
//! used with no restrictions.
class DefaultIOStream : public IOStream
{
- friend class DefaultIOSystem;
+ friend class DefaultIOSystem;
protected:
- DefaultIOStream ();
- DefaultIOStream (FILE* pFile, const std::string &strFilename);
+ DefaultIOStream ();
+ DefaultIOStream (FILE* pFile, const std::string &strFilename);
public:
- /** Destructor public to allow simple deletion to close the file. */
- ~DefaultIOStream ();
+ /** Destructor public to allow simple deletion to close the file. */
+ ~DefaultIOStream ();
- // -------------------------------------------------------------------
- // Read from stream
- size_t Read(void* pvBuffer,
- size_t pSize,
- size_t pCount);
+ // -------------------------------------------------------------------
+ // Read from stream
+ size_t Read(void* pvBuffer,
+ size_t pSize,
+ size_t pCount);
- // -------------------------------------------------------------------
- // Write to stream
- size_t Write(const void* pvBuffer,
- size_t pSize,
- size_t pCount);
+ // -------------------------------------------------------------------
+ // Write to stream
+ size_t Write(const void* pvBuffer,
+ size_t pSize,
+ size_t pCount);
- // -------------------------------------------------------------------
- // Seek specific position
- aiReturn Seek(size_t pOffset,
- aiOrigin pOrigin);
+ // -------------------------------------------------------------------
+ // Seek specific position
+ aiReturn Seek(size_t pOffset,
+ aiOrigin pOrigin);
- // -------------------------------------------------------------------
- // Get current seek position
+ // -------------------------------------------------------------------
+ // Get current seek position
size_t Tell() const;
- // -------------------------------------------------------------------
- // Get size of file
- size_t FileSize() const;
+ // -------------------------------------------------------------------
+ // Get size of file
+ size_t FileSize() const;
- // -------------------------------------------------------------------
- // Flush file contents
- void Flush();
+ // -------------------------------------------------------------------
+ // Flush file contents
+ void Flush();
private:
- //! File datastructure, using clib
- FILE* mFile;
- //! Filename
- std::string mFilename;
+ //! File datastructure, using clib
+ FILE* mFile;
+ //! Filename
+ std::string mFilename;
- //! Cached file size
- mutable size_t cachedSize;
+ //! Cached file size
+ mutable size_t cachedSize;
};
// ----------------------------------------------------------------------------------
-inline DefaultIOStream::DefaultIOStream () :
- mFile (NULL),
- mFilename (""),
- cachedSize (0xffffffff)
+inline DefaultIOStream::DefaultIOStream () :
+ mFile (NULL),
+ mFilename (""),
+ cachedSize (SIZE_MAX)
{
- // empty
+ // empty
}
// ----------------------------------------------------------------------------------
-inline DefaultIOStream::DefaultIOStream (FILE* pFile,
- const std::string &strFilename) :
- mFile(pFile),
- mFilename(strFilename),
- cachedSize (0xffffffff)
+inline DefaultIOStream::DefaultIOStream (FILE* pFile,
+ const std::string &strFilename) :
+ mFile(pFile),
+ mFilename(strFilename),
+ cachedSize (SIZE_MAX)
{
- // empty
+ // empty
}
// ----------------------------------------------------------------------------------
diff --git a/src/3rdparty/assimp/code/DefaultIOSystem.cpp b/src/3rdparty/assimp/code/DefaultIOSystem.cpp
index f09f710b9..9dbe56d82 100644
--- a/src/3rdparty/assimp/code/DefaultIOSystem.cpp
+++ b/src/3rdparty/assimp/code/DefaultIOSystem.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -54,50 +54,50 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
using namespace Assimp;
// ------------------------------------------------------------------------------------------------
-// Constructor.
+// Constructor.
DefaultIOSystem::DefaultIOSystem()
{
- // nothing to do here
+ // nothing to do here
}
// ------------------------------------------------------------------------------------------------
-// Destructor.
+// Destructor.
DefaultIOSystem::~DefaultIOSystem()
{
- // nothing to do here
+ // nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Tests for the existence of a file at the given path.
bool DefaultIOSystem::Exists( const char* pFile) const
{
- FILE* file = ::fopen( pFile, "rb");
- if ( !file)
- return false;
+ FILE* file = ::fopen( pFile, "rb");
+ if( !file)
+ return false;
- ::fclose( file);
- return true;
+ ::fclose( file);
+ return true;
}
// ------------------------------------------------------------------------------------------------
// Open a new file with a given path.
IOStream* DefaultIOSystem::Open( const char* strFile, const char* strMode)
{
- ai_assert(NULL != strFile);
- ai_assert(NULL != strMode);
+ ai_assert(NULL != strFile);
+ ai_assert(NULL != strMode);
- FILE* file = ::fopen( strFile, strMode);
- if ( NULL == file)
- return NULL;
+ FILE* file = ::fopen( strFile, strMode);
+ if( NULL == file)
+ return NULL;
- return new DefaultIOStream(file, (std::string) strFile);
+ return new DefaultIOStream(file, (std::string) strFile);
}
// ------------------------------------------------------------------------------------------------
// Closes the given file and releases all resources associated with it.
void DefaultIOSystem::Close( IOStream* pFile)
{
- delete pFile;
+ delete pFile;
}
// ------------------------------------------------------------------------------------------------
@@ -105,9 +105,9 @@ void DefaultIOSystem::Close( IOStream* pFile)
char DefaultIOSystem::getOsSeparator() const
{
#ifndef _WIN32
- return '/';
+ return '/';
#else
- return '\\';
+ return '\\';
#endif
}
@@ -115,53 +115,53 @@ char DefaultIOSystem::getOsSeparator() const
// IOSystem default implementation (ComparePaths isn't a pure virtual function)
bool IOSystem::ComparePaths (const char* one, const char* second) const
{
- return !ASSIMP_stricmp(one,second);
+ return !ASSIMP_stricmp(one,second);
}
// maximum path length
-// XXX http://insanecoding.blogspot.com/2007/11/pathmax-simply-isnt.html
+// XXX http://insanecoding.blogspot.com/2007/11/pathmax-simply-isnt.html
#ifdef PATH_MAX
-# define PATHLIMIT PATH_MAX
+# define PATHLIMIT PATH_MAX
#else
-# define PATHLIMIT 4096
+# define PATHLIMIT 4096
#endif
// ------------------------------------------------------------------------------------------------
// Convert a relative path into an absolute path
inline void MakeAbsolutePath (const char* in, char* _out)
{
- ai_assert(in && _out);
- char* ret;
+ ai_assert(in && _out);
+ char* ret;
#ifdef _WIN32
- ret = ::_fullpath(_out, in,PATHLIMIT);
+ ret = ::_fullpath(_out, in,PATHLIMIT);
#else
- // use realpath
- ret = realpath(in, _out);
-#endif
- if (!ret) {
- // preserve the input path, maybe someone else is able to fix
- // the path before it is accessed (e.g. our file system filter)
- DefaultLogger::get()->warn("Invalid path: "+std::string(in));
- strcpy(_out,in);
- }
+ // use realpath
+ ret = realpath(in, _out);
+#endif
+ if(!ret) {
+ // preserve the input path, maybe someone else is able to fix
+ // the path before it is accessed (e.g. our file system filter)
+ DefaultLogger::get()->warn("Invalid path: "+std::string(in));
+ strcpy(_out,in);
+ }
}
// ------------------------------------------------------------------------------------------------
// DefaultIOSystem's more specialized implementation
bool DefaultIOSystem::ComparePaths (const char* one, const char* second) const
{
- // chances are quite good both paths are formatted identically,
- // so we can hopefully return here already
- if ( !ASSIMP_stricmp(one,second) )
- return true;
-
- char temp1[PATHLIMIT];
- char temp2[PATHLIMIT];
-
- MakeAbsolutePath (one, temp1);
- MakeAbsolutePath (second, temp2);
-
- return !ASSIMP_stricmp(temp1,temp2);
+ // chances are quite good both paths are formatted identically,
+ // so we can hopefully return here already
+ if( !ASSIMP_stricmp(one,second) )
+ return true;
+
+ char temp1[PATHLIMIT];
+ char temp2[PATHLIMIT];
+
+ MakeAbsolutePath (one, temp1);
+ MakeAbsolutePath (second, temp2);
+
+ return !ASSIMP_stricmp(temp1,temp2);
}
#undef PATHLIMIT
diff --git a/src/3rdparty/assimp/code/DefaultIOSystem.h b/src/3rdparty/assimp/code/DefaultIOSystem.h
index 3c3601754..af33684b9 100644
--- a/src/3rdparty/assimp/code/DefaultIOSystem.h
+++ b/src/3rdparty/assimp/code/DefaultIOSystem.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -42,40 +42,40 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_DEFAULTIOSYSTEM_H_INC
#define AI_DEFAULTIOSYSTEM_H_INC
-#include "../include/IOSystem.h"
+#include "../include/assimp/IOSystem.hpp"
-namespace Assimp {
+namespace Assimp {
// ---------------------------------------------------------------------------
/** Default implementation of IOSystem using the standard C file functions */
class DefaultIOSystem : public IOSystem
{
public:
- /** Constructor. */
+ /** Constructor. */
DefaultIOSystem();
- /** Destructor. */
- ~DefaultIOSystem();
+ /** Destructor. */
+ ~DefaultIOSystem();
- // -------------------------------------------------------------------
- /** Tests for the existence of a file at the given path. */
- bool Exists( const char* pFile) const;
+ // -------------------------------------------------------------------
+ /** Tests for the existence of a file at the given path. */
+ bool Exists( const char* pFile) const;
- // -------------------------------------------------------------------
- /** Returns the directory separator. */
- char getOsSeparator() const;
+ // -------------------------------------------------------------------
+ /** Returns the directory separator. */
+ char getOsSeparator() const;
- // -------------------------------------------------------------------
- /** Open a new file with a given path. */
- IOStream* Open( const char* pFile, const char* pMode = "rb");
+ // -------------------------------------------------------------------
+ /** Open a new file with a given path. */
+ IOStream* Open( const char* pFile, const char* pMode = "rb");
- // -------------------------------------------------------------------
- /** Closes the given file and releases all resources associated with it. */
- void Close( IOStream* pFile);
+ // -------------------------------------------------------------------
+ /** Closes the given file and releases all resources associated with it. */
+ void Close( IOStream* pFile);
- // -------------------------------------------------------------------
- /** Compare two paths */
- bool ComparePaths (const char* one, const char* second) const;
+ // -------------------------------------------------------------------
+ /** Compare two paths */
+ bool ComparePaths (const char* one, const char* second) const;
};
} //!ns Assimp
diff --git a/src/3rdparty/assimp/code/DefaultLogger.cpp b/src/3rdparty/assimp/code/DefaultLogger.cpp
index 74cf5d2ad..bfbc5ee28 100644
--- a/src/3rdparty/assimp/code/DefaultLogger.cpp
+++ b/src/3rdparty/assimp/code/DefaultLogger.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -52,369 +52,369 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "FileLogStream.h"
#ifndef ASSIMP_BUILD_SINGLETHREADED
-# include <boost/thread/thread.hpp>
-# include <boost/thread/mutex.hpp>
+# include <boost/thread/thread.hpp>
+# include <boost/thread/mutex.hpp>
boost::mutex loggerMutex;
#endif
-#if defined(__QNXNTO__)
-#include <stdio.h>
-#endif
-
-namespace Assimp {
+namespace Assimp {
// ----------------------------------------------------------------------------------
NullLogger DefaultLogger::s_pNullLogger;
Logger *DefaultLogger::m_pLogger = &DefaultLogger::s_pNullLogger;
+static const unsigned int SeverityAll = Logger::Info | Logger::Err | Logger::Warn | Logger::Debugging;
+
// ----------------------------------------------------------------------------------
-// Represents a logstream + its error severity
+// Represents a log-stream + its error severity
struct LogStreamInfo
{
- unsigned int m_uiErrorSeverity;
- LogStream *m_pStream;
-
- // Constructor
- LogStreamInfo( unsigned int uiErrorSev, LogStream *pStream ) :
- m_uiErrorSeverity( uiErrorSev ),
- m_pStream( pStream )
- {
- // empty
- }
-
- // Destructor
- ~LogStreamInfo()
- {
- delete m_pStream;
- }
+ unsigned int m_uiErrorSeverity;
+ LogStream *m_pStream;
+
+ // Constructor
+ LogStreamInfo( unsigned int uiErrorSev, LogStream *pStream ) :
+ m_uiErrorSeverity( uiErrorSev ),
+ m_pStream( pStream )
+ {
+ // empty
+ }
+
+ // Destructor
+ ~LogStreamInfo()
+ {
+ delete m_pStream;
+ }
};
// ----------------------------------------------------------------------------------
// Construct a default log stream
-LogStream* LogStream::createDefaultStream(aiDefaultLogStream streams,
- const char* name /*= "AssimpLog.txt"*/,
- IOSystem* io /*= NULL*/)
+LogStream* LogStream::createDefaultStream(aiDefaultLogStream streams,
+ const char* name /*= "AssimpLog.txt"*/,
+ IOSystem* io /*= NULL*/)
{
- switch (streams)
- {
- // This is a platform-specific feature
- case aiDefaultLogStream_DEBUGGER:
+ switch (streams)
+ {
+ // This is a platform-specific feature
+ case aiDefaultLogStream_DEBUGGER:
#ifdef WIN32
- return new Win32DebugLogStream();
+ return new Win32DebugLogStream();
#else
- return NULL;
+ return NULL;
#endif
- // Platform-independent default streams
- case aiDefaultLogStream_STDERR:
- return new StdOStreamLogStream(std::cerr);
- case aiDefaultLogStream_STDOUT:
- return new StdOStreamLogStream(std::cout);
- case aiDefaultLogStream_FILE:
- return (name && *name ? new FileLogStream(name,io) : NULL);
- default:
- // We don't know this default log stream, so raise an assertion
- ai_assert(false);
-
- };
-
- // For compilers without dead code path detection
- return NULL;
+ // Platform-independent default streams
+ case aiDefaultLogStream_STDERR:
+ return new StdOStreamLogStream(std::cerr);
+ case aiDefaultLogStream_STDOUT:
+ return new StdOStreamLogStream(std::cout);
+ case aiDefaultLogStream_FILE:
+ return (name && *name ? new FileLogStream(name,io) : NULL);
+ default:
+ // We don't know this default log stream, so raise an assertion
+ ai_assert(false);
+
+ };
+
+ // For compilers without dead code path detection
+ return NULL;
}
// ----------------------------------------------------------------------------------
-// Creates the only singleton instance
+// Creates the only singleton instance
Logger *DefaultLogger::create(const char* name /*= "AssimpLog.txt"*/,
- LogSeverity severity /*= NORMAL*/,
- unsigned int defStreams /*= aiDefaultLogStream_DEBUGGER | aiDefaultLogStream_FILE*/,
- IOSystem* io /*= NULL*/)
+ LogSeverity severity /*= NORMAL*/,
+ unsigned int defStreams /*= aiDefaultLogStream_DEBUGGER | aiDefaultLogStream_FILE*/,
+ IOSystem* io /*= NULL*/)
{
- // enter the mutex here to avoid concurrency problems
+ // enter the mutex here to avoid concurrency problems
#ifndef ASSIMP_BUILD_SINGLETHREADED
- boost::mutex::scoped_lock lock(loggerMutex);
+ boost::mutex::scoped_lock lock(loggerMutex);
#endif
- if (m_pLogger && !isNullLogger() )
- delete m_pLogger;
+ if (m_pLogger && !isNullLogger() )
+ delete m_pLogger;
- m_pLogger = new DefaultLogger( severity );
+ m_pLogger = new DefaultLogger( severity );
- // Attach default log streams
- // Stream the log to the MSVC debugger?
- if (defStreams & aiDefaultLogStream_DEBUGGER)
- m_pLogger->attachStream( LogStream::createDefaultStream(aiDefaultLogStream_DEBUGGER));
+ // Attach default log streams
+ // Stream the log to the MSVC debugger?
+ if (defStreams & aiDefaultLogStream_DEBUGGER)
+ m_pLogger->attachStream( LogStream::createDefaultStream(aiDefaultLogStream_DEBUGGER));
- // Stream the log to COUT?
- if (defStreams & aiDefaultLogStream_STDOUT)
- m_pLogger->attachStream( LogStream::createDefaultStream(aiDefaultLogStream_STDOUT));
+ // Stream the log to COUT?
+ if (defStreams & aiDefaultLogStream_STDOUT)
+ m_pLogger->attachStream( LogStream::createDefaultStream(aiDefaultLogStream_STDOUT));
- // Stream the log to CERR?
- if (defStreams & aiDefaultLogStream_STDERR)
- m_pLogger->attachStream( LogStream::createDefaultStream(aiDefaultLogStream_STDERR));
+ // Stream the log to CERR?
+ if (defStreams & aiDefaultLogStream_STDERR)
+ m_pLogger->attachStream( LogStream::createDefaultStream(aiDefaultLogStream_STDERR));
+
+ // Stream the log to a file
+ if (defStreams & aiDefaultLogStream_FILE && name && *name)
+ m_pLogger->attachStream( LogStream::createDefaultStream(aiDefaultLogStream_FILE,name,io));
- // Stream the log to a file
- if (defStreams & aiDefaultLogStream_FILE && name && *name)
- m_pLogger->attachStream( LogStream::createDefaultStream(aiDefaultLogStream_FILE,name,io));
-
- return m_pLogger;
+ return m_pLogger;
}
// ----------------------------------------------------------------------------------
-void Logger::debug(const std::string &message) {
-
- // SECURITY FIX: otherwise it's easy to produce overruns ...
- if (message.length()>MAX_LOG_MESSAGE_LENGTH) {
- ai_assert(false);
- return;
- }
- return OnDebug(message.c_str());
+void Logger::debug(const char* message) {
+
+ // SECURITY FIX: otherwise it's easy to produce overruns since
+ // sometimes importers will include data from the input file
+ // (i.e. node names) in their messages.
+ if (strlen(message)>MAX_LOG_MESSAGE_LENGTH) {
+ ai_assert(false);
+ return;
+ }
+ return OnDebug(message);
}
// ----------------------------------------------------------------------------------
-void Logger::info(const std::string &message) {
-
- // SECURITY FIX: otherwise it's easy to produce overruns ...
- if (message.length()>MAX_LOG_MESSAGE_LENGTH) {
- ai_assert(false);
- return;
- }
- return OnInfo(message.c_str());
+void Logger::info(const char* message) {
+
+ // SECURITY FIX: see above
+ if (strlen(message)>MAX_LOG_MESSAGE_LENGTH) {
+ ai_assert(false);
+ return;
+ }
+ return OnInfo(message);
}
-
+
// ----------------------------------------------------------------------------------
-void Logger::warn(const std::string &message) {
-
- // SECURITY FIX: otherwise it's easy to produce overruns ...
- if (message.length()>MAX_LOG_MESSAGE_LENGTH) {
- ai_assert(false);
- return;
- }
- return OnWarn(message.c_str());
+void Logger::warn(const char* message) {
+
+ // SECURITY FIX: see above
+ if (strlen(message)>MAX_LOG_MESSAGE_LENGTH) {
+ ai_assert(false);
+ return;
+ }
+ return OnWarn(message);
}
// ----------------------------------------------------------------------------------
-void Logger::error(const std::string &message) {
-
- // SECURITY FIX: otherwise it's easy to produce overruns ...
- if (message.length()>MAX_LOG_MESSAGE_LENGTH) {
- ai_assert(false);
- return;
- }
- return OnError(message.c_str());
+void Logger::error(const char* message) {
+
+ // SECURITY FIX: see above
+ if (strlen(message)>MAX_LOG_MESSAGE_LENGTH) {
+ ai_assert(false);
+ return;
+ }
+ return OnError(message);
}
// ----------------------------------------------------------------------------------
void DefaultLogger::set( Logger *logger )
{
- // enter the mutex here to avoid concurrency problems
+ // enter the mutex here to avoid concurrency problems
#ifndef ASSIMP_BUILD_SINGLETHREADED
- boost::mutex::scoped_lock lock(loggerMutex);
+ boost::mutex::scoped_lock lock(loggerMutex);
#endif
- if (!logger)logger = &s_pNullLogger;
- if (m_pLogger && !isNullLogger() )
- delete m_pLogger;
+ if (!logger)logger = &s_pNullLogger;
+ if (m_pLogger && !isNullLogger() )
+ delete m_pLogger;
- DefaultLogger::m_pLogger = logger;
+ DefaultLogger::m_pLogger = logger;
}
// ----------------------------------------------------------------------------------
bool DefaultLogger::isNullLogger()
{
- return m_pLogger == &s_pNullLogger;
+ return m_pLogger == &s_pNullLogger;
}
// ----------------------------------------------------------------------------------
-// Singleton getter
+// Singleton getter
Logger *DefaultLogger::get()
{
- return m_pLogger;
+ return m_pLogger;
}
// ----------------------------------------------------------------------------------
-// Kills the only instance
+// Kills the only instance
void DefaultLogger::kill()
{
- // enter the mutex here to avoid concurrency problems
+ // enter the mutex here to avoid concurrency problems
#ifndef ASSIMP_BUILD_SINGLETHREADED
- boost::mutex::scoped_lock lock(loggerMutex);
+ boost::mutex::scoped_lock lock(loggerMutex);
#endif
- if (m_pLogger == &s_pNullLogger)return;
- delete m_pLogger;
- m_pLogger = &s_pNullLogger;
+ if (m_pLogger == &s_pNullLogger)return;
+ delete m_pLogger;
+ m_pLogger = &s_pNullLogger;
}
// ----------------------------------------------------------------------------------
-// Debug message
+// Debug message
void DefaultLogger::OnDebug( const char* message )
{
- if ( m_Severity == Logger::NORMAL )
- return;
+ if ( m_Severity == Logger::NORMAL )
+ return;
- char msg[MAX_LOG_MESSAGE_LENGTH*2];
- ::sprintf(msg,"Debug, T%i: %s", GetThreadID(), message );
+ char msg[MAX_LOG_MESSAGE_LENGTH*2];
+ ::sprintf(msg,"Debug, T%i: %s", GetThreadID(), message );
- WriteToStreams( msg, Logger::DEBUGGING );
+ WriteToStreams( msg, Logger::Debugging );
}
// ----------------------------------------------------------------------------------
-// Logs an info
+// Logs an info
void DefaultLogger::OnInfo( const char* message )
{
- char msg[MAX_LOG_MESSAGE_LENGTH*2];
- ::sprintf(msg,"Info, T%i: %s", GetThreadID(), message );
+ char msg[MAX_LOG_MESSAGE_LENGTH*2];
+ ::sprintf(msg,"Info, T%i: %s", GetThreadID(), message );
- WriteToStreams( msg , Logger::INFO );
+ WriteToStreams( msg , Logger::Info );
}
// ----------------------------------------------------------------------------------
-// Logs a warning
+// Logs a warning
void DefaultLogger::OnWarn( const char* message )
{
- char msg[MAX_LOG_MESSAGE_LENGTH*2];
- ::sprintf(msg,"Warn, T%i: %s", GetThreadID(), message );
+ char msg[MAX_LOG_MESSAGE_LENGTH*2];
+ ::sprintf(msg,"Warn, T%i: %s", GetThreadID(), message );
- WriteToStreams( msg, Logger::WARN );
+ WriteToStreams( msg, Logger::Warn );
}
// ----------------------------------------------------------------------------------
-// Logs an error
+// Logs an error
void DefaultLogger::OnError( const char* message )
{
- char msg[MAX_LOG_MESSAGE_LENGTH*2];
- ::sprintf(msg,"Error, T%i: %s", GetThreadID(), message );
+ char msg[MAX_LOG_MESSAGE_LENGTH*2];
+ ::sprintf(msg,"Error, T%i: %s", GetThreadID(), message );
- WriteToStreams( msg, Logger::ERR );
+ WriteToStreams( msg, Logger::Err );
}
// ----------------------------------------------------------------------------------
-// Attachs a new stream
+// Will attach a new stream
bool DefaultLogger::attachStream( LogStream *pStream, unsigned int severity )
{
- if (!pStream)
- return false;
-
- if (0 == severity) {
- severity = Logger::INFO | Logger::ERR | Logger::WARN | Logger::DEBUGGING;
- }
-
- for ( StreamIt it = m_StreamArray.begin();
- it != m_StreamArray.end();
- ++it )
- {
- if ( (*it)->m_pStream == pStream )
- {
- (*it)->m_uiErrorSeverity |= severity;
- return true;
- }
- }
-
- LogStreamInfo *pInfo = new LogStreamInfo( severity, pStream );
- m_StreamArray.push_back( pInfo );
- return true;
+ if (!pStream)
+ return false;
+
+ if (0 == severity) {
+ severity = Logger::Info | Logger::Err | Logger::Warn | Logger::Debugging;
+ }
+
+ for ( StreamIt it = m_StreamArray.begin();
+ it != m_StreamArray.end();
+ ++it )
+ {
+ if ( (*it)->m_pStream == pStream )
+ {
+ (*it)->m_uiErrorSeverity |= severity;
+ return true;
+ }
+ }
+
+ LogStreamInfo *pInfo = new LogStreamInfo( severity, pStream );
+ m_StreamArray.push_back( pInfo );
+ return true;
}
// ----------------------------------------------------------------------------------
-// Detatch a stream
+// Detatch a stream
bool DefaultLogger::detatchStream( LogStream *pStream, unsigned int severity )
{
- if (!pStream)
- return false;
-
- if (0 == severity) {
- severity = Logger::INFO | Logger::ERR | Logger::WARN | Logger::DEBUGGING;
- }
-
- for ( StreamIt it = m_StreamArray.begin();
- it != m_StreamArray.end();
- ++it )
- {
- if ( (*it)->m_pStream == pStream )
- {
- (*it)->m_uiErrorSeverity &= ~severity;
- if ( (*it)->m_uiErrorSeverity == 0 )
- {
- // don't delete the underlying stream 'cause the caller gains ownership again
- (**it).m_pStream = NULL;
- delete *it;
- m_StreamArray.erase( it );
- break;
- }
- return true;
- }
- }
- return false;
+ if (!pStream)
+ return false;
+
+ if (0 == severity) {
+ severity = SeverityAll;
+ }
+
+ for ( StreamIt it = m_StreamArray.begin();
+ it != m_StreamArray.end();
+ ++it )
+ {
+ if ( (*it)->m_pStream == pStream )
+ {
+ (*it)->m_uiErrorSeverity &= ~severity;
+ if ( (*it)->m_uiErrorSeverity == 0 )
+ {
+ // don't delete the underlying stream 'cause the caller gains ownership again
+ (**it).m_pStream = NULL;
+ delete *it;
+ m_StreamArray.erase( it );
+ break;
+ }
+ return true;
+ }
+ }
+ return false;
}
// ----------------------------------------------------------------------------------
-// Constructor
-DefaultLogger::DefaultLogger(LogSeverity severity)
+// Constructor
+DefaultLogger::DefaultLogger(LogSeverity severity)
- : Logger ( severity )
- , noRepeatMsg (false)
- , lastLen( 0 )
+ : Logger ( severity )
+ , noRepeatMsg (false)
+ , lastLen( 0 )
{
- lastMsg[0] = '\0';
+ lastMsg[0] = '\0';
}
// ----------------------------------------------------------------------------------
-// Destructor
+// Destructor
DefaultLogger::~DefaultLogger()
{
- for ( StreamIt it = m_StreamArray.begin(); it != m_StreamArray.end(); ++it ) {
- // also frees the underlying stream, we are its owner.
- delete *it;
- }
+ for ( StreamIt it = m_StreamArray.begin(); it != m_StreamArray.end(); ++it ) {
+ // also frees the underlying stream, we are its owner.
+ delete *it;
+ }
}
// ----------------------------------------------------------------------------------
-// Writes message to stream
-void DefaultLogger::WriteToStreams(const char *message,
- ErrorSeverity ErrorSev )
+// Writes message to stream
+void DefaultLogger::WriteToStreams(const char *message,
+ ErrorSeverity ErrorSev )
{
- ai_assert(NULL != message);
-
- // Check whether this is a repeated message
- if (! ::strncmp( message,lastMsg, lastLen-1))
- {
- if (!noRepeatMsg)
- {
- noRepeatMsg = true;
- message = "Skipping one or more lines with the same contents\n";
- }
- else return;
- }
- else
- {
- // append a new-line character to the message to be printed
- lastLen = ::strlen(message);
- ::memcpy(lastMsg,message,lastLen+1);
- ::strcat(lastMsg+lastLen,"\n");
-
- message = lastMsg;
- noRepeatMsg = false;
- ++lastLen;
- }
- for ( ConstStreamIt it = m_StreamArray.begin();
- it != m_StreamArray.end();
- ++it)
- {
- if ( ErrorSev & (*it)->m_uiErrorSeverity )
- (*it)->m_pStream->write( message);
- }
+ ai_assert(NULL != message);
+
+ // Check whether this is a repeated message
+ if (! ::strncmp( message,lastMsg, lastLen-1))
+ {
+ if (!noRepeatMsg)
+ {
+ noRepeatMsg = true;
+ message = "Skipping one or more lines with the same contents\n";
+ }
+ else return;
+ }
+ else
+ {
+ // append a new-line character to the message to be printed
+ lastLen = ::strlen(message);
+ ::memcpy(lastMsg,message,lastLen+1);
+ ::strcat(lastMsg+lastLen,"\n");
+
+ message = lastMsg;
+ noRepeatMsg = false;
+ ++lastLen;
+ }
+ for ( ConstStreamIt it = m_StreamArray.begin();
+ it != m_StreamArray.end();
+ ++it)
+ {
+ if ( ErrorSev & (*it)->m_uiErrorSeverity )
+ (*it)->m_pStream->write( message);
+ }
}
// ----------------------------------------------------------------------------------
-// Returns thread id, if not supported only a zero will be returned.
+// Returns thread id, if not supported only a zero will be returned.
unsigned int DefaultLogger::GetThreadID()
{
- // fixme: we can get this value via boost::threads
+ // fixme: we can get this value via boost::threads
#ifdef WIN32
- return (unsigned int)::GetCurrentThreadId();
+ return (unsigned int)::GetCurrentThreadId();
#else
- return 0; // not supported
+ return 0; // not supported
#endif
}
diff --git a/src/3rdparty/assimp/code/DefaultProgressHandler.h b/src/3rdparty/assimp/code/DefaultProgressHandler.h
index efa784bb1..6fe8e7b16 100644
--- a/src/3rdparty/assimp/code/DefaultProgressHandler.h
+++ b/src/3rdparty/assimp/code/DefaultProgressHandler.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,47 +18,47 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
-/** @file ProgressHandler.h
+/** @file ProgressHandler.hpp
* @brief Abstract base class 'ProgressHandler'.
*/
#ifndef INCLUDED_AI_DEFAULTPROGRESSHANDLER_H
#define INCLUDED_AI_DEFAULTPROGRESSHANDLER_H
-#include "../include/ProgressHandler.h"
-namespace Assimp {
+#include "../include/assimp/ProgressHandler.hpp"
+namespace Assimp {
// ------------------------------------------------------------------------------------
/** @brief Internal default implementation of the #ProgressHandler interface. */
-class ASSIMP_API DefaultProgressHandler
- : public ProgressHandler {
+class DefaultProgressHandler
+ : public ProgressHandler {
+
+ virtual bool Update(float /*percentage*/) {
+ return false;
+ }
- virtual bool Update(float /* percentage */) {
- return false;
- }
-
-}; // !class DefaultProgressHandler
+}; // !class DefaultProgressHandler
} // Namespace Assimp
#endif
diff --git a/src/3rdparty/assimp/code/Exceptional.h b/src/3rdparty/assimp/code/Exceptional.h
index ab9c28756..4e20d2931 100644
--- a/src/3rdparty/assimp/code/Exceptional.h
+++ b/src/3rdparty/assimp/code/Exceptional.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2008, ASSIMP Development Team
+Copyright (c) 2006-2008, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -45,78 +45,80 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
using std::runtime_error;
#ifdef _MSC_VER
-# pragma warning(disable : 4275)
+# pragma warning(disable : 4275)
#endif
// ---------------------------------------------------------------------------
-/** FOR IMPORTER PLUGINS ONLY: Simple exception class to be thrown if an
+/** FOR IMPORTER PLUGINS ONLY: Simple exception class to be thrown if an
* unrecoverable error occurs while importing. Loading APIs return
* NULL instead of a valid aiScene then. */
-class ASSIMP_API DeadlyImportError
- : public runtime_error
+class DeadlyImportError
+ : public runtime_error
{
public:
- /** Constructor with arguments */
- explicit DeadlyImportError( const std::string& pErrorText)
- : runtime_error(pErrorText)
- {
- }
+ /** Constructor with arguments */
+ explicit DeadlyImportError( const std::string& pErrorText)
+ : runtime_error(pErrorText)
+ {
+ }
private:
};
+typedef DeadlyImportError DeadlyExportError;
+
#ifdef _MSC_VER
-# pragma warning(default : 4275)
+# pragma warning(default : 4275)
#endif
// ---------------------------------------------------------------------------
template <typename T>
-struct ExceptionSwallower {
- T operator ()() const {
- return T();
- }
+struct ExceptionSwallower {
+ T operator ()() const {
+ return T();
+ }
};
// ---------------------------------------------------------------------------
template <typename T>
-struct ExceptionSwallower<T*> {
- T* operator ()() const {
- return NULL;
- }
+struct ExceptionSwallower<T*> {
+ T* operator ()() const {
+ return NULL;
+ }
};
// ---------------------------------------------------------------------------
template <>
-struct ExceptionSwallower<aiReturn> {
- aiReturn operator ()() const {
- try {
- throw;
- }
- catch (std::bad_alloc&) {
- return aiReturn_OUTOFMEMORY;
- }
- catch (...) {
- return aiReturn_FAILURE;
- }
- }
+struct ExceptionSwallower<aiReturn> {
+ aiReturn operator ()() const {
+ try {
+ throw;
+ }
+ catch (std::bad_alloc&) {
+ return aiReturn_OUTOFMEMORY;
+ }
+ catch (...) {
+ return aiReturn_FAILURE;
+ }
+ }
};
// ---------------------------------------------------------------------------
template <>
-struct ExceptionSwallower<void> {
- void operator ()() const {
- return;
- }
+struct ExceptionSwallower<void> {
+ void operator ()() const {
+ return;
+ }
};
#define ASSIMP_BEGIN_EXCEPTION_REGION()\
{\
- try {
+ try {
#define ASSIMP_END_EXCEPTION_REGION(type)\
- } catch(...) {\
- return ExceptionSwallower<type>()();\
- }\
+ } catch(...) {\
+ return ExceptionSwallower<type>()();\
+ }\
}
#endif // INCLUDED_EXCEPTIONAL_H
diff --git a/src/3rdparty/assimp/code/Exporter.cpp b/src/3rdparty/assimp/code/Exporter.cpp
new file mode 100644
index 000000000..f8b144213
--- /dev/null
+++ b/src/3rdparty/assimp/code/Exporter.cpp
@@ -0,0 +1,413 @@
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
+conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+---------------------------------------------------------------------------
+*/
+
+/** @file Exporter.cpp
+
+Assimp export interface. While it's public interface bears many similarities
+to the import interface (in fact, it is largely symmetric), the internal
+implementations differs a lot. Exporters are considered stateless and are
+simple callbacks which we maintain in a global list along with their
+description strings.
+
+Here we implement only the C++ interface (Assimp::Exporter).
+*/
+
+#include "AssimpPCH.h"
+
+#ifndef ASSIMP_BUILD_NO_EXPORT
+
+#include "DefaultIOSystem.h"
+#include "BlobIOSystem.h"
+#include "SceneCombiner.h"
+#include "BaseProcess.h"
+#include "Importer.h" // need this for GetPostProcessingStepInstanceList()
+
+#include "MakeVerboseFormat.h"
+#include "ConvertToLHProcess.h"
+
+namespace Assimp {
+
+// PostStepRegistry.cpp
+void GetPostProcessingStepInstanceList(std::vector< BaseProcess* >& out);
+
+// ------------------------------------------------------------------------------------------------
+// Exporter worker function prototypes. Should not be necessary to #ifndef them, it's just a prototype
+void ExportSceneCollada(const char*,IOSystem*, const aiScene*);
+void ExportSceneObj(const char*,IOSystem*, const aiScene*);
+void ExportSceneSTL(const char*,IOSystem*, const aiScene*);
+void ExportScenePly(const char*,IOSystem*, const aiScene*);
+void ExportScene3DS(const char*, IOSystem*, const aiScene*) {}
+
+// ------------------------------------------------------------------------------------------------
+// global array of all export formats which Assimp supports in its current build
+Exporter::ExportFormatEntry gExporters[] =
+{
+#ifndef ASSIMP_BUILD_NO_COLLADA_EXPORTER
+ Exporter::ExportFormatEntry( "collada", "COLLADA - Digital Asset Exchange Schema", "dae", &ExportSceneCollada),
+#endif
+
+#ifndef ASSIMP_BUILD_NO_OBJ_EXPORTER
+ Exporter::ExportFormatEntry( "obj", "Wavefront OBJ format", "obj", &ExportSceneObj),
+#endif
+
+#ifndef ASSIMP_BUILD_NO_STL_EXPORTER
+ Exporter::ExportFormatEntry( "stl", "Stereolithography", "stl" , &ExportSceneSTL,
+ aiProcess_Triangulate | aiProcess_GenNormals | aiProcess_PreTransformVertices
+ ),
+#endif
+
+#ifndef ASSIMP_BUILD_NO_PLY_EXPORTER
+ Exporter::ExportFormatEntry( "ply", "Stanford Polygon Library", "ply" , &ExportScenePly,
+ aiProcess_PreTransformVertices
+ ),
+#endif
+
+//#ifndef ASSIMP_BUILD_NO_3DS_EXPORTER
+// ExportFormatEntry( "3ds", "Autodesk 3DS (legacy format)", "3ds" , &ExportScene3DS),
+//#endif
+};
+
+#define ASSIMP_NUM_EXPORTERS (sizeof(gExporters)/sizeof(gExporters[0]))
+
+
+class ExporterPimpl {
+public:
+
+ ExporterPimpl()
+ : blob()
+ , mIOSystem(new Assimp::DefaultIOSystem())
+ , mIsDefaultIOHandler(true)
+ {
+ GetPostProcessingStepInstanceList(mPostProcessingSteps);
+
+ // grab all builtin exporters
+ mExporters.resize(ASSIMP_NUM_EXPORTERS);
+ std::copy(gExporters,gExporters+ASSIMP_NUM_EXPORTERS,mExporters.begin());
+ }
+
+ ~ExporterPimpl()
+ {
+ delete blob;
+
+ // Delete all post-processing plug-ins
+ for( unsigned int a = 0; a < mPostProcessingSteps.size(); a++) {
+ delete mPostProcessingSteps[a];
+ }
+ }
+
+public:
+
+ aiExportDataBlob* blob;
+ boost::shared_ptr< Assimp::IOSystem > mIOSystem;
+ bool mIsDefaultIOHandler;
+
+ /** Post processing steps we can apply at the imported data. */
+ std::vector< BaseProcess* > mPostProcessingSteps;
+
+ /** Last fatal export error */
+ std::string mError;
+
+ /** Exporters, this includes those registered using #Assimp::Exporter::RegisterExporter */
+ std::vector<Exporter::ExportFormatEntry> mExporters;
+};
+
+
+} // end of namespace Assimp
+
+
+
+
+
+using namespace Assimp;
+
+
+// ------------------------------------------------------------------------------------------------
+Exporter :: Exporter()
+: pimpl(new ExporterPimpl())
+{
+}
+
+
+// ------------------------------------------------------------------------------------------------
+Exporter :: ~Exporter()
+{
+ FreeBlob();
+}
+
+
+// ------------------------------------------------------------------------------------------------
+void Exporter :: SetIOHandler( IOSystem* pIOHandler)
+{
+ pimpl->mIsDefaultIOHandler = !pIOHandler;
+ pimpl->mIOSystem.reset(pIOHandler);
+}
+
+
+// ------------------------------------------------------------------------------------------------
+IOSystem* Exporter :: GetIOHandler() const
+{
+ return pimpl->mIOSystem.get();
+}
+
+
+// ------------------------------------------------------------------------------------------------
+bool Exporter :: IsDefaultIOHandler() const
+{
+ return pimpl->mIsDefaultIOHandler;
+}
+
+
+// ------------------------------------------------------------------------------------------------
+const aiExportDataBlob* Exporter :: ExportToBlob( const aiScene* pScene, const char* pFormatId, unsigned int pPreprocessing )
+{
+ if (pimpl->blob) {
+ delete pimpl->blob;
+ pimpl->blob = NULL;
+ }
+
+
+ boost::shared_ptr<IOSystem> old = pimpl->mIOSystem;
+
+ BlobIOSystem* blobio = new BlobIOSystem();
+ pimpl->mIOSystem = boost::shared_ptr<IOSystem>( blobio );
+
+ if (AI_SUCCESS != Export(pScene,pFormatId,blobio->GetMagicFileName())) {
+ pimpl->mIOSystem = old;
+ return NULL;
+ }
+
+ pimpl->blob = blobio->GetBlobChain();
+ pimpl->mIOSystem = old;
+
+ return pimpl->blob;
+}
+
+
+// ------------------------------------------------------------------------------------------------
+aiReturn Exporter :: Export( const aiScene* pScene, const char* pFormatId, const char* pPath, unsigned int pPreprocessing )
+{
+ ASSIMP_BEGIN_EXCEPTION_REGION();
+
+ pimpl->mError = "";
+ for (size_t i = 0; i < pimpl->mExporters.size(); ++i) {
+ const Exporter::ExportFormatEntry& exp = pimpl->mExporters[i];
+ if (!strcmp(exp.mDescription.id,pFormatId)) {
+
+ try {
+
+ // Always create a full copy of the scene. We might optimize this one day,
+ // but for now it is the most pragmatic way.
+ aiScene* scenecopy_tmp;
+ SceneCombiner::CopyScene(&scenecopy_tmp,pScene);
+
+ std::auto_ptr<aiScene> scenecopy(scenecopy_tmp);
+ const ScenePrivateData* const priv = ScenePriv(pScene);
+
+ // steps that are not idempotent, i.e. we might need to run them again, usually to get back to the
+ // original state before the step was applied first. When checking which steps we don't need
+ // to run, those are excluded.
+ const unsigned int nonIdempotentSteps = aiProcess_FlipWindingOrder | aiProcess_FlipUVs | aiProcess_MakeLeftHanded;
+
+ // Erase all pp steps that were already applied to this scene
+ unsigned int pp = (exp.mEnforcePP | pPreprocessing) & ~(priv
+ ? (priv->mPPStepsApplied & ~nonIdempotentSteps)
+ : 0u);
+
+ // If no extra postprocessing was specified, and we obtained this scene from an
+ // Assimp importer, apply the reverse steps automatically.
+ if (!pPreprocessing && priv) {
+ pp |= (nonIdempotentSteps & priv->mPPStepsApplied);
+ }
+
+ // If the input scene is not in verbose format, but there is at least postprocessing step that relies on it,
+ // we need to run the MakeVerboseFormat step first.
+ if (scenecopy->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT) {
+
+ bool verbosify = false;
+ for( unsigned int a = 0; a < pimpl->mPostProcessingSteps.size(); a++) {
+ BaseProcess* const p = pimpl->mPostProcessingSteps[a];
+
+ if (p->IsActive(pp) && p->RequireVerboseFormat()) {
+ verbosify = true;
+ break;
+ }
+ }
+
+ if (verbosify || (exp.mEnforcePP & aiProcess_JoinIdenticalVertices)) {
+ DefaultLogger::get()->debug("export: Scene data not in verbose format, applying MakeVerboseFormat step first");
+
+ MakeVerboseFormatProcess proc;
+ proc.Execute(scenecopy.get());
+ }
+ }
+
+ if (pp) {
+ // the three 'conversion' steps need to be executed first because all other steps rely on the standard data layout
+ {
+ FlipWindingOrderProcess step;
+ if (step.IsActive(pp)) {
+ step.Execute(scenecopy.get());
+ }
+ }
+
+ {
+ FlipUVsProcess step;
+ if (step.IsActive(pp)) {
+ step.Execute(scenecopy.get());
+ }
+ }
+
+ {
+ MakeLeftHandedProcess step;
+ if (step.IsActive(pp)) {
+ step.Execute(scenecopy.get());
+ }
+ }
+
+ // dispatch other processes
+ for( unsigned int a = 0; a < pimpl->mPostProcessingSteps.size(); a++) {
+ BaseProcess* const p = pimpl->mPostProcessingSteps[a];
+
+ if (p->IsActive(pp)
+ && !dynamic_cast<FlipUVsProcess*>(p)
+ && !dynamic_cast<FlipWindingOrderProcess*>(p)
+ && !dynamic_cast<MakeLeftHandedProcess*>(p)) {
+
+ p->Execute(scenecopy.get());
+ }
+ }
+ ScenePrivateData* const privOut = ScenePriv(scenecopy.get());
+ ai_assert(privOut);
+
+ privOut->mPPStepsApplied |= pp;
+ }
+
+ exp.mExportFunction(pPath,pimpl->mIOSystem.get(),scenecopy.get());
+ }
+ catch (DeadlyExportError& err) {
+ pimpl->mError = err.what();
+ return AI_FAILURE;
+ }
+ return AI_SUCCESS;
+ }
+ }
+
+ pimpl->mError = std::string("Found no exporter to handle this file format: ") + pFormatId;
+ ASSIMP_END_EXCEPTION_REGION(aiReturn);
+ return AI_FAILURE;
+}
+
+
+// ------------------------------------------------------------------------------------------------
+const char* Exporter :: GetErrorString() const
+{
+ return pimpl->mError.c_str();
+}
+
+
+// ------------------------------------------------------------------------------------------------
+void Exporter :: FreeBlob( )
+{
+ delete pimpl->blob;
+ pimpl->blob = NULL;
+
+ pimpl->mError = "";
+}
+
+
+// ------------------------------------------------------------------------------------------------
+const aiExportDataBlob* Exporter :: GetBlob() const
+{
+ return pimpl->blob;
+}
+
+
+// ------------------------------------------------------------------------------------------------
+const aiExportDataBlob* Exporter :: GetOrphanedBlob() const
+{
+ const aiExportDataBlob* tmp = pimpl->blob;
+ pimpl->blob = NULL;
+ return tmp;
+}
+
+
+// ------------------------------------------------------------------------------------------------
+size_t Exporter :: GetExportFormatCount() const
+{
+ return pimpl->mExporters.size();
+}
+
+// ------------------------------------------------------------------------------------------------
+const aiExportFormatDesc* Exporter :: GetExportFormatDescription( size_t pIndex ) const
+{
+ if (pIndex >= GetExportFormatCount()) {
+ return NULL;
+ }
+
+ return &pimpl->mExporters[pIndex].mDescription;
+}
+
+// ------------------------------------------------------------------------------------------------
+aiReturn Exporter :: RegisterExporter(const ExportFormatEntry& desc)
+{
+ BOOST_FOREACH(const ExportFormatEntry& e, pimpl->mExporters) {
+ if (!strcmp(e.mDescription.id,desc.mDescription.id)) {
+ return aiReturn_FAILURE;
+ }
+ }
+
+ pimpl->mExporters.push_back(desc);
+ return aiReturn_SUCCESS;
+}
+
+
+// ------------------------------------------------------------------------------------------------
+void Exporter :: UnregisterExporter(const char* id)
+{
+ for(std::vector<ExportFormatEntry>::iterator it = pimpl->mExporters.begin(); it != pimpl->mExporters.end(); ++it) {
+ if (!strcmp((*it).mDescription.id,id)) {
+ pimpl->mExporters.erase(it);
+ break;
+ }
+ }
+}
+
+#endif // !ASSIMP_BUILD_NO_EXPORT
diff --git a/src/3rdparty/assimp/code/FileLogStream.h b/src/3rdparty/assimp/code/FileLogStream.h
index 15b8da7be..c3f648953 100644
--- a/src/3rdparty/assimp/code/FileLogStream.h
+++ b/src/3rdparty/assimp/code/FileLogStream.h
@@ -1,61 +1,61 @@
#ifndef ASSIMP_FILELOGSTREAM_H_INC
#define ASSIMP_FILELOGSTREAM_H_INC
-#include "../include/LogStream.h"
-#include "../include/IOStream.h"
+#include "../include/assimp/LogStream.hpp"
+#include "../include/assimp/IOStream.hpp"
-namespace Assimp {
+namespace Assimp {
// ----------------------------------------------------------------------------------
-/** @class FileLogStream
- * @brief Logstream to write into a file.
+/** @class FileLogStream
+ * @brief Logstream to write into a file.
*/
class FileLogStream :
- public LogStream
+ public LogStream
{
public:
- FileLogStream( const char* file, IOSystem* io = NULL );
- ~FileLogStream();
- void write( const char* message );
+ FileLogStream( const char* file, IOSystem* io = NULL );
+ ~FileLogStream();
+ void write( const char* message );
private:
- IOStream *m_pStream;
+ IOStream *m_pStream;
};
// ----------------------------------------------------------------------------------
-// Constructor
+// Constructor
inline FileLogStream::FileLogStream( const char* file, IOSystem* io ) :
- m_pStream(NULL)
+ m_pStream(NULL)
{
- if ( !file || 0 == *file )
- return;
+ if ( !file || 0 == *file )
+ return;
- // If no IOSystem is specified: take a default one
- if (!io)
- {
- DefaultIOSystem FileSystem;
- m_pStream = FileSystem.Open( file, "wt");
- }
- else m_pStream = io->Open( file, "wt" );
+ // If no IOSystem is specified: take a default one
+ if (!io)
+ {
+ DefaultIOSystem FileSystem;
+ m_pStream = FileSystem.Open( file, "wt");
+ }
+ else m_pStream = io->Open( file, "wt" );
}
// ----------------------------------------------------------------------------------
-// Destructor
+// Destructor
inline FileLogStream::~FileLogStream()
{
- // The virtual d'tor should destroy the underlying file
- delete m_pStream;
+ // The virtual d'tor should destroy the underlying file
+ delete m_pStream;
}
// ----------------------------------------------------------------------------------
-// Write method
+// Write method
inline void FileLogStream::write( const char* message )
{
- if (m_pStream != NULL)
- {
- m_pStream->Write(message, sizeof(char), ::strlen(message));
- m_pStream->Flush();
- }
+ if (m_pStream != NULL)
+ {
+ m_pStream->Write(message, sizeof(char), ::strlen(message));
+ m_pStream->Flush();
+ }
}
// ----------------------------------------------------------------------------------
diff --git a/src/3rdparty/assimp/code/FileSystemFilter.h b/src/3rdparty/assimp/code/FileSystemFilter.h
index cc3b4a687..6f5d46065 100644
--- a/src/3rdparty/assimp/code/FileSystemFilter.h
+++ b/src/3rdparty/assimp/code/FileSystemFilter.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2008, ASSIMP Development Team
+Copyright (c) 2006-2008, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -45,198 +45,252 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_FILESYSTEMFILTER_H_INC
#define AI_FILESYSTEMFILTER_H_INC
-#include "../include/IOSystem.h"
+#include "../include/assimp/IOSystem.hpp"
#include "fast_atof.h"
#include "ParsingUtils.h"
-namespace Assimp {
+namespace Assimp {
+
+inline bool IsHex(char s) {
+ return (s>='0' && s<='9') || (s>='a' && s<='f') || (s>='A' && s<='F');
+}
// ---------------------------------------------------------------------------
-/** File system filter
+/** File system filter
*/
class FileSystemFilter : public IOSystem
{
public:
- /** Constructor. */
- FileSystemFilter(const std::string& file, IOSystem* old)
- : wrapped (old)
- , src_file (file)
- {
- ai_assert(NULL != wrapped);
-
- // Determine base directory
- base = src_file;
- std::string::size_type ss2;
- if (std::string::npos != (ss2 = base.find_last_of("\\/"))) {
- base.erase(ss2,base.length()-ss2);
- }
- else {
- base = "";
- // return;
- }
-
- // make sure the directory is terminated properly
- char s;
-
- if (base.length() == 0) {
- base = ".";
- base += getOsSeparator();
- }
- else if ((s = *(base.end()-1)) != '\\' && s != '/')
- base += getOsSeparator();
-
- DefaultLogger::get()->info("Import root directory is \'" + base + "\'");
- }
-
- /** Destructor. */
- ~FileSystemFilter()
- {
- // haha
- }
-
- // -------------------------------------------------------------------
- /** Tests for the existence of a file at the given path. */
- bool Exists( const char* pFile) const
- {
- std::string tmp = pFile;
-
- // Currently this IOSystem is also used to open THE ONE FILE.
- if (tmp != src_file) {
- BuildPath(tmp);
- Cleanup(tmp);
- }
-
- return wrapped->Exists(tmp);
- }
-
- // -------------------------------------------------------------------
- /** Returns the directory separator. */
- char getOsSeparator() const
- {
- return wrapped->getOsSeparator();
- }
-
- // -------------------------------------------------------------------
- /** Open a new file with a given path. */
- IOStream* Open( const char* pFile, const char* pMode = "rb")
- {
- ai_assert(pFile);
- ai_assert(pMode);
-
- // First try the unchanged path
- IOStream* s = wrapped->Open(pFile,pMode);
-
- if (!s) {
- std::string tmp = pFile;
-
- // Try to convert between absolute and relative paths
- BuildPath(tmp);
- s = wrapped->Open(tmp,pMode);
-
- if (!s) {
- // Finally, look for typical issues with paths
- // and try to correct them. This is our last
- // resort.
- Cleanup(tmp);
- s = wrapped->Open(tmp,pMode);
- }
- }
-
- return s;
- }
-
- // -------------------------------------------------------------------
- /** Closes the given file and releases all resources associated with it. */
- void Close( IOStream* pFile)
- {
- return wrapped->Close(pFile);
- }
-
- // -------------------------------------------------------------------
- /** Compare two paths */
- bool ComparePaths (const char* one, const char* second) const
- {
- return wrapped->ComparePaths (one,second);
- }
+ /** Constructor. */
+ FileSystemFilter(const std::string& file, IOSystem* old)
+ : wrapped (old)
+ , src_file (file)
+ , sep(wrapped->getOsSeparator())
+ {
+ ai_assert(NULL != wrapped);
+
+ // Determine base directory
+ base = src_file;
+ std::string::size_type ss2;
+ if (std::string::npos != (ss2 = base.find_last_of("\\/"))) {
+ base.erase(ss2,base.length()-ss2);
+ }
+ else {
+ base = "";
+ // return;
+ }
+
+ // make sure the directory is terminated properly
+ char s;
+
+ if (base.length() == 0) {
+ base = ".";
+ base += getOsSeparator();
+ }
+ else if ((s = *(base.end()-1)) != '\\' && s != '/') {
+ base += getOsSeparator();
+ }
+
+ DefaultLogger::get()->info("Import root directory is \'" + base + "\'");
+ }
+
+ /** Destructor. */
+ ~FileSystemFilter()
+ {
+ // haha
+ }
+
+ // -------------------------------------------------------------------
+ /** Tests for the existence of a file at the given path. */
+ bool Exists( const char* pFile) const
+ {
+ std::string tmp = pFile;
+
+ // Currently this IOSystem is also used to open THE ONE FILE.
+ if (tmp != src_file) {
+ BuildPath(tmp);
+ Cleanup(tmp);
+ }
+
+ return wrapped->Exists(tmp);
+ }
+
+ // -------------------------------------------------------------------
+ /** Returns the directory separator. */
+ char getOsSeparator() const
+ {
+ return sep;
+ }
+
+ // -------------------------------------------------------------------
+ /** Open a new file with a given path. */
+ IOStream* Open( const char* pFile, const char* pMode = "rb")
+ {
+ ai_assert(pFile);
+ ai_assert(pMode);
+
+ // First try the unchanged path
+ IOStream* s = wrapped->Open(pFile,pMode);
+
+ if (!s) {
+ std::string tmp = pFile;
+
+ // Try to convert between absolute and relative paths
+ BuildPath(tmp);
+ s = wrapped->Open(tmp,pMode);
+
+ if (!s) {
+ // Finally, look for typical issues with paths
+ // and try to correct them. This is our last
+ // resort.
+ tmp = pFile;
+ Cleanup(tmp);
+ BuildPath(tmp);
+ s = wrapped->Open(tmp,pMode);
+ }
+ }
+
+ return s;
+ }
+
+ // -------------------------------------------------------------------
+ /** Closes the given file and releases all resources associated with it. */
+ void Close( IOStream* pFile)
+ {
+ return wrapped->Close(pFile);
+ }
+
+ // -------------------------------------------------------------------
+ /** Compare two paths */
+ bool ComparePaths (const char* one, const char* second) const
+ {
+ return wrapped->ComparePaths (one,second);
+ }
+
+private:
+
+ // -------------------------------------------------------------------
+ /** Build a valid path from a given relative or absolute path.
+ */
+ void BuildPath (std::string& in) const
+ {
+ // if we can already access the file, great.
+ if (in.length() < 3 || wrapped->Exists(in)) {
+ return;
+ }
+
+ // Determine whether this is a relative path (Windows-specific - most assets are packaged on Windows).
+ if (in[1] != ':') {
+
+ // append base path and try
+ const std::string tmp = base + in;
+ if (wrapped->Exists(tmp)) {
+ in = tmp;
+ return;
+ }
+ }
+
+ // Chop of the file name and look in the model directory, if
+ // this fails try all sub paths of the given path, i.e.
+ // if the given path is foo/bar/something.lwo, try
+ // <base>/something.lwo
+ // <base>/bar/something.lwo
+ // <base>/foo/bar/something.lwo
+ std::string::size_type pos = in.rfind('/');
+ if (std::string::npos == pos) {
+ pos = in.rfind('\\');
+ }
+
+ if (std::string::npos != pos) {
+ std::string tmp;
+ std::string::size_type last_dirsep = std::string::npos;
+
+ while(true) {
+ tmp = base;
+ tmp += sep;
+
+ std::string::size_type dirsep = in.rfind('/', last_dirsep);
+ if (std::string::npos == dirsep) {
+ dirsep = in.rfind('\\', last_dirsep);
+ }
+
+ if (std::string::npos == dirsep || dirsep == 0) {
+ // we did try this already.
+ break;
+ }
+
+ last_dirsep = dirsep-1;
+
+ tmp += in.substr(dirsep+1, in.length()-pos);
+ if (wrapped->Exists(tmp)) {
+ in = tmp;
+ return;
+ }
+ }
+ }
+
+ // hopefully the underlying file system has another few tricks to access this file ...
+ }
+
+ // -------------------------------------------------------------------
+ /** Cleanup the given path
+ */
+ void Cleanup (std::string& in) const
+ {
+ char last = 0;
+ if(in.empty()) {
+ return;
+ }
+
+ // Remove a very common issue when we're parsing file names: spaces at the
+ // beginning of the path.
+ std::string::iterator it = in.begin();
+ while (IsSpaceOrNewLine( *it ))++it;
+ if (it != in.begin()) {
+ in.erase(in.begin(),it+1);
+ }
+
+ const char sep = getOsSeparator();
+ for (it = in.begin(); it != in.end(); ++it) {
+ // Exclude :// and \\, which remain untouched.
+ // https://sourceforge.net/tracker/?func=detail&aid=3031725&group_id=226462&atid=1067632
+ if ( !strncmp(&*it, "://", 3 )) {
+ it += 3;
+ continue;
+ }
+ if (it == in.begin() && !strncmp(&*it, "\\\\", 2)) {
+ it += 2;
+ continue;
+ }
+
+ // Cleanup path delimiters
+ if (*it == '/' || (*it) == '\\') {
+ *it = sep;
+
+ // And we're removing double delimiters, frequent issue with
+ // incorrectly composited paths ...
+ if (last == *it) {
+ it = in.erase(it);
+ --it;
+ }
+ }
+ else if (*it == '%' && in.end() - it > 2) {
+
+ // Hex sequence in URIs
+ if( IsHex((&*it)[0]) && IsHex((&*it)[1]) ) {
+ *it = HexOctetToDecimal(&*it);
+ it = in.erase(it+1,it+2);
+ --it;
+ }
+ }
+
+ last = *it;
+ }
+ }
private:
- IOSystem* wrapped;
- std::string src_file, base;
-
- // -------------------------------------------------------------------
- /** Build a valid path from a given relative or absolute path.
- */
- void BuildPath (std::string& in) const
- {
- // if we can already access the file, great.
- if (in.length() < 3 || wrapped->Exists(in.c_str())) {
- return;
- }
-
- // Determine whether this is a relative path (Windows-specific - most assets are packaged on Windows).
- if (in[1] != ':') {
-
- // append base path and try
- in = base + in;
- if (wrapped->Exists(in.c_str())) {
- return;
- }
- }
-
- // hopefully the underyling file system has another few tricks to access this file ...
- }
-
- // -------------------------------------------------------------------
- /** Cleanup the given path
- */
- void Cleanup (std::string& in) const
- {
- char last = 0;
-
- // Remove a very common issue when we're parsing file names: spaces at the
- // beginning of the path.
- std::string::iterator it = in.begin();
- while (IsSpaceOrNewLine( *it ))++it;
- if (it != in.begin())
- in.erase(in.begin(),it+1);
-
- const char sep = getOsSeparator();
- for (it = in.begin(); it != in.end(); ++it) {
- // Exclude :// and \\, which remain untouched.
- // https://sourceforge.net/tracker/?func=detail&aid=3031725&group_id=226462&atid=1067632
- if ( !strncmp(&*it, "://", 3 )) {
- it += 3;
- continue;
- }
- if (it == in.begin() && !strncmp(&*it, "\\\\", 2)) {
- it += 2;
- continue;
- }
-
- // Cleanup path delimiters
- if (*it == '/' || (*it) == '\\') {
- *it = sep;
-
- // And we're removing double delimiters, frequent issue with
- // incorrectly composited paths ...
- if (last == *it) {
- it = in.erase(it);
- --it;
- }
- }
- else if (*it == '%' && in.end() - it > 2) {
-
- // Hex sequence in URIs
- uint32_t tmp;
- if ( 0xffffffff != (tmp = HexOctetToDecimal(&*it))) {
- *it = (char)tmp;
- it = in.erase(it+1,it+2);
- --it;
- }
- }
-
- last = *it;
- }
- }
+ IOSystem* wrapped;
+ std::string src_file, base;
+ char sep;
};
} //!ns Assimp
diff --git a/src/3rdparty/assimp/code/FindDegenerates.cpp b/src/3rdparty/assimp/code/FindDegenerates.cpp
index 3cdd325dd..3870e0495 100644
--- a/src/3rdparty/assimp/code/FindDegenerates.cpp
+++ b/src/3rdparty/assimp/code/FindDegenerates.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -61,156 +61,156 @@ FindDegeneratesProcess::FindDegeneratesProcess()
// Destructor, private as well
FindDegeneratesProcess::~FindDegeneratesProcess()
{
- // nothing to do here
+ // nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool FindDegeneratesProcess::IsActive( unsigned int pFlags) const
{
- return 0 != (pFlags & aiProcess_FindDegenerates);
+ return 0 != (pFlags & aiProcess_FindDegenerates);
}
// ------------------------------------------------------------------------------------------------
// Setup import configuration
void FindDegeneratesProcess::SetupProperties(const Importer* pImp)
{
- // Get the current value of AI_CONFIG_PP_FD_REMOVE
- configRemoveDegenerates = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_FD_REMOVE,0));
+ // Get the current value of AI_CONFIG_PP_FD_REMOVE
+ configRemoveDegenerates = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_FD_REMOVE,0));
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void FindDegeneratesProcess::Execute( aiScene* pScene)
{
- DefaultLogger::get()->debug("FindDegeneratesProcess begin");
- for (unsigned int i = 0; i < pScene->mNumMeshes;++i){
- ExecuteOnMesh( pScene->mMeshes[i]);
- }
- DefaultLogger::get()->debug("FindDegeneratesProcess finished");
+ DefaultLogger::get()->debug("FindDegeneratesProcess begin");
+ for (unsigned int i = 0; i < pScene->mNumMeshes;++i){
+ ExecuteOnMesh( pScene->mMeshes[i]);
+ }
+ DefaultLogger::get()->debug("FindDegeneratesProcess finished");
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported mesh
void FindDegeneratesProcess::ExecuteOnMesh( aiMesh* mesh)
{
- mesh->mPrimitiveTypes = 0;
-
- std::vector<bool> remove_me;
- if (configRemoveDegenerates)
- remove_me.resize(mesh->mNumFaces,false);
-
- unsigned int deg = 0, limit;
- for (unsigned int a = 0; a < mesh->mNumFaces; ++a)
- {
- aiFace& face = mesh->mFaces[a];
- bool first = true;
-
- // check whether the face contains degenerated entries
- for (register unsigned int i = 0; i < face.mNumIndices; ++i)
- {
- // Polygons with more than 4 points are allowed to have double points, that is
- // simulating polygons with holes just with concave polygons. However,
- // double points may not come directly after another.
- limit = face.mNumIndices;
- if (face.mNumIndices > 4)
- limit = std::min(limit,i+2);
-
- for (register unsigned int t = i+1; t < limit; ++t)
- {
- if (mesh->mVertices[face.mIndices[i]] == mesh->mVertices[face.mIndices[t]])
- {
- // we have found a matching vertex position
- // remove the corresponding index from the array
- --face.mNumIndices;--limit;
- for (unsigned int m = t; m < face.mNumIndices; ++m)
- {
- face.mIndices[m] = face.mIndices[m+1];
- }
- --t;
-
- // NOTE: we set the removed vertex index to an unique value
- // to make sure the developer gets notified when his
- // application attemps to access this data.
- face.mIndices[face.mNumIndices] = 0xdeadbeef;
-
- if (first)
- {
- ++deg;
- first = false;
- }
-
- if (configRemoveDegenerates) {
- remove_me[a] = true;
- goto evil_jump_outside; // hrhrhrh ... yeah, this rocks baby!
- }
- }
- }
- }
-
- // We need to update the primitive flags array of the mesh.
- switch (face.mNumIndices)
- {
- case 1u:
- mesh->mPrimitiveTypes |= aiPrimitiveType_POINT;
- break;
- case 2u:
- mesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
- break;
- case 3u:
- mesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
- break;
- default:
- mesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
- break;
- };
+ mesh->mPrimitiveTypes = 0;
+
+ std::vector<bool> remove_me;
+ if (configRemoveDegenerates)
+ remove_me.resize(mesh->mNumFaces,false);
+
+ unsigned int deg = 0, limit;
+ for (unsigned int a = 0; a < mesh->mNumFaces; ++a)
+ {
+ aiFace& face = mesh->mFaces[a];
+ bool first = true;
+
+ // check whether the face contains degenerated entries
+ for (register unsigned int i = 0; i < face.mNumIndices; ++i)
+ {
+ // Polygons with more than 4 points are allowed to have double points, that is
+ // simulating polygons with holes just with concave polygons. However,
+ // double points may not come directly after another.
+ limit = face.mNumIndices;
+ if (face.mNumIndices > 4)
+ limit = std::min(limit,i+2);
+
+ for (register unsigned int t = i+1; t < limit; ++t)
+ {
+ if (mesh->mVertices[face.mIndices[i]] == mesh->mVertices[face.mIndices[t]])
+ {
+ // we have found a matching vertex position
+ // remove the corresponding index from the array
+ --face.mNumIndices;--limit;
+ for (unsigned int m = t; m < face.mNumIndices; ++m)
+ {
+ face.mIndices[m] = face.mIndices[m+1];
+ }
+ --t;
+
+ // NOTE: we set the removed vertex index to an unique value
+ // to make sure the developer gets notified when his
+ // application attemps to access this data.
+ face.mIndices[face.mNumIndices] = 0xdeadbeef;
+
+ if(first)
+ {
+ ++deg;
+ first = false;
+ }
+
+ if (configRemoveDegenerates) {
+ remove_me[a] = true;
+ goto evil_jump_outside; // hrhrhrh ... yeah, this rocks baby!
+ }
+ }
+ }
+ }
+
+ // We need to update the primitive flags array of the mesh.
+ switch (face.mNumIndices)
+ {
+ case 1u:
+ mesh->mPrimitiveTypes |= aiPrimitiveType_POINT;
+ break;
+ case 2u:
+ mesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
+ break;
+ case 3u:
+ mesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
+ break;
+ default:
+ mesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
+ break;
+ };
evil_jump_outside:
- continue;
- }
-
- // If AI_CONFIG_PP_FD_REMOVE is true, remove degenerated faces from the import
- if (configRemoveDegenerates && deg) {
- unsigned int n = 0;
- for (unsigned int a = 0; a < mesh->mNumFaces; ++a)
- {
- aiFace& face_src = mesh->mFaces[a];
- if (!remove_me[a]) {
- aiFace& face_dest = mesh->mFaces[n++];
-
- // Do a manual copy, keep the index array
- face_dest.mNumIndices = face_src.mNumIndices;
- face_dest.mIndices = face_src.mIndices;
-
- if (&face_src != &face_dest) {
- // clear source
- face_src.mNumIndices = 0;
- face_src.mIndices = NULL;
- }
- }
- else {
- // Otherwise delete it if we don't need this face
- delete[] face_src.mIndices;
- face_src.mIndices = NULL;
- face_src.mNumIndices = 0;
- }
- }
- // Just leave the rest of the array unreferenced, we don't care for now
- mesh->mNumFaces = n;
- if (!mesh->mNumFaces) {
- // WTF!?
- // OK ... for completeness and because I'm not yet tired,
- // let's write code that willl hopefully never be called
- // (famous last words)
-
- // OK ... bad idea.
- throw DeadlyImportError("Mesh is empty after removal of degenerated primitives ... WTF!?");
- }
- }
-
- if (deg && !DefaultLogger::isNullLogger())
- {
- char s[64];
- ASSIMP_itoa10(s,deg);
- DefaultLogger::get()->warn(std::string("Found ") + s + " degenerated primitives");
- }
+ continue;
+ }
+
+ // If AI_CONFIG_PP_FD_REMOVE is true, remove degenerated faces from the import
+ if (configRemoveDegenerates && deg) {
+ unsigned int n = 0;
+ for (unsigned int a = 0; a < mesh->mNumFaces; ++a)
+ {
+ aiFace& face_src = mesh->mFaces[a];
+ if (!remove_me[a]) {
+ aiFace& face_dest = mesh->mFaces[n++];
+
+ // Do a manual copy, keep the index array
+ face_dest.mNumIndices = face_src.mNumIndices;
+ face_dest.mIndices = face_src.mIndices;
+
+ if (&face_src != &face_dest) {
+ // clear source
+ face_src.mNumIndices = 0;
+ face_src.mIndices = NULL;
+ }
+ }
+ else {
+ // Otherwise delete it if we don't need this face
+ delete[] face_src.mIndices;
+ face_src.mIndices = NULL;
+ face_src.mNumIndices = 0;
+ }
+ }
+ // Just leave the rest of the array unreferenced, we don't care for now
+ mesh->mNumFaces = n;
+ if (!mesh->mNumFaces) {
+ // WTF!?
+ // OK ... for completeness and because I'm not yet tired,
+ // let's write code that willl hopefully never be called
+ // (famous last words)
+
+ // OK ... bad idea.
+ throw DeadlyImportError("Mesh is empty after removal of degenerated primitives ... WTF!?");
+ }
+ }
+
+ if (deg && !DefaultLogger::isNullLogger())
+ {
+ char s[64];
+ ASSIMP_itoa10(s,deg);
+ DefaultLogger::get()->warn(std::string("Found ") + s + " degenerated primitives");
+ }
}
diff --git a/src/3rdparty/assimp/code/FindDegenerates.h b/src/3rdparty/assimp/code/FindDegenerates.h
index daa5cf93d..ec82882d4 100644
--- a/src/3rdparty/assimp/code/FindDegenerates.h
+++ b/src/3rdparty/assimp/code/FindDegenerates.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -44,66 +44,61 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#define AI_FINDDEGENERATESPROCESS_H_INC
#include "BaseProcess.h"
-#include "../include/aiMesh.h"
+#include "../include/assimp/mesh.h"
class FindDegeneratesProcessTest;
-namespace Assimp {
+namespace Assimp {
// ---------------------------------------------------------------------------
/** FindDegeneratesProcess: Searches a mesh for degenerated triangles.
*/
-class ASSIMP_API FindDegeneratesProcess : public BaseProcess
+class FindDegeneratesProcess : public BaseProcess
{
- friend class Importer;
- friend class ::FindDegeneratesProcessTest; // grant the unit test full access to us
-
-protected:
- /** Constructor to be privately used by Importer */
- FindDegeneratesProcess();
-
- /** Destructor, private as well */
- ~FindDegeneratesProcess();
-
public:
- // -------------------------------------------------------------------
- // Check whether step is active
- bool IsActive( unsigned int pFlags) const;
-
- // -------------------------------------------------------------------
- // Execute step on a given scene
- void Execute( aiScene* pScene);
-
- // -------------------------------------------------------------------
- // Setup import settings
- void SetupProperties(const Importer* pImp);
+ FindDegeneratesProcess();
+ ~FindDegeneratesProcess();
- // -------------------------------------------------------------------
- // Execute step on a given mesh
- void ExecuteOnMesh( aiMesh* mesh);
-
-
- // -------------------------------------------------------------------
- /** @brief Enable the instant removal of degenerated primitives
- * @param d hm ... difficult to guess what this means, hu!?
- */
- void EnableInstantRemoval(bool d) {
- configRemoveDegenerates = d;
- }
-
- // -------------------------------------------------------------------
- /** @brief Check whether instant removal is currently enabled
- * @return ...
- */
- bool IsInstantRemoval() const {
- return configRemoveDegenerates;
- }
+public:
+
+ // -------------------------------------------------------------------
+ // Check whether step is active
+ bool IsActive( unsigned int pFlags) const;
+
+ // -------------------------------------------------------------------
+ // Execute step on a given scene
+ void Execute( aiScene* pScene);
+
+ // -------------------------------------------------------------------
+ // Setup import settings
+ void SetupProperties(const Importer* pImp);
+
+ // -------------------------------------------------------------------
+ // Execute step on a given mesh
+ void ExecuteOnMesh( aiMesh* mesh);
+
+
+ // -------------------------------------------------------------------
+ /** @brief Enable the instant removal of degenerated primitives
+ * @param d hm ... difficult to guess what this means, hu!?
+ */
+ void EnableInstantRemoval(bool d) {
+ configRemoveDegenerates = d;
+ }
+
+ // -------------------------------------------------------------------
+ /** @brief Check whether instant removal is currently enabled
+ * @return ...
+ */
+ bool IsInstantRemoval() const {
+ return configRemoveDegenerates;
+ }
private:
- //! Configuration option: remove degenerates faces immediately
- bool configRemoveDegenerates;
+ //! Configuration option: remove degenerates faces immediately
+ bool configRemoveDegenerates;
};
}
diff --git a/src/3rdparty/assimp/code/FindInstancesProcess.cpp b/src/3rdparty/assimp/code/FindInstancesProcess.cpp
index 3ce59dd8d..c857bb21d 100644
--- a/src/3rdparty/assimp/code/FindInstancesProcess.cpp
+++ b/src/3rdparty/assimp/code/FindInstancesProcess.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -46,18 +46,12 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "AssimpPCH.h"
#include "FindInstancesProcess.h"
-#include <QtGlobal>
-
-#if defined(__QNXNTO__)
-#include <stdio.h>
-#endif
-
using namespace Assimp;
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
FindInstancesProcess::FindInstancesProcess()
-: configSpeedFlag (false)
+: configSpeedFlag (false)
{}
// ------------------------------------------------------------------------------------------------
@@ -69,226 +63,215 @@ FindInstancesProcess::~FindInstancesProcess()
// Returns whether the processing step is present in the given flag field.
bool FindInstancesProcess::IsActive( unsigned int pFlags) const
{
- // FindInstances makes absolutely no sense together with PreTransformVertices
- // fixme: spawn error message somewhere else?
- return 0 != (pFlags & aiProcess_FindInstances) && 0 == (pFlags & aiProcess_PreTransformVertices);
+ // FindInstances makes absolutely no sense together with PreTransformVertices
+ // fixme: spawn error message somewhere else?
+ return 0 != (pFlags & aiProcess_FindInstances) && 0 == (pFlags & aiProcess_PreTransformVertices);
}
// ------------------------------------------------------------------------------------------------
// Setup properties for the step
void FindInstancesProcess::SetupProperties(const Importer* pImp)
{
- // AI_CONFIG_FAVOUR_SPEED
- configSpeedFlag = (0 != pImp->GetPropertyInteger(AI_CONFIG_FAVOUR_SPEED,0));
+ // AI_CONFIG_FAVOUR_SPEED
+ configSpeedFlag = (0 != pImp->GetPropertyInteger(AI_CONFIG_FAVOUR_SPEED,0));
}
// ------------------------------------------------------------------------------------------------
// Compare the bones of two meshes
bool CompareBones(const aiMesh* orig, const aiMesh* inst)
{
- for (unsigned int i = 0; i < orig->mNumBones;++i) {
- aiBone* aha = orig->mBones[i];
- aiBone* oha = inst->mBones[i];
-
- if (aha->mNumWeights != oha->mNumWeights ||
- aha->mOffsetMatrix != oha->mOffsetMatrix ||
- aha->mNumWeights != oha->mNumWeights) {
- return false;
- }
-
- // compare weight per weight ---
- for (unsigned int n = 0; n < aha->mNumWeights;++n) {
- if (aha->mWeights[n].mVertexId != oha->mWeights[n].mVertexId ||
- (aha->mWeights[n].mWeight - oha->mWeights[n].mWeight) < 10e-3f) {
- return false;
- }
- }
- }
- return true;
+ for (unsigned int i = 0; i < orig->mNumBones;++i) {
+ aiBone* aha = orig->mBones[i];
+ aiBone* oha = inst->mBones[i];
+
+ if (aha->mNumWeights != oha->mNumWeights ||
+ aha->mOffsetMatrix != oha->mOffsetMatrix ||
+ aha->mNumWeights != oha->mNumWeights) {
+ return false;
+ }
+
+ // compare weight per weight ---
+ for (unsigned int n = 0; n < aha->mNumWeights;++n) {
+ if (aha->mWeights[n].mVertexId != oha->mWeights[n].mVertexId ||
+ (aha->mWeights[n].mWeight - oha->mWeights[n].mWeight) < 10e-3f) {
+ return false;
+ }
+ }
+ }
+ return true;
}
// ------------------------------------------------------------------------------------------------
// Update mesh indices in the node graph
void UpdateMeshIndices(aiNode* node, unsigned int* lookup)
{
- for (unsigned int n = 0; n < node->mNumMeshes;++n)
- node->mMeshes[n] = lookup[node->mMeshes[n]];
+ for (unsigned int n = 0; n < node->mNumMeshes;++n)
+ node->mMeshes[n] = lookup[node->mMeshes[n]];
- for (unsigned int n = 0; n < node->mNumChildren;++n)
- UpdateMeshIndices(node->mChildren[n],lookup);
+ for (unsigned int n = 0; n < node->mNumChildren;++n)
+ UpdateMeshIndices(node->mChildren[n],lookup);
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void FindInstancesProcess::Execute( aiScene* pScene)
{
- DefaultLogger::get()->debug("FindInstancesProcess begin");
- if (pScene->mNumMeshes) {
-
- // use a pseudo hash for all meshes in the scene to quickly find
- // the ones which are possibly equal. This step is executed early
- // in the pipeline, so we could, depending on the file format,
- // have several thousand small meshes. That's too much for a brute
- // everyone-against-everyone check involving up to 10 comparisons
- // each.
- boost::scoped_array<uint64_t> hashes (new uint64_t[pScene->mNumMeshes]);
- boost::scoped_array<unsigned int> remapping (new unsigned int[pScene->mNumMeshes]);
-
- unsigned int numMeshesOut = 0;
- for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
-
- aiMesh* inst = pScene->mMeshes[i];
- hashes[i] = GetMeshHash(inst);
-
- for (int a = i-1; a >= 0; --a) {
- if (hashes[i] == hashes[a])
- {
- aiMesh* orig = pScene->mMeshes[a];
- if (!orig)
- continue;
-
- // check for hash collision .. we needn't check
- // the vertex format, it *must* match due to the
- // (brilliant) construction of the hash
- if (orig->mNumBones != inst->mNumBones ||
- orig->mNumFaces != inst->mNumFaces ||
- orig->mNumVertices != inst->mNumVertices ||
- orig->mMaterialIndex != inst->mMaterialIndex ||
- orig->mPrimitiveTypes != inst->mPrimitiveTypes)
- continue;
-
- // up to now the meshes are equal. find an appropriate
- // epsilon to compare position differences against
- float epsilon = ComputePositionEpsilon(inst);
- epsilon *= epsilon;
-
- // now compare vertex positions, normals,
- // tangents and bitangents using this epsilon.
- if (orig->HasPositions()) {
- if (!CompareArrays(orig->mVertices,inst->mVertices,orig->mNumVertices,epsilon))
- continue;
- }
- if (orig->HasNormals()) {
- if (!CompareArrays(orig->mNormals,inst->mNormals,orig->mNumVertices,epsilon))
- continue;
- }
- if (orig->HasTangentsAndBitangents()) {
- if (!CompareArrays(orig->mTangents,inst->mTangents,orig->mNumVertices,epsilon) ||
- !CompareArrays(orig->mBitangents,inst->mBitangents,orig->mNumVertices,epsilon))
- continue;
- }
-
- // use a constant epsilon for colors and UV coordinates
- static const float uvEpsilon = 10e-4f;
-
- Q_ASSERT(4 == AI_MAX_NUMBER_OF_COLOR_SETS);
-
- // as in JIV: manually unrolled as continue wouldn't work as desired in inner loops
- if (orig->mTextureCoords[0]) {
- if (!CompareArrays(orig->mTextureCoords[0],inst->mTextureCoords[0],orig->mNumVertices,uvEpsilon))
- continue;
- if (orig->mTextureCoords[1]) {
- if (!CompareArrays(orig->mTextureCoords[1],inst->mTextureCoords[1],orig->mNumVertices,uvEpsilon))
- continue;
- if (orig->mTextureCoords[2]) {
- if (!CompareArrays(orig->mTextureCoords[2],inst->mTextureCoords[2],orig->mNumVertices,uvEpsilon))
- continue;
- if (orig->mTextureCoords[3]) {
- if (!CompareArrays(orig->mTextureCoords[3],inst->mTextureCoords[3],orig->mNumVertices,uvEpsilon))
- continue;
- }
- }
- }
- }
-
- Q_ASSERT(4 == AI_MAX_NUMBER_OF_COLOR_SETS);
-
- // and the same nasty stuff for vertex colors ...
- if (orig->mColors[0]) {
- if (!CompareArrays(orig->mColors[0],inst->mColors[0],orig->mNumVertices,uvEpsilon))
- continue;
- if (orig->mTextureCoords[1]) {
- if (!CompareArrays(orig->mColors[1],inst->mColors[1],orig->mNumVertices,uvEpsilon))
- continue;
- if (orig->mTextureCoords[2]) {
- if (!CompareArrays(orig->mColors[2],inst->mColors[2],orig->mNumVertices,uvEpsilon))
- continue;
- if (orig->mTextureCoords[3]) {
- if (!CompareArrays(orig->mColors[3],inst->mColors[3],orig->mNumVertices,uvEpsilon))
- continue;
- }
- }
- }
- }
-
- // These two checks are actually quite expensive and almost *never* required.
- // Almost. That's why they're still here. But there's no reason to do them
- // in speed-targeted imports.
- if (!configSpeedFlag) {
-
- // It seems to be strange, but we really need to check whether the
- // bones are identical too. Although it's extremely unprobable
- // that they're not if control reaches here, we need to deal
- // with unprobable cases, too. It could still be that there are
- // equal shapes which are deformed differently.
- if (!CompareBones(orig,inst))
- continue;
-
- // For completeness ... compare even the index buffers for equality
- // face order & winding order doesn't care. Input data is in verbose format.
- boost::scoped_array<unsigned int> ftbl_orig(new unsigned int[orig->mNumVertices]);
- boost::scoped_array<unsigned int> ftbl_inst(new unsigned int[orig->mNumVertices]);
-
- for (unsigned int tt = 0; tt < orig->mNumFaces;++tt) {
- aiFace& f = orig->mFaces[tt];
- for (unsigned int nn = 0; nn < f.mNumIndices;++nn)
- ftbl_orig[f.mIndices[nn]] = tt;
-
- aiFace& f2 = inst->mFaces[tt];
- for (unsigned int nn = 0; nn < f2.mNumIndices;++nn)
- ftbl_inst[f2.mIndices[nn]] = tt;
- }
- if (0 != ::memcmp(ftbl_inst.get(),ftbl_orig.get(),orig->mNumVertices*sizeof(unsigned int)))
- continue;
- }
-
- // We're still here. Or in other words: 'inst' is an instance of 'orig'.
- // Place a marker in our list that we can easily update mesh indices.
- remapping[i] = remapping[a];
-
- // Delete the instanced mesh, we don't need it anymore
- delete inst;
- pScene->mMeshes[i] = NULL;
- break;
- }
- }
-
- // If we didn't find a match for the current mesh: keep it
- if (pScene->mMeshes[i]) {
- remapping[i] = numMeshesOut++;
- }
- }
- ai_assert(0 != numMeshesOut);
- if (numMeshesOut != pScene->mNumMeshes) {
-
- // Collapse the meshes array by removing all NULL entries
- for (unsigned int real = 0, i = 0; real < numMeshesOut; ++i) {
- if (pScene->mMeshes[i])
- pScene->mMeshes[real++] = pScene->mMeshes[i];
- }
-
- // And update the nodegraph with our nice lookup table
- UpdateMeshIndices(pScene->mRootNode,remapping.get());
-
- // write to log
- if (!DefaultLogger::isNullLogger()) {
-
- char buffer[512];
- ::sprintf(buffer,"FindInstancesProcess finished. Found %i instances",pScene->mNumMeshes-numMeshesOut);
- DefaultLogger::get()->info(buffer);
- }
- pScene->mNumMeshes = numMeshesOut;
- }
- else DefaultLogger::get()->debug("FindInstancesProcess finished. No instanced meshes found");
- }
+ DefaultLogger::get()->debug("FindInstancesProcess begin");
+ if (pScene->mNumMeshes) {
+
+ // use a pseudo hash for all meshes in the scene to quickly find
+ // the ones which are possibly equal. This step is executed early
+ // in the pipeline, so we could, depending on the file format,
+ // have several thousand small meshes. That's too much for a brute
+ // everyone-against-everyone check involving up to 10 comparisons
+ // each.
+ boost::scoped_array<uint64_t> hashes (new uint64_t[pScene->mNumMeshes]);
+ boost::scoped_array<unsigned int> remapping (new unsigned int[pScene->mNumMeshes]);
+
+ unsigned int numMeshesOut = 0;
+ for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
+
+ aiMesh* inst = pScene->mMeshes[i];
+ hashes[i] = GetMeshHash(inst);
+
+ for (int a = i-1; a >= 0; --a) {
+ if (hashes[i] == hashes[a])
+ {
+ aiMesh* orig = pScene->mMeshes[a];
+ if (!orig)
+ continue;
+
+ // check for hash collision .. we needn't check
+ // the vertex format, it *must* match due to the
+ // (brilliant) construction of the hash
+ if (orig->mNumBones != inst->mNumBones ||
+ orig->mNumFaces != inst->mNumFaces ||
+ orig->mNumVertices != inst->mNumVertices ||
+ orig->mMaterialIndex != inst->mMaterialIndex ||
+ orig->mPrimitiveTypes != inst->mPrimitiveTypes)
+ continue;
+
+ // up to now the meshes are equal. find an appropriate
+ // epsilon to compare position differences against
+ float epsilon = ComputePositionEpsilon(inst);
+ epsilon *= epsilon;
+
+ // now compare vertex positions, normals,
+ // tangents and bitangents using this epsilon.
+ if (orig->HasPositions()) {
+ if(!CompareArrays(orig->mVertices,inst->mVertices,orig->mNumVertices,epsilon))
+ continue;
+ }
+ if (orig->HasNormals()) {
+ if(!CompareArrays(orig->mNormals,inst->mNormals,orig->mNumVertices,epsilon))
+ continue;
+ }
+ if (orig->HasTangentsAndBitangents()) {
+ if (!CompareArrays(orig->mTangents,inst->mTangents,orig->mNumVertices,epsilon) ||
+ !CompareArrays(orig->mBitangents,inst->mBitangents,orig->mNumVertices,epsilon))
+ continue;
+ }
+
+ // use a constant epsilon for colors and UV coordinates
+ static const float uvEpsilon = 10e-4f;
+
+ {
+ unsigned int i, end = orig->GetNumUVChannels();
+ for(i = 0; i < end; ++i) {
+ if (!orig->mTextureCoords[i]) {
+ continue;
+ }
+ if(!CompareArrays(orig->mTextureCoords[i],inst->mTextureCoords[i],orig->mNumVertices,uvEpsilon)) {
+ break;
+ }
+ }
+ if (i != end) {
+ continue;
+ }
+ }
+ {
+ unsigned int i, end = orig->GetNumColorChannels();
+ for(i = 0; i < end; ++i) {
+ if (!orig->mColors[i]) {
+ continue;
+ }
+ if(!CompareArrays(orig->mColors[i],inst->mColors[i],orig->mNumVertices,uvEpsilon)) {
+ break;
+ }
+ }
+ if (i != end) {
+ continue;
+ }
+ }
+
+ // These two checks are actually quite expensive and almost *never* required.
+ // Almost. That's why they're still here. But there's no reason to do them
+ // in speed-targeted imports.
+ if (!configSpeedFlag) {
+
+ // It seems to be strange, but we really need to check whether the
+ // bones are identical too. Although it's extremely unprobable
+ // that they're not if control reaches here, we need to deal
+ // with unprobable cases, too. It could still be that there are
+ // equal shapes which are deformed differently.
+ if (!CompareBones(orig,inst))
+ continue;
+
+ // For completeness ... compare even the index buffers for equality
+ // face order & winding order doesn't care. Input data is in verbose format.
+ boost::scoped_array<unsigned int> ftbl_orig(new unsigned int[orig->mNumVertices]);
+ boost::scoped_array<unsigned int> ftbl_inst(new unsigned int[orig->mNumVertices]);
+
+ for (unsigned int tt = 0; tt < orig->mNumFaces;++tt) {
+ aiFace& f = orig->mFaces[tt];
+ for (unsigned int nn = 0; nn < f.mNumIndices;++nn)
+ ftbl_orig[f.mIndices[nn]] = tt;
+
+ aiFace& f2 = inst->mFaces[tt];
+ for (unsigned int nn = 0; nn < f2.mNumIndices;++nn)
+ ftbl_inst[f2.mIndices[nn]] = tt;
+ }
+ if (0 != ::memcmp(ftbl_inst.get(),ftbl_orig.get(),orig->mNumVertices*sizeof(unsigned int)))
+ continue;
+ }
+
+ // We're still here. Or in other words: 'inst' is an instance of 'orig'.
+ // Place a marker in our list that we can easily update mesh indices.
+ remapping[i] = remapping[a];
+
+ // Delete the instanced mesh, we don't need it anymore
+ delete inst;
+ pScene->mMeshes[i] = NULL;
+ break;
+ }
+ }
+
+ // If we didn't find a match for the current mesh: keep it
+ if (pScene->mMeshes[i]) {
+ remapping[i] = numMeshesOut++;
+ }
+ }
+ ai_assert(0 != numMeshesOut);
+ if (numMeshesOut != pScene->mNumMeshes) {
+
+ // Collapse the meshes array by removing all NULL entries
+ for (unsigned int real = 0, i = 0; real < numMeshesOut; ++i) {
+ if (pScene->mMeshes[i])
+ pScene->mMeshes[real++] = pScene->mMeshes[i];
+ }
+
+ // And update the nodegraph with our nice lookup table
+ UpdateMeshIndices(pScene->mRootNode,remapping.get());
+
+ // write to log
+ if (!DefaultLogger::isNullLogger()) {
+
+ char buffer[512];
+ ::sprintf(buffer,"FindInstancesProcess finished. Found %i instances",pScene->mNumMeshes-numMeshesOut);
+ DefaultLogger::get()->info(buffer);
+ }
+ pScene->mNumMeshes = numMeshesOut;
+ }
+ else DefaultLogger::get()->debug("FindInstancesProcess finished. No instanced meshes found");
+ }
}
diff --git a/src/3rdparty/assimp/code/FindInstancesProcess.h b/src/3rdparty/assimp/code/FindInstancesProcess.h
index 3b329a153..eecdad272 100644
--- a/src/3rdparty/assimp/code/FindInstancesProcess.h
+++ b/src/3rdparty/assimp/code/FindInstancesProcess.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -48,28 +48,28 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "ProcessHelper.h"
class FindInstancesProcessTest;
-namespace Assimp {
+namespace Assimp {
// -------------------------------------------------------------------------------
/** @brief Get a pseudo(!)-hash representing a mesh.
*
* The hash is built from number of vertices, faces, primitive types,
- * .... but *not* from the real mesh data. It isn't absolutely unique.
+ * .... but *not* from the real mesh data. The funcction is not a perfect hash.
* @param in Input mesh
- * @return Hash.
+ * @return Hash.
*/
-inline uint64_t GetMeshHash(aiMesh* in)
+inline uint64_t GetMeshHash(aiMesh* in)
{
- ai_assert(NULL != in);
+ ai_assert(NULL != in);
- // ... get an unique value representing the vertex format of the mesh
- const unsigned int fhash = GetMeshVFormatUnique(in);
+ // ... get an unique value representing the vertex format of the mesh
+ const unsigned int fhash = GetMeshVFormatUnique(in);
- // and bake it with number of vertices/faces/bones/matidx/ptypes
- return ((uint64_t)fhash << 32u) | ((
- (in->mNumBones << 16u) ^ (in->mNumVertices) ^
- (in->mNumFaces<<4u) ^ (in->mMaterialIndex<<15) ^
- (in->mPrimitiveTypes<<28)) & 0xffffffff );
+ // and bake it with number of vertices/faces/bones/matidx/ptypes
+ return ((uint64_t)fhash << 32u) | ((
+ (in->mNumBones << 16u) ^ (in->mNumVertices) ^
+ (in->mNumFaces<<4u) ^ (in->mMaterialIndex<<15) ^
+ (in->mPrimitiveTypes<<28)) & 0xffffffff );
}
// -------------------------------------------------------------------------------
@@ -81,58 +81,53 @@ inline uint64_t GetMeshHash(aiMesh* in)
* @param e Epsilon
* @return true if the arrays are identical
*/
-inline bool CompareArrays(const aiVector3D* first, const aiVector3D* second,
- unsigned int size, float e)
+inline bool CompareArrays(const aiVector3D* first, const aiVector3D* second,
+ unsigned int size, float e)
{
- for (const aiVector3D* end = first+size; first != end; ++first,++second) {
- if ( (*first - *second).SquareLength() >= e)
- return false;
- }
- return true;
+ for (const aiVector3D* end = first+size; first != end; ++first,++second) {
+ if ( (*first - *second).SquareLength() >= e)
+ return false;
+ }
+ return true;
}
// and the same for colors ...
-inline bool CompareArrays(const aiColor4D* first, const aiColor4D* second,
- unsigned int size, float e)
+inline bool CompareArrays(const aiColor4D* first, const aiColor4D* second,
+ unsigned int size, float e)
{
- for (const aiColor4D* end = first+size; first != end; ++first,++second) {
- if ( GetColorDifference(*first,*second) >= e)
- return false;
- }
- return true;
+ for (const aiColor4D* end = first+size; first != end; ++first,++second) {
+ if ( GetColorDifference(*first,*second) >= e)
+ return false;
+ }
+ return true;
}
// ---------------------------------------------------------------------------
/** @brief A post-processing steps to search for instanced meshes
*/
-class ASSIMP_API FindInstancesProcess : public BaseProcess
+class FindInstancesProcess : public BaseProcess
{
- friend class Importer;
- friend class ::FindInstancesProcessTest;
-
-protected:
- /** Constructor to be privately used by Importer */
- FindInstancesProcess();
+public:
- /** Destructor, private as well */
- ~FindInstancesProcess();
+ FindInstancesProcess();
+ ~FindInstancesProcess();
public:
- // -------------------------------------------------------------------
- // Check whether step is active in given flags combination
- bool IsActive( unsigned int pFlags) const;
+ // -------------------------------------------------------------------
+ // Check whether step is active in given flags combination
+ bool IsActive( unsigned int pFlags) const;
- // -------------------------------------------------------------------
- // Execute step on a given scene
- void Execute( aiScene* pScene);
+ // -------------------------------------------------------------------
+ // Execute step on a given scene
+ void Execute( aiScene* pScene);
- // -------------------------------------------------------------------
- // Setup properties prior to executing the process
- void SetupProperties(const Importer* pImp);
+ // -------------------------------------------------------------------
+ // Setup properties prior to executing the process
+ void SetupProperties(const Importer* pImp);
private:
- bool configSpeedFlag;
+ bool configSpeedFlag;
}; // ! end class FindInstancesProcess
} // ! end namespace Assimp
diff --git a/src/3rdparty/assimp/code/FindInvalidDataProcess.cpp b/src/3rdparty/assimp/code/FindInvalidDataProcess.cpp
index eceb4d807..6b7659ac4 100644
--- a/src/3rdparty/assimp/code/FindInvalidDataProcess.cpp
+++ b/src/3rdparty/assimp/code/FindInvalidDataProcess.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -54,165 +54,165 @@ using namespace Assimp;
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
-FindInvalidDataProcess::FindInvalidDataProcess() : configEpsilon(0.0f)
+FindInvalidDataProcess::FindInvalidDataProcess()
{
- // nothing to do here
+ // nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
FindInvalidDataProcess::~FindInvalidDataProcess()
{
- // nothing to do here
+ // nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool FindInvalidDataProcess::IsActive( unsigned int pFlags) const
{
- return 0 != (pFlags & aiProcess_FindInvalidData);
+ return 0 != (pFlags & aiProcess_FindInvalidData);
}
// ------------------------------------------------------------------------------------------------
// Setup import configuration
void FindInvalidDataProcess::SetupProperties(const Importer* pImp)
{
- // Get the current value of AI_CONFIG_PP_FID_ANIM_ACCURACY
- configEpsilon = (0 != pImp->GetPropertyFloat(AI_CONFIG_PP_FID_ANIM_ACCURACY,0.f));
+ // Get the current value of AI_CONFIG_PP_FID_ANIM_ACCURACY
+ configEpsilon = (0 != pImp->GetPropertyFloat(AI_CONFIG_PP_FID_ANIM_ACCURACY,0.f));
}
// ------------------------------------------------------------------------------------------------
// Update mesh references in the node graph
void UpdateMeshReferences(aiNode* node, const std::vector<unsigned int>& meshMapping)
{
- if (node->mNumMeshes) {
- unsigned int out = 0;
- for (unsigned int a = 0; a < node->mNumMeshes;++a) {
-
- register unsigned int ref = node->mMeshes[a];
- if (0xffffffff != (ref = meshMapping[ref])) {
- node->mMeshes[out++] = ref;
- }
- }
- // just let the members that are unused, that's much cheaper
- // than a full array realloc'n'copy party ...
- if (!(node->mNumMeshes = out)) {
-
- delete[] node->mMeshes;
- node->mMeshes = NULL;
- }
- }
- // recursively update all children
- for (unsigned int i = 0; i < node->mNumChildren;++i) {
- UpdateMeshReferences(node->mChildren[i],meshMapping);
- }
+ if (node->mNumMeshes) {
+ unsigned int out = 0;
+ for (unsigned int a = 0; a < node->mNumMeshes;++a) {
+
+ register unsigned int ref = node->mMeshes[a];
+ if (UINT_MAX != (ref = meshMapping[ref])) {
+ node->mMeshes[out++] = ref;
+ }
+ }
+ // just let the members that are unused, that's much cheaper
+ // than a full array realloc'n'copy party ...
+ if(!(node->mNumMeshes = out)) {
+
+ delete[] node->mMeshes;
+ node->mMeshes = NULL;
+ }
+ }
+ // recursively update all children
+ for (unsigned int i = 0; i < node->mNumChildren;++i) {
+ UpdateMeshReferences(node->mChildren[i],meshMapping);
+ }
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void FindInvalidDataProcess::Execute( aiScene* pScene)
{
- DefaultLogger::get()->debug("FindInvalidDataProcess begin");
-
- bool out = false;
- std::vector<unsigned int> meshMapping(pScene->mNumMeshes);
- unsigned int real = 0;
-
- // Process meshes
- for ( unsigned int a = 0; a < pScene->mNumMeshes; a++) {
-
- int result;
- if ((result = ProcessMesh( pScene->mMeshes[a]))) {
- out = true;
-
- if (2 == result) {
- // remove this mesh
- delete pScene->mMeshes[a];
- AI_DEBUG_INVALIDATE_PTR(pScene->mMeshes[a]);
-
- meshMapping[a] = 0xffffffff;
- continue;
- }
- }
- pScene->mMeshes[real] = pScene->mMeshes[a];
- meshMapping[a] = real++;
- }
-
- // Process animations
- for (unsigned int a = 0; a < pScene->mNumAnimations;++a) {
- ProcessAnimation( pScene->mAnimations[a]);
- }
-
-
- if (out) {
- if ( real != pScene->mNumMeshes) {
- if (!real) {
- throw DeadlyImportError("No meshes remaining");
- }
-
- // we need to remove some meshes.
- // therefore we'll also need to remove all references
- // to them from the scenegraph
- UpdateMeshReferences(pScene->mRootNode,meshMapping);
- pScene->mNumMeshes = real;
- }
-
- DefaultLogger::get()->info("FindInvalidDataProcess finished. Found issues ...");
- }
- else DefaultLogger::get()->debug("FindInvalidDataProcess finished. Everything seems to be OK.");
+ DefaultLogger::get()->debug("FindInvalidDataProcess begin");
+
+ bool out = false;
+ std::vector<unsigned int> meshMapping(pScene->mNumMeshes);
+ unsigned int real = 0;
+
+ // Process meshes
+ for( unsigned int a = 0; a < pScene->mNumMeshes; a++) {
+
+ int result;
+ if ((result = ProcessMesh( pScene->mMeshes[a]))) {
+ out = true;
+
+ if (2 == result) {
+ // remove this mesh
+ delete pScene->mMeshes[a];
+ AI_DEBUG_INVALIDATE_PTR(pScene->mMeshes[a]);
+
+ meshMapping[a] = UINT_MAX;
+ continue;
+ }
+ }
+ pScene->mMeshes[real] = pScene->mMeshes[a];
+ meshMapping[a] = real++;
+ }
+
+ // Process animations
+ for (unsigned int a = 0; a < pScene->mNumAnimations;++a) {
+ ProcessAnimation( pScene->mAnimations[a]);
+ }
+
+
+ if (out) {
+ if ( real != pScene->mNumMeshes) {
+ if (!real) {
+ throw DeadlyImportError("No meshes remaining");
+ }
+
+ // we need to remove some meshes.
+ // therefore we'll also need to remove all references
+ // to them from the scenegraph
+ UpdateMeshReferences(pScene->mRootNode,meshMapping);
+ pScene->mNumMeshes = real;
+ }
+
+ DefaultLogger::get()->info("FindInvalidDataProcess finished. Found issues ...");
+ }
+ else DefaultLogger::get()->debug("FindInvalidDataProcess finished. Everything seems to be OK.");
}
// ------------------------------------------------------------------------------------------------
template <typename T>
inline const char* ValidateArrayContents(const T* arr, unsigned int size,
- const std::vector<bool>& dirtyMask, bool mayBeIdentical = false, bool mayBeZero = true)
+ const std::vector<bool>& dirtyMask, bool mayBeIdentical = false, bool mayBeZero = true)
{
- return NULL;
+ return NULL;
}
// ------------------------------------------------------------------------------------------------
template <>
inline const char* ValidateArrayContents<aiVector3D>(const aiVector3D* arr, unsigned int size,
- const std::vector<bool>& dirtyMask, bool mayBeIdentical , bool mayBeZero )
+ const std::vector<bool>& dirtyMask, bool mayBeIdentical , bool mayBeZero )
{
- bool b = false;
- unsigned int cnt = 0;
- for (unsigned int i = 0; i < size;++i) {
-
- if (dirtyMask.size() && dirtyMask[i]) {
- continue;
- }
- ++cnt;
-
- const aiVector3D& v = arr[i];
- if (is_special_float(v.x) || is_special_float(v.y) || is_special_float(v.z)) {
- return "INF/NAN was found in a vector component";
- }
- if (!mayBeZero && !v.x && !v.y && !v.z ) {
- return "Found zero-length vector";
- }
- if (i && v != arr[i-1])b = true;
- }
- if (cnt > 1 && !b && !mayBeIdentical) {
- return "All vectors are identical";
- }
- return NULL;
+ bool b = false;
+ unsigned int cnt = 0;
+ for (unsigned int i = 0; i < size;++i) {
+
+ if (dirtyMask.size() && dirtyMask[i]) {
+ continue;
+ }
+ ++cnt;
+
+ const aiVector3D& v = arr[i];
+ if (is_special_float(v.x) || is_special_float(v.y) || is_special_float(v.z)) {
+ return "INF/NAN was found in a vector component";
+ }
+ if (!mayBeZero && !v.x && !v.y && !v.z ) {
+ return "Found zero-length vector";
+ }
+ if (i && v != arr[i-1])b = true;
+ }
+ if (cnt > 1 && !b && !mayBeIdentical) {
+ return "All vectors are identical";
+ }
+ return NULL;
}
// ------------------------------------------------------------------------------------------------
template <typename T>
inline bool ProcessArray(T*& in, unsigned int num,const char* name,
- const std::vector<bool>& dirtyMask, bool mayBeIdentical = false, bool mayBeZero = true)
+ const std::vector<bool>& dirtyMask, bool mayBeIdentical = false, bool mayBeZero = true)
{
- const char* err = ValidateArrayContents(in,num,dirtyMask,mayBeIdentical,mayBeZero);
- if (err) {
- DefaultLogger::get()->error(std::string("FindInvalidDataProcess fails on mesh ") + name + ": " + err);
-
- delete[] in;
- in = NULL;
- return true;
- }
- return false;
+ const char* err = ValidateArrayContents(in,num,dirtyMask,mayBeIdentical,mayBeZero);
+ if (err) {
+ DefaultLogger::get()->error(std::string("FindInvalidDataProcess fails on mesh ") + name + ": " + err);
+
+ delete[] in;
+ in = NULL;
+ return true;
+ }
+ return false;
}
// ------------------------------------------------------------------------------------------------
@@ -221,198 +221,198 @@ AI_FORCE_INLINE bool EpsilonCompare(const T& n, const T& s, float epsilon);
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE bool EpsilonCompare(float n, float s, float epsilon) {
- return fabs(n-s)>epsilon;
+ return fabs(n-s)>epsilon;
}
// ------------------------------------------------------------------------------------------------
template <>
-bool EpsilonCompare<aiVectorKey>(const aiVectorKey& n, const aiVectorKey& s, float epsilon) {
- return
- EpsilonCompare(n.mValue.x,s.mValue.x,epsilon) &&
- EpsilonCompare(n.mValue.y,s.mValue.y,epsilon) &&
- EpsilonCompare(n.mValue.z,s.mValue.z,epsilon);
+bool EpsilonCompare<aiVectorKey>(const aiVectorKey& n, const aiVectorKey& s, float epsilon) {
+ return
+ EpsilonCompare(n.mValue.x,s.mValue.x,epsilon) &&
+ EpsilonCompare(n.mValue.y,s.mValue.y,epsilon) &&
+ EpsilonCompare(n.mValue.z,s.mValue.z,epsilon);
}
// ------------------------------------------------------------------------------------------------
template <>
-bool EpsilonCompare<aiQuatKey>(const aiQuatKey& n, const aiQuatKey& s, float epsilon) {
- return
- EpsilonCompare(n.mValue.x,s.mValue.x,epsilon) &&
- EpsilonCompare(n.mValue.y,s.mValue.y,epsilon) &&
- EpsilonCompare(n.mValue.z,s.mValue.z,epsilon) &&
- EpsilonCompare(n.mValue.w,s.mValue.w,epsilon);
+bool EpsilonCompare<aiQuatKey>(const aiQuatKey& n, const aiQuatKey& s, float epsilon) {
+ return
+ EpsilonCompare(n.mValue.x,s.mValue.x,epsilon) &&
+ EpsilonCompare(n.mValue.y,s.mValue.y,epsilon) &&
+ EpsilonCompare(n.mValue.z,s.mValue.z,epsilon) &&
+ EpsilonCompare(n.mValue.w,s.mValue.w,epsilon);
}
// ------------------------------------------------------------------------------------------------
template <typename T>
inline bool AllIdentical(T* in, unsigned int num, float epsilon)
{
- if (num <= 1) {
- return true;
- }
-
- if (epsilon > 0.f) {
- for (unsigned int i = 0; i < num-1;++i) {
-
- if (!EpsilonCompare(in[i],in[i+1],epsilon)) {
- return false;
- }
- }
- }
- else {
- for (unsigned int i = 0; i < num-1;++i) {
-
- if (in[i] != in[i+1]) {
- return false;
- }
- }
- }
- return true;
+ if (num <= 1) {
+ return true;
+ }
+
+ if (epsilon > 0.f) {
+ for (unsigned int i = 0; i < num-1;++i) {
+
+ if (!EpsilonCompare(in[i],in[i+1],epsilon)) {
+ return false;
+ }
+ }
+ }
+ else {
+ for (unsigned int i = 0; i < num-1;++i) {
+
+ if (in[i] != in[i+1]) {
+ return false;
+ }
+ }
+ }
+ return true;
}
// ------------------------------------------------------------------------------------------------
// Search an animation for invalid content
void FindInvalidDataProcess::ProcessAnimation (aiAnimation* anim)
{
- // Process all animation channels
- for (unsigned int a = 0; a < anim->mNumChannels;++a) {
- ProcessAnimationChannel( anim->mChannels[a]);
- }
+ // Process all animation channels
+ for (unsigned int a = 0; a < anim->mNumChannels;++a) {
+ ProcessAnimationChannel( anim->mChannels[a]);
+ }
}
// ------------------------------------------------------------------------------------------------
void FindInvalidDataProcess::ProcessAnimationChannel (aiNodeAnim* anim)
{
- int i = 0;
-
- // ScenePreprocessor's work ...
- ai_assert((0 != anim->mPositionKeys && 0 != anim->mRotationKeys && 0 != anim->mScalingKeys));
-
- // Check whether all values in a tracks are identical - in this case
- // we can remove al keys except one.
- // POSITIONS
- if (anim->mNumPositionKeys > 1 && AllIdentical(anim->mPositionKeys,anim->mNumPositionKeys,configEpsilon))
- {
- aiVectorKey v = anim->mPositionKeys[0];
-
- // Reallocate ... we need just ONE element, it makes no sense to reuse the array
- delete[] anim->mPositionKeys;
- anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys = 1];
- anim->mPositionKeys[0] = v;
- i = 1;
- }
-
- // ROTATIONS
- if (anim->mNumRotationKeys > 1 && AllIdentical(anim->mRotationKeys,anim->mNumRotationKeys,configEpsilon))
- {
- aiQuatKey v = anim->mRotationKeys[0];
-
- // Reallocate ... we need just ONE element, it makes no sense to reuse the array
- delete[] anim->mRotationKeys;
- anim->mRotationKeys = new aiQuatKey[anim->mNumRotationKeys = 1];
- anim->mRotationKeys[0] = v;
- i = 1;
- }
-
- // SCALINGS
- if (anim->mNumScalingKeys > 1 && AllIdentical(anim->mScalingKeys,anim->mNumScalingKeys,configEpsilon))
- {
- aiVectorKey v = anim->mScalingKeys[0];
-
- // Reallocate ... we need just ONE element, it makes no sense to reuse the array
- delete[] anim->mScalingKeys;
- anim->mScalingKeys = new aiVectorKey[anim->mNumScalingKeys = 1];
- anim->mScalingKeys[0] = v;
- i = 1;
- }
- if (1 == i)
- DefaultLogger::get()->warn("Simplified dummy tracks with just one key");
+ int i = 0;
+
+ // ScenePreprocessor's work ...
+ ai_assert((0 != anim->mPositionKeys && 0 != anim->mRotationKeys && 0 != anim->mScalingKeys));
+
+ // Check whether all values in a tracks are identical - in this case
+ // we can remove al keys except one.
+ // POSITIONS
+ if (anim->mNumPositionKeys > 1 && AllIdentical(anim->mPositionKeys,anim->mNumPositionKeys,configEpsilon))
+ {
+ aiVectorKey v = anim->mPositionKeys[0];
+
+ // Reallocate ... we need just ONE element, it makes no sense to reuse the array
+ delete[] anim->mPositionKeys;
+ anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys = 1];
+ anim->mPositionKeys[0] = v;
+ i = 1;
+ }
+
+ // ROTATIONS
+ if (anim->mNumRotationKeys > 1 && AllIdentical(anim->mRotationKeys,anim->mNumRotationKeys,configEpsilon))
+ {
+ aiQuatKey v = anim->mRotationKeys[0];
+
+ // Reallocate ... we need just ONE element, it makes no sense to reuse the array
+ delete[] anim->mRotationKeys;
+ anim->mRotationKeys = new aiQuatKey[anim->mNumRotationKeys = 1];
+ anim->mRotationKeys[0] = v;
+ i = 1;
+ }
+
+ // SCALINGS
+ if (anim->mNumScalingKeys > 1 && AllIdentical(anim->mScalingKeys,anim->mNumScalingKeys,configEpsilon))
+ {
+ aiVectorKey v = anim->mScalingKeys[0];
+
+ // Reallocate ... we need just ONE element, it makes no sense to reuse the array
+ delete[] anim->mScalingKeys;
+ anim->mScalingKeys = new aiVectorKey[anim->mNumScalingKeys = 1];
+ anim->mScalingKeys[0] = v;
+ i = 1;
+ }
+ if (1 == i)
+ DefaultLogger::get()->warn("Simplified dummy tracks with just one key");
}
// ------------------------------------------------------------------------------------------------
// Search a mesh for invalid contents
int FindInvalidDataProcess::ProcessMesh (aiMesh* pMesh)
{
- bool ret = false;
- std::vector<bool> dirtyMask(pMesh->mNumVertices,(pMesh->mNumFaces ? true : false));
-
- // Ignore elements that are not referenced by vertices.
- // (they are, for example, caused by the FindDegenerates step)
- for (unsigned int m = 0; m < pMesh->mNumFaces;++m) {
- const aiFace& f = pMesh->mFaces[m];
-
- for (unsigned int i = 0; i < f.mNumIndices;++i) {
- dirtyMask[f.mIndices[i]] = false;
- }
- }
-
- // Process vertex positions
- if (pMesh->mVertices && ProcessArray(pMesh->mVertices,pMesh->mNumVertices,"positions",dirtyMask)) {
- DefaultLogger::get()->error("Deleting mesh: Unable to continue without vertex positions");
- return 2;
- }
-
- // process texture coordinates
- for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS && pMesh->mTextureCoords[i];++i) {
- if (ProcessArray(pMesh->mTextureCoords[i],pMesh->mNumVertices,"uvcoords",dirtyMask)) {
-
- // delete all subsequent texture coordinate sets.
- for (unsigned int a = i+1; a < AI_MAX_NUMBER_OF_TEXTURECOORDS;++a) {
- delete[] pMesh->mTextureCoords[a]; pMesh->mTextureCoords[a] = NULL;
- }
- ret = true;
- }
- }
-
- // -- we don't validate vertex colors, it's difficult to say whether
- // they are invalid or not.
-
- // Normals and tangents are undefined for point and line faces.
- if (pMesh->mNormals || pMesh->mTangents) {
-
- if (aiPrimitiveType_POINT & pMesh->mPrimitiveTypes ||
- aiPrimitiveType_LINE & pMesh->mPrimitiveTypes)
- {
- if (aiPrimitiveType_TRIANGLE & pMesh->mPrimitiveTypes ||
- aiPrimitiveType_POLYGON & pMesh->mPrimitiveTypes)
- {
- // We need to update the lookup-table
- for (unsigned int m = 0; m < pMesh->mNumFaces;++m)
- {
- const aiFace& f = pMesh->mFaces[m];
-
- if (f.mNumIndices < 3) {
- dirtyMask[f.mIndices[0]] = true;
-
- if (f.mNumIndices == 2) {
- dirtyMask[f.mIndices[1]] = true;
- }
- }
- }
- }
- // Normals, tangents and bitangents are undefined for
- // the whole mesh (and should not even be there)
- else return ret;
- }
-
- // Process mesh normals
- if (pMesh->mNormals && ProcessArray(pMesh->mNormals,pMesh->mNumVertices,
- "normals",dirtyMask,true,false))
- ret = true;
-
- // Process mesh tangents
- if (pMesh->mTangents && ProcessArray(pMesh->mTangents,pMesh->mNumVertices,"tangents",dirtyMask)) {
- delete[] pMesh->mBitangents; pMesh->mBitangents = NULL;
- ret = true;
- }
-
- // Process mesh bitangents
- if (pMesh->mBitangents && ProcessArray(pMesh->mBitangents,pMesh->mNumVertices,"bitangents",dirtyMask)) {
- delete[] pMesh->mTangents; pMesh->mTangents = NULL;
- ret = true;
- }
- }
- return ret ? 1 : 0;
+ bool ret = false;
+ std::vector<bool> dirtyMask(pMesh->mNumVertices,(pMesh->mNumFaces ? true : false));
+
+ // Ignore elements that are not referenced by vertices.
+ // (they are, for example, caused by the FindDegenerates step)
+ for (unsigned int m = 0; m < pMesh->mNumFaces;++m) {
+ const aiFace& f = pMesh->mFaces[m];
+
+ for (unsigned int i = 0; i < f.mNumIndices;++i) {
+ dirtyMask[f.mIndices[i]] = false;
+ }
+ }
+
+ // Process vertex positions
+ if(pMesh->mVertices && ProcessArray(pMesh->mVertices,pMesh->mNumVertices,"positions",dirtyMask)) {
+ DefaultLogger::get()->error("Deleting mesh: Unable to continue without vertex positions");
+ return 2;
+ }
+
+ // process texture coordinates
+ for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS && pMesh->mTextureCoords[i];++i) {
+ if (ProcessArray(pMesh->mTextureCoords[i],pMesh->mNumVertices,"uvcoords",dirtyMask)) {
+
+ // delete all subsequent texture coordinate sets.
+ for (unsigned int a = i+1; a < AI_MAX_NUMBER_OF_TEXTURECOORDS;++a) {
+ delete[] pMesh->mTextureCoords[a]; pMesh->mTextureCoords[a] = NULL;
+ }
+ ret = true;
+ }
+ }
+
+ // -- we don't validate vertex colors, it's difficult to say whether
+ // they are invalid or not.
+
+ // Normals and tangents are undefined for point and line faces.
+ if (pMesh->mNormals || pMesh->mTangents) {
+
+ if (aiPrimitiveType_POINT & pMesh->mPrimitiveTypes ||
+ aiPrimitiveType_LINE & pMesh->mPrimitiveTypes)
+ {
+ if (aiPrimitiveType_TRIANGLE & pMesh->mPrimitiveTypes ||
+ aiPrimitiveType_POLYGON & pMesh->mPrimitiveTypes)
+ {
+ // We need to update the lookup-table
+ for (unsigned int m = 0; m < pMesh->mNumFaces;++m)
+ {
+ const aiFace& f = pMesh->mFaces[m];
+
+ if (f.mNumIndices < 3) {
+ dirtyMask[f.mIndices[0]] = true;
+
+ if (f.mNumIndices == 2) {
+ dirtyMask[f.mIndices[1]] = true;
+ }
+ }
+ }
+ }
+ // Normals, tangents and bitangents are undefined for
+ // the whole mesh (and should not even be there)
+ else return ret;
+ }
+
+ // Process mesh normals
+ if (pMesh->mNormals && ProcessArray(pMesh->mNormals,pMesh->mNumVertices,
+ "normals",dirtyMask,true,false))
+ ret = true;
+
+ // Process mesh tangents
+ if (pMesh->mTangents && ProcessArray(pMesh->mTangents,pMesh->mNumVertices,"tangents",dirtyMask)) {
+ delete[] pMesh->mBitangents; pMesh->mBitangents = NULL;
+ ret = true;
+ }
+
+ // Process mesh bitangents
+ if (pMesh->mBitangents && ProcessArray(pMesh->mBitangents,pMesh->mNumVertices,"bitangents",dirtyMask)) {
+ delete[] pMesh->mTangents; pMesh->mTangents = NULL;
+ ret = true;
+ }
+ }
+ return ret ? 1 : 0;
}
diff --git a/src/3rdparty/assimp/code/FindInvalidDataProcess.h b/src/3rdparty/assimp/code/FindInvalidDataProcess.h
index 0cdf15877..fa6922f29 100644
--- a/src/3rdparty/assimp/code/FindInvalidDataProcess.h
+++ b/src/3rdparty/assimp/code/FindInvalidDataProcess.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -44,11 +44,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#define AI_FINDINVALIDDATA_H_INC
#include "BaseProcess.h"
-#include "../include/aiTypes.h"
+#include "../include/assimp/types.h"
struct aiMesh;
class FindInvalidDataProcessTest;
-namespace Assimp {
+namespace Assimp {
// ---------------------------------------------------------------------------
/** The FindInvalidData postprocessing step. It searches the mesh data
@@ -56,54 +56,48 @@ namespace Assimp {
*
* Originally this was a workaround for some models written by Blender
* which have zero normal vectors. */
-class ASSIMP_API FindInvalidDataProcess
- : public BaseProcess
+class FindInvalidDataProcess
+ : public BaseProcess
{
- friend class Importer;
- friend class ::FindInvalidDataProcessTest;
-
-protected:
-
- /** Constructor to be privately used by Importer */
- FindInvalidDataProcess();
+public:
- /** Destructor, private as well */
- ~FindInvalidDataProcess();
+ FindInvalidDataProcess();
+ ~FindInvalidDataProcess();
public:
- // -------------------------------------------------------------------
- //
- bool IsActive( unsigned int pFlags) const;
+ // -------------------------------------------------------------------
+ //
+ bool IsActive( unsigned int pFlags) const;
- // -------------------------------------------------------------------
- // Setup import settings
- void SetupProperties(const Importer* pImp);
+ // -------------------------------------------------------------------
+ // Setup import settings
+ void SetupProperties(const Importer* pImp);
- // -------------------------------------------------------------------
- // Run the step
- void Execute( aiScene* pScene);
+ // -------------------------------------------------------------------
+ // Run the step
+ void Execute( aiScene* pScene);
-protected:
+public:
- // -------------------------------------------------------------------
- /** Executes the postprocessing step on the given mesh
- * @param pMesh The mesh to process.
- * @return 0 - nothing, 1 - removed sth, 2 - please delete me */
- int ProcessMesh( aiMesh* pMesh);
+ // -------------------------------------------------------------------
+ /** Executes the postprocessing step on the given mesh
+ * @param pMesh The mesh to process.
+ * @return 0 - nothing, 1 - removed sth, 2 - please delete me */
+ int ProcessMesh( aiMesh* pMesh);
- // -------------------------------------------------------------------
- /** Executes the postprocessing step on the given animation
- * @param anim The animation to process. */
- void ProcessAnimation (aiAnimation* anim);
+ // -------------------------------------------------------------------
+ /** Executes the postprocessing step on the given animation
+ * @param anim The animation to process. */
+ void ProcessAnimation (aiAnimation* anim);
- // -------------------------------------------------------------------
- /** Executes the postprocessing step on the given anim channel
- * @param anim The animation channel to process.*/
- void ProcessAnimationChannel (aiNodeAnim* anim);
+ // -------------------------------------------------------------------
+ /** Executes the postprocessing step on the given anim channel
+ * @param anim The animation channel to process.*/
+ void ProcessAnimationChannel (aiNodeAnim* anim);
private:
- float configEpsilon;
+ float configEpsilon;
};
} // end of namespace Assimp
diff --git a/src/3rdparty/assimp/code/FixNormalsStep.cpp b/src/3rdparty/assimp/code/FixNormalsStep.cpp
index f83ec9b39..f95dfbc5f 100644
--- a/src/3rdparty/assimp/code/FixNormalsStep.cpp
+++ b/src/3rdparty/assimp/code/FixNormalsStep.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -48,10 +48,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
// internal headers
#include "FixNormalsStep.h"
-#if defined(__QNXNTO__)
-#include <stdio.h>
-#endif
-
using namespace Assimp;
@@ -59,122 +55,122 @@ using namespace Assimp;
// Constructor to be privately used by Importer
FixInfacingNormalsProcess::FixInfacingNormalsProcess()
{
- // nothing to do here
+ // nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
FixInfacingNormalsProcess::~FixInfacingNormalsProcess()
{
- // nothing to do here
+ // nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool FixInfacingNormalsProcess::IsActive( unsigned int pFlags) const
{
- return (pFlags & aiProcess_FixInfacingNormals) != 0;
+ return (pFlags & aiProcess_FixInfacingNormals) != 0;
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void FixInfacingNormalsProcess::Execute( aiScene* pScene)
{
- DefaultLogger::get()->debug("FixInfacingNormalsProcess begin");
+ DefaultLogger::get()->debug("FixInfacingNormalsProcess begin");
- bool bHas = false;
- for ( unsigned int a = 0; a < pScene->mNumMeshes; a++)
- if (ProcessMesh( pScene->mMeshes[a],a))bHas = true;
+ bool bHas = false;
+ for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
+ if(ProcessMesh( pScene->mMeshes[a],a))bHas = true;
- if (bHas)
- DefaultLogger::get()->debug("FixInfacingNormalsProcess finished. Found issues.");
- else DefaultLogger::get()->debug("FixInfacingNormalsProcess finished. No changes to the scene.");
+ if (bHas)
+ DefaultLogger::get()->debug("FixInfacingNormalsProcess finished. Found issues.");
+ else DefaultLogger::get()->debug("FixInfacingNormalsProcess finished. No changes to the scene.");
}
// ------------------------------------------------------------------------------------------------
// Apply the step to the mesh
bool FixInfacingNormalsProcess::ProcessMesh( aiMesh* pcMesh, unsigned int index)
{
- ai_assert(NULL != pcMesh);
-
- // Nothing to do if there are no model normals
- if (!pcMesh->HasNormals())return false;
-
- // Compute the bounding box of both the model vertices + normals and
- // the umodified model vertices. Then check whether the first BB
- // is smaller than the second. In this case we can assume that the
- // normals need to be flipped, although there are a few special cases ..
- // convex, concave, planar models ...
-
- aiVector3D vMin0 (1e10f,1e10f,1e10f);
- aiVector3D vMin1 (1e10f,1e10f,1e10f);
- aiVector3D vMax0 (-1e10f,-1e10f,-1e10f);
- aiVector3D vMax1 (-1e10f,-1e10f,-1e10f);
-
- for (unsigned int i = 0; i < pcMesh->mNumVertices;++i)
- {
- vMin1.x = std::min(vMin1.x,pcMesh->mVertices[i].x);
- vMin1.y = std::min(vMin1.y,pcMesh->mVertices[i].y);
- vMin1.z = std::min(vMin1.z,pcMesh->mVertices[i].z);
-
- vMax1.x = std::max(vMax1.x,pcMesh->mVertices[i].x);
- vMax1.y = std::max(vMax1.y,pcMesh->mVertices[i].y);
- vMax1.z = std::max(vMax1.z,pcMesh->mVertices[i].z);
-
- const aiVector3D vWithNormal = pcMesh->mVertices[i] + pcMesh->mNormals[i];
-
- vMin0.x = std::min(vMin0.x,vWithNormal.x);
- vMin0.y = std::min(vMin0.y,vWithNormal.y);
- vMin0.z = std::min(vMin0.z,vWithNormal.z);
-
- vMax0.x = std::max(vMax0.x,vWithNormal.x);
- vMax0.y = std::max(vMax0.y,vWithNormal.y);
- vMax0.z = std::max(vMax0.z,vWithNormal.z);
- }
-
- const float fDelta0_x = (vMax0.x - vMin0.x);
- const float fDelta0_y = (vMax0.y - vMin0.y);
- const float fDelta0_z = (vMax0.z - vMin0.z);
-
- const float fDelta1_x = (vMax1.x - vMin1.x);
- const float fDelta1_y = (vMax1.y - vMin1.y);
- const float fDelta1_z = (vMax1.z - vMin1.z);
-
- // Check whether the boxes are overlapping
- if ((fDelta0_x > 0.0f) != (fDelta1_x > 0.0f))return false;
- if ((fDelta0_y > 0.0f) != (fDelta1_y > 0.0f))return false;
- if ((fDelta0_z > 0.0f) != (fDelta1_z > 0.0f))return false;
-
- // Check whether this is a planar surface
- const float fDelta1_yz = fDelta1_y * fDelta1_z;
-
- if (fDelta1_x < 0.05f * sqrtf( fDelta1_yz ))return false;
- if (fDelta1_y < 0.05f * sqrtf( fDelta1_z * fDelta1_x ))return false;
- if (fDelta1_z < 0.05f * sqrtf( fDelta1_y * fDelta1_x ))return false;
-
- // now compare the volumes of the bounding boxes
- if (::fabsf(fDelta0_x * fDelta1_yz) <
- ::fabsf(fDelta1_x * fDelta1_y * fDelta1_z))
- {
- if (!DefaultLogger::isNullLogger())
- {
- char buffer[128]; // should be sufficiently large
- ::sprintf(buffer,"Mesh %i: Normals are facing inwards (or the mesh is planar)",index);
- DefaultLogger::get()->info(buffer);
- }
-
- // Invert normals
- for (unsigned int i = 0; i < pcMesh->mNumVertices;++i)
- pcMesh->mNormals[i] *= -1.0f;
-
- // ... and flip faces
- for (unsigned int i = 0; i < pcMesh->mNumFaces;++i)
- {
- aiFace& face = pcMesh->mFaces[i];
- for ( unsigned int b = 0; b < face.mNumIndices / 2; b++)
- std::swap( face.mIndices[b], face.mIndices[ face.mNumIndices - 1 - b]);
- }
- return true;
- }
- return false;
+ ai_assert(NULL != pcMesh);
+
+ // Nothing to do if there are no model normals
+ if (!pcMesh->HasNormals())return false;
+
+ // Compute the bounding box of both the model vertices + normals and
+ // the umodified model vertices. Then check whether the first BB
+ // is smaller than the second. In this case we can assume that the
+ // normals need to be flipped, although there are a few special cases ..
+ // convex, concave, planar models ...
+
+ aiVector3D vMin0 (1e10f,1e10f,1e10f);
+ aiVector3D vMin1 (1e10f,1e10f,1e10f);
+ aiVector3D vMax0 (-1e10f,-1e10f,-1e10f);
+ aiVector3D vMax1 (-1e10f,-1e10f,-1e10f);
+
+ for (unsigned int i = 0; i < pcMesh->mNumVertices;++i)
+ {
+ vMin1.x = std::min(vMin1.x,pcMesh->mVertices[i].x);
+ vMin1.y = std::min(vMin1.y,pcMesh->mVertices[i].y);
+ vMin1.z = std::min(vMin1.z,pcMesh->mVertices[i].z);
+
+ vMax1.x = std::max(vMax1.x,pcMesh->mVertices[i].x);
+ vMax1.y = std::max(vMax1.y,pcMesh->mVertices[i].y);
+ vMax1.z = std::max(vMax1.z,pcMesh->mVertices[i].z);
+
+ const aiVector3D vWithNormal = pcMesh->mVertices[i] + pcMesh->mNormals[i];
+
+ vMin0.x = std::min(vMin0.x,vWithNormal.x);
+ vMin0.y = std::min(vMin0.y,vWithNormal.y);
+ vMin0.z = std::min(vMin0.z,vWithNormal.z);
+
+ vMax0.x = std::max(vMax0.x,vWithNormal.x);
+ vMax0.y = std::max(vMax0.y,vWithNormal.y);
+ vMax0.z = std::max(vMax0.z,vWithNormal.z);
+ }
+
+ const float fDelta0_x = (vMax0.x - vMin0.x);
+ const float fDelta0_y = (vMax0.y - vMin0.y);
+ const float fDelta0_z = (vMax0.z - vMin0.z);
+
+ const float fDelta1_x = (vMax1.x - vMin1.x);
+ const float fDelta1_y = (vMax1.y - vMin1.y);
+ const float fDelta1_z = (vMax1.z - vMin1.z);
+
+ // Check whether the boxes are overlapping
+ if ((fDelta0_x > 0.0f) != (fDelta1_x > 0.0f))return false;
+ if ((fDelta0_y > 0.0f) != (fDelta1_y > 0.0f))return false;
+ if ((fDelta0_z > 0.0f) != (fDelta1_z > 0.0f))return false;
+
+ // Check whether this is a planar surface
+ const float fDelta1_yz = fDelta1_y * fDelta1_z;
+
+ if (fDelta1_x < 0.05f * sqrtf( fDelta1_yz ))return false;
+ if (fDelta1_y < 0.05f * sqrtf( fDelta1_z * fDelta1_x ))return false;
+ if (fDelta1_z < 0.05f * sqrtf( fDelta1_y * fDelta1_x ))return false;
+
+ // now compare the volumes of the bounding boxes
+ if (::fabsf(fDelta0_x * fDelta1_yz) <
+ ::fabsf(fDelta1_x * fDelta1_y * fDelta1_z))
+ {
+ if (!DefaultLogger::isNullLogger())
+ {
+ char buffer[128]; // should be sufficiently large
+ ::sprintf(buffer,"Mesh %i: Normals are facing inwards (or the mesh is planar)",index);
+ DefaultLogger::get()->info(buffer);
+ }
+
+ // Invert normals
+ for (unsigned int i = 0; i < pcMesh->mNumVertices;++i)
+ pcMesh->mNormals[i] *= -1.0f;
+
+ // ... and flip faces
+ for (unsigned int i = 0; i < pcMesh->mNumFaces;++i)
+ {
+ aiFace& face = pcMesh->mFaces[i];
+ for( unsigned int b = 0; b < face.mNumIndices / 2; b++)
+ std::swap( face.mIndices[b], face.mIndices[ face.mNumIndices - 1 - b]);
+ }
+ return true;
+ }
+ return false;
}
diff --git a/src/3rdparty/assimp/code/FixNormalsStep.h b/src/3rdparty/assimp/code/FixNormalsStep.h
index 972001e88..fa1fc3deb 100644
--- a/src/3rdparty/assimp/code/FixNormalsStep.h
+++ b/src/3rdparty/assimp/code/FixNormalsStep.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -51,44 +51,40 @@ namespace Assimp
{
// ---------------------------------------------------------------------------
-/** The FixInfacingNormalsProcess tries to deteermine whether the normal
+/** The FixInfacingNormalsProcess tries to determine whether the normal
* vectors of an object are facing inwards. In this case they will be
* flipped.
*/
- class ASSIMP_API FixInfacingNormalsProcess : public BaseProcess
+class FixInfacingNormalsProcess : public BaseProcess
{
- friend class Importer;
-
-protected:
- /** Constructor to be privately used by Importer */
- FixInfacingNormalsProcess();
-
- /** Destructor, private as well */
- ~FixInfacingNormalsProcess();
+public:
+
+ FixInfacingNormalsProcess();
+ ~FixInfacingNormalsProcess();
public:
- // -------------------------------------------------------------------
- /** Returns whether the processing step is present in the given flag field.
- * @param pFlags The processing flags the importer was called with. A bitwise
- * combination of #aiPostProcessSteps.
- * @return true if the process is present in this flag fields, false if not.
- */
- bool IsActive( unsigned int pFlags) const;
-
- // -------------------------------------------------------------------
- /** Executes the post processing step on the given imported data.
- * At the moment a process is not supposed to fail.
- * @param pScene The imported data to work at.
- */
- void Execute( aiScene* pScene);
+ // -------------------------------------------------------------------
+ /** Returns whether the processing step is present in the given flag field.
+ * @param pFlags The processing flags the importer was called with. A bitwise
+ * combination of #aiPostProcessSteps.
+ * @return true if the process is present in this flag fields, false if not.
+ */
+ bool IsActive( unsigned int pFlags) const;
+
+ // -------------------------------------------------------------------
+ /** Executes the post processing step on the given imported data.
+ * At the moment a process is not supposed to fail.
+ * @param pScene The imported data to work at.
+ */
+ void Execute( aiScene* pScene);
protected:
- // -------------------------------------------------------------------
- /** Executes the step on the given mesh
- * @param pMesh The mesh to process.
- */
- bool ProcessMesh( aiMesh* pMesh, unsigned int index);
+ // -------------------------------------------------------------------
+ /** Executes the step on the given mesh
+ * @param pMesh The mesh to process.
+ */
+ bool ProcessMesh( aiMesh* pMesh, unsigned int index);
};
} // end of namespace Assimp
diff --git a/src/3rdparty/assimp/code/GenFaceNormalsProcess.cpp b/src/3rdparty/assimp/code/GenFaceNormalsProcess.cpp
index f4baca6ae..573d93299 100644
--- a/src/3rdparty/assimp/code/GenFaceNormalsProcess.cpp
+++ b/src/3rdparty/assimp/code/GenFaceNormalsProcess.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -53,86 +53,86 @@ using namespace Assimp;
// Constructor to be privately used by Importer
GenFaceNormalsProcess::GenFaceNormalsProcess()
{
- // nothing to do here
+ // nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
GenFaceNormalsProcess::~GenFaceNormalsProcess()
{
- // nothing to do here
+ // nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool GenFaceNormalsProcess::IsActive( unsigned int pFlags) const
{
- return (pFlags & aiProcess_GenNormals) != 0;
+ return (pFlags & aiProcess_GenNormals) != 0;
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void GenFaceNormalsProcess::Execute( aiScene* pScene)
{
- DefaultLogger::get()->debug("GenFaceNormalsProcess begin");
-
- if (pScene->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT) {
- throw DeadlyImportError("Post-processing order mismatch: expecting pseudo-indexed (\"verbose\") vertices here");
- }
-
- bool bHas = false;
- for ( unsigned int a = 0; a < pScene->mNumMeshes; a++) {
- if (this->GenMeshFaceNormals( pScene->mMeshes[a])) {
- bHas = true;
- }
- }
- if (bHas) {
- DefaultLogger::get()->info("GenFaceNormalsProcess finished. "
- "Face normals have been calculated");
- }
- else DefaultLogger::get()->debug("GenFaceNormalsProcess finished. "
- "Normals are already there");
+ DefaultLogger::get()->debug("GenFaceNormalsProcess begin");
+
+ if (pScene->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT) {
+ throw DeadlyImportError("Post-processing order mismatch: expecting pseudo-indexed (\"verbose\") vertices here");
+ }
+
+ bool bHas = false;
+ for( unsigned int a = 0; a < pScene->mNumMeshes; a++) {
+ if(this->GenMeshFaceNormals( pScene->mMeshes[a])) {
+ bHas = true;
+ }
+ }
+ if (bHas) {
+ DefaultLogger::get()->info("GenFaceNormalsProcess finished. "
+ "Face normals have been calculated");
+ }
+ else DefaultLogger::get()->debug("GenFaceNormalsProcess finished. "
+ "Normals are already there");
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
bool GenFaceNormalsProcess::GenMeshFaceNormals (aiMesh* pMesh)
{
- if (NULL != pMesh->mNormals) {
- return false;
- }
-
- // If the mesh consists of lines and/or points but not of
- // triangles or higher-order polygons the normal vectors
- // are undefined.
- if (!(pMesh->mPrimitiveTypes & (aiPrimitiveType_TRIANGLE | aiPrimitiveType_POLYGON))) {
- DefaultLogger::get()->info("Normal vectors are undefined for line and point meshes");
- return false;
- }
-
- // allocate an array to hold the output normals
- pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
- const float qnan = get_qnan();
-
- // iterate through all faces and compute per-face normals but store them per-vertex.
- for ( unsigned int a = 0; a < pMesh->mNumFaces; a++) {
- const aiFace& face = pMesh->mFaces[a];
- if (face.mNumIndices < 3) {
- // either a point or a line -> no well-defined normal vector
- for (unsigned int i = 0;i < face.mNumIndices;++i) {
- pMesh->mNormals[face.mIndices[i]] = qnan;
- }
- continue;
- }
-
- const aiVector3D* pV1 = &pMesh->mVertices[face.mIndices[0]];
- const aiVector3D* pV2 = &pMesh->mVertices[face.mIndices[1]];
- const aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices-1]];
- aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).Normalize();
-
- for (unsigned int i = 0;i < face.mNumIndices;++i) {
- pMesh->mNormals[face.mIndices[i]] = vNor;
- }
- }
- return true;
+ if (NULL != pMesh->mNormals) {
+ return false;
+ }
+
+ // If the mesh consists of lines and/or points but not of
+ // triangles or higher-order polygons the normal vectors
+ // are undefined.
+ if (!(pMesh->mPrimitiveTypes & (aiPrimitiveType_TRIANGLE | aiPrimitiveType_POLYGON))) {
+ DefaultLogger::get()->info("Normal vectors are undefined for line and point meshes");
+ return false;
+ }
+
+ // allocate an array to hold the output normals
+ pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
+ const float qnan = get_qnan();
+
+ // iterate through all faces and compute per-face normals but store them per-vertex.
+ for( unsigned int a = 0; a < pMesh->mNumFaces; a++) {
+ const aiFace& face = pMesh->mFaces[a];
+ if (face.mNumIndices < 3) {
+ // either a point or a line -> no well-defined normal vector
+ for (unsigned int i = 0;i < face.mNumIndices;++i) {
+ pMesh->mNormals[face.mIndices[i]] = aiVector3D(qnan);
+ }
+ continue;
+ }
+
+ const aiVector3D* pV1 = &pMesh->mVertices[face.mIndices[0]];
+ const aiVector3D* pV2 = &pMesh->mVertices[face.mIndices[1]];
+ const aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices-1]];
+ const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).Normalize();
+
+ for (unsigned int i = 0;i < face.mNumIndices;++i) {
+ pMesh->mNormals[face.mIndices[i]] = vNor;
+ }
+ }
+ return true;
}
diff --git a/src/3rdparty/assimp/code/GenFaceNormalsProcess.h b/src/3rdparty/assimp/code/GenFaceNormalsProcess.h
index 87ca6f22d..150a81a71 100644
--- a/src/3rdparty/assimp/code/GenFaceNormalsProcess.h
+++ b/src/3rdparty/assimp/code/GenFaceNormalsProcess.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -43,7 +43,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#define AI_GENFACENORMALPROCESS_H_INC
#include "BaseProcess.h"
-#include "../include/aiMesh.h"
+#include "../include/assimp/mesh.h"
namespace Assimp
{
@@ -51,36 +51,32 @@ namespace Assimp
// ---------------------------------------------------------------------------
/** The GenFaceNormalsProcess computes face normals for all faces of all meshes
*/
-class ASSIMP_API GenFaceNormalsProcess : public BaseProcess
+class ASSIMP_API_WINONLY GenFaceNormalsProcess : public BaseProcess
{
- friend class Importer;
-
-protected:
- /** Constructor to be privately used by Importer */
- GenFaceNormalsProcess();
+public:
- /** Destructor, private as well */
- ~GenFaceNormalsProcess();
+ GenFaceNormalsProcess();
+ ~GenFaceNormalsProcess();
public:
- // -------------------------------------------------------------------
- /** Returns whether the processing step is present in the given flag field.
- * @param pFlags The processing flags the importer was called with. A bitwise
- * combination of #aiPostProcessSteps.
- * @return true if the process is present in this flag fields, false if not.
- */
- bool IsActive( unsigned int pFlags) const;
-
- // -------------------------------------------------------------------
- /** Executes the post processing step on the given imported data.
- * At the moment a process is not supposed to fail.
- * @param pScene The imported data to work at.
- */
- void Execute( aiScene* pScene);
+ // -------------------------------------------------------------------
+ /** Returns whether the processing step is present in the given flag field.
+ * @param pFlags The processing flags the importer was called with. A bitwise
+ * combination of #aiPostProcessSteps.
+ * @return true if the process is present in this flag fields, false if not.
+ */
+ bool IsActive( unsigned int pFlags) const;
+
+ // -------------------------------------------------------------------
+ /** Executes the post processing step on the given imported data.
+ * At the moment a process is not supposed to fail.
+ * @param pScene The imported data to work at.
+ */
+ void Execute( aiScene* pScene);
private:
- bool GenMeshFaceNormals (aiMesh* pcMesh);
+ bool GenMeshFaceNormals (aiMesh* pcMesh);
};
} // end of namespace Assimp
diff --git a/src/3rdparty/assimp/code/GenVertexNormalsProcess.cpp b/src/3rdparty/assimp/code/GenVertexNormalsProcess.cpp
index e8be8709f..8c977cce6 100644
--- a/src/3rdparty/assimp/code/GenVertexNormalsProcess.cpp
+++ b/src/3rdparty/assimp/code/GenVertexNormalsProcess.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -55,174 +55,179 @@ using namespace Assimp;
// Constructor to be privately used by Importer
GenVertexNormalsProcess::GenVertexNormalsProcess()
{
- this->configMaxAngle = AI_DEG_TO_RAD(175.f);
+ this->configMaxAngle = AI_DEG_TO_RAD(175.f);
}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
GenVertexNormalsProcess::~GenVertexNormalsProcess()
{
- // nothing to do here
+ // nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool GenVertexNormalsProcess::IsActive( unsigned int pFlags) const
{
- return (pFlags & aiProcess_GenSmoothNormals) != 0;
+ return (pFlags & aiProcess_GenSmoothNormals) != 0;
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void GenVertexNormalsProcess::SetupProperties(const Importer* pImp)
{
- // Get the current value of the AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE property
- configMaxAngle = pImp->GetPropertyFloat(AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE,175.f);
- configMaxAngle = AI_DEG_TO_RAD(std::max(std::min(configMaxAngle,175.0f),0.0f));
+ // Get the current value of the AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE property
+ configMaxAngle = pImp->GetPropertyFloat(AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE,175.f);
+ configMaxAngle = AI_DEG_TO_RAD(std::max(std::min(configMaxAngle,175.0f),0.0f));
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void GenVertexNormalsProcess::Execute( aiScene* pScene)
{
- DefaultLogger::get()->debug("GenVertexNormalsProcess begin");
-
- if (pScene->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT)
- throw DeadlyImportError("Post-processing order mismatch: expecting pseudo-indexed (\"verbose\") vertices here");
-
- bool bHas = false;
- for ( unsigned int a = 0; a < pScene->mNumMeshes; a++)
- {
- if (GenMeshVertexNormals( pScene->mMeshes[a],a))
- bHas = true;
- }
-
- if (bHas) {
- DefaultLogger::get()->info("GenVertexNormalsProcess finished. "
- "Vertex normals have been calculated");
- }
- else DefaultLogger::get()->debug("GenVertexNormalsProcess finished. "
- "Normals are already there");
+ DefaultLogger::get()->debug("GenVertexNormalsProcess begin");
+
+ if (pScene->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT)
+ throw DeadlyImportError("Post-processing order mismatch: expecting pseudo-indexed (\"verbose\") vertices here");
+
+ bool bHas = false;
+ for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
+ {
+ if(GenMeshVertexNormals( pScene->mMeshes[a],a))
+ bHas = true;
+ }
+
+ if (bHas) {
+ DefaultLogger::get()->info("GenVertexNormalsProcess finished. "
+ "Vertex normals have been calculated");
+ }
+ else DefaultLogger::get()->debug("GenVertexNormalsProcess finished. "
+ "Normals are already there");
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
bool GenVertexNormalsProcess::GenMeshVertexNormals (aiMesh* pMesh, unsigned int meshIndex)
{
- if (NULL != pMesh->mNormals)
- return false;
-
- // If the mesh consists of lines and/or points but not of
- // triangles or higher-order polygons the normal vectors
- // are undefined.
- if (!(pMesh->mPrimitiveTypes & (aiPrimitiveType_TRIANGLE | aiPrimitiveType_POLYGON)))
- {
- DefaultLogger::get()->info("Normal vectors are undefined for line and point meshes");
- return false;
- }
-
- // Allocate the array to hold the output normals
- const float qnan = std::numeric_limits<float>::quiet_NaN();
- pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
-
- // Compute per-face normals but store them per-vertex
- for ( unsigned int a = 0; a < pMesh->mNumFaces; a++)
- {
- const aiFace& face = pMesh->mFaces[a];
- if (face.mNumIndices < 3)
- {
- // either a point or a line -> no normal vector
- for (unsigned int i = 0;i < face.mNumIndices;++i)
- pMesh->mNormals[face.mIndices[i]] = qnan;
- continue;
- }
-
- aiVector3D* pV1 = &pMesh->mVertices[face.mIndices[0]];
- aiVector3D* pV2 = &pMesh->mVertices[face.mIndices[1]];
- aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices-1]];
- aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).Normalize();
-
- for (unsigned int i = 0;i < face.mNumIndices;++i)
- pMesh->mNormals[face.mIndices[i]] = vNor;
- }
-
- // Set up a SpatialSort to quickly find all vertices close to a given position
- // check whether we can reuse the SpatialSort of a previous step.
- SpatialSort* vertexFinder = NULL;
- SpatialSort _vertexFinder;
- float posEpsilon = 1e-5f;
- if (shared) {
- std::vector<std::pair<SpatialSort,float> >* avf;
- shared->GetProperty(AI_SPP_SPATIAL_SORT,avf);
- if (avf)
- {
- std::pair<SpatialSort,float>& blubb = avf->operator [] (meshIndex);
- vertexFinder = &blubb.first;
- posEpsilon = blubb.second;
- }
- }
- if (!vertexFinder) {
- _vertexFinder.Fill(pMesh->mVertices, pMesh->mNumVertices, sizeof( aiVector3D));
- vertexFinder = &_vertexFinder;
- posEpsilon = ComputePositionEpsilon(pMesh);
- }
- std::vector<unsigned int> verticesFound;
- aiVector3D* pcNew = new aiVector3D[pMesh->mNumVertices];
-
- if (configMaxAngle >= AI_DEG_TO_RAD( 175.f )) {
- // There is no angle limit. Thus all vertices with positions close
- // to each other will receive the same vertex normal. This allows us
- // to optimize the whole algorithm a little bit ...
- std::vector<bool> abHad(pMesh->mNumVertices,false);
- for (unsigned int i = 0; i < pMesh->mNumVertices;++i) {
- if (abHad[i])continue;
-
- // Get all vertices that share this one ...
- vertexFinder->FindPositions( pMesh->mVertices[i], posEpsilon, verticesFound);
-
- aiVector3D pcNor;
- for (unsigned int a = 0; a < verticesFound.size(); ++a) {
- const aiVector3D& v = pMesh->mNormals[verticesFound[a]];
- if (is_not_qnan(v.x))pcNor += v;
- }
- pcNor.Normalize();
-
- // Write the smoothed normal back to all affected normals
- for (unsigned int a = 0; a < verticesFound.size(); ++a)
- {
- register unsigned int vidx = verticesFound[a];
- pcNew[vidx] = pcNor;
- abHad[vidx] = true;
- }
- }
- }
- // Slower code path if a smooth angle is set. There are many ways to achieve
- // the effect, this one is the most straightforward one.
- else {
- const float fLimit = ::cos(configMaxAngle);
- for (unsigned int i = 0; i < pMesh->mNumVertices;++i) {
- // Get all vertices that share this one ...
- vertexFinder->FindPositions( pMesh->mVertices[i] , posEpsilon, verticesFound);
-
- aiVector3D pcNor;
- for (unsigned int a = 0; a < verticesFound.size(); ++a) {
- const aiVector3D& v = pMesh->mNormals[verticesFound[a]];
-
- // check whether the angle between the two normals is not too large
- // HACK: if v.x is qnan the dot product will become qnan, too
- // therefore the comparison against fLimit should be false
- // in every case.
- if (v * pMesh->mNormals[i] < fLimit)
- continue;
-
- pcNor += v;
- }
- pcNew[i] = pcNor.Normalize();
- }
- }
-
- delete[] pMesh->mNormals;
- pMesh->mNormals = pcNew;
-
- return true;
+ if (NULL != pMesh->mNormals)
+ return false;
+
+ // If the mesh consists of lines and/or points but not of
+ // triangles or higher-order polygons the normal vectors
+ // are undefined.
+ if (!(pMesh->mPrimitiveTypes & (aiPrimitiveType_TRIANGLE | aiPrimitiveType_POLYGON)))
+ {
+ DefaultLogger::get()->info("Normal vectors are undefined for line and point meshes");
+ return false;
+ }
+
+ // Allocate the array to hold the output normals
+ const float qnan = std::numeric_limits<float>::quiet_NaN();
+ pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
+
+ // Compute per-face normals but store them per-vertex
+ for( unsigned int a = 0; a < pMesh->mNumFaces; a++)
+ {
+ const aiFace& face = pMesh->mFaces[a];
+ if (face.mNumIndices < 3)
+ {
+ // either a point or a line -> no normal vector
+ for (unsigned int i = 0;i < face.mNumIndices;++i) {
+ pMesh->mNormals[face.mIndices[i]] = aiVector3D(qnan);
+ }
+
+ continue;
+ }
+
+ const aiVector3D* pV1 = &pMesh->mVertices[face.mIndices[0]];
+ const aiVector3D* pV2 = &pMesh->mVertices[face.mIndices[1]];
+ const aiVector3D* pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices-1]];
+ const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).Normalize();
+
+ for (unsigned int i = 0;i < face.mNumIndices;++i) {
+ pMesh->mNormals[face.mIndices[i]] = vNor;
+ }
+ }
+
+ // Set up a SpatialSort to quickly find all vertices close to a given position
+ // check whether we can reuse the SpatialSort of a previous step.
+ SpatialSort* vertexFinder = NULL;
+ SpatialSort _vertexFinder;
+ float posEpsilon = 1e-5f;
+ if (shared) {
+ std::vector<std::pair<SpatialSort,float> >* avf;
+ shared->GetProperty(AI_SPP_SPATIAL_SORT,avf);
+ if (avf)
+ {
+ std::pair<SpatialSort,float>& blubb = avf->operator [] (meshIndex);
+ vertexFinder = &blubb.first;
+ posEpsilon = blubb.second;
+ }
+ }
+ if (!vertexFinder) {
+ _vertexFinder.Fill(pMesh->mVertices, pMesh->mNumVertices, sizeof( aiVector3D));
+ vertexFinder = &_vertexFinder;
+ posEpsilon = ComputePositionEpsilon(pMesh);
+ }
+ std::vector<unsigned int> verticesFound;
+ aiVector3D* pcNew = new aiVector3D[pMesh->mNumVertices];
+
+ if (configMaxAngle >= AI_DEG_TO_RAD( 175.f )) {
+ // There is no angle limit. Thus all vertices with positions close
+ // to each other will receive the same vertex normal. This allows us
+ // to optimize the whole algorithm a little bit ...
+ std::vector<bool> abHad(pMesh->mNumVertices,false);
+ for (unsigned int i = 0; i < pMesh->mNumVertices;++i) {
+ if (abHad[i]) {
+ continue;
+ }
+
+ // Get all vertices that share this one ...
+ vertexFinder->FindPositions( pMesh->mVertices[i], posEpsilon, verticesFound);
+
+ aiVector3D pcNor;
+ for (unsigned int a = 0; a < verticesFound.size(); ++a) {
+ const aiVector3D& v = pMesh->mNormals[verticesFound[a]];
+ if (is_not_qnan(v.x))pcNor += v;
+ }
+ pcNor.Normalize();
+
+ // Write the smoothed normal back to all affected normals
+ for (unsigned int a = 0; a < verticesFound.size(); ++a)
+ {
+ register unsigned int vidx = verticesFound[a];
+ pcNew[vidx] = pcNor;
+ abHad[vidx] = true;
+ }
+ }
+ }
+ // Slower code path if a smooth angle is set. There are many ways to achieve
+ // the effect, this one is the most straightforward one.
+ else {
+ const float fLimit = ::cos(configMaxAngle);
+ for (unsigned int i = 0; i < pMesh->mNumVertices;++i) {
+ // Get all vertices that share this one ...
+ vertexFinder->FindPositions( pMesh->mVertices[i] , posEpsilon, verticesFound);
+
+ aiVector3D pcNor;
+ for (unsigned int a = 0; a < verticesFound.size(); ++a) {
+ const aiVector3D& v = pMesh->mNormals[verticesFound[a]];
+
+ // check whether the angle between the two normals is not too large
+ // HACK: if v.x is qnan the dot product will become qnan, too
+ // therefore the comparison against fLimit should be false
+ // in every case.
+ if (v * pMesh->mNormals[i] < fLimit)
+ continue;
+
+ pcNor += v;
+ }
+ pcNew[i] = pcNor.Normalize();
+ }
+ }
+
+ delete[] pMesh->mNormals;
+ pMesh->mNormals = pcNew;
+
+ return true;
}
diff --git a/src/3rdparty/assimp/code/GenVertexNormalsProcess.h b/src/3rdparty/assimp/code/GenVertexNormalsProcess.h
index 294cb7ef8..99f8d869b 100644
--- a/src/3rdparty/assimp/code/GenVertexNormalsProcess.h
+++ b/src/3rdparty/assimp/code/GenVertexNormalsProcess.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,33 +18,33 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
-/** @file Defines a post processing step to compute vertex normals
+/** @file Defines a post processing step to compute vertex normals
for all loaded vertizes */
#ifndef AI_GENVERTEXNORMALPROCESS_H_INC
#define AI_GENVERTEXNORMALPROCESS_H_INC
#include "BaseProcess.h"
-#include "../include/aiMesh.h"
+#include "../include/assimp/mesh.h"
class GenNormalsTest;
@@ -53,63 +53,58 @@ namespace Assimp {
// ---------------------------------------------------------------------------
/** The GenFaceNormalsProcess computes vertex normals for all vertizes
*/
-class ASSIMP_API GenVertexNormalsProcess : public BaseProcess
+class ASSIMP_API_WINONLY GenVertexNormalsProcess : public BaseProcess
{
- friend class Importer;
- friend class ::GenNormalsTest;
+public:
-protected:
- /** Constructor to be privately used by Importer */
- GenVertexNormalsProcess();
+ GenVertexNormalsProcess();
+ ~GenVertexNormalsProcess();
- /** Destructor, private as well */
- ~GenVertexNormalsProcess();
+public:
+ // -------------------------------------------------------------------
+ /** Returns whether the processing step is present in the given flag.
+ * @param pFlags The processing flags the importer was called with.
+ * A bitwise combination of #aiPostProcessSteps.
+ * @return true if the process is present in this flag fields,
+ * false if not.
+ */
+ bool IsActive( unsigned int pFlags) const;
+
+ // -------------------------------------------------------------------
+ /** Called prior to ExecuteOnScene().
+ * The function is a request to the process to update its configuration
+ * basing on the Importer's configuration property list.
+ */
+ void SetupProperties(const Importer* pImp);
+
+ // -------------------------------------------------------------------
+ /** Executes the post processing step on the given imported data.
+ * At the moment a process is not supposed to fail.
+ * @param pScene The imported data to work at.
+ */
+ void Execute( aiScene* pScene);
+
+
+ // setter for configMaxAngle
+ inline void SetMaxSmoothAngle(float f)
+ {
+ configMaxAngle =f;
+ }
public:
- // -------------------------------------------------------------------
- /** Returns whether the processing step is present in the given flag.
- * @param pFlags The processing flags the importer was called with.
- * A bitwise combination of #aiPostProcessSteps.
- * @return true if the process is present in this flag fields,
- * false if not.
- */
- bool IsActive( unsigned int pFlags) const;
-
- // -------------------------------------------------------------------
- /** Called prior to ExecuteOnScene().
- * The function is a request to the process to update its configuration
- * basing on the Importer's configuration property list.
- */
- void SetupProperties(const Importer* pImp);
-
- // -------------------------------------------------------------------
- /** Executes the post processing step on the given imported data.
- * At the moment a process is not supposed to fail.
- * @param pScene The imported data to work at.
- */
- void Execute( aiScene* pScene);
-
-
- // setter for configMaxAngle
- inline void SetMaxSmoothAngle(float f)
- {
- configMaxAngle =f;
- }
-
-protected:
-
- // -------------------------------------------------------------------
- /** Computes normals for a specific mesh
- * @param pcMesh Mesh
- * @param meshIndex Index of the mesh
- * @return true if vertex normals have been computed
- */
- bool GenMeshVertexNormals (aiMesh* pcMesh, unsigned int meshIndex);
+
+ // -------------------------------------------------------------------
+ /** Computes normals for a specific mesh
+ * @param pcMesh Mesh
+ * @param meshIndex Index of the mesh
+ * @return true if vertex normals have been computed
+ */
+ bool GenMeshVertexNormals (aiMesh* pcMesh, unsigned int meshIndex);
private:
- /** Configuration option: maximum smoothing angle, in radians*/
- float configMaxAngle;
+ /** Configuration option: maximum smoothing angle, in radians*/
+ float configMaxAngle;
};
} // end of namespace Assimp
diff --git a/src/3rdparty/assimp/code/GenericProperty.h b/src/3rdparty/assimp/code/GenericProperty.h
index ccc504a66..2b8d5c502 100644
--- a/src/3rdparty/assimp/code/GenericProperty.h
+++ b/src/3rdparty/assimp/code/GenericProperty.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -41,71 +41,71 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_GENERIC_PROPERTY_H_INCLUDED
#define AI_GENERIC_PROPERTY_H_INCLUDED
-#include "./../include/assimp.hpp"
+#include "./../include/assimp/Importer.hpp"
#include "Hash.h"
// ------------------------------------------------------------------------------------------------
template <class T>
-inline void SetGenericProperty(std::map< unsigned int, T >& list,
- const char* szName, const T& value, bool* bWasExisting = NULL)
+inline void SetGenericProperty(std::map< unsigned int, T >& list,
+ const char* szName, const T& value, bool* bWasExisting = NULL)
{
- ai_assert(NULL != szName);
- const uint32_t hash = SuperFastHash(szName);
-
- typename std::map<unsigned int, T>::iterator it = list.find(hash);
- if (it == list.end()) {
- if (bWasExisting)
- *bWasExisting = false;
- list.insert(std::pair<unsigned int, T>( hash, value ));
- return;
- }
- (*it).second = value;
- if (bWasExisting)
- *bWasExisting = true;
+ ai_assert(NULL != szName);
+ const uint32_t hash = SuperFastHash(szName);
+
+ typename std::map<unsigned int, T>::iterator it = list.find(hash);
+ if (it == list.end()) {
+ if (bWasExisting)
+ *bWasExisting = false;
+ list.insert(std::pair<unsigned int, T>( hash, value ));
+ return;
+ }
+ (*it).second = value;
+ if (bWasExisting)
+ *bWasExisting = true;
}
// ------------------------------------------------------------------------------------------------
template <class T>
-inline const T& GetGenericProperty(const std::map< unsigned int, T >& list,
- const char* szName, const T& errorReturn)
+inline const T& GetGenericProperty(const std::map< unsigned int, T >& list,
+ const char* szName, const T& errorReturn)
{
- ai_assert(NULL != szName);
- const uint32_t hash = SuperFastHash(szName);
-
- typename std::map<unsigned int, T>::const_iterator it = list.find(hash);
- if (it == list.end())
- return errorReturn;
-
- return (*it).second;
+ ai_assert(NULL != szName);
+ const uint32_t hash = SuperFastHash(szName);
+
+ typename std::map<unsigned int, T>::const_iterator it = list.find(hash);
+ if (it == list.end())
+ return errorReturn;
+
+ return (*it).second;
}
// ------------------------------------------------------------------------------------------------
// Special version for pointer types - they will be deleted when replaced with another value
// passing NULL removes the whole property
template <class T>
-inline void SetGenericPropertyPtr(std::map< unsigned int, T* >& list,
- const char* szName, T* value, bool* bWasExisting = NULL)
+inline void SetGenericPropertyPtr(std::map< unsigned int, T* >& list,
+ const char* szName, T* value, bool* bWasExisting = NULL)
{
- ai_assert(NULL != szName);
- const uint32_t hash = SuperFastHash(szName);
-
- typename std::map<unsigned int, T*>::iterator it = list.find(hash);
- if (it == list.end()) {
- if (bWasExisting)
- *bWasExisting = false;
-
- list.insert(std::pair<unsigned int,T*>( hash, value ));
- return;
- }
- if ((*it).second != value) {
- delete (*it).second;
- (*it).second = value;
- }
- if (!value) {
- list.erase(it);
- }
- if (bWasExisting)
- *bWasExisting = true;
+ ai_assert(NULL != szName);
+ const uint32_t hash = SuperFastHash(szName);
+
+ typename std::map<unsigned int, T*>::iterator it = list.find(hash);
+ if (it == list.end()) {
+ if (bWasExisting)
+ *bWasExisting = false;
+
+ list.insert(std::pair<unsigned int,T*>( hash, value ));
+ return;
+ }
+ if ((*it).second != value) {
+ delete (*it).second;
+ (*it).second = value;
+ }
+ if (!value) {
+ list.erase(it);
+ }
+ if (bWasExisting)
+ *bWasExisting = true;
}
diff --git a/src/3rdparty/assimp/code/HMPFileData.h b/src/3rdparty/assimp/code/HMPFileData.h
index 2d372a063..d8748dac5 100644
--- a/src/3rdparty/assimp/code/HMPFileData.h
+++ b/src/3rdparty/assimp/code/HMPFileData.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -41,20 +41,20 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//! @file Data structures for the 3D Game Studio Heightmap format (HMP)
//!
-namespace Assimp {
-namespace HMP {
+namespace Assimp {
+namespace HMP {
-#include "./../include/Compiler/pushpack1.h"
+#include "./../include/assimp/Compiler/pushpack1.h"
// to make it easier for us, we test the magic word against both "endianesses"
-#define AI_HMP_MAGIC_NUMBER_BE_4 AI_MAKE_MAGIC("HMP4")
-#define AI_HMP_MAGIC_NUMBER_LE_4 AI_MAKE_MAGIC("4PMH")
+#define AI_HMP_MAGIC_NUMBER_BE_4 AI_MAKE_MAGIC("HMP4")
+#define AI_HMP_MAGIC_NUMBER_LE_4 AI_MAKE_MAGIC("4PMH")
-#define AI_HMP_MAGIC_NUMBER_BE_5 AI_MAKE_MAGIC("HMP5")
-#define AI_HMP_MAGIC_NUMBER_LE_5 AI_MAKE_MAGIC("5PMH")
+#define AI_HMP_MAGIC_NUMBER_BE_5 AI_MAKE_MAGIC("HMP5")
+#define AI_HMP_MAGIC_NUMBER_LE_5 AI_MAKE_MAGIC("5PMH")
-#define AI_HMP_MAGIC_NUMBER_BE_7 AI_MAKE_MAGIC("HMP7")
-#define AI_HMP_MAGIC_NUMBER_LE_7 AI_MAKE_MAGIC("7PMH")
+#define AI_HMP_MAGIC_NUMBER_BE_7 AI_MAKE_MAGIC("HMP7")
+#define AI_HMP_MAGIC_NUMBER_LE_7 AI_MAKE_MAGIC("7PMH")
// ---------------------------------------------------------------------------
/** Data structure for the header of a HMP5 file.
@@ -62,73 +62,73 @@ namespace HMP {
*/
struct Header_HMP5
{
- int8_t ident[4]; // "HMP5"
- int32_t version;
-
- // ignored
- float scale[3];
- float scale_origin[3];
- float boundingradius;
-
- //! Size of one triangle in x direction
- float ftrisize_x;
- //! Size of one triangle in y direction
- float ftrisize_y;
- //! Number of vertices in x direction
- float fnumverts_x;
-
- //! Number of skins in the file
- int32_t numskins;
-
- // can ignore this?
- int32_t skinwidth;
- int32_t skinheight;
-
- //!Number of vertices in the file
- int32_t numverts;
-
- // ignored and zero
- int32_t numtris;
-
- //! only one supported ...
- int32_t numframes;
-
- //! Always 0 ...
- int32_t num_stverts;
- int32_t flags;
- float size;
+ int8_t ident[4]; // "HMP5"
+ int32_t version;
+
+ // ignored
+ float scale[3];
+ float scale_origin[3];
+ float boundingradius;
+
+ //! Size of one triangle in x direction
+ float ftrisize_x;
+ //! Size of one triangle in y direction
+ float ftrisize_y;
+ //! Number of vertices in x direction
+ float fnumverts_x;
+
+ //! Number of skins in the file
+ int32_t numskins;
+
+ // can ignore this?
+ int32_t skinwidth;
+ int32_t skinheight;
+
+ //!Number of vertices in the file
+ int32_t numverts;
+
+ // ignored and zero
+ int32_t numtris;
+
+ //! only one supported ...
+ int32_t numframes;
+
+ //! Always 0 ...
+ int32_t num_stverts;
+ int32_t flags;
+ float size;
} PACK_STRUCT;
// ---------------------------------------------------------------------------
-/** Data structure for a terrain vertex in a HMP4 file
+/** Data structure for a terrain vertex in a HMP4 file
*/
struct Vertex_HMP4
{
- uint16_t p_pos[3];
- uint8_t normals162index;
- uint8_t pad;
+ uint16_t p_pos[3];
+ uint8_t normals162index;
+ uint8_t pad;
} PACK_STRUCT;
// ---------------------------------------------------------------------------
-/** Data structure for a terrain vertex in a HMP5 file
+/** Data structure for a terrain vertex in a HMP5 file
*/
struct Vertex_HMP5
{
- uint16_t z;
- uint8_t normals162index;
- uint8_t pad;
+ uint16_t z;
+ uint8_t normals162index;
+ uint8_t pad;
} PACK_STRUCT;
// ---------------------------------------------------------------------------
-/** Data structure for a terrain vertex in a HMP7 file
+/** Data structure for a terrain vertex in a HMP7 file
*/
struct Vertex_HMP7
{
- uint16_t z;
- int8_t normal_x,normal_y;
+ uint16_t z;
+ int8_t normal_x,normal_y;
} PACK_STRUCT;
-#include "./../include/Compiler/poppack1.h"
+#include "./../include/assimp/Compiler/poppack1.h"
} //! namespace HMP
} //! namespace Assimp
diff --git a/src/3rdparty/assimp/code/HMPLoader.cpp b/src/3rdparty/assimp/code/HMPLoader.cpp
index dc4dea152..1e6b19bdc 100644
--- a/src/3rdparty/assimp/code/HMPLoader.cpp
+++ b/src/3rdparty/assimp/code/HMPLoader.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -45,453 +45,465 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef ASSIMP_BUILD_NO_HMP_IMPORTER
// internal headers
-#include "MaterialSystem.h"
#include "HMPLoader.h"
#include "MD2FileData.h"
using namespace Assimp;
+static const aiImporterDesc desc = {
+ "3D GameStudio Heightmap (HMP) Importer",
+ "",
+ "",
+ "",
+ aiImporterFlags_SupportBinaryFlavour,
+ 0,
+ 0,
+ 0,
+ 0,
+ "hmp"
+};
+
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
HMPImporter::HMPImporter()
{
- // nothing to do here
+ // nothing to do here
}
// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
+// Destructor, private as well
HMPImporter::~HMPImporter()
{
- // nothing to do here
+ // nothing to do here
}
// ------------------------------------------------------------------------------------------------
-// Returns whether the class can handle the format of the given file.
+// Returns whether the class can handle the format of the given file.
bool HMPImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool cs) const
{
- const std::string extension = GetExtension(pFile);
- if (extension == "hmp" )
- return true;
-
- // if check for extension is not enough, check for the magic tokens
- if (!extension.length() || cs) {
- uint32_t tokens[3];
- tokens[0] = AI_HMP_MAGIC_NUMBER_LE_4;
- tokens[1] = AI_HMP_MAGIC_NUMBER_LE_5;
- tokens[2] = AI_HMP_MAGIC_NUMBER_LE_7;
- return CheckMagicToken(pIOHandler,pFile,tokens,3,0);
- }
- return false;
+ const std::string extension = GetExtension(pFile);
+ if (extension == "hmp" )
+ return true;
+
+ // if check for extension is not enough, check for the magic tokens
+ if (!extension.length() || cs) {
+ uint32_t tokens[3];
+ tokens[0] = AI_HMP_MAGIC_NUMBER_LE_4;
+ tokens[1] = AI_HMP_MAGIC_NUMBER_LE_5;
+ tokens[2] = AI_HMP_MAGIC_NUMBER_LE_7;
+ return CheckMagicToken(pIOHandler,pFile,tokens,3,0);
+ }
+ return false;
}
// ------------------------------------------------------------------------------------------------
// Get list of all file extensions that are handled by this loader
-void HMPImporter::GetExtensionList(std::set<std::string>& extensions)
+const aiImporterDesc* HMPImporter::GetInfo () const
{
- extensions.insert("hmp");
+ return &desc;
}
// ------------------------------------------------------------------------------------------------
-// Imports the given file into the given scene structure.
-void HMPImporter::InternReadFile( const std::string& pFile,
- aiScene* _pScene, IOSystem* _pIOHandler)
+// Imports the given file into the given scene structure.
+void HMPImporter::InternReadFile( const std::string& pFile,
+ aiScene* _pScene, IOSystem* _pIOHandler)
{
- pScene = _pScene;
- pIOHandler = _pIOHandler;
- boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
-
- // Check whether we can read from the file
- if ( file.get() == NULL)
- throw DeadlyImportError( "Failed to open HMP file " + pFile + ".");
-
- // Check whether the HMP file is large enough to contain
- // at least the file header
- const size_t fileSize = file->FileSize();
- if ( fileSize < 50)
- throw DeadlyImportError( "HMP File is too small.");
-
- // Allocate storage and copy the contents of the file to a memory buffer
- std::vector<uint8_t> buffer(fileSize);
- mBuffer = &buffer[0];
- file->Read( (void*)mBuffer, 1, fileSize);
- iFileSize = (unsigned int)fileSize;
-
- // Determine the file subtype and call the appropriate member function
- const uint32_t iMagic = *((uint32_t*)this->mBuffer);
-
- // HMP4 format
- if (AI_HMP_MAGIC_NUMBER_LE_4 == iMagic ||
- AI_HMP_MAGIC_NUMBER_BE_4 == iMagic)
- {
- DefaultLogger::get()->debug("HMP subtype: 3D GameStudio A4, magic word is HMP4");
- InternReadFile_HMP4();
- }
- // HMP5 format
- else if (AI_HMP_MAGIC_NUMBER_LE_5 == iMagic ||
- AI_HMP_MAGIC_NUMBER_BE_5 == iMagic)
- {
- DefaultLogger::get()->debug("HMP subtype: 3D GameStudio A5, magic word is HMP5");
- InternReadFile_HMP5();
- }
- // HMP7 format
- else if (AI_HMP_MAGIC_NUMBER_LE_7 == iMagic ||
- AI_HMP_MAGIC_NUMBER_BE_7 == iMagic)
- {
- DefaultLogger::get()->debug("HMP subtype: 3D GameStudio A7, magic word is HMP7");
- InternReadFile_HMP7();
- }
- else
- {
- // Print the magic word to the logger
- char szBuffer[5];
- szBuffer[0] = ((char*)&iMagic)[0];
- szBuffer[1] = ((char*)&iMagic)[1];
- szBuffer[2] = ((char*)&iMagic)[2];
- szBuffer[3] = ((char*)&iMagic)[3];
- szBuffer[4] = '\0';
-
- // We're definitely unable to load this file
- throw DeadlyImportError( "Unknown HMP subformat " + pFile +
- ". Magic word (" + szBuffer + ") is not known");
- }
-
- // Set the AI_SCENE_FLAGS_TERRAIN bit
- pScene->mFlags |= AI_SCENE_FLAGS_TERRAIN;
-
- // File buffer destructs automatically now
+ pScene = _pScene;
+ pIOHandler = _pIOHandler;
+ boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
+
+ // Check whether we can read from the file
+ if( file.get() == NULL)
+ throw DeadlyImportError( "Failed to open HMP file " + pFile + ".");
+
+ // Check whether the HMP file is large enough to contain
+ // at least the file header
+ const size_t fileSize = file->FileSize();
+ if( fileSize < 50)
+ throw DeadlyImportError( "HMP File is too small.");
+
+ // Allocate storage and copy the contents of the file to a memory buffer
+ std::vector<uint8_t> buffer(fileSize);
+ mBuffer = &buffer[0];
+ file->Read( (void*)mBuffer, 1, fileSize);
+ iFileSize = (unsigned int)fileSize;
+
+ // Determine the file subtype and call the appropriate member function
+ const uint32_t iMagic = *((uint32_t*)this->mBuffer);
+
+ // HMP4 format
+ if (AI_HMP_MAGIC_NUMBER_LE_4 == iMagic ||
+ AI_HMP_MAGIC_NUMBER_BE_4 == iMagic)
+ {
+ DefaultLogger::get()->debug("HMP subtype: 3D GameStudio A4, magic word is HMP4");
+ InternReadFile_HMP4();
+ }
+ // HMP5 format
+ else if (AI_HMP_MAGIC_NUMBER_LE_5 == iMagic ||
+ AI_HMP_MAGIC_NUMBER_BE_5 == iMagic)
+ {
+ DefaultLogger::get()->debug("HMP subtype: 3D GameStudio A5, magic word is HMP5");
+ InternReadFile_HMP5();
+ }
+ // HMP7 format
+ else if (AI_HMP_MAGIC_NUMBER_LE_7 == iMagic ||
+ AI_HMP_MAGIC_NUMBER_BE_7 == iMagic)
+ {
+ DefaultLogger::get()->debug("HMP subtype: 3D GameStudio A7, magic word is HMP7");
+ InternReadFile_HMP7();
+ }
+ else
+ {
+ // Print the magic word to the logger
+ char szBuffer[5];
+ szBuffer[0] = ((char*)&iMagic)[0];
+ szBuffer[1] = ((char*)&iMagic)[1];
+ szBuffer[2] = ((char*)&iMagic)[2];
+ szBuffer[3] = ((char*)&iMagic)[3];
+ szBuffer[4] = '\0';
+
+ // We're definitely unable to load this file
+ throw DeadlyImportError( "Unknown HMP subformat " + pFile +
+ ". Magic word (" + szBuffer + ") is not known");
+ }
+
+ // Set the AI_SCENE_FLAGS_TERRAIN bit
+ pScene->mFlags |= AI_SCENE_FLAGS_TERRAIN;
+
+ // File buffer destructs automatically now
}
-// ------------------------------------------------------------------------------------------------
+// ------------------------------------------------------------------------------------------------
void HMPImporter::ValidateHeader_HMP457( )
{
- const HMP::Header_HMP5* const pcHeader = (const HMP::Header_HMP5*)mBuffer;
-
- if (120 > iFileSize)
- {
- throw DeadlyImportError("HMP file is too small (header size is "
- "120 bytes, this file is smaller)");
- }
-
- if (!pcHeader->ftrisize_x || !pcHeader->ftrisize_y)
- throw DeadlyImportError("Size of triangles in either x or y direction is zero");
-
- if (pcHeader->fnumverts_x < 1.0f || (pcHeader->numverts/pcHeader->fnumverts_x) < 1.0f)
- throw DeadlyImportError("Number of triangles in either x or y direction is zero");
-
- if (!pcHeader->numframes)
- throw DeadlyImportError("There are no frames. At least one should be there");
+ const HMP::Header_HMP5* const pcHeader = (const HMP::Header_HMP5*)mBuffer;
+
+ if (120 > iFileSize)
+ {
+ throw DeadlyImportError("HMP file is too small (header size is "
+ "120 bytes, this file is smaller)");
+ }
+
+ if (!pcHeader->ftrisize_x || !pcHeader->ftrisize_y)
+ throw DeadlyImportError("Size of triangles in either x or y direction is zero");
+
+ if(pcHeader->fnumverts_x < 1.0f || (pcHeader->numverts/pcHeader->fnumverts_x) < 1.0f)
+ throw DeadlyImportError("Number of triangles in either x or y direction is zero");
+
+ if(!pcHeader->numframes)
+ throw DeadlyImportError("There are no frames. At least one should be there");
}
-// ------------------------------------------------------------------------------------------------
+// ------------------------------------------------------------------------------------------------
void HMPImporter::InternReadFile_HMP4( )
{
- throw DeadlyImportError("HMP4 is currently not supported");
+ throw DeadlyImportError("HMP4 is currently not supported");
}
-// ------------------------------------------------------------------------------------------------
+// ------------------------------------------------------------------------------------------------
void HMPImporter::InternReadFile_HMP5( )
{
- // read the file header and skip everything to byte 84
- const HMP::Header_HMP5* pcHeader = (const HMP::Header_HMP5*)mBuffer;
- const unsigned char* szCurrent = (const unsigned char*)(mBuffer+84);
- ValidateHeader_HMP457();
-
- // generate an output mesh
- pScene->mNumMeshes = 1;
- pScene->mMeshes = new aiMesh*[1];
- aiMesh* pcMesh = pScene->mMeshes[0] = new aiMesh();
-
- pcMesh->mMaterialIndex = 0;
- pcMesh->mVertices = new aiVector3D[pcHeader->numverts];
- pcMesh->mNormals = new aiVector3D[pcHeader->numverts];
-
- const unsigned int height = (unsigned int)(pcHeader->numverts / pcHeader->fnumverts_x);
- const unsigned int width = (unsigned int)pcHeader->fnumverts_x;
-
- // generate/load a material for the terrain
- CreateMaterial(szCurrent,&szCurrent);
-
- // goto offset 120, I don't know why ...
- // (fixme) is this the frame header? I assume yes since it starts with 2.
- szCurrent += 36;
- SizeCheck(szCurrent + sizeof(const HMP::Vertex_HMP7)*height*width);
-
- // now load all vertices from the file
- aiVector3D* pcVertOut = pcMesh->mVertices;
- aiVector3D* pcNorOut = pcMesh->mNormals;
- const HMP::Vertex_HMP5* src = (const HMP::Vertex_HMP5*) szCurrent;
- for (unsigned int y = 0; y < height;++y)
- {
- for (unsigned int x = 0; x < width;++x)
- {
- pcVertOut->x = x * pcHeader->ftrisize_x;
- pcVertOut->y = y * pcHeader->ftrisize_y;
- pcVertOut->z = (((float)src->z / 0xffff)-0.5f) * pcHeader->ftrisize_x * 8.0f;
- MD2::LookupNormalIndex(src->normals162index, *pcNorOut );
- ++pcVertOut;++pcNorOut;++src;
- }
- }
-
- // generate texture coordinates if necessary
- if (pcHeader->numskins)
- GenerateTextureCoords(width,height);
-
- // now build a list of faces
- CreateOutputFaceList(width,height);
-
- // there is no nodegraph in HMP files. Simply assign the one mesh
- // (no, not the one ring) to the root node
- pScene->mRootNode = new aiNode();
- pScene->mRootNode->mName.Set("terrain_root");
- pScene->mRootNode->mNumMeshes = 1;
- pScene->mRootNode->mMeshes = new unsigned int[1];
- pScene->mRootNode->mMeshes[0] = 0;
+ // read the file header and skip everything to byte 84
+ const HMP::Header_HMP5* pcHeader = (const HMP::Header_HMP5*)mBuffer;
+ const unsigned char* szCurrent = (const unsigned char*)(mBuffer+84);
+ ValidateHeader_HMP457();
+
+ // generate an output mesh
+ pScene->mNumMeshes = 1;
+ pScene->mMeshes = new aiMesh*[1];
+ aiMesh* pcMesh = pScene->mMeshes[0] = new aiMesh();
+
+ pcMesh->mMaterialIndex = 0;
+ pcMesh->mVertices = new aiVector3D[pcHeader->numverts];
+ pcMesh->mNormals = new aiVector3D[pcHeader->numverts];
+
+ const unsigned int height = (unsigned int)(pcHeader->numverts / pcHeader->fnumverts_x);
+ const unsigned int width = (unsigned int)pcHeader->fnumverts_x;
+
+ // generate/load a material for the terrain
+ CreateMaterial(szCurrent,&szCurrent);
+
+ // goto offset 120, I don't know why ...
+ // (fixme) is this the frame header? I assume yes since it starts with 2.
+ szCurrent += 36;
+ SizeCheck(szCurrent + sizeof(const HMP::Vertex_HMP7)*height*width);
+
+ // now load all vertices from the file
+ aiVector3D* pcVertOut = pcMesh->mVertices;
+ aiVector3D* pcNorOut = pcMesh->mNormals;
+ const HMP::Vertex_HMP5* src = (const HMP::Vertex_HMP5*) szCurrent;
+ for (unsigned int y = 0; y < height;++y)
+ {
+ for (unsigned int x = 0; x < width;++x)
+ {
+ pcVertOut->x = x * pcHeader->ftrisize_x;
+ pcVertOut->y = y * pcHeader->ftrisize_y;
+ pcVertOut->z = (((float)src->z / 0xffff)-0.5f) * pcHeader->ftrisize_x * 8.0f;
+ MD2::LookupNormalIndex(src->normals162index, *pcNorOut );
+ ++pcVertOut;++pcNorOut;++src;
+ }
+ }
+
+ // generate texture coordinates if necessary
+ if (pcHeader->numskins)
+ GenerateTextureCoords(width,height);
+
+ // now build a list of faces
+ CreateOutputFaceList(width,height);
+
+ // there is no nodegraph in HMP files. Simply assign the one mesh
+ // (no, not the one ring) to the root node
+ pScene->mRootNode = new aiNode();
+ pScene->mRootNode->mName.Set("terrain_root");
+ pScene->mRootNode->mNumMeshes = 1;
+ pScene->mRootNode->mMeshes = new unsigned int[1];
+ pScene->mRootNode->mMeshes[0] = 0;
}
-// ------------------------------------------------------------------------------------------------
+// ------------------------------------------------------------------------------------------------
void HMPImporter::InternReadFile_HMP7( )
{
- // read the file header and skip everything to byte 84
- const HMP::Header_HMP5* const pcHeader = (const HMP::Header_HMP5*)mBuffer;
- const unsigned char* szCurrent = (const unsigned char*)(mBuffer+84);
- ValidateHeader_HMP457();
-
- // generate an output mesh
- pScene->mNumMeshes = 1;
- pScene->mMeshes = new aiMesh*[1];
- aiMesh* pcMesh = pScene->mMeshes[0] = new aiMesh();
-
- pcMesh->mMaterialIndex = 0;
- pcMesh->mVertices = new aiVector3D[pcHeader->numverts];
- pcMesh->mNormals = new aiVector3D[pcHeader->numverts];
-
- const unsigned int height = (unsigned int)(pcHeader->numverts / pcHeader->fnumverts_x);
- const unsigned int width = (unsigned int)pcHeader->fnumverts_x;
-
- // generate/load a material for the terrain
- CreateMaterial(szCurrent,&szCurrent);
-
- // goto offset 120, I don't know why ...
- // (fixme) is this the frame header? I assume yes since it starts with 2.
- szCurrent += 36;
-
- SizeCheck(szCurrent + sizeof(const HMP::Vertex_HMP7)*height*width);
-
- // now load all vertices from the file
- aiVector3D* pcVertOut = pcMesh->mVertices;
- aiVector3D* pcNorOut = pcMesh->mNormals;
- const HMP::Vertex_HMP7* src = (const HMP::Vertex_HMP7*) szCurrent;
- for (unsigned int y = 0; y < height;++y)
- {
- for (unsigned int x = 0; x < width;++x)
- {
- pcVertOut->x = x * pcHeader->ftrisize_x;
- pcVertOut->y = y * pcHeader->ftrisize_y;
-
- // FIXME: What exctly is the correct scaling factor to use?
- // possibly pcHeader->scale_origin[2] in combination with a
- // signed interpretation of src->z?
- pcVertOut->z = (((float)src->z / 0xffff)-0.5f) * pcHeader->ftrisize_x * 8.0f;
-
- pcNorOut->x = ((float)src->normal_x / 0x80 ); // * pcHeader->scale_origin[0];
- pcNorOut->y = ((float)src->normal_y / 0x80 ); // * pcHeader->scale_origin[1];
- pcNorOut->z = 1.0f;
- pcNorOut->Normalize();
-
- ++pcVertOut;++pcNorOut;++src;
- }
- }
-
- // generate texture coordinates if necessary
- if (pcHeader->numskins)GenerateTextureCoords(width,height);
-
- // now build a list of faces
- CreateOutputFaceList(width,height);
-
- // there is no nodegraph in HMP files. Simply assign the one mesh
- // (no, not the One Ring) to the root node
- pScene->mRootNode = new aiNode();
- pScene->mRootNode->mName.Set("terrain_root");
- pScene->mRootNode->mNumMeshes = 1;
- pScene->mRootNode->mMeshes = new unsigned int[1];
- pScene->mRootNode->mMeshes[0] = 0;
+ // read the file header and skip everything to byte 84
+ const HMP::Header_HMP5* const pcHeader = (const HMP::Header_HMP5*)mBuffer;
+ const unsigned char* szCurrent = (const unsigned char*)(mBuffer+84);
+ ValidateHeader_HMP457();
+
+ // generate an output mesh
+ pScene->mNumMeshes = 1;
+ pScene->mMeshes = new aiMesh*[1];
+ aiMesh* pcMesh = pScene->mMeshes[0] = new aiMesh();
+
+ pcMesh->mMaterialIndex = 0;
+ pcMesh->mVertices = new aiVector3D[pcHeader->numverts];
+ pcMesh->mNormals = new aiVector3D[pcHeader->numverts];
+
+ const unsigned int height = (unsigned int)(pcHeader->numverts / pcHeader->fnumverts_x);
+ const unsigned int width = (unsigned int)pcHeader->fnumverts_x;
+
+ // generate/load a material for the terrain
+ CreateMaterial(szCurrent,&szCurrent);
+
+ // goto offset 120, I don't know why ...
+ // (fixme) is this the frame header? I assume yes since it starts with 2.
+ szCurrent += 36;
+
+ SizeCheck(szCurrent + sizeof(const HMP::Vertex_HMP7)*height*width);
+
+ // now load all vertices from the file
+ aiVector3D* pcVertOut = pcMesh->mVertices;
+ aiVector3D* pcNorOut = pcMesh->mNormals;
+ const HMP::Vertex_HMP7* src = (const HMP::Vertex_HMP7*) szCurrent;
+ for (unsigned int y = 0; y < height;++y)
+ {
+ for (unsigned int x = 0; x < width;++x)
+ {
+ pcVertOut->x = x * pcHeader->ftrisize_x;
+ pcVertOut->y = y * pcHeader->ftrisize_y;
+
+ // FIXME: What exctly is the correct scaling factor to use?
+ // possibly pcHeader->scale_origin[2] in combination with a
+ // signed interpretation of src->z?
+ pcVertOut->z = (((float)src->z / 0xffff)-0.5f) * pcHeader->ftrisize_x * 8.0f;
+
+ pcNorOut->x = ((float)src->normal_x / 0x80 ); // * pcHeader->scale_origin[0];
+ pcNorOut->y = ((float)src->normal_y / 0x80 ); // * pcHeader->scale_origin[1];
+ pcNorOut->z = 1.0f;
+ pcNorOut->Normalize();
+
+ ++pcVertOut;++pcNorOut;++src;
+ }
+ }
+
+ // generate texture coordinates if necessary
+ if (pcHeader->numskins)GenerateTextureCoords(width,height);
+
+ // now build a list of faces
+ CreateOutputFaceList(width,height);
+
+ // there is no nodegraph in HMP files. Simply assign the one mesh
+ // (no, not the One Ring) to the root node
+ pScene->mRootNode = new aiNode();
+ pScene->mRootNode->mName.Set("terrain_root");
+ pScene->mRootNode->mNumMeshes = 1;
+ pScene->mRootNode->mMeshes = new unsigned int[1];
+ pScene->mRootNode->mMeshes[0] = 0;
}
-// ------------------------------------------------------------------------------------------------
+// ------------------------------------------------------------------------------------------------
void HMPImporter::CreateMaterial(const unsigned char* szCurrent,
- const unsigned char** szCurrentOut)
+ const unsigned char** szCurrentOut)
{
- aiMesh* const pcMesh = pScene->mMeshes[0];
- const HMP::Header_HMP5* const pcHeader = (const HMP::Header_HMP5*)mBuffer;
-
- // we don't need to generate texture coordinates if
- // we have no textures in the file ...
- if (pcHeader->numskins)
- {
- pcMesh->mTextureCoords[0] = new aiVector3D[pcHeader->numverts];
- pcMesh->mNumUVComponents[0] = 2;
-
- // now read the first skin and skip all others
- ReadFirstSkin(pcHeader->numskins,szCurrent,&szCurrent);
- }
- else
- {
- // generate a default material
- const int iMode = (int)aiShadingMode_Gouraud;
- MaterialHelper* pcHelper = new MaterialHelper();
- pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
-
- aiColor3D clr;
- clr.b = clr.g = clr.r = 0.6f;
- pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
- pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
-
- clr.b = clr.g = clr.r = 0.05f;
- pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
-
- aiString szName;
- szName.Set(AI_DEFAULT_MATERIAL_NAME);
- pcHelper->AddProperty(&szName,AI_MATKEY_NAME);
-
- // add the material to the scene
- pScene->mNumMaterials = 1;
- pScene->mMaterials = new aiMaterial*[1];
- pScene->mMaterials[0] = pcHelper;
- }
- *szCurrentOut = szCurrent;
+ aiMesh* const pcMesh = pScene->mMeshes[0];
+ const HMP::Header_HMP5* const pcHeader = (const HMP::Header_HMP5*)mBuffer;
+
+ // we don't need to generate texture coordinates if
+ // we have no textures in the file ...
+ if (pcHeader->numskins)
+ {
+ pcMesh->mTextureCoords[0] = new aiVector3D[pcHeader->numverts];
+ pcMesh->mNumUVComponents[0] = 2;
+
+ // now read the first skin and skip all others
+ ReadFirstSkin(pcHeader->numskins,szCurrent,&szCurrent);
+ }
+ else
+ {
+ // generate a default material
+ const int iMode = (int)aiShadingMode_Gouraud;
+ aiMaterial* pcHelper = new aiMaterial();
+ pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
+
+ aiColor3D clr;
+ clr.b = clr.g = clr.r = 0.6f;
+ pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
+ pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
+
+ clr.b = clr.g = clr.r = 0.05f;
+ pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
+
+ aiString szName;
+ szName.Set(AI_DEFAULT_MATERIAL_NAME);
+ pcHelper->AddProperty(&szName,AI_MATKEY_NAME);
+
+ // add the material to the scene
+ pScene->mNumMaterials = 1;
+ pScene->mMaterials = new aiMaterial*[1];
+ pScene->mMaterials[0] = pcHelper;
+ }
+ *szCurrentOut = szCurrent;
}
-// ------------------------------------------------------------------------------------------------
+// ------------------------------------------------------------------------------------------------
void HMPImporter::CreateOutputFaceList(unsigned int width,unsigned int height)
{
- aiMesh* const pcMesh = this->pScene->mMeshes[0];
-
- // Allocate enough storage
- pcMesh->mNumFaces = (width-1) * (height-1);
- pcMesh->mFaces = new aiFace[pcMesh->mNumFaces];
-
- pcMesh->mNumVertices = pcMesh->mNumFaces*4;
- aiVector3D* pcVertices = new aiVector3D[pcMesh->mNumVertices];
- aiVector3D* pcNormals = new aiVector3D[pcMesh->mNumVertices];
-
- aiFace* pcFaceOut(pcMesh->mFaces);
- aiVector3D* pcVertOut = pcVertices;
- aiVector3D* pcNorOut = pcNormals;
-
- aiVector3D* pcUVs = pcMesh->mTextureCoords[0] ? new aiVector3D[pcMesh->mNumVertices] : NULL;
- aiVector3D* pcUVOut(pcUVs);
-
- // Build the terrain square
- unsigned int iCurrent = 0;
- for (unsigned int y = 0; y < height-1;++y) {
- for (unsigned int x = 0; x < width-1;++x,++pcFaceOut) {
- pcFaceOut->mNumIndices = 4;
- pcFaceOut->mIndices = new unsigned int[4];
-
- *pcVertOut++ = pcMesh->mVertices[y*width+x];
- *pcVertOut++ = pcMesh->mVertices[(y+1)*width+x];
- *pcVertOut++ = pcMesh->mVertices[(y+1)*width+x+1];
- *pcVertOut++ = pcMesh->mVertices[y*width+x+1];
-
-
- *pcNorOut++ = pcMesh->mNormals[y*width+x];
- *pcNorOut++ = pcMesh->mNormals[(y+1)*width+x];
- *pcNorOut++ = pcMesh->mNormals[(y+1)*width+x+1];
- *pcNorOut++ = pcMesh->mNormals[y*width+x+1];
-
- if (pcMesh->mTextureCoords[0])
- {
- *pcUVOut++ = pcMesh->mTextureCoords[0][y*width+x];
- *pcUVOut++ = pcMesh->mTextureCoords[0][(y+1)*width+x];
- *pcUVOut++ = pcMesh->mTextureCoords[0][(y+1)*width+x+1];
- *pcUVOut++ = pcMesh->mTextureCoords[0][y*width+x+1];
- }
-
- for (unsigned int i = 0; i < 4;++i)
- pcFaceOut->mIndices[i] = iCurrent++;
- }
- }
- delete[] pcMesh->mVertices;
- pcMesh->mVertices = pcVertices;
-
- delete[] pcMesh->mNormals;
- pcMesh->mNormals = pcNormals;
-
- if (pcMesh->mTextureCoords[0])
- {
- delete[] pcMesh->mTextureCoords[0];
- pcMesh->mTextureCoords[0] = pcUVs;
- }
+ aiMesh* const pcMesh = this->pScene->mMeshes[0];
+
+ // Allocate enough storage
+ pcMesh->mNumFaces = (width-1) * (height-1);
+ pcMesh->mFaces = new aiFace[pcMesh->mNumFaces];
+
+ pcMesh->mNumVertices = pcMesh->mNumFaces*4;
+ aiVector3D* pcVertices = new aiVector3D[pcMesh->mNumVertices];
+ aiVector3D* pcNormals = new aiVector3D[pcMesh->mNumVertices];
+
+ aiFace* pcFaceOut(pcMesh->mFaces);
+ aiVector3D* pcVertOut = pcVertices;
+ aiVector3D* pcNorOut = pcNormals;
+
+ aiVector3D* pcUVs = pcMesh->mTextureCoords[0] ? new aiVector3D[pcMesh->mNumVertices] : NULL;
+ aiVector3D* pcUVOut(pcUVs);
+
+ // Build the terrain square
+ unsigned int iCurrent = 0;
+ for (unsigned int y = 0; y < height-1;++y) {
+ for (unsigned int x = 0; x < width-1;++x,++pcFaceOut) {
+ pcFaceOut->mNumIndices = 4;
+ pcFaceOut->mIndices = new unsigned int[4];
+
+ *pcVertOut++ = pcMesh->mVertices[y*width+x];
+ *pcVertOut++ = pcMesh->mVertices[(y+1)*width+x];
+ *pcVertOut++ = pcMesh->mVertices[(y+1)*width+x+1];
+ *pcVertOut++ = pcMesh->mVertices[y*width+x+1];
+
+
+ *pcNorOut++ = pcMesh->mNormals[y*width+x];
+ *pcNorOut++ = pcMesh->mNormals[(y+1)*width+x];
+ *pcNorOut++ = pcMesh->mNormals[(y+1)*width+x+1];
+ *pcNorOut++ = pcMesh->mNormals[y*width+x+1];
+
+ if (pcMesh->mTextureCoords[0])
+ {
+ *pcUVOut++ = pcMesh->mTextureCoords[0][y*width+x];
+ *pcUVOut++ = pcMesh->mTextureCoords[0][(y+1)*width+x];
+ *pcUVOut++ = pcMesh->mTextureCoords[0][(y+1)*width+x+1];
+ *pcUVOut++ = pcMesh->mTextureCoords[0][y*width+x+1];
+ }
+
+ for (unsigned int i = 0; i < 4;++i)
+ pcFaceOut->mIndices[i] = iCurrent++;
+ }
+ }
+ delete[] pcMesh->mVertices;
+ pcMesh->mVertices = pcVertices;
+
+ delete[] pcMesh->mNormals;
+ pcMesh->mNormals = pcNormals;
+
+ if (pcMesh->mTextureCoords[0])
+ {
+ delete[] pcMesh->mTextureCoords[0];
+ pcMesh->mTextureCoords[0] = pcUVs;
+ }
}
-// ------------------------------------------------------------------------------------------------
+// ------------------------------------------------------------------------------------------------
void HMPImporter::ReadFirstSkin(unsigned int iNumSkins, const unsigned char* szCursor,
- const unsigned char** szCursorOut)
+ const unsigned char** szCursorOut)
{
- ai_assert(0 != iNumSkins && NULL != szCursor);
-
- // read the type of the skin ...
- // sometimes we need to skip 12 bytes here, I don't know why ...
- uint32_t iType = *((uint32_t*)szCursor);szCursor += sizeof(uint32_t);
- if (0 == iType)
- {
- szCursor += sizeof(uint32_t) * 2;
- iType = *((uint32_t*)szCursor);szCursor += sizeof(uint32_t);
- if (!iType)
- throw DeadlyImportError("Unable to read HMP7 skin chunk");
-
- }
- // read width and height
- uint32_t iWidth = *((uint32_t*)szCursor); szCursor += sizeof(uint32_t);
- uint32_t iHeight = *((uint32_t*)szCursor); szCursor += sizeof(uint32_t);
-
- // allocate an output material
- MaterialHelper* pcMat = new MaterialHelper();
-
- // read the skin, this works exactly as for MDL7
- ParseSkinLump_3DGS_MDL7(szCursor,&szCursor,
- pcMat,iType,iWidth,iHeight);
-
- // now we need to skip any other skins ...
- for (unsigned int i = 1; i< iNumSkins;++i)
- {
- iType = *((uint32_t*)szCursor); szCursor += sizeof(uint32_t);
- iWidth = *((uint32_t*)szCursor); szCursor += sizeof(uint32_t);
- iHeight = *((uint32_t*)szCursor); szCursor += sizeof(uint32_t);
-
- SkipSkinLump_3DGS_MDL7(szCursor,&szCursor,iType,iWidth,iHeight);
- SizeCheck(szCursor);
- }
-
- // setup the material ...
- pScene->mNumMaterials = 1;
- pScene->mMaterials = new aiMaterial*[1];
- pScene->mMaterials[0] = pcMat;
-
- *szCursorOut = szCursor;
+ ai_assert(0 != iNumSkins && NULL != szCursor);
+
+ // read the type of the skin ...
+ // sometimes we need to skip 12 bytes here, I don't know why ...
+ uint32_t iType = *((uint32_t*)szCursor);szCursor += sizeof(uint32_t);
+ if (0 == iType)
+ {
+ szCursor += sizeof(uint32_t) * 2;
+ iType = *((uint32_t*)szCursor);szCursor += sizeof(uint32_t);
+ if (!iType)
+ throw DeadlyImportError("Unable to read HMP7 skin chunk");
+
+ }
+ // read width and height
+ uint32_t iWidth = *((uint32_t*)szCursor); szCursor += sizeof(uint32_t);
+ uint32_t iHeight = *((uint32_t*)szCursor); szCursor += sizeof(uint32_t);
+
+ // allocate an output material
+ aiMaterial* pcMat = new aiMaterial();
+
+ // read the skin, this works exactly as for MDL7
+ ParseSkinLump_3DGS_MDL7(szCursor,&szCursor,
+ pcMat,iType,iWidth,iHeight);
+
+ // now we need to skip any other skins ...
+ for (unsigned int i = 1; i< iNumSkins;++i)
+ {
+ iType = *((uint32_t*)szCursor); szCursor += sizeof(uint32_t);
+ iWidth = *((uint32_t*)szCursor); szCursor += sizeof(uint32_t);
+ iHeight = *((uint32_t*)szCursor); szCursor += sizeof(uint32_t);
+
+ SkipSkinLump_3DGS_MDL7(szCursor,&szCursor,iType,iWidth,iHeight);
+ SizeCheck(szCursor);
+ }
+
+ // setup the material ...
+ pScene->mNumMaterials = 1;
+ pScene->mMaterials = new aiMaterial*[1];
+ pScene->mMaterials[0] = pcMat;
+
+ *szCursorOut = szCursor;
}
-// ------------------------------------------------------------------------------------------------
+// ------------------------------------------------------------------------------------------------
// Generate proepr texture coords
void HMPImporter::GenerateTextureCoords(
- const unsigned int width, const unsigned int height)
+ const unsigned int width, const unsigned int height)
{
- ai_assert(NULL != pScene->mMeshes && NULL != pScene->mMeshes[0] &&
- NULL != pScene->mMeshes[0]->mTextureCoords[0]);
+ ai_assert(NULL != pScene->mMeshes && NULL != pScene->mMeshes[0] &&
+ NULL != pScene->mMeshes[0]->mTextureCoords[0]);
- aiVector3D* uv = pScene->mMeshes[0]->mTextureCoords[0];
+ aiVector3D* uv = pScene->mMeshes[0]->mTextureCoords[0];
- const float fY = (1.0f / height) + (1.0f / height) / (height-1);
- const float fX = (1.0f / width) + (1.0f / width) / (width-1);
+ const float fY = (1.0f / height) + (1.0f / height) / (height-1);
+ const float fX = (1.0f / width) + (1.0f / width) / (width-1);
- for (unsigned int y = 0; y < height;++y) {
- for (unsigned int x = 0; x < width;++x,++uv) {
- uv->y = fY*y;
- uv->x = fX*x;
- uv->z = 0.0f;
- }
- }
+ for (unsigned int y = 0; y < height;++y) {
+ for (unsigned int x = 0; x < width;++x,++uv) {
+ uv->y = fY*y;
+ uv->x = fX*x;
+ uv->z = 0.0f;
+ }
+ }
}
#endif // !! ASSIMP_BUILD_NO_HMP_IMPORTER
diff --git a/src/3rdparty/assimp/code/HMPLoader.h b/src/3rdparty/assimp/code/HMPLoader.h
index fdf84baaf..99b796b2b 100644
--- a/src/3rdparty/assimp/code/HMPLoader.h
+++ b/src/3rdparty/assimp/code/HMPLoader.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -45,9 +45,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#define AI_HMPLOADER_H_INCLUDED
// public ASSIMP headers
-#include "../include/aiTypes.h"
-#include "../include/aiTexture.h"
-#include "../include/aiMaterial.h"
+#include "../include/assimp/types.h"
+#include "../include/assimp/texture.h"
+#include "../include/assimp/material.h"
// internal headers
#include "BaseImporter.h"
@@ -62,92 +62,88 @@ using namespace HMP;
*/
class HMPImporter : public MDLImporter
{
- friend class Importer;
-
-protected:
- /** Constructor to be privately used by Importer */
- HMPImporter();
+public:
+ HMPImporter();
+ ~HMPImporter();
- /** Destructor, private as well */
- ~HMPImporter();
public:
- // -------------------------------------------------------------------
- /** Returns whether the class can handle the format of the given file.
- * See BaseImporter::CanRead() for details.
- */
- bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
- bool checkSig) const;
+ // -------------------------------------------------------------------
+ /** Returns whether the class can handle the format of the given file.
+ * See BaseImporter::CanRead() for details.
+ */
+ bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
+ bool checkSig) const;
protected:
- // -------------------------------------------------------------------
- /** Called by Importer::GetExtensionList() for each loaded importer.
- * See BaseImporter::GetExtensionList() for details
- */
- void GetExtensionList(std::set<std::string>& extensions);
+ // -------------------------------------------------------------------
+ /** Return importer meta information.
+ * See #BaseImporter::GetInfo for the details
+ */
+ const aiImporterDesc* GetInfo () const;
- // -------------------------------------------------------------------
- /** Imports the given file into the given scene structure.
- * See BaseImporter::InternReadFile() for details
- */
- void InternReadFile( const std::string& pFile, aiScene* pScene,
- IOSystem* pIOHandler);
+ // -------------------------------------------------------------------
+ /** Imports the given file into the given scene structure.
+ * See BaseImporter::InternReadFile() for details
+ */
+ void InternReadFile( const std::string& pFile, aiScene* pScene,
+ IOSystem* pIOHandler);
protected:
- // -------------------------------------------------------------------
- /** Import a HMP4 file
- */
- void InternReadFile_HMP4( );
-
- // -------------------------------------------------------------------
- /** Import a HMP5 file
- */
- void InternReadFile_HMP5( );
-
- // -------------------------------------------------------------------
- /** Import a HMP7 file
- */
- void InternReadFile_HMP7( );
-
- // -------------------------------------------------------------------
- /** Validate a HMP 5,4,7 file header
- */
- void ValidateHeader_HMP457( );
-
- // -------------------------------------------------------------------
- /** Try to load one material from the file, if this fails create
- * a default material
- */
- void CreateMaterial(const unsigned char* szCurrent,
- const unsigned char** szCurrentOut);
-
- // -------------------------------------------------------------------
- /** Build a list of output faces and vertices. The function
- * triangulates the height map read from the file
- * \param width Width of the height field
- * \param width Height of the height field
- */
- void CreateOutputFaceList(unsigned int width,unsigned int height);
-
- // -------------------------------------------------------------------
- /** Generate planar texture coordinates for a terrain
- * \param width Width of the terrain, in vertices
- * \param height Height of the terrain, in vertices
- */
- void GenerateTextureCoords(const unsigned int width,
- const unsigned int height);
-
- // -------------------------------------------------------------------
- /** Read the first skin from the file and skip all others ...
- * \param iNumSkins Number of skins in the file
- * \param szCursor Position of the first skin (offset 84)
- */
- void ReadFirstSkin(unsigned int iNumSkins, const unsigned char* szCursor,
- const unsigned char** szCursorOut);
+ // -------------------------------------------------------------------
+ /** Import a HMP4 file
+ */
+ void InternReadFile_HMP4( );
+
+ // -------------------------------------------------------------------
+ /** Import a HMP5 file
+ */
+ void InternReadFile_HMP5( );
+
+ // -------------------------------------------------------------------
+ /** Import a HMP7 file
+ */
+ void InternReadFile_HMP7( );
+
+ // -------------------------------------------------------------------
+ /** Validate a HMP 5,4,7 file header
+ */
+ void ValidateHeader_HMP457( );
+
+ // -------------------------------------------------------------------
+ /** Try to load one material from the file, if this fails create
+ * a default material
+ */
+ void CreateMaterial(const unsigned char* szCurrent,
+ const unsigned char** szCurrentOut);
+
+ // -------------------------------------------------------------------
+ /** Build a list of output faces and vertices. The function
+ * triangulates the height map read from the file
+ * \param width Width of the height field
+ * \param width Height of the height field
+ */
+ void CreateOutputFaceList(unsigned int width,unsigned int height);
+
+ // -------------------------------------------------------------------
+ /** Generate planar texture coordinates for a terrain
+ * \param width Width of the terrain, in vertices
+ * \param height Height of the terrain, in vertices
+ */
+ void GenerateTextureCoords(const unsigned int width,
+ const unsigned int height);
+
+ // -------------------------------------------------------------------
+ /** Read the first skin from the file and skip all others ...
+ * \param iNumSkins Number of skins in the file
+ * \param szCursor Position of the first skin (offset 84)
+ */
+ void ReadFirstSkin(unsigned int iNumSkins, const unsigned char* szCursor,
+ const unsigned char** szCursorOut);
private:
diff --git a/src/3rdparty/assimp/code/HalfLifeFileData.h b/src/3rdparty/assimp/code/HalfLifeFileData.h
index b12adf6ad..37be9ec20 100644
--- a/src/3rdparty/assimp/code/HalfLifeFileData.h
+++ b/src/3rdparty/assimp/code/HalfLifeFileData.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -49,100 +49,100 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_MDLFILEHELPER2_H_INC
#define AI_MDLFILEHELPER2_H_INC
-#include "./../include/Compiler/pushpack1.h"
+#include "./../include/assimp/Compiler/pushpack1.h"
#include "MDLFileData.h"
-namespace Assimp {
-namespace MDL {
+namespace Assimp {
+namespace MDL {
// magic bytes used in Half Life 2 MDL models
-#define AI_MDL_MAGIC_NUMBER_BE_HL2a AI_MAKE_MAGIC("IDST")
-#define AI_MDL_MAGIC_NUMBER_LE_HL2a AI_MAKE_MAGIC("TSDI")
-#define AI_MDL_MAGIC_NUMBER_BE_HL2b AI_MAKE_MAGIC("IDSQ")
-#define AI_MDL_MAGIC_NUMBER_LE_HL2b AI_MAKE_MAGIC("QSDI")
+#define AI_MDL_MAGIC_NUMBER_BE_HL2a AI_MAKE_MAGIC("IDST")
+#define AI_MDL_MAGIC_NUMBER_LE_HL2a AI_MAKE_MAGIC("TSDI")
+#define AI_MDL_MAGIC_NUMBER_BE_HL2b AI_MAKE_MAGIC("IDSQ")
+#define AI_MDL_MAGIC_NUMBER_LE_HL2b AI_MAKE_MAGIC("QSDI")
// ---------------------------------------------------------------------------
/** \struct Header_HL2
* \brief Data structure for the HL2 main header
*/
// ---------------------------------------------------------------------------
-struct Header_HL2
+struct Header_HL2
{
- //! magic number: "IDST"/"IDSQ"
- char ident[4];
-
- //! Version number
- int32_t version;
-
- //! Original file name in pak ?
- char name[64];
-
- //! Length of file name/length of file?
- int32_t length;
-
- //! For viewer, ignored
- aiVector3D eyeposition;
- aiVector3D min;
- aiVector3D max;
-
- //! AABB of the model
- aiVector3D bbmin;
- aiVector3D bbmax;
-
- // File flags
- int32_t flags;
-
- //! NUmber of bones contained in the file
- int32_t numbones;
- int32_t boneindex;
-
- //! Number of bone controllers for bone animation
- int32_t numbonecontrollers;
- int32_t bonecontrollerindex;
-
- //! More bounding boxes ...
- int32_t numhitboxes;
- int32_t hitboxindex;
-
- //! Animation sequences in the file
- int32_t numseq;
- int32_t seqindex;
-
- //! Loaded sequences. Ignored
- int32_t numseqgroups;
- int32_t seqgroupindex;
-
- //! Raw texture data
- int32_t numtextures;
- int32_t textureindex;
- int32_t texturedataindex;
-
- //! Number of skins (=textures?)
- int32_t numskinref;
- int32_t numskinfamilies;
- int32_t skinindex;
-
- //! Number of parts
- int32_t numbodyparts;
- int32_t bodypartindex;
-
- //! attachable points for gameplay and physics
- int32_t numattachments;
- int32_t attachmentindex;
-
- //! Table of sound effects associated with the model
- int32_t soundtable;
- int32_t soundindex;
- int32_t soundgroups;
- int32_t soundgroupindex;
-
- //! Number of animation transitions
- int32_t numtransitions;
- int32_t transitionindex;
+ //! magic number: "IDST"/"IDSQ"
+ char ident[4];
+
+ //! Version number
+ int32_t version;
+
+ //! Original file name in pak ?
+ char name[64];
+
+ //! Length of file name/length of file?
+ int32_t length;
+
+ //! For viewer, ignored
+ aiVector3D eyeposition;
+ aiVector3D min;
+ aiVector3D max;
+
+ //! AABB of the model
+ aiVector3D bbmin;
+ aiVector3D bbmax;
+
+ // File flags
+ int32_t flags;
+
+ //! NUmber of bones contained in the file
+ int32_t numbones;
+ int32_t boneindex;
+
+ //! Number of bone controllers for bone animation
+ int32_t numbonecontrollers;
+ int32_t bonecontrollerindex;
+
+ //! More bounding boxes ...
+ int32_t numhitboxes;
+ int32_t hitboxindex;
+
+ //! Animation sequences in the file
+ int32_t numseq;
+ int32_t seqindex;
+
+ //! Loaded sequences. Ignored
+ int32_t numseqgroups;
+ int32_t seqgroupindex;
+
+ //! Raw texture data
+ int32_t numtextures;
+ int32_t textureindex;
+ int32_t texturedataindex;
+
+ //! Number of skins (=textures?)
+ int32_t numskinref;
+ int32_t numskinfamilies;
+ int32_t skinindex;
+
+ //! Number of parts
+ int32_t numbodyparts;
+ int32_t bodypartindex;
+
+ //! attachable points for gameplay and physics
+ int32_t numattachments;
+ int32_t attachmentindex;
+
+ //! Table of sound effects associated with the model
+ int32_t soundtable;
+ int32_t soundindex;
+ int32_t soundgroups;
+ int32_t soundgroupindex;
+
+ //! Number of animation transitions
+ int32_t numtransitions;
+ int32_t transitionindex;
} PACK_STRUCT;
-#include "./../include/Compiler/poppack1.h"
+#include "./../include/assimp/Compiler/poppack1.h"
}
} // end namespaces
diff --git a/src/3rdparty/assimp/code/Hash.h b/src/3rdparty/assimp/code/Hash.h
index 9ba79c512..d30538e8e 100644
--- a/src/3rdparty/assimp/code/Hash.h
+++ b/src/3rdparty/assimp/code/Hash.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -42,9 +42,14 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#define AI_HASH_H_INCLUDED
// ------------------------------------------------------------------------------------------------
-// hashing function taken from
+// Hashing function taken from
// http://www.azillionmonkeys.com/qed/hash.html
-// (incremental version of the hashing function)
+// (incremental version)
+//
+// This code is Copyright 2004-2008 by Paul Hsieh. It is used here in the belief that
+// Assimp's license is considered compatible with Pauls's derivative license as specified
+// on his web page.
+//
// (stdint.h should have been been included here)
// ------------------------------------------------------------------------------------------------
#undef get16bits
@@ -59,12 +64,12 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#endif
// ------------------------------------------------------------------------------------------------
-inline unsigned int SuperFastHash (const char * data, unsigned int len = 0, unsigned int hash = 0) {
-unsigned int tmp;
+inline uint32_t SuperFastHash (const char * data, uint32_t len = 0, uint32_t hash = 0) {
+uint32_t tmp;
int rem;
if (!data) return 0;
- if (!len)len = (unsigned int)::strlen(data);
+ if (!len)len = (uint32_t)::strlen(data);
rem = len & 3;
len >>= 2;
diff --git a/src/3rdparty/assimp/code/IFCCurve.cpp b/src/3rdparty/assimp/code/IFCCurve.cpp
new file mode 100644
index 000000000..e1b79ceeb
--- /dev/null
+++ b/src/3rdparty/assimp/code/IFCCurve.cpp
@@ -0,0 +1,665 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+/** @file IFCProfile.cpp
+ * @brief Read profile and curves entities from IFC files
+ */
+
+#include "AssimpPCH.h"
+
+#ifndef ASSIMP_BUILD_NO_IFC_IMPORTER
+#include "IFCUtil.h"
+
+namespace Assimp {
+ namespace IFC {
+ namespace {
+
+
+// --------------------------------------------------------------------------------
+// Conic is the base class for Circle and Ellipse
+// --------------------------------------------------------------------------------
+class Conic : public Curve
+{
+
+public:
+
+ // --------------------------------------------------
+ Conic(const IfcConic& entity, ConversionData& conv)
+ : Curve(entity,conv)
+ {
+ IfcMatrix4 trafo;
+ ConvertAxisPlacement(trafo,*entity.Position,conv);
+
+ // for convenience, extract the matrix rows
+ location = IfcVector3(trafo.a4,trafo.b4,trafo.c4);
+ p[0] = IfcVector3(trafo.a1,trafo.b1,trafo.c1);
+ p[1] = IfcVector3(trafo.a2,trafo.b2,trafo.c2);
+ p[2] = IfcVector3(trafo.a3,trafo.b3,trafo.c3);
+ }
+
+public:
+
+ // --------------------------------------------------
+ bool IsClosed() const {
+ return true;
+ }
+
+ // --------------------------------------------------
+ size_t EstimateSampleCount(IfcFloat a, IfcFloat b) const {
+ ai_assert(InRange(a) && InRange(b));
+
+ a = fmod(a,static_cast<IfcFloat>( 360. ));
+ b = fmod(b,static_cast<IfcFloat>( 360. ));
+ return static_cast<size_t>( abs(ceil(( b-a)) / conv.settings.conicSamplingAngle) );
+ }
+
+ // --------------------------------------------------
+ ParamRange GetParametricRange() const {
+ return std::make_pair(static_cast<IfcFloat>( 0. ), static_cast<IfcFloat>( 360. ));
+ }
+
+protected:
+ IfcVector3 location, p[3];
+};
+
+
+// --------------------------------------------------------------------------------
+// Circle
+// --------------------------------------------------------------------------------
+class Circle : public Conic
+{
+
+public:
+
+ // --------------------------------------------------
+ Circle(const IfcCircle& entity, ConversionData& conv)
+ : Conic(entity,conv)
+ , entity(entity)
+ {
+ }
+
+public:
+
+ // --------------------------------------------------
+ IfcVector3 Eval(IfcFloat u) const {
+ u = -conv.angle_scale * u;
+ return location + static_cast<IfcFloat>(entity.Radius)*(static_cast<IfcFloat>(::cos(u))*p[0] +
+ static_cast<IfcFloat>(::sin(u))*p[1]);
+ }
+
+private:
+ const IfcCircle& entity;
+};
+
+
+// --------------------------------------------------------------------------------
+// Ellipse
+// --------------------------------------------------------------------------------
+class Ellipse : public Conic
+{
+
+public:
+
+ // --------------------------------------------------
+ Ellipse(const IfcEllipse& entity, ConversionData& conv)
+ : Conic(entity,conv)
+ , entity(entity)
+ {
+ }
+
+public:
+
+ // --------------------------------------------------
+ IfcVector3 Eval(IfcFloat u) const {
+ u = -conv.angle_scale * u;
+ return location + static_cast<IfcFloat>(entity.SemiAxis1)*static_cast<IfcFloat>(::cos(u))*p[0] +
+ static_cast<IfcFloat>(entity.SemiAxis2)*static_cast<IfcFloat>(::sin(u))*p[1];
+ }
+
+private:
+ const IfcEllipse& entity;
+};
+
+
+// --------------------------------------------------------------------------------
+// Line
+// --------------------------------------------------------------------------------
+class Line : public Curve
+{
+
+public:
+
+ // --------------------------------------------------
+ Line(const IfcLine& entity, ConversionData& conv)
+ : Curve(entity,conv)
+ , entity(entity)
+ {
+ ConvertCartesianPoint(p,entity.Pnt);
+ ConvertVector(v,entity.Dir);
+ }
+
+public:
+
+ // --------------------------------------------------
+ bool IsClosed() const {
+ return false;
+ }
+
+ // --------------------------------------------------
+ IfcVector3 Eval(IfcFloat u) const {
+ return p + u*v;
+ }
+
+ // --------------------------------------------------
+ size_t EstimateSampleCount(IfcFloat a, IfcFloat b) const {
+ ai_assert(InRange(a) && InRange(b));
+ // two points are always sufficient for a line segment
+ return a==b ? 1 : 2;
+ }
+
+
+ // --------------------------------------------------
+ void SampleDiscrete(TempMesh& out,IfcFloat a, IfcFloat b) const
+ {
+ ai_assert(InRange(a) && InRange(b));
+
+ if (a == b) {
+ out.verts.push_back(Eval(a));
+ return;
+ }
+ out.verts.reserve(out.verts.size()+2);
+ out.verts.push_back(Eval(a));
+ out.verts.push_back(Eval(b));
+ }
+
+ // --------------------------------------------------
+ ParamRange GetParametricRange() const {
+ const IfcFloat inf = std::numeric_limits<IfcFloat>::infinity();
+
+ return std::make_pair(-inf,+inf);
+ }
+
+private:
+ const IfcLine& entity;
+ IfcVector3 p,v;
+};
+
+// --------------------------------------------------------------------------------
+// CompositeCurve joins multiple smaller, bounded curves
+// --------------------------------------------------------------------------------
+class CompositeCurve : public BoundedCurve
+{
+
+ typedef std::pair< boost::shared_ptr< BoundedCurve >, bool > CurveEntry;
+
+public:
+
+ // --------------------------------------------------
+ CompositeCurve(const IfcCompositeCurve& entity, ConversionData& conv)
+ : BoundedCurve(entity,conv)
+ , entity(entity)
+ , total()
+ {
+ curves.reserve(entity.Segments.size());
+ BOOST_FOREACH(const IfcCompositeCurveSegment& curveSegment,entity.Segments) {
+ // according to the specification, this must be a bounded curve
+ boost::shared_ptr< Curve > cv(Curve::Convert(curveSegment.ParentCurve,conv));
+ boost::shared_ptr< BoundedCurve > bc = boost::dynamic_pointer_cast<BoundedCurve>(cv);
+
+ if (!bc) {
+ IFCImporter::LogError("expected segment of composite curve to be a bounded curve");
+ continue;
+ }
+
+ if ( (std::string)curveSegment.Transition != "CONTINUOUS" ) {
+ IFCImporter::LogDebug("ignoring transition code on composite curve segment, only continuous transitions are supported");
+ }
+
+ curves.push_back( CurveEntry(bc,IsTrue(curveSegment.SameSense)) );
+ total += bc->GetParametricRangeDelta();
+ }
+
+ if (curves.empty()) {
+ throw CurveError("empty composite curve");
+ }
+ }
+
+public:
+
+ // --------------------------------------------------
+ IfcVector3 Eval(IfcFloat u) const {
+ if (curves.empty()) {
+ return IfcVector3();
+ }
+
+ IfcFloat acc = 0;
+ BOOST_FOREACH(const CurveEntry& entry, curves) {
+ const ParamRange& range = entry.first->GetParametricRange();
+ const IfcFloat delta = range.second-range.first;
+ if (u < acc+delta) {
+ return entry.first->Eval( entry.second ? (u-acc) + range.first : range.second-(u-acc));
+ }
+
+ acc += delta;
+ }
+ // clamp to end
+ return curves.back().first->Eval(curves.back().first->GetParametricRange().second);
+ }
+
+ // --------------------------------------------------
+ size_t EstimateSampleCount(IfcFloat a, IfcFloat b) const {
+ ai_assert(InRange(a) && InRange(b));
+ size_t cnt = 0;
+
+ IfcFloat acc = 0;
+ BOOST_FOREACH(const CurveEntry& entry, curves) {
+ const ParamRange& range = entry.first->GetParametricRange();
+ const IfcFloat delta = range.second-range.first;
+ if (a <= acc+delta && b >= acc) {
+ const IfcFloat at = std::max(static_cast<IfcFloat>( 0. ),a-acc), bt = std::min(delta,b-acc);
+ cnt += entry.first->EstimateSampleCount( entry.second ? at + range.first : range.second - bt, entry.second ? bt + range.first : range.second - at );
+ }
+
+ acc += delta;
+ }
+
+ return cnt;
+ }
+
+ // --------------------------------------------------
+ void SampleDiscrete(TempMesh& out,IfcFloat a, IfcFloat b) const
+ {
+ ai_assert(InRange(a) && InRange(b));
+
+ const size_t cnt = EstimateSampleCount(a,b);
+ out.verts.reserve(out.verts.size() + cnt);
+
+ BOOST_FOREACH(const CurveEntry& entry, curves) {
+ const size_t cnt = out.verts.size();
+ entry.first->SampleDiscrete(out);
+
+ if (!entry.second && cnt != out.verts.size()) {
+ std::reverse(out.verts.begin()+cnt,out.verts.end());
+ }
+ }
+ }
+
+ // --------------------------------------------------
+ ParamRange GetParametricRange() const {
+ return std::make_pair(static_cast<IfcFloat>( 0. ),total);
+ }
+
+private:
+ const IfcCompositeCurve& entity;
+ std::vector< CurveEntry > curves;
+
+ IfcFloat total;
+};
+
+
+// --------------------------------------------------------------------------------
+// TrimmedCurve can be used to trim an unbounded curve to a bounded range
+// --------------------------------------------------------------------------------
+class TrimmedCurve : public BoundedCurve
+{
+
+public:
+
+ // --------------------------------------------------
+ TrimmedCurve(const IfcTrimmedCurve& entity, ConversionData& conv)
+ : BoundedCurve(entity,conv)
+ , entity(entity)
+ , ok()
+ {
+ base = boost::shared_ptr<const Curve>(Curve::Convert(entity.BasisCurve,conv));
+
+ typedef boost::shared_ptr<const STEP::EXPRESS::DataType> Entry;
+
+ // for some reason, trimmed curves can either specify a parametric value
+ // or a point on the curve, or both. And they can even specify which of the
+ // two representations they prefer, even though an information invariant
+ // claims that they must be identical if both are present.
+ // oh well.
+ bool have_param = false, have_point = false;
+ IfcVector3 point;
+ BOOST_FOREACH(const Entry sel,entity.Trim1) {
+ if (const EXPRESS::REAL* const r = sel->ToPtr<EXPRESS::REAL>()) {
+ range.first = *r;
+ have_param = true;
+ break;
+ }
+ else if (const IfcCartesianPoint* const r = sel->ResolveSelectPtr<IfcCartesianPoint>(conv.db)) {
+ ConvertCartesianPoint(point,*r);
+ have_point = true;
+ }
+ }
+ if (!have_param) {
+ if (!have_point || !base->ReverseEval(point,range.first)) {
+ throw CurveError("IfcTrimmedCurve: failed to read first trim parameter, ignoring curve");
+ }
+ }
+ have_param = false, have_point = false;
+ BOOST_FOREACH(const Entry sel,entity.Trim2) {
+ if (const EXPRESS::REAL* const r = sel->ToPtr<EXPRESS::REAL>()) {
+ range.second = *r;
+ have_param = true;
+ break;
+ }
+ else if (const IfcCartesianPoint* const r = sel->ResolveSelectPtr<IfcCartesianPoint>(conv.db)) {
+ ConvertCartesianPoint(point,*r);
+ have_point = true;
+ }
+ }
+ if (!have_param) {
+ if (!have_point || !base->ReverseEval(point,range.second)) {
+ throw CurveError("IfcTrimmedCurve: failed to read second trim parameter, ignoring curve");
+ }
+ }
+
+ agree_sense = IsTrue(entity.SenseAgreement);
+ if( !agree_sense ) {
+ std::swap(range.first,range.second);
+ }
+
+ // "NOTE In case of a closed curve, it may be necessary to increment t1 or t2
+ // by the parametric length for consistency with the sense flag."
+ if (base->IsClosed()) {
+ if( range.first > range.second ) {
+ range.second += base->GetParametricRangeDelta();
+ }
+ }
+
+ maxval = range.second-range.first;
+ ai_assert(maxval >= 0);
+ }
+
+public:
+
+ // --------------------------------------------------
+ IfcVector3 Eval(IfcFloat p) const {
+ ai_assert(InRange(p));
+ return base->Eval( TrimParam(p) );
+ }
+
+ // --------------------------------------------------
+ size_t EstimateSampleCount(IfcFloat a, IfcFloat b) const {
+ ai_assert(InRange(a) && InRange(b));
+ return base->EstimateSampleCount(TrimParam(a),TrimParam(b));
+ }
+
+ // --------------------------------------------------
+ ParamRange GetParametricRange() const {
+ return std::make_pair(static_cast<IfcFloat>( 0. ),maxval);
+ }
+
+private:
+
+ // --------------------------------------------------
+ IfcFloat TrimParam(IfcFloat f) const {
+ return agree_sense ? f + range.first : range.second - f;
+ }
+
+
+private:
+ const IfcTrimmedCurve& entity;
+ ParamRange range;
+ IfcFloat maxval;
+ bool agree_sense;
+ bool ok;
+
+ boost::shared_ptr<const Curve> base;
+};
+
+
+// --------------------------------------------------------------------------------
+// PolyLine is a 'curve' defined by linear interpolation over a set of discrete points
+// --------------------------------------------------------------------------------
+class PolyLine : public BoundedCurve
+{
+
+public:
+
+ // --------------------------------------------------
+ PolyLine(const IfcPolyline& entity, ConversionData& conv)
+ : BoundedCurve(entity,conv)
+ , entity(entity)
+ {
+ points.reserve(entity.Points.size());
+
+ IfcVector3 t;
+ BOOST_FOREACH(const IfcCartesianPoint& cp, entity.Points) {
+ ConvertCartesianPoint(t,cp);
+ points.push_back(t);
+ }
+ }
+
+public:
+
+ // --------------------------------------------------
+ IfcVector3 Eval(IfcFloat p) const {
+ ai_assert(InRange(p));
+
+ const size_t b = static_cast<size_t>(floor(p));
+ if (b == points.size()-1) {
+ return points.back();
+ }
+
+ const IfcFloat d = p-static_cast<IfcFloat>(b);
+ return points[b+1] * d + points[b] * (static_cast<IfcFloat>( 1. )-d);
+ }
+
+ // --------------------------------------------------
+ size_t EstimateSampleCount(IfcFloat a, IfcFloat b) const {
+ ai_assert(InRange(a) && InRange(b));
+ return static_cast<size_t>( ceil(b) - floor(a) );
+ }
+
+ // --------------------------------------------------
+ ParamRange GetParametricRange() const {
+ return std::make_pair(static_cast<IfcFloat>( 0. ),static_cast<IfcFloat>(points.size()-1));
+ }
+
+private:
+ const IfcPolyline& entity;
+ std::vector<IfcVector3> points;
+};
+
+
+} // anon
+
+
+// ------------------------------------------------------------------------------------------------
+Curve* Curve :: Convert(const IFC::IfcCurve& curve,ConversionData& conv)
+{
+ if(curve.ToPtr<IfcBoundedCurve>()) {
+ if(const IfcPolyline* c = curve.ToPtr<IfcPolyline>()) {
+ return new PolyLine(*c,conv);
+ }
+ if(const IfcTrimmedCurve* c = curve.ToPtr<IfcTrimmedCurve>()) {
+ return new TrimmedCurve(*c,conv);
+ }
+ if(const IfcCompositeCurve* c = curve.ToPtr<IfcCompositeCurve>()) {
+ return new CompositeCurve(*c,conv);
+ }
+ //if(const IfcBSplineCurve* c = curve.ToPtr<IfcBSplineCurve>()) {
+ // return new BSplineCurve(*c,conv);
+ //}
+ }
+
+ if(curve.ToPtr<IfcConic>()) {
+ if(const IfcCircle* c = curve.ToPtr<IfcCircle>()) {
+ return new Circle(*c,conv);
+ }
+ if(const IfcEllipse* c = curve.ToPtr<IfcEllipse>()) {
+ return new Ellipse(*c,conv);
+ }
+ }
+
+ if(const IfcLine* c = curve.ToPtr<IfcLine>()) {
+ return new Line(*c,conv);
+ }
+
+ // XXX OffsetCurve2D, OffsetCurve3D not currently supported
+ return NULL;
+}
+
+#ifdef _DEBUG
+// ------------------------------------------------------------------------------------------------
+bool Curve :: InRange(IfcFloat u) const
+{
+ const ParamRange range = GetParametricRange();
+ if (IsClosed()) {
+ ai_assert(range.first != std::numeric_limits<IfcFloat>::infinity() && range.second != std::numeric_limits<IfcFloat>::infinity());
+ u = range.first + fmod(u-range.first,range.second-range.first);
+ }
+ return u >= range.first && u <= range.second;
+}
+#endif
+
+// ------------------------------------------------------------------------------------------------
+IfcFloat Curve :: GetParametricRangeDelta() const
+{
+ const ParamRange& range = GetParametricRange();
+ return range.second - range.first;
+}
+
+// ------------------------------------------------------------------------------------------------
+size_t Curve :: EstimateSampleCount(IfcFloat a, IfcFloat b) const
+{
+ ai_assert(InRange(a) && InRange(b));
+
+ // arbitrary default value, deriving classes should supply better suited values
+ return 16;
+}
+
+// ------------------------------------------------------------------------------------------------
+IfcFloat RecursiveSearch(const Curve* cv, const IfcVector3& val, IfcFloat a, IfcFloat b, unsigned int samples, IfcFloat threshold, unsigned int recurse = 0, unsigned int max_recurse = 15)
+{
+ ai_assert(samples>1);
+
+ const IfcFloat delta = (b-a)/samples, inf = std::numeric_limits<IfcFloat>::infinity();
+ IfcFloat min_point[2] = {a,b}, min_diff[2] = {inf,inf};
+ IfcFloat runner = a;
+
+ for (unsigned int i = 0; i < samples; ++i, runner += delta) {
+ const IfcFloat diff = (cv->Eval(runner)-val).SquareLength();
+ if (diff < min_diff[0]) {
+ min_diff[1] = min_diff[0];
+ min_point[1] = min_point[0];
+
+ min_diff[0] = diff;
+ min_point[0] = runner;
+ }
+ else if (diff < min_diff[1]) {
+ min_diff[1] = diff;
+ min_point[1] = runner;
+ }
+ }
+
+ ai_assert(min_diff[0] != inf && min_diff[1] != inf);
+ if ( fabs(a-min_point[0]) < threshold || recurse >= max_recurse) {
+ return min_point[0];
+ }
+
+ // fix for closed curves to take their wrap-over into account
+ if (cv->IsClosed() && fabs(min_point[0]-min_point[1]) > cv->GetParametricRangeDelta()*0.5 ) {
+ const Curve::ParamRange& range = cv->GetParametricRange();
+ const IfcFloat wrapdiff = (cv->Eval(range.first)-val).SquareLength();
+
+ if (wrapdiff < min_diff[0]) {
+ const IfcFloat t = min_point[0];
+ min_point[0] = min_point[1] > min_point[0] ? range.first : range.second;
+ min_point[1] = t;
+ }
+ }
+
+ return RecursiveSearch(cv,val,min_point[0],min_point[1],samples,threshold,recurse+1,max_recurse);
+}
+
+// ------------------------------------------------------------------------------------------------
+bool Curve :: ReverseEval(const IfcVector3& val, IfcFloat& paramOut) const
+{
+ // note: the following algorithm is not guaranteed to find the 'right' parameter value
+ // in all possible cases, but it will always return at least some value so this function
+ // will never fail in the default implementation.
+
+ // XXX derive threshold from curve topology
+ const IfcFloat threshold = 1e-4f;
+ const unsigned int samples = 16;
+
+ const ParamRange& range = GetParametricRange();
+ paramOut = RecursiveSearch(this,val,range.first,range.second,samples,threshold);
+
+ return true;
+}
+
+// ------------------------------------------------------------------------------------------------
+void Curve :: SampleDiscrete(TempMesh& out,IfcFloat a, IfcFloat b) const
+{
+ ai_assert(InRange(a) && InRange(b));
+
+ const size_t cnt = std::max(static_cast<size_t>(0),EstimateSampleCount(a,b));
+ out.verts.reserve( out.verts.size() + cnt );
+
+ IfcFloat p = a, delta = (b-a)/cnt;
+ for(size_t i = 0; i < cnt; ++i, p += delta) {
+ out.verts.push_back(Eval(p));
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+bool BoundedCurve :: IsClosed() const
+{
+ return false;
+}
+
+// ------------------------------------------------------------------------------------------------
+void BoundedCurve :: SampleDiscrete(TempMesh& out) const
+{
+ const ParamRange& range = GetParametricRange();
+ ai_assert(range.first != std::numeric_limits<IfcFloat>::infinity() && range.second != std::numeric_limits<IfcFloat>::infinity());
+
+ return SampleDiscrete(out,range.first,range.second);
+}
+
+} // IFC
+} // Assimp
+
+#endif // ASSIMP_BUILD_NO_IFC_IMPORTER
diff --git a/src/3rdparty/assimp/code/IFCGeometry.cpp b/src/3rdparty/assimp/code/IFCGeometry.cpp
new file mode 100644
index 000000000..228ed790b
--- /dev/null
+++ b/src/3rdparty/assimp/code/IFCGeometry.cpp
@@ -0,0 +1,1816 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2010, assimp team
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+/** @file IFCGeometry.cpp
+ * @brief Geometry conversion and synthesis for IFC
+ */
+
+#include "AssimpPCH.h"
+
+#ifndef ASSIMP_BUILD_NO_IFC_IMPORTER
+#include "IFCUtil.h"
+#include "PolyTools.h"
+#include "ProcessHelper.h"
+
+#include "../contrib/poly2tri/poly2tri/poly2tri.h"
+#include "../contrib/clipper/clipper.hpp"
+
+#include <iterator>
+
+namespace Assimp {
+ namespace IFC {
+
+ using ClipperLib::ulong64;
+ // XXX use full -+ range ...
+ const ClipperLib::long64 max_ulong64 = 1518500249; // clipper.cpp / hiRange var
+
+ //#define to_int64(p) (static_cast<ulong64>( std::max( 0., std::min( static_cast<IfcFloat>((p)), 1.) ) * max_ulong64 ))
+#define to_int64(p) (static_cast<ulong64>(static_cast<IfcFloat>((p) ) * max_ulong64 ))
+#define from_int64(p) (static_cast<IfcFloat>((p)) / max_ulong64)
+
+// ------------------------------------------------------------------------------------------------
+bool ProcessPolyloop(const IfcPolyLoop& loop, TempMesh& meshout, ConversionData& /*conv*/)
+{
+ size_t cnt = 0;
+ BOOST_FOREACH(const IfcCartesianPoint& c, loop.Polygon) {
+ IfcVector3 tmp;
+ ConvertCartesianPoint(tmp,c);
+
+ meshout.verts.push_back(tmp);
+ ++cnt;
+ }
+
+ meshout.vertcnt.push_back(cnt);
+
+ // zero- or one- vertex polyloops simply ignored
+ if (meshout.vertcnt.back() > 1) {
+ return true;
+ }
+
+ if (meshout.vertcnt.back()==1) {
+ meshout.vertcnt.pop_back();
+ meshout.verts.pop_back();
+ }
+ return false;
+}
+
+// ------------------------------------------------------------------------------------------------
+void ComputePolygonNormals(const TempMesh& meshout, std::vector<IfcVector3>& normals, bool normalize = true, size_t ofs = 0)
+{
+ size_t max_vcount = 0;
+ std::vector<unsigned int>::const_iterator begin=meshout.vertcnt.begin()+ofs, end=meshout.vertcnt.end(), iit;
+ for(iit = begin; iit != end; ++iit) {
+ max_vcount = std::max(max_vcount,static_cast<size_t>(*iit));
+ }
+
+ std::vector<IfcFloat> temp((max_vcount+2)*4);
+ normals.reserve( normals.size() + meshout.vertcnt.size()-ofs );
+
+ // `NewellNormal()` currently has a relatively strange interface and need to
+ // re-structure things a bit to meet them.
+ size_t vidx = std::accumulate(meshout.vertcnt.begin(),begin,0);
+ for(iit = begin; iit != end; vidx += *iit++) {
+ if (!*iit) {
+ normals.push_back(IfcVector3());
+ continue;
+ }
+ for(size_t vofs = 0, cnt = 0; vofs < *iit; ++vofs) {
+ const IfcVector3& v = meshout.verts[vidx+vofs];
+ temp[cnt++] = v.x;
+ temp[cnt++] = v.y;
+ temp[cnt++] = v.z;
+#ifdef _DEBUG
+ temp[cnt] = std::numeric_limits<IfcFloat>::quiet_NaN();
+#endif
+ ++cnt;
+ }
+
+ normals.push_back(IfcVector3());
+ NewellNormal<4,4,4>(normals.back(),*iit,&temp[0],&temp[1],&temp[2]);
+ }
+
+ if(normalize) {
+ BOOST_FOREACH(IfcVector3& n, normals) {
+ n.Normalize();
+ }
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Compute the normal of the last polygon in the given mesh
+IfcVector3 ComputePolygonNormal(const TempMesh& inmesh, bool normalize = true)
+{
+ size_t total = inmesh.vertcnt.back(), vidx = inmesh.verts.size() - total;
+ std::vector<IfcFloat> temp((total+2)*3);
+ for(size_t vofs = 0, cnt = 0; vofs < total; ++vofs) {
+ const IfcVector3& v = inmesh.verts[vidx+vofs];
+ temp[cnt++] = v.x;
+ temp[cnt++] = v.y;
+ temp[cnt++] = v.z;
+ }
+ IfcVector3 nor;
+ NewellNormal<3,3,3>(nor,total,&temp[0],&temp[1],&temp[2]);
+ return normalize ? nor.Normalize() : nor;
+}
+
+// ------------------------------------------------------------------------------------------------
+void FixupFaceOrientation(TempMesh& result)
+{
+ const IfcVector3 vavg = result.Center();
+
+ std::vector<IfcVector3> normals;
+ ComputePolygonNormals(result,normals);
+
+ size_t c = 0, ofs = 0;
+ BOOST_FOREACH(unsigned int cnt, result.vertcnt) {
+ if (cnt>2){
+ const IfcVector3& thisvert = result.verts[c];
+ if (normals[ofs]*(thisvert-vavg) < 0) {
+ std::reverse(result.verts.begin()+c,result.verts.begin()+cnt+c);
+ }
+ }
+ c += cnt;
+ ++ofs;
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+void RecursiveMergeBoundaries(TempMesh& final_result, const TempMesh& in, const TempMesh& boundary, std::vector<IfcVector3>& normals, const IfcVector3& nor_boundary)
+{
+ ai_assert(in.vertcnt.size() >= 1);
+ ai_assert(boundary.vertcnt.size() == 1);
+ std::vector<unsigned int>::const_iterator end = in.vertcnt.end(), begin=in.vertcnt.begin(), iit, best_iit;
+
+ TempMesh out;
+
+ // iterate through all other bounds and find the one for which the shortest connection
+ // to the outer boundary is actually the shortest possible.
+ size_t vidx = 0, best_vidx_start = 0;
+ size_t best_ofs, best_outer = boundary.verts.size();
+ IfcFloat best_dist = 1e10;
+ for(std::vector<unsigned int>::const_iterator iit = begin; iit != end; vidx += *iit++) {
+
+ for(size_t vofs = 0; vofs < *iit; ++vofs) {
+ const IfcVector3& v = in.verts[vidx+vofs];
+
+ for(size_t outer = 0; outer < boundary.verts.size(); ++outer) {
+ const IfcVector3& o = boundary.verts[outer];
+ const IfcFloat d = (o-v).SquareLength();
+
+ if (d < best_dist) {
+ best_dist = d;
+ best_ofs = vofs;
+ best_outer = outer;
+ best_iit = iit;
+ best_vidx_start = vidx;
+ }
+ }
+ }
+ }
+
+ ai_assert(best_outer != boundary.verts.size());
+
+
+ // now that we collected all vertex connections to be added, build the output polygon
+ const size_t cnt = boundary.verts.size() + *best_iit+2;
+ out.verts.reserve(cnt);
+
+ for(size_t outer = 0; outer < boundary.verts.size(); ++outer) {
+ const IfcVector3& o = boundary.verts[outer];
+ out.verts.push_back(o);
+
+ if (outer == best_outer) {
+ for(size_t i = best_ofs; i < *best_iit; ++i) {
+ out.verts.push_back(in.verts[best_vidx_start + i]);
+ }
+
+ // we need the first vertex of the inner polygon twice as we return to the
+ // outer loop through the very same connection through which we got there.
+ for(size_t i = 0; i <= best_ofs; ++i) {
+ out.verts.push_back(in.verts[best_vidx_start + i]);
+ }
+
+ // reverse face winding if the normal of the sub-polygon points in the
+ // same direction as the normal of the outer polygonal boundary
+ if (normals[std::distance(begin,best_iit)] * nor_boundary > 0) {
+ std::reverse(out.verts.rbegin(),out.verts.rbegin()+*best_iit+1);
+ }
+
+ // also append a copy of the initial insertion point to be able to continue the outer polygon
+ out.verts.push_back(o);
+ }
+ }
+ out.vertcnt.push_back(cnt);
+ ai_assert(out.verts.size() == cnt);
+
+ if (in.vertcnt.size()-std::count(begin,end,0) > 1) {
+ // Recursively apply the same algorithm if there are more boundaries to merge. The
+ // current implementation is relatively inefficient, though.
+
+ TempMesh temp;
+
+ // drop the boundary that we just processed
+ const size_t dist = std::distance(begin, best_iit);
+ TempMesh remaining = in;
+ remaining.vertcnt.erase(remaining.vertcnt.begin() + dist);
+ remaining.verts.erase(remaining.verts.begin()+best_vidx_start,remaining.verts.begin()+best_vidx_start+*best_iit);
+
+ normals.erase(normals.begin() + dist);
+ RecursiveMergeBoundaries(temp,remaining,out,normals,nor_boundary);
+
+ final_result.Append(temp);
+ }
+ else final_result.Append(out);
+}
+
+// ------------------------------------------------------------------------------------------------
+void MergePolygonBoundaries(TempMesh& result, const TempMesh& inmesh, size_t master_bounds = -1)
+{
+ // standard case - only one boundary, just copy it to the result vector
+ if (inmesh.vertcnt.size() <= 1) {
+ result.Append(inmesh);
+ return;
+ }
+
+ result.vertcnt.reserve(inmesh.vertcnt.size()+result.vertcnt.size());
+
+ // XXX get rid of the extra copy if possible
+ TempMesh meshout = inmesh;
+
+ // handle polygons with holes. Our built in triangulation won't handle them as is, but
+ // the ear cutting algorithm is solid enough to deal with them if we join the inner
+ // holes with the outer boundaries by dummy connections.
+ IFCImporter::LogDebug("fixing polygon with holes for triangulation via ear-cutting");
+ std::vector<unsigned int>::iterator outer_polygon = meshout.vertcnt.end(), begin=meshout.vertcnt.begin(), end=outer_polygon, iit;
+
+ // each hole results in two extra vertices
+ result.verts.reserve(meshout.verts.size()+meshout.vertcnt.size()*2+result.verts.size());
+ size_t outer_polygon_start = 0;
+
+ // do not normalize 'normals', we need the original length for computing the polygon area
+ std::vector<IfcVector3> normals;
+ ComputePolygonNormals(meshout,normals,false);
+
+ // see if one of the polygons is a IfcFaceOuterBound (in which case `master_bounds` is its index).
+ // sadly we can't rely on it, the docs say 'At most one of the bounds shall be of the type IfcFaceOuterBound'
+ IfcFloat area_outer_polygon = 1e-10f;
+ if (master_bounds != (size_t)-1) {
+ outer_polygon = begin + master_bounds;
+ outer_polygon_start = std::accumulate(begin,outer_polygon,0);
+ area_outer_polygon = normals[master_bounds].SquareLength();
+ }
+ else {
+ size_t vidx = 0;
+ for(iit = begin; iit != meshout.vertcnt.end(); vidx += *iit++) {
+ // find the polygon with the largest area, it must be the outer bound.
+ IfcVector3& n = normals[std::distance(begin,iit)];
+ const IfcFloat area = n.SquareLength();
+ if (area > area_outer_polygon) {
+ area_outer_polygon = area;
+ outer_polygon = iit;
+ outer_polygon_start = vidx;
+ }
+ }
+ }
+
+ ai_assert(outer_polygon != meshout.vertcnt.end());
+ std::vector<IfcVector3>& in = meshout.verts;
+
+ // skip over extremely small boundaries - this is a workaround to fix cases
+ // in which the number of holes is so extremely large that the
+ // triangulation code fails.
+#define IFC_VERTICAL_HOLE_SIZE_THRESHOLD 0.000001f
+ size_t vidx = 0, removed = 0, index = 0;
+ const IfcFloat threshold = area_outer_polygon * IFC_VERTICAL_HOLE_SIZE_THRESHOLD;
+ for(iit = begin; iit != end ;++index) {
+ const IfcFloat sqlen = normals[index].SquareLength();
+ if (sqlen < threshold) {
+ std::vector<IfcVector3>::iterator inbase = in.begin()+vidx;
+ in.erase(inbase,inbase+*iit);
+
+ outer_polygon_start -= outer_polygon_start>vidx ? *iit : 0;
+ *iit++ = 0;
+ ++removed;
+
+ IFCImporter::LogDebug("skip small hole below threshold");
+ }
+ else {
+ normals[index] /= sqrt(sqlen);
+ vidx += *iit++;
+ }
+ }
+
+ // see if one or more of the hole has a face that lies directly on an outer bound.
+ // this happens for doors, for example.
+ vidx = 0;
+ for(iit = begin; ; vidx += *iit++) {
+next_loop:
+ if (iit == end) {
+ break;
+ }
+ if (iit == outer_polygon) {
+ continue;
+ }
+
+ for(size_t vofs = 0; vofs < *iit; ++vofs) {
+ if (!*iit) {
+ continue;
+ }
+ const size_t next = (vofs+1)%*iit;
+ const IfcVector3& v = in[vidx+vofs], &vnext = in[vidx+next],&vd = (vnext-v).Normalize();
+
+ for(size_t outer = 0; outer < *outer_polygon; ++outer) {
+ const IfcVector3& o = in[outer_polygon_start+outer], &onext = in[outer_polygon_start+(outer+1)%*outer_polygon], &od = (onext-o).Normalize();
+
+ if (fabs(vd * od) > 1.f-1e-6f && (onext-v).Normalize() * vd > 1.f-1e-6f && (onext-v)*(o-v) < 0) {
+ IFCImporter::LogDebug("got an inner hole that lies partly on the outer polygonal boundary, merging them to a single contour");
+
+ // in between outer and outer+1 insert all vertices of this loop, then drop the original altogether.
+ std::vector<IfcVector3> tmp(*iit);
+
+ const size_t start = (v-o).SquareLength() > (vnext-o).SquareLength() ? vofs : next;
+ std::vector<IfcVector3>::iterator inbase = in.begin()+vidx, it = std::copy(inbase+start, inbase+*iit,tmp.begin());
+ std::copy(inbase, inbase+start,it);
+ std::reverse(tmp.begin(),tmp.end());
+
+ in.insert(in.begin()+outer_polygon_start+(outer+1)%*outer_polygon,tmp.begin(),tmp.end());
+ vidx += outer_polygon_start<vidx ? *iit : 0;
+
+ inbase = in.begin()+vidx;
+ in.erase(inbase,inbase+*iit);
+
+ outer_polygon_start -= outer_polygon_start>vidx ? *iit : 0;
+
+ *outer_polygon += tmp.size();
+ *iit++ = 0;
+ ++removed;
+ goto next_loop;
+ }
+ }
+ }
+ }
+
+ if ( meshout.vertcnt.size() - removed <= 1) {
+ result.Append(meshout);
+ return;
+ }
+
+ // extract the outer boundary and move it to a separate mesh
+ TempMesh boundary;
+ boundary.vertcnt.resize(1,*outer_polygon);
+ boundary.verts.resize(*outer_polygon);
+
+ std::vector<IfcVector3>::iterator b = in.begin()+outer_polygon_start;
+ std::copy(b,b+*outer_polygon,boundary.verts.begin());
+ in.erase(b,b+*outer_polygon);
+
+ std::vector<IfcVector3>::iterator norit = normals.begin()+std::distance(meshout.vertcnt.begin(),outer_polygon);
+ const IfcVector3 nor_boundary = *norit;
+ normals.erase(norit);
+ meshout.vertcnt.erase(outer_polygon);
+
+ // keep merging the closest inner boundary with the outer boundary until no more boundaries are left
+ RecursiveMergeBoundaries(result,meshout,boundary,normals,nor_boundary);
+}
+
+
+// ------------------------------------------------------------------------------------------------
+void ProcessConnectedFaceSet(const IfcConnectedFaceSet& fset, TempMesh& result, ConversionData& conv)
+{
+ BOOST_FOREACH(const IfcFace& face, fset.CfsFaces) {
+
+ // size_t ob = -1, cnt = 0;
+ TempMesh meshout;
+ BOOST_FOREACH(const IfcFaceBound& bound, face.Bounds) {
+
+ // XXX implement proper merging for polygonal loops
+ if(const IfcPolyLoop* const polyloop = bound.Bound->ToPtr<IfcPolyLoop>()) {
+ if(ProcessPolyloop(*polyloop, meshout,conv)) {
+
+ //if(bound.ToPtr<IfcFaceOuterBound>()) {
+ // ob = cnt;
+ //}
+ //++cnt;
+
+ }
+ }
+ else {
+ IFCImporter::LogWarn("skipping unknown IfcFaceBound entity, type is " + bound.Bound->GetClassName());
+ continue;
+ }
+
+ /*if(!IsTrue(bound.Orientation)) {
+ size_t c = 0;
+ BOOST_FOREACH(unsigned int& c, meshout.vertcnt) {
+ std::reverse(result.verts.begin() + cnt,result.verts.begin() + cnt + c);
+ cnt += c;
+ }
+ }*/
+
+ }
+ MergePolygonBoundaries(result,meshout);
+ }
+}
+
+
+
+
+// ------------------------------------------------------------------------------------------------
+void ProcessRevolvedAreaSolid(const IfcRevolvedAreaSolid& solid, TempMesh& result, ConversionData& conv)
+{
+ TempMesh meshout;
+
+ // first read the profile description
+ if(!ProcessProfile(*solid.SweptArea,meshout,conv) || meshout.verts.size()<=1) {
+ return;
+ }
+
+ IfcVector3 axis, pos;
+ ConvertAxisPlacement(axis,pos,solid.Axis);
+
+ IfcMatrix4 tb0,tb1;
+ IfcMatrix4::Translation(pos,tb0);
+ IfcMatrix4::Translation(-pos,tb1);
+
+ const std::vector<IfcVector3>& in = meshout.verts;
+ const size_t size=in.size();
+
+ bool has_area = solid.SweptArea->ProfileType == "AREA" && size>2;
+ const IfcFloat max_angle = solid.Angle*conv.angle_scale;
+ if(fabs(max_angle) < 1e-3) {
+ if(has_area) {
+ result = meshout;
+ }
+ return;
+ }
+
+ const unsigned int cnt_segments = std::max(2u,static_cast<unsigned int>(16 * fabs(max_angle)/AI_MATH_HALF_PI_F));
+ const IfcFloat delta = max_angle/cnt_segments;
+
+ has_area = has_area && fabs(max_angle) < AI_MATH_TWO_PI_F*0.99;
+
+ result.verts.reserve(size*((cnt_segments+1)*4+(has_area?2:0)));
+ result.vertcnt.reserve(size*cnt_segments+2);
+
+ IfcMatrix4 rot;
+ rot = tb0 * IfcMatrix4::Rotation(delta,axis,rot) * tb1;
+
+ size_t base = 0;
+ std::vector<IfcVector3>& out = result.verts;
+
+ // dummy data to simplify later processing
+ for(size_t i = 0; i < size; ++i) {
+ out.insert(out.end(),4,in[i]);
+ }
+
+ for(unsigned int seg = 0; seg < cnt_segments; ++seg) {
+ for(size_t i = 0; i < size; ++i) {
+ const size_t next = (i+1)%size;
+
+ result.vertcnt.push_back(4);
+ const IfcVector3& base_0 = out[base+i*4+3],base_1 = out[base+next*4+3];
+
+ out.push_back(base_0);
+ out.push_back(base_1);
+ out.push_back(rot*base_1);
+ out.push_back(rot*base_0);
+ }
+ base += size*4;
+ }
+
+ out.erase(out.begin(),out.begin()+size*4);
+
+ if(has_area) {
+ // leave the triangulation of the profile area to the ear cutting
+ // implementation in aiProcess_Triangulate - for now we just
+ // feed in two huge polygons.
+ base -= size*8;
+ for(size_t i = size; i--; ) {
+ out.push_back(out[base+i*4+3]);
+ }
+ for(size_t i = 0; i < size; ++i ) {
+ out.push_back(out[i*4]);
+ }
+ result.vertcnt.push_back(size);
+ result.vertcnt.push_back(size);
+ }
+
+ IfcMatrix4 trafo;
+ ConvertAxisPlacement(trafo, solid.Position);
+
+ result.Transform(trafo);
+ IFCImporter::LogDebug("generate mesh procedurally by radial extrusion (IfcRevolvedAreaSolid)");
+}
+
+// ------------------------------------------------------------------------------------------------
+IfcMatrix3 DerivePlaneCoordinateSpace(const TempMesh& curmesh) {
+
+ const std::vector<IfcVector3>& out = curmesh.verts;
+ IfcMatrix3 m;
+
+ const size_t s = out.size();
+ assert(curmesh.vertcnt.size() == 1 && curmesh.vertcnt.back() == s);
+
+ const IfcVector3 any_point = out[s-1];
+ IfcVector3 nor;
+
+ // The input polygon is arbitrarily shaped, so we might need some tries
+ // until we find a suitable normal (and it does not even need to be
+ // right in all cases, Newell's algorithm would be the correct one ... ).
+ size_t base = s-curmesh.vertcnt.back(), i, j;
+ for (i = base; i < s-1; ++i) {
+ for (j = i+1; j < s; ++j) {
+ nor = -((out[i]-any_point)^(out[j]-any_point));
+ if(fabs(nor.Length()) > 1e-8f) {
+ goto out;
+ }
+ }
+ }
+
+ assert(0);
+
+out:
+
+ nor.Normalize();
+
+ IfcVector3 r = (out[i]-any_point);
+ r.Normalize();
+
+ // reconstruct orthonormal basis
+ IfcVector3 u = r ^ nor;
+ u.Normalize();
+
+ m.a1 = r.x;
+ m.a2 = r.y;
+ m.a3 = r.z;
+
+ m.b1 = u.x;
+ m.b2 = u.y;
+ m.b3 = u.z;
+
+ m.c1 = nor.x;
+ m.c2 = nor.y;
+ m.c3 = nor.z;
+
+ return m;
+}
+
+// ------------------------------------------------------------------------------------------------
+bool TryAddOpenings_Poly2Tri(const std::vector<TempOpening>& openings,const std::vector<IfcVector3>& nors, TempMesh& curmesh)
+{
+ std::vector<IfcVector3>& out = curmesh.verts;
+
+ bool result = false;
+
+ // Try to derive a solid base plane within the current surface for use as
+ // working coordinate system.
+ const IfcMatrix3& m = DerivePlaneCoordinateSpace(curmesh);
+ const IfcMatrix3 minv = IfcMatrix3(m).Inverse();
+ const IfcVector3& nor = IfcVector3(m.c1, m.c2, m.c3);
+
+ IfcFloat coord = -1;
+
+ std::vector<IfcVector2> contour_flat;
+ contour_flat.reserve(out.size());
+
+ IfcVector2 vmin, vmax;
+ MinMaxChooser<IfcVector2>()(vmin, vmax);
+
+ // Move all points into the new coordinate system, collecting min/max verts on the way
+ BOOST_FOREACH(IfcVector3& x, out) {
+ const IfcVector3 vv = m * x;
+
+ // keep Z offset in the plane coordinate system. Ignoring precision issues
+ // (which are present, of course), this should be the same value for
+ // all polygon vertices (assuming the polygon is planar).
+
+
+ // XXX this should be guarded, but we somehow need to pick a suitable
+ // epsilon
+ // if(coord != -1.0f) {
+ // assert(fabs(coord - vv.z) < 1e-3f);
+ // }
+
+ coord = vv.z;
+
+ vmin = std::min(IfcVector2(vv.x, vv.y), vmin);
+ vmax = std::max(IfcVector2(vv.x, vv.y), vmax);
+
+ contour_flat.push_back(IfcVector2(vv.x,vv.y));
+ }
+
+ // With the current code in DerivePlaneCoordinateSpace,
+ // vmin,vmax should always be the 0...1 rectangle (+- numeric inaccuracies)
+ // but here we won't rely on this.
+
+ vmax -= vmin;
+
+ // If this happens then the projection must have been wrong.
+ assert(vmax.Length());
+
+ ClipperLib::ExPolygons clipped;
+ ClipperLib::Polygons holes_union;
+
+
+ IfcVector3 wall_extrusion;
+ bool do_connections = false, first = true;
+
+ try {
+
+ ClipperLib::Clipper clipper_holes;
+ size_t c = 0;
+
+ BOOST_FOREACH(const TempOpening& t,openings) {
+ const IfcVector3& outernor = nors[c++];
+ const IfcFloat dot = nor * outernor;
+ if (fabs(dot)<1.f-1e-6f) {
+ continue;
+ }
+
+ const std::vector<IfcVector3>& va = t.profileMesh->verts;
+ if(va.size() <= 2) {
+ continue;
+ }
+
+ std::vector<IfcVector2> contour;
+
+ BOOST_FOREACH(const IfcVector3& xx, t.profileMesh->verts) {
+ IfcVector3 vv = m * xx, vv_extr = m * (xx + t.extrusionDir);
+
+ const bool is_extruded_side = fabs(vv.z - coord) > fabs(vv_extr.z - coord);
+ if (first) {
+ first = false;
+ if (dot > 0.f) {
+ do_connections = true;
+ wall_extrusion = t.extrusionDir;
+ if (is_extruded_side) {
+ wall_extrusion = - wall_extrusion;
+ }
+ }
+ }
+
+ // XXX should not be necessary - but it is. Why? For precision reasons?
+ vv = is_extruded_side ? vv_extr : vv;
+ contour.push_back(IfcVector2(vv.x,vv.y));
+ }
+
+ ClipperLib::Polygon hole;
+ BOOST_FOREACH(IfcVector2& pip, contour) {
+ pip.x = (pip.x - vmin.x) / vmax.x;
+ pip.y = (pip.y - vmin.y) / vmax.y;
+
+ hole.push_back(ClipperLib::IntPoint( to_int64(pip.x), to_int64(pip.y) ));
+ }
+
+ if (!ClipperLib::Orientation(hole)) {
+ std::reverse(hole.begin(), hole.end());
+ // assert(ClipperLib::Orientation(hole));
+ }
+
+ /*ClipperLib::Polygons pol_temp(1), pol_temp2(1);
+ pol_temp[0] = hole;
+
+ ClipperLib::OffsetPolygons(pol_temp,pol_temp2,5.0);
+ hole = pol_temp2[0];*/
+
+ clipper_holes.AddPolygon(hole,ClipperLib::ptSubject);
+ }
+
+ clipper_holes.Execute(ClipperLib::ctUnion,holes_union,
+ ClipperLib::pftNonZero,
+ ClipperLib::pftNonZero);
+
+ if (holes_union.empty()) {
+ return false;
+ }
+
+ // Now that we have the big union of all holes, subtract it from the outer contour
+ // to obtain the final polygon to feed into the triangulator.
+ {
+ ClipperLib::Polygon poly;
+ BOOST_FOREACH(IfcVector2& pip, contour_flat) {
+ pip.x = (pip.x - vmin.x) / vmax.x;
+ pip.y = (pip.y - vmin.y) / vmax.y;
+
+ poly.push_back(ClipperLib::IntPoint( to_int64(pip.x), to_int64(pip.y) ));
+ }
+
+ if (ClipperLib::Orientation(poly)) {
+ std::reverse(poly.begin(), poly.end());
+ }
+ clipper_holes.Clear();
+ clipper_holes.AddPolygon(poly,ClipperLib::ptSubject);
+
+ clipper_holes.AddPolygons(holes_union,ClipperLib::ptClip);
+ clipper_holes.Execute(ClipperLib::ctDifference,clipped,
+ ClipperLib::pftNonZero,
+ ClipperLib::pftNonZero);
+ }
+
+ }
+ catch (const char* sx) {
+ IFCImporter::LogError("Ifc: error during polygon clipping, skipping openings for this face: (Clipper: "
+ + std::string(sx) + ")");
+
+ return false;
+ }
+
+ std::vector<IfcVector3> old_verts;
+ std::vector<unsigned int> old_vertcnt;
+
+ old_verts.swap(curmesh.verts);
+ old_vertcnt.swap(curmesh.vertcnt);
+
+
+ // add connection geometry to close the adjacent 'holes' for the openings
+ // this should only be done from one side of the wall or the polygons
+ // would be emitted twice.
+ if (false && do_connections) {
+
+ std::vector<IfcVector3> tmpvec;
+ BOOST_FOREACH(ClipperLib::Polygon& opening, holes_union) {
+
+ assert(ClipperLib::Orientation(opening));
+
+ tmpvec.clear();
+
+ BOOST_FOREACH(ClipperLib::IntPoint& point, opening) {
+
+ tmpvec.push_back( minv * IfcVector3(
+ vmin.x + from_int64(point.X) * vmax.x,
+ vmin.y + from_int64(point.Y) * vmax.y,
+ coord));
+ }
+
+ for(size_t i = 0, size = tmpvec.size(); i < size; ++i) {
+ const size_t next = (i+1)%size;
+
+ curmesh.vertcnt.push_back(4);
+
+ const IfcVector3& in_world = tmpvec[i];
+ const IfcVector3& next_world = tmpvec[next];
+
+ // Assumptions: no 'partial' openings, wall thickness roughly the same across the wall
+ curmesh.verts.push_back(in_world);
+ curmesh.verts.push_back(in_world+wall_extrusion);
+ curmesh.verts.push_back(next_world+wall_extrusion);
+ curmesh.verts.push_back(next_world);
+ }
+ }
+ }
+
+ std::vector< std::vector<p2t::Point*> > contours;
+ BOOST_FOREACH(ClipperLib::ExPolygon& clip, clipped) {
+
+ contours.clear();
+
+ // Build the outer polygon contour line for feeding into poly2tri
+ std::vector<p2t::Point*> contour_points;
+ BOOST_FOREACH(ClipperLib::IntPoint& point, clip.outer) {
+ contour_points.push_back( new p2t::Point(from_int64(point.X), from_int64(point.Y)) );
+ }
+
+ p2t::CDT* cdt ;
+ try {
+ // Note: this relies on custom modifications in poly2tri to raise runtime_error's
+ // instead if assertions. These failures are not debug only, they can actually
+ // happen in production use if the input data is broken. An assertion would be
+ // inappropriate.
+ cdt = new p2t::CDT(contour_points);
+ }
+ catch(const std::exception& e) {
+ IFCImporter::LogError("Ifc: error during polygon triangulation, skipping some openings: (poly2tri: "
+ + std::string(e.what()) + ")");
+ continue;
+ }
+
+
+ // Build the poly2tri inner contours for all holes we got from ClipperLib
+ BOOST_FOREACH(ClipperLib::Polygon& opening, clip.holes) {
+
+ contours.push_back(std::vector<p2t::Point*>());
+ std::vector<p2t::Point*>& contour = contours.back();
+
+ BOOST_FOREACH(ClipperLib::IntPoint& point, opening) {
+ contour.push_back( new p2t::Point(from_int64(point.X), from_int64(point.Y)) );
+ }
+
+ cdt->AddHole(contour);
+ }
+
+ try {
+ // Note: See above
+ cdt->Triangulate();
+ }
+ catch(const std::exception& e) {
+ IFCImporter::LogError("Ifc: error during polygon triangulation, skipping some openings: (poly2tri: "
+ + std::string(e.what()) + ")");
+ continue;
+ }
+
+ const std::vector<p2t::Triangle*>& tris = cdt->GetTriangles();
+
+ // Collect the triangles we just produced
+ BOOST_FOREACH(p2t::Triangle* tri, tris) {
+ for(int i = 0; i < 3; ++i) {
+
+ const IfcVector2& v = IfcVector2(
+ static_cast<IfcFloat>( tri->GetPoint(i)->x ),
+ static_cast<IfcFloat>( tri->GetPoint(i)->y )
+ );
+
+ assert(v.x <= 1.0 && v.x >= 0.0 && v.y <= 1.0 && v.y >= 0.0);
+ const IfcVector3 v3 = minv * IfcVector3(vmin.x + v.x * vmax.x, vmin.y + v.y * vmax.y,coord) ;
+
+ curmesh.verts.push_back(v3);
+ }
+ curmesh.vertcnt.push_back(3);
+ }
+
+ result = true;
+ }
+
+ if (!result) {
+ // revert -- it's a shame, but better than nothing
+ curmesh.verts.insert(curmesh.verts.end(),old_verts.begin(), old_verts.end());
+ curmesh.vertcnt.insert(curmesh.vertcnt.end(),old_vertcnt.begin(), old_vertcnt.end());
+
+ IFCImporter::LogError("Ifc: revert, could not generate openings for this wall");
+ }
+
+ return result;
+}
+
+// ------------------------------------------------------------------------------------------------
+struct DistanceSorter {
+
+ DistanceSorter(const IfcVector3& base) : base(base) {}
+
+ bool operator () (const TempOpening& a, const TempOpening& b) const {
+ return (a.profileMesh->Center()-base).SquareLength() < (b.profileMesh->Center()-base).SquareLength();
+ }
+
+ IfcVector3 base;
+};
+
+// ------------------------------------------------------------------------------------------------
+struct XYSorter {
+
+ // sort first by X coordinates, then by Y coordinates
+ bool operator () (const IfcVector2&a, const IfcVector2& b) const {
+ if (a.x == b.x) {
+ return a.y < b.y;
+ }
+ return a.x < b.x;
+ }
+};
+
+typedef std::pair< IfcVector2, IfcVector2 > BoundingBox;
+typedef std::map<IfcVector2,size_t,XYSorter> XYSortedField;
+
+
+// ------------------------------------------------------------------------------------------------
+void QuadrifyPart(const IfcVector2& pmin, const IfcVector2& pmax, XYSortedField& field, const std::vector< BoundingBox >& bbs,
+ std::vector<IfcVector2>& out)
+{
+ if (!(pmin.x-pmax.x) || !(pmin.y-pmax.y)) {
+ return;
+ }
+
+ IfcFloat xs = 1e10, xe = 1e10;
+ bool found = false;
+
+ // Search along the x-axis until we find an opening
+ XYSortedField::iterator start = field.begin();
+ for(; start != field.end(); ++start) {
+ const BoundingBox& bb = bbs[(*start).second];
+ if(bb.first.x >= pmax.x) {
+ break;
+ }
+
+ if (bb.second.x > pmin.x && bb.second.y > pmin.y && bb.first.y < pmax.y) {
+ xs = bb.first.x;
+ xe = bb.second.x;
+ found = true;
+ break;
+ }
+ }
+
+ if (!found) {
+ // the rectangle [pmin,pend] is opaque, fill it
+ out.push_back(pmin);
+ out.push_back(IfcVector2(pmin.x,pmax.y));
+ out.push_back(pmax);
+ out.push_back(IfcVector2(pmax.x,pmin.y));
+ return;
+ }
+
+ xs = std::max(pmin.x,xs);
+ xe = std::min(pmax.x,xe);
+
+ // see if there's an offset to fill at the top of our quad
+ if (xs - pmin.x) {
+ out.push_back(pmin);
+ out.push_back(IfcVector2(pmin.x,pmax.y));
+ out.push_back(IfcVector2(xs,pmax.y));
+ out.push_back(IfcVector2(xs,pmin.y));
+ }
+
+ // search along the y-axis for all openings that overlap xs and our quad
+ IfcFloat ylast = pmin.y;
+ found = false;
+ for(; start != field.end(); ++start) {
+ const BoundingBox& bb = bbs[(*start).second];
+ if (bb.first.x > xs || bb.first.y >= pmax.y) {
+ break;
+ }
+
+ if (bb.second.y > ylast) {
+
+ found = true;
+ const IfcFloat ys = std::max(bb.first.y,pmin.y), ye = std::min(bb.second.y,pmax.y);
+ if (ys - ylast) {
+ QuadrifyPart( IfcVector2(xs,ylast), IfcVector2(xe,ys) ,field,bbs,out);
+ }
+
+ // the following are the window vertices
+
+ /*wnd.push_back(IfcVector2(xs,ys));
+ wnd.push_back(IfcVector2(xs,ye));
+ wnd.push_back(IfcVector2(xe,ye));
+ wnd.push_back(IfcVector2(xe,ys));*/
+ ylast = ye;
+ }
+ }
+ if (!found) {
+ // the rectangle [pmin,pend] is opaque, fill it
+ out.push_back(IfcVector2(xs,pmin.y));
+ out.push_back(IfcVector2(xs,pmax.y));
+ out.push_back(IfcVector2(xe,pmax.y));
+ out.push_back(IfcVector2(xe,pmin.y));
+ return;
+ }
+ if (ylast < pmax.y) {
+ QuadrifyPart( IfcVector2(xs,ylast), IfcVector2(xe,pmax.y) ,field,bbs,out);
+ }
+
+ // now for the whole rest
+ if (pmax.x-xe) {
+ QuadrifyPart(IfcVector2(xe,pmin.y), pmax ,field,bbs,out);
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+void InsertWindowContours(const std::vector< BoundingBox >& bbs,
+ const std::vector< std::vector<IfcVector2> >& contours,
+ const std::vector<TempOpening>& openings,
+ const std::vector<IfcVector3>& nors,
+ const IfcMatrix3& minv,
+ const IfcVector2& scale,
+ const IfcVector2& offset,
+ IfcFloat coord,
+ TempMesh& curmesh)
+{
+ ai_assert(contours.size() == bbs.size());
+
+ // fix windows - we need to insert the real, polygonal shapes into the quadratic holes that we have now
+ for(size_t i = 0; i < contours.size();++i) {
+ const BoundingBox& bb = bbs[i];
+ const std::vector<IfcVector2>& contour = contours[i];
+
+ // check if we need to do it at all - many windows just fit perfectly into their quadratic holes,
+ // i.e. their contours *are* already their bounding boxes.
+ if (contour.size() == 4) {
+ std::set<IfcVector2,XYSorter> verts;
+ for(size_t n = 0; n < 4; ++n) {
+ verts.insert(contour[n]);
+ }
+ const std::set<IfcVector2,XYSorter>::const_iterator end = verts.end();
+ if (verts.find(bb.first)!=end && verts.find(bb.second)!=end
+ && verts.find(IfcVector2(bb.first.x,bb.second.y))!=end
+ && verts.find(IfcVector2(bb.second.x,bb.first.y))!=end
+ ) {
+ continue;
+ }
+ }
+
+ const IfcFloat diag = (bb.first-bb.second).Length();
+ const IfcFloat epsilon = diag/1000.f;
+
+ // walk through all contour points and find those that lie on the BB corner
+ size_t last_hit = -1, very_first_hit = -1;
+ IfcVector2 edge;
+ for(size_t n = 0, e=0, size = contour.size();; n=(n+1)%size, ++e) {
+
+ // sanity checking
+ if (e == size*2) {
+ IFCImporter::LogError("encountered unexpected topology while generating window contour");
+ break;
+ }
+
+ const IfcVector2& v = contour[n];
+
+ bool hit = false;
+ if (fabs(v.x-bb.first.x)<epsilon) {
+ edge.x = bb.first.x;
+ hit = true;
+ }
+ else if (fabs(v.x-bb.second.x)<epsilon) {
+ edge.x = bb.second.x;
+ hit = true;
+ }
+
+ if (fabs(v.y-bb.first.y)<epsilon) {
+ edge.y = bb.first.y;
+ hit = true;
+ }
+ else if (fabs(v.y-bb.second.y)<epsilon) {
+ edge.y = bb.second.y;
+ hit = true;
+ }
+
+ if (hit) {
+ if (last_hit != (size_t)-1) {
+
+ const size_t old = curmesh.verts.size();
+ size_t cnt = last_hit > n ? size-(last_hit-n) : n-last_hit;
+ for(size_t a = last_hit, e = 0; e <= cnt; a=(a+1)%size, ++e) {
+ // hack: this is to fix cases where opening contours are self-intersecting.
+ // Clipper doesn't produce such polygons, but as soon as we're back in
+ // our brave new floating-point world, very small distances are consumed
+ // by the maximum available precision, leading to self-intersecting
+ // polygons. This fix makes concave windows fail even worse, but
+ // anyway, fail is fail.
+ if ((contour[a] - edge).SquareLength() > diag*diag*0.7) {
+ continue;
+ }
+ const IfcVector3 v3 = minv * IfcVector3(offset.x + contour[a].x * scale.x, offset.y + contour[a].y * scale.y,coord);
+ curmesh.verts.push_back(v3);
+ }
+
+ if (edge != contour[last_hit]) {
+
+ IfcVector2 corner = edge;
+
+ if (fabs(contour[last_hit].x-bb.first.x)<epsilon) {
+ corner.x = bb.first.x;
+ }
+ else if (fabs(contour[last_hit].x-bb.second.x)<epsilon) {
+ corner.x = bb.second.x;
+ }
+
+ if (fabs(contour[last_hit].y-bb.first.y)<epsilon) {
+ corner.y = bb.first.y;
+ }
+ else if (fabs(contour[last_hit].y-bb.second.y)<epsilon) {
+ corner.y = bb.second.y;
+ }
+
+ const IfcVector3 v3 = minv * IfcVector3(offset.x + corner.x * scale.x, offset.y + corner.y * scale.y,coord);
+ curmesh.verts.push_back(v3);
+ }
+ else if (cnt == 1) {
+ // avoid degenerate polygons (also known as lines or points)
+ curmesh.verts.erase(curmesh.verts.begin()+old,curmesh.verts.end());
+ }
+
+ if (const size_t d = curmesh.verts.size()-old) {
+ curmesh.vertcnt.push_back(d);
+ std::reverse(curmesh.verts.rbegin(),curmesh.verts.rbegin()+d);
+ }
+ if (n == very_first_hit) {
+ break;
+ }
+ }
+ else {
+ very_first_hit = n;
+ }
+
+ last_hit = n;
+ }
+ }
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+void MergeContours (const std::vector<IfcVector2>& a, const std::vector<IfcVector2>& b, ClipperLib::ExPolygons& out)
+{
+ ClipperLib::Clipper clipper;
+ ClipperLib::Polygon clip;
+
+ BOOST_FOREACH(const IfcVector2& pip, a) {
+ clip.push_back(ClipperLib::IntPoint( to_int64(pip.x), to_int64(pip.y) ));
+ }
+
+ if (ClipperLib::Orientation(clip)) {
+ std::reverse(clip.begin(), clip.end());
+ }
+
+ clipper.AddPolygon(clip, ClipperLib::ptSubject);
+ clip.clear();
+
+ BOOST_FOREACH(const IfcVector2& pip, b) {
+ clip.push_back(ClipperLib::IntPoint( to_int64(pip.x), to_int64(pip.y) ));
+ }
+
+ if (ClipperLib::Orientation(clip)) {
+ std::reverse(clip.begin(), clip.end());
+ }
+
+ clipper.AddPolygon(clip, ClipperLib::ptSubject);
+ clipper.Execute(ClipperLib::ctUnion, out,ClipperLib::pftNonZero,ClipperLib::pftNonZero);
+}
+
+// ------------------------------------------------------------------------------------------------
+bool TryAddOpenings_Quadrulate(const std::vector<TempOpening>& openings,const std::vector<IfcVector3>& nors, TempMesh& curmesh)
+{
+ std::vector<IfcVector3>& out = curmesh.verts;
+
+ // Try to derive a solid base plane within the current surface for use as
+ // working coordinate system.
+ const IfcMatrix3& m = DerivePlaneCoordinateSpace(curmesh);
+ const IfcMatrix3 minv = IfcMatrix3(m).Inverse();
+ const IfcVector3& nor = IfcVector3(m.c1, m.c2, m.c3);
+
+ IfcFloat coord = -1;
+
+ std::vector<IfcVector2> contour_flat;
+ contour_flat.reserve(out.size());
+
+ IfcVector2 vmin, vmax;
+ MinMaxChooser<IfcVector2>()(vmin, vmax);
+
+ // Move all points into the new coordinate system, collecting min/max verts on the way
+ BOOST_FOREACH(IfcVector3& x, out) {
+ const IfcVector3 vv = m * x;
+
+ // keep Z offset in the plane coordinate system. Ignoring precision issues
+ // (which are present, of course), this should be the same value for
+ // all polygon vertices (assuming the polygon is planar).
+
+
+ // XXX this should be guarded, but we somehow need to pick a suitable
+ // epsilon
+ // if(coord != -1.0f) {
+ // assert(fabs(coord - vv.z) < 1e-3f);
+ // }
+
+ coord = vv.z;
+ vmin = std::min(IfcVector2(vv.x, vv.y), vmin);
+ vmax = std::max(IfcVector2(vv.x, vv.y), vmax);
+
+ contour_flat.push_back(IfcVector2(vv.x,vv.y));
+ }
+
+ // With the current code in DerivePlaneCoordinateSpace,
+ // vmin,vmax should always be the 0...1 rectangle (+- numeric inaccuracies)
+ // but here we won't rely on this.
+
+ vmax -= vmin;
+ BOOST_FOREACH(IfcVector2& vv, contour_flat) {
+ vv.x = (vv.x - vmin.x) / vmax.x;
+ vv.y = (vv.y - vmin.y) / vmax.y;
+ }
+
+ // project all points into the coordinate system defined by the p+sv*tu plane
+ // and compute bounding boxes for them
+ std::vector< BoundingBox > bbs;
+ std::vector< std::vector<IfcVector2> > contours;
+
+ size_t c = 0;
+ BOOST_FOREACH(const TempOpening& t,openings) {
+ const IfcVector3& outernor = nors[c++];
+ const IfcFloat dot = nor * outernor;
+ if (fabs(dot)<1.f-1e-6f) {
+ continue;
+ }
+
+ const std::vector<IfcVector3>& va = t.profileMesh->verts;
+ if(va.size() <= 2) {
+ continue;
+ }
+
+ IfcVector2 vpmin,vpmax;
+ MinMaxChooser<IfcVector2>()(vpmin,vpmax);
+
+ std::vector<IfcVector2> contour;
+
+ BOOST_FOREACH(const IfcVector3& x, t.profileMesh->verts) {
+ const IfcVector3 v = m * x;
+
+ IfcVector2 vv(v.x, v.y);
+
+ // rescale
+ vv.x = (vv.x - vmin.x) / vmax.x;
+ vv.y = (vv.y - vmin.y) / vmax.y;
+
+ vpmin = std::min(vpmin,vv);
+ vpmax = std::max(vpmax,vv);
+
+ contour.push_back(vv);
+ }
+
+ BoundingBox bb = BoundingBox(vpmin,vpmax);
+
+ // see if this BB intersects any other, in which case we could not use the Quadrify()
+ // algorithm and would revert to Poly2Tri only.
+ for (std::vector<BoundingBox>::iterator it = bbs.begin(); it != bbs.end();) {
+ const BoundingBox& ibb = *it;
+
+ if (ibb.first.x < bb.second.x && ibb.second.x > bb.first.x &&
+ ibb.first.y < bb.second.y && ibb.second.y > bb.second.x) {
+
+ // take these two contours and try to merge them. If they overlap (which
+ // should not happen, but in fact happens-in-the-real-world [tm] ),
+ // resume using a single contour and a single bounding box.
+ const std::vector<IfcVector2>& other = contours[std::distance(bbs.begin(),it)];
+
+ ClipperLib::ExPolygons poly;
+ MergeContours(contour, other, poly);
+
+ if (poly.size() > 1) {
+ IFCImporter::LogWarn("cannot use quadrify algorithm to generate wall openings due to "
+ "bounding box overlaps, using poly2tri fallback");
+ return TryAddOpenings_Poly2Tri(openings, nors, curmesh);
+ }
+ else if (poly.size() == 0) {
+ IFCImporter::LogWarn("ignoring duplicate opening");
+ contour.clear();
+ break;
+ }
+ else {
+ IFCImporter::LogDebug("merging oberlapping openings, this should not happen");
+
+ contour.clear();
+ BOOST_FOREACH(const ClipperLib::IntPoint& point, poly[0].outer) {
+ contour.push_back( IfcVector2( from_int64(point.X), from_int64(point.Y)));
+ }
+
+ bb.first = std::min(bb.first, ibb.first);
+ bb.second = std::max(bb.second, ibb.second);
+
+ contours.erase(contours.begin() + std::distance(bbs.begin(),it));
+ it = bbs.erase(it);
+ continue;
+ }
+ }
+ ++it;
+ }
+
+ if(contour.size()) {
+ contours.push_back(contour);
+ bbs.push_back(bb);
+ }
+ }
+
+ if (bbs.empty()) {
+ return false;
+ }
+
+ XYSortedField field;
+ for (std::vector<BoundingBox>::iterator it = bbs.begin(); it != bbs.end(); ++it) {
+ if (field.find((*it).first) != field.end()) {
+ IFCImporter::LogWarn("constraint failure during generation of wall openings, results may be faulty");
+ }
+ field[(*it).first] = std::distance(bbs.begin(),it);
+ }
+
+ std::vector<IfcVector2> outflat;
+ outflat.reserve(openings.size()*4);
+ QuadrifyPart(IfcVector2(0.f,0.f),IfcVector2(1.f,1.f),field,bbs,outflat);
+ ai_assert(!(outflat.size() % 4));
+
+ std::vector<IfcVector3> vold;
+ std::vector<unsigned int> iold;
+
+ vold.reserve(outflat.size());
+ iold.reserve(outflat.size() / 4);
+
+ // Fix the outer contour using polyclipper
+ try {
+
+ ClipperLib::Polygon subject;
+ ClipperLib::Clipper clipper;
+ ClipperLib::ExPolygons clipped;
+
+ ClipperLib::Polygon clip;
+ clip.reserve(contour_flat.size());
+ BOOST_FOREACH(const IfcVector2& pip, contour_flat) {
+ clip.push_back(ClipperLib::IntPoint( to_int64(pip.x), to_int64(pip.y) ));
+ }
+
+ if (!ClipperLib::Orientation(clip)) {
+ std::reverse(clip.begin(), clip.end());
+ }
+
+ // We need to run polyclipper on every single quad -- we can't run it one all
+ // of them at once or it would merge them all together which would undo all
+ // previous steps
+ subject.reserve(4);
+ size_t cnt = 0;
+ BOOST_FOREACH(const IfcVector2& pip, outflat) {
+ subject.push_back(ClipperLib::IntPoint( to_int64(pip.x), to_int64(pip.y) ));
+ if (!(++cnt % 4)) {
+ if (!ClipperLib::Orientation(subject)) {
+ std::reverse(subject.begin(), subject.end());
+ }
+
+ clipper.AddPolygon(subject,ClipperLib::ptSubject);
+ clipper.AddPolygon(clip,ClipperLib::ptClip);
+
+ clipper.Execute(ClipperLib::ctIntersection,clipped,ClipperLib::pftNonZero,ClipperLib::pftNonZero);
+
+ BOOST_FOREACH(const ClipperLib::ExPolygon& ex, clipped) {
+ iold.push_back(ex.outer.size());
+ BOOST_FOREACH(const ClipperLib::IntPoint& point, ex.outer) {
+ vold.push_back( minv * IfcVector3(
+ vmin.x + from_int64(point.X) * vmax.x,
+ vmin.y + from_int64(point.Y) * vmax.y,
+ coord));
+ }
+ }
+
+ subject.clear();
+ clipped.clear();
+ clipper.Clear();
+ }
+ }
+
+ assert(!(cnt % 4));
+ }
+ catch (const char* sx) {
+ IFCImporter::LogError("Ifc: error during polygon clipping, contour line may be wrong: (Clipper: "
+ + std::string(sx) + ")");
+
+ iold.resize(outflat.size()/4,4);
+
+ BOOST_FOREACH(const IfcVector2& vproj, outflat) {
+ const IfcVector3 v3 = minv * IfcVector3(vmin.x + vproj.x * vmax.x, vmin.y + vproj.y * vmax.y,coord);
+ vold.push_back(v3);
+ }
+ }
+
+ // undo the projection, generate output quads
+ std::swap(vold,curmesh.verts);
+ std::swap(iold,curmesh.vertcnt);
+
+ InsertWindowContours(bbs,contours,openings, nors,minv,vmax, vmin, coord, curmesh);
+ return true;
+}
+
+
+// ------------------------------------------------------------------------------------------------
+void ProcessExtrudedAreaSolid(const IfcExtrudedAreaSolid& solid, TempMesh& result, ConversionData& conv)
+{
+ TempMesh meshout;
+
+ // First read the profile description
+ if(!ProcessProfile(*solid.SweptArea,meshout,conv) || meshout.verts.size()<=1) {
+ return;
+ }
+
+ IfcVector3 dir;
+ ConvertDirection(dir,solid.ExtrudedDirection);
+
+ dir *= solid.Depth;
+
+ // Outline: assuming that `meshout.verts` is now a list of vertex points forming
+ // the underlying profile, extrude along the given axis, forming new
+ // triangles.
+
+ std::vector<IfcVector3>& in = meshout.verts;
+ const size_t size=in.size();
+
+ const bool has_area = solid.SweptArea->ProfileType == "AREA" && size>2;
+ if(solid.Depth < 1e-3) {
+ if(has_area) {
+ meshout = result;
+ }
+ return;
+ }
+
+ result.verts.reserve(size*(has_area?4:2));
+ result.vertcnt.reserve(meshout.vertcnt.size()+2);
+
+ // First step: transform all vertices into the target coordinate space
+ IfcMatrix4 trafo;
+ ConvertAxisPlacement(trafo, solid.Position);
+ BOOST_FOREACH(IfcVector3& v,in) {
+ v *= trafo;
+ }
+
+ IfcVector3 min = in[0];
+ dir *= IfcMatrix3(trafo);
+
+ std::vector<IfcVector3> nors;
+ const bool openings = !!conv.apply_openings && conv.apply_openings->size();
+
+ // Compute the normal vectors for all opening polygons as a prerequisite
+ // to TryAddOpenings_Poly2Tri()
+ if (openings) {
+
+ if (!conv.settings.useCustomTriangulation) {
+ // it is essential to apply the openings in the correct spatial order. The direction
+ // doesn't matter, but we would screw up if we started with e.g. a door in between
+ // two windows.
+ std::sort(conv.apply_openings->begin(),conv.apply_openings->end(),
+ DistanceSorter(min));
+ }
+
+ nors.reserve(conv.apply_openings->size());
+ BOOST_FOREACH(TempOpening& t,*conv.apply_openings) {
+ TempMesh& bounds = *t.profileMesh.get();
+
+ if (bounds.verts.size() <= 2) {
+ nors.push_back(IfcVector3());
+ continue;
+ }
+ nors.push_back(((bounds.verts[2]-bounds.verts[0])^(bounds.verts[1]-bounds.verts[0]) ).Normalize());
+ }
+ }
+
+
+ TempMesh temp;
+ TempMesh& curmesh = openings ? temp : result;
+ std::vector<IfcVector3>& out = curmesh.verts;
+
+ size_t sides_with_openings = 0;
+ for(size_t i = 0; i < size; ++i) {
+ const size_t next = (i+1)%size;
+
+ curmesh.vertcnt.push_back(4);
+
+ out.push_back(in[i]);
+ out.push_back(in[i]+dir);
+ out.push_back(in[next]+dir);
+ out.push_back(in[next]);
+
+ if(openings) {
+ if(TryAddOpenings_Quadrulate(*conv.apply_openings,nors,temp)) {
+ ++sides_with_openings;
+ }
+
+ result.Append(temp);
+ temp.Clear();
+ }
+ }
+
+ size_t sides_with_v_openings = 0;
+ if(has_area) {
+
+ for(size_t n = 0; n < 2; ++n) {
+ for(size_t i = size; i--; ) {
+ out.push_back(in[i]+(n?dir:IfcVector3()));
+ }
+
+ curmesh.vertcnt.push_back(size);
+ if(openings && size > 2) {
+ if(TryAddOpenings_Quadrulate(*conv.apply_openings,nors,temp)) {
+ ++sides_with_v_openings;
+ }
+
+ result.Append(temp);
+ temp.Clear();
+ }
+ }
+ }
+
+
+ if(openings && ((sides_with_openings != 2 && sides_with_openings) || (sides_with_v_openings != 2 && sides_with_v_openings))) {
+ IFCImporter::LogWarn("failed to resolve all openings, presumably their topology is not supported by Assimp");
+ }
+
+ IFCImporter::LogDebug("generate mesh procedurally by extrusion (IfcExtrudedAreaSolid)");
+}
+
+
+
+// ------------------------------------------------------------------------------------------------
+void ProcessSweptAreaSolid(const IfcSweptAreaSolid& swept, TempMesh& meshout, ConversionData& conv)
+{
+ if(const IfcExtrudedAreaSolid* const solid = swept.ToPtr<IfcExtrudedAreaSolid>()) {
+ // Do we just collect openings for a parent element (i.e. a wall)?
+ // In this case we don't extrude the surface yet, just keep the profile and transform it correctly
+ if(conv.collect_openings) {
+ boost::shared_ptr<TempMesh> meshtmp(new TempMesh());
+ ProcessProfile(swept.SweptArea,*meshtmp,conv);
+
+ IfcMatrix4 m;
+ ConvertAxisPlacement(m,solid->Position);
+ meshtmp->Transform(m);
+
+ IfcVector3 dir;
+ ConvertDirection(dir,solid->ExtrudedDirection);
+ conv.collect_openings->push_back(TempOpening(solid, IfcMatrix3(m) * (dir*static_cast<IfcFloat>(solid->Depth)),meshtmp));
+ return;
+ }
+
+ ProcessExtrudedAreaSolid(*solid,meshout,conv);
+ }
+ else if(const IfcRevolvedAreaSolid* const rev = swept.ToPtr<IfcRevolvedAreaSolid>()) {
+ ProcessRevolvedAreaSolid(*rev,meshout,conv);
+ }
+ else {
+ IFCImporter::LogWarn("skipping unknown IfcSweptAreaSolid entity, type is " + swept.GetClassName());
+ }
+}
+
+
+// ------------------------------------------------------------------------------------------------
+enum Intersect {
+ Intersect_No,
+ Intersect_LiesOnPlane,
+ Intersect_Yes
+};
+
+// ------------------------------------------------------------------------------------------------
+Intersect IntersectSegmentPlane(const IfcVector3& p,const IfcVector3& n, const IfcVector3& e0, const IfcVector3& e1, IfcVector3& out)
+{
+ const IfcVector3 pdelta = e0 - p, seg = e1-e0;
+ const IfcFloat dotOne = n*seg, dotTwo = -(n*pdelta);
+
+ if (fabs(dotOne) < 1e-6) {
+ return fabs(dotTwo) < 1e-6f ? Intersect_LiesOnPlane : Intersect_No;
+ }
+
+ const IfcFloat t = dotTwo/dotOne;
+ // t must be in [0..1] if the intersection point is within the given segment
+ if (t > 1.f || t < 0.f) {
+ return Intersect_No;
+ }
+ out = e0+t*seg;
+ return Intersect_Yes;
+}
+
+// ------------------------------------------------------------------------------------------------
+void ProcessBoolean(const IfcBooleanResult& boolean, TempMesh& result, ConversionData& conv)
+{
+ if(const IfcBooleanResult* const clip = boolean.ToPtr<IfcBooleanResult>()) {
+ if(clip->Operator != "DIFFERENCE") {
+ IFCImporter::LogWarn("encountered unsupported boolean operator: " + (std::string)clip->Operator);
+ return;
+ }
+
+ TempMesh meshout;
+ const IfcHalfSpaceSolid* const hs = clip->SecondOperand->ResolveSelectPtr<IfcHalfSpaceSolid>(conv.db);
+ if(!hs) {
+ IFCImporter::LogError("expected IfcHalfSpaceSolid as second clipping operand");
+ return;
+ }
+
+ const IfcPlane* const plane = hs->BaseSurface->ToPtr<IfcPlane>();
+ if(!plane) {
+ IFCImporter::LogError("expected IfcPlane as base surface for the IfcHalfSpaceSolid");
+ return;
+ }
+
+ if(const IfcBooleanResult* const op0 = clip->FirstOperand->ResolveSelectPtr<IfcBooleanResult>(conv.db)) {
+ ProcessBoolean(*op0,meshout,conv);
+ }
+ else if (const IfcSweptAreaSolid* const swept = clip->FirstOperand->ResolveSelectPtr<IfcSweptAreaSolid>(conv.db)) {
+ ProcessSweptAreaSolid(*swept,meshout,conv);
+ }
+ else {
+ IFCImporter::LogError("expected IfcSweptAreaSolid or IfcBooleanResult as first clipping operand");
+ return;
+ }
+
+ // extract plane base position vector and normal vector
+ IfcVector3 p,n(0.f,0.f,1.f);
+ if (plane->Position->Axis) {
+ ConvertDirection(n,plane->Position->Axis.Get());
+ }
+ ConvertCartesianPoint(p,plane->Position->Location);
+
+ if(!IsTrue(hs->AgreementFlag)) {
+ n *= -1.f;
+ }
+
+ // clip the current contents of `meshout` against the plane we obtained from the second operand
+ const std::vector<IfcVector3>& in = meshout.verts;
+ std::vector<IfcVector3>& outvert = result.verts;
+ std::vector<unsigned int>::const_iterator begin=meshout.vertcnt.begin(), end=meshout.vertcnt.end(), iit;
+
+ outvert.reserve(in.size());
+ result.vertcnt.reserve(meshout.vertcnt.size());
+
+ unsigned int vidx = 0;
+ for(iit = begin; iit != end; vidx += *iit++) {
+
+ unsigned int newcount = 0;
+ for(unsigned int i = 0; i < *iit; ++i) {
+ const IfcVector3& e0 = in[vidx+i], e1 = in[vidx+(i+1)%*iit];
+
+ // does the next segment intersect the plane?
+ IfcVector3 isectpos;
+ const Intersect isect = IntersectSegmentPlane(p,n,e0,e1,isectpos);
+ if (isect == Intersect_No || isect == Intersect_LiesOnPlane) {
+ if ( (e0-p).Normalize()*n > 0 ) {
+ outvert.push_back(e0);
+ ++newcount;
+ }
+ }
+ else if (isect == Intersect_Yes) {
+ if ( (e0-p).Normalize()*n > 0 ) {
+ // e0 is on the right side, so keep it
+ outvert.push_back(e0);
+ outvert.push_back(isectpos);
+ newcount += 2;
+ }
+ else {
+ // e0 is on the wrong side, so drop it and keep e1 instead
+ outvert.push_back(isectpos);
+ ++newcount;
+ }
+ }
+ }
+
+ if (!newcount) {
+ continue;
+ }
+
+ IfcVector3 vmin,vmax;
+ ArrayBounds(&*(outvert.end()-newcount),newcount,vmin,vmax);
+
+ // filter our IfcFloat points - those may happen if a point lies
+ // directly on the intersection line. However, due to IfcFloat
+ // precision a bitwise comparison is not feasible to detect
+ // this case.
+ const IfcFloat epsilon = (vmax-vmin).SquareLength() / 1e6f;
+ FuzzyVectorCompare fz(epsilon);
+
+ std::vector<IfcVector3>::iterator e = std::unique( outvert.end()-newcount, outvert.end(), fz );
+ if (e != outvert.end()) {
+ newcount -= static_cast<unsigned int>(std::distance(e,outvert.end()));
+ outvert.erase(e,outvert.end());
+ }
+ if (fz(*( outvert.end()-newcount),outvert.back())) {
+ outvert.pop_back();
+ --newcount;
+ }
+ if(newcount > 2) {
+ result.vertcnt.push_back(newcount);
+ }
+ else while(newcount-->0)result.verts.pop_back();
+
+ }
+ IFCImporter::LogDebug("generating CSG geometry by plane clipping (IfcBooleanClippingResult)");
+ }
+ else {
+ IFCImporter::LogWarn("skipping unknown IfcBooleanResult entity, type is " + boolean.GetClassName());
+ }
+}
+
+
+
+// ------------------------------------------------------------------------------------------------
+bool ProcessGeometricItem(const IfcRepresentationItem& geo, std::vector<unsigned int>& mesh_indices, ConversionData& conv)
+{
+ TempMesh meshtmp;
+ if(const IfcShellBasedSurfaceModel* shellmod = geo.ToPtr<IfcShellBasedSurfaceModel>()) {
+ BOOST_FOREACH(boost::shared_ptr<const IfcShell> shell,shellmod->SbsmBoundary) {
+ try {
+ const EXPRESS::ENTITY& e = shell->To<ENTITY>();
+ const IfcConnectedFaceSet& fs = conv.db.MustGetObject(e).To<IfcConnectedFaceSet>();
+
+ ProcessConnectedFaceSet(fs,meshtmp,conv);
+ }
+ catch(std::bad_cast&) {
+ IFCImporter::LogWarn("unexpected type error, IfcShell ought to inherit from IfcConnectedFaceSet");
+ }
+ }
+ }
+ else if(const IfcConnectedFaceSet* fset = geo.ToPtr<IfcConnectedFaceSet>()) {
+ ProcessConnectedFaceSet(*fset,meshtmp,conv);
+ }
+ else if(const IfcSweptAreaSolid* swept = geo.ToPtr<IfcSweptAreaSolid>()) {
+ ProcessSweptAreaSolid(*swept,meshtmp,conv);
+ }
+ else if(const IfcManifoldSolidBrep* brep = geo.ToPtr<IfcManifoldSolidBrep>()) {
+ ProcessConnectedFaceSet(brep->Outer,meshtmp,conv);
+ }
+ else if(const IfcFaceBasedSurfaceModel* surf = geo.ToPtr<IfcFaceBasedSurfaceModel>()) {
+ BOOST_FOREACH(const IfcConnectedFaceSet& fc, surf->FbsmFaces) {
+ ProcessConnectedFaceSet(fc,meshtmp,conv);
+ }
+ }
+ else if(const IfcBooleanResult* boolean = geo.ToPtr<IfcBooleanResult>()) {
+ ProcessBoolean(*boolean,meshtmp,conv);
+ }
+ else if(geo.ToPtr<IfcBoundingBox>()) {
+ // silently skip over bounding boxes
+ return false;
+ }
+ else {
+ IFCImporter::LogWarn("skipping unknown IfcGeometricRepresentationItem entity, type is " + geo.GetClassName());
+ return false;
+ }
+
+ meshtmp.RemoveAdjacentDuplicates();
+ FixupFaceOrientation(meshtmp);
+
+ aiMesh* const mesh = meshtmp.ToMesh();
+ if(mesh) {
+ mesh->mMaterialIndex = ProcessMaterials(geo,conv);
+ mesh_indices.push_back(conv.meshes.size());
+ conv.meshes.push_back(mesh);
+ return true;
+ }
+ return false;
+}
+
+// ------------------------------------------------------------------------------------------------
+void AssignAddedMeshes(std::vector<unsigned int>& mesh_indices,aiNode* nd,ConversionData& /*conv*/)
+{
+ if (!mesh_indices.empty()) {
+
+ // make unique
+ std::sort(mesh_indices.begin(),mesh_indices.end());
+ std::vector<unsigned int>::iterator it_end = std::unique(mesh_indices.begin(),mesh_indices.end());
+
+ const size_t size = std::distance(mesh_indices.begin(),it_end);
+
+ nd->mNumMeshes = size;
+ nd->mMeshes = new unsigned int[nd->mNumMeshes];
+ for(unsigned int i = 0; i < nd->mNumMeshes; ++i) {
+ nd->mMeshes[i] = mesh_indices[i];
+ }
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+bool TryQueryMeshCache(const IfcRepresentationItem& item, std::vector<unsigned int>& mesh_indices, ConversionData& conv)
+{
+ ConversionData::MeshCache::const_iterator it = conv.cached_meshes.find(&item);
+ if (it != conv.cached_meshes.end()) {
+ std::copy((*it).second.begin(),(*it).second.end(),std::back_inserter(mesh_indices));
+ return true;
+ }
+ return false;
+}
+
+// ------------------------------------------------------------------------------------------------
+void PopulateMeshCache(const IfcRepresentationItem& item, const std::vector<unsigned int>& mesh_indices, ConversionData& conv)
+{
+ conv.cached_meshes[&item] = mesh_indices;
+}
+
+// ------------------------------------------------------------------------------------------------
+bool ProcessRepresentationItem(const IfcRepresentationItem& item, std::vector<unsigned int>& mesh_indices, ConversionData& conv)
+{
+ if (!TryQueryMeshCache(item,mesh_indices,conv)) {
+ if(ProcessGeometricItem(item,mesh_indices,conv)) {
+ if(mesh_indices.size()) {
+ PopulateMeshCache(item,mesh_indices,conv);
+ }
+ }
+ else return false;
+ }
+ return true;
+}
+
+#undef to_int64
+#undef from_int64
+#undef from_int64_f
+
+} // ! IFC
+} // ! Assimp
+
+#endif
diff --git a/src/3rdparty/assimp/code/IFCLoader.cpp b/src/3rdparty/assimp/code/IFCLoader.cpp
new file mode 100644
index 000000000..c436befc7
--- /dev/null
+++ b/src/3rdparty/assimp/code/IFCLoader.cpp
@@ -0,0 +1,775 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+/** @file IFCLoad.cpp
+ * @brief Implementation of the Industry Foundation Classes loader.
+ */
+#include "AssimpPCH.h"
+
+#ifndef ASSIMP_BUILD_NO_IFC_IMPORTER
+
+#include <iterator>
+#include <boost/tuple/tuple.hpp>
+
+
+#include "IFCLoader.h"
+#include "STEPFileReader.h"
+
+#include "IFCUtil.h"
+
+#include "StreamReader.h"
+#include "MemoryIOWrapper.h"
+
+namespace Assimp {
+ template<> const std::string LogFunctions<IFCImporter>::log_prefix = "IFC: ";
+}
+
+using namespace Assimp;
+using namespace Assimp::Formatter;
+using namespace Assimp::IFC;
+
+/* DO NOT REMOVE this comment block. The genentitylist.sh script
+ * just looks for names adhering to the IfcSomething naming scheme
+ * and includes all matches in the whitelist for code-generation. Thus,
+ * all entity classes that are only indirectly referenced need to be
+ * mentioned explicitly.
+
+ IfcRepresentationMap
+ IfcProductRepresentation
+ IfcUnitAssignment
+ IfcClosedShell
+ IfcDoor
+
+ */
+
+namespace {
+
+
+// forward declarations
+void SetUnits(ConversionData& conv);
+void SetCoordinateSpace(ConversionData& conv);
+void ProcessSpatialStructures(ConversionData& conv);
+aiNode* ProcessSpatialStructure(aiNode* parent, const IfcProduct& el ,ConversionData& conv);
+void ProcessProductRepresentation(const IfcProduct& el, aiNode* nd, ConversionData& conv);
+void MakeTreeRelative(ConversionData& conv);
+void ConvertUnit(const EXPRESS::DataType& dt,ConversionData& conv);
+
+} // anon
+
+static const aiImporterDesc desc = {
+ "Industry Foundation Classes (IFC) Importer",
+ "",
+ "",
+ "",
+ aiImporterFlags_SupportBinaryFlavour,
+ 0,
+ 0,
+ 0,
+ 0,
+ "ifc"
+};
+
+
+// ------------------------------------------------------------------------------------------------
+// Constructor to be privately used by Importer
+IFCImporter::IFCImporter()
+{}
+
+// ------------------------------------------------------------------------------------------------
+// Destructor, private as well
+IFCImporter::~IFCImporter()
+{
+}
+
+// ------------------------------------------------------------------------------------------------
+// Returns whether the class can handle the format of the given file.
+bool IFCImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
+{
+ const std::string& extension = GetExtension(pFile);
+ if (extension == "ifc") {
+ return true;
+ }
+
+ else if ((!extension.length() || checkSig) && pIOHandler) {
+ // note: this is the common identification for STEP-encoded files, so
+ // it is only unambiguous as long as we don't support any further
+ // file formats with STEP as their encoding.
+ const char* tokens[] = {"ISO-10303-21"};
+ return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
+ }
+ return false;
+}
+
+// ------------------------------------------------------------------------------------------------
+// List all extensions handled by this loader
+const aiImporterDesc* IFCImporter::GetInfo () const
+{
+ return &desc;
+}
+
+
+// ------------------------------------------------------------------------------------------------
+// Setup configuration properties for the loader
+void IFCImporter::SetupProperties(const Importer* pImp)
+{
+ settings.skipSpaceRepresentations = pImp->GetPropertyBool(AI_CONFIG_IMPORT_IFC_SKIP_SPACE_REPRESENTATIONS,true);
+ settings.skipCurveRepresentations = pImp->GetPropertyBool(AI_CONFIG_IMPORT_IFC_SKIP_CURVE_REPRESENTATIONS,true);
+ settings.useCustomTriangulation = pImp->GetPropertyBool(AI_CONFIG_IMPORT_IFC_CUSTOM_TRIANGULATION,true);
+
+ settings.conicSamplingAngle = 10.f;
+ settings.skipAnnotations = true;
+}
+
+
+// ------------------------------------------------------------------------------------------------
+// Imports the given file into the given scene structure.
+void IFCImporter::InternReadFile( const std::string& pFile,
+ aiScene* pScene, IOSystem* pIOHandler)
+{
+ boost::shared_ptr<IOStream> stream(pIOHandler->Open(pFile));
+ if (!stream) {
+ ThrowException("Could not open file for reading");
+ }
+
+ boost::scoped_ptr<STEP::DB> db(STEP::ReadFileHeader(stream));
+ const STEP::HeaderInfo& head = static_cast<const STEP::DB&>(*db).GetHeader();
+
+ if(!head.fileSchema.size() || head.fileSchema.substr(0,3) != "IFC") {
+ ThrowException("Unrecognized file schema: " + head.fileSchema);
+ }
+
+ if (!DefaultLogger::isNullLogger()) {
+ LogDebug("File schema is \'" + head.fileSchema + '\'');
+ if (head.timestamp.length()) {
+ LogDebug("Timestamp \'" + head.timestamp + '\'');
+ }
+ if (head.app.length()) {
+ LogDebug("Application/Exporter identline is \'" + head.app + '\'');
+ }
+ }
+
+ // obtain a copy of the machine-generated IFC scheme
+ EXPRESS::ConversionSchema schema;
+ GetSchema(schema);
+
+ // tell the reader which entity types to track with special care
+ static const char* const types_to_track[] = {
+ "ifcsite", "ifcbuilding", "ifcproject"
+ };
+
+ // tell the reader for which types we need to simulate STEPs reverse indices
+ static const char* const inverse_indices_to_track[] = {
+ "ifcrelcontainedinspatialstructure", "ifcrelaggregates", "ifcrelvoidselement", "ifcstyleditem"
+ };
+
+ // feed the IFC schema into the reader and pre-parse all lines
+ STEP::ReadFile(*db, schema, types_to_track, inverse_indices_to_track);
+
+ const STEP::LazyObject* proj = db->GetObject("ifcproject");
+ if (!proj) {
+ ThrowException("missing IfcProject entity");
+ }
+
+ ConversionData conv(*db,proj->To<IfcProject>(),pScene,settings);
+ SetUnits(conv);
+ SetCoordinateSpace(conv);
+ ProcessSpatialStructures(conv);
+ MakeTreeRelative(conv);
+
+ // NOTE - this is a stress test for the importer, but it works only
+ // in a build with no entities disabled. See
+ // scripts/IFCImporter/CPPGenerator.py
+ // for more information.
+#ifdef ASSIMP_IFC_TEST
+ db->EvaluateAll();
+#endif
+
+ // do final data copying
+ if (conv.meshes.size()) {
+ pScene->mNumMeshes = static_cast<unsigned int>(conv.meshes.size());
+ pScene->mMeshes = new aiMesh*[pScene->mNumMeshes]();
+ std::copy(conv.meshes.begin(),conv.meshes.end(),pScene->mMeshes);
+
+ // needed to keep the d'tor from burning us
+ conv.meshes.clear();
+ }
+
+ if (conv.materials.size()) {
+ pScene->mNumMaterials = static_cast<unsigned int>(conv.materials.size());
+ pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials]();
+ std::copy(conv.materials.begin(),conv.materials.end(),pScene->mMaterials);
+
+ // needed to keep the d'tor from burning us
+ conv.materials.clear();
+ }
+
+ // apply world coordinate system (which includes the scaling to convert to meters and a -90 degrees rotation around x)
+ aiMatrix4x4 scale, rot;
+ aiMatrix4x4::Scaling(static_cast<aiVector3D>(IfcVector3(conv.len_scale)),scale);
+ aiMatrix4x4::RotationX(-AI_MATH_HALF_PI_F,rot);
+
+ pScene->mRootNode->mTransformation = rot * scale * conv.wcs * pScene->mRootNode->mTransformation;
+
+ // this must be last because objects are evaluated lazily as we process them
+ if ( !DefaultLogger::isNullLogger() ){
+ LogDebug((Formatter::format(),"STEP: evaluated ",db->GetEvaluatedObjectCount()," object records"));
+ }
+}
+
+namespace {
+
+
+// ------------------------------------------------------------------------------------------------
+void ConvertUnit(const IfcNamedUnit& unit,ConversionData& conv)
+{
+ if(const IfcSIUnit* const si = unit.ToPtr<IfcSIUnit>()) {
+
+ if(si->UnitType == "LENGTHUNIT") {
+ conv.len_scale = si->Prefix ? ConvertSIPrefix(si->Prefix) : 1.f;
+ IFCImporter::LogDebug("got units used for lengths");
+ }
+ if(si->UnitType == "PLANEANGLEUNIT") {
+ if (si->Name != "RADIAN") {
+ IFCImporter::LogWarn("expected base unit for angles to be radian");
+ }
+ }
+ }
+ else if(const IfcConversionBasedUnit* const convu = unit.ToPtr<IfcConversionBasedUnit>()) {
+
+ if(convu->UnitType == "PLANEANGLEUNIT") {
+ try {
+ conv.angle_scale = convu->ConversionFactor->ValueComponent->To<EXPRESS::REAL>();
+ ConvertUnit(*convu->ConversionFactor->UnitComponent,conv);
+ IFCImporter::LogDebug("got units used for angles");
+ }
+ catch(std::bad_cast&) {
+ IFCImporter::LogError("skipping unknown IfcConversionBasedUnit.ValueComponent entry - expected REAL");
+ }
+ }
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+void ConvertUnit(const EXPRESS::DataType& dt,ConversionData& conv)
+{
+ try {
+ const EXPRESS::ENTITY& e = dt.To<ENTITY>();
+
+ const IfcNamedUnit& unit = e.ResolveSelect<IfcNamedUnit>(conv.db);
+ if(unit.UnitType != "LENGTHUNIT" && unit.UnitType != "PLANEANGLEUNIT") {
+ return;
+ }
+
+ ConvertUnit(unit,conv);
+ }
+ catch(std::bad_cast&) {
+ // not entity, somehow
+ IFCImporter::LogError("skipping unknown IfcUnit entry - expected entity");
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+void SetUnits(ConversionData& conv)
+{
+ // see if we can determine the coordinate space used to express.
+ for(size_t i = 0; i < conv.proj.UnitsInContext->Units.size(); ++i ) {
+ ConvertUnit(*conv.proj.UnitsInContext->Units[i],conv);
+ }
+}
+
+
+// ------------------------------------------------------------------------------------------------
+void SetCoordinateSpace(ConversionData& conv)
+{
+ const IfcRepresentationContext* fav = NULL;
+ BOOST_FOREACH(const IfcRepresentationContext& v, conv.proj.RepresentationContexts) {
+ fav = &v;
+ // Model should be the most suitable type of context, hence ignore the others
+ if (v.ContextType && v.ContextType.Get() == "Model") {
+ break;
+ }
+ }
+ if (fav) {
+ if(const IfcGeometricRepresentationContext* const geo = fav->ToPtr<IfcGeometricRepresentationContext>()) {
+ ConvertAxisPlacement(conv.wcs, *geo->WorldCoordinateSystem, conv);
+ IFCImporter::LogDebug("got world coordinate system");
+ }
+ }
+}
+
+
+// ------------------------------------------------------------------------------------------------
+void ResolveObjectPlacement(aiMatrix4x4& m, const IfcObjectPlacement& place, ConversionData& conv)
+{
+ if (const IfcLocalPlacement* const local = place.ToPtr<IfcLocalPlacement>()){
+ IfcMatrix4 tmp;
+ ConvertAxisPlacement(tmp, *local->RelativePlacement, conv);
+
+ m = static_cast<aiMatrix4x4>(tmp);
+
+ if (local->PlacementRelTo) {
+ aiMatrix4x4 tmp;
+ ResolveObjectPlacement(tmp,local->PlacementRelTo.Get(),conv);
+ m = tmp * m;
+ }
+ }
+ else {
+ IFCImporter::LogWarn("skipping unknown IfcObjectPlacement entity, type is " + place.GetClassName());
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+void GetAbsTransform(aiMatrix4x4& out, const aiNode* nd, ConversionData& conv)
+{
+ aiMatrix4x4 t;
+ if (nd->mParent) {
+ GetAbsTransform(t,nd->mParent,conv);
+ }
+ out = t*nd->mTransformation;
+}
+
+// ------------------------------------------------------------------------------------------------
+bool ProcessMappedItem(const IfcMappedItem& mapped, aiNode* nd_src, std::vector< aiNode* >& subnodes_src, ConversionData& conv)
+{
+ // insert a custom node here, the cartesian transform operator is simply a conventional transformation matrix
+ std::auto_ptr<aiNode> nd(new aiNode());
+ nd->mName.Set("IfcMappedItem");
+
+ // handle the Cartesian operator
+ IfcMatrix4 m;
+ ConvertTransformOperator(m, *mapped.MappingTarget);
+
+ IfcMatrix4 msrc;
+ ConvertAxisPlacement(msrc,*mapped.MappingSource->MappingOrigin,conv);
+
+ msrc = m*msrc;
+
+ std::vector<unsigned int> meshes;
+ const size_t old_openings = conv.collect_openings ? conv.collect_openings->size() : 0;
+ if (conv.apply_openings) {
+ IfcMatrix4 minv = msrc;
+ minv.Inverse();
+ BOOST_FOREACH(TempOpening& open,*conv.apply_openings){
+ open.Transform(minv);
+ }
+ }
+
+ const IfcRepresentation& repr = mapped.MappingSource->MappedRepresentation;
+
+ bool got = false;
+ BOOST_FOREACH(const IfcRepresentationItem& item, repr.Items) {
+ if(!ProcessRepresentationItem(item,meshes,conv)) {
+ IFCImporter::LogWarn("skipping mapped entity of type " + item.GetClassName() + ", no representations could be generated");
+ }
+ else got = true;
+ }
+
+ if (!got) {
+ return false;
+ }
+
+ AssignAddedMeshes(meshes,nd.get(),conv);
+ if (conv.collect_openings) {
+
+ // if this pass serves us only to collect opening geometry,
+ // make sure we transform the TempMesh's which we need to
+ // preserve as well.
+ if(const size_t diff = conv.collect_openings->size() - old_openings) {
+ for(size_t i = 0; i < diff; ++i) {
+ (*conv.collect_openings)[old_openings+i].Transform(msrc);
+ }
+ }
+ }
+
+ nd->mTransformation = nd_src->mTransformation * static_cast<aiMatrix4x4>( msrc );
+ subnodes_src.push_back(nd.release());
+
+ return true;
+}
+
+// ------------------------------------------------------------------------------------------------
+struct RateRepresentationPredicate {
+
+ int Rate(const IfcRepresentation* r) const {
+ // the smaller, the better
+
+ if (! r->RepresentationIdentifier) {
+ // neutral choice if no extra information is specified
+ return 0;
+ }
+
+
+ const std::string& name = r->RepresentationIdentifier.Get();
+ if (name == "MappedRepresentation") {
+ if (!r->Items.empty()) {
+ // take the first item and base our choice on it
+ const IfcMappedItem* const m = r->Items.front()->ToPtr<IfcMappedItem>();
+ if (m) {
+ return Rate(m->MappingSource->MappedRepresentation);
+ }
+ }
+ return 100;
+ }
+
+ return Rate(name);
+ }
+
+ int Rate(const std::string& r) const {
+
+
+ if (r == "SolidModel") {
+ return -3;
+ }
+
+ // give strong preference to extruded geometry
+ if (r == "SweptSolid") {
+ return -10;
+ }
+
+ if (r == "Clipping") {
+ return -5;
+ }
+
+ // 'Brep' is difficult to get right due to possible voids in the
+ // polygon boundaries, so take it only if we are forced to (i.e.
+ // if the only alternative is (non-clipping) boolean operations,
+ // which are not supported at all).
+ if (r == "Brep") {
+ return -2;
+ }
+
+ // Curves, bounding boxes - those will most likely not be loaded
+ // as we can't make any use out of this data. So consider them
+ // last.
+ if (r == "BoundingBox" || r == "Curve2D") {
+ return 100;
+ }
+ return 0;
+ }
+
+ bool operator() (const IfcRepresentation* a, const IfcRepresentation* b) const {
+ return Rate(a) < Rate(b);
+ }
+};
+
+// ------------------------------------------------------------------------------------------------
+void ProcessProductRepresentation(const IfcProduct& el, aiNode* nd, std::vector< aiNode* >& subnodes, ConversionData& conv)
+{
+ if(!el.Representation) {
+ return;
+ }
+
+
+ std::vector<unsigned int> meshes;
+
+ // we want only one representation type, so bring them in a suitable order (i.e try those
+ // that look as if we could read them quickly at first). This way of reading
+ // representation is relatively generic and allows the concrete implementations
+ // for the different representation types to make some sensible choices what
+ // to load and what not to load.
+ const STEP::ListOf< STEP::Lazy< IfcRepresentation >, 1, 0 >& src = el.Representation.Get()->Representations;
+
+ std::vector<const IfcRepresentation*> repr_ordered(src.size());
+ std::copy(src.begin(),src.end(),repr_ordered.begin());
+ std::sort(repr_ordered.begin(),repr_ordered.end(),RateRepresentationPredicate());
+
+ BOOST_FOREACH(const IfcRepresentation* repr, repr_ordered) {
+ bool res = false;
+ BOOST_FOREACH(const IfcRepresentationItem& item, repr->Items) {
+ if(const IfcMappedItem* const geo = item.ToPtr<IfcMappedItem>()) {
+ res = ProcessMappedItem(*geo,nd,subnodes,conv) || res;
+ }
+ else {
+ res = ProcessRepresentationItem(item,meshes,conv) || res;
+ }
+ }
+ // if we got something meaningful at this point, skip any further representations
+ if(res) {
+ break;
+ }
+ }
+
+ AssignAddedMeshes(meshes,nd,conv);
+}
+
+// ------------------------------------------------------------------------------------------------
+aiNode* ProcessSpatialStructure(aiNode* parent, const IfcProduct& el, ConversionData& conv, std::vector<TempOpening>* collect_openings = NULL)
+{
+ const STEP::DB::RefMap& refs = conv.db.GetRefs();
+
+ // skip over space and annotation nodes - usually, these have no meaning in Assimp's context
+ if(conv.settings.skipSpaceRepresentations) {
+ if(const IfcSpace* const space = el.ToPtr<IfcSpace>()) {
+ IFCImporter::LogDebug("skipping IfcSpace entity due to importer settings");
+ return NULL;
+ }
+ }
+
+ if(conv.settings.skipAnnotations) {
+ if(const IfcAnnotation* const ann = el.ToPtr<IfcAnnotation>()) {
+ IFCImporter::LogDebug("skipping IfcAnnotation entity due to importer settings");
+ return NULL;
+ }
+ }
+
+ // add an output node for this spatial structure
+ std::auto_ptr<aiNode> nd(new aiNode());
+ nd->mName.Set(el.GetClassName()+"_"+(el.Name?el.Name:el.GlobalId));
+ nd->mParent = parent;
+
+ if(el.ObjectPlacement) {
+ ResolveObjectPlacement(nd->mTransformation,el.ObjectPlacement.Get(),conv);
+ }
+
+ std::vector<TempOpening> openings;
+
+ IfcMatrix4 myInv;
+ bool didinv = false;
+
+ // convert everything contained directly within this structure,
+ // this may result in more nodes.
+ std::vector< aiNode* > subnodes;
+ try {
+ // locate aggregates and 'contained-in-here'-elements of this spatial structure and add them in recursively
+ // on our way, collect openings in *this* element
+ STEP::DB::RefMapRange range = refs.equal_range(el.GetID());
+
+ for(STEP::DB::RefMapRange range2 = range; range2.first != range.second; ++range2.first) {
+ const STEP::LazyObject& obj = conv.db.MustGetObject((*range2.first).second);
+
+ // handle regularly-contained elements
+ if(const IfcRelContainedInSpatialStructure* const cont = obj->ToPtr<IfcRelContainedInSpatialStructure>()) {
+ BOOST_FOREACH(const IfcProduct& pro, cont->RelatedElements) {
+ if(const IfcOpeningElement* const open = pro.ToPtr<IfcOpeningElement>()) {
+ // IfcOpeningElement is handled below. Sadly we can't use it here as is:
+ // The docs say that opening elements are USUALLY attached to building storeys
+ // but we want them for the building elements to which they belong to.
+ continue;
+ }
+
+ aiNode* const ndnew = ProcessSpatialStructure(nd.get(),pro,conv,NULL);
+ if(ndnew) {
+ subnodes.push_back( ndnew );
+ }
+ }
+ }
+ // handle openings, which we collect in a list rather than adding them to the node graph
+ else if(const IfcRelVoidsElement* const fills = obj->ToPtr<IfcRelVoidsElement>()) {
+ if(fills->RelatingBuildingElement->GetID() == el.GetID()) {
+ const IfcFeatureElementSubtraction& open = fills->RelatedOpeningElement;
+
+ // move opening elements to a separate node since they are semantically different than elements that are just 'contained'
+ std::auto_ptr<aiNode> nd_aggr(new aiNode());
+ nd_aggr->mName.Set("$RelVoidsElement");
+ nd_aggr->mParent = nd.get();
+
+ nd_aggr->mTransformation = nd->mTransformation;
+
+ std::vector<TempOpening> openings_local;
+ aiNode* const ndnew = ProcessSpatialStructure( nd_aggr.get(),open, conv,&openings_local);
+ if (ndnew) {
+
+ nd_aggr->mNumChildren = 1;
+ nd_aggr->mChildren = new aiNode*[1]();
+
+
+ nd_aggr->mChildren[0] = ndnew;
+
+ if(openings_local.size()) {
+ if (!didinv) {
+ myInv = aiMatrix4x4(nd->mTransformation ).Inverse();
+ didinv = true;
+ }
+
+ // we need all openings to be in the local space of *this* node, so transform them
+ BOOST_FOREACH(TempOpening& op,openings_local) {
+ op.Transform( myInv*nd_aggr->mChildren[0]->mTransformation);
+ openings.push_back(op);
+ }
+ }
+ subnodes.push_back( nd_aggr.release() );
+ }
+ }
+ }
+ }
+
+ for(;range.first != range.second; ++range.first) {
+ if(const IfcRelAggregates* const aggr = conv.db.GetObject((*range.first).second)->ToPtr<IfcRelAggregates>()) {
+
+ // move aggregate elements to a separate node since they are semantically different than elements that are just 'contained'
+ std::auto_ptr<aiNode> nd_aggr(new aiNode());
+ nd_aggr->mName.Set("$RelAggregates");
+ nd_aggr->mParent = nd.get();
+
+ nd_aggr->mTransformation = nd->mTransformation;
+
+ nd_aggr->mChildren = new aiNode*[aggr->RelatedObjects.size()]();
+ BOOST_FOREACH(const IfcObjectDefinition& def, aggr->RelatedObjects) {
+ if(const IfcProduct* const prod = def.ToPtr<IfcProduct>()) {
+
+ aiNode* const ndnew = ProcessSpatialStructure(nd_aggr.get(),*prod,conv,NULL);
+ if(ndnew) {
+ nd_aggr->mChildren[nd_aggr->mNumChildren++] = ndnew;
+ }
+ }
+ }
+
+ subnodes.push_back( nd_aggr.release() );
+ }
+ }
+
+ conv.collect_openings = collect_openings;
+ if(!conv.collect_openings) {
+ conv.apply_openings = &openings;
+ }
+
+ ProcessProductRepresentation(el,nd.get(),subnodes,conv);
+ conv.apply_openings = conv.collect_openings = NULL;
+
+ if (subnodes.size()) {
+ nd->mChildren = new aiNode*[subnodes.size()]();
+ BOOST_FOREACH(aiNode* nd2, subnodes) {
+ nd->mChildren[nd->mNumChildren++] = nd2;
+ nd2->mParent = nd.get();
+ }
+ }
+ }
+ catch(...) {
+ // it hurts, but I don't want to pull boost::ptr_vector into -noboost only for these few spots here
+ std::for_each(subnodes.begin(),subnodes.end(),delete_fun<aiNode>());
+ throw;
+ }
+
+ return nd.release();
+}
+
+// ------------------------------------------------------------------------------------------------
+void ProcessSpatialStructures(ConversionData& conv)
+{
+ // XXX add support for multiple sites (i.e. IfcSpatialStructureElements with composition == COMPLEX)
+
+
+ // process all products in the file. it is reasonable to assume that a
+ // file that is relevant for us contains at least a site or a building.
+ const STEP::DB::ObjectMapByType& map = conv.db.GetObjectsByType();
+
+ ai_assert(map.find("ifcsite") != map.end());
+ const STEP::DB::ObjectSet* range = &map.find("ifcsite")->second;
+
+ if (range->empty()) {
+ ai_assert(map.find("ifcbuilding") != map.end());
+ range = &map.find("ifcbuilding")->second;
+ if (range->empty()) {
+ // no site, no building - fail;
+ IFCImporter::ThrowException("no root element found (expected IfcBuilding or preferably IfcSite)");
+ }
+ }
+
+
+ BOOST_FOREACH(const STEP::LazyObject* lz, *range) {
+ const IfcSpatialStructureElement* const prod = lz->ToPtr<IfcSpatialStructureElement>();
+ if(!prod) {
+ continue;
+ }
+ IFCImporter::LogDebug("looking at spatial structure `" + (prod->Name ? prod->Name.Get() : "unnamed") + "`" + (prod->ObjectType? " which is of type " + prod->ObjectType.Get():""));
+
+ // the primary site is referenced by an IFCRELAGGREGATES element which assigns it to the IFCPRODUCT
+ const STEP::DB::RefMap& refs = conv.db.GetRefs();
+ STEP::DB::RefMapRange range = refs.equal_range(conv.proj.GetID());
+ for(;range.first != range.second; ++range.first) {
+ if(const IfcRelAggregates* const aggr = conv.db.GetObject((*range.first).second)->ToPtr<IfcRelAggregates>()) {
+
+ BOOST_FOREACH(const IfcObjectDefinition& def, aggr->RelatedObjects) {
+ // comparing pointer values is not sufficient, we would need to cast them to the same type first
+ // as there is multiple inheritance in the game.
+ if (def.GetID() == prod->GetID()) {
+ IFCImporter::LogDebug("selecting this spatial structure as root structure");
+ // got it, this is the primary site.
+ conv.out->mRootNode = ProcessSpatialStructure(NULL,*prod,conv,NULL);
+ return;
+ }
+ }
+
+ }
+ }
+ }
+
+
+ IFCImporter::LogWarn("failed to determine primary site element, taking the first IfcSite");
+ BOOST_FOREACH(const STEP::LazyObject* lz, *range) {
+ const IfcSpatialStructureElement* const prod = lz->ToPtr<IfcSpatialStructureElement>();
+ if(!prod) {
+ continue;
+ }
+
+ conv.out->mRootNode = ProcessSpatialStructure(NULL,*prod,conv,NULL);
+ return;
+ }
+
+ IFCImporter::ThrowException("failed to determine primary site element");
+}
+
+// ------------------------------------------------------------------------------------------------
+void MakeTreeRelative(aiNode* start, const aiMatrix4x4& combined)
+{
+ // combined is the parent's absolute transformation matrix
+ const aiMatrix4x4 old = start->mTransformation;
+
+ if (!combined.IsIdentity()) {
+ start->mTransformation = aiMatrix4x4(combined).Inverse() * start->mTransformation;
+ }
+
+ // All nodes store absolute transformations right now, so we need to make them relative
+ for (unsigned int i = 0; i < start->mNumChildren; ++i) {
+ MakeTreeRelative(start->mChildren[i],old);
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+void MakeTreeRelative(ConversionData& conv)
+{
+ MakeTreeRelative(conv.out->mRootNode,IfcMatrix4());
+}
+
+} // !anon
+
+
+
+#endif
diff --git a/src/3rdparty/assimp/code/IFCLoader.h b/src/3rdparty/assimp/code/IFCLoader.h
new file mode 100644
index 000000000..2aeda9977
--- /dev/null
+++ b/src/3rdparty/assimp/code/IFCLoader.h
@@ -0,0 +1,132 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+/** @file IFC.h
+ * @brief Declaration of the Industry Foundation Classes (IFC) loader main class
+ */
+#ifndef INCLUDED_AI_IFC_LOADER_H
+#define INCLUDED_AI_IFC_LOADER_H
+
+#include "BaseImporter.h"
+#include "LogAux.h"
+
+namespace Assimp {
+
+ // TinyFormatter.h
+ namespace Formatter {
+ template <typename T,typename TR, typename A> class basic_formatter;
+ typedef class basic_formatter< char, std::char_traits<char>, std::allocator<char> > format;
+ }
+
+ namespace STEP {
+ class DB;
+ }
+
+
+// -------------------------------------------------------------------------------------------
+/** Load the IFC format, which is an open specification to describe building and construction
+ industry data.
+
+ See http://en.wikipedia.org/wiki/Industry_Foundation_Classes
+*/
+// -------------------------------------------------------------------------------------------
+class IFCImporter : public BaseImporter, public LogFunctions<IFCImporter>
+{
+public:
+ IFCImporter();
+ ~IFCImporter();
+
+
+public:
+
+ // --------------------
+ bool CanRead( const std::string& pFile,
+ IOSystem* pIOHandler,
+ bool checkSig
+ ) const;
+
+protected:
+
+ // --------------------
+ const aiImporterDesc* GetInfo () const;
+
+ // --------------------
+ void SetupProperties(const Importer* pImp);
+
+ // --------------------
+ void InternReadFile( const std::string& pFile,
+ aiScene* pScene,
+ IOSystem* pIOHandler
+ );
+
+private:
+
+
+public:
+
+
+ // loader settings, publicly accessible via their corresponding AI_CONFIG constants
+ struct Settings
+ {
+ Settings()
+ : skipSpaceRepresentations()
+ , skipCurveRepresentations()
+ , useCustomTriangulation()
+ , skipAnnotations()
+ , conicSamplingAngle(10.f)
+ {}
+
+
+ bool skipSpaceRepresentations;
+ bool skipCurveRepresentations;
+ bool useCustomTriangulation;
+ bool skipAnnotations;
+ float conicSamplingAngle;
+ };
+
+
+private:
+
+ Settings settings;
+
+}; // !class IFCImporter
+
+} // end of namespace Assimp
+#endif // !INCLUDED_AI_IFC_LOADER_H
diff --git a/src/3rdparty/assimp/code/IFCMaterial.cpp b/src/3rdparty/assimp/code/IFCMaterial.cpp
new file mode 100644
index 000000000..3386028af
--- /dev/null
+++ b/src/3rdparty/assimp/code/IFCMaterial.cpp
@@ -0,0 +1,179 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+/** @file IFCMaterial.cpp
+ * @brief Implementation of conversion routines to convert IFC materials to aiMaterial
+ */
+
+#include "AssimpPCH.h"
+
+#ifndef ASSIMP_BUILD_NO_IFC_IMPORTER
+#include "IFCUtil.h"
+
+namespace Assimp {
+ namespace IFC {
+
+// ------------------------------------------------------------------------------------------------
+int ConvertShadingMode(const std::string& name)
+{
+ if (name == "BLINN") {
+ return aiShadingMode_Blinn;
+ }
+ else if (name == "FLAT" || name == "NOTDEFINED") {
+ return aiShadingMode_NoShading;
+ }
+ else if (name == "PHONG") {
+ return aiShadingMode_Phong;
+ }
+ IFCImporter::LogWarn("shading mode "+name+" not recognized by Assimp, using Phong instead");
+ return aiShadingMode_Phong;
+}
+
+// ------------------------------------------------------------------------------------------------
+void FillMaterial(aiMaterial* mat,const IFC::IfcSurfaceStyle* surf,ConversionData& conv)
+{
+ aiString name;
+ name.Set((surf->Name? surf->Name.Get() : "IfcSurfaceStyle_Unnamed"));
+ mat->AddProperty(&name,AI_MATKEY_NAME);
+
+ // now see which kinds of surface information are present
+ BOOST_FOREACH(boost::shared_ptr< const IFC::IfcSurfaceStyleElementSelect > sel2, surf->Styles) {
+ if (const IFC::IfcSurfaceStyleShading* shade = sel2->ResolveSelectPtr<IFC::IfcSurfaceStyleShading>(conv.db)) {
+ aiColor4D col_base,col;
+
+ ConvertColor(col_base, shade->SurfaceColour);
+ mat->AddProperty(&col_base,1, AI_MATKEY_COLOR_DIFFUSE);
+
+ if (const IFC::IfcSurfaceStyleRendering* ren = shade->ToPtr<IFC::IfcSurfaceStyleRendering>()) {
+
+ if (ren->Transparency) {
+ const float t = 1.f-static_cast<float>(ren->Transparency.Get());
+ mat->AddProperty(&t,1, AI_MATKEY_OPACITY);
+ }
+
+ if (ren->DiffuseColour) {
+ ConvertColor(col, *ren->DiffuseColour.Get(),conv,&col_base);
+ mat->AddProperty(&col,1, AI_MATKEY_COLOR_DIFFUSE);
+ }
+
+ if (ren->SpecularColour) {
+ ConvertColor(col, *ren->SpecularColour.Get(),conv,&col_base);
+ mat->AddProperty(&col,1, AI_MATKEY_COLOR_SPECULAR);
+ }
+
+ if (ren->TransmissionColour) {
+ ConvertColor(col, *ren->TransmissionColour.Get(),conv,&col_base);
+ mat->AddProperty(&col,1, AI_MATKEY_COLOR_TRANSPARENT);
+ }
+
+ if (ren->ReflectionColour) {
+ ConvertColor(col, *ren->ReflectionColour.Get(),conv,&col_base);
+ mat->AddProperty(&col,1, AI_MATKEY_COLOR_REFLECTIVE);
+ }
+
+ const int shading = (ren->SpecularHighlight && ren->SpecularColour)?ConvertShadingMode(ren->ReflectanceMethod):static_cast<int>(aiShadingMode_Gouraud);
+ mat->AddProperty(&shading,1, AI_MATKEY_SHADING_MODEL);
+
+ if (ren->SpecularHighlight) {
+ if(const EXPRESS::REAL* rt = ren->SpecularHighlight.Get()->ToPtr<EXPRESS::REAL>()) {
+ // at this point we don't distinguish between the two distinct ways of
+ // specifying highlight intensities. leave this to the user.
+ const float e = static_cast<float>(*rt);
+ mat->AddProperty(&e,1,AI_MATKEY_SHININESS);
+ }
+ else {
+ IFCImporter::LogWarn("unexpected type error, SpecularHighlight should be a REAL");
+ }
+ }
+ }
+ }
+ else if (const IFC::IfcSurfaceStyleWithTextures* tex = sel2->ResolveSelectPtr<IFC::IfcSurfaceStyleWithTextures>(conv.db)) {
+ // XXX
+ }
+ }
+
+}
+
+// ------------------------------------------------------------------------------------------------
+unsigned int ProcessMaterials(const IFC::IfcRepresentationItem& item, ConversionData& conv)
+{
+ if (conv.materials.empty()) {
+ aiString name;
+ std::auto_ptr<aiMaterial> mat(new aiMaterial());
+
+ name.Set("<IFCDefault>");
+ mat->AddProperty(&name,AI_MATKEY_NAME);
+
+ const aiColor4D col = aiColor4D(0.6f,0.6f,0.6f,1.0f);
+ mat->AddProperty(&col,1, AI_MATKEY_COLOR_DIFFUSE);
+
+ conv.materials.push_back(mat.release());
+ }
+
+ STEP::DB::RefMapRange range = conv.db.GetRefs().equal_range(item.GetID());
+ for(;range.first != range.second; ++range.first) {
+ if(const IFC::IfcStyledItem* const styled = conv.db.GetObject((*range.first).second)->ToPtr<IFC::IfcStyledItem>()) {
+ BOOST_FOREACH(const IFC::IfcPresentationStyleAssignment& as, styled->Styles) {
+ BOOST_FOREACH(boost::shared_ptr<const IFC::IfcPresentationStyleSelect> sel, as.Styles) {
+
+ if (const IFC::IfcSurfaceStyle* const surf = sel->ResolveSelectPtr<IFC::IfcSurfaceStyle>(conv.db)) {
+ const std::string side = static_cast<std::string>(surf->Side);
+ if (side != "BOTH") {
+ IFCImporter::LogWarn("ignoring surface side marker on IFC::IfcSurfaceStyle: " + side);
+ }
+
+ std::auto_ptr<aiMaterial> mat(new aiMaterial());
+
+ FillMaterial(mat.get(),surf,conv);
+
+ conv.materials.push_back(mat.release());
+ return conv.materials.size()-1;
+ }
+ }
+ }
+ }
+ }
+ return 0;
+}
+
+} // ! IFC
+} // ! Assimp
+
+#endif
diff --git a/src/3rdparty/assimp/code/IFCProfile.cpp b/src/3rdparty/assimp/code/IFCProfile.cpp
new file mode 100644
index 000000000..b90c6e2ec
--- /dev/null
+++ b/src/3rdparty/assimp/code/IFCProfile.cpp
@@ -0,0 +1,168 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+/** @file IFCProfile.cpp
+ * @brief Read profile and curves entities from IFC files
+ */
+
+#include "AssimpPCH.h"
+
+#ifndef ASSIMP_BUILD_NO_IFC_IMPORTER
+#include "IFCUtil.h"
+
+namespace Assimp {
+ namespace IFC {
+
+// ------------------------------------------------------------------------------------------------
+void ProcessPolyLine(const IfcPolyline& def, TempMesh& meshout, ConversionData& /*conv*/)
+{
+ // this won't produce a valid mesh, it just spits out a list of vertices
+ IfcVector3 t;
+ BOOST_FOREACH(const IfcCartesianPoint& cp, def.Points) {
+ ConvertCartesianPoint(t,cp);
+ meshout.verts.push_back(t);
+ }
+ meshout.vertcnt.push_back(meshout.verts.size());
+}
+
+// ------------------------------------------------------------------------------------------------
+bool ProcessCurve(const IfcCurve& curve, TempMesh& meshout, ConversionData& conv)
+{
+ boost::scoped_ptr<const Curve> cv(Curve::Convert(curve,conv));
+ if (!cv) {
+ IFCImporter::LogWarn("skipping unknown IfcCurve entity, type is " + curve.GetClassName());
+ return false;
+ }
+
+ // we must have a bounded curve at this point
+ if (const BoundedCurve* bc = dynamic_cast<const BoundedCurve*>(cv.get())) {
+ try {
+ bc->SampleDiscrete(meshout);
+ }
+ catch(const CurveError& cv) {
+ IFCImporter::LogError(cv.s+ " (error occurred while processing curve)");
+ return false;
+ }
+ meshout.vertcnt.push_back(meshout.verts.size());
+ return true;
+ }
+
+ IFCImporter::LogError("cannot use unbounded curve as profile");
+ return false;
+}
+
+// ------------------------------------------------------------------------------------------------
+void ProcessClosedProfile(const IfcArbitraryClosedProfileDef& def, TempMesh& meshout, ConversionData& conv)
+{
+ ProcessCurve(def.OuterCurve,meshout,conv);
+}
+
+// ------------------------------------------------------------------------------------------------
+void ProcessOpenProfile(const IfcArbitraryOpenProfileDef& def, TempMesh& meshout, ConversionData& conv)
+{
+ ProcessCurve(def.Curve,meshout,conv);
+}
+
+// ------------------------------------------------------------------------------------------------
+void ProcessParametrizedProfile(const IfcParameterizedProfileDef& def, TempMesh& meshout, ConversionData& conv)
+{
+ if(const IfcRectangleProfileDef* const cprofile = def.ToPtr<IfcRectangleProfileDef>()) {
+ const IfcFloat x = cprofile->XDim*0.5f, y = cprofile->YDim*0.5f;
+
+ meshout.verts.reserve(meshout.verts.size()+4);
+ meshout.verts.push_back( IfcVector3( x, y, 0.f ));
+ meshout.verts.push_back( IfcVector3(-x, y, 0.f ));
+ meshout.verts.push_back( IfcVector3(-x,-y, 0.f ));
+ meshout.verts.push_back( IfcVector3( x,-y, 0.f ));
+ meshout.vertcnt.push_back(4);
+ }
+ else if( const IfcCircleProfileDef* const circle = def.ToPtr<IfcCircleProfileDef>()) {
+ if( const IfcCircleHollowProfileDef* const hollow = def.ToPtr<IfcCircleHollowProfileDef>()) {
+ // TODO
+ }
+ const size_t segments = 32;
+ const IfcFloat delta = AI_MATH_TWO_PI_F/segments, radius = circle->Radius;
+
+ meshout.verts.reserve(segments);
+
+ IfcFloat angle = 0.f;
+ for(size_t i = 0; i < segments; ++i, angle += delta) {
+ meshout.verts.push_back( IfcVector3( cos(angle)*radius, sin(angle)*radius, 0.f ));
+ }
+
+ meshout.vertcnt.push_back(segments);
+ }
+ else {
+ IFCImporter::LogWarn("skipping unknown IfcParameterizedProfileDef entity, type is " + def.GetClassName());
+ return;
+ }
+
+ IfcMatrix4 trafo;
+ ConvertAxisPlacement(trafo, *def.Position);
+ meshout.Transform(trafo);
+}
+
+// ------------------------------------------------------------------------------------------------
+bool ProcessProfile(const IfcProfileDef& prof, TempMesh& meshout, ConversionData& conv)
+{
+ if(const IfcArbitraryClosedProfileDef* const cprofile = prof.ToPtr<IfcArbitraryClosedProfileDef>()) {
+ ProcessClosedProfile(*cprofile,meshout,conv);
+ }
+ else if(const IfcArbitraryOpenProfileDef* const copen = prof.ToPtr<IfcArbitraryOpenProfileDef>()) {
+ ProcessOpenProfile(*copen,meshout,conv);
+ }
+ else if(const IfcParameterizedProfileDef* const cparam = prof.ToPtr<IfcParameterizedProfileDef>()) {
+ ProcessParametrizedProfile(*cparam,meshout,conv);
+ }
+ else {
+ IFCImporter::LogWarn("skipping unknown IfcProfileDef entity, type is " + prof.GetClassName());
+ return false;
+ }
+ meshout.RemoveAdjacentDuplicates();
+ if (!meshout.vertcnt.size() || meshout.vertcnt.front() <= 1) {
+ return false;
+ }
+ return true;
+}
+
+} // ! IFC
+} // ! Assimp
+
+#endif
diff --git a/src/3rdparty/assimp/code/IFCReaderGen.cpp b/src/3rdparty/assimp/code/IFCReaderGen.cpp
new file mode 100644
index 000000000..81f5dae55
--- /dev/null
+++ b/src/3rdparty/assimp/code/IFCReaderGen.cpp
@@ -0,0 +1,4800 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+/** MACHINE-GENERATED by scripts/ICFImporter/CppGenerator.py */
+
+#include "AssimpPCH.h"
+#ifndef ASSIMP_BUILD_NO_IFC_IMPORTER
+
+#include "IFCReaderGen.h"
+
+namespace Assimp {
+using namespace IFC;
+
+namespace {
+
+ typedef EXPRESS::ConversionSchema::SchemaEntry SchemaEntry;
+ const SchemaEntry schema_raw[] = {
+ SchemaEntry("ifcsoundpowermeasure",NULL )
+, SchemaEntry("ifcdoorstyleoperationenum",NULL )
+, SchemaEntry("ifcrotationalfrequencymeasure",NULL )
+, SchemaEntry("ifccharacterstyleselect",NULL )
+, SchemaEntry("ifcelectrictimecontroltypeenum",NULL )
+, SchemaEntry("ifcairterminaltypeenum",NULL )
+, SchemaEntry("ifcprojectordertypeenum",NULL )
+, SchemaEntry("ifcsequenceenum",NULL )
+, SchemaEntry("ifcspecificheatcapacitymeasure",NULL )
+, SchemaEntry("ifcheatingvaluemeasure",NULL )
+, SchemaEntry("ifcribplatedirectionenum",NULL )
+, SchemaEntry("ifcsensortypeenum",NULL )
+, SchemaEntry("ifcelectricheatertypeenum",NULL )
+, SchemaEntry("ifcobjectiveenum",NULL )
+, SchemaEntry("ifctextstyleselect",NULL )
+, SchemaEntry("ifccolumntypeenum",NULL )
+, SchemaEntry("ifcgasterminaltypeenum",NULL )
+, SchemaEntry("ifcmassdensitymeasure",NULL )
+, SchemaEntry("ifcsimplevalue",NULL )
+, SchemaEntry("ifcelectricconductancemeasure",NULL )
+, SchemaEntry("ifcbuildingelementproxytypeenum",NULL )
+, SchemaEntry("ifcjunctionboxtypeenum",NULL )
+, SchemaEntry("ifcmodulusofelasticitymeasure",NULL )
+, SchemaEntry("ifcactionsourcetypeenum",NULL )
+, SchemaEntry("ifcsiunitname",NULL )
+, SchemaEntry("ifcrotationalmassmeasure",NULL )
+, SchemaEntry("ifcmembertypeenum",NULL )
+, SchemaEntry("ifctextdecoration",NULL )
+, SchemaEntry("ifcpositivelengthmeasure",NULL )
+, SchemaEntry("ifcamountofsubstancemeasure",NULL )
+, SchemaEntry("ifcdoorstyleconstructionenum",NULL )
+, SchemaEntry("ifcangularvelocitymeasure",NULL )
+, SchemaEntry("ifcdirectionsenseenum",NULL )
+, SchemaEntry("ifcnullstyle",NULL )
+, SchemaEntry("ifcmonthinyearnumber",NULL )
+, SchemaEntry("ifcrampflighttypeenum",NULL )
+, SchemaEntry("ifcwindowstyleoperationenum",NULL )
+, SchemaEntry("ifccurvaturemeasure",NULL )
+, SchemaEntry("ifcbooleanoperator",NULL )
+, SchemaEntry("ifcductfittingtypeenum",NULL )
+, SchemaEntry("ifccurrencyenum",NULL )
+, SchemaEntry("ifcobjecttypeenum",NULL )
+, SchemaEntry("ifcthermalloadtypeenum",NULL )
+, SchemaEntry("ifcionconcentrationmeasure",NULL )
+, SchemaEntry("ifcobjectreferenceselect",NULL )
+, SchemaEntry("ifcclassificationnotationselect",NULL )
+, SchemaEntry("ifcbsplinecurveform",NULL )
+, SchemaEntry("ifcelementcompositionenum",NULL )
+, SchemaEntry("ifcdraughtingcalloutelement",NULL )
+, SchemaEntry("ifcfillstyleselect",NULL )
+, SchemaEntry("ifcheatfluxdensitymeasure",NULL )
+, SchemaEntry("ifcgeometricprojectionenum",NULL )
+, SchemaEntry("ifcfontvariant",NULL )
+, SchemaEntry("ifcthermalresistancemeasure",NULL )
+, SchemaEntry("ifcreflectancemethodenum",NULL )
+, SchemaEntry("ifcslabtypeenum",NULL )
+, SchemaEntry("ifcpositiveratiomeasure",NULL )
+, SchemaEntry("ifcinternalorexternalenum",NULL )
+, SchemaEntry("ifcdimensionextentusage",NULL )
+, SchemaEntry("ifcpipefittingtypeenum",NULL )
+, SchemaEntry("ifcsanitaryterminaltypeenum",NULL )
+, SchemaEntry("ifcminuteinhour",NULL )
+, SchemaEntry("ifcwalltypeenum",NULL )
+, SchemaEntry("ifcmolecularweightmeasure",NULL )
+, SchemaEntry("ifcunitaryequipmenttypeenum",NULL )
+, SchemaEntry("ifcproceduretypeenum",NULL )
+, SchemaEntry("ifcdistributionchamberelementtypeenum",NULL )
+, SchemaEntry("ifctextpath",NULL )
+, SchemaEntry("ifccostscheduletypeenum",NULL )
+, SchemaEntry("ifcshell",NULL )
+, SchemaEntry("ifclinearmomentmeasure",NULL )
+, SchemaEntry("ifcelectriccurrentmeasure",NULL )
+, SchemaEntry("ifcdaylightsavinghour",NULL )
+, SchemaEntry("ifcnormalisedratiomeasure",NULL )
+, SchemaEntry("ifcfantypeenum",NULL )
+, SchemaEntry("ifccontextdependentmeasure",NULL )
+, SchemaEntry("ifcaheadorbehind",NULL )
+, SchemaEntry("ifcfontstyle",NULL )
+, SchemaEntry("ifccooledbeamtypeenum",NULL )
+, SchemaEntry("ifcsurfacestyleelementselect",NULL )
+, SchemaEntry("ifcyearnumber",NULL )
+, SchemaEntry("ifclabel",NULL )
+, SchemaEntry("ifctimestamp",NULL )
+, SchemaEntry("ifcfiresuppressionterminaltypeenum",NULL )
+, SchemaEntry("ifcdocumentconfidentialityenum",NULL )
+, SchemaEntry("ifccolourorfactor",NULL )
+, SchemaEntry("ifcairterminalboxtypeenum",NULL )
+, SchemaEntry("ifcnumericmeasure",NULL )
+, SchemaEntry("ifcderivedunitenum",NULL )
+, SchemaEntry("ifccurveoredgecurve",NULL )
+, SchemaEntry("ifclightemissionsourceenum",NULL )
+, SchemaEntry("ifckinematicviscositymeasure",NULL )
+, SchemaEntry("ifcboxalignment",NULL )
+, SchemaEntry("ifcdocumentselect",NULL )
+, SchemaEntry("ifccablecarrierfittingtypeenum",NULL )
+, SchemaEntry("ifcpumptypeenum",NULL )
+, SchemaEntry("ifchourinday",NULL )
+, SchemaEntry("ifcprojectorderrecordtypeenum",NULL )
+, SchemaEntry("ifcwindowstyleconstructionenum",NULL )
+, SchemaEntry("ifcpresentationstyleselect",NULL )
+, SchemaEntry("ifccablesegmenttypeenum",NULL )
+, SchemaEntry("ifcwasteterminaltypeenum",NULL )
+, SchemaEntry("ifcisothermalmoisturecapacitymeasure",NULL )
+, SchemaEntry("ifcidentifier",NULL )
+, SchemaEntry("ifcradioactivitymeasure",NULL )
+, SchemaEntry("ifcsymbolstyleselect",NULL )
+, SchemaEntry("ifcrooftypeenum",NULL )
+, SchemaEntry("ifcreal",NULL )
+, SchemaEntry("ifcroleenum",NULL )
+, SchemaEntry("ifcmeasurevalue",NULL )
+, SchemaEntry("ifcpiletypeenum",NULL )
+, SchemaEntry("ifcelectriccurrentenum",NULL )
+, SchemaEntry("ifctexttransformation",NULL )
+, SchemaEntry("ifcfiltertypeenum",NULL )
+, SchemaEntry("ifctransformertypeenum",NULL )
+, SchemaEntry("ifcsurfaceside",NULL )
+, SchemaEntry("ifcthermaltransmittancemeasure",NULL )
+, SchemaEntry("ifctubebundletypeenum",NULL )
+, SchemaEntry("ifclightfixturetypeenum",NULL )
+, SchemaEntry("ifcinductancemeasure",NULL )
+, SchemaEntry("ifcglobalorlocalenum",NULL )
+, SchemaEntry("ifcoutlettypeenum",NULL )
+, SchemaEntry("ifcworkcontroltypeenum",NULL )
+, SchemaEntry("ifcwarpingmomentmeasure",NULL )
+, SchemaEntry("ifcdynamicviscositymeasure",NULL )
+, SchemaEntry("ifcenergysequenceenum",NULL )
+, SchemaEntry("ifcfillareastyletileshapeselect",NULL )
+, SchemaEntry("ifcpointorvertexpoint",NULL )
+, SchemaEntry("ifcvibrationisolatortypeenum",NULL )
+, SchemaEntry("ifctanktypeenum",NULL )
+, SchemaEntry("ifctimeseriesdatatypeenum",NULL )
+, SchemaEntry("ifcsurfacetextureenum",NULL )
+, SchemaEntry("ifcaddresstypeenum",NULL )
+, SchemaEntry("ifcchillertypeenum",NULL )
+, SchemaEntry("ifccomplexnumber",NULL )
+, SchemaEntry("ifclightdistributioncurveenum",NULL )
+, SchemaEntry("ifcreinforcingbarroleenum",NULL )
+, SchemaEntry("ifcresourceconsumptionenum",NULL )
+, SchemaEntry("ifccsgselect",NULL )
+, SchemaEntry("ifcmodulusoflinearsubgradereactionmeasure",NULL )
+, SchemaEntry("ifcevaporatortypeenum",NULL )
+, SchemaEntry("ifctimeseriesscheduletypeenum",NULL )
+, SchemaEntry("ifcdayinmonthnumber",NULL )
+, SchemaEntry("ifcelectricmotortypeenum",NULL )
+, SchemaEntry("ifcthermalconductivitymeasure",NULL )
+, SchemaEntry("ifcenergymeasure",NULL )
+, SchemaEntry("ifcrotationalstiffnessmeasure",NULL )
+, SchemaEntry("ifcderivedmeasurevalue",NULL )
+, SchemaEntry("ifcdoorpaneloperationenum",NULL )
+, SchemaEntry("ifccurvestylefontselect",NULL )
+, SchemaEntry("ifcwindowpaneloperationenum",NULL )
+, SchemaEntry("ifcdataoriginenum",NULL )
+, SchemaEntry("ifcstairtypeenum",NULL )
+, SchemaEntry("ifcrailingtypeenum",NULL )
+, SchemaEntry("ifcpowermeasure",NULL )
+, SchemaEntry("ifcstackterminaltypeenum",NULL )
+, SchemaEntry("ifchatchlinedistanceselect",NULL )
+, SchemaEntry("ifctrimmingselect",NULL )
+, SchemaEntry("ifcthermalexpansioncoefficientmeasure",NULL )
+, SchemaEntry("ifclightdistributiondatasourceselect",NULL )
+, SchemaEntry("ifctorquemeasure",NULL )
+, SchemaEntry("ifcmassperlengthmeasure",NULL )
+, SchemaEntry("ifcvalvetypeenum",NULL )
+, SchemaEntry("ifcwindowpanelpositionenum",NULL )
+, SchemaEntry("ifcsurfaceorfacesurface",NULL )
+, SchemaEntry("ifcpropertysourceenum",NULL )
+, SchemaEntry("ifccablecarriersegmenttypeenum",NULL )
+, SchemaEntry("ifccountmeasure",NULL )
+, SchemaEntry("ifcfontweight",NULL )
+, SchemaEntry("ifcphysicalorvirtualenum",NULL )
+, SchemaEntry("ifcspacetypeenum",NULL )
+, SchemaEntry("ifcvolumetricflowratemeasure",NULL )
+, SchemaEntry("ifcluminousfluxmeasure",NULL )
+, SchemaEntry("ifcevaporativecoolertypeenum",NULL )
+, SchemaEntry("ifclayereditem",NULL )
+, SchemaEntry("ifcmodulusofsubgradereactionmeasure",NULL )
+, SchemaEntry("ifcheatexchangertypeenum",NULL )
+, SchemaEntry("ifcprotectivedevicetypeenum",NULL )
+, SchemaEntry("ifcdampertypeenum",NULL )
+, SchemaEntry("ifccontrollertypeenum",NULL )
+, SchemaEntry("ifcmassflowratemeasure",NULL )
+, SchemaEntry("ifcassemblyplaceenum",NULL )
+, SchemaEntry("ifcareameasure",NULL )
+, SchemaEntry("ifcservicelifefactortypeenum",NULL )
+, SchemaEntry("ifcvolumemeasure",NULL )
+, SchemaEntry("ifcbeamtypeenum",NULL )
+, SchemaEntry("ifcstateenum",NULL )
+, SchemaEntry("ifcspaceheatertypeenum",NULL )
+, SchemaEntry("ifcsectiontypeenum",NULL )
+, SchemaEntry("ifcfootingtypeenum",NULL )
+, SchemaEntry("ifcmonetarymeasure",NULL )
+, SchemaEntry("ifcloadgrouptypeenum",NULL )
+, SchemaEntry("ifcelectricgeneratortypeenum",NULL )
+, SchemaEntry("ifcflowmetertypeenum",NULL )
+, SchemaEntry("ifcmaterialselect",NULL )
+, SchemaEntry("ifcanalysismodeltypeenum",NULL )
+, SchemaEntry("ifctemperaturegradientmeasure",NULL )
+, SchemaEntry("ifcmodulusofrotationalsubgradereactionmeasure",NULL )
+, SchemaEntry("ifccolour",NULL )
+, SchemaEntry("ifccurtainwalltypeenum",NULL )
+, SchemaEntry("ifcmetricvalueselect",NULL )
+, SchemaEntry("ifctextalignment",NULL )
+, SchemaEntry("ifcdoorpanelpositionenum",NULL )
+, SchemaEntry("ifcplatetypeenum",NULL )
+, SchemaEntry("ifcsectionalareaintegralmeasure",NULL )
+, SchemaEntry("ifcpresentabletext",NULL )
+, SchemaEntry("ifcvaporpermeabilitymeasure",NULL )
+, SchemaEntry("ifcstructuralsurfacetypeenum",NULL )
+, SchemaEntry("ifclinearvelocitymeasure",NULL )
+, SchemaEntry("ifcintegercountratemeasure",NULL )
+, SchemaEntry("ifcairtoairheatrecoverytypeenum",NULL )
+, SchemaEntry("ifcdocumentstatusenum",NULL )
+, SchemaEntry("ifclengthmeasure",NULL )
+, SchemaEntry("ifcplanarforcemeasure",NULL )
+, SchemaEntry("ifcbooleanoperand",NULL )
+, SchemaEntry("ifcinteger",NULL )
+, SchemaEntry("ifcramptypeenum",NULL )
+, SchemaEntry("ifcactorselect",NULL )
+, SchemaEntry("ifcelectricchargemeasure",NULL )
+, SchemaEntry("ifcgeometricsetselect",NULL )
+, SchemaEntry("ifcconnectiontypeenum",NULL )
+, SchemaEntry("ifcvalue",NULL )
+, SchemaEntry("ifccoolingtowertypeenum",NULL )
+, SchemaEntry("ifcplaneanglemeasure",NULL )
+, SchemaEntry("ifcswitchingdevicetypeenum",NULL )
+, SchemaEntry("ifcflowdirectionenum",NULL )
+, SchemaEntry("ifcthermalloadsourceenum",NULL )
+, SchemaEntry("ifctextfontselect",NULL )
+, SchemaEntry("ifcspecularhighlightselect",NULL )
+, SchemaEntry("ifcanalysistheorytypeenum",NULL )
+, SchemaEntry("ifctextfontname",NULL )
+, SchemaEntry("ifcelectricvoltagemeasure",NULL )
+, SchemaEntry("ifctendontypeenum",NULL )
+, SchemaEntry("ifcsoundpressuremeasure",NULL )
+, SchemaEntry("ifcelectricdistributionpointfunctionenum",NULL )
+, SchemaEntry("ifcspecularroughness",NULL )
+, SchemaEntry("ifcactiontypeenum",NULL )
+, SchemaEntry("ifcreinforcingbarsurfaceenum",NULL )
+, SchemaEntry("ifchumidifiertypeenum",NULL )
+, SchemaEntry("ifcilluminancemeasure",NULL )
+, SchemaEntry("ifclibraryselect",NULL )
+, SchemaEntry("ifctext",NULL )
+, SchemaEntry("ifclayersetdirectionenum",NULL )
+, SchemaEntry("ifcboilertypeenum",NULL )
+, SchemaEntry("ifctimemeasure",NULL )
+, SchemaEntry("ifcaccelerationmeasure",NULL )
+, SchemaEntry("ifcelectricflowstoragedevicetypeenum",NULL )
+, SchemaEntry("ifcluminousintensitymeasure",NULL )
+, SchemaEntry("ifcdefinedsymbolselect",NULL )
+, SchemaEntry("ifcunitenum",NULL )
+, SchemaEntry("ifcinventorytypeenum",NULL )
+, SchemaEntry("ifcstructuralactivityassignmentselect",NULL )
+, SchemaEntry("ifcelementassemblytypeenum",NULL )
+, SchemaEntry("ifcservicelifetypeenum",NULL )
+, SchemaEntry("ifccoveringtypeenum",NULL )
+, SchemaEntry("ifcstairflighttypeenum",NULL )
+, SchemaEntry("ifcsiprefix",NULL )
+, SchemaEntry("ifcelectriccapacitancemeasure",NULL )
+, SchemaEntry("ifcflowinstrumenttypeenum",NULL )
+, SchemaEntry("ifcthermodynamictemperaturemeasure",NULL )
+, SchemaEntry("ifcgloballyuniqueid",NULL )
+, SchemaEntry("ifclamptypeenum",NULL )
+, SchemaEntry("ifcmagneticfluxmeasure",NULL )
+, SchemaEntry("ifcsolidanglemeasure",NULL )
+, SchemaEntry("ifcfrequencymeasure",NULL )
+, SchemaEntry("ifctransportelementtypeenum",NULL )
+, SchemaEntry("ifcsoundscaleenum",NULL )
+, SchemaEntry("ifcphmeasure",NULL )
+, SchemaEntry("ifcactuatortypeenum",NULL )
+, SchemaEntry("ifcpositiveplaneanglemeasure",NULL )
+, SchemaEntry("ifcappliedvalueselect",NULL )
+, SchemaEntry("ifcsecondinminute",NULL )
+, SchemaEntry("ifcductsegmenttypeenum",NULL )
+, SchemaEntry("ifcthermaladmittancemeasure",NULL )
+, SchemaEntry("ifcspecularexponent",NULL )
+, SchemaEntry("ifcdatetimeselect",NULL )
+, SchemaEntry("ifctransitioncode",NULL )
+, SchemaEntry("ifcdimensioncount",NULL )
+, SchemaEntry("ifclinearstiffnessmeasure",NULL )
+, SchemaEntry("ifccompoundplaneanglemeasure",NULL )
+, SchemaEntry("ifcelectricappliancetypeenum",NULL )
+, SchemaEntry("ifcprofiletypeenum",NULL )
+, SchemaEntry("ifccurvefontorscaledcurvefontselect",NULL )
+, SchemaEntry("ifcprojectedortruelengthenum",NULL )
+, SchemaEntry("ifcabsorbeddosemeasure",NULL )
+, SchemaEntry("ifcparametervalue",NULL )
+, SchemaEntry("ifcpileconstructionenum",NULL )
+, SchemaEntry("ifcmotorconnectiontypeenum",NULL )
+, SchemaEntry("ifcoccupanttypeenum",NULL )
+, SchemaEntry("ifcunit",NULL )
+, SchemaEntry("ifclinearforcemeasure",NULL )
+, SchemaEntry("ifccondensertypeenum",NULL )
+, SchemaEntry("ifcdescriptivemeasure",NULL )
+, SchemaEntry("ifcmomentofinertiameasure",NULL )
+, SchemaEntry("ifcdoseequivalentmeasure",NULL )
+, SchemaEntry("ifcorientationselect",NULL )
+, SchemaEntry("ifclogical",NULL )
+, SchemaEntry("ifcsizeselect",NULL )
+, SchemaEntry("ifcenvironmentalimpactcategoryenum",NULL )
+, SchemaEntry("ifclogicaloperatorenum",NULL )
+, SchemaEntry("ifccompressortypeenum",NULL )
+, SchemaEntry("ifcbenchmarkenum",NULL )
+, SchemaEntry("ifcratiomeasure",NULL )
+, SchemaEntry("ifcvectorordirection",NULL )
+, SchemaEntry("ifcconstraintenum",NULL )
+, SchemaEntry("ifcalarmtypeenum",NULL )
+, SchemaEntry("ifcluminousintensitydistributionmeasure",NULL )
+, SchemaEntry("ifcarithmeticoperatorenum",NULL )
+, SchemaEntry("ifcaxis2placement",NULL )
+, SchemaEntry("ifcforcemeasure",NULL )
+, SchemaEntry("ifctrimmingpreference",NULL )
+, SchemaEntry("ifcelectricresistancemeasure",NULL )
+, SchemaEntry("ifcwarpingconstantmeasure",NULL )
+, SchemaEntry("ifcpipesegmenttypeenum",NULL )
+, SchemaEntry("ifcconditioncriterionselect",NULL )
+, SchemaEntry("ifcshearmodulusmeasure",NULL )
+, SchemaEntry("ifcpressuremeasure",NULL )
+, SchemaEntry("ifcductsilencertypeenum",NULL )
+, SchemaEntry("ifcboolean",NULL )
+, SchemaEntry("ifcsectionmodulusmeasure",NULL )
+, SchemaEntry("ifcchangeactionenum",NULL )
+, SchemaEntry("ifccoiltypeenum",NULL )
+, SchemaEntry("ifcmassmeasure",NULL )
+, SchemaEntry("ifcstructuralcurvetypeenum",NULL )
+, SchemaEntry("ifcpermeablecoveringoperationenum",NULL )
+, SchemaEntry("ifcmagneticfluxdensitymeasure",NULL )
+, SchemaEntry("ifcmoisturediffusivitymeasure",NULL )
+, SchemaEntry("ifcroot",&STEP::ObjectHelper<IfcRoot,4>::Construct )
+, SchemaEntry("ifcobjectdefinition",&STEP::ObjectHelper<IfcObjectDefinition,0>::Construct )
+, SchemaEntry("ifctypeobject",&STEP::ObjectHelper<IfcTypeObject,2>::Construct )
+, SchemaEntry("ifctypeproduct",&STEP::ObjectHelper<IfcTypeProduct,2>::Construct )
+, SchemaEntry("ifcelementtype",&STEP::ObjectHelper<IfcElementType,1>::Construct )
+, SchemaEntry("ifcfurnishingelementtype",&STEP::ObjectHelper<IfcFurnishingElementType,0>::Construct )
+, SchemaEntry("ifcfurnituretype",&STEP::ObjectHelper<IfcFurnitureType,1>::Construct )
+, SchemaEntry("ifcobject",&STEP::ObjectHelper<IfcObject,1>::Construct )
+, SchemaEntry("ifcproduct",&STEP::ObjectHelper<IfcProduct,2>::Construct )
+, SchemaEntry("ifcgrid",&STEP::ObjectHelper<IfcGrid,3>::Construct )
+, SchemaEntry("ifcrepresentationitem",&STEP::ObjectHelper<IfcRepresentationItem,0>::Construct )
+, SchemaEntry("ifcgeometricrepresentationitem",&STEP::ObjectHelper<IfcGeometricRepresentationItem,0>::Construct )
+, SchemaEntry("ifconedirectionrepeatfactor",&STEP::ObjectHelper<IfcOneDirectionRepeatFactor,1>::Construct )
+, SchemaEntry("ifctwodirectionrepeatfactor",&STEP::ObjectHelper<IfcTwoDirectionRepeatFactor,1>::Construct )
+, SchemaEntry("ifcelement",&STEP::ObjectHelper<IfcElement,1>::Construct )
+, SchemaEntry("ifcelementcomponent",&STEP::ObjectHelper<IfcElementComponent,0>::Construct )
+, SchemaEntry("ifclocaltime",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcspatialstructureelementtype",&STEP::ObjectHelper<IfcSpatialStructureElementType,0>::Construct )
+, SchemaEntry("ifccontrol",&STEP::ObjectHelper<IfcControl,0>::Construct )
+, SchemaEntry("ifcactionrequest",&STEP::ObjectHelper<IfcActionRequest,1>::Construct )
+, SchemaEntry("ifctexturevertex",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcpropertydefinition",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcpropertysetdefinition",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcfluidflowproperties",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcdocumentinformation",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifccalendardate",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcdistributionelementtype",&STEP::ObjectHelper<IfcDistributionElementType,0>::Construct )
+, SchemaEntry("ifcdistributionflowelementtype",&STEP::ObjectHelper<IfcDistributionFlowElementType,0>::Construct )
+, SchemaEntry("ifcenergyconversiondevicetype",&STEP::ObjectHelper<IfcEnergyConversionDeviceType,0>::Construct )
+, SchemaEntry("ifccooledbeamtype",&STEP::ObjectHelper<IfcCooledBeamType,1>::Construct )
+, SchemaEntry("ifccsgprimitive3d",&STEP::ObjectHelper<IfcCsgPrimitive3D,1>::Construct )
+, SchemaEntry("ifcrectangularpyramid",&STEP::ObjectHelper<IfcRectangularPyramid,3>::Construct )
+, SchemaEntry("ifcstructuralload",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcstructuralloadstatic",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcstructuralloadlinearforce",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcsurface",&STEP::ObjectHelper<IfcSurface,0>::Construct )
+, SchemaEntry("ifcboundedsurface",&STEP::ObjectHelper<IfcBoundedSurface,0>::Construct )
+, SchemaEntry("ifcrectangulartrimmedsurface",&STEP::ObjectHelper<IfcRectangularTrimmedSurface,7>::Construct )
+, SchemaEntry("ifcphysicalquantity",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcphysicalsimplequantity",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcquantityvolume",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcquantityarea",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcgroup",&STEP::ObjectHelper<IfcGroup,0>::Construct )
+, SchemaEntry("ifcrelationship",&STEP::ObjectHelper<IfcRelationship,0>::Construct )
+, SchemaEntry("ifcrelassigns",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcrelassignstoactor",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifchalfspacesolid",&STEP::ObjectHelper<IfcHalfSpaceSolid,2>::Construct )
+, SchemaEntry("ifcpolygonalboundedhalfspace",&STEP::ObjectHelper<IfcPolygonalBoundedHalfSpace,2>::Construct )
+, SchemaEntry("ifcenergyproperties",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcairtoairheatrecoverytype",&STEP::ObjectHelper<IfcAirToAirHeatRecoveryType,1>::Construct )
+, SchemaEntry("ifcflowfittingtype",&STEP::ObjectHelper<IfcFlowFittingType,0>::Construct )
+, SchemaEntry("ifcpipefittingtype",&STEP::ObjectHelper<IfcPipeFittingType,1>::Construct )
+, SchemaEntry("ifcrepresentation",&STEP::ObjectHelper<IfcRepresentation,4>::Construct )
+, SchemaEntry("ifcstylemodel",&STEP::ObjectHelper<IfcStyleModel,0>::Construct )
+, SchemaEntry("ifcstyledrepresentation",&STEP::ObjectHelper<IfcStyledRepresentation,0>::Construct )
+, SchemaEntry("ifcrelassignstocontrol",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcrelassignstoprojectorder",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcdimensionalexponents",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcbooleanresult",&STEP::ObjectHelper<IfcBooleanResult,3>::Construct )
+, SchemaEntry("ifcsoundproperties",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcfeatureelement",&STEP::ObjectHelper<IfcFeatureElement,0>::Construct )
+, SchemaEntry("ifcfeatureelementsubtraction",&STEP::ObjectHelper<IfcFeatureElementSubtraction,0>::Construct )
+, SchemaEntry("ifcopeningelement",&STEP::ObjectHelper<IfcOpeningElement,0>::Construct )
+, SchemaEntry("ifcconditioncriterion",&STEP::ObjectHelper<IfcConditionCriterion,2>::Construct )
+, SchemaEntry("ifcflowterminaltype",&STEP::ObjectHelper<IfcFlowTerminalType,0>::Construct )
+, SchemaEntry("ifcflowcontrollertype",&STEP::ObjectHelper<IfcFlowControllerType,0>::Construct )
+, SchemaEntry("ifcswitchingdevicetype",&STEP::ObjectHelper<IfcSwitchingDeviceType,1>::Construct )
+, SchemaEntry("ifcsystem",&STEP::ObjectHelper<IfcSystem,0>::Construct )
+, SchemaEntry("ifcelectricalcircuit",&STEP::ObjectHelper<IfcElectricalCircuit,0>::Construct )
+, SchemaEntry("ifcactorrole",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcdateandtime",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcdraughtingcalloutrelationship",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcdimensioncalloutrelationship",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcderivedunitelement",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcexternalreference",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcclassificationreference",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcunitaryequipmenttype",&STEP::ObjectHelper<IfcUnitaryEquipmentType,1>::Construct )
+, SchemaEntry("ifcproperty",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcport",&STEP::ObjectHelper<IfcPort,0>::Construct )
+, SchemaEntry("ifcaddress",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcplacement",&STEP::ObjectHelper<IfcPlacement,1>::Construct )
+, SchemaEntry("ifcpredefineditem",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcpredefinedcolour",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcdraughtingpredefinedcolour",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcprofiledef",&STEP::ObjectHelper<IfcProfileDef,2>::Construct )
+, SchemaEntry("ifcarbitraryclosedprofiledef",&STEP::ObjectHelper<IfcArbitraryClosedProfileDef,1>::Construct )
+, SchemaEntry("ifccurve",&STEP::ObjectHelper<IfcCurve,0>::Construct )
+, SchemaEntry("ifcconic",&STEP::ObjectHelper<IfcConic,1>::Construct )
+, SchemaEntry("ifccircle",&STEP::ObjectHelper<IfcCircle,1>::Construct )
+, SchemaEntry("ifcappliedvalue",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcenvironmentalimpactvalue",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcsimpleproperty",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcpropertysinglevalue",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcelementarysurface",&STEP::ObjectHelper<IfcElementarySurface,1>::Construct )
+, SchemaEntry("ifcplane",&STEP::ObjectHelper<IfcPlane,0>::Construct )
+, SchemaEntry("ifcpropertyboundedvalue",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifccostschedule",&STEP::ObjectHelper<IfcCostSchedule,8>::Construct )
+, SchemaEntry("ifcmonetaryunit",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcconnectiongeometry",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcconnectioncurvegeometry",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcrightcircularcone",&STEP::ObjectHelper<IfcRightCircularCone,2>::Construct )
+, SchemaEntry("ifcelementassembly",&STEP::ObjectHelper<IfcElementAssembly,2>::Construct )
+, SchemaEntry("ifcbuildingelement",&STEP::ObjectHelper<IfcBuildingElement,0>::Construct )
+, SchemaEntry("ifcmember",&STEP::ObjectHelper<IfcMember,0>::Construct )
+, SchemaEntry("ifcpropertydependencyrelationship",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcbuildingelementproxy",&STEP::ObjectHelper<IfcBuildingElementProxy,1>::Construct )
+, SchemaEntry("ifcstructuralactivity",&STEP::ObjectHelper<IfcStructuralActivity,2>::Construct )
+, SchemaEntry("ifcstructuralaction",&STEP::ObjectHelper<IfcStructuralAction,2>::Construct )
+, SchemaEntry("ifcstructuralplanaraction",&STEP::ObjectHelper<IfcStructuralPlanarAction,1>::Construct )
+, SchemaEntry("ifctopologicalrepresentationitem",&STEP::ObjectHelper<IfcTopologicalRepresentationItem,0>::Construct )
+, SchemaEntry("ifcconnectedfaceset",&STEP::ObjectHelper<IfcConnectedFaceSet,1>::Construct )
+, SchemaEntry("ifcsweptsurface",&STEP::ObjectHelper<IfcSweptSurface,2>::Construct )
+, SchemaEntry("ifcsurfaceoflinearextrusion",&STEP::ObjectHelper<IfcSurfaceOfLinearExtrusion,2>::Construct )
+, SchemaEntry("ifcarbitraryprofiledefwithvoids",&STEP::ObjectHelper<IfcArbitraryProfileDefWithVoids,1>::Construct )
+, SchemaEntry("ifcprocess",&STEP::ObjectHelper<IfcProcess,0>::Construct )
+, SchemaEntry("ifcprocedure",&STEP::ObjectHelper<IfcProcedure,3>::Construct )
+, SchemaEntry("ifccurvestylefontpattern",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcvector",&STEP::ObjectHelper<IfcVector,2>::Construct )
+, SchemaEntry("ifcfacebound",&STEP::ObjectHelper<IfcFaceBound,2>::Construct )
+, SchemaEntry("ifcfaceouterbound",&STEP::ObjectHelper<IfcFaceOuterBound,0>::Construct )
+, SchemaEntry("ifcfeatureelementaddition",&STEP::ObjectHelper<IfcFeatureElementAddition,0>::Construct )
+, SchemaEntry("ifcnamedunit",&STEP::ObjectHelper<IfcNamedUnit,2>::Construct )
+, SchemaEntry("ifcconversionbasedunit",&STEP::ObjectHelper<IfcConversionBasedUnit,2>::Construct )
+, SchemaEntry("ifcstructuralloadsingleforce",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcheatexchangertype",&STEP::ObjectHelper<IfcHeatExchangerType,1>::Construct )
+, SchemaEntry("ifcpresentationstyleassignment",&STEP::ObjectHelper<IfcPresentationStyleAssignment,1>::Construct )
+, SchemaEntry("ifcflowtreatmentdevicetype",&STEP::ObjectHelper<IfcFlowTreatmentDeviceType,0>::Construct )
+, SchemaEntry("ifcfiltertype",&STEP::ObjectHelper<IfcFilterType,1>::Construct )
+, SchemaEntry("ifcresource",&STEP::ObjectHelper<IfcResource,0>::Construct )
+, SchemaEntry("ifcevaporativecoolertype",&STEP::ObjectHelper<IfcEvaporativeCoolerType,1>::Construct )
+, SchemaEntry("ifctexturecoordinate",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifctexturecoordinategenerator",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcoffsetcurve2d",&STEP::ObjectHelper<IfcOffsetCurve2D,3>::Construct )
+, SchemaEntry("ifcedge",&STEP::ObjectHelper<IfcEdge,2>::Construct )
+, SchemaEntry("ifcsubedge",&STEP::ObjectHelper<IfcSubedge,1>::Construct )
+, SchemaEntry("ifcproxy",&STEP::ObjectHelper<IfcProxy,2>::Construct )
+, SchemaEntry("ifcline",&STEP::ObjectHelper<IfcLine,2>::Construct )
+, SchemaEntry("ifccolumn",&STEP::ObjectHelper<IfcColumn,0>::Construct )
+, SchemaEntry("ifcclassificationnotationfacet",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcobjectplacement",&STEP::ObjectHelper<IfcObjectPlacement,0>::Construct )
+, SchemaEntry("ifcgridplacement",&STEP::ObjectHelper<IfcGridPlacement,2>::Construct )
+, SchemaEntry("ifcdistributioncontrolelementtype",&STEP::ObjectHelper<IfcDistributionControlElementType,0>::Construct )
+, SchemaEntry("ifcstructuralloadsingleforcewarping",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcexternallydefinedtextfont",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcrelconnects",&STEP::ObjectHelper<IfcRelConnects,0>::Construct )
+, SchemaEntry("ifcrelconnectselements",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcrelconnectswithrealizingelements",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcconstraintclassificationrelationship",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcannotation",&STEP::ObjectHelper<IfcAnnotation,0>::Construct )
+, SchemaEntry("ifcplate",&STEP::ObjectHelper<IfcPlate,0>::Construct )
+, SchemaEntry("ifcsolidmodel",&STEP::ObjectHelper<IfcSolidModel,0>::Construct )
+, SchemaEntry("ifcmanifoldsolidbrep",&STEP::ObjectHelper<IfcManifoldSolidBrep,1>::Construct )
+, SchemaEntry("ifcpredefinedcurvefont",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcboundarycondition",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcboundaryfacecondition",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcflowstoragedevicetype",&STEP::ObjectHelper<IfcFlowStorageDeviceType,0>::Construct )
+, SchemaEntry("ifcstructuralitem",&STEP::ObjectHelper<IfcStructuralItem,0>::Construct )
+, SchemaEntry("ifcstructuralmember",&STEP::ObjectHelper<IfcStructuralMember,0>::Construct )
+, SchemaEntry("ifcstructuralcurvemember",&STEP::ObjectHelper<IfcStructuralCurveMember,1>::Construct )
+, SchemaEntry("ifcstructuralconnection",&STEP::ObjectHelper<IfcStructuralConnection,1>::Construct )
+, SchemaEntry("ifcstructuralsurfaceconnection",&STEP::ObjectHelper<IfcStructuralSurfaceConnection,0>::Construct )
+, SchemaEntry("ifccoiltype",&STEP::ObjectHelper<IfcCoilType,1>::Construct )
+, SchemaEntry("ifcductfittingtype",&STEP::ObjectHelper<IfcDuctFittingType,1>::Construct )
+, SchemaEntry("ifcstyleditem",&STEP::ObjectHelper<IfcStyledItem,3>::Construct )
+, SchemaEntry("ifcannotationoccurrence",&STEP::ObjectHelper<IfcAnnotationOccurrence,0>::Construct )
+, SchemaEntry("ifcannotationcurveoccurrence",&STEP::ObjectHelper<IfcAnnotationCurveOccurrence,0>::Construct )
+, SchemaEntry("ifcdimensioncurve",&STEP::ObjectHelper<IfcDimensionCurve,0>::Construct )
+, SchemaEntry("ifcboundedcurve",&STEP::ObjectHelper<IfcBoundedCurve,0>::Construct )
+, SchemaEntry("ifcaxis1placement",&STEP::ObjectHelper<IfcAxis1Placement,1>::Construct )
+, SchemaEntry("ifclightintensitydistribution",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcpredefinedsymbol",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcstructuralpointaction",&STEP::ObjectHelper<IfcStructuralPointAction,0>::Construct )
+, SchemaEntry("ifcspatialstructureelement",&STEP::ObjectHelper<IfcSpatialStructureElement,2>::Construct )
+, SchemaEntry("ifcspace",&STEP::ObjectHelper<IfcSpace,2>::Construct )
+, SchemaEntry("ifccontextdependentunit",&STEP::ObjectHelper<IfcContextDependentUnit,1>::Construct )
+, SchemaEntry("ifcvirtualgridintersection",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcrelassociates",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcrelassociatesclassification",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifccoolingtowertype",&STEP::ObjectHelper<IfcCoolingTowerType,1>::Construct )
+, SchemaEntry("ifcmaterialproperties",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcgeneralmaterialproperties",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcfacetedbrepwithvoids",&STEP::ObjectHelper<IfcFacetedBrepWithVoids,1>::Construct )
+, SchemaEntry("ifcprofileproperties",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcgeneralprofileproperties",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcstructuralprofileproperties",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcvalvetype",&STEP::ObjectHelper<IfcValveType,1>::Construct )
+, SchemaEntry("ifcsystemfurnitureelementtype",&STEP::ObjectHelper<IfcSystemFurnitureElementType,0>::Construct )
+, SchemaEntry("ifcdiscreteaccessory",&STEP::ObjectHelper<IfcDiscreteAccessory,0>::Construct )
+, SchemaEntry("ifcperson",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcbuildingelementtype",&STEP::ObjectHelper<IfcBuildingElementType,0>::Construct )
+, SchemaEntry("ifcrailingtype",&STEP::ObjectHelper<IfcRailingType,1>::Construct )
+, SchemaEntry("ifcgasterminaltype",&STEP::ObjectHelper<IfcGasTerminalType,1>::Construct )
+, SchemaEntry("ifctimeseries",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcirregulartimeseries",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcspaceprogram",&STEP::ObjectHelper<IfcSpaceProgram,5>::Construct )
+, SchemaEntry("ifccovering",&STEP::ObjectHelper<IfcCovering,1>::Construct )
+, SchemaEntry("ifcshapeaspect",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcpresentationstyle",&STEP::ObjectHelper<IfcPresentationStyle,1>::Construct )
+, SchemaEntry("ifcclassificationitemrelationship",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcelectricheatertype",&STEP::ObjectHelper<IfcElectricHeaterType,1>::Construct )
+, SchemaEntry("ifcbuildingstorey",&STEP::ObjectHelper<IfcBuildingStorey,1>::Construct )
+, SchemaEntry("ifcvertex",&STEP::ObjectHelper<IfcVertex,0>::Construct )
+, SchemaEntry("ifcvertexpoint",&STEP::ObjectHelper<IfcVertexPoint,1>::Construct )
+, SchemaEntry("ifcflowinstrumenttype",&STEP::ObjectHelper<IfcFlowInstrumentType,1>::Construct )
+, SchemaEntry("ifcparameterizedprofiledef",&STEP::ObjectHelper<IfcParameterizedProfileDef,1>::Construct )
+, SchemaEntry("ifcushapeprofiledef",&STEP::ObjectHelper<IfcUShapeProfileDef,8>::Construct )
+, SchemaEntry("ifcramp",&STEP::ObjectHelper<IfcRamp,1>::Construct )
+, SchemaEntry("ifcfillareastyle",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifccompositecurve",&STEP::ObjectHelper<IfcCompositeCurve,2>::Construct )
+, SchemaEntry("ifcrelservicesbuildings",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcstructuralcurvemembervarying",&STEP::ObjectHelper<IfcStructuralCurveMemberVarying,0>::Construct )
+, SchemaEntry("ifcrelreferencedinspatialstructure",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcrampflighttype",&STEP::ObjectHelper<IfcRampFlightType,1>::Construct )
+, SchemaEntry("ifcdraughtingcallout",&STEP::ObjectHelper<IfcDraughtingCallout,1>::Construct )
+, SchemaEntry("ifcdimensioncurvedirectedcallout",&STEP::ObjectHelper<IfcDimensionCurveDirectedCallout,0>::Construct )
+, SchemaEntry("ifcradiusdimension",&STEP::ObjectHelper<IfcRadiusDimension,0>::Construct )
+, SchemaEntry("ifcedgefeature",&STEP::ObjectHelper<IfcEdgeFeature,1>::Construct )
+, SchemaEntry("ifcsweptareasolid",&STEP::ObjectHelper<IfcSweptAreaSolid,2>::Construct )
+, SchemaEntry("ifcextrudedareasolid",&STEP::ObjectHelper<IfcExtrudedAreaSolid,2>::Construct )
+, SchemaEntry("ifcquantitycount",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcannotationtextoccurrence",&STEP::ObjectHelper<IfcAnnotationTextOccurrence,0>::Construct )
+, SchemaEntry("ifcreferencesvaluedocument",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcstair",&STEP::ObjectHelper<IfcStair,1>::Construct )
+, SchemaEntry("ifcsymbolstyle",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcfillareastyletilesymbolwithstyle",&STEP::ObjectHelper<IfcFillAreaStyleTileSymbolWithStyle,1>::Construct )
+, SchemaEntry("ifcannotationsymboloccurrence",&STEP::ObjectHelper<IfcAnnotationSymbolOccurrence,0>::Construct )
+, SchemaEntry("ifcterminatorsymbol",&STEP::ObjectHelper<IfcTerminatorSymbol,1>::Construct )
+, SchemaEntry("ifcdimensioncurveterminator",&STEP::ObjectHelper<IfcDimensionCurveTerminator,1>::Construct )
+, SchemaEntry("ifcrectangleprofiledef",&STEP::ObjectHelper<IfcRectangleProfileDef,2>::Construct )
+, SchemaEntry("ifcrectanglehollowprofiledef",&STEP::ObjectHelper<IfcRectangleHollowProfileDef,3>::Construct )
+, SchemaEntry("ifcrelassociateslibrary",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifclocalplacement",&STEP::ObjectHelper<IfcLocalPlacement,2>::Construct )
+, SchemaEntry("ifcopticalmaterialproperties",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcservicelifefactor",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcrelassignstasks",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifctask",&STEP::ObjectHelper<IfcTask,5>::Construct )
+, SchemaEntry("ifcannotationfillareaoccurrence",&STEP::ObjectHelper<IfcAnnotationFillAreaOccurrence,2>::Construct )
+, SchemaEntry("ifcface",&STEP::ObjectHelper<IfcFace,1>::Construct )
+, SchemaEntry("ifcflowsegmenttype",&STEP::ObjectHelper<IfcFlowSegmentType,0>::Construct )
+, SchemaEntry("ifcductsegmenttype",&STEP::ObjectHelper<IfcDuctSegmentType,1>::Construct )
+, SchemaEntry("ifcpropertyenumeration",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcconstructionresource",&STEP::ObjectHelper<IfcConstructionResource,4>::Construct )
+, SchemaEntry("ifcconstructionequipmentresource",&STEP::ObjectHelper<IfcConstructionEquipmentResource,0>::Construct )
+, SchemaEntry("ifcsanitaryterminaltype",&STEP::ObjectHelper<IfcSanitaryTerminalType,1>::Construct )
+, SchemaEntry("ifcpredefineddimensionsymbol",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcorganization",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifccircleprofiledef",&STEP::ObjectHelper<IfcCircleProfileDef,1>::Construct )
+, SchemaEntry("ifcstructuralreaction",&STEP::ObjectHelper<IfcStructuralReaction,0>::Construct )
+, SchemaEntry("ifcstructuralpointreaction",&STEP::ObjectHelper<IfcStructuralPointReaction,0>::Construct )
+, SchemaEntry("ifcrailing",&STEP::ObjectHelper<IfcRailing,1>::Construct )
+, SchemaEntry("ifctextliteral",&STEP::ObjectHelper<IfcTextLiteral,3>::Construct )
+, SchemaEntry("ifccartesiantransformationoperator",&STEP::ObjectHelper<IfcCartesianTransformationOperator,4>::Construct )
+, SchemaEntry("ifccostvalue",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifctextstyle",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifclineardimension",&STEP::ObjectHelper<IfcLinearDimension,0>::Construct )
+, SchemaEntry("ifcdampertype",&STEP::ObjectHelper<IfcDamperType,1>::Construct )
+, SchemaEntry("ifcsiunit",&STEP::ObjectHelper<IfcSIUnit,2>::Construct )
+, SchemaEntry("ifcsurfacestylelighting",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcmeasurewithunit",&STEP::ObjectHelper<IfcMeasureWithUnit,2>::Construct )
+, SchemaEntry("ifcmateriallayerset",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcdistributionelement",&STEP::ObjectHelper<IfcDistributionElement,0>::Construct )
+, SchemaEntry("ifcdistributioncontrolelement",&STEP::ObjectHelper<IfcDistributionControlElement,1>::Construct )
+, SchemaEntry("ifctransformertype",&STEP::ObjectHelper<IfcTransformerType,1>::Construct )
+, SchemaEntry("ifclaborresource",&STEP::ObjectHelper<IfcLaborResource,1>::Construct )
+, SchemaEntry("ifcderivedprofiledef",&STEP::ObjectHelper<IfcDerivedProfileDef,3>::Construct )
+, SchemaEntry("ifcrelconnectsstructuralmember",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcrelconnectswitheccentricity",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcfurniturestandard",&STEP::ObjectHelper<IfcFurnitureStandard,0>::Construct )
+, SchemaEntry("ifcstairflighttype",&STEP::ObjectHelper<IfcStairFlightType,1>::Construct )
+, SchemaEntry("ifcworkcontrol",&STEP::ObjectHelper<IfcWorkControl,10>::Construct )
+, SchemaEntry("ifcworkplan",&STEP::ObjectHelper<IfcWorkPlan,0>::Construct )
+, SchemaEntry("ifcreldefines",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcreldefinesbyproperties",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifccondition",&STEP::ObjectHelper<IfcCondition,0>::Construct )
+, SchemaEntry("ifcgridaxis",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcrelvoidselement",&STEP::ObjectHelper<IfcRelVoidsElement,2>::Construct )
+, SchemaEntry("ifcwindow",&STEP::ObjectHelper<IfcWindow,2>::Construct )
+, SchemaEntry("ifcrelflowcontrolelements",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcrelconnectsporttoelement",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcprotectivedevicetype",&STEP::ObjectHelper<IfcProtectiveDeviceType,1>::Construct )
+, SchemaEntry("ifcjunctionboxtype",&STEP::ObjectHelper<IfcJunctionBoxType,1>::Construct )
+, SchemaEntry("ifcstructuralanalysismodel",&STEP::ObjectHelper<IfcStructuralAnalysisModel,4>::Construct )
+, SchemaEntry("ifcaxis2placement2d",&STEP::ObjectHelper<IfcAxis2Placement2D,1>::Construct )
+, SchemaEntry("ifcspacetype",&STEP::ObjectHelper<IfcSpaceType,1>::Construct )
+, SchemaEntry("ifcellipseprofiledef",&STEP::ObjectHelper<IfcEllipseProfileDef,2>::Construct )
+, SchemaEntry("ifcdistributionflowelement",&STEP::ObjectHelper<IfcDistributionFlowElement,0>::Construct )
+, SchemaEntry("ifcflowmovingdevice",&STEP::ObjectHelper<IfcFlowMovingDevice,0>::Construct )
+, SchemaEntry("ifcsurfacestylewithtextures",&STEP::ObjectHelper<IfcSurfaceStyleWithTextures,1>::Construct )
+, SchemaEntry("ifcgeometricset",&STEP::ObjectHelper<IfcGeometricSet,1>::Construct )
+, SchemaEntry("ifcmechanicalmaterialproperties",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcmechanicalconcretematerialproperties",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcribplateprofileproperties",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcdocumentinformationrelationship",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcprojectorder",&STEP::ObjectHelper<IfcProjectOrder,3>::Construct )
+, SchemaEntry("ifcbsplinecurve",&STEP::ObjectHelper<IfcBSplineCurve,5>::Construct )
+, SchemaEntry("ifcbeziercurve",&STEP::ObjectHelper<IfcBezierCurve,0>::Construct )
+, SchemaEntry("ifcstructuralpointconnection",&STEP::ObjectHelper<IfcStructuralPointConnection,0>::Construct )
+, SchemaEntry("ifcflowcontroller",&STEP::ObjectHelper<IfcFlowController,0>::Construct )
+, SchemaEntry("ifcelectricdistributionpoint",&STEP::ObjectHelper<IfcElectricDistributionPoint,2>::Construct )
+, SchemaEntry("ifcsite",&STEP::ObjectHelper<IfcSite,5>::Construct )
+, SchemaEntry("ifcoffsetcurve3d",&STEP::ObjectHelper<IfcOffsetCurve3D,4>::Construct )
+, SchemaEntry("ifcpropertyset",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcconnectionsurfacegeometry",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcvirtualelement",&STEP::ObjectHelper<IfcVirtualElement,0>::Construct )
+, SchemaEntry("ifcconstructionproductresource",&STEP::ObjectHelper<IfcConstructionProductResource,0>::Construct )
+, SchemaEntry("ifcwaterproperties",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcsurfacecurvesweptareasolid",&STEP::ObjectHelper<IfcSurfaceCurveSweptAreaSolid,4>::Construct )
+, SchemaEntry("ifcpermeablecoveringproperties",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifccartesiantransformationoperator3d",&STEP::ObjectHelper<IfcCartesianTransformationOperator3D,1>::Construct )
+, SchemaEntry("ifccartesiantransformationoperator3dnonuniform",&STEP::ObjectHelper<IfcCartesianTransformationOperator3DnonUniform,2>::Construct )
+, SchemaEntry("ifccrewresource",&STEP::ObjectHelper<IfcCrewResource,0>::Construct )
+, SchemaEntry("ifcstructuralsurfacemember",&STEP::ObjectHelper<IfcStructuralSurfaceMember,2>::Construct )
+, SchemaEntry("ifc2dcompositecurve",&STEP::ObjectHelper<Ifc2DCompositeCurve,0>::Construct )
+, SchemaEntry("ifcrepresentationcontext",&STEP::ObjectHelper<IfcRepresentationContext,2>::Construct )
+, SchemaEntry("ifcgeometricrepresentationcontext",&STEP::ObjectHelper<IfcGeometricRepresentationContext,4>::Construct )
+, SchemaEntry("ifcflowtreatmentdevice",&STEP::ObjectHelper<IfcFlowTreatmentDevice,0>::Construct )
+, SchemaEntry("ifctextstylefordefinedfont",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcrightcircularcylinder",&STEP::ObjectHelper<IfcRightCircularCylinder,2>::Construct )
+, SchemaEntry("ifcwasteterminaltype",&STEP::ObjectHelper<IfcWasteTerminalType,1>::Construct )
+, SchemaEntry("ifcspacethermalloadproperties",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcconstraintrelationship",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcbuildingelementcomponent",&STEP::ObjectHelper<IfcBuildingElementComponent,0>::Construct )
+, SchemaEntry("ifcbuildingelementpart",&STEP::ObjectHelper<IfcBuildingElementPart,0>::Construct )
+, SchemaEntry("ifcwall",&STEP::ObjectHelper<IfcWall,0>::Construct )
+, SchemaEntry("ifcwallstandardcase",&STEP::ObjectHelper<IfcWallStandardCase,0>::Construct )
+, SchemaEntry("ifcapprovalactorrelationship",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcpath",&STEP::ObjectHelper<IfcPath,1>::Construct )
+, SchemaEntry("ifcdefinedsymbol",&STEP::ObjectHelper<IfcDefinedSymbol,2>::Construct )
+, SchemaEntry("ifcstructuralsurfacemembervarying",&STEP::ObjectHelper<IfcStructuralSurfaceMemberVarying,2>::Construct )
+, SchemaEntry("ifcpoint",&STEP::ObjectHelper<IfcPoint,0>::Construct )
+, SchemaEntry("ifcsurfaceofrevolution",&STEP::ObjectHelper<IfcSurfaceOfRevolution,1>::Construct )
+, SchemaEntry("ifcflowterminal",&STEP::ObjectHelper<IfcFlowTerminal,0>::Construct )
+, SchemaEntry("ifcfurnishingelement",&STEP::ObjectHelper<IfcFurnishingElement,0>::Construct )
+, SchemaEntry("ifccurvestylefont",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcsurfacestyleshading",&STEP::ObjectHelper<IfcSurfaceStyleShading,1>::Construct )
+, SchemaEntry("ifcsurfacestylerendering",&STEP::ObjectHelper<IfcSurfaceStyleRendering,8>::Construct )
+, SchemaEntry("ifccoordinateduniversaltimeoffset",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcstructuralloadsingledisplacement",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifccirclehollowprofiledef",&STEP::ObjectHelper<IfcCircleHollowProfileDef,1>::Construct )
+, SchemaEntry("ifcflowmovingdevicetype",&STEP::ObjectHelper<IfcFlowMovingDeviceType,0>::Construct )
+, SchemaEntry("ifcfantype",&STEP::ObjectHelper<IfcFanType,1>::Construct )
+, SchemaEntry("ifcstructuralplanaractionvarying",&STEP::ObjectHelper<IfcStructuralPlanarActionVarying,2>::Construct )
+, SchemaEntry("ifcproductrepresentation",&STEP::ObjectHelper<IfcProductRepresentation,3>::Construct )
+, SchemaEntry("ifcreldefinesbytype",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcpredefinedtextfont",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifctextstylefontmodel",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcstackterminaltype",&STEP::ObjectHelper<IfcStackTerminalType,1>::Construct )
+, SchemaEntry("ifcapprovalpropertyrelationship",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcexternallydefinedsymbol",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcreinforcingelement",&STEP::ObjectHelper<IfcReinforcingElement,1>::Construct )
+, SchemaEntry("ifcreinforcingmesh",&STEP::ObjectHelper<IfcReinforcingMesh,8>::Construct )
+, SchemaEntry("ifcorderaction",&STEP::ObjectHelper<IfcOrderAction,1>::Construct )
+, SchemaEntry("ifcrelcoversbldgelements",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifclightsource",&STEP::ObjectHelper<IfcLightSource,4>::Construct )
+, SchemaEntry("ifclightsourcedirectional",&STEP::ObjectHelper<IfcLightSourceDirectional,1>::Construct )
+, SchemaEntry("ifcloop",&STEP::ObjectHelper<IfcLoop,0>::Construct )
+, SchemaEntry("ifcvertexloop",&STEP::ObjectHelper<IfcVertexLoop,1>::Construct )
+, SchemaEntry("ifcchamferedgefeature",&STEP::ObjectHelper<IfcChamferEdgeFeature,2>::Construct )
+, SchemaEntry("ifcwindowpanelproperties",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcclassification",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcelementcomponenttype",&STEP::ObjectHelper<IfcElementComponentType,0>::Construct )
+, SchemaEntry("ifcfastenertype",&STEP::ObjectHelper<IfcFastenerType,0>::Construct )
+, SchemaEntry("ifcmechanicalfastenertype",&STEP::ObjectHelper<IfcMechanicalFastenerType,0>::Construct )
+, SchemaEntry("ifcscheduletimecontrol",&STEP::ObjectHelper<IfcScheduleTimeControl,18>::Construct )
+, SchemaEntry("ifcsurfacestyle",&STEP::ObjectHelper<IfcSurfaceStyle,2>::Construct )
+, SchemaEntry("ifcreinforcementbarproperties",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcopenshell",&STEP::ObjectHelper<IfcOpenShell,0>::Construct )
+, SchemaEntry("ifclibraryreference",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcsubcontractresource",&STEP::ObjectHelper<IfcSubContractResource,2>::Construct )
+, SchemaEntry("ifctimeseriesreferencerelationship",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcsweptdisksolid",&STEP::ObjectHelper<IfcSweptDiskSolid,5>::Construct )
+, SchemaEntry("ifccompositeprofiledef",&STEP::ObjectHelper<IfcCompositeProfileDef,2>::Construct )
+, SchemaEntry("ifcelectricalbaseproperties",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcpredefinedpointmarkersymbol",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifctanktype",&STEP::ObjectHelper<IfcTankType,1>::Construct )
+, SchemaEntry("ifcboundarynodecondition",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcboundarynodeconditionwarping",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcrelassignstogroup",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcpresentationlayerassignment",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcsphere",&STEP::ObjectHelper<IfcSphere,1>::Construct )
+, SchemaEntry("ifcpolyloop",&STEP::ObjectHelper<IfcPolyLoop,1>::Construct )
+, SchemaEntry("ifccablecarrierfittingtype",&STEP::ObjectHelper<IfcCableCarrierFittingType,1>::Construct )
+, SchemaEntry("ifchumidifiertype",&STEP::ObjectHelper<IfcHumidifierType,1>::Construct )
+, SchemaEntry("ifcpropertylistvalue",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcpropertyconstraintrelationship",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcperformancehistory",&STEP::ObjectHelper<IfcPerformanceHistory,1>::Construct )
+, SchemaEntry("ifcshapemodel",&STEP::ObjectHelper<IfcShapeModel,0>::Construct )
+, SchemaEntry("ifctopologyrepresentation",&STEP::ObjectHelper<IfcTopologyRepresentation,0>::Construct )
+, SchemaEntry("ifcbuilding",&STEP::ObjectHelper<IfcBuilding,3>::Construct )
+, SchemaEntry("ifcroundedrectangleprofiledef",&STEP::ObjectHelper<IfcRoundedRectangleProfileDef,1>::Construct )
+, SchemaEntry("ifcstairflight",&STEP::ObjectHelper<IfcStairFlight,4>::Construct )
+, SchemaEntry("ifcsurfacestylerefraction",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcrelinteractionrequirements",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcconstraint",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcobjective",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcconnectionportgeometry",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcdistributionchamberelement",&STEP::ObjectHelper<IfcDistributionChamberElement,0>::Construct )
+, SchemaEntry("ifcpersonandorganization",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcshaperepresentation",&STEP::ObjectHelper<IfcShapeRepresentation,0>::Construct )
+, SchemaEntry("ifcrampflight",&STEP::ObjectHelper<IfcRampFlight,0>::Construct )
+, SchemaEntry("ifcbeamtype",&STEP::ObjectHelper<IfcBeamType,1>::Construct )
+, SchemaEntry("ifcreldecomposes",&STEP::ObjectHelper<IfcRelDecomposes,2>::Construct )
+, SchemaEntry("ifcroof",&STEP::ObjectHelper<IfcRoof,1>::Construct )
+, SchemaEntry("ifcfooting",&STEP::ObjectHelper<IfcFooting,1>::Construct )
+, SchemaEntry("ifcrelcoversspaces",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifclightsourceambient",&STEP::ObjectHelper<IfcLightSourceAmbient,0>::Construct )
+, SchemaEntry("ifctimeseriesvalue",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcwindowstyle",&STEP::ObjectHelper<IfcWindowStyle,4>::Construct )
+, SchemaEntry("ifcpropertyreferencevalue",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcapproval",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcrelconnectsstructuralelement",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcbuildingelementproxytype",&STEP::ObjectHelper<IfcBuildingElementProxyType,1>::Construct )
+, SchemaEntry("ifcrelassociatesprofileproperties",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcaxis2placement3d",&STEP::ObjectHelper<IfcAxis2Placement3D,2>::Construct )
+, SchemaEntry("ifcrelconnectsports",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcedgecurve",&STEP::ObjectHelper<IfcEdgeCurve,2>::Construct )
+, SchemaEntry("ifcclosedshell",&STEP::ObjectHelper<IfcClosedShell,0>::Construct )
+, SchemaEntry("ifctendonanchor",&STEP::ObjectHelper<IfcTendonAnchor,0>::Construct )
+, SchemaEntry("ifccondensertype",&STEP::ObjectHelper<IfcCondenserType,1>::Construct )
+, SchemaEntry("ifcquantitytime",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcsurfacetexture",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcpixeltexture",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcstructuralconnectioncondition",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcfailureconnectioncondition",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcdocumentreference",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcmechanicalsteelmaterialproperties",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcpipesegmenttype",&STEP::ObjectHelper<IfcPipeSegmentType,1>::Construct )
+, SchemaEntry("ifcpointonsurface",&STEP::ObjectHelper<IfcPointOnSurface,3>::Construct )
+, SchemaEntry("ifctable",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifclightdistributiondata",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcpropertytablevalue",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcpresentationlayerwithstyle",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcasset",&STEP::ObjectHelper<IfcAsset,9>::Construct )
+, SchemaEntry("ifclightsourcepositional",&STEP::ObjectHelper<IfcLightSourcePositional,5>::Construct )
+, SchemaEntry("ifclibraryinformation",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifctextstyletextmodel",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcprojectioncurve",&STEP::ObjectHelper<IfcProjectionCurve,0>::Construct )
+, SchemaEntry("ifcfillareastyletiles",&STEP::ObjectHelper<IfcFillAreaStyleTiles,3>::Construct )
+, SchemaEntry("ifcrelfillselement",&STEP::ObjectHelper<IfcRelFillsElement,2>::Construct )
+, SchemaEntry("ifcelectricmotortype",&STEP::ObjectHelper<IfcElectricMotorType,1>::Construct )
+, SchemaEntry("ifctendon",&STEP::ObjectHelper<IfcTendon,8>::Construct )
+, SchemaEntry("ifcdistributionchamberelementtype",&STEP::ObjectHelper<IfcDistributionChamberElementType,1>::Construct )
+, SchemaEntry("ifcmembertype",&STEP::ObjectHelper<IfcMemberType,1>::Construct )
+, SchemaEntry("ifcstructurallinearaction",&STEP::ObjectHelper<IfcStructuralLinearAction,1>::Construct )
+, SchemaEntry("ifcstructurallinearactionvarying",&STEP::ObjectHelper<IfcStructuralLinearActionVarying,2>::Construct )
+, SchemaEntry("ifcproductdefinitionshape",&STEP::ObjectHelper<IfcProductDefinitionShape,0>::Construct )
+, SchemaEntry("ifcfastener",&STEP::ObjectHelper<IfcFastener,0>::Construct )
+, SchemaEntry("ifcmechanicalfastener",&STEP::ObjectHelper<IfcMechanicalFastener,2>::Construct )
+, SchemaEntry("ifcfuelproperties",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcevaporatortype",&STEP::ObjectHelper<IfcEvaporatorType,1>::Construct )
+, SchemaEntry("ifcmateriallayersetusage",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcdiscreteaccessorytype",&STEP::ObjectHelper<IfcDiscreteAccessoryType,0>::Construct )
+, SchemaEntry("ifcstructuralcurveconnection",&STEP::ObjectHelper<IfcStructuralCurveConnection,0>::Construct )
+, SchemaEntry("ifcprojectionelement",&STEP::ObjectHelper<IfcProjectionElement,0>::Construct )
+, SchemaEntry("ifcimagetexture",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifccoveringtype",&STEP::ObjectHelper<IfcCoveringType,1>::Construct )
+, SchemaEntry("ifcrelassociatesappliedvalue",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcpumptype",&STEP::ObjectHelper<IfcPumpType,1>::Construct )
+, SchemaEntry("ifcpile",&STEP::ObjectHelper<IfcPile,2>::Construct )
+, SchemaEntry("ifcunitassignment",&STEP::ObjectHelper<IfcUnitAssignment,1>::Construct )
+, SchemaEntry("ifcboundingbox",&STEP::ObjectHelper<IfcBoundingBox,4>::Construct )
+, SchemaEntry("ifcshellbasedsurfacemodel",&STEP::ObjectHelper<IfcShellBasedSurfaceModel,1>::Construct )
+, SchemaEntry("ifcfacetedbrep",&STEP::ObjectHelper<IfcFacetedBrep,0>::Construct )
+, SchemaEntry("ifctextliteralwithextent",&STEP::ObjectHelper<IfcTextLiteralWithExtent,2>::Construct )
+, SchemaEntry("ifcapplication",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcextendedmaterialproperties",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcelectricappliancetype",&STEP::ObjectHelper<IfcElectricApplianceType,1>::Construct )
+, SchemaEntry("ifcreloccupiesspaces",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifctrapeziumprofiledef",&STEP::ObjectHelper<IfcTrapeziumProfileDef,4>::Construct )
+, SchemaEntry("ifcquantityweight",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcrelcontainedinspatialstructure",&STEP::ObjectHelper<IfcRelContainedInSpatialStructure,2>::Construct )
+, SchemaEntry("ifcedgeloop",&STEP::ObjectHelper<IfcEdgeLoop,1>::Construct )
+, SchemaEntry("ifcproject",&STEP::ObjectHelper<IfcProject,4>::Construct )
+, SchemaEntry("ifccartesianpoint",&STEP::ObjectHelper<IfcCartesianPoint,1>::Construct )
+, SchemaEntry("ifcmaterial",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifccurveboundedplane",&STEP::ObjectHelper<IfcCurveBoundedPlane,3>::Construct )
+, SchemaEntry("ifcwalltype",&STEP::ObjectHelper<IfcWallType,1>::Construct )
+, SchemaEntry("ifcfillareastylehatching",&STEP::ObjectHelper<IfcFillAreaStyleHatching,5>::Construct )
+, SchemaEntry("ifcequipmentstandard",&STEP::ObjectHelper<IfcEquipmentStandard,0>::Construct )
+, SchemaEntry("ifchygroscopicmaterialproperties",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcdoorpanelproperties",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcdiameterdimension",&STEP::ObjectHelper<IfcDiameterDimension,0>::Construct )
+, SchemaEntry("ifcstructuralloadgroup",&STEP::ObjectHelper<IfcStructuralLoadGroup,5>::Construct )
+, SchemaEntry("ifctelecomaddress",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcconstructionmaterialresource",&STEP::ObjectHelper<IfcConstructionMaterialResource,2>::Construct )
+, SchemaEntry("ifcblobtexture",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcirregulartimeseriesvalue",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcrelaggregates",&STEP::ObjectHelper<IfcRelAggregates,0>::Construct )
+, SchemaEntry("ifcboilertype",&STEP::ObjectHelper<IfcBoilerType,1>::Construct )
+, SchemaEntry("ifcrelprojectselement",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifccolourspecification",&STEP::ObjectHelper<IfcColourSpecification,1>::Construct )
+, SchemaEntry("ifccolourrgb",&STEP::ObjectHelper<IfcColourRgb,3>::Construct )
+, SchemaEntry("ifcrelconnectsstructuralactivity",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcdoorstyle",&STEP::ObjectHelper<IfcDoorStyle,4>::Construct )
+, SchemaEntry("ifcstructuralloadsingledisplacementdistortion",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcrelassignstoprocess",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcductsilencertype",&STEP::ObjectHelper<IfcDuctSilencerType,1>::Construct )
+, SchemaEntry("ifclightsourcegoniometric",&STEP::ObjectHelper<IfcLightSourceGoniometric,6>::Construct )
+, SchemaEntry("ifcactuatortype",&STEP::ObjectHelper<IfcActuatorType,1>::Construct )
+, SchemaEntry("ifcsensortype",&STEP::ObjectHelper<IfcSensorType,1>::Construct )
+, SchemaEntry("ifcairterminalboxtype",&STEP::ObjectHelper<IfcAirTerminalBoxType,1>::Construct )
+, SchemaEntry("ifcannotationsurfaceoccurrence",&STEP::ObjectHelper<IfcAnnotationSurfaceOccurrence,0>::Construct )
+, SchemaEntry("ifczshapeprofiledef",&STEP::ObjectHelper<IfcZShapeProfileDef,6>::Construct )
+, SchemaEntry("ifcclassificationnotation",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcrationalbeziercurve",&STEP::ObjectHelper<IfcRationalBezierCurve,1>::Construct )
+, SchemaEntry("ifccartesiantransformationoperator2d",&STEP::ObjectHelper<IfcCartesianTransformationOperator2D,0>::Construct )
+, SchemaEntry("ifccartesiantransformationoperator2dnonuniform",&STEP::ObjectHelper<IfcCartesianTransformationOperator2DnonUniform,1>::Construct )
+, SchemaEntry("ifcmove",&STEP::ObjectHelper<IfcMove,3>::Construct )
+, SchemaEntry("ifcboundaryedgecondition",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcdoorliningproperties",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifccablecarriersegmenttype",&STEP::ObjectHelper<IfcCableCarrierSegmentType,1>::Construct )
+, SchemaEntry("ifcpostaladdress",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcrelconnectspathelements",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcelectricalelement",&STEP::ObjectHelper<IfcElectricalElement,0>::Construct )
+, SchemaEntry("ifcownerhistory",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcstructuralloadtemperature",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifctextstylewithboxcharacteristics",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcchillertype",&STEP::ObjectHelper<IfcChillerType,1>::Construct )
+, SchemaEntry("ifcrelschedulescostitems",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcreinforcingbar",&STEP::ObjectHelper<IfcReinforcingBar,5>::Construct )
+, SchemaEntry("ifccurrencyrelationship",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcsoundvalue",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifccshapeprofiledef",&STEP::ObjectHelper<IfcCShapeProfileDef,6>::Construct )
+, SchemaEntry("ifcpermit",&STEP::ObjectHelper<IfcPermit,1>::Construct )
+, SchemaEntry("ifcslabtype",&STEP::ObjectHelper<IfcSlabType,1>::Construct )
+, SchemaEntry("ifcslippageconnectioncondition",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifclamptype",&STEP::ObjectHelper<IfcLampType,1>::Construct )
+, SchemaEntry("ifcplanarextent",&STEP::ObjectHelper<IfcPlanarExtent,2>::Construct )
+, SchemaEntry("ifcalarmtype",&STEP::ObjectHelper<IfcAlarmType,1>::Construct )
+, SchemaEntry("ifcdocumentelectronicformat",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcelectricflowstoragedevicetype",&STEP::ObjectHelper<IfcElectricFlowStorageDeviceType,1>::Construct )
+, SchemaEntry("ifcequipmentelement",&STEP::ObjectHelper<IfcEquipmentElement,0>::Construct )
+, SchemaEntry("ifclightfixturetype",&STEP::ObjectHelper<IfcLightFixtureType,1>::Construct )
+, SchemaEntry("ifcmetric",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcrelnests",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifccurtainwall",&STEP::ObjectHelper<IfcCurtainWall,0>::Construct )
+, SchemaEntry("ifcrelassociatesdocument",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifccomplexproperty",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcvertexbasedtexturemap",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcslab",&STEP::ObjectHelper<IfcSlab,1>::Construct )
+, SchemaEntry("ifccurtainwalltype",&STEP::ObjectHelper<IfcCurtainWallType,1>::Construct )
+, SchemaEntry("ifcoutlettype",&STEP::ObjectHelper<IfcOutletType,1>::Construct )
+, SchemaEntry("ifccompressortype",&STEP::ObjectHelper<IfcCompressorType,1>::Construct )
+, SchemaEntry("ifccranerailashapeprofiledef",&STEP::ObjectHelper<IfcCraneRailAShapeProfileDef,12>::Construct )
+, SchemaEntry("ifcflowsegment",&STEP::ObjectHelper<IfcFlowSegment,0>::Construct )
+, SchemaEntry("ifcsectionedspine",&STEP::ObjectHelper<IfcSectionedSpine,3>::Construct )
+, SchemaEntry("ifctablerow",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcdraughtingpredefinedtextfont",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcelectrictimecontroltype",&STEP::ObjectHelper<IfcElectricTimeControlType,1>::Construct )
+, SchemaEntry("ifcfacesurface",&STEP::ObjectHelper<IfcFaceSurface,2>::Construct )
+, SchemaEntry("ifcmateriallist",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcmotorconnectiontype",&STEP::ObjectHelper<IfcMotorConnectionType,1>::Construct )
+, SchemaEntry("ifcflowfitting",&STEP::ObjectHelper<IfcFlowFitting,0>::Construct )
+, SchemaEntry("ifcpointoncurve",&STEP::ObjectHelper<IfcPointOnCurve,2>::Construct )
+, SchemaEntry("ifctransportelementtype",&STEP::ObjectHelper<IfcTransportElementType,1>::Construct )
+, SchemaEntry("ifcregulartimeseries",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcrelassociatesconstraint",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcpropertyenumeratedvalue",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcstructuralsteelprofileproperties",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifccablesegmenttype",&STEP::ObjectHelper<IfcCableSegmentType,1>::Construct )
+, SchemaEntry("ifcexternallydefinedhatchstyle",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcannotationsurface",&STEP::ObjectHelper<IfcAnnotationSurface,2>::Construct )
+, SchemaEntry("ifccompositecurvesegment",&STEP::ObjectHelper<IfcCompositeCurveSegment,3>::Construct )
+, SchemaEntry("ifcservicelife",&STEP::ObjectHelper<IfcServiceLife,2>::Construct )
+, SchemaEntry("ifcplatetype",&STEP::ObjectHelper<IfcPlateType,1>::Construct )
+, SchemaEntry("ifccurvestyle",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcsectionproperties",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcvibrationisolatortype",&STEP::ObjectHelper<IfcVibrationIsolatorType,1>::Construct )
+, SchemaEntry("ifctexturemap",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifctrimmedcurve",&STEP::ObjectHelper<IfcTrimmedCurve,5>::Construct )
+, SchemaEntry("ifcmappeditem",&STEP::ObjectHelper<IfcMappedItem,2>::Construct )
+, SchemaEntry("ifcmateriallayer",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcdirection",&STEP::ObjectHelper<IfcDirection,1>::Construct )
+, SchemaEntry("ifcblock",&STEP::ObjectHelper<IfcBlock,3>::Construct )
+, SchemaEntry("ifcprojectorderrecord",&STEP::ObjectHelper<IfcProjectOrderRecord,2>::Construct )
+, SchemaEntry("ifcflowmetertype",&STEP::ObjectHelper<IfcFlowMeterType,1>::Construct )
+, SchemaEntry("ifccontrollertype",&STEP::ObjectHelper<IfcControllerType,1>::Construct )
+, SchemaEntry("ifcbeam",&STEP::ObjectHelper<IfcBeam,0>::Construct )
+, SchemaEntry("ifcarbitraryopenprofiledef",&STEP::ObjectHelper<IfcArbitraryOpenProfileDef,1>::Construct )
+, SchemaEntry("ifccenterlineprofiledef",&STEP::ObjectHelper<IfcCenterLineProfileDef,1>::Construct )
+, SchemaEntry("ifcstructuralloadplanarforce",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifctimeseriesschedule",&STEP::ObjectHelper<IfcTimeSeriesSchedule,3>::Construct )
+, SchemaEntry("ifcroundededgefeature",&STEP::ObjectHelper<IfcRoundedEdgeFeature,1>::Construct )
+, SchemaEntry("ifcwindowliningproperties",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcreloverridesproperties",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcapprovalrelationship",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcishapeprofiledef",&STEP::ObjectHelper<IfcIShapeProfileDef,5>::Construct )
+, SchemaEntry("ifcspaceheatertype",&STEP::ObjectHelper<IfcSpaceHeaterType,1>::Construct )
+, SchemaEntry("ifcexternallydefinedsurfacestyle",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcderivedunit",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcflowstoragedevice",&STEP::ObjectHelper<IfcFlowStorageDevice,0>::Construct )
+, SchemaEntry("ifcmaterialclassificationrelationship",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcclassificationitem",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcrevolvedareasolid",&STEP::ObjectHelper<IfcRevolvedAreaSolid,2>::Construct )
+, SchemaEntry("ifcconnectionpointgeometry",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcdoor",&STEP::ObjectHelper<IfcDoor,2>::Construct )
+, SchemaEntry("ifcellipse",&STEP::ObjectHelper<IfcEllipse,2>::Construct )
+, SchemaEntry("ifctubebundletype",&STEP::ObjectHelper<IfcTubeBundleType,1>::Construct )
+, SchemaEntry("ifcangulardimension",&STEP::ObjectHelper<IfcAngularDimension,0>::Construct )
+, SchemaEntry("ifcthermalmaterialproperties",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcfacebasedsurfacemodel",&STEP::ObjectHelper<IfcFaceBasedSurfaceModel,1>::Construct )
+, SchemaEntry("ifccranerailfshapeprofiledef",&STEP::ObjectHelper<IfcCraneRailFShapeProfileDef,9>::Construct )
+, SchemaEntry("ifccolumntype",&STEP::ObjectHelper<IfcColumnType,1>::Construct )
+, SchemaEntry("ifctshapeprofiledef",&STEP::ObjectHelper<IfcTShapeProfileDef,10>::Construct )
+, SchemaEntry("ifcenergyconversiondevice",&STEP::ObjectHelper<IfcEnergyConversionDevice,0>::Construct )
+, SchemaEntry("ifcconnectionpointeccentricity",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcreinforcementdefinitionproperties",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifccurvestylefontandscaling",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcworkschedule",&STEP::ObjectHelper<IfcWorkSchedule,0>::Construct )
+, SchemaEntry("ifcorganizationrelationship",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifczone",&STEP::ObjectHelper<IfcZone,0>::Construct )
+, SchemaEntry("ifctransportelement",&STEP::ObjectHelper<IfcTransportElement,3>::Construct )
+, SchemaEntry("ifcdraughtingpredefinedcurvefont",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcgeometricrepresentationsubcontext",&STEP::ObjectHelper<IfcGeometricRepresentationSubContext,4>::Construct )
+, SchemaEntry("ifclshapeprofiledef",&STEP::ObjectHelper<IfcLShapeProfileDef,8>::Construct )
+, SchemaEntry("ifcgeometriccurveset",&STEP::ObjectHelper<IfcGeometricCurveSet,0>::Construct )
+, SchemaEntry("ifcactor",&STEP::ObjectHelper<IfcActor,1>::Construct )
+, SchemaEntry("ifcoccupant",&STEP::ObjectHelper<IfcOccupant,1>::Construct )
+, SchemaEntry("ifcphysicalcomplexquantity",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcbooleanclippingresult",&STEP::ObjectHelper<IfcBooleanClippingResult,0>::Construct )
+, SchemaEntry("ifcpredefinedterminatorsymbol",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcannotationfillarea",&STEP::ObjectHelper<IfcAnnotationFillArea,2>::Construct )
+, SchemaEntry("ifcconstraintaggregationrelationship",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcrelassociatesapproval",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcrelassociatesmaterial",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcrelassignstoproduct",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcappliedvaluerelationship",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifclightsourcespot",&STEP::ObjectHelper<IfcLightSourceSpot,4>::Construct )
+, SchemaEntry("ifcfiresuppressionterminaltype",&STEP::ObjectHelper<IfcFireSuppressionTerminalType,1>::Construct )
+, SchemaEntry("ifcelementquantity",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcdimensionpair",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcelectricgeneratortype",&STEP::ObjectHelper<IfcElectricGeneratorType,1>::Construct )
+, SchemaEntry("ifcrelsequence",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcinventory",&STEP::ObjectHelper<IfcInventory,6>::Construct )
+, SchemaEntry("ifcpolyline",&STEP::ObjectHelper<IfcPolyline,1>::Construct )
+, SchemaEntry("ifcboxedhalfspace",&STEP::ObjectHelper<IfcBoxedHalfSpace,1>::Construct )
+, SchemaEntry("ifcairterminaltype",&STEP::ObjectHelper<IfcAirTerminalType,1>::Construct )
+, SchemaEntry("ifcsectionreinforcementproperties",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcdistributionport",&STEP::ObjectHelper<IfcDistributionPort,1>::Construct )
+, SchemaEntry("ifccostitem",&STEP::ObjectHelper<IfcCostItem,0>::Construct )
+, SchemaEntry("ifcstructureddimensioncallout",&STEP::ObjectHelper<IfcStructuredDimensionCallout,0>::Construct )
+, SchemaEntry("ifcstructuralresultgroup",&STEP::ObjectHelper<IfcStructuralResultGroup,3>::Construct )
+, SchemaEntry("ifcrelspaceboundary",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcorientededge",&STEP::ObjectHelper<IfcOrientedEdge,2>::Construct )
+, SchemaEntry("ifcrelassignstoresource",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifccsgsolid",&STEP::ObjectHelper<IfcCsgSolid,1>::Construct )
+, SchemaEntry("ifcproductsofcombustionproperties",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcrelaxation",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcplanarbox",&STEP::ObjectHelper<IfcPlanarBox,1>::Construct )
+, SchemaEntry("ifcquantitylength",&STEP::ObjectHelper<NotImplemented,0>::Construct )
+, SchemaEntry("ifcmaterialdefinitionrepresentation",&STEP::ObjectHelper<IfcMaterialDefinitionRepresentation,1>::Construct )
+, SchemaEntry("ifcasymmetricishapeprofiledef",&STEP::ObjectHelper<IfcAsymmetricIShapeProfileDef,4>::Construct )
+, SchemaEntry("ifcrepresentationmap",&STEP::ObjectHelper<IfcRepresentationMap,2>::Construct )
+
+ };
+}
+
+// -----------------------------------------------------------------------------------------------------------
+void IFC::GetSchema(EXPRESS::ConversionSchema& out)
+{
+ out = EXPRESS::ConversionSchema(schema_raw);
+}
+
+namespace STEP {
+
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<NotImplemented>(const STEP::DB& db, const LIST& params, NotImplemented* in)
+{
+ return 0;
+}
+
+
+
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcRoot>(const DB& db, const LIST& params, IfcRoot* in)
+{
+ size_t base = 0;
+ if (params.GetSize() < 4) { throw STEP::TypeError("expected 4 arguments to IfcRoot"); } do { // convert the 'GlobalId' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcRoot,4>::aux_is_derived[0]=true; break; }
+ try { GenericConvert( in->GlobalId, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 0 to IfcRoot to be a `IfcGloballyUniqueId`")); }
+ } while(0);
+ do { // convert the 'OwnerHistory' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcRoot,4>::aux_is_derived[1]=true; break; }
+ try { GenericConvert( in->OwnerHistory, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 1 to IfcRoot to be a `IfcOwnerHistory`")); }
+ } while(0);
+ do { // convert the 'Name' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcRoot,4>::aux_is_derived[2]=true; break; }
+ if (dynamic_cast<const UNSET*>(&*arg)) break;
+ try { GenericConvert( in->Name, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 2 to IfcRoot to be a `IfcLabel`")); }
+ } while(0);
+ do { // convert the 'Description' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcRoot,4>::aux_is_derived[3]=true; break; }
+ if (dynamic_cast<const UNSET*>(&*arg)) break;
+ try { GenericConvert( in->Description, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 3 to IfcRoot to be a `IfcText`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcObjectDefinition>(const DB& db, const LIST& params, IfcObjectDefinition* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcRoot*>(in));
+ if (params.GetSize() < 4) { throw STEP::TypeError("expected 4 arguments to IfcObjectDefinition"); } return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcTypeObject>(const DB& db, const LIST& params, IfcTypeObject* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcObjectDefinition*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcTypeProduct>(const DB& db, const LIST& params, IfcTypeProduct* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcTypeObject*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcElementType>(const DB& db, const LIST& params, IfcElementType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcTypeProduct*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcFurnishingElementType>(const DB& db, const LIST& params, IfcFurnishingElementType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcElementType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcFurnitureType>(const DB& db, const LIST& params, IfcFurnitureType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcFurnishingElementType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcObject>(const DB& db, const LIST& params, IfcObject* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcObjectDefinition*>(in));
+ if (params.GetSize() < 5) { throw STEP::TypeError("expected 5 arguments to IfcObject"); } do { // convert the 'ObjectType' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcObject,1>::aux_is_derived[0]=true; break; }
+ if (dynamic_cast<const UNSET*>(&*arg)) break;
+ try { GenericConvert( in->ObjectType, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 4 to IfcObject to be a `IfcLabel`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcProduct>(const DB& db, const LIST& params, IfcProduct* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcObject*>(in));
+ if (params.GetSize() < 7) { throw STEP::TypeError("expected 7 arguments to IfcProduct"); } do { // convert the 'ObjectPlacement' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcProduct,2>::aux_is_derived[0]=true; break; }
+ if (dynamic_cast<const UNSET*>(&*arg)) break;
+ try { GenericConvert( in->ObjectPlacement, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 5 to IfcProduct to be a `IfcObjectPlacement`")); }
+ } while(0);
+ do { // convert the 'Representation' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcProduct,2>::aux_is_derived[1]=true; break; }
+ if (dynamic_cast<const UNSET*>(&*arg)) break;
+ try { GenericConvert( in->Representation, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 6 to IfcProduct to be a `IfcProductRepresentation`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcGrid>(const DB& db, const LIST& params, IfcGrid* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcProduct*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcRepresentationItem>(const DB& db, const LIST& params, IfcRepresentationItem* in)
+{
+ size_t base = 0;
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcGeometricRepresentationItem>(const DB& db, const LIST& params, IfcGeometricRepresentationItem* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcRepresentationItem*>(in));
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcOneDirectionRepeatFactor>(const DB& db, const LIST& params, IfcOneDirectionRepeatFactor* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcGeometricRepresentationItem*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcTwoDirectionRepeatFactor>(const DB& db, const LIST& params, IfcTwoDirectionRepeatFactor* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcOneDirectionRepeatFactor*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcElement>(const DB& db, const LIST& params, IfcElement* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcProduct*>(in));
+ if (params.GetSize() < 8) { throw STEP::TypeError("expected 8 arguments to IfcElement"); } do { // convert the 'Tag' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcElement,1>::aux_is_derived[0]=true; break; }
+ if (dynamic_cast<const UNSET*>(&*arg)) break;
+ try { GenericConvert( in->Tag, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 7 to IfcElement to be a `IfcIdentifier`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcElementComponent>(const DB& db, const LIST& params, IfcElementComponent* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcElement*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcSpatialStructureElementType>(const DB& db, const LIST& params, IfcSpatialStructureElementType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcElementType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcControl>(const DB& db, const LIST& params, IfcControl* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcObject*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcActionRequest>(const DB& db, const LIST& params, IfcActionRequest* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcControl*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcDistributionElementType>(const DB& db, const LIST& params, IfcDistributionElementType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcElementType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcDistributionFlowElementType>(const DB& db, const LIST& params, IfcDistributionFlowElementType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcDistributionElementType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcEnergyConversionDeviceType>(const DB& db, const LIST& params, IfcEnergyConversionDeviceType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcDistributionFlowElementType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcCooledBeamType>(const DB& db, const LIST& params, IfcCooledBeamType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcEnergyConversionDeviceType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcCsgPrimitive3D>(const DB& db, const LIST& params, IfcCsgPrimitive3D* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcGeometricRepresentationItem*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcRectangularPyramid>(const DB& db, const LIST& params, IfcRectangularPyramid* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcCsgPrimitive3D*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcSurface>(const DB& db, const LIST& params, IfcSurface* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcGeometricRepresentationItem*>(in));
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcBoundedSurface>(const DB& db, const LIST& params, IfcBoundedSurface* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcSurface*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcRectangularTrimmedSurface>(const DB& db, const LIST& params, IfcRectangularTrimmedSurface* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcBoundedSurface*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcGroup>(const DB& db, const LIST& params, IfcGroup* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcObject*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcRelationship>(const DB& db, const LIST& params, IfcRelationship* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcRoot*>(in));
+ if (params.GetSize() < 4) { throw STEP::TypeError("expected 4 arguments to IfcRelationship"); } return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcHalfSpaceSolid>(const DB& db, const LIST& params, IfcHalfSpaceSolid* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcGeometricRepresentationItem*>(in));
+ if (params.GetSize() < 2) { throw STEP::TypeError("expected 2 arguments to IfcHalfSpaceSolid"); } do { // convert the 'BaseSurface' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcHalfSpaceSolid,2>::aux_is_derived[0]=true; break; }
+ try { GenericConvert( in->BaseSurface, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 0 to IfcHalfSpaceSolid to be a `IfcSurface`")); }
+ } while(0);
+ do { // convert the 'AgreementFlag' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcHalfSpaceSolid,2>::aux_is_derived[1]=true; break; }
+ try { GenericConvert( in->AgreementFlag, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 1 to IfcHalfSpaceSolid to be a `BOOLEAN`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcPolygonalBoundedHalfSpace>(const DB& db, const LIST& params, IfcPolygonalBoundedHalfSpace* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcHalfSpaceSolid*>(in));
+ if (params.GetSize() < 4) { throw STEP::TypeError("expected 4 arguments to IfcPolygonalBoundedHalfSpace"); } do { // convert the 'Position' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->Position, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 2 to IfcPolygonalBoundedHalfSpace to be a `IfcAxis2Placement3D`")); }
+ } while(0);
+ do { // convert the 'PolygonalBoundary' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->PolygonalBoundary, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 3 to IfcPolygonalBoundedHalfSpace to be a `IfcBoundedCurve`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcAirToAirHeatRecoveryType>(const DB& db, const LIST& params, IfcAirToAirHeatRecoveryType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcEnergyConversionDeviceType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcFlowFittingType>(const DB& db, const LIST& params, IfcFlowFittingType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcDistributionFlowElementType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcPipeFittingType>(const DB& db, const LIST& params, IfcPipeFittingType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcFlowFittingType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcRepresentation>(const DB& db, const LIST& params, IfcRepresentation* in)
+{
+ size_t base = 0;
+ if (params.GetSize() < 4) { throw STEP::TypeError("expected 4 arguments to IfcRepresentation"); } do { // convert the 'ContextOfItems' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcRepresentation,4>::aux_is_derived[0]=true; break; }
+ try { GenericConvert( in->ContextOfItems, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 0 to IfcRepresentation to be a `IfcRepresentationContext`")); }
+ } while(0);
+ do { // convert the 'RepresentationIdentifier' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcRepresentation,4>::aux_is_derived[1]=true; break; }
+ if (dynamic_cast<const UNSET*>(&*arg)) break;
+ try { GenericConvert( in->RepresentationIdentifier, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 1 to IfcRepresentation to be a `IfcLabel`")); }
+ } while(0);
+ do { // convert the 'RepresentationType' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcRepresentation,4>::aux_is_derived[2]=true; break; }
+ if (dynamic_cast<const UNSET*>(&*arg)) break;
+ try { GenericConvert( in->RepresentationType, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 2 to IfcRepresentation to be a `IfcLabel`")); }
+ } while(0);
+ do { // convert the 'Items' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcRepresentation,4>::aux_is_derived[3]=true; break; }
+ try { GenericConvert( in->Items, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 3 to IfcRepresentation to be a `SET [1:?] OF IfcRepresentationItem`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcStyleModel>(const DB& db, const LIST& params, IfcStyleModel* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcRepresentation*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcStyledRepresentation>(const DB& db, const LIST& params, IfcStyledRepresentation* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcStyleModel*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcBooleanResult>(const DB& db, const LIST& params, IfcBooleanResult* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcGeometricRepresentationItem*>(in));
+ if (params.GetSize() < 3) { throw STEP::TypeError("expected 3 arguments to IfcBooleanResult"); } do { // convert the 'Operator' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcBooleanResult,3>::aux_is_derived[0]=true; break; }
+ try { GenericConvert( in->Operator, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 0 to IfcBooleanResult to be a `IfcBooleanOperator`")); }
+ } while(0);
+ do { // convert the 'FirstOperand' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcBooleanResult,3>::aux_is_derived[1]=true; break; }
+ try { GenericConvert( in->FirstOperand, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 1 to IfcBooleanResult to be a `IfcBooleanOperand`")); }
+ } while(0);
+ do { // convert the 'SecondOperand' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcBooleanResult,3>::aux_is_derived[2]=true; break; }
+ try { GenericConvert( in->SecondOperand, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 2 to IfcBooleanResult to be a `IfcBooleanOperand`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcFeatureElement>(const DB& db, const LIST& params, IfcFeatureElement* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcElement*>(in));
+ if (params.GetSize() < 8) { throw STEP::TypeError("expected 8 arguments to IfcFeatureElement"); } return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcFeatureElementSubtraction>(const DB& db, const LIST& params, IfcFeatureElementSubtraction* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcFeatureElement*>(in));
+ if (params.GetSize() < 8) { throw STEP::TypeError("expected 8 arguments to IfcFeatureElementSubtraction"); } return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcOpeningElement>(const DB& db, const LIST& params, IfcOpeningElement* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcFeatureElementSubtraction*>(in));
+ if (params.GetSize() < 8) { throw STEP::TypeError("expected 8 arguments to IfcOpeningElement"); } return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcConditionCriterion>(const DB& db, const LIST& params, IfcConditionCriterion* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcControl*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcFlowTerminalType>(const DB& db, const LIST& params, IfcFlowTerminalType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcDistributionFlowElementType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcFlowControllerType>(const DB& db, const LIST& params, IfcFlowControllerType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcDistributionFlowElementType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcSwitchingDeviceType>(const DB& db, const LIST& params, IfcSwitchingDeviceType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcFlowControllerType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcSystem>(const DB& db, const LIST& params, IfcSystem* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcGroup*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcElectricalCircuit>(const DB& db, const LIST& params, IfcElectricalCircuit* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcSystem*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcUnitaryEquipmentType>(const DB& db, const LIST& params, IfcUnitaryEquipmentType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcEnergyConversionDeviceType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcPort>(const DB& db, const LIST& params, IfcPort* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcProduct*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcPlacement>(const DB& db, const LIST& params, IfcPlacement* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcGeometricRepresentationItem*>(in));
+ if (params.GetSize() < 1) { throw STEP::TypeError("expected 1 arguments to IfcPlacement"); } do { // convert the 'Location' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcPlacement,1>::aux_is_derived[0]=true; break; }
+ try { GenericConvert( in->Location, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 0 to IfcPlacement to be a `IfcCartesianPoint`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcProfileDef>(const DB& db, const LIST& params, IfcProfileDef* in)
+{
+ size_t base = 0;
+ if (params.GetSize() < 2) { throw STEP::TypeError("expected 2 arguments to IfcProfileDef"); } do { // convert the 'ProfileType' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcProfileDef,2>::aux_is_derived[0]=true; break; }
+ try { GenericConvert( in->ProfileType, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 0 to IfcProfileDef to be a `IfcProfileTypeEnum`")); }
+ } while(0);
+ do { // convert the 'ProfileName' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcProfileDef,2>::aux_is_derived[1]=true; break; }
+ if (dynamic_cast<const UNSET*>(&*arg)) break;
+ try { GenericConvert( in->ProfileName, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 1 to IfcProfileDef to be a `IfcLabel`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcArbitraryClosedProfileDef>(const DB& db, const LIST& params, IfcArbitraryClosedProfileDef* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcProfileDef*>(in));
+ if (params.GetSize() < 3) { throw STEP::TypeError("expected 3 arguments to IfcArbitraryClosedProfileDef"); } do { // convert the 'OuterCurve' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcArbitraryClosedProfileDef,1>::aux_is_derived[0]=true; break; }
+ try { GenericConvert( in->OuterCurve, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 2 to IfcArbitraryClosedProfileDef to be a `IfcCurve`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcCurve>(const DB& db, const LIST& params, IfcCurve* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcGeometricRepresentationItem*>(in));
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcConic>(const DB& db, const LIST& params, IfcConic* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcCurve*>(in));
+ if (params.GetSize() < 1) { throw STEP::TypeError("expected 1 arguments to IfcConic"); } do { // convert the 'Position' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcConic,1>::aux_is_derived[0]=true; break; }
+ try { GenericConvert( in->Position, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 0 to IfcConic to be a `IfcAxis2Placement`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcCircle>(const DB& db, const LIST& params, IfcCircle* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcConic*>(in));
+ if (params.GetSize() < 2) { throw STEP::TypeError("expected 2 arguments to IfcCircle"); } do { // convert the 'Radius' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->Radius, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 1 to IfcCircle to be a `IfcPositiveLengthMeasure`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcElementarySurface>(const DB& db, const LIST& params, IfcElementarySurface* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcSurface*>(in));
+ if (params.GetSize() < 1) { throw STEP::TypeError("expected 1 arguments to IfcElementarySurface"); } do { // convert the 'Position' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcElementarySurface,1>::aux_is_derived[0]=true; break; }
+ try { GenericConvert( in->Position, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 0 to IfcElementarySurface to be a `IfcAxis2Placement3D`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcPlane>(const DB& db, const LIST& params, IfcPlane* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcElementarySurface*>(in));
+ if (params.GetSize() < 1) { throw STEP::TypeError("expected 1 arguments to IfcPlane"); } return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcCostSchedule>(const DB& db, const LIST& params, IfcCostSchedule* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcControl*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcRightCircularCone>(const DB& db, const LIST& params, IfcRightCircularCone* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcCsgPrimitive3D*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcElementAssembly>(const DB& db, const LIST& params, IfcElementAssembly* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcElement*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcBuildingElement>(const DB& db, const LIST& params, IfcBuildingElement* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcElement*>(in));
+ if (params.GetSize() < 8) { throw STEP::TypeError("expected 8 arguments to IfcBuildingElement"); } return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcMember>(const DB& db, const LIST& params, IfcMember* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcBuildingElement*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcBuildingElementProxy>(const DB& db, const LIST& params, IfcBuildingElementProxy* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcBuildingElement*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcStructuralActivity>(const DB& db, const LIST& params, IfcStructuralActivity* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcProduct*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcStructuralAction>(const DB& db, const LIST& params, IfcStructuralAction* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcStructuralActivity*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcStructuralPlanarAction>(const DB& db, const LIST& params, IfcStructuralPlanarAction* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcStructuralAction*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcTopologicalRepresentationItem>(const DB& db, const LIST& params, IfcTopologicalRepresentationItem* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcRepresentationItem*>(in));
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcConnectedFaceSet>(const DB& db, const LIST& params, IfcConnectedFaceSet* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcTopologicalRepresentationItem*>(in));
+ if (params.GetSize() < 1) { throw STEP::TypeError("expected 1 arguments to IfcConnectedFaceSet"); } do { // convert the 'CfsFaces' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcConnectedFaceSet,1>::aux_is_derived[0]=true; break; }
+ try { GenericConvert( in->CfsFaces, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 0 to IfcConnectedFaceSet to be a `SET [1:?] OF IfcFace`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcSweptSurface>(const DB& db, const LIST& params, IfcSweptSurface* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcSurface*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcSurfaceOfLinearExtrusion>(const DB& db, const LIST& params, IfcSurfaceOfLinearExtrusion* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcSweptSurface*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcArbitraryProfileDefWithVoids>(const DB& db, const LIST& params, IfcArbitraryProfileDefWithVoids* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcArbitraryClosedProfileDef*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcProcess>(const DB& db, const LIST& params, IfcProcess* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcObject*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcProcedure>(const DB& db, const LIST& params, IfcProcedure* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcProcess*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcVector>(const DB& db, const LIST& params, IfcVector* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcGeometricRepresentationItem*>(in));
+ if (params.GetSize() < 2) { throw STEP::TypeError("expected 2 arguments to IfcVector"); } do { // convert the 'Orientation' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->Orientation, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 0 to IfcVector to be a `IfcDirection`")); }
+ } while(0);
+ do { // convert the 'Magnitude' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->Magnitude, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 1 to IfcVector to be a `IfcLengthMeasure`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcFaceBound>(const DB& db, const LIST& params, IfcFaceBound* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcTopologicalRepresentationItem*>(in));
+ if (params.GetSize() < 2) { throw STEP::TypeError("expected 2 arguments to IfcFaceBound"); } do { // convert the 'Bound' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcFaceBound,2>::aux_is_derived[0]=true; break; }
+ try { GenericConvert( in->Bound, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 0 to IfcFaceBound to be a `IfcLoop`")); }
+ } while(0);
+ do { // convert the 'Orientation' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcFaceBound,2>::aux_is_derived[1]=true; break; }
+ try { GenericConvert( in->Orientation, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 1 to IfcFaceBound to be a `BOOLEAN`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcFaceOuterBound>(const DB& db, const LIST& params, IfcFaceOuterBound* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcFaceBound*>(in));
+ if (params.GetSize() < 2) { throw STEP::TypeError("expected 2 arguments to IfcFaceOuterBound"); } return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcFeatureElementAddition>(const DB& db, const LIST& params, IfcFeatureElementAddition* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcFeatureElement*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcNamedUnit>(const DB& db, const LIST& params, IfcNamedUnit* in)
+{
+ size_t base = 0;
+ if (params.GetSize() < 2) { throw STEP::TypeError("expected 2 arguments to IfcNamedUnit"); } do { // convert the 'Dimensions' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcNamedUnit,2>::aux_is_derived[0]=true; break; }
+ try { GenericConvert( in->Dimensions, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 0 to IfcNamedUnit to be a `IfcDimensionalExponents`")); }
+ } while(0);
+ do { // convert the 'UnitType' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcNamedUnit,2>::aux_is_derived[1]=true; break; }
+ try { GenericConvert( in->UnitType, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 1 to IfcNamedUnit to be a `IfcUnitEnum`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcConversionBasedUnit>(const DB& db, const LIST& params, IfcConversionBasedUnit* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcNamedUnit*>(in));
+ if (params.GetSize() < 4) { throw STEP::TypeError("expected 4 arguments to IfcConversionBasedUnit"); } do { // convert the 'Name' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->Name, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 2 to IfcConversionBasedUnit to be a `IfcLabel`")); }
+ } while(0);
+ do { // convert the 'ConversionFactor' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->ConversionFactor, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 3 to IfcConversionBasedUnit to be a `IfcMeasureWithUnit`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcHeatExchangerType>(const DB& db, const LIST& params, IfcHeatExchangerType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcEnergyConversionDeviceType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcPresentationStyleAssignment>(const DB& db, const LIST& params, IfcPresentationStyleAssignment* in)
+{
+ size_t base = 0;
+ if (params.GetSize() < 1) { throw STEP::TypeError("expected 1 arguments to IfcPresentationStyleAssignment"); } do { // convert the 'Styles' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->Styles, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 0 to IfcPresentationStyleAssignment to be a `SET [1:?] OF IfcPresentationStyleSelect`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcFlowTreatmentDeviceType>(const DB& db, const LIST& params, IfcFlowTreatmentDeviceType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcDistributionFlowElementType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcFilterType>(const DB& db, const LIST& params, IfcFilterType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcFlowTreatmentDeviceType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcResource>(const DB& db, const LIST& params, IfcResource* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcObject*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcEvaporativeCoolerType>(const DB& db, const LIST& params, IfcEvaporativeCoolerType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcEnergyConversionDeviceType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcOffsetCurve2D>(const DB& db, const LIST& params, IfcOffsetCurve2D* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcCurve*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcEdge>(const DB& db, const LIST& params, IfcEdge* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcTopologicalRepresentationItem*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcSubedge>(const DB& db, const LIST& params, IfcSubedge* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcEdge*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcProxy>(const DB& db, const LIST& params, IfcProxy* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcProduct*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcLine>(const DB& db, const LIST& params, IfcLine* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcCurve*>(in));
+ if (params.GetSize() < 2) { throw STEP::TypeError("expected 2 arguments to IfcLine"); } do { // convert the 'Pnt' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->Pnt, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 0 to IfcLine to be a `IfcCartesianPoint`")); }
+ } while(0);
+ do { // convert the 'Dir' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->Dir, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 1 to IfcLine to be a `IfcVector`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcColumn>(const DB& db, const LIST& params, IfcColumn* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcBuildingElement*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcObjectPlacement>(const DB& db, const LIST& params, IfcObjectPlacement* in)
+{
+ size_t base = 0;
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcGridPlacement>(const DB& db, const LIST& params, IfcGridPlacement* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcObjectPlacement*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcDistributionControlElementType>(const DB& db, const LIST& params, IfcDistributionControlElementType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcDistributionElementType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcRelConnects>(const DB& db, const LIST& params, IfcRelConnects* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcRelationship*>(in));
+ if (params.GetSize() < 4) { throw STEP::TypeError("expected 4 arguments to IfcRelConnects"); } return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcAnnotation>(const DB& db, const LIST& params, IfcAnnotation* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcProduct*>(in));
+ if (params.GetSize() < 7) { throw STEP::TypeError("expected 7 arguments to IfcAnnotation"); } return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcPlate>(const DB& db, const LIST& params, IfcPlate* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcBuildingElement*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcSolidModel>(const DB& db, const LIST& params, IfcSolidModel* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcGeometricRepresentationItem*>(in));
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcManifoldSolidBrep>(const DB& db, const LIST& params, IfcManifoldSolidBrep* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcSolidModel*>(in));
+ if (params.GetSize() < 1) { throw STEP::TypeError("expected 1 arguments to IfcManifoldSolidBrep"); } do { // convert the 'Outer' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcManifoldSolidBrep,1>::aux_is_derived[0]=true; break; }
+ try { GenericConvert( in->Outer, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 0 to IfcManifoldSolidBrep to be a `IfcClosedShell`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcFlowStorageDeviceType>(const DB& db, const LIST& params, IfcFlowStorageDeviceType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcDistributionFlowElementType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcStructuralItem>(const DB& db, const LIST& params, IfcStructuralItem* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcProduct*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcStructuralMember>(const DB& db, const LIST& params, IfcStructuralMember* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcStructuralItem*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcStructuralCurveMember>(const DB& db, const LIST& params, IfcStructuralCurveMember* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcStructuralMember*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcStructuralConnection>(const DB& db, const LIST& params, IfcStructuralConnection* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcStructuralItem*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcStructuralSurfaceConnection>(const DB& db, const LIST& params, IfcStructuralSurfaceConnection* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcStructuralConnection*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcCoilType>(const DB& db, const LIST& params, IfcCoilType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcEnergyConversionDeviceType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcDuctFittingType>(const DB& db, const LIST& params, IfcDuctFittingType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcFlowFittingType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcStyledItem>(const DB& db, const LIST& params, IfcStyledItem* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcRepresentationItem*>(in));
+ if (params.GetSize() < 3) { throw STEP::TypeError("expected 3 arguments to IfcStyledItem"); } do { // convert the 'Item' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcStyledItem,3>::aux_is_derived[0]=true; break; }
+ if (dynamic_cast<const UNSET*>(&*arg)) break;
+ try { GenericConvert( in->Item, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 0 to IfcStyledItem to be a `IfcRepresentationItem`")); }
+ } while(0);
+ do { // convert the 'Styles' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcStyledItem,3>::aux_is_derived[1]=true; break; }
+ try { GenericConvert( in->Styles, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 1 to IfcStyledItem to be a `SET [1:?] OF IfcPresentationStyleAssignment`")); }
+ } while(0);
+ do { // convert the 'Name' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcStyledItem,3>::aux_is_derived[2]=true; break; }
+ if (dynamic_cast<const UNSET*>(&*arg)) break;
+ try { GenericConvert( in->Name, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 2 to IfcStyledItem to be a `IfcLabel`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcAnnotationOccurrence>(const DB& db, const LIST& params, IfcAnnotationOccurrence* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcStyledItem*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcAnnotationCurveOccurrence>(const DB& db, const LIST& params, IfcAnnotationCurveOccurrence* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcAnnotationOccurrence*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcDimensionCurve>(const DB& db, const LIST& params, IfcDimensionCurve* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcAnnotationCurveOccurrence*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcBoundedCurve>(const DB& db, const LIST& params, IfcBoundedCurve* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcCurve*>(in));
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcAxis1Placement>(const DB& db, const LIST& params, IfcAxis1Placement* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcPlacement*>(in));
+ if (params.GetSize() < 2) { throw STEP::TypeError("expected 2 arguments to IfcAxis1Placement"); } do { // convert the 'Axis' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const UNSET*>(&*arg)) break;
+ try { GenericConvert( in->Axis, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 1 to IfcAxis1Placement to be a `IfcDirection`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcStructuralPointAction>(const DB& db, const LIST& params, IfcStructuralPointAction* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcStructuralAction*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcSpatialStructureElement>(const DB& db, const LIST& params, IfcSpatialStructureElement* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcProduct*>(in));
+ if (params.GetSize() < 9) { throw STEP::TypeError("expected 9 arguments to IfcSpatialStructureElement"); } do { // convert the 'LongName' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcSpatialStructureElement,2>::aux_is_derived[0]=true; break; }
+ if (dynamic_cast<const UNSET*>(&*arg)) break;
+ try { GenericConvert( in->LongName, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 7 to IfcSpatialStructureElement to be a `IfcLabel`")); }
+ } while(0);
+ do { // convert the 'CompositionType' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcSpatialStructureElement,2>::aux_is_derived[1]=true; break; }
+ try { GenericConvert( in->CompositionType, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 8 to IfcSpatialStructureElement to be a `IfcElementCompositionEnum`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcSpace>(const DB& db, const LIST& params, IfcSpace* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcSpatialStructureElement*>(in));
+ if (params.GetSize() < 11) { throw STEP::TypeError("expected 11 arguments to IfcSpace"); } do { // convert the 'InteriorOrExteriorSpace' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->InteriorOrExteriorSpace, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 9 to IfcSpace to be a `IfcInternalOrExternalEnum`")); }
+ } while(0);
+ do { // convert the 'ElevationWithFlooring' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const UNSET*>(&*arg)) break;
+ try { GenericConvert( in->ElevationWithFlooring, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 10 to IfcSpace to be a `IfcLengthMeasure`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcContextDependentUnit>(const DB& db, const LIST& params, IfcContextDependentUnit* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcNamedUnit*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcCoolingTowerType>(const DB& db, const LIST& params, IfcCoolingTowerType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcEnergyConversionDeviceType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcFacetedBrepWithVoids>(const DB& db, const LIST& params, IfcFacetedBrepWithVoids* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcManifoldSolidBrep*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcValveType>(const DB& db, const LIST& params, IfcValveType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcFlowControllerType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcSystemFurnitureElementType>(const DB& db, const LIST& params, IfcSystemFurnitureElementType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcFurnishingElementType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcDiscreteAccessory>(const DB& db, const LIST& params, IfcDiscreteAccessory* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcElementComponent*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcBuildingElementType>(const DB& db, const LIST& params, IfcBuildingElementType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcElementType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcRailingType>(const DB& db, const LIST& params, IfcRailingType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcBuildingElementType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcGasTerminalType>(const DB& db, const LIST& params, IfcGasTerminalType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcFlowTerminalType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcSpaceProgram>(const DB& db, const LIST& params, IfcSpaceProgram* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcControl*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcCovering>(const DB& db, const LIST& params, IfcCovering* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcBuildingElement*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcPresentationStyle>(const DB& db, const LIST& params, IfcPresentationStyle* in)
+{
+ size_t base = 0;
+ if (params.GetSize() < 1) { throw STEP::TypeError("expected 1 arguments to IfcPresentationStyle"); } do { // convert the 'Name' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcPresentationStyle,1>::aux_is_derived[0]=true; break; }
+ if (dynamic_cast<const UNSET*>(&*arg)) break;
+ try { GenericConvert( in->Name, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 0 to IfcPresentationStyle to be a `IfcLabel`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcElectricHeaterType>(const DB& db, const LIST& params, IfcElectricHeaterType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcFlowTerminalType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcBuildingStorey>(const DB& db, const LIST& params, IfcBuildingStorey* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcSpatialStructureElement*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcVertex>(const DB& db, const LIST& params, IfcVertex* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcTopologicalRepresentationItem*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcVertexPoint>(const DB& db, const LIST& params, IfcVertexPoint* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcVertex*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcFlowInstrumentType>(const DB& db, const LIST& params, IfcFlowInstrumentType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcDistributionControlElementType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcParameterizedProfileDef>(const DB& db, const LIST& params, IfcParameterizedProfileDef* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcProfileDef*>(in));
+ if (params.GetSize() < 3) { throw STEP::TypeError("expected 3 arguments to IfcParameterizedProfileDef"); } do { // convert the 'Position' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcParameterizedProfileDef,1>::aux_is_derived[0]=true; break; }
+ try { GenericConvert( in->Position, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 2 to IfcParameterizedProfileDef to be a `IfcAxis2Placement2D`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcUShapeProfileDef>(const DB& db, const LIST& params, IfcUShapeProfileDef* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcParameterizedProfileDef*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcRamp>(const DB& db, const LIST& params, IfcRamp* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcBuildingElement*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcCompositeCurve>(const DB& db, const LIST& params, IfcCompositeCurve* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcBoundedCurve*>(in));
+ if (params.GetSize() < 2) { throw STEP::TypeError("expected 2 arguments to IfcCompositeCurve"); } do { // convert the 'Segments' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcCompositeCurve,2>::aux_is_derived[0]=true; break; }
+ try { GenericConvert( in->Segments, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 0 to IfcCompositeCurve to be a `LIST [1:?] OF IfcCompositeCurveSegment`")); }
+ } while(0);
+ do { // convert the 'SelfIntersect' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcCompositeCurve,2>::aux_is_derived[1]=true; break; }
+ try { GenericConvert( in->SelfIntersect, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 1 to IfcCompositeCurve to be a `LOGICAL`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcStructuralCurveMemberVarying>(const DB& db, const LIST& params, IfcStructuralCurveMemberVarying* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcStructuralCurveMember*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcRampFlightType>(const DB& db, const LIST& params, IfcRampFlightType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcBuildingElementType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcDraughtingCallout>(const DB& db, const LIST& params, IfcDraughtingCallout* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcGeometricRepresentationItem*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcDimensionCurveDirectedCallout>(const DB& db, const LIST& params, IfcDimensionCurveDirectedCallout* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcDraughtingCallout*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcRadiusDimension>(const DB& db, const LIST& params, IfcRadiusDimension* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcDimensionCurveDirectedCallout*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcEdgeFeature>(const DB& db, const LIST& params, IfcEdgeFeature* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcFeatureElementSubtraction*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcSweptAreaSolid>(const DB& db, const LIST& params, IfcSweptAreaSolid* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcSolidModel*>(in));
+ if (params.GetSize() < 2) { throw STEP::TypeError("expected 2 arguments to IfcSweptAreaSolid"); } do { // convert the 'SweptArea' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcSweptAreaSolid,2>::aux_is_derived[0]=true; break; }
+ try { GenericConvert( in->SweptArea, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 0 to IfcSweptAreaSolid to be a `IfcProfileDef`")); }
+ } while(0);
+ do { // convert the 'Position' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcSweptAreaSolid,2>::aux_is_derived[1]=true; break; }
+ try { GenericConvert( in->Position, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 1 to IfcSweptAreaSolid to be a `IfcAxis2Placement3D`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcExtrudedAreaSolid>(const DB& db, const LIST& params, IfcExtrudedAreaSolid* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcSweptAreaSolid*>(in));
+ if (params.GetSize() < 4) { throw STEP::TypeError("expected 4 arguments to IfcExtrudedAreaSolid"); } do { // convert the 'ExtrudedDirection' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->ExtrudedDirection, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 2 to IfcExtrudedAreaSolid to be a `IfcDirection`")); }
+ } while(0);
+ do { // convert the 'Depth' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->Depth, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 3 to IfcExtrudedAreaSolid to be a `IfcPositiveLengthMeasure`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcAnnotationTextOccurrence>(const DB& db, const LIST& params, IfcAnnotationTextOccurrence* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcAnnotationOccurrence*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcStair>(const DB& db, const LIST& params, IfcStair* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcBuildingElement*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcFillAreaStyleTileSymbolWithStyle>(const DB& db, const LIST& params, IfcFillAreaStyleTileSymbolWithStyle* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcGeometricRepresentationItem*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcAnnotationSymbolOccurrence>(const DB& db, const LIST& params, IfcAnnotationSymbolOccurrence* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcAnnotationOccurrence*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcTerminatorSymbol>(const DB& db, const LIST& params, IfcTerminatorSymbol* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcAnnotationSymbolOccurrence*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcDimensionCurveTerminator>(const DB& db, const LIST& params, IfcDimensionCurveTerminator* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcTerminatorSymbol*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcRectangleProfileDef>(const DB& db, const LIST& params, IfcRectangleProfileDef* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcParameterizedProfileDef*>(in));
+ if (params.GetSize() < 5) { throw STEP::TypeError("expected 5 arguments to IfcRectangleProfileDef"); } do { // convert the 'XDim' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcRectangleProfileDef,2>::aux_is_derived[0]=true; break; }
+ try { GenericConvert( in->XDim, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 3 to IfcRectangleProfileDef to be a `IfcPositiveLengthMeasure`")); }
+ } while(0);
+ do { // convert the 'YDim' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcRectangleProfileDef,2>::aux_is_derived[1]=true; break; }
+ try { GenericConvert( in->YDim, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 4 to IfcRectangleProfileDef to be a `IfcPositiveLengthMeasure`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcRectangleHollowProfileDef>(const DB& db, const LIST& params, IfcRectangleHollowProfileDef* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcRectangleProfileDef*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcLocalPlacement>(const DB& db, const LIST& params, IfcLocalPlacement* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcObjectPlacement*>(in));
+ if (params.GetSize() < 2) { throw STEP::TypeError("expected 2 arguments to IfcLocalPlacement"); } do { // convert the 'PlacementRelTo' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const UNSET*>(&*arg)) break;
+ try { GenericConvert( in->PlacementRelTo, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 0 to IfcLocalPlacement to be a `IfcObjectPlacement`")); }
+ } while(0);
+ do { // convert the 'RelativePlacement' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->RelativePlacement, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 1 to IfcLocalPlacement to be a `IfcAxis2Placement`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcTask>(const DB& db, const LIST& params, IfcTask* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcProcess*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcAnnotationFillAreaOccurrence>(const DB& db, const LIST& params, IfcAnnotationFillAreaOccurrence* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcAnnotationOccurrence*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcFace>(const DB& db, const LIST& params, IfcFace* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcTopologicalRepresentationItem*>(in));
+ if (params.GetSize() < 1) { throw STEP::TypeError("expected 1 arguments to IfcFace"); } do { // convert the 'Bounds' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcFace,1>::aux_is_derived[0]=true; break; }
+ try { GenericConvert( in->Bounds, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 0 to IfcFace to be a `SET [1:?] OF IfcFaceBound`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcFlowSegmentType>(const DB& db, const LIST& params, IfcFlowSegmentType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcDistributionFlowElementType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcDuctSegmentType>(const DB& db, const LIST& params, IfcDuctSegmentType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcFlowSegmentType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcConstructionResource>(const DB& db, const LIST& params, IfcConstructionResource* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcResource*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcConstructionEquipmentResource>(const DB& db, const LIST& params, IfcConstructionEquipmentResource* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcConstructionResource*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcSanitaryTerminalType>(const DB& db, const LIST& params, IfcSanitaryTerminalType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcFlowTerminalType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcCircleProfileDef>(const DB& db, const LIST& params, IfcCircleProfileDef* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcParameterizedProfileDef*>(in));
+ if (params.GetSize() < 4) { throw STEP::TypeError("expected 4 arguments to IfcCircleProfileDef"); } do { // convert the 'Radius' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcCircleProfileDef,1>::aux_is_derived[0]=true; break; }
+ try { GenericConvert( in->Radius, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 3 to IfcCircleProfileDef to be a `IfcPositiveLengthMeasure`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcStructuralReaction>(const DB& db, const LIST& params, IfcStructuralReaction* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcStructuralActivity*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcStructuralPointReaction>(const DB& db, const LIST& params, IfcStructuralPointReaction* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcStructuralReaction*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcRailing>(const DB& db, const LIST& params, IfcRailing* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcBuildingElement*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcTextLiteral>(const DB& db, const LIST& params, IfcTextLiteral* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcGeometricRepresentationItem*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcCartesianTransformationOperator>(const DB& db, const LIST& params, IfcCartesianTransformationOperator* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcGeometricRepresentationItem*>(in));
+ if (params.GetSize() < 4) { throw STEP::TypeError("expected 4 arguments to IfcCartesianTransformationOperator"); } do { // convert the 'Axis1' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcCartesianTransformationOperator,4>::aux_is_derived[0]=true; break; }
+ if (dynamic_cast<const UNSET*>(&*arg)) break;
+ try { GenericConvert( in->Axis1, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 0 to IfcCartesianTransformationOperator to be a `IfcDirection`")); }
+ } while(0);
+ do { // convert the 'Axis2' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcCartesianTransformationOperator,4>::aux_is_derived[1]=true; break; }
+ if (dynamic_cast<const UNSET*>(&*arg)) break;
+ try { GenericConvert( in->Axis2, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 1 to IfcCartesianTransformationOperator to be a `IfcDirection`")); }
+ } while(0);
+ do { // convert the 'LocalOrigin' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcCartesianTransformationOperator,4>::aux_is_derived[2]=true; break; }
+ try { GenericConvert( in->LocalOrigin, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 2 to IfcCartesianTransformationOperator to be a `IfcCartesianPoint`")); }
+ } while(0);
+ do { // convert the 'Scale' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcCartesianTransformationOperator,4>::aux_is_derived[3]=true; break; }
+ if (dynamic_cast<const UNSET*>(&*arg)) break;
+ try { GenericConvert( in->Scale, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 3 to IfcCartesianTransformationOperator to be a `REAL`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcLinearDimension>(const DB& db, const LIST& params, IfcLinearDimension* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcDimensionCurveDirectedCallout*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcDamperType>(const DB& db, const LIST& params, IfcDamperType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcFlowControllerType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcSIUnit>(const DB& db, const LIST& params, IfcSIUnit* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcNamedUnit*>(in));
+ if (params.GetSize() < 4) { throw STEP::TypeError("expected 4 arguments to IfcSIUnit"); } do { // convert the 'Prefix' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const UNSET*>(&*arg)) break;
+ try { GenericConvert( in->Prefix, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 2 to IfcSIUnit to be a `IfcSIPrefix`")); }
+ } while(0);
+ do { // convert the 'Name' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->Name, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 3 to IfcSIUnit to be a `IfcSIUnitName`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcMeasureWithUnit>(const DB& db, const LIST& params, IfcMeasureWithUnit* in)
+{
+ size_t base = 0;
+ if (params.GetSize() < 2) { throw STEP::TypeError("expected 2 arguments to IfcMeasureWithUnit"); } do { // convert the 'ValueComponent' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->ValueComponent, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 0 to IfcMeasureWithUnit to be a `IfcValue`")); }
+ } while(0);
+ do { // convert the 'UnitComponent' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->UnitComponent, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 1 to IfcMeasureWithUnit to be a `IfcUnit`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcDistributionElement>(const DB& db, const LIST& params, IfcDistributionElement* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcElement*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcDistributionControlElement>(const DB& db, const LIST& params, IfcDistributionControlElement* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcDistributionElement*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcTransformerType>(const DB& db, const LIST& params, IfcTransformerType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcEnergyConversionDeviceType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcLaborResource>(const DB& db, const LIST& params, IfcLaborResource* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcConstructionResource*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcDerivedProfileDef>(const DB& db, const LIST& params, IfcDerivedProfileDef* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcProfileDef*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcFurnitureStandard>(const DB& db, const LIST& params, IfcFurnitureStandard* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcControl*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcStairFlightType>(const DB& db, const LIST& params, IfcStairFlightType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcBuildingElementType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcWorkControl>(const DB& db, const LIST& params, IfcWorkControl* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcControl*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcWorkPlan>(const DB& db, const LIST& params, IfcWorkPlan* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcWorkControl*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcCondition>(const DB& db, const LIST& params, IfcCondition* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcGroup*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcRelVoidsElement>(const DB& db, const LIST& params, IfcRelVoidsElement* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcRelConnects*>(in));
+ if (params.GetSize() < 6) { throw STEP::TypeError("expected 6 arguments to IfcRelVoidsElement"); } do { // convert the 'RelatingBuildingElement' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->RelatingBuildingElement, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 4 to IfcRelVoidsElement to be a `IfcElement`")); }
+ } while(0);
+ do { // convert the 'RelatedOpeningElement' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->RelatedOpeningElement, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 5 to IfcRelVoidsElement to be a `IfcFeatureElementSubtraction`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcWindow>(const DB& db, const LIST& params, IfcWindow* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcBuildingElement*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcProtectiveDeviceType>(const DB& db, const LIST& params, IfcProtectiveDeviceType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcFlowControllerType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcJunctionBoxType>(const DB& db, const LIST& params, IfcJunctionBoxType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcFlowFittingType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcStructuralAnalysisModel>(const DB& db, const LIST& params, IfcStructuralAnalysisModel* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcSystem*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcAxis2Placement2D>(const DB& db, const LIST& params, IfcAxis2Placement2D* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcPlacement*>(in));
+ if (params.GetSize() < 2) { throw STEP::TypeError("expected 2 arguments to IfcAxis2Placement2D"); } do { // convert the 'RefDirection' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const UNSET*>(&*arg)) break;
+ try { GenericConvert( in->RefDirection, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 1 to IfcAxis2Placement2D to be a `IfcDirection`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcSpaceType>(const DB& db, const LIST& params, IfcSpaceType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcSpatialStructureElementType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcEllipseProfileDef>(const DB& db, const LIST& params, IfcEllipseProfileDef* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcParameterizedProfileDef*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcDistributionFlowElement>(const DB& db, const LIST& params, IfcDistributionFlowElement* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcDistributionElement*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcFlowMovingDevice>(const DB& db, const LIST& params, IfcFlowMovingDevice* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcDistributionFlowElement*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcSurfaceStyleWithTextures>(const DB& db, const LIST& params, IfcSurfaceStyleWithTextures* in)
+{
+ size_t base = 0;
+ if (params.GetSize() < 1) { throw STEP::TypeError("expected 1 arguments to IfcSurfaceStyleWithTextures"); } do { // convert the 'Textures' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->Textures, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 0 to IfcSurfaceStyleWithTextures to be a `LIST [1:?] OF IfcSurfaceTexture`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcGeometricSet>(const DB& db, const LIST& params, IfcGeometricSet* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcGeometricRepresentationItem*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcProjectOrder>(const DB& db, const LIST& params, IfcProjectOrder* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcControl*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcBSplineCurve>(const DB& db, const LIST& params, IfcBSplineCurve* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcBoundedCurve*>(in));
+ if (params.GetSize() < 5) { throw STEP::TypeError("expected 5 arguments to IfcBSplineCurve"); } do { // convert the 'Degree' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcBSplineCurve,5>::aux_is_derived[0]=true; break; }
+ try { GenericConvert( in->Degree, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 0 to IfcBSplineCurve to be a `INTEGER`")); }
+ } while(0);
+ do { // convert the 'ControlPointsList' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcBSplineCurve,5>::aux_is_derived[1]=true; break; }
+ try { GenericConvert( in->ControlPointsList, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 1 to IfcBSplineCurve to be a `LIST [2:?] OF IfcCartesianPoint`")); }
+ } while(0);
+ do { // convert the 'CurveForm' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcBSplineCurve,5>::aux_is_derived[2]=true; break; }
+ try { GenericConvert( in->CurveForm, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 2 to IfcBSplineCurve to be a `IfcBSplineCurveForm`")); }
+ } while(0);
+ do { // convert the 'ClosedCurve' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcBSplineCurve,5>::aux_is_derived[3]=true; break; }
+ try { GenericConvert( in->ClosedCurve, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 3 to IfcBSplineCurve to be a `LOGICAL`")); }
+ } while(0);
+ do { // convert the 'SelfIntersect' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcBSplineCurve,5>::aux_is_derived[4]=true; break; }
+ try { GenericConvert( in->SelfIntersect, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 4 to IfcBSplineCurve to be a `LOGICAL`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcBezierCurve>(const DB& db, const LIST& params, IfcBezierCurve* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcBSplineCurve*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcStructuralPointConnection>(const DB& db, const LIST& params, IfcStructuralPointConnection* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcStructuralConnection*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcFlowController>(const DB& db, const LIST& params, IfcFlowController* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcDistributionFlowElement*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcElectricDistributionPoint>(const DB& db, const LIST& params, IfcElectricDistributionPoint* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcFlowController*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcSite>(const DB& db, const LIST& params, IfcSite* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcSpatialStructureElement*>(in));
+ if (params.GetSize() < 14) { throw STEP::TypeError("expected 14 arguments to IfcSite"); } do { // convert the 'RefLatitude' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const UNSET*>(&*arg)) break;
+ try { GenericConvert( in->RefLatitude, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 9 to IfcSite to be a `IfcCompoundPlaneAngleMeasure`")); }
+ } while(0);
+ do { // convert the 'RefLongitude' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const UNSET*>(&*arg)) break;
+ try { GenericConvert( in->RefLongitude, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 10 to IfcSite to be a `IfcCompoundPlaneAngleMeasure`")); }
+ } while(0);
+ do { // convert the 'RefElevation' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const UNSET*>(&*arg)) break;
+ try { GenericConvert( in->RefElevation, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 11 to IfcSite to be a `IfcLengthMeasure`")); }
+ } while(0);
+ do { // convert the 'LandTitleNumber' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const UNSET*>(&*arg)) break;
+ try { GenericConvert( in->LandTitleNumber, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 12 to IfcSite to be a `IfcLabel`")); }
+ } while(0);
+ do { // convert the 'SiteAddress' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const UNSET*>(&*arg)) break;
+ try { GenericConvert( in->SiteAddress, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 13 to IfcSite to be a `IfcPostalAddress`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcOffsetCurve3D>(const DB& db, const LIST& params, IfcOffsetCurve3D* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcCurve*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcVirtualElement>(const DB& db, const LIST& params, IfcVirtualElement* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcElement*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcConstructionProductResource>(const DB& db, const LIST& params, IfcConstructionProductResource* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcConstructionResource*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcSurfaceCurveSweptAreaSolid>(const DB& db, const LIST& params, IfcSurfaceCurveSweptAreaSolid* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcSweptAreaSolid*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcCartesianTransformationOperator3D>(const DB& db, const LIST& params, IfcCartesianTransformationOperator3D* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcCartesianTransformationOperator*>(in));
+ if (params.GetSize() < 5) { throw STEP::TypeError("expected 5 arguments to IfcCartesianTransformationOperator3D"); } do { // convert the 'Axis3' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcCartesianTransformationOperator3D,1>::aux_is_derived[0]=true; break; }
+ if (dynamic_cast<const UNSET*>(&*arg)) break;
+ try { GenericConvert( in->Axis3, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 4 to IfcCartesianTransformationOperator3D to be a `IfcDirection`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcCartesianTransformationOperator3DnonUniform>(const DB& db, const LIST& params, IfcCartesianTransformationOperator3DnonUniform* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcCartesianTransformationOperator3D*>(in));
+ if (params.GetSize() < 7) { throw STEP::TypeError("expected 7 arguments to IfcCartesianTransformationOperator3DnonUniform"); } do { // convert the 'Scale2' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const UNSET*>(&*arg)) break;
+ try { GenericConvert( in->Scale2, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 5 to IfcCartesianTransformationOperator3DnonUniform to be a `REAL`")); }
+ } while(0);
+ do { // convert the 'Scale3' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const UNSET*>(&*arg)) break;
+ try { GenericConvert( in->Scale3, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 6 to IfcCartesianTransformationOperator3DnonUniform to be a `REAL`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcCrewResource>(const DB& db, const LIST& params, IfcCrewResource* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcConstructionResource*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcStructuralSurfaceMember>(const DB& db, const LIST& params, IfcStructuralSurfaceMember* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcStructuralMember*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<Ifc2DCompositeCurve>(const DB& db, const LIST& params, Ifc2DCompositeCurve* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcCompositeCurve*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcRepresentationContext>(const DB& db, const LIST& params, IfcRepresentationContext* in)
+{
+ size_t base = 0;
+ if (params.GetSize() < 2) { throw STEP::TypeError("expected 2 arguments to IfcRepresentationContext"); } do { // convert the 'ContextIdentifier' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcRepresentationContext,2>::aux_is_derived[0]=true; break; }
+ if (dynamic_cast<const UNSET*>(&*arg)) break;
+ try { GenericConvert( in->ContextIdentifier, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 0 to IfcRepresentationContext to be a `IfcLabel`")); }
+ } while(0);
+ do { // convert the 'ContextType' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcRepresentationContext,2>::aux_is_derived[1]=true; break; }
+ if (dynamic_cast<const UNSET*>(&*arg)) break;
+ try { GenericConvert( in->ContextType, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 1 to IfcRepresentationContext to be a `IfcLabel`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcGeometricRepresentationContext>(const DB& db, const LIST& params, IfcGeometricRepresentationContext* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcRepresentationContext*>(in));
+ if (params.GetSize() < 6) { throw STEP::TypeError("expected 6 arguments to IfcGeometricRepresentationContext"); } do { // convert the 'CoordinateSpaceDimension' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcGeometricRepresentationContext,4>::aux_is_derived[0]=true; break; }
+ try { GenericConvert( in->CoordinateSpaceDimension, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 2 to IfcGeometricRepresentationContext to be a `IfcDimensionCount`")); }
+ } while(0);
+ do { // convert the 'Precision' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcGeometricRepresentationContext,4>::aux_is_derived[1]=true; break; }
+ if (dynamic_cast<const UNSET*>(&*arg)) break;
+ try { GenericConvert( in->Precision, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 3 to IfcGeometricRepresentationContext to be a `REAL`")); }
+ } while(0);
+ do { // convert the 'WorldCoordinateSystem' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcGeometricRepresentationContext,4>::aux_is_derived[2]=true; break; }
+ try { GenericConvert( in->WorldCoordinateSystem, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 4 to IfcGeometricRepresentationContext to be a `IfcAxis2Placement`")); }
+ } while(0);
+ do { // convert the 'TrueNorth' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcGeometricRepresentationContext,4>::aux_is_derived[3]=true; break; }
+ if (dynamic_cast<const UNSET*>(&*arg)) break;
+ try { GenericConvert( in->TrueNorth, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 5 to IfcGeometricRepresentationContext to be a `IfcDirection`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcFlowTreatmentDevice>(const DB& db, const LIST& params, IfcFlowTreatmentDevice* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcDistributionFlowElement*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcRightCircularCylinder>(const DB& db, const LIST& params, IfcRightCircularCylinder* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcCsgPrimitive3D*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcWasteTerminalType>(const DB& db, const LIST& params, IfcWasteTerminalType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcFlowTerminalType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcBuildingElementComponent>(const DB& db, const LIST& params, IfcBuildingElementComponent* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcBuildingElement*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcBuildingElementPart>(const DB& db, const LIST& params, IfcBuildingElementPart* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcBuildingElementComponent*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcWall>(const DB& db, const LIST& params, IfcWall* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcBuildingElement*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcWallStandardCase>(const DB& db, const LIST& params, IfcWallStandardCase* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcWall*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcPath>(const DB& db, const LIST& params, IfcPath* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcTopologicalRepresentationItem*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcDefinedSymbol>(const DB& db, const LIST& params, IfcDefinedSymbol* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcGeometricRepresentationItem*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcStructuralSurfaceMemberVarying>(const DB& db, const LIST& params, IfcStructuralSurfaceMemberVarying* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcStructuralSurfaceMember*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcPoint>(const DB& db, const LIST& params, IfcPoint* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcGeometricRepresentationItem*>(in));
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcSurfaceOfRevolution>(const DB& db, const LIST& params, IfcSurfaceOfRevolution* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcSweptSurface*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcFlowTerminal>(const DB& db, const LIST& params, IfcFlowTerminal* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcDistributionFlowElement*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcFurnishingElement>(const DB& db, const LIST& params, IfcFurnishingElement* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcElement*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcSurfaceStyleShading>(const DB& db, const LIST& params, IfcSurfaceStyleShading* in)
+{
+ size_t base = 0;
+ if (params.GetSize() < 1) { throw STEP::TypeError("expected 1 arguments to IfcSurfaceStyleShading"); } do { // convert the 'SurfaceColour' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcSurfaceStyleShading,1>::aux_is_derived[0]=true; break; }
+ try { GenericConvert( in->SurfaceColour, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 0 to IfcSurfaceStyleShading to be a `IfcColourRgb`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcSurfaceStyleRendering>(const DB& db, const LIST& params, IfcSurfaceStyleRendering* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcSurfaceStyleShading*>(in));
+ if (params.GetSize() < 9) { throw STEP::TypeError("expected 9 arguments to IfcSurfaceStyleRendering"); } do { // convert the 'Transparency' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const UNSET*>(&*arg)) break;
+ try { GenericConvert( in->Transparency, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 1 to IfcSurfaceStyleRendering to be a `IfcNormalisedRatioMeasure`")); }
+ } while(0);
+ do { // convert the 'DiffuseColour' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const UNSET*>(&*arg)) break;
+ try { GenericConvert( in->DiffuseColour, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 2 to IfcSurfaceStyleRendering to be a `IfcColourOrFactor`")); }
+ } while(0);
+ do { // convert the 'TransmissionColour' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const UNSET*>(&*arg)) break;
+ try { GenericConvert( in->TransmissionColour, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 3 to IfcSurfaceStyleRendering to be a `IfcColourOrFactor`")); }
+ } while(0);
+ do { // convert the 'DiffuseTransmissionColour' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const UNSET*>(&*arg)) break;
+ try { GenericConvert( in->DiffuseTransmissionColour, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 4 to IfcSurfaceStyleRendering to be a `IfcColourOrFactor`")); }
+ } while(0);
+ do { // convert the 'ReflectionColour' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const UNSET*>(&*arg)) break;
+ try { GenericConvert( in->ReflectionColour, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 5 to IfcSurfaceStyleRendering to be a `IfcColourOrFactor`")); }
+ } while(0);
+ do { // convert the 'SpecularColour' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const UNSET*>(&*arg)) break;
+ try { GenericConvert( in->SpecularColour, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 6 to IfcSurfaceStyleRendering to be a `IfcColourOrFactor`")); }
+ } while(0);
+ do { // convert the 'SpecularHighlight' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const UNSET*>(&*arg)) break;
+ try { GenericConvert( in->SpecularHighlight, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 7 to IfcSurfaceStyleRendering to be a `IfcSpecularHighlightSelect`")); }
+ } while(0);
+ do { // convert the 'ReflectanceMethod' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->ReflectanceMethod, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 8 to IfcSurfaceStyleRendering to be a `IfcReflectanceMethodEnum`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcCircleHollowProfileDef>(const DB& db, const LIST& params, IfcCircleHollowProfileDef* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcCircleProfileDef*>(in));
+ if (params.GetSize() < 5) { throw STEP::TypeError("expected 5 arguments to IfcCircleHollowProfileDef"); } do { // convert the 'WallThickness' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->WallThickness, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 4 to IfcCircleHollowProfileDef to be a `IfcPositiveLengthMeasure`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcFlowMovingDeviceType>(const DB& db, const LIST& params, IfcFlowMovingDeviceType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcDistributionFlowElementType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcFanType>(const DB& db, const LIST& params, IfcFanType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcFlowMovingDeviceType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcStructuralPlanarActionVarying>(const DB& db, const LIST& params, IfcStructuralPlanarActionVarying* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcStructuralPlanarAction*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcProductRepresentation>(const DB& db, const LIST& params, IfcProductRepresentation* in)
+{
+ size_t base = 0;
+ if (params.GetSize() < 3) { throw STEP::TypeError("expected 3 arguments to IfcProductRepresentation"); } do { // convert the 'Name' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcProductRepresentation,3>::aux_is_derived[0]=true; break; }
+ if (dynamic_cast<const UNSET*>(&*arg)) break;
+ try { GenericConvert( in->Name, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 0 to IfcProductRepresentation to be a `IfcLabel`")); }
+ } while(0);
+ do { // convert the 'Description' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcProductRepresentation,3>::aux_is_derived[1]=true; break; }
+ if (dynamic_cast<const UNSET*>(&*arg)) break;
+ try { GenericConvert( in->Description, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 1 to IfcProductRepresentation to be a `IfcText`")); }
+ } while(0);
+ do { // convert the 'Representations' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcProductRepresentation,3>::aux_is_derived[2]=true; break; }
+ try { GenericConvert( in->Representations, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 2 to IfcProductRepresentation to be a `LIST [1:?] OF IfcRepresentation`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcStackTerminalType>(const DB& db, const LIST& params, IfcStackTerminalType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcFlowTerminalType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcReinforcingElement>(const DB& db, const LIST& params, IfcReinforcingElement* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcBuildingElementComponent*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcReinforcingMesh>(const DB& db, const LIST& params, IfcReinforcingMesh* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcReinforcingElement*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcOrderAction>(const DB& db, const LIST& params, IfcOrderAction* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcTask*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcLightSource>(const DB& db, const LIST& params, IfcLightSource* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcGeometricRepresentationItem*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcLightSourceDirectional>(const DB& db, const LIST& params, IfcLightSourceDirectional* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcLightSource*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcLoop>(const DB& db, const LIST& params, IfcLoop* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcTopologicalRepresentationItem*>(in));
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcVertexLoop>(const DB& db, const LIST& params, IfcVertexLoop* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcLoop*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcChamferEdgeFeature>(const DB& db, const LIST& params, IfcChamferEdgeFeature* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcEdgeFeature*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcElementComponentType>(const DB& db, const LIST& params, IfcElementComponentType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcElementType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcFastenerType>(const DB& db, const LIST& params, IfcFastenerType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcElementComponentType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcMechanicalFastenerType>(const DB& db, const LIST& params, IfcMechanicalFastenerType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcFastenerType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcScheduleTimeControl>(const DB& db, const LIST& params, IfcScheduleTimeControl* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcControl*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcSurfaceStyle>(const DB& db, const LIST& params, IfcSurfaceStyle* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcPresentationStyle*>(in));
+ if (params.GetSize() < 3) { throw STEP::TypeError("expected 3 arguments to IfcSurfaceStyle"); } do { // convert the 'Side' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->Side, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 1 to IfcSurfaceStyle to be a `IfcSurfaceSide`")); }
+ } while(0);
+ do { // convert the 'Styles' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->Styles, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 2 to IfcSurfaceStyle to be a `SET [1:5] OF IfcSurfaceStyleElementSelect`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcOpenShell>(const DB& db, const LIST& params, IfcOpenShell* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcConnectedFaceSet*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcSubContractResource>(const DB& db, const LIST& params, IfcSubContractResource* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcConstructionResource*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcSweptDiskSolid>(const DB& db, const LIST& params, IfcSweptDiskSolid* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcSolidModel*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcCompositeProfileDef>(const DB& db, const LIST& params, IfcCompositeProfileDef* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcProfileDef*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcTankType>(const DB& db, const LIST& params, IfcTankType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcFlowStorageDeviceType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcSphere>(const DB& db, const LIST& params, IfcSphere* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcCsgPrimitive3D*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcPolyLoop>(const DB& db, const LIST& params, IfcPolyLoop* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcLoop*>(in));
+ if (params.GetSize() < 1) { throw STEP::TypeError("expected 1 arguments to IfcPolyLoop"); } do { // convert the 'Polygon' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->Polygon, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 0 to IfcPolyLoop to be a `LIST [3:?] OF IfcCartesianPoint`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcCableCarrierFittingType>(const DB& db, const LIST& params, IfcCableCarrierFittingType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcFlowFittingType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcHumidifierType>(const DB& db, const LIST& params, IfcHumidifierType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcEnergyConversionDeviceType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcPerformanceHistory>(const DB& db, const LIST& params, IfcPerformanceHistory* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcControl*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcShapeModel>(const DB& db, const LIST& params, IfcShapeModel* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcRepresentation*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcTopologyRepresentation>(const DB& db, const LIST& params, IfcTopologyRepresentation* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcShapeModel*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcBuilding>(const DB& db, const LIST& params, IfcBuilding* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcSpatialStructureElement*>(in));
+ if (params.GetSize() < 12) { throw STEP::TypeError("expected 12 arguments to IfcBuilding"); } do { // convert the 'ElevationOfRefHeight' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const UNSET*>(&*arg)) break;
+ try { GenericConvert( in->ElevationOfRefHeight, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 9 to IfcBuilding to be a `IfcLengthMeasure`")); }
+ } while(0);
+ do { // convert the 'ElevationOfTerrain' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const UNSET*>(&*arg)) break;
+ try { GenericConvert( in->ElevationOfTerrain, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 10 to IfcBuilding to be a `IfcLengthMeasure`")); }
+ } while(0);
+ do { // convert the 'BuildingAddress' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const UNSET*>(&*arg)) break;
+ try { GenericConvert( in->BuildingAddress, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 11 to IfcBuilding to be a `IfcPostalAddress`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcRoundedRectangleProfileDef>(const DB& db, const LIST& params, IfcRoundedRectangleProfileDef* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcRectangleProfileDef*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcStairFlight>(const DB& db, const LIST& params, IfcStairFlight* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcBuildingElement*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcDistributionChamberElement>(const DB& db, const LIST& params, IfcDistributionChamberElement* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcDistributionFlowElement*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcShapeRepresentation>(const DB& db, const LIST& params, IfcShapeRepresentation* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcShapeModel*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcRampFlight>(const DB& db, const LIST& params, IfcRampFlight* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcBuildingElement*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcBeamType>(const DB& db, const LIST& params, IfcBeamType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcBuildingElementType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcRelDecomposes>(const DB& db, const LIST& params, IfcRelDecomposes* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcRelationship*>(in));
+ if (params.GetSize() < 6) { throw STEP::TypeError("expected 6 arguments to IfcRelDecomposes"); } do { // convert the 'RelatingObject' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcRelDecomposes,2>::aux_is_derived[0]=true; break; }
+ try { GenericConvert( in->RelatingObject, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 4 to IfcRelDecomposes to be a `IfcObjectDefinition`")); }
+ } while(0);
+ do { // convert the 'RelatedObjects' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcRelDecomposes,2>::aux_is_derived[1]=true; break; }
+ try { GenericConvert( in->RelatedObjects, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 5 to IfcRelDecomposes to be a `SET [1:?] OF IfcObjectDefinition`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcRoof>(const DB& db, const LIST& params, IfcRoof* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcBuildingElement*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcFooting>(const DB& db, const LIST& params, IfcFooting* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcBuildingElement*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcLightSourceAmbient>(const DB& db, const LIST& params, IfcLightSourceAmbient* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcLightSource*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcWindowStyle>(const DB& db, const LIST& params, IfcWindowStyle* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcTypeProduct*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcBuildingElementProxyType>(const DB& db, const LIST& params, IfcBuildingElementProxyType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcBuildingElementType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcAxis2Placement3D>(const DB& db, const LIST& params, IfcAxis2Placement3D* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcPlacement*>(in));
+ if (params.GetSize() < 3) { throw STEP::TypeError("expected 3 arguments to IfcAxis2Placement3D"); } do { // convert the 'Axis' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const UNSET*>(&*arg)) break;
+ try { GenericConvert( in->Axis, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 1 to IfcAxis2Placement3D to be a `IfcDirection`")); }
+ } while(0);
+ do { // convert the 'RefDirection' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const UNSET*>(&*arg)) break;
+ try { GenericConvert( in->RefDirection, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 2 to IfcAxis2Placement3D to be a `IfcDirection`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcEdgeCurve>(const DB& db, const LIST& params, IfcEdgeCurve* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcEdge*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcClosedShell>(const DB& db, const LIST& params, IfcClosedShell* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcConnectedFaceSet*>(in));
+ if (params.GetSize() < 1) { throw STEP::TypeError("expected 1 arguments to IfcClosedShell"); } return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcTendonAnchor>(const DB& db, const LIST& params, IfcTendonAnchor* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcReinforcingElement*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcCondenserType>(const DB& db, const LIST& params, IfcCondenserType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcEnergyConversionDeviceType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcPipeSegmentType>(const DB& db, const LIST& params, IfcPipeSegmentType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcFlowSegmentType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcPointOnSurface>(const DB& db, const LIST& params, IfcPointOnSurface* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcPoint*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcAsset>(const DB& db, const LIST& params, IfcAsset* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcGroup*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcLightSourcePositional>(const DB& db, const LIST& params, IfcLightSourcePositional* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcLightSource*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcProjectionCurve>(const DB& db, const LIST& params, IfcProjectionCurve* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcAnnotationCurveOccurrence*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcFillAreaStyleTiles>(const DB& db, const LIST& params, IfcFillAreaStyleTiles* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcGeometricRepresentationItem*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcRelFillsElement>(const DB& db, const LIST& params, IfcRelFillsElement* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcRelConnects*>(in));
+ if (params.GetSize() < 6) { throw STEP::TypeError("expected 6 arguments to IfcRelFillsElement"); } do { // convert the 'RelatingOpeningElement' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->RelatingOpeningElement, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 4 to IfcRelFillsElement to be a `IfcOpeningElement`")); }
+ } while(0);
+ do { // convert the 'RelatedBuildingElement' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->RelatedBuildingElement, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 5 to IfcRelFillsElement to be a `IfcElement`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcElectricMotorType>(const DB& db, const LIST& params, IfcElectricMotorType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcEnergyConversionDeviceType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcTendon>(const DB& db, const LIST& params, IfcTendon* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcReinforcingElement*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcDistributionChamberElementType>(const DB& db, const LIST& params, IfcDistributionChamberElementType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcDistributionFlowElementType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcMemberType>(const DB& db, const LIST& params, IfcMemberType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcBuildingElementType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcStructuralLinearAction>(const DB& db, const LIST& params, IfcStructuralLinearAction* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcStructuralAction*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcStructuralLinearActionVarying>(const DB& db, const LIST& params, IfcStructuralLinearActionVarying* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcStructuralLinearAction*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcProductDefinitionShape>(const DB& db, const LIST& params, IfcProductDefinitionShape* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcProductRepresentation*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcFastener>(const DB& db, const LIST& params, IfcFastener* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcElementComponent*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcMechanicalFastener>(const DB& db, const LIST& params, IfcMechanicalFastener* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcFastener*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcEvaporatorType>(const DB& db, const LIST& params, IfcEvaporatorType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcEnergyConversionDeviceType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcDiscreteAccessoryType>(const DB& db, const LIST& params, IfcDiscreteAccessoryType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcElementComponentType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcStructuralCurveConnection>(const DB& db, const LIST& params, IfcStructuralCurveConnection* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcStructuralConnection*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcProjectionElement>(const DB& db, const LIST& params, IfcProjectionElement* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcFeatureElementAddition*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcCoveringType>(const DB& db, const LIST& params, IfcCoveringType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcBuildingElementType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcPumpType>(const DB& db, const LIST& params, IfcPumpType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcFlowMovingDeviceType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcPile>(const DB& db, const LIST& params, IfcPile* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcBuildingElement*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcUnitAssignment>(const DB& db, const LIST& params, IfcUnitAssignment* in)
+{
+ size_t base = 0;
+ if (params.GetSize() < 1) { throw STEP::TypeError("expected 1 arguments to IfcUnitAssignment"); } do { // convert the 'Units' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->Units, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 0 to IfcUnitAssignment to be a `SET [1:?] OF IfcUnit`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcBoundingBox>(const DB& db, const LIST& params, IfcBoundingBox* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcGeometricRepresentationItem*>(in));
+ if (params.GetSize() < 4) { throw STEP::TypeError("expected 4 arguments to IfcBoundingBox"); } do { // convert the 'Corner' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->Corner, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 0 to IfcBoundingBox to be a `IfcCartesianPoint`")); }
+ } while(0);
+ do { // convert the 'XDim' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->XDim, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 1 to IfcBoundingBox to be a `IfcPositiveLengthMeasure`")); }
+ } while(0);
+ do { // convert the 'YDim' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->YDim, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 2 to IfcBoundingBox to be a `IfcPositiveLengthMeasure`")); }
+ } while(0);
+ do { // convert the 'ZDim' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->ZDim, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 3 to IfcBoundingBox to be a `IfcPositiveLengthMeasure`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcShellBasedSurfaceModel>(const DB& db, const LIST& params, IfcShellBasedSurfaceModel* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcGeometricRepresentationItem*>(in));
+ if (params.GetSize() < 1) { throw STEP::TypeError("expected 1 arguments to IfcShellBasedSurfaceModel"); } do { // convert the 'SbsmBoundary' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->SbsmBoundary, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 0 to IfcShellBasedSurfaceModel to be a `SET [1:?] OF IfcShell`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcFacetedBrep>(const DB& db, const LIST& params, IfcFacetedBrep* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcManifoldSolidBrep*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcTextLiteralWithExtent>(const DB& db, const LIST& params, IfcTextLiteralWithExtent* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcTextLiteral*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcElectricApplianceType>(const DB& db, const LIST& params, IfcElectricApplianceType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcFlowTerminalType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcTrapeziumProfileDef>(const DB& db, const LIST& params, IfcTrapeziumProfileDef* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcParameterizedProfileDef*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcRelContainedInSpatialStructure>(const DB& db, const LIST& params, IfcRelContainedInSpatialStructure* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcRelConnects*>(in));
+ if (params.GetSize() < 6) { throw STEP::TypeError("expected 6 arguments to IfcRelContainedInSpatialStructure"); } do { // convert the 'RelatedElements' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->RelatedElements, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 4 to IfcRelContainedInSpatialStructure to be a `SET [1:?] OF IfcProduct`")); }
+ } while(0);
+ do { // convert the 'RelatingStructure' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->RelatingStructure, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 5 to IfcRelContainedInSpatialStructure to be a `IfcSpatialStructureElement`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcEdgeLoop>(const DB& db, const LIST& params, IfcEdgeLoop* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcLoop*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcProject>(const DB& db, const LIST& params, IfcProject* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcObject*>(in));
+ if (params.GetSize() < 9) { throw STEP::TypeError("expected 9 arguments to IfcProject"); } do { // convert the 'LongName' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const UNSET*>(&*arg)) break;
+ try { GenericConvert( in->LongName, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 5 to IfcProject to be a `IfcLabel`")); }
+ } while(0);
+ do { // convert the 'Phase' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const UNSET*>(&*arg)) break;
+ try { GenericConvert( in->Phase, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 6 to IfcProject to be a `IfcLabel`")); }
+ } while(0);
+ do { // convert the 'RepresentationContexts' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->RepresentationContexts, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 7 to IfcProject to be a `SET [1:?] OF IfcRepresentationContext`")); }
+ } while(0);
+ do { // convert the 'UnitsInContext' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->UnitsInContext, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 8 to IfcProject to be a `IfcUnitAssignment`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcCartesianPoint>(const DB& db, const LIST& params, IfcCartesianPoint* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcPoint*>(in));
+ if (params.GetSize() < 1) { throw STEP::TypeError("expected 1 arguments to IfcCartesianPoint"); } do { // convert the 'Coordinates' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->Coordinates, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 0 to IfcCartesianPoint to be a `LIST [1:3] OF IfcLengthMeasure`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcCurveBoundedPlane>(const DB& db, const LIST& params, IfcCurveBoundedPlane* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcBoundedSurface*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcWallType>(const DB& db, const LIST& params, IfcWallType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcBuildingElementType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcFillAreaStyleHatching>(const DB& db, const LIST& params, IfcFillAreaStyleHatching* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcGeometricRepresentationItem*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcEquipmentStandard>(const DB& db, const LIST& params, IfcEquipmentStandard* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcControl*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcDiameterDimension>(const DB& db, const LIST& params, IfcDiameterDimension* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcDimensionCurveDirectedCallout*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcStructuralLoadGroup>(const DB& db, const LIST& params, IfcStructuralLoadGroup* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcGroup*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcConstructionMaterialResource>(const DB& db, const LIST& params, IfcConstructionMaterialResource* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcConstructionResource*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcRelAggregates>(const DB& db, const LIST& params, IfcRelAggregates* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcRelDecomposes*>(in));
+ if (params.GetSize() < 6) { throw STEP::TypeError("expected 6 arguments to IfcRelAggregates"); } return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcBoilerType>(const DB& db, const LIST& params, IfcBoilerType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcEnergyConversionDeviceType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcColourSpecification>(const DB& db, const LIST& params, IfcColourSpecification* in)
+{
+ size_t base = 0;
+ if (params.GetSize() < 1) { throw STEP::TypeError("expected 1 arguments to IfcColourSpecification"); } do { // convert the 'Name' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcColourSpecification,1>::aux_is_derived[0]=true; break; }
+ if (dynamic_cast<const UNSET*>(&*arg)) break;
+ try { GenericConvert( in->Name, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 0 to IfcColourSpecification to be a `IfcLabel`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcColourRgb>(const DB& db, const LIST& params, IfcColourRgb* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcColourSpecification*>(in));
+ if (params.GetSize() < 4) { throw STEP::TypeError("expected 4 arguments to IfcColourRgb"); } do { // convert the 'Red' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->Red, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 1 to IfcColourRgb to be a `IfcNormalisedRatioMeasure`")); }
+ } while(0);
+ do { // convert the 'Green' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->Green, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 2 to IfcColourRgb to be a `IfcNormalisedRatioMeasure`")); }
+ } while(0);
+ do { // convert the 'Blue' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->Blue, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 3 to IfcColourRgb to be a `IfcNormalisedRatioMeasure`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcDoorStyle>(const DB& db, const LIST& params, IfcDoorStyle* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcTypeProduct*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcDuctSilencerType>(const DB& db, const LIST& params, IfcDuctSilencerType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcFlowTreatmentDeviceType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcLightSourceGoniometric>(const DB& db, const LIST& params, IfcLightSourceGoniometric* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcLightSource*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcActuatorType>(const DB& db, const LIST& params, IfcActuatorType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcDistributionControlElementType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcSensorType>(const DB& db, const LIST& params, IfcSensorType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcDistributionControlElementType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcAirTerminalBoxType>(const DB& db, const LIST& params, IfcAirTerminalBoxType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcFlowControllerType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcAnnotationSurfaceOccurrence>(const DB& db, const LIST& params, IfcAnnotationSurfaceOccurrence* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcAnnotationOccurrence*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcZShapeProfileDef>(const DB& db, const LIST& params, IfcZShapeProfileDef* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcParameterizedProfileDef*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcRationalBezierCurve>(const DB& db, const LIST& params, IfcRationalBezierCurve* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcBezierCurve*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcCartesianTransformationOperator2D>(const DB& db, const LIST& params, IfcCartesianTransformationOperator2D* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcCartesianTransformationOperator*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcCartesianTransformationOperator2DnonUniform>(const DB& db, const LIST& params, IfcCartesianTransformationOperator2DnonUniform* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcCartesianTransformationOperator2D*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcMove>(const DB& db, const LIST& params, IfcMove* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcTask*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcCableCarrierSegmentType>(const DB& db, const LIST& params, IfcCableCarrierSegmentType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcFlowSegmentType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcElectricalElement>(const DB& db, const LIST& params, IfcElectricalElement* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcElement*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcChillerType>(const DB& db, const LIST& params, IfcChillerType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcEnergyConversionDeviceType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcReinforcingBar>(const DB& db, const LIST& params, IfcReinforcingBar* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcReinforcingElement*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcCShapeProfileDef>(const DB& db, const LIST& params, IfcCShapeProfileDef* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcParameterizedProfileDef*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcPermit>(const DB& db, const LIST& params, IfcPermit* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcControl*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcSlabType>(const DB& db, const LIST& params, IfcSlabType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcBuildingElementType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcLampType>(const DB& db, const LIST& params, IfcLampType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcFlowTerminalType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcPlanarExtent>(const DB& db, const LIST& params, IfcPlanarExtent* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcGeometricRepresentationItem*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcAlarmType>(const DB& db, const LIST& params, IfcAlarmType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcDistributionControlElementType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcElectricFlowStorageDeviceType>(const DB& db, const LIST& params, IfcElectricFlowStorageDeviceType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcFlowStorageDeviceType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcEquipmentElement>(const DB& db, const LIST& params, IfcEquipmentElement* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcElement*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcLightFixtureType>(const DB& db, const LIST& params, IfcLightFixtureType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcFlowTerminalType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcCurtainWall>(const DB& db, const LIST& params, IfcCurtainWall* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcBuildingElement*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcSlab>(const DB& db, const LIST& params, IfcSlab* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcBuildingElement*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcCurtainWallType>(const DB& db, const LIST& params, IfcCurtainWallType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcBuildingElementType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcOutletType>(const DB& db, const LIST& params, IfcOutletType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcFlowTerminalType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcCompressorType>(const DB& db, const LIST& params, IfcCompressorType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcFlowMovingDeviceType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcCraneRailAShapeProfileDef>(const DB& db, const LIST& params, IfcCraneRailAShapeProfileDef* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcParameterizedProfileDef*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcFlowSegment>(const DB& db, const LIST& params, IfcFlowSegment* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcDistributionFlowElement*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcSectionedSpine>(const DB& db, const LIST& params, IfcSectionedSpine* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcGeometricRepresentationItem*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcElectricTimeControlType>(const DB& db, const LIST& params, IfcElectricTimeControlType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcFlowControllerType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcFaceSurface>(const DB& db, const LIST& params, IfcFaceSurface* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcFace*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcMotorConnectionType>(const DB& db, const LIST& params, IfcMotorConnectionType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcEnergyConversionDeviceType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcFlowFitting>(const DB& db, const LIST& params, IfcFlowFitting* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcDistributionFlowElement*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcPointOnCurve>(const DB& db, const LIST& params, IfcPointOnCurve* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcPoint*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcTransportElementType>(const DB& db, const LIST& params, IfcTransportElementType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcElementType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcCableSegmentType>(const DB& db, const LIST& params, IfcCableSegmentType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcFlowSegmentType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcAnnotationSurface>(const DB& db, const LIST& params, IfcAnnotationSurface* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcGeometricRepresentationItem*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcCompositeCurveSegment>(const DB& db, const LIST& params, IfcCompositeCurveSegment* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcGeometricRepresentationItem*>(in));
+ if (params.GetSize() < 3) { throw STEP::TypeError("expected 3 arguments to IfcCompositeCurveSegment"); } do { // convert the 'Transition' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->Transition, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 0 to IfcCompositeCurveSegment to be a `IfcTransitionCode`")); }
+ } while(0);
+ do { // convert the 'SameSense' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->SameSense, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 1 to IfcCompositeCurveSegment to be a `BOOLEAN`")); }
+ } while(0);
+ do { // convert the 'ParentCurve' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->ParentCurve, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 2 to IfcCompositeCurveSegment to be a `IfcCurve`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcServiceLife>(const DB& db, const LIST& params, IfcServiceLife* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcControl*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcPlateType>(const DB& db, const LIST& params, IfcPlateType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcBuildingElementType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcVibrationIsolatorType>(const DB& db, const LIST& params, IfcVibrationIsolatorType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcDiscreteAccessoryType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcTrimmedCurve>(const DB& db, const LIST& params, IfcTrimmedCurve* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcBoundedCurve*>(in));
+ if (params.GetSize() < 5) { throw STEP::TypeError("expected 5 arguments to IfcTrimmedCurve"); } do { // convert the 'BasisCurve' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->BasisCurve, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 0 to IfcTrimmedCurve to be a `IfcCurve`")); }
+ } while(0);
+ do { // convert the 'Trim1' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->Trim1, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 1 to IfcTrimmedCurve to be a `SET [1:2] OF IfcTrimmingSelect`")); }
+ } while(0);
+ do { // convert the 'Trim2' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->Trim2, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 2 to IfcTrimmedCurve to be a `SET [1:2] OF IfcTrimmingSelect`")); }
+ } while(0);
+ do { // convert the 'SenseAgreement' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->SenseAgreement, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 3 to IfcTrimmedCurve to be a `BOOLEAN`")); }
+ } while(0);
+ do { // convert the 'MasterRepresentation' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->MasterRepresentation, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 4 to IfcTrimmedCurve to be a `IfcTrimmingPreference`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcMappedItem>(const DB& db, const LIST& params, IfcMappedItem* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcRepresentationItem*>(in));
+ if (params.GetSize() < 2) { throw STEP::TypeError("expected 2 arguments to IfcMappedItem"); } do { // convert the 'MappingSource' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->MappingSource, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 0 to IfcMappedItem to be a `IfcRepresentationMap`")); }
+ } while(0);
+ do { // convert the 'MappingTarget' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->MappingTarget, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 1 to IfcMappedItem to be a `IfcCartesianTransformationOperator`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcDirection>(const DB& db, const LIST& params, IfcDirection* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcGeometricRepresentationItem*>(in));
+ if (params.GetSize() < 1) { throw STEP::TypeError("expected 1 arguments to IfcDirection"); } do { // convert the 'DirectionRatios' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->DirectionRatios, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 0 to IfcDirection to be a `LIST [2:3] OF REAL`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcBlock>(const DB& db, const LIST& params, IfcBlock* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcCsgPrimitive3D*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcProjectOrderRecord>(const DB& db, const LIST& params, IfcProjectOrderRecord* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcControl*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcFlowMeterType>(const DB& db, const LIST& params, IfcFlowMeterType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcFlowControllerType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcControllerType>(const DB& db, const LIST& params, IfcControllerType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcDistributionControlElementType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcBeam>(const DB& db, const LIST& params, IfcBeam* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcBuildingElement*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcArbitraryOpenProfileDef>(const DB& db, const LIST& params, IfcArbitraryOpenProfileDef* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcProfileDef*>(in));
+ if (params.GetSize() < 3) { throw STEP::TypeError("expected 3 arguments to IfcArbitraryOpenProfileDef"); } do { // convert the 'Curve' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::IfcArbitraryOpenProfileDef,1>::aux_is_derived[0]=true; break; }
+ try { GenericConvert( in->Curve, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 2 to IfcArbitraryOpenProfileDef to be a `IfcBoundedCurve`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcCenterLineProfileDef>(const DB& db, const LIST& params, IfcCenterLineProfileDef* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcArbitraryOpenProfileDef*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcTimeSeriesSchedule>(const DB& db, const LIST& params, IfcTimeSeriesSchedule* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcControl*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcRoundedEdgeFeature>(const DB& db, const LIST& params, IfcRoundedEdgeFeature* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcEdgeFeature*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcIShapeProfileDef>(const DB& db, const LIST& params, IfcIShapeProfileDef* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcParameterizedProfileDef*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcSpaceHeaterType>(const DB& db, const LIST& params, IfcSpaceHeaterType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcEnergyConversionDeviceType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcFlowStorageDevice>(const DB& db, const LIST& params, IfcFlowStorageDevice* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcDistributionFlowElement*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcRevolvedAreaSolid>(const DB& db, const LIST& params, IfcRevolvedAreaSolid* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcSweptAreaSolid*>(in));
+ if (params.GetSize() < 4) { throw STEP::TypeError("expected 4 arguments to IfcRevolvedAreaSolid"); } do { // convert the 'Axis' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->Axis, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 2 to IfcRevolvedAreaSolid to be a `IfcAxis1Placement`")); }
+ } while(0);
+ do { // convert the 'Angle' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->Angle, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 3 to IfcRevolvedAreaSolid to be a `IfcPlaneAngleMeasure`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcDoor>(const DB& db, const LIST& params, IfcDoor* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcBuildingElement*>(in));
+ if (params.GetSize() < 10) { throw STEP::TypeError("expected 10 arguments to IfcDoor"); } do { // convert the 'OverallHeight' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const UNSET*>(&*arg)) break;
+ try { GenericConvert( in->OverallHeight, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 8 to IfcDoor to be a `IfcPositiveLengthMeasure`")); }
+ } while(0);
+ do { // convert the 'OverallWidth' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ if (dynamic_cast<const UNSET*>(&*arg)) break;
+ try { GenericConvert( in->OverallWidth, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 9 to IfcDoor to be a `IfcPositiveLengthMeasure`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcEllipse>(const DB& db, const LIST& params, IfcEllipse* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcConic*>(in));
+ if (params.GetSize() < 3) { throw STEP::TypeError("expected 3 arguments to IfcEllipse"); } do { // convert the 'SemiAxis1' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->SemiAxis1, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 1 to IfcEllipse to be a `IfcPositiveLengthMeasure`")); }
+ } while(0);
+ do { // convert the 'SemiAxis2' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->SemiAxis2, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 2 to IfcEllipse to be a `IfcPositiveLengthMeasure`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcTubeBundleType>(const DB& db, const LIST& params, IfcTubeBundleType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcEnergyConversionDeviceType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcAngularDimension>(const DB& db, const LIST& params, IfcAngularDimension* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcDimensionCurveDirectedCallout*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcFaceBasedSurfaceModel>(const DB& db, const LIST& params, IfcFaceBasedSurfaceModel* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcGeometricRepresentationItem*>(in));
+ if (params.GetSize() < 1) { throw STEP::TypeError("expected 1 arguments to IfcFaceBasedSurfaceModel"); } do { // convert the 'FbsmFaces' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->FbsmFaces, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 0 to IfcFaceBasedSurfaceModel to be a `SET [1:?] OF IfcConnectedFaceSet`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcCraneRailFShapeProfileDef>(const DB& db, const LIST& params, IfcCraneRailFShapeProfileDef* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcParameterizedProfileDef*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcColumnType>(const DB& db, const LIST& params, IfcColumnType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcBuildingElementType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcTShapeProfileDef>(const DB& db, const LIST& params, IfcTShapeProfileDef* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcParameterizedProfileDef*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcEnergyConversionDevice>(const DB& db, const LIST& params, IfcEnergyConversionDevice* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcDistributionFlowElement*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcWorkSchedule>(const DB& db, const LIST& params, IfcWorkSchedule* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcWorkControl*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcZone>(const DB& db, const LIST& params, IfcZone* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcGroup*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcTransportElement>(const DB& db, const LIST& params, IfcTransportElement* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcElement*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcGeometricRepresentationSubContext>(const DB& db, const LIST& params, IfcGeometricRepresentationSubContext* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcGeometricRepresentationContext*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcLShapeProfileDef>(const DB& db, const LIST& params, IfcLShapeProfileDef* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcParameterizedProfileDef*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcGeometricCurveSet>(const DB& db, const LIST& params, IfcGeometricCurveSet* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcGeometricSet*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcActor>(const DB& db, const LIST& params, IfcActor* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcObject*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcOccupant>(const DB& db, const LIST& params, IfcOccupant* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcActor*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcBooleanClippingResult>(const DB& db, const LIST& params, IfcBooleanClippingResult* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcBooleanResult*>(in));
+ if (params.GetSize() < 3) { throw STEP::TypeError("expected 3 arguments to IfcBooleanClippingResult"); } return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcAnnotationFillArea>(const DB& db, const LIST& params, IfcAnnotationFillArea* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcGeometricRepresentationItem*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcLightSourceSpot>(const DB& db, const LIST& params, IfcLightSourceSpot* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcLightSourcePositional*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcFireSuppressionTerminalType>(const DB& db, const LIST& params, IfcFireSuppressionTerminalType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcFlowTerminalType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcElectricGeneratorType>(const DB& db, const LIST& params, IfcElectricGeneratorType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcEnergyConversionDeviceType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcInventory>(const DB& db, const LIST& params, IfcInventory* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcGroup*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcPolyline>(const DB& db, const LIST& params, IfcPolyline* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcBoundedCurve*>(in));
+ if (params.GetSize() < 1) { throw STEP::TypeError("expected 1 arguments to IfcPolyline"); } do { // convert the 'Points' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->Points, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 0 to IfcPolyline to be a `LIST [2:?] OF IfcCartesianPoint`")); }
+ } while(0);
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcBoxedHalfSpace>(const DB& db, const LIST& params, IfcBoxedHalfSpace* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcHalfSpaceSolid*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcAirTerminalType>(const DB& db, const LIST& params, IfcAirTerminalType* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcFlowTerminalType*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcDistributionPort>(const DB& db, const LIST& params, IfcDistributionPort* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcPort*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcCostItem>(const DB& db, const LIST& params, IfcCostItem* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcControl*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcStructuredDimensionCallout>(const DB& db, const LIST& params, IfcStructuredDimensionCallout* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcDraughtingCallout*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcStructuralResultGroup>(const DB& db, const LIST& params, IfcStructuralResultGroup* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcGroup*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcOrientedEdge>(const DB& db, const LIST& params, IfcOrientedEdge* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcEdge*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcCsgSolid>(const DB& db, const LIST& params, IfcCsgSolid* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcSolidModel*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcPlanarBox>(const DB& db, const LIST& params, IfcPlanarBox* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcPlanarExtent*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcMaterialDefinitionRepresentation>(const DB& db, const LIST& params, IfcMaterialDefinitionRepresentation* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcProductRepresentation*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcAsymmetricIShapeProfileDef>(const DB& db, const LIST& params, IfcAsymmetricIShapeProfileDef* in)
+{
+ size_t base = GenericFill(db,params,static_cast<IfcIShapeProfileDef*>(in));
+// this data structure is not used yet, so there is no code generated to fill its members
+ return base;
+}
+// -----------------------------------------------------------------------------------------------------------
+template <> size_t GenericFill<IfcRepresentationMap>(const DB& db, const LIST& params, IfcRepresentationMap* in)
+{
+ size_t base = 0;
+ if (params.GetSize() < 2) { throw STEP::TypeError("expected 2 arguments to IfcRepresentationMap"); } do { // convert the 'MappingOrigin' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->MappingOrigin, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 0 to IfcRepresentationMap to be a `IfcAxis2Placement`")); }
+ } while(0);
+ do { // convert the 'MappedRepresentation' argument
+ boost::shared_ptr<const DataType> arg = params[base++];
+ try { GenericConvert( in->MappedRepresentation, arg, db ); break; }
+ catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 1 to IfcRepresentationMap to be a `IfcRepresentation`")); }
+ } while(0);
+ return base;
+}
+
+} // ! STEP
+} // ! Assimp
+
+#endif
diff --git a/src/3rdparty/assimp/code/IFCReaderGen.h b/src/3rdparty/assimp/code/IFCReaderGen.h
new file mode 100644
index 000000000..300960b2e
--- /dev/null
+++ b/src/3rdparty/assimp/code/IFCReaderGen.h
@@ -0,0 +1,4259 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+/** MACHINE-GENERATED by scripts/ICFImporter/CppGenerator.py */
+
+#ifndef INCLUDED_IFC_READER_GEN_H
+#define INCLUDED_IFC_READER_GEN_H
+
+#include "STEPFile.h"
+
+namespace Assimp {
+namespace IFC {
+ using namespace STEP;
+ using namespace STEP::EXPRESS;
+
+
+ struct NotImplemented : public ObjectHelper<NotImplemented,0> {
+
+ };
+
+
+ // ******************************************************************************
+ // IFC Custom data types
+ // ******************************************************************************
+
+
+ // C++ wrapper type for IfcSoundPowerMeasure
+ typedef REAL IfcSoundPowerMeasure;
+ // C++ wrapper type for IfcDoorStyleOperationEnum
+ typedef ENUMERATION IfcDoorStyleOperationEnum;
+ // C++ wrapper type for IfcRotationalFrequencyMeasure
+ typedef REAL IfcRotationalFrequencyMeasure;
+ // C++ wrapper type for IfcCharacterStyleSelect
+ typedef SELECT IfcCharacterStyleSelect;
+ // C++ wrapper type for IfcElectricTimeControlTypeEnum
+ typedef ENUMERATION IfcElectricTimeControlTypeEnum;
+ // C++ wrapper type for IfcAirTerminalTypeEnum
+ typedef ENUMERATION IfcAirTerminalTypeEnum;
+ // C++ wrapper type for IfcProjectOrderTypeEnum
+ typedef ENUMERATION IfcProjectOrderTypeEnum;
+ // C++ wrapper type for IfcSequenceEnum
+ typedef ENUMERATION IfcSequenceEnum;
+ // C++ wrapper type for IfcSpecificHeatCapacityMeasure
+ typedef REAL IfcSpecificHeatCapacityMeasure;
+ // C++ wrapper type for IfcHeatingValueMeasure
+ typedef REAL IfcHeatingValueMeasure;
+ // C++ wrapper type for IfcRibPlateDirectionEnum
+ typedef ENUMERATION IfcRibPlateDirectionEnum;
+ // C++ wrapper type for IfcSensorTypeEnum
+ typedef ENUMERATION IfcSensorTypeEnum;
+ // C++ wrapper type for IfcElectricHeaterTypeEnum
+ typedef ENUMERATION IfcElectricHeaterTypeEnum;
+ // C++ wrapper type for IfcObjectiveEnum
+ typedef ENUMERATION IfcObjectiveEnum;
+ // C++ wrapper type for IfcTextStyleSelect
+ typedef SELECT IfcTextStyleSelect;
+ // C++ wrapper type for IfcColumnTypeEnum
+ typedef ENUMERATION IfcColumnTypeEnum;
+ // C++ wrapper type for IfcGasTerminalTypeEnum
+ typedef ENUMERATION IfcGasTerminalTypeEnum;
+ // C++ wrapper type for IfcMassDensityMeasure
+ typedef REAL IfcMassDensityMeasure;
+ // C++ wrapper type for IfcSimpleValue
+ typedef SELECT IfcSimpleValue;
+ // C++ wrapper type for IfcElectricConductanceMeasure
+ typedef REAL IfcElectricConductanceMeasure;
+ // C++ wrapper type for IfcBuildingElementProxyTypeEnum
+ typedef ENUMERATION IfcBuildingElementProxyTypeEnum;
+ // C++ wrapper type for IfcJunctionBoxTypeEnum
+ typedef ENUMERATION IfcJunctionBoxTypeEnum;
+ // C++ wrapper type for IfcModulusOfElasticityMeasure
+ typedef REAL IfcModulusOfElasticityMeasure;
+ // C++ wrapper type for IfcActionSourceTypeEnum
+ typedef ENUMERATION IfcActionSourceTypeEnum;
+ // C++ wrapper type for IfcSIUnitName
+ typedef ENUMERATION IfcSIUnitName;
+ // C++ wrapper type for IfcRotationalMassMeasure
+ typedef REAL IfcRotationalMassMeasure;
+ // C++ wrapper type for IfcMemberTypeEnum
+ typedef ENUMERATION IfcMemberTypeEnum;
+ // C++ wrapper type for IfcTextDecoration
+ typedef STRING IfcTextDecoration;
+ // C++ wrapper type for IfcPositiveLengthMeasure
+ typedef REAL IfcPositiveLengthMeasure;
+ // C++ wrapper type for IfcAmountOfSubstanceMeasure
+ typedef REAL IfcAmountOfSubstanceMeasure;
+ // C++ wrapper type for IfcDoorStyleConstructionEnum
+ typedef ENUMERATION IfcDoorStyleConstructionEnum;
+ // C++ wrapper type for IfcAngularVelocityMeasure
+ typedef REAL IfcAngularVelocityMeasure;
+ // C++ wrapper type for IfcDirectionSenseEnum
+ typedef ENUMERATION IfcDirectionSenseEnum;
+ // C++ wrapper type for IfcNullStyle
+ typedef ENUMERATION IfcNullStyle;
+ // C++ wrapper type for IfcMonthInYearNumber
+ typedef INTEGER IfcMonthInYearNumber;
+ // C++ wrapper type for IfcRampFlightTypeEnum
+ typedef ENUMERATION IfcRampFlightTypeEnum;
+ // C++ wrapper type for IfcWindowStyleOperationEnum
+ typedef ENUMERATION IfcWindowStyleOperationEnum;
+ // C++ wrapper type for IfcCurvatureMeasure
+ typedef REAL IfcCurvatureMeasure;
+ // C++ wrapper type for IfcBooleanOperator
+ typedef ENUMERATION IfcBooleanOperator;
+ // C++ wrapper type for IfcDuctFittingTypeEnum
+ typedef ENUMERATION IfcDuctFittingTypeEnum;
+ // C++ wrapper type for IfcCurrencyEnum
+ typedef ENUMERATION IfcCurrencyEnum;
+ // C++ wrapper type for IfcObjectTypeEnum
+ typedef ENUMERATION IfcObjectTypeEnum;
+ // C++ wrapper type for IfcThermalLoadTypeEnum
+ typedef ENUMERATION IfcThermalLoadTypeEnum;
+ // C++ wrapper type for IfcIonConcentrationMeasure
+ typedef REAL IfcIonConcentrationMeasure;
+ // C++ wrapper type for IfcObjectReferenceSelect
+ typedef SELECT IfcObjectReferenceSelect;
+ // C++ wrapper type for IfcClassificationNotationSelect
+ typedef SELECT IfcClassificationNotationSelect;
+ // C++ wrapper type for IfcBSplineCurveForm
+ typedef ENUMERATION IfcBSplineCurveForm;
+ // C++ wrapper type for IfcElementCompositionEnum
+ typedef ENUMERATION IfcElementCompositionEnum;
+ // C++ wrapper type for IfcDraughtingCalloutElement
+ typedef SELECT IfcDraughtingCalloutElement;
+ // C++ wrapper type for IfcFillStyleSelect
+ typedef SELECT IfcFillStyleSelect;
+ // C++ wrapper type for IfcHeatFluxDensityMeasure
+ typedef REAL IfcHeatFluxDensityMeasure;
+ // C++ wrapper type for IfcGeometricProjectionEnum
+ typedef ENUMERATION IfcGeometricProjectionEnum;
+ // C++ wrapper type for IfcFontVariant
+ typedef STRING IfcFontVariant;
+ // C++ wrapper type for IfcThermalResistanceMeasure
+ typedef REAL IfcThermalResistanceMeasure;
+ // C++ wrapper type for IfcReflectanceMethodEnum
+ typedef ENUMERATION IfcReflectanceMethodEnum;
+ // C++ wrapper type for IfcSlabTypeEnum
+ typedef ENUMERATION IfcSlabTypeEnum;
+ // C++ wrapper type for IfcPositiveRatioMeasure
+ typedef REAL IfcPositiveRatioMeasure;
+ // C++ wrapper type for IfcInternalOrExternalEnum
+ typedef ENUMERATION IfcInternalOrExternalEnum;
+ // C++ wrapper type for IfcDimensionExtentUsage
+ typedef ENUMERATION IfcDimensionExtentUsage;
+ // C++ wrapper type for IfcPipeFittingTypeEnum
+ typedef ENUMERATION IfcPipeFittingTypeEnum;
+ // C++ wrapper type for IfcSanitaryTerminalTypeEnum
+ typedef ENUMERATION IfcSanitaryTerminalTypeEnum;
+ // C++ wrapper type for IfcMinuteInHour
+ typedef INTEGER IfcMinuteInHour;
+ // C++ wrapper type for IfcWallTypeEnum
+ typedef ENUMERATION IfcWallTypeEnum;
+ // C++ wrapper type for IfcMolecularWeightMeasure
+ typedef REAL IfcMolecularWeightMeasure;
+ // C++ wrapper type for IfcUnitaryEquipmentTypeEnum
+ typedef ENUMERATION IfcUnitaryEquipmentTypeEnum;
+ // C++ wrapper type for IfcProcedureTypeEnum
+ typedef ENUMERATION IfcProcedureTypeEnum;
+ // C++ wrapper type for IfcDistributionChamberElementTypeEnum
+ typedef ENUMERATION IfcDistributionChamberElementTypeEnum;
+ // C++ wrapper type for IfcTextPath
+ typedef ENUMERATION IfcTextPath;
+ // C++ wrapper type for IfcCostScheduleTypeEnum
+ typedef ENUMERATION IfcCostScheduleTypeEnum;
+ // C++ wrapper type for IfcShell
+ typedef SELECT IfcShell;
+ // C++ wrapper type for IfcLinearMomentMeasure
+ typedef REAL IfcLinearMomentMeasure;
+ // C++ wrapper type for IfcElectricCurrentMeasure
+ typedef REAL IfcElectricCurrentMeasure;
+ // C++ wrapper type for IfcDaylightSavingHour
+ typedef INTEGER IfcDaylightSavingHour;
+ // C++ wrapper type for IfcNormalisedRatioMeasure
+ typedef REAL IfcNormalisedRatioMeasure;
+ // C++ wrapper type for IfcFanTypeEnum
+ typedef ENUMERATION IfcFanTypeEnum;
+ // C++ wrapper type for IfcContextDependentMeasure
+ typedef REAL IfcContextDependentMeasure;
+ // C++ wrapper type for IfcAheadOrBehind
+ typedef ENUMERATION IfcAheadOrBehind;
+ // C++ wrapper type for IfcFontStyle
+ typedef STRING IfcFontStyle;
+ // C++ wrapper type for IfcCooledBeamTypeEnum
+ typedef ENUMERATION IfcCooledBeamTypeEnum;
+ // C++ wrapper type for IfcSurfaceStyleElementSelect
+ typedef SELECT IfcSurfaceStyleElementSelect;
+ // C++ wrapper type for IfcYearNumber
+ typedef INTEGER IfcYearNumber;
+ // C++ wrapper type for IfcLabel
+ typedef STRING IfcLabel;
+ // C++ wrapper type for IfcTimeStamp
+ typedef INTEGER IfcTimeStamp;
+ // C++ wrapper type for IfcFireSuppressionTerminalTypeEnum
+ typedef ENUMERATION IfcFireSuppressionTerminalTypeEnum;
+ // C++ wrapper type for IfcDocumentConfidentialityEnum
+ typedef ENUMERATION IfcDocumentConfidentialityEnum;
+ // C++ wrapper type for IfcColourOrFactor
+ typedef SELECT IfcColourOrFactor;
+ // C++ wrapper type for IfcAirTerminalBoxTypeEnum
+ typedef ENUMERATION IfcAirTerminalBoxTypeEnum;
+ // C++ wrapper type for IfcNumericMeasure
+ typedef NUMBER IfcNumericMeasure;
+ // C++ wrapper type for IfcDerivedUnitEnum
+ typedef ENUMERATION IfcDerivedUnitEnum;
+ // C++ wrapper type for IfcCurveOrEdgeCurve
+ typedef SELECT IfcCurveOrEdgeCurve;
+ // C++ wrapper type for IfcLightEmissionSourceEnum
+ typedef ENUMERATION IfcLightEmissionSourceEnum;
+ // C++ wrapper type for IfcKinematicViscosityMeasure
+ typedef REAL IfcKinematicViscosityMeasure;
+ // C++ wrapper type for IfcBoxAlignment
+ typedef STRING IfcBoxAlignment;
+ // C++ wrapper type for IfcDocumentSelect
+ typedef SELECT IfcDocumentSelect;
+ // C++ wrapper type for IfcCableCarrierFittingTypeEnum
+ typedef ENUMERATION IfcCableCarrierFittingTypeEnum;
+ // C++ wrapper type for IfcPumpTypeEnum
+ typedef ENUMERATION IfcPumpTypeEnum;
+ // C++ wrapper type for IfcHourInDay
+ typedef INTEGER IfcHourInDay;
+ // C++ wrapper type for IfcProjectOrderRecordTypeEnum
+ typedef ENUMERATION IfcProjectOrderRecordTypeEnum;
+ // C++ wrapper type for IfcWindowStyleConstructionEnum
+ typedef ENUMERATION IfcWindowStyleConstructionEnum;
+ // C++ wrapper type for IfcPresentationStyleSelect
+ typedef SELECT IfcPresentationStyleSelect;
+ // C++ wrapper type for IfcCableSegmentTypeEnum
+ typedef ENUMERATION IfcCableSegmentTypeEnum;
+ // C++ wrapper type for IfcWasteTerminalTypeEnum
+ typedef ENUMERATION IfcWasteTerminalTypeEnum;
+ // C++ wrapper type for IfcIsothermalMoistureCapacityMeasure
+ typedef REAL IfcIsothermalMoistureCapacityMeasure;
+ // C++ wrapper type for IfcIdentifier
+ typedef STRING IfcIdentifier;
+ // C++ wrapper type for IfcRadioActivityMeasure
+ typedef REAL IfcRadioActivityMeasure;
+ // C++ wrapper type for IfcSymbolStyleSelect
+ typedef SELECT IfcSymbolStyleSelect;
+ // C++ wrapper type for IfcRoofTypeEnum
+ typedef ENUMERATION IfcRoofTypeEnum;
+ // C++ wrapper type for IfcReal
+ typedef REAL IfcReal;
+ // C++ wrapper type for IfcRoleEnum
+ typedef ENUMERATION IfcRoleEnum;
+ // C++ wrapper type for IfcMeasureValue
+ typedef SELECT IfcMeasureValue;
+ // C++ wrapper type for IfcPileTypeEnum
+ typedef ENUMERATION IfcPileTypeEnum;
+ // C++ wrapper type for IfcElectricCurrentEnum
+ typedef ENUMERATION IfcElectricCurrentEnum;
+ // C++ wrapper type for IfcTextTransformation
+ typedef STRING IfcTextTransformation;
+ // C++ wrapper type for IfcFilterTypeEnum
+ typedef ENUMERATION IfcFilterTypeEnum;
+ // C++ wrapper type for IfcTransformerTypeEnum
+ typedef ENUMERATION IfcTransformerTypeEnum;
+ // C++ wrapper type for IfcSurfaceSide
+ typedef ENUMERATION IfcSurfaceSide;
+ // C++ wrapper type for IfcThermalTransmittanceMeasure
+ typedef REAL IfcThermalTransmittanceMeasure;
+ // C++ wrapper type for IfcTubeBundleTypeEnum
+ typedef ENUMERATION IfcTubeBundleTypeEnum;
+ // C++ wrapper type for IfcLightFixtureTypeEnum
+ typedef ENUMERATION IfcLightFixtureTypeEnum;
+ // C++ wrapper type for IfcInductanceMeasure
+ typedef REAL IfcInductanceMeasure;
+ // C++ wrapper type for IfcGlobalOrLocalEnum
+ typedef ENUMERATION IfcGlobalOrLocalEnum;
+ // C++ wrapper type for IfcOutletTypeEnum
+ typedef ENUMERATION IfcOutletTypeEnum;
+ // C++ wrapper type for IfcWorkControlTypeEnum
+ typedef ENUMERATION IfcWorkControlTypeEnum;
+ // C++ wrapper type for IfcWarpingMomentMeasure
+ typedef REAL IfcWarpingMomentMeasure;
+ // C++ wrapper type for IfcDynamicViscosityMeasure
+ typedef REAL IfcDynamicViscosityMeasure;
+ // C++ wrapper type for IfcEnergySequenceEnum
+ typedef ENUMERATION IfcEnergySequenceEnum;
+ // C++ wrapper type for IfcFillAreaStyleTileShapeSelect
+ typedef SELECT IfcFillAreaStyleTileShapeSelect;
+ // C++ wrapper type for IfcPointOrVertexPoint
+ typedef SELECT IfcPointOrVertexPoint;
+ // C++ wrapper type for IfcVibrationIsolatorTypeEnum
+ typedef ENUMERATION IfcVibrationIsolatorTypeEnum;
+ // C++ wrapper type for IfcTankTypeEnum
+ typedef ENUMERATION IfcTankTypeEnum;
+ // C++ wrapper type for IfcTimeSeriesDataTypeEnum
+ typedef ENUMERATION IfcTimeSeriesDataTypeEnum;
+ // C++ wrapper type for IfcSurfaceTextureEnum
+ typedef ENUMERATION IfcSurfaceTextureEnum;
+ // C++ wrapper type for IfcAddressTypeEnum
+ typedef ENUMERATION IfcAddressTypeEnum;
+ // C++ wrapper type for IfcChillerTypeEnum
+ typedef ENUMERATION IfcChillerTypeEnum;
+ // C++ wrapper type for IfcLightDistributionCurveEnum
+ typedef ENUMERATION IfcLightDistributionCurveEnum;
+ // C++ wrapper type for IfcReinforcingBarRoleEnum
+ typedef ENUMERATION IfcReinforcingBarRoleEnum;
+ // C++ wrapper type for IfcResourceConsumptionEnum
+ typedef ENUMERATION IfcResourceConsumptionEnum;
+ // C++ wrapper type for IfcCsgSelect
+ typedef SELECT IfcCsgSelect;
+ // C++ wrapper type for IfcModulusOfLinearSubgradeReactionMeasure
+ typedef REAL IfcModulusOfLinearSubgradeReactionMeasure;
+ // C++ wrapper type for IfcEvaporatorTypeEnum
+ typedef ENUMERATION IfcEvaporatorTypeEnum;
+ // C++ wrapper type for IfcTimeSeriesScheduleTypeEnum
+ typedef ENUMERATION IfcTimeSeriesScheduleTypeEnum;
+ // C++ wrapper type for IfcDayInMonthNumber
+ typedef INTEGER IfcDayInMonthNumber;
+ // C++ wrapper type for IfcElectricMotorTypeEnum
+ typedef ENUMERATION IfcElectricMotorTypeEnum;
+ // C++ wrapper type for IfcThermalConductivityMeasure
+ typedef REAL IfcThermalConductivityMeasure;
+ // C++ wrapper type for IfcEnergyMeasure
+ typedef REAL IfcEnergyMeasure;
+ // C++ wrapper type for IfcRotationalStiffnessMeasure
+ typedef REAL IfcRotationalStiffnessMeasure;
+ // C++ wrapper type for IfcDerivedMeasureValue
+ typedef SELECT IfcDerivedMeasureValue;
+ // C++ wrapper type for IfcDoorPanelOperationEnum
+ typedef ENUMERATION IfcDoorPanelOperationEnum;
+ // C++ wrapper type for IfcCurveStyleFontSelect
+ typedef SELECT IfcCurveStyleFontSelect;
+ // C++ wrapper type for IfcWindowPanelOperationEnum
+ typedef ENUMERATION IfcWindowPanelOperationEnum;
+ // C++ wrapper type for IfcDataOriginEnum
+ typedef ENUMERATION IfcDataOriginEnum;
+ // C++ wrapper type for IfcStairTypeEnum
+ typedef ENUMERATION IfcStairTypeEnum;
+ // C++ wrapper type for IfcRailingTypeEnum
+ typedef ENUMERATION IfcRailingTypeEnum;
+ // C++ wrapper type for IfcPowerMeasure
+ typedef REAL IfcPowerMeasure;
+ // C++ wrapper type for IfcStackTerminalTypeEnum
+ typedef ENUMERATION IfcStackTerminalTypeEnum;
+ // C++ wrapper type for IfcHatchLineDistanceSelect
+ typedef SELECT IfcHatchLineDistanceSelect;
+ // C++ wrapper type for IfcTrimmingSelect
+ typedef SELECT IfcTrimmingSelect;
+ // C++ wrapper type for IfcThermalExpansionCoefficientMeasure
+ typedef REAL IfcThermalExpansionCoefficientMeasure;
+ // C++ wrapper type for IfcLightDistributionDataSourceSelect
+ typedef SELECT IfcLightDistributionDataSourceSelect;
+ // C++ wrapper type for IfcTorqueMeasure
+ typedef REAL IfcTorqueMeasure;
+ // C++ wrapper type for IfcMassPerLengthMeasure
+ typedef REAL IfcMassPerLengthMeasure;
+ // C++ wrapper type for IfcValveTypeEnum
+ typedef ENUMERATION IfcValveTypeEnum;
+ // C++ wrapper type for IfcWindowPanelPositionEnum
+ typedef ENUMERATION IfcWindowPanelPositionEnum;
+ // C++ wrapper type for IfcSurfaceOrFaceSurface
+ typedef SELECT IfcSurfaceOrFaceSurface;
+ // C++ wrapper type for IfcPropertySourceEnum
+ typedef ENUMERATION IfcPropertySourceEnum;
+ // C++ wrapper type for IfcCableCarrierSegmentTypeEnum
+ typedef ENUMERATION IfcCableCarrierSegmentTypeEnum;
+ // C++ wrapper type for IfcCountMeasure
+ typedef NUMBER IfcCountMeasure;
+ // C++ wrapper type for IfcFontWeight
+ typedef STRING IfcFontWeight;
+ // C++ wrapper type for IfcPhysicalOrVirtualEnum
+ typedef ENUMERATION IfcPhysicalOrVirtualEnum;
+ // C++ wrapper type for IfcSpaceTypeEnum
+ typedef ENUMERATION IfcSpaceTypeEnum;
+ // C++ wrapper type for IfcVolumetricFlowRateMeasure
+ typedef REAL IfcVolumetricFlowRateMeasure;
+ // C++ wrapper type for IfcLuminousFluxMeasure
+ typedef REAL IfcLuminousFluxMeasure;
+ // C++ wrapper type for IfcEvaporativeCoolerTypeEnum
+ typedef ENUMERATION IfcEvaporativeCoolerTypeEnum;
+ // C++ wrapper type for IfcLayeredItem
+ typedef SELECT IfcLayeredItem;
+ // C++ wrapper type for IfcModulusOfSubgradeReactionMeasure
+ typedef REAL IfcModulusOfSubgradeReactionMeasure;
+ // C++ wrapper type for IfcHeatExchangerTypeEnum
+ typedef ENUMERATION IfcHeatExchangerTypeEnum;
+ // C++ wrapper type for IfcProtectiveDeviceTypeEnum
+ typedef ENUMERATION IfcProtectiveDeviceTypeEnum;
+ // C++ wrapper type for IfcDamperTypeEnum
+ typedef ENUMERATION IfcDamperTypeEnum;
+ // C++ wrapper type for IfcControllerTypeEnum
+ typedef ENUMERATION IfcControllerTypeEnum;
+ // C++ wrapper type for IfcMassFlowRateMeasure
+ typedef REAL IfcMassFlowRateMeasure;
+ // C++ wrapper type for IfcAssemblyPlaceEnum
+ typedef ENUMERATION IfcAssemblyPlaceEnum;
+ // C++ wrapper type for IfcAreaMeasure
+ typedef REAL IfcAreaMeasure;
+ // C++ wrapper type for IfcServiceLifeFactorTypeEnum
+ typedef ENUMERATION IfcServiceLifeFactorTypeEnum;
+ // C++ wrapper type for IfcVolumeMeasure
+ typedef REAL IfcVolumeMeasure;
+ // C++ wrapper type for IfcBeamTypeEnum
+ typedef ENUMERATION IfcBeamTypeEnum;
+ // C++ wrapper type for IfcStateEnum
+ typedef ENUMERATION IfcStateEnum;
+ // C++ wrapper type for IfcSpaceHeaterTypeEnum
+ typedef ENUMERATION IfcSpaceHeaterTypeEnum;
+ // C++ wrapper type for IfcSectionTypeEnum
+ typedef ENUMERATION IfcSectionTypeEnum;
+ // C++ wrapper type for IfcFootingTypeEnum
+ typedef ENUMERATION IfcFootingTypeEnum;
+ // C++ wrapper type for IfcMonetaryMeasure
+ typedef REAL IfcMonetaryMeasure;
+ // C++ wrapper type for IfcLoadGroupTypeEnum
+ typedef ENUMERATION IfcLoadGroupTypeEnum;
+ // C++ wrapper type for IfcElectricGeneratorTypeEnum
+ typedef ENUMERATION IfcElectricGeneratorTypeEnum;
+ // C++ wrapper type for IfcFlowMeterTypeEnum
+ typedef ENUMERATION IfcFlowMeterTypeEnum;
+ // C++ wrapper type for IfcMaterialSelect
+ typedef SELECT IfcMaterialSelect;
+ // C++ wrapper type for IfcAnalysisModelTypeEnum
+ typedef ENUMERATION IfcAnalysisModelTypeEnum;
+ // C++ wrapper type for IfcTemperatureGradientMeasure
+ typedef REAL IfcTemperatureGradientMeasure;
+ // C++ wrapper type for IfcModulusOfRotationalSubgradeReactionMeasure
+ typedef REAL IfcModulusOfRotationalSubgradeReactionMeasure;
+ // C++ wrapper type for IfcColour
+ typedef SELECT IfcColour;
+ // C++ wrapper type for IfcCurtainWallTypeEnum
+ typedef ENUMERATION IfcCurtainWallTypeEnum;
+ // C++ wrapper type for IfcMetricValueSelect
+ typedef SELECT IfcMetricValueSelect;
+ // C++ wrapper type for IfcTextAlignment
+ typedef STRING IfcTextAlignment;
+ // C++ wrapper type for IfcDoorPanelPositionEnum
+ typedef ENUMERATION IfcDoorPanelPositionEnum;
+ // C++ wrapper type for IfcPlateTypeEnum
+ typedef ENUMERATION IfcPlateTypeEnum;
+ // C++ wrapper type for IfcSectionalAreaIntegralMeasure
+ typedef REAL IfcSectionalAreaIntegralMeasure;
+ // C++ wrapper type for IfcPresentableText
+ typedef STRING IfcPresentableText;
+ // C++ wrapper type for IfcVaporPermeabilityMeasure
+ typedef REAL IfcVaporPermeabilityMeasure;
+ // C++ wrapper type for IfcStructuralSurfaceTypeEnum
+ typedef ENUMERATION IfcStructuralSurfaceTypeEnum;
+ // C++ wrapper type for IfcLinearVelocityMeasure
+ typedef REAL IfcLinearVelocityMeasure;
+ // C++ wrapper type for IfcIntegerCountRateMeasure
+ typedef INTEGER IfcIntegerCountRateMeasure;
+ // C++ wrapper type for IfcAirToAirHeatRecoveryTypeEnum
+ typedef ENUMERATION IfcAirToAirHeatRecoveryTypeEnum;
+ // C++ wrapper type for IfcDocumentStatusEnum
+ typedef ENUMERATION IfcDocumentStatusEnum;
+ // C++ wrapper type for IfcLengthMeasure
+ typedef REAL IfcLengthMeasure;
+ // C++ wrapper type for IfcPlanarForceMeasure
+ typedef REAL IfcPlanarForceMeasure;
+ // C++ wrapper type for IfcBooleanOperand
+ typedef SELECT IfcBooleanOperand;
+ // C++ wrapper type for IfcInteger
+ typedef INTEGER IfcInteger;
+ // C++ wrapper type for IfcRampTypeEnum
+ typedef ENUMERATION IfcRampTypeEnum;
+ // C++ wrapper type for IfcActorSelect
+ typedef SELECT IfcActorSelect;
+ // C++ wrapper type for IfcElectricChargeMeasure
+ typedef REAL IfcElectricChargeMeasure;
+ // C++ wrapper type for IfcGeometricSetSelect
+ typedef SELECT IfcGeometricSetSelect;
+ // C++ wrapper type for IfcConnectionTypeEnum
+ typedef ENUMERATION IfcConnectionTypeEnum;
+ // C++ wrapper type for IfcValue
+ typedef SELECT IfcValue;
+ // C++ wrapper type for IfcCoolingTowerTypeEnum
+ typedef ENUMERATION IfcCoolingTowerTypeEnum;
+ // C++ wrapper type for IfcPlaneAngleMeasure
+ typedef REAL IfcPlaneAngleMeasure;
+ // C++ wrapper type for IfcSwitchingDeviceTypeEnum
+ typedef ENUMERATION IfcSwitchingDeviceTypeEnum;
+ // C++ wrapper type for IfcFlowDirectionEnum
+ typedef ENUMERATION IfcFlowDirectionEnum;
+ // C++ wrapper type for IfcThermalLoadSourceEnum
+ typedef ENUMERATION IfcThermalLoadSourceEnum;
+ // C++ wrapper type for IfcTextFontSelect
+ typedef SELECT IfcTextFontSelect;
+ // C++ wrapper type for IfcSpecularHighlightSelect
+ typedef SELECT IfcSpecularHighlightSelect;
+ // C++ wrapper type for IfcAnalysisTheoryTypeEnum
+ typedef ENUMERATION IfcAnalysisTheoryTypeEnum;
+ // C++ wrapper type for IfcTextFontName
+ typedef STRING IfcTextFontName;
+ // C++ wrapper type for IfcElectricVoltageMeasure
+ typedef REAL IfcElectricVoltageMeasure;
+ // C++ wrapper type for IfcTendonTypeEnum
+ typedef ENUMERATION IfcTendonTypeEnum;
+ // C++ wrapper type for IfcSoundPressureMeasure
+ typedef REAL IfcSoundPressureMeasure;
+ // C++ wrapper type for IfcElectricDistributionPointFunctionEnum
+ typedef ENUMERATION IfcElectricDistributionPointFunctionEnum;
+ // C++ wrapper type for IfcSpecularRoughness
+ typedef REAL IfcSpecularRoughness;
+ // C++ wrapper type for IfcActionTypeEnum
+ typedef ENUMERATION IfcActionTypeEnum;
+ // C++ wrapper type for IfcReinforcingBarSurfaceEnum
+ typedef ENUMERATION IfcReinforcingBarSurfaceEnum;
+ // C++ wrapper type for IfcHumidifierTypeEnum
+ typedef ENUMERATION IfcHumidifierTypeEnum;
+ // C++ wrapper type for IfcIlluminanceMeasure
+ typedef REAL IfcIlluminanceMeasure;
+ // C++ wrapper type for IfcLibrarySelect
+ typedef SELECT IfcLibrarySelect;
+ // C++ wrapper type for IfcText
+ typedef STRING IfcText;
+ // C++ wrapper type for IfcLayerSetDirectionEnum
+ typedef ENUMERATION IfcLayerSetDirectionEnum;
+ // C++ wrapper type for IfcBoilerTypeEnum
+ typedef ENUMERATION IfcBoilerTypeEnum;
+ // C++ wrapper type for IfcTimeMeasure
+ typedef REAL IfcTimeMeasure;
+ // C++ wrapper type for IfcAccelerationMeasure
+ typedef REAL IfcAccelerationMeasure;
+ // C++ wrapper type for IfcElectricFlowStorageDeviceTypeEnum
+ typedef ENUMERATION IfcElectricFlowStorageDeviceTypeEnum;
+ // C++ wrapper type for IfcLuminousIntensityMeasure
+ typedef REAL IfcLuminousIntensityMeasure;
+ // C++ wrapper type for IfcDefinedSymbolSelect
+ typedef SELECT IfcDefinedSymbolSelect;
+ // C++ wrapper type for IfcUnitEnum
+ typedef ENUMERATION IfcUnitEnum;
+ // C++ wrapper type for IfcInventoryTypeEnum
+ typedef ENUMERATION IfcInventoryTypeEnum;
+ // C++ wrapper type for IfcStructuralActivityAssignmentSelect
+ typedef SELECT IfcStructuralActivityAssignmentSelect;
+ // C++ wrapper type for IfcElementAssemblyTypeEnum
+ typedef ENUMERATION IfcElementAssemblyTypeEnum;
+ // C++ wrapper type for IfcServiceLifeTypeEnum
+ typedef ENUMERATION IfcServiceLifeTypeEnum;
+ // C++ wrapper type for IfcCoveringTypeEnum
+ typedef ENUMERATION IfcCoveringTypeEnum;
+ // C++ wrapper type for IfcStairFlightTypeEnum
+ typedef ENUMERATION IfcStairFlightTypeEnum;
+ // C++ wrapper type for IfcSIPrefix
+ typedef ENUMERATION IfcSIPrefix;
+ // C++ wrapper type for IfcElectricCapacitanceMeasure
+ typedef REAL IfcElectricCapacitanceMeasure;
+ // C++ wrapper type for IfcFlowInstrumentTypeEnum
+ typedef ENUMERATION IfcFlowInstrumentTypeEnum;
+ // C++ wrapper type for IfcThermodynamicTemperatureMeasure
+ typedef REAL IfcThermodynamicTemperatureMeasure;
+ // C++ wrapper type for IfcGloballyUniqueId
+ typedef STRING IfcGloballyUniqueId;
+ // C++ wrapper type for IfcLampTypeEnum
+ typedef ENUMERATION IfcLampTypeEnum;
+ // C++ wrapper type for IfcMagneticFluxMeasure
+ typedef REAL IfcMagneticFluxMeasure;
+ // C++ wrapper type for IfcSolidAngleMeasure
+ typedef REAL IfcSolidAngleMeasure;
+ // C++ wrapper type for IfcFrequencyMeasure
+ typedef REAL IfcFrequencyMeasure;
+ // C++ wrapper type for IfcTransportElementTypeEnum
+ typedef ENUMERATION IfcTransportElementTypeEnum;
+ // C++ wrapper type for IfcSoundScaleEnum
+ typedef ENUMERATION IfcSoundScaleEnum;
+ // C++ wrapper type for IfcPHMeasure
+ typedef REAL IfcPHMeasure;
+ // C++ wrapper type for IfcActuatorTypeEnum
+ typedef ENUMERATION IfcActuatorTypeEnum;
+ // C++ wrapper type for IfcPositivePlaneAngleMeasure
+ typedef REAL IfcPositivePlaneAngleMeasure;
+ // C++ wrapper type for IfcAppliedValueSelect
+ typedef SELECT IfcAppliedValueSelect;
+ // C++ wrapper type for IfcSecondInMinute
+ typedef REAL IfcSecondInMinute;
+ // C++ wrapper type for IfcDuctSegmentTypeEnum
+ typedef ENUMERATION IfcDuctSegmentTypeEnum;
+ // C++ wrapper type for IfcThermalAdmittanceMeasure
+ typedef REAL IfcThermalAdmittanceMeasure;
+ // C++ wrapper type for IfcSpecularExponent
+ typedef REAL IfcSpecularExponent;
+ // C++ wrapper type for IfcDateTimeSelect
+ typedef SELECT IfcDateTimeSelect;
+ // C++ wrapper type for IfcTransitionCode
+ typedef ENUMERATION IfcTransitionCode;
+ // C++ wrapper type for IfcDimensionCount
+ typedef INTEGER IfcDimensionCount;
+ // C++ wrapper type for IfcLinearStiffnessMeasure
+ typedef REAL IfcLinearStiffnessMeasure;
+ // C++ wrapper type for IfcCompoundPlaneAngleMeasure
+ typedef ListOf< INTEGER, 3, 3 > IfcCompoundPlaneAngleMeasure;
+ // C++ wrapper type for IfcElectricApplianceTypeEnum
+ typedef ENUMERATION IfcElectricApplianceTypeEnum;
+ // C++ wrapper type for IfcProfileTypeEnum
+ typedef ENUMERATION IfcProfileTypeEnum;
+ // C++ wrapper type for IfcCurveFontOrScaledCurveFontSelect
+ typedef SELECT IfcCurveFontOrScaledCurveFontSelect;
+ // C++ wrapper type for IfcProjectedOrTrueLengthEnum
+ typedef ENUMERATION IfcProjectedOrTrueLengthEnum;
+ // C++ wrapper type for IfcAbsorbedDoseMeasure
+ typedef REAL IfcAbsorbedDoseMeasure;
+ // C++ wrapper type for IfcParameterValue
+ typedef REAL IfcParameterValue;
+ // C++ wrapper type for IfcPileConstructionEnum
+ typedef ENUMERATION IfcPileConstructionEnum;
+ // C++ wrapper type for IfcMotorConnectionTypeEnum
+ typedef ENUMERATION IfcMotorConnectionTypeEnum;
+ // C++ wrapper type for IfcOccupantTypeEnum
+ typedef ENUMERATION IfcOccupantTypeEnum;
+ // C++ wrapper type for IfcUnit
+ typedef SELECT IfcUnit;
+ // C++ wrapper type for IfcLinearForceMeasure
+ typedef REAL IfcLinearForceMeasure;
+ // C++ wrapper type for IfcCondenserTypeEnum
+ typedef ENUMERATION IfcCondenserTypeEnum;
+ // C++ wrapper type for IfcDescriptiveMeasure
+ typedef STRING IfcDescriptiveMeasure;
+ // C++ wrapper type for IfcMomentOfInertiaMeasure
+ typedef REAL IfcMomentOfInertiaMeasure;
+ // C++ wrapper type for IfcDoseEquivalentMeasure
+ typedef REAL IfcDoseEquivalentMeasure;
+ // C++ wrapper type for IfcOrientationSelect
+ typedef SELECT IfcOrientationSelect;
+ // C++ wrapper type for IfcLogical
+ typedef LOGICAL IfcLogical;
+ // C++ wrapper type for IfcSizeSelect
+ typedef SELECT IfcSizeSelect;
+ // C++ wrapper type for IfcEnvironmentalImpactCategoryEnum
+ typedef ENUMERATION IfcEnvironmentalImpactCategoryEnum;
+ // C++ wrapper type for IfcLogicalOperatorEnum
+ typedef ENUMERATION IfcLogicalOperatorEnum;
+ // C++ wrapper type for IfcCompressorTypeEnum
+ typedef ENUMERATION IfcCompressorTypeEnum;
+ // C++ wrapper type for IfcBenchmarkEnum
+ typedef ENUMERATION IfcBenchmarkEnum;
+ // C++ wrapper type for IfcRatioMeasure
+ typedef REAL IfcRatioMeasure;
+ // C++ wrapper type for IfcVectorOrDirection
+ typedef SELECT IfcVectorOrDirection;
+ // C++ wrapper type for IfcConstraintEnum
+ typedef ENUMERATION IfcConstraintEnum;
+ // C++ wrapper type for IfcAlarmTypeEnum
+ typedef ENUMERATION IfcAlarmTypeEnum;
+ // C++ wrapper type for IfcLuminousIntensityDistributionMeasure
+ typedef REAL IfcLuminousIntensityDistributionMeasure;
+ // C++ wrapper type for IfcArithmeticOperatorEnum
+ typedef ENUMERATION IfcArithmeticOperatorEnum;
+ // C++ wrapper type for IfcAxis2Placement
+ typedef SELECT IfcAxis2Placement;
+ // C++ wrapper type for IfcForceMeasure
+ typedef REAL IfcForceMeasure;
+ // C++ wrapper type for IfcTrimmingPreference
+ typedef ENUMERATION IfcTrimmingPreference;
+ // C++ wrapper type for IfcElectricResistanceMeasure
+ typedef REAL IfcElectricResistanceMeasure;
+ // C++ wrapper type for IfcWarpingConstantMeasure
+ typedef REAL IfcWarpingConstantMeasure;
+ // C++ wrapper type for IfcPipeSegmentTypeEnum
+ typedef ENUMERATION IfcPipeSegmentTypeEnum;
+ // C++ wrapper type for IfcConditionCriterionSelect
+ typedef SELECT IfcConditionCriterionSelect;
+ // C++ wrapper type for IfcShearModulusMeasure
+ typedef REAL IfcShearModulusMeasure;
+ // C++ wrapper type for IfcPressureMeasure
+ typedef REAL IfcPressureMeasure;
+ // C++ wrapper type for IfcDuctSilencerTypeEnum
+ typedef ENUMERATION IfcDuctSilencerTypeEnum;
+ // C++ wrapper type for IfcBoolean
+ typedef BOOLEAN IfcBoolean;
+ // C++ wrapper type for IfcSectionModulusMeasure
+ typedef REAL IfcSectionModulusMeasure;
+ // C++ wrapper type for IfcChangeActionEnum
+ typedef ENUMERATION IfcChangeActionEnum;
+ // C++ wrapper type for IfcCoilTypeEnum
+ typedef ENUMERATION IfcCoilTypeEnum;
+ // C++ wrapper type for IfcMassMeasure
+ typedef REAL IfcMassMeasure;
+ // C++ wrapper type for IfcStructuralCurveTypeEnum
+ typedef ENUMERATION IfcStructuralCurveTypeEnum;
+ // C++ wrapper type for IfcPermeableCoveringOperationEnum
+ typedef ENUMERATION IfcPermeableCoveringOperationEnum;
+ // C++ wrapper type for IfcMagneticFluxDensityMeasure
+ typedef REAL IfcMagneticFluxDensityMeasure;
+ // C++ wrapper type for IfcMoistureDiffusivityMeasure
+ typedef REAL IfcMoistureDiffusivityMeasure;
+
+
+ // ******************************************************************************
+ // IFC Entities
+ // ******************************************************************************
+
+ struct IfcRoot;
+ struct IfcObjectDefinition;
+ struct IfcTypeObject;
+ struct IfcTypeProduct;
+ struct IfcElementType;
+ struct IfcFurnishingElementType;
+ struct IfcFurnitureType;
+ struct IfcObject;
+ struct IfcProduct;
+ struct IfcGrid;
+ struct IfcRepresentationItem;
+ struct IfcGeometricRepresentationItem;
+ struct IfcOneDirectionRepeatFactor;
+ struct IfcTwoDirectionRepeatFactor;
+ struct IfcElement;
+ struct IfcElementComponent;
+ typedef NotImplemented IfcLocalTime; // (not currently used by Assimp)
+ struct IfcSpatialStructureElementType;
+ struct IfcControl;
+ struct IfcActionRequest;
+ typedef NotImplemented IfcTextureVertex; // (not currently used by Assimp)
+ typedef NotImplemented IfcPropertyDefinition; // (not currently used by Assimp)
+ typedef NotImplemented IfcPropertySetDefinition; // (not currently used by Assimp)
+ typedef NotImplemented IfcFluidFlowProperties; // (not currently used by Assimp)
+ typedef NotImplemented IfcDocumentInformation; // (not currently used by Assimp)
+ typedef NotImplemented IfcCalendarDate; // (not currently used by Assimp)
+ struct IfcDistributionElementType;
+ struct IfcDistributionFlowElementType;
+ struct IfcEnergyConversionDeviceType;
+ struct IfcCooledBeamType;
+ struct IfcCsgPrimitive3D;
+ struct IfcRectangularPyramid;
+ typedef NotImplemented IfcStructuralLoad; // (not currently used by Assimp)
+ typedef NotImplemented IfcStructuralLoadStatic; // (not currently used by Assimp)
+ typedef NotImplemented IfcStructuralLoadLinearForce; // (not currently used by Assimp)
+ struct IfcSurface;
+ struct IfcBoundedSurface;
+ struct IfcRectangularTrimmedSurface;
+ typedef NotImplemented IfcPhysicalQuantity; // (not currently used by Assimp)
+ typedef NotImplemented IfcPhysicalSimpleQuantity; // (not currently used by Assimp)
+ typedef NotImplemented IfcQuantityVolume; // (not currently used by Assimp)
+ typedef NotImplemented IfcQuantityArea; // (not currently used by Assimp)
+ struct IfcGroup;
+ struct IfcRelationship;
+ typedef NotImplemented IfcRelAssigns; // (not currently used by Assimp)
+ typedef NotImplemented IfcRelAssignsToActor; // (not currently used by Assimp)
+ struct IfcHalfSpaceSolid;
+ struct IfcPolygonalBoundedHalfSpace;
+ typedef NotImplemented IfcEnergyProperties; // (not currently used by Assimp)
+ struct IfcAirToAirHeatRecoveryType;
+ struct IfcFlowFittingType;
+ struct IfcPipeFittingType;
+ struct IfcRepresentation;
+ struct IfcStyleModel;
+ struct IfcStyledRepresentation;
+ typedef NotImplemented IfcRelAssignsToControl; // (not currently used by Assimp)
+ typedef NotImplemented IfcRelAssignsToProjectOrder; // (not currently used by Assimp)
+ typedef NotImplemented IfcDimensionalExponents; // (not currently used by Assimp)
+ struct IfcBooleanResult;
+ typedef NotImplemented IfcSoundProperties; // (not currently used by Assimp)
+ struct IfcFeatureElement;
+ struct IfcFeatureElementSubtraction;
+ struct IfcOpeningElement;
+ struct IfcConditionCriterion;
+ struct IfcFlowTerminalType;
+ struct IfcFlowControllerType;
+ struct IfcSwitchingDeviceType;
+ struct IfcSystem;
+ struct IfcElectricalCircuit;
+ typedef NotImplemented IfcActorRole; // (not currently used by Assimp)
+ typedef NotImplemented IfcDateAndTime; // (not currently used by Assimp)
+ typedef NotImplemented IfcDraughtingCalloutRelationship; // (not currently used by Assimp)
+ typedef NotImplemented IfcDimensionCalloutRelationship; // (not currently used by Assimp)
+ typedef NotImplemented IfcDerivedUnitElement; // (not currently used by Assimp)
+ typedef NotImplemented IfcExternalReference; // (not currently used by Assimp)
+ typedef NotImplemented IfcClassificationReference; // (not currently used by Assimp)
+ struct IfcUnitaryEquipmentType;
+ typedef NotImplemented IfcProperty; // (not currently used by Assimp)
+ struct IfcPort;
+ typedef NotImplemented IfcAddress; // (not currently used by Assimp)
+ struct IfcPlacement;
+ typedef NotImplemented IfcPreDefinedItem; // (not currently used by Assimp)
+ typedef NotImplemented IfcPreDefinedColour; // (not currently used by Assimp)
+ typedef NotImplemented IfcDraughtingPreDefinedColour; // (not currently used by Assimp)
+ struct IfcProfileDef;
+ struct IfcArbitraryClosedProfileDef;
+ struct IfcCurve;
+ struct IfcConic;
+ struct IfcCircle;
+ typedef NotImplemented IfcAppliedValue; // (not currently used by Assimp)
+ typedef NotImplemented IfcEnvironmentalImpactValue; // (not currently used by Assimp)
+ typedef NotImplemented IfcSimpleProperty; // (not currently used by Assimp)
+ typedef NotImplemented IfcPropertySingleValue; // (not currently used by Assimp)
+ struct IfcElementarySurface;
+ struct IfcPlane;
+ typedef NotImplemented IfcPropertyBoundedValue; // (not currently used by Assimp)
+ struct IfcCostSchedule;
+ typedef NotImplemented IfcMonetaryUnit; // (not currently used by Assimp)
+ typedef NotImplemented IfcConnectionGeometry; // (not currently used by Assimp)
+ typedef NotImplemented IfcConnectionCurveGeometry; // (not currently used by Assimp)
+ struct IfcRightCircularCone;
+ struct IfcElementAssembly;
+ struct IfcBuildingElement;
+ struct IfcMember;
+ typedef NotImplemented IfcPropertyDependencyRelationship; // (not currently used by Assimp)
+ struct IfcBuildingElementProxy;
+ struct IfcStructuralActivity;
+ struct IfcStructuralAction;
+ struct IfcStructuralPlanarAction;
+ struct IfcTopologicalRepresentationItem;
+ struct IfcConnectedFaceSet;
+ struct IfcSweptSurface;
+ struct IfcSurfaceOfLinearExtrusion;
+ struct IfcArbitraryProfileDefWithVoids;
+ struct IfcProcess;
+ struct IfcProcedure;
+ typedef NotImplemented IfcCurveStyleFontPattern; // (not currently used by Assimp)
+ struct IfcVector;
+ struct IfcFaceBound;
+ struct IfcFaceOuterBound;
+ struct IfcFeatureElementAddition;
+ struct IfcNamedUnit;
+ struct IfcConversionBasedUnit;
+ typedef NotImplemented IfcStructuralLoadSingleForce; // (not currently used by Assimp)
+ struct IfcHeatExchangerType;
+ struct IfcPresentationStyleAssignment;
+ struct IfcFlowTreatmentDeviceType;
+ struct IfcFilterType;
+ struct IfcResource;
+ struct IfcEvaporativeCoolerType;
+ typedef NotImplemented IfcTextureCoordinate; // (not currently used by Assimp)
+ typedef NotImplemented IfcTextureCoordinateGenerator; // (not currently used by Assimp)
+ struct IfcOffsetCurve2D;
+ struct IfcEdge;
+ struct IfcSubedge;
+ struct IfcProxy;
+ struct IfcLine;
+ struct IfcColumn;
+ typedef NotImplemented IfcClassificationNotationFacet; // (not currently used by Assimp)
+ struct IfcObjectPlacement;
+ struct IfcGridPlacement;
+ struct IfcDistributionControlElementType;
+ typedef NotImplemented IfcStructuralLoadSingleForceWarping; // (not currently used by Assimp)
+ typedef NotImplemented IfcExternallyDefinedTextFont; // (not currently used by Assimp)
+ struct IfcRelConnects;
+ typedef NotImplemented IfcRelConnectsElements; // (not currently used by Assimp)
+ typedef NotImplemented IfcRelConnectsWithRealizingElements; // (not currently used by Assimp)
+ typedef NotImplemented IfcConstraintClassificationRelationship; // (not currently used by Assimp)
+ struct IfcAnnotation;
+ struct IfcPlate;
+ struct IfcSolidModel;
+ struct IfcManifoldSolidBrep;
+ typedef NotImplemented IfcPreDefinedCurveFont; // (not currently used by Assimp)
+ typedef NotImplemented IfcBoundaryCondition; // (not currently used by Assimp)
+ typedef NotImplemented IfcBoundaryFaceCondition; // (not currently used by Assimp)
+ struct IfcFlowStorageDeviceType;
+ struct IfcStructuralItem;
+ struct IfcStructuralMember;
+ struct IfcStructuralCurveMember;
+ struct IfcStructuralConnection;
+ struct IfcStructuralSurfaceConnection;
+ struct IfcCoilType;
+ struct IfcDuctFittingType;
+ struct IfcStyledItem;
+ struct IfcAnnotationOccurrence;
+ struct IfcAnnotationCurveOccurrence;
+ struct IfcDimensionCurve;
+ struct IfcBoundedCurve;
+ struct IfcAxis1Placement;
+ typedef NotImplemented IfcLightIntensityDistribution; // (not currently used by Assimp)
+ typedef NotImplemented IfcPreDefinedSymbol; // (not currently used by Assimp)
+ struct IfcStructuralPointAction;
+ struct IfcSpatialStructureElement;
+ struct IfcSpace;
+ struct IfcContextDependentUnit;
+ typedef NotImplemented IfcVirtualGridIntersection; // (not currently used by Assimp)
+ typedef NotImplemented IfcRelAssociates; // (not currently used by Assimp)
+ typedef NotImplemented IfcRelAssociatesClassification; // (not currently used by Assimp)
+ struct IfcCoolingTowerType;
+ typedef NotImplemented IfcMaterialProperties; // (not currently used by Assimp)
+ typedef NotImplemented IfcGeneralMaterialProperties; // (not currently used by Assimp)
+ struct IfcFacetedBrepWithVoids;
+ typedef NotImplemented IfcProfileProperties; // (not currently used by Assimp)
+ typedef NotImplemented IfcGeneralProfileProperties; // (not currently used by Assimp)
+ typedef NotImplemented IfcStructuralProfileProperties; // (not currently used by Assimp)
+ struct IfcValveType;
+ struct IfcSystemFurnitureElementType;
+ struct IfcDiscreteAccessory;
+ typedef NotImplemented IfcPerson; // (not currently used by Assimp)
+ struct IfcBuildingElementType;
+ struct IfcRailingType;
+ struct IfcGasTerminalType;
+ typedef NotImplemented IfcTimeSeries; // (not currently used by Assimp)
+ typedef NotImplemented IfcIrregularTimeSeries; // (not currently used by Assimp)
+ struct IfcSpaceProgram;
+ struct IfcCovering;
+ typedef NotImplemented IfcShapeAspect; // (not currently used by Assimp)
+ struct IfcPresentationStyle;
+ typedef NotImplemented IfcClassificationItemRelationship; // (not currently used by Assimp)
+ struct IfcElectricHeaterType;
+ struct IfcBuildingStorey;
+ struct IfcVertex;
+ struct IfcVertexPoint;
+ struct IfcFlowInstrumentType;
+ struct IfcParameterizedProfileDef;
+ struct IfcUShapeProfileDef;
+ struct IfcRamp;
+ typedef NotImplemented IfcFillAreaStyle; // (not currently used by Assimp)
+ struct IfcCompositeCurve;
+ typedef NotImplemented IfcRelServicesBuildings; // (not currently used by Assimp)
+ struct IfcStructuralCurveMemberVarying;
+ typedef NotImplemented IfcRelReferencedInSpatialStructure; // (not currently used by Assimp)
+ struct IfcRampFlightType;
+ struct IfcDraughtingCallout;
+ struct IfcDimensionCurveDirectedCallout;
+ struct IfcRadiusDimension;
+ struct IfcEdgeFeature;
+ struct IfcSweptAreaSolid;
+ struct IfcExtrudedAreaSolid;
+ typedef NotImplemented IfcQuantityCount; // (not currently used by Assimp)
+ struct IfcAnnotationTextOccurrence;
+ typedef NotImplemented IfcReferencesValueDocument; // (not currently used by Assimp)
+ struct IfcStair;
+ typedef NotImplemented IfcSymbolStyle; // (not currently used by Assimp)
+ struct IfcFillAreaStyleTileSymbolWithStyle;
+ struct IfcAnnotationSymbolOccurrence;
+ struct IfcTerminatorSymbol;
+ struct IfcDimensionCurveTerminator;
+ struct IfcRectangleProfileDef;
+ struct IfcRectangleHollowProfileDef;
+ typedef NotImplemented IfcRelAssociatesLibrary; // (not currently used by Assimp)
+ struct IfcLocalPlacement;
+ typedef NotImplemented IfcOpticalMaterialProperties; // (not currently used by Assimp)
+ typedef NotImplemented IfcServiceLifeFactor; // (not currently used by Assimp)
+ typedef NotImplemented IfcRelAssignsTasks; // (not currently used by Assimp)
+ struct IfcTask;
+ struct IfcAnnotationFillAreaOccurrence;
+ struct IfcFace;
+ struct IfcFlowSegmentType;
+ struct IfcDuctSegmentType;
+ typedef NotImplemented IfcPropertyEnumeration; // (not currently used by Assimp)
+ struct IfcConstructionResource;
+ struct IfcConstructionEquipmentResource;
+ struct IfcSanitaryTerminalType;
+ typedef NotImplemented IfcPreDefinedDimensionSymbol; // (not currently used by Assimp)
+ typedef NotImplemented IfcOrganization; // (not currently used by Assimp)
+ struct IfcCircleProfileDef;
+ struct IfcStructuralReaction;
+ struct IfcStructuralPointReaction;
+ struct IfcRailing;
+ struct IfcTextLiteral;
+ struct IfcCartesianTransformationOperator;
+ typedef NotImplemented IfcCostValue; // (not currently used by Assimp)
+ typedef NotImplemented IfcTextStyle; // (not currently used by Assimp)
+ struct IfcLinearDimension;
+ struct IfcDamperType;
+ struct IfcSIUnit;
+ typedef NotImplemented IfcSurfaceStyleLighting; // (not currently used by Assimp)
+ struct IfcMeasureWithUnit;
+ typedef NotImplemented IfcMaterialLayerSet; // (not currently used by Assimp)
+ struct IfcDistributionElement;
+ struct IfcDistributionControlElement;
+ struct IfcTransformerType;
+ struct IfcLaborResource;
+ struct IfcDerivedProfileDef;
+ typedef NotImplemented IfcRelConnectsStructuralMember; // (not currently used by Assimp)
+ typedef NotImplemented IfcRelConnectsWithEccentricity; // (not currently used by Assimp)
+ struct IfcFurnitureStandard;
+ struct IfcStairFlightType;
+ struct IfcWorkControl;
+ struct IfcWorkPlan;
+ typedef NotImplemented IfcRelDefines; // (not currently used by Assimp)
+ typedef NotImplemented IfcRelDefinesByProperties; // (not currently used by Assimp)
+ struct IfcCondition;
+ typedef NotImplemented IfcGridAxis; // (not currently used by Assimp)
+ struct IfcRelVoidsElement;
+ struct IfcWindow;
+ typedef NotImplemented IfcRelFlowControlElements; // (not currently used by Assimp)
+ typedef NotImplemented IfcRelConnectsPortToElement; // (not currently used by Assimp)
+ struct IfcProtectiveDeviceType;
+ struct IfcJunctionBoxType;
+ struct IfcStructuralAnalysisModel;
+ struct IfcAxis2Placement2D;
+ struct IfcSpaceType;
+ struct IfcEllipseProfileDef;
+ struct IfcDistributionFlowElement;
+ struct IfcFlowMovingDevice;
+ struct IfcSurfaceStyleWithTextures;
+ struct IfcGeometricSet;
+ typedef NotImplemented IfcMechanicalMaterialProperties; // (not currently used by Assimp)
+ typedef NotImplemented IfcMechanicalConcreteMaterialProperties; // (not currently used by Assimp)
+ typedef NotImplemented IfcRibPlateProfileProperties; // (not currently used by Assimp)
+ typedef NotImplemented IfcDocumentInformationRelationship; // (not currently used by Assimp)
+ struct IfcProjectOrder;
+ struct IfcBSplineCurve;
+ struct IfcBezierCurve;
+ struct IfcStructuralPointConnection;
+ struct IfcFlowController;
+ struct IfcElectricDistributionPoint;
+ struct IfcSite;
+ struct IfcOffsetCurve3D;
+ typedef NotImplemented IfcPropertySet; // (not currently used by Assimp)
+ typedef NotImplemented IfcConnectionSurfaceGeometry; // (not currently used by Assimp)
+ struct IfcVirtualElement;
+ struct IfcConstructionProductResource;
+ typedef NotImplemented IfcWaterProperties; // (not currently used by Assimp)
+ struct IfcSurfaceCurveSweptAreaSolid;
+ typedef NotImplemented IfcPermeableCoveringProperties; // (not currently used by Assimp)
+ struct IfcCartesianTransformationOperator3D;
+ struct IfcCartesianTransformationOperator3DnonUniform;
+ struct IfcCrewResource;
+ struct IfcStructuralSurfaceMember;
+ struct Ifc2DCompositeCurve;
+ struct IfcRepresentationContext;
+ struct IfcGeometricRepresentationContext;
+ struct IfcFlowTreatmentDevice;
+ typedef NotImplemented IfcTextStyleForDefinedFont; // (not currently used by Assimp)
+ struct IfcRightCircularCylinder;
+ struct IfcWasteTerminalType;
+ typedef NotImplemented IfcSpaceThermalLoadProperties; // (not currently used by Assimp)
+ typedef NotImplemented IfcConstraintRelationship; // (not currently used by Assimp)
+ struct IfcBuildingElementComponent;
+ struct IfcBuildingElementPart;
+ struct IfcWall;
+ struct IfcWallStandardCase;
+ typedef NotImplemented IfcApprovalActorRelationship; // (not currently used by Assimp)
+ struct IfcPath;
+ struct IfcDefinedSymbol;
+ struct IfcStructuralSurfaceMemberVarying;
+ struct IfcPoint;
+ struct IfcSurfaceOfRevolution;
+ struct IfcFlowTerminal;
+ struct IfcFurnishingElement;
+ typedef NotImplemented IfcCurveStyleFont; // (not currently used by Assimp)
+ struct IfcSurfaceStyleShading;
+ struct IfcSurfaceStyleRendering;
+ typedef NotImplemented IfcCoordinatedUniversalTimeOffset; // (not currently used by Assimp)
+ typedef NotImplemented IfcStructuralLoadSingleDisplacement; // (not currently used by Assimp)
+ struct IfcCircleHollowProfileDef;
+ struct IfcFlowMovingDeviceType;
+ struct IfcFanType;
+ struct IfcStructuralPlanarActionVarying;
+ struct IfcProductRepresentation;
+ typedef NotImplemented IfcRelDefinesByType; // (not currently used by Assimp)
+ typedef NotImplemented IfcPreDefinedTextFont; // (not currently used by Assimp)
+ typedef NotImplemented IfcTextStyleFontModel; // (not currently used by Assimp)
+ struct IfcStackTerminalType;
+ typedef NotImplemented IfcApprovalPropertyRelationship; // (not currently used by Assimp)
+ typedef NotImplemented IfcExternallyDefinedSymbol; // (not currently used by Assimp)
+ struct IfcReinforcingElement;
+ struct IfcReinforcingMesh;
+ struct IfcOrderAction;
+ typedef NotImplemented IfcRelCoversBldgElements; // (not currently used by Assimp)
+ struct IfcLightSource;
+ struct IfcLightSourceDirectional;
+ struct IfcLoop;
+ struct IfcVertexLoop;
+ struct IfcChamferEdgeFeature;
+ typedef NotImplemented IfcWindowPanelProperties; // (not currently used by Assimp)
+ typedef NotImplemented IfcClassification; // (not currently used by Assimp)
+ struct IfcElementComponentType;
+ struct IfcFastenerType;
+ struct IfcMechanicalFastenerType;
+ struct IfcScheduleTimeControl;
+ struct IfcSurfaceStyle;
+ typedef NotImplemented IfcReinforcementBarProperties; // (not currently used by Assimp)
+ struct IfcOpenShell;
+ typedef NotImplemented IfcLibraryReference; // (not currently used by Assimp)
+ struct IfcSubContractResource;
+ typedef NotImplemented IfcTimeSeriesReferenceRelationship; // (not currently used by Assimp)
+ struct IfcSweptDiskSolid;
+ struct IfcCompositeProfileDef;
+ typedef NotImplemented IfcElectricalBaseProperties; // (not currently used by Assimp)
+ typedef NotImplemented IfcPreDefinedPointMarkerSymbol; // (not currently used by Assimp)
+ struct IfcTankType;
+ typedef NotImplemented IfcBoundaryNodeCondition; // (not currently used by Assimp)
+ typedef NotImplemented IfcBoundaryNodeConditionWarping; // (not currently used by Assimp)
+ typedef NotImplemented IfcRelAssignsToGroup; // (not currently used by Assimp)
+ typedef NotImplemented IfcPresentationLayerAssignment; // (not currently used by Assimp)
+ struct IfcSphere;
+ struct IfcPolyLoop;
+ struct IfcCableCarrierFittingType;
+ struct IfcHumidifierType;
+ typedef NotImplemented IfcPropertyListValue; // (not currently used by Assimp)
+ typedef NotImplemented IfcPropertyConstraintRelationship; // (not currently used by Assimp)
+ struct IfcPerformanceHistory;
+ struct IfcShapeModel;
+ struct IfcTopologyRepresentation;
+ struct IfcBuilding;
+ struct IfcRoundedRectangleProfileDef;
+ struct IfcStairFlight;
+ typedef NotImplemented IfcSurfaceStyleRefraction; // (not currently used by Assimp)
+ typedef NotImplemented IfcRelInteractionRequirements; // (not currently used by Assimp)
+ typedef NotImplemented IfcConstraint; // (not currently used by Assimp)
+ typedef NotImplemented IfcObjective; // (not currently used by Assimp)
+ typedef NotImplemented IfcConnectionPortGeometry; // (not currently used by Assimp)
+ struct IfcDistributionChamberElement;
+ typedef NotImplemented IfcPersonAndOrganization; // (not currently used by Assimp)
+ struct IfcShapeRepresentation;
+ struct IfcRampFlight;
+ struct IfcBeamType;
+ struct IfcRelDecomposes;
+ struct IfcRoof;
+ struct IfcFooting;
+ typedef NotImplemented IfcRelCoversSpaces; // (not currently used by Assimp)
+ struct IfcLightSourceAmbient;
+ typedef NotImplemented IfcTimeSeriesValue; // (not currently used by Assimp)
+ struct IfcWindowStyle;
+ typedef NotImplemented IfcPropertyReferenceValue; // (not currently used by Assimp)
+ typedef NotImplemented IfcApproval; // (not currently used by Assimp)
+ typedef NotImplemented IfcRelConnectsStructuralElement; // (not currently used by Assimp)
+ struct IfcBuildingElementProxyType;
+ typedef NotImplemented IfcRelAssociatesProfileProperties; // (not currently used by Assimp)
+ struct IfcAxis2Placement3D;
+ typedef NotImplemented IfcRelConnectsPorts; // (not currently used by Assimp)
+ struct IfcEdgeCurve;
+ struct IfcClosedShell;
+ struct IfcTendonAnchor;
+ struct IfcCondenserType;
+ typedef NotImplemented IfcQuantityTime; // (not currently used by Assimp)
+ typedef NotImplemented IfcSurfaceTexture; // (not currently used by Assimp)
+ typedef NotImplemented IfcPixelTexture; // (not currently used by Assimp)
+ typedef NotImplemented IfcStructuralConnectionCondition; // (not currently used by Assimp)
+ typedef NotImplemented IfcFailureConnectionCondition; // (not currently used by Assimp)
+ typedef NotImplemented IfcDocumentReference; // (not currently used by Assimp)
+ typedef NotImplemented IfcMechanicalSteelMaterialProperties; // (not currently used by Assimp)
+ struct IfcPipeSegmentType;
+ struct IfcPointOnSurface;
+ typedef NotImplemented IfcTable; // (not currently used by Assimp)
+ typedef NotImplemented IfcLightDistributionData; // (not currently used by Assimp)
+ typedef NotImplemented IfcPropertyTableValue; // (not currently used by Assimp)
+ typedef NotImplemented IfcPresentationLayerWithStyle; // (not currently used by Assimp)
+ struct IfcAsset;
+ struct IfcLightSourcePositional;
+ typedef NotImplemented IfcLibraryInformation; // (not currently used by Assimp)
+ typedef NotImplemented IfcTextStyleTextModel; // (not currently used by Assimp)
+ struct IfcProjectionCurve;
+ struct IfcFillAreaStyleTiles;
+ struct IfcRelFillsElement;
+ struct IfcElectricMotorType;
+ struct IfcTendon;
+ struct IfcDistributionChamberElementType;
+ struct IfcMemberType;
+ struct IfcStructuralLinearAction;
+ struct IfcStructuralLinearActionVarying;
+ struct IfcProductDefinitionShape;
+ struct IfcFastener;
+ struct IfcMechanicalFastener;
+ typedef NotImplemented IfcFuelProperties; // (not currently used by Assimp)
+ struct IfcEvaporatorType;
+ typedef NotImplemented IfcMaterialLayerSetUsage; // (not currently used by Assimp)
+ struct IfcDiscreteAccessoryType;
+ struct IfcStructuralCurveConnection;
+ struct IfcProjectionElement;
+ typedef NotImplemented IfcImageTexture; // (not currently used by Assimp)
+ struct IfcCoveringType;
+ typedef NotImplemented IfcRelAssociatesAppliedValue; // (not currently used by Assimp)
+ struct IfcPumpType;
+ struct IfcPile;
+ struct IfcUnitAssignment;
+ struct IfcBoundingBox;
+ struct IfcShellBasedSurfaceModel;
+ struct IfcFacetedBrep;
+ struct IfcTextLiteralWithExtent;
+ typedef NotImplemented IfcApplication; // (not currently used by Assimp)
+ typedef NotImplemented IfcExtendedMaterialProperties; // (not currently used by Assimp)
+ struct IfcElectricApplianceType;
+ typedef NotImplemented IfcRelOccupiesSpaces; // (not currently used by Assimp)
+ struct IfcTrapeziumProfileDef;
+ typedef NotImplemented IfcQuantityWeight; // (not currently used by Assimp)
+ struct IfcRelContainedInSpatialStructure;
+ struct IfcEdgeLoop;
+ struct IfcProject;
+ struct IfcCartesianPoint;
+ typedef NotImplemented IfcMaterial; // (not currently used by Assimp)
+ struct IfcCurveBoundedPlane;
+ struct IfcWallType;
+ struct IfcFillAreaStyleHatching;
+ struct IfcEquipmentStandard;
+ typedef NotImplemented IfcHygroscopicMaterialProperties; // (not currently used by Assimp)
+ typedef NotImplemented IfcDoorPanelProperties; // (not currently used by Assimp)
+ struct IfcDiameterDimension;
+ struct IfcStructuralLoadGroup;
+ typedef NotImplemented IfcTelecomAddress; // (not currently used by Assimp)
+ struct IfcConstructionMaterialResource;
+ typedef NotImplemented IfcBlobTexture; // (not currently used by Assimp)
+ typedef NotImplemented IfcIrregularTimeSeriesValue; // (not currently used by Assimp)
+ struct IfcRelAggregates;
+ struct IfcBoilerType;
+ typedef NotImplemented IfcRelProjectsElement; // (not currently used by Assimp)
+ struct IfcColourSpecification;
+ struct IfcColourRgb;
+ typedef NotImplemented IfcRelConnectsStructuralActivity; // (not currently used by Assimp)
+ struct IfcDoorStyle;
+ typedef NotImplemented IfcStructuralLoadSingleDisplacementDistortion; // (not currently used by Assimp)
+ typedef NotImplemented IfcRelAssignsToProcess; // (not currently used by Assimp)
+ struct IfcDuctSilencerType;
+ struct IfcLightSourceGoniometric;
+ struct IfcActuatorType;
+ struct IfcSensorType;
+ struct IfcAirTerminalBoxType;
+ struct IfcAnnotationSurfaceOccurrence;
+ struct IfcZShapeProfileDef;
+ typedef NotImplemented IfcClassificationNotation; // (not currently used by Assimp)
+ struct IfcRationalBezierCurve;
+ struct IfcCartesianTransformationOperator2D;
+ struct IfcCartesianTransformationOperator2DnonUniform;
+ struct IfcMove;
+ typedef NotImplemented IfcBoundaryEdgeCondition; // (not currently used by Assimp)
+ typedef NotImplemented IfcDoorLiningProperties; // (not currently used by Assimp)
+ struct IfcCableCarrierSegmentType;
+ typedef NotImplemented IfcPostalAddress; // (not currently used by Assimp)
+ typedef NotImplemented IfcRelConnectsPathElements; // (not currently used by Assimp)
+ struct IfcElectricalElement;
+ typedef NotImplemented IfcOwnerHistory; // (not currently used by Assimp)
+ typedef NotImplemented IfcStructuralLoadTemperature; // (not currently used by Assimp)
+ typedef NotImplemented IfcTextStyleWithBoxCharacteristics; // (not currently used by Assimp)
+ struct IfcChillerType;
+ typedef NotImplemented IfcRelSchedulesCostItems; // (not currently used by Assimp)
+ struct IfcReinforcingBar;
+ typedef NotImplemented IfcCurrencyRelationship; // (not currently used by Assimp)
+ typedef NotImplemented IfcSoundValue; // (not currently used by Assimp)
+ struct IfcCShapeProfileDef;
+ struct IfcPermit;
+ struct IfcSlabType;
+ typedef NotImplemented IfcSlippageConnectionCondition; // (not currently used by Assimp)
+ struct IfcLampType;
+ struct IfcPlanarExtent;
+ struct IfcAlarmType;
+ typedef NotImplemented IfcDocumentElectronicFormat; // (not currently used by Assimp)
+ struct IfcElectricFlowStorageDeviceType;
+ struct IfcEquipmentElement;
+ struct IfcLightFixtureType;
+ typedef NotImplemented IfcMetric; // (not currently used by Assimp)
+ typedef NotImplemented IfcRelNests; // (not currently used by Assimp)
+ struct IfcCurtainWall;
+ typedef NotImplemented IfcRelAssociatesDocument; // (not currently used by Assimp)
+ typedef NotImplemented IfcComplexProperty; // (not currently used by Assimp)
+ typedef NotImplemented IfcVertexBasedTextureMap; // (not currently used by Assimp)
+ struct IfcSlab;
+ struct IfcCurtainWallType;
+ struct IfcOutletType;
+ struct IfcCompressorType;
+ struct IfcCraneRailAShapeProfileDef;
+ struct IfcFlowSegment;
+ struct IfcSectionedSpine;
+ typedef NotImplemented IfcTableRow; // (not currently used by Assimp)
+ typedef NotImplemented IfcDraughtingPreDefinedTextFont; // (not currently used by Assimp)
+ struct IfcElectricTimeControlType;
+ struct IfcFaceSurface;
+ typedef NotImplemented IfcMaterialList; // (not currently used by Assimp)
+ struct IfcMotorConnectionType;
+ struct IfcFlowFitting;
+ struct IfcPointOnCurve;
+ struct IfcTransportElementType;
+ typedef NotImplemented IfcRegularTimeSeries; // (not currently used by Assimp)
+ typedef NotImplemented IfcRelAssociatesConstraint; // (not currently used by Assimp)
+ typedef NotImplemented IfcPropertyEnumeratedValue; // (not currently used by Assimp)
+ typedef NotImplemented IfcStructuralSteelProfileProperties; // (not currently used by Assimp)
+ struct IfcCableSegmentType;
+ typedef NotImplemented IfcExternallyDefinedHatchStyle; // (not currently used by Assimp)
+ struct IfcAnnotationSurface;
+ struct IfcCompositeCurveSegment;
+ struct IfcServiceLife;
+ struct IfcPlateType;
+ typedef NotImplemented IfcCurveStyle; // (not currently used by Assimp)
+ typedef NotImplemented IfcSectionProperties; // (not currently used by Assimp)
+ struct IfcVibrationIsolatorType;
+ typedef NotImplemented IfcTextureMap; // (not currently used by Assimp)
+ struct IfcTrimmedCurve;
+ struct IfcMappedItem;
+ typedef NotImplemented IfcMaterialLayer; // (not currently used by Assimp)
+ struct IfcDirection;
+ struct IfcBlock;
+ struct IfcProjectOrderRecord;
+ struct IfcFlowMeterType;
+ struct IfcControllerType;
+ struct IfcBeam;
+ struct IfcArbitraryOpenProfileDef;
+ struct IfcCenterLineProfileDef;
+ typedef NotImplemented IfcStructuralLoadPlanarForce; // (not currently used by Assimp)
+ struct IfcTimeSeriesSchedule;
+ struct IfcRoundedEdgeFeature;
+ typedef NotImplemented IfcWindowLiningProperties; // (not currently used by Assimp)
+ typedef NotImplemented IfcRelOverridesProperties; // (not currently used by Assimp)
+ typedef NotImplemented IfcApprovalRelationship; // (not currently used by Assimp)
+ struct IfcIShapeProfileDef;
+ struct IfcSpaceHeaterType;
+ typedef NotImplemented IfcExternallyDefinedSurfaceStyle; // (not currently used by Assimp)
+ typedef NotImplemented IfcDerivedUnit; // (not currently used by Assimp)
+ struct IfcFlowStorageDevice;
+ typedef NotImplemented IfcMaterialClassificationRelationship; // (not currently used by Assimp)
+ typedef NotImplemented IfcClassificationItem; // (not currently used by Assimp)
+ struct IfcRevolvedAreaSolid;
+ typedef NotImplemented IfcConnectionPointGeometry; // (not currently used by Assimp)
+ struct IfcDoor;
+ struct IfcEllipse;
+ struct IfcTubeBundleType;
+ struct IfcAngularDimension;
+ typedef NotImplemented IfcThermalMaterialProperties; // (not currently used by Assimp)
+ struct IfcFaceBasedSurfaceModel;
+ struct IfcCraneRailFShapeProfileDef;
+ struct IfcColumnType;
+ struct IfcTShapeProfileDef;
+ struct IfcEnergyConversionDevice;
+ typedef NotImplemented IfcConnectionPointEccentricity; // (not currently used by Assimp)
+ typedef NotImplemented IfcReinforcementDefinitionProperties; // (not currently used by Assimp)
+ typedef NotImplemented IfcCurveStyleFontAndScaling; // (not currently used by Assimp)
+ struct IfcWorkSchedule;
+ typedef NotImplemented IfcOrganizationRelationship; // (not currently used by Assimp)
+ struct IfcZone;
+ struct IfcTransportElement;
+ typedef NotImplemented IfcDraughtingPreDefinedCurveFont; // (not currently used by Assimp)
+ struct IfcGeometricRepresentationSubContext;
+ struct IfcLShapeProfileDef;
+ struct IfcGeometricCurveSet;
+ struct IfcActor;
+ struct IfcOccupant;
+ typedef NotImplemented IfcPhysicalComplexQuantity; // (not currently used by Assimp)
+ struct IfcBooleanClippingResult;
+ typedef NotImplemented IfcPreDefinedTerminatorSymbol; // (not currently used by Assimp)
+ struct IfcAnnotationFillArea;
+ typedef NotImplemented IfcConstraintAggregationRelationship; // (not currently used by Assimp)
+ typedef NotImplemented IfcRelAssociatesApproval; // (not currently used by Assimp)
+ typedef NotImplemented IfcRelAssociatesMaterial; // (not currently used by Assimp)
+ typedef NotImplemented IfcRelAssignsToProduct; // (not currently used by Assimp)
+ typedef NotImplemented IfcAppliedValueRelationship; // (not currently used by Assimp)
+ struct IfcLightSourceSpot;
+ struct IfcFireSuppressionTerminalType;
+ typedef NotImplemented IfcElementQuantity; // (not currently used by Assimp)
+ typedef NotImplemented IfcDimensionPair; // (not currently used by Assimp)
+ struct IfcElectricGeneratorType;
+ typedef NotImplemented IfcRelSequence; // (not currently used by Assimp)
+ struct IfcInventory;
+ struct IfcPolyline;
+ struct IfcBoxedHalfSpace;
+ struct IfcAirTerminalType;
+ typedef NotImplemented IfcSectionReinforcementProperties; // (not currently used by Assimp)
+ struct IfcDistributionPort;
+ struct IfcCostItem;
+ struct IfcStructuredDimensionCallout;
+ struct IfcStructuralResultGroup;
+ typedef NotImplemented IfcRelSpaceBoundary; // (not currently used by Assimp)
+ struct IfcOrientedEdge;
+ typedef NotImplemented IfcRelAssignsToResource; // (not currently used by Assimp)
+ struct IfcCsgSolid;
+ typedef NotImplemented IfcProductsOfCombustionProperties; // (not currently used by Assimp)
+ typedef NotImplemented IfcRelaxation; // (not currently used by Assimp)
+ struct IfcPlanarBox;
+ typedef NotImplemented IfcQuantityLength; // (not currently used by Assimp)
+ struct IfcMaterialDefinitionRepresentation;
+ struct IfcAsymmetricIShapeProfileDef;
+ struct IfcRepresentationMap;
+
+
+
+ // C++ wrapper for IfcRoot
+ struct IfcRoot : ObjectHelper<IfcRoot,4> { IfcRoot() : Object("IfcRoot") {}
+ IfcGloballyUniqueId::Out GlobalId;
+ Lazy< NotImplemented > OwnerHistory;
+ Maybe< IfcLabel::Out > Name;
+ Maybe< IfcText::Out > Description;
+ };
+
+ // C++ wrapper for IfcObjectDefinition
+ struct IfcObjectDefinition : IfcRoot, ObjectHelper<IfcObjectDefinition,0> { IfcObjectDefinition() : Object("IfcObjectDefinition") {}
+
+ };
+
+ // C++ wrapper for IfcTypeObject
+ struct IfcTypeObject : IfcObjectDefinition, ObjectHelper<IfcTypeObject,2> { IfcTypeObject() : Object("IfcTypeObject") {}
+ Maybe< IfcLabel::Out > ApplicableOccurrence;
+ Maybe< ListOf< Lazy< NotImplemented >, 1, 0 > > HasPropertySets;
+ };
+
+ // C++ wrapper for IfcTypeProduct
+ struct IfcTypeProduct : IfcTypeObject, ObjectHelper<IfcTypeProduct,2> { IfcTypeProduct() : Object("IfcTypeProduct") {}
+ Maybe< ListOf< Lazy< IfcRepresentationMap >, 1, 0 > > RepresentationMaps;
+ Maybe< IfcLabel::Out > Tag;
+ };
+
+ // C++ wrapper for IfcElementType
+ struct IfcElementType : IfcTypeProduct, ObjectHelper<IfcElementType,1> { IfcElementType() : Object("IfcElementType") {}
+ Maybe< IfcLabel::Out > ElementType;
+ };
+
+ // C++ wrapper for IfcFurnishingElementType
+ struct IfcFurnishingElementType : IfcElementType, ObjectHelper<IfcFurnishingElementType,0> { IfcFurnishingElementType() : Object("IfcFurnishingElementType") {}
+
+ };
+
+ // C++ wrapper for IfcFurnitureType
+ struct IfcFurnitureType : IfcFurnishingElementType, ObjectHelper<IfcFurnitureType,1> { IfcFurnitureType() : Object("IfcFurnitureType") {}
+ IfcAssemblyPlaceEnum::Out AssemblyPlace;
+ };
+
+ // C++ wrapper for IfcObject
+ struct IfcObject : IfcObjectDefinition, ObjectHelper<IfcObject,1> { IfcObject() : Object("IfcObject") {}
+ Maybe< IfcLabel::Out > ObjectType;
+ };
+
+ // C++ wrapper for IfcProduct
+ struct IfcProduct : IfcObject, ObjectHelper<IfcProduct,2> { IfcProduct() : Object("IfcProduct") {}
+ Maybe< Lazy< IfcObjectPlacement > > ObjectPlacement;
+ Maybe< Lazy< IfcProductRepresentation > > Representation;
+ };
+
+ // C++ wrapper for IfcGrid
+ struct IfcGrid : IfcProduct, ObjectHelper<IfcGrid,3> { IfcGrid() : Object("IfcGrid") {}
+ ListOf< Lazy< NotImplemented >, 1, 0 > UAxes;
+ ListOf< Lazy< NotImplemented >, 1, 0 > VAxes;
+ Maybe< ListOf< Lazy< NotImplemented >, 1, 0 > > WAxes;
+ };
+
+ // C++ wrapper for IfcRepresentationItem
+ struct IfcRepresentationItem : ObjectHelper<IfcRepresentationItem,0> { IfcRepresentationItem() : Object("IfcRepresentationItem") {}
+
+ };
+
+ // C++ wrapper for IfcGeometricRepresentationItem
+ struct IfcGeometricRepresentationItem : IfcRepresentationItem, ObjectHelper<IfcGeometricRepresentationItem,0> { IfcGeometricRepresentationItem() : Object("IfcGeometricRepresentationItem") {}
+
+ };
+
+ // C++ wrapper for IfcOneDirectionRepeatFactor
+ struct IfcOneDirectionRepeatFactor : IfcGeometricRepresentationItem, ObjectHelper<IfcOneDirectionRepeatFactor,1> { IfcOneDirectionRepeatFactor() : Object("IfcOneDirectionRepeatFactor") {}
+ Lazy< IfcVector > RepeatFactor;
+ };
+
+ // C++ wrapper for IfcTwoDirectionRepeatFactor
+ struct IfcTwoDirectionRepeatFactor : IfcOneDirectionRepeatFactor, ObjectHelper<IfcTwoDirectionRepeatFactor,1> { IfcTwoDirectionRepeatFactor() : Object("IfcTwoDirectionRepeatFactor") {}
+ Lazy< IfcVector > SecondRepeatFactor;
+ };
+
+ // C++ wrapper for IfcElement
+ struct IfcElement : IfcProduct, ObjectHelper<IfcElement,1> { IfcElement() : Object("IfcElement") {}
+ Maybe< IfcIdentifier::Out > Tag;
+ };
+
+ // C++ wrapper for IfcElementComponent
+ struct IfcElementComponent : IfcElement, ObjectHelper<IfcElementComponent,0> { IfcElementComponent() : Object("IfcElementComponent") {}
+
+ };
+
+ // C++ wrapper for IfcSpatialStructureElementType
+ struct IfcSpatialStructureElementType : IfcElementType, ObjectHelper<IfcSpatialStructureElementType,0> { IfcSpatialStructureElementType() : Object("IfcSpatialStructureElementType") {}
+
+ };
+
+ // C++ wrapper for IfcControl
+ struct IfcControl : IfcObject, ObjectHelper<IfcControl,0> { IfcControl() : Object("IfcControl") {}
+
+ };
+
+ // C++ wrapper for IfcActionRequest
+ struct IfcActionRequest : IfcControl, ObjectHelper<IfcActionRequest,1> { IfcActionRequest() : Object("IfcActionRequest") {}
+ IfcIdentifier::Out RequestID;
+ };
+
+ // C++ wrapper for IfcDistributionElementType
+ struct IfcDistributionElementType : IfcElementType, ObjectHelper<IfcDistributionElementType,0> { IfcDistributionElementType() : Object("IfcDistributionElementType") {}
+
+ };
+
+ // C++ wrapper for IfcDistributionFlowElementType
+ struct IfcDistributionFlowElementType : IfcDistributionElementType, ObjectHelper<IfcDistributionFlowElementType,0> { IfcDistributionFlowElementType() : Object("IfcDistributionFlowElementType") {}
+
+ };
+
+ // C++ wrapper for IfcEnergyConversionDeviceType
+ struct IfcEnergyConversionDeviceType : IfcDistributionFlowElementType, ObjectHelper<IfcEnergyConversionDeviceType,0> { IfcEnergyConversionDeviceType() : Object("IfcEnergyConversionDeviceType") {}
+
+ };
+
+ // C++ wrapper for IfcCooledBeamType
+ struct IfcCooledBeamType : IfcEnergyConversionDeviceType, ObjectHelper<IfcCooledBeamType,1> { IfcCooledBeamType() : Object("IfcCooledBeamType") {}
+ IfcCooledBeamTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcCsgPrimitive3D
+ struct IfcCsgPrimitive3D : IfcGeometricRepresentationItem, ObjectHelper<IfcCsgPrimitive3D,1> { IfcCsgPrimitive3D() : Object("IfcCsgPrimitive3D") {}
+ Lazy< IfcAxis2Placement3D > Position;
+ };
+
+ // C++ wrapper for IfcRectangularPyramid
+ struct IfcRectangularPyramid : IfcCsgPrimitive3D, ObjectHelper<IfcRectangularPyramid,3> { IfcRectangularPyramid() : Object("IfcRectangularPyramid") {}
+ IfcPositiveLengthMeasure::Out XLength;
+ IfcPositiveLengthMeasure::Out YLength;
+ IfcPositiveLengthMeasure::Out Height;
+ };
+
+ // C++ wrapper for IfcSurface
+ struct IfcSurface : IfcGeometricRepresentationItem, ObjectHelper<IfcSurface,0> { IfcSurface() : Object("IfcSurface") {}
+
+ };
+
+ // C++ wrapper for IfcBoundedSurface
+ struct IfcBoundedSurface : IfcSurface, ObjectHelper<IfcBoundedSurface,0> { IfcBoundedSurface() : Object("IfcBoundedSurface") {}
+
+ };
+
+ // C++ wrapper for IfcRectangularTrimmedSurface
+ struct IfcRectangularTrimmedSurface : IfcBoundedSurface, ObjectHelper<IfcRectangularTrimmedSurface,7> { IfcRectangularTrimmedSurface() : Object("IfcRectangularTrimmedSurface") {}
+ Lazy< IfcSurface > BasisSurface;
+ IfcParameterValue::Out U1;
+ IfcParameterValue::Out V1;
+ IfcParameterValue::Out U2;
+ IfcParameterValue::Out V2;
+ BOOLEAN::Out Usense;
+ BOOLEAN::Out Vsense;
+ };
+
+ // C++ wrapper for IfcGroup
+ struct IfcGroup : IfcObject, ObjectHelper<IfcGroup,0> { IfcGroup() : Object("IfcGroup") {}
+
+ };
+
+ // C++ wrapper for IfcRelationship
+ struct IfcRelationship : IfcRoot, ObjectHelper<IfcRelationship,0> { IfcRelationship() : Object("IfcRelationship") {}
+
+ };
+
+ // C++ wrapper for IfcHalfSpaceSolid
+ struct IfcHalfSpaceSolid : IfcGeometricRepresentationItem, ObjectHelper<IfcHalfSpaceSolid,2> { IfcHalfSpaceSolid() : Object("IfcHalfSpaceSolid") {}
+ Lazy< IfcSurface > BaseSurface;
+ BOOLEAN::Out AgreementFlag;
+ };
+
+ // C++ wrapper for IfcPolygonalBoundedHalfSpace
+ struct IfcPolygonalBoundedHalfSpace : IfcHalfSpaceSolid, ObjectHelper<IfcPolygonalBoundedHalfSpace,2> { IfcPolygonalBoundedHalfSpace() : Object("IfcPolygonalBoundedHalfSpace") {}
+ Lazy< IfcAxis2Placement3D > Position;
+ Lazy< IfcBoundedCurve > PolygonalBoundary;
+ };
+
+ // C++ wrapper for IfcAirToAirHeatRecoveryType
+ struct IfcAirToAirHeatRecoveryType : IfcEnergyConversionDeviceType, ObjectHelper<IfcAirToAirHeatRecoveryType,1> { IfcAirToAirHeatRecoveryType() : Object("IfcAirToAirHeatRecoveryType") {}
+ IfcAirToAirHeatRecoveryTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcFlowFittingType
+ struct IfcFlowFittingType : IfcDistributionFlowElementType, ObjectHelper<IfcFlowFittingType,0> { IfcFlowFittingType() : Object("IfcFlowFittingType") {}
+
+ };
+
+ // C++ wrapper for IfcPipeFittingType
+ struct IfcPipeFittingType : IfcFlowFittingType, ObjectHelper<IfcPipeFittingType,1> { IfcPipeFittingType() : Object("IfcPipeFittingType") {}
+ IfcPipeFittingTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcRepresentation
+ struct IfcRepresentation : ObjectHelper<IfcRepresentation,4> { IfcRepresentation() : Object("IfcRepresentation") {}
+ Lazy< IfcRepresentationContext > ContextOfItems;
+ Maybe< IfcLabel::Out > RepresentationIdentifier;
+ Maybe< IfcLabel::Out > RepresentationType;
+ ListOf< Lazy< IfcRepresentationItem >, 1, 0 > Items;
+ };
+
+ // C++ wrapper for IfcStyleModel
+ struct IfcStyleModel : IfcRepresentation, ObjectHelper<IfcStyleModel,0> { IfcStyleModel() : Object("IfcStyleModel") {}
+
+ };
+
+ // C++ wrapper for IfcStyledRepresentation
+ struct IfcStyledRepresentation : IfcStyleModel, ObjectHelper<IfcStyledRepresentation,0> { IfcStyledRepresentation() : Object("IfcStyledRepresentation") {}
+
+ };
+
+ // C++ wrapper for IfcBooleanResult
+ struct IfcBooleanResult : IfcGeometricRepresentationItem, ObjectHelper<IfcBooleanResult,3> { IfcBooleanResult() : Object("IfcBooleanResult") {}
+ IfcBooleanOperator::Out Operator;
+ IfcBooleanOperand::Out FirstOperand;
+ IfcBooleanOperand::Out SecondOperand;
+ };
+
+ // C++ wrapper for IfcFeatureElement
+ struct IfcFeatureElement : IfcElement, ObjectHelper<IfcFeatureElement,0> { IfcFeatureElement() : Object("IfcFeatureElement") {}
+
+ };
+
+ // C++ wrapper for IfcFeatureElementSubtraction
+ struct IfcFeatureElementSubtraction : IfcFeatureElement, ObjectHelper<IfcFeatureElementSubtraction,0> { IfcFeatureElementSubtraction() : Object("IfcFeatureElementSubtraction") {}
+
+ };
+
+ // C++ wrapper for IfcOpeningElement
+ struct IfcOpeningElement : IfcFeatureElementSubtraction, ObjectHelper<IfcOpeningElement,0> { IfcOpeningElement() : Object("IfcOpeningElement") {}
+
+ };
+
+ // C++ wrapper for IfcConditionCriterion
+ struct IfcConditionCriterion : IfcControl, ObjectHelper<IfcConditionCriterion,2> { IfcConditionCriterion() : Object("IfcConditionCriterion") {}
+ IfcConditionCriterionSelect::Out Criterion;
+ IfcDateTimeSelect::Out CriterionDateTime;
+ };
+
+ // C++ wrapper for IfcFlowTerminalType
+ struct IfcFlowTerminalType : IfcDistributionFlowElementType, ObjectHelper<IfcFlowTerminalType,0> { IfcFlowTerminalType() : Object("IfcFlowTerminalType") {}
+
+ };
+
+ // C++ wrapper for IfcFlowControllerType
+ struct IfcFlowControllerType : IfcDistributionFlowElementType, ObjectHelper<IfcFlowControllerType,0> { IfcFlowControllerType() : Object("IfcFlowControllerType") {}
+
+ };
+
+ // C++ wrapper for IfcSwitchingDeviceType
+ struct IfcSwitchingDeviceType : IfcFlowControllerType, ObjectHelper<IfcSwitchingDeviceType,1> { IfcSwitchingDeviceType() : Object("IfcSwitchingDeviceType") {}
+ IfcSwitchingDeviceTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcSystem
+ struct IfcSystem : IfcGroup, ObjectHelper<IfcSystem,0> { IfcSystem() : Object("IfcSystem") {}
+
+ };
+
+ // C++ wrapper for IfcElectricalCircuit
+ struct IfcElectricalCircuit : IfcSystem, ObjectHelper<IfcElectricalCircuit,0> { IfcElectricalCircuit() : Object("IfcElectricalCircuit") {}
+
+ };
+
+ // C++ wrapper for IfcUnitaryEquipmentType
+ struct IfcUnitaryEquipmentType : IfcEnergyConversionDeviceType, ObjectHelper<IfcUnitaryEquipmentType,1> { IfcUnitaryEquipmentType() : Object("IfcUnitaryEquipmentType") {}
+ IfcUnitaryEquipmentTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcPort
+ struct IfcPort : IfcProduct, ObjectHelper<IfcPort,0> { IfcPort() : Object("IfcPort") {}
+
+ };
+
+ // C++ wrapper for IfcPlacement
+ struct IfcPlacement : IfcGeometricRepresentationItem, ObjectHelper<IfcPlacement,1> { IfcPlacement() : Object("IfcPlacement") {}
+ Lazy< IfcCartesianPoint > Location;
+ };
+
+ // C++ wrapper for IfcProfileDef
+ struct IfcProfileDef : ObjectHelper<IfcProfileDef,2> { IfcProfileDef() : Object("IfcProfileDef") {}
+ IfcProfileTypeEnum::Out ProfileType;
+ Maybe< IfcLabel::Out > ProfileName;
+ };
+
+ // C++ wrapper for IfcArbitraryClosedProfileDef
+ struct IfcArbitraryClosedProfileDef : IfcProfileDef, ObjectHelper<IfcArbitraryClosedProfileDef,1> { IfcArbitraryClosedProfileDef() : Object("IfcArbitraryClosedProfileDef") {}
+ Lazy< IfcCurve > OuterCurve;
+ };
+
+ // C++ wrapper for IfcCurve
+ struct IfcCurve : IfcGeometricRepresentationItem, ObjectHelper<IfcCurve,0> { IfcCurve() : Object("IfcCurve") {}
+
+ };
+
+ // C++ wrapper for IfcConic
+ struct IfcConic : IfcCurve, ObjectHelper<IfcConic,1> { IfcConic() : Object("IfcConic") {}
+ IfcAxis2Placement::Out Position;
+ };
+
+ // C++ wrapper for IfcCircle
+ struct IfcCircle : IfcConic, ObjectHelper<IfcCircle,1> { IfcCircle() : Object("IfcCircle") {}
+ IfcPositiveLengthMeasure::Out Radius;
+ };
+
+ // C++ wrapper for IfcElementarySurface
+ struct IfcElementarySurface : IfcSurface, ObjectHelper<IfcElementarySurface,1> { IfcElementarySurface() : Object("IfcElementarySurface") {}
+ Lazy< IfcAxis2Placement3D > Position;
+ };
+
+ // C++ wrapper for IfcPlane
+ struct IfcPlane : IfcElementarySurface, ObjectHelper<IfcPlane,0> { IfcPlane() : Object("IfcPlane") {}
+
+ };
+
+ // C++ wrapper for IfcCostSchedule
+ struct IfcCostSchedule : IfcControl, ObjectHelper<IfcCostSchedule,8> { IfcCostSchedule() : Object("IfcCostSchedule") {}
+ Maybe< IfcActorSelect::Out > SubmittedBy;
+ Maybe< IfcActorSelect::Out > PreparedBy;
+ Maybe< IfcDateTimeSelect::Out > SubmittedOn;
+ Maybe< IfcLabel::Out > Status;
+ Maybe< ListOf< IfcActorSelect, 1, 0 >::Out > TargetUsers;
+ Maybe< IfcDateTimeSelect::Out > UpdateDate;
+ IfcIdentifier::Out ID;
+ IfcCostScheduleTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcRightCircularCone
+ struct IfcRightCircularCone : IfcCsgPrimitive3D, ObjectHelper<IfcRightCircularCone,2> { IfcRightCircularCone() : Object("IfcRightCircularCone") {}
+ IfcPositiveLengthMeasure::Out Height;
+ IfcPositiveLengthMeasure::Out BottomRadius;
+ };
+
+ // C++ wrapper for IfcElementAssembly
+ struct IfcElementAssembly : IfcElement, ObjectHelper<IfcElementAssembly,2> { IfcElementAssembly() : Object("IfcElementAssembly") {}
+ Maybe< IfcAssemblyPlaceEnum::Out > AssemblyPlace;
+ IfcElementAssemblyTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcBuildingElement
+ struct IfcBuildingElement : IfcElement, ObjectHelper<IfcBuildingElement,0> { IfcBuildingElement() : Object("IfcBuildingElement") {}
+
+ };
+
+ // C++ wrapper for IfcMember
+ struct IfcMember : IfcBuildingElement, ObjectHelper<IfcMember,0> { IfcMember() : Object("IfcMember") {}
+
+ };
+
+ // C++ wrapper for IfcBuildingElementProxy
+ struct IfcBuildingElementProxy : IfcBuildingElement, ObjectHelper<IfcBuildingElementProxy,1> { IfcBuildingElementProxy() : Object("IfcBuildingElementProxy") {}
+ Maybe< IfcElementCompositionEnum::Out > CompositionType;
+ };
+
+ // C++ wrapper for IfcStructuralActivity
+ struct IfcStructuralActivity : IfcProduct, ObjectHelper<IfcStructuralActivity,2> { IfcStructuralActivity() : Object("IfcStructuralActivity") {}
+ Lazy< NotImplemented > AppliedLoad;
+ IfcGlobalOrLocalEnum::Out GlobalOrLocal;
+ };
+
+ // C++ wrapper for IfcStructuralAction
+ struct IfcStructuralAction : IfcStructuralActivity, ObjectHelper<IfcStructuralAction,2> { IfcStructuralAction() : Object("IfcStructuralAction") {}
+ BOOLEAN::Out DestabilizingLoad;
+ Maybe< Lazy< IfcStructuralReaction > > CausedBy;
+ };
+
+ // C++ wrapper for IfcStructuralPlanarAction
+ struct IfcStructuralPlanarAction : IfcStructuralAction, ObjectHelper<IfcStructuralPlanarAction,1> { IfcStructuralPlanarAction() : Object("IfcStructuralPlanarAction") {}
+ IfcProjectedOrTrueLengthEnum::Out ProjectedOrTrue;
+ };
+
+ // C++ wrapper for IfcTopologicalRepresentationItem
+ struct IfcTopologicalRepresentationItem : IfcRepresentationItem, ObjectHelper<IfcTopologicalRepresentationItem,0> { IfcTopologicalRepresentationItem() : Object("IfcTopologicalRepresentationItem") {}
+
+ };
+
+ // C++ wrapper for IfcConnectedFaceSet
+ struct IfcConnectedFaceSet : IfcTopologicalRepresentationItem, ObjectHelper<IfcConnectedFaceSet,1> { IfcConnectedFaceSet() : Object("IfcConnectedFaceSet") {}
+ ListOf< Lazy< IfcFace >, 1, 0 > CfsFaces;
+ };
+
+ // C++ wrapper for IfcSweptSurface
+ struct IfcSweptSurface : IfcSurface, ObjectHelper<IfcSweptSurface,2> { IfcSweptSurface() : Object("IfcSweptSurface") {}
+ Lazy< IfcProfileDef > SweptCurve;
+ Lazy< IfcAxis2Placement3D > Position;
+ };
+
+ // C++ wrapper for IfcSurfaceOfLinearExtrusion
+ struct IfcSurfaceOfLinearExtrusion : IfcSweptSurface, ObjectHelper<IfcSurfaceOfLinearExtrusion,2> { IfcSurfaceOfLinearExtrusion() : Object("IfcSurfaceOfLinearExtrusion") {}
+ Lazy< IfcDirection > ExtrudedDirection;
+ IfcLengthMeasure::Out Depth;
+ };
+
+ // C++ wrapper for IfcArbitraryProfileDefWithVoids
+ struct IfcArbitraryProfileDefWithVoids : IfcArbitraryClosedProfileDef, ObjectHelper<IfcArbitraryProfileDefWithVoids,1> { IfcArbitraryProfileDefWithVoids() : Object("IfcArbitraryProfileDefWithVoids") {}
+ ListOf< Lazy< IfcCurve >, 1, 0 > InnerCurves;
+ };
+
+ // C++ wrapper for IfcProcess
+ struct IfcProcess : IfcObject, ObjectHelper<IfcProcess,0> { IfcProcess() : Object("IfcProcess") {}
+
+ };
+
+ // C++ wrapper for IfcProcedure
+ struct IfcProcedure : IfcProcess, ObjectHelper<IfcProcedure,3> { IfcProcedure() : Object("IfcProcedure") {}
+ IfcIdentifier::Out ProcedureID;
+ IfcProcedureTypeEnum::Out ProcedureType;
+ Maybe< IfcLabel::Out > UserDefinedProcedureType;
+ };
+
+ // C++ wrapper for IfcVector
+ struct IfcVector : IfcGeometricRepresentationItem, ObjectHelper<IfcVector,2> { IfcVector() : Object("IfcVector") {}
+ Lazy< IfcDirection > Orientation;
+ IfcLengthMeasure::Out Magnitude;
+ };
+
+ // C++ wrapper for IfcFaceBound
+ struct IfcFaceBound : IfcTopologicalRepresentationItem, ObjectHelper<IfcFaceBound,2> { IfcFaceBound() : Object("IfcFaceBound") {}
+ Lazy< IfcLoop > Bound;
+ BOOLEAN::Out Orientation;
+ };
+
+ // C++ wrapper for IfcFaceOuterBound
+ struct IfcFaceOuterBound : IfcFaceBound, ObjectHelper<IfcFaceOuterBound,0> { IfcFaceOuterBound() : Object("IfcFaceOuterBound") {}
+
+ };
+
+ // C++ wrapper for IfcFeatureElementAddition
+ struct IfcFeatureElementAddition : IfcFeatureElement, ObjectHelper<IfcFeatureElementAddition,0> { IfcFeatureElementAddition() : Object("IfcFeatureElementAddition") {}
+
+ };
+
+ // C++ wrapper for IfcNamedUnit
+ struct IfcNamedUnit : ObjectHelper<IfcNamedUnit,2> { IfcNamedUnit() : Object("IfcNamedUnit") {}
+ Lazy< NotImplemented > Dimensions;
+ IfcUnitEnum::Out UnitType;
+ };
+
+ // C++ wrapper for IfcConversionBasedUnit
+ struct IfcConversionBasedUnit : IfcNamedUnit, ObjectHelper<IfcConversionBasedUnit,2> { IfcConversionBasedUnit() : Object("IfcConversionBasedUnit") {}
+ IfcLabel::Out Name;
+ Lazy< IfcMeasureWithUnit > ConversionFactor;
+ };
+
+ // C++ wrapper for IfcHeatExchangerType
+ struct IfcHeatExchangerType : IfcEnergyConversionDeviceType, ObjectHelper<IfcHeatExchangerType,1> { IfcHeatExchangerType() : Object("IfcHeatExchangerType") {}
+ IfcHeatExchangerTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcPresentationStyleAssignment
+ struct IfcPresentationStyleAssignment : ObjectHelper<IfcPresentationStyleAssignment,1> { IfcPresentationStyleAssignment() : Object("IfcPresentationStyleAssignment") {}
+ ListOf< IfcPresentationStyleSelect, 1, 0 >::Out Styles;
+ };
+
+ // C++ wrapper for IfcFlowTreatmentDeviceType
+ struct IfcFlowTreatmentDeviceType : IfcDistributionFlowElementType, ObjectHelper<IfcFlowTreatmentDeviceType,0> { IfcFlowTreatmentDeviceType() : Object("IfcFlowTreatmentDeviceType") {}
+
+ };
+
+ // C++ wrapper for IfcFilterType
+ struct IfcFilterType : IfcFlowTreatmentDeviceType, ObjectHelper<IfcFilterType,1> { IfcFilterType() : Object("IfcFilterType") {}
+ IfcFilterTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcResource
+ struct IfcResource : IfcObject, ObjectHelper<IfcResource,0> { IfcResource() : Object("IfcResource") {}
+
+ };
+
+ // C++ wrapper for IfcEvaporativeCoolerType
+ struct IfcEvaporativeCoolerType : IfcEnergyConversionDeviceType, ObjectHelper<IfcEvaporativeCoolerType,1> { IfcEvaporativeCoolerType() : Object("IfcEvaporativeCoolerType") {}
+ IfcEvaporativeCoolerTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcOffsetCurve2D
+ struct IfcOffsetCurve2D : IfcCurve, ObjectHelper<IfcOffsetCurve2D,3> { IfcOffsetCurve2D() : Object("IfcOffsetCurve2D") {}
+ Lazy< IfcCurve > BasisCurve;
+ IfcLengthMeasure::Out Distance;
+ LOGICAL::Out SelfIntersect;
+ };
+
+ // C++ wrapper for IfcEdge
+ struct IfcEdge : IfcTopologicalRepresentationItem, ObjectHelper<IfcEdge,2> { IfcEdge() : Object("IfcEdge") {}
+ Lazy< IfcVertex > EdgeStart;
+ Lazy< IfcVertex > EdgeEnd;
+ };
+
+ // C++ wrapper for IfcSubedge
+ struct IfcSubedge : IfcEdge, ObjectHelper<IfcSubedge,1> { IfcSubedge() : Object("IfcSubedge") {}
+ Lazy< IfcEdge > ParentEdge;
+ };
+
+ // C++ wrapper for IfcProxy
+ struct IfcProxy : IfcProduct, ObjectHelper<IfcProxy,2> { IfcProxy() : Object("IfcProxy") {}
+ IfcObjectTypeEnum::Out ProxyType;
+ Maybe< IfcLabel::Out > Tag;
+ };
+
+ // C++ wrapper for IfcLine
+ struct IfcLine : IfcCurve, ObjectHelper<IfcLine,2> { IfcLine() : Object("IfcLine") {}
+ Lazy< IfcCartesianPoint > Pnt;
+ Lazy< IfcVector > Dir;
+ };
+
+ // C++ wrapper for IfcColumn
+ struct IfcColumn : IfcBuildingElement, ObjectHelper<IfcColumn,0> { IfcColumn() : Object("IfcColumn") {}
+
+ };
+
+ // C++ wrapper for IfcObjectPlacement
+ struct IfcObjectPlacement : ObjectHelper<IfcObjectPlacement,0> { IfcObjectPlacement() : Object("IfcObjectPlacement") {}
+
+ };
+
+ // C++ wrapper for IfcGridPlacement
+ struct IfcGridPlacement : IfcObjectPlacement, ObjectHelper<IfcGridPlacement,2> { IfcGridPlacement() : Object("IfcGridPlacement") {}
+ Lazy< NotImplemented > PlacementLocation;
+ Maybe< Lazy< NotImplemented > > PlacementRefDirection;
+ };
+
+ // C++ wrapper for IfcDistributionControlElementType
+ struct IfcDistributionControlElementType : IfcDistributionElementType, ObjectHelper<IfcDistributionControlElementType,0> { IfcDistributionControlElementType() : Object("IfcDistributionControlElementType") {}
+
+ };
+
+ // C++ wrapper for IfcRelConnects
+ struct IfcRelConnects : IfcRelationship, ObjectHelper<IfcRelConnects,0> { IfcRelConnects() : Object("IfcRelConnects") {}
+
+ };
+
+ // C++ wrapper for IfcAnnotation
+ struct IfcAnnotation : IfcProduct, ObjectHelper<IfcAnnotation,0> { IfcAnnotation() : Object("IfcAnnotation") {}
+
+ };
+
+ // C++ wrapper for IfcPlate
+ struct IfcPlate : IfcBuildingElement, ObjectHelper<IfcPlate,0> { IfcPlate() : Object("IfcPlate") {}
+
+ };
+
+ // C++ wrapper for IfcSolidModel
+ struct IfcSolidModel : IfcGeometricRepresentationItem, ObjectHelper<IfcSolidModel,0> { IfcSolidModel() : Object("IfcSolidModel") {}
+
+ };
+
+ // C++ wrapper for IfcManifoldSolidBrep
+ struct IfcManifoldSolidBrep : IfcSolidModel, ObjectHelper<IfcManifoldSolidBrep,1> { IfcManifoldSolidBrep() : Object("IfcManifoldSolidBrep") {}
+ Lazy< IfcClosedShell > Outer;
+ };
+
+ // C++ wrapper for IfcFlowStorageDeviceType
+ struct IfcFlowStorageDeviceType : IfcDistributionFlowElementType, ObjectHelper<IfcFlowStorageDeviceType,0> { IfcFlowStorageDeviceType() : Object("IfcFlowStorageDeviceType") {}
+
+ };
+
+ // C++ wrapper for IfcStructuralItem
+ struct IfcStructuralItem : IfcProduct, ObjectHelper<IfcStructuralItem,0> { IfcStructuralItem() : Object("IfcStructuralItem") {}
+
+ };
+
+ // C++ wrapper for IfcStructuralMember
+ struct IfcStructuralMember : IfcStructuralItem, ObjectHelper<IfcStructuralMember,0> { IfcStructuralMember() : Object("IfcStructuralMember") {}
+
+ };
+
+ // C++ wrapper for IfcStructuralCurveMember
+ struct IfcStructuralCurveMember : IfcStructuralMember, ObjectHelper<IfcStructuralCurveMember,1> { IfcStructuralCurveMember() : Object("IfcStructuralCurveMember") {}
+ IfcStructuralCurveTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcStructuralConnection
+ struct IfcStructuralConnection : IfcStructuralItem, ObjectHelper<IfcStructuralConnection,1> { IfcStructuralConnection() : Object("IfcStructuralConnection") {}
+ Maybe< Lazy< NotImplemented > > AppliedCondition;
+ };
+
+ // C++ wrapper for IfcStructuralSurfaceConnection
+ struct IfcStructuralSurfaceConnection : IfcStructuralConnection, ObjectHelper<IfcStructuralSurfaceConnection,0> { IfcStructuralSurfaceConnection() : Object("IfcStructuralSurfaceConnection") {}
+
+ };
+
+ // C++ wrapper for IfcCoilType
+ struct IfcCoilType : IfcEnergyConversionDeviceType, ObjectHelper<IfcCoilType,1> { IfcCoilType() : Object("IfcCoilType") {}
+ IfcCoilTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcDuctFittingType
+ struct IfcDuctFittingType : IfcFlowFittingType, ObjectHelper<IfcDuctFittingType,1> { IfcDuctFittingType() : Object("IfcDuctFittingType") {}
+ IfcDuctFittingTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcStyledItem
+ struct IfcStyledItem : IfcRepresentationItem, ObjectHelper<IfcStyledItem,3> { IfcStyledItem() : Object("IfcStyledItem") {}
+ Maybe< Lazy< IfcRepresentationItem > > Item;
+ ListOf< Lazy< IfcPresentationStyleAssignment >, 1, 0 > Styles;
+ Maybe< IfcLabel::Out > Name;
+ };
+
+ // C++ wrapper for IfcAnnotationOccurrence
+ struct IfcAnnotationOccurrence : IfcStyledItem, ObjectHelper<IfcAnnotationOccurrence,0> { IfcAnnotationOccurrence() : Object("IfcAnnotationOccurrence") {}
+
+ };
+
+ // C++ wrapper for IfcAnnotationCurveOccurrence
+ struct IfcAnnotationCurveOccurrence : IfcAnnotationOccurrence, ObjectHelper<IfcAnnotationCurveOccurrence,0> { IfcAnnotationCurveOccurrence() : Object("IfcAnnotationCurveOccurrence") {}
+
+ };
+
+ // C++ wrapper for IfcDimensionCurve
+ struct IfcDimensionCurve : IfcAnnotationCurveOccurrence, ObjectHelper<IfcDimensionCurve,0> { IfcDimensionCurve() : Object("IfcDimensionCurve") {}
+
+ };
+
+ // C++ wrapper for IfcBoundedCurve
+ struct IfcBoundedCurve : IfcCurve, ObjectHelper<IfcBoundedCurve,0> { IfcBoundedCurve() : Object("IfcBoundedCurve") {}
+
+ };
+
+ // C++ wrapper for IfcAxis1Placement
+ struct IfcAxis1Placement : IfcPlacement, ObjectHelper<IfcAxis1Placement,1> { IfcAxis1Placement() : Object("IfcAxis1Placement") {}
+ Maybe< Lazy< IfcDirection > > Axis;
+ };
+
+ // C++ wrapper for IfcStructuralPointAction
+ struct IfcStructuralPointAction : IfcStructuralAction, ObjectHelper<IfcStructuralPointAction,0> { IfcStructuralPointAction() : Object("IfcStructuralPointAction") {}
+
+ };
+
+ // C++ wrapper for IfcSpatialStructureElement
+ struct IfcSpatialStructureElement : IfcProduct, ObjectHelper<IfcSpatialStructureElement,2> { IfcSpatialStructureElement() : Object("IfcSpatialStructureElement") {}
+ Maybe< IfcLabel::Out > LongName;
+ IfcElementCompositionEnum::Out CompositionType;
+ };
+
+ // C++ wrapper for IfcSpace
+ struct IfcSpace : IfcSpatialStructureElement, ObjectHelper<IfcSpace,2> { IfcSpace() : Object("IfcSpace") {}
+ IfcInternalOrExternalEnum::Out InteriorOrExteriorSpace;
+ Maybe< IfcLengthMeasure::Out > ElevationWithFlooring;
+ };
+
+ // C++ wrapper for IfcContextDependentUnit
+ struct IfcContextDependentUnit : IfcNamedUnit, ObjectHelper<IfcContextDependentUnit,1> { IfcContextDependentUnit() : Object("IfcContextDependentUnit") {}
+ IfcLabel::Out Name;
+ };
+
+ // C++ wrapper for IfcCoolingTowerType
+ struct IfcCoolingTowerType : IfcEnergyConversionDeviceType, ObjectHelper<IfcCoolingTowerType,1> { IfcCoolingTowerType() : Object("IfcCoolingTowerType") {}
+ IfcCoolingTowerTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcFacetedBrepWithVoids
+ struct IfcFacetedBrepWithVoids : IfcManifoldSolidBrep, ObjectHelper<IfcFacetedBrepWithVoids,1> { IfcFacetedBrepWithVoids() : Object("IfcFacetedBrepWithVoids") {}
+ ListOf< Lazy< IfcClosedShell >, 1, 0 > Voids;
+ };
+
+ // C++ wrapper for IfcValveType
+ struct IfcValveType : IfcFlowControllerType, ObjectHelper<IfcValveType,1> { IfcValveType() : Object("IfcValveType") {}
+ IfcValveTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcSystemFurnitureElementType
+ struct IfcSystemFurnitureElementType : IfcFurnishingElementType, ObjectHelper<IfcSystemFurnitureElementType,0> { IfcSystemFurnitureElementType() : Object("IfcSystemFurnitureElementType") {}
+
+ };
+
+ // C++ wrapper for IfcDiscreteAccessory
+ struct IfcDiscreteAccessory : IfcElementComponent, ObjectHelper<IfcDiscreteAccessory,0> { IfcDiscreteAccessory() : Object("IfcDiscreteAccessory") {}
+
+ };
+
+ // C++ wrapper for IfcBuildingElementType
+ struct IfcBuildingElementType : IfcElementType, ObjectHelper<IfcBuildingElementType,0> { IfcBuildingElementType() : Object("IfcBuildingElementType") {}
+
+ };
+
+ // C++ wrapper for IfcRailingType
+ struct IfcRailingType : IfcBuildingElementType, ObjectHelper<IfcRailingType,1> { IfcRailingType() : Object("IfcRailingType") {}
+ IfcRailingTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcGasTerminalType
+ struct IfcGasTerminalType : IfcFlowTerminalType, ObjectHelper<IfcGasTerminalType,1> { IfcGasTerminalType() : Object("IfcGasTerminalType") {}
+ IfcGasTerminalTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcSpaceProgram
+ struct IfcSpaceProgram : IfcControl, ObjectHelper<IfcSpaceProgram,5> { IfcSpaceProgram() : Object("IfcSpaceProgram") {}
+ IfcIdentifier::Out SpaceProgramIdentifier;
+ Maybe< IfcAreaMeasure::Out > MaxRequiredArea;
+ Maybe< IfcAreaMeasure::Out > MinRequiredArea;
+ Maybe< Lazy< IfcSpatialStructureElement > > RequestedLocation;
+ IfcAreaMeasure::Out StandardRequiredArea;
+ };
+
+ // C++ wrapper for IfcCovering
+ struct IfcCovering : IfcBuildingElement, ObjectHelper<IfcCovering,1> { IfcCovering() : Object("IfcCovering") {}
+ Maybe< IfcCoveringTypeEnum::Out > PredefinedType;
+ };
+
+ // C++ wrapper for IfcPresentationStyle
+ struct IfcPresentationStyle : ObjectHelper<IfcPresentationStyle,1> { IfcPresentationStyle() : Object("IfcPresentationStyle") {}
+ Maybe< IfcLabel::Out > Name;
+ };
+
+ // C++ wrapper for IfcElectricHeaterType
+ struct IfcElectricHeaterType : IfcFlowTerminalType, ObjectHelper<IfcElectricHeaterType,1> { IfcElectricHeaterType() : Object("IfcElectricHeaterType") {}
+ IfcElectricHeaterTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcBuildingStorey
+ struct IfcBuildingStorey : IfcSpatialStructureElement, ObjectHelper<IfcBuildingStorey,1> { IfcBuildingStorey() : Object("IfcBuildingStorey") {}
+ Maybe< IfcLengthMeasure::Out > Elevation;
+ };
+
+ // C++ wrapper for IfcVertex
+ struct IfcVertex : IfcTopologicalRepresentationItem, ObjectHelper<IfcVertex,0> { IfcVertex() : Object("IfcVertex") {}
+
+ };
+
+ // C++ wrapper for IfcVertexPoint
+ struct IfcVertexPoint : IfcVertex, ObjectHelper<IfcVertexPoint,1> { IfcVertexPoint() : Object("IfcVertexPoint") {}
+ Lazy< IfcPoint > VertexGeometry;
+ };
+
+ // C++ wrapper for IfcFlowInstrumentType
+ struct IfcFlowInstrumentType : IfcDistributionControlElementType, ObjectHelper<IfcFlowInstrumentType,1> { IfcFlowInstrumentType() : Object("IfcFlowInstrumentType") {}
+ IfcFlowInstrumentTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcParameterizedProfileDef
+ struct IfcParameterizedProfileDef : IfcProfileDef, ObjectHelper<IfcParameterizedProfileDef,1> { IfcParameterizedProfileDef() : Object("IfcParameterizedProfileDef") {}
+ Lazy< IfcAxis2Placement2D > Position;
+ };
+
+ // C++ wrapper for IfcUShapeProfileDef
+ struct IfcUShapeProfileDef : IfcParameterizedProfileDef, ObjectHelper<IfcUShapeProfileDef,8> { IfcUShapeProfileDef() : Object("IfcUShapeProfileDef") {}
+ IfcPositiveLengthMeasure::Out Depth;
+ IfcPositiveLengthMeasure::Out FlangeWidth;
+ IfcPositiveLengthMeasure::Out WebThickness;
+ IfcPositiveLengthMeasure::Out FlangeThickness;
+ Maybe< IfcPositiveLengthMeasure::Out > FilletRadius;
+ Maybe< IfcPositiveLengthMeasure::Out > EdgeRadius;
+ Maybe< IfcPlaneAngleMeasure::Out > FlangeSlope;
+ Maybe< IfcPositiveLengthMeasure::Out > CentreOfGravityInX;
+ };
+
+ // C++ wrapper for IfcRamp
+ struct IfcRamp : IfcBuildingElement, ObjectHelper<IfcRamp,1> { IfcRamp() : Object("IfcRamp") {}
+ IfcRampTypeEnum::Out ShapeType;
+ };
+
+ // C++ wrapper for IfcCompositeCurve
+ struct IfcCompositeCurve : IfcBoundedCurve, ObjectHelper<IfcCompositeCurve,2> { IfcCompositeCurve() : Object("IfcCompositeCurve") {}
+ ListOf< Lazy< IfcCompositeCurveSegment >, 1, 0 > Segments;
+ LOGICAL::Out SelfIntersect;
+ };
+
+ // C++ wrapper for IfcStructuralCurveMemberVarying
+ struct IfcStructuralCurveMemberVarying : IfcStructuralCurveMember, ObjectHelper<IfcStructuralCurveMemberVarying,0> { IfcStructuralCurveMemberVarying() : Object("IfcStructuralCurveMemberVarying") {}
+
+ };
+
+ // C++ wrapper for IfcRampFlightType
+ struct IfcRampFlightType : IfcBuildingElementType, ObjectHelper<IfcRampFlightType,1> { IfcRampFlightType() : Object("IfcRampFlightType") {}
+ IfcRampFlightTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcDraughtingCallout
+ struct IfcDraughtingCallout : IfcGeometricRepresentationItem, ObjectHelper<IfcDraughtingCallout,1> { IfcDraughtingCallout() : Object("IfcDraughtingCallout") {}
+ ListOf< IfcDraughtingCalloutElement, 1, 0 >::Out Contents;
+ };
+
+ // C++ wrapper for IfcDimensionCurveDirectedCallout
+ struct IfcDimensionCurveDirectedCallout : IfcDraughtingCallout, ObjectHelper<IfcDimensionCurveDirectedCallout,0> { IfcDimensionCurveDirectedCallout() : Object("IfcDimensionCurveDirectedCallout") {}
+
+ };
+
+ // C++ wrapper for IfcRadiusDimension
+ struct IfcRadiusDimension : IfcDimensionCurveDirectedCallout, ObjectHelper<IfcRadiusDimension,0> { IfcRadiusDimension() : Object("IfcRadiusDimension") {}
+
+ };
+
+ // C++ wrapper for IfcEdgeFeature
+ struct IfcEdgeFeature : IfcFeatureElementSubtraction, ObjectHelper<IfcEdgeFeature,1> { IfcEdgeFeature() : Object("IfcEdgeFeature") {}
+ Maybe< IfcPositiveLengthMeasure::Out > FeatureLength;
+ };
+
+ // C++ wrapper for IfcSweptAreaSolid
+ struct IfcSweptAreaSolid : IfcSolidModel, ObjectHelper<IfcSweptAreaSolid,2> { IfcSweptAreaSolid() : Object("IfcSweptAreaSolid") {}
+ Lazy< IfcProfileDef > SweptArea;
+ Lazy< IfcAxis2Placement3D > Position;
+ };
+
+ // C++ wrapper for IfcExtrudedAreaSolid
+ struct IfcExtrudedAreaSolid : IfcSweptAreaSolid, ObjectHelper<IfcExtrudedAreaSolid,2> { IfcExtrudedAreaSolid() : Object("IfcExtrudedAreaSolid") {}
+ Lazy< IfcDirection > ExtrudedDirection;
+ IfcPositiveLengthMeasure::Out Depth;
+ };
+
+ // C++ wrapper for IfcAnnotationTextOccurrence
+ struct IfcAnnotationTextOccurrence : IfcAnnotationOccurrence, ObjectHelper<IfcAnnotationTextOccurrence,0> { IfcAnnotationTextOccurrence() : Object("IfcAnnotationTextOccurrence") {}
+
+ };
+
+ // C++ wrapper for IfcStair
+ struct IfcStair : IfcBuildingElement, ObjectHelper<IfcStair,1> { IfcStair() : Object("IfcStair") {}
+ IfcStairTypeEnum::Out ShapeType;
+ };
+
+ // C++ wrapper for IfcFillAreaStyleTileSymbolWithStyle
+ struct IfcFillAreaStyleTileSymbolWithStyle : IfcGeometricRepresentationItem, ObjectHelper<IfcFillAreaStyleTileSymbolWithStyle,1> { IfcFillAreaStyleTileSymbolWithStyle() : Object("IfcFillAreaStyleTileSymbolWithStyle") {}
+ Lazy< IfcAnnotationSymbolOccurrence > Symbol;
+ };
+
+ // C++ wrapper for IfcAnnotationSymbolOccurrence
+ struct IfcAnnotationSymbolOccurrence : IfcAnnotationOccurrence, ObjectHelper<IfcAnnotationSymbolOccurrence,0> { IfcAnnotationSymbolOccurrence() : Object("IfcAnnotationSymbolOccurrence") {}
+
+ };
+
+ // C++ wrapper for IfcTerminatorSymbol
+ struct IfcTerminatorSymbol : IfcAnnotationSymbolOccurrence, ObjectHelper<IfcTerminatorSymbol,1> { IfcTerminatorSymbol() : Object("IfcTerminatorSymbol") {}
+ Lazy< IfcAnnotationCurveOccurrence > AnnotatedCurve;
+ };
+
+ // C++ wrapper for IfcDimensionCurveTerminator
+ struct IfcDimensionCurveTerminator : IfcTerminatorSymbol, ObjectHelper<IfcDimensionCurveTerminator,1> { IfcDimensionCurveTerminator() : Object("IfcDimensionCurveTerminator") {}
+ IfcDimensionExtentUsage::Out Role;
+ };
+
+ // C++ wrapper for IfcRectangleProfileDef
+ struct IfcRectangleProfileDef : IfcParameterizedProfileDef, ObjectHelper<IfcRectangleProfileDef,2> { IfcRectangleProfileDef() : Object("IfcRectangleProfileDef") {}
+ IfcPositiveLengthMeasure::Out XDim;
+ IfcPositiveLengthMeasure::Out YDim;
+ };
+
+ // C++ wrapper for IfcRectangleHollowProfileDef
+ struct IfcRectangleHollowProfileDef : IfcRectangleProfileDef, ObjectHelper<IfcRectangleHollowProfileDef,3> { IfcRectangleHollowProfileDef() : Object("IfcRectangleHollowProfileDef") {}
+ IfcPositiveLengthMeasure::Out WallThickness;
+ Maybe< IfcPositiveLengthMeasure::Out > InnerFilletRadius;
+ Maybe< IfcPositiveLengthMeasure::Out > OuterFilletRadius;
+ };
+
+ // C++ wrapper for IfcLocalPlacement
+ struct IfcLocalPlacement : IfcObjectPlacement, ObjectHelper<IfcLocalPlacement,2> { IfcLocalPlacement() : Object("IfcLocalPlacement") {}
+ Maybe< Lazy< IfcObjectPlacement > > PlacementRelTo;
+ IfcAxis2Placement::Out RelativePlacement;
+ };
+
+ // C++ wrapper for IfcTask
+ struct IfcTask : IfcProcess, ObjectHelper<IfcTask,5> { IfcTask() : Object("IfcTask") {}
+ IfcIdentifier::Out TaskId;
+ Maybe< IfcLabel::Out > Status;
+ Maybe< IfcLabel::Out > WorkMethod;
+ BOOLEAN::Out IsMilestone;
+ Maybe< INTEGER::Out > Priority;
+ };
+
+ // C++ wrapper for IfcAnnotationFillAreaOccurrence
+ struct IfcAnnotationFillAreaOccurrence : IfcAnnotationOccurrence, ObjectHelper<IfcAnnotationFillAreaOccurrence,2> { IfcAnnotationFillAreaOccurrence() : Object("IfcAnnotationFillAreaOccurrence") {}
+ Maybe< Lazy< IfcPoint > > FillStyleTarget;
+ Maybe< IfcGlobalOrLocalEnum::Out > GlobalOrLocal;
+ };
+
+ // C++ wrapper for IfcFace
+ struct IfcFace : IfcTopologicalRepresentationItem, ObjectHelper<IfcFace,1> { IfcFace() : Object("IfcFace") {}
+ ListOf< Lazy< IfcFaceBound >, 1, 0 > Bounds;
+ };
+
+ // C++ wrapper for IfcFlowSegmentType
+ struct IfcFlowSegmentType : IfcDistributionFlowElementType, ObjectHelper<IfcFlowSegmentType,0> { IfcFlowSegmentType() : Object("IfcFlowSegmentType") {}
+
+ };
+
+ // C++ wrapper for IfcDuctSegmentType
+ struct IfcDuctSegmentType : IfcFlowSegmentType, ObjectHelper<IfcDuctSegmentType,1> { IfcDuctSegmentType() : Object("IfcDuctSegmentType") {}
+ IfcDuctSegmentTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcConstructionResource
+ struct IfcConstructionResource : IfcResource, ObjectHelper<IfcConstructionResource,4> { IfcConstructionResource() : Object("IfcConstructionResource") {}
+ Maybe< IfcIdentifier::Out > ResourceIdentifier;
+ Maybe< IfcLabel::Out > ResourceGroup;
+ Maybe< IfcResourceConsumptionEnum::Out > ResourceConsumption;
+ Maybe< Lazy< IfcMeasureWithUnit > > BaseQuantity;
+ };
+
+ // C++ wrapper for IfcConstructionEquipmentResource
+ struct IfcConstructionEquipmentResource : IfcConstructionResource, ObjectHelper<IfcConstructionEquipmentResource,0> { IfcConstructionEquipmentResource() : Object("IfcConstructionEquipmentResource") {}
+
+ };
+
+ // C++ wrapper for IfcSanitaryTerminalType
+ struct IfcSanitaryTerminalType : IfcFlowTerminalType, ObjectHelper<IfcSanitaryTerminalType,1> { IfcSanitaryTerminalType() : Object("IfcSanitaryTerminalType") {}
+ IfcSanitaryTerminalTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcCircleProfileDef
+ struct IfcCircleProfileDef : IfcParameterizedProfileDef, ObjectHelper<IfcCircleProfileDef,1> { IfcCircleProfileDef() : Object("IfcCircleProfileDef") {}
+ IfcPositiveLengthMeasure::Out Radius;
+ };
+
+ // C++ wrapper for IfcStructuralReaction
+ struct IfcStructuralReaction : IfcStructuralActivity, ObjectHelper<IfcStructuralReaction,0> { IfcStructuralReaction() : Object("IfcStructuralReaction") {}
+
+ };
+
+ // C++ wrapper for IfcStructuralPointReaction
+ struct IfcStructuralPointReaction : IfcStructuralReaction, ObjectHelper<IfcStructuralPointReaction,0> { IfcStructuralPointReaction() : Object("IfcStructuralPointReaction") {}
+
+ };
+
+ // C++ wrapper for IfcRailing
+ struct IfcRailing : IfcBuildingElement, ObjectHelper<IfcRailing,1> { IfcRailing() : Object("IfcRailing") {}
+ Maybe< IfcRailingTypeEnum::Out > PredefinedType;
+ };
+
+ // C++ wrapper for IfcTextLiteral
+ struct IfcTextLiteral : IfcGeometricRepresentationItem, ObjectHelper<IfcTextLiteral,3> { IfcTextLiteral() : Object("IfcTextLiteral") {}
+ IfcPresentableText::Out Literal;
+ IfcAxis2Placement::Out Placement;
+ IfcTextPath::Out Path;
+ };
+
+ // C++ wrapper for IfcCartesianTransformationOperator
+ struct IfcCartesianTransformationOperator : IfcGeometricRepresentationItem, ObjectHelper<IfcCartesianTransformationOperator,4> { IfcCartesianTransformationOperator() : Object("IfcCartesianTransformationOperator") {}
+ Maybe< Lazy< IfcDirection > > Axis1;
+ Maybe< Lazy< IfcDirection > > Axis2;
+ Lazy< IfcCartesianPoint > LocalOrigin;
+ Maybe< REAL::Out > Scale;
+ };
+
+ // C++ wrapper for IfcLinearDimension
+ struct IfcLinearDimension : IfcDimensionCurveDirectedCallout, ObjectHelper<IfcLinearDimension,0> { IfcLinearDimension() : Object("IfcLinearDimension") {}
+
+ };
+
+ // C++ wrapper for IfcDamperType
+ struct IfcDamperType : IfcFlowControllerType, ObjectHelper<IfcDamperType,1> { IfcDamperType() : Object("IfcDamperType") {}
+ IfcDamperTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcSIUnit
+ struct IfcSIUnit : IfcNamedUnit, ObjectHelper<IfcSIUnit,2> { IfcSIUnit() : Object("IfcSIUnit") {}
+ Maybe< IfcSIPrefix::Out > Prefix;
+ IfcSIUnitName::Out Name;
+ };
+
+ // C++ wrapper for IfcMeasureWithUnit
+ struct IfcMeasureWithUnit : ObjectHelper<IfcMeasureWithUnit,2> { IfcMeasureWithUnit() : Object("IfcMeasureWithUnit") {}
+ IfcValue::Out ValueComponent;
+ IfcUnit::Out UnitComponent;
+ };
+
+ // C++ wrapper for IfcDistributionElement
+ struct IfcDistributionElement : IfcElement, ObjectHelper<IfcDistributionElement,0> { IfcDistributionElement() : Object("IfcDistributionElement") {}
+
+ };
+
+ // C++ wrapper for IfcDistributionControlElement
+ struct IfcDistributionControlElement : IfcDistributionElement, ObjectHelper<IfcDistributionControlElement,1> { IfcDistributionControlElement() : Object("IfcDistributionControlElement") {}
+ Maybe< IfcIdentifier::Out > ControlElementId;
+ };
+
+ // C++ wrapper for IfcTransformerType
+ struct IfcTransformerType : IfcEnergyConversionDeviceType, ObjectHelper<IfcTransformerType,1> { IfcTransformerType() : Object("IfcTransformerType") {}
+ IfcTransformerTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcLaborResource
+ struct IfcLaborResource : IfcConstructionResource, ObjectHelper<IfcLaborResource,1> { IfcLaborResource() : Object("IfcLaborResource") {}
+ Maybe< IfcText::Out > SkillSet;
+ };
+
+ // C++ wrapper for IfcDerivedProfileDef
+ struct IfcDerivedProfileDef : IfcProfileDef, ObjectHelper<IfcDerivedProfileDef,3> { IfcDerivedProfileDef() : Object("IfcDerivedProfileDef") {}
+ Lazy< IfcProfileDef > ParentProfile;
+ Lazy< IfcCartesianTransformationOperator2D > Operator;
+ Maybe< IfcLabel::Out > Label;
+ };
+
+ // C++ wrapper for IfcFurnitureStandard
+ struct IfcFurnitureStandard : IfcControl, ObjectHelper<IfcFurnitureStandard,0> { IfcFurnitureStandard() : Object("IfcFurnitureStandard") {}
+
+ };
+
+ // C++ wrapper for IfcStairFlightType
+ struct IfcStairFlightType : IfcBuildingElementType, ObjectHelper<IfcStairFlightType,1> { IfcStairFlightType() : Object("IfcStairFlightType") {}
+ IfcStairFlightTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcWorkControl
+ struct IfcWorkControl : IfcControl, ObjectHelper<IfcWorkControl,10> { IfcWorkControl() : Object("IfcWorkControl") {}
+ IfcIdentifier::Out Identifier;
+ IfcDateTimeSelect::Out CreationDate;
+ Maybe< ListOf< Lazy< NotImplemented >, 1, 0 > > Creators;
+ Maybe< IfcLabel::Out > Purpose;
+ Maybe< IfcTimeMeasure::Out > Duration;
+ Maybe< IfcTimeMeasure::Out > TotalFloat;
+ IfcDateTimeSelect::Out StartTime;
+ Maybe< IfcDateTimeSelect::Out > FinishTime;
+ Maybe< IfcWorkControlTypeEnum::Out > WorkControlType;
+ Maybe< IfcLabel::Out > UserDefinedControlType;
+ };
+
+ // C++ wrapper for IfcWorkPlan
+ struct IfcWorkPlan : IfcWorkControl, ObjectHelper<IfcWorkPlan,0> { IfcWorkPlan() : Object("IfcWorkPlan") {}
+
+ };
+
+ // C++ wrapper for IfcCondition
+ struct IfcCondition : IfcGroup, ObjectHelper<IfcCondition,0> { IfcCondition() : Object("IfcCondition") {}
+
+ };
+
+ // C++ wrapper for IfcRelVoidsElement
+ struct IfcRelVoidsElement : IfcRelConnects, ObjectHelper<IfcRelVoidsElement,2> { IfcRelVoidsElement() : Object("IfcRelVoidsElement") {}
+ Lazy< IfcElement > RelatingBuildingElement;
+ Lazy< IfcFeatureElementSubtraction > RelatedOpeningElement;
+ };
+
+ // C++ wrapper for IfcWindow
+ struct IfcWindow : IfcBuildingElement, ObjectHelper<IfcWindow,2> { IfcWindow() : Object("IfcWindow") {}
+ Maybe< IfcPositiveLengthMeasure::Out > OverallHeight;
+ Maybe< IfcPositiveLengthMeasure::Out > OverallWidth;
+ };
+
+ // C++ wrapper for IfcProtectiveDeviceType
+ struct IfcProtectiveDeviceType : IfcFlowControllerType, ObjectHelper<IfcProtectiveDeviceType,1> { IfcProtectiveDeviceType() : Object("IfcProtectiveDeviceType") {}
+ IfcProtectiveDeviceTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcJunctionBoxType
+ struct IfcJunctionBoxType : IfcFlowFittingType, ObjectHelper<IfcJunctionBoxType,1> { IfcJunctionBoxType() : Object("IfcJunctionBoxType") {}
+ IfcJunctionBoxTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcStructuralAnalysisModel
+ struct IfcStructuralAnalysisModel : IfcSystem, ObjectHelper<IfcStructuralAnalysisModel,4> { IfcStructuralAnalysisModel() : Object("IfcStructuralAnalysisModel") {}
+ IfcAnalysisModelTypeEnum::Out PredefinedType;
+ Maybe< Lazy< IfcAxis2Placement3D > > OrientationOf2DPlane;
+ Maybe< ListOf< Lazy< IfcStructuralLoadGroup >, 1, 0 > > LoadedBy;
+ Maybe< ListOf< Lazy< IfcStructuralResultGroup >, 1, 0 > > HasResults;
+ };
+
+ // C++ wrapper for IfcAxis2Placement2D
+ struct IfcAxis2Placement2D : IfcPlacement, ObjectHelper<IfcAxis2Placement2D,1> { IfcAxis2Placement2D() : Object("IfcAxis2Placement2D") {}
+ Maybe< Lazy< IfcDirection > > RefDirection;
+ };
+
+ // C++ wrapper for IfcSpaceType
+ struct IfcSpaceType : IfcSpatialStructureElementType, ObjectHelper<IfcSpaceType,1> { IfcSpaceType() : Object("IfcSpaceType") {}
+ IfcSpaceTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcEllipseProfileDef
+ struct IfcEllipseProfileDef : IfcParameterizedProfileDef, ObjectHelper<IfcEllipseProfileDef,2> { IfcEllipseProfileDef() : Object("IfcEllipseProfileDef") {}
+ IfcPositiveLengthMeasure::Out SemiAxis1;
+ IfcPositiveLengthMeasure::Out SemiAxis2;
+ };
+
+ // C++ wrapper for IfcDistributionFlowElement
+ struct IfcDistributionFlowElement : IfcDistributionElement, ObjectHelper<IfcDistributionFlowElement,0> { IfcDistributionFlowElement() : Object("IfcDistributionFlowElement") {}
+
+ };
+
+ // C++ wrapper for IfcFlowMovingDevice
+ struct IfcFlowMovingDevice : IfcDistributionFlowElement, ObjectHelper<IfcFlowMovingDevice,0> { IfcFlowMovingDevice() : Object("IfcFlowMovingDevice") {}
+
+ };
+
+ // C++ wrapper for IfcSurfaceStyleWithTextures
+ struct IfcSurfaceStyleWithTextures : ObjectHelper<IfcSurfaceStyleWithTextures,1> { IfcSurfaceStyleWithTextures() : Object("IfcSurfaceStyleWithTextures") {}
+ ListOf< Lazy< NotImplemented >, 1, 0 > Textures;
+ };
+
+ // C++ wrapper for IfcGeometricSet
+ struct IfcGeometricSet : IfcGeometricRepresentationItem, ObjectHelper<IfcGeometricSet,1> { IfcGeometricSet() : Object("IfcGeometricSet") {}
+ ListOf< IfcGeometricSetSelect, 1, 0 >::Out Elements;
+ };
+
+ // C++ wrapper for IfcProjectOrder
+ struct IfcProjectOrder : IfcControl, ObjectHelper<IfcProjectOrder,3> { IfcProjectOrder() : Object("IfcProjectOrder") {}
+ IfcIdentifier::Out ID;
+ IfcProjectOrderTypeEnum::Out PredefinedType;
+ Maybe< IfcLabel::Out > Status;
+ };
+
+ // C++ wrapper for IfcBSplineCurve
+ struct IfcBSplineCurve : IfcBoundedCurve, ObjectHelper<IfcBSplineCurve,5> { IfcBSplineCurve() : Object("IfcBSplineCurve") {}
+ INTEGER::Out Degree;
+ ListOf< Lazy< IfcCartesianPoint >, 2, 0 > ControlPointsList;
+ IfcBSplineCurveForm::Out CurveForm;
+ LOGICAL::Out ClosedCurve;
+ LOGICAL::Out SelfIntersect;
+ };
+
+ // C++ wrapper for IfcBezierCurve
+ struct IfcBezierCurve : IfcBSplineCurve, ObjectHelper<IfcBezierCurve,0> { IfcBezierCurve() : Object("IfcBezierCurve") {}
+
+ };
+
+ // C++ wrapper for IfcStructuralPointConnection
+ struct IfcStructuralPointConnection : IfcStructuralConnection, ObjectHelper<IfcStructuralPointConnection,0> { IfcStructuralPointConnection() : Object("IfcStructuralPointConnection") {}
+
+ };
+
+ // C++ wrapper for IfcFlowController
+ struct IfcFlowController : IfcDistributionFlowElement, ObjectHelper<IfcFlowController,0> { IfcFlowController() : Object("IfcFlowController") {}
+
+ };
+
+ // C++ wrapper for IfcElectricDistributionPoint
+ struct IfcElectricDistributionPoint : IfcFlowController, ObjectHelper<IfcElectricDistributionPoint,2> { IfcElectricDistributionPoint() : Object("IfcElectricDistributionPoint") {}
+ IfcElectricDistributionPointFunctionEnum::Out DistributionPointFunction;
+ Maybe< IfcLabel::Out > UserDefinedFunction;
+ };
+
+ // C++ wrapper for IfcSite
+ struct IfcSite : IfcSpatialStructureElement, ObjectHelper<IfcSite,5> { IfcSite() : Object("IfcSite") {}
+ Maybe< IfcCompoundPlaneAngleMeasure::Out > RefLatitude;
+ Maybe< IfcCompoundPlaneAngleMeasure::Out > RefLongitude;
+ Maybe< IfcLengthMeasure::Out > RefElevation;
+ Maybe< IfcLabel::Out > LandTitleNumber;
+ Maybe< Lazy< NotImplemented > > SiteAddress;
+ };
+
+ // C++ wrapper for IfcOffsetCurve3D
+ struct IfcOffsetCurve3D : IfcCurve, ObjectHelper<IfcOffsetCurve3D,4> { IfcOffsetCurve3D() : Object("IfcOffsetCurve3D") {}
+ Lazy< IfcCurve > BasisCurve;
+ IfcLengthMeasure::Out Distance;
+ LOGICAL::Out SelfIntersect;
+ Lazy< IfcDirection > RefDirection;
+ };
+
+ // C++ wrapper for IfcVirtualElement
+ struct IfcVirtualElement : IfcElement, ObjectHelper<IfcVirtualElement,0> { IfcVirtualElement() : Object("IfcVirtualElement") {}
+
+ };
+
+ // C++ wrapper for IfcConstructionProductResource
+ struct IfcConstructionProductResource : IfcConstructionResource, ObjectHelper<IfcConstructionProductResource,0> { IfcConstructionProductResource() : Object("IfcConstructionProductResource") {}
+
+ };
+
+ // C++ wrapper for IfcSurfaceCurveSweptAreaSolid
+ struct IfcSurfaceCurveSweptAreaSolid : IfcSweptAreaSolid, ObjectHelper<IfcSurfaceCurveSweptAreaSolid,4> { IfcSurfaceCurveSweptAreaSolid() : Object("IfcSurfaceCurveSweptAreaSolid") {}
+ Lazy< IfcCurve > Directrix;
+ IfcParameterValue::Out StartParam;
+ IfcParameterValue::Out EndParam;
+ Lazy< IfcSurface > ReferenceSurface;
+ };
+
+ // C++ wrapper for IfcCartesianTransformationOperator3D
+ struct IfcCartesianTransformationOperator3D : IfcCartesianTransformationOperator, ObjectHelper<IfcCartesianTransformationOperator3D,1> { IfcCartesianTransformationOperator3D() : Object("IfcCartesianTransformationOperator3D") {}
+ Maybe< Lazy< IfcDirection > > Axis3;
+ };
+
+ // C++ wrapper for IfcCartesianTransformationOperator3DnonUniform
+ struct IfcCartesianTransformationOperator3DnonUniform : IfcCartesianTransformationOperator3D, ObjectHelper<IfcCartesianTransformationOperator3DnonUniform,2> { IfcCartesianTransformationOperator3DnonUniform() : Object("IfcCartesianTransformationOperator3DnonUniform") {}
+ Maybe< REAL::Out > Scale2;
+ Maybe< REAL::Out > Scale3;
+ };
+
+ // C++ wrapper for IfcCrewResource
+ struct IfcCrewResource : IfcConstructionResource, ObjectHelper<IfcCrewResource,0> { IfcCrewResource() : Object("IfcCrewResource") {}
+
+ };
+
+ // C++ wrapper for IfcStructuralSurfaceMember
+ struct IfcStructuralSurfaceMember : IfcStructuralMember, ObjectHelper<IfcStructuralSurfaceMember,2> { IfcStructuralSurfaceMember() : Object("IfcStructuralSurfaceMember") {}
+ IfcStructuralSurfaceTypeEnum::Out PredefinedType;
+ Maybe< IfcPositiveLengthMeasure::Out > Thickness;
+ };
+
+ // C++ wrapper for Ifc2DCompositeCurve
+ struct Ifc2DCompositeCurve : IfcCompositeCurve, ObjectHelper<Ifc2DCompositeCurve,0> { Ifc2DCompositeCurve() : Object("Ifc2DCompositeCurve") {}
+
+ };
+
+ // C++ wrapper for IfcRepresentationContext
+ struct IfcRepresentationContext : ObjectHelper<IfcRepresentationContext,2> { IfcRepresentationContext() : Object("IfcRepresentationContext") {}
+ Maybe< IfcLabel::Out > ContextIdentifier;
+ Maybe< IfcLabel::Out > ContextType;
+ };
+
+ // C++ wrapper for IfcGeometricRepresentationContext
+ struct IfcGeometricRepresentationContext : IfcRepresentationContext, ObjectHelper<IfcGeometricRepresentationContext,4> { IfcGeometricRepresentationContext() : Object("IfcGeometricRepresentationContext") {}
+ IfcDimensionCount::Out CoordinateSpaceDimension;
+ Maybe< REAL::Out > Precision;
+ IfcAxis2Placement::Out WorldCoordinateSystem;
+ Maybe< Lazy< IfcDirection > > TrueNorth;
+ };
+
+ // C++ wrapper for IfcFlowTreatmentDevice
+ struct IfcFlowTreatmentDevice : IfcDistributionFlowElement, ObjectHelper<IfcFlowTreatmentDevice,0> { IfcFlowTreatmentDevice() : Object("IfcFlowTreatmentDevice") {}
+
+ };
+
+ // C++ wrapper for IfcRightCircularCylinder
+ struct IfcRightCircularCylinder : IfcCsgPrimitive3D, ObjectHelper<IfcRightCircularCylinder,2> { IfcRightCircularCylinder() : Object("IfcRightCircularCylinder") {}
+ IfcPositiveLengthMeasure::Out Height;
+ IfcPositiveLengthMeasure::Out Radius;
+ };
+
+ // C++ wrapper for IfcWasteTerminalType
+ struct IfcWasteTerminalType : IfcFlowTerminalType, ObjectHelper<IfcWasteTerminalType,1> { IfcWasteTerminalType() : Object("IfcWasteTerminalType") {}
+ IfcWasteTerminalTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcBuildingElementComponent
+ struct IfcBuildingElementComponent : IfcBuildingElement, ObjectHelper<IfcBuildingElementComponent,0> { IfcBuildingElementComponent() : Object("IfcBuildingElementComponent") {}
+
+ };
+
+ // C++ wrapper for IfcBuildingElementPart
+ struct IfcBuildingElementPart : IfcBuildingElementComponent, ObjectHelper<IfcBuildingElementPart,0> { IfcBuildingElementPart() : Object("IfcBuildingElementPart") {}
+
+ };
+
+ // C++ wrapper for IfcWall
+ struct IfcWall : IfcBuildingElement, ObjectHelper<IfcWall,0> { IfcWall() : Object("IfcWall") {}
+
+ };
+
+ // C++ wrapper for IfcWallStandardCase
+ struct IfcWallStandardCase : IfcWall, ObjectHelper<IfcWallStandardCase,0> { IfcWallStandardCase() : Object("IfcWallStandardCase") {}
+
+ };
+
+ // C++ wrapper for IfcPath
+ struct IfcPath : IfcTopologicalRepresentationItem, ObjectHelper<IfcPath,1> { IfcPath() : Object("IfcPath") {}
+ ListOf< Lazy< IfcOrientedEdge >, 1, 0 > EdgeList;
+ };
+
+ // C++ wrapper for IfcDefinedSymbol
+ struct IfcDefinedSymbol : IfcGeometricRepresentationItem, ObjectHelper<IfcDefinedSymbol,2> { IfcDefinedSymbol() : Object("IfcDefinedSymbol") {}
+ IfcDefinedSymbolSelect::Out Definition;
+ Lazy< IfcCartesianTransformationOperator2D > Target;
+ };
+
+ // C++ wrapper for IfcStructuralSurfaceMemberVarying
+ struct IfcStructuralSurfaceMemberVarying : IfcStructuralSurfaceMember, ObjectHelper<IfcStructuralSurfaceMemberVarying,2> { IfcStructuralSurfaceMemberVarying() : Object("IfcStructuralSurfaceMemberVarying") {}
+ ListOf< IfcPositiveLengthMeasure, 2, 0 >::Out SubsequentThickness;
+ Lazy< NotImplemented > VaryingThicknessLocation;
+ };
+
+ // C++ wrapper for IfcPoint
+ struct IfcPoint : IfcGeometricRepresentationItem, ObjectHelper<IfcPoint,0> { IfcPoint() : Object("IfcPoint") {}
+
+ };
+
+ // C++ wrapper for IfcSurfaceOfRevolution
+ struct IfcSurfaceOfRevolution : IfcSweptSurface, ObjectHelper<IfcSurfaceOfRevolution,1> { IfcSurfaceOfRevolution() : Object("IfcSurfaceOfRevolution") {}
+ Lazy< IfcAxis1Placement > AxisPosition;
+ };
+
+ // C++ wrapper for IfcFlowTerminal
+ struct IfcFlowTerminal : IfcDistributionFlowElement, ObjectHelper<IfcFlowTerminal,0> { IfcFlowTerminal() : Object("IfcFlowTerminal") {}
+
+ };
+
+ // C++ wrapper for IfcFurnishingElement
+ struct IfcFurnishingElement : IfcElement, ObjectHelper<IfcFurnishingElement,0> { IfcFurnishingElement() : Object("IfcFurnishingElement") {}
+
+ };
+
+ // C++ wrapper for IfcSurfaceStyleShading
+ struct IfcSurfaceStyleShading : ObjectHelper<IfcSurfaceStyleShading,1> { IfcSurfaceStyleShading() : Object("IfcSurfaceStyleShading") {}
+ Lazy< IfcColourRgb > SurfaceColour;
+ };
+
+ // C++ wrapper for IfcSurfaceStyleRendering
+ struct IfcSurfaceStyleRendering : IfcSurfaceStyleShading, ObjectHelper<IfcSurfaceStyleRendering,8> { IfcSurfaceStyleRendering() : Object("IfcSurfaceStyleRendering") {}
+ Maybe< IfcNormalisedRatioMeasure::Out > Transparency;
+ Maybe< IfcColourOrFactor::Out > DiffuseColour;
+ Maybe< IfcColourOrFactor::Out > TransmissionColour;
+ Maybe< IfcColourOrFactor::Out > DiffuseTransmissionColour;
+ Maybe< IfcColourOrFactor::Out > ReflectionColour;
+ Maybe< IfcColourOrFactor::Out > SpecularColour;
+ Maybe< IfcSpecularHighlightSelect::Out > SpecularHighlight;
+ IfcReflectanceMethodEnum::Out ReflectanceMethod;
+ };
+
+ // C++ wrapper for IfcCircleHollowProfileDef
+ struct IfcCircleHollowProfileDef : IfcCircleProfileDef, ObjectHelper<IfcCircleHollowProfileDef,1> { IfcCircleHollowProfileDef() : Object("IfcCircleHollowProfileDef") {}
+ IfcPositiveLengthMeasure::Out WallThickness;
+ };
+
+ // C++ wrapper for IfcFlowMovingDeviceType
+ struct IfcFlowMovingDeviceType : IfcDistributionFlowElementType, ObjectHelper<IfcFlowMovingDeviceType,0> { IfcFlowMovingDeviceType() : Object("IfcFlowMovingDeviceType") {}
+
+ };
+
+ // C++ wrapper for IfcFanType
+ struct IfcFanType : IfcFlowMovingDeviceType, ObjectHelper<IfcFanType,1> { IfcFanType() : Object("IfcFanType") {}
+ IfcFanTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcStructuralPlanarActionVarying
+ struct IfcStructuralPlanarActionVarying : IfcStructuralPlanarAction, ObjectHelper<IfcStructuralPlanarActionVarying,2> { IfcStructuralPlanarActionVarying() : Object("IfcStructuralPlanarActionVarying") {}
+ Lazy< NotImplemented > VaryingAppliedLoadLocation;
+ ListOf< Lazy< NotImplemented >, 2, 0 > SubsequentAppliedLoads;
+ };
+
+ // C++ wrapper for IfcProductRepresentation
+ struct IfcProductRepresentation : ObjectHelper<IfcProductRepresentation,3> { IfcProductRepresentation() : Object("IfcProductRepresentation") {}
+ Maybe< IfcLabel::Out > Name;
+ Maybe< IfcText::Out > Description;
+ ListOf< Lazy< IfcRepresentation >, 1, 0 > Representations;
+ };
+
+ // C++ wrapper for IfcStackTerminalType
+ struct IfcStackTerminalType : IfcFlowTerminalType, ObjectHelper<IfcStackTerminalType,1> { IfcStackTerminalType() : Object("IfcStackTerminalType") {}
+ IfcStackTerminalTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcReinforcingElement
+ struct IfcReinforcingElement : IfcBuildingElementComponent, ObjectHelper<IfcReinforcingElement,1> { IfcReinforcingElement() : Object("IfcReinforcingElement") {}
+ Maybe< IfcLabel::Out > SteelGrade;
+ };
+
+ // C++ wrapper for IfcReinforcingMesh
+ struct IfcReinforcingMesh : IfcReinforcingElement, ObjectHelper<IfcReinforcingMesh,8> { IfcReinforcingMesh() : Object("IfcReinforcingMesh") {}
+ Maybe< IfcPositiveLengthMeasure::Out > MeshLength;
+ Maybe< IfcPositiveLengthMeasure::Out > MeshWidth;
+ IfcPositiveLengthMeasure::Out LongitudinalBarNominalDiameter;
+ IfcPositiveLengthMeasure::Out TransverseBarNominalDiameter;
+ IfcAreaMeasure::Out LongitudinalBarCrossSectionArea;
+ IfcAreaMeasure::Out TransverseBarCrossSectionArea;
+ IfcPositiveLengthMeasure::Out LongitudinalBarSpacing;
+ IfcPositiveLengthMeasure::Out TransverseBarSpacing;
+ };
+
+ // C++ wrapper for IfcOrderAction
+ struct IfcOrderAction : IfcTask, ObjectHelper<IfcOrderAction,1> { IfcOrderAction() : Object("IfcOrderAction") {}
+ IfcIdentifier::Out ActionID;
+ };
+
+ // C++ wrapper for IfcLightSource
+ struct IfcLightSource : IfcGeometricRepresentationItem, ObjectHelper<IfcLightSource,4> { IfcLightSource() : Object("IfcLightSource") {}
+ Maybe< IfcLabel::Out > Name;
+ Lazy< IfcColourRgb > LightColour;
+ Maybe< IfcNormalisedRatioMeasure::Out > AmbientIntensity;
+ Maybe< IfcNormalisedRatioMeasure::Out > Intensity;
+ };
+
+ // C++ wrapper for IfcLightSourceDirectional
+ struct IfcLightSourceDirectional : IfcLightSource, ObjectHelper<IfcLightSourceDirectional,1> { IfcLightSourceDirectional() : Object("IfcLightSourceDirectional") {}
+ Lazy< IfcDirection > Orientation;
+ };
+
+ // C++ wrapper for IfcLoop
+ struct IfcLoop : IfcTopologicalRepresentationItem, ObjectHelper<IfcLoop,0> { IfcLoop() : Object("IfcLoop") {}
+
+ };
+
+ // C++ wrapper for IfcVertexLoop
+ struct IfcVertexLoop : IfcLoop, ObjectHelper<IfcVertexLoop,1> { IfcVertexLoop() : Object("IfcVertexLoop") {}
+ Lazy< IfcVertex > LoopVertex;
+ };
+
+ // C++ wrapper for IfcChamferEdgeFeature
+ struct IfcChamferEdgeFeature : IfcEdgeFeature, ObjectHelper<IfcChamferEdgeFeature,2> { IfcChamferEdgeFeature() : Object("IfcChamferEdgeFeature") {}
+ Maybe< IfcPositiveLengthMeasure::Out > Width;
+ Maybe< IfcPositiveLengthMeasure::Out > Height;
+ };
+
+ // C++ wrapper for IfcElementComponentType
+ struct IfcElementComponentType : IfcElementType, ObjectHelper<IfcElementComponentType,0> { IfcElementComponentType() : Object("IfcElementComponentType") {}
+
+ };
+
+ // C++ wrapper for IfcFastenerType
+ struct IfcFastenerType : IfcElementComponentType, ObjectHelper<IfcFastenerType,0> { IfcFastenerType() : Object("IfcFastenerType") {}
+
+ };
+
+ // C++ wrapper for IfcMechanicalFastenerType
+ struct IfcMechanicalFastenerType : IfcFastenerType, ObjectHelper<IfcMechanicalFastenerType,0> { IfcMechanicalFastenerType() : Object("IfcMechanicalFastenerType") {}
+
+ };
+
+ // C++ wrapper for IfcScheduleTimeControl
+ struct IfcScheduleTimeControl : IfcControl, ObjectHelper<IfcScheduleTimeControl,18> { IfcScheduleTimeControl() : Object("IfcScheduleTimeControl") {}
+ Maybe< IfcDateTimeSelect::Out > ActualStart;
+ Maybe< IfcDateTimeSelect::Out > EarlyStart;
+ Maybe< IfcDateTimeSelect::Out > LateStart;
+ Maybe< IfcDateTimeSelect::Out > ScheduleStart;
+ Maybe< IfcDateTimeSelect::Out > ActualFinish;
+ Maybe< IfcDateTimeSelect::Out > EarlyFinish;
+ Maybe< IfcDateTimeSelect::Out > LateFinish;
+ Maybe< IfcDateTimeSelect::Out > ScheduleFinish;
+ Maybe< IfcTimeMeasure::Out > ScheduleDuration;
+ Maybe< IfcTimeMeasure::Out > ActualDuration;
+ Maybe< IfcTimeMeasure::Out > RemainingTime;
+ Maybe< IfcTimeMeasure::Out > FreeFloat;
+ Maybe< IfcTimeMeasure::Out > TotalFloat;
+ Maybe< BOOLEAN::Out > IsCritical;
+ Maybe< IfcDateTimeSelect::Out > StatusTime;
+ Maybe< IfcTimeMeasure::Out > StartFloat;
+ Maybe< IfcTimeMeasure::Out > FinishFloat;
+ Maybe< IfcPositiveRatioMeasure::Out > Completion;
+ };
+
+ // C++ wrapper for IfcSurfaceStyle
+ struct IfcSurfaceStyle : IfcPresentationStyle, ObjectHelper<IfcSurfaceStyle,2> { IfcSurfaceStyle() : Object("IfcSurfaceStyle") {}
+ IfcSurfaceSide::Out Side;
+ ListOf< IfcSurfaceStyleElementSelect, 1, 5 >::Out Styles;
+ };
+
+ // C++ wrapper for IfcOpenShell
+ struct IfcOpenShell : IfcConnectedFaceSet, ObjectHelper<IfcOpenShell,0> { IfcOpenShell() : Object("IfcOpenShell") {}
+
+ };
+
+ // C++ wrapper for IfcSubContractResource
+ struct IfcSubContractResource : IfcConstructionResource, ObjectHelper<IfcSubContractResource,2> { IfcSubContractResource() : Object("IfcSubContractResource") {}
+ Maybe< IfcActorSelect::Out > SubContractor;
+ Maybe< IfcText::Out > JobDescription;
+ };
+
+ // C++ wrapper for IfcSweptDiskSolid
+ struct IfcSweptDiskSolid : IfcSolidModel, ObjectHelper<IfcSweptDiskSolid,5> { IfcSweptDiskSolid() : Object("IfcSweptDiskSolid") {}
+ Lazy< IfcCurve > Directrix;
+ IfcPositiveLengthMeasure::Out Radius;
+ Maybe< IfcPositiveLengthMeasure::Out > InnerRadius;
+ IfcParameterValue::Out StartParam;
+ IfcParameterValue::Out EndParam;
+ };
+
+ // C++ wrapper for IfcCompositeProfileDef
+ struct IfcCompositeProfileDef : IfcProfileDef, ObjectHelper<IfcCompositeProfileDef,2> { IfcCompositeProfileDef() : Object("IfcCompositeProfileDef") {}
+ ListOf< Lazy< IfcProfileDef >, 2, 0 > Profiles;
+ Maybe< IfcLabel::Out > Label;
+ };
+
+ // C++ wrapper for IfcTankType
+ struct IfcTankType : IfcFlowStorageDeviceType, ObjectHelper<IfcTankType,1> { IfcTankType() : Object("IfcTankType") {}
+ IfcTankTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcSphere
+ struct IfcSphere : IfcCsgPrimitive3D, ObjectHelper<IfcSphere,1> { IfcSphere() : Object("IfcSphere") {}
+ IfcPositiveLengthMeasure::Out Radius;
+ };
+
+ // C++ wrapper for IfcPolyLoop
+ struct IfcPolyLoop : IfcLoop, ObjectHelper<IfcPolyLoop,1> { IfcPolyLoop() : Object("IfcPolyLoop") {}
+ ListOf< Lazy< IfcCartesianPoint >, 3, 0 > Polygon;
+ };
+
+ // C++ wrapper for IfcCableCarrierFittingType
+ struct IfcCableCarrierFittingType : IfcFlowFittingType, ObjectHelper<IfcCableCarrierFittingType,1> { IfcCableCarrierFittingType() : Object("IfcCableCarrierFittingType") {}
+ IfcCableCarrierFittingTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcHumidifierType
+ struct IfcHumidifierType : IfcEnergyConversionDeviceType, ObjectHelper<IfcHumidifierType,1> { IfcHumidifierType() : Object("IfcHumidifierType") {}
+ IfcHumidifierTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcPerformanceHistory
+ struct IfcPerformanceHistory : IfcControl, ObjectHelper<IfcPerformanceHistory,1> { IfcPerformanceHistory() : Object("IfcPerformanceHistory") {}
+ IfcLabel::Out LifeCyclePhase;
+ };
+
+ // C++ wrapper for IfcShapeModel
+ struct IfcShapeModel : IfcRepresentation, ObjectHelper<IfcShapeModel,0> { IfcShapeModel() : Object("IfcShapeModel") {}
+
+ };
+
+ // C++ wrapper for IfcTopologyRepresentation
+ struct IfcTopologyRepresentation : IfcShapeModel, ObjectHelper<IfcTopologyRepresentation,0> { IfcTopologyRepresentation() : Object("IfcTopologyRepresentation") {}
+
+ };
+
+ // C++ wrapper for IfcBuilding
+ struct IfcBuilding : IfcSpatialStructureElement, ObjectHelper<IfcBuilding,3> { IfcBuilding() : Object("IfcBuilding") {}
+ Maybe< IfcLengthMeasure::Out > ElevationOfRefHeight;
+ Maybe< IfcLengthMeasure::Out > ElevationOfTerrain;
+ Maybe< Lazy< NotImplemented > > BuildingAddress;
+ };
+
+ // C++ wrapper for IfcRoundedRectangleProfileDef
+ struct IfcRoundedRectangleProfileDef : IfcRectangleProfileDef, ObjectHelper<IfcRoundedRectangleProfileDef,1> { IfcRoundedRectangleProfileDef() : Object("IfcRoundedRectangleProfileDef") {}
+ IfcPositiveLengthMeasure::Out RoundingRadius;
+ };
+
+ // C++ wrapper for IfcStairFlight
+ struct IfcStairFlight : IfcBuildingElement, ObjectHelper<IfcStairFlight,4> { IfcStairFlight() : Object("IfcStairFlight") {}
+ Maybe< INTEGER::Out > NumberOfRiser;
+ Maybe< INTEGER::Out > NumberOfTreads;
+ Maybe< IfcPositiveLengthMeasure::Out > RiserHeight;
+ Maybe< IfcPositiveLengthMeasure::Out > TreadLength;
+ };
+
+ // C++ wrapper for IfcDistributionChamberElement
+ struct IfcDistributionChamberElement : IfcDistributionFlowElement, ObjectHelper<IfcDistributionChamberElement,0> { IfcDistributionChamberElement() : Object("IfcDistributionChamberElement") {}
+
+ };
+
+ // C++ wrapper for IfcShapeRepresentation
+ struct IfcShapeRepresentation : IfcShapeModel, ObjectHelper<IfcShapeRepresentation,0> { IfcShapeRepresentation() : Object("IfcShapeRepresentation") {}
+
+ };
+
+ // C++ wrapper for IfcRampFlight
+ struct IfcRampFlight : IfcBuildingElement, ObjectHelper<IfcRampFlight,0> { IfcRampFlight() : Object("IfcRampFlight") {}
+
+ };
+
+ // C++ wrapper for IfcBeamType
+ struct IfcBeamType : IfcBuildingElementType, ObjectHelper<IfcBeamType,1> { IfcBeamType() : Object("IfcBeamType") {}
+ IfcBeamTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcRelDecomposes
+ struct IfcRelDecomposes : IfcRelationship, ObjectHelper<IfcRelDecomposes,2> { IfcRelDecomposes() : Object("IfcRelDecomposes") {}
+ Lazy< IfcObjectDefinition > RelatingObject;
+ ListOf< Lazy< IfcObjectDefinition >, 1, 0 > RelatedObjects;
+ };
+
+ // C++ wrapper for IfcRoof
+ struct IfcRoof : IfcBuildingElement, ObjectHelper<IfcRoof,1> { IfcRoof() : Object("IfcRoof") {}
+ IfcRoofTypeEnum::Out ShapeType;
+ };
+
+ // C++ wrapper for IfcFooting
+ struct IfcFooting : IfcBuildingElement, ObjectHelper<IfcFooting,1> { IfcFooting() : Object("IfcFooting") {}
+ IfcFootingTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcLightSourceAmbient
+ struct IfcLightSourceAmbient : IfcLightSource, ObjectHelper<IfcLightSourceAmbient,0> { IfcLightSourceAmbient() : Object("IfcLightSourceAmbient") {}
+
+ };
+
+ // C++ wrapper for IfcWindowStyle
+ struct IfcWindowStyle : IfcTypeProduct, ObjectHelper<IfcWindowStyle,4> { IfcWindowStyle() : Object("IfcWindowStyle") {}
+ IfcWindowStyleConstructionEnum::Out ConstructionType;
+ IfcWindowStyleOperationEnum::Out OperationType;
+ BOOLEAN::Out ParameterTakesPrecedence;
+ BOOLEAN::Out Sizeable;
+ };
+
+ // C++ wrapper for IfcBuildingElementProxyType
+ struct IfcBuildingElementProxyType : IfcBuildingElementType, ObjectHelper<IfcBuildingElementProxyType,1> { IfcBuildingElementProxyType() : Object("IfcBuildingElementProxyType") {}
+ IfcBuildingElementProxyTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcAxis2Placement3D
+ struct IfcAxis2Placement3D : IfcPlacement, ObjectHelper<IfcAxis2Placement3D,2> { IfcAxis2Placement3D() : Object("IfcAxis2Placement3D") {}
+ Maybe< Lazy< IfcDirection > > Axis;
+ Maybe< Lazy< IfcDirection > > RefDirection;
+ };
+
+ // C++ wrapper for IfcEdgeCurve
+ struct IfcEdgeCurve : IfcEdge, ObjectHelper<IfcEdgeCurve,2> { IfcEdgeCurve() : Object("IfcEdgeCurve") {}
+ Lazy< IfcCurve > EdgeGeometry;
+ BOOLEAN::Out SameSense;
+ };
+
+ // C++ wrapper for IfcClosedShell
+ struct IfcClosedShell : IfcConnectedFaceSet, ObjectHelper<IfcClosedShell,0> { IfcClosedShell() : Object("IfcClosedShell") {}
+
+ };
+
+ // C++ wrapper for IfcTendonAnchor
+ struct IfcTendonAnchor : IfcReinforcingElement, ObjectHelper<IfcTendonAnchor,0> { IfcTendonAnchor() : Object("IfcTendonAnchor") {}
+
+ };
+
+ // C++ wrapper for IfcCondenserType
+ struct IfcCondenserType : IfcEnergyConversionDeviceType, ObjectHelper<IfcCondenserType,1> { IfcCondenserType() : Object("IfcCondenserType") {}
+ IfcCondenserTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcPipeSegmentType
+ struct IfcPipeSegmentType : IfcFlowSegmentType, ObjectHelper<IfcPipeSegmentType,1> { IfcPipeSegmentType() : Object("IfcPipeSegmentType") {}
+ IfcPipeSegmentTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcPointOnSurface
+ struct IfcPointOnSurface : IfcPoint, ObjectHelper<IfcPointOnSurface,3> { IfcPointOnSurface() : Object("IfcPointOnSurface") {}
+ Lazy< IfcSurface > BasisSurface;
+ IfcParameterValue::Out PointParameterU;
+ IfcParameterValue::Out PointParameterV;
+ };
+
+ // C++ wrapper for IfcAsset
+ struct IfcAsset : IfcGroup, ObjectHelper<IfcAsset,9> { IfcAsset() : Object("IfcAsset") {}
+ IfcIdentifier::Out AssetID;
+ Lazy< NotImplemented > OriginalValue;
+ Lazy< NotImplemented > CurrentValue;
+ Lazy< NotImplemented > TotalReplacementCost;
+ IfcActorSelect::Out Owner;
+ IfcActorSelect::Out User;
+ Lazy< NotImplemented > ResponsiblePerson;
+ Lazy< NotImplemented > IncorporationDate;
+ Lazy< NotImplemented > DepreciatedValue;
+ };
+
+ // C++ wrapper for IfcLightSourcePositional
+ struct IfcLightSourcePositional : IfcLightSource, ObjectHelper<IfcLightSourcePositional,5> { IfcLightSourcePositional() : Object("IfcLightSourcePositional") {}
+ Lazy< IfcCartesianPoint > Position;
+ IfcPositiveLengthMeasure::Out Radius;
+ IfcReal::Out ConstantAttenuation;
+ IfcReal::Out DistanceAttenuation;
+ IfcReal::Out QuadricAttenuation;
+ };
+
+ // C++ wrapper for IfcProjectionCurve
+ struct IfcProjectionCurve : IfcAnnotationCurveOccurrence, ObjectHelper<IfcProjectionCurve,0> { IfcProjectionCurve() : Object("IfcProjectionCurve") {}
+
+ };
+
+ // C++ wrapper for IfcFillAreaStyleTiles
+ struct IfcFillAreaStyleTiles : IfcGeometricRepresentationItem, ObjectHelper<IfcFillAreaStyleTiles,3> { IfcFillAreaStyleTiles() : Object("IfcFillAreaStyleTiles") {}
+ Lazy< IfcOneDirectionRepeatFactor > TilingPattern;
+ ListOf< IfcFillAreaStyleTileShapeSelect, 1, 0 >::Out Tiles;
+ IfcPositiveRatioMeasure::Out TilingScale;
+ };
+
+ // C++ wrapper for IfcRelFillsElement
+ struct IfcRelFillsElement : IfcRelConnects, ObjectHelper<IfcRelFillsElement,2> { IfcRelFillsElement() : Object("IfcRelFillsElement") {}
+ Lazy< IfcOpeningElement > RelatingOpeningElement;
+ Lazy< IfcElement > RelatedBuildingElement;
+ };
+
+ // C++ wrapper for IfcElectricMotorType
+ struct IfcElectricMotorType : IfcEnergyConversionDeviceType, ObjectHelper<IfcElectricMotorType,1> { IfcElectricMotorType() : Object("IfcElectricMotorType") {}
+ IfcElectricMotorTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcTendon
+ struct IfcTendon : IfcReinforcingElement, ObjectHelper<IfcTendon,8> { IfcTendon() : Object("IfcTendon") {}
+ IfcTendonTypeEnum::Out PredefinedType;
+ IfcPositiveLengthMeasure::Out NominalDiameter;
+ IfcAreaMeasure::Out CrossSectionArea;
+ Maybe< IfcForceMeasure::Out > TensionForce;
+ Maybe< IfcPressureMeasure::Out > PreStress;
+ Maybe< IfcNormalisedRatioMeasure::Out > FrictionCoefficient;
+ Maybe< IfcPositiveLengthMeasure::Out > AnchorageSlip;
+ Maybe< IfcPositiveLengthMeasure::Out > MinCurvatureRadius;
+ };
+
+ // C++ wrapper for IfcDistributionChamberElementType
+ struct IfcDistributionChamberElementType : IfcDistributionFlowElementType, ObjectHelper<IfcDistributionChamberElementType,1> { IfcDistributionChamberElementType() : Object("IfcDistributionChamberElementType") {}
+ IfcDistributionChamberElementTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcMemberType
+ struct IfcMemberType : IfcBuildingElementType, ObjectHelper<IfcMemberType,1> { IfcMemberType() : Object("IfcMemberType") {}
+ IfcMemberTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcStructuralLinearAction
+ struct IfcStructuralLinearAction : IfcStructuralAction, ObjectHelper<IfcStructuralLinearAction,1> { IfcStructuralLinearAction() : Object("IfcStructuralLinearAction") {}
+ IfcProjectedOrTrueLengthEnum::Out ProjectedOrTrue;
+ };
+
+ // C++ wrapper for IfcStructuralLinearActionVarying
+ struct IfcStructuralLinearActionVarying : IfcStructuralLinearAction, ObjectHelper<IfcStructuralLinearActionVarying,2> { IfcStructuralLinearActionVarying() : Object("IfcStructuralLinearActionVarying") {}
+ Lazy< NotImplemented > VaryingAppliedLoadLocation;
+ ListOf< Lazy< NotImplemented >, 1, 0 > SubsequentAppliedLoads;
+ };
+
+ // C++ wrapper for IfcProductDefinitionShape
+ struct IfcProductDefinitionShape : IfcProductRepresentation, ObjectHelper<IfcProductDefinitionShape,0> { IfcProductDefinitionShape() : Object("IfcProductDefinitionShape") {}
+
+ };
+
+ // C++ wrapper for IfcFastener
+ struct IfcFastener : IfcElementComponent, ObjectHelper<IfcFastener,0> { IfcFastener() : Object("IfcFastener") {}
+
+ };
+
+ // C++ wrapper for IfcMechanicalFastener
+ struct IfcMechanicalFastener : IfcFastener, ObjectHelper<IfcMechanicalFastener,2> { IfcMechanicalFastener() : Object("IfcMechanicalFastener") {}
+ Maybe< IfcPositiveLengthMeasure::Out > NominalDiameter;
+ Maybe< IfcPositiveLengthMeasure::Out > NominalLength;
+ };
+
+ // C++ wrapper for IfcEvaporatorType
+ struct IfcEvaporatorType : IfcEnergyConversionDeviceType, ObjectHelper<IfcEvaporatorType,1> { IfcEvaporatorType() : Object("IfcEvaporatorType") {}
+ IfcEvaporatorTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcDiscreteAccessoryType
+ struct IfcDiscreteAccessoryType : IfcElementComponentType, ObjectHelper<IfcDiscreteAccessoryType,0> { IfcDiscreteAccessoryType() : Object("IfcDiscreteAccessoryType") {}
+
+ };
+
+ // C++ wrapper for IfcStructuralCurveConnection
+ struct IfcStructuralCurveConnection : IfcStructuralConnection, ObjectHelper<IfcStructuralCurveConnection,0> { IfcStructuralCurveConnection() : Object("IfcStructuralCurveConnection") {}
+
+ };
+
+ // C++ wrapper for IfcProjectionElement
+ struct IfcProjectionElement : IfcFeatureElementAddition, ObjectHelper<IfcProjectionElement,0> { IfcProjectionElement() : Object("IfcProjectionElement") {}
+
+ };
+
+ // C++ wrapper for IfcCoveringType
+ struct IfcCoveringType : IfcBuildingElementType, ObjectHelper<IfcCoveringType,1> { IfcCoveringType() : Object("IfcCoveringType") {}
+ IfcCoveringTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcPumpType
+ struct IfcPumpType : IfcFlowMovingDeviceType, ObjectHelper<IfcPumpType,1> { IfcPumpType() : Object("IfcPumpType") {}
+ IfcPumpTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcPile
+ struct IfcPile : IfcBuildingElement, ObjectHelper<IfcPile,2> { IfcPile() : Object("IfcPile") {}
+ IfcPileTypeEnum::Out PredefinedType;
+ Maybe< IfcPileConstructionEnum::Out > ConstructionType;
+ };
+
+ // C++ wrapper for IfcUnitAssignment
+ struct IfcUnitAssignment : ObjectHelper<IfcUnitAssignment,1> { IfcUnitAssignment() : Object("IfcUnitAssignment") {}
+ ListOf< IfcUnit, 1, 0 >::Out Units;
+ };
+
+ // C++ wrapper for IfcBoundingBox
+ struct IfcBoundingBox : IfcGeometricRepresentationItem, ObjectHelper<IfcBoundingBox,4> { IfcBoundingBox() : Object("IfcBoundingBox") {}
+ Lazy< IfcCartesianPoint > Corner;
+ IfcPositiveLengthMeasure::Out XDim;
+ IfcPositiveLengthMeasure::Out YDim;
+ IfcPositiveLengthMeasure::Out ZDim;
+ };
+
+ // C++ wrapper for IfcShellBasedSurfaceModel
+ struct IfcShellBasedSurfaceModel : IfcGeometricRepresentationItem, ObjectHelper<IfcShellBasedSurfaceModel,1> { IfcShellBasedSurfaceModel() : Object("IfcShellBasedSurfaceModel") {}
+ ListOf< IfcShell, 1, 0 >::Out SbsmBoundary;
+ };
+
+ // C++ wrapper for IfcFacetedBrep
+ struct IfcFacetedBrep : IfcManifoldSolidBrep, ObjectHelper<IfcFacetedBrep,0> { IfcFacetedBrep() : Object("IfcFacetedBrep") {}
+
+ };
+
+ // C++ wrapper for IfcTextLiteralWithExtent
+ struct IfcTextLiteralWithExtent : IfcTextLiteral, ObjectHelper<IfcTextLiteralWithExtent,2> { IfcTextLiteralWithExtent() : Object("IfcTextLiteralWithExtent") {}
+ Lazy< IfcPlanarExtent > Extent;
+ IfcBoxAlignment::Out BoxAlignment;
+ };
+
+ // C++ wrapper for IfcElectricApplianceType
+ struct IfcElectricApplianceType : IfcFlowTerminalType, ObjectHelper<IfcElectricApplianceType,1> { IfcElectricApplianceType() : Object("IfcElectricApplianceType") {}
+ IfcElectricApplianceTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcTrapeziumProfileDef
+ struct IfcTrapeziumProfileDef : IfcParameterizedProfileDef, ObjectHelper<IfcTrapeziumProfileDef,4> { IfcTrapeziumProfileDef() : Object("IfcTrapeziumProfileDef") {}
+ IfcPositiveLengthMeasure::Out BottomXDim;
+ IfcPositiveLengthMeasure::Out TopXDim;
+ IfcPositiveLengthMeasure::Out YDim;
+ IfcLengthMeasure::Out TopXOffset;
+ };
+
+ // C++ wrapper for IfcRelContainedInSpatialStructure
+ struct IfcRelContainedInSpatialStructure : IfcRelConnects, ObjectHelper<IfcRelContainedInSpatialStructure,2> { IfcRelContainedInSpatialStructure() : Object("IfcRelContainedInSpatialStructure") {}
+ ListOf< Lazy< IfcProduct >, 1, 0 > RelatedElements;
+ Lazy< IfcSpatialStructureElement > RelatingStructure;
+ };
+
+ // C++ wrapper for IfcEdgeLoop
+ struct IfcEdgeLoop : IfcLoop, ObjectHelper<IfcEdgeLoop,1> { IfcEdgeLoop() : Object("IfcEdgeLoop") {}
+ ListOf< Lazy< IfcOrientedEdge >, 1, 0 > EdgeList;
+ };
+
+ // C++ wrapper for IfcProject
+ struct IfcProject : IfcObject, ObjectHelper<IfcProject,4> { IfcProject() : Object("IfcProject") {}
+ Maybe< IfcLabel::Out > LongName;
+ Maybe< IfcLabel::Out > Phase;
+ ListOf< Lazy< IfcRepresentationContext >, 1, 0 > RepresentationContexts;
+ Lazy< IfcUnitAssignment > UnitsInContext;
+ };
+
+ // C++ wrapper for IfcCartesianPoint
+ struct IfcCartesianPoint : IfcPoint, ObjectHelper<IfcCartesianPoint,1> { IfcCartesianPoint() : Object("IfcCartesianPoint") {}
+ ListOf< IfcLengthMeasure, 1, 3 >::Out Coordinates;
+ };
+
+ // C++ wrapper for IfcCurveBoundedPlane
+ struct IfcCurveBoundedPlane : IfcBoundedSurface, ObjectHelper<IfcCurveBoundedPlane,3> { IfcCurveBoundedPlane() : Object("IfcCurveBoundedPlane") {}
+ Lazy< IfcPlane > BasisSurface;
+ Lazy< IfcCurve > OuterBoundary;
+ ListOf< Lazy< IfcCurve >, 0, 0 > InnerBoundaries;
+ };
+
+ // C++ wrapper for IfcWallType
+ struct IfcWallType : IfcBuildingElementType, ObjectHelper<IfcWallType,1> { IfcWallType() : Object("IfcWallType") {}
+ IfcWallTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcFillAreaStyleHatching
+ struct IfcFillAreaStyleHatching : IfcGeometricRepresentationItem, ObjectHelper<IfcFillAreaStyleHatching,5> { IfcFillAreaStyleHatching() : Object("IfcFillAreaStyleHatching") {}
+ Lazy< NotImplemented > HatchLineAppearance;
+ IfcHatchLineDistanceSelect::Out StartOfNextHatchLine;
+ Maybe< Lazy< IfcCartesianPoint > > PointOfReferenceHatchLine;
+ Maybe< Lazy< IfcCartesianPoint > > PatternStart;
+ IfcPlaneAngleMeasure::Out HatchLineAngle;
+ };
+
+ // C++ wrapper for IfcEquipmentStandard
+ struct IfcEquipmentStandard : IfcControl, ObjectHelper<IfcEquipmentStandard,0> { IfcEquipmentStandard() : Object("IfcEquipmentStandard") {}
+
+ };
+
+ // C++ wrapper for IfcDiameterDimension
+ struct IfcDiameterDimension : IfcDimensionCurveDirectedCallout, ObjectHelper<IfcDiameterDimension,0> { IfcDiameterDimension() : Object("IfcDiameterDimension") {}
+
+ };
+
+ // C++ wrapper for IfcStructuralLoadGroup
+ struct IfcStructuralLoadGroup : IfcGroup, ObjectHelper<IfcStructuralLoadGroup,5> { IfcStructuralLoadGroup() : Object("IfcStructuralLoadGroup") {}
+ IfcLoadGroupTypeEnum::Out PredefinedType;
+ IfcActionTypeEnum::Out ActionType;
+ IfcActionSourceTypeEnum::Out ActionSource;
+ Maybe< IfcPositiveRatioMeasure::Out > Coefficient;
+ Maybe< IfcLabel::Out > Purpose;
+ };
+
+ // C++ wrapper for IfcConstructionMaterialResource
+ struct IfcConstructionMaterialResource : IfcConstructionResource, ObjectHelper<IfcConstructionMaterialResource,2> { IfcConstructionMaterialResource() : Object("IfcConstructionMaterialResource") {}
+ Maybe< ListOf< IfcActorSelect, 1, 0 >::Out > Suppliers;
+ Maybe< IfcRatioMeasure::Out > UsageRatio;
+ };
+
+ // C++ wrapper for IfcRelAggregates
+ struct IfcRelAggregates : IfcRelDecomposes, ObjectHelper<IfcRelAggregates,0> { IfcRelAggregates() : Object("IfcRelAggregates") {}
+
+ };
+
+ // C++ wrapper for IfcBoilerType
+ struct IfcBoilerType : IfcEnergyConversionDeviceType, ObjectHelper<IfcBoilerType,1> { IfcBoilerType() : Object("IfcBoilerType") {}
+ IfcBoilerTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcColourSpecification
+ struct IfcColourSpecification : ObjectHelper<IfcColourSpecification,1> { IfcColourSpecification() : Object("IfcColourSpecification") {}
+ Maybe< IfcLabel::Out > Name;
+ };
+
+ // C++ wrapper for IfcColourRgb
+ struct IfcColourRgb : IfcColourSpecification, ObjectHelper<IfcColourRgb,3> { IfcColourRgb() : Object("IfcColourRgb") {}
+ IfcNormalisedRatioMeasure::Out Red;
+ IfcNormalisedRatioMeasure::Out Green;
+ IfcNormalisedRatioMeasure::Out Blue;
+ };
+
+ // C++ wrapper for IfcDoorStyle
+ struct IfcDoorStyle : IfcTypeProduct, ObjectHelper<IfcDoorStyle,4> { IfcDoorStyle() : Object("IfcDoorStyle") {}
+ IfcDoorStyleOperationEnum::Out OperationType;
+ IfcDoorStyleConstructionEnum::Out ConstructionType;
+ BOOLEAN::Out ParameterTakesPrecedence;
+ BOOLEAN::Out Sizeable;
+ };
+
+ // C++ wrapper for IfcDuctSilencerType
+ struct IfcDuctSilencerType : IfcFlowTreatmentDeviceType, ObjectHelper<IfcDuctSilencerType,1> { IfcDuctSilencerType() : Object("IfcDuctSilencerType") {}
+ IfcDuctSilencerTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcLightSourceGoniometric
+ struct IfcLightSourceGoniometric : IfcLightSource, ObjectHelper<IfcLightSourceGoniometric,6> { IfcLightSourceGoniometric() : Object("IfcLightSourceGoniometric") {}
+ Lazy< IfcAxis2Placement3D > Position;
+ Maybe< Lazy< IfcColourRgb > > ColourAppearance;
+ IfcThermodynamicTemperatureMeasure::Out ColourTemperature;
+ IfcLuminousFluxMeasure::Out LuminousFlux;
+ IfcLightEmissionSourceEnum::Out LightEmissionSource;
+ IfcLightDistributionDataSourceSelect::Out LightDistributionDataSource;
+ };
+
+ // C++ wrapper for IfcActuatorType
+ struct IfcActuatorType : IfcDistributionControlElementType, ObjectHelper<IfcActuatorType,1> { IfcActuatorType() : Object("IfcActuatorType") {}
+ IfcActuatorTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcSensorType
+ struct IfcSensorType : IfcDistributionControlElementType, ObjectHelper<IfcSensorType,1> { IfcSensorType() : Object("IfcSensorType") {}
+ IfcSensorTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcAirTerminalBoxType
+ struct IfcAirTerminalBoxType : IfcFlowControllerType, ObjectHelper<IfcAirTerminalBoxType,1> { IfcAirTerminalBoxType() : Object("IfcAirTerminalBoxType") {}
+ IfcAirTerminalBoxTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcAnnotationSurfaceOccurrence
+ struct IfcAnnotationSurfaceOccurrence : IfcAnnotationOccurrence, ObjectHelper<IfcAnnotationSurfaceOccurrence,0> { IfcAnnotationSurfaceOccurrence() : Object("IfcAnnotationSurfaceOccurrence") {}
+
+ };
+
+ // C++ wrapper for IfcZShapeProfileDef
+ struct IfcZShapeProfileDef : IfcParameterizedProfileDef, ObjectHelper<IfcZShapeProfileDef,6> { IfcZShapeProfileDef() : Object("IfcZShapeProfileDef") {}
+ IfcPositiveLengthMeasure::Out Depth;
+ IfcPositiveLengthMeasure::Out FlangeWidth;
+ IfcPositiveLengthMeasure::Out WebThickness;
+ IfcPositiveLengthMeasure::Out FlangeThickness;
+ Maybe< IfcPositiveLengthMeasure::Out > FilletRadius;
+ Maybe< IfcPositiveLengthMeasure::Out > EdgeRadius;
+ };
+
+ // C++ wrapper for IfcRationalBezierCurve
+ struct IfcRationalBezierCurve : IfcBezierCurve, ObjectHelper<IfcRationalBezierCurve,1> { IfcRationalBezierCurve() : Object("IfcRationalBezierCurve") {}
+ ListOf< REAL, 2, 0 >::Out WeightsData;
+ };
+
+ // C++ wrapper for IfcCartesianTransformationOperator2D
+ struct IfcCartesianTransformationOperator2D : IfcCartesianTransformationOperator, ObjectHelper<IfcCartesianTransformationOperator2D,0> { IfcCartesianTransformationOperator2D() : Object("IfcCartesianTransformationOperator2D") {}
+
+ };
+
+ // C++ wrapper for IfcCartesianTransformationOperator2DnonUniform
+ struct IfcCartesianTransformationOperator2DnonUniform : IfcCartesianTransformationOperator2D, ObjectHelper<IfcCartesianTransformationOperator2DnonUniform,1> { IfcCartesianTransformationOperator2DnonUniform() : Object("IfcCartesianTransformationOperator2DnonUniform") {}
+ Maybe< REAL::Out > Scale2;
+ };
+
+ // C++ wrapper for IfcMove
+ struct IfcMove : IfcTask, ObjectHelper<IfcMove,3> { IfcMove() : Object("IfcMove") {}
+ Lazy< IfcSpatialStructureElement > MoveFrom;
+ Lazy< IfcSpatialStructureElement > MoveTo;
+ Maybe< ListOf< IfcText, 1, 0 >::Out > PunchList;
+ };
+
+ // C++ wrapper for IfcCableCarrierSegmentType
+ struct IfcCableCarrierSegmentType : IfcFlowSegmentType, ObjectHelper<IfcCableCarrierSegmentType,1> { IfcCableCarrierSegmentType() : Object("IfcCableCarrierSegmentType") {}
+ IfcCableCarrierSegmentTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcElectricalElement
+ struct IfcElectricalElement : IfcElement, ObjectHelper<IfcElectricalElement,0> { IfcElectricalElement() : Object("IfcElectricalElement") {}
+
+ };
+
+ // C++ wrapper for IfcChillerType
+ struct IfcChillerType : IfcEnergyConversionDeviceType, ObjectHelper<IfcChillerType,1> { IfcChillerType() : Object("IfcChillerType") {}
+ IfcChillerTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcReinforcingBar
+ struct IfcReinforcingBar : IfcReinforcingElement, ObjectHelper<IfcReinforcingBar,5> { IfcReinforcingBar() : Object("IfcReinforcingBar") {}
+ IfcPositiveLengthMeasure::Out NominalDiameter;
+ IfcAreaMeasure::Out CrossSectionArea;
+ Maybe< IfcPositiveLengthMeasure::Out > BarLength;
+ IfcReinforcingBarRoleEnum::Out BarRole;
+ Maybe< IfcReinforcingBarSurfaceEnum::Out > BarSurface;
+ };
+
+ // C++ wrapper for IfcCShapeProfileDef
+ struct IfcCShapeProfileDef : IfcParameterizedProfileDef, ObjectHelper<IfcCShapeProfileDef,6> { IfcCShapeProfileDef() : Object("IfcCShapeProfileDef") {}
+ IfcPositiveLengthMeasure::Out Depth;
+ IfcPositiveLengthMeasure::Out Width;
+ IfcPositiveLengthMeasure::Out WallThickness;
+ IfcPositiveLengthMeasure::Out Girth;
+ Maybe< IfcPositiveLengthMeasure::Out > InternalFilletRadius;
+ Maybe< IfcPositiveLengthMeasure::Out > CentreOfGravityInX;
+ };
+
+ // C++ wrapper for IfcPermit
+ struct IfcPermit : IfcControl, ObjectHelper<IfcPermit,1> { IfcPermit() : Object("IfcPermit") {}
+ IfcIdentifier::Out PermitID;
+ };
+
+ // C++ wrapper for IfcSlabType
+ struct IfcSlabType : IfcBuildingElementType, ObjectHelper<IfcSlabType,1> { IfcSlabType() : Object("IfcSlabType") {}
+ IfcSlabTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcLampType
+ struct IfcLampType : IfcFlowTerminalType, ObjectHelper<IfcLampType,1> { IfcLampType() : Object("IfcLampType") {}
+ IfcLampTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcPlanarExtent
+ struct IfcPlanarExtent : IfcGeometricRepresentationItem, ObjectHelper<IfcPlanarExtent,2> { IfcPlanarExtent() : Object("IfcPlanarExtent") {}
+ IfcLengthMeasure::Out SizeInX;
+ IfcLengthMeasure::Out SizeInY;
+ };
+
+ // C++ wrapper for IfcAlarmType
+ struct IfcAlarmType : IfcDistributionControlElementType, ObjectHelper<IfcAlarmType,1> { IfcAlarmType() : Object("IfcAlarmType") {}
+ IfcAlarmTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcElectricFlowStorageDeviceType
+ struct IfcElectricFlowStorageDeviceType : IfcFlowStorageDeviceType, ObjectHelper<IfcElectricFlowStorageDeviceType,1> { IfcElectricFlowStorageDeviceType() : Object("IfcElectricFlowStorageDeviceType") {}
+ IfcElectricFlowStorageDeviceTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcEquipmentElement
+ struct IfcEquipmentElement : IfcElement, ObjectHelper<IfcEquipmentElement,0> { IfcEquipmentElement() : Object("IfcEquipmentElement") {}
+
+ };
+
+ // C++ wrapper for IfcLightFixtureType
+ struct IfcLightFixtureType : IfcFlowTerminalType, ObjectHelper<IfcLightFixtureType,1> { IfcLightFixtureType() : Object("IfcLightFixtureType") {}
+ IfcLightFixtureTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcCurtainWall
+ struct IfcCurtainWall : IfcBuildingElement, ObjectHelper<IfcCurtainWall,0> { IfcCurtainWall() : Object("IfcCurtainWall") {}
+
+ };
+
+ // C++ wrapper for IfcSlab
+ struct IfcSlab : IfcBuildingElement, ObjectHelper<IfcSlab,1> { IfcSlab() : Object("IfcSlab") {}
+ Maybe< IfcSlabTypeEnum::Out > PredefinedType;
+ };
+
+ // C++ wrapper for IfcCurtainWallType
+ struct IfcCurtainWallType : IfcBuildingElementType, ObjectHelper<IfcCurtainWallType,1> { IfcCurtainWallType() : Object("IfcCurtainWallType") {}
+ IfcCurtainWallTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcOutletType
+ struct IfcOutletType : IfcFlowTerminalType, ObjectHelper<IfcOutletType,1> { IfcOutletType() : Object("IfcOutletType") {}
+ IfcOutletTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcCompressorType
+ struct IfcCompressorType : IfcFlowMovingDeviceType, ObjectHelper<IfcCompressorType,1> { IfcCompressorType() : Object("IfcCompressorType") {}
+ IfcCompressorTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcCraneRailAShapeProfileDef
+ struct IfcCraneRailAShapeProfileDef : IfcParameterizedProfileDef, ObjectHelper<IfcCraneRailAShapeProfileDef,12> { IfcCraneRailAShapeProfileDef() : Object("IfcCraneRailAShapeProfileDef") {}
+ IfcPositiveLengthMeasure::Out OverallHeight;
+ IfcPositiveLengthMeasure::Out BaseWidth2;
+ Maybe< IfcPositiveLengthMeasure::Out > Radius;
+ IfcPositiveLengthMeasure::Out HeadWidth;
+ IfcPositiveLengthMeasure::Out HeadDepth2;
+ IfcPositiveLengthMeasure::Out HeadDepth3;
+ IfcPositiveLengthMeasure::Out WebThickness;
+ IfcPositiveLengthMeasure::Out BaseWidth4;
+ IfcPositiveLengthMeasure::Out BaseDepth1;
+ IfcPositiveLengthMeasure::Out BaseDepth2;
+ IfcPositiveLengthMeasure::Out BaseDepth3;
+ Maybe< IfcPositiveLengthMeasure::Out > CentreOfGravityInY;
+ };
+
+ // C++ wrapper for IfcFlowSegment
+ struct IfcFlowSegment : IfcDistributionFlowElement, ObjectHelper<IfcFlowSegment,0> { IfcFlowSegment() : Object("IfcFlowSegment") {}
+
+ };
+
+ // C++ wrapper for IfcSectionedSpine
+ struct IfcSectionedSpine : IfcGeometricRepresentationItem, ObjectHelper<IfcSectionedSpine,3> { IfcSectionedSpine() : Object("IfcSectionedSpine") {}
+ Lazy< IfcCompositeCurve > SpineCurve;
+ ListOf< Lazy< IfcProfileDef >, 2, 0 > CrossSections;
+ ListOf< Lazy< IfcAxis2Placement3D >, 2, 0 > CrossSectionPositions;
+ };
+
+ // C++ wrapper for IfcElectricTimeControlType
+ struct IfcElectricTimeControlType : IfcFlowControllerType, ObjectHelper<IfcElectricTimeControlType,1> { IfcElectricTimeControlType() : Object("IfcElectricTimeControlType") {}
+ IfcElectricTimeControlTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcFaceSurface
+ struct IfcFaceSurface : IfcFace, ObjectHelper<IfcFaceSurface,2> { IfcFaceSurface() : Object("IfcFaceSurface") {}
+ Lazy< IfcSurface > FaceSurface;
+ BOOLEAN::Out SameSense;
+ };
+
+ // C++ wrapper for IfcMotorConnectionType
+ struct IfcMotorConnectionType : IfcEnergyConversionDeviceType, ObjectHelper<IfcMotorConnectionType,1> { IfcMotorConnectionType() : Object("IfcMotorConnectionType") {}
+ IfcMotorConnectionTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcFlowFitting
+ struct IfcFlowFitting : IfcDistributionFlowElement, ObjectHelper<IfcFlowFitting,0> { IfcFlowFitting() : Object("IfcFlowFitting") {}
+
+ };
+
+ // C++ wrapper for IfcPointOnCurve
+ struct IfcPointOnCurve : IfcPoint, ObjectHelper<IfcPointOnCurve,2> { IfcPointOnCurve() : Object("IfcPointOnCurve") {}
+ Lazy< IfcCurve > BasisCurve;
+ IfcParameterValue::Out PointParameter;
+ };
+
+ // C++ wrapper for IfcTransportElementType
+ struct IfcTransportElementType : IfcElementType, ObjectHelper<IfcTransportElementType,1> { IfcTransportElementType() : Object("IfcTransportElementType") {}
+ IfcTransportElementTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcCableSegmentType
+ struct IfcCableSegmentType : IfcFlowSegmentType, ObjectHelper<IfcCableSegmentType,1> { IfcCableSegmentType() : Object("IfcCableSegmentType") {}
+ IfcCableSegmentTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcAnnotationSurface
+ struct IfcAnnotationSurface : IfcGeometricRepresentationItem, ObjectHelper<IfcAnnotationSurface,2> { IfcAnnotationSurface() : Object("IfcAnnotationSurface") {}
+ Lazy< IfcGeometricRepresentationItem > Item;
+ Maybe< Lazy< NotImplemented > > TextureCoordinates;
+ };
+
+ // C++ wrapper for IfcCompositeCurveSegment
+ struct IfcCompositeCurveSegment : IfcGeometricRepresentationItem, ObjectHelper<IfcCompositeCurveSegment,3> { IfcCompositeCurveSegment() : Object("IfcCompositeCurveSegment") {}
+ IfcTransitionCode::Out Transition;
+ BOOLEAN::Out SameSense;
+ Lazy< IfcCurve > ParentCurve;
+ };
+
+ // C++ wrapper for IfcServiceLife
+ struct IfcServiceLife : IfcControl, ObjectHelper<IfcServiceLife,2> { IfcServiceLife() : Object("IfcServiceLife") {}
+ IfcServiceLifeTypeEnum::Out ServiceLifeType;
+ IfcTimeMeasure::Out ServiceLifeDuration;
+ };
+
+ // C++ wrapper for IfcPlateType
+ struct IfcPlateType : IfcBuildingElementType, ObjectHelper<IfcPlateType,1> { IfcPlateType() : Object("IfcPlateType") {}
+ IfcPlateTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcVibrationIsolatorType
+ struct IfcVibrationIsolatorType : IfcDiscreteAccessoryType, ObjectHelper<IfcVibrationIsolatorType,1> { IfcVibrationIsolatorType() : Object("IfcVibrationIsolatorType") {}
+ IfcVibrationIsolatorTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcTrimmedCurve
+ struct IfcTrimmedCurve : IfcBoundedCurve, ObjectHelper<IfcTrimmedCurve,5> { IfcTrimmedCurve() : Object("IfcTrimmedCurve") {}
+ Lazy< IfcCurve > BasisCurve;
+ ListOf< IfcTrimmingSelect, 1, 2 >::Out Trim1;
+ ListOf< IfcTrimmingSelect, 1, 2 >::Out Trim2;
+ BOOLEAN::Out SenseAgreement;
+ IfcTrimmingPreference::Out MasterRepresentation;
+ };
+
+ // C++ wrapper for IfcMappedItem
+ struct IfcMappedItem : IfcRepresentationItem, ObjectHelper<IfcMappedItem,2> { IfcMappedItem() : Object("IfcMappedItem") {}
+ Lazy< IfcRepresentationMap > MappingSource;
+ Lazy< IfcCartesianTransformationOperator > MappingTarget;
+ };
+
+ // C++ wrapper for IfcDirection
+ struct IfcDirection : IfcGeometricRepresentationItem, ObjectHelper<IfcDirection,1> { IfcDirection() : Object("IfcDirection") {}
+ ListOf< REAL, 2, 3 >::Out DirectionRatios;
+ };
+
+ // C++ wrapper for IfcBlock
+ struct IfcBlock : IfcCsgPrimitive3D, ObjectHelper<IfcBlock,3> { IfcBlock() : Object("IfcBlock") {}
+ IfcPositiveLengthMeasure::Out XLength;
+ IfcPositiveLengthMeasure::Out YLength;
+ IfcPositiveLengthMeasure::Out ZLength;
+ };
+
+ // C++ wrapper for IfcProjectOrderRecord
+ struct IfcProjectOrderRecord : IfcControl, ObjectHelper<IfcProjectOrderRecord,2> { IfcProjectOrderRecord() : Object("IfcProjectOrderRecord") {}
+ ListOf< Lazy< NotImplemented >, 1, 0 > Records;
+ IfcProjectOrderRecordTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcFlowMeterType
+ struct IfcFlowMeterType : IfcFlowControllerType, ObjectHelper<IfcFlowMeterType,1> { IfcFlowMeterType() : Object("IfcFlowMeterType") {}
+ IfcFlowMeterTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcControllerType
+ struct IfcControllerType : IfcDistributionControlElementType, ObjectHelper<IfcControllerType,1> { IfcControllerType() : Object("IfcControllerType") {}
+ IfcControllerTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcBeam
+ struct IfcBeam : IfcBuildingElement, ObjectHelper<IfcBeam,0> { IfcBeam() : Object("IfcBeam") {}
+
+ };
+
+ // C++ wrapper for IfcArbitraryOpenProfileDef
+ struct IfcArbitraryOpenProfileDef : IfcProfileDef, ObjectHelper<IfcArbitraryOpenProfileDef,1> { IfcArbitraryOpenProfileDef() : Object("IfcArbitraryOpenProfileDef") {}
+ Lazy< IfcBoundedCurve > Curve;
+ };
+
+ // C++ wrapper for IfcCenterLineProfileDef
+ struct IfcCenterLineProfileDef : IfcArbitraryOpenProfileDef, ObjectHelper<IfcCenterLineProfileDef,1> { IfcCenterLineProfileDef() : Object("IfcCenterLineProfileDef") {}
+ IfcPositiveLengthMeasure::Out Thickness;
+ };
+
+ // C++ wrapper for IfcTimeSeriesSchedule
+ struct IfcTimeSeriesSchedule : IfcControl, ObjectHelper<IfcTimeSeriesSchedule,3> { IfcTimeSeriesSchedule() : Object("IfcTimeSeriesSchedule") {}
+ Maybe< ListOf< IfcDateTimeSelect, 1, 0 >::Out > ApplicableDates;
+ IfcTimeSeriesScheduleTypeEnum::Out TimeSeriesScheduleType;
+ Lazy< NotImplemented > TimeSeries;
+ };
+
+ // C++ wrapper for IfcRoundedEdgeFeature
+ struct IfcRoundedEdgeFeature : IfcEdgeFeature, ObjectHelper<IfcRoundedEdgeFeature,1> { IfcRoundedEdgeFeature() : Object("IfcRoundedEdgeFeature") {}
+ Maybe< IfcPositiveLengthMeasure::Out > Radius;
+ };
+
+ // C++ wrapper for IfcIShapeProfileDef
+ struct IfcIShapeProfileDef : IfcParameterizedProfileDef, ObjectHelper<IfcIShapeProfileDef,5> { IfcIShapeProfileDef() : Object("IfcIShapeProfileDef") {}
+ IfcPositiveLengthMeasure::Out OverallWidth;
+ IfcPositiveLengthMeasure::Out OverallDepth;
+ IfcPositiveLengthMeasure::Out WebThickness;
+ IfcPositiveLengthMeasure::Out FlangeThickness;
+ Maybe< IfcPositiveLengthMeasure::Out > FilletRadius;
+ };
+
+ // C++ wrapper for IfcSpaceHeaterType
+ struct IfcSpaceHeaterType : IfcEnergyConversionDeviceType, ObjectHelper<IfcSpaceHeaterType,1> { IfcSpaceHeaterType() : Object("IfcSpaceHeaterType") {}
+ IfcSpaceHeaterTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcFlowStorageDevice
+ struct IfcFlowStorageDevice : IfcDistributionFlowElement, ObjectHelper<IfcFlowStorageDevice,0> { IfcFlowStorageDevice() : Object("IfcFlowStorageDevice") {}
+
+ };
+
+ // C++ wrapper for IfcRevolvedAreaSolid
+ struct IfcRevolvedAreaSolid : IfcSweptAreaSolid, ObjectHelper<IfcRevolvedAreaSolid,2> { IfcRevolvedAreaSolid() : Object("IfcRevolvedAreaSolid") {}
+ Lazy< IfcAxis1Placement > Axis;
+ IfcPlaneAngleMeasure::Out Angle;
+ };
+
+ // C++ wrapper for IfcDoor
+ struct IfcDoor : IfcBuildingElement, ObjectHelper<IfcDoor,2> { IfcDoor() : Object("IfcDoor") {}
+ Maybe< IfcPositiveLengthMeasure::Out > OverallHeight;
+ Maybe< IfcPositiveLengthMeasure::Out > OverallWidth;
+ };
+
+ // C++ wrapper for IfcEllipse
+ struct IfcEllipse : IfcConic, ObjectHelper<IfcEllipse,2> { IfcEllipse() : Object("IfcEllipse") {}
+ IfcPositiveLengthMeasure::Out SemiAxis1;
+ IfcPositiveLengthMeasure::Out SemiAxis2;
+ };
+
+ // C++ wrapper for IfcTubeBundleType
+ struct IfcTubeBundleType : IfcEnergyConversionDeviceType, ObjectHelper<IfcTubeBundleType,1> { IfcTubeBundleType() : Object("IfcTubeBundleType") {}
+ IfcTubeBundleTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcAngularDimension
+ struct IfcAngularDimension : IfcDimensionCurveDirectedCallout, ObjectHelper<IfcAngularDimension,0> { IfcAngularDimension() : Object("IfcAngularDimension") {}
+
+ };
+
+ // C++ wrapper for IfcFaceBasedSurfaceModel
+ struct IfcFaceBasedSurfaceModel : IfcGeometricRepresentationItem, ObjectHelper<IfcFaceBasedSurfaceModel,1> { IfcFaceBasedSurfaceModel() : Object("IfcFaceBasedSurfaceModel") {}
+ ListOf< Lazy< IfcConnectedFaceSet >, 1, 0 > FbsmFaces;
+ };
+
+ // C++ wrapper for IfcCraneRailFShapeProfileDef
+ struct IfcCraneRailFShapeProfileDef : IfcParameterizedProfileDef, ObjectHelper<IfcCraneRailFShapeProfileDef,9> { IfcCraneRailFShapeProfileDef() : Object("IfcCraneRailFShapeProfileDef") {}
+ IfcPositiveLengthMeasure::Out OverallHeight;
+ IfcPositiveLengthMeasure::Out HeadWidth;
+ Maybe< IfcPositiveLengthMeasure::Out > Radius;
+ IfcPositiveLengthMeasure::Out HeadDepth2;
+ IfcPositiveLengthMeasure::Out HeadDepth3;
+ IfcPositiveLengthMeasure::Out WebThickness;
+ IfcPositiveLengthMeasure::Out BaseDepth1;
+ IfcPositiveLengthMeasure::Out BaseDepth2;
+ Maybe< IfcPositiveLengthMeasure::Out > CentreOfGravityInY;
+ };
+
+ // C++ wrapper for IfcColumnType
+ struct IfcColumnType : IfcBuildingElementType, ObjectHelper<IfcColumnType,1> { IfcColumnType() : Object("IfcColumnType") {}
+ IfcColumnTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcTShapeProfileDef
+ struct IfcTShapeProfileDef : IfcParameterizedProfileDef, ObjectHelper<IfcTShapeProfileDef,10> { IfcTShapeProfileDef() : Object("IfcTShapeProfileDef") {}
+ IfcPositiveLengthMeasure::Out Depth;
+ IfcPositiveLengthMeasure::Out FlangeWidth;
+ IfcPositiveLengthMeasure::Out WebThickness;
+ IfcPositiveLengthMeasure::Out FlangeThickness;
+ Maybe< IfcPositiveLengthMeasure::Out > FilletRadius;
+ Maybe< IfcPositiveLengthMeasure::Out > FlangeEdgeRadius;
+ Maybe< IfcPositiveLengthMeasure::Out > WebEdgeRadius;
+ Maybe< IfcPlaneAngleMeasure::Out > WebSlope;
+ Maybe< IfcPlaneAngleMeasure::Out > FlangeSlope;
+ Maybe< IfcPositiveLengthMeasure::Out > CentreOfGravityInY;
+ };
+
+ // C++ wrapper for IfcEnergyConversionDevice
+ struct IfcEnergyConversionDevice : IfcDistributionFlowElement, ObjectHelper<IfcEnergyConversionDevice,0> { IfcEnergyConversionDevice() : Object("IfcEnergyConversionDevice") {}
+
+ };
+
+ // C++ wrapper for IfcWorkSchedule
+ struct IfcWorkSchedule : IfcWorkControl, ObjectHelper<IfcWorkSchedule,0> { IfcWorkSchedule() : Object("IfcWorkSchedule") {}
+
+ };
+
+ // C++ wrapper for IfcZone
+ struct IfcZone : IfcGroup, ObjectHelper<IfcZone,0> { IfcZone() : Object("IfcZone") {}
+
+ };
+
+ // C++ wrapper for IfcTransportElement
+ struct IfcTransportElement : IfcElement, ObjectHelper<IfcTransportElement,3> { IfcTransportElement() : Object("IfcTransportElement") {}
+ Maybe< IfcTransportElementTypeEnum::Out > OperationType;
+ Maybe< IfcMassMeasure::Out > CapacityByWeight;
+ Maybe< IfcCountMeasure::Out > CapacityByNumber;
+ };
+
+ // C++ wrapper for IfcGeometricRepresentationSubContext
+ struct IfcGeometricRepresentationSubContext : IfcGeometricRepresentationContext, ObjectHelper<IfcGeometricRepresentationSubContext,4> { IfcGeometricRepresentationSubContext() : Object("IfcGeometricRepresentationSubContext") {}
+ Lazy< IfcGeometricRepresentationContext > ParentContext;
+ Maybe< IfcPositiveRatioMeasure::Out > TargetScale;
+ IfcGeometricProjectionEnum::Out TargetView;
+ Maybe< IfcLabel::Out > UserDefinedTargetView;
+ };
+
+ // C++ wrapper for IfcLShapeProfileDef
+ struct IfcLShapeProfileDef : IfcParameterizedProfileDef, ObjectHelper<IfcLShapeProfileDef,8> { IfcLShapeProfileDef() : Object("IfcLShapeProfileDef") {}
+ IfcPositiveLengthMeasure::Out Depth;
+ Maybe< IfcPositiveLengthMeasure::Out > Width;
+ IfcPositiveLengthMeasure::Out Thickness;
+ Maybe< IfcPositiveLengthMeasure::Out > FilletRadius;
+ Maybe< IfcPositiveLengthMeasure::Out > EdgeRadius;
+ Maybe< IfcPlaneAngleMeasure::Out > LegSlope;
+ Maybe< IfcPositiveLengthMeasure::Out > CentreOfGravityInX;
+ Maybe< IfcPositiveLengthMeasure::Out > CentreOfGravityInY;
+ };
+
+ // C++ wrapper for IfcGeometricCurveSet
+ struct IfcGeometricCurveSet : IfcGeometricSet, ObjectHelper<IfcGeometricCurveSet,0> { IfcGeometricCurveSet() : Object("IfcGeometricCurveSet") {}
+
+ };
+
+ // C++ wrapper for IfcActor
+ struct IfcActor : IfcObject, ObjectHelper<IfcActor,1> { IfcActor() : Object("IfcActor") {}
+ IfcActorSelect::Out TheActor;
+ };
+
+ // C++ wrapper for IfcOccupant
+ struct IfcOccupant : IfcActor, ObjectHelper<IfcOccupant,1> { IfcOccupant() : Object("IfcOccupant") {}
+ IfcOccupantTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcBooleanClippingResult
+ struct IfcBooleanClippingResult : IfcBooleanResult, ObjectHelper<IfcBooleanClippingResult,0> { IfcBooleanClippingResult() : Object("IfcBooleanClippingResult") {}
+
+ };
+
+ // C++ wrapper for IfcAnnotationFillArea
+ struct IfcAnnotationFillArea : IfcGeometricRepresentationItem, ObjectHelper<IfcAnnotationFillArea,2> { IfcAnnotationFillArea() : Object("IfcAnnotationFillArea") {}
+ Lazy< IfcCurve > OuterBoundary;
+ Maybe< ListOf< Lazy< IfcCurve >, 1, 0 > > InnerBoundaries;
+ };
+
+ // C++ wrapper for IfcLightSourceSpot
+ struct IfcLightSourceSpot : IfcLightSourcePositional, ObjectHelper<IfcLightSourceSpot,4> { IfcLightSourceSpot() : Object("IfcLightSourceSpot") {}
+ Lazy< IfcDirection > Orientation;
+ Maybe< IfcReal::Out > ConcentrationExponent;
+ IfcPositivePlaneAngleMeasure::Out SpreadAngle;
+ IfcPositivePlaneAngleMeasure::Out BeamWidthAngle;
+ };
+
+ // C++ wrapper for IfcFireSuppressionTerminalType
+ struct IfcFireSuppressionTerminalType : IfcFlowTerminalType, ObjectHelper<IfcFireSuppressionTerminalType,1> { IfcFireSuppressionTerminalType() : Object("IfcFireSuppressionTerminalType") {}
+ IfcFireSuppressionTerminalTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcElectricGeneratorType
+ struct IfcElectricGeneratorType : IfcEnergyConversionDeviceType, ObjectHelper<IfcElectricGeneratorType,1> { IfcElectricGeneratorType() : Object("IfcElectricGeneratorType") {}
+ IfcElectricGeneratorTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcInventory
+ struct IfcInventory : IfcGroup, ObjectHelper<IfcInventory,6> { IfcInventory() : Object("IfcInventory") {}
+ IfcInventoryTypeEnum::Out InventoryType;
+ IfcActorSelect::Out Jurisdiction;
+ ListOf< Lazy< NotImplemented >, 1, 0 > ResponsiblePersons;
+ Lazy< NotImplemented > LastUpdateDate;
+ Maybe< Lazy< NotImplemented > > CurrentValue;
+ Maybe< Lazy< NotImplemented > > OriginalValue;
+ };
+
+ // C++ wrapper for IfcPolyline
+ struct IfcPolyline : IfcBoundedCurve, ObjectHelper<IfcPolyline,1> { IfcPolyline() : Object("IfcPolyline") {}
+ ListOf< Lazy< IfcCartesianPoint >, 2, 0 > Points;
+ };
+
+ // C++ wrapper for IfcBoxedHalfSpace
+ struct IfcBoxedHalfSpace : IfcHalfSpaceSolid, ObjectHelper<IfcBoxedHalfSpace,1> { IfcBoxedHalfSpace() : Object("IfcBoxedHalfSpace") {}
+ Lazy< IfcBoundingBox > Enclosure;
+ };
+
+ // C++ wrapper for IfcAirTerminalType
+ struct IfcAirTerminalType : IfcFlowTerminalType, ObjectHelper<IfcAirTerminalType,1> { IfcAirTerminalType() : Object("IfcAirTerminalType") {}
+ IfcAirTerminalTypeEnum::Out PredefinedType;
+ };
+
+ // C++ wrapper for IfcDistributionPort
+ struct IfcDistributionPort : IfcPort, ObjectHelper<IfcDistributionPort,1> { IfcDistributionPort() : Object("IfcDistributionPort") {}
+ Maybe< IfcFlowDirectionEnum::Out > FlowDirection;
+ };
+
+ // C++ wrapper for IfcCostItem
+ struct IfcCostItem : IfcControl, ObjectHelper<IfcCostItem,0> { IfcCostItem() : Object("IfcCostItem") {}
+
+ };
+
+ // C++ wrapper for IfcStructuredDimensionCallout
+ struct IfcStructuredDimensionCallout : IfcDraughtingCallout, ObjectHelper<IfcStructuredDimensionCallout,0> { IfcStructuredDimensionCallout() : Object("IfcStructuredDimensionCallout") {}
+
+ };
+
+ // C++ wrapper for IfcStructuralResultGroup
+ struct IfcStructuralResultGroup : IfcGroup, ObjectHelper<IfcStructuralResultGroup,3> { IfcStructuralResultGroup() : Object("IfcStructuralResultGroup") {}
+ IfcAnalysisTheoryTypeEnum::Out TheoryType;
+ Maybe< Lazy< IfcStructuralLoadGroup > > ResultForLoadGroup;
+ BOOLEAN::Out IsLinear;
+ };
+
+ // C++ wrapper for IfcOrientedEdge
+ struct IfcOrientedEdge : IfcEdge, ObjectHelper<IfcOrientedEdge,2> { IfcOrientedEdge() : Object("IfcOrientedEdge") {}
+ Lazy< IfcEdge > EdgeElement;
+ BOOLEAN::Out Orientation;
+ };
+
+ // C++ wrapper for IfcCsgSolid
+ struct IfcCsgSolid : IfcSolidModel, ObjectHelper<IfcCsgSolid,1> { IfcCsgSolid() : Object("IfcCsgSolid") {}
+ IfcCsgSelect::Out TreeRootExpression;
+ };
+
+ // C++ wrapper for IfcPlanarBox
+ struct IfcPlanarBox : IfcPlanarExtent, ObjectHelper<IfcPlanarBox,1> { IfcPlanarBox() : Object("IfcPlanarBox") {}
+ IfcAxis2Placement::Out Placement;
+ };
+
+ // C++ wrapper for IfcMaterialDefinitionRepresentation
+ struct IfcMaterialDefinitionRepresentation : IfcProductRepresentation, ObjectHelper<IfcMaterialDefinitionRepresentation,1> { IfcMaterialDefinitionRepresentation() : Object("IfcMaterialDefinitionRepresentation") {}
+ Lazy< NotImplemented > RepresentedMaterial;
+ };
+
+ // C++ wrapper for IfcAsymmetricIShapeProfileDef
+ struct IfcAsymmetricIShapeProfileDef : IfcIShapeProfileDef, ObjectHelper<IfcAsymmetricIShapeProfileDef,4> { IfcAsymmetricIShapeProfileDef() : Object("IfcAsymmetricIShapeProfileDef") {}
+ IfcPositiveLengthMeasure::Out TopFlangeWidth;
+ Maybe< IfcPositiveLengthMeasure::Out > TopFlangeThickness;
+ Maybe< IfcPositiveLengthMeasure::Out > TopFlangeFilletRadius;
+ Maybe< IfcPositiveLengthMeasure::Out > CentreOfGravityInY;
+ };
+
+ // C++ wrapper for IfcRepresentationMap
+ struct IfcRepresentationMap : ObjectHelper<IfcRepresentationMap,2> { IfcRepresentationMap() : Object("IfcRepresentationMap") {}
+ IfcAxis2Placement::Out MappingOrigin;
+ Lazy< IfcRepresentation > MappedRepresentation;
+ };
+
+ void GetSchema(EXPRESS::ConversionSchema& out);
+
+} //! IFC
+namespace STEP {
+
+ // ******************************************************************************
+ // Converter stubs
+ // ******************************************************************************
+
+#define DECL_CONV_STUB(type) template <> size_t GenericFill<IFC::type>(const STEP::DB& db, const EXPRESS::LIST& params, IFC::type* in)
+
+ DECL_CONV_STUB(IfcRoot);
+ DECL_CONV_STUB(IfcObjectDefinition);
+ DECL_CONV_STUB(IfcTypeObject);
+ DECL_CONV_STUB(IfcTypeProduct);
+ DECL_CONV_STUB(IfcElementType);
+ DECL_CONV_STUB(IfcFurnishingElementType);
+ DECL_CONV_STUB(IfcFurnitureType);
+ DECL_CONV_STUB(IfcObject);
+ DECL_CONV_STUB(IfcProduct);
+ DECL_CONV_STUB(IfcGrid);
+ DECL_CONV_STUB(IfcRepresentationItem);
+ DECL_CONV_STUB(IfcGeometricRepresentationItem);
+ DECL_CONV_STUB(IfcOneDirectionRepeatFactor);
+ DECL_CONV_STUB(IfcTwoDirectionRepeatFactor);
+ DECL_CONV_STUB(IfcElement);
+ DECL_CONV_STUB(IfcElementComponent);
+ DECL_CONV_STUB(IfcSpatialStructureElementType);
+ DECL_CONV_STUB(IfcControl);
+ DECL_CONV_STUB(IfcActionRequest);
+ DECL_CONV_STUB(IfcDistributionElementType);
+ DECL_CONV_STUB(IfcDistributionFlowElementType);
+ DECL_CONV_STUB(IfcEnergyConversionDeviceType);
+ DECL_CONV_STUB(IfcCooledBeamType);
+ DECL_CONV_STUB(IfcCsgPrimitive3D);
+ DECL_CONV_STUB(IfcRectangularPyramid);
+ DECL_CONV_STUB(IfcSurface);
+ DECL_CONV_STUB(IfcBoundedSurface);
+ DECL_CONV_STUB(IfcRectangularTrimmedSurface);
+ DECL_CONV_STUB(IfcGroup);
+ DECL_CONV_STUB(IfcRelationship);
+ DECL_CONV_STUB(IfcHalfSpaceSolid);
+ DECL_CONV_STUB(IfcPolygonalBoundedHalfSpace);
+ DECL_CONV_STUB(IfcAirToAirHeatRecoveryType);
+ DECL_CONV_STUB(IfcFlowFittingType);
+ DECL_CONV_STUB(IfcPipeFittingType);
+ DECL_CONV_STUB(IfcRepresentation);
+ DECL_CONV_STUB(IfcStyleModel);
+ DECL_CONV_STUB(IfcStyledRepresentation);
+ DECL_CONV_STUB(IfcBooleanResult);
+ DECL_CONV_STUB(IfcFeatureElement);
+ DECL_CONV_STUB(IfcFeatureElementSubtraction);
+ DECL_CONV_STUB(IfcOpeningElement);
+ DECL_CONV_STUB(IfcConditionCriterion);
+ DECL_CONV_STUB(IfcFlowTerminalType);
+ DECL_CONV_STUB(IfcFlowControllerType);
+ DECL_CONV_STUB(IfcSwitchingDeviceType);
+ DECL_CONV_STUB(IfcSystem);
+ DECL_CONV_STUB(IfcElectricalCircuit);
+ DECL_CONV_STUB(IfcUnitaryEquipmentType);
+ DECL_CONV_STUB(IfcPort);
+ DECL_CONV_STUB(IfcPlacement);
+ DECL_CONV_STUB(IfcProfileDef);
+ DECL_CONV_STUB(IfcArbitraryClosedProfileDef);
+ DECL_CONV_STUB(IfcCurve);
+ DECL_CONV_STUB(IfcConic);
+ DECL_CONV_STUB(IfcCircle);
+ DECL_CONV_STUB(IfcElementarySurface);
+ DECL_CONV_STUB(IfcPlane);
+ DECL_CONV_STUB(IfcCostSchedule);
+ DECL_CONV_STUB(IfcRightCircularCone);
+ DECL_CONV_STUB(IfcElementAssembly);
+ DECL_CONV_STUB(IfcBuildingElement);
+ DECL_CONV_STUB(IfcMember);
+ DECL_CONV_STUB(IfcBuildingElementProxy);
+ DECL_CONV_STUB(IfcStructuralActivity);
+ DECL_CONV_STUB(IfcStructuralAction);
+ DECL_CONV_STUB(IfcStructuralPlanarAction);
+ DECL_CONV_STUB(IfcTopologicalRepresentationItem);
+ DECL_CONV_STUB(IfcConnectedFaceSet);
+ DECL_CONV_STUB(IfcSweptSurface);
+ DECL_CONV_STUB(IfcSurfaceOfLinearExtrusion);
+ DECL_CONV_STUB(IfcArbitraryProfileDefWithVoids);
+ DECL_CONV_STUB(IfcProcess);
+ DECL_CONV_STUB(IfcProcedure);
+ DECL_CONV_STUB(IfcVector);
+ DECL_CONV_STUB(IfcFaceBound);
+ DECL_CONV_STUB(IfcFaceOuterBound);
+ DECL_CONV_STUB(IfcFeatureElementAddition);
+ DECL_CONV_STUB(IfcNamedUnit);
+ DECL_CONV_STUB(IfcConversionBasedUnit);
+ DECL_CONV_STUB(IfcHeatExchangerType);
+ DECL_CONV_STUB(IfcPresentationStyleAssignment);
+ DECL_CONV_STUB(IfcFlowTreatmentDeviceType);
+ DECL_CONV_STUB(IfcFilterType);
+ DECL_CONV_STUB(IfcResource);
+ DECL_CONV_STUB(IfcEvaporativeCoolerType);
+ DECL_CONV_STUB(IfcOffsetCurve2D);
+ DECL_CONV_STUB(IfcEdge);
+ DECL_CONV_STUB(IfcSubedge);
+ DECL_CONV_STUB(IfcProxy);
+ DECL_CONV_STUB(IfcLine);
+ DECL_CONV_STUB(IfcColumn);
+ DECL_CONV_STUB(IfcObjectPlacement);
+ DECL_CONV_STUB(IfcGridPlacement);
+ DECL_CONV_STUB(IfcDistributionControlElementType);
+ DECL_CONV_STUB(IfcRelConnects);
+ DECL_CONV_STUB(IfcAnnotation);
+ DECL_CONV_STUB(IfcPlate);
+ DECL_CONV_STUB(IfcSolidModel);
+ DECL_CONV_STUB(IfcManifoldSolidBrep);
+ DECL_CONV_STUB(IfcFlowStorageDeviceType);
+ DECL_CONV_STUB(IfcStructuralItem);
+ DECL_CONV_STUB(IfcStructuralMember);
+ DECL_CONV_STUB(IfcStructuralCurveMember);
+ DECL_CONV_STUB(IfcStructuralConnection);
+ DECL_CONV_STUB(IfcStructuralSurfaceConnection);
+ DECL_CONV_STUB(IfcCoilType);
+ DECL_CONV_STUB(IfcDuctFittingType);
+ DECL_CONV_STUB(IfcStyledItem);
+ DECL_CONV_STUB(IfcAnnotationOccurrence);
+ DECL_CONV_STUB(IfcAnnotationCurveOccurrence);
+ DECL_CONV_STUB(IfcDimensionCurve);
+ DECL_CONV_STUB(IfcBoundedCurve);
+ DECL_CONV_STUB(IfcAxis1Placement);
+ DECL_CONV_STUB(IfcStructuralPointAction);
+ DECL_CONV_STUB(IfcSpatialStructureElement);
+ DECL_CONV_STUB(IfcSpace);
+ DECL_CONV_STUB(IfcContextDependentUnit);
+ DECL_CONV_STUB(IfcCoolingTowerType);
+ DECL_CONV_STUB(IfcFacetedBrepWithVoids);
+ DECL_CONV_STUB(IfcValveType);
+ DECL_CONV_STUB(IfcSystemFurnitureElementType);
+ DECL_CONV_STUB(IfcDiscreteAccessory);
+ DECL_CONV_STUB(IfcBuildingElementType);
+ DECL_CONV_STUB(IfcRailingType);
+ DECL_CONV_STUB(IfcGasTerminalType);
+ DECL_CONV_STUB(IfcSpaceProgram);
+ DECL_CONV_STUB(IfcCovering);
+ DECL_CONV_STUB(IfcPresentationStyle);
+ DECL_CONV_STUB(IfcElectricHeaterType);
+ DECL_CONV_STUB(IfcBuildingStorey);
+ DECL_CONV_STUB(IfcVertex);
+ DECL_CONV_STUB(IfcVertexPoint);
+ DECL_CONV_STUB(IfcFlowInstrumentType);
+ DECL_CONV_STUB(IfcParameterizedProfileDef);
+ DECL_CONV_STUB(IfcUShapeProfileDef);
+ DECL_CONV_STUB(IfcRamp);
+ DECL_CONV_STUB(IfcCompositeCurve);
+ DECL_CONV_STUB(IfcStructuralCurveMemberVarying);
+ DECL_CONV_STUB(IfcRampFlightType);
+ DECL_CONV_STUB(IfcDraughtingCallout);
+ DECL_CONV_STUB(IfcDimensionCurveDirectedCallout);
+ DECL_CONV_STUB(IfcRadiusDimension);
+ DECL_CONV_STUB(IfcEdgeFeature);
+ DECL_CONV_STUB(IfcSweptAreaSolid);
+ DECL_CONV_STUB(IfcExtrudedAreaSolid);
+ DECL_CONV_STUB(IfcAnnotationTextOccurrence);
+ DECL_CONV_STUB(IfcStair);
+ DECL_CONV_STUB(IfcFillAreaStyleTileSymbolWithStyle);
+ DECL_CONV_STUB(IfcAnnotationSymbolOccurrence);
+ DECL_CONV_STUB(IfcTerminatorSymbol);
+ DECL_CONV_STUB(IfcDimensionCurveTerminator);
+ DECL_CONV_STUB(IfcRectangleProfileDef);
+ DECL_CONV_STUB(IfcRectangleHollowProfileDef);
+ DECL_CONV_STUB(IfcLocalPlacement);
+ DECL_CONV_STUB(IfcTask);
+ DECL_CONV_STUB(IfcAnnotationFillAreaOccurrence);
+ DECL_CONV_STUB(IfcFace);
+ DECL_CONV_STUB(IfcFlowSegmentType);
+ DECL_CONV_STUB(IfcDuctSegmentType);
+ DECL_CONV_STUB(IfcConstructionResource);
+ DECL_CONV_STUB(IfcConstructionEquipmentResource);
+ DECL_CONV_STUB(IfcSanitaryTerminalType);
+ DECL_CONV_STUB(IfcCircleProfileDef);
+ DECL_CONV_STUB(IfcStructuralReaction);
+ DECL_CONV_STUB(IfcStructuralPointReaction);
+ DECL_CONV_STUB(IfcRailing);
+ DECL_CONV_STUB(IfcTextLiteral);
+ DECL_CONV_STUB(IfcCartesianTransformationOperator);
+ DECL_CONV_STUB(IfcLinearDimension);
+ DECL_CONV_STUB(IfcDamperType);
+ DECL_CONV_STUB(IfcSIUnit);
+ DECL_CONV_STUB(IfcMeasureWithUnit);
+ DECL_CONV_STUB(IfcDistributionElement);
+ DECL_CONV_STUB(IfcDistributionControlElement);
+ DECL_CONV_STUB(IfcTransformerType);
+ DECL_CONV_STUB(IfcLaborResource);
+ DECL_CONV_STUB(IfcDerivedProfileDef);
+ DECL_CONV_STUB(IfcFurnitureStandard);
+ DECL_CONV_STUB(IfcStairFlightType);
+ DECL_CONV_STUB(IfcWorkControl);
+ DECL_CONV_STUB(IfcWorkPlan);
+ DECL_CONV_STUB(IfcCondition);
+ DECL_CONV_STUB(IfcRelVoidsElement);
+ DECL_CONV_STUB(IfcWindow);
+ DECL_CONV_STUB(IfcProtectiveDeviceType);
+ DECL_CONV_STUB(IfcJunctionBoxType);
+ DECL_CONV_STUB(IfcStructuralAnalysisModel);
+ DECL_CONV_STUB(IfcAxis2Placement2D);
+ DECL_CONV_STUB(IfcSpaceType);
+ DECL_CONV_STUB(IfcEllipseProfileDef);
+ DECL_CONV_STUB(IfcDistributionFlowElement);
+ DECL_CONV_STUB(IfcFlowMovingDevice);
+ DECL_CONV_STUB(IfcSurfaceStyleWithTextures);
+ DECL_CONV_STUB(IfcGeometricSet);
+ DECL_CONV_STUB(IfcProjectOrder);
+ DECL_CONV_STUB(IfcBSplineCurve);
+ DECL_CONV_STUB(IfcBezierCurve);
+ DECL_CONV_STUB(IfcStructuralPointConnection);
+ DECL_CONV_STUB(IfcFlowController);
+ DECL_CONV_STUB(IfcElectricDistributionPoint);
+ DECL_CONV_STUB(IfcSite);
+ DECL_CONV_STUB(IfcOffsetCurve3D);
+ DECL_CONV_STUB(IfcVirtualElement);
+ DECL_CONV_STUB(IfcConstructionProductResource);
+ DECL_CONV_STUB(IfcSurfaceCurveSweptAreaSolid);
+ DECL_CONV_STUB(IfcCartesianTransformationOperator3D);
+ DECL_CONV_STUB(IfcCartesianTransformationOperator3DnonUniform);
+ DECL_CONV_STUB(IfcCrewResource);
+ DECL_CONV_STUB(IfcStructuralSurfaceMember);
+ DECL_CONV_STUB(Ifc2DCompositeCurve);
+ DECL_CONV_STUB(IfcRepresentationContext);
+ DECL_CONV_STUB(IfcGeometricRepresentationContext);
+ DECL_CONV_STUB(IfcFlowTreatmentDevice);
+ DECL_CONV_STUB(IfcRightCircularCylinder);
+ DECL_CONV_STUB(IfcWasteTerminalType);
+ DECL_CONV_STUB(IfcBuildingElementComponent);
+ DECL_CONV_STUB(IfcBuildingElementPart);
+ DECL_CONV_STUB(IfcWall);
+ DECL_CONV_STUB(IfcWallStandardCase);
+ DECL_CONV_STUB(IfcPath);
+ DECL_CONV_STUB(IfcDefinedSymbol);
+ DECL_CONV_STUB(IfcStructuralSurfaceMemberVarying);
+ DECL_CONV_STUB(IfcPoint);
+ DECL_CONV_STUB(IfcSurfaceOfRevolution);
+ DECL_CONV_STUB(IfcFlowTerminal);
+ DECL_CONV_STUB(IfcFurnishingElement);
+ DECL_CONV_STUB(IfcSurfaceStyleShading);
+ DECL_CONV_STUB(IfcSurfaceStyleRendering);
+ DECL_CONV_STUB(IfcCircleHollowProfileDef);
+ DECL_CONV_STUB(IfcFlowMovingDeviceType);
+ DECL_CONV_STUB(IfcFanType);
+ DECL_CONV_STUB(IfcStructuralPlanarActionVarying);
+ DECL_CONV_STUB(IfcProductRepresentation);
+ DECL_CONV_STUB(IfcStackTerminalType);
+ DECL_CONV_STUB(IfcReinforcingElement);
+ DECL_CONV_STUB(IfcReinforcingMesh);
+ DECL_CONV_STUB(IfcOrderAction);
+ DECL_CONV_STUB(IfcLightSource);
+ DECL_CONV_STUB(IfcLightSourceDirectional);
+ DECL_CONV_STUB(IfcLoop);
+ DECL_CONV_STUB(IfcVertexLoop);
+ DECL_CONV_STUB(IfcChamferEdgeFeature);
+ DECL_CONV_STUB(IfcElementComponentType);
+ DECL_CONV_STUB(IfcFastenerType);
+ DECL_CONV_STUB(IfcMechanicalFastenerType);
+ DECL_CONV_STUB(IfcScheduleTimeControl);
+ DECL_CONV_STUB(IfcSurfaceStyle);
+ DECL_CONV_STUB(IfcOpenShell);
+ DECL_CONV_STUB(IfcSubContractResource);
+ DECL_CONV_STUB(IfcSweptDiskSolid);
+ DECL_CONV_STUB(IfcCompositeProfileDef);
+ DECL_CONV_STUB(IfcTankType);
+ DECL_CONV_STUB(IfcSphere);
+ DECL_CONV_STUB(IfcPolyLoop);
+ DECL_CONV_STUB(IfcCableCarrierFittingType);
+ DECL_CONV_STUB(IfcHumidifierType);
+ DECL_CONV_STUB(IfcPerformanceHistory);
+ DECL_CONV_STUB(IfcShapeModel);
+ DECL_CONV_STUB(IfcTopologyRepresentation);
+ DECL_CONV_STUB(IfcBuilding);
+ DECL_CONV_STUB(IfcRoundedRectangleProfileDef);
+ DECL_CONV_STUB(IfcStairFlight);
+ DECL_CONV_STUB(IfcDistributionChamberElement);
+ DECL_CONV_STUB(IfcShapeRepresentation);
+ DECL_CONV_STUB(IfcRampFlight);
+ DECL_CONV_STUB(IfcBeamType);
+ DECL_CONV_STUB(IfcRelDecomposes);
+ DECL_CONV_STUB(IfcRoof);
+ DECL_CONV_STUB(IfcFooting);
+ DECL_CONV_STUB(IfcLightSourceAmbient);
+ DECL_CONV_STUB(IfcWindowStyle);
+ DECL_CONV_STUB(IfcBuildingElementProxyType);
+ DECL_CONV_STUB(IfcAxis2Placement3D);
+ DECL_CONV_STUB(IfcEdgeCurve);
+ DECL_CONV_STUB(IfcClosedShell);
+ DECL_CONV_STUB(IfcTendonAnchor);
+ DECL_CONV_STUB(IfcCondenserType);
+ DECL_CONV_STUB(IfcPipeSegmentType);
+ DECL_CONV_STUB(IfcPointOnSurface);
+ DECL_CONV_STUB(IfcAsset);
+ DECL_CONV_STUB(IfcLightSourcePositional);
+ DECL_CONV_STUB(IfcProjectionCurve);
+ DECL_CONV_STUB(IfcFillAreaStyleTiles);
+ DECL_CONV_STUB(IfcRelFillsElement);
+ DECL_CONV_STUB(IfcElectricMotorType);
+ DECL_CONV_STUB(IfcTendon);
+ DECL_CONV_STUB(IfcDistributionChamberElementType);
+ DECL_CONV_STUB(IfcMemberType);
+ DECL_CONV_STUB(IfcStructuralLinearAction);
+ DECL_CONV_STUB(IfcStructuralLinearActionVarying);
+ DECL_CONV_STUB(IfcProductDefinitionShape);
+ DECL_CONV_STUB(IfcFastener);
+ DECL_CONV_STUB(IfcMechanicalFastener);
+ DECL_CONV_STUB(IfcEvaporatorType);
+ DECL_CONV_STUB(IfcDiscreteAccessoryType);
+ DECL_CONV_STUB(IfcStructuralCurveConnection);
+ DECL_CONV_STUB(IfcProjectionElement);
+ DECL_CONV_STUB(IfcCoveringType);
+ DECL_CONV_STUB(IfcPumpType);
+ DECL_CONV_STUB(IfcPile);
+ DECL_CONV_STUB(IfcUnitAssignment);
+ DECL_CONV_STUB(IfcBoundingBox);
+ DECL_CONV_STUB(IfcShellBasedSurfaceModel);
+ DECL_CONV_STUB(IfcFacetedBrep);
+ DECL_CONV_STUB(IfcTextLiteralWithExtent);
+ DECL_CONV_STUB(IfcElectricApplianceType);
+ DECL_CONV_STUB(IfcTrapeziumProfileDef);
+ DECL_CONV_STUB(IfcRelContainedInSpatialStructure);
+ DECL_CONV_STUB(IfcEdgeLoop);
+ DECL_CONV_STUB(IfcProject);
+ DECL_CONV_STUB(IfcCartesianPoint);
+ DECL_CONV_STUB(IfcCurveBoundedPlane);
+ DECL_CONV_STUB(IfcWallType);
+ DECL_CONV_STUB(IfcFillAreaStyleHatching);
+ DECL_CONV_STUB(IfcEquipmentStandard);
+ DECL_CONV_STUB(IfcDiameterDimension);
+ DECL_CONV_STUB(IfcStructuralLoadGroup);
+ DECL_CONV_STUB(IfcConstructionMaterialResource);
+ DECL_CONV_STUB(IfcRelAggregates);
+ DECL_CONV_STUB(IfcBoilerType);
+ DECL_CONV_STUB(IfcColourSpecification);
+ DECL_CONV_STUB(IfcColourRgb);
+ DECL_CONV_STUB(IfcDoorStyle);
+ DECL_CONV_STUB(IfcDuctSilencerType);
+ DECL_CONV_STUB(IfcLightSourceGoniometric);
+ DECL_CONV_STUB(IfcActuatorType);
+ DECL_CONV_STUB(IfcSensorType);
+ DECL_CONV_STUB(IfcAirTerminalBoxType);
+ DECL_CONV_STUB(IfcAnnotationSurfaceOccurrence);
+ DECL_CONV_STUB(IfcZShapeProfileDef);
+ DECL_CONV_STUB(IfcRationalBezierCurve);
+ DECL_CONV_STUB(IfcCartesianTransformationOperator2D);
+ DECL_CONV_STUB(IfcCartesianTransformationOperator2DnonUniform);
+ DECL_CONV_STUB(IfcMove);
+ DECL_CONV_STUB(IfcCableCarrierSegmentType);
+ DECL_CONV_STUB(IfcElectricalElement);
+ DECL_CONV_STUB(IfcChillerType);
+ DECL_CONV_STUB(IfcReinforcingBar);
+ DECL_CONV_STUB(IfcCShapeProfileDef);
+ DECL_CONV_STUB(IfcPermit);
+ DECL_CONV_STUB(IfcSlabType);
+ DECL_CONV_STUB(IfcLampType);
+ DECL_CONV_STUB(IfcPlanarExtent);
+ DECL_CONV_STUB(IfcAlarmType);
+ DECL_CONV_STUB(IfcElectricFlowStorageDeviceType);
+ DECL_CONV_STUB(IfcEquipmentElement);
+ DECL_CONV_STUB(IfcLightFixtureType);
+ DECL_CONV_STUB(IfcCurtainWall);
+ DECL_CONV_STUB(IfcSlab);
+ DECL_CONV_STUB(IfcCurtainWallType);
+ DECL_CONV_STUB(IfcOutletType);
+ DECL_CONV_STUB(IfcCompressorType);
+ DECL_CONV_STUB(IfcCraneRailAShapeProfileDef);
+ DECL_CONV_STUB(IfcFlowSegment);
+ DECL_CONV_STUB(IfcSectionedSpine);
+ DECL_CONV_STUB(IfcElectricTimeControlType);
+ DECL_CONV_STUB(IfcFaceSurface);
+ DECL_CONV_STUB(IfcMotorConnectionType);
+ DECL_CONV_STUB(IfcFlowFitting);
+ DECL_CONV_STUB(IfcPointOnCurve);
+ DECL_CONV_STUB(IfcTransportElementType);
+ DECL_CONV_STUB(IfcCableSegmentType);
+ DECL_CONV_STUB(IfcAnnotationSurface);
+ DECL_CONV_STUB(IfcCompositeCurveSegment);
+ DECL_CONV_STUB(IfcServiceLife);
+ DECL_CONV_STUB(IfcPlateType);
+ DECL_CONV_STUB(IfcVibrationIsolatorType);
+ DECL_CONV_STUB(IfcTrimmedCurve);
+ DECL_CONV_STUB(IfcMappedItem);
+ DECL_CONV_STUB(IfcDirection);
+ DECL_CONV_STUB(IfcBlock);
+ DECL_CONV_STUB(IfcProjectOrderRecord);
+ DECL_CONV_STUB(IfcFlowMeterType);
+ DECL_CONV_STUB(IfcControllerType);
+ DECL_CONV_STUB(IfcBeam);
+ DECL_CONV_STUB(IfcArbitraryOpenProfileDef);
+ DECL_CONV_STUB(IfcCenterLineProfileDef);
+ DECL_CONV_STUB(IfcTimeSeriesSchedule);
+ DECL_CONV_STUB(IfcRoundedEdgeFeature);
+ DECL_CONV_STUB(IfcIShapeProfileDef);
+ DECL_CONV_STUB(IfcSpaceHeaterType);
+ DECL_CONV_STUB(IfcFlowStorageDevice);
+ DECL_CONV_STUB(IfcRevolvedAreaSolid);
+ DECL_CONV_STUB(IfcDoor);
+ DECL_CONV_STUB(IfcEllipse);
+ DECL_CONV_STUB(IfcTubeBundleType);
+ DECL_CONV_STUB(IfcAngularDimension);
+ DECL_CONV_STUB(IfcFaceBasedSurfaceModel);
+ DECL_CONV_STUB(IfcCraneRailFShapeProfileDef);
+ DECL_CONV_STUB(IfcColumnType);
+ DECL_CONV_STUB(IfcTShapeProfileDef);
+ DECL_CONV_STUB(IfcEnergyConversionDevice);
+ DECL_CONV_STUB(IfcWorkSchedule);
+ DECL_CONV_STUB(IfcZone);
+ DECL_CONV_STUB(IfcTransportElement);
+ DECL_CONV_STUB(IfcGeometricRepresentationSubContext);
+ DECL_CONV_STUB(IfcLShapeProfileDef);
+ DECL_CONV_STUB(IfcGeometricCurveSet);
+ DECL_CONV_STUB(IfcActor);
+ DECL_CONV_STUB(IfcOccupant);
+ DECL_CONV_STUB(IfcBooleanClippingResult);
+ DECL_CONV_STUB(IfcAnnotationFillArea);
+ DECL_CONV_STUB(IfcLightSourceSpot);
+ DECL_CONV_STUB(IfcFireSuppressionTerminalType);
+ DECL_CONV_STUB(IfcElectricGeneratorType);
+ DECL_CONV_STUB(IfcInventory);
+ DECL_CONV_STUB(IfcPolyline);
+ DECL_CONV_STUB(IfcBoxedHalfSpace);
+ DECL_CONV_STUB(IfcAirTerminalType);
+ DECL_CONV_STUB(IfcDistributionPort);
+ DECL_CONV_STUB(IfcCostItem);
+ DECL_CONV_STUB(IfcStructuredDimensionCallout);
+ DECL_CONV_STUB(IfcStructuralResultGroup);
+ DECL_CONV_STUB(IfcOrientedEdge);
+ DECL_CONV_STUB(IfcCsgSolid);
+ DECL_CONV_STUB(IfcPlanarBox);
+ DECL_CONV_STUB(IfcMaterialDefinitionRepresentation);
+ DECL_CONV_STUB(IfcAsymmetricIShapeProfileDef);
+ DECL_CONV_STUB(IfcRepresentationMap);
+
+
+#undef DECL_CONV_STUB
+
+} //! STEP
+} //! Assimp
+
+#endif // INCLUDED_IFC_READER_GEN_H
diff --git a/src/3rdparty/assimp/code/IFCUtil.cpp b/src/3rdparty/assimp/code/IFCUtil.cpp
new file mode 100644
index 000000000..4bb4d9c1f
--- /dev/null
+++ b/src/3rdparty/assimp/code/IFCUtil.cpp
@@ -0,0 +1,448 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+/** @file IFCUtil.cpp
+ * @brief Implementation of conversion routines for some common Ifc helper entities.
+ */
+
+#include "AssimpPCH.h"
+
+#ifndef ASSIMP_BUILD_NO_IFC_IMPORTER
+#include "IFCUtil.h"
+#include "ProcessHelper.h"
+
+namespace Assimp {
+ namespace IFC {
+
+// ------------------------------------------------------------------------------------------------
+void TempOpening::Transform(const IfcMatrix4& mat)
+{
+ if(profileMesh) {
+ profileMesh->Transform(mat);
+ }
+ extrusionDir *= IfcMatrix3(mat);
+}
+
+// ------------------------------------------------------------------------------------------------
+aiMesh* TempMesh::ToMesh()
+{
+ ai_assert(verts.size() == std::accumulate(vertcnt.begin(),vertcnt.end(),size_t(0)));
+
+ if (verts.empty()) {
+ return NULL;
+ }
+
+ std::auto_ptr<aiMesh> mesh(new aiMesh());
+
+ // copy vertices
+ mesh->mNumVertices = static_cast<unsigned int>(verts.size());
+ mesh->mVertices = new aiVector3D[mesh->mNumVertices];
+ std::copy(verts.begin(),verts.end(),mesh->mVertices);
+
+ // and build up faces
+ mesh->mNumFaces = static_cast<unsigned int>(vertcnt.size());
+ mesh->mFaces = new aiFace[mesh->mNumFaces];
+
+ for(unsigned int i = 0,n=0, acc = 0; i < mesh->mNumFaces; ++n) {
+ aiFace& f = mesh->mFaces[i];
+ if (!vertcnt[n]) {
+ --mesh->mNumFaces;
+ continue;
+ }
+
+ f.mNumIndices = vertcnt[n];
+ f.mIndices = new unsigned int[f.mNumIndices];
+ for(unsigned int a = 0; a < f.mNumIndices; ++a) {
+ f.mIndices[a] = acc++;
+ }
+
+ ++i;
+ }
+
+ return mesh.release();
+}
+
+// ------------------------------------------------------------------------------------------------
+void TempMesh::Clear()
+{
+ verts.clear();
+ vertcnt.clear();
+}
+
+// ------------------------------------------------------------------------------------------------
+void TempMesh::Transform(const IfcMatrix4& mat)
+{
+ BOOST_FOREACH(IfcVector3& v, verts) {
+ v *= mat;
+ }
+}
+
+// ------------------------------------------------------------------------------
+IfcVector3 TempMesh::Center() const
+{
+ return std::accumulate(verts.begin(),verts.end(),IfcVector3()) / static_cast<IfcFloat>(verts.size());
+}
+
+// ------------------------------------------------------------------------------------------------
+void TempMesh::Append(const TempMesh& other)
+{
+ verts.insert(verts.end(),other.verts.begin(),other.verts.end());
+ vertcnt.insert(vertcnt.end(),other.vertcnt.begin(),other.vertcnt.end());
+}
+
+// ------------------------------------------------------------------------------------------------
+void TempMesh::RemoveAdjacentDuplicates()
+{
+
+ bool drop = false;
+ std::vector<IfcVector3>::iterator base = verts.begin();
+ BOOST_FOREACH(unsigned int& cnt, vertcnt) {
+ if (cnt < 2){
+ base += cnt;
+ continue;
+ }
+
+ IfcVector3 vmin,vmax;
+ ArrayBounds(&*base, cnt ,vmin,vmax);
+
+
+ const IfcFloat epsilon = (vmax-vmin).SquareLength() / static_cast<IfcFloat>(1e9);
+ //const IfcFloat dotepsilon = 1e-9;
+
+ //// look for vertices that lie directly on the line between their predecessor and their
+ //// successor and replace them with either of them.
+
+ //for(size_t i = 0; i < cnt; ++i) {
+ // IfcVector3& v1 = *(base+i), &v0 = *(base+(i?i-1:cnt-1)), &v2 = *(base+(i+1)%cnt);
+ // const IfcVector3& d0 = (v1-v0), &d1 = (v2-v1);
+ // const IfcFloat l0 = d0.SquareLength(), l1 = d1.SquareLength();
+ // if (!l0 || !l1) {
+ // continue;
+ // }
+
+ // const IfcFloat d = (d0/sqrt(l0))*(d1/sqrt(l1));
+
+ // if ( d >= 1.f-dotepsilon ) {
+ // v1 = v0;
+ // }
+ // else if ( d < -1.f+dotepsilon ) {
+ // v2 = v1;
+ // continue;
+ // }
+ //}
+
+ // drop any identical, adjacent vertices. this pass will collect the dropouts
+ // of the previous pass as a side-effect.
+ FuzzyVectorCompare fz(epsilon);
+ std::vector<IfcVector3>::iterator end = base+cnt, e = std::unique( base, end, fz );
+ if (e != end) {
+ cnt -= static_cast<unsigned int>(std::distance(e, end));
+ verts.erase(e,end);
+ drop = true;
+ }
+
+ // check front and back vertices for this polygon
+ if (cnt > 1 && fz(*base,*(base+cnt-1))) {
+ verts.erase(base+ --cnt);
+ drop = true;
+ }
+
+ // removing adjacent duplicates shouldn't erase everything :-)
+ ai_assert(cnt>0);
+ base += cnt;
+ }
+ if(drop) {
+ IFCImporter::LogDebug("removed duplicate vertices");
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+bool IsTrue(const EXPRESS::BOOLEAN& in)
+{
+ return (std::string)in == "TRUE" || (std::string)in == "T";
+}
+
+// ------------------------------------------------------------------------------------------------
+IfcFloat ConvertSIPrefix(const std::string& prefix)
+{
+ if (prefix == "EXA") {
+ return 1e18f;
+ }
+ else if (prefix == "PETA") {
+ return 1e15f;
+ }
+ else if (prefix == "TERA") {
+ return 1e12f;
+ }
+ else if (prefix == "GIGA") {
+ return 1e9f;
+ }
+ else if (prefix == "MEGA") {
+ return 1e6f;
+ }
+ else if (prefix == "KILO") {
+ return 1e3f;
+ }
+ else if (prefix == "HECTO") {
+ return 1e2f;
+ }
+ else if (prefix == "DECA") {
+ return 1e-0f;
+ }
+ else if (prefix == "DECI") {
+ return 1e-1f;
+ }
+ else if (prefix == "CENTI") {
+ return 1e-2f;
+ }
+ else if (prefix == "MILLI") {
+ return 1e-3f;
+ }
+ else if (prefix == "MICRO") {
+ return 1e-6f;
+ }
+ else if (prefix == "NANO") {
+ return 1e-9f;
+ }
+ else if (prefix == "PICO") {
+ return 1e-12f;
+ }
+ else if (prefix == "FEMTO") {
+ return 1e-15f;
+ }
+ else if (prefix == "ATTO") {
+ return 1e-18f;
+ }
+ else {
+ IFCImporter::LogError("Unrecognized SI prefix: " + prefix);
+ return 1;
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+void ConvertColor(aiColor4D& out, const IfcColourRgb& in)
+{
+ out.r = static_cast<float>( in.Red );
+ out.g = static_cast<float>( in.Green );
+ out.b = static_cast<float>( in.Blue );
+ out.a = static_cast<float>( 1.f );
+}
+
+// ------------------------------------------------------------------------------------------------
+void ConvertColor(aiColor4D& out, const IfcColourOrFactor& in,ConversionData& conv,const aiColor4D* base)
+{
+ if (const EXPRESS::REAL* const r = in.ToPtr<EXPRESS::REAL>()) {
+ out.r = out.g = out.b = static_cast<float>(*r);
+ if(base) {
+ out.r *= static_cast<float>( base->r );
+ out.g *= static_cast<float>( base->g );
+ out.b *= static_cast<float>( base->b );
+ out.a = static_cast<float>( base->a );
+ }
+ else out.a = 1.0;
+ }
+ else if (const IfcColourRgb* const rgb = in.ResolveSelectPtr<IfcColourRgb>(conv.db)) {
+ ConvertColor(out,*rgb);
+ }
+ else {
+ IFCImporter::LogWarn("skipping unknown IfcColourOrFactor entity");
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+void ConvertCartesianPoint(IfcVector3& out, const IfcCartesianPoint& in)
+{
+ out = IfcVector3();
+ for(size_t i = 0; i < in.Coordinates.size(); ++i) {
+ out[i] = in.Coordinates[i];
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+void ConvertVector(IfcVector3& out, const IfcVector& in)
+{
+ ConvertDirection(out,in.Orientation);
+ out *= in.Magnitude;
+}
+
+// ------------------------------------------------------------------------------------------------
+void ConvertDirection(IfcVector3& out, const IfcDirection& in)
+{
+ out = IfcVector3();
+ for(size_t i = 0; i < in.DirectionRatios.size(); ++i) {
+ out[i] = in.DirectionRatios[i];
+ }
+ const IfcFloat len = out.Length();
+ if (len<1e-6) {
+ IFCImporter::LogWarn("direction vector magnitude too small, normalization would result in a division by zero");
+ return;
+ }
+ out /= len;
+}
+
+// ------------------------------------------------------------------------------------------------
+void AssignMatrixAxes(IfcMatrix4& out, const IfcVector3& x, const IfcVector3& y, const IfcVector3& z)
+{
+ out.a1 = x.x;
+ out.b1 = x.y;
+ out.c1 = x.z;
+
+ out.a2 = y.x;
+ out.b2 = y.y;
+ out.c2 = y.z;
+
+ out.a3 = z.x;
+ out.b3 = z.y;
+ out.c3 = z.z;
+}
+
+// ------------------------------------------------------------------------------------------------
+void ConvertAxisPlacement(IfcMatrix4& out, const IfcAxis2Placement3D& in)
+{
+ IfcVector3 loc;
+ ConvertCartesianPoint(loc,in.Location);
+
+ IfcVector3 z(0.f,0.f,1.f),r(1.f,0.f,0.f),x;
+
+ if (in.Axis) {
+ ConvertDirection(z,*in.Axis.Get());
+ }
+ if (in.RefDirection) {
+ ConvertDirection(r,*in.RefDirection.Get());
+ }
+
+ IfcVector3 v = r.Normalize();
+ IfcVector3 tmpx = z * (v*z);
+
+ x = (v-tmpx).Normalize();
+ IfcVector3 y = (z^x);
+
+ IfcMatrix4::Translation(loc,out);
+ AssignMatrixAxes(out,x,y,z);
+}
+
+// ------------------------------------------------------------------------------------------------
+void ConvertAxisPlacement(IfcMatrix4& out, const IfcAxis2Placement2D& in)
+{
+ IfcVector3 loc;
+ ConvertCartesianPoint(loc,in.Location);
+
+ IfcVector3 x(1.f,0.f,0.f);
+ if (in.RefDirection) {
+ ConvertDirection(x,*in.RefDirection.Get());
+ }
+
+ const IfcVector3 y = IfcVector3(x.y,-x.x,0.f);
+
+ IfcMatrix4::Translation(loc,out);
+ AssignMatrixAxes(out,x,y,IfcVector3(0.f,0.f,1.f));
+}
+
+// ------------------------------------------------------------------------------------------------
+void ConvertAxisPlacement(IfcVector3& axis, IfcVector3& pos, const IfcAxis1Placement& in)
+{
+ ConvertCartesianPoint(pos,in.Location);
+ if (in.Axis) {
+ ConvertDirection(axis,in.Axis.Get());
+ }
+ else {
+ axis = IfcVector3(0.f,0.f,1.f);
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+void ConvertAxisPlacement(IfcMatrix4& out, const IfcAxis2Placement& in, ConversionData& conv)
+{
+ if(const IfcAxis2Placement3D* pl3 = in.ResolveSelectPtr<IfcAxis2Placement3D>(conv.db)) {
+ ConvertAxisPlacement(out,*pl3);
+ }
+ else if(const IfcAxis2Placement2D* pl2 = in.ResolveSelectPtr<IfcAxis2Placement2D>(conv.db)) {
+ ConvertAxisPlacement(out,*pl2);
+ }
+ else {
+ IFCImporter::LogWarn("skipping unknown IfcAxis2Placement entity");
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+void ConvertTransformOperator(IfcMatrix4& out, const IfcCartesianTransformationOperator& op)
+{
+ IfcVector3 loc;
+ ConvertCartesianPoint(loc,op.LocalOrigin);
+
+ IfcVector3 x(1.f,0.f,0.f),y(0.f,1.f,0.f),z(0.f,0.f,1.f);
+ if (op.Axis1) {
+ ConvertDirection(x,*op.Axis1.Get());
+ }
+ if (op.Axis2) {
+ ConvertDirection(y,*op.Axis2.Get());
+ }
+ if (const IfcCartesianTransformationOperator3D* op2 = op.ToPtr<IfcCartesianTransformationOperator3D>()) {
+ if(op2->Axis3) {
+ ConvertDirection(z,*op2->Axis3.Get());
+ }
+ }
+
+ IfcMatrix4 locm;
+ IfcMatrix4::Translation(loc,locm);
+ AssignMatrixAxes(out,x,y,z);
+
+
+ IfcVector3 vscale;
+ if (const IfcCartesianTransformationOperator3DnonUniform* nuni = op.ToPtr<IfcCartesianTransformationOperator3DnonUniform>()) {
+ vscale.x = nuni->Scale?op.Scale.Get():1.f;
+ vscale.y = nuni->Scale2?nuni->Scale2.Get():1.f;
+ vscale.z = nuni->Scale3?nuni->Scale3.Get():1.f;
+ }
+ else {
+ const IfcFloat sc = op.Scale?op.Scale.Get():1.f;
+ vscale = IfcVector3(sc,sc,sc);
+ }
+
+ IfcMatrix4 s;
+ IfcMatrix4::Scaling(vscale,s);
+
+ out = locm * out * s;
+}
+
+} // ! IFC
+} // ! Assimp
+
+#endif
diff --git a/src/3rdparty/assimp/code/IFCUtil.h b/src/3rdparty/assimp/code/IFCUtil.h
new file mode 100644
index 000000000..f6843110c
--- /dev/null
+++ b/src/3rdparty/assimp/code/IFCUtil.h
@@ -0,0 +1,312 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+/** @file IFC.cpp
+ * @brief Implementation of the Industry Foundation Classes loader.
+ */
+
+#ifndef INCLUDED_IFCUTIL_H
+#define INCLUDED_IFCUTIL_H
+
+#include "IFCReaderGen.h"
+#include "IFCLoader.h"
+
+namespace Assimp {
+namespace IFC {
+
+ typedef double IfcFloat;
+
+ // IfcFloat-precision math data types
+ typedef aiVector2t<IfcFloat> IfcVector2;
+ typedef aiVector3t<IfcFloat> IfcVector3;
+ typedef aiMatrix4x4t<IfcFloat> IfcMatrix4;
+ typedef aiMatrix3x3t<IfcFloat> IfcMatrix3;
+ typedef aiColor4t<IfcFloat> IfcColor4;
+
+
+// helper for std::for_each to delete all heap-allocated items in a container
+template<typename T>
+struct delete_fun
+{
+ void operator()(T* del) {
+ delete del;
+ }
+};
+
+// ------------------------------------------------------------------------------------------------
+// Temporary representation of an opening in a wall or a floor
+// ------------------------------------------------------------------------------------------------
+struct TempMesh;
+struct TempOpening
+{
+ const IFC::IfcExtrudedAreaSolid* solid;
+ IfcVector3 extrusionDir;
+ boost::shared_ptr<TempMesh> profileMesh;
+
+ // ------------------------------------------------------------------------------
+ TempOpening(const IFC::IfcExtrudedAreaSolid* solid,IfcVector3 extrusionDir,boost::shared_ptr<TempMesh> profileMesh)
+ : solid(solid)
+ , extrusionDir(extrusionDir)
+ , profileMesh(profileMesh)
+ {
+ }
+
+ // ------------------------------------------------------------------------------
+ void Transform(const IfcMatrix4& mat); // defined later since TempMesh is not complete yet
+};
+
+
+// ------------------------------------------------------------------------------------------------
+// Intermediate data storage during conversion. Keeps everything and a bit more.
+// ------------------------------------------------------------------------------------------------
+struct ConversionData
+{
+ ConversionData(const STEP::DB& db, const IFC::IfcProject& proj, aiScene* out,const IFCImporter::Settings& settings)
+ : len_scale(1.0)
+ , angle_scale(1.0)
+ , db(db)
+ , proj(proj)
+ , out(out)
+ , settings(settings)
+ , apply_openings()
+ , collect_openings()
+ {}
+
+ ~ConversionData() {
+ std::for_each(meshes.begin(),meshes.end(),delete_fun<aiMesh>());
+ std::for_each(materials.begin(),materials.end(),delete_fun<aiMaterial>());
+ }
+
+ IfcFloat len_scale, angle_scale;
+ bool plane_angle_in_radians;
+
+ const STEP::DB& db;
+ const IFC::IfcProject& proj;
+ aiScene* out;
+
+ IfcMatrix4 wcs;
+ std::vector<aiMesh*> meshes;
+ std::vector<aiMaterial*> materials;
+
+ typedef std::map<const IFC::IfcRepresentationItem*, std::vector<unsigned int> > MeshCache;
+ MeshCache cached_meshes;
+
+ const IFCImporter::Settings& settings;
+
+ // Intermediate arrays used to resolve openings in walls: only one of them
+ // can be given at a time. apply_openings if present if the current element
+ // is a wall and needs its openings to be poured into its geometry while
+ // collect_openings is present only if the current element is an
+ // IfcOpeningElement, for which all the geometry needs to be preserved
+ // for later processing by a parent, which is a wall.
+ std::vector<TempOpening>* apply_openings;
+ std::vector<TempOpening>* collect_openings;
+};
+
+// ------------------------------------------------------------------------------------------------
+// Binary predicate to compare vectors with a given, quadratic epsilon.
+// ------------------------------------------------------------------------------------------------
+struct FuzzyVectorCompare {
+
+ FuzzyVectorCompare(IfcFloat epsilon) : epsilon(epsilon) {}
+ bool operator()(const IfcVector3& a, const IfcVector3& b) {
+ return fabs((a-b).SquareLength()) < epsilon;
+ }
+
+ const IfcFloat epsilon;
+};
+
+
+// ------------------------------------------------------------------------------------------------
+// Helper used during mesh construction. Aids at creating aiMesh'es out of relatively few polygons.
+// ------------------------------------------------------------------------------------------------
+struct TempMesh
+{
+ std::vector<IfcVector3> verts;
+ std::vector<unsigned int> vertcnt;
+
+ // utilities
+ aiMesh* ToMesh();
+ void Clear();
+ void Transform(const IfcMatrix4& mat);
+ IfcVector3 Center() const;
+ void Append(const TempMesh& other);
+ void RemoveAdjacentDuplicates();
+};
+
+
+
+
+
+// conversion routines for common IFC entities, implemented in IFCUtil.cpp
+void ConvertColor(aiColor4D& out, const IfcColourRgb& in);
+void ConvertColor(aiColor4D& out, const IfcColourOrFactor& in,ConversionData& conv,const aiColor4D* base);
+void ConvertCartesianPoint(IfcVector3& out, const IfcCartesianPoint& in);
+void ConvertDirection(IfcVector3& out, const IfcDirection& in);
+void ConvertVector(IfcVector3& out, const IfcVector& in);
+void AssignMatrixAxes(IfcMatrix4& out, const IfcVector3& x, const IfcVector3& y, const IfcVector3& z);
+void ConvertAxisPlacement(IfcMatrix4& out, const IfcAxis2Placement3D& in);
+void ConvertAxisPlacement(IfcMatrix4& out, const IfcAxis2Placement2D& in);
+void ConvertAxisPlacement(IfcVector3& axis, IfcVector3& pos, const IFC::IfcAxis1Placement& in);
+void ConvertAxisPlacement(IfcMatrix4& out, const IfcAxis2Placement& in, ConversionData& conv);
+void ConvertTransformOperator(IfcMatrix4& out, const IfcCartesianTransformationOperator& op);
+bool IsTrue(const EXPRESS::BOOLEAN& in);
+IfcFloat ConvertSIPrefix(const std::string& prefix);
+
+
+// IFCProfile.cpp
+bool ProcessProfile(const IfcProfileDef& prof, TempMesh& meshout, ConversionData& conv);
+
+// IFCMaterial.cpp
+unsigned int ProcessMaterials(const IFC::IfcRepresentationItem& item, ConversionData& conv);
+
+// IFCGeometry.cpp
+bool ProcessRepresentationItem(const IfcRepresentationItem& item, std::vector<unsigned int>& mesh_indices, ConversionData& conv);
+void AssignAddedMeshes(std::vector<unsigned int>& mesh_indices,aiNode* nd,ConversionData& /*conv*/);
+
+
+// IFCCurve.cpp
+
+// ------------------------------------------------------------------------------------------------
+// Custom exception for use by members of the Curve class
+// ------------------------------------------------------------------------------------------------
+class CurveError
+{
+public:
+ CurveError(const std::string& s)
+ : s(s)
+ {
+ }
+
+ std::string s;
+};
+
+
+// ------------------------------------------------------------------------------------------------
+// Temporary representation for an arbitrary sub-class of IfcCurve. Used to sample the curves
+// to obtain a list of line segments.
+// ------------------------------------------------------------------------------------------------
+class Curve
+{
+protected:
+
+ Curve(const IfcCurve& base_entity, ConversionData& conv)
+ : base_entity(base_entity)
+ , conv(conv)
+ {}
+
+public:
+
+ typedef std::pair<IfcFloat, IfcFloat> ParamRange;
+
+public:
+
+
+ virtual ~Curve() {}
+
+
+ // check if a curve is closed
+ virtual bool IsClosed() const = 0;
+
+ // evaluate the curve at the given parametric position
+ virtual IfcVector3 Eval(IfcFloat p) const = 0;
+
+ // try to match a point on the curve to a given parameter
+ // for self-intersecting curves, the result is not ambiguous and
+ // it is undefined which parameter is returned.
+ virtual bool ReverseEval(const IfcVector3& val, IfcFloat& paramOut) const;
+
+ // get the range of the curve (both inclusive).
+ // +inf and -inf are valid return values, the curve is not bounded in such a case.
+ virtual std::pair<IfcFloat,IfcFloat> GetParametricRange() const = 0;
+ IfcFloat GetParametricRangeDelta() const;
+
+ // estimate the number of sample points that this curve will require
+ virtual size_t EstimateSampleCount(IfcFloat start,IfcFloat end) const;
+
+ // intelligently sample the curve based on the current settings
+ // and append the result to the mesh
+ virtual void SampleDiscrete(TempMesh& out,IfcFloat start,IfcFloat end) const;
+
+#ifdef _DEBUG
+ // check if a particular parameter value lies within the well-defined range
+ bool InRange(IfcFloat) const;
+#endif
+
+public:
+
+ static Curve* Convert(const IFC::IfcCurve&,ConversionData& conv);
+
+protected:
+
+ const IfcCurve& base_entity;
+ ConversionData& conv;
+};
+
+
+// --------------------------------------------------------------------------------
+// A BoundedCurve always holds the invariant that GetParametricRange()
+// never returns infinite values.
+// --------------------------------------------------------------------------------
+class BoundedCurve : public Curve
+{
+public:
+
+ BoundedCurve(const IfcBoundedCurve& entity, ConversionData& conv)
+ : Curve(entity,conv)
+ {}
+
+public:
+
+ bool IsClosed() const;
+
+public:
+
+ // sample the entire curve
+ void SampleDiscrete(TempMesh& out) const;
+ using Curve::SampleDiscrete;
+};
+
+
+
+}
+}
+
+#endif
diff --git a/src/3rdparty/assimp/code/IFF.h b/src/3rdparty/assimp/code/IFF.h
index 91d56b347..a1b2dc9c5 100644
--- a/src/3rdparty/assimp/code/IFF.h
+++ b/src/3rdparty/assimp/code/IFF.h
@@ -9,21 +9,21 @@
#include "ByteSwap.h"
-namespace Assimp {
-namespace IFF {
+namespace Assimp {
+namespace IFF {
-#include "./../include/Compiler/pushpack1.h"
+#include "./../include/assimp/Compiler/pushpack1.h"
/////////////////////////////////////////////////////////////////////////////////
//! Describes an IFF chunk header
/////////////////////////////////////////////////////////////////////////////////
struct ChunkHeader
{
- //! Type of the chunk header - FourCC
- uint32_t type;
+ //! Type of the chunk header - FourCC
+ uint32_t type;
- //! Length of the chunk data, in bytes
- uint32_t length;
+ //! Length of the chunk data, in bytes
+ uint32_t length;
} PACK_STRUCT;
@@ -32,18 +32,18 @@ struct ChunkHeader
/////////////////////////////////////////////////////////////////////////////////
struct SubChunkHeader
{
- //! Type of the chunk header - FourCC
- uint32_t type;
+ //! Type of the chunk header - FourCC
+ uint32_t type;
- //! Length of the chunk data, in bytes
- uint16_t length;
+ //! Length of the chunk data, in bytes
+ uint16_t length;
} PACK_STRUCT;
-#include "./../include/Compiler/poppack1.h"
+#include "./../include/assimp/Compiler/poppack1.h"
#define AI_IFF_FOURCC(a,b,c,d) ((uint32_t) (((uint8_t)a << 24u) | \
- ((uint8_t)b << 16u) | ((uint8_t)c << 8u) | ((uint8_t)d)))
+ ((uint8_t)b << 16u) | ((uint8_t)c << 8u) | ((uint8_t)d)))
#define AI_IFF_FOURCC_FORM AI_IFF_FOURCC('F','O','R','M')
@@ -56,11 +56,11 @@ struct SubChunkHeader
/////////////////////////////////////////////////////////////////////////////////
inline ChunkHeader* LoadChunk(uint8_t*& outFile)
{
- ChunkHeader* head = (ChunkHeader*) outFile;
- AI_LSWAP4(head->length);
- AI_LSWAP4(head->type);
- outFile += sizeof(ChunkHeader);
- return head;
+ ChunkHeader* head = (ChunkHeader*) outFile;
+ AI_LSWAP4(head->length);
+ AI_LSWAP4(head->type);
+ outFile += sizeof(ChunkHeader);
+ return head;
}
/////////////////////////////////////////////////////////////////////////////////
@@ -70,30 +70,30 @@ inline ChunkHeader* LoadChunk(uint8_t*& outFile)
/////////////////////////////////////////////////////////////////////////////////
inline SubChunkHeader* LoadSubChunk(uint8_t*& outFile)
{
- SubChunkHeader* head = (SubChunkHeader*) outFile;
- AI_LSWAP2(head->length);
- AI_LSWAP4(head->type);
- outFile += sizeof(SubChunkHeader);
- return head;
+ SubChunkHeader* head = (SubChunkHeader*) outFile;
+ AI_LSWAP2(head->length);
+ AI_LSWAP4(head->type);
+ outFile += sizeof(SubChunkHeader);
+ return head;
}
/////////////////////////////////////////////////////////////////////////////////
//! Read the file header and return the type of the file and its size
-//! @param outFile Pointer to the file data. The buffer must at
+//! @param outFile Pointer to the file data. The buffer must at
//! least be 12 bytes large.
//! @param fileType Receives the type of the file
//! @return 0 if everything was OK, otherwise an error message
/////////////////////////////////////////////////////////////////////////////////
-inline const char* ReadHeader(uint8_t* outFile,uint32_t& fileType)
+inline const char* ReadHeader(uint8_t* outFile,uint32_t& fileType)
{
- ChunkHeader* head = LoadChunk(outFile);
- if (AI_IFF_FOURCC_FORM != head->type)
- {
- return "The file is not an IFF file: FORM chunk is missing";
- }
- fileType = *((uint32_t*)(head+1));
- AI_LSWAP4(fileType);
- return 0;
+ ChunkHeader* head = LoadChunk(outFile);
+ if(AI_IFF_FOURCC_FORM != head->type)
+ {
+ return "The file is not an IFF file: FORM chunk is missing";
+ }
+ fileType = *((uint32_t*)(head+1));
+ AI_LSWAP4(fileType);
+ return 0;
}
diff --git a/src/3rdparty/assimp/code/IRRLoader.cpp b/src/3rdparty/assimp/code/IRRLoader.cpp
index c83c7876c..567293a07 100644
--- a/src/3rdparty/assimp/code/IRRLoader.cpp
+++ b/src/3rdparty/assimp/code/IRRLoader.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,27 +20,27 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file IRRLoader.cpp
- * @brief Implementation of the Irr importer class
+ * @brief Implementation of the Irr importer class
*/
#include "AssimpPCH.h"
@@ -52,7 +52,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "SceneCombiner.h"
#include "StandardShapes.h"
-
+#include "Importer.h"
// We need boost::common_factor to compute the lcm/gcd of a number
#include <boost/math/common_factor_rt.hpp>
@@ -61,1402 +61,1413 @@ using namespace Assimp;
using namespace irr;
using namespace irr::io;
+static const aiImporterDesc desc = {
+ "Irrlicht Scene Reader",
+ "",
+ "",
+ "http://irrlicht.sourceforge.net/",
+ aiImporterFlags_SupportTextFlavour,
+ 0,
+ 0,
+ 0,
+ 0,
+ "irr xml"
+};
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
-IRRImporter::IRRImporter() : fps(24.0), configSpeedFlag(false)
+IRRImporter::IRRImporter()
{}
// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
+// Destructor, private as well
IRRImporter::~IRRImporter()
{}
// ------------------------------------------------------------------------------------------------
-// Returns whether the class can handle the format of the given file.
+// Returns whether the class can handle the format of the given file.
bool IRRImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
{
- /* NOTE: A simple check for the file extension is not enough
- * here. Irrmesh and irr are easy, but xml is too generic
- * and could be collada, too. So we need to open the file and
- * search for typical tokens.
- */
- const std::string extension = GetExtension(pFile);
-
- if (extension == "irr")return true;
- else if (extension == "xml" || checkSig)
- {
- /* If CanRead() is called in order to check whether we
- * support a specific file extension in general pIOHandler
- * might be NULL and it's our duty to return true here.
- */
- if (!pIOHandler)return true;
- const char* tokens[] = {"irr_scene"};
- return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
- }
- return false;
+ /* NOTE: A simple check for the file extension is not enough
+ * here. Irrmesh and irr are easy, but xml is too generic
+ * and could be collada, too. So we need to open the file and
+ * search for typical tokens.
+ */
+ const std::string extension = GetExtension(pFile);
+
+ if (extension == "irr")return true;
+ else if (extension == "xml" || checkSig)
+ {
+ /* If CanRead() is called in order to check whether we
+ * support a specific file extension in general pIOHandler
+ * might be NULL and it's our duty to return true here.
+ */
+ if (!pIOHandler)return true;
+ const char* tokens[] = {"irr_scene"};
+ return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
+ }
+ return false;
}
// ------------------------------------------------------------------------------------------------
-void IRRImporter::GetExtensionList(std::set<std::string>& extensions)
+const aiImporterDesc* IRRImporter::GetInfo () const
{
- extensions.insert("irr");
- extensions.insert("xml");
+ return &desc;
}
// ------------------------------------------------------------------------------------------------
void IRRImporter::SetupProperties(const Importer* pImp)
{
- // read the output frame rate of all node animation channels
- fps = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_IRR_ANIM_FPS,100);
- if (fps < 10.) {
- DefaultLogger::get()->error("IRR: Invalid FPS configuration");
- fps = 100;
- }
-
- // AI_CONFIG_FAVOUR_SPEED
- configSpeedFlag = (0 != pImp->GetPropertyInteger(AI_CONFIG_FAVOUR_SPEED,0));
+ // read the output frame rate of all node animation channels
+ fps = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_IRR_ANIM_FPS,100);
+ if (fps < 10.) {
+ DefaultLogger::get()->error("IRR: Invalid FPS configuration");
+ fps = 100;
+ }
+
+ // AI_CONFIG_FAVOUR_SPEED
+ configSpeedFlag = (0 != pImp->GetPropertyInteger(AI_CONFIG_FAVOUR_SPEED,0));
}
// ------------------------------------------------------------------------------------------------
// Build a mesh tha consists of a single squad (a side of a skybox)
aiMesh* IRRImporter::BuildSingleQuadMesh(const SkyboxVertex& v1,
- const SkyboxVertex& v2,
- const SkyboxVertex& v3,
- const SkyboxVertex& v4)
+ const SkyboxVertex& v2,
+ const SkyboxVertex& v3,
+ const SkyboxVertex& v4)
{
- // allocate and prepare the mesh
- aiMesh* out = new aiMesh();
-
- out->mPrimitiveTypes = aiPrimitiveType_POLYGON;
- out->mNumFaces = 1;
-
- // build the face
- out->mFaces = new aiFace[1];
- aiFace& face = out->mFaces[0];
-
- face.mNumIndices = 4;
- face.mIndices = new unsigned int[4];
- for (unsigned int i = 0; i < 4;++i)
- face.mIndices[i] = i;
-
- out->mNumVertices = 4;
-
- // copy vertex positions
- aiVector3D* vec = out->mVertices = new aiVector3D[4];
- *vec++ = v1.position;
- *vec++ = v2.position;
- *vec++ = v3.position;
- *vec = v4.position;
-
- // copy vertex normals
- vec = out->mNormals = new aiVector3D[4];
- *vec++ = v1.normal;
- *vec++ = v2.normal;
- *vec++ = v3.normal;
- *vec = v4.normal;
-
- // copy texture coordinates
- vec = out->mTextureCoords[0] = new aiVector3D[4];
- *vec++ = v1.uv;
- *vec++ = v2.uv;
- *vec++ = v3.uv;
- *vec = v4.uv;
- return out;
+ // allocate and prepare the mesh
+ aiMesh* out = new aiMesh();
+
+ out->mPrimitiveTypes = aiPrimitiveType_POLYGON;
+ out->mNumFaces = 1;
+
+ // build the face
+ out->mFaces = new aiFace[1];
+ aiFace& face = out->mFaces[0];
+
+ face.mNumIndices = 4;
+ face.mIndices = new unsigned int[4];
+ for (unsigned int i = 0; i < 4;++i)
+ face.mIndices[i] = i;
+
+ out->mNumVertices = 4;
+
+ // copy vertex positions
+ aiVector3D* vec = out->mVertices = new aiVector3D[4];
+ *vec++ = v1.position;
+ *vec++ = v2.position;
+ *vec++ = v3.position;
+ *vec = v4.position;
+
+ // copy vertex normals
+ vec = out->mNormals = new aiVector3D[4];
+ *vec++ = v1.normal;
+ *vec++ = v2.normal;
+ *vec++ = v3.normal;
+ *vec = v4.normal;
+
+ // copy texture coordinates
+ vec = out->mTextureCoords[0] = new aiVector3D[4];
+ *vec++ = v1.uv;
+ *vec++ = v2.uv;
+ *vec++ = v3.uv;
+ *vec = v4.uv;
+ return out;
}
// ------------------------------------------------------------------------------------------------
void IRRImporter::BuildSkybox(std::vector<aiMesh*>& meshes, std::vector<aiMaterial*> materials)
{
- // Update the material of the skybox - replace the name and disable shading for skyboxes.
- for (unsigned int i = 0; i < 6;++i) {
- MaterialHelper* out = ( MaterialHelper* ) (*(materials.end()-(6-i)));
-
- aiString s;
- s.length = ::sprintf( s.data, "SkyboxSide_%i",i );
- out->AddProperty(&s,AI_MATKEY_NAME);
-
- int shading = aiShadingMode_NoShading;
- out->AddProperty(&shading,1,AI_MATKEY_SHADING_MODEL);
- }
-
- // Skyboxes are much more difficult. They are represented
- // by six single planes with different textures, so we'll
- // need to build six meshes.
-
- const float l = 10.f; // the size used by Irrlicht
-
- // FRONT SIDE
- meshes.push_back( BuildSingleQuadMesh(
- SkyboxVertex(-l,-l,-l, 0, 0, 1, 1.f,1.f),
- SkyboxVertex( l,-l,-l, 0, 0, 1, 0.f,1.f),
- SkyboxVertex( l, l,-l, 0, 0, 1, 0.f,0.f),
- SkyboxVertex(-l, l,-l, 0, 0, 1, 1.f,0.f)) );
- meshes.back()->mMaterialIndex = materials.size()-6u;
-
- // LEFT SIDE
- meshes.push_back( BuildSingleQuadMesh(
- SkyboxVertex( l,-l,-l, -1, 0, 0, 1.f,1.f),
- SkyboxVertex( l,-l, l, -1, 0, 0, 0.f,1.f),
- SkyboxVertex( l, l, l, -1, 0, 0, 0.f,0.f),
- SkyboxVertex( l, l,-l, -1, 0, 0, 1.f,0.f)) );
- meshes.back()->mMaterialIndex = materials.size()-5u;
-
- // BACK SIDE
- meshes.push_back( BuildSingleQuadMesh(
- SkyboxVertex( l,-l, l, 0, 0, -1, 1.f,1.f),
- SkyboxVertex(-l,-l, l, 0, 0, -1, 0.f,1.f),
- SkyboxVertex(-l, l, l, 0, 0, -1, 0.f,0.f),
- SkyboxVertex( l, l, l, 0, 0, -1, 1.f,0.f)) );
- meshes.back()->mMaterialIndex = materials.size()-4u;
-
- // RIGHT SIDE
- meshes.push_back( BuildSingleQuadMesh(
- SkyboxVertex(-l,-l, l, 1, 0, 0, 1.f,1.f),
- SkyboxVertex(-l,-l,-l, 1, 0, 0, 0.f,1.f),
- SkyboxVertex(-l, l,-l, 1, 0, 0, 0.f,0.f),
- SkyboxVertex(-l, l, l, 1, 0, 0, 1.f,0.f)) );
- meshes.back()->mMaterialIndex = materials.size()-3u;
-
- // TOP SIDE
- meshes.push_back( BuildSingleQuadMesh(
- SkyboxVertex( l, l,-l, 0, -1, 0, 1.f,1.f),
- SkyboxVertex( l, l, l, 0, -1, 0, 0.f,1.f),
- SkyboxVertex(-l, l, l, 0, -1, 0, 0.f,0.f),
- SkyboxVertex(-l, l,-l, 0, -1, 0, 1.f,0.f)) );
- meshes.back()->mMaterialIndex = materials.size()-2u;
-
- // BOTTOM SIDE
- meshes.push_back( BuildSingleQuadMesh(
- SkyboxVertex( l,-l, l, 0, 1, 0, 0.f,0.f),
- SkyboxVertex( l,-l,-l, 0, 1, 0, 1.f,0.f),
- SkyboxVertex(-l,-l,-l, 0, 1, 0, 1.f,1.f),
- SkyboxVertex(-l,-l, l, 0, 1, 0, 0.f,1.f)) );
- meshes.back()->mMaterialIndex = materials.size()-1u;
+ // Update the material of the skybox - replace the name and disable shading for skyboxes.
+ for (unsigned int i = 0; i < 6;++i) {
+ aiMaterial* out = ( aiMaterial* ) (*(materials.end()-(6-i)));
+
+ aiString s;
+ s.length = ::sprintf( s.data, "SkyboxSide_%i",i );
+ out->AddProperty(&s,AI_MATKEY_NAME);
+
+ int shading = aiShadingMode_NoShading;
+ out->AddProperty(&shading,1,AI_MATKEY_SHADING_MODEL);
+ }
+
+ // Skyboxes are much more difficult. They are represented
+ // by six single planes with different textures, so we'll
+ // need to build six meshes.
+
+ const float l = 10.f; // the size used by Irrlicht
+
+ // FRONT SIDE
+ meshes.push_back( BuildSingleQuadMesh(
+ SkyboxVertex(-l,-l,-l, 0, 0, 1, 1.f,1.f),
+ SkyboxVertex( l,-l,-l, 0, 0, 1, 0.f,1.f),
+ SkyboxVertex( l, l,-l, 0, 0, 1, 0.f,0.f),
+ SkyboxVertex(-l, l,-l, 0, 0, 1, 1.f,0.f)) );
+ meshes.back()->mMaterialIndex = materials.size()-6u;
+
+ // LEFT SIDE
+ meshes.push_back( BuildSingleQuadMesh(
+ SkyboxVertex( l,-l,-l, -1, 0, 0, 1.f,1.f),
+ SkyboxVertex( l,-l, l, -1, 0, 0, 0.f,1.f),
+ SkyboxVertex( l, l, l, -1, 0, 0, 0.f,0.f),
+ SkyboxVertex( l, l,-l, -1, 0, 0, 1.f,0.f)) );
+ meshes.back()->mMaterialIndex = materials.size()-5u;
+
+ // BACK SIDE
+ meshes.push_back( BuildSingleQuadMesh(
+ SkyboxVertex( l,-l, l, 0, 0, -1, 1.f,1.f),
+ SkyboxVertex(-l,-l, l, 0, 0, -1, 0.f,1.f),
+ SkyboxVertex(-l, l, l, 0, 0, -1, 0.f,0.f),
+ SkyboxVertex( l, l, l, 0, 0, -1, 1.f,0.f)) );
+ meshes.back()->mMaterialIndex = materials.size()-4u;
+
+ // RIGHT SIDE
+ meshes.push_back( BuildSingleQuadMesh(
+ SkyboxVertex(-l,-l, l, 1, 0, 0, 1.f,1.f),
+ SkyboxVertex(-l,-l,-l, 1, 0, 0, 0.f,1.f),
+ SkyboxVertex(-l, l,-l, 1, 0, 0, 0.f,0.f),
+ SkyboxVertex(-l, l, l, 1, 0, 0, 1.f,0.f)) );
+ meshes.back()->mMaterialIndex = materials.size()-3u;
+
+ // TOP SIDE
+ meshes.push_back( BuildSingleQuadMesh(
+ SkyboxVertex( l, l,-l, 0, -1, 0, 1.f,1.f),
+ SkyboxVertex( l, l, l, 0, -1, 0, 0.f,1.f),
+ SkyboxVertex(-l, l, l, 0, -1, 0, 0.f,0.f),
+ SkyboxVertex(-l, l,-l, 0, -1, 0, 1.f,0.f)) );
+ meshes.back()->mMaterialIndex = materials.size()-2u;
+
+ // BOTTOM SIDE
+ meshes.push_back( BuildSingleQuadMesh(
+ SkyboxVertex( l,-l, l, 0, 1, 0, 0.f,0.f),
+ SkyboxVertex( l,-l,-l, 0, 1, 0, 1.f,0.f),
+ SkyboxVertex(-l,-l,-l, 0, 1, 0, 1.f,1.f),
+ SkyboxVertex(-l,-l, l, 0, 1, 0, 0.f,1.f)) );
+ meshes.back()->mMaterialIndex = materials.size()-1u;
}
// ------------------------------------------------------------------------------------------------
void IRRImporter::CopyMaterial(std::vector<aiMaterial*>& materials,
- std::vector< std::pair<aiMaterial*, unsigned int> >& inmaterials,
- unsigned int& defMatIdx,
- aiMesh* mesh)
+ std::vector< std::pair<aiMaterial*, unsigned int> >& inmaterials,
+ unsigned int& defMatIdx,
+ aiMesh* mesh)
{
- if (inmaterials.empty()) {
- // Do we have a default material? If not we need to create one
- if (0xffffffff == defMatIdx)
- {
- defMatIdx = (unsigned int)materials.size();
- MaterialHelper* mat = new MaterialHelper();
-
- aiString s;
- s.Set(AI_DEFAULT_MATERIAL_NAME);
- mat->AddProperty(&s,AI_MATKEY_NAME);
-
- aiColor3D c(0.6f,0.6f,0.6f);
- mat->AddProperty(&c,1,AI_MATKEY_COLOR_DIFFUSE);
- }
- mesh->mMaterialIndex = defMatIdx;
- return;
- }
- else if (inmaterials.size() > 1) {
- DefaultLogger::get()->info("IRR: Skipping additional materials");
- }
-
- mesh->mMaterialIndex = (unsigned int)materials.size();
- materials.push_back(inmaterials[0].first);
+ if (inmaterials.empty()) {
+ // Do we have a default material? If not we need to create one
+ if (UINT_MAX == defMatIdx)
+ {
+ defMatIdx = (unsigned int)materials.size();
+ aiMaterial* mat = new aiMaterial();
+
+ aiString s;
+ s.Set(AI_DEFAULT_MATERIAL_NAME);
+ mat->AddProperty(&s,AI_MATKEY_NAME);
+
+ aiColor3D c(0.6f,0.6f,0.6f);
+ mat->AddProperty(&c,1,AI_MATKEY_COLOR_DIFFUSE);
+ }
+ mesh->mMaterialIndex = defMatIdx;
+ return;
+ }
+ else if (inmaterials.size() > 1) {
+ DefaultLogger::get()->info("IRR: Skipping additional materials");
+ }
+
+ mesh->mMaterialIndex = (unsigned int)materials.size();
+ materials.push_back(inmaterials[0].first);
}
// ------------------------------------------------------------------------------------------------
inline int ClampSpline(int idx, int size)
{
- return ( idx<0 ? size+idx : ( idx>=size ? idx-size : idx ) );
+ return ( idx<0 ? size+idx : ( idx>=size ? idx-size : idx ) );
}
// ------------------------------------------------------------------------------------------------
inline void FindSuitableMultiple(int& angle)
{
- if (angle < 3)angle = 3;
- else if (angle < 10) angle = 10;
- else if (angle < 20) angle = 20;
- else if (angle < 30) angle = 30;
- else
- {
- }
+ if (angle < 3)angle = 3;
+ else if (angle < 10) angle = 10;
+ else if (angle < 20) angle = 20;
+ else if (angle < 30) angle = 30;
+ else
+ {
+ }
}
// ------------------------------------------------------------------------------------------------
void IRRImporter::ComputeAnimations(Node* root, aiNode* real, std::vector<aiNodeAnim*>& anims)
{
- ai_assert(NULL != root && NULL != real);
-
- // XXX totally WIP - doesn't produce proper results, need to evaluate
- // whether there's any use for Irrlicht's proprietary scene format
- // outside Irrlicht ...
-
- if (root->animators.empty()) {
- return;
- }
- unsigned int total = 0;
- for (std::list<Animator>::iterator it = root->animators.begin();it != root->animators.end(); ++it) {
- if ((*it).type == Animator::UNKNOWN || (*it).type == Animator::OTHER) {
- DefaultLogger::get()->warn("IRR: Skipping unknown or unsupported animator");
- continue;
- }
- ++total;
- }
- if (!total)return;
- else if (1 == total) {
- DefaultLogger::get()->warn("IRR: Adding dummy nodes to simulate multiple animators");
- }
-
- // NOTE: 1 tick == i millisecond
-
- unsigned int cur = 0;
- for (std::list<Animator>::iterator it = root->animators.begin();
- it != root->animators.end(); ++it)
- {
- if ((*it).type == Animator::UNKNOWN || (*it).type == Animator::OTHER)continue;
-
- Animator& in = *it ;
- aiNodeAnim* anim = new aiNodeAnim();
-
- if (cur != total-1) {
- // Build a new name - a prefix instead of a suffix because it is
- // easier to check against
- anim->mNodeName.length = ::sprintf(anim->mNodeName.data,
- "$INST_DUMMY_%i_%s",total-1,
- (root->name.length() ? root->name.c_str() : ""));
-
- // we'll also need to insert a dummy in the node hierarchy.
- aiNode* dummy = new aiNode();
-
- for (unsigned int i = 0; i < real->mParent->mNumChildren;++i)
- if (real->mParent->mChildren[i] == real)
- real->mParent->mChildren[i] = dummy;
-
- dummy->mParent = real->mParent;
- dummy->mName = anim->mNodeName;
-
- dummy->mNumChildren = 1;
- dummy->mChildren = new aiNode*[dummy->mNumChildren];
- dummy->mChildren[0] = real;
-
- // the transformation matrix of the dummy node is the identity
-
- real->mParent = dummy;
- }
- else anim->mNodeName.Set(root->name);
- ++cur;
-
- switch (in.type) {
- case Animator::ROTATION:
- {
- // -----------------------------------------------------
- // find out how long a full rotation will take
- // This is the least common multiple of 360.f and all
- // three euler angles. Although we'll surely find a
- // possible multiple (haha) it could be somewhat large
- // for our purposes. So we need to modify the angles
- // here in order to get good results.
- // -----------------------------------------------------
- int angles[3];
- angles[0] = (int)(in.direction.x*100);
- angles[1] = (int)(in.direction.y*100);
- angles[2] = (int)(in.direction.z*100);
-
- angles[0] %= 360;
- angles[1] %= 360;
- angles[2] %= 360;
-
- if ((angles[0]*angles[1]) && (angles[1]*angles[2]))
- {
- FindSuitableMultiple(angles[0]);
- FindSuitableMultiple(angles[1]);
- FindSuitableMultiple(angles[2]);
- }
-
- int lcm = 360;
-
- if (angles[0])
- lcm = boost::math::lcm(lcm,angles[0]);
-
- if (angles[1])
- lcm = boost::math::lcm(lcm,angles[1]);
-
- if (angles[2])
- lcm = boost::math::lcm(lcm,angles[2]);
-
- if (360 == lcm)
- break;
+ ai_assert(NULL != root && NULL != real);
+
+ // XXX totally WIP - doesn't produce proper results, need to evaluate
+ // whether there's any use for Irrlicht's proprietary scene format
+ // outside Irrlicht ...
+
+ if (root->animators.empty()) {
+ return;
+ }
+ unsigned int total = 0;
+ for (std::list<Animator>::iterator it = root->animators.begin();it != root->animators.end(); ++it) {
+ if ((*it).type == Animator::UNKNOWN || (*it).type == Animator::OTHER) {
+ DefaultLogger::get()->warn("IRR: Skipping unknown or unsupported animator");
+ continue;
+ }
+ ++total;
+ }
+ if (!total)return;
+ else if (1 == total) {
+ DefaultLogger::get()->warn("IRR: Adding dummy nodes to simulate multiple animators");
+ }
+
+ // NOTE: 1 tick == i millisecond
+
+ unsigned int cur = 0;
+ for (std::list<Animator>::iterator it = root->animators.begin();
+ it != root->animators.end(); ++it)
+ {
+ if ((*it).type == Animator::UNKNOWN || (*it).type == Animator::OTHER)continue;
+
+ Animator& in = *it ;
+ aiNodeAnim* anim = new aiNodeAnim();
+
+ if (cur != total-1) {
+ // Build a new name - a prefix instead of a suffix because it is
+ // easier to check against
+ anim->mNodeName.length = ::sprintf(anim->mNodeName.data,
+ "$INST_DUMMY_%i_%s",total-1,
+ (root->name.length() ? root->name.c_str() : ""));
+
+ // we'll also need to insert a dummy in the node hierarchy.
+ aiNode* dummy = new aiNode();
+
+ for (unsigned int i = 0; i < real->mParent->mNumChildren;++i)
+ if (real->mParent->mChildren[i] == real)
+ real->mParent->mChildren[i] = dummy;
+
+ dummy->mParent = real->mParent;
+ dummy->mName = anim->mNodeName;
+
+ dummy->mNumChildren = 1;
+ dummy->mChildren = new aiNode*[dummy->mNumChildren];
+ dummy->mChildren[0] = real;
+
+ // the transformation matrix of the dummy node is the identity
+
+ real->mParent = dummy;
+ }
+ else anim->mNodeName.Set(root->name);
+ ++cur;
+
+ switch (in.type) {
+ case Animator::ROTATION:
+ {
+ // -----------------------------------------------------
+ // find out how long a full rotation will take
+ // This is the least common multiple of 360.f and all
+ // three euler angles. Although we'll surely find a
+ // possible multiple (haha) it could be somewhat large
+ // for our purposes. So we need to modify the angles
+ // here in order to get good results.
+ // -----------------------------------------------------
+ int angles[3];
+ angles[0] = (int)(in.direction.x*100);
+ angles[1] = (int)(in.direction.y*100);
+ angles[2] = (int)(in.direction.z*100);
+
+ angles[0] %= 360;
+ angles[1] %= 360;
+ angles[2] %= 360;
+
+ if ((angles[0]*angles[1]) && (angles[1]*angles[2]))
+ {
+ FindSuitableMultiple(angles[0]);
+ FindSuitableMultiple(angles[1]);
+ FindSuitableMultiple(angles[2]);
+ }
+
+ int lcm = 360;
+
+ if (angles[0])
+ lcm = boost::math::lcm(lcm,angles[0]);
+
+ if (angles[1])
+ lcm = boost::math::lcm(lcm,angles[1]);
+
+ if (angles[2])
+ lcm = boost::math::lcm(lcm,angles[2]);
+
+ if (360 == lcm)
+ break;
#if 0
- // This can be a division through zero, but we don't care
- float f1 = (float)lcm / angles[0];
- float f2 = (float)lcm / angles[1];
- float f3 = (float)lcm / angles[2];
+ // This can be a division through zero, but we don't care
+ float f1 = (float)lcm / angles[0];
+ float f2 = (float)lcm / angles[1];
+ float f3 = (float)lcm / angles[2];
#endif
- // find out how many time units we'll need for the finest
- // track (in seconds) - this defines the number of output
- // keys (fps * seconds)
- float max = 0.f;
- if (angles[0])
- max = (float)lcm / angles[0];
- if (angles[1])
- max = std::max(max, (float)lcm / angles[1]);
- if (angles[2])
- max = std::max(max, (float)lcm / angles[2]);
-
- anim->mNumRotationKeys = (unsigned int)(max*fps);
- anim->mRotationKeys = new aiQuatKey[anim->mNumRotationKeys];
-
- // begin with a zero angle
- aiVector3D angle;
- for (unsigned int i = 0; i < anim->mNumRotationKeys;++i)
- {
- // build the quaternion for the given euler angles
- aiQuatKey& q = anim->mRotationKeys[i];
-
- q.mValue = aiQuaternion(angle.x, angle.y, angle.z);
- q.mTime = (double)i;
-
- // increase the angle
- angle += in.direction;
- }
-
- // This animation is repeated and repeated ...
- anim->mPostState = anim->mPreState = aiAnimBehaviour_REPEAT;
- }
- break;
-
- case Animator::FLY_CIRCLE:
- {
- // -----------------------------------------------------
- // Find out how much time we'll need to perform a
- // full circle.
- // -----------------------------------------------------
- const double seconds = (1. / in.speed) / 1000.;
- const double tdelta = 1000. / fps;
-
- anim->mNumPositionKeys = (unsigned int) (fps * seconds);
- anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys];
-
- // from Irrlicht, what else should we do than copying it?
- aiVector3D vecU,vecV;
- if (in.direction.y) {
- vecV = aiVector3D(50,0,0) ^ in.direction;
- }
- else vecV = aiVector3D(0,50,00) ^ in.direction;
- vecV.Normalize();
- vecU = (vecV ^ in.direction).Normalize();
-
- // build the output keys
- for (unsigned int i = 0; i < anim->mNumPositionKeys;++i) {
- aiVectorKey& key = anim->mPositionKeys[i];
- key.mTime = i * tdelta;
-
- const float t = (float) ( in.speed * key.mTime );
- key.mValue = in.circleCenter + in.circleRadius * ((vecU*::cos(t)) + (vecV*::sin(t)));
- }
-
- // This animation is repeated and repeated ...
- anim->mPostState = anim->mPreState = aiAnimBehaviour_REPEAT;
- }
- break;
-
- case Animator::FLY_STRAIGHT:
- {
- anim->mPostState = anim->mPreState = (in.loop ? aiAnimBehaviour_REPEAT : aiAnimBehaviour_CONSTANT);
- const double seconds = in.timeForWay / 1000.;
- const double tdelta = 1000. / fps;
-
- anim->mNumPositionKeys = (unsigned int) (fps * seconds);
- anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys];
-
- aiVector3D diff = in.direction - in.circleCenter;
- const float lengthOfWay = diff.Length();
- diff.Normalize();
-
- const double timeFactor = lengthOfWay / in.timeForWay;
-
- // build the output keys
- for (unsigned int i = 0; i < anim->mNumPositionKeys;++i) {
- aiVectorKey& key = anim->mPositionKeys[i];
- key.mTime = i * tdelta;
- key.mValue = in.circleCenter + diff * float(timeFactor * key.mTime);
- }
- }
- break;
-
- case Animator::FOLLOW_SPLINE:
- {
- // repeat outside the defined time range
- anim->mPostState = anim->mPreState = aiAnimBehaviour_REPEAT;
- const int size = (int)in.splineKeys.size();
- if (!size) {
- // We have no point in the spline. That's bad. Really bad.
- DefaultLogger::get()->warn("IRR: Spline animators with no points defined");
-
- delete anim;anim = NULL;
- break;
- }
- else if (size == 1) {
- // We have just one point in the spline so we don't need the full calculation
- anim->mNumPositionKeys = 1;
- anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys];
-
- anim->mPositionKeys[0].mValue = in.splineKeys[0].mValue;
- anim->mPositionKeys[0].mTime = 0.f;
- break;
- }
-
- unsigned int ticksPerFull = 15;
- anim->mNumPositionKeys = (unsigned int) ( ticksPerFull * fps );
- anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys];
-
- for (unsigned int i = 0; i < anim->mNumPositionKeys;++i)
- {
- aiVectorKey& key = anim->mPositionKeys[i];
-
- const float dt = (i * in.speed * 0.001f );
- const float u = dt - floor(dt);
- const int idx = (int)floor(dt) % size;
-
- // get the 4 current points to evaluate the spline
- const aiVector3D& p0 = in.splineKeys[ ClampSpline( idx - 1, size ) ].mValue;
- const aiVector3D& p1 = in.splineKeys[ ClampSpline( idx + 0, size ) ].mValue;
- const aiVector3D& p2 = in.splineKeys[ ClampSpline( idx + 1, size ) ].mValue;
- const aiVector3D& p3 = in.splineKeys[ ClampSpline( idx + 2, size ) ].mValue;
-
- // compute polynomials
- const float u2 = u*u;
- const float u3 = u2*2;
-
- const float h1 = 2.0f * u3 - 3.0f * u2 + 1.0f;
- const float h2 = -2.0f * u3 + 3.0f * u3;
- const float h3 = u3 - 2.0f * u3;
- const float h4 = u3 - u2;
-
- // compute the spline tangents
- const aiVector3D t1 = ( p2 - p0 ) * in.tightness;
- aiVector3D t2 = ( p3 - p1 ) * in.tightness;
-
- // and use them to get the interpolated point
- t2 = (h1 * p1 + p2 * h2 + t1 * h3 + h4 * t2);
-
- // build a simple translation matrix from it
- key.mValue = t2.x;
- key.mTime = (double) i;
- }
- }
- break;
- default:
- // UNKNOWN , OTHER
- break;
- };
- if (anim) {
- anims.push_back(anim);
- ++total;
- }
- }
+ // find out how many time units we'll need for the finest
+ // track (in seconds) - this defines the number of output
+ // keys (fps * seconds)
+ float max = 0.f;
+ if (angles[0])
+ max = (float)lcm / angles[0];
+ if (angles[1])
+ max = std::max(max, (float)lcm / angles[1]);
+ if (angles[2])
+ max = std::max(max, (float)lcm / angles[2]);
+
+ anim->mNumRotationKeys = (unsigned int)(max*fps);
+ anim->mRotationKeys = new aiQuatKey[anim->mNumRotationKeys];
+
+ // begin with a zero angle
+ aiVector3D angle;
+ for (unsigned int i = 0; i < anim->mNumRotationKeys;++i)
+ {
+ // build the quaternion for the given euler angles
+ aiQuatKey& q = anim->mRotationKeys[i];
+
+ q.mValue = aiQuaternion(angle.x, angle.y, angle.z);
+ q.mTime = (double)i;
+
+ // increase the angle
+ angle += in.direction;
+ }
+
+ // This animation is repeated and repeated ...
+ anim->mPostState = anim->mPreState = aiAnimBehaviour_REPEAT;
+ }
+ break;
+
+ case Animator::FLY_CIRCLE:
+ {
+ // -----------------------------------------------------
+ // Find out how much time we'll need to perform a
+ // full circle.
+ // -----------------------------------------------------
+ const double seconds = (1. / in.speed) / 1000.;
+ const double tdelta = 1000. / fps;
+
+ anim->mNumPositionKeys = (unsigned int) (fps * seconds);
+ anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys];
+
+ // from Irrlicht, what else should we do than copying it?
+ aiVector3D vecU,vecV;
+ if (in.direction.y) {
+ vecV = aiVector3D(50,0,0) ^ in.direction;
+ }
+ else vecV = aiVector3D(0,50,00) ^ in.direction;
+ vecV.Normalize();
+ vecU = (vecV ^ in.direction).Normalize();
+
+ // build the output keys
+ for (unsigned int i = 0; i < anim->mNumPositionKeys;++i) {
+ aiVectorKey& key = anim->mPositionKeys[i];
+ key.mTime = i * tdelta;
+
+ const float t = (float) ( in.speed * key.mTime );
+ key.mValue = in.circleCenter + in.circleRadius * ((vecU*::cosf(t)) + (vecV*::sinf(t)));
+ }
+
+ // This animation is repeated and repeated ...
+ anim->mPostState = anim->mPreState = aiAnimBehaviour_REPEAT;
+ }
+ break;
+
+ case Animator::FLY_STRAIGHT:
+ {
+ anim->mPostState = anim->mPreState = (in.loop ? aiAnimBehaviour_REPEAT : aiAnimBehaviour_CONSTANT);
+ const double seconds = in.timeForWay / 1000.;
+ const double tdelta = 1000. / fps;
+
+ anim->mNumPositionKeys = (unsigned int) (fps * seconds);
+ anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys];
+
+ aiVector3D diff = in.direction - in.circleCenter;
+ const float lengthOfWay = diff.Length();
+ diff.Normalize();
+
+ const double timeFactor = lengthOfWay / in.timeForWay;
+
+ // build the output keys
+ for (unsigned int i = 0; i < anim->mNumPositionKeys;++i) {
+ aiVectorKey& key = anim->mPositionKeys[i];
+ key.mTime = i * tdelta;
+ key.mValue = in.circleCenter + diff * float(timeFactor * key.mTime);
+ }
+ }
+ break;
+
+ case Animator::FOLLOW_SPLINE:
+ {
+ // repeat outside the defined time range
+ anim->mPostState = anim->mPreState = aiAnimBehaviour_REPEAT;
+ const int size = (int)in.splineKeys.size();
+ if (!size) {
+ // We have no point in the spline. That's bad. Really bad.
+ DefaultLogger::get()->warn("IRR: Spline animators with no points defined");
+
+ delete anim;anim = NULL;
+ break;
+ }
+ else if (size == 1) {
+ // We have just one point in the spline so we don't need the full calculation
+ anim->mNumPositionKeys = 1;
+ anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys];
+
+ anim->mPositionKeys[0].mValue = in.splineKeys[0].mValue;
+ anim->mPositionKeys[0].mTime = 0.f;
+ break;
+ }
+
+ unsigned int ticksPerFull = 15;
+ anim->mNumPositionKeys = (unsigned int) ( ticksPerFull * fps );
+ anim->mPositionKeys = new aiVectorKey[anim->mNumPositionKeys];
+
+ for (unsigned int i = 0; i < anim->mNumPositionKeys;++i)
+ {
+ aiVectorKey& key = anim->mPositionKeys[i];
+
+ const float dt = (i * in.speed * 0.001f );
+ const float u = dt - floor(dt);
+ const int idx = (int)floor(dt) % size;
+
+ // get the 4 current points to evaluate the spline
+ const aiVector3D& p0 = in.splineKeys[ ClampSpline( idx - 1, size ) ].mValue;
+ const aiVector3D& p1 = in.splineKeys[ ClampSpline( idx + 0, size ) ].mValue;
+ const aiVector3D& p2 = in.splineKeys[ ClampSpline( idx + 1, size ) ].mValue;
+ const aiVector3D& p3 = in.splineKeys[ ClampSpline( idx + 2, size ) ].mValue;
+
+ // compute polynomials
+ const float u2 = u*u;
+ const float u3 = u2*2;
+
+ const float h1 = 2.0f * u3 - 3.0f * u2 + 1.0f;
+ const float h2 = -2.0f * u3 + 3.0f * u3;
+ const float h3 = u3 - 2.0f * u3;
+ const float h4 = u3 - u2;
+
+ // compute the spline tangents
+ const aiVector3D t1 = ( p2 - p0 ) * in.tightness;
+ aiVector3D t2 = ( p3 - p1 ) * in.tightness;
+
+ // and use them to get the interpolated point
+ t2 = (h1 * p1 + p2 * h2 + t1 * h3 + h4 * t2);
+
+ // build a simple translation matrix from it
+ key.mValue = t2;
+ key.mTime = (double) i;
+ }
+ }
+ break;
+ default:
+ // UNKNOWN , OTHER
+ break;
+ };
+ if (anim) {
+ anims.push_back(anim);
+ ++total;
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// This function is maybe more generic than we'd need it here
-void SetupMapping (MaterialHelper* mat, aiTextureMapping mode, const aiVector3D& axis = aiVector3D(0.f,0.f,-1.f))
+void SetupMapping (aiMaterial* mat, aiTextureMapping mode, const aiVector3D& axis = aiVector3D(0.f,0.f,-1.f))
{
- // Check whether there are texture properties defined - setup
- // the desired texture mapping mode for all of them and ignore
- // all UV settings we might encounter. WE HAVE NO UVS!
-
- std::vector<aiMaterialProperty*> p;
- p.reserve(mat->mNumProperties+1);
-
- for (unsigned int i = 0; i < mat->mNumProperties;++i)
- {
- aiMaterialProperty* prop = mat->mProperties[i];
- if (!::strcmp( prop->mKey.data, "$tex.file")) {
- // Setup the mapping key
- aiMaterialProperty* m = new aiMaterialProperty();
- m->mKey.Set("$tex.mapping");
- m->mIndex = prop->mIndex;
- m->mSemantic = prop->mSemantic;
- m->mType = aiPTI_Integer;
-
- m->mDataLength = 4;
- m->mData = new char[4];
- *((int*)m->mData) = mode;
-
- p.push_back(prop);
- p.push_back(m);
-
- // Setup the mapping axis
- if (mode == aiTextureMapping_CYLINDER || mode == aiTextureMapping_PLANE || mode == aiTextureMapping_SPHERE) {
- m = new aiMaterialProperty();
- m->mKey.Set("$tex.mapaxis");
- m->mIndex = prop->mIndex;
- m->mSemantic = prop->mSemantic;
- m->mType = aiPTI_Float;
-
- m->mDataLength = 12;
- m->mData = new char[12];
- *((aiVector3D*)m->mData) = axis;
- p.push_back(m);
- }
- }
- else if (! ::strcmp( prop->mKey.data, "$tex.uvwsrc")) {
- delete mat->mProperties[i];
- }
- else p.push_back(prop);
- }
-
- if (p.empty())return;
-
- // rebuild the output array
- if (p.size() > mat->mNumAllocated) {
- delete[] mat->mProperties;
- mat->mProperties = new aiMaterialProperty*[p.size()*2];
-
- mat->mNumAllocated = p.size()*2;
- }
- mat->mNumProperties = (unsigned int)p.size();
- ::memcpy(mat->mProperties,&p[0],sizeof(void*)*mat->mNumProperties);
+ // Check whether there are texture properties defined - setup
+ // the desired texture mapping mode for all of them and ignore
+ // all UV settings we might encounter. WE HAVE NO UVS!
+
+ std::vector<aiMaterialProperty*> p;
+ p.reserve(mat->mNumProperties+1);
+
+ for (unsigned int i = 0; i < mat->mNumProperties;++i)
+ {
+ aiMaterialProperty* prop = mat->mProperties[i];
+ if (!::strcmp( prop->mKey.data, "$tex.file")) {
+ // Setup the mapping key
+ aiMaterialProperty* m = new aiMaterialProperty();
+ m->mKey.Set("$tex.mapping");
+ m->mIndex = prop->mIndex;
+ m->mSemantic = prop->mSemantic;
+ m->mType = aiPTI_Integer;
+
+ m->mDataLength = 4;
+ m->mData = new char[4];
+ *((int*)m->mData) = mode;
+
+ p.push_back(prop);
+ p.push_back(m);
+
+ // Setup the mapping axis
+ if (mode == aiTextureMapping_CYLINDER || mode == aiTextureMapping_PLANE || mode == aiTextureMapping_SPHERE) {
+ m = new aiMaterialProperty();
+ m->mKey.Set("$tex.mapaxis");
+ m->mIndex = prop->mIndex;
+ m->mSemantic = prop->mSemantic;
+ m->mType = aiPTI_Float;
+
+ m->mDataLength = 12;
+ m->mData = new char[12];
+ *((aiVector3D*)m->mData) = axis;
+ p.push_back(m);
+ }
+ }
+ else if (! ::strcmp( prop->mKey.data, "$tex.uvwsrc")) {
+ delete mat->mProperties[i];
+ }
+ else p.push_back(prop);
+ }
+
+ if (p.empty())return;
+
+ // rebuild the output array
+ if (p.size() > mat->mNumAllocated) {
+ delete[] mat->mProperties;
+ mat->mProperties = new aiMaterialProperty*[p.size()*2];
+
+ mat->mNumAllocated = p.size()*2;
+ }
+ mat->mNumProperties = (unsigned int)p.size();
+ ::memcpy(mat->mProperties,&p[0],sizeof(void*)*mat->mNumProperties);
}
// ------------------------------------------------------------------------------------------------
void IRRImporter::GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
- BatchLoader& batch,
- std::vector<aiMesh*>& meshes,
- std::vector<aiNodeAnim*>& anims,
- std::vector<AttachmentInfo>& attach,
- std::vector<aiMaterial*>& materials,
- unsigned int& defMatIdx)
+ BatchLoader& batch,
+ std::vector<aiMesh*>& meshes,
+ std::vector<aiNodeAnim*>& anims,
+ std::vector<AttachmentInfo>& attach,
+ std::vector<aiMaterial*>& materials,
+ unsigned int& defMatIdx)
{
- unsigned int oldMeshSize = (unsigned int)meshes.size();
- //unsigned int meshTrafoAssign = 0;
-
- // Now determine the type of the node
- switch (root->type)
- {
- case Node::ANIMMESH:
- case Node::MESH:
- {
- if (!root->meshPath.length())
- break;
-
- // Get the loaded mesh from the scene and add it to
- // the list of all scenes to be attached to the
- // graph we're currently building
- aiScene* scene = batch.GetImport(root->id);
- if (!scene) {
- DefaultLogger::get()->error("IRR: Unable to load external file: " + root->meshPath);
- break;
- }
- attach.push_back(AttachmentInfo(scene,rootOut));
-
- // Now combine the material we've loaded for this mesh
- // with the real materials we got from the file. As we
- // don't execute any pp-steps on the file, the numbers
- // should be equal. If they are not, we can impossibly
- // do this ...
- if (root->materials.size() != (unsigned int)scene->mNumMaterials) {
- DefaultLogger::get()->warn("IRR: Failed to match imported materials "
- "with the materials found in the IRR scene file");
-
- break;
- }
- for (unsigned int i = 0; i < scene->mNumMaterials;++i) {
- // Delete the old material, we don't need it anymore
- delete scene->mMaterials[i];
-
- std::pair<aiMaterial*, unsigned int>& src = root->materials[i];
- scene->mMaterials[i] = src.first;
- }
-
- // NOTE: Each mesh should have exactly one material assigned,
- // but we do it in a separate loop if this behaviour changes
- // in future.
- for (unsigned int i = 0; i < scene->mNumMeshes;++i) {
- // Process material flags
- aiMesh* mesh = scene->mMeshes[i];
-
-
- // If "trans_vertex_alpha" mode is enabled, search all vertex colors
- // and check whether they have a common alpha value. This is quite
- // often the case so we can simply extract it to a shared oacity
- // value.
- std::pair<aiMaterial*, unsigned int>& src = root->materials[mesh->mMaterialIndex];
- MaterialHelper* mat = (MaterialHelper*)src.first;
-
- if (mesh->HasVertexColors(0) && src.second & AI_IRRMESH_MAT_trans_vertex_alpha)
- {
- bool bdo = true;
- for (unsigned int a = 1; a < mesh->mNumVertices;++a) {
-
- if (mesh->mColors[0][a].a != mesh->mColors[0][a-1].a) {
- bdo = false;
- break;
- }
- }
- if (bdo) {
- DefaultLogger::get()->info("IRR: Replacing mesh vertex alpha with common opacity");
-
- for (unsigned int a = 0; a < mesh->mNumVertices;++a)
- mesh->mColors[0][a].a = 1.f;
-
- mat->AddProperty(& mesh->mColors[0][0].a, 1, AI_MATKEY_OPACITY);
- }
- }
-
- // If we have a second texture coordinate set and a second texture
- // (either lightmap, normalmap, 2layered material) we need to
- // setup the correct UV index for it. The texture can either
- // be diffuse (lightmap & 2layer) or a normal map (normal & parallax)
- if (mesh->HasTextureCoords(1)) {
-
- int idx = 1;
- if (src.second & (AI_IRRMESH_MAT_solid_2layer | AI_IRRMESH_MAT_lightmap)) {
- mat->AddProperty(&idx,1,AI_MATKEY_UVWSRC_DIFFUSE(0));
- }
- else if (src.second & AI_IRRMESH_MAT_normalmap_solid) {
- mat->AddProperty(&idx,1,AI_MATKEY_UVWSRC_NORMALS(0));
- }
- }
- }
- }
- break;
-
- case Node::LIGHT:
- case Node::CAMERA:
-
- // We're already finished with lights and cameras
- break;
-
-
- case Node::SPHERE:
- {
- // Generate the sphere model. Our input parameter to
- // the sphere generation algorithm is the number of
- // subdivisions of each triangle - but here we have
- // the number of poylgons on a specific axis. Just
- // use some hardcoded limits to approximate this ...
- unsigned int mul = root->spherePolyCountX*root->spherePolyCountY;
- if (mul < 100)mul = 2;
- else if (mul < 300)mul = 3;
- else mul = 4;
-
- meshes.push_back(StandardShapes::MakeMesh(mul,
- &StandardShapes::MakeSphere));
-
- // Adjust scaling
- root->scaling *= root->sphereRadius/2;
-
- // Copy one output material
- CopyMaterial(materials, root->materials, defMatIdx, meshes.back());
-
- // Now adjust this output material - if there is a first texture
- // set, setup spherical UV mapping around the Y axis.
- SetupMapping ( (MaterialHelper*) materials.back(), aiTextureMapping_SPHERE);
- }
- break;
-
- case Node::CUBE:
- {
- // Generate an unit cube first
- meshes.push_back(StandardShapes::MakeMesh(
- &StandardShapes::MakeHexahedron));
-
- // Adjust scaling
- root->scaling *= root->sphereRadius;
-
- // Copy one output material
- CopyMaterial(materials, root->materials, defMatIdx, meshes.back());
-
- // Now adjust this output material - if there is a first texture
- // set, setup cubic UV mapping
- SetupMapping ( (MaterialHelper*) materials.back(), aiTextureMapping_BOX );
- }
- break;
-
-
- case Node::SKYBOX:
- {
- // A skybox is defined by six materials
- if (root->materials.size() < 6) {
- DefaultLogger::get()->error("IRR: There should be six materials for a skybox");
- break;
- }
-
- // copy those materials and generate 6 meshes for our new skybox
- materials.reserve(materials.size() + 6);
- for (unsigned int i = 0; i < 6;++i)
- materials.insert(materials.end(),root->materials[i].first);
-
- BuildSkybox(meshes,materials);
-
- // *************************************************************
- // Skyboxes will require a different code path for rendering,
- // so there must be a way for the user to add special support
- // for IRR skyboxes. We add a 'IRR.SkyBox_' prefix to the node.
- // *************************************************************
- root->name = "IRR.SkyBox_" + root->name;
- DefaultLogger::get()->info("IRR: Loading skybox, this will "
- "require special handling to be displayed correctly");
- }
- break;
-
- case Node::TERRAIN:
- {
- // to support terrains, we'd need to have a texture decoder
- DefaultLogger::get()->error("IRR: Unsupported node - TERRAIN");
- }
- break;
- default:
- // DUMMY
- break;
- };
-
- // Check whether we added a mesh (or more than one ...). In this case
- // we'll also need to attach it to the node
- if (oldMeshSize != (unsigned int) meshes.size()) {
-
- rootOut->mNumMeshes = (unsigned int)meshes.size() - oldMeshSize;
- rootOut->mMeshes = new unsigned int[rootOut->mNumMeshes];
-
- for (unsigned int a = 0; a < rootOut->mNumMeshes;++a) {
- rootOut->mMeshes[a] = oldMeshSize+a;
- }
- }
-
- // Setup the name of this node
- rootOut->mName.Set(root->name);
-
- // Now compute the final local transformation matrix of the
- // node from the given translation, rotation and scaling values.
- // (the rotation is given in Euler angles, XYZ order)
- //std::swap((float&)root->rotation.z,(float&)root->rotation.y);
- rootOut->mTransformation.FromEulerAnglesXYZ(AI_DEG_TO_RAD(root->rotation) );
-
- // apply scaling
- aiMatrix4x4& mat = rootOut->mTransformation;
- mat.a1 *= root->scaling.x;
- mat.b1 *= root->scaling.x;
- mat.c1 *= root->scaling.x;
- mat.a2 *= root->scaling.y;
- mat.b2 *= root->scaling.y;
- mat.c2 *= root->scaling.y;
- mat.a3 *= root->scaling.z;
- mat.b3 *= root->scaling.z;
- mat.c3 *= root->scaling.z;
-
- // apply translation
- mat.a4 += root->position.x;
- mat.b4 += root->position.y;
- mat.c4 += root->position.z;
-
- // now compute animations for the node
- ComputeAnimations(root,rootOut, anims);
-
- // Add all children recursively. First allocate enough storage
- // for them, then call us again
- rootOut->mNumChildren = (unsigned int)root->children.size();
- if (rootOut->mNumChildren) {
-
- rootOut->mChildren = new aiNode*[rootOut->mNumChildren];
- for (unsigned int i = 0; i < rootOut->mNumChildren;++i) {
-
- aiNode* node = rootOut->mChildren[i] = new aiNode();
- node->mParent = rootOut;
- GenerateGraph(root->children[i],node,scene,batch,meshes,
- anims,attach,materials,defMatIdx);
- }
- }
+ unsigned int oldMeshSize = (unsigned int)meshes.size();
+ //unsigned int meshTrafoAssign = 0;
+
+ // Now determine the type of the node
+ switch (root->type)
+ {
+ case Node::ANIMMESH:
+ case Node::MESH:
+ {
+ if (!root->meshPath.length())
+ break;
+
+ // Get the loaded mesh from the scene and add it to
+ // the list of all scenes to be attached to the
+ // graph we're currently building
+ aiScene* scene = batch.GetImport(root->id);
+ if (!scene) {
+ DefaultLogger::get()->error("IRR: Unable to load external file: " + root->meshPath);
+ break;
+ }
+ attach.push_back(AttachmentInfo(scene,rootOut));
+
+ // Now combine the material we've loaded for this mesh
+ // with the real materials we got from the file. As we
+ // don't execute any pp-steps on the file, the numbers
+ // should be equal. If they are not, we can impossibly
+ // do this ...
+ if (root->materials.size() != (unsigned int)scene->mNumMaterials) {
+ DefaultLogger::get()->warn("IRR: Failed to match imported materials "
+ "with the materials found in the IRR scene file");
+
+ break;
+ }
+ for (unsigned int i = 0; i < scene->mNumMaterials;++i) {
+ // Delete the old material, we don't need it anymore
+ delete scene->mMaterials[i];
+
+ std::pair<aiMaterial*, unsigned int>& src = root->materials[i];
+ scene->mMaterials[i] = src.first;
+ }
+
+ // NOTE: Each mesh should have exactly one material assigned,
+ // but we do it in a separate loop if this behaviour changes
+ // in future.
+ for (unsigned int i = 0; i < scene->mNumMeshes;++i) {
+ // Process material flags
+ aiMesh* mesh = scene->mMeshes[i];
+
+
+ // If "trans_vertex_alpha" mode is enabled, search all vertex colors
+ // and check whether they have a common alpha value. This is quite
+ // often the case so we can simply extract it to a shared oacity
+ // value.
+ std::pair<aiMaterial*, unsigned int>& src = root->materials[mesh->mMaterialIndex];
+ aiMaterial* mat = (aiMaterial*)src.first;
+
+ if (mesh->HasVertexColors(0) && src.second & AI_IRRMESH_MAT_trans_vertex_alpha)
+ {
+ bool bdo = true;
+ for (unsigned int a = 1; a < mesh->mNumVertices;++a) {
+
+ if (mesh->mColors[0][a].a != mesh->mColors[0][a-1].a) {
+ bdo = false;
+ break;
+ }
+ }
+ if (bdo) {
+ DefaultLogger::get()->info("IRR: Replacing mesh vertex alpha with common opacity");
+
+ for (unsigned int a = 0; a < mesh->mNumVertices;++a)
+ mesh->mColors[0][a].a = 1.f;
+
+ mat->AddProperty(& mesh->mColors[0][0].a, 1, AI_MATKEY_OPACITY);
+ }
+ }
+
+ // If we have a second texture coordinate set and a second texture
+ // (either lightmap, normalmap, 2layered material) we need to
+ // setup the correct UV index for it. The texture can either
+ // be diffuse (lightmap & 2layer) or a normal map (normal & parallax)
+ if (mesh->HasTextureCoords(1)) {
+
+ int idx = 1;
+ if (src.second & (AI_IRRMESH_MAT_solid_2layer | AI_IRRMESH_MAT_lightmap)) {
+ mat->AddProperty(&idx,1,AI_MATKEY_UVWSRC_DIFFUSE(0));
+ }
+ else if (src.second & AI_IRRMESH_MAT_normalmap_solid) {
+ mat->AddProperty(&idx,1,AI_MATKEY_UVWSRC_NORMALS(0));
+ }
+ }
+ }
+ }
+ break;
+
+ case Node::LIGHT:
+ case Node::CAMERA:
+
+ // We're already finished with lights and cameras
+ break;
+
+
+ case Node::SPHERE:
+ {
+ // Generate the sphere model. Our input parameter to
+ // the sphere generation algorithm is the number of
+ // subdivisions of each triangle - but here we have
+ // the number of poylgons on a specific axis. Just
+ // use some hardcoded limits to approximate this ...
+ unsigned int mul = root->spherePolyCountX*root->spherePolyCountY;
+ if (mul < 100)mul = 2;
+ else if (mul < 300)mul = 3;
+ else mul = 4;
+
+ meshes.push_back(StandardShapes::MakeMesh(mul,
+ &StandardShapes::MakeSphere));
+
+ // Adjust scaling
+ root->scaling *= root->sphereRadius/2;
+
+ // Copy one output material
+ CopyMaterial(materials, root->materials, defMatIdx, meshes.back());
+
+ // Now adjust this output material - if there is a first texture
+ // set, setup spherical UV mapping around the Y axis.
+ SetupMapping ( (aiMaterial*) materials.back(), aiTextureMapping_SPHERE);
+ }
+ break;
+
+ case Node::CUBE:
+ {
+ // Generate an unit cube first
+ meshes.push_back(StandardShapes::MakeMesh(
+ &StandardShapes::MakeHexahedron));
+
+ // Adjust scaling
+ root->scaling *= root->sphereRadius;
+
+ // Copy one output material
+ CopyMaterial(materials, root->materials, defMatIdx, meshes.back());
+
+ // Now adjust this output material - if there is a first texture
+ // set, setup cubic UV mapping
+ SetupMapping ( (aiMaterial*) materials.back(), aiTextureMapping_BOX );
+ }
+ break;
+
+
+ case Node::SKYBOX:
+ {
+ // A skybox is defined by six materials
+ if (root->materials.size() < 6) {
+ DefaultLogger::get()->error("IRR: There should be six materials for a skybox");
+ break;
+ }
+
+ // copy those materials and generate 6 meshes for our new skybox
+ materials.reserve(materials.size() + 6);
+ for (unsigned int i = 0; i < 6;++i)
+ materials.insert(materials.end(),root->materials[i].first);
+
+ BuildSkybox(meshes,materials);
+
+ // *************************************************************
+ // Skyboxes will require a different code path for rendering,
+ // so there must be a way for the user to add special support
+ // for IRR skyboxes. We add a 'IRR.SkyBox_' prefix to the node.
+ // *************************************************************
+ root->name = "IRR.SkyBox_" + root->name;
+ DefaultLogger::get()->info("IRR: Loading skybox, this will "
+ "require special handling to be displayed correctly");
+ }
+ break;
+
+ case Node::TERRAIN:
+ {
+ // to support terrains, we'd need to have a texture decoder
+ DefaultLogger::get()->error("IRR: Unsupported node - TERRAIN");
+ }
+ break;
+ default:
+ // DUMMY
+ break;
+ };
+
+ // Check whether we added a mesh (or more than one ...). In this case
+ // we'll also need to attach it to the node
+ if (oldMeshSize != (unsigned int) meshes.size()) {
+
+ rootOut->mNumMeshes = (unsigned int)meshes.size() - oldMeshSize;
+ rootOut->mMeshes = new unsigned int[rootOut->mNumMeshes];
+
+ for (unsigned int a = 0; a < rootOut->mNumMeshes;++a) {
+ rootOut->mMeshes[a] = oldMeshSize+a;
+ }
+ }
+
+ // Setup the name of this node
+ rootOut->mName.Set(root->name);
+
+ // Now compute the final local transformation matrix of the
+ // node from the given translation, rotation and scaling values.
+ // (the rotation is given in Euler angles, XYZ order)
+ //std::swap((float&)root->rotation.z,(float&)root->rotation.y);
+ rootOut->mTransformation.FromEulerAnglesXYZ(AI_DEG_TO_RAD(root->rotation) );
+
+ // apply scaling
+ aiMatrix4x4& mat = rootOut->mTransformation;
+ mat.a1 *= root->scaling.x;
+ mat.b1 *= root->scaling.x;
+ mat.c1 *= root->scaling.x;
+ mat.a2 *= root->scaling.y;
+ mat.b2 *= root->scaling.y;
+ mat.c2 *= root->scaling.y;
+ mat.a3 *= root->scaling.z;
+ mat.b3 *= root->scaling.z;
+ mat.c3 *= root->scaling.z;
+
+ // apply translation
+ mat.a4 += root->position.x;
+ mat.b4 += root->position.y;
+ mat.c4 += root->position.z;
+
+ // now compute animations for the node
+ ComputeAnimations(root,rootOut, anims);
+
+ // Add all children recursively. First allocate enough storage
+ // for them, then call us again
+ rootOut->mNumChildren = (unsigned int)root->children.size();
+ if (rootOut->mNumChildren) {
+
+ rootOut->mChildren = new aiNode*[rootOut->mNumChildren];
+ for (unsigned int i = 0; i < rootOut->mNumChildren;++i) {
+
+ aiNode* node = rootOut->mChildren[i] = new aiNode();
+ node->mParent = rootOut;
+ GenerateGraph(root->children[i],node,scene,batch,meshes,
+ anims,attach,materials,defMatIdx);
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
-// Imports the given file into the given scene structure.
-void IRRImporter::InternReadFile( const std::string& pFile,
- aiScene* pScene, IOSystem* pIOHandler)
+// Imports the given file into the given scene structure.
+void IRRImporter::InternReadFile( const std::string& pFile,
+ aiScene* pScene, IOSystem* pIOHandler)
{
- boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
-
- // Check whether we can read from the file
- if ( file.get() == NULL)
- throw DeadlyImportError( "Failed to open IRR file " + pFile + "");
-
- // Construct the irrXML parser
- CIrrXML_IOStreamReader st(file.get());
- reader = createIrrXMLReader((IFileReadCallBack*) &st);
-
- // The root node of the scene
- Node* root = new Node(Node::DUMMY);
- root->parent = NULL;
- root->name = "<IRRSceneRoot>";
-
- // Current node parent
- Node* curParent = root;
-
- // Scenegraph node we're currently working on
- Node* curNode = NULL;
-
- // List of output cameras
- std::vector<aiCamera*> cameras;
-
- // List of output lights
- std::vector<aiLight*> lights;
-
- // Batch loader used to load external models
- BatchLoader batch(pIOHandler);
-// batch.SetBasePath(pFile);
-
- cameras.reserve(5);
- lights.reserve(5);
-
- bool inMaterials = false, inAnimator = false;
- unsigned int guessedAnimCnt = 0, guessedMeshCnt = 0, guessedMatCnt = 0;
-
- // Parse the XML file
- while (reader->read()) {
- switch (reader->getNodeType()) {
- case EXN_ELEMENT:
-
- if (!ASSIMP_stricmp(reader->getNodeName(),"node")) {
- // ***********************************************************************
- /* What we're going to do with the node depends
- * on its type:
- *
- * "mesh" - Load a mesh from an external file
- * "cube" - Generate a cube
- * "skybox" - Generate a skybox
- * "light" - A light source
- * "sphere" - Generate a sphere mesh
- * "animatedMesh" - Load an animated mesh from an external file
- * and join its animation channels with ours.
- * "empty" - A dummy node
- * "camera" - A camera
- * "terrain" - a terrain node (data comes from a heightmap)
- * "billboard", ""
- *
- * Each of these nodes can be animated and all can have multiple
- * materials assigned (except lights, cameras and dummies, of course).
- */
- // ***********************************************************************
- const char* sz = reader->getAttributeValueSafe("type");
- Node* nd;
- if (!ASSIMP_stricmp(sz,"mesh") || !ASSIMP_stricmp(sz,"octTree")) {
- // OctTree's and meshes are treated equally
- nd = new Node(Node::MESH);
- }
- else if (!ASSIMP_stricmp(sz,"cube")) {
- nd = new Node(Node::CUBE);
- ++guessedMeshCnt;
- // meshes.push_back(StandardShapes::MakeMesh(&StandardShapes::MakeHexahedron));
- }
- else if (!ASSIMP_stricmp(sz,"skybox")) {
- nd = new Node(Node::SKYBOX);
- guessedMeshCnt += 6;
- }
- else if (!ASSIMP_stricmp(sz,"camera")) {
- nd = new Node(Node::CAMERA);
-
- // Setup a temporary name for the camera
- aiCamera* cam = new aiCamera();
- cam->mName.Set( nd->name );
- cameras.push_back(cam);
- }
- else if (!ASSIMP_stricmp(sz,"light")) {
- nd = new Node(Node::LIGHT);
-
- // Setup a temporary name for the light
- aiLight* cam = new aiLight();
- cam->mName.Set( nd->name );
- lights.push_back(cam);
- }
- else if (!ASSIMP_stricmp(sz,"sphere")) {
- nd = new Node(Node::SPHERE);
- ++guessedMeshCnt;
- }
- else if (!ASSIMP_stricmp(sz,"animatedMesh")) {
- nd = new Node(Node::ANIMMESH);
- }
- else if (!ASSIMP_stricmp(sz,"empty")) {
- nd = new Node(Node::DUMMY);
- }
- else if (!ASSIMP_stricmp(sz,"terrain")) {
- nd = new Node(Node::TERRAIN);
- }
- else if (!ASSIMP_stricmp(sz,"billBoard")) {
- // We don't support billboards, so ignore them
- DefaultLogger::get()->error("IRR: Billboards are not supported by Assimp");
- nd = new Node(Node::DUMMY);
- }
- else {
- DefaultLogger::get()->warn("IRR: Found unknown node: " + std::string(sz));
-
- /* We skip the contents of nodes we don't know.
- * We parse the transformation and all animators
- * and skip the rest.
- */
- nd = new Node(Node::DUMMY);
- }
-
- /* Attach the newly created node to the scenegraph
- */
- curNode = nd;
- nd->parent = curParent;
- curParent->children.push_back(nd);
- }
- else if (!ASSIMP_stricmp(reader->getNodeName(),"materials")) {
- inMaterials = true;
- }
- else if (!ASSIMP_stricmp(reader->getNodeName(),"animators")) {
- inAnimator = true;
- }
- else if (!ASSIMP_stricmp(reader->getNodeName(),"attributes")) {
- /* We should have a valid node here
- * FIX: no ... the scene root node is also contained in an attributes block
- */
- if (!curNode) {
+ boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
+
+ // Check whether we can read from the file
+ if( file.get() == NULL)
+ throw DeadlyImportError( "Failed to open IRR file " + pFile + "");
+
+ // Construct the irrXML parser
+ CIrrXML_IOStreamReader st(file.get());
+ reader = createIrrXMLReader((IFileReadCallBack*) &st);
+
+ // The root node of the scene
+ Node* root = new Node(Node::DUMMY);
+ root->parent = NULL;
+ root->name = "<IRRSceneRoot>";
+
+ // Current node parent
+ Node* curParent = root;
+
+ // Scenegraph node we're currently working on
+ Node* curNode = NULL;
+
+ // List of output cameras
+ std::vector<aiCamera*> cameras;
+
+ // List of output lights
+ std::vector<aiLight*> lights;
+
+ // Batch loader used to load external models
+ BatchLoader batch(pIOHandler);
+// batch.SetBasePath(pFile);
+
+ cameras.reserve(5);
+ lights.reserve(5);
+
+ bool inMaterials = false, inAnimator = false;
+ unsigned int guessedAnimCnt = 0, guessedMeshCnt = 0, guessedMatCnt = 0;
+
+ // Parse the XML file
+ while (reader->read()) {
+ switch (reader->getNodeType()) {
+ case EXN_ELEMENT:
+
+ if (!ASSIMP_stricmp(reader->getNodeName(),"node")) {
+ // ***********************************************************************
+ /* What we're going to do with the node depends
+ * on its type:
+ *
+ * "mesh" - Load a mesh from an external file
+ * "cube" - Generate a cube
+ * "skybox" - Generate a skybox
+ * "light" - A light source
+ * "sphere" - Generate a sphere mesh
+ * "animatedMesh" - Load an animated mesh from an external file
+ * and join its animation channels with ours.
+ * "empty" - A dummy node
+ * "camera" - A camera
+ * "terrain" - a terrain node (data comes from a heightmap)
+ * "billboard", ""
+ *
+ * Each of these nodes can be animated and all can have multiple
+ * materials assigned (except lights, cameras and dummies, of course).
+ */
+ // ***********************************************************************
+ const char* sz = reader->getAttributeValueSafe("type");
+ Node* nd;
+ if (!ASSIMP_stricmp(sz,"mesh") || !ASSIMP_stricmp(sz,"octTree")) {
+ // OctTree's and meshes are treated equally
+ nd = new Node(Node::MESH);
+ }
+ else if (!ASSIMP_stricmp(sz,"cube")) {
+ nd = new Node(Node::CUBE);
+ ++guessedMeshCnt;
+ // meshes.push_back(StandardShapes::MakeMesh(&StandardShapes::MakeHexahedron));
+ }
+ else if (!ASSIMP_stricmp(sz,"skybox")) {
+ nd = new Node(Node::SKYBOX);
+ guessedMeshCnt += 6;
+ }
+ else if (!ASSIMP_stricmp(sz,"camera")) {
+ nd = new Node(Node::CAMERA);
+
+ // Setup a temporary name for the camera
+ aiCamera* cam = new aiCamera();
+ cam->mName.Set( nd->name );
+ cameras.push_back(cam);
+ }
+ else if (!ASSIMP_stricmp(sz,"light")) {
+ nd = new Node(Node::LIGHT);
+
+ // Setup a temporary name for the light
+ aiLight* cam = new aiLight();
+ cam->mName.Set( nd->name );
+ lights.push_back(cam);
+ }
+ else if (!ASSIMP_stricmp(sz,"sphere")) {
+ nd = new Node(Node::SPHERE);
+ ++guessedMeshCnt;
+ }
+ else if (!ASSIMP_stricmp(sz,"animatedMesh")) {
+ nd = new Node(Node::ANIMMESH);
+ }
+ else if (!ASSIMP_stricmp(sz,"empty")) {
+ nd = new Node(Node::DUMMY);
+ }
+ else if (!ASSIMP_stricmp(sz,"terrain")) {
+ nd = new Node(Node::TERRAIN);
+ }
+ else if (!ASSIMP_stricmp(sz,"billBoard")) {
+ // We don't support billboards, so ignore them
+ DefaultLogger::get()->error("IRR: Billboards are not supported by Assimp");
+ nd = new Node(Node::DUMMY);
+ }
+ else {
+ DefaultLogger::get()->warn("IRR: Found unknown node: " + std::string(sz));
+
+ /* We skip the contents of nodes we don't know.
+ * We parse the transformation and all animators
+ * and skip the rest.
+ */
+ nd = new Node(Node::DUMMY);
+ }
+
+ /* Attach the newly created node to the scenegraph
+ */
+ curNode = nd;
+ nd->parent = curParent;
+ curParent->children.push_back(nd);
+ }
+ else if (!ASSIMP_stricmp(reader->getNodeName(),"materials")) {
+ inMaterials = true;
+ }
+ else if (!ASSIMP_stricmp(reader->getNodeName(),"animators")) {
+ inAnimator = true;
+ }
+ else if (!ASSIMP_stricmp(reader->getNodeName(),"attributes")) {
+ /* We should have a valid node here
+ * FIX: no ... the scene root node is also contained in an attributes block
+ */
+ if (!curNode) {
#if 0
- DefaultLogger::get()->error("IRR: Encountered <attributes> element, but "
- "there is no node active");
+ DefaultLogger::get()->error("IRR: Encountered <attributes> element, but "
+ "there is no node active");
#endif
- continue;
- }
-
- Animator* curAnim = NULL;
-
- // Materials can occur for nearly any type of node
- if (inMaterials && curNode->type != Node::DUMMY) {
- /* This is a material description - parse it!
- */
- curNode->materials.push_back(std::pair< aiMaterial*, unsigned int > () );
- std::pair< aiMaterial*, unsigned int >& p = curNode->materials.back();
-
- p.first = ParseMaterial(p.second);
-
- ++guessedMatCnt;
- continue;
- }
- else if (inAnimator) {
- /* This is an animation path - add a new animator
- * to the list.
- */
- curNode->animators.push_back(Animator());
- curAnim = & curNode->animators.back();
-
- ++guessedAnimCnt;
- }
-
- /* Parse all elements in the attributes block
- * and process them.
- */
- while (reader->read()) {
- if (reader->getNodeType() == EXN_ELEMENT) {
- if (!ASSIMP_stricmp(reader->getNodeName(),"vector3d")) {
- VectorProperty prop;
- ReadVectorProperty(prop);
-
- if (inAnimator) {
- if (curAnim->type == Animator::ROTATION && prop.name == "Rotation") {
- // We store the rotation euler angles in 'direction'
- curAnim->direction = prop.value;
- }
- else if (curAnim->type == Animator::FOLLOW_SPLINE) {
- // Check whether the vector follows the PointN naming scheme,
- // here N is the ONE-based index of the point
- if (prop.name.length() >= 6 && prop.name.substr(0,5) == "Point") {
- // Add a new key to the list
- curAnim->splineKeys.push_back(aiVectorKey());
- aiVectorKey& key = curAnim->splineKeys.back();
-
- // and parse its properties
- key.mValue = prop.value;
- key.mTime = strtol10(&prop.name[5]);
- }
- }
- else if (curAnim->type == Animator::FLY_CIRCLE) {
- if (prop.name == "Center") {
- curAnim->circleCenter = prop.value;
- }
- else if (prop.name == "Direction") {
- curAnim->direction = prop.value;
-
- // From Irrlicht's source - a workaround for backward compatibility with Irrlicht 1.1
- if (curAnim->direction == aiVector3D()) {
- curAnim->direction = aiVector3D(0.f,1.f,0.f);
- }
- else curAnim->direction.Normalize();
- }
- }
- else if (curAnim->type == Animator::FLY_STRAIGHT) {
- if (prop.name == "Start") {
- // We reuse the field here
- curAnim->circleCenter = prop.value;
- }
- else if (prop.name == "End") {
- // We reuse the field here
- curAnim->direction = prop.value;
- }
- }
- }
- else {
- if (prop.name == "Position") {
- curNode->position = prop.value;
- }
- else if (prop.name == "Rotation") {
- curNode->rotation = prop.value;
- }
- else if (prop.name == "Scale") {
- curNode->scaling = prop.value;
- }
- else if (Node::CAMERA == curNode->type)
- {
- aiCamera* cam = cameras.back();
- if (prop.name == "Target") {
- cam->mLookAt = prop.value;
- }
- else if (prop.name == "UpVector") {
- cam->mUp = prop.value;
- }
- }
- }
- }
- else if (!ASSIMP_stricmp(reader->getNodeName(),"bool")) {
- BoolProperty prop;
- ReadBoolProperty(prop);
-
- if (inAnimator && curAnim->type == Animator::FLY_CIRCLE && prop.name == "Loop") {
- curAnim->loop = prop.value;
- }
- }
- else if (!ASSIMP_stricmp(reader->getNodeName(),"float")) {
- FloatProperty prop;
- ReadFloatProperty(prop);
-
- if (inAnimator) {
- // The speed property exists for several animators
- if (prop.name == "Speed") {
- curAnim->speed = prop.value;
- }
- else if (curAnim->type == Animator::FLY_CIRCLE && prop.name == "Radius") {
- curAnim->circleRadius = prop.value;
- }
- else if (curAnim->type == Animator::FOLLOW_SPLINE && prop.name == "Tightness") {
- curAnim->tightness = prop.value;
- }
- }
- else {
- if (prop.name == "FramesPerSecond" && Node::ANIMMESH == curNode->type) {
- curNode->framesPerSecond = prop.value;
- }
- else if (Node::CAMERA == curNode->type) {
- /* This is the vertical, not the horizontal FOV.
- * We need to compute the right FOV from the
- * screen aspect which we don't know yet.
- */
- if (prop.name == "Fovy") {
- cameras.back()->mHorizontalFOV = prop.value;
- }
- else if (prop.name == "Aspect") {
- cameras.back()->mAspect = prop.value;
- }
- else if (prop.name == "ZNear") {
- cameras.back()->mClipPlaneNear = prop.value;
- }
- else if (prop.name == "ZFar") {
- cameras.back()->mClipPlaneFar = prop.value;
- }
- }
- else if (Node::LIGHT == curNode->type) {
- /* Additional light information
- */
- if (prop.name == "Attenuation") {
- lights.back()->mAttenuationLinear = prop.value;
- }
- else if (prop.name == "OuterCone") {
- lights.back()->mAngleOuterCone = AI_DEG_TO_RAD( prop.value );
- }
- else if (prop.name == "InnerCone") {
- lights.back()->mAngleInnerCone = AI_DEG_TO_RAD( prop.value );
- }
- }
- // radius of the sphere to be generated -
- // or alternatively, size of the cube
- else if ((Node::SPHERE == curNode->type && prop.name == "Radius")
- || (Node::CUBE == curNode->type && prop.name == "Size" )) {
-
- curNode->sphereRadius = prop.value;
- }
- }
- }
- else if (!ASSIMP_stricmp(reader->getNodeName(),"int")) {
- IntProperty prop;
- ReadIntProperty(prop);
-
- if (inAnimator) {
- if (curAnim->type == Animator::FLY_STRAIGHT && prop.name == "TimeForWay") {
- curAnim->timeForWay = prop.value;
- }
- }
- else {
- // sphere polgon numbers in each direction
- if (Node::SPHERE == curNode->type) {
-
- if (prop.name == "PolyCountX") {
- curNode->spherePolyCountX = prop.value;
- }
- else if (prop.name == "PolyCountY") {
- curNode->spherePolyCountY = prop.value;
- }
- }
- }
- }
- else if (!ASSIMP_stricmp(reader->getNodeName(),"string") ||!ASSIMP_stricmp(reader->getNodeName(),"enum")) {
- StringProperty prop;
- ReadStringProperty(prop);
- if (prop.value.length()) {
- if (prop.name == "Name") {
- curNode->name = prop.value;
-
- /* If we're either a camera or a light source
- * we need to update the name in the aiLight/
- * aiCamera structure, too.
- */
- if (Node::CAMERA == curNode->type) {
- cameras.back()->mName.Set(prop.value);
- }
- else if (Node::LIGHT == curNode->type) {
- lights.back()->mName.Set(prop.value);
- }
- }
- else if (Node::LIGHT == curNode->type && "LightType" == prop.name)
- {
- if (prop.value == "Spot")
- lights.back()->mType = aiLightSource_SPOT;
- else if (prop.value == "Point")
- lights.back()->mType = aiLightSource_POINT;
- else if (prop.value == "Directional")
- lights.back()->mType = aiLightSource_DIRECTIONAL;
- else
- {
- // We won't pass the validation with aiLightSourceType_UNDEFINED,
- // so we remove the light and replace it with a silly dummy node
- delete lights.back();
- lights.pop_back();
- curNode->type = Node::DUMMY;
-
- DefaultLogger::get()->error("Ignoring light of unknown type: " + prop.value);
- }
- }
- else if ((prop.name == "Mesh" && Node::MESH == curNode->type) ||
- Node::ANIMMESH == curNode->type)
- {
- /* This is the file name of the mesh - either
- * animated or not. We need to make sure we setup
- * the correct postprocessing settings here.
- */
- unsigned int pp = 0;
- BatchLoader::PropertyMap map;
-
- /* If the mesh is a static one remove all animations from the impor data
- */
- if (Node::ANIMMESH != curNode->type) {
- pp |= aiProcess_RemoveComponent;
- SetGenericProperty<int>(map.ints,AI_CONFIG_PP_RVC_FLAGS,
- aiComponent_ANIMATIONS | aiComponent_BONEWEIGHTS);
- }
-
- /* TODO: maybe implement the protection against recursive
- * loading calls directly in BatchLoader? The current
- * implementation is not absolutely safe. A LWS and an IRR
- * file referencing each other *could* cause the system to
- * recurse forever.
- */
-
- const std::string extension = GetExtension(prop.value);
- if ("irr" == extension) {
- DefaultLogger::get()->error("IRR: Can't load another IRR file recursively");
- }
- else
- {
- curNode->id = batch.AddLoadRequest(prop.value,pp,&map);
- curNode->meshPath = prop.value;
- }
- }
- else if (inAnimator && prop.name == "Type")
- {
- // type of the animator
- if (prop.value == "rotation") {
- curAnim->type = Animator::ROTATION;
- }
- else if (prop.value == "flyCircle") {
- curAnim->type = Animator::FLY_CIRCLE;
- }
- else if (prop.value == "flyStraight") {
- curAnim->type = Animator::FLY_CIRCLE;
- }
- else if (prop.value == "followSpline") {
- curAnim->type = Animator::FOLLOW_SPLINE;
- }
- else {
- DefaultLogger::get()->warn("IRR: Ignoring unknown animator: "
- + prop.value);
-
- curAnim->type = Animator::UNKNOWN;
- }
- }
- }
- }
- }
- else if (reader->getNodeType() == EXN_ELEMENT_END && !ASSIMP_stricmp(reader->getNodeName(),"attributes")) {
- break;
- }
- }
- }
- break;
-
- case EXN_ELEMENT_END:
-
- // If we reached the end of a node, we need to continue processing its parent
- if (!ASSIMP_stricmp(reader->getNodeName(),"node")) {
- if (!curNode) {
- // currently is no node set. We need to go
- // back in the node hierarchy
- if (!curParent) {
- curParent = root;
- DefaultLogger::get()->error("IRR: Too many closing <node> elements");
- }
- else curParent = curParent->parent;
- }
- else curNode = NULL;
- }
- // clear all flags
- else if (!ASSIMP_stricmp(reader->getNodeName(),"materials")) {
- inMaterials = false;
- }
- else if (!ASSIMP_stricmp(reader->getNodeName(),"animators")) {
- inAnimator = false;
- }
- break;
-
- default:
- // GCC complains that not all enumeration values are handled
- break;
- }
- }
-
- /* Now iterate through all cameras and compute their final (horizontal) FOV
- */
- for (std::vector<aiCamera*>::iterator it = cameras.begin(), end = cameras.end();it != end; ++it) {
- aiCamera* cam = *it;
-
- // screen aspect could be missing
- if (cam->mAspect) {
- cam->mHorizontalFOV *= cam->mAspect;
- }
- else DefaultLogger::get()->warn("IRR: Camera aspect is not given, can't compute horizontal FOV");
- }
-
- batch.LoadAll();
-
- /* Allocate a tempoary scene data structure
- */
- aiScene* tempScene = new aiScene();
- tempScene->mRootNode = new aiNode();
- tempScene->mRootNode->mName.Set("<IRRRoot>");
-
- /* Copy the cameras to the output array
- */
- if (!cameras.empty()) {
- tempScene->mNumCameras = (unsigned int)cameras.size();
- tempScene->mCameras = new aiCamera*[tempScene->mNumCameras];
- ::memcpy(tempScene->mCameras,&cameras[0],sizeof(void*)*tempScene->mNumCameras);
- }
-
- /* Copy the light sources to the output array
- */
- if (!lights.empty()) {
- tempScene->mNumLights = (unsigned int)lights.size();
- tempScene->mLights = new aiLight*[tempScene->mNumLights];
- ::memcpy(tempScene->mLights,&lights[0],sizeof(void*)*tempScene->mNumLights);
- }
-
- // temporary data
- std::vector< aiNodeAnim*> anims;
- std::vector< aiMaterial*> materials;
- std::vector< AttachmentInfo > attach;
- std::vector<aiMesh*> meshes;
-
- // try to guess how much storage we'll need
- anims.reserve (guessedAnimCnt + (guessedAnimCnt >> 2));
- meshes.reserve (guessedMeshCnt + (guessedMeshCnt >> 2));
- materials.reserve (guessedMatCnt + (guessedMatCnt >> 2));
-
- /* Now process our scenegraph recursively: generate final
- * meshes and generate animation channels for all nodes.
- */
- unsigned int defMatIdx = 0xffffffff;
- GenerateGraph(root,tempScene->mRootNode, tempScene,
- batch, meshes, anims, attach, materials, defMatIdx);
-
- if (!anims.empty())
- {
- tempScene->mNumAnimations = 1;
- tempScene->mAnimations = new aiAnimation*[tempScene->mNumAnimations];
- aiAnimation* an = tempScene->mAnimations[0] = new aiAnimation();
-
- // ***********************************************************
- // This is only the global animation channel of the scene.
- // If there are animated models, they will have separate
- // animation channels in the scene. To display IRR scenes
- // correctly, users will need to combine the global anim
- // channel with all the local animations they want to play
- // ***********************************************************
- an->mName.Set("Irr_GlobalAnimChannel");
-
- // copy all node animation channels to the global channel
- an->mNumChannels = (unsigned int)anims.size();
- an->mChannels = new aiNodeAnim*[an->mNumChannels];
- ::memcpy(an->mChannels, & anims [0], sizeof(void*)*an->mNumChannels);
- }
- if (!meshes.empty()) {
- // copy all meshes to the temporary scene
- tempScene->mNumMeshes = (unsigned int)meshes.size();
- tempScene->mMeshes = new aiMesh*[tempScene->mNumMeshes];
- ::memcpy(tempScene->mMeshes,&meshes[0],tempScene->mNumMeshes*
- sizeof(void*));
- }
-
- /* Copy all materials to the output array
- */
- if (!materials.empty()) {
- tempScene->mNumMaterials = (unsigned int)materials.size();
- tempScene->mMaterials = new aiMaterial*[tempScene->mNumMaterials];
- ::memcpy(tempScene->mMaterials,&materials[0],sizeof(void*)*
- tempScene->mNumMaterials);
- }
-
- /* Now merge all sub scenes and attach them to the correct
- * attachment points in the scenegraph.
- */
- SceneCombiner::MergeScenes(&pScene,tempScene,attach,
- AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES | (!configSpeedFlag ? (
- AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY | AI_INT_MERGE_SCENE_GEN_UNIQUE_MATNAMES) : 0));
-
-
- /* If we have no meshes | no materials now set the INCOMPLETE
- * scene flag. This is necessary if we failed to load all
- * models from external files
- */
- if (!pScene->mNumMeshes || !pScene->mNumMaterials) {
- DefaultLogger::get()->warn("IRR: No meshes loaded, setting AI_SCENE_FLAGS_INCOMPLETE");
- pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
- }
-
- /* Finished ... everything destructs automatically and all
- * temporary scenes have already been deleted by MergeScenes()
- */
- return;
+ continue;
+ }
+
+ Animator* curAnim = NULL;
+
+ // Materials can occur for nearly any type of node
+ if (inMaterials && curNode->type != Node::DUMMY) {
+ /* This is a material description - parse it!
+ */
+ curNode->materials.push_back(std::pair< aiMaterial*, unsigned int > () );
+ std::pair< aiMaterial*, unsigned int >& p = curNode->materials.back();
+
+ p.first = ParseMaterial(p.second);
+
+ ++guessedMatCnt;
+ continue;
+ }
+ else if (inAnimator) {
+ /* This is an animation path - add a new animator
+ * to the list.
+ */
+ curNode->animators.push_back(Animator());
+ curAnim = & curNode->animators.back();
+
+ ++guessedAnimCnt;
+ }
+
+ /* Parse all elements in the attributes block
+ * and process them.
+ */
+ while (reader->read()) {
+ if (reader->getNodeType() == EXN_ELEMENT) {
+ if (!ASSIMP_stricmp(reader->getNodeName(),"vector3d")) {
+ VectorProperty prop;
+ ReadVectorProperty(prop);
+
+ if (inAnimator) {
+ if (curAnim->type == Animator::ROTATION && prop.name == "Rotation") {
+ // We store the rotation euler angles in 'direction'
+ curAnim->direction = prop.value;
+ }
+ else if (curAnim->type == Animator::FOLLOW_SPLINE) {
+ // Check whether the vector follows the PointN naming scheme,
+ // here N is the ONE-based index of the point
+ if (prop.name.length() >= 6 && prop.name.substr(0,5) == "Point") {
+ // Add a new key to the list
+ curAnim->splineKeys.push_back(aiVectorKey());
+ aiVectorKey& key = curAnim->splineKeys.back();
+
+ // and parse its properties
+ key.mValue = prop.value;
+ key.mTime = strtoul10(&prop.name[5]);
+ }
+ }
+ else if (curAnim->type == Animator::FLY_CIRCLE) {
+ if (prop.name == "Center") {
+ curAnim->circleCenter = prop.value;
+ }
+ else if (prop.name == "Direction") {
+ curAnim->direction = prop.value;
+
+ // From Irrlicht's source - a workaround for backward compatibility with Irrlicht 1.1
+ if (curAnim->direction == aiVector3D()) {
+ curAnim->direction = aiVector3D(0.f,1.f,0.f);
+ }
+ else curAnim->direction.Normalize();
+ }
+ }
+ else if (curAnim->type == Animator::FLY_STRAIGHT) {
+ if (prop.name == "Start") {
+ // We reuse the field here
+ curAnim->circleCenter = prop.value;
+ }
+ else if (prop.name == "End") {
+ // We reuse the field here
+ curAnim->direction = prop.value;
+ }
+ }
+ }
+ else {
+ if (prop.name == "Position") {
+ curNode->position = prop.value;
+ }
+ else if (prop.name == "Rotation") {
+ curNode->rotation = prop.value;
+ }
+ else if (prop.name == "Scale") {
+ curNode->scaling = prop.value;
+ }
+ else if (Node::CAMERA == curNode->type)
+ {
+ aiCamera* cam = cameras.back();
+ if (prop.name == "Target") {
+ cam->mLookAt = prop.value;
+ }
+ else if (prop.name == "UpVector") {
+ cam->mUp = prop.value;
+ }
+ }
+ }
+ }
+ else if (!ASSIMP_stricmp(reader->getNodeName(),"bool")) {
+ BoolProperty prop;
+ ReadBoolProperty(prop);
+
+ if (inAnimator && curAnim->type == Animator::FLY_CIRCLE && prop.name == "Loop") {
+ curAnim->loop = prop.value;
+ }
+ }
+ else if (!ASSIMP_stricmp(reader->getNodeName(),"float")) {
+ FloatProperty prop;
+ ReadFloatProperty(prop);
+
+ if (inAnimator) {
+ // The speed property exists for several animators
+ if (prop.name == "Speed") {
+ curAnim->speed = prop.value;
+ }
+ else if (curAnim->type == Animator::FLY_CIRCLE && prop.name == "Radius") {
+ curAnim->circleRadius = prop.value;
+ }
+ else if (curAnim->type == Animator::FOLLOW_SPLINE && prop.name == "Tightness") {
+ curAnim->tightness = prop.value;
+ }
+ }
+ else {
+ if (prop.name == "FramesPerSecond" && Node::ANIMMESH == curNode->type) {
+ curNode->framesPerSecond = prop.value;
+ }
+ else if (Node::CAMERA == curNode->type) {
+ /* This is the vertical, not the horizontal FOV.
+ * We need to compute the right FOV from the
+ * screen aspect which we don't know yet.
+ */
+ if (prop.name == "Fovy") {
+ cameras.back()->mHorizontalFOV = prop.value;
+ }
+ else if (prop.name == "Aspect") {
+ cameras.back()->mAspect = prop.value;
+ }
+ else if (prop.name == "ZNear") {
+ cameras.back()->mClipPlaneNear = prop.value;
+ }
+ else if (prop.name == "ZFar") {
+ cameras.back()->mClipPlaneFar = prop.value;
+ }
+ }
+ else if (Node::LIGHT == curNode->type) {
+ /* Additional light information
+ */
+ if (prop.name == "Attenuation") {
+ lights.back()->mAttenuationLinear = prop.value;
+ }
+ else if (prop.name == "OuterCone") {
+ lights.back()->mAngleOuterCone = AI_DEG_TO_RAD( prop.value );
+ }
+ else if (prop.name == "InnerCone") {
+ lights.back()->mAngleInnerCone = AI_DEG_TO_RAD( prop.value );
+ }
+ }
+ // radius of the sphere to be generated -
+ // or alternatively, size of the cube
+ else if ((Node::SPHERE == curNode->type && prop.name == "Radius")
+ || (Node::CUBE == curNode->type && prop.name == "Size" )) {
+
+ curNode->sphereRadius = prop.value;
+ }
+ }
+ }
+ else if (!ASSIMP_stricmp(reader->getNodeName(),"int")) {
+ IntProperty prop;
+ ReadIntProperty(prop);
+
+ if (inAnimator) {
+ if (curAnim->type == Animator::FLY_STRAIGHT && prop.name == "TimeForWay") {
+ curAnim->timeForWay = prop.value;
+ }
+ }
+ else {
+ // sphere polgon numbers in each direction
+ if (Node::SPHERE == curNode->type) {
+
+ if (prop.name == "PolyCountX") {
+ curNode->spherePolyCountX = prop.value;
+ }
+ else if (prop.name == "PolyCountY") {
+ curNode->spherePolyCountY = prop.value;
+ }
+ }
+ }
+ }
+ else if (!ASSIMP_stricmp(reader->getNodeName(),"string") ||!ASSIMP_stricmp(reader->getNodeName(),"enum")) {
+ StringProperty prop;
+ ReadStringProperty(prop);
+ if (prop.value.length()) {
+ if (prop.name == "Name") {
+ curNode->name = prop.value;
+
+ /* If we're either a camera or a light source
+ * we need to update the name in the aiLight/
+ * aiCamera structure, too.
+ */
+ if (Node::CAMERA == curNode->type) {
+ cameras.back()->mName.Set(prop.value);
+ }
+ else if (Node::LIGHT == curNode->type) {
+ lights.back()->mName.Set(prop.value);
+ }
+ }
+ else if (Node::LIGHT == curNode->type && "LightType" == prop.name)
+ {
+ if (prop.value == "Spot")
+ lights.back()->mType = aiLightSource_SPOT;
+ else if (prop.value == "Point")
+ lights.back()->mType = aiLightSource_POINT;
+ else if (prop.value == "Directional")
+ lights.back()->mType = aiLightSource_DIRECTIONAL;
+ else
+ {
+ // We won't pass the validation with aiLightSourceType_UNDEFINED,
+ // so we remove the light and replace it with a silly dummy node
+ delete lights.back();
+ lights.pop_back();
+ curNode->type = Node::DUMMY;
+
+ DefaultLogger::get()->error("Ignoring light of unknown type: " + prop.value);
+ }
+ }
+ else if ((prop.name == "Mesh" && Node::MESH == curNode->type) ||
+ Node::ANIMMESH == curNode->type)
+ {
+ /* This is the file name of the mesh - either
+ * animated or not. We need to make sure we setup
+ * the correct postprocessing settings here.
+ */
+ unsigned int pp = 0;
+ BatchLoader::PropertyMap map;
+
+ /* If the mesh is a static one remove all animations from the impor data
+ */
+ if (Node::ANIMMESH != curNode->type) {
+ pp |= aiProcess_RemoveComponent;
+ SetGenericProperty<int>(map.ints,AI_CONFIG_PP_RVC_FLAGS,
+ aiComponent_ANIMATIONS | aiComponent_BONEWEIGHTS);
+ }
+
+ /* TODO: maybe implement the protection against recursive
+ * loading calls directly in BatchLoader? The current
+ * implementation is not absolutely safe. A LWS and an IRR
+ * file referencing each other *could* cause the system to
+ * recurse forever.
+ */
+
+ const std::string extension = GetExtension(prop.value);
+ if ("irr" == extension) {
+ DefaultLogger::get()->error("IRR: Can't load another IRR file recursively");
+ }
+ else
+ {
+ curNode->id = batch.AddLoadRequest(prop.value,pp,&map);
+ curNode->meshPath = prop.value;
+ }
+ }
+ else if (inAnimator && prop.name == "Type")
+ {
+ // type of the animator
+ if (prop.value == "rotation") {
+ curAnim->type = Animator::ROTATION;
+ }
+ else if (prop.value == "flyCircle") {
+ curAnim->type = Animator::FLY_CIRCLE;
+ }
+ else if (prop.value == "flyStraight") {
+ curAnim->type = Animator::FLY_CIRCLE;
+ }
+ else if (prop.value == "followSpline") {
+ curAnim->type = Animator::FOLLOW_SPLINE;
+ }
+ else {
+ DefaultLogger::get()->warn("IRR: Ignoring unknown animator: "
+ + prop.value);
+
+ curAnim->type = Animator::UNKNOWN;
+ }
+ }
+ }
+ }
+ }
+ else if (reader->getNodeType() == EXN_ELEMENT_END && !ASSIMP_stricmp(reader->getNodeName(),"attributes")) {
+ break;
+ }
+ }
+ }
+ break;
+
+ case EXN_ELEMENT_END:
+
+ // If we reached the end of a node, we need to continue processing its parent
+ if (!ASSIMP_stricmp(reader->getNodeName(),"node")) {
+ if (!curNode) {
+ // currently is no node set. We need to go
+ // back in the node hierarchy
+ if (!curParent) {
+ curParent = root;
+ DefaultLogger::get()->error("IRR: Too many closing <node> elements");
+ }
+ else curParent = curParent->parent;
+ }
+ else curNode = NULL;
+ }
+ // clear all flags
+ else if (!ASSIMP_stricmp(reader->getNodeName(),"materials")) {
+ inMaterials = false;
+ }
+ else if (!ASSIMP_stricmp(reader->getNodeName(),"animators")) {
+ inAnimator = false;
+ }
+ break;
+
+ default:
+ // GCC complains that not all enumeration values are handled
+ break;
+ }
+ }
+
+ /* Now iterate through all cameras and compute their final (horizontal) FOV
+ */
+ for (std::vector<aiCamera*>::iterator it = cameras.begin(), end = cameras.end();it != end; ++it) {
+ aiCamera* cam = *it;
+
+ // screen aspect could be missing
+ if (cam->mAspect) {
+ cam->mHorizontalFOV *= cam->mAspect;
+ }
+ else DefaultLogger::get()->warn("IRR: Camera aspect is not given, can't compute horizontal FOV");
+ }
+
+ batch.LoadAll();
+
+ /* Allocate a tempoary scene data structure
+ */
+ aiScene* tempScene = new aiScene();
+ tempScene->mRootNode = new aiNode();
+ tempScene->mRootNode->mName.Set("<IRRRoot>");
+
+ /* Copy the cameras to the output array
+ */
+ if (!cameras.empty()) {
+ tempScene->mNumCameras = (unsigned int)cameras.size();
+ tempScene->mCameras = new aiCamera*[tempScene->mNumCameras];
+ ::memcpy(tempScene->mCameras,&cameras[0],sizeof(void*)*tempScene->mNumCameras);
+ }
+
+ /* Copy the light sources to the output array
+ */
+ if (!lights.empty()) {
+ tempScene->mNumLights = (unsigned int)lights.size();
+ tempScene->mLights = new aiLight*[tempScene->mNumLights];
+ ::memcpy(tempScene->mLights,&lights[0],sizeof(void*)*tempScene->mNumLights);
+ }
+
+ // temporary data
+ std::vector< aiNodeAnim*> anims;
+ std::vector< aiMaterial*> materials;
+ std::vector< AttachmentInfo > attach;
+ std::vector<aiMesh*> meshes;
+
+ // try to guess how much storage we'll need
+ anims.reserve (guessedAnimCnt + (guessedAnimCnt >> 2));
+ meshes.reserve (guessedMeshCnt + (guessedMeshCnt >> 2));
+ materials.reserve (guessedMatCnt + (guessedMatCnt >> 2));
+
+ /* Now process our scenegraph recursively: generate final
+ * meshes and generate animation channels for all nodes.
+ */
+ unsigned int defMatIdx = UINT_MAX;
+ GenerateGraph(root,tempScene->mRootNode, tempScene,
+ batch, meshes, anims, attach, materials, defMatIdx);
+
+ if (!anims.empty())
+ {
+ tempScene->mNumAnimations = 1;
+ tempScene->mAnimations = new aiAnimation*[tempScene->mNumAnimations];
+ aiAnimation* an = tempScene->mAnimations[0] = new aiAnimation();
+
+ // ***********************************************************
+ // This is only the global animation channel of the scene.
+ // If there are animated models, they will have separate
+ // animation channels in the scene. To display IRR scenes
+ // correctly, users will need to combine the global anim
+ // channel with all the local animations they want to play
+ // ***********************************************************
+ an->mName.Set("Irr_GlobalAnimChannel");
+
+ // copy all node animation channels to the global channel
+ an->mNumChannels = (unsigned int)anims.size();
+ an->mChannels = new aiNodeAnim*[an->mNumChannels];
+ ::memcpy(an->mChannels, & anims [0], sizeof(void*)*an->mNumChannels);
+ }
+ if (!meshes.empty()) {
+ // copy all meshes to the temporary scene
+ tempScene->mNumMeshes = (unsigned int)meshes.size();
+ tempScene->mMeshes = new aiMesh*[tempScene->mNumMeshes];
+ ::memcpy(tempScene->mMeshes,&meshes[0],tempScene->mNumMeshes*
+ sizeof(void*));
+ }
+
+ /* Copy all materials to the output array
+ */
+ if (!materials.empty()) {
+ tempScene->mNumMaterials = (unsigned int)materials.size();
+ tempScene->mMaterials = new aiMaterial*[tempScene->mNumMaterials];
+ ::memcpy(tempScene->mMaterials,&materials[0],sizeof(void*)*
+ tempScene->mNumMaterials);
+ }
+
+ /* Now merge all sub scenes and attach them to the correct
+ * attachment points in the scenegraph.
+ */
+ SceneCombiner::MergeScenes(&pScene,tempScene,attach,
+ AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES | (!configSpeedFlag ? (
+ AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY | AI_INT_MERGE_SCENE_GEN_UNIQUE_MATNAMES) : 0));
+
+
+ /* If we have no meshes | no materials now set the INCOMPLETE
+ * scene flag. This is necessary if we failed to load all
+ * models from external files
+ */
+ if (!pScene->mNumMeshes || !pScene->mNumMaterials) {
+ DefaultLogger::get()->warn("IRR: No meshes loaded, setting AI_SCENE_FLAGS_INCOMPLETE");
+ pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
+ }
+
+ /* Finished ... everything destructs automatically and all
+ * temporary scenes have already been deleted by MergeScenes()
+ */
+ return;
}
diff --git a/src/3rdparty/assimp/code/IRRLoader.h b/src/3rdparty/assimp/code/IRRLoader.h
index b7b3ea642..d0765976c 100644
--- a/src/3rdparty/assimp/code/IRRLoader.h
+++ b/src/3rdparty/assimp/code/IRRLoader.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -49,7 +49,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "IRRShared.h"
#include "SceneCombiner.h"
-namespace Assimp {
+namespace Assimp {
// ---------------------------------------------------------------------------
@@ -61,252 +61,246 @@ namespace Assimp {
*/
class IRRImporter : public BaseImporter, public IrrlichtBase
{
- friend class Importer;
-
-protected:
- /** Constructor to be privately used by Importer */
- IRRImporter();
+public:
+ IRRImporter();
+ ~IRRImporter();
- /** Destructor, private as well */
- ~IRRImporter();
public:
- // -------------------------------------------------------------------
- /** Returns whether the class can handle the format of the given file.
- * See BaseImporter::CanRead() for details.
- */
- bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
- bool checkSig) const;
+ // -------------------------------------------------------------------
+ /** Returns whether the class can handle the format of the given file.
+ * See BaseImporter::CanRead() for details.
+ */
+ bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
+ bool checkSig) const;
protected:
- // -------------------------------------------------------------------
- /**
- */
- void GetExtensionList(std::set<std::string>& extensions);
+ // -------------------------------------------------------------------
+ /**
+ */
+ const aiImporterDesc* GetInfo () const;
- // -------------------------------------------------------------------
- /**
- */
- void InternReadFile( const std::string& pFile, aiScene* pScene,
- IOSystem* pIOHandler);
+ // -------------------------------------------------------------------
+ /**
+ */
+ void InternReadFile( const std::string& pFile, aiScene* pScene,
+ IOSystem* pIOHandler);
- // -------------------------------------------------------------------
- /**
- */
- void SetupProperties(const Importer* pImp);
+ // -------------------------------------------------------------------
+ /**
+ */
+ void SetupProperties(const Importer* pImp);
private:
- /** Data structure for a scenegraph node animator
- */
- struct Animator
- {
- // Type of the animator
- enum AT
- {
- UNKNOWN = 0x0,
- ROTATION = 0x1,
- FLY_CIRCLE = 0x2,
- FLY_STRAIGHT = 0x3,
- FOLLOW_SPLINE = 0x4,
- OTHER = 0x5
-
- } type;
-
- Animator(AT t = UNKNOWN)
- : type (t)
- , speed (0.001f)
- , direction (0.f,1.f,0.f)
- , circleRadius (1.f)
- , tightness (0.5f)
- , loop (true)
- , timeForWay (100)
- {
- }
-
-
- // common parameters
- float speed;
- aiVector3D direction;
-
- // FLY_CIRCLE
- aiVector3D circleCenter;
- float circleRadius;
-
- // FOLLOW_SPLINE
- float tightness;
- std::vector<aiVectorKey> splineKeys;
-
- // ROTATION (angles given in direction)
-
- // FLY STRAIGHT
- // circleCenter = start, direction = end
- bool loop;
- int timeForWay;
- };
-
- /** Data structure for a scenegraph node in an IRR file
- */
- struct Node
- {
- // Type of the node
- enum ET
- {
- LIGHT,
- CUBE,
- MESH,
- SKYBOX,
- DUMMY,
- CAMERA,
- TERRAIN,
- SPHERE,
- ANIMMESH
- } type;
-
- Node(ET t)
- : type (t)
- , scaling (1.f,1.f,1.f) // assume uniform scaling by default
- , parent (0)
- , framesPerSecond (0.f)
- , id (0)
- , sphereRadius (1.f)
- , spherePolyCountX (100)
- , spherePolyCountY (100)
- {
-
- // Generate a default name for the node
- char buffer[128];
- static int cnt;
- ::sprintf(buffer,"IrrNode_%i",cnt++);
- name = std::string(buffer);
-
- // reserve space for up to 5 materials
- materials.reserve(5);
-
- // reserve space for up to 5 children
- children.reserve(5);
- }
-
- // Transformation of the node
- aiVector3D position, rotation, scaling;
-
- // Name of the node
- std::string name;
-
- // List of all child nodes
- std::vector<Node*> children;
-
- // Parent node
- Node* parent;
-
- // Animated meshes: frames per second
- // 0.f if not specified
- float framesPerSecond;
-
- // Meshes: path to the mesh to be loaded
- std::string meshPath;
- unsigned int id;
-
- // Meshes: List of materials to be assigned
- // along with their corresponding material flags
- std::vector< std::pair<aiMaterial*, unsigned int> > materials;
-
- // Spheres: radius of the sphere to be generates
- float sphereRadius;
-
- // Spheres: Number of polygons in the x,y direction
- unsigned int spherePolyCountX,spherePolyCountY;
-
- // List of all animators assigned to the node
- std::list<Animator> animators;
- };
-
- /** Data structure for a vertex in an IRR skybox
- */
- struct SkyboxVertex
- {
- SkyboxVertex()
- {}
-
- //! Construction from single vertex components
- SkyboxVertex(float px, float py, float pz,
- float nx, float ny, float nz,
- float uvx, float uvy)
-
- : position (px,py,pz)
- , normal (nx,ny,nz)
- , uv (uvx,uvy,0.f)
- {}
-
- aiVector3D position, normal, uv;
- };
-
-
- // -------------------------------------------------------------------
- /** Fill the scenegraph recursively
- */
- void GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
- BatchLoader& batch,
- std::vector<aiMesh*>& meshes,
- std::vector<aiNodeAnim*>& anims,
- std::vector<AttachmentInfo>& attach,
- std::vector<aiMaterial*>& materials,
- unsigned int& defaultMatIdx);
-
-
- // -------------------------------------------------------------------
- /** Generate a mesh that consists of just a single quad
- */
- aiMesh* BuildSingleQuadMesh(const SkyboxVertex& v1,
- const SkyboxVertex& v2,
- const SkyboxVertex& v3,
- const SkyboxVertex& v4);
-
-
- // -------------------------------------------------------------------
- /** Build a skybox
- *
- * @param meshes Receives 6 output meshes
- * @param materials The last 6 materials are assigned to the newly
- * created meshes. The names of the materials are adjusted.
- */
- void BuildSkybox(std::vector<aiMesh*>& meshes,
- std::vector<aiMaterial*> materials);
-
-
- // -------------------------------------------------------------------
- /** Copy a material for a mesh to the output material list
- *
- * @param materials Receives an output material
- * @param inmaterials List of input materials
- * @param defMatIdx Default material index - 0xffffffff if not there
- * @param mesh Mesh to work on
- */
- void CopyMaterial(std::vector<aiMaterial*>& materials,
- std::vector< std::pair<aiMaterial*, unsigned int> >& inmaterials,
- unsigned int& defMatIdx,
- aiMesh* mesh);
-
-
- // -------------------------------------------------------------------
- /** Compute animations for a specific node
- *
- * @param root Node to be processed
- * @param anims The list of output animations
- */
- void ComputeAnimations(Node* root, aiNode* real,
- std::vector<aiNodeAnim*>& anims);
+ /** Data structure for a scenegraph node animator
+ */
+ struct Animator
+ {
+ // Type of the animator
+ enum AT
+ {
+ UNKNOWN = 0x0,
+ ROTATION = 0x1,
+ FLY_CIRCLE = 0x2,
+ FLY_STRAIGHT = 0x3,
+ FOLLOW_SPLINE = 0x4,
+ OTHER = 0x5
+
+ } type;
+
+ Animator(AT t = UNKNOWN)
+ : type (t)
+ , speed (0.001f)
+ , direction (0.f,1.f,0.f)
+ , circleRadius (1.f)
+ , tightness (0.5f)
+ , loop (true)
+ , timeForWay (100)
+ {
+ }
+
+
+ // common parameters
+ float speed;
+ aiVector3D direction;
+
+ // FLY_CIRCLE
+ aiVector3D circleCenter;
+ float circleRadius;
+
+ // FOLLOW_SPLINE
+ float tightness;
+ std::vector<aiVectorKey> splineKeys;
+
+ // ROTATION (angles given in direction)
+
+ // FLY STRAIGHT
+ // circleCenter = start, direction = end
+ bool loop;
+ int timeForWay;
+ };
+
+ /** Data structure for a scenegraph node in an IRR file
+ */
+ struct Node
+ {
+ // Type of the node
+ enum ET
+ {
+ LIGHT,
+ CUBE,
+ MESH,
+ SKYBOX,
+ DUMMY,
+ CAMERA,
+ TERRAIN,
+ SPHERE,
+ ANIMMESH
+ } type;
+
+ Node(ET t)
+ : type (t)
+ , scaling (1.f,1.f,1.f) // assume uniform scaling by default
+ , framesPerSecond (0.f)
+ , sphereRadius (1.f)
+ , spherePolyCountX (100)
+ , spherePolyCountY (100)
+ {
+
+ // Generate a default name for the node
+ char buffer[128];
+ static int cnt;
+ ::sprintf(buffer,"IrrNode_%i",cnt++);
+ name = std::string(buffer);
+
+ // reserve space for up to 5 materials
+ materials.reserve(5);
+
+ // reserve space for up to 5 children
+ children.reserve(5);
+ }
+
+ // Transformation of the node
+ aiVector3D position, rotation, scaling;
+
+ // Name of the node
+ std::string name;
+
+ // List of all child nodes
+ std::vector<Node*> children;
+
+ // Parent node
+ Node* parent;
+
+ // Animated meshes: frames per second
+ // 0.f if not specified
+ float framesPerSecond;
+
+ // Meshes: path to the mesh to be loaded
+ std::string meshPath;
+ unsigned int id;
+
+ // Meshes: List of materials to be assigned
+ // along with their corresponding material flags
+ std::vector< std::pair<aiMaterial*, unsigned int> > materials;
+
+ // Spheres: radius of the sphere to be generates
+ float sphereRadius;
+
+ // Spheres: Number of polygons in the x,y direction
+ unsigned int spherePolyCountX,spherePolyCountY;
+
+ // List of all animators assigned to the node
+ std::list<Animator> animators;
+ };
+
+ /** Data structure for a vertex in an IRR skybox
+ */
+ struct SkyboxVertex
+ {
+ SkyboxVertex()
+ {}
+
+ //! Construction from single vertex components
+ SkyboxVertex(float px, float py, float pz,
+ float nx, float ny, float nz,
+ float uvx, float uvy)
+
+ : position (px,py,pz)
+ , normal (nx,ny,nz)
+ , uv (uvx,uvy,0.f)
+ {}
+
+ aiVector3D position, normal, uv;
+ };
+
+
+ // -------------------------------------------------------------------
+ /** Fill the scenegraph recursively
+ */
+ void GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
+ BatchLoader& batch,
+ std::vector<aiMesh*>& meshes,
+ std::vector<aiNodeAnim*>& anims,
+ std::vector<AttachmentInfo>& attach,
+ std::vector<aiMaterial*>& materials,
+ unsigned int& defaultMatIdx);
+
+
+ // -------------------------------------------------------------------
+ /** Generate a mesh that consists of just a single quad
+ */
+ aiMesh* BuildSingleQuadMesh(const SkyboxVertex& v1,
+ const SkyboxVertex& v2,
+ const SkyboxVertex& v3,
+ const SkyboxVertex& v4);
+
+
+ // -------------------------------------------------------------------
+ /** Build a skybox
+ *
+ * @param meshes Receives 6 output meshes
+ * @param materials The last 6 materials are assigned to the newly
+ * created meshes. The names of the materials are adjusted.
+ */
+ void BuildSkybox(std::vector<aiMesh*>& meshes,
+ std::vector<aiMaterial*> materials);
+
+
+ // -------------------------------------------------------------------
+ /** Copy a material for a mesh to the output material list
+ *
+ * @param materials Receives an output material
+ * @param inmaterials List of input materials
+ * @param defMatIdx Default material index - UINT_MAX if not present
+ * @param mesh Mesh to work on
+ */
+ void CopyMaterial(std::vector<aiMaterial*>& materials,
+ std::vector< std::pair<aiMaterial*, unsigned int> >& inmaterials,
+ unsigned int& defMatIdx,
+ aiMesh* mesh);
+
+
+ // -------------------------------------------------------------------
+ /** Compute animations for a specific node
+ *
+ * @param root Node to be processed
+ * @param anims The list of output animations
+ */
+ void ComputeAnimations(Node* root, aiNode* real,
+ std::vector<aiNodeAnim*>& anims);
private:
- /** Configuration option: desired output FPS */
- double fps;
+ /** Configuration option: desired output FPS */
+ double fps;
- /** Configuration option: speed flag was set? */
- bool configSpeedFlag;
+ /** Configuration option: speed flag was set? */
+ bool configSpeedFlag;
};
} // end of namespace Assimp
diff --git a/src/3rdparty/assimp/code/IRRMeshLoader.cpp b/src/3rdparty/assimp/code/IRRMeshLoader.cpp
index 67b37e287..85e500afd 100644
--- a/src/3rdparty/assimp/code/IRRMeshLoader.cpp
+++ b/src/3rdparty/assimp/code/IRRMeshLoader.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -51,454 +51,461 @@ using namespace Assimp;
using namespace irr;
using namespace irr::io;
+static const aiImporterDesc desc = {
+ "Irrlicht Mesh Reader",
+ "",
+ "",
+ "http://irrlicht.sourceforge.net/",
+ aiImporterFlags_SupportTextFlavour,
+ 0,
+ 0,
+ 0,
+ 0,
+ "xml irrmesh"
+};
+
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
IRRMeshImporter::IRRMeshImporter()
{}
// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
+// Destructor, private as well
IRRMeshImporter::~IRRMeshImporter()
{}
// ------------------------------------------------------------------------------------------------
-// Returns whether the class can handle the format of the given file.
+// Returns whether the class can handle the format of the given file.
bool IRRMeshImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
{
- /* NOTE: A simple check for the file extension is not enough
- * here. Irrmesh and irr are easy, but xml is too generic
- * and could be collada, too. So we need to open the file and
- * search for typical tokens.
- */
- const std::string extension = GetExtension(pFile);
-
- if (extension == "irrmesh")return true;
- else if (extension == "xml" || checkSig)
- {
- /* If CanRead() is called to check whether the loader
- * supports a specific file extension in general we
- * must return true here.
- */
- if (!pIOHandler)return true;
- const char* tokens[] = {"irrmesh"};
- return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
- }
- return false;
+ /* NOTE: A simple check for the file extension is not enough
+ * here. Irrmesh and irr are easy, but xml is too generic
+ * and could be collada, too. So we need to open the file and
+ * search for typical tokens.
+ */
+ const std::string extension = GetExtension(pFile);
+
+ if (extension == "irrmesh")return true;
+ else if (extension == "xml" || checkSig)
+ {
+ /* If CanRead() is called to check whether the loader
+ * supports a specific file extension in general we
+ * must return true here.
+ */
+ if (!pIOHandler)return true;
+ const char* tokens[] = {"irrmesh"};
+ return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
+ }
+ return false;
}
// ------------------------------------------------------------------------------------------------
// Get a list of all file extensions which are handled by this class
-void IRRMeshImporter::GetExtensionList(std::set<std::string>& extensions)
+const aiImporterDesc* IRRMeshImporter::GetInfo () const
{
- extensions.insert("xml");
- extensions.insert("irrmesh");
+ return &desc;
}
-static inline void deleteAndSetNull(aiMaterial*& rPtr) {
- delete rPtr;
- rPtr = 0;
-}
// ------------------------------------------------------------------------------------------------
-// Imports the given file into the given scene structure.
-void IRRMeshImporter::InternReadFile( const std::string& pFile,
- aiScene* pScene, IOSystem* pIOHandler)
+// Imports the given file into the given scene structure.
+void IRRMeshImporter::InternReadFile( const std::string& pFile,
+ aiScene* pScene, IOSystem* pIOHandler)
{
- boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
-
- // Check whether we can read from the file
- if ( file.get() == NULL)
- throw DeadlyImportError( "Failed to open IRRMESH file " + pFile + "");
-
- // Construct the irrXML parser
- CIrrXML_IOStreamReader st(file.get());
- reader = createIrrXMLReader((IFileReadCallBack*) &st);
-
- // final data
- std::vector<aiMaterial*> materials;
- std::vector<aiMesh*> meshes;
- materials.reserve (5);
- meshes.reserve (5);
-
- // temporary data - current mesh buffer
- aiMaterial* curMat = NULL;
- aiMesh* curMesh = NULL;
- unsigned int curMatFlags;
-
- std::vector<aiVector3D> curVertices,curNormals,curTangents,curBitangents;
- std::vector<aiColor4D> curColors;
- std::vector<aiVector3D> curUVs,curUV2s;
-
- // some temporary variables
- int textMeaning = 0;
- int vertexFormat = 0; // 0 = normal; 1 = 2 tcoords, 2 = tangents
- bool useColors = false;
-
- // Parse the XML file
- while (reader->read()) {
- switch (reader->getNodeType()) {
- case EXN_ELEMENT:
-
- if (!ASSIMP_stricmp(reader->getNodeName(),"buffer") && (curMat || curMesh)) {
- // end of previous buffer. A material and a mesh should be there
- if ( !curMat || !curMesh) {
- DefaultLogger::get()->error("IRRMESH: A buffer must contain a mesh and a material");
- deleteAndSetNull(curMat);
- delete curMesh;
- }
- else {
- materials.push_back(curMat);
- meshes.push_back(curMesh);
- }
- curMat = NULL;
- curMesh = NULL;
-
- curVertices.clear();
- curColors.clear();
- curNormals.clear();
- curUV2s.clear();
- curUVs.clear();
- curTangents.clear();
- curBitangents.clear();
- }
-
-
- if (!ASSIMP_stricmp(reader->getNodeName(),"material")) {
- if (curMat) {
- DefaultLogger::get()->warn("IRRMESH: Only one material description per buffer, please");
- deleteAndSetNull(curMat);
- }
- curMat = ParseMaterial(curMatFlags);
- }
- /* no else here! */ if (!ASSIMP_stricmp(reader->getNodeName(),"vertices"))
- {
- int num = reader->getAttributeValueAsInt("vertexCount");
-
- if (!num) {
- // This is possible ... remove the mesh from the list and skip further reading
- DefaultLogger::get()->warn("IRRMESH: Found mesh with zero vertices");
-
- deleteAndSetNull(curMat);
-
- curMesh = NULL;
- textMeaning = 0;
- continue;
- }
-
- curVertices.reserve (num);
- curNormals.reserve (num);
- curColors.reserve (num);
- curUVs.reserve (num);
-
- // Determine the file format
- const char* t = reader->getAttributeValueSafe("type");
- if (!ASSIMP_stricmp("2tcoords", t)) {
- curUV2s.reserve (num);
- vertexFormat = 1;
-
- if (curMatFlags & AI_IRRMESH_EXTRA_2ND_TEXTURE) {
- // *********************************************************
- // We have a second texture! So use this UV channel
- // for it. The 2nd texture can be either a normal
- // texture (solid_2layer or lightmap_xxx) or a normal
- // map (normal_..., parallax_...)
- // *********************************************************
- int idx = 1;
- MaterialHelper* mat = ( MaterialHelper* ) curMat;
-
- if (curMatFlags & AI_IRRMESH_MAT_lightmap){
- mat->AddProperty(&idx,1,AI_MATKEY_UVWSRC_LIGHTMAP(0));
- }
- else if (curMatFlags & AI_IRRMESH_MAT_normalmap_solid){
- mat->AddProperty(&idx,1,AI_MATKEY_UVWSRC_NORMALS(0));
- }
- else if (curMatFlags & AI_IRRMESH_MAT_solid_2layer) {
- mat->AddProperty(&idx,1,AI_MATKEY_UVWSRC_DIFFUSE(1));
- }
- }
- }
- else if (!ASSIMP_stricmp("tangents", t)) {
- curTangents.reserve (num);
- curBitangents.reserve (num);
- vertexFormat = 2;
- }
- else if (ASSIMP_stricmp("standard", t)) {
- deleteAndSetNull(curMat);
- DefaultLogger::get()->warn("IRRMESH: Unknown vertex format");
- }
- else vertexFormat = 0;
- textMeaning = 1;
- }
- else if (!ASSIMP_stricmp(reader->getNodeName(),"indices")) {
- if (curVertices.empty() && curMat) {
- deleteAndSetNull(curMat);
- throw DeadlyImportError("IRRMESH: indices must come after vertices");
- }
-
- textMeaning = 2;
-
- // start a new mesh
- curMesh = new aiMesh();
-
- // allocate storage for all faces
- curMesh->mNumVertices = reader->getAttributeValueAsInt("indexCount");
- if (!curMesh->mNumVertices) {
- // This is possible ... remove the mesh from the list and skip further reading
- DefaultLogger::get()->warn("IRRMESH: Found mesh with zero indices");
-
- // mesh - away
- delete curMesh; curMesh = NULL;
-
- // material - away
- deleteAndSetNull(curMat);
-
- textMeaning = 0;
- continue;
- }
-
- if (curMesh->mNumVertices % 3) {
- DefaultLogger::get()->warn("IRRMESH: Number if indices isn't divisible by 3");
- }
-
- curMesh->mNumFaces = curMesh->mNumVertices / 3;
- curMesh->mFaces = new aiFace[curMesh->mNumFaces];
-
- // setup some members
- curMesh->mMaterialIndex = (unsigned int)materials.size();
- curMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
-
- // allocate storage for all vertices
- curMesh->mVertices = new aiVector3D[curMesh->mNumVertices];
-
- if (curNormals.size() == curVertices.size()) {
- curMesh->mNormals = new aiVector3D[curMesh->mNumVertices];
- }
- if (curTangents.size() == curVertices.size()) {
- curMesh->mTangents = new aiVector3D[curMesh->mNumVertices];
- }
- if (curBitangents.size() == curVertices.size()) {
- curMesh->mBitangents = new aiVector3D[curMesh->mNumVertices];
- }
- if (curColors.size() == curVertices.size() && useColors) {
- curMesh->mColors[0] = new aiColor4D[curMesh->mNumVertices];
- }
- if (curUVs.size() == curVertices.size()) {
- curMesh->mTextureCoords[0] = new aiVector3D[curMesh->mNumVertices];
- }
- if (curUV2s.size() == curVertices.size()) {
- curMesh->mTextureCoords[1] = new aiVector3D[curMesh->mNumVertices];
- }
- }
- break;
-
- case EXN_TEXT:
- {
- const char* sz = reader->getNodeData();
- if (textMeaning == 1) {
- textMeaning = 0;
-
- // read vertices
- do {
- SkipSpacesAndLineEnd(&sz);
- aiVector3D temp;aiColor4D c;
-
- // Read the vertex position
- sz = fast_atof_move(sz,(float&)temp.x);
- SkipSpaces(&sz);
-
- sz = fast_atof_move(sz,(float&)temp.y);
- SkipSpaces(&sz);
-
- sz = fast_atof_move(sz,(float&)temp.z);
- SkipSpaces(&sz);
- curVertices.push_back(temp);
-
- // Read the vertex normals
- sz = fast_atof_move(sz,(float&)temp.x);
- SkipSpaces(&sz);
-
- sz = fast_atof_move(sz,(float&)temp.y);
- SkipSpaces(&sz);
-
- sz = fast_atof_move(sz,(float&)temp.z);
- SkipSpaces(&sz);
- curNormals.push_back(temp);
-
- // read the vertex colors
- uint32_t clr = strtol16(sz,&sz);
- ColorFromARGBPacked(clr,c);
-
- if (!curColors.empty() && c != *(curColors.end()-1))
- useColors = true;
-
- curColors.push_back(c);
- SkipSpaces(&sz);
-
-
- // read the first UV coordinate set
- sz = fast_atof_move(sz,(float&)temp.x);
- SkipSpaces(&sz);
-
- sz = fast_atof_move(sz,(float&)temp.y);
- SkipSpaces(&sz);
- temp.z = 0.f;
- temp.y = 1.f - temp.y; // DX to OGL
- curUVs.push_back(temp);
-
- // read the (optional) second UV coordinate set
- if (vertexFormat == 1) {
- sz = fast_atof_move(sz,(float&)temp.x);
- SkipSpaces(&sz);
-
- sz = fast_atof_move(sz,(float&)temp.y);
- temp.y = 1.f - temp.y; // DX to OGL
- curUV2s.push_back(temp);
- }
- // read optional tangent and bitangent vectors
- else if (vertexFormat == 2) {
- // tangents
- sz = fast_atof_move(sz,(float&)temp.x);
- SkipSpaces(&sz);
-
- sz = fast_atof_move(sz,(float&)temp.z);
- SkipSpaces(&sz);
-
- sz = fast_atof_move(sz,(float&)temp.y);
- SkipSpaces(&sz);
- temp.y *= -1.0f;
- curTangents.push_back(temp);
-
- // bitangents
- sz = fast_atof_move(sz,(float&)temp.x);
- SkipSpaces(&sz);
-
- sz = fast_atof_move(sz,(float&)temp.z);
- SkipSpaces(&sz);
-
- sz = fast_atof_move(sz,(float&)temp.y);
- SkipSpaces(&sz);
- temp.y *= -1.0f;
- curBitangents.push_back(temp);
- }
- }
-
- /* IMPORTANT: We assume that each vertex is specified in one
- line. So we can skip the rest of the line - unknown vertex
- elements are ignored.
- */
-
- while (SkipLine(&sz));
- }
- else if (textMeaning == 2) {
- textMeaning = 0;
-
- // read indices
- ai_assert(curMesh);
- aiFace* curFace = curMesh->mFaces;
- aiFace* const faceEnd = curMesh->mFaces + curMesh->mNumFaces;
-
- aiVector3D* pcV = curMesh->mVertices;
- aiVector3D* pcN = curMesh->mNormals;
- aiVector3D* pcT = curMesh->mTangents;
- aiVector3D* pcB = curMesh->mBitangents;
- aiColor4D* pcC0 = curMesh->mColors[0];
- aiVector3D* pcT0 = curMesh->mTextureCoords[0];
- aiVector3D* pcT1 = curMesh->mTextureCoords[1];
-
- unsigned int curIdx = 0;
- unsigned int total = 0;
- while (SkipSpacesAndLineEnd(&sz)) {
- if (curFace >= faceEnd) {
- DefaultLogger::get()->error("IRRMESH: Too many indices");
- break;
- }
- if (!curIdx) {
- curFace->mNumIndices = 3;
- curFace->mIndices = new unsigned int[3];
- }
-
- unsigned int idx = strtol10(sz,&sz);
- if (idx >= curVertices.size()) {
- DefaultLogger::get()->error("IRRMESH: Index out of range");
- idx = 0;
- }
-
- curFace->mIndices[curIdx] = total++;
-
- *pcV++ = curVertices[idx];
- if (pcN)*pcN++ = curNormals[idx];
- if (pcT)*pcT++ = curTangents[idx];
- if (pcB)*pcB++ = curBitangents[idx];
- if (pcC0)*pcC0++ = curColors[idx];
- if (pcT0)*pcT0++ = curUVs[idx];
- if (pcT1)*pcT1++ = curUV2s[idx];
-
- if (++curIdx == 3) {
- ++curFace;
- curIdx = 0;
- }
- }
-
- if (curFace != faceEnd)
- DefaultLogger::get()->error("IRRMESH: Not enough indices");
-
- // Finish processing the mesh - do some small material workarounds
- if (curMatFlags & AI_IRRMESH_MAT_trans_vertex_alpha && !useColors) {
- // Take the opacity value of the current material
- // from the common vertex color alpha
- MaterialHelper* mat = (MaterialHelper*)curMat;
- mat->AddProperty(&curColors[0].a,1,AI_MATKEY_OPACITY);
- }
- }}
- break;
-
- default:
-
- // GCC complains here ...
- break;
-
- };
- }
-
- // End of the last buffer. A material and a mesh should be there
- if (curMat || curMesh) {
- if ( !curMat || !curMesh) {
- DefaultLogger::get()->error("IRRMESH: A buffer must contain a mesh and a material");
- deleteAndSetNull(curMat);
- delete curMesh;
- }
- else {
- materials.push_back(curMat);
- meshes.push_back(curMesh);
- }
- }
-
- if (materials.empty())
- throw DeadlyImportError("IRRMESH: Unable to read a mesh from this file");
-
-
- // now generate the output scene
- pScene->mNumMeshes = (unsigned int)meshes.size();
- pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
- for (unsigned int i = 0; i < pScene->mNumMeshes;++i) {
- pScene->mMeshes[i] = meshes[i];
-
- // clean this value ...
- pScene->mMeshes[i]->mNumUVComponents[3] = 0;
- }
-
- pScene->mNumMaterials = (unsigned int)materials.size();
- pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
- ::memcpy(pScene->mMaterials,&materials[0],sizeof(void*)*pScene->mNumMaterials);
-
- pScene->mRootNode = new aiNode();
- pScene->mRootNode->mName.Set("<IRRMesh>");
- pScene->mRootNode->mNumMeshes = pScene->mNumMeshes;
- pScene->mRootNode->mMeshes = new unsigned int[pScene->mNumMeshes];
-
- for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
- pScene->mRootNode->mMeshes[i] = i;
-
- // clean up and return
- delete reader;
- AI_DEBUG_INVALIDATE_PTR(reader);
+ boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
+
+ // Check whether we can read from the file
+ if( file.get() == NULL)
+ throw DeadlyImportError( "Failed to open IRRMESH file " + pFile + "");
+
+ // Construct the irrXML parser
+ CIrrXML_IOStreamReader st(file.get());
+ reader = createIrrXMLReader((IFileReadCallBack*) &st);
+
+ // final data
+ std::vector<aiMaterial*> materials;
+ std::vector<aiMesh*> meshes;
+ materials.reserve (5);
+ meshes.reserve (5);
+
+ // temporary data - current mesh buffer
+ aiMaterial* curMat = NULL;
+ aiMesh* curMesh = NULL;
+ unsigned int curMatFlags = 0;
+
+ std::vector<aiVector3D> curVertices,curNormals,curTangents,curBitangents;
+ std::vector<aiColor4D> curColors;
+ std::vector<aiVector3D> curUVs,curUV2s;
+
+ // some temporary variables
+ int textMeaning = 0;
+ int vertexFormat = 0; // 0 = normal; 1 = 2 tcoords, 2 = tangents
+ bool useColors = false;
+
+ // Parse the XML file
+ while (reader->read()) {
+ switch (reader->getNodeType()) {
+ case EXN_ELEMENT:
+
+ if (!ASSIMP_stricmp(reader->getNodeName(),"buffer") && (curMat || curMesh)) {
+ // end of previous buffer. A material and a mesh should be there
+ if ( !curMat || !curMesh) {
+ DefaultLogger::get()->error("IRRMESH: A buffer must contain a mesh and a material");
+ delete curMat;
+ delete curMesh;
+ }
+ else {
+ materials.push_back(curMat);
+ meshes.push_back(curMesh);
+ }
+ curMat = NULL;
+ curMesh = NULL;
+
+ curVertices.clear();
+ curColors.clear();
+ curNormals.clear();
+ curUV2s.clear();
+ curUVs.clear();
+ curTangents.clear();
+ curBitangents.clear();
+ }
+
+
+ if (!ASSIMP_stricmp(reader->getNodeName(),"material")) {
+ if (curMat) {
+ DefaultLogger::get()->warn("IRRMESH: Only one material description per buffer, please");
+ delete curMat;curMat = NULL;
+ }
+ curMat = ParseMaterial(curMatFlags);
+ }
+ /* no else here! */ if (!ASSIMP_stricmp(reader->getNodeName(),"vertices"))
+ {
+ int num = reader->getAttributeValueAsInt("vertexCount");
+
+ if (!num) {
+ // This is possible ... remove the mesh from the list and skip further reading
+ DefaultLogger::get()->warn("IRRMESH: Found mesh with zero vertices");
+
+ delete curMat;curMat = NULL;
+
+ curMesh = NULL;
+ textMeaning = 0;
+ continue;
+ }
+
+ curVertices.reserve (num);
+ curNormals.reserve (num);
+ curColors.reserve (num);
+ curUVs.reserve (num);
+
+ // Determine the file format
+ const char* t = reader->getAttributeValueSafe("type");
+ if (!ASSIMP_stricmp("2tcoords", t)) {
+ curUV2s.reserve (num);
+ vertexFormat = 1;
+
+ if (curMatFlags & AI_IRRMESH_EXTRA_2ND_TEXTURE) {
+ // *********************************************************
+ // We have a second texture! So use this UV channel
+ // for it. The 2nd texture can be either a normal
+ // texture (solid_2layer or lightmap_xxx) or a normal
+ // map (normal_..., parallax_...)
+ // *********************************************************
+ int idx = 1;
+ aiMaterial* mat = ( aiMaterial* ) curMat;
+
+ if (curMatFlags & AI_IRRMESH_MAT_lightmap){
+ mat->AddProperty(&idx,1,AI_MATKEY_UVWSRC_LIGHTMAP(0));
+ }
+ else if (curMatFlags & AI_IRRMESH_MAT_normalmap_solid){
+ mat->AddProperty(&idx,1,AI_MATKEY_UVWSRC_NORMALS(0));
+ }
+ else if (curMatFlags & AI_IRRMESH_MAT_solid_2layer) {
+ mat->AddProperty(&idx,1,AI_MATKEY_UVWSRC_DIFFUSE(1));
+ }
+ }
+ }
+ else if (!ASSIMP_stricmp("tangents", t)) {
+ curTangents.reserve (num);
+ curBitangents.reserve (num);
+ vertexFormat = 2;
+ }
+ else if (ASSIMP_stricmp("standard", t)) {
+ delete curMat;
+ DefaultLogger::get()->warn("IRRMESH: Unknown vertex format");
+ }
+ else vertexFormat = 0;
+ textMeaning = 1;
+ }
+ else if (!ASSIMP_stricmp(reader->getNodeName(),"indices")) {
+ if (curVertices.empty() && curMat) {
+ delete curMat;
+ throw DeadlyImportError("IRRMESH: indices must come after vertices");
+ }
+
+ textMeaning = 2;
+
+ // start a new mesh
+ curMesh = new aiMesh();
+
+ // allocate storage for all faces
+ curMesh->mNumVertices = reader->getAttributeValueAsInt("indexCount");
+ if (!curMesh->mNumVertices) {
+ // This is possible ... remove the mesh from the list and skip further reading
+ DefaultLogger::get()->warn("IRRMESH: Found mesh with zero indices");
+
+ // mesh - away
+ delete curMesh; curMesh = NULL;
+
+ // material - away
+ delete curMat;curMat = NULL;
+
+ textMeaning = 0;
+ continue;
+ }
+
+ if (curMesh->mNumVertices % 3) {
+ DefaultLogger::get()->warn("IRRMESH: Number if indices isn't divisible by 3");
+ }
+
+ curMesh->mNumFaces = curMesh->mNumVertices / 3;
+ curMesh->mFaces = new aiFace[curMesh->mNumFaces];
+
+ // setup some members
+ curMesh->mMaterialIndex = (unsigned int)materials.size();
+ curMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
+
+ // allocate storage for all vertices
+ curMesh->mVertices = new aiVector3D[curMesh->mNumVertices];
+
+ if (curNormals.size() == curVertices.size()) {
+ curMesh->mNormals = new aiVector3D[curMesh->mNumVertices];
+ }
+ if (curTangents.size() == curVertices.size()) {
+ curMesh->mTangents = new aiVector3D[curMesh->mNumVertices];
+ }
+ if (curBitangents.size() == curVertices.size()) {
+ curMesh->mBitangents = new aiVector3D[curMesh->mNumVertices];
+ }
+ if (curColors.size() == curVertices.size() && useColors) {
+ curMesh->mColors[0] = new aiColor4D[curMesh->mNumVertices];
+ }
+ if (curUVs.size() == curVertices.size()) {
+ curMesh->mTextureCoords[0] = new aiVector3D[curMesh->mNumVertices];
+ }
+ if (curUV2s.size() == curVertices.size()) {
+ curMesh->mTextureCoords[1] = new aiVector3D[curMesh->mNumVertices];
+ }
+ }
+ break;
+
+ case EXN_TEXT:
+ {
+ const char* sz = reader->getNodeData();
+ if (textMeaning == 1) {
+ textMeaning = 0;
+
+ // read vertices
+ do {
+ SkipSpacesAndLineEnd(&sz);
+ aiVector3D temp;aiColor4D c;
+
+ // Read the vertex position
+ sz = fast_atoreal_move<float>(sz,(float&)temp.x);
+ SkipSpaces(&sz);
+
+ sz = fast_atoreal_move<float>(sz,(float&)temp.y);
+ SkipSpaces(&sz);
+
+ sz = fast_atoreal_move<float>(sz,(float&)temp.z);
+ SkipSpaces(&sz);
+ curVertices.push_back(temp);
+
+ // Read the vertex normals
+ sz = fast_atoreal_move<float>(sz,(float&)temp.x);
+ SkipSpaces(&sz);
+
+ sz = fast_atoreal_move<float>(sz,(float&)temp.y);
+ SkipSpaces(&sz);
+
+ sz = fast_atoreal_move<float>(sz,(float&)temp.z);
+ SkipSpaces(&sz);
+ curNormals.push_back(temp);
+
+ // read the vertex colors
+ uint32_t clr = strtoul16(sz,&sz);
+ ColorFromARGBPacked(clr,c);
+
+ if (!curColors.empty() && c != *(curColors.end()-1))
+ useColors = true;
+
+ curColors.push_back(c);
+ SkipSpaces(&sz);
+
+
+ // read the first UV coordinate set
+ sz = fast_atoreal_move<float>(sz,(float&)temp.x);
+ SkipSpaces(&sz);
+
+ sz = fast_atoreal_move<float>(sz,(float&)temp.y);
+ SkipSpaces(&sz);
+ temp.z = 0.f;
+ temp.y = 1.f - temp.y; // DX to OGL
+ curUVs.push_back(temp);
+
+ // read the (optional) second UV coordinate set
+ if (vertexFormat == 1) {
+ sz = fast_atoreal_move<float>(sz,(float&)temp.x);
+ SkipSpaces(&sz);
+
+ sz = fast_atoreal_move<float>(sz,(float&)temp.y);
+ temp.y = 1.f - temp.y; // DX to OGL
+ curUV2s.push_back(temp);
+ }
+ // read optional tangent and bitangent vectors
+ else if (vertexFormat == 2) {
+ // tangents
+ sz = fast_atoreal_move<float>(sz,(float&)temp.x);
+ SkipSpaces(&sz);
+
+ sz = fast_atoreal_move<float>(sz,(float&)temp.z);
+ SkipSpaces(&sz);
+
+ sz = fast_atoreal_move<float>(sz,(float&)temp.y);
+ SkipSpaces(&sz);
+ temp.y *= -1.0f;
+ curTangents.push_back(temp);
+
+ // bitangents
+ sz = fast_atoreal_move<float>(sz,(float&)temp.x);
+ SkipSpaces(&sz);
+
+ sz = fast_atoreal_move<float>(sz,(float&)temp.z);
+ SkipSpaces(&sz);
+
+ sz = fast_atoreal_move<float>(sz,(float&)temp.y);
+ SkipSpaces(&sz);
+ temp.y *= -1.0f;
+ curBitangents.push_back(temp);
+ }
+ }
+
+ /* IMPORTANT: We assume that each vertex is specified in one
+ line. So we can skip the rest of the line - unknown vertex
+ elements are ignored.
+ */
+
+ while (SkipLine(&sz));
+ }
+ else if (textMeaning == 2) {
+ textMeaning = 0;
+
+ // read indices
+ aiFace* curFace = curMesh->mFaces;
+ aiFace* const faceEnd = curMesh->mFaces + curMesh->mNumFaces;
+
+ aiVector3D* pcV = curMesh->mVertices;
+ aiVector3D* pcN = curMesh->mNormals;
+ aiVector3D* pcT = curMesh->mTangents;
+ aiVector3D* pcB = curMesh->mBitangents;
+ aiColor4D* pcC0 = curMesh->mColors[0];
+ aiVector3D* pcT0 = curMesh->mTextureCoords[0];
+ aiVector3D* pcT1 = curMesh->mTextureCoords[1];
+
+ unsigned int curIdx = 0;
+ unsigned int total = 0;
+ while(SkipSpacesAndLineEnd(&sz)) {
+ if (curFace >= faceEnd) {
+ DefaultLogger::get()->error("IRRMESH: Too many indices");
+ break;
+ }
+ if (!curIdx) {
+ curFace->mNumIndices = 3;
+ curFace->mIndices = new unsigned int[3];
+ }
+
+ unsigned int idx = strtoul10(sz,&sz);
+ if (idx >= curVertices.size()) {
+ DefaultLogger::get()->error("IRRMESH: Index out of range");
+ idx = 0;
+ }
+
+ curFace->mIndices[curIdx] = total++;
+
+ *pcV++ = curVertices[idx];
+ if (pcN)*pcN++ = curNormals[idx];
+ if (pcT)*pcT++ = curTangents[idx];
+ if (pcB)*pcB++ = curBitangents[idx];
+ if (pcC0)*pcC0++ = curColors[idx];
+ if (pcT0)*pcT0++ = curUVs[idx];
+ if (pcT1)*pcT1++ = curUV2s[idx];
+
+ if (++curIdx == 3) {
+ ++curFace;
+ curIdx = 0;
+ }
+ }
+
+ if (curFace != faceEnd)
+ DefaultLogger::get()->error("IRRMESH: Not enough indices");
+
+ // Finish processing the mesh - do some small material workarounds
+ if (curMatFlags & AI_IRRMESH_MAT_trans_vertex_alpha && !useColors) {
+ // Take the opacity value of the current material
+ // from the common vertex color alpha
+ aiMaterial* mat = (aiMaterial*)curMat;
+ mat->AddProperty(&curColors[0].a,1,AI_MATKEY_OPACITY);
+ }
+ }}
+ break;
+
+ default:
+
+ // GCC complains here ...
+ break;
+
+ };
+ }
+
+ // End of the last buffer. A material and a mesh should be there
+ if (curMat || curMesh) {
+ if ( !curMat || !curMesh) {
+ DefaultLogger::get()->error("IRRMESH: A buffer must contain a mesh and a material");
+ delete curMat;
+ delete curMesh;
+ }
+ else {
+ materials.push_back(curMat);
+ meshes.push_back(curMesh);
+ }
+ }
+
+ if (materials.empty())
+ throw DeadlyImportError("IRRMESH: Unable to read a mesh from this file");
+
+
+ // now generate the output scene
+ pScene->mNumMeshes = (unsigned int)meshes.size();
+ pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
+ for (unsigned int i = 0; i < pScene->mNumMeshes;++i) {
+ pScene->mMeshes[i] = meshes[i];
+
+ // clean this value ...
+ pScene->mMeshes[i]->mNumUVComponents[3] = 0;
+ }
+
+ pScene->mNumMaterials = (unsigned int)materials.size();
+ pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
+ ::memcpy(pScene->mMaterials,&materials[0],sizeof(void*)*pScene->mNumMaterials);
+
+ pScene->mRootNode = new aiNode();
+ pScene->mRootNode->mName.Set("<IRRMesh>");
+ pScene->mRootNode->mNumMeshes = pScene->mNumMeshes;
+ pScene->mRootNode->mMeshes = new unsigned int[pScene->mNumMeshes];
+
+ for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
+ pScene->mRootNode->mMeshes[i] = i;
+
+ // clean up and return
+ delete reader;
+ AI_DEBUG_INVALIDATE_PTR(reader);
}
diff --git a/src/3rdparty/assimp/code/IRRMeshLoader.h b/src/3rdparty/assimp/code/IRRMeshLoader.h
index e5a94dffe..d4cac04e6 100644
--- a/src/3rdparty/assimp/code/IRRMeshLoader.h
+++ b/src/3rdparty/assimp/code/IRRMeshLoader.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -40,7 +40,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
/** @file IRRMeshLoader.h
* @brief Declaration of the .irrMesh (Irrlight Engine Mesh Format)
- * importer class.
+ * importer class.
*/
#ifndef AI_IRRMESHLOADER_H_INCLUDED
#define AI_IRRMESHLOADER_H_INCLUDED
@@ -48,7 +48,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "BaseImporter.h"
#include "IRRShared.h"
-namespace Assimp {
+namespace Assimp {
// ---------------------------------------------------------------------------
/** IrrMesh importer class.
@@ -59,38 +59,34 @@ namespace Assimp {
*/
class IRRMeshImporter : public BaseImporter, public IrrlichtBase
{
- friend class Importer;
-
-protected:
- /** Constructor to be privately used by Importer */
- IRRMeshImporter();
+public:
+ IRRMeshImporter();
+ ~IRRMeshImporter();
- /** Destructor, private as well */
- ~IRRMeshImporter();
public:
- // -------------------------------------------------------------------
- /** Returns whether the class can handle the format of the given file.
- * See BaseImporter::CanRead() for details.
- */
- bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
- bool checkSig) const;
+ // -------------------------------------------------------------------
+ /** Returns whether the class can handle the format of the given file.
+ * See BaseImporter::CanRead() for details.
+ */
+ bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
+ bool checkSig) const;
protected:
- // -------------------------------------------------------------------
- /** Called by Importer::GetExtensionList() for each loaded importer.
- * See BaseImporter::GetExtensionList() for details
- */
- void GetExtensionList(std::set<std::string>& extensions);
-
- // -------------------------------------------------------------------
- /** Imports the given file into the given scene structure.
- * See BaseImporter::InternReadFile() for details
- */
- void InternReadFile( const std::string& pFile, aiScene* pScene,
- IOSystem* pIOHandler);
+ // -------------------------------------------------------------------
+ /** Return importer meta information.
+ * See #BaseImporter::GetInfo for the details
+ */
+ const aiImporterDesc* GetInfo () const;
+
+ // -------------------------------------------------------------------
+ /** Imports the given file into the given scene structure.
+ * See BaseImporter::InternReadFile() for details
+ */
+ void InternReadFile( const std::string& pFile, aiScene* pScene,
+ IOSystem* pIOHandler);
};
diff --git a/src/3rdparty/assimp/code/IRRShared.cpp b/src/3rdparty/assimp/code/IRRShared.cpp
index d30107057..e21fb72b0 100644
--- a/src/3rdparty/assimp/code/IRRShared.cpp
+++ b/src/3rdparty/assimp/code/IRRShared.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -54,443 +54,443 @@ using namespace irr;
using namespace irr::io;
// Transformation matrix to convert from Assimp to IRR space
-const aiMatrix4x4 Assimp::AI_TO_IRR_MATRIX = aiMatrix4x4 (
- 1.0f, 0.0f, 0.0f, 0.0f,
- 0.0f, 0.0f, 1.0f, 0.0f,
- 0.0f, 1.0f, 0.0f, 0.0f,
- 0.0f, 0.0f, 0.0f, 1.0f);
+const aiMatrix4x4 Assimp::AI_TO_IRR_MATRIX = aiMatrix4x4 (
+ 1.0f, 0.0f, 0.0f, 0.0f,
+ 0.0f, 0.0f, 1.0f, 0.0f,
+ 0.0f, 1.0f, 0.0f, 0.0f,
+ 0.0f, 0.0f, 0.0f, 1.0f);
// ------------------------------------------------------------------------------------------------
// read a property in hexadecimal format (i.e. ffffffff)
void IrrlichtBase::ReadHexProperty (HexProperty& out)
{
- for (int i = 0; i < reader->getAttributeCount();++i)
- {
- if (!ASSIMP_stricmp(reader->getAttributeName(i),"name"))
- {
- out.name = std::string( reader->getAttributeValue(i) );
- }
- else if (!ASSIMP_stricmp(reader->getAttributeName(i),"value"))
- {
- // parse the hexadecimal value
- out.value = strtol16(reader->getAttributeValue(i));
- }
- }
+ for (int i = 0; i < reader->getAttributeCount();++i)
+ {
+ if (!ASSIMP_stricmp(reader->getAttributeName(i),"name"))
+ {
+ out.name = std::string( reader->getAttributeValue(i) );
+ }
+ else if (!ASSIMP_stricmp(reader->getAttributeName(i),"value"))
+ {
+ // parse the hexadecimal value
+ out.value = strtoul16(reader->getAttributeValue(i));
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// read a decimal property
void IrrlichtBase::ReadIntProperty (IntProperty& out)
{
- for (int i = 0; i < reader->getAttributeCount();++i)
- {
- if (!ASSIMP_stricmp(reader->getAttributeName(i),"name"))
- {
- out.name = std::string( reader->getAttributeValue(i) );
- }
- else if (!ASSIMP_stricmp(reader->getAttributeName(i),"value"))
- {
- // parse the ecimal value
- out.value = strtol10s(reader->getAttributeValue(i));
- }
- }
+ for (int i = 0; i < reader->getAttributeCount();++i)
+ {
+ if (!ASSIMP_stricmp(reader->getAttributeName(i),"name"))
+ {
+ out.name = std::string( reader->getAttributeValue(i) );
+ }
+ else if (!ASSIMP_stricmp(reader->getAttributeName(i),"value"))
+ {
+ // parse the ecimal value
+ out.value = strtol10(reader->getAttributeValue(i));
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// read a string property
void IrrlichtBase::ReadStringProperty (StringProperty& out)
{
- for (int i = 0; i < reader->getAttributeCount();++i)
- {
- if (!ASSIMP_stricmp(reader->getAttributeName(i),"name"))
- {
- out.name = std::string( reader->getAttributeValue(i) );
- }
- else if (!ASSIMP_stricmp(reader->getAttributeName(i),"value"))
- {
- // simple copy the string
- out.value = std::string (reader->getAttributeValue(i));
- }
- }
+ for (int i = 0; i < reader->getAttributeCount();++i)
+ {
+ if (!ASSIMP_stricmp(reader->getAttributeName(i),"name"))
+ {
+ out.name = std::string( reader->getAttributeValue(i) );
+ }
+ else if (!ASSIMP_stricmp(reader->getAttributeName(i),"value"))
+ {
+ // simple copy the string
+ out.value = std::string (reader->getAttributeValue(i));
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// read a boolean property
void IrrlichtBase::ReadBoolProperty (BoolProperty& out)
{
- for (int i = 0; i < reader->getAttributeCount();++i)
- {
- if (!ASSIMP_stricmp(reader->getAttributeName(i),"name"))
- {
- out.name = std::string( reader->getAttributeValue(i) );
- }
- else if (!ASSIMP_stricmp(reader->getAttributeName(i),"value"))
- {
- // true or false, case insensitive
- out.value = (ASSIMP_stricmp( reader->getAttributeValue(i),
- "true") ? false : true);
- }
- }
+ for (int i = 0; i < reader->getAttributeCount();++i)
+ {
+ if (!ASSIMP_stricmp(reader->getAttributeName(i),"name"))
+ {
+ out.name = std::string( reader->getAttributeValue(i) );
+ }
+ else if (!ASSIMP_stricmp(reader->getAttributeName(i),"value"))
+ {
+ // true or false, case insensitive
+ out.value = (ASSIMP_stricmp( reader->getAttributeValue(i),
+ "true") ? false : true);
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// read a float property
void IrrlichtBase::ReadFloatProperty (FloatProperty& out)
{
- for (int i = 0; i < reader->getAttributeCount();++i)
- {
- if (!ASSIMP_stricmp(reader->getAttributeName(i),"name"))
- {
- out.name = std::string( reader->getAttributeValue(i) );
- }
- else if (!ASSIMP_stricmp(reader->getAttributeName(i),"value"))
- {
- // just parse the float
- out.value = fast_atof( reader->getAttributeValue(i) );
- }
- }
+ for (int i = 0; i < reader->getAttributeCount();++i)
+ {
+ if (!ASSIMP_stricmp(reader->getAttributeName(i),"name"))
+ {
+ out.name = std::string( reader->getAttributeValue(i) );
+ }
+ else if (!ASSIMP_stricmp(reader->getAttributeName(i),"value"))
+ {
+ // just parse the float
+ out.value = fast_atof( reader->getAttributeValue(i) );
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// read a vector property
void IrrlichtBase::ReadVectorProperty (VectorProperty& out)
{
- for (int i = 0; i < reader->getAttributeCount();++i)
- {
- if (!ASSIMP_stricmp(reader->getAttributeName(i),"name"))
- {
- out.name = std::string( reader->getAttributeValue(i) );
- }
- else if (!ASSIMP_stricmp(reader->getAttributeName(i),"value"))
- {
- // three floats, separated with commas
- const char* ptr = reader->getAttributeValue(i);
-
- SkipSpaces(&ptr);
- ptr = fast_atof_move( ptr,(float&)out.value.x );
- SkipSpaces(&ptr);
- if (',' != *ptr)
- {
- DefaultLogger::get()->error("IRR(MESH): Expected comma in vector definition");
- }
- else SkipSpaces(ptr+1,&ptr);
- ptr = fast_atof_move( ptr,(float&)out.value.y );
- SkipSpaces(&ptr);
- if (',' != *ptr)
- {
- DefaultLogger::get()->error("IRR(MESH): Expected comma in vector definition");
- }
- else SkipSpaces(ptr+1,&ptr);
- ptr = fast_atof_move( ptr,(float&)out.value.z );
- }
- }
+ for (int i = 0; i < reader->getAttributeCount();++i)
+ {
+ if (!ASSIMP_stricmp(reader->getAttributeName(i),"name"))
+ {
+ out.name = std::string( reader->getAttributeValue(i) );
+ }
+ else if (!ASSIMP_stricmp(reader->getAttributeName(i),"value"))
+ {
+ // three floats, separated with commas
+ const char* ptr = reader->getAttributeValue(i);
+
+ SkipSpaces(&ptr);
+ ptr = fast_atoreal_move<float>( ptr,(float&)out.value.x );
+ SkipSpaces(&ptr);
+ if (',' != *ptr)
+ {
+ DefaultLogger::get()->error("IRR(MESH): Expected comma in vector definition");
+ }
+ else SkipSpaces(ptr+1,&ptr);
+ ptr = fast_atoreal_move<float>( ptr,(float&)out.value.y );
+ SkipSpaces(&ptr);
+ if (',' != *ptr)
+ {
+ DefaultLogger::get()->error("IRR(MESH): Expected comma in vector definition");
+ }
+ else SkipSpaces(ptr+1,&ptr);
+ ptr = fast_atoreal_move<float>( ptr,(float&)out.value.z );
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Convert a string to a proper aiMappingMode
int ConvertMappingMode(const std::string& mode)
{
- if (mode == "texture_clamp_repeat")
- {
- return aiTextureMapMode_Wrap;
- }
- else if (mode == "texture_clamp_mirror")
- return aiTextureMapMode_Mirror;
-
- return aiTextureMapMode_Clamp;
+ if (mode == "texture_clamp_repeat")
+ {
+ return aiTextureMapMode_Wrap;
+ }
+ else if (mode == "texture_clamp_mirror")
+ return aiTextureMapMode_Mirror;
+
+ return aiTextureMapMode_Clamp;
}
// ------------------------------------------------------------------------------------------------
// Parse a material from the XML file
aiMaterial* IrrlichtBase::ParseMaterial(unsigned int& matFlags)
{
- MaterialHelper* mat = new MaterialHelper();
- aiColor4D clr;
- aiString s;
-
- matFlags = 0; // zero output flags
- int cnt = 0; // number of used texture channels
- unsigned int nd = 0;
-
- // Continue reading from the file
- while (reader->read())
- {
- switch (reader->getNodeType())
- {
- case EXN_ELEMENT:
-
- // Hex properties
- if (!ASSIMP_stricmp(reader->getNodeName(),"color"))
- {
- HexProperty prop;
- ReadHexProperty(prop);
- if (prop.name == "Diffuse")
- {
- ColorFromARGBPacked(prop.value,clr);
- mat->AddProperty(&clr,1,AI_MATKEY_COLOR_DIFFUSE);
- }
- else if (prop.name == "Ambient")
- {
- ColorFromARGBPacked(prop.value,clr);
- mat->AddProperty(&clr,1,AI_MATKEY_COLOR_AMBIENT);
- }
- else if (prop.name == "Specular")
- {
- ColorFromARGBPacked(prop.value,clr);
- mat->AddProperty(&clr,1,AI_MATKEY_COLOR_SPECULAR);
- }
-
- // NOTE: The 'emissive' property causes problems. It is
- // often != 0, even if there is obviously no light
- // emitted by the described surface. In fact I think
- // IRRLICHT ignores this property, too.
+ aiMaterial* mat = new aiMaterial();
+ aiColor4D clr;
+ aiString s;
+
+ matFlags = 0; // zero output flags
+ int cnt = 0; // number of used texture channels
+ unsigned int nd = 0;
+
+ // Continue reading from the file
+ while (reader->read())
+ {
+ switch (reader->getNodeType())
+ {
+ case EXN_ELEMENT:
+
+ // Hex properties
+ if (!ASSIMP_stricmp(reader->getNodeName(),"color"))
+ {
+ HexProperty prop;
+ ReadHexProperty(prop);
+ if (prop.name == "Diffuse")
+ {
+ ColorFromARGBPacked(prop.value,clr);
+ mat->AddProperty(&clr,1,AI_MATKEY_COLOR_DIFFUSE);
+ }
+ else if (prop.name == "Ambient")
+ {
+ ColorFromARGBPacked(prop.value,clr);
+ mat->AddProperty(&clr,1,AI_MATKEY_COLOR_AMBIENT);
+ }
+ else if (prop.name == "Specular")
+ {
+ ColorFromARGBPacked(prop.value,clr);
+ mat->AddProperty(&clr,1,AI_MATKEY_COLOR_SPECULAR);
+ }
+
+ // NOTE: The 'emissive' property causes problems. It is
+ // often != 0, even if there is obviously no light
+ // emitted by the described surface. In fact I think
+ // IRRLICHT ignores this property, too.
#if 0
- else if (prop.name == "Emissive")
- {
- ColorFromARGBPacked(prop.value,clr);
- mat->AddProperty(&clr,1,AI_MATKEY_COLOR_EMISSIVE);
- }
+ else if (prop.name == "Emissive")
+ {
+ ColorFromARGBPacked(prop.value,clr);
+ mat->AddProperty(&clr,1,AI_MATKEY_COLOR_EMISSIVE);
+ }
#endif
- }
- // Float properties
- else if (!ASSIMP_stricmp(reader->getNodeName(),"float"))
- {
- FloatProperty prop;
- ReadFloatProperty(prop);
- if (prop.name == "Shininess")
- {
- mat->AddProperty(&prop.value,1,AI_MATKEY_SHININESS);
- }
- }
- // Bool properties
- else if (!ASSIMP_stricmp(reader->getNodeName(),"bool"))
- {
- BoolProperty prop;
- ReadBoolProperty(prop);
- if (prop.name == "Wireframe")
- {
- int val = (prop.value ? true : false);
- mat->AddProperty(&val,1,AI_MATKEY_ENABLE_WIREFRAME);
- }
- else if (prop.name == "GouraudShading")
- {
- int val = (prop.value ? aiShadingMode_Gouraud
- : aiShadingMode_NoShading);
- mat->AddProperty(&val,1,AI_MATKEY_SHADING_MODEL);
- }
- else if (prop.name == "BackfaceCulling")
- {
- int val = (!prop.value);
- mat->AddProperty(&val,1,AI_MATKEY_TWOSIDED);
- }
- }
- // String properties - textures and texture related properties
- else if (!ASSIMP_stricmp(reader->getNodeName(),"texture") ||
- !ASSIMP_stricmp(reader->getNodeName(),"enum"))
- {
- StringProperty prop;
- ReadStringProperty(prop);
- if (prop.value.length())
- {
- // material type (shader)
- if (prop.name == "Type")
- {
- if (prop.value == "solid")
- {
- // default material ...
- }
- else if (prop.value == "trans_vertex_alpha")
- {
- matFlags = AI_IRRMESH_MAT_trans_vertex_alpha;
- }
- else if (prop.value == "lightmap")
- {
- matFlags = AI_IRRMESH_MAT_lightmap;
- }
- else if (prop.value == "solid_2layer")
- {
- matFlags = AI_IRRMESH_MAT_solid_2layer;
- }
- else if (prop.value == "lightmap_m2")
- {
- matFlags = AI_IRRMESH_MAT_lightmap_m2;
- }
- else if (prop.value == "lightmap_m4")
- {
- matFlags = AI_IRRMESH_MAT_lightmap_m4;
- }
- else if (prop.value == "lightmap_light")
- {
- matFlags = AI_IRRMESH_MAT_lightmap_light;
- }
- else if (prop.value == "lightmap_light_m2")
- {
- matFlags = AI_IRRMESH_MAT_lightmap_light_m2;
- }
- else if (prop.value == "lightmap_light_m4")
- {
- matFlags = AI_IRRMESH_MAT_lightmap_light_m4;
- }
- else if (prop.value == "lightmap_add")
- {
- matFlags = AI_IRRMESH_MAT_lightmap_add;
- }
- // Normal and parallax maps are treated equally
- else if (prop.value == "normalmap_solid" ||
- prop.value == "parallaxmap_solid")
- {
- matFlags = AI_IRRMESH_MAT_normalmap_solid;
- }
- else if (prop.value == "normalmap_trans_vertex_alpha" ||
- prop.value == "parallaxmap_trans_vertex_alpha")
- {
- matFlags = AI_IRRMESH_MAT_normalmap_tva;
- }
- else if (prop.value == "normalmap_trans_add" ||
- prop.value == "parallaxmap_trans_add")
- {
- matFlags = AI_IRRMESH_MAT_normalmap_ta;
- }
- else {
- DefaultLogger::get()->warn("IRRMat: Unrecognized material type: " + prop.value);
- }
- }
-
- // Up to 4 texture channels are supported
- if (prop.name == "Texture1")
- {
- // Always accept the primary texture channel
- ++cnt;
- s.Set(prop.value);
- mat->AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(0));
- }
- else if (prop.name == "Texture2" && cnt == 1)
- {
- // 2-layer material lightmapped?
- if (matFlags & AI_IRRMESH_MAT_lightmap) {
- ++cnt;
- s.Set(prop.value);
- mat->AddProperty(&s,AI_MATKEY_TEXTURE_LIGHTMAP(0));
-
- // set the corresponding material flag
- matFlags |= AI_IRRMESH_EXTRA_2ND_TEXTURE;
- }
- // alternatively: normal or parallax mapping
- else if (matFlags & AI_IRRMESH_MAT_normalmap_solid) {
- ++cnt;
- s.Set(prop.value);
- mat->AddProperty(&s,AI_MATKEY_TEXTURE_NORMALS(0));
-
- // set the corresponding material flag
- matFlags |= AI_IRRMESH_EXTRA_2ND_TEXTURE;
- }
- // or just as second diffuse texture
- else if (matFlags & AI_IRRMESH_MAT_solid_2layer) {
- ++cnt;
- s.Set(prop.value);
- mat->AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(1));
- ++nd;
-
- // set the corresponding material flag
- matFlags |= AI_IRRMESH_EXTRA_2ND_TEXTURE;
- }
- else DefaultLogger::get()->warn("IRRmat: Skipping second texture");
- }
-
- else if (prop.name == "Texture3" && cnt == 2)
- {
- // Irrlicht does not seem to use these channels.
- ++cnt;
- s.Set(prop.value);
- mat->AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(nd+1));
- }
- else if (prop.name == "Texture4" && cnt == 3)
- {
- // Irrlicht does not seem to use these channels.
- ++cnt;
- s.Set(prop.value);
- mat->AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(nd+2));
- }
-
- // Texture mapping options
- if (prop.name == "TextureWrap1" && cnt >= 1)
- {
- int map = ConvertMappingMode(prop.value);
- mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_U_DIFFUSE(0));
- mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_V_DIFFUSE(0));
- }
- else if (prop.name == "TextureWrap2" && cnt >= 2)
- {
- int map = ConvertMappingMode(prop.value);
- if (matFlags & AI_IRRMESH_MAT_lightmap) {
- mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_U_LIGHTMAP(0));
- mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_V_LIGHTMAP(0));
- }
- else if (matFlags & (AI_IRRMESH_MAT_normalmap_solid)) {
- mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_U_NORMALS(0));
- mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_V_NORMALS(0));
- }
- else if (matFlags & AI_IRRMESH_MAT_solid_2layer) {
- mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_U_DIFFUSE(1));
- mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_V_DIFFUSE(1));
- }
- }
- else if (prop.name == "TextureWrap3" && cnt >= 3)
- {
- int map = ConvertMappingMode(prop.value);
- mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_U_DIFFUSE(nd+1));
- mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_V_DIFFUSE(nd+1));
- }
- else if (prop.name == "TextureWrap4" && cnt >= 4)
- {
- int map = ConvertMappingMode(prop.value);
- mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_U_DIFFUSE(nd+2));
- mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_V_DIFFUSE(nd+2));
- }
- }
- }
- break;
- case EXN_ELEMENT_END:
-
- /* Assume there are no further nested nodes in <material> elements
- */
- if (/* IRRMESH */ !ASSIMP_stricmp(reader->getNodeName(),"material") ||
- /* IRR */ !ASSIMP_stricmp(reader->getNodeName(),"attributes"))
- {
- // Now process lightmapping flags
- // We should have at least one textur to do that ..
- if (cnt && matFlags & AI_IRRMESH_MAT_lightmap)
- {
- float f = 1.f;
- unsigned int unmasked = matFlags&~AI_IRRMESH_MAT_lightmap;
-
- // Additive lightmap?
- int op = (unmasked & AI_IRRMESH_MAT_lightmap_add
- ? aiTextureOp_Add : aiTextureOp_Multiply);
-
- // Handle Irrlicht's lightmapping scaling factor
- if (unmasked & AI_IRRMESH_MAT_lightmap_m2 ||
- unmasked & AI_IRRMESH_MAT_lightmap_light_m2)
- {
- f = 2.f;
- }
- else if (unmasked & AI_IRRMESH_MAT_lightmap_m4 ||
- unmasked & AI_IRRMESH_MAT_lightmap_light_m4)
- {
- f = 4.f;
- }
- mat->AddProperty( &f, 1, AI_MATKEY_TEXBLEND_LIGHTMAP(0));
- mat->AddProperty( &op,1, AI_MATKEY_TEXOP_LIGHTMAP(0));
- }
-
- return mat;
- }
- default:
-
- // GCC complains here ...
- break;
- }
- }
- DefaultLogger::get()->error("IRRMESH: Unexpected end of file. Material is not complete");
- return mat;
+ }
+ // Float properties
+ else if (!ASSIMP_stricmp(reader->getNodeName(),"float"))
+ {
+ FloatProperty prop;
+ ReadFloatProperty(prop);
+ if (prop.name == "Shininess")
+ {
+ mat->AddProperty(&prop.value,1,AI_MATKEY_SHININESS);
+ }
+ }
+ // Bool properties
+ else if (!ASSIMP_stricmp(reader->getNodeName(),"bool"))
+ {
+ BoolProperty prop;
+ ReadBoolProperty(prop);
+ if (prop.name == "Wireframe")
+ {
+ int val = (prop.value ? true : false);
+ mat->AddProperty(&val,1,AI_MATKEY_ENABLE_WIREFRAME);
+ }
+ else if (prop.name == "GouraudShading")
+ {
+ int val = (prop.value ? aiShadingMode_Gouraud
+ : aiShadingMode_NoShading);
+ mat->AddProperty(&val,1,AI_MATKEY_SHADING_MODEL);
+ }
+ else if (prop.name == "BackfaceCulling")
+ {
+ int val = (!prop.value);
+ mat->AddProperty(&val,1,AI_MATKEY_TWOSIDED);
+ }
+ }
+ // String properties - textures and texture related properties
+ else if (!ASSIMP_stricmp(reader->getNodeName(),"texture") ||
+ !ASSIMP_stricmp(reader->getNodeName(),"enum"))
+ {
+ StringProperty prop;
+ ReadStringProperty(prop);
+ if (prop.value.length())
+ {
+ // material type (shader)
+ if (prop.name == "Type")
+ {
+ if (prop.value == "solid")
+ {
+ // default material ...
+ }
+ else if (prop.value == "trans_vertex_alpha")
+ {
+ matFlags = AI_IRRMESH_MAT_trans_vertex_alpha;
+ }
+ else if (prop.value == "lightmap")
+ {
+ matFlags = AI_IRRMESH_MAT_lightmap;
+ }
+ else if (prop.value == "solid_2layer")
+ {
+ matFlags = AI_IRRMESH_MAT_solid_2layer;
+ }
+ else if (prop.value == "lightmap_m2")
+ {
+ matFlags = AI_IRRMESH_MAT_lightmap_m2;
+ }
+ else if (prop.value == "lightmap_m4")
+ {
+ matFlags = AI_IRRMESH_MAT_lightmap_m4;
+ }
+ else if (prop.value == "lightmap_light")
+ {
+ matFlags = AI_IRRMESH_MAT_lightmap_light;
+ }
+ else if (prop.value == "lightmap_light_m2")
+ {
+ matFlags = AI_IRRMESH_MAT_lightmap_light_m2;
+ }
+ else if (prop.value == "lightmap_light_m4")
+ {
+ matFlags = AI_IRRMESH_MAT_lightmap_light_m4;
+ }
+ else if (prop.value == "lightmap_add")
+ {
+ matFlags = AI_IRRMESH_MAT_lightmap_add;
+ }
+ // Normal and parallax maps are treated equally
+ else if (prop.value == "normalmap_solid" ||
+ prop.value == "parallaxmap_solid")
+ {
+ matFlags = AI_IRRMESH_MAT_normalmap_solid;
+ }
+ else if (prop.value == "normalmap_trans_vertex_alpha" ||
+ prop.value == "parallaxmap_trans_vertex_alpha")
+ {
+ matFlags = AI_IRRMESH_MAT_normalmap_tva;
+ }
+ else if (prop.value == "normalmap_trans_add" ||
+ prop.value == "parallaxmap_trans_add")
+ {
+ matFlags = AI_IRRMESH_MAT_normalmap_ta;
+ }
+ else {
+ DefaultLogger::get()->warn("IRRMat: Unrecognized material type: " + prop.value);
+ }
+ }
+
+ // Up to 4 texture channels are supported
+ if (prop.name == "Texture1")
+ {
+ // Always accept the primary texture channel
+ ++cnt;
+ s.Set(prop.value);
+ mat->AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(0));
+ }
+ else if (prop.name == "Texture2" && cnt == 1)
+ {
+ // 2-layer material lightmapped?
+ if (matFlags & AI_IRRMESH_MAT_lightmap) {
+ ++cnt;
+ s.Set(prop.value);
+ mat->AddProperty(&s,AI_MATKEY_TEXTURE_LIGHTMAP(0));
+
+ // set the corresponding material flag
+ matFlags |= AI_IRRMESH_EXTRA_2ND_TEXTURE;
+ }
+ // alternatively: normal or parallax mapping
+ else if (matFlags & AI_IRRMESH_MAT_normalmap_solid) {
+ ++cnt;
+ s.Set(prop.value);
+ mat->AddProperty(&s,AI_MATKEY_TEXTURE_NORMALS(0));
+
+ // set the corresponding material flag
+ matFlags |= AI_IRRMESH_EXTRA_2ND_TEXTURE;
+ }
+ // or just as second diffuse texture
+ else if (matFlags & AI_IRRMESH_MAT_solid_2layer) {
+ ++cnt;
+ s.Set(prop.value);
+ mat->AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(1));
+ ++nd;
+
+ // set the corresponding material flag
+ matFlags |= AI_IRRMESH_EXTRA_2ND_TEXTURE;
+ }
+ else DefaultLogger::get()->warn("IRRmat: Skipping second texture");
+ }
+
+ else if (prop.name == "Texture3" && cnt == 2)
+ {
+ // Irrlicht does not seem to use these channels.
+ ++cnt;
+ s.Set(prop.value);
+ mat->AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(nd+1));
+ }
+ else if (prop.name == "Texture4" && cnt == 3)
+ {
+ // Irrlicht does not seem to use these channels.
+ ++cnt;
+ s.Set(prop.value);
+ mat->AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(nd+2));
+ }
+
+ // Texture mapping options
+ if (prop.name == "TextureWrap1" && cnt >= 1)
+ {
+ int map = ConvertMappingMode(prop.value);
+ mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_U_DIFFUSE(0));
+ mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_V_DIFFUSE(0));
+ }
+ else if (prop.name == "TextureWrap2" && cnt >= 2)
+ {
+ int map = ConvertMappingMode(prop.value);
+ if (matFlags & AI_IRRMESH_MAT_lightmap) {
+ mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_U_LIGHTMAP(0));
+ mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_V_LIGHTMAP(0));
+ }
+ else if (matFlags & (AI_IRRMESH_MAT_normalmap_solid)) {
+ mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_U_NORMALS(0));
+ mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_V_NORMALS(0));
+ }
+ else if (matFlags & AI_IRRMESH_MAT_solid_2layer) {
+ mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_U_DIFFUSE(1));
+ mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_V_DIFFUSE(1));
+ }
+ }
+ else if (prop.name == "TextureWrap3" && cnt >= 3)
+ {
+ int map = ConvertMappingMode(prop.value);
+ mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_U_DIFFUSE(nd+1));
+ mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_V_DIFFUSE(nd+1));
+ }
+ else if (prop.name == "TextureWrap4" && cnt >= 4)
+ {
+ int map = ConvertMappingMode(prop.value);
+ mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_U_DIFFUSE(nd+2));
+ mat->AddProperty(&map,1,AI_MATKEY_MAPPINGMODE_V_DIFFUSE(nd+2));
+ }
+ }
+ }
+ break;
+ case EXN_ELEMENT_END:
+
+ /* Assume there are no further nested nodes in <material> elements
+ */
+ if (/* IRRMESH */ !ASSIMP_stricmp(reader->getNodeName(),"material") ||
+ /* IRR */ !ASSIMP_stricmp(reader->getNodeName(),"attributes"))
+ {
+ // Now process lightmapping flags
+ // We should have at least one textur to do that ..
+ if (cnt && matFlags & AI_IRRMESH_MAT_lightmap)
+ {
+ float f = 1.f;
+ unsigned int unmasked = matFlags&~AI_IRRMESH_MAT_lightmap;
+
+ // Additive lightmap?
+ int op = (unmasked & AI_IRRMESH_MAT_lightmap_add
+ ? aiTextureOp_Add : aiTextureOp_Multiply);
+
+ // Handle Irrlicht's lightmapping scaling factor
+ if (unmasked & AI_IRRMESH_MAT_lightmap_m2 ||
+ unmasked & AI_IRRMESH_MAT_lightmap_light_m2)
+ {
+ f = 2.f;
+ }
+ else if (unmasked & AI_IRRMESH_MAT_lightmap_m4 ||
+ unmasked & AI_IRRMESH_MAT_lightmap_light_m4)
+ {
+ f = 4.f;
+ }
+ mat->AddProperty( &f, 1, AI_MATKEY_TEXBLEND_LIGHTMAP(0));
+ mat->AddProperty( &op,1, AI_MATKEY_TEXOP_LIGHTMAP(0));
+ }
+
+ return mat;
+ }
+ default:
+
+ // GCC complains here ...
+ break;
+ }
+ }
+ DefaultLogger::get()->error("IRRMESH: Unexpected end of file. Material is not complete");
+ return mat;
}
diff --git a/src/3rdparty/assimp/code/IRRShared.h b/src/3rdparty/assimp/code/IRRShared.h
index e40813367..049411363 100644
--- a/src/3rdparty/assimp/code/IRRShared.h
+++ b/src/3rdparty/assimp/code/IRRShared.h
@@ -10,7 +10,7 @@
#include "irrXMLWrapper.h"
#include "BaseImporter.h"
-namespace Assimp {
+namespace Assimp {
/** @brief Matrix to convert from Assimp to IRR and backwards
@@ -19,83 +19,83 @@ extern const aiMatrix4x4 AI_TO_IRR_MATRIX;
// Default: 0 = solid, one texture
-#define AI_IRRMESH_MAT_solid_2layer 0x10000
+#define AI_IRRMESH_MAT_solid_2layer 0x10000
// Transparency flags
-#define AI_IRRMESH_MAT_trans_vertex_alpha 0x1
-#define AI_IRRMESH_MAT_trans_add 0x2
+#define AI_IRRMESH_MAT_trans_vertex_alpha 0x1
+#define AI_IRRMESH_MAT_trans_add 0x2
// Lightmapping flags
-#define AI_IRRMESH_MAT_lightmap 0x2
-#define AI_IRRMESH_MAT_lightmap_m2 (AI_IRRMESH_MAT_lightmap|0x4)
-#define AI_IRRMESH_MAT_lightmap_m4 (AI_IRRMESH_MAT_lightmap|0x8)
-#define AI_IRRMESH_MAT_lightmap_light (AI_IRRMESH_MAT_lightmap|0x10)
-#define AI_IRRMESH_MAT_lightmap_light_m2 (AI_IRRMESH_MAT_lightmap|0x20)
-#define AI_IRRMESH_MAT_lightmap_light_m4 (AI_IRRMESH_MAT_lightmap|0x40)
-#define AI_IRRMESH_MAT_lightmap_add (AI_IRRMESH_MAT_lightmap|0x80)
+#define AI_IRRMESH_MAT_lightmap 0x2
+#define AI_IRRMESH_MAT_lightmap_m2 (AI_IRRMESH_MAT_lightmap|0x4)
+#define AI_IRRMESH_MAT_lightmap_m4 (AI_IRRMESH_MAT_lightmap|0x8)
+#define AI_IRRMESH_MAT_lightmap_light (AI_IRRMESH_MAT_lightmap|0x10)
+#define AI_IRRMESH_MAT_lightmap_light_m2 (AI_IRRMESH_MAT_lightmap|0x20)
+#define AI_IRRMESH_MAT_lightmap_light_m4 (AI_IRRMESH_MAT_lightmap|0x40)
+#define AI_IRRMESH_MAT_lightmap_add (AI_IRRMESH_MAT_lightmap|0x80)
// Standard NormalMap (or Parallax map, they're treated equally)
-#define AI_IRRMESH_MAT_normalmap_solid (0x100)
+#define AI_IRRMESH_MAT_normalmap_solid (0x100)
// Normal map combined with vertex alpha
-#define AI_IRRMESH_MAT_normalmap_tva \
- (AI_IRRMESH_MAT_normalmap_solid | AI_IRRMESH_MAT_trans_vertex_alpha)
+#define AI_IRRMESH_MAT_normalmap_tva \
+ (AI_IRRMESH_MAT_normalmap_solid | AI_IRRMESH_MAT_trans_vertex_alpha)
// Normal map combined with additive transparency
-#define AI_IRRMESH_MAT_normalmap_ta \
- (AI_IRRMESH_MAT_normalmap_solid | AI_IRRMESH_MAT_trans_add)
+#define AI_IRRMESH_MAT_normalmap_ta \
+ (AI_IRRMESH_MAT_normalmap_solid | AI_IRRMESH_MAT_trans_add)
// Special flag. It indicates a second texture has been found
// Its type depends ... either a normal textue or a normal map
-#define AI_IRRMESH_EXTRA_2ND_TEXTURE 0x100000
+#define AI_IRRMESH_EXTRA_2ND_TEXTURE 0x100000
// ---------------------------------------------------------------------------
/** Base class for the Irr and IrrMesh importers.
*
* Declares some irrlight-related xml parsing utilities and provides tools
- * to load materials from IRR and IRRMESH files.
+ * to load materials from IRR and IRRMESH files.
*/
class IrrlichtBase
{
protected:
- /** @brief Data structure for a simple name-value property
- */
- template <class T>
- struct Property
- {
- std::string name;
- T value;
- };
-
- typedef Property<uint32_t> HexProperty;
- typedef Property<std::string> StringProperty;
- typedef Property<bool> BoolProperty;
- typedef Property<float> FloatProperty;
- typedef Property<aiVector3D> VectorProperty;
- typedef Property<int> IntProperty;
-
- /** XML reader instance
- */
+ /** @brief Data structure for a simple name-value property
+ */
+ template <class T>
+ struct Property
+ {
+ std::string name;
+ T value;
+ };
+
+ typedef Property<uint32_t> HexProperty;
+ typedef Property<std::string> StringProperty;
+ typedef Property<bool> BoolProperty;
+ typedef Property<float> FloatProperty;
+ typedef Property<aiVector3D> VectorProperty;
+ typedef Property<int> IntProperty;
+
+ /** XML reader instance
+ */
irr::io::IrrXMLReader* reader;
- // -------------------------------------------------------------------
- /** Parse a material description from the XML
- * @return The created material
- * @param matFlags Receives AI_IRRMESH_MAT_XX flags
- */
- aiMaterial* ParseMaterial(unsigned int& matFlags);
-
- // -------------------------------------------------------------------
- /** Read a property of the specified type from the current XML element.
- * @param out Recives output data
- */
- void ReadHexProperty (HexProperty& out);
- void ReadStringProperty (StringProperty& out);
- void ReadBoolProperty (BoolProperty& out);
- void ReadFloatProperty (FloatProperty& out);
- void ReadVectorProperty (VectorProperty& out);
- void ReadIntProperty (IntProperty& out);
+ // -------------------------------------------------------------------
+ /** Parse a material description from the XML
+ * @return The created material
+ * @param matFlags Receives AI_IRRMESH_MAT_XX flags
+ */
+ aiMaterial* ParseMaterial(unsigned int& matFlags);
+
+ // -------------------------------------------------------------------
+ /** Read a property of the specified type from the current XML element.
+ * @param out Recives output data
+ */
+ void ReadHexProperty (HexProperty& out);
+ void ReadStringProperty (StringProperty& out);
+ void ReadBoolProperty (BoolProperty& out);
+ void ReadFloatProperty (FloatProperty& out);
+ void ReadVectorProperty (VectorProperty& out);
+ void ReadIntProperty (IntProperty& out);
};
@@ -103,10 +103,10 @@ protected:
// Unpack a hex color, e.g. 0xdcdedfff
inline void ColorFromARGBPacked(uint32_t in, aiColor4D& clr)
{
- clr.a = ((in >> 24) & 0xff) / 255.f;
- clr.r = ((in >> 16) & 0xff) / 255.f;
- clr.g = ((in >> 8) & 0xff) / 255.f;
- clr.b = ((in ) & 0xff) / 255.f;
+ clr.a = ((in >> 24) & 0xff) / 255.f;
+ clr.r = ((in >> 16) & 0xff) / 255.f;
+ clr.g = ((in >> 8) & 0xff) / 255.f;
+ clr.b = ((in ) & 0xff) / 255.f;
}
diff --git a/src/3rdparty/assimp/code/Importer.cpp b/src/3rdparty/assimp/code/Importer.cpp
index abab91053..34ade2d06 100644
--- a/src/3rdparty/assimp/code/Importer.cpp
+++ b/src/3rdparty/assimp/code/Importer.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -44,24 +44,26 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "AssimpPCH.h"
-#include "../include/aiVersion.h"
+#include "../include/assimp/version.h"
// ------------------------------------------------------------------------------------------------
/* Uncomment this line to prevent Assimp from catching unknown exceptions.
*
- * Note that any Exception except DeadlyImportError may lead to
+ * Note that any Exception except DeadlyImportError may lead to
* undefined behaviour -> loaders could remain in an unusable state and
* further imports with the same Importer instance could fail/crash/burn ...
*/
// ------------------------------------------------------------------------------------------------
-#define ASSIMP_CATCH_GLOBAL_EXCEPTIONS
-
+#ifndef ASSIMP_BUILD_DEBUG
+# define ASSIMP_CATCH_GLOBAL_EXCEPTIONS
+#endif
// ------------------------------------------------------------------------------------------------
// Internal headers
// ------------------------------------------------------------------------------------------------
-#include "BaseImporter.h"
+#include "Importer.h"
#include "BaseProcess.h"
+
#include "DefaultIOStream.h"
#include "DefaultIOSystem.h"
#include "DefaultProgressHandler.h"
@@ -72,191 +74,19 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "Profiler.h"
#include "TinyFormatter.h"
+#ifndef ASSIMP_BUILD_NO_VALIDATEDS_PROCESS
+# include "ValidateDataStructure.h"
+#endif
+
using namespace Assimp::Profiling;
using namespace Assimp::Formatter;
-// ------------------------------------------------------------------------------------------------
-// Importers
-// (include_new_importers_here)
-// ------------------------------------------------------------------------------------------------
-#ifndef ASSIMP_BUILD_NO_X_IMPORTER
-# include "XFileImporter.h"
-#endif
-#ifndef ASSIMP_BUILD_NO_3DS_IMPORTER
-# include "3DSLoader.h"
-#endif
-#ifndef ASSIMP_BUILD_NO_MD3_IMPORTER
-# include "MD3Loader.h"
-#endif
-#ifndef ASSIMP_BUILD_NO_MDL_IMPORTER
-# include "MDLLoader.h"
-#endif
-#ifndef ASSIMP_BUILD_NO_MD2_IMPORTER
-# include "MD2Loader.h"
-#endif
-#ifndef ASSIMP_BUILD_NO_PLY_IMPORTER
-# include "PlyLoader.h"
-#endif
-#ifndef ASSIMP_BUILD_NO_ASE_IMPORTER
-# include "ASELoader.h"
-#endif
-#ifndef ASSIMP_BUILD_NO_OBJ_IMPORTER
-# include "ObjFileImporter.h"
-#endif
-#ifndef ASSIMP_BUILD_NO_HMP_IMPORTER
-# include "HMPLoader.h"
-#endif
-#ifndef ASSIMP_BUILD_NO_SMD_IMPORTER
-# include "SMDLoader.h"
-#endif
-#ifndef ASSIMP_BUILD_NO_MDC_IMPORTER
-# include "MDCLoader.h"
-#endif
-#ifndef ASSIMP_BUILD_NO_MD5_IMPORTER
-# include "MD5Loader.h"
-#endif
-#ifndef ASSIMP_BUILD_NO_STL_IMPORTER
-# include "STLLoader.h"
-#endif
-#ifndef ASSIMP_BUILD_NO_LWO_IMPORTER
-# include "LWOLoader.h"
-#endif
-#ifndef ASSIMP_BUILD_NO_DXF_IMPORTER
-# include "DXFLoader.h"
-#endif
-#ifndef ASSIMP_BUILD_NO_NFF_IMPORTER
-# include "NFFLoader.h"
-#endif
-#ifndef ASSIMP_BUILD_NO_RAW_IMPORTER
-# include "RawLoader.h"
-#endif
-#ifndef ASSIMP_BUILD_NO_OFF_IMPORTER
-# include "OFFLoader.h"
-#endif
-#ifndef ASSIMP_BUILD_NO_AC_IMPORTER
-# include "ACLoader.h"
-#endif
-#ifndef ASSIMP_BUILD_NO_BVH_IMPORTER
-# include "BVHLoader.h"
-#endif
-#ifndef ASSIMP_BUILD_NO_IRRMESH_IMPORTER
-# include "IRRMeshLoader.h"
-#endif
-#ifndef ASSIMP_BUILD_NO_IRR_IMPORTER
-# include "IRRLoader.h"
-#endif
-#ifndef ASSIMP_BUILD_NO_Q3D_IMPORTER
-# include "Q3DLoader.h"
-#endif
-#ifndef ASSIMP_BUILD_NO_B3D_IMPORTER
-# include "B3DImporter.h"
-#endif
-#ifndef ASSIMP_BUILD_NO_COLLADA_IMPORTER
-# include "ColladaLoader.h"
-#endif
-#ifndef ASSIMP_BUILD_NO_TERRAGEN_IMPORTER
-# include "TerragenLoader.h"
-#endif
-#ifndef ASSIMP_BUILD_NO_CSM_IMPORTER
-# include "CSMLoader.h"
-#endif
-#ifndef ASSIMP_BUILD_NO_3D_IMPORTER
-# include "UnrealLoader.h"
-#endif
-#ifndef ASSIMP_BUILD_NO_LWS_IMPORTER
-# include "LWSLoader.h"
-#endif
-#ifndef ASSIMP_BUILD_NO_OGRE_IMPORTER
-# include "OgreImporter.h"
-#endif
-#ifndef ASSIMP_BUILD_NO_MS3D_IMPORTER
-# include "MS3DLoader.h"
-#endif
-#ifndef ASSIMP_BUILD_NO_COB_IMPORTER
-# include "COBLoader.h"
-#endif
-#ifndef ASSIMP_BUILD_NO_BLEND_IMPORTER
-# include "BlenderLoader.h"
-#endif
-//#ifndef ASSIMP_BUILD_NO_SWORDOFMOONLIGHT_IMPORTER
-//# include "SomLoader.h"
-//#endif
-#ifndef ASSIMP_BUILD_NO_Q3BSP_IMPORTER
-# include "Q3BSPFileImporter.h"
-#endif
-#ifndef ASSIMP_BUILD_NO_NDO_IMPORTER
-# include "NDOLoader.h"
-#endif
-
-// ------------------------------------------------------------------------------------------------
-// Post processing-Steps
-// ------------------------------------------------------------------------------------------------
-#ifndef ASSIMP_BUILD_NO_CALCTANGENTS_PROCESS
-# include "CalcTangentsProcess.h"
-#endif
-#ifndef ASSIMP_BUILD_NO_JOINVERTICES_PROCESS
-# include "JoinVerticesProcess.h"
-#endif
-#if !(defined ASSIMP_BUILD_NO_MAKELEFTHANDED_PROCESS && defined ASSIMP_BUILD_NO_FLIPUVS_PROCESS && defined ASSIMP_BUILD_NO_FLIPWINDINGORDER_PROCESS)
-# include "ConvertToLHProcess.h"
-#endif
-#ifndef ASSIMP_BUILD_NO_TRIANGULATE_PROCESS
-# include "TriangulateProcess.h"
-#endif
-#ifndef ASSIMP_BUILD_NO_GENFACENORMALS_PROCESS
-# include "GenFaceNormalsProcess.h"
-#endif
-#ifndef ASSIMP_BUILD_NO_GENVERTEXNORMALS_PROCESS
-# include "GenVertexNormalsProcess.h"
-#endif
-#ifndef ASSIMP_BUILD_NO_REMOVEVC_PROCESS
-# include "RemoveVCProcess.h"
-#endif
-#ifndef ASSIMP_BUILD_NO_SPLITLARGEMESHES_PROCESS
-# include "SplitLargeMeshes.h"
-#endif
-#ifndef ASSIMP_BUILD_NO_PRETRANSFORMVERTICES_PROCESS
-# include "PretransformVertices.h"
-#endif
-#ifndef ASSIMP_BUILD_NO_LIMITBONEWEIGHTS_PROCESS
-# include "LimitBoneWeightsProcess.h"
-#endif
-#ifndef ASSIMP_BUILD_NO_VALIDATEDS_PROCESS
-# include "ValidateDataStructure.h"
-#endif
-#ifndef ASSIMP_BUILD_NO_IMPROVECACHELOCALITY_PROCESS
-# include "ImproveCacheLocality.h"
-#endif
-#ifndef ASSIMP_BUILD_NO_FIXINFACINGNORMALS_PROCESS
-# include "FixNormalsStep.h"
-#endif
-#ifndef ASSIMP_BUILD_NO_REMOVE_REDUNDANTMATERIALS_PROCESS
-# include "RemoveRedundantMaterials.h"
-#endif
-#ifndef ASSIMP_BUILD_NO_FINDINVALIDDATA_PROCESS
-# include "FindInvalidDataProcess.h"
-#endif
-#ifndef ASSIMP_BUILD_NO_FINDDEGENERATES_PROCESS
-# include "FindDegenerates.h"
-#endif
-#ifndef ASSIMP_BUILD_NO_SORTBYPTYPE_PROCESS
-# include "SortByPTypeProcess.h"
-#endif
-#ifndef ASSIMP_BUILD_NO_GENUVCOORDS_PROCESS
-# include "ComputeUVMappingProcess.h"
-#endif
-#ifndef ASSIMP_BUILD_NO_TRANSFORMTEXCOORDS_PROCESS
-# include "TextureTransform.h"
-#endif
-#ifndef ASSIMP_BUILD_NO_FINDINSTANCES_PROCESS
-# include "FindInstancesProcess.h"
-#endif
-#ifndef ASSIMP_BUILD_NO_OPTIMIZEMESHES_PROCESS
-# include "OptimizeMeshes.h"
-#endif
-#ifndef ASSIMP_BUILD_NO_OPTIMIZEGRAPH_PROCESS
-# include "OptimizeGraph.h"
-#endif
+namespace Assimp {
+ // ImporterRegistry.cpp
+ void GetImporterInstanceList(std::vector< BaseImporter* >& out);
+ // PostStepRegistry.cpp
+ void GetPostProcessingStepInstanceList(std::vector< BaseProcess* >& out);
+}
using namespace Assimp;
using namespace Assimp::Intern;
@@ -267,824 +97,624 @@ using namespace Assimp::Intern;
// utilize our DLL heap.
// See http://www.gotw.ca/publications/mill15.htm
// ------------------------------------------------------------------------------------------------
-void* AllocateFromAssimpHeap::operator new ( size_t num_bytes) {
- return ::operator new(num_bytes);
+void* AllocateFromAssimpHeap::operator new ( size_t num_bytes) {
+ return ::operator new(num_bytes);
}
-void* AllocateFromAssimpHeap::operator new ( size_t num_bytes, const std::nothrow_t& ) throw() {
- try {
- return AllocateFromAssimpHeap::operator new( num_bytes );
- }
- catch( ... ) {
- return NULL;
- }
+void* AllocateFromAssimpHeap::operator new ( size_t num_bytes, const std::nothrow_t& ) throw() {
+ try {
+ return AllocateFromAssimpHeap::operator new( num_bytes );
+ }
+ catch( ... ) {
+ return NULL;
+ }
}
-void AllocateFromAssimpHeap::operator delete ( void* data) {
- return ::operator delete(data);
+void AllocateFromAssimpHeap::operator delete ( void* data) {
+ return ::operator delete(data);
}
-void* AllocateFromAssimpHeap::operator new[] ( size_t num_bytes) {
- return ::operator new[](num_bytes);
+void* AllocateFromAssimpHeap::operator new[] ( size_t num_bytes) {
+ return ::operator new[](num_bytes);
}
void* AllocateFromAssimpHeap::operator new[] ( size_t num_bytes, const std::nothrow_t& ) throw() {
- try {
- return AllocateFromAssimpHeap::operator new[]( num_bytes );
- }
- catch( ... ) {
- return NULL;
- }
+ try {
+ return AllocateFromAssimpHeap::operator new[]( num_bytes );
+ }
+ catch( ... ) {
+ return NULL;
+ }
}
-void AllocateFromAssimpHeap::operator delete[] ( void* data) {
- return ::operator delete[](data);
+void AllocateFromAssimpHeap::operator delete[] ( void* data) {
+ return ::operator delete[](data);
}
// ------------------------------------------------------------------------------------------------
-// Importer constructor.
-Importer::Importer()
+// Importer constructor.
+Importer::Importer()
{
- // allocate the pimpl first
- pimpl = new ImporterPimpl();
-
- pimpl->mScene = NULL;
- pimpl->mErrorString = "";
-
- // Allocate a default IO handler
- pimpl->mIOHandler = new DefaultIOSystem;
- pimpl->mIsDefaultHandler = true;
- pimpl->bExtraVerbose = false; // disable extra verbose mode by default
-
- pimpl->mProgressHandler = new DefaultProgressHandler();
- pimpl->mIsDefaultProgressHandler = true;
-
- // ----------------------------------------------------------------------------
- // Add an instance of each worker class here
- // (register_new_importers_here)
- // ----------------------------------------------------------------------------
- pimpl->mImporter.reserve(64);
-#if (!defined ASSIMP_BUILD_NO_X_IMPORTER)
- pimpl->mImporter.push_back( new XFileImporter());
-#endif
-#if (!defined ASSIMP_BUILD_NO_OBJ_IMPORTER)
- pimpl->mImporter.push_back( new ObjFileImporter());
-#endif
-#if (!defined ASSIMP_BUILD_NO_3DS_IMPORTER)
- pimpl->mImporter.push_back( new Discreet3DSImporter());
-#endif
-#if (!defined ASSIMP_BUILD_NO_MD3_IMPORTER)
- pimpl->mImporter.push_back( new MD3Importer());
-#endif
-#if (!defined ASSIMP_BUILD_NO_MD2_IMPORTER)
- pimpl->mImporter.push_back( new MD2Importer());
-#endif
-#if (!defined ASSIMP_BUILD_NO_PLY_IMPORTER)
- pimpl->mImporter.push_back( new PLYImporter());
-#endif
-#if (!defined ASSIMP_BUILD_NO_MDL_IMPORTER)
- pimpl->mImporter.push_back( new MDLImporter());
-#endif
-#if (!defined ASSIMP_BUILD_NO_ASE_IMPORTER)
- pimpl->mImporter.push_back( new ASEImporter());
-#endif
-#if (!defined ASSIMP_BUILD_NO_HMP_IMPORTER)
- pimpl->mImporter.push_back( new HMPImporter());
-#endif
-#if (!defined ASSIMP_BUILD_NO_SMD_IMPORTER)
- pimpl->mImporter.push_back( new SMDImporter());
-#endif
-#if (!defined ASSIMP_BUILD_NO_MDC_IMPORTER)
- pimpl->mImporter.push_back( new MDCImporter());
-#endif
-#if (!defined ASSIMP_BUILD_NO_MD5_IMPORTER)
- pimpl->mImporter.push_back( new MD5Importer());
-#endif
-#if (!defined ASSIMP_BUILD_NO_STL_IMPORTER)
- pimpl->mImporter.push_back( new STLImporter());
-#endif
-#if (!defined ASSIMP_BUILD_NO_LWO_IMPORTER)
- pimpl->mImporter.push_back( new LWOImporter());
-#endif
-#if (!defined ASSIMP_BUILD_NO_DXF_IMPORTER)
- pimpl->mImporter.push_back( new DXFImporter());
-#endif
-#if (!defined ASSIMP_BUILD_NO_NFF_IMPORTER)
- pimpl->mImporter.push_back( new NFFImporter());
-#endif
-#if (!defined ASSIMP_BUILD_NO_RAW_IMPORTER)
- pimpl->mImporter.push_back( new RAWImporter());
-#endif
-#if (!defined ASSIMP_BUILD_NO_OFF_IMPORTER)
- pimpl->mImporter.push_back( new OFFImporter());
-#endif
-#if (!defined ASSIMP_BUILD_NO_AC_IMPORTER)
- pimpl->mImporter.push_back( new AC3DImporter());
-#endif
-#if (!defined ASSIMP_BUILD_NO_BVH_IMPORTER)
- pimpl->mImporter.push_back( new BVHLoader());
-#endif
-#if (!defined ASSIMP_BUILD_NO_IRRMESH_IMPORTER)
- pimpl->mImporter.push_back( new IRRMeshImporter());
-#endif
-#if (!defined ASSIMP_BUILD_NO_IRR_IMPORTER)
- pimpl->mImporter.push_back( new IRRImporter());
-#endif
-#if (!defined ASSIMP_BUILD_NO_Q3D_IMPORTER)
- pimpl->mImporter.push_back( new Q3DImporter());
-#endif
-#if (!defined ASSIMP_BUILD_NO_B3D_IMPORTER)
- pimpl->mImporter.push_back( new B3DImporter());
-#endif
-#if (!defined ASSIMP_BUILD_NO_COLLADA_IMPORTER)
- pimpl->mImporter.push_back( new ColladaLoader());
-#endif
-#if (!defined ASSIMP_BUILD_NO_TERRAGEN_IMPORTER)
- pimpl->mImporter.push_back( new TerragenImporter());
-#endif
-#if (!defined ASSIMP_BUILD_NO_CSM_IMPORTER)
- pimpl->mImporter.push_back( new CSMImporter());
-#endif
-#if (!defined ASSIMP_BUILD_NO_3D_IMPORTER)
- pimpl->mImporter.push_back( new UnrealImporter());
-#endif
-#if (!defined ASSIMP_BUILD_NO_LWS_IMPORTER)
- pimpl->mImporter.push_back( new LWSImporter());
-#endif
-#if (!defined ASSIMP_BUILD_NO_OGRE_IMPORTER)
- pimpl->mImporter.push_back( new Ogre::OgreImporter());
-#endif
-#if (!defined ASSIMP_BUILD_NO_MS3D_IMPORTER)
- pimpl->mImporter.push_back( new MS3DImporter());
-#endif
-#if (!defined ASSIMP_BUILD_NO_COB_IMPORTER)
- pimpl->mImporter.push_back( new COBImporter());
-#endif
-#if (!defined ASSIMP_BUILD_NO_BLEND_IMPORTER)
- pimpl->mImporter.push_back( new BlenderImporter());
-#endif
-//#if (!defined ASSIMP_BUILD_NO_SWORDOFMOONLIGHT_IMPORTER)
-// pimpl->mImporter.push_back( new SomImporter());
-//#endif
-#if (!defined ASSIMP_BUILD_NO_Q3BSP_IMPORTER)
- pimpl->mImporter.push_back( new Q3BSPFileImporter() );
-#endif
-#if (!defined ASSIMP_BUILD_NO_NDO_IMPORTER)
- pimpl->mImporter.push_back( new NDOImporter() );
-#endif
-
- // ----------------------------------------------------------------------------
- // Add an instance of each post processing step here in the order
- // of sequence it is executed. Steps that are added here are not
- // validated - as RegisterPPStep() does - all dependencies must be given.
- // ----------------------------------------------------------------------------
- pimpl->mPostProcessingSteps.reserve(25);
-#if (!defined ASSIMP_BUILD_NO_REMOVEVC_PROCESS)
- pimpl->mPostProcessingSteps.push_back( new RemoveVCProcess());
-#endif
-#if (!defined ASSIMP_BUILD_NO_REMOVE_REDUNDANTMATERIALS_PROCESS)
- pimpl->mPostProcessingSteps.push_back( new RemoveRedundantMatsProcess());
-#endif
-#if (!defined ASSIMP_BUILD_NO_FINDINSTANCES_PROCESS)
- pimpl->mPostProcessingSteps.push_back( new FindInstancesProcess());
-#endif
-#if (!defined ASSIMP_BUILD_NO_OPTIMIZEGRAPH_PROCESS)
- pimpl->mPostProcessingSteps.push_back( new OptimizeGraphProcess());
-#endif
-#if (!defined ASSIMP_BUILD_NO_OPTIMIZEMESHES_PROCESS)
- pimpl->mPostProcessingSteps.push_back( new OptimizeMeshesProcess());
-#endif
-#if (!defined ASSIMP_BUILD_NO_FINDDEGENERATES_PROCESS)
- pimpl->mPostProcessingSteps.push_back( new FindDegeneratesProcess());
-#endif
-#ifndef ASSIMP_BUILD_NO_GENUVCOORDS_PROCESS
- pimpl->mPostProcessingSteps.push_back( new ComputeUVMappingProcess());
-#endif
-#ifndef ASSIMP_BUILD_NO_TRANSFORMTEXCOORDS_PROCESS
- pimpl->mPostProcessingSteps.push_back( new TextureTransformStep());
-#endif
-#if (!defined ASSIMP_BUILD_NO_PRETRANSFORMVERTICES_PROCESS)
- pimpl->mPostProcessingSteps.push_back( new PretransformVertices());
-#endif
-#if (!defined ASSIMP_BUILD_NO_TRIANGULATE_PROCESS)
- pimpl->mPostProcessingSteps.push_back( new TriangulateProcess());
-#endif
-#if (!defined ASSIMP_BUILD_NO_SORTBYPTYPE_PROCESS)
- pimpl->mPostProcessingSteps.push_back( new SortByPTypeProcess());
-#endif
-#if (!defined ASSIMP_BUILD_NO_FINDINVALIDDATA_PROCESS)
- pimpl->mPostProcessingSteps.push_back( new FindInvalidDataProcess());
-#endif
-#if (!defined ASSIMP_BUILD_NO_FIXINFACINGNORMALS_PROCESS)
- pimpl->mPostProcessingSteps.push_back( new FixInfacingNormalsProcess());
-#endif
-#if (!defined ASSIMP_BUILD_NO_SPLITLARGEMESHES_PROCESS)
- pimpl->mPostProcessingSteps.push_back( new SplitLargeMeshesProcess_Triangle());
-#endif
-#if (!defined ASSIMP_BUILD_NO_GENFACENORMALS_PROCESS)
- pimpl->mPostProcessingSteps.push_back( new GenFaceNormalsProcess());
-#endif
+ // allocate the pimpl first
+ pimpl = new ImporterPimpl();
- // .........................................................................
- // DON'T change the order of these five!
- pimpl->mPostProcessingSteps.push_back( new ComputeSpatialSortProcess());
- // .........................................................................
+ pimpl->mScene = NULL;
+ pimpl->mErrorString = "";
-#if (!defined ASSIMP_BUILD_NO_GENVERTEXNORMALS_PROCESS)
- pimpl->mPostProcessingSteps.push_back( new GenVertexNormalsProcess());
-#endif
-#if (!defined ASSIMP_BUILD_NO_CALCTANGENTS_PROCESS)
- pimpl->mPostProcessingSteps.push_back( new CalcTangentsProcess());
-#endif
-#if (!defined ASSIMP_BUILD_NO_JOINVERTICES_PROCESS)
- pimpl->mPostProcessingSteps.push_back( new JoinVerticesProcess());
-#endif
+ // Allocate a default IO handler
+ pimpl->mIOHandler = new DefaultIOSystem;
+ pimpl->mIsDefaultHandler = true;
+ pimpl->bExtraVerbose = false; // disable extra verbose mode by default
- // .........................................................................
- pimpl->mPostProcessingSteps.push_back( new DestroySpatialSortProcess());
- // .........................................................................
+ pimpl->mProgressHandler = new DefaultProgressHandler();
+ pimpl->mIsDefaultProgressHandler = true;
-#if (!defined ASSIMP_BUILD_NO_SPLITLARGEMESHES_PROCESS)
- pimpl->mPostProcessingSteps.push_back( new SplitLargeMeshesProcess_Vertex());
-#endif
-#if (!defined ASSIMP_BUILD_NO_MAKELEFTHANDED_PROCESS)
- pimpl->mPostProcessingSteps.push_back( new MakeLeftHandedProcess());
-#endif
-#if (!defined ASSIMP_BUILD_NO_FLIPUVS_PROCESS)
- pimpl->mPostProcessingSteps.push_back( new FlipUVsProcess());
-#endif
-#if (!defined ASSIMP_BUILD_NO_FLIPWINDINGORDER_PROCESS)
- pimpl->mPostProcessingSteps.push_back( new FlipWindingOrderProcess());
-#endif
-#if (!defined ASSIMP_BUILD_NO_LIMITBONEWEIGHTS_PROCESS)
- pimpl->mPostProcessingSteps.push_back( new LimitBoneWeightsProcess());
-#endif
-#if (!defined ASSIMP_BUILD_NO_IMPROVECACHELOCALITY_PROCESS)
- pimpl->mPostProcessingSteps.push_back( new ImproveCacheLocalityProcess());
-#endif
+ GetImporterInstanceList(pimpl->mImporter);
+ GetPostProcessingStepInstanceList(pimpl->mPostProcessingSteps);
- // Allocate a SharedPostProcessInfo object and store pointers to it in all post-process steps in the list.
- pimpl->mPPShared = new SharedPostProcessInfo();
- for (std::vector<BaseProcess*>::iterator it = pimpl->mPostProcessingSteps.begin();
- it != pimpl->mPostProcessingSteps.end();
- ++it) {
+ // Allocate a SharedPostProcessInfo object and store pointers to it in all post-process steps in the list.
+ pimpl->mPPShared = new SharedPostProcessInfo();
+ for (std::vector<BaseProcess*>::iterator it = pimpl->mPostProcessingSteps.begin();
+ it != pimpl->mPostProcessingSteps.end();
+ ++it) {
- (*it)->SetSharedData(pimpl->mPPShared);
- }
+ (*it)->SetSharedData(pimpl->mPPShared);
+ }
}
// ------------------------------------------------------------------------------------------------
// Destructor of Importer
Importer::~Importer()
{
- // Delete all import plugins
- for ( unsigned int a = 0; a < pimpl->mImporter.size(); a++)
- delete pimpl->mImporter[a];
+ // Delete all import plugins
+ for( unsigned int a = 0; a < pimpl->mImporter.size(); a++)
+ delete pimpl->mImporter[a];
- // Delete all post-processing plug-ins
- for ( unsigned int a = 0; a < pimpl->mPostProcessingSteps.size(); a++)
- delete pimpl->mPostProcessingSteps[a];
+ // Delete all post-processing plug-ins
+ for( unsigned int a = 0; a < pimpl->mPostProcessingSteps.size(); a++)
+ delete pimpl->mPostProcessingSteps[a];
- // Delete the assigned IO handler
- delete pimpl->mIOHandler;
+ // Delete the assigned IO and progress handler
+ delete pimpl->mIOHandler;
+ delete pimpl->mProgressHandler;
- // Kill imported scene. Destructors should do that recursivly
- delete pimpl->mScene;
+ // Kill imported scene. Destructors should do that recursivly
+ delete pimpl->mScene;
- // Delete shared post-processing data
- delete pimpl->mPPShared;
+ // Delete shared post-processing data
+ delete pimpl->mPPShared;
- // and finally the pimpl itself
- delete pimpl;
+ // and finally the pimpl itself
+ delete pimpl;
}
// ------------------------------------------------------------------------------------------------
// Copy constructor - copies the config of another Importer, not the scene
-Importer::Importer(const Importer &other) : pimpl(0)
+Importer::Importer(const Importer &other)
{
- new(this) Importer();
+ new(this) Importer();
- pimpl->mIntProperties = other.pimpl->mIntProperties;
- pimpl->mFloatProperties = other.pimpl->mFloatProperties;
- pimpl->mStringProperties = other.pimpl->mStringProperties;
+ pimpl->mIntProperties = other.pimpl->mIntProperties;
+ pimpl->mFloatProperties = other.pimpl->mFloatProperties;
+ pimpl->mStringProperties = other.pimpl->mStringProperties;
}
// ------------------------------------------------------------------------------------------------
// Register a custom post-processing step
aiReturn Importer::RegisterPPStep(BaseProcess* pImp)
{
- ai_assert(NULL != pImp);
- ASSIMP_BEGIN_EXCEPTION_REGION();
-
- pimpl->mPostProcessingSteps.push_back(pImp);
- DefaultLogger::get()->info("Registering custom post-processing step");
-
- ASSIMP_END_EXCEPTION_REGION(aiReturn);
- return AI_SUCCESS;
+ ai_assert(NULL != pImp);
+ ASSIMP_BEGIN_EXCEPTION_REGION();
+
+ pimpl->mPostProcessingSteps.push_back(pImp);
+ DefaultLogger::get()->info("Registering custom post-processing step");
+
+ ASSIMP_END_EXCEPTION_REGION(aiReturn);
+ return AI_SUCCESS;
}
// ------------------------------------------------------------------------------------------------
// Register a custom loader plugin
aiReturn Importer::RegisterLoader(BaseImporter* pImp)
{
- ai_assert(NULL != pImp);
- ASSIMP_BEGIN_EXCEPTION_REGION();
+ ai_assert(NULL != pImp);
+ ASSIMP_BEGIN_EXCEPTION_REGION();
- // --------------------------------------------------------------------
- // Check whether we would have two loaders for the same file extension
- // This is absolutely OK, but we should warn the developer of the new
- // loader that his code will probably never be called if the first
- // loader is a bit too lazy in his file checking.
- // --------------------------------------------------------------------
- std::set<std::string> st;
- std::string baked;
- pImp->GetExtensionList(st);
+ // --------------------------------------------------------------------
+ // Check whether we would have two loaders for the same file extension
+ // This is absolutely OK, but we should warn the developer of the new
+ // loader that his code will probably never be called if the first
+ // loader is a bit too lazy in his file checking.
+ // --------------------------------------------------------------------
+ std::set<std::string> st;
+ std::string baked;
+ pImp->GetExtensionList(st);
- for (std::set<std::string>::const_iterator it = st.begin(); it != st.end(); ++it) {
+ for(std::set<std::string>::const_iterator it = st.begin(); it != st.end(); ++it) {
#ifdef _DEBUG
- if (IsExtensionSupported(*it)) {
- DefaultLogger::get()->warn("The file extension " + *it + " is already in use");
- }
-#endif
- baked += *it;
- }
-
- // add the loader
- pimpl->mImporter.push_back(pImp);
- DefaultLogger::get()->info("Registering custom importer for these file extensions: " + baked);
- ASSIMP_END_EXCEPTION_REGION(aiReturn);
- return AI_SUCCESS;
+ if (IsExtensionSupported(*it)) {
+ DefaultLogger::get()->warn("The file extension " + *it + " is already in use");
+ }
+#endif
+ baked += *it;
+ }
+
+ // add the loader
+ pimpl->mImporter.push_back(pImp);
+ DefaultLogger::get()->info("Registering custom importer for these file extensions: " + baked);
+ ASSIMP_END_EXCEPTION_REGION(aiReturn);
+ return AI_SUCCESS;
}
// ------------------------------------------------------------------------------------------------
// Unregister a custom loader plugin
aiReturn Importer::UnregisterLoader(BaseImporter* pImp)
{
- if (!pImp) {
- // unregistering a NULL importer is no problem for us ... really!
- return AI_SUCCESS;
- }
-
- ASSIMP_BEGIN_EXCEPTION_REGION();
- std::vector<BaseImporter*>::iterator it = std::find(pimpl->mImporter.begin(),
- pimpl->mImporter.end(),pImp);
-
- if (it != pimpl->mImporter.end()) {
- pimpl->mImporter.erase(it);
-
- std::set<std::string> st;
- pImp->GetExtensionList(st);
-
- DefaultLogger::get()->info("Unregistering custom importer: ");
- return AI_SUCCESS;
- }
- DefaultLogger::get()->warn("Unable to remove custom importer: I can't find you ...");
- ASSIMP_END_EXCEPTION_REGION(aiReturn);
- return AI_FAILURE;
+ if(!pImp) {
+ // unregistering a NULL importer is no problem for us ... really!
+ return AI_SUCCESS;
+ }
+
+ ASSIMP_BEGIN_EXCEPTION_REGION();
+ std::vector<BaseImporter*>::iterator it = std::find(pimpl->mImporter.begin(),
+ pimpl->mImporter.end(),pImp);
+
+ if (it != pimpl->mImporter.end()) {
+ pimpl->mImporter.erase(it);
+
+ std::set<std::string> st;
+ pImp->GetExtensionList(st);
+
+ DefaultLogger::get()->info("Unregistering custom importer: ");
+ return AI_SUCCESS;
+ }
+ DefaultLogger::get()->warn("Unable to remove custom importer: I can't find you ...");
+ ASSIMP_END_EXCEPTION_REGION(aiReturn);
+ return AI_FAILURE;
}
// ------------------------------------------------------------------------------------------------
// Unregister a custom loader plugin
aiReturn Importer::UnregisterPPStep(BaseProcess* pImp)
{
- if (!pImp) {
- // unregistering a NULL ppstep is no problem for us ... really!
- return AI_SUCCESS;
- }
-
- ASSIMP_BEGIN_EXCEPTION_REGION();
- std::vector<BaseProcess*>::iterator it = std::find(pimpl->mPostProcessingSteps.begin(),
- pimpl->mPostProcessingSteps.end(),pImp);
-
- if (it != pimpl->mPostProcessingSteps.end()) {
- pimpl->mPostProcessingSteps.erase(it);
- DefaultLogger::get()->info("Unregistering custom post-processing step");
- return AI_SUCCESS;
- }
- DefaultLogger::get()->warn("Unable to remove custom post-processing step: I can't find you ..");
- ASSIMP_END_EXCEPTION_REGION(aiReturn);
- return AI_FAILURE;
+ if(!pImp) {
+ // unregistering a NULL ppstep is no problem for us ... really!
+ return AI_SUCCESS;
+ }
+
+ ASSIMP_BEGIN_EXCEPTION_REGION();
+ std::vector<BaseProcess*>::iterator it = std::find(pimpl->mPostProcessingSteps.begin(),
+ pimpl->mPostProcessingSteps.end(),pImp);
+
+ if (it != pimpl->mPostProcessingSteps.end()) {
+ pimpl->mPostProcessingSteps.erase(it);
+ DefaultLogger::get()->info("Unregistering custom post-processing step");
+ return AI_SUCCESS;
+ }
+ DefaultLogger::get()->warn("Unable to remove custom post-processing step: I can't find you ..");
+ ASSIMP_END_EXCEPTION_REGION(aiReturn);
+ return AI_FAILURE;
}
// ------------------------------------------------------------------------------------------------
// Supplies a custom IO handler to the importer to open and access files.
void Importer::SetIOHandler( IOSystem* pIOHandler)
{
- ASSIMP_BEGIN_EXCEPTION_REGION();
- // If the new handler is zero, allocate a default IO implementation.
- if (!pIOHandler)
- {
- // Release pointer in the possession of the caller
- pimpl->mIOHandler = new DefaultIOSystem();
- pimpl->mIsDefaultHandler = true;
- }
- // Otherwise register the custom handler
- else if (pimpl->mIOHandler != pIOHandler)
- {
- delete pimpl->mIOHandler;
- pimpl->mIOHandler = pIOHandler;
- pimpl->mIsDefaultHandler = false;
- }
- ASSIMP_END_EXCEPTION_REGION(void);
+ ASSIMP_BEGIN_EXCEPTION_REGION();
+ // If the new handler is zero, allocate a default IO implementation.
+ if (!pIOHandler)
+ {
+ // Release pointer in the possession of the caller
+ pimpl->mIOHandler = new DefaultIOSystem();
+ pimpl->mIsDefaultHandler = true;
+ }
+ // Otherwise register the custom handler
+ else if (pimpl->mIOHandler != pIOHandler)
+ {
+ delete pimpl->mIOHandler;
+ pimpl->mIOHandler = pIOHandler;
+ pimpl->mIsDefaultHandler = false;
+ }
+ ASSIMP_END_EXCEPTION_REGION(void);
}
// ------------------------------------------------------------------------------------------------
// Get the currently set IO handler
IOSystem* Importer::GetIOHandler() const
{
- return pimpl->mIOHandler;
+ return pimpl->mIOHandler;
}
// ------------------------------------------------------------------------------------------------
// Check whether a custom IO handler is currently set
bool Importer::IsDefaultIOHandler() const
{
- return pimpl->mIsDefaultHandler;
+ return pimpl->mIsDefaultHandler;
}
// ------------------------------------------------------------------------------------------------
// Supplies a custom progress handler to get regular callbacks during importing
void Importer::SetProgressHandler ( ProgressHandler* pHandler )
{
- ASSIMP_BEGIN_EXCEPTION_REGION();
- // If the new handler is zero, allocate a default implementation.
- if (!pHandler)
- {
- // Release pointer in the possession of the caller
- pimpl->mProgressHandler = new DefaultProgressHandler();
- pimpl->mIsDefaultProgressHandler = true;
- }
- // Otherwise register the custom handler
- else if (pimpl->mProgressHandler != pHandler)
- {
- delete pimpl->mProgressHandler;
- pimpl->mProgressHandler = pHandler;
- pimpl->mIsDefaultProgressHandler = false;
- }
- ASSIMP_END_EXCEPTION_REGION(void);
+ ASSIMP_BEGIN_EXCEPTION_REGION();
+ // If the new handler is zero, allocate a default implementation.
+ if (!pHandler)
+ {
+ // Release pointer in the possession of the caller
+ pimpl->mProgressHandler = new DefaultProgressHandler();
+ pimpl->mIsDefaultProgressHandler = true;
+ }
+ // Otherwise register the custom handler
+ else if (pimpl->mProgressHandler != pHandler)
+ {
+ delete pimpl->mProgressHandler;
+ pimpl->mProgressHandler = pHandler;
+ pimpl->mIsDefaultProgressHandler = false;
+ }
+ ASSIMP_END_EXCEPTION_REGION(void);
}
// ------------------------------------------------------------------------------------------------
// Get the currently set progress handler
ProgressHandler* Importer::GetProgressHandler() const
{
- return pimpl->mProgressHandler;
+ return pimpl->mProgressHandler;
}
// ------------------------------------------------------------------------------------------------
// Check whether a custom progress handler is currently set
bool Importer::IsDefaultProgressHandler() const
{
- return pimpl->mIsDefaultProgressHandler;
+ return pimpl->mIsDefaultProgressHandler;
}
// ------------------------------------------------------------------------------------------------
-// Validate post process step flags
-bool _ValidateFlags(unsigned int pFlags)
+// Validate post process step flags
+bool _ValidateFlags(unsigned int pFlags)
{
- if (pFlags & aiProcess_GenSmoothNormals && pFlags & aiProcess_GenNormals) {
- DefaultLogger::get()->error("#aiProcess_GenSmoothNormals and #aiProcess_GenNormals are incompatible");
- return false;
- }
- if (pFlags & aiProcess_OptimizeGraph && pFlags & aiProcess_PreTransformVertices) {
- DefaultLogger::get()->error("#aiProcess_OptimizeGraph and #aiProcess_PreTransformVertices are incompatible");
- return false;
- }
- return true;
+ if (pFlags & aiProcess_GenSmoothNormals && pFlags & aiProcess_GenNormals) {
+ DefaultLogger::get()->error("#aiProcess_GenSmoothNormals and #aiProcess_GenNormals are incompatible");
+ return false;
+ }
+ if (pFlags & aiProcess_OptimizeGraph && pFlags & aiProcess_PreTransformVertices) {
+ DefaultLogger::get()->error("#aiProcess_OptimizeGraph and #aiProcess_PreTransformVertices are incompatible");
+ return false;
+ }
+ return true;
}
// ------------------------------------------------------------------------------------------------
// Free the current scene
void Importer::FreeScene( )
{
- ASSIMP_BEGIN_EXCEPTION_REGION();
- delete pimpl->mScene;
- pimpl->mScene = NULL;
+ ASSIMP_BEGIN_EXCEPTION_REGION();
+ delete pimpl->mScene;
+ pimpl->mScene = NULL;
- pimpl->mErrorString = "";
- ASSIMP_END_EXCEPTION_REGION(void);
+ pimpl->mErrorString = "";
+ ASSIMP_END_EXCEPTION_REGION(void);
}
// ------------------------------------------------------------------------------------------------
// Get the current error string, if any
-const char* Importer::GetErrorString() const
-{
- /* Must remain valid as long as ReadFile() or FreeFile() are not called */
- return pimpl->mErrorString.c_str();
+const char* Importer::GetErrorString() const
+{
+ /* Must remain valid as long as ReadFile() or FreeFile() are not called */
+ return pimpl->mErrorString.c_str();
}
// ------------------------------------------------------------------------------------------------
// Enable extra-verbose mode
void Importer::SetExtraVerbose(bool bDo)
{
- pimpl->bExtraVerbose = bDo;
+ pimpl->bExtraVerbose = bDo;
}
// ------------------------------------------------------------------------------------------------
// Get the current scene
const aiScene* Importer::GetScene() const
{
- return pimpl->mScene;
+ return pimpl->mScene;
}
// ------------------------------------------------------------------------------------------------
// Orphan the current scene and return it.
aiScene* Importer::GetOrphanedScene()
{
- aiScene* s = pimpl->mScene;
+ aiScene* s = pimpl->mScene;
- ASSIMP_BEGIN_EXCEPTION_REGION();
- pimpl->mScene = NULL;
+ ASSIMP_BEGIN_EXCEPTION_REGION();
+ pimpl->mScene = NULL;
- pimpl->mErrorString = ""; /* reset error string */
- ASSIMP_END_EXCEPTION_REGION(aiScene*);
- return s;
+ pimpl->mErrorString = ""; /* reset error string */
+ ASSIMP_END_EXCEPTION_REGION(aiScene*);
+ return s;
}
// ------------------------------------------------------------------------------------------------
// Validate post-processing flags
bool Importer::ValidateFlags(unsigned int pFlags) const
{
- ASSIMP_BEGIN_EXCEPTION_REGION();
- // run basic checks for mutually exclusive flags
- if (!_ValidateFlags(pFlags)) {
- return false;
- }
+ ASSIMP_BEGIN_EXCEPTION_REGION();
+ // run basic checks for mutually exclusive flags
+ if(!_ValidateFlags(pFlags)) {
+ return false;
+ }
- // ValidateDS does not anymore occur in the pp list, it plays an awesome extra role ...
+ // ValidateDS does not anymore occur in the pp list, it plays an awesome extra role ...
#ifdef ASSIMP_BUILD_NO_VALIDATEDS_PROCESS
- if (pFlags & aiProcess_ValidateDataStructure) {
- return false;
- }
-#endif
- pFlags &= ~aiProcess_ValidateDataStructure;
-
- // Now iterate through all bits which are set in the flags and check whether we find at least
- // one pp plugin which handles it.
- for (unsigned int mask = 1; mask < (1u << (sizeof(unsigned int)*8-1));mask <<= 1) {
-
- if (pFlags & mask) {
-
- bool have = false;
- for ( unsigned int a = 0; a < pimpl->mPostProcessingSteps.size(); a++) {
- if (pimpl->mPostProcessingSteps[a]-> IsActive(mask) ) {
-
- have = true;
- break;
- }
- }
- if (!have) {
- return false;
- }
- }
- }
- ASSIMP_END_EXCEPTION_REGION(bool);
- return true;
+ if (pFlags & aiProcess_ValidateDataStructure) {
+ return false;
+ }
+#endif
+ pFlags &= ~aiProcess_ValidateDataStructure;
+
+ // Now iterate through all bits which are set in the flags and check whether we find at least
+ // one pp plugin which handles it.
+ for (unsigned int mask = 1; mask < (1u << (sizeof(unsigned int)*8-1));mask <<= 1) {
+
+ if (pFlags & mask) {
+
+ bool have = false;
+ for( unsigned int a = 0; a < pimpl->mPostProcessingSteps.size(); a++) {
+ if (pimpl->mPostProcessingSteps[a]-> IsActive(mask) ) {
+
+ have = true;
+ break;
+ }
+ }
+ if (!have) {
+ return false;
+ }
+ }
+ }
+ ASSIMP_END_EXCEPTION_REGION(bool);
+ return true;
}
// ------------------------------------------------------------------------------------------------
const aiScene* Importer::ReadFileFromMemory( const void* pBuffer,
- size_t pLength,
- unsigned int pFlags,
- const char* pHint /*= ""*/)
+ size_t pLength,
+ unsigned int pFlags,
+ const char* pHint /*= ""*/)
{
- ASSIMP_BEGIN_EXCEPTION_REGION();
- if (!pHint) {
- pHint = "";
- }
+ ASSIMP_BEGIN_EXCEPTION_REGION();
+ if (!pHint) {
+ pHint = "";
+ }
- if (!pBuffer || !pLength || strlen(pHint) > 100) {
- pimpl->mErrorString = "Invalid parameters passed to ReadFileFromMemory()";
- return NULL;
- }
+ if (!pBuffer || !pLength || strlen(pHint) > 100) {
+ pimpl->mErrorString = "Invalid parameters passed to ReadFileFromMemory()";
+ return NULL;
+ }
- // prevent deletion of the previous IOHandler
- IOSystem* io = pimpl->mIOHandler;
- pimpl->mIOHandler = NULL;
+ // prevent deletion of the previous IOHandler
+ IOSystem* io = pimpl->mIOHandler;
+ pimpl->mIOHandler = NULL;
- SetIOHandler(new MemoryIOSystem((const uint8_t*)pBuffer,pLength));
+ SetIOHandler(new MemoryIOSystem((const uint8_t*)pBuffer,pLength));
- // read the file and recover the previous IOSystem
- char fbuff[128];
- sprintf(fbuff,"%s.%s",AI_MEMORYIO_MAGIC_FILENAME,pHint);
+ // read the file and recover the previous IOSystem
+ char fbuff[128];
+ sprintf(fbuff,"%s.%s",AI_MEMORYIO_MAGIC_FILENAME,pHint);
- ReadFile(fbuff,pFlags);
- SetIOHandler(io);
+ ReadFile(fbuff,pFlags);
+ SetIOHandler(io);
- ASSIMP_END_EXCEPTION_REGION(const aiScene*);
- return pimpl->mScene;
+ ASSIMP_END_EXCEPTION_REGION(const aiScene*);
+ return pimpl->mScene;
}
// ------------------------------------------------------------------------------------------------
void WriteLogOpening(const std::string& file)
{
- Logger* l = DefaultLogger::get();
- if (!l) {
- return;
- }
- l->info("Load " + file);
-
- // print a full version dump. This is nice because we don't
- // need to ask the authors of incoming bug reports for
- // the library version they're using - a log dump is
- // sufficient.
- const unsigned int flags = aiGetCompileFlags();
- l->debug(format()
- << "Assimp "
- << aiGetVersionMajor()
- << "."
- << aiGetVersionMinor()
- << "."
- << aiGetVersionRevision()
- << " "
-
+ Logger* l = DefaultLogger::get();
+ if (!l) {
+ return;
+ }
+ l->info("Load " + file);
+
+ // print a full version dump. This is nice because we don't
+ // need to ask the authors of incoming bug reports for
+ // the library version they're using - a log dump is
+ // sufficient.
+ const unsigned int flags = aiGetCompileFlags();
+ l->debug(format()
+ << "Assimp "
+ << aiGetVersionMajor()
+ << "."
+ << aiGetVersionMinor()
+ << "."
+ << aiGetVersionRevision()
+
+ << " "
#if defined(ASSIMP_BUILD_ARCHITECTURE)
- << ASSIMP_BUILD_ARCHITECTURE
+ << ASSIMP_BUILD_ARCHITECTURE
#elif defined(_M_IX86) || defined(__x86_32__) || defined(__i386__)
- << " x86"
-#elif defined(_M_X64) || defined(__x86_64__)
- << " amd64"
+ << "x86"
+#elif defined(_M_X64) || defined(__x86_64__)
+ << "amd64"
#elif defined(_M_IA64) || defined(__ia64__)
- << " itanium"
+ << "itanium"
#elif defined(__ppc__) || defined(__powerpc__)
- << " ppc32"
+ << "ppc32"
#elif defined(__powerpc64__)
- << " ppc64"
+ << "ppc64"
#elif defined(__arm__)
- << " arm"
+ << "arm"
#else
- << " unknown architecture"
+ << "<unknown architecture>"
#endif
- << " "
+ << " "
#if defined(ASSIMP_BUILD_COMPILER)
- << ASSIMP_BUILD_COMPILER
+ << ASSIMP_BUILD_COMPILER
#elif defined(_MSC_VER)
- << " msvc"
+ << "msvc"
#elif defined(__GNUC__)
- << " gcc"
+ << "gcc"
#else
-# << " unknown compiler"
+ << "<unknown compiler>"
#endif
#ifndef NDEBUG
- << " debug"
+ << " debug"
#endif
- << (flags & ASSIMP_CFLAGS_NOBOOST ? " noboost" : "")
- << (flags & ASSIMP_CFLAGS_SHARED ? " shared" : "")
- << (flags & ASSIMP_CFLAGS_SINGLETHREADED ? " singlethreaded" : "")
- );
+ << (flags & ASSIMP_CFLAGS_NOBOOST ? " noboost" : "")
+ << (flags & ASSIMP_CFLAGS_SHARED ? " shared" : "")
+ << (flags & ASSIMP_CFLAGS_SINGLETHREADED ? " singlethreaded" : "")
+ );
}
// ------------------------------------------------------------------------------------------------
// Reads the given file and returns its contents if successful.
const aiScene* Importer::ReadFile( const char* _pFile, unsigned int pFlags)
{
- ASSIMP_BEGIN_EXCEPTION_REGION();
- const std::string pFile(_pFile);
+ ASSIMP_BEGIN_EXCEPTION_REGION();
+ const std::string pFile(_pFile);
- // ----------------------------------------------------------------------
- // Put a large try block around everything to catch all std::exception's
- // that might be thrown by STL containers or by new().
- // ImportErrorException's are throw by ourselves and caught elsewhere.
- //-----------------------------------------------------------------------
+ // ----------------------------------------------------------------------
+ // Put a large try block around everything to catch all std::exception's
+ // that might be thrown by STL containers or by new().
+ // ImportErrorException's are throw by ourselves and caught elsewhere.
+ //-----------------------------------------------------------------------
- WriteLogOpening(pFile);
+ WriteLogOpening(pFile);
#ifdef ASSIMP_CATCH_GLOBAL_EXCEPTIONS
- try
+ try
#endif // ! ASSIMP_CATCH_GLOBAL_EXCEPTIONS
- {
- // Check whether this Importer instance has already loaded
- // a scene. In this case we need to delete the old one
- if (pimpl->mScene) {
-
- DefaultLogger::get()->debug("(Deleting previous scene)");
- FreeScene();
- }
-
- // First check if the file is accessable at all
- if ( !pimpl->mIOHandler->Exists( pFile)) {
-
- pimpl->mErrorString = "Unable to open file \"" + pFile + "\".";
- DefaultLogger::get()->error(pimpl->mErrorString);
- return NULL;
- }
-
- boost::scoped_ptr<Profiler> profiler(GetPropertyInteger(AI_CONFIG_GLOB_MEASURE_TIME,0)?new Profiler():NULL);
- if (profiler) {
- profiler->BeginRegion("total");
- }
-
- // Find an worker class which can handle the file
- BaseImporter* imp = NULL;
- for ( unsigned int a = 0; a < pimpl->mImporter.size(); a++) {
-
- if ( pimpl->mImporter[a]->CanRead( pFile, pimpl->mIOHandler, false)) {
- imp = pimpl->mImporter[a];
- break;
- }
- }
-
- if (!imp) {
- // not so bad yet ... try format auto detection.
- const std::string::size_type s = pFile.find_last_of('.');
- if (s != std::string::npos) {
- DefaultLogger::get()->info("File extension now known, trying signature-based detection");
- for ( unsigned int a = 0; a < pimpl->mImporter.size(); a++) {
-
- if ( pimpl->mImporter[a]->CanRead( pFile, pimpl->mIOHandler, true)) {
- imp = pimpl->mImporter[a];
- break;
- }
- }
- }
- // Put a proper error message if no suitable importer was found
- if ( !imp) {
- pimpl->mErrorString = "No suitable reader found for the file format of file \"" + pFile + "\".";
- DefaultLogger::get()->error(pimpl->mErrorString);
- return NULL;
- }
- }
-
- // Dispatch the reading to the worker class for this format
- DefaultLogger::get()->info("Found a matching importer for this file format");
- pimpl->mProgressHandler->Update();
-
- if (profiler) {
- profiler->BeginRegion("import");
- }
-
- pimpl->mScene = imp->ReadFile( this, pFile, pimpl->mIOHandler);
- pimpl->mProgressHandler->Update();
-
- if (profiler) {
- profiler->EndRegion("import");
- }
-
- // If successful, apply all active post processing steps to the imported data
- if ( pimpl->mScene) {
+ {
+ // Check whether this Importer instance has already loaded
+ // a scene. In this case we need to delete the old one
+ if (pimpl->mScene) {
+
+ DefaultLogger::get()->debug("(Deleting previous scene)");
+ FreeScene();
+ }
+
+ // First check if the file is accessable at all
+ if( !pimpl->mIOHandler->Exists( pFile)) {
+
+ pimpl->mErrorString = "Unable to open file \"" + pFile + "\".";
+ DefaultLogger::get()->error(pimpl->mErrorString);
+ return NULL;
+ }
+
+ boost::scoped_ptr<Profiler> profiler(GetPropertyInteger(AI_CONFIG_GLOB_MEASURE_TIME,0)?new Profiler():NULL);
+ if (profiler) {
+ profiler->BeginRegion("total");
+ }
+
+ // Find an worker class which can handle the file
+ BaseImporter* imp = NULL;
+ for( unsigned int a = 0; a < pimpl->mImporter.size(); a++) {
+
+ if( pimpl->mImporter[a]->CanRead( pFile, pimpl->mIOHandler, false)) {
+ imp = pimpl->mImporter[a];
+ break;
+ }
+ }
+
+ if (!imp) {
+ // not so bad yet ... try format auto detection.
+ const std::string::size_type s = pFile.find_last_of('.');
+ if (s != std::string::npos) {
+ DefaultLogger::get()->info("File extension not known, trying signature-based detection");
+ for( unsigned int a = 0; a < pimpl->mImporter.size(); a++) {
+
+ if( pimpl->mImporter[a]->CanRead( pFile, pimpl->mIOHandler, true)) {
+ imp = pimpl->mImporter[a];
+ break;
+ }
+ }
+ }
+ // Put a proper error message if no suitable importer was found
+ if( !imp) {
+ pimpl->mErrorString = "No suitable reader found for the file format of file \"" + pFile + "\".";
+ DefaultLogger::get()->error(pimpl->mErrorString);
+ return NULL;
+ }
+ }
+
+ // Dispatch the reading to the worker class for this format
+ DefaultLogger::get()->info("Found a matching importer for this file format");
+ pimpl->mProgressHandler->Update();
+
+ if (profiler) {
+ profiler->BeginRegion("import");
+ }
+
+ pimpl->mScene = imp->ReadFile( this, pFile, pimpl->mIOHandler);
+ pimpl->mProgressHandler->Update();
+
+ if (profiler) {
+ profiler->EndRegion("import");
+ }
+
+ // If successful, apply all active post processing steps to the imported data
+ if( pimpl->mScene) {
#ifndef ASSIMP_BUILD_NO_VALIDATEDS_PROCESS
- // The ValidateDS process is an exception. It is executed first, even before ScenePreprocessor is called.
- if (pFlags & aiProcess_ValidateDataStructure)
- {
- ValidateDSProcess ds;
- ds.ExecuteOnScene (this);
- if (!pimpl->mScene) {
- return NULL;
- }
- }
+ // The ValidateDS process is an exception. It is executed first, even before ScenePreprocessor is called.
+ if (pFlags & aiProcess_ValidateDataStructure)
+ {
+ ValidateDSProcess ds;
+ ds.ExecuteOnScene (this);
+ if (!pimpl->mScene) {
+ return NULL;
+ }
+ }
#endif // no validation
- // Preprocess the scene and prepare it for post-processing
- if (profiler) {
- profiler->BeginRegion("preprocess");
- }
-
- ScenePreprocessor pre(pimpl->mScene);
- pre.ProcessScene();
-
- pimpl->mProgressHandler->Update();
- if (profiler) {
- profiler->EndRegion("preprocess");
- }
-
- // Ensure that the validation process won't be called twice
- ApplyPostProcessing(pFlags & (~aiProcess_ValidateDataStructure));
- }
- // if failed, extract the error string
- else if ( !pimpl->mScene) {
- pimpl->mErrorString = imp->GetErrorText();
- }
-
- // clear any data allocated by post-process steps
- pimpl->mPPShared->Clean();
-
- if (profiler) {
- profiler->EndRegion("total");
- }
- }
+ // Preprocess the scene and prepare it for post-processing
+ if (profiler) {
+ profiler->BeginRegion("preprocess");
+ }
+
+ ScenePreprocessor pre(pimpl->mScene);
+ pre.ProcessScene();
+
+ pimpl->mProgressHandler->Update();
+ if (profiler) {
+ profiler->EndRegion("preprocess");
+ }
+
+ // Ensure that the validation process won't be called twice
+ ApplyPostProcessing(pFlags & (~aiProcess_ValidateDataStructure));
+ }
+ // if failed, extract the error string
+ else if( !pimpl->mScene) {
+ pimpl->mErrorString = imp->GetErrorText();
+ }
+
+ // clear any data allocated by post-process steps
+ pimpl->mPPShared->Clean();
+
+ if (profiler) {
+ profiler->EndRegion("total");
+ }
+ }
#ifdef ASSIMP_CATCH_GLOBAL_EXCEPTIONS
- catch (std::exception &e)
- {
-#if (defined _MSC_VER) && (defined _CPPRTTI)
- // if we have RTTI get the full name of the exception that occured
- pimpl->mErrorString = std::string(typeid( e ).name()) + ": " + e.what();
+ catch (std::exception &e)
+ {
+#if (defined _MSC_VER) && (defined _CPPRTTI)
+ // if we have RTTI get the full name of the exception that occured
+ pimpl->mErrorString = std::string(typeid( e ).name()) + ": " + e.what();
#else
- pimpl->mErrorString = std::string("std::exception: ") + e.what();
+ pimpl->mErrorString = std::string("std::exception: ") + e.what();
#endif
- DefaultLogger::get()->error(pimpl->mErrorString);
- delete pimpl->mScene; pimpl->mScene = NULL;
- }
+ DefaultLogger::get()->error(pimpl->mErrorString);
+ delete pimpl->mScene; pimpl->mScene = NULL;
+ }
#endif // ! ASSIMP_CATCH_GLOBAL_EXCEPTIONS
- // either successful or failure - the pointer expresses it anyways
- ASSIMP_END_EXCEPTION_REGION(const aiScene*);
- return pimpl->mScene;
+ // either successful or failure - the pointer expresses it anyways
+ ASSIMP_END_EXCEPTION_REGION(const aiScene*);
+ return pimpl->mScene;
}
@@ -1092,332 +722,356 @@ const aiScene* Importer::ReadFile( const char* _pFile, unsigned int pFlags)
// Apply post-processing to the currently bound scene
const aiScene* Importer::ApplyPostProcessing(unsigned int pFlags)
{
- ASSIMP_BEGIN_EXCEPTION_REGION();
- // Return immediately if no scene is active
- if (!pimpl->mScene) {
- return NULL;
- }
+ ASSIMP_BEGIN_EXCEPTION_REGION();
+ // Return immediately if no scene is active
+ if (!pimpl->mScene) {
+ return NULL;
+ }
- // If no flags are given, return the current scene with no further action
- if (!pFlags) {
- return pimpl->mScene;
- }
+ // If no flags are given, return the current scene with no further action
+ if (!pFlags) {
+ return pimpl->mScene;
+ }
- // In debug builds: run basic flag validation
- ai_assert(_ValidateFlags(pFlags));
- DefaultLogger::get()->info("Entering post processing pipeline");
+ // In debug builds: run basic flag validation
+ ai_assert(_ValidateFlags(pFlags));
+ DefaultLogger::get()->info("Entering post processing pipeline");
#ifndef ASSIMP_BUILD_NO_VALIDATEDS_PROCESS
- // The ValidateDS process plays an exceptional role. It isn't contained in the global
- // list of post-processing steps, so we need to call it manually.
- if (pFlags & aiProcess_ValidateDataStructure)
- {
- ValidateDSProcess ds;
- ds.ExecuteOnScene (this);
- if (!pimpl->mScene) {
- return NULL;
- }
- }
+ // The ValidateDS process plays an exceptional role. It isn't contained in the global
+ // list of post-processing steps, so we need to call it manually.
+ if (pFlags & aiProcess_ValidateDataStructure)
+ {
+ ValidateDSProcess ds;
+ ds.ExecuteOnScene (this);
+ if (!pimpl->mScene) {
+ return NULL;
+ }
+ }
#endif // no validation
#ifdef _DEBUG
- if (pimpl->bExtraVerbose)
- {
+ if (pimpl->bExtraVerbose)
+ {
#ifndef ASSIMP_BUILD_NO_VALIDATEDS_PROCESS
- DefaultLogger::get()->error("Verbose Import is not available due to build settings");
+ DefaultLogger::get()->error("Verbose Import is not available due to build settings");
#endif // no validation
- pFlags |= aiProcess_ValidateDataStructure;
- }
+ pFlags |= aiProcess_ValidateDataStructure;
+ }
#else
- if (pimpl->bExtraVerbose) {
- DefaultLogger::get()->warn("Not a debug build, ignoring extra verbose setting");
- }
+ if (pimpl->bExtraVerbose) {
+ DefaultLogger::get()->warn("Not a debug build, ignoring extra verbose setting");
+ }
#endif // ! DEBUG
- boost::scoped_ptr<Profiler> profiler(GetPropertyInteger(AI_CONFIG_GLOB_MEASURE_TIME,0)?new Profiler():NULL);
- for ( unsigned int a = 0; a < pimpl->mPostProcessingSteps.size(); a++) {
+ boost::scoped_ptr<Profiler> profiler(GetPropertyInteger(AI_CONFIG_GLOB_MEASURE_TIME,0)?new Profiler():NULL);
+ for( unsigned int a = 0; a < pimpl->mPostProcessingSteps.size(); a++) {
- BaseProcess* process = pimpl->mPostProcessingSteps[a];
- if ( process->IsActive( pFlags)) {
+ BaseProcess* process = pimpl->mPostProcessingSteps[a];
+ if( process->IsActive( pFlags)) {
- if (profiler) {
- profiler->BeginRegion("postprocess");
- }
+ if (profiler) {
+ profiler->BeginRegion("postprocess");
+ }
- process->ExecuteOnScene ( this );
- pimpl->mProgressHandler->Update();
+ process->ExecuteOnScene ( this );
+ pimpl->mProgressHandler->Update();
- if (profiler) {
- profiler->EndRegion("postprocess");
- }
- }
- if ( !pimpl->mScene) {
- break;
- }
+ if (profiler) {
+ profiler->EndRegion("postprocess");
+ }
+ }
+ if( !pimpl->mScene) {
+ break;
+ }
#ifdef _DEBUG
#ifndef ASSIMP_BUILD_NO_VALIDATEDS_PROCESS
- continue;
+ continue;
#endif // no validation
- // If the extra verbose mode is active, execute the ValidateDataStructureStep again - after each step
- if (pimpl->bExtraVerbose) {
- DefaultLogger::get()->debug("Verbose Import: revalidating data structures");
-
- ValidateDSProcess ds;
- ds.ExecuteOnScene (this);
- if ( !pimpl->mScene) {
- DefaultLogger::get()->error("Verbose Import: failed to revalidate data structures");
- break;
- }
- }
+ // If the extra verbose mode is active, execute the ValidateDataStructureStep again - after each step
+ if (pimpl->bExtraVerbose) {
+ DefaultLogger::get()->debug("Verbose Import: revalidating data structures");
+
+ ValidateDSProcess ds;
+ ds.ExecuteOnScene (this);
+ if( !pimpl->mScene) {
+ DefaultLogger::get()->error("Verbose Import: failed to revalidate data structures");
+ break;
+ }
+ }
#endif // ! DEBUG
- }
+ }
+
+ // update private scene flags
+ if( pimpl->mScene )
+ ScenePriv(pimpl->mScene)->mPPStepsApplied |= pFlags;
- // clear any data allocated by post-process steps
- pimpl->mPPShared->Clean();
- DefaultLogger::get()->info("Leaving post processing pipeline");
+ // clear any data allocated by post-process steps
+ pimpl->mPPShared->Clean();
+ DefaultLogger::get()->info("Leaving post processing pipeline");
- ASSIMP_END_EXCEPTION_REGION(const aiScene*);
- return pimpl->mScene;
+ ASSIMP_END_EXCEPTION_REGION(const aiScene*);
+ return pimpl->mScene;
}
// ------------------------------------------------------------------------------------------------
// Helper function to check whether an extension is supported by ASSIMP
bool Importer::IsExtensionSupported(const char* szExtension) const
{
- return NULL != FindLoader(szExtension);
+ return NULL != GetImporter(szExtension);
+}
+
+// ------------------------------------------------------------------------------------------------
+size_t Importer::GetImporterCount() const
+{
+ return pimpl->mImporter.size();
+}
+
+// ------------------------------------------------------------------------------------------------
+const aiImporterDesc* Importer::GetImporterInfo(size_t index) const
+{
+ if (index >= pimpl->mImporter.size()) {
+ return NULL;
+ }
+ return pimpl->mImporter[index]->GetInfo();
+}
+
+
+// ------------------------------------------------------------------------------------------------
+BaseImporter* Importer::GetImporter (size_t index) const
+{
+ if (index >= pimpl->mImporter.size()) {
+ return NULL;
+ }
+ return pimpl->mImporter[index];
}
// ------------------------------------------------------------------------------------------------
// Find a loader plugin for a given file extension
-BaseImporter* Importer::FindLoader (const char* szExtension) const
+BaseImporter* Importer::GetImporter (const char* szExtension) const
{
- ai_assert(szExtension);
- ASSIMP_BEGIN_EXCEPTION_REGION();
-
- // skip over wildcard and dot characters at string head --
- for (;*szExtension == '*' || *szExtension == '.'; ++szExtension) {}
-
- std::string ext(szExtension);
- if (ext.empty()) {
- return NULL;
- }
- std::transform(ext.begin(),ext.end(), ext.begin(), tolower);
-
- std::set<std::string> str;
- for (std::vector<BaseImporter*>::const_iterator i = pimpl->mImporter.begin();i != pimpl->mImporter.end();++i) {
- str.clear();
-
- (*i)->GetExtensionList(str);
- for (std::set<std::string>::const_iterator it = str.begin(); it != str.end(); ++it) {
- if (ext == *it) {
- return (*i);
- }
- }
- }
- ASSIMP_END_EXCEPTION_REGION(BaseImporter*);
- return NULL;
+ return GetImporter(GetImporterIndex(szExtension));
+}
+
+// ------------------------------------------------------------------------------------------------
+// Find a loader plugin for a given file extension
+size_t Importer::GetImporterIndex (const char* szExtension) const
+{
+ ai_assert(szExtension);
+ ASSIMP_BEGIN_EXCEPTION_REGION();
+
+ // skip over wildcard and dot characters at string head --
+ for(;*szExtension == '*' || *szExtension == '.'; ++szExtension);
+
+ std::string ext(szExtension);
+ if (ext.empty()) {
+ return static_cast<size_t>(-1);
+ }
+ std::transform(ext.begin(),ext.end(), ext.begin(), tolower);
+
+ std::set<std::string> str;
+ for (std::vector<BaseImporter*>::const_iterator i = pimpl->mImporter.begin();i != pimpl->mImporter.end();++i) {
+ str.clear();
+
+ (*i)->GetExtensionList(str);
+ for (std::set<std::string>::const_iterator it = str.begin(); it != str.end(); ++it) {
+ if (ext == *it) {
+ return std::distance(static_cast< std::vector<BaseImporter*>::const_iterator >(pimpl->mImporter.begin()), i);
+ }
+ }
+ }
+ ASSIMP_END_EXCEPTION_REGION(size_t);
+ return static_cast<size_t>(-1);
}
// ------------------------------------------------------------------------------------------------
// Helper function to build a list of all file extensions supported by ASSIMP
void Importer::GetExtensionList(aiString& szOut) const
{
- ASSIMP_BEGIN_EXCEPTION_REGION();
- std::set<std::string> str;
- for (std::vector<BaseImporter*>::const_iterator i = pimpl->mImporter.begin();i != pimpl->mImporter.end();++i) {
- (*i)->GetExtensionList(str);
- }
-
- for (std::set<std::string>::const_iterator it = str.begin();; ) {
- szOut.Append("*.");
- szOut.Append((*it).c_str());
-
- if (++it == str.end()) {
- break;
- }
- szOut.Append(";");
- }
- ASSIMP_END_EXCEPTION_REGION(void);
+ ASSIMP_BEGIN_EXCEPTION_REGION();
+ std::set<std::string> str;
+ for (std::vector<BaseImporter*>::const_iterator i = pimpl->mImporter.begin();i != pimpl->mImporter.end();++i) {
+ (*i)->GetExtensionList(str);
+ }
+
+ for (std::set<std::string>::const_iterator it = str.begin();; ) {
+ szOut.Append("*.");
+ szOut.Append((*it).c_str());
+
+ if (++it == str.end()) {
+ break;
+ }
+ szOut.Append(";");
+ }
+ ASSIMP_END_EXCEPTION_REGION(void);
}
// ------------------------------------------------------------------------------------------------
// Set a configuration property
-void Importer::SetPropertyInteger(const char* szName, int iValue,
- bool* bWasExisting /*= NULL*/)
+void Importer::SetPropertyInteger(const char* szName, int iValue,
+ bool* bWasExisting /*= NULL*/)
{
- ASSIMP_BEGIN_EXCEPTION_REGION();
- SetGenericProperty<int>(pimpl->mIntProperties, szName,iValue,bWasExisting);
- ASSIMP_END_EXCEPTION_REGION(void);
+ ASSIMP_BEGIN_EXCEPTION_REGION();
+ SetGenericProperty<int>(pimpl->mIntProperties, szName,iValue,bWasExisting);
+ ASSIMP_END_EXCEPTION_REGION(void);
}
// ------------------------------------------------------------------------------------------------
// Set a configuration property
-void Importer::SetPropertyFloat(const char* szName, float iValue,
- bool* bWasExisting /*= NULL*/)
+void Importer::SetPropertyFloat(const char* szName, float iValue,
+ bool* bWasExisting /*= NULL*/)
{
- ASSIMP_BEGIN_EXCEPTION_REGION();
- SetGenericProperty<float>(pimpl->mFloatProperties, szName,iValue,bWasExisting);
- ASSIMP_END_EXCEPTION_REGION(void);
+ ASSIMP_BEGIN_EXCEPTION_REGION();
+ SetGenericProperty<float>(pimpl->mFloatProperties, szName,iValue,bWasExisting);
+ ASSIMP_END_EXCEPTION_REGION(void);
}
// ------------------------------------------------------------------------------------------------
// Set a configuration property
-void Importer::SetPropertyString(const char* szName, const std::string& value,
- bool* bWasExisting /*= NULL*/)
+void Importer::SetPropertyString(const char* szName, const std::string& value,
+ bool* bWasExisting /*= NULL*/)
{
- try {
- std::cout << "";
- }
- catch (...) {
- try {
- throw;
- }
- catch(std::exception&) {
- return;
- }
- }
-
- ASSIMP_BEGIN_EXCEPTION_REGION();
- SetGenericProperty<std::string>(pimpl->mStringProperties, szName,value,bWasExisting);
- ASSIMP_END_EXCEPTION_REGION(void);
+ ASSIMP_BEGIN_EXCEPTION_REGION();
+ SetGenericProperty<std::string>(pimpl->mStringProperties, szName,value,bWasExisting);
+ ASSIMP_END_EXCEPTION_REGION(void);
}
// ------------------------------------------------------------------------------------------------
// Get a configuration property
-int Importer::GetPropertyInteger(const char* szName,
- int iErrorReturn /*= 0xffffffff*/) const
+int Importer::GetPropertyInteger(const char* szName,
+ int iErrorReturn /*= 0xffffffff*/) const
{
- return GetGenericProperty<int>(pimpl->mIntProperties,szName,iErrorReturn);
+ return GetGenericProperty<int>(pimpl->mIntProperties,szName,iErrorReturn);
}
// ------------------------------------------------------------------------------------------------
// Get a configuration property
-float Importer::GetPropertyFloat(const char* szName,
- float iErrorReturn /*= 10e10*/) const
+float Importer::GetPropertyFloat(const char* szName,
+ float iErrorReturn /*= 10e10*/) const
{
- return GetGenericProperty<float>(pimpl->mFloatProperties,szName,iErrorReturn);
+ return GetGenericProperty<float>(pimpl->mFloatProperties,szName,iErrorReturn);
}
// ------------------------------------------------------------------------------------------------
// Get a configuration property
-const std::string& Importer::GetPropertyString(const char* szName,
- const std::string& iErrorReturn /*= ""*/) const
+const std::string& Importer::GetPropertyString(const char* szName,
+ const std::string& iErrorReturn /*= ""*/) const
{
- return GetGenericProperty<std::string>(pimpl->mStringProperties,szName,iErrorReturn);
+ return GetGenericProperty<std::string>(pimpl->mStringProperties,szName,iErrorReturn);
}
// ------------------------------------------------------------------------------------------------
// Get the memory requirements of a single node
inline void AddNodeWeight(unsigned int& iScene,const aiNode* pcNode)
{
- iScene += sizeof(aiNode);
- iScene += sizeof(unsigned int) * pcNode->mNumMeshes;
- iScene += sizeof(void*) * pcNode->mNumChildren;
-
- for (unsigned int i = 0; i < pcNode->mNumChildren;++i) {
- AddNodeWeight(iScene,pcNode->mChildren[i]);
- }
+ iScene += sizeof(aiNode);
+ iScene += sizeof(unsigned int) * pcNode->mNumMeshes;
+ iScene += sizeof(void*) * pcNode->mNumChildren;
+
+ for (unsigned int i = 0; i < pcNode->mNumChildren;++i) {
+ AddNodeWeight(iScene,pcNode->mChildren[i]);
+ }
}
// ------------------------------------------------------------------------------------------------
// Get the memory requirements of the scene
void Importer::GetMemoryRequirements(aiMemoryInfo& in) const
{
- in = aiMemoryInfo();
- aiScene* mScene = pimpl->mScene;
-
- // return if we have no scene loaded
- if (!pimpl->mScene)
- return;
-
-
- in.total = sizeof(aiScene);
-
- // add all meshes
- for (unsigned int i = 0; i < mScene->mNumMeshes;++i)
- {
- in.meshes += sizeof(aiMesh);
- if (mScene->mMeshes[i]->HasPositions()) {
- in.meshes += sizeof(aiVector3D) * mScene->mMeshes[i]->mNumVertices;
- }
-
- if (mScene->mMeshes[i]->HasNormals()) {
- in.meshes += sizeof(aiVector3D) * mScene->mMeshes[i]->mNumVertices;
- }
-
- if (mScene->mMeshes[i]->HasTangentsAndBitangents()) {
- in.meshes += sizeof(aiVector3D) * mScene->mMeshes[i]->mNumVertices * 2;
- }
-
- for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS;++a) {
- if (mScene->mMeshes[i]->HasVertexColors(a)) {
- in.meshes += sizeof(aiColor4D) * mScene->mMeshes[i]->mNumVertices;
- }
- else break;
- }
- for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS;++a) {
- if (mScene->mMeshes[i]->HasTextureCoords(a)) {
- in.meshes += sizeof(aiVector3D) * mScene->mMeshes[i]->mNumVertices;
- }
- else break;
- }
- if (mScene->mMeshes[i]->HasBones()) {
- in.meshes += sizeof(void*) * mScene->mMeshes[i]->mNumBones;
- for (unsigned int p = 0; p < mScene->mMeshes[i]->mNumBones;++p) {
- in.meshes += sizeof(aiBone);
- in.meshes += mScene->mMeshes[i]->mBones[p]->mNumWeights * sizeof(aiVertexWeight);
- }
- }
- in.meshes += (sizeof(aiFace) + 3 * sizeof(unsigned int))*mScene->mMeshes[i]->mNumFaces;
- }
+ in = aiMemoryInfo();
+ aiScene* mScene = pimpl->mScene;
+
+ // return if we have no scene loaded
+ if (!pimpl->mScene)
+ return;
+
+
+ in.total = sizeof(aiScene);
+
+ // add all meshes
+ for (unsigned int i = 0; i < mScene->mNumMeshes;++i)
+ {
+ in.meshes += sizeof(aiMesh);
+ if (mScene->mMeshes[i]->HasPositions()) {
+ in.meshes += sizeof(aiVector3D) * mScene->mMeshes[i]->mNumVertices;
+ }
+
+ if (mScene->mMeshes[i]->HasNormals()) {
+ in.meshes += sizeof(aiVector3D) * mScene->mMeshes[i]->mNumVertices;
+ }
+
+ if (mScene->mMeshes[i]->HasTangentsAndBitangents()) {
+ in.meshes += sizeof(aiVector3D) * mScene->mMeshes[i]->mNumVertices * 2;
+ }
+
+ for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS;++a) {
+ if (mScene->mMeshes[i]->HasVertexColors(a)) {
+ in.meshes += sizeof(aiColor4D) * mScene->mMeshes[i]->mNumVertices;
+ }
+ else break;
+ }
+ for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS;++a) {
+ if (mScene->mMeshes[i]->HasTextureCoords(a)) {
+ in.meshes += sizeof(aiVector3D) * mScene->mMeshes[i]->mNumVertices;
+ }
+ else break;
+ }
+ if (mScene->mMeshes[i]->HasBones()) {
+ in.meshes += sizeof(void*) * mScene->mMeshes[i]->mNumBones;
+ for (unsigned int p = 0; p < mScene->mMeshes[i]->mNumBones;++p) {
+ in.meshes += sizeof(aiBone);
+ in.meshes += mScene->mMeshes[i]->mBones[p]->mNumWeights * sizeof(aiVertexWeight);
+ }
+ }
+ in.meshes += (sizeof(aiFace) + 3 * sizeof(unsigned int))*mScene->mMeshes[i]->mNumFaces;
+ }
in.total += in.meshes;
- // add all embedded textures
- for (unsigned int i = 0; i < mScene->mNumTextures;++i) {
- const aiTexture* pc = mScene->mTextures[i];
- in.textures += sizeof(aiTexture);
- if (pc->mHeight) {
- in.textures += 4 * pc->mHeight * pc->mWidth;
- }
- else in.textures += pc->mWidth;
- }
- in.total += in.textures;
-
- // add all animations
- for (unsigned int i = 0; i < mScene->mNumAnimations;++i) {
- const aiAnimation* pc = mScene->mAnimations[i];
- in.animations += sizeof(aiAnimation);
-
- // add all bone anims
- for (unsigned int a = 0; a < pc->mNumChannels; ++a) {
- const aiNodeAnim* pc2 = pc->mChannels[i];
- in.animations += sizeof(aiNodeAnim);
- in.animations += pc2->mNumPositionKeys * sizeof(aiVectorKey);
- in.animations += pc2->mNumScalingKeys * sizeof(aiVectorKey);
- in.animations += pc2->mNumRotationKeys * sizeof(aiQuatKey);
- }
- }
- in.total += in.animations;
-
- // add all cameras and all lights
- in.total += in.cameras = sizeof(aiCamera) * mScene->mNumCameras;
- in.total += in.lights = sizeof(aiLight) * mScene->mNumLights;
-
- // add all nodes
- AddNodeWeight(in.nodes,mScene->mRootNode);
- in.total += in.nodes;
-
- // add all materials
- for (unsigned int i = 0; i < mScene->mNumMaterials;++i) {
- const aiMaterial* pc = mScene->mMaterials[i];
- in.materials += sizeof(aiMaterial);
- in.materials += pc->mNumAllocated * sizeof(void*);
-
- for (unsigned int a = 0; a < pc->mNumProperties;++a) {
- in.materials += pc->mProperties[a]->mDataLength;
- }
- }
- in.total += in.materials;
+ // add all embedded textures
+ for (unsigned int i = 0; i < mScene->mNumTextures;++i) {
+ const aiTexture* pc = mScene->mTextures[i];
+ in.textures += sizeof(aiTexture);
+ if (pc->mHeight) {
+ in.textures += 4 * pc->mHeight * pc->mWidth;
+ }
+ else in.textures += pc->mWidth;
+ }
+ in.total += in.textures;
+
+ // add all animations
+ for (unsigned int i = 0; i < mScene->mNumAnimations;++i) {
+ const aiAnimation* pc = mScene->mAnimations[i];
+ in.animations += sizeof(aiAnimation);
+
+ // add all bone anims
+ for (unsigned int a = 0; a < pc->mNumChannels; ++a) {
+ const aiNodeAnim* pc2 = pc->mChannels[i];
+ in.animations += sizeof(aiNodeAnim);
+ in.animations += pc2->mNumPositionKeys * sizeof(aiVectorKey);
+ in.animations += pc2->mNumScalingKeys * sizeof(aiVectorKey);
+ in.animations += pc2->mNumRotationKeys * sizeof(aiQuatKey);
+ }
+ }
+ in.total += in.animations;
+
+ // add all cameras and all lights
+ in.total += in.cameras = sizeof(aiCamera) * mScene->mNumCameras;
+ in.total += in.lights = sizeof(aiLight) * mScene->mNumLights;
+
+ // add all nodes
+ AddNodeWeight(in.nodes,mScene->mRootNode);
+ in.total += in.nodes;
+
+ // add all materials
+ for (unsigned int i = 0; i < mScene->mNumMaterials;++i) {
+ const aiMaterial* pc = mScene->mMaterials[i];
+ in.materials += sizeof(aiMaterial);
+ in.materials += pc->mNumAllocated * sizeof(void*);
+
+ for (unsigned int a = 0; a < pc->mNumProperties;++a) {
+ in.materials += pc->mProperties[a]->mDataLength;
+ }
+ }
+ in.total += in.materials;
}
diff --git a/src/3rdparty/assimp/code/Importer.h b/src/3rdparty/assimp/code/Importer.h
new file mode 100644
index 000000000..700bb3250
--- /dev/null
+++ b/src/3rdparty/assimp/code/Importer.h
@@ -0,0 +1,204 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+/** @file Importer.h mostly internal stuff for use by #Assimp::Importer */
+#ifndef INCLUDED_AI_IMPORTER_H
+#define INCLUDED_AI_IMPORTER_H
+
+namespace Assimp {
+
+ class BaseImporter;
+ class BaseProcess;
+
+
+//! @cond never
+// ---------------------------------------------------------------------------
+/** @brief Internal PIMPL implementation for Assimp::Importer
+ *
+ * Using this idiom here allows us to drop the dependency from
+ * std::vector and std::map in the public headers. Furthermore we are dropping
+ * any STL interface problems caused by mismatching STL settings. All
+ * size calculation are now done by us, not the app heap. */
+class ImporterPimpl
+{
+public:
+
+ // Data type to store the key hash
+ typedef unsigned int KeyType;
+
+ // typedefs for our three configuration maps.
+ // We don't need more, so there is no need for a generic solution
+ typedef std::map<KeyType, int> IntPropertyMap;
+ typedef std::map<KeyType, float> FloatPropertyMap;
+ typedef std::map<KeyType, std::string> StringPropertyMap;
+
+public:
+
+ /** IO handler to use for all file accesses. */
+ IOSystem* mIOHandler;
+ bool mIsDefaultHandler;
+
+ /** Progress handler for feedback. */
+ ProgressHandler* mProgressHandler;
+ bool mIsDefaultProgressHandler;
+
+ /** Format-specific importer worker objects - one for each format we can read.*/
+ std::vector< BaseImporter* > mImporter;
+
+ /** Post processing steps we can apply at the imported data. */
+ std::vector< BaseProcess* > mPostProcessingSteps;
+
+ /** The imported data, if ReadFile() was successful, NULL otherwise. */
+ aiScene* mScene;
+
+ /** The error description, if there was one. */
+ std::string mErrorString;
+
+ /** List of integer properties */
+ IntPropertyMap mIntProperties;
+
+ /** List of floating-point properties */
+ FloatPropertyMap mFloatProperties;
+
+ /** List of string properties */
+ StringPropertyMap mStringProperties;
+
+ /** Used for testing - extra verbose mode causes the ValidateDataStructure-Step
+ * to be executed before and after every single postprocess step */
+ bool bExtraVerbose;
+
+ /** Used by post-process steps to share data */
+ SharedPostProcessInfo* mPPShared;
+};
+//! @endcond
+
+
+struct BatchData;
+
+// ---------------------------------------------------------------------------
+/** FOR IMPORTER PLUGINS ONLY: A helper class to the pleasure of importers
+ * that need to load many external meshes recursively.
+ *
+ * The class uses several threads to load these meshes (or at least it
+ * could, this has not yet been implemented at the moment).
+ *
+ * @note The class may not be used by more than one thread*/
+class BatchLoader
+{
+ // friend of Importer
+
+public:
+
+ //! @cond never
+ // -------------------------------------------------------------------
+ /** Wraps a full list of configuration properties for an importer.
+ * Properties can be set using SetGenericProperty */
+ struct PropertyMap
+ {
+ ImporterPimpl::IntPropertyMap ints;
+ ImporterPimpl::FloatPropertyMap floats;
+ ImporterPimpl::StringPropertyMap strings;
+
+ bool operator == (const PropertyMap& prop) const {
+ // fixme: really isocpp? gcc complains
+ return ints == prop.ints && floats == prop.floats && strings == prop.strings;
+ }
+
+ bool empty () const {
+ return ints.empty() && floats.empty() && strings.empty();
+ }
+ };
+ //! @endcond
+
+public:
+
+
+ // -------------------------------------------------------------------
+ /** Construct a batch loader from a given IO system to be used
+ * to acess external files */
+ BatchLoader(IOSystem* pIO);
+ ~BatchLoader();
+
+
+ // -------------------------------------------------------------------
+ /** Add a new file to the list of files to be loaded.
+ * @param file File to be loaded
+ * @param steps Post-processing steps to be executed on the file
+ * @param map Optional configuration properties
+ * @return 'Load request channel' - an unique ID that can later
+ * be used to access the imported file data.
+ * @see GetImport */
+ unsigned int AddLoadRequest (
+ const std::string& file,
+ unsigned int steps = 0,
+ const PropertyMap* map = NULL
+ );
+
+
+ // -------------------------------------------------------------------
+ /** Get an imported scene.
+ * This polls the import from the internal request list.
+ * If an import is requested several times, this function
+ * can be called several times, too.
+ *
+ * @param which LRWC returned by AddLoadRequest().
+ * @return NULL if there is no scene with this file name
+ * in the queue of the scene hasn't been loaded yet. */
+ aiScene* GetImport(
+ unsigned int which
+ );
+
+
+ // -------------------------------------------------------------------
+ /** Waits until all scenes have been loaded. This returns
+ * immediately if no scenes are queued.*/
+ void LoadAll();
+
+private:
+
+ // No need to have that in the public API ...
+ BatchData* data;
+};
+
+}
+
+
+
+#endif
diff --git a/src/3rdparty/assimp/code/ImporterRegistry.cpp b/src/3rdparty/assimp/code/ImporterRegistry.cpp
new file mode 100644
index 000000000..f715073c8
--- /dev/null
+++ b/src/3rdparty/assimp/code/ImporterRegistry.cpp
@@ -0,0 +1,296 @@
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
+conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+---------------------------------------------------------------------------
+*/
+
+/** @file ImporterRegistry.cpp
+
+Central registry for all importers available. Do not edit this file
+directly (unless you are adding new loaders), instead use the
+corresponding preprocessor flag to selectively disable formats.
+*/
+
+#include "AssimpPCH.h"
+
+// ------------------------------------------------------------------------------------------------
+// Importers
+// (include_new_importers_here)
+// ------------------------------------------------------------------------------------------------
+#ifndef ASSIMP_BUILD_NO_X_IMPORTER
+# include "XFileImporter.h"
+#endif
+#ifndef ASSIMP_BUILD_NO_3DS_IMPORTER
+# include "3DSLoader.h"
+#endif
+#ifndef ASSIMP_BUILD_NO_MD3_IMPORTER
+# include "MD3Loader.h"
+#endif
+#ifndef ASSIMP_BUILD_NO_MDL_IMPORTER
+# include "MDLLoader.h"
+#endif
+#ifndef ASSIMP_BUILD_NO_MD2_IMPORTER
+# include "MD2Loader.h"
+#endif
+#ifndef ASSIMP_BUILD_NO_PLY_IMPORTER
+# include "PlyLoader.h"
+#endif
+#ifndef ASSIMP_BUILD_NO_ASE_IMPORTER
+# include "ASELoader.h"
+#endif
+#ifndef ASSIMP_BUILD_NO_OBJ_IMPORTER
+# include "ObjFileImporter.h"
+#endif
+#ifndef ASSIMP_BUILD_NO_HMP_IMPORTER
+# include "HMPLoader.h"
+#endif
+#ifndef ASSIMP_BUILD_NO_SMD_IMPORTER
+# include "SMDLoader.h"
+#endif
+#ifndef ASSIMP_BUILD_NO_MDC_IMPORTER
+# include "MDCLoader.h"
+#endif
+#ifndef ASSIMP_BUILD_NO_MD5_IMPORTER
+# include "MD5Loader.h"
+#endif
+#ifndef ASSIMP_BUILD_NO_STL_IMPORTER
+# include "STLLoader.h"
+#endif
+#ifndef ASSIMP_BUILD_NO_LWO_IMPORTER
+# include "LWOLoader.h"
+#endif
+#ifndef ASSIMP_BUILD_NO_DXF_IMPORTER
+# include "DXFLoader.h"
+#endif
+#ifndef ASSIMP_BUILD_NO_NFF_IMPORTER
+# include "NFFLoader.h"
+#endif
+#ifndef ASSIMP_BUILD_NO_RAW_IMPORTER
+# include "RawLoader.h"
+#endif
+#ifndef ASSIMP_BUILD_NO_OFF_IMPORTER
+# include "OFFLoader.h"
+#endif
+#ifndef ASSIMP_BUILD_NO_AC_IMPORTER
+# include "ACLoader.h"
+#endif
+#ifndef ASSIMP_BUILD_NO_BVH_IMPORTER
+# include "BVHLoader.h"
+#endif
+#ifndef ASSIMP_BUILD_NO_IRRMESH_IMPORTER
+# include "IRRMeshLoader.h"
+#endif
+#ifndef ASSIMP_BUILD_NO_IRR_IMPORTER
+# include "IRRLoader.h"
+#endif
+#ifndef ASSIMP_BUILD_NO_Q3D_IMPORTER
+# include "Q3DLoader.h"
+#endif
+#ifndef ASSIMP_BUILD_NO_B3D_IMPORTER
+# include "B3DImporter.h"
+#endif
+#ifndef ASSIMP_BUILD_NO_COLLADA_IMPORTER
+# include "ColladaLoader.h"
+#endif
+#ifndef ASSIMP_BUILD_NO_TERRAGEN_IMPORTER
+# include "TerragenLoader.h"
+#endif
+#ifndef ASSIMP_BUILD_NO_CSM_IMPORTER
+# include "CSMLoader.h"
+#endif
+#ifndef ASSIMP_BUILD_NO_3D_IMPORTER
+# include "UnrealLoader.h"
+#endif
+#ifndef ASSIMP_BUILD_NO_LWS_IMPORTER
+# include "LWSLoader.h"
+#endif
+#ifndef ASSIMP_BUILD_NO_OGRE_IMPORTER
+# include "OgreImporter.hpp"
+#endif
+#ifndef ASSIMP_BUILD_NO_MS3D_IMPORTER
+# include "MS3DLoader.h"
+#endif
+#ifndef ASSIMP_BUILD_NO_COB_IMPORTER
+# include "COBLoader.h"
+#endif
+#ifndef ASSIMP_BUILD_NO_BLEND_IMPORTER
+# include "BlenderLoader.h"
+#endif
+#ifndef ASSIMP_BUILD_NO_Q3BSP_IMPORTER
+# include "Q3BSPFileImporter.h"
+#endif
+#ifndef ASSIMP_BUILD_NO_NDO_IMPORTER
+# include "NDOLoader.h"
+#endif
+#ifndef ASSIMP_BUILD_NO_IFC_IMPORTER
+# include "IFCLoader.h"
+#endif
+#ifndef ASSIMP_BUILD_NO_M3_IMPORTER
+# include "M3Importer.h"
+#endif
+#ifndef ASSIMP_BUILD_NO_XGL_IMPORTER
+# include "XGLLoader.h"
+#endif
+
+namespace Assimp {
+
+// ------------------------------------------------------------------------------------------------
+void GetImporterInstanceList(std::vector< BaseImporter* >& out)
+{
+ // ----------------------------------------------------------------------------
+ // Add an instance of each worker class here
+ // (register_new_importers_here)
+ // ----------------------------------------------------------------------------
+ out.reserve(64);
+#if (!defined ASSIMP_BUILD_NO_X_IMPORTER)
+ out.push_back( new XFileImporter());
+#endif
+#if (!defined ASSIMP_BUILD_NO_OBJ_IMPORTER)
+ out.push_back( new ObjFileImporter());
+#endif
+#if (!defined ASSIMP_BUILD_NO_3DS_IMPORTER)
+ out.push_back( new Discreet3DSImporter());
+#endif
+#if (!defined ASSIMP_BUILD_NO_MD3_IMPORTER)
+ out.push_back( new MD3Importer());
+#endif
+#if (!defined ASSIMP_BUILD_NO_MD2_IMPORTER)
+ out.push_back( new MD2Importer());
+#endif
+#if (!defined ASSIMP_BUILD_NO_PLY_IMPORTER)
+ out.push_back( new PLYImporter());
+#endif
+#if (!defined ASSIMP_BUILD_NO_MDL_IMPORTER)
+ out.push_back( new MDLImporter());
+#endif
+#if (!defined ASSIMP_BUILD_NO_ASE_IMPORTER)
+ out.push_back( new ASEImporter());
+#endif
+#if (!defined ASSIMP_BUILD_NO_HMP_IMPORTER)
+ out.push_back( new HMPImporter());
+#endif
+#if (!defined ASSIMP_BUILD_NO_SMD_IMPORTER)
+ out.push_back( new SMDImporter());
+#endif
+#if (!defined ASSIMP_BUILD_NO_MDC_IMPORTER)
+ out.push_back( new MDCImporter());
+#endif
+#if (!defined ASSIMP_BUILD_NO_MD5_IMPORTER)
+ out.push_back( new MD5Importer());
+#endif
+#if (!defined ASSIMP_BUILD_NO_STL_IMPORTER)
+ out.push_back( new STLImporter());
+#endif
+#if (!defined ASSIMP_BUILD_NO_LWO_IMPORTER)
+ out.push_back( new LWOImporter());
+#endif
+#if (!defined ASSIMP_BUILD_NO_DXF_IMPORTER)
+ out.push_back( new DXFImporter());
+#endif
+#if (!defined ASSIMP_BUILD_NO_NFF_IMPORTER)
+ out.push_back( new NFFImporter());
+#endif
+#if (!defined ASSIMP_BUILD_NO_RAW_IMPORTER)
+ out.push_back( new RAWImporter());
+#endif
+#if (!defined ASSIMP_BUILD_NO_OFF_IMPORTER)
+ out.push_back( new OFFImporter());
+#endif
+#if (!defined ASSIMP_BUILD_NO_AC_IMPORTER)
+ out.push_back( new AC3DImporter());
+#endif
+#if (!defined ASSIMP_BUILD_NO_BVH_IMPORTER)
+ out.push_back( new BVHLoader());
+#endif
+#if (!defined ASSIMP_BUILD_NO_IRRMESH_IMPORTER)
+ out.push_back( new IRRMeshImporter());
+#endif
+#if (!defined ASSIMP_BUILD_NO_IRR_IMPORTER)
+ out.push_back( new IRRImporter());
+#endif
+#if (!defined ASSIMP_BUILD_NO_Q3D_IMPORTER)
+ out.push_back( new Q3DImporter());
+#endif
+#if (!defined ASSIMP_BUILD_NO_B3D_IMPORTER)
+ out.push_back( new B3DImporter());
+#endif
+#if (!defined ASSIMP_BUILD_NO_COLLADA_IMPORTER)
+ out.push_back( new ColladaLoader());
+#endif
+#if (!defined ASSIMP_BUILD_NO_TERRAGEN_IMPORTER)
+ out.push_back( new TerragenImporter());
+#endif
+#if (!defined ASSIMP_BUILD_NO_CSM_IMPORTER)
+ out.push_back( new CSMImporter());
+#endif
+#if (!defined ASSIMP_BUILD_NO_3D_IMPORTER)
+ out.push_back( new UnrealImporter());
+#endif
+#if (!defined ASSIMP_BUILD_NO_LWS_IMPORTER)
+ out.push_back( new LWSImporter());
+#endif
+#if (!defined ASSIMP_BUILD_NO_OGRE_IMPORTER)
+ out.push_back( new Ogre::OgreImporter());
+#endif
+#if (!defined ASSIMP_BUILD_NO_MS3D_IMPORTER)
+ out.push_back( new MS3DImporter());
+#endif
+#if (!defined ASSIMP_BUILD_NO_COB_IMPORTER)
+ out.push_back( new COBImporter());
+#endif
+#if (!defined ASSIMP_BUILD_NO_BLEND_IMPORTER)
+ out.push_back( new BlenderImporter());
+#endif
+#if (!defined ASSIMP_BUILD_NO_Q3BSP_IMPORTER)
+ out.push_back( new Q3BSPFileImporter() );
+#endif
+#if (!defined ASSIMP_BUILD_NO_NDO_IMPORTER)
+ out.push_back( new NDOImporter() );
+#endif
+#if (!defined ASSIMP_BUILD_NO_IFC_IMPORTER)
+ out.push_back( new IFCImporter() );
+#endif
+#if ( !defined ASSIMP_BUILD_NO_M3_IMPORTER )
+ out.push_back( new M3::M3Importer() );
+#endif
+#if ( !defined ASSIMP_BUILD_NO_XGL_IMPORTER )
+ out.push_back( new XGLImporter() );
+#endif
+}
+
+}
diff --git a/src/3rdparty/assimp/code/ImproveCacheLocality.cpp b/src/3rdparty/assimp/code/ImproveCacheLocality.cpp
index d167d7ff6..8cd4ee6a8 100644
--- a/src/3rdparty/assimp/code/ImproveCacheLocality.cpp
+++ b/src/3rdparty/assimp/code/ImproveCacheLocality.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -52,331 +52,329 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "ImproveCacheLocality.h"
#include "VertexTriangleAdjacency.h"
-#if defined(__QNXNTO__)
-#include <stdio.h>
-#endif
-
using namespace Assimp;
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
ImproveCacheLocalityProcess::ImproveCacheLocalityProcess() {
- configCacheDepth = PP_ICL_PTCACHE_SIZE;
+ configCacheDepth = PP_ICL_PTCACHE_SIZE;
}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
ImproveCacheLocalityProcess::~ImproveCacheLocalityProcess()
{
- // nothing to do here
+ // nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool ImproveCacheLocalityProcess::IsActive( unsigned int pFlags) const
{
- return (pFlags & aiProcess_ImproveCacheLocality) != 0;
+ return (pFlags & aiProcess_ImproveCacheLocality) != 0;
}
// ------------------------------------------------------------------------------------------------
// Setup configuration
void ImproveCacheLocalityProcess::SetupProperties(const Importer* pImp)
{
- // AI_CONFIG_PP_ICL_PTCACHE_SIZE controls the target cache size for the optimizer
- configCacheDepth = pImp->GetPropertyInteger(AI_CONFIG_PP_ICL_PTCACHE_SIZE,PP_ICL_PTCACHE_SIZE);
+ // AI_CONFIG_PP_ICL_PTCACHE_SIZE controls the target cache size for the optimizer
+ configCacheDepth = pImp->GetPropertyInteger(AI_CONFIG_PP_ICL_PTCACHE_SIZE,PP_ICL_PTCACHE_SIZE);
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void ImproveCacheLocalityProcess::Execute( aiScene* pScene)
{
- if (!pScene->mNumMeshes) {
- DefaultLogger::get()->debug("ImproveCacheLocalityProcess skipped; there are no meshes");
- return;
- }
-
- DefaultLogger::get()->debug("ImproveCacheLocalityProcess begin");
-
- float out = 0.f;
- unsigned int numf = 0, numm = 0;
- for ( unsigned int a = 0; a < pScene->mNumMeshes; a++){
- const float res = ProcessMesh( pScene->mMeshes[a],a);
- if (res) {
- numf += pScene->mMeshes[a]->mNumFaces;
- out += res;
- ++numm;
- }
- }
- if (!DefaultLogger::isNullLogger()) {
- char szBuff[128]; // should be sufficiently large in every case
- ::sprintf(szBuff,"Cache relevant are %i meshes (%i faces). Average output ACMR is %f",
- numm,numf,out/numf);
-
- DefaultLogger::get()->info(szBuff);
- DefaultLogger::get()->debug("ImproveCacheLocalityProcess finished. ");
- }
+ if (!pScene->mNumMeshes) {
+ DefaultLogger::get()->debug("ImproveCacheLocalityProcess skipped; there are no meshes");
+ return;
+ }
+
+ DefaultLogger::get()->debug("ImproveCacheLocalityProcess begin");
+
+ float out = 0.f;
+ unsigned int numf = 0, numm = 0;
+ for( unsigned int a = 0; a < pScene->mNumMeshes; a++){
+ const float res = ProcessMesh( pScene->mMeshes[a],a);
+ if (res) {
+ numf += pScene->mMeshes[a]->mNumFaces;
+ out += res;
+ ++numm;
+ }
+ }
+ if (!DefaultLogger::isNullLogger()) {
+ char szBuff[128]; // should be sufficiently large in every case
+ ::sprintf(szBuff,"Cache relevant are %i meshes (%i faces). Average output ACMR is %f",
+ numm,numf,out/numf);
+
+ DefaultLogger::get()->info(szBuff);
+ DefaultLogger::get()->debug("ImproveCacheLocalityProcess finished. ");
+ }
}
// ------------------------------------------------------------------------------------------------
// Improves the cache coherency of a specific mesh
float ImproveCacheLocalityProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshNum)
{
- // TODO: rewrite this to use std::vector or boost::shared_array
- ai_assert(NULL != pMesh);
-
- // Check whether the input data is valid
- // - there must be vertices and faces
- // - all faces must be triangulated or we can't operate on them
- if (!pMesh->HasFaces() || !pMesh->HasPositions())
- return 0.f;
-
- if (pMesh->mPrimitiveTypes != aiPrimitiveType_TRIANGLE) {
- DefaultLogger::get()->error("This algorithm works on triangle meshes only");
- return 0.f;
- }
-
- float fACMR = 3.f;
- const aiFace* const pcEnd = pMesh->mFaces+pMesh->mNumFaces;
-
- // Input ACMR is for logging purposes only
- if (!DefaultLogger::isNullLogger()) {
-
- unsigned int* piFIFOStack = new unsigned int[configCacheDepth];
- memset(piFIFOStack,0xff,configCacheDepth*sizeof(unsigned int));
- unsigned int* piCur = piFIFOStack;
- const unsigned int* const piCurEnd = piFIFOStack + configCacheDepth;
-
- // count the number of cache misses
- unsigned int iCacheMisses = 0;
- for (const aiFace* pcFace = pMesh->mFaces;pcFace != pcEnd;++pcFace) {
-
- for (unsigned int qq = 0; qq < 3;++qq) {
- bool bInCache = false;
-
- for (unsigned int* pp = piFIFOStack;pp < piCurEnd;++pp) {
- if (*pp == pcFace->mIndices[qq]) {
- // the vertex is in cache
- bInCache = true;
- break;
- }
- }
- if (!bInCache) {
- ++iCacheMisses;
- if (piCurEnd == piCur) {
- piCur = piFIFOStack;
- }
- *piCur++ = pcFace->mIndices[qq];
- }
- }
- }
- delete[] piFIFOStack;
- fACMR = (float)iCacheMisses / pMesh->mNumFaces;
- if (3.0 == fACMR) {
- char szBuff[128]; // should be sufficiently large in every case
-
- // the JoinIdenticalVertices process has not been executed on this
- // mesh, otherwise this value would normally be at least minimally
- // smaller than 3.0 ...
- sprintf(szBuff,"Mesh %i: Not suitable for vcache optimization",meshNum);
- DefaultLogger::get()->warn(szBuff);
- return 0.f;
- }
- }
-
- // first we need to build a vertex-triangle adjacency list
- VertexTriangleAdjacency adj(pMesh->mFaces,pMesh->mNumFaces, pMesh->mNumVertices,true);
-
- // build a list to store per-vertex caching time stamps
- unsigned int* const piCachingStamps = new unsigned int[pMesh->mNumVertices];
- memset(piCachingStamps,0x0,pMesh->mNumVertices*sizeof(unsigned int));
-
- // allocate an empty output index buffer. We store the output indices in one large array.
- // Since the number of triangles won't change the input faces can be reused. This is how
- // we save thousands of redundant mini allocations for aiFace::mIndices
- const unsigned int iIdxCnt = pMesh->mNumFaces*3;
- unsigned int* const piIBOutput = new unsigned int[iIdxCnt];
- unsigned int* piCSIter = piIBOutput;
-
- // allocate the flag array to hold the information
- // whether a face has already been emitted or not
- std::vector<bool> abEmitted(pMesh->mNumFaces,false);
-
- // dead-end vertex index stack
- std::stack<unsigned int> sDeadEndVStack;
-
- // create a copy of the piNumTriPtr buffer
- unsigned int* const piNumTriPtr = adj.mLiveTriangles;
- const unsigned int* const piNumTriPtrNoModify = new unsigned int[pMesh->mNumVertices];
- memcpy(const_cast<unsigned int* const> (piNumTriPtrNoModify),piNumTriPtr,
- pMesh->mNumVertices * sizeof(unsigned int));
-
- // get the largest number of referenced triangles and allocate the "candidate buffer"
- unsigned int iMaxRefTris = 0; {
- const unsigned int* piCur = adj.mLiveTriangles;
- const unsigned int* const piCurEnd = adj.mLiveTriangles+pMesh->mNumVertices;
- for (;piCur != piCurEnd;++piCur) {
- iMaxRefTris = std::max(iMaxRefTris,*piCur);
- }
- }
- unsigned int* piCandidates = new unsigned int[iMaxRefTris*3];
- unsigned int iCacheMisses = 0;
-
- // ...................................................................................
- /** PSEUDOCODE for the algorithm
-
- A = Build-Adjacency(I) Vertex-triangle adjacency
- L = Get-Triangle-Counts(A) Per-vertex live triangle counts
- C = Zero(Vertex-Count(I)) Per-vertex caching time stamps
- D = Empty-Stack() Dead-end vertex stack
- E = False(Triangle-Count(I)) Per triangle emitted flag
- O = Empty-Index-Buffer() Empty output buffer
- f = 0 Arbitrary starting vertex
- s = k+1, i = 1 Time stamp and cursor
- while f >= 0 For all valid fanning vertices
- N = Empty-Set() 1-ring of next candidates
- for each Triangle t in Neighbors(A, f)
- if !Emitted(E,t)
- for each Vertex v in t
- Append(O,v) Output vertex
- Push(D,v) Add to dead-end stack
- Insert(N,v) Register as candidate
- L[v] = L[v]-1 Decrease live triangle count
- if s-C[v] > k If not in cache
- C[v] = s Set time stamp
- s = s+1 Increment time stamp
- E[t] = true Flag triangle as emitted
- Select next fanning vertex
- f = Get-Next-Vertex(I,i,k,N,C,s,L,D)
- return O
- */
- // ...................................................................................
-
- int ivdx = 0;
- int ics = 1;
- int iStampCnt = configCacheDepth+1;
- while (ivdx >= 0) {
-
- unsigned int icnt = piNumTriPtrNoModify[ivdx];
- unsigned int* piList = adj.GetAdjacentTriangles(ivdx);
- unsigned int* piCurCandidate = piCandidates;
-
- // get all triangles in the neighborhood
- for (unsigned int tri = 0; tri < icnt;++tri) {
-
- // if they have not yet been emitted, add them to the output IB
- const unsigned int fidx = *piList++;
- if (!abEmitted[fidx]) {
-
- // so iterate through all vertices of the current triangle
- const aiFace* pcFace = &pMesh->mFaces[ fidx ];
- for (unsigned int* p = pcFace->mIndices, *p2 = pcFace->mIndices+3;p != p2;++p) {
- const unsigned int dp = *p;
-
- // the current vertex won't have any free triangles after this step
- if (ivdx != (int)dp) {
- // append the vertex to the dead-end stack
- sDeadEndVStack.push(dp);
-
- // register as candidate for the next step
- *piCurCandidate++ = dp;
-
- // decrease the per-vertex triangle counts
- piNumTriPtr[dp]--;
- }
-
- // append the vertex to the output index buffer
- *piCSIter++ = dp;
-
- // if the vertex is not yet in cache, set its cache count
- if (iStampCnt-piCachingStamps[dp] > configCacheDepth) {
- piCachingStamps[dp] = iStampCnt++;
- ++iCacheMisses;
- }
- }
- // flag triangle as emitted
- abEmitted[fidx] = true;
- }
- }
-
- // the vertex has now no living adjacent triangles anymore
- piNumTriPtr[ivdx] = 0;
-
- // get next fanning vertex
- ivdx = -1;
- int max_priority = -1;
- for (unsigned int* piCur = piCandidates;piCur != piCurCandidate;++piCur) {
- register const unsigned int dp = *piCur;
-
- // must have live triangles
- if (piNumTriPtr[dp] > 0) {
- int priority = 0;
-
- // will the vertex be in cache, even after fanning occurs?
- unsigned int tmp;
- if ((tmp = iStampCnt-piCachingStamps[dp]) + 2*piNumTriPtr[dp] <= configCacheDepth) {
- priority = tmp;
- }
-
- // keep best candidate
- if (priority > max_priority) {
- max_priority = priority;
- ivdx = dp;
- }
- }
- }
- // did we reach a dead end?
- if (-1 == ivdx) {
- // need to get a non-local vertex for which we have a good chance that it is still
- // in the cache ...
- while (!sDeadEndVStack.empty()) {
- unsigned int iCachedIdx = sDeadEndVStack.top();
- sDeadEndVStack.pop();
- if (piNumTriPtr[ iCachedIdx ] > 0) {
- ivdx = iCachedIdx;
- break;
- }
- }
-
- if (-1 == ivdx) {
- // well, there isn't such a vertex. Simply get the next vertex in input order and
- // hope it is not too bad ...
- while (ics < (int)pMesh->mNumVertices) {
- ++ics;
- if (piNumTriPtr[ics] > 0) {
- ivdx = ics;
- break;
- }
- }
- }
- }
- }
- float fACMR2 = 0.0f;
- if (!DefaultLogger::isNullLogger()) {
- fACMR2 = (float)iCacheMisses / pMesh->mNumFaces;
-
- // very intense verbose logging ... prepare for much text if there are many meshes
- if ( DefaultLogger::get()->getLogSeverity() == Logger::VERBOSE) {
- char szBuff[128]; // should be sufficiently large in every case
-
- ::sprintf(szBuff,"Mesh %i | ACMR in: %f out: %f | ~%.1f%%",meshNum,fACMR,fACMR2,
- ((fACMR - fACMR2) / fACMR) * 100.f);
- DefaultLogger::get()->debug(szBuff);
- }
-
- fACMR2 *= pMesh->mNumFaces;
- }
- // sort the output index buffer back to the input array
- piCSIter = piIBOutput;
- for (aiFace* pcFace = pMesh->mFaces; pcFace != pcEnd;++pcFace) {
- pcFace->mIndices[0] = *piCSIter++;
- pcFace->mIndices[1] = *piCSIter++;
- pcFace->mIndices[2] = *piCSIter++;
- }
-
- // delete temporary storage
- delete[] piCachingStamps;
- delete[] piIBOutput;
- delete[] piCandidates;
- delete[] piNumTriPtrNoModify;
- return fACMR2;
+ // TODO: rewrite this to use std::vector or boost::shared_array
+ ai_assert(NULL != pMesh);
+
+ // Check whether the input data is valid
+ // - there must be vertices and faces
+ // - all faces must be triangulated or we can't operate on them
+ if (!pMesh->HasFaces() || !pMesh->HasPositions())
+ return 0.f;
+
+ if (pMesh->mPrimitiveTypes != aiPrimitiveType_TRIANGLE) {
+ DefaultLogger::get()->error("This algorithm works on triangle meshes only");
+ return 0.f;
+ }
+
+ if(pMesh->mNumVertices <= configCacheDepth) {
+ return 0.f;
+ }
+
+ float fACMR = 3.f;
+ const aiFace* const pcEnd = pMesh->mFaces+pMesh->mNumFaces;
+
+ // Input ACMR is for logging purposes only
+ if (!DefaultLogger::isNullLogger()) {
+
+ unsigned int* piFIFOStack = new unsigned int[configCacheDepth];
+ memset(piFIFOStack,0xff,configCacheDepth*sizeof(unsigned int));
+ unsigned int* piCur = piFIFOStack;
+ const unsigned int* const piCurEnd = piFIFOStack + configCacheDepth;
+
+ // count the number of cache misses
+ unsigned int iCacheMisses = 0;
+ for (const aiFace* pcFace = pMesh->mFaces;pcFace != pcEnd;++pcFace) {
+
+ for (unsigned int qq = 0; qq < 3;++qq) {
+ bool bInCache = false;
+
+ for (unsigned int* pp = piFIFOStack;pp < piCurEnd;++pp) {
+ if (*pp == pcFace->mIndices[qq]) {
+ // the vertex is in cache
+ bInCache = true;
+ break;
+ }
+ }
+ if (!bInCache) {
+ ++iCacheMisses;
+ if (piCurEnd == piCur) {
+ piCur = piFIFOStack;
+ }
+ *piCur++ = pcFace->mIndices[qq];
+ }
+ }
+ }
+ delete[] piFIFOStack;
+ fACMR = (float)iCacheMisses / pMesh->mNumFaces;
+ if (3.0 == fACMR) {
+ char szBuff[128]; // should be sufficiently large in every case
+
+ // the JoinIdenticalVertices process has not been executed on this
+ // mesh, otherwise this value would normally be at least minimally
+ // smaller than 3.0 ...
+ sprintf(szBuff,"Mesh %i: Not suitable for vcache optimization",meshNum);
+ DefaultLogger::get()->warn(szBuff);
+ return 0.f;
+ }
+ }
+
+ // first we need to build a vertex-triangle adjacency list
+ VertexTriangleAdjacency adj(pMesh->mFaces,pMesh->mNumFaces, pMesh->mNumVertices,true);
+
+ // build a list to store per-vertex caching time stamps
+ unsigned int* const piCachingStamps = new unsigned int[pMesh->mNumVertices];
+ memset(piCachingStamps,0x0,pMesh->mNumVertices*sizeof(unsigned int));
+
+ // allocate an empty output index buffer. We store the output indices in one large array.
+ // Since the number of triangles won't change the input faces can be reused. This is how
+ // we save thousands of redundant mini allocations for aiFace::mIndices
+ const unsigned int iIdxCnt = pMesh->mNumFaces*3;
+ unsigned int* const piIBOutput = new unsigned int[iIdxCnt];
+ unsigned int* piCSIter = piIBOutput;
+
+ // allocate the flag array to hold the information
+ // whether a face has already been emitted or not
+ std::vector<bool> abEmitted(pMesh->mNumFaces,false);
+
+ // dead-end vertex index stack
+ std::stack<unsigned int, std::vector<unsigned int> > sDeadEndVStack;
+
+ // create a copy of the piNumTriPtr buffer
+ unsigned int* const piNumTriPtr = adj.mLiveTriangles;
+ const std::vector<unsigned int> piNumTriPtrNoModify(piNumTriPtr, piNumTriPtr + pMesh->mNumVertices);
+
+ // get the largest number of referenced triangles and allocate the "candidate buffer"
+ unsigned int iMaxRefTris = 0; {
+ const unsigned int* piCur = adj.mLiveTriangles;
+ const unsigned int* const piCurEnd = adj.mLiveTriangles+pMesh->mNumVertices;
+ for (;piCur != piCurEnd;++piCur) {
+ iMaxRefTris = std::max(iMaxRefTris,*piCur);
+ }
+ }
+ unsigned int* piCandidates = new unsigned int[iMaxRefTris*3];
+ unsigned int iCacheMisses = 0;
+
+ // ...................................................................................
+ /** PSEUDOCODE for the algorithm
+
+ A = Build-Adjacency(I) Vertex-triangle adjacency
+ L = Get-Triangle-Counts(A) Per-vertex live triangle counts
+ C = Zero(Vertex-Count(I)) Per-vertex caching time stamps
+ D = Empty-Stack() Dead-end vertex stack
+ E = False(Triangle-Count(I)) Per triangle emitted flag
+ O = Empty-Index-Buffer() Empty output buffer
+ f = 0 Arbitrary starting vertex
+ s = k+1, i = 1 Time stamp and cursor
+ while f >= 0 For all valid fanning vertices
+ N = Empty-Set() 1-ring of next candidates
+ for each Triangle t in Neighbors(A, f)
+ if !Emitted(E,t)
+ for each Vertex v in t
+ Append(O,v) Output vertex
+ Push(D,v) Add to dead-end stack
+ Insert(N,v) Register as candidate
+ L[v] = L[v]-1 Decrease live triangle count
+ if s-C[v] > k If not in cache
+ C[v] = s Set time stamp
+ s = s+1 Increment time stamp
+ E[t] = true Flag triangle as emitted
+ Select next fanning vertex
+ f = Get-Next-Vertex(I,i,k,N,C,s,L,D)
+ return O
+ */
+ // ...................................................................................
+
+ int ivdx = 0;
+ int ics = 1;
+ int iStampCnt = configCacheDepth+1;
+ while (ivdx >= 0) {
+
+ unsigned int icnt = piNumTriPtrNoModify[ivdx];
+ unsigned int* piList = adj.GetAdjacentTriangles(ivdx);
+ unsigned int* piCurCandidate = piCandidates;
+
+ // get all triangles in the neighborhood
+ for (unsigned int tri = 0; tri < icnt;++tri) {
+
+ // if they have not yet been emitted, add them to the output IB
+ const unsigned int fidx = *piList++;
+ if (!abEmitted[fidx]) {
+
+ // so iterate through all vertices of the current triangle
+ const aiFace* pcFace = &pMesh->mFaces[ fidx ];
+ for (unsigned int* p = pcFace->mIndices, *p2 = pcFace->mIndices+3;p != p2;++p) {
+ const unsigned int dp = *p;
+
+ // the current vertex won't have any free triangles after this step
+ if (ivdx != (int)dp) {
+ // append the vertex to the dead-end stack
+ sDeadEndVStack.push(dp);
+
+ // register as candidate for the next step
+ *piCurCandidate++ = dp;
+
+ // decrease the per-vertex triangle counts
+ piNumTriPtr[dp]--;
+ }
+
+ // append the vertex to the output index buffer
+ *piCSIter++ = dp;
+
+ // if the vertex is not yet in cache, set its cache count
+ if (iStampCnt-piCachingStamps[dp] > configCacheDepth) {
+ piCachingStamps[dp] = iStampCnt++;
+ ++iCacheMisses;
+ }
+ }
+ // flag triangle as emitted
+ abEmitted[fidx] = true;
+ }
+ }
+
+ // the vertex has now no living adjacent triangles anymore
+ piNumTriPtr[ivdx] = 0;
+
+ // get next fanning vertex
+ ivdx = -1;
+ int max_priority = -1;
+ for (unsigned int* piCur = piCandidates;piCur != piCurCandidate;++piCur) {
+ register const unsigned int dp = *piCur;
+
+ // must have live triangles
+ if (piNumTriPtr[dp] > 0) {
+ int priority = 0;
+
+ // will the vertex be in cache, even after fanning occurs?
+ unsigned int tmp;
+ if ((tmp = iStampCnt-piCachingStamps[dp]) + 2*piNumTriPtr[dp] <= configCacheDepth) {
+ priority = tmp;
+ }
+
+ // keep best candidate
+ if (priority > max_priority) {
+ max_priority = priority;
+ ivdx = dp;
+ }
+ }
+ }
+ // did we reach a dead end?
+ if (-1 == ivdx) {
+ // need to get a non-local vertex for which we have a good chance that it is still
+ // in the cache ...
+ while (!sDeadEndVStack.empty()) {
+ unsigned int iCachedIdx = sDeadEndVStack.top();
+ sDeadEndVStack.pop();
+ if (piNumTriPtr[ iCachedIdx ] > 0) {
+ ivdx = iCachedIdx;
+ break;
+ }
+ }
+
+ if (-1 == ivdx) {
+ // well, there isn't such a vertex. Simply get the next vertex in input order and
+ // hope it is not too bad ...
+ while (ics < (int)pMesh->mNumVertices) {
+ ++ics;
+ if (piNumTriPtr[ics] > 0) {
+ ivdx = ics;
+ break;
+ }
+ }
+ }
+ }
+ }
+ float fACMR2 = 0.0f;
+ if (!DefaultLogger::isNullLogger()) {
+ fACMR2 = (float)iCacheMisses / pMesh->mNumFaces;
+
+ // very intense verbose logging ... prepare for much text if there are many meshes
+ if ( DefaultLogger::get()->getLogSeverity() == Logger::VERBOSE) {
+ char szBuff[128]; // should be sufficiently large in every case
+
+ ::sprintf(szBuff,"Mesh %i | ACMR in: %f out: %f | ~%.1f%%",meshNum,fACMR,fACMR2,
+ ((fACMR - fACMR2) / fACMR) * 100.f);
+ DefaultLogger::get()->debug(szBuff);
+ }
+
+ fACMR2 *= pMesh->mNumFaces;
+ }
+ // sort the output index buffer back to the input array
+ piCSIter = piIBOutput;
+ for (aiFace* pcFace = pMesh->mFaces; pcFace != pcEnd;++pcFace) {
+ pcFace->mIndices[0] = *piCSIter++;
+ pcFace->mIndices[1] = *piCSIter++;
+ pcFace->mIndices[2] = *piCSIter++;
+ }
+
+ // delete temporary storage
+ delete[] piCachingStamps;
+ delete[] piIBOutput;
+ delete[] piCandidates;
+
+ return fACMR2;
}
diff --git a/src/3rdparty/assimp/code/ImproveCacheLocality.h b/src/3rdparty/assimp/code/ImproveCacheLocality.h
index 58613e04c..4d17d9c84 100644
--- a/src/3rdparty/assimp/code/ImproveCacheLocality.h
+++ b/src/3rdparty/assimp/code/ImproveCacheLocality.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,33 +18,33 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
-/** @file Defines a post processing step to reorder faces for
+/** @file Defines a post processing step to reorder faces for
better cache locality*/
#ifndef AI_IMPROVECACHELOCALITY_H_INC
#define AI_IMPROVECACHELOCALITY_H_INC
#include "BaseProcess.h"
-#include "../include/aiTypes.h"
+#include "../include/assimp/types.h"
struct aiMesh;
@@ -58,43 +58,39 @@ namespace Assimp
*
* @note This step expects triagulated input data.
*/
-class ASSIMP_API ImproveCacheLocalityProcess : public BaseProcess
+class ImproveCacheLocalityProcess : public BaseProcess
{
- friend class Importer;
-
-protected:
- /** Constructor to be privately used by Importer */
- ImproveCacheLocalityProcess();
+public:
- /** Destructor, private as well */
- ~ImproveCacheLocalityProcess();
+ ImproveCacheLocalityProcess();
+ ~ImproveCacheLocalityProcess();
public:
- // -------------------------------------------------------------------
- // Check whether the pp step is active
- bool IsActive( unsigned int pFlags) const;
+ // -------------------------------------------------------------------
+ // Check whether the pp step is active
+ bool IsActive( unsigned int pFlags) const;
- // -------------------------------------------------------------------
- // Executes the pp step on a given scene
- void Execute( aiScene* pScene);
+ // -------------------------------------------------------------------
+ // Executes the pp step on a given scene
+ void Execute( aiScene* pScene);
- // -------------------------------------------------------------------
- // Configures the pp step
- void SetupProperties(const Importer* pImp);
+ // -------------------------------------------------------------------
+ // Configures the pp step
+ void SetupProperties(const Importer* pImp);
protected:
- // -------------------------------------------------------------------
- /** Executes the postprocessing step on the given mesh
- * @param pMesh The mesh to process.
- * @param meshNum Index of the mesh to process
- */
- float ProcessMesh( aiMesh* pMesh, unsigned int meshNum);
+ // -------------------------------------------------------------------
+ /** Executes the postprocessing step on the given mesh
+ * @param pMesh The mesh to process.
+ * @param meshNum Index of the mesh to process
+ */
+ float ProcessMesh( aiMesh* pMesh, unsigned int meshNum);
private:
- //! Configuration parameter: specifies the size of the cache to
- //! optimize the vertex data for.
- unsigned int configCacheDepth;
+ //! Configuration parameter: specifies the size of the cache to
+ //! optimize the vertex data for.
+ unsigned int configCacheDepth;
};
} // end of namespace Assimp
diff --git a/src/3rdparty/assimp/code/JoinVerticesProcess.cpp b/src/3rdparty/assimp/code/JoinVerticesProcess.cpp
index 507c87cee..bd75bae3b 100644
--- a/src/3rdparty/assimp/code/JoinVerticesProcess.cpp
+++ b/src/3rdparty/assimp/code/JoinVerticesProcess.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -51,348 +51,364 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "Vertex.h"
#include "TinyFormatter.h"
-#include <QtGlobal>
-
-#if defined(__QNXNTO__)
-#include <stdio.h>
-#endif
-
using namespace Assimp;
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
JoinVerticesProcess::JoinVerticesProcess()
{
- // nothing to do here
+ // nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
JoinVerticesProcess::~JoinVerticesProcess()
{
- // nothing to do here
+ // nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool JoinVerticesProcess::IsActive( unsigned int pFlags) const
{
- return (pFlags & aiProcess_JoinIdenticalVertices) != 0;
+ return (pFlags & aiProcess_JoinIdenticalVertices) != 0;
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void JoinVerticesProcess::Execute( aiScene* pScene)
{
- DefaultLogger::get()->debug("JoinVerticesProcess begin");
-
- // get the total number of vertices BEFORE the step is executed
- int iNumOldVertices = 0;
- if (!DefaultLogger::isNullLogger()) {
- for ( unsigned int a = 0; a < pScene->mNumMeshes; a++) {
- iNumOldVertices += pScene->mMeshes[a]->mNumVertices;
- }
- }
-
- // execute the step
- int iNumVertices = 0;
- for ( unsigned int a = 0; a < pScene->mNumMeshes; a++)
- iNumVertices += ProcessMesh( pScene->mMeshes[a],a);
-
- // if logging is active, print detailed statistics
- if (!DefaultLogger::isNullLogger())
- {
- if (iNumOldVertices == iNumVertices)
- {
- DefaultLogger::get()->debug("JoinVerticesProcess finished ");
- } else
- {
- char szBuff[128]; // should be sufficiently large in every case
- sprintf(szBuff,"JoinVerticesProcess finished | Verts in: %i out: %i | ~%.1f%%",
- iNumOldVertices,
- iNumVertices,
- ((iNumOldVertices - iNumVertices) / (float)iNumOldVertices) * 100.f);
- DefaultLogger::get()->info(szBuff);
- }
- }
-
- pScene->mFlags |= AI_SCENE_FLAGS_NON_VERBOSE_FORMAT;
+ DefaultLogger::get()->debug("JoinVerticesProcess begin");
+
+ // get the total number of vertices BEFORE the step is executed
+ int iNumOldVertices = 0;
+ if (!DefaultLogger::isNullLogger()) {
+ for( unsigned int a = 0; a < pScene->mNumMeshes; a++) {
+ iNumOldVertices += pScene->mMeshes[a]->mNumVertices;
+ }
+ }
+
+ // execute the step
+ int iNumVertices = 0;
+ for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
+ iNumVertices += ProcessMesh( pScene->mMeshes[a],a);
+
+ // if logging is active, print detailed statistics
+ if (!DefaultLogger::isNullLogger())
+ {
+ if (iNumOldVertices == iNumVertices)
+ {
+ DefaultLogger::get()->debug("JoinVerticesProcess finished ");
+ } else
+ {
+ char szBuff[128]; // should be sufficiently large in every case
+ sprintf(szBuff,"JoinVerticesProcess finished | Verts in: %i out: %i | ~%.1f%%",
+ iNumOldVertices,
+ iNumVertices,
+ ((iNumOldVertices - iNumVertices) / (float)iNumOldVertices) * 100.f);
+ DefaultLogger::get()->info(szBuff);
+ }
+ }
+
+ pScene->mFlags |= AI_SCENE_FLAGS_NON_VERBOSE_FORMAT;
}
// ------------------------------------------------------------------------------------------------
// Unites identical vertices in the given mesh
int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
{
- Q_ASSERT( AI_MAX_NUMBER_OF_COLOR_SETS == 4);
- Q_ASSERT( AI_MAX_NUMBER_OF_TEXTURECOORDS == 4);
-
- // Return early if we don't have any positions
- if (!pMesh->HasPositions() || !pMesh->HasFaces()) {
- return 0;
- }
-
- // We'll never have more vertices afterwards.
- std::vector<Vertex> uniqueVertices;
- uniqueVertices.reserve( pMesh->mNumVertices);
-
- // For each vertex the index of the vertex it was replaced by.
- // Since the maximal number of vertices is 2^31-1, the most significand bit can be used to mark
- // whether a new vertex was created for the index (true) or if it was replaced by an existing
- // unique vertex (false). This saves an additional std::vector<bool> and greatly enhances
- // branching performance.
- Q_ASSERT(AI_MAX_VERTICES == 0x7fffffff);
- std::vector<unsigned int> replaceIndex( pMesh->mNumVertices, 0xffffffff);
-
- // A little helper to find locally close vertices faster.
- // Try to reuse the lookup table from the last step.
- const static float epsilon = 1e-5f;
- SpatialSort* vertexFinder = NULL;
- SpatialSort _vertexFinder;
-
- typedef std::pair<SpatialSort,float> SpatPair;
- if (shared) {
- std::vector<SpatPair >* avf;
- shared->GetProperty(AI_SPP_SPATIAL_SORT,avf);
- if (avf) {
- SpatPair& blubb = (*avf)[meshIndex];
- vertexFinder = &blubb.first;
- }
- }
- if (!vertexFinder) {
- // bad, need to compute it.
- _vertexFinder.Fill(pMesh->mVertices, pMesh->mNumVertices, sizeof( aiVector3D));
- vertexFinder = &_vertexFinder;
- }
-
- // Squared because we check against squared length of the vector difference
- static const float squareEpsilon = epsilon * epsilon;
-
- // Again, better waste some bytes than a realloc ...
- std::vector<unsigned int> verticesFound;
- verticesFound.reserve(10);
-
- // Run an optimized code path if we don't have multiple UVs or vertex colors.
- // This should yield false in more than 99% of all imports ...
- const bool complex = (
- pMesh->mTextureCoords[1] ||
- pMesh->mTextureCoords[2] ||
- pMesh->mTextureCoords[3] ||
- pMesh->mColors[0] ||
- pMesh->mColors[1] ||
- pMesh->mColors[2] ||
- pMesh->mColors[3] );
-
- // Now check each vertex if it brings something new to the table
- for ( unsigned int a = 0; a < pMesh->mNumVertices; a++) {
- // collect the vertex data
- Vertex v(pMesh,a);
-
- // collect all vertices that are close enough to the given position
- vertexFinder->FindIdenticalPositions( v.position, verticesFound);
- unsigned int matchIndex = 0xffffffff;
-
- // check all unique vertices close to the position if this vertex is already present among them
- for ( unsigned int b = 0; b < verticesFound.size(); b++) {
-
- const unsigned int vidx = verticesFound[b];
- const unsigned int uidx = replaceIndex[ vidx];
- if ( uidx & 0x80000000)
- continue;
-
- const Vertex& uv = uniqueVertices[ uidx];
- // Position mismatch is impossible - the vertex finder already discarded all non-matching positions
-
- // We just test the other attributes even if they're not present in the mesh.
- // In this case they're initialized to 0 so the comparision succeeds.
- // By this method the non-present attributes are effectively ignored in the comparision.
- if ( (uv.normal - v.normal).SquareLength() > squareEpsilon)
- continue;
- if ( (uv.texcoords[0] - v.texcoords[0]).SquareLength() > squareEpsilon)
- continue;
- if ( (uv.tangent - v.tangent).SquareLength() > squareEpsilon)
- continue;
- if ( (uv.bitangent - v.bitangent).SquareLength() > squareEpsilon)
- continue;
-
- // Usually we won't have vertex colors or multiple UVs, so we can skip from here
- // Actually this increases runtime performance slightly, at least if branch
- // prediction is on our side.
- if (complex){
- // manually unrolled because continue wouldn't work as desired in an inner loop
- if ( GetColorDifference( uv.colors[0], v.colors[0]) > squareEpsilon)
- continue;
- if ( GetColorDifference( uv.colors[1], v.colors[1]) > squareEpsilon)
- continue;
- if ( GetColorDifference( uv.colors[2], v.colors[2]) > squareEpsilon)
- continue;
- if ( GetColorDifference( uv.colors[3], v.colors[3]) > squareEpsilon)
- continue;
-
- // texture coord matching manually unrolled as well
- if ( (uv.texcoords[1] - v.texcoords[1]).SquareLength() > squareEpsilon)
- continue;
- if ( (uv.texcoords[2] - v.texcoords[2]).SquareLength() > squareEpsilon)
- continue;
- if ( (uv.texcoords[3] - v.texcoords[3]).SquareLength() > squareEpsilon)
- continue;
- }
-
- // we're still here -> this vertex perfectly matches our given vertex
- matchIndex = uidx;
- break;
- }
-
- // found a replacement vertex among the uniques?
- if ( matchIndex != 0xffffffff)
- {
- // store where to found the matching unique vertex
- replaceIndex[a] = matchIndex | 0x80000000;
- }
- else
- {
- // no unique vertex matches it upto now -> so add it
- replaceIndex[a] = (unsigned int)uniqueVertices.size();
- uniqueVertices.push_back( v);
- }
- }
-
- if (!DefaultLogger::isNullLogger() && DefaultLogger::get()->getLogSeverity() == Logger::VERBOSE) {
- DefaultLogger::get()->debug((Formatter::format(),
- "Mesh ",meshIndex,
- " (",
- (pMesh->mName.length ? pMesh->mName.data : "unnamed"),
- ") | Verts in: ",pMesh->mNumVertices,
- " out: ",
- uniqueVertices.size(),
- " | ~",
- ((pMesh->mNumVertices - uniqueVertices.size()) / (float)pMesh->mNumVertices) * 100.f,
- "%"
- ));
- }
-
- // replace vertex data with the unique data sets
- pMesh->mNumVertices = (unsigned int)uniqueVertices.size();
-
- // ----------------------------------------------------------------------------
- // NOTE - we're *not* calling Vertex::SortBack() because it would check for
- // presence of every single vertex component once PER VERTEX. And our CPU
- // dislikes branches, even if they're easily predictable.
- // ----------------------------------------------------------------------------
-
- // Position
- delete [] pMesh->mVertices;
- pMesh->mVertices = new aiVector3D[pMesh->mNumVertices];
- for ( unsigned int a = 0; a < pMesh->mNumVertices; a++)
- pMesh->mVertices[a] = uniqueVertices[a].position;
-
- // Normals, if present
- if ( pMesh->mNormals)
- {
- delete [] pMesh->mNormals;
- pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
- for ( unsigned int a = 0; a < pMesh->mNumVertices; a++) {
- pMesh->mNormals[a] = uniqueVertices[a].normal;
- }
- }
- // Tangents, if present
- if ( pMesh->mTangents)
- {
- delete [] pMesh->mTangents;
- pMesh->mTangents = new aiVector3D[pMesh->mNumVertices];
- for ( unsigned int a = 0; a < pMesh->mNumVertices; a++) {
- pMesh->mTangents[a] = uniqueVertices[a].tangent;
- }
- }
- // Bitangents as well
- if ( pMesh->mBitangents)
- {
- delete [] pMesh->mBitangents;
- pMesh->mBitangents = new aiVector3D[pMesh->mNumVertices];
- for ( unsigned int a = 0; a < pMesh->mNumVertices; a++) {
- pMesh->mBitangents[a] = uniqueVertices[a].bitangent;
- }
- }
- // Vertex colors
- for ( unsigned int a = 0; pMesh->HasVertexColors(a); a++)
- {
- delete [] pMesh->mColors[a];
- pMesh->mColors[a] = new aiColor4D[pMesh->mNumVertices];
- for ( unsigned int b = 0; b < pMesh->mNumVertices; b++) {
- pMesh->mColors[a][b] = uniqueVertices[b].colors[a];
- }
- }
- // Texture coords
- for ( unsigned int a = 0; pMesh->HasTextureCoords(a); a++)
- {
- delete [] pMesh->mTextureCoords[a];
- pMesh->mTextureCoords[a] = new aiVector3D[pMesh->mNumVertices];
- for ( unsigned int b = 0; b < pMesh->mNumVertices; b++) {
- pMesh->mTextureCoords[a][b] = uniqueVertices[b].texcoords[a];
- }
- }
-
- // adjust the indices in all faces
- for ( unsigned int a = 0; a < pMesh->mNumFaces; a++)
- {
- aiFace& face = pMesh->mFaces[a];
- for ( unsigned int b = 0; b < face.mNumIndices; b++) {
- face.mIndices[b] = replaceIndex[face.mIndices[b]] & ~0x80000000;
- }
- }
-
- // adjust bone vertex weights.
- for ( int a = 0; a < (int)pMesh->mNumBones; a++)
- {
- aiBone* bone = pMesh->mBones[a];
- std::vector<aiVertexWeight> newWeights;
- newWeights.reserve( bone->mNumWeights);
-
- for ( unsigned int b = 0; b < bone->mNumWeights; b++)
- {
- const aiVertexWeight& ow = bone->mWeights[b];
- // if the vertex is a unique one, translate it
- if ( !(replaceIndex[ow.mVertexId] & 0x80000000))
- {
- aiVertexWeight nw;
- nw.mVertexId = replaceIndex[ow.mVertexId];
- nw.mWeight = ow.mWeight;
- newWeights.push_back( nw);
- }
- }
-
- if (newWeights.size() > 0) {
- // kill the old and replace them with the translated weights
- delete [] bone->mWeights;
- bone->mNumWeights = (unsigned int)newWeights.size();
-
- bone->mWeights = new aiVertexWeight[bone->mNumWeights];
- memcpy( bone->mWeights, &newWeights[0], bone->mNumWeights * sizeof( aiVertexWeight));
- }
- else {
-
- /* NOTE:
- *
- * In the algorithm above we're assuming that there are no vertices
- * with a different bone weight setup at the same position. That wouldn't
- * make sense, but it is not absolutely impossible. SkeletonMeshBuilder
- * for example generates such input data if two skeleton points
- * share the same position. Again this doesn't make sense but is
- * reality for some model formats (MD5 for example uses these special
- * nodes as attachment tags for its weapons).
- *
- * Then it is possible that a bone has no weights anymore .... as a quick
- * workaround, we're just removing these bones. If they're animated,
- * model geometry might be modified but at least there's no risk of a crash.
- */
- delete bone;
- --pMesh->mNumBones;
- for (unsigned int n = a; n < pMesh->mNumBones; ++n) {
- pMesh->mBones[n] = pMesh->mBones[n+1];
- }
-
- --a;
- DefaultLogger::get()->warn("Removing bone -> no weights remaining");
- }
- }
- return pMesh->mNumVertices;
+ BOOST_STATIC_ASSERT( AI_MAX_NUMBER_OF_COLOR_SETS == 8);
+ BOOST_STATIC_ASSERT( AI_MAX_NUMBER_OF_TEXTURECOORDS == 8);
+
+ // Return early if we don't have any positions
+ if (!pMesh->HasPositions() || !pMesh->HasFaces()) {
+ return 0;
+ }
+
+ // We'll never have more vertices afterwards.
+ std::vector<Vertex> uniqueVertices;
+ uniqueVertices.reserve( pMesh->mNumVertices);
+
+ // For each vertex the index of the vertex it was replaced by.
+ // Since the maximal number of vertices is 2^31-1, the most significand bit can be used to mark
+ // whether a new vertex was created for the index (true) or if it was replaced by an existing
+ // unique vertex (false). This saves an additional std::vector<bool> and greatly enhances
+ // branching performance.
+ BOOST_STATIC_ASSERT(AI_MAX_VERTICES == 0x7fffffff);
+ std::vector<unsigned int> replaceIndex( pMesh->mNumVertices, 0xffffffff);
+
+ // A little helper to find locally close vertices faster.
+ // Try to reuse the lookup table from the last step.
+ const static float epsilon = 1e-5f;
+ // float posEpsilonSqr;
+ SpatialSort* vertexFinder = NULL;
+ SpatialSort _vertexFinder;
+
+ typedef std::pair<SpatialSort,float> SpatPair;
+ if (shared) {
+ std::vector<SpatPair >* avf;
+ shared->GetProperty(AI_SPP_SPATIAL_SORT,avf);
+ if (avf) {
+ SpatPair& blubb = (*avf)[meshIndex];
+ vertexFinder = &blubb.first;
+ // posEpsilonSqr = blubb.second;
+ }
+ }
+ if (!vertexFinder) {
+ // bad, need to compute it.
+ _vertexFinder.Fill(pMesh->mVertices, pMesh->mNumVertices, sizeof( aiVector3D));
+ vertexFinder = &_vertexFinder;
+ // posEpsilonSqr = ComputePositionEpsilon(pMesh);
+ }
+
+ // Squared because we check against squared length of the vector difference
+ static const float squareEpsilon = epsilon * epsilon;
+
+ // Again, better waste some bytes than a realloc ...
+ std::vector<unsigned int> verticesFound;
+ verticesFound.reserve(10);
+
+ // Run an optimized code path if we don't have multiple UVs or vertex colors.
+ // This should yield false in more than 99% of all imports ...
+ const bool complex = ( pMesh->GetNumColorChannels() > 0 || pMesh->GetNumUVChannels() > 1);
+
+ // Now check each vertex if it brings something new to the table
+ for( unsigned int a = 0; a < pMesh->mNumVertices; a++) {
+ // collect the vertex data
+ Vertex v(pMesh,a);
+
+ // collect all vertices that are close enough to the given position
+ vertexFinder->FindIdenticalPositions( v.position, verticesFound);
+ unsigned int matchIndex = 0xffffffff;
+
+ // check all unique vertices close to the position if this vertex is already present among them
+ for( unsigned int b = 0; b < verticesFound.size(); b++) {
+
+ const unsigned int vidx = verticesFound[b];
+ const unsigned int uidx = replaceIndex[ vidx];
+ if( uidx & 0x80000000)
+ continue;
+
+ const Vertex& uv = uniqueVertices[ uidx];
+ // Position mismatch is impossible - the vertex finder already discarded all non-matching positions
+
+ // We just test the other attributes even if they're not present in the mesh.
+ // In this case they're initialized to 0 so the comparision succeeds.
+ // By this method the non-present attributes are effectively ignored in the comparision.
+ if( (uv.normal - v.normal).SquareLength() > squareEpsilon)
+ continue;
+ if( (uv.texcoords[0] - v.texcoords[0]).SquareLength() > squareEpsilon)
+ continue;
+ if( (uv.tangent - v.tangent).SquareLength() > squareEpsilon)
+ continue;
+ if( (uv.bitangent - v.bitangent).SquareLength() > squareEpsilon)
+ continue;
+
+ // Usually we won't have vertex colors or multiple UVs, so we can skip from here
+ // Actually this increases runtime performance slightly, at least if branch
+ // prediction is on our side.
+ if (complex){
+ // manually unrolled because continue wouldn't work as desired in an inner loop,
+ // also because some compilers seem to fail the task. Colors and UV coords
+ // are interleaved since the higher entries are most likely to be
+ // zero and thus useless. By interleaving the arrays, vertices are,
+ // on average, rejected earlier.
+
+ if( (uv.texcoords[1] - v.texcoords[1]).SquareLength() > squareEpsilon)
+ continue;
+ if( GetColorDifference( uv.colors[0], v.colors[0]) > squareEpsilon)
+ continue;
+
+ if( (uv.texcoords[2] - v.texcoords[2]).SquareLength() > squareEpsilon)
+ continue;
+ if( GetColorDifference( uv.colors[1], v.colors[1]) > squareEpsilon)
+ continue;
+
+ if( (uv.texcoords[3] - v.texcoords[3]).SquareLength() > squareEpsilon)
+ continue;
+ if( GetColorDifference( uv.colors[2], v.colors[2]) > squareEpsilon)
+ continue;
+
+ if( (uv.texcoords[4] - v.texcoords[4]).SquareLength() > squareEpsilon)
+ continue;
+ if( GetColorDifference( uv.colors[3], v.colors[3]) > squareEpsilon)
+ continue;
+
+ if( (uv.texcoords[5] - v.texcoords[5]).SquareLength() > squareEpsilon)
+ continue;
+ if( GetColorDifference( uv.colors[4], v.colors[4]) > squareEpsilon)
+ continue;
+
+ if( (uv.texcoords[6] - v.texcoords[6]).SquareLength() > squareEpsilon)
+ continue;
+ if( GetColorDifference( uv.colors[5], v.colors[5]) > squareEpsilon)
+ continue;
+
+ if( (uv.texcoords[7] - v.texcoords[7]).SquareLength() > squareEpsilon)
+ continue;
+ if( GetColorDifference( uv.colors[6], v.colors[6]) > squareEpsilon)
+ continue;
+
+ if( GetColorDifference( uv.colors[7], v.colors[7]) > squareEpsilon)
+ continue;
+ }
+
+ // we're still here -> this vertex perfectly matches our given vertex
+ matchIndex = uidx;
+ break;
+ }
+
+ // found a replacement vertex among the uniques?
+ if( matchIndex != 0xffffffff)
+ {
+ // store where to found the matching unique vertex
+ replaceIndex[a] = matchIndex | 0x80000000;
+ }
+ else
+ {
+ // no unique vertex matches it upto now -> so add it
+ replaceIndex[a] = (unsigned int)uniqueVertices.size();
+ uniqueVertices.push_back( v);
+ }
+ }
+
+ if (!DefaultLogger::isNullLogger() && DefaultLogger::get()->getLogSeverity() == Logger::VERBOSE) {
+ DefaultLogger::get()->debug((Formatter::format(),
+ "Mesh ",meshIndex,
+ " (",
+ (pMesh->mName.length ? pMesh->mName.data : "unnamed"),
+ ") | Verts in: ",pMesh->mNumVertices,
+ " out: ",
+ uniqueVertices.size(),
+ " | ~",
+ ((pMesh->mNumVertices - uniqueVertices.size()) / (float)pMesh->mNumVertices) * 100.f,
+ "%"
+ ));
+ }
+
+ // replace vertex data with the unique data sets
+ pMesh->mNumVertices = (unsigned int)uniqueVertices.size();
+
+ // ----------------------------------------------------------------------------
+ // NOTE - we're *not* calling Vertex::SortBack() because it would check for
+ // presence of every single vertex component once PER VERTEX. And our CPU
+ // dislikes branches, even if they're easily predictable.
+ // ----------------------------------------------------------------------------
+
+ // Position
+ delete [] pMesh->mVertices;
+ pMesh->mVertices = new aiVector3D[pMesh->mNumVertices];
+ for( unsigned int a = 0; a < pMesh->mNumVertices; a++)
+ pMesh->mVertices[a] = uniqueVertices[a].position;
+
+ // Normals, if present
+ if( pMesh->mNormals)
+ {
+ delete [] pMesh->mNormals;
+ pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
+ for( unsigned int a = 0; a < pMesh->mNumVertices; a++) {
+ pMesh->mNormals[a] = uniqueVertices[a].normal;
+ }
+ }
+ // Tangents, if present
+ if( pMesh->mTangents)
+ {
+ delete [] pMesh->mTangents;
+ pMesh->mTangents = new aiVector3D[pMesh->mNumVertices];
+ for( unsigned int a = 0; a < pMesh->mNumVertices; a++) {
+ pMesh->mTangents[a] = uniqueVertices[a].tangent;
+ }
+ }
+ // Bitangents as well
+ if( pMesh->mBitangents)
+ {
+ delete [] pMesh->mBitangents;
+ pMesh->mBitangents = new aiVector3D[pMesh->mNumVertices];
+ for( unsigned int a = 0; a < pMesh->mNumVertices; a++) {
+ pMesh->mBitangents[a] = uniqueVertices[a].bitangent;
+ }
+ }
+ // Vertex colors
+ for( unsigned int a = 0; pMesh->HasVertexColors(a); a++)
+ {
+ delete [] pMesh->mColors[a];
+ pMesh->mColors[a] = new aiColor4D[pMesh->mNumVertices];
+ for( unsigned int b = 0; b < pMesh->mNumVertices; b++) {
+ pMesh->mColors[a][b] = uniqueVertices[b].colors[a];
+ }
+ }
+ // Texture coords
+ for( unsigned int a = 0; pMesh->HasTextureCoords(a); a++)
+ {
+ delete [] pMesh->mTextureCoords[a];
+ pMesh->mTextureCoords[a] = new aiVector3D[pMesh->mNumVertices];
+ for( unsigned int b = 0; b < pMesh->mNumVertices; b++) {
+ pMesh->mTextureCoords[a][b] = uniqueVertices[b].texcoords[a];
+ }
+ }
+
+ // adjust the indices in all faces
+ for( unsigned int a = 0; a < pMesh->mNumFaces; a++)
+ {
+ aiFace& face = pMesh->mFaces[a];
+ for( unsigned int b = 0; b < face.mNumIndices; b++) {
+ face.mIndices[b] = replaceIndex[face.mIndices[b]] & ~0x80000000;
+ }
+ }
+
+ // adjust bone vertex weights.
+ for( int a = 0; a < (int)pMesh->mNumBones; a++)
+ {
+ aiBone* bone = pMesh->mBones[a];
+ std::vector<aiVertexWeight> newWeights;
+ newWeights.reserve( bone->mNumWeights);
+
+ for( unsigned int b = 0; b < bone->mNumWeights; b++)
+ {
+ const aiVertexWeight& ow = bone->mWeights[b];
+ // if the vertex is a unique one, translate it
+ if( !(replaceIndex[ow.mVertexId] & 0x80000000))
+ {
+ aiVertexWeight nw;
+ nw.mVertexId = replaceIndex[ow.mVertexId];
+ nw.mWeight = ow.mWeight;
+ newWeights.push_back( nw);
+ }
+ }
+
+ if (newWeights.size() > 0) {
+ // kill the old and replace them with the translated weights
+ delete [] bone->mWeights;
+ bone->mNumWeights = (unsigned int)newWeights.size();
+
+ bone->mWeights = new aiVertexWeight[bone->mNumWeights];
+ memcpy( bone->mWeights, &newWeights[0], bone->mNumWeights * sizeof( aiVertexWeight));
+ }
+ else {
+
+ /* NOTE:
+ *
+ * In the algorithm above we're assuming that there are no vertices
+ * with a different bone weight setup at the same position. That wouldn't
+ * make sense, but it is not absolutely impossible. SkeletonMeshBuilder
+ * for example generates such input data if two skeleton points
+ * share the same position. Again this doesn't make sense but is
+ * reality for some model formats (MD5 for example uses these special
+ * nodes as attachment tags for its weapons).
+ *
+ * Then it is possible that a bone has no weights anymore .... as a quick
+ * workaround, we're just removing these bones. If they're animated,
+ * model geometry might be modified but at least there's no risk of a crash.
+ */
+ delete bone;
+ --pMesh->mNumBones;
+ for (unsigned int n = a; n < pMesh->mNumBones; ++n) {
+ pMesh->mBones[n] = pMesh->mBones[n+1];
+ }
+
+ --a;
+ DefaultLogger::get()->warn("Removing bone -> no weights remaining");
+ }
+ }
+ return pMesh->mNumVertices;
}
#endif // !! ASSIMP_BUILD_NO_JOINVERTICES_PROCESS
diff --git a/src/3rdparty/assimp/code/JoinVerticesProcess.h b/src/3rdparty/assimp/code/JoinVerticesProcess.h
index 0ce00ab58..b54358171 100644
--- a/src/3rdparty/assimp/code/JoinVerticesProcess.h
+++ b/src/3rdparty/assimp/code/JoinVerticesProcess.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,35 +18,33 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
-/** @file Defines a post processing step to join identical vertices
+/** @file Defines a post processing step to join identical vertices
on all imported meshes.*/
#ifndef AI_JOINVERTICESPROCESS_H_INC
#define AI_JOINVERTICESPROCESS_H_INC
#include "BaseProcess.h"
-#include "../include/aiTypes.h"
-
-struct aiMesh;
+#include "../include/assimp/types.h"
namespace Assimp
{
@@ -54,48 +52,43 @@ namespace Assimp
class JoinVerticesTest;
// ---------------------------------------------------------------------------
-/** The JoinVerticesProcess unites identical vertices in all imported meshes.
- * By default the importer returns meshes where each face addressed its own
+/** The JoinVerticesProcess unites identical vertices in all imported meshes.
+ * By default the importer returns meshes where each face addressed its own
* set of vertices even if that means that identical vertices are stored multiple
- * times. The JoinVerticesProcess finds these identical vertices and
+ * times. The JoinVerticesProcess finds these identical vertices and
* erases all but one of the copies. This usually reduces the number of vertices
* in a mesh by a serious amount and is the standard form to render a mesh.
*/
-class ASSIMP_API JoinVerticesProcess : public BaseProcess
+class ASSIMP_API_WINONLY JoinVerticesProcess : public BaseProcess
{
- friend class Importer;
- friend class JoinVerticesTest;
+public:
-protected:
- /** Constructor to be privately used by Importer */
- JoinVerticesProcess();
+ JoinVerticesProcess();
+ ~JoinVerticesProcess();
- /** Destructor, private as well */
- ~JoinVerticesProcess();
+public:
+ // -------------------------------------------------------------------
+ /** Returns whether the processing step is present in the given flag field.
+ * @param pFlags The processing flags the importer was called with. A bitwise
+ * combination of #aiPostProcessSteps.
+ * @return true if the process is present in this flag fields, false if not.
+ */
+ bool IsActive( unsigned int pFlags) const;
+
+ // -------------------------------------------------------------------
+ /** Executes the post processing step on the given imported data.
+ * At the moment a process is not supposed to fail.
+ * @param pScene The imported data to work at.
+ */
+ void Execute( aiScene* pScene);
public:
- // -------------------------------------------------------------------
- /** Returns whether the processing step is present in the given flag field.
- * @param pFlags The processing flags the importer was called with. A bitwise
- * combination of #aiPostProcessSteps.
- * @return true if the process is present in this flag fields, false if not.
- */
- bool IsActive( unsigned int pFlags) const;
-
- // -------------------------------------------------------------------
- /** Executes the post processing step on the given imported data.
- * At the moment a process is not supposed to fail.
- * @param pScene The imported data to work at.
- */
- void Execute( aiScene* pScene);
-
-protected:
- // -------------------------------------------------------------------
- /** Unites identical vertices in the given mesh.
- * @param pMesh The mesh to process.
- * @param meshIndex Index of the mesh to process
- */
- int ProcessMesh( aiMesh* pMesh, unsigned int meshIndex);
+ // -------------------------------------------------------------------
+ /** Unites identical vertices in the given mesh.
+ * @param pMesh The mesh to process.
+ * @param meshIndex Index of the mesh to process
+ */
+ int ProcessMesh( aiMesh* pMesh, unsigned int meshIndex);
private:
};
diff --git a/src/3rdparty/assimp/code/LWOAnimation.cpp b/src/3rdparty/assimp/code/LWOAnimation.cpp
index e4b928675..a084b0e86 100644
--- a/src/3rdparty/assimp/code/LWOAnimation.cpp
+++ b/src/3rdparty/assimp/code/LWOAnimation.cpp
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,28 +18,28 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file LWOAnimation.cpp
- * @brief LWOAnimationResolver utility class
+ * @brief LWOAnimationResolver utility class
*
* It's a very generic implementation of LightWave's system of
* componentwise-animated stuff. The one and only fully free
@@ -52,537 +52,540 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
// internal headers
#include "LWOFileData.h"
-#include <functional>
-
using namespace Assimp;
using namespace Assimp::LWO;
// ------------------------------------------------------------------------------------------------
// Construct an animation resolver from a given list of envelopes
AnimResolver::AnimResolver(std::list<Envelope>& _envelopes,double tick)
- : envelopes (_envelopes)
- , sample_rate (0.)
+ : envelopes (_envelopes)
+ , sample_rate (0.)
{
- trans_x = trans_y = trans_z = NULL;
- rotat_x = rotat_y = rotat_z = NULL;
- scale_x = scale_y = scale_z = NULL;
- envl_x = envl_y = envl_z = NULL;
- end_x = end_y = end_z = false;
- flags = 0;
- sample_delta = 0.0;
-
- first = last = 150392.;
-
- // find transformation envelopes
- for (std::list<LWO::Envelope>::iterator it = envelopes.begin(); it != envelopes.end(); ++it) {
-
- (*it).old_first = 0;
- (*it).old_last = (*it).keys.size()-1;
-
- if ((*it).keys.empty()) continue;
- switch ((*it).type) {
-
- // translation
- case LWO::EnvelopeType_Position_X:
- trans_x = &*it;break;
- case LWO::EnvelopeType_Position_Y:
- trans_y = &*it;break;
- case LWO::EnvelopeType_Position_Z:
- trans_z = &*it;break;
-
- // rotation
- case LWO::EnvelopeType_Rotation_Heading:
- rotat_x = &*it;break;
- case LWO::EnvelopeType_Rotation_Pitch:
- rotat_y = &*it;break;
- case LWO::EnvelopeType_Rotation_Bank:
- rotat_z = &*it;break;
-
- // scaling
- case LWO::EnvelopeType_Scaling_X:
- scale_x = &*it;break;
- case LWO::EnvelopeType_Scaling_Y:
- scale_y = &*it;break;
- case LWO::EnvelopeType_Scaling_Z:
- scale_z = &*it;break;
- default:
- continue;
- };
-
- // convert from seconds to ticks
- for (std::vector<LWO::Key>::iterator d = (*it).keys.begin(); d != (*it).keys.end(); ++d)
- (*d).time *= tick;
-
- // set default animation range (minimum and maximum time value for which we have a keyframe)
- first = std::min(first, (*it).keys.front().time );
- last = std::max(last, (*it).keys.back().time );
- }
-
- // deferred setup of animation range to increase performance.
- // typically the application will want to specify its own.
- need_to_setup = true;
+ trans_x = trans_y = trans_z = NULL;
+ rotat_x = rotat_y = rotat_z = NULL;
+ scale_x = scale_y = scale_z = NULL;
+
+ first = last = 150392.;
+
+ // find transformation envelopes
+ for (std::list<LWO::Envelope>::iterator it = envelopes.begin(); it != envelopes.end(); ++it) {
+
+ (*it).old_first = 0;
+ (*it).old_last = (*it).keys.size()-1;
+
+ if ((*it).keys.empty()) continue;
+ switch ((*it).type) {
+
+ // translation
+ case LWO::EnvelopeType_Position_X:
+ trans_x = &*it;break;
+ case LWO::EnvelopeType_Position_Y:
+ trans_y = &*it;break;
+ case LWO::EnvelopeType_Position_Z:
+ trans_z = &*it;break;
+
+ // rotation
+ case LWO::EnvelopeType_Rotation_Heading:
+ rotat_x = &*it;break;
+ case LWO::EnvelopeType_Rotation_Pitch:
+ rotat_y = &*it;break;
+ case LWO::EnvelopeType_Rotation_Bank:
+ rotat_z = &*it;break;
+
+ // scaling
+ case LWO::EnvelopeType_Scaling_X:
+ scale_x = &*it;break;
+ case LWO::EnvelopeType_Scaling_Y:
+ scale_y = &*it;break;
+ case LWO::EnvelopeType_Scaling_Z:
+ scale_z = &*it;break;
+ default:
+ continue;
+ };
+
+ // convert from seconds to ticks
+ for (std::vector<LWO::Key>::iterator d = (*it).keys.begin(); d != (*it).keys.end(); ++d)
+ (*d).time *= tick;
+
+ // set default animation range (minimum and maximum time value for which we have a keyframe)
+ first = std::min(first, (*it).keys.front().time );
+ last = std::max(last, (*it).keys.back().time );
+ }
+
+ // deferred setup of animation range to increase performance.
+ // typically the application will want to specify its own.
+ need_to_setup = true;
}
// ------------------------------------------------------------------------------------------------
// Reset all envelopes to their original contents
void AnimResolver::ClearAnimRangeSetup()
{
- for (std::list<LWO::Envelope>::iterator it = envelopes.begin(); it != envelopes.end(); ++it) {
-
- (*it).keys.erase((*it).keys.begin(),(*it).keys.begin()+(*it).old_first);
- (*it).keys.erase((*it).keys.begin()+(*it).old_last+1,(*it).keys.end());
- }
+ for (std::list<LWO::Envelope>::iterator it = envelopes.begin(); it != envelopes.end(); ++it) {
+
+ (*it).keys.erase((*it).keys.begin(),(*it).keys.begin()+(*it).old_first);
+ (*it).keys.erase((*it).keys.begin()+(*it).old_last+1,(*it).keys.end());
+ }
}
// ------------------------------------------------------------------------------------------------
// Insert additional keys to match LWO's pre& post behaviours.
void AnimResolver::UpdateAnimRangeSetup()
{
- // XXX doesn't work yet (hangs if more than one envelope channels needs to be interpolated)
-
- for (std::list<LWO::Envelope>::iterator it = envelopes.begin(); it != envelopes.end(); ++it) {
- if ((*it).keys.empty()) continue;
-
- const double my_first = (*it).keys.front().time;
- const double my_last = (*it).keys.back().time;
-
- const double delta = my_last-my_first;
- const size_t old_size = (*it).keys.size();
-
- const float value_delta = (*it).keys.back().value - (*it).keys.front().value;
-
- // NOTE: We won't handle reset, linear and constant here.
- // See DoInterpolation() for their implementation.
-
- // process pre behaviour
- switch ((*it).pre) {
- case LWO::PrePostBehaviour_OffsetRepeat:
- case LWO::PrePostBehaviour_Repeat:
- case LWO::PrePostBehaviour_Oscillate:
- {
- const double start_time = delta - fmod(my_first-first,delta);
- std::vector<LWO::Key>::iterator n = std::find_if((*it).keys.begin(),(*it).keys.end(),
- std::bind1st(std::greater<double>(),start_time)),m;
-
- size_t ofs = 0;
- if (n != (*it).keys.end()) {
- // copy from here - don't use iterators, insert() would invalidate them
- ofs = (*it).keys.end()-n;
- (*it).keys.insert((*it).keys.begin(),ofs,LWO::Key());
-
- std::copy((*it).keys.end()-ofs,(*it).keys.end(),(*it).keys.begin());
- }
-
- // do full copies. again, no iterators
- const unsigned int num = (unsigned int)((my_first-first) / delta);
- (*it).keys.resize((*it).keys.size() + num*old_size);
-
- n = (*it).keys.begin()+ofs;
- bool reverse = false;
- for (unsigned int i = 0; i < num; ++i) {
- m = n+old_size*(i+1);
- std::copy(n,n+old_size,m);
-
- if ((*it).pre == LWO::PrePostBehaviour_Oscillate && (reverse = !reverse))
- std::reverse(m,m+old_size-1);
- }
-
- // update time values
- n = (*it).keys.end() - (old_size+1);
- double cur_minus = delta;
- unsigned int tt = 1;
- for (const double tmp = delta*(num+1);cur_minus <= tmp;cur_minus += delta,++tt) {
- m = (delta == tmp ? (*it).keys.begin() : n - (old_size+1));
- for (;m != n; --n) {
- (*n).time -= cur_minus;
-
- // offset repeat? add delta offset to key value
- if ((*it).pre == LWO::PrePostBehaviour_OffsetRepeat) {
- (*n).value += tt * value_delta;
- }
- }
- }
- break;
- }
- default:
- // silence compiler warning
- break;
- }
-
- // process post behaviour
- switch ((*it).post) {
-
- case LWO::PrePostBehaviour_OffsetRepeat:
- case LWO::PrePostBehaviour_Repeat:
- case LWO::PrePostBehaviour_Oscillate:
-
- break;
-
- default:
- // silence compiler warning
- break;
- }
- }
+ // XXX doesn't work yet (hangs if more than one envelope channels needs to be interpolated)
+
+ for (std::list<LWO::Envelope>::iterator it = envelopes.begin(); it != envelopes.end(); ++it) {
+ if ((*it).keys.empty()) continue;
+
+ const double my_first = (*it).keys.front().time;
+ const double my_last = (*it).keys.back().time;
+
+ const double delta = my_last-my_first;
+ const size_t old_size = (*it).keys.size();
+
+ const float value_delta = (*it).keys.back().value - (*it).keys.front().value;
+
+ // NOTE: We won't handle reset, linear and constant here.
+ // See DoInterpolation() for their implementation.
+
+ // process pre behaviour
+ switch ((*it).pre) {
+ case LWO::PrePostBehaviour_OffsetRepeat:
+ case LWO::PrePostBehaviour_Repeat:
+ case LWO::PrePostBehaviour_Oscillate:
+ {
+ const double start_time = delta - fmod(my_first-first,delta);
+ std::vector<LWO::Key>::iterator n = std::find_if((*it).keys.begin(),(*it).keys.end(),
+ std::bind1st(std::greater<double>(),start_time)),m;
+
+ size_t ofs = 0;
+ if (n != (*it).keys.end()) {
+ // copy from here - don't use iterators, insert() would invalidate them
+ ofs = (*it).keys.end()-n;
+ (*it).keys.insert((*it).keys.begin(),ofs,LWO::Key());
+
+ std::copy((*it).keys.end()-ofs,(*it).keys.end(),(*it).keys.begin());
+ }
+
+ // do full copies. again, no iterators
+ const unsigned int num = (unsigned int)((my_first-first) / delta);
+ (*it).keys.resize((*it).keys.size() + num*old_size);
+
+ n = (*it).keys.begin()+ofs;
+ bool reverse = false;
+ for (unsigned int i = 0; i < num; ++i) {
+ m = n+old_size*(i+1);
+ std::copy(n,n+old_size,m);
+
+ if ((*it).pre == LWO::PrePostBehaviour_Oscillate && (reverse = !reverse))
+ std::reverse(m,m+old_size-1);
+ }
+
+ // update time values
+ n = (*it).keys.end() - (old_size+1);
+ double cur_minus = delta;
+ unsigned int tt = 1;
+ for (const double tmp = delta*(num+1);cur_minus <= tmp;cur_minus += delta,++tt) {
+ m = (delta == tmp ? (*it).keys.begin() : n - (old_size+1));
+ for (;m != n; --n) {
+ (*n).time -= cur_minus;
+
+ // offset repeat? add delta offset to key value
+ if ((*it).pre == LWO::PrePostBehaviour_OffsetRepeat) {
+ (*n).value += tt * value_delta;
+ }
+ }
+ }
+ break;
+ }
+ default:
+ // silence compiler warning
+ break;
+ }
+
+ // process post behaviour
+ switch ((*it).post) {
+
+ case LWO::PrePostBehaviour_OffsetRepeat:
+ case LWO::PrePostBehaviour_Repeat:
+ case LWO::PrePostBehaviour_Oscillate:
+
+ break;
+
+ default:
+ // silence compiler warning
+ break;
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Extract bind pose matrix
void AnimResolver::ExtractBindPose(aiMatrix4x4& out)
{
- // If we have no envelopes, return identity
- if (envelopes.empty()) {
- out = aiMatrix4x4();
- return;
- }
- aiVector3D angles, scaling(1.f,1.f,1.f), translation;
-
- if (trans_x) translation.x = trans_x->keys[0].value;
- if (trans_y) translation.y = trans_y->keys[0].value;
- if (trans_z) translation.z = trans_z->keys[0].value;
-
- if (rotat_x) angles.x = rotat_x->keys[0].value;
- if (rotat_y) angles.y = rotat_y->keys[0].value;
- if (rotat_z) angles.z = rotat_z->keys[0].value;
-
- if (scale_x) scaling.x = scale_x->keys[0].value;
- if (scale_y) scaling.y = scale_y->keys[0].value;
- if (scale_z) scaling.z = scale_z->keys[0].value;
-
- // build the final matrix
- aiMatrix4x4 s,r,t;
-
- r.FromEulerAnglesXYZ(angles);
- //aiMatrix4x4::RotationY(angles.y,r);
- // fixme: make FromEulerAngles static, too
- aiMatrix4x4::Translation(translation,t);
- aiMatrix4x4::Scaling(scaling,s);
- out = s*r*t;
+ // If we have no envelopes, return identity
+ if (envelopes.empty()) {
+ out = aiMatrix4x4();
+ return;
+ }
+ aiVector3D angles, scaling(1.f,1.f,1.f), translation;
+
+ if (trans_x) translation.x = trans_x->keys[0].value;
+ if (trans_y) translation.y = trans_y->keys[0].value;
+ if (trans_z) translation.z = trans_z->keys[0].value;
+
+ if (rotat_x) angles.x = rotat_x->keys[0].value;
+ if (rotat_y) angles.y = rotat_y->keys[0].value;
+ if (rotat_z) angles.z = rotat_z->keys[0].value;
+
+ if (scale_x) scaling.x = scale_x->keys[0].value;
+ if (scale_y) scaling.y = scale_y->keys[0].value;
+ if (scale_z) scaling.z = scale_z->keys[0].value;
+
+ // build the final matrix
+ aiMatrix4x4 s,rx,ry,rz,t;
+ aiMatrix4x4::RotationZ(angles.z, rz);
+ aiMatrix4x4::RotationX(angles.y, rx);
+ aiMatrix4x4::RotationY(angles.x, ry);
+ aiMatrix4x4::Translation(translation,t);
+ aiMatrix4x4::Scaling(scaling,s);
+ out = t*ry*rx*rz*s;
}
// ------------------------------------------------------------------------------------------------
-// Do a single interpolation on a channel
-void AnimResolver::DoInterpolation(std::vector<LWO::Key>::const_iterator cur,
- LWO::Envelope* envl,double time, float& fill)
+// Do a single interpolation on a channel
+void AnimResolver::DoInterpolation(std::vector<LWO::Key>::const_iterator cur,
+ LWO::Envelope* envl,double time, float& fill)
{
- if (envl->keys.size() == 1) {
- fill = envl->keys[0].value;
- return;
- }
-
- // check whether we're at the beginning of the animation track
- if (cur == envl->keys.begin()) {
-
- // ok ... this depends on pre behaviour now
- // we don't need to handle repeat&offset repeat&oszillate here, see UpdateAnimRangeSetup()
- switch (envl->pre)
- {
- case LWO::PrePostBehaviour_Linear:
- DoInterpolation2(cur,cur+1,time,fill);
- return;
-
- case LWO::PrePostBehaviour_Reset:
- fill = 0.f;
- return;
-
- default : //case LWO::PrePostBehaviour_Constant:
- fill = (*cur).value;
- return;
- }
- }
- // check whether we're at the end of the animation track
- else if (cur == envl->keys.end()-1 && time > envl->keys.rbegin()->time) {
- // ok ... this depends on post behaviour now
- switch (envl->post)
- {
- case LWO::PrePostBehaviour_Linear:
- DoInterpolation2(cur,cur-1,time,fill);
- return;
-
- case LWO::PrePostBehaviour_Reset:
- fill = 0.f;
- return;
-
- default : //case LWO::PrePostBehaviour_Constant:
- fill = (*cur).value;
- return;
- }
- }
-
- // Otherwise do a simple interpolation
- DoInterpolation2(cur-1,cur,time,fill);
+ if (envl->keys.size() == 1) {
+ fill = envl->keys[0].value;
+ return;
+ }
+
+ // check whether we're at the beginning of the animation track
+ if (cur == envl->keys.begin()) {
+
+ // ok ... this depends on pre behaviour now
+ // we don't need to handle repeat&offset repeat&oszillate here, see UpdateAnimRangeSetup()
+ switch (envl->pre)
+ {
+ case LWO::PrePostBehaviour_Linear:
+ DoInterpolation2(cur,cur+1,time,fill);
+ return;
+
+ case LWO::PrePostBehaviour_Reset:
+ fill = 0.f;
+ return;
+
+ default : //case LWO::PrePostBehaviour_Constant:
+ fill = (*cur).value;
+ return;
+ }
+ }
+ // check whether we're at the end of the animation track
+ else if (cur == envl->keys.end()-1 && time > envl->keys.rbegin()->time) {
+ // ok ... this depends on post behaviour now
+ switch (envl->post)
+ {
+ case LWO::PrePostBehaviour_Linear:
+ DoInterpolation2(cur,cur-1,time,fill);
+ return;
+
+ case LWO::PrePostBehaviour_Reset:
+ fill = 0.f;
+ return;
+
+ default : //case LWO::PrePostBehaviour_Constant:
+ fill = (*cur).value;
+ return;
+ }
+ }
+
+ // Otherwise do a simple interpolation
+ DoInterpolation2(cur-1,cur,time,fill);
}
// ------------------------------------------------------------------------------------------------
// Almost the same, except we won't handle pre/post conditions here
-void AnimResolver::DoInterpolation2(std::vector<LWO::Key>::const_iterator beg,
- std::vector<LWO::Key>::const_iterator end,double time, float& fill)
+void AnimResolver::DoInterpolation2(std::vector<LWO::Key>::const_iterator beg,
+ std::vector<LWO::Key>::const_iterator end,double time, float& fill)
{
- switch ((*end).inter) {
-
- case LWO::IT_STEP:
- // no interpolation at all - take the value of the last key
- fill = (*beg).value;
- return;
- default:
-
- // silence compiler warning
- break;
- }
- // linear interpolation - default
- fill = (*beg).value + ((*end).value - (*beg).value)*(float)(((time - (*beg).time) / ((*end).time - (*beg).time)));
+ switch ((*end).inter) {
+
+ case LWO::IT_STEP:
+ // no interpolation at all - take the value of the last key
+ fill = (*beg).value;
+ return;
+ default:
+
+ // silence compiler warning
+ break;
+ }
+ // linear interpolation - default
+ fill = (*beg).value + ((*end).value - (*beg).value)*(float)(((time - (*beg).time) / ((*end).time - (*beg).time)));
}
// ------------------------------------------------------------------------------------------------
// Subsample animation track by given key values
void AnimResolver::SubsampleAnimTrack(std::vector<aiVectorKey>& /*out*/,
- double /*time*/ ,double /*sample_delta*/ )
+ double /*time*/ ,double /*sample_delta*/ )
{
- //ai_assert(out.empty() && sample_delta);
+ //ai_assert(out.empty() && sample_delta);
- //const double time_start = out.back().mTime;
-// for ()
+ //const double time_start = out.back().mTime;
+// for ()
}
// ------------------------------------------------------------------------------------------------
// Track interpolation
void AnimResolver::InterpolateTrack(std::vector<aiVectorKey>& out,aiVectorKey& fill,double time)
{
- // subsample animation track?
- if (flags & AI_LWO_ANIM_FLAG_SAMPLE_ANIMS) {
- SubsampleAnimTrack(out,time, sample_delta);
- }
-
- fill.mTime = time;
-
- // get x
- if ((*cur_x).time == time) {
- fill.mValue.x = (*cur_x).value;
-
- if (cur_x != envl_x->keys.end()-1) /* increment x */
- ++cur_x;
- else end_x = true;
- }
- else DoInterpolation(cur_x,envl_x,time,(float&)fill.mValue.x);
-
- // get y
- if ((*cur_y).time == time) {
- fill.mValue.y = (*cur_y).value;
-
- if (cur_y != envl_y->keys.end()-1) /* increment y */
- ++cur_y;
- else end_y = true;
- }
- else DoInterpolation(cur_y,envl_y,time,(float&)fill.mValue.y);
-
- // get z
- if ((*cur_z).time == time) {
- fill.mValue.z = (*cur_z).value;
-
- if (cur_z != envl_z->keys.end()-1) /* increment z */
- ++cur_z;
- else end_x = true;
- }
- else DoInterpolation(cur_z,envl_z,time,(float&)fill.mValue.z);
+ // subsample animation track?
+ if (flags & AI_LWO_ANIM_FLAG_SAMPLE_ANIMS) {
+ SubsampleAnimTrack(out,time, sample_delta);
+ }
+
+ fill.mTime = time;
+
+ // get x
+ if ((*cur_x).time == time) {
+ fill.mValue.x = (*cur_x).value;
+
+ if (cur_x != envl_x->keys.end()-1) /* increment x */
+ ++cur_x;
+ else end_x = true;
+ }
+ else DoInterpolation(cur_x,envl_x,time,(float&)fill.mValue.x);
+
+ // get y
+ if ((*cur_y).time == time) {
+ fill.mValue.y = (*cur_y).value;
+
+ if (cur_y != envl_y->keys.end()-1) /* increment y */
+ ++cur_y;
+ else end_y = true;
+ }
+ else DoInterpolation(cur_y,envl_y,time,(float&)fill.mValue.y);
+
+ // get z
+ if ((*cur_z).time == time) {
+ fill.mValue.z = (*cur_z).value;
+
+ if (cur_z != envl_z->keys.end()-1) /* increment z */
+ ++cur_z;
+ else end_x = true;
+ }
+ else DoInterpolation(cur_z,envl_z,time,(float&)fill.mValue.z);
}
// ------------------------------------------------------------------------------------------------
// Build linearly subsampled keys from three single envelopes, one for each component (x,y,z)
-void AnimResolver::GetKeys(std::vector<aiVectorKey>& out,
- LWO::Envelope* _envl_x,
- LWO::Envelope* _envl_y,
- LWO::Envelope* _envl_z,
- unsigned int _flags)
+void AnimResolver::GetKeys(std::vector<aiVectorKey>& out,
+ LWO::Envelope* _envl_x,
+ LWO::Envelope* _envl_y,
+ LWO::Envelope* _envl_z,
+ unsigned int _flags)
{
- envl_x = _envl_x;
- envl_y = _envl_y;
- envl_z = _envl_z;
- flags = _flags;
-
- // generate default channels if none are given
- LWO::Envelope def_x, def_y, def_z;
- LWO::Key key_dummy;
- key_dummy.time = 0.f;
- if ((envl_x && envl_x->type == LWO::EnvelopeType_Scaling_X) ||
- (envl_y && envl_y->type == LWO::EnvelopeType_Scaling_Y) ||
- (envl_z && envl_z->type == LWO::EnvelopeType_Scaling_Z)) {
- key_dummy.value = 1.f;
- }
- else key_dummy.value = 0.f;
-
- if (!envl_x) {
- envl_x = &def_x;
- envl_x->keys.push_back(key_dummy);
- }
- if (!envl_y) {
- envl_y = &def_y;
- envl_y->keys.push_back(key_dummy);
- }
- if (!envl_z) {
- envl_z = &def_z;
- envl_z->keys.push_back(key_dummy);
- }
-
- // guess how many keys we'll get
- size_t reserve;
- double sr = 1.;
- if (flags & AI_LWO_ANIM_FLAG_SAMPLE_ANIMS) {
- if (!sample_rate)
- sr = 100.f;
- else sr = sample_rate;
- sample_delta = 1.f / sr;
-
- reserve = (size_t)(
- std::max( envl_x->keys.end()->time,
- std::max( envl_y->keys.end()->time, envl_z->keys.end()->time )) * sr);
- }
- else reserve = std::max(envl_x->keys.size(),std::max(envl_x->keys.size(),envl_z->keys.size()));
- out.reserve(reserve+(reserve>>1));
-
- // Iterate through all three arrays at once - it's tricky, but
- // rather interesting to implement.
-
- cur_x = envl_x->keys.begin();
- cur_y = envl_y->keys.begin();
- cur_z = envl_z->keys.begin();
-
- end_x = end_y = end_z = false;
- while (1) {
-
- aiVectorKey fill;
-
- if ((*cur_x).time == (*cur_y).time && (*cur_x).time == (*cur_z).time ) {
-
- // we have a keyframe for all of them defined .. great,
- // we don't need to interpolate here ...
- fill.mTime = (*cur_x).time;
-
- fill.mValue.x = (*cur_x).value;
- fill.mValue.y = (*cur_y).value;
- fill.mValue.z = (*cur_z).value;
-
- // subsample animation track
- if (flags & AI_LWO_ANIM_FLAG_SAMPLE_ANIMS) {
- //SubsampleAnimTrack(out,cur_x, cur_y, cur_z, d, sample_delta);
- }
-
- if (cur_x != envl_x->keys.end()-1)
- ++cur_x;
- else end_x = true;
- if (cur_y != envl_y->keys.end()-1)
- ++cur_y;
- else end_y = true;
- if (cur_z != envl_z->keys.end()-1)
- ++cur_z;
- else end_z = true;
- }
-
- // Find key with lowest time value
- else if ((*cur_x).time <= (*cur_y).time && !end_x) {
-
- if ((*cur_z).time <= (*cur_x).time && !end_z) {
- InterpolateTrack(out,fill,(*cur_z).time);
- }
- else {
- InterpolateTrack(out,fill,(*cur_x).time);
- }
- }
- else if ((*cur_z).time <= (*cur_y).time && !end_z) {
- InterpolateTrack(out,fill,(*cur_z).time);
- }
- else if (!end_y) {
- // welcome on the server, y
- InterpolateTrack(out,fill,(*cur_y).time);
- }
- else {
- // we have reached the end of at least 2 channels,
- // only one is remaining. Extrapolate the 2.
- if (end_y) {
- InterpolateTrack(out,fill,(end_x ? (*cur_z) : (*cur_x)).time);
- }
- else if (end_x) {
- InterpolateTrack(out,fill,(end_z ? (*cur_y) : (*cur_z)).time);
- }
- else { // if (end_z)
- InterpolateTrack(out,fill,(end_y ? (*cur_x) : (*cur_y)).time);
- }
- }
- out.push_back(fill);
-
- if ( end_x && end_y && end_z ) /* finished? */
- break;
- }
-
- if (flags & AI_LWO_ANIM_FLAG_START_AT_ZERO) {
- for (std::vector<aiVectorKey>::iterator it = out.begin(); it != out.end(); ++it)
- (*it).mTime -= first;
- }
+ envl_x = _envl_x;
+ envl_y = _envl_y;
+ envl_z = _envl_z;
+ flags = _flags;
+
+ // generate default channels if none are given
+ LWO::Envelope def_x, def_y, def_z;
+ LWO::Key key_dummy;
+ key_dummy.time = 0.f;
+ if ((envl_x && envl_x->type == LWO::EnvelopeType_Scaling_X) ||
+ (envl_y && envl_y->type == LWO::EnvelopeType_Scaling_Y) ||
+ (envl_z && envl_z->type == LWO::EnvelopeType_Scaling_Z)) {
+ key_dummy.value = 1.f;
+ }
+ else key_dummy.value = 0.f;
+
+ if (!envl_x) {
+ envl_x = &def_x;
+ envl_x->keys.push_back(key_dummy);
+ }
+ if (!envl_y) {
+ envl_y = &def_y;
+ envl_y->keys.push_back(key_dummy);
+ }
+ if (!envl_z) {
+ envl_z = &def_z;
+ envl_z->keys.push_back(key_dummy);
+ }
+
+ // guess how many keys we'll get
+ size_t reserve;
+ double sr = 1.;
+ if (flags & AI_LWO_ANIM_FLAG_SAMPLE_ANIMS) {
+ if (!sample_rate)
+ sr = 100.f;
+ else sr = sample_rate;
+ sample_delta = 1.f / sr;
+
+ reserve = (size_t)(
+ std::max( envl_x->keys.rbegin()->time,
+ std::max( envl_y->keys.rbegin()->time, envl_z->keys.rbegin()->time )) * sr);
+ }
+ else reserve = std::max(envl_x->keys.size(),std::max(envl_x->keys.size(),envl_z->keys.size()));
+ out.reserve(reserve+(reserve>>1));
+
+ // Iterate through all three arrays at once - it's tricky, but
+ // rather interesting to implement.
+ double lasttime = std::min(envl_x->keys[0].time,std::min(envl_y->keys[0].time,envl_z->keys[0].time));
+
+ cur_x = envl_x->keys.begin();
+ cur_y = envl_y->keys.begin();
+ cur_z = envl_z->keys.begin();
+
+ end_x = end_y = end_z = false;
+ while (1) {
+
+ aiVectorKey fill;
+
+ if ((*cur_x).time == (*cur_y).time && (*cur_x).time == (*cur_z).time ) {
+
+ // we have a keyframe for all of them defined .. great,
+ // we don't need to fucking interpolate here ...
+ fill.mTime = (*cur_x).time;
+
+ fill.mValue.x = (*cur_x).value;
+ fill.mValue.y = (*cur_y).value;
+ fill.mValue.z = (*cur_z).value;
+
+ // subsample animation track
+ if (flags & AI_LWO_ANIM_FLAG_SAMPLE_ANIMS) {
+ //SubsampleAnimTrack(out,cur_x, cur_y, cur_z, d, sample_delta);
+ }
+ }
+
+ // Find key with lowest time value
+ else if ((*cur_x).time <= (*cur_y).time && !end_x) {
+
+ if ((*cur_z).time <= (*cur_x).time && !end_z) {
+ InterpolateTrack(out,fill,(*cur_z).time);
+ }
+ else {
+ InterpolateTrack(out,fill,(*cur_x).time);
+ }
+ }
+ else if ((*cur_z).time <= (*cur_y).time && !end_y) {
+ InterpolateTrack(out,fill,(*cur_y).time);
+ }
+ else if (!end_y) {
+ // welcome on the server, y
+ InterpolateTrack(out,fill,(*cur_y).time);
+ }
+ else {
+ // we have reached the end of at least 2 channels,
+ // only one is remaining. Extrapolate the 2.
+ if (end_y) {
+ InterpolateTrack(out,fill,(end_x ? (*cur_z) : (*cur_x)).time);
+ }
+ else if (end_x) {
+ InterpolateTrack(out,fill,(end_z ? (*cur_y) : (*cur_z)).time);
+ }
+ else { // if (end_z)
+ InterpolateTrack(out,fill,(end_y ? (*cur_x) : (*cur_y)).time);
+ }
+ }
+ lasttime = fill.mTime;
+ out.push_back(fill);
+
+ if (lasttime >= (*cur_x).time) {
+ if (cur_x != envl_x->keys.end()-1)
+ ++cur_x;
+ else end_x = true;
+ }
+ if (lasttime >= (*cur_y).time) {
+ if (cur_y != envl_y->keys.end()-1)
+ ++cur_y;
+ else end_y = true;
+ }
+ if (lasttime >= (*cur_z).time) {
+ if (cur_z != envl_z->keys.end()-1)
+ ++cur_z;
+ else end_z = true;
+ }
+
+ if( end_x && end_y && end_z ) /* finished? */
+ break;
+ }
+
+ if (flags & AI_LWO_ANIM_FLAG_START_AT_ZERO) {
+ for (std::vector<aiVectorKey>::iterator it = out.begin(); it != out.end(); ++it)
+ (*it).mTime -= first;
+ }
}
// ------------------------------------------------------------------------------------------------
// Extract animation channel
-void AnimResolver::ExtractAnimChannel(aiNodeAnim** out, unsigned int /* flags = 0 */)
+void AnimResolver::ExtractAnimChannel(aiNodeAnim** out, unsigned int flags /*= 0*/)
{
- *out = NULL;
-
-
- //FIXME: crashes if more than one component is animated at different timings, to be resolved.
- return;
-
-#if 0
- // If we have no envelopes, return NULL
- if (envelopes.empty()) {
- return;
- }
-
- // We won't spawn an animation channel if we don't have at least one envelope with more than one keyframe defined.
- const bool trans = (trans_x && trans_x->keys.size() > 1 || trans_y && trans_y->keys.size() > 1 || trans_z && trans_z->keys.size() > 1);
- const bool rotat = (rotat_x && rotat_x->keys.size() > 1 || rotat_y && rotat_y->keys.size() > 1 || rotat_z && rotat_z->keys.size() > 1);
- const bool scale = (scale_x && scale_x->keys.size() > 1 || scale_y && scale_y->keys.size() > 1 || scale_z && scale_z->keys.size() > 1);
- if (!trans && !rotat && !scale)
- return;
-
- // Allocate the output animation
- aiNodeAnim* anim = *out = new aiNodeAnim();
-
- // Setup default animation setup if necessary
- if (need_to_setup) {
- UpdateAnimRangeSetup();
- need_to_setup = false;
- }
-
- // copy translation keys
- if (trans) {
- std::vector<aiVectorKey> keys;
- GetKeys(keys,trans_x,trans_y,trans_z,flags);
-
- anim->mPositionKeys = new aiVectorKey[ anim->mNumPositionKeys = keys.size() ];
- std::copy(keys.begin(),keys.end(),anim->mPositionKeys);
- }
-
- // copy rotation keys
- if (rotat) {
- std::vector<aiVectorKey> keys;
- GetKeys(keys,rotat_x,rotat_y,rotat_z,flags);
-
- anim->mRotationKeys = new aiQuatKey[ anim->mNumRotationKeys = keys.size() ];
-
- // convert heading, pitch, bank to quaternion
- for (unsigned int i = 0; i < anim->mNumRotationKeys; ++i) {
- aiQuatKey& qk = anim->mRotationKeys[i];
- qk.mTime = keys[i].mTime;
- qk.mValue = aiQuaternion( keys[i].mValue.x ,keys[i].mValue.z ,keys[i].mValue.y );
- }
- }
-
- // copy scaling keys
- if (scale) {
- std::vector<aiVectorKey> keys;
- GetKeys(keys,scale_x,scale_y,scale_z,flags);
-
- anim->mScalingKeys = new aiVectorKey[ anim->mNumScalingKeys = keys.size() ];
- std::copy(keys.begin(),keys.end(),anim->mScalingKeys);
- }
-#endif
+ *out = NULL;
+
+
+ //FIXME: crashes if more than one component is animated at different timings, to be resolved.
+
+ // If we have no envelopes, return NULL
+ if (envelopes.empty()) {
+ return;
+ }
+
+ // We won't spawn an animation channel if we don't have at least one envelope with more than one keyframe defined.
+ const bool trans = ((trans_x && trans_x->keys.size() > 1) || (trans_y && trans_y->keys.size() > 1) || (trans_z && trans_z->keys.size() > 1));
+ const bool rotat = ((rotat_x && rotat_x->keys.size() > 1) || (rotat_y && rotat_y->keys.size() > 1) || (rotat_z && rotat_z->keys.size() > 1));
+ const bool scale = ((scale_x && scale_x->keys.size() > 1) || (scale_y && scale_y->keys.size() > 1) || (scale_z && scale_z->keys.size() > 1));
+ if (!trans && !rotat && !scale)
+ return;
+
+ // Allocate the output animation
+ aiNodeAnim* anim = *out = new aiNodeAnim();
+
+ // Setup default animation setup if necessary
+ if (need_to_setup) {
+ UpdateAnimRangeSetup();
+ need_to_setup = false;
+ }
+
+ // copy translation keys
+ if (trans) {
+ std::vector<aiVectorKey> keys;
+ GetKeys(keys,trans_x,trans_y,trans_z,flags);
+
+ anim->mPositionKeys = new aiVectorKey[ anim->mNumPositionKeys = keys.size() ];
+ std::copy(keys.begin(),keys.end(),anim->mPositionKeys);
+ }
+
+ // copy rotation keys
+ if (rotat) {
+ std::vector<aiVectorKey> keys;
+ GetKeys(keys,rotat_x,rotat_y,rotat_z,flags);
+
+ anim->mRotationKeys = new aiQuatKey[ anim->mNumRotationKeys = keys.size() ];
+
+ // convert heading, pitch, bank to quaternion
+ // mValue.x=Heading=Rot(Y), mValue.y=Pitch=Rot(X), mValue.z=Bank=Rot(Z)
+ // Lightwave's rotation order is ZXY
+ aiVector3D X(1.0,0.0,0.0);
+ aiVector3D Y(0.0,1.0,0.0);
+ aiVector3D Z(0.0,0.0,1.0);
+ for (unsigned int i = 0; i < anim->mNumRotationKeys; ++i) {
+ aiQuatKey& qk = anim->mRotationKeys[i];
+ qk.mTime = keys[i].mTime;
+ qk.mValue = aiQuaternion(Y,keys[i].mValue.x)*aiQuaternion(X,keys[i].mValue.y)*aiQuaternion(Z,keys[i].mValue.z);
+ }
+ }
+
+ // copy scaling keys
+ if (scale) {
+ std::vector<aiVectorKey> keys;
+ GetKeys(keys,scale_x,scale_y,scale_z,flags);
+
+ anim->mScalingKeys = new aiVectorKey[ anim->mNumScalingKeys = keys.size() ];
+ std::copy(keys.begin(),keys.end(),anim->mScalingKeys);
+ }
}
diff --git a/src/3rdparty/assimp/code/LWOAnimation.h b/src/3rdparty/assimp/code/LWOAnimation.h
index 0f03e05dd..6717aaa94 100644
--- a/src/3rdparty/assimp/code/LWOAnimation.h
+++ b/src/3rdparty/assimp/code/LWOAnimation.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,28 +18,28 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file LWOAnimation.h
- * @brief LWOAnimationResolver utility class
+ * @brief LWOAnimationResolver utility class
*
* This is for all lightwave-related file format, not only LWO.
* LWS isthe main purpose.
@@ -55,28 +55,28 @@ namespace LWO {
*/
enum EnvelopeType
{
- EnvelopeType_Position_X = 0x1,
- EnvelopeType_Position_Y = 0x2,
- EnvelopeType_Position_Z = 0x3,
+ EnvelopeType_Position_X = 0x1,
+ EnvelopeType_Position_Y = 0x2,
+ EnvelopeType_Position_Z = 0x3,
- EnvelopeType_Rotation_Heading = 0x4,
- EnvelopeType_Rotation_Pitch = 0x5,
- EnvelopeType_Rotation_Bank = 0x6,
+ EnvelopeType_Rotation_Heading = 0x4,
+ EnvelopeType_Rotation_Pitch = 0x5,
+ EnvelopeType_Rotation_Bank = 0x6,
- EnvelopeType_Scaling_X = 0x7,
- EnvelopeType_Scaling_Y = 0x8,
- EnvelopeType_Scaling_Z = 0x9,
+ EnvelopeType_Scaling_X = 0x7,
+ EnvelopeType_Scaling_Y = 0x8,
+ EnvelopeType_Scaling_Z = 0x9,
- // -- currently not yet handled
- EnvelopeType_Color_R = 0xa,
- EnvelopeType_Color_G = 0xb,
- EnvelopeType_Color_B = 0xc,
+ // -- currently not yet handled
+ EnvelopeType_Color_R = 0xa,
+ EnvelopeType_Color_G = 0xb,
+ EnvelopeType_Color_B = 0xc,
- EnvelopeType_Falloff_X = 0xd,
- EnvelopeType_Falloff_Y = 0xe,
- EnvelopeType_Falloff_Z = 0xf,
+ EnvelopeType_Falloff_X = 0xd,
+ EnvelopeType_Falloff_Y = 0xe,
+ EnvelopeType_Falloff_Z = 0xf,
- EnvelopeType_Unknown
+ EnvelopeType_Unknown
};
// ---------------------------------------------------------------------------
@@ -84,7 +84,7 @@ enum EnvelopeType
*/
enum InterpolationType
{
- IT_STEP, IT_LINE, IT_TCB, IT_HERM, IT_BEZI, IT_BEZ2
+ IT_STEP, IT_LINE, IT_TCB, IT_HERM, IT_BEZI, IT_BEZ2
};
@@ -93,12 +93,12 @@ enum InterpolationType
*/
enum PrePostBehaviour
{
- PrePostBehaviour_Reset = 0x0,
- PrePostBehaviour_Constant = 0x1,
- PrePostBehaviour_Repeat = 0x2,
- PrePostBehaviour_Oscillate = 0x3,
- PrePostBehaviour_OffsetRepeat = 0x4,
- PrePostBehaviour_Linear = 0x5
+ PrePostBehaviour_Reset = 0x0,
+ PrePostBehaviour_Constant = 0x1,
+ PrePostBehaviour_Repeat = 0x2,
+ PrePostBehaviour_Oscillate = 0x3,
+ PrePostBehaviour_OffsetRepeat = 0x4,
+ PrePostBehaviour_Linear = 0x5
};
// ---------------------------------------------------------------------------
@@ -106,35 +106,27 @@ enum PrePostBehaviour
*/
struct Key
{
- Key()
- : time(0.0)
- , value(0.0f)
- , inter (IT_LINE)
- {
- params[0] = 0.0f;
- params[1] = 0.0f;
- params[2] = 0.0f;
- params[3] = 0.0f;
- params[4] = 0.0f;
- }
-
- //! Current time
- double time;
-
- //! Current value
- float value;
-
- //! How to interpolate this key with previous key?
- InterpolationType inter;
-
- //! Interpolation parameters
- float params[5];
-
-
- // for std::find()
- operator double () {
- return time;
- }
+ Key()
+ : inter (IT_LINE)
+ {}
+
+ //! Current time
+ double time;
+
+ //! Current value
+ float value;
+
+ //! How to interpolate this key with previous key?
+ InterpolationType inter;
+
+ //! Interpolation parameters
+ float params[5];
+
+
+ // for std::find()
+ operator double () {
+ return time;
+ }
};
// ---------------------------------------------------------------------------
@@ -142,35 +134,34 @@ struct Key
*/
struct Envelope
{
- Envelope()
- : index(0)
- , type (EnvelopeType_Unknown)
- , pre (PrePostBehaviour_Constant)
- , post (PrePostBehaviour_Constant)
-
- , old_first (0)
- , old_last (0)
- {}
+ Envelope()
+ : type (EnvelopeType_Unknown)
+ , pre (PrePostBehaviour_Constant)
+ , post (PrePostBehaviour_Constant)
+
+ , old_first (0)
+ , old_last (0)
+ {}
- //! Index of this envelope
- unsigned int index;
+ //! Index of this envelope
+ unsigned int index;
- //! Type of envelope
- EnvelopeType type;
+ //! Type of envelope
+ EnvelopeType type;
- //! Pre and post-behaviour
- PrePostBehaviour pre,post;
+ //! Pre and post-behaviour
+ PrePostBehaviour pre,post;
- //! Keyframes for this envelope
- std::vector<Key> keys;
+ //! Keyframes for this envelope
+ std::vector<Key> keys;
- // temporary data for AnimResolver
- size_t old_first,old_last;
+ // temporary data for AnimResolver
+ size_t old_first,old_last;
};
// ---------------------------------------------------------------------------
-//! @def AI_LWO_ANIM_FLAG_SAMPLE_ANIMS
+//! @def AI_LWO_ANIM_FLAG_SAMPLE_ANIMS
//! Flag for AnimResolver, subsamples the input data with the rate specified
//! by AnimResolver::SetSampleRate().
#define AI_LWO_ANIM_FLAG_SAMPLE_ANIMS 0x1
@@ -190,153 +181,153 @@ class AnimResolver
{
public:
- // ------------------------------------------------------------------
- /** @brief Construct an AnimResolver from a given list of envelopes
- * @param envelopes Input envelopes. May be empty.
- * @param Output tick rate, per second
- * @note The input envelopes are possibly modified.
- */
- AnimResolver(std::list<Envelope>& envelopes,
- double tick);
+ // ------------------------------------------------------------------
+ /** @brief Construct an AnimResolver from a given list of envelopes
+ * @param envelopes Input envelopes. May be empty.
+ * @param Output tick rate, per second
+ * @note The input envelopes are possibly modified.
+ */
+ AnimResolver(std::list<Envelope>& envelopes,
+ double tick);
public:
- // ------------------------------------------------------------------
- /** @brief Extract the bind-pose transformation matrix.
- * @param out Receives bind-pose transformation matrix
- */
- void ExtractBindPose(aiMatrix4x4& out);
-
- // ------------------------------------------------------------------
- /** @brief Extract a node animation channel
- * @param out Receives a pointer to a newly allocated node anim.
- * If there's just one keyframe defined, *out is set to NULL and
- * no animation channel is computed.
- * @param flags Any combination of the AI_LWO_ANIM_FLAG_XXX flags.
- */
- void ExtractAnimChannel(aiNodeAnim** out, unsigned int flags = 0);
-
-
- // ------------------------------------------------------------------
- /** @brief Set the sampling rate for ExtractAnimChannel().
- *
- * Non-linear interpolations are subsampled with this rate (keys
- * per second). Closer sampling positions, if existent, are kept.
- * The sampling rate defaults to 0, if this value is not changed and
- * AI_LWO_ANIM_FLAG_SAMPLE_ANIMS is specified for ExtractAnimChannel(),
- * the class finds a suitable sample rate by itself.
- */
- void SetSampleRate(double sr) {
- sample_rate = sr;
- }
-
- // ------------------------------------------------------------------
- /** @brief Getter for SetSampleRate()
- */
- double GetSampleRate() const {
- return sample_rate;
- }
-
- // ------------------------------------------------------------------
- /** @brief Set the animation time range
- *
- * @param first Time where the animation starts, in ticks
- * @param last Time where the animation ends, in ticks
- */
- void SetAnimationRange(double _first, double _last) {
- first = _first;
- last = _last;
-
- ClearAnimRangeSetup();
- UpdateAnimRangeSetup();
- }
+ // ------------------------------------------------------------------
+ /** @brief Extract the bind-pose transformation matrix.
+ * @param out Receives bind-pose transformation matrix
+ */
+ void ExtractBindPose(aiMatrix4x4& out);
+
+ // ------------------------------------------------------------------
+ /** @brief Extract a node animation channel
+ * @param out Receives a pointer to a newly allocated node anim.
+ * If there's just one keyframe defined, *out is set to NULL and
+ * no animation channel is computed.
+ * @param flags Any combination of the AI_LWO_ANIM_FLAG_XXX flags.
+ */
+ void ExtractAnimChannel(aiNodeAnim** out, unsigned int flags = 0);
+
+
+ // ------------------------------------------------------------------
+ /** @brief Set the sampling rate for ExtractAnimChannel().
+ *
+ * Non-linear interpolations are subsampled with this rate (keys
+ * per second). Closer sampling positions, if existent, are kept.
+ * The sampling rate defaults to 0, if this value is not changed and
+ * AI_LWO_ANIM_FLAG_SAMPLE_ANIMS is specified for ExtractAnimChannel(),
+ * the class finds a suitable sample rate by itself.
+ */
+ void SetSampleRate(double sr) {
+ sample_rate = sr;
+ }
+
+ // ------------------------------------------------------------------
+ /** @brief Getter for SetSampleRate()
+ */
+ double GetSampleRate() const {
+ return sample_rate;
+ }
+
+ // ------------------------------------------------------------------
+ /** @brief Set the animation time range
+ *
+ * @param first Time where the animation starts, in ticks
+ * @param last Time where the animation ends, in ticks
+ */
+ void SetAnimationRange(double _first, double _last) {
+ first = _first;
+ last = _last;
+
+ ClearAnimRangeSetup();
+ UpdateAnimRangeSetup();
+ }
protected:
- // ------------------------------------------------------------------
- /** @brief Build linearly subsampled keys from 3 single envelopes
- * @param out Receives output keys
- * @param envl_x X-component envelope
- * @param envl_y Y-component envelope
- * @param envl_z Z-component envelope
- * @param flags Any combination of the AI_LWO_ANIM_FLAG_XXX flags.
- * @note Up to two input envelopes may be NULL
- */
- void GetKeys(std::vector<aiVectorKey>& out,
- LWO::Envelope* envl_x,
- LWO::Envelope* envl_y,
- LWO::Envelope* envl_z,
- unsigned int flags);
-
- // ------------------------------------------------------------------
- /** @brief Resolve a single animation key by applying the right
- * interpolation to it.
- * @param cur Current key
- * @param envl Envelope working on
- * @param time time to be interpolated
- * @param fill Receives the interpolated output value.
- */
- void DoInterpolation(std::vector<LWO::Key>::const_iterator cur,
- LWO::Envelope* envl,double time, float& fill);
-
- // ------------------------------------------------------------------
- /** @brief Almost the same, except we won't handle pre/post
- * conditions here.
- * @see DoInterpolation
- */
- void DoInterpolation2(std::vector<LWO::Key>::const_iterator beg,
- std::vector<LWO::Key>::const_iterator end,double time, float& fill);
-
- // ------------------------------------------------------------------
- /** @brief Interpolate 2 tracks if one is given
- *
- * @param out Receives extra output keys
- * @param key_out Primary output key
- * @param time Time to interpolate for
- */
- void InterpolateTrack(std::vector<aiVectorKey>& out,
- aiVectorKey& key_out,double time);
-
- // ------------------------------------------------------------------
- /** @brief Subsample an animation track by a given sampling rate
- *
- * @param out Receives output keys. Last key at input defines the
- * time where subsampling starts.
- * @param time Time to end subsampling at
- * @param sample_delta Time delta between two samples
- */
- void SubsampleAnimTrack(std::vector<aiVectorKey>& out,
- double time,double sample_delta);
-
- // ------------------------------------------------------------------
- /** @brief Delete all keys which we inserted to match anim setup
- */
- void ClearAnimRangeSetup();
-
- // ------------------------------------------------------------------
- /** @brief Insert extra keys to match LWO's pre and post behaviours
- * in a given time range [first...last]
- */
- void UpdateAnimRangeSetup();
+ // ------------------------------------------------------------------
+ /** @brief Build linearly subsampled keys from 3 single envelopes
+ * @param out Receives output keys
+ * @param envl_x X-component envelope
+ * @param envl_y Y-component envelope
+ * @param envl_z Z-component envelope
+ * @param flags Any combination of the AI_LWO_ANIM_FLAG_XXX flags.
+ * @note Up to two input envelopes may be NULL
+ */
+ void GetKeys(std::vector<aiVectorKey>& out,
+ LWO::Envelope* envl_x,
+ LWO::Envelope* envl_y,
+ LWO::Envelope* envl_z,
+ unsigned int flags);
+
+ // ------------------------------------------------------------------
+ /** @brief Resolve a single animation key by applying the right
+ * interpolation to it.
+ * @param cur Current key
+ * @param envl Envelope working on
+ * @param time time to be interpolated
+ * @param fill Receives the interpolated output value.
+ */
+ void DoInterpolation(std::vector<LWO::Key>::const_iterator cur,
+ LWO::Envelope* envl,double time, float& fill);
+
+ // ------------------------------------------------------------------
+ /** @brief Almost the same, except we won't handle pre/post
+ * conditions here.
+ * @see DoInterpolation
+ */
+ void DoInterpolation2(std::vector<LWO::Key>::const_iterator beg,
+ std::vector<LWO::Key>::const_iterator end,double time, float& fill);
+
+ // ------------------------------------------------------------------
+ /** @brief Interpolate 2 tracks if one is given
+ *
+ * @param out Receives extra output keys
+ * @param key_out Primary output key
+ * @param time Time to interpolate for
+ */
+ void InterpolateTrack(std::vector<aiVectorKey>& out,
+ aiVectorKey& key_out,double time);
+
+ // ------------------------------------------------------------------
+ /** @brief Subsample an animation track by a given sampling rate
+ *
+ * @param out Receives output keys. Last key at input defines the
+ * time where subsampling starts.
+ * @param time Time to end subsampling at
+ * @param sample_delta Time delta between two samples
+ */
+ void SubsampleAnimTrack(std::vector<aiVectorKey>& out,
+ double time,double sample_delta);
+
+ // ------------------------------------------------------------------
+ /** @brief Delete all keys which we inserted to match anim setup
+ */
+ void ClearAnimRangeSetup();
+
+ // ------------------------------------------------------------------
+ /** @brief Insert extra keys to match LWO's pre and post behaviours
+ * in a given time range [first...last]
+ */
+ void UpdateAnimRangeSetup();
private:
- std::list<Envelope>& envelopes;
- double sample_rate;
+ std::list<Envelope>& envelopes;
+ double sample_rate;
- LWO::Envelope* trans_x, *trans_y, *trans_z;
- LWO::Envelope* rotat_x, *rotat_y, *rotat_z;
- LWO::Envelope* scale_x, *scale_y, *scale_z;
+ LWO::Envelope* trans_x, *trans_y, *trans_z;
+ LWO::Envelope* rotat_x, *rotat_y, *rotat_z;
+ LWO::Envelope* scale_x, *scale_y, *scale_z;
- double first, last;
- bool need_to_setup;
+ double first, last;
+ bool need_to_setup;
- // temporary storage
- LWO::Envelope* envl_x, * envl_y, * envl_z;
- std::vector<LWO::Key>::const_iterator cur_x,cur_y,cur_z;
- bool end_x, end_y, end_z;
+ // temporary storage
+ LWO::Envelope* envl_x, * envl_y, * envl_z;
+ std::vector<LWO::Key>::const_iterator cur_x,cur_y,cur_z;
+ bool end_x, end_y, end_z;
- unsigned int flags;
- double sample_delta;
+ unsigned int flags;
+ double sample_delta;
};
} // end namespace LWO
diff --git a/src/3rdparty/assimp/code/LWOBLoader.cpp b/src/3rdparty/assimp/code/LWOBLoader.cpp
index c4704ca72..5d874c5d5 100644
--- a/src/3rdparty/assimp/code/LWOBLoader.cpp
+++ b/src/3rdparty/assimp/code/LWOBLoader.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,26 +20,26 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
-/** @file Implementation of the LWO importer class for the older LWOB
+/** @file Implementation of the LWO importer class for the older LWOB
file formats, including materials */
#include "AssimpPCH.h"
@@ -53,344 +53,344 @@ using namespace Assimp;
// ------------------------------------------------------------------------------------------------
void LWOImporter::LoadLWOBFile()
{
- LE_NCONST uint8_t* const end = mFileBuffer + fileSize;
- bool running = true;
- while (running)
- {
- if (mFileBuffer + sizeof(IFF::ChunkHeader) > end)break;
- LE_NCONST IFF::ChunkHeader* const head = IFF::LoadChunk(mFileBuffer);
-
- if (mFileBuffer + head->length > end)
- {
- throw DeadlyImportError("LWOB: Invalid chunk length");
- break;
- }
- uint8_t* const next = mFileBuffer+head->length;
- switch (head->type)
- {
- // vertex list
- case AI_LWO_PNTS:
- {
- if (!mCurLayer->mTempPoints.empty())
- DefaultLogger::get()->warn("LWO: PNTS chunk encountered twice");
- else LoadLWOPoints(head->length);
- break;
- }
- // face list
- case AI_LWO_POLS:
- {
- if (!mCurLayer->mFaces.empty())
- DefaultLogger::get()->warn("LWO: POLS chunk encountered twice");
- else LoadLWOBPolygons(head->length);
- break;
- }
- // list of tags
- case AI_LWO_SRFS:
- {
- if (!mTags->empty())
- DefaultLogger::get()->warn("LWO: SRFS chunk encountered twice");
- else LoadLWOTags(head->length);
- break;
- }
-
- // surface chunk
- case AI_LWO_SURF:
- {
- LoadLWOBSurface(head->length);
- break;
- }
- }
- mFileBuffer = next;
- }
+ LE_NCONST uint8_t* const end = mFileBuffer + fileSize;
+ bool running = true;
+ while (running)
+ {
+ if (mFileBuffer + sizeof(IFF::ChunkHeader) > end)break;
+ LE_NCONST IFF::ChunkHeader* const head = IFF::LoadChunk(mFileBuffer);
+
+ if (mFileBuffer + head->length > end)
+ {
+ throw DeadlyImportError("LWOB: Invalid chunk length");
+ break;
+ }
+ uint8_t* const next = mFileBuffer+head->length;
+ switch (head->type)
+ {
+ // vertex list
+ case AI_LWO_PNTS:
+ {
+ if (!mCurLayer->mTempPoints.empty())
+ DefaultLogger::get()->warn("LWO: PNTS chunk encountered twice");
+ else LoadLWOPoints(head->length);
+ break;
+ }
+ // face list
+ case AI_LWO_POLS:
+ {
+ if (!mCurLayer->mFaces.empty())
+ DefaultLogger::get()->warn("LWO: POLS chunk encountered twice");
+ else LoadLWOBPolygons(head->length);
+ break;
+ }
+ // list of tags
+ case AI_LWO_SRFS:
+ {
+ if (!mTags->empty())
+ DefaultLogger::get()->warn("LWO: SRFS chunk encountered twice");
+ else LoadLWOTags(head->length);
+ break;
+ }
+
+ // surface chunk
+ case AI_LWO_SURF:
+ {
+ LoadLWOBSurface(head->length);
+ break;
+ }
+ }
+ mFileBuffer = next;
+ }
}
// ------------------------------------------------------------------------------------------------
void LWOImporter::LoadLWOBPolygons(unsigned int length)
{
- // first find out how many faces and vertices we'll finally need
- LE_NCONST uint16_t* const end = (LE_NCONST uint16_t*)(mFileBuffer+length);
- LE_NCONST uint16_t* cursor = (LE_NCONST uint16_t*)mFileBuffer;
+ // first find out how many faces and vertices we'll finally need
+ LE_NCONST uint16_t* const end = (LE_NCONST uint16_t*)(mFileBuffer+length);
+ LE_NCONST uint16_t* cursor = (LE_NCONST uint16_t*)mFileBuffer;
- // perform endianess conversions
+ // perform endianess conversions
#ifndef AI_BUILD_BIG_ENDIAN
- while (cursor < end)ByteSwap::Swap2(cursor++);
- cursor = (LE_NCONST uint16_t*)mFileBuffer;
+ while (cursor < end)ByteSwap::Swap2(cursor++);
+ cursor = (LE_NCONST uint16_t*)mFileBuffer;
#endif
- unsigned int iNumFaces = 0,iNumVertices = 0;
- CountVertsAndFacesLWOB(iNumVertices,iNumFaces,cursor,end);
+ unsigned int iNumFaces = 0,iNumVertices = 0;
+ CountVertsAndFacesLWOB(iNumVertices,iNumFaces,cursor,end);
- // allocate the output array and copy face indices
- if (iNumFaces)
- {
- cursor = (LE_NCONST uint16_t*)mFileBuffer;
+ // allocate the output array and copy face indices
+ if (iNumFaces)
+ {
+ cursor = (LE_NCONST uint16_t*)mFileBuffer;
- mCurLayer->mFaces.resize(iNumFaces);
- FaceList::iterator it = mCurLayer->mFaces.begin();
- CopyFaceIndicesLWOB(it,cursor,end);
- }
+ mCurLayer->mFaces.resize(iNumFaces);
+ FaceList::iterator it = mCurLayer->mFaces.begin();
+ CopyFaceIndicesLWOB(it,cursor,end);
+ }
}
// ------------------------------------------------------------------------------------------------
void LWOImporter::CountVertsAndFacesLWOB(unsigned int& verts, unsigned int& faces,
- LE_NCONST uint16_t*& cursor, const uint16_t* const end, unsigned int max)
+ LE_NCONST uint16_t*& cursor, const uint16_t* const end, unsigned int max)
{
- while (cursor < end && max--)
- {
- uint16_t numIndices = *cursor++;
- verts += numIndices;faces++;
- cursor += numIndices;
- int16_t surface = *cursor++;
- if (surface < 0)
- {
- // there are detail polygons
- numIndices = *cursor++;
- CountVertsAndFacesLWOB(verts,faces,cursor,end,numIndices);
- }
- }
+ while (cursor < end && max--)
+ {
+ uint16_t numIndices = *cursor++;
+ verts += numIndices;faces++;
+ cursor += numIndices;
+ int16_t surface = *cursor++;
+ if (surface < 0)
+ {
+ // there are detail polygons
+ numIndices = *cursor++;
+ CountVertsAndFacesLWOB(verts,faces,cursor,end,numIndices);
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
void LWOImporter::CopyFaceIndicesLWOB(FaceList::iterator& it,
- LE_NCONST uint16_t*& cursor,
- const uint16_t* const end,
- unsigned int max)
+ LE_NCONST uint16_t*& cursor,
+ const uint16_t* const end,
+ unsigned int max)
{
- while (cursor < end && max--)
- {
- LWO::Face& face = *it;++it;
- if ((face.mNumIndices = *cursor++))
- {
- if (cursor + face.mNumIndices >= end)break;
- face.mIndices = new unsigned int[face.mNumIndices];
- for (unsigned int i = 0; i < face.mNumIndices;++i)
- {
- unsigned int & mi = face.mIndices[i] = *cursor++;
- if (mi > mCurLayer->mTempPoints.size())
- {
- DefaultLogger::get()->warn("LWOB: face index is out of range");
- mi = (unsigned int)mCurLayer->mTempPoints.size()-1;
- }
- }
- }
- else DefaultLogger::get()->warn("LWOB: Face has 0 indices");
- int16_t surface = *cursor++;
- if (surface < 0)
- {
- surface = -surface;
-
- // there are detail polygons.
- const uint16_t numPolygons = *cursor++;
- if (cursor < end)CopyFaceIndicesLWOB(it,cursor,end,numPolygons);
- }
- face.surfaceIndex = surface-1;
- }
+ while (cursor < end && max--)
+ {
+ LWO::Face& face = *it;++it;
+ if((face.mNumIndices = *cursor++))
+ {
+ if (cursor + face.mNumIndices >= end)break;
+ face.mIndices = new unsigned int[face.mNumIndices];
+ for (unsigned int i = 0; i < face.mNumIndices;++i)
+ {
+ unsigned int & mi = face.mIndices[i] = *cursor++;
+ if (mi > mCurLayer->mTempPoints.size())
+ {
+ DefaultLogger::get()->warn("LWOB: face index is out of range");
+ mi = (unsigned int)mCurLayer->mTempPoints.size()-1;
+ }
+ }
+ }
+ else DefaultLogger::get()->warn("LWOB: Face has 0 indices");
+ int16_t surface = *cursor++;
+ if (surface < 0)
+ {
+ surface = -surface;
+
+ // there are detail polygons.
+ const uint16_t numPolygons = *cursor++;
+ if (cursor < end)CopyFaceIndicesLWOB(it,cursor,end,numPolygons);
+ }
+ face.surfaceIndex = surface-1;
+ }
}
// ------------------------------------------------------------------------------------------------
LWO::Texture* LWOImporter::SetupNewTextureLWOB(LWO::TextureList& list,unsigned int size)
{
- list.push_back(LWO::Texture());
- LWO::Texture* tex = &list.back();
-
- std::string type;
- GetS0(type,size);
- const char* s = type.c_str();
-
- if (strstr(s, "Image Map"))
- {
- // Determine mapping type
- if (strstr(s, "Planar"))
- tex->mapMode = LWO::Texture::Planar;
- else if (strstr(s, "Cylindrical"))
- tex->mapMode = LWO::Texture::Cylindrical;
- else if (strstr(s, "Spherical"))
- tex->mapMode = LWO::Texture::Spherical;
- else if (strstr(s, "Cubic"))
- tex->mapMode = LWO::Texture::Cubic;
- else if (strstr(s, "Front"))
- tex->mapMode = LWO::Texture::FrontProjection;
- }
- else
- {
- // procedural or gradient, not supported
- DefaultLogger::get()->error("LWOB: Unsupported legacy texture: " + type);
- }
-
- return tex;
+ list.push_back(LWO::Texture());
+ LWO::Texture* tex = &list.back();
+
+ std::string type;
+ GetS0(type,size);
+ const char* s = type.c_str();
+
+ if(strstr(s, "Image Map"))
+ {
+ // Determine mapping type
+ if(strstr(s, "Planar"))
+ tex->mapMode = LWO::Texture::Planar;
+ else if(strstr(s, "Cylindrical"))
+ tex->mapMode = LWO::Texture::Cylindrical;
+ else if(strstr(s, "Spherical"))
+ tex->mapMode = LWO::Texture::Spherical;
+ else if(strstr(s, "Cubic"))
+ tex->mapMode = LWO::Texture::Cubic;
+ else if(strstr(s, "Front"))
+ tex->mapMode = LWO::Texture::FrontProjection;
+ }
+ else
+ {
+ // procedural or gradient, not supported
+ DefaultLogger::get()->error("LWOB: Unsupported legacy texture: " + type);
+ }
+
+ return tex;
}
// ------------------------------------------------------------------------------------------------
void LWOImporter::LoadLWOBSurface(unsigned int size)
{
- LE_NCONST uint8_t* const end = mFileBuffer + size;
-
- mSurfaces->push_back( LWO::Surface () );
- LWO::Surface& surf = mSurfaces->back();
- LWO::Texture* pTex = NULL;
-
- GetS0(surf.mName,size);
- bool runnning = true;
- while (runnning) {
- if (mFileBuffer + 6 >= end)
- break;
-
- IFF::SubChunkHeader* const head = IFF::LoadSubChunk(mFileBuffer);
-
- /* A single test file (sonycam.lwo) seems to have invalid surface chunks.
- * I'm assuming it's the fault of a single, unknown exporter so there are
- * probably THOUSANDS of them. Here's a dirty workaround:
- *
- * We don't break if the chunk limit is exceeded. Instead, we're computing
- * how much storage is actually left and work with this value from now on.
- */
- if (mFileBuffer + head->length > end) {
- DefaultLogger::get()->error("LWOB: Invalid surface chunk length. Trying to continue.");
- head->length = (uint16_t) (end - mFileBuffer);
- }
-
- uint8_t* const next = mFileBuffer+head->length;
- switch (head->type)
- {
- // diffuse color
- case AI_LWO_COLR:
- {
- AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,COLR,3);
- surf.mColor.r = GetU1() / 255.0f;
- surf.mColor.g = GetU1() / 255.0f;
- surf.mColor.b = GetU1() / 255.0f;
- break;
- }
- // diffuse strength ...
- case AI_LWO_DIFF:
- {
- AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,DIFF,2);
- surf.mDiffuseValue = GetU2() / 255.0f;
- break;
- }
- // specular strength ...
- case AI_LWO_SPEC:
- {
- AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,SPEC,2);
- surf.mSpecularValue = GetU2() / 255.0f;
- break;
- }
- // luminosity ...
- case AI_LWO_LUMI:
- {
- AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,LUMI,2);
- surf.mLuminosity = GetU2() / 255.0f;
- break;
- }
- // transparency
- case AI_LWO_TRAN:
- {
- AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,TRAN,2);
- surf.mTransparency = GetU2() / 255.0f;
- break;
- }
- // surface flags
- case AI_LWO_FLAG:
- {
- AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,FLAG,2);
- uint16_t flag = GetU2();
- if (flag & 0x4 ) surf.mMaximumSmoothAngle = 1.56207f;
- if (flag & 0x8 ) surf.mColorHighlights = 1.f;
- if (flag & 0x100) surf.bDoubleSided = true;
- break;
- }
- // maximum smoothing angle
- case AI_LWO_SMAN:
- {
- AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,SMAN,4);
- surf.mMaximumSmoothAngle = fabs( GetF4() );
- break;
- }
- // glossiness
- case AI_LWO_GLOS:
- {
- AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,GLOS,2);
- surf.mGlossiness = (float)GetU2();
- break;
- }
- // color texture
- case AI_LWO_CTEX:
- {
- pTex = SetupNewTextureLWOB(surf.mColorTextures,
- head->length);
- break;
- }
- // diffuse texture
- case AI_LWO_DTEX:
- {
- pTex = SetupNewTextureLWOB(surf.mDiffuseTextures,
- head->length);
- break;
- }
- // specular texture
- case AI_LWO_STEX:
- {
- pTex = SetupNewTextureLWOB(surf.mSpecularTextures,
- head->length);
- break;
- }
- // bump texture
- case AI_LWO_BTEX:
- {
- pTex = SetupNewTextureLWOB(surf.mBumpTextures,
- head->length);
- break;
- }
- // transparency texture
- case AI_LWO_TTEX:
- {
- pTex = SetupNewTextureLWOB(surf.mOpacityTextures,
- head->length);
- break;
- }
- // texture path
- case AI_LWO_TIMG:
- {
- if (pTex) {
- GetS0(pTex->mFileName,head->length);
- }
- else DefaultLogger::get()->warn("LWOB: Unexpected TIMG chunk");
- break;
- }
- // texture strength
- case AI_LWO_TVAL:
- {
- AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,TVAL,1);
- if (pTex) {
- pTex->mStrength = (float)GetU1()/ 255.f;
- }
- else DefaultLogger::get()->warn("LWOB: Unexpected TVAL chunk");
- break;
- }
- // texture flags
- case AI_LWO_TFLG:
- {
- AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,TFLG,2);
-
- if (pTex)
- {
- const uint16_t s = GetU2();
- if (s & 1)
- pTex->majorAxis = LWO::Texture::AXIS_X;
- else if (s & 2)
- pTex->majorAxis = LWO::Texture::AXIS_Y;
- else if (s & 4)
- pTex->majorAxis = LWO::Texture::AXIS_Z;
-
- if (s & 16)
- DefaultLogger::get()->warn("LWOB: Ignoring \'negate\' flag on texture");
- }
- else DefaultLogger::get()->warn("LWOB: Unexpected TFLG chunk");
- break;
- }
- }
- mFileBuffer = next;
- }
+ LE_NCONST uint8_t* const end = mFileBuffer + size;
+
+ mSurfaces->push_back( LWO::Surface () );
+ LWO::Surface& surf = mSurfaces->back();
+ LWO::Texture* pTex = NULL;
+
+ GetS0(surf.mName,size);
+ bool runnning = true;
+ while (runnning) {
+ if (mFileBuffer + 6 >= end)
+ break;
+
+ IFF::SubChunkHeader* const head = IFF::LoadSubChunk(mFileBuffer);
+
+ /* A single test file (sonycam.lwo) seems to have invalid surface chunks.
+ * I'm assuming it's the fault of a single, unknown exporter so there are
+ * probably THOUSANDS of them. Here's a dirty workaround:
+ *
+ * We don't break if the chunk limit is exceeded. Instead, we're computing
+ * how much storage is actually left and work with this value from now on.
+ */
+ if (mFileBuffer + head->length > end) {
+ DefaultLogger::get()->error("LWOB: Invalid surface chunk length. Trying to continue.");
+ head->length = (uint16_t) (end - mFileBuffer);
+ }
+
+ uint8_t* const next = mFileBuffer+head->length;
+ switch (head->type)
+ {
+ // diffuse color
+ case AI_LWO_COLR:
+ {
+ AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,COLR,3);
+ surf.mColor.r = GetU1() / 255.0f;
+ surf.mColor.g = GetU1() / 255.0f;
+ surf.mColor.b = GetU1() / 255.0f;
+ break;
+ }
+ // diffuse strength ...
+ case AI_LWO_DIFF:
+ {
+ AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,DIFF,2);
+ surf.mDiffuseValue = GetU2() / 255.0f;
+ break;
+ }
+ // specular strength ...
+ case AI_LWO_SPEC:
+ {
+ AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,SPEC,2);
+ surf.mSpecularValue = GetU2() / 255.0f;
+ break;
+ }
+ // luminosity ...
+ case AI_LWO_LUMI:
+ {
+ AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,LUMI,2);
+ surf.mLuminosity = GetU2() / 255.0f;
+ break;
+ }
+ // transparency
+ case AI_LWO_TRAN:
+ {
+ AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,TRAN,2);
+ surf.mTransparency = GetU2() / 255.0f;
+ break;
+ }
+ // surface flags
+ case AI_LWO_FLAG:
+ {
+ AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,FLAG,2);
+ uint16_t flag = GetU2();
+ if (flag & 0x4 ) surf.mMaximumSmoothAngle = 1.56207f;
+ if (flag & 0x8 ) surf.mColorHighlights = 1.f;
+ if (flag & 0x100) surf.bDoubleSided = true;
+ break;
+ }
+ // maximum smoothing angle
+ case AI_LWO_SMAN:
+ {
+ AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,SMAN,4);
+ surf.mMaximumSmoothAngle = fabs( GetF4() );
+ break;
+ }
+ // glossiness
+ case AI_LWO_GLOS:
+ {
+ AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,GLOS,2);
+ surf.mGlossiness = (float)GetU2();
+ break;
+ }
+ // color texture
+ case AI_LWO_CTEX:
+ {
+ pTex = SetupNewTextureLWOB(surf.mColorTextures,
+ head->length);
+ break;
+ }
+ // diffuse texture
+ case AI_LWO_DTEX:
+ {
+ pTex = SetupNewTextureLWOB(surf.mDiffuseTextures,
+ head->length);
+ break;
+ }
+ // specular texture
+ case AI_LWO_STEX:
+ {
+ pTex = SetupNewTextureLWOB(surf.mSpecularTextures,
+ head->length);
+ break;
+ }
+ // bump texture
+ case AI_LWO_BTEX:
+ {
+ pTex = SetupNewTextureLWOB(surf.mBumpTextures,
+ head->length);
+ break;
+ }
+ // transparency texture
+ case AI_LWO_TTEX:
+ {
+ pTex = SetupNewTextureLWOB(surf.mOpacityTextures,
+ head->length);
+ break;
+ }
+ // texture path
+ case AI_LWO_TIMG:
+ {
+ if (pTex) {
+ GetS0(pTex->mFileName,head->length);
+ }
+ else DefaultLogger::get()->warn("LWOB: Unexpected TIMG chunk");
+ break;
+ }
+ // texture strength
+ case AI_LWO_TVAL:
+ {
+ AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,TVAL,1);
+ if (pTex) {
+ pTex->mStrength = (float)GetU1()/ 255.f;
+ }
+ else DefaultLogger::get()->warn("LWOB: Unexpected TVAL chunk");
+ break;
+ }
+ // texture flags
+ case AI_LWO_TFLG:
+ {
+ AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,TFLG,2);
+
+ if (pTex)
+ {
+ const uint16_t s = GetU2();
+ if (s & 1)
+ pTex->majorAxis = LWO::Texture::AXIS_X;
+ else if (s & 2)
+ pTex->majorAxis = LWO::Texture::AXIS_Y;
+ else if (s & 4)
+ pTex->majorAxis = LWO::Texture::AXIS_Z;
+
+ if (s & 16)
+ DefaultLogger::get()->warn("LWOB: Ignoring \'negate\' flag on texture");
+ }
+ else DefaultLogger::get()->warn("LWOB: Unexpected TFLG chunk");
+ break;
+ }
+ }
+ mFileBuffer = next;
+ }
}
#endif // !! ASSIMP_BUILD_NO_LWO_IMPORTER
diff --git a/src/3rdparty/assimp/code/LWOFileData.h b/src/3rdparty/assimp/code/LWOFileData.h
index 88bbc0aa6..d8f4b8d47 100644
--- a/src/3rdparty/assimp/code/LWOFileData.h
+++ b/src/3rdparty/assimp/code/LWOFileData.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -42,7 +42,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* @brief Defines chunk constants used by the LWO file format
The chunks are taken from the official LightWave SDK headers.
-
+
*/
#ifndef AI_LWO_FILEDATA_INCLUDED
#define AI_LWO_FILEDATA_INCLUDED
@@ -52,7 +52,7 @@ The chunks are taken from the official LightWave SDK headers.
#include <list>
// public ASSIMP headers
-#include "../include/aiMesh.h"
+#include "../include/assimp/mesh.h"
// internal headers
#include "IFF.h"
@@ -257,47 +257,47 @@ namespace LWO {
/** \brief Data structure for a face in a LWO file
*
* \note We can't use the code in SmoothingGroups.inl here - the mesh
- * structures of 3DS/ASE and LWO are too different.
+ * structures of 3DS/ASE and LWO are too different.
*/
struct Face : public aiFace
{
- //! Default construction
- Face()
- : surfaceIndex (0)
- , smoothGroup (0)
- , type (AI_LWO_FACE)
- {}
-
- //! Construction from given type
- Face(uint32_t _type)
- : surfaceIndex (0)
- , smoothGroup (0)
- , type (_type)
- {}
-
- //! Copy construction
- Face(const Face& f) : aiFace() {
- *this = f;
- }
-
- //! Zero-based index into tags chunk
- unsigned int surfaceIndex;
-
- //! Smooth group this face is assigned to
- unsigned int smoothGroup;
-
- //! Type of face
- uint32_t type;
-
-
- //! Assignment operator
- Face& operator=(const LWO::Face& f) {
- aiFace::operator =(f);
- surfaceIndex = f.surfaceIndex;
- smoothGroup = f.smoothGroup;
- type = f.type;
- return *this;
- }
+ //! Default construction
+ Face()
+ : surfaceIndex (0)
+ , smoothGroup (0)
+ , type (AI_LWO_FACE)
+ {}
+
+ //! Construction from given type
+ Face(uint32_t _type)
+ : surfaceIndex (0)
+ , smoothGroup (0)
+ , type (_type)
+ {}
+
+ //! Copy construction
+ Face(const Face& f) : aiFace() {
+ *this = f;
+ }
+
+ //! Zero-based index into tags chunk
+ unsigned int surfaceIndex;
+
+ //! Smooth group this face is assigned to
+ unsigned int smoothGroup;
+
+ //! Type of face
+ uint32_t type;
+
+
+ //! Assignment operator
+ Face& operator=(const LWO::Face& f) {
+ aiFace::operator =(f);
+ surfaceIndex = f.surfaceIndex;
+ smoothGroup = f.smoothGroup;
+ type = f.type;
+ return *this;
+ }
};
// ---------------------------------------------------------------------------
@@ -305,29 +305,29 @@ struct Face : public aiFace
*/
struct VMapEntry
{
- VMapEntry(unsigned int _dims)
- : dims(_dims)
- {}
+ VMapEntry(unsigned int _dims)
+ : dims(_dims)
+ {}
- virtual ~VMapEntry() {}
+ virtual ~VMapEntry() {}
- //! allocates memory for the vertex map
- virtual void Allocate(unsigned int num)
- {
- if (!rawData.empty())
- return; // return if already allocated
+ //! allocates memory for the vertex map
+ virtual void Allocate(unsigned int num)
+ {
+ if (!rawData.empty())
+ return; // return if already allocated
- const unsigned int m = num*dims;
- rawData.reserve(m + (m>>2u)); // 25% as extra storage for VMADs
- rawData.resize(m,0.f);
- abAssigned.resize(num,false);
- }
+ const unsigned int m = num*dims;
+ rawData.reserve(m + (m>>2u)); // 25% as extra storage for VMADs
+ rawData.resize(m,0.f);
+ abAssigned.resize(num,false);
+ }
- std::string name;
- unsigned int dims;
+ std::string name;
+ unsigned int dims;
- std::vector<float> rawData;
- std::vector<bool> abAssigned;
+ std::vector<float> rawData;
+ std::vector<bool> abAssigned;
};
// ---------------------------------------------------------------------------
@@ -335,26 +335,26 @@ struct VMapEntry
*/
struct VColorChannel : public VMapEntry
{
- VColorChannel()
- : VMapEntry(4)
- {}
-
- //! need to overwrite this function - the alpha channel must
- //! be initialized to 1.0 by default
- virtual void Allocate(unsigned int num)
- {
- if (!rawData.empty())
- return; // return if already allocated
-
- register unsigned int m = num*dims;
- rawData.reserve(m + (m>>2u)); // 25% as extra storage for VMADs
- rawData.resize(m);
-
- for (aiColor4D* p = (aiColor4D*)&rawData[0]; p < (aiColor4D*)&rawData[m-1]; ++p)
- p->a = 1.f;
-
- abAssigned.resize(num,false);
- }
+ VColorChannel()
+ : VMapEntry(4)
+ {}
+
+ //! need to overwrite this function - the alpha channel must
+ //! be initialized to 1.0 by default
+ virtual void Allocate(unsigned int num)
+ {
+ if (!rawData.empty())
+ return; // return if already allocated
+
+ register unsigned int m = num*dims;
+ rawData.reserve(m + (m>>2u)); // 25% as extra storage for VMADs
+ rawData.resize(m);
+
+ for (aiColor4D* p = (aiColor4D*)&rawData[0]; p < (aiColor4D*)&rawData[m-1]; ++p)
+ p->a = 1.f;
+
+ abAssigned.resize(num,false);
+ }
};
// ---------------------------------------------------------------------------
@@ -362,19 +362,19 @@ struct VColorChannel : public VMapEntry
*/
struct UVChannel : public VMapEntry
{
- UVChannel()
- : VMapEntry(2)
- {}
+ UVChannel()
+ : VMapEntry(2)
+ {}
};
// ---------------------------------------------------------------------------
-/** \brief Represents a weight map
+/** \brief Represents a weight map
*/
struct WeightChannel : public VMapEntry
{
- WeightChannel()
- : VMapEntry(1)
- {}
+ WeightChannel()
+ : VMapEntry(1)
+ {}
};
// ---------------------------------------------------------------------------
@@ -382,9 +382,9 @@ struct WeightChannel : public VMapEntry
*/
struct NormalChannel : public VMapEntry
{
- NormalChannel()
- : VMapEntry(3)
- {}
+ NormalChannel()
+ : VMapEntry(3)
+ {}
};
// ---------------------------------------------------------------------------
@@ -392,100 +392,99 @@ struct NormalChannel : public VMapEntry
*/
struct Texture
{
- // we write the enum values out here to make debugging easier ...
- enum BlendType
- {
- Normal = 0,
- Subtractive = 1,
- Difference = 2,
- Multiply = 3,
- Divide = 4,
- Alpha = 5,
- TextureDispl = 6,
- Additive = 7
- };
-
- enum MappingMode
- {
- Planar = 0,
- Cylindrical = 1,
- Spherical = 2,
- Cubic = 3,
- FrontProjection = 4,
- UV = 5
- };
-
- enum Axes
- {
- AXIS_X = 0,
- AXIS_Y = 1,
- AXIS_Z = 2
- };
-
- enum Wrap
- {
- RESET = 0,
- REPEAT = 1,
- MIRROR = 2,
- EDGE = 3
- };
-
- Texture()
- : mClipIdx(0xffffffff)
- , mStrength (1.0f)
- , type(0)
- , mUVChannelIndex ("unknown")
- , mRealUVIndex (0xffffffff)
- , enabled (true)
- , blendType (Additive)
- , bCanUse (true)
- , mapMode (UV)
- , majorAxis (AXIS_X)
- , wrapAmountH (1.0f)
- , wrapAmountW (1.0f)
- , wrapModeWidth (REPEAT)
- , wrapModeHeight (REPEAT)
- , ordinal ("\x00")
- {}
-
- //! File name of the texture
- std::string mFileName;
-
- //! Clip index
- unsigned int mClipIdx;
-
- //! Strength of the texture - blend factor
- float mStrength;
-
- uint32_t type; // type of the texture
-
- //! Name of the corresponding UV channel
- std::string mUVChannelIndex;
- unsigned int mRealUVIndex;
-
- //! is the texture enabled?
- bool enabled;
-
- //! blend type
- BlendType blendType;
-
- //! are we able to use the texture?
- bool bCanUse;
-
- //! mapping mode
- MappingMode mapMode;
-
- //! major axis for planar, cylindrical, spherical projections
- Axes majorAxis;
-
- //! wrap amount for cylindrical and spherical projections
- float wrapAmountH,wrapAmountW;
-
- //! wrapping mode for the texture
- Wrap wrapModeWidth,wrapModeHeight;
-
- //! ordinal string of the texture
- std::string ordinal;
+ // we write the enum values out here to make debugging easier ...
+ enum BlendType
+ {
+ Normal = 0,
+ Subtractive = 1,
+ Difference = 2,
+ Multiply = 3,
+ Divide = 4,
+ Alpha = 5,
+ TextureDispl = 6,
+ Additive = 7
+ };
+
+ enum MappingMode
+ {
+ Planar = 0,
+ Cylindrical = 1,
+ Spherical = 2,
+ Cubic = 3,
+ FrontProjection = 4,
+ UV = 5
+ };
+
+ enum Axes
+ {
+ AXIS_X = 0,
+ AXIS_Y = 1,
+ AXIS_Z = 2
+ };
+
+ enum Wrap
+ {
+ RESET = 0,
+ REPEAT = 1,
+ MIRROR = 2,
+ EDGE = 3
+ };
+
+ Texture()
+ : mClipIdx(UINT_MAX)
+ , mStrength (1.0f)
+ , mUVChannelIndex ("unknown")
+ , mRealUVIndex (UINT_MAX)
+ , enabled (true)
+ , blendType (Additive)
+ , bCanUse (true)
+ , mapMode (UV)
+ , majorAxis (AXIS_X)
+ , wrapAmountH (1.0f)
+ , wrapAmountW (1.0f)
+ , wrapModeWidth (REPEAT)
+ , wrapModeHeight (REPEAT)
+ , ordinal ("\x00")
+ {}
+
+ //! File name of the texture
+ std::string mFileName;
+
+ //! Clip index
+ unsigned int mClipIdx;
+
+ //! Strength of the texture - blend factor
+ float mStrength;
+
+ uint32_t type; // type of the texture
+
+ //! Name of the corresponding UV channel
+ std::string mUVChannelIndex;
+ unsigned int mRealUVIndex;
+
+ //! is the texture enabled?
+ bool enabled;
+
+ //! blend type
+ BlendType blendType;
+
+ //! are we able to use the texture?
+ bool bCanUse;
+
+ //! mapping mode
+ MappingMode mapMode;
+
+ //! major axis for planar, cylindrical, spherical projections
+ Axes majorAxis;
+
+ //! wrap amount for cylindrical and spherical projections
+ float wrapAmountH,wrapAmountW;
+
+ //! wrapping mode for the texture
+ Wrap wrapModeWidth,wrapModeHeight;
+
+ //! ordinal string of the texture
+ std::string ordinal;
};
// ---------------------------------------------------------------------------
@@ -493,29 +492,28 @@ struct Texture
*/
struct Clip
{
- enum Type
- {
- STILL, SEQ, REF, UNSUPPORTED
- } type;
+ enum Type
+ {
+ STILL, SEQ, REF, UNSUPPORTED
+ } type;
- Clip()
- : type (UNSUPPORTED)
- , clipRef(0)
- , idx (0)
- , negate (false)
- {}
+ Clip()
+ : type (UNSUPPORTED)
+ , idx (0)
+ , negate (false)
+ {}
- //! path to the base texture -
- std::string path;
+ //! path to the base texture -
+ std::string path;
- //! reference to another CLIP
- unsigned int clipRef;
+ //! reference to another CLIP
+ unsigned int clipRef;
- //! index of the clip
- unsigned int idx;
+ //! index of the clip
+ unsigned int idx;
- //! Negate the clip?
- bool negate;
+ //! Negate the clip?
+ bool negate;
};
@@ -526,108 +524,108 @@ struct Clip
*/
struct Shader
{
- Shader()
- : ordinal ("\x00")
- , functionName ("unknown")
- , enabled (true)
- {}
-
- std::string ordinal;
- std::string functionName;
- bool enabled;
+ Shader()
+ : ordinal ("\x00")
+ , functionName ("unknown")
+ , enabled (true)
+ {}
+
+ std::string ordinal;
+ std::string functionName;
+ bool enabled;
};
-typedef std::list < Texture > TextureList;
-typedef std::list < Shader > ShaderList;
+typedef std::list < Texture > TextureList;
+typedef std::list < Shader > ShaderList;
// ---------------------------------------------------------------------------
/** \brief Data structure for a LWO file surface (= material)
*/
struct Surface
{
- Surface()
- : mColor (0.78431f,0.78431f,0.78431f)
- , bDoubleSided (false)
- , mDiffuseValue (1.f)
- , mSpecularValue (0.f)
- , mTransparency (0.f)
- , mGlossiness (0.4f)
- , mLuminosity (0.f)
- , mColorHighlights (0.f)
- , mMaximumSmoothAngle (0.f) // 0 == not specified, no smoothing
- , mVCMap ("")
- , mVCMapType (AI_LWO_RGBA)
- , mIOR (1.f) // vakuum
- , mBumpIntensity (1.f)
- , mWireframe (false)
- , mAdditiveTransparency (0.f)
- {}
-
- //! Name of the surface
- std::string mName;
-
- //! Color of the surface
- aiColor3D mColor;
-
- //! true for two-sided materials
- bool bDoubleSided;
-
- //! Various material parameters
- float mDiffuseValue,mSpecularValue,mTransparency,mGlossiness,mLuminosity,mColorHighlights;
-
- //! Maximum angle between two adjacent triangles
- //! that they can be smoothed - in degrees
- float mMaximumSmoothAngle;
-
- //! Vertex color map to be used to color the surface
- std::string mVCMap;
- uint32_t mVCMapType;
-
- //! Names of the special shaders to be applied to the surface
- ShaderList mShaders;
-
- //! Textures - the first entry in the list is evaluated first
- TextureList mColorTextures, // color textures are added to both diffuse and specular texture stacks
- mDiffuseTextures,
- mSpecularTextures,
- mOpacityTextures,
- mBumpTextures,
- mGlossinessTextures,
- mReflectionTextures;
-
- //! Index of refraction
- float mIOR;
-
- //! Bump intensity scaling
- float mBumpIntensity;
-
- //! Wireframe flag
- bool mWireframe;
-
- //! Intensity of additive blending
- float mAdditiveTransparency;
+ Surface()
+ : mColor (0.78431f,0.78431f,0.78431f)
+ , bDoubleSided (false)
+ , mDiffuseValue (1.f)
+ , mSpecularValue (0.f)
+ , mTransparency (0.f)
+ , mGlossiness (0.4f)
+ , mLuminosity (0.f)
+ , mColorHighlights (0.f)
+ , mMaximumSmoothAngle (0.f) // 0 == not specified, no smoothing
+ , mVCMap ("")
+ , mVCMapType (AI_LWO_RGBA)
+ , mIOR (1.f) // vakuum
+ , mBumpIntensity (1.f)
+ , mWireframe (false)
+ , mAdditiveTransparency (0.f)
+ {}
+
+ //! Name of the surface
+ std::string mName;
+
+ //! Color of the surface
+ aiColor3D mColor;
+
+ //! true for two-sided materials
+ bool bDoubleSided;
+
+ //! Various material parameters
+ float mDiffuseValue,mSpecularValue,mTransparency,mGlossiness,mLuminosity,mColorHighlights;
+
+ //! Maximum angle between two adjacent triangles
+ //! that they can be smoothed - in degrees
+ float mMaximumSmoothAngle;
+
+ //! Vertex color map to be used to color the surface
+ std::string mVCMap;
+ uint32_t mVCMapType;
+
+ //! Names of the special shaders to be applied to the surface
+ ShaderList mShaders;
+
+ //! Textures - the first entry in the list is evaluated first
+ TextureList mColorTextures, // color textures are added to both diffuse and specular texture stacks
+ mDiffuseTextures,
+ mSpecularTextures,
+ mOpacityTextures,
+ mBumpTextures,
+ mGlossinessTextures,
+ mReflectionTextures;
+
+ //! Index of refraction
+ float mIOR;
+
+ //! Bump intensity scaling
+ float mBumpIntensity;
+
+ //! Wireframe flag
+ bool mWireframe;
+
+ //! Intensity of additive blending
+ float mAdditiveTransparency;
};
// ---------------------------------------------------------------------------
#define AI_LWO_VALIDATE_CHUNK_LENGTH(length,name,size) \
- if (length < size) \
- { \
- throw DeadlyImportError("LWO: "#name" chunk is too small"); \
- } \
+ if (length < size) \
+ { \
+ throw DeadlyImportError("LWO: "#name" chunk is too small"); \
+ } \
// some typedefs ... to make life with loader monsters like this easier
-typedef std::vector < aiVector3D > PointList;
-typedef std::vector < LWO::Face > FaceList;
-typedef std::vector < LWO::Surface > SurfaceList;
-typedef std::vector < std::string > TagList;
-typedef std::vector < unsigned int > TagMappingTable;
-typedef std::vector < unsigned int > ReferrerList;
-typedef std::vector < WeightChannel > WeightChannelList;
-typedef std::vector < VColorChannel > VColorChannelList;
-typedef std::vector < UVChannel > UVChannelList;
-typedef std::vector < Clip > ClipList;
-typedef std::vector < Envelope > EnvelopeList;
+typedef std::vector < aiVector3D > PointList;
+typedef std::vector < LWO::Face > FaceList;
+typedef std::vector < LWO::Surface > SurfaceList;
+typedef std::vector < std::string > TagList;
+typedef std::vector < unsigned int > TagMappingTable;
+typedef std::vector < unsigned int > ReferrerList;
+typedef std::vector < WeightChannel > WeightChannelList;
+typedef std::vector < VColorChannel > VColorChannelList;
+typedef std::vector < UVChannel > UVChannelList;
+typedef std::vector < Clip > ClipList;
+typedef std::vector < Envelope > EnvelopeList;
typedef std::vector < unsigned int > SortedRep;
// ---------------------------------------------------------------------------
@@ -635,63 +633,63 @@ typedef std::vector < unsigned int > SortedRep;
*/
struct Layer
{
- Layer()
- : mFaceIDXOfs (0)
- , mPointIDXOfs (0)
- , mParent (0x0)
- , mIndex (0xffff)
- , skip (false)
- {}
+ Layer()
+ : mFaceIDXOfs (0)
+ , mPointIDXOfs (0)
+ , mParent (0x0)
+ , mIndex (0xffff)
+ , skip (false)
+ {}
- /** Temporary point list from the file */
- PointList mTempPoints;
+ /** Temporary point list from the file */
+ PointList mTempPoints;
- /** Lists for every point the index of another point
- that has been copied from *this* point or 0xffffffff if
- no copy of the point has been made */
- ReferrerList mPointReferrers;
+ /** Lists for every point the index of another point
+ that has been copied from *this* point or UINT_MAX if
+ no copy of the point has been made */
+ ReferrerList mPointReferrers;
- /** Weight channel list from the file */
- WeightChannelList mWeightChannels;
+ /** Weight channel list from the file */
+ WeightChannelList mWeightChannels;
- /** Subdivision weight channel list from the file */
- WeightChannelList mSWeightChannels;
+ /** Subdivision weight channel list from the file */
+ WeightChannelList mSWeightChannels;
- /** Vertex color list from the file */
- VColorChannelList mVColorChannels;
+ /** Vertex color list from the file */
+ VColorChannelList mVColorChannels;
- /** UV channel list from the file */
- UVChannelList mUVChannels;
+ /** UV channel list from the file */
+ UVChannelList mUVChannels;
- /** Normal vector channel from the file */
- NormalChannel mNormals;
+ /** Normal vector channel from the file */
+ NormalChannel mNormals;
- /** Temporary face list from the file*/
- FaceList mFaces;
+ /** Temporary face list from the file*/
+ FaceList mFaces;
- /** Current face indexing offset from the beginning of the buffers*/
- unsigned int mFaceIDXOfs;
+ /** Current face indexing offset from the beginning of the buffers*/
+ unsigned int mFaceIDXOfs;
- /** Current point indexing offset from the beginning of the buffers*/
- unsigned int mPointIDXOfs;
+ /** Current point indexing offset from the beginning of the buffers*/
+ unsigned int mPointIDXOfs;
- /** Parent index */
- uint16_t mParent;
+ /** Parent index */
+ uint16_t mParent;
- /** Index of the layer */
- uint16_t mIndex;
+ /** Index of the layer */
+ uint16_t mIndex;
- /** Name of the layer */
- std::string mName;
+ /** Name of the layer */
+ std::string mName;
- /** Pivot point of the layer */
- aiVector3D mPivot;
+ /** Pivot point of the layer */
+ aiVector3D mPivot;
- /** Skip this layer? */
- bool skip;
+ /** Skip this layer? */
+ bool skip;
};
-typedef std::list<LWO::Layer> LayerList;
+typedef std::list<LWO::Layer> LayerList;
}}
diff --git a/src/3rdparty/assimp/code/LWOLoader.cpp b/src/3rdparty/assimp/code/LWOLoader.cpp
index ac82c9394..a161db16e 100644
--- a/src/3rdparty/assimp/code/LWOLoader.cpp
+++ b/src/3rdparty/assimp/code/LWOLoader.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -48,1373 +48,1385 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
// internal headers
#include "LWOLoader.h"
-#include "MaterialSystem.h"
#include "StringComparison.h"
#include "SGSpatialSort.h"
#include "ByteSwap.h"
#include "ProcessHelper.h"
#include "ConvertToLHProcess.h"
-#if defined(__QNXNTO__)
-#include <stdio.h>
-#endif
-
using namespace Assimp;
+static const aiImporterDesc desc = {
+ "LightWave/Modo Object Importer",
+ "",
+ "",
+ "http://www.newtek.com/lightwave.html\nhttp://www.luxology.com/modo/",
+ aiImporterFlags_SupportTextFlavour,
+ 0,
+ 0,
+ 0,
+ 0,
+ "lwo lxo"
+};
+
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
LWOImporter::LWOImporter()
- : mIsLWO2(false)
- , mIsLXOB(false)
- , mLayers(0)
- , mCurLayer(0)
- , mTags(0)
- , mMapping()
- , mSurfaces(0)
- , mFileBuffer(0)
- , fileSize(0)
- , pScene(0)
- , configSpeedFlag(false)
- , configLayerIndex(0)
- , hasNamedLayer(false)
{}
// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
+// Destructor, private as well
LWOImporter::~LWOImporter()
{}
// ------------------------------------------------------------------------------------------------
-// Returns whether the class can handle the format of the given file.
+// Returns whether the class can handle the format of the given file.
bool LWOImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
{
- const std::string extension = GetExtension(pFile);
- if (extension == "lwo" || extension == "lxo")
- return true;
-
- // if check for extension is not enough, check for the magic tokens
- if (!extension.length() || checkSig) {
- uint32_t tokens[3];
- tokens[0] = AI_LWO_FOURCC_LWOB;
- tokens[1] = AI_LWO_FOURCC_LWO2;
- tokens[2] = AI_LWO_FOURCC_LXOB;
- return CheckMagicToken(pIOHandler,pFile,tokens,3,8);
- }
- return false;
+ const std::string extension = GetExtension(pFile);
+ if (extension == "lwo" || extension == "lxo") {
+ return true;
+ }
+
+ // if check for extension is not enough, check for the magic tokens
+ if (!extension.length() || checkSig) {
+ uint32_t tokens[3];
+ tokens[0] = AI_LWO_FOURCC_LWOB;
+ tokens[1] = AI_LWO_FOURCC_LWO2;
+ tokens[2] = AI_LWO_FOURCC_LXOB;
+ return CheckMagicToken(pIOHandler,pFile,tokens,3,8);
+ }
+ return false;
}
// ------------------------------------------------------------------------------------------------
// Setup configuration properties
void LWOImporter::SetupProperties(const Importer* pImp)
{
- configSpeedFlag = ( 0 != pImp->GetPropertyInteger(AI_CONFIG_FAVOUR_SPEED,0) ? true : false);
- configLayerIndex = pImp->GetPropertyInteger (AI_CONFIG_IMPORT_LWO_ONE_LAYER_ONLY,0xffffffff);
- configLayerName = pImp->GetPropertyString (AI_CONFIG_IMPORT_LWO_ONE_LAYER_ONLY,"");
+ configSpeedFlag = ( 0 != pImp->GetPropertyInteger(AI_CONFIG_FAVOUR_SPEED,0) ? true : false);
+ configLayerIndex = pImp->GetPropertyInteger (AI_CONFIG_IMPORT_LWO_ONE_LAYER_ONLY,UINT_MAX);
+ configLayerName = pImp->GetPropertyString (AI_CONFIG_IMPORT_LWO_ONE_LAYER_ONLY,"");
+}
+
+// ------------------------------------------------------------------------------------------------
+// Get list of file extensions
+const aiImporterDesc* LWOImporter::GetInfo () const
+{
+ return &desc;
}
// ------------------------------------------------------------------------------------------------
-// Imports the given file into the given scene structure.
-void LWOImporter::InternReadFile( const std::string& pFile,
- aiScene* pScene,
- IOSystem* pIOHandler)
+// Imports the given file into the given scene structure.
+void LWOImporter::InternReadFile( const std::string& pFile,
+ aiScene* pScene,
+ IOSystem* pIOHandler)
{
- boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
-
- // Check whether we can read from the file
- if ( file.get() == NULL)
- throw DeadlyImportError( "Failed to open LWO file " + pFile + ".");
-
- if ((this->fileSize = (unsigned int)file->FileSize()) < 12)
- throw DeadlyImportError("LWO: The file is too small to contain the IFF header");
-
- // Allocate storage and copy the contents of the file to a memory buffer
- std::vector< uint8_t > mBuffer(fileSize);
- file->Read( &mBuffer[0], 1, fileSize);
- this->pScene = pScene;
-
- // Determine the type of the file
- uint32_t fileType;
- const char* sz = IFF::ReadHeader(&mBuffer[0],fileType);
- if (sz)throw DeadlyImportError(sz);
-
- mFileBuffer = &mBuffer[0] + 12;
- fileSize -= 12;
-
- // Initialize some members with their default values
- hasNamedLayer = false;
-
- // Create temporary storage on the stack but store pointers to it in the class
- // instance. Therefore everything will be destructed properly if an exception
- // is thrown and we needn't take care of that.
- LayerList _mLayers;
- SurfaceList _mSurfaces;
- TagList _mTags;
- TagMappingTable _mMapping;
-
- mLayers = &_mLayers;
- mTags = &_mTags;
- mMapping = &_mMapping;
- mSurfaces = &_mSurfaces;
-
- // Allocate a default layer (layer indices are 1-based from now)
- mLayers->push_back(Layer());
- mCurLayer = &mLayers->back();
- mCurLayer->mName = "<LWODefault>";
-
- // old lightwave file format (prior to v6)
- if (AI_LWO_FOURCC_LWOB == fileType) {
- DefaultLogger::get()->info("LWO file format: LWOB (<= LightWave 5.5)");
-
- mIsLWO2 = false;
+ boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
+
+ // Check whether we can read from the file
+ if( file.get() == NULL)
+ throw DeadlyImportError( "Failed to open LWO file " + pFile + ".");
+
+ if((this->fileSize = (unsigned int)file->FileSize()) < 12)
+ throw DeadlyImportError("LWO: The file is too small to contain the IFF header");
+
+ // Allocate storage and copy the contents of the file to a memory buffer
+ std::vector< uint8_t > mBuffer(fileSize);
+ file->Read( &mBuffer[0], 1, fileSize);
+ this->pScene = pScene;
+
+ // Determine the type of the file
+ uint32_t fileType;
+ const char* sz = IFF::ReadHeader(&mBuffer[0],fileType);
+ if (sz)throw DeadlyImportError(sz);
+
+ mFileBuffer = &mBuffer[0] + 12;
+ fileSize -= 12;
+
+ // Initialize some members with their default values
+ hasNamedLayer = false;
+
+ // Create temporary storage on the stack but store pointers to it in the class
+ // instance. Therefore everything will be destructed properly if an exception
+ // is thrown and we needn't take care of that.
+ LayerList _mLayers;
+ SurfaceList _mSurfaces;
+ TagList _mTags;
+ TagMappingTable _mMapping;
+
+ mLayers = &_mLayers;
+ mTags = &_mTags;
+ mMapping = &_mMapping;
+ mSurfaces = &_mSurfaces;
+
+ // Allocate a default layer (layer indices are 1-based from now)
+ mLayers->push_back(Layer());
+ mCurLayer = &mLayers->back();
+ mCurLayer->mName = "<LWODefault>";
+ mCurLayer->mIndex = -1;
+
+ // old lightwave file format (prior to v6)
+ if (AI_LWO_FOURCC_LWOB == fileType) {
+ DefaultLogger::get()->info("LWO file format: LWOB (<= LightWave 5.5)");
+
+ mIsLWO2 = false;
mIsLXOB = false;
- LoadLWOBFile();
- }
- // New lightwave format
- else if (AI_LWO_FOURCC_LWO2 == fileType) {
+ LoadLWOBFile();
+ }
+ // New lightwave format
+ else if (AI_LWO_FOURCC_LWO2 == fileType) {
mIsLXOB = false;
- DefaultLogger::get()->info("LWO file format: LWO2 (>= LightWave 6)");
- }
- // MODO file format
- else if (AI_LWO_FOURCC_LXOB == fileType) {
+ DefaultLogger::get()->info("LWO file format: LWO2 (>= LightWave 6)");
+ }
+ // MODO file format
+ else if (AI_LWO_FOURCC_LXOB == fileType) {
mIsLXOB = true;
- DefaultLogger::get()->info("LWO file format: LXOB (Modo)");
- }
- // we don't know this format
- else
- {
- char szBuff[5];
- szBuff[0] = (char)(fileType >> 24u);
- szBuff[1] = (char)(fileType >> 16u);
- szBuff[2] = (char)(fileType >> 8u);
- szBuff[3] = (char)(fileType);
- szBuff[4] = '\0';
- throw DeadlyImportError(std::string("Unknown LWO sub format: ") + szBuff);
- }
-
- if (AI_LWO_FOURCC_LWOB != fileType) {
- mIsLWO2 = true;
- LoadLWO2File();
-
- // The newer lightwave format allows the user to configure the
- // loader that just one layer is used. If this is the case
- // we need to check now whether the requested layer has been found.
- if (0xffffffff != configLayerIndex && configLayerIndex > mLayers->size())
- throw DeadlyImportError("LWO2: The requested layer was not found");
-
- if (configLayerName.length() && !hasNamedLayer) {
- throw DeadlyImportError("LWO2: Unable to find the requested layer: "
- + configLayerName);
- }
- }
-
- // now, as we have loaded all data, we can resolve cross-referenced tags and clips
- ResolveTags();
- ResolveClips();
-
- // now process all layers and build meshes and nodes
- std::vector<aiMesh*> apcMeshes;
- std::vector<aiNode*> apcNodes;
- apcNodes. reserve(mLayers->size());
- apcMeshes.reserve(mLayers->size()*std::min(((unsigned int)mSurfaces->size()/2u), 1u));
-
- unsigned int iDefaultSurface = 0xffffffff; // index of the default surface
- for (LayerList::iterator lit = mLayers->begin(), lend = mLayers->end();lit != lend;++lit) {
- LWO::Layer& layer = *lit;
- if (layer.skip)
- continue;
-
- // I don't know whether there could be dummy layers, but it would be possible
- const unsigned int meshStart = (unsigned int)apcMeshes.size();
- if (!layer.mFaces.empty() && !layer.mTempPoints.empty()) {
-
- // now sort all faces by the surfaces assigned to them
- std::vector<SortedRep> pSorted(mSurfaces->size()+1);
-
- unsigned int i = 0;
- for (FaceList::iterator it = layer.mFaces.begin(), end = layer.mFaces.end();it != end;++it,++i) {
- // Check whether we support this face's type
- if ((*it).type != AI_LWO_FACE && (*it).type != AI_LWO_PTCH &&
- (*it).type != AI_LWO_BONE && (*it).type != AI_LWO_SUBD) {
- continue;
- }
-
- unsigned int idx = (*it).surfaceIndex;
- if (idx >= mTags->size())
- {
- DefaultLogger::get()->warn("LWO: Invalid face surface index");
- idx = 0xffffffff;
- }
- if (0xffffffff == idx || 0xffffffff == (idx = _mMapping[idx])) {
- if (0xffffffff == iDefaultSurface) {
- iDefaultSurface = (unsigned int)mSurfaces->size();
- mSurfaces->push_back(LWO::Surface());
- LWO::Surface& surf = mSurfaces->back();
- surf.mColor.r = surf.mColor.g = surf.mColor.b = 0.6f;
- surf.mName = "LWODefaultSurface";
- }
- idx = iDefaultSurface;
- }
- pSorted[idx].push_back(i);
- }
- if (0xffffffff == iDefaultSurface) {
- pSorted.erase(pSorted.end()-1);
- }
- for (unsigned int p = 0,i = 0;i < mSurfaces->size();++i) {
- SortedRep& sorted = pSorted[i];
- if (sorted.empty())
- continue;
-
- // generate the mesh
- aiMesh* mesh = new aiMesh();
- apcMeshes.push_back(mesh);
- mesh->mNumFaces = (unsigned int)sorted.size();
-
- // count the number of vertices
- SortedRep::const_iterator it = sorted.begin(), end = sorted.end();
- for (;it != end;++it) {
- mesh->mNumVertices += layer.mFaces[*it].mNumIndices;
- }
-
- aiVector3D *nrm = NULL, * pv = mesh->mVertices = new aiVector3D[mesh->mNumVertices];
- aiFace* pf = mesh->mFaces = new aiFace[mesh->mNumFaces];
- mesh->mMaterialIndex = i;
-
- // find out which vertex color channels and which texture coordinate
- // channels are really required by the material attached to this mesh
- unsigned int vUVChannelIndices[AI_MAX_NUMBER_OF_TEXTURECOORDS];
- unsigned int vVColorIndices[AI_MAX_NUMBER_OF_COLOR_SETS];
+ DefaultLogger::get()->info("LWO file format: LXOB (Modo)");
+ }
+ // we don't know this format
+ else
+ {
+ char szBuff[5];
+ szBuff[0] = (char)(fileType >> 24u);
+ szBuff[1] = (char)(fileType >> 16u);
+ szBuff[2] = (char)(fileType >> 8u);
+ szBuff[3] = (char)(fileType);
+ szBuff[4] = '\0';
+ throw DeadlyImportError(std::string("Unknown LWO sub format: ") + szBuff);
+ }
+
+ if (AI_LWO_FOURCC_LWOB != fileType) {
+ mIsLWO2 = true;
+ LoadLWO2File();
+
+ // The newer lightwave format allows the user to configure the
+ // loader that just one layer is used. If this is the case
+ // we need to check now whether the requested layer has been found.
+ if (UINT_MAX != configLayerIndex) {
+ unsigned int layerCount = 0;
+ for(std::list<LWO::Layer>::iterator itLayers=mLayers->begin(); itLayers!=mLayers->end(); itLayers++)
+ if (!itLayers->skip)
+ layerCount++;
+ if (layerCount!=2)
+ throw DeadlyImportError("LWO2: The requested layer was not found");
+ }
+
+ if (configLayerName.length() && !hasNamedLayer) {
+ throw DeadlyImportError("LWO2: Unable to find the requested layer: "
+ + configLayerName);
+ }
+ }
+
+ // now, as we have loaded all data, we can resolve cross-referenced tags and clips
+ ResolveTags();
+ ResolveClips();
+
+ // now process all layers and build meshes and nodes
+ std::vector<aiMesh*> apcMeshes;
+ std::map<uint16_t, aiNode*> apcNodes;
+
+ apcMeshes.reserve(mLayers->size()*std::min(((unsigned int)mSurfaces->size()/2u), 1u));
+
+ unsigned int iDefaultSurface = UINT_MAX; // index of the default surface
+ for (LayerList::iterator lit = mLayers->begin(), lend = mLayers->end();lit != lend;++lit) {
+ LWO::Layer& layer = *lit;
+ if (layer.skip)
+ continue;
+
+ // I don't know whether there could be dummy layers, but it would be possible
+ const unsigned int meshStart = (unsigned int)apcMeshes.size();
+ if (!layer.mFaces.empty() && !layer.mTempPoints.empty()) {
+
+ // now sort all faces by the surfaces assigned to them
+ std::vector<SortedRep> pSorted(mSurfaces->size()+1);
+
+ unsigned int i = 0;
+ for (FaceList::iterator it = layer.mFaces.begin(), end = layer.mFaces.end();it != end;++it,++i) {
+ // Check whether we support this face's type
+ if ((*it).type != AI_LWO_FACE && (*it).type != AI_LWO_PTCH &&
+ (*it).type != AI_LWO_BONE && (*it).type != AI_LWO_SUBD) {
+ continue;
+ }
+
+ unsigned int idx = (*it).surfaceIndex;
+ if (idx >= mTags->size())
+ {
+ DefaultLogger::get()->warn("LWO: Invalid face surface index");
+ idx = UINT_MAX;
+ }
+ if(UINT_MAX == idx || UINT_MAX == (idx = _mMapping[idx])) {
+ if (UINT_MAX == iDefaultSurface) {
+ iDefaultSurface = (unsigned int)mSurfaces->size();
+ mSurfaces->push_back(LWO::Surface());
+ LWO::Surface& surf = mSurfaces->back();
+ surf.mColor.r = surf.mColor.g = surf.mColor.b = 0.6f;
+ surf.mName = "LWODefaultSurface";
+ }
+ idx = iDefaultSurface;
+ }
+ pSorted[idx].push_back(i);
+ }
+ if (UINT_MAX == iDefaultSurface) {
+ pSorted.erase(pSorted.end()-1);
+ }
+ for (unsigned int p = 0,i = 0;i < mSurfaces->size();++i) {
+ SortedRep& sorted = pSorted[i];
+ if (sorted.empty())
+ continue;
+
+ // generate the mesh
+ aiMesh* mesh = new aiMesh();
+ apcMeshes.push_back(mesh);
+ mesh->mNumFaces = (unsigned int)sorted.size();
+
+ // count the number of vertices
+ SortedRep::const_iterator it = sorted.begin(), end = sorted.end();
+ for (;it != end;++it) {
+ mesh->mNumVertices += layer.mFaces[*it].mNumIndices;
+ }
+
+ aiVector3D *nrm = NULL, * pv = mesh->mVertices = new aiVector3D[mesh->mNumVertices];
+ aiFace* pf = mesh->mFaces = new aiFace[mesh->mNumFaces];
+ mesh->mMaterialIndex = i;
+
+ // find out which vertex color channels and which texture coordinate
+ // channels are really required by the material attached to this mesh
+ unsigned int vUVChannelIndices[AI_MAX_NUMBER_OF_TEXTURECOORDS];
+ unsigned int vVColorIndices[AI_MAX_NUMBER_OF_COLOR_SETS];
#if _DEBUG
- for (unsigned int mui = 0; mui < AI_MAX_NUMBER_OF_TEXTURECOORDS;++mui )
- vUVChannelIndices[mui] = 0xffffffff;
- for (unsigned int mui = 0; mui < AI_MAX_NUMBER_OF_COLOR_SETS;++mui )
- vVColorIndices[mui] = 0xffffffff;
+ for (unsigned int mui = 0; mui < AI_MAX_NUMBER_OF_TEXTURECOORDS;++mui ) {
+ vUVChannelIndices[mui] = UINT_MAX;
+ }
+ for (unsigned int mui = 0; mui < AI_MAX_NUMBER_OF_COLOR_SETS;++mui ) {
+ vVColorIndices[mui] = UINT_MAX;
+ }
#endif
- FindUVChannels(_mSurfaces[i],sorted,layer,vUVChannelIndices);
- FindVCChannels(_mSurfaces[i],sorted,layer,vVColorIndices);
-
- // allocate storage for UV and CV channels
- aiVector3D* pvUV[AI_MAX_NUMBER_OF_TEXTURECOORDS];
- for (unsigned int mui = 0; mui < AI_MAX_NUMBER_OF_TEXTURECOORDS;++mui ) {
- if (0xffffffff == vUVChannelIndices[mui])
- break;
-
- pvUV[mui] = mesh->mTextureCoords[mui] = new aiVector3D[mesh->mNumVertices];
-
- // LightWave doesn't support more than 2 UV components (?)
- mesh->mNumUVComponents[0] = 2;
- }
-
- if (layer.mNormals.name.length())
- nrm = mesh->mNormals = new aiVector3D[mesh->mNumVertices];
-
- aiColor4D* pvVC[AI_MAX_NUMBER_OF_COLOR_SETS];
- for (unsigned int mui = 0; mui < AI_MAX_NUMBER_OF_COLOR_SETS;++mui) {
- if (0xffffffff == vVColorIndices[mui])break;
- pvVC[mui] = mesh->mColors[mui] = new aiColor4D[mesh->mNumVertices];
- }
-
- // we would not need this extra array, but the code is much cleaner if we use it
- std::vector<unsigned int>& smoothingGroups = layer.mPointReferrers;
- smoothingGroups.erase (smoothingGroups.begin(),smoothingGroups.end());
- smoothingGroups.resize(mesh->mNumFaces,0);
-
- // now convert all faces
- unsigned int vert = 0;
- std::vector<unsigned int>::iterator outIt = smoothingGroups.begin();
- for (it = sorted.begin(); it != end;++it,++outIt) {
- const LWO::Face& face = layer.mFaces[*it];
- *outIt = face.smoothGroup;
-
- // copy all vertices
- for (unsigned int q = 0; q < face.mNumIndices;++q,++vert) {
- register unsigned int idx = face.mIndices[q];
- *pv++ = layer.mTempPoints[idx] /*- layer.mPivot*/;
-
- // process UV coordinates
- for (unsigned int w = 0; w < AI_MAX_NUMBER_OF_TEXTURECOORDS;++w) {
- if (0xffffffff == vUVChannelIndices[w])
- break;
- aiVector3D*& pp = pvUV[w];
- const aiVector2D& src = ((aiVector2D*)&layer.mUVChannels[vUVChannelIndices[w]].rawData[0])[idx];
- pp->x = src.x;
- pp->y = src.y;
- pp++;
- }
-
- // process normals (MODO extension)
- if (nrm) {
- *nrm = ((aiVector3D*)&layer.mNormals.rawData[0])[idx];
- nrm->z *= -1.f;
- ++nrm;
- }
-
- // process vertex colors
- for (unsigned int w = 0; w < AI_MAX_NUMBER_OF_COLOR_SETS;++w) {
- if (0xffffffff == vVColorIndices[w])
- break;
- *pvVC[w] = ((aiColor4D*)&layer.mVColorChannels[vVColorIndices[w]].rawData[0])[idx];
-
- // If a RGB color map is explicitly requested delete the
- // alpha channel - it could theoretically be != 1.
- if (_mSurfaces[i].mVCMapType == AI_LWO_RGB)
- pvVC[w]->a = 1.f;
-
- pvVC[w]++;
- }
+ FindUVChannels(_mSurfaces[i],sorted,layer,vUVChannelIndices);
+ FindVCChannels(_mSurfaces[i],sorted,layer,vVColorIndices);
+
+ // allocate storage for UV and CV channels
+ aiVector3D* pvUV[AI_MAX_NUMBER_OF_TEXTURECOORDS];
+ for (unsigned int mui = 0; mui < AI_MAX_NUMBER_OF_TEXTURECOORDS;++mui ) {
+ if (UINT_MAX == vUVChannelIndices[mui]) {
+ break;
+ }
+
+ pvUV[mui] = mesh->mTextureCoords[mui] = new aiVector3D[mesh->mNumVertices];
+
+ // LightWave doesn't support more than 2 UV components (?)
+ mesh->mNumUVComponents[0] = 2;
+ }
+
+ if (layer.mNormals.name.length())
+ nrm = mesh->mNormals = new aiVector3D[mesh->mNumVertices];
+
+ aiColor4D* pvVC[AI_MAX_NUMBER_OF_COLOR_SETS];
+ for (unsigned int mui = 0; mui < AI_MAX_NUMBER_OF_COLOR_SETS;++mui) {
+ if (UINT_MAX == vVColorIndices[mui]) {
+ break;
+ }
+ pvVC[mui] = mesh->mColors[mui] = new aiColor4D[mesh->mNumVertices];
+ }
+
+ // we would not need this extra array, but the code is much cleaner if we use it
+ std::vector<unsigned int>& smoothingGroups = layer.mPointReferrers;
+ smoothingGroups.erase (smoothingGroups.begin(),smoothingGroups.end());
+ smoothingGroups.resize(mesh->mNumFaces,0);
+
+ // now convert all faces
+ unsigned int vert = 0;
+ std::vector<unsigned int>::iterator outIt = smoothingGroups.begin();
+ for (it = sorted.begin(); it != end;++it,++outIt) {
+ const LWO::Face& face = layer.mFaces[*it];
+ *outIt = face.smoothGroup;
+
+ // copy all vertices
+ for (unsigned int q = 0; q < face.mNumIndices;++q,++vert) {
+ register unsigned int idx = face.mIndices[q];
+ *pv++ = layer.mTempPoints[idx] /*- layer.mPivot*/;
+
+ // process UV coordinates
+ for (unsigned int w = 0; w < AI_MAX_NUMBER_OF_TEXTURECOORDS;++w) {
+ if (UINT_MAX == vUVChannelIndices[w]) {
+ break;
+ }
+ aiVector3D*& pp = pvUV[w];
+ const aiVector2D& src = ((aiVector2D*)&layer.mUVChannels[vUVChannelIndices[w]].rawData[0])[idx];
+ pp->x = src.x;
+ pp->y = src.y;
+ pp++;
+ }
+
+ // process normals (MODO extension)
+ if (nrm) {
+ *nrm = ((aiVector3D*)&layer.mNormals.rawData[0])[idx];
+ nrm->z *= -1.f;
+ ++nrm;
+ }
+
+ // process vertex colors
+ for (unsigned int w = 0; w < AI_MAX_NUMBER_OF_COLOR_SETS;++w) {
+ if (UINT_MAX == vVColorIndices[w]) {
+ break;
+ }
+ *pvVC[w] = ((aiColor4D*)&layer.mVColorChannels[vVColorIndices[w]].rawData[0])[idx];
+
+ // If a RGB color map is explicitly requested delete the
+ // alpha channel - it could theoretically be != 1.
+ if(_mSurfaces[i].mVCMapType == AI_LWO_RGB)
+ pvVC[w]->a = 1.f;
+
+ pvVC[w]++;
+ }
#if 0
- // process vertex weights. We can't properly reconstruct the whole skeleton for now,
- // but we can create dummy bones for all weight channels which we have.
- for (unsigned int w = 0; w < layer.mWeightChannels.size();++w)
- {
- }
+ // process vertex weights. We can't properly reconstruct the whole skeleton for now,
+ // but we can create dummy bones for all weight channels which we have.
+ for (unsigned int w = 0; w < layer.mWeightChannels.size();++w)
+ {
+ }
#endif
- face.mIndices[q] = vert;
- }
- pf->mIndices = face.mIndices;
- pf->mNumIndices = face.mNumIndices;
- unsigned int** p = (unsigned int**)&face.mIndices;*p = NULL; // HACK: make sure it won't be deleted
- pf++;
- }
-
- if (!mesh->mNormals) {
- // Compute normal vectors for the mesh - we can't use our GenSmoothNormal-
- // Step here since it wouldn't handle smoothing groups correctly for LWO.
- // So we use a separate implementation.
- ComputeNormals(mesh,smoothingGroups,_mSurfaces[i]);
- }
- else DefaultLogger::get()->debug("LWO2: No need to compute normals, they're already there");
- ++p;
- }
- }
-
- // Generate nodes to render the mesh. Store the source layer in the mParent member of the nodes
- unsigned int num = apcMeshes.size() - meshStart;
- if (layer.mName != "<LWODefault>" || num > 0) {
- aiNode* pcNode = new aiNode();
- apcNodes.push_back(pcNode);
- pcNode->mName.Set(layer.mName);
- pcNode->mParent = (aiNode*)&layer;
- pcNode->mNumMeshes = num;
-
- if (pcNode->mNumMeshes) {
- pcNode->mMeshes = new unsigned int[pcNode->mNumMeshes];
- for (unsigned int p = 0; p < pcNode->mNumMeshes;++p)
- pcNode->mMeshes[p] = p + meshStart;
- }
- }
- }
-
- if (apcNodes.empty() || apcMeshes.empty())
- throw DeadlyImportError("LWO: No meshes loaded");
-
- // The RemoveRedundantMaterials step will clean this up later
- pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials = (unsigned int)mSurfaces->size()];
- for (unsigned int mat = 0; mat < pScene->mNumMaterials;++mat) {
- MaterialHelper* pcMat = new MaterialHelper();
- pScene->mMaterials[mat] = pcMat;
- ConvertMaterial((*mSurfaces)[mat],pcMat);
- }
-
- // copy the meshes to the output structure
- pScene->mMeshes = new aiMesh*[ pScene->mNumMeshes = (unsigned int)apcMeshes.size() ];
- ::memcpy(pScene->mMeshes,&apcMeshes[0],pScene->mNumMeshes*sizeof(void*));
-
- // generate the final node graph
- GenerateNodeGraph(apcNodes);
+ face.mIndices[q] = vert;
+ }
+ pf->mIndices = face.mIndices;
+ pf->mNumIndices = face.mNumIndices;
+ unsigned int** p = (unsigned int**)&face.mIndices;*p = NULL; // HACK: make sure it won't be deleted
+ pf++;
+ }
+
+ if (!mesh->mNormals) {
+ // Compute normal vectors for the mesh - we can't use our GenSmoothNormal-
+ // Step here since it wouldn't handle smoothing groups correctly for LWO.
+ // So we use a separate implementation.
+ ComputeNormals(mesh,smoothingGroups,_mSurfaces[i]);
+ }
+ else DefaultLogger::get()->debug("LWO2: No need to compute normals, they're already there");
+ ++p;
+ }
+ }
+
+ // Generate nodes to render the mesh. Store the source layer in the mParent member of the nodes
+ unsigned int num = apcMeshes.size() - meshStart;
+ if (layer.mName != "<LWODefault>" || num > 0) {
+ aiNode* pcNode = new aiNode();
+ apcNodes[layer.mIndex] = pcNode;
+ pcNode->mName.Set(layer.mName);
+ pcNode->mParent = (aiNode*)&layer;
+ pcNode->mNumMeshes = num;
+
+ if (pcNode->mNumMeshes) {
+ pcNode->mMeshes = new unsigned int[pcNode->mNumMeshes];
+ for (unsigned int p = 0; p < pcNode->mNumMeshes;++p)
+ pcNode->mMeshes[p] = p + meshStart;
+ }
+ }
+ }
+
+ if (apcNodes.empty() || apcMeshes.empty())
+ throw DeadlyImportError("LWO: No meshes loaded");
+
+ // The RemoveRedundantMaterials step will clean this up later
+ pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials = (unsigned int)mSurfaces->size()];
+ for (unsigned int mat = 0; mat < pScene->mNumMaterials;++mat) {
+ aiMaterial* pcMat = new aiMaterial();
+ pScene->mMaterials[mat] = pcMat;
+ ConvertMaterial((*mSurfaces)[mat],pcMat);
+ }
+
+ // copy the meshes to the output structure
+ pScene->mMeshes = new aiMesh*[ pScene->mNumMeshes = (unsigned int)apcMeshes.size() ];
+ ::memcpy(pScene->mMeshes,&apcMeshes[0],pScene->mNumMeshes*sizeof(void*));
+
+ // generate the final node graph
+ GenerateNodeGraph(apcNodes);
}
// ------------------------------------------------------------------------------------------------
void LWOImporter::ComputeNormals(aiMesh* mesh, const std::vector<unsigned int>& smoothingGroups,
- const LWO::Surface& surface)
-{
- // Allocate output storage
- mesh->mNormals = new aiVector3D[mesh->mNumVertices];
-
- // First generate per-face normals
- aiVector3D* out;
- std::vector<aiVector3D> faceNormals;
-
- // ... in some cases that's already enough
- if (!surface.mMaximumSmoothAngle)
- out = mesh->mNormals;
- else {
- faceNormals.resize(mesh->mNumVertices);
- out = &faceNormals[0];
- }
-
- aiFace* begin = mesh->mFaces, *const end = mesh->mFaces+mesh->mNumFaces;
- for (; begin != end; ++begin) {
- aiFace& face = *begin;
-
- // LWO doc: "the normal is defined as the cross product of the first and last edges"
- aiVector3D* pV1 = mesh->mVertices + face.mIndices[0];
- aiVector3D* pV2 = mesh->mVertices + face.mIndices[1];
- aiVector3D* pV3 = mesh->mVertices + face.mIndices[face.mNumIndices-1];
-
- aiVector3D vNor = ((*pV2 - *pV1) ^(*pV3 - *pV1)).Normalize();
- for (unsigned int i = 0; i < face.mNumIndices;++i)
- out[face.mIndices[i]] = vNor;
- }
- if (!surface.mMaximumSmoothAngle)return;
- const float posEpsilon = ComputePositionEpsilon(mesh);
-
- // Now generate the spatial sort tree
- SGSpatialSort sSort;
- std::vector<unsigned int>::const_iterator it = smoothingGroups.begin();
- for ( begin = mesh->mFaces; begin != end; ++begin, ++it)
- {
- aiFace& face = *begin;
- for (unsigned int i = 0; i < face.mNumIndices;++i)
- {
- register unsigned int tt = face.mIndices[i];
- sSort.Add(mesh->mVertices[tt],tt,*it);
- }
- }
- // Sort everything - this takes O(nlogn) time
- sSort.Prepare();
- std::vector<unsigned int> poResult;
- poResult.reserve(20);
-
- // Generate vertex normals. We have O(logn) for the binary lookup, which we need
- // for n elements, thus the EXPECTED complexity is O(nlogn)
- if (surface.mMaximumSmoothAngle < 3.f && !configSpeedFlag) {
- const float fLimit = cos(surface.mMaximumSmoothAngle);
-
- for ( begin = mesh->mFaces, it = smoothingGroups.begin(); begin != end; ++begin, ++it) {
- const aiFace& face = *begin;
- unsigned int* beginIdx = face.mIndices, *const endIdx = face.mIndices+face.mNumIndices;
- for (; beginIdx != endIdx; ++beginIdx)
- {
- register unsigned int idx = *beginIdx;
- sSort.FindPositions(mesh->mVertices[idx],*it,posEpsilon,poResult,true);
- std::vector<unsigned int>::const_iterator a, end = poResult.end();
-
- aiVector3D vNormals;
- for (a = poResult.begin();a != end;++a) {
- const aiVector3D& v = faceNormals[*a];
- if (v * faceNormals[idx] < fLimit)
- continue;
- vNormals += v;
- }
- mesh->mNormals[idx] = vNormals.Normalize();
- }
- }
- }
- // faster code path in case there is no smooth angle
- else {
- std::vector<bool> vertexDone(mesh->mNumVertices,false);
- for ( begin = mesh->mFaces, it = smoothingGroups.begin(); begin != end; ++begin, ++it) {
- const aiFace& face = *begin;
- unsigned int* beginIdx = face.mIndices, *const endIdx = face.mIndices+face.mNumIndices;
- for (; beginIdx != endIdx; ++beginIdx)
- {
- register unsigned int idx = *beginIdx;
- if (vertexDone[idx])
- continue;
- sSort.FindPositions(mesh->mVertices[idx],*it,posEpsilon,poResult,true);
- std::vector<unsigned int>::const_iterator a, end = poResult.end();
-
- aiVector3D vNormals;
- for (a = poResult.begin();a != end;++a) {
- const aiVector3D& v = faceNormals[*a];
- vNormals += v;
- }
- vNormals.Normalize();
- for (a = poResult.begin();a != end;++a) {
- mesh->mNormals[*a] = vNormals;
- vertexDone[*a] = true;
- }
- }
- }
- }
-}
-
-// ------------------------------------------------------------------------------------------------
-void LWOImporter::AddChildren(aiNode* node, uint16_t parent, std::vector<aiNode*>& apcNodes)
+ const LWO::Surface& surface)
{
- for (std::vector<aiNode*>::iterator it = apcNodes.begin(); it != apcNodes.end(); ++it) {
- if (*it) {
- LWO::Layer* layer = (LWO::Layer*)(*it)->mParent;
- if (layer->mParent == parent && layer->mIndex != parent)
- ++node->mNumChildren;
- }
- }
-
- if (node->mNumChildren) {
- unsigned int p = 0;
-
- node->mChildren = new aiNode* [ node->mNumChildren ];
- for (std::vector<aiNode*>::iterator it = apcNodes.begin(); it != apcNodes.end(); ++it) {
- if (*it) {
- LWO::Layer* layer = (LWO::Layer*)(*it)->mParent;
- if (layer->mParent == parent && layer->mIndex != parent) {
- aiNode* nd = node->mChildren[p++] = *it;
- nd->mParent = node;
-
- // fixme: ignore pivot points for the moment
- //nd->mTransformation.a4 = layer->mPivot.x;
- //nd->mTransformation.b4 = layer->mPivot.y;
- //nd->mTransformation.c4 = layer->mPivot.z;
-
- // recursively add more children
- (*it) = NULL;
- AddChildren(nd,layer->mIndex,apcNodes);
- }
- }
- }
- }
+ // Allocate output storage
+ mesh->mNormals = new aiVector3D[mesh->mNumVertices];
+
+ // First generate per-face normals
+ aiVector3D* out;
+ std::vector<aiVector3D> faceNormals;
+
+ // ... in some cases that's already enough
+ if (!surface.mMaximumSmoothAngle)
+ out = mesh->mNormals;
+ else {
+ faceNormals.resize(mesh->mNumVertices);
+ out = &faceNormals[0];
+ }
+
+ aiFace* begin = mesh->mFaces, *const end = mesh->mFaces+mesh->mNumFaces;
+ for (; begin != end; ++begin) {
+ aiFace& face = *begin;
+
+ // LWO doc: "the normal is defined as the cross product of the first and last edges"
+ aiVector3D* pV1 = mesh->mVertices + face.mIndices[0];
+ aiVector3D* pV2 = mesh->mVertices + face.mIndices[1];
+ aiVector3D* pV3 = mesh->mVertices + face.mIndices[face.mNumIndices-1];
+
+ aiVector3D vNor = ((*pV2 - *pV1) ^(*pV3 - *pV1)).Normalize();
+ for (unsigned int i = 0; i < face.mNumIndices;++i)
+ out[face.mIndices[i]] = vNor;
+ }
+ if (!surface.mMaximumSmoothAngle)return;
+ const float posEpsilon = ComputePositionEpsilon(mesh);
+
+ // Now generate the spatial sort tree
+ SGSpatialSort sSort;
+ std::vector<unsigned int>::const_iterator it = smoothingGroups.begin();
+ for( begin = mesh->mFaces; begin != end; ++begin, ++it)
+ {
+ aiFace& face = *begin;
+ for (unsigned int i = 0; i < face.mNumIndices;++i)
+ {
+ register unsigned int tt = face.mIndices[i];
+ sSort.Add(mesh->mVertices[tt],tt,*it);
+ }
+ }
+ // Sort everything - this takes O(nlogn) time
+ sSort.Prepare();
+ std::vector<unsigned int> poResult;
+ poResult.reserve(20);
+
+ // Generate vertex normals. We have O(logn) for the binary lookup, which we need
+ // for n elements, thus the EXPECTED complexity is O(nlogn)
+ if (surface.mMaximumSmoothAngle < 3.f && !configSpeedFlag) {
+ const float fLimit = cos(surface.mMaximumSmoothAngle);
+
+ for( begin = mesh->mFaces, it = smoothingGroups.begin(); begin != end; ++begin, ++it) {
+ const aiFace& face = *begin;
+ unsigned int* beginIdx = face.mIndices, *const endIdx = face.mIndices+face.mNumIndices;
+ for (; beginIdx != endIdx; ++beginIdx)
+ {
+ register unsigned int idx = *beginIdx;
+ sSort.FindPositions(mesh->mVertices[idx],*it,posEpsilon,poResult,true);
+ std::vector<unsigned int>::const_iterator a, end = poResult.end();
+
+ aiVector3D vNormals;
+ for (a = poResult.begin();a != end;++a) {
+ const aiVector3D& v = faceNormals[*a];
+ if (v * faceNormals[idx] < fLimit)
+ continue;
+ vNormals += v;
+ }
+ mesh->mNormals[idx] = vNormals.Normalize();
+ }
+ }
+ }
+ // faster code path in case there is no smooth angle
+ else {
+ std::vector<bool> vertexDone(mesh->mNumVertices,false);
+ for( begin = mesh->mFaces, it = smoothingGroups.begin(); begin != end; ++begin, ++it) {
+ const aiFace& face = *begin;
+ unsigned int* beginIdx = face.mIndices, *const endIdx = face.mIndices+face.mNumIndices;
+ for (; beginIdx != endIdx; ++beginIdx)
+ {
+ register unsigned int idx = *beginIdx;
+ if (vertexDone[idx])
+ continue;
+ sSort.FindPositions(mesh->mVertices[idx],*it,posEpsilon,poResult,true);
+ std::vector<unsigned int>::const_iterator a, end = poResult.end();
+
+ aiVector3D vNormals;
+ for (a = poResult.begin();a != end;++a) {
+ const aiVector3D& v = faceNormals[*a];
+ vNormals += v;
+ }
+ vNormals.Normalize();
+ for (a = poResult.begin();a != end;++a) {
+ mesh->mNormals[*a] = vNormals;
+ vertexDone[*a] = true;
+ }
+ }
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
-void LWOImporter::GenerateNodeGraph(std::vector<aiNode*>& apcNodes)
+void LWOImporter::GenerateNodeGraph(std::map<uint16_t,aiNode*>& apcNodes)
{
- // now generate the final nodegraph - generate a root node and attach children
- aiNode* root = pScene->mRootNode = new aiNode();
- root->mName.Set("<LWORoot>");
- AddChildren(root,0,apcNodes);
-
- // check whether we added all layers with meshes assigned to the output graph.
- // if not, add them to the root node
- unsigned int extra = 0;
- for (std::vector<aiNode*>::iterator it = apcNodes.begin(); it != apcNodes.end(); ++it) {
- if ((*it) && (*it)->mNumMeshes)
- ++extra;
- }
-
- if (extra) {
- const unsigned int newSize = extra + pScene->mRootNode->mNumChildren;
- aiNode** const apcNewNodes = new aiNode*[newSize];
- if ((extra = root->mNumChildren))
- ::memcpy(apcNewNodes,root->mChildren,extra*sizeof(void*));
-
- aiNode** cc = apcNewNodes+extra;
- for (std::vector<aiNode*>::iterator it = apcNodes.begin(); it != apcNodes.end(); ++it) {
- if ((*it) && (*it)->mNumMeshes) {
- aiNode* nd = *cc++ = *it;
- nd->mParent = pScene->mRootNode;
-
- // recursively add more children
- (*it) = NULL;
- AddChildren(nd,((LWO::Layer*)nd->mParent)->mIndex,apcNodes);
- }
- }
- delete[] root->mChildren;
- root->mChildren = apcNewNodes;
- root->mNumChildren = newSize;
- }
- if (!pScene->mRootNode->mNumChildren)
- throw DeadlyImportError("LWO: Unable to build a valid node graph");
-
- // Remove a single root node with no meshes assigned to it ...
- if (1 == pScene->mRootNode->mNumChildren) {
- aiNode* pc = pScene->mRootNode->mChildren[0];
- pc->mParent = pScene->mRootNode->mChildren[0] = NULL;
- delete pScene->mRootNode;
- pScene->mRootNode = pc;
- }
-
- // convert the whole stuff to RH with CCW winding
- MakeLeftHandedProcess maker;
- maker.Execute(pScene);
-
- FlipWindingOrderProcess flipper;
- flipper.Execute(pScene);
+ // now generate the final nodegraph - generate a root node and attach children
+ aiNode* root = pScene->mRootNode = new aiNode();
+ root->mName.Set("<LWORoot>");
+
+ //Set parent of all children, inserting pivots
+ //std::cout << "Set parent of all children" << std::endl;
+ std::map<uint16_t, aiNode*> mapPivot;
+ for (std::map<uint16_t,aiNode*>::iterator itapcNodes = apcNodes.begin(); itapcNodes != apcNodes.end(); ++itapcNodes) {
+
+ //Get the parent index
+ LWO::Layer* nodeLayer = (LWO::Layer*)(itapcNodes->second->mParent);
+ uint16_t parentIndex = nodeLayer->mParent;
+
+ //Create pivot node, store it into the pivot map, and set the parent as the pivot
+ aiNode* pivotNode = new aiNode();
+ pivotNode->mName.Set("Pivot-"+std::string(itapcNodes->second->mName.data));
+ mapPivot[-(itapcNodes->first+2)] = pivotNode;
+ itapcNodes->second->mParent = pivotNode;
+
+ //Look for the parent node to attach the pivot to
+ if (apcNodes.find(parentIndex) != apcNodes.end()) {
+ pivotNode->mParent = apcNodes[parentIndex];
+ } else {
+ //If not, attach to the root node
+ pivotNode->mParent = root;
+ }
+
+ //Set the node and the pivot node transformation
+ itapcNodes->second->mTransformation.a4 = -nodeLayer->mPivot.x;
+ itapcNodes->second->mTransformation.b4 = -nodeLayer->mPivot.y;
+ itapcNodes->second->mTransformation.c4 = -nodeLayer->mPivot.z;
+ pivotNode->mTransformation.a4 = nodeLayer->mPivot.x;
+ pivotNode->mTransformation.b4 = nodeLayer->mPivot.y;
+ pivotNode->mTransformation.c4 = nodeLayer->mPivot.z;
+ }
+
+ //Merge pivot map into node map
+ //std::cout << "Merge pivot map into node map" << std::endl;
+ for (std::map<uint16_t, aiNode*>::iterator itMapPivot = mapPivot.begin(); itMapPivot != mapPivot.end(); ++itMapPivot) {
+ apcNodes[itMapPivot->first] = itMapPivot->second;
+ }
+
+ //Set children of all parents
+ apcNodes[-1] = root;
+ for (std::map<uint16_t,aiNode*>::iterator itMapParentNodes = apcNodes.begin(); itMapParentNodes != apcNodes.end(); ++itMapParentNodes) {
+ for (std::map<uint16_t,aiNode*>::iterator itMapChildNodes = apcNodes.begin(); itMapChildNodes != apcNodes.end(); ++itMapChildNodes) {
+ if ((itMapParentNodes->first != itMapChildNodes->first) && (itMapParentNodes->second == itMapChildNodes->second->mParent)) {
+ ++(itMapParentNodes->second->mNumChildren);
+ }
+ }
+ if (itMapParentNodes->second->mNumChildren) {
+ itMapParentNodes->second->mChildren = new aiNode* [ itMapParentNodes->second->mNumChildren ];
+ uint16_t p = 0;
+ for (std::map<uint16_t,aiNode*>::iterator itMapChildNodes = apcNodes.begin(); itMapChildNodes != apcNodes.end(); ++itMapChildNodes) {
+ if ((itMapParentNodes->first != itMapChildNodes->first) && (itMapParentNodes->second == itMapChildNodes->second->mParent)) {
+ itMapParentNodes->second->mChildren[p++] = itMapChildNodes->second;
+ }
+ }
+ }
+ }
+
+ if (!pScene->mRootNode->mNumChildren)
+ throw DeadlyImportError("LWO: Unable to build a valid node graph");
+
+ // Remove a single root node with no meshes assigned to it ...
+ if (1 == pScene->mRootNode->mNumChildren) {
+ aiNode* pc = pScene->mRootNode->mChildren[0];
+ pc->mParent = pScene->mRootNode->mChildren[0] = NULL;
+ delete pScene->mRootNode;
+ pScene->mRootNode = pc;
+ }
+
+ // convert the whole stuff to RH with CCW winding
+ MakeLeftHandedProcess maker;
+ maker.Execute(pScene);
+
+ FlipWindingOrderProcess flipper;
+ flipper.Execute(pScene);
}
// ------------------------------------------------------------------------------------------------
void LWOImporter::ResolveTags()
{
- // --- this function is used for both LWO2 and LWOB
- mMapping->resize(mTags->size(),0xffffffff);
- for (unsigned int a = 0; a < mTags->size();++a) {
+ // --- this function is used for both LWO2 and LWOB
+ mMapping->resize(mTags->size(), UINT_MAX);
+ for (unsigned int a = 0; a < mTags->size();++a) {
- const std::string& c = (*mTags)[a];
- for (unsigned int i = 0; i < mSurfaces->size();++i) {
+ const std::string& c = (*mTags)[a];
+ for (unsigned int i = 0; i < mSurfaces->size();++i) {
- const std::string& d = (*mSurfaces)[i].mName;
- if (!ASSIMP_stricmp(c,d)) {
+ const std::string& d = (*mSurfaces)[i].mName;
+ if (!ASSIMP_stricmp(c,d)) {
- (*mMapping)[a] = i;
- break;
- }
- }
- }
+ (*mMapping)[a] = i;
+ break;
+ }
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
void LWOImporter::ResolveClips()
{
- for ( unsigned int i = 0; i < mClips.size();++i) {
-
- Clip& clip = mClips[i];
- if (Clip::REF == clip.type) {
-
- if (clip.clipRef >= mClips.size()) {
- DefaultLogger::get()->error("LWO2: Clip referrer index is out of range");
- clip.clipRef = 0;
- }
-
- Clip& dest = mClips[clip.clipRef];
- if (Clip::REF == dest.type) {
- DefaultLogger::get()->error("LWO2: Clip references another clip reference");
- clip.type = Clip::UNSUPPORTED;
- }
-
- else {
- clip.path = dest.path;
- clip.type = dest.type;
- }
- }
- }
+ for( unsigned int i = 0; i < mClips.size();++i) {
+
+ Clip& clip = mClips[i];
+ if (Clip::REF == clip.type) {
+
+ if (clip.clipRef >= mClips.size()) {
+ DefaultLogger::get()->error("LWO2: Clip referrer index is out of range");
+ clip.clipRef = 0;
+ }
+
+ Clip& dest = mClips[clip.clipRef];
+ if (Clip::REF == dest.type) {
+ DefaultLogger::get()->error("LWO2: Clip references another clip reference");
+ clip.type = Clip::UNSUPPORTED;
+ }
+
+ else {
+ clip.path = dest.path;
+ clip.type = dest.type;
+ }
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
void LWOImporter::AdjustTexturePath(std::string& out)
{
- // --- this function is used for both LWO2 and LWOB
- if (!mIsLWO2 && ::strstr(out.c_str(), "(sequence)")) {
-
- // remove the (sequence) and append 000
- DefaultLogger::get()->info("LWOB: Sequence of animated texture found. It will be ignored");
- out = out.substr(0,out.length()-10) + "000";
- }
-
- // format: drive:path/file - we just need to insert a slash after the drive
- std::string::size_type n = out.find_first_of(':');
- if (std::string::npos != n) {
- out.insert(n+1,"/");
- }
+ // --- this function is used for both LWO2 and LWOB
+ if (!mIsLWO2 && ::strstr(out.c_str(), "(sequence)")) {
+
+ // remove the (sequence) and append 000
+ DefaultLogger::get()->info("LWOB: Sequence of animated texture found. It will be ignored");
+ out = out.substr(0,out.length()-10) + "000";
+ }
+
+ // format: drive:path/file - we just need to insert a slash after the drive
+ std::string::size_type n = out.find_first_of(':');
+ if (std::string::npos != n) {
+ out.insert(n+1,"/");
+ }
}
// ------------------------------------------------------------------------------------------------
void LWOImporter::LoadLWOTags(unsigned int size)
{
- // --- this function is used for both LWO2 and LWOB
-
- const char* szCur = (const char*)mFileBuffer, *szLast = szCur;
- const char* const szEnd = szLast+size;
- while (szCur < szEnd)
- {
- if (!(*szCur))
- {
- const size_t len = (size_t)(szCur-szLast);
- // FIX: skip empty-sized tags
- if (len)
- mTags->push_back(std::string(szLast,len));
- szCur += (len&0x1 ? 1 : 2);
- szLast = szCur;
- }
- szCur++;
- }
+ // --- this function is used for both LWO2 and LWOB
+
+ const char* szCur = (const char*)mFileBuffer, *szLast = szCur;
+ const char* const szEnd = szLast+size;
+ while (szCur < szEnd)
+ {
+ if (!(*szCur))
+ {
+ const size_t len = (size_t)(szCur-szLast);
+ // FIX: skip empty-sized tags
+ if (len)
+ mTags->push_back(std::string(szLast,len));
+ szCur += (len&0x1 ? 1 : 2);
+ szLast = szCur;
+ }
+ szCur++;
+ }
}
// ------------------------------------------------------------------------------------------------
void LWOImporter::LoadLWOPoints(unsigned int length)
{
- // --- this function is used for both LWO2 and LWOB but for
- // LWO2 we need to allocate 25% more storage - it could be we'll
- // need to duplicate some points later.
- register unsigned int regularSize = (unsigned int)mCurLayer->mTempPoints.size() + length / 12;
- if (mIsLWO2)
- {
- mCurLayer->mTempPoints.reserve ( regularSize + (regularSize>>2u) );
- mCurLayer->mTempPoints.resize ( regularSize );
-
- // initialize all point referrers with the default values
- mCurLayer->mPointReferrers.reserve ( regularSize + (regularSize>>2u) );
- mCurLayer->mPointReferrers.resize ( regularSize, 0xffffffff );
- }
- else mCurLayer->mTempPoints.resize( regularSize );
-
- // perform endianess conversions
+ // --- this function is used for both LWO2 and LWOB but for
+ // LWO2 we need to allocate 25% more storage - it could be we'll
+ // need to duplicate some points later.
+ register unsigned int regularSize = (unsigned int)mCurLayer->mTempPoints.size() + length / 12;
+ if (mIsLWO2)
+ {
+ mCurLayer->mTempPoints.reserve ( regularSize + (regularSize>>2u) );
+ mCurLayer->mTempPoints.resize ( regularSize );
+
+ // initialize all point referrers with the default values
+ mCurLayer->mPointReferrers.reserve ( regularSize + (regularSize>>2u) );
+ mCurLayer->mPointReferrers.resize ( regularSize, UINT_MAX );
+ }
+ else mCurLayer->mTempPoints.resize( regularSize );
+
+ // perform endianess conversions
#ifndef AI_BUILD_BIG_ENDIAN
- for (unsigned int i = 0; i < length>>2;++i)
- ByteSwap::Swap4( mFileBuffer + (i << 2));
+ for (unsigned int i = 0; i < length>>2;++i)
+ ByteSwap::Swap4( mFileBuffer + (i << 2));
#endif
- ::memcpy(&mCurLayer->mTempPoints[0],mFileBuffer,length);
+ ::memcpy(&mCurLayer->mTempPoints[0],mFileBuffer,length);
}
// ------------------------------------------------------------------------------------------------
void LWOImporter::LoadLWO2Polygons(unsigned int length)
{
- LE_NCONST uint16_t* const end = (LE_NCONST uint16_t*)(mFileBuffer+length);
- const uint32_t type = GetU4();
-
- // Determine the type of the polygons
- switch (type)
- {
- // read unsupported stuff too (although we wont process it)
- case AI_LWO_MBAL:
- DefaultLogger::get()->warn("LWO2: Encountered unsupported primitive chunk (METABALL)");
- break;
- case AI_LWO_CURV:
- DefaultLogger::get()->warn("LWO2: Encountered unsupported primitive chunk (SPLINE)");;
- break;
-
- // These are ok with no restrictions
- case AI_LWO_PTCH:
- case AI_LWO_FACE:
- case AI_LWO_BONE:
- case AI_LWO_SUBD:
- break;
- default:
-
- // hm!? wtf is this? ok ...
- DefaultLogger::get()->error("LWO2: Ignoring unknown polygon type.");
- break;
- }
-
- // first find out how many faces and vertices we'll finally need
- uint16_t* cursor= (uint16_t*)mFileBuffer;
-
- unsigned int iNumFaces = 0,iNumVertices = 0;
- CountVertsAndFacesLWO2(iNumVertices,iNumFaces,cursor,end);
-
- // allocate the output array and copy face indices
- if (iNumFaces) {
- cursor = (uint16_t*)mFileBuffer;
-
- mCurLayer->mFaces.resize(iNumFaces,LWO::Face(type));
- FaceList::iterator it = mCurLayer->mFaces.begin();
- CopyFaceIndicesLWO2(it,cursor,end);
- }
+ LE_NCONST uint16_t* const end = (LE_NCONST uint16_t*)(mFileBuffer+length);
+ const uint32_t type = GetU4();
+
+ // Determine the type of the polygons
+ switch (type)
+ {
+ // read unsupported stuff too (although we wont process it)
+ case AI_LWO_MBAL:
+ DefaultLogger::get()->warn("LWO2: Encountered unsupported primitive chunk (METABALL)");
+ break;
+ case AI_LWO_CURV:
+ DefaultLogger::get()->warn("LWO2: Encountered unsupported primitive chunk (SPLINE)");;
+ break;
+
+ // These are ok with no restrictions
+ case AI_LWO_PTCH:
+ case AI_LWO_FACE:
+ case AI_LWO_BONE:
+ case AI_LWO_SUBD:
+ break;
+ default:
+
+ // hm!? wtf is this? ok ...
+ DefaultLogger::get()->error("LWO2: Ignoring unknown polygon type.");
+ break;
+ }
+
+ // first find out how many faces and vertices we'll finally need
+ uint16_t* cursor= (uint16_t*)mFileBuffer;
+
+ unsigned int iNumFaces = 0,iNumVertices = 0;
+ CountVertsAndFacesLWO2(iNumVertices,iNumFaces,cursor,end);
+
+ // allocate the output array and copy face indices
+ if (iNumFaces) {
+ cursor = (uint16_t*)mFileBuffer;
+
+ mCurLayer->mFaces.resize(iNumFaces,LWO::Face(type));
+ FaceList::iterator it = mCurLayer->mFaces.begin();
+ CopyFaceIndicesLWO2(it,cursor,end);
+ }
}
// ------------------------------------------------------------------------------------------------
void LWOImporter::CountVertsAndFacesLWO2(unsigned int& verts, unsigned int& faces,
- uint16_t*& cursor, const uint16_t* const end, unsigned int max)
+ uint16_t*& cursor, const uint16_t* const end, unsigned int max)
{
- while (cursor < end && max--)
- {
- AI_LSWAP2P(cursor);
- uint16_t numIndices = *cursor++;
- numIndices &= 0x03FF;
- verts += numIndices;++faces;
-
- for (uint16_t i = 0; i < numIndices; i++)
- ReadVSizedIntLWO2((uint8_t*&)cursor);
- }
+ while (cursor < end && max--)
+ {
+ AI_LSWAP2P(cursor);
+ uint16_t numIndices = *cursor++;
+ numIndices &= 0x03FF;
+ verts += numIndices;++faces;
+
+ for(uint16_t i = 0; i < numIndices; i++)
+ ReadVSizedIntLWO2((uint8_t*&)cursor);
+ }
}
// ------------------------------------------------------------------------------------------------
void LWOImporter::CopyFaceIndicesLWO2(FaceList::iterator& it,
- uint16_t*& cursor,
- const uint16_t* const end)
+ uint16_t*& cursor,
+ const uint16_t* const end)
{
- while (cursor < end) {
-
- LWO::Face& face = *it++;;
- if ((face.mNumIndices = (*cursor++) & 0x03FF)) /* byte swapping has already been done */ {
- face.mIndices = new unsigned int[face.mNumIndices];
- for (unsigned int i = 0; i < face.mNumIndices; i++)
- {
- face.mIndices[i] = ReadVSizedIntLWO2((uint8_t*&)cursor) + mCurLayer->mPointIDXOfs;
- if (face.mIndices[i] > mCurLayer->mTempPoints.size())
- {
- DefaultLogger::get()->warn("LWO2: Failure evaluating face record, index is out of range");
- face.mIndices[i] = (unsigned int)mCurLayer->mTempPoints.size()-1;
- }
- }
- }
- else throw DeadlyImportError("LWO2: Encountered invalid face record with zero indices");
- }
+ while (cursor < end) {
+
+ LWO::Face& face = *it++;;
+ if((face.mNumIndices = (*cursor++) & 0x03FF)) /* byte swapping has already been done */ {
+ face.mIndices = new unsigned int[face.mNumIndices];
+ for(unsigned int i = 0; i < face.mNumIndices; i++)
+ {
+ face.mIndices[i] = ReadVSizedIntLWO2((uint8_t*&)cursor) + mCurLayer->mPointIDXOfs;
+ if(face.mIndices[i] > mCurLayer->mTempPoints.size())
+ {
+ DefaultLogger::get()->warn("LWO2: Failure evaluating face record, index is out of range");
+ face.mIndices[i] = (unsigned int)mCurLayer->mTempPoints.size()-1;
+ }
+ }
+ }
+ else throw DeadlyImportError("LWO2: Encountered invalid face record with zero indices");
+ }
}
// ------------------------------------------------------------------------------------------------
void LWOImporter::LoadLWO2PolygonTags(unsigned int length)
{
- LE_NCONST uint8_t* const end = mFileBuffer+length;
+ LE_NCONST uint8_t* const end = mFileBuffer+length;
- AI_LWO_VALIDATE_CHUNK_LENGTH(length,PTAG,4);
- uint32_t type = GetU4();
+ AI_LWO_VALIDATE_CHUNK_LENGTH(length,PTAG,4);
+ uint32_t type = GetU4();
- if (type != AI_LWO_SURF && type != AI_LWO_SMGP)
- return;
+ if (type != AI_LWO_SURF && type != AI_LWO_SMGP)
+ return;
- while (mFileBuffer < end) {
+ while (mFileBuffer < end) {
- unsigned int i = ReadVSizedIntLWO2(mFileBuffer) + mCurLayer->mFaceIDXOfs;
- unsigned int j = GetU2();
+ unsigned int i = ReadVSizedIntLWO2(mFileBuffer) + mCurLayer->mFaceIDXOfs;
+ unsigned int j = GetU2();
- if (i >= mCurLayer->mFaces.size()) {
- DefaultLogger::get()->warn("LWO2: face index in PTAG is out of range");
- continue;
- }
+ if (i >= mCurLayer->mFaces.size()) {
+ DefaultLogger::get()->warn("LWO2: face index in PTAG is out of range");
+ continue;
+ }
- switch (type) {
+ switch (type) {
- case AI_LWO_SURF:
- mCurLayer->mFaces[i].surfaceIndex = j;
- break;
- case AI_LWO_SMGP: /* is that really used? */
- mCurLayer->mFaces[i].smoothGroup = j;
- break;
- };
- }
+ case AI_LWO_SURF:
+ mCurLayer->mFaces[i].surfaceIndex = j;
+ break;
+ case AI_LWO_SMGP: /* is that really used? */
+ mCurLayer->mFaces[i].smoothGroup = j;
+ break;
+ };
+ }
}
// ------------------------------------------------------------------------------------------------
template <class T>
VMapEntry* FindEntry(std::vector< T >& list,const std::string& name, bool perPoly)
{
- for (typename std::vector< T >::iterator it = list.begin(), end = list.end();it != end; ++it) {
- if ((*it).name == name) {
- if (!perPoly) {
- DefaultLogger::get()->warn("LWO2: Found two VMAP sections with equal names");
- }
- return &(*it);
- }
- }
- list.push_back( T() );
- VMapEntry* p = &list.back();
- p->name = name;
- return p;
+ for (typename std::vector< T >::iterator it = list.begin(), end = list.end();it != end; ++it) {
+ if ((*it).name == name) {
+ if (!perPoly) {
+ DefaultLogger::get()->warn("LWO2: Found two VMAP sections with equal names");
+ }
+ return &(*it);
+ }
+ }
+ list.push_back( T() );
+ VMapEntry* p = &list.back();
+ p->name = name;
+ return p;
}
// ------------------------------------------------------------------------------------------------
template <class T>
inline void CreateNewEntry(T& chan, unsigned int srcIdx)
{
- if (!chan.name.length())
- return;
+ if (!chan.name.length())
+ return;
- chan.abAssigned[srcIdx] = true;
- chan.abAssigned.resize(chan.abAssigned.size()+1,false);
+ chan.abAssigned[srcIdx] = true;
+ chan.abAssigned.resize(chan.abAssigned.size()+1,false);
- for (unsigned int a = 0; a < chan.dims;++a)
- chan.rawData.push_back(chan.rawData[srcIdx*chan.dims+a]);
+ for (unsigned int a = 0; a < chan.dims;++a)
+ chan.rawData.push_back(chan.rawData[srcIdx*chan.dims+a]);
}
// ------------------------------------------------------------------------------------------------
template <class T>
inline void CreateNewEntry(std::vector< T >& list, unsigned int srcIdx)
{
- for (typename std::vector< T >::iterator it = list.begin(), end = list.end();it != end;++it) {
- CreateNewEntry( *it, srcIdx );
- }
+ for (typename std::vector< T >::iterator it = list.begin(), end = list.end();it != end;++it) {
+ CreateNewEntry( *it, srcIdx );
+ }
}
// ------------------------------------------------------------------------------------------------
-inline void LWOImporter::DoRecursiveVMAPAssignment(VMapEntry* base, unsigned int numRead,
- unsigned int idx, float* data)
+inline void LWOImporter::DoRecursiveVMAPAssignment(VMapEntry* base, unsigned int numRead,
+ unsigned int idx, float* data)
{
- ai_assert(NULL != data);
- LWO::ReferrerList& refList = mCurLayer->mPointReferrers;
- unsigned int i;
-
- base->abAssigned[idx] = true;
- for (i = 0; i < numRead;++i) {
- base->rawData[idx*base->dims+i]= data[i];
- }
-
- if (0xffffffff != (i = refList[idx])) {
- DoRecursiveVMAPAssignment(base,numRead,i,data);
- }
+ ai_assert(NULL != data);
+ LWO::ReferrerList& refList = mCurLayer->mPointReferrers;
+ unsigned int i;
+
+ base->abAssigned[idx] = true;
+ for (i = 0; i < numRead;++i) {
+ base->rawData[idx*base->dims+i]= data[i];
+ }
+
+ if (UINT_MAX != (i = refList[idx])) {
+ DoRecursiveVMAPAssignment(base,numRead,i,data);
+ }
}
// ------------------------------------------------------------------------------------------------
inline void AddToSingleLinkedList(ReferrerList& refList, unsigned int srcIdx, unsigned int destIdx)
{
- if (0xffffffff == refList[srcIdx]) {
- refList[srcIdx] = destIdx;
- return;
- }
- AddToSingleLinkedList(refList,refList[srcIdx],destIdx);
+ if(UINT_MAX == refList[srcIdx]) {
+ refList[srcIdx] = destIdx;
+ return;
+ }
+ AddToSingleLinkedList(refList,refList[srcIdx],destIdx);
}
// ------------------------------------------------------------------------------------------------
// Load LWO2 vertex map
void LWOImporter::LoadLWO2VertexMap(unsigned int length, bool perPoly)
{
- LE_NCONST uint8_t* const end = mFileBuffer+length;
-
- AI_LWO_VALIDATE_CHUNK_LENGTH(length,VMAP,6);
- unsigned int type = GetU4();
- unsigned int dims = GetU2();
-
- VMapEntry* base;
-
- // read the name of the vertex map
- std::string name;
- GetS0(name,length);
-
- switch (type)
- {
- case AI_LWO_TXUV:
- if (dims != 2) {
- DefaultLogger::get()->warn("LWO2: Skipping UV channel \'"
- + name + "\' with !2 components");
- return;
- }
- base = FindEntry(mCurLayer->mUVChannels,name,perPoly);
- break;
- case AI_LWO_WGHT:
- case AI_LWO_MNVW:
- if (dims != 1) {
- DefaultLogger::get()->warn("LWO2: Skipping Weight Channel \'"
- + name + "\' with !1 components");
- return;
- }
- base = FindEntry((type == AI_LWO_WGHT ? mCurLayer->mWeightChannels
- : mCurLayer->mSWeightChannels),name,perPoly);
- break;
- case AI_LWO_RGB:
- case AI_LWO_RGBA:
- if (dims != 3 && dims != 4) {
- DefaultLogger::get()->warn("LWO2: Skipping Color Map \'"
- + name + "\' with a dimension > 4 or < 3");
- return;
- }
- base = FindEntry(mCurLayer->mVColorChannels,name,perPoly);
- break;
-
- case AI_LWO_MODO_NORM:
- /* This is a non-standard extension chunk used by Luxology's MODO.
- * It stores per-vertex normals. This VMAP exists just once, has
- * 3 dimensions and is btw extremely beautiful.
- */
- if (name != "vert_normals" || dims != 3 || mCurLayer->mNormals.name.length())
- return;
-
- DefaultLogger::get()->info("Processing non-standard extension: MODO VMAP.NORM.vert_normals");
-
- mCurLayer->mNormals.name = name;
- base = & mCurLayer->mNormals;
- break;
-
- case AI_LWO_PICK: /* these VMAPs are just silently dropped */
- case AI_LWO_MORF:
- case AI_LWO_SPOT:
- return;
-
- default:
- if (name == "APS.Level") {
- // XXX handle this (seems to be subdivision-related).
- }
- DefaultLogger::get()->warn("LWO2: Skipping unknown VMAP/VMAD channel \'" + name + "\'");
- return;
- };
- base->Allocate((unsigned int)mCurLayer->mTempPoints.size());
-
- // now read all entries in the map
- type = std::min(dims,base->dims);
- const unsigned int diff = (dims - type)<<2u;
-
- LWO::FaceList& list = mCurLayer->mFaces;
- LWO::PointList& pointList = mCurLayer->mTempPoints;
- LWO::ReferrerList& refList = mCurLayer->mPointReferrers;
-
- float temp[4];
-
- const unsigned int numPoints = (unsigned int)pointList.size();
- const unsigned int numFaces = (unsigned int)list.size();
-
- while (mFileBuffer < end) {
-
- unsigned int idx = ReadVSizedIntLWO2(mFileBuffer) + mCurLayer->mPointIDXOfs;
- if (idx >= numPoints) {
- DefaultLogger::get()->warn("LWO2: Failure evaluating VMAP/VMAD entry \'" + name + "\', vertex index is out of range");
- mFileBuffer += base->dims<<2u;
- continue;
- }
- if (perPoly) {
- unsigned int polyIdx = ReadVSizedIntLWO2(mFileBuffer) + mCurLayer->mFaceIDXOfs;
- if (base->abAssigned[idx]) {
- // we have already a VMAP entry for this vertex - thus
- // we need to duplicate the corresponding polygon.
- if (polyIdx >= numFaces) {
- DefaultLogger::get()->warn("LWO2: Failure evaluating VMAD entry \'" + name + "\', polygon index is out of range");
- mFileBuffer += base->dims<<2u;
- continue;
- }
-
- LWO::Face& src = list[polyIdx];
-
- // generate a new unique vertex for the corresponding index - but only
- // if we can find the index in the face
- bool had = false;
- for (unsigned int i = 0; i < src.mNumIndices;++i) {
-
- unsigned int srcIdx = src.mIndices[i], tmp = idx;
- do {
- if (tmp == srcIdx)
- break;
- }
- while ((tmp = refList[tmp]) != 0xffffffff);
- if (tmp == 0xffffffff)
- continue;
-
- had = true;
- refList.resize(refList.size()+1, 0xffffffff);
-
- idx = (unsigned int)pointList.size();
- src.mIndices[i] = (unsigned int)pointList.size();
-
- // store the index of the new vertex in the old vertex
- // so we get a single linked list we can traverse in
- // only one direction
- AddToSingleLinkedList(refList,srcIdx,src.mIndices[i]);
- pointList.push_back(pointList[srcIdx]);
-
- CreateNewEntry(mCurLayer->mVColorChannels, srcIdx );
- CreateNewEntry(mCurLayer->mUVChannels, srcIdx );
- CreateNewEntry(mCurLayer->mWeightChannels, srcIdx );
- CreateNewEntry(mCurLayer->mSWeightChannels, srcIdx );
- CreateNewEntry(mCurLayer->mNormals, srcIdx );
- }
- if (!had) {
- DefaultLogger::get()->warn("LWO2: Failure evaluating VMAD entry \'" + name + "\', vertex index wasn't found in that polygon");
- ai_assert(had);
- }
- }
- }
- for (unsigned int l = 0; l < type;++l)
- temp[l] = GetF4();
-
- DoRecursiveVMAPAssignment(base,type,idx, temp);
- mFileBuffer += diff;
- }
+ LE_NCONST uint8_t* const end = mFileBuffer+length;
+
+ AI_LWO_VALIDATE_CHUNK_LENGTH(length,VMAP,6);
+ unsigned int type = GetU4();
+ unsigned int dims = GetU2();
+
+ VMapEntry* base;
+
+ // read the name of the vertex map
+ std::string name;
+ GetS0(name,length);
+
+ switch (type)
+ {
+ case AI_LWO_TXUV:
+ if (dims != 2) {
+ DefaultLogger::get()->warn("LWO2: Skipping UV channel \'"
+ + name + "\' with !2 components");
+ return;
+ }
+ base = FindEntry(mCurLayer->mUVChannels,name,perPoly);
+ break;
+ case AI_LWO_WGHT:
+ case AI_LWO_MNVW:
+ if (dims != 1) {
+ DefaultLogger::get()->warn("LWO2: Skipping Weight Channel \'"
+ + name + "\' with !1 components");
+ return;
+ }
+ base = FindEntry((type == AI_LWO_WGHT ? mCurLayer->mWeightChannels
+ : mCurLayer->mSWeightChannels),name,perPoly);
+ break;
+ case AI_LWO_RGB:
+ case AI_LWO_RGBA:
+ if (dims != 3 && dims != 4) {
+ DefaultLogger::get()->warn("LWO2: Skipping Color Map \'"
+ + name + "\' with a dimension > 4 or < 3");
+ return;
+ }
+ base = FindEntry(mCurLayer->mVColorChannels,name,perPoly);
+ break;
+
+ case AI_LWO_MODO_NORM:
+ /* This is a non-standard extension chunk used by Luxology's MODO.
+ * It stores per-vertex normals. This VMAP exists just once, has
+ * 3 dimensions and is btw extremely beautiful.
+ */
+ if (name != "vert_normals" || dims != 3 || mCurLayer->mNormals.name.length())
+ return;
+
+ DefaultLogger::get()->info("Processing non-standard extension: MODO VMAP.NORM.vert_normals");
+
+ mCurLayer->mNormals.name = name;
+ base = & mCurLayer->mNormals;
+ break;
+
+ case AI_LWO_PICK: /* these VMAPs are just silently dropped */
+ case AI_LWO_MORF:
+ case AI_LWO_SPOT:
+ return;
+
+ default:
+ if (name == "APS.Level") {
+ // XXX handle this (seems to be subdivision-related).
+ }
+ DefaultLogger::get()->warn("LWO2: Skipping unknown VMAP/VMAD channel \'" + name + "\'");
+ return;
+ };
+ base->Allocate((unsigned int)mCurLayer->mTempPoints.size());
+
+ // now read all entries in the map
+ type = std::min(dims,base->dims);
+ const unsigned int diff = (dims - type)<<2u;
+
+ LWO::FaceList& list = mCurLayer->mFaces;
+ LWO::PointList& pointList = mCurLayer->mTempPoints;
+ LWO::ReferrerList& refList = mCurLayer->mPointReferrers;
+
+ float temp[4];
+
+ const unsigned int numPoints = (unsigned int)pointList.size();
+ const unsigned int numFaces = (unsigned int)list.size();
+
+ while (mFileBuffer < end) {
+
+ unsigned int idx = ReadVSizedIntLWO2(mFileBuffer) + mCurLayer->mPointIDXOfs;
+ if (idx >= numPoints) {
+ DefaultLogger::get()->warn("LWO2: Failure evaluating VMAP/VMAD entry \'" + name + "\', vertex index is out of range");
+ mFileBuffer += base->dims<<2u;
+ continue;
+ }
+ if (perPoly) {
+ unsigned int polyIdx = ReadVSizedIntLWO2(mFileBuffer) + mCurLayer->mFaceIDXOfs;
+ if (base->abAssigned[idx]) {
+ // we have already a VMAP entry for this vertex - thus
+ // we need to duplicate the corresponding polygon.
+ if (polyIdx >= numFaces) {
+ DefaultLogger::get()->warn("LWO2: Failure evaluating VMAD entry \'" + name + "\', polygon index is out of range");
+ mFileBuffer += base->dims<<2u;
+ continue;
+ }
+
+ LWO::Face& src = list[polyIdx];
+
+ // generate a new unique vertex for the corresponding index - but only
+ // if we can find the index in the face
+ bool had = false;
+ for (unsigned int i = 0; i < src.mNumIndices;++i) {
+
+ unsigned int srcIdx = src.mIndices[i], tmp = idx;
+ do {
+ if (tmp == srcIdx)
+ break;
+ }
+ while ((tmp = refList[tmp]) != UINT_MAX);
+ if (tmp == UINT_MAX) {
+ continue;
+ }
+
+ had = true;
+ refList.resize(refList.size()+1, UINT_MAX);
+
+ idx = (unsigned int)pointList.size();
+ src.mIndices[i] = (unsigned int)pointList.size();
+
+ // store the index of the new vertex in the old vertex
+ // so we get a single linked list we can traverse in
+ // only one direction
+ AddToSingleLinkedList(refList,srcIdx,src.mIndices[i]);
+ pointList.push_back(pointList[srcIdx]);
+
+ CreateNewEntry(mCurLayer->mVColorChannels, srcIdx );
+ CreateNewEntry(mCurLayer->mUVChannels, srcIdx );
+ CreateNewEntry(mCurLayer->mWeightChannels, srcIdx );
+ CreateNewEntry(mCurLayer->mSWeightChannels, srcIdx );
+ CreateNewEntry(mCurLayer->mNormals, srcIdx );
+ }
+ if (!had) {
+ DefaultLogger::get()->warn("LWO2: Failure evaluating VMAD entry \'" + name + "\', vertex index wasn't found in that polygon");
+ ai_assert(had);
+ }
+ }
+ }
+ for (unsigned int l = 0; l < type;++l)
+ temp[l] = GetF4();
+
+ DoRecursiveVMAPAssignment(base,type,idx, temp);
+ mFileBuffer += diff;
+ }
}
// ------------------------------------------------------------------------------------------------
// Load LWO2 clip
void LWOImporter::LoadLWO2Clip(unsigned int length)
{
- AI_LWO_VALIDATE_CHUNK_LENGTH(length,CLIP,10);
-
- mClips.push_back(LWO::Clip());
- LWO::Clip& clip = mClips.back();
-
- // first - get the index of the clip
- clip.idx = GetU4();
-
- IFF::SubChunkHeader* const head = IFF::LoadSubChunk(mFileBuffer);
- switch (head->type)
- {
- case AI_LWO_STIL:
- AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,STIL,1);
-
- // "Normal" texture
- GetS0(clip.path,head->length);
- clip.type = Clip::STILL;
- break;
-
- case AI_LWO_ISEQ:
- AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,ISEQ,16);
- // Image sequence. We'll later take the first.
- {
- uint8_t digits = GetU1(); mFileBuffer++;
- int16_t offset = GetU2(); mFileBuffer+=4;
- int16_t start = GetU2(); mFileBuffer+=4;
-
- std::string s;std::stringstream ss;
- GetS0(s,head->length);
-
- head->length -= (unsigned int)s.length()+1;
- ss << s;
- ss << std::setw(digits) << offset + start;
- GetS0(s,head->length);
- ss << s;
- clip.path = ss.str();
- clip.type = Clip::SEQ;
- }
- break;
-
- case AI_LWO_STCC:
- DefaultLogger::get()->warn("LWO2: Color shifted images are not supported");
- break;
-
- case AI_LWO_ANIM:
- DefaultLogger::get()->warn("LWO2: Animated textures are not supported");
- break;
-
- case AI_LWO_XREF:
- AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,XREF,4);
-
- // Just a cross-reference to another CLIp
- clip.type = Clip::REF;
- clip.clipRef = GetU4();
- break;
-
- case AI_LWO_NEGA:
- AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,NEGA,2);
- clip.negate = (0 != GetU2());
- break;
-
- default:
- DefaultLogger::get()->warn("LWO2: Encountered unknown CLIP subchunk");
- }
+ AI_LWO_VALIDATE_CHUNK_LENGTH(length,CLIP,10);
+
+ mClips.push_back(LWO::Clip());
+ LWO::Clip& clip = mClips.back();
+
+ // first - get the index of the clip
+ clip.idx = GetU4();
+
+ IFF::SubChunkHeader* const head = IFF::LoadSubChunk(mFileBuffer);
+ switch (head->type)
+ {
+ case AI_LWO_STIL:
+ AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,STIL,1);
+
+ // "Normal" texture
+ GetS0(clip.path,head->length);
+ clip.type = Clip::STILL;
+ break;
+
+ case AI_LWO_ISEQ:
+ AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,ISEQ,16);
+ // Image sequence. We'll later take the first.
+ {
+ uint8_t digits = GetU1(); mFileBuffer++;
+ int16_t offset = GetU2(); mFileBuffer+=4;
+ int16_t start = GetU2(); mFileBuffer+=4;
+
+ std::string s;
+ std::ostringstream ss;
+ GetS0(s,head->length);
+
+ head->length -= (unsigned int)s.length()+1;
+ ss << s;
+ ss << std::setw(digits) << offset + start;
+ GetS0(s,head->length);
+ ss << s;
+ clip.path = ss.str();
+ clip.type = Clip::SEQ;
+ }
+ break;
+
+ case AI_LWO_STCC:
+ DefaultLogger::get()->warn("LWO2: Color shifted images are not supported");
+ break;
+
+ case AI_LWO_ANIM:
+ DefaultLogger::get()->warn("LWO2: Animated textures are not supported");
+ break;
+
+ case AI_LWO_XREF:
+ AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,XREF,4);
+
+ // Just a cross-reference to another CLIp
+ clip.type = Clip::REF;
+ clip.clipRef = GetU4();
+ break;
+
+ case AI_LWO_NEGA:
+ AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,NEGA,2);
+ clip.negate = (0 != GetU2());
+ break;
+
+ default:
+ DefaultLogger::get()->warn("LWO2: Encountered unknown CLIP subchunk");
+ }
}
// ------------------------------------------------------------------------------------------------
// Load envelope description
void LWOImporter::LoadLWO2Envelope(unsigned int length)
{
- LE_NCONST uint8_t* const end = mFileBuffer + length;
- AI_LWO_VALIDATE_CHUNK_LENGTH(length,ENVL,4);
+ LE_NCONST uint8_t* const end = mFileBuffer + length;
+ AI_LWO_VALIDATE_CHUNK_LENGTH(length,ENVL,4);
- mEnvelopes.push_back(LWO::Envelope());
- LWO::Envelope& envelope = mEnvelopes.back();
+ mEnvelopes.push_back(LWO::Envelope());
+ LWO::Envelope& envelope = mEnvelopes.back();
- // Get the index of the envelope
- envelope.index = ReadVSizedIntLWO2(mFileBuffer);
+ // Get the index of the envelope
+ envelope.index = ReadVSizedIntLWO2(mFileBuffer);
- // It looks like there might be an extra U4 right after the index,
- // at least in modo (LXOB) files: we'll ignore it if it's zero,
- // otherwise it represents the start of a subchunk, so we backtrack.
- if (mIsLXOB)
- {
+ // It looks like there might be an extra U4 right after the index,
+ // at least in modo (LXOB) files: we'll ignore it if it's zero,
+ // otherwise it represents the start of a subchunk, so we backtrack.
+ if (mIsLXOB)
+ {
uint32_t extra = GetU4();
if (extra)
{
mFileBuffer -= 4;
}
- }
-
- // ... and read all subchunks
- while (true)
- {
- if (mFileBuffer + 6 >= end)break;
- LE_NCONST IFF::SubChunkHeader* const head = IFF::LoadSubChunk(mFileBuffer);
-
- if (mFileBuffer + head->length > end)
- throw DeadlyImportError("LWO2: Invalid envelope chunk length");
-
- uint8_t* const next = mFileBuffer+head->length;
- switch (head->type)
- {
- // Type & representation of the envelope
- case AI_LWO_TYPE:
- AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,TYPE,2);
- mFileBuffer++; // skip user format
-
- // Determine type of envelope
- envelope.type = (LWO::EnvelopeType)*mFileBuffer;
- ++mFileBuffer;
- break;
-
- // precondition
- case AI_LWO_PRE:
- AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,PRE,2);
- envelope.pre = (LWO::PrePostBehaviour)GetU2();
- break;
-
- // postcondition
- case AI_LWO_POST:
- AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,POST,2);
- envelope.post = (LWO::PrePostBehaviour)GetU2();
- break;
-
- // keyframe
- case AI_LWO_KEY:
- {
- AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,KEY,8);
-
- envelope.keys.push_back(LWO::Key());
- LWO::Key& key = envelope.keys.back();
-
- key.time = GetF4();
- key.value = GetF4();
- break;
- }
-
- // interval interpolation
- case AI_LWO_SPAN:
- {
- AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,SPAN,4);
- if (envelope.keys.size()<2)
- DefaultLogger::get()->warn("LWO2: Unexpected SPAN chunk");
- else {
- LWO::Key& key = envelope.keys.back();
- switch (GetU4())
- {
- case AI_LWO_STEP:
- key.inter = LWO::IT_STEP;break;
- case AI_LWO_LINE:
- key.inter = LWO::IT_LINE;break;
- case AI_LWO_TCB:
- key.inter = LWO::IT_TCB;break;
- case AI_LWO_HERM:
- key.inter = LWO::IT_HERM;break;
- case AI_LWO_BEZI:
- key.inter = LWO::IT_BEZI;break;
- case AI_LWO_BEZ2:
- key.inter = LWO::IT_BEZ2;break;
- default:
- DefaultLogger::get()->warn("LWO2: Unknown interval interpolation mode");
- };
-
- // todo ... read params
- }
- break;
- }
-
- default:
- DefaultLogger::get()->warn("LWO2: Encountered unknown ENVL subchunk");
- }
- // regardless how much we did actually read, go to the next chunk
- mFileBuffer = next;
- }
+ }
+
+ // ... and read all subchunks
+ while (true)
+ {
+ if (mFileBuffer + 6 >= end)break;
+ LE_NCONST IFF::SubChunkHeader* const head = IFF::LoadSubChunk(mFileBuffer);
+
+ if (mFileBuffer + head->length > end)
+ throw DeadlyImportError("LWO2: Invalid envelope chunk length");
+
+ uint8_t* const next = mFileBuffer+head->length;
+ switch (head->type)
+ {
+ // Type & representation of the envelope
+ case AI_LWO_TYPE:
+ AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,TYPE,2);
+ mFileBuffer++; // skip user format
+
+ // Determine type of envelope
+ envelope.type = (LWO::EnvelopeType)*mFileBuffer;
+ ++mFileBuffer;
+ break;
+
+ // precondition
+ case AI_LWO_PRE:
+ AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,PRE,2);
+ envelope.pre = (LWO::PrePostBehaviour)GetU2();
+ break;
+
+ // postcondition
+ case AI_LWO_POST:
+ AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,POST,2);
+ envelope.post = (LWO::PrePostBehaviour)GetU2();
+ break;
+
+ // keyframe
+ case AI_LWO_KEY:
+ {
+ AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,KEY,8);
+
+ envelope.keys.push_back(LWO::Key());
+ LWO::Key& key = envelope.keys.back();
+
+ key.time = GetF4();
+ key.value = GetF4();
+ break;
+ }
+
+ // interval interpolation
+ case AI_LWO_SPAN:
+ {
+ AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,SPAN,4);
+ if (envelope.keys.size()<2)
+ DefaultLogger::get()->warn("LWO2: Unexpected SPAN chunk");
+ else {
+ LWO::Key& key = envelope.keys.back();
+ switch (GetU4())
+ {
+ case AI_LWO_STEP:
+ key.inter = LWO::IT_STEP;break;
+ case AI_LWO_LINE:
+ key.inter = LWO::IT_LINE;break;
+ case AI_LWO_TCB:
+ key.inter = LWO::IT_TCB;break;
+ case AI_LWO_HERM:
+ key.inter = LWO::IT_HERM;break;
+ case AI_LWO_BEZI:
+ key.inter = LWO::IT_BEZI;break;
+ case AI_LWO_BEZ2:
+ key.inter = LWO::IT_BEZ2;break;
+ default:
+ DefaultLogger::get()->warn("LWO2: Unknown interval interpolation mode");
+ };
+
+ // todo ... read params
+ }
+ break;
+ }
+
+ default:
+ DefaultLogger::get()->warn("LWO2: Encountered unknown ENVL subchunk");
+ }
+ // regardless how much we did actually read, go to the next chunk
+ mFileBuffer = next;
+ }
}
// ------------------------------------------------------------------------------------------------
// Load file - master function
void LWOImporter::LoadLWO2File()
{
- bool skip = false;
-
- LE_NCONST uint8_t* const end = mFileBuffer + fileSize;
- while (true)
- {
- if (mFileBuffer + sizeof(IFF::ChunkHeader) > end)break;
- IFF::ChunkHeader* const head = IFF::LoadChunk(mFileBuffer);
-
- if (mFileBuffer + head->length > end)
- {
- throw DeadlyImportError("LWO2: Chunk length points behind the file");
- break;
- }
- uint8_t* const next = mFileBuffer+head->length;
- unsigned int iUnnamed = 0;
-
- switch (head->type)
- {
- // new layer
- case AI_LWO_LAYR:
- {
- // add a new layer to the list ....
- mLayers->push_back ( LWO::Layer() );
- LWO::Layer& layer = mLayers->back();
- mCurLayer = &layer;
-
- AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,LAYR,16);
-
- // Continue loading this layer or ignore it? Check the layer index property
- // NOTE: The first layer is the default layer, so the layer index is one-based now
- if (0xffffffff != configLayerIndex && configLayerIndex != mLayers->size()-1) {
- skip = true;
- }
- else skip = false;
-
- // layer index. that's just for internal parenting, from the scope of a LWS file
- // all layers are numbered in the oder in which they appear in the file
- layer.mIndex = GetU2();
-
- // pivot point
- mFileBuffer += 2; /* unknown */
- mCurLayer->mPivot.x = GetF4();
- mCurLayer->mPivot.y = GetF4();
- mCurLayer->mPivot.z = GetF4();
- GetS0(layer.mName,head->length-16);
-
- // if the name is empty, generate a default name
- if (layer.mName.empty()) {
- char buffer[128]; // should be sufficiently large
- ::sprintf(buffer,"Layer_%i", iUnnamed++);
- layer.mName = buffer;
- }
-
- // load this layer or ignore it? Check the layer name property
- if (configLayerName.length() && configLayerName != layer.mName) {
- skip = true;
- }
- else hasNamedLayer = true;
-
- // optional: parent of this layer
- if (mFileBuffer + 2 <= next)
- layer.mParent = GetU2();
-
- break;
- }
-
- // vertex list
- case AI_LWO_PNTS:
- {
- if (skip)
- break;
-
- unsigned int old = (unsigned int)mCurLayer->mTempPoints.size();
- LoadLWOPoints(head->length);
- mCurLayer->mPointIDXOfs = old;
- break;
- }
- // vertex tags
- case AI_LWO_VMAD:
- if (mCurLayer->mFaces.empty())
- {
- DefaultLogger::get()->warn("LWO2: Unexpected VMAD chunk");
- break;
- }
- // --- intentionally no break here
- case AI_LWO_VMAP:
- {
- if (skip)
- break;
-
- if (mCurLayer->mTempPoints.empty())
- DefaultLogger::get()->warn("LWO2: Unexpected VMAP chunk");
- else LoadLWO2VertexMap(head->length,head->type == AI_LWO_VMAD);
- break;
- }
- // face list
- case AI_LWO_POLS:
- {
- if (skip)
- break;
-
- unsigned int old = (unsigned int)mCurLayer->mFaces.size();
- LoadLWO2Polygons(head->length);
- mCurLayer->mFaceIDXOfs = old;
- break;
- }
- // polygon tags
- case AI_LWO_PTAG:
- {
- if (skip)
- break;
-
- if (mCurLayer->mFaces.empty())
- DefaultLogger::get()->warn("LWO2: Unexpected PTAG");
- else LoadLWO2PolygonTags(head->length);
- break;
- }
- // list of tags
- case AI_LWO_TAGS:
- {
- if (!mTags->empty())
- DefaultLogger::get()->warn("LWO2: SRFS chunk encountered twice");
- else LoadLWOTags(head->length);
- break;
- }
-
- // surface chunk
- case AI_LWO_SURF:
- {
- LoadLWO2Surface(head->length);
- break;
- }
-
- // clip chunk
- case AI_LWO_CLIP:
- {
- LoadLWO2Clip(head->length);
- break;
- }
-
- // envelope chunk
- case AI_LWO_ENVL:
- {
- LoadLWO2Envelope(head->length);
- break;
- }
- }
- mFileBuffer = next;
- }
+ bool skip = false;
+
+ LE_NCONST uint8_t* const end = mFileBuffer + fileSize;
+ while (true)
+ {
+ if (mFileBuffer + sizeof(IFF::ChunkHeader) > end)break;
+ IFF::ChunkHeader* const head = IFF::LoadChunk(mFileBuffer);
+
+ if (mFileBuffer + head->length > end)
+ {
+ throw DeadlyImportError("LWO2: Chunk length points behind the file");
+ break;
+ }
+ uint8_t* const next = mFileBuffer+head->length;
+ unsigned int iUnnamed = 0;
+
+ switch (head->type)
+ {
+ // new layer
+ case AI_LWO_LAYR:
+ {
+ // add a new layer to the list ....
+ mLayers->push_back ( LWO::Layer() );
+ LWO::Layer& layer = mLayers->back();
+ mCurLayer = &layer;
+
+ AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,LAYR,16);
+
+ // layer index.
+ layer.mIndex = GetU2();
+
+ // Continue loading this layer or ignore it? Check the layer index property
+ if (UINT_MAX != configLayerIndex && (configLayerIndex-1) != layer.mIndex) {
+ skip = true;
+ }
+ else skip = false;
+
+ // pivot point
+ mFileBuffer += 2; /* unknown */
+ mCurLayer->mPivot.x = GetF4();
+ mCurLayer->mPivot.y = GetF4();
+ mCurLayer->mPivot.z = GetF4();
+ GetS0(layer.mName,head->length-16);
+
+ // if the name is empty, generate a default name
+ if (layer.mName.empty()) {
+ char buffer[128]; // should be sufficiently large
+ ::sprintf(buffer,"Layer_%i", iUnnamed++);
+ layer.mName = buffer;
+ }
+
+ // load this layer or ignore it? Check the layer name property
+ if (configLayerName.length() && configLayerName != layer.mName) {
+ skip = true;
+ }
+ else hasNamedLayer = true;
+
+ // optional: parent of this layer
+ if (mFileBuffer + 2 <= next)
+ layer.mParent = GetU2();
+ else layer.mParent = -1;
+
+ // Set layer skip parameter
+ layer.skip = skip;
+
+ break;
+ }
+
+ // vertex list
+ case AI_LWO_PNTS:
+ {
+ if (skip)
+ break;
+
+ unsigned int old = (unsigned int)mCurLayer->mTempPoints.size();
+ LoadLWOPoints(head->length);
+ mCurLayer->mPointIDXOfs = old;
+ break;
+ }
+ // vertex tags
+ case AI_LWO_VMAD:
+ if (mCurLayer->mFaces.empty())
+ {
+ DefaultLogger::get()->warn("LWO2: Unexpected VMAD chunk");
+ break;
+ }
+ // --- intentionally no break here
+ case AI_LWO_VMAP:
+ {
+ if (skip)
+ break;
+
+ if (mCurLayer->mTempPoints.empty())
+ DefaultLogger::get()->warn("LWO2: Unexpected VMAP chunk");
+ else LoadLWO2VertexMap(head->length,head->type == AI_LWO_VMAD);
+ break;
+ }
+ // face list
+ case AI_LWO_POLS:
+ {
+ if (skip)
+ break;
+
+ unsigned int old = (unsigned int)mCurLayer->mFaces.size();
+ LoadLWO2Polygons(head->length);
+ mCurLayer->mFaceIDXOfs = old;
+ break;
+ }
+ // polygon tags
+ case AI_LWO_PTAG:
+ {
+ if (skip)
+ break;
+
+ if (mCurLayer->mFaces.empty())
+ DefaultLogger::get()->warn("LWO2: Unexpected PTAG");
+ else LoadLWO2PolygonTags(head->length);
+ break;
+ }
+ // list of tags
+ case AI_LWO_TAGS:
+ {
+ if (!mTags->empty())
+ DefaultLogger::get()->warn("LWO2: SRFS chunk encountered twice");
+ else LoadLWOTags(head->length);
+ break;
+ }
+
+ // surface chunk
+ case AI_LWO_SURF:
+ {
+ LoadLWO2Surface(head->length);
+ break;
+ }
+
+ // clip chunk
+ case AI_LWO_CLIP:
+ {
+ LoadLWO2Clip(head->length);
+ break;
+ }
+
+ // envelope chunk
+ case AI_LWO_ENVL:
+ {
+ LoadLWO2Envelope(head->length);
+ break;
+ }
+ }
+ mFileBuffer = next;
+ }
}
#endif // !! ASSIMP_BUILD_NO_LWO_IMPORTER
diff --git a/src/3rdparty/assimp/code/LWOLoader.h b/src/3rdparty/assimp/code/LWOLoader.h
index 629ec072e..fc89e5f56 100644
--- a/src/3rdparty/assimp/code/LWOLoader.h
+++ b/src/3rdparty/assimp/code/LWOLoader.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -42,17 +42,16 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_LWOLOADER_H_INCLUDED
#define AI_LWOLOADER_H_INCLUDED
-#include "../include/aiTypes.h"
-#include "../include/DefaultLogger.h"
+#include "../include/assimp/types.h"
+#include "../include/assimp/DefaultLogger.hpp"
#include "LWOFileData.h"
#include "BaseImporter.h"
-#include "MaterialSystem.h"
struct aiTexture;
struct aiNode;
-namespace Assimp {
+namespace Assimp {
using namespace LWO;
// ---------------------------------------------------------------------------
@@ -67,420 +66,409 @@ using namespace LWO;
// ---------------------------------------------------------------------------
class LWOImporter : public BaseImporter
{
- friend class Importer;
-
-
-protected:
- /** Constructor to be privately used by Importer */
- LWOImporter();
+public:
+ LWOImporter();
+ ~LWOImporter();
- /** Destructor, private as well */
- ~LWOImporter();
public:
- // -------------------------------------------------------------------
- /** Returns whether the class can handle the format of the given file.
- * See BaseImporter::CanRead() for details.
- */
- bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
- bool checkSig) const;
+ // -------------------------------------------------------------------
+ /** Returns whether the class can handle the format of the given file.
+ * See BaseImporter::CanRead() for details.
+ */
+ bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
+ bool checkSig) const;
- // -------------------------------------------------------------------
- /** Called prior to ReadFile().
- * The function is a request to the importer to update its configuration
- * basing on the Importer's configuration property list.
- */
- void SetupProperties(const Importer* pImp);
+ // -------------------------------------------------------------------
+ /** Called prior to ReadFile().
+ * The function is a request to the importer to update its configuration
+ * basing on the Importer's configuration property list.
+ */
+ void SetupProperties(const Importer* pImp);
protected:
- // -------------------------------------------------------------------
- /** Called by Importer::GetExtensionList() for each loaded importer.
- * See BaseImporter::GetExtensionList() for details
- */
- void GetExtensionList(std::set<std::string>& extensions)
- {
- extensions.insert("lxo");
- extensions.insert("lwo");
- }
-
- // -------------------------------------------------------------------
- /** Imports the given file into the given scene structure.
- * See BaseImporter::InternReadFile() for details
- */
- void InternReadFile( const std::string& pFile, aiScene* pScene,
- IOSystem* pIOHandler);
+ // -------------------------------------------------------------------
+ // Get list of supported extensions
+ const aiImporterDesc* GetInfo () const;
+
+ // -------------------------------------------------------------------
+ /** Imports the given file into the given scene structure.
+ * See BaseImporter::InternReadFile() for details
+ */
+ void InternReadFile( const std::string& pFile, aiScene* pScene,
+ IOSystem* pIOHandler);
private:
- // -------------------------------------------------------------------
- /** Loads a LWO file in the older LWOB format (LW < 6)
- */
- void LoadLWOBFile();
-
- // -------------------------------------------------------------------
- /** Loads a LWO file in the newer LWO2 format (LW >= 6)
- */
- void LoadLWO2File();
-
-
- // -------------------------------------------------------------------
- /** Parsing functions used for all file format versions
- */
- inline void GetS0(std::string& out,unsigned int max);
- inline float GetF4();
- inline uint32_t GetU4();
- inline uint16_t GetU2();
- inline uint8_t GetU1();
-
-
- // -------------------------------------------------------------------
- /** Loads a surface chunk from an LWOB file
- * @param size Maximum size to be read, in bytes.
- */
- void LoadLWOBSurface(unsigned int size);
-
- // -------------------------------------------------------------------
- /** Loads a surface chunk from an LWO2 file
- * @param size Maximum size to be read, in bytes.
- */
- void LoadLWO2Surface(unsigned int size);
-
- // -------------------------------------------------------------------
- /** Loads a texture block from a LWO2 file.
- * @param size Maximum size to be read, in bytes.
- * @param head Header of the SUF.BLOK header
- */
- void LoadLWO2TextureBlock(LE_NCONST IFF::SubChunkHeader* head,
- unsigned int size );
-
- // -------------------------------------------------------------------
- /** Loads a shader block from a LWO2 file.
- * @param size Maximum size to be read, in bytes.
- * @param head Header of the SUF.BLOK header
- */
- void LoadLWO2ShaderBlock(LE_NCONST IFF::SubChunkHeader* head,
- unsigned int size );
-
- // -------------------------------------------------------------------
- /** Loads an image map from a LWO2 file
- * @param size Maximum size to be read, in bytes.
- * @param tex Texture object to be filled
- */
- void LoadLWO2ImageMap(unsigned int size, LWO::Texture& tex );
- void LoadLWO2Gradient(unsigned int size, LWO::Texture& tex );
- void LoadLWO2Procedural(unsigned int size, LWO::Texture& tex );
-
- // loads the header - used by thethree functions above
- void LoadLWO2TextureHeader(unsigned int size, LWO::Texture& tex );
-
- // -------------------------------------------------------------------
- /** Loads the LWO tag list from the file
- * @param size Maximum size to be read, in bytes.
- */
- void LoadLWOTags(unsigned int size);
-
- // -------------------------------------------------------------------
- /** Load polygons from a POLS chunk
- * @param length Size of the chunk
- */
- void LoadLWO2Polygons(unsigned int length);
- void LoadLWOBPolygons(unsigned int length);
-
- // -------------------------------------------------------------------
- /** Load polygon tags from a PTAG chunk
- * @param length Size of the chunk
- */
- void LoadLWO2PolygonTags(unsigned int length);
-
- // -------------------------------------------------------------------
- /** Load a vertex map from a VMAP/VMAD chunk
- * @param length Size of the chunk
- * @param perPoly Operate on per-polygon base?
- */
- void LoadLWO2VertexMap(unsigned int length, bool perPoly);
-
- // -------------------------------------------------------------------
- /** Load polygons from a PNTS chunk
- * @param length Size of the chunk
- */
- void LoadLWOPoints(unsigned int length);
-
- // -------------------------------------------------------------------
- /** Load a clip from a CLIP chunk
- * @param length Size of the chunk
- */
- void LoadLWO2Clip(unsigned int length);
-
- // -------------------------------------------------------------------
- /** Load an envelope from an EVL chunk
- * @param length Size of the chunk
- */
- void LoadLWO2Envelope(unsigned int length);
-
- // -------------------------------------------------------------------
- /** Count vertices and faces in a LWOB/LWO2 file
- */
- void CountVertsAndFacesLWO2(unsigned int& verts,
- unsigned int& faces,
- uint16_t*& cursor,
- const uint16_t* const end,
- unsigned int max = 0xffffffff);
-
- void CountVertsAndFacesLWOB(unsigned int& verts,
- unsigned int& faces,
- LE_NCONST uint16_t*& cursor,
- const uint16_t* const end,
- unsigned int max = 0xffffffff);
-
- // -------------------------------------------------------------------
- /** Read vertices and faces in a LWOB/LWO2 file
- */
- void CopyFaceIndicesLWO2(LWO::FaceList::iterator& it,
- uint16_t*& cursor,
- const uint16_t* const end);
-
- // -------------------------------------------------------------------
- void CopyFaceIndicesLWOB(LWO::FaceList::iterator& it,
- LE_NCONST uint16_t*& cursor,
- const uint16_t* const end,
- unsigned int max = 0xffffffff);
-
- // -------------------------------------------------------------------
- /** Resolve the tag and surface lists that have been loaded.
- * Generates the mMapping table.
- */
- void ResolveTags();
-
- // -------------------------------------------------------------------
- /** Resolve the clip list that has been loaded.
- * Replaces clip references with real clips.
- */
- void ResolveClips();
-
- // -------------------------------------------------------------------
- /** Add a texture list to an output material description.
- *
- * @param pcMat Output material
- * @param in Input texture list
- * @param type Type identifier of the texture list
- */
- bool HandleTextures(MaterialHelper* pcMat, const TextureList& in,
- aiTextureType type);
-
- // -------------------------------------------------------------------
- /** Adjust a texture path
- */
- void AdjustTexturePath(std::string& out);
-
- // -------------------------------------------------------------------
- /** Convert a LWO surface description to an ASSIMP material
- */
- void ConvertMaterial(const LWO::Surface& surf,MaterialHelper* pcMat);
-
-
- // -------------------------------------------------------------------
- /** Get a list of all UV/VC channels required by a specific surface.
- *
- * @param surf Working surface
- * @param layer Working layer
- * @param out Output list. The members are indices into the
- * UV/VC channel lists of the layer
- */
- void FindUVChannels(/*const*/ LWO::Surface& surf,
- LWO::SortedRep& sorted,
- /*const*/ LWO::Layer& layer,
- unsigned int out[AI_MAX_NUMBER_OF_TEXTURECOORDS]);
-
- // -------------------------------------------------------------------
- char FindUVChannels(LWO::TextureList& list,
- LWO::Layer& layer,LWO::UVChannel& uv, unsigned int next);
-
- // -------------------------------------------------------------------
- void FindVCChannels(const LWO::Surface& surf,
- LWO::SortedRep& sorted,
- const LWO::Layer& layer,
- unsigned int out[AI_MAX_NUMBER_OF_COLOR_SETS]);
-
- // -------------------------------------------------------------------
- /** Generate the final node graph
- * Unused nodes are deleted.
- * @param apcNodes Flat list of nodes
- */
- void GenerateNodeGraph(std::vector<aiNode*>& apcNodes);
-
- // -------------------------------------------------------------------
- /** Add children to a node
- * @param node Node to become a father
- * @param parent Index of the node
- * @param apcNodes Flat list of nodes - used nodes are set to NULL.
- */
- void AddChildren(aiNode* node, uint16_t parent,
- std::vector<aiNode*>& apcNodes);
-
- // -------------------------------------------------------------------
- /** Read a variable sized integer
- * @param inout Input and output buffer
- */
- int ReadVSizedIntLWO2(uint8_t*& inout);
-
- // -------------------------------------------------------------------
- /** Assign a value from a VMAP to a vertex and all vertices
- * attached to it.
- * @param base VMAP destination data
- * @param numRead Number of float's to be read
- * @param idx Absolute index of the first vertex
- * @param data Value of the VMAP to be assigned - read numRead
- * floats from this array.
- */
- void DoRecursiveVMAPAssignment(VMapEntry* base, unsigned int numRead,
- unsigned int idx, float* data);
-
- // -------------------------------------------------------------------
- /** Compute normal vectors for a mesh
- * @param mesh Input mesh
- * @param smoothingGroups Smoothing-groups-per-face array
- * @param surface Surface for the mesh
- */
- void ComputeNormals(aiMesh* mesh, const std::vector<unsigned int>& smoothingGroups,
- const LWO::Surface& surface);
-
-
- // -------------------------------------------------------------------
- /** Setup a new texture after the corresponding chunk was
- * encountered in the file.
- * @param list Texture list
- * @param size Maximum number of bytes to be read
- * @return Pointer to new texture
- */
- LWO::Texture* SetupNewTextureLWOB(LWO::TextureList& list,
- unsigned int size);
+ // -------------------------------------------------------------------
+ /** Loads a LWO file in the older LWOB format (LW < 6)
+ */
+ void LoadLWOBFile();
+
+ // -------------------------------------------------------------------
+ /** Loads a LWO file in the newer LWO2 format (LW >= 6)
+ */
+ void LoadLWO2File();
+
+
+ // -------------------------------------------------------------------
+ /** Parsing functions used for all file format versions
+ */
+ inline void GetS0(std::string& out,unsigned int max);
+ inline float GetF4();
+ inline uint32_t GetU4();
+ inline uint16_t GetU2();
+ inline uint8_t GetU1();
+
+
+ // -------------------------------------------------------------------
+ /** Loads a surface chunk from an LWOB file
+ * @param size Maximum size to be read, in bytes.
+ */
+ void LoadLWOBSurface(unsigned int size);
+
+ // -------------------------------------------------------------------
+ /** Loads a surface chunk from an LWO2 file
+ * @param size Maximum size to be read, in bytes.
+ */
+ void LoadLWO2Surface(unsigned int size);
+
+ // -------------------------------------------------------------------
+ /** Loads a texture block from a LWO2 file.
+ * @param size Maximum size to be read, in bytes.
+ * @param head Header of the SUF.BLOK header
+ */
+ void LoadLWO2TextureBlock(LE_NCONST IFF::SubChunkHeader* head,
+ unsigned int size );
+
+ // -------------------------------------------------------------------
+ /** Loads a shader block from a LWO2 file.
+ * @param size Maximum size to be read, in bytes.
+ * @param head Header of the SUF.BLOK header
+ */
+ void LoadLWO2ShaderBlock(LE_NCONST IFF::SubChunkHeader* head,
+ unsigned int size );
+
+ // -------------------------------------------------------------------
+ /** Loads an image map from a LWO2 file
+ * @param size Maximum size to be read, in bytes.
+ * @param tex Texture object to be filled
+ */
+ void LoadLWO2ImageMap(unsigned int size, LWO::Texture& tex );
+ void LoadLWO2Gradient(unsigned int size, LWO::Texture& tex );
+ void LoadLWO2Procedural(unsigned int size, LWO::Texture& tex );
+
+ // loads the header - used by thethree functions above
+ void LoadLWO2TextureHeader(unsigned int size, LWO::Texture& tex );
+
+ // -------------------------------------------------------------------
+ /** Loads the LWO tag list from the file
+ * @param size Maximum size to be read, in bytes.
+ */
+ void LoadLWOTags(unsigned int size);
+
+ // -------------------------------------------------------------------
+ /** Load polygons from a POLS chunk
+ * @param length Size of the chunk
+ */
+ void LoadLWO2Polygons(unsigned int length);
+ void LoadLWOBPolygons(unsigned int length);
+
+ // -------------------------------------------------------------------
+ /** Load polygon tags from a PTAG chunk
+ * @param length Size of the chunk
+ */
+ void LoadLWO2PolygonTags(unsigned int length);
+
+ // -------------------------------------------------------------------
+ /** Load a vertex map from a VMAP/VMAD chunk
+ * @param length Size of the chunk
+ * @param perPoly Operate on per-polygon base?
+ */
+ void LoadLWO2VertexMap(unsigned int length, bool perPoly);
+
+ // -------------------------------------------------------------------
+ /** Load polygons from a PNTS chunk
+ * @param length Size of the chunk
+ */
+ void LoadLWOPoints(unsigned int length);
+
+ // -------------------------------------------------------------------
+ /** Load a clip from a CLIP chunk
+ * @param length Size of the chunk
+ */
+ void LoadLWO2Clip(unsigned int length);
+
+ // -------------------------------------------------------------------
+ /** Load an envelope from an EVL chunk
+ * @param length Size of the chunk
+ */
+ void LoadLWO2Envelope(unsigned int length);
+
+ // -------------------------------------------------------------------
+ /** Count vertices and faces in a LWOB/LWO2 file
+ */
+ void CountVertsAndFacesLWO2(unsigned int& verts,
+ unsigned int& faces,
+ uint16_t*& cursor,
+ const uint16_t* const end,
+ unsigned int max = UINT_MAX);
+
+ void CountVertsAndFacesLWOB(unsigned int& verts,
+ unsigned int& faces,
+ LE_NCONST uint16_t*& cursor,
+ const uint16_t* const end,
+ unsigned int max = UINT_MAX);
+
+ // -------------------------------------------------------------------
+ /** Read vertices and faces in a LWOB/LWO2 file
+ */
+ void CopyFaceIndicesLWO2(LWO::FaceList::iterator& it,
+ uint16_t*& cursor,
+ const uint16_t* const end);
+
+ // -------------------------------------------------------------------
+ void CopyFaceIndicesLWOB(LWO::FaceList::iterator& it,
+ LE_NCONST uint16_t*& cursor,
+ const uint16_t* const end,
+ unsigned int max = UINT_MAX);
+
+ // -------------------------------------------------------------------
+ /** Resolve the tag and surface lists that have been loaded.
+ * Generates the mMapping table.
+ */
+ void ResolveTags();
+
+ // -------------------------------------------------------------------
+ /** Resolve the clip list that has been loaded.
+ * Replaces clip references with real clips.
+ */
+ void ResolveClips();
+
+ // -------------------------------------------------------------------
+ /** Add a texture list to an output material description.
+ *
+ * @param pcMat Output material
+ * @param in Input texture list
+ * @param type Type identifier of the texture list
+ */
+ bool HandleTextures(aiMaterial* pcMat, const TextureList& in,
+ aiTextureType type);
+
+ // -------------------------------------------------------------------
+ /** Adjust a texture path
+ */
+ void AdjustTexturePath(std::string& out);
+
+ // -------------------------------------------------------------------
+ /** Convert a LWO surface description to an ASSIMP material
+ */
+ void ConvertMaterial(const LWO::Surface& surf,aiMaterial* pcMat);
+
+
+ // -------------------------------------------------------------------
+ /** Get a list of all UV/VC channels required by a specific surface.
+ *
+ * @param surf Working surface
+ * @param layer Working layer
+ * @param out Output list. The members are indices into the
+ * UV/VC channel lists of the layer
+ */
+ void FindUVChannels(/*const*/ LWO::Surface& surf,
+ LWO::SortedRep& sorted,
+ /*const*/ LWO::Layer& layer,
+ unsigned int out[AI_MAX_NUMBER_OF_TEXTURECOORDS]);
+
+ // -------------------------------------------------------------------
+ char FindUVChannels(LWO::TextureList& list,
+ LWO::Layer& layer,LWO::UVChannel& uv, unsigned int next);
+
+ // -------------------------------------------------------------------
+ void FindVCChannels(const LWO::Surface& surf,
+ LWO::SortedRep& sorted,
+ const LWO::Layer& layer,
+ unsigned int out[AI_MAX_NUMBER_OF_COLOR_SETS]);
+
+ // -------------------------------------------------------------------
+ /** Generate the final node graph
+ * Unused nodes are deleted.
+ * @param apcNodes Flat list of nodes
+ */
+ void GenerateNodeGraph(std::map<uint16_t,aiNode*>& apcNodes);
+
+ // -------------------------------------------------------------------
+ /** Add children to a node
+ * @param node Node to become a father
+ * @param parent Index of the node
+ * @param apcNodes Flat list of nodes - used nodes are set to NULL.
+ */
+ void AddChildren(aiNode* node, uint16_t parent,
+ std::vector<aiNode*>& apcNodes);
+
+ // -------------------------------------------------------------------
+ /** Read a variable sized integer
+ * @param inout Input and output buffer
+ */
+ int ReadVSizedIntLWO2(uint8_t*& inout);
+
+ // -------------------------------------------------------------------
+ /** Assign a value from a VMAP to a vertex and all vertices
+ * attached to it.
+ * @param base VMAP destination data
+ * @param numRead Number of float's to be read
+ * @param idx Absolute index of the first vertex
+ * @param data Value of the VMAP to be assigned - read numRead
+ * floats from this array.
+ */
+ void DoRecursiveVMAPAssignment(VMapEntry* base, unsigned int numRead,
+ unsigned int idx, float* data);
+
+ // -------------------------------------------------------------------
+ /** Compute normal vectors for a mesh
+ * @param mesh Input mesh
+ * @param smoothingGroups Smoothing-groups-per-face array
+ * @param surface Surface for the mesh
+ */
+ void ComputeNormals(aiMesh* mesh, const std::vector<unsigned int>& smoothingGroups,
+ const LWO::Surface& surface);
+
+
+ // -------------------------------------------------------------------
+ /** Setup a new texture after the corresponding chunk was
+ * encountered in the file.
+ * @param list Texture list
+ * @param size Maximum number of bytes to be read
+ * @return Pointer to new texture
+ */
+ LWO::Texture* SetupNewTextureLWOB(LWO::TextureList& list,
+ unsigned int size);
protected:
- /** true if the file is a LWO2 file*/
- bool mIsLWO2;
+ /** true if the file is a LWO2 file*/
+ bool mIsLWO2;
- /** true if the file is a LXOB file*/
- bool mIsLXOB;
+ /** true if the file is a LXOB file*/
+ bool mIsLXOB;
- /** Temporary list of layers from the file */
- LayerList* mLayers;
+ /** Temporary list of layers from the file */
+ LayerList* mLayers;
- /** Pointer to the current layer */
- LWO::Layer* mCurLayer;
+ /** Pointer to the current layer */
+ LWO::Layer* mCurLayer;
- /** Temporary tag list from the file */
- TagList* mTags;
+ /** Temporary tag list from the file */
+ TagList* mTags;
- /** Mapping table to convert from tag to surface indices.
- 0xffffffff indicates that a no corresponding surface is available */
- TagMappingTable* mMapping;
+ /** Mapping table to convert from tag to surface indices.
+ UINT_MAX indicates that a no corresponding surface is available */
+ TagMappingTable* mMapping;
- /** Temporary surface list from the file */
- SurfaceList* mSurfaces;
+ /** Temporary surface list from the file */
+ SurfaceList* mSurfaces;
- /** Temporary clip list from the file */
- ClipList mClips;
+ /** Temporary clip list from the file */
+ ClipList mClips;
- /** Temporary envelope list from the file */
- EnvelopeList mEnvelopes;
+ /** Temporary envelope list from the file */
+ EnvelopeList mEnvelopes;
- /** file buffer */
- uint8_t* mFileBuffer;
+ /** file buffer */
+ uint8_t* mFileBuffer;
- /** Size of the file, in bytes */
- unsigned int fileSize;
+ /** Size of the file, in bytes */
+ unsigned int fileSize;
- /** Output scene */
- aiScene* pScene;
+ /** Output scene */
+ aiScene* pScene;
- /** Configuration option: speed flag set? */
- bool configSpeedFlag;
+ /** Configuration option: speed flag set? */
+ bool configSpeedFlag;
- /** Configuration option: index of layer to be loaded */
- unsigned int configLayerIndex;
+ /** Configuration option: index of layer to be loaded */
+ unsigned int configLayerIndex;
- /** Configuration option: name of layer to be loaded */
- std::string configLayerName;
+ /** Configuration option: name of layer to be loaded */
+ std::string configLayerName;
- /** True if we have a named layer */
- bool hasNamedLayer;
+ /** True if we have a named layer */
+ bool hasNamedLayer;
};
// ------------------------------------------------------------------------------------------------
inline float LWOImporter::GetF4()
{
- float f = *((float*)mFileBuffer);mFileBuffer += 4;
- AI_LSWAP4(f);
- return f;
+ float f = *((float*)mFileBuffer);mFileBuffer += 4;
+ AI_LSWAP4(f);
+ return f;
}
// ------------------------------------------------------------------------------------------------
inline uint32_t LWOImporter::GetU4()
{
- uint32_t f = *((uint32_t*)mFileBuffer);mFileBuffer += 4;
- AI_LSWAP4(f);
- return f;
+ uint32_t f = *((uint32_t*)mFileBuffer);mFileBuffer += 4;
+ AI_LSWAP4(f);
+ return f;
}
// ------------------------------------------------------------------------------------------------
inline uint16_t LWOImporter::GetU2()
{
- uint16_t f = *((uint16_t*)mFileBuffer);mFileBuffer += 2;
- AI_LSWAP2(f);
- return f;
+ uint16_t f = *((uint16_t*)mFileBuffer);mFileBuffer += 2;
+ AI_LSWAP2(f);
+ return f;
}
// ------------------------------------------------------------------------------------------------
inline uint8_t LWOImporter::GetU1()
{
- return *mFileBuffer++;
+ return *mFileBuffer++;
}
// ------------------------------------------------------------------------------------------------
inline int LWOImporter::ReadVSizedIntLWO2(uint8_t*& inout)
{
- int i;
- int c = *inout;inout++;
- if (c != 0xFF)
- {
- i = c << 8;
- c = *inout;inout++;
- i |= c;
- }
- else
- {
- c = *inout;inout++;
- i = c << 16;
- c = *inout;inout++;
- i |= c << 8;
- c = *inout;inout++;
- i |= c;
- }
- return i;
+ int i;
+ int c = *inout;inout++;
+ if(c != 0xFF)
+ {
+ i = c << 8;
+ c = *inout;inout++;
+ i |= c;
+ }
+ else
+ {
+ c = *inout;inout++;
+ i = c << 16;
+ c = *inout;inout++;
+ i |= c << 8;
+ c = *inout;inout++;
+ i |= c;
+ }
+ return i;
}
// ------------------------------------------------------------------------------------------------
inline void LWOImporter::GetS0(std::string& out,unsigned int max)
{
- unsigned int iCursor = 0;
- const char*sz = (const char*)mFileBuffer;
- while (*mFileBuffer)
- {
- if (++iCursor > max)
- {
- DefaultLogger::get()->warn("LWO: Invalid file, string is is too long");
- break;
- }
- ++mFileBuffer;
- }
- size_t len = (size_t) ((const char*)mFileBuffer-sz);
- out = std::string(sz,len);
- mFileBuffer += (len&0x1 ? 1 : 2);
+ unsigned int iCursor = 0;
+ const char*sz = (const char*)mFileBuffer;
+ while (*mFileBuffer)
+ {
+ if (++iCursor > max)
+ {
+ DefaultLogger::get()->warn("LWO: Invalid file, string is is too long");
+ break;
+ }
+ ++mFileBuffer;
+ }
+ size_t len = (size_t) ((const char*)mFileBuffer-sz);
+ out = std::string(sz,len);
+ mFileBuffer += (len&0x1 ? 1 : 2);
}
diff --git a/src/3rdparty/assimp/code/LWOMaterial.cpp b/src/3rdparty/assimp/code/LWOMaterial.cpp
index faee674a4..9bccad3a4 100644
--- a/src/3rdparty/assimp/code/LWOMaterial.cpp
+++ b/src/3rdparty/assimp/code/LWOMaterial.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -47,854 +47,850 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
// internal headers
#include "LWOLoader.h"
-#include "MaterialSystem.h"
#include "ByteSwap.h"
-#include <QtGlobal>
-
using namespace Assimp;
// ------------------------------------------------------------------------------------------------
template <class T>
T lerp(const T& one, const T& two, float val)
{
- return one + (two-one)*val;
+ return one + (two-one)*val;
}
// ------------------------------------------------------------------------------------------------
// Convert a lightwave mapping mode to our's
inline aiTextureMapMode GetMapMode(LWO::Texture::Wrap in)
{
- switch (in)
- {
- case LWO::Texture::REPEAT:
- return aiTextureMapMode_Wrap;
-
- case LWO::Texture::MIRROR:
- return aiTextureMapMode_Mirror;
-
- case LWO::Texture::RESET:
- DefaultLogger::get()->warn("LWO2: Unsupported texture map mode: RESET");
-
- // fall though here
- case LWO::Texture::EDGE:
- return aiTextureMapMode_Clamp;
- }
- return (aiTextureMapMode)0;
+ switch (in)
+ {
+ case LWO::Texture::REPEAT:
+ return aiTextureMapMode_Wrap;
+
+ case LWO::Texture::MIRROR:
+ return aiTextureMapMode_Mirror;
+
+ case LWO::Texture::RESET:
+ DefaultLogger::get()->warn("LWO2: Unsupported texture map mode: RESET");
+
+ // fall though here
+ case LWO::Texture::EDGE:
+ return aiTextureMapMode_Clamp;
+ }
+ return (aiTextureMapMode)0;
}
// ------------------------------------------------------------------------------------------------
-bool LWOImporter::HandleTextures(MaterialHelper* pcMat, const TextureList& in, aiTextureType type)
+bool LWOImporter::HandleTextures(aiMaterial* pcMat, const TextureList& in, aiTextureType type)
{
- ai_assert(NULL != pcMat);
-
- unsigned int cur = 0, temp = 0;
- aiString s;
- bool ret = false;
-
- for (TextureList::const_iterator it = in.begin(), end = in.end();it != end;++it) {
- if (!(*it).enabled || !(*it).bCanUse)
- continue;
- ret = true;
-
- // Convert lightwave's mapping modes to ours. We let them
- // as they are, the GenUVcoords step will compute UV
- // channels if they're not there.
-
- aiTextureMapping mapping;
- switch ((*it).mapMode)
- {
- case LWO::Texture::Planar:
- mapping = aiTextureMapping_PLANE;
- break;
- case LWO::Texture::Cylindrical:
- mapping = aiTextureMapping_CYLINDER;
- break;
- case LWO::Texture::Spherical:
- mapping = aiTextureMapping_SPHERE;
- break;
- case LWO::Texture::Cubic:
- mapping = aiTextureMapping_BOX;
- break;
- case LWO::Texture::FrontProjection:
- DefaultLogger::get()->error("LWO2: Unsupported texture mapping: FrontProjection");
- mapping = aiTextureMapping_OTHER;
- break;
- case LWO::Texture::UV:
- {
- if ( 0xffffffff == (*it).mRealUVIndex ) {
- // We have no UV index for this texture, so we can't display it
- continue;
- }
-
- // add the UV source index
- temp = (*it).mRealUVIndex;
- pcMat->AddProperty<int>((int*)&temp,1,AI_MATKEY_UVWSRC(type,cur));
-
- mapping = aiTextureMapping_UV;
- }
- break;
- default:
- ai_assert(false);
- };
-
- if (mapping != aiTextureMapping_UV) {
- // Setup the main axis
- aiVector3D v;
- switch ((*it).majorAxis) {
- case Texture::AXIS_X:
- v = aiVector3D(1.f,0.f,0.f);
- break;
- case Texture::AXIS_Y:
- v = aiVector3D(0.f,1.f,0.f);
- break;
- default: // case Texture::AXIS_Z:
- v = aiVector3D(0.f,0.f,1.f);
- break;
- }
-
- pcMat->AddProperty(&v,1,AI_MATKEY_TEXMAP_AXIS(type,cur));
-
- // Setup UV scalings for cylindric and spherical projections
- if (mapping == aiTextureMapping_CYLINDER || mapping == aiTextureMapping_SPHERE) {
- aiUVTransform trafo;
- trafo.mScaling.x = (*it).wrapAmountW;
- trafo.mScaling.y = (*it).wrapAmountH;
-
- Q_ASSERT(sizeof(aiUVTransform)/sizeof(float) == 5);
- pcMat->AddProperty(&trafo,1,AI_MATKEY_UVTRANSFORM(type,cur));
- }
- DefaultLogger::get()->debug("LWO2: Setting up non-UV mapping");
- }
-
- // The older LWOB format does not use indirect references to clips.
- // The file name of a texture is directly specified in the tex chunk.
- if (mIsLWO2) {
- // find the corresponding clip
- ClipList::iterator clip = mClips.begin();
- temp = (*it).mClipIdx;
- for (ClipList::iterator end = mClips.end(); clip != end; ++clip) {
- if ((*clip).idx == temp)
- break;
-
- }
- if (mClips.end() == clip) {
- DefaultLogger::get()->error("LWO2: Clip index is out of bounds");
- temp = 0;
-
- // fixme: appearently some LWO files shipping with Doom3 don't
- // have clips at all ... check whether that's true or whether
- // it's a bug in the loader.
-
- s.Set("$texture.png");
-
- //continue;
- }
- else {
- if (Clip::UNSUPPORTED == (*clip).type) {
- DefaultLogger::get()->error("LWO2: Clip type is not supported");
- continue;
- }
- AdjustTexturePath((*clip).path);
- s.Set((*clip).path);
-
- // Additional image settings
- int flags = 0;
- if ((*clip).negate) {
- flags |= aiTextureFlags_Invert;
- }
- pcMat->AddProperty(&flags,1,AI_MATKEY_TEXFLAGS(type,cur));
- }
- }
- else
- {
- std::string ss = (*it).mFileName;
- if (!ss.length()) {
- DefaultLogger::get()->error("LWOB: Empty file name");
- continue;
- }
- AdjustTexturePath(ss);
- s.Set(ss);
- }
- pcMat->AddProperty(&s,AI_MATKEY_TEXTURE(type,cur));
-
- // add the blend factor
- pcMat->AddProperty<float>(&(*it).mStrength,1,AI_MATKEY_TEXBLEND(type,cur));
-
- // add the blend operation
- switch ((*it).blendType)
- {
- case LWO::Texture::Normal:
- case LWO::Texture::Multiply:
- temp = (unsigned int)aiTextureOp_Multiply;
- break;
-
- case LWO::Texture::Subtractive:
- case LWO::Texture::Difference:
- temp = (unsigned int)aiTextureOp_Subtract;
- break;
-
- case LWO::Texture::Divide:
- temp = (unsigned int)aiTextureOp_Divide;
- break;
-
- case LWO::Texture::Additive:
- temp = (unsigned int)aiTextureOp_Add;
- break;
-
- default:
- temp = (unsigned int)aiTextureOp_Multiply;
- DefaultLogger::get()->warn("LWO2: Unsupported texture blend mode: alpha or displacement");
-
- }
- // Setup texture operation
- pcMat->AddProperty<int>((int*)&temp,1,AI_MATKEY_TEXOP(type,cur));
-
- // setup the mapping mode
- pcMat->AddProperty<int>((int*)&mapping,1,AI_MATKEY_MAPPING(type,cur));
-
- // add the u-wrapping
- temp = (unsigned int)GetMapMode((*it).wrapModeWidth);
- pcMat->AddProperty<int>((int*)&temp,1,AI_MATKEY_MAPPINGMODE_U(type,cur));
-
- // add the v-wrapping
- temp = (unsigned int)GetMapMode((*it).wrapModeHeight);
- pcMat->AddProperty<int>((int*)&temp,1,AI_MATKEY_MAPPINGMODE_V(type,cur));
-
- ++cur;
- }
- return ret;
+ ai_assert(NULL != pcMat);
+
+ unsigned int cur = 0, temp = 0;
+ aiString s;
+ bool ret = false;
+
+ for (TextureList::const_iterator it = in.begin(), end = in.end();it != end;++it) {
+ if (!(*it).enabled || !(*it).bCanUse)
+ continue;
+ ret = true;
+
+ // Convert lightwave's mapping modes to ours. We let them
+ // as they are, the GenUVcoords step will compute UV
+ // channels if they're not there.
+
+ aiTextureMapping mapping;
+ switch ((*it).mapMode)
+ {
+ case LWO::Texture::Planar:
+ mapping = aiTextureMapping_PLANE;
+ break;
+ case LWO::Texture::Cylindrical:
+ mapping = aiTextureMapping_CYLINDER;
+ break;
+ case LWO::Texture::Spherical:
+ mapping = aiTextureMapping_SPHERE;
+ break;
+ case LWO::Texture::Cubic:
+ mapping = aiTextureMapping_BOX;
+ break;
+ case LWO::Texture::FrontProjection:
+ DefaultLogger::get()->error("LWO2: Unsupported texture mapping: FrontProjection");
+ mapping = aiTextureMapping_OTHER;
+ break;
+ case LWO::Texture::UV:
+ {
+ if( UINT_MAX == (*it).mRealUVIndex ) {
+ // We have no UV index for this texture, so we can't display it
+ continue;
+ }
+
+ // add the UV source index
+ temp = (*it).mRealUVIndex;
+ pcMat->AddProperty<int>((int*)&temp,1,AI_MATKEY_UVWSRC(type,cur));
+
+ mapping = aiTextureMapping_UV;
+ }
+ break;
+ default:
+ ai_assert(false);
+ };
+
+ if (mapping != aiTextureMapping_UV) {
+ // Setup the main axis
+ aiVector3D v;
+ switch ((*it).majorAxis) {
+ case Texture::AXIS_X:
+ v = aiVector3D(1.f,0.f,0.f);
+ break;
+ case Texture::AXIS_Y:
+ v = aiVector3D(0.f,1.f,0.f);
+ break;
+ default: // case Texture::AXIS_Z:
+ v = aiVector3D(0.f,0.f,1.f);
+ break;
+ }
+
+ pcMat->AddProperty(&v,1,AI_MATKEY_TEXMAP_AXIS(type,cur));
+
+ // Setup UV scalings for cylindric and spherical projections
+ if (mapping == aiTextureMapping_CYLINDER || mapping == aiTextureMapping_SPHERE) {
+ aiUVTransform trafo;
+ trafo.mScaling.x = (*it).wrapAmountW;
+ trafo.mScaling.y = (*it).wrapAmountH;
+
+ BOOST_STATIC_ASSERT(sizeof(aiUVTransform)/sizeof(float) == 5);
+ pcMat->AddProperty(&trafo,1,AI_MATKEY_UVTRANSFORM(type,cur));
+ }
+ DefaultLogger::get()->debug("LWO2: Setting up non-UV mapping");
+ }
+
+ // The older LWOB format does not use indirect references to clips.
+ // The file name of a texture is directly specified in the tex chunk.
+ if (mIsLWO2) {
+ // find the corresponding clip
+ ClipList::iterator clip = mClips.begin();
+ temp = (*it).mClipIdx;
+ for (ClipList::iterator end = mClips.end(); clip != end; ++clip) {
+ if ((*clip).idx == temp)
+ break;
+
+ }
+ if (mClips.end() == clip) {
+ DefaultLogger::get()->error("LWO2: Clip index is out of bounds");
+ temp = 0;
+
+ // fixme: appearently some LWO files shipping with Doom3 don't
+ // have clips at all ... check whether that's true or whether
+ // it's a bug in the loader.
+
+ s.Set("$texture.png");
+
+ //continue;
+ }
+ else {
+ if (Clip::UNSUPPORTED == (*clip).type) {
+ DefaultLogger::get()->error("LWO2: Clip type is not supported");
+ continue;
+ }
+ AdjustTexturePath((*clip).path);
+ s.Set((*clip).path);
+
+ // Additional image settings
+ int flags = 0;
+ if ((*clip).negate) {
+ flags |= aiTextureFlags_Invert;
+ }
+ pcMat->AddProperty(&flags,1,AI_MATKEY_TEXFLAGS(type,cur));
+ }
+ }
+ else
+ {
+ std::string ss = (*it).mFileName;
+ if (!ss.length()) {
+ DefaultLogger::get()->error("LWOB: Empty file name");
+ continue;
+ }
+ AdjustTexturePath(ss);
+ s.Set(ss);
+ }
+ pcMat->AddProperty(&s,AI_MATKEY_TEXTURE(type,cur));
+
+ // add the blend factor
+ pcMat->AddProperty<float>(&(*it).mStrength,1,AI_MATKEY_TEXBLEND(type,cur));
+
+ // add the blend operation
+ switch ((*it).blendType)
+ {
+ case LWO::Texture::Normal:
+ case LWO::Texture::Multiply:
+ temp = (unsigned int)aiTextureOp_Multiply;
+ break;
+
+ case LWO::Texture::Subtractive:
+ case LWO::Texture::Difference:
+ temp = (unsigned int)aiTextureOp_Subtract;
+ break;
+
+ case LWO::Texture::Divide:
+ temp = (unsigned int)aiTextureOp_Divide;
+ break;
+
+ case LWO::Texture::Additive:
+ temp = (unsigned int)aiTextureOp_Add;
+ break;
+
+ default:
+ temp = (unsigned int)aiTextureOp_Multiply;
+ DefaultLogger::get()->warn("LWO2: Unsupported texture blend mode: alpha or displacement");
+
+ }
+ // Setup texture operation
+ pcMat->AddProperty<int>((int*)&temp,1,AI_MATKEY_TEXOP(type,cur));
+
+ // setup the mapping mode
+ pcMat->AddProperty<int>((int*)&mapping,1,AI_MATKEY_MAPPING(type,cur));
+
+ // add the u-wrapping
+ temp = (unsigned int)GetMapMode((*it).wrapModeWidth);
+ pcMat->AddProperty<int>((int*)&temp,1,AI_MATKEY_MAPPINGMODE_U(type,cur));
+
+ // add the v-wrapping
+ temp = (unsigned int)GetMapMode((*it).wrapModeHeight);
+ pcMat->AddProperty<int>((int*)&temp,1,AI_MATKEY_MAPPINGMODE_V(type,cur));
+
+ ++cur;
+ }
+ return ret;
}
// ------------------------------------------------------------------------------------------------
-void LWOImporter::ConvertMaterial(const LWO::Surface& surf,MaterialHelper* pcMat)
+void LWOImporter::ConvertMaterial(const LWO::Surface& surf,aiMaterial* pcMat)
{
- // copy the name of the surface
- aiString st;
- st.Set(surf.mName);
- pcMat->AddProperty(&st,AI_MATKEY_NAME);
-
- const int i = surf.bDoubleSided ? 1 : 0;
- pcMat->AddProperty(&i,1,AI_MATKEY_TWOSIDED);
-
- // add the refraction index and the bump intensity
- pcMat->AddProperty(&surf.mIOR,1,AI_MATKEY_REFRACTI);
- pcMat->AddProperty(&surf.mBumpIntensity,1,AI_MATKEY_BUMPSCALING);
-
- aiShadingMode m;
- if (surf.mSpecularValue && surf.mGlossiness)
- {
- float fGloss;
- if (mIsLWO2) {
- fGloss = pow( surf.mGlossiness*10.0f+2.0f, 2.0f);
- }
- else
- {
- if (16.0f >= surf.mGlossiness)
- fGloss = 6.0f;
- else if (64.0f >= surf.mGlossiness)
- fGloss = 20.0f;
- else if (256.0f >= surf.mGlossiness)
- fGloss = 50.0f;
- else fGloss = 80.0f;
- }
-
- pcMat->AddProperty(&surf.mSpecularValue,1,AI_MATKEY_SHININESS_STRENGTH);
- pcMat->AddProperty(&fGloss,1,AI_MATKEY_SHININESS);
- m = aiShadingMode_Phong;
- }
- else m = aiShadingMode_Gouraud;
-
- // specular color
- aiColor3D clr = lerp( aiColor3D(1.f,1.f,1.f), surf.mColor, surf.mColorHighlights );
- pcMat->AddProperty(&clr,1,AI_MATKEY_COLOR_SPECULAR);
- pcMat->AddProperty(&surf.mSpecularValue,1,AI_MATKEY_SHININESS_STRENGTH);
-
- // emissive color
- // luminosity is not really the same but it affects the surface in a similar way. Some scaling looks good.
- clr.g = clr.b = clr.r = surf.mLuminosity*0.8f;
- pcMat->AddProperty<aiColor3D>(&clr,1,AI_MATKEY_COLOR_EMISSIVE);
-
- // opacity ... either additive or default-blended, please
- if (0.f != surf.mAdditiveTransparency) {
-
- const int add = aiBlendMode_Additive;
- pcMat->AddProperty(&surf.mAdditiveTransparency,1,AI_MATKEY_OPACITY);
- pcMat->AddProperty(&add,1,AI_MATKEY_BLEND_FUNC);
- }
-
- else if (10e10f != surf.mTransparency) {
- const int def = aiBlendMode_Default;
- const float f = 1.0f-surf.mTransparency;
- pcMat->AddProperty(&f,1,AI_MATKEY_OPACITY);
- pcMat->AddProperty(&def,1,AI_MATKEY_BLEND_FUNC);
- }
-
-
- // ADD TEXTURES to the material
- // TODO: find out how we can handle COLOR textures correctly...
- bool b = HandleTextures(pcMat,surf.mColorTextures,aiTextureType_DIFFUSE);
- b = (b || HandleTextures(pcMat,surf.mDiffuseTextures,aiTextureType_DIFFUSE));
- HandleTextures(pcMat,surf.mSpecularTextures,aiTextureType_SPECULAR);
- HandleTextures(pcMat,surf.mGlossinessTextures,aiTextureType_SHININESS);
- HandleTextures(pcMat,surf.mBumpTextures,aiTextureType_HEIGHT);
- HandleTextures(pcMat,surf.mOpacityTextures,aiTextureType_OPACITY);
- HandleTextures(pcMat,surf.mReflectionTextures,aiTextureType_REFLECTION);
-
- // Now we need to know which shader to use .. iterate through the shader list of
- // the surface and search for a name which we know ...
- for (ShaderList::const_iterator it = surf.mShaders.begin(), end = surf.mShaders.end();it != end;++it) {
- //if (!(*it).enabled)continue;
-
- if ((*it).functionName == "LW_SuperCelShader" || (*it).functionName == "AH_CelShader") {
- DefaultLogger::get()->info("LWO2: Mapping LW_SuperCelShader/AH_CelShader to aiShadingMode_Toon");
-
- m = aiShadingMode_Toon;
- break;
- }
- else if ((*it).functionName == "LW_RealFresnel" || (*it).functionName == "LW_FastFresnel") {
- DefaultLogger::get()->info("LWO2: Mapping LW_RealFresnel/LW_FastFresnel to aiShadingMode_Fresnel");
-
- m = aiShadingMode_Fresnel;
- break;
- }
- else
- {
- DefaultLogger::get()->warn("LWO2: Unknown surface shader: " + (*it).functionName);
- }
- }
- if (surf.mMaximumSmoothAngle <= 0.0f)
- m = aiShadingMode_Flat;
- pcMat->AddProperty((int*)&m,1,AI_MATKEY_SHADING_MODEL);
-
- // (the diffuse value is just a scaling factor)
- // If a diffuse texture is set, we set this value to 1.0
- clr = (b && false ? aiColor3D(1.f,1.f,1.f) : surf.mColor);
- clr.r *= surf.mDiffuseValue;
- clr.g *= surf.mDiffuseValue;
- clr.b *= surf.mDiffuseValue;
- pcMat->AddProperty<aiColor3D>(&clr,1,AI_MATKEY_COLOR_DIFFUSE);
+ // copy the name of the surface
+ aiString st;
+ st.Set(surf.mName);
+ pcMat->AddProperty(&st,AI_MATKEY_NAME);
+
+ const int i = surf.bDoubleSided ? 1 : 0;
+ pcMat->AddProperty(&i,1,AI_MATKEY_TWOSIDED);
+
+ // add the refraction index and the bump intensity
+ pcMat->AddProperty(&surf.mIOR,1,AI_MATKEY_REFRACTI);
+ pcMat->AddProperty(&surf.mBumpIntensity,1,AI_MATKEY_BUMPSCALING);
+
+ aiShadingMode m;
+ if (surf.mSpecularValue && surf.mGlossiness)
+ {
+ float fGloss;
+ if (mIsLWO2) {
+ fGloss = pow( surf.mGlossiness*10.0f+2.0f, 2.0f);
+ }
+ else
+ {
+ if (16.0f >= surf.mGlossiness)
+ fGloss = 6.0f;
+ else if (64.0f >= surf.mGlossiness)
+ fGloss = 20.0f;
+ else if (256.0f >= surf.mGlossiness)
+ fGloss = 50.0f;
+ else fGloss = 80.0f;
+ }
+
+ pcMat->AddProperty(&surf.mSpecularValue,1,AI_MATKEY_SHININESS_STRENGTH);
+ pcMat->AddProperty(&fGloss,1,AI_MATKEY_SHININESS);
+ m = aiShadingMode_Phong;
+ }
+ else m = aiShadingMode_Gouraud;
+
+ // specular color
+ aiColor3D clr = lerp( aiColor3D(1.f,1.f,1.f), surf.mColor, surf.mColorHighlights );
+ pcMat->AddProperty(&clr,1,AI_MATKEY_COLOR_SPECULAR);
+ pcMat->AddProperty(&surf.mSpecularValue,1,AI_MATKEY_SHININESS_STRENGTH);
+
+ // emissive color
+ // luminosity is not really the same but it affects the surface in a similar way. Some scaling looks good.
+ clr.g = clr.b = clr.r = surf.mLuminosity*0.8f;
+ pcMat->AddProperty<aiColor3D>(&clr,1,AI_MATKEY_COLOR_EMISSIVE);
+
+ // opacity ... either additive or default-blended, please
+ if (0.f != surf.mAdditiveTransparency) {
+
+ const int add = aiBlendMode_Additive;
+ pcMat->AddProperty(&surf.mAdditiveTransparency,1,AI_MATKEY_OPACITY);
+ pcMat->AddProperty(&add,1,AI_MATKEY_BLEND_FUNC);
+ }
+
+ else if (10e10f != surf.mTransparency) {
+ const int def = aiBlendMode_Default;
+ const float f = 1.0f-surf.mTransparency;
+ pcMat->AddProperty(&f,1,AI_MATKEY_OPACITY);
+ pcMat->AddProperty(&def,1,AI_MATKEY_BLEND_FUNC);
+ }
+
+
+ // ADD TEXTURES to the material
+ // TODO: find out how we can handle COLOR textures correctly...
+ bool b = HandleTextures(pcMat,surf.mColorTextures,aiTextureType_DIFFUSE);
+ b = (b || HandleTextures(pcMat,surf.mDiffuseTextures,aiTextureType_DIFFUSE));
+ HandleTextures(pcMat,surf.mSpecularTextures,aiTextureType_SPECULAR);
+ HandleTextures(pcMat,surf.mGlossinessTextures,aiTextureType_SHININESS);
+ HandleTextures(pcMat,surf.mBumpTextures,aiTextureType_HEIGHT);
+ HandleTextures(pcMat,surf.mOpacityTextures,aiTextureType_OPACITY);
+ HandleTextures(pcMat,surf.mReflectionTextures,aiTextureType_REFLECTION);
+
+ // Now we need to know which shader to use .. iterate through the shader list of
+ // the surface and search for a name which we know ...
+ for (ShaderList::const_iterator it = surf.mShaders.begin(), end = surf.mShaders.end();it != end;++it) {
+ //if (!(*it).enabled)continue;
+
+ if ((*it).functionName == "LW_SuperCelShader" || (*it).functionName == "AH_CelShader") {
+ DefaultLogger::get()->info("LWO2: Mapping LW_SuperCelShader/AH_CelShader to aiShadingMode_Toon");
+
+ m = aiShadingMode_Toon;
+ break;
+ }
+ else if ((*it).functionName == "LW_RealFresnel" || (*it).functionName == "LW_FastFresnel") {
+ DefaultLogger::get()->info("LWO2: Mapping LW_RealFresnel/LW_FastFresnel to aiShadingMode_Fresnel");
+
+ m = aiShadingMode_Fresnel;
+ break;
+ }
+ else
+ {
+ DefaultLogger::get()->warn("LWO2: Unknown surface shader: " + (*it).functionName);
+ }
+ }
+ if (surf.mMaximumSmoothAngle <= 0.0f)
+ m = aiShadingMode_Flat;
+ pcMat->AddProperty((int*)&m,1,AI_MATKEY_SHADING_MODEL);
+
+ // (the diffuse value is just a scaling factor)
+ // If a diffuse texture is set, we set this value to 1.0
+ clr = (b && false ? aiColor3D(1.f,1.f,1.f) : surf.mColor);
+ clr.r *= surf.mDiffuseValue;
+ clr.g *= surf.mDiffuseValue;
+ clr.b *= surf.mDiffuseValue;
+ pcMat->AddProperty<aiColor3D>(&clr,1,AI_MATKEY_COLOR_DIFFUSE);
}
// ------------------------------------------------------------------------------------------------
char LWOImporter::FindUVChannels(LWO::TextureList& list,
- LWO::Layer&, LWO::UVChannel& uv, unsigned int next)
+ LWO::Layer& /*layer*/,LWO::UVChannel& uv, unsigned int next)
{
- char ret = 0;
- for (TextureList::iterator it = list.begin(), end = list.end();it != end;++it) {
-
- // Ignore textures with non-UV mappings for the moment.
- if (!(*it).enabled || !(*it).bCanUse || (*it).mapMode != LWO::Texture::UV) {
- continue;
- }
-
- if ((*it).mUVChannelIndex == uv.name) {
- ret = 1;
-
- // got it.
- if ((*it).mRealUVIndex == 0xffffffff || (*it).mRealUVIndex == next)
- {
- (*it).mRealUVIndex = next;
- }
- else {
- // channel mismatch. need to duplicate the material.
- DefaultLogger::get()->warn("LWO: Channel mismatch, would need to duplicate surface [design bug]");
-
- // TODO
- }
- }
- }
- return ret;
+ char ret = 0;
+ for (TextureList::iterator it = list.begin(), end = list.end();it != end;++it) {
+
+ // Ignore textures with non-UV mappings for the moment.
+ if (!(*it).enabled || !(*it).bCanUse || (*it).mapMode != LWO::Texture::UV) {
+ continue;
+ }
+
+ if ((*it).mUVChannelIndex == uv.name) {
+ ret = 1;
+
+ // got it.
+ if ((*it).mRealUVIndex == UINT_MAX || (*it).mRealUVIndex == next)
+ {
+ (*it).mRealUVIndex = next;
+ }
+ else {
+ // channel mismatch. need to duplicate the material.
+ DefaultLogger::get()->warn("LWO: Channel mismatch, would need to duplicate surface [design bug]");
+
+ // TODO
+ }
+ }
+ }
+ return ret;
}
// ------------------------------------------------------------------------------------------------
-void LWOImporter::FindUVChannels(LWO::Surface& surf,
- LWO::SortedRep& sorted,LWO::Layer& layer,
- unsigned int out[AI_MAX_NUMBER_OF_TEXTURECOORDS])
+void LWOImporter::FindUVChannels(LWO::Surface& surf,
+ LWO::SortedRep& sorted,LWO::Layer& layer,
+ unsigned int out[AI_MAX_NUMBER_OF_TEXTURECOORDS])
{
- unsigned int next = 0, extra = 0, num_extra = 0;
-
- // Check whether we have an UV entry != 0 for one of the faces in 'sorted'
- for (unsigned int i = 0; i < layer.mUVChannels.size();++i) {
- LWO::UVChannel& uv = layer.mUVChannels[i];
-
- for (LWO::SortedRep::const_iterator it = sorted.begin(); it != sorted.end(); ++it) {
-
- LWO::Face& face = layer.mFaces[*it];
-
- for (unsigned int n = 0; n < face.mNumIndices; ++n) {
- unsigned int idx = face.mIndices[n];
-
- if (uv.abAssigned[idx] && ((aiVector2D*)&uv.rawData[0])[idx] != aiVector2D()) {
-
- if (next >= AI_MAX_NUMBER_OF_TEXTURECOORDS) {
-
- DefaultLogger::get()->error("LWO: Maximum number of UV channels for "
- "this mesh reached. Skipping channel \'" + uv.name + "\'");
-
- }
- else {
- // Search through all textures assigned to 'surf' and look for this UV channel
- char had = 0;
- had |= FindUVChannels(surf.mColorTextures,layer,uv,next);
- had |= FindUVChannels(surf.mDiffuseTextures,layer,uv,next);
- had |= FindUVChannels(surf.mSpecularTextures,layer,uv,next);
- had |= FindUVChannels(surf.mGlossinessTextures,layer,uv,next);
- had |= FindUVChannels(surf.mOpacityTextures,layer,uv,next);
- had |= FindUVChannels(surf.mBumpTextures,layer,uv,next);
- had |= FindUVChannels(surf.mReflectionTextures,layer,uv,next);
-
- if (had != 0) {
-
- // We have a texture referencing this UV channel so we have to take special care of it
- if (num_extra) {
-
- for (unsigned int a = next; a < std::min( extra, AI_MAX_NUMBER_OF_TEXTURECOORDS-1u ); ++a) {
- out[a+1] = out[a];
- }
- }
- ++extra;
- out[next++] = i;
- }
- else {
-
- // Seems not to be used at all. Push to end if enough space is available.
- out[extra++] = i;
- ++num_extra;
- }
- }
- it = sorted.end()-1;
- break;
- }
- }
- }
- }
- if (next != AI_MAX_NUMBER_OF_TEXTURECOORDS) {
- out[extra] = 0xffffffff;
- }
+ unsigned int next = 0, extra = 0, num_extra = 0;
+
+ // Check whether we have an UV entry != 0 for one of the faces in 'sorted'
+ for (unsigned int i = 0; i < layer.mUVChannels.size();++i) {
+ LWO::UVChannel& uv = layer.mUVChannels[i];
+
+ for (LWO::SortedRep::const_iterator it = sorted.begin(); it != sorted.end(); ++it) {
+
+ LWO::Face& face = layer.mFaces[*it];
+
+ for (unsigned int n = 0; n < face.mNumIndices; ++n) {
+ unsigned int idx = face.mIndices[n];
+
+ if (uv.abAssigned[idx] && ((aiVector2D*)&uv.rawData[0])[idx] != aiVector2D()) {
+
+ if (extra >= AI_MAX_NUMBER_OF_TEXTURECOORDS) {
+
+ DefaultLogger::get()->error("LWO: Maximum number of UV channels for "
+ "this mesh reached. Skipping channel \'" + uv.name + "\'");
+
+ }
+ else {
+ // Search through all textures assigned to 'surf' and look for this UV channel
+ char had = 0;
+ had |= FindUVChannels(surf.mColorTextures,layer,uv,next);
+ had |= FindUVChannels(surf.mDiffuseTextures,layer,uv,next);
+ had |= FindUVChannels(surf.mSpecularTextures,layer,uv,next);
+ had |= FindUVChannels(surf.mGlossinessTextures,layer,uv,next);
+ had |= FindUVChannels(surf.mOpacityTextures,layer,uv,next);
+ had |= FindUVChannels(surf.mBumpTextures,layer,uv,next);
+ had |= FindUVChannels(surf.mReflectionTextures,layer,uv,next);
+
+ // We have a texture referencing this UV channel so we have to take special care
+ // and are willing to drop unreferenced channels in favour of it.
+ if (had != 0) {
+ if (num_extra) {
+
+ for (unsigned int a = next; a < std::min( extra, AI_MAX_NUMBER_OF_TEXTURECOORDS-1u ); ++a) {
+ out[a+1] = out[a];
+ }
+ }
+ ++extra;
+ out[next++] = i;
+ }
+ // Bäh ... seems not to be used at all. Push to end if enough space is available.
+ else {
+ out[extra++] = i;
+ ++num_extra;
+ }
+ }
+ it = sorted.end()-1;
+ break;
+ }
+ }
+ }
+ }
+ if (extra < AI_MAX_NUMBER_OF_TEXTURECOORDS) {
+ out[extra] = UINT_MAX;
+ }
}
// ------------------------------------------------------------------------------------------------
void LWOImporter::FindVCChannels(const LWO::Surface& surf, LWO::SortedRep& sorted, const LWO::Layer& layer,
- unsigned int out[AI_MAX_NUMBER_OF_COLOR_SETS])
+ unsigned int out[AI_MAX_NUMBER_OF_COLOR_SETS])
{
- unsigned int next = 0;
-
- // Check whether we have an vc entry != 0 for one of the faces in 'sorted'
- for (unsigned int i = 0; i < layer.mVColorChannels.size();++i) {
- const LWO::VColorChannel& vc = layer.mVColorChannels[i];
-
- if (surf.mVCMap == vc.name) {
- // The vertex color map is explicitely requested by the surface so we need to take special care of it
- for (unsigned int a = 0; a < std::min(next,AI_MAX_NUMBER_OF_COLOR_SETS-1u); ++a) {
- out[a+1] = out[a];
- }
- out[0] = i;
- ++next;
- }
- else {
-
- for (LWO::SortedRep::iterator it = sorted.begin(); it != sorted.end(); ++it) {
- const LWO::Face& face = layer.mFaces[*it];
-
- for (unsigned int n = 0; n < face.mNumIndices; ++n) {
- unsigned int idx = face.mIndices[n];
-
- if (vc.abAssigned[idx] && ((aiColor4D*)&vc.rawData[0])[idx] != aiColor4D(0.f,0.f,0.f,1.f)) {
- if (next >= AI_MAX_NUMBER_OF_COLOR_SETS) {
-
- DefaultLogger::get()->error("LWO: Maximum number of vertex color channels for "
- "this mesh reached. Skipping channel \'" + vc.name + "\'");
-
- }
- else {
- out[next++] = i;
- }
- it = sorted.end()-1;
- break;
- }
- }
- }
- }
- }
- if (next != AI_MAX_NUMBER_OF_COLOR_SETS) {
- out[next] = 0xffffffff;
- }
+ unsigned int next = 0;
+
+ // Check whether we have an vc entry != 0 for one of the faces in 'sorted'
+ for (unsigned int i = 0; i < layer.mVColorChannels.size();++i) {
+ const LWO::VColorChannel& vc = layer.mVColorChannels[i];
+
+ if (surf.mVCMap == vc.name) {
+ // The vertex color map is explicitely requested by the surface so we need to take special care of it
+ for (unsigned int a = 0; a < std::min(next,AI_MAX_NUMBER_OF_COLOR_SETS-1u); ++a) {
+ out[a+1] = out[a];
+ }
+ out[0] = i;
+ ++next;
+ }
+ else {
+
+ for (LWO::SortedRep::iterator it = sorted.begin(); it != sorted.end(); ++it) {
+ const LWO::Face& face = layer.mFaces[*it];
+
+ for (unsigned int n = 0; n < face.mNumIndices; ++n) {
+ unsigned int idx = face.mIndices[n];
+
+ if (vc.abAssigned[idx] && ((aiColor4D*)&vc.rawData[0])[idx] != aiColor4D(0.f,0.f,0.f,1.f)) {
+ if (next >= AI_MAX_NUMBER_OF_COLOR_SETS) {
+
+ DefaultLogger::get()->error("LWO: Maximum number of vertex color channels for "
+ "this mesh reached. Skipping channel \'" + vc.name + "\'");
+
+ }
+ else {
+ out[next++] = i;
+ }
+ it = sorted.end()-1;
+ break;
+ }
+ }
+ }
+ }
+ }
+ if (next != AI_MAX_NUMBER_OF_COLOR_SETS) {
+ out[next] = UINT_MAX;
+ }
}
// ------------------------------------------------------------------------------------------------
void LWOImporter::LoadLWO2ImageMap(unsigned int size, LWO::Texture& tex )
{
- LE_NCONST uint8_t* const end = mFileBuffer + size;
- while (true)
- {
- if (mFileBuffer + 6 >= end)break;
- LE_NCONST IFF::SubChunkHeader* const head = IFF::LoadSubChunk(mFileBuffer);
-
- if (mFileBuffer + head->length > end)
- throw DeadlyImportError("LWO2: Invalid SURF.BLOCK chunk length");
-
- uint8_t* const next = mFileBuffer+head->length;
- switch (head->type)
- {
- case AI_LWO_PROJ:
- tex.mapMode = (Texture::MappingMode)GetU2();
- break;
- case AI_LWO_WRAP:
- tex.wrapModeWidth = (Texture::Wrap)GetU2();
- tex.wrapModeHeight = (Texture::Wrap)GetU2();
- break;
- case AI_LWO_AXIS:
- tex.majorAxis = (Texture::Axes)GetU2();
- break;
- case AI_LWO_IMAG:
- tex.mClipIdx = GetU2();
- break;
- case AI_LWO_VMAP:
- GetS0(tex.mUVChannelIndex,head->length);
- break;
- case AI_LWO_WRPH:
- tex.wrapAmountH = GetF4();
- break;
- case AI_LWO_WRPW:
- tex.wrapAmountW = GetF4();
- break;
- }
- mFileBuffer = next;
- }
+ LE_NCONST uint8_t* const end = mFileBuffer + size;
+ while (true)
+ {
+ if (mFileBuffer + 6 >= end)break;
+ LE_NCONST IFF::SubChunkHeader* const head = IFF::LoadSubChunk(mFileBuffer);
+
+ if (mFileBuffer + head->length > end)
+ throw DeadlyImportError("LWO2: Invalid SURF.BLOCK chunk length");
+
+ uint8_t* const next = mFileBuffer+head->length;
+ switch (head->type)
+ {
+ case AI_LWO_PROJ:
+ tex.mapMode = (Texture::MappingMode)GetU2();
+ break;
+ case AI_LWO_WRAP:
+ tex.wrapModeWidth = (Texture::Wrap)GetU2();
+ tex.wrapModeHeight = (Texture::Wrap)GetU2();
+ break;
+ case AI_LWO_AXIS:
+ tex.majorAxis = (Texture::Axes)GetU2();
+ break;
+ case AI_LWO_IMAG:
+ tex.mClipIdx = GetU2();
+ break;
+ case AI_LWO_VMAP:
+ GetS0(tex.mUVChannelIndex,head->length);
+ break;
+ case AI_LWO_WRPH:
+ tex.wrapAmountH = GetF4();
+ break;
+ case AI_LWO_WRPW:
+ tex.wrapAmountW = GetF4();
+ break;
+ }
+ mFileBuffer = next;
+ }
}
// ------------------------------------------------------------------------------------------------
-void LWOImporter::LoadLWO2Procedural(unsigned int /* size */, LWO::Texture& tex )
+void LWOImporter::LoadLWO2Procedural(unsigned int /*size*/, LWO::Texture& tex )
{
- // --- not supported at the moment
- DefaultLogger::get()->error("LWO2: Found procedural texture, this is not supported");
- tex.bCanUse = false;
+ // --- not supported at the moment
+ DefaultLogger::get()->error("LWO2: Found procedural texture, this is not supported");
+ tex.bCanUse = false;
}
// ------------------------------------------------------------------------------------------------
-void LWOImporter::LoadLWO2Gradient(unsigned int /* size */, LWO::Texture& tex )
+void LWOImporter::LoadLWO2Gradient(unsigned int /*size*/, LWO::Texture& tex )
{
- // --- not supported at the moment
- DefaultLogger::get()->error("LWO2: Found gradient texture, this is not supported");
- tex.bCanUse = false;
+ // --- not supported at the moment
+ DefaultLogger::get()->error("LWO2: Found gradient texture, this is not supported");
+ tex.bCanUse = false;
}
// ------------------------------------------------------------------------------------------------
void LWOImporter::LoadLWO2TextureHeader(unsigned int size, LWO::Texture& tex )
{
- LE_NCONST uint8_t* const end = mFileBuffer + size;
-
- // get the ordinal string
- GetS0( tex.ordinal, size);
-
- // we could crash later if this is an empty string ...
- if (!tex.ordinal.length())
- {
- DefaultLogger::get()->error("LWO2: Ill-formed SURF.BLOK ordinal string");
- tex.ordinal = "\x00";
- }
- while (true)
- {
- if (mFileBuffer + 6 >= end)break;
- LE_NCONST IFF::SubChunkHeader* const head = IFF::LoadSubChunk(mFileBuffer);
-
- if (mFileBuffer + head->length > end)
- throw DeadlyImportError("LWO2: Invalid texture header chunk length");
-
- uint8_t* const next = mFileBuffer+head->length;
- switch (head->type)
- {
- case AI_LWO_CHAN:
- tex.type = GetU4();
- break;
- case AI_LWO_ENAB:
- tex.enabled = GetU2() ? true : false;
- break;
- case AI_LWO_OPAC:
- tex.blendType = (Texture::BlendType)GetU2();
- tex.mStrength = GetF4();
- break;
- }
- mFileBuffer = next;
- }
+ LE_NCONST uint8_t* const end = mFileBuffer + size;
+
+ // get the ordinal string
+ GetS0( tex.ordinal, size);
+
+ // we could crash later if this is an empty string ...
+ if (!tex.ordinal.length())
+ {
+ DefaultLogger::get()->error("LWO2: Ill-formed SURF.BLOK ordinal string");
+ tex.ordinal = "\x00";
+ }
+ while (true)
+ {
+ if (mFileBuffer + 6 >= end)break;
+ LE_NCONST IFF::SubChunkHeader* const head = IFF::LoadSubChunk(mFileBuffer);
+
+ if (mFileBuffer + head->length > end)
+ throw DeadlyImportError("LWO2: Invalid texture header chunk length");
+
+ uint8_t* const next = mFileBuffer+head->length;
+ switch (head->type)
+ {
+ case AI_LWO_CHAN:
+ tex.type = GetU4();
+ break;
+ case AI_LWO_ENAB:
+ tex.enabled = GetU2() ? true : false;
+ break;
+ case AI_LWO_OPAC:
+ tex.blendType = (Texture::BlendType)GetU2();
+ tex.mStrength = GetF4();
+ break;
+ }
+ mFileBuffer = next;
+ }
}
// ------------------------------------------------------------------------------------------------
void LWOImporter::LoadLWO2TextureBlock(LE_NCONST IFF::SubChunkHeader* head, unsigned int size )
{
- ai_assert(!mSurfaces->empty());
- LWO::Surface& surf = mSurfaces->back();
- LWO::Texture tex;
-
- // load the texture header
- LoadLWO2TextureHeader(head->length,tex);
- size -= head->length + 6;
-
- // now get the exact type of the texture
- switch (head->type)
- {
- case AI_LWO_PROC:
- LoadLWO2Procedural(size,tex);
- break;
- case AI_LWO_GRAD:
- LoadLWO2Gradient(size,tex);
- break;
- case AI_LWO_IMAP:
- LoadLWO2ImageMap(size,tex);
- }
-
- // get the destination channel
- TextureList* listRef = NULL;
- switch (tex.type)
- {
- case AI_LWO_COLR:
- listRef = &surf.mColorTextures;break;
- case AI_LWO_DIFF:
- listRef = &surf.mDiffuseTextures;break;
- case AI_LWO_SPEC:
- listRef = &surf.mSpecularTextures;break;
- case AI_LWO_GLOS:
- listRef = &surf.mGlossinessTextures;break;
- case AI_LWO_BUMP:
- listRef = &surf.mBumpTextures;break;
- case AI_LWO_TRAN:
- listRef = &surf.mOpacityTextures;break;
- case AI_LWO_REFL:
- listRef = &surf.mReflectionTextures;break;
- default:
- DefaultLogger::get()->warn("LWO2: Encountered unknown texture type");
- return;
- }
-
- // now attach the texture to the parent surface - sort by ordinal string
- for (TextureList::iterator it = listRef->begin();it != listRef->end(); ++it) {
- if (::strcmp(tex.ordinal.c_str(),(*it).ordinal.c_str()) < 0) {
- listRef->insert(it,tex);
- return;
- }
- }
- listRef->push_back(tex);
+ ai_assert(!mSurfaces->empty());
+ LWO::Surface& surf = mSurfaces->back();
+ LWO::Texture tex;
+
+ // load the texture header
+ LoadLWO2TextureHeader(head->length,tex);
+ size -= head->length + 6;
+
+ // now get the exact type of the texture
+ switch (head->type)
+ {
+ case AI_LWO_PROC:
+ LoadLWO2Procedural(size,tex);
+ break;
+ case AI_LWO_GRAD:
+ LoadLWO2Gradient(size,tex);
+ break;
+ case AI_LWO_IMAP:
+ LoadLWO2ImageMap(size,tex);
+ }
+
+ // get the destination channel
+ TextureList* listRef = NULL;
+ switch (tex.type)
+ {
+ case AI_LWO_COLR:
+ listRef = &surf.mColorTextures;break;
+ case AI_LWO_DIFF:
+ listRef = &surf.mDiffuseTextures;break;
+ case AI_LWO_SPEC:
+ listRef = &surf.mSpecularTextures;break;
+ case AI_LWO_GLOS:
+ listRef = &surf.mGlossinessTextures;break;
+ case AI_LWO_BUMP:
+ listRef = &surf.mBumpTextures;break;
+ case AI_LWO_TRAN:
+ listRef = &surf.mOpacityTextures;break;
+ case AI_LWO_REFL:
+ listRef = &surf.mReflectionTextures;break;
+ default:
+ DefaultLogger::get()->warn("LWO2: Encountered unknown texture type");
+ return;
+ }
+
+ // now attach the texture to the parent surface - sort by ordinal string
+ for (TextureList::iterator it = listRef->begin();it != listRef->end(); ++it) {
+ if (::strcmp(tex.ordinal.c_str(),(*it).ordinal.c_str()) < 0) {
+ listRef->insert(it,tex);
+ return;
+ }
+ }
+ listRef->push_back(tex);
}
// ------------------------------------------------------------------------------------------------
-void LWOImporter::LoadLWO2ShaderBlock(LE_NCONST IFF::SubChunkHeader* /* head */, unsigned int size )
+void LWOImporter::LoadLWO2ShaderBlock(LE_NCONST IFF::SubChunkHeader* /*head*/, unsigned int size )
{
- LE_NCONST uint8_t* const end = mFileBuffer + size;
-
- ai_assert(!mSurfaces->empty());
- LWO::Surface& surf = mSurfaces->back();
- LWO::Shader shader;
-
- // get the ordinal string
- GetS0( shader.ordinal, size);
-
- // we could crash later if this is an empty string ...
- if (!shader.ordinal.length())
- {
- DefaultLogger::get()->error("LWO2: Ill-formed SURF.BLOK ordinal string");
- shader.ordinal = "\x00";
- }
-
- // read the header
- while (true)
- {
- if (mFileBuffer + 6 >= end)break;
- LE_NCONST IFF::SubChunkHeader* const head = IFF::LoadSubChunk(mFileBuffer);
-
- if (mFileBuffer + head->length > end)
- throw DeadlyImportError("LWO2: Invalid shader header chunk length");
-
- uint8_t* const next = mFileBuffer+head->length;
- switch (head->type)
- {
- case AI_LWO_ENAB:
- shader.enabled = GetU2() ? true : false;
- break;
-
- case AI_LWO_FUNC:
- GetS0( shader.functionName, head->length );
- }
- mFileBuffer = next;
- }
-
- // now attach the shader to the parent surface - sort by ordinal string
- for (ShaderList::iterator it = surf.mShaders.begin();it != surf.mShaders.end(); ++it) {
- if (::strcmp(shader.ordinal.c_str(),(*it).ordinal.c_str()) < 0) {
- surf.mShaders.insert(it,shader);
- return;
- }
- }
- surf.mShaders.push_back(shader);
+ LE_NCONST uint8_t* const end = mFileBuffer + size;
+
+ ai_assert(!mSurfaces->empty());
+ LWO::Surface& surf = mSurfaces->back();
+ LWO::Shader shader;
+
+ // get the ordinal string
+ GetS0( shader.ordinal, size);
+
+ // we could crash later if this is an empty string ...
+ if (!shader.ordinal.length())
+ {
+ DefaultLogger::get()->error("LWO2: Ill-formed SURF.BLOK ordinal string");
+ shader.ordinal = "\x00";
+ }
+
+ // read the header
+ while (true)
+ {
+ if (mFileBuffer + 6 >= end)break;
+ LE_NCONST IFF::SubChunkHeader* const head = IFF::LoadSubChunk(mFileBuffer);
+
+ if (mFileBuffer + head->length > end)
+ throw DeadlyImportError("LWO2: Invalid shader header chunk length");
+
+ uint8_t* const next = mFileBuffer+head->length;
+ switch (head->type)
+ {
+ case AI_LWO_ENAB:
+ shader.enabled = GetU2() ? true : false;
+ break;
+
+ case AI_LWO_FUNC:
+ GetS0( shader.functionName, head->length );
+ }
+ mFileBuffer = next;
+ }
+
+ // now attach the shader to the parent surface - sort by ordinal string
+ for (ShaderList::iterator it = surf.mShaders.begin();it != surf.mShaders.end(); ++it) {
+ if (::strcmp(shader.ordinal.c_str(),(*it).ordinal.c_str()) < 0) {
+ surf.mShaders.insert(it,shader);
+ return;
+ }
+ }
+ surf.mShaders.push_back(shader);
}
// ------------------------------------------------------------------------------------------------
void LWOImporter::LoadLWO2Surface(unsigned int size)
{
- LE_NCONST uint8_t* const end = mFileBuffer + size;
-
- mSurfaces->push_back( LWO::Surface () );
- LWO::Surface& surf = mSurfaces->back();
-
- GetS0(surf.mName,size);
-
- // check whether this surface was derived from any other surface
- std::string derived;
- GetS0(derived,(unsigned int)(end - mFileBuffer));
- if (derived.length()) {
- // yes, find this surface
- for (SurfaceList::iterator it = mSurfaces->begin(), end = mSurfaces->end()-1; it != end; ++it) {
- if ((*it).mName == derived) {
- // we have it ...
- surf = *it;
- derived.clear();break;
- }
- }
- if (derived.size())
- DefaultLogger::get()->warn("LWO2: Unable to find source surface: " + derived);
- }
-
- while (true)
- {
- if (mFileBuffer + 6 >= end)
- break;
- LE_NCONST IFF::SubChunkHeader* const head = IFF::LoadSubChunk(mFileBuffer);
-
- if (mFileBuffer + head->length > end)
- throw DeadlyImportError("LWO2: Invalid surface chunk length");
-
- uint8_t* const next = mFileBuffer+head->length;
- switch (head->type)
- {
- // diffuse color
- case AI_LWO_COLR:
- {
- AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,COLR,12);
- surf.mColor.r = GetF4();
- surf.mColor.g = GetF4();
- surf.mColor.b = GetF4();
- break;
- }
- // diffuse strength ... hopefully
- case AI_LWO_DIFF:
- {
- AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,DIFF,4);
- surf.mDiffuseValue = GetF4();
- break;
- }
- // specular strength ... hopefully
- case AI_LWO_SPEC:
- {
- AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,SPEC,4);
- surf.mSpecularValue = GetF4();
- break;
- }
- // transparency
- case AI_LWO_TRAN:
- {
- // transparency explicitly disabled?
- if (surf.mTransparency == 10e10f)
- break;
-
- AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,TRAN,4);
- surf.mTransparency = GetF4();
- break;
- }
- // additive transparency
- case AI_LWO_ADTR:
- {
- AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,ADTR,4);
- surf.mAdditiveTransparency = GetF4();
- break;
- }
- // wireframe mode
- case AI_LWO_LINE:
- {
- AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,LINE,2);
- if (GetU2() & 0x1)
- surf.mWireframe = true;
- break;
- }
- // glossiness
- case AI_LWO_GLOS:
- {
- AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,GLOS,4);
- surf.mGlossiness = GetF4();
- break;
- }
- // bump intensity
- case AI_LWO_BUMP:
- {
- AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,BUMP,4);
- surf.mBumpIntensity = GetF4();
- break;
- }
- // color highlights
- case AI_LWO_CLRH:
- {
- AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,CLRH,4);
- surf.mColorHighlights = GetF4();
- break;
- }
- // index of refraction
- case AI_LWO_RIND:
- {
- AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,RIND,4);
- surf.mIOR = GetF4();
- break;
- }
- // polygon sidedness
- case AI_LWO_SIDE:
- {
- AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,SIDE,2);
- surf.bDoubleSided = (3 == GetU2());
- break;
- }
- // maximum smoothing angle
- case AI_LWO_SMAN:
- {
- AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,SMAN,4);
- surf.mMaximumSmoothAngle = fabs( GetF4() );
- break;
- }
- // vertex color channel to be applied to the surface
- case AI_LWO_VCOL:
- {
- AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,VCOL,12);
- surf.mDiffuseValue *= GetF4(); // strength
- ReadVSizedIntLWO2(mFileBuffer); // skip envelope
- surf.mVCMapType = GetU4(); // type of the channel
-
- // name of the channel
- GetS0(surf.mVCMap, (unsigned int) (next - mFileBuffer ));
- break;
- }
- // surface bock entry
- case AI_LWO_BLOK:
- {
- AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,BLOK,4);
- LE_NCONST IFF::SubChunkHeader* head2 = IFF::LoadSubChunk(mFileBuffer);
-
- switch (head2->type)
- {
- case AI_LWO_PROC:
- case AI_LWO_GRAD:
- case AI_LWO_IMAP:
- LoadLWO2TextureBlock(head2, head->length);
- break;
- case AI_LWO_SHDR:
- LoadLWO2ShaderBlock(head2, head->length);
- break;
-
- default:
- DefaultLogger::get()->warn("LWO2: Found an unsupported surface BLOK");
- };
-
- break;
- }
- }
- mFileBuffer = next;
- }
+ LE_NCONST uint8_t* const end = mFileBuffer + size;
+
+ mSurfaces->push_back( LWO::Surface () );
+ LWO::Surface& surf = mSurfaces->back();
+
+ GetS0(surf.mName,size);
+
+ // check whether this surface was derived from any other surface
+ std::string derived;
+ GetS0(derived,(unsigned int)(end - mFileBuffer));
+ if (derived.length()) {
+ // yes, find this surface
+ for (SurfaceList::iterator it = mSurfaces->begin(), end = mSurfaces->end()-1; it != end; ++it) {
+ if ((*it).mName == derived) {
+ // we have it ...
+ surf = *it;
+ derived.clear();break;
+ }
+ }
+ if (derived.size())
+ DefaultLogger::get()->warn("LWO2: Unable to find source surface: " + derived);
+ }
+
+ while (true)
+ {
+ if (mFileBuffer + 6 >= end)
+ break;
+ LE_NCONST IFF::SubChunkHeader* const head = IFF::LoadSubChunk(mFileBuffer);
+
+ if (mFileBuffer + head->length > end)
+ throw DeadlyImportError("LWO2: Invalid surface chunk length");
+
+ uint8_t* const next = mFileBuffer+head->length;
+ switch (head->type)
+ {
+ // diffuse color
+ case AI_LWO_COLR:
+ {
+ AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,COLR,12);
+ surf.mColor.r = GetF4();
+ surf.mColor.g = GetF4();
+ surf.mColor.b = GetF4();
+ break;
+ }
+ // diffuse strength ... hopefully
+ case AI_LWO_DIFF:
+ {
+ AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,DIFF,4);
+ surf.mDiffuseValue = GetF4();
+ break;
+ }
+ // specular strength ... hopefully
+ case AI_LWO_SPEC:
+ {
+ AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,SPEC,4);
+ surf.mSpecularValue = GetF4();
+ break;
+ }
+ // transparency
+ case AI_LWO_TRAN:
+ {
+ // transparency explicitly disabled?
+ if (surf.mTransparency == 10e10f)
+ break;
+
+ AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,TRAN,4);
+ surf.mTransparency = GetF4();
+ break;
+ }
+ // additive transparency
+ case AI_LWO_ADTR:
+ {
+ AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,ADTR,4);
+ surf.mAdditiveTransparency = GetF4();
+ break;
+ }
+ // wireframe mode
+ case AI_LWO_LINE:
+ {
+ AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,LINE,2);
+ if (GetU2() & 0x1)
+ surf.mWireframe = true;
+ break;
+ }
+ // glossiness
+ case AI_LWO_GLOS:
+ {
+ AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,GLOS,4);
+ surf.mGlossiness = GetF4();
+ break;
+ }
+ // bump intensity
+ case AI_LWO_BUMP:
+ {
+ AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,BUMP,4);
+ surf.mBumpIntensity = GetF4();
+ break;
+ }
+ // color highlights
+ case AI_LWO_CLRH:
+ {
+ AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,CLRH,4);
+ surf.mColorHighlights = GetF4();
+ break;
+ }
+ // index of refraction
+ case AI_LWO_RIND:
+ {
+ AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,RIND,4);
+ surf.mIOR = GetF4();
+ break;
+ }
+ // polygon sidedness
+ case AI_LWO_SIDE:
+ {
+ AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,SIDE,2);
+ surf.bDoubleSided = (3 == GetU2());
+ break;
+ }
+ // maximum smoothing angle
+ case AI_LWO_SMAN:
+ {
+ AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,SMAN,4);
+ surf.mMaximumSmoothAngle = fabs( GetF4() );
+ break;
+ }
+ // vertex color channel to be applied to the surface
+ case AI_LWO_VCOL:
+ {
+ AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,VCOL,12);
+ surf.mDiffuseValue *= GetF4(); // strength
+ ReadVSizedIntLWO2(mFileBuffer); // skip envelope
+ surf.mVCMapType = GetU4(); // type of the channel
+
+ // name of the channel
+ GetS0(surf.mVCMap, (unsigned int) (next - mFileBuffer ));
+ break;
+ }
+ // surface bock entry
+ case AI_LWO_BLOK:
+ {
+ AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,BLOK,4);
+ LE_NCONST IFF::SubChunkHeader* head2 = IFF::LoadSubChunk(mFileBuffer);
+
+ switch (head2->type)
+ {
+ case AI_LWO_PROC:
+ case AI_LWO_GRAD:
+ case AI_LWO_IMAP:
+ LoadLWO2TextureBlock(head2, head->length);
+ break;
+ case AI_LWO_SHDR:
+ LoadLWO2ShaderBlock(head2, head->length);
+ break;
+
+ default:
+ DefaultLogger::get()->warn("LWO2: Found an unsupported surface BLOK");
+ };
+
+ break;
+ }
+ }
+ mFileBuffer = next;
+ }
}
-#endif // ASSIMP_BUILD_NO_X_IMPORTER
+#endif // !! ASSIMP_BUILD_NO_X_IMPORTER
diff --git a/src/3rdparty/assimp/code/LWSLoader.cpp b/src/3rdparty/assimp/code/LWSLoader.cpp
index 2870c13bf..7652b5b13 100644
--- a/src/3rdparty/assimp/code/LWSLoader.cpp
+++ b/src/3rdparty/assimp/code/LWSLoader.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,27 +20,27 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file LWSLoader.cpp
- * @brief Implementation of the LWS importer class
+ * @brief Implementation of the LWS importer class
*/
#include "AssimpPCH.h"
@@ -53,837 +53,865 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "GenericProperty.h"
#include "SkeletonMeshBuilder.h"
#include "ConvertToLHProcess.h"
-
-#if defined(__QNXNTO__)
-#include <stdio.h>
-#endif
+#include "Importer.h"
using namespace Assimp;
+static const aiImporterDesc desc = {
+ "LightWave Scene Importer",
+ "",
+ "",
+ "http://www.newtek.com/lightwave.html=",
+ aiImporterFlags_SupportTextFlavour,
+ 0,
+ 0,
+ 0,
+ 0,
+ "lws mot"
+};
+
// ------------------------------------------------------------------------------------------------
// Recursive parsing of LWS files
void LWS::Element::Parse (const char*& buffer)
{
- for (;SkipSpacesAndLineEnd(&buffer);SkipLine(&buffer)) {
-
- // begin of a new element with children
- bool sub = false;
- if (*buffer == '{') {
- ++buffer;
- SkipSpaces(&buffer);
- sub = true;
- }
- else if (*buffer == '}')
- return;
-
- children.push_back(Element());
-
- // copy data line - read token per token
-
- const char* cur = buffer;
- while (!IsSpaceOrNewLine(*buffer)) ++buffer;
- children.back().tokens[0] = std::string(cur,(size_t) (buffer-cur));
- SkipSpaces(&buffer);
-
- if (children.back().tokens[0] == "Plugin")
- {
- DefaultLogger::get()->debug("LWS: Skipping over plugin-specific data");
-
- // strange stuff inside Plugin/Endplugin blocks. Needn't
- // follow LWS syntax, so we skip over it
- for (;SkipSpacesAndLineEnd(&buffer);SkipLine(&buffer)) {
- if (!::strncmp(buffer,"EndPlugin",9)) {
- //SkipLine(&buffer);
- break;
- }
- }
- continue;
- }
-
- cur = buffer;
- while (!IsLineEnd(*buffer)) ++buffer;
- children.back().tokens[1] = std::string(cur,(size_t) (buffer-cur));
-
- // parse more elements recursively
- if (sub)
- children.back().Parse(buffer);
- }
+ for (;SkipSpacesAndLineEnd(&buffer);SkipLine(&buffer)) {
+
+ // begin of a new element with children
+ bool sub = false;
+ if (*buffer == '{') {
+ ++buffer;
+ SkipSpaces(&buffer);
+ sub = true;
+ }
+ else if (*buffer == '}')
+ return;
+
+ children.push_back(Element());
+
+ // copy data line - read token per token
+
+ const char* cur = buffer;
+ while (!IsSpaceOrNewLine(*buffer)) ++buffer;
+ children.back().tokens[0] = std::string(cur,(size_t) (buffer-cur));
+ SkipSpaces(&buffer);
+
+ if (children.back().tokens[0] == "Plugin")
+ {
+ DefaultLogger::get()->debug("LWS: Skipping over plugin-specific data");
+
+ // strange stuff inside Plugin/Endplugin blocks. Needn't
+ // follow LWS syntax, so we skip over it
+ for (;SkipSpacesAndLineEnd(&buffer);SkipLine(&buffer)) {
+ if (!::strncmp(buffer,"EndPlugin",9)) {
+ //SkipLine(&buffer);
+ break;
+ }
+ }
+ continue;
+ }
+
+ cur = buffer;
+ while (!IsLineEnd(*buffer)) ++buffer;
+ children.back().tokens[1] = std::string(cur,(size_t) (buffer-cur));
+
+ // parse more elements recursively
+ if (sub)
+ children.back().Parse(buffer);
+ }
}
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
-LWSImporter::LWSImporter() : configSpeedFlag(false), io(0), first(0.0), last(0.0), fps(0.0)
+LWSImporter::LWSImporter()
{
- // nothing to do here
+ // nothing to do here
}
// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
+// Destructor, private as well
LWSImporter::~LWSImporter()
{
- // nothing to do here
+ // nothing to do here
}
// ------------------------------------------------------------------------------------------------
-// Returns whether the class can handle the format of the given file.
+// Returns whether the class can handle the format of the given file.
bool LWSImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler,bool checkSig) const
{
- const std::string extension = GetExtension(pFile);
- if (extension == "lws" || extension == "mot")
- return true;
-
- // if check for extension is not enough, check for the magic tokens LWSC and LWMO
- if (!extension.length() || checkSig) {
- uint32_t tokens[2];
- tokens[0] = AI_MAKE_MAGIC("LWSC");
- tokens[1] = AI_MAKE_MAGIC("LWMO");
- return CheckMagicToken(pIOHandler,pFile,tokens,2);
- }
- return false;
+ const std::string extension = GetExtension(pFile);
+ if (extension == "lws" || extension == "mot")
+ return true;
+
+ // if check for extension is not enough, check for the magic tokens LWSC and LWMO
+ if (!extension.length() || checkSig) {
+ uint32_t tokens[2];
+ tokens[0] = AI_MAKE_MAGIC("LWSC");
+ tokens[1] = AI_MAKE_MAGIC("LWMO");
+ return CheckMagicToken(pIOHandler,pFile,tokens,2);
+ }
+ return false;
}
// ------------------------------------------------------------------------------------------------
// Get list of file extensions
-void LWSImporter::GetExtensionList(std::set<std::string>& extensions)
+const aiImporterDesc* LWSImporter::GetInfo () const
{
- extensions.insert("lws");
- extensions.insert("mot");
+ return &desc;
}
// ------------------------------------------------------------------------------------------------
// Setup configuration properties
void LWSImporter::SetupProperties(const Importer* pImp)
{
- // AI_CONFIG_FAVOUR_SPEED
- configSpeedFlag = (0 != pImp->GetPropertyInteger(AI_CONFIG_FAVOUR_SPEED,0));
+ // AI_CONFIG_FAVOUR_SPEED
+ configSpeedFlag = (0 != pImp->GetPropertyInteger(AI_CONFIG_FAVOUR_SPEED,0));
- // AI_CONFIG_IMPORT_LWS_ANIM_START
- first = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_LWS_ANIM_START,
- 150392 /* magic hack */);
+ // AI_CONFIG_IMPORT_LWS_ANIM_START
+ first = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_LWS_ANIM_START,
+ 150392 /* magic hack */);
- // AI_CONFIG_IMPORT_LWS_ANIM_END
- last = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_LWS_ANIM_END,
- 150392 /* magic hack */);
+ // AI_CONFIG_IMPORT_LWS_ANIM_END
+ last = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_LWS_ANIM_END,
+ 150392 /* magic hack */);
- if (last < first) {
- std::swap(last,first);
- }
+ if (last < first) {
+ std::swap(last,first);
+ }
}
// ------------------------------------------------------------------------------------------------
// Read an envelope description
void LWSImporter::ReadEnvelope(const LWS::Element& dad, LWO::Envelope& fill )
{
- if (dad.children.empty()) {
- DefaultLogger::get()->error("LWS: Envelope descriptions must not be empty");
- return;
- }
-
- // reserve enough storage
- std::list< LWS::Element >::const_iterator it = dad.children.begin();;
- fill.keys.reserve(strtol10(it->tokens[1].c_str()));
-
- for (++it; it != dad.children.end(); ++it) {
- const char* c = (*it).tokens[1].c_str();
-
- if ((*it).tokens[0] == "Key") {
- fill.keys.push_back(LWO::Key());
- LWO::Key& key = fill.keys.back();
-
- float f;
- SkipSpaces(&c);
- c = fast_atof_move(c,key.value);
- SkipSpaces(&c);
- c = fast_atof_move(c,f);
-
- key.time = f;
-
- unsigned int span = strtol10(c,&c), num = 0;
- switch (span) {
-
- case 0:
- key.inter = LWO::IT_TCB;
- num = 5;
- break;
- case 1:
- case 2:
- key.inter = LWO::IT_HERM;
- num = 5;
- break;
- case 3:
- key.inter = LWO::IT_LINE;
- num = 0;
- break;
- case 4:
- key.inter = LWO::IT_STEP;
- num = 0;
- break;
- case 5:
- key.inter = LWO::IT_BEZ2;
- num = 4;
- break;
- default:
- DefaultLogger::get()->error("LWS: Unknown span type");
- }
- for (unsigned int i = 0; i < num;++i) {
- SkipSpaces(&c);
- c = fast_atof_move(c,key.params[i]);
- }
- }
- else if ((*it).tokens[0] == "Behaviors") {
- SkipSpaces(&c);
- fill.pre = (LWO::PrePostBehaviour) strtol10(c,&c);
- SkipSpaces(&c);
- fill.post = (LWO::PrePostBehaviour) strtol10(c,&c);
- }
- }
+ if (dad.children.empty()) {
+ DefaultLogger::get()->error("LWS: Envelope descriptions must not be empty");
+ return;
+ }
+
+ // reserve enough storage
+ std::list< LWS::Element >::const_iterator it = dad.children.begin();;
+ fill.keys.reserve(strtoul10(it->tokens[1].c_str()));
+
+ for (++it; it != dad.children.end(); ++it) {
+ const char* c = (*it).tokens[1].c_str();
+
+ if ((*it).tokens[0] == "Key") {
+ fill.keys.push_back(LWO::Key());
+ LWO::Key& key = fill.keys.back();
+
+ float f;
+ SkipSpaces(&c);
+ c = fast_atoreal_move<float>(c,key.value);
+ SkipSpaces(&c);
+ c = fast_atoreal_move<float>(c,f);
+
+ key.time = f;
+
+ unsigned int span = strtoul10(c,&c), num = 0;
+ switch (span) {
+
+ case 0:
+ key.inter = LWO::IT_TCB;
+ num = 5;
+ break;
+ case 1:
+ case 2:
+ key.inter = LWO::IT_HERM;
+ num = 5;
+ break;
+ case 3:
+ key.inter = LWO::IT_LINE;
+ num = 0;
+ break;
+ case 4:
+ key.inter = LWO::IT_STEP;
+ num = 0;
+ break;
+ case 5:
+ key.inter = LWO::IT_BEZ2;
+ num = 4;
+ break;
+ default:
+ DefaultLogger::get()->error("LWS: Unknown span type");
+ }
+ for (unsigned int i = 0; i < num;++i) {
+ SkipSpaces(&c);
+ c = fast_atoreal_move<float>(c,key.params[i]);
+ }
+ }
+ else if ((*it).tokens[0] == "Behaviors") {
+ SkipSpaces(&c);
+ fill.pre = (LWO::PrePostBehaviour) strtoul10(c,&c);
+ SkipSpaces(&c);
+ fill.post = (LWO::PrePostBehaviour) strtoul10(c,&c);
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Read animation channels in the old LightWave animation format
void LWSImporter::ReadEnvelope_Old(
- std::list< LWS::Element >::const_iterator& it,
- const std::list< LWS::Element >::const_iterator& end,
- LWS::NodeDesc& nodes,
- unsigned int /* version */)
+ std::list< LWS::Element >::const_iterator& it,
+ const std::list< LWS::Element >::const_iterator& end,
+ LWS::NodeDesc& nodes,
+ unsigned int /*version*/)
{
- unsigned int num,sub_num;
- if (++it == end)goto unexpected_end;
-
- num = strtol10((*it).tokens[0].c_str());
- for (unsigned int i = 0; i < num; ++i) {
-
- nodes.channels.push_back(LWO::Envelope());
- LWO::Envelope& envl = nodes.channels.back();
-
- envl.index = i;
- envl.type = (LWO::EnvelopeType)(i+1);
-
- if (++it == end)goto unexpected_end;
- sub_num = strtol10((*it).tokens[0].c_str());
-
- for (unsigned int n = 0; n < sub_num;++n) {
-
- if (++it == end)goto unexpected_end;
-
- // parse value and time, skip the rest for the moment.
- LWO::Key key;
- const char* c = fast_atof_move((*it).tokens[0].c_str(),key.value);
- SkipSpaces(&c);
- float f;
- fast_atof_move((*it).tokens[0].c_str(),f);
- key.time = f;
-
- envl.keys.push_back(key);
- }
- }
- return;
+ unsigned int num,sub_num;
+ if (++it == end)goto unexpected_end;
+
+ num = strtoul10((*it).tokens[0].c_str());
+ for (unsigned int i = 0; i < num; ++i) {
+
+ nodes.channels.push_back(LWO::Envelope());
+ LWO::Envelope& envl = nodes.channels.back();
+
+ envl.index = i;
+ envl.type = (LWO::EnvelopeType)(i+1);
+
+ if (++it == end)goto unexpected_end;
+ sub_num = strtoul10((*it).tokens[0].c_str());
+
+ for (unsigned int n = 0; n < sub_num;++n) {
+
+ if (++it == end)goto unexpected_end;
+
+ // parse value and time, skip the rest for the moment.
+ LWO::Key key;
+ const char* c = fast_atoreal_move<float>((*it).tokens[0].c_str(),key.value);
+ SkipSpaces(&c);
+ float f;
+ fast_atoreal_move<float>((*it).tokens[0].c_str(),f);
+ key.time = f;
+
+ envl.keys.push_back(key);
+ }
+ }
+ return;
unexpected_end:
- DefaultLogger::get()->error("LWS: Encountered unexpected end of file while parsing object motion");
+ DefaultLogger::get()->error("LWS: Encountered unexpected end of file while parsing object motion");
}
// ------------------------------------------------------------------------------------------------
-// Setup a nice name for a node
+// Setup a nice name for a node
void LWSImporter::SetupNodeName(aiNode* nd, LWS::NodeDesc& src)
{
- const unsigned int combined = src.number | ((unsigned int)src.type) << 28u;
-
- // the name depends on the type. We break LWS's strange naming convention
- // and return human-readable, but still machine-parsable and unique, strings.
- if (src.type == LWS::NodeDesc::OBJECT) {
-
- if (src.path.length()) {
- std::string::size_type s = src.path.find_last_of("\\/");
- if (s == std::string::npos)
- s = 0;
- else ++s;
-
- nd->mName.length = ::sprintf(nd->mName.data,"%s_(%08X)",src.path.substr(s).c_str(),combined);
- return;
- }
- }
- nd->mName.length = ::sprintf(nd->mName.data,"%s_(%08X)",src.name,combined);
+ const unsigned int combined = src.number | ((unsigned int)src.type) << 28u;
+
+ // the name depends on the type. We break LWS's strange naming convention
+ // and return human-readable, but still machine-parsable and unique, strings.
+ if (src.type == LWS::NodeDesc::OBJECT) {
+
+ if (src.path.length()) {
+ std::string::size_type s = src.path.find_last_of("\\/");
+ if (s == std::string::npos)
+ s = 0;
+ else ++s;
+ std::string::size_type t = src.path.substr(s).find_last_of(".");
+
+ nd->mName.length = ::sprintf(nd->mName.data,"%s_(%08X)",src.path.substr(s).substr(0,t).c_str(),combined);
+ return;
+ }
+ }
+ nd->mName.length = ::sprintf(nd->mName.data,"%s_(%08X)",src.name,combined);
}
// ------------------------------------------------------------------------------------------------
// Recursively build the scenegraph
void LWSImporter::BuildGraph(aiNode* nd, LWS::NodeDesc& src, std::vector<AttachmentInfo>& attach,
- BatchLoader& batch,
- aiCamera**& camOut,
- aiLight**& lightOut,
- std::vector<aiNodeAnim*>& animOut)
+ BatchLoader& batch,
+ aiCamera**& camOut,
+ aiLight**& lightOut,
+ std::vector<aiNodeAnim*>& animOut)
{
- // Setup a very cryptic name for the node, we want the user to be happy
- SetupNodeName(nd,src);
-
- // If this is an object from an external file - get the scene and setup proper attachment tags
- aiScene* obj = NULL;
- if (src.type == LWS::NodeDesc::OBJECT && src.path.length() ) {
- obj = batch.GetImport(src.id);
- if (!obj) {
- DefaultLogger::get()->error("LWS: Failed to read external file " + src.path);
+ // Setup a very cryptic name for the node, we want the user to be happy
+ SetupNodeName(nd,src);
+ aiNode* ndAnim = nd;
+
+ // If the node is an object
+ if (src.type == LWS::NodeDesc::OBJECT) {
+
+ // If the object is from an external file, get it
+ aiScene* obj = NULL;
+ if (src.path.length() ) {
+ obj = batch.GetImport(src.id);
+ if (!obj) {
+ DefaultLogger::get()->error("LWS: Failed to read external file " + src.path);
+ }
+ else {
+ if (obj->mRootNode->mNumChildren == 1) {
+
+ //If the pivot is not set for this layer, get it from the external object
+ if (!src.isPivotSet) {
+ src.pivotPos.x = +obj->mRootNode->mTransformation.a4;
+ src.pivotPos.y = +obj->mRootNode->mTransformation.b4;
+ src.pivotPos.z = -obj->mRootNode->mTransformation.c4; //The sign is the RH to LH back conversion
+ }
+
+ //Remove first node from obj (the old pivot), reset transform of second node (the mesh node)
+ aiNode* newRootNode = obj->mRootNode->mChildren[0];
+ obj->mRootNode->mChildren[0] = NULL;
+ delete obj->mRootNode;
+
+ obj->mRootNode = newRootNode;
+ obj->mRootNode->mTransformation.a4 = 0.0;
+ obj->mRootNode->mTransformation.b4 = 0.0;
+ obj->mRootNode->mTransformation.c4 = 0.0;
+ }
+ }
}
- else {
+
+ //Setup the pivot node (also the animation node), the one we received
+ nd->mName = std::string("Pivot:") + nd->mName.data;
+ ndAnim = nd;
+
+ //Add the attachment node to it
+ nd->mNumChildren = 1;
+ nd->mChildren = new aiNode*[1];
+ nd->mChildren[0] = new aiNode();
+ nd->mChildren[0]->mParent = nd;
+ nd->mChildren[0]->mTransformation.a4 = -src.pivotPos.x;
+ nd->mChildren[0]->mTransformation.b4 = -src.pivotPos.y;
+ nd->mChildren[0]->mTransformation.c4 = -src.pivotPos.z;
+ SetupNodeName(nd->mChildren[0], src);
+
+ //Update the attachment node
+ nd = nd->mChildren[0];
+
+ //Push attachment, if the object came from an external file
+ if (obj) {
attach.push_back(AttachmentInfo(obj,nd));
}
}
- // If object is a light source - setup a corresponding ai structure
- else if (src.type == LWS::NodeDesc::LIGHT) {
- aiLight* lit = *lightOut++ = new aiLight();
-
- // compute final light color
- lit->mColorDiffuse = lit->mColorSpecular = src.lightColor*src.lightIntensity;
-
- // name to attach light to node -> unique due to LWs indexing system
- lit->mName = nd->mName;
-
- // detemine light type and setup additional members
- if (src.lightType == 2) { /* spot light */
-
- lit->mType = aiLightSource_SPOT;
- lit->mAngleInnerCone = (float)AI_DEG_TO_RAD( src.lightConeAngle );
- lit->mAngleOuterCone = lit->mAngleInnerCone+(float)AI_DEG_TO_RAD( src.lightEdgeAngle );
-
- }
- else if (src.lightType == 1) { /* directional light source */
- lit->mType = aiLightSource_DIRECTIONAL;
- }
- else lit->mType = aiLightSource_POINT;
-
- // fixme: no proper handling of light falloffs yet
- if (src.lightFalloffType == 1)
- lit->mAttenuationConstant = 1.f;
- else if (src.lightFalloffType == 1)
- lit->mAttenuationLinear = 1.f;
- else
- lit->mAttenuationQuadratic = 1.f;
- }
-
- // If object is a camera - setup a corresponding ai structure
- else if (src.type == LWS::NodeDesc::CAMERA) {
- aiCamera* cam = *camOut++ = new aiCamera();
-
- // name to attach cam to node -> unique due to LWs indexing system
- cam->mName = nd->mName;
- }
-
- // Get the node transformation from the LWO key
- LWO::AnimResolver resolver(src.channels,fps);
- resolver.ExtractBindPose(nd->mTransformation);
-
- // .. and construct animation channels
- aiNodeAnim* anim = NULL;
-
- if (first != last) {
- resolver.SetAnimationRange(first,last);
- resolver.ExtractAnimChannel(&anim,AI_LWO_ANIM_FLAG_SAMPLE_ANIMS|AI_LWO_ANIM_FLAG_START_AT_ZERO);
- if (anim) {
- anim->mNodeName = nd->mName;
- animOut.push_back(anim);
- }
- }
-
- // process pivot point, if any
- if (src.pivotPos != aiVector3D()) {
- aiMatrix4x4 tmp;
- aiMatrix4x4::Translation(-src.pivotPos,tmp);
-
- if (anim) {
-
- // We have an animation channel for this node. Problem: to combine the pivot
- // point with the node anims, we'd need to interpolate *all* keys, get
- // transformation matrices from them, apply the translation and decompose
- // the resulting matrices again in order to reconstruct the keys. This
- // solution here is *much* easier ... we're just inserting an extra node
- // in the hierarchy.
- // Maybe the final optimization here will be done during postprocessing.
-
- aiNode* pivot = new aiNode();
- pivot->mName.length = sprintf( pivot->mName.data, "$Pivot_%s",nd->mName.data);
- pivot->mTransformation = tmp;
-
- pivot->mChildren = new aiNode*[pivot->mNumChildren = 1];
- pivot->mChildren[0] = nd;
-
- pivot->mParent = nd->mParent;
- nd->mParent = pivot;
-
- // swap children and hope the parents wont see a huge difference
- pivot->mParent->mChildren[pivot->mParent->mNumChildren-1] = pivot;
- }
- else {
- nd->mTransformation = tmp*nd->mTransformation;
- }
- }
-
- // Add children
- if (src.children.size()) {
- nd->mChildren = new aiNode*[src.children.size()];
- for (std::list<LWS::NodeDesc*>::iterator it = src.children.begin(); it != src.children.end(); ++it) {
- aiNode* ndd = nd->mChildren[nd->mNumChildren++] = new aiNode();
- ndd->mParent = nd;
-
- BuildGraph(ndd,**it,attach,batch,camOut,lightOut,animOut);
- }
- }
+ // If object is a light source - setup a corresponding ai structure
+ else if (src.type == LWS::NodeDesc::LIGHT) {
+ aiLight* lit = *lightOut++ = new aiLight();
+
+ // compute final light color
+ lit->mColorDiffuse = lit->mColorSpecular = src.lightColor*src.lightIntensity;
+
+ // name to attach light to node -> unique due to LWs indexing system
+ lit->mName = nd->mName;
+
+ // detemine light type and setup additional members
+ if (src.lightType == 2) { /* spot light */
+
+ lit->mType = aiLightSource_SPOT;
+ lit->mAngleInnerCone = (float)AI_DEG_TO_RAD( src.lightConeAngle );
+ lit->mAngleOuterCone = lit->mAngleInnerCone+(float)AI_DEG_TO_RAD( src.lightEdgeAngle );
+
+ }
+ else if (src.lightType == 1) { /* directional light source */
+ lit->mType = aiLightSource_DIRECTIONAL;
+ }
+ else lit->mType = aiLightSource_POINT;
+
+ // fixme: no proper handling of light falloffs yet
+ if (src.lightFalloffType == 1)
+ lit->mAttenuationConstant = 1.f;
+ else if (src.lightFalloffType == 1)
+ lit->mAttenuationLinear = 1.f;
+ else
+ lit->mAttenuationQuadratic = 1.f;
+ }
+
+ // If object is a camera - setup a corresponding ai structure
+ else if (src.type == LWS::NodeDesc::CAMERA) {
+ aiCamera* cam = *camOut++ = new aiCamera();
+
+ // name to attach cam to node -> unique due to LWs indexing system
+ cam->mName = nd->mName;
+ }
+
+ // Get the node transformation from the LWO key
+ LWO::AnimResolver resolver(src.channels,fps);
+ resolver.ExtractBindPose(ndAnim->mTransformation);
+
+ // .. and construct animation channels
+ aiNodeAnim* anim = NULL;
+
+ if (first != last) {
+ resolver.SetAnimationRange(first,last);
+ resolver.ExtractAnimChannel(&anim,AI_LWO_ANIM_FLAG_SAMPLE_ANIMS|AI_LWO_ANIM_FLAG_START_AT_ZERO);
+ if (anim) {
+ anim->mNodeName = ndAnim->mName;
+ animOut.push_back(anim);
+ }
+ }
+
+ // Add children
+ if (src.children.size()) {
+ nd->mChildren = new aiNode*[src.children.size()];
+ for (std::list<LWS::NodeDesc*>::iterator it = src.children.begin(); it != src.children.end(); ++it) {
+ aiNode* ndd = nd->mChildren[nd->mNumChildren++] = new aiNode();
+ ndd->mParent = nd;
+
+ BuildGraph(ndd,**it,attach,batch,camOut,lightOut,animOut);
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Determine the exact location of a LWO file
std::string LWSImporter::FindLWOFile(const std::string& in)
{
- // insert missing directory seperator if necessary
- std::string tmp;
- if (in.length() > 3 && in[1] == ':'&& in[2] != '\\' && in[2] != '/')
- {
- tmp = in[0] + ":\\" + in.substr(2);
- }
- else tmp = in;
-
- if (io->Exists(tmp))
- return in;
-
- // file is not accessible for us ... maybe it's packed by
- // LightWave's 'Package Scene' command?
-
- // Relevant for us are the following two directories:
- // <folder>\Objects\<hh>\<*>.lwo
- // <folder>\Scenes\<hh>\<*>.lws
- // where <hh> is optional.
-
- std::string test = ".." + io->getOsSeparator() + tmp;
- if (io->Exists(test))
- return test;
-
- test = ".." + io->getOsSeparator() + test;
- if (io->Exists(test))
- return test;
-
- // return original path, maybe the IOsystem knows better
- return tmp;
+ // insert missing directory seperator if necessary
+ std::string tmp;
+ if (in.length() > 3 && in[1] == ':'&& in[2] != '\\' && in[2] != '/')
+ {
+ tmp = in[0] + ":\\" + in.substr(2);
+ }
+ else tmp = in;
+
+ if (io->Exists(tmp)) {
+ return in;
+ }
+
+ // file is not accessible for us ... maybe it's packed by
+ // LightWave's 'Package Scene' command?
+
+ // Relevant for us are the following two directories:
+ // <folder>\Objects\<hh>\<*>.lwo
+ // <folder>\Scenes\<hh>\<*>.lws
+ // where <hh> is optional.
+
+ std::string test = ".." + io->getOsSeparator() + tmp;
+ if (io->Exists(test))
+ return test;
+
+ test = ".." + io->getOsSeparator() + test;
+ if (io->Exists(test)) {
+ return test;
+ }
+
+
+ // return original path, maybe the IOsystem knows better
+ return tmp;
}
// ------------------------------------------------------------------------------------------------
// Read file into given scene data structure
-void LWSImporter::InternReadFile( const std::string& pFile, aiScene* pScene,
- IOSystem* pIOHandler)
+void LWSImporter::InternReadFile( const std::string& pFile, aiScene* pScene,
+ IOSystem* pIOHandler)
{
- io = pIOHandler;
- boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
-
- // Check whether we can read from the file
- if ( file.get() == NULL) {
- throw DeadlyImportError( "Failed to open LWS file " + pFile + ".");
- }
-
- // Allocate storage and copy the contents of the file to a memory buffer
- std::vector< char > mBuffer;
- TextFileToBuffer(file.get(),mBuffer);
-
- // Parse the file structure
- LWS::Element root; const char* dummy = &mBuffer[0];
- root.Parse(dummy);
-
- // Construct a Batchimporter to read more files recursively
- BatchLoader batch(pIOHandler);
-// batch.SetBasePath(pFile);
-
- // Construct an array to receive the flat output graph
- std::list<LWS::NodeDesc> nodes;
-
- unsigned int cur_light = 0, cur_camera = 0, cur_object = 0;
- unsigned int num_light = 0, num_camera = 0, num_object = 0;
-
- // check magic identifier, 'LWSC'
- bool motion_file = false;
- std::list< LWS::Element >::const_iterator it = root.children.begin();
-
- if ((*it).tokens[0] == "LWMO")
- motion_file = true;
-
- if ((*it).tokens[0] != "LWSC" && !motion_file)
- throw DeadlyImportError("LWS: Not a LightWave scene, magic tag LWSC not found");
-
- // get file format version and print to log
- ++it;
- unsigned int version = strtol10((*it).tokens[0].c_str());
- DefaultLogger::get()->info("LWS file format version is " + (*it).tokens[0]);
- first = 0.;
- last = 60.;
- fps = 25.; /* seems to be a good default frame rate */
-
- // Now read all elements in a very straghtforward manner
- for (; it != root.children.end(); ++it) {
- const char* c = (*it).tokens[1].c_str();
-
- // 'FirstFrame': begin of animation slice
- if ((*it).tokens[0] == "FirstFrame") {
- if (150392. != first /* see SetupProperties() */)
- first = strtol10(c,&c)-1.; /* we're zero-based */
- }
-
- // 'LastFrame': end of animation slice
- else if ((*it).tokens[0] == "LastFrame") {
- if (150392. != last /* see SetupProperties() */)
- last = strtol10(c,&c)-1.; /* we're zero-based */
- }
-
- // 'FramesPerSecond': frames per second
- else if ((*it).tokens[0] == "FramesPerSecond") {
- fps = strtol10(c,&c);
- }
-
- // 'LoadObjectLayer': load a layer of a specific LWO file
- else if ((*it).tokens[0] == "LoadObjectLayer") {
-
- // get layer index
- const int layer = strtol10(c,&c);
-
- // setup the layer to be loaded
- BatchLoader::PropertyMap props;
- SetGenericProperty(props.ints,AI_CONFIG_IMPORT_LWO_ONE_LAYER_ONLY,layer);
-
- // add node to list
- LWS::NodeDesc d;
- d.type = LWS::NodeDesc::OBJECT;
- if (version >= 4) { // handle LWSC 4 explicit ID
- SkipSpaces(&c);
- d.number = strtol16(c,&c) & AI_LWS_MASK;
- }
- else d.number = cur_object++;
-
- // and add the file to the import list
- SkipSpaces(&c);
- std::string path = FindLWOFile( c );
- d.path = path;
- d.id = batch.AddLoadRequest(path,0,&props);
-
- nodes.push_back(d);
- num_object++;
- }
- // 'LoadObject': load a LWO file into the scenegraph
- else if ((*it).tokens[0] == "LoadObject") {
-
- // add node to list
- LWS::NodeDesc d;
- d.type = LWS::NodeDesc::OBJECT;
-
- if (version >= 4) { // handle LWSC 4 explicit ID
- d.number = strtol16(c,&c) & AI_LWS_MASK;
- SkipSpaces(&c);
- }
- else d.number = cur_object++;
- std::string path = FindLWOFile( c );
- d.id = batch.AddLoadRequest(path,0,NULL);
-
- d.path = path;
- nodes.push_back(d);
- num_object++;
- }
- // 'AddNullObject': add a dummy node to the hierarchy
- else if ((*it).tokens[0] == "AddNullObject") {
-
- // add node to list
- LWS::NodeDesc d;
- d.type = LWS::NodeDesc::OBJECT;
+ io = pIOHandler;
+ boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
+
+ // Check whether we can read from the file
+ if( file.get() == NULL) {
+ throw DeadlyImportError( "Failed to open LWS file " + pFile + ".");
+ }
+
+ // Allocate storage and copy the contents of the file to a memory buffer
+ std::vector< char > mBuffer;
+ TextFileToBuffer(file.get(),mBuffer);
+
+ // Parse the file structure
+ LWS::Element root; const char* dummy = &mBuffer[0];
+ root.Parse(dummy);
+
+ // Construct a Batchimporter to read more files recursively
+ BatchLoader batch(pIOHandler);
+// batch.SetBasePath(pFile);
+
+ // Construct an array to receive the flat output graph
+ std::list<LWS::NodeDesc> nodes;
+
+ unsigned int cur_light = 0, cur_camera = 0, cur_object = 0;
+ unsigned int num_light = 0, num_camera = 0, num_object = 0;
+
+ // check magic identifier, 'LWSC'
+ bool motion_file = false;
+ std::list< LWS::Element >::const_iterator it = root.children.begin();
+
+ if ((*it).tokens[0] == "LWMO")
+ motion_file = true;
+
+ if ((*it).tokens[0] != "LWSC" && !motion_file)
+ throw DeadlyImportError("LWS: Not a LightWave scene, magic tag LWSC not found");
+
+ // get file format version and print to log
+ ++it;
+ unsigned int version = strtoul10((*it).tokens[0].c_str());
+ DefaultLogger::get()->info("LWS file format version is " + (*it).tokens[0]);
+ first = 0.;
+ last = 60.;
+ fps = 25.; /* seems to be a good default frame rate */
+
+ // Now read all elements in a very straghtforward manner
+ for (; it != root.children.end(); ++it) {
+ const char* c = (*it).tokens[1].c_str();
+
+ // 'FirstFrame': begin of animation slice
+ if ((*it).tokens[0] == "FirstFrame") {
+ if (150392. != first /* see SetupProperties() */)
+ first = strtoul10(c,&c)-1.; /* we're zero-based */
+ }
+
+ // 'LastFrame': end of animation slice
+ else if ((*it).tokens[0] == "LastFrame") {
+ if (150392. != last /* see SetupProperties() */)
+ last = strtoul10(c,&c)-1.; /* we're zero-based */
+ }
+
+ // 'FramesPerSecond': frames per second
+ else if ((*it).tokens[0] == "FramesPerSecond") {
+ fps = strtoul10(c,&c);
+ }
+
+ // 'LoadObjectLayer': load a layer of a specific LWO file
+ else if ((*it).tokens[0] == "LoadObjectLayer") {
+
+ // get layer index
+ const int layer = strtoul10(c,&c);
+
+ // setup the layer to be loaded
+ BatchLoader::PropertyMap props;
+ SetGenericProperty(props.ints,AI_CONFIG_IMPORT_LWO_ONE_LAYER_ONLY,layer);
+
+ // add node to list
+ LWS::NodeDesc d;
+ d.type = LWS::NodeDesc::OBJECT;
+ if (version >= 4) { // handle LWSC 4 explicit ID
+ SkipSpaces(&c);
+ d.number = strtoul16(c,&c) & AI_LWS_MASK;
+ }
+ else d.number = cur_object++;
+
+ // and add the file to the import list
+ SkipSpaces(&c);
+ std::string path = FindLWOFile( c );
+ d.path = path;
+ d.id = batch.AddLoadRequest(path,0,&props);
+
+ nodes.push_back(d);
+ num_object++;
+ }
+ // 'LoadObject': load a LWO file into the scenegraph
+ else if ((*it).tokens[0] == "LoadObject") {
+
+ // add node to list
+ LWS::NodeDesc d;
+ d.type = LWS::NodeDesc::OBJECT;
+
+ if (version >= 4) { // handle LWSC 4 explicit ID
+ d.number = strtoul16(c,&c) & AI_LWS_MASK;
+ SkipSpaces(&c);
+ }
+ else d.number = cur_object++;
+ std::string path = FindLWOFile( c );
+ d.id = batch.AddLoadRequest(path,0,NULL);
+
+ d.path = path;
+ nodes.push_back(d);
+ num_object++;
+ }
+ // 'AddNullObject': add a dummy node to the hierarchy
+ else if ((*it).tokens[0] == "AddNullObject") {
+
+ // add node to list
+ LWS::NodeDesc d;
+ d.type = LWS::NodeDesc::OBJECT;
+ if (version >= 4) { // handle LWSC 4 explicit ID
+ d.number = strtoul16(c,&c) & AI_LWS_MASK;
+ SkipSpaces(&c);
+ }
+ else d.number = cur_object++;
d.name = c;
- if (version >= 4) { // handle LWSC 4 explicit ID
- d.number = strtol16(c,&c) & AI_LWS_MASK;
- }
- else d.number = cur_object++;
- nodes.push_back(d);
-
- num_object++;
- }
- // 'NumChannels': Number of envelope channels assigned to last layer
- else if ((*it).tokens[0] == "NumChannels") {
- // ignore for now
- }
- // 'Channel': preceedes any envelope description
- else if ((*it).tokens[0] == "Channel") {
- if (nodes.empty()) {
- if (motion_file) {
-
- // LightWave motion file. Add dummy node
- LWS::NodeDesc d;
- d.type = LWS::NodeDesc::OBJECT;
- d.name = c;
- d.number = cur_object++;
- nodes.push_back(d);
- }
- else DefaultLogger::get()->error("LWS: Unexpected keyword: \'Channel\'");
- }
-
- // important: index of channel
- nodes.back().channels.push_back(LWO::Envelope());
- LWO::Envelope& env = nodes.back().channels.back();
-
- env.index = strtol10(c);
-
- // currently we can just interpret the standard channels 0...9
- // (hack) assume that index-i yields the binary channel type from LWO
- env.type = (LWO::EnvelopeType)(env.index+1);
-
- }
- // 'Envelope': a single animation channel
- else if ((*it).tokens[0] == "Envelope") {
- if (nodes.empty() || nodes.back().channels.empty())
- DefaultLogger::get()->error("LWS: Unexpected keyword: \'Envelope\'");
- else {
- ReadEnvelope((*it),nodes.back().channels.back());
- }
- }
- // 'ObjectMotion': animation information for older lightwave formats
- else if (version < 3 && ((*it).tokens[0] == "ObjectMotion" ||
- (*it).tokens[0] == "CameraMotion" ||
- (*it).tokens[0] == "LightMotion")) {
-
- if (nodes.empty())
- DefaultLogger::get()->error("LWS: Unexpected keyword: \'<Light|Object|Camera>Motion\'");
- else {
- ReadEnvelope_Old(it,root.children.end(),nodes.back(),version);
- }
- }
- // 'Pre/PostBehavior': pre/post animation behaviour for LWSC 2
- else if (version == 2 && (*it).tokens[0] == "Pre/PostBehavior") {
- if (nodes.empty())
- DefaultLogger::get()->error("LWS: Unexpected keyword: \'Pre/PostBehavior'");
- else {
- for (std::list<LWO::Envelope>::iterator it = nodes.back().channels.begin(); it != nodes.back().channels.end(); ++it) {
- // two ints per envelope
- LWO::Envelope& env = *it;
- env.pre = (LWO::PrePostBehaviour) strtol10(c,&c); SkipSpaces(&c);
- env.post = (LWO::PrePostBehaviour) strtol10(c,&c); SkipSpaces(&c);
- }
- }
- }
- // 'ParentItem': specifies the parent of the current element
- else if ((*it).tokens[0] == "ParentItem") {
- if (nodes.empty())
- DefaultLogger::get()->error("LWS: Unexpected keyword: \'ParentItem\'");
-
- else nodes.back().parent = strtol16(c,&c);
- }
- // 'ParentObject': deprecated one for older formats
- else if (version < 3 && (*it).tokens[0] == "ParentObject") {
- if (nodes.empty())
- DefaultLogger::get()->error("LWS: Unexpected keyword: \'ParentObject\'");
-
- else {
- nodes.back().parent = strtol10(c,&c) | (1u << 28u);
- }
- }
- // 'AddCamera': add a camera to the scenegraph
- else if ((*it).tokens[0] == "AddCamera") {
-
- // add node to list
- LWS::NodeDesc d;
- d.type = LWS::NodeDesc::CAMERA;
-
- if (version >= 4) { // handle LWSC 4 explicit ID
- d.number = strtol16(c,&c) & AI_LWS_MASK;
- }
- else d.number = cur_camera++;
- nodes.push_back(d);
-
- num_camera++;
- }
- // 'CameraName': set name of currently active camera
- else if ((*it).tokens[0] == "CameraName") {
- if (nodes.empty() || nodes.back().type != LWS::NodeDesc::CAMERA)
- DefaultLogger::get()->error("LWS: Unexpected keyword: \'CameraName\'");
-
- else nodes.back().name = c;
- }
- // 'AddLight': add a light to the scenegraph
- else if ((*it).tokens[0] == "AddLight") {
-
- // add node to list
- LWS::NodeDesc d;
- d.type = LWS::NodeDesc::LIGHT;
-
- if (version >= 4) { // handle LWSC 4 explicit ID
- d.number = strtol16(c,&c) & AI_LWS_MASK;
- }
- else d.number = cur_light++;
- nodes.push_back(d);
-
- num_light++;
- }
- // 'LightName': set name of currently active light
- else if ((*it).tokens[0] == "LightName") {
- if (nodes.empty() || nodes.back().type != LWS::NodeDesc::LIGHT)
- DefaultLogger::get()->error("LWS: Unexpected keyword: \'LightName\'");
-
- else nodes.back().name = c;
- }
- // 'LightIntensity': set intensity of currently active light
- else if ((*it).tokens[0] == "LightIntensity" || (*it).tokens[0] == "LgtIntensity" ) {
- if (nodes.empty() || nodes.back().type != LWS::NodeDesc::LIGHT)
- DefaultLogger::get()->error("LWS: Unexpected keyword: \'LightIntensity\'");
-
- else fast_atof_move(c, nodes.back().lightIntensity );
-
- }
- // 'LightType': set type of currently active light
- else if ((*it).tokens[0] == "LightType") {
- if (nodes.empty() || nodes.back().type != LWS::NodeDesc::LIGHT)
- DefaultLogger::get()->error("LWS: Unexpected keyword: \'LightType\'");
-
- else nodes.back().lightType = strtol10(c);
-
- }
- // 'LightFalloffType': set falloff type of currently active light
- else if ((*it).tokens[0] == "LightFalloffType") {
- if (nodes.empty() || nodes.back().type != LWS::NodeDesc::LIGHT)
- DefaultLogger::get()->error("LWS: Unexpected keyword: \'LightFalloffType\'");
-
- else nodes.back().lightFalloffType = strtol10(c);
-
- }
- // 'LightConeAngle': set cone angle of currently active light
- else if ((*it).tokens[0] == "LightConeAngle") {
- if (nodes.empty() || nodes.back().type != LWS::NodeDesc::LIGHT)
- DefaultLogger::get()->error("LWS: Unexpected keyword: \'LightConeAngle\'");
-
- else nodes.back().lightConeAngle = fast_atof(c);
-
- }
- // 'LightEdgeAngle': set area where we're smoothing from min to max intensity
- else if ((*it).tokens[0] == "LightEdgeAngle") {
- if (nodes.empty() || nodes.back().type != LWS::NodeDesc::LIGHT)
- DefaultLogger::get()->error("LWS: Unexpected keyword: \'LightEdgeAngle\'");
-
- else nodes.back().lightEdgeAngle = fast_atof(c);
-
- }
- // 'LightColor': set color of currently active light
- else if ((*it).tokens[0] == "LightColor") {
- if (nodes.empty() || nodes.back().type != LWS::NodeDesc::LIGHT)
- DefaultLogger::get()->error("LWS: Unexpected keyword: \'LightColor\'");
-
- else {
- c = fast_atof_move(c, (float&) nodes.back().lightColor.r );
- SkipSpaces(&c);
- c = fast_atof_move(c, (float&) nodes.back().lightColor.g );
- SkipSpaces(&c);
- c = fast_atof_move(c, (float&) nodes.back().lightColor.b );
- }
- }
-
- // 'PivotPosition': position of local transformation origin
- else if ((*it).tokens[0] == "PivotPosition" || (*it).tokens[0] == "PivotPoint") {
- if (nodes.empty())
- DefaultLogger::get()->error("LWS: Unexpected keyword: \'PivotPosition\'");
- else {
- c = fast_atof_move(c, (float&) nodes.back().pivotPos.x );
- SkipSpaces(&c);
- c = fast_atof_move(c, (float&) nodes.back().pivotPos.y );
- SkipSpaces(&c);
- c = fast_atof_move(c, (float&) nodes.back().pivotPos.z );
- }
- }
- }
-
- // resolve parenting
- for (std::list<LWS::NodeDesc>::iterator it = nodes.begin(); it != nodes.end(); ++it) {
-
- // check whether there is another node which calls us a parent
- for (std::list<LWS::NodeDesc>::iterator dit = nodes.begin(); dit != nodes.end(); ++dit) {
- if (dit != it && *it == (*dit).parent) {
- if ((*dit).parent_resolved) {
- // fixme: it's still possible to produce an overflow due to cross references ..
- DefaultLogger::get()->error("LWS: Found cross reference in scenegraph");
- continue;
- }
-
- (*it).children.push_back(&*dit);
- (*dit).parent_resolved = &*it;
- }
- }
- }
-
- // find out how many nodes have no parent yet
- unsigned int no_parent = 0;
- for (std::list<LWS::NodeDesc>::iterator it = nodes.begin(); it != nodes.end(); ++it) {
- if (!(*it).parent_resolved)
- ++ no_parent;
- }
- if (!no_parent)
- throw DeadlyImportError("LWS: Unable to find scene root node");
-
-
- // Load all subsequent files
- batch.LoadAll();
-
- // and build the final output graph by attaching the loaded external
- // files to ourselves. first build a master graph
- aiScene* master = new aiScene();
- aiNode* nd = master->mRootNode = new aiNode();
-
- // allocate storage for cameras&lights
- if (num_camera) {
- master->mCameras = new aiCamera*[master->mNumCameras = num_camera];
- }
- aiCamera** cams = master->mCameras;
- if (num_light) {
- master->mLights = new aiLight*[master->mNumLights = num_light];
- }
- aiLight** lights = master->mLights;
-
- std::vector<AttachmentInfo> attach;
- std::vector<aiNodeAnim*> anims;
-
- nd->mName.Set("<LWSRoot>");
- nd->mChildren = new aiNode*[no_parent];
- for (std::list<LWS::NodeDesc>::iterator it = nodes.begin(); it != nodes.end(); ++it) {
- if (!(*it).parent_resolved) {
- aiNode* ro = nd->mChildren[ nd->mNumChildren++ ] = new aiNode();
- ro->mParent = nd;
-
- // ... and build the scene graph. If we encounter object nodes,
- // add then to our attachment table.
- BuildGraph(ro,*it, attach, batch, cams, lights, anims);
- }
- }
-
- // create a master animation channel for us
- if (anims.size()) {
- master->mAnimations = new aiAnimation*[master->mNumAnimations = 1];
- aiAnimation* anim = master->mAnimations[0] = new aiAnimation();
- anim->mName.Set("LWSMasterAnim");
-
- // LWS uses seconds as time units, but we convert to frames
- anim->mTicksPerSecond = fps;
- anim->mDuration = last-(first-1); /* fixme ... zero or one-based?*/
-
- anim->mChannels = new aiNodeAnim*[anim->mNumChannels = anims.size()];
- std::copy(anims.begin(),anims.end(),anim->mChannels);
- }
-
- // convert the master scene to RH
- MakeLeftHandedProcess monster_cheat;
- monster_cheat.Execute(master);
-
- // .. ccw
- FlipWindingOrderProcess flipper;
- flipper.Execute(pScene);
-
- // OK ... finally build the output graph
- SceneCombiner::MergeScenes(&pScene,master,attach,
- AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES | (!configSpeedFlag ? (
- AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY | AI_INT_MERGE_SCENE_GEN_UNIQUE_MATNAMES) : 0));
-
- // Check flags
- if (!pScene->mNumMeshes || !pScene->mNumMaterials) {
- pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
-
- if (pScene->mNumAnimations) {
- // construct skeleton mesh
- SkeletonMeshBuilder builder(pScene);
- }
- }
+ nodes.push_back(d);
+
+ num_object++;
+ }
+ // 'NumChannels': Number of envelope channels assigned to last layer
+ else if ((*it).tokens[0] == "NumChannels") {
+ // ignore for now
+ }
+ // 'Channel': preceedes any envelope description
+ else if ((*it).tokens[0] == "Channel") {
+ if (nodes.empty()) {
+ if (motion_file) {
+
+ // LightWave motion file. Add dummy node
+ LWS::NodeDesc d;
+ d.type = LWS::NodeDesc::OBJECT;
+ d.name = c;
+ d.number = cur_object++;
+ nodes.push_back(d);
+ }
+ else DefaultLogger::get()->error("LWS: Unexpected keyword: \'Channel\'");
+ }
+
+ // important: index of channel
+ nodes.back().channels.push_back(LWO::Envelope());
+ LWO::Envelope& env = nodes.back().channels.back();
+
+ env.index = strtoul10(c);
+
+ // currently we can just interpret the standard channels 0...9
+ // (hack) assume that index-i yields the binary channel type from LWO
+ env.type = (LWO::EnvelopeType)(env.index+1);
+
+ }
+ // 'Envelope': a single animation channel
+ else if ((*it).tokens[0] == "Envelope") {
+ if (nodes.empty() || nodes.back().channels.empty())
+ DefaultLogger::get()->error("LWS: Unexpected keyword: \'Envelope\'");
+ else {
+ ReadEnvelope((*it),nodes.back().channels.back());
+ }
+ }
+ // 'ObjectMotion': animation information for older lightwave formats
+ else if (version < 3 && ((*it).tokens[0] == "ObjectMotion" ||
+ (*it).tokens[0] == "CameraMotion" ||
+ (*it).tokens[0] == "LightMotion")) {
+
+ if (nodes.empty())
+ DefaultLogger::get()->error("LWS: Unexpected keyword: \'<Light|Object|Camera>Motion\'");
+ else {
+ ReadEnvelope_Old(it,root.children.end(),nodes.back(),version);
+ }
+ }
+ // 'Pre/PostBehavior': pre/post animation behaviour for LWSC 2
+ else if (version == 2 && (*it).tokens[0] == "Pre/PostBehavior") {
+ if (nodes.empty())
+ DefaultLogger::get()->error("LWS: Unexpected keyword: \'Pre/PostBehavior'");
+ else {
+ for (std::list<LWO::Envelope>::iterator it = nodes.back().channels.begin(); it != nodes.back().channels.end(); ++it) {
+ // two ints per envelope
+ LWO::Envelope& env = *it;
+ env.pre = (LWO::PrePostBehaviour) strtoul10(c,&c); SkipSpaces(&c);
+ env.post = (LWO::PrePostBehaviour) strtoul10(c,&c); SkipSpaces(&c);
+ }
+ }
+ }
+ // 'ParentItem': specifies the parent of the current element
+ else if ((*it).tokens[0] == "ParentItem") {
+ if (nodes.empty())
+ DefaultLogger::get()->error("LWS: Unexpected keyword: \'ParentItem\'");
+
+ else nodes.back().parent = strtoul16(c,&c);
+ }
+ // 'ParentObject': deprecated one for older formats
+ else if (version < 3 && (*it).tokens[0] == "ParentObject") {
+ if (nodes.empty())
+ DefaultLogger::get()->error("LWS: Unexpected keyword: \'ParentObject\'");
+
+ else {
+ nodes.back().parent = strtoul10(c,&c) | (1u << 28u);
+ }
+ }
+ // 'AddCamera': add a camera to the scenegraph
+ else if ((*it).tokens[0] == "AddCamera") {
+
+ // add node to list
+ LWS::NodeDesc d;
+ d.type = LWS::NodeDesc::CAMERA;
+
+ if (version >= 4) { // handle LWSC 4 explicit ID
+ d.number = strtoul16(c,&c) & AI_LWS_MASK;
+ }
+ else d.number = cur_camera++;
+ nodes.push_back(d);
+
+ num_camera++;
+ }
+ // 'CameraName': set name of currently active camera
+ else if ((*it).tokens[0] == "CameraName") {
+ if (nodes.empty() || nodes.back().type != LWS::NodeDesc::CAMERA)
+ DefaultLogger::get()->error("LWS: Unexpected keyword: \'CameraName\'");
+
+ else nodes.back().name = c;
+ }
+ // 'AddLight': add a light to the scenegraph
+ else if ((*it).tokens[0] == "AddLight") {
+
+ // add node to list
+ LWS::NodeDesc d;
+ d.type = LWS::NodeDesc::LIGHT;
+
+ if (version >= 4) { // handle LWSC 4 explicit ID
+ d.number = strtoul16(c,&c) & AI_LWS_MASK;
+ }
+ else d.number = cur_light++;
+ nodes.push_back(d);
+
+ num_light++;
+ }
+ // 'LightName': set name of currently active light
+ else if ((*it).tokens[0] == "LightName") {
+ if (nodes.empty() || nodes.back().type != LWS::NodeDesc::LIGHT)
+ DefaultLogger::get()->error("LWS: Unexpected keyword: \'LightName\'");
+
+ else nodes.back().name = c;
+ }
+ // 'LightIntensity': set intensity of currently active light
+ else if ((*it).tokens[0] == "LightIntensity" || (*it).tokens[0] == "LgtIntensity" ) {
+ if (nodes.empty() || nodes.back().type != LWS::NodeDesc::LIGHT)
+ DefaultLogger::get()->error("LWS: Unexpected keyword: \'LightIntensity\'");
+
+ else fast_atoreal_move<float>(c, nodes.back().lightIntensity );
+
+ }
+ // 'LightType': set type of currently active light
+ else if ((*it).tokens[0] == "LightType") {
+ if (nodes.empty() || nodes.back().type != LWS::NodeDesc::LIGHT)
+ DefaultLogger::get()->error("LWS: Unexpected keyword: \'LightType\'");
+
+ else nodes.back().lightType = strtoul10(c);
+
+ }
+ // 'LightFalloffType': set falloff type of currently active light
+ else if ((*it).tokens[0] == "LightFalloffType") {
+ if (nodes.empty() || nodes.back().type != LWS::NodeDesc::LIGHT)
+ DefaultLogger::get()->error("LWS: Unexpected keyword: \'LightFalloffType\'");
+
+ else nodes.back().lightFalloffType = strtoul10(c);
+
+ }
+ // 'LightConeAngle': set cone angle of currently active light
+ else if ((*it).tokens[0] == "LightConeAngle") {
+ if (nodes.empty() || nodes.back().type != LWS::NodeDesc::LIGHT)
+ DefaultLogger::get()->error("LWS: Unexpected keyword: \'LightConeAngle\'");
+
+ else nodes.back().lightConeAngle = fast_atof(c);
+
+ }
+ // 'LightEdgeAngle': set area where we're smoothing from min to max intensity
+ else if ((*it).tokens[0] == "LightEdgeAngle") {
+ if (nodes.empty() || nodes.back().type != LWS::NodeDesc::LIGHT)
+ DefaultLogger::get()->error("LWS: Unexpected keyword: \'LightEdgeAngle\'");
+
+ else nodes.back().lightEdgeAngle = fast_atof(c);
+
+ }
+ // 'LightColor': set color of currently active light
+ else if ((*it).tokens[0] == "LightColor") {
+ if (nodes.empty() || nodes.back().type != LWS::NodeDesc::LIGHT)
+ DefaultLogger::get()->error("LWS: Unexpected keyword: \'LightColor\'");
+
+ else {
+ c = fast_atoreal_move<float>(c, (float&) nodes.back().lightColor.r );
+ SkipSpaces(&c);
+ c = fast_atoreal_move<float>(c, (float&) nodes.back().lightColor.g );
+ SkipSpaces(&c);
+ c = fast_atoreal_move<float>(c, (float&) nodes.back().lightColor.b );
+ }
+ }
+
+ // 'PivotPosition': position of local transformation origin
+ else if ((*it).tokens[0] == "PivotPosition" || (*it).tokens[0] == "PivotPoint") {
+ if (nodes.empty())
+ DefaultLogger::get()->error("LWS: Unexpected keyword: \'PivotPosition\'");
+ else {
+ c = fast_atoreal_move<float>(c, (float&) nodes.back().pivotPos.x );
+ SkipSpaces(&c);
+ c = fast_atoreal_move<float>(c, (float&) nodes.back().pivotPos.y );
+ SkipSpaces(&c);
+ c = fast_atoreal_move<float>(c, (float&) nodes.back().pivotPos.z );
+ // Mark pivotPos as set
+ nodes.back().isPivotSet = true;
+ }
+ }
+ }
+
+ // resolve parenting
+ for (std::list<LWS::NodeDesc>::iterator it = nodes.begin(); it != nodes.end(); ++it) {
+
+ // check whether there is another node which calls us a parent
+ for (std::list<LWS::NodeDesc>::iterator dit = nodes.begin(); dit != nodes.end(); ++dit) {
+ if (dit != it && *it == (*dit).parent) {
+ if ((*dit).parent_resolved) {
+ // fixme: it's still possible to produce an overflow due to cross references ..
+ DefaultLogger::get()->error("LWS: Found cross reference in scenegraph");
+ continue;
+ }
+
+ (*it).children.push_back(&*dit);
+ (*dit).parent_resolved = &*it;
+ }
+ }
+ }
+
+ // find out how many nodes have no parent yet
+ unsigned int no_parent = 0;
+ for (std::list<LWS::NodeDesc>::iterator it = nodes.begin(); it != nodes.end(); ++it) {
+ if (!(*it).parent_resolved)
+ ++ no_parent;
+ }
+ if (!no_parent)
+ throw DeadlyImportError("LWS: Unable to find scene root node");
+
+
+ // Load all subsequent files
+ batch.LoadAll();
+
+ // and build the final output graph by attaching the loaded external
+ // files to ourselves. first build a master graph
+ aiScene* master = new aiScene();
+ aiNode* nd = master->mRootNode = new aiNode();
+
+ // allocate storage for cameras&lights
+ if (num_camera) {
+ master->mCameras = new aiCamera*[master->mNumCameras = num_camera];
+ }
+ aiCamera** cams = master->mCameras;
+ if (num_light) {
+ master->mLights = new aiLight*[master->mNumLights = num_light];
+ }
+ aiLight** lights = master->mLights;
+
+ std::vector<AttachmentInfo> attach;
+ std::vector<aiNodeAnim*> anims;
+
+ nd->mName.Set("<LWSRoot>");
+ nd->mChildren = new aiNode*[no_parent];
+ for (std::list<LWS::NodeDesc>::iterator it = nodes.begin(); it != nodes.end(); ++it) {
+ if (!(*it).parent_resolved) {
+ aiNode* ro = nd->mChildren[ nd->mNumChildren++ ] = new aiNode();
+ ro->mParent = nd;
+
+ // ... and build the scene graph. If we encounter object nodes,
+ // add then to our attachment table.
+ BuildGraph(ro,*it, attach, batch, cams, lights, anims);
+ }
+ }
+
+ // create a master animation channel for us
+ if (anims.size()) {
+ master->mAnimations = new aiAnimation*[master->mNumAnimations = 1];
+ aiAnimation* anim = master->mAnimations[0] = new aiAnimation();
+ anim->mName.Set("LWSMasterAnim");
+
+ // LWS uses seconds as time units, but we convert to frames
+ anim->mTicksPerSecond = fps;
+ anim->mDuration = last-(first-1); /* fixme ... zero or one-based?*/
+
+ anim->mChannels = new aiNodeAnim*[anim->mNumChannels = anims.size()];
+ std::copy(anims.begin(),anims.end(),anim->mChannels);
+ }
+
+ // convert the master scene to RH
+ MakeLeftHandedProcess monster_cheat;
+ monster_cheat.Execute(master);
+
+ // .. ccw
+ FlipWindingOrderProcess flipper;
+ flipper.Execute(master);
+
+ // OK ... finally build the output graph
+ SceneCombiner::MergeScenes(&pScene,master,attach,
+ AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES | (!configSpeedFlag ? (
+ AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY | AI_INT_MERGE_SCENE_GEN_UNIQUE_MATNAMES) : 0));
+
+ // Check flags
+ if (!pScene->mNumMeshes || !pScene->mNumMaterials) {
+ pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
+
+ if (pScene->mNumAnimations) {
+ // construct skeleton mesh
+ SkeletonMeshBuilder builder(pScene);
+ }
+ }
}
diff --git a/src/3rdparty/assimp/code/LWSLoader.h b/src/3rdparty/assimp/code/LWSLoader.h
index 7fcf6ead0..2d969d79d 100644
--- a/src/3rdparty/assimp/code/LWSLoader.h
+++ b/src/3rdparty/assimp/code/LWSLoader.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,28 +18,28 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file LWSLoader.h
- * @brief Declaration of the LightWave scene importer class.
+ * @brief Declaration of the LightWave scene importer class.
*/
#ifndef AI_LWSLOADER_H_INCLUDED
#define AI_LWSLOADER_H_INCLUDED
@@ -47,8 +47,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "LWOFileData.h"
#include "SceneCombiner.h"
-namespace Assimp {
- namespace LWS {
+namespace Assimp {
+ namespace LWS {
// ---------------------------------------------------------------------------
/** Represents an element in a LWS file.
@@ -59,15 +59,15 @@ namespace Assimp {
class Element
{
public:
- Element()
- {}
+ Element()
+ {}
- // first: name, second: rest
- std::string tokens[2];
- std::list<Element> children;
+ // first: name, second: rest
+ std::string tokens[2];
+ std::list<Element> children;
- //! Recursive parsing function
- void Parse (const char*& buffer);
+ //! Recursive parsing function
+ void Parse (const char*& buffer);
};
#define AI_LWS_MASK (0xffffffff >> 4u)
@@ -77,85 +77,84 @@ public:
*/
struct NodeDesc
{
- NodeDesc()
- : type(OBJECT)
- , id(0)
- , number (0)
- , parent (0)
- , name ("")
- , lightColor (1.f,1.f,1.f)
- , lightIntensity (1.f)
- , lightType (0)
- , lightFalloffType (0)
- , lightConeAngle (45.f)
- , lightEdgeAngle(0.0)
- , parent_resolved (NULL)
- {}
+ NodeDesc()
+ : number (0)
+ , parent (0)
+ , name ("")
+ , isPivotSet (false)
+ , lightColor (1.f,1.f,1.f)
+ , lightIntensity (1.f)
+ , lightType (0)
+ , lightFalloffType (0)
+ , lightConeAngle (45.f)
+ , parent_resolved (NULL)
+ {}
- enum {
+ enum {
+
+ OBJECT = 1,
+ LIGHT = 2,
+ CAMERA = 3,
+ BONE = 4
+ } type; // type of node
- OBJECT = 1,
- LIGHT = 2,
- CAMERA = 3,
- BONE = 4
- } type; // type of node
+ // if object: path
+ std::string path;
+ unsigned int id;
- // if object: path
- std::string path;
- unsigned int id;
+ // number of object
+ unsigned int number;
- // number of object
- unsigned int number;
+ // index of parent index
+ unsigned int parent;
- // index of parent index
- unsigned int parent;
+ // lights & cameras & dummies: name
+ const char* name;
- // lights & cameras & dummies: name
- const char* name;
+ // animation channels
+ std::list< LWO::Envelope > channels;
- // animation channels
- std::list< LWO::Envelope > channels;
+ // position of pivot point
+ aiVector3D pivotPos;
+ bool isPivotSet;
- // position of pivot point
- aiVector3D pivotPos;
+ // color of light source
+ aiColor3D lightColor;
- // color of light source
- aiColor3D lightColor;
+ // intensity of light source
+ float lightIntensity;
- // intensity of light source
- float lightIntensity;
+ // type of light source
+ unsigned int lightType;
- // type of light source
- unsigned int lightType;
+ // falloff type of light source
+ unsigned int lightFalloffType;
- // falloff type of light source
- unsigned int lightFalloffType;
+ // cone angle of (spot) light source
+ float lightConeAngle;
- // cone angle of (spot) light source
- float lightConeAngle;
+ // soft cone angle of (spot) light source
+ float lightEdgeAngle;
- // soft cone angle of (spot) light source
- float lightEdgeAngle;
+ // list of resolved children
+ std::list< NodeDesc* > children;
- // list of resolved children
- std::list< NodeDesc* > children;
+ // resolved parent node
+ NodeDesc* parent_resolved;
- // resolved parent node
- NodeDesc* parent_resolved;
-
- // for std::find()
- bool operator == (unsigned int num) const {
- if (!num)
- return false;
- unsigned int _type = num >> 28u;
-
- return _type == static_cast<unsigned int>(type) && (num & AI_LWS_MASK) == number;
- }
+ // for std::find()
+ bool operator == (unsigned int num) const {
+ if (!num)
+ return false;
+ unsigned int _type = num >> 28u;
+
+ return _type == static_cast<unsigned int>(type) && (num & AI_LWS_MASK) == number;
+ }
};
} // end namespace LWS
@@ -165,79 +164,75 @@ struct NodeDesc
*
* This class does heavily depend on the LWO importer class. LWS files
* contain mainly descriptions how LWO objects are composed together
- * in a scene.
+ * in a scene.
*/
class LWSImporter : public BaseImporter
{
- friend class Importer;
-
-protected:
- /** Constructor to be privately used by Importer */
- LWSImporter();
+public:
+ LWSImporter();
+ ~LWSImporter();
- /** Destructor, private as well */
- ~LWSImporter();
public:
- // -------------------------------------------------------------------
- // Check whether we can read a specific file
- bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
- bool checkSig) const;
+ // -------------------------------------------------------------------
+ // Check whether we can read a specific file
+ bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
+ bool checkSig) const;
protected:
- // -------------------------------------------------------------------
- // Get list of supported extensions
- void GetExtensionList(std::set<std::string>& extensions);
+ // -------------------------------------------------------------------
+ // Get list of supported extensions
+ const aiImporterDesc* GetInfo () const;
- // -------------------------------------------------------------------
- // Import file into given scene data structure
- void InternReadFile( const std::string& pFile, aiScene* pScene,
- IOSystem* pIOHandler);
+ // -------------------------------------------------------------------
+ // Import file into given scene data structure
+ void InternReadFile( const std::string& pFile, aiScene* pScene,
+ IOSystem* pIOHandler);
- // -------------------------------------------------------------------
- // Setup import properties
- void SetupProperties(const Importer* pImp);
+ // -------------------------------------------------------------------
+ // Setup import properties
+ void SetupProperties(const Importer* pImp);
private:
- // -------------------------------------------------------------------
- // Read an envelope description
- void ReadEnvelope(const LWS::Element& dad, LWO::Envelope& out );
+ // -------------------------------------------------------------------
+ // Read an envelope description
+ void ReadEnvelope(const LWS::Element& dad, LWO::Envelope& out );
- // -------------------------------------------------------------------
- // Read an envelope description for the older LW file format
- void ReadEnvelope_Old(std::list< LWS::Element >::const_iterator& it,
- const std::list< LWS::Element >::const_iterator& end,
- LWS::NodeDesc& nodes,
- unsigned int version);
+ // -------------------------------------------------------------------
+ // Read an envelope description for the older LW file format
+ void ReadEnvelope_Old(std::list< LWS::Element >::const_iterator& it,
+ const std::list< LWS::Element >::const_iterator& end,
+ LWS::NodeDesc& nodes,
+ unsigned int version);
- // -------------------------------------------------------------------
- // Setup a nice name for a node
- void SetupNodeName(aiNode* nd, LWS::NodeDesc& src);
+ // -------------------------------------------------------------------
+ // Setup a nice name for a node
+ void SetupNodeName(aiNode* nd, LWS::NodeDesc& src);
- // -------------------------------------------------------------------
- // Recursively build the scenegraph
- void BuildGraph(aiNode* nd,
- LWS::NodeDesc& src,
- std::vector<AttachmentInfo>& attach,
- BatchLoader& batch,
- aiCamera**& camOut,
- aiLight**& lightOut,
- std::vector<aiNodeAnim*>& animOut);
+ // -------------------------------------------------------------------
+ // Recursively build the scenegraph
+ void BuildGraph(aiNode* nd,
+ LWS::NodeDesc& src,
+ std::vector<AttachmentInfo>& attach,
+ BatchLoader& batch,
+ aiCamera**& camOut,
+ aiLight**& lightOut,
+ std::vector<aiNodeAnim*>& animOut);
- // -------------------------------------------------------------------
- // Try several dirs until we find the right location of a LWS file.
- std::string FindLWOFile(const std::string& in);
+ // -------------------------------------------------------------------
+ // Try several dirs until we find the right location of a LWS file.
+ std::string FindLWOFile(const std::string& in);
private:
- bool configSpeedFlag;
- IOSystem* io;
+ bool configSpeedFlag;
+ IOSystem* io;
- double first,last,fps;
+ double first,last,fps;
};
} // end of namespace Assimp
diff --git a/src/3rdparty/assimp/code/LimitBoneWeightsProcess.cpp b/src/3rdparty/assimp/code/LimitBoneWeightsProcess.cpp
index 03507b4fe..bfe60892d 100644
--- a/src/3rdparty/assimp/code/LimitBoneWeightsProcess.cpp
+++ b/src/3rdparty/assimp/code/LimitBoneWeightsProcess.cpp
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -44,10 +44,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "LimitBoneWeightsProcess.h"
-#if defined(__QNXNTO__)
-#include <stdio.h>
-#endif
-
using namespace Assimp;
@@ -55,154 +51,154 @@ using namespace Assimp;
// Constructor to be privately used by Importer
LimitBoneWeightsProcess::LimitBoneWeightsProcess()
{
- mMaxWeights = AI_LMW_MAX_WEIGHTS;
+ mMaxWeights = AI_LMW_MAX_WEIGHTS;
}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
LimitBoneWeightsProcess::~LimitBoneWeightsProcess()
{
- // nothing to do here
+ // nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool LimitBoneWeightsProcess::IsActive( unsigned int pFlags) const
{
- return (pFlags & aiProcess_LimitBoneWeights) != 0;
+ return (pFlags & aiProcess_LimitBoneWeights) != 0;
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void LimitBoneWeightsProcess::Execute( aiScene* pScene)
{
- DefaultLogger::get()->debug("LimitBoneWeightsProcess begin");
- for ( unsigned int a = 0; a < pScene->mNumMeshes; a++)
- ProcessMesh( pScene->mMeshes[a]);
+ DefaultLogger::get()->debug("LimitBoneWeightsProcess begin");
+ for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
+ ProcessMesh( pScene->mMeshes[a]);
- DefaultLogger::get()->debug("LimitBoneWeightsProcess end");
+ DefaultLogger::get()->debug("LimitBoneWeightsProcess end");
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void LimitBoneWeightsProcess::SetupProperties(const Importer* pImp)
{
- // get the current value of the property
- this->mMaxWeights = pImp->GetPropertyInteger(AI_CONFIG_PP_LBW_MAX_WEIGHTS,AI_LMW_MAX_WEIGHTS);
+ // get the current value of the property
+ this->mMaxWeights = pImp->GetPropertyInteger(AI_CONFIG_PP_LBW_MAX_WEIGHTS,AI_LMW_MAX_WEIGHTS);
}
// ------------------------------------------------------------------------------------------------
// Unites identical vertices in the given mesh
void LimitBoneWeightsProcess::ProcessMesh( aiMesh* pMesh)
{
- if ( !pMesh->HasBones())
- return;
-
- // collect all bone weights per vertex
- typedef std::vector< std::vector< Weight > > WeightsPerVertex;
- WeightsPerVertex vertexWeights( pMesh->mNumVertices);
-
- // collect all weights per vertex
- for ( unsigned int a = 0; a < pMesh->mNumBones; a++)
- {
- const aiBone* bone = pMesh->mBones[a];
- for ( unsigned int b = 0; b < bone->mNumWeights; b++)
- {
- const aiVertexWeight& w = bone->mWeights[b];
- vertexWeights[w.mVertexId].push_back( Weight( a, w.mWeight));
- }
- }
-
- unsigned int removed = 0, old_bones = pMesh->mNumBones;
-
- // now cut the weight count if it exceeds the maximum
- bool bChanged = false;
- for ( WeightsPerVertex::iterator vit = vertexWeights.begin(); vit != vertexWeights.end(); ++vit)
- {
- if ( vit->size() <= mMaxWeights)
- continue;
-
- bChanged = true;
-
- // more than the defined maximum -> first sort by weight in descending order. That's
- // why we defined the < operator in such a weird way.
- std::sort( vit->begin(), vit->end());
-
- // now kill everything beyond the maximum count
- unsigned int m = vit->size();
- vit->erase( vit->begin() + mMaxWeights, vit->end());
- removed += m-vit->size();
-
- // and renormalize the weights
- float sum = 0.0f;
- for ( std::vector<Weight>::const_iterator it = vit->begin(); it != vit->end(); ++it)
- sum += it->mWeight;
- for ( std::vector<Weight>::iterator it = vit->begin(); it != vit->end(); ++it)
- it->mWeight /= sum;
- }
-
- if (bChanged) {
- // rebuild the vertex weight array for all bones
- typedef std::vector< std::vector< aiVertexWeight > > WeightsPerBone;
- WeightsPerBone boneWeights( pMesh->mNumBones);
- for ( unsigned int a = 0; a < vertexWeights.size(); a++)
- {
- const std::vector<Weight>& vw = vertexWeights[a];
- for ( std::vector<Weight>::const_iterator it = vw.begin(); it != vw.end(); ++it)
- boneWeights[it->mBone].push_back( aiVertexWeight( a, it->mWeight));
- }
-
- // and finally copy the vertex weight list over to the mesh's bones
- std::vector<bool> abNoNeed(pMesh->mNumBones,false);
- bChanged = false;
-
- for ( unsigned int a = 0; a < pMesh->mNumBones; a++)
- {
- const std::vector<aiVertexWeight>& bw = boneWeights[a];
- aiBone* bone = pMesh->mBones[a];
-
- // ignore the bone if no vertex weights were removed there
-
- // FIX (Aramis, 07|22|08)
- // NO! we can't ignore it in this case ... it is possible that
- // the number of weights did not change, but the weight values did.
-
- // if ( bw.size() == bone->mNumWeights)
- // continue;
-
- // FIX (Aramis, 07|21|08)
- // It is possible that all weights of a bone have been removed.
- // This would naturally cause an exception in &bw[0].
- if ( bw.empty() )
- {
- abNoNeed[a] = bChanged = true;
- continue;
- }
-
- // copy the weight list. should always be less weights than before, so we don't need a new allocation
- ai_assert( bw.size() <= bone->mNumWeights);
- bone->mNumWeights = (unsigned int) bw.size();
- ::memcpy( bone->mWeights, &bw[0], bw.size() * sizeof( aiVertexWeight));
- }
-
- if (bChanged) {
- // the number of new bones is smaller than before, so we can reuse the old array
- aiBone** ppcCur = pMesh->mBones;aiBone** ppcSrc = ppcCur;
-
- for (std::vector<bool>::const_iterator iter = abNoNeed.begin();iter != abNoNeed.end() ;++iter) {
- if (*iter) {
- delete *ppcSrc;
- --pMesh->mNumBones;
- }
- else *ppcCur++ = *ppcSrc;
- ++ppcSrc;
- }
- }
-
- if (!DefaultLogger::isNullLogger()) {
- char buffer[1024];
- ::sprintf(buffer,"Removed %i weights. Input bones: %i. Output bones: %i",removed,old_bones,pMesh->mNumBones);
- DefaultLogger::get()->info(buffer);
- }
- }
+ if( !pMesh->HasBones())
+ return;
+
+ // collect all bone weights per vertex
+ typedef std::vector< std::vector< Weight > > WeightsPerVertex;
+ WeightsPerVertex vertexWeights( pMesh->mNumVertices);
+
+ // collect all weights per vertex
+ for( unsigned int a = 0; a < pMesh->mNumBones; a++)
+ {
+ const aiBone* bone = pMesh->mBones[a];
+ for( unsigned int b = 0; b < bone->mNumWeights; b++)
+ {
+ const aiVertexWeight& w = bone->mWeights[b];
+ vertexWeights[w.mVertexId].push_back( Weight( a, w.mWeight));
+ }
+ }
+
+ unsigned int removed = 0, old_bones = pMesh->mNumBones;
+
+ // now cut the weight count if it exceeds the maximum
+ bool bChanged = false;
+ for( WeightsPerVertex::iterator vit = vertexWeights.begin(); vit != vertexWeights.end(); ++vit)
+ {
+ if( vit->size() <= mMaxWeights)
+ continue;
+
+ bChanged = true;
+
+ // more than the defined maximum -> first sort by weight in descending order. That's
+ // why we defined the < operator in such a weird way.
+ std::sort( vit->begin(), vit->end());
+
+ // now kill everything beyond the maximum count
+ unsigned int m = vit->size();
+ vit->erase( vit->begin() + mMaxWeights, vit->end());
+ removed += m-vit->size();
+
+ // and renormalize the weights
+ float sum = 0.0f;
+ for( std::vector<Weight>::const_iterator it = vit->begin(); it != vit->end(); ++it)
+ sum += it->mWeight;
+ for( std::vector<Weight>::iterator it = vit->begin(); it != vit->end(); ++it)
+ it->mWeight /= sum;
+ }
+
+ if (bChanged) {
+ // rebuild the vertex weight array for all bones
+ typedef std::vector< std::vector< aiVertexWeight > > WeightsPerBone;
+ WeightsPerBone boneWeights( pMesh->mNumBones);
+ for( unsigned int a = 0; a < vertexWeights.size(); a++)
+ {
+ const std::vector<Weight>& vw = vertexWeights[a];
+ for( std::vector<Weight>::const_iterator it = vw.begin(); it != vw.end(); ++it)
+ boneWeights[it->mBone].push_back( aiVertexWeight( a, it->mWeight));
+ }
+
+ // and finally copy the vertex weight list over to the mesh's bones
+ std::vector<bool> abNoNeed(pMesh->mNumBones,false);
+ bChanged = false;
+
+ for( unsigned int a = 0; a < pMesh->mNumBones; a++)
+ {
+ const std::vector<aiVertexWeight>& bw = boneWeights[a];
+ aiBone* bone = pMesh->mBones[a];
+
+ // ignore the bone if no vertex weights were removed there
+
+ // FIX (Aramis, 07|22|08)
+ // NO! we can't ignore it in this case ... it is possible that
+ // the number of weights did not change, but the weight values did.
+
+ // if( bw.size() == bone->mNumWeights)
+ // continue;
+
+ // FIX (Aramis, 07|21|08)
+ // It is possible that all weights of a bone have been removed.
+ // This would naturally cause an exception in &bw[0].
+ if ( bw.empty() )
+ {
+ abNoNeed[a] = bChanged = true;
+ continue;
+ }
+
+ // copy the weight list. should always be less weights than before, so we don't need a new allocation
+ ai_assert( bw.size() <= bone->mNumWeights);
+ bone->mNumWeights = (unsigned int) bw.size();
+ ::memcpy( bone->mWeights, &bw[0], bw.size() * sizeof( aiVertexWeight));
+ }
+
+ if (bChanged) {
+ // the number of new bones is smaller than before, so we can reuse the old array
+ aiBone** ppcCur = pMesh->mBones;aiBone** ppcSrc = ppcCur;
+
+ for (std::vector<bool>::const_iterator iter = abNoNeed.begin();iter != abNoNeed.end() ;++iter) {
+ if (*iter) {
+ delete *ppcSrc;
+ --pMesh->mNumBones;
+ }
+ else *ppcCur++ = *ppcSrc;
+ ++ppcSrc;
+ }
+ }
+
+ if (!DefaultLogger::isNullLogger()) {
+ char buffer[1024];
+ ::sprintf(buffer,"Removed %i weights. Input bones: %i. Output bones: %i",removed,old_bones,pMesh->mNumBones);
+ DefaultLogger::get()->info(buffer);
+ }
+ }
}
diff --git a/src/3rdparty/assimp/code/LimitBoneWeightsProcess.h b/src/3rdparty/assimp/code/LimitBoneWeightsProcess.h
index 99b72ef91..61fdda620 100644
--- a/src/3rdparty/assimp/code/LimitBoneWeightsProcess.h
+++ b/src/3rdparty/assimp/code/LimitBoneWeightsProcess.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -54,12 +54,12 @@ namespace Assimp
// corresponding values in all Assimp ports
// **********************************************************
-// Java: ConfigProperty.java,
+// Java: ConfigProperty.java,
// ConfigProperty.DEFAULT_BONE_WEIGHT_LIMIT
// **********************************************************
#if (!defined AI_LMW_MAX_WEIGHTS)
-# define AI_LMW_MAX_WEIGHTS 0x4
+# define AI_LMW_MAX_WEIGHTS 0x4
#endif // !! AI_LMW_MAX_WEIGHTS
// ---------------------------------------------------------------------------
@@ -69,76 +69,71 @@ namespace Assimp
* The other weights on this bone are then renormalized to assure the sum weight
* to be 1.
*/
-class ASSIMP_API LimitBoneWeightsProcess : public BaseProcess
+class LimitBoneWeightsProcess : public BaseProcess
{
- friend class Importer;
- friend class ::LimitBoneWeightsTest;
+public:
+
+ LimitBoneWeightsProcess();
+ ~LimitBoneWeightsProcess();
+
+public:
+ // -------------------------------------------------------------------
+ /** Returns whether the processing step is present in the given flag.
+ * @param pFlags The processing flags the importer was called with.
+ * A bitwise combination of #aiPostProcessSteps.
+ * @return true if the process is present in this flag fields,
+ * false if not.
+ */
+ bool IsActive( unsigned int pFlags) const;
+
+ // -------------------------------------------------------------------
+ /** Called prior to ExecuteOnScene().
+ * The function is a request to the process to update its configuration
+ * basing on the Importer's configuration property list.
+ */
+ void SetupProperties(const Importer* pImp);
-protected:
- /** Constructor to be privately used by Importer */
- LimitBoneWeightsProcess();
+public:
+
+ // -------------------------------------------------------------------
+ /** Limits the bone weight count for all vertices in the given mesh.
+ * @param pMesh The mesh to process.
+ */
+ void ProcessMesh( aiMesh* pMesh);
+
+ // -------------------------------------------------------------------
+ /** Executes the post processing step on the given imported data.
+ * At the moment a process is not supposed to fail.
+ * @param pScene The imported data to work at.
+ */
+ void Execute( aiScene* pScene);
- /** Destructor, private as well */
- ~LimitBoneWeightsProcess();
public:
- // -------------------------------------------------------------------
- /** Returns whether the processing step is present in the given flag.
- * @param pFlags The processing flags the importer was called with.
- * A bitwise combination of #aiPostProcessSteps.
- * @return true if the process is present in this flag fields,
- * false if not.
- */
- bool IsActive( unsigned int pFlags) const;
-
- // -------------------------------------------------------------------
- /** Called prior to ExecuteOnScene().
- * The function is a request to the process to update its configuration
- * basing on the Importer's configuration property list.
- */
- void SetupProperties(const Importer* pImp);
-
-protected:
-
- // -------------------------------------------------------------------
- /** Limits the bone weight count for all vertices in the given mesh.
- * @param pMesh The mesh to process.
- */
- void ProcessMesh( aiMesh* pMesh);
-
- // -------------------------------------------------------------------
- /** Executes the post processing step on the given imported data.
- * At the moment a process is not supposed to fail.
- * @param pScene The imported data to work at.
- */
- void Execute( aiScene* pScene);
-
-
-protected:
-
- // -------------------------------------------------------------------
- /** Describes a bone weight on a vertex */
- struct Weight
- {
- unsigned int mBone; ///< Index of the bone
- float mWeight; ///< Weight of that bone on this vertex
- Weight() { }
- Weight( unsigned int pBone, float pWeight)
- {
- mBone = pBone;
- mWeight = pWeight;
- }
-
- /** Comparision operator to sort bone weights by descending weight */
- bool operator < (const Weight& pWeight) const
- {
- return mWeight > pWeight.mWeight;
- }
- };
+
+ // -------------------------------------------------------------------
+ /** Describes a bone weight on a vertex */
+ struct Weight
+ {
+ unsigned int mBone; ///< Index of the bone
+ float mWeight; ///< Weight of that bone on this vertex
+ Weight() { }
+ Weight( unsigned int pBone, float pWeight)
+ {
+ mBone = pBone;
+ mWeight = pWeight;
+ }
+
+ /** Comparision operator to sort bone weights by descending weight */
+ bool operator < (const Weight& pWeight) const
+ {
+ return mWeight > pWeight.mWeight;
+ }
+ };
public:
- /** Maximum number of bones influencing any single vertex. */
- unsigned int mMaxWeights;
+ /** Maximum number of bones influencing any single vertex. */
+ unsigned int mMaxWeights;
};
} // end of namespace Assimp
diff --git a/src/3rdparty/assimp/code/LineSplitter.h b/src/3rdparty/assimp/code/LineSplitter.h
index 9021e9341..9a6148f44 100644
--- a/src/3rdparty/assimp/code/LineSplitter.h
+++ b/src/3rdparty/assimp/code/LineSplitter.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -55,18 +55,18 @@ namespace Assimp {
// ------------------------------------------------------------------------------------------------
/** Usage:
@code
-for (LineSplitter splitter(stream);splitter;++splitter) {
+for(LineSplitter splitter(stream);splitter;++splitter) {
- if (*splitter == "hi!") {
- ...
- }
+ if (*splitter == "hi!") {
+ ...
+ }
else if (splitter->substr(0,5) == "hello") {
- ...
- // access the third token in the line (tokens are space-separated)
- if (strtol(splitter[2]) > 5) { .. }
- }
+ ...
+ // access the third token in the line (tokens are space-separated)
+ if (strtol(splitter[2]) > 5) { .. }
+ }
- std::cout << "Current line is: " << splitter.get_index() << std::endl;
+ std::cout << "Current line is: " << splitter.get_index() << std::endl;
}
@endcode */
// ------------------------------------------------------------------------------------------------
@@ -74,143 +74,168 @@ class LineSplitter
{
public:
- typedef size_t line_idx;
+ typedef size_t line_idx;
public:
- // -----------------------------------------
- /** construct from existing stream reader */
- LineSplitter(StreamReaderLE& stream)
- : stream(stream)
- , swallow()
- {
- cur.reserve(1024);
- operator++();
-
- idx = 0;
- }
+ // -----------------------------------------
+ /** construct from existing stream reader
+ note: trim is *always* assumed true if skyp_empty_lines==true
+ */
+ LineSplitter(StreamReaderLE& stream, bool skip_empty_lines = true, bool trim = true)
+ : stream(stream)
+ , swallow()
+ , skip_empty_lines(skip_empty_lines)
+ , trim(trim)
+ {
+ cur.reserve(1024);
+ operator++();
+
+ idx = 0;
+ }
public:
- // -----------------------------------------
- /** pseudo-iterator increment */
- LineSplitter& operator++() {
- if (swallow) {
- swallow = false;
- return *this;
- }
-
- if (!*this) {
- throw std::logic_error("End of file, no more lines to be retrieved.");
- }
-
- char s;
-
- cur.clear(); // I will kill you if you deallocate.
- while (stream.GetRemainingSize() && (s = stream.GetI1(),1)) {
- if (s == '\n' || s == '\r') {
- while (stream.GetRemainingSize() && ((s = stream.GetI1()) == ' ' || s == '\r' || s == '\n')) {}
- if (stream.GetRemainingSize()) {
- stream.IncPtr(-1);
- }
- break;
- }
- cur += s;
- }
-
- ++idx;
- return *this;
- }
-
- // -----------------------------------------
- /** get a pointer to the beginning of a particular token */
- const char* operator[] (size_t idx) const {
- const char* s = operator->()->c_str();
-
- SkipSpaces(&s);
- for (size_t i = 0; i < idx; ++i) {
-
- for (;!IsSpace(*s); ++s) {
- if (IsLineEnd(*s)) {
- throw std::range_error("Token index out of range, EOL reached");
- }
- }
- SkipSpaces(&s);
- }
- return s;
- }
-
- // -----------------------------------------
- /** extract the start positions of N tokens from the current line*/
- template <size_t N>
- void get_tokens(const char* (&tokens)[N]) const {
- const char* s = operator->()->c_str();
-
- SkipSpaces(&s);
- for (size_t i = 0; i < N; ++i) {
- if (IsLineEnd(*s)) {
- throw std::range_error("Token count out of range, EOL reached");
- }
- tokens[i] = s;
-
- for (;*s && !IsSpace(*s); ++s) {}
- SkipSpaces(&s);
- }
- }
-
- // -----------------------------------------
- /** member access */
- const std::string* operator -> () const {
- return &cur;
- }
-
- const std::string& operator* () const {
- return cur;
- }
-
- // -----------------------------------------
- /** boolean context */
- operator bool() const {
- return stream.GetRemainingSize()>0;
- }
-
- // -----------------------------------------
- /** line indices are zero-based, empty lines are included */
- operator line_idx() const {
- return idx;
- }
-
- line_idx get_index() const {
- return idx;
- }
-
- // -----------------------------------------
- /** access the underlying stream object */
- StreamReaderLE& get_stream() {
- return stream;
- }
-
- // -----------------------------------------
- /** !strcmp((*this)->substr(0,strlen(check)),check) */
- bool match_start(const char* check) {
- const size_t len = strlen(check);
-
- return len <= cur.length() && std::equal(check,check+len,cur.begin());
- }
-
-
- // -----------------------------------------
- /** swallow the next call to ++, return the previous value. */
- void swallow_next_increment() {
- swallow = true;
- }
+ // -----------------------------------------
+ /** pseudo-iterator increment */
+ LineSplitter& operator++() {
+ if(swallow) {
+ swallow = false;
+ return *this;
+ }
+
+ if (!*this) {
+ throw std::logic_error("End of file, no more lines to be retrieved.");
+ }
+
+ char s;
+
+ cur.clear();
+ while(stream.GetRemainingSize() && (s = stream.GetI1(),1)) {
+ if (s == '\n' || s == '\r') {
+ if (skip_empty_lines) {
+ while (stream.GetRemainingSize() && ((s = stream.GetI1()) == ' ' || s == '\r' || s == '\n'));
+ if (stream.GetRemainingSize()) {
+ stream.IncPtr(-1);
+ }
+ }
+ else {
+ // skip both potential line terminators but don't read past this line.
+ if (stream.GetRemainingSize() && (s == '\r' && stream.GetI1() != '\n')) {
+ stream.IncPtr(-1);
+ }
+
+ if (trim) {
+ while (stream.GetRemainingSize() && ((s = stream.GetI1()) == ' ' || s == '\t'));
+ if (stream.GetRemainingSize()) {
+ stream.IncPtr(-1);
+ }
+ }
+ }
+
+ break;
+ }
+ cur += s;
+ }
+
+ ++idx;
+ return *this;
+ }
+
+ // -----------------------------------------
+ LineSplitter& operator++(int) {
+ return ++(*this);
+ }
+
+ // -----------------------------------------
+ /** get a pointer to the beginning of a particular token */
+ const char* operator[] (size_t idx) const {
+ const char* s = operator->()->c_str();
+
+ SkipSpaces(&s);
+ for(size_t i = 0; i < idx; ++i) {
+
+ for(;!IsSpace(*s); ++s) {
+ if(IsLineEnd(*s)) {
+ throw std::range_error("Token index out of range, EOL reached");
+ }
+ }
+ SkipSpaces(&s);
+ }
+ return s;
+ }
+
+ // -----------------------------------------
+ /** extract the start positions of N tokens from the current line*/
+ template <size_t N>
+ void get_tokens(const char* (&tokens)[N]) const {
+ const char* s = operator->()->c_str();
+
+ SkipSpaces(&s);
+ for(size_t i = 0; i < N; ++i) {
+ if(IsLineEnd(*s)) {
+ throw std::range_error("Token count out of range, EOL reached");
+ }
+ tokens[i] = s;
+
+ for(;*s && !IsSpace(*s); ++s);
+ SkipSpaces(&s);
+ }
+ }
+
+ // -----------------------------------------
+ /** member access */
+ const std::string* operator -> () const {
+ return &cur;
+ }
+
+ std::string operator* () const {
+ return cur;
+ }
+
+ // -----------------------------------------
+ /** boolean context */
+ operator bool() const {
+ return stream.GetRemainingSize()>0;
+ }
+
+ // -----------------------------------------
+ /** line indices are zero-based, empty lines are included */
+ operator line_idx() const {
+ return idx;
+ }
+
+ line_idx get_index() const {
+ return idx;
+ }
+
+ // -----------------------------------------
+ /** access the underlying stream object */
+ StreamReaderLE& get_stream() {
+ return stream;
+ }
+
+ // -----------------------------------------
+ /** !strcmp((*this)->substr(0,strlen(check)),check) */
+ bool match_start(const char* check) {
+ const size_t len = strlen(check);
+
+ return len <= cur.length() && std::equal(check,check+len,cur.begin());
+ }
+
+
+ // -----------------------------------------
+ /** swallow the next call to ++, return the previous value. */
+ void swallow_next_increment() {
+ swallow = true;
+ }
private:
- line_idx idx;
- std::string cur;
- StreamReaderLE& stream;
- bool swallow;
+ line_idx idx;
+ std::string cur;
+ StreamReaderLE& stream;
+ bool swallow, skip_empty_lines, trim;
};
}
diff --git a/src/3rdparty/assimp/code/LogAux.h b/src/3rdparty/assimp/code/LogAux.h
new file mode 100644
index 000000000..2c8431adc
--- /dev/null
+++ b/src/3rdparty/assimp/code/LogAux.h
@@ -0,0 +1,131 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+/** @file LogAux.h
+ * @brief Common logging usage patterns for importer implementations
+ */
+#ifndef INCLUDED_AI_LOGAUX_H
+#define INCLUDED_AI_LOGAUX_H
+
+#include "TinyFormatter.h"
+
+namespace Assimp {
+
+template <class TDeriving>
+class LogFunctions
+{
+
+public:
+
+ // ------------------------------------------------------------------------------------------------
+ static void ThrowException(const std::string& msg)
+ {
+ throw DeadlyImportError(log_prefix+msg);
+ }
+
+ // ------------------------------------------------------------------------------------------------
+ static void LogWarn(const Formatter::format& message) {
+ if (!DefaultLogger::isNullLogger()) {
+ DefaultLogger::get()->warn(log_prefix+(std::string)message);
+ }
+ }
+
+ // ------------------------------------------------------------------------------------------------
+ static void LogError(const Formatter::format& message) {
+ if (!DefaultLogger::isNullLogger()) {
+ DefaultLogger::get()->error(log_prefix+(std::string)message);
+ }
+ }
+
+ // ------------------------------------------------------------------------------------------------
+ static void LogInfo(const Formatter::format& message) {
+ if (!DefaultLogger::isNullLogger()) {
+ DefaultLogger::get()->info(log_prefix+(std::string)message);
+ }
+ }
+
+ // ------------------------------------------------------------------------------------------------
+ static void LogDebug(const Formatter::format& message) {
+ if (!DefaultLogger::isNullLogger()) {
+ DefaultLogger::get()->debug(log_prefix+(std::string)message);
+ }
+ }
+
+ // https://sourceforge.net/tracker/?func=detail&atid=1067632&aid=3358562&group_id=226462
+#if !defined(__GNUC__) || !defined(__APPLE__) || __GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 3)
+
+ // ------------------------------------------------------------------------------------------------
+ static void LogWarn (const char* message) {
+ if (!DefaultLogger::isNullLogger()) {
+ LogWarn(Formatter::format(message));
+ }
+ }
+
+ // ------------------------------------------------------------------------------------------------
+ static void LogError (const char* message) {
+ if (!DefaultLogger::isNullLogger()) {
+ LogError(Formatter::format(message));
+ }
+ }
+
+ // ------------------------------------------------------------------------------------------------
+ static void LogInfo (const char* message) {
+ if (!DefaultLogger::isNullLogger()) {
+ LogInfo(Formatter::format(message));
+ }
+ }
+
+ // ------------------------------------------------------------------------------------------------
+ static void LogDebug (const char* message) {
+ if (!DefaultLogger::isNullLogger()) {
+ LogDebug(Formatter::format(message));
+ }
+ }
+
+#endif
+
+private:
+
+ static const std::string log_prefix;
+
+};
+
+} // ! Assimp
+#endif
diff --git a/src/3rdparty/assimp/code/M3Importer.cpp b/src/3rdparty/assimp/code/M3Importer.cpp
new file mode 100644
index 000000000..dfbbe076e
--- /dev/null
+++ b/src/3rdparty/assimp/code/M3Importer.cpp
@@ -0,0 +1,371 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+#include "AssimpPCH.h"
+#ifndef ASSIMP_BUILD_NO_M3_IMPORTER
+
+#include "M3Importer.h"
+#include <sstream>
+
+namespace Assimp {
+namespace M3 {
+
+static const aiImporterDesc desc = {
+ "StarCraft M3 Importer",
+ "",
+ "",
+ "",
+ aiImporterFlags_SupportBinaryFlavour,
+ 0,
+ 0,
+ 0,
+ 0,
+ "m3"
+};
+
+// ------------------------------------------------------------------------------------------------
+// Constructor.
+M3Importer::M3Importer() :
+ m_pHead( NULL ),
+ m_pRefs( NULL ),
+ m_Buffer()
+{
+ // empty
+}
+
+// ------------------------------------------------------------------------------------------------
+// Destructor.
+M3Importer::~M3Importer()
+{
+ m_pHead = NULL;
+ m_pRefs = NULL;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Check for readable file format.
+bool M3Importer::CanRead( const std::string &rFile, IOSystem* /*pIOHandler*/, bool checkSig ) const
+{
+ if ( !checkSig ) {
+ return SimpleExtensionCheck( rFile, "m3" );
+ }
+
+ return false;
+}
+
+// ------------------------------------------------------------------------------------------------
+const aiImporterDesc* M3Importer::GetInfo () const
+{
+ return &desc;
+}
+
+// ------------------------------------------------------------------------------------------------
+void M3Importer::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler )
+{
+ ai_assert( !pFile.empty() );
+
+ const std::string mode = "rb";
+ boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, mode ) );
+ if ( NULL == file.get() ) {
+ throw DeadlyImportError( "Failed to open file " + pFile + ".");
+ }
+
+ // Get the file-size and validate it, throwing an exception when it fails
+ const size_t filesize = file->FileSize();
+ if( filesize < 1 ) {
+ throw DeadlyImportError( "M3-file is too small.");
+ }
+
+ m_Buffer.resize( filesize );
+ size_t readsize = file->Read( &m_Buffer[ 0 ], sizeof( unsigned char ), filesize );
+ ai_assert( readsize == filesize );
+
+ m_pHead = reinterpret_cast<MD33*>( &m_Buffer[ 0 ] );
+ m_pRefs = reinterpret_cast<ReferenceEntry*>( &m_Buffer[ 0 ] + m_pHead->ofsRefs );
+
+ MODL20* pMODL20( NULL );
+ MODL23* pMODL23( NULL );
+
+ VertexExt* pVerts1( NULL );
+ Vertex* pVerts2( NULL );
+
+ DIV *pViews( NULL );
+ Region* regions( NULL );
+ uint16* faces( NULL );
+
+ uint32 nVertices = 0;
+
+ bool ok = true;
+ switch( m_pRefs[ m_pHead->MODL.ref ].type ) {
+ case 20:
+ pMODL20 = GetEntries<MODL20>( m_pHead->MODL );
+ if ( ( pMODL20->flags & 0x20000) != 0 ) { // Has vertices
+ if( (pMODL20->flags & 0x40000) != 0 ) { // Has extra 4 byte
+ pVerts1 = GetEntries<VertexExt>( pMODL20->vertexData );
+ nVertices = pMODL20->vertexData.nEntries/sizeof(VertexExt);
+ }
+ else {
+ pVerts2 = GetEntries<Vertex>( pMODL20->vertexData );
+ nVertices = pMODL20->vertexData.nEntries / sizeof( Vertex );
+ }
+ }
+ pViews = GetEntries<DIV>( pMODL20->views );
+ break;
+
+ case 23:
+ pMODL23 = GetEntries<MODL23>(m_pHead->MODL );
+ if( (pMODL23->flags & 0x20000) != 0 ) { // Has vertices
+ if( (pMODL23->flags & 0x40000) != 0 ) { // Has extra 4 byte
+ pVerts1 = GetEntries<VertexExt>( pMODL23->vertexData );
+ nVertices = pMODL23->vertexData.nEntries/sizeof( VertexExt );
+ }
+ else {
+ pVerts2 = GetEntries<Vertex>( pMODL23->vertexData );
+ nVertices = pMODL23->vertexData.nEntries/sizeof( Vertex );
+ }
+ }
+ pViews = GetEntries<DIV>( pMODL23->views );
+ break;
+
+ default:
+ ok = false;
+ break;
+ }
+
+ // Everything ok, if not throw an exception
+ if ( !ok ) {
+ throw DeadlyImportError( "Failed to open file " + pFile + ".");
+ }
+
+ // Get all region data
+ regions = GetEntries<Region>( pViews->regions );
+
+ // Get the face data
+ faces = GetEntries<uint16>( pViews->faces );
+
+ // Convert the vertices
+ std::vector<aiVector3D> vertices;
+ vertices.resize( nVertices );
+ unsigned int offset = 0;
+ for ( unsigned int i = 0; i < nVertices; i++ ) {
+ if ( pVerts1 ) {
+ vertices[ offset ].Set( pVerts1[ i ].pos.x, pVerts1[ i ].pos.y, pVerts1[ i ].pos.z );
+ ++offset;
+ }
+
+ if ( pVerts2 ) {
+ vertices[ offset ].Set( pVerts2[ i ].pos.x, pVerts2[ i ].pos.y, pVerts2[ i ].pos.z );
+ ++offset;
+ }
+ }
+
+ // Write the UV coordinates
+ offset = 0;
+ std::vector<aiVector3D> uvCoords;
+ uvCoords.resize( nVertices );
+ for( unsigned int i = 0; i < nVertices; ++i ) {
+ if( pVerts1 ) {
+ float u = (float) pVerts1[ i ].uv[ 0 ] / 2048;
+ float v = (float) pVerts1[ i ].uv[ 1 ] / 2048;
+ uvCoords[ offset ].Set( u, v, 0.0f );
+ ++offset;
+ }
+
+ if( pVerts2 ) {
+ float u = (float) pVerts2[ i ].uv[ 0 ] / 2048;
+ float v = (float) pVerts2[ i ].uv[ 1 ] / 2048;
+ uvCoords[ offset ].Set( u, v, 0.0f );
+ ++offset;
+ }
+ }
+
+ // Compute the normals
+ std::vector<aiVector3D> normals;
+ normals.resize( nVertices );
+ float w = 0.0f;
+ Vec3D norm;
+ offset = 0;
+ for( unsigned int i = 0; i < nVertices; i++ ) {
+ w = 0.0f;
+ if( pVerts1 ) {
+ norm.x = (float) 2*pVerts1[ i ].normal[ 0 ]/255.0f - 1;
+ norm.y = (float) 2*pVerts1[ i ].normal[ 1 ]/255.0f - 1;
+ norm.z = (float) 2*pVerts1[ i ].normal[ 2 ]/255.0f - 1;
+ w = (float) pVerts1[ i ].normal[ 3 ]/255.0f;
+ }
+
+ if( pVerts2 ) {
+ norm.x = (float) 2*pVerts2[ i ].normal[ 0 ]/255.0f - 1;
+ norm.y = (float) 2*pVerts2[ i ].normal[ 1 ]/255.0f - 1;
+ norm.z = (float) 2*pVerts2[ i ].normal[ 2 ]/255.0f - 1;
+ w = (float) pVerts2[ i ].normal[ 3 ] / 255.0f;
+ }
+
+ if ( w ) {
+ const float invW = 1.0f / w;
+ norm.x = norm.x * invW;
+ norm.y = norm.y * invW;
+ norm.z = norm.z * invW;
+ normals[ offset ].Set( norm.x, norm.y, norm.z );
+ ++offset;
+ }
+ }
+
+ // Convert the data into the assimp specific data structures
+ convertToAssimp( pFile, pScene, pViews, regions, faces, vertices, uvCoords, normals );
+}
+
+// ------------------------------------------------------------------------------------------------
+//
+void M3Importer::convertToAssimp( const std::string& pFile, aiScene* pScene, DIV *pViews,
+ Region *pRegions, uint16 *pFaces,
+ const std::vector<aiVector3D> &vertices,
+ const std::vector<aiVector3D> &uvCoords,
+ const std::vector<aiVector3D> &normals )
+{
+ std::vector<aiMesh*> MeshArray;
+
+ // Create the root node
+ pScene->mRootNode = createNode( NULL );
+
+ // Set the name of the scene
+ pScene->mRootNode->mName.Set( pFile );
+
+ aiNode *pRootNode = pScene->mRootNode;
+ aiNode *pCurrentNode = NULL;
+
+ // Lets create the nodes
+ pRootNode->mNumChildren = pViews->regions.nEntries;
+ if ( pRootNode->mNumChildren > 0 ) {
+ pRootNode->mChildren = new aiNode*[ pRootNode->mNumChildren ];
+ }
+
+ for ( unsigned int i=0; i<pRootNode->mNumChildren; ++i ) {
+ //pRegions[ i ].
+ // Create a new node
+ pCurrentNode = createNode( pRootNode );
+ std::stringstream stream;
+ stream << "Node_" << i;
+ pCurrentNode->mName.Set( stream.str().c_str() );
+ pRootNode->mChildren[ i ] = pCurrentNode;
+
+ // Loop over the faces of the nodes
+ unsigned int numFaces = ( ( pRegions[ i ].ofsIndices + pRegions[ i ].nIndices ) - pRegions[ i ].ofsIndices ) / 3;
+ aiMesh *pMesh = new aiMesh;
+ MeshArray.push_back( pMesh );
+ pMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
+
+ pMesh->mNumFaces = numFaces;
+ pMesh->mFaces = new aiFace[ pMesh->mNumFaces ];
+ aiFace *pCurrentFace = NULL;
+ unsigned int faceIdx = 0;
+ for ( unsigned int j = pRegions[ i ].ofsIndices; j < ( pRegions[ i ].ofsIndices + pRegions[ i ].nIndices ); j += 3 ) {
+ pCurrentFace = &( pMesh->mFaces[ faceIdx ] );
+ faceIdx++;
+ pCurrentFace->mNumIndices = 3;
+ pCurrentFace->mIndices = new unsigned int[ 3 ];
+ pCurrentFace->mIndices[ 0 ] = pFaces[ j ];
+ pCurrentFace->mIndices[ 1 ] = pFaces[ j+1 ];
+ pCurrentFace->mIndices[ 2 ] = pFaces[ j+2 ];
+ }
+ // Now we can create the vertex data itself
+ pCurrentNode->mNumMeshes = 1;
+ pCurrentNode->mMeshes = new unsigned int[ 1 ];
+ const unsigned int meshIdx = MeshArray.size() - 1;
+ pCurrentNode->mMeshes[ 0 ] = meshIdx;
+ createVertexData( pMesh, vertices, uvCoords, normals );
+ }
+
+ // Copy the meshes into the scene
+ pScene->mNumMeshes = MeshArray.size();
+ pScene->mMeshes = new aiMesh*[ MeshArray.size() ];
+ unsigned int pos = 0;
+ for ( std::vector<aiMesh*>::iterator it = MeshArray.begin(); it != MeshArray.end(); ++it ) {
+ pScene->mMeshes[ pos ] = *it;
+ ++pos;
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+//
+void M3Importer::createVertexData( aiMesh *pMesh, const std::vector<aiVector3D> &vertices,
+ const std::vector<aiVector3D> &uvCoords,
+ const std::vector<aiVector3D> &normals )
+{
+ pMesh->mNumVertices = pMesh->mNumFaces * 3;
+ pMesh->mVertices = new aiVector3D[ pMesh->mNumVertices ];
+ pMesh->mNumUVComponents[ 0 ] = 2;
+ pMesh->mTextureCoords[ 0 ] = new aiVector3D[ pMesh->mNumVertices ];
+ pMesh->mNormals = new aiVector3D[ pMesh->mNumVertices ];
+ unsigned int pos = 0;
+ for ( unsigned int currentFace = 0; currentFace < pMesh->mNumFaces; currentFace++ ) {
+ aiFace *pFace = &( pMesh->mFaces[ currentFace ] );
+ for ( unsigned int currentIdx=0; currentIdx<pFace->mNumIndices; currentIdx++ ) {
+ const unsigned int idx = pFace->mIndices[ currentIdx ];
+ if ( vertices.size() > idx ) {
+ pMesh->mVertices[ pos ] = vertices[ idx ];
+ pMesh->mNormals[ pos ] = normals[ idx ];
+ pMesh->mTextureCoords[ 0 ]->x = uvCoords[ idx ].x;
+ pMesh->mTextureCoords[ 0 ]->y = uvCoords[ idx ].y;
+ pFace->mIndices[ currentIdx ] = pos;
+ pos++;
+ }
+ }
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+//
+aiNode *M3Importer::createNode( aiNode *pParent )
+{
+ aiNode *pNode = new aiNode;
+ if ( pParent )
+ pNode->mParent = pParent;
+ else
+ pNode->mParent = NULL;
+
+ return pNode;
+}
+
+// ------------------------------------------------------------------------------------------------
+
+} // Namespace M3
+} // Namespace Assimp
+
+#endif // ASSIMP_BUILD_NO_M3_IMPORTER
diff --git a/src/3rdparty/assimp/code/M3Importer.h b/src/3rdparty/assimp/code/M3Importer.h
new file mode 100644
index 000000000..8e079c9ca
--- /dev/null
+++ b/src/3rdparty/assimp/code/M3Importer.h
@@ -0,0 +1,726 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+#ifndef AI_M3LOADER_H_INCLUDED
+#define AI_M3LOADER_H_INCLUDED
+
+#include <vector>
+
+namespace Assimp {
+
+namespace M3 {
+
+// ------------------------------------------------------------------------------------------------
+// The following data definitions are from http://code.google.com/p/libm3/, many thanks for that
+// help.
+// ------------------------------------------------------------------------------------------------
+typedef unsigned char uint8;
+typedef char int8;
+typedef unsigned short uint16;
+typedef short int16;
+typedef unsigned int uint32;
+typedef int int32;
+
+class Vec3D
+{
+public:
+ float x,y,z;
+
+ Vec3D(float x0 = 0.0f, float y0 = 0.0f, float z0 = 0.0f) : x(x0), y(y0), z(z0) {}
+
+ Vec3D(const Vec3D& v) : x(v.x), y(v.y), z(v.z) {}
+
+ void reset()
+ {
+ x = y = z = 0.0f;
+ }
+
+ Vec3D& operator= (const Vec3D &v)
+ {
+ x = v.x;
+ y = v.y;
+ z = v.z;
+ return *this;
+ }
+
+ Vec3D operator+ (const Vec3D &v) const
+ {
+ Vec3D r(x+v.x,y+v.y,z+v.z);
+ return r;
+ }
+
+ Vec3D operator- (const Vec3D &v) const
+ {
+ Vec3D r(x-v.x,y-v.y,z-v.z);
+ return r;
+ }
+
+ float operator* (const Vec3D &v) const
+ {
+ return x*v.x + y*v.y + z*v.z;
+ }
+
+ Vec3D operator* (float d) const
+ {
+ Vec3D r(x*d,y*d,z*d);
+ return r;
+ }
+
+ Vec3D operator/ (float d) const
+ {
+ Vec3D r(x/d,y/d,z/d);
+ return r;
+ }
+
+ friend Vec3D operator* (float d, const Vec3D& v)
+ {
+ return v * d;
+ }
+
+ // Cross Product
+ Vec3D operator% (const Vec3D &v) const
+ {
+ Vec3D r(y*v.z-z*v.y, z*v.x-x*v.z, x*v.y-y*v.x);
+ return r;
+ }
+
+ Vec3D& operator+= (const Vec3D &v)
+ {
+ x += v.x;
+ y += v.y;
+ z += v.z;
+ return *this;
+ }
+
+ Vec3D& operator-= (const Vec3D &v)
+ {
+ x -= v.x;
+ y -= v.y;
+ z -= v.z;
+ return *this;
+ }
+
+ Vec3D& operator*= (float d)
+ {
+ x *= d;
+ y *= d;
+ z *= d;
+ return *this;
+ }
+
+ float lengthSquared() const
+ {
+ return x*x+y*y+z*z;
+ }
+
+ float length() const
+ {
+ return sqrtf(x*x+y*y+z*z);
+ }
+
+ Vec3D& normalize()
+ {
+ this->operator*= (1.0f/length());
+ return *this;
+ }
+
+ Vec3D operator~ () const
+ {
+ Vec3D r(*this);
+ r.normalize();
+ return r;
+ }
+
+ operator float*()
+ {
+ return (float*)this;
+ }
+};
+
+
+class Vec2D
+{
+public:
+ float x,y;
+
+ Vec2D(float x0 = 0.0f, float y0 = 0.0f) : x(x0), y(y0) {}
+
+ Vec2D(const Vec2D& v) : x(v.x), y(v.y) {}
+
+ Vec2D& operator= (const Vec2D &v)
+ {
+ x = v.x;
+ y = v.y;
+ return *this;
+ }
+
+ Vec2D operator+ (const Vec2D &v) const
+ {
+ Vec2D r(x+v.x,y+v.y);
+ return r;
+ }
+
+ Vec2D operator- (const Vec2D &v) const
+ {
+ Vec2D r(x-v.x,y-v.y);
+ return r;
+ }
+
+ float operator* (const Vec2D &v) const
+ {
+ return x*v.x + y*v.y;
+ }
+
+ Vec2D operator* (float d) const
+ {
+ Vec2D r(x*d,y*d);
+ return r;
+ }
+
+ friend Vec2D operator* (float d, const Vec2D& v)
+ {
+ return v * d;
+ }
+
+ Vec2D& operator+= (const Vec2D &v)
+ {
+ x += v.x;
+ y += v.y;
+ return *this;
+ }
+
+ Vec2D& operator-= (const Vec2D &v)
+ {
+ x -= v.x;
+ y -= v.y;
+ return *this;
+ }
+
+ Vec2D& operator*= (float d)
+ {
+ x *= d;
+ y *= d;
+ return *this;
+ }
+
+ float lengthSquared() const
+ {
+ return x*x+y*y;
+ }
+
+ float length() const
+ {
+ return sqrtf(x*x+y*y);
+ }
+
+ Vec2D& normalize()
+ {
+ this->operator*= (1.0f/length());
+ return *this;
+ }
+
+ Vec2D operator~ () const
+ {
+ Vec2D r(*this);
+ r.normalize();
+ return r;
+ }
+
+ operator float*()
+ {
+ return (float*)this;
+ }
+};
+
+inline
+void rotate(float x0, float y0, float *x, float *y, float angle)
+{
+ float xa = *x - x0, ya = *y - y0;
+ *x = xa*cosf(angle) - ya*sinf(angle) + x0;
+ *y = xa*sinf(angle) + ya*cosf(angle) + y0;
+}
+
+struct Reference
+{
+ uint32 nEntries; // Code 0x00
+ uint32 ref; // Code 0x04
+};
+
+struct ReferenceEntry
+{
+ char id[ 4 ]; // Code 0x00
+ uint32 offset; // Code 0x04
+ uint32 nEntries; // Code 0x08
+ uint32 type; // Code 0x0C
+};
+
+struct MD33
+{
+ char id[4]; // Code 0x00
+ uint32 ofsRefs; // Code 0x04
+ uint32 nRefs; // Code 0x08
+ Reference MODL; // Code 0x0C
+};
+
+enum ModelType
+{
+ Type1 = 20,
+ Type2 = 23
+};
+
+enum VertexFormat
+{
+ Vertex_Standard,
+ Vertex_Extended
+};
+
+struct MODL23
+{
+ Reference name; // Code 0x00
+ uint32 version; // Code 0x08
+ Reference sequenceHeader; // Code 0x0C
+ Reference sequenceData; // Code 0x14
+ Reference sequenceLookup; // Code 0x1C
+ uint32 d2; // Code 0x24
+ uint32 d3; // Code 0x28
+ uint32 d4; // Code 0x2C
+ Reference STS; // Code 0x30
+ Reference bones; // Code 0x38
+ uint32 d5; // Code 0x40
+ uint32 flags; // Code 0x44
+ Reference vertexData; // Code 0x48
+ Reference views; // Code 0x50
+ Reference B; // Code 0x58
+
+ Vec3D extents[2]; // Code 0x60
+ float radius; // Code 0x78
+
+ uint32 d7; // Code 0x7C
+ uint32 d8; // Code 0x80
+ uint32 d9; // Code 0x84
+ uint32 d10; // Code 0x88
+ uint32 d11; // Code 0x8C
+ uint32 d12; // Code 0x90
+ uint32 d13; // Code 0x94
+ uint32 d14; // Code 0x98
+ uint32 d15; // Code 0x9C
+ uint32 d16; // Code 0xA0
+ uint32 d17; // Code 0xA4
+ uint32 d18; // Code 0xA8
+ uint32 d19; // Code 0xAC
+
+ Reference attachments; // Code 0xB0
+ Reference attachmentLookup; // Code 0xB8
+ Reference lights; // Code 0xC0
+ Reference SHBX; // Code 0xC8
+ Reference cameras; // Code 0xD0
+ Reference D; // Code 0xD8
+ Reference materialLookup; // Code 0xE0
+ Reference materials; // Code 0xE8
+ Reference DIS; // Code 0xF0
+ Reference CMP; // Code 0xF8
+
+ Reference TER; // Code 0x10
+ Reference VOL; // Code 0x10
+ uint32 d21; // Code 0x11
+ uint32 d22; // Code 0x11
+ Reference CREP; // Code 0x11
+ Reference PAR; // Code 0x12
+ Reference PARC; // Code 0x12
+ Reference RIB; // Code 0x13
+ Reference PROJ; // Code 0x13
+ Reference FOR; // Code 0x14
+ Reference WRP; // Code 0x14
+ uint32 d24; // Code 0x15
+ uint32 d25; // Code 0x15
+ Reference PHRB; // Code 0x15
+ uint32 d27; // Code 0x16
+ uint32 d28; // Code 0x16
+ uint32 d29; // Code 0x16
+ uint32 d30; // Code 0x16
+ uint32 d32; // Code 0x17
+ uint32 d33; // Code 0x17
+ Reference IKJT; // Code 0x17
+ uint32 d35; // Code 0x18
+ uint32 d36; // Code 0x18
+ Reference PATU; // Code 0x18
+ Reference TRGD; // Code 0x19
+ Reference IREF; // Code 0x19
+ Reference E; // Code 0x1A
+ float matrix[4][4]; // Code 0x1A
+ Vec3D extent[2]; // Code 0x1E
+ float rad; // Code 0x20
+ Reference SSGS; // Code 0x20
+ Reference ATVL; // Code 0x20
+ uint32 d61; // Code 0x21
+ Reference F; // uint16, Code6 0x21
+ Reference G; // uint16, Code 0x21
+ Reference BBSC; // Code 0x22
+ Reference TMD; // Code 0x22
+ uint32 d62; // Code 0x23
+ uint32 d63; // Code 0x23
+ uint32 d64; // Code 0x23
+};
+
+struct MODL20
+{
+ Reference name; // Code 0x00
+ uint32 version; // Code 0x08
+ Reference sequenceHeader; // Code 0x0C
+ Reference sequenceData; // Code 0x14
+ Reference sequenceLookup; // Code 0x1C
+ uint32 d2; // Code 0x24
+ uint32 d3; // Code 0x28
+ uint32 d4; // Code 0x2C
+ Reference STS; // Code 0x30
+ Reference bones; // Code 0x38
+ uint32 d5; // Code 0x44
+ uint32 flags; // Code 0x44
+ Reference vertexData; // uint8, Code 0x48
+ Reference views; // Code 0x50
+ Reference B; // uint16, Code 0x58
+
+ Vec3D extents[2]; // Code 0x60
+ float radius; // Code 0x78
+
+ uint32 d7; // Code 0x7C
+ uint32 d8; // Code 0x80
+ uint32 d9; // Code 0x84
+ uint32 d10; // Code 0x88
+ uint32 d11; // Code 0x8C
+ uint32 d12; // Code 0x90
+ uint32 d13; // Code 0x94
+ uint32 d14; // Code 0x98
+ uint32 d15; // Code 0x9C
+ uint32 d16; // Code 0xA0
+ uint32 d17; // Code 0xA4
+ uint32 d18; // Code 0xA8
+ uint32 d19; // Code 0xAC
+
+ Reference attachments; // Code 0xB0
+ Reference attachmentLookup; // uint16, Code 0xB8
+ Reference lights; // Code 0xC0
+ Reference cameras; // Code 0xC8
+ Reference D; // uint16, Code 0xD0
+ Reference materialLookup; // Code 0xD8
+ Reference materials; // Code 0xE0
+ Reference DIS; // Code 0xE8
+ Reference CMP; // Code 0xF0
+ Reference TER; // Code 0xF8
+
+ uint32 d20; // Code 0x10
+ uint32 d21; // Code 0x10
+ uint32 d22; // Code 0x10
+ uint32 d23; // Code 0x10
+ Reference CREP; // Code 0x11
+ Reference PAR; // Code 0x11
+ Reference PARC; // Code 0x12
+ Reference RIB; // Code 0x12
+ Reference PROJ; // Code 0x13
+ Reference FOR; // Code 0x13
+ uint32 d25; // Code 0x14
+ uint32 d26; // Code 0x14
+ uint32 d27; // Code 0x14
+ uint32 d28; // Code 0x14
+ Reference PHRB; // Code 0x15
+ uint32 d30; // Code 0x15
+ uint32 d31; // Code 0x15
+ uint32 d32; // Code 0x16
+ uint32 d33; // Code 0x16
+ uint32 d34; // Code 0x16
+ uint32 d35; // Code 0x16
+ Reference IKJT; // Code 0x17
+ uint32 d36; // Code 0x17
+ uint32 d37; // Code 0x17
+ Reference PATU; // Code 0x18
+ Reference TRGD; // Code 0x18
+ Reference IREF; // Code 0x19
+ Reference E; // int32, Code 0x19
+
+ float matrix[4][4]; // Code 0x1A
+ Vec3D extent[2]; // Code 0x1E
+ float rad; // Code 0x1F
+
+ Reference SSGS; // Code 0x1F
+ uint32 d38; // Code 0x20
+ uint32 d39; // Code 0x20
+ Reference BBSC; // Code 0x20
+
+ uint32 d40; // Code 0x21
+ uint32 d41; // Code 0x21
+ uint32 d42; // Code 0x21
+ uint32 d43; // Code 0x22
+ uint32 d44; // Code 0x22
+};
+
+struct BONE
+{
+ int32 d1; // Keybone?
+ Reference name;
+ uint32 flags;
+ int16 parent;
+ int16 s1;
+
+ float floats[ 34 ];
+};
+
+struct VertexExt // 36 byte
+{
+ Vec3D pos;
+ uint8 boneWeight[ 4 ];
+ uint8 boneIndex[ 4 ];
+ uint8 normal[ 4 ]; //normal_x = (float)normal[0]/255.0f...
+ int16 uv[ 2 ];
+ uint32 d1;
+ uint8 tangent[ 4 ];
+};
+
+struct Vertex // 32 byte
+{
+ Vec3D pos;
+ uint8 boneWeight[4];
+ uint8 boneIndex[4];
+ uint8 normal[4]; //normal_x = (float)normal[0]/255.0f...
+ int16 uv[2];
+ uint8 tangent[4];
+};
+
+struct MATM
+{
+ uint32 d1;
+ uint32 d2; // Index into MAT-table?
+};
+
+struct MAT
+{
+ Reference name;
+ int ukn1[ 8 ];
+ float x, y; //always 1.0f
+ Reference layers[13];
+ int ukn2[15];
+};
+
+struct LAYR
+{
+ int unk;
+ Reference name;
+ float unk2[85];
+};
+
+struct DIV
+{
+ Reference faces; // Code 0x00
+ Reference regions; // Code 0x08
+ Reference BAT; // Code 0x10
+ Reference MSEC; // Code 0x18
+};
+
+struct Region
+{
+ uint32 unk;
+ uint16 ofsVertices;
+ uint16 nVertices;
+ uint32 ofsIndices;
+ uint32 nIndices; // reference into DIV.faces
+ uint8 unknown[12];
+};
+
+struct CAM
+{
+ int32 d1; // Code 0x00
+ Reference name; // Code 0x04
+ uint16 flags1; // Code 0x0C
+ uint16 flags2; // Code 0x0E
+};
+
+struct EVNT
+{
+ Reference name; // Code 0x00
+ int16 unk1[4]; // Code 0x08
+ float matrix[4][4]; // Code 0x10
+ int32 unk2[4]; // Code 0x50
+};
+
+struct ATT
+{
+ int32 unk; // Code 0x00
+ Reference name; // Code 0x04
+ int32 bone; // Code 0x0C
+};
+
+struct PHSH
+{
+ float m[ 4 ][ 4 ];
+ float f1;
+ float f2;
+ Reference refs[ 5 ];
+ float f3;
+};
+
+struct SEQS
+{
+ int32 d1; // Code 0x00
+ int32 d2; // Code 0x04
+ Reference name; // Code 0x08
+ int32 d3; // Code 0x10
+ uint32 length; // Code 0x14
+ int32 d4; // Code 0x18
+ uint32 flags; // Code 0x1C
+ int32 unk[5]; // Code 0x20
+ Vec3D extents[2]; // Code 0x34
+ float radius; // Code 0x4C
+ int32 d5; // Code 0x50
+ int32 d6; // Code 0x54
+};
+
+struct STC
+{
+ Reference name; // Code 0x00
+ uint16 s1; // Code 0x08
+ uint16 s2; // Code 0x0A
+ uint16 s3; // Code 0x0C
+ uint16 s4; // Code 0x0E
+ Reference unk2; // uint32 // Code 0x12
+ Reference unk3; // uint32 // Code 0x1A
+ uint32 d3; // Code 0x22
+ Reference evt; // Code 0x24
+ Reference unk4[11]; // Seems to be transformation data // Code 0x2C
+ Reference bnds; // Code 0x84
+};
+
+struct STS
+{
+ Reference unk1; // uint32 // Code 0x00
+ int32 unk[3]; // Code 0x08
+ int16 s1; // Code 0x14
+ int16 s2; // Code 0x16
+};
+
+struct STG
+{
+ Reference name; // Code 0x00
+ Reference stcID; // Code 0x08
+};
+
+struct SD
+{
+ Reference timeline; // Code 0x00
+ uint32 flags; // Code 0x08
+ uint32 length; // Code 0x0C
+ Reference data; // Code 0x10
+};
+
+struct BNDS
+{
+ Vec3D extents1[2]; // Code 0x00
+ float radius1; // Code 0x18
+ Vec3D extents2[2]; // Code 0x1C
+ float radius2; // Code 0x34
+};
+
+struct VEC2
+{
+ float x, y;
+};
+
+struct VEC3
+{
+ float x, y, z;
+};
+
+struct VEC4
+{
+ float x, y, z, w;
+};
+
+struct QUAT
+{
+ float x, y, z, w;
+};
+
+// ------------------------------------------------------------------------------------------------
+/** Loader to import M3-models.
+ */
+// ------------------------------------------------------------------------------------------------
+class M3Importer : public BaseImporter
+{
+ friend class Importer;
+
+public:
+ /// @brief The default constructor.
+ M3Importer();
+
+ /// @brief The destructor.
+ ~M3Importer();
+
+ /// @brief Returns whether the class can handle the format of the given file.
+ /// @remark See BaseImporter::CanRead() for details.
+ bool CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig ) const;
+
+private:
+ const aiImporterDesc* GetInfo () const;
+ void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler );
+ void convertToAssimp( const std::string& pFile, aiScene* pScene, DIV *pViews, Region *pRegions, uint16 *pFaces,
+ const std::vector<aiVector3D> &vertices, const std::vector<aiVector3D> &uvCoords, const std::vector<aiVector3D> &normals );
+ void createVertexData( aiMesh *pMesh, const std::vector<aiVector3D> &vertices, const std::vector<aiVector3D> &uvCoords,
+ const std::vector<aiVector3D> &normals );
+ aiNode *createNode( aiNode *pParent );
+ template<typename T>
+ T* GetEntries( Reference ref );
+
+private:
+ MD33 *m_pHead;
+ ReferenceEntry *m_pRefs;
+ std::vector<unsigned char> m_Buffer;
+};
+
+// ------------------------------------------------------------------------------------------------
+template<typename T>
+inline
+T* M3Importer::GetEntries( Reference ref )
+{
+ return (T*) ( &m_Buffer[ 0 ] + m_pRefs[ ref.ref ].offset );
+}
+
+// ------------------------------------------------------------------------------------------------
+
+} // Namespace M3
+} // Namespace Assimp
+
+#endif // AI_M3LOADER_H_INCLUDED
diff --git a/src/3rdparty/assimp/code/MD2FileData.h b/src/3rdparty/assimp/code/MD2FileData.h
index 864374704..058a5d500 100644
--- a/src/3rdparty/assimp/code/MD2FileData.h
+++ b/src/3rdparty/assimp/code/MD2FileData.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,81 +18,81 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file MD2FileData.h
- * @brief Defines helper data structures for importing MD2 files
+ * @brief Defines helper data structures for importing MD2 files
* http://linux.ucla.edu/~phaethon/q3/formats/md2-schoenblum.html
*/
#ifndef AI_MD2FILEHELPER_H_INC
#define AI_MD2FILEHELPER_H_INC
-#include "../include/aiTypes.h"
-#include "../include/aiMesh.h"
-#include "../include/aiAnim.h"
+#include "../include/assimp/types.h"
+#include "../include/assimp/mesh.h"
+#include "../include/assimp/anim.h"
-#include "./../include/Compiler/pushpack1.h"
+#include "./../include/assimp/Compiler/pushpack1.h"
-namespace Assimp {
-namespace MD2 {
+namespace Assimp {
+namespace MD2 {
// to make it easier for us, we test the magic word against both "endianesses"
-#define AI_MD2_MAGIC_NUMBER_BE AI_MAKE_MAGIC("IDP2")
-#define AI_MD2_MAGIC_NUMBER_LE AI_MAKE_MAGIC("2PDI")
+#define AI_MD2_MAGIC_NUMBER_BE AI_MAKE_MAGIC("IDP2")
+#define AI_MD2_MAGIC_NUMBER_LE AI_MAKE_MAGIC("2PDI")
// common limitations
-#define AI_MD2_VERSION 15
-#define AI_MD2_MAXQPATH 64
-#define AI_MD2_MAX_FRAMES 512
-#define AI_MD2_MAX_SKINS 32
-#define AI_MD2_MAX_VERTS 2048
-#define AI_MD2_MAX_TRIANGLES 4096
+#define AI_MD2_VERSION 15
+#define AI_MD2_MAXQPATH 64
+#define AI_MD2_MAX_FRAMES 512
+#define AI_MD2_MAX_SKINS 32
+#define AI_MD2_MAX_VERTS 2048
+#define AI_MD2_MAX_TRIANGLES 4096
// ---------------------------------------------------------------------------
-/** \brief Data structure for the MD2 main header
+/** \brief Data structure for the MD2 main header
*/
struct Header
{
- uint32_t magic;
- uint32_t version;
- uint32_t skinWidth;
- uint32_t skinHeight;
- uint32_t frameSize;
- uint32_t numSkins;
- uint32_t numVertices;
- uint32_t numTexCoords;
- uint32_t numTriangles;
- uint32_t numGlCommands;
- uint32_t numFrames;
- uint32_t offsetSkins;
- uint32_t offsetTexCoords;
- uint32_t offsetTriangles;
- uint32_t offsetFrames;
- uint32_t offsetGlCommands;
- uint32_t offsetEnd;
+ uint32_t magic;
+ uint32_t version;
+ uint32_t skinWidth;
+ uint32_t skinHeight;
+ uint32_t frameSize;
+ uint32_t numSkins;
+ uint32_t numVertices;
+ uint32_t numTexCoords;
+ uint32_t numTriangles;
+ uint32_t numGlCommands;
+ uint32_t numFrames;
+ uint32_t offsetSkins;
+ uint32_t offsetTexCoords;
+ uint32_t offsetTriangles;
+ uint32_t offsetFrames;
+ uint32_t offsetGlCommands;
+ uint32_t offsetEnd;
} PACK_STRUCT;
// ---------------------------------------------------------------------------
-/** \brief Data structure for a MD2 OpenGl draw command
+/** \brief Data structure for a MD2 OpenGl draw command
*/
struct GLCommand
{
@@ -101,52 +101,52 @@ struct GLCommand
} PACK_STRUCT;
// ---------------------------------------------------------------------------
-/** \brief Data structure for a MD2 triangle
+/** \brief Data structure for a MD2 triangle
*/
struct Triangle
{
- uint16_t vertexIndices[3];
- uint16_t textureIndices[3];
+ uint16_t vertexIndices[3];
+ uint16_t textureIndices[3];
} PACK_STRUCT;
// ---------------------------------------------------------------------------
-/** \brief Data structure for a MD2 vertex
+/** \brief Data structure for a MD2 vertex
*/
struct Vertex
{
- uint8_t vertex[3];
- uint8_t lightNormalIndex;
+ uint8_t vertex[3];
+ uint8_t lightNormalIndex;
} PACK_STRUCT;
// ---------------------------------------------------------------------------
-/** \brief Data structure for a MD2 frame
+/** \brief Data structure for a MD2 frame
*/
struct Frame
{
- float scale[3];
- float translate[3];
- char name[16];
- Vertex vertices[1];
+ float scale[3];
+ float translate[3];
+ char name[16];
+ Vertex vertices[1];
} PACK_STRUCT;
// ---------------------------------------------------------------------------
-/** \brief Data structure for a MD2 texture coordinate
+/** \brief Data structure for a MD2 texture coordinate
*/
struct TexCoord
{
- uint16_t s;
- uint16_t t;
+ uint16_t s;
+ uint16_t t;
} PACK_STRUCT;
// ---------------------------------------------------------------------------
-/** \brief Data structure for a MD2 skin
+/** \brief Data structure for a MD2 skin
*/
struct Skin
{
- char name[AI_MD2_MAXQPATH]; /* texture file name */
+ char name[AI_MD2_MAXQPATH]; /* texture file name */
} PACK_STRUCT;
-#include "./../include/Compiler/poppack1.h"
+#include "./../include/assimp/Compiler/poppack1.h"
// ---------------------------------------------------------------------------
diff --git a/src/3rdparty/assimp/code/MD2Loader.cpp b/src/3rdparty/assimp/code/MD2Loader.cpp
index dbfeabc39..e27ea4bd6 100644
--- a/src/3rdparty/assimp/code/MD2Loader.cpp
+++ b/src/3rdparty/assimp/code/MD2Loader.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -44,7 +44,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
/** @file Implementation of the MD2 importer class */
#include "MD2Loader.h"
-#include "MaterialSystem.h"
#include "ByteSwap.h"
#include "MD2NormalTable.h" // shouldn't be included by other units
@@ -54,361 +53,374 @@ using namespace Assimp::MD2;
// helper macro to determine the size of an array
#if (!defined ARRAYSIZE)
-# define ARRAYSIZE(_array) (int(sizeof(_array) / sizeof(_array[0])))
-#endif
+# define ARRAYSIZE(_array) (int(sizeof(_array) / sizeof(_array[0])))
+#endif
+
+static const aiImporterDesc desc = {
+ "Quake II Mesh Importer",
+ "",
+ "",
+ "",
+ aiImporterFlags_SupportBinaryFlavour,
+ 0,
+ 0,
+ 0,
+ 0,
+ "md2"
+};
// ------------------------------------------------------------------------------------------------
// Helper function to lookup a normal in Quake 2's precalculated table
void MD2::LookupNormalIndex(uint8_t iNormalIndex,aiVector3D& vOut)
{
- // make sure the normal index has a valid value
- if (iNormalIndex >= ARRAYSIZE(g_avNormals)) {
- DefaultLogger::get()->warn("Index overflow in Quake II normal vector list");
- iNormalIndex = ARRAYSIZE(g_avNormals) - 1;
- }
- vOut = *((const aiVector3D*)(&g_avNormals[iNormalIndex]));
+ // make sure the normal index has a valid value
+ if (iNormalIndex >= ARRAYSIZE(g_avNormals)) {
+ DefaultLogger::get()->warn("Index overflow in Quake II normal vector list");
+ iNormalIndex = ARRAYSIZE(g_avNormals) - 1;
+ }
+ vOut = *((const aiVector3D*)(&g_avNormals[iNormalIndex]));
}
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
-MD2Importer::MD2Importer() : configFrameID(0), m_pcHeader(0), mBuffer(0), fileSize(0)
+MD2Importer::MD2Importer()
{}
// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
+// Destructor, private as well
MD2Importer::~MD2Importer()
{}
// ------------------------------------------------------------------------------------------------
-// Returns whether the class can handle the format of the given file.
+// Returns whether the class can handle the format of the given file.
bool MD2Importer::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
{
- const std::string extension = GetExtension(pFile);
- if (extension == "md2")
- return true;
-
- // if check for extension is not enough, check for the magic tokens
- if (!extension.length() || checkSig) {
- uint32_t tokens[1];
- tokens[0] = AI_MD2_MAGIC_NUMBER_LE;
- return CheckMagicToken(pIOHandler,pFile,tokens,1);
- }
- return false;
+ const std::string extension = GetExtension(pFile);
+ if (extension == "md2")
+ return true;
+
+ // if check for extension is not enough, check for the magic tokens
+ if (!extension.length() || checkSig) {
+ uint32_t tokens[1];
+ tokens[0] = AI_MD2_MAGIC_NUMBER_LE;
+ return CheckMagicToken(pIOHandler,pFile,tokens,1);
+ }
+ return false;
}
// ------------------------------------------------------------------------------------------------
// Get a list of all extensions supported by this loader
-void MD2Importer::GetExtensionList(std::set<std::string>& extensions)
+const aiImporterDesc* MD2Importer::GetInfo () const
{
- extensions.insert("md2");
+ return &desc;
}
// ------------------------------------------------------------------------------------------------
// Setup configuration properties
void MD2Importer::SetupProperties(const Importer* pImp)
{
- // The
- // AI_CONFIG_IMPORT_MD2_KEYFRAME option overrides the
- // AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option.
- configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MD2_KEYFRAME,0xffffffff);
- if (0xffffffff == configFrameID){
- configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0);
- }
+ // The
+ // AI_CONFIG_IMPORT_MD2_KEYFRAME option overrides the
+ // AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option.
+ configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MD2_KEYFRAME,-1);
+ if(static_cast<unsigned int>(-1) == configFrameID){
+ configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0);
+ }
}
// ------------------------------------------------------------------------------------------------
// Validate the file header
void MD2Importer::ValidateHeader( )
{
- // check magic number
- if (m_pcHeader->magic != AI_MD2_MAGIC_NUMBER_BE &&
- m_pcHeader->magic != AI_MD2_MAGIC_NUMBER_LE)
- {
- char szBuffer[5];
- szBuffer[0] = ((char*)&m_pcHeader->magic)[0];
- szBuffer[1] = ((char*)&m_pcHeader->magic)[1];
- szBuffer[2] = ((char*)&m_pcHeader->magic)[2];
- szBuffer[3] = ((char*)&m_pcHeader->magic)[3];
- szBuffer[4] = '\0';
-
- throw DeadlyImportError("Invalid MD2 magic word: should be IDP2, the "
- "magic word found is " + std::string(szBuffer));
- }
-
- // check file format version
- if (m_pcHeader->version != 8)
- DefaultLogger::get()->warn( "Unsupported md2 file version. Continuing happily ...");
-
- // check some values whether they are valid
- if (0 == m_pcHeader->numFrames)
- throw DeadlyImportError( "Invalid md2 file: NUM_FRAMES is 0");
-
- if (m_pcHeader->offsetEnd > (uint32_t)fileSize)
- throw DeadlyImportError( "Invalid md2 file: File is too small");
-
- if (m_pcHeader->offsetSkins + m_pcHeader->numSkins * sizeof (MD2::Skin) >= fileSize ||
- m_pcHeader->offsetTexCoords + m_pcHeader->numTexCoords * sizeof (MD2::TexCoord) >= fileSize ||
- m_pcHeader->offsetTriangles + m_pcHeader->numTriangles * sizeof (MD2::Triangle) >= fileSize ||
- m_pcHeader->offsetFrames + m_pcHeader->numFrames * sizeof (MD2::Frame) >= fileSize ||
- m_pcHeader->offsetEnd > fileSize)
- {
- throw DeadlyImportError("Invalid MD2 header: some offsets are outside the file");
- }
-
- if (m_pcHeader->numSkins > AI_MD2_MAX_SKINS)
- DefaultLogger::get()->warn("The model contains more skins than Quake 2 supports");
- if ( m_pcHeader->numFrames > AI_MD2_MAX_FRAMES)
- DefaultLogger::get()->warn("The model contains more frames than Quake 2 supports");
- if (m_pcHeader->numVertices > AI_MD2_MAX_VERTS)
- DefaultLogger::get()->warn("The model contains more vertices than Quake 2 supports");
-
- if (m_pcHeader->numFrames <= configFrameID )
- throw DeadlyImportError("The requested frame is not existing the file");
+ // check magic number
+ if (m_pcHeader->magic != AI_MD2_MAGIC_NUMBER_BE &&
+ m_pcHeader->magic != AI_MD2_MAGIC_NUMBER_LE)
+ {
+ char szBuffer[5];
+ szBuffer[0] = ((char*)&m_pcHeader->magic)[0];
+ szBuffer[1] = ((char*)&m_pcHeader->magic)[1];
+ szBuffer[2] = ((char*)&m_pcHeader->magic)[2];
+ szBuffer[3] = ((char*)&m_pcHeader->magic)[3];
+ szBuffer[4] = '\0';
+
+ throw DeadlyImportError("Invalid MD2 magic word: should be IDP2, the "
+ "magic word found is " + std::string(szBuffer));
+ }
+
+ // check file format version
+ if (m_pcHeader->version != 8)
+ DefaultLogger::get()->warn( "Unsupported md2 file version. Continuing happily ...");
+
+ // check some values whether they are valid
+ if (0 == m_pcHeader->numFrames)
+ throw DeadlyImportError( "Invalid md2 file: NUM_FRAMES is 0");
+
+ if (m_pcHeader->offsetEnd > (uint32_t)fileSize)
+ throw DeadlyImportError( "Invalid md2 file: File is too small");
+
+ if (m_pcHeader->offsetSkins + m_pcHeader->numSkins * sizeof (MD2::Skin) >= fileSize ||
+ m_pcHeader->offsetTexCoords + m_pcHeader->numTexCoords * sizeof (MD2::TexCoord) >= fileSize ||
+ m_pcHeader->offsetTriangles + m_pcHeader->numTriangles * sizeof (MD2::Triangle) >= fileSize ||
+ m_pcHeader->offsetFrames + m_pcHeader->numFrames * sizeof (MD2::Frame) >= fileSize ||
+ m_pcHeader->offsetEnd > fileSize)
+ {
+ throw DeadlyImportError("Invalid MD2 header: some offsets are outside the file");
+ }
+
+ if (m_pcHeader->numSkins > AI_MD2_MAX_SKINS)
+ DefaultLogger::get()->warn("The model contains more skins than Quake 2 supports");
+ if ( m_pcHeader->numFrames > AI_MD2_MAX_FRAMES)
+ DefaultLogger::get()->warn("The model contains more frames than Quake 2 supports");
+ if (m_pcHeader->numVertices > AI_MD2_MAX_VERTS)
+ DefaultLogger::get()->warn("The model contains more vertices than Quake 2 supports");
+
+ if (m_pcHeader->numFrames <= configFrameID )
+ throw DeadlyImportError("The requested frame is not existing the file");
}
// ------------------------------------------------------------------------------------------------
-// Imports the given file into the given scene structure.
-void MD2Importer::InternReadFile( const std::string& pFile,
- aiScene* pScene, IOSystem* pIOHandler)
+// Imports the given file into the given scene structure.
+void MD2Importer::InternReadFile( const std::string& pFile,
+ aiScene* pScene, IOSystem* pIOHandler)
{
- boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
+ boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
- // Check whether we can read from the file
- if ( file.get() == NULL)
- throw DeadlyImportError( "Failed to open MD2 file " + pFile + "");
+ // Check whether we can read from the file
+ if( file.get() == NULL)
+ throw DeadlyImportError( "Failed to open MD2 file " + pFile + "");
- // check whether the md3 file is large enough to contain
- // at least the file header
- fileSize = (unsigned int)file->FileSize();
- if ( fileSize < sizeof(MD2::Header))
- throw DeadlyImportError( "MD2 File is too small");
+ // check whether the md3 file is large enough to contain
+ // at least the file header
+ fileSize = (unsigned int)file->FileSize();
+ if( fileSize < sizeof(MD2::Header))
+ throw DeadlyImportError( "MD2 File is too small");
- std::vector<uint8_t> mBuffer2(fileSize);
- file->Read(&mBuffer2[0], 1, fileSize);
- mBuffer = &mBuffer2[0];
+ std::vector<uint8_t> mBuffer2(fileSize);
+ file->Read(&mBuffer2[0], 1, fileSize);
+ mBuffer = &mBuffer2[0];
- m_pcHeader = (BE_NCONST MD2::Header*)mBuffer;
+ m_pcHeader = (BE_NCONST MD2::Header*)mBuffer;
#ifdef AI_BUILD_BIG_ENDIAN
- ByteSwap::Swap4(&m_pcHeader->frameSize);
- ByteSwap::Swap4(&m_pcHeader->magic);
- ByteSwap::Swap4(&m_pcHeader->numFrames);
- ByteSwap::Swap4(&m_pcHeader->numGlCommands);
- ByteSwap::Swap4(&m_pcHeader->numSkins);
- ByteSwap::Swap4(&m_pcHeader->numTexCoords);
- ByteSwap::Swap4(&m_pcHeader->numTriangles);
- ByteSwap::Swap4(&m_pcHeader->numVertices);
- ByteSwap::Swap4(&m_pcHeader->offsetEnd);
- ByteSwap::Swap4(&m_pcHeader->offsetFrames);
- ByteSwap::Swap4(&m_pcHeader->offsetGlCommands);
- ByteSwap::Swap4(&m_pcHeader->offsetSkins);
- ByteSwap::Swap4(&m_pcHeader->offsetTexCoords);
- ByteSwap::Swap4(&m_pcHeader->offsetTriangles);
- ByteSwap::Swap4(&m_pcHeader->skinHeight);
- ByteSwap::Swap4(&m_pcHeader->skinWidth);
- ByteSwap::Swap4(&m_pcHeader->version);
+ ByteSwap::Swap4(&m_pcHeader->frameSize);
+ ByteSwap::Swap4(&m_pcHeader->magic);
+ ByteSwap::Swap4(&m_pcHeader->numFrames);
+ ByteSwap::Swap4(&m_pcHeader->numGlCommands);
+ ByteSwap::Swap4(&m_pcHeader->numSkins);
+ ByteSwap::Swap4(&m_pcHeader->numTexCoords);
+ ByteSwap::Swap4(&m_pcHeader->numTriangles);
+ ByteSwap::Swap4(&m_pcHeader->numVertices);
+ ByteSwap::Swap4(&m_pcHeader->offsetEnd);
+ ByteSwap::Swap4(&m_pcHeader->offsetFrames);
+ ByteSwap::Swap4(&m_pcHeader->offsetGlCommands);
+ ByteSwap::Swap4(&m_pcHeader->offsetSkins);
+ ByteSwap::Swap4(&m_pcHeader->offsetTexCoords);
+ ByteSwap::Swap4(&m_pcHeader->offsetTriangles);
+ ByteSwap::Swap4(&m_pcHeader->skinHeight);
+ ByteSwap::Swap4(&m_pcHeader->skinWidth);
+ ByteSwap::Swap4(&m_pcHeader->version);
#endif
- ValidateHeader();
+ ValidateHeader();
- // there won't be more than one mesh inside the file
- pScene->mNumMaterials = 1;
- pScene->mRootNode = new aiNode();
- pScene->mRootNode->mNumMeshes = 1;
- pScene->mRootNode->mMeshes = new unsigned int[1];
- pScene->mRootNode->mMeshes[0] = 0;
- pScene->mMaterials = new aiMaterial*[1];
- pScene->mMaterials[0] = new MaterialHelper();
- pScene->mNumMeshes = 1;
- pScene->mMeshes = new aiMesh*[1];
+ // there won't be more than one mesh inside the file
+ pScene->mNumMaterials = 1;
+ pScene->mRootNode = new aiNode();
+ pScene->mRootNode->mNumMeshes = 1;
+ pScene->mRootNode->mMeshes = new unsigned int[1];
+ pScene->mRootNode->mMeshes[0] = 0;
+ pScene->mMaterials = new aiMaterial*[1];
+ pScene->mMaterials[0] = new aiMaterial();
+ pScene->mNumMeshes = 1;
+ pScene->mMeshes = new aiMesh*[1];
- aiMesh* pcMesh = pScene->mMeshes[0] = new aiMesh();
- pcMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
+ aiMesh* pcMesh = pScene->mMeshes[0] = new aiMesh();
+ pcMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
- // navigate to the begin of the frame data
- BE_NCONST MD2::Frame* pcFrame = (BE_NCONST MD2::Frame*) ((uint8_t*)
- m_pcHeader + m_pcHeader->offsetFrames);
+ // navigate to the begin of the frame data
+ BE_NCONST MD2::Frame* pcFrame = (BE_NCONST MD2::Frame*) ((uint8_t*)
+ m_pcHeader + m_pcHeader->offsetFrames);
- pcFrame += configFrameID;
+ pcFrame += configFrameID;
- // navigate to the begin of the triangle data
- MD2::Triangle* pcTriangles = (MD2::Triangle*) ((uint8_t*)
- m_pcHeader + m_pcHeader->offsetTriangles);
+ // navigate to the begin of the triangle data
+ MD2::Triangle* pcTriangles = (MD2::Triangle*) ((uint8_t*)
+ m_pcHeader + m_pcHeader->offsetTriangles);
- // navigate to the begin of the tex coords data
- BE_NCONST MD2::TexCoord* pcTexCoords = (BE_NCONST MD2::TexCoord*) ((uint8_t*)
- m_pcHeader + m_pcHeader->offsetTexCoords);
+ // navigate to the begin of the tex coords data
+ BE_NCONST MD2::TexCoord* pcTexCoords = (BE_NCONST MD2::TexCoord*) ((uint8_t*)
+ m_pcHeader + m_pcHeader->offsetTexCoords);
- // navigate to the begin of the vertex data
- BE_NCONST MD2::Vertex* pcVerts = (BE_NCONST MD2::Vertex*) (pcFrame->vertices);
+ // navigate to the begin of the vertex data
+ BE_NCONST MD2::Vertex* pcVerts = (BE_NCONST MD2::Vertex*) (pcFrame->vertices);
#ifdef AI_BUILD_BIG_ENDIAN
- for (uint32_t i = 0; i< m_pcHeader->numTriangles; ++i)
- {
- for (unsigned int p = 0; p < 3;++p)
- {
- ByteSwap::Swap2(& pcTriangles[i].textureIndices[p]);
- ByteSwap::Swap2(& pcTriangles[i].vertexIndices[p]);
- }
- }
- for (uint32_t i = 0; i < m_pcHeader->offsetTexCoords;++i)
- {
- ByteSwap::Swap2(& pcTexCoords[i].s);
- ByteSwap::Swap2(& pcTexCoords[i].t);
- }
- ByteSwap::Swap4( & pcFrame->scale[0] );
- ByteSwap::Swap4( & pcFrame->scale[1] );
- ByteSwap::Swap4( & pcFrame->scale[2] );
- ByteSwap::Swap4( & pcFrame->translate[0] );
- ByteSwap::Swap4( & pcFrame->translate[1] );
- ByteSwap::Swap4( & pcFrame->translate[2] );
+ for (uint32_t i = 0; i< m_pcHeader->numTriangles; ++i)
+ {
+ for (unsigned int p = 0; p < 3;++p)
+ {
+ ByteSwap::Swap2(& pcTriangles[i].textureIndices[p]);
+ ByteSwap::Swap2(& pcTriangles[i].vertexIndices[p]);
+ }
+ }
+ for (uint32_t i = 0; i < m_pcHeader->offsetTexCoords;++i)
+ {
+ ByteSwap::Swap2(& pcTexCoords[i].s);
+ ByteSwap::Swap2(& pcTexCoords[i].t);
+ }
+ ByteSwap::Swap4( & pcFrame->scale[0] );
+ ByteSwap::Swap4( & pcFrame->scale[1] );
+ ByteSwap::Swap4( & pcFrame->scale[2] );
+ ByteSwap::Swap4( & pcFrame->translate[0] );
+ ByteSwap::Swap4( & pcFrame->translate[1] );
+ ByteSwap::Swap4( & pcFrame->translate[2] );
#endif
- pcMesh->mNumFaces = m_pcHeader->numTriangles;
- pcMesh->mFaces = new aiFace[m_pcHeader->numTriangles];
-
- // allocate output storage
- pcMesh->mNumVertices = (unsigned int)pcMesh->mNumFaces*3;
- pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices];
- pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices];
-
- // Not sure whether there are MD2 files without texture coordinates
- // NOTE: texture coordinates can be there without a texture,
- // but a texture can't be there without a valid UV channel
- MaterialHelper* pcHelper = (MaterialHelper*)pScene->mMaterials[0];
- const int iMode = (int)aiShadingMode_Gouraud;
- pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
-
- if (m_pcHeader->numTexCoords && m_pcHeader->numSkins)
- {
- // navigate to the first texture associated with the mesh
- const MD2::Skin* pcSkins = (const MD2::Skin*) ((unsigned char*)m_pcHeader +
- m_pcHeader->offsetSkins);
-
- aiColor3D clr;
- clr.b = clr.g = clr.r = 1.0f;
- pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
- pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
-
- clr.b = clr.g = clr.r = 0.05f;
- pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
-
- if (pcSkins->name[0])
- {
- aiString szString;
- const size_t iLen = ::strlen(pcSkins->name);
- ::memcpy(szString.data,pcSkins->name,iLen);
- szString.data[iLen] = '\0';
- szString.length = iLen;
-
- pcHelper->AddProperty(&szString,AI_MATKEY_TEXTURE_DIFFUSE(0));
- }
- else{
- DefaultLogger::get()->warn("Texture file name has zero length. It will be skipped.");
- }
- }
- else {
- // apply a default material
- aiColor3D clr;
- clr.b = clr.g = clr.r = 0.6f;
- pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
- pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
-
- clr.b = clr.g = clr.r = 0.05f;
- pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
-
- aiString szName;
- szName.Set(AI_DEFAULT_TEXTURED_MATERIAL_NAME);
- pcHelper->AddProperty(&szName,AI_MATKEY_NAME);
-
- aiString sz;
-
- // TODO: Try to guess the name of the texture file from the model file name
-
- sz.Set("$texture_dummy.bmp");
- pcHelper->AddProperty(&sz,AI_MATKEY_TEXTURE_DIFFUSE(0));
- }
-
-
- // now read all triangles of the first frame, apply scaling and translation
- unsigned int iCurrent = 0;
-
- float fDivisorU = 1.0f,fDivisorV = 1.0f;
- if (m_pcHeader->numTexCoords) {
- // allocate storage for texture coordinates, too
- pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices];
- pcMesh->mNumUVComponents[0] = 2;
-
- // check whether the skin width or height are zero (this would
- // cause a division through zero)
- if (!m_pcHeader->skinWidth) {
- DefaultLogger::get()->error("MD2: No valid skin width given");
- }
- else fDivisorU = (float)m_pcHeader->skinWidth;
- if (!m_pcHeader->skinHeight){
- DefaultLogger::get()->error("MD2: No valid skin height given");
- }
- else fDivisorV = (float)m_pcHeader->skinHeight;
- }
-
- for (unsigned int i = 0; i < (unsigned int)m_pcHeader->numTriangles;++i) {
- // Allocate the face
- pScene->mMeshes[0]->mFaces[i].mIndices = new unsigned int[3];
- pScene->mMeshes[0]->mFaces[i].mNumIndices = 3;
-
- // copy texture coordinates
- // check whether they are different from the previous value at this index.
- // In this case, create a full separate set of vertices/normals/texcoords
- for (unsigned int c = 0; c < 3;++c,++iCurrent) {
-
- // validate vertex indices
- register unsigned int iIndex = (unsigned int)pcTriangles[i].vertexIndices[c];
- if (iIndex >= m_pcHeader->numVertices) {
- DefaultLogger::get()->error("MD2: Vertex index is outside the allowed range");
- iIndex = m_pcHeader->numVertices-1;
- }
-
- // read x,y, and z component of the vertex
- aiVector3D& vec = pcMesh->mVertices[iCurrent];
-
- vec.x = (float)pcVerts[iIndex].vertex[0] * pcFrame->scale[0];
- vec.x += pcFrame->translate[0];
-
- vec.y = (float)pcVerts[iIndex].vertex[1] * pcFrame->scale[1];
- vec.y += pcFrame->translate[1];
-
- vec.z = (float)pcVerts[iIndex].vertex[2] * pcFrame->scale[2];
- vec.z += pcFrame->translate[2];
-
- // read the normal vector from the precalculated normal table
- aiVector3D& vNormal = pcMesh->mNormals[iCurrent];
- LookupNormalIndex(pcVerts[iIndex].lightNormalIndex,vNormal);
-
- // flip z and y to become right-handed
- std::swap((float&)vNormal.z,(float&)vNormal.y);
- std::swap((float&)vec.z,(float&)vec.y);
-
- if (m_pcHeader->numTexCoords) {
- // validate texture coordinates
- iIndex = pcTriangles[i].textureIndices[c];
- if (iIndex >= m_pcHeader->numTexCoords) {
- DefaultLogger::get()->error("MD2: UV index is outside the allowed range");
- iIndex = m_pcHeader->numTexCoords-1;
- }
-
- aiVector3D& pcOut = pcMesh->mTextureCoords[0][iCurrent];
-
- // the texture coordinates are absolute values but we
- // need relative values between 0 and 1
- pcOut.x = pcTexCoords[iIndex].s / fDivisorU;
- pcOut.y = 1.f-pcTexCoords[iIndex].t / fDivisorV;
- }
- pScene->mMeshes[0]->mFaces[i].mIndices[c] = iCurrent;
- }
- }
+ pcMesh->mNumFaces = m_pcHeader->numTriangles;
+ pcMesh->mFaces = new aiFace[m_pcHeader->numTriangles];
+
+ // allocate output storage
+ pcMesh->mNumVertices = (unsigned int)pcMesh->mNumFaces*3;
+ pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices];
+ pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices];
+
+ // Not sure whether there are MD2 files without texture coordinates
+ // NOTE: texture coordinates can be there without a texture,
+ // but a texture can't be there without a valid UV channel
+ aiMaterial* pcHelper = (aiMaterial*)pScene->mMaterials[0];
+ const int iMode = (int)aiShadingMode_Gouraud;
+ pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
+
+ if (m_pcHeader->numTexCoords && m_pcHeader->numSkins)
+ {
+ // navigate to the first texture associated with the mesh
+ const MD2::Skin* pcSkins = (const MD2::Skin*) ((unsigned char*)m_pcHeader +
+ m_pcHeader->offsetSkins);
+
+ aiColor3D clr;
+ clr.b = clr.g = clr.r = 1.0f;
+ pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
+ pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
+
+ clr.b = clr.g = clr.r = 0.05f;
+ pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
+
+ if (pcSkins->name[0])
+ {
+ aiString szString;
+ const size_t iLen = ::strlen(pcSkins->name);
+ ::memcpy(szString.data,pcSkins->name,iLen);
+ szString.data[iLen] = '\0';
+ szString.length = iLen;
+
+ pcHelper->AddProperty(&szString,AI_MATKEY_TEXTURE_DIFFUSE(0));
+ }
+ else{
+ DefaultLogger::get()->warn("Texture file name has zero length. It will be skipped.");
+ }
+ }
+ else {
+ // apply a default material
+ aiColor3D clr;
+ clr.b = clr.g = clr.r = 0.6f;
+ pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
+ pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
+
+ clr.b = clr.g = clr.r = 0.05f;
+ pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
+
+ aiString szName;
+ szName.Set(AI_DEFAULT_MATERIAL_NAME);
+ pcHelper->AddProperty(&szName,AI_MATKEY_NAME);
+
+ aiString sz;
+
+ // TODO: Try to guess the name of the texture file from the model file name
+
+ sz.Set("$texture_dummy.bmp");
+ pcHelper->AddProperty(&sz,AI_MATKEY_TEXTURE_DIFFUSE(0));
+ }
+
+
+ // now read all triangles of the first frame, apply scaling and translation
+ unsigned int iCurrent = 0;
+
+ float fDivisorU = 1.0f,fDivisorV = 1.0f;
+ if (m_pcHeader->numTexCoords) {
+ // allocate storage for texture coordinates, too
+ pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices];
+ pcMesh->mNumUVComponents[0] = 2;
+
+ // check whether the skin width or height are zero (this would
+ // cause a division through zero)
+ if (!m_pcHeader->skinWidth) {
+ DefaultLogger::get()->error("MD2: No valid skin width given");
+ }
+ else fDivisorU = (float)m_pcHeader->skinWidth;
+ if (!m_pcHeader->skinHeight){
+ DefaultLogger::get()->error("MD2: No valid skin height given");
+ }
+ else fDivisorV = (float)m_pcHeader->skinHeight;
+ }
+
+ for (unsigned int i = 0; i < (unsigned int)m_pcHeader->numTriangles;++i) {
+ // Allocate the face
+ pScene->mMeshes[0]->mFaces[i].mIndices = new unsigned int[3];
+ pScene->mMeshes[0]->mFaces[i].mNumIndices = 3;
+
+ // copy texture coordinates
+ // check whether they are different from the previous value at this index.
+ // In this case, create a full separate set of vertices/normals/texcoords
+ for (unsigned int c = 0; c < 3;++c,++iCurrent) {
+
+ // validate vertex indices
+ register unsigned int iIndex = (unsigned int)pcTriangles[i].vertexIndices[c];
+ if (iIndex >= m_pcHeader->numVertices) {
+ DefaultLogger::get()->error("MD2: Vertex index is outside the allowed range");
+ iIndex = m_pcHeader->numVertices-1;
+ }
+
+ // read x,y, and z component of the vertex
+ aiVector3D& vec = pcMesh->mVertices[iCurrent];
+
+ vec.x = (float)pcVerts[iIndex].vertex[0] * pcFrame->scale[0];
+ vec.x += pcFrame->translate[0];
+
+ vec.y = (float)pcVerts[iIndex].vertex[1] * pcFrame->scale[1];
+ vec.y += pcFrame->translate[1];
+
+ vec.z = (float)pcVerts[iIndex].vertex[2] * pcFrame->scale[2];
+ vec.z += pcFrame->translate[2];
+
+ // read the normal vector from the precalculated normal table
+ aiVector3D& vNormal = pcMesh->mNormals[iCurrent];
+ LookupNormalIndex(pcVerts[iIndex].lightNormalIndex,vNormal);
+
+ // flip z and y to become right-handed
+ std::swap((float&)vNormal.z,(float&)vNormal.y);
+ std::swap((float&)vec.z,(float&)vec.y);
+
+ if (m_pcHeader->numTexCoords) {
+ // validate texture coordinates
+ iIndex = pcTriangles[i].textureIndices[c];
+ if (iIndex >= m_pcHeader->numTexCoords) {
+ DefaultLogger::get()->error("MD2: UV index is outside the allowed range");
+ iIndex = m_pcHeader->numTexCoords-1;
+ }
+
+ aiVector3D& pcOut = pcMesh->mTextureCoords[0][iCurrent];
+
+ // the texture coordinates are absolute values but we
+ // need relative values between 0 and 1
+ pcOut.x = pcTexCoords[iIndex].s / fDivisorU;
+ pcOut.y = 1.f-pcTexCoords[iIndex].t / fDivisorV;
+ }
+ pScene->mMeshes[0]->mFaces[i].mIndices[c] = iCurrent;
+ }
+ }
}
#endif // !! ASSIMP_BUILD_NO_MD2_IMPORTER
diff --git a/src/3rdparty/assimp/code/MD2Loader.h b/src/3rdparty/assimp/code/MD2Loader.h
index 5a646b8dc..b164bae34 100644
--- a/src/3rdparty/assimp/code/MD2Loader.h
+++ b/src/3rdparty/assimp/code/MD2Loader.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -45,13 +45,13 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#define AI_MD2LOADER_H_INCLUDED
#include "BaseImporter.h"
-#include "../include/aiTypes.h"
+#include "../include/assimp/types.h"
struct aiNode;
#include "MD2FileData.h"
-namespace Assimp {
-class MaterialHelper;
+namespace Assimp {
+
using namespace MD2;
@@ -60,65 +60,61 @@ using namespace MD2;
*/
class MD2Importer : public BaseImporter
{
- friend class Importer;
-
-protected:
- /** Constructor to be privately used by Importer */
- MD2Importer();
+public:
+ MD2Importer();
+ ~MD2Importer();
- /** Destructor, private as well */
- ~MD2Importer();
public:
- // -------------------------------------------------------------------
- /** Returns whether the class can handle the format of the given file.
- * See BaseImporter::CanRead() for details. */
- bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
- bool checkSig) const;
+ // -------------------------------------------------------------------
+ /** Returns whether the class can handle the format of the given file.
+ * See BaseImporter::CanRead() for details. */
+ bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
+ bool checkSig) const;
- // -------------------------------------------------------------------
- /** Called prior to ReadFile().
- * The function is a request to the importer to update its configuration
- * basing on the Importer's configuration property list.
- */
- void SetupProperties(const Importer* pImp);
+ // -------------------------------------------------------------------
+ /** Called prior to ReadFile().
+ * The function is a request to the importer to update its configuration
+ * basing on the Importer's configuration property list.
+ */
+ void SetupProperties(const Importer* pImp);
protected:
- // -------------------------------------------------------------------
- /** Called by Importer::GetExtensionList() for each loaded importer.
- * See BaseImporter::GetExtensionList() for details
- */
- void GetExtensionList(std::set<std::string>& extensions);
+ // -------------------------------------------------------------------
+ /** Return importer meta information.
+ * See #BaseImporter::GetInfo for the details
+ */
+ const aiImporterDesc* GetInfo () const;
- // -------------------------------------------------------------------
- /** Imports the given file into the given scene structure.
- * See BaseImporter::InternReadFile() for details
- */
- void InternReadFile( const std::string& pFile, aiScene* pScene,
- IOSystem* pIOHandler);
+ // -------------------------------------------------------------------
+ /** Imports the given file into the given scene structure.
+ * See BaseImporter::InternReadFile() for details
+ */
+ void InternReadFile( const std::string& pFile, aiScene* pScene,
+ IOSystem* pIOHandler);
- // -------------------------------------------------------------------
- /** Validate the header of the file
- */
- void ValidateHeader();
+ // -------------------------------------------------------------------
+ /** Validate the header of the file
+ */
+ void ValidateHeader();
protected:
- /** Configuration option: frame to be loaded */
- unsigned int configFrameID;
+ /** Configuration option: frame to be loaded */
+ unsigned int configFrameID;
- /** Header of the MD2 file */
- BE_NCONST MD2::Header* m_pcHeader;
+ /** Header of the MD2 file */
+ BE_NCONST MD2::Header* m_pcHeader;
- /** Buffer to hold the loaded file */
- BE_NCONST uint8_t* mBuffer;
+ /** Buffer to hold the loaded file */
+ BE_NCONST uint8_t* mBuffer;
- /** Size of the file, in bytes */
- unsigned int fileSize;
+ /** Size of the file, in bytes */
+ unsigned int fileSize;
};
} // end of namespace Assimp
diff --git a/src/3rdparty/assimp/code/MD2NormalTable.h b/src/3rdparty/assimp/code/MD2NormalTable.h
index 288fb4a17..d1054b1e0 100644
--- a/src/3rdparty/assimp/code/MD2NormalTable.h
+++ b/src/3rdparty/assimp/code/MD2NormalTable.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,31 +18,31 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/*
- * @file Slightly modified version of the anorms.h header file
+ * @file Slightly modified version of the anorms.h header file
* released by ID software with the Quake 2 source code.
*
- * Table of normals used by MD2 models
+ * Table of normals used by MD2 models
*/
#ifndef AI_MDL_NORMALTABLE_H_INC
@@ -50,167 +50,167 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
float g_avNormals[162][3] = {
-{ -0.525731f, 0.000000f, 0.850651f },
-{ -0.442863f, 0.238856f, 0.864188f },
-{ -0.295242f, 0.000000f, 0.955423f },
-{ -0.309017f, 0.500000f, 0.809017f },
-{ -0.162460f, 0.262866f, 0.951056f },
-{ 0.000000f, 0.000000f, 1.000000f },
-{ 0.000000f, 0.850651f, 0.525731f },
-{ -0.147621f, 0.716567f, 0.681718f },
-{ 0.147621f, 0.716567f, 0.681718f },
-{ 0.000000f, 0.525731f, 0.850651f },
-{ 0.309017f, 0.500000f, 0.809017f },
-{ 0.525731f, 0.000000f, 0.850651f },
-{ 0.295242f, 0.000000f, 0.955423f },
-{ 0.442863f, 0.238856f, 0.864188f },
-{ 0.162460f, 0.262866f, 0.951056f },
-{ -0.681718f, 0.147621f, 0.716567f },
-{ -0.809017f, 0.309017f, 0.500000f },
-{ -0.587785f, 0.425325f, 0.688191f },
-{ -0.850651f, 0.525731f, 0.000000f },
-{ -0.864188f, 0.442863f, 0.238856f },
-{ -0.716567f, 0.681718f, 0.147621f },
-{ -0.688191f, 0.587785f, 0.425325f },
-{ -0.500000f, 0.809017f, 0.309017f },
-{ -0.238856f, 0.864188f, 0.442863f },
-{ -0.425325f, 0.688191f, 0.587785f },
-{ -0.716567f, 0.681718f, -0.147621f },
-{ -0.500000f, 0.809017f, -0.309017f },
-{ -0.525731f, 0.850651f, 0.000000f },
-{ 0.000000f, 0.850651f, -0.525731f },
-{ -0.238856f, 0.864188f, -0.442863f },
-{ 0.000000f, 0.955423f, -0.295242f },
-{ -0.262866f, 0.951056f, -0.162460f },
-{ 0.000000f, 1.000000f, 0.000000f },
-{ 0.000000f, 0.955423f, 0.295242f },
-{ -0.262866f, 0.951056f, 0.162460f },
-{ 0.238856f, 0.864188f, 0.442863f },
-{ 0.262866f, 0.951056f, 0.162460f },
-{ 0.500000f, 0.809017f, 0.309017f },
-{ 0.238856f, 0.864188f, -0.442863f },
-{ 0.262866f, 0.951056f, -0.162460f },
-{ 0.500000f, 0.809017f, -0.309017f },
-{ 0.850651f, 0.525731f, 0.000000f },
-{ 0.716567f, 0.681718f, 0.147621f },
-{ 0.716567f, 0.681718f, -0.147621f },
-{ 0.525731f, 0.850651f, 0.000000f },
-{ 0.425325f, 0.688191f, 0.587785f },
-{ 0.864188f, 0.442863f, 0.238856f },
-{ 0.688191f, 0.587785f, 0.425325f },
-{ 0.809017f, 0.309017f, 0.500000f },
-{ 0.681718f, 0.147621f, 0.716567f },
-{ 0.587785f, 0.425325f, 0.688191f },
-{ 0.955423f, 0.295242f, 0.000000f },
-{ 1.000000f, 0.000000f, 0.000000f },
-{ 0.951056f, 0.162460f, 0.262866f },
-{ 0.850651f, -0.525731f, 0.000000f },
-{ 0.955423f, -0.295242f, 0.000000f },
-{ 0.864188f, -0.442863f, 0.238856f },
-{ 0.951056f, -0.162460f, 0.262866f },
-{ 0.809017f, -0.309017f, 0.500000f },
-{ 0.681718f, -0.147621f, 0.716567f },
-{ 0.850651f, 0.000000f, 0.525731f },
-{ 0.864188f, 0.442863f, -0.238856f },
-{ 0.809017f, 0.309017f, -0.500000f },
-{ 0.951056f, 0.162460f, -0.262866f },
-{ 0.525731f, 0.000000f, -0.850651f },
-{ 0.681718f, 0.147621f, -0.716567f },
-{ 0.681718f, -0.147621f, -0.716567f },
-{ 0.850651f, 0.000000f, -0.525731f },
-{ 0.809017f, -0.309017f, -0.500000f },
-{ 0.864188f, -0.442863f, -0.238856f },
-{ 0.951056f, -0.162460f, -0.262866f },
-{ 0.147621f, 0.716567f, -0.681718f },
-{ 0.309017f, 0.500000f, -0.809017f },
-{ 0.425325f, 0.688191f, -0.587785f },
-{ 0.442863f, 0.238856f, -0.864188f },
-{ 0.587785f, 0.425325f, -0.688191f },
-{ 0.688191f, 0.587785f, -0.425325f },
-{ -0.147621f, 0.716567f, -0.681718f },
-{ -0.309017f, 0.500000f, -0.809017f },
-{ 0.000000f, 0.525731f, -0.850651f },
-{ -0.525731f, 0.000000f, -0.850651f },
-{ -0.442863f, 0.238856f, -0.864188f },
-{ -0.295242f, 0.000000f, -0.955423f },
-{ -0.162460f, 0.262866f, -0.951056f },
-{ 0.000000f, 0.000000f, -1.000000f },
-{ 0.295242f, 0.000000f, -0.955423f },
-{ 0.162460f, 0.262866f, -0.951056f },
-{ -0.442863f, -0.238856f, -0.864188f },
-{ -0.309017f, -0.500000f, -0.809017f },
-{ -0.162460f, -0.262866f, -0.951056f },
-{ 0.000000f, -0.850651f, -0.525731f },
-{ -0.147621f, -0.716567f, -0.681718f },
-{ 0.147621f, -0.716567f, -0.681718f },
-{ 0.000000f, -0.525731f, -0.850651f },
-{ 0.309017f, -0.500000f, -0.809017f },
-{ 0.442863f, -0.238856f, -0.864188f },
-{ 0.162460f, -0.262866f, -0.951056f },
-{ 0.238856f, -0.864188f, -0.442863f },
-{ 0.500000f, -0.809017f, -0.309017f },
-{ 0.425325f, -0.688191f, -0.587785f },
-{ 0.716567f, -0.681718f, -0.147621f },
-{ 0.688191f, -0.587785f, -0.425325f },
-{ 0.587785f, -0.425325f, -0.688191f },
-{ 0.000000f, -0.955423f, -0.295242f },
-{ 0.000000f, -1.000000f, 0.000000f },
-{ 0.262866f, -0.951056f, -0.162460f },
-{ 0.000000f, -0.850651f, 0.525731f },
-{ 0.000000f, -0.955423f, 0.295242f },
-{ 0.238856f, -0.864188f, 0.442863f },
-{ 0.262866f, -0.951056f, 0.162460f },
-{ 0.500000f, -0.809017f, 0.309017f },
-{ 0.716567f, -0.681718f, 0.147621f },
-{ 0.525731f, -0.850651f, 0.000000f },
-{ -0.238856f, -0.864188f, -0.442863f },
-{ -0.500000f, -0.809017f, -0.309017f },
-{ -0.262866f, -0.951056f, -0.162460f },
-{ -0.850651f, -0.525731f, 0.000000f },
-{ -0.716567f, -0.681718f, -0.147621f },
-{ -0.716567f, -0.681718f, 0.147621f },
-{ -0.525731f, -0.850651f, 0.000000f },
-{ -0.500000f, -0.809017f, 0.309017f },
-{ -0.238856f, -0.864188f, 0.442863f },
-{ -0.262866f, -0.951056f, 0.162460f },
-{ -0.864188f, -0.442863f, 0.238856f },
-{ -0.809017f, -0.309017f, 0.500000f },
-{ -0.688191f, -0.587785f, 0.425325f },
-{ -0.681718f, -0.147621f, 0.716567f },
-{ -0.442863f, -0.238856f, 0.864188f },
-{ -0.587785f, -0.425325f, 0.688191f },
-{ -0.309017f, -0.500000f, 0.809017f },
-{ -0.147621f, -0.716567f, 0.681718f },
-{ -0.425325f, -0.688191f, 0.587785f },
-{ -0.162460f, -0.262866f, 0.951056f },
-{ 0.442863f, -0.238856f, 0.864188f },
-{ 0.162460f, -0.262866f, 0.951056f },
-{ 0.309017f, -0.500000f, 0.809017f },
-{ 0.147621f, -0.716567f, 0.681718f },
-{ 0.000000f, -0.525731f, 0.850651f },
-{ 0.425325f, -0.688191f, 0.587785f },
-{ 0.587785f, -0.425325f, 0.688191f },
-{ 0.688191f, -0.587785f, 0.425325f },
-{ -0.955423f, 0.295242f, 0.000000f },
-{ -0.951056f, 0.162460f, 0.262866f },
-{ -1.000000f, 0.000000f, 0.000000f },
-{ -0.850651f, 0.000000f, 0.525731f },
-{ -0.955423f, -0.295242f, 0.000000f },
-{ -0.951056f, -0.162460f, 0.262866f },
-{ -0.864188f, 0.442863f, -0.238856f },
-{ -0.951056f, 0.162460f, -0.262866f },
-{ -0.809017f, 0.309017f, -0.500000f },
-{ -0.864188f, -0.442863f, -0.238856f },
-{ -0.951056f, -0.162460f, -0.262866f },
-{ -0.809017f, -0.309017f, -0.500000f },
-{ -0.681718f, 0.147621f, -0.716567f },
-{ -0.681718f, -0.147621f, -0.716567f },
-{ -0.850651f, 0.000000f, -0.525731f },
-{ -0.688191f, 0.587785f, -0.425325f },
-{ -0.587785f, 0.425325f, -0.688191f },
-{ -0.425325f, 0.688191f, -0.587785f },
-{ -0.425325f, -0.688191f, -0.587785f },
-{ -0.587785f, -0.425325f, -0.688191f },
+{ -0.525731f, 0.000000f, 0.850651f },
+{ -0.442863f, 0.238856f, 0.864188f },
+{ -0.295242f, 0.000000f, 0.955423f },
+{ -0.309017f, 0.500000f, 0.809017f },
+{ -0.162460f, 0.262866f, 0.951056f },
+{ 0.000000f, 0.000000f, 1.000000f },
+{ 0.000000f, 0.850651f, 0.525731f },
+{ -0.147621f, 0.716567f, 0.681718f },
+{ 0.147621f, 0.716567f, 0.681718f },
+{ 0.000000f, 0.525731f, 0.850651f },
+{ 0.309017f, 0.500000f, 0.809017f },
+{ 0.525731f, 0.000000f, 0.850651f },
+{ 0.295242f, 0.000000f, 0.955423f },
+{ 0.442863f, 0.238856f, 0.864188f },
+{ 0.162460f, 0.262866f, 0.951056f },
+{ -0.681718f, 0.147621f, 0.716567f },
+{ -0.809017f, 0.309017f, 0.500000f },
+{ -0.587785f, 0.425325f, 0.688191f },
+{ -0.850651f, 0.525731f, 0.000000f },
+{ -0.864188f, 0.442863f, 0.238856f },
+{ -0.716567f, 0.681718f, 0.147621f },
+{ -0.688191f, 0.587785f, 0.425325f },
+{ -0.500000f, 0.809017f, 0.309017f },
+{ -0.238856f, 0.864188f, 0.442863f },
+{ -0.425325f, 0.688191f, 0.587785f },
+{ -0.716567f, 0.681718f, -0.147621f },
+{ -0.500000f, 0.809017f, -0.309017f },
+{ -0.525731f, 0.850651f, 0.000000f },
+{ 0.000000f, 0.850651f, -0.525731f },
+{ -0.238856f, 0.864188f, -0.442863f },
+{ 0.000000f, 0.955423f, -0.295242f },
+{ -0.262866f, 0.951056f, -0.162460f },
+{ 0.000000f, 1.000000f, 0.000000f },
+{ 0.000000f, 0.955423f, 0.295242f },
+{ -0.262866f, 0.951056f, 0.162460f },
+{ 0.238856f, 0.864188f, 0.442863f },
+{ 0.262866f, 0.951056f, 0.162460f },
+{ 0.500000f, 0.809017f, 0.309017f },
+{ 0.238856f, 0.864188f, -0.442863f },
+{ 0.262866f, 0.951056f, -0.162460f },
+{ 0.500000f, 0.809017f, -0.309017f },
+{ 0.850651f, 0.525731f, 0.000000f },
+{ 0.716567f, 0.681718f, 0.147621f },
+{ 0.716567f, 0.681718f, -0.147621f },
+{ 0.525731f, 0.850651f, 0.000000f },
+{ 0.425325f, 0.688191f, 0.587785f },
+{ 0.864188f, 0.442863f, 0.238856f },
+{ 0.688191f, 0.587785f, 0.425325f },
+{ 0.809017f, 0.309017f, 0.500000f },
+{ 0.681718f, 0.147621f, 0.716567f },
+{ 0.587785f, 0.425325f, 0.688191f },
+{ 0.955423f, 0.295242f, 0.000000f },
+{ 1.000000f, 0.000000f, 0.000000f },
+{ 0.951056f, 0.162460f, 0.262866f },
+{ 0.850651f, -0.525731f, 0.000000f },
+{ 0.955423f, -0.295242f, 0.000000f },
+{ 0.864188f, -0.442863f, 0.238856f },
+{ 0.951056f, -0.162460f, 0.262866f },
+{ 0.809017f, -0.309017f, 0.500000f },
+{ 0.681718f, -0.147621f, 0.716567f },
+{ 0.850651f, 0.000000f, 0.525731f },
+{ 0.864188f, 0.442863f, -0.238856f },
+{ 0.809017f, 0.309017f, -0.500000f },
+{ 0.951056f, 0.162460f, -0.262866f },
+{ 0.525731f, 0.000000f, -0.850651f },
+{ 0.681718f, 0.147621f, -0.716567f },
+{ 0.681718f, -0.147621f, -0.716567f },
+{ 0.850651f, 0.000000f, -0.525731f },
+{ 0.809017f, -0.309017f, -0.500000f },
+{ 0.864188f, -0.442863f, -0.238856f },
+{ 0.951056f, -0.162460f, -0.262866f },
+{ 0.147621f, 0.716567f, -0.681718f },
+{ 0.309017f, 0.500000f, -0.809017f },
+{ 0.425325f, 0.688191f, -0.587785f },
+{ 0.442863f, 0.238856f, -0.864188f },
+{ 0.587785f, 0.425325f, -0.688191f },
+{ 0.688191f, 0.587785f, -0.425325f },
+{ -0.147621f, 0.716567f, -0.681718f },
+{ -0.309017f, 0.500000f, -0.809017f },
+{ 0.000000f, 0.525731f, -0.850651f },
+{ -0.525731f, 0.000000f, -0.850651f },
+{ -0.442863f, 0.238856f, -0.864188f },
+{ -0.295242f, 0.000000f, -0.955423f },
+{ -0.162460f, 0.262866f, -0.951056f },
+{ 0.000000f, 0.000000f, -1.000000f },
+{ 0.295242f, 0.000000f, -0.955423f },
+{ 0.162460f, 0.262866f, -0.951056f },
+{ -0.442863f, -0.238856f, -0.864188f },
+{ -0.309017f, -0.500000f, -0.809017f },
+{ -0.162460f, -0.262866f, -0.951056f },
+{ 0.000000f, -0.850651f, -0.525731f },
+{ -0.147621f, -0.716567f, -0.681718f },
+{ 0.147621f, -0.716567f, -0.681718f },
+{ 0.000000f, -0.525731f, -0.850651f },
+{ 0.309017f, -0.500000f, -0.809017f },
+{ 0.442863f, -0.238856f, -0.864188f },
+{ 0.162460f, -0.262866f, -0.951056f },
+{ 0.238856f, -0.864188f, -0.442863f },
+{ 0.500000f, -0.809017f, -0.309017f },
+{ 0.425325f, -0.688191f, -0.587785f },
+{ 0.716567f, -0.681718f, -0.147621f },
+{ 0.688191f, -0.587785f, -0.425325f },
+{ 0.587785f, -0.425325f, -0.688191f },
+{ 0.000000f, -0.955423f, -0.295242f },
+{ 0.000000f, -1.000000f, 0.000000f },
+{ 0.262866f, -0.951056f, -0.162460f },
+{ 0.000000f, -0.850651f, 0.525731f },
+{ 0.000000f, -0.955423f, 0.295242f },
+{ 0.238856f, -0.864188f, 0.442863f },
+{ 0.262866f, -0.951056f, 0.162460f },
+{ 0.500000f, -0.809017f, 0.309017f },
+{ 0.716567f, -0.681718f, 0.147621f },
+{ 0.525731f, -0.850651f, 0.000000f },
+{ -0.238856f, -0.864188f, -0.442863f },
+{ -0.500000f, -0.809017f, -0.309017f },
+{ -0.262866f, -0.951056f, -0.162460f },
+{ -0.850651f, -0.525731f, 0.000000f },
+{ -0.716567f, -0.681718f, -0.147621f },
+{ -0.716567f, -0.681718f, 0.147621f },
+{ -0.525731f, -0.850651f, 0.000000f },
+{ -0.500000f, -0.809017f, 0.309017f },
+{ -0.238856f, -0.864188f, 0.442863f },
+{ -0.262866f, -0.951056f, 0.162460f },
+{ -0.864188f, -0.442863f, 0.238856f },
+{ -0.809017f, -0.309017f, 0.500000f },
+{ -0.688191f, -0.587785f, 0.425325f },
+{ -0.681718f, -0.147621f, 0.716567f },
+{ -0.442863f, -0.238856f, 0.864188f },
+{ -0.587785f, -0.425325f, 0.688191f },
+{ -0.309017f, -0.500000f, 0.809017f },
+{ -0.147621f, -0.716567f, 0.681718f },
+{ -0.425325f, -0.688191f, 0.587785f },
+{ -0.162460f, -0.262866f, 0.951056f },
+{ 0.442863f, -0.238856f, 0.864188f },
+{ 0.162460f, -0.262866f, 0.951056f },
+{ 0.309017f, -0.500000f, 0.809017f },
+{ 0.147621f, -0.716567f, 0.681718f },
+{ 0.000000f, -0.525731f, 0.850651f },
+{ 0.425325f, -0.688191f, 0.587785f },
+{ 0.587785f, -0.425325f, 0.688191f },
+{ 0.688191f, -0.587785f, 0.425325f },
+{ -0.955423f, 0.295242f, 0.000000f },
+{ -0.951056f, 0.162460f, 0.262866f },
+{ -1.000000f, 0.000000f, 0.000000f },
+{ -0.850651f, 0.000000f, 0.525731f },
+{ -0.955423f, -0.295242f, 0.000000f },
+{ -0.951056f, -0.162460f, 0.262866f },
+{ -0.864188f, 0.442863f, -0.238856f },
+{ -0.951056f, 0.162460f, -0.262866f },
+{ -0.809017f, 0.309017f, -0.500000f },
+{ -0.864188f, -0.442863f, -0.238856f },
+{ -0.951056f, -0.162460f, -0.262866f },
+{ -0.809017f, -0.309017f, -0.500000f },
+{ -0.681718f, 0.147621f, -0.716567f },
+{ -0.681718f, -0.147621f, -0.716567f },
+{ -0.850651f, 0.000000f, -0.525731f },
+{ -0.688191f, 0.587785f, -0.425325f },
+{ -0.587785f, 0.425325f, -0.688191f },
+{ -0.425325f, 0.688191f, -0.587785f },
+{ -0.425325f, -0.688191f, -0.587785f },
+{ -0.587785f, -0.425325f, -0.688191f },
{ -0.688191f, -0.587785f, -0.425325f }
};
diff --git a/src/3rdparty/assimp/code/MD3FileData.h b/src/3rdparty/assimp/code/MD3FileData.h
index edc34d2f7..d24fa66d3 100644
--- a/src/3rdparty/assimp/code/MD3FileData.h
+++ b/src/3rdparty/assimp/code/MD3FileData.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -50,73 +50,73 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <vector>
#include <sstream>
-#include "../include/aiTypes.h"
-#include "../include/aiMesh.h"
-#include "../include/aiAnim.h"
+#include "../include/assimp/types.h"
+#include "../include/assimp/mesh.h"
+#include "../include/assimp/anim.h"
-#include "./../include/Compiler/pushpack1.h"
+#include "./../include/assimp/Compiler/pushpack1.h"
-namespace Assimp {
-namespace MD3 {
+namespace Assimp {
+namespace MD3 {
// to make it easier for us, we test the magic word against both "endianesses"
-#define AI_MD3_MAGIC_NUMBER_BE AI_MAKE_MAGIC("IDP3")
-#define AI_MD3_MAGIC_NUMBER_LE AI_MAKE_MAGIC("3PDI")
+#define AI_MD3_MAGIC_NUMBER_BE AI_MAKE_MAGIC("IDP3")
+#define AI_MD3_MAGIC_NUMBER_LE AI_MAKE_MAGIC("3PDI")
// common limitations
-#define AI_MD3_VERSION 15
-#define AI_MD3_MAXQPATH 64
-#define AI_MD3_MAXFRAME 16
-#define AI_MD3_MAX_FRAMES 1024
-#define AI_MD3_MAX_TAGS 16
-#define AI_MD3_MAX_SURFACES 32
-#define AI_MD3_MAX_SHADERS 256
-#define AI_MD3_MAX_VERTS 4096
-#define AI_MD3_MAX_TRIANGLES 8192
+#define AI_MD3_VERSION 15
+#define AI_MD3_MAXQPATH 64
+#define AI_MD3_MAXFRAME 16
+#define AI_MD3_MAX_FRAMES 1024
+#define AI_MD3_MAX_TAGS 16
+#define AI_MD3_MAX_SURFACES 32
+#define AI_MD3_MAX_SHADERS 256
+#define AI_MD3_MAX_VERTS 4096
+#define AI_MD3_MAX_TRIANGLES 8192
// master scale factor for all vertices in a MD3 model
-#define AI_MD3_XYZ_SCALE (1.0f/64.0f)
+#define AI_MD3_XYZ_SCALE (1.0f/64.0f)
// -------------------------------------------------------------------------------
/** @brief Data structure for the MD3 main header
*/
struct Header
{
- //! magic number
- uint32_t IDENT;
+ //! magic number
+ uint32_t IDENT;
- //! file format version
- uint32_t VERSION;
+ //! file format version
+ uint32_t VERSION;
- //! original name in .pak archive
- char NAME[ AI_MD3_MAXQPATH ];
+ //! original name in .pak archive
+ char NAME[ AI_MD3_MAXQPATH ];
- //! unknown
- int32_t FLAGS;
+ //! unknown
+ int32_t FLAGS;
- //! number of frames in the file
- uint32_t NUM_FRAMES;
+ //! number of frames in the file
+ uint32_t NUM_FRAMES;
- //! number of tags in the file
- uint32_t NUM_TAGS;
+ //! number of tags in the file
+ uint32_t NUM_TAGS;
- //! number of surfaces in the file
- uint32_t NUM_SURFACES;
+ //! number of surfaces in the file
+ uint32_t NUM_SURFACES;
- //! number of skins in the file
- uint32_t NUM_SKINS;
+ //! number of skins in the file
+ uint32_t NUM_SKINS;
- //! offset of the first frame
- uint32_t OFS_FRAMES;
+ //! offset of the first frame
+ uint32_t OFS_FRAMES;
- //! offset of the first tag
- uint32_t OFS_TAGS;
+ //! offset of the first tag
+ uint32_t OFS_TAGS;
- //! offset of the first surface
- uint32_t OFS_SURFACES;
+ //! offset of the first surface
+ uint32_t OFS_SURFACES;
- //! end of file
- uint32_t OFS_EOF;
+ //! end of file
+ uint32_t OFS_EOF;
} PACK_STRUCT;
@@ -125,20 +125,20 @@ struct Header
*/
struct Frame
{
- //! minimum bounds
- aiVector3D min;
+ //! minimum bounds
+ aiVector3D min;
- //! maximum bounds
- aiVector3D max;
+ //! maximum bounds
+ aiVector3D max;
- //! local origin for this frame
- aiVector3D origin;
+ //! local origin for this frame
+ aiVector3D origin;
- //! radius of bounding sphere
- float radius;
+ //! radius of bounding sphere
+ float radius;
- //! name of frame
- char name[ AI_MD3_MAXFRAME ];
+ //! name of frame
+ char name[ AI_MD3_MAXFRAME ];
} PACK_STRUCT;
@@ -148,12 +148,12 @@ struct Frame
*/
struct Tag
{
- //! name of the tag
- char NAME[ AI_MD3_MAXQPATH ];
+ //! name of the tag
+ char NAME[ AI_MD3_MAXQPATH ];
- //! Local tag origin and orientation
- aiVector3D origin;
- float orientation[3][3];
+ //! Local tag origin and orientation
+ aiVector3D origin;
+ float orientation[3][3];
} PACK_STRUCT;
@@ -163,42 +163,42 @@ struct Tag
*/
struct Surface
{
- //! magic number
- int32_t IDENT;
+ //! magic number
+ int32_t IDENT;
- //! original name of the surface
- char NAME[ AI_MD3_MAXQPATH ];
+ //! original name of the surface
+ char NAME[ AI_MD3_MAXQPATH ];
- //! unknown
- int32_t FLAGS;
+ //! unknown
+ int32_t FLAGS;
- //! number of frames in the surface
- uint32_t NUM_FRAMES;
+ //! number of frames in the surface
+ uint32_t NUM_FRAMES;
- //! number of shaders in the surface
- uint32_t NUM_SHADER;
+ //! number of shaders in the surface
+ uint32_t NUM_SHADER;
- //! number of vertices in the surface
- uint32_t NUM_VERTICES;
+ //! number of vertices in the surface
+ uint32_t NUM_VERTICES;
- //! number of triangles in the surface
- uint32_t NUM_TRIANGLES;
+ //! number of triangles in the surface
+ uint32_t NUM_TRIANGLES;
- //! offset to the triangle data
- uint32_t OFS_TRIANGLES;
+ //! offset to the triangle data
+ uint32_t OFS_TRIANGLES;
- //! offset to the shader data
- uint32_t OFS_SHADERS;
+ //! offset to the shader data
+ uint32_t OFS_SHADERS;
- //! offset to the texture coordinate data
- uint32_t OFS_ST;
+ //! offset to the texture coordinate data
+ uint32_t OFS_ST;
- //! offset to the vertex/normal data
- uint32_t OFS_XYZNORMAL;
+ //! offset to the vertex/normal data
+ uint32_t OFS_XYZNORMAL;
- //! offset to the end of the Surface object
- int32_t OFS_END;
+ //! offset to the end of the Surface object
+ int32_t OFS_END;
} PACK_STRUCT;
// -------------------------------------------------------------------------------
@@ -206,11 +206,11 @@ struct Surface
*/
struct Shader
{
- //! filename of the shader
- char NAME[ AI_MD3_MAXQPATH ];
+ //! filename of the shader
+ char NAME[ AI_MD3_MAXQPATH ];
- //! index of the shader
- uint32_t SHADER_INDEX;
+ //! index of the shader
+ uint32_t SHADER_INDEX;
} PACK_STRUCT;
@@ -219,8 +219,8 @@ struct Shader
*/
struct Triangle
{
- //! triangle indices
- uint32_t INDEXES[3];
+ //! triangle indices
+ uint32_t INDEXES[3];
} PACK_STRUCT;
@@ -229,8 +229,8 @@ struct Triangle
*/
struct TexCoord
{
- //! UV coordinates
- float U,V;
+ //! UV coordinates
+ float U,V;
} PACK_STRUCT;
@@ -239,73 +239,73 @@ struct TexCoord
*/
struct Vertex
{
- //! X/Y/Z coordinates
- int16_t X,Y,Z;
+ //! X/Y/Z coordinates
+ int16_t X,Y,Z;
- //! encoded normal vector
- uint16_t NORMAL;
+ //! encoded normal vector
+ uint16_t NORMAL;
} PACK_STRUCT;
-#include "./../include/Compiler/poppack1.h"
+#include "./../include/assimp/Compiler/poppack1.h"
// -------------------------------------------------------------------------------
-/** @brief Unpack a Q3 16 bit vector to its full float3 representation
+/** @brief Unpack a Q3 16 bit vector to its full float3 representation
*
- * @param p_iNormal Input normal vector in latitude/longitude form
- * @param p_afOut Pointer to an array of three floats to receive the result
+ * @param p_iNormal Input normal vector in latitude/longitude form
+ * @param p_afOut Pointer to an array of three floats to receive the result
*
- * @note This has been taken from q3 source (misc_model.c)
+ * @note This has been taken from q3 source (misc_model.c)
*/
inline void LatLngNormalToVec3(uint16_t p_iNormal, float* p_afOut)
{
- float lat = (float)(( p_iNormal >> 8u ) & 0xff);
- float lng = (float)(( p_iNormal & 0xff ));
- lat *= 3.141926f/128.0f;
- lng *= 3.141926f/128.0f;
-
- p_afOut[0] = cosf(lat) * sinf(lng);
- p_afOut[1] = sinf(lat) * sinf(lng);
- p_afOut[2] = cosf(lng);
- return;
+ float lat = (float)(( p_iNormal >> 8u ) & 0xff);
+ float lng = (float)(( p_iNormal & 0xff ));
+ lat *= 3.141926f/128.0f;
+ lng *= 3.141926f/128.0f;
+
+ p_afOut[0] = cosf(lat) * sinf(lng);
+ p_afOut[1] = sinf(lat) * sinf(lng);
+ p_afOut[2] = cosf(lng);
+ return;
}
// -------------------------------------------------------------------------------
-/** @brief Pack a Q3 normal into 16bit latitute/longitude representation
- * @param p_vIn Input vector
- * @param p_iOut Output normal
+/** @brief Pack a Q3 normal into 16bit latitute/longitude representation
+ * @param p_vIn Input vector
+ * @param p_iOut Output normal
*
- * @note This has been taken from q3 source (mathlib.c)
+ * @note This has been taken from q3 source (mathlib.c)
*/
-inline void Vec3NormalToLatLng( const aiVector3D& p_vIn, uint16_t& p_iOut )
+inline void Vec3NormalToLatLng( const aiVector3D& p_vIn, uint16_t& p_iOut )
{
- // check for singularities
- if ( 0.0f == p_vIn[0] && 0.0f == p_vIn[1] )
- {
- if ( p_vIn[2] > 0.0f )
- {
- ((unsigned char*)&p_iOut)[0] = 0;
- ((unsigned char*)&p_iOut)[1] = 0; // lat = 0, long = 0
- }
- else
- {
- ((unsigned char*)&p_iOut)[0] = 128;
- ((unsigned char*)&p_iOut)[1] = 0; // lat = 0, long = 128
- }
- }
- else
- {
- int a, b;
-
- a = int(57.2957795f * ( atan2f( p_vIn[1], p_vIn[0] ) ) * (255.0f / 360.0f ));
- a &= 0xff;
-
- b = int(57.2957795f * ( acosf( p_vIn[2] ) ) * ( 255.0f / 360.0f ));
- b &= 0xff;
-
- ((unsigned char*)&p_iOut)[0] = b; // longitude
- ((unsigned char*)&p_iOut)[1] = a; // lattitude
- }
+ // check for singularities
+ if ( 0.0f == p_vIn[0] && 0.0f == p_vIn[1] )
+ {
+ if ( p_vIn[2] > 0.0f )
+ {
+ ((unsigned char*)&p_iOut)[0] = 0;
+ ((unsigned char*)&p_iOut)[1] = 0; // lat = 0, long = 0
+ }
+ else
+ {
+ ((unsigned char*)&p_iOut)[0] = 128;
+ ((unsigned char*)&p_iOut)[1] = 0; // lat = 0, long = 128
+ }
+ }
+ else
+ {
+ int a, b;
+
+ a = int(57.2957795f * ( atan2f( p_vIn[1], p_vIn[0] ) ) * (255.0f / 360.0f ));
+ a &= 0xff;
+
+ b = int(57.2957795f * ( acosf( p_vIn[2] ) ) * ( 255.0f / 360.0f ));
+ b &= 0xff;
+
+ ((unsigned char*)&p_iOut)[0] = b; // longitude
+ ((unsigned char*)&p_iOut)[1] = a; // lattitude
+ }
}
}
diff --git a/src/3rdparty/assimp/code/MD3Loader.cpp b/src/3rdparty/assimp/code/MD3Loader.cpp
index eb17df06f..74c585aac 100644
--- a/src/3rdparty/assimp/code/MD3Loader.cpp
+++ b/src/3rdparty/assimp/code/MD3Loader.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,29 +20,29 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file MD3Loader.cpp
- * @brief Implementation of the MD3 importer class
- *
- * Sources:
+ * @brief Implementation of the MD3 importer class
+ *
+ * Sources:
* http://www.gamers.org/dEngine/quake3/UQ3S
* http://linux.ucla.edu/~phaethon/q3/formats/md3format.html
* http://www.heppler.com/shader/shader/
@@ -57,994 +57,1001 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "GenericProperty.h"
#include "RemoveComments.h"
#include "ParsingUtils.h"
+#include "Importer.h"
using namespace Assimp;
+static const aiImporterDesc desc = {
+ "Quake III Mesh Importer",
+ "",
+ "",
+ "",
+ aiImporterFlags_SupportBinaryFlavour,
+ 0,
+ 0,
+ 0,
+ 0,
+ "md3"
+};
+
// ------------------------------------------------------------------------------------------------
// Convert a Q3 shader blend function to the appropriate enum value
Q3Shader::BlendFunc StringToBlendFunc(const std::string& m)
{
- if (m == "GL_ONE") {
- return Q3Shader::BLEND_GL_ONE;
- }
- if (m == "GL_ZERO") {
- return Q3Shader::BLEND_GL_ZERO;
- }
- if (m == "GL_SRC_ALPHA") {
- return Q3Shader::BLEND_GL_SRC_ALPHA;
- }
- if (m == "GL_ONE_MINUS_SRC_ALPHA") {
- return Q3Shader::BLEND_GL_ONE_MINUS_SRC_ALPHA;
- }
- if (m == "GL_ONE_MINUS_DST_COLOR") {
- return Q3Shader::BLEND_GL_ONE_MINUS_DST_COLOR;
- }
- DefaultLogger::get()->error("Q3Shader: Unknown blend function: " + m);
- return Q3Shader::BLEND_NONE;
+ if (m == "GL_ONE") {
+ return Q3Shader::BLEND_GL_ONE;
+ }
+ if (m == "GL_ZERO") {
+ return Q3Shader::BLEND_GL_ZERO;
+ }
+ if (m == "GL_SRC_ALPHA") {
+ return Q3Shader::BLEND_GL_SRC_ALPHA;
+ }
+ if (m == "GL_ONE_MINUS_SRC_ALPHA") {
+ return Q3Shader::BLEND_GL_ONE_MINUS_SRC_ALPHA;
+ }
+ if (m == "GL_ONE_MINUS_DST_COLOR") {
+ return Q3Shader::BLEND_GL_ONE_MINUS_DST_COLOR;
+ }
+ DefaultLogger::get()->error("Q3Shader: Unknown blend function: " + m);
+ return Q3Shader::BLEND_NONE;
}
// ------------------------------------------------------------------------------------------------
// Load a Quake 3 shader
bool Q3Shader::LoadShader(ShaderData& fill, const std::string& pFile,IOSystem* io)
{
- boost::scoped_ptr<IOStream> file( io->Open( pFile, "rt"));
- if (!file.get())
- return false; // if we can't access the file, don't worry and return
-
- DefaultLogger::get()->info("Loading Quake3 shader file " + pFile);
-
- // read file in memory
- const size_t s = file->FileSize();
- std::vector<char> _buff(s+1);
- file->Read(&_buff[0],s,1);
- _buff[s] = 0;
-
- // remove comments from it (C++ style)
- CommentRemover::RemoveLineComments("//",&_buff[0]);
- const char* buff = &_buff[0];
-
- Q3Shader::ShaderDataBlock* curData = NULL;
- Q3Shader::ShaderMapBlock* curMap = NULL;
-
- // read line per line
- for (;SkipSpacesAndLineEnd(&buff);SkipLine(&buff)) {
-
- if (*buff == '{') {
- ++buff;
-
- // append to last section, if any
- if (!curData) {
- DefaultLogger::get()->error("Q3Shader: Unexpected shader section token \'{\'");
- return true; // still no failure, the file is there
- }
-
- // read this data section
- for (;SkipSpacesAndLineEnd(&buff);SkipLine(&buff)) {
- if (*buff == '{') {
- ++buff;
- // add new map section
- curData->maps.push_back(Q3Shader::ShaderMapBlock());
- curMap = &curData->maps.back();
-
- for (;SkipSpacesAndLineEnd(&buff);SkipLine(&buff)) {
- // 'map' - Specifies texture file name
- if (TokenMatchI(buff,"map",3) || TokenMatchI(buff,"clampmap",8)) {
- curMap->name = GetNextToken(buff);
- }
- // 'blendfunc' - Alpha blending mode
- else if (TokenMatchI(buff,"blendfunc",9)) {
- const std::string blend_src = GetNextToken(buff);
- if (blend_src == "add") {
- curMap->blend_src = Q3Shader::BLEND_GL_ONE;
- curMap->blend_dest = Q3Shader::BLEND_GL_ONE;
- }
- else if (blend_src == "filter") {
- curMap->blend_src = Q3Shader::BLEND_GL_DST_COLOR;
- curMap->blend_dest = Q3Shader::BLEND_GL_ZERO;
- }
- else if (blend_src == "blend") {
- curMap->blend_src = Q3Shader::BLEND_GL_SRC_ALPHA;
- curMap->blend_dest = Q3Shader::BLEND_GL_ONE_MINUS_SRC_ALPHA;
- }
- else {
- curMap->blend_src = StringToBlendFunc(blend_src);
- curMap->blend_dest = StringToBlendFunc(GetNextToken(buff));
- }
- }
- // 'alphafunc' - Alpha testing mode
- else if (TokenMatchI(buff,"alphafunc",9)) {
- const std::string at = GetNextToken(buff);
- if (at == "GT0") {
- curMap->alpha_test = Q3Shader::AT_GT0;
- }
- else if (at == "LT128") {
- curMap->alpha_test = Q3Shader::AT_LT128;
- }
- else if (at == "GE128") {
- curMap->alpha_test = Q3Shader::AT_GE128;
- }
- }
- else if (*buff == '}') {
- ++buff;
- // close this map section
- curMap = NULL;
- break;
- }
- }
-
- }
- else if (*buff == '}') {
- ++buff;
- curData = NULL;
- break;
- }
-
- // 'cull' specifies culling behaviour for the model
- else if (TokenMatchI(buff,"cull",4)) {
- SkipSpaces(&buff);
- if (!ASSIMP_strincmp(buff,"back",4)) {
- curData->cull = Q3Shader::CULL_CCW;
- }
- else if (!ASSIMP_strincmp(buff,"front",5)) {
- curData->cull = Q3Shader::CULL_CW;
- }
- else if (!ASSIMP_strincmp(buff,"none",4) || !ASSIMP_strincmp(buff,"disable",7)) {
- curData->cull = Q3Shader::CULL_NONE;
- }
- else DefaultLogger::get()->error("Q3Shader: Unrecognized cull mode");
- }
- }
- }
-
- else {
- // add new section
- fill.blocks.push_back(Q3Shader::ShaderDataBlock());
- curData = &fill.blocks.back();
-
- // get the name of this section
- curData->name = GetNextToken(buff);
- }
- }
- return true;
+ boost::scoped_ptr<IOStream> file( io->Open( pFile, "rt"));
+ if (!file.get())
+ return false; // if we can't access the file, don't worry and return
+
+ DefaultLogger::get()->info("Loading Quake3 shader file " + pFile);
+
+ // read file in memory
+ const size_t s = file->FileSize();
+ std::vector<char> _buff(s+1);
+ file->Read(&_buff[0],s,1);
+ _buff[s] = 0;
+
+ // remove comments from it (C++ style)
+ CommentRemover::RemoveLineComments("//",&_buff[0]);
+ const char* buff = &_buff[0];
+
+ Q3Shader::ShaderDataBlock* curData = NULL;
+ Q3Shader::ShaderMapBlock* curMap = NULL;
+
+ // read line per line
+ for (;SkipSpacesAndLineEnd(&buff);SkipLine(&buff)) {
+
+ if (*buff == '{') {
+ ++buff;
+
+ // append to last section, if any
+ if (!curData) {
+ DefaultLogger::get()->error("Q3Shader: Unexpected shader section token \'{\'");
+ return true; // still no failure, the file is there
+ }
+
+ // read this data section
+ for (;SkipSpacesAndLineEnd(&buff);SkipLine(&buff)) {
+ if (*buff == '{') {
+ ++buff;
+ // add new map section
+ curData->maps.push_back(Q3Shader::ShaderMapBlock());
+ curMap = &curData->maps.back();
+
+ for (;SkipSpacesAndLineEnd(&buff);SkipLine(&buff)) {
+ // 'map' - Specifies texture file name
+ if (TokenMatchI(buff,"map",3) || TokenMatchI(buff,"clampmap",8)) {
+ curMap->name = GetNextToken(buff);
+ }
+ // 'blendfunc' - Alpha blending mode
+ else if (TokenMatchI(buff,"blendfunc",9)) {
+ const std::string blend_src = GetNextToken(buff);
+ if (blend_src == "add") {
+ curMap->blend_src = Q3Shader::BLEND_GL_ONE;
+ curMap->blend_dest = Q3Shader::BLEND_GL_ONE;
+ }
+ else if (blend_src == "filter") {
+ curMap->blend_src = Q3Shader::BLEND_GL_DST_COLOR;
+ curMap->blend_dest = Q3Shader::BLEND_GL_ZERO;
+ }
+ else if (blend_src == "blend") {
+ curMap->blend_src = Q3Shader::BLEND_GL_SRC_ALPHA;
+ curMap->blend_dest = Q3Shader::BLEND_GL_ONE_MINUS_SRC_ALPHA;
+ }
+ else {
+ curMap->blend_src = StringToBlendFunc(blend_src);
+ curMap->blend_dest = StringToBlendFunc(GetNextToken(buff));
+ }
+ }
+ // 'alphafunc' - Alpha testing mode
+ else if (TokenMatchI(buff,"alphafunc",9)) {
+ const std::string at = GetNextToken(buff);
+ if (at == "GT0") {
+ curMap->alpha_test = Q3Shader::AT_GT0;
+ }
+ else if (at == "LT128") {
+ curMap->alpha_test = Q3Shader::AT_LT128;
+ }
+ else if (at == "GE128") {
+ curMap->alpha_test = Q3Shader::AT_GE128;
+ }
+ }
+ else if (*buff == '}') {
+ ++buff;
+ // close this map section
+ curMap = NULL;
+ break;
+ }
+ }
+
+ }
+ else if (*buff == '}') {
+ ++buff;
+ curData = NULL;
+ break;
+ }
+
+ // 'cull' specifies culling behaviour for the model
+ else if (TokenMatchI(buff,"cull",4)) {
+ SkipSpaces(&buff);
+ if (!ASSIMP_strincmp(buff,"back",4)) {
+ curData->cull = Q3Shader::CULL_CCW;
+ }
+ else if (!ASSIMP_strincmp(buff,"front",5)) {
+ curData->cull = Q3Shader::CULL_CW;
+ }
+ else if (!ASSIMP_strincmp(buff,"none",4) || !ASSIMP_strincmp(buff,"disable",7)) {
+ curData->cull = Q3Shader::CULL_NONE;
+ }
+ else DefaultLogger::get()->error("Q3Shader: Unrecognized cull mode");
+ }
+ }
+ }
+
+ else {
+ // add new section
+ fill.blocks.push_back(Q3Shader::ShaderDataBlock());
+ curData = &fill.blocks.back();
+
+ // get the name of this section
+ curData->name = GetNextToken(buff);
+ }
+ }
+ return true;
}
// ------------------------------------------------------------------------------------------------
// Load a Quake 3 skin
bool Q3Shader::LoadSkin(SkinData& fill, const std::string& pFile,IOSystem* io)
{
- boost::scoped_ptr<IOStream> file( io->Open( pFile, "rt"));
- if (!file.get())
- return false; // if we can't access the file, don't worry and return
-
- DefaultLogger::get()->info("Loading Quake3 skin file " + pFile);
-
- // read file in memory
- const size_t s = file->FileSize();
- std::vector<char> _buff(s+1);const char* buff = &_buff[0];
- file->Read(&_buff[0],s,1);
- _buff[s] = 0;
-
- // remove commas
- std::replace(_buff.begin(),_buff.end(),',',' ');
-
- // read token by token and fill output table
- for (;*buff;) {
- SkipSpacesAndLineEnd(&buff);
-
- // get first identifier
- std::string ss = GetNextToken(buff);
-
- // ignore tokens starting with tag_
- if (!::strncmp(&ss[0],"tag_",std::min((size_t)4, ss.length())))
- continue;
-
- fill.textures.push_back(SkinData::TextureEntry());
- SkinData::TextureEntry& s = fill.textures.back();
-
- s.first = ss;
- s.second = GetNextToken(buff);
- }
- return true;
+ boost::scoped_ptr<IOStream> file( io->Open( pFile, "rt"));
+ if (!file.get())
+ return false; // if we can't access the file, don't worry and return
+
+ DefaultLogger::get()->info("Loading Quake3 skin file " + pFile);
+
+ // read file in memory
+ const size_t s = file->FileSize();
+ std::vector<char> _buff(s+1);const char* buff = &_buff[0];
+ file->Read(&_buff[0],s,1);
+ _buff[s] = 0;
+
+ // remove commas
+ std::replace(_buff.begin(),_buff.end(),',',' ');
+
+ // read token by token and fill output table
+ for (;*buff;) {
+ SkipSpacesAndLineEnd(&buff);
+
+ // get first identifier
+ std::string ss = GetNextToken(buff);
+
+ // ignore tokens starting with tag_
+ if (!::strncmp(&ss[0],"tag_",std::min((size_t)4, ss.length())))
+ continue;
+
+ fill.textures.push_back(SkinData::TextureEntry());
+ SkinData::TextureEntry& s = fill.textures.back();
+
+ s.first = ss;
+ s.second = GetNextToken(buff);
+ }
+ return true;
}
// ------------------------------------------------------------------------------------------------
// Convert Q3Shader to material
-void Q3Shader::ConvertShaderToMaterial(MaterialHelper* out, const ShaderDataBlock& shader)
+void Q3Shader::ConvertShaderToMaterial(aiMaterial* out, const ShaderDataBlock& shader)
{
- ai_assert(NULL != out);
-
- /* IMPORTANT: This is not a real conversion. Actually we're just guessing and
- * hacking around to build an aiMaterial that looks nearly equal to the
- * original Quake 3 shader. We're missing some important features like
- * animatable material properties in our material system, but at least
- * multiple textures should be handled correctly.
- */
-
- // Two-sided material?
- if (shader.cull == Q3Shader::CULL_NONE) {
- const int twosided = 1;
- out->AddProperty(&twosided,1,AI_MATKEY_TWOSIDED);
- }
-
- unsigned int cur_emissive = 0, cur_diffuse = 0, cur_lm =0;
-
- // Iterate through all textures
- for (std::list< Q3Shader::ShaderMapBlock >::const_iterator it = shader.maps.begin(); it != shader.maps.end();++it) {
-
- // CONVERSION BEHAVIOUR:
- //
- //
- // If the texture is additive
- // - if it is the first texture, assume additive blending for the whole material
- // - otherwise register it as emissive texture.
- //
- // If the texture is using standard blend (or if the blend mode is unknown)
- // - if first texture: assume default blending for material
- // - in any case: set it as diffuse texture
- //
- // If the texture is using 'filter' blending
- // - take as lightmap
- //
- // Textures with alpha funcs
- // - aiTextureFlags_UseAlpha is set (otherwise aiTextureFlags_NoAlpha is explicitly set)
- aiString s((*it).name);
- aiTextureType type; unsigned int index;
-
- if ((*it).blend_src == Q3Shader::BLEND_GL_ONE && (*it).blend_dest == Q3Shader::BLEND_GL_ONE) {
- if (it == shader.maps.begin()) {
- const int additive = aiBlendMode_Additive;
- out->AddProperty(&additive,1,AI_MATKEY_BLEND_FUNC);
-
- index = cur_diffuse++;
- type = aiTextureType_DIFFUSE;
- }
- else {
- index = cur_emissive++;
- type = aiTextureType_EMISSIVE;
- }
- }
- else if ((*it).blend_src == Q3Shader::BLEND_GL_DST_COLOR && (*it).blend_dest == Q3Shader::BLEND_GL_ZERO) {
- index = cur_lm++;
- type = aiTextureType_LIGHTMAP;
- }
- else {
- const int blend = aiBlendMode_Default;
- out->AddProperty(&blend,1,AI_MATKEY_BLEND_FUNC);
-
- index = cur_diffuse++;
- type = aiTextureType_DIFFUSE;
- }
-
- // setup texture
- out->AddProperty(&s,AI_MATKEY_TEXTURE(type,index));
-
- // setup texture flags
- const int use_alpha = ((*it).alpha_test != Q3Shader::AT_NONE ? aiTextureFlags_UseAlpha : aiTextureFlags_IgnoreAlpha);
- out->AddProperty(&use_alpha,1,AI_MATKEY_TEXFLAGS(type,index));
- }
- // If at least one emissive texture was set, set the emissive base color to 1 to ensure
- // the texture is actually displayed.
- if (0 != cur_emissive) {
- aiColor3D one(1.f,1.f,1.f);
- out->AddProperty(&one,1,AI_MATKEY_COLOR_EMISSIVE);
- }
+ ai_assert(NULL != out);
+
+ /* IMPORTANT: This is not a real conversion. Actually we're just guessing and
+ * hacking around to build an aiMaterial that looks nearly equal to the
+ * original Quake 3 shader. We're missing some important features like
+ * animatable material properties in our material system, but at least
+ * multiple textures should be handled correctly.
+ */
+
+ // Two-sided material?
+ if (shader.cull == Q3Shader::CULL_NONE) {
+ const int twosided = 1;
+ out->AddProperty(&twosided,1,AI_MATKEY_TWOSIDED);
+ }
+
+ unsigned int cur_emissive = 0, cur_diffuse = 0, cur_lm =0;
+
+ // Iterate through all textures
+ for (std::list< Q3Shader::ShaderMapBlock >::const_iterator it = shader.maps.begin(); it != shader.maps.end();++it) {
+
+ // CONVERSION BEHAVIOUR:
+ //
+ //
+ // If the texture is additive
+ // - if it is the first texture, assume additive blending for the whole material
+ // - otherwise register it as emissive texture.
+ //
+ // If the texture is using standard blend (or if the blend mode is unknown)
+ // - if first texture: assume default blending for material
+ // - in any case: set it as diffuse texture
+ //
+ // If the texture is using 'filter' blending
+ // - take as lightmap
+ //
+ // Textures with alpha funcs
+ // - aiTextureFlags_UseAlpha is set (otherwise aiTextureFlags_NoAlpha is explicitly set)
+ aiString s((*it).name);
+ aiTextureType type; unsigned int index;
+
+ if ((*it).blend_src == Q3Shader::BLEND_GL_ONE && (*it).blend_dest == Q3Shader::BLEND_GL_ONE) {
+ if (it == shader.maps.begin()) {
+ const int additive = aiBlendMode_Additive;
+ out->AddProperty(&additive,1,AI_MATKEY_BLEND_FUNC);
+
+ index = cur_diffuse++;
+ type = aiTextureType_DIFFUSE;
+ }
+ else {
+ index = cur_emissive++;
+ type = aiTextureType_EMISSIVE;
+ }
+ }
+ else if ((*it).blend_src == Q3Shader::BLEND_GL_DST_COLOR && (*it).blend_dest == Q3Shader::BLEND_GL_ZERO) {
+ index = cur_lm++;
+ type = aiTextureType_LIGHTMAP;
+ }
+ else {
+ const int blend = aiBlendMode_Default;
+ out->AddProperty(&blend,1,AI_MATKEY_BLEND_FUNC);
+
+ index = cur_diffuse++;
+ type = aiTextureType_DIFFUSE;
+ }
+
+ // setup texture
+ out->AddProperty(&s,AI_MATKEY_TEXTURE(type,index));
+
+ // setup texture flags
+ const int use_alpha = ((*it).alpha_test != Q3Shader::AT_NONE ? aiTextureFlags_UseAlpha : aiTextureFlags_IgnoreAlpha);
+ out->AddProperty(&use_alpha,1,AI_MATKEY_TEXFLAGS(type,index));
+ }
+ // If at least one emissive texture was set, set the emissive base color to 1 to ensure
+ // the texture is actually displayed.
+ if (0 != cur_emissive) {
+ aiColor3D one(1.f,1.f,1.f);
+ out->AddProperty(&one,1,AI_MATKEY_COLOR_EMISSIVE);
+ }
}
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
MD3Importer::MD3Importer()
- : configFrameID (0)
- , configHandleMP (true)
- , configSpeedFlag(false)
- , pcHeader(0)
- , mBuffer(0)
- , fileSize(0)
- , mScene(0)
- , mIOHandler(0)
+: configFrameID (0)
+, configHandleMP (true)
{}
// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
+// Destructor, private as well
MD3Importer::~MD3Importer()
{}
// ------------------------------------------------------------------------------------------------
-// Returns whether the class can handle the format of the given file.
+// Returns whether the class can handle the format of the given file.
bool MD3Importer::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
{
- const std::string extension = GetExtension(pFile);
- if (extension == "md3")
- return true;
-
- // if check for extension is not enough, check for the magic tokens
- if (!extension.length() || checkSig) {
- uint32_t tokens[1];
- tokens[0] = AI_MD3_MAGIC_NUMBER_LE;
- return CheckMagicToken(pIOHandler,pFile,tokens,1);
- }
- return false;
+ const std::string extension = GetExtension(pFile);
+ if (extension == "md3")
+ return true;
+
+ // if check for extension is not enough, check for the magic tokens
+ if (!extension.length() || checkSig) {
+ uint32_t tokens[1];
+ tokens[0] = AI_MD3_MAGIC_NUMBER_LE;
+ return CheckMagicToken(pIOHandler,pFile,tokens,1);
+ }
+ return false;
}
// ------------------------------------------------------------------------------------------------
void MD3Importer::ValidateHeaderOffsets()
{
- // Check magic number
- if (pcHeader->IDENT != AI_MD3_MAGIC_NUMBER_BE &&
- pcHeader->IDENT != AI_MD3_MAGIC_NUMBER_LE)
- throw DeadlyImportError( "Invalid MD3 file: Magic bytes not found");
-
- // Check file format version
- if (pcHeader->VERSION > 15)
- DefaultLogger::get()->warn( "Unsupported MD3 file version. Continuing happily ...");
-
- // Check some offset values whether they are valid
- if (!pcHeader->NUM_SURFACES)
- throw DeadlyImportError( "Invalid md3 file: NUM_SURFACES is 0");
-
- if (pcHeader->OFS_FRAMES >= fileSize || pcHeader->OFS_SURFACES >= fileSize ||
- pcHeader->OFS_EOF > fileSize) {
- throw DeadlyImportError("Invalid MD3 header: some offsets are outside the file");
- }
-
- if (pcHeader->NUM_FRAMES <= configFrameID )
- throw DeadlyImportError("The requested frame is not existing the file");
+ // Check magic number
+ if (pcHeader->IDENT != AI_MD3_MAGIC_NUMBER_BE &&
+ pcHeader->IDENT != AI_MD3_MAGIC_NUMBER_LE)
+ throw DeadlyImportError( "Invalid MD3 file: Magic bytes not found");
+
+ // Check file format version
+ if (pcHeader->VERSION > 15)
+ DefaultLogger::get()->warn( "Unsupported MD3 file version. Continuing happily ...");
+
+ // Check some offset values whether they are valid
+ if (!pcHeader->NUM_SURFACES)
+ throw DeadlyImportError( "Invalid md3 file: NUM_SURFACES is 0");
+
+ if (pcHeader->OFS_FRAMES >= fileSize || pcHeader->OFS_SURFACES >= fileSize ||
+ pcHeader->OFS_EOF > fileSize) {
+ throw DeadlyImportError("Invalid MD3 header: some offsets are outside the file");
+ }
+
+ if (pcHeader->NUM_FRAMES <= configFrameID )
+ throw DeadlyImportError("The requested frame is not existing the file");
}
// ------------------------------------------------------------------------------------------------
void MD3Importer::ValidateSurfaceHeaderOffsets(const MD3::Surface* pcSurf)
{
- // Calculate the relative offset of the surface
- const int32_t ofs = int32_t((const unsigned char*)pcSurf-this->mBuffer);
-
- // Check whether all data chunks are inside the valid range
- if (pcSurf->OFS_TRIANGLES + ofs + pcSurf->NUM_TRIANGLES * sizeof(MD3::Triangle) > fileSize ||
- pcSurf->OFS_SHADERS + ofs + pcSurf->NUM_SHADER * sizeof(MD3::Shader) > fileSize ||
- pcSurf->OFS_ST + ofs + pcSurf->NUM_VERTICES * sizeof(MD3::TexCoord) > fileSize ||
- pcSurf->OFS_XYZNORMAL + ofs + pcSurf->NUM_VERTICES * sizeof(MD3::Vertex) > fileSize) {
-
- throw DeadlyImportError("Invalid MD3 surface header: some offsets are outside the file");
- }
-
- // Check whether all requirements for Q3 files are met. We don't
- // care, but probably someone does.
- if (pcSurf->NUM_TRIANGLES > AI_MD3_MAX_TRIANGLES) {
- DefaultLogger::get()->warn("MD3: Quake III triangle limit exceeded");
- }
-
- if (pcSurf->NUM_SHADER > AI_MD3_MAX_SHADERS) {
- DefaultLogger::get()->warn("MD3: Quake III shader limit exceeded");
- }
-
- if (pcSurf->NUM_VERTICES > AI_MD3_MAX_VERTS) {
- DefaultLogger::get()->warn("MD3: Quake III vertex limit exceeded");
- }
-
- if (pcSurf->NUM_FRAMES > AI_MD3_MAX_FRAMES) {
- DefaultLogger::get()->warn("MD3: Quake III frame limit exceeded");
- }
+ // Calculate the relative offset of the surface
+ const int32_t ofs = int32_t((const unsigned char*)pcSurf-this->mBuffer);
+
+ // Check whether all data chunks are inside the valid range
+ if (pcSurf->OFS_TRIANGLES + ofs + pcSurf->NUM_TRIANGLES * sizeof(MD3::Triangle) > fileSize ||
+ pcSurf->OFS_SHADERS + ofs + pcSurf->NUM_SHADER * sizeof(MD3::Shader) > fileSize ||
+ pcSurf->OFS_ST + ofs + pcSurf->NUM_VERTICES * sizeof(MD3::TexCoord) > fileSize ||
+ pcSurf->OFS_XYZNORMAL + ofs + pcSurf->NUM_VERTICES * sizeof(MD3::Vertex) > fileSize) {
+
+ throw DeadlyImportError("Invalid MD3 surface header: some offsets are outside the file");
+ }
+
+ // Check whether all requirements for Q3 files are met. We don't
+ // care, but probably someone does.
+ if (pcSurf->NUM_TRIANGLES > AI_MD3_MAX_TRIANGLES) {
+ DefaultLogger::get()->warn("MD3: Quake III triangle limit exceeded");
+ }
+
+ if (pcSurf->NUM_SHADER > AI_MD3_MAX_SHADERS) {
+ DefaultLogger::get()->warn("MD3: Quake III shader limit exceeded");
+ }
+
+ if (pcSurf->NUM_VERTICES > AI_MD3_MAX_VERTS) {
+ DefaultLogger::get()->warn("MD3: Quake III vertex limit exceeded");
+ }
+
+ if (pcSurf->NUM_FRAMES > AI_MD3_MAX_FRAMES) {
+ DefaultLogger::get()->warn("MD3: Quake III frame limit exceeded");
+ }
}
// ------------------------------------------------------------------------------------------------
-void MD3Importer::GetExtensionList(std::set<std::string>& extensions)
+const aiImporterDesc* MD3Importer::GetInfo () const
{
- extensions.insert("md3");
+ return &desc;
}
// ------------------------------------------------------------------------------------------------
// Setup configuration properties
void MD3Importer::SetupProperties(const Importer* pImp)
{
- // The
- // AI_CONFIG_IMPORT_MD3_KEYFRAME option overrides the
- // AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option.
- configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MD3_KEYFRAME,0xffffffff);
- if (0xffffffff == configFrameID) {
- configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0);
- }
+ // The
+ // AI_CONFIG_IMPORT_MD3_KEYFRAME option overrides the
+ // AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option.
+ configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MD3_KEYFRAME,-1);
+ if(static_cast<unsigned int>(-1) == configFrameID) {
+ configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0);
+ }
- // AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART
- configHandleMP = (0 != pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART,1));
+ // AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART
+ configHandleMP = (0 != pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART,1));
- // AI_CONFIG_IMPORT_MD3_SKIN_NAME
- configSkinFile = (pImp->GetPropertyString(AI_CONFIG_IMPORT_MD3_SKIN_NAME,"default"));
+ // AI_CONFIG_IMPORT_MD3_SKIN_NAME
+ configSkinFile = (pImp->GetPropertyString(AI_CONFIG_IMPORT_MD3_SKIN_NAME,"default"));
- // AI_CONFIG_IMPORT_MD3_SHADER_SRC
- configShaderFile = (pImp->GetPropertyString(AI_CONFIG_IMPORT_MD3_SHADER_SRC,""));
+ // AI_CONFIG_IMPORT_MD3_SHADER_SRC
+ configShaderFile = (pImp->GetPropertyString(AI_CONFIG_IMPORT_MD3_SHADER_SRC,""));
- // AI_CONFIG_FAVOUR_SPEED
- configSpeedFlag = (0 != pImp->GetPropertyInteger(AI_CONFIG_FAVOUR_SPEED,0));
+ // AI_CONFIG_FAVOUR_SPEED
+ configSpeedFlag = (0 != pImp->GetPropertyInteger(AI_CONFIG_FAVOUR_SPEED,0));
}
// ------------------------------------------------------------------------------------------------
// Try to read the skin for a MD3 file
void MD3Importer::ReadSkin(Q3Shader::SkinData& fill) const
{
- // skip any postfixes (e.g. lower_1.md3)
- std::string::size_type s = filename.find_last_of('_');
- if (s == std::string::npos) {
- s = filename.find_last_of('.');
- }
- ai_assert(s != std::string::npos);
-
- const std::string skin_file = path + filename.substr(0,s) + "_" + configSkinFile + ".skin";
- Q3Shader::LoadSkin(fill,skin_file,mIOHandler);
+ // skip any postfixes (e.g. lower_1.md3)
+ std::string::size_type s = filename.find_last_of('_');
+ if (s == std::string::npos) {
+ s = filename.find_last_of('.');
+ }
+ ai_assert(s != std::string::npos);
+
+ const std::string skin_file = path + filename.substr(0,s) + "_" + configSkinFile + ".skin";
+ Q3Shader::LoadSkin(fill,skin_file,mIOHandler);
}
// ------------------------------------------------------------------------------------------------
// Try to read the shader for a MD3 file
void MD3Importer::ReadShader(Q3Shader::ShaderData& fill) const
{
- // Determine Q3 model name from given path
- std::string::size_type s = path.find_last_of("\\/",path.length()-2);
- const std::string model_file = path.substr(s+1,path.length()-(s+2));
-
- // If no specific dir or file is given, use our default search behaviour
- if (!configShaderFile.length()) {
- if (!Q3Shader::LoadShader(fill,path + "..\\..\\..\\scripts\\" + model_file + ".shader",mIOHandler)) {
- Q3Shader::LoadShader(fill,path + "..\\..\\..\\scripts\\" + filename + ".shader",mIOHandler);
- }
- }
- else {
- // If the given string specifies a file, load this file.
- // Otherwise it's a directory.
- std::string::size_type st = configShaderFile.find_last_of('.');
- if (st == std::string::npos) {
-
- if (!Q3Shader::LoadShader(fill,configShaderFile + model_file + ".shader",mIOHandler)) {
- Q3Shader::LoadShader(fill,configShaderFile + filename + ".shader",mIOHandler);
- }
- }
- else {
- Q3Shader::LoadShader(fill,configShaderFile,mIOHandler);
- }
- }
+ // Determine Q3 model name from given path
+ const std::string::size_type s = path.find_last_of("\\/",path.length()-2);
+ const std::string model_file = path.substr(s+1,path.length()-(s+2));
+
+ // If no specific dir or file is given, use our default search behaviour
+ if (!configShaderFile.length()) {
+ if(!Q3Shader::LoadShader(fill,path + "..\\..\\..\\scripts\\" + model_file + ".shader",mIOHandler)) {
+ Q3Shader::LoadShader(fill,path + "..\\..\\..\\scripts\\" + filename + ".shader",mIOHandler);
+ }
+ }
+ else {
+ // If the given string specifies a file, load this file.
+ // Otherwise it's a directory.
+ const std::string::size_type st = configShaderFile.find_last_of('.');
+ if (st == std::string::npos) {
+
+ if(!Q3Shader::LoadShader(fill,configShaderFile + model_file + ".shader",mIOHandler)) {
+ Q3Shader::LoadShader(fill,configShaderFile + filename + ".shader",mIOHandler);
+ }
+ }
+ else {
+ Q3Shader::LoadShader(fill,configShaderFile,mIOHandler);
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Tiny helper to remove a single node from its parent' list
void RemoveSingleNodeFromList(aiNode* nd)
{
- if (!nd || nd->mNumChildren || !nd->mParent)return;
- aiNode* par = nd->mParent;
- for (unsigned int i = 0; i < par->mNumChildren;++i) {
- if (par->mChildren[i] == nd) {
- --par->mNumChildren;
- for (;i < par->mNumChildren;++i) {
- par->mChildren[i] = par->mChildren[i+1];
- }
- delete nd;
- break;
- }
- }
+ if (!nd || nd->mNumChildren || !nd->mParent)return;
+ aiNode* par = nd->mParent;
+ for (unsigned int i = 0; i < par->mNumChildren;++i) {
+ if (par->mChildren[i] == nd) {
+ --par->mNumChildren;
+ for (;i < par->mNumChildren;++i) {
+ par->mChildren[i] = par->mChildren[i+1];
+ }
+ delete nd;
+ break;
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Read a multi-part Q3 player model
bool MD3Importer::ReadMultipartFile()
{
- // check whether the file name contains a common postfix, e.g lower_2.md3
- std::string::size_type s = filename.find_last_of('_'), t = filename.find_last_of('.');
- ai_assert(t != std::string::npos);
- if (s == std::string::npos)
- s = t;
-
- const std::string mod_filename = filename.substr(0,s);
- const std::string suffix = filename.substr(s,t-s);
-
- if (mod_filename == "lower" || mod_filename == "upper" || mod_filename == "head"){
- const std::string lower = path + "lower" + suffix + ".md3";
- const std::string upper = path + "upper" + suffix + ".md3";
- const std::string head = path + "head" + suffix + ".md3";
-
- aiScene* scene_upper = NULL;
- aiScene* scene_lower = NULL;
- aiScene* scene_head = NULL;
- std::string failure;
-
- aiNode* tag_torso, *tag_head;
- std::vector<AttachmentInfo> attach;
-
- DefaultLogger::get()->info("Multi part MD3 player model: lower, upper and head parts are joined");
-
- // ensure we won't try to load ourselves recursively
- BatchLoader::PropertyMap props;
- SetGenericProperty( props.ints, AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART, 0, NULL);
-
- // now read these three files
- BatchLoader batch(mIOHandler);
- const unsigned int _lower = batch.AddLoadRequest(lower,0,&props);
- const unsigned int _upper = batch.AddLoadRequest(upper,0,&props);
- const unsigned int _head = batch.AddLoadRequest(head,0,&props);
- batch.LoadAll();
-
- // now construct a dummy scene to place these three parts in
- aiScene* master = new aiScene();
- aiNode* nd = master->mRootNode = new aiNode();
- nd->mName.Set("<MD3_Player>");
-
- // ... and get them. We need all of them.
- scene_lower = batch.GetImport(_lower);
- if (!scene_lower) {
- DefaultLogger::get()->error("M3D: Failed to read multi part model, lower.md3 fails to load");
- failure = "lower";
- goto error_cleanup;
- }
-
- scene_upper = batch.GetImport(_upper);
- if (!scene_upper) {
- DefaultLogger::get()->error("M3D: Failed to read multi part model, upper.md3 fails to load");
- failure = "upper";
- goto error_cleanup;
- }
-
- scene_head = batch.GetImport(_head);
- if (!scene_head) {
- DefaultLogger::get()->error("M3D: Failed to read multi part model, head.md3 fails to load");
- failure = "head";
- goto error_cleanup;
- }
-
- // build attachment infos. search for typical Q3 tags
-
- // original root
- scene_lower->mRootNode->mName.Set("lower");
- attach.push_back(AttachmentInfo(scene_lower, nd));
-
- // tag_torso
- tag_torso = scene_lower->mRootNode->FindNode("tag_torso");
- if (!tag_torso) {
- DefaultLogger::get()->error("M3D: Failed to find attachment tag for multi part model: tag_torso expected");
- goto error_cleanup;
- }
- scene_upper->mRootNode->mName.Set("upper");
- attach.push_back(AttachmentInfo(scene_upper,tag_torso));
-
- // tag_head
- tag_head = scene_upper->mRootNode->FindNode("tag_head");
- if (!tag_head) {
- DefaultLogger::get()->error("M3D: Failed to find attachment tag for multi part model: tag_head expected");
- goto error_cleanup;
- }
- scene_head->mRootNode->mName.Set("head");
- attach.push_back(AttachmentInfo(scene_head,tag_head));
-
- // Remove tag_head and tag_torso from all other model parts ...
- // this ensures (together with AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY)
- // that tag_torso/tag_head is also the name of the (unique) output node
- RemoveSingleNodeFromList (scene_upper->mRootNode->FindNode("tag_torso"));
- RemoveSingleNodeFromList (scene_head-> mRootNode->FindNode("tag_head" ));
-
- // Undo the rotations which we applied to the coordinate systems. We're
- // working in global Quake space here
- scene_head->mRootNode->mTransformation = aiMatrix4x4();
- scene_lower->mRootNode->mTransformation = aiMatrix4x4();
- scene_upper->mRootNode->mTransformation = aiMatrix4x4();
-
- // and merge the scenes
- SceneCombiner::MergeScenes(&mScene,master, attach,
- AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES |
- AI_INT_MERGE_SCENE_GEN_UNIQUE_MATNAMES |
- AI_INT_MERGE_SCENE_RESOLVE_CROSS_ATTACHMENTS |
- (!configSpeedFlag ? AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY : 0));
-
- // Now rotate the whole scene 90 degrees around the x axis to convert to internal coordinate system
- mScene->mRootNode->mTransformation = aiMatrix4x4(1.f,0.f,0.f,0.f,
- 0.f,0.f,1.f,0.f,0.f,-1.f,0.f,0.f,0.f,0.f,0.f,1.f);
-
- return true;
+ // check whether the file name contains a common postfix, e.g lower_2.md3
+ std::string::size_type s = filename.find_last_of('_'), t = filename.find_last_of('.');
+ ai_assert(t != std::string::npos);
+ if (s == std::string::npos)
+ s = t;
+
+ const std::string mod_filename = filename.substr(0,s);
+ const std::string suffix = filename.substr(s,t-s);
+
+ if (mod_filename == "lower" || mod_filename == "upper" || mod_filename == "head"){
+ const std::string lower = path + "lower" + suffix + ".md3";
+ const std::string upper = path + "upper" + suffix + ".md3";
+ const std::string head = path + "head" + suffix + ".md3";
+
+ aiScene* scene_upper = NULL;
+ aiScene* scene_lower = NULL;
+ aiScene* scene_head = NULL;
+ std::string failure;
+
+ aiNode* tag_torso, *tag_head;
+ std::vector<AttachmentInfo> attach;
+
+ DefaultLogger::get()->info("Multi part MD3 player model: lower, upper and head parts are joined");
+
+ // ensure we won't try to load ourselves recursively
+ BatchLoader::PropertyMap props;
+ SetGenericProperty( props.ints, AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART, 0, NULL);
+
+ // now read these three files
+ BatchLoader batch(mIOHandler);
+ const unsigned int _lower = batch.AddLoadRequest(lower,0,&props);
+ const unsigned int _upper = batch.AddLoadRequest(upper,0,&props);
+ const unsigned int _head = batch.AddLoadRequest(head,0,&props);
+ batch.LoadAll();
+
+ // now construct a dummy scene to place these three parts in
+ aiScene* master = new aiScene();
+ aiNode* nd = master->mRootNode = new aiNode();
+ nd->mName.Set("<MD3_Player>");
+
+ // ... and get them. We need all of them.
+ scene_lower = batch.GetImport(_lower);
+ if (!scene_lower) {
+ DefaultLogger::get()->error("M3D: Failed to read multi part model, lower.md3 fails to load");
+ failure = "lower";
+ goto error_cleanup;
+ }
+
+ scene_upper = batch.GetImport(_upper);
+ if (!scene_upper) {
+ DefaultLogger::get()->error("M3D: Failed to read multi part model, upper.md3 fails to load");
+ failure = "upper";
+ goto error_cleanup;
+ }
+
+ scene_head = batch.GetImport(_head);
+ if (!scene_head) {
+ DefaultLogger::get()->error("M3D: Failed to read multi part model, head.md3 fails to load");
+ failure = "head";
+ goto error_cleanup;
+ }
+
+ // build attachment infos. search for typical Q3 tags
+
+ // original root
+ scene_lower->mRootNode->mName.Set("lower");
+ attach.push_back(AttachmentInfo(scene_lower, nd));
+
+ // tag_torso
+ tag_torso = scene_lower->mRootNode->FindNode("tag_torso");
+ if (!tag_torso) {
+ DefaultLogger::get()->error("M3D: Failed to find attachment tag for multi part model: tag_torso expected");
+ goto error_cleanup;
+ }
+ scene_upper->mRootNode->mName.Set("upper");
+ attach.push_back(AttachmentInfo(scene_upper,tag_torso));
+
+ // tag_head
+ tag_head = scene_upper->mRootNode->FindNode("tag_head");
+ if (!tag_head) {
+ DefaultLogger::get()->error("M3D: Failed to find attachment tag for multi part model: tag_head expected");
+ goto error_cleanup;
+ }
+ scene_head->mRootNode->mName.Set("head");
+ attach.push_back(AttachmentInfo(scene_head,tag_head));
+
+ // Remove tag_head and tag_torso from all other model parts ...
+ // this ensures (together with AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY)
+ // that tag_torso/tag_head is also the name of the (unique) output node
+ RemoveSingleNodeFromList (scene_upper->mRootNode->FindNode("tag_torso"));
+ RemoveSingleNodeFromList (scene_head-> mRootNode->FindNode("tag_head" ));
+
+ // Undo the rotations which we applied to the coordinate systems. We're
+ // working in global Quake space here
+ scene_head->mRootNode->mTransformation = aiMatrix4x4();
+ scene_lower->mRootNode->mTransformation = aiMatrix4x4();
+ scene_upper->mRootNode->mTransformation = aiMatrix4x4();
+
+ // and merge the scenes
+ SceneCombiner::MergeScenes(&mScene,master, attach,
+ AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES |
+ AI_INT_MERGE_SCENE_GEN_UNIQUE_MATNAMES |
+ AI_INT_MERGE_SCENE_RESOLVE_CROSS_ATTACHMENTS |
+ (!configSpeedFlag ? AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY : 0));
+
+ // Now rotate the whole scene 90 degrees around the x axis to convert to internal coordinate system
+ mScene->mRootNode->mTransformation = aiMatrix4x4(1.f,0.f,0.f,0.f,
+ 0.f,0.f,1.f,0.f,0.f,-1.f,0.f,0.f,0.f,0.f,0.f,1.f);
+
+ return true;
error_cleanup:
- delete scene_upper;
- delete scene_lower;
- delete scene_head;
- delete master;
-
- if (failure == mod_filename) {
- throw DeadlyImportError("MD3: failure to read multipart host file");
- }
- }
- return false;
+ delete scene_upper;
+ delete scene_lower;
+ delete scene_head;
+ delete master;
+
+ if (failure == mod_filename) {
+ throw DeadlyImportError("MD3: failure to read multipart host file");
+ }
+ }
+ return false;
}
// ------------------------------------------------------------------------------------------------
// Convert a MD3 path to a proper value
void MD3Importer::ConvertPath(const char* texture_name, const char* header_name, std::string& out) const
{
- // If the MD3's internal path itself and the given path are using
- // the same directory, remove it completely to get right output paths.
- const char* end1 = ::strrchr(header_name,'\\');
- if (!end1)end1 = ::strrchr(header_name,'/');
-
- const char* end2 = ::strrchr(texture_name,'\\');
- if (!end2)end2 = ::strrchr(texture_name,'/');
-
- // HACK: If the paths starts with "models", ignore the
- // next two hierarchy levels, it specifies just the model name.
- // Ignored by Q3, it might be not equal to the real model location.
- if (end2) {
-
- size_t len2;
- const size_t len1 = (size_t)(end1 - header_name);
- if (!ASSIMP_strincmp(texture_name,"models",6) && (texture_name[6] == '/' || texture_name[6] == '\\')) {
- len2 = 6; // ignore the seventh - could be slash or backslash
-
- if (!header_name[0]) {
- // Use the file name only
- out = end2+1;
- return;
- }
- }
- else len2 = std::min (len1, (size_t)(end2 - texture_name ));
- if (!ASSIMP_strincmp(texture_name,header_name,len2)) {
- // Use the file name only
- out = end2+1;
- return;
- }
- }
- // Use the full path
- out = texture_name;
+ // If the MD3's internal path itself and the given path are using
+ // the same directory, remove it completely to get right output paths.
+ const char* end1 = ::strrchr(header_name,'\\');
+ if (!end1)end1 = ::strrchr(header_name,'/');
+
+ const char* end2 = ::strrchr(texture_name,'\\');
+ if (!end2)end2 = ::strrchr(texture_name,'/');
+
+ // HACK: If the paths starts with "models", ignore the
+ // next two hierarchy levels, it specifies just the model name.
+ // Ignored by Q3, it might be not equal to the real model location.
+ if (end2) {
+
+ size_t len2;
+ const size_t len1 = (size_t)(end1 - header_name);
+ if (!ASSIMP_strincmp(texture_name,"models",6) && (texture_name[6] == '/' || texture_name[6] == '\\')) {
+ len2 = 6; // ignore the seventh - could be slash or backslash
+
+ if (!header_name[0]) {
+ // Use the file name only
+ out = end2+1;
+ return;
+ }
+ }
+ else len2 = std::min (len1, (size_t)(end2 - texture_name ));
+ if (!ASSIMP_strincmp(texture_name,header_name,len2)) {
+ // Use the file name only
+ out = end2+1;
+ return;
+ }
+ }
+ // Use the full path
+ out = texture_name;
}
// ------------------------------------------------------------------------------------------------
-// Imports the given file into the given scene structure.
-void MD3Importer::InternReadFile( const std::string& pFile,
- aiScene* pScene, IOSystem* pIOHandler)
+// Imports the given file into the given scene structure.
+void MD3Importer::InternReadFile( const std::string& pFile,
+ aiScene* pScene, IOSystem* pIOHandler)
{
- mFile = pFile;
- mScene = pScene;
- mIOHandler = pIOHandler;
-
- // get base path and file name
- // todo ... move to PathConverter
- std::string::size_type s = mFile.find_last_of("/\\");
- if (s == std::string::npos) {
- s = 0;
- }
- else ++s;
- filename = mFile.substr(s), path = mFile.substr(0,s);
- for ( std::string::iterator it = filename .begin(); it != filename.end(); ++it)
- *it = tolower( *it);
-
- // Load multi-part model file, if necessary
- if (configHandleMP) {
- if (ReadMultipartFile())
- return;
- }
-
- boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
-
- // Check whether we can read from the file
- if ( file.get() == NULL)
- throw DeadlyImportError( "Failed to open MD3 file " + pFile + ".");
-
- // Check whether the md3 file is large enough to contain the header
- fileSize = (unsigned int)file->FileSize();
- if ( fileSize < sizeof(MD3::Header))
- throw DeadlyImportError( "MD3 File is too small.");
-
- // Allocate storage and copy the contents of the file to a memory buffer
- std::vector<unsigned char> mBuffer2 (fileSize);
- file->Read( &mBuffer2[0], 1, fileSize);
- mBuffer = &mBuffer2[0];
-
- pcHeader = (BE_NCONST MD3::Header*)mBuffer;
-
- // Ensure correct endianess
+ mFile = pFile;
+ mScene = pScene;
+ mIOHandler = pIOHandler;
+
+ // get base path and file name
+ // todo ... move to PathConverter
+ std::string::size_type s = mFile.find_last_of("/\\");
+ if (s == std::string::npos) {
+ s = 0;
+ }
+ else ++s;
+ filename = mFile.substr(s), path = mFile.substr(0,s);
+ for( std::string::iterator it = filename .begin(); it != filename.end(); ++it)
+ *it = tolower( *it);
+
+ // Load multi-part model file, if necessary
+ if (configHandleMP) {
+ if (ReadMultipartFile())
+ return;
+ }
+
+ boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
+
+ // Check whether we can read from the file
+ if( file.get() == NULL)
+ throw DeadlyImportError( "Failed to open MD3 file " + pFile + ".");
+
+ // Check whether the md3 file is large enough to contain the header
+ fileSize = (unsigned int)file->FileSize();
+ if( fileSize < sizeof(MD3::Header))
+ throw DeadlyImportError( "MD3 File is too small.");
+
+ // Allocate storage and copy the contents of the file to a memory buffer
+ std::vector<unsigned char> mBuffer2 (fileSize);
+ file->Read( &mBuffer2[0], 1, fileSize);
+ mBuffer = &mBuffer2[0];
+
+ pcHeader = (BE_NCONST MD3::Header*)mBuffer;
+
+ // Ensure correct endianess
#ifdef AI_BUILD_BIG_ENDIAN
- AI_SWAP4(pcHeader->VERSION);
- AI_SWAP4(pcHeader->FLAGS);
- AI_SWAP4(pcHeader->IDENT);
- AI_SWAP4(pcHeader->NUM_FRAMES);
- AI_SWAP4(pcHeader->NUM_SKINS);
- AI_SWAP4(pcHeader->NUM_SURFACES);
- AI_SWAP4(pcHeader->NUM_TAGS);
- AI_SWAP4(pcHeader->OFS_EOF);
- AI_SWAP4(pcHeader->OFS_FRAMES);
- AI_SWAP4(pcHeader->OFS_SURFACES);
- AI_SWAP4(pcHeader->OFS_TAGS);
+ AI_SWAP4(pcHeader->VERSION);
+ AI_SWAP4(pcHeader->FLAGS);
+ AI_SWAP4(pcHeader->IDENT);
+ AI_SWAP4(pcHeader->NUM_FRAMES);
+ AI_SWAP4(pcHeader->NUM_SKINS);
+ AI_SWAP4(pcHeader->NUM_SURFACES);
+ AI_SWAP4(pcHeader->NUM_TAGS);
+ AI_SWAP4(pcHeader->OFS_EOF);
+ AI_SWAP4(pcHeader->OFS_FRAMES);
+ AI_SWAP4(pcHeader->OFS_SURFACES);
+ AI_SWAP4(pcHeader->OFS_TAGS);
#endif
- // Validate the file header
- ValidateHeaderOffsets();
+ // Validate the file header
+ ValidateHeaderOffsets();
- // Navigate to the list of surfaces
- BE_NCONST MD3::Surface* pcSurfaces = (BE_NCONST MD3::Surface*)(mBuffer + pcHeader->OFS_SURFACES);
+ // Navigate to the list of surfaces
+ BE_NCONST MD3::Surface* pcSurfaces = (BE_NCONST MD3::Surface*)(mBuffer + pcHeader->OFS_SURFACES);
- // Navigate to the list of tags
- BE_NCONST MD3::Tag* pcTags = (BE_NCONST MD3::Tag*)(mBuffer + pcHeader->OFS_TAGS);
+ // Navigate to the list of tags
+ BE_NCONST MD3::Tag* pcTags = (BE_NCONST MD3::Tag*)(mBuffer + pcHeader->OFS_TAGS);
- // Allocate output storage
- pScene->mNumMeshes = pcHeader->NUM_SURFACES;
- pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
+ // Allocate output storage
+ pScene->mNumMeshes = pcHeader->NUM_SURFACES;
+ pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
- pScene->mNumMaterials = pcHeader->NUM_SURFACES;
- pScene->mMaterials = new aiMaterial*[pScene->mNumMeshes];
+ pScene->mNumMaterials = pcHeader->NUM_SURFACES;
+ pScene->mMaterials = new aiMaterial*[pScene->mNumMeshes];
- // Set arrays to zero to ensue proper destruction if an exception is raised
- ::memset(pScene->mMeshes,0,pScene->mNumMeshes*sizeof(aiMesh*));
- ::memset(pScene->mMaterials,0,pScene->mNumMaterials*sizeof(aiMaterial*));
+ // Set arrays to zero to ensue proper destruction if an exception is raised
+ ::memset(pScene->mMeshes,0,pScene->mNumMeshes*sizeof(aiMesh*));
+ ::memset(pScene->mMaterials,0,pScene->mNumMaterials*sizeof(aiMaterial*));
- // Now read possible skins from .skin file
- Q3Shader::SkinData skins;
- ReadSkin(skins);
+ // Now read possible skins from .skin file
+ Q3Shader::SkinData skins;
+ ReadSkin(skins);
- // And check whether we can locate a shader file for this model
- Q3Shader::ShaderData shaders;
- ReadShader(shaders);
+ // And check whether we can locate a shader file for this model
+ Q3Shader::ShaderData shaders;
+ ReadShader(shaders);
- // Adjust all texture paths in the shader
- const char* header_name = pcHeader->NAME;
- if (shaders.blocks.size()) {
- for (std::list< Q3Shader::ShaderDataBlock >::iterator dit = shaders.blocks.begin(); dit != shaders.blocks.end(); ++dit) {
- ConvertPath((*dit).name.c_str(),header_name,(*dit).name);
+ // Adjust all texture paths in the shader
+ const char* header_name = pcHeader->NAME;
+ if (shaders.blocks.size()) {
+ for (std::list< Q3Shader::ShaderDataBlock >::iterator dit = shaders.blocks.begin(); dit != shaders.blocks.end(); ++dit) {
+ ConvertPath((*dit).name.c_str(),header_name,(*dit).name);
- for (std::list< Q3Shader::ShaderMapBlock >::iterator mit = (*dit).maps.begin(); mit != (*dit).maps.end(); ++mit) {
- ConvertPath((*mit).name.c_str(),header_name,(*mit).name);
- }
- }
- }
+ for (std::list< Q3Shader::ShaderMapBlock >::iterator mit = (*dit).maps.begin(); mit != (*dit).maps.end(); ++mit) {
+ ConvertPath((*mit).name.c_str(),header_name,(*mit).name);
+ }
+ }
+ }
- // Read all surfaces from the file
- unsigned int iNum = pcHeader->NUM_SURFACES;
- unsigned int iNumMaterials = 0;
- while (iNum-- > 0) {
+ // Read all surfaces from the file
+ unsigned int iNum = pcHeader->NUM_SURFACES;
+ unsigned int iNumMaterials = 0;
+ while (iNum-- > 0) {
- // Ensure correct endianess
+ // Ensure correct endianess
#ifdef AI_BUILD_BIG_ENDIAN
- AI_SWAP4(pcSurfaces->FLAGS);
- AI_SWAP4(pcSurfaces->IDENT);
- AI_SWAP4(pcSurfaces->NUM_FRAMES);
- AI_SWAP4(pcSurfaces->NUM_SHADER);
- AI_SWAP4(pcSurfaces->NUM_TRIANGLES);
- AI_SWAP4(pcSurfaces->NUM_VERTICES);
- AI_SWAP4(pcSurfaces->OFS_END);
- AI_SWAP4(pcSurfaces->OFS_SHADERS);
- AI_SWAP4(pcSurfaces->OFS_ST);
- AI_SWAP4(pcSurfaces->OFS_TRIANGLES);
- AI_SWAP4(pcSurfaces->OFS_XYZNORMAL);
+ AI_SWAP4(pcSurfaces->FLAGS);
+ AI_SWAP4(pcSurfaces->IDENT);
+ AI_SWAP4(pcSurfaces->NUM_FRAMES);
+ AI_SWAP4(pcSurfaces->NUM_SHADER);
+ AI_SWAP4(pcSurfaces->NUM_TRIANGLES);
+ AI_SWAP4(pcSurfaces->NUM_VERTICES);
+ AI_SWAP4(pcSurfaces->OFS_END);
+ AI_SWAP4(pcSurfaces->OFS_SHADERS);
+ AI_SWAP4(pcSurfaces->OFS_ST);
+ AI_SWAP4(pcSurfaces->OFS_TRIANGLES);
+ AI_SWAP4(pcSurfaces->OFS_XYZNORMAL);
#endif
- // Validate the surface header
- ValidateSurfaceHeaderOffsets(pcSurfaces);
-
- // Navigate to the vertex list of the surface
- BE_NCONST MD3::Vertex* pcVertices = (BE_NCONST MD3::Vertex*)
- (((uint8_t*)pcSurfaces) + pcSurfaces->OFS_XYZNORMAL);
-
- // Navigate to the triangle list of the surface
- BE_NCONST MD3::Triangle* pcTriangles = (BE_NCONST MD3::Triangle*)
- (((uint8_t*)pcSurfaces) + pcSurfaces->OFS_TRIANGLES);
-
- // Navigate to the texture coordinate list of the surface
- BE_NCONST MD3::TexCoord* pcUVs = (BE_NCONST MD3::TexCoord*)
- (((uint8_t*)pcSurfaces) + pcSurfaces->OFS_ST);
-
- // Navigate to the shader list of the surface
- BE_NCONST MD3::Shader* pcShaders = (BE_NCONST MD3::Shader*)
- (((uint8_t*)pcSurfaces) + pcSurfaces->OFS_SHADERS);
-
- // If the submesh is empty ignore it
- if (0 == pcSurfaces->NUM_VERTICES || 0 == pcSurfaces->NUM_TRIANGLES)
- {
- pcSurfaces = (BE_NCONST MD3::Surface*)(((uint8_t*)pcSurfaces) + pcSurfaces->OFS_END);
- pScene->mNumMeshes--;
- continue;
- }
-
- // Allocate output mesh
- pScene->mMeshes[iNum] = new aiMesh();
- aiMesh* pcMesh = pScene->mMeshes[iNum];
-
- std::string _texture_name;
- const char* texture_name = NULL;
-
- // Check whether we have a texture record for this surface in the .skin file
- const char *surface_name = pcSurfaces->NAME;
- std::list< Q3Shader::SkinData::TextureEntry >::iterator it = std::find(
- skins.textures.begin(), skins.textures.end(), surface_name);
-
- if (it != skins.textures.end()) {
- texture_name = &*( _texture_name = (*it).second).begin();
- DefaultLogger::get()->debug("MD3: Assigning skin texture " + (*it).second + " to surface " + pcSurfaces->NAME);
- (*it).resolved = true; // mark entry as resolved
- }
-
- // Get the first shader (= texture?) assigned to the surface
- if (!texture_name && pcSurfaces->NUM_SHADER) {
- texture_name = pcShaders->NAME;
- }
-
- std::string convertedPath;
- if (texture_name) {
- ConvertPath(texture_name,header_name,convertedPath);
- }
-
- const Q3Shader::ShaderDataBlock* shader = NULL;
-
- // Now search the current shader for a record with this name (
- // excluding texture file extension)
- if (shaders.blocks.size()) {
-
- std::string::size_type s = convertedPath.find_last_of('.');
- if (s == std::string::npos)
- s = convertedPath.length();
-
- const std::string without_ext = convertedPath.substr(0,s);
- std::list< Q3Shader::ShaderDataBlock >::const_iterator dit = std::find(shaders.blocks.begin(),shaders.blocks.end(),without_ext);
- if (dit != shaders.blocks.end()) {
- // Hurra, wir haben einen. Tolle Sache.
- shader = &*dit;
- DefaultLogger::get()->info("Found shader record for " +without_ext );
- }
- else DefaultLogger::get()->warn("Unable to find shader record for " +without_ext );
- }
-
- MaterialHelper* pcHelper = new MaterialHelper();
-
- const int iMode = (int)aiShadingMode_Gouraud;
- pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
-
- // Add a small ambient color value - Quake 3 seems to have one
- aiColor3D clr;
- clr.b = clr.g = clr.r = 0.05f;
- pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
-
- clr.b = clr.g = clr.r = 1.0f;
- pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
- pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
-
- // use surface name + skin_name as material name
- aiString name;
- name.Set("MD3_[" + configSkinFile + "][" + pcSurfaces->NAME + "]");
- pcHelper->AddProperty(&name,AI_MATKEY_NAME);
-
- if (!shader) {
- // Setup dummy texture file name to ensure UV coordinates are kept during postprocessing
- aiString szString;
- if (convertedPath.length()) {
- szString.Set(convertedPath);
- }
- else {
- DefaultLogger::get()->warn("Texture file name has zero length. Using default name");
- szString.Set("dummy_texture.bmp");
- }
- pcHelper->AddProperty(&szString,AI_MATKEY_TEXTURE_DIFFUSE(0));
-
- // prevent transparency by default
- int no_alpha = aiTextureFlags_IgnoreAlpha;
- pcHelper->AddProperty(&no_alpha,1,AI_MATKEY_TEXFLAGS_DIFFUSE(0));
- }
- else {
- Q3Shader::ConvertShaderToMaterial(pcHelper,*shader);
- }
-
- pScene->mMaterials[iNumMaterials] = (aiMaterial*)pcHelper;
- pcMesh->mMaterialIndex = iNumMaterials++;
-
- // Ensure correct endianess
+ // Validate the surface header
+ ValidateSurfaceHeaderOffsets(pcSurfaces);
+
+ // Navigate to the vertex list of the surface
+ BE_NCONST MD3::Vertex* pcVertices = (BE_NCONST MD3::Vertex*)
+ (((uint8_t*)pcSurfaces) + pcSurfaces->OFS_XYZNORMAL);
+
+ // Navigate to the triangle list of the surface
+ BE_NCONST MD3::Triangle* pcTriangles = (BE_NCONST MD3::Triangle*)
+ (((uint8_t*)pcSurfaces) + pcSurfaces->OFS_TRIANGLES);
+
+ // Navigate to the texture coordinate list of the surface
+ BE_NCONST MD3::TexCoord* pcUVs = (BE_NCONST MD3::TexCoord*)
+ (((uint8_t*)pcSurfaces) + pcSurfaces->OFS_ST);
+
+ // Navigate to the shader list of the surface
+ BE_NCONST MD3::Shader* pcShaders = (BE_NCONST MD3::Shader*)
+ (((uint8_t*)pcSurfaces) + pcSurfaces->OFS_SHADERS);
+
+ // If the submesh is empty ignore it
+ if (0 == pcSurfaces->NUM_VERTICES || 0 == pcSurfaces->NUM_TRIANGLES)
+ {
+ pcSurfaces = (BE_NCONST MD3::Surface*)(((uint8_t*)pcSurfaces) + pcSurfaces->OFS_END);
+ pScene->mNumMeshes--;
+ continue;
+ }
+
+ // Allocate output mesh
+ pScene->mMeshes[iNum] = new aiMesh();
+ aiMesh* pcMesh = pScene->mMeshes[iNum];
+
+ std::string _texture_name;
+ const char* texture_name = NULL;
+
+ // Check whether we have a texture record for this surface in the .skin file
+ std::list< Q3Shader::SkinData::TextureEntry >::iterator it = std::find(
+ skins.textures.begin(), skins.textures.end(), pcSurfaces->NAME );
+
+ if (it != skins.textures.end()) {
+ texture_name = &*( _texture_name = (*it).second).begin();
+ DefaultLogger::get()->debug("MD3: Assigning skin texture " + (*it).second + " to surface " + pcSurfaces->NAME);
+ (*it).resolved = true; // mark entry as resolved
+ }
+
+ // Get the first shader (= texture?) assigned to the surface
+ if (!texture_name && pcSurfaces->NUM_SHADER) {
+ texture_name = pcShaders->NAME;
+ }
+
+ std::string convertedPath;
+ if (texture_name) {
+ ConvertPath(texture_name,header_name,convertedPath);
+ }
+
+ const Q3Shader::ShaderDataBlock* shader = NULL;
+
+ // Now search the current shader for a record with this name (
+ // excluding texture file extension)
+ if (shaders.blocks.size()) {
+
+ std::string::size_type s = convertedPath.find_last_of('.');
+ if (s == std::string::npos)
+ s = convertedPath.length();
+
+ const std::string without_ext = convertedPath.substr(0,s);
+ std::list< Q3Shader::ShaderDataBlock >::const_iterator dit = std::find(shaders.blocks.begin(),shaders.blocks.end(),without_ext);
+ if (dit != shaders.blocks.end()) {
+ // Hurra, wir haben einen. Tolle Sache.
+ shader = &*dit;
+ DefaultLogger::get()->info("Found shader record for " +without_ext );
+ }
+ else DefaultLogger::get()->warn("Unable to find shader record for " +without_ext );
+ }
+
+ aiMaterial* pcHelper = new aiMaterial();
+
+ const int iMode = (int)aiShadingMode_Gouraud;
+ pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
+
+ // Add a small ambient color value - Quake 3 seems to have one
+ aiColor3D clr;
+ clr.b = clr.g = clr.r = 0.05f;
+ pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
+
+ clr.b = clr.g = clr.r = 1.0f;
+ pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
+ pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
+
+ // use surface name + skin_name as material name
+ aiString name;
+ name.Set("MD3_[" + configSkinFile + "][" + pcSurfaces->NAME + "]");
+ pcHelper->AddProperty(&name,AI_MATKEY_NAME);
+
+ if (!shader) {
+ // Setup dummy texture file name to ensure UV coordinates are kept during postprocessing
+ aiString szString;
+ if (convertedPath.length()) {
+ szString.Set(convertedPath);
+ }
+ else {
+ DefaultLogger::get()->warn("Texture file name has zero length. Using default name");
+ szString.Set("dummy_texture.bmp");
+ }
+ pcHelper->AddProperty(&szString,AI_MATKEY_TEXTURE_DIFFUSE(0));
+
+ // prevent transparency by default
+ int no_alpha = aiTextureFlags_IgnoreAlpha;
+ pcHelper->AddProperty(&no_alpha,1,AI_MATKEY_TEXFLAGS_DIFFUSE(0));
+ }
+ else {
+ Q3Shader::ConvertShaderToMaterial(pcHelper,*shader);
+ }
+
+ pScene->mMaterials[iNumMaterials] = (aiMaterial*)pcHelper;
+ pcMesh->mMaterialIndex = iNumMaterials++;
+
+ // Ensure correct endianess
#ifdef AI_BUILD_BIG_ENDIAN
- for (uint32_t i = 0; i < pcSurfaces->NUM_VERTICES;++i) {
- AI_SWAP2( pcVertices[i].NORMAL );
- AI_SWAP2( pcVertices[i].X );
- AI_SWAP2( pcVertices[i].Y );
- AI_SWAP2( pcVertices[i].Z );
-
- AI_SWAP4( pcUVs[i].U );
- AI_SWAP4( pcUVs[i].U );
- }
- for (uint32_t i = 0; i < pcSurfaces->NUM_TRIANGLES;++i) {
- AI_SWAP4(pcTriangles[i].INDEXES[0]);
- AI_SWAP4(pcTriangles[i].INDEXES[1]);
- AI_SWAP4(pcTriangles[i].INDEXES[2]);
- }
+ for (uint32_t i = 0; i < pcSurfaces->NUM_VERTICES;++i) {
+ AI_SWAP2( pcVertices[i].NORMAL );
+ AI_SWAP2( pcVertices[i].X );
+ AI_SWAP2( pcVertices[i].Y );
+ AI_SWAP2( pcVertices[i].Z );
+
+ AI_SWAP4( pcUVs[i].U );
+ AI_SWAP4( pcUVs[i].U );
+ }
+ for (uint32_t i = 0; i < pcSurfaces->NUM_TRIANGLES;++i) {
+ AI_SWAP4(pcTriangles[i].INDEXES[0]);
+ AI_SWAP4(pcTriangles[i].INDEXES[1]);
+ AI_SWAP4(pcTriangles[i].INDEXES[2]);
+ }
#endif
- // Fill mesh information
- pcMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
-
- pcMesh->mNumVertices = pcSurfaces->NUM_TRIANGLES*3;
- pcMesh->mNumFaces = pcSurfaces->NUM_TRIANGLES;
- pcMesh->mFaces = new aiFace[pcSurfaces->NUM_TRIANGLES];
- pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices];
- pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices];
- pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices];
- pcMesh->mNumUVComponents[0] = 2;
-
- // Fill in all triangles
- unsigned int iCurrent = 0;
- for (unsigned int i = 0; i < (unsigned int)pcSurfaces->NUM_TRIANGLES;++i) {
- pcMesh->mFaces[i].mIndices = new unsigned int[3];
- pcMesh->mFaces[i].mNumIndices = 3;
-
- //unsigned int iTemp = iCurrent;
- for (unsigned int c = 0; c < 3;++c,++iCurrent) {
- pcMesh->mFaces[i].mIndices[c] = iCurrent;
-
- // Read vertices
- aiVector3D& vec = pcMesh->mVertices[iCurrent];
- vec.x = pcVertices[ pcTriangles->INDEXES[c]].X*AI_MD3_XYZ_SCALE;
- vec.y = pcVertices[ pcTriangles->INDEXES[c]].Y*AI_MD3_XYZ_SCALE;
- vec.z = pcVertices[ pcTriangles->INDEXES[c]].Z*AI_MD3_XYZ_SCALE;
-
- // Convert the normal vector to uncompressed float3 format
- aiVector3D& nor = pcMesh->mNormals[iCurrent];
- LatLngNormalToVec3(pcVertices[pcTriangles->INDEXES[c]].NORMAL,(float*)&nor);
-
- // Read texture coordinates
- pcMesh->mTextureCoords[0][iCurrent].x = pcUVs[ pcTriangles->INDEXES[c]].U;
- pcMesh->mTextureCoords[0][iCurrent].y = 1.0f-pcUVs[ pcTriangles->INDEXES[c]].V;
- }
- // Flip face order if necessary
- if (!shader || shader->cull == Q3Shader::CULL_CW) {
- std::swap(pcMesh->mFaces[i].mIndices[2],pcMesh->mFaces[i].mIndices[1]);
- }
- pcTriangles++;
- }
-
- // Go to the next surface
- pcSurfaces = (BE_NCONST MD3::Surface*)(((unsigned char*)pcSurfaces) + pcSurfaces->OFS_END);
- }
-
- // For debugging purposes: check whether we found matches for all entries in the skins file
- if (!DefaultLogger::isNullLogger()) {
- for (std::list< Q3Shader::SkinData::TextureEntry>::const_iterator it = skins.textures.begin();it != skins.textures.end(); ++it) {
- if (!(*it).resolved) {
- DefaultLogger::get()->error("MD3: Failed to match skin " + (*it).first + " to surface " + (*it).second);
- }
- }
- }
-
- if (!pScene->mNumMeshes)
- throw DeadlyImportError( "MD3: File contains no valid mesh");
- pScene->mNumMaterials = iNumMaterials;
-
- // Now we need to generate an empty node graph
- pScene->mRootNode = new aiNode("<MD3Root>");
- pScene->mRootNode->mNumMeshes = pScene->mNumMeshes;
- pScene->mRootNode->mMeshes = new unsigned int[pScene->mNumMeshes];
-
- // Attach tiny children for all tags
- if (pcHeader->NUM_TAGS) {
- pScene->mRootNode->mNumChildren = pcHeader->NUM_TAGS;
- pScene->mRootNode->mChildren = new aiNode*[pcHeader->NUM_TAGS];
-
- for (unsigned int i = 0; i < pcHeader->NUM_TAGS; ++i, ++pcTags) {
-
- aiNode* nd = pScene->mRootNode->mChildren[i] = new aiNode();
- nd->mName.Set((const char*)pcTags->NAME);
- nd->mParent = pScene->mRootNode;
-
- AI_SWAP4(pcTags->origin.x);
- AI_SWAP4(pcTags->origin.y);
- AI_SWAP4(pcTags->origin.z);
-
- // Copy local origin, again flip z,y
- nd->mTransformation.a4 = pcTags->origin.x;
- nd->mTransformation.b4 = pcTags->origin.y;
- nd->mTransformation.c4 = pcTags->origin.z;
-
- // Copy rest of transformation (need to transpose to match row-order matrix)
- for (unsigned int a = 0; a < 3;++a) {
- for (unsigned int m = 0; m < 3;++m) {
- nd->mTransformation[m][a] = pcTags->orientation[a][m];
- AI_SWAP4(nd->mTransformation[m][a]);
- }
- }
- }
- }
-
- for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
- pScene->mRootNode->mMeshes[i] = i;
-
- // Now rotate the whole scene 90 degrees around the x axis to convert to internal coordinate system
- pScene->mRootNode->mTransformation = aiMatrix4x4(1.f,0.f,0.f,0.f,
- 0.f,0.f,1.f,0.f,0.f,-1.f,0.f,0.f,0.f,0.f,0.f,1.f);
+ // Fill mesh information
+ pcMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
+
+ pcMesh->mNumVertices = pcSurfaces->NUM_TRIANGLES*3;
+ pcMesh->mNumFaces = pcSurfaces->NUM_TRIANGLES;
+ pcMesh->mFaces = new aiFace[pcSurfaces->NUM_TRIANGLES];
+ pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices];
+ pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices];
+ pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices];
+ pcMesh->mNumUVComponents[0] = 2;
+
+ // Fill in all triangles
+ unsigned int iCurrent = 0;
+ for (unsigned int i = 0; i < (unsigned int)pcSurfaces->NUM_TRIANGLES;++i) {
+ pcMesh->mFaces[i].mIndices = new unsigned int[3];
+ pcMesh->mFaces[i].mNumIndices = 3;
+
+ //unsigned int iTemp = iCurrent;
+ for (unsigned int c = 0; c < 3;++c,++iCurrent) {
+ pcMesh->mFaces[i].mIndices[c] = iCurrent;
+
+ // Read vertices
+ aiVector3D& vec = pcMesh->mVertices[iCurrent];
+ vec.x = pcVertices[ pcTriangles->INDEXES[c]].X*AI_MD3_XYZ_SCALE;
+ vec.y = pcVertices[ pcTriangles->INDEXES[c]].Y*AI_MD3_XYZ_SCALE;
+ vec.z = pcVertices[ pcTriangles->INDEXES[c]].Z*AI_MD3_XYZ_SCALE;
+
+ // Convert the normal vector to uncompressed float3 format
+ aiVector3D& nor = pcMesh->mNormals[iCurrent];
+ LatLngNormalToVec3(pcVertices[pcTriangles->INDEXES[c]].NORMAL,(float*)&nor);
+
+ // Read texture coordinates
+ pcMesh->mTextureCoords[0][iCurrent].x = pcUVs[ pcTriangles->INDEXES[c]].U;
+ pcMesh->mTextureCoords[0][iCurrent].y = 1.0f-pcUVs[ pcTriangles->INDEXES[c]].V;
+ }
+ // Flip face order if necessary
+ if (!shader || shader->cull == Q3Shader::CULL_CW) {
+ std::swap(pcMesh->mFaces[i].mIndices[2],pcMesh->mFaces[i].mIndices[1]);
+ }
+ pcTriangles++;
+ }
+
+ // Go to the next surface
+ pcSurfaces = (BE_NCONST MD3::Surface*)(((unsigned char*)pcSurfaces) + pcSurfaces->OFS_END);
+ }
+
+ // For debugging purposes: check whether we found matches for all entries in the skins file
+ if (!DefaultLogger::isNullLogger()) {
+ for (std::list< Q3Shader::SkinData::TextureEntry>::const_iterator it = skins.textures.begin();it != skins.textures.end(); ++it) {
+ if (!(*it).resolved) {
+ DefaultLogger::get()->error("MD3: Failed to match skin " + (*it).first + " to surface " + (*it).second);
+ }
+ }
+ }
+
+ if (!pScene->mNumMeshes)
+ throw DeadlyImportError( "MD3: File contains no valid mesh");
+ pScene->mNumMaterials = iNumMaterials;
+
+ // Now we need to generate an empty node graph
+ pScene->mRootNode = new aiNode("<MD3Root>");
+ pScene->mRootNode->mNumMeshes = pScene->mNumMeshes;
+ pScene->mRootNode->mMeshes = new unsigned int[pScene->mNumMeshes];
+
+ // Attach tiny children for all tags
+ if (pcHeader->NUM_TAGS) {
+ pScene->mRootNode->mNumChildren = pcHeader->NUM_TAGS;
+ pScene->mRootNode->mChildren = new aiNode*[pcHeader->NUM_TAGS];
+
+ for (unsigned int i = 0; i < pcHeader->NUM_TAGS; ++i, ++pcTags) {
+
+ aiNode* nd = pScene->mRootNode->mChildren[i] = new aiNode();
+ nd->mName.Set((const char*)pcTags->NAME);
+ nd->mParent = pScene->mRootNode;
+
+ AI_SWAP4(pcTags->origin.x);
+ AI_SWAP4(pcTags->origin.y);
+ AI_SWAP4(pcTags->origin.z);
+
+ // Copy local origin, again flip z,y
+ nd->mTransformation.a4 = pcTags->origin.x;
+ nd->mTransformation.b4 = pcTags->origin.y;
+ nd->mTransformation.c4 = pcTags->origin.z;
+
+ // Copy rest of transformation (need to transpose to match row-order matrix)
+ for (unsigned int a = 0; a < 3;++a) {
+ for (unsigned int m = 0; m < 3;++m) {
+ nd->mTransformation[m][a] = pcTags->orientation[a][m];
+ AI_SWAP4(nd->mTransformation[m][a]);
+ }
+ }
+ }
+ }
+
+ for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
+ pScene->mRootNode->mMeshes[i] = i;
+
+ // Now rotate the whole scene 90 degrees around the x axis to convert to internal coordinate system
+ pScene->mRootNode->mTransformation = aiMatrix4x4(1.f,0.f,0.f,0.f,
+ 0.f,0.f,1.f,0.f,0.f,-1.f,0.f,0.f,0.f,0.f,0.f,1.f);
}
#endif // !! ASSIMP_BUILD_NO_MD3_IMPORTER
diff --git a/src/3rdparty/assimp/code/MD3Loader.h b/src/3rdparty/assimp/code/MD3Loader.h
index f2d07834d..7f941ae47 100644
--- a/src/3rdparty/assimp/code/MD3Loader.h
+++ b/src/3rdparty/assimp/code/MD3Loader.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -47,11 +47,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "BaseImporter.h"
#include "ByteSwap.h"
-#include "../include/aiTypes.h"
+#include "../include/assimp/types.h"
#include "MD3FileData.h"
-namespace Assimp {
-class MaterialHelper;
+namespace Assimp {
+
using namespace MD3;
namespace Q3Shader {
@@ -61,22 +61,22 @@ namespace Q3Shader {
*/
struct SkinData
{
- //! A single entryin texture list
- struct TextureEntry : public std::pair<std::string,std::string>
- {
- // did we resolve this texture entry?
- bool resolved;
-
- // for std::find()
- bool operator == (const std::string& f) const {
- return f == first;
- }
- };
-
- //! List of textures
- std::list<TextureEntry> textures;
-
- // rest is ignored for the moment
+ //! A single entryin texture list
+ struct TextureEntry : public std::pair<std::string,std::string>
+ {
+ // did we resolve this texture entry?
+ bool resolved;
+
+ // for std::find()
+ bool operator == (const std::string& f) const {
+ return f == first;
+ }
+ };
+
+ //! List of textures
+ std::list<TextureEntry> textures;
+
+ // rest is ignored for the moment
};
// ---------------------------------------------------------------------------
@@ -84,9 +84,9 @@ struct SkinData
*/
enum ShaderCullMode
{
- CULL_NONE,
- CULL_CW,
- CULL_CCW
+ CULL_NONE,
+ CULL_CW,
+ CULL_CCW
};
// ---------------------------------------------------------------------------
@@ -94,13 +94,13 @@ enum ShaderCullMode
*/
enum BlendFunc
{
- BLEND_NONE,
- BLEND_GL_ONE,
- BLEND_GL_ZERO,
- BLEND_GL_DST_COLOR,
- BLEND_GL_ONE_MINUS_DST_COLOR,
- BLEND_GL_SRC_ALPHA,
- BLEND_GL_ONE_MINUS_SRC_ALPHA
+ BLEND_NONE,
+ BLEND_GL_ONE,
+ BLEND_GL_ZERO,
+ BLEND_GL_DST_COLOR,
+ BLEND_GL_ONE_MINUS_DST_COLOR,
+ BLEND_GL_SRC_ALPHA,
+ BLEND_GL_ONE_MINUS_SRC_ALPHA
};
// ---------------------------------------------------------------------------
@@ -108,10 +108,10 @@ enum BlendFunc
*/
enum AlphaTestFunc
{
- AT_NONE,
- AT_GT0,
- AT_LT128,
- AT_GE128
+ AT_NONE,
+ AT_GT0,
+ AT_LT128,
+ AT_GE128
};
// ---------------------------------------------------------------------------
@@ -119,24 +119,24 @@ enum AlphaTestFunc
*/
struct ShaderMapBlock
{
- ShaderMapBlock()
- : blend_src (BLEND_NONE)
- , blend_dest (BLEND_NONE)
- , alpha_test (AT_NONE)
- {}
+ ShaderMapBlock()
+ : blend_src (BLEND_NONE)
+ , blend_dest (BLEND_NONE)
+ , alpha_test (AT_NONE)
+ {}
- //! Name of referenced map
- std::string name;
+ //! Name of referenced map
+ std::string name;
- //! Blend and alpha test settings for texture
- BlendFunc blend_src,blend_dest;
- AlphaTestFunc alpha_test;
+ //! Blend and alpha test settings for texture
+ BlendFunc blend_src,blend_dest;
+ AlphaTestFunc alpha_test;
- //! For std::find()
- bool operator== (const std::string& o) const {
- return !ASSIMP_stricmp(o,name);
- }
+ //! For std::find()
+ bool operator== (const std::string& o) const {
+ return !ASSIMP_stricmp(o,name);
+ }
};
// ---------------------------------------------------------------------------
@@ -144,24 +144,24 @@ struct ShaderMapBlock
*/
struct ShaderDataBlock
{
- ShaderDataBlock()
- : cull (CULL_CW)
- {}
+ ShaderDataBlock()
+ : cull (CULL_CW)
+ {}
- //! Name of referenced data element
- std::string name;
+ //! Name of referenced data element
+ std::string name;
- //! Cull mode for the element
- ShaderCullMode cull;
+ //! Cull mode for the element
+ ShaderCullMode cull;
- //! Maps defined in the shader
- std::list<ShaderMapBlock> maps;
+ //! Maps defined in the shader
+ std::list<ShaderMapBlock> maps;
- //! For std::find()
- bool operator== (const std::string& o) const {
- return !ASSIMP_stricmp(o,name);
- }
+ //! For std::find()
+ bool operator== (const std::string& o) const {
+ return !ASSIMP_stricmp(o,name);
+ }
};
// ---------------------------------------------------------------------------
@@ -169,8 +169,8 @@ struct ShaderDataBlock
*/
struct ShaderData
{
- //! Shader data blocks
- std::list<ShaderDataBlock> blocks;
+ //! Shader data blocks
+ std::list<ShaderDataBlock> blocks;
};
// ---------------------------------------------------------------------------
@@ -191,7 +191,7 @@ bool LoadShader(ShaderData& fill, const std::string& file,IOSystem* io);
* @param[out] out Material structure to be filled.
* @param[in] shader Input shader
*/
-void ConvertShaderToMaterial(MaterialHelper* out, const ShaderDataBlock& shader);
+void ConvertShaderToMaterial(aiMaterial* out, const ShaderDataBlock& shader);
// ---------------------------------------------------------------------------
/** @brief Load a skin file
@@ -211,120 +211,116 @@ bool LoadSkin(SkinData& fill, const std::string& file,IOSystem* io);
*/
class MD3Importer : public BaseImporter
{
- friend class Importer;
-
-protected:
- /** Constructor to be privately used by Importer */
- MD3Importer();
+public:
+ MD3Importer();
+ ~MD3Importer();
- /** Destructor, private as well */
- ~MD3Importer();
public:
- // -------------------------------------------------------------------
- /** Returns whether the class can handle the format of the given file.
- * See BaseImporter::CanRead() for details. */
- bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
- bool checkSig) const;
+ // -------------------------------------------------------------------
+ /** Returns whether the class can handle the format of the given file.
+ * See BaseImporter::CanRead() for details. */
+ bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
+ bool checkSig) const;
- // -------------------------------------------------------------------
- /** Called prior to ReadFile().
- * The function is a request to the importer to update its configuration
- * basing on the Importer's configuration property list.
- */
- void SetupProperties(const Importer* pImp);
+ // -------------------------------------------------------------------
+ /** Called prior to ReadFile().
+ * The function is a request to the importer to update its configuration
+ * basing on the Importer's configuration property list.
+ */
+ void SetupProperties(const Importer* pImp);
protected:
- // -------------------------------------------------------------------
- /** Called by Importer::GetExtensionList() for each loaded importer.
- * See BaseImporter::GetExtensionList() for details
- */
- void GetExtensionList(std::set<std::string>& extensions);
-
- // -------------------------------------------------------------------
- /** Imports the given file into the given scene structure.
- * See BaseImporter::InternReadFile() for details
- */
- void InternReadFile( const std::string& pFile, aiScene* pScene,
- IOSystem* pIOHandler);
-
- // -------------------------------------------------------------------
- /** Validate offsets in the header
- */
- void ValidateHeaderOffsets();
- void ValidateSurfaceHeaderOffsets(const MD3::Surface* pcSurfHeader);
-
- // -------------------------------------------------------------------
- /** Read a Q3 multipart file
- * @return true if multi part has been processed
- */
- bool ReadMultipartFile();
-
- // -------------------------------------------------------------------
- /** Try to read the skin for a MD3 file
- * @param fill Receives output information
- */
- void ReadSkin(Q3Shader::SkinData& fill) const;
-
- // -------------------------------------------------------------------
- /** Try to read the shader for a MD3 file
- * @param fill Receives output information
- */
- void ReadShader(Q3Shader::ShaderData& fill) const;
-
- // -------------------------------------------------------------------
- /** Convert a texture path in a MD3 file to a proper value
- * @param[in] texture_name Path to be converted
- * @param[in] header_path Base path specified in MD3 header
- * @param[out] out Receives the converted output string
- */
- void ConvertPath(const char* texture_name, const char* header_path,
- std::string& out) const;
+ // -------------------------------------------------------------------
+ /** Return importer meta information.
+ * See #BaseImporter::GetInfo for the details
+ */
+ const aiImporterDesc* GetInfo () const;
+
+ // -------------------------------------------------------------------
+ /** Imports the given file into the given scene structure.
+ * See BaseImporter::InternReadFile() for details
+ */
+ void InternReadFile( const std::string& pFile, aiScene* pScene,
+ IOSystem* pIOHandler);
+
+ // -------------------------------------------------------------------
+ /** Validate offsets in the header
+ */
+ void ValidateHeaderOffsets();
+ void ValidateSurfaceHeaderOffsets(const MD3::Surface* pcSurfHeader);
+
+ // -------------------------------------------------------------------
+ /** Read a Q3 multipart file
+ * @return true if multi part has been processed
+ */
+ bool ReadMultipartFile();
+
+ // -------------------------------------------------------------------
+ /** Try to read the skin for a MD3 file
+ * @param fill Receives output information
+ */
+ void ReadSkin(Q3Shader::SkinData& fill) const;
+
+ // -------------------------------------------------------------------
+ /** Try to read the shader for a MD3 file
+ * @param fill Receives output information
+ */
+ void ReadShader(Q3Shader::ShaderData& fill) const;
+
+ // -------------------------------------------------------------------
+ /** Convert a texture path in a MD3 file to a proper value
+ * @param[in] texture_name Path to be converted
+ * @param[in] header_path Base path specified in MD3 header
+ * @param[out] out Receives the converted output string
+ */
+ void ConvertPath(const char* texture_name, const char* header_path,
+ std::string& out) const;
protected:
- /** Configuration option: frame to be loaded */
- unsigned int configFrameID;
+ /** Configuration option: frame to be loaded */
+ unsigned int configFrameID;
- /** Configuration option: process multi-part files */
- bool configHandleMP;
+ /** Configuration option: process multi-part files */
+ bool configHandleMP;
- /** Configuration option: name of skin file to be read */
- std::string configSkinFile;
+ /** Configuration option: name of skin file to be read */
+ std::string configSkinFile;
- /** Configuration option: name or path of shader */
- std::string configShaderFile;
+ /** Configuration option: name or path of shader */
+ std::string configShaderFile;
- /** Configuration option: speed flag was set? */
- bool configSpeedFlag;
+ /** Configuration option: speed flag was set? */
+ bool configSpeedFlag;
- /** Header of the MD3 file */
- BE_NCONST MD3::Header* pcHeader;
+ /** Header of the MD3 file */
+ BE_NCONST MD3::Header* pcHeader;
- /** File buffer */
- BE_NCONST unsigned char* mBuffer;
+ /** File buffer */
+ BE_NCONST unsigned char* mBuffer;
- /** Size of the file, in bytes */
- unsigned int fileSize;
+ /** Size of the file, in bytes */
+ unsigned int fileSize;
- /** Current file name */
- std::string mFile;
+ /** Current file name */
+ std::string mFile;
- /** Current base directory */
- std::string path;
+ /** Current base directory */
+ std::string path;
- /** Pure file we're currently reading */
- std::string filename;
+ /** Pure file we're currently reading */
+ std::string filename;
- /** Output scene to be filled */
- aiScene* mScene;
+ /** Output scene to be filled */
+ aiScene* mScene;
- /** IO system to be used to access the data*/
- IOSystem* mIOHandler;
- };
+ /** IO system to be used to access the data*/
+ IOSystem* mIOHandler;
+ };
} // end of namespace Assimp
diff --git a/src/3rdparty/assimp/code/MD4FileData.h b/src/3rdparty/assimp/code/MD4FileData.h
index c61665c2a..d5b037d2a 100644
--- a/src/3rdparty/assimp/code/MD4FileData.h
+++ b/src/3rdparty/assimp/code/MD4FileData.h
@@ -5,8 +5,8 @@ Open Asset Import Library (ASSIMP)
Copyright (c) 2006-2010, ASSIMP Development Team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -23,16 +23,16 @@ following conditions are met:
derived from this software without specific prior
written permission of the ASSIMP Development Team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -50,13 +50,13 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "../include/aiMesh.h"
#include "../include/aiAnim.h"
-#if defined(_MSC_VER) || defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
-# pragma pack(push,1)
-# define PACK_STRUCT
+#if defined(_MSC_VER) || defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
+# pragma pack(push,1)
+# define PACK_STRUCT
#elif defined( __GNUC__ )
-# define PACK_STRUCT __attribute__((packed))
+# define PACK_STRUCT __attribute__((packed))
#else
-# error Compiler not supported
+# error Compiler not supported
#endif
@@ -66,17 +66,17 @@ namespace Assimp
namespace MD4
{
-#define AI_MD4_MAGIC_NUMBER_BE 'IDP4'
-#define AI_MD4_MAGIC_NUMBER_LE '4PDI'
+#define AI_MD4_MAGIC_NUMBER_BE 'IDP4'
+#define AI_MD4_MAGIC_NUMBER_LE '4PDI'
// common limitations
-#define AI_MD4_VERSION 4
-#define AI_MD4_MAXQPATH 64
-#define AI_MD4_MAX_FRAMES 2028
-#define AI_MD4_MAX_SURFACES 32
-#define AI_MD4_MAX_BONES 256
-#define AI_MD4_MAX_VERTS 4096
-#define AI_MD4_MAX_TRIANGLES 8192
+#define AI_MD4_VERSION 4
+#define AI_MD4_MAXQPATH 64
+#define AI_MD4_MAX_FRAMES 2028
+#define AI_MD4_MAX_SURFACES 32
+#define AI_MD4_MAX_BONES 256
+#define AI_MD4_MAX_VERTS 4096
+#define AI_MD4_MAX_TRIANGLES 8192
// ---------------------------------------------------------------------------
/** \brief Data structure for the MD4 main header
@@ -84,35 +84,35 @@ namespace MD4
// ---------------------------------------------------------------------------
struct Header
{
- //! magic number
- int32_t magic;
+ //! magic number
+ int32_t magic;
- //! file format version
- int32_t version;
+ //! file format version
+ int32_t version;
- //! original name in .pak archive
- unsigned char name[ AI_MD4_MAXQPATH ];
+ //! original name in .pak archive
+ unsigned char name[ AI_MD4_MAXQPATH ];
- //! number of frames in the file
- int32_t NUM_FRAMES;
+ //! number of frames in the file
+ int32_t NUM_FRAMES;
- //! number of bones in the file
- int32_t NUM_BONES;
+ //! number of bones in the file
+ int32_t NUM_BONES;
- //! number of surfaces in the file
- int32_t NUM_SURFACES;
+ //! number of surfaces in the file
+ int32_t NUM_SURFACES;
- //! offset of the first frame
- int32_t OFS_FRAMES;
+ //! offset of the first frame
+ int32_t OFS_FRAMES;
- //! offset of the first bone
- int32_t OFS_BONES;
+ //! offset of the first bone
+ int32_t OFS_BONES;
- //! offset of the first surface
- int32_t OFS_SURFACES;
+ //! offset of the first surface
+ int32_t OFS_SURFACES;
- //! end of file
- int32_t OFS_EOF;
+ //! end of file
+ int32_t OFS_EOF;
} PACK_STRUCT;
// ---------------------------------------------------------------------------
@@ -120,8 +120,8 @@ struct Header
*/
// ---------------------------------------------------------------------------
struct BoneFrame
-{
- float matrix[3][4];
+{
+ float matrix[3][4];
} PACK_STRUCT;
// ---------------------------------------------------------------------------
@@ -129,10 +129,10 @@ struct BoneFrame
*/
// ---------------------------------------------------------------------------
struct BoneName
-{
- char name[32] ;
- int parent ;
- int flags ;
+{
+ char name[32] ;
+ int parent ;
+ int flags ;
} PACK_STRUCT;
// ---------------------------------------------------------------------------
@@ -140,22 +140,22 @@ struct BoneName
*/
// ---------------------------------------------------------------------------
struct Surface
-{
- int32_t ident;
- char name[64];
- char shader[64];
- int32_t shaderIndex;
- int32_t lodBias;
- int32_t minLod;
- int32_t ofsHeader;
- int32_t numVerts;
- int32_t ofsVerts;
- int32_t numTris;
- int32_t ofsTris;
- int32_t numBoneRefs;
- int32_t ofsBoneRefs;
- int32_t ofsCollapseMap;
- int32_t ofsEnd;
+{
+ int32_t ident;
+ char name[64];
+ char shader[64];
+ int32_t shaderIndex;
+ int32_t lodBias;
+ int32_t minLod;
+ int32_t ofsHeader;
+ int32_t numVerts;
+ int32_t ofsVerts;
+ int32_t numTris;
+ int32_t ofsTris;
+ int32_t numBoneRefs;
+ int32_t ofsBoneRefs;
+ int32_t ofsCollapseMap;
+ int32_t ofsEnd;
} PACK_STRUCT;
@@ -164,32 +164,32 @@ struct Surface
*/
// ---------------------------------------------------------------------------
struct Weight
-{
- int32_t boneIndex;
- float boneWeight;
- float offset[3];
-} PACK_STRUCT;
+{
+ int32_t boneIndex;
+ float boneWeight;
+ float offset[3];
+} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** \brief Data structure for a vertex in a MD4 file
*/
// ---------------------------------------------------------------------------
struct Vertex
-{
- float vertex[3];
- float normal[3];
- float texCoords[2];
- int32_t numWeights;
- Weight weights[1];
-} PACK_STRUCT;
+{
+ float vertex[3];
+ float normal[3];
+ float texCoords[2];
+ int32_t numWeights;
+ Weight weights[1];
+} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** \brief Data structure for a triangle in a MD4 file
*/
// ---------------------------------------------------------------------------
-struct Triangle
-{
- int32_t indexes[3];
+struct Triangle
+{
+ int32_t indexes[3];
} PACK_STRUCT;
// ---------------------------------------------------------------------------
@@ -197,17 +197,17 @@ struct Triangle
*/
// ---------------------------------------------------------------------------
struct Frame
-{
- float bounds[3][2];
- float localOrigin[3];
- float radius;
- BoneFrame bones[1];
-} PACK_STRUCT;
+{
+ float bounds[3][2];
+ float localOrigin[3];
+ float radius;
+ BoneFrame bones[1];
+} PACK_STRUCT;
// reset packing to the original value
#if defined(_MSC_VER) || defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
-# pragma pack( pop )
+# pragma pack( pop )
#endif
#undef PACK_STRUCT
@@ -215,4 +215,4 @@ struct Frame
};
};
-#endif // !! AI_MD4FILEHELPER_H_INC
+#endif // !! AI_MD4FILEHELPER_H_INC \ No newline at end of file
diff --git a/src/3rdparty/assimp/code/MD5Loader.cpp b/src/3rdparty/assimp/code/MD5Loader.cpp
index b6553035c..0107d7158 100644
--- a/src/3rdparty/assimp/code/MD5Loader.cpp
+++ b/src/3rdparty/assimp/code/MD5Loader.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,720 +20,730 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file MD5Loader.cpp
- * @brief Implementation of the MD5 importer class
+ * @brief Implementation of the MD5 importer class
*/
#include "AssimpPCH.h"
#ifndef ASSIMP_BUILD_NO_MD5_IMPORTER
// internal headers
-#include "MaterialSystem.h"
#include "RemoveComments.h"
#include "MD5Loader.h"
#include "StringComparison.h"
#include "fast_atof.h"
#include "SkeletonMeshBuilder.h"
-#if defined(__QNXNTO__)
-#include <stdio.h>
-#endif
-
using namespace Assimp;
// Minimum weight value. Weights inside [-n ... n] are ignored
#define AI_MD5_WEIGHT_EPSILON 1e-5f
+
+static const aiImporterDesc desc = {
+ "Doom 3 / MD5 Mesh Importer",
+ "",
+ "",
+ "",
+ aiImporterFlags_SupportBinaryFlavour,
+ 0,
+ 0,
+ 0,
+ 0,
+ "md5mesh md5camera md5anim"
+};
+
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
MD5Importer::MD5Importer()
- : mIOHandler(0)
- , mBuffer(0)
- , fileSize(0)
- , iLineNumber(0)
- , pScene(0)
- , pIOHandler(0)
- , bHadMD5Mesh(false)
- , bHadMD5Anim(false)
- , bHadMD5Camera(false)
- , configNoAutoLoad (false)
+: mBuffer()
+, configNoAutoLoad (false)
{}
// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
+// Destructor, private as well
MD5Importer::~MD5Importer()
{}
// ------------------------------------------------------------------------------------------------
-// Returns whether the class can handle the format of the given file.
+// Returns whether the class can handle the format of the given file.
bool MD5Importer::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
{
- const std::string extension = GetExtension(pFile);
-
- if (extension == "md5anim" || extension == "md5mesh" || extension == "md5camera")
- return true;
- else if (!extension.length() || checkSig) {
- if (!pIOHandler)
- return true;
- const char* tokens[] = {"MD5Version"};
- return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
- }
- return false;
+ const std::string extension = GetExtension(pFile);
+
+ if (extension == "md5anim" || extension == "md5mesh" || extension == "md5camera")
+ return true;
+ else if (!extension.length() || checkSig) {
+ if (!pIOHandler) {
+ return true;
+ }
+ const char* tokens[] = {"MD5Version"};
+ return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
+ }
+ return false;
}
// ------------------------------------------------------------------------------------------------
// Get list of all supported extensions
-void MD5Importer::GetExtensionList(std::set<std::string>& extensions)
+const aiImporterDesc* MD5Importer::GetInfo () const
{
- extensions.insert("md5anim");
- extensions.insert("md5mesh");
- extensions.insert("md5camera");
+ return &desc;
}
// ------------------------------------------------------------------------------------------------
// Setup import properties
void MD5Importer::SetupProperties(const Importer* pImp)
{
- // AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD
- configNoAutoLoad = (0 != pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD,0));
+ // AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD
+ configNoAutoLoad = (0 != pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD,0));
}
// ------------------------------------------------------------------------------------------------
-// Imports the given file into the given scene structure.
-void MD5Importer::InternReadFile( const std::string& pFile,
- aiScene* _pScene, IOSystem* _pIOHandler)
+// Imports the given file into the given scene structure.
+void MD5Importer::InternReadFile( const std::string& pFile,
+ aiScene* _pScene, IOSystem* _pIOHandler)
{
- pIOHandler = _pIOHandler;
- pScene = _pScene;
- bHadMD5Mesh = bHadMD5Anim = bHadMD5Camera = false;
-
- // remove the file extension
- std::string::size_type pos = pFile.find_last_of('.');
- mFile = (std::string::npos == pos ? pFile : pFile.substr(0,pos+1));
-
- const std::string extension = GetExtension(pFile);
- try {
- if (extension == "md5camera") {
- LoadMD5CameraFile();
- }
- else if (configNoAutoLoad || extension == "md5anim") {
- // determine file extension and process just *one* file
- if (extension.length() == 0) {
- /* fixme */
- }
- if (extension == "md5anim") {
- LoadMD5AnimFile();
- }
- else if (extension == "md5mesh") {
- LoadMD5MeshFile();
- }
- }
- else {
- LoadMD5MeshFile();
- LoadMD5AnimFile();
- }
- }
- catch ( std::exception&) {
- // XXX use more idiomatic RAII solution
- UnloadFileFromMemory();
- throw;
- }
-
- // make sure we have at least one file
- if (!bHadMD5Mesh && !bHadMD5Anim && !bHadMD5Camera)
- throw DeadlyImportError("Failed to read valid contents from this MD5* file");
-
- // Now rotate the whole scene 90 degrees around the x axis to convert to internal coordinate system
- pScene->mRootNode->mTransformation = aiMatrix4x4(1.f,0.f,0.f,0.f,
- 0.f,0.f,1.f,0.f,0.f,-1.f,0.f,0.f,0.f,0.f,0.f,1.f);
-
- // the output scene wouldn't pass the validation without this flag
- if (!bHadMD5Mesh)
- pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
+ pIOHandler = _pIOHandler;
+ pScene = _pScene;
+ bHadMD5Mesh = bHadMD5Anim = bHadMD5Camera = false;
+
+ // remove the file extension
+ const std::string::size_type pos = pFile.find_last_of('.');
+ mFile = (std::string::npos == pos ? pFile : pFile.substr(0,pos+1));
+
+ const std::string extension = GetExtension(pFile);
+ try {
+ if (extension == "md5camera") {
+ LoadMD5CameraFile();
+ }
+ else if (configNoAutoLoad || extension == "md5anim") {
+ // determine file extension and process just *one* file
+ if (extension.length() == 0) {
+ throw DeadlyImportError("Failure, need file extension to determine MD5 part type");
+ }
+ if (extension == "md5anim") {
+ LoadMD5AnimFile();
+ }
+ else if (extension == "md5mesh") {
+ LoadMD5MeshFile();
+ }
+ }
+ else {
+ LoadMD5MeshFile();
+ LoadMD5AnimFile();
+ }
+ }
+ catch ( ... ) { // std::exception, Assimp::DeadlyImportError
+ UnloadFileFromMemory();
+ throw;
+ }
+
+ // make sure we have at least one file
+ if (!bHadMD5Mesh && !bHadMD5Anim && !bHadMD5Camera) {
+ throw DeadlyImportError("Failed to read valid contents out of this MD5* file");
+ }
+
+ // Now rotate the whole scene 90 degrees around the x axis to match our internal coordinate system
+ pScene->mRootNode->mTransformation = aiMatrix4x4(1.f,0.f,0.f,0.f,
+ 0.f,0.f,1.f,0.f,0.f,-1.f,0.f,0.f,0.f,0.f,0.f,1.f);
+
+ // the output scene wouldn't pass the validation without this flag
+ if (!bHadMD5Mesh) {
+ pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
+ }
+
+ // clean the instance -- the BaseImporter instance may be reused later.
+ UnloadFileFromMemory();
}
// ------------------------------------------------------------------------------------------------
// Load a file into a memory buffer
void MD5Importer::LoadFileIntoMemory (IOStream* file)
{
- ai_assert(NULL != file);
- fileSize = (unsigned int)file->FileSize();
+ // unload the previous buffer, if any
+ UnloadFileFromMemory();
+
+ ai_assert(NULL != file);
+ fileSize = (unsigned int)file->FileSize();
+ ai_assert(fileSize);
- // allocate storage and copy the contents of the file to a memory buffer
- pScene = pScene;
- mBuffer = new char[fileSize+1];
- file->Read( (void*)mBuffer, 1, fileSize);
- iLineNumber = 1;
+ // allocate storage and copy the contents of the file to a memory buffer
+ pScene = pScene;
+ mBuffer = new char[fileSize+1];
+ file->Read( (void*)mBuffer, 1, fileSize);
+ iLineNumber = 1;
- // append a terminal 0
- mBuffer[fileSize] = '\0';
+ // append a terminal 0
+ mBuffer[fileSize] = '\0';
- // now remove all line comments from the file
- CommentRemover::RemoveLineComments("//",mBuffer,' ');
+ // now remove all line comments from the file
+ CommentRemover::RemoveLineComments("//",mBuffer,' ');
}
// ------------------------------------------------------------------------------------------------
// Unload the current memory buffer
void MD5Importer::UnloadFileFromMemory ()
{
- // delete the file buffer
- delete[] mBuffer;
- mBuffer = NULL;
- fileSize = 0;
+ // delete the file buffer
+ delete[] mBuffer;
+ mBuffer = NULL;
+ fileSize = 0;
}
// ------------------------------------------------------------------------------------------------
// Build unique vertices
void MD5Importer::MakeDataUnique (MD5::MeshDesc& meshSrc)
{
- std::vector<bool> abHad(meshSrc.mVertices.size(),false);
-
- // allocate enough storage to keep the output structures
- const unsigned int iNewNum = meshSrc.mFaces.size()*3;
- unsigned int iNewIndex = meshSrc.mVertices.size();
- meshSrc.mVertices.resize(iNewNum);
-
- // try to guess how much storage we'll need for new weights
- const float fWeightsPerVert = meshSrc.mWeights.size() / (float)iNewIndex;
- const unsigned int guess = (unsigned int)(fWeightsPerVert*iNewNum);
- meshSrc.mWeights.reserve(guess + (guess >> 3)); // + 12.5% as buffer
-
- for (FaceList::const_iterator iter = meshSrc.mFaces.begin(),iterEnd = meshSrc.mFaces.end();iter != iterEnd;++iter){
- const aiFace& face = *iter;
- for (unsigned int i = 0; i < 3;++i) {
- if (face.mIndices[0] >= meshSrc.mVertices.size())
- throw DeadlyImportError("MD5MESH: Invalid vertex index");
-
- if (abHad[face.mIndices[i]]) {
- // generate a new vertex
- meshSrc.mVertices[iNewIndex] = meshSrc.mVertices[face.mIndices[i]];
- face.mIndices[i] = iNewIndex++;
- }
- else abHad[face.mIndices[i]] = true;
- }
- // swap face order
- std::swap(face.mIndices[0],face.mIndices[2]);
- }
+ std::vector<bool> abHad(meshSrc.mVertices.size(),false);
+
+ // allocate enough storage to keep the output structures
+ const unsigned int iNewNum = meshSrc.mFaces.size()*3;
+ unsigned int iNewIndex = meshSrc.mVertices.size();
+ meshSrc.mVertices.resize(iNewNum);
+
+ // try to guess how much storage we'll need for new weights
+ const float fWeightsPerVert = meshSrc.mWeights.size() / (float)iNewIndex;
+ const unsigned int guess = (unsigned int)(fWeightsPerVert*iNewNum);
+ meshSrc.mWeights.reserve(guess + (guess >> 3)); // + 12.5% as buffer
+
+ for (FaceList::const_iterator iter = meshSrc.mFaces.begin(),iterEnd = meshSrc.mFaces.end();iter != iterEnd;++iter){
+ const aiFace& face = *iter;
+ for (unsigned int i = 0; i < 3;++i) {
+ if (face.mIndices[0] >= meshSrc.mVertices.size()) {
+ throw DeadlyImportError("MD5MESH: Invalid vertex index");
+ }
+
+ if (abHad[face.mIndices[i]]) {
+ // generate a new vertex
+ meshSrc.mVertices[iNewIndex] = meshSrc.mVertices[face.mIndices[i]];
+ face.mIndices[i] = iNewIndex++;
+ }
+ else abHad[face.mIndices[i]] = true;
+ }
+ // swap face order
+ std::swap(face.mIndices[0],face.mIndices[2]);
+ }
}
// ------------------------------------------------------------------------------------------------
// Recursive node graph construction from a MD5MESH
void MD5Importer::AttachChilds_Mesh(int iParentID,aiNode* piParent, BoneList& bones)
{
- ai_assert(NULL != piParent && !piParent->mNumChildren);
-
- // First find out how many children we'll have
- for (int i = 0; i < (int)bones.size();++i) {
- if (iParentID != i && bones[i].mParentIndex == iParentID) {
- ++piParent->mNumChildren;
- }
- }
- if (piParent->mNumChildren) {
- piParent->mChildren = new aiNode*[piParent->mNumChildren];
- for (int i = 0; i < (int)bones.size();++i) {
- // (avoid infinite recursion)
- if (iParentID != i && bones[i].mParentIndex == iParentID) {
- aiNode* pc;
- // setup a new node
- *piParent->mChildren++ = pc = new aiNode();
- pc->mName = aiString(bones[i].mName);
- pc->mParent = piParent;
-
- // get the transformation matrix from rotation and translational components
- aiQuaternion quat;
- MD5::ConvertQuaternion ( bones[i].mRotationQuat, quat );
-
- // FIX to get to Assimp's quaternion conventions
- quat.w *= -1.f;
-
- bones[i].mTransform = aiMatrix4x4 ( quat.GetMatrix());
- bones[i].mTransform.a4 = bones[i].mPositionXYZ.x;
- bones[i].mTransform.b4 = bones[i].mPositionXYZ.y;
- bones[i].mTransform.c4 = bones[i].mPositionXYZ.z;
-
- // store it for later use
- pc->mTransformation = bones[i].mInvTransform = bones[i].mTransform;
- bones[i].mInvTransform.Inverse();
-
- // the transformations for each bone are absolute, so we need to multiply them
- // with the inverse of the absolute matrix of the parent joint
- if (-1 != iParentID) {
- pc->mTransformation = bones[iParentID].mInvTransform * pc->mTransformation;
- }
-
- // add children to this node, too
- AttachChilds_Mesh( i, pc, bones);
- }
- }
- // undo offset computations
- piParent->mChildren -= piParent->mNumChildren;
- }
+ ai_assert(NULL != piParent && !piParent->mNumChildren);
+
+ // First find out how many children we'll have
+ for (int i = 0; i < (int)bones.size();++i) {
+ if (iParentID != i && bones[i].mParentIndex == iParentID) {
+ ++piParent->mNumChildren;
+ }
+ }
+ if (piParent->mNumChildren) {
+ piParent->mChildren = new aiNode*[piParent->mNumChildren];
+ for (int i = 0; i < (int)bones.size();++i) {
+ // (avoid infinite recursion)
+ if (iParentID != i && bones[i].mParentIndex == iParentID) {
+ aiNode* pc;
+ // setup a new node
+ *piParent->mChildren++ = pc = new aiNode();
+ pc->mName = aiString(bones[i].mName);
+ pc->mParent = piParent;
+
+ // get the transformation matrix from rotation and translational components
+ aiQuaternion quat;
+ MD5::ConvertQuaternion ( bones[i].mRotationQuat, quat );
+
+ // FIX to get to Assimp's quaternion conventions
+ quat.w *= -1.f;
+
+ bones[i].mTransform = aiMatrix4x4 ( quat.GetMatrix());
+ bones[i].mTransform.a4 = bones[i].mPositionXYZ.x;
+ bones[i].mTransform.b4 = bones[i].mPositionXYZ.y;
+ bones[i].mTransform.c4 = bones[i].mPositionXYZ.z;
+
+ // store it for later use
+ pc->mTransformation = bones[i].mInvTransform = bones[i].mTransform;
+ bones[i].mInvTransform.Inverse();
+
+ // the transformations for each bone are absolute, so we need to multiply them
+ // with the inverse of the absolute matrix of the parent joint
+ if (-1 != iParentID) {
+ pc->mTransformation = bones[iParentID].mInvTransform * pc->mTransformation;
+ }
+
+ // add children to this node, too
+ AttachChilds_Mesh( i, pc, bones);
+ }
+ }
+ // undo offset computations
+ piParent->mChildren -= piParent->mNumChildren;
+ }
}
// ------------------------------------------------------------------------------------------------
// Recursive node graph construction from a MD5ANIM
void MD5Importer::AttachChilds_Anim(int iParentID,aiNode* piParent, AnimBoneList& bones,const aiNodeAnim** node_anims)
{
- ai_assert(NULL != piParent && !piParent->mNumChildren);
-
- // First find out how many children we'll have
- for (int i = 0; i < (int)bones.size();++i) {
- if (iParentID != i && bones[i].mParentIndex == iParentID) {
- ++piParent->mNumChildren;
- }
- }
- if (piParent->mNumChildren) {
- piParent->mChildren = new aiNode*[piParent->mNumChildren];
- for (int i = 0; i < (int)bones.size();++i) {
- // (avoid infinite recursion)
- if (iParentID != i && bones[i].mParentIndex == iParentID)
- {
- aiNode* pc;
- // setup a new node
- *piParent->mChildren++ = pc = new aiNode();
- pc->mName = aiString(bones[i].mName);
- pc->mParent = piParent;
-
- // get the corresponding animation channel and its first frame
- const aiNodeAnim** cur = node_anims;
- while ((**cur).mNodeName != pc->mName)++cur;
-
- aiMatrix4x4::Translation((**cur).mPositionKeys[0].mValue,pc->mTransformation);
- pc->mTransformation = pc->mTransformation * aiMatrix4x4((**cur).mRotationKeys[0].mValue.GetMatrix()) ;
-
- // add children to this node, too
- AttachChilds_Anim( i, pc, bones,node_anims);
- }
- }
- // undo offset computations
- piParent->mChildren -= piParent->mNumChildren;
- }
+ ai_assert(NULL != piParent && !piParent->mNumChildren);
+
+ // First find out how many children we'll have
+ for (int i = 0; i < (int)bones.size();++i) {
+ if (iParentID != i && bones[i].mParentIndex == iParentID) {
+ ++piParent->mNumChildren;
+ }
+ }
+ if (piParent->mNumChildren) {
+ piParent->mChildren = new aiNode*[piParent->mNumChildren];
+ for (int i = 0; i < (int)bones.size();++i) {
+ // (avoid infinite recursion)
+ if (iParentID != i && bones[i].mParentIndex == iParentID)
+ {
+ aiNode* pc;
+ // setup a new node
+ *piParent->mChildren++ = pc = new aiNode();
+ pc->mName = aiString(bones[i].mName);
+ pc->mParent = piParent;
+
+ // get the corresponding animation channel and its first frame
+ const aiNodeAnim** cur = node_anims;
+ while ((**cur).mNodeName != pc->mName)++cur;
+
+ aiMatrix4x4::Translation((**cur).mPositionKeys[0].mValue,pc->mTransformation);
+ pc->mTransformation = pc->mTransformation * aiMatrix4x4((**cur).mRotationKeys[0].mValue.GetMatrix()) ;
+
+ // add children to this node, too
+ AttachChilds_Anim( i, pc, bones,node_anims);
+ }
+ }
+ // undo offset computations
+ piParent->mChildren -= piParent->mNumChildren;
+ }
}
// ------------------------------------------------------------------------------------------------
// Load a MD5MESH file
void MD5Importer::LoadMD5MeshFile ()
{
- std::string pFile = mFile + "md5mesh";
- boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
-
- // Check whether we can read from the file
- if ( file.get() == NULL) {
- DefaultLogger::get()->warn("Failed to read MD5MESH file: " + pFile);
- return;
- }
- bHadMD5Mesh = true;
- LoadFileIntoMemory(file.get());
-
- // now construct a parser and parse the file
- MD5::MD5Parser parser(mBuffer,fileSize);
-
- // load the mesh information from it
- MD5::MD5MeshParser meshParser(parser.mSections);
-
- // create the bone hierarchy - first the root node and dummy nodes for all meshes
- pScene->mRootNode = new aiNode("<MD5_Root>");
- pScene->mRootNode->mNumChildren = 2;
- pScene->mRootNode->mChildren = new aiNode*[2];
-
- // build the hierarchy from the MD5MESH file
- aiNode* pcNode = pScene->mRootNode->mChildren[1] = new aiNode();
- pcNode->mName.Set("<MD5_Hierarchy>");
- pcNode->mParent = pScene->mRootNode;
- AttachChilds_Mesh(-1,pcNode,meshParser.mJoints);
-
- pcNode = pScene->mRootNode->mChildren[0] = new aiNode();
- pcNode->mName.Set("<MD5_Mesh>");
- pcNode->mParent = pScene->mRootNode;
+ std::string pFile = mFile + "md5mesh";
+ boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
+
+ // Check whether we can read from the file
+ if( file.get() == NULL || !file->FileSize()) {
+ DefaultLogger::get()->warn("Failed to access MD5MESH file: " + pFile);
+ return;
+ }
+ bHadMD5Mesh = true;
+ LoadFileIntoMemory(file.get());
+
+ // now construct a parser and parse the file
+ MD5::MD5Parser parser(mBuffer,fileSize);
+
+ // load the mesh information from it
+ MD5::MD5MeshParser meshParser(parser.mSections);
+
+ // create the bone hierarchy - first the root node and dummy nodes for all meshes
+ pScene->mRootNode = new aiNode("<MD5_Root>");
+ pScene->mRootNode->mNumChildren = 2;
+ pScene->mRootNode->mChildren = new aiNode*[2];
+
+ // build the hierarchy from the MD5MESH file
+ aiNode* pcNode = pScene->mRootNode->mChildren[1] = new aiNode();
+ pcNode->mName.Set("<MD5_Hierarchy>");
+ pcNode->mParent = pScene->mRootNode;
+ AttachChilds_Mesh(-1,pcNode,meshParser.mJoints);
+
+ pcNode = pScene->mRootNode->mChildren[0] = new aiNode();
+ pcNode->mName.Set("<MD5_Mesh>");
+ pcNode->mParent = pScene->mRootNode;
#if 0
- if (pScene->mRootNode->mChildren[1]->mNumChildren) /* start at the right hierarchy level */
- SkeletonMeshBuilder skeleton_maker(pScene,pScene->mRootNode->mChildren[1]->mChildren[0]);
+ if (pScene->mRootNode->mChildren[1]->mNumChildren) /* start at the right hierarchy level */
+ SkeletonMeshBuilder skeleton_maker(pScene,pScene->mRootNode->mChildren[1]->mChildren[0]);
#else
- const std::vector<MD5::MeshDesc>::const_iterator end = meshParser.mMeshes.end();
- // FIX: MD5 files exported from Blender can have empty meshes
- for (std::vector<MD5::MeshDesc>::const_iterator it = meshParser.mMeshes.begin(); it != end;++it) {
- if (!(*it).mFaces.empty() && !(*it).mVertices.empty())
- ++pScene->mNumMaterials;
- }
-
- // generate all meshes
- pScene->mNumMeshes = pScene->mNumMaterials;
- pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
- pScene->mMaterials = new aiMaterial*[pScene->mNumMeshes];
-
- // storage for node mesh indices
- pcNode->mNumMeshes = pScene->mNumMeshes;
- pcNode->mMeshes = new unsigned int[pcNode->mNumMeshes];
- for (unsigned int m = 0; m < pcNode->mNumMeshes;++m)
- pcNode->mMeshes[m] = m;
-
- unsigned int n = 0;
- for (std::vector<MD5::MeshDesc>::iterator it = meshParser.mMeshes.begin(),end = meshParser.mMeshes.end(); it != end;++it) {
- MD5::MeshDesc& meshSrc = *it;
- if (meshSrc.mFaces.empty() || meshSrc.mVertices.empty())
- continue;
-
- aiMesh* mesh = pScene->mMeshes[n] = new aiMesh();
- mesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
-
- // generate unique vertices in our internal verbose format
- MakeDataUnique(meshSrc);
-
- mesh->mNumVertices = (unsigned int) meshSrc.mVertices.size();
- mesh->mVertices = new aiVector3D[mesh->mNumVertices];
- mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices];
- mesh->mNumUVComponents[0] = 2;
-
- // copy texture coordinates
- aiVector3D* pv = mesh->mTextureCoords[0];
- for (MD5::VertexList::const_iterator iter = meshSrc.mVertices.begin();iter != meshSrc.mVertices.end();++iter,++pv) {
- pv->x = (*iter).mUV.x;
- pv->y = 1.0f-(*iter).mUV.y; // D3D to OpenGL
- pv->z = 0.0f;
- }
-
- // sort all bone weights - per bone
- unsigned int* piCount = new unsigned int[meshParser.mJoints.size()];
- ::memset(piCount,0,sizeof(unsigned int)*meshParser.mJoints.size());
-
- for (MD5::VertexList::const_iterator iter = meshSrc.mVertices.begin();iter != meshSrc.mVertices.end();++iter,++pv) {
- for (unsigned int jub = (*iter).mFirstWeight, w = jub; w < jub + (*iter).mNumWeights;++w)
- {
- MD5::WeightDesc& desc = meshSrc.mWeights[w];
- /* FIX for some invalid exporters */
- if (!(desc.mWeight < AI_MD5_WEIGHT_EPSILON && desc.mWeight >= -AI_MD5_WEIGHT_EPSILON ))
- ++piCount[desc.mBone];
- }
- }
-
- // check how many we will need
- for (unsigned int p = 0; p < meshParser.mJoints.size();++p)
- if (piCount[p])mesh->mNumBones++;
-
- if (mesh->mNumBones) // just for safety
- {
- mesh->mBones = new aiBone*[mesh->mNumBones];
- for (unsigned int q = 0,h = 0; q < meshParser.mJoints.size();++q)
- {
- if (!piCount[q])continue;
- aiBone* p = mesh->mBones[h] = new aiBone();
- p->mNumWeights = piCount[q];
- p->mWeights = new aiVertexWeight[p->mNumWeights];
- p->mName = aiString(meshParser.mJoints[q].mName);
- p->mOffsetMatrix = meshParser.mJoints[q].mInvTransform;
-
- // store the index for later use
- MD5::BoneDesc& boneSrc = meshParser.mJoints[q];
- boneSrc.mMap = h++;
-
- // compute w-component of quaternion
- MD5::ConvertQuaternion( boneSrc.mRotationQuat, boneSrc.mRotationQuatConverted );
- }
-
- //unsigned int g = 0;
- pv = mesh->mVertices;
- for (MD5::VertexList::const_iterator iter = meshSrc.mVertices.begin();iter != meshSrc.mVertices.end();++iter,++pv) {
- // compute the final vertex position from all single weights
- *pv = aiVector3D();
-
- // there are models which have weights which don't sum to 1 ...
- float fSum = 0.0f;
- for (unsigned int jub = (*iter).mFirstWeight, w = jub; w < jub + (*iter).mNumWeights;++w)
- fSum += meshSrc.mWeights[w].mWeight;
- if (!fSum) {
- DefaultLogger::get()->error("MD5MESH: The sum of all vertex bone weights is 0");
- continue;
- }
-
- // process bone weights
- for (unsigned int jub = (*iter).mFirstWeight, w = jub; w < jub + (*iter).mNumWeights;++w) {
- if (w >= meshSrc.mWeights.size())
- throw DeadlyImportError("MD5MESH: Invalid weight index");
-
- MD5::WeightDesc& desc = meshSrc.mWeights[w];
- if ( desc.mWeight < AI_MD5_WEIGHT_EPSILON && desc.mWeight >= -AI_MD5_WEIGHT_EPSILON)
- continue;
-
- const float fNewWeight = desc.mWeight / fSum;
-
- // transform the local position into worldspace
- MD5::BoneDesc& boneSrc = meshParser.mJoints[desc.mBone];
- const aiVector3D v = boneSrc.mRotationQuatConverted.Rotate (desc.vOffsetPosition);
-
- // use the original weight to compute the vertex position
- // (some MD5s seem to depend on the invalid weight values ...)
- *pv += ((boneSrc.mPositionXYZ+v)* desc.mWeight);
-
- aiBone* bone = mesh->mBones[boneSrc.mMap];
- *bone->mWeights++ = aiVertexWeight((unsigned int)(pv-mesh->mVertices),fNewWeight);
- }
- }
-
- // undo our nice offset tricks ...
- for (unsigned int p = 0; p < mesh->mNumBones;++p)
- mesh->mBones[p]->mWeights -= mesh->mBones[p]->mNumWeights;
- }
-
- delete[] piCount;
-
- // now setup all faces - we can directly copy the list
- // (however, take care that the aiFace destructor doesn't delete the mIndices array)
- mesh->mNumFaces = (unsigned int)meshSrc.mFaces.size();
- mesh->mFaces = new aiFace[mesh->mNumFaces];
- for (unsigned int c = 0; c < mesh->mNumFaces;++c) {
- mesh->mFaces[c].mNumIndices = 3;
- mesh->mFaces[c].mIndices = meshSrc.mFaces[c].mIndices;
- meshSrc.mFaces[c].mIndices = NULL;
- }
-
- // generate a material for the mesh
- MaterialHelper* mat = new MaterialHelper();
- pScene->mMaterials[n] = mat;
-
- // insert the typical doom3 textures:
- // nnn_local.tga - normal map
- // nnn_h.tga - height map
- // nnn_s.tga - specular map
- // nnn_d.tga - diffuse map
- if (meshSrc.mShader.length && !strchr(meshSrc.mShader.data,'.')) {
-
- aiString temp(meshSrc.mShader);
- temp.Append("_local.tga");
- mat->AddProperty(&temp,AI_MATKEY_TEXTURE_NORMALS(0));
-
- temp = aiString(meshSrc.mShader);
- temp.Append("_s.tga");
- mat->AddProperty(&temp,AI_MATKEY_TEXTURE_SPECULAR(0));
-
- temp = aiString(meshSrc.mShader);
- temp.Append("_d.tga");
- mat->AddProperty(&temp,AI_MATKEY_TEXTURE_DIFFUSE(0));
-
- temp = aiString(meshSrc.mShader);
- temp.Append("_h.tga");
- mat->AddProperty(&temp,AI_MATKEY_TEXTURE_HEIGHT(0));
-
- // set this also as material name
- mat->AddProperty(&meshSrc.mShader,AI_MATKEY_NAME);
- }
- else mat->AddProperty(&meshSrc.mShader,AI_MATKEY_TEXTURE_DIFFUSE(0));
- mesh->mMaterialIndex = n++;
- }
+
+ // FIX: MD5 files exported from Blender can have empty meshes
+ for (std::vector<MD5::MeshDesc>::const_iterator it = meshParser.mMeshes.begin(),end = meshParser.mMeshes.end(); it != end;++it) {
+ if (!(*it).mFaces.empty() && !(*it).mVertices.empty())
+ ++pScene->mNumMaterials;
+ }
+
+ // generate all meshes
+ pScene->mNumMeshes = pScene->mNumMaterials;
+ pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
+ pScene->mMaterials = new aiMaterial*[pScene->mNumMeshes];
+
+ // storage for node mesh indices
+ pcNode->mNumMeshes = pScene->mNumMeshes;
+ pcNode->mMeshes = new unsigned int[pcNode->mNumMeshes];
+ for (unsigned int m = 0; m < pcNode->mNumMeshes;++m)
+ pcNode->mMeshes[m] = m;
+
+ unsigned int n = 0;
+ for (std::vector<MD5::MeshDesc>::iterator it = meshParser.mMeshes.begin(),end = meshParser.mMeshes.end(); it != end;++it) {
+ MD5::MeshDesc& meshSrc = *it;
+ if (meshSrc.mFaces.empty() || meshSrc.mVertices.empty())
+ continue;
+
+ aiMesh* mesh = pScene->mMeshes[n] = new aiMesh();
+ mesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
+
+ // generate unique vertices in our internal verbose format
+ MakeDataUnique(meshSrc);
+
+ mesh->mNumVertices = (unsigned int) meshSrc.mVertices.size();
+ mesh->mVertices = new aiVector3D[mesh->mNumVertices];
+ mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices];
+ mesh->mNumUVComponents[0] = 2;
+
+ // copy texture coordinates
+ aiVector3D* pv = mesh->mTextureCoords[0];
+ for (MD5::VertexList::const_iterator iter = meshSrc.mVertices.begin();iter != meshSrc.mVertices.end();++iter,++pv) {
+ pv->x = (*iter).mUV.x;
+ pv->y = 1.0f-(*iter).mUV.y; // D3D to OpenGL
+ pv->z = 0.0f;
+ }
+
+ // sort all bone weights - per bone
+ unsigned int* piCount = new unsigned int[meshParser.mJoints.size()];
+ ::memset(piCount,0,sizeof(unsigned int)*meshParser.mJoints.size());
+
+ for (MD5::VertexList::const_iterator iter = meshSrc.mVertices.begin();iter != meshSrc.mVertices.end();++iter,++pv) {
+ for (unsigned int jub = (*iter).mFirstWeight, w = jub; w < jub + (*iter).mNumWeights;++w)
+ {
+ MD5::WeightDesc& desc = meshSrc.mWeights[w];
+ /* FIX for some invalid exporters */
+ if (!(desc.mWeight < AI_MD5_WEIGHT_EPSILON && desc.mWeight >= -AI_MD5_WEIGHT_EPSILON ))
+ ++piCount[desc.mBone];
+ }
+ }
+
+ // check how many we will need
+ for (unsigned int p = 0; p < meshParser.mJoints.size();++p)
+ if (piCount[p])mesh->mNumBones++;
+
+ if (mesh->mNumBones) // just for safety
+ {
+ mesh->mBones = new aiBone*[mesh->mNumBones];
+ for (unsigned int q = 0,h = 0; q < meshParser.mJoints.size();++q)
+ {
+ if (!piCount[q])continue;
+ aiBone* p = mesh->mBones[h] = new aiBone();
+ p->mNumWeights = piCount[q];
+ p->mWeights = new aiVertexWeight[p->mNumWeights];
+ p->mName = aiString(meshParser.mJoints[q].mName);
+ p->mOffsetMatrix = meshParser.mJoints[q].mInvTransform;
+
+ // store the index for later use
+ MD5::BoneDesc& boneSrc = meshParser.mJoints[q];
+ boneSrc.mMap = h++;
+
+ // compute w-component of quaternion
+ MD5::ConvertQuaternion( boneSrc.mRotationQuat, boneSrc.mRotationQuatConverted );
+ }
+
+ //unsigned int g = 0;
+ pv = mesh->mVertices;
+ for (MD5::VertexList::const_iterator iter = meshSrc.mVertices.begin();iter != meshSrc.mVertices.end();++iter,++pv) {
+ // compute the final vertex position from all single weights
+ *pv = aiVector3D();
+
+ // there are models which have weights which don't sum to 1 ...
+ float fSum = 0.0f;
+ for (unsigned int jub = (*iter).mFirstWeight, w = jub; w < jub + (*iter).mNumWeights;++w)
+ fSum += meshSrc.mWeights[w].mWeight;
+ if (!fSum) {
+ DefaultLogger::get()->error("MD5MESH: The sum of all vertex bone weights is 0");
+ continue;
+ }
+
+ // process bone weights
+ for (unsigned int jub = (*iter).mFirstWeight, w = jub; w < jub + (*iter).mNumWeights;++w) {
+ if (w >= meshSrc.mWeights.size())
+ throw DeadlyImportError("MD5MESH: Invalid weight index");
+
+ MD5::WeightDesc& desc = meshSrc.mWeights[w];
+ if ( desc.mWeight < AI_MD5_WEIGHT_EPSILON && desc.mWeight >= -AI_MD5_WEIGHT_EPSILON) {
+ continue;
+ }
+
+ const float fNewWeight = desc.mWeight / fSum;
+
+ // transform the local position into worldspace
+ MD5::BoneDesc& boneSrc = meshParser.mJoints[desc.mBone];
+ const aiVector3D v = boneSrc.mRotationQuatConverted.Rotate (desc.vOffsetPosition);
+
+ // use the original weight to compute the vertex position
+ // (some MD5s seem to depend on the invalid weight values ...)
+ *pv += ((boneSrc.mPositionXYZ+v)* desc.mWeight);
+
+ aiBone* bone = mesh->mBones[boneSrc.mMap];
+ *bone->mWeights++ = aiVertexWeight((unsigned int)(pv-mesh->mVertices),fNewWeight);
+ }
+ }
+
+ // undo our nice offset tricks ...
+ for (unsigned int p = 0; p < mesh->mNumBones;++p) {
+ mesh->mBones[p]->mWeights -= mesh->mBones[p]->mNumWeights;
+ }
+ }
+
+ delete[] piCount;
+
+ // now setup all faces - we can directly copy the list
+ // (however, take care that the aiFace destructor doesn't delete the mIndices array)
+ mesh->mNumFaces = (unsigned int)meshSrc.mFaces.size();
+ mesh->mFaces = new aiFace[mesh->mNumFaces];
+ for (unsigned int c = 0; c < mesh->mNumFaces;++c) {
+ mesh->mFaces[c].mNumIndices = 3;
+ mesh->mFaces[c].mIndices = meshSrc.mFaces[c].mIndices;
+ meshSrc.mFaces[c].mIndices = NULL;
+ }
+
+ // generate a material for the mesh
+ aiMaterial* mat = new aiMaterial();
+ pScene->mMaterials[n] = mat;
+
+ // insert the typical doom3 textures:
+ // nnn_local.tga - normal map
+ // nnn_h.tga - height map
+ // nnn_s.tga - specular map
+ // nnn_d.tga - diffuse map
+ if (meshSrc.mShader.length && !strchr(meshSrc.mShader.data,'.')) {
+
+ aiString temp(meshSrc.mShader);
+ temp.Append("_local.tga");
+ mat->AddProperty(&temp,AI_MATKEY_TEXTURE_NORMALS(0));
+
+ temp = aiString(meshSrc.mShader);
+ temp.Append("_s.tga");
+ mat->AddProperty(&temp,AI_MATKEY_TEXTURE_SPECULAR(0));
+
+ temp = aiString(meshSrc.mShader);
+ temp.Append("_d.tga");
+ mat->AddProperty(&temp,AI_MATKEY_TEXTURE_DIFFUSE(0));
+
+ temp = aiString(meshSrc.mShader);
+ temp.Append("_h.tga");
+ mat->AddProperty(&temp,AI_MATKEY_TEXTURE_HEIGHT(0));
+
+ // set this also as material name
+ mat->AddProperty(&meshSrc.mShader,AI_MATKEY_NAME);
+ }
+ else mat->AddProperty(&meshSrc.mShader,AI_MATKEY_TEXTURE_DIFFUSE(0));
+ mesh->mMaterialIndex = n++;
+ }
#endif
- // delete the file again
- UnloadFileFromMemory();
}
// ------------------------------------------------------------------------------------------------
// Load an MD5ANIM file
void MD5Importer::LoadMD5AnimFile ()
{
- std::string pFile = mFile + "md5anim";
- boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
-
- // Check whether we can read from the file
- if ( file.get() == NULL) {
- DefaultLogger::get()->warn("Failed to read MD5ANIM file: " + pFile);
- return;
- }
- LoadFileIntoMemory(file.get());
-
- // parse the basic file structure
- MD5::MD5Parser parser(mBuffer,fileSize);
-
- // load the animation information from the parse tree
- MD5::MD5AnimParser animParser(parser.mSections);
-
- // generate and fill the output animation
- if (animParser.mAnimatedBones.empty() || animParser.mFrames.empty() ||
- animParser.mBaseFrames.size() != animParser.mAnimatedBones.size()) {
-
- DefaultLogger::get()->error("MD5ANIM: No frames or animated bones loaded");
- }
- else {
- bHadMD5Anim = true;
-
- pScene->mAnimations = new aiAnimation*[pScene->mNumAnimations = 1];
- aiAnimation* anim = pScene->mAnimations[0] = new aiAnimation();
- anim->mNumChannels = (unsigned int)animParser.mAnimatedBones.size();
- anim->mChannels = new aiNodeAnim*[anim->mNumChannels];
- for (unsigned int i = 0; i < anim->mNumChannels;++i) {
- aiNodeAnim* node = anim->mChannels[i] = new aiNodeAnim();
- node->mNodeName = aiString( animParser.mAnimatedBones[i].mName );
-
- // allocate storage for the keyframes
- node->mPositionKeys = new aiVectorKey[animParser.mFrames.size()];
- node->mRotationKeys = new aiQuatKey[animParser.mFrames.size()];
- }
-
- // 1 tick == 1 frame
- anim->mTicksPerSecond = animParser.fFrameRate;
-
- for (FrameList::const_iterator iter = animParser.mFrames.begin(), iterEnd = animParser.mFrames.end();iter != iterEnd;++iter){
- double dTime = (double)(*iter).iIndex;
- aiNodeAnim** pcAnimNode = anim->mChannels;
- if (!(*iter).mValues.empty() || iter == animParser.mFrames.begin()) /* be sure we have at least one frame */
- {
- // now process all values in there ... read all joints
- MD5::BaseFrameDesc* pcBaseFrame = &animParser.mBaseFrames[0];
- for (AnimBoneList::const_iterator iter2 = animParser.mAnimatedBones.begin(); iter2 != animParser.mAnimatedBones.end();++iter2,
- ++pcAnimNode,++pcBaseFrame)
- {
- if ((*iter2).iFirstKeyIndex >= (*iter).mValues.size()) {
-
- // Allow for empty frames
- if ((*iter2).iFlags != 0) {
- throw DeadlyImportError("MD5: Keyframe index is out of range");
-
- }
- continue;
- }
- const float* fpCur = &(*iter).mValues[(*iter2).iFirstKeyIndex];
- aiNodeAnim* pcCurAnimBone = *pcAnimNode;
-
- aiVectorKey* vKey = &pcCurAnimBone->mPositionKeys[pcCurAnimBone->mNumPositionKeys++];
- aiQuatKey* qKey = &pcCurAnimBone->mRotationKeys [pcCurAnimBone->mNumRotationKeys++];
- aiVector3D vTemp;
-
- // translational component
- for (unsigned int i = 0; i < 3; ++i) {
- if ((*iter2).iFlags & (1u << i))
- vKey->mValue[i] = *fpCur++;
- else vKey->mValue[i] = pcBaseFrame->vPositionXYZ[i];
- }
-
- // orientation component
- for (unsigned int i = 0; i < 3; ++i) {
- if ((*iter2).iFlags & (8u << i))
- vTemp[i] = *fpCur++;
- else vTemp[i] = pcBaseFrame->vRotationQuat[i];
- }
-
- MD5::ConvertQuaternion(vTemp, qKey->mValue);
- qKey->mTime = vKey->mTime = dTime;
-
- // we need this to get to Assimp quaternion conventions
- qKey->mValue.w *= -1.f;
- }
- }
-
- // compute the duration of the animation
- anim->mDuration = std::max(dTime,anim->mDuration);
- }
-
- // If we didn't build the hierarchy yet (== we didn't load a MD5MESH),
- // construct it now from the data given in the MD5ANIM.
- if (!pScene->mRootNode) {
- pScene->mRootNode = new aiNode();
- pScene->mRootNode->mName.Set("<MD5_Hierarchy>");
-
- AttachChilds_Anim(-1,pScene->mRootNode,animParser.mAnimatedBones,(const aiNodeAnim**)anim->mChannels);
-
- // Call SkeletonMeshBuilder to construct a mesh to represent the shape
- if (pScene->mRootNode->mNumChildren) {
- SkeletonMeshBuilder skeleton_maker(pScene,pScene->mRootNode->mChildren[0]);
- }
- }
- }
- // delete the file again
- UnloadFileFromMemory();
+ std::string pFile = mFile + "md5anim";
+ boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
+
+ // Check whether we can read from the file
+ if( !file.get() || !file->FileSize()) {
+ DefaultLogger::get()->warn("Failed to read MD5ANIM file: " + pFile);
+ return;
+ }
+ LoadFileIntoMemory(file.get());
+
+ // parse the basic file structure
+ MD5::MD5Parser parser(mBuffer,fileSize);
+
+ // load the animation information from the parse tree
+ MD5::MD5AnimParser animParser(parser.mSections);
+
+ // generate and fill the output animation
+ if (animParser.mAnimatedBones.empty() || animParser.mFrames.empty() ||
+ animParser.mBaseFrames.size() != animParser.mAnimatedBones.size()) {
+
+ DefaultLogger::get()->error("MD5ANIM: No frames or animated bones loaded");
+ }
+ else {
+ bHadMD5Anim = true;
+
+ pScene->mAnimations = new aiAnimation*[pScene->mNumAnimations = 1];
+ aiAnimation* anim = pScene->mAnimations[0] = new aiAnimation();
+ anim->mNumChannels = (unsigned int)animParser.mAnimatedBones.size();
+ anim->mChannels = new aiNodeAnim*[anim->mNumChannels];
+ for (unsigned int i = 0; i < anim->mNumChannels;++i) {
+ aiNodeAnim* node = anim->mChannels[i] = new aiNodeAnim();
+ node->mNodeName = aiString( animParser.mAnimatedBones[i].mName );
+
+ // allocate storage for the keyframes
+ node->mPositionKeys = new aiVectorKey[animParser.mFrames.size()];
+ node->mRotationKeys = new aiQuatKey[animParser.mFrames.size()];
+ }
+
+ // 1 tick == 1 frame
+ anim->mTicksPerSecond = animParser.fFrameRate;
+
+ for (FrameList::const_iterator iter = animParser.mFrames.begin(), iterEnd = animParser.mFrames.end();iter != iterEnd;++iter){
+ double dTime = (double)(*iter).iIndex;
+ aiNodeAnim** pcAnimNode = anim->mChannels;
+ if (!(*iter).mValues.empty() || iter == animParser.mFrames.begin()) /* be sure we have at least one frame */
+ {
+ // now process all values in there ... read all joints
+ MD5::BaseFrameDesc* pcBaseFrame = &animParser.mBaseFrames[0];
+ for (AnimBoneList::const_iterator iter2 = animParser.mAnimatedBones.begin(); iter2 != animParser.mAnimatedBones.end();++iter2,
+ ++pcAnimNode,++pcBaseFrame)
+ {
+ if((*iter2).iFirstKeyIndex >= (*iter).mValues.size()) {
+
+ // Allow for empty frames
+ if ((*iter2).iFlags != 0) {
+ throw DeadlyImportError("MD5: Keyframe index is out of range");
+
+ }
+ continue;
+ }
+ const float* fpCur = &(*iter).mValues[(*iter2).iFirstKeyIndex];
+ aiNodeAnim* pcCurAnimBone = *pcAnimNode;
+
+ aiVectorKey* vKey = &pcCurAnimBone->mPositionKeys[pcCurAnimBone->mNumPositionKeys++];
+ aiQuatKey* qKey = &pcCurAnimBone->mRotationKeys [pcCurAnimBone->mNumRotationKeys++];
+ aiVector3D vTemp;
+
+ // translational component
+ for (unsigned int i = 0; i < 3; ++i) {
+ if ((*iter2).iFlags & (1u << i)) {
+ vKey->mValue[i] = *fpCur++;
+ }
+ else vKey->mValue[i] = pcBaseFrame->vPositionXYZ[i];
+ }
+
+ // orientation component
+ for (unsigned int i = 0; i < 3; ++i) {
+ if ((*iter2).iFlags & (8u << i)) {
+ vTemp[i] = *fpCur++;
+ }
+ else vTemp[i] = pcBaseFrame->vRotationQuat[i];
+ }
+
+ MD5::ConvertQuaternion(vTemp, qKey->mValue);
+ qKey->mTime = vKey->mTime = dTime;
+
+ // we need this to get to Assimp quaternion conventions
+ qKey->mValue.w *= -1.f;
+ }
+ }
+
+ // compute the duration of the animation
+ anim->mDuration = std::max(dTime,anim->mDuration);
+ }
+
+ // If we didn't build the hierarchy yet (== we didn't load a MD5MESH),
+ // construct it now from the data given in the MD5ANIM.
+ if (!pScene->mRootNode) {
+ pScene->mRootNode = new aiNode();
+ pScene->mRootNode->mName.Set("<MD5_Hierarchy>");
+
+ AttachChilds_Anim(-1,pScene->mRootNode,animParser.mAnimatedBones,(const aiNodeAnim**)anim->mChannels);
+
+ // Call SkeletonMeshBuilder to construct a mesh to represent the shape
+ if (pScene->mRootNode->mNumChildren) {
+ SkeletonMeshBuilder skeleton_maker(pScene,pScene->mRootNode->mChildren[0]);
+ }
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Load an MD5CAMERA file
void MD5Importer::LoadMD5CameraFile ()
{
- std::string pFile = mFile + "md5camera";
- boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
-
- // Check whether we can read from the file
- if ( file.get() == NULL) {
- throw DeadlyImportError("Failed to read MD5CAMERA file: " + pFile);
- }
- bHadMD5Camera = true;
- LoadFileIntoMemory(file.get());
-
- // parse the basic file structure
- MD5::MD5Parser parser(mBuffer,fileSize);
-
- // load the camera animation data from the parse tree
- MD5::MD5CameraParser cameraParser(parser.mSections);
-
- if (cameraParser.frames.empty())
- throw DeadlyImportError("MD5CAMERA: No frames parsed");
-
- std::vector<unsigned int>& cuts = cameraParser.cuts;
- std::vector<MD5::CameraAnimFrameDesc>& frames = cameraParser.frames;
-
- // Construct output graph - a simple root with a dummy child.
- // The root node performs the coordinate system conversion
- aiNode* root = pScene->mRootNode = new aiNode("<MD5CameraRoot>");
- root->mChildren = new aiNode*[root->mNumChildren = 1];
- root->mChildren[0] = new aiNode("<MD5Camera>");
- root->mChildren[0]->mParent = root;
-
- // ... but with one camera assigned to it
- pScene->mCameras = new aiCamera*[pScene->mNumCameras = 1];
- aiCamera* cam = pScene->mCameras[0] = new aiCamera();
- cam->mName = "<MD5Camera>";
-
- // FIXME: Fov is currently set to the first frame's value
- cam->mHorizontalFOV = AI_DEG_TO_RAD( frames.front().fFOV );
-
- // every cut is written to a separate aiAnimation
- if (!cuts.size()) {
- cuts.push_back(0);
- cuts.push_back(frames.size()-1);
- }
- else {
- cuts.insert(cuts.begin(),0);
-
- if (cuts.back() < frames.size()-1)
- cuts.push_back(frames.size()-1);
- }
-
- pScene->mNumAnimations = cuts.size()-1;
- aiAnimation** tmp = pScene->mAnimations = new aiAnimation*[pScene->mNumAnimations];
- for (std::vector<unsigned int>::const_iterator it = cuts.begin(); it != cuts.end()-1; ++it) {
-
- aiAnimation* anim = *tmp++ = new aiAnimation();
- anim->mName.length = ::sprintf(anim->mName.data,"anim%u_from_%u_to_%u",(unsigned int)(it-cuts.begin()),(*it),*(it+1));
-
- anim->mTicksPerSecond = cameraParser.fFrameRate;
- anim->mChannels = new aiNodeAnim*[anim->mNumChannels = 1];
- aiNodeAnim* nd = anim->mChannels[0] = new aiNodeAnim();
- nd->mNodeName.Set("<MD5Camera>");
-
- nd->mNumPositionKeys = nd->mNumRotationKeys = *(it+1) - (*it);
- nd->mPositionKeys = new aiVectorKey[nd->mNumPositionKeys];
- nd->mRotationKeys = new aiQuatKey [nd->mNumRotationKeys];
- for (unsigned int i = 0; i < nd->mNumPositionKeys; ++i) {
-
- nd->mPositionKeys[i].mValue = frames[*it+i].vPositionXYZ;
- MD5::ConvertQuaternion(frames[*it+i].vRotationQuat,nd->mRotationKeys[i].mValue);
- nd->mRotationKeys[i].mTime = nd->mPositionKeys[i].mTime = *it+i;
- }
- }
+ std::string pFile = mFile + "md5camera";
+ boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
+
+ // Check whether we can read from the file
+ if( !file.get() || !file->FileSize()) {
+ throw DeadlyImportError("Failed to read MD5CAMERA file: " + pFile);
+ }
+ bHadMD5Camera = true;
+ LoadFileIntoMemory(file.get());
+
+ // parse the basic file structure
+ MD5::MD5Parser parser(mBuffer,fileSize);
+
+ // load the camera animation data from the parse tree
+ MD5::MD5CameraParser cameraParser(parser.mSections);
+
+ if (cameraParser.frames.empty()) {
+ throw DeadlyImportError("MD5CAMERA: No frames parsed");
+ }
+
+ std::vector<unsigned int>& cuts = cameraParser.cuts;
+ std::vector<MD5::CameraAnimFrameDesc>& frames = cameraParser.frames;
+
+ // Construct output graph - a simple root with a dummy child.
+ // The root node performs the coordinate system conversion
+ aiNode* root = pScene->mRootNode = new aiNode("<MD5CameraRoot>");
+ root->mChildren = new aiNode*[root->mNumChildren = 1];
+ root->mChildren[0] = new aiNode("<MD5Camera>");
+ root->mChildren[0]->mParent = root;
+
+ // ... but with one camera assigned to it
+ pScene->mCameras = new aiCamera*[pScene->mNumCameras = 1];
+ aiCamera* cam = pScene->mCameras[0] = new aiCamera();
+ cam->mName = "<MD5Camera>";
+
+ // FIXME: Fov is currently set to the first frame's value
+ cam->mHorizontalFOV = AI_DEG_TO_RAD( frames.front().fFOV );
+
+ // every cut is written to a separate aiAnimation
+ if (!cuts.size()) {
+ cuts.push_back(0);
+ cuts.push_back(frames.size()-1);
+ }
+ else {
+ cuts.insert(cuts.begin(),0);
+
+ if (cuts.back() < frames.size()-1)
+ cuts.push_back(frames.size()-1);
+ }
+
+ pScene->mNumAnimations = cuts.size()-1;
+ aiAnimation** tmp = pScene->mAnimations = new aiAnimation*[pScene->mNumAnimations];
+ for (std::vector<unsigned int>::const_iterator it = cuts.begin(); it != cuts.end()-1; ++it) {
+
+ aiAnimation* anim = *tmp++ = new aiAnimation();
+ anim->mName.length = ::sprintf(anim->mName.data,"anim%u_from_%u_to_%u",(unsigned int)(it-cuts.begin()),(*it),*(it+1));
+
+ anim->mTicksPerSecond = cameraParser.fFrameRate;
+ anim->mChannels = new aiNodeAnim*[anim->mNumChannels = 1];
+ aiNodeAnim* nd = anim->mChannels[0] = new aiNodeAnim();
+ nd->mNodeName.Set("<MD5Camera>");
+
+ nd->mNumPositionKeys = nd->mNumRotationKeys = *(it+1) - (*it);
+ nd->mPositionKeys = new aiVectorKey[nd->mNumPositionKeys];
+ nd->mRotationKeys = new aiQuatKey [nd->mNumRotationKeys];
+ for (unsigned int i = 0; i < nd->mNumPositionKeys; ++i) {
+
+ nd->mPositionKeys[i].mValue = frames[*it+i].vPositionXYZ;
+ MD5::ConvertQuaternion(frames[*it+i].vRotationQuat,nd->mRotationKeys[i].mValue);
+ nd->mRotationKeys[i].mTime = nd->mPositionKeys[i].mTime = *it+i;
+ }
+ }
}
#endif // !! ASSIMP_BUILD_NO_MD5_IMPORTER
diff --git a/src/3rdparty/assimp/code/MD5Loader.h b/src/3rdparty/assimp/code/MD5Loader.h
index d56cefb1b..c9563bddb 100644
--- a/src/3rdparty/assimp/code/MD5Loader.h
+++ b/src/3rdparty/assimp/code/MD5Loader.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -49,9 +49,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "BaseImporter.h"
#include "MD5Parser.h"
-#include "../include/aiTypes.h"
+#include "../include/assimp/types.h"
-namespace Assimp {
+namespace Assimp {
class IOStream;
using namespace Assimp::MD5;
@@ -61,132 +61,128 @@ using namespace Assimp::MD5;
*/
class MD5Importer : public BaseImporter
{
- friend class Importer;
-
-protected:
- /** Constructor to be privately used by Importer */
- MD5Importer();
+public:
+ MD5Importer();
+ ~MD5Importer();
- /** Destructor, private as well */
- ~MD5Importer();
public:
- // -------------------------------------------------------------------
- /** Returns whether the class can handle the format of the given file.
- * See BaseImporter::CanRead() for details.
- */
- bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
- bool checkSig) const;
+ // -------------------------------------------------------------------
+ /** Returns whether the class can handle the format of the given file.
+ * See BaseImporter::CanRead() for details.
+ */
+ bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
+ bool checkSig) const;
protected:
- // -------------------------------------------------------------------
- /** Called by Importer::GetExtensionList() for each loaded importer.
- * See BaseImporter::GetExtensionList() for details
- */
- void GetExtensionList(std::set<std::string>& extensions);
-
- // -------------------------------------------------------------------
- /** Called prior to ReadFile().
- * The function is a request to the importer to update its configuration
- * basing on the Importer's configuration property list.
- */
- void SetupProperties(const Importer* pImp);
-
- // -------------------------------------------------------------------
- /** Imports the given file into the given scene structure.
- * See BaseImporter::InternReadFile() for details
- */
- void InternReadFile( const std::string& pFile, aiScene* pScene,
- IOSystem* pIOHandler);
+ // -------------------------------------------------------------------
+ /** Return importer meta information.
+ * See #BaseImporter::GetInfo for the details
+ */
+ const aiImporterDesc* GetInfo () const;
+
+ // -------------------------------------------------------------------
+ /** Called prior to ReadFile().
+ * The function is a request to the importer to update its configuration
+ * basing on the Importer's configuration property list.
+ */
+ void SetupProperties(const Importer* pImp);
+
+ // -------------------------------------------------------------------
+ /** Imports the given file into the given scene structure.
+ * See BaseImporter::InternReadFile() for details
+ */
+ void InternReadFile( const std::string& pFile, aiScene* pScene,
+ IOSystem* pIOHandler);
protected:
- // -------------------------------------------------------------------
- /** Load a *.MD5MESH file.
- */
- void LoadMD5MeshFile ();
-
- // -------------------------------------------------------------------
- /** Load a *.MD5ANIM file.
- */
- void LoadMD5AnimFile ();
-
- // -------------------------------------------------------------------
- /** Load a *.MD5CAMERA file.
- */
- void LoadMD5CameraFile ();
-
- // -------------------------------------------------------------------
- /** Construct node hierarchy from a given MD5ANIM
- * @param iParentID Current parent ID
- * @param piParent Parent node to attach to
- * @param bones Input bones
- * @param node_anims Generated node animations
- */
- void AttachChilds_Anim(int iParentID,aiNode* piParent,
- AnimBoneList& bones,const aiNodeAnim** node_anims);
-
- // -------------------------------------------------------------------
- /** Construct node hierarchy from a given MD5MESH
- * @param iParentID Current parent ID
- * @param piParent Parent node to attach to
- * @param bones Input bones
- */
- void AttachChilds_Mesh(int iParentID,aiNode* piParent,BoneList& bones);
-
- // -------------------------------------------------------------------
- /** Build unique vertex buffers from a given MD5ANIM
- * @param meshSrc Input data
- */
- void MakeDataUnique (MD5::MeshDesc& meshSrc);
-
- // -------------------------------------------------------------------
- /** Load the contents of a specific file into memory and
- * alocates a buffer to keep it.
- *
- * mBuffer is modified to point to this buffer.
- * @param pFile File stream to be read
- */
- void LoadFileIntoMemory (IOStream* pFile);
- void UnloadFileFromMemory ();
-
-
- /** IOSystem to be used to access files */
- IOSystem* mIOHandler;
-
- /** Path to the file, excluding the file extension but
- with the dot */
- std::string mFile;
-
- /** Buffer to hold the loaded file */
- char* mBuffer;
-
- /** Size of the file */
- unsigned int fileSize;
-
- /** Current line number. For debugging purposes */
- unsigned int iLineNumber;
-
- /** Scene to be filled */
- aiScene* pScene;
-
- /** (Custom) I/O handler implementation */
- IOSystem* pIOHandler;
-
- /** true if a MD5MESH file has already been parsed */
- bool bHadMD5Mesh;
-
- /** true if a MD5ANIM file has already been parsed */
- bool bHadMD5Anim;
-
- /** true if a MD5CAMERA file has already been parsed */
- bool bHadMD5Camera;
-
- /** configuration option: prevent anim autoload */
- bool configNoAutoLoad;
+ // -------------------------------------------------------------------
+ /** Load a *.MD5MESH file.
+ */
+ void LoadMD5MeshFile ();
+
+ // -------------------------------------------------------------------
+ /** Load a *.MD5ANIM file.
+ */
+ void LoadMD5AnimFile ();
+
+ // -------------------------------------------------------------------
+ /** Load a *.MD5CAMERA file.
+ */
+ void LoadMD5CameraFile ();
+
+ // -------------------------------------------------------------------
+ /** Construct node hierarchy from a given MD5ANIM
+ * @param iParentID Current parent ID
+ * @param piParent Parent node to attach to
+ * @param bones Input bones
+ * @param node_anims Generated node animations
+ */
+ void AttachChilds_Anim(int iParentID,aiNode* piParent,
+ AnimBoneList& bones,const aiNodeAnim** node_anims);
+
+ // -------------------------------------------------------------------
+ /** Construct node hierarchy from a given MD5MESH
+ * @param iParentID Current parent ID
+ * @param piParent Parent node to attach to
+ * @param bones Input bones
+ */
+ void AttachChilds_Mesh(int iParentID,aiNode* piParent,BoneList& bones);
+
+ // -------------------------------------------------------------------
+ /** Build unique vertex buffers from a given MD5ANIM
+ * @param meshSrc Input data
+ */
+ void MakeDataUnique (MD5::MeshDesc& meshSrc);
+
+ // -------------------------------------------------------------------
+ /** Load the contents of a specific file into memory and
+ * alocates a buffer to keep it.
+ *
+ * mBuffer is modified to point to this buffer.
+ * @param pFile File stream to be read
+ */
+ void LoadFileIntoMemory (IOStream* pFile);
+ void UnloadFileFromMemory ();
+
+
+ /** IOSystem to be used to access files */
+ IOSystem* mIOHandler;
+
+ /** Path to the file, excluding the file extension but
+ with the dot */
+ std::string mFile;
+
+ /** Buffer to hold the loaded file */
+ char* mBuffer;
+
+ /** Size of the file */
+ unsigned int fileSize;
+
+ /** Current line number. For debugging purposes */
+ unsigned int iLineNumber;
+
+ /** Scene to be filled */
+ aiScene* pScene;
+
+ /** (Custom) I/O handler implementation */
+ IOSystem* pIOHandler;
+
+ /** true if a MD5MESH file has already been parsed */
+ bool bHadMD5Mesh;
+
+ /** true if a MD5ANIM file has already been parsed */
+ bool bHadMD5Anim;
+
+ /** true if a MD5CAMERA file has already been parsed */
+ bool bHadMD5Camera;
+
+ /** configuration option: prevent anim autoload */
+ bool configNoAutoLoad;
};
} // end of namespace Assimp
diff --git a/src/3rdparty/assimp/code/MD5Parser.cpp b/src/3rdparty/assimp/code/MD5Parser.cpp
index ef688e5ec..db29dc9cc 100644
--- a/src/3rdparty/assimp/code/MD5Parser.cpp
+++ b/src/3rdparty/assimp/code/MD5Parser.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,26 +20,26 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
-/** @file MD5Parser.cpp
+/** @file MD5Parser.cpp
* @brief Implementation of the MD5 parser class
*/
#include "AssimpPCH.h"
@@ -51,10 +51,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "ParsingUtils.h"
#include "StringComparison.h"
-#if defined(__QNXNTO__)
-#include <stdio.h>
-#endif
-
using namespace Assimp;
using namespace Assimp::MD5;
@@ -62,414 +58,416 @@ using namespace Assimp::MD5;
// Parse the segment structure fo a MD5 file
MD5Parser::MD5Parser(char* _buffer, unsigned int _fileSize )
{
- ai_assert(NULL != _buffer && 0 != _fileSize);
-
- buffer = _buffer;
- fileSize = _fileSize;
- lineNumber = 0;
-
- DefaultLogger::get()->debug("MD5Parser begin");
-
- // parse the file header
- ParseHeader();
-
- // and read all sections until we're finished
- bool running = true;
- while (running) {
- mSections.push_back(Section());
- Section& sec = mSections.back();
- if (!ParseSection(sec)) {
- break;
- }
- }
-
- if ( !DefaultLogger::isNullLogger()) {
- char szBuffer[128]; // should be sufficiently large
- ::sprintf(szBuffer,"MD5Parser end. Parsed %i sections",(int)mSections.size());
- DefaultLogger::get()->debug(szBuffer);
- }
+ ai_assert(NULL != _buffer && 0 != _fileSize);
+
+ buffer = _buffer;
+ fileSize = _fileSize;
+ lineNumber = 0;
+
+ DefaultLogger::get()->debug("MD5Parser begin");
+
+ // parse the file header
+ ParseHeader();
+
+ // and read all sections until we're finished
+ bool running = true;
+ while (running) {
+ mSections.push_back(Section());
+ Section& sec = mSections.back();
+ if(!ParseSection(sec)) {
+ break;
+ }
+ }
+
+ if ( !DefaultLogger::isNullLogger()) {
+ char szBuffer[128]; // should be sufficiently large
+ ::sprintf(szBuffer,"MD5Parser end. Parsed %i sections",(int)mSections.size());
+ DefaultLogger::get()->debug(szBuffer);
+ }
}
// ------------------------------------------------------------------------------------------------
// Report error to the log stream
/*static*/ void MD5Parser::ReportError (const char* error, unsigned int line)
{
- char szBuffer[1024];
- ::sprintf(szBuffer,"[MD5] Line %i: %s",line,error);
- throw DeadlyImportError(szBuffer);
+ char szBuffer[1024];
+ ::sprintf(szBuffer,"[MD5] Line %i: %s",line,error);
+ throw DeadlyImportError(szBuffer);
}
// ------------------------------------------------------------------------------------------------
// Report warning to the log stream
/*static*/ void MD5Parser::ReportWarning (const char* warn, unsigned int line)
{
- char szBuffer[1024];
- ::sprintf(szBuffer,"[MD5] Line %i: %s",line,warn);
- DefaultLogger::get()->warn(szBuffer);
+ char szBuffer[1024];
+ ::sprintf(szBuffer,"[MD5] Line %i: %s",line,warn);
+ DefaultLogger::get()->warn(szBuffer);
}
// ------------------------------------------------------------------------------------------------
// Parse and validate the MD5 header
void MD5Parser::ParseHeader()
{
- // parse and validate the file version
- SkipSpaces();
- if (!TokenMatch(buffer,"MD5Version",10)) {
- ReportError("Invalid MD5 file: MD5Version tag has not been found");
- }
- SkipSpaces();
- unsigned int iVer = ::strtol10(buffer,(const char**)&buffer);
- if (10 != iVer) {
- ReportError("MD5 version tag is unknown (10 is expected)");
- }
- SkipLine();
-
- // print the command line options to the console
- // FIX: can break the log length limit, so we need to be careful
- char* sz = buffer;
- while (!IsLineEnd( *buffer++)) {}
- DefaultLogger::get()->info(std::string(sz,std::min((uintptr_t)MAX_LOG_MESSAGE_LENGTH, (uintptr_t)(buffer-sz))));
- SkipSpacesAndLineEnd();
+ // parse and validate the file version
+ SkipSpaces();
+ if (!TokenMatch(buffer,"MD5Version",10)) {
+ ReportError("Invalid MD5 file: MD5Version tag has not been found");
+ }
+ SkipSpaces();
+ unsigned int iVer = ::strtoul10(buffer,(const char**)&buffer);
+ if (10 != iVer) {
+ ReportError("MD5 version tag is unknown (10 is expected)");
+ }
+ SkipLine();
+
+ // print the command line options to the console
+ // FIX: can break the log length limit, so we need to be careful
+ char* sz = buffer;
+ while (!IsLineEnd( *buffer++));
+ DefaultLogger::get()->info(std::string(sz,std::min((uintptr_t)MAX_LOG_MESSAGE_LENGTH, (uintptr_t)(buffer-sz))));
+ SkipSpacesAndLineEnd();
}
// ------------------------------------------------------------------------------------------------
// Recursive MD5 parsing function
bool MD5Parser::ParseSection(Section& out)
{
- // store the current line number for use in error messages
- out.iLineNumber = lineNumber;
-
- // first parse the name of the section
- char* sz = buffer;
- while (!IsSpaceOrNewLine( *buffer))buffer++;
- out.mName = std::string(sz,(uintptr_t)(buffer-sz));
- SkipSpaces();
-
- bool running = true;
- while (running) {
- if ('{' == *buffer) {
- // it is a normal section so read all lines
- buffer++;
- bool run = true;
- while (run)
- {
- if (!SkipSpacesAndLineEnd()) {
- return false; // seems this was the last section
- }
- if ('}' == *buffer) {
- buffer++;
- break;
- }
-
- out.mElements.push_back(Element());
- Element& elem = out.mElements.back();
-
- elem.iLineNumber = lineNumber;
- elem.szStart = buffer;
-
- // terminate the line with zero
- while (!IsLineEnd( *buffer))buffer++;
- if (*buffer) {
- ++lineNumber;
- *buffer++ = '\0';
- }
- }
- break;
- }
- else if (!IsSpaceOrNewLine(*buffer)) {
- // it is an element at global scope. Parse its value and go on
- sz = buffer;
- while (!IsSpaceOrNewLine( *buffer++)) {}
- out.mGlobalValue = std::string(sz,(uintptr_t)(buffer-sz));
- continue;
- }
- break;
- }
- return SkipSpacesAndLineEnd();
+ // store the current line number for use in error messages
+ out.iLineNumber = lineNumber;
+
+ // first parse the name of the section
+ char* sz = buffer;
+ while (!IsSpaceOrNewLine( *buffer))buffer++;
+ out.mName = std::string(sz,(uintptr_t)(buffer-sz));
+ SkipSpaces();
+
+ bool running = true;
+ while (running) {
+ if ('{' == *buffer) {
+ // it is a normal section so read all lines
+ buffer++;
+ bool run = true;
+ while (run)
+ {
+ if (!SkipSpacesAndLineEnd()) {
+ return false; // seems this was the last section
+ }
+ if ('}' == *buffer) {
+ buffer++;
+ break;
+ }
+
+ out.mElements.push_back(Element());
+ Element& elem = out.mElements.back();
+
+ elem.iLineNumber = lineNumber;
+ elem.szStart = buffer;
+
+ // terminate the line with zero
+ while (!IsLineEnd( *buffer))buffer++;
+ if (*buffer) {
+ ++lineNumber;
+ *buffer++ = '\0';
+ }
+ }
+ break;
+ }
+ else if (!IsSpaceOrNewLine(*buffer)) {
+ // it is an element at global scope. Parse its value and go on
+ sz = buffer;
+ while (!IsSpaceOrNewLine( *buffer++));
+ out.mGlobalValue = std::string(sz,(uintptr_t)(buffer-sz));
+ continue;
+ }
+ break;
+ }
+ return SkipSpacesAndLineEnd();
}
// ------------------------------------------------------------------------------------------------
// Some dirty macros just because they're so funny and easy to debug
// skip all spaces ... handle EOL correctly
-#define AI_MD5_SKIP_SPACES() if (!SkipSpaces(&sz)) \
- MD5Parser::ReportWarning("Unexpected end of line",(*eit).iLineNumber);
+#define AI_MD5_SKIP_SPACES() if(!SkipSpaces(&sz)) \
+ MD5Parser::ReportWarning("Unexpected end of line",(*eit).iLineNumber);
- // read a triple float in brackets: (1.0 1.0 1.0)
+ // read a triple float in brackets: (1.0 1.0 1.0)
#define AI_MD5_READ_TRIPLE(vec) \
- AI_MD5_SKIP_SPACES(); \
- if ('(' != *sz++) \
- MD5Parser::ReportWarning("Unexpected token: ( was expected",(*eit).iLineNumber); \
- AI_MD5_SKIP_SPACES(); \
- sz = fast_atof_move(sz,(float&)vec.x); \
- AI_MD5_SKIP_SPACES(); \
- sz = fast_atof_move(sz,(float&)vec.y); \
- AI_MD5_SKIP_SPACES(); \
- sz = fast_atof_move(sz,(float&)vec.z); \
- AI_MD5_SKIP_SPACES(); \
- if (')' != *sz++) \
- MD5Parser::ReportWarning("Unexpected token: ) was expected",(*eit).iLineNumber);
-
- // parse a string, enclosed in quotation marks or not
+ AI_MD5_SKIP_SPACES(); \
+ if ('(' != *sz++) \
+ MD5Parser::ReportWarning("Unexpected token: ( was expected",(*eit).iLineNumber); \
+ AI_MD5_SKIP_SPACES(); \
+ sz = fast_atoreal_move<float>(sz,(float&)vec.x); \
+ AI_MD5_SKIP_SPACES(); \
+ sz = fast_atoreal_move<float>(sz,(float&)vec.y); \
+ AI_MD5_SKIP_SPACES(); \
+ sz = fast_atoreal_move<float>(sz,(float&)vec.z); \
+ AI_MD5_SKIP_SPACES(); \
+ if (')' != *sz++) \
+ MD5Parser::ReportWarning("Unexpected token: ) was expected",(*eit).iLineNumber);
+
+ // parse a string, enclosed in quotation marks or not
#define AI_MD5_PARSE_STRING(out) \
- bool bQuota = (*sz == '\"'); \
- const char* szStart = sz; \
- while (!IsSpaceOrNewLine(*sz))++sz; \
- const char* szEnd = sz; \
- if (bQuota) { \
- szStart++; \
- if ('\"' != *(szEnd-=1)) { \
- MD5Parser::ReportWarning("Expected closing quotation marks in string", \
- (*eit).iLineNumber); \
- continue; \
- } \
- } \
- out.length = (size_t)(szEnd - szStart); \
- ::memcpy(out.data,szStart,out.length); \
- out.data[out.length] = '\0';
+ bool bQuota = (*sz == '\"'); \
+ const char* szStart = sz; \
+ while (!IsSpaceOrNewLine(*sz))++sz; \
+ const char* szEnd = sz; \
+ if (bQuota) { \
+ szStart++; \
+ if ('\"' != *(szEnd-=1)) { \
+ MD5Parser::ReportWarning("Expected closing quotation marks in string", \
+ (*eit).iLineNumber); \
+ continue; \
+ } \
+ } \
+ out.length = (size_t)(szEnd - szStart); \
+ ::memcpy(out.data,szStart,out.length); \
+ out.data[out.length] = '\0';
// ------------------------------------------------------------------------------------------------
// .MD5MESH parsing function
MD5MeshParser::MD5MeshParser(SectionList& mSections)
{
- DefaultLogger::get()->debug("MD5MeshParser begin");
-
- // now parse all sections
- for (SectionList::const_iterator iter = mSections.begin(), iterEnd = mSections.end();iter != iterEnd;++iter){
- if ( (*iter).mName == "numMeshes") {
- mMeshes.reserve(::strtol10((*iter).mGlobalValue.c_str()));
- }
- else if ( (*iter).mName == "numJoints") {
- mJoints.reserve(::strtol10((*iter).mGlobalValue.c_str()));
- }
- else if ((*iter).mName == "joints") {
- // "origin" -1 ( -0.000000 0.016430 -0.006044 ) ( 0.707107 0.000000 0.707107 )
- for (ElementList::const_iterator eit = (*iter).mElements.begin(), eitEnd = (*iter).mElements.end();eit != eitEnd; ++eit){
- mJoints.push_back(BoneDesc());
- BoneDesc& desc = mJoints.back();
-
- const char* sz = (*eit).szStart;
- AI_MD5_PARSE_STRING(desc.mName);
- AI_MD5_SKIP_SPACES();
-
- // negative values, at least -1, is allowed here
- desc.mParentIndex = (int)strtol10s(sz,&sz);
-
- AI_MD5_READ_TRIPLE(desc.mPositionXYZ);
- AI_MD5_READ_TRIPLE(desc.mRotationQuat); // normalized quaternion, so w is not there
- }
- }
- else if ((*iter).mName == "mesh") {
- mMeshes.push_back(MeshDesc());
- MeshDesc& desc = mMeshes.back();
-
- for (ElementList::const_iterator eit = (*iter).mElements.begin(), eitEnd = (*iter).mElements.end();eit != eitEnd; ++eit){
- const char* sz = (*eit).szStart;
-
- // shader attribute
- if (TokenMatch(sz,"shader",6)) {
- AI_MD5_SKIP_SPACES();
- AI_MD5_PARSE_STRING(desc.mShader);
- }
- // numverts attribute
- else if (TokenMatch(sz,"numverts",8)) {
- AI_MD5_SKIP_SPACES();
- desc.mVertices.resize(strtol10(sz));
- }
- // numtris attribute
- else if (TokenMatch(sz,"numtris",7)) {
- AI_MD5_SKIP_SPACES();
- desc.mFaces.resize(strtol10(sz));
- }
- // numweights attribute
- else if (TokenMatch(sz,"numweights",10)) {
- AI_MD5_SKIP_SPACES();
- desc.mWeights.resize(strtol10(sz));
- }
- // vert attribute
- // "vert 0 ( 0.394531 0.513672 ) 0 1"
- else if (TokenMatch(sz,"vert",4)) {
- AI_MD5_SKIP_SPACES();
- const unsigned int idx = ::strtol10(sz,&sz);
- AI_MD5_SKIP_SPACES();
- if (idx >= desc.mVertices.size())
- desc.mVertices.resize(idx+1);
-
- VertexDesc& vert = desc.mVertices[idx];
- if ('(' != *sz++)
- MD5Parser::ReportWarning("Unexpected token: ( was expected",(*eit).iLineNumber);
- AI_MD5_SKIP_SPACES();
- sz = fast_atof_move(sz,(float&)vert.mUV.x);
- AI_MD5_SKIP_SPACES();
- sz = fast_atof_move(sz,(float&)vert.mUV.y);
- AI_MD5_SKIP_SPACES();
- if (')' != *sz++)
- MD5Parser::ReportWarning("Unexpected token: ) was expected",(*eit).iLineNumber);
- AI_MD5_SKIP_SPACES();
- vert.mFirstWeight = ::strtol10(sz,&sz);
- AI_MD5_SKIP_SPACES();
- vert.mNumWeights = ::strtol10(sz,&sz);
- }
- // tri attribute
- // "tri 0 15 13 12"
- else if (TokenMatch(sz,"tri",3)) {
- AI_MD5_SKIP_SPACES();
- const unsigned int idx = strtol10(sz,&sz);
- if (idx >= desc.mFaces.size())
- desc.mFaces.resize(idx+1);
-
- aiFace& face = desc.mFaces[idx];
- face.mIndices = new unsigned int[face.mNumIndices = 3];
- for (unsigned int i = 0; i < 3;++i) {
- AI_MD5_SKIP_SPACES();
- face.mIndices[i] = strtol10(sz,&sz);
- }
- }
- // weight attribute
- // "weight 362 5 0.500000 ( -3.553583 11.893474 9.719339 )"
- else if (TokenMatch(sz,"weight",6)) {
- AI_MD5_SKIP_SPACES();
- const unsigned int idx = strtol10(sz,&sz);
- AI_MD5_SKIP_SPACES();
- if (idx >= desc.mWeights.size())
- desc.mWeights.resize(idx+1);
-
- WeightDesc& weight = desc.mWeights[idx];
- weight.mBone = strtol10(sz,&sz);
- AI_MD5_SKIP_SPACES();
- sz = fast_atof_move(sz,weight.mWeight);
- AI_MD5_READ_TRIPLE(weight.vOffsetPosition);
- }
- }
- }
- }
- DefaultLogger::get()->debug("MD5MeshParser end");
+ DefaultLogger::get()->debug("MD5MeshParser begin");
+
+ // now parse all sections
+ for (SectionList::const_iterator iter = mSections.begin(), iterEnd = mSections.end();iter != iterEnd;++iter){
+ if ( (*iter).mName == "numMeshes") {
+ mMeshes.reserve(::strtoul10((*iter).mGlobalValue.c_str()));
+ }
+ else if ( (*iter).mName == "numJoints") {
+ mJoints.reserve(::strtoul10((*iter).mGlobalValue.c_str()));
+ }
+ else if ((*iter).mName == "joints") {
+ // "origin" -1 ( -0.000000 0.016430 -0.006044 ) ( 0.707107 0.000000 0.707107 )
+ for (ElementList::const_iterator eit = (*iter).mElements.begin(), eitEnd = (*iter).mElements.end();eit != eitEnd; ++eit){
+ mJoints.push_back(BoneDesc());
+ BoneDesc& desc = mJoints.back();
+
+ const char* sz = (*eit).szStart;
+ AI_MD5_PARSE_STRING(desc.mName);
+ AI_MD5_SKIP_SPACES();
+
+ // negative values, at least -1, is allowed here
+ desc.mParentIndex = (int)strtol10(sz,&sz);
+
+ AI_MD5_READ_TRIPLE(desc.mPositionXYZ);
+ AI_MD5_READ_TRIPLE(desc.mRotationQuat); // normalized quaternion, so w is not there
+ }
+ }
+ else if ((*iter).mName == "mesh") {
+ mMeshes.push_back(MeshDesc());
+ MeshDesc& desc = mMeshes.back();
+
+ for (ElementList::const_iterator eit = (*iter).mElements.begin(), eitEnd = (*iter).mElements.end();eit != eitEnd; ++eit){
+ const char* sz = (*eit).szStart;
+
+ // shader attribute
+ if (TokenMatch(sz,"shader",6)) {
+ AI_MD5_SKIP_SPACES();
+ AI_MD5_PARSE_STRING(desc.mShader);
+ }
+ // numverts attribute
+ else if (TokenMatch(sz,"numverts",8)) {
+ AI_MD5_SKIP_SPACES();
+ desc.mVertices.resize(strtoul10(sz));
+ }
+ // numtris attribute
+ else if (TokenMatch(sz,"numtris",7)) {
+ AI_MD5_SKIP_SPACES();
+ desc.mFaces.resize(strtoul10(sz));
+ }
+ // numweights attribute
+ else if (TokenMatch(sz,"numweights",10)) {
+ AI_MD5_SKIP_SPACES();
+ desc.mWeights.resize(strtoul10(sz));
+ }
+ // vert attribute
+ // "vert 0 ( 0.394531 0.513672 ) 0 1"
+ else if (TokenMatch(sz,"vert",4)) {
+ AI_MD5_SKIP_SPACES();
+ const unsigned int idx = ::strtoul10(sz,&sz);
+ AI_MD5_SKIP_SPACES();
+ if (idx >= desc.mVertices.size())
+ desc.mVertices.resize(idx+1);
+
+ VertexDesc& vert = desc.mVertices[idx];
+ if ('(' != *sz++)
+ MD5Parser::ReportWarning("Unexpected token: ( was expected",(*eit).iLineNumber);
+ AI_MD5_SKIP_SPACES();
+ sz = fast_atoreal_move<float>(sz,(float&)vert.mUV.x);
+ AI_MD5_SKIP_SPACES();
+ sz = fast_atoreal_move<float>(sz,(float&)vert.mUV.y);
+ AI_MD5_SKIP_SPACES();
+ if (')' != *sz++)
+ MD5Parser::ReportWarning("Unexpected token: ) was expected",(*eit).iLineNumber);
+ AI_MD5_SKIP_SPACES();
+ vert.mFirstWeight = ::strtoul10(sz,&sz);
+ AI_MD5_SKIP_SPACES();
+ vert.mNumWeights = ::strtoul10(sz,&sz);
+ }
+ // tri attribute
+ // "tri 0 15 13 12"
+ else if (TokenMatch(sz,"tri",3)) {
+ AI_MD5_SKIP_SPACES();
+ const unsigned int idx = strtoul10(sz,&sz);
+ if (idx >= desc.mFaces.size())
+ desc.mFaces.resize(idx+1);
+
+ aiFace& face = desc.mFaces[idx];
+ face.mIndices = new unsigned int[face.mNumIndices = 3];
+ for (unsigned int i = 0; i < 3;++i) {
+ AI_MD5_SKIP_SPACES();
+ face.mIndices[i] = strtoul10(sz,&sz);
+ }
+ }
+ // weight attribute
+ // "weight 362 5 0.500000 ( -3.553583 11.893474 9.719339 )"
+ else if (TokenMatch(sz,"weight",6)) {
+ AI_MD5_SKIP_SPACES();
+ const unsigned int idx = strtoul10(sz,&sz);
+ AI_MD5_SKIP_SPACES();
+ if (idx >= desc.mWeights.size())
+ desc.mWeights.resize(idx+1);
+
+ WeightDesc& weight = desc.mWeights[idx];
+ weight.mBone = strtoul10(sz,&sz);
+ AI_MD5_SKIP_SPACES();
+ sz = fast_atoreal_move<float>(sz,weight.mWeight);
+ AI_MD5_READ_TRIPLE(weight.vOffsetPosition);
+ }
+ }
+ }
+ }
+ DefaultLogger::get()->debug("MD5MeshParser end");
}
// ------------------------------------------------------------------------------------------------
// .MD5ANIM parsing function
MD5AnimParser::MD5AnimParser(SectionList& mSections)
{
- DefaultLogger::get()->debug("MD5AnimParser begin");
-
- fFrameRate = 24.0f;
- mNumAnimatedComponents = 0xffffffff;
- for (SectionList::const_iterator iter = mSections.begin(), iterEnd = mSections.end();iter != iterEnd;++iter) {
- if ((*iter).mName == "hierarchy") {
- // "sheath" 0 63 6
- for (ElementList::const_iterator eit = (*iter).mElements.begin(), eitEnd = (*iter).mElements.end();eit != eitEnd; ++eit) {
- mAnimatedBones.push_back ( AnimBoneDesc () );
- AnimBoneDesc& desc = mAnimatedBones.back();
-
- const char* sz = (*eit).szStart;
- AI_MD5_PARSE_STRING(desc.mName);
- AI_MD5_SKIP_SPACES();
-
- // parent index - negative values are allowed (at least -1)
- desc.mParentIndex = ::strtol10s(sz,&sz);
-
- // flags (highest is 2^6-1)
- AI_MD5_SKIP_SPACES();
- if (63 < (desc.iFlags = ::strtol10(sz,&sz))){
- MD5Parser::ReportWarning("Invalid flag combination in hierarchy section",(*eit).iLineNumber);
- }
- AI_MD5_SKIP_SPACES();
-
- // index of the first animation keyframe component for this joint
- desc.iFirstKeyIndex = ::strtol10(sz,&sz);
- }
- }
- else if ((*iter).mName == "baseframe") {
- // ( -0.000000 0.016430 -0.006044 ) ( 0.707107 0.000242 0.707107 )
- for (ElementList::const_iterator eit = (*iter).mElements.begin(), eitEnd = (*iter).mElements.end(); eit != eitEnd; ++eit) {
- const char* sz = (*eit).szStart;
-
- mBaseFrames.push_back ( BaseFrameDesc () );
- BaseFrameDesc& desc = mBaseFrames.back();
-
- AI_MD5_READ_TRIPLE(desc.vPositionXYZ);
- AI_MD5_READ_TRIPLE(desc.vRotationQuat);
- }
- }
- else if ((*iter).mName == "frame") {
- if (!(*iter).mGlobalValue.length()) {
- MD5Parser::ReportWarning("A frame section must have a frame index",(*iter).iLineNumber);
- continue;
- }
-
- mFrames.push_back ( FrameDesc () );
- FrameDesc& desc = mFrames.back();
- desc.iIndex = strtol10((*iter).mGlobalValue.c_str());
-
- // we do already know how much storage we will presumably need
- if (0xffffffff != mNumAnimatedComponents)
- desc.mValues.reserve(mNumAnimatedComponents);
-
- // now read all elements (continous list of floats)
- for (ElementList::const_iterator eit = (*iter).mElements.begin(), eitEnd = (*iter).mElements.end(); eit != eitEnd; ++eit){
- const char* sz = (*eit).szStart;
- while (SkipSpacesAndLineEnd(&sz)) {
- float f;sz = fast_atof_move(sz,f);
- desc.mValues.push_back(f);
- }
- }
- }
- else if ((*iter).mName == "numFrames") {
- mFrames.reserve(strtol10((*iter).mGlobalValue.c_str()));
- }
- else if ((*iter).mName == "numJoints") {
- const unsigned int num = strtol10((*iter).mGlobalValue.c_str());
- mAnimatedBones.reserve(num);
-
- // try to guess the number of animated components if that element is not given
- if (0xffffffff == mNumAnimatedComponents)
- mNumAnimatedComponents = num * 6;
- }
- else if ((*iter).mName == "numAnimatedComponents") {
- mAnimatedBones.reserve( strtol10((*iter).mGlobalValue.c_str()));
- }
- else if ((*iter).mName == "frameRate") {
- fast_atof_move((*iter).mGlobalValue.c_str(),fFrameRate);
- }
- }
- DefaultLogger::get()->debug("MD5AnimParser end");
+ DefaultLogger::get()->debug("MD5AnimParser begin");
+
+ fFrameRate = 24.0f;
+ mNumAnimatedComponents = UINT_MAX;
+ for (SectionList::const_iterator iter = mSections.begin(), iterEnd = mSections.end();iter != iterEnd;++iter) {
+ if ((*iter).mName == "hierarchy") {
+ // "sheath" 0 63 6
+ for (ElementList::const_iterator eit = (*iter).mElements.begin(), eitEnd = (*iter).mElements.end();eit != eitEnd; ++eit) {
+ mAnimatedBones.push_back ( AnimBoneDesc () );
+ AnimBoneDesc& desc = mAnimatedBones.back();
+
+ const char* sz = (*eit).szStart;
+ AI_MD5_PARSE_STRING(desc.mName);
+ AI_MD5_SKIP_SPACES();
+
+ // parent index - negative values are allowed (at least -1)
+ desc.mParentIndex = ::strtol10(sz,&sz);
+
+ // flags (highest is 2^6-1)
+ AI_MD5_SKIP_SPACES();
+ if(63 < (desc.iFlags = ::strtoul10(sz,&sz))){
+ MD5Parser::ReportWarning("Invalid flag combination in hierarchy section",(*eit).iLineNumber);
+ }
+ AI_MD5_SKIP_SPACES();
+
+ // index of the first animation keyframe component for this joint
+ desc.iFirstKeyIndex = ::strtoul10(sz,&sz);
+ }
+ }
+ else if((*iter).mName == "baseframe") {
+ // ( -0.000000 0.016430 -0.006044 ) ( 0.707107 0.000242 0.707107 )
+ for (ElementList::const_iterator eit = (*iter).mElements.begin(), eitEnd = (*iter).mElements.end(); eit != eitEnd; ++eit) {
+ const char* sz = (*eit).szStart;
+
+ mBaseFrames.push_back ( BaseFrameDesc () );
+ BaseFrameDesc& desc = mBaseFrames.back();
+
+ AI_MD5_READ_TRIPLE(desc.vPositionXYZ);
+ AI_MD5_READ_TRIPLE(desc.vRotationQuat);
+ }
+ }
+ else if((*iter).mName == "frame") {
+ if (!(*iter).mGlobalValue.length()) {
+ MD5Parser::ReportWarning("A frame section must have a frame index",(*iter).iLineNumber);
+ continue;
+ }
+
+ mFrames.push_back ( FrameDesc () );
+ FrameDesc& desc = mFrames.back();
+ desc.iIndex = strtoul10((*iter).mGlobalValue.c_str());
+
+ // we do already know how much storage we will presumably need
+ if (UINT_MAX != mNumAnimatedComponents) {
+ desc.mValues.reserve(mNumAnimatedComponents);
+ }
+
+ // now read all elements (continous list of floats)
+ for (ElementList::const_iterator eit = (*iter).mElements.begin(), eitEnd = (*iter).mElements.end(); eit != eitEnd; ++eit){
+ const char* sz = (*eit).szStart;
+ while (SkipSpacesAndLineEnd(&sz)) {
+ float f;sz = fast_atoreal_move<float>(sz,f);
+ desc.mValues.push_back(f);
+ }
+ }
+ }
+ else if((*iter).mName == "numFrames") {
+ mFrames.reserve(strtoul10((*iter).mGlobalValue.c_str()));
+ }
+ else if((*iter).mName == "numJoints") {
+ const unsigned int num = strtoul10((*iter).mGlobalValue.c_str());
+ mAnimatedBones.reserve(num);
+
+ // try to guess the number of animated components if that element is not given
+ if (UINT_MAX == mNumAnimatedComponents) {
+ mNumAnimatedComponents = num * 6;
+ }
+ }
+ else if((*iter).mName == "numAnimatedComponents") {
+ mAnimatedBones.reserve( strtoul10((*iter).mGlobalValue.c_str()));
+ }
+ else if((*iter).mName == "frameRate") {
+ fast_atoreal_move<float>((*iter).mGlobalValue.c_str(),fFrameRate);
+ }
+ }
+ DefaultLogger::get()->debug("MD5AnimParser end");
}
// ------------------------------------------------------------------------------------------------
// .MD5CAMERA parsing function
MD5CameraParser::MD5CameraParser(SectionList& mSections)
{
- DefaultLogger::get()->debug("MD5CameraParser begin");
- fFrameRate = 24.0f;
-
- for (SectionList::const_iterator iter = mSections.begin(), iterEnd = mSections.end();iter != iterEnd;++iter) {
- if ((*iter).mName == "numFrames") {
- frames.reserve(strtol10((*iter).mGlobalValue.c_str()));
- }
- else if ((*iter).mName == "frameRate") {
- fFrameRate = fast_atof ((*iter).mGlobalValue.c_str());
- }
- else if ((*iter).mName == "numCuts") {
- cuts.reserve(strtol10((*iter).mGlobalValue.c_str()));
- }
- else if ((*iter).mName == "cuts") {
- for (ElementList::const_iterator eit = (*iter).mElements.begin(), eitEnd = (*iter).mElements.end(); eit != eitEnd; ++eit){
- cuts.push_back(strtol10((*eit).szStart)+1);
- }
- }
- else if ((*iter).mName == "camera") {
- for (ElementList::const_iterator eit = (*iter).mElements.begin(), eitEnd = (*iter).mElements.end(); eit != eitEnd; ++eit){
- const char* sz = (*eit).szStart;
-
- frames.push_back(CameraAnimFrameDesc());
- CameraAnimFrameDesc& cur = frames.back();
- AI_MD5_READ_TRIPLE(cur.vPositionXYZ);
- AI_MD5_READ_TRIPLE(cur.vRotationQuat);
- AI_MD5_SKIP_SPACES();
- cur.fFOV = fast_atof(sz);
- }
- }
- }
- DefaultLogger::get()->debug("MD5CameraParser end");
+ DefaultLogger::get()->debug("MD5CameraParser begin");
+ fFrameRate = 24.0f;
+
+ for (SectionList::const_iterator iter = mSections.begin(), iterEnd = mSections.end();iter != iterEnd;++iter) {
+ if ((*iter).mName == "numFrames") {
+ frames.reserve(strtoul10((*iter).mGlobalValue.c_str()));
+ }
+ else if ((*iter).mName == "frameRate") {
+ fFrameRate = fast_atof ((*iter).mGlobalValue.c_str());
+ }
+ else if ((*iter).mName == "numCuts") {
+ cuts.reserve(strtoul10((*iter).mGlobalValue.c_str()));
+ }
+ else if ((*iter).mName == "cuts") {
+ for (ElementList::const_iterator eit = (*iter).mElements.begin(), eitEnd = (*iter).mElements.end(); eit != eitEnd; ++eit){
+ cuts.push_back(strtoul10((*eit).szStart)+1);
+ }
+ }
+ else if ((*iter).mName == "camera") {
+ for (ElementList::const_iterator eit = (*iter).mElements.begin(), eitEnd = (*iter).mElements.end(); eit != eitEnd; ++eit){
+ const char* sz = (*eit).szStart;
+
+ frames.push_back(CameraAnimFrameDesc());
+ CameraAnimFrameDesc& cur = frames.back();
+ AI_MD5_READ_TRIPLE(cur.vPositionXYZ);
+ AI_MD5_READ_TRIPLE(cur.vRotationQuat);
+ AI_MD5_SKIP_SPACES();
+ cur.fFOV = fast_atof(sz);
+ }
+ }
+ }
+ DefaultLogger::get()->debug("MD5CameraParser end");
}
diff --git a/src/3rdparty/assimp/code/MD5Parser.h b/src/3rdparty/assimp/code/MD5Parser.h
index afb5db8e3..eecf3545a 100644
--- a/src/3rdparty/assimp/code/MD5Parser.h
+++ b/src/3rdparty/assimp/code/MD5Parser.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -46,53 +46,53 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_MD5PARSER_H_INCLUDED
#define AI_MD5PARSER_H_INCLUDED
-#include "../include/aiTypes.h"
+#include "../include/assimp/types.h"
#include "ParsingUtils.h"
struct aiFace;
-namespace Assimp {
-namespace MD5 {
+namespace Assimp {
+namespace MD5 {
// ---------------------------------------------------------------------------
/** Represents a single element in a MD5 file
- *
+ *
* Elements are always contained in sections.
*/
struct Element
{
- //! Points to the starting point of the element
- //! Whitespace at the beginning and at the end have been removed,
- //! Elements are terminated with \0
- char* szStart;
-
- //! Original line number (can be used in error messages
- //! if a parsing error occurs)
- unsigned int iLineNumber;
+ //! Points to the starting point of the element
+ //! Whitespace at the beginning and at the end have been removed,
+ //! Elements are terminated with \0
+ char* szStart;
+
+ //! Original line number (can be used in error messages
+ //! if a parsing error occurs)
+ unsigned int iLineNumber;
};
typedef std::vector< Element > ElementList;
// ---------------------------------------------------------------------------
/** Represents a section of a MD5 file (such as the mesh or the joints section)
- *
+ *
* A section is always enclosed in { and } brackets.
*/
struct Section
{
- //! Original line number (can be used in error messages
- //! if a parsing error occurs)
- unsigned int iLineNumber;
+ //! Original line number (can be used in error messages
+ //! if a parsing error occurs)
+ unsigned int iLineNumber;
- //! List of all elements which have been parsed in this section.
- ElementList mElements;
+ //! List of all elements which have been parsed in this section.
+ ElementList mElements;
- //! Name of the section
- std::string mName;
+ //! Name of the section
+ std::string mName;
- //! For global elements: the value of the element as string
- //! Iif !length() the section is not a global element
- std::string mGlobalValue;
+ //! For global elements: the value of the element as string
+ //! Iif !length() the section is not a global element
+ std::string mGlobalValue;
};
typedef std::vector< Section> SectionList;
@@ -102,11 +102,11 @@ typedef std::vector< Section> SectionList;
*/
struct BaseJointDescription
{
- //! Name of the bone
- aiString mName;
+ //! Name of the bone
+ aiString mName;
- //! Parent index of the bone
- int mParentIndex;
+ //! Parent index of the bone
+ int mParentIndex;
};
// ---------------------------------------------------------------------------
@@ -114,23 +114,23 @@ struct BaseJointDescription
*/
struct BoneDesc : BaseJointDescription
{
- //! Absolute position of the bone
- aiVector3D mPositionXYZ;
+ //! Absolute position of the bone
+ aiVector3D mPositionXYZ;
- //! Absolute rotation of the bone
- aiVector3D mRotationQuat;
- aiQuaternion mRotationQuatConverted;
+ //! Absolute rotation of the bone
+ aiVector3D mRotationQuat;
+ aiQuaternion mRotationQuatConverted;
- //! Absolute transformation of the bone
- //! (temporary)
- aiMatrix4x4 mTransform;
+ //! Absolute transformation of the bone
+ //! (temporary)
+ aiMatrix4x4 mTransform;
- //! Inverse transformation of the bone
- //! (temporary)
- aiMatrix4x4 mInvTransform;
+ //! Inverse transformation of the bone
+ //! (temporary)
+ aiMatrix4x4 mInvTransform;
- //! Internal
- unsigned int mMap;
+ //! Internal
+ unsigned int mMap;
};
typedef std::vector< BoneDesc > BoneList;
@@ -140,11 +140,11 @@ typedef std::vector< BoneDesc > BoneList;
*/
struct AnimBoneDesc : BaseJointDescription
{
- //! Flags (AI_MD5_ANIMATION_FLAG_xxx)
- unsigned int iFlags;
+ //! Flags (AI_MD5_ANIMATION_FLAG_xxx)
+ unsigned int iFlags;
- //! Index of the first key that corresponds to this anim bone
- unsigned int iFirstKeyIndex;
+ //! Index of the first key that corresponds to this anim bone
+ unsigned int iFirstKeyIndex;
};
typedef std::vector< AnimBoneDesc > AnimBoneList;
@@ -155,8 +155,8 @@ typedef std::vector< AnimBoneDesc > AnimBoneList;
*/
struct BaseFrameDesc
{
- aiVector3D vPositionXYZ;
- aiVector3D vRotationQuat;
+ aiVector3D vPositionXYZ;
+ aiVector3D vRotationQuat;
};
typedef std::vector< BaseFrameDesc > BaseFrameList;
@@ -166,7 +166,7 @@ typedef std::vector< BaseFrameDesc > BaseFrameList;
*/
struct CameraAnimFrameDesc : BaseFrameDesc
{
- float fFOV;
+ float fFOV;
};
typedef std::vector< CameraAnimFrameDesc > CameraFrameList;
@@ -176,11 +176,11 @@ typedef std::vector< CameraAnimFrameDesc > CameraFrameList;
*/
struct FrameDesc
{
- //! Index of the frame
- unsigned int iIndex;
+ //! Index of the frame
+ unsigned int iIndex;
- //! Animation keyframes - a large blob of data at first
- std::vector< float > mValues;
+ //! Animation keyframes - a large blob of data at first
+ std::vector< float > mValues;
};
typedef std::vector< FrameDesc > FrameList;
@@ -190,20 +190,20 @@ typedef std::vector< FrameDesc > FrameList;
*/
struct VertexDesc
{
- VertexDesc()
- : mFirstWeight (0)
- , mNumWeights (0)
- {}
+ VertexDesc()
+ : mFirstWeight (0)
+ , mNumWeights (0)
+ {}
- //! UV cordinate of the vertex
- aiVector2D mUV;
+ //! UV cordinate of the vertex
+ aiVector2D mUV;
- //! Index of the first weight of the vertex in
- //! the vertex weight list
- unsigned int mFirstWeight;
+ //! Index of the first weight of the vertex in
+ //! the vertex weight list
+ unsigned int mFirstWeight;
- //! Number of weights assigned to this vertex
- unsigned int mNumWeights;
+ //! Number of weights assigned to this vertex
+ unsigned int mNumWeights;
};
typedef std::vector< VertexDesc > VertexList;
@@ -213,15 +213,15 @@ typedef std::vector< VertexDesc > VertexList;
*/
struct WeightDesc
{
- //! Index of the bone to which this weight refers
- unsigned int mBone;
+ //! Index of the bone to which this weight refers
+ unsigned int mBone;
- //! The weight value
- float mWeight;
+ //! The weight value
+ float mWeight;
- //! The offset position of this weight
- // ! (in the coordinate system defined by the parent bone)
- aiVector3D vOffsetPosition;
+ //! The offset position of this weight
+ // ! (in the coordinate system defined by the parent bone)
+ aiVector3D vOffsetPosition;
};
typedef std::vector< WeightDesc > WeightList;
@@ -232,17 +232,17 @@ typedef std::vector< aiFace > FaceList;
*/
struct MeshDesc
{
- //! Weights of the mesh
- WeightList mWeights;
+ //! Weights of the mesh
+ WeightList mWeights;
- //! Vertices of the mesh
- VertexList mVertices;
+ //! Vertices of the mesh
+ VertexList mVertices;
- //! Faces of the mesh
- FaceList mFaces;
+ //! Faces of the mesh
+ FaceList mFaces;
- //! Name of the shader (=texture) to be assigned to the mesh
- aiString mShader;
+ //! Name of the shader (=texture) to be assigned to the mesh
+ aiString mShader;
};
typedef std::vector< MeshDesc > MeshList;
@@ -251,15 +251,15 @@ typedef std::vector< MeshDesc > MeshList;
// Convert a quaternion to its usual representation
inline void ConvertQuaternion (const aiVector3D& in, aiQuaternion& out) {
- out.x = in.x;
- out.y = in.y;
- out.z = in.z;
+ out.x = in.x;
+ out.y = in.y;
+ out.z = in.z;
- const float t = 1.0f - (in.x*in.x) - (in.y*in.y) - (in.z*in.z);
+ const float t = 1.0f - (in.x*in.x) - (in.y*in.y) - (in.z*in.z);
- if (t < 0.0f)
- out.w = 0.0f;
- else out.w = sqrt (t);
+ if (t < 0.0f)
+ out.w = 0.0f;
+ else out.w = sqrt (t);
}
// ---------------------------------------------------------------------------
@@ -269,19 +269,19 @@ class MD5MeshParser
{
public:
- // -------------------------------------------------------------------
- /** Constructs a new MD5MeshParser instance from an existing
- * preparsed list of file sections.
- *
- * @param mSections List of file sections (output of MD5Parser)
- */
- MD5MeshParser(SectionList& mSections);
+ // -------------------------------------------------------------------
+ /** Constructs a new MD5MeshParser instance from an existing
+ * preparsed list of file sections.
+ *
+ * @param mSections List of file sections (output of MD5Parser)
+ */
+ MD5MeshParser(SectionList& mSections);
- //! List of all meshes
- MeshList mMeshes;
+ //! List of all meshes
+ MeshList mMeshes;
- //! List of all joints
- BoneList mJoints;
+ //! List of all joints
+ BoneList mJoints;
};
// remove this flag if you need to the bounding box data
@@ -294,29 +294,29 @@ class MD5AnimParser
{
public:
- // -------------------------------------------------------------------
- /** Constructs a new MD5AnimParser instance from an existing
- * preparsed list of file sections.
- *
- * @param mSections List of file sections (output of MD5Parser)
- */
- MD5AnimParser(SectionList& mSections);
+ // -------------------------------------------------------------------
+ /** Constructs a new MD5AnimParser instance from an existing
+ * preparsed list of file sections.
+ *
+ * @param mSections List of file sections (output of MD5Parser)
+ */
+ MD5AnimParser(SectionList& mSections);
+
+ //! Output frame rate
+ float fFrameRate;
- //! Output frame rate
- float fFrameRate;
+ //! List of animation bones
+ AnimBoneList mAnimatedBones;
- //! List of animation bones
- AnimBoneList mAnimatedBones;
+ //! List of base frames
+ BaseFrameList mBaseFrames;
- //! List of base frames
- BaseFrameList mBaseFrames;
+ //! List of animation frames
+ FrameList mFrames;
- //! List of animation frames
- FrameList mFrames;
-
- //! Number of animated components
- unsigned int mNumAnimatedComponents;
+ //! Number of animated components
+ unsigned int mNumAnimatedComponents;
};
// ---------------------------------------------------------------------------
@@ -326,23 +326,23 @@ class MD5CameraParser
{
public:
- // -------------------------------------------------------------------
- /** Constructs a new MD5CameraParser instance from an existing
- * preparsed list of file sections.
- *
- * @param mSections List of file sections (output of MD5Parser)
- */
- MD5CameraParser(SectionList& mSections);
-
+ // -------------------------------------------------------------------
+ /** Constructs a new MD5CameraParser instance from an existing
+ * preparsed list of file sections.
+ *
+ * @param mSections List of file sections (output of MD5Parser)
+ */
+ MD5CameraParser(SectionList& mSections);
- //! Output frame rate
- float fFrameRate;
+
+ //! Output frame rate
+ float fFrameRate;
- //! List of cuts
- std::vector<unsigned int> cuts;
+ //! List of cuts
+ std::vector<unsigned int> cuts;
- //! Frames
- CameraFrameList frames;
+ //! Frames
+ CameraFrameList frames;
};
// ---------------------------------------------------------------------------
@@ -353,107 +353,107 @@ class MD5Parser
{
public:
- // -------------------------------------------------------------------
- /** Constructs a new MD5Parser instance from an existing buffer.
- *
- * @param buffer File buffer
- * @param fileSize Length of the file in bytes (excluding a terminal 0)
- */
- MD5Parser(char* buffer, unsigned int fileSize);
-
-
- // -------------------------------------------------------------------
- /** Report a specific error message and throw an exception
- * @param error Error message to be reported
- * @param line Index of the line where the error occured
- */
- static void ReportError (const char* error, unsigned int line);
-
- // -------------------------------------------------------------------
- /** Report a specific warning
- * @param warn Warn message to be reported
- * @param line Index of the line where the error occured
- */
- static void ReportWarning (const char* warn, unsigned int line);
-
-
- void ReportError (const char* error) {
- return ReportError(error, lineNumber);
- }
-
- void ReportWarning (const char* warn) {
- return ReportWarning(warn, lineNumber);
- }
+ // -------------------------------------------------------------------
+ /** Constructs a new MD5Parser instance from an existing buffer.
+ *
+ * @param buffer File buffer
+ * @param fileSize Length of the file in bytes (excluding a terminal 0)
+ */
+ MD5Parser(char* buffer, unsigned int fileSize);
+
+
+ // -------------------------------------------------------------------
+ /** Report a specific error message and throw an exception
+ * @param error Error message to be reported
+ * @param line Index of the line where the error occured
+ */
+ static void ReportError (const char* error, unsigned int line);
+
+ // -------------------------------------------------------------------
+ /** Report a specific warning
+ * @param warn Warn message to be reported
+ * @param line Index of the line where the error occured
+ */
+ static void ReportWarning (const char* warn, unsigned int line);
+
+
+ void ReportError (const char* error) {
+ return ReportError(error, lineNumber);
+ }
+
+ void ReportWarning (const char* warn) {
+ return ReportWarning(warn, lineNumber);
+ }
public:
- //! List of all sections which have been read
- SectionList mSections;
+ //! List of all sections which have been read
+ SectionList mSections;
private:
- // -------------------------------------------------------------------
- /** Parses a file section. The current file pointer must be outside
- * of a section.
- * @param out Receives the section data
- * @return true if the end of the file has been reached
- * @throws ImportErrorException if an error occurs
- */
- bool ParseSection(Section& out);
-
- // -------------------------------------------------------------------
- /** Parses the file header
- * @throws ImportErrorException if an error occurs
- */
- void ParseHeader();
-
-
- // override these functions to make sure the line counter gets incremented
- // -------------------------------------------------------------------
- bool SkipLine( const char* in, const char** out)
- {
- ++lineNumber;
- return Assimp::SkipLine(in,out);
- }
- // -------------------------------------------------------------------
- bool SkipLine( )
- {
- return SkipLine(buffer,(const char**)&buffer);
- }
- // -------------------------------------------------------------------
- bool SkipSpacesAndLineEnd( const char* in, const char** out)
- {
- bool bHad = false;
- bool running = true;
- while (running) {
- if ( *in == '\r' || *in == '\n') {
- // we open files in binary mode, so there could be \r\n sequences ...
- if (!bHad) {
- bHad = true;
- ++lineNumber;
- }
- }
- else if (*in == '\t' || *in == ' ')bHad = false;
- else break;
- in++;
- }
- *out = in;
- return *in != '\0';
- }
- // -------------------------------------------------------------------
- bool SkipSpacesAndLineEnd( )
- {
- return SkipSpacesAndLineEnd(buffer,(const char**)&buffer);
- }
- // -------------------------------------------------------------------
- bool SkipSpaces( )
- {
- return Assimp::SkipSpaces((const char**)&buffer);
- }
-
- char* buffer;
- unsigned int fileSize;
- unsigned int lineNumber;
+ // -------------------------------------------------------------------
+ /** Parses a file section. The current file pointer must be outside
+ * of a section.
+ * @param out Receives the section data
+ * @return true if the end of the file has been reached
+ * @throws ImportErrorException if an error occurs
+ */
+ bool ParseSection(Section& out);
+
+ // -------------------------------------------------------------------
+ /** Parses the file header
+ * @throws ImportErrorException if an error occurs
+ */
+ void ParseHeader();
+
+
+ // override these functions to make sure the line counter gets incremented
+ // -------------------------------------------------------------------
+ bool SkipLine( const char* in, const char** out)
+ {
+ ++lineNumber;
+ return Assimp::SkipLine(in,out);
+ }
+ // -------------------------------------------------------------------
+ bool SkipLine( )
+ {
+ return SkipLine(buffer,(const char**)&buffer);
+ }
+ // -------------------------------------------------------------------
+ bool SkipSpacesAndLineEnd( const char* in, const char** out)
+ {
+ bool bHad = false;
+ bool running = true;
+ while (running) {
+ if( *in == '\r' || *in == '\n') {
+ // we open files in binary mode, so there could be \r\n sequences ...
+ if (!bHad) {
+ bHad = true;
+ ++lineNumber;
+ }
+ }
+ else if (*in == '\t' || *in == ' ')bHad = false;
+ else break;
+ in++;
+ }
+ *out = in;
+ return *in != '\0';
+ }
+ // -------------------------------------------------------------------
+ bool SkipSpacesAndLineEnd( )
+ {
+ return SkipSpacesAndLineEnd(buffer,(const char**)&buffer);
+ }
+ // -------------------------------------------------------------------
+ bool SkipSpaces( )
+ {
+ return Assimp::SkipSpaces((const char**)&buffer);
+ }
+
+ char* buffer;
+ unsigned int fileSize;
+ unsigned int lineNumber;
};
}}
diff --git a/src/3rdparty/assimp/code/MDCFileData.h b/src/3rdparty/assimp/code/MDCFileData.h
index 6c33880c6..0f110f9e9 100644
--- a/src/3rdparty/assimp/code/MDCFileData.h
+++ b/src/3rdparty/assimp/code/MDCFileData.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,30 +18,30 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
-/** @file Defines the helper data structures for importing MDC files
+/** @file Defines the helper data structures for importing MDC files
**********************************************************************
-File format specification:
+File format specification:
http://themdcfile.planetwolfenstein.gamespy.com/MDC_File_Format.pdf
**********************************************************************
@@ -49,11 +49,11 @@ http://themdcfile.planetwolfenstein.gamespy.com/MDC_File_Format.pdf
#ifndef AI_MDCFILEHELPER_H_INC
#define AI_MDCFILEHELPER_H_INC
-#include "../include/aiTypes.h"
-#include "../include/aiMesh.h"
-#include "../include/aiAnim.h"
+#include "../include/assimp/types.h"
+#include "../include/assimp/mesh.h"
+#include "../include/assimp/anim.h"
-#include "./../include/Compiler/pushpack1.h"
+#include "./../include/assimp/Compiler/pushpack1.h"
namespace Assimp {
@@ -61,17 +61,17 @@ namespace MDC {
// to make it easier for us, we test the magic word against both "endianesses"
-#define AI_MDC_MAGIC_NUMBER_BE AI_MAKE_MAGIC("CPDI")
-#define AI_MDC_MAGIC_NUMBER_LE AI_MAKE_MAGIC("IDPC")
+#define AI_MDC_MAGIC_NUMBER_BE AI_MAKE_MAGIC("CPDI")
+#define AI_MDC_MAGIC_NUMBER_LE AI_MAKE_MAGIC("IDPC")
// common limitations
-#define AI_MDC_VERSION 2
-#define AI_MDC_MAXQPATH 64
-#define AI_MDC_MAX_BONES 128
+#define AI_MDC_VERSION 2
+#define AI_MDC_MAXQPATH 64
+#define AI_MDC_MAX_BONES 128
-#define AI_MDC_CVERT_BIAS 127.0f
-#define AI_MDC_DELTA_SCALING 4.0f
-#define AI_MDC_BASE_SCALING (1.0f / 64.0f)
+#define AI_MDC_CVERT_BIAS 127.0f
+#define AI_MDC_DELTA_SCALING 4.0f
+#define AI_MDC_BASE_SCALING (1.0f / 64.0f)
// ---------------------------------------------------------------------------
@@ -79,19 +79,19 @@ namespace MDC {
*/
struct Header
{
- uint32_t ulIdent ;
- uint32_t ulVersion ;
- char ucName [ AI_MDC_MAXQPATH ] ;
- uint32_t ulFlags ;
- uint32_t ulNumFrames ;
- uint32_t ulNumTags ;
- uint32_t ulNumSurfaces ;
- uint32_t ulNumSkins ;
- uint32_t ulOffsetBorderFrames ;
- uint32_t ulOffsetTagNames ;
- uint32_t ulOffsetTagFrames ;
- uint32_t ulOffsetSurfaces ;
- uint32_t ulOffsetEnd ;
+ uint32_t ulIdent ;
+ uint32_t ulVersion ;
+ char ucName [ AI_MDC_MAXQPATH ] ;
+ uint32_t ulFlags ;
+ uint32_t ulNumFrames ;
+ uint32_t ulNumTags ;
+ uint32_t ulNumSurfaces ;
+ uint32_t ulNumSkins ;
+ uint32_t ulOffsetBorderFrames ;
+ uint32_t ulOffsetTagNames ;
+ uint32_t ulOffsetTagFrames ;
+ uint32_t ulOffsetSurfaces ;
+ uint32_t ulOffsetEnd ;
} PACK_STRUCT ;
@@ -100,22 +100,26 @@ struct Header
*/
struct Surface
{
- uint32_t ulIdent ;
- char ucName [ AI_MDC_MAXQPATH ] ;
- uint32_t ulFlags ;
- uint32_t ulNumCompFrames ;
- uint32_t ulNumBaseFrames ;
- uint32_t ulNumShaders ;
- uint32_t ulNumVertices ;
- uint32_t ulNumTriangles ;
- uint32_t ulOffsetTriangles ;
- uint32_t ulOffsetShaders ;
- uint32_t ulOffsetTexCoords ;
- uint32_t ulOffsetBaseVerts ;
- uint32_t ulOffsetCompVerts ;
- uint32_t ulOffsetFrameBaseFrames ;
- uint32_t ulOffsetFrameCompFrames ;
- uint32_t ulOffsetEnd ;
+ uint32_t ulIdent ;
+ char ucName [ AI_MDC_MAXQPATH ] ;
+ uint32_t ulFlags ;
+ uint32_t ulNumCompFrames ;
+ uint32_t ulNumBaseFrames ;
+ uint32_t ulNumShaders ;
+ uint32_t ulNumVertices ;
+ uint32_t ulNumTriangles ;
+ uint32_t ulOffsetTriangles ;
+ uint32_t ulOffsetShaders ;
+ uint32_t ulOffsetTexCoords ;
+ uint32_t ulOffsetBaseVerts ;
+ uint32_t ulOffsetCompVerts ;
+ uint32_t ulOffsetFrameBaseFrames ;
+ uint32_t ulOffsetFrameCompFrames ;
+ uint32_t ulOffsetEnd;
+ Surface()
+ {
+ ucName[AI_MDC_MAXQPATH-1] = '\0';
+ }
} PACK_STRUCT;
// ---------------------------------------------------------------------------
@@ -123,20 +127,20 @@ struct Surface
*/
struct Frame
{
- //! bounding box minimum coords
- aiVector3D bboxMin ;
+ //! bounding box minimum coords
+ aiVector3D bboxMin ;
- //! bounding box maximum coords
- aiVector3D bboxMax ;
+ //! bounding box maximum coords
+ aiVector3D bboxMax ;
- //! local origin of the frame
- aiVector3D localOrigin ;
+ //! local origin of the frame
+ aiVector3D localOrigin ;
- //! radius of the BB
- float radius ;
+ //! radius of the BB
+ float radius ;
- //! Name of the frame
- char name [ 16 ] ;
+ //! Name of the frame
+ char name [ 16 ] ;
} PACK_STRUCT;
// ---------------------------------------------------------------------------
@@ -144,7 +148,7 @@ struct Frame
*/
struct Triangle
{
- uint32_t aiIndices[3];
+ uint32_t aiIndices[3];
} PACK_STRUCT;
// ---------------------------------------------------------------------------
@@ -152,7 +156,7 @@ struct Triangle
*/
struct TexturCoord
{
- float u,v;
+ float u,v;
} PACK_STRUCT;
// ---------------------------------------------------------------------------
@@ -160,8 +164,8 @@ struct TexturCoord
*/
struct BaseVertex
{
- int16_t x,y,z;
- uint16_t normal;
+ int16_t x,y,z;
+ uint16_t normal;
} PACK_STRUCT;
// ---------------------------------------------------------------------------
@@ -169,7 +173,7 @@ struct BaseVertex
*/
struct CompressedVertex
{
- uint8_t xd,yd,zd,nd;
+ uint8_t xd,yd,zd,nd;
} PACK_STRUCT;
@@ -178,22 +182,22 @@ struct CompressedVertex
*/
struct Shader
{
- char ucName [ AI_MDC_MAXQPATH ] ;
- uint32_t ulPath;
+ char ucName [ AI_MDC_MAXQPATH ] ;
+ uint32_t ulPath;
} PACK_STRUCT;
-#include "./../include/Compiler/poppack1.h"
+#include "./../include/assimp/Compiler/poppack1.h"
// ---------------------------------------------------------------------------
/** Build a floating point vertex from the compressed data in MDC files
*/
void BuildVertex(const Frame& frame,
- const BaseVertex& bvert,
- const CompressedVertex& cvert,
- aiVector3D& vXYZOut,
- aiVector3D& vNorOut);
+ const BaseVertex& bvert,
+ const CompressedVertex& cvert,
+ aiVector3D& vXYZOut,
+ aiVector3D& vNorOut);
}}
#endif // !! AI_MDCFILEHELPER_H_INC
diff --git a/src/3rdparty/assimp/code/MDCLoader.cpp b/src/3rdparty/assimp/code/MDCLoader.cpp
index 9ab3e52ec..45574361a 100644
--- a/src/3rdparty/assimp/code/MDCLoader.cpp
+++ b/src/3rdparty/assimp/code/MDCLoader.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -52,129 +52,141 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
using namespace Assimp;
using namespace Assimp::MDC;
+static const aiImporterDesc desc = {
+ "Return To Castle Wolfenstein Mesh Importer",
+ "",
+ "",
+ "",
+ aiImporterFlags_SupportBinaryFlavour,
+ 0,
+ 0,
+ 0,
+ 0,
+ "mdc"
+};
// ------------------------------------------------------------------------------------------------
void MDC::BuildVertex(const Frame& frame,
- const BaseVertex& bvert,
- const CompressedVertex& cvert,
- aiVector3D& vXYZOut,
- aiVector3D& vNorOut)
+ const BaseVertex& bvert,
+ const CompressedVertex& cvert,
+ aiVector3D& vXYZOut,
+ aiVector3D& vNorOut)
{
- // compute the position
- const float xd = (cvert.xd - AI_MDC_CVERT_BIAS) * AI_MDC_DELTA_SCALING;
- const float yd = (cvert.yd - AI_MDC_CVERT_BIAS) * AI_MDC_DELTA_SCALING;
- const float zd = (cvert.zd - AI_MDC_CVERT_BIAS) * AI_MDC_DELTA_SCALING;
- vXYZOut.x = frame.localOrigin.x + AI_MDC_BASE_SCALING * (bvert.x + xd);
- vXYZOut.y = frame.localOrigin.y + AI_MDC_BASE_SCALING * (bvert.y + yd);
- vXYZOut.z = frame.localOrigin.z + AI_MDC_BASE_SCALING * (bvert.z + zd);
-
- // compute the normal vector .. ehm ... lookup it in the table :-)
- vNorOut.x = mdcNormals[cvert.nd][0];
- vNorOut.y = mdcNormals[cvert.nd][1];
- vNorOut.z = mdcNormals[cvert.nd][2];
+ // compute the position
+ const float xd = (cvert.xd - AI_MDC_CVERT_BIAS) * AI_MDC_DELTA_SCALING;
+ const float yd = (cvert.yd - AI_MDC_CVERT_BIAS) * AI_MDC_DELTA_SCALING;
+ const float zd = (cvert.zd - AI_MDC_CVERT_BIAS) * AI_MDC_DELTA_SCALING;
+ vXYZOut.x = frame.localOrigin.x + AI_MDC_BASE_SCALING * (bvert.x + xd);
+ vXYZOut.y = frame.localOrigin.y + AI_MDC_BASE_SCALING * (bvert.y + yd);
+ vXYZOut.z = frame.localOrigin.z + AI_MDC_BASE_SCALING * (bvert.z + zd);
+
+ // compute the normal vector .. ehm ... lookup it in the table :-)
+ vNorOut.x = mdcNormals[cvert.nd][0];
+ vNorOut.y = mdcNormals[cvert.nd][1];
+ vNorOut.z = mdcNormals[cvert.nd][2];
}
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
-MDCImporter::MDCImporter() : configFrameID(0), pcHeader(0), mBuffer(0), fileSize(0)
+MDCImporter::MDCImporter()
{
}
// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
+// Destructor, private as well
MDCImporter::~MDCImporter()
{
}
// ------------------------------------------------------------------------------------------------
-// Returns whether the class can handle the format of the given file.
+// Returns whether the class can handle the format of the given file.
bool MDCImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
{
- const std::string extension = GetExtension(pFile);
- if (extension == "mdc")
- return true;
-
- // if check for extension is not enough, check for the magic tokens
- if (!extension.length() || checkSig) {
- uint32_t tokens[1];
- tokens[0] = AI_MDC_MAGIC_NUMBER_LE;
- return CheckMagicToken(pIOHandler,pFile,tokens,1);
- }
- return false;
+ const std::string extension = GetExtension(pFile);
+ if (extension == "mdc")
+ return true;
+
+ // if check for extension is not enough, check for the magic tokens
+ if (!extension.length() || checkSig) {
+ uint32_t tokens[1];
+ tokens[0] = AI_MDC_MAGIC_NUMBER_LE;
+ return CheckMagicToken(pIOHandler,pFile,tokens,1);
+ }
+ return false;
}
// ------------------------------------------------------------------------------------------------
-void MDCImporter::GetExtensionList(std::set<std::string>& extensions)
+const aiImporterDesc* MDCImporter::GetInfo () const
{
- extensions.insert("mdc");
+ return &desc;
}
// ------------------------------------------------------------------------------------------------
// Validate the header of the given MDC file
void MDCImporter::ValidateHeader()
{
- AI_SWAP4( this->pcHeader->ulVersion );
- AI_SWAP4( this->pcHeader->ulFlags );
- AI_SWAP4( this->pcHeader->ulNumFrames );
- AI_SWAP4( this->pcHeader->ulNumTags );
- AI_SWAP4( this->pcHeader->ulNumSurfaces );
- AI_SWAP4( this->pcHeader->ulNumSkins );
- AI_SWAP4( this->pcHeader->ulOffsetBorderFrames );
-
- if (pcHeader->ulIdent != AI_MDC_MAGIC_NUMBER_BE &&
- pcHeader->ulIdent != AI_MDC_MAGIC_NUMBER_LE)
- {
- char szBuffer[5];
- szBuffer[0] = ((char*)&pcHeader->ulIdent)[0];
- szBuffer[1] = ((char*)&pcHeader->ulIdent)[1];
- szBuffer[2] = ((char*)&pcHeader->ulIdent)[2];
- szBuffer[3] = ((char*)&pcHeader->ulIdent)[3];
- szBuffer[4] = '\0';
-
- throw DeadlyImportError("Invalid MDC magic word: should be IDPC, the "
- "magic word found is " + std::string( szBuffer ));
- }
-
- if (pcHeader->ulVersion != AI_MDC_VERSION)
- DefaultLogger::get()->warn("Unsupported MDC file version (2 (AI_MDC_VERSION) was expected)");
-
- if (pcHeader->ulOffsetBorderFrames + pcHeader->ulNumFrames * sizeof(MDC::Frame) > this->fileSize ||
- pcHeader->ulOffsetSurfaces + pcHeader->ulNumSurfaces * sizeof(MDC::Surface) > this->fileSize)
- {
- throw DeadlyImportError("Some of the offset values in the MDC header are invalid "
- "and point to something behind the file.");
- }
-
- if (this->configFrameID >= this->pcHeader->ulNumFrames)
- throw DeadlyImportError("The requested frame is not available");
+ AI_SWAP4( this->pcHeader->ulVersion );
+ AI_SWAP4( this->pcHeader->ulFlags );
+ AI_SWAP4( this->pcHeader->ulNumFrames );
+ AI_SWAP4( this->pcHeader->ulNumTags );
+ AI_SWAP4( this->pcHeader->ulNumSurfaces );
+ AI_SWAP4( this->pcHeader->ulNumSkins );
+ AI_SWAP4( this->pcHeader->ulOffsetBorderFrames );
+
+ if (pcHeader->ulIdent != AI_MDC_MAGIC_NUMBER_BE &&
+ pcHeader->ulIdent != AI_MDC_MAGIC_NUMBER_LE)
+ {
+ char szBuffer[5];
+ szBuffer[0] = ((char*)&pcHeader->ulIdent)[0];
+ szBuffer[1] = ((char*)&pcHeader->ulIdent)[1];
+ szBuffer[2] = ((char*)&pcHeader->ulIdent)[2];
+ szBuffer[3] = ((char*)&pcHeader->ulIdent)[3];
+ szBuffer[4] = '\0';
+
+ throw DeadlyImportError("Invalid MDC magic word: should be IDPC, the "
+ "magic word found is " + std::string( szBuffer ));
+ }
+
+ if (pcHeader->ulVersion != AI_MDC_VERSION)
+ DefaultLogger::get()->warn("Unsupported MDC file version (2 (AI_MDC_VERSION) was expected)");
+
+ if (pcHeader->ulOffsetBorderFrames + pcHeader->ulNumFrames * sizeof(MDC::Frame) > this->fileSize ||
+ pcHeader->ulOffsetSurfaces + pcHeader->ulNumSurfaces * sizeof(MDC::Surface) > this->fileSize)
+ {
+ throw DeadlyImportError("Some of the offset values in the MDC header are invalid "
+ "and point to something behind the file.");
+ }
+
+ if (this->configFrameID >= this->pcHeader->ulNumFrames)
+ throw DeadlyImportError("The requested frame is not available");
}
// ------------------------------------------------------------------------------------------------
// Validate the header of a given MDC file surface
void MDCImporter::ValidateSurfaceHeader(BE_NCONST MDC::Surface* pcSurf)
{
- AI_SWAP4(pcSurf->ulFlags);
- AI_SWAP4(pcSurf->ulNumCompFrames);
- AI_SWAP4(pcSurf->ulNumBaseFrames);
- AI_SWAP4(pcSurf->ulNumShaders);
- AI_SWAP4(pcSurf->ulNumVertices);
- AI_SWAP4(pcSurf->ulNumTriangles);
- AI_SWAP4(pcSurf->ulOffsetTriangles);
- AI_SWAP4(pcSurf->ulOffsetTexCoords);
- AI_SWAP4(pcSurf->ulOffsetBaseVerts);
- AI_SWAP4(pcSurf->ulOffsetCompVerts);
- AI_SWAP4(pcSurf->ulOffsetFrameBaseFrames);
- AI_SWAP4(pcSurf->ulOffsetFrameCompFrames);
- AI_SWAP4(pcSurf->ulOffsetEnd);
+ AI_SWAP4(pcSurf->ulFlags);
+ AI_SWAP4(pcSurf->ulNumCompFrames);
+ AI_SWAP4(pcSurf->ulNumBaseFrames);
+ AI_SWAP4(pcSurf->ulNumShaders);
+ AI_SWAP4(pcSurf->ulNumVertices);
+ AI_SWAP4(pcSurf->ulNumTriangles);
+ AI_SWAP4(pcSurf->ulOffsetTriangles);
+ AI_SWAP4(pcSurf->ulOffsetTexCoords);
+ AI_SWAP4(pcSurf->ulOffsetBaseVerts);
+ AI_SWAP4(pcSurf->ulOffsetCompVerts);
+ AI_SWAP4(pcSurf->ulOffsetFrameBaseFrames);
+ AI_SWAP4(pcSurf->ulOffsetFrameCompFrames);
+ AI_SWAP4(pcSurf->ulOffsetEnd);
const unsigned int iMax = this->fileSize - (unsigned int)((int8_t*)pcSurf-(int8_t*)pcHeader);
- if (pcSurf->ulOffsetBaseVerts + pcSurf->ulNumVertices * sizeof(MDC::BaseVertex) > iMax ||
- (pcSurf->ulNumCompFrames && pcSurf->ulOffsetCompVerts + pcSurf->ulNumVertices * sizeof(MDC::CompressedVertex) > iMax) ||
- pcSurf->ulOffsetTriangles + pcSurf->ulNumTriangles * sizeof(MDC::Triangle) > iMax ||
- pcSurf->ulOffsetTexCoords + pcSurf->ulNumVertices * sizeof(MDC::TexturCoord) > iMax ||
- pcSurf->ulOffsetShaders + pcSurf->ulNumShaders * sizeof(MDC::Shader) > iMax ||
- pcSurf->ulOffsetFrameBaseFrames + pcSurf->ulNumBaseFrames * 2 > iMax ||
- (pcSurf->ulNumCompFrames && pcSurf->ulOffsetFrameCompFrames + pcSurf->ulNumCompFrames * 2 > iMax))
+ if (pcSurf->ulOffsetBaseVerts + pcSurf->ulNumVertices * sizeof(MDC::BaseVertex) > iMax ||
+ (pcSurf->ulNumCompFrames && pcSurf->ulOffsetCompVerts + pcSurf->ulNumVertices * sizeof(MDC::CompressedVertex) > iMax) ||
+ pcSurf->ulOffsetTriangles + pcSurf->ulNumTriangles * sizeof(MDC::Triangle) > iMax ||
+ pcSurf->ulOffsetTexCoords + pcSurf->ulNumVertices * sizeof(MDC::TexturCoord) > iMax ||
+ pcSurf->ulOffsetShaders + pcSurf->ulNumShaders * sizeof(MDC::Shader) > iMax ||
+ pcSurf->ulOffsetFrameBaseFrames + pcSurf->ulNumBaseFrames * 2 > iMax ||
+ (pcSurf->ulNumCompFrames && pcSurf->ulOffsetFrameCompFrames + pcSurf->ulNumCompFrames * 2 > iMax))
{
throw DeadlyImportError("Some of the offset values in the MDC surface header "
"are invalid and point somewhere behind the file.");
@@ -185,288 +197,286 @@ void MDCImporter::ValidateSurfaceHeader(BE_NCONST MDC::Surface* pcSurf)
// Setup configuration properties
void MDCImporter::SetupProperties(const Importer* pImp)
{
- // The AI_CONFIG_IMPORT_MDC_KEYFRAME option overrides the
- // AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option.
- if (0xffffffff == (this->configFrameID = pImp->GetPropertyInteger(
- AI_CONFIG_IMPORT_MDC_KEYFRAME,0xffffffff)))
- {
- this->configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0);
- }
+ // The AI_CONFIG_IMPORT_MDC_KEYFRAME option overrides the
+ // AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option.
+ if(static_cast<unsigned int>(-1) == (configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MDC_KEYFRAME,-1))){
+ configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0);
+ }
}
// ------------------------------------------------------------------------------------------------
-// Imports the given file into the given scene structure.
-void MDCImporter::InternReadFile(
- const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
+// Imports the given file into the given scene structure.
+void MDCImporter::InternReadFile(
+ const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
{
- boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
-
- // Check whether we can read from the file
- if ( file.get() == NULL)
- throw DeadlyImportError( "Failed to open MDC file " + pFile + ".");
-
- // check whether the mdc file is large enough to contain the file header
- fileSize = (unsigned int)file->FileSize();
- if ( fileSize < sizeof(MDC::Header))
- throw DeadlyImportError( "MDC File is too small.");
-
- std::vector<unsigned char> mBuffer2(fileSize);
- file->Read( &mBuffer2[0], 1, fileSize);
- mBuffer = &mBuffer2[0];
-
- // validate the file header
- this->pcHeader = (BE_NCONST MDC::Header*)this->mBuffer;
- this->ValidateHeader();
-
- std::vector<std::string> aszShaders;
-
- // get a pointer to the frame we want to read
- BE_NCONST MDC::Frame* pcFrame = (BE_NCONST MDC::Frame*)(this->mBuffer+
- this->pcHeader->ulOffsetBorderFrames);
-
- // no need to swap the other members, we won't need them
- pcFrame += configFrameID;
- AI_SWAP4( pcFrame->localOrigin[0] );
- AI_SWAP4( pcFrame->localOrigin[1] );
- AI_SWAP4( pcFrame->localOrigin[2] );
-
- // get the number of valid surfaces
- BE_NCONST MDC::Surface* pcSurface, *pcSurface2;
- pcSurface = pcSurface2 = (BE_NCONST MDC::Surface*)(mBuffer + pcHeader->ulOffsetSurfaces);
- unsigned int iNumShaders = 0;
- for (unsigned int i = 0; i < pcHeader->ulNumSurfaces;++i)
- {
- // validate the surface header
- this->ValidateSurfaceHeader(pcSurface2);
-
- if (pcSurface2->ulNumVertices && pcSurface2->ulNumTriangles)++pScene->mNumMeshes;
- iNumShaders += pcSurface2->ulNumShaders;
- pcSurface2 = (BE_NCONST MDC::Surface*)((int8_t*)pcSurface2 + pcSurface2->ulOffsetEnd);
- }
- aszShaders.reserve(iNumShaders);
- pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
-
- // necessary that we don't crash if an exception occurs
- for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
- pScene->mMeshes[i] = NULL;
-
- // now read all surfaces
- unsigned int iDefaultMatIndex = 0xffffffff;
- for (unsigned int i = 0, iNum = 0; i < pcHeader->ulNumSurfaces;++i)
- {
- if (!pcSurface->ulNumVertices || !pcSurface->ulNumTriangles)continue;
- aiMesh* pcMesh = pScene->mMeshes[iNum++] = new aiMesh();
-
- pcMesh->mNumFaces = pcSurface->ulNumTriangles;
- pcMesh->mNumVertices = pcMesh->mNumFaces * 3;
-
- // store the name of the surface for use as node name.
- // FIX: make sure there is a 0 termination
- const_cast<char&>(pcSurface->ucName[AI_MDC_MAXQPATH-1]) = '\0';
- pcMesh->mTextureCoords[3] = (aiVector3D*)pcSurface->ucName;
-
- // go to the first shader in the file. ignore the others.
- if (pcSurface->ulNumShaders)
- {
- const MDC::Shader* pcShader = (const MDC::Shader*)((int8_t*)pcSurface + pcSurface->ulOffsetShaders);
- pcMesh->mMaterialIndex = (unsigned int)aszShaders.size();
-
- // create a new shader
- aszShaders.push_back(std::string( pcShader->ucName, std::min(
- ::strlen(pcShader->ucName),sizeof(pcShader->ucName)) ));
- }
- // need to create a default material
- else if (0xffffffff == iDefaultMatIndex)
- {
- pcMesh->mMaterialIndex = iDefaultMatIndex = (unsigned int)aszShaders.size();
- aszShaders.push_back(std::string());
- }
- // otherwise assign a reference to the default material
- else pcMesh->mMaterialIndex = iDefaultMatIndex;
-
- // allocate output storage for the mesh
- aiVector3D* pcVertCur = pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices];
- aiVector3D* pcNorCur = pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices];
- aiVector3D* pcUVCur = pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices];
- aiFace* pcFaceCur = pcMesh->mFaces = new aiFace[pcMesh->mNumFaces];
-
- // create all vertices/faces
- BE_NCONST MDC::Triangle* pcTriangle = (BE_NCONST MDC::Triangle*)
- ((int8_t*)pcSurface+pcSurface->ulOffsetTriangles);
-
- BE_NCONST MDC::TexturCoord* const pcUVs = (BE_NCONST MDC::TexturCoord*)
- ((int8_t*)pcSurface+pcSurface->ulOffsetTexCoords);
-
- // get a pointer to the uncompressed vertices
- int16_t iOfs = *((int16_t*) ((int8_t*) pcSurface +
- pcSurface->ulOffsetFrameBaseFrames) + this->configFrameID);
-
- AI_SWAP2(iOfs);
-
- BE_NCONST MDC::BaseVertex* const pcVerts = (BE_NCONST MDC::BaseVertex*)
- ((int8_t*)pcSurface+pcSurface->ulOffsetBaseVerts) +
- ((int)iOfs * pcSurface->ulNumVertices * 4);
-
- // do the main swapping stuff ...
+ boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
+
+ // Check whether we can read from the file
+ if( file.get() == NULL)
+ throw DeadlyImportError( "Failed to open MDC file " + pFile + ".");
+
+ // check whether the mdc file is large enough to contain the file header
+ fileSize = (unsigned int)file->FileSize();
+ if( fileSize < sizeof(MDC::Header))
+ throw DeadlyImportError( "MDC File is too small.");
+
+ std::vector<unsigned char> mBuffer2(fileSize);
+ file->Read( &mBuffer2[0], 1, fileSize);
+ mBuffer = &mBuffer2[0];
+
+ // validate the file header
+ this->pcHeader = (BE_NCONST MDC::Header*)this->mBuffer;
+ this->ValidateHeader();
+
+ std::vector<std::string> aszShaders;
+
+ // get a pointer to the frame we want to read
+ BE_NCONST MDC::Frame* pcFrame = (BE_NCONST MDC::Frame*)(this->mBuffer+
+ this->pcHeader->ulOffsetBorderFrames);
+
+ // no need to swap the other members, we won't need them
+ pcFrame += configFrameID;
+ AI_SWAP4( pcFrame->localOrigin[0] );
+ AI_SWAP4( pcFrame->localOrigin[1] );
+ AI_SWAP4( pcFrame->localOrigin[2] );
+
+ // get the number of valid surfaces
+ BE_NCONST MDC::Surface* pcSurface, *pcSurface2;
+ pcSurface = pcSurface2 = new (mBuffer + pcHeader->ulOffsetSurfaces) MDC::Surface;
+ unsigned int iNumShaders = 0;
+ for (unsigned int i = 0; i < pcHeader->ulNumSurfaces;++i)
+ {
+ // validate the surface header
+ this->ValidateSurfaceHeader(pcSurface2);
+
+ if (pcSurface2->ulNumVertices && pcSurface2->ulNumTriangles)++pScene->mNumMeshes;
+ iNumShaders += pcSurface2->ulNumShaders;
+ pcSurface2 = new ((int8_t*)pcSurface2 + pcSurface2->ulOffsetEnd) MDC::Surface;
+ }
+ aszShaders.reserve(iNumShaders);
+ pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
+
+ // necessary that we don't crash if an exception occurs
+ for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
+ pScene->mMeshes[i] = NULL;
+
+ // now read all surfaces
+ unsigned int iDefaultMatIndex = UINT_MAX;
+ for (unsigned int i = 0, iNum = 0; i < pcHeader->ulNumSurfaces;++i)
+ {
+ if (!pcSurface->ulNumVertices || !pcSurface->ulNumTriangles)continue;
+ aiMesh* pcMesh = pScene->mMeshes[iNum++] = new aiMesh();
+
+ pcMesh->mNumFaces = pcSurface->ulNumTriangles;
+ pcMesh->mNumVertices = pcMesh->mNumFaces * 3;
+
+ // store the name of the surface for use as node name.
+ // FIX: make sure there is a 0 termination
+ const_cast<char&>(pcSurface->ucName[AI_MDC_MAXQPATH-1]) = '\0';
+ pcMesh->mTextureCoords[3] = (aiVector3D*)pcSurface->ucName;
+
+ // go to the first shader in the file. ignore the others.
+ if (pcSurface->ulNumShaders)
+ {
+ const MDC::Shader* pcShader = (const MDC::Shader*)((int8_t*)pcSurface + pcSurface->ulOffsetShaders);
+ pcMesh->mMaterialIndex = (unsigned int)aszShaders.size();
+
+ // create a new shader
+ aszShaders.push_back(std::string( pcShader->ucName, std::min(
+ ::strlen(pcShader->ucName),sizeof(pcShader->ucName)) ));
+ }
+ // need to create a default material
+ else if (UINT_MAX == iDefaultMatIndex)
+ {
+ pcMesh->mMaterialIndex = iDefaultMatIndex = (unsigned int)aszShaders.size();
+ aszShaders.push_back(std::string());
+ }
+ // otherwise assign a reference to the default material
+ else pcMesh->mMaterialIndex = iDefaultMatIndex;
+
+ // allocate output storage for the mesh
+ aiVector3D* pcVertCur = pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices];
+ aiVector3D* pcNorCur = pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices];
+ aiVector3D* pcUVCur = pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices];
+ aiFace* pcFaceCur = pcMesh->mFaces = new aiFace[pcMesh->mNumFaces];
+
+ // create all vertices/faces
+ BE_NCONST MDC::Triangle* pcTriangle = (BE_NCONST MDC::Triangle*)
+ ((int8_t*)pcSurface+pcSurface->ulOffsetTriangles);
+
+ BE_NCONST MDC::TexturCoord* const pcUVs = (BE_NCONST MDC::TexturCoord*)
+ ((int8_t*)pcSurface+pcSurface->ulOffsetTexCoords);
+
+ // get a pointer to the uncompressed vertices
+ int16_t iOfs = *((int16_t*) ((int8_t*) pcSurface +
+ pcSurface->ulOffsetFrameBaseFrames) + this->configFrameID);
+
+ AI_SWAP2(iOfs);
+
+ BE_NCONST MDC::BaseVertex* const pcVerts = (BE_NCONST MDC::BaseVertex*)
+ ((int8_t*)pcSurface+pcSurface->ulOffsetBaseVerts) +
+ ((int)iOfs * pcSurface->ulNumVertices * 4);
+
+ // do the main swapping stuff ...
#if (defined AI_BUILD_BIG_ENDIAN)
- // swap all triangles
- for (unsigned int i = 0; i < pcSurface->ulNumTriangles;++i)
- {
- AI_SWAP4( pcTriangle[i].aiIndices[0] );
- AI_SWAP4( pcTriangle[i].aiIndices[1] );
- AI_SWAP4( pcTriangle[i].aiIndices[2] );
- }
-
- // swap all vertices
- for (unsigned int i = 0; i < pcSurface->ulNumVertices*pcSurface->ulNumBaseFrames;++i)
- {
- AI_SWAP2( pcVerts->normal );
- AI_SWAP2( pcVerts->x );
- AI_SWAP2( pcVerts->y );
- AI_SWAP2( pcVerts->z );
- }
-
- // swap all texture coordinates
- for (unsigned int i = 0; i < pcSurface->ulNumVertices;++i)
- {
- AI_SWAP4( pcUVs->v );
- AI_SWAP4( pcUVs->v );
- }
+ // swap all triangles
+ for (unsigned int i = 0; i < pcSurface->ulNumTriangles;++i)
+ {
+ AI_SWAP4( pcTriangle[i].aiIndices[0] );
+ AI_SWAP4( pcTriangle[i].aiIndices[1] );
+ AI_SWAP4( pcTriangle[i].aiIndices[2] );
+ }
+
+ // swap all vertices
+ for (unsigned int i = 0; i < pcSurface->ulNumVertices*pcSurface->ulNumBaseFrames;++i)
+ {
+ AI_SWAP2( pcVerts->normal );
+ AI_SWAP2( pcVerts->x );
+ AI_SWAP2( pcVerts->y );
+ AI_SWAP2( pcVerts->z );
+ }
+
+ // swap all texture coordinates
+ for (unsigned int i = 0; i < pcSurface->ulNumVertices;++i)
+ {
+ AI_SWAP4( pcUVs->v );
+ AI_SWAP4( pcUVs->v );
+ }
#endif
- const MDC::CompressedVertex* pcCVerts = NULL;
- int16_t* mdcCompVert = NULL;
-
- // access compressed frames for large frame numbers, but never for the first
- if ( this->configFrameID && pcSurface->ulNumCompFrames > 0 )
- {
- mdcCompVert = (int16_t*) ((int8_t*)pcSurface+pcSurface->ulOffsetFrameCompFrames) + this->configFrameID;
- AI_SWAP2P(mdcCompVert);
- if ( *mdcCompVert >= 0 )
- {
- pcCVerts = (const MDC::CompressedVertex*)((int8_t*)pcSurface +
- pcSurface->ulOffsetCompVerts) + *mdcCompVert * pcSurface->ulNumVertices;
- }
- else mdcCompVert = NULL;
- }
-
- // copy all faces
- for (unsigned int iFace = 0; iFace < pcSurface->ulNumTriangles;++iFace,
- ++pcTriangle,++pcFaceCur)
- {
- const unsigned int iOutIndex = iFace*3;
- pcFaceCur->mNumIndices = 3;
- pcFaceCur->mIndices = new unsigned int[3];
-
- for (unsigned int iIndex = 0; iIndex < 3;++iIndex,
- ++pcVertCur,++pcUVCur,++pcNorCur)
- {
- uint32_t quak = pcTriangle->aiIndices[iIndex];
- if (quak >= pcSurface->ulNumVertices)
- {
- DefaultLogger::get()->error("MDC vertex index is out of range");
- quak = pcSurface->ulNumVertices-1;
- }
-
- // compressed vertices?
- if (mdcCompVert)
- {
- MDC::BuildVertex(*pcFrame,pcVerts[quak],pcCVerts[quak],
- *pcVertCur,*pcNorCur);
- }
- else
- {
- // copy position
- pcVertCur->x = pcVerts[quak].x * AI_MDC_BASE_SCALING;
- pcVertCur->y = pcVerts[quak].y * AI_MDC_BASE_SCALING;
- pcVertCur->z = pcVerts[quak].z * AI_MDC_BASE_SCALING;
-
- // copy normals
- MD3::LatLngNormalToVec3( pcVerts[quak].normal, &pcNorCur->x );
-
- // copy texture coordinates
- pcUVCur->x = pcUVs[quak].u;
- pcUVCur->y = 1.0f-pcUVs[quak].v; // DX to OGL
- }
- pcVertCur->x += pcFrame->localOrigin[0] ;
- pcVertCur->y += pcFrame->localOrigin[1] ;
- pcVertCur->z += pcFrame->localOrigin[2] ;
- }
-
- // swap the face order - DX to OGL
- pcFaceCur->mIndices[0] = iOutIndex + 2;
- pcFaceCur->mIndices[1] = iOutIndex + 1;
- pcFaceCur->mIndices[2] = iOutIndex + 0;
- }
-
- pcSurface = (BE_NCONST MDC::Surface*)((int8_t*)pcSurface + pcSurface->ulOffsetEnd);
- }
-
- // create a flat node graph with a root node and one child for each surface
- if (!pScene->mNumMeshes)
- throw DeadlyImportError( "Invalid MDC file: File contains no valid mesh");
- else if (1 == pScene->mNumMeshes)
- {
- pScene->mRootNode = new aiNode();
- pScene->mRootNode->mName.Set(std::string((const char*)pScene->mMeshes[0]->mTextureCoords[3]));
- pScene->mRootNode->mNumMeshes = 1;
- pScene->mRootNode->mMeshes = new unsigned int[1];
- pScene->mRootNode->mMeshes[0] = 0;
- }
- else
- {
- pScene->mRootNode = new aiNode();
- pScene->mRootNode->mNumChildren = pScene->mNumMeshes;
- pScene->mRootNode->mChildren = new aiNode*[pScene->mNumMeshes];
- pScene->mRootNode->mName.Set("<root>");
- for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
- {
- aiNode* pcNode = pScene->mRootNode->mChildren[i] = new aiNode();
- pcNode->mParent = pScene->mRootNode;
- pcNode->mName.Set(std::string((const char*)pScene->mMeshes[i]->mTextureCoords[3]));
- pcNode->mNumMeshes = 1;
- pcNode->mMeshes = new unsigned int[1];
- pcNode->mMeshes[0] = i;
- }
- }
-
- // make sure we invalidate the pointer to the mesh name
- for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
- pScene->mMeshes[i]->mTextureCoords[3] = NULL;
-
- // create materials
- pScene->mNumMaterials = (unsigned int)aszShaders.size();
- pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
- for (unsigned int i = 0; i < pScene->mNumMaterials;++i)
- {
- MaterialHelper* pcMat = new MaterialHelper();
- pScene->mMaterials[i] = pcMat;
-
- const std::string& name = aszShaders[i];
-
- int iMode = (int)aiShadingMode_Gouraud;
- pcMat->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
-
- // add a small ambient color value - RtCW seems to have one
- aiColor3D clr;
- clr.b = clr.g = clr.r = 0.05f;
- pcMat->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
-
- if (name.length())clr.b = clr.g = clr.r = 1.0f;
- else clr.b = clr.g = clr.r = 0.6f;
-
- pcMat->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
- pcMat->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
-
- if (name.length())
- {
- aiString path;
- path.Set(name);
- pcMat->AddProperty(&path,AI_MATKEY_TEXTURE_DIFFUSE(0));
- }
- }
+ const MDC::CompressedVertex* pcCVerts = NULL;
+ int16_t* mdcCompVert = NULL;
+
+ // access compressed frames for large frame numbers, but never for the first
+ if( this->configFrameID && pcSurface->ulNumCompFrames > 0 )
+ {
+ mdcCompVert = (int16_t*) ((int8_t*)pcSurface+pcSurface->ulOffsetFrameCompFrames) + this->configFrameID;
+ AI_SWAP2P(mdcCompVert);
+ if( *mdcCompVert >= 0 )
+ {
+ pcCVerts = (const MDC::CompressedVertex*)((int8_t*)pcSurface +
+ pcSurface->ulOffsetCompVerts) + *mdcCompVert * pcSurface->ulNumVertices;
+ }
+ else mdcCompVert = NULL;
+ }
+
+ // copy all faces
+ for (unsigned int iFace = 0; iFace < pcSurface->ulNumTriangles;++iFace,
+ ++pcTriangle,++pcFaceCur)
+ {
+ const unsigned int iOutIndex = iFace*3;
+ pcFaceCur->mNumIndices = 3;
+ pcFaceCur->mIndices = new unsigned int[3];
+
+ for (unsigned int iIndex = 0; iIndex < 3;++iIndex,
+ ++pcVertCur,++pcUVCur,++pcNorCur)
+ {
+ uint32_t quak = pcTriangle->aiIndices[iIndex];
+ if (quak >= pcSurface->ulNumVertices)
+ {
+ DefaultLogger::get()->error("MDC vertex index is out of range");
+ quak = pcSurface->ulNumVertices-1;
+ }
+
+ // compressed vertices?
+ if (mdcCompVert)
+ {
+ MDC::BuildVertex(*pcFrame,pcVerts[quak],pcCVerts[quak],
+ *pcVertCur,*pcNorCur);
+ }
+ else
+ {
+ // copy position
+ pcVertCur->x = pcVerts[quak].x * AI_MDC_BASE_SCALING;
+ pcVertCur->y = pcVerts[quak].y * AI_MDC_BASE_SCALING;
+ pcVertCur->z = pcVerts[quak].z * AI_MDC_BASE_SCALING;
+
+ // copy normals
+ MD3::LatLngNormalToVec3( pcVerts[quak].normal, &pcNorCur->x );
+
+ // copy texture coordinates
+ pcUVCur->x = pcUVs[quak].u;
+ pcUVCur->y = 1.0f-pcUVs[quak].v; // DX to OGL
+ }
+ pcVertCur->x += pcFrame->localOrigin[0] ;
+ pcVertCur->y += pcFrame->localOrigin[1] ;
+ pcVertCur->z += pcFrame->localOrigin[2] ;
+ }
+
+ // swap the face order - DX to OGL
+ pcFaceCur->mIndices[0] = iOutIndex + 2;
+ pcFaceCur->mIndices[1] = iOutIndex + 1;
+ pcFaceCur->mIndices[2] = iOutIndex + 0;
+ }
+
+ pcSurface = new ((int8_t*)pcSurface + pcSurface->ulOffsetEnd) MDC::Surface;
+ }
+
+ // create a flat node graph with a root node and one child for each surface
+ if (!pScene->mNumMeshes)
+ throw DeadlyImportError( "Invalid MDC file: File contains no valid mesh");
+ else if (1 == pScene->mNumMeshes)
+ {
+ pScene->mRootNode = new aiNode();
+ pScene->mRootNode->mName.Set(std::string((const char*)pScene->mMeshes[0]->mTextureCoords[3]));
+ pScene->mRootNode->mNumMeshes = 1;
+ pScene->mRootNode->mMeshes = new unsigned int[1];
+ pScene->mRootNode->mMeshes[0] = 0;
+ }
+ else
+ {
+ pScene->mRootNode = new aiNode();
+ pScene->mRootNode->mNumChildren = pScene->mNumMeshes;
+ pScene->mRootNode->mChildren = new aiNode*[pScene->mNumMeshes];
+ pScene->mRootNode->mName.Set("<root>");
+ for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
+ {
+ aiNode* pcNode = pScene->mRootNode->mChildren[i] = new aiNode();
+ pcNode->mParent = pScene->mRootNode;
+ pcNode->mName.Set(std::string((const char*)pScene->mMeshes[i]->mTextureCoords[3]));
+ pcNode->mNumMeshes = 1;
+ pcNode->mMeshes = new unsigned int[1];
+ pcNode->mMeshes[0] = i;
+ }
+ }
+
+ // make sure we invalidate the pointer to the mesh name
+ for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
+ pScene->mMeshes[i]->mTextureCoords[3] = NULL;
+
+ // create materials
+ pScene->mNumMaterials = (unsigned int)aszShaders.size();
+ pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
+ for (unsigned int i = 0; i < pScene->mNumMaterials;++i)
+ {
+ aiMaterial* pcMat = new aiMaterial();
+ pScene->mMaterials[i] = pcMat;
+
+ const std::string& name = aszShaders[i];
+
+ int iMode = (int)aiShadingMode_Gouraud;
+ pcMat->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
+
+ // add a small ambient color value - RtCW seems to have one
+ aiColor3D clr;
+ clr.b = clr.g = clr.r = 0.05f;
+ pcMat->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
+
+ if (name.length())clr.b = clr.g = clr.r = 1.0f;
+ else clr.b = clr.g = clr.r = 0.6f;
+
+ pcMat->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
+ pcMat->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
+
+ if (name.length())
+ {
+ aiString path;
+ path.Set(name);
+ pcMat->AddProperty(&path,AI_MATKEY_TEXTURE_DIFFUSE(0));
+ }
+ }
}
#endif // !! ASSIMP_BUILD_NO_MDC_IMPORTER
diff --git a/src/3rdparty/assimp/code/MDCLoader.h b/src/3rdparty/assimp/code/MDCLoader.h
index f97efc73e..49d8d418e 100644
--- a/src/3rdparty/assimp/code/MDCLoader.h
+++ b/src/3rdparty/assimp/code/MDCLoader.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,39 +18,39 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file MDCLoader.h
- * @brief Definition of the MDC importer class.
+ * @brief Definition of the MDC importer class.
*/
#ifndef AI_MDCLOADER_H_INCLUDED
#define AI_MDCLOADER_H_INCLUDED
-#include "../include/aiTypes.h"
+#include "../include/assimp/types.h"
#include "BaseImporter.h"
#include "MDCFileData.h"
#include "ByteSwap.h"
-namespace Assimp {
+namespace Assimp {
using namespace MDC;
// ---------------------------------------------------------------------------
@@ -58,72 +58,68 @@ using namespace MDC;
*/
class MDCImporter : public BaseImporter
{
- friend class Importer;
-
-protected:
- /** Constructor to be privately used by Importer */
- MDCImporter();
+public:
+ MDCImporter();
+ ~MDCImporter();
- /** Destructor, private as well */
- ~MDCImporter();
public:
- // -------------------------------------------------------------------
- /** Returns whether the class can handle the format of the given file.
- * See BaseImporter::CanRead() for details. */
- bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
- bool checkSig) const;
+ // -------------------------------------------------------------------
+ /** Returns whether the class can handle the format of the given file.
+ * See BaseImporter::CanRead() for details. */
+ bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
+ bool checkSig) const;
- // -------------------------------------------------------------------
- /** Called prior to ReadFile().
- * The function is a request to the importer to update its configuration
- * basing on the Importer's configuration property list.
- */
- void SetupProperties(const Importer* pImp);
+ // -------------------------------------------------------------------
+ /** Called prior to ReadFile().
+ * The function is a request to the importer to update its configuration
+ * basing on the Importer's configuration property list.
+ */
+ void SetupProperties(const Importer* pImp);
protected:
- // -------------------------------------------------------------------
- /** Called by Importer::GetExtensionList() for each loaded importer.
- * See BaseImporter::GetExtensionList() for details
- */
- void GetExtensionList(std::set<std::string>& extensions);
+ // -------------------------------------------------------------------
+ /** Return importer meta information.
+ * See #BaseImporter::GetInfo for the details
+ */
+ const aiImporterDesc* GetInfo () const;
- // -------------------------------------------------------------------
- /** Imports the given file into the given scene structure.
- * See BaseImporter::InternReadFile() for details
- */
- void InternReadFile( const std::string& pFile, aiScene* pScene,
- IOSystem* pIOHandler);
+ // -------------------------------------------------------------------
+ /** Imports the given file into the given scene structure.
+ * See BaseImporter::InternReadFile() for details
+ */
+ void InternReadFile( const std::string& pFile, aiScene* pScene,
+ IOSystem* pIOHandler);
protected:
- // -------------------------------------------------------------------
- /** Validate the header of the file
- */
- void ValidateHeader();
+ // -------------------------------------------------------------------
+ /** Validate the header of the file
+ */
+ void ValidateHeader();
- // -------------------------------------------------------------------
- /** Validate the header of a MDC surface
- */
- void ValidateSurfaceHeader(BE_NCONST MDC::Surface* pcSurf);
+ // -------------------------------------------------------------------
+ /** Validate the header of a MDC surface
+ */
+ void ValidateSurfaceHeader(BE_NCONST MDC::Surface* pcSurf);
protected:
- /** Configuration option: frame to be loaded */
- unsigned int configFrameID;
+ /** Configuration option: frame to be loaded */
+ unsigned int configFrameID;
- /** Header of the MDC file */
- BE_NCONST MDC::Header* pcHeader;
+ /** Header of the MDC file */
+ BE_NCONST MDC::Header* pcHeader;
- /** Buffer to hold the loaded file */
- unsigned char* mBuffer;
+ /** Buffer to hold the loaded file */
+ unsigned char* mBuffer;
- /** size of the file, in bytes */
- unsigned int fileSize;
+ /** size of the file, in bytes */
+ unsigned int fileSize;
};
} // end of namespace Assimp
diff --git a/src/3rdparty/assimp/code/MDCNormalTable.h b/src/3rdparty/assimp/code/MDCNormalTable.h
index f47e97f33..385528682 100644
--- a/src/3rdparty/assimp/code/MDCNormalTable.h
+++ b/src/3rdparty/assimp/code/MDCNormalTable.h
@@ -1,6 +1,6 @@
/* -----------------------------------------------------------------------------
-PicoModel Library
+PicoModel Library
Copyright (c) 2002, Randy Reddig & seaw0lf
All rights reserved.
@@ -17,7 +17,7 @@ other materials provided with the distribution.
Neither the names of the copyright holders nor the names of its contributors may
be used to endorse or promote products derived from this software without
-specific prior written permission.
+specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
@@ -38,262 +38,262 @@ SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
/* mdc decoding normal table */
float mdcNormals[ 256 ][ 3 ] =
{
- { 1.000000f, 0.000000f, 0.000000f },
- { 0.980785f, 0.195090f, 0.000000f },
- { 0.923880f, 0.382683f, 0.000000f },
- { 0.831470f, 0.555570f, 0.000000f },
- { 0.707107f, 0.707107f, 0.000000f },
- { 0.555570f, 0.831470f, 0.000000f },
- { 0.382683f, 0.923880f, 0.000000f },
- { 0.195090f, 0.980785f, 0.000000f },
- { -0.000000f, 1.000000f, 0.000000f },
- { -0.195090f, 0.980785f, 0.000000f },
- { -0.382683f, 0.923880f, 0.000000f },
- { -0.555570f, 0.831470f, 0.000000f },
- { -0.707107f, 0.707107f, 0.000000f },
- { -0.831470f, 0.555570f, 0.000000f },
- { -0.923880f, 0.382683f, 0.000000f },
- { -0.980785f, 0.195090f, 0.000000f },
- { -1.000000f, -0.000000f, 0.000000f },
- { -0.980785f, -0.195090f, 0.000000f },
- { -0.923880f, -0.382683f, 0.000000f },
- { -0.831470f, -0.555570f, 0.000000f },
- { -0.707107f, -0.707107f, 0.000000f },
- { -0.555570f, -0.831469f, 0.000000f },
- { -0.382684f, -0.923880f, 0.000000f },
- { -0.195090f, -0.980785f, 0.000000f },
- { 0.000000f, -1.000000f, 0.000000f },
- { 0.195090f, -0.980785f, 0.000000f },
- { 0.382684f, -0.923879f, 0.000000f },
- { 0.555570f, -0.831470f, 0.000000f },
- { 0.707107f, -0.707107f, 0.000000f },
- { 0.831470f, -0.555570f, 0.000000f },
- { 0.923880f, -0.382683f, 0.000000f },
- { 0.980785f, -0.195090f, 0.000000f },
- { 0.980785f, 0.000000f, -0.195090f },
- { 0.956195f, 0.218245f, -0.195090f },
- { 0.883657f, 0.425547f, -0.195090f },
- { 0.766809f, 0.611510f, -0.195090f },
- { 0.611510f, 0.766809f, -0.195090f },
- { 0.425547f, 0.883657f, -0.195090f },
- { 0.218245f, 0.956195f, -0.195090f },
- { -0.000000f, 0.980785f, -0.195090f },
- { -0.218245f, 0.956195f, -0.195090f },
- { -0.425547f, 0.883657f, -0.195090f },
- { -0.611510f, 0.766809f, -0.195090f },
- { -0.766809f, 0.611510f, -0.195090f },
- { -0.883657f, 0.425547f, -0.195090f },
- { -0.956195f, 0.218245f, -0.195090f },
- { -0.980785f, -0.000000f, -0.195090f },
- { -0.956195f, -0.218245f, -0.195090f },
- { -0.883657f, -0.425547f, -0.195090f },
- { -0.766809f, -0.611510f, -0.195090f },
- { -0.611510f, -0.766809f, -0.195090f },
- { -0.425547f, -0.883657f, -0.195090f },
- { -0.218245f, -0.956195f, -0.195090f },
- { 0.000000f, -0.980785f, -0.195090f },
- { 0.218245f, -0.956195f, -0.195090f },
- { 0.425547f, -0.883657f, -0.195090f },
- { 0.611510f, -0.766809f, -0.195090f },
- { 0.766809f, -0.611510f, -0.195090f },
- { 0.883657f, -0.425547f, -0.195090f },
- { 0.956195f, -0.218245f, -0.195090f },
- { 0.923880f, 0.000000f, -0.382683f },
- { 0.892399f, 0.239118f, -0.382683f },
- { 0.800103f, 0.461940f, -0.382683f },
- { 0.653281f, 0.653281f, -0.382683f },
- { 0.461940f, 0.800103f, -0.382683f },
- { 0.239118f, 0.892399f, -0.382683f },
- { -0.000000f, 0.923880f, -0.382683f },
- { -0.239118f, 0.892399f, -0.382683f },
- { -0.461940f, 0.800103f, -0.382683f },
- { -0.653281f, 0.653281f, -0.382683f },
- { -0.800103f, 0.461940f, -0.382683f },
- { -0.892399f, 0.239118f, -0.382683f },
- { -0.923880f, -0.000000f, -0.382683f },
- { -0.892399f, -0.239118f, -0.382683f },
- { -0.800103f, -0.461940f, -0.382683f },
- { -0.653282f, -0.653281f, -0.382683f },
- { -0.461940f, -0.800103f, -0.382683f },
- { -0.239118f, -0.892399f, -0.382683f },
- { 0.000000f, -0.923880f, -0.382683f },
- { 0.239118f, -0.892399f, -0.382683f },
- { 0.461940f, -0.800103f, -0.382683f },
- { 0.653281f, -0.653282f, -0.382683f },
- { 0.800103f, -0.461940f, -0.382683f },
- { 0.892399f, -0.239117f, -0.382683f },
- { 0.831470f, 0.000000f, -0.555570f },
- { 0.790775f, 0.256938f, -0.555570f },
- { 0.672673f, 0.488726f, -0.555570f },
- { 0.488726f, 0.672673f, -0.555570f },
- { 0.256938f, 0.790775f, -0.555570f },
- { -0.000000f, 0.831470f, -0.555570f },
- { -0.256938f, 0.790775f, -0.555570f },
- { -0.488726f, 0.672673f, -0.555570f },
- { -0.672673f, 0.488726f, -0.555570f },
- { -0.790775f, 0.256938f, -0.555570f },
- { -0.831470f, -0.000000f, -0.555570f },
- { -0.790775f, -0.256938f, -0.555570f },
- { -0.672673f, -0.488726f, -0.555570f },
- { -0.488725f, -0.672673f, -0.555570f },
- { -0.256938f, -0.790775f, -0.555570f },
- { 0.000000f, -0.831470f, -0.555570f },
- { 0.256938f, -0.790775f, -0.555570f },
- { 0.488725f, -0.672673f, -0.555570f },
- { 0.672673f, -0.488726f, -0.555570f },
- { 0.790775f, -0.256938f, -0.555570f },
- { 0.707107f, 0.000000f, -0.707107f },
- { 0.653281f, 0.270598f, -0.707107f },
- { 0.500000f, 0.500000f, -0.707107f },
- { 0.270598f, 0.653281f, -0.707107f },
- { -0.000000f, 0.707107f, -0.707107f },
- { -0.270598f, 0.653282f, -0.707107f },
- { -0.500000f, 0.500000f, -0.707107f },
- { -0.653281f, 0.270598f, -0.707107f },
- { -0.707107f, -0.000000f, -0.707107f },
- { -0.653281f, -0.270598f, -0.707107f },
- { -0.500000f, -0.500000f, -0.707107f },
- { -0.270598f, -0.653281f, -0.707107f },
- { 0.000000f, -0.707107f, -0.707107f },
- { 0.270598f, -0.653281f, -0.707107f },
- { 0.500000f, -0.500000f, -0.707107f },
- { 0.653282f, -0.270598f, -0.707107f },
- { 0.555570f, 0.000000f, -0.831470f },
- { 0.481138f, 0.277785f, -0.831470f },
- { 0.277785f, 0.481138f, -0.831470f },
- { -0.000000f, 0.555570f, -0.831470f },
- { -0.277785f, 0.481138f, -0.831470f },
- { -0.481138f, 0.277785f, -0.831470f },
- { -0.555570f, -0.000000f, -0.831470f },
- { -0.481138f, -0.277785f, -0.831470f },
- { -0.277785f, -0.481138f, -0.831470f },
- { 0.000000f, -0.555570f, -0.831470f },
- { 0.277785f, -0.481138f, -0.831470f },
- { 0.481138f, -0.277785f, -0.831470f },
- { 0.382683f, 0.000000f, -0.923880f },
- { 0.270598f, 0.270598f, -0.923880f },
- { -0.000000f, 0.382683f, -0.923880f },
- { -0.270598f, 0.270598f, -0.923880f },
- { -0.382683f, -0.000000f, -0.923880f },
- { -0.270598f, -0.270598f, -0.923880f },
- { 0.000000f, -0.382683f, -0.923880f },
- { 0.270598f, -0.270598f, -0.923880f },
- { 0.195090f, 0.000000f, -0.980785f },
- { -0.000000f, 0.195090f, -0.980785f },
- { -0.195090f, -0.000000f, -0.980785f },
- { 0.000000f, -0.195090f, -0.980785f },
- { 0.980785f, 0.000000f, 0.195090f },
- { 0.956195f, 0.218245f, 0.195090f },
- { 0.883657f, 0.425547f, 0.195090f },
- { 0.766809f, 0.611510f, 0.195090f },
- { 0.611510f, 0.766809f, 0.195090f },
- { 0.425547f, 0.883657f, 0.195090f },
- { 0.218245f, 0.956195f, 0.195090f },
- { -0.000000f, 0.980785f, 0.195090f },
- { -0.218245f, 0.956195f, 0.195090f },
- { -0.425547f, 0.883657f, 0.195090f },
- { -0.611510f, 0.766809f, 0.195090f },
- { -0.766809f, 0.611510f, 0.195090f },
- { -0.883657f, 0.425547f, 0.195090f },
- { -0.956195f, 0.218245f, 0.195090f },
- { -0.980785f, -0.000000f, 0.195090f },
- { -0.956195f, -0.218245f, 0.195090f },
- { -0.883657f, -0.425547f, 0.195090f },
- { -0.766809f, -0.611510f, 0.195090f },
- { -0.611510f, -0.766809f, 0.195090f },
- { -0.425547f, -0.883657f, 0.195090f },
- { -0.218245f, -0.956195f, 0.195090f },
- { 0.000000f, -0.980785f, 0.195090f },
- { 0.218245f, -0.956195f, 0.195090f },
- { 0.425547f, -0.883657f, 0.195090f },
- { 0.611510f, -0.766809f, 0.195090f },
- { 0.766809f, -0.611510f, 0.195090f },
- { 0.883657f, -0.425547f, 0.195090f },
- { 0.956195f, -0.218245f, 0.195090f },
- { 0.923880f, 0.000000f, 0.382683f },
- { 0.892399f, 0.239118f, 0.382683f },
- { 0.800103f, 0.461940f, 0.382683f },
- { 0.653281f, 0.653281f, 0.382683f },
- { 0.461940f, 0.800103f, 0.382683f },
- { 0.239118f, 0.892399f, 0.382683f },
- { -0.000000f, 0.923880f, 0.382683f },
- { -0.239118f, 0.892399f, 0.382683f },
- { -0.461940f, 0.800103f, 0.382683f },
- { -0.653281f, 0.653281f, 0.382683f },
- { -0.800103f, 0.461940f, 0.382683f },
- { -0.892399f, 0.239118f, 0.382683f },
- { -0.923880f, -0.000000f, 0.382683f },
- { -0.892399f, -0.239118f, 0.382683f },
- { -0.800103f, -0.461940f, 0.382683f },
- { -0.653282f, -0.653281f, 0.382683f },
- { -0.461940f, -0.800103f, 0.382683f },
- { -0.239118f, -0.892399f, 0.382683f },
- { 0.000000f, -0.923880f, 0.382683f },
- { 0.239118f, -0.892399f, 0.382683f },
- { 0.461940f, -0.800103f, 0.382683f },
- { 0.653281f, -0.653282f, 0.382683f },
- { 0.800103f, -0.461940f, 0.382683f },
- { 0.892399f, -0.239117f, 0.382683f },
- { 0.831470f, 0.000000f, 0.555570f },
- { 0.790775f, 0.256938f, 0.555570f },
- { 0.672673f, 0.488726f, 0.555570f },
- { 0.488726f, 0.672673f, 0.555570f },
- { 0.256938f, 0.790775f, 0.555570f },
- { -0.000000f, 0.831470f, 0.555570f },
- { -0.256938f, 0.790775f, 0.555570f },
- { -0.488726f, 0.672673f, 0.555570f },
- { -0.672673f, 0.488726f, 0.555570f },
- { -0.790775f, 0.256938f, 0.555570f },
- { -0.831470f, -0.000000f, 0.555570f },
- { -0.790775f, -0.256938f, 0.555570f },
- { -0.672673f, -0.488726f, 0.555570f },
- { -0.488725f, -0.672673f, 0.555570f },
- { -0.256938f, -0.790775f, 0.555570f },
- { 0.000000f, -0.831470f, 0.555570f },
- { 0.256938f, -0.790775f, 0.555570f },
- { 0.488725f, -0.672673f, 0.555570f },
- { 0.672673f, -0.488726f, 0.555570f },
- { 0.790775f, -0.256938f, 0.555570f },
- { 0.707107f, 0.000000f, 0.707107f },
- { 0.653281f, 0.270598f, 0.707107f },
- { 0.500000f, 0.500000f, 0.707107f },
- { 0.270598f, 0.653281f, 0.707107f },
- { -0.000000f, 0.707107f, 0.707107f },
- { -0.270598f, 0.653282f, 0.707107f },
- { -0.500000f, 0.500000f, 0.707107f },
- { -0.653281f, 0.270598f, 0.707107f },
- { -0.707107f, -0.000000f, 0.707107f },
- { -0.653281f, -0.270598f, 0.707107f },
- { -0.500000f, -0.500000f, 0.707107f },
- { -0.270598f, -0.653281f, 0.707107f },
- { 0.000000f, -0.707107f, 0.707107f },
- { 0.270598f, -0.653281f, 0.707107f },
- { 0.500000f, -0.500000f, 0.707107f },
- { 0.653282f, -0.270598f, 0.707107f },
- { 0.555570f, 0.000000f, 0.831470f },
- { 0.481138f, 0.277785f, 0.831470f },
- { 0.277785f, 0.481138f, 0.831470f },
- { -0.000000f, 0.555570f, 0.831470f },
- { -0.277785f, 0.481138f, 0.831470f },
- { -0.481138f, 0.277785f, 0.831470f },
- { -0.555570f, -0.000000f, 0.831470f },
- { -0.481138f, -0.277785f, 0.831470f },
- { -0.277785f, -0.481138f, 0.831470f },
- { 0.000000f, -0.555570f, 0.831470f },
- { 0.277785f, -0.481138f, 0.831470f },
- { 0.481138f, -0.277785f, 0.831470f },
- { 0.382683f, 0.000000f, 0.923880f },
- { 0.270598f, 0.270598f, 0.923880f },
- { -0.000000f, 0.382683f, 0.923880f },
- { -0.270598f, 0.270598f, 0.923880f },
- { -0.382683f, -0.000000f, 0.923880f },
- { -0.270598f, -0.270598f, 0.923880f },
- { 0.000000f, -0.382683f, 0.923880f },
- { 0.270598f, -0.270598f, 0.923880f },
- { 0.195090f, 0.000000f, 0.980785f },
- { -0.000000f, 0.195090f, 0.980785f },
- { -0.195090f, -0.000000f, 0.980785f },
- { 0.000000f, -0.195090f, 0.980785f }
+ { 1.000000f, 0.000000f, 0.000000f },
+ { 0.980785f, 0.195090f, 0.000000f },
+ { 0.923880f, 0.382683f, 0.000000f },
+ { 0.831470f, 0.555570f, 0.000000f },
+ { 0.707107f, 0.707107f, 0.000000f },
+ { 0.555570f, 0.831470f, 0.000000f },
+ { 0.382683f, 0.923880f, 0.000000f },
+ { 0.195090f, 0.980785f, 0.000000f },
+ { -0.000000f, 1.000000f, 0.000000f },
+ { -0.195090f, 0.980785f, 0.000000f },
+ { -0.382683f, 0.923880f, 0.000000f },
+ { -0.555570f, 0.831470f, 0.000000f },
+ { -0.707107f, 0.707107f, 0.000000f },
+ { -0.831470f, 0.555570f, 0.000000f },
+ { -0.923880f, 0.382683f, 0.000000f },
+ { -0.980785f, 0.195090f, 0.000000f },
+ { -1.000000f, -0.000000f, 0.000000f },
+ { -0.980785f, -0.195090f, 0.000000f },
+ { -0.923880f, -0.382683f, 0.000000f },
+ { -0.831470f, -0.555570f, 0.000000f },
+ { -0.707107f, -0.707107f, 0.000000f },
+ { -0.555570f, -0.831469f, 0.000000f },
+ { -0.382684f, -0.923880f, 0.000000f },
+ { -0.195090f, -0.980785f, 0.000000f },
+ { 0.000000f, -1.000000f, 0.000000f },
+ { 0.195090f, -0.980785f, 0.000000f },
+ { 0.382684f, -0.923879f, 0.000000f },
+ { 0.555570f, -0.831470f, 0.000000f },
+ { 0.707107f, -0.707107f, 0.000000f },
+ { 0.831470f, -0.555570f, 0.000000f },
+ { 0.923880f, -0.382683f, 0.000000f },
+ { 0.980785f, -0.195090f, 0.000000f },
+ { 0.980785f, 0.000000f, -0.195090f },
+ { 0.956195f, 0.218245f, -0.195090f },
+ { 0.883657f, 0.425547f, -0.195090f },
+ { 0.766809f, 0.611510f, -0.195090f },
+ { 0.611510f, 0.766809f, -0.195090f },
+ { 0.425547f, 0.883657f, -0.195090f },
+ { 0.218245f, 0.956195f, -0.195090f },
+ { -0.000000f, 0.980785f, -0.195090f },
+ { -0.218245f, 0.956195f, -0.195090f },
+ { -0.425547f, 0.883657f, -0.195090f },
+ { -0.611510f, 0.766809f, -0.195090f },
+ { -0.766809f, 0.611510f, -0.195090f },
+ { -0.883657f, 0.425547f, -0.195090f },
+ { -0.956195f, 0.218245f, -0.195090f },
+ { -0.980785f, -0.000000f, -0.195090f },
+ { -0.956195f, -0.218245f, -0.195090f },
+ { -0.883657f, -0.425547f, -0.195090f },
+ { -0.766809f, -0.611510f, -0.195090f },
+ { -0.611510f, -0.766809f, -0.195090f },
+ { -0.425547f, -0.883657f, -0.195090f },
+ { -0.218245f, -0.956195f, -0.195090f },
+ { 0.000000f, -0.980785f, -0.195090f },
+ { 0.218245f, -0.956195f, -0.195090f },
+ { 0.425547f, -0.883657f, -0.195090f },
+ { 0.611510f, -0.766809f, -0.195090f },
+ { 0.766809f, -0.611510f, -0.195090f },
+ { 0.883657f, -0.425547f, -0.195090f },
+ { 0.956195f, -0.218245f, -0.195090f },
+ { 0.923880f, 0.000000f, -0.382683f },
+ { 0.892399f, 0.239118f, -0.382683f },
+ { 0.800103f, 0.461940f, -0.382683f },
+ { 0.653281f, 0.653281f, -0.382683f },
+ { 0.461940f, 0.800103f, -0.382683f },
+ { 0.239118f, 0.892399f, -0.382683f },
+ { -0.000000f, 0.923880f, -0.382683f },
+ { -0.239118f, 0.892399f, -0.382683f },
+ { -0.461940f, 0.800103f, -0.382683f },
+ { -0.653281f, 0.653281f, -0.382683f },
+ { -0.800103f, 0.461940f, -0.382683f },
+ { -0.892399f, 0.239118f, -0.382683f },
+ { -0.923880f, -0.000000f, -0.382683f },
+ { -0.892399f, -0.239118f, -0.382683f },
+ { -0.800103f, -0.461940f, -0.382683f },
+ { -0.653282f, -0.653281f, -0.382683f },
+ { -0.461940f, -0.800103f, -0.382683f },
+ { -0.239118f, -0.892399f, -0.382683f },
+ { 0.000000f, -0.923880f, -0.382683f },
+ { 0.239118f, -0.892399f, -0.382683f },
+ { 0.461940f, -0.800103f, -0.382683f },
+ { 0.653281f, -0.653282f, -0.382683f },
+ { 0.800103f, -0.461940f, -0.382683f },
+ { 0.892399f, -0.239117f, -0.382683f },
+ { 0.831470f, 0.000000f, -0.555570f },
+ { 0.790775f, 0.256938f, -0.555570f },
+ { 0.672673f, 0.488726f, -0.555570f },
+ { 0.488726f, 0.672673f, -0.555570f },
+ { 0.256938f, 0.790775f, -0.555570f },
+ { -0.000000f, 0.831470f, -0.555570f },
+ { -0.256938f, 0.790775f, -0.555570f },
+ { -0.488726f, 0.672673f, -0.555570f },
+ { -0.672673f, 0.488726f, -0.555570f },
+ { -0.790775f, 0.256938f, -0.555570f },
+ { -0.831470f, -0.000000f, -0.555570f },
+ { -0.790775f, -0.256938f, -0.555570f },
+ { -0.672673f, -0.488726f, -0.555570f },
+ { -0.488725f, -0.672673f, -0.555570f },
+ { -0.256938f, -0.790775f, -0.555570f },
+ { 0.000000f, -0.831470f, -0.555570f },
+ { 0.256938f, -0.790775f, -0.555570f },
+ { 0.488725f, -0.672673f, -0.555570f },
+ { 0.672673f, -0.488726f, -0.555570f },
+ { 0.790775f, -0.256938f, -0.555570f },
+ { 0.707107f, 0.000000f, -0.707107f },
+ { 0.653281f, 0.270598f, -0.707107f },
+ { 0.500000f, 0.500000f, -0.707107f },
+ { 0.270598f, 0.653281f, -0.707107f },
+ { -0.000000f, 0.707107f, -0.707107f },
+ { -0.270598f, 0.653282f, -0.707107f },
+ { -0.500000f, 0.500000f, -0.707107f },
+ { -0.653281f, 0.270598f, -0.707107f },
+ { -0.707107f, -0.000000f, -0.707107f },
+ { -0.653281f, -0.270598f, -0.707107f },
+ { -0.500000f, -0.500000f, -0.707107f },
+ { -0.270598f, -0.653281f, -0.707107f },
+ { 0.000000f, -0.707107f, -0.707107f },
+ { 0.270598f, -0.653281f, -0.707107f },
+ { 0.500000f, -0.500000f, -0.707107f },
+ { 0.653282f, -0.270598f, -0.707107f },
+ { 0.555570f, 0.000000f, -0.831470f },
+ { 0.481138f, 0.277785f, -0.831470f },
+ { 0.277785f, 0.481138f, -0.831470f },
+ { -0.000000f, 0.555570f, -0.831470f },
+ { -0.277785f, 0.481138f, -0.831470f },
+ { -0.481138f, 0.277785f, -0.831470f },
+ { -0.555570f, -0.000000f, -0.831470f },
+ { -0.481138f, -0.277785f, -0.831470f },
+ { -0.277785f, -0.481138f, -0.831470f },
+ { 0.000000f, -0.555570f, -0.831470f },
+ { 0.277785f, -0.481138f, -0.831470f },
+ { 0.481138f, -0.277785f, -0.831470f },
+ { 0.382683f, 0.000000f, -0.923880f },
+ { 0.270598f, 0.270598f, -0.923880f },
+ { -0.000000f, 0.382683f, -0.923880f },
+ { -0.270598f, 0.270598f, -0.923880f },
+ { -0.382683f, -0.000000f, -0.923880f },
+ { -0.270598f, -0.270598f, -0.923880f },
+ { 0.000000f, -0.382683f, -0.923880f },
+ { 0.270598f, -0.270598f, -0.923880f },
+ { 0.195090f, 0.000000f, -0.980785f },
+ { -0.000000f, 0.195090f, -0.980785f },
+ { -0.195090f, -0.000000f, -0.980785f },
+ { 0.000000f, -0.195090f, -0.980785f },
+ { 0.980785f, 0.000000f, 0.195090f },
+ { 0.956195f, 0.218245f, 0.195090f },
+ { 0.883657f, 0.425547f, 0.195090f },
+ { 0.766809f, 0.611510f, 0.195090f },
+ { 0.611510f, 0.766809f, 0.195090f },
+ { 0.425547f, 0.883657f, 0.195090f },
+ { 0.218245f, 0.956195f, 0.195090f },
+ { -0.000000f, 0.980785f, 0.195090f },
+ { -0.218245f, 0.956195f, 0.195090f },
+ { -0.425547f, 0.883657f, 0.195090f },
+ { -0.611510f, 0.766809f, 0.195090f },
+ { -0.766809f, 0.611510f, 0.195090f },
+ { -0.883657f, 0.425547f, 0.195090f },
+ { -0.956195f, 0.218245f, 0.195090f },
+ { -0.980785f, -0.000000f, 0.195090f },
+ { -0.956195f, -0.218245f, 0.195090f },
+ { -0.883657f, -0.425547f, 0.195090f },
+ { -0.766809f, -0.611510f, 0.195090f },
+ { -0.611510f, -0.766809f, 0.195090f },
+ { -0.425547f, -0.883657f, 0.195090f },
+ { -0.218245f, -0.956195f, 0.195090f },
+ { 0.000000f, -0.980785f, 0.195090f },
+ { 0.218245f, -0.956195f, 0.195090f },
+ { 0.425547f, -0.883657f, 0.195090f },
+ { 0.611510f, -0.766809f, 0.195090f },
+ { 0.766809f, -0.611510f, 0.195090f },
+ { 0.883657f, -0.425547f, 0.195090f },
+ { 0.956195f, -0.218245f, 0.195090f },
+ { 0.923880f, 0.000000f, 0.382683f },
+ { 0.892399f, 0.239118f, 0.382683f },
+ { 0.800103f, 0.461940f, 0.382683f },
+ { 0.653281f, 0.653281f, 0.382683f },
+ { 0.461940f, 0.800103f, 0.382683f },
+ { 0.239118f, 0.892399f, 0.382683f },
+ { -0.000000f, 0.923880f, 0.382683f },
+ { -0.239118f, 0.892399f, 0.382683f },
+ { -0.461940f, 0.800103f, 0.382683f },
+ { -0.653281f, 0.653281f, 0.382683f },
+ { -0.800103f, 0.461940f, 0.382683f },
+ { -0.892399f, 0.239118f, 0.382683f },
+ { -0.923880f, -0.000000f, 0.382683f },
+ { -0.892399f, -0.239118f, 0.382683f },
+ { -0.800103f, -0.461940f, 0.382683f },
+ { -0.653282f, -0.653281f, 0.382683f },
+ { -0.461940f, -0.800103f, 0.382683f },
+ { -0.239118f, -0.892399f, 0.382683f },
+ { 0.000000f, -0.923880f, 0.382683f },
+ { 0.239118f, -0.892399f, 0.382683f },
+ { 0.461940f, -0.800103f, 0.382683f },
+ { 0.653281f, -0.653282f, 0.382683f },
+ { 0.800103f, -0.461940f, 0.382683f },
+ { 0.892399f, -0.239117f, 0.382683f },
+ { 0.831470f, 0.000000f, 0.555570f },
+ { 0.790775f, 0.256938f, 0.555570f },
+ { 0.672673f, 0.488726f, 0.555570f },
+ { 0.488726f, 0.672673f, 0.555570f },
+ { 0.256938f, 0.790775f, 0.555570f },
+ { -0.000000f, 0.831470f, 0.555570f },
+ { -0.256938f, 0.790775f, 0.555570f },
+ { -0.488726f, 0.672673f, 0.555570f },
+ { -0.672673f, 0.488726f, 0.555570f },
+ { -0.790775f, 0.256938f, 0.555570f },
+ { -0.831470f, -0.000000f, 0.555570f },
+ { -0.790775f, -0.256938f, 0.555570f },
+ { -0.672673f, -0.488726f, 0.555570f },
+ { -0.488725f, -0.672673f, 0.555570f },
+ { -0.256938f, -0.790775f, 0.555570f },
+ { 0.000000f, -0.831470f, 0.555570f },
+ { 0.256938f, -0.790775f, 0.555570f },
+ { 0.488725f, -0.672673f, 0.555570f },
+ { 0.672673f, -0.488726f, 0.555570f },
+ { 0.790775f, -0.256938f, 0.555570f },
+ { 0.707107f, 0.000000f, 0.707107f },
+ { 0.653281f, 0.270598f, 0.707107f },
+ { 0.500000f, 0.500000f, 0.707107f },
+ { 0.270598f, 0.653281f, 0.707107f },
+ { -0.000000f, 0.707107f, 0.707107f },
+ { -0.270598f, 0.653282f, 0.707107f },
+ { -0.500000f, 0.500000f, 0.707107f },
+ { -0.653281f, 0.270598f, 0.707107f },
+ { -0.707107f, -0.000000f, 0.707107f },
+ { -0.653281f, -0.270598f, 0.707107f },
+ { -0.500000f, -0.500000f, 0.707107f },
+ { -0.270598f, -0.653281f, 0.707107f },
+ { 0.000000f, -0.707107f, 0.707107f },
+ { 0.270598f, -0.653281f, 0.707107f },
+ { 0.500000f, -0.500000f, 0.707107f },
+ { 0.653282f, -0.270598f, 0.707107f },
+ { 0.555570f, 0.000000f, 0.831470f },
+ { 0.481138f, 0.277785f, 0.831470f },
+ { 0.277785f, 0.481138f, 0.831470f },
+ { -0.000000f, 0.555570f, 0.831470f },
+ { -0.277785f, 0.481138f, 0.831470f },
+ { -0.481138f, 0.277785f, 0.831470f },
+ { -0.555570f, -0.000000f, 0.831470f },
+ { -0.481138f, -0.277785f, 0.831470f },
+ { -0.277785f, -0.481138f, 0.831470f },
+ { 0.000000f, -0.555570f, 0.831470f },
+ { 0.277785f, -0.481138f, 0.831470f },
+ { 0.481138f, -0.277785f, 0.831470f },
+ { 0.382683f, 0.000000f, 0.923880f },
+ { 0.270598f, 0.270598f, 0.923880f },
+ { -0.000000f, 0.382683f, 0.923880f },
+ { -0.270598f, 0.270598f, 0.923880f },
+ { -0.382683f, -0.000000f, 0.923880f },
+ { -0.270598f, -0.270598f, 0.923880f },
+ { 0.000000f, -0.382683f, 0.923880f },
+ { 0.270598f, -0.270598f, 0.923880f },
+ { 0.195090f, 0.000000f, 0.980785f },
+ { -0.000000f, 0.195090f, 0.980785f },
+ { -0.195090f, -0.000000f, 0.980785f },
+ { 0.000000f, -0.195090f, 0.980785f }
};
#endif // !! MDC_NORMAL_TABLE_INCLUDED
diff --git a/src/3rdparty/assimp/code/MDLDefaultColorMap.h b/src/3rdparty/assimp/code/MDLDefaultColorMap.h
index a40da826c..e40e4b1b0 100644
--- a/src/3rdparty/assimp/code/MDLDefaultColorMap.h
+++ b/src/3rdparty/assimp/code/MDLDefaultColorMap.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -49,69 +49,69 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#define AI_MDL_DEFAULTLMP_H_INC
const unsigned char g_aclrDefaultColorMap[256][3] = {
-{ 0, 0, 0}, { 15, 15, 15}, { 31, 31, 31}, { 47, 47, 47},
-{ 63, 63, 63}, { 75, 75, 75}, { 91, 91, 91}, {107, 107, 107},
-{123, 123, 123}, {139, 139, 139}, {155, 155, 155}, {171, 171, 171},
-{187, 187, 187}, {203, 203, 203}, {219, 219, 219}, {235, 235, 235},
-{ 15, 11, 7}, { 23, 15, 11}, { 31, 23, 11}, { 39, 27, 15},
-{ 47, 35, 19}, { 55, 43, 23}, { 63, 47, 23}, { 75, 55, 27},
-{ 83, 59, 27}, { 91, 67, 31}, { 99, 75, 31}, {107, 83, 31},
-{115, 87, 31}, {123, 95, 35}, {131, 103, 35}, {143, 111, 35},
-{ 11, 11, 15}, { 19, 19, 27}, { 27, 27, 39}, { 39, 39, 51},
-{ 47, 47, 63}, { 55, 55, 75}, { 63, 63, 87}, { 71, 71, 103},
-{ 79, 79, 115}, { 91, 91, 127}, { 99, 99, 139}, {107, 107, 151},
-{115, 115, 163}, {123, 123, 175}, {131, 131, 187}, {139, 139, 203},
-{ 0, 0, 0}, { 7, 7, 0}, { 11, 11, 0}, { 19, 19, 0},
-{ 27, 27, 0}, { 35, 35, 0}, { 43, 43, 7}, { 47, 47, 7},
-{ 55, 55, 7}, { 63, 63, 7}, { 71, 71, 7}, { 75, 75, 11},
-{ 83, 83, 11}, { 91, 91, 11}, { 99, 99, 11}, {107, 107, 15},
-{ 7, 0, 0}, { 15, 0, 0}, { 23, 0, 0}, { 31, 0, 0},
-{ 39, 0, 0}, { 47, 0, 0}, { 55, 0, 0}, { 63, 0, 0},
-{ 71, 0, 0}, { 79, 0, 0}, { 87, 0, 0}, { 95, 0, 0},
-{103, 0, 0}, {111, 0, 0}, {119, 0, 0}, {127, 0, 0},
-{ 19, 19, 0}, { 27, 27, 0}, { 35, 35, 0}, { 47, 43, 0},
-{ 55, 47, 0}, { 67, 55, 0}, { 75, 59, 7}, { 87, 67, 7},
-{ 95, 71, 7}, {107, 75, 11}, {119, 83, 15}, {131, 87, 19},
-{139, 91, 19}, {151, 95, 27}, {163, 99, 31}, {175, 103, 35},
-{ 35, 19, 7}, { 47, 23, 11}, { 59, 31, 15}, { 75, 35, 19},
-{ 87, 43, 23}, { 99, 47, 31}, {115, 55, 35}, {127, 59, 43},
-{143, 67, 51}, {159, 79, 51}, {175, 99, 47}, {191, 119, 47},
-{207, 143, 43}, {223, 171, 39}, {239, 203, 31}, {255, 243, 27},
-{ 11, 7, 0}, { 27, 19, 0}, { 43, 35, 15}, { 55, 43, 19},
-{ 71, 51, 27}, { 83, 55, 35}, { 99, 63, 43}, {111, 71, 51},
-{127, 83, 63}, {139, 95, 71}, {155, 107, 83}, {167, 123, 95},
-{183, 135, 107}, {195, 147, 123}, {211, 163, 139}, {227, 179, 151},
-{171, 139, 163}, {159, 127, 151}, {147, 115, 135}, {139, 103, 123},
-{127, 91, 111}, {119, 83, 99}, {107, 75, 87}, { 95, 63, 75},
-{ 87, 55, 67}, { 75, 47, 55}, { 67, 39, 47}, { 55, 31, 35},
-{ 43, 23, 27}, { 35, 19, 19}, { 23, 11, 11}, { 15, 7, 7},
-{187, 115, 159}, {175, 107, 143}, {163, 95, 131}, {151, 87, 119},
-{139, 79, 107}, {127, 75, 95}, {115, 67, 83}, {107, 59, 75},
-{ 95, 51, 63}, { 83, 43, 55}, { 71, 35, 43}, { 59, 31, 35},
-{ 47, 23, 27}, { 35, 19, 19}, { 23, 11, 11}, { 15, 7, 7},
-{219, 195, 187}, {203, 179, 167}, {191, 163, 155}, {175, 151, 139},
-{163, 135, 123}, {151, 123, 111}, {135, 111, 95}, {123, 99, 83},
-{107, 87, 71}, { 95, 75, 59}, { 83, 63, 51}, { 67, 51, 39},
-{ 55, 43, 31}, { 39, 31, 23}, { 27, 19, 15}, { 15, 11, 7},
-{111, 131, 123}, {103, 123, 111}, { 95, 115, 103}, { 87, 107, 95},
-{ 79, 99, 87}, { 71, 91, 79}, { 63, 83, 71}, { 55, 75, 63},
-{ 47, 67, 55}, { 43, 59, 47}, { 35, 51, 39}, { 31, 43, 31},
-{ 23, 35, 23}, { 15, 27, 19}, { 11, 19, 11}, { 7, 11, 7},
-{255, 243, 27}, {239, 223, 23}, {219, 203, 19}, {203, 183, 15},
-{187, 167, 15}, {171, 151, 11}, {155, 131, 7}, {139, 115, 7},
-{123, 99, 7}, {107, 83, 0}, { 91, 71, 0}, { 75, 55, 0},
-{ 59, 43, 0}, { 43, 31, 0}, { 27, 15, 0}, { 11, 7, 0},
-{ 0, 0, 255}, { 11, 11, 239}, { 19, 19, 223}, { 27, 27, 207},
-{ 35, 35, 191}, { 43, 43, 175}, { 47, 47, 159}, { 47, 47, 143},
-{ 47, 47, 127}, { 47, 47, 111}, { 47, 47, 95}, { 43, 43, 79},
-{ 35, 35, 63}, { 27, 27, 47}, { 19, 19, 31}, { 11, 11, 15},
-{ 43, 0, 0}, { 59, 0, 0}, { 75, 7, 0}, { 95, 7, 0},
-{111, 15, 0}, {127, 23, 7}, {147, 31, 7}, {163, 39, 11},
-{183, 51, 15}, {195, 75, 27}, {207, 99, 43}, {219, 127, 59},
-{227, 151, 79}, {231, 171, 95}, {239, 191, 119}, {247, 211, 139},
-{167, 123, 59}, {183, 155, 55}, {199, 195, 55}, {231, 227, 87},
-{127, 191, 255}, {171, 231, 255}, {215, 255, 255}, {103, 0, 0},
-{139, 0, 0}, {179, 0, 0}, {215, 0, 0}, {255, 0, 0},
+{ 0, 0, 0}, { 15, 15, 15}, { 31, 31, 31}, { 47, 47, 47},
+{ 63, 63, 63}, { 75, 75, 75}, { 91, 91, 91}, {107, 107, 107},
+{123, 123, 123}, {139, 139, 139}, {155, 155, 155}, {171, 171, 171},
+{187, 187, 187}, {203, 203, 203}, {219, 219, 219}, {235, 235, 235},
+{ 15, 11, 7}, { 23, 15, 11}, { 31, 23, 11}, { 39, 27, 15},
+{ 47, 35, 19}, { 55, 43, 23}, { 63, 47, 23}, { 75, 55, 27},
+{ 83, 59, 27}, { 91, 67, 31}, { 99, 75, 31}, {107, 83, 31},
+{115, 87, 31}, {123, 95, 35}, {131, 103, 35}, {143, 111, 35},
+{ 11, 11, 15}, { 19, 19, 27}, { 27, 27, 39}, { 39, 39, 51},
+{ 47, 47, 63}, { 55, 55, 75}, { 63, 63, 87}, { 71, 71, 103},
+{ 79, 79, 115}, { 91, 91, 127}, { 99, 99, 139}, {107, 107, 151},
+{115, 115, 163}, {123, 123, 175}, {131, 131, 187}, {139, 139, 203},
+{ 0, 0, 0}, { 7, 7, 0}, { 11, 11, 0}, { 19, 19, 0},
+{ 27, 27, 0}, { 35, 35, 0}, { 43, 43, 7}, { 47, 47, 7},
+{ 55, 55, 7}, { 63, 63, 7}, { 71, 71, 7}, { 75, 75, 11},
+{ 83, 83, 11}, { 91, 91, 11}, { 99, 99, 11}, {107, 107, 15},
+{ 7, 0, 0}, { 15, 0, 0}, { 23, 0, 0}, { 31, 0, 0},
+{ 39, 0, 0}, { 47, 0, 0}, { 55, 0, 0}, { 63, 0, 0},
+{ 71, 0, 0}, { 79, 0, 0}, { 87, 0, 0}, { 95, 0, 0},
+{103, 0, 0}, {111, 0, 0}, {119, 0, 0}, {127, 0, 0},
+{ 19, 19, 0}, { 27, 27, 0}, { 35, 35, 0}, { 47, 43, 0},
+{ 55, 47, 0}, { 67, 55, 0}, { 75, 59, 7}, { 87, 67, 7},
+{ 95, 71, 7}, {107, 75, 11}, {119, 83, 15}, {131, 87, 19},
+{139, 91, 19}, {151, 95, 27}, {163, 99, 31}, {175, 103, 35},
+{ 35, 19, 7}, { 47, 23, 11}, { 59, 31, 15}, { 75, 35, 19},
+{ 87, 43, 23}, { 99, 47, 31}, {115, 55, 35}, {127, 59, 43},
+{143, 67, 51}, {159, 79, 51}, {175, 99, 47}, {191, 119, 47},
+{207, 143, 43}, {223, 171, 39}, {239, 203, 31}, {255, 243, 27},
+{ 11, 7, 0}, { 27, 19, 0}, { 43, 35, 15}, { 55, 43, 19},
+{ 71, 51, 27}, { 83, 55, 35}, { 99, 63, 43}, {111, 71, 51},
+{127, 83, 63}, {139, 95, 71}, {155, 107, 83}, {167, 123, 95},
+{183, 135, 107}, {195, 147, 123}, {211, 163, 139}, {227, 179, 151},
+{171, 139, 163}, {159, 127, 151}, {147, 115, 135}, {139, 103, 123},
+{127, 91, 111}, {119, 83, 99}, {107, 75, 87}, { 95, 63, 75},
+{ 87, 55, 67}, { 75, 47, 55}, { 67, 39, 47}, { 55, 31, 35},
+{ 43, 23, 27}, { 35, 19, 19}, { 23, 11, 11}, { 15, 7, 7},
+{187, 115, 159}, {175, 107, 143}, {163, 95, 131}, {151, 87, 119},
+{139, 79, 107}, {127, 75, 95}, {115, 67, 83}, {107, 59, 75},
+{ 95, 51, 63}, { 83, 43, 55}, { 71, 35, 43}, { 59, 31, 35},
+{ 47, 23, 27}, { 35, 19, 19}, { 23, 11, 11}, { 15, 7, 7},
+{219, 195, 187}, {203, 179, 167}, {191, 163, 155}, {175, 151, 139},
+{163, 135, 123}, {151, 123, 111}, {135, 111, 95}, {123, 99, 83},
+{107, 87, 71}, { 95, 75, 59}, { 83, 63, 51}, { 67, 51, 39},
+{ 55, 43, 31}, { 39, 31, 23}, { 27, 19, 15}, { 15, 11, 7},
+{111, 131, 123}, {103, 123, 111}, { 95, 115, 103}, { 87, 107, 95},
+{ 79, 99, 87}, { 71, 91, 79}, { 63, 83, 71}, { 55, 75, 63},
+{ 47, 67, 55}, { 43, 59, 47}, { 35, 51, 39}, { 31, 43, 31},
+{ 23, 35, 23}, { 15, 27, 19}, { 11, 19, 11}, { 7, 11, 7},
+{255, 243, 27}, {239, 223, 23}, {219, 203, 19}, {203, 183, 15},
+{187, 167, 15}, {171, 151, 11}, {155, 131, 7}, {139, 115, 7},
+{123, 99, 7}, {107, 83, 0}, { 91, 71, 0}, { 75, 55, 0},
+{ 59, 43, 0}, { 43, 31, 0}, { 27, 15, 0}, { 11, 7, 0},
+{ 0, 0, 255}, { 11, 11, 239}, { 19, 19, 223}, { 27, 27, 207},
+{ 35, 35, 191}, { 43, 43, 175}, { 47, 47, 159}, { 47, 47, 143},
+{ 47, 47, 127}, { 47, 47, 111}, { 47, 47, 95}, { 43, 43, 79},
+{ 35, 35, 63}, { 27, 27, 47}, { 19, 19, 31}, { 11, 11, 15},
+{ 43, 0, 0}, { 59, 0, 0}, { 75, 7, 0}, { 95, 7, 0},
+{111, 15, 0}, {127, 23, 7}, {147, 31, 7}, {163, 39, 11},
+{183, 51, 15}, {195, 75, 27}, {207, 99, 43}, {219, 127, 59},
+{227, 151, 79}, {231, 171, 95}, {239, 191, 119}, {247, 211, 139},
+{167, 123, 59}, {183, 155, 55}, {199, 195, 55}, {231, 227, 87},
+{127, 191, 255}, {171, 231, 255}, {215, 255, 255}, {103, 0, 0},
+{139, 0, 0}, {179, 0, 0}, {215, 0, 0}, {255, 0, 0},
{255, 243, 147}, {255, 247, 199}, {255, 255, 255}, {159, 91, 83} };
diff --git a/src/3rdparty/assimp/code/MDLFileData.h b/src/3rdparty/assimp/code/MDLFileData.h
index 68d3dda17..10799ba6b 100644
--- a/src/3rdparty/assimp/code/MDLFileData.h
+++ b/src/3rdparty/assimp/code/MDLFileData.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -41,7 +41,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
/**
* @file MDLFileData.h
- * @brief Definition of in-memory structures for the MDL file format.
+ * @brief Definition of in-memory structures for the MDL file format.
*
* The specification has been taken from various sources on the internet.
* - http://tfc.duke.free.fr/coding/mdl-specs-en.html
@@ -52,59 +52,59 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_MDLFILEHELPER_H_INC
#define AI_MDLFILEHELPER_H_INC
-#include "./../include/Compiler/pushpack1.h"
+#include "./../include/assimp/Compiler/pushpack1.h"
-namespace Assimp {
-namespace MDL {
+namespace Assimp {
+namespace MDL {
// -------------------------------------------------------------------------------------
// to make it easier for us, we test the magic word against both "endianesses"
// magic bytes used in Quake 1 MDL meshes
-#define AI_MDL_MAGIC_NUMBER_BE AI_MAKE_MAGIC("IDPO")
-#define AI_MDL_MAGIC_NUMBER_LE AI_MAKE_MAGIC("OPDI")
+#define AI_MDL_MAGIC_NUMBER_BE AI_MAKE_MAGIC("IDPO")
+#define AI_MDL_MAGIC_NUMBER_LE AI_MAKE_MAGIC("OPDI")
// magic bytes used in GameStudio A<very low> MDL meshes
-#define AI_MDL_MAGIC_NUMBER_BE_GS3 AI_MAKE_MAGIC("MDL2")
-#define AI_MDL_MAGIC_NUMBER_LE_GS3 AI_MAKE_MAGIC("2LDM")
+#define AI_MDL_MAGIC_NUMBER_BE_GS3 AI_MAKE_MAGIC("MDL2")
+#define AI_MDL_MAGIC_NUMBER_LE_GS3 AI_MAKE_MAGIC("2LDM")
// magic bytes used in GameStudio A4 MDL meshes
-#define AI_MDL_MAGIC_NUMBER_BE_GS4 AI_MAKE_MAGIC("MDL3")
-#define AI_MDL_MAGIC_NUMBER_LE_GS4 AI_MAKE_MAGIC("3LDM")
+#define AI_MDL_MAGIC_NUMBER_BE_GS4 AI_MAKE_MAGIC("MDL3")
+#define AI_MDL_MAGIC_NUMBER_LE_GS4 AI_MAKE_MAGIC("3LDM")
// magic bytes used in GameStudio A5+ MDL meshes
-#define AI_MDL_MAGIC_NUMBER_BE_GS5a AI_MAKE_MAGIC("MDL4")
-#define AI_MDL_MAGIC_NUMBER_LE_GS5a AI_MAKE_MAGIC("4LDM")
-#define AI_MDL_MAGIC_NUMBER_BE_GS5b AI_MAKE_MAGIC("MDL5")
-#define AI_MDL_MAGIC_NUMBER_LE_GS5b AI_MAKE_MAGIC("5LDM")
+#define AI_MDL_MAGIC_NUMBER_BE_GS5a AI_MAKE_MAGIC("MDL4")
+#define AI_MDL_MAGIC_NUMBER_LE_GS5a AI_MAKE_MAGIC("4LDM")
+#define AI_MDL_MAGIC_NUMBER_BE_GS5b AI_MAKE_MAGIC("MDL5")
+#define AI_MDL_MAGIC_NUMBER_LE_GS5b AI_MAKE_MAGIC("5LDM")
// magic bytes used in GameStudio A7+ MDL meshes
-#define AI_MDL_MAGIC_NUMBER_BE_GS7 AI_MAKE_MAGIC("MDL7")
-#define AI_MDL_MAGIC_NUMBER_LE_GS7 AI_MAKE_MAGIC("7LDM")
+#define AI_MDL_MAGIC_NUMBER_BE_GS7 AI_MAKE_MAGIC("MDL7")
+#define AI_MDL_MAGIC_NUMBER_LE_GS7 AI_MAKE_MAGIC("7LDM")
// common limitations for Quake1 meshes. The loader does not check them,
// (however it warns) but models should not exceed these limits.
#if (!defined AI_MDL_VERSION)
-# define AI_MDL_VERSION 6
+# define AI_MDL_VERSION 6
#endif
#if (!defined AI_MDL_MAX_FRAMES)
-# define AI_MDL_MAX_FRAMES 256
+# define AI_MDL_MAX_FRAMES 256
#endif
#if (!defined AI_MDL_MAX_UVS)
-# define AI_MDL_MAX_UVS 1024
+# define AI_MDL_MAX_UVS 1024
#endif
#if (!defined AI_MDL_MAX_VERTS)
-# define AI_MDL_MAX_VERTS 1024
+# define AI_MDL_MAX_VERTS 1024
#endif
#if (!defined AI_MDL_MAX_TRIANGLES)
-# define AI_MDL_MAX_TRIANGLES 2048
+# define AI_MDL_MAX_TRIANGLES 2048
#endif
// material key that is set for dummy materials that are
// just referencing another material
#if (!defined AI_MDL7_REFERRER_MATERIAL)
-# define AI_MDL7_REFERRER_MATERIAL "&&&referrer&&&",0,0
+# define AI_MDL7_REFERRER_MATERIAL "&&&referrer&&&",0,0
#endif
// -------------------------------------------------------------------------------------
@@ -113,51 +113,51 @@ namespace MDL {
*/
struct Header
{
- //! magic number: "IDPO"
- uint32_t ident;
+ //! magic number: "IDPO"
+ uint32_t ident;
- //! version number: 6
- int32_t version;
+ //! version number: 6
+ int32_t version;
- //! scale factors for each axis
- aiVector3D scale;
+ //! scale factors for each axis
+ aiVector3D scale;
- //! translation factors for each axis
- aiVector3D translate;
+ //! translation factors for each axis
+ aiVector3D translate;
- //! bounding radius of the mesh
- float boundingradius;
+ //! bounding radius of the mesh
+ float boundingradius;
+
+ //! Position of the viewer's exe. Ignored
+ aiVector3D vEyePos;
- //! Position of the viewer's exe. Ignored
- aiVector3D vEyePos;
+ //! Number of textures
+ int32_t num_skins;
- //! Number of textures
- int32_t num_skins;
+ //! Texture width in pixels
+ int32_t skinwidth;
- //! Texture width in pixels
- int32_t skinwidth;
+ //! Texture height in pixels
+ int32_t skinheight;
- //! Texture height in pixels
- int32_t skinheight;
+ //! Number of vertices contained in the file
+ int32_t num_verts;
- //! Number of vertices contained in the file
- int32_t num_verts;
+ //! Number of triangles contained in the file
+ int32_t num_tris;
- //! Number of triangles contained in the file
- int32_t num_tris;
+ //! Number of frames contained in the file
+ int32_t num_frames;
- //! Number of frames contained in the file
- int32_t num_frames;
+ //! 0 = synchron, 1 = random . Ignored
+ //! (MDLn formats: number of texture coordinates)
+ int32_t synctype;
- //! 0 = synchron, 1 = random . Ignored
- //! (MDLn formats: number of texture coordinates)
- int32_t synctype;
+ //! State flag
+ int32_t flags;
- //! State flag
- int32_t flags;
-
- //! Could be the total size of the file (and not a float)
- float size;
+ //! Could be the total size of the file (and not a float)
+ float size;
} PACK_STRUCT;
@@ -167,57 +167,57 @@ struct Header
*/
struct Header_MDL7
{
- //! magic number: "MDL7"
- char ident[4];
+ //! magic number: "MDL7"
+ char ident[4];
- //! Version number. Ignored
- int32_t version;
+ //! Version number. Ignored
+ int32_t version;
- //! Number of bones in file
- uint32_t bones_num;
+ //! Number of bones in file
+ uint32_t bones_num;
- //! Number of groups in file
- uint32_t groups_num;
+ //! Number of groups in file
+ uint32_t groups_num;
- //! Size of data in the file
- uint32_t data_size;
+ //! Size of data in the file
+ uint32_t data_size;
- //! Ignored. Used to store entity specific information
- int32_t entlump_size;
+ //! Ignored. Used to store entity specific information
+ int32_t entlump_size;
- //! Ignored. Used to store MED related data
- int32_t medlump_size;
+ //! Ignored. Used to store MED related data
+ int32_t medlump_size;
- //! Size of the Bone_MDL7 data structure used in the file
- uint16_t bone_stc_size;
+ //! Size of the Bone_MDL7 data structure used in the file
+ uint16_t bone_stc_size;
- //! Size of the Skin_MDL 7 data structure used in the file
- uint16_t skin_stc_size;
+ //! Size of the Skin_MDL 7 data structure used in the file
+ uint16_t skin_stc_size;
- //! Size of a single color (e.g. in a material)
- uint16_t colorvalue_stc_size;
+ //! Size of a single color (e.g. in a material)
+ uint16_t colorvalue_stc_size;
- //! Size of the Material_MDL7 data structure used in the file
- uint16_t material_stc_size;
+ //! Size of the Material_MDL7 data structure used in the file
+ uint16_t material_stc_size;
- //! Size of a texture coordinate set in the file
- uint16_t skinpoint_stc_size;
+ //! Size of a texture coordinate set in the file
+ uint16_t skinpoint_stc_size;
- //! Size of a triangle in the file
- uint16_t triangle_stc_size;
+ //! Size of a triangle in the file
+ uint16_t triangle_stc_size;
- //! Size of a normal vertex in the file
- uint16_t mainvertex_stc_size;
+ //! Size of a normal vertex in the file
+ uint16_t mainvertex_stc_size;
- //! Size of a per-frame animated vertex in the file
- //! (this is not supported)
- uint16_t framevertex_stc_size;
+ //! Size of a per-frame animated vertex in the file
+ //! (this is not supported)
+ uint16_t framevertex_stc_size;
- //! Size of a bone animation matrix
- uint16_t bonetrans_stc_size;
+ //! Size of a bone animation matrix
+ uint16_t bonetrans_stc_size;
- //! Size of the Frame_MDL7 data structure used in the file
- uint16_t frame_stc_size;
+ //! Size of the Frame_MDL7 data structure used in the file
+ uint16_t frame_stc_size;
} PACK_STRUCT;
@@ -227,33 +227,33 @@ struct Header_MDL7
*/
struct Bone_MDL7
{
- //! Index of the parent bone of *this* bone. 0xffff means:
- //! "hey, I have no parent, I'm an orphan"
- uint16_t parent_index;
- uint8_t _unused_[2];
+ //! Index of the parent bone of *this* bone. 0xffff means:
+ //! "hey, I have no parent, I'm an orphan"
+ uint16_t parent_index;
+ uint8_t _unused_[2];
- //! Relative position of the bone (relative to the
- //! parent bone)
- float x,y,z;
+ //! Relative position of the bone (relative to the
+ //! parent bone)
+ float x,y,z;
- //! Optional name of the bone
- char name[1 /* DUMMY SIZE */];
+ //! Optional name of the bone
+ char name[1 /* DUMMY SIZE */];
} PACK_STRUCT;
#if (!defined AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_20_CHARS)
-# define AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_20_CHARS (16 + 20)
+# define AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_20_CHARS (16 + 20)
#endif
#if (!defined AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_32_CHARS)
-# define AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_32_CHARS (16 + 32)
+# define AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_32_CHARS (16 + 32)
#endif
#if (!defined AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_NOT_THERE)
-# define AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_NOT_THERE (16)
+# define AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_NOT_THERE (16)
#endif
#if (!defined AI_MDL7_MAX_GROUPNAMESIZE)
-# define AI_MDL7_MAX_GROUPNAMESIZE 16
+# define AI_MDL7_MAX_GROUPNAMESIZE 16
#endif // ! AI_MDL7_MAX_GROUPNAMESIZE
// -------------------------------------------------------------------------------------
@@ -262,40 +262,40 @@ struct Bone_MDL7
*/
struct Group_MDL7
{
- //! = '1' -> triangle based Mesh
- unsigned char typ;
+ //! = '1' -> triangle based Mesh
+ unsigned char typ;
- int8_t deformers;
- int8_t max_weights;
- int8_t _unused_;
+ int8_t deformers;
+ int8_t max_weights;
+ int8_t _unused_;
- //! size of data for this group in bytes ( MD7_GROUP stc. included).
- int32_t groupdata_size;
- char name[AI_MDL7_MAX_GROUPNAMESIZE];
+ //! size of data for this group in bytes ( MD7_GROUP stc. included).
+ int32_t groupdata_size;
+ char name[AI_MDL7_MAX_GROUPNAMESIZE];
- //! Number of skins
- int32_t numskins;
+ //! Number of skins
+ int32_t numskins;
- //! Number of texture coordinates
- int32_t num_stpts;
+ //! Number of texture coordinates
+ int32_t num_stpts;
- //! Number of triangles
- int32_t numtris;
+ //! Number of triangles
+ int32_t numtris;
- //! Number of vertices
- int32_t numverts;
+ //! Number of vertices
+ int32_t numverts;
- //! Number of frames
- int32_t numframes;
+ //! Number of frames
+ int32_t numframes;
} PACK_STRUCT;
-#define AI_MDL7_SKINTYPE_MIPFLAG 0x08
-#define AI_MDL7_SKINTYPE_MATERIAL 0x10
-#define AI_MDL7_SKINTYPE_MATERIAL_ASCDEF 0x20
-#define AI_MDL7_SKINTYPE_RGBFLAG 0x80
+#define AI_MDL7_SKINTYPE_MIPFLAG 0x08
+#define AI_MDL7_SKINTYPE_MATERIAL 0x10
+#define AI_MDL7_SKINTYPE_MATERIAL_ASCDEF 0x20
+#define AI_MDL7_SKINTYPE_RGBFLAG 0x80
#if (!defined AI_MDL7_MAX_BONENAMESIZE)
-# define AI_MDL7_MAX_BONENAMESIZE 20
+# define AI_MDL7_MAX_BONENAMESIZE 20
#endif // !! AI_MDL7_MAX_BONENAMESIZE
// -------------------------------------------------------------------------------------
@@ -304,12 +304,12 @@ struct Group_MDL7
*/
struct Deformer_MDL7
{
- int8_t deformer_version; // 0
- int8_t deformer_typ; // 0 - bones
- int8_t _unused_[2];
- int32_t group_index;
- int32_t elements;
- int32_t deformerdata_size;
+ int8_t deformer_version; // 0
+ int8_t deformer_typ; // 0 - bones
+ int8_t _unused_[2];
+ int32_t group_index;
+ int32_t elements;
+ int32_t deformerdata_size;
} PACK_STRUCT;
@@ -319,10 +319,10 @@ struct Deformer_MDL7
*/
struct DeformerElement_MDL7
{
- //! bei deformer_typ==0 (==bones) element_index == bone index
- int32_t element_index;
- char element_name[AI_MDL7_MAX_BONENAMESIZE];
- int32_t weights;
+ //! bei deformer_typ==0 (==bones) element_index == bone index
+ int32_t element_index;
+ char element_name[AI_MDL7_MAX_BONENAMESIZE];
+ int32_t weights;
} PACK_STRUCT;
@@ -332,9 +332,9 @@ struct DeformerElement_MDL7
*/
struct DeformerWeight_MDL7
{
- //! for deformer_typ==0 (==bones) index == vertex index
- int32_t index;
- float weight;
+ //! for deformer_typ==0 (==bones) index == vertex index
+ int32_t index;
+ float weight;
} PACK_STRUCT;
@@ -347,7 +347,7 @@ typedef int32_t MD7_MATERIAL_ASCDEFSIZE;
*/
struct ColorValue_MDL7
{
- float r,g,b,a;
+ float r,g,b,a;
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
@@ -356,20 +356,20 @@ struct ColorValue_MDL7
*/
struct Material_MDL7
{
- //! Diffuse base color of the material
- ColorValue_MDL7 Diffuse;
+ //! Diffuse base color of the material
+ ColorValue_MDL7 Diffuse;
- //! Ambient base color of the material
- ColorValue_MDL7 Ambient;
+ //! Ambient base color of the material
+ ColorValue_MDL7 Ambient;
- //! Specular base color of the material
- ColorValue_MDL7 Specular;
+ //! Specular base color of the material
+ ColorValue_MDL7 Specular;
- //! Emissive base color of the material
- ColorValue_MDL7 Emissive;
+ //! Emissive base color of the material
+ ColorValue_MDL7 Emissive;
- //! Phong power
- float Power;
+ //! Phong power
+ float Power;
} PACK_STRUCT;
@@ -379,21 +379,21 @@ struct Material_MDL7
*/
struct Skin
{
- //! 0 = single (Skin), 1 = group (GroupSkin)
- //! For MDL3-5: Defines the type of the skin and there
- //! fore the size of the data to skip:
- //-------------------------------------------------------
- //! 2 for 565 RGB,
- //! 3 for 4444 ARGB,
- //! 10 for 565 mipmapped,
- //! 11 for 4444 mipmapped (bpp = 2),
- //! 12 for 888 RGB mipmapped (bpp = 3),
- //! 13 for 8888 ARGB mipmapped (bpp = 4)
- //-------------------------------------------------------
- int32_t group;
-
- //! Texture data
- uint8_t *data;
+ //! 0 = single (Skin), 1 = group (GroupSkin)
+ //! For MDL3-5: Defines the type of the skin and there
+ //! fore the size of the data to skip:
+ //-------------------------------------------------------
+ //! 2 for 565 RGB,
+ //! 3 for 4444 ARGB,
+ //! 10 for 565 mipmapped,
+ //! 11 for 4444 mipmapped (bpp = 2),
+ //! 12 for 888 RGB mipmapped (bpp = 3),
+ //! 13 for 8888 ARGB mipmapped (bpp = 4)
+ //-------------------------------------------------------
+ int32_t group;
+
+ //! Texture data
+ uint8_t *data;
} PACK_STRUCT;
@@ -404,13 +404,13 @@ struct Skin
*/
struct Skin_MDL5
{
- int32_t size, width, height;
- uint8_t *data;
+ int32_t size, width, height;
+ uint8_t *data;
} PACK_STRUCT;
// maximum length of texture file name
#if (!defined AI_MDL7_MAX_TEXNAMESIZE)
-# define AI_MDL7_MAX_TEXNAMESIZE 0x10
+# define AI_MDL7_MAX_TEXNAMESIZE 0x10
#endif
// ---------------------------------------------------------------------------
@@ -419,11 +419,11 @@ struct Skin_MDL5
*/
struct Skin_MDL7
{
- uint8_t typ;
- int8_t _unused_[3];
- int32_t width;
- int32_t height;
- char texture_name[AI_MDL7_MAX_TEXNAMESIZE];
+ uint8_t typ;
+ int8_t _unused_[3];
+ int32_t width;
+ int32_t height;
+ char texture_name[AI_MDL7_MAX_TEXNAMESIZE];
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
@@ -432,9 +432,9 @@ struct Skin_MDL7
*/
struct RGB565
{
- uint16_t r : 5;
- uint16_t g : 6;
- uint16_t b : 5;
+ uint16_t r : 5;
+ uint16_t g : 6;
+ uint16_t b : 5;
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
@@ -443,10 +443,10 @@ struct RGB565
*/
struct ARGB4
{
- uint16_t a : 4;
- uint16_t r : 4;
- uint16_t g : 4;
- uint16_t b : 4;
+ uint16_t a : 4;
+ uint16_t r : 4;
+ uint16_t g : 4;
+ uint16_t b : 4;
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
@@ -455,17 +455,17 @@ struct ARGB4
*/
struct GroupSkin
{
- //! 0 = single (Skin), 1 = group (GroupSkin)
- int32_t group;
+ //! 0 = single (Skin), 1 = group (GroupSkin)
+ int32_t group;
- //! Number of images
- int32_t nb;
+ //! Number of images
+ int32_t nb;
- //! Time for each image
- float *time;
+ //! Time for each image
+ float *time;
- //! Data of each image
- uint8_t **data;
+ //! Data of each image
+ uint8_t **data;
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
@@ -474,14 +474,14 @@ struct GroupSkin
*/
struct TexCoord
{
- //! Is the vertex on the noundary between front and back piece?
- int32_t onseam;
+ //! Is the vertex on the noundary between front and back piece?
+ int32_t onseam;
- //! Texture coordinate in the tx direction
- int32_t s;
+ //! Texture coordinate in the tx direction
+ int32_t s;
- //! Texture coordinate in the ty direction
- int32_t t;
+ //! Texture coordinate in the ty direction
+ int32_t t;
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
@@ -490,11 +490,11 @@ struct TexCoord
*/
struct TexCoord_MDL3
{
- //! position, horizontally in range 0..skinwidth-1
- int16_t u;
+ //! position, horizontally in range 0..skinwidth-1
+ int16_t u;
- //! position, vertically in range 0..skinheight-1
- int16_t v;
+ //! position, vertically in range 0..skinheight-1
+ int16_t v;
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
@@ -503,11 +503,11 @@ struct TexCoord_MDL3
*/
struct TexCoord_MDL7
{
- //! position, horizontally in range 0..1
- float u;
+ //! position, horizontally in range 0..1
+ float u;
- //! position, vertically in range 0..1
- float v;
+ //! position, vertically in range 0..1
+ float v;
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
@@ -519,11 +519,11 @@ struct TexCoord_MDL7
*/
struct SkinSet_MDL7
{
- //! Index into the UV coordinate list
- uint16_t st_index[3]; // size 6
+ //! Index into the UV coordinate list
+ uint16_t st_index[3]; // size 6
- //! Material index
- int32_t material; // size 4
+ //! Material index
+ int32_t material; // size 4
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
@@ -532,11 +532,11 @@ struct SkinSet_MDL7
*/
struct Triangle
{
- //! 0 = backface, 1 = frontface
- int32_t facesfront;
+ //! 0 = backface, 1 = frontface
+ int32_t facesfront;
- //! Vertex indices
- int32_t vertex[3];
+ //! Vertex indices
+ int32_t vertex[3];
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
@@ -545,11 +545,11 @@ struct Triangle
*/
struct Triangle_MDL3
{
- //! Index of 3 3D vertices in range 0..numverts
- uint16_t index_xyz[3];
+ //! Index of 3 3D vertices in range 0..numverts
+ uint16_t index_xyz[3];
- //! Index of 3 skin vertices in range 0..numskinverts
- uint16_t index_uv[3];
+ //! Index of 3 skin vertices in range 0..numskinverts
+ uint16_t index_uv[3];
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
@@ -558,29 +558,29 @@ struct Triangle_MDL3
*/
struct Triangle_MDL7
{
- //! Vertex indices
- uint16_t v_index[3]; // size 6
+ //! Vertex indices
+ uint16_t v_index[3]; // size 6
- //! Two skinsets. The second will be used for multi-texturing
- SkinSet_MDL7 skinsets[2];
-} PACK_STRUCT;
+ //! Two skinsets. The second will be used for multi-texturing
+ SkinSet_MDL7 skinsets[2];
+} PACK_STRUCT;
#if (!defined AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV)
-# define AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV (6+sizeof(SkinSet_MDL7)-sizeof(uint32_t))
-#endif
+# define AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV (6+sizeof(SkinSet_MDL7)-sizeof(uint32_t))
+#endif
#if (!defined AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV_WITH_MATINDEX)
-# define AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV_WITH_MATINDEX (6+sizeof(SkinSet_MDL7))
-#endif
+# define AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV_WITH_MATINDEX (6+sizeof(SkinSet_MDL7))
+#endif
#if (!defined AI_MDL7_TRIANGLE_STD_SIZE_TWO_UV)
-# define AI_MDL7_TRIANGLE_STD_SIZE_TWO_UV (6+2*sizeof(SkinSet_MDL7))
-#endif
+# define AI_MDL7_TRIANGLE_STD_SIZE_TWO_UV (6+2*sizeof(SkinSet_MDL7))
+#endif
// Helper constants for Triangle::facesfront
#if (!defined AI_MDL_BACKFACE)
-# define AI_MDL_BACKFACE 0x0
+# define AI_MDL_BACKFACE 0x0
#endif
#if (!defined AI_MDL_FRONTFACE)
-# define AI_MDL_FRONTFACE 0x1
+# define AI_MDL_FRONTFACE 0x1
#endif
// -------------------------------------------------------------------------------------
@@ -589,21 +589,21 @@ struct Triangle_MDL7
*/
struct Vertex
{
- uint8_t v[3];
- uint8_t normalIndex;
+ uint8_t v[3];
+ uint8_t normalIndex;
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
struct Vertex_MDL4
{
- uint16_t v[3];
- uint8_t normalIndex;
- uint8_t unused;
+ uint16_t v[3];
+ uint8_t normalIndex;
+ uint8_t unused;
} PACK_STRUCT;
-#define AI_MDL7_FRAMEVERTEX120503_STCSIZE 16
-#define AI_MDL7_FRAMEVERTEX030305_STCSIZE 26
+#define AI_MDL7_FRAMEVERTEX120503_STCSIZE 16
+#define AI_MDL7_FRAMEVERTEX030305_STCSIZE 26
// -------------------------------------------------------------------------------------
/** \struct Vertex_MDL7
@@ -611,12 +611,12 @@ struct Vertex_MDL4
*/
struct Vertex_MDL7
{
- float x,y,z;
- uint16_t vertindex; // = bone index
- union {
- uint8_t norm162index;
- float norm[3];
- };
+ float x,y,z;
+ uint16_t vertindex; // = bone index
+ union {
+ uint8_t norm162index;
+ float norm[3];
+ };
} PACK_STRUCT;
@@ -626,19 +626,19 @@ struct Vertex_MDL7
*/
struct BoneTransform_MDL7
{
- //! 4*3
- float m [4*4];
+ //! 4*3
+ float m [4*4];
- //! the index of this vertex, 0.. header::bones_num - 1
- uint16_t bone_index;
+ //! the index of this vertex, 0.. header::bones_num - 1
+ uint16_t bone_index;
- //! I HATE 3DGS AND THE SILLY DEVELOPER WHO DESIGNED
- //! THIS STUPID FILE FORMAT!
- int8_t _unused_[2];
+ //! I HATE 3DGS AND THE SILLY DEVELOPER WHO DESIGNED
+ //! THIS STUPID FILE FORMAT!
+ int8_t _unused_[2];
} PACK_STRUCT;
-#define AI_MDL7_MAX_FRAMENAMESIZE 16
+#define AI_MDL7_MAX_FRAMENAMESIZE 16
// -------------------------------------------------------------------------------------
@@ -647,9 +647,9 @@ struct BoneTransform_MDL7
*/
struct Frame_MDL7
{
- char frame_name[AI_MDL7_MAX_FRAMENAMESIZE];
- uint32_t vertices_count;
- uint32_t transmatrix_count;
+ char frame_name[AI_MDL7_MAX_FRAMENAMESIZE];
+ uint32_t vertices_count;
+ uint32_t transmatrix_count;
};
@@ -659,17 +659,17 @@ struct Frame_MDL7
*/
struct SimpleFrame
{
- //! Minimum vertex of the bounding box
- Vertex bboxmin;
+ //! Minimum vertex of the bounding box
+ Vertex bboxmin;
- //! Maximum vertex of the bounding box
- Vertex bboxmax;
+ //! Maximum vertex of the bounding box
+ Vertex bboxmax;
- //! Name of the frame
- char name[16];
+ //! Name of the frame
+ char name[16];
- //! Vertex list of the frame
- Vertex *verts;
+ //! Vertex list of the frame
+ Vertex *verts;
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
@@ -678,28 +678,28 @@ struct SimpleFrame
*/
struct Frame
{
- //! 0 = simple frame, !0 = group frame
- int32_t type;
+ //! 0 = simple frame, !0 = group frame
+ int32_t type;
- //! Frame data
- SimpleFrame frame;
+ //! Frame data
+ SimpleFrame frame;
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
struct SimpleFrame_MDLn_SP
{
- //! Minimum vertex of the bounding box
- Vertex_MDL4 bboxmin;
+ //! Minimum vertex of the bounding box
+ Vertex_MDL4 bboxmin;
- //! Maximum vertex of the bounding box
- Vertex_MDL4 bboxmax;
+ //! Maximum vertex of the bounding box
+ Vertex_MDL4 bboxmax;
- //! Name of the frame
- char name[16];
+ //! Name of the frame
+ char name[16];
- //! Vertex list of the frame
- Vertex_MDL4 *verts;
+ //! Vertex list of the frame
+ Vertex_MDL4 *verts;
} PACK_STRUCT;
// -------------------------------------------------------------------------------------
@@ -708,23 +708,23 @@ struct SimpleFrame_MDLn_SP
*/
struct GroupFrame
{
- //! 0 = simple frame, !0 = group frame
- int32_t type;
+ //! 0 = simple frame, !0 = group frame
+ int32_t type;
- //! Minimum vertex for all single frames
- Vertex min;
+ //! Minimum vertex for all single frames
+ Vertex min;
- //! Maximum vertex for all single frames
- Vertex max;
+ //! Maximum vertex for all single frames
+ Vertex max;
- //! Time for all single frames
- float *time;
+ //! Time for all single frames
+ float *time;
- //! List of single frames
- SimpleFrame *frames;
+ //! List of single frames
+ SimpleFrame *frames;
} PACK_STRUCT;
-#include "./../include/Compiler/poppack1.h"
+#include "./../include/assimp/Compiler/poppack1.h"
// -------------------------------------------------------------------------------------
/** \struct IntFace_MDL7
@@ -732,20 +732,20 @@ struct GroupFrame
*/
struct IntFace_MDL7
{
- // provide a constructor for our own convenience
- IntFace_MDL7()
- {
- // set everything to zero
- mIndices[0] = mIndices[1] = mIndices[2] = 0;
- iMatIndex[0] = iMatIndex[1] = 0;
- }
+ // provide a constructor for our own convenience
+ IntFace_MDL7()
+ {
+ // set everything to zero
+ mIndices[0] = mIndices[1] = mIndices[2] = 0;
+ iMatIndex[0] = iMatIndex[1] = 0;
+ }
- //! Vertex indices
- uint32_t mIndices[3];
+ //! Vertex indices
+ uint32_t mIndices[3];
- //! Material index (maximally two channels, which are joined later)
- unsigned int iMatIndex[2];
-};
+ //! Material index (maximally two channels, which are joined later)
+ unsigned int iMatIndex[2];
+};
// -------------------------------------------------------------------------------------
/** \struct IntMaterial_MDL7
@@ -755,18 +755,18 @@ struct IntFace_MDL7
*/
struct IntMaterial_MDL7
{
- // provide a constructor for our own convenience
- IntMaterial_MDL7()
- {
- pcMat = NULL;
- iOldMatIndices[0] = iOldMatIndices[1] = 0;
- }
+ // provide a constructor for our own convenience
+ IntMaterial_MDL7()
+ {
+ pcMat = NULL;
+ iOldMatIndices[0] = iOldMatIndices[1] = 0;
+ }
- //! Material instance
- MaterialHelper* pcMat;
+ //! Material instance
+ aiMaterial* pcMat;
- //! Old material indices
- unsigned int iOldMatIndices[2];
+ //! Old material indices
+ unsigned int iOldMatIndices[2];
};
// -------------------------------------------------------------------------------------
@@ -776,183 +776,180 @@ struct IntMaterial_MDL7
*/
struct IntBone_MDL7 : aiBone
{
- //! Default constructor
- IntBone_MDL7() : iParent (0xffff)
- {
- pkeyPositions.reserve(30);
- pkeyScalings.reserve(30);
- pkeyRotations.reserve(30);
- }
+ //! Default constructor
+ IntBone_MDL7() : iParent (0xffff)
+ {
+ pkeyPositions.reserve(30);
+ pkeyScalings.reserve(30);
+ pkeyRotations.reserve(30);
+ }
- //! Parent bone of the bone
- uint64_t iParent;
+ //! Parent bone of the bone
+ uint64_t iParent;
- //! Relative position of the bone
- aiVector3D vPosition;
+ //! Relative position of the bone
+ aiVector3D vPosition;
- //! Array of position keys
- std::vector<aiVectorKey> pkeyPositions;
+ //! Array of position keys
+ std::vector<aiVectorKey> pkeyPositions;
- //! Array of scaling keys
- std::vector<aiVectorKey> pkeyScalings;
+ //! Array of scaling keys
+ std::vector<aiVectorKey> pkeyScalings;
- //! Array of rotation keys
- std::vector<aiQuatKey> pkeyRotations;
+ //! Array of rotation keys
+ std::vector<aiQuatKey> pkeyRotations;
};
// -------------------------------------------------------------------------------------
//! Describes a MDL7 frame
struct IntFrameInfo_MDL7
{
- //! Construction from an existing frame header
- IntFrameInfo_MDL7(BE_NCONST MDL::Frame_MDL7* _pcFrame,unsigned int _iIndex)
- : iIndex(_iIndex)
- , pcFrame(_pcFrame)
- {}
+ //! Construction from an existing frame header
+ IntFrameInfo_MDL7(BE_NCONST MDL::Frame_MDL7* _pcFrame,unsigned int _iIndex)
+ : iIndex(_iIndex)
+ , pcFrame(_pcFrame)
+ {}
- //! Index of the frame
- unsigned int iIndex;
+ //! Index of the frame
+ unsigned int iIndex;
- //! Points to the header of the frame
- BE_NCONST MDL::Frame_MDL7* pcFrame;
+ //! Points to the header of the frame
+ BE_NCONST MDL::Frame_MDL7* pcFrame;
};
// -------------------------------------------------------------------------------------
//! Describes a MDL7 mesh group
struct IntGroupInfo_MDL7
{
- //! Default constructor
- IntGroupInfo_MDL7()
- : iIndex(0)
- , pcGroup(NULL)
- , pcGroupUVs(NULL)
- , pcGroupTris(NULL)
- , pcGroupVerts(NULL)
- {}
-
- //! Construction from an existing group header
- IntGroupInfo_MDL7(BE_NCONST MDL::Group_MDL7* _pcGroup, unsigned int _iIndex)
- : iIndex(_iIndex)
- , pcGroup(_pcGroup)
- , pcGroupUVs(NULL)
- , pcGroupTris(NULL)
- , pcGroupVerts(NULL)
- {}
-
- //! Index of the group
- unsigned int iIndex;
-
- //! Points to the header of the group
- BE_NCONST MDL::Group_MDL7* pcGroup;
-
- //! Points to the beginning of the uv coordinate section
- BE_NCONST MDL::TexCoord_MDL7* pcGroupUVs;
-
- //! Points to the beginning of the triangle section
- BE_NCONST MDL::Triangle_MDL7* pcGroupTris;
-
- //! Points to the beginning of the vertex section
- BE_NCONST MDL::Vertex_MDL7* pcGroupVerts;
+ //! Default constructor
+ IntGroupInfo_MDL7()
+ : iIndex(0)
+ , pcGroup(NULL)
+ , pcGroupUVs(NULL)
+ , pcGroupTris(NULL)
+ , pcGroupVerts(NULL)
+ {}
+
+ //! Construction from an existing group header
+ IntGroupInfo_MDL7(BE_NCONST MDL::Group_MDL7* _pcGroup, unsigned int _iIndex)
+ : iIndex(_iIndex)
+ , pcGroup(_pcGroup)
+ {}
+
+ //! Index of the group
+ unsigned int iIndex;
+
+ //! Points to the header of the group
+ BE_NCONST MDL::Group_MDL7* pcGroup;
+
+ //! Points to the beginning of the uv coordinate section
+ BE_NCONST MDL::TexCoord_MDL7* pcGroupUVs;
+
+ //! Points to the beginning of the triangle section
+ MDL::Triangle_MDL7* pcGroupTris;
+
+ //! Points to the beginning of the vertex section
+ BE_NCONST MDL::Vertex_MDL7* pcGroupVerts;
};
// -------------------------------------------------------------------------------------
//! Holds the data that belongs to a MDL7 mesh group
struct IntGroupData_MDL7
{
- IntGroupData_MDL7()
- : pcFaces(NULL), bNeed2UV(false)
- {}
+ IntGroupData_MDL7()
+ : pcFaces(NULL), bNeed2UV(false)
+ {}
- //! Array of faces that belong to the group
- MDL::IntFace_MDL7* pcFaces;
+ //! Array of faces that belong to the group
+ MDL::IntFace_MDL7* pcFaces;
- //! Array of vertex positions
- std::vector<aiVector3D> vPositions;
+ //! Array of vertex positions
+ std::vector<aiVector3D> vPositions;
- //! Array of vertex normals
- std::vector<aiVector3D> vNormals;
+ //! Array of vertex normals
+ std::vector<aiVector3D> vNormals;
- //! Array of bones indices
- std::vector<unsigned int> aiBones;
+ //! Array of bones indices
+ std::vector<unsigned int> aiBones;
- //! First UV coordinate set
- std::vector<aiVector3D> vTextureCoords1;
+ //! First UV coordinate set
+ std::vector<aiVector3D> vTextureCoords1;
- //! Optional second UV coordinate set
- std::vector<aiVector3D> vTextureCoords2;
+ //! Optional second UV coordinate set
+ std::vector<aiVector3D> vTextureCoords2;
- //! Specifies whether there are two texture
- //! coordinate sets required
- bool bNeed2UV;
+ //! Specifies whether there are two texture
+ //! coordinate sets required
+ bool bNeed2UV;
};
// -------------------------------------------------------------------------------------
//! Holds data from an MDL7 file that is shared by all mesh groups
struct IntSharedData_MDL7
{
- //! Default constructor
- IntSharedData_MDL7() : apcOutBones(0), iNum(0)
- {
- abNeedMaterials.reserve(10);
- }
-
- //! Destruction: properly delete all allocated resources
- ~IntSharedData_MDL7()
- {
- // kill all bones
- if (this->apcOutBones)
- {
- for (unsigned int m = 0; m < iNum;++m)
- delete this->apcOutBones[m];
- delete[] this->apcOutBones;
- }
- }
-
- //! Specifies which materials are used
- std::vector<bool> abNeedMaterials;
-
- //! List of all materials
- std::vector<MaterialHelper*> pcMats;
-
- //! List of all bones
- IntBone_MDL7** apcOutBones;
-
- //! number of bones
- unsigned int iNum;
+ //! Default constructor
+ IntSharedData_MDL7()
+ {
+ abNeedMaterials.reserve(10);
+ }
+
+ //! Destruction: properly delete all allocated resources
+ ~IntSharedData_MDL7()
+ {
+ // kill all bones
+ if (this->apcOutBones)
+ {
+ for (unsigned int m = 0; m < iNum;++m)
+ delete this->apcOutBones[m];
+ delete[] this->apcOutBones;
+ }
+ }
+
+ //! Specifies which materials are used
+ std::vector<bool> abNeedMaterials;
+
+ //! List of all materials
+ std::vector<aiMaterial*> pcMats;
+
+ //! List of all bones
+ IntBone_MDL7** apcOutBones;
+
+ //! number of bones
+ unsigned int iNum;
};
// -------------------------------------------------------------------------------------
//! Contains input data for GenerateOutputMeshes_3DGS_MDL7
-struct IntSplittedGroupData_MDL7
-{
- //! Construction from a given shared data set
- IntSplittedGroupData_MDL7(IntSharedData_MDL7& _shared,
- std::vector<aiMesh*>& _avOutList)
-
- : aiSplit(0), shared(_shared), avOutList(_avOutList)
- {
- }
-
- //! Destruction: properly delete all allocated resources
- ~IntSplittedGroupData_MDL7()
- {
- // kill all face lists
- if (this->aiSplit)
- {
- for (unsigned int m = 0; m < shared.pcMats.size();++m)
- delete this->aiSplit[m];
- delete[] this->aiSplit;
- }
- }
-
- //! Contains a list of all faces per material
- std::vector<unsigned int>** aiSplit;
-
- //! Shared data for all groups of the model
- IntSharedData_MDL7& shared;
-
- //! List of meshes
- std::vector<aiMesh*>& avOutList;
+struct IntSplitGroupData_MDL7
+{
+ //! Construction from a given shared data set
+ IntSplitGroupData_MDL7(IntSharedData_MDL7& _shared,
+ std::vector<aiMesh*>& _avOutList)
+
+ : shared(_shared), avOutList(_avOutList)
+ {
+ }
+
+ //! Destruction: properly delete all allocated resources
+ ~IntSplitGroupData_MDL7()
+ {
+ // kill all face lists
+ if(this->aiSplit)
+ {
+ for (unsigned int m = 0; m < shared.pcMats.size();++m)
+ delete this->aiSplit[m];
+ delete[] this->aiSplit;
+ }
+ }
+
+ //! Contains a list of all faces per material
+ std::vector<unsigned int>** aiSplit;
+
+ //! Shared data for all groups of the model
+ IntSharedData_MDL7& shared;
+
+ //! List of meshes
+ std::vector<aiMesh*>& avOutList;
};
diff --git a/src/3rdparty/assimp/code/MDLLoader.cpp b/src/3rdparty/assimp/code/MDLLoader.cpp
index 98f0dbcc8..ebe6caf68 100644
--- a/src/3rdparty/assimp/code/MDLLoader.cpp
+++ b/src/3rdparty/assimp/code/MDLLoader.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -50,265 +50,274 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "MDLLoader.h"
#include "MDLDefaultColorMap.h"
-#include "MD2FileData.h"
-
-#if defined(__QNXNTO__)
-#include <stdio.h>
-#endif
+#include "MD2FileData.h"
using namespace Assimp;
+static const aiImporterDesc desc = {
+ "Quake Mesh / 3D GameStudio Mesh Importer",
+ "",
+ "",
+ "",
+ aiImporterFlags_SupportBinaryFlavour,
+ 0,
+ 0,
+ 7,
+ 0,
+ "mdl"
+};
+
// ------------------------------------------------------------------------------------------------
// Ugly stuff ... nevermind
-#define _AI_MDL7_ACCESS(_data, _index, _limit, _type) \
- (*((const _type*)(((const char*)_data) + _index * _limit)))
+#define _AI_MDL7_ACCESS(_data, _index, _limit, _type) \
+ (*((const _type*)(((const char*)_data) + _index * _limit)))
-#define _AI_MDL7_ACCESS_PTR(_data, _index, _limit, _type) \
- ((BE_NCONST _type*)(((const char*)_data) + _index * _limit))
+#define _AI_MDL7_ACCESS_PTR(_data, _index, _limit, _type) \
+ ((BE_NCONST _type*)(((const char*)_data) + _index * _limit))
-#define _AI_MDL7_ACCESS_VERT(_data, _index, _limit) \
- _AI_MDL7_ACCESS(_data,_index,_limit,MDL::Vertex_MDL7)
+#define _AI_MDL7_ACCESS_VERT(_data, _index, _limit) \
+ _AI_MDL7_ACCESS(_data,_index,_limit,MDL::Vertex_MDL7)
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
-MDLImporter::MDLImporter() : configFrameID(0), mBuffer(0), iGSFileVersion(0), pIOHandler(0), pScene(0), iFileSize(0)
+MDLImporter::MDLImporter()
{}
// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
+// Destructor, private as well
MDLImporter::~MDLImporter()
{}
// ------------------------------------------------------------------------------------------------
-// Returns whether the class can handle the format of the given file.
+// Returns whether the class can handle the format of the given file.
bool MDLImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
{
- const std::string extension = GetExtension(pFile);
-
- // if check for extension is not enough, check for the magic tokens
- if (extension == "mdl" || !extension.length() || checkSig) {
- uint32_t tokens[8];
- tokens[0] = AI_MDL_MAGIC_NUMBER_LE_HL2a;
- tokens[1] = AI_MDL_MAGIC_NUMBER_LE_HL2b;
- tokens[2] = AI_MDL_MAGIC_NUMBER_LE_GS7;
- tokens[3] = AI_MDL_MAGIC_NUMBER_LE_GS5b;
- tokens[4] = AI_MDL_MAGIC_NUMBER_LE_GS5a;
- tokens[5] = AI_MDL_MAGIC_NUMBER_LE_GS4;
- tokens[6] = AI_MDL_MAGIC_NUMBER_LE_GS3;
- tokens[7] = AI_MDL_MAGIC_NUMBER_LE;
- return CheckMagicToken(pIOHandler,pFile,tokens,8,0);
- }
- return false;
+ const std::string extension = GetExtension(pFile);
+
+ // if check for extension is not enough, check for the magic tokens
+ if (extension == "mdl" || !extension.length() || checkSig) {
+ uint32_t tokens[8];
+ tokens[0] = AI_MDL_MAGIC_NUMBER_LE_HL2a;
+ tokens[1] = AI_MDL_MAGIC_NUMBER_LE_HL2b;
+ tokens[2] = AI_MDL_MAGIC_NUMBER_LE_GS7;
+ tokens[3] = AI_MDL_MAGIC_NUMBER_LE_GS5b;
+ tokens[4] = AI_MDL_MAGIC_NUMBER_LE_GS5a;
+ tokens[5] = AI_MDL_MAGIC_NUMBER_LE_GS4;
+ tokens[6] = AI_MDL_MAGIC_NUMBER_LE_GS3;
+ tokens[7] = AI_MDL_MAGIC_NUMBER_LE;
+ return CheckMagicToken(pIOHandler,pFile,tokens,8,0);
+ }
+ return false;
}
// ------------------------------------------------------------------------------------------------
// Setup configuration properties
void MDLImporter::SetupProperties(const Importer* pImp)
{
- configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MDL_KEYFRAME,0xffffffff);
+ configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MDL_KEYFRAME,-1);
- // The
- // AI_CONFIG_IMPORT_MDL_KEYFRAME option overrides the
- // AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option.
- if (0xffffffff == configFrameID) {
- configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0);
- }
+ // The
+ // AI_CONFIG_IMPORT_MDL_KEYFRAME option overrides the
+ // AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option.
+ if(static_cast<unsigned int>(-1) == configFrameID) {
+ configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0);
+ }
- // AI_CONFIG_IMPORT_MDL_COLORMAP - pallette file
- configPalette = pImp->GetPropertyString(AI_CONFIG_IMPORT_MDL_COLORMAP,"colormap.lmp");
+ // AI_CONFIG_IMPORT_MDL_COLORMAP - pallette file
+ configPalette = pImp->GetPropertyString(AI_CONFIG_IMPORT_MDL_COLORMAP,"colormap.lmp");
}
// ------------------------------------------------------------------------------------------------
// Get a list of all supported extensions
-void MDLImporter::GetExtensionList(std::set<std::string>& extensions)
+const aiImporterDesc* MDLImporter::GetInfo () const
{
- extensions.insert( "mdl" );
+ return &desc;
}
// ------------------------------------------------------------------------------------------------
-// Imports the given file into the given scene structure.
-void MDLImporter::InternReadFile( const std::string& pFile,
- aiScene* _pScene, IOSystem* _pIOHandler)
+// Imports the given file into the given scene structure.
+void MDLImporter::InternReadFile( const std::string& pFile,
+ aiScene* _pScene, IOSystem* _pIOHandler)
{
- pScene = _pScene;
- pIOHandler = _pIOHandler;
- boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
-
- // Check whether we can read from the file
- if ( file.get() == NULL) {
- throw DeadlyImportError( "Failed to open MDL file " + pFile + ".");
- }
-
- // This should work for all other types of MDL files, too ...
- // the quake header is one of the smallest, afaik
- iFileSize = (unsigned int)file->FileSize();
- if ( iFileSize < sizeof(MDL::Header)) {
- throw DeadlyImportError( "MDL File is too small.");
- }
-
- // Allocate storage and copy the contents of the file to a memory buffer
- std::vector<unsigned char> buffer(iFileSize+1);
- mBuffer = &buffer[0];
- file->Read( (void*)mBuffer, 1, iFileSize);
-
- // Append a binary zero to the end of the buffer.
- // this is just for safety that string parsing routines
- // find the end of the buffer ...
- mBuffer[iFileSize] = '\0';
- const uint32_t iMagicWord = *((uint32_t*)mBuffer);
-
- // Determine the file subtype and call the appropriate member function
-
- // Original Quake1 format
- if (AI_MDL_MAGIC_NUMBER_BE == iMagicWord || AI_MDL_MAGIC_NUMBER_LE == iMagicWord) {
- DefaultLogger::get()->debug("MDL subtype: Quake 1, magic word is IDPO");
- iGSFileVersion = 0;
- InternReadFile_Quake1();
- }
- // GameStudio A<old> MDL2 format - used by some test models that come with 3DGS
- else if (AI_MDL_MAGIC_NUMBER_BE_GS3 == iMagicWord || AI_MDL_MAGIC_NUMBER_LE_GS3 == iMagicWord) {
- DefaultLogger::get()->debug("MDL subtype: 3D GameStudio A2, magic word is MDL2");
- iGSFileVersion = 2;
- InternReadFile_Quake1();
- }
- // GameStudio A4 MDL3 format
- else if (AI_MDL_MAGIC_NUMBER_BE_GS4 == iMagicWord || AI_MDL_MAGIC_NUMBER_LE_GS4 == iMagicWord) {
- DefaultLogger::get()->debug("MDL subtype: 3D GameStudio A4, magic word is MDL3");
- iGSFileVersion = 3;
- InternReadFile_3DGS_MDL345();
- }
- // GameStudio A5+ MDL4 format
- else if (AI_MDL_MAGIC_NUMBER_BE_GS5a == iMagicWord || AI_MDL_MAGIC_NUMBER_LE_GS5a == iMagicWord) {
- DefaultLogger::get()->debug("MDL subtype: 3D GameStudio A4, magic word is MDL4");
- iGSFileVersion = 4;
- InternReadFile_3DGS_MDL345();
- }
- // GameStudio A5+ MDL5 format
- else if (AI_MDL_MAGIC_NUMBER_BE_GS5b == iMagicWord || AI_MDL_MAGIC_NUMBER_LE_GS5b == iMagicWord) {
- DefaultLogger::get()->debug("MDL subtype: 3D GameStudio A5, magic word is MDL5");
- iGSFileVersion = 5;
- InternReadFile_3DGS_MDL345();
- }
- // GameStudio A7 MDL7 format
- else if (AI_MDL_MAGIC_NUMBER_BE_GS7 == iMagicWord || AI_MDL_MAGIC_NUMBER_LE_GS7 == iMagicWord) {
- DefaultLogger::get()->debug("MDL subtype: 3D GameStudio A7, magic word is MDL7");
- iGSFileVersion = 7;
- InternReadFile_3DGS_MDL7();
- }
- // IDST/IDSQ Format (CS:S/HL, etc ...)
- else if (AI_MDL_MAGIC_NUMBER_BE_HL2a == iMagicWord || AI_MDL_MAGIC_NUMBER_LE_HL2a == iMagicWord ||
- AI_MDL_MAGIC_NUMBER_BE_HL2b == iMagicWord || AI_MDL_MAGIC_NUMBER_LE_HL2b == iMagicWord)
- {
- DefaultLogger::get()->debug("MDL subtype: Source(tm) Engine, magic word is IDST/IDSQ");
- iGSFileVersion = 0;
- InternReadFile_HL2();
- }
- else {
- // print the magic word to the log file
- throw DeadlyImportError( "Unknown MDL subformat " + pFile +
- ". Magic word (" + std::string((char*)&iMagicWord,4) + ") is not known");
- }
-
- // Now rotate the whole scene 90 degrees around the x axis to convert to internal coordinate system
- pScene->mRootNode->mTransformation = aiMatrix4x4(1.f,0.f,0.f,0.f,
- 0.f,0.f,1.f,0.f,0.f,-1.f,0.f,0.f,0.f,0.f,0.f,1.f);
-
- // delete the file buffer and cleanup
- AI_DEBUG_INVALIDATE_PTR(mBuffer);
- AI_DEBUG_INVALIDATE_PTR(pIOHandler);
- AI_DEBUG_INVALIDATE_PTR(pScene);
+ pScene = _pScene;
+ pIOHandler = _pIOHandler;
+ boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
+
+ // Check whether we can read from the file
+ if( file.get() == NULL) {
+ throw DeadlyImportError( "Failed to open MDL file " + pFile + ".");
+ }
+
+ // This should work for all other types of MDL files, too ...
+ // the quake header is one of the smallest, afaik
+ iFileSize = (unsigned int)file->FileSize();
+ if( iFileSize < sizeof(MDL::Header)) {
+ throw DeadlyImportError( "MDL File is too small.");
+ }
+
+ // Allocate storage and copy the contents of the file to a memory buffer
+ std::vector<unsigned char> buffer(iFileSize+1);
+ mBuffer = &buffer[0];
+ file->Read( (void*)mBuffer, 1, iFileSize);
+
+ // Append a binary zero to the end of the buffer.
+ // this is just for safety that string parsing routines
+ // find the end of the buffer ...
+ mBuffer[iFileSize] = '\0';
+ const uint32_t iMagicWord = *((uint32_t*)mBuffer);
+
+ // Determine the file subtype and call the appropriate member function
+
+ // Original Quake1 format
+ if (AI_MDL_MAGIC_NUMBER_BE == iMagicWord || AI_MDL_MAGIC_NUMBER_LE == iMagicWord) {
+ DefaultLogger::get()->debug("MDL subtype: Quake 1, magic word is IDPO");
+ iGSFileVersion = 0;
+ InternReadFile_Quake1();
+ }
+ // GameStudio A<old> MDL2 format - used by some test models that come with 3DGS
+ else if (AI_MDL_MAGIC_NUMBER_BE_GS3 == iMagicWord || AI_MDL_MAGIC_NUMBER_LE_GS3 == iMagicWord) {
+ DefaultLogger::get()->debug("MDL subtype: 3D GameStudio A2, magic word is MDL2");
+ iGSFileVersion = 2;
+ InternReadFile_Quake1();
+ }
+ // GameStudio A4 MDL3 format
+ else if (AI_MDL_MAGIC_NUMBER_BE_GS4 == iMagicWord || AI_MDL_MAGIC_NUMBER_LE_GS4 == iMagicWord) {
+ DefaultLogger::get()->debug("MDL subtype: 3D GameStudio A4, magic word is MDL3");
+ iGSFileVersion = 3;
+ InternReadFile_3DGS_MDL345();
+ }
+ // GameStudio A5+ MDL4 format
+ else if (AI_MDL_MAGIC_NUMBER_BE_GS5a == iMagicWord || AI_MDL_MAGIC_NUMBER_LE_GS5a == iMagicWord) {
+ DefaultLogger::get()->debug("MDL subtype: 3D GameStudio A4, magic word is MDL4");
+ iGSFileVersion = 4;
+ InternReadFile_3DGS_MDL345();
+ }
+ // GameStudio A5+ MDL5 format
+ else if (AI_MDL_MAGIC_NUMBER_BE_GS5b == iMagicWord || AI_MDL_MAGIC_NUMBER_LE_GS5b == iMagicWord) {
+ DefaultLogger::get()->debug("MDL subtype: 3D GameStudio A5, magic word is MDL5");
+ iGSFileVersion = 5;
+ InternReadFile_3DGS_MDL345();
+ }
+ // GameStudio A7 MDL7 format
+ else if (AI_MDL_MAGIC_NUMBER_BE_GS7 == iMagicWord || AI_MDL_MAGIC_NUMBER_LE_GS7 == iMagicWord) {
+ DefaultLogger::get()->debug("MDL subtype: 3D GameStudio A7, magic word is MDL7");
+ iGSFileVersion = 7;
+ InternReadFile_3DGS_MDL7();
+ }
+ // IDST/IDSQ Format (CS:S/HL^2, etc ...)
+ else if (AI_MDL_MAGIC_NUMBER_BE_HL2a == iMagicWord || AI_MDL_MAGIC_NUMBER_LE_HL2a == iMagicWord ||
+ AI_MDL_MAGIC_NUMBER_BE_HL2b == iMagicWord || AI_MDL_MAGIC_NUMBER_LE_HL2b == iMagicWord)
+ {
+ DefaultLogger::get()->debug("MDL subtype: Source(tm) Engine, magic word is IDST/IDSQ");
+ iGSFileVersion = 0;
+ InternReadFile_HL2();
+ }
+ else {
+ // print the magic word to the log file
+ throw DeadlyImportError( "Unknown MDL subformat " + pFile +
+ ". Magic word (" + std::string((char*)&iMagicWord,4) + ") is not known");
+ }
+
+ // Now rotate the whole scene 90 degrees around the x axis to convert to internal coordinate system
+ pScene->mRootNode->mTransformation = aiMatrix4x4(1.f,0.f,0.f,0.f,
+ 0.f,0.f,1.f,0.f,0.f,-1.f,0.f,0.f,0.f,0.f,0.f,1.f);
+
+ // delete the file buffer and cleanup
+ AI_DEBUG_INVALIDATE_PTR(mBuffer);
+ AI_DEBUG_INVALIDATE_PTR(pIOHandler);
+ AI_DEBUG_INVALIDATE_PTR(pScene);
}
// ------------------------------------------------------------------------------------------------
// Check whether we're still inside the valid file range
void MDLImporter::SizeCheck(const void* szPos)
{
- if (!szPos || (const unsigned char*)szPos > this->mBuffer + this->iFileSize)
- {
- throw DeadlyImportError("Invalid MDL file. The file is too small "
- "or contains invalid data.");
- }
+ if (!szPos || (const unsigned char*)szPos > this->mBuffer + this->iFileSize)
+ {
+ throw DeadlyImportError("Invalid MDL file. The file is too small "
+ "or contains invalid data.");
+ }
}
// ------------------------------------------------------------------------------------------------
// Just for debgging purposes
void MDLImporter::SizeCheck(const void* szPos, const char* szFile, unsigned int iLine)
{
- ai_assert(NULL != szFile);
- if (!szPos || (const unsigned char*)szPos > mBuffer + iFileSize)
- {
- // remove a directory if there is one
- const char* szFilePtr = ::strrchr(szFile,'\\');
- if (!szFilePtr) {
- if (!(szFilePtr = ::strrchr(szFile,'/')))
- szFilePtr = szFile;
- }
- if (szFilePtr)++szFilePtr;
-
- char szBuffer[1024];
- ::sprintf(szBuffer,"Invalid MDL file. The file is too small "
- "or contains invalid data (File: %s Line: %i)",szFilePtr,iLine);
-
- throw DeadlyImportError(szBuffer);
- }
+ ai_assert(NULL != szFile);
+ if (!szPos || (const unsigned char*)szPos > mBuffer + iFileSize)
+ {
+ // remove a directory if there is one
+ const char* szFilePtr = ::strrchr(szFile,'\\');
+ if (!szFilePtr) {
+ if(!(szFilePtr = ::strrchr(szFile,'/')))
+ szFilePtr = szFile;
+ }
+ if (szFilePtr)++szFilePtr;
+
+ char szBuffer[1024];
+ ::sprintf(szBuffer,"Invalid MDL file. The file is too small "
+ "or contains invalid data (File: %s Line: %i)",szFilePtr,iLine);
+
+ throw DeadlyImportError(szBuffer);
+ }
}
// ------------------------------------------------------------------------------------------------
// Validate a quake file header
void MDLImporter::ValidateHeader_Quake1(const MDL::Header* pcHeader)
{
- // some values may not be NULL
- if (!pcHeader->num_frames)
- throw DeadlyImportError( "[Quake 1 MDL] There are no frames in the file");
-
- if (!pcHeader->num_verts)
- throw DeadlyImportError( "[Quake 1 MDL] There are no vertices in the file");
-
- if (!pcHeader->num_tris)
- throw DeadlyImportError( "[Quake 1 MDL] There are no triangles in the file");
-
- // check whether the maxima are exceeded ...however, this applies for Quake 1 MDLs only
- if (!this->iGSFileVersion)
- {
- if (pcHeader->num_verts > AI_MDL_MAX_VERTS)
- DefaultLogger::get()->warn("Quake 1 MDL model has more than AI_MDL_MAX_VERTS vertices");
-
- if (pcHeader->num_tris > AI_MDL_MAX_TRIANGLES)
- DefaultLogger::get()->warn("Quake 1 MDL model has more than AI_MDL_MAX_TRIANGLES triangles");
-
- if (pcHeader->num_frames > AI_MDL_MAX_FRAMES)
- DefaultLogger::get()->warn("Quake 1 MDL model has more than AI_MDL_MAX_FRAMES frames");
-
- // (this does not apply for 3DGS MDLs)
- if (!this->iGSFileVersion && pcHeader->version != AI_MDL_VERSION)
- DefaultLogger::get()->warn("Quake 1 MDL model has an unknown version: AI_MDL_VERSION (=6) is "
- "the expected file format version");
- if (pcHeader->num_skins && (!pcHeader->skinwidth || !pcHeader->skinheight))
- DefaultLogger::get()->warn("Skin width or height are 0");
- }
+ // some values may not be NULL
+ if (!pcHeader->num_frames)
+ throw DeadlyImportError( "[Quake 1 MDL] There are no frames in the file");
+
+ if (!pcHeader->num_verts)
+ throw DeadlyImportError( "[Quake 1 MDL] There are no vertices in the file");
+
+ if (!pcHeader->num_tris)
+ throw DeadlyImportError( "[Quake 1 MDL] There are no triangles in the file");
+
+ // check whether the maxima are exceeded ...however, this applies for Quake 1 MDLs only
+ if (!this->iGSFileVersion)
+ {
+ if (pcHeader->num_verts > AI_MDL_MAX_VERTS)
+ DefaultLogger::get()->warn("Quake 1 MDL model has more than AI_MDL_MAX_VERTS vertices");
+
+ if (pcHeader->num_tris > AI_MDL_MAX_TRIANGLES)
+ DefaultLogger::get()->warn("Quake 1 MDL model has more than AI_MDL_MAX_TRIANGLES triangles");
+
+ if (pcHeader->num_frames > AI_MDL_MAX_FRAMES)
+ DefaultLogger::get()->warn("Quake 1 MDL model has more than AI_MDL_MAX_FRAMES frames");
+
+ // (this does not apply for 3DGS MDLs)
+ if (!this->iGSFileVersion && pcHeader->version != AI_MDL_VERSION)
+ DefaultLogger::get()->warn("Quake 1 MDL model has an unknown version: AI_MDL_VERSION (=6) is "
+ "the expected file format version");
+ if(pcHeader->num_skins && (!pcHeader->skinwidth || !pcHeader->skinheight))
+ DefaultLogger::get()->warn("Skin width or height are 0");
+ }
}
#ifdef AI_BUILD_BIG_ENDIAN
// ------------------------------------------------------------------------------------------------
void FlipQuakeHeader(BE_NCONST MDL::Header* pcHeader)
{
- AI_SWAP4( pcHeader->ident);
- AI_SWAP4( pcHeader->version);
- AI_SWAP4( pcHeader->boundingradius);
- AI_SWAP4( pcHeader->flags);
- AI_SWAP4( pcHeader->num_frames);
- AI_SWAP4( pcHeader->num_skins);
- AI_SWAP4( pcHeader->num_tris);
- AI_SWAP4( pcHeader->num_verts);
- for (unsigned int i = 0; i < 3;++i)
- {
- AI_SWAP4( pcHeader->scale[i]);
- AI_SWAP4( pcHeader->translate[i]);
- }
- AI_SWAP4( pcHeader->size);
- AI_SWAP4( pcHeader->skinheight);
- AI_SWAP4( pcHeader->skinwidth);
- AI_SWAP4( pcHeader->synctype);
+ AI_SWAP4( pcHeader->ident);
+ AI_SWAP4( pcHeader->version);
+ AI_SWAP4( pcHeader->boundingradius);
+ AI_SWAP4( pcHeader->flags);
+ AI_SWAP4( pcHeader->num_frames);
+ AI_SWAP4( pcHeader->num_skins);
+ AI_SWAP4( pcHeader->num_tris);
+ AI_SWAP4( pcHeader->num_verts);
+ for (unsigned int i = 0; i < 3;++i)
+ {
+ AI_SWAP4( pcHeader->scale[i]);
+ AI_SWAP4( pcHeader->translate[i]);
+ }
+ AI_SWAP4( pcHeader->size);
+ AI_SWAP4( pcHeader->skinheight);
+ AI_SWAP4( pcHeader->skinwidth);
+ AI_SWAP4( pcHeader->synctype);
}
#endif
@@ -316,630 +325,630 @@ void FlipQuakeHeader(BE_NCONST MDL::Header* pcHeader)
// Read a Quake 1 file
void MDLImporter::InternReadFile_Quake1( )
{
- ai_assert(NULL != pScene);
- BE_NCONST MDL::Header *pcHeader = (BE_NCONST MDL::Header*)this->mBuffer;
+ ai_assert(NULL != pScene);
+ BE_NCONST MDL::Header *pcHeader = (BE_NCONST MDL::Header*)this->mBuffer;
#ifdef AI_BUILD_BIG_ENDIAN
- FlipQuakeHeader(pcHeader);
+ FlipQuakeHeader(pcHeader);
#endif
- ValidateHeader_Quake1(pcHeader);
-
- // current cursor position in the file
- const unsigned char* szCurrent = (const unsigned char*)(pcHeader+1);
-
- // need to read all textures
- for (unsigned int i = 0; i < (unsigned int)pcHeader->num_skins;++i)
- {
- union{BE_NCONST MDL::Skin* pcSkin;BE_NCONST MDL::GroupSkin* pcGroupSkin;};
- pcSkin = (BE_NCONST MDL::Skin*)szCurrent;
-
- AI_SWAP4( pcSkin->group );
-
- // Quake 1 groupskins
- if (1 == pcSkin->group)
- {
- AI_SWAP4( pcGroupSkin->nb );
-
- // need to skip multiple images
- const unsigned int iNumImages = (unsigned int)pcGroupSkin->nb;
- szCurrent += sizeof(uint32_t) * 2;
-
- if (0 != iNumImages)
- {
- if (!i) {
- // however, create only one output image (the first)
- this->CreateTextureARGB8_3DGS_MDL3(szCurrent + iNumImages * sizeof(float));
- }
- // go to the end of the skin section / the beginning of the next skin
- szCurrent += pcHeader->skinheight * pcHeader->skinwidth +
- sizeof(float) * iNumImages;
- }
- }
- // 3DGS has a few files that are using other 3DGS like texture formats here
- else
- {
- szCurrent += sizeof(uint32_t);
- unsigned int iSkip = i ? 0xffffffff : 0;
- this->CreateTexture_3DGS_MDL4(szCurrent,pcSkin->group,&iSkip);
- szCurrent += iSkip;
- }
- }
- // get a pointer to the texture coordinates
- BE_NCONST MDL::TexCoord* pcTexCoords = (BE_NCONST MDL::TexCoord*)szCurrent;
- szCurrent += sizeof(MDL::TexCoord) * pcHeader->num_verts;
-
- // get a pointer to the triangles
- BE_NCONST MDL::Triangle* pcTriangles = (BE_NCONST MDL::Triangle*)szCurrent;
- szCurrent += sizeof(MDL::Triangle) * pcHeader->num_tris;
- VALIDATE_FILE_SIZE(szCurrent);
-
- // now get a pointer to the first frame in the file
- BE_NCONST MDL::Frame* pcFrames = (BE_NCONST MDL::Frame*)szCurrent;
- BE_NCONST MDL::SimpleFrame* pcFirstFrame;
-
- if (0 == pcFrames->type)
- {
- // get address of single frame
- pcFirstFrame = &pcFrames->frame;
- }
- else
- {
- // get the first frame in the group
- BE_NCONST MDL::GroupFrame* pcFrames2 = (BE_NCONST MDL::GroupFrame*)pcFrames;
- pcFirstFrame = (BE_NCONST MDL::SimpleFrame*)(&pcFrames2->time + pcFrames->type);
- }
- BE_NCONST MDL::Vertex* pcVertices = (BE_NCONST MDL::Vertex*) ((pcFirstFrame->name) + sizeof(pcFirstFrame->name));
- VALIDATE_FILE_SIZE((const unsigned char*)(pcVertices + pcHeader->num_verts));
+ ValidateHeader_Quake1(pcHeader);
+
+ // current cursor position in the file
+ const unsigned char* szCurrent = (const unsigned char*)(pcHeader+1);
+
+ // need to read all textures
+ for (unsigned int i = 0; i < (unsigned int)pcHeader->num_skins;++i)
+ {
+ union{BE_NCONST MDL::Skin* pcSkin;BE_NCONST MDL::GroupSkin* pcGroupSkin;};
+ pcSkin = (BE_NCONST MDL::Skin*)szCurrent;
+
+ AI_SWAP4( pcSkin->group );
+
+ // Quake 1 groupskins
+ if (1 == pcSkin->group)
+ {
+ AI_SWAP4( pcGroupSkin->nb );
+
+ // need to skip multiple images
+ const unsigned int iNumImages = (unsigned int)pcGroupSkin->nb;
+ szCurrent += sizeof(uint32_t) * 2;
+
+ if (0 != iNumImages)
+ {
+ if (!i) {
+ // however, create only one output image (the first)
+ this->CreateTextureARGB8_3DGS_MDL3(szCurrent + iNumImages * sizeof(float));
+ }
+ // go to the end of the skin section / the beginning of the next skin
+ szCurrent += pcHeader->skinheight * pcHeader->skinwidth +
+ sizeof(float) * iNumImages;
+ }
+ }
+ // 3DGS has a few files that are using other 3DGS like texture formats here
+ else
+ {
+ szCurrent += sizeof(uint32_t);
+ unsigned int iSkip = i ? UINT_MAX : 0;
+ CreateTexture_3DGS_MDL4(szCurrent,pcSkin->group,&iSkip);
+ szCurrent += iSkip;
+ }
+ }
+ // get a pointer to the texture coordinates
+ BE_NCONST MDL::TexCoord* pcTexCoords = (BE_NCONST MDL::TexCoord*)szCurrent;
+ szCurrent += sizeof(MDL::TexCoord) * pcHeader->num_verts;
+
+ // get a pointer to the triangles
+ BE_NCONST MDL::Triangle* pcTriangles = (BE_NCONST MDL::Triangle*)szCurrent;
+ szCurrent += sizeof(MDL::Triangle) * pcHeader->num_tris;
+ VALIDATE_FILE_SIZE(szCurrent);
+
+ // now get a pointer to the first frame in the file
+ BE_NCONST MDL::Frame* pcFrames = (BE_NCONST MDL::Frame*)szCurrent;
+ BE_NCONST MDL::SimpleFrame* pcFirstFrame;
+
+ if (0 == pcFrames->type)
+ {
+ // get address of single frame
+ pcFirstFrame = &pcFrames->frame;
+ }
+ else
+ {
+ // get the first frame in the group
+ BE_NCONST MDL::GroupFrame* pcFrames2 = (BE_NCONST MDL::GroupFrame*)pcFrames;
+ pcFirstFrame = (BE_NCONST MDL::SimpleFrame*)(&pcFrames2->time + pcFrames->type);
+ }
+ BE_NCONST MDL::Vertex* pcVertices = (BE_NCONST MDL::Vertex*) ((pcFirstFrame->name) + sizeof(pcFirstFrame->name));
+ VALIDATE_FILE_SIZE((const unsigned char*)(pcVertices + pcHeader->num_verts));
#ifdef AI_BUILD_BIG_ENDIAN
- for (int i = 0; i<pcHeader->num_verts;++i)
- {
- AI_SWAP4( pcTexCoords[i].onseam );
- AI_SWAP4( pcTexCoords[i].s );
- AI_SWAP4( pcTexCoords[i].t );
- }
-
- for (int i = 0; i<pcHeader->num_tris;++i)
- {
- AI_SWAP4( pcTriangles[i].facesfront);
- AI_SWAP4( pcTriangles[i].vertex[0]);
- AI_SWAP4( pcTriangles[i].vertex[1]);
- AI_SWAP4( pcTriangles[i].vertex[2]);
- }
+ for (int i = 0; i<pcHeader->num_verts;++i)
+ {
+ AI_SWAP4( pcTexCoords[i].onseam );
+ AI_SWAP4( pcTexCoords[i].s );
+ AI_SWAP4( pcTexCoords[i].t );
+ }
+
+ for (int i = 0; i<pcHeader->num_tris;++i)
+ {
+ AI_SWAP4( pcTriangles[i].facesfront);
+ AI_SWAP4( pcTriangles[i].vertex[0]);
+ AI_SWAP4( pcTriangles[i].vertex[1]);
+ AI_SWAP4( pcTriangles[i].vertex[2]);
+ }
#endif
- // setup materials
- SetupMaterialProperties_3DGS_MDL5_Quake1();
-
- // allocate enough storage to hold all vertices and triangles
- aiMesh* pcMesh = new aiMesh();
-
- pcMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
- pcMesh->mNumVertices = pcHeader->num_tris * 3;
- pcMesh->mNumFaces = pcHeader->num_tris;
- pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices];
- pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices];
- pcMesh->mFaces = new aiFace[pcMesh->mNumFaces];
- pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices];
- pcMesh->mNumUVComponents[0] = 2;
-
- // there won't be more than one mesh inside the file
- pScene->mRootNode = new aiNode();
- pScene->mRootNode->mNumMeshes = 1;
- pScene->mRootNode->mMeshes = new unsigned int[1];
- pScene->mRootNode->mMeshes[0] = 0;
- pScene->mNumMeshes = 1;
- pScene->mMeshes = new aiMesh*[1];
- pScene->mMeshes[0] = pcMesh;
-
- // now iterate through all triangles
- unsigned int iCurrent = 0;
- for (unsigned int i = 0; i < (unsigned int) pcHeader->num_tris;++i)
- {
- pcMesh->mFaces[i].mIndices = new unsigned int[3];
- pcMesh->mFaces[i].mNumIndices = 3;
-
- unsigned int iTemp = iCurrent;
- for (unsigned int c = 0; c < 3;++c,++iCurrent)
- {
- pcMesh->mFaces[i].mIndices[c] = iCurrent;
-
- // read vertices
- unsigned int iIndex = pcTriangles->vertex[c];
- if (iIndex >= (unsigned int)pcHeader->num_verts)
- {
- iIndex = pcHeader->num_verts-1;
- DefaultLogger::get()->warn("Index overflow in Q1-MDL vertex list.");
- }
-
- aiVector3D& vec = pcMesh->mVertices[iCurrent];
- vec.x = (float)pcVertices[iIndex].v[0] * pcHeader->scale[0];
- vec.x += pcHeader->translate[0];
-
- vec.y = (float)pcVertices[iIndex].v[1] * pcHeader->scale[1];
- vec.y += pcHeader->translate[1];
- //vec.y *= -1.0f;
-
- vec.z = (float)pcVertices[iIndex].v[2] * pcHeader->scale[2];
- vec.z += pcHeader->translate[2];
-
- // read the normal vector from the precalculated normal table
- MD2::LookupNormalIndex(pcVertices[iIndex].normalIndex,pcMesh->mNormals[iCurrent]);
- //pcMesh->mNormals[iCurrent].y *= -1.0f;
-
- // read texture coordinates
- float s = (float)pcTexCoords[iIndex].s;
- float t = (float)pcTexCoords[iIndex].t;
-
- // translate texture coordinates
- if (0 == pcTriangles->facesfront && 0 != pcTexCoords[iIndex].onseam) {
- s += pcHeader->skinwidth * 0.5f;
- }
-
- // Scale s and t to range from 0.0 to 1.0
- pcMesh->mTextureCoords[0][iCurrent].x = (s + 0.5f) / pcHeader->skinwidth;
- pcMesh->mTextureCoords[0][iCurrent].y = 1.0f-(t + 0.5f) / pcHeader->skinheight;
-
- }
- pcMesh->mFaces[i].mIndices[0] = iTemp+2;
- pcMesh->mFaces[i].mIndices[1] = iTemp+1;
- pcMesh->mFaces[i].mIndices[2] = iTemp+0;
- pcTriangles++;
- }
- return;
+ // setup materials
+ SetupMaterialProperties_3DGS_MDL5_Quake1();
+
+ // allocate enough storage to hold all vertices and triangles
+ aiMesh* pcMesh = new aiMesh();
+
+ pcMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
+ pcMesh->mNumVertices = pcHeader->num_tris * 3;
+ pcMesh->mNumFaces = pcHeader->num_tris;
+ pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices];
+ pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices];
+ pcMesh->mFaces = new aiFace[pcMesh->mNumFaces];
+ pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices];
+ pcMesh->mNumUVComponents[0] = 2;
+
+ // there won't be more than one mesh inside the file
+ pScene->mRootNode = new aiNode();
+ pScene->mRootNode->mNumMeshes = 1;
+ pScene->mRootNode->mMeshes = new unsigned int[1];
+ pScene->mRootNode->mMeshes[0] = 0;
+ pScene->mNumMeshes = 1;
+ pScene->mMeshes = new aiMesh*[1];
+ pScene->mMeshes[0] = pcMesh;
+
+ // now iterate through all triangles
+ unsigned int iCurrent = 0;
+ for (unsigned int i = 0; i < (unsigned int) pcHeader->num_tris;++i)
+ {
+ pcMesh->mFaces[i].mIndices = new unsigned int[3];
+ pcMesh->mFaces[i].mNumIndices = 3;
+
+ unsigned int iTemp = iCurrent;
+ for (unsigned int c = 0; c < 3;++c,++iCurrent)
+ {
+ pcMesh->mFaces[i].mIndices[c] = iCurrent;
+
+ // read vertices
+ unsigned int iIndex = pcTriangles->vertex[c];
+ if (iIndex >= (unsigned int)pcHeader->num_verts)
+ {
+ iIndex = pcHeader->num_verts-1;
+ DefaultLogger::get()->warn("Index overflow in Q1-MDL vertex list.");
+ }
+
+ aiVector3D& vec = pcMesh->mVertices[iCurrent];
+ vec.x = (float)pcVertices[iIndex].v[0] * pcHeader->scale[0];
+ vec.x += pcHeader->translate[0];
+
+ vec.y = (float)pcVertices[iIndex].v[1] * pcHeader->scale[1];
+ vec.y += pcHeader->translate[1];
+ //vec.y *= -1.0f;
+
+ vec.z = (float)pcVertices[iIndex].v[2] * pcHeader->scale[2];
+ vec.z += pcHeader->translate[2];
+
+ // read the normal vector from the precalculated normal table
+ MD2::LookupNormalIndex(pcVertices[iIndex].normalIndex,pcMesh->mNormals[iCurrent]);
+ //pcMesh->mNormals[iCurrent].y *= -1.0f;
+
+ // read texture coordinates
+ float s = (float)pcTexCoords[iIndex].s;
+ float t = (float)pcTexCoords[iIndex].t;
+
+ // translate texture coordinates
+ if (0 == pcTriangles->facesfront && 0 != pcTexCoords[iIndex].onseam) {
+ s += pcHeader->skinwidth * 0.5f;
+ }
+
+ // Scale s and t to range from 0.0 to 1.0
+ pcMesh->mTextureCoords[0][iCurrent].x = (s + 0.5f) / pcHeader->skinwidth;
+ pcMesh->mTextureCoords[0][iCurrent].y = 1.0f-(t + 0.5f) / pcHeader->skinheight;
+
+ }
+ pcMesh->mFaces[i].mIndices[0] = iTemp+2;
+ pcMesh->mFaces[i].mIndices[1] = iTemp+1;
+ pcMesh->mFaces[i].mIndices[2] = iTemp+0;
+ pcTriangles++;
+ }
+ return;
}
// ------------------------------------------------------------------------------------------------
// Setup material properties for Quake and older GameStudio files
void MDLImporter::SetupMaterialProperties_3DGS_MDL5_Quake1( )
{
- const MDL::Header* const pcHeader = (const MDL::Header*)this->mBuffer;
-
- // allocate ONE material
- pScene->mMaterials = new aiMaterial*[1];
- pScene->mMaterials[0] = new MaterialHelper();
- pScene->mNumMaterials = 1;
-
- // setup the material's properties
- const int iMode = (int)aiShadingMode_Gouraud;
- MaterialHelper* const pcHelper = (MaterialHelper*)pScene->mMaterials[0];
- pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
-
- aiColor4D clr;
- if (0 != pcHeader->num_skins && pScene->mNumTextures) {
- // can we replace the texture with a single color?
- clr = this->ReplaceTextureWithColor(pScene->mTextures[0]);
- if (is_not_qnan(clr.r)) {
- delete pScene->mTextures[0];
- delete[] pScene->mTextures;
-
- pScene->mTextures = NULL;
- pScene->mNumTextures = 0;
- }
- else {
- clr.b = clr.a = clr.g = clr.r = 1.0f;
- aiString szString;
- ::memcpy(szString.data,AI_MAKE_EMBEDDED_TEXNAME(0),3);
- szString.length = 2;
- pcHelper->AddProperty(&szString,AI_MATKEY_TEXTURE_DIFFUSE(0));
- }
- }
-
- pcHelper->AddProperty<aiColor4D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
- pcHelper->AddProperty<aiColor4D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
-
- clr.r *= 0.05f;clr.g *= 0.05f;
- clr.b *= 0.05f;clr.a = 1.0f;
- pcHelper->AddProperty<aiColor4D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
+ const MDL::Header* const pcHeader = (const MDL::Header*)this->mBuffer;
+
+ // allocate ONE material
+ pScene->mMaterials = new aiMaterial*[1];
+ pScene->mMaterials[0] = new aiMaterial();
+ pScene->mNumMaterials = 1;
+
+ // setup the material's properties
+ const int iMode = (int)aiShadingMode_Gouraud;
+ aiMaterial* const pcHelper = (aiMaterial*)pScene->mMaterials[0];
+ pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
+
+ aiColor4D clr;
+ if (0 != pcHeader->num_skins && pScene->mNumTextures) {
+ // can we replace the texture with a single color?
+ clr = this->ReplaceTextureWithColor(pScene->mTextures[0]);
+ if (is_not_qnan(clr.r)) {
+ delete pScene->mTextures[0];
+ delete[] pScene->mTextures;
+
+ pScene->mTextures = NULL;
+ pScene->mNumTextures = 0;
+ }
+ else {
+ clr.b = clr.a = clr.g = clr.r = 1.0f;
+ aiString szString;
+ ::memcpy(szString.data,AI_MAKE_EMBEDDED_TEXNAME(0),3);
+ szString.length = 2;
+ pcHelper->AddProperty(&szString,AI_MATKEY_TEXTURE_DIFFUSE(0));
+ }
+ }
+
+ pcHelper->AddProperty<aiColor4D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
+ pcHelper->AddProperty<aiColor4D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
+
+ clr.r *= 0.05f;clr.g *= 0.05f;
+ clr.b *= 0.05f;clr.a = 1.0f;
+ pcHelper->AddProperty<aiColor4D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
}
// ------------------------------------------------------------------------------------------------
// Read a MDL 3,4,5 file
void MDLImporter::InternReadFile_3DGS_MDL345( )
{
- ai_assert(NULL != pScene);
+ ai_assert(NULL != pScene);
- // the header of MDL 3/4/5 is nearly identical to the original Quake1 header
- BE_NCONST MDL::Header *pcHeader = (BE_NCONST MDL::Header*)this->mBuffer;
+ // the header of MDL 3/4/5 is nearly identical to the original Quake1 header
+ BE_NCONST MDL::Header *pcHeader = (BE_NCONST MDL::Header*)this->mBuffer;
#ifdef AI_BUILD_BIG_ENDIAN
- FlipQuakeHeader(pcHeader);
+ FlipQuakeHeader(pcHeader);
#endif
- ValidateHeader_Quake1(pcHeader);
-
- // current cursor position in the file
- const unsigned char* szCurrent = (const unsigned char*)(pcHeader+1);
-
- // need to read all textures
- for (unsigned int i = 0; i < (unsigned int)pcHeader->num_skins;++i) {
- BE_NCONST MDL::Skin* pcSkin;
- pcSkin = (BE_NCONST MDL::Skin*)szCurrent;
- AI_SWAP4( pcSkin->group);
- // create one output image
- unsigned int iSkip = i ? 0xffffffff : 0;
- if (5 <= iGSFileVersion)
- {
- // MDL5 format could contain MIPmaps
- CreateTexture_3DGS_MDL5((unsigned char*)pcSkin + sizeof(uint32_t),
- pcSkin->group,&iSkip);
- }
- else {
- CreateTexture_3DGS_MDL4((unsigned char*)pcSkin + sizeof(uint32_t),
- pcSkin->group,&iSkip);
- }
- // need to skip one image
- szCurrent += iSkip + sizeof(uint32_t);
-
- }
- // get a pointer to the texture coordinates
- BE_NCONST MDL::TexCoord_MDL3* pcTexCoords = (BE_NCONST MDL::TexCoord_MDL3*)szCurrent;
- szCurrent += sizeof(MDL::TexCoord_MDL3) * pcHeader->synctype;
-
- // NOTE: for MDLn formats "synctype" corresponds to the number of UV coords
-
- // get a pointer to the triangles
- BE_NCONST MDL::Triangle_MDL3* pcTriangles = (BE_NCONST MDL::Triangle_MDL3*)szCurrent;
- szCurrent += sizeof(MDL::Triangle_MDL3) * pcHeader->num_tris;
+ ValidateHeader_Quake1(pcHeader);
+
+ // current cursor position in the file
+ const unsigned char* szCurrent = (const unsigned char*)(pcHeader+1);
+
+ // need to read all textures
+ for (unsigned int i = 0; i < (unsigned int)pcHeader->num_skins;++i) {
+ BE_NCONST MDL::Skin* pcSkin;
+ pcSkin = (BE_NCONST MDL::Skin*)szCurrent;
+ AI_SWAP4( pcSkin->group);
+ // create one output image
+ unsigned int iSkip = i ? UINT_MAX : 0;
+ if (5 <= iGSFileVersion)
+ {
+ // MDL5 format could contain MIPmaps
+ CreateTexture_3DGS_MDL5((unsigned char*)pcSkin + sizeof(uint32_t),
+ pcSkin->group,&iSkip);
+ }
+ else {
+ CreateTexture_3DGS_MDL4((unsigned char*)pcSkin + sizeof(uint32_t),
+ pcSkin->group,&iSkip);
+ }
+ // need to skip one image
+ szCurrent += iSkip + sizeof(uint32_t);
+
+ }
+ // get a pointer to the texture coordinates
+ BE_NCONST MDL::TexCoord_MDL3* pcTexCoords = (BE_NCONST MDL::TexCoord_MDL3*)szCurrent;
+ szCurrent += sizeof(MDL::TexCoord_MDL3) * pcHeader->synctype;
+
+ // NOTE: for MDLn formats "synctype" corresponds to the number of UV coords
+
+ // get a pointer to the triangles
+ BE_NCONST MDL::Triangle_MDL3* pcTriangles = (BE_NCONST MDL::Triangle_MDL3*)szCurrent;
+ szCurrent += sizeof(MDL::Triangle_MDL3) * pcHeader->num_tris;
#ifdef AI_BUILD_BIG_ENDIAN
- for (int i = 0; i<pcHeader->synctype;++i) {
- AI_SWAP2( pcTexCoords[i].u );
- AI_SWAP2( pcTexCoords[i].v );
- }
+ for (int i = 0; i<pcHeader->synctype;++i) {
+ AI_SWAP2( pcTexCoords[i].u );
+ AI_SWAP2( pcTexCoords[i].v );
+ }
- for (int i = 0; i<pcHeader->num_tris;++i) {
- AI_SWAP2( pcTriangles[i].index_xyz[0]);
- AI_SWAP2( pcTriangles[i].index_xyz[1]);
- AI_SWAP2( pcTriangles[i].index_xyz[2]);
- AI_SWAP2( pcTriangles[i].index_uv[0]);
- AI_SWAP2( pcTriangles[i].index_uv[1]);
- AI_SWAP2( pcTriangles[i].index_uv[2]);
- }
+ for (int i = 0; i<pcHeader->num_tris;++i) {
+ AI_SWAP2( pcTriangles[i].index_xyz[0]);
+ AI_SWAP2( pcTriangles[i].index_xyz[1]);
+ AI_SWAP2( pcTriangles[i].index_xyz[2]);
+ AI_SWAP2( pcTriangles[i].index_uv[0]);
+ AI_SWAP2( pcTriangles[i].index_uv[1]);
+ AI_SWAP2( pcTriangles[i].index_uv[2]);
+ }
#endif
- VALIDATE_FILE_SIZE(szCurrent);
-
- // setup materials
- SetupMaterialProperties_3DGS_MDL5_Quake1();
-
- // allocate enough storage to hold all vertices and triangles
- aiMesh* pcMesh = new aiMesh();
- pcMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
-
- pcMesh->mNumVertices = pcHeader->num_tris * 3;
- pcMesh->mNumFaces = pcHeader->num_tris;
- pcMesh->mFaces = new aiFace[pcMesh->mNumFaces];
-
- // there won't be more than one mesh inside the file
- pScene->mRootNode = new aiNode();
- pScene->mRootNode->mNumMeshes = 1;
- pScene->mRootNode->mMeshes = new unsigned int[1];
- pScene->mRootNode->mMeshes[0] = 0;
- pScene->mNumMeshes = 1;
- pScene->mMeshes = new aiMesh*[1];
- pScene->mMeshes[0] = pcMesh;
-
- // allocate output storage
- pcMesh->mNumVertices = (unsigned int)pcHeader->num_tris*3;
- pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices];
- pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices];
-
- if (pcHeader->synctype) {
- pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices];
- pcMesh->mNumUVComponents[0] = 2;
- }
-
- // now get a pointer to the first frame in the file
- BE_NCONST MDL::Frame* pcFrames = (BE_NCONST MDL::Frame*)szCurrent;
- AI_SWAP4(pcFrames->type);
-
- // byte packed vertices
- // FIXME: these two snippets below are almost identical ... join them?
- /////////////////////////////////////////////////////////////////////////////////////
- if (0 == pcFrames->type || 3 >= this->iGSFileVersion) {
-
- const MDL::SimpleFrame* pcFirstFrame = (const MDL::SimpleFrame*)(szCurrent + sizeof(uint32_t));
- const MDL::Vertex* pcVertices = (const MDL::Vertex*) ((pcFirstFrame->name) + sizeof(pcFirstFrame->name));
-
- VALIDATE_FILE_SIZE(pcVertices + pcHeader->num_verts);
-
- // now iterate through all triangles
- unsigned int iCurrent = 0;
- for (unsigned int i = 0; i < (unsigned int) pcHeader->num_tris;++i) {
- pcMesh->mFaces[i].mIndices = new unsigned int[3];
- pcMesh->mFaces[i].mNumIndices = 3;
-
- unsigned int iTemp = iCurrent;
- for (unsigned int c = 0; c < 3;++c,++iCurrent) {
- // read vertices
- unsigned int iIndex = pcTriangles->index_xyz[c];
- if (iIndex >= (unsigned int)pcHeader->num_verts) {
- iIndex = pcHeader->num_verts-1;
- DefaultLogger::get()->warn("Index overflow in MDLn vertex list");
- }
-
- aiVector3D& vec = pcMesh->mVertices[iCurrent];
- vec.x = (float)pcVertices[iIndex].v[0] * pcHeader->scale[0];
- vec.x += pcHeader->translate[0];
-
- vec.y = (float)pcVertices[iIndex].v[1] * pcHeader->scale[1];
- vec.y += pcHeader->translate[1];
- // vec.y *= -1.0f;
-
- vec.z = (float)pcVertices[iIndex].v[2] * pcHeader->scale[2];
- vec.z += pcHeader->translate[2];
-
- // read the normal vector from the precalculated normal table
- MD2::LookupNormalIndex(pcVertices[iIndex].normalIndex,pcMesh->mNormals[iCurrent]);
- // pcMesh->mNormals[iCurrent].y *= -1.0f;
-
- // read texture coordinates
- if (pcHeader->synctype) {
- ImportUVCoordinate_3DGS_MDL345(pcMesh->mTextureCoords[0][iCurrent],
- pcTexCoords,pcTriangles->index_uv[c]);
- }
- }
- pcMesh->mFaces[i].mIndices[0] = iTemp+2;
- pcMesh->mFaces[i].mIndices[1] = iTemp+1;
- pcMesh->mFaces[i].mIndices[2] = iTemp+0;
- pcTriangles++;
- }
-
- }
- // short packed vertices
- /////////////////////////////////////////////////////////////////////////////////////
- else {
- // now get a pointer to the first frame in the file
- const MDL::SimpleFrame_MDLn_SP* pcFirstFrame = (const MDL::SimpleFrame_MDLn_SP*) (szCurrent + sizeof(uint32_t));
-
- // get a pointer to the vertices
- const MDL::Vertex_MDL4* pcVertices = (const MDL::Vertex_MDL4*) ((pcFirstFrame->name) +
- sizeof(pcFirstFrame->name));
-
- VALIDATE_FILE_SIZE(pcVertices + pcHeader->num_verts);
-
- // now iterate through all triangles
- unsigned int iCurrent = 0;
- for (unsigned int i = 0; i < (unsigned int) pcHeader->num_tris;++i) {
- pcMesh->mFaces[i].mIndices = new unsigned int[3];
- pcMesh->mFaces[i].mNumIndices = 3;
-
- unsigned int iTemp = iCurrent;
- for (unsigned int c = 0; c < 3;++c,++iCurrent) {
- // read vertices
- unsigned int iIndex = pcTriangles->index_xyz[c];
- if (iIndex >= (unsigned int)pcHeader->num_verts) {
- iIndex = pcHeader->num_verts-1;
- DefaultLogger::get()->warn("Index overflow in MDLn vertex list");
- }
-
- aiVector3D& vec = pcMesh->mVertices[iCurrent];
- vec.x = (float)pcVertices[iIndex].v[0] * pcHeader->scale[0];
- vec.x += pcHeader->translate[0];
-
- vec.y = (float)pcVertices[iIndex].v[1] * pcHeader->scale[1];
- vec.y += pcHeader->translate[1];
- // vec.y *= -1.0f;
-
- vec.z = (float)pcVertices[iIndex].v[2] * pcHeader->scale[2];
- vec.z += pcHeader->translate[2];
-
- // read the normal vector from the precalculated normal table
- MD2::LookupNormalIndex(pcVertices[iIndex].normalIndex,pcMesh->mNormals[iCurrent]);
- // pcMesh->mNormals[iCurrent].y *= -1.0f;
-
- // read texture coordinates
- if (pcHeader->synctype) {
- ImportUVCoordinate_3DGS_MDL345(pcMesh->mTextureCoords[0][iCurrent],
- pcTexCoords,pcTriangles->index_uv[c]);
- }
- }
- pcMesh->mFaces[i].mIndices[0] = iTemp+2;
- pcMesh->mFaces[i].mIndices[1] = iTemp+1;
- pcMesh->mFaces[i].mIndices[2] = iTemp+0;
- pcTriangles++;
- }
- }
-
- // For MDL5 we will need to build valid texture coordinates
- // basing upon the file loaded (only support one file as skin)
- if (0x5 == iGSFileVersion)
- CalculateUVCoordinates_MDL5();
- return;
+ VALIDATE_FILE_SIZE(szCurrent);
+
+ // setup materials
+ SetupMaterialProperties_3DGS_MDL5_Quake1();
+
+ // allocate enough storage to hold all vertices and triangles
+ aiMesh* pcMesh = new aiMesh();
+ pcMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
+
+ pcMesh->mNumVertices = pcHeader->num_tris * 3;
+ pcMesh->mNumFaces = pcHeader->num_tris;
+ pcMesh->mFaces = new aiFace[pcMesh->mNumFaces];
+
+ // there won't be more than one mesh inside the file
+ pScene->mRootNode = new aiNode();
+ pScene->mRootNode->mNumMeshes = 1;
+ pScene->mRootNode->mMeshes = new unsigned int[1];
+ pScene->mRootNode->mMeshes[0] = 0;
+ pScene->mNumMeshes = 1;
+ pScene->mMeshes = new aiMesh*[1];
+ pScene->mMeshes[0] = pcMesh;
+
+ // allocate output storage
+ pcMesh->mNumVertices = (unsigned int)pcHeader->num_tris*3;
+ pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices];
+ pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices];
+
+ if (pcHeader->synctype) {
+ pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices];
+ pcMesh->mNumUVComponents[0] = 2;
+ }
+
+ // now get a pointer to the first frame in the file
+ BE_NCONST MDL::Frame* pcFrames = (BE_NCONST MDL::Frame*)szCurrent;
+ AI_SWAP4(pcFrames->type);
+
+ // byte packed vertices
+ // FIXME: these two snippets below are almost identical ... join them?
+ /////////////////////////////////////////////////////////////////////////////////////
+ if (0 == pcFrames->type || 3 >= this->iGSFileVersion) {
+
+ const MDL::SimpleFrame* pcFirstFrame = (const MDL::SimpleFrame*)(szCurrent + sizeof(uint32_t));
+ const MDL::Vertex* pcVertices = (const MDL::Vertex*) ((pcFirstFrame->name) + sizeof(pcFirstFrame->name));
+
+ VALIDATE_FILE_SIZE(pcVertices + pcHeader->num_verts);
+
+ // now iterate through all triangles
+ unsigned int iCurrent = 0;
+ for (unsigned int i = 0; i < (unsigned int) pcHeader->num_tris;++i) {
+ pcMesh->mFaces[i].mIndices = new unsigned int[3];
+ pcMesh->mFaces[i].mNumIndices = 3;
+
+ unsigned int iTemp = iCurrent;
+ for (unsigned int c = 0; c < 3;++c,++iCurrent) {
+ // read vertices
+ unsigned int iIndex = pcTriangles->index_xyz[c];
+ if (iIndex >= (unsigned int)pcHeader->num_verts) {
+ iIndex = pcHeader->num_verts-1;
+ DefaultLogger::get()->warn("Index overflow in MDLn vertex list");
+ }
+
+ aiVector3D& vec = pcMesh->mVertices[iCurrent];
+ vec.x = (float)pcVertices[iIndex].v[0] * pcHeader->scale[0];
+ vec.x += pcHeader->translate[0];
+
+ vec.y = (float)pcVertices[iIndex].v[1] * pcHeader->scale[1];
+ vec.y += pcHeader->translate[1];
+ // vec.y *= -1.0f;
+
+ vec.z = (float)pcVertices[iIndex].v[2] * pcHeader->scale[2];
+ vec.z += pcHeader->translate[2];
+
+ // read the normal vector from the precalculated normal table
+ MD2::LookupNormalIndex(pcVertices[iIndex].normalIndex,pcMesh->mNormals[iCurrent]);
+ // pcMesh->mNormals[iCurrent].y *= -1.0f;
+
+ // read texture coordinates
+ if (pcHeader->synctype) {
+ ImportUVCoordinate_3DGS_MDL345(pcMesh->mTextureCoords[0][iCurrent],
+ pcTexCoords,pcTriangles->index_uv[c]);
+ }
+ }
+ pcMesh->mFaces[i].mIndices[0] = iTemp+2;
+ pcMesh->mFaces[i].mIndices[1] = iTemp+1;
+ pcMesh->mFaces[i].mIndices[2] = iTemp+0;
+ pcTriangles++;
+ }
+
+ }
+ // short packed vertices
+ /////////////////////////////////////////////////////////////////////////////////////
+ else {
+ // now get a pointer to the first frame in the file
+ const MDL::SimpleFrame_MDLn_SP* pcFirstFrame = (const MDL::SimpleFrame_MDLn_SP*) (szCurrent + sizeof(uint32_t));
+
+ // get a pointer to the vertices
+ const MDL::Vertex_MDL4* pcVertices = (const MDL::Vertex_MDL4*) ((pcFirstFrame->name) +
+ sizeof(pcFirstFrame->name));
+
+ VALIDATE_FILE_SIZE(pcVertices + pcHeader->num_verts);
+
+ // now iterate through all triangles
+ unsigned int iCurrent = 0;
+ for (unsigned int i = 0; i < (unsigned int) pcHeader->num_tris;++i) {
+ pcMesh->mFaces[i].mIndices = new unsigned int[3];
+ pcMesh->mFaces[i].mNumIndices = 3;
+
+ unsigned int iTemp = iCurrent;
+ for (unsigned int c = 0; c < 3;++c,++iCurrent) {
+ // read vertices
+ unsigned int iIndex = pcTriangles->index_xyz[c];
+ if (iIndex >= (unsigned int)pcHeader->num_verts) {
+ iIndex = pcHeader->num_verts-1;
+ DefaultLogger::get()->warn("Index overflow in MDLn vertex list");
+ }
+
+ aiVector3D& vec = pcMesh->mVertices[iCurrent];
+ vec.x = (float)pcVertices[iIndex].v[0] * pcHeader->scale[0];
+ vec.x += pcHeader->translate[0];
+
+ vec.y = (float)pcVertices[iIndex].v[1] * pcHeader->scale[1];
+ vec.y += pcHeader->translate[1];
+ // vec.y *= -1.0f;
+
+ vec.z = (float)pcVertices[iIndex].v[2] * pcHeader->scale[2];
+ vec.z += pcHeader->translate[2];
+
+ // read the normal vector from the precalculated normal table
+ MD2::LookupNormalIndex(pcVertices[iIndex].normalIndex,pcMesh->mNormals[iCurrent]);
+ // pcMesh->mNormals[iCurrent].y *= -1.0f;
+
+ // read texture coordinates
+ if (pcHeader->synctype) {
+ ImportUVCoordinate_3DGS_MDL345(pcMesh->mTextureCoords[0][iCurrent],
+ pcTexCoords,pcTriangles->index_uv[c]);
+ }
+ }
+ pcMesh->mFaces[i].mIndices[0] = iTemp+2;
+ pcMesh->mFaces[i].mIndices[1] = iTemp+1;
+ pcMesh->mFaces[i].mIndices[2] = iTemp+0;
+ pcTriangles++;
+ }
+ }
+
+ // For MDL5 we will need to build valid texture coordinates
+ // basing upon the file loaded (only support one file as skin)
+ if (0x5 == iGSFileVersion)
+ CalculateUVCoordinates_MDL5();
+ return;
}
// ------------------------------------------------------------------------------------------------
// Get a single UV coordinate for Quake and older GameStudio files
-void MDLImporter::ImportUVCoordinate_3DGS_MDL345(
- aiVector3D& vOut,
- const MDL::TexCoord_MDL3* pcSrc,
- unsigned int iIndex)
+void MDLImporter::ImportUVCoordinate_3DGS_MDL345(
+ aiVector3D& vOut,
+ const MDL::TexCoord_MDL3* pcSrc,
+ unsigned int iIndex)
{
- ai_assert(NULL != pcSrc);
- const MDL::Header* const pcHeader = (const MDL::Header*)this->mBuffer;
-
- // validate UV indices
- if (iIndex >= (unsigned int) pcHeader->synctype) {
- iIndex = pcHeader->synctype-1;
- DefaultLogger::get()->warn("Index overflow in MDLn UV coord list");
- }
-
- float s = (float)pcSrc[iIndex].u;
- float t = (float)pcSrc[iIndex].v;
-
- // Scale s and t to range from 0.0 to 1.0
- if (0x5 != iGSFileVersion) {
- s = (s + 0.5f) / pcHeader->skinwidth;
- t = 1.0f-(t + 0.5f) / pcHeader->skinheight;
- }
-
- vOut.x = s;
- vOut.y = t;
- vOut.z = 0.0f;
+ ai_assert(NULL != pcSrc);
+ const MDL::Header* const pcHeader = (const MDL::Header*)this->mBuffer;
+
+ // validate UV indices
+ if (iIndex >= (unsigned int) pcHeader->synctype) {
+ iIndex = pcHeader->synctype-1;
+ DefaultLogger::get()->warn("Index overflow in MDLn UV coord list");
+ }
+
+ float s = (float)pcSrc[iIndex].u;
+ float t = (float)pcSrc[iIndex].v;
+
+ // Scale s and t to range from 0.0 to 1.0
+ if (0x5 != iGSFileVersion) {
+ s = (s + 0.5f) / pcHeader->skinwidth;
+ t = 1.0f-(t + 0.5f) / pcHeader->skinheight;
+ }
+
+ vOut.x = s;
+ vOut.y = t;
+ vOut.z = 0.0f;
}
// ------------------------------------------------------------------------------------------------
// Compute UV coordinates for a MDL5 file
void MDLImporter::CalculateUVCoordinates_MDL5()
{
- const MDL::Header* const pcHeader = (const MDL::Header*)this->mBuffer;
- if (pcHeader->num_skins && this->pScene->mNumTextures) {
- const aiTexture* pcTex = this->pScene->mTextures[0];
-
- // if the file is loaded in DDS format: get the size of the
- // texture from the header of the DDS file
- // skip three DWORDs and read first height, then the width
- unsigned int iWidth, iHeight;
- if (!pcTex->mHeight) {
- const uint32_t* piPtr = (uint32_t*)pcTex->pcData;
-
- piPtr += 3;
- iHeight = (unsigned int)*piPtr++;
- iWidth = (unsigned int)*piPtr;
- if (!iHeight || !iWidth)
- {
- DefaultLogger::get()->warn("Either the width or the height of the "
- "embedded DDS texture is zero. Unable to compute final texture "
- "coordinates. The texture coordinates remain in their original "
- "0-x/0-y (x,y = texture size) range.");
- iWidth = 1;
- iHeight = 1;
- }
- }
- else {
- iWidth = pcTex->mWidth;
- iHeight = pcTex->mHeight;
- }
-
- if (1 != iWidth || 1 != iHeight) {
- const float fWidth = (float)iWidth;
- const float fHeight = (float)iHeight;
- aiMesh* pcMesh = this->pScene->mMeshes[0];
- for (unsigned int i = 0; i < pcMesh->mNumVertices;++i)
- {
- pcMesh->mTextureCoords[0][i].x /= fWidth;
- pcMesh->mTextureCoords[0][i].y /= fHeight;
- pcMesh->mTextureCoords[0][i].y = 1.0f - pcMesh->mTextureCoords[0][i].y; // DX to OGL
- }
- }
- }
+ const MDL::Header* const pcHeader = (const MDL::Header*)this->mBuffer;
+ if (pcHeader->num_skins && this->pScene->mNumTextures) {
+ const aiTexture* pcTex = this->pScene->mTextures[0];
+
+ // if the file is loaded in DDS format: get the size of the
+ // texture from the header of the DDS file
+ // skip three DWORDs and read first height, then the width
+ unsigned int iWidth, iHeight;
+ if (!pcTex->mHeight) {
+ const uint32_t* piPtr = (uint32_t*)pcTex->pcData;
+
+ piPtr += 3;
+ iHeight = (unsigned int)*piPtr++;
+ iWidth = (unsigned int)*piPtr;
+ if (!iHeight || !iWidth)
+ {
+ DefaultLogger::get()->warn("Either the width or the height of the "
+ "embedded DDS texture is zero. Unable to compute final texture "
+ "coordinates. The texture coordinates remain in their original "
+ "0-x/0-y (x,y = texture size) range.");
+ iWidth = 1;
+ iHeight = 1;
+ }
+ }
+ else {
+ iWidth = pcTex->mWidth;
+ iHeight = pcTex->mHeight;
+ }
+
+ if (1 != iWidth || 1 != iHeight) {
+ const float fWidth = (float)iWidth;
+ const float fHeight = (float)iHeight;
+ aiMesh* pcMesh = this->pScene->mMeshes[0];
+ for (unsigned int i = 0; i < pcMesh->mNumVertices;++i)
+ {
+ pcMesh->mTextureCoords[0][i].x /= fWidth;
+ pcMesh->mTextureCoords[0][i].y /= fHeight;
+ pcMesh->mTextureCoords[0][i].y = 1.0f - pcMesh->mTextureCoords[0][i].y; // DX to OGL
+ }
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Validate the header of a MDL7 file
void MDLImporter::ValidateHeader_3DGS_MDL7(const MDL::Header_MDL7* pcHeader)
{
- ai_assert(NULL != pcHeader);
-
- // There are some fixed sizes ...
- if (sizeof(MDL::ColorValue_MDL7) != pcHeader->colorvalue_stc_size) {
- throw DeadlyImportError(
- "[3DGS MDL7] sizeof(MDL::ColorValue_MDL7) != pcHeader->colorvalue_stc_size");
- }
- if (sizeof(MDL::TexCoord_MDL7) != pcHeader->skinpoint_stc_size) {
- throw DeadlyImportError(
- "[3DGS MDL7] sizeof(MDL::TexCoord_MDL7) != pcHeader->skinpoint_stc_size");
- }
- if (sizeof(MDL::Skin_MDL7) != pcHeader->skin_stc_size) {
- throw DeadlyImportError(
- "sizeof(MDL::Skin_MDL7) != pcHeader->skin_stc_size");
- }
-
- // if there are no groups ... how should we load such a file?
- if (!pcHeader->groups_num) {
- throw DeadlyImportError( "[3DGS MDL7] No frames found");
- }
+ ai_assert(NULL != pcHeader);
+
+ // There are some fixed sizes ...
+ if (sizeof(MDL::ColorValue_MDL7) != pcHeader->colorvalue_stc_size) {
+ throw DeadlyImportError(
+ "[3DGS MDL7] sizeof(MDL::ColorValue_MDL7) != pcHeader->colorvalue_stc_size");
+ }
+ if (sizeof(MDL::TexCoord_MDL7) != pcHeader->skinpoint_stc_size) {
+ throw DeadlyImportError(
+ "[3DGS MDL7] sizeof(MDL::TexCoord_MDL7) != pcHeader->skinpoint_stc_size");
+ }
+ if (sizeof(MDL::Skin_MDL7) != pcHeader->skin_stc_size) {
+ throw DeadlyImportError(
+ "sizeof(MDL::Skin_MDL7) != pcHeader->skin_stc_size");
+ }
+
+ // if there are no groups ... how should we load such a file?
+ if(!pcHeader->groups_num) {
+ throw DeadlyImportError( "[3DGS MDL7] No frames found");
+ }
}
// ------------------------------------------------------------------------------------------------
// resolve bone animation matrices
void MDLImporter::CalcAbsBoneMatrices_3DGS_MDL7(MDL::IntBone_MDL7** apcOutBones)
{
- const MDL::Header_MDL7 *pcHeader = (const MDL::Header_MDL7*)this->mBuffer;
- const MDL::Bone_MDL7* pcBones = (const MDL::Bone_MDL7*)(pcHeader+1);
- ai_assert(NULL != apcOutBones);
-
- // first find the bone that has NO parent, calculate the
- // animation matrix for it, then go on and search for the next parent
- // index (0) and so on until we can't find a new node.
- uint16_t iParent = 0xffff;
- uint32_t iIterations = 0;
- while (iIterations++ < pcHeader->bones_num) {
- for (uint32_t iBone = 0; iBone < pcHeader->bones_num;++iBone) {
- BE_NCONST MDL::Bone_MDL7* pcBone = _AI_MDL7_ACCESS_PTR(pcBones,iBone,
- pcHeader->bone_stc_size,MDL::Bone_MDL7);
-
- AI_SWAP2(pcBone->parent_index);
- AI_SWAP4(pcBone->x);
- AI_SWAP4(pcBone->y);
- AI_SWAP4(pcBone->z);
-
- if (iParent == pcBone->parent_index) {
- // MDL7 readme
- ////////////////////////////////////////////////////////////////
- /*
- The animation matrix is then calculated the following way:
-
- vector3 bPos = <absolute bone position>
- matrix44 laM; // local animation matrix
- sphrvector key_rotate = <bone rotation>
-
- matrix44 m1,m2;
- create_trans_matrix(m1, -bPos.x, -bPos.y, -bPos.z);
- create_trans_matrix(m2, -bPos.x, -bPos.y, -bPos.z);
-
- create_rotation_matrix(laM,key_rotate);
-
- laM = sm1 * laM;
- laM = laM * sm2;
- */
- /////////////////////////////////////////////////////////////////
-
- MDL::IntBone_MDL7* const pcOutBone = apcOutBones[iBone];
-
- // store the parent index of the bone
- pcOutBone->iParent = pcBone->parent_index;
- if (0xffff != iParent) {
- const MDL::IntBone_MDL7* pcParentBone = apcOutBones[iParent];
- pcOutBone->mOffsetMatrix.a4 = -pcParentBone->vPosition.x;
- pcOutBone->mOffsetMatrix.b4 = -pcParentBone->vPosition.y;
- pcOutBone->mOffsetMatrix.c4 = -pcParentBone->vPosition.z;
- }
- pcOutBone->vPosition.x = pcBone->x;
- pcOutBone->vPosition.y = pcBone->y;
- pcOutBone->vPosition.z = pcBone->z;
- pcOutBone->mOffsetMatrix.a4 -= pcBone->x;
- pcOutBone->mOffsetMatrix.b4 -= pcBone->y;
- pcOutBone->mOffsetMatrix.c4 -= pcBone->z;
-
- if (AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_NOT_THERE == pcHeader->bone_stc_size) {
- // no real name for our poor bone is specified :-(
- pcOutBone->mName.length = ::sprintf(pcOutBone->mName.data,
- "UnnamedBone_%i",iBone);
- }
- else {
- // Make sure we won't run over the buffer's end if there is no
- // terminal 0 character (however the documentation says there
- // should be one)
- uint32_t iMaxLen = pcHeader->bone_stc_size-16;
- for (uint32_t qq = 0; qq < iMaxLen;++qq) {
- if (!pcBone->name[qq]) {
- iMaxLen = qq;
- break;
- }
- }
-
- // store the name of the bone
- pcOutBone->mName.length = (size_t)iMaxLen;
- ::memcpy(pcOutBone->mName.data,pcBone->name,pcOutBone->mName.length);
- pcOutBone->mName.data[pcOutBone->mName.length] = '\0';
- }
- }
- }
- ++iParent;
- }
+ const MDL::Header_MDL7 *pcHeader = (const MDL::Header_MDL7*)this->mBuffer;
+ const MDL::Bone_MDL7* pcBones = (const MDL::Bone_MDL7*)(pcHeader+1);
+ ai_assert(NULL != apcOutBones);
+
+ // first find the bone that has NO parent, calculate the
+ // animation matrix for it, then go on and search for the next parent
+ // index (0) and so on until we can't find a new node.
+ uint16_t iParent = 0xffff;
+ uint32_t iIterations = 0;
+ while (iIterations++ < pcHeader->bones_num) {
+ for (uint32_t iBone = 0; iBone < pcHeader->bones_num;++iBone) {
+ BE_NCONST MDL::Bone_MDL7* pcBone = _AI_MDL7_ACCESS_PTR(pcBones,iBone,
+ pcHeader->bone_stc_size,MDL::Bone_MDL7);
+
+ AI_SWAP2(pcBone->parent_index);
+ AI_SWAP4(pcBone->x);
+ AI_SWAP4(pcBone->y);
+ AI_SWAP4(pcBone->z);
+
+ if (iParent == pcBone->parent_index) {
+ // MDL7 readme
+ ////////////////////////////////////////////////////////////////
+ /*
+ The animation matrix is then calculated the following way:
+
+ vector3 bPos = <absolute bone position>
+ matrix44 laM; // local animation matrix
+ sphrvector key_rotate = <bone rotation>
+
+ matrix44 m1,m2;
+ create_trans_matrix(m1, -bPos.x, -bPos.y, -bPos.z);
+ create_trans_matrix(m2, -bPos.x, -bPos.y, -bPos.z);
+
+ create_rotation_matrix(laM,key_rotate);
+
+ laM = sm1 * laM;
+ laM = laM * sm2;
+ */
+ /////////////////////////////////////////////////////////////////
+
+ MDL::IntBone_MDL7* const pcOutBone = apcOutBones[iBone];
+
+ // store the parent index of the bone
+ pcOutBone->iParent = pcBone->parent_index;
+ if (0xffff != iParent) {
+ const MDL::IntBone_MDL7* pcParentBone = apcOutBones[iParent];
+ pcOutBone->mOffsetMatrix.a4 = -pcParentBone->vPosition.x;
+ pcOutBone->mOffsetMatrix.b4 = -pcParentBone->vPosition.y;
+ pcOutBone->mOffsetMatrix.c4 = -pcParentBone->vPosition.z;
+ }
+ pcOutBone->vPosition.x = pcBone->x;
+ pcOutBone->vPosition.y = pcBone->y;
+ pcOutBone->vPosition.z = pcBone->z;
+ pcOutBone->mOffsetMatrix.a4 -= pcBone->x;
+ pcOutBone->mOffsetMatrix.b4 -= pcBone->y;
+ pcOutBone->mOffsetMatrix.c4 -= pcBone->z;
+
+ if (AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_NOT_THERE == pcHeader->bone_stc_size) {
+ // no real name for our poor bone is specified :-(
+ pcOutBone->mName.length = ::sprintf(pcOutBone->mName.data,
+ "UnnamedBone_%i",iBone);
+ }
+ else {
+ // Make sure we won't run over the buffer's end if there is no
+ // terminal 0 character (however the documentation says there
+ // should be one)
+ uint32_t iMaxLen = pcHeader->bone_stc_size-16;
+ for (uint32_t qq = 0; qq < iMaxLen;++qq) {
+ if (!pcBone->name[qq]) {
+ iMaxLen = qq;
+ break;
+ }
+ }
+
+ // store the name of the bone
+ pcOutBone->mName.length = (size_t)iMaxLen;
+ ::memcpy(pcOutBone->mName.data,pcBone->name,pcOutBone->mName.length);
+ pcOutBone->mName.data[pcOutBone->mName.length] = '\0';
+ }
+ }
+ }
+ ++iParent;
+ }
}
// ------------------------------------------------------------------------------------------------
@@ -947,630 +956,630 @@ void MDLImporter::CalcAbsBoneMatrices_3DGS_MDL7(MDL::IntBone_MDL7** apcOutBones)
MDL::IntBone_MDL7** MDLImporter::LoadBones_3DGS_MDL7()
{
const MDL::Header_MDL7 *pcHeader = (const MDL::Header_MDL7*)this->mBuffer;
- if (pcHeader->bones_num) {
- // validate the size of the bone data structure in the file
- if (AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_20_CHARS != pcHeader->bone_stc_size &&
- AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_32_CHARS != pcHeader->bone_stc_size &&
- AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_NOT_THERE != pcHeader->bone_stc_size)
- {
- DefaultLogger::get()->warn("Unknown size of bone data structure");
- return NULL;
- }
-
- MDL::IntBone_MDL7** apcBonesOut = new MDL::IntBone_MDL7*[pcHeader->bones_num];
- for (uint32_t crank = 0; crank < pcHeader->bones_num;++crank)
- apcBonesOut[crank] = new MDL::IntBone_MDL7();
-
- // and calculate absolute bone offset matrices ...
- CalcAbsBoneMatrices_3DGS_MDL7(apcBonesOut);
- return apcBonesOut;
- }
- return NULL;
+ if (pcHeader->bones_num) {
+ // validate the size of the bone data structure in the file
+ if (AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_20_CHARS != pcHeader->bone_stc_size &&
+ AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_32_CHARS != pcHeader->bone_stc_size &&
+ AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_NOT_THERE != pcHeader->bone_stc_size)
+ {
+ DefaultLogger::get()->warn("Unknown size of bone data structure");
+ return NULL;
+ }
+
+ MDL::IntBone_MDL7** apcBonesOut = new MDL::IntBone_MDL7*[pcHeader->bones_num];
+ for (uint32_t crank = 0; crank < pcHeader->bones_num;++crank)
+ apcBonesOut[crank] = new MDL::IntBone_MDL7();
+
+ // and calculate absolute bone offset matrices ...
+ CalcAbsBoneMatrices_3DGS_MDL7(apcBonesOut);
+ return apcBonesOut;
+ }
+ return NULL;
}
// ------------------------------------------------------------------------------------------------
// read faces from a MDL7 file
void MDLImporter::ReadFaces_3DGS_MDL7(const MDL::IntGroupInfo_MDL7& groupInfo,
- MDL::IntGroupData_MDL7& groupData)
+ MDL::IntGroupData_MDL7& groupData)
{
- const MDL::Header_MDL7 *pcHeader = (const MDL::Header_MDL7*)this->mBuffer;
- BE_NCONST MDL::Triangle_MDL7* pcGroupTris = groupInfo.pcGroupTris;
-
- // iterate through all triangles and build valid display lists
- unsigned int iOutIndex = 0;
- for (unsigned int iTriangle = 0; iTriangle < (unsigned int)groupInfo.pcGroup->numtris; ++iTriangle) {
- AI_SWAP2(pcGroupTris->v_index[0]);
- AI_SWAP2(pcGroupTris->v_index[1]);
- AI_SWAP2(pcGroupTris->v_index[2]);
-
- // iterate through all indices of the current triangle
- for (unsigned int c = 0; c < 3;++c,++iOutIndex) {
-
- // validate the vertex index
- unsigned int iIndex = pcGroupTris->v_index[c];
- if (iIndex > (unsigned int)groupInfo.pcGroup->numverts) {
- // (we might need to read this section a second time - to process frame vertices correctly)
- const_cast<MDL::Triangle_MDL7*>(pcGroupTris)->v_index[c] = iIndex = groupInfo.pcGroup->numverts-1;
- DefaultLogger::get()->warn("Index overflow in MDL7 vertex list");
- }
-
- // write the output face index
- groupData.pcFaces[iTriangle].mIndices[2-c] = iOutIndex;
-
- aiVector3D& vPosition = groupData.vPositions[ iOutIndex ];
- vPosition.x = _AI_MDL7_ACCESS_VERT(groupInfo.pcGroupVerts,iIndex, pcHeader->mainvertex_stc_size) .x;
- vPosition.y = _AI_MDL7_ACCESS_VERT(groupInfo.pcGroupVerts,iIndex,pcHeader->mainvertex_stc_size) .y;
- vPosition.z = _AI_MDL7_ACCESS_VERT(groupInfo.pcGroupVerts,iIndex,pcHeader->mainvertex_stc_size) .z;
-
- // if we have bones, save the index
- if (!groupData.aiBones.empty()) {
- groupData.aiBones[iOutIndex] = _AI_MDL7_ACCESS_VERT(groupInfo.pcGroupVerts,
- iIndex,pcHeader->mainvertex_stc_size).vertindex;
- }
-
- // now read the normal vector
- if (AI_MDL7_FRAMEVERTEX030305_STCSIZE <= pcHeader->mainvertex_stc_size) {
- // read the full normal vector
- aiVector3D& vNormal = groupData.vNormals[ iOutIndex ];
- vNormal.x = _AI_MDL7_ACCESS_VERT(groupInfo.pcGroupVerts,iIndex,pcHeader->mainvertex_stc_size) .norm[0];
- AI_SWAP4(vNormal.x);
- vNormal.y = _AI_MDL7_ACCESS_VERT(groupInfo.pcGroupVerts,iIndex,pcHeader->mainvertex_stc_size) .norm[1];
- AI_SWAP4(vNormal.y);
- vNormal.z = _AI_MDL7_ACCESS_VERT(groupInfo.pcGroupVerts,iIndex,pcHeader->mainvertex_stc_size) .norm[2];
- AI_SWAP4(vNormal.z);
- }
- else if (AI_MDL7_FRAMEVERTEX120503_STCSIZE <= pcHeader->mainvertex_stc_size) {
- // read the normal vector from Quake2's smart table
- aiVector3D& vNormal = groupData.vNormals[ iOutIndex ];
- MD2::LookupNormalIndex(_AI_MDL7_ACCESS_VERT(groupInfo.pcGroupVerts,iIndex,
- pcHeader->mainvertex_stc_size) .norm162index,vNormal);
- }
- // validate and process the first uv coordinate set
- if (pcHeader->triangle_stc_size >= AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV) {
-
- if (groupInfo.pcGroup->num_stpts) {
- AI_SWAP2(pcGroupTris->skinsets[0].st_index[0]);
- AI_SWAP2(pcGroupTris->skinsets[0].st_index[1]);
- AI_SWAP2(pcGroupTris->skinsets[0].st_index[2]);
-
- iIndex = pcGroupTris->skinsets[0].st_index[c];
- if (iIndex > (unsigned int)groupInfo.pcGroup->num_stpts) {
- iIndex = groupInfo.pcGroup->num_stpts-1;
- DefaultLogger::get()->warn("Index overflow in MDL7 UV coordinate list (#1)");
- }
-
- float u = groupInfo.pcGroupUVs[iIndex].u;
- float v = 1.0f-groupInfo.pcGroupUVs[iIndex].v; // DX to OGL
-
- groupData.vTextureCoords1[iOutIndex].x = u;
- groupData.vTextureCoords1[iOutIndex].y = v;
- }
- // assign the material index, but only if it is existing
- if (pcHeader->triangle_stc_size >= AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV_WITH_MATINDEX){
- AI_SWAP4(pcGroupTris->skinsets[0].material);
- groupData.pcFaces[iTriangle].iMatIndex[0] = pcGroupTris->skinsets[0].material;
- }
- }
- // validate and process the second uv coordinate set
- if (pcHeader->triangle_stc_size >= AI_MDL7_TRIANGLE_STD_SIZE_TWO_UV) {
-
- if (groupInfo.pcGroup->num_stpts) {
- AI_SWAP2(pcGroupTris->skinsets[1].st_index[0]);
- AI_SWAP2(pcGroupTris->skinsets[1].st_index[1]);
- AI_SWAP2(pcGroupTris->skinsets[1].st_index[2]);
- AI_SWAP4(pcGroupTris->skinsets[1].material);
-
- iIndex = pcGroupTris->skinsets[1].st_index[c];
- if (iIndex > (unsigned int)groupInfo.pcGroup->num_stpts) {
- iIndex = groupInfo.pcGroup->num_stpts-1;
- DefaultLogger::get()->warn("Index overflow in MDL7 UV coordinate list (#2)");
- }
-
- float u = groupInfo.pcGroupUVs[ iIndex ].u;
- float v = 1.0f-groupInfo.pcGroupUVs[ iIndex ].v;
-
- groupData.vTextureCoords2[ iOutIndex ].x = u;
- groupData.vTextureCoords2[ iOutIndex ].y = v; // DX to OGL
-
- // check whether we do really need the second texture
- // coordinate set ... wastes memory and loading time
- if (0 != iIndex && (u != groupData.vTextureCoords1[ iOutIndex ].x ||
- v != groupData.vTextureCoords1[ iOutIndex ].y ) )
- groupData.bNeed2UV = true;
-
- // if the material differs, we need a second skin, too
- if (pcGroupTris->skinsets[ 1 ].material != pcGroupTris->skinsets[ 0 ].material)
- groupData.bNeed2UV = true;
- }
- // assign the material index
- groupData.pcFaces[ iTriangle ].iMatIndex[ 1 ] = pcGroupTris->skinsets[ 1 ].material;
- }
- }
- // get the next triangle in the list
- pcGroupTris = (BE_NCONST MDL::Triangle_MDL7*)((const char*)pcGroupTris + pcHeader->triangle_stc_size);
- }
+ const MDL::Header_MDL7 *pcHeader = (const MDL::Header_MDL7*)this->mBuffer;
+ MDL::Triangle_MDL7* pcGroupTris = groupInfo.pcGroupTris;
+
+ // iterate through all triangles and build valid display lists
+ unsigned int iOutIndex = 0;
+ for (unsigned int iTriangle = 0; iTriangle < (unsigned int)groupInfo.pcGroup->numtris; ++iTriangle) {
+ AI_SWAP2(pcGroupTris->v_index[0]);
+ AI_SWAP2(pcGroupTris->v_index[1]);
+ AI_SWAP2(pcGroupTris->v_index[2]);
+
+ // iterate through all indices of the current triangle
+ for (unsigned int c = 0; c < 3;++c,++iOutIndex) {
+
+ // validate the vertex index
+ unsigned int iIndex = pcGroupTris->v_index[c];
+ if(iIndex > (unsigned int)groupInfo.pcGroup->numverts) {
+ // (we might need to read this section a second time - to process frame vertices correctly)
+ pcGroupTris->v_index[c] = iIndex = groupInfo.pcGroup->numverts-1;
+ DefaultLogger::get()->warn("Index overflow in MDL7 vertex list");
+ }
+
+ // write the output face index
+ groupData.pcFaces[iTriangle].mIndices[2-c] = iOutIndex;
+
+ aiVector3D& vPosition = groupData.vPositions[ iOutIndex ];
+ vPosition.x = _AI_MDL7_ACCESS_VERT(groupInfo.pcGroupVerts,iIndex, pcHeader->mainvertex_stc_size) .x;
+ vPosition.y = _AI_MDL7_ACCESS_VERT(groupInfo.pcGroupVerts,iIndex,pcHeader->mainvertex_stc_size) .y;
+ vPosition.z = _AI_MDL7_ACCESS_VERT(groupInfo.pcGroupVerts,iIndex,pcHeader->mainvertex_stc_size) .z;
+
+ // if we have bones, save the index
+ if (!groupData.aiBones.empty()) {
+ groupData.aiBones[iOutIndex] = _AI_MDL7_ACCESS_VERT(groupInfo.pcGroupVerts,
+ iIndex,pcHeader->mainvertex_stc_size).vertindex;
+ }
+
+ // now read the normal vector
+ if (AI_MDL7_FRAMEVERTEX030305_STCSIZE <= pcHeader->mainvertex_stc_size) {
+ // read the full normal vector
+ aiVector3D& vNormal = groupData.vNormals[ iOutIndex ];
+ vNormal.x = _AI_MDL7_ACCESS_VERT(groupInfo.pcGroupVerts,iIndex,pcHeader->mainvertex_stc_size) .norm[0];
+ AI_SWAP4(vNormal.x);
+ vNormal.y = _AI_MDL7_ACCESS_VERT(groupInfo.pcGroupVerts,iIndex,pcHeader->mainvertex_stc_size) .norm[1];
+ AI_SWAP4(vNormal.y);
+ vNormal.z = _AI_MDL7_ACCESS_VERT(groupInfo.pcGroupVerts,iIndex,pcHeader->mainvertex_stc_size) .norm[2];
+ AI_SWAP4(vNormal.z);
+ }
+ else if (AI_MDL7_FRAMEVERTEX120503_STCSIZE <= pcHeader->mainvertex_stc_size) {
+ // read the normal vector from Quake2's smart table
+ aiVector3D& vNormal = groupData.vNormals[ iOutIndex ];
+ MD2::LookupNormalIndex(_AI_MDL7_ACCESS_VERT(groupInfo.pcGroupVerts,iIndex,
+ pcHeader->mainvertex_stc_size) .norm162index,vNormal);
+ }
+ // validate and process the first uv coordinate set
+ if (pcHeader->triangle_stc_size >= AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV) {
+
+ if (groupInfo.pcGroup->num_stpts) {
+ AI_SWAP2(pcGroupTris->skinsets[0].st_index[0]);
+ AI_SWAP2(pcGroupTris->skinsets[0].st_index[1]);
+ AI_SWAP2(pcGroupTris->skinsets[0].st_index[2]);
+
+ iIndex = pcGroupTris->skinsets[0].st_index[c];
+ if(iIndex > (unsigned int)groupInfo.pcGroup->num_stpts) {
+ iIndex = groupInfo.pcGroup->num_stpts-1;
+ DefaultLogger::get()->warn("Index overflow in MDL7 UV coordinate list (#1)");
+ }
+
+ float u = groupInfo.pcGroupUVs[iIndex].u;
+ float v = 1.0f-groupInfo.pcGroupUVs[iIndex].v; // DX to OGL
+
+ groupData.vTextureCoords1[iOutIndex].x = u;
+ groupData.vTextureCoords1[iOutIndex].y = v;
+ }
+ // assign the material index, but only if it is existing
+ if (pcHeader->triangle_stc_size >= AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV_WITH_MATINDEX){
+ AI_SWAP4(pcGroupTris->skinsets[0].material);
+ groupData.pcFaces[iTriangle].iMatIndex[0] = pcGroupTris->skinsets[0].material;
+ }
+ }
+ // validate and process the second uv coordinate set
+ if (pcHeader->triangle_stc_size >= AI_MDL7_TRIANGLE_STD_SIZE_TWO_UV) {
+
+ if (groupInfo.pcGroup->num_stpts) {
+ AI_SWAP2(pcGroupTris->skinsets[1].st_index[0]);
+ AI_SWAP2(pcGroupTris->skinsets[1].st_index[1]);
+ AI_SWAP2(pcGroupTris->skinsets[1].st_index[2]);
+ AI_SWAP4(pcGroupTris->skinsets[1].material);
+
+ iIndex = pcGroupTris->skinsets[1].st_index[c];
+ if(iIndex > (unsigned int)groupInfo.pcGroup->num_stpts) {
+ iIndex = groupInfo.pcGroup->num_stpts-1;
+ DefaultLogger::get()->warn("Index overflow in MDL7 UV coordinate list (#2)");
+ }
+
+ float u = groupInfo.pcGroupUVs[ iIndex ].u;
+ float v = 1.0f-groupInfo.pcGroupUVs[ iIndex ].v;
+
+ groupData.vTextureCoords2[ iOutIndex ].x = u;
+ groupData.vTextureCoords2[ iOutIndex ].y = v; // DX to OGL
+
+ // check whether we do really need the second texture
+ // coordinate set ... wastes memory and loading time
+ if (0 != iIndex && (u != groupData.vTextureCoords1[ iOutIndex ].x ||
+ v != groupData.vTextureCoords1[ iOutIndex ].y ) )
+ groupData.bNeed2UV = true;
+
+ // if the material differs, we need a second skin, too
+ if (pcGroupTris->skinsets[ 1 ].material != pcGroupTris->skinsets[ 0 ].material)
+ groupData.bNeed2UV = true;
+ }
+ // assign the material index
+ groupData.pcFaces[ iTriangle ].iMatIndex[ 1 ] = pcGroupTris->skinsets[ 1 ].material;
+ }
+ }
+ // get the next triangle in the list
+ pcGroupTris = (MDL::Triangle_MDL7*)((const char*)pcGroupTris + pcHeader->triangle_stc_size);
+ }
}
// ------------------------------------------------------------------------------------------------
// handle frames in a MDL7 file
bool MDLImporter::ProcessFrames_3DGS_MDL7(const MDL::IntGroupInfo_MDL7& groupInfo,
- MDL::IntGroupData_MDL7& groupData,
- MDL::IntSharedData_MDL7& shared,
- const unsigned char* szCurrent,
- const unsigned char** szCurrentOut)
+ MDL::IntGroupData_MDL7& groupData,
+ MDL::IntSharedData_MDL7& shared,
+ const unsigned char* szCurrent,
+ const unsigned char** szCurrentOut)
{
- ai_assert(NULL != szCurrent && NULL != szCurrentOut);
- const MDL::Header_MDL7 *pcHeader = (const MDL::Header_MDL7*)mBuffer;
-
- // if we have no bones we can simply skip all frames,
- // otherwise we'll need to process them.
- // FIX: If we need another frame than the first we must apply frame vertex replacements ...
- for (unsigned int iFrame = 0; iFrame < (unsigned int)groupInfo.pcGroup->numframes;++iFrame) {
- MDL::IntFrameInfo_MDL7 frame ((BE_NCONST MDL::Frame_MDL7*)szCurrent,iFrame);
-
- AI_SWAP4(frame.pcFrame->vertices_count);
- AI_SWAP4(frame.pcFrame->transmatrix_count);
-
- const unsigned int iAdd = pcHeader->frame_stc_size +
- frame.pcFrame->vertices_count * pcHeader->framevertex_stc_size +
- frame.pcFrame->transmatrix_count * pcHeader->bonetrans_stc_size;
-
- if (((const char*)szCurrent - (const char*)pcHeader) + iAdd > (unsigned int)pcHeader->data_size) {
- DefaultLogger::get()->warn("Index overflow in frame area. "
- "Ignoring all frames and all further mesh groups, too.");
-
- // don't parse more groups if we can't even read one
- // FIXME: sometimes this seems to occur even for valid files ...
- *szCurrentOut = szCurrent;
- return false;
- }
- // our output frame?
- if (configFrameID == iFrame) {
- BE_NCONST MDL::Vertex_MDL7* pcFrameVertices = (BE_NCONST MDL::Vertex_MDL7*)(szCurrent+pcHeader->frame_stc_size);
-
- for (unsigned int qq = 0; qq < frame.pcFrame->vertices_count;++qq) {
- // I assume this are simple replacements for normal vertices, the bone index serving
- // as the index of the vertex to be replaced.
- uint16_t iIndex = _AI_MDL7_ACCESS(pcFrameVertices,qq,pcHeader->framevertex_stc_size,MDL::Vertex_MDL7).vertindex;
- AI_SWAP2(iIndex);
- if (iIndex >= groupInfo.pcGroup->numverts) {
- DefaultLogger::get()->warn("Invalid vertex index in frame vertex section");
- continue;
- }
-
- aiVector3D vPosition,vNormal;
-
- vPosition.x = _AI_MDL7_ACCESS_VERT(pcFrameVertices,qq,pcHeader->framevertex_stc_size) .x;
- AI_SWAP4(vPosition.x);
- vPosition.y = _AI_MDL7_ACCESS_VERT(pcFrameVertices,qq,pcHeader->framevertex_stc_size) .y;
- AI_SWAP4(vPosition.y);
- vPosition.z = _AI_MDL7_ACCESS_VERT(pcFrameVertices,qq,pcHeader->framevertex_stc_size) .z;
- AI_SWAP4(vPosition.z);
-
- // now read the normal vector
- if (AI_MDL7_FRAMEVERTEX030305_STCSIZE <= pcHeader->mainvertex_stc_size) {
- // read the full normal vector
- vNormal.x = _AI_MDL7_ACCESS_VERT(pcFrameVertices,qq,pcHeader->framevertex_stc_size) .norm[0];
- AI_SWAP4(vNormal.x);
- vNormal.y = _AI_MDL7_ACCESS_VERT(pcFrameVertices,qq,pcHeader->framevertex_stc_size) .norm[1];
- AI_SWAP4(vNormal.y);
- vNormal.z = _AI_MDL7_ACCESS_VERT(pcFrameVertices,qq,pcHeader->framevertex_stc_size) .norm[2];
- AI_SWAP4(vNormal.z);
- }
- else if (AI_MDL7_FRAMEVERTEX120503_STCSIZE <= pcHeader->mainvertex_stc_size) {
- // read the normal vector from Quake2's smart table
- MD2::LookupNormalIndex(_AI_MDL7_ACCESS_VERT(pcFrameVertices,qq,
- pcHeader->framevertex_stc_size) .norm162index,vNormal);
- }
-
- // FIXME: O(n^2) at the moment ...
- BE_NCONST MDL::Triangle_MDL7* pcGroupTris = groupInfo.pcGroupTris;
- unsigned int iOutIndex = 0;
- for (unsigned int iTriangle = 0; iTriangle < (unsigned int)groupInfo.pcGroup->numtris; ++iTriangle) {
- // iterate through all indices of the current triangle
- for (unsigned int c = 0; c < 3;++c,++iOutIndex) {
- // replace the vertex with the new data
- const unsigned int iCurIndex = pcGroupTris->v_index[c];
- if (iCurIndex == iIndex) {
- groupData.vPositions[iOutIndex] = vPosition;
- groupData.vNormals[iOutIndex] = vNormal;
- }
- }
- // get the next triangle in the list
- pcGroupTris = (BE_NCONST MDL::Triangle_MDL7*)((const char*)
- pcGroupTris + pcHeader->triangle_stc_size);
- }
- }
- }
- // parse bone trafo matrix keys (only if there are bones ...)
- if (shared.apcOutBones) {
- ParseBoneTrafoKeys_3DGS_MDL7(groupInfo,frame,shared);
- }
- szCurrent += iAdd;
- }
- *szCurrentOut = szCurrent;
- return true;
+ ai_assert(NULL != szCurrent && NULL != szCurrentOut);
+ const MDL::Header_MDL7 *pcHeader = (const MDL::Header_MDL7*)mBuffer;
+
+ // if we have no bones we can simply skip all frames,
+ // otherwise we'll need to process them.
+ // FIX: If we need another frame than the first we must apply frame vertex replacements ...
+ for(unsigned int iFrame = 0; iFrame < (unsigned int)groupInfo.pcGroup->numframes;++iFrame) {
+ MDL::IntFrameInfo_MDL7 frame ((BE_NCONST MDL::Frame_MDL7*)szCurrent,iFrame);
+
+ AI_SWAP4(frame.pcFrame->vertices_count);
+ AI_SWAP4(frame.pcFrame->transmatrix_count);
+
+ const unsigned int iAdd = pcHeader->frame_stc_size +
+ frame.pcFrame->vertices_count * pcHeader->framevertex_stc_size +
+ frame.pcFrame->transmatrix_count * pcHeader->bonetrans_stc_size;
+
+ if (((const char*)szCurrent - (const char*)pcHeader) + iAdd > (unsigned int)pcHeader->data_size) {
+ DefaultLogger::get()->warn("Index overflow in frame area. "
+ "Ignoring all frames and all further mesh groups, too.");
+
+ // don't parse more groups if we can't even read one
+ // FIXME: sometimes this seems to occur even for valid files ...
+ *szCurrentOut = szCurrent;
+ return false;
+ }
+ // our output frame?
+ if (configFrameID == iFrame) {
+ BE_NCONST MDL::Vertex_MDL7* pcFrameVertices = (BE_NCONST MDL::Vertex_MDL7*)(szCurrent+pcHeader->frame_stc_size);
+
+ for (unsigned int qq = 0; qq < frame.pcFrame->vertices_count;++qq) {
+ // I assume this are simple replacements for normal vertices, the bone index serving
+ // as the index of the vertex to be replaced.
+ uint16_t iIndex = _AI_MDL7_ACCESS(pcFrameVertices,qq,pcHeader->framevertex_stc_size,MDL::Vertex_MDL7).vertindex;
+ AI_SWAP2(iIndex);
+ if (iIndex >= groupInfo.pcGroup->numverts) {
+ DefaultLogger::get()->warn("Invalid vertex index in frame vertex section");
+ continue;
+ }
+
+ aiVector3D vPosition,vNormal;
+
+ vPosition.x = _AI_MDL7_ACCESS_VERT(pcFrameVertices,qq,pcHeader->framevertex_stc_size) .x;
+ AI_SWAP4(vPosition.x);
+ vPosition.y = _AI_MDL7_ACCESS_VERT(pcFrameVertices,qq,pcHeader->framevertex_stc_size) .y;
+ AI_SWAP4(vPosition.y);
+ vPosition.z = _AI_MDL7_ACCESS_VERT(pcFrameVertices,qq,pcHeader->framevertex_stc_size) .z;
+ AI_SWAP4(vPosition.z);
+
+ // now read the normal vector
+ if (AI_MDL7_FRAMEVERTEX030305_STCSIZE <= pcHeader->mainvertex_stc_size) {
+ // read the full normal vector
+ vNormal.x = _AI_MDL7_ACCESS_VERT(pcFrameVertices,qq,pcHeader->framevertex_stc_size) .norm[0];
+ AI_SWAP4(vNormal.x);
+ vNormal.y = _AI_MDL7_ACCESS_VERT(pcFrameVertices,qq,pcHeader->framevertex_stc_size) .norm[1];
+ AI_SWAP4(vNormal.y);
+ vNormal.z = _AI_MDL7_ACCESS_VERT(pcFrameVertices,qq,pcHeader->framevertex_stc_size) .norm[2];
+ AI_SWAP4(vNormal.z);
+ }
+ else if (AI_MDL7_FRAMEVERTEX120503_STCSIZE <= pcHeader->mainvertex_stc_size) {
+ // read the normal vector from Quake2's smart table
+ MD2::LookupNormalIndex(_AI_MDL7_ACCESS_VERT(pcFrameVertices,qq,
+ pcHeader->framevertex_stc_size) .norm162index,vNormal);
+ }
+
+ // FIXME: O(n^2) at the moment ...
+ BE_NCONST MDL::Triangle_MDL7* pcGroupTris = groupInfo.pcGroupTris;
+ unsigned int iOutIndex = 0;
+ for (unsigned int iTriangle = 0; iTriangle < (unsigned int)groupInfo.pcGroup->numtris; ++iTriangle) {
+ // iterate through all indices of the current triangle
+ for (unsigned int c = 0; c < 3;++c,++iOutIndex) {
+ // replace the vertex with the new data
+ const unsigned int iCurIndex = pcGroupTris->v_index[c];
+ if (iCurIndex == iIndex) {
+ groupData.vPositions[iOutIndex] = vPosition;
+ groupData.vNormals[iOutIndex] = vNormal;
+ }
+ }
+ // get the next triangle in the list
+ pcGroupTris = (BE_NCONST MDL::Triangle_MDL7*)((const char*)
+ pcGroupTris + pcHeader->triangle_stc_size);
+ }
+ }
+ }
+ // parse bone trafo matrix keys (only if there are bones ...)
+ if (shared.apcOutBones) {
+ ParseBoneTrafoKeys_3DGS_MDL7(groupInfo,frame,shared);
+ }
+ szCurrent += iAdd;
+ }
+ *szCurrentOut = szCurrent;
+ return true;
}
// ------------------------------------------------------------------------------------------------
// Sort faces by material, handle multiple UVs correctly
void MDLImporter::SortByMaterials_3DGS_MDL7(
- const MDL::IntGroupInfo_MDL7& groupInfo,
- MDL::IntGroupData_MDL7& groupData,
- MDL::IntSplittedGroupData_MDL7& splittedGroupData)
+ const MDL::IntGroupInfo_MDL7& groupInfo,
+ MDL::IntGroupData_MDL7& groupData,
+ MDL::IntSplitGroupData_MDL7& splitGroupData)
{
- const unsigned int iNumMaterials = (unsigned int)splittedGroupData.shared.pcMats.size();
- if (!groupData.bNeed2UV) {
- // if we don't need a second set of texture coordinates there is no reason to keep it in memory ...
- groupData.vTextureCoords2.clear();
-
- // allocate the array
- splittedGroupData.aiSplit = new std::vector<unsigned int>*[iNumMaterials];
-
- for (unsigned int m = 0; m < iNumMaterials;++m)
- splittedGroupData.aiSplit[m] = new std::vector<unsigned int>();
-
- // iterate through all faces and sort by material
- for (unsigned int iFace = 0; iFace < (unsigned int)groupInfo.pcGroup->numtris;++iFace) {
- // check range
- if (groupData.pcFaces[iFace].iMatIndex[0] >= iNumMaterials) {
- // use the last material instead
- splittedGroupData.aiSplit[iNumMaterials-1]->push_back(iFace);
-
- // sometimes MED writes -1, but normally only if there is only
- // one skin assigned. No warning in this case
- if (0xFFFFFFFF != groupData.pcFaces[iFace].iMatIndex[0])
- DefaultLogger::get()->warn("Index overflow in MDL7 material list [#0]");
- }
- else splittedGroupData.aiSplit[groupData.pcFaces[iFace].
- iMatIndex[0]]->push_back(iFace);
- }
- }
- else
- {
- // we need to build combined materials for each combination of
- std::vector<MDL::IntMaterial_MDL7> avMats;
- avMats.reserve(iNumMaterials*2);
-
- // fixme: why on the heap?
- std::vector<std::vector<unsigned int>* > aiTempSplit(iNumMaterials*2);
- for (unsigned int m = 0; m < iNumMaterials;++m)
- aiTempSplit[m] = new std::vector<unsigned int>();
-
- // iterate through all faces and sort by material
- for (unsigned int iFace = 0; iFace < (unsigned int)groupInfo.pcGroup->numtris;++iFace) {
- // check range
- unsigned int iMatIndex = groupData.pcFaces[iFace].iMatIndex[0];
- if (iMatIndex >= iNumMaterials) {
- // sometimes MED writes -1, but normally only if there is only
- // one skin assigned. No warning in this case
- if (0xffffffff != iMatIndex)
- DefaultLogger::get()->warn("Index overflow in MDL7 material list [#1]");
- iMatIndex = iNumMaterials-1;
- }
- unsigned int iMatIndex2 = groupData.pcFaces[iFace].iMatIndex[1];
-
- unsigned int iNum = iMatIndex;
- if (0xffffffff != iMatIndex2 && iMatIndex != iMatIndex2) {
- if (iMatIndex2 >= iNumMaterials) {
- // sometimes MED writes -1, but normally only if there is only
- // one skin assigned. No warning in this case
- DefaultLogger::get()->warn("Index overflow in MDL7 material list [#2]");
- iMatIndex2 = iNumMaterials-1;
- }
-
- // do a slow seach in the list ...
- iNum = 0;
- bool bFound = false;
- for (std::vector<MDL::IntMaterial_MDL7>::iterator i = avMats.begin();i != avMats.end();++i,++iNum){
- if ((*i).iOldMatIndices[0] == iMatIndex && (*i).iOldMatIndices[1] == iMatIndex2) {
- // reuse this material
- bFound = true;
- break;
- }
- }
- if (!bFound) {
- // build a new material ...
- MDL::IntMaterial_MDL7 sHelper;
- sHelper.pcMat = new MaterialHelper();
- sHelper.iOldMatIndices[0] = iMatIndex;
- sHelper.iOldMatIndices[1] = iMatIndex2;
- JoinSkins_3DGS_MDL7(splittedGroupData.shared.pcMats[iMatIndex],
- splittedGroupData.shared.pcMats[iMatIndex2],sHelper.pcMat);
-
- // and add it to the list
- avMats.push_back(sHelper);
- iNum = (unsigned int)avMats.size()-1;
- }
- // adjust the size of the file array
- if (iNum == aiTempSplit.size()) {
- aiTempSplit.push_back(new std::vector<unsigned int>());
- }
- }
- aiTempSplit[iNum]->push_back(iFace);
- }
-
- // now add the newly created materials to the old list
- if (0 == groupInfo.iIndex) {
- splittedGroupData.shared.pcMats.resize(avMats.size());
- for (unsigned int o = 0; o < avMats.size();++o)
- splittedGroupData.shared.pcMats[o] = avMats[o].pcMat;
- }
- else {
- // This might result in redundant materials ...
- splittedGroupData.shared.pcMats.resize(iNumMaterials + avMats.size());
- for (unsigned int o = iNumMaterials; o < avMats.size();++o)
- splittedGroupData.shared.pcMats[o] = avMats[o].pcMat;
- }
-
- // and build the final face-to-material array
- splittedGroupData.aiSplit = new std::vector<unsigned int>*[aiTempSplit.size()];
- for (unsigned int m = 0; m < iNumMaterials;++m)
- splittedGroupData.aiSplit[m] = aiTempSplit[m];
- }
+ const unsigned int iNumMaterials = (unsigned int)splitGroupData.shared.pcMats.size();
+ if (!groupData.bNeed2UV) {
+ // if we don't need a second set of texture coordinates there is no reason to keep it in memory ...
+ groupData.vTextureCoords2.clear();
+
+ // allocate the array
+ splitGroupData.aiSplit = new std::vector<unsigned int>*[iNumMaterials];
+
+ for (unsigned int m = 0; m < iNumMaterials;++m)
+ splitGroupData.aiSplit[m] = new std::vector<unsigned int>();
+
+ // iterate through all faces and sort by material
+ for (unsigned int iFace = 0; iFace < (unsigned int)groupInfo.pcGroup->numtris;++iFace) {
+ // check range
+ if (groupData.pcFaces[iFace].iMatIndex[0] >= iNumMaterials) {
+ // use the last material instead
+ splitGroupData.aiSplit[iNumMaterials-1]->push_back(iFace);
+
+ // sometimes MED writes -1, but normally only if there is only
+ // one skin assigned. No warning in this case
+ if(0xFFFFFFFF != groupData.pcFaces[iFace].iMatIndex[0])
+ DefaultLogger::get()->warn("Index overflow in MDL7 material list [#0]");
+ }
+ else splitGroupData.aiSplit[groupData.pcFaces[iFace].
+ iMatIndex[0]]->push_back(iFace);
+ }
+ }
+ else
+ {
+ // we need to build combined materials for each combination of
+ std::vector<MDL::IntMaterial_MDL7> avMats;
+ avMats.reserve(iNumMaterials*2);
+
+ // fixme: why on the heap?
+ std::vector<std::vector<unsigned int>* > aiTempSplit(iNumMaterials*2);
+ for (unsigned int m = 0; m < iNumMaterials;++m)
+ aiTempSplit[m] = new std::vector<unsigned int>();
+
+ // iterate through all faces and sort by material
+ for (unsigned int iFace = 0; iFace < (unsigned int)groupInfo.pcGroup->numtris;++iFace) {
+ // check range
+ unsigned int iMatIndex = groupData.pcFaces[iFace].iMatIndex[0];
+ if (iMatIndex >= iNumMaterials) {
+ // sometimes MED writes -1, but normally only if there is only
+ // one skin assigned. No warning in this case
+ if(UINT_MAX != iMatIndex)
+ DefaultLogger::get()->warn("Index overflow in MDL7 material list [#1]");
+ iMatIndex = iNumMaterials-1;
+ }
+ unsigned int iMatIndex2 = groupData.pcFaces[iFace].iMatIndex[1];
+
+ unsigned int iNum = iMatIndex;
+ if (UINT_MAX != iMatIndex2 && iMatIndex != iMatIndex2) {
+ if (iMatIndex2 >= iNumMaterials) {
+ // sometimes MED writes -1, but normally only if there is only
+ // one skin assigned. No warning in this case
+ DefaultLogger::get()->warn("Index overflow in MDL7 material list [#2]");
+ iMatIndex2 = iNumMaterials-1;
+ }
+
+ // do a slow seach in the list ...
+ iNum = 0;
+ bool bFound = false;
+ for (std::vector<MDL::IntMaterial_MDL7>::iterator i = avMats.begin();i != avMats.end();++i,++iNum){
+ if ((*i).iOldMatIndices[0] == iMatIndex && (*i).iOldMatIndices[1] == iMatIndex2) {
+ // reuse this material
+ bFound = true;
+ break;
+ }
+ }
+ if (!bFound) {
+ // build a new material ...
+ MDL::IntMaterial_MDL7 sHelper;
+ sHelper.pcMat = new aiMaterial();
+ sHelper.iOldMatIndices[0] = iMatIndex;
+ sHelper.iOldMatIndices[1] = iMatIndex2;
+ JoinSkins_3DGS_MDL7(splitGroupData.shared.pcMats[iMatIndex],
+ splitGroupData.shared.pcMats[iMatIndex2],sHelper.pcMat);
+
+ // and add it to the list
+ avMats.push_back(sHelper);
+ iNum = (unsigned int)avMats.size()-1;
+ }
+ // adjust the size of the file array
+ if (iNum == aiTempSplit.size()) {
+ aiTempSplit.push_back(new std::vector<unsigned int>());
+ }
+ }
+ aiTempSplit[iNum]->push_back(iFace);
+ }
+
+ // now add the newly created materials to the old list
+ if (0 == groupInfo.iIndex) {
+ splitGroupData.shared.pcMats.resize(avMats.size());
+ for (unsigned int o = 0; o < avMats.size();++o)
+ splitGroupData.shared.pcMats[o] = avMats[o].pcMat;
+ }
+ else {
+ // This might result in redundant materials ...
+ splitGroupData.shared.pcMats.resize(iNumMaterials + avMats.size());
+ for (unsigned int o = iNumMaterials; o < avMats.size();++o)
+ splitGroupData.shared.pcMats[o] = avMats[o].pcMat;
+ }
+
+ // and build the final face-to-material array
+ splitGroupData.aiSplit = new std::vector<unsigned int>*[aiTempSplit.size()];
+ for (unsigned int m = 0; m < iNumMaterials;++m)
+ splitGroupData.aiSplit[m] = aiTempSplit[m];
+ }
}
// ------------------------------------------------------------------------------------------------
// Read a MDL7 file
void MDLImporter::InternReadFile_3DGS_MDL7( )
{
- ai_assert(NULL != pScene);
-
- MDL::IntSharedData_MDL7 sharedData;
-
- // current cursor position in the file
- BE_NCONST MDL::Header_MDL7 *pcHeader = (BE_NCONST MDL::Header_MDL7*)this->mBuffer;
- const unsigned char* szCurrent = (const unsigned char*)(pcHeader+1);
-
- AI_SWAP4(pcHeader->version);
- AI_SWAP4(pcHeader->bones_num);
- AI_SWAP4(pcHeader->groups_num);
- AI_SWAP4(pcHeader->data_size);
- AI_SWAP4(pcHeader->entlump_size);
- AI_SWAP4(pcHeader->medlump_size);
- AI_SWAP2(pcHeader->bone_stc_size);
- AI_SWAP2(pcHeader->skin_stc_size);
- AI_SWAP2(pcHeader->colorvalue_stc_size);
- AI_SWAP2(pcHeader->material_stc_size);
- AI_SWAP2(pcHeader->skinpoint_stc_size);
- AI_SWAP2(pcHeader->triangle_stc_size);
- AI_SWAP2(pcHeader->mainvertex_stc_size);
- AI_SWAP2(pcHeader->framevertex_stc_size);
- AI_SWAP2(pcHeader->bonetrans_stc_size);
- AI_SWAP2(pcHeader->frame_stc_size);
-
- // validate the header of the file. There are some structure
- // sizes that are expected by the loader to be constant
- this->ValidateHeader_3DGS_MDL7(pcHeader);
-
- // load all bones (they are shared by all groups, so
- // we'll need to add them to all groups/meshes later)
- // apcBonesOut is a list of all bones or NULL if they could not been loaded
- szCurrent += pcHeader->bones_num * pcHeader->bone_stc_size;
- sharedData.apcOutBones = this->LoadBones_3DGS_MDL7();
-
- // vector to held all created meshes
- std::vector<aiMesh*>* avOutList;
-
- // 3 meshes per group - that should be OK for most models
- avOutList = new std::vector<aiMesh*>[pcHeader->groups_num];
- for (uint32_t i = 0; i < pcHeader->groups_num;++i)
- avOutList[i].reserve(3);
-
- // buffer to held the names of all groups in the file
- char* aszGroupNameBuffer = new char[AI_MDL7_MAX_GROUPNAMESIZE*pcHeader->groups_num];
-
- // read all groups
- for (unsigned int iGroup = 0; iGroup < (unsigned int)pcHeader->groups_num;++iGroup) {
- MDL::IntGroupInfo_MDL7 groupInfo((BE_NCONST MDL::Group_MDL7*)szCurrent,iGroup);
- szCurrent = (const unsigned char*)(groupInfo.pcGroup+1);
-
- VALIDATE_FILE_SIZE(szCurrent);
-
- AI_SWAP4(groupInfo.pcGroup->groupdata_size);
- AI_SWAP4(groupInfo.pcGroup->numskins);
- AI_SWAP4(groupInfo.pcGroup->num_stpts);
- AI_SWAP4(groupInfo.pcGroup->numtris);
- AI_SWAP4(groupInfo.pcGroup->numverts);
- AI_SWAP4(groupInfo.pcGroup->numframes);
-
- if (1 != groupInfo.pcGroup->typ) {
- // Not a triangle-based mesh
- DefaultLogger::get()->warn("[3DGS MDL7] Not a triangle mesh group. Continuing happily");
- }
-
- // store the name of the group
- const unsigned int ofs = iGroup*AI_MDL7_MAX_GROUPNAMESIZE;
- ::memcpy(&aszGroupNameBuffer[ofs],
- groupInfo.pcGroup->name,AI_MDL7_MAX_GROUPNAMESIZE);
-
- // make sure '\0' is at the end
- aszGroupNameBuffer[ofs+AI_MDL7_MAX_GROUPNAMESIZE-1] = '\0';
-
- // read all skins
- sharedData.pcMats.reserve(sharedData.pcMats.size() + groupInfo.pcGroup->numskins);
- sharedData.abNeedMaterials.resize(sharedData.abNeedMaterials.size() +
- groupInfo.pcGroup->numskins,false);
-
- for (unsigned int iSkin = 0; iSkin < (unsigned int)groupInfo.pcGroup->numskins;++iSkin) {
- ParseSkinLump_3DGS_MDL7(szCurrent,&szCurrent,sharedData.pcMats);
- }
- // if we have absolutely no skin loaded we need to generate a default material
- if (sharedData.pcMats.empty()) {
- const int iMode = (int)aiShadingMode_Gouraud;
- sharedData.pcMats.push_back(new MaterialHelper());
- MaterialHelper* pcHelper = (MaterialHelper*)sharedData.pcMats[0];
- pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
-
- aiColor3D clr;
- clr.b = clr.g = clr.r = 0.6f;
- pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
- pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
-
- clr.b = clr.g = clr.r = 0.05f;
- pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
-
- aiString szName;
- szName.Set(AI_DEFAULT_MATERIAL_NAME);
- pcHelper->AddProperty(&szName,AI_MATKEY_NAME);
-
- sharedData.abNeedMaterials.resize(1,false);
- }
-
- // now get a pointer to all texture coords in the group
- groupInfo.pcGroupUVs = (BE_NCONST MDL::TexCoord_MDL7*)szCurrent;
- for (int i = 0; i < groupInfo.pcGroup->num_stpts; ++i){
- AI_SWAP4(groupInfo.pcGroupUVs[i].u);
- AI_SWAP4(groupInfo.pcGroupUVs[i].v);
- }
- szCurrent += pcHeader->skinpoint_stc_size * groupInfo.pcGroup->num_stpts;
-
- // now get a pointer to all triangle in the group
- groupInfo.pcGroupTris = (BE_NCONST MDL::Triangle_MDL7*)szCurrent;
- szCurrent += pcHeader->triangle_stc_size * groupInfo.pcGroup->numtris;
-
- // now get a pointer to all vertices in the group
- groupInfo.pcGroupVerts = (BE_NCONST MDL::Vertex_MDL7*)szCurrent;
- for (int i = 0; i < groupInfo.pcGroup->numverts; ++i){
- AI_SWAP4(groupInfo.pcGroupVerts[i].x);
- AI_SWAP4(groupInfo.pcGroupVerts[i].y);
- AI_SWAP4(groupInfo.pcGroupVerts[i].z);
-
- AI_SWAP2(groupInfo.pcGroupVerts[i].vertindex);
- //We can not swap the normal information now as we don't know which of the two kinds it is
- }
- szCurrent += pcHeader->mainvertex_stc_size * groupInfo.pcGroup->numverts;
- VALIDATE_FILE_SIZE(szCurrent);
-
- MDL::IntSplittedGroupData_MDL7 splittedGroupData(sharedData,avOutList[iGroup]);
- MDL::IntGroupData_MDL7 groupData;
- if (groupInfo.pcGroup->numtris && groupInfo.pcGroup->numverts)
- {
- // build output vectors
- const unsigned int iNumVertices = groupInfo.pcGroup->numtris*3;
- groupData.vPositions.resize(iNumVertices);
- groupData.vNormals.resize(iNumVertices);
-
- if (sharedData.apcOutBones)groupData.aiBones.resize(iNumVertices,0xffffffff);
-
- // it is also possible that there are 0 UV coordinate sets
- if (groupInfo.pcGroup->num_stpts){
- groupData.vTextureCoords1.resize(iNumVertices,aiVector3D());
-
- // check whether the triangle data structure is large enough
- // to contain a second UV coodinate set
- if (pcHeader->triangle_stc_size >= AI_MDL7_TRIANGLE_STD_SIZE_TWO_UV) {
- groupData.vTextureCoords2.resize(iNumVertices,aiVector3D());
- groupData.bNeed2UV = true;
- }
- }
- groupData.pcFaces = new MDL::IntFace_MDL7[groupInfo.pcGroup->numtris];
-
- // read all faces into the preallocated arrays
- ReadFaces_3DGS_MDL7(groupInfo, groupData);
-
- // sort by materials
- SortByMaterials_3DGS_MDL7(groupInfo, groupData,
- splittedGroupData);
-
- for (unsigned int qq = 0; qq < sharedData.pcMats.size();++qq) {
- if (!splittedGroupData.aiSplit[qq]->empty())
- sharedData.abNeedMaterials[qq] = true;
- }
- }
- else DefaultLogger::get()->warn("[3DGS MDL7] Mesh group consists of 0 "
- "vertices or faces. It will be skipped.");
-
- // process all frames and generate output meshes
- ProcessFrames_3DGS_MDL7(groupInfo,groupData, sharedData,szCurrent,&szCurrent);
- GenerateOutputMeshes_3DGS_MDL7(groupData,splittedGroupData);
- }
-
- // generate a nodegraph and subnodes for each group
- pScene->mRootNode = new aiNode();
-
- // now we need to build a final mesh list
- for (uint32_t i = 0; i < pcHeader->groups_num;++i)
- pScene->mNumMeshes += (unsigned int)avOutList[i].size();
-
- pScene->mMeshes = new aiMesh*[pScene->mNumMeshes]; {
- unsigned int p = 0,q = 0;
- for (uint32_t i = 0; i < pcHeader->groups_num;++i) {
- for (unsigned int a = 0; a < avOutList[i].size();++a) {
- pScene->mMeshes[p++] = avOutList[i][a];
- }
- if (!avOutList[i].empty())++pScene->mRootNode->mNumChildren;
- }
- // we will later need an extra node to serve as parent for all bones
- if (sharedData.apcOutBones)++pScene->mRootNode->mNumChildren;
- this->pScene->mRootNode->mChildren = new aiNode*[pScene->mRootNode->mNumChildren];
- p = 0;
- for (uint32_t i = 0; i < pcHeader->groups_num;++i) {
- if (avOutList[i].empty())continue;
-
- aiNode* const pcNode = pScene->mRootNode->mChildren[p] = new aiNode();
- pcNode->mNumMeshes = (unsigned int)avOutList[i].size();
- pcNode->mMeshes = new unsigned int[pcNode->mNumMeshes];
- pcNode->mParent = this->pScene->mRootNode;
- for (unsigned int a = 0; a < pcNode->mNumMeshes;++a)
- pcNode->mMeshes[a] = q + a;
- q += (unsigned int)avOutList[i].size();
-
- // setup the name of the node
- char* const szBuffer = &aszGroupNameBuffer[i*AI_MDL7_MAX_GROUPNAMESIZE];
- if ('\0' == *szBuffer)
- pcNode->mName.length = ::sprintf(szBuffer,"Group_%i",p);
- else pcNode->mName.length = ::strlen(szBuffer);
- ::strcpy(pcNode->mName.data,szBuffer);
- ++p;
- }
- }
-
- // if there is only one root node with a single child we can optimize it a bit ...
- if (1 == pScene->mRootNode->mNumChildren && !sharedData.apcOutBones) {
- aiNode* pcOldRoot = this->pScene->mRootNode;
- pScene->mRootNode = pcOldRoot->mChildren[0];
- pcOldRoot->mChildren[0] = NULL;
- delete pcOldRoot;
- pScene->mRootNode->mParent = NULL;
- }
- else pScene->mRootNode->mName.Set("<mesh_root>");
-
- delete[] avOutList;
- delete[] aszGroupNameBuffer;
- AI_DEBUG_INVALIDATE_PTR(avOutList);
- AI_DEBUG_INVALIDATE_PTR(aszGroupNameBuffer);
-
- // build a final material list.
- CopyMaterials_3DGS_MDL7(sharedData);
- HandleMaterialReferences_3DGS_MDL7();
-
- // generate output bone animations and add all bones to the scenegraph
- if (sharedData.apcOutBones) {
- // this step adds empty dummy bones to the nodegraph
- // insert another dummy node to avoid name conflicts
- aiNode* const pc = pScene->mRootNode->mChildren[pScene->mRootNode->mNumChildren-1] = new aiNode();
-
- pc->mName.Set("<skeleton_root>");
-
- // add bones to the nodegraph
- AddBonesToNodeGraph_3DGS_MDL7((const Assimp::MDL::IntBone_MDL7 **)
- sharedData.apcOutBones,pc,0xffff);
-
- // this steps build a valid output animation
- BuildOutputAnims_3DGS_MDL7((const Assimp::MDL::IntBone_MDL7 **)
- sharedData.apcOutBones);
- }
+ ai_assert(NULL != pScene);
+
+ MDL::IntSharedData_MDL7 sharedData;
+
+ // current cursor position in the file
+ BE_NCONST MDL::Header_MDL7 *pcHeader = (BE_NCONST MDL::Header_MDL7*)this->mBuffer;
+ const unsigned char* szCurrent = (const unsigned char*)(pcHeader+1);
+
+ AI_SWAP4(pcHeader->version);
+ AI_SWAP4(pcHeader->bones_num);
+ AI_SWAP4(pcHeader->groups_num);
+ AI_SWAP4(pcHeader->data_size);
+ AI_SWAP4(pcHeader->entlump_size);
+ AI_SWAP4(pcHeader->medlump_size);
+ AI_SWAP2(pcHeader->bone_stc_size);
+ AI_SWAP2(pcHeader->skin_stc_size);
+ AI_SWAP2(pcHeader->colorvalue_stc_size);
+ AI_SWAP2(pcHeader->material_stc_size);
+ AI_SWAP2(pcHeader->skinpoint_stc_size);
+ AI_SWAP2(pcHeader->triangle_stc_size);
+ AI_SWAP2(pcHeader->mainvertex_stc_size);
+ AI_SWAP2(pcHeader->framevertex_stc_size);
+ AI_SWAP2(pcHeader->bonetrans_stc_size);
+ AI_SWAP2(pcHeader->frame_stc_size);
+
+ // validate the header of the file. There are some structure
+ // sizes that are expected by the loader to be constant
+ this->ValidateHeader_3DGS_MDL7(pcHeader);
+
+ // load all bones (they are shared by all groups, so
+ // we'll need to add them to all groups/meshes later)
+ // apcBonesOut is a list of all bones or NULL if they could not been loaded
+ szCurrent += pcHeader->bones_num * pcHeader->bone_stc_size;
+ sharedData.apcOutBones = this->LoadBones_3DGS_MDL7();
+
+ // vector to held all created meshes
+ std::vector<aiMesh*>* avOutList;
+
+ // 3 meshes per group - that should be OK for most models
+ avOutList = new std::vector<aiMesh*>[pcHeader->groups_num];
+ for (uint32_t i = 0; i < pcHeader->groups_num;++i)
+ avOutList[i].reserve(3);
+
+ // buffer to held the names of all groups in the file
+ char* aszGroupNameBuffer = new char[AI_MDL7_MAX_GROUPNAMESIZE*pcHeader->groups_num];
+
+ // read all groups
+ for (unsigned int iGroup = 0; iGroup < (unsigned int)pcHeader->groups_num;++iGroup) {
+ MDL::IntGroupInfo_MDL7 groupInfo((BE_NCONST MDL::Group_MDL7*)szCurrent,iGroup);
+ szCurrent = (const unsigned char*)(groupInfo.pcGroup+1);
+
+ VALIDATE_FILE_SIZE(szCurrent);
+
+ AI_SWAP4(groupInfo.pcGroup->groupdata_size);
+ AI_SWAP4(groupInfo.pcGroup->numskins);
+ AI_SWAP4(groupInfo.pcGroup->num_stpts);
+ AI_SWAP4(groupInfo.pcGroup->numtris);
+ AI_SWAP4(groupInfo.pcGroup->numverts);
+ AI_SWAP4(groupInfo.pcGroup->numframes);
+
+ if (1 != groupInfo.pcGroup->typ) {
+ // Not a triangle-based mesh
+ DefaultLogger::get()->warn("[3DGS MDL7] Not a triangle mesh group. Continuing happily");
+ }
+
+ // store the name of the group
+ const unsigned int ofs = iGroup*AI_MDL7_MAX_GROUPNAMESIZE;
+ ::memcpy(&aszGroupNameBuffer[ofs],
+ groupInfo.pcGroup->name,AI_MDL7_MAX_GROUPNAMESIZE);
+
+ // make sure '\0' is at the end
+ aszGroupNameBuffer[ofs+AI_MDL7_MAX_GROUPNAMESIZE-1] = '\0';
+
+ // read all skins
+ sharedData.pcMats.reserve(sharedData.pcMats.size() + groupInfo.pcGroup->numskins);
+ sharedData.abNeedMaterials.resize(sharedData.abNeedMaterials.size() +
+ groupInfo.pcGroup->numskins,false);
+
+ for (unsigned int iSkin = 0; iSkin < (unsigned int)groupInfo.pcGroup->numskins;++iSkin) {
+ ParseSkinLump_3DGS_MDL7(szCurrent,&szCurrent,sharedData.pcMats);
+ }
+ // if we have absolutely no skin loaded we need to generate a default material
+ if (sharedData.pcMats.empty()) {
+ const int iMode = (int)aiShadingMode_Gouraud;
+ sharedData.pcMats.push_back(new aiMaterial());
+ aiMaterial* pcHelper = (aiMaterial*)sharedData.pcMats[0];
+ pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
+
+ aiColor3D clr;
+ clr.b = clr.g = clr.r = 0.6f;
+ pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
+ pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
+
+ clr.b = clr.g = clr.r = 0.05f;
+ pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
+
+ aiString szName;
+ szName.Set(AI_DEFAULT_MATERIAL_NAME);
+ pcHelper->AddProperty(&szName,AI_MATKEY_NAME);
+
+ sharedData.abNeedMaterials.resize(1,false);
+ }
+
+ // now get a pointer to all texture coords in the group
+ groupInfo.pcGroupUVs = (BE_NCONST MDL::TexCoord_MDL7*)szCurrent;
+ for(int i = 0; i < groupInfo.pcGroup->num_stpts; ++i){
+ AI_SWAP4(groupInfo.pcGroupUVs[i].u);
+ AI_SWAP4(groupInfo.pcGroupUVs[i].v);
+ }
+ szCurrent += pcHeader->skinpoint_stc_size * groupInfo.pcGroup->num_stpts;
+
+ // now get a pointer to all triangle in the group
+ groupInfo.pcGroupTris = (Triangle_MDL7*)szCurrent;
+ szCurrent += pcHeader->triangle_stc_size * groupInfo.pcGroup->numtris;
+
+ // now get a pointer to all vertices in the group
+ groupInfo.pcGroupVerts = (BE_NCONST MDL::Vertex_MDL7*)szCurrent;
+ for(int i = 0; i < groupInfo.pcGroup->numverts; ++i){
+ AI_SWAP4(groupInfo.pcGroupVerts[i].x);
+ AI_SWAP4(groupInfo.pcGroupVerts[i].y);
+ AI_SWAP4(groupInfo.pcGroupVerts[i].z);
+
+ AI_SWAP2(groupInfo.pcGroupVerts[i].vertindex);
+ //We can not swap the normal information now as we don't know which of the two kinds it is
+ }
+ szCurrent += pcHeader->mainvertex_stc_size * groupInfo.pcGroup->numverts;
+ VALIDATE_FILE_SIZE(szCurrent);
+
+ MDL::IntSplitGroupData_MDL7 splitGroupData(sharedData,avOutList[iGroup]);
+ MDL::IntGroupData_MDL7 groupData;
+ if (groupInfo.pcGroup->numtris && groupInfo.pcGroup->numverts)
+ {
+ // build output vectors
+ const unsigned int iNumVertices = groupInfo.pcGroup->numtris*3;
+ groupData.vPositions.resize(iNumVertices);
+ groupData.vNormals.resize(iNumVertices);
+
+ if (sharedData.apcOutBones)groupData.aiBones.resize(iNumVertices,UINT_MAX);
+
+ // it is also possible that there are 0 UV coordinate sets
+ if (groupInfo.pcGroup->num_stpts){
+ groupData.vTextureCoords1.resize(iNumVertices,aiVector3D());
+
+ // check whether the triangle data structure is large enough
+ // to contain a second UV coodinate set
+ if (pcHeader->triangle_stc_size >= AI_MDL7_TRIANGLE_STD_SIZE_TWO_UV) {
+ groupData.vTextureCoords2.resize(iNumVertices,aiVector3D());
+ groupData.bNeed2UV = true;
+ }
+ }
+ groupData.pcFaces = new MDL::IntFace_MDL7[groupInfo.pcGroup->numtris];
+
+ // read all faces into the preallocated arrays
+ ReadFaces_3DGS_MDL7(groupInfo, groupData);
+
+ // sort by materials
+ SortByMaterials_3DGS_MDL7(groupInfo, groupData,
+ splitGroupData);
+
+ for (unsigned int qq = 0; qq < sharedData.pcMats.size();++qq) {
+ if (!splitGroupData.aiSplit[qq]->empty())
+ sharedData.abNeedMaterials[qq] = true;
+ }
+ }
+ else DefaultLogger::get()->warn("[3DGS MDL7] Mesh group consists of 0 "
+ "vertices or faces. It will be skipped.");
+
+ // process all frames and generate output meshes
+ ProcessFrames_3DGS_MDL7(groupInfo,groupData, sharedData,szCurrent,&szCurrent);
+ GenerateOutputMeshes_3DGS_MDL7(groupData,splitGroupData);
+ }
+
+ // generate a nodegraph and subnodes for each group
+ pScene->mRootNode = new aiNode();
+
+ // now we need to build a final mesh list
+ for (uint32_t i = 0; i < pcHeader->groups_num;++i)
+ pScene->mNumMeshes += (unsigned int)avOutList[i].size();
+
+ pScene->mMeshes = new aiMesh*[pScene->mNumMeshes]; {
+ unsigned int p = 0,q = 0;
+ for (uint32_t i = 0; i < pcHeader->groups_num;++i) {
+ for (unsigned int a = 0; a < avOutList[i].size();++a) {
+ pScene->mMeshes[p++] = avOutList[i][a];
+ }
+ if (!avOutList[i].empty())++pScene->mRootNode->mNumChildren;
+ }
+ // we will later need an extra node to serve as parent for all bones
+ if (sharedData.apcOutBones)++pScene->mRootNode->mNumChildren;
+ this->pScene->mRootNode->mChildren = new aiNode*[pScene->mRootNode->mNumChildren];
+ p = 0;
+ for (uint32_t i = 0; i < pcHeader->groups_num;++i) {
+ if (avOutList[i].empty())continue;
+
+ aiNode* const pcNode = pScene->mRootNode->mChildren[p] = new aiNode();
+ pcNode->mNumMeshes = (unsigned int)avOutList[i].size();
+ pcNode->mMeshes = new unsigned int[pcNode->mNumMeshes];
+ pcNode->mParent = this->pScene->mRootNode;
+ for (unsigned int a = 0; a < pcNode->mNumMeshes;++a)
+ pcNode->mMeshes[a] = q + a;
+ q += (unsigned int)avOutList[i].size();
+
+ // setup the name of the node
+ char* const szBuffer = &aszGroupNameBuffer[i*AI_MDL7_MAX_GROUPNAMESIZE];
+ if ('\0' == *szBuffer)
+ pcNode->mName.length = ::sprintf(szBuffer,"Group_%i",p);
+ else pcNode->mName.length = ::strlen(szBuffer);
+ ::strcpy(pcNode->mName.data,szBuffer);
+ ++p;
+ }
+ }
+
+ // if there is only one root node with a single child we can optimize it a bit ...
+ if (1 == pScene->mRootNode->mNumChildren && !sharedData.apcOutBones) {
+ aiNode* pcOldRoot = this->pScene->mRootNode;
+ pScene->mRootNode = pcOldRoot->mChildren[0];
+ pcOldRoot->mChildren[0] = NULL;
+ delete pcOldRoot;
+ pScene->mRootNode->mParent = NULL;
+ }
+ else pScene->mRootNode->mName.Set("<mesh_root>");
+
+ delete[] avOutList;
+ delete[] aszGroupNameBuffer;
+ AI_DEBUG_INVALIDATE_PTR(avOutList);
+ AI_DEBUG_INVALIDATE_PTR(aszGroupNameBuffer);
+
+ // build a final material list.
+ CopyMaterials_3DGS_MDL7(sharedData);
+ HandleMaterialReferences_3DGS_MDL7();
+
+ // generate output bone animations and add all bones to the scenegraph
+ if (sharedData.apcOutBones) {
+ // this step adds empty dummy bones to the nodegraph
+ // insert another dummy node to avoid name conflicts
+ aiNode* const pc = pScene->mRootNode->mChildren[pScene->mRootNode->mNumChildren-1] = new aiNode();
+
+ pc->mName.Set("<skeleton_root>");
+
+ // add bones to the nodegraph
+ AddBonesToNodeGraph_3DGS_MDL7((const Assimp::MDL::IntBone_MDL7 **)
+ sharedData.apcOutBones,pc,0xffff);
+
+ // this steps build a valid output animation
+ BuildOutputAnims_3DGS_MDL7((const Assimp::MDL::IntBone_MDL7 **)
+ sharedData.apcOutBones);
+ }
}
// ------------------------------------------------------------------------------------------------
// Copy materials
void MDLImporter::CopyMaterials_3DGS_MDL7(MDL::IntSharedData_MDL7 &shared)
{
- pScene->mNumMaterials = (unsigned int)shared.pcMats.size();
- pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
- for (unsigned int i = 0; i < pScene->mNumMaterials;++i)
- pScene->mMaterials[i] = shared.pcMats[i];
+ pScene->mNumMaterials = (unsigned int)shared.pcMats.size();
+ pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
+ for (unsigned int i = 0; i < pScene->mNumMaterials;++i)
+ pScene->mMaterials[i] = shared.pcMats[i];
}
@@ -1578,356 +1587,356 @@ void MDLImporter::CopyMaterials_3DGS_MDL7(MDL::IntSharedData_MDL7 &shared)
// Process material references
void MDLImporter::HandleMaterialReferences_3DGS_MDL7()
{
- // search for referrer materials
- for (unsigned int i = 0; i < pScene->mNumMaterials;++i) {
- int iIndex = 0;
- if (AI_SUCCESS == aiGetMaterialInteger(pScene->mMaterials[i],AI_MDL7_REFERRER_MATERIAL, &iIndex) ) {
- for (unsigned int a = 0; a < pScene->mNumMeshes;++a) {
- aiMesh* const pcMesh = pScene->mMeshes[a];
- if (i == pcMesh->mMaterialIndex) {
- pcMesh->mMaterialIndex = iIndex;
- }
- }
- // collapse the rest of the array
- delete pScene->mMaterials[i];
- for (unsigned int pp = i; pp < pScene->mNumMaterials-1;++pp) {
-
- pScene->mMaterials[pp] = pScene->mMaterials[pp+1];
- for (unsigned int a = 0; a < pScene->mNumMeshes;++a) {
- aiMesh* const pcMesh = pScene->mMeshes[a];
- if (pcMesh->mMaterialIndex > i)--pcMesh->mMaterialIndex;
- }
- }
- --pScene->mNumMaterials;
- }
- }
+ // search for referrer materials
+ for (unsigned int i = 0; i < pScene->mNumMaterials;++i) {
+ int iIndex = 0;
+ if (AI_SUCCESS == aiGetMaterialInteger(pScene->mMaterials[i],AI_MDL7_REFERRER_MATERIAL, &iIndex) ) {
+ for (unsigned int a = 0; a < pScene->mNumMeshes;++a) {
+ aiMesh* const pcMesh = pScene->mMeshes[a];
+ if (i == pcMesh->mMaterialIndex) {
+ pcMesh->mMaterialIndex = iIndex;
+ }
+ }
+ // collapse the rest of the array
+ delete pScene->mMaterials[i];
+ for (unsigned int pp = i; pp < pScene->mNumMaterials-1;++pp) {
+
+ pScene->mMaterials[pp] = pScene->mMaterials[pp+1];
+ for (unsigned int a = 0; a < pScene->mNumMeshes;++a) {
+ aiMesh* const pcMesh = pScene->mMeshes[a];
+ if (pcMesh->mMaterialIndex > i)--pcMesh->mMaterialIndex;
+ }
+ }
+ --pScene->mNumMaterials;
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Read bone transformation keys
void MDLImporter::ParseBoneTrafoKeys_3DGS_MDL7(
- const MDL::IntGroupInfo_MDL7& groupInfo,
- IntFrameInfo_MDL7& frame,
- MDL::IntSharedData_MDL7& shared)
+ const MDL::IntGroupInfo_MDL7& groupInfo,
+ IntFrameInfo_MDL7& frame,
+ MDL::IntSharedData_MDL7& shared)
{
- const MDL::Header_MDL7* const pcHeader = (const MDL::Header_MDL7*)this->mBuffer;
-
- // only the first group contains bone animation keys
- if (frame.pcFrame->transmatrix_count) {
- if (!groupInfo.iIndex) {
- // skip all frames vertices. We can't support them
- const MDL::BoneTransform_MDL7* pcBoneTransforms = (const MDL::BoneTransform_MDL7*)
- (((const char*)frame.pcFrame) + pcHeader->frame_stc_size +
- frame.pcFrame->vertices_count * pcHeader->framevertex_stc_size);
-
- // read all transformation matrices
- for (unsigned int iTrafo = 0; iTrafo < frame.pcFrame->transmatrix_count;++iTrafo) {
- if (pcBoneTransforms->bone_index >= pcHeader->bones_num) {
- DefaultLogger::get()->warn("Index overflow in frame area. "
- "Unable to parse this bone transformation");
- }
- else {
- AddAnimationBoneTrafoKey_3DGS_MDL7(frame.iIndex,
- pcBoneTransforms,shared.apcOutBones);
- }
- pcBoneTransforms = (const MDL::BoneTransform_MDL7*)(
- (const char*)pcBoneTransforms + pcHeader->bonetrans_stc_size);
- }
- }
- else {
- DefaultLogger::get()->warn("Ignoring animation keyframes in groups != 0");
- }
- }
+ const MDL::Header_MDL7* const pcHeader = (const MDL::Header_MDL7*)this->mBuffer;
+
+ // only the first group contains bone animation keys
+ if (frame.pcFrame->transmatrix_count) {
+ if (!groupInfo.iIndex) {
+ // skip all frames vertices. We can't support them
+ const MDL::BoneTransform_MDL7* pcBoneTransforms = (const MDL::BoneTransform_MDL7*)
+ (((const char*)frame.pcFrame) + pcHeader->frame_stc_size +
+ frame.pcFrame->vertices_count * pcHeader->framevertex_stc_size);
+
+ // read all transformation matrices
+ for (unsigned int iTrafo = 0; iTrafo < frame.pcFrame->transmatrix_count;++iTrafo) {
+ if(pcBoneTransforms->bone_index >= pcHeader->bones_num) {
+ DefaultLogger::get()->warn("Index overflow in frame area. "
+ "Unable to parse this bone transformation");
+ }
+ else {
+ AddAnimationBoneTrafoKey_3DGS_MDL7(frame.iIndex,
+ pcBoneTransforms,shared.apcOutBones);
+ }
+ pcBoneTransforms = (const MDL::BoneTransform_MDL7*)(
+ (const char*)pcBoneTransforms + pcHeader->bonetrans_stc_size);
+ }
+ }
+ else {
+ DefaultLogger::get()->warn("Ignoring animation keyframes in groups != 0");
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Attach bones to the output nodegraph
void MDLImporter::AddBonesToNodeGraph_3DGS_MDL7(const MDL::IntBone_MDL7** apcBones,
- aiNode* pcParent,uint16_t iParentIndex)
+ aiNode* pcParent,uint16_t iParentIndex)
{
- ai_assert(NULL != apcBones && NULL != pcParent);
+ ai_assert(NULL != apcBones && NULL != pcParent);
- // get a pointer to the header ...
- const MDL::Header_MDL7* const pcHeader = (const MDL::Header_MDL7*)this->mBuffer;
+ // get a pointer to the header ...
+ const MDL::Header_MDL7* const pcHeader = (const MDL::Header_MDL7*)this->mBuffer;
- const MDL::IntBone_MDL7** apcBones2 = apcBones;
- for (uint32_t i = 0; i < pcHeader->bones_num;++i) {
+ const MDL::IntBone_MDL7** apcBones2 = apcBones;
+ for (uint32_t i = 0; i < pcHeader->bones_num;++i) {
- const MDL::IntBone_MDL7* const pcBone = *apcBones2++;
- if (pcBone->iParent == iParentIndex) {
- ++pcParent->mNumChildren;
- }
- }
- pcParent->mChildren = new aiNode*[pcParent->mNumChildren];
- unsigned int qq = 0;
- for (uint32_t i = 0; i < pcHeader->bones_num;++i) {
+ const MDL::IntBone_MDL7* const pcBone = *apcBones2++;
+ if (pcBone->iParent == iParentIndex) {
+ ++pcParent->mNumChildren;
+ }
+ }
+ pcParent->mChildren = new aiNode*[pcParent->mNumChildren];
+ unsigned int qq = 0;
+ for (uint32_t i = 0; i < pcHeader->bones_num;++i) {
- const MDL::IntBone_MDL7* const pcBone = *apcBones++;
- if (pcBone->iParent != iParentIndex)continue;
+ const MDL::IntBone_MDL7* const pcBone = *apcBones++;
+ if (pcBone->iParent != iParentIndex)continue;
- aiNode* pcNode = pcParent->mChildren[qq++] = new aiNode();
- pcNode->mName = aiString( pcBone->mName );
+ aiNode* pcNode = pcParent->mChildren[qq++] = new aiNode();
+ pcNode->mName = aiString( pcBone->mName );
- AddBonesToNodeGraph_3DGS_MDL7(apcBones,pcNode,(uint16_t)i);
- }
+ AddBonesToNodeGraph_3DGS_MDL7(apcBones,pcNode,(uint16_t)i);
+ }
}
// ------------------------------------------------------------------------------------------------
// Build output animations
void MDLImporter::BuildOutputAnims_3DGS_MDL7(
- const MDL::IntBone_MDL7** apcBonesOut)
+ const MDL::IntBone_MDL7** apcBonesOut)
{
- ai_assert(NULL != apcBonesOut);
- const MDL::Header_MDL7* const pcHeader = (const MDL::Header_MDL7*)mBuffer;
-
- // one animation ...
- aiAnimation* pcAnim = new aiAnimation();
- for (uint32_t i = 0; i < pcHeader->bones_num;++i) {
- if (!apcBonesOut[i]->pkeyPositions.empty()) {
-
- // get the last frame ... (needn't be equal to pcHeader->frames_num)
- for (size_t qq = 0; qq < apcBonesOut[i]->pkeyPositions.size();++qq) {
- pcAnim->mDuration = std::max(pcAnim->mDuration, (double)
- apcBonesOut[i]->pkeyPositions[qq].mTime);
- }
- ++pcAnim->mNumChannels;
- }
- }
- if (pcAnim->mDuration) {
- pcAnim->mChannels = new aiNodeAnim*[pcAnim->mNumChannels];
-
- unsigned int iCnt = 0;
- for (uint32_t i = 0; i < pcHeader->bones_num;++i) {
- if (!apcBonesOut[i]->pkeyPositions.empty()) {
- const MDL::IntBone_MDL7* const intBone = apcBonesOut[i];
-
- aiNodeAnim* const pcNodeAnim = pcAnim->mChannels[iCnt++] = new aiNodeAnim();
- pcNodeAnim->mNodeName = aiString( intBone->mName );
-
- // allocate enough storage for all keys
- pcNodeAnim->mNumPositionKeys = (unsigned int)intBone->pkeyPositions.size();
- pcNodeAnim->mNumScalingKeys = (unsigned int)intBone->pkeyPositions.size();
- pcNodeAnim->mNumRotationKeys = (unsigned int)intBone->pkeyPositions.size();
-
- pcNodeAnim->mPositionKeys = new aiVectorKey[pcNodeAnim->mNumPositionKeys];
- pcNodeAnim->mScalingKeys = new aiVectorKey[pcNodeAnim->mNumPositionKeys];
- pcNodeAnim->mRotationKeys = new aiQuatKey[pcNodeAnim->mNumPositionKeys];
-
- // copy all keys
- for (unsigned int qq = 0; qq < pcNodeAnim->mNumPositionKeys;++qq) {
- pcNodeAnim->mPositionKeys[qq] = intBone->pkeyPositions[qq];
- pcNodeAnim->mScalingKeys[qq] = intBone->pkeyScalings[qq];
- pcNodeAnim->mRotationKeys[qq] = intBone->pkeyRotations[qq];
- }
- }
- }
-
- // store the output animation
- pScene->mNumAnimations = 1;
- pScene->mAnimations = new aiAnimation*[1];
- pScene->mAnimations[0] = pcAnim;
- }
- else delete pcAnim;
+ ai_assert(NULL != apcBonesOut);
+ const MDL::Header_MDL7* const pcHeader = (const MDL::Header_MDL7*)mBuffer;
+
+ // one animation ...
+ aiAnimation* pcAnim = new aiAnimation();
+ for (uint32_t i = 0; i < pcHeader->bones_num;++i) {
+ if (!apcBonesOut[i]->pkeyPositions.empty()) {
+
+ // get the last frame ... (needn't be equal to pcHeader->frames_num)
+ for (size_t qq = 0; qq < apcBonesOut[i]->pkeyPositions.size();++qq) {
+ pcAnim->mDuration = std::max(pcAnim->mDuration, (double)
+ apcBonesOut[i]->pkeyPositions[qq].mTime);
+ }
+ ++pcAnim->mNumChannels;
+ }
+ }
+ if (pcAnim->mDuration) {
+ pcAnim->mChannels = new aiNodeAnim*[pcAnim->mNumChannels];
+
+ unsigned int iCnt = 0;
+ for (uint32_t i = 0; i < pcHeader->bones_num;++i) {
+ if (!apcBonesOut[i]->pkeyPositions.empty()) {
+ const MDL::IntBone_MDL7* const intBone = apcBonesOut[i];
+
+ aiNodeAnim* const pcNodeAnim = pcAnim->mChannels[iCnt++] = new aiNodeAnim();
+ pcNodeAnim->mNodeName = aiString( intBone->mName );
+
+ // allocate enough storage for all keys
+ pcNodeAnim->mNumPositionKeys = (unsigned int)intBone->pkeyPositions.size();
+ pcNodeAnim->mNumScalingKeys = (unsigned int)intBone->pkeyPositions.size();
+ pcNodeAnim->mNumRotationKeys = (unsigned int)intBone->pkeyPositions.size();
+
+ pcNodeAnim->mPositionKeys = new aiVectorKey[pcNodeAnim->mNumPositionKeys];
+ pcNodeAnim->mScalingKeys = new aiVectorKey[pcNodeAnim->mNumPositionKeys];
+ pcNodeAnim->mRotationKeys = new aiQuatKey[pcNodeAnim->mNumPositionKeys];
+
+ // copy all keys
+ for (unsigned int qq = 0; qq < pcNodeAnim->mNumPositionKeys;++qq) {
+ pcNodeAnim->mPositionKeys[qq] = intBone->pkeyPositions[qq];
+ pcNodeAnim->mScalingKeys[qq] = intBone->pkeyScalings[qq];
+ pcNodeAnim->mRotationKeys[qq] = intBone->pkeyRotations[qq];
+ }
+ }
+ }
+
+ // store the output animation
+ pScene->mNumAnimations = 1;
+ pScene->mAnimations = new aiAnimation*[1];
+ pScene->mAnimations[0] = pcAnim;
+ }
+ else delete pcAnim;
}
// ------------------------------------------------------------------------------------------------
void MDLImporter::AddAnimationBoneTrafoKey_3DGS_MDL7(unsigned int iTrafo,
- const MDL::BoneTransform_MDL7* pcBoneTransforms,
- MDL::IntBone_MDL7** apcBonesOut)
+ const MDL::BoneTransform_MDL7* pcBoneTransforms,
+ MDL::IntBone_MDL7** apcBonesOut)
{
- ai_assert(NULL != pcBoneTransforms);
- ai_assert(NULL != apcBonesOut);
-
- // first .. get the transformation matrix
- aiMatrix4x4 mTransform;
- mTransform.a1 = pcBoneTransforms->m[0];
- mTransform.b1 = pcBoneTransforms->m[1];
- mTransform.c1 = pcBoneTransforms->m[2];
- mTransform.d1 = pcBoneTransforms->m[3];
-
- mTransform.a2 = pcBoneTransforms->m[4];
- mTransform.b2 = pcBoneTransforms->m[5];
- mTransform.c2 = pcBoneTransforms->m[6];
- mTransform.d2 = pcBoneTransforms->m[7];
-
- mTransform.a3 = pcBoneTransforms->m[8];
- mTransform.b3 = pcBoneTransforms->m[9];
- mTransform.c3 = pcBoneTransforms->m[10];
- mTransform.d3 = pcBoneTransforms->m[11];
-
- // now decompose the transformation matrix into separate
- // scaling, rotation and translation
- aiVectorKey vScaling,vPosition;
- aiQuatKey qRotation;
-
- // FIXME: Decompose will assert in debug builds if the matrix is invalid ...
- mTransform.Decompose(vScaling.mValue,qRotation.mValue,vPosition.mValue);
-
- // now generate keys
- vScaling.mTime = qRotation.mTime = vPosition.mTime = (double)iTrafo;
-
- // add the keys to the bone
- MDL::IntBone_MDL7* const pcBoneOut = apcBonesOut[pcBoneTransforms->bone_index];
- pcBoneOut->pkeyPositions.push_back ( vPosition );
- pcBoneOut->pkeyScalings.push_back ( vScaling );
- pcBoneOut->pkeyRotations.push_back ( qRotation );
+ ai_assert(NULL != pcBoneTransforms);
+ ai_assert(NULL != apcBonesOut);
+
+ // first .. get the transformation matrix
+ aiMatrix4x4 mTransform;
+ mTransform.a1 = pcBoneTransforms->m[0];
+ mTransform.b1 = pcBoneTransforms->m[1];
+ mTransform.c1 = pcBoneTransforms->m[2];
+ mTransform.d1 = pcBoneTransforms->m[3];
+
+ mTransform.a2 = pcBoneTransforms->m[4];
+ mTransform.b2 = pcBoneTransforms->m[5];
+ mTransform.c2 = pcBoneTransforms->m[6];
+ mTransform.d2 = pcBoneTransforms->m[7];
+
+ mTransform.a3 = pcBoneTransforms->m[8];
+ mTransform.b3 = pcBoneTransforms->m[9];
+ mTransform.c3 = pcBoneTransforms->m[10];
+ mTransform.d3 = pcBoneTransforms->m[11];
+
+ // now decompose the transformation matrix into separate
+ // scaling, rotation and translation
+ aiVectorKey vScaling,vPosition;
+ aiQuatKey qRotation;
+
+ // FIXME: Decompose will assert in debug builds if the matrix is invalid ...
+ mTransform.Decompose(vScaling.mValue,qRotation.mValue,vPosition.mValue);
+
+ // now generate keys
+ vScaling.mTime = qRotation.mTime = vPosition.mTime = (double)iTrafo;
+
+ // add the keys to the bone
+ MDL::IntBone_MDL7* const pcBoneOut = apcBonesOut[pcBoneTransforms->bone_index];
+ pcBoneOut->pkeyPositions.push_back ( vPosition );
+ pcBoneOut->pkeyScalings.push_back ( vScaling );
+ pcBoneOut->pkeyRotations.push_back ( qRotation );
}
// ------------------------------------------------------------------------------------------------
// Construct output meshes
void MDLImporter::GenerateOutputMeshes_3DGS_MDL7(
- MDL::IntGroupData_MDL7& groupData,
- MDL::IntSplittedGroupData_MDL7& splittedGroupData)
+ MDL::IntGroupData_MDL7& groupData,
+ MDL::IntSplitGroupData_MDL7& splitGroupData)
{
- const MDL::IntSharedData_MDL7& shared = splittedGroupData.shared;
-
- // get a pointer to the header ...
- const MDL::Header_MDL7* const pcHeader = (const MDL::Header_MDL7*)this->mBuffer;
- const unsigned int iNumOutBones = pcHeader->bones_num;
-
- for (std::vector<MaterialHelper*>::size_type i = 0; i < shared.pcMats.size();++i) {
- if (!splittedGroupData.aiSplit[i]->empty()) {
-
- // allocate the output mesh
- aiMesh* pcMesh = new aiMesh();
-
- pcMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
- pcMesh->mMaterialIndex = (unsigned int)i;
-
- // allocate output storage
- pcMesh->mNumFaces = (unsigned int)splittedGroupData.aiSplit[i]->size();
- pcMesh->mFaces = new aiFace[pcMesh->mNumFaces];
-
- pcMesh->mNumVertices = pcMesh->mNumFaces*3;
- pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices];
- pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices];
-
- if (!groupData.vTextureCoords1.empty()) {
- pcMesh->mNumUVComponents[0] = 2;
- pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices];
- if (!groupData.vTextureCoords2.empty()) {
- pcMesh->mNumUVComponents[1] = 2;
- pcMesh->mTextureCoords[1] = new aiVector3D[pcMesh->mNumVertices];
- }
- }
-
- // iterate through all faces and build an unique set of vertices
- unsigned int iCurrent = 0;
- for (unsigned int iFace = 0; iFace < pcMesh->mNumFaces;++iFace) {
- pcMesh->mFaces[iFace].mNumIndices = 3;
- pcMesh->mFaces[iFace].mIndices = new unsigned int[3];
-
- unsigned int iSrcFace = splittedGroupData.aiSplit[i]->operator[](iFace);
- const MDL::IntFace_MDL7& oldFace = groupData.pcFaces[iSrcFace];
-
- // iterate through all face indices
- for (unsigned int c = 0; c < 3;++c) {
- const uint32_t iIndex = oldFace.mIndices[c];
- pcMesh->mVertices[iCurrent] = groupData.vPositions[iIndex];
- pcMesh->mNormals[iCurrent] = groupData.vNormals[iIndex];
-
- if (!groupData.vTextureCoords1.empty()) {
-
- pcMesh->mTextureCoords[0][iCurrent] = groupData.vTextureCoords1[iIndex];
- if (!groupData.vTextureCoords2.empty()) {
- pcMesh->mTextureCoords[1][iCurrent] = groupData.vTextureCoords2[iIndex];
- }
- }
- pcMesh->mFaces[iFace].mIndices[c] = iCurrent++;
- }
- }
-
- // if we have bones in the mesh we'll need to generate
- // proper vertex weights for them
- if (!groupData.aiBones.empty()) {
- std::vector<std::vector<unsigned int> > aaiVWeightList;
- aaiVWeightList.resize(iNumOutBones);
-
- int iCurrent = 0;
- for (unsigned int iFace = 0; iFace < pcMesh->mNumFaces;++iFace) {
- unsigned int iSrcFace = splittedGroupData.aiSplit[i]->operator[](iFace);
- const MDL::IntFace_MDL7& oldFace = groupData.pcFaces[iSrcFace];
-
- // iterate through all face indices
- for (unsigned int c = 0; c < 3;++c) {
- unsigned int iBone = groupData.aiBones[ oldFace.mIndices[c] ];
- if (0xffffffff != iBone) {
- if (iBone >= iNumOutBones) {
- DefaultLogger::get()->error("Bone index overflow. "
- "The bone index of a vertex exceeds the allowed range. ");
- iBone = iNumOutBones-1;
- }
- aaiVWeightList[ iBone ].push_back ( iCurrent );
- }
- ++iCurrent;
- }
- }
- // now check which bones are required ...
- for (std::vector<std::vector<unsigned int> >::const_iterator k = aaiVWeightList.begin();k != aaiVWeightList.end();++k) {
- if (!(*k).empty()) {
- ++pcMesh->mNumBones;
- }
- }
- pcMesh->mBones = new aiBone*[pcMesh->mNumBones];
- iCurrent = 0;
- for (std::vector<std::vector<unsigned int> >::const_iterator k = aaiVWeightList.begin();k!= aaiVWeightList.end();++k,++iCurrent)
- {
- if ((*k).empty())
- continue;
-
- // seems we'll need this node
- aiBone* pcBone = pcMesh->mBones[ iCurrent ] = new aiBone();
- pcBone->mName = aiString(shared.apcOutBones[ iCurrent ]->mName);
- pcBone->mOffsetMatrix = shared.apcOutBones[ iCurrent ]->mOffsetMatrix;
-
- // setup vertex weights
- pcBone->mNumWeights = (unsigned int)(*k).size();
- pcBone->mWeights = new aiVertexWeight[pcBone->mNumWeights];
-
- for (unsigned int weight = 0; weight < pcBone->mNumWeights;++weight) {
- pcBone->mWeights[weight].mVertexId = (*k)[weight];
- pcBone->mWeights[weight].mWeight = 1.0f;
- }
- }
- }
- // add the mesh to the list of output meshes
- splittedGroupData.avOutList.push_back(pcMesh);
- }
- }
+ const MDL::IntSharedData_MDL7& shared = splitGroupData.shared;
+
+ // get a pointer to the header ...
+ const MDL::Header_MDL7* const pcHeader = (const MDL::Header_MDL7*)this->mBuffer;
+ const unsigned int iNumOutBones = pcHeader->bones_num;
+
+ for (std::vector<aiMaterial*>::size_type i = 0; i < shared.pcMats.size();++i) {
+ if (!splitGroupData.aiSplit[i]->empty()) {
+
+ // allocate the output mesh
+ aiMesh* pcMesh = new aiMesh();
+
+ pcMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
+ pcMesh->mMaterialIndex = (unsigned int)i;
+
+ // allocate output storage
+ pcMesh->mNumFaces = (unsigned int)splitGroupData.aiSplit[i]->size();
+ pcMesh->mFaces = new aiFace[pcMesh->mNumFaces];
+
+ pcMesh->mNumVertices = pcMesh->mNumFaces*3;
+ pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices];
+ pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices];
+
+ if (!groupData.vTextureCoords1.empty()) {
+ pcMesh->mNumUVComponents[0] = 2;
+ pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices];
+ if (!groupData.vTextureCoords2.empty()) {
+ pcMesh->mNumUVComponents[1] = 2;
+ pcMesh->mTextureCoords[1] = new aiVector3D[pcMesh->mNumVertices];
+ }
+ }
+
+ // iterate through all faces and build an unique set of vertices
+ unsigned int iCurrent = 0;
+ for (unsigned int iFace = 0; iFace < pcMesh->mNumFaces;++iFace) {
+ pcMesh->mFaces[iFace].mNumIndices = 3;
+ pcMesh->mFaces[iFace].mIndices = new unsigned int[3];
+
+ unsigned int iSrcFace = splitGroupData.aiSplit[i]->operator[](iFace);
+ const MDL::IntFace_MDL7& oldFace = groupData.pcFaces[iSrcFace];
+
+ // iterate through all face indices
+ for (unsigned int c = 0; c < 3;++c) {
+ const uint32_t iIndex = oldFace.mIndices[c];
+ pcMesh->mVertices[iCurrent] = groupData.vPositions[iIndex];
+ pcMesh->mNormals[iCurrent] = groupData.vNormals[iIndex];
+
+ if (!groupData.vTextureCoords1.empty()) {
+
+ pcMesh->mTextureCoords[0][iCurrent] = groupData.vTextureCoords1[iIndex];
+ if (!groupData.vTextureCoords2.empty()) {
+ pcMesh->mTextureCoords[1][iCurrent] = groupData.vTextureCoords2[iIndex];
+ }
+ }
+ pcMesh->mFaces[iFace].mIndices[c] = iCurrent++;
+ }
+ }
+
+ // if we have bones in the mesh we'll need to generate
+ // proper vertex weights for them
+ if (!groupData.aiBones.empty()) {
+ std::vector<std::vector<unsigned int> > aaiVWeightList;
+ aaiVWeightList.resize(iNumOutBones);
+
+ int iCurrent = 0;
+ for (unsigned int iFace = 0; iFace < pcMesh->mNumFaces;++iFace) {
+ unsigned int iSrcFace = splitGroupData.aiSplit[i]->operator[](iFace);
+ const MDL::IntFace_MDL7& oldFace = groupData.pcFaces[iSrcFace];
+
+ // iterate through all face indices
+ for (unsigned int c = 0; c < 3;++c) {
+ unsigned int iBone = groupData.aiBones[ oldFace.mIndices[c] ];
+ if (UINT_MAX != iBone) {
+ if (iBone >= iNumOutBones) {
+ DefaultLogger::get()->error("Bone index overflow. "
+ "The bone index of a vertex exceeds the allowed range. ");
+ iBone = iNumOutBones-1;
+ }
+ aaiVWeightList[ iBone ].push_back ( iCurrent );
+ }
+ ++iCurrent;
+ }
+ }
+ // now check which bones are required ...
+ for (std::vector<std::vector<unsigned int> >::const_iterator k = aaiVWeightList.begin();k != aaiVWeightList.end();++k) {
+ if (!(*k).empty()) {
+ ++pcMesh->mNumBones;
+ }
+ }
+ pcMesh->mBones = new aiBone*[pcMesh->mNumBones];
+ iCurrent = 0;
+ for (std::vector<std::vector<unsigned int> >::const_iterator k = aaiVWeightList.begin();k!= aaiVWeightList.end();++k,++iCurrent)
+ {
+ if ((*k).empty())
+ continue;
+
+ // seems we'll need this node
+ aiBone* pcBone = pcMesh->mBones[ iCurrent ] = new aiBone();
+ pcBone->mName = aiString(shared.apcOutBones[ iCurrent ]->mName);
+ pcBone->mOffsetMatrix = shared.apcOutBones[ iCurrent ]->mOffsetMatrix;
+
+ // setup vertex weights
+ pcBone->mNumWeights = (unsigned int)(*k).size();
+ pcBone->mWeights = new aiVertexWeight[pcBone->mNumWeights];
+
+ for (unsigned int weight = 0; weight < pcBone->mNumWeights;++weight) {
+ pcBone->mWeights[weight].mVertexId = (*k)[weight];
+ pcBone->mWeights[weight].mWeight = 1.0f;
+ }
+ }
+ }
+ // add the mesh to the list of output meshes
+ splitGroupData.avOutList.push_back(pcMesh);
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Join to materials
void MDLImporter::JoinSkins_3DGS_MDL7(
- MaterialHelper* pcMat1,
- MaterialHelper* pcMat2,
- MaterialHelper* pcMatOut)
+ aiMaterial* pcMat1,
+ aiMaterial* pcMat2,
+ aiMaterial* pcMatOut)
{
- ai_assert(NULL != pcMat1 && NULL != pcMat2 && NULL != pcMatOut);
-
- // first create a full copy of the first skin property set
- // and assign it to the output material
- MaterialHelper::CopyPropertyList(pcMatOut,pcMat1);
-
- int iVal = 0;
- pcMatOut->AddProperty<int>(&iVal,1,AI_MATKEY_UVWSRC_DIFFUSE(0));
-
- // then extract the diffuse texture from the second skin,
- // setup 1 as UV source and we have it
- aiString sString;
- if (AI_SUCCESS == aiGetMaterialString ( pcMat2, AI_MATKEY_TEXTURE_DIFFUSE(0),&sString )) {
- iVal = 1;
- pcMatOut->AddProperty<int>(&iVal,1,AI_MATKEY_UVWSRC_DIFFUSE(1));
- pcMatOut->AddProperty(&sString,AI_MATKEY_TEXTURE_DIFFUSE(1));
- }
+ ai_assert(NULL != pcMat1 && NULL != pcMat2 && NULL != pcMatOut);
+
+ // first create a full copy of the first skin property set
+ // and assign it to the output material
+ aiMaterial::CopyPropertyList(pcMatOut,pcMat1);
+
+ int iVal = 0;
+ pcMatOut->AddProperty<int>(&iVal,1,AI_MATKEY_UVWSRC_DIFFUSE(0));
+
+ // then extract the diffuse texture from the second skin,
+ // setup 1 as UV source and we have it
+ aiString sString;
+ if(AI_SUCCESS == aiGetMaterialString ( pcMat2, AI_MATKEY_TEXTURE_DIFFUSE(0),&sString )) {
+ iVal = 1;
+ pcMatOut->AddProperty<int>(&iVal,1,AI_MATKEY_UVWSRC_DIFFUSE(1));
+ pcMatOut->AddProperty(&sString,AI_MATKEY_TEXTURE_DIFFUSE(1));
+ }
}
// ------------------------------------------------------------------------------------------------
// Read a half-life 2 MDL
void MDLImporter::InternReadFile_HL2( )
{
- //const MDL::Header_HL2* pcHeader = (const MDL::Header_HL2*)this->mBuffer;
- throw DeadlyImportError("HL2 MDLs are not implemented");
+ //const MDL::Header_HL2* pcHeader = (const MDL::Header_HL2*)this->mBuffer;
+ throw DeadlyImportError("HL2 MDLs are not implemented");
}
#endif // !! ASSIMP_BUILD_NO_MDL_IMPORTER
diff --git a/src/3rdparty/assimp/code/MDLLoader.h b/src/3rdparty/assimp/code/MDLLoader.h
index 34c101fcb..7003ea803 100644
--- a/src/3rdparty/assimp/code/MDLLoader.h
+++ b/src/3rdparty/assimp/code/MDLLoader.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -52,17 +52,17 @@ struct aiNode;
#include "MDLFileData.h"
#include "HalfLifeFileData.h"
-namespace Assimp {
-class MaterialHelper;
+namespace Assimp {
+
using namespace MDL;
// --------------------------------------------------------------------------------------
// Include file/line information in debug builds
#ifdef ASSIMP_BUILD_DEBUG
-# define VALIDATE_FILE_SIZE(msg) SizeCheck(msg,__FILE__,__LINE__)
+# define VALIDATE_FILE_SIZE(msg) SizeCheck(msg,__FILE__,__LINE__)
#else
-# define VALIDATE_FILE_SIZE(msg) SizeCheck(msg)
+# define VALIDATE_FILE_SIZE(msg) SizeCheck(msg)
#endif
// --------------------------------------------------------------------------------------
@@ -78,381 +78,377 @@ using namespace MDL;
* </ul>
* These formats are partially identical and it would be possible to load
* them all with a single 1000-line function-beast. However, it has been
- * splitted to several code paths to make the code easier to read and maintain.
+ * split into several code paths to make the code easier to read and maintain.
*/
class MDLImporter : public BaseImporter
{
- friend class Importer;
-
-protected:
- /** Constructor to be privately used by Importer */
- MDLImporter();
+public:
+ MDLImporter();
+ ~MDLImporter();
- /** Destructor, private as well */
- ~MDLImporter();
public:
- // -------------------------------------------------------------------
- /** Returns whether the class can handle the format of the given file.
- * See BaseImporter::CanRead() for details. */
- bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
- bool checkSig) const;
+ // -------------------------------------------------------------------
+ /** Returns whether the class can handle the format of the given file.
+ * See BaseImporter::CanRead() for details. */
+ bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
+ bool checkSig) const;
- // -------------------------------------------------------------------
- /** Called prior to ReadFile().
- * The function is a request to the importer to update its configuration
- * basing on the Importer's configuration property list.
- */
- void SetupProperties(const Importer* pImp);
+ // -------------------------------------------------------------------
+ /** Called prior to ReadFile().
+ * The function is a request to the importer to update its configuration
+ * basing on the Importer's configuration property list.
+ */
+ void SetupProperties(const Importer* pImp);
protected:
- // -------------------------------------------------------------------
- /** Called by Importer::GetExtensionList() for each loaded importer.
- * See BaseImporter::GetExtensionList() for details
- */
- void GetExtensionList(std::set<std::string>& extensions);
+ // -------------------------------------------------------------------
+ /** Return importer meta information.
+ * See #BaseImporter::GetInfo for the details
+ */
+ const aiImporterDesc* GetInfo () const;
- // -------------------------------------------------------------------
- /** Imports the given file into the given scene structure.
- * See BaseImporter::InternReadFile() for details
- */
- void InternReadFile( const std::string& pFile, aiScene* pScene,
- IOSystem* pIOHandler);
+ // -------------------------------------------------------------------
+ /** Imports the given file into the given scene structure.
+ * See BaseImporter::InternReadFile() for details
+ */
+ void InternReadFile( const std::string& pFile, aiScene* pScene,
+ IOSystem* pIOHandler);
protected:
- // -------------------------------------------------------------------
- /** Import a quake 1 MDL file (IDPO)
- */
- void InternReadFile_Quake1( );
-
- // -------------------------------------------------------------------
- /** Import a GameStudio A4/A5 file (MDL 3,4,5)
- */
- void InternReadFile_3DGS_MDL345( );
-
- // -------------------------------------------------------------------
- /** Import a GameStudio A7 file (MDL 7)
- */
- void InternReadFile_3DGS_MDL7( );
-
- // -------------------------------------------------------------------
- /** Import a CS:S/HL2 MDL file (not fully implemented)
- */
- void InternReadFile_HL2( );
-
- // -------------------------------------------------------------------
- /** Check whether a given position is inside the valid range
- * Throw a DeadlyImportError if it is not
- * \param szPos Cursor position
- * \param szFile Name of the source file from which the function was called
- * \param iLine Source code line from which the function was called
- */
- void SizeCheck(const void* szPos);
- void SizeCheck(const void* szPos, const char* szFile, unsigned int iLine);
-
-
- // -------------------------------------------------------------------
- /** Validate the header data structure of a game studio MDL7 file
- * \param pcHeader Input header to be validated
- */
- void ValidateHeader_3DGS_MDL7(const MDL::Header_MDL7* pcHeader);
-
- // -------------------------------------------------------------------
- /** Validate the header data structure of a Quake 1 model
- * \param pcHeader Input header to be validated
- */
- void ValidateHeader_Quake1(const MDL::Header* pcHeader);
-
-
- // -------------------------------------------------------------------
- /** Try to load a palette from the current directory (colormap.lmp)
- * If it is not found the default palette of Quake1 is returned
- */
- void SearchPalette(const unsigned char** pszColorMap);
-
- // -------------------------------------------------------------------
- /** Free a palette created with a previous call to SearchPalette()
- */
- void FreePalette(const unsigned char* pszColorMap);
-
-
- // -------------------------------------------------------------------
- /** Load a paletized texture from the file and convert it to 32bpp
- */
- void CreateTextureARGB8_3DGS_MDL3(const unsigned char* szData);
-
- // -------------------------------------------------------------------
- /** Used to load textures from MDL3/4
- * \param szData Input data
- * \param iType Color data type
- * \param piSkip Receive: Size to skip, in bytes
- */
- void CreateTexture_3DGS_MDL4(const unsigned char* szData,
- unsigned int iType,
- unsigned int* piSkip);
-
-
- // -------------------------------------------------------------------
- /** Used to load textures from MDL5
- * \param szData Input data
- * \param iType Color data type
- * \param piSkip Receive: Size to skip, in bytes
- */
- void CreateTexture_3DGS_MDL5(const unsigned char* szData,
- unsigned int iType,
- unsigned int* piSkip);
-
-
- // -------------------------------------------------------------------
- /** Checks whether a texture can be replaced with a single color
- * This is useful for all file formats before MDL7 (all those
- * that are not containing material colors separate from textures).
- * MED seems to write dummy 8x8 monochrome images instead.
- * \param pcTexture Input texture
- * \return aiColor.r is set to qnan if the function fails and no
- * color can be found.
- */
- aiColor4D ReplaceTextureWithColor(const aiTexture* pcTexture);
-
-
- // -------------------------------------------------------------------
- /** Converts the absolute texture coordinates in MDL5 files to
- * relative in a range between 0 and 1
- */
- void CalculateUVCoordinates_MDL5();
-
-
- // -------------------------------------------------------------------
- /** Read an UV coordinate from the file. If the file format is not
- * MDL5, the function calculates relative texture coordinates
- * \param vOut Receives the output UV coord
- * \param pcSrc UV coordinate buffer
- * \param UV coordinate index
- */
- void ImportUVCoordinate_3DGS_MDL345( aiVector3D& vOut,
- const MDL::TexCoord_MDL3* pcSrc,
- unsigned int iIndex);
-
- // -------------------------------------------------------------------
- /** Setup the material properties for Quake and MDL<7 models.
- * These formats don't support more than one material per mesh,
- * therefore the method processes only ONE skin and removes
- * all others.
- */
- void SetupMaterialProperties_3DGS_MDL5_Quake1( );
-
-
- // -------------------------------------------------------------------
- /** Parse a skin lump in a MDL7/HMP7 file with all of its features
- * variant 1: Current cursor position is the beginning of the skin header
- * \param szCurrent Current data pointer
- * \param szCurrentOut Output data pointer
- * \param pcMats Material list for this group. To be filled ...
- */
- void ParseSkinLump_3DGS_MDL7(
- const unsigned char* szCurrent,
- const unsigned char** szCurrentOut,
- std::vector<MaterialHelper*>& pcMats);
-
- // -------------------------------------------------------------------
- /** Parse a skin lump in a MDL7/HMP7 file with all of its features
- * variant 2: Current cursor position is the beginning of the skin data
- * \param szCurrent Current data pointer
- * \param szCurrentOut Output data pointer
- * \param pcMatOut Output material
- * \param iType header.typ
- * \param iWidth header.width
- * \param iHeight header.height
- */
- void ParseSkinLump_3DGS_MDL7(
- const unsigned char* szCurrent,
- const unsigned char** szCurrentOut,
- MaterialHelper* pcMatOut,
- unsigned int iType,
- unsigned int iWidth,
- unsigned int iHeight);
-
- // -------------------------------------------------------------------
- /** Skip a skin lump in a MDL7/HMP7 file
- * \param szCurrent Current data pointer
- * \param szCurrentOut Output data pointer. Points to the byte just
- * behind the last byte of the skin.
- * \param iType header.typ
- * \param iWidth header.width
- * \param iHeight header.height
- */
- void SkipSkinLump_3DGS_MDL7(const unsigned char* szCurrent,
- const unsigned char** szCurrentOut,
- unsigned int iType,
- unsigned int iWidth,
- unsigned int iHeight);
-
- // -------------------------------------------------------------------
- /** Parse texture color data for MDL5, MDL6 and MDL7 formats
- * \param szData Current data pointer
- * \param iType type of the texture data. No DDS or external
- * \param piSkip Receive the number of bytes to skip
- * \param pcNew Must point to fully initialized data. Width and
- * height must be set. If pcNew->pcData is set to 0xffffffff,
- * piSkip will receive the size of the texture, in bytes, but no
- * color data will be read.
- */
- void ParseTextureColorData(const unsigned char* szData,
- unsigned int iType,
- unsigned int* piSkip,
- aiTexture* pcNew);
-
- // -------------------------------------------------------------------
- /** Join two materials / skins. Setup UV source ... etc
- * \param pcMat1 First input material
- * \param pcMat2 Second input material
- * \param pcMatOut Output material instance to be filled. Must be empty
- */
- void JoinSkins_3DGS_MDL7(MaterialHelper* pcMat1,
- MaterialHelper* pcMat2,
- MaterialHelper* pcMatOut);
-
- // -------------------------------------------------------------------
- /** Add a bone transformation key to an animation
- * \param iTrafo Index of the transformation (always==frame index?)
- * No need to validate this index, it is always valid.
- * \param pcBoneTransforms Bone transformation for this index
- * \param apcOutBones Output bones array
- */
- void AddAnimationBoneTrafoKey_3DGS_MDL7(unsigned int iTrafo,
- const MDL::BoneTransform_MDL7* pcBoneTransforms,
- MDL::IntBone_MDL7** apcBonesOut);
-
- // -------------------------------------------------------------------
- /** Load the bone list of a MDL7 file
- * \return If the bones could be loaded successfully, a valid
- * array containing pointers to a temporary bone
- * representation. NULL if the bones could not be loaded.
- */
- MDL::IntBone_MDL7** LoadBones_3DGS_MDL7();
-
- // -------------------------------------------------------------------
- /** Load bone transformation keyframes from a file chunk
- * \param groupInfo -> doc of data structure
- * \param frame -> doc of data structure
- * \param shared -> doc of data structure
- */
- void ParseBoneTrafoKeys_3DGS_MDL7(
- const MDL::IntGroupInfo_MDL7& groupInfo,
- IntFrameInfo_MDL7& frame,
- MDL::IntSharedData_MDL7& shared);
-
- // -------------------------------------------------------------------
- /** Calculate absolute bone animation matrices for each bone
- * \param apcOutBones Output bones array
- */
- void CalcAbsBoneMatrices_3DGS_MDL7(MDL::IntBone_MDL7** apcOutBones);
-
- // -------------------------------------------------------------------
- /** Add all bones to the nodegraph (as children of the root node)
- * \param apcBonesOut List of bones
- * \param pcParent Parent node. New nodes will be added to this node
- * \param iParentIndex Index of the parent bone
- */
- void AddBonesToNodeGraph_3DGS_MDL7(const MDL::IntBone_MDL7** apcBonesOut,
- aiNode* pcParent,uint16_t iParentIndex);
-
- // -------------------------------------------------------------------
- /** Build output animations
- * \param apcBonesOut List of bones
- */
- void BuildOutputAnims_3DGS_MDL7(const MDL::IntBone_MDL7** apcBonesOut);
-
- // -------------------------------------------------------------------
- /** Handles materials that are just referencing another material
- * There is no test file for this feature, but Conitec's doc
- * say it is used.
- */
- void HandleMaterialReferences_3DGS_MDL7();
-
- // -------------------------------------------------------------------
- /** Copies only the material that are referenced by at least one
- * mesh to the final output material list. All other materials
- * will be discarded.
- * \param shared -> doc of data structure
- */
- void CopyMaterials_3DGS_MDL7(MDL::IntSharedData_MDL7 &shared);
-
- // -------------------------------------------------------------------
- /** Process the frame section at the end of a group
- * \param groupInfo -> doc of data structure
- * \param shared -> doc of data structure
- * \param szCurrent Pointer to the start of the frame section
- * \param szCurrentOut Receives a pointer to the first byte of the
- * next data section.
- * \return false to read no further groups (a small workaround for
- * some tiny and unsolved problems ... )
- */
- bool ProcessFrames_3DGS_MDL7(const MDL::IntGroupInfo_MDL7& groupInfo,
- MDL::IntGroupData_MDL7& groupData,
- MDL::IntSharedData_MDL7& shared,
- const unsigned char* szCurrent,
- const unsigned char** szCurrentOut);
-
- // -------------------------------------------------------------------
- /** Sort all faces by their materials. If the mesh is using
- * multiple materials per face (that are blended together) the function
- * might create new materials.
- * \param groupInfo -> doc of data structure
- * \param groupData -> doc of data structure
- * \param splittedGroupData -> doc of data structure
- */
- void SortByMaterials_3DGS_MDL7(
- const MDL::IntGroupInfo_MDL7& groupInfo,
- MDL::IntGroupData_MDL7& groupData,
- MDL::IntSplittedGroupData_MDL7& splittedGroupData);
-
- // -------------------------------------------------------------------
- /** Read all faces and vertices from a MDL7 group. The function fills
- * preallocated memory buffers.
- * \param groupInfo -> doc of data structure
- * \param groupData -> doc of data structure
- */
- void ReadFaces_3DGS_MDL7(const MDL::IntGroupInfo_MDL7& groupInfo,
- MDL::IntGroupData_MDL7& groupData);
-
- // -------------------------------------------------------------------
- /** Generate the final output meshes for a7 models
- * \param groupData -> doc of data structure
- * \param splittedGroupData -> doc of data structure
- */
- void GenerateOutputMeshes_3DGS_MDL7(
- MDL::IntGroupData_MDL7& groupData,
- MDL::IntSplittedGroupData_MDL7& splittedGroupData);
+ // -------------------------------------------------------------------
+ /** Import a quake 1 MDL file (IDPO)
+ */
+ void InternReadFile_Quake1( );
+
+ // -------------------------------------------------------------------
+ /** Import a GameStudio A4/A5 file (MDL 3,4,5)
+ */
+ void InternReadFile_3DGS_MDL345( );
+
+ // -------------------------------------------------------------------
+ /** Import a GameStudio A7 file (MDL 7)
+ */
+ void InternReadFile_3DGS_MDL7( );
+
+ // -------------------------------------------------------------------
+ /** Import a CS:S/HL2 MDL file (not fully implemented)
+ */
+ void InternReadFile_HL2( );
+
+ // -------------------------------------------------------------------
+ /** Check whether a given position is inside the valid range
+ * Throw a DeadlyImportError if it is not
+ * \param szPos Cursor position
+ * \param szFile Name of the source file from which the function was called
+ * \param iLine Source code line from which the function was called
+ */
+ void SizeCheck(const void* szPos);
+ void SizeCheck(const void* szPos, const char* szFile, unsigned int iLine);
+
+
+ // -------------------------------------------------------------------
+ /** Validate the header data structure of a game studio MDL7 file
+ * \param pcHeader Input header to be validated
+ */
+ void ValidateHeader_3DGS_MDL7(const MDL::Header_MDL7* pcHeader);
+
+ // -------------------------------------------------------------------
+ /** Validate the header data structure of a Quake 1 model
+ * \param pcHeader Input header to be validated
+ */
+ void ValidateHeader_Quake1(const MDL::Header* pcHeader);
+
+
+ // -------------------------------------------------------------------
+ /** Try to load a palette from the current directory (colormap.lmp)
+ * If it is not found the default palette of Quake1 is returned
+ */
+ void SearchPalette(const unsigned char** pszColorMap);
+
+ // -------------------------------------------------------------------
+ /** Free a palette created with a previous call to SearchPalette()
+ */
+ void FreePalette(const unsigned char* pszColorMap);
+
+
+ // -------------------------------------------------------------------
+ /** Load a paletized texture from the file and convert it to 32bpp
+ */
+ void CreateTextureARGB8_3DGS_MDL3(const unsigned char* szData);
+
+ // -------------------------------------------------------------------
+ /** Used to load textures from MDL3/4
+ * \param szData Input data
+ * \param iType Color data type
+ * \param piSkip Receive: Size to skip, in bytes
+ */
+ void CreateTexture_3DGS_MDL4(const unsigned char* szData,
+ unsigned int iType,
+ unsigned int* piSkip);
+
+
+ // -------------------------------------------------------------------
+ /** Used to load textures from MDL5
+ * \param szData Input data
+ * \param iType Color data type
+ * \param piSkip Receive: Size to skip, in bytes
+ */
+ void CreateTexture_3DGS_MDL5(const unsigned char* szData,
+ unsigned int iType,
+ unsigned int* piSkip);
+
+
+ // -------------------------------------------------------------------
+ /** Checks whether a texture can be replaced with a single color
+ * This is useful for all file formats before MDL7 (all those
+ * that are not containing material colors separate from textures).
+ * MED seems to write dummy 8x8 monochrome images instead.
+ * \param pcTexture Input texture
+ * \return aiColor.r is set to qnan if the function fails and no
+ * color can be found.
+ */
+ aiColor4D ReplaceTextureWithColor(const aiTexture* pcTexture);
+
+
+ // -------------------------------------------------------------------
+ /** Converts the absolute texture coordinates in MDL5 files to
+ * relative in a range between 0 and 1
+ */
+ void CalculateUVCoordinates_MDL5();
+
+
+ // -------------------------------------------------------------------
+ /** Read an UV coordinate from the file. If the file format is not
+ * MDL5, the function calculates relative texture coordinates
+ * \param vOut Receives the output UV coord
+ * \param pcSrc UV coordinate buffer
+ * \param UV coordinate index
+ */
+ void ImportUVCoordinate_3DGS_MDL345( aiVector3D& vOut,
+ const MDL::TexCoord_MDL3* pcSrc,
+ unsigned int iIndex);
+
+ // -------------------------------------------------------------------
+ /** Setup the material properties for Quake and MDL<7 models.
+ * These formats don't support more than one material per mesh,
+ * therefore the method processes only ONE skin and removes
+ * all others.
+ */
+ void SetupMaterialProperties_3DGS_MDL5_Quake1( );
+
+
+ // -------------------------------------------------------------------
+ /** Parse a skin lump in a MDL7/HMP7 file with all of its features
+ * variant 1: Current cursor position is the beginning of the skin header
+ * \param szCurrent Current data pointer
+ * \param szCurrentOut Output data pointer
+ * \param pcMats Material list for this group. To be filled ...
+ */
+ void ParseSkinLump_3DGS_MDL7(
+ const unsigned char* szCurrent,
+ const unsigned char** szCurrentOut,
+ std::vector<aiMaterial*>& pcMats);
+
+ // -------------------------------------------------------------------
+ /** Parse a skin lump in a MDL7/HMP7 file with all of its features
+ * variant 2: Current cursor position is the beginning of the skin data
+ * \param szCurrent Current data pointer
+ * \param szCurrentOut Output data pointer
+ * \param pcMatOut Output material
+ * \param iType header.typ
+ * \param iWidth header.width
+ * \param iHeight header.height
+ */
+ void ParseSkinLump_3DGS_MDL7(
+ const unsigned char* szCurrent,
+ const unsigned char** szCurrentOut,
+ aiMaterial* pcMatOut,
+ unsigned int iType,
+ unsigned int iWidth,
+ unsigned int iHeight);
+
+ // -------------------------------------------------------------------
+ /** Skip a skin lump in a MDL7/HMP7 file
+ * \param szCurrent Current data pointer
+ * \param szCurrentOut Output data pointer. Points to the byte just
+ * behind the last byte of the skin.
+ * \param iType header.typ
+ * \param iWidth header.width
+ * \param iHeight header.height
+ */
+ void SkipSkinLump_3DGS_MDL7(const unsigned char* szCurrent,
+ const unsigned char** szCurrentOut,
+ unsigned int iType,
+ unsigned int iWidth,
+ unsigned int iHeight);
+
+ // -------------------------------------------------------------------
+ /** Parse texture color data for MDL5, MDL6 and MDL7 formats
+ * \param szData Current data pointer
+ * \param iType type of the texture data. No DDS or external
+ * \param piSkip Receive the number of bytes to skip
+ * \param pcNew Must point to fully initialized data. Width and
+ * height must be set. If pcNew->pcData is set to UINT_MAX,
+ * piSkip will receive the size of the texture, in bytes, but no
+ * color data will be read.
+ */
+ void ParseTextureColorData(const unsigned char* szData,
+ unsigned int iType,
+ unsigned int* piSkip,
+ aiTexture* pcNew);
+
+ // -------------------------------------------------------------------
+ /** Join two materials / skins. Setup UV source ... etc
+ * \param pcMat1 First input material
+ * \param pcMat2 Second input material
+ * \param pcMatOut Output material instance to be filled. Must be empty
+ */
+ void JoinSkins_3DGS_MDL7(aiMaterial* pcMat1,
+ aiMaterial* pcMat2,
+ aiMaterial* pcMatOut);
+
+ // -------------------------------------------------------------------
+ /** Add a bone transformation key to an animation
+ * \param iTrafo Index of the transformation (always==frame index?)
+ * No need to validate this index, it is always valid.
+ * \param pcBoneTransforms Bone transformation for this index
+ * \param apcOutBones Output bones array
+ */
+ void AddAnimationBoneTrafoKey_3DGS_MDL7(unsigned int iTrafo,
+ const MDL::BoneTransform_MDL7* pcBoneTransforms,
+ MDL::IntBone_MDL7** apcBonesOut);
+
+ // -------------------------------------------------------------------
+ /** Load the bone list of a MDL7 file
+ * \return If the bones could be loaded successfully, a valid
+ * array containing pointers to a temporary bone
+ * representation. NULL if the bones could not be loaded.
+ */
+ MDL::IntBone_MDL7** LoadBones_3DGS_MDL7();
+
+ // -------------------------------------------------------------------
+ /** Load bone transformation keyframes from a file chunk
+ * \param groupInfo -> doc of data structure
+ * \param frame -> doc of data structure
+ * \param shared -> doc of data structure
+ */
+ void ParseBoneTrafoKeys_3DGS_MDL7(
+ const MDL::IntGroupInfo_MDL7& groupInfo,
+ IntFrameInfo_MDL7& frame,
+ MDL::IntSharedData_MDL7& shared);
+
+ // -------------------------------------------------------------------
+ /** Calculate absolute bone animation matrices for each bone
+ * \param apcOutBones Output bones array
+ */
+ void CalcAbsBoneMatrices_3DGS_MDL7(MDL::IntBone_MDL7** apcOutBones);
+
+ // -------------------------------------------------------------------
+ /** Add all bones to the nodegraph (as children of the root node)
+ * \param apcBonesOut List of bones
+ * \param pcParent Parent node. New nodes will be added to this node
+ * \param iParentIndex Index of the parent bone
+ */
+ void AddBonesToNodeGraph_3DGS_MDL7(const MDL::IntBone_MDL7** apcBonesOut,
+ aiNode* pcParent,uint16_t iParentIndex);
+
+ // -------------------------------------------------------------------
+ /** Build output animations
+ * \param apcBonesOut List of bones
+ */
+ void BuildOutputAnims_3DGS_MDL7(const MDL::IntBone_MDL7** apcBonesOut);
+
+ // -------------------------------------------------------------------
+ /** Handles materials that are just referencing another material
+ * There is no test file for this feature, but Conitec's doc
+ * say it is used.
+ */
+ void HandleMaterialReferences_3DGS_MDL7();
+
+ // -------------------------------------------------------------------
+ /** Copies only the material that are referenced by at least one
+ * mesh to the final output material list. All other materials
+ * will be discarded.
+ * \param shared -> doc of data structure
+ */
+ void CopyMaterials_3DGS_MDL7(MDL::IntSharedData_MDL7 &shared);
+
+ // -------------------------------------------------------------------
+ /** Process the frame section at the end of a group
+ * \param groupInfo -> doc of data structure
+ * \param shared -> doc of data structure
+ * \param szCurrent Pointer to the start of the frame section
+ * \param szCurrentOut Receives a pointer to the first byte of the
+ * next data section.
+ * \return false to read no further groups (a small workaround for
+ * some tiny and unsolved problems ... )
+ */
+ bool ProcessFrames_3DGS_MDL7(const MDL::IntGroupInfo_MDL7& groupInfo,
+ MDL::IntGroupData_MDL7& groupData,
+ MDL::IntSharedData_MDL7& shared,
+ const unsigned char* szCurrent,
+ const unsigned char** szCurrentOut);
+
+ // -------------------------------------------------------------------
+ /** Sort all faces by their materials. If the mesh is using
+ * multiple materials per face (that are blended together) the function
+ * might create new materials.
+ * \param groupInfo -> doc of data structure
+ * \param groupData -> doc of data structure
+ * \param splitGroupData -> doc of data structure
+ */
+ void SortByMaterials_3DGS_MDL7(
+ const MDL::IntGroupInfo_MDL7& groupInfo,
+ MDL::IntGroupData_MDL7& groupData,
+ MDL::IntSplitGroupData_MDL7& splitGroupData);
+
+ // -------------------------------------------------------------------
+ /** Read all faces and vertices from a MDL7 group. The function fills
+ * preallocated memory buffers.
+ * \param groupInfo -> doc of data structure
+ * \param groupData -> doc of data structure
+ */
+ void ReadFaces_3DGS_MDL7(const MDL::IntGroupInfo_MDL7& groupInfo,
+ MDL::IntGroupData_MDL7& groupData);
+
+ // -------------------------------------------------------------------
+ /** Generate the final output meshes for a7 models
+ * \param groupData -> doc of data structure
+ * \param splitGroupData -> doc of data structure
+ */
+ void GenerateOutputMeshes_3DGS_MDL7(
+ MDL::IntGroupData_MDL7& groupData,
+ MDL::IntSplitGroupData_MDL7& splitGroupData);
protected:
- /** Configuration option: frame to be loaded */
- unsigned int configFrameID;
-
- /** Configuration option: palette to be used to decode palletized images*/
- std::string configPalette;
+ /** Configuration option: frame to be loaded */
+ unsigned int configFrameID;
- /** Buffer to hold the loaded file */
- unsigned char* mBuffer;
+ /** Configuration option: palette to be used to decode palletized images*/
+ std::string configPalette;
- /** For GameStudio MDL files: The number in the magic word, either 3,4 or 5
- * (MDL7 doesn't need this, the format has a separate loader) */
- unsigned int iGSFileVersion;
+ /** Buffer to hold the loaded file */
+ unsigned char* mBuffer;
+
+ /** For GameStudio MDL files: The number in the magic word, either 3,4 or 5
+ * (MDL7 doesn't need this, the format has a separate loader) */
+ unsigned int iGSFileVersion;
- /** Output I/O handler. used to load external lmp files */
- IOSystem* pIOHandler;
+ /** Output I/O handler. used to load external lmp files */
+ IOSystem* pIOHandler;
- /** Output scene to be filled */
- aiScene* pScene;
+ /** Output scene to be filled */
+ aiScene* pScene;
- /** Size of the input file in bytes */
- unsigned int iFileSize;
+ /** Size of the input file in bytes */
+ unsigned int iFileSize;
};
} // end of namespace Assimp
diff --git a/src/3rdparty/assimp/code/MDLMaterialLoader.cpp b/src/3rdparty/assimp/code/MDLMaterialLoader.cpp
index d7b5f564e..569db29c3 100644
--- a/src/3rdparty/assimp/code/MDLMaterialLoader.cpp
+++ b/src/3rdparty/assimp/code/MDLMaterialLoader.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -48,780 +48,781 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "MDLLoader.h"
#include "MDLDefaultColorMap.h"
-#if defined(__QNXNTO__)
-#include <stdio.h>
-#endif
-
using namespace Assimp;
+static aiTexel* const bad_texel = reinterpret_cast<aiTexel*>(SIZE_MAX);
// ------------------------------------------------------------------------------------------------
// Find a suitable pallette file or take teh default one
void MDLImporter::SearchPalette(const unsigned char** pszColorMap)
{
- // now try to find the color map in the current directory
- IOStream* pcStream = pIOHandler->Open(configPalette,"rb");
-
- const unsigned char* szColorMap = (const unsigned char*)::g_aclrDefaultColorMap;
- if (pcStream)
- {
- if (pcStream->FileSize() >= 768)
- {
- szColorMap = new unsigned char[256*3];
- pcStream->Read(const_cast<unsigned char*>(szColorMap),256*3,1);
-
- DefaultLogger::get()->info("Found valid colormap.lmp in directory. "
- "It will be used to decode embedded textures in palletized formats.");
- }
- delete pcStream;
- pcStream = NULL;
- }
- *pszColorMap = szColorMap;
+ // now try to find the color map in the current directory
+ IOStream* pcStream = pIOHandler->Open(configPalette,"rb");
+
+ const unsigned char* szColorMap = (const unsigned char*)::g_aclrDefaultColorMap;
+ if(pcStream)
+ {
+ if (pcStream->FileSize() >= 768)
+ {
+ unsigned char* colorMap = new unsigned char[256*3];
+ szColorMap = colorMap;
+ pcStream->Read(colorMap,256*3,1);
+ DefaultLogger::get()->info("Found valid colormap.lmp in directory. "
+ "It will be used to decode embedded textures in palletized formats.");
+ }
+ delete pcStream;
+ pcStream = NULL;
+ }
+ *pszColorMap = szColorMap;
}
// ------------------------------------------------------------------------------------------------
// Free the palette again
void MDLImporter::FreePalette(const unsigned char* szColorMap)
{
- if (szColorMap != (const unsigned char*)::g_aclrDefaultColorMap)
- delete[] szColorMap;
+ if (szColorMap != (const unsigned char*)::g_aclrDefaultColorMap)
+ delete[] szColorMap;
}
// ------------------------------------------------------------------------------------------------
// Check whether we can replace a texture with a single color
aiColor4D MDLImporter::ReplaceTextureWithColor(const aiTexture* pcTexture)
{
- ai_assert(NULL != pcTexture);
-
- aiColor4D clrOut;
- clrOut.r = get_qnan();
- if (!pcTexture->mHeight || !pcTexture->mWidth)
- return clrOut;
-
- const unsigned int iNumPixels = pcTexture->mHeight*pcTexture->mWidth;
- const aiTexel* pcTexel = pcTexture->pcData+1;
- const aiTexel* const pcTexelEnd = &pcTexture->pcData[iNumPixels];
-
- while (pcTexel != pcTexelEnd)
- {
- if (*pcTexel != *(pcTexel-1))
- {
- pcTexel = NULL;
- break;
- }
- ++pcTexel;
- }
- if (pcTexel)
- {
- clrOut.r = pcTexture->pcData->r / 255.0f;
- clrOut.g = pcTexture->pcData->g / 255.0f;
- clrOut.b = pcTexture->pcData->b / 255.0f;
- clrOut.a = pcTexture->pcData->a / 255.0f;
- }
- return clrOut;
+ ai_assert(NULL != pcTexture);
+
+ aiColor4D clrOut;
+ clrOut.r = get_qnan();
+ if (!pcTexture->mHeight || !pcTexture->mWidth)
+ return clrOut;
+
+ const unsigned int iNumPixels = pcTexture->mHeight*pcTexture->mWidth;
+ const aiTexel* pcTexel = pcTexture->pcData+1;
+ const aiTexel* const pcTexelEnd = &pcTexture->pcData[iNumPixels];
+
+ while (pcTexel != pcTexelEnd)
+ {
+ if (*pcTexel != *(pcTexel-1))
+ {
+ pcTexel = NULL;
+ break;
+ }
+ ++pcTexel;
+ }
+ if (pcTexel)
+ {
+ clrOut.r = pcTexture->pcData->r / 255.0f;
+ clrOut.g = pcTexture->pcData->g / 255.0f;
+ clrOut.b = pcTexture->pcData->b / 255.0f;
+ clrOut.a = pcTexture->pcData->a / 255.0f;
+ }
+ return clrOut;
}
// ------------------------------------------------------------------------------------------------
// Read a texture from a MDL3 file
void MDLImporter::CreateTextureARGB8_3DGS_MDL3(const unsigned char* szData)
{
- const MDL::Header *pcHeader = (const MDL::Header*)mBuffer; //the endianess is allready corrected in the InternReadFile_3DGS_MDL345 function
+ const MDL::Header *pcHeader = (const MDL::Header*)mBuffer; //the endianess is allready corrected in the InternReadFile_3DGS_MDL345 function
- VALIDATE_FILE_SIZE(szData + pcHeader->skinwidth *
- pcHeader->skinheight);
+ VALIDATE_FILE_SIZE(szData + pcHeader->skinwidth *
+ pcHeader->skinheight);
- // allocate a new texture object
- aiTexture* pcNew = new aiTexture();
- pcNew->mWidth = pcHeader->skinwidth;
- pcNew->mHeight = pcHeader->skinheight;
+ // allocate a new texture object
+ aiTexture* pcNew = new aiTexture();
+ pcNew->mWidth = pcHeader->skinwidth;
+ pcNew->mHeight = pcHeader->skinheight;
- pcNew->pcData = new aiTexel[pcNew->mWidth * pcNew->mHeight];
+ pcNew->pcData = new aiTexel[pcNew->mWidth * pcNew->mHeight];
- const unsigned char* szColorMap;
- this->SearchPalette(&szColorMap);
+ const unsigned char* szColorMap;
+ this->SearchPalette(&szColorMap);
- // copy texture data
- for (unsigned int i = 0; i < pcNew->mWidth*pcNew->mHeight;++i)
- {
- const unsigned char val = szData[i];
- const unsigned char* sz = &szColorMap[val*3];
+ // copy texture data
+ for (unsigned int i = 0; i < pcNew->mWidth*pcNew->mHeight;++i)
+ {
+ const unsigned char val = szData[i];
+ const unsigned char* sz = &szColorMap[val*3];
- pcNew->pcData[i].a = 0xFF;
- pcNew->pcData[i].r = *sz++;
- pcNew->pcData[i].g = *sz++;
- pcNew->pcData[i].b = *sz;
- }
+ pcNew->pcData[i].a = 0xFF;
+ pcNew->pcData[i].r = *sz++;
+ pcNew->pcData[i].g = *sz++;
+ pcNew->pcData[i].b = *sz;
+ }
- FreePalette(szColorMap);
+ FreePalette(szColorMap);
- // store the texture
- aiTexture** pc = this->pScene->mTextures;
- this->pScene->mTextures = new aiTexture*[pScene->mNumTextures+1];
- for (unsigned int i = 0; i <pScene->mNumTextures;++i)
- pScene->mTextures[i] = pc[i];
+ // store the texture
+ aiTexture** pc = this->pScene->mTextures;
+ this->pScene->mTextures = new aiTexture*[pScene->mNumTextures+1];
+ for (unsigned int i = 0; i <pScene->mNumTextures;++i)
+ pScene->mTextures[i] = pc[i];
- pScene->mTextures[this->pScene->mNumTextures] = pcNew;
- pScene->mNumTextures++;
- delete[] pc;
- return;
+ pScene->mTextures[this->pScene->mNumTextures] = pcNew;
+ pScene->mNumTextures++;
+ delete[] pc;
+ return;
}
// ------------------------------------------------------------------------------------------------
// Read a texture from a MDL4 file
-void MDLImporter::CreateTexture_3DGS_MDL4(const unsigned char* szData,
- unsigned int iType,
- unsigned int* piSkip)
+void MDLImporter::CreateTexture_3DGS_MDL4(const unsigned char* szData,
+ unsigned int iType,
+ unsigned int* piSkip)
{
- ai_assert(NULL != piSkip);
-
- const MDL::Header *pcHeader = (const MDL::Header*)mBuffer; //the endianess is allready corrected in the InternReadFile_3DGS_MDL345 function
-
- if (iType == 1 || iType > 3)
- {
- DefaultLogger::get()->error("Unsupported texture file format");
- return;
- }
-
- bool bNoRead = *piSkip == 0xffffffff;
-
- // allocate a new texture object
- aiTexture* pcNew = new aiTexture();
- pcNew->mWidth = pcHeader->skinwidth;
- pcNew->mHeight = pcHeader->skinheight;
-
- if (bNoRead)pcNew->pcData = (aiTexel*)0xffffffff;
- ParseTextureColorData(szData,iType,piSkip,pcNew);
-
- // store the texture
- if (!bNoRead)
- {
- if (!this->pScene->mNumTextures)
- {
- pScene->mNumTextures = 1;
- pScene->mTextures = new aiTexture*[1];
- pScene->mTextures[0] = pcNew;
- }
- else
- {
- aiTexture** pc = pScene->mTextures;
- pScene->mTextures = new aiTexture*[pScene->mNumTextures+1];
- for (unsigned int i = 0; i < this->pScene->mNumTextures;++i)
- pScene->mTextures[i] = pc[i];
- pScene->mTextures[pScene->mNumTextures] = pcNew;
- pScene->mNumTextures++;
- delete[] pc;
- }
- }
- else {
- pcNew->pcData = NULL;
- delete pcNew;
- }
- return;
+ ai_assert(NULL != piSkip);
+
+ const MDL::Header *pcHeader = (const MDL::Header*)mBuffer; //the endianess is allready corrected in the InternReadFile_3DGS_MDL345 function
+
+ if (iType == 1 || iType > 3)
+ {
+ DefaultLogger::get()->error("Unsupported texture file format");
+ return;
+ }
+
+ const bool bNoRead = *piSkip == UINT_MAX;
+
+ // allocate a new texture object
+ aiTexture* pcNew = new aiTexture();
+ pcNew->mWidth = pcHeader->skinwidth;
+ pcNew->mHeight = pcHeader->skinheight;
+
+ if (bNoRead)pcNew->pcData = bad_texel;
+ ParseTextureColorData(szData,iType,piSkip,pcNew);
+
+ // store the texture
+ if (!bNoRead)
+ {
+ if (!this->pScene->mNumTextures)
+ {
+ pScene->mNumTextures = 1;
+ pScene->mTextures = new aiTexture*[1];
+ pScene->mTextures[0] = pcNew;
+ }
+ else
+ {
+ aiTexture** pc = pScene->mTextures;
+ pScene->mTextures = new aiTexture*[pScene->mNumTextures+1];
+ for (unsigned int i = 0; i < this->pScene->mNumTextures;++i)
+ pScene->mTextures[i] = pc[i];
+ pScene->mTextures[pScene->mNumTextures] = pcNew;
+ pScene->mNumTextures++;
+ delete[] pc;
+ }
+ }
+ else {
+ pcNew->pcData = NULL;
+ delete pcNew;
+ }
+ return;
}
// ------------------------------------------------------------------------------------------------
// Load color data of a texture and convert it to our output format
-void MDLImporter::ParseTextureColorData(const unsigned char* szData,
- unsigned int iType,
- unsigned int* piSkip,
- aiTexture* pcNew)
+void MDLImporter::ParseTextureColorData(const unsigned char* szData,
+ unsigned int iType,
+ unsigned int* piSkip,
+ aiTexture* pcNew)
{
- // allocate storage for the texture image
- if ((aiTexel*)0xffffffff != pcNew->pcData)
- pcNew->pcData = new aiTexel[pcNew->mWidth * pcNew->mHeight];
-
- // R5G6B5 format (with or without MIPs)
- // ****************************************************************
- if (2 == iType || 10 == iType)
- {
- VALIDATE_FILE_SIZE(szData + pcNew->mWidth*pcNew->mHeight*2);
-
- // copy texture data
- unsigned int i;
- if ((aiTexel*)0xffffffff != pcNew->pcData)
- {
- for (i = 0; i < pcNew->mWidth*pcNew->mHeight;++i)
- {
- MDL::RGB565 val = ((MDL::RGB565*)szData)[i];
- AI_SWAP2(val);
-
- pcNew->pcData[i].a = 0xFF;
- pcNew->pcData[i].r = (unsigned char)val.b << 3;
- pcNew->pcData[i].g = (unsigned char)val.g << 2;
- pcNew->pcData[i].b = (unsigned char)val.r << 3;
- }
- }
- else i = pcNew->mWidth*pcNew->mHeight;
- *piSkip = i * 2;
-
- // apply MIP maps
- if (10 == iType)
- {
- *piSkip += ((i >> 2) + (i >> 4) + (i >> 6)) << 1;
- VALIDATE_FILE_SIZE(szData + *piSkip);
- }
- }
- // ARGB4 format (with or without MIPs)
- // ****************************************************************
- else if (3 == iType || 11 == iType)
- {
- VALIDATE_FILE_SIZE(szData + pcNew->mWidth*pcNew->mHeight*4);
-
- // copy texture data
- unsigned int i;
- if ((aiTexel*)0xffffffff != pcNew->pcData)
- {
- for (i = 0; i < pcNew->mWidth*pcNew->mHeight;++i)
- {
- MDL::ARGB4 val = ((MDL::ARGB4*)szData)[i];
- AI_SWAP2(val);
-
- pcNew->pcData[i].a = (unsigned char)val.a << 4;
- pcNew->pcData[i].r = (unsigned char)val.r << 4;
- pcNew->pcData[i].g = (unsigned char)val.g << 4;
- pcNew->pcData[i].b = (unsigned char)val.b << 4;
- }
- }
- else i = pcNew->mWidth*pcNew->mHeight;
- *piSkip = i * 2;
-
- // apply MIP maps
- if (11 == iType)
- {
- *piSkip += ((i >> 2) + (i >> 4) + (i >> 6)) << 1;
- VALIDATE_FILE_SIZE(szData + *piSkip);
- }
- }
- // RGB8 format (with or without MIPs)
- // ****************************************************************
- else if (4 == iType || 12 == iType)
- {
- VALIDATE_FILE_SIZE(szData + pcNew->mWidth*pcNew->mHeight*3);
-
- // copy texture data
- unsigned int i;
- if ((aiTexel*)0xffffffff != pcNew->pcData)
- {
- for (i = 0; i < pcNew->mWidth*pcNew->mHeight;++i)
- {
- const unsigned char* _szData = &szData[i*3];
-
- pcNew->pcData[i].a = 0xFF;
- pcNew->pcData[i].b = *_szData++;
- pcNew->pcData[i].g = *_szData++;
- pcNew->pcData[i].r = *_szData;
- }
- }
- else i = pcNew->mWidth*pcNew->mHeight;
-
-
- // apply MIP maps
- *piSkip = i * 3;
- if (12 == iType)
- {
- *piSkip += ((i >> 2) + (i >> 4) + (i >> 6)) *3;
- VALIDATE_FILE_SIZE(szData + *piSkip);
- }
- }
- // ARGB8 format (with ir without MIPs)
- // ****************************************************************
- else if (5 == iType || 13 == iType)
- {
- VALIDATE_FILE_SIZE(szData + pcNew->mWidth*pcNew->mHeight*4);
-
- // copy texture data
- unsigned int i;
- if ((aiTexel*)0xffffffff != pcNew->pcData)
- {
- for (i = 0; i < pcNew->mWidth*pcNew->mHeight;++i)
- {
- const unsigned char* _szData = &szData[i*4];
-
- pcNew->pcData[i].b = *_szData++;
- pcNew->pcData[i].g = *_szData++;
- pcNew->pcData[i].r = *_szData++;
- pcNew->pcData[i].a = *_szData;
- }
- }
- else i = pcNew->mWidth*pcNew->mHeight;
-
- // apply MIP maps
- *piSkip = i << 2;
- if (13 == iType)
- {
- *piSkip += ((i >> 2) + (i >> 4) + (i >> 6)) << 2;
- }
- }
- // palletized 8 bit texture. As for Quake 1
- // ****************************************************************
- else if (0 == iType)
- {
- VALIDATE_FILE_SIZE(szData + pcNew->mWidth*pcNew->mHeight);
-
- // copy texture data
- unsigned int i;
- if ((aiTexel*)0xffffffff != pcNew->pcData)
- {
-
- const unsigned char* szColorMap;
- this->SearchPalette(&szColorMap);
-
- for (i = 0; i < pcNew->mWidth*pcNew->mHeight;++i)
- {
- const unsigned char val = szData[i];
- const unsigned char* sz = &szColorMap[val*3];
-
- pcNew->pcData[i].a = 0xFF;
- pcNew->pcData[i].r = *sz++;
- pcNew->pcData[i].g = *sz++;
- pcNew->pcData[i].b = *sz;
- }
- this->FreePalette(szColorMap);
-
- }
- else i = pcNew->mWidth*pcNew->mHeight;
- *piSkip = i;
-
- // FIXME: Also support for MIP maps?
- }
+ const bool do_read = bad_texel != pcNew->pcData;
+
+ // allocate storage for the texture image
+ if (do_read) {
+ pcNew->pcData = new aiTexel[pcNew->mWidth * pcNew->mHeight];
+ }
+
+ // R5G6B5 format (with or without MIPs)
+ // ****************************************************************
+ if (2 == iType || 10 == iType)
+ {
+ VALIDATE_FILE_SIZE(szData + pcNew->mWidth*pcNew->mHeight*2);
+
+ // copy texture data
+ unsigned int i;
+ if (do_read)
+ {
+ for (i = 0; i < pcNew->mWidth*pcNew->mHeight;++i)
+ {
+ MDL::RGB565 val = ((MDL::RGB565*)szData)[i];
+ AI_SWAP2(val);
+
+ pcNew->pcData[i].a = 0xFF;
+ pcNew->pcData[i].r = (unsigned char)val.b << 3;
+ pcNew->pcData[i].g = (unsigned char)val.g << 2;
+ pcNew->pcData[i].b = (unsigned char)val.r << 3;
+ }
+ }
+ else i = pcNew->mWidth*pcNew->mHeight;
+ *piSkip = i * 2;
+
+ // apply MIP maps
+ if (10 == iType)
+ {
+ *piSkip += ((i >> 2) + (i >> 4) + (i >> 6)) << 1;
+ VALIDATE_FILE_SIZE(szData + *piSkip);
+ }
+ }
+ // ARGB4 format (with or without MIPs)
+ // ****************************************************************
+ else if (3 == iType || 11 == iType)
+ {
+ VALIDATE_FILE_SIZE(szData + pcNew->mWidth*pcNew->mHeight*4);
+
+ // copy texture data
+ unsigned int i;
+ if (do_read)
+ {
+ for (i = 0; i < pcNew->mWidth*pcNew->mHeight;++i)
+ {
+ MDL::ARGB4 val = ((MDL::ARGB4*)szData)[i];
+ AI_SWAP2(val);
+
+ pcNew->pcData[i].a = (unsigned char)val.a << 4;
+ pcNew->pcData[i].r = (unsigned char)val.r << 4;
+ pcNew->pcData[i].g = (unsigned char)val.g << 4;
+ pcNew->pcData[i].b = (unsigned char)val.b << 4;
+ }
+ }
+ else i = pcNew->mWidth*pcNew->mHeight;
+ *piSkip = i * 2;
+
+ // apply MIP maps
+ if (11 == iType)
+ {
+ *piSkip += ((i >> 2) + (i >> 4) + (i >> 6)) << 1;
+ VALIDATE_FILE_SIZE(szData + *piSkip);
+ }
+ }
+ // RGB8 format (with or without MIPs)
+ // ****************************************************************
+ else if (4 == iType || 12 == iType)
+ {
+ VALIDATE_FILE_SIZE(szData + pcNew->mWidth*pcNew->mHeight*3);
+
+ // copy texture data
+ unsigned int i;
+ if (do_read)
+ {
+ for (i = 0; i < pcNew->mWidth*pcNew->mHeight;++i)
+ {
+ const unsigned char* _szData = &szData[i*3];
+
+ pcNew->pcData[i].a = 0xFF;
+ pcNew->pcData[i].b = *_szData++;
+ pcNew->pcData[i].g = *_szData++;
+ pcNew->pcData[i].r = *_szData;
+ }
+ }
+ else i = pcNew->mWidth*pcNew->mHeight;
+
+
+ // apply MIP maps
+ *piSkip = i * 3;
+ if (12 == iType)
+ {
+ *piSkip += ((i >> 2) + (i >> 4) + (i >> 6)) *3;
+ VALIDATE_FILE_SIZE(szData + *piSkip);
+ }
+ }
+ // ARGB8 format (with ir without MIPs)
+ // ****************************************************************
+ else if (5 == iType || 13 == iType)
+ {
+ VALIDATE_FILE_SIZE(szData + pcNew->mWidth*pcNew->mHeight*4);
+
+ // copy texture data
+ unsigned int i;
+ if (do_read)
+ {
+ for (i = 0; i < pcNew->mWidth*pcNew->mHeight;++i)
+ {
+ const unsigned char* _szData = &szData[i*4];
+
+ pcNew->pcData[i].b = *_szData++;
+ pcNew->pcData[i].g = *_szData++;
+ pcNew->pcData[i].r = *_szData++;
+ pcNew->pcData[i].a = *_szData;
+ }
+ }
+ else i = pcNew->mWidth*pcNew->mHeight;
+
+ // apply MIP maps
+ *piSkip = i << 2;
+ if (13 == iType)
+ {
+ *piSkip += ((i >> 2) + (i >> 4) + (i >> 6)) << 2;
+ }
+ }
+ // palletized 8 bit texture. As for Quake 1
+ // ****************************************************************
+ else if (0 == iType)
+ {
+ VALIDATE_FILE_SIZE(szData + pcNew->mWidth*pcNew->mHeight);
+
+ // copy texture data
+ unsigned int i;
+ if (do_read)
+ {
+
+ const unsigned char* szColorMap;
+ SearchPalette(&szColorMap);
+
+ for (i = 0; i < pcNew->mWidth*pcNew->mHeight;++i)
+ {
+ const unsigned char val = szData[i];
+ const unsigned char* sz = &szColorMap[val*3];
+
+ pcNew->pcData[i].a = 0xFF;
+ pcNew->pcData[i].r = *sz++;
+ pcNew->pcData[i].g = *sz++;
+ pcNew->pcData[i].b = *sz;
+ }
+ this->FreePalette(szColorMap);
+
+ }
+ else i = pcNew->mWidth*pcNew->mHeight;
+ *piSkip = i;
+
+ // FIXME: Also support for MIP maps?
+ }
}
// ------------------------------------------------------------------------------------------------
// Get a texture from a MDL5 file
-void MDLImporter::CreateTexture_3DGS_MDL5(const unsigned char* szData,
- unsigned int iType,
- unsigned int* piSkip)
+void MDLImporter::CreateTexture_3DGS_MDL5(const unsigned char* szData,
+ unsigned int iType,
+ unsigned int* piSkip)
{
- ai_assert(NULL != piSkip);
- bool bNoRead = *piSkip == 0xffffffff;
-
- // allocate a new texture object
- aiTexture* pcNew = new aiTexture();
-
- VALIDATE_FILE_SIZE(szData+8);
-
- // first read the size of the texture
- pcNew->mWidth = *((uint32_t*)szData);
- AI_SWAP4(pcNew->mWidth);
- szData += sizeof(uint32_t);
-
- pcNew->mHeight = *((uint32_t*)szData);
- AI_SWAP4(pcNew->mHeight);
- szData += sizeof(uint32_t);
-
- if (bNoRead)pcNew->pcData = (aiTexel*)0xffffffff;
-
- // this should not occur - at least the docs say it shouldn't
- // however, you can easily try out what MED does if you have
- // a model with a DDS texture and export it to MDL5 ...
- // yes, you're right. It embedds the DDS texture ... :cry:
- if (6 == iType)
- {
- // this is a compressed texture in DDS format
- *piSkip = pcNew->mWidth;
- VALIDATE_FILE_SIZE(szData + *piSkip);
-
- if (!bNoRead)
- {
- // place a hint and let the application know that it's
- // a DDS file
- pcNew->mHeight = 0;
- pcNew->achFormatHint[0] = 'd';
- pcNew->achFormatHint[1] = 'd';
- pcNew->achFormatHint[2] = 's';
- pcNew->achFormatHint[3] = '\0';
-
- pcNew->pcData = (aiTexel*) new unsigned char[pcNew->mWidth];
- ::memcpy(pcNew->pcData,szData,pcNew->mWidth);
- }
- }
- else
- {
- // parse the color data of the texture
- ParseTextureColorData(szData,iType,
- piSkip,pcNew);
- }
- *piSkip += sizeof(uint32_t) * 2;
-
- if (!bNoRead)
- {
- // store the texture
- if (!this->pScene->mNumTextures)
- {
- pScene->mNumTextures = 1;
- pScene->mTextures = new aiTexture*[1];
- pScene->mTextures[0] = pcNew;
- }
- else
- {
- aiTexture** pc = pScene->mTextures;
- pScene->mTextures = new aiTexture*[pScene->mNumTextures+1];
- for (unsigned int i = 0; i < pScene->mNumTextures;++i)
- this->pScene->mTextures[i] = pc[i];
-
- pScene->mTextures[pScene->mNumTextures] = pcNew;
- pScene->mNumTextures++;
- delete[] pc;
- }
- }
- else {
- pcNew->pcData = NULL;
- delete pcNew;
- }
- return;
+ ai_assert(NULL != piSkip);
+ bool bNoRead = *piSkip == UINT_MAX;
+
+ // allocate a new texture object
+ aiTexture* pcNew = new aiTexture();
+
+ VALIDATE_FILE_SIZE(szData+8);
+
+ // first read the size of the texture
+ pcNew->mWidth = *((uint32_t*)szData);
+ AI_SWAP4(pcNew->mWidth);
+ szData += sizeof(uint32_t);
+
+ pcNew->mHeight = *((uint32_t*)szData);
+ AI_SWAP4(pcNew->mHeight);
+ szData += sizeof(uint32_t);
+
+ if (bNoRead) {
+ pcNew->pcData = bad_texel;
+ }
+
+ // this should not occur - at least the docs say it shouldn't.
+ // however, one can easily try out what MED does if you have
+ // a model with a DDS texture and export it to MDL5 ...
+ // yeah, it embedds the DDS file.
+ if (6 == iType)
+ {
+ // this is a compressed texture in DDS format
+ *piSkip = pcNew->mWidth;
+ VALIDATE_FILE_SIZE(szData + *piSkip);
+
+ if (!bNoRead)
+ {
+ // place a hint and let the application know that this is a DDS file
+ pcNew->mHeight = 0;
+ pcNew->achFormatHint[0] = 'd';
+ pcNew->achFormatHint[1] = 'd';
+ pcNew->achFormatHint[2] = 's';
+ pcNew->achFormatHint[3] = '\0';
+
+ pcNew->pcData = (aiTexel*) new unsigned char[pcNew->mWidth];
+ ::memcpy(pcNew->pcData,szData,pcNew->mWidth);
+ }
+ }
+ else
+ {
+ // parse the color data of the texture
+ ParseTextureColorData(szData,iType,piSkip,pcNew);
+ }
+ *piSkip += sizeof(uint32_t) * 2;
+
+ if (!bNoRead)
+ {
+ // store the texture
+ if (!this->pScene->mNumTextures)
+ {
+ pScene->mNumTextures = 1;
+ pScene->mTextures = new aiTexture*[1];
+ pScene->mTextures[0] = pcNew;
+ }
+ else
+ {
+ aiTexture** pc = pScene->mTextures;
+ pScene->mTextures = new aiTexture*[pScene->mNumTextures+1];
+ for (unsigned int i = 0; i < pScene->mNumTextures;++i)
+ this->pScene->mTextures[i] = pc[i];
+
+ pScene->mTextures[pScene->mNumTextures] = pcNew;
+ pScene->mNumTextures++;
+ delete[] pc;
+ }
+ }
+ else {
+ pcNew->pcData = NULL;
+ delete pcNew;
+ }
+ return;
}
// ------------------------------------------------------------------------------------------------
// Get a skin from a MDL7 file - more complex than all other subformats
void MDLImporter::ParseSkinLump_3DGS_MDL7(
- const unsigned char* szCurrent,
- const unsigned char** szCurrentOut,
- MaterialHelper* pcMatOut,
- unsigned int iType,
- unsigned int iWidth,
- unsigned int iHeight)
+ const unsigned char* szCurrent,
+ const unsigned char** szCurrentOut,
+ aiMaterial* pcMatOut,
+ unsigned int iType,
+ unsigned int iWidth,
+ unsigned int iHeight)
{
- aiTexture* pcNew = NULL;
-
- // get the type of the skin
- unsigned int iMasked = (unsigned int)(iType & 0xF);
-
- if (0x1 == iMasked)
- {
- // ***** REFERENCE TO ANOTHER SKIN INDEX *****
- int referrer = (int)iWidth;
- pcMatOut->AddProperty<int>(&referrer,1,AI_MDL7_REFERRER_MATERIAL);
- }
- else if (0x6 == iMasked)
- {
- // ***** EMBEDDED DDS FILE *****
- if (1 != iHeight)
- {
- DefaultLogger::get()->warn("Found a reference to an embedded DDS texture, "
- "but texture height is not equal to 1, which is not supported by MED");
- }
-
- pcNew = new aiTexture();
- pcNew->mHeight = 0;
- pcNew->mWidth = iWidth;
-
- // place a proper format hint
- pcNew->achFormatHint[0] = 'd';
- pcNew->achFormatHint[1] = 'd';
- pcNew->achFormatHint[2] = 's';
- pcNew->achFormatHint[3] = '\0';
-
- pcNew->pcData = (aiTexel*) new unsigned char[pcNew->mWidth];
- memcpy(pcNew->pcData,szCurrent,pcNew->mWidth);
- szCurrent += iWidth;
- }
- if (0x7 == iMasked)
- {
- // ***** REFERENCE TO EXTERNAL FILE *****
- if (1 != iHeight)
- {
- DefaultLogger::get()->warn("Found a reference to an external texture, "
- "but texture height is not equal to 1, which is not supported by MED");
- }
-
- aiString szFile;
- const size_t iLen = strlen((const char*)szCurrent);
- size_t iLen2 = iLen+1;
- iLen2 = iLen2 > MAXLEN ? MAXLEN : iLen2;
- memcpy(szFile.data,(const char*)szCurrent,iLen2);
- szFile.length = iLen;
-
- szCurrent += iLen2;
-
- // place this as diffuse texture
- pcMatOut->AddProperty(&szFile,AI_MATKEY_TEXTURE_DIFFUSE(0));
- }
- else if (iMasked || !iType || (iType && iWidth && iHeight))
- {
- // ***** STANDARD COLOR TEXTURE *****
- pcNew = new aiTexture();
- if (!iHeight || !iWidth)
- {
- DefaultLogger::get()->warn("Found embedded texture, but its width "
- "an height are both 0. Is this a joke?");
-
- // generate an empty chess pattern
- pcNew->mWidth = pcNew->mHeight = 8;
- pcNew->pcData = new aiTexel[64];
- for (unsigned int x = 0; x < 8;++x)
- {
- for (unsigned int y = 0; y < 8;++y)
- {
- const bool bSet = ((0 == x % 2 && 0 != y % 2) ||
- (0 != x % 2 && 0 == y % 2));
-
- aiTexel* pc = &pcNew->pcData[y * 8 + x];
- pc->r = pc->b = pc->g = (bSet?0xFF:0);
- pc->a = 0xFF;
- }
- }
- }
- else
- {
- // it is a standard color texture. Fill in width and height
- // and call the same function we used for loading MDL5 files
-
- pcNew->mWidth = iWidth;
- pcNew->mHeight = iHeight;
-
- unsigned int iSkip = 0;
- this->ParseTextureColorData(szCurrent,iMasked,&iSkip,pcNew);
-
- // skip length of texture data
- szCurrent += iSkip;
- }
- }
-
- // sometimes there are MDL7 files which have a monochrome
- // texture instead of material colors ... posssible they have
- // been converted to MDL7 from other formats, such as MDL5
- aiColor4D clrTexture;
- if (pcNew)clrTexture = this->ReplaceTextureWithColor(pcNew);
- else clrTexture.r = get_qnan();
-
- // check whether a material definition is contained in the skin
- if (iType & AI_MDL7_SKINTYPE_MATERIAL)
- {
- BE_NCONST MDL::Material_MDL7* pcMatIn = (BE_NCONST MDL::Material_MDL7*)szCurrent;
- szCurrent = (unsigned char*)(pcMatIn+1);
- VALIDATE_FILE_SIZE(szCurrent);
-
- aiColor3D clrTemp;
+ aiTexture* pcNew = NULL;
+
+ // get the type of the skin
+ unsigned int iMasked = (unsigned int)(iType & 0xF);
+
+ if (0x1 == iMasked)
+ {
+ // ***** REFERENCE TO ANOTHER SKIN INDEX *****
+ int referrer = (int)iWidth;
+ pcMatOut->AddProperty<int>(&referrer,1,AI_MDL7_REFERRER_MATERIAL);
+ }
+ else if (0x6 == iMasked)
+ {
+ // ***** EMBEDDED DDS FILE *****
+ if (1 != iHeight)
+ {
+ DefaultLogger::get()->warn("Found a reference to an embedded DDS texture, "
+ "but texture height is not equal to 1, which is not supported by MED");
+ }
+
+ pcNew = new aiTexture();
+ pcNew->mHeight = 0;
+ pcNew->mWidth = iWidth;
+
+ // place a proper format hint
+ pcNew->achFormatHint[0] = 'd';
+ pcNew->achFormatHint[1] = 'd';
+ pcNew->achFormatHint[2] = 's';
+ pcNew->achFormatHint[3] = '\0';
+
+ pcNew->pcData = (aiTexel*) new unsigned char[pcNew->mWidth];
+ memcpy(pcNew->pcData,szCurrent,pcNew->mWidth);
+ szCurrent += iWidth;
+ }
+ if (0x7 == iMasked)
+ {
+ // ***** REFERENCE TO EXTERNAL FILE *****
+ if (1 != iHeight)
+ {
+ DefaultLogger::get()->warn("Found a reference to an external texture, "
+ "but texture height is not equal to 1, which is not supported by MED");
+ }
+
+ aiString szFile;
+ const size_t iLen = strlen((const char*)szCurrent);
+ size_t iLen2 = iLen+1;
+ iLen2 = iLen2 > MAXLEN ? MAXLEN : iLen2;
+ memcpy(szFile.data,(const char*)szCurrent,iLen2);
+ szFile.length = iLen;
+
+ szCurrent += iLen2;
+
+ // place this as diffuse texture
+ pcMatOut->AddProperty(&szFile,AI_MATKEY_TEXTURE_DIFFUSE(0));
+ }
+ else if (iMasked || !iType || (iType && iWidth && iHeight))
+ {
+ // ***** STANDARD COLOR TEXTURE *****
+ pcNew = new aiTexture();
+ if (!iHeight || !iWidth)
+ {
+ DefaultLogger::get()->warn("Found embedded texture, but its width "
+ "an height are both 0. Is this a joke?");
+
+ // generate an empty chess pattern
+ pcNew->mWidth = pcNew->mHeight = 8;
+ pcNew->pcData = new aiTexel[64];
+ for (unsigned int x = 0; x < 8;++x)
+ {
+ for (unsigned int y = 0; y < 8;++y)
+ {
+ const bool bSet = ((0 == x % 2 && 0 != y % 2) ||
+ (0 != x % 2 && 0 == y % 2));
+
+ aiTexel* pc = &pcNew->pcData[y * 8 + x];
+ pc->r = pc->b = pc->g = (bSet?0xFF:0);
+ pc->a = 0xFF;
+ }
+ }
+ }
+ else
+ {
+ // it is a standard color texture. Fill in width and height
+ // and call the same function we used for loading MDL5 files
+
+ pcNew->mWidth = iWidth;
+ pcNew->mHeight = iHeight;
+
+ unsigned int iSkip = 0;
+ ParseTextureColorData(szCurrent,iMasked,&iSkip,pcNew);
+
+ // skip length of texture data
+ szCurrent += iSkip;
+ }
+ }
+
+ // sometimes there are MDL7 files which have a monochrome
+ // texture instead of material colors ... posssible they have
+ // been converted to MDL7 from other formats, such as MDL5
+ aiColor4D clrTexture;
+ if (pcNew)clrTexture = ReplaceTextureWithColor(pcNew);
+ else clrTexture.r = get_qnan();
+
+ // check whether a material definition is contained in the skin
+ if (iType & AI_MDL7_SKINTYPE_MATERIAL)
+ {
+ BE_NCONST MDL::Material_MDL7* pcMatIn = (BE_NCONST MDL::Material_MDL7*)szCurrent;
+ szCurrent = (unsigned char*)(pcMatIn+1);
+ VALIDATE_FILE_SIZE(szCurrent);
+
+ aiColor3D clrTemp;
#define COLOR_MULTIPLY_RGB() \
- if (is_not_qnan(clrTexture.r)) \
- { \
- clrTemp.r *= clrTexture.r; \
- clrTemp.g *= clrTexture.g; \
- clrTemp.b *= clrTexture.b; \
- }
-
- // read diffuse color
- clrTemp.r = pcMatIn->Diffuse.r;
- AI_SWAP4(clrTemp.r);
- clrTemp.g = pcMatIn->Diffuse.g;
- AI_SWAP4(clrTemp.g);
- clrTemp.b = pcMatIn->Diffuse.b;
- AI_SWAP4(clrTemp.b);
- COLOR_MULTIPLY_RGB();
- pcMatOut->AddProperty<aiColor3D>(&clrTemp,1,AI_MATKEY_COLOR_DIFFUSE);
-
- // read specular color
- clrTemp.r = pcMatIn->Specular.r;
- AI_SWAP4(clrTemp.r);
- clrTemp.g = pcMatIn->Specular.g;
- AI_SWAP4(clrTemp.g);
- clrTemp.b = pcMatIn->Specular.b;
- AI_SWAP4(clrTemp.b);
- COLOR_MULTIPLY_RGB();
- pcMatOut->AddProperty<aiColor3D>(&clrTemp,1,AI_MATKEY_COLOR_SPECULAR);
-
- // read ambient color
- clrTemp.r = pcMatIn->Ambient.r;
- AI_SWAP4(clrTemp.r);
- clrTemp.g = pcMatIn->Ambient.g;
- AI_SWAP4(clrTemp.g);
- clrTemp.b = pcMatIn->Ambient.b;
- AI_SWAP4(clrTemp.b);
- COLOR_MULTIPLY_RGB();
- pcMatOut->AddProperty<aiColor3D>(&clrTemp,1,AI_MATKEY_COLOR_AMBIENT);
-
- // read emissive color
- clrTemp.r = pcMatIn->Emissive.r;
- AI_SWAP4(clrTemp.r);
- clrTemp.g = pcMatIn->Emissive.g;
- AI_SWAP4(clrTemp.g);
- clrTemp.b = pcMatIn->Emissive.b;
- AI_SWAP4(clrTemp.b);
- pcMatOut->AddProperty<aiColor3D>(&clrTemp,1,AI_MATKEY_COLOR_EMISSIVE);
+ if (is_not_qnan(clrTexture.r)) \
+ { \
+ clrTemp.r *= clrTexture.r; \
+ clrTemp.g *= clrTexture.g; \
+ clrTemp.b *= clrTexture.b; \
+ }
+
+ // read diffuse color
+ clrTemp.r = pcMatIn->Diffuse.r;
+ AI_SWAP4(clrTemp.r);
+ clrTemp.g = pcMatIn->Diffuse.g;
+ AI_SWAP4(clrTemp.g);
+ clrTemp.b = pcMatIn->Diffuse.b;
+ AI_SWAP4(clrTemp.b);
+ COLOR_MULTIPLY_RGB();
+ pcMatOut->AddProperty<aiColor3D>(&clrTemp,1,AI_MATKEY_COLOR_DIFFUSE);
+
+ // read specular color
+ clrTemp.r = pcMatIn->Specular.r;
+ AI_SWAP4(clrTemp.r);
+ clrTemp.g = pcMatIn->Specular.g;
+ AI_SWAP4(clrTemp.g);
+ clrTemp.b = pcMatIn->Specular.b;
+ AI_SWAP4(clrTemp.b);
+ COLOR_MULTIPLY_RGB();
+ pcMatOut->AddProperty<aiColor3D>(&clrTemp,1,AI_MATKEY_COLOR_SPECULAR);
+
+ // read ambient color
+ clrTemp.r = pcMatIn->Ambient.r;
+ AI_SWAP4(clrTemp.r);
+ clrTemp.g = pcMatIn->Ambient.g;
+ AI_SWAP4(clrTemp.g);
+ clrTemp.b = pcMatIn->Ambient.b;
+ AI_SWAP4(clrTemp.b);
+ COLOR_MULTIPLY_RGB();
+ pcMatOut->AddProperty<aiColor3D>(&clrTemp,1,AI_MATKEY_COLOR_AMBIENT);
+
+ // read emissive color
+ clrTemp.r = pcMatIn->Emissive.r;
+ AI_SWAP4(clrTemp.r);
+ clrTemp.g = pcMatIn->Emissive.g;
+ AI_SWAP4(clrTemp.g);
+ clrTemp.b = pcMatIn->Emissive.b;
+ AI_SWAP4(clrTemp.b);
+ pcMatOut->AddProperty<aiColor3D>(&clrTemp,1,AI_MATKEY_COLOR_EMISSIVE);
#undef COLOR_MULITPLY_RGB
- // FIX: Take the opacity from the ambient color
- // the doc says something else, but it is fact that MED exports the
- // opacity like this .... ARRRGGHH!
- clrTemp.r = pcMatIn->Ambient.a;
- AI_SWAP4(clrTemp.r);
- if (is_not_qnan(clrTexture.r)) {
- clrTemp.r *= clrTexture.a;
- }
- pcMatOut->AddProperty<float>(&clrTemp.r,1,AI_MATKEY_OPACITY);
-
- // read phong power
- int iShadingMode = (int)aiShadingMode_Gouraud;
- AI_SWAP4(pcMatIn->Power);
- if (0.0f != pcMatIn->Power)
- {
- iShadingMode = (int)aiShadingMode_Phong;
- pcMatOut->AddProperty<float>(&pcMatIn->Power,1,AI_MATKEY_SHININESS);
- }
- pcMatOut->AddProperty<int>(&iShadingMode,1,AI_MATKEY_SHADING_MODEL);
- }
- else if (is_not_qnan(clrTexture.r))
- {
- pcMatOut->AddProperty<aiColor4D>(&clrTexture,1,AI_MATKEY_COLOR_DIFFUSE);
- pcMatOut->AddProperty<aiColor4D>(&clrTexture,1,AI_MATKEY_COLOR_SPECULAR);
- }
- // if the texture could be replaced by a single material color
- // we don't need the texture anymore
- if (is_not_qnan(clrTexture.r))
- {
- delete pcNew;
- pcNew = NULL;
- }
-
- // if an ASCII effect description (HLSL?) is contained in the file,
- // we can simply ignore it ...
- if (iType & AI_MDL7_SKINTYPE_MATERIAL_ASCDEF)
- {
- VALIDATE_FILE_SIZE(szCurrent);
- int32_t iMe = *((int32_t*)szCurrent);
- AI_SWAP4(iMe);
- szCurrent += sizeof(char) * iMe + sizeof(int32_t);
- VALIDATE_FILE_SIZE(szCurrent);
- }
-
- // If an embedded texture has been loaded setup the corresponding
- // data structures in the aiScene instance
- if (pcNew && this->pScene->mNumTextures <= 999)
- {
-
- // place this as diffuse texture
- char szCurrent[5];
- ::sprintf(szCurrent,"*%i",this->pScene->mNumTextures);
-
- aiString szFile;
- const size_t iLen = strlen((const char*)szCurrent);
- ::memcpy(szFile.data,(const char*)szCurrent,iLen+1);
- szFile.length = iLen;
-
- pcMatOut->AddProperty(&szFile,AI_MATKEY_TEXTURE_DIFFUSE(0));
-
- // store the texture
- if (!this->pScene->mNumTextures)
- {
- this->pScene->mNumTextures = 1;
- this->pScene->mTextures = new aiTexture*[1];
- this->pScene->mTextures[0] = pcNew;
- }
- else
- {
- aiTexture** pc = this->pScene->mTextures;
- this->pScene->mTextures = new aiTexture*[this->pScene->mNumTextures+1];
- for (unsigned int i = 0; i < this->pScene->mNumTextures;++i)
- this->pScene->mTextures[i] = pc[i];
-
- this->pScene->mTextures[this->pScene->mNumTextures] = pcNew;
- this->pScene->mNumTextures++;
- delete[] pc;
- }
- }
- VALIDATE_FILE_SIZE(szCurrent);
- *szCurrentOut = szCurrent;
+ // FIX: Take the opacity from the ambient color.
+ // The doc say something else, but it is fact that MED exports the
+ // opacity like this .... oh well.
+ clrTemp.r = pcMatIn->Ambient.a;
+ AI_SWAP4(clrTemp.r);
+ if (is_not_qnan(clrTexture.r)) {
+ clrTemp.r *= clrTexture.a;
+ }
+ pcMatOut->AddProperty<float>(&clrTemp.r,1,AI_MATKEY_OPACITY);
+
+ // read phong power
+ int iShadingMode = (int)aiShadingMode_Gouraud;
+ AI_SWAP4(pcMatIn->Power);
+ if (0.0f != pcMatIn->Power)
+ {
+ iShadingMode = (int)aiShadingMode_Phong;
+ pcMatOut->AddProperty<float>(&pcMatIn->Power,1,AI_MATKEY_SHININESS);
+ }
+ pcMatOut->AddProperty<int>(&iShadingMode,1,AI_MATKEY_SHADING_MODEL);
+ }
+ else if (is_not_qnan(clrTexture.r))
+ {
+ pcMatOut->AddProperty<aiColor4D>(&clrTexture,1,AI_MATKEY_COLOR_DIFFUSE);
+ pcMatOut->AddProperty<aiColor4D>(&clrTexture,1,AI_MATKEY_COLOR_SPECULAR);
+ }
+ // if the texture could be replaced by a single material color
+ // we don't need the texture anymore
+ if (is_not_qnan(clrTexture.r))
+ {
+ delete pcNew;
+ pcNew = NULL;
+ }
+
+ // If an ASCII effect description (HLSL?) is contained in the file,
+ // we can simply ignore it ...
+ if (iType & AI_MDL7_SKINTYPE_MATERIAL_ASCDEF)
+ {
+ VALIDATE_FILE_SIZE(szCurrent);
+ int32_t iMe = *((int32_t*)szCurrent);
+ AI_SWAP4(iMe);
+ szCurrent += sizeof(char) * iMe + sizeof(int32_t);
+ VALIDATE_FILE_SIZE(szCurrent);
+ }
+
+ // If an embedded texture has been loaded setup the corresponding
+ // data structures in the aiScene instance
+ if (pcNew && pScene->mNumTextures <= 999)
+ {
+
+ // place this as diffuse texture
+ char szCurrent[5];
+ ::sprintf(szCurrent,"*%i",this->pScene->mNumTextures);
+
+ aiString szFile;
+ const size_t iLen = strlen((const char*)szCurrent);
+ ::memcpy(szFile.data,(const char*)szCurrent,iLen+1);
+ szFile.length = iLen;
+
+ pcMatOut->AddProperty(&szFile,AI_MATKEY_TEXTURE_DIFFUSE(0));
+
+ // store the texture
+ if (!pScene->mNumTextures)
+ {
+ pScene->mNumTextures = 1;
+ pScene->mTextures = new aiTexture*[1];
+ pScene->mTextures[0] = pcNew;
+ }
+ else
+ {
+ aiTexture** pc = pScene->mTextures;
+ pScene->mTextures = new aiTexture*[pScene->mNumTextures+1];
+ for (unsigned int i = 0; i < pScene->mNumTextures;++i) {
+ pScene->mTextures[i] = pc[i];
+ }
+
+ pScene->mTextures[pScene->mNumTextures] = pcNew;
+ pScene->mNumTextures++;
+ delete[] pc;
+ }
+ }
+ VALIDATE_FILE_SIZE(szCurrent);
+ *szCurrentOut = szCurrent;
}
// ------------------------------------------------------------------------------------------------
// Skip a skin lump
void MDLImporter::SkipSkinLump_3DGS_MDL7(
- const unsigned char* szCurrent,
- const unsigned char** szCurrentOut,
- unsigned int iType,
- unsigned int iWidth,
- unsigned int iHeight)
+ const unsigned char* szCurrent,
+ const unsigned char** szCurrentOut,
+ unsigned int iType,
+ unsigned int iWidth,
+ unsigned int iHeight)
{
- // get the type of the skin
- unsigned int iMasked = (unsigned int)(iType & 0xF);
-
- if (0x6 == iMasked)
- {
- szCurrent += iWidth;
- }
- if (0x7 == iMasked)
- {
- const size_t iLen = ::strlen((const char*)szCurrent);
- szCurrent += iLen+1;
- }
- else if (iMasked || !iType)
- {
- if (iMasked || !iType || (iType && iWidth && iHeight))
- {
- // ParseTextureColorData(..., aiTexture::pcData == 0xffffffff) will simply
- // return the size of the color data in bytes in iSkip
- unsigned int iSkip = 0;
-
- aiTexture tex;
- tex.pcData = reinterpret_cast<aiTexel*>(0xffffffff);
- tex.mHeight = iHeight;
- tex.mWidth = iWidth;
- this->ParseTextureColorData(szCurrent,iMasked,&iSkip,&tex);
-
- // FIX: Important, otherwise the destructor will crash
- tex.pcData = NULL;
-
- // skip length of texture data
- szCurrent += iSkip;
- }
- }
-
- // check whether a material definition is contained in the skin
- if (iType & AI_MDL7_SKINTYPE_MATERIAL)
- {
- BE_NCONST MDL::Material_MDL7* pcMatIn = (BE_NCONST MDL::Material_MDL7*)szCurrent;
- szCurrent = (unsigned char*)(pcMatIn+1);
- }
-
- // if an ASCII effect description (HLSL?) is contained in the file,
- // we can simply ignore it ...
- if (iType & AI_MDL7_SKINTYPE_MATERIAL_ASCDEF)
- {
- int32_t iMe = *((int32_t*)szCurrent);
- AI_SWAP4(iMe);
- szCurrent += sizeof(char) * iMe + sizeof(int32_t);
- }
- *szCurrentOut = szCurrent;
+ // get the type of the skin
+ const unsigned int iMasked = (unsigned int)(iType & 0xF);
+
+ if (0x6 == iMasked)
+ {
+ szCurrent += iWidth;
+ }
+ if (0x7 == iMasked)
+ {
+ const size_t iLen = ::strlen((const char*)szCurrent);
+ szCurrent += iLen+1;
+ }
+ else if (iMasked || !iType)
+ {
+ if (iMasked || !iType || (iType && iWidth && iHeight))
+ {
+ // ParseTextureColorData(..., aiTexture::pcData == bad_texel) will simply
+ // return the size of the color data in bytes in iSkip
+ unsigned int iSkip = 0;
+
+ aiTexture tex;
+ tex.pcData = bad_texel;
+ tex.mHeight = iHeight;
+ tex.mWidth = iWidth;
+ ParseTextureColorData(szCurrent,iMasked,&iSkip,&tex);
+
+ // FIX: Important, otherwise the destructor will crash
+ tex.pcData = NULL;
+
+ // skip length of texture data
+ szCurrent += iSkip;
+ }
+ }
+
+ // check whether a material definition is contained in the skin
+ if (iType & AI_MDL7_SKINTYPE_MATERIAL)
+ {
+ BE_NCONST MDL::Material_MDL7* pcMatIn = (BE_NCONST MDL::Material_MDL7*)szCurrent;
+ szCurrent = (unsigned char*)(pcMatIn+1);
+ }
+
+ // if an ASCII effect description (HLSL?) is contained in the file,
+ // we can simply ignore it ...
+ if (iType & AI_MDL7_SKINTYPE_MATERIAL_ASCDEF)
+ {
+ int32_t iMe = *((int32_t*)szCurrent);
+ AI_SWAP4(iMe);
+ szCurrent += sizeof(char) * iMe + sizeof(int32_t);
+ }
+ *szCurrentOut = szCurrent;
}
// ------------------------------------------------------------------------------------------------
-// What does this function do? Can't remember
+// What the fuck does this function do? Can't remember
void MDLImporter::ParseSkinLump_3DGS_MDL7(
- const unsigned char* szCurrent,
- const unsigned char** szCurrentOut,
- std::vector<MaterialHelper*>& pcMats)
+ const unsigned char* szCurrent,
+ const unsigned char** szCurrentOut,
+ std::vector<aiMaterial*>& pcMats)
{
- ai_assert(NULL != szCurrent);
- ai_assert(NULL != szCurrentOut);
-
- *szCurrentOut = szCurrent;
- BE_NCONST MDL::Skin_MDL7* pcSkin = (BE_NCONST MDL::Skin_MDL7*)szCurrent;
- AI_SWAP4(pcSkin->width);
- AI_SWAP4(pcSkin->height);
- szCurrent += 12;
-
- // allocate an output material
- MaterialHelper* pcMatOut = new MaterialHelper();
- pcMats.push_back(pcMatOut);
-
- // skip length of file name
- szCurrent += AI_MDL7_MAX_TEXNAMESIZE;
-
- ParseSkinLump_3DGS_MDL7(szCurrent,szCurrentOut,pcMatOut,
- pcSkin->typ,pcSkin->width,pcSkin->height);
-
- // place the name of the skin in the material
- if (pcSkin->texture_name[0])
- {
- // the 0 termination could be there or not - we can't know
- aiString szFile;
- ::memcpy(szFile.data,pcSkin->texture_name,sizeof(pcSkin->texture_name));
- szFile.data[sizeof(pcSkin->texture_name)] = '\0';
- szFile.length = ::strlen(szFile.data);
-
- pcMatOut->AddProperty(&szFile,AI_MATKEY_NAME);
- }
+ ai_assert(NULL != szCurrent);
+ ai_assert(NULL != szCurrentOut);
+
+ *szCurrentOut = szCurrent;
+ BE_NCONST MDL::Skin_MDL7* pcSkin = (BE_NCONST MDL::Skin_MDL7*)szCurrent;
+ AI_SWAP4(pcSkin->width);
+ AI_SWAP4(pcSkin->height);
+ szCurrent += 12;
+
+ // allocate an output material
+ aiMaterial* pcMatOut = new aiMaterial();
+ pcMats.push_back(pcMatOut);
+
+ // skip length of file name
+ szCurrent += AI_MDL7_MAX_TEXNAMESIZE;
+
+ ParseSkinLump_3DGS_MDL7(szCurrent,szCurrentOut,pcMatOut,
+ pcSkin->typ,pcSkin->width,pcSkin->height);
+
+ // place the name of the skin in the material
+ if (pcSkin->texture_name[0])
+ {
+ // the 0 termination could be there or not - we can't know
+ aiString szFile;
+ ::memcpy(szFile.data,pcSkin->texture_name,sizeof(pcSkin->texture_name));
+ szFile.data[sizeof(pcSkin->texture_name)] = '\0';
+ szFile.length = ::strlen(szFile.data);
+
+ pcMatOut->AddProperty(&szFile,AI_MATKEY_NAME);
+ }
}
#endif // !! ASSIMP_BUILD_NO_MDL_IMPORTER
diff --git a/src/3rdparty/assimp/code/MS3DLoader.cpp b/src/3rdparty/assimp/code/MS3DLoader.cpp
index 3d5abcc47..7c594f41e 100644
--- a/src/3rdparty/assimp/code/MS3DLoader.cpp
+++ b/src/3rdparty/assimp/code/MS3DLoader.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -52,6 +52,19 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "StreamReader.h"
using namespace Assimp;
+static const aiImporterDesc desc = {
+ "Milkshape 3D Importer",
+ "",
+ "",
+ "http://chumbalum.swissquake.ch/",
+ aiImporterFlags_SupportBinaryFlavour,
+ 0,
+ 0,
+ 0,
+ 0,
+ "ms3d"
+};
+
// ASSIMP_BUILD_MS3D_ONE_NODE_PER_MESH
// (enable old code path, which generates extra nodes per mesh while
// the newer code uses aiMesh::mName to express the name of the
@@ -59,585 +72,592 @@ using namespace Assimp;
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
-MS3DImporter::MS3DImporter() : mScene(0)
+MS3DImporter::MS3DImporter()
{}
// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
+// Destructor, private as well
MS3DImporter::~MS3DImporter()
{}
// ------------------------------------------------------------------------------------------------
-// Returns whether the class can handle the format of the given file.
+// Returns whether the class can handle the format of the given file.
bool MS3DImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
{
- // first call - simple extension check
- const std::string extension = GetExtension(pFile);
- if (extension == "ms3d") {
- return true;
- }
-
- // second call - check for magic identifiers
- else if (!extension.length() || checkSig) {
- if (!pIOHandler) {
- return true;
- }
- const char* tokens[] = {"MS3D000000"};
- return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
- }
- return false;
+ // first call - simple extension check
+ const std::string extension = GetExtension(pFile);
+ if (extension == "ms3d") {
+ return true;
+ }
+
+ // second call - check for magic identifiers
+ else if (!extension.length() || checkSig) {
+ if (!pIOHandler) {
+ return true;
+ }
+ const char* tokens[] = {"MS3D000000"};
+ return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
+ }
+ return false;
}
// ------------------------------------------------------------------------------------------------
-void MS3DImporter::GetExtensionList(std::set<std::string>& extensions)
+const aiImporterDesc* MS3DImporter::GetInfo () const
{
- extensions.insert("ms3d");
+ return &desc;
}
// ------------------------------------------------------------------------------------------------
void ReadColor(StreamReaderLE& stream, aiColor4D& ambient)
{
- // aiColor4D is packed on gcc, implicit binding to float& fails therefore.
- stream >> (float&)ambient.r >> (float&)ambient.g >> (float&)ambient.b >> (float&)ambient.a;
+ // aiColor4D is packed on gcc, implicit binding to float& fails therefore.
+ stream >> (float&)ambient.r >> (float&)ambient.g >> (float&)ambient.b >> (float&)ambient.a;
}
// ------------------------------------------------------------------------------------------------
void ReadVector(StreamReaderLE& stream, aiVector3D& pos)
{
- // See note in ReadColor()
- stream >> (float&)pos.x >> (float&)pos.y >> (float&)pos.z;
+ // See note in ReadColor()
+ stream >> (float&)pos.x >> (float&)pos.y >> (float&)pos.z;
}
// ------------------------------------------------------------------------------------------------
-template<typename T>
+template<typename T>
void MS3DImporter :: ReadComments(StreamReaderLE& stream, std::vector<T>& outp)
{
- uint16_t cnt;
- stream >> cnt;
-
- for (unsigned int i = 0; i < cnt; ++i) {
- uint32_t index, clength;
- stream >> index >> clength;
-
- if (index >= outp.size()) {
- DefaultLogger::get()->warn("MS3D: Invalid index in comment section");
- }
- else if (clength > stream.GetRemainingSize()) {
- throw DeadlyImportError("MS3D: Failure reading comment, length field is out of range");
- }
- else {
- outp[index].comment = std::string(reinterpret_cast<char*>(stream.GetPtr()),clength);
- }
- stream.IncPtr(clength);
- }
+ uint16_t cnt;
+ stream >> cnt;
+
+ for(unsigned int i = 0; i < cnt; ++i) {
+ uint32_t index, clength;
+ stream >> index >> clength;
+
+ if(index >= outp.size()) {
+ DefaultLogger::get()->warn("MS3D: Invalid index in comment section");
+ }
+ else if (clength > stream.GetRemainingSize()) {
+ throw DeadlyImportError("MS3D: Failure reading comment, length field is out of range");
+ }
+ else {
+ outp[index].comment = std::string(reinterpret_cast<char*>(stream.GetPtr()),clength);
+ }
+ stream.IncPtr(clength);
+ }
}
// ------------------------------------------------------------------------------------------------
template <typename T, typename T2, typename T3> bool inrange(const T& in, const T2& lower, const T3& higher)
{
- return in > lower && in <= higher;
+ return in > lower && in <= higher;
}
// ------------------------------------------------------------------------------------------------
void MS3DImporter :: CollectChildJoints(const std::vector<TempJoint>& joints,
- std::vector<bool>& hadit,
- aiNode* nd,
- const aiMatrix4x4& absTrafo)
+ std::vector<bool>& hadit,
+ aiNode* nd,
+ const aiMatrix4x4& absTrafo)
{
- unsigned int cnt = 0;
- for (size_t i = 0; i < joints.size(); ++i) {
- if (!hadit[i] && !strcmp(joints[i].parentName,nd->mName.data)) {
- ++cnt;
- }
- }
-
- nd->mChildren = new aiNode*[nd->mNumChildren = cnt];
- cnt = 0;
- for (size_t i = 0; i < joints.size(); ++i) {
- if (!hadit[i] && !strcmp(joints[i].parentName,nd->mName.data)) {
- aiNode* ch = nd->mChildren[cnt++] = new aiNode(joints[i].name);
- ch->mParent = nd;
-
- ch->mTransformation = aiMatrix4x4::Translation(joints[i].position,aiMatrix4x4()=aiMatrix4x4())*
- // XXX actually, I don't *know* why we need the inverse here. Probably column vs. row order?
- aiMatrix4x4().FromEulerAnglesXYZ(joints[i].rotation).Transpose();
-
- const aiMatrix4x4 abs = absTrafo*ch->mTransformation;
- for (unsigned int a = 0; a < mScene->mNumMeshes; ++a) {
- aiMesh* const msh = mScene->mMeshes[a];
- for (unsigned int n = 0; n < msh->mNumBones; ++n) {
- aiBone* const bone = msh->mBones[n];
-
- if (bone->mName == ch->mName) {
- bone->mOffsetMatrix = aiMatrix4x4(abs).Inverse();
- }
- }
- }
-
- hadit[i] = true;
- CollectChildJoints(joints,hadit,ch,abs);
- }
- }
+ unsigned int cnt = 0;
+ for(size_t i = 0; i < joints.size(); ++i) {
+ if (!hadit[i] && !strcmp(joints[i].parentName,nd->mName.data)) {
+ ++cnt;
+ }
+ }
+
+ nd->mChildren = new aiNode*[nd->mNumChildren = cnt];
+ cnt = 0;
+ for(size_t i = 0; i < joints.size(); ++i) {
+ if (!hadit[i] && !strcmp(joints[i].parentName,nd->mName.data)) {
+ aiNode* ch = nd->mChildren[cnt++] = new aiNode(joints[i].name);
+ ch->mParent = nd;
+
+ ch->mTransformation = aiMatrix4x4::Translation(joints[i].position,aiMatrix4x4()=aiMatrix4x4())*
+ // XXX actually, I don't *know* why we need the inverse here. Probably column vs. row order?
+ aiMatrix4x4().FromEulerAnglesXYZ(joints[i].rotation).Transpose();
+
+ const aiMatrix4x4 abs = absTrafo*ch->mTransformation;
+ for(unsigned int a = 0; a < mScene->mNumMeshes; ++a) {
+ aiMesh* const msh = mScene->mMeshes[a];
+ for(unsigned int n = 0; n < msh->mNumBones; ++n) {
+ aiBone* const bone = msh->mBones[n];
+
+ if(bone->mName == ch->mName) {
+ bone->mOffsetMatrix = aiMatrix4x4(abs).Inverse();
+ }
+ }
+ }
+
+ hadit[i] = true;
+ CollectChildJoints(joints,hadit,ch,abs);
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
void MS3DImporter :: CollectChildJoints(const std::vector<TempJoint>& joints, aiNode* nd)
{
- std::vector<bool> hadit(joints.size(),false);
- aiMatrix4x4 trafo;
+ std::vector<bool> hadit(joints.size(),false);
+ aiMatrix4x4 trafo;
- CollectChildJoints(joints,hadit,nd,trafo);
+ CollectChildJoints(joints,hadit,nd,trafo);
}
// ------------------------------------------------------------------------------------------------
-// Imports the given file into the given scene structure.
-void MS3DImporter::InternReadFile( const std::string& pFile,
- aiScene* pScene, IOSystem* pIOHandler)
+// Imports the given file into the given scene structure.
+void MS3DImporter::InternReadFile( const std::string& pFile,
+ aiScene* pScene, IOSystem* pIOHandler)
{
- StreamReaderLE stream(pIOHandler->Open(pFile,"rb"));
-
- // CanRead() should have done this already
- char head[10];
- int32_t version;
+ StreamReaderLE stream(pIOHandler->Open(pFile,"rb"));
- mScene = pScene;
+ // CanRead() should have done this already
+ char head[10];
+ int32_t version;
+ mScene = pScene;
- // 1 ------------ read into temporary data structures mirroring the original file
- stream.CopyAndAdvance(head,10);
- stream >> version;
- if (strncmp(head,"MS3D000000",10)) {
- throw DeadlyImportError("Not a MS3D file, magic string MS3D000000 not found: "+pFile);
- }
+ // 1 ------------ read into temporary data structures mirroring the original file
- if (version != 4) {
- throw DeadlyImportError("MS3D: Unsupported file format version, 4 was expected");
- }
+ stream.CopyAndAdvance(head,10);
+ stream >> version;
+ if (strncmp(head,"MS3D000000",10)) {
+ throw DeadlyImportError("Not a MS3D file, magic string MS3D000000 not found: "+pFile);
+ }
- uint16_t verts;
- stream >> verts;
+ if (version != 4) {
+ throw DeadlyImportError("MS3D: Unsupported file format version, 4 was expected");
+ }
- std::vector<TempVertex> vertices(verts);
- for (unsigned int i = 0; i < verts; ++i) {
- TempVertex& v = vertices[i];
+ uint16_t verts;
+ stream >> verts;
- stream.IncPtr(1);
- ReadVector(stream,v.pos);
- v.bone_id[0] = stream.GetI1();
- v.ref_cnt = stream.GetI1();
+ std::vector<TempVertex> vertices(verts);
+ for (unsigned int i = 0; i < verts; ++i) {
+ TempVertex& v = vertices[i];
- v.bone_id[1] = v.bone_id[2] = v.bone_id[3] = 0xffffffff;
- v.weights[1] = v.weights[2] = v.weights[3] = 0.f;
- v.weights[0] = 1.f;
- }
+ stream.IncPtr(1);
+ ReadVector(stream,v.pos);
+ v.bone_id[0] = stream.GetI1();
+ v.ref_cnt = stream.GetI1();
- uint16_t tris;
- stream >> tris;
+ v.bone_id[1] = v.bone_id[2] = v.bone_id[3] = UINT_MAX;
+ v.weights[1] = v.weights[2] = v.weights[3] = 0.f;
+ v.weights[0] = 1.f;
+ }
- std::vector<TempTriangle> triangles(tris);
- for (unsigned int i = 0;i < tris; ++i) {
- TempTriangle& t = triangles[i];
+ uint16_t tris;
+ stream >> tris;
- stream.IncPtr(2);
- for (unsigned int i = 0; i < 3; ++i) {
- t.indices[i] = stream.GetI2();
- }
+ std::vector<TempTriangle> triangles(tris);
+ for (unsigned int i = 0;i < tris; ++i) {
+ TempTriangle& t = triangles[i];
- for (unsigned int i = 0; i < 3; ++i) {
- ReadVector(stream,t.normals[i]);
- }
+ stream.IncPtr(2);
+ for (unsigned int i = 0; i < 3; ++i) {
+ t.indices[i] = stream.GetI2();
+ }
- for (unsigned int i = 0; i < 3; ++i) {
- stream >> (float&)(t.uv[i].x); // see note in ReadColor()
- }
- for (unsigned int i = 0; i < 3; ++i) {
- stream >> (float&)(t.uv[i].y);
- }
-
- t.sg = stream.GetI1();
- t.group = stream.GetI1();
- }
-
- uint16_t grp;
- stream >> grp;
-
- bool need_default = false;
- std::vector<TempGroup> groups(grp);
- for (unsigned int i = 0;i < grp; ++i) {
- TempGroup& t = groups[i];
-
- stream.IncPtr(1);
- stream.CopyAndAdvance(t.name,32);
-
- t.name[32] = '\0';
- uint16_t num;
- stream >> num;
-
- t.triangles.resize(num);
- for (unsigned int i = 0; i < num; ++i) {
- t.triangles[i] = stream.GetI2();
- }
- t.mat = stream.GetI1();
- if (t.mat == 0xffffffff) {
- need_default = true;
- }
- }
-
- uint16_t mat;
- stream >> mat;
-
- std::vector<TempMaterial> materials(mat);
- for (unsigned int i = 0;i < mat; ++i) {
- TempMaterial& t = materials[i];
-
- stream.CopyAndAdvance(t.name,32);
- t.name[32] = '\0';
-
- ReadColor(stream,t.ambient);
- ReadColor(stream,t.diffuse);
- ReadColor(stream,t.specular);
- ReadColor(stream,t.emissive);
- stream >> t.shininess >> t.transparency;
-
- stream.IncPtr(1);
-
- stream.CopyAndAdvance(t.texture,128);
- t.texture[128] = '\0';
-
- stream.CopyAndAdvance(t.alphamap,128);
- t.alphamap[128] = '\0';
- }
-
- float animfps, currenttime;
- uint32_t totalframes;
- stream >> animfps >> currenttime >> totalframes;
-
- uint16_t joint;
- stream >> joint;
-
- std::vector<TempJoint> joints(joint);
- for (unsigned int i = 0; i < joint; ++i) {
- TempJoint& j = joints[i];
-
- stream.IncPtr(1);
- stream.CopyAndAdvance(j.name,32);
- j.name[32] = '\0';
-
- stream.CopyAndAdvance(j.parentName,32);
- j.parentName[32] = '\0';
-
- // DefaultLogger::get()->debug(j.name);
- // DefaultLogger::get()->debug(j.parentName);
-
- ReadVector(stream,j.rotation);
- ReadVector(stream,j.position);
-
- j.rotFrames.resize(stream.GetI2());
- j.posFrames.resize(stream.GetI2());
-
- for (unsigned int a = 0; a < j.rotFrames.size(); ++a) {
- TempKeyFrame& kf = j.rotFrames[a];
- stream >> kf.time;
- ReadVector(stream,kf.value);
- }
- for (unsigned int a = 0; a < j.posFrames.size(); ++a) {
- TempKeyFrame& kf = j.posFrames[a];
- stream >> kf.time;
- ReadVector(stream,kf.value);
- }
- }
-
- if (stream.GetRemainingSize() > 4) {
- uint32_t subversion;
- stream >> subversion;
- if (subversion == 1) {
- ReadComments<TempGroup>(stream,groups);
- ReadComments<TempMaterial>(stream,materials);
- ReadComments<TempJoint>(stream,joints);
-
- // model comment - print it for we have such a nice log.
- if (stream.GetI4()) {
- const size_t len = static_cast<size_t>(stream.GetI4());
- if (len > stream.GetRemainingSize()) {
- throw DeadlyImportError("MS3D: Model comment is too long");
- }
- }
-
- if (stream.GetRemainingSize() > 4 && inrange((stream >> subversion,subversion),1u,3u)) {
- for (unsigned int i = 0; i < verts; ++i) {
- TempVertex& v = vertices[i];
- v.weights[3]=1.f;
- for (unsigned int n = 0; n < 3; v.weights[3]-=v.weights[n++]) {
- v.bone_id[n+1] = stream.GetI1();
- v.weights[n] = static_cast<float>(static_cast<unsigned int>(stream.GetI1()))/255.f;
- }
- stream.IncPtr((subversion-1)<<2u);
- }
-
- // even further extra data is not of interest for us, at least now now.
- }
- }
- }
-
- // 2 ------------ convert to proper aiXX data structures -----------------------------------
-
- if (need_default && materials.size()) {
- DefaultLogger::get()->warn("MS3D: Found group with no material assigned, spawning default material");
- // if one of the groups has no material assigned, but there are other
- // groups with materials, a default material needs to be added (
- // scenepreprocessor adds a default material only if nummat==0).
- materials.push_back(TempMaterial());
- TempMaterial& m = materials.back();
-
- strcpy(m.name,"<MS3D_DefaultMat>");
- m.diffuse = aiColor4D(0.6f,0.6f,0.6f,1.0);
- m.transparency = 1.f;
- m.shininess = 0.f;
-
- // this is because these TempXXX struct's have no c'tors.
- m.texture[0] = m.alphamap[0] = '\0';
-
- for (unsigned int i = 0; i < groups.size(); ++i) {
- TempGroup& g = groups[i];
- if (g.mat == 0xffffffff) {
- g.mat = materials.size()-1;
- }
- }
- }
-
- // convert materials to our generic key-value dict-alike
- if (materials.size()) {
- pScene->mMaterials = new aiMaterial*[materials.size()];
- for (size_t i = 0; i < materials.size(); ++i) {
-
- MaterialHelper* mo = new MaterialHelper();
- pScene->mMaterials[pScene->mNumMaterials++] = mo;
-
- const TempMaterial& mi = materials[i];
-
- aiString tmp;
- if (0[mi.alphamap]) {
- tmp = aiString(mi.alphamap);
- mo->AddProperty(&tmp,AI_MATKEY_TEXTURE_OPACITY(0));
- }
- if (0[mi.texture]) {
- tmp = aiString(mi.texture);
- mo->AddProperty(&tmp,AI_MATKEY_TEXTURE_DIFFUSE(0));
- }
- if (0[mi.name]) {
- tmp = aiString(mi.name);
- mo->AddProperty(&tmp,AI_MATKEY_NAME);
- }
-
- mo->AddProperty(&mi.ambient,1,AI_MATKEY_COLOR_AMBIENT);
- mo->AddProperty(&mi.diffuse,1,AI_MATKEY_COLOR_DIFFUSE);
- mo->AddProperty(&mi.specular,1,AI_MATKEY_COLOR_SPECULAR);
- mo->AddProperty(&mi.emissive,1,AI_MATKEY_COLOR_EMISSIVE);
-
- mo->AddProperty(&mi.shininess,1,AI_MATKEY_SHININESS);
- mo->AddProperty(&mi.transparency,1,AI_MATKEY_OPACITY);
-
- const int sm = mi.shininess>0.f?aiShadingMode_Phong:aiShadingMode_Gouraud;
- mo->AddProperty(&sm,1,AI_MATKEY_SHADING_MODEL);
- }
- }
-
- // convert groups to meshes
- if (groups.empty()) {
- throw DeadlyImportError("MS3D: Didn't get any group records, file is malformed");
- }
-
- pScene->mMeshes = new aiMesh*[pScene->mNumMeshes=static_cast<unsigned int>(groups.size())]();
- for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
-
- aiMesh* m = pScene->mMeshes[i] = new aiMesh();
- const TempGroup& g = groups[i];
-
- if (pScene->mNumMaterials && g.mat > pScene->mNumMaterials) {
- throw DeadlyImportError("MS3D: Encountered invalid material index, file is malformed");
- } // no error if no materials at all - scenepreprocessor adds one then
-
- m->mMaterialIndex = g.mat;
- m->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
-
- m->mFaces = new aiFace[m->mNumFaces = g.triangles.size()];
- m->mNumVertices = m->mNumFaces*3;
-
- // storage for vertices - verbose format, as requested by the postprocessing pipeline
- m->mVertices = new aiVector3D[m->mNumVertices];
- m->mNormals = new aiVector3D[m->mNumVertices];
- m->mTextureCoords[0] = new aiVector3D[m->mNumVertices];
- m->mNumUVComponents[0] = 2;
-
- typedef std::map<unsigned int,unsigned int> BoneSet;
- BoneSet mybones;
-
- for (unsigned int i = 0,n = 0; i < m->mNumFaces; ++i) {
- aiFace& f = m->mFaces[i];
- if (g.triangles[i]>triangles.size()) {
- throw DeadlyImportError("MS3D: Encountered invalid triangle index, file is malformed");
- }
-
- TempTriangle& t = triangles[g.triangles[i]];
- f.mIndices = new unsigned int[f.mNumIndices=3];
-
- for (unsigned int i = 0; i < 3; ++i,++n) {
- if (t.indices[i]>vertices.size()) {
- throw DeadlyImportError("MS3D: Encountered invalid vertex index, file is malformed");
- }
-
- const TempVertex& v = vertices[t.indices[i]];
- for (unsigned int a = 0; a < 4; ++a) {
- if (v.bone_id[a] != 0xffffffff) {
- if (v.bone_id[a] >= joints.size()) {
- throw DeadlyImportError("MS3D: Encountered invalid bone index, file is malformed");
- }
- if (mybones.find(v.bone_id[a]) == mybones.end()) {
- mybones[v.bone_id[a]] = 1;
- }
- else ++mybones[v.bone_id[a]];
- }
- }
-
- // collect vertex components
- m->mVertices[n] = v.pos;
-
- m->mNormals[n] = t.normals[i];
- m->mTextureCoords[0][n] = aiVector3D(t.uv[i].x,1.f-t.uv[i].y,0.0);
- f.mIndices[i] = n;
- }
- }
-
- // allocate storage for bones
- if (mybones.size()) {
- std::vector<unsigned int> bmap(joints.size());
- m->mBones = new aiBone*[mybones.size()]();
- for (BoneSet::const_iterator it = mybones.begin(); it != mybones.end(); ++it) {
- aiBone* const bn = m->mBones[m->mNumBones] = new aiBone();
- const TempJoint& jnt = joints[(*it).first];
-
- bn->mName.Set(jnt.name);
- bn->mWeights = new aiVertexWeight[(*it).second];
-
- bmap[(*it).first] = m->mNumBones++;
- }
-
- // .. and collect bone weights
- for (unsigned int i = 0,n = 0; i < m->mNumFaces; ++i) {
- TempTriangle& t = triangles[g.triangles[i]];
-
- for (unsigned int i = 0; i < 3; ++i,++n) {
- const TempVertex& v = vertices[t.indices[i]];
- for (unsigned int a = 0; a < 4; ++a) {
- const unsigned int bone = v.bone_id[a];
- if (bone==0xffffffff){
- continue;
- }
-
- aiBone* const outbone = m->mBones[bmap[bone]];
- aiVertexWeight& outwght = outbone->mWeights[outbone->mNumWeights++];
-
- outwght.mVertexId = n;
- outwght.mWeight = v.weights[a];
- }
- }
- }
- }
- }
-
- // ... add dummy nodes under a single root, each holding a reference to one
- // mesh. If we didn't do this, we'd loose the group name.
- aiNode* rt = pScene->mRootNode = new aiNode("<MS3DRoot>");
+ for (unsigned int i = 0; i < 3; ++i) {
+ ReadVector(stream,t.normals[i]);
+ }
+ for (unsigned int i = 0; i < 3; ++i) {
+ stream >> (float&)(t.uv[i].x); // see note in ReadColor()
+ }
+ for (unsigned int i = 0; i < 3; ++i) {
+ stream >> (float&)(t.uv[i].y);
+ }
+
+ t.sg = stream.GetI1();
+ t.group = stream.GetI1();
+ }
+
+ uint16_t grp;
+ stream >> grp;
+
+ bool need_default = false;
+ std::vector<TempGroup> groups(grp);
+ for (unsigned int i = 0;i < grp; ++i) {
+ TempGroup& t = groups[i];
+
+ stream.IncPtr(1);
+ stream.CopyAndAdvance(t.name,32);
+
+ t.name[32] = '\0';
+ uint16_t num;
+ stream >> num;
+
+ t.triangles.resize(num);
+ for (unsigned int i = 0; i < num; ++i) {
+ t.triangles[i] = stream.GetI2();
+ }
+ t.mat = stream.GetI1();
+ if (t.mat == UINT_MAX) {
+ need_default = true;
+ }
+ }
+
+ uint16_t mat;
+ stream >> mat;
+
+ std::vector<TempMaterial> materials(mat);
+ for (unsigned int i = 0;i < mat; ++i) {
+ TempMaterial& t = materials[i];
+
+ stream.CopyAndAdvance(t.name,32);
+ t.name[32] = '\0';
+
+ ReadColor(stream,t.ambient);
+ ReadColor(stream,t.diffuse);
+ ReadColor(stream,t.specular);
+ ReadColor(stream,t.emissive);
+ stream >> t.shininess >> t.transparency;
+
+ stream.IncPtr(1);
+
+ stream.CopyAndAdvance(t.texture,128);
+ t.texture[128] = '\0';
+
+ stream.CopyAndAdvance(t.alphamap,128);
+ t.alphamap[128] = '\0';
+ }
+
+ float animfps, currenttime;
+ uint32_t totalframes;
+ stream >> animfps >> currenttime >> totalframes;
+
+ uint16_t joint;
+ stream >> joint;
+
+ std::vector<TempJoint> joints(joint);
+ for(unsigned int i = 0; i < joint; ++i) {
+ TempJoint& j = joints[i];
+
+ stream.IncPtr(1);
+ stream.CopyAndAdvance(j.name,32);
+ j.name[32] = '\0';
+
+ stream.CopyAndAdvance(j.parentName,32);
+ j.parentName[32] = '\0';
+
+ // DefaultLogger::get()->debug(j.name);
+ // DefaultLogger::get()->debug(j.parentName);
+
+ ReadVector(stream,j.rotation);
+ ReadVector(stream,j.position);
+
+ j.rotFrames.resize(stream.GetI2());
+ j.posFrames.resize(stream.GetI2());
+
+ for(unsigned int a = 0; a < j.rotFrames.size(); ++a) {
+ TempKeyFrame& kf = j.rotFrames[a];
+ stream >> kf.time;
+ ReadVector(stream,kf.value);
+ }
+ for(unsigned int a = 0; a < j.posFrames.size(); ++a) {
+ TempKeyFrame& kf = j.posFrames[a];
+ stream >> kf.time;
+ ReadVector(stream,kf.value);
+ }
+ }
+
+ if(stream.GetRemainingSize() > 4) {
+ uint32_t subversion;
+ stream >> subversion;
+ if (subversion == 1) {
+ ReadComments<TempGroup>(stream,groups);
+ ReadComments<TempMaterial>(stream,materials);
+ ReadComments<TempJoint>(stream,joints);
+
+ // model comment - print it for we have such a nice log.
+ if (stream.GetI4()) {
+ const size_t len = static_cast<size_t>(stream.GetI4());
+ if (len > stream.GetRemainingSize()) {
+ throw DeadlyImportError("MS3D: Model comment is too long");
+ }
+
+ const std::string& s = std::string(reinterpret_cast<char*>(stream.GetPtr()),len);
+ DefaultLogger::get()->debug("MS3D: Model comment: " + s);
+ }
+
+ if(stream.GetRemainingSize() > 4 && inrange((stream >> subversion,subversion),1u,3u)) {
+ for(unsigned int i = 0; i < verts; ++i) {
+ TempVertex& v = vertices[i];
+ v.weights[3]=1.f;
+ for(unsigned int n = 0; n < 3; v.weights[3]-=v.weights[n++]) {
+ v.bone_id[n+1] = stream.GetI1();
+ v.weights[n] = static_cast<float>(static_cast<unsigned int>(stream.GetI1()))/255.f;
+ }
+ stream.IncPtr((subversion-1)<<2u);
+ }
+
+ // even further extra data is not of interest for us, at least now now.
+ }
+ }
+ }
+
+ // 2 ------------ convert to proper aiXX data structures -----------------------------------
+
+ if (need_default && materials.size()) {
+ DefaultLogger::get()->warn("MS3D: Found group with no material assigned, spawning default material");
+ // if one of the groups has no material assigned, but there are other
+ // groups with materials, a default material needs to be added (
+ // scenepreprocessor adds a default material only if nummat==0).
+ materials.push_back(TempMaterial());
+ TempMaterial& m = materials.back();
+
+ strcpy(m.name,"<MS3D_DefaultMat>");
+ m.diffuse = aiColor4D(0.6f,0.6f,0.6f,1.0);
+ m.transparency = 1.f;
+ m.shininess = 0.f;
+
+ // this is because these TempXXX struct's have no c'tors.
+ m.texture[0] = m.alphamap[0] = '\0';
+
+ for (unsigned int i = 0; i < groups.size(); ++i) {
+ TempGroup& g = groups[i];
+ if (g.mat == UINT_MAX) {
+ g.mat = materials.size()-1;
+ }
+ }
+ }
+
+ // convert materials to our generic key-value dict-alike
+ if (materials.size()) {
+ pScene->mMaterials = new aiMaterial*[materials.size()];
+ for (size_t i = 0; i < materials.size(); ++i) {
+
+ aiMaterial* mo = new aiMaterial();
+ pScene->mMaterials[pScene->mNumMaterials++] = mo;
+
+ const TempMaterial& mi = materials[i];
+
+ aiString tmp;
+ if (0[mi.alphamap]) {
+ tmp = aiString(mi.alphamap);
+ mo->AddProperty(&tmp,AI_MATKEY_TEXTURE_OPACITY(0));
+ }
+ if (0[mi.texture]) {
+ tmp = aiString(mi.texture);
+ mo->AddProperty(&tmp,AI_MATKEY_TEXTURE_DIFFUSE(0));
+ }
+ if (0[mi.name]) {
+ tmp = aiString(mi.name);
+ mo->AddProperty(&tmp,AI_MATKEY_NAME);
+ }
+
+ mo->AddProperty(&mi.ambient,1,AI_MATKEY_COLOR_AMBIENT);
+ mo->AddProperty(&mi.diffuse,1,AI_MATKEY_COLOR_DIFFUSE);
+ mo->AddProperty(&mi.specular,1,AI_MATKEY_COLOR_SPECULAR);
+ mo->AddProperty(&mi.emissive,1,AI_MATKEY_COLOR_EMISSIVE);
+
+ mo->AddProperty(&mi.shininess,1,AI_MATKEY_SHININESS);
+ mo->AddProperty(&mi.transparency,1,AI_MATKEY_OPACITY);
+
+ const int sm = mi.shininess>0.f?aiShadingMode_Phong:aiShadingMode_Gouraud;
+ mo->AddProperty(&sm,1,AI_MATKEY_SHADING_MODEL);
+ }
+ }
+
+ // convert groups to meshes
+ if (groups.empty()) {
+ throw DeadlyImportError("MS3D: Didn't get any group records, file is malformed");
+ }
+
+ pScene->mMeshes = new aiMesh*[pScene->mNumMeshes=static_cast<unsigned int>(groups.size())]();
+ for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
+
+ aiMesh* m = pScene->mMeshes[i] = new aiMesh();
+ const TempGroup& g = groups[i];
+
+ if (pScene->mNumMaterials && g.mat > pScene->mNumMaterials) {
+ throw DeadlyImportError("MS3D: Encountered invalid material index, file is malformed");
+ } // no error if no materials at all - scenepreprocessor adds one then
+
+ m->mMaterialIndex = g.mat;
+ m->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
+
+ m->mFaces = new aiFace[m->mNumFaces = g.triangles.size()];
+ m->mNumVertices = m->mNumFaces*3;
+
+ // storage for vertices - verbose format, as requested by the postprocessing pipeline
+ m->mVertices = new aiVector3D[m->mNumVertices];
+ m->mNormals = new aiVector3D[m->mNumVertices];
+ m->mTextureCoords[0] = new aiVector3D[m->mNumVertices];
+ m->mNumUVComponents[0] = 2;
+
+ typedef std::map<unsigned int,unsigned int> BoneSet;
+ BoneSet mybones;
+
+ for (unsigned int i = 0,n = 0; i < m->mNumFaces; ++i) {
+ aiFace& f = m->mFaces[i];
+ if (g.triangles[i]>triangles.size()) {
+ throw DeadlyImportError("MS3D: Encountered invalid triangle index, file is malformed");
+ }
+
+ TempTriangle& t = triangles[g.triangles[i]];
+ f.mIndices = new unsigned int[f.mNumIndices=3];
+
+ for (unsigned int i = 0; i < 3; ++i,++n) {
+ if (t.indices[i]>vertices.size()) {
+ throw DeadlyImportError("MS3D: Encountered invalid vertex index, file is malformed");
+ }
+
+ const TempVertex& v = vertices[t.indices[i]];
+ for(unsigned int a = 0; a < 4; ++a) {
+ if (v.bone_id[a] != UINT_MAX) {
+ if (v.bone_id[a] >= joints.size()) {
+ throw DeadlyImportError("MS3D: Encountered invalid bone index, file is malformed");
+ }
+ if (mybones.find(v.bone_id[a]) == mybones.end()) {
+ mybones[v.bone_id[a]] = 1;
+ }
+ else ++mybones[v.bone_id[a]];
+ }
+ }
+
+ // collect vertex components
+ m->mVertices[n] = v.pos;
+
+ m->mNormals[n] = t.normals[i];
+ m->mTextureCoords[0][n] = aiVector3D(t.uv[i].x,1.f-t.uv[i].y,0.0);
+ f.mIndices[i] = n;
+ }
+ }
+
+ // allocate storage for bones
+ if(mybones.size()) {
+ std::vector<unsigned int> bmap(joints.size());
+ m->mBones = new aiBone*[mybones.size()]();
+ for(BoneSet::const_iterator it = mybones.begin(); it != mybones.end(); ++it) {
+ aiBone* const bn = m->mBones[m->mNumBones] = new aiBone();
+ const TempJoint& jnt = joints[(*it).first];
+
+ bn->mName.Set(jnt.name);
+ bn->mWeights = new aiVertexWeight[(*it).second];
+
+ bmap[(*it).first] = m->mNumBones++;
+ }
+
+ // .. and collect bone weights
+ for (unsigned int i = 0,n = 0; i < m->mNumFaces; ++i) {
+ TempTriangle& t = triangles[g.triangles[i]];
+
+ for (unsigned int i = 0; i < 3; ++i,++n) {
+ const TempVertex& v = vertices[t.indices[i]];
+ for(unsigned int a = 0; a < 4; ++a) {
+ const unsigned int bone = v.bone_id[a];
+ if(bone==UINT_MAX){
+ continue;
+ }
+
+ aiBone* const outbone = m->mBones[bmap[bone]];
+ aiVertexWeight& outwght = outbone->mWeights[outbone->mNumWeights++];
+
+ outwght.mVertexId = n;
+ outwght.mWeight = v.weights[a];
+ }
+ }
+ }
+ }
+ }
+
+ // ... add dummy nodes under a single root, each holding a reference to one
+ // mesh. If we didn't do this, we'd loose the group name.
+ aiNode* rt = pScene->mRootNode = new aiNode("<MS3DRoot>");
+
#ifdef ASSIMP_BUILD_MS3D_ONE_NODE_PER_MESH
- rt->mChildren = new aiNode*[rt->mNumChildren=pScene->mNumMeshes+(joints.size()?1:0)]();
+ rt->mChildren = new aiNode*[rt->mNumChildren=pScene->mNumMeshes+(joints.size()?1:0)]();
- for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
- aiNode* nd = rt->mChildren[i] = new aiNode();
+ for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
+ aiNode* nd = rt->mChildren[i] = new aiNode();
- const TempGroup& g = groups[i];
+ const TempGroup& g = groups[i];
- // we need to generate an unique name for all mesh nodes.
- // since we want to keep the group name, a prefix is
- // prepended.
- nd->mName = aiString("<MS3DMesh>_");
- nd->mName.Append(g.name);
- nd->mParent = rt;
+ // we need to generate an unique name for all mesh nodes.
+ // since we want to keep the group name, a prefix is
+ // prepended.
+ nd->mName = aiString("<MS3DMesh>_");
+ nd->mName.Append(g.name);
+ nd->mParent = rt;
- nd->mMeshes = new unsigned int[nd->mNumMeshes = 1];
- nd->mMeshes[0] = i;
- }
+ nd->mMeshes = new unsigned int[nd->mNumMeshes = 1];
+ nd->mMeshes[0] = i;
+ }
#else
- rt->mMeshes = new unsigned int[pScene->mNumMeshes];
- for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
- rt->mMeshes[rt->mNumMeshes++] = i;
- }
+ rt->mMeshes = new unsigned int[pScene->mNumMeshes];
+ for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
+ rt->mMeshes[rt->mNumMeshes++] = i;
+ }
#endif
- // convert animations as well
- if (joints.size()) {
+ // convert animations as well
+ if(joints.size()) {
#ifndef ASSIMP_BUILD_MS3D_ONE_NODE_PER_MESH
- rt->mChildren = new aiNode*[1]();
+ rt->mChildren = new aiNode*[1]();
+ rt->mNumChildren = 1;
+
+ aiNode* jt = rt->mChildren[0] = new aiNode();
+#else
+ aiNode* jt = rt->mChildren[pScene->mNumMeshes] = new aiNode();
#endif
- aiNode* jt = rt->mChildren[pScene->mNumMeshes] = new aiNode();
- jt->mParent = rt;
- CollectChildJoints(joints,jt);
- jt->mName.Set("<MS3DJointRoot>");
-
- pScene->mAnimations = new aiAnimation*[ pScene->mNumAnimations = 1 ];
- aiAnimation* const anim = pScene->mAnimations[0] = new aiAnimation();
-
- anim->mName.Set("<MS3DMasterAnim>");
-
- // carry the fps info to the user by scaling all times with it
- anim->mTicksPerSecond = animfps;
-
- // leave duration at its default, so ScenePreprocessor will fill an appropriate
- // value (the values taken from some MS3D files seem to be too unreliable
- // to pass the validation)
- // anim->mDuration = totalframes/animfps;
-
- anim->mChannels = new aiNodeAnim*[joints.size()]();
- for (std::vector<TempJoint>::const_iterator it = joints.begin(); it != joints.end(); ++it) {
- if ((*it).rotFrames.empty() && (*it).posFrames.empty()) {
- continue;
- }
-
- aiNodeAnim* nd = anim->mChannels[anim->mNumChannels++] = new aiNodeAnim();
- nd->mNodeName.Set((*it).name);
-
- if ((*it).rotFrames.size()) {
- nd->mRotationKeys = new aiQuatKey[(*it).rotFrames.size()];
- for (std::vector<TempKeyFrame>::const_iterator rot = (*it).rotFrames.begin(); rot != (*it).rotFrames.end(); ++rot) {
- aiQuatKey& q = nd->mRotationKeys[nd->mNumRotationKeys++];
-
- q.mTime = (*rot).time*animfps;
-
- // XXX it seems our matrix&quaternion code has faults in its conversion routines --
- // aiQuaternion(x,y,z) seems to besomething different as quat(matrix.fromeuler(x,y,z)).
- q.mValue = aiQuaternion(aiMatrix3x3(aiMatrix4x4().FromEulerAnglesXYZ((*rot).value)*
- aiMatrix4x4().FromEulerAnglesXYZ((*it).rotation)).Transpose());
- }
- }
-
- if ((*it).posFrames.size()) {
- nd->mPositionKeys = new aiVectorKey[(*it).posFrames.size()];
-
- aiQuatKey* qu = nd->mRotationKeys;
- for (std::vector<TempKeyFrame>::const_iterator pos = (*it).posFrames.begin(); pos != (*it).posFrames.end(); ++pos,++qu) {
- aiVectorKey& v = nd->mPositionKeys[nd->mNumPositionKeys++];
-
- v.mTime = (*pos).time*animfps;
- v.mValue = (*it).position + (*pos).value;
- }
- }
- }
- // fixup to pass the validation if not a single animation channel is non-trivial
- if (!anim->mNumChannels) {
- anim->mChannels = NULL;
- }
- }
+ jt->mParent = rt;
+ CollectChildJoints(joints,jt);
+ jt->mName.Set("<MS3DJointRoot>");
+
+ pScene->mAnimations = new aiAnimation*[ pScene->mNumAnimations = 1 ];
+ aiAnimation* const anim = pScene->mAnimations[0] = new aiAnimation();
+
+ anim->mName.Set("<MS3DMasterAnim>");
+
+ // carry the fps info to the user by scaling all times with it
+ anim->mTicksPerSecond = animfps;
+
+ // leave duration at its default, so ScenePreprocessor will fill an appropriate
+ // value (the values taken from some MS3D files seem to be too unreliable
+ // to pass the validation)
+ // anim->mDuration = totalframes/animfps;
+
+ anim->mChannels = new aiNodeAnim*[joints.size()]();
+ for(std::vector<TempJoint>::const_iterator it = joints.begin(); it != joints.end(); ++it) {
+ if ((*it).rotFrames.empty() && (*it).posFrames.empty()) {
+ continue;
+ }
+
+ aiNodeAnim* nd = anim->mChannels[anim->mNumChannels++] = new aiNodeAnim();
+ nd->mNodeName.Set((*it).name);
+
+ if ((*it).rotFrames.size()) {
+ nd->mRotationKeys = new aiQuatKey[(*it).rotFrames.size()];
+ for(std::vector<TempKeyFrame>::const_iterator rot = (*it).rotFrames.begin(); rot != (*it).rotFrames.end(); ++rot) {
+ aiQuatKey& q = nd->mRotationKeys[nd->mNumRotationKeys++];
+
+ q.mTime = (*rot).time*animfps;
+
+ // XXX it seems our matrix&quaternion code has faults in its conversion routines --
+ // aiQuaternion(x,y,z) seems to besomething different as quat(matrix.fromeuler(x,y,z)).
+ q.mValue = aiQuaternion(aiMatrix3x3(aiMatrix4x4().FromEulerAnglesXYZ((*rot).value)*
+ aiMatrix4x4().FromEulerAnglesXYZ((*it).rotation)).Transpose());
+ }
+ }
+
+ if ((*it).posFrames.size()) {
+ nd->mPositionKeys = new aiVectorKey[(*it).posFrames.size()];
+
+ aiQuatKey* qu = nd->mRotationKeys;
+ for(std::vector<TempKeyFrame>::const_iterator pos = (*it).posFrames.begin(); pos != (*it).posFrames.end(); ++pos,++qu) {
+ aiVectorKey& v = nd->mPositionKeys[nd->mNumPositionKeys++];
+
+ v.mTime = (*pos).time*animfps;
+ v.mValue = (*it).position + (*pos).value;
+ }
+ }
+ }
+ // fixup to pass the validation if not a single animation channel is non-trivial
+ if (!anim->mNumChannels) {
+ anim->mChannels = NULL;
+ }
+ }
}
#endif
diff --git a/src/3rdparty/assimp/code/MS3DLoader.h b/src/3rdparty/assimp/code/MS3DLoader.h
index 6725dda32..34afc57b2 100644
--- a/src/3rdparty/assimp/code/MS3DLoader.h
+++ b/src/3rdparty/assimp/code/MS3DLoader.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -45,113 +45,112 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#define AI_MS3DLOADER_H_INCLUDED
#include "BaseImporter.h"
-namespace Assimp {
+namespace Assimp {
// ----------------------------------------------------------------------------------------------
/** Milkshape 3D importer implementation */
// ----------------------------------------------------------------------------------------------
-class MS3DImporter
- : public BaseImporter
+class MS3DImporter
+ : public BaseImporter
{
- friend class Importer;
-protected:
+public:
- MS3DImporter();
- ~MS3DImporter();
+ MS3DImporter();
+ ~MS3DImporter();
public:
- // -------------------------------------------------------------------
- /** Returns whether the class can handle the format of the given file.
- * See BaseImporter::CanRead() for details. */
- bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
- bool checkSig) const;
+ // -------------------------------------------------------------------
+ /** Returns whether the class can handle the format of the given file.
+ * See BaseImporter::CanRead() for details. */
+ bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
+ bool checkSig) const;
protected:
- // -------------------------------------------------------------------
- /** Called by Importer::GetExtensionList() for each loaded importer.
- * See BaseImporter::GetExtensionList() for details */
- void GetExtensionList(std::set<std::string>& extensions);
+ // -------------------------------------------------------------------
+ /** Return importer meta information.
+ * See #BaseImporter::GetInfo for the details */
+ const aiImporterDesc* GetInfo () const;
- // -------------------------------------------------------------------
- /** Imports the given file into the given scene structure.
- * See BaseImporter::InternReadFile() for details */
- void InternReadFile( const std::string& pFile, aiScene* pScene,
- IOSystem* pIOHandler);
+ // -------------------------------------------------------------------
+ /** Imports the given file into the given scene structure.
+ * See BaseImporter::InternReadFile() for details */
+ void InternReadFile( const std::string& pFile, aiScene* pScene,
+ IOSystem* pIOHandler);
private:
- struct TempJoint;
- void CollectChildJoints(const std::vector<TempJoint>& joints, std::vector<bool>& hadit, aiNode* nd,const aiMatrix4x4& absTrafo);
- void CollectChildJoints(const std::vector<TempJoint>& joints, aiNode* nd);
+ struct TempJoint;
+ void CollectChildJoints(const std::vector<TempJoint>& joints, std::vector<bool>& hadit, aiNode* nd,const aiMatrix4x4& absTrafo);
+ void CollectChildJoints(const std::vector<TempJoint>& joints, aiNode* nd);
- template<typename T> void ReadComments(StreamReaderLE& stream, std::vector<T>& outp);
+ template<typename T> void ReadComments(StreamReaderLE& stream, std::vector<T>& outp);
private:
- aiScene* mScene;
+ aiScene* mScene;
private:
- struct TempVertex
- {
- aiVector3D pos;
- unsigned int bone_id[4], ref_cnt;
- float weights[4];
- };
-
- struct TempTriangle
- {
- unsigned int indices[3];
- aiVector3D normals[3];
- aiVector2D uv[3];
-
- unsigned int sg, group;
- };
-
- struct TempGroup
- {
- char name[33]; // +0
- std::vector<unsigned int> triangles;
- unsigned int mat; // 0xff is no material
- std::string comment;
- };
-
- struct TempMaterial
- {
- // again, add an extra 0 character to all strings -
- char name[33];
- char texture[129];
- char alphamap[129];
-
- aiColor4D diffuse,specular,ambient,emissive;
- float shininess,transparency;
- std::string comment;
- };
-
- struct TempKeyFrame
- {
- float time;
- aiVector3D value;
- };
-
- struct TempJoint
- {
- char name[33];
- char parentName[33];
- aiVector3D rotation, position;
-
- std::vector<TempKeyFrame> rotFrames;
- std::vector<TempKeyFrame> posFrames;
- std::string comment;
- };
-
- //struct TempModel {
- // std::string comment;
- //};
+ struct TempVertex
+ {
+ aiVector3D pos;
+ unsigned int bone_id[4], ref_cnt;
+ float weights[4];
+ };
+
+ struct TempTriangle
+ {
+ unsigned int indices[3];
+ aiVector3D normals[3];
+ aiVector2D uv[3];
+
+ unsigned int sg, group;
+ };
+
+ struct TempGroup
+ {
+ char name[33]; // +0
+ std::vector<unsigned int> triangles;
+ unsigned int mat; // 0xff is no material
+ std::string comment;
+ };
+
+ struct TempMaterial
+ {
+ // again, add an extra 0 character to all strings -
+ char name[33];
+ char texture[129];
+ char alphamap[129];
+
+ aiColor4D diffuse,specular,ambient,emissive;
+ float shininess,transparency;
+ std::string comment;
+ };
+
+ struct TempKeyFrame
+ {
+ float time;
+ aiVector3D value;
+ };
+
+ struct TempJoint
+ {
+ char name[33];
+ char parentName[33];
+ aiVector3D rotation, position;
+
+ std::vector<TempKeyFrame> rotFrames;
+ std::vector<TempKeyFrame> posFrames;
+ std::string comment;
+ };
+
+ //struct TempModel {
+ // std::string comment;
+ //};
};
}
diff --git a/src/3rdparty/assimp/code/MakeVerboseFormat.cpp b/src/3rdparty/assimp/code/MakeVerboseFormat.cpp
index b232146de..faab79713 100644
--- a/src/3rdparty/assimp/code/MakeVerboseFormat.cpp
+++ b/src/3rdparty/assimp/code/MakeVerboseFormat.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -49,170 +49,167 @@ using namespace Assimp;
// ------------------------------------------------------------------------------------------------
MakeVerboseFormatProcess::MakeVerboseFormatProcess()
{
- // nothing to do here
+ // nothing to do here
}
// ------------------------------------------------------------------------------------------------
MakeVerboseFormatProcess::~MakeVerboseFormatProcess()
{
- // nothing to do here
+ // nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void MakeVerboseFormatProcess::Execute( aiScene* pScene)
{
- ai_assert(NULL != pScene);
- DefaultLogger::get()->debug("MakeVerboseFormatProcess begin");
+ ai_assert(NULL != pScene);
+ DefaultLogger::get()->debug("MakeVerboseFormatProcess begin");
- bool bHas = false;
- for ( unsigned int a = 0; a < pScene->mNumMeshes; a++)
- {
- if ( MakeVerboseFormat( pScene->mMeshes[a]))
- bHas = true;
- }
- if (bHas) DefaultLogger::get()->info("MakeVerboseFormatProcess finished. There was much work to do ...");
- else DefaultLogger::get()->debug("MakeVerboseFormatProcess. There was nothing to do.");
+ bool bHas = false;
+ for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
+ {
+ if( MakeVerboseFormat( pScene->mMeshes[a]))
+ bHas = true;
+ }
+ if (bHas) DefaultLogger::get()->info("MakeVerboseFormatProcess finished. There was much work to do ...");
+ else DefaultLogger::get()->debug("MakeVerboseFormatProcess. There was nothing to do.");
- pScene->mFlags &= ~AI_SCENE_FLAGS_NON_VERBOSE_FORMAT;
+ pScene->mFlags &= ~AI_SCENE_FLAGS_NON_VERBOSE_FORMAT;
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
bool MakeVerboseFormatProcess::MakeVerboseFormat(aiMesh* pcMesh)
{
- ai_assert(NULL != pcMesh);
-
- unsigned int iOldNumVertices = pcMesh->mNumVertices;
- const unsigned int iNumVerts = pcMesh->mNumFaces*3;
-
- aiVector3D* pvPositions = new aiVector3D[ iNumVerts ];
-
- aiVector3D* pvNormals = NULL;
- if (pcMesh->HasNormals())
- {
- pvNormals = new aiVector3D[iNumVerts];
- }
- aiVector3D* pvTangents = NULL, *pvBitangents = NULL;
- if (pcMesh->HasTangentsAndBitangents())
- {
- pvTangents = new aiVector3D[iNumVerts];
- pvBitangents = new aiVector3D[iNumVerts];
- }
-
- ai_assert(AI_MAX_NUMBER_OF_TEXTURECOORDS == 4);
- ai_assert(AI_MAX_NUMBER_OF_COLOR_SETS == 4);
-
- aiVector3D* apvTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS] = {NULL,NULL,NULL,NULL};
- aiColor4D* apvColorSets[AI_MAX_NUMBER_OF_COLOR_SETS] = {NULL,NULL,NULL,NULL};
-
- unsigned int p = 0;
- while (pcMesh->HasTextureCoords(p))
- apvTextureCoords[p++] = new aiVector3D[iNumVerts];
-
- p = 0;
- while (pcMesh->HasVertexColors(p))
- apvColorSets[p++] = new aiColor4D[iNumVerts];
-
- // allocate enough memory to hold output bones and vertex weights ...
- std::vector<aiVertexWeight>* newWeights = new std::vector<aiVertexWeight>[pcMesh->mNumBones];
- for (unsigned int i = 0;i < pcMesh->mNumBones;++i) {
- newWeights[i].reserve(pcMesh->mBones[i]->mNumWeights*3);
- }
-
- // iterate through all faces and build a clean list
- unsigned int iIndex = 0;
- for (unsigned int a = 0; a< pcMesh->mNumFaces;++a)
- {
- aiFace* pcFace = &pcMesh->mFaces[a];
- for (unsigned int q = 0; q < pcFace->mNumIndices;++q,++iIndex)
- {
- // need to build a clean list of bones, too
- for (unsigned int i = 0;i < pcMesh->mNumBones;++i)
- {
- for (unsigned int a = 0; a < pcMesh->mBones[i]->mNumWeights;a++)
- {
- const aiVertexWeight& w = pcMesh->mBones[i]->mWeights[a];
- if (pcFace->mIndices[q] == w.mVertexId)
- {
- aiVertexWeight wNew;
- wNew.mVertexId = iIndex;
- wNew.mWeight = w.mWeight;
- newWeights[i].push_back(wNew);
- }
- }
- }
-
- pvPositions[iIndex] = pcMesh->mVertices[pcFace->mIndices[q]];
-
- if (pcMesh->HasNormals())
- {
- pvNormals[iIndex] = pcMesh->mNormals[pcFace->mIndices[q]];
- }
- if (pcMesh->HasTangentsAndBitangents())
- {
- pvTangents[iIndex] = pcMesh->mTangents[pcFace->mIndices[q]];
- pvBitangents[iIndex] = pcMesh->mBitangents[pcFace->mIndices[q]];
- }
-
- unsigned int p = 0;
- while (pcMesh->HasTextureCoords(p))
- {
- apvTextureCoords[p][iIndex] = pcMesh->mTextureCoords[p][pcFace->mIndices[q]];
- ++p;
- }
- p = 0;
- while (pcMesh->HasVertexColors(p))
- {
- apvColorSets[p][iIndex] = pcMesh->mColors[p][pcFace->mIndices[q]];
- ++p;
- }
- pcFace->mIndices[q] = iIndex;
- }
- }
-
- // build output vertex weights
- for (unsigned int i = 0;i < pcMesh->mNumBones;++i)
- {
- delete pcMesh->mBones[i]->mWeights;
- if (!newWeights[i].empty())
- {
- pcMesh->mBones[i]->mWeights = new aiVertexWeight[newWeights[i].size()];
- memcpy(pcMesh->mBones[i]->mWeights,&newWeights[i][0],
- sizeof(aiVertexWeight) * newWeights[i].size());
- }
- else pcMesh->mBones[i]->mWeights = NULL;
- }
-
- // delete the old members
- delete[] pcMesh->mVertices;
- pcMesh->mVertices = pvPositions;
-
- p = 0;
- while (pcMesh->HasTextureCoords(p))
- {
- delete pcMesh->mTextureCoords[p];
- pcMesh->mTextureCoords[p] = apvTextureCoords[p];
- ++p;
- }
- p = 0;
- while (pcMesh->HasVertexColors(p))
- {
- delete pcMesh->mColors[p];
- pcMesh->mColors[p] = apvColorSets[p];
- ++p;
- }
- pcMesh->mNumVertices = iNumVerts;
-
- if (pcMesh->HasNormals())
- {
- delete[] pcMesh->mNormals;
- pcMesh->mNormals = pvNormals;
- }
- if (pcMesh->HasTangentsAndBitangents())
- {
- delete[] pcMesh->mTangents;
- pcMesh->mTangents = pvTangents;
- delete[] pcMesh->mBitangents;
- pcMesh->mBitangents = pvBitangents;
- }
- return (pcMesh->mNumVertices != iOldNumVertices);
+ ai_assert(NULL != pcMesh);
+
+ unsigned int iOldNumVertices = pcMesh->mNumVertices;
+ const unsigned int iNumVerts = pcMesh->mNumFaces*3;
+
+ aiVector3D* pvPositions = new aiVector3D[ iNumVerts ];
+
+ aiVector3D* pvNormals = NULL;
+ if (pcMesh->HasNormals())
+ {
+ pvNormals = new aiVector3D[iNumVerts];
+ }
+ aiVector3D* pvTangents = NULL, *pvBitangents = NULL;
+ if (pcMesh->HasTangentsAndBitangents())
+ {
+ pvTangents = new aiVector3D[iNumVerts];
+ pvBitangents = new aiVector3D[iNumVerts];
+ }
+
+ aiVector3D* apvTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS] = {0};
+ aiColor4D* apvColorSets[AI_MAX_NUMBER_OF_COLOR_SETS] = {0};
+
+ unsigned int p = 0;
+ while (pcMesh->HasTextureCoords(p))
+ apvTextureCoords[p++] = new aiVector3D[iNumVerts];
+
+ p = 0;
+ while (pcMesh->HasVertexColors(p))
+ apvColorSets[p++] = new aiColor4D[iNumVerts];
+
+ // allocate enough memory to hold output bones and vertex weights ...
+ std::vector<aiVertexWeight>* newWeights = new std::vector<aiVertexWeight>[pcMesh->mNumBones];
+ for (unsigned int i = 0;i < pcMesh->mNumBones;++i) {
+ newWeights[i].reserve(pcMesh->mBones[i]->mNumWeights*3);
+ }
+
+ // iterate through all faces and build a clean list
+ unsigned int iIndex = 0;
+ for (unsigned int a = 0; a< pcMesh->mNumFaces;++a)
+ {
+ aiFace* pcFace = &pcMesh->mFaces[a];
+ for (unsigned int q = 0; q < pcFace->mNumIndices;++q,++iIndex)
+ {
+ // need to build a clean list of bones, too
+ for (unsigned int i = 0;i < pcMesh->mNumBones;++i)
+ {
+ for (unsigned int a = 0; a < pcMesh->mBones[i]->mNumWeights;a++)
+ {
+ const aiVertexWeight& w = pcMesh->mBones[i]->mWeights[a];
+ if(pcFace->mIndices[q] == w.mVertexId)
+ {
+ aiVertexWeight wNew;
+ wNew.mVertexId = iIndex;
+ wNew.mWeight = w.mWeight;
+ newWeights[i].push_back(wNew);
+ }
+ }
+ }
+
+ pvPositions[iIndex] = pcMesh->mVertices[pcFace->mIndices[q]];
+
+ if (pcMesh->HasNormals())
+ {
+ pvNormals[iIndex] = pcMesh->mNormals[pcFace->mIndices[q]];
+ }
+ if (pcMesh->HasTangentsAndBitangents())
+ {
+ pvTangents[iIndex] = pcMesh->mTangents[pcFace->mIndices[q]];
+ pvBitangents[iIndex] = pcMesh->mBitangents[pcFace->mIndices[q]];
+ }
+
+ unsigned int p = 0;
+ while (pcMesh->HasTextureCoords(p))
+ {
+ apvTextureCoords[p][iIndex] = pcMesh->mTextureCoords[p][pcFace->mIndices[q]];
+ ++p;
+ }
+ p = 0;
+ while (pcMesh->HasVertexColors(p))
+ {
+ apvColorSets[p][iIndex] = pcMesh->mColors[p][pcFace->mIndices[q]];
+ ++p;
+ }
+ pcFace->mIndices[q] = iIndex;
+ }
+ }
+
+ // build output vertex weights
+ for (unsigned int i = 0;i < pcMesh->mNumBones;++i)
+ {
+ delete pcMesh->mBones[i]->mWeights;
+ if (!newWeights[i].empty())
+ {
+ pcMesh->mBones[i]->mWeights = new aiVertexWeight[newWeights[i].size()];
+ memcpy(pcMesh->mBones[i]->mWeights,&newWeights[i][0],
+ sizeof(aiVertexWeight) * newWeights[i].size());
+ }
+ else pcMesh->mBones[i]->mWeights = NULL;
+ }
+
+ // delete the old members
+ delete[] pcMesh->mVertices;
+ pcMesh->mVertices = pvPositions;
+
+ p = 0;
+ while (pcMesh->HasTextureCoords(p))
+ {
+ delete pcMesh->mTextureCoords[p];
+ pcMesh->mTextureCoords[p] = apvTextureCoords[p];
+ ++p;
+ }
+ p = 0;
+ while (pcMesh->HasVertexColors(p))
+ {
+ delete pcMesh->mColors[p];
+ pcMesh->mColors[p] = apvColorSets[p];
+ ++p;
+ }
+ pcMesh->mNumVertices = iNumVerts;
+
+ if (pcMesh->HasNormals())
+ {
+ delete[] pcMesh->mNormals;
+ pcMesh->mNormals = pvNormals;
+ }
+ if (pcMesh->HasTangentsAndBitangents())
+ {
+ delete[] pcMesh->mTangents;
+ pcMesh->mTangents = pvTangents;
+ delete[] pcMesh->mBitangents;
+ pcMesh->mBitangents = pvBitangents;
+ }
+ return (pcMesh->mNumVertices != iOldNumVertices);
}
diff --git a/src/3rdparty/assimp/code/MakeVerboseFormat.h b/src/3rdparty/assimp/code/MakeVerboseFormat.h
index 6ecb2ed59..8a888f403 100644
--- a/src/3rdparty/assimp/code/MakeVerboseFormat.h
+++ b/src/3rdparty/assimp/code/MakeVerboseFormat.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,42 +18,42 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file Defines a post processing step to bring a given scene
- into the verbose format that is expected by most postprocess steps.
+ into the verbose format that is expected by most postprocess steps.
This is the inverse of the "JoinIdenticalVertices" step. */
#ifndef AI_MAKEVERBOSEFORMAT_H_INC
#define AI_MAKEVERBOSEFORMAT_H_INC
#include "BaseProcess.h"
-namespace Assimp {
+namespace Assimp {
// ---------------------------------------------------------------------------
-/** MakeVerboseFormatProcess: Class to convert an asset to the verbose
+/** MakeVerboseFormatProcess: Class to convert an asset to the verbose
* format which is expected by most postprocess steps.
*
- * This is the inverse of what the "JoinIdenticalVertices" step is doing.
- * This step has no official flag (since it wouldn't make sense to run it
- * during import). It is intended for applications intending to modify the
+ * This is the inverse of what the "JoinIdenticalVertices" step is doing.
+ * This step has no official flag (since it wouldn't make sense to run it
+ * during import). It is intended for applications intending to modify the
* returned aiScene. After this step has been executed, they can execute
* other postprocess steps on the data. The code might also be useful to
* quickly adapt code that doesn't result in a verbose representation of
@@ -61,46 +61,41 @@ namespace Assimp {
* The step has been added because it was required by the viewer, however
* it has been moved to the main library since others might find it
* useful, too. */
-class ASSIMP_API MakeVerboseFormatProcess : public BaseProcess
+class ASSIMP_API_WINONLY MakeVerboseFormatProcess : public BaseProcess
{
- friend class Importer;
-
-protected:
-
- /** Constructor to be privately used by Importer, or by applications
- which know what they are doing if they modify the aiScene object */
- MakeVerboseFormatProcess();
+public:
- /** Destructor, private as well */
- ~MakeVerboseFormatProcess();
+
+ MakeVerboseFormatProcess();
+ ~MakeVerboseFormatProcess();
public:
- // -------------------------------------------------------------------
- /** Returns whether the processing step is present in the given flag field.
- * @param pFlags The processing flags the importer was called with. A bitwise
- * combination of #aiPostProcessSteps.
- * @return true if the process is present in this flag fields, false if not */
- bool IsActive( unsigned int /*pFlags*/ ) const
- {
- // NOTE: There is no direct flag that corresponds to
- // this postprocess step.
- return false;
- }
-
- // -------------------------------------------------------------------
- /** Executes the post processing step on the given imported data.
- * At the moment a process is not supposed to fail.
- * @param pScene The imported data to work at. */
- void Execute( aiScene* pScene);
+ // -------------------------------------------------------------------
+ /** Returns whether the processing step is present in the given flag field.
+ * @param pFlags The processing flags the importer was called with. A bitwise
+ * combination of #aiPostProcessSteps.
+ * @return true if the process is present in this flag fields, false if not */
+ bool IsActive( unsigned int /*pFlags*/ ) const
+ {
+ // NOTE: There is no direct flag that corresponds to
+ // this postprocess step.
+ return false;
+ }
+
+ // -------------------------------------------------------------------
+ /** Executes the post processing step on the given imported data.
+ * At the moment a process is not supposed to fail.
+ * @param pScene The imported data to work at. */
+ void Execute( aiScene* pScene);
private:
- //! Apply the postprocess step to a given submesh
- bool MakeVerboseFormat (aiMesh* pcMesh);
+ //! Apply the postprocess step to a given submesh
+ bool MakeVerboseFormat (aiMesh* pcMesh);
};
-
+
} // end of namespace Assimp
#endif // !!AI_KILLNORMALPROCESS_H_INC
diff --git a/src/3rdparty/assimp/code/MaterialSystem.cpp b/src/3rdparty/assimp/code/MaterialSystem.cpp
index 0df12ba0b..e33b8f1fa 100644
--- a/src/3rdparty/assimp/code/MaterialSystem.cpp
+++ b/src/3rdparty/assimp/code/MaterialSystem.cpp
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -47,259 +47,260 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "Hash.h"
#include "fast_atof.h"
#include "ParsingUtils.h"
+#include "MaterialSystem.h"
using namespace Assimp;
// ------------------------------------------------------------------------------------------------
// Get a specific property from a material
-aiReturn aiGetMaterialProperty(const aiMaterial* pMat,
- const char* pKey,
- unsigned int type,
+aiReturn aiGetMaterialProperty(const aiMaterial* pMat,
+ const char* pKey,
+ unsigned int type,
unsigned int index,
- const aiMaterialProperty** pPropOut)
+ const aiMaterialProperty** pPropOut)
{
- ai_assert (pMat != NULL);
- ai_assert (pKey != NULL);
- ai_assert (pPropOut != NULL);
-
- /* Just search for a property with exactly this name ..
- * could be improved by hashing, but it's possibly
- * no worth the effort (we're bound to C structures,
- * thus std::map or derivates are not applicable. */
- for (unsigned int i = 0; i < pMat->mNumProperties;++i) {
- aiMaterialProperty* prop = pMat->mProperties[i];
-
- if (prop /* just for safety ... */
- && 0 == strcmp( prop->mKey.data, pKey )
- && (0xffffffff == type || prop->mSemantic == type) /* 0xffffffff is a wildcard, but this is undocumented :-) */
- && (0xffffffff == index || prop->mIndex == index))
- {
- *pPropOut = pMat->mProperties[i];
- return AI_SUCCESS;
- }
- }
- *pPropOut = NULL;
- return AI_FAILURE;
+ ai_assert (pMat != NULL);
+ ai_assert (pKey != NULL);
+ ai_assert (pPropOut != NULL);
+
+ /* Just search for a property with exactly this name ..
+ * could be improved by hashing, but it's possibly
+ * no worth the effort (we're bound to C structures,
+ * thus std::map or derivates are not applicable. */
+ for (unsigned int i = 0; i < pMat->mNumProperties;++i) {
+ aiMaterialProperty* prop = pMat->mProperties[i];
+
+ if (prop /* just for safety ... */
+ && 0 == strcmp( prop->mKey.data, pKey )
+ && (UINT_MAX == type || prop->mSemantic == type) /* UINT_MAX is a wildcard, but this is undocumented :-) */
+ && (UINT_MAX == index || prop->mIndex == index))
+ {
+ *pPropOut = pMat->mProperties[i];
+ return AI_SUCCESS;
+ }
+ }
+ *pPropOut = NULL;
+ return AI_FAILURE;
}
// ------------------------------------------------------------------------------------------------
// Get an array of floating-point values from the material.
-aiReturn aiGetMaterialFloatArray(const aiMaterial* pMat,
- const char* pKey,
- unsigned int type,
+aiReturn aiGetMaterialFloatArray(const aiMaterial* pMat,
+ const char* pKey,
+ unsigned int type,
unsigned int index,
- float* pOut,
- unsigned int* pMax)
+ float* pOut,
+ unsigned int* pMax)
{
- ai_assert (pOut != NULL);
- ai_assert (pMat != NULL);
-
- const aiMaterialProperty* prop;
- aiGetMaterialProperty(pMat,pKey,type,index, (const aiMaterialProperty**) &prop);
- if (!prop) {
- return AI_FAILURE;
- }
-
- // data is given in floats, simply copy it
- unsigned int iWrite;
- if ( aiPTI_Float == prop->mType || aiPTI_Buffer == prop->mType) {
- iWrite = prop->mDataLength / sizeof(float);
- if (pMax) {
- iWrite = std::min(*pMax,iWrite); ;
- }
- for (unsigned int a = 0; a < iWrite;++a) {
- pOut[a] = static_cast<float> ( reinterpret_cast<float*>(prop->mData)[a] );
- }
- if (pMax) {
- *pMax = iWrite;
- }
- }
- // data is given in ints, convert to float
- else if ( aiPTI_Integer == prop->mType) {
- iWrite = prop->mDataLength / sizeof(int32_t);
- if (pMax) {
- iWrite = std::min(*pMax,iWrite); ;
- }
- for (unsigned int a = 0; a < iWrite;++a) {
- pOut[a] = static_cast<float> ( reinterpret_cast<int32_t*>(prop->mData)[a] );
- }
- if (pMax) {
- *pMax = iWrite;
- }
- }
- // a string ... read floats separated by spaces
- else {
- if (pMax) {
- iWrite = *pMax;
- }
- // strings are zero-terminated with a 32 bit length prefix, so this is safe
- const char* cur = prop->mData+4;
- ai_assert(prop->mDataLength>=5 && !prop->mData[prop->mDataLength-1]);
- for (unsigned int a = 0; ;++a) {
- cur = fast_atof_move(cur,pOut[a]);
- if (a==iWrite-1) {
- break;
- }
- if (!IsSpace(*cur)) {
- DefaultLogger::get()->error("Material property" + std::string(pKey) +
- " is a string; failed to parse a float array out of it.");
- return AI_FAILURE;
- }
- }
-
- if (pMax) {
- *pMax = iWrite;
- }
- }
- return AI_SUCCESS;
+ ai_assert (pOut != NULL);
+ ai_assert (pMat != NULL);
+
+ const aiMaterialProperty* prop;
+ aiGetMaterialProperty(pMat,pKey,type,index, (const aiMaterialProperty**) &prop);
+ if (!prop) {
+ return AI_FAILURE;
+ }
+
+ // data is given in floats, simply copy it
+ unsigned int iWrite;
+ if( aiPTI_Float == prop->mType || aiPTI_Buffer == prop->mType) {
+ iWrite = prop->mDataLength / sizeof(float);
+ if (pMax) {
+ iWrite = std::min(*pMax,iWrite); ;
+ }
+ for (unsigned int a = 0; a < iWrite;++a) {
+ pOut[a] = static_cast<float> ( reinterpret_cast<float*>(prop->mData)[a] );
+ }
+ if (pMax) {
+ *pMax = iWrite;
+ }
+ }
+ // data is given in ints, convert to float
+ else if( aiPTI_Integer == prop->mType) {
+ iWrite = prop->mDataLength / sizeof(int32_t);
+ if (pMax) {
+ iWrite = std::min(*pMax,iWrite); ;
+ }
+ for (unsigned int a = 0; a < iWrite;++a) {
+ pOut[a] = static_cast<float> ( reinterpret_cast<int32_t*>(prop->mData)[a] );
+ }
+ if (pMax) {
+ *pMax = iWrite;
+ }
+ }
+ // a string ... read floats separated by spaces
+ else {
+ if (pMax) {
+ iWrite = *pMax;
+ }
+ // strings are zero-terminated with a 32 bit length prefix, so this is safe
+ const char* cur = prop->mData+4;
+ ai_assert(prop->mDataLength>=5 && !prop->mData[prop->mDataLength-1]);
+ for (unsigned int a = 0; ;++a) {
+ cur = fast_atoreal_move<float>(cur,pOut[a]);
+ if(a==iWrite-1) {
+ break;
+ }
+ if(!IsSpace(*cur)) {
+ DefaultLogger::get()->error("Material property" + std::string(pKey) +
+ " is a string; failed to parse a float array out of it.");
+ return AI_FAILURE;
+ }
+ }
+
+ if (pMax) {
+ *pMax = iWrite;
+ }
+ }
+ return AI_SUCCESS;
}
// ------------------------------------------------------------------------------------------------
// Get an array if integers from the material
-aiReturn aiGetMaterialIntegerArray(const aiMaterial* pMat,
- const char* pKey,
- unsigned int type,
+aiReturn aiGetMaterialIntegerArray(const aiMaterial* pMat,
+ const char* pKey,
+ unsigned int type,
unsigned int index,
- int* pOut,
- unsigned int* pMax)
+ int* pOut,
+ unsigned int* pMax)
{
- ai_assert (pOut != NULL);
- ai_assert (pMat != NULL);
-
- const aiMaterialProperty* prop;
- aiGetMaterialProperty(pMat,pKey,type,index,(const aiMaterialProperty**) &prop);
- if (!prop) {
- return AI_FAILURE;
- }
-
- // data is given in ints, simply copy it
- unsigned int iWrite;
- if ( aiPTI_Integer == prop->mType || aiPTI_Buffer == prop->mType) {
- iWrite = prop->mDataLength / sizeof(int32_t);
- if (pMax) {
- iWrite = std::min(*pMax,iWrite); ;
- }
- for (unsigned int a = 0; a < iWrite;++a) {
- pOut[a] = static_cast<int>(reinterpret_cast<int32_t*>(prop->mData)[a]);
- }
- if (pMax) {
- *pMax = iWrite;
- }
- }
- // data is given in floats convert to int
- else if ( aiPTI_Float == prop->mType) {
- iWrite = prop->mDataLength / sizeof(float);
- if (pMax) {
- iWrite = std::min(*pMax,iWrite); ;
- }
- for (unsigned int a = 0; a < iWrite;++a) {
- pOut[a] = static_cast<int>(reinterpret_cast<float*>(prop->mData)[a]);
- }
- if (pMax) {
- *pMax = iWrite;
- }
- }
- // it is a string ... no way to read something out of this
- else {
- if (pMax) {
- iWrite = *pMax;
- }
- // strings are zero-terminated with a 32 bit length prefix, so this is safe
- const char* cur = prop->mData+4;
- ai_assert(prop->mDataLength>=5 && !prop->mData[prop->mDataLength-1]);
- for (unsigned int a = 0; ;++a) {
- pOut[a] = strtol10s(cur,&cur);
- if (a==iWrite-1) {
- break;
- }
- if (!IsSpace(*cur)) {
- DefaultLogger::get()->error("Material property" + std::string(pKey) +
- " is a string; failed to parse an integer array out of it.");
- return AI_FAILURE;
- }
- }
-
- if (pMax) {
- *pMax = iWrite;
- }
- }
- return AI_SUCCESS;
+ ai_assert (pOut != NULL);
+ ai_assert (pMat != NULL);
+
+ const aiMaterialProperty* prop;
+ aiGetMaterialProperty(pMat,pKey,type,index,(const aiMaterialProperty**) &prop);
+ if (!prop) {
+ return AI_FAILURE;
+ }
+
+ // data is given in ints, simply copy it
+ unsigned int iWrite;
+ if( aiPTI_Integer == prop->mType || aiPTI_Buffer == prop->mType) {
+ iWrite = prop->mDataLength / sizeof(int32_t);
+ if (pMax) {
+ iWrite = std::min(*pMax,iWrite); ;
+ }
+ for (unsigned int a = 0; a < iWrite;++a) {
+ pOut[a] = static_cast<int>(reinterpret_cast<int32_t*>(prop->mData)[a]);
+ }
+ if (pMax) {
+ *pMax = iWrite;
+ }
+ }
+ // data is given in floats convert to int
+ else if( aiPTI_Float == prop->mType) {
+ iWrite = prop->mDataLength / sizeof(float);
+ if (pMax) {
+ iWrite = std::min(*pMax,iWrite); ;
+ }
+ for (unsigned int a = 0; a < iWrite;++a) {
+ pOut[a] = static_cast<int>(reinterpret_cast<float*>(prop->mData)[a]);
+ }
+ if (pMax) {
+ *pMax = iWrite;
+ }
+ }
+ // it is a string ... no way to read something out of this
+ else {
+ if (pMax) {
+ iWrite = *pMax;
+ }
+ // strings are zero-terminated with a 32 bit length prefix, so this is safe
+ const char* cur = prop->mData+4;
+ ai_assert(prop->mDataLength>=5 && !prop->mData[prop->mDataLength-1]);
+ for (unsigned int a = 0; ;++a) {
+ pOut[a] = strtol10(cur,&cur);
+ if(a==iWrite-1) {
+ break;
+ }
+ if(!IsSpace(*cur)) {
+ DefaultLogger::get()->error("Material property" + std::string(pKey) +
+ " is a string; failed to parse an integer array out of it.");
+ return AI_FAILURE;
+ }
+ }
+
+ if (pMax) {
+ *pMax = iWrite;
+ }
+ }
+ return AI_SUCCESS;
}
// ------------------------------------------------------------------------------------------------
// Get a color (3 or 4 floats) from the material
-aiReturn aiGetMaterialColor(const aiMaterial* pMat,
- const char* pKey,
- unsigned int type,
- unsigned int index,
- aiColor4D* pOut)
+aiReturn aiGetMaterialColor(const aiMaterial* pMat,
+ const char* pKey,
+ unsigned int type,
+ unsigned int index,
+ aiColor4D* pOut)
{
- unsigned int iMax = 4;
- const aiReturn eRet = aiGetMaterialFloatArray(pMat,pKey,type,index,(float*)pOut,&iMax);
+ unsigned int iMax = 4;
+ const aiReturn eRet = aiGetMaterialFloatArray(pMat,pKey,type,index,(float*)pOut,&iMax);
- // if no alpha channel is defined: set it to 1.0
- if (3 == iMax) {
- pOut->a = 1.0f;
- }
+ // if no alpha channel is defined: set it to 1.0
+ if (3 == iMax) {
+ pOut->a = 1.0f;
+ }
- return eRet;
+ return eRet;
}
// ------------------------------------------------------------------------------------------------
// Get a string from the material
-aiReturn aiGetMaterialString(const aiMaterial* pMat,
- const char* pKey,
- unsigned int type,
- unsigned int index,
- aiString* pOut)
+aiReturn aiGetMaterialString(const aiMaterial* pMat,
+ const char* pKey,
+ unsigned int type,
+ unsigned int index,
+ aiString* pOut)
{
- ai_assert (pOut != NULL);
-
- const aiMaterialProperty* prop;
- aiGetMaterialProperty(pMat,pKey,type,index,(const aiMaterialProperty**)&prop);
- if (!prop) {
- return AI_FAILURE;
- }
-
- if ( aiPTI_String == prop->mType) {
- ai_assert(prop->mDataLength>=5);
-
- // The string is stored as 32 but length prefix followed by zero-terminated UTF8 data
- pOut->length = static_cast<unsigned int>(*reinterpret_cast<uint32_t*>(prop->mData));
-
- ai_assert(pOut->length+1+4==prop->mDataLength && !prop->mData[prop->mDataLength-1]);
- memcpy(pOut->data,prop->mData+4,pOut->length+1);
- }
- else {
- // TODO - implement lexical cast as well
- DefaultLogger::get()->error("Material property" + std::string(pKey) +
- " was found, but is no string" );
- return AI_FAILURE;
- }
- return AI_SUCCESS;
+ ai_assert (pOut != NULL);
+
+ const aiMaterialProperty* prop;
+ aiGetMaterialProperty(pMat,pKey,type,index,(const aiMaterialProperty**)&prop);
+ if (!prop) {
+ return AI_FAILURE;
+ }
+
+ if( aiPTI_String == prop->mType) {
+ ai_assert(prop->mDataLength>=5);
+
+ // The string is stored as 32 but length prefix followed by zero-terminated UTF8 data
+ pOut->length = static_cast<unsigned int>(*reinterpret_cast<uint32_t*>(prop->mData));
+
+ ai_assert(pOut->length+1+4==prop->mDataLength && !prop->mData[prop->mDataLength-1]);
+ memcpy(pOut->data,prop->mData+4,pOut->length+1);
+ }
+ else {
+ // TODO - implement lexical cast as well
+ DefaultLogger::get()->error("Material property" + std::string(pKey) +
+ " was found, but is no string" );
+ return AI_FAILURE;
+ }
+ return AI_SUCCESS;
}
// ------------------------------------------------------------------------------------------------
// Get the number of textures on a particular texture stack
-ASSIMP_API unsigned int aiGetMaterialTextureCount(const C_STRUCT aiMaterial* pMat,
- C_ENUM aiTextureType type)
+ASSIMP_API unsigned int aiGetMaterialTextureCount(const C_STRUCT aiMaterial* pMat,
+ C_ENUM aiTextureType type)
{
- ai_assert (pMat != NULL);
-
- /* Textures are always stored with ascending indices (ValidateDS provides a check, so we don't need to do it again) */
- unsigned int max = 0;
- for (unsigned int i = 0; i < pMat->mNumProperties;++i) {
- aiMaterialProperty* prop = pMat->mProperties[i];
-
- if (prop /* just a sanity check ... */
- && 0 == strcmp( prop->mKey.data, _AI_MATKEY_TEXTURE_BASE )
- && prop->mSemantic == type) {
-
- max = std::max(max,prop->mIndex+1);
- }
- }
- return max;
+ ai_assert (pMat != NULL);
+
+ /* Textures are always stored with ascending indices (ValidateDS provides a check, so we don't need to do it again) */
+ unsigned int max = 0;
+ for (unsigned int i = 0; i < pMat->mNumProperties;++i) {
+ aiMaterialProperty* prop = pMat->mProperties[i];
+
+ if (prop /* just a sanity check ... */
+ && 0 == strcmp( prop->mKey.data, _AI_MATKEY_TEXTURE_BASE )
+ && prop->mSemantic == type) {
+
+ max = std::max(max,prop->mIndex+1);
+ }
+ }
+ return max;
}
// ------------------------------------------------------------------------------------------------
@@ -307,306 +308,283 @@ aiReturn aiGetMaterialTexture(const C_STRUCT aiMaterial* mat,
aiTextureType type,
unsigned int index,
C_STRUCT aiString* path,
- aiTextureMapping* _mapping /*= NULL*/,
- unsigned int* uvindex /*= NULL*/,
- float* blend /*= NULL*/,
- aiTextureOp* op /*= NULL*/,
- aiTextureMapMode* mapmode /*= NULL*/,
- unsigned int* flags /*= NULL*/
- )
+ aiTextureMapping* _mapping /*= NULL*/,
+ unsigned int* uvindex /*= NULL*/,
+ float* blend /*= NULL*/,
+ aiTextureOp* op /*= NULL*/,
+ aiTextureMapMode* mapmode /*= NULL*/,
+ unsigned int* flags /*= NULL*/
+ )
{
- ai_assert(NULL != mat && NULL != path);
-
- // Get the path to the texture
- if (AI_SUCCESS != aiGetMaterialString(mat,AI_MATKEY_TEXTURE(type,index),path)) {
- return AI_FAILURE;
- }
- // Determine mapping type
- aiTextureMapping mapping = aiTextureMapping_UV;
- aiGetMaterialInteger(mat,AI_MATKEY_MAPPING(type,index),(int*)&mapping);
- if (_mapping)
- *_mapping = mapping;
-
- // Get UV index
- if (aiTextureMapping_UV == mapping && uvindex) {
- aiGetMaterialInteger(mat,AI_MATKEY_UVWSRC(type,index),(int*)uvindex);
- }
- // Get blend factor
- if (blend) {
- aiGetMaterialFloat(mat,AI_MATKEY_TEXBLEND(type,index),blend);
- }
- // Get texture operation
- if (op){
- aiGetMaterialInteger(mat,AI_MATKEY_TEXOP(type,index),(int*)op);
- }
- // Get texture mapping modes
- if (mapmode) {
- aiGetMaterialInteger(mat,AI_MATKEY_MAPPINGMODE_U(type,index),(int*)&mapmode[0]);
- aiGetMaterialInteger(mat,AI_MATKEY_MAPPINGMODE_V(type,index),(int*)&mapmode[1]);
- }
- // Get texture flags
- if (flags){
- aiGetMaterialInteger(mat,AI_MATKEY_TEXFLAGS(type,index),(int*)flags);
- }
- return AI_SUCCESS;
+ ai_assert(NULL != mat && NULL != path);
+
+ // Get the path to the texture
+ if (AI_SUCCESS != aiGetMaterialString(mat,AI_MATKEY_TEXTURE(type,index),path)) {
+ return AI_FAILURE;
+ }
+ // Determine mapping type
+ aiTextureMapping mapping = aiTextureMapping_UV;
+ aiGetMaterialInteger(mat,AI_MATKEY_MAPPING(type,index),(int*)&mapping);
+ if (_mapping)
+ *_mapping = mapping;
+
+ // Get UV index
+ if (aiTextureMapping_UV == mapping && uvindex) {
+ aiGetMaterialInteger(mat,AI_MATKEY_UVWSRC(type,index),(int*)uvindex);
+ }
+ // Get blend factor
+ if (blend) {
+ aiGetMaterialFloat(mat,AI_MATKEY_TEXBLEND(type,index),blend);
+ }
+ // Get texture operation
+ if (op){
+ aiGetMaterialInteger(mat,AI_MATKEY_TEXOP(type,index),(int*)op);
+ }
+ // Get texture mapping modes
+ if (mapmode) {
+ aiGetMaterialInteger(mat,AI_MATKEY_MAPPINGMODE_U(type,index),(int*)&mapmode[0]);
+ aiGetMaterialInteger(mat,AI_MATKEY_MAPPINGMODE_V(type,index),(int*)&mapmode[1]);
+ }
+ // Get texture flags
+ if (flags){
+ aiGetMaterialInteger(mat,AI_MATKEY_TEXFLAGS(type,index),(int*)flags);
+ }
+ return AI_SUCCESS;
}
// ------------------------------------------------------------------------------------------------
// Construction. Actually the one and only way to get an aiMaterial instance
-MaterialHelper::MaterialHelper()
+aiMaterial::aiMaterial()
{
- // Allocate 5 entries by default
- mNumProperties = 0;
- mNumAllocated = 5;
- mProperties = new aiMaterialProperty*[5];
-}
-
-// ------------------------------------------------------------------------------------------------
-MaterialHelper::~MaterialHelper()
-{
- _InternDestruct();
+ // Allocate 5 entries by default
+ mNumProperties = 0;
+ mNumAllocated = 5;
+ mProperties = new aiMaterialProperty*[5];
}
// ------------------------------------------------------------------------------------------------
aiMaterial::~aiMaterial()
{
- // HACK (Aramis): This is safe: aiMaterial has a private constructor,
- // so instances must be created indirectly via MaterialHelper. We can't
- // use a virtual d'tor because we need to preserve binary compatibility
- // with good old C ...
- ((MaterialHelper*)this)->_InternDestruct();
-}
-
-// ------------------------------------------------------------------------------------------------
-// Manual destructor
-void MaterialHelper::_InternDestruct()
-{
- // First clean up all properties
- Clear();
+ Clear();
- // Then delete the array that stored them
- delete[] mProperties;
- AI_DEBUG_INVALIDATE_PTR(mProperties);
-
- // Update members
- mNumAllocated = 0;
+ delete[] mProperties;
}
// ------------------------------------------------------------------------------------------------
-void MaterialHelper::Clear()
+void aiMaterial::Clear()
{
- for (unsigned int i = 0; i < mNumProperties;++i) {
- // delete this entry
- delete mProperties[i];
- AI_DEBUG_INVALIDATE_PTR(mProperties[i]);
- }
- mNumProperties = 0;
-
- // The array remains allocated, we just invalidated its contents
+ for (unsigned int i = 0; i < mNumProperties;++i) {
+ // delete this entry
+ delete mProperties[i];
+ AI_DEBUG_INVALIDATE_PTR(mProperties[i]);
+ }
+ mNumProperties = 0;
+
+ // The array remains allocated, we just invalidated its contents
}
// ------------------------------------------------------------------------------------------------
-uint32_t MaterialHelper::ComputeHash(bool includeMatName /*= false*/)
+aiReturn aiMaterial::RemoveProperty (const char* pKey,unsigned int type,
+ unsigned int index
+ )
{
- uint32_t hash = 1503; // magic start value, choosen to be my birthday :-)
- for (unsigned int i = 0; i < mNumProperties;++i) {
- aiMaterialProperty* prop;
-
- // Exclude all properties whose first character is '?' from the hash
- // See doc for aiMaterialProperty.
- if ((prop = mProperties[i]) && (includeMatName || prop->mKey.data[0] != '?')) {
-
- hash = SuperFastHash(prop->mKey.data,(unsigned int)prop->mKey.length,hash);
- hash = SuperFastHash(prop->mData,prop->mDataLength,hash);
-
- // Combine the semantic and the index with the hash
- hash = SuperFastHash((const char*)&prop->mSemantic,sizeof(unsigned int),hash);
- hash = SuperFastHash((const char*)&prop->mIndex,sizeof(unsigned int),hash);
- }
- }
- return hash;
+ ai_assert(NULL != pKey);
+
+ for (unsigned int i = 0; i < mNumProperties;++i) {
+ aiMaterialProperty* prop = mProperties[i];
+
+ if (prop && !strcmp( prop->mKey.data, pKey ) &&
+ prop->mSemantic == type && prop->mIndex == index)
+ {
+ // Delete this entry
+ delete mProperties[i];
+
+ // collapse the array behind --.
+ --mNumProperties;
+ for (unsigned int a = i; a < mNumProperties;++a) {
+ mProperties[a] = mProperties[a+1];
+ }
+ return AI_SUCCESS;
+ }
+ }
+
+ return AI_FAILURE;
}
// ------------------------------------------------------------------------------------------------
-aiReturn MaterialHelper::RemoveProperty (const char* pKey,unsigned int type,
- unsigned int index
- )
+aiReturn aiMaterial::AddBinaryProperty (const void* pInput,
+ unsigned int pSizeInBytes,
+ const char* pKey,
+ unsigned int type,
+ unsigned int index,
+ aiPropertyTypeInfo pType
+ )
{
- ai_assert(NULL != pKey);
-
- for (unsigned int i = 0; i < mNumProperties;++i) {
- aiMaterialProperty* prop = mProperties[i];
-
- if (prop && !strcmp( prop->mKey.data, pKey ) &&
- prop->mSemantic == type && prop->mIndex == index)
- {
- // Delete this entry
- delete mProperties[i];
-
- // collapse the array behind --.
- --mNumProperties;
- for (unsigned int a = i; a < mNumProperties;++a) {
- mProperties[a] = mProperties[a+1];
- }
- return AI_SUCCESS;
- }
- }
-
- return AI_FAILURE;
+ ai_assert (pInput != NULL);
+ ai_assert (pKey != NULL);
+ ai_assert (0 != pSizeInBytes);
+
+ // first search the list whether there is already an entry with this key
+ unsigned int iOutIndex = UINT_MAX;
+ for (unsigned int i = 0; i < mNumProperties;++i) {
+ aiMaterialProperty* prop = mProperties[i];
+
+ if (prop /* just for safety */ && !strcmp( prop->mKey.data, pKey ) &&
+ prop->mSemantic == type && prop->mIndex == index){
+
+ delete mProperties[i];
+ iOutIndex = i;
+ }
+ }
+
+ // Allocate a new material property
+ aiMaterialProperty* pcNew = new aiMaterialProperty();
+
+ // .. and fill it
+ pcNew->mType = pType;
+ pcNew->mSemantic = type;
+ pcNew->mIndex = index;
+
+ pcNew->mDataLength = pSizeInBytes;
+ pcNew->mData = new char[pSizeInBytes];
+ memcpy (pcNew->mData,pInput,pSizeInBytes);
+
+ pcNew->mKey.length = ::strlen(pKey);
+ ai_assert ( MAXLEN > pcNew->mKey.length);
+ strcpy( pcNew->mKey.data, pKey );
+
+ if (UINT_MAX != iOutIndex) {
+ mProperties[iOutIndex] = pcNew;
+ return AI_SUCCESS;
+ }
+
+ // resize the array ... double the storage allocated
+ if (mNumProperties == mNumAllocated) {
+ const unsigned int iOld = mNumAllocated;
+ mNumAllocated *= 2;
+
+ aiMaterialProperty** ppTemp;
+ try {
+ ppTemp = new aiMaterialProperty*[mNumAllocated];
+ } catch (std::bad_alloc&) {
+ return AI_OUTOFMEMORY;
+ }
+
+ // just copy all items over; then replace the old array
+ memcpy (ppTemp,mProperties,iOld * sizeof(void*));
+
+ delete[] mProperties;
+ mProperties = ppTemp;
+ }
+ // push back ...
+ mProperties[mNumProperties++] = pcNew;
+ return AI_SUCCESS;
}
// ------------------------------------------------------------------------------------------------
-aiReturn MaterialHelper::AddBinaryProperty (const void* pInput,
- unsigned int pSizeInBytes,
- const char* pKey,
- unsigned int type,
- unsigned int index,
- aiPropertyTypeInfo pType
- )
+aiReturn aiMaterial::AddProperty (const aiString* pInput,
+ const char* pKey,
+ unsigned int type,
+ unsigned int index)
{
- ai_assert (pInput != NULL);
- ai_assert (pKey != NULL);
- ai_assert (0 != pSizeInBytes);
-
- // first search the list whether there is already an entry with this key
- unsigned int iOutIndex = 0xffffffff;
- for (unsigned int i = 0; i < mNumProperties;++i) {
- aiMaterialProperty* prop = mProperties[i];
-
- if (prop /* just for safety */ && !strcmp( prop->mKey.data, pKey ) &&
- prop->mSemantic == type && prop->mIndex == index){
-
- delete mProperties[i];
- iOutIndex = i;
- }
- }
-
- // Allocate a new material property
- aiMaterialProperty* pcNew = new aiMaterialProperty();
-
- // .. and fill it
- pcNew->mType = pType;
- pcNew->mSemantic = type;
- pcNew->mIndex = index;
-
- pcNew->mDataLength = pSizeInBytes;
- pcNew->mData = new char[pSizeInBytes];
- memcpy (pcNew->mData,pInput,pSizeInBytes);
-
- pcNew->mKey.length = ::strlen(pKey);
- ai_assert ( MAXLEN > pcNew->mKey.length);
- strcpy( pcNew->mKey.data, pKey );
-
- if (0xffffffff != iOutIndex) {
- mProperties[iOutIndex] = pcNew;
- return AI_SUCCESS;
- }
-
- // resize the array ... double the storage allocated
- if (mNumProperties == mNumAllocated) {
- const unsigned int iOld = mNumAllocated;
- mNumAllocated *= 2;
-
- aiMaterialProperty** ppTemp;
- try {
- ppTemp = new aiMaterialProperty*[mNumAllocated];
- } catch (std::bad_alloc&) {
- return AI_OUTOFMEMORY;
- }
-
- // just copy all items over; then replace the old array
- memcpy (ppTemp,mProperties,iOld * sizeof(void*));
-
- delete[] mProperties;
- mProperties = ppTemp;
- }
- // push back ...
- mProperties[mNumProperties++] = pcNew;
- return AI_SUCCESS;
+ // We don't want to add the whole buffer .. write a 32 bit length
+ // prefix followed by the zero-terminated UTF8 string.
+ // (HACK) I don't want to break the ABI now, but we definitely
+ // ought to change aiString::mLength to uint32_t one day.
+ if (sizeof(size_t) == 8) {
+ aiString copy = *pInput;
+ uint32_t* s = reinterpret_cast<uint32_t*>(&copy.length);
+ s[1] = static_cast<uint32_t>(pInput->length);
+
+ return AddBinaryProperty(s+1,
+ pInput->length+1+4,
+ pKey,
+ type,
+ index,
+ aiPTI_String);
+ }
+ ai_assert(sizeof(size_t)==4);
+ return AddBinaryProperty(pInput,
+ pInput->length+1+4,
+ pKey,
+ type,
+ index,
+ aiPTI_String);
}
// ------------------------------------------------------------------------------------------------
-aiReturn MaterialHelper::AddProperty (const aiString* pInput,
- const char* pKey,
- unsigned int type,
- unsigned int index)
+uint32_t Assimp :: ComputeMaterialHash(const aiMaterial* mat, bool includeMatName /*= false*/)
{
- // We don't want to add the whole buffer .. write a 32 bit length
- // prefix followed by the zero-terminated UTF8 string.
- // (HACK) I don't want to break the ABI now, but we definitely
- // ought to change aiString::mLength to uint32_t one day.
- if (sizeof(size_t) == 8) {
- aiString copy = *pInput;
- uint32_t* s = reinterpret_cast<uint32_t*>(&copy.length);
- s[1] = static_cast<uint32_t>(pInput->length);
-
- return AddBinaryProperty(s+1,
- pInput->length+1+4,
- pKey,
- type,
- index,
- aiPTI_String);
- }
- ai_assert(sizeof(size_t)==4);
- return AddBinaryProperty(pInput,
- pInput->length+1+4,
- pKey,
- type,
- index,
- aiPTI_String);
+ uint32_t hash = 1503; // magic start value, chosen to be my birthday :-)
+ for (unsigned int i = 0; i < mat->mNumProperties;++i) {
+ aiMaterialProperty* prop;
+
+ // Exclude all properties whose first character is '?' from the hash
+ // See doc for aiMaterialProperty.
+ if ((prop = mat->mProperties[i]) && (includeMatName || prop->mKey.data[0] != '?')) {
+
+ hash = SuperFastHash(prop->mKey.data,(unsigned int)prop->mKey.length,hash);
+ hash = SuperFastHash(prop->mData,prop->mDataLength,hash);
+
+ // Combine the semantic and the index with the hash
+ hash = SuperFastHash((const char*)&prop->mSemantic,sizeof(unsigned int),hash);
+ hash = SuperFastHash((const char*)&prop->mIndex,sizeof(unsigned int),hash);
+ }
+ }
+ return hash;
}
// ------------------------------------------------------------------------------------------------
-void MaterialHelper::CopyPropertyList(MaterialHelper* pcDest,
- const MaterialHelper* pcSrc
- )
+void aiMaterial::CopyPropertyList(aiMaterial* pcDest,
+ const aiMaterial* pcSrc
+ )
{
- ai_assert(NULL != pcDest);
- ai_assert(NULL != pcSrc);
-
- unsigned int iOldNum = pcDest->mNumProperties;
- pcDest->mNumAllocated += pcSrc->mNumAllocated;
- pcDest->mNumProperties += pcSrc->mNumProperties;
-
- aiMaterialProperty** pcOld = pcDest->mProperties;
- pcDest->mProperties = new aiMaterialProperty*[pcDest->mNumAllocated];
-
- if (iOldNum && pcOld) {
- for (unsigned int i = 0; i < iOldNum;++i) {
- pcDest->mProperties[i] = pcOld[i];
- }
-
- delete[] pcOld;
- }
- for (unsigned int i = iOldNum; i< pcDest->mNumProperties;++i) {
- aiMaterialProperty* propSrc = pcSrc->mProperties[i];
-
- // search whether we have already a property with this name -> if yes, overwrite it
- aiMaterialProperty* prop;
- for (unsigned int q = 0; q < iOldNum;++q) {
- prop = pcDest->mProperties[q];
- if (prop /* just for safety */ && prop->mKey == propSrc->mKey && prop->mSemantic == propSrc->mSemantic
- && prop->mIndex == propSrc->mIndex) {
- delete prop;
-
- // collapse the whole array ...
- memmove(&pcDest->mProperties[q],&pcDest->mProperties[q+1],i-q);
- i--;
- pcDest->mNumProperties--;
- }
- }
-
- // Allocate the output property and copy the source property
- prop = pcDest->mProperties[i] = new aiMaterialProperty();
- prop->mKey = propSrc->mKey;
- prop->mDataLength = propSrc->mDataLength;
- prop->mType = propSrc->mType;
- prop->mSemantic = propSrc->mSemantic;
- prop->mIndex = propSrc->mIndex;
-
- prop->mData = new char[propSrc->mDataLength];
- memcpy(prop->mData,propSrc->mData,prop->mDataLength);
- }
- return;
+ ai_assert(NULL != pcDest);
+ ai_assert(NULL != pcSrc);
+
+ unsigned int iOldNum = pcDest->mNumProperties;
+ pcDest->mNumAllocated += pcSrc->mNumAllocated;
+ pcDest->mNumProperties += pcSrc->mNumProperties;
+
+ aiMaterialProperty** pcOld = pcDest->mProperties;
+ pcDest->mProperties = new aiMaterialProperty*[pcDest->mNumAllocated];
+
+ if (iOldNum && pcOld) {
+ for (unsigned int i = 0; i < iOldNum;++i) {
+ pcDest->mProperties[i] = pcOld[i];
+ }
+
+ delete[] pcOld;
+ }
+ for (unsigned int i = iOldNum; i< pcDest->mNumProperties;++i) {
+ aiMaterialProperty* propSrc = pcSrc->mProperties[i];
+
+ // search whether we have already a property with this name -> if yes, overwrite it
+ aiMaterialProperty* prop;
+ for (unsigned int q = 0; q < iOldNum;++q) {
+ prop = pcDest->mProperties[q];
+ if (prop /* just for safety */ && prop->mKey == propSrc->mKey && prop->mSemantic == propSrc->mSemantic
+ && prop->mIndex == propSrc->mIndex) {
+ delete prop;
+
+ // collapse the whole array ...
+ memmove(&pcDest->mProperties[q],&pcDest->mProperties[q+1],i-q);
+ i--;
+ pcDest->mNumProperties--;
+ }
+ }
+
+ // Allocate the output property and copy the source property
+ prop = pcDest->mProperties[i] = new aiMaterialProperty();
+ prop->mKey = propSrc->mKey;
+ prop->mDataLength = propSrc->mDataLength;
+ prop->mType = propSrc->mType;
+ prop->mSemantic = propSrc->mSemantic;
+ prop->mIndex = propSrc->mIndex;
+
+ prop->mData = new char[propSrc->mDataLength];
+ memcpy(prop->mData,propSrc->mData,prop->mDataLength);
+ }
+ return;
}
diff --git a/src/3rdparty/assimp/code/MaterialSystem.h b/src/3rdparty/assimp/code/MaterialSystem.h
index 1504b6888..a891982a0 100644
--- a/src/3rdparty/assimp/code/MaterialSystem.h
+++ b/src/3rdparty/assimp/code/MaterialSystem.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,229 +18,49 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file MaterialSystem.h
- * Definition of the #MaterialHelper utility class.
+ * Now that #MaterialHelper is gone, this file only contains some
+ * internal material utility functions.
*/
#ifndef AI_MATERIALSYSTEM_H_INC
#define AI_MATERIALSYSTEM_H_INC
-#include "../include/aiMaterial.h"
-namespace Assimp {
+namespace Assimp {
-// ----------------------------------------------------------------------------------------
-/** Internal material helper class deriving from aiMaterial.
+// ------------------------------------------------------------------------------
+/** Computes a hash (hopefully unique) from all material properties
+ * The hash value reflects the current property state, so if you add any
+ * property and call this method again, the resulting hash value will be
+ * different. The hash is not persistent across different builds and platforms.
*
- * Intended to be used to fill an aiMaterial structure more easily.
+ * @param includeMatName Set to 'true' to take all properties with
+ * '?' as initial character in their name into account.
+ * Currently #AI_MATKEY_NAME is the only example.
+ * @return 32 Bit jash value for the material
*/
-class ASSIMP_API MaterialHelper : public ::aiMaterial
-{
-public:
+uint32_t ComputeMaterialHash(const aiMaterial* mat, bool includeMatName = false);
- // Construction and destruction
- MaterialHelper();
- ~MaterialHelper();
- // ------------------------------------------------------------------------------
- /** @brief Add a property with a given key and type info to the material
- * structure
- *
- * @param pInput Pointer to input data
- * @param pSizeInBytes Size of input data
- * @param pKey Key/Usage of the property (AI_MATKEY_XXX)
- * @param type Set by the AI_MATKEY_XXX macro
- * @param index Set by the AI_MATKEY_XXX macro
- * @param pType Type information hint
- */
- aiReturn AddBinaryProperty (const void* pInput,
- unsigned int pSizeInBytes,
- const char* pKey,
- unsigned int type ,
- unsigned int index ,
- aiPropertyTypeInfo pType);
-
- // ------------------------------------------------------------------------------
- /** @brief Add a string property with a given key and type info to the
- * material structure
- *
- * @param pInput Input string
- * @param pKey Key/Usage of the property (AI_MATKEY_XXX)
- * @param type Set by the AI_MATKEY_XXX macro
- * @param index Set by the AI_MATKEY_XXX macro
- */
- aiReturn AddProperty (const aiString* pInput,
- const char* pKey,
- unsigned int type = 0,
- unsigned int index = 0);
-
- // ------------------------------------------------------------------------------
- /** @brief Add a property with a given key to the material structure
- * @param pInput Pointer to the input data
- * @param pNumValues Number of values in the array
- * @param pKey Key/Usage of the property (AI_MATKEY_XXX)
- * @param type Set by the AI_MATKEY_XXX macro
- * @param index Set by the AI_MATKEY_XXX macro
- */
- template<class TYPE>
- aiReturn AddProperty (const TYPE* pInput,
- unsigned int pNumValues,
- const char* pKey,
- unsigned int type = 0,
- unsigned int index = 0);
-
- // ------------------------------------------------------------------------------
- /** @brief Remove a given key from the list.
- *
- * The function fails if the key isn't found
- * @param pKey Key to be deleted
- */
- aiReturn RemoveProperty (const char* pKey,
- unsigned int type = 0,
- unsigned int index = 0);
-
- // ------------------------------------------------------------------------------
- /** @brief Removes all properties from the material.
- *
- * The data array remains allocated so adding new properties is quite fast.
- */
- void Clear();
-
- // ------------------------------------------------------------------------------
- /** Computes a hash (hopefully unique) from all material properties
- * The hash value reflects the current property state, so if you add any
- * proprty and call this method again, the resulting hash value will be
- * different.
- *
- * @param includeMatName Set to 'true' to take all properties with
- * '?' as initial character in their name into account.
- * Currently #AI_MATKEY_NAME is the only example.
- * @return Unique hash
- */
- uint32_t ComputeHash(bool includeMatName = false);
-
- // ------------------------------------------------------------------------------
- /** Copy the property list of a material
- * @param pcDest Destination material
- * @param pcSrc Source material
- */
- static void CopyPropertyList(MaterialHelper* pcDest,
- const MaterialHelper* pcSrc);
-
-public:
- // For internal use. That's why it's public.
- void _InternDestruct();
-};
-
-
-// ----------------------------------------------------------------------------------------
-template<class TYPE>
-aiReturn MaterialHelper::AddProperty (const TYPE* pInput,
- const unsigned int pNumValues,
- const char* pKey,
- unsigned int type,
- unsigned int index)
-{
- return AddBinaryProperty((const void*)pInput,
- pNumValues * sizeof(TYPE),
- pKey,type,index,aiPTI_Buffer);
-}
-
-// ----------------------------------------------------------------------------------------
-template<>
-inline aiReturn MaterialHelper::AddProperty<float> (const float* pInput,
- const unsigned int pNumValues,
- const char* pKey,
- unsigned int type,
- unsigned int index)
-{
- return AddBinaryProperty((const void*)pInput,
- pNumValues * sizeof(float),
- pKey,type,index,aiPTI_Float);
-}
-
-// ----------------------------------------------------------------------------------------
-template<>
-inline aiReturn MaterialHelper::AddProperty<aiUVTransform> (const aiUVTransform* pInput,
- const unsigned int pNumValues,
- const char* pKey,
- unsigned int type,
- unsigned int index)
-{
- return AddBinaryProperty((const void*)pInput,
- pNumValues * sizeof(aiUVTransform),
- pKey,type,index,aiPTI_Float);
-}
-
-// ----------------------------------------------------------------------------------------
-template<>
-inline aiReturn MaterialHelper::AddProperty<aiColor4D> (const aiColor4D* pInput,
- const unsigned int pNumValues,
- const char* pKey,
- unsigned int type,
- unsigned int index)
-{
- return AddBinaryProperty((const void*)pInput,
- pNumValues * sizeof(aiColor4D),
- pKey,type,index,aiPTI_Float);
-}
-
-// ----------------------------------------------------------------------------------------
-template<>
-inline aiReturn MaterialHelper::AddProperty<aiColor3D> (const aiColor3D* pInput,
- const unsigned int pNumValues,
- const char* pKey,
- unsigned int type,
- unsigned int index)
-{
- return AddBinaryProperty((const void*)pInput,
- pNumValues * sizeof(aiColor3D),
- pKey,type,index,aiPTI_Float);
-}
-
-// ----------------------------------------------------------------------------------------
-template<>
-inline aiReturn MaterialHelper::AddProperty<aiVector3D> (const aiVector3D* pInput,
- const unsigned int pNumValues,
- const char* pKey,
- unsigned int type,
- unsigned int index)
-{
- return AddBinaryProperty((const void*)pInput,
- pNumValues * sizeof(aiVector3D),
- pKey,type,index,aiPTI_Float);
-}
-
-// ----------------------------------------------------------------------------------------
-template<>
-inline aiReturn MaterialHelper::AddProperty<int> (const int* pInput,
- const unsigned int pNumValues,
- const char* pKey,
- unsigned int type,
- unsigned int index)
-{
- return AddBinaryProperty((const void*)pInput,
- pNumValues * sizeof(int),
- pKey,type,index,aiPTI_Integer);
-}
} // ! namespace Assimp
#endif //!! AI_MATERIALSYSTEM_H_INC
diff --git a/src/3rdparty/assimp/code/MemoryIOWrapper.h b/src/3rdparty/assimp/code/MemoryIOWrapper.h
index eb08aefb0..215a46486 100644
--- a/src/3rdparty/assimp/code/MemoryIOWrapper.h
+++ b/src/3rdparty/assimp/code/MemoryIOWrapper.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -42,7 +42,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* Handy IOStream/IOSystem implemetation to read directly from a memory buffer */
#ifndef AI_MEMORYIOSTREAM_H_INC
#define AI_MEMORYIOSTREAM_H_INC
-namespace Assimp {
+namespace Assimp {
#define AI_MEMORYIO_MAGIC_FILENAME "$$$___magic___$$$"
#define AI_MEMORYIO_MAGIC_FILENAME_LENGTH 17
@@ -51,79 +51,79 @@ namespace Assimp {
// ----------------------------------------------------------------------------------
class MemoryIOStream : public IOStream
{
- //friend class MemoryIOSystem;
+ //friend class MemoryIOSystem;
public:
- MemoryIOStream (const uint8_t* buff, size_t len)
- : buffer (buff), length(len), pos((size_t)0) {
- }
+ MemoryIOStream (const uint8_t* buff, size_t len)
+ : buffer (buff), length(len), pos((size_t)0) {
+ }
public:
- ~MemoryIOStream () {
- }
-
- // -------------------------------------------------------------------
- // Read from stream
- size_t Read(void* pvBuffer, size_t pSize, size_t pCount) {
- const size_t cnt = std::min(pCount,(length-pos)/pSize),ofs = pSize*cnt;
-
- memcpy(pvBuffer,buffer+pos,ofs);
- pos += ofs;
-
- return cnt;
- }
-
- // -------------------------------------------------------------------
- // Write to stream
- size_t Write(const void*, size_t,size_t) {
- ai_assert(false); // won't be needed
- return 0;
- }
-
- // -------------------------------------------------------------------
- // Seek specific position
- aiReturn Seek(size_t pOffset, aiOrigin pOrigin) {
- if (aiOrigin_SET == pOrigin) {
- if (pOffset >= length) {
- return AI_FAILURE;
- }
- pos = pOffset;
- }
- else if (aiOrigin_END == pOrigin) {
- if (pOffset >= length) {
- return AI_FAILURE;
- }
- pos = length-pOffset;
- }
- else {
- if (pOffset+pos >= length) {
- return AI_FAILURE;
- }
- pos += pOffset;
- }
- return AI_SUCCESS;
- }
-
- // -------------------------------------------------------------------
- // Get current seek position
- size_t Tell() const {
- return pos;
- }
-
- // -------------------------------------------------------------------
- // Get size of file
- size_t FileSize() const {
- return length;
- }
-
- // -------------------------------------------------------------------
- // Flush file contents
- void Flush() {
- ai_assert(false); // won't be needed
- }
+ ~MemoryIOStream () {
+ }
+
+ // -------------------------------------------------------------------
+ // Read from stream
+ size_t Read(void* pvBuffer, size_t pSize, size_t pCount) {
+ const size_t cnt = std::min(pCount,(length-pos)/pSize),ofs = pSize*cnt;
+
+ memcpy(pvBuffer,buffer+pos,ofs);
+ pos += ofs;
+
+ return cnt;
+ }
+
+ // -------------------------------------------------------------------
+ // Write to stream
+ size_t Write(const void* /*pvBuffer*/, size_t /*pSize*/,size_t /*pCount*/) {
+ ai_assert(false); // won't be needed
+ return 0;
+ }
+
+ // -------------------------------------------------------------------
+ // Seek specific position
+ aiReturn Seek(size_t pOffset, aiOrigin pOrigin) {
+ if (aiOrigin_SET == pOrigin) {
+ if (pOffset >= length) {
+ return AI_FAILURE;
+ }
+ pos = pOffset;
+ }
+ else if (aiOrigin_END == pOrigin) {
+ if (pOffset >= length) {
+ return AI_FAILURE;
+ }
+ pos = length-pOffset;
+ }
+ else {
+ if (pOffset+pos >= length) {
+ return AI_FAILURE;
+ }
+ pos += pOffset;
+ }
+ return AI_SUCCESS;
+ }
+
+ // -------------------------------------------------------------------
+ // Get current seek position
+ size_t Tell() const {
+ return pos;
+ }
+
+ // -------------------------------------------------------------------
+ // Get size of file
+ size_t FileSize() const {
+ return length;
+ }
+
+ // -------------------------------------------------------------------
+ // Flush file contents
+ void Flush() {
+ ai_assert(false); // won't be needed
+ }
private:
- const uint8_t* buffer;
- size_t length,pos;
+ const uint8_t* buffer;
+ size_t length,pos;
};
// ---------------------------------------------------------------------------
@@ -131,50 +131,50 @@ private:
class MemoryIOSystem : public IOSystem
{
public:
- /** Constructor. */
- MemoryIOSystem (const uint8_t* buff, size_t len)
- : buffer (buff), length(len) {
- }
-
- /** Destructor. */
- ~MemoryIOSystem() {
- }
-
- // -------------------------------------------------------------------
- /** Tests for the existence of a file at the given path. */
- bool Exists( const char* pFile) const {
- return !strncmp(pFile,AI_MEMORYIO_MAGIC_FILENAME,AI_MEMORYIO_MAGIC_FILENAME_LENGTH);
- }
-
- // -------------------------------------------------------------------
- /** Returns the directory separator. */
- char getOsSeparator() const {
- return '/'; // why not? it doesn't care
- }
-
- // -------------------------------------------------------------------
- /** Open a new file with a given path. */
- IOStream* Open( const char* pFile, const char* /* pMode */ = "rb") {
- if (strncmp(pFile,AI_MEMORYIO_MAGIC_FILENAME,AI_MEMORYIO_MAGIC_FILENAME_LENGTH)) {
- return NULL;
- }
- return new MemoryIOStream(buffer,length);
- }
-
- // -------------------------------------------------------------------
- /** Closes the given file and releases all resources associated with it. */
- void Close( IOStream* /* pFile */) {
- }
-
- // -------------------------------------------------------------------
- /** Compare two paths */
- bool ComparePaths (const char*, const char*) const {
- return false;
- }
+ /** Constructor. */
+ MemoryIOSystem (const uint8_t* buff, size_t len)
+ : buffer (buff), length(len) {
+ }
+
+ /** Destructor. */
+ ~MemoryIOSystem() {
+ }
+
+ // -------------------------------------------------------------------
+ /** Tests for the existence of a file at the given path. */
+ bool Exists( const char* pFile) const {
+ return !strncmp(pFile,AI_MEMORYIO_MAGIC_FILENAME,AI_MEMORYIO_MAGIC_FILENAME_LENGTH);
+ }
+
+ // -------------------------------------------------------------------
+ /** Returns the directory separator. */
+ char getOsSeparator() const {
+ return '/'; // why not? it doesn't care
+ }
+
+ // -------------------------------------------------------------------
+ /** Open a new file with a given path. */
+ IOStream* Open( const char* pFile, const char* /*pMode*/ = "rb") {
+ if (strncmp(pFile,AI_MEMORYIO_MAGIC_FILENAME,AI_MEMORYIO_MAGIC_FILENAME_LENGTH)) {
+ return NULL;
+ }
+ return new MemoryIOStream(buffer,length);
+ }
+
+ // -------------------------------------------------------------------
+ /** Closes the given file and releases all resources associated with it. */
+ void Close( IOStream* /*pFile*/) {
+ }
+
+ // -------------------------------------------------------------------
+ /** Compare two paths */
+ bool ComparePaths (const char* /*one*/, const char* /*second*/) const {
+ return false;
+ }
private:
- const uint8_t* buffer;
- size_t length;
+ const uint8_t* buffer;
+ size_t length;
};
} // end namespace Assimp
diff --git a/src/3rdparty/assimp/code/NDOLoader.cpp b/src/3rdparty/assimp/code/NDOLoader.cpp
index b1eb62141..af10a0738 100644
--- a/src/3rdparty/assimp/code/NDOLoader.cpp
+++ b/src/3rdparty/assimp/code/NDOLoader.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2009, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -50,240 +50,253 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
using namespace Assimp;
#define for_each BOOST_FOREACH
+static const aiImporterDesc desc = {
+ "Nendo Mesh Importer",
+ "",
+ "",
+ "http://www.izware.com/nendo/index.htm",
+ aiImporterFlags_SupportBinaryFlavour,
+ 0,
+ 0,
+ 0,
+ 0,
+ "ndo"
+};
+
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
NDOImporter::NDOImporter()
{}
// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
+// Destructor, private as well
NDOImporter::~NDOImporter()
{}
// ------------------------------------------------------------------------------------------------
-// Returns whether the class can handle the format of the given file.
+// Returns whether the class can handle the format of the given file.
bool NDOImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
{
- // check file extension
- const std::string extension = GetExtension(pFile);
-
- if ( extension == "ndo")
- return true;
-
- if ((checkSig || !extension.length()) && pIOHandler) {
- const char* tokens[] = {"nendo"};
- return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1,5);
- }
- return false;
+ // check file extension
+ const std::string extension = GetExtension(pFile);
+
+ if( extension == "ndo")
+ return true;
+
+ if ((checkSig || !extension.length()) && pIOHandler) {
+ const char* tokens[] = {"nendo"};
+ return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1,5);
+ }
+ return false;
}
// ------------------------------------------------------------------------------------------------
// Build a string of all file extensions supported
-void NDOImporter::GetExtensionList(std::set<std::string>& extensions)
+const aiImporterDesc* NDOImporter::GetInfo () const
{
- extensions.insert("ndo");
+ return &desc;
}
// ------------------------------------------------------------------------------------------------
// Setup configuration properties for the loader
-void NDOImporter::SetupProperties(const Importer* /* pImp */)
+void NDOImporter::SetupProperties(const Importer* /*pImp*/)
{
- // nothing to be done for the moment
+ // nothing to be done for the moment
}
// ------------------------------------------------------------------------------------------------
-// Imports the given file into the given scene structure.
-void NDOImporter::InternReadFile( const std::string& pFile,
- aiScene* pScene, IOSystem* pIOHandler)
+// Imports the given file into the given scene structure.
+void NDOImporter::InternReadFile( const std::string& pFile,
+ aiScene* pScene, IOSystem* pIOHandler)
{
- StreamReaderBE reader(pIOHandler->Open( pFile, "rb"));
-
- // first 9 bytes are nendo file format ("nendo 1.n")
- const char* head = (const char*)reader.GetPtr();
- reader.IncPtr(9);
-
- if (strncmp("nendo ",head,6)) {
- throw DeadlyImportError("Not a Nendo file; magic signature missing");
- }
- // check if this is a supported version. if not, continue, too -- users,
- // please don't complain if it doesn't work then ...
- unsigned int file_format = 12;
- if (!strncmp("1.0",head+6,3)) {
- file_format = 10;
- DefaultLogger::get()->info("NDO file format is 1.0");
- }
- else if (!strncmp("1.1",head+6,3)) {
- file_format = 11;
- DefaultLogger::get()->info("NDO file format is 1.1");
- }
- else if (!strncmp("1.2",head+6,3)) {
- file_format = 12;
- DefaultLogger::get()->info("NDO file format is 1.2");
- }
- else {
- DefaultLogger::get()->warn(std::string("Unrecognized nendo file format version, continuing happily ... :") + (head+6));
- }
-
- reader.IncPtr(2); /* skip flags */
- if (file_format >= 12) {
- reader.IncPtr(2);
- }
- unsigned int temp = reader.GetU1();
-
- std::vector<Object> objects(temp); /* buffer to store all the loaded objects in */
-
- // read all objects
- for (unsigned int o = 0; o < objects.size(); ++o) {
-
-// if (file_format < 12) {
- if (!reader.GetI1()) {
- continue; /* skip over empty object */
- }
- // reader.GetI2();
-// }
- Object& obj = objects[o];
-
- temp = file_format >= 12 ? reader.GetU4() : reader.GetU2();
- head = (const char*)reader.GetPtr();
- reader.IncPtr(temp + 76); /* skip unknown stuff */
-
- obj.name = std::string(head, temp);
-
- // read edge table
- temp = file_format >= 12 ? reader.GetU4() : reader.GetU2();
- obj.edges.reserve(temp);
- for (unsigned int e = 0; e < temp; ++e) {
-
- obj.edges.push_back(Edge());
- Edge& edge = obj.edges.back();
-
- for (unsigned int i = 0; i< 8; ++i) {
- edge.edge[i] = file_format >= 12 ? reader.GetU4() : reader.GetU2();
- }
- edge.hard = file_format >= 11 ? reader.GetU1() : 0;
- for (unsigned int i = 0; i< 8; ++i) {
- edge.color[i] = reader.GetU1();
- }
- }
-
- // read face table
- temp = file_format >= 12 ? reader.GetU4() : reader.GetU2();
- obj.faces.reserve(temp);
- for (unsigned int e = 0; e < temp; ++e) {
-
- obj.faces.push_back(Face());
- Face& face = obj.faces.back();
-
- face.elem = file_format >= 12 ? reader.GetU4() : reader.GetU2();
- }
-
- // read vertex table
- temp = file_format >= 12 ? reader.GetU4() : reader.GetU2();
- obj.vertices.reserve(temp);
- for (unsigned int e = 0; e < temp; ++e) {
-
- obj.vertices.push_back(Vertex());
- Vertex& v = obj.vertices.back();
-
- v.num = file_format >= 12 ? reader.GetU4() : reader.GetU2();
- v.val.x = reader.GetF4();
- v.val.y = reader.GetF4();
- v.val.z = reader.GetF4();
- }
-
- // read UVs
- temp = file_format >= 12 ? reader.GetU4() : reader.GetU2();
- for (unsigned int e = 0; e < temp; ++e) {
- file_format >= 12 ? reader.GetU4() : reader.GetU2();
- }
-
- temp = file_format >= 12 ? reader.GetU4() : reader.GetU2();
- for (unsigned int e = 0; e < temp; ++e) {
- file_format >= 12 ? reader.GetU4() : reader.GetU2();
- }
-
- if (reader.GetU1()) {
- const unsigned int x = reader.GetU2(), y = reader.GetU2();
- temp = 0;
- while (temp < x*y) {
- unsigned int repeat = reader.GetU1();
- reader.GetU1();
- reader.GetU1();
- reader.GetU1();
- temp += repeat;
- }
- }
- }
-
- // construct a dummy node graph and add all named objects as child nodes
- aiNode* root = pScene->mRootNode = new aiNode("$NDODummyRoot");
- aiNode** cc = root->mChildren = new aiNode* [ root->mNumChildren = static_cast<unsigned int>( objects.size()) ] ();
- pScene->mMeshes = new aiMesh* [ root->mNumChildren] ();
-
- std::vector<aiVector3D> vertices;
- std::vector<unsigned int> indices;
-
- for_each(const Object& obj,objects) {
- aiNode* nd = *cc++ = new aiNode(obj.name);
- nd->mParent = root;
-
- // translated from a python dict() - a vector might be sufficient as well
- typedef std::map<unsigned int, unsigned int> FaceTable;
- FaceTable face_table;
-
- unsigned int n = 0;
- for_each(const Edge& edge, obj.edges) {
-
- face_table[edge.edge[2]] = n;
- face_table[edge.edge[3]] = n;
-
- ++n;
- }
-
- aiMesh* mesh = new aiMesh();
- aiFace* faces = mesh->mFaces = new aiFace[mesh->mNumFaces=face_table.size()];
-
- vertices.clear();
- vertices.reserve(4 * face_table.size()); // arbitrarily choosen
- for_each(FaceTable::value_type& v, face_table) {
- indices.clear();
-
- aiFace& f = *faces++;
-
- const unsigned int key = v.first;
- unsigned int cur_edge = v.second;
- while (1) {
- unsigned int next_edge, next_vert;
- if (key == obj.edges[cur_edge].edge[3]) {
- next_edge = obj.edges[cur_edge].edge[5];
- next_vert = obj.edges[cur_edge].edge[1];
- }
- else {
- next_edge = obj.edges[cur_edge].edge[4];
- next_vert = obj.edges[cur_edge].edge[0];
- }
- indices.push_back( vertices.size() );
- vertices.push_back(obj.vertices[ next_vert ].val);
-
- cur_edge = next_edge;
- if (cur_edge == v.second) {
- break;
- }
- }
-
- f.mIndices = new unsigned int[f.mNumIndices = indices.size()];
- std::copy(indices.begin(),indices.end(),f.mIndices);
- }
-
- mesh->mVertices = new aiVector3D[mesh->mNumVertices = vertices.size()];
- std::copy(vertices.begin(),vertices.end(),mesh->mVertices);
-
- if (mesh->mNumVertices) {
- pScene->mMeshes[pScene->mNumMeshes] = mesh;
-
- (nd->mMeshes = new unsigned int[nd->mNumMeshes=1])[0]=pScene->mNumMeshes++;
- }
- }
+ StreamReaderBE reader(pIOHandler->Open( pFile, "rb"));
+
+ // first 9 bytes are nendo file format ("nendo 1.n")
+ const char* head = (const char*)reader.GetPtr();
+ reader.IncPtr(9);
+
+ if (strncmp("nendo ",head,6)) {
+ throw DeadlyImportError("Not a Nendo file; magic signature missing");
+ }
+ // check if this is a supported version. if not, continue, too -- users,
+ // please don't complain if it doesn't work then ...
+ unsigned int file_format = 12;
+ if (!strncmp("1.0",head+6,3)) {
+ file_format = 10;
+ DefaultLogger::get()->info("NDO file format is 1.0");
+ }
+ else if (!strncmp("1.1",head+6,3)) {
+ file_format = 11;
+ DefaultLogger::get()->info("NDO file format is 1.1");
+ }
+ else if (!strncmp("1.2",head+6,3)) {
+ file_format = 12;
+ DefaultLogger::get()->info("NDO file format is 1.2");
+ }
+ else {
+ DefaultLogger::get()->warn(std::string("Unrecognized nendo file format version, continuing happily ... :") + (head+6));
+ }
+
+ reader.IncPtr(2); /* skip flags */
+ if (file_format >= 12) {
+ reader.IncPtr(2);
+ }
+ unsigned int temp = reader.GetU1();
+
+ std::vector<Object> objects(temp); /* buffer to store all the loaded objects in */
+
+ // read all objects
+ for (unsigned int o = 0; o < objects.size(); ++o) {
+
+// if (file_format < 12) {
+ if (!reader.GetI1()) {
+ continue; /* skip over empty object */
+ }
+ // reader.GetI2();
+// }
+ Object& obj = objects[o];
+
+ temp = file_format >= 12 ? reader.GetU4() : reader.GetU2();
+ head = (const char*)reader.GetPtr();
+ reader.IncPtr(temp + 76); /* skip unknown stuff */
+
+ obj.name = std::string(head, temp);
+
+ // read edge table
+ temp = file_format >= 12 ? reader.GetU4() : reader.GetU2();
+ obj.edges.reserve(temp);
+ for (unsigned int e = 0; e < temp; ++e) {
+
+ obj.edges.push_back(Edge());
+ Edge& edge = obj.edges.back();
+
+ for (unsigned int i = 0; i< 8; ++i) {
+ edge.edge[i] = file_format >= 12 ? reader.GetU4() : reader.GetU2();
+ }
+ edge.hard = file_format >= 11 ? reader.GetU1() : 0;
+ for (unsigned int i = 0; i< 8; ++i) {
+ edge.color[i] = reader.GetU1();
+ }
+ }
+
+ // read face table
+ temp = file_format >= 12 ? reader.GetU4() : reader.GetU2();
+ obj.faces.reserve(temp);
+ for (unsigned int e = 0; e < temp; ++e) {
+
+ obj.faces.push_back(Face());
+ Face& face = obj.faces.back();
+
+ face.elem = file_format >= 12 ? reader.GetU4() : reader.GetU2();
+ }
+
+ // read vertex table
+ temp = file_format >= 12 ? reader.GetU4() : reader.GetU2();
+ obj.vertices.reserve(temp);
+ for (unsigned int e = 0; e < temp; ++e) {
+
+ obj.vertices.push_back(Vertex());
+ Vertex& v = obj.vertices.back();
+
+ v.num = file_format >= 12 ? reader.GetU4() : reader.GetU2();
+ v.val.x = reader.GetF4();
+ v.val.y = reader.GetF4();
+ v.val.z = reader.GetF4();
+ }
+
+ // read UVs
+ temp = file_format >= 12 ? reader.GetU4() : reader.GetU2();
+ for (unsigned int e = 0; e < temp; ++e) {
+ file_format >= 12 ? reader.GetU4() : reader.GetU2();
+ }
+
+ temp = file_format >= 12 ? reader.GetU4() : reader.GetU2();
+ for (unsigned int e = 0; e < temp; ++e) {
+ file_format >= 12 ? reader.GetU4() : reader.GetU2();
+ }
+
+ if (reader.GetU1()) {
+ const unsigned int x = reader.GetU2(), y = reader.GetU2();
+ temp = 0;
+ while (temp < x*y) {
+ unsigned int repeat = reader.GetU1();
+ reader.GetU1();
+ reader.GetU1();
+ reader.GetU1();
+ temp += repeat;
+ }
+ }
+ }
+
+ // construct a dummy node graph and add all named objects as child nodes
+ aiNode* root = pScene->mRootNode = new aiNode("$NDODummyRoot");
+ aiNode** cc = root->mChildren = new aiNode* [ root->mNumChildren = static_cast<unsigned int>( objects.size()) ] ();
+ pScene->mMeshes = new aiMesh* [ root->mNumChildren] ();
+
+ std::vector<aiVector3D> vertices;
+ std::vector<unsigned int> indices;
+
+ for_each(const Object& obj,objects) {
+ aiNode* nd = *cc++ = new aiNode(obj.name);
+ nd->mParent = root;
+
+ // translated from a python dict() - a vector might be sufficient as well
+ typedef std::map<unsigned int, unsigned int> FaceTable;
+ FaceTable face_table;
+
+ unsigned int n = 0;
+ for_each(const Edge& edge, obj.edges) {
+
+ face_table[edge.edge[2]] = n;
+ face_table[edge.edge[3]] = n;
+
+ ++n;
+ }
+
+ aiMesh* mesh = new aiMesh();
+ aiFace* faces = mesh->mFaces = new aiFace[mesh->mNumFaces=face_table.size()];
+
+ vertices.clear();
+ vertices.reserve(4 * face_table.size()); // arbitrarily choosen
+ for_each(FaceTable::value_type& v, face_table) {
+ indices.clear();
+
+ aiFace& f = *faces++;
+
+ const unsigned int key = v.first;
+ unsigned int cur_edge = v.second;
+ while (1) {
+ unsigned int next_edge, next_vert;
+ if (key == obj.edges[cur_edge].edge[3]) {
+ next_edge = obj.edges[cur_edge].edge[5];
+ next_vert = obj.edges[cur_edge].edge[1];
+ }
+ else {
+ next_edge = obj.edges[cur_edge].edge[4];
+ next_vert = obj.edges[cur_edge].edge[0];
+ }
+ indices.push_back( vertices.size() );
+ vertices.push_back(obj.vertices[ next_vert ].val);
+
+ cur_edge = next_edge;
+ if (cur_edge == v.second) {
+ break;
+ }
+ }
+
+ f.mIndices = new unsigned int[f.mNumIndices = indices.size()];
+ std::copy(indices.begin(),indices.end(),f.mIndices);
+ }
+
+ mesh->mVertices = new aiVector3D[mesh->mNumVertices = vertices.size()];
+ std::copy(vertices.begin(),vertices.end(),mesh->mVertices);
+
+ if (mesh->mNumVertices) {
+ pScene->mMeshes[pScene->mNumMeshes] = mesh;
+
+ (nd->mMeshes = new unsigned int[nd->mNumMeshes=1])[0]=pScene->mNumMeshes++;
+ }
+ }
}
-#endif
+#endif
diff --git a/src/3rdparty/assimp/code/NDOLoader.h b/src/3rdparty/assimp/code/NDOLoader.h
index 1bae9c653..348800346 100644
--- a/src/3rdparty/assimp/code/NDOLoader.h
+++ b/src/3rdparty/assimp/code/NDOLoader.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2008, ASSIMP Development Team
+Copyright (c) 2006-2008, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -43,71 +43,68 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef INCLUDED_AI_NDO_LOADER_H
#define INCLUDED_AI_NDO_LOADER_H
-namespace Assimp {
+namespace Assimp {
// ---------------------------------------------------------------------------
/** @brief Importer class to load meshes from Nendo.
*
* Basing on
- * <blender>/blender/release/scripts/nendo_import.py by Anthony D'Agostino.
+ * <blender>/blender/release/scripts/nendo_import.py by Anthony D'Agostino.
*/
class NDOImporter : public BaseImporter
{
- friend class Importer;
-protected:
- /** Constructor to be privately used by Importer */
- NDOImporter();
+public:
+ NDOImporter();
+ ~NDOImporter();
- /** Destructor, private as well */
- ~NDOImporter();
public:
- //! Represents a single edge
- struct Edge
- {
- unsigned int edge[8];
- unsigned int hard;
- uint8_t color[8];
- };
-
- //! Represents a single face
- struct Face
- {
- unsigned int elem;
- };
-
- struct Vertex
- {
- unsigned int num;
- aiVector3D val;
- };
-
- //! Represents a single object
- struct Object
- {
- std::string name;
-
- std::vector<Edge> edges;
- std::vector<Face> faces;
- std::vector<Vertex> vertices;
- };
-
- // -------------------------------------------------------------------
- bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
- bool checkSig) const;
+ //! Represents a single edge
+ struct Edge
+ {
+ unsigned int edge[8];
+ unsigned int hard;
+ uint8_t color[8];
+ };
+
+ //! Represents a single face
+ struct Face
+ {
+ unsigned int elem;
+ };
+
+ struct Vertex
+ {
+ unsigned int num;
+ aiVector3D val;
+ };
+
+ //! Represents a single object
+ struct Object
+ {
+ std::string name;
+
+ std::vector<Edge> edges;
+ std::vector<Face> faces;
+ std::vector<Vertex> vertices;
+ };
+
+ // -------------------------------------------------------------------
+ bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
+ bool checkSig) const;
protected:
- // -------------------------------------------------------------------
- void GetExtensionList(std::set<std::string>& extensions);
+ // -------------------------------------------------------------------
+ const aiImporterDesc* GetInfo () const;
- // -------------------------------------------------------------------
- void SetupProperties(const Importer* pImp);
+ // -------------------------------------------------------------------
+ void SetupProperties(const Importer* pImp);
- // -------------------------------------------------------------------
- void InternReadFile( const std::string& pFile, aiScene* pScene,
- IOSystem* pIOHandler);
+ // -------------------------------------------------------------------
+ void InternReadFile( const std::string& pFile, aiScene* pScene,
+ IOSystem* pIOHandler);
private:
diff --git a/src/3rdparty/assimp/code/NFFLoader.cpp b/src/3rdparty/assimp/code/NFFLoader.cpp
index b061e7395..b3cbef3d8 100644
--- a/src/3rdparty/assimp/code/NFFLoader.cpp
+++ b/src/3rdparty/assimp/code/NFFLoader.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -51,1226 +51,1218 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "fast_atof.h"
#include "RemoveComments.h"
-#if defined(__QNXNTO__)
-#include <stdio.h>
-#endif
-
using namespace Assimp;
+static const aiImporterDesc desc = {
+ "Neutral File Format Importer",
+ "",
+ "",
+ "",
+ aiImporterFlags_SupportBinaryFlavour,
+ 0,
+ 0,
+ 0,
+ 0,
+ "enff nff"
+};
+
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
NFFImporter::NFFImporter()
{}
// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
+// Destructor, private as well
NFFImporter::~NFFImporter()
{}
// ------------------------------------------------------------------------------------------------
-// Returns whether the class can handle the format of the given file.
-bool NFFImporter::CanRead( const std::string& pFile, IOSystem* /* pIOHandler */, bool /* checkSig */) const
+// Returns whether the class can handle the format of the given file.
+bool NFFImporter::CanRead( const std::string& pFile, IOSystem* /*pIOHandler*/, bool /*checkSig*/) const
{
- return SimpleExtensionCheck(pFile,"nff","enff");
+ return SimpleExtensionCheck(pFile,"nff","enff");
}
// ------------------------------------------------------------------------------------------------
// Get the list of all supported file extensions
-void NFFImporter::GetExtensionList(std::set<std::string>& extensions)
+const aiImporterDesc* NFFImporter::GetInfo () const
{
- extensions.insert("enff");
- extensions.insert("nff");
+ return &desc;
}
// ------------------------------------------------------------------------------------------------
#define AI_NFF_PARSE_FLOAT(f) \
- SkipSpaces(&sz); \
- if (!::IsLineEnd(*sz))sz = fast_atof_move(sz, (float&)f);
+ SkipSpaces(&sz); \
+ if (!::IsLineEnd(*sz))sz = fast_atoreal_move<float>(sz, (float&)f);
// ------------------------------------------------------------------------------------------------
#define AI_NFF_PARSE_TRIPLE(v) \
- AI_NFF_PARSE_FLOAT(v[0]) \
- AI_NFF_PARSE_FLOAT(v[1]) \
- AI_NFF_PARSE_FLOAT(v[2])
+ AI_NFF_PARSE_FLOAT(v[0]) \
+ AI_NFF_PARSE_FLOAT(v[1]) \
+ AI_NFF_PARSE_FLOAT(v[2])
// ------------------------------------------------------------------------------------------------
#define AI_NFF_PARSE_SHAPE_INFORMATION() \
- aiVector3D center, radius(1.0f,get_qnan(),get_qnan()); \
- AI_NFF_PARSE_TRIPLE(center); \
- AI_NFF_PARSE_TRIPLE(radius); \
- if (is_qnan(radius.z))radius.z = radius.x; \
- if (is_qnan(radius.y))radius.y = radius.x; \
- currentMesh.radius = radius; \
- currentMesh.center = center;
+ aiVector3D center, radius(1.0f,get_qnan(),get_qnan()); \
+ AI_NFF_PARSE_TRIPLE(center); \
+ AI_NFF_PARSE_TRIPLE(radius); \
+ if (is_qnan(radius.z))radius.z = radius.x; \
+ if (is_qnan(radius.y))radius.y = radius.x; \
+ currentMesh.radius = radius; \
+ currentMesh.center = center;
// ------------------------------------------------------------------------------------------------
#define AI_NFF2_GET_NEXT_TOKEN() \
- do \
- { \
- if (!GetNextLine(buffer,line)) \
- {DefaultLogger::get()->warn("NFF2: Unexpected EOF, can't read next token");break;} \
- SkipSpaces(line,&sz); \
- } \
- while (IsLineEnd(*sz))
+ do \
+ { \
+ if (!GetNextLine(buffer,line)) \
+ {DefaultLogger::get()->warn("NFF2: Unexpected EOF, can't read next token");break;} \
+ SkipSpaces(line,&sz); \
+ } \
+ while(IsLineEnd(*sz))
// ------------------------------------------------------------------------------------------------
// Loads the materail table for the NFF2 file format from an external file
void NFFImporter::LoadNFF2MaterialTable(std::vector<ShadingInfo>& output,
- const std::string& path, IOSystem* pIOHandler)
+ const std::string& path, IOSystem* pIOHandler)
{
- boost::scoped_ptr<IOStream> file( pIOHandler->Open( path, "rb"));
-
- // Check whether we can read from the file
- if ( !file.get()) {
- DefaultLogger::get()->error("NFF2: Unable to open material library " + path + ".");
- return;
- }
-
- // get the size of the file
- const unsigned int m = (unsigned int)file->FileSize();
-
- // allocate storage and copy the contents of the file to a memory buffer
- // (terminate it with zero)
- std::vector<char> mBuffer2(m+1);
- TextFileToBuffer(file.get(),mBuffer2);
- const char* buffer = &mBuffer2[0];
-
- // First of all: remove all comments from the file
- CommentRemover::RemoveLineComments("//",&mBuffer2[0]);
-
- // The file should start with the magic sequence "mat"
- if (!TokenMatch(buffer,"mat",3)) {
- DefaultLogger::get()->error("NFF2: Not a valid material library " + path + ".");
- return;
- }
-
- ShadingInfo* curShader = NULL;
-
- // No read the file line per line
- char line[4096];
- const char* sz;
- while (GetNextLine(buffer,line))
- {
- SkipSpaces(line,&sz);
-
- // 'version' defines the version of the file format
- if (TokenMatch(sz,"version",7))
- {
- DefaultLogger::get()->info("NFF (Sense8) material library file format: " + std::string(sz));
- }
- // 'matdef' starts a new material in the file
- else if (TokenMatch(sz,"matdef",6))
- {
- // add a new material to the list
- output.push_back( ShadingInfo() );
- curShader = & output.back();
-
- // parse the name of the material
- }
- else if (!TokenMatch(sz,"valid",5))
- {
- // check whether we have an active material at the moment
- if (!IsLineEnd(*sz))
- {
- if (!curShader)
- {
- DefaultLogger::get()->error(std::string("NFF2 material library: Found element ") +
- sz + "but there is no active material");
- continue;
- }
- }
- else continue;
-
- // now read the material property and determine its type
- aiColor3D c;
- if (TokenMatch(sz,"ambient",7))
- {
- AI_NFF_PARSE_TRIPLE(c);
- curShader->ambient = c;
- }
- else if (TokenMatch(sz,"diffuse",7) || TokenMatch(sz,"ambientdiffuse",14) /* correct? */)
- {
- AI_NFF_PARSE_TRIPLE(c);
- curShader->diffuse = curShader->ambient = c;
- }
- else if (TokenMatch(sz,"specular",8))
- {
- AI_NFF_PARSE_TRIPLE(c);
- curShader->specular = c;
- }
- else if (TokenMatch(sz,"emission",8))
- {
- AI_NFF_PARSE_TRIPLE(c);
- curShader->emissive = c;
- }
- else if (TokenMatch(sz,"shininess",9))
- {
- AI_NFF_PARSE_FLOAT(curShader->shininess);
- }
- else if (TokenMatch(sz,"opacity",7))
- {
- AI_NFF_PARSE_FLOAT(curShader->opacity);
- }
- }
- }
+ boost::scoped_ptr<IOStream> file( pIOHandler->Open( path, "rb"));
+
+ // Check whether we can read from the file
+ if( !file.get()) {
+ DefaultLogger::get()->error("NFF2: Unable to open material library " + path + ".");
+ return;
+ }
+
+ // get the size of the file
+ const unsigned int m = (unsigned int)file->FileSize();
+
+ // allocate storage and copy the contents of the file to a memory buffer
+ // (terminate it with zero)
+ std::vector<char> mBuffer2(m+1);
+ TextFileToBuffer(file.get(),mBuffer2);
+ const char* buffer = &mBuffer2[0];
+
+ // First of all: remove all comments from the file
+ CommentRemover::RemoveLineComments("//",&mBuffer2[0]);
+
+ // The file should start with the magic sequence "mat"
+ if (!TokenMatch(buffer,"mat",3)) {
+ DefaultLogger::get()->error("NFF2: Not a valid material library " + path + ".");
+ return;
+ }
+
+ ShadingInfo* curShader = NULL;
+
+ // No read the file line per line
+ char line[4096];
+ const char* sz;
+ while (GetNextLine(buffer,line))
+ {
+ SkipSpaces(line,&sz);
+
+ // 'version' defines the version of the file format
+ if (TokenMatch(sz,"version",7))
+ {
+ DefaultLogger::get()->info("NFF (Sense8) material library file format: " + std::string(sz));
+ }
+ // 'matdef' starts a new material in the file
+ else if (TokenMatch(sz,"matdef",6))
+ {
+ // add a new material to the list
+ output.push_back( ShadingInfo() );
+ curShader = & output.back();
+
+ // parse the name of the material
+ }
+ else if (!TokenMatch(sz,"valid",5))
+ {
+ // check whether we have an active material at the moment
+ if (!IsLineEnd(*sz))
+ {
+ if (!curShader)
+ {
+ DefaultLogger::get()->error(std::string("NFF2 material library: Found element ") +
+ sz + "but there is no active material");
+ continue;
+ }
+ }
+ else continue;
+
+ // now read the material property and determine its type
+ aiColor3D c;
+ if (TokenMatch(sz,"ambient",7))
+ {
+ AI_NFF_PARSE_TRIPLE(c);
+ curShader->ambient = c;
+ }
+ else if (TokenMatch(sz,"diffuse",7) || TokenMatch(sz,"ambientdiffuse",14) /* correct? */)
+ {
+ AI_NFF_PARSE_TRIPLE(c);
+ curShader->diffuse = curShader->ambient = c;
+ }
+ else if (TokenMatch(sz,"specular",8))
+ {
+ AI_NFF_PARSE_TRIPLE(c);
+ curShader->specular = c;
+ }
+ else if (TokenMatch(sz,"emission",8))
+ {
+ AI_NFF_PARSE_TRIPLE(c);
+ curShader->emissive = c;
+ }
+ else if (TokenMatch(sz,"shininess",9))
+ {
+ AI_NFF_PARSE_FLOAT(curShader->shininess);
+ }
+ else if (TokenMatch(sz,"opacity",7))
+ {
+ AI_NFF_PARSE_FLOAT(curShader->opacity);
+ }
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
-// Imports the given file into the given scene structure.
-void NFFImporter::InternReadFile( const std::string& pFile,
- aiScene* pScene, IOSystem* pIOHandler)
+// Imports the given file into the given scene structure.
+void NFFImporter::InternReadFile( const std::string& pFile,
+ aiScene* pScene, IOSystem* pIOHandler)
{
- boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
-
- // Check whether we can read from the file
- if ( !file.get())
- throw DeadlyImportError( "Failed to open NFF file " + pFile + ".");
-
- unsigned int m = (unsigned int)file->FileSize();
-
- // allocate storage and copy the contents of the file to a memory buffer
- // (terminate it with zero)
- std::vector<char> mBuffer2;
- TextFileToBuffer(file.get(),mBuffer2);
- const char* buffer = &mBuffer2[0];
-
- // mesh arrays - separate here to make the handling of the pointers below easier.
- std::vector<MeshInfo> meshes;
- std::vector<MeshInfo> meshesWithNormals;
- std::vector<MeshInfo> meshesWithUVCoords;
- std::vector<MeshInfo> meshesLocked;
-
- char line[4096];
- const char* sz;
-
- // camera parameters
- aiVector3D camPos, camUp(0.f,1.f,0.f), camLookAt(0.f,0.f,1.f);
- float angle = 45.f;
- aiVector2D resolution;
-
- bool hasCam = false;
-
- MeshInfo* currentMeshWithNormals = NULL;
- MeshInfo* currentMesh = NULL;
- MeshInfo* currentMeshWithUVCoords = NULL;
-
- ShadingInfo s; // current material info
-
- // degree of tesselation
- unsigned int iTesselation = 4;
-
- // some temporary variables we need to parse the file
- unsigned int sphere = 0,
- cylinder = 0,
- cone = 0,
- numNamed = 0,
- dodecahedron = 0,
- octahedron = 0,
- tetrahedron = 0,
- hexahedron = 0;
-
- // lights imported from the file
- std::vector<Light> lights;
-
- // check whether this is the NFF2 file format
- if (TokenMatch(buffer,"nff",3))
- {
- const float qnan = get_qnan();
- const aiColor4D cQNAN = aiColor4D (qnan,0.f,0.f,1.f);
- const aiVector3D vQNAN = aiVector3D(qnan,0.f,0.f);
-
- // another NFF file format ... just a raw parser has been implemented
- // no support for further details, I don't think it is worth the effort
- // http://ozviz.wasp.uwa.edu.au/~pbourke/dataformats/nff/nff2.html
- // http://www.netghost.narod.ru/gff/graphics/summary/sense8.htm
-
- // First of all: remove all comments from the file
- CommentRemover::RemoveLineComments("//",&mBuffer2[0]);
-
- while (GetNextLine(buffer,line))
- {
- SkipSpaces(line,&sz);
- if (TokenMatch(sz,"version",7))
- {
- DefaultLogger::get()->info("NFF (Sense8) file format: " + std::string(sz));
- }
- else if (TokenMatch(sz,"viewpos",7))
- {
- AI_NFF_PARSE_TRIPLE(camPos);
- hasCam = true;
- }
- else if (TokenMatch(sz,"viewdir",7))
- {
- AI_NFF_PARSE_TRIPLE(camLookAt);
- hasCam = true;
- }
- // This starts a new object section
- else if (!IsSpaceOrNewLine(*sz))
- {
- unsigned int subMeshIdx = 0;
-
- // read the name of the object, skip all spaces
- // at the end of it.
- const char* sz3 = sz;
- while (!IsSpaceOrNewLine(*sz))++sz;
- std::string objectName = std::string(sz3,(unsigned int)(sz-sz3));
-
- const unsigned int objStart = (unsigned int)meshes.size();
-
- // There could be a material table in a separate file
- std::vector<ShadingInfo> materialTable;
- while (true)
- {
- AI_NFF2_GET_NEXT_TOKEN();
-
- // material table - an external file
- if (TokenMatch(sz,"mtable",6))
- {
- SkipSpaces(&sz);
- sz3 = sz;
- while (!IsSpaceOrNewLine(*sz))++sz;
- const unsigned int diff = (unsigned int)(sz-sz3);
- if (!diff)DefaultLogger::get()->warn("NFF2: Found empty mtable token");
- else
- {
- // The material table has the file extension .mat.
- // If it is not there, we need to append it
- std::string path = std::string(sz3,diff);
- if (std::string::npos == path.find_last_of(".mat"))
- {
- path.append(".mat");
- }
-
- // Now extract the working directory from the path to
- // this file and append the material library filename
- // to it.
- std::string::size_type s;
- if ((std::string::npos == (s = path.find_last_of('\\')) || !s) &&
- (std::string::npos == (s = path.find_last_of('/')) || !s) )
- {
- s = pFile.find_last_of('\\');
- if (std::string::npos == s)s = pFile.find_last_of('/');
- if (std::string::npos != s)
- {
- path = pFile.substr(0,s+1) + path;
- }
- }
- LoadNFF2MaterialTable(materialTable,path,pIOHandler);
- }
- }
- else break;
- }
-
- // read the numbr of vertices
- unsigned int num = ::strtol10(sz,&sz);
-
- // temporary storage
- std::vector<aiColor4D> tempColors;
- std::vector<aiVector3D> tempPositions,tempTextureCoords,tempNormals;
-
- bool hasNormals = false,hasUVs = false,hasColor = false;
-
- tempPositions.reserve (num);
- tempColors.reserve (num);
- tempNormals.reserve (num);
- tempTextureCoords.reserve (num);
- for (unsigned int i = 0; i < num; ++i)
- {
- AI_NFF2_GET_NEXT_TOKEN();
- aiVector3D v;
- AI_NFF_PARSE_TRIPLE(v);
- tempPositions.push_back(v);
-
- // parse all other attributes in the line
- while (true)
- {
- SkipSpaces(&sz);
- if (IsLineEnd(*sz))break;
-
- // color definition
- if (TokenMatch(sz,"0x",2))
- {
- hasColor = true;
- register unsigned int numIdx = ::strtol16(sz,&sz);
- aiColor4D clr;
- clr.a = 1.f;
-
- // 0xRRGGBB
- clr.r = ((numIdx >> 16u) & 0xff) / 255.f;
- clr.g = ((numIdx >> 8u) & 0xff) / 255.f;
- clr.b = ((numIdx) & 0xff) / 255.f;
- tempColors.push_back(clr);
- }
- // normal vector
- else if (TokenMatch(sz,"norm",4))
- {
- hasNormals = true;
- AI_NFF_PARSE_TRIPLE(v);
- tempNormals.push_back(v);
- }
- // UV coordinate
- else if (TokenMatch(sz,"uv",2))
- {
- hasUVs = true;
- AI_NFF_PARSE_FLOAT(v.x);
- AI_NFF_PARSE_FLOAT(v.y);
- v.z = 0.f;
- tempTextureCoords.push_back(v);
- }
- }
-
- // fill in dummies for all attributes that have not been set
- if (tempNormals.size() != tempPositions.size())
- tempNormals.push_back(vQNAN);
-
- if (tempTextureCoords.size() != tempPositions.size())
- tempTextureCoords.push_back(vQNAN);
-
- if (tempColors.size() != tempPositions.size())
- tempColors.push_back(cQNAN);
- }
-
- AI_NFF2_GET_NEXT_TOKEN();
- if (!num)throw DeadlyImportError("NFF2: There are zero vertices");
- num = ::strtol10(sz,&sz);
-
- std::vector<unsigned int> tempIdx;
- tempIdx.reserve(10);
- for (unsigned int i = 0; i < num; ++i)
- {
- AI_NFF2_GET_NEXT_TOKEN();
- SkipSpaces(line,&sz);
- unsigned int numIdx = ::strtol10(sz,&sz);
-
- // read all faces indices
- if (numIdx)
- {
- // mesh.faces.push_back(numIdx);
- // tempIdx.erase(tempIdx.begin(),tempIdx.end());
- tempIdx.resize(numIdx);
-
- for (unsigned int a = 0; a < numIdx;++a)
- {
- SkipSpaces(sz,&sz);
- m = ::strtol10(sz,&sz);
- if (m >= (unsigned int)tempPositions.size())
- {
- DefaultLogger::get()->error("NFF2: Vertex index overflow");
- m= 0;
- }
- // mesh.vertices.push_back (tempPositions[idx]);
- tempIdx[a] = m;
- }
- }
-
- // build a temporary shader object for the face.
- ShadingInfo shader;
- unsigned int matIdx = 0;
-
- // white material color - we have vertex colors
- shader.color = aiColor3D(1.f,1.f,1.f);
- aiColor4D c = aiColor4D(1.f,1.f,1.f,1.f);
- while (true)
- {
- SkipSpaces(sz,&sz);
- if (IsLineEnd(*sz))break;
-
- // per-polygon colors
- if (TokenMatch(sz,"0x",2))
- {
- hasColor = true;
- const char* sz2 = sz;
- numIdx = ::strtol16(sz,&sz);
- const unsigned int diff = (unsigned int)(sz-sz2);
-
- // 0xRRGGBB
- if (diff > 3)
- {
- c.r = ((numIdx >> 16u) & 0xff) / 255.f;
- c.g = ((numIdx >> 8u) & 0xff) / 255.f;
- c.b = ((numIdx) & 0xff) / 255.f;
- }
- // 0xRGB
- else
- {
- c.r = ((numIdx >> 8u) & 0xf) / 16.f;
- c.g = ((numIdx >> 4u) & 0xf) / 16.f;
- c.b = ((numIdx) & 0xf) / 16.f;
- }
- }
- // TODO - implement texture mapping here
+ boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
+
+ // Check whether we can read from the file
+ if( !file.get())
+ throw DeadlyImportError( "Failed to open NFF file " + pFile + ".");
+
+ unsigned int m = (unsigned int)file->FileSize();
+
+ // allocate storage and copy the contents of the file to a memory buffer
+ // (terminate it with zero)
+ std::vector<char> mBuffer2;
+ TextFileToBuffer(file.get(),mBuffer2);
+ const char* buffer = &mBuffer2[0];
+
+ // mesh arrays - separate here to make the handling of the pointers below easier.
+ std::vector<MeshInfo> meshes;
+ std::vector<MeshInfo> meshesWithNormals;
+ std::vector<MeshInfo> meshesWithUVCoords;
+ std::vector<MeshInfo> meshesLocked;
+
+ char line[4096];
+ const char* sz;
+
+ // camera parameters
+ aiVector3D camPos, camUp(0.f,1.f,0.f), camLookAt(0.f,0.f,1.f);
+ float angle = 45.f;
+ aiVector2D resolution;
+
+ bool hasCam = false;
+
+ MeshInfo* currentMeshWithNormals = NULL;
+ MeshInfo* currentMesh = NULL;
+ MeshInfo* currentMeshWithUVCoords = NULL;
+
+ ShadingInfo s; // current material info
+
+ // degree of tesselation
+ unsigned int iTesselation = 4;
+
+ // some temporary variables we need to parse the file
+ unsigned int sphere = 0,
+ cylinder = 0,
+ cone = 0,
+ numNamed = 0,
+ dodecahedron = 0,
+ octahedron = 0,
+ tetrahedron = 0,
+ hexahedron = 0;
+
+ // lights imported from the file
+ std::vector<Light> lights;
+
+ // check whether this is the NFF2 file format
+ if (TokenMatch(buffer,"nff",3))
+ {
+ const float qnan = get_qnan();
+ const aiColor4D cQNAN = aiColor4D (qnan,0.f,0.f,1.f);
+ const aiVector3D vQNAN = aiVector3D(qnan,0.f,0.f);
+
+ // another NFF file format ... just a raw parser has been implemented
+ // no support for further details, I don't think it is worth the effort
+ // http://ozviz.wasp.uwa.edu.au/~pbourke/dataformats/nff/nff2.html
+ // http://www.netghost.narod.ru/gff/graphics/summary/sense8.htm
+
+ // First of all: remove all comments from the file
+ CommentRemover::RemoveLineComments("//",&mBuffer2[0]);
+
+ while (GetNextLine(buffer,line))
+ {
+ SkipSpaces(line,&sz);
+ if (TokenMatch(sz,"version",7))
+ {
+ DefaultLogger::get()->info("NFF (Sense8) file format: " + std::string(sz));
+ }
+ else if (TokenMatch(sz,"viewpos",7))
+ {
+ AI_NFF_PARSE_TRIPLE(camPos);
+ hasCam = true;
+ }
+ else if (TokenMatch(sz,"viewdir",7))
+ {
+ AI_NFF_PARSE_TRIPLE(camLookAt);
+ hasCam = true;
+ }
+ // This starts a new object section
+ else if (!IsSpaceOrNewLine(*sz))
+ {
+ unsigned int subMeshIdx = 0;
+
+ // read the name of the object, skip all spaces
+ // at the end of it.
+ const char* sz3 = sz;
+ while (!IsSpaceOrNewLine(*sz))++sz;
+ std::string objectName = std::string(sz3,(unsigned int)(sz-sz3));
+
+ const unsigned int objStart = (unsigned int)meshes.size();
+
+ // There could be a material table in a separate file
+ std::vector<ShadingInfo> materialTable;
+ while (true)
+ {
+ AI_NFF2_GET_NEXT_TOKEN();
+
+ // material table - an external file
+ if (TokenMatch(sz,"mtable",6))
+ {
+ SkipSpaces(&sz);
+ sz3 = sz;
+ while (!IsSpaceOrNewLine(*sz))++sz;
+ const unsigned int diff = (unsigned int)(sz-sz3);
+ if (!diff)DefaultLogger::get()->warn("NFF2: Found empty mtable token");
+ else
+ {
+ // The material table has the file extension .mat.
+ // If it is not there, we need to append it
+ std::string path = std::string(sz3,diff);
+ if(std::string::npos == path.find_last_of(".mat"))
+ {
+ path.append(".mat");
+ }
+
+ // Now extract the working directory from the path to
+ // this file and append the material library filename
+ // to it.
+ std::string::size_type s;
+ if ((std::string::npos == (s = path.find_last_of('\\')) || !s) &&
+ (std::string::npos == (s = path.find_last_of('/')) || !s) )
+ {
+ s = pFile.find_last_of('\\');
+ if (std::string::npos == s)s = pFile.find_last_of('/');
+ if (std::string::npos != s)
+ {
+ path = pFile.substr(0,s+1) + path;
+ }
+ }
+ LoadNFF2MaterialTable(materialTable,path,pIOHandler);
+ }
+ }
+ else break;
+ }
+
+ // read the numbr of vertices
+ unsigned int num = ::strtoul10(sz,&sz);
+
+ // temporary storage
+ std::vector<aiColor4D> tempColors;
+ std::vector<aiVector3D> tempPositions,tempTextureCoords,tempNormals;
+
+ bool hasNormals = false,hasUVs = false,hasColor = false;
+
+ tempPositions.reserve (num);
+ tempColors.reserve (num);
+ tempNormals.reserve (num);
+ tempTextureCoords.reserve (num);
+ for (unsigned int i = 0; i < num; ++i)
+ {
+ AI_NFF2_GET_NEXT_TOKEN();
+ aiVector3D v;
+ AI_NFF_PARSE_TRIPLE(v);
+ tempPositions.push_back(v);
+
+ // parse all other attributes in the line
+ while (true)
+ {
+ SkipSpaces(&sz);
+ if (IsLineEnd(*sz))break;
+
+ // color definition
+ if (TokenMatch(sz,"0x",2))
+ {
+ hasColor = true;
+ register unsigned int numIdx = ::strtoul16(sz,&sz);
+ aiColor4D clr;
+ clr.a = 1.f;
+
+ // 0xRRGGBB
+ clr.r = ((numIdx >> 16u) & 0xff) / 255.f;
+ clr.g = ((numIdx >> 8u) & 0xff) / 255.f;
+ clr.b = ((numIdx) & 0xff) / 255.f;
+ tempColors.push_back(clr);
+ }
+ // normal vector
+ else if (TokenMatch(sz,"norm",4))
+ {
+ hasNormals = true;
+ AI_NFF_PARSE_TRIPLE(v);
+ tempNormals.push_back(v);
+ }
+ // UV coordinate
+ else if (TokenMatch(sz,"uv",2))
+ {
+ hasUVs = true;
+ AI_NFF_PARSE_FLOAT(v.x);
+ AI_NFF_PARSE_FLOAT(v.y);
+ v.z = 0.f;
+ tempTextureCoords.push_back(v);
+ }
+ }
+
+ // fill in dummies for all attributes that have not been set
+ if (tempNormals.size() != tempPositions.size())
+ tempNormals.push_back(vQNAN);
+
+ if (tempTextureCoords.size() != tempPositions.size())
+ tempTextureCoords.push_back(vQNAN);
+
+ if (tempColors.size() != tempPositions.size())
+ tempColors.push_back(cQNAN);
+ }
+
+ AI_NFF2_GET_NEXT_TOKEN();
+ if (!num)throw DeadlyImportError("NFF2: There are zero vertices");
+ num = ::strtoul10(sz,&sz);
+
+ std::vector<unsigned int> tempIdx;
+ tempIdx.reserve(10);
+ for (unsigned int i = 0; i < num; ++i)
+ {
+ AI_NFF2_GET_NEXT_TOKEN();
+ SkipSpaces(line,&sz);
+ unsigned int numIdx = ::strtoul10(sz,&sz);
+
+ // read all faces indices
+ if (numIdx)
+ {
+ // mesh.faces.push_back(numIdx);
+ // tempIdx.erase(tempIdx.begin(),tempIdx.end());
+ tempIdx.resize(numIdx);
+
+ for (unsigned int a = 0; a < numIdx;++a)
+ {
+ SkipSpaces(sz,&sz);
+ m = ::strtoul10(sz,&sz);
+ if (m >= (unsigned int)tempPositions.size())
+ {
+ DefaultLogger::get()->error("NFF2: Vertex index overflow");
+ m= 0;
+ }
+ // mesh.vertices.push_back (tempPositions[idx]);
+ tempIdx[a] = m;
+ }
+ }
+
+ // build a temporary shader object for the face.
+ ShadingInfo shader;
+ unsigned int matIdx = 0;
+
+ // white material color - we have vertex colors
+ shader.color = aiColor3D(1.f,1.f,1.f);
+ aiColor4D c = aiColor4D(1.f,1.f,1.f,1.f);
+ while (true)
+ {
+ SkipSpaces(sz,&sz);
+ if(IsLineEnd(*sz))break;
+
+ // per-polygon colors
+ if (TokenMatch(sz,"0x",2))
+ {
+ hasColor = true;
+ const char* sz2 = sz;
+ numIdx = ::strtoul16(sz,&sz);
+ const unsigned int diff = (unsigned int)(sz-sz2);
+
+ // 0xRRGGBB
+ if (diff > 3)
+ {
+ c.r = ((numIdx >> 16u) & 0xff) / 255.f;
+ c.g = ((numIdx >> 8u) & 0xff) / 255.f;
+ c.b = ((numIdx) & 0xff) / 255.f;
+ }
+ // 0xRGB
+ else
+ {
+ c.r = ((numIdx >> 8u) & 0xf) / 16.f;
+ c.g = ((numIdx >> 4u) & 0xf) / 16.f;
+ c.b = ((numIdx) & 0xf) / 16.f;
+ }
+ }
+ // TODO - implement texture mapping here
#if 0
- // mirror vertex texture coordinate?
- else if (TokenMatch(sz,"mirror",6))
- {
- }
- // texture coordinate scaling
- else if (TokenMatch(sz,"scale",5))
- {
- }
- // texture coordinate translation
- else if (TokenMatch(sz,"trans",5))
- {
- }
- // texture coordinate rotation angle
- else if (TokenMatch(sz,"rot",3))
- {
- }
+ // mirror vertex texture coordinate?
+ else if (TokenMatch(sz,"mirror",6))
+ {
+ }
+ // texture coordinate scaling
+ else if (TokenMatch(sz,"scale",5))
+ {
+ }
+ // texture coordinate translation
+ else if (TokenMatch(sz,"trans",5))
+ {
+ }
+ // texture coordinate rotation angle
+ else if (TokenMatch(sz,"rot",3))
+ {
+ }
#endif
- // texture file name for this polygon + mapping information
- else if ('_' == sz[0])
- {
- // get mapping information
- switch (sz[1])
- {
- case 'v':
- case 'V':
-
- shader.shaded = false;
- break;
-
- case 't':
- case 'T':
- case 'u':
- case 'U':
-
- DefaultLogger::get()->warn("Unsupported NFF2 texture attribute: trans");
- };
- if (!sz[1] || '_' != sz[2])
- {
- DefaultLogger::get()->warn("NFF2: Expected underscore after texture attributes");
- continue;
- }
- const char* sz2 = sz+3;
- while (!IsSpaceOrNewLine( *sz ))++sz;
- const unsigned int diff = (unsigned int)(sz-sz2);
- if (diff)shader.texFile = std::string(sz2,diff);
- }
-
- // Two-sided material?
- else if (TokenMatch(sz,"both",4))
- {
- shader.twoSided = true;
- }
-
- // Material ID?
- else if (!materialTable.empty() && TokenMatch(sz,"matid",5))
- {
- SkipSpaces(&sz);
- matIdx = ::strtol10(sz,&sz);
- if (matIdx >= materialTable.size())
- {
- DefaultLogger::get()->error("NFF2: Material index overflow.");
- matIdx = 0;
- }
-
- // now combine our current shader with the shader we
- // read from the material table.
- ShadingInfo& mat = materialTable[matIdx];
- shader.ambient = mat.ambient;
- shader.diffuse = mat.diffuse;
- shader.emissive = mat.emissive;
- shader.opacity = mat.opacity;
- shader.specular = mat.specular;
- shader.shininess = mat.shininess;
- }
- else SkipToken(sz);
- }
-
- // search the list of all shaders we have for this object whether
- // there is an identical one. In this case, we append our mesh
- // data to it.
- MeshInfo* mesh = NULL;
- for (std::vector<MeshInfo>::iterator it = meshes.begin() + objStart, end = meshes.end();
- it != end; ++it)
- {
- if ((*it).shader == shader && (*it).matIndex == matIdx)
- {
- // we have one, we can append our data to it
- mesh = &(*it);
- }
- }
- if (!mesh)
- {
- meshes.push_back(MeshInfo(PatchType_Simple,false));
- mesh = &meshes.back();
- mesh->matIndex = matIdx;
-
- // We need to add a new mesh to the list. We assign
- // an unique name to it to make sure the scene will
- // pass the validation step for the moment.
- // TODO: fix naming of objects in the scenegraph later
- if (objectName.length())
- {
- ::strcpy(mesh->name,objectName.c_str());
- ASSIMP_itoa10(&mesh->name[objectName.length()],30,subMeshIdx++);
- }
-
- // copy the shader to the mesh.
- mesh->shader = shader;
- }
-
- // fill the mesh with data
- if (!tempIdx.empty())
- {
- mesh->faces.push_back((unsigned int)tempIdx.size());
- for (std::vector<unsigned int>::const_iterator it = tempIdx.begin(), end = tempIdx.end();
- it != end;++it)
- {
- m = *it;
-
- // copy colors -vertex color specifications override polygon color specifications
- if (hasColor)
- {
- const aiColor4D& clr = tempColors[m];
- mesh->colors.push_back((is_qnan( clr.r ) ? c : clr));
- }
-
- // positions should always be there
- mesh->vertices.push_back (tempPositions[m]);
-
- // copy normal vectors
- if (hasNormals)
- mesh->normals.push_back (tempNormals[m]);
-
- // copy texture coordinates
- if (hasUVs)
- mesh->uvs.push_back (tempTextureCoords[m]);
- }
- }
- }
- if (!num)throw DeadlyImportError("NFF2: There are zero faces");
- }
- }
- camLookAt = camLookAt + camPos;
- }
- else // "Normal" Neutral file format that is quite more common
- {
- while (GetNextLine(buffer,line))
- {
- sz = line;
- if ('p' == line[0] || TokenMatch(sz,"tpp",3))
- {
- MeshInfo* out = NULL;
-
- // 'tpp' - texture polygon patch primitive
- if ('t' == line[0])
- {
- currentMeshWithUVCoords = NULL;
- for (std::vector<MeshInfo>::iterator it = meshesWithUVCoords.begin(), end = meshesWithUVCoords.end();
- it != end;++it)
- {
- if ((*it).shader == s)
- {
- currentMeshWithUVCoords = &(*it);
- break;
- }
- }
-
- if (!currentMeshWithUVCoords)
- {
- meshesWithUVCoords.push_back(MeshInfo(PatchType_UVAndNormals));
- currentMeshWithUVCoords = &meshesWithUVCoords.back();
- currentMeshWithUVCoords->shader = s;
- }
- out = currentMeshWithUVCoords;
- }
- // 'pp' - polygon patch primitive
- else if ('p' == line[1])
- {
- currentMeshWithNormals = NULL;
- for (std::vector<MeshInfo>::iterator it = meshesWithNormals.begin(), end = meshesWithNormals.end();
- it != end;++it)
- {
- if ((*it).shader == s)
- {
- currentMeshWithNormals = &(*it);
- break;
- }
- }
-
- if (!currentMeshWithNormals)
- {
- meshesWithNormals.push_back(MeshInfo(PatchType_Normals));
- currentMeshWithNormals = &meshesWithNormals.back();
- currentMeshWithNormals->shader = s;
- }
- sz = &line[2];out = currentMeshWithNormals;
- }
- // 'p' - polygon primitive
- else
- {
- currentMesh = NULL;
- for (std::vector<MeshInfo>::iterator it = meshes.begin(), end = meshes.end();
- it != end;++it)
- {
- if ((*it).shader == s)
- {
- currentMesh = &(*it);
- break;
- }
- }
-
- if (!currentMesh)
- {
- meshes.push_back(MeshInfo(PatchType_Simple));
- currentMesh = &meshes.back();
- currentMesh->shader = s;
- }
- sz = &line[1];out = currentMesh;
- }
- SkipSpaces(sz,&sz);
- m = strtol10(sz);
-
- // ---- flip the face order
- out->vertices.resize(out->vertices.size()+m);
- if (out != currentMesh)
- {
- out->normals.resize(out->vertices.size());
- }
- if (out == currentMeshWithUVCoords)
- {
- out->uvs.resize(out->vertices.size());
- }
- for (unsigned int n = 0; n < m;++n)
- {
- if (!GetNextLine(buffer,line))
- {
- DefaultLogger::get()->error("NFF: Unexpected EOF was encountered. Patch definition incomplete");
- continue;
- }
-
- aiVector3D v; sz = &line[0];
- AI_NFF_PARSE_TRIPLE(v);
- out->vertices[out->vertices.size()-n-1] = v;
-
- if (out != currentMesh)
- {
- AI_NFF_PARSE_TRIPLE(v);
- out->normals[out->vertices.size()-n-1] = v;
- }
- if (out == currentMeshWithUVCoords)
- {
- // FIX: in one test file this wraps over multiple lines
- SkipSpaces(&sz);
- if (IsLineEnd(*sz))
- {
- GetNextLine(buffer,line);
- sz = line;
- }
- AI_NFF_PARSE_FLOAT(v.x);
- SkipSpaces(&sz);
- if (IsLineEnd(*sz))
- {
- GetNextLine(buffer,line);
- sz = line;
- }
- AI_NFF_PARSE_FLOAT(v.y);
- v.y = 1.f - v.y;
- out->uvs[out->vertices.size()-n-1] = v;
- }
- }
- out->faces.push_back(m);
- }
- // 'f' - shading information block
- else if (TokenMatch(sz,"f",1))
- {
- float d;
-
- // read the RGB colors
- AI_NFF_PARSE_TRIPLE(s.color);
-
- // read the other properties
- AI_NFF_PARSE_FLOAT(s.diffuse.r);
- AI_NFF_PARSE_FLOAT(s.specular.r);
- AI_NFF_PARSE_FLOAT(d); // skip shininess and transmittance
- AI_NFF_PARSE_FLOAT(d);
- AI_NFF_PARSE_FLOAT(s.refracti);
-
- // NFF2 uses full colors here so we need to use them too
- // although NFF uses simple scaling factors
- s.diffuse.g = s.diffuse.b = s.diffuse.r;
- s.specular.g = s.specular.b = s.specular.r;
-
- // if the next one is NOT a number we assume it is a texture file name
- // this feature is used by some NFF files on the internet and it has
- // been implemented as it can be really useful
- SkipSpaces(&sz);
- if (!IsNumeric(*sz))
- {
- // TODO: Support full file names with spaces and quotation marks ...
- const char* p = sz;
- while (!IsSpaceOrNewLine( *sz ))++sz;
-
- unsigned int diff = (unsigned int)(sz-p);
- if (diff)
- {
- s.texFile = std::string(p,diff);
- }
- }
- else
- {
- AI_NFF_PARSE_FLOAT(s.ambient); // optional
- }
- }
- // 'shader' - other way to specify a texture
- else if (TokenMatch(sz,"shader",6))
- {
- SkipSpaces(&sz);
- const char* old = sz;
- while (!IsSpaceOrNewLine(*sz))++sz;
- s.texFile = std::string(old, (uintptr_t)sz - (uintptr_t)old);
- }
- // 'l' - light source
- else if (TokenMatch(sz,"l",1))
- {
- lights.push_back(Light());
- Light& light = lights.back();
-
- AI_NFF_PARSE_TRIPLE(light.position);
- AI_NFF_PARSE_FLOAT (light.intensity);
- AI_NFF_PARSE_TRIPLE(light.color);
- }
- // 's' - sphere
- else if (TokenMatch(sz,"s",1))
- {
- meshesLocked.push_back(MeshInfo(PatchType_Simple,true));
- MeshInfo& currentMesh = meshesLocked.back();
- currentMesh.shader = s;
- currentMesh.shader.mapping = aiTextureMapping_SPHERE;
-
- AI_NFF_PARSE_SHAPE_INFORMATION();
-
- // we don't need scaling or translation here - we do it in the node's transform
- StandardShapes::MakeSphere(iTesselation, currentMesh.vertices);
- currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
-
- // generate a name for the mesh
- ::sprintf(currentMesh.name,"sphere_%i",sphere++);
- }
- // 'dod' - dodecahedron
- else if (TokenMatch(sz,"dod",3))
- {
- meshesLocked.push_back(MeshInfo(PatchType_Simple,true));
- MeshInfo& currentMesh = meshesLocked.back();
- currentMesh.shader = s;
- currentMesh.shader.mapping = aiTextureMapping_SPHERE;
-
- AI_NFF_PARSE_SHAPE_INFORMATION();
-
- // we don't need scaling or translation here - we do it in the node's transform
- StandardShapes::MakeDodecahedron(currentMesh.vertices);
- currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
-
- // generate a name for the mesh
- ::sprintf(currentMesh.name,"dodecahedron_%i",dodecahedron++);
- }
-
- // 'oct' - octahedron
- else if (TokenMatch(sz,"oct",3))
- {
- meshesLocked.push_back(MeshInfo(PatchType_Simple,true));
- MeshInfo& currentMesh = meshesLocked.back();
- currentMesh.shader = s;
- currentMesh.shader.mapping = aiTextureMapping_SPHERE;
-
- AI_NFF_PARSE_SHAPE_INFORMATION();
-
- // we don't need scaling or translation here - we do it in the node's transform
- StandardShapes::MakeOctahedron(currentMesh.vertices);
- currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
-
- // generate a name for the mesh
- ::sprintf(currentMesh.name,"octahedron_%i",octahedron++);
- }
-
- // 'tet' - tetrahedron
- else if (TokenMatch(sz,"tet",3))
- {
- meshesLocked.push_back(MeshInfo(PatchType_Simple,true));
- MeshInfo& currentMesh = meshesLocked.back();
- currentMesh.shader = s;
- currentMesh.shader.mapping = aiTextureMapping_SPHERE;
-
- AI_NFF_PARSE_SHAPE_INFORMATION();
-
- // we don't need scaling or translation here - we do it in the node's transform
- StandardShapes::MakeTetrahedron(currentMesh.vertices);
- currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
-
- // generate a name for the mesh
- ::sprintf(currentMesh.name,"tetrahedron_%i",tetrahedron++);
- }
-
- // 'hex' - hexahedron
- else if (TokenMatch(sz,"hex",3))
- {
- meshesLocked.push_back(MeshInfo(PatchType_Simple,true));
- MeshInfo& currentMesh = meshesLocked.back();
- currentMesh.shader = s;
- currentMesh.shader.mapping = aiTextureMapping_BOX;
-
- AI_NFF_PARSE_SHAPE_INFORMATION();
-
- // we don't need scaling or translation here - we do it in the node's transform
- StandardShapes::MakeHexahedron(currentMesh.vertices);
- currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
-
- // generate a name for the mesh
- ::sprintf(currentMesh.name,"hexahedron_%i",hexahedron++);
- }
- // 'c' - cone
- else if (TokenMatch(sz,"c",1))
- {
- meshesLocked.push_back(MeshInfo(PatchType_Simple,true));
- MeshInfo& currentMesh = meshesLocked.back();
- currentMesh.shader = s;
- currentMesh.shader.mapping = aiTextureMapping_CYLINDER;
-
- if (!GetNextLine(buffer,line))
- {
- DefaultLogger::get()->error("NFF: Unexpected end of file (cone definition not complete)");
- break;
- }
- sz = line;
-
- // read the two center points and the respective radii
- aiVector3D center1, center2; float radius1, radius2;
- AI_NFF_PARSE_TRIPLE(center1);
- AI_NFF_PARSE_FLOAT(radius1);
-
- if (!GetNextLine(buffer,line))
- {
- DefaultLogger::get()->error("NFF: Unexpected end of file (cone definition not complete)");
- break;
- }
- sz = line;
-
- AI_NFF_PARSE_TRIPLE(center2);
- AI_NFF_PARSE_FLOAT(radius2);
-
- // compute the center point of the cone/cylinder -
- // it is its local transformation origin
- currentMesh.dir = center2-center1;
- currentMesh.center = center1+currentMesh.dir/2.f;
-
- float f;
- if (( f = currentMesh.dir.Length()) < 10e-3f )
- {
- DefaultLogger::get()->error("NFF: Cone height is close to zero");
- continue;
- }
- currentMesh.dir /= f; // normalize
-
- // generate the cone - it consists of simple triangles
- StandardShapes::MakeCone(f, radius1, radius2,
- integer_pow(4, iTesselation), currentMesh.vertices);
-
- // MakeCone() returns tris
- currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
-
- // generate a name for the mesh. 'cone' if it a cone,
- // 'cylinder' if it is a cylinder. Funny, isn't it?
- if (radius1 != radius2)
- ::sprintf(currentMesh.name,"cone_%i",cone++);
- else ::sprintf(currentMesh.name,"cylinder_%i",cylinder++);
- }
- // 'tess' - tesselation
- else if (TokenMatch(sz,"tess",4))
- {
- SkipSpaces(&sz);
- iTesselation = strtol10(sz);
- }
- // 'from' - camera position
- else if (TokenMatch(sz,"from",4))
- {
- AI_NFF_PARSE_TRIPLE(camPos);
- hasCam = true;
- }
- // 'at' - camera look-at vector
- else if (TokenMatch(sz,"at",2))
- {
- AI_NFF_PARSE_TRIPLE(camLookAt);
- hasCam = true;
- }
- // 'up' - camera up vector
- else if (TokenMatch(sz,"up",2))
- {
- AI_NFF_PARSE_TRIPLE(camUp);
- hasCam = true;
- }
- // 'angle' - (half?) camera field of view
- else if (TokenMatch(sz,"angle",5))
- {
- AI_NFF_PARSE_FLOAT(angle);
- hasCam = true;
- }
- // 'resolution' - used to compute the screen aspect
- else if (TokenMatch(sz,"resolution",10))
- {
- AI_NFF_PARSE_FLOAT(resolution.x);
- AI_NFF_PARSE_FLOAT(resolution.y);
- hasCam = true;
- }
- // 'pb' - bezier patch. Not supported yet
- else if (TokenMatch(sz,"pb",2))
- {
- DefaultLogger::get()->error("NFF: Encountered unsupported ID: bezier patch");
- }
- // 'pn' - NURBS. Not supported yet
- else if (TokenMatch(sz,"pn",2) || TokenMatch(sz,"pnn",3))
- {
- DefaultLogger::get()->error("NFF: Encountered unsupported ID: NURBS");
- }
- // '' - comment
- else if ('#' == line[0])
- {
- const char* sz;SkipSpaces(&line[1],&sz);
- if (!IsLineEnd(*sz))DefaultLogger::get()->info(sz);
- }
- }
- }
-
- // copy all arrays into one large
- meshes.reserve (meshes.size()+meshesLocked.size()+meshesWithNormals.size()+meshesWithUVCoords.size());
- meshes.insert (meshes.end(),meshesLocked.begin(),meshesLocked.end());
- meshes.insert (meshes.end(),meshesWithNormals.begin(),meshesWithNormals.end());
- meshes.insert (meshes.end(),meshesWithUVCoords.begin(),meshesWithUVCoords.end());
-
- // now generate output meshes. first find out how many meshes we'll need
- std::vector<MeshInfo>::const_iterator it = meshes.begin(), end = meshes.end();
- for (;it != end;++it)
- {
- if (!(*it).faces.empty())
- {
- ++pScene->mNumMeshes;
- if ((*it).name[0])++numNamed;
- }
- }
-
- // generate a dummy root node - assign all unnamed elements such
- // as polygons and polygon patches to the root node and generate
- // sub nodes for named objects such as spheres and cones.
- aiNode* const root = new aiNode();
- root->mName.Set("<NFF_Root>");
- root->mNumChildren = numNamed + (hasCam ? 1 : 0) + (unsigned int) lights.size();
- root->mNumMeshes = pScene->mNumMeshes-numNamed;
-
- aiNode** ppcChildren = NULL;
- unsigned int iChild = 0;
- unsigned int nChildren = 0;
- unsigned int* pMeshes = NULL;
- if (root->mNumMeshes)
- pMeshes = root->mMeshes = new unsigned int[root->mNumMeshes];
- if (root->mNumChildren) {
- ppcChildren = root->mChildren = new aiNode*[root->mNumChildren];
- nChildren = root->mNumChildren;
- }
-
- // generate the camera
- if (hasCam)
- {
- ai_assert(ppcChildren && iChild<nChildren);
- if (ppcChildren && iChild<nChildren) {
- aiNode* nd = *ppcChildren = new aiNode();
- ++iChild;
- nd->mName.Set("<NFF_Camera>");
- nd->mParent = root;
-
- // allocate the camera in the scene
- pScene->mNumCameras = 1;
- pScene->mCameras = new aiCamera*[1];
- aiCamera* c = pScene->mCameras[0] = new aiCamera;
-
- c->mName = nd->mName; // make sure the names are identical
- c->mHorizontalFOV = AI_DEG_TO_RAD( angle );
- c->mLookAt = camLookAt - camPos;
- c->mPosition = camPos;
- c->mUp = camUp;
-
- // If the resolution is not specified in the file, we
- // need to set 1.0 as aspect.
- c->mAspect = (!resolution.y ? 0.f : resolution.x / resolution.y);
- ++ppcChildren;
- }
- }
-
- // generate light sources
- if (!lights.empty())
- {
- pScene->mNumLights = (unsigned int)lights.size();
- pScene->mLights = new aiLight*[pScene->mNumLights];
- for (unsigned int i = 0; i < pScene->mNumLights;++i,++ppcChildren)
- {
- const Light& l = lights[i];
-
- ai_assert(ppcChildren && iChild<nChildren);
- if (ppcChildren && iChild<nChildren) {
- aiNode* nd = *ppcChildren = new aiNode();
- ++iChild;
- nd->mParent = root;
-
- nd->mName.length = ::sprintf(nd->mName.data,"<NFF_Light%i>",i);
-
- // allocate the light in the scene data structure
- aiLight* out = pScene->mLights[i] = new aiLight();
- out->mName = nd->mName; // make sure the names are identical
- out->mType = aiLightSource_POINT;
- out->mColorDiffuse = out->mColorSpecular = l.color * l.intensity;
- out->mPosition = l.position;
- }
- }
- }
-
- if (!pScene->mNumMeshes)throw DeadlyImportError("NFF: No meshes loaded");
- pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
- pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials = pScene->mNumMeshes];
- for (it = meshes.begin(), m = 0; it != end;++it)
- {
- if ((*it).faces.empty())continue;
-
- const MeshInfo& src = *it;
- aiMesh* const mesh = pScene->mMeshes[m] = new aiMesh();
- mesh->mNumVertices = (unsigned int)src.vertices.size();
- mesh->mNumFaces = (unsigned int)src.faces.size();
-
- // Generate sub nodes for named meshes
- if (src.name[0])
- {
- ai_assert(ppcChildren && iChild<nChildren);
- if (ppcChildren && iChild<nChildren) {
- aiNode* const node = *ppcChildren = new aiNode();
- ++iChild;
- node->mParent = root;
- node->mNumMeshes = 1;
- node->mMeshes = new unsigned int[1];
- node->mMeshes[0] = m;
- node->mName.Set(src.name);
-
- // setup the transformation matrix of the node
- aiMatrix4x4::FromToMatrix(aiVector3D(0.f,1.f,0.f),
- src.dir,node->mTransformation);
-
- aiMatrix4x4& mat = node->mTransformation;
- mat.a1 *= src.radius.x; mat.b1 *= src.radius.x; mat.c1 *= src.radius.x;
- mat.a2 *= src.radius.y; mat.b2 *= src.radius.y; mat.c2 *= src.radius.y;
- mat.a3 *= src.radius.z; mat.b3 *= src.radius.z; mat.c3 *= src.radius.z;
- mat.a4 = src.center.x;
- mat.b4 = src.center.y;
- mat.c4 = src.center.z;
- }
-
- ++ppcChildren;
- }
- else *pMeshes++ = m;
-
- // copy vertex positions
- mesh->mVertices = new aiVector3D[mesh->mNumVertices];
- ::memcpy(mesh->mVertices,&src.vertices[0],
- sizeof(aiVector3D)*mesh->mNumVertices);
-
- // NFF2: there could be vertex colors
- if (!src.colors.empty())
- {
- ai_assert(src.colors.size() == src.vertices.size());
-
- // copy vertex colors
- mesh->mColors[0] = new aiColor4D[mesh->mNumVertices];
- ::memcpy(mesh->mColors[0],&src.colors[0],
- sizeof(aiColor4D)*mesh->mNumVertices);
- }
-
- if (!src.normals.empty())
- {
- ai_assert(src.normals.size() == src.vertices.size());
-
- // copy normal vectors
- mesh->mNormals = new aiVector3D[mesh->mNumVertices];
- ::memcpy(mesh->mNormals,&src.normals[0],
- sizeof(aiVector3D)*mesh->mNumVertices);
- }
-
- if (!src.uvs.empty())
- {
- ai_assert(src.uvs.size() == src.vertices.size());
-
- // copy texture coordinates
- mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices];
- ::memcpy(mesh->mTextureCoords[0],&src.uvs[0],
- sizeof(aiVector3D)*mesh->mNumVertices);
- }
-
- // generate faces
- unsigned int p = 0;
- aiFace* pFace = mesh->mFaces = new aiFace[mesh->mNumFaces];
- for (std::vector<unsigned int>::const_iterator it2 = src.faces.begin(),
- end2 = src.faces.end();
- it2 != end2;++it2,++pFace)
- {
- pFace->mIndices = new unsigned int [ pFace->mNumIndices = *it2 ];
- for (unsigned int o = 0; o < pFace->mNumIndices;++o)
- pFace->mIndices[o] = p++;
- }
-
- // generate a material for the mesh
- MaterialHelper* pcMat = (MaterialHelper*)(pScene->mMaterials[m] = new MaterialHelper());
-
- mesh->mMaterialIndex = m++;
-
- aiString s;
- s.Set(AI_DEFAULT_MATERIAL_NAME);
- pcMat->AddProperty(&s, AI_MATKEY_NAME);
-
- // FIX: Ignore diffuse == 0
- aiColor3D c = src.shader.color * (src.shader.diffuse.r ? src.shader.diffuse : aiColor3D(1.f,1.f,1.f));
- pcMat->AddProperty(&c,1,AI_MATKEY_COLOR_DIFFUSE);
- c = src.shader.color * src.shader.specular;
- pcMat->AddProperty(&c,1,AI_MATKEY_COLOR_SPECULAR);
-
- // NFF2 - default values for NFF
- pcMat->AddProperty(&src.shader.ambient, 1,AI_MATKEY_COLOR_AMBIENT);
- pcMat->AddProperty(&src.shader.emissive,1,AI_MATKEY_COLOR_EMISSIVE);
- pcMat->AddProperty(&src.shader.opacity, 1,AI_MATKEY_OPACITY);
-
- // setup the first texture layer, if existing
- if (src.shader.texFile.length())
- {
- s.Set(src.shader.texFile);
- pcMat->AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(0));
-
- if (aiTextureMapping_UV != src.shader.mapping) {
-
- aiVector3D v(0.f,-1.f,0.f);
- pcMat->AddProperty(&v, 1,AI_MATKEY_TEXMAP_AXIS_DIFFUSE(0));
- pcMat->AddProperty((int*)&src.shader.mapping, 1,AI_MATKEY_MAPPING_DIFFUSE(0));
- }
- }
-
- // setup the name of the material
- if (src.shader.name.length())
- {
- s.Set(src.shader.texFile);
- pcMat->AddProperty(&s,AI_MATKEY_NAME);
- }
-
- // setup some more material properties that are specific to NFF2
- int i;
- if (src.shader.twoSided)
- {
- i = 1;
- pcMat->AddProperty(&i,1,AI_MATKEY_TWOSIDED);
- }
- i = (src.shader.shaded ? aiShadingMode_Gouraud : aiShadingMode_NoShading);
- if (src.shader.shininess)
- {
- i = aiShadingMode_Phong;
- pcMat->AddProperty(&src.shader.shininess,1,AI_MATKEY_SHININESS);
- }
- pcMat->AddProperty(&i,1,AI_MATKEY_SHADING_MODEL);
- }
- pScene->mRootNode = root;
+ // texture file name for this polygon + mapping information
+ else if ('_' == sz[0])
+ {
+ // get mapping information
+ switch (sz[1])
+ {
+ case 'v':
+ case 'V':
+
+ shader.shaded = false;
+ break;
+
+ case 't':
+ case 'T':
+ case 'u':
+ case 'U':
+
+ DefaultLogger::get()->warn("Unsupported NFF2 texture attribute: trans");
+ };
+ if (!sz[1] || '_' != sz[2])
+ {
+ DefaultLogger::get()->warn("NFF2: Expected underscore after texture attributes");
+ continue;
+ }
+ const char* sz2 = sz+3;
+ while (!IsSpaceOrNewLine( *sz ))++sz;
+ const unsigned int diff = (unsigned int)(sz-sz2);
+ if (diff)shader.texFile = std::string(sz2,diff);
+ }
+
+ // Two-sided material?
+ else if (TokenMatch(sz,"both",4))
+ {
+ shader.twoSided = true;
+ }
+
+ // Material ID?
+ else if (!materialTable.empty() && TokenMatch(sz,"matid",5))
+ {
+ SkipSpaces(&sz);
+ matIdx = ::strtoul10(sz,&sz);
+ if (matIdx >= materialTable.size())
+ {
+ DefaultLogger::get()->error("NFF2: Material index overflow.");
+ matIdx = 0;
+ }
+
+ // now combine our current shader with the shader we
+ // read from the material table.
+ ShadingInfo& mat = materialTable[matIdx];
+ shader.ambient = mat.ambient;
+ shader.diffuse = mat.diffuse;
+ shader.emissive = mat.emissive;
+ shader.opacity = mat.opacity;
+ shader.specular = mat.specular;
+ shader.shininess = mat.shininess;
+ }
+ else SkipToken(sz);
+ }
+
+ // search the list of all shaders we have for this object whether
+ // there is an identical one. In this case, we append our mesh
+ // data to it.
+ MeshInfo* mesh = NULL;
+ for (std::vector<MeshInfo>::iterator it = meshes.begin() + objStart, end = meshes.end();
+ it != end; ++it)
+ {
+ if ((*it).shader == shader && (*it).matIndex == matIdx)
+ {
+ // we have one, we can append our data to it
+ mesh = &(*it);
+ }
+ }
+ if (!mesh)
+ {
+ meshes.push_back(MeshInfo(PatchType_Simple,false));
+ mesh = &meshes.back();
+ mesh->matIndex = matIdx;
+
+ // We need to add a new mesh to the list. We assign
+ // an unique name to it to make sure the scene will
+ // pass the validation step for the moment.
+ // TODO: fix naming of objects in the scenegraph later
+ if (objectName.length())
+ {
+ ::strcpy(mesh->name,objectName.c_str());
+ ASSIMP_itoa10(&mesh->name[objectName.length()],30,subMeshIdx++);
+ }
+
+ // copy the shader to the mesh.
+ mesh->shader = shader;
+ }
+
+ // fill the mesh with data
+ if (!tempIdx.empty())
+ {
+ mesh->faces.push_back((unsigned int)tempIdx.size());
+ for (std::vector<unsigned int>::const_iterator it = tempIdx.begin(), end = tempIdx.end();
+ it != end;++it)
+ {
+ m = *it;
+
+ // copy colors -vertex color specifications override polygon color specifications
+ if (hasColor)
+ {
+ const aiColor4D& clr = tempColors[m];
+ mesh->colors.push_back((is_qnan( clr.r ) ? c : clr));
+ }
+
+ // positions should always be there
+ mesh->vertices.push_back (tempPositions[m]);
+
+ // copy normal vectors
+ if (hasNormals)
+ mesh->normals.push_back (tempNormals[m]);
+
+ // copy texture coordinates
+ if (hasUVs)
+ mesh->uvs.push_back (tempTextureCoords[m]);
+ }
+ }
+ }
+ if (!num)throw DeadlyImportError("NFF2: There are zero faces");
+ }
+ }
+ camLookAt = camLookAt + camPos;
+ }
+ else // "Normal" Neutral file format that is quite more common
+ {
+ while (GetNextLine(buffer,line))
+ {
+ sz = line;
+ if ('p' == line[0] || TokenMatch(sz,"tpp",3))
+ {
+ MeshInfo* out = NULL;
+
+ // 'tpp' - texture polygon patch primitive
+ if ('t' == line[0])
+ {
+ currentMeshWithUVCoords = NULL;
+ for (std::vector<MeshInfo>::iterator it = meshesWithUVCoords.begin(), end = meshesWithUVCoords.end();
+ it != end;++it)
+ {
+ if ((*it).shader == s)
+ {
+ currentMeshWithUVCoords = &(*it);
+ break;
+ }
+ }
+
+ if (!currentMeshWithUVCoords)
+ {
+ meshesWithUVCoords.push_back(MeshInfo(PatchType_UVAndNormals));
+ currentMeshWithUVCoords = &meshesWithUVCoords.back();
+ currentMeshWithUVCoords->shader = s;
+ }
+ out = currentMeshWithUVCoords;
+ }
+ // 'pp' - polygon patch primitive
+ else if ('p' == line[1])
+ {
+ currentMeshWithNormals = NULL;
+ for (std::vector<MeshInfo>::iterator it = meshesWithNormals.begin(), end = meshesWithNormals.end();
+ it != end;++it)
+ {
+ if ((*it).shader == s)
+ {
+ currentMeshWithNormals = &(*it);
+ break;
+ }
+ }
+
+ if (!currentMeshWithNormals)
+ {
+ meshesWithNormals.push_back(MeshInfo(PatchType_Normals));
+ currentMeshWithNormals = &meshesWithNormals.back();
+ currentMeshWithNormals->shader = s;
+ }
+ sz = &line[2];out = currentMeshWithNormals;
+ }
+ // 'p' - polygon primitive
+ else
+ {
+ currentMesh = NULL;
+ for (std::vector<MeshInfo>::iterator it = meshes.begin(), end = meshes.end();
+ it != end;++it)
+ {
+ if ((*it).shader == s)
+ {
+ currentMesh = &(*it);
+ break;
+ }
+ }
+
+ if (!currentMesh)
+ {
+ meshes.push_back(MeshInfo(PatchType_Simple));
+ currentMesh = &meshes.back();
+ currentMesh->shader = s;
+ }
+ sz = &line[1];out = currentMesh;
+ }
+ SkipSpaces(sz,&sz);
+ m = strtoul10(sz);
+
+ // ---- flip the face order
+ out->vertices.resize(out->vertices.size()+m);
+ if (out != currentMesh)
+ {
+ out->normals.resize(out->vertices.size());
+ }
+ if (out == currentMeshWithUVCoords)
+ {
+ out->uvs.resize(out->vertices.size());
+ }
+ for (unsigned int n = 0; n < m;++n)
+ {
+ if(!GetNextLine(buffer,line))
+ {
+ DefaultLogger::get()->error("NFF: Unexpected EOF was encountered. Patch definition incomplete");
+ continue;
+ }
+
+ aiVector3D v; sz = &line[0];
+ AI_NFF_PARSE_TRIPLE(v);
+ out->vertices[out->vertices.size()-n-1] = v;
+
+ if (out != currentMesh)
+ {
+ AI_NFF_PARSE_TRIPLE(v);
+ out->normals[out->vertices.size()-n-1] = v;
+ }
+ if (out == currentMeshWithUVCoords)
+ {
+ // FIX: in one test file this wraps over multiple lines
+ SkipSpaces(&sz);
+ if (IsLineEnd(*sz))
+ {
+ GetNextLine(buffer,line);
+ sz = line;
+ }
+ AI_NFF_PARSE_FLOAT(v.x);
+ SkipSpaces(&sz);
+ if (IsLineEnd(*sz))
+ {
+ GetNextLine(buffer,line);
+ sz = line;
+ }
+ AI_NFF_PARSE_FLOAT(v.y);
+ v.y = 1.f - v.y;
+ out->uvs[out->vertices.size()-n-1] = v;
+ }
+ }
+ out->faces.push_back(m);
+ }
+ // 'f' - shading information block
+ else if (TokenMatch(sz,"f",1))
+ {
+ float d;
+
+ // read the RGB colors
+ AI_NFF_PARSE_TRIPLE(s.color);
+
+ // read the other properties
+ AI_NFF_PARSE_FLOAT(s.diffuse.r);
+ AI_NFF_PARSE_FLOAT(s.specular.r);
+ AI_NFF_PARSE_FLOAT(d); // skip shininess and transmittance
+ AI_NFF_PARSE_FLOAT(d);
+ AI_NFF_PARSE_FLOAT(s.refracti);
+
+ // NFF2 uses full colors here so we need to use them too
+ // although NFF uses simple scaling factors
+ s.diffuse.g = s.diffuse.b = s.diffuse.r;
+ s.specular.g = s.specular.b = s.specular.r;
+
+ // if the next one is NOT a number we assume it is a texture file name
+ // this feature is used by some NFF files on the internet and it has
+ // been implemented as it can be really useful
+ SkipSpaces(&sz);
+ if (!IsNumeric(*sz))
+ {
+ // TODO: Support full file names with spaces and quotation marks ...
+ const char* p = sz;
+ while (!IsSpaceOrNewLine( *sz ))++sz;
+
+ unsigned int diff = (unsigned int)(sz-p);
+ if (diff)
+ {
+ s.texFile = std::string(p,diff);
+ }
+ }
+ else
+ {
+ AI_NFF_PARSE_FLOAT(s.ambient); // optional
+ }
+ }
+ // 'shader' - other way to specify a texture
+ else if (TokenMatch(sz,"shader",6))
+ {
+ SkipSpaces(&sz);
+ const char* old = sz;
+ while (!IsSpaceOrNewLine(*sz))++sz;
+ s.texFile = std::string(old, (uintptr_t)sz - (uintptr_t)old);
+ }
+ // 'l' - light source
+ else if (TokenMatch(sz,"l",1))
+ {
+ lights.push_back(Light());
+ Light& light = lights.back();
+
+ AI_NFF_PARSE_TRIPLE(light.position);
+ AI_NFF_PARSE_FLOAT (light.intensity);
+ AI_NFF_PARSE_TRIPLE(light.color);
+ }
+ // 's' - sphere
+ else if (TokenMatch(sz,"s",1))
+ {
+ meshesLocked.push_back(MeshInfo(PatchType_Simple,true));
+ MeshInfo& currentMesh = meshesLocked.back();
+ currentMesh.shader = s;
+ currentMesh.shader.mapping = aiTextureMapping_SPHERE;
+
+ AI_NFF_PARSE_SHAPE_INFORMATION();
+
+ // we don't need scaling or translation here - we do it in the node's transform
+ StandardShapes::MakeSphere(iTesselation, currentMesh.vertices);
+ currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
+
+ // generate a name for the mesh
+ ::sprintf(currentMesh.name,"sphere_%i",sphere++);
+ }
+ // 'dod' - dodecahedron
+ else if (TokenMatch(sz,"dod",3))
+ {
+ meshesLocked.push_back(MeshInfo(PatchType_Simple,true));
+ MeshInfo& currentMesh = meshesLocked.back();
+ currentMesh.shader = s;
+ currentMesh.shader.mapping = aiTextureMapping_SPHERE;
+
+ AI_NFF_PARSE_SHAPE_INFORMATION();
+
+ // we don't need scaling or translation here - we do it in the node's transform
+ StandardShapes::MakeDodecahedron(currentMesh.vertices);
+ currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
+
+ // generate a name for the mesh
+ ::sprintf(currentMesh.name,"dodecahedron_%i",dodecahedron++);
+ }
+
+ // 'oct' - octahedron
+ else if (TokenMatch(sz,"oct",3))
+ {
+ meshesLocked.push_back(MeshInfo(PatchType_Simple,true));
+ MeshInfo& currentMesh = meshesLocked.back();
+ currentMesh.shader = s;
+ currentMesh.shader.mapping = aiTextureMapping_SPHERE;
+
+ AI_NFF_PARSE_SHAPE_INFORMATION();
+
+ // we don't need scaling or translation here - we do it in the node's transform
+ StandardShapes::MakeOctahedron(currentMesh.vertices);
+ currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
+
+ // generate a name for the mesh
+ ::sprintf(currentMesh.name,"octahedron_%i",octahedron++);
+ }
+
+ // 'tet' - tetrahedron
+ else if (TokenMatch(sz,"tet",3))
+ {
+ meshesLocked.push_back(MeshInfo(PatchType_Simple,true));
+ MeshInfo& currentMesh = meshesLocked.back();
+ currentMesh.shader = s;
+ currentMesh.shader.mapping = aiTextureMapping_SPHERE;
+
+ AI_NFF_PARSE_SHAPE_INFORMATION();
+
+ // we don't need scaling or translation here - we do it in the node's transform
+ StandardShapes::MakeTetrahedron(currentMesh.vertices);
+ currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
+
+ // generate a name for the mesh
+ ::sprintf(currentMesh.name,"tetrahedron_%i",tetrahedron++);
+ }
+
+ // 'hex' - hexahedron
+ else if (TokenMatch(sz,"hex",3))
+ {
+ meshesLocked.push_back(MeshInfo(PatchType_Simple,true));
+ MeshInfo& currentMesh = meshesLocked.back();
+ currentMesh.shader = s;
+ currentMesh.shader.mapping = aiTextureMapping_BOX;
+
+ AI_NFF_PARSE_SHAPE_INFORMATION();
+
+ // we don't need scaling or translation here - we do it in the node's transform
+ StandardShapes::MakeHexahedron(currentMesh.vertices);
+ currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
+
+ // generate a name for the mesh
+ ::sprintf(currentMesh.name,"hexahedron_%i",hexahedron++);
+ }
+ // 'c' - cone
+ else if (TokenMatch(sz,"c",1))
+ {
+ meshesLocked.push_back(MeshInfo(PatchType_Simple,true));
+ MeshInfo& currentMesh = meshesLocked.back();
+ currentMesh.shader = s;
+ currentMesh.shader.mapping = aiTextureMapping_CYLINDER;
+
+ if(!GetNextLine(buffer,line))
+ {
+ DefaultLogger::get()->error("NFF: Unexpected end of file (cone definition not complete)");
+ break;
+ }
+ sz = line;
+
+ // read the two center points and the respective radii
+ aiVector3D center1, center2; float radius1, radius2;
+ AI_NFF_PARSE_TRIPLE(center1);
+ AI_NFF_PARSE_FLOAT(radius1);
+
+ if(!GetNextLine(buffer,line))
+ {
+ DefaultLogger::get()->error("NFF: Unexpected end of file (cone definition not complete)");
+ break;
+ }
+ sz = line;
+
+ AI_NFF_PARSE_TRIPLE(center2);
+ AI_NFF_PARSE_FLOAT(radius2);
+
+ // compute the center point of the cone/cylinder -
+ // it is its local transformation origin
+ currentMesh.dir = center2-center1;
+ currentMesh.center = center1+currentMesh.dir/2.f;
+
+ float f;
+ if (( f = currentMesh.dir.Length()) < 10e-3f )
+ {
+ DefaultLogger::get()->error("NFF: Cone height is close to zero");
+ continue;
+ }
+ currentMesh.dir /= f; // normalize
+
+ // generate the cone - it consists of simple triangles
+ StandardShapes::MakeCone(f, radius1, radius2,
+ integer_pow(4, iTesselation), currentMesh.vertices);
+
+ // MakeCone() returns tris
+ currentMesh.faces.resize(currentMesh.vertices.size()/3,3);
+
+ // generate a name for the mesh. 'cone' if it a cone,
+ // 'cylinder' if it is a cylinder. Funny, isn't it?
+ if (radius1 != radius2)
+ ::sprintf(currentMesh.name,"cone_%i",cone++);
+ else ::sprintf(currentMesh.name,"cylinder_%i",cylinder++);
+ }
+ // 'tess' - tesselation
+ else if (TokenMatch(sz,"tess",4))
+ {
+ SkipSpaces(&sz);
+ iTesselation = strtoul10(sz);
+ }
+ // 'from' - camera position
+ else if (TokenMatch(sz,"from",4))
+ {
+ AI_NFF_PARSE_TRIPLE(camPos);
+ hasCam = true;
+ }
+ // 'at' - camera look-at vector
+ else if (TokenMatch(sz,"at",2))
+ {
+ AI_NFF_PARSE_TRIPLE(camLookAt);
+ hasCam = true;
+ }
+ // 'up' - camera up vector
+ else if (TokenMatch(sz,"up",2))
+ {
+ AI_NFF_PARSE_TRIPLE(camUp);
+ hasCam = true;
+ }
+ // 'angle' - (half?) camera field of view
+ else if (TokenMatch(sz,"angle",5))
+ {
+ AI_NFF_PARSE_FLOAT(angle);
+ hasCam = true;
+ }
+ // 'resolution' - used to compute the screen aspect
+ else if (TokenMatch(sz,"resolution",10))
+ {
+ AI_NFF_PARSE_FLOAT(resolution.x);
+ AI_NFF_PARSE_FLOAT(resolution.y);
+ hasCam = true;
+ }
+ // 'pb' - bezier patch. Not supported yet
+ else if (TokenMatch(sz,"pb",2))
+ {
+ DefaultLogger::get()->error("NFF: Encountered unsupported ID: bezier patch");
+ }
+ // 'pn' - NURBS. Not supported yet
+ else if (TokenMatch(sz,"pn",2) || TokenMatch(sz,"pnn",3))
+ {
+ DefaultLogger::get()->error("NFF: Encountered unsupported ID: NURBS");
+ }
+ // '' - comment
+ else if ('#' == line[0])
+ {
+ const char* sz;SkipSpaces(&line[1],&sz);
+ if (!IsLineEnd(*sz))DefaultLogger::get()->info(sz);
+ }
+ }
+ }
+
+ // copy all arrays into one large
+ meshes.reserve (meshes.size()+meshesLocked.size()+meshesWithNormals.size()+meshesWithUVCoords.size());
+ meshes.insert (meshes.end(),meshesLocked.begin(),meshesLocked.end());
+ meshes.insert (meshes.end(),meshesWithNormals.begin(),meshesWithNormals.end());
+ meshes.insert (meshes.end(),meshesWithUVCoords.begin(),meshesWithUVCoords.end());
+
+ // now generate output meshes. first find out how many meshes we'll need
+ std::vector<MeshInfo>::const_iterator it = meshes.begin(), end = meshes.end();
+ for (;it != end;++it)
+ {
+ if (!(*it).faces.empty())
+ {
+ ++pScene->mNumMeshes;
+ if ((*it).name[0])++numNamed;
+ }
+ }
+
+ // generate a dummy root node - assign all unnamed elements such
+ // as polygons and polygon patches to the root node and generate
+ // sub nodes for named objects such as spheres and cones.
+ aiNode* const root = new aiNode();
+ root->mName.Set("<NFF_Root>");
+ root->mNumChildren = numNamed + (hasCam ? 1 : 0) + (unsigned int) lights.size();
+ root->mNumMeshes = pScene->mNumMeshes-numNamed;
+
+ aiNode** ppcChildren = NULL;
+ unsigned int* pMeshes = NULL;
+ if (root->mNumMeshes)
+ pMeshes = root->mMeshes = new unsigned int[root->mNumMeshes];
+ if (root->mNumChildren)
+ ppcChildren = root->mChildren = new aiNode*[root->mNumChildren];
+
+ // generate the camera
+ if (hasCam)
+ {
+ aiNode* nd = *ppcChildren = new aiNode();
+ nd->mName.Set("<NFF_Camera>");
+ nd->mParent = root;
+
+ // allocate the camera in the scene
+ pScene->mNumCameras = 1;
+ pScene->mCameras = new aiCamera*[1];
+ aiCamera* c = pScene->mCameras[0] = new aiCamera;
+
+ c->mName = nd->mName; // make sure the names are identical
+ c->mHorizontalFOV = AI_DEG_TO_RAD( angle );
+ c->mLookAt = camLookAt - camPos;
+ c->mPosition = camPos;
+ c->mUp = camUp;
+
+ // If the resolution is not specified in the file, we
+ // need to set 1.0 as aspect.
+ c->mAspect = (!resolution.y ? 0.f : resolution.x / resolution.y);
+ ++ppcChildren;
+ }
+
+ // generate light sources
+ if (!lights.empty())
+ {
+ pScene->mNumLights = (unsigned int)lights.size();
+ pScene->mLights = new aiLight*[pScene->mNumLights];
+ for (unsigned int i = 0; i < pScene->mNumLights;++i,++ppcChildren)
+ {
+ const Light& l = lights[i];
+
+ aiNode* nd = *ppcChildren = new aiNode();
+ nd->mParent = root;
+
+ nd->mName.length = ::sprintf(nd->mName.data,"<NFF_Light%i>",i);
+
+ // allocate the light in the scene data structure
+ aiLight* out = pScene->mLights[i] = new aiLight();
+ out->mName = nd->mName; // make sure the names are identical
+ out->mType = aiLightSource_POINT;
+ out->mColorDiffuse = out->mColorSpecular = l.color * l.intensity;
+ out->mPosition = l.position;
+ }
+ }
+
+ if (!pScene->mNumMeshes)throw DeadlyImportError("NFF: No meshes loaded");
+ pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
+ pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials = pScene->mNumMeshes];
+ for (it = meshes.begin(), m = 0; it != end;++it)
+ {
+ if ((*it).faces.empty())continue;
+
+ const MeshInfo& src = *it;
+ aiMesh* const mesh = pScene->mMeshes[m] = new aiMesh();
+ mesh->mNumVertices = (unsigned int)src.vertices.size();
+ mesh->mNumFaces = (unsigned int)src.faces.size();
+
+ // Generate sub nodes for named meshes
+ if (src.name[0])
+ {
+ aiNode* const node = *ppcChildren = new aiNode();
+ node->mParent = root;
+ node->mNumMeshes = 1;
+ node->mMeshes = new unsigned int[1];
+ node->mMeshes[0] = m;
+ node->mName.Set(src.name);
+
+ // setup the transformation matrix of the node
+ aiMatrix4x4::FromToMatrix(aiVector3D(0.f,1.f,0.f),
+ src.dir,node->mTransformation);
+
+ aiMatrix4x4& mat = node->mTransformation;
+ mat.a1 *= src.radius.x; mat.b1 *= src.radius.x; mat.c1 *= src.radius.x;
+ mat.a2 *= src.radius.y; mat.b2 *= src.radius.y; mat.c2 *= src.radius.y;
+ mat.a3 *= src.radius.z; mat.b3 *= src.radius.z; mat.c3 *= src.radius.z;
+ mat.a4 = src.center.x;
+ mat.b4 = src.center.y;
+ mat.c4 = src.center.z;
+
+ ++ppcChildren;
+ }
+ else *pMeshes++ = m;
+
+ // copy vertex positions
+ mesh->mVertices = new aiVector3D[mesh->mNumVertices];
+ ::memcpy(mesh->mVertices,&src.vertices[0],
+ sizeof(aiVector3D)*mesh->mNumVertices);
+
+ // NFF2: there could be vertex colors
+ if (!src.colors.empty())
+ {
+ ai_assert(src.colors.size() == src.vertices.size());
+
+ // copy vertex colors
+ mesh->mColors[0] = new aiColor4D[mesh->mNumVertices];
+ ::memcpy(mesh->mColors[0],&src.colors[0],
+ sizeof(aiColor4D)*mesh->mNumVertices);
+ }
+
+ if (!src.normals.empty())
+ {
+ ai_assert(src.normals.size() == src.vertices.size());
+
+ // copy normal vectors
+ mesh->mNormals = new aiVector3D[mesh->mNumVertices];
+ ::memcpy(mesh->mNormals,&src.normals[0],
+ sizeof(aiVector3D)*mesh->mNumVertices);
+ }
+
+ if (!src.uvs.empty())
+ {
+ ai_assert(src.uvs.size() == src.vertices.size());
+
+ // copy texture coordinates
+ mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices];
+ ::memcpy(mesh->mTextureCoords[0],&src.uvs[0],
+ sizeof(aiVector3D)*mesh->mNumVertices);
+ }
+
+ // generate faces
+ unsigned int p = 0;
+ aiFace* pFace = mesh->mFaces = new aiFace[mesh->mNumFaces];
+ for (std::vector<unsigned int>::const_iterator it2 = src.faces.begin(),
+ end2 = src.faces.end();
+ it2 != end2;++it2,++pFace)
+ {
+ pFace->mIndices = new unsigned int [ pFace->mNumIndices = *it2 ];
+ for (unsigned int o = 0; o < pFace->mNumIndices;++o)
+ pFace->mIndices[o] = p++;
+ }
+
+ // generate a material for the mesh
+ aiMaterial* pcMat = (aiMaterial*)(pScene->mMaterials[m] = new aiMaterial());
+
+ mesh->mMaterialIndex = m++;
+
+ aiString s;
+ s.Set(AI_DEFAULT_MATERIAL_NAME);
+ pcMat->AddProperty(&s, AI_MATKEY_NAME);
+
+ // FIX: Ignore diffuse == 0
+ aiColor3D c = src.shader.color * (src.shader.diffuse.r ? src.shader.diffuse : aiColor3D(1.f,1.f,1.f));
+ pcMat->AddProperty(&c,1,AI_MATKEY_COLOR_DIFFUSE);
+ c = src.shader.color * src.shader.specular;
+ pcMat->AddProperty(&c,1,AI_MATKEY_COLOR_SPECULAR);
+
+ // NFF2 - default values for NFF
+ pcMat->AddProperty(&src.shader.ambient, 1,AI_MATKEY_COLOR_AMBIENT);
+ pcMat->AddProperty(&src.shader.emissive,1,AI_MATKEY_COLOR_EMISSIVE);
+ pcMat->AddProperty(&src.shader.opacity, 1,AI_MATKEY_OPACITY);
+
+ // setup the first texture layer, if existing
+ if (src.shader.texFile.length())
+ {
+ s.Set(src.shader.texFile);
+ pcMat->AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(0));
+
+ if (aiTextureMapping_UV != src.shader.mapping) {
+
+ aiVector3D v(0.f,-1.f,0.f);
+ pcMat->AddProperty(&v, 1,AI_MATKEY_TEXMAP_AXIS_DIFFUSE(0));
+ pcMat->AddProperty((int*)&src.shader.mapping, 1,AI_MATKEY_MAPPING_DIFFUSE(0));
+ }
+ }
+
+ // setup the name of the material
+ if (src.shader.name.length())
+ {
+ s.Set(src.shader.texFile);
+ pcMat->AddProperty(&s,AI_MATKEY_NAME);
+ }
+
+ // setup some more material properties that are specific to NFF2
+ int i;
+ if (src.shader.twoSided)
+ {
+ i = 1;
+ pcMat->AddProperty(&i,1,AI_MATKEY_TWOSIDED);
+ }
+ i = (src.shader.shaded ? aiShadingMode_Gouraud : aiShadingMode_NoShading);
+ if (src.shader.shininess)
+ {
+ i = aiShadingMode_Phong;
+ pcMat->AddProperty(&src.shader.shininess,1,AI_MATKEY_SHININESS);
+ }
+ pcMat->AddProperty(&i,1,AI_MATKEY_SHADING_MODEL);
+ }
+ pScene->mRootNode = root;
}
#endif // !! ASSIMP_BUILD_NO_NFF_IMPORTER
diff --git a/src/3rdparty/assimp/code/NFFLoader.h b/src/3rdparty/assimp/code/NFFLoader.h
index 2e21bdc8b..7b5d3dcae 100644
--- a/src/3rdparty/assimp/code/NFFLoader.h
+++ b/src/3rdparty/assimp/code/NFFLoader.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -47,167 +47,163 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "BaseImporter.h"
#include <vector>
-#include "../include/aiTypes.h"
+#include "../include/assimp/types.h"
-namespace Assimp {
+namespace Assimp {
// ----------------------------------------------------------------------------------
/** NFF (Neutral File Format) Importer class.
*
* The class implements both Eric Haynes NFF format and Sense8's NFF (NFF2) format.
- * Both are quite different and the loading code is somewhat dirty at
+ * Both are quite different and the loading code is somewhat dirty at
* the moment. Sense8 should be moved to a separate loader.
*/
class NFFImporter : public BaseImporter
{
- friend class Importer;
-
-protected:
- /** Constructor to be privately used by Importer */
- NFFImporter();
+public:
+ NFFImporter();
+ ~NFFImporter();
- /** Destructor, private as well */
- ~NFFImporter();
public:
- // -------------------------------------------------------------------
- /** Returns whether the class can handle the format of the given file.
- * See BaseImporter::CanRead() for details.
- */
- bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
- bool checkSig) const;
+ // -------------------------------------------------------------------
+ /** Returns whether the class can handle the format of the given file.
+ * See BaseImporter::CanRead() for details.
+ */
+ bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
+ bool checkSig) const;
protected:
- // -------------------------------------------------------------------
- /** Called by Importer::GetExtensionList() for each loaded importer.
- * See BaseImporter::GetExtensionList() for details
- */
- void GetExtensionList(std::set<std::string>& extensions);
+ // -------------------------------------------------------------------
+ /** Return importer meta information.
+ * See #BaseImporter::GetInfo for the details
+ */
+ const aiImporterDesc* GetInfo () const;
- // -------------------------------------------------------------------
- /** Imports the given file into the given scene structure.
- * See BaseImporter::InternReadFile() for details
- */
- void InternReadFile( const std::string& pFile, aiScene* pScene,
- IOSystem* pIOHandler);
+ // -------------------------------------------------------------------
+ /** Imports the given file into the given scene structure.
+ * See BaseImporter::InternReadFile() for details
+ */
+ void InternReadFile( const std::string& pFile, aiScene* pScene,
+ IOSystem* pIOHandler);
private:
-
- // describes face material properties
- struct ShadingInfo
- {
- ShadingInfo()
- : color (0.6f,0.6f,0.6f)
- , diffuse (1.f,1.f,1.f)
- , specular (1.f,1.f,1.f)
- , ambient (0.f,0.f,0.f)
- , emissive (0.f,0.f,0.f)
- , refracti (1.f)
- , twoSided (false) // for NFF2
- , shaded (true) // for NFF2
- , opacity (1.f)
- , shininess (0.f)
- , mapping (aiTextureMapping_UV)
- {}
-
- aiColor3D color,diffuse,specular,ambient,emissive;
- float refracti;
-
- std::string texFile;
-
- // For NFF2
- bool twoSided;
- bool shaded;
- float opacity, shininess;
-
- std::string name;
-
- // texture mapping to be generated for the mesh - uv is the default
- // it means: use UV if there, nothing otherwise. This property is
- // used for locked meshes.
- aiTextureMapping mapping;
-
- // shininess is ignored for the moment
- bool operator == (const ShadingInfo& other) const
- {
- return color == other.color &&
- diffuse == other.diffuse &&
- specular == other.specular &&
- ambient == other.ambient &&
- refracti == other.refracti &&
- texFile == other.texFile &&
- twoSided == other.twoSided &&
- shaded == other.shaded;
-
- // Some properties from NFF2 aren't compared by this operator.
- // Comparing MeshInfo::matIndex should do that.
- }
- };
-
- // describes a NFF light source
- struct Light
- {
- Light()
- : intensity (1.f)
- , color (1.f,1.f,1.f)
- {}
-
- aiVector3D position;
- float intensity;
- aiColor3D color;
- };
-
- enum PatchType
- {
- PatchType_Simple = 0x0,
- PatchType_Normals = 0x1,
- PatchType_UVAndNormals = 0x2
- };
-
- // describes a NFF mesh
- struct MeshInfo
- {
- MeshInfo(PatchType _pType, bool bL = false)
- : pType (_pType)
- , bLocked (bL)
- , radius (1.f,1.f,1.f)
- , dir (0.f,1.f,0.f)
- , matIndex (0)
- {
- name[0] = '\0'; // by default meshes are unnamed
- }
-
- ShadingInfo shader;
- PatchType pType;
- bool bLocked;
-
- // for spheres, cones and cylinders: center point of the object
- aiVector3D center, radius, dir;
-
- char name[128];
-
- std::vector<aiVector3D> vertices, normals, uvs;
- std::vector<unsigned int> faces;
-
- // for NFF2
- std::vector<aiColor4D> colors;
- unsigned int matIndex;
- };
-
-
- // -------------------------------------------------------------------
- /** Loads the material table for the NFF2 file format from an
- * external file.
- *
- * @param output Receives the list of output meshes
- * @param path Path to the file (abs. or rel.)
- * @param pIOHandler IOSystem to be used to open the file
- */
- void LoadNFF2MaterialTable(std::vector<ShadingInfo>& output,
- const std::string& path, IOSystem* pIOHandler);
+
+ // describes face material properties
+ struct ShadingInfo
+ {
+ ShadingInfo()
+ : color (0.6f,0.6f,0.6f)
+ , diffuse (1.f,1.f,1.f)
+ , specular (1.f,1.f,1.f)
+ , ambient (0.f,0.f,0.f)
+ , emissive (0.f,0.f,0.f)
+ , refracti (1.f)
+ , twoSided (false) // for NFF2
+ , shaded (true) // for NFF2
+ , opacity (1.f)
+ , shininess (0.f)
+ , mapping (aiTextureMapping_UV)
+ {}
+
+ aiColor3D color,diffuse,specular,ambient,emissive;
+ float refracti;
+
+ std::string texFile;
+
+ // For NFF2
+ bool twoSided;
+ bool shaded;
+ float opacity, shininess;
+
+ std::string name;
+
+ // texture mapping to be generated for the mesh - uv is the default
+ // it means: use UV if there, nothing otherwise. This property is
+ // used for locked meshes.
+ aiTextureMapping mapping;
+
+ // shininess is ignored for the moment
+ bool operator == (const ShadingInfo& other) const
+ {
+ return color == other.color &&
+ diffuse == other.diffuse &&
+ specular == other.specular &&
+ ambient == other.ambient &&
+ refracti == other.refracti &&
+ texFile == other.texFile &&
+ twoSided == other.twoSided &&
+ shaded == other.shaded;
+
+ // Some properties from NFF2 aren't compared by this operator.
+ // Comparing MeshInfo::matIndex should do that.
+ }
+ };
+
+ // describes a NFF light source
+ struct Light
+ {
+ Light()
+ : intensity (1.f)
+ , color (1.f,1.f,1.f)
+ {}
+
+ aiVector3D position;
+ float intensity;
+ aiColor3D color;
+ };
+
+ enum PatchType
+ {
+ PatchType_Simple = 0x0,
+ PatchType_Normals = 0x1,
+ PatchType_UVAndNormals = 0x2
+ };
+
+ // describes a NFF mesh
+ struct MeshInfo
+ {
+ MeshInfo(PatchType _pType, bool bL = false)
+ : pType (_pType)
+ , bLocked (bL)
+ , radius (1.f,1.f,1.f)
+ , dir (0.f,1.f,0.f)
+ , matIndex (0)
+ {
+ name[0] = '\0'; // by default meshes are unnamed
+ }
+
+ ShadingInfo shader;
+ PatchType pType;
+ bool bLocked;
+
+ // for spheres, cones and cylinders: center point of the object
+ aiVector3D center, radius, dir;
+
+ char name[128];
+
+ std::vector<aiVector3D> vertices, normals, uvs;
+ std::vector<unsigned int> faces;
+
+ // for NFF2
+ std::vector<aiColor4D> colors;
+ unsigned int matIndex;
+ };
+
+
+ // -------------------------------------------------------------------
+ /** Loads the material table for the NFF2 file format from an
+ * external file.
+ *
+ * @param output Receives the list of output meshes
+ * @param path Path to the file (abs. or rel.)
+ * @param pIOHandler IOSystem to be used to open the file
+ */
+ void LoadNFF2MaterialTable(std::vector<ShadingInfo>& output,
+ const std::string& path, IOSystem* pIOHandler);
};
diff --git a/src/3rdparty/assimp/code/OFFLoader.cpp b/src/3rdparty/assimp/code/OFFLoader.cpp
index 38e21b49d..1741cbf76 100644
--- a/src/3rdparty/assimp/code/OFFLoader.cpp
+++ b/src/3rdparty/assimp/code/OFFLoader.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,27 +20,27 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file OFFLoader.cpp
- * @brief Implementation of the OFF importer class
+ * @brief Implementation of the OFF importer class
*/
#include "AssimpPCH.h"
@@ -54,158 +54,171 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
using namespace Assimp;
+static const aiImporterDesc desc = {
+ "OFF Importer",
+ "",
+ "",
+ "",
+ aiImporterFlags_SupportBinaryFlavour,
+ 0,
+ 0,
+ 0,
+ 0,
+ "off"
+};
+
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
OFFImporter::OFFImporter()
{}
// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
+// Destructor, private as well
OFFImporter::~OFFImporter()
{}
// ------------------------------------------------------------------------------------------------
-// Returns whether the class can handle the format of the given file.
+// Returns whether the class can handle the format of the given file.
bool OFFImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
{
- const std::string extension = GetExtension(pFile);
-
- if (extension == "off")
- return true;
- else if (!extension.length() || checkSig)
- {
- if (!pIOHandler)return true;
- const char* tokens[] = {"off"};
- return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
- }
- return false;
+ const std::string extension = GetExtension(pFile);
+
+ if (extension == "off")
+ return true;
+ else if (!extension.length() || checkSig)
+ {
+ if (!pIOHandler)return true;
+ const char* tokens[] = {"off"};
+ return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
+ }
+ return false;
}
// ------------------------------------------------------------------------------------------------
-void OFFImporter::GetExtensionList(std::set<std::string>& extensions)
+const aiImporterDesc* OFFImporter::GetInfo () const
{
- extensions.insert("off");
+ return &desc;
}
// ------------------------------------------------------------------------------------------------
-// Imports the given file into the given scene structure.
-void OFFImporter::InternReadFile( const std::string& pFile,
- aiScene* pScene, IOSystem* pIOHandler)
+// Imports the given file into the given scene structure.
+void OFFImporter::InternReadFile( const std::string& pFile,
+ aiScene* pScene, IOSystem* pIOHandler)
{
- boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
-
- // Check whether we can read from the file
- if ( file.get() == NULL) {
- throw DeadlyImportError( "Failed to open OFF file " + pFile + ".");
- }
-
- // allocate storage and copy the contents of the file to a memory buffer
- std::vector<char> mBuffer2;
- TextFileToBuffer(file.get(),mBuffer2);
- const char* buffer = &mBuffer2[0];
-
- char line[4096];
- GetNextLine(buffer,line);
- if ('O' == line[0]) {
- GetNextLine(buffer,line); // skip the 'OFF' line
- }
-
- const char* sz = line; SkipSpaces(&sz);
- const unsigned int numVertices = strtol10(sz,&sz);SkipSpaces(&sz);
- const unsigned int numFaces = strtol10(sz,&sz);
-
- pScene->mMeshes = new aiMesh*[ pScene->mNumMeshes = 1 ];
- aiMesh* mesh = pScene->mMeshes[0] = new aiMesh();
- aiFace* faces = mesh->mFaces = new aiFace [mesh->mNumFaces = numFaces];
-
- std::vector<aiVector3D> tempPositions(numVertices);
-
- // now read all vertex lines
- for (unsigned int i = 0; i< numVertices;++i)
- {
- if (!GetNextLine(buffer,line))
- {
- DefaultLogger::get()->error("OFF: The number of verts in the header is incorrect");
- break;
- }
- aiVector3D& v = tempPositions[i];
-
- sz = line; SkipSpaces(&sz);
- sz = fast_atof_move(sz,(float&)v.x); SkipSpaces(&sz);
- sz = fast_atof_move(sz,(float&)v.y); SkipSpaces(&sz);
- fast_atof_move(sz,(float&)v.z);
- }
-
-
- // First find out how many vertices we'll need
- const char* old = buffer;
- for (unsigned int i = 0; i< mesh->mNumFaces;++i)
- {
- if (!GetNextLine(buffer,line))
- {
- DefaultLogger::get()->error("OFF: The number of faces in the header is incorrect");
- break;
- }
- sz = line;SkipSpaces(&sz);
- if (!(faces->mNumIndices = strtol10(sz,&sz)) || faces->mNumIndices > 9)
- {
- DefaultLogger::get()->error("OFF: Faces with zero indices aren't allowed");
- --mesh->mNumFaces;
- continue;
- }
- mesh->mNumVertices += faces->mNumIndices;
- ++faces;
- }
-
- if (!mesh->mNumVertices)
- throw DeadlyImportError("OFF: There are no valid faces");
-
- // allocate storage for the output vertices
- aiVector3D* verts = mesh->mVertices = new aiVector3D[mesh->mNumVertices];
-
- // second: now parse all face indices
- buffer = old;faces = mesh->mFaces;
- for (unsigned int i = 0, p = 0; i< mesh->mNumFaces;)
- {
- if (!GetNextLine(buffer,line))break;
-
- unsigned int idx;
- sz = line;SkipSpaces(&sz);
- if (!(idx = strtol10(sz,&sz)) || idx > 9)
- continue;
-
- faces->mIndices = new unsigned int [faces->mNumIndices];
- for (unsigned int m = 0; m < faces->mNumIndices;++m)
- {
- SkipSpaces(&sz);
- if ((idx = strtol10(sz,&sz)) >= numVertices)
- {
- DefaultLogger::get()->error("OFF: Vertex index is out of range");
- idx = numVertices-1;
- }
- faces->mIndices[m] = p++;
- *verts++ = tempPositions[idx];
- }
- ++i;
- ++faces;
- }
-
- // generate the output node graph
- pScene->mRootNode = new aiNode();
- pScene->mRootNode->mName.Set("<OFFRoot>");
- pScene->mRootNode->mMeshes = new unsigned int [pScene->mRootNode->mNumMeshes = 1];
- pScene->mRootNode->mMeshes[0] = 0;
-
- // generate a default material
- pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials = 1];
- MaterialHelper* pcMat = new MaterialHelper();
-
- aiColor4D clr(0.6f,0.6f,0.6f,1.0f);
- pcMat->AddProperty(&clr,1,AI_MATKEY_COLOR_DIFFUSE);
- pScene->mMaterials[0] = pcMat;
-
- const int twosided =1;
- pcMat->AddProperty(&twosided,1,AI_MATKEY_TWOSIDED);
+ boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
+
+ // Check whether we can read from the file
+ if( file.get() == NULL) {
+ throw DeadlyImportError( "Failed to open OFF file " + pFile + ".");
+ }
+
+ // allocate storage and copy the contents of the file to a memory buffer
+ std::vector<char> mBuffer2;
+ TextFileToBuffer(file.get(),mBuffer2);
+ const char* buffer = &mBuffer2[0];
+
+ char line[4096];
+ GetNextLine(buffer,line);
+ if ('O' == line[0]) {
+ GetNextLine(buffer,line); // skip the 'OFF' line
+ }
+
+ const char* sz = line; SkipSpaces(&sz);
+ const unsigned int numVertices = strtoul10(sz,&sz);SkipSpaces(&sz);
+ const unsigned int numFaces = strtoul10(sz,&sz);
+
+ pScene->mMeshes = new aiMesh*[ pScene->mNumMeshes = 1 ];
+ aiMesh* mesh = pScene->mMeshes[0] = new aiMesh();
+ aiFace* faces = mesh->mFaces = new aiFace [mesh->mNumFaces = numFaces];
+
+ std::vector<aiVector3D> tempPositions(numVertices);
+
+ // now read all vertex lines
+ for (unsigned int i = 0; i< numVertices;++i)
+ {
+ if(!GetNextLine(buffer,line))
+ {
+ DefaultLogger::get()->error("OFF: The number of verts in the header is incorrect");
+ break;
+ }
+ aiVector3D& v = tempPositions[i];
+
+ sz = line; SkipSpaces(&sz);
+ sz = fast_atoreal_move<float>(sz,(float&)v.x); SkipSpaces(&sz);
+ sz = fast_atoreal_move<float>(sz,(float&)v.y); SkipSpaces(&sz);
+ fast_atoreal_move<float>(sz,(float&)v.z);
+ }
+
+
+ // First find out how many vertices we'll need
+ const char* old = buffer;
+ for (unsigned int i = 0; i< mesh->mNumFaces;++i)
+ {
+ if(!GetNextLine(buffer,line))
+ {
+ DefaultLogger::get()->error("OFF: The number of faces in the header is incorrect");
+ break;
+ }
+ sz = line;SkipSpaces(&sz);
+ if(!(faces->mNumIndices = strtoul10(sz,&sz)) || faces->mNumIndices > 9)
+ {
+ DefaultLogger::get()->error("OFF: Faces with zero indices aren't allowed");
+ --mesh->mNumFaces;
+ continue;
+ }
+ mesh->mNumVertices += faces->mNumIndices;
+ ++faces;
+ }
+
+ if (!mesh->mNumVertices)
+ throw DeadlyImportError("OFF: There are no valid faces");
+
+ // allocate storage for the output vertices
+ aiVector3D* verts = mesh->mVertices = new aiVector3D[mesh->mNumVertices];
+
+ // second: now parse all face indices
+ buffer = old;faces = mesh->mFaces;
+ for (unsigned int i = 0, p = 0; i< mesh->mNumFaces;)
+ {
+ if(!GetNextLine(buffer,line))break;
+
+ unsigned int idx;
+ sz = line;SkipSpaces(&sz);
+ if(!(idx = strtoul10(sz,&sz)) || idx > 9)
+ continue;
+
+ faces->mIndices = new unsigned int [faces->mNumIndices];
+ for (unsigned int m = 0; m < faces->mNumIndices;++m)
+ {
+ SkipSpaces(&sz);
+ if ((idx = strtoul10(sz,&sz)) >= numVertices)
+ {
+ DefaultLogger::get()->error("OFF: Vertex index is out of range");
+ idx = numVertices-1;
+ }
+ faces->mIndices[m] = p++;
+ *verts++ = tempPositions[idx];
+ }
+ ++i;
+ ++faces;
+ }
+
+ // generate the output node graph
+ pScene->mRootNode = new aiNode();
+ pScene->mRootNode->mName.Set("<OFFRoot>");
+ pScene->mRootNode->mMeshes = new unsigned int [pScene->mRootNode->mNumMeshes = 1];
+ pScene->mRootNode->mMeshes[0] = 0;
+
+ // generate a default material
+ pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials = 1];
+ aiMaterial* pcMat = new aiMaterial();
+
+ aiColor4D clr(0.6f,0.6f,0.6f,1.0f);
+ pcMat->AddProperty(&clr,1,AI_MATKEY_COLOR_DIFFUSE);
+ pScene->mMaterials[0] = pcMat;
+
+ const int twosided =1;
+ pcMat->AddProperty(&twosided,1,AI_MATKEY_TWOSIDED);
}
#endif // !! ASSIMP_BUILD_NO_OFF_IMPORTER
diff --git a/src/3rdparty/assimp/code/OFFLoader.h b/src/3rdparty/assimp/code/OFFLoader.h
index e4247b6a2..c95353a5b 100644
--- a/src/3rdparty/assimp/code/OFFLoader.h
+++ b/src/3rdparty/assimp/code/OFFLoader.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,74 +18,70 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file OFFLoader.h
- * @brief Declaration of the OFF importer class.
+ * @brief Declaration of the OFF importer class.
*/
#ifndef AI_OFFLOADER_H_INCLUDED
#define AI_OFFLOADER_H_INCLUDED
#include "BaseImporter.h"
-#include "../include/aiTypes.h"
+#include "../include/assimp/types.h"
#include <vector>
-namespace Assimp {
+namespace Assimp {
// ---------------------------------------------------------------------------
/** Importer class for the Object File Format (.off)
*/
class OFFImporter : public BaseImporter
{
- friend class Importer;
-
-protected:
- /** Constructor to be privately used by Importer */
- OFFImporter();
+public:
+ OFFImporter();
+ ~OFFImporter();
- /** Destructor, private as well */
- ~OFFImporter();
public:
- // -------------------------------------------------------------------
- /** Returns whether the class can handle the format of the given file.
- * See BaseImporter::CanRead() for details. */
- bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
- bool checkSig) const;
+ // -------------------------------------------------------------------
+ /** Returns whether the class can handle the format of the given file.
+ * See BaseImporter::CanRead() for details. */
+ bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
+ bool checkSig) const;
protected:
- // -------------------------------------------------------------------
- /** Called by Importer::GetExtensionList() for each loaded importer.
- * See BaseImporter::GetExtensionList() for details
- */
- void GetExtensionList(std::set<std::string>& extensions);
-
- // -------------------------------------------------------------------
- /** Imports the given file into the given scene structure.
- * See BaseImporter::InternReadFile() for details
- */
- void InternReadFile( const std::string& pFile, aiScene* pScene,
- IOSystem* pIOHandler);
+ // -------------------------------------------------------------------
+ /** Return importer meta information.
+ * See #BaseImporter::GetInfo for the details
+ */
+ const aiImporterDesc* GetInfo () const;
+
+ // -------------------------------------------------------------------
+ /** Imports the given file into the given scene structure.
+ * See BaseImporter::InternReadFile() for details
+ */
+ void InternReadFile( const std::string& pFile, aiScene* pScene,
+ IOSystem* pIOHandler);
private:
diff --git a/src/3rdparty/assimp/code/ObjExporter.cpp b/src/3rdparty/assimp/code/ObjExporter.cpp
new file mode 100644
index 000000000..b5dbb07a5
--- /dev/null
+++ b/src/3rdparty/assimp/code/ObjExporter.cpp
@@ -0,0 +1,312 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+#include "AssimpPCH.h"
+
+#ifndef ASSIMP_BUILD_NO_EXPORT
+#ifndef ASSIMP_BUILD_NO_OBJ_EXPORTER
+
+#include "ObjExporter.h"
+#include "../include/assimp/version.h"
+
+using namespace Assimp;
+namespace Assimp {
+
+// ------------------------------------------------------------------------------------------------
+// Worker function for exporting a scene to Wavefront OBJ. Prototyped and registered in Exporter.cpp
+void ExportSceneObj(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene)
+{
+ // invoke the exporter
+ ObjExporter exporter(pFile, pScene);
+
+ // we're still here - export successfully completed. Write both the main OBJ file and the material script
+ {
+ boost::scoped_ptr<IOStream> outfile (pIOSystem->Open(pFile,"wt"));
+ outfile->Write( exporter.mOutput.str().c_str(), static_cast<size_t>(exporter.mOutput.tellp()),1);
+ }
+ {
+ boost::scoped_ptr<IOStream> outfile (pIOSystem->Open(exporter.GetMaterialLibFileName(),"wt"));
+ outfile->Write( exporter.mOutputMat.str().c_str(), static_cast<size_t>(exporter.mOutputMat.tellp()),1);
+ }
+}
+
+} // end of namespace Assimp
+
+
+// ------------------------------------------------------------------------------------------------
+ObjExporter :: ObjExporter(const char* _filename, const aiScene* pScene)
+: filename(_filename)
+, pScene(pScene)
+, endl("\n")
+{
+ // make sure that all formatting happens using the standard, C locale and not the user's current locale
+ const std::locale& l = std::locale("C");
+ mOutput.imbue(l);
+ mOutputMat.imbue(l);
+
+ WriteGeometryFile();
+ WriteMaterialFile();
+}
+
+// ------------------------------------------------------------------------------------------------
+std::string ObjExporter :: GetMaterialLibName()
+{
+ // within the Obj file, we use just the relative file name with the path stripped
+ const std::string& s = GetMaterialLibFileName();
+ std::string::size_type il = s.find_last_of("/\\");
+ if (il != std::string::npos) {
+ return s.substr(il + 1);
+ }
+
+ return s;
+}
+
+// ------------------------------------------------------------------------------------------------
+std::string ObjExporter :: GetMaterialLibFileName()
+{
+ return filename + ".mtl";
+}
+
+// ------------------------------------------------------------------------------------------------
+void ObjExporter :: WriteHeader(std::ostringstream& out)
+{
+ out << "# File produced by Open Asset Import Library (http://www.assimp.sf.net)" << endl;
+ out << "# (assimp v" << aiGetVersionMajor() << '.' << aiGetVersionMinor() << '.' << aiGetVersionRevision() << ")" << endl << endl;
+}
+
+// ------------------------------------------------------------------------------------------------
+std::string ObjExporter :: GetMaterialName(unsigned int index)
+{
+ const aiMaterial* const mat = pScene->mMaterials[index];
+ aiString s;
+ if(AI_SUCCESS == mat->Get(AI_MATKEY_NAME,s)) {
+ return std::string(s.data,s.length);
+ }
+
+ char number[ sizeof(unsigned int) * 3 + 1 ];
+ ASSIMP_itoa10(number,index);
+ return "$Material_" + std::string(number);
+}
+
+// ------------------------------------------------------------------------------------------------
+void ObjExporter :: WriteMaterialFile()
+{
+ WriteHeader(mOutputMat);
+
+ for(unsigned int i = 0; i < pScene->mNumMaterials; ++i) {
+ const aiMaterial* const mat = pScene->mMaterials[i];
+
+ int illum = 1;
+ mOutputMat << "newmtl " << GetMaterialName(i) << endl;
+
+ aiColor4D c;
+ if(AI_SUCCESS == mat->Get(AI_MATKEY_COLOR_DIFFUSE,c)) {
+ mOutputMat << "kd " << c.r << " " << c.g << " " << c.b << endl;
+ }
+ if(AI_SUCCESS == mat->Get(AI_MATKEY_COLOR_AMBIENT,c)) {
+ mOutputMat << "ka " << c.r << " " << c.g << " " << c.b << endl;
+ }
+ if(AI_SUCCESS == mat->Get(AI_MATKEY_COLOR_SPECULAR,c)) {
+ mOutputMat << "ks " << c.r << " " << c.g << " " << c.b << endl;
+ }
+
+ float o;
+ if(AI_SUCCESS == mat->Get(AI_MATKEY_OPACITY,o)) {
+ mOutputMat << "d " << o << endl;
+ }
+
+ if(AI_SUCCESS == mat->Get(AI_MATKEY_SHININESS,o) && o) {
+ mOutputMat << "Ns " << o << endl;
+ illum = 2;
+ }
+
+ mOutputMat << "illum " << illum << endl;
+
+ aiString s;
+ if(AI_SUCCESS == mat->Get(AI_MATKEY_TEXTURE_DIFFUSE(0),s)) {
+ mOutputMat << "map_kd " << s.data << endl;
+ }
+ if(AI_SUCCESS == mat->Get(AI_MATKEY_TEXTURE_AMBIENT(0),s)) {
+ mOutputMat << "map_ka " << s.data << endl;
+ }
+ if(AI_SUCCESS == mat->Get(AI_MATKEY_TEXTURE_SPECULAR(0),s)) {
+ mOutputMat << "map_ks " << s.data << endl;
+ }
+ if(AI_SUCCESS == mat->Get(AI_MATKEY_TEXTURE_SHININESS(0),s)) {
+ mOutputMat << "map_ns " << s.data << endl;
+ }
+ if(AI_SUCCESS == mat->Get(AI_MATKEY_TEXTURE_HEIGHT(0),s) || AI_SUCCESS == mat->Get(AI_MATKEY_TEXTURE_NORMALS(0),s)) {
+ // implementations seem to vary here, so write both variants
+ mOutputMat << "bump " << s.data << endl;
+ mOutputMat << "map_bump " << s.data << endl;
+ }
+
+ mOutputMat << endl;
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+void ObjExporter :: WriteGeometryFile()
+{
+ WriteHeader(mOutput);
+ mOutput << "mtllib " << GetMaterialLibName() << endl << endl;
+
+ // collect mesh geometry
+ aiMatrix4x4 mBase;
+ AddNode(pScene->mRootNode,mBase);
+
+ // write vertex positions
+ mOutput << "# " << vp.size() << " vertex positions" << endl;
+ BOOST_FOREACH(const aiVector3D& v, vp) {
+ mOutput << "v " << v.x << " " << v.y << " " << v.z << endl;
+ }
+ mOutput << endl;
+
+ // write uv coordinates
+ mOutput << "# " << vt.size() << " UV coordinates" << endl;
+ BOOST_FOREACH(const aiVector3D& v, vt) {
+ mOutput << "vt " << v.x << " " << v.y << " " << v.z << endl;
+ }
+ mOutput << endl;
+
+ // write vertex normals
+ mOutput << "# " << vn.size() << " vertex normals" << endl;
+ BOOST_FOREACH(const aiVector3D& v, vn) {
+ mOutput << "vn " << v.x << " " << v.y << " " << v.z << endl;
+ }
+ mOutput << endl;
+
+ // now write all mesh instances
+ BOOST_FOREACH(const MeshInstance& m, meshes) {
+ mOutput << "# Mesh \'" << m.name << "\' with " << m.faces.size() << " faces" << endl;
+ mOutput << "g " << m.name << endl;
+ mOutput << "usemtl " << m.matname << endl;
+
+ BOOST_FOREACH(const Face& f, m.faces) {
+ mOutput << f.kind << ' ';
+ BOOST_FOREACH(const FaceVertex& fv, f.indices) {
+ mOutput << ' ' << fv.vp;
+
+ if (f.kind != 'p') {
+ if (fv.vt || f.kind == 'f') {
+ mOutput << '/';
+ }
+ if (fv.vt) {
+ mOutput << fv.vt;
+ }
+ if (f.kind == 'f') {
+ mOutput << '/';
+ if (fv.vn) {
+ mOutput << fv.vn;
+ }
+ }
+ }
+ }
+
+ mOutput << endl;
+ }
+ mOutput << endl;
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+void ObjExporter :: AddMesh(const aiString& name, const aiMesh* m, const aiMatrix4x4& mat)
+{
+ meshes.push_back(MeshInstance());
+ MeshInstance& mesh = meshes.back();
+
+ mesh.name = std::string(name.data,name.length) + (m->mName.length ? "_"+std::string(m->mName.data,m->mName.length) : "");
+ mesh.matname = GetMaterialName(m->mMaterialIndex);
+
+ mesh.faces.resize(m->mNumFaces);
+ for(unsigned int i = 0; i < m->mNumFaces; ++i) {
+ const aiFace& f = m->mFaces[i];
+
+ Face& face = mesh.faces[i];
+ switch (f.mNumIndices) {
+ case 1:
+ face.kind = 'p';
+ break;
+ case 2:
+ face.kind = 'l';
+ break;
+ default:
+ face.kind = 'f';
+ }
+ face.indices.resize(f.mNumIndices);
+
+ for(unsigned int a = 0; a < f.mNumIndices; ++a) {
+ const unsigned int idx = f.mIndices[a];
+
+ // XXX need a way to check if this is an unique vertex or if we had it already,
+ // in which case we should instead reference the previous occurrence.
+ ai_assert(m->mVertices);
+ vp.push_back( mat * m->mVertices[idx] );
+ face.indices[a].vp = vp.size();
+
+ if (m->mNormals) {
+ vn.push_back( m->mNormals[idx] );
+ }
+ face.indices[a].vn = vn.size();
+
+ if (m->mTextureCoords[0]) {
+ vt.push_back( m->mTextureCoords[0][idx] );
+ }
+ face.indices[a].vt = vt.size();
+ }
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+void ObjExporter :: AddNode(const aiNode* nd, const aiMatrix4x4& mParent)
+{
+ const aiMatrix4x4& mAbs = mParent * nd->mTransformation;
+
+ for(unsigned int i = 0; i < nd->mNumMeshes; ++i) {
+ AddMesh(nd->mName, pScene->mMeshes[nd->mMeshes[i]],mAbs);
+ }
+
+ for(unsigned int i = 0; i < nd->mNumChildren; ++i) {
+ AddNode(nd->mChildren[i],mAbs);
+ }
+}
+
+#endif
+#endif
diff --git a/src/3rdparty/assimp/code/ObjExporter.h b/src/3rdparty/assimp/code/ObjExporter.h
new file mode 100644
index 000000000..07243a1e1
--- /dev/null
+++ b/src/3rdparty/assimp/code/ObjExporter.h
@@ -0,0 +1,123 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+/** @file ColladaExporter.h
+ * Declares the exporter class to write a scene to a Collada file
+ */
+#ifndef AI_OBJEXPORTER_H_INC
+#define AI_OBJEXPORTER_H_INC
+
+#include <sstream>
+
+struct aiScene;
+struct aiNode;
+
+namespace Assimp
+{
+
+// ------------------------------------------------------------------------------------------------
+/** Helper class to export a given scene to an OBJ file. */
+// ------------------------------------------------------------------------------------------------
+class ObjExporter
+{
+public:
+ /// Constructor for a specific scene to export
+ ObjExporter(const char* filename, const aiScene* pScene);
+
+public:
+
+ std::string GetMaterialLibName();
+ std::string GetMaterialLibFileName();
+
+public:
+
+ /// public stringstreams to write all output into
+ std::ostringstream mOutput, mOutputMat;
+
+private:
+
+ // intermediate data structures
+ struct FaceVertex
+ {
+ FaceVertex()
+ : vp(),vn(),vt()
+ {
+ }
+
+ // one-based, 0 means: 'does not exist'
+ unsigned int vp,vn,vt;
+ };
+
+ struct Face {
+ char kind;
+ std::vector<FaceVertex> indices;
+ };
+
+ struct MeshInstance {
+
+ std::string name, matname;
+ std::vector<Face> faces;
+ };
+
+ void WriteHeader(std::ostringstream& out);
+
+ void WriteMaterialFile();
+ void WriteGeometryFile();
+
+ std::string GetMaterialName(unsigned int index);
+
+ void AddMesh(const aiString& name, const aiMesh* m, const aiMatrix4x4& mat);
+ void AddNode(const aiNode* nd, const aiMatrix4x4& mParent);
+
+private:
+
+ const std::string filename;
+ const aiScene* const pScene;
+
+ std::vector<aiVector3D> vp, vn, vt;
+ std::vector<MeshInstance> meshes;
+
+ // this endl() doesn't flush() the stream
+ const std::string endl;
+};
+
+}
+
+#endif
diff --git a/src/3rdparty/assimp/code/ObjFileData.h b/src/3rdparty/assimp/code/ObjFileData.h
index 674d9265b..fce2be650 100644
--- a/src/3rdparty/assimp/code/ObjFileData.h
+++ b/src/3rdparty/assimp/code/ObjFileData.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -43,8 +43,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <vector>
#include <map>
-#include "../include/aiTypes.h"
-#include "../include/aiMesh.h"
+#include "../include/assimp/types.h"
+#include "../include/assimp/mesh.h"
namespace Assimp
{
@@ -57,264 +57,262 @@ struct Face;
struct Material;
// ------------------------------------------------------------------------------------------------
-//! \struct Face
-//! \brief Datastructure for a simple obj-face, descripes discredisation and materials
+//! \struct Face
+//! \brief Data structure for a simple obj-face, describes discredit,l.ation and materials
struct Face
{
- typedef std::vector<unsigned int> IndexArray;
-
- //! Primitive type
- int m_PrimitiveType;
- //! Vertex indices
- IndexArray *m_pVertices;
- //! Normal indices
- IndexArray *m_pNormals;
- //! Texture coordinates indices
- IndexArray *m_pTexturCoords;
- //! Pointer to assigned material
- Material *m_pMaterial;
-
- //! \brief Default constructor
- //! \param pVertices Pointer to assigned vertex indexbuffer
- //! \param pNormals Pointer to assigned normals indexbuffer
- //! \param pTexCoords Pointer to assigned texture indexbuffer
- Face( std::vector<unsigned int> *pVertices,
- std::vector<unsigned int> *pNormals,
- std::vector<unsigned int> *pTexCoords) :
- m_PrimitiveType( 2 ),
- m_pVertices( pVertices ),
- m_pNormals( pNormals ),
- m_pTexturCoords( pTexCoords ),
- m_pMaterial( 0L )
- {
- // empty
- }
-
- //! \brief Destructor
- ~Face()
- {
- delete m_pVertices;
- m_pVertices = NULL;
- delete m_pNormals;
- m_pNormals = NULL;
- delete m_pTexturCoords;
- m_pTexturCoords = NULL;
- }
+ typedef std::vector<unsigned int> IndexArray;
+
+ //! Primitive type
+ aiPrimitiveType m_PrimitiveType;
+ //! Vertex indices
+ IndexArray *m_pVertices;
+ //! Normal indices
+ IndexArray *m_pNormals;
+ //! Texture coordinates indices
+ IndexArray *m_pTexturCoords;
+ //! Pointer to assigned material
+ Material *m_pMaterial;
+
+ //! \brief Default constructor
+ //! \param pVertices Pointer to assigned vertex indexbuffer
+ //! \param pNormals Pointer to assigned normals indexbuffer
+ //! \param pTexCoords Pointer to assigned texture indexbuffer
+ Face( std::vector<unsigned int> *pVertices,
+ std::vector<unsigned int> *pNormals,
+ std::vector<unsigned int> *pTexCoords,
+ aiPrimitiveType pt = aiPrimitiveType_POLYGON) :
+ m_PrimitiveType( pt ),
+ m_pVertices( pVertices ),
+ m_pNormals( pNormals ),
+ m_pTexturCoords( pTexCoords ),
+ m_pMaterial( 0L )
+ {
+ // empty
+ }
+
+ //! \brief Destructor
+ ~Face()
+ {
+ delete m_pVertices;
+ m_pVertices = NULL;
+
+ delete m_pNormals;
+ m_pNormals = NULL;
+
+ delete m_pTexturCoords;
+ m_pTexturCoords = NULL;
+ }
};
// ------------------------------------------------------------------------------------------------
-//! \struct Object
-//! \brief Stores all objects of an objfile object definition
+//! \struct Object
+//! \brief Stores all objects of an objfile object definition
struct Object
{
- enum ObjectType
- {
- ObjType,
- GroupType
- };
-
- //! Object name
- std::string m_strObjName;
- //! Transformation matrix, stored in OpenGL format
- aiMatrix4x4 m_Transformation;
- //! All sub-objects referenced by this object
- std::vector<Object*> m_SubObjects;
- /// Assigned meshes
- std::vector<unsigned int> m_Meshes;
-
- //! \brief Default constructor
- Object() :
- m_strObjName("")
- {
- // empty
- }
-
- //! \brief Destructor
- ~Object()
- {
- for (std::vector<Object*>::iterator it = m_SubObjects.begin();
- it != m_SubObjects.end(); ++it)
- {
- delete *it;
- }
- m_SubObjects.clear();
- }
+ enum ObjectType
+ {
+ ObjType,
+ GroupType
+ };
+
+ //! Object name
+ std::string m_strObjName;
+ //! Transformation matrix, stored in OpenGL format
+ aiMatrix4x4 m_Transformation;
+ //! All sub-objects referenced by this object
+ std::vector<Object*> m_SubObjects;
+ /// Assigned meshes
+ std::vector<unsigned int> m_Meshes;
+
+ //! \brief Default constructor
+ Object() :
+ m_strObjName("")
+ {
+ // empty
+ }
+
+ //! \brief Destructor
+ ~Object()
+ {
+ for (std::vector<Object*>::iterator it = m_SubObjects.begin();
+ it != m_SubObjects.end(); ++it)
+ {
+ delete *it;
+ }
+ m_SubObjects.clear();
+ }
};
// ------------------------------------------------------------------------------------------------
-//! \struct Material
-//! \brief Data structure to store all material specific data
+//! \struct Material
+//! \brief Data structure to store all material specific data
struct Material
{
- //! Name of material description
- aiString MaterialName;
-
- //! Texture names
- aiString texture;
- aiString textureSpecular;
- aiString textureAmbient;
- aiString textureBump;
- aiString textureSpecularity;
- aiString textureOpacity;
-
- //! Ambient color
- aiColor3D ambient;
- //! Diffuse color
- aiColor3D diffuse;
- //! Speculao color
- aiColor3D specular;
- //! Alpha value
- float alpha;
- //! Shineness factor
- float shineness;
- //! Illumination model
- int illumination_model;
- //! Index of refraction
- float ior;
-
- //! Constructor
- Material()
- : diffuse (0.6f,0.6f,0.6f)
- , alpha (1.f)
- , shineness (0.0f)
- , illumination_model (1)
- , ior (1.f)
- {
- // empty
- }
-
- // Destructor
- ~Material()
- {
- // empty
- }
+ //! Name of material description
+ aiString MaterialName;
+
+ //! Texture names
+ aiString texture;
+ aiString textureSpecular;
+ aiString textureAmbient;
+ aiString textureBump;
+ aiString textureSpecularity;
+ aiString textureOpacity;
+
+ //! Ambient color
+ aiColor3D ambient;
+ //! Diffuse color
+ aiColor3D diffuse;
+ //! Specular color
+ aiColor3D specular;
+ //! Alpha value
+ float alpha;
+ //! Shineness factor
+ float shineness;
+ //! Illumination model
+ int illumination_model;
+ //! Index of refraction
+ float ior;
+
+ //! Constructor
+ Material()
+ : diffuse (0.6f,0.6f,0.6f)
+ , alpha (1.f)
+ , shineness (0.0f)
+ , illumination_model (1)
+ , ior (1.f)
+ {
+ // empty
+ }
+
+ // Destructor
+ ~Material()
+ {
+ // empty
+ }
};
// ------------------------------------------------------------------------------------------------
-//! \struct Mesh
-//! \brief Data structure to store a mesh
+//! \struct Mesh
+//! \brief Data structure to store a mesh
struct Mesh
{
- static const unsigned int NoMaterial = 999999999;
-
- /// Array with pointer to all stored faces
- std::vector<Face*> m_Faces;
- /// Assigned material
- Material *m_pMaterial;
- /// Number of stored indices.
- unsigned int m_uiNumIndices;
- /// Number of UV
- unsigned int m_uiUVCoordinates[ AI_MAX_NUMBER_OF_TEXTURECOORDS ];
- /// Material index.
- unsigned int m_uiMaterialIndex;
- /// True, if normals are stored.
- bool m_hasNormals;
- /// Constructor
- Mesh() :
- m_pMaterial(NULL),
- m_uiNumIndices(0),
- m_uiMaterialIndex( NoMaterial ),
- m_hasNormals(false)
- {
- memset(m_uiUVCoordinates, 0, sizeof( unsigned int ) * AI_MAX_NUMBER_OF_TEXTURECOORDS);
- }
-
- /// Destructor
- ~Mesh()
- {
- for (std::vector<Face*>::iterator it = m_Faces.begin();
- it != m_Faces.end(); ++it)
- {
- delete *it;
- }
-
- }
+ static const unsigned int NoMaterial = ~0u;
+
+ /// Array with pointer to all stored faces
+ std::vector<Face*> m_Faces;
+ /// Assigned material
+ Material *m_pMaterial;
+ /// Number of stored indices.
+ unsigned int m_uiNumIndices;
+ /// Number of UV
+ unsigned int m_uiUVCoordinates[ AI_MAX_NUMBER_OF_TEXTURECOORDS ];
+ /// Material index.
+ unsigned int m_uiMaterialIndex;
+ /// True, if normals are stored.
+ bool m_hasNormals;
+ /// Constructor
+ Mesh() :
+ m_pMaterial(NULL),
+ m_uiNumIndices(0),
+ m_uiMaterialIndex( NoMaterial ),
+ m_hasNormals(false)
+ {
+ memset(m_uiUVCoordinates, 0, sizeof( unsigned int ) * AI_MAX_NUMBER_OF_TEXTURECOORDS);
+ }
+
+ /// Destructor
+ ~Mesh()
+ {
+ for (std::vector<Face*>::iterator it = m_Faces.begin();
+ it != m_Faces.end(); ++it)
+ {
+ delete *it;
+ }
+ }
};
// ------------------------------------------------------------------------------------------------
-//! \struct Model
-//! \brief Data structure to store all obj-specific model datas
+//! \struct Model
+//! \brief Data structure to store all obj-specific model datas
struct Model
{
- typedef std::map<std::string*, std::vector<unsigned int>* > GroupMap;
- typedef std::map<std::string*, std::vector<unsigned int>* >::iterator GroupMapIt;
- typedef std::map<std::string*, std::vector<unsigned int>* >::const_iterator ConstGroupMapIt;
-
- //! Model name
- std::string m_ModelName;
- //! List ob assigned objects
- std::vector<Object*> m_Objects;
- //! Pointer to current object
- ObjFile::Object *m_pCurrent;
- //! Pointer to current material
- ObjFile::Material *m_pCurrentMaterial;
- //! Pointer to default material
- ObjFile::Material *m_pDefaultMaterial;
- //! Vector with all generated materials
- std::vector<std::string> m_MaterialLib;
- //! Vector with all generated group
- std::vector<std::string> m_GroupLib;
- //! Vector with all generated vertices
- std::vector<aiVector3D> m_Vertices;
- //! vector with all generated normals
- std::vector<aiVector3D> m_Normals;
- //! Groupmap
- GroupMap m_Groups;
- //! Group to face id assignment
- std::vector<unsigned int> *m_pGroupFaceIDs;
- //! Active group
- std::string m_strActiveGroup;
- //! Vector with generated texture coordinates
- std::vector<aiVector2D> m_TextureCoord;
- //! Current mesh instance
- Mesh *m_pCurrentMesh;
- //! Vector with stored meshes
- std::vector<Mesh*> m_Meshes;
- //! Material map
- std::map<std::string, Material*> m_MaterialMap;
-
-
- //! \brief Default constructor
- Model() :
- m_ModelName(""),
- m_pCurrent(NULL),
- m_pCurrentMaterial(NULL),
- m_pDefaultMaterial(NULL),
- m_pGroupFaceIDs(NULL),
- m_strActiveGroup(""),
- m_pCurrentMesh(NULL)
- {
- // empty
- }
-
- //! \brief Destructor
- ~Model()
- {
- // Clear all stored object instances
- for (std::vector<Object*>::iterator it = m_Objects.begin();
- it != m_Objects.end(); ++it)
- {
- delete *it;
- }
- m_Objects.clear();
-
- // Clear all stored mesh instances
- for (std::vector<Mesh*>::iterator it = m_Meshes.begin();
- it != m_Meshes.end(); ++it)
- {
- delete *it;
- }
-
- m_Meshes.clear();
-
- for (GroupMapIt it = m_Groups.begin();
- it != m_Groups.end(); ++it)
- {
- delete it->second;
- }
-
- m_Groups.clear();
- }
+ typedef std::map<std::string, std::vector<unsigned int>* > GroupMap;
+ typedef std::map<std::string, std::vector<unsigned int>* >::iterator GroupMapIt;
+ typedef std::map<std::string, std::vector<unsigned int>* >::const_iterator ConstGroupMapIt;
+
+ //! Model name
+ std::string m_ModelName;
+ //! List ob assigned objects
+ std::vector<Object*> m_Objects;
+ //! Pointer to current object
+ ObjFile::Object *m_pCurrent;
+ //! Pointer to current material
+ ObjFile::Material *m_pCurrentMaterial;
+ //! Pointer to default material
+ ObjFile::Material *m_pDefaultMaterial;
+ //! Vector with all generated materials
+ std::vector<std::string> m_MaterialLib;
+ //! Vector with all generated group
+ std::vector<std::string> m_GroupLib;
+ //! Vector with all generated vertices
+ std::vector<aiVector3D> m_Vertices;
+ //! vector with all generated normals
+ std::vector<aiVector3D> m_Normals;
+ //! Group map
+ GroupMap m_Groups;
+ //! Group to face id assignment
+ std::vector<unsigned int> *m_pGroupFaceIDs;
+ //! Active group
+ std::string m_strActiveGroup;
+ //! Vector with generated texture coordinates
+ std::vector<aiVector2D> m_TextureCoord;
+ //! Current mesh instance
+ Mesh *m_pCurrentMesh;
+ //! Vector with stored meshes
+ std::vector<Mesh*> m_Meshes;
+ //! Material map
+ std::map<std::string, Material*> m_MaterialMap;
+
+ //! \brief Default constructor
+ Model() :
+ m_ModelName(""),
+ m_pCurrent(NULL),
+ m_pCurrentMaterial(NULL),
+ m_pDefaultMaterial(NULL),
+ m_strActiveGroup(""),
+ m_pCurrentMesh(NULL)
+ {
+ // empty
+ }
+
+ //! \brief Destructor
+ ~Model()
+ {
+ // Clear all stored object instances
+ for (std::vector<Object*>::iterator it = m_Objects.begin();
+ it != m_Objects.end(); ++it) {
+ delete *it;
+ }
+ m_Objects.clear();
+
+ // Clear all stored mesh instances
+ for (std::vector<Mesh*>::iterator it = m_Meshes.begin();
+ it != m_Meshes.end(); ++it) {
+ delete *it;
+ }
+ m_Meshes.clear();
+
+ for(GroupMapIt it = m_Groups.begin(); it != m_Groups.end(); ++it) {
+ delete it->second;
+ }
+ m_Groups.clear();
+
+ for ( std::map<std::string, Material*>::iterator it = m_MaterialMap.begin(); it != m_MaterialMap.end(); ++it ) {
+// delete it->second;
+ }
+ }
};
// ------------------------------------------------------------------------------------------------
diff --git a/src/3rdparty/assimp/code/ObjFileImporter.cpp b/src/3rdparty/assimp/code/ObjFileImporter.cpp
index 9556bf413..7344188c3 100755..100644
--- a/src/3rdparty/assimp/code/ObjFileImporter.cpp
+++ b/src/3rdparty/assimp/code/ObjFileImporter.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -47,483 +47,568 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "ObjFileParser.h"
#include "ObjFileData.h"
-namespace Assimp {
+static const aiImporterDesc desc = {
+ "Wavefront Object Importer",
+ "",
+ "",
+ "surfaces not supported",
+ aiImporterFlags_SupportTextFlavour,
+ 0,
+ 0,
+ 0,
+ 0,
+ "obj"
+};
+
+
+namespace Assimp {
using namespace std;
// ------------------------------------------------------------------------------------------------
-// Default constructor
+// Default constructor
ObjFileImporter::ObjFileImporter() :
- m_Buffer(),
- m_pRootObject( NULL ),
- m_strAbsPath( "" )
+ m_Buffer(),
+ m_pRootObject( NULL ),
+ m_strAbsPath( "" )
{
DefaultIOSystem io;
- m_strAbsPath = io.getOsSeparator();
+ m_strAbsPath = io.getOsSeparator();
}
// ------------------------------------------------------------------------------------------------
-// Destructor.
+// Destructor.
ObjFileImporter::~ObjFileImporter()
{
- // Release root object instance
- if (NULL != m_pRootObject)
- {
- delete m_pRootObject;
- m_pRootObject = NULL;
- }
+ // Release root object instance
+ if (NULL != m_pRootObject)
+ {
+ delete m_pRootObject;
+ m_pRootObject = NULL;
+ }
}
// ------------------------------------------------------------------------------------------------
-// Returns true, if file is an obj file.
+// Returns true, if file is an obj file.
bool ObjFileImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler , bool checkSig ) const
{
- if (!checkSig) //Check File Extension
- {
- return SimpleExtensionCheck(pFile,"obj");
- }
- else //Check file Header
- {
- const char* tokens[] = {"mtllib","usemtl","vt ","vn ","o "};
- return BaseImporter::SearchFileHeaderForToken(pIOHandler, pFile, tokens, 5);
- }
+ if(!checkSig) //Check File Extension
+ {
+ return SimpleExtensionCheck(pFile,"obj");
+ }
+ else //Check file Header
+ {
+ static const char *pTokens[] = { "mtllib", "usemtl", "v ", "vt ", "vn ", "o ", "g ", "s ", "f " };
+ return BaseImporter::SearchFileHeaderForToken(pIOHandler, pFile, pTokens, 9 );
+ }
}
// ------------------------------------------------------------------------------------------------
-// Obj-file import implementation
+const aiImporterDesc* ObjFileImporter::GetInfo () const
+{
+ return &desc;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Obj-file import implementation
void ObjFileImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
{
DefaultIOSystem io;
-
- // Read file into memory
- const std::string mode = "rb";
- boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, mode));
- if (NULL == file.get())
- throw DeadlyImportError( "Failed to open file " + pFile + ".");
-
- // Get the filesize and vaslidate it, throwing an exception when failes
- size_t fileSize = file->FileSize();
- if ( fileSize < 16)
- throw DeadlyImportError( "OBJ-file is too small.");
-
- // Allocate buffer and read file into it
- TextFileToBuffer(file.get(),m_Buffer);
-
- // Get the model name
- std::string strModelName;
- std::string::size_type pos = pFile.find_last_of( "\\/" );
- if ( pos != std::string::npos )
- {
- strModelName = pFile.substr(pos+1, pFile.size() - pos - 1);
- }
- else
- {
- strModelName = pFile;
- }
-
- // parse the file into a temporary representation
- ObjFileParser parser(m_Buffer, strModelName, pIOHandler);
-
- // And create the proper return structures out of it
- CreateDataFromImport(parser.GetModel(), pScene);
-
- // Clean up allocated storage for the next import
- m_Buffer.clear();
+
+ // Read file into memory
+ const std::string mode = "rb";
+ boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, mode));
+ if (NULL == file.get())
+ throw DeadlyImportError( "Failed to open file " + pFile + ".");
+
+ // Get the file-size and validate it, throwing an exception when fails
+ size_t fileSize = file->FileSize();
+ if( fileSize < 16)
+ throw DeadlyImportError( "OBJ-file is too small.");
+
+ // Allocate buffer and read file into it
+ TextFileToBuffer(file.get(),m_Buffer);
+
+ // Get the model name
+ std::string strModelName;
+ std::string::size_type pos = pFile.find_last_of( "\\/" );
+ if ( pos != std::string::npos )
+ {
+ strModelName = pFile.substr(pos+1, pFile.size() - pos - 1);
+ }
+ else
+ {
+ strModelName = pFile;
+ }
+
+ // parse the file into a temporary representation
+ ObjFileParser parser(m_Buffer, strModelName, pIOHandler);
+
+ // And create the proper return structures out of it
+ CreateDataFromImport(parser.GetModel(), pScene);
+
+ // Clean up allocated storage for the next import
+ m_Buffer.clear();
}
// ------------------------------------------------------------------------------------------------
-// Create the data from parsed obj-file
+// Create the data from parsed obj-file
void ObjFileImporter::CreateDataFromImport(const ObjFile::Model* pModel, aiScene* pScene)
{
- if (0L == pModel)
- return;
-
- // Create the root node of the scene
- pScene->mRootNode = new aiNode;
- if ( !pModel->m_ModelName.empty() )
- {
- // Set the name of the scene
- pScene->mRootNode->mName.Set(pModel->m_ModelName);
- }
- else
- {
- // This is an error, so break down the application
- ai_assert(false);
- }
-
- // Create nodes for the whole scene
- std::vector<aiMesh*> MeshArray;
- for (size_t index = 0; index < pModel->m_Objects.size(); index++)
- {
- createNodes(pModel, pModel->m_Objects[ index ], index, pScene->mRootNode, pScene, MeshArray);
- }
-
- // Create mesh pointer buffer for this scene
- if (pScene->mNumMeshes > 0)
- {
- pScene->mMeshes = new aiMesh*[ MeshArray.size() ];
- for (size_t index =0; index < MeshArray.size(); index++)
- {
- pScene->mMeshes [ index ] = MeshArray[ index ];
- }
- }
-
- // Create all materials
- createMaterials( pModel, pScene );
+ if (0L == pModel)
+ return;
+
+ // Create the root node of the scene
+ pScene->mRootNode = new aiNode;
+ if ( !pModel->m_ModelName.empty() )
+ {
+ // Set the name of the scene
+ pScene->mRootNode->mName.Set(pModel->m_ModelName);
+ }
+ else
+ {
+ // This is an error, so break down the application
+ ai_assert(false);
+ }
+
+ // Create nodes for the whole scene
+ std::vector<aiMesh*> MeshArray;
+ for (size_t index = 0; index < pModel->m_Objects.size(); index++)
+ {
+ createNodes(pModel, pModel->m_Objects[ index ], index, pScene->mRootNode, pScene, MeshArray);
+ }
+
+ // Create mesh pointer buffer for this scene
+ if (pScene->mNumMeshes > 0)
+ {
+ pScene->mMeshes = new aiMesh*[ MeshArray.size() ];
+ for (size_t index =0; index < MeshArray.size(); index++)
+ {
+ pScene->mMeshes [ index ] = MeshArray[ index ];
+ }
+ }
+
+ // Create all materials
+ createMaterials( pModel, pScene );
}
// ------------------------------------------------------------------------------------------------
-// Creates all nodes of the model
-aiNode *ObjFileImporter::createNodes(const ObjFile::Model* pModel, const ObjFile::Object* pObject,
- unsigned int /* uiMeshIndex */,
- aiNode *pParent, aiScene* pScene,
- std::vector<aiMesh*> &MeshArray )
+// Creates all nodes of the model
+aiNode *ObjFileImporter::createNodes(const ObjFile::Model* pModel, const ObjFile::Object* pObject,
+ unsigned int /*uiMeshIndex*/,
+ aiNode *pParent, aiScene* pScene,
+ std::vector<aiMesh*> &MeshArray )
{
- ai_assert( NULL != pModel );
- if ( NULL == pObject )
- return NULL;
-
- // Store older mesh size to be able to computate mesh offsets for new mesh instances
- const size_t oldMeshSize = MeshArray.size();
- aiNode *pNode = new aiNode;
- pNode->mName = aiString(pObject->m_strObjName);
-
- pNode->mName = pObject->m_strObjName;
-
- if (pParent != NULL)
- appendChildToParentNode(pParent, pNode);
-
-
- for ( unsigned int i=0; i< pObject->m_Meshes.size(); i++ )
- {
- unsigned int meshId = pObject->m_Meshes[ i ];
- aiMesh *pMesh = new aiMesh;
- createTopology( pModel, pObject, meshId, pMesh );
- if ( pMesh->mNumVertices > 0 )
- {
- MeshArray.push_back( pMesh );
- }
- else
- {
- delete pMesh;
- }
- }
-
- // Create all nodes from the sub-objects stored in the current object
- if ( !pObject->m_SubObjects.empty() )
- {
- size_t numChilds = pObject->m_SubObjects.size();
- pNode->mNumChildren = static_cast<unsigned int>( numChilds );
- pNode->mChildren = new aiNode*[ numChilds ];
- pNode->mNumMeshes = 1;
- pNode->mMeshes = new unsigned int[ 1 ];
- }
-
- // Set mesh instances into scene- and node-instances
- const size_t meshSizeDiff = MeshArray.size()- oldMeshSize;
- if ( meshSizeDiff > 0 )
- {
- pNode->mMeshes = new unsigned int[ meshSizeDiff ];
- pNode->mNumMeshes = static_cast<unsigned int>( meshSizeDiff );
- size_t index = 0;
- for (size_t i = oldMeshSize; i < MeshArray.size(); i++)
- {
- pNode->mMeshes[ index ] = pScene->mNumMeshes;
- pScene->mNumMeshes++;
- index++;
- }
- }
-
- return pNode;
+ ai_assert( NULL != pModel );
+ if ( NULL == pObject )
+ return NULL;
+
+ // Store older mesh size to be able to computes mesh offsets for new mesh instances
+ const size_t oldMeshSize = MeshArray.size();
+ aiNode *pNode = new aiNode;
+
+ pNode->mName = pObject->m_strObjName;
+
+ // If we have a parent node, store it
+ if (pParent != NULL)
+ appendChildToParentNode(pParent, pNode);
+
+ for ( unsigned int i=0; i< pObject->m_Meshes.size(); i++ )
+ {
+ unsigned int meshId = pObject->m_Meshes[ i ];
+ aiMesh *pMesh = new aiMesh;
+ createTopology( pModel, pObject, meshId, pMesh );
+ if ( pMesh->mNumVertices > 0 )
+ {
+ MeshArray.push_back( pMesh );
+ }
+ else
+ {
+ delete pMesh;
+ }
+ }
+
+ // Create all nodes from the sub-objects stored in the current object
+ if ( !pObject->m_SubObjects.empty() )
+ {
+ size_t numChilds = pObject->m_SubObjects.size();
+ pNode->mNumChildren = static_cast<unsigned int>( numChilds );
+ pNode->mChildren = new aiNode*[ numChilds ];
+ pNode->mNumMeshes = 1;
+ pNode->mMeshes = new unsigned int[ 1 ];
+ }
+
+ // Set mesh instances into scene- and node-instances
+ const size_t meshSizeDiff = MeshArray.size()- oldMeshSize;
+ if ( meshSizeDiff > 0 )
+ {
+ pNode->mMeshes = new unsigned int[ meshSizeDiff ];
+ pNode->mNumMeshes = static_cast<unsigned int>( meshSizeDiff );
+ size_t index = 0;
+ for (size_t i = oldMeshSize; i < MeshArray.size(); i++)
+ {
+ pNode->mMeshes[ index ] = pScene->mNumMeshes;
+ pScene->mNumMeshes++;
+ index++;
+ }
+ }
+
+ return pNode;
}
// ------------------------------------------------------------------------------------------------
-// Create topology data
-void ObjFileImporter::createTopology(const ObjFile::Model* pModel,
- const ObjFile::Object* pData,
- unsigned int uiMeshIndex,
- aiMesh* pMesh )
+// Create topology data
+void ObjFileImporter::createTopology(const ObjFile::Model* pModel,
+ const ObjFile::Object* pData,
+ unsigned int uiMeshIndex,
+ aiMesh* pMesh )
{
- // Checking preconditions
- ai_assert( NULL != pModel );
- if (NULL == pData)
- return;
-
- // Create faces
- ObjFile::Mesh *pObjMesh = pModel->m_Meshes[ uiMeshIndex ];
- ai_assert( NULL != pObjMesh );
- pMesh->mNumFaces = static_cast<unsigned int>( pObjMesh->m_Faces.size() );
- if ( pMesh->mNumFaces > 0 )
- {
- pMesh->mFaces = new aiFace[ pMesh->mNumFaces ];
- if ( pObjMesh->m_uiMaterialIndex != ObjFile::Mesh::NoMaterial )
- {
- pMesh->mMaterialIndex = pObjMesh->m_uiMaterialIndex;
- }
-
- // Copy all data from all stored meshes
- for (size_t index = 0; index < pObjMesh->m_Faces.size(); index++)
- {
- aiFace *pFace = &pMesh->mFaces[ index ];
- const unsigned int uiNumIndices = (unsigned int) pObjMesh->m_Faces[ index ]->m_pVertices->size();
- pFace->mNumIndices = (unsigned int) uiNumIndices;
- if (pFace->mNumIndices > 0)
- {
- pFace->mIndices = new unsigned int[ uiNumIndices ];
- ObjFile::Face::IndexArray *pIndexArray = pObjMesh->m_Faces[ index ]->m_pVertices;
- ai_assert ( NULL != pIndexArray );
- for ( size_t a=0; a<pFace->mNumIndices; a++ )
- {
- pFace->mIndices[ a ] = pIndexArray->at( a );
- }
- }
- else
- {
- pFace->mIndices = NULL;
- }
- }
- }
-
- // Create mesh vertices
- createVertexArray(pModel, pData, uiMeshIndex, pMesh);
+ // Checking preconditions
+ ai_assert( NULL != pModel );
+ if (NULL == pData)
+ return;
+
+ // Create faces
+ ObjFile::Mesh *pObjMesh = pModel->m_Meshes[ uiMeshIndex ];
+ ai_assert( NULL != pObjMesh );
+
+ pMesh->mNumFaces = 0;
+ for (size_t index = 0; index < pObjMesh->m_Faces.size(); index++)
+ {
+ ObjFile::Face* const inp = pObjMesh->m_Faces[ index ];
+ if (inp->m_PrimitiveType == aiPrimitiveType_LINE) {
+ pMesh->mNumFaces += inp->m_pVertices->size() - 1;
+ }
+ else if (inp->m_PrimitiveType == aiPrimitiveType_POINT) {
+ pMesh->mNumFaces += inp->m_pVertices->size();
+ }
+ else {
+ ++pMesh->mNumFaces;
+ }
+ }
+
+ unsigned int uiIdxCount = 0u;
+ if ( pMesh->mNumFaces > 0 )
+ {
+ pMesh->mFaces = new aiFace[ pMesh->mNumFaces ];
+ if ( pObjMesh->m_uiMaterialIndex != ObjFile::Mesh::NoMaterial )
+ {
+ pMesh->mMaterialIndex = pObjMesh->m_uiMaterialIndex;
+ }
+
+ unsigned int outIndex = 0;
+
+ // Copy all data from all stored meshes
+ for (size_t index = 0; index < pObjMesh->m_Faces.size(); index++)
+ {
+ ObjFile::Face* const inp = pObjMesh->m_Faces[ index ];
+ if (inp->m_PrimitiveType == aiPrimitiveType_LINE) {
+ for(size_t i = 0; i < inp->m_pVertices->size() - 1; ++i) {
+ aiFace& f = pMesh->mFaces[ outIndex++ ];
+ uiIdxCount += f.mNumIndices = 2;
+ f.mIndices = new unsigned int[2];
+ }
+ continue;
+ }
+ else if (inp->m_PrimitiveType == aiPrimitiveType_POINT) {
+ for(size_t i = 0; i < inp->m_pVertices->size(); ++i) {
+ aiFace& f = pMesh->mFaces[ outIndex++ ];
+ uiIdxCount += f.mNumIndices = 1;
+ f.mIndices = new unsigned int[1];
+ }
+ continue;
+ }
+
+ aiFace *pFace = &pMesh->mFaces[ outIndex++ ];
+ const unsigned int uiNumIndices = (unsigned int) pObjMesh->m_Faces[ index ]->m_pVertices->size();
+ uiIdxCount += pFace->mNumIndices = (unsigned int) uiNumIndices;
+ if (pFace->mNumIndices > 0) {
+ pFace->mIndices = new unsigned int[ uiNumIndices ];
+ }
+ }
+ }
+
+ // Create mesh vertices
+ createVertexArray(pModel, pData, uiMeshIndex, pMesh, uiIdxCount);
}
// ------------------------------------------------------------------------------------------------
-// Creates a vertex array
-void ObjFileImporter::createVertexArray(const ObjFile::Model* pModel,
- const ObjFile::Object* pCurrentObject,
- unsigned int uiMeshIndex,
- aiMesh* pMesh)
+// Creates a vertex array
+void ObjFileImporter::createVertexArray(const ObjFile::Model* pModel,
+ const ObjFile::Object* pCurrentObject,
+ unsigned int uiMeshIndex,
+ aiMesh* pMesh,
+ unsigned int uiIdxCount)
{
- // Checking preconditions
- ai_assert( NULL != pCurrentObject );
-
- // Break, if no faces are stored in object
- if ( pCurrentObject->m_Meshes.empty() )
- return;
-
- // Get current mesh
- ObjFile::Mesh *pObjMesh = pModel->m_Meshes[ uiMeshIndex ];
- if ( NULL == pObjMesh || pObjMesh->m_uiNumIndices < 1)
- return;
-
- // Copy vertices of this mesh instance
- pMesh->mNumVertices = (unsigned int) pObjMesh->m_uiNumIndices;
- pMesh->mVertices = new aiVector3D[ pMesh->mNumVertices ];
-
- // Allocate buffer for normal vectors
- if ( !pModel->m_Normals.empty() && pObjMesh->m_hasNormals )
- pMesh->mNormals = new aiVector3D[ pMesh->mNumVertices ];
-
- // Allocate buffer for texture coordinates
- if ( !pModel->m_TextureCoord.empty() && pObjMesh->m_uiUVCoordinates[0] )
- {
- pMesh->mNumUVComponents[ 0 ] = 2;
- pMesh->mTextureCoords[ 0 ] = new aiVector3D[ pMesh->mNumVertices ];
- }
-
- // Copy vertices, normals and textures into aiMesh instance
- unsigned int newIndex = 0;
- for ( size_t index=0; index < pObjMesh->m_Faces.size(); index++ )
- {
- // Get destination face
- aiFace *pDestFace = &pMesh->mFaces[ index ];
-
- // Get source face
- ObjFile::Face *pSourceFace = pObjMesh->m_Faces[ index ];
-
- // Copy all index arrays
- for ( size_t vertexIndex = 0; vertexIndex < pSourceFace->m_pVertices->size(); vertexIndex++ )
- {
- const unsigned int vertex = pSourceFace->m_pVertices->at( vertexIndex );
- if ( vertex >= pModel->m_Vertices.size() )
- throw DeadlyImportError( "OBJ: vertex index out of range" );
-
- pMesh->mVertices[ newIndex ] = pModel->m_Vertices[ vertex ];
-
- // Copy all normals
- if ( !pSourceFace->m_pNormals->empty() && !pModel->m_Normals.empty() )
- {
- const unsigned int normal = pSourceFace->m_pNormals->at( vertexIndex );
- if ( normal >= pModel->m_Normals.size() )
- throw DeadlyImportError("OBJ: vertex normal index out of range");
-
- pMesh->mNormals[ newIndex ] = pModel->m_Normals[ normal ];
- }
-
- // Copy all texture coordinates
- if ( !pModel->m_TextureCoord.empty() )
- {
- if ( !pSourceFace->m_pTexturCoords->empty() )
- {
- const unsigned int tex = pSourceFace->m_pTexturCoords->at( vertexIndex );
- ai_assert( tex < pModel->m_TextureCoord.size() );
- for ( size_t i=0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; i++ )
- {
- if ( pMesh->mNumUVComponents[ i ] > 0 )
- {
- aiVector2D coord2d = pModel->m_TextureCoord[ tex ];
- pMesh->mTextureCoords[ i ][ newIndex ] = aiVector3D( coord2d.x, coord2d.y, 0.0 );
- }
- }
- }
- }
-
- ai_assert( pMesh->mNumVertices > newIndex );
- pDestFace->mIndices[ vertexIndex ] = newIndex;
- ++newIndex;
- }
- }
+ // Checking preconditions
+ ai_assert( NULL != pCurrentObject );
+
+ // Break, if no faces are stored in object
+ if ( pCurrentObject->m_Meshes.empty() )
+ return;
+
+ // Get current mesh
+ ObjFile::Mesh *pObjMesh = pModel->m_Meshes[ uiMeshIndex ];
+ if ( NULL == pObjMesh || pObjMesh->m_uiNumIndices < 1)
+ return;
+
+ // Copy vertices of this mesh instance
+ pMesh->mNumVertices = uiIdxCount;
+ pMesh->mVertices = new aiVector3D[ pMesh->mNumVertices ];
+
+ // Allocate buffer for normal vectors
+ if ( !pModel->m_Normals.empty() && pObjMesh->m_hasNormals )
+ pMesh->mNormals = new aiVector3D[ pMesh->mNumVertices ];
+
+ // Allocate buffer for texture coordinates
+ if ( !pModel->m_TextureCoord.empty() && pObjMesh->m_uiUVCoordinates[0] )
+ {
+ pMesh->mNumUVComponents[ 0 ] = 2;
+ pMesh->mTextureCoords[ 0 ] = new aiVector3D[ pMesh->mNumVertices ];
+ }
+
+ // Copy vertices, normals and textures into aiMesh instance
+ unsigned int newIndex = 0, outIndex = 0;
+ for ( size_t index=0; index < pObjMesh->m_Faces.size(); index++ )
+ {
+ // Get source face
+ ObjFile::Face *pSourceFace = pObjMesh->m_Faces[ index ];
+
+ // Copy all index arrays
+ for ( size_t vertexIndex = 0, outVertexIndex = 0; vertexIndex < pSourceFace->m_pVertices->size(); vertexIndex++ )
+ {
+ const unsigned int vertex = pSourceFace->m_pVertices->at( vertexIndex );
+ if ( vertex >= pModel->m_Vertices.size() )
+ throw DeadlyImportError( "OBJ: vertex index out of range" );
+
+ pMesh->mVertices[ newIndex ] = pModel->m_Vertices[ vertex ];
+
+ // Copy all normals
+ if ( !pSourceFace->m_pNormals->empty() && !pModel->m_Normals.empty())
+ {
+ const unsigned int normal = pSourceFace->m_pNormals->at( vertexIndex );
+ if ( normal >= pModel->m_Normals.size() )
+ throw DeadlyImportError("OBJ: vertex normal index out of range");
+
+ pMesh->mNormals[ newIndex ] = pModel->m_Normals[ normal ];
+ }
+
+ // Copy all texture coordinates
+ if ( !pModel->m_TextureCoord.empty() )
+ {
+ if ( !pSourceFace->m_pTexturCoords->empty() )
+ {
+ const unsigned int tex = pSourceFace->m_pTexturCoords->at( vertexIndex );
+ ai_assert( tex < pModel->m_TextureCoord.size() );
+ for ( size_t i=0; i < pMesh->GetNumUVChannels(); i++ )
+ {
+ if ( tex >= pModel->m_TextureCoord.size() )
+ throw DeadlyImportError("OBJ: texture coord index out of range");
+
+ aiVector2D coord2d = pModel->m_TextureCoord[ tex ];
+ pMesh->mTextureCoords[ i ][ newIndex ] = aiVector3D( coord2d.x, coord2d.y, 0.0 );
+ }
+ }
+ }
+
+ ai_assert( pMesh->mNumVertices > newIndex );
+
+ // Get destination face
+ aiFace *pDestFace = &pMesh->mFaces[ outIndex ];
+
+ const bool last = ( vertexIndex == pSourceFace->m_pVertices->size() - 1 );
+ if (pSourceFace->m_PrimitiveType != aiPrimitiveType_LINE || !last)
+ {
+ pDestFace->mIndices[ outVertexIndex ] = newIndex;
+ outVertexIndex++;
+ }
+
+ if (pSourceFace->m_PrimitiveType == aiPrimitiveType_POINT)
+ {
+ outIndex++;
+ outVertexIndex = 0;
+ }
+ else if (pSourceFace->m_PrimitiveType == aiPrimitiveType_LINE)
+ {
+ outVertexIndex = 0;
+
+ if(!last)
+ outIndex++;
+
+ if (vertexIndex) {
+ if(!last) {
+ pMesh->mVertices[ newIndex+1 ] = pMesh->mVertices[ newIndex ];
+ if ( !pSourceFace->m_pNormals->empty() && !pModel->m_Normals.empty()) {
+ pMesh->mNormals[ newIndex+1 ] = pMesh->mNormals[newIndex ];
+ }
+ if ( !pModel->m_TextureCoord.empty() ) {
+ for ( size_t i=0; i < pMesh->GetNumUVChannels(); i++ ) {
+ pMesh->mTextureCoords[ i ][ newIndex+1 ] = pMesh->mTextureCoords[ i ][ newIndex ];
+ }
+ }
+ ++newIndex;
+ }
+
+ pDestFace[-1].mIndices[1] = newIndex;
+ }
+ }
+ else if (last) {
+ outIndex++;
+ }
+ ++newIndex;
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
-// Counts all stored meshes
+// Counts all stored meshes
void ObjFileImporter::countObjects(const std::vector<ObjFile::Object*> &rObjects, int &iNumMeshes)
{
- iNumMeshes = 0;
- if ( rObjects.empty() )
- return;
-
- iNumMeshes += static_cast<unsigned int>( rObjects.size() );
- for (std::vector<ObjFile::Object*>::const_iterator it = rObjects.begin();
- it != rObjects.end();
- ++it)
- {
- if (!(*it)->m_SubObjects.empty())
- {
- countObjects((*it)->m_SubObjects, iNumMeshes);
- }
- }
+ iNumMeshes = 0;
+ if ( rObjects.empty() )
+ return;
+
+ iNumMeshes += static_cast<unsigned int>( rObjects.size() );
+ for (std::vector<ObjFile::Object*>::const_iterator it = rObjects.begin();
+ it != rObjects.end();
+ ++it)
+ {
+ if (!(*it)->m_SubObjects.empty())
+ {
+ countObjects((*it)->m_SubObjects, iNumMeshes);
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
-// Creates the material
+// Creates the material
void ObjFileImporter::createMaterials(const ObjFile::Model* pModel, aiScene* pScene )
{
- ai_assert( NULL != pScene );
- if ( NULL == pScene )
- return;
-
- const unsigned int numMaterials = (unsigned int) pModel->m_MaterialLib.size();
- pScene->mNumMaterials = 0;
- if ( pModel->m_MaterialLib.empty() )
- {
- DefaultLogger::get()->debug("OBJ: no materials specified");
- return;
- }
- pScene->mMaterials = new aiMaterial*[ numMaterials ];
- for ( unsigned int matIndex = 0; matIndex < numMaterials; matIndex++ )
- {
- Assimp::MaterialHelper* mat = new Assimp::MaterialHelper;
-
- // Store material name
- std::map<std::string, ObjFile::Material*>::const_iterator it;
- it = pModel->m_MaterialMap.find( pModel->m_MaterialLib[ matIndex ] );
-
- // No material found, use the default material
- if ( pModel->m_MaterialMap.end() == it )
- continue;
-
- ObjFile::Material *pCurrentMaterial = (*it).second;
- mat->AddProperty( &pCurrentMaterial->MaterialName, AI_MATKEY_NAME );
-
- // convert illumination model
- int sm = 0;
- switch (pCurrentMaterial->illumination_model)
- {
- case 0:
- sm = aiShadingMode_NoShading;
- break;
- case 1:
- sm = aiShadingMode_Gouraud;
- break;
- case 2:
- sm = aiShadingMode_Phong;
- break;
- default:
- sm = aiShadingMode_Gouraud;
- DefaultLogger::get()->error("OBJ/MTL: Unexpected illumination model (0-2 recognized)");
- }
- mat->AddProperty<int>( &sm, 1, AI_MATKEY_SHADING_MODEL);
-
- // multiplying the specular exponent with 2 seems to yield better results
- pCurrentMaterial->shineness *= 4.f;
-
- // Adding material colors
- mat->AddProperty( &pCurrentMaterial->ambient, 1, AI_MATKEY_COLOR_AMBIENT );
- mat->AddProperty( &pCurrentMaterial->diffuse, 1, AI_MATKEY_COLOR_DIFFUSE );
- mat->AddProperty( &pCurrentMaterial->specular, 1, AI_MATKEY_COLOR_SPECULAR );
- mat->AddProperty( &pCurrentMaterial->shineness, 1, AI_MATKEY_SHININESS );
- mat->AddProperty( &pCurrentMaterial->alpha, 1, AI_MATKEY_OPACITY );
-
- // Adding refraction index
- mat->AddProperty( &pCurrentMaterial->ior, 1, AI_MATKEY_REFRACTI );
-
- // Adding textures
- if ( 0 != pCurrentMaterial->texture.length )
- mat->AddProperty( &pCurrentMaterial->texture, AI_MATKEY_TEXTURE_DIFFUSE(0));
-
- if ( 0 != pCurrentMaterial->textureAmbient.length )
- mat->AddProperty( &pCurrentMaterial->textureAmbient, AI_MATKEY_TEXTURE_AMBIENT(0));
-
- if ( 0 != pCurrentMaterial->textureSpecular.length )
- mat->AddProperty( &pCurrentMaterial->textureSpecular, AI_MATKEY_TEXTURE_SPECULAR(0));
-
- if ( 0 != pCurrentMaterial->textureBump.length )
- mat->AddProperty( &pCurrentMaterial->textureBump, AI_MATKEY_TEXTURE_HEIGHT(0));
-
- if ( 0 != pCurrentMaterial->textureOpacity.length )
- mat->AddProperty( &pCurrentMaterial->textureOpacity, AI_MATKEY_TEXTURE_OPACITY(0));
-
- if ( 0 != pCurrentMaterial->textureSpecularity.length )
- mat->AddProperty( &pCurrentMaterial->textureSpecularity, AI_MATKEY_TEXTURE_SHININESS(0));
-
- // Store material property info in material array in scene
- pScene->mMaterials[ pScene->mNumMaterials ] = mat;
- pScene->mNumMaterials++;
- }
-
- // Test number of created materials.
- ai_assert( pScene->mNumMaterials == numMaterials );
+ ai_assert( NULL != pScene );
+ if ( NULL == pScene )
+ return;
+
+ const unsigned int numMaterials = (unsigned int) pModel->m_MaterialLib.size();
+ pScene->mNumMaterials = 0;
+ if ( pModel->m_MaterialLib.empty() ) {
+ DefaultLogger::get()->debug("OBJ: no materials specified");
+ return;
+ }
+
+ pScene->mMaterials = new aiMaterial*[ numMaterials ];
+ for ( unsigned int matIndex = 0; matIndex < numMaterials; matIndex++ )
+ {
+ // Store material name
+ std::map<std::string, ObjFile::Material*>::const_iterator it;
+ it = pModel->m_MaterialMap.find( pModel->m_MaterialLib[ matIndex ] );
+
+ // No material found, use the default material
+ if ( pModel->m_MaterialMap.end() == it )
+ continue;
+
+ aiMaterial* mat = new aiMaterial;
+ ObjFile::Material *pCurrentMaterial = (*it).second;
+ mat->AddProperty( &pCurrentMaterial->MaterialName, AI_MATKEY_NAME );
+
+ // convert illumination model
+ int sm = 0;
+ switch (pCurrentMaterial->illumination_model)
+ {
+ case 0:
+ sm = aiShadingMode_NoShading;
+ break;
+ case 1:
+ sm = aiShadingMode_Gouraud;
+ break;
+ case 2:
+ sm = aiShadingMode_Phong;
+ break;
+ default:
+ sm = aiShadingMode_Gouraud;
+ DefaultLogger::get()->error("OBJ: unexpected illumination model (0-2 recognized)");
+ }
+
+ mat->AddProperty<int>( &sm, 1, AI_MATKEY_SHADING_MODEL);
+
+ // multiplying the specular exponent with 2 seems to yield better results
+ pCurrentMaterial->shineness *= 4.f;
+
+ // Adding material colors
+ mat->AddProperty( &pCurrentMaterial->ambient, 1, AI_MATKEY_COLOR_AMBIENT );
+ mat->AddProperty( &pCurrentMaterial->diffuse, 1, AI_MATKEY_COLOR_DIFFUSE );
+ mat->AddProperty( &pCurrentMaterial->specular, 1, AI_MATKEY_COLOR_SPECULAR );
+ mat->AddProperty( &pCurrentMaterial->shineness, 1, AI_MATKEY_SHININESS );
+ mat->AddProperty( &pCurrentMaterial->alpha, 1, AI_MATKEY_OPACITY );
+
+ // Adding refraction index
+ mat->AddProperty( &pCurrentMaterial->ior, 1, AI_MATKEY_REFRACTI );
+
+ // Adding textures
+ if ( 0 != pCurrentMaterial->texture.length )
+ mat->AddProperty( &pCurrentMaterial->texture, AI_MATKEY_TEXTURE_DIFFUSE(0));
+
+ if ( 0 != pCurrentMaterial->textureAmbient.length )
+ mat->AddProperty( &pCurrentMaterial->textureAmbient, AI_MATKEY_TEXTURE_AMBIENT(0));
+
+ if ( 0 != pCurrentMaterial->textureSpecular.length )
+ mat->AddProperty( &pCurrentMaterial->textureSpecular, AI_MATKEY_TEXTURE_SPECULAR(0));
+
+ if ( 0 != pCurrentMaterial->textureBump.length )
+ mat->AddProperty( &pCurrentMaterial->textureBump, AI_MATKEY_TEXTURE_HEIGHT(0));
+
+ if ( 0 != pCurrentMaterial->textureOpacity.length )
+ mat->AddProperty( &pCurrentMaterial->textureOpacity, AI_MATKEY_TEXTURE_OPACITY(0));
+
+ if ( 0 != pCurrentMaterial->textureSpecularity.length )
+ mat->AddProperty( &pCurrentMaterial->textureSpecularity, AI_MATKEY_TEXTURE_SHININESS(0));
+
+ // Store material property info in material array in scene
+ pScene->mMaterials[ pScene->mNumMaterials ] = mat;
+ pScene->mNumMaterials++;
+ }
+
+ // Test number of created materials.
+ ai_assert( pScene->mNumMaterials == numMaterials );
}
// ------------------------------------------------------------------------------------------------
-// Appends this node to the parent node
+// Appends this node to the parent node
void ObjFileImporter::appendChildToParentNode(aiNode *pParent, aiNode *pChild)
{
- // Checking preconditions
- ai_assert( NULL != pParent );
- ai_assert( NULL != pChild );
-
- // Assign parent to child
- pChild->mParent = pParent;
- size_t sNumChildren = 0;
-
- // If already children was assigned to the parent node, store them in a
- std::vector<aiNode*> temp;
- if (pParent->mChildren != NULL)
- {
- sNumChildren = pParent->mNumChildren;
- ai_assert( 0 != sNumChildren );
- for (size_t index = 0; index < pParent->mNumChildren; index++)
- {
- temp.push_back(pParent->mChildren [ index ] );
- }
- delete [] pParent->mChildren;
- }
-
- // Copy node instances into parent node
- pParent->mNumChildren++;
- pParent->mChildren = new aiNode*[ pParent->mNumChildren ];
- for (size_t index = 0; index < pParent->mNumChildren-1; index++)
- {
- pParent->mChildren[ index ] = temp [ index ];
- }
- pParent->mChildren[ pParent->mNumChildren-1 ] = pChild;
+ // Checking preconditions
+ ai_assert( NULL != pParent );
+ ai_assert( NULL != pChild );
+
+ // Assign parent to child
+ pChild->mParent = pParent;
+ size_t sNumChildren = 0;
+ (void)sNumChildren; // remove warning on release build
+
+ // If already children was assigned to the parent node, store them in a
+ std::vector<aiNode*> temp;
+ if (pParent->mChildren != NULL)
+ {
+ sNumChildren = pParent->mNumChildren;
+ ai_assert( 0 != sNumChildren );
+ for (size_t index = 0; index < pParent->mNumChildren; index++)
+ {
+ temp.push_back(pParent->mChildren [ index ] );
+ }
+ delete [] pParent->mChildren;
+ }
+
+ // Copy node instances into parent node
+ pParent->mNumChildren++;
+ pParent->mChildren = new aiNode*[ pParent->mNumChildren ];
+ for (size_t index = 0; index < pParent->mNumChildren-1; index++)
+ {
+ pParent->mChildren[ index ] = temp [ index ];
+ }
+ pParent->mChildren[ pParent->mNumChildren-1 ] = pChild;
}
// ------------------------------------------------------------------------------------------------
-} // Namespace Assimp
+} // Namespace Assimp
#endif // !! ASSIMP_BUILD_NO_OBJ_IMPORTER
diff --git a/src/3rdparty/assimp/code/ObjFileImporter.h b/src/3rdparty/assimp/code/ObjFileImporter.h
index 7edecac8e..ef8d5ecae 100644
--- a/src/3rdparty/assimp/code/ObjFileImporter.h
+++ b/src/3rdparty/assimp/code/ObjFileImporter.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -58,78 +58,68 @@ struct Model;
}
// ------------------------------------------------------------------------------------------------
-/// \class ObjFileImporter
-/// \brief Imports a waveform obj file
+/// \class ObjFileImporter
+/// \brief Imports a waveform obj file
// ------------------------------------------------------------------------------------------------
-class ObjFileImporter :
- BaseImporter
-{
- friend class Importer;
-
-protected:
- /// \brief Default constructor
- ObjFileImporter();
+class ObjFileImporter : public BaseImporter
+{
+public:
+ /// \brief Default constructor
+ ObjFileImporter();
- /// \brief Destructor
- ~ObjFileImporter();
+ /// \brief Destructor
+ ~ObjFileImporter();
public:
- /// \brief Returns whether the class can handle the format of the given file.
- /// \remark See BaseImporter::CanRead() for details.
- bool CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const;
+ /// \brief Returns whether the class can handle the format of the given file.
+ /// \remark See BaseImporter::CanRead() for details.
+ bool CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const;
private:
- //! \brief Appends the supported extention.
- void GetExtensionList(std::set<std::string>& extensions);
-
- //! \brief File import implementation.
- void InternReadFile(const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler);
-
- //! \brief Create the data from imported content.
- void CreateDataFromImport(const ObjFile::Model* pModel, aiScene* pScene);
+ //! \brief Appends the supported extention.
+ const aiImporterDesc* GetInfo () const;
- //! \brief Creates all nodes stored in imported content.
- aiNode *createNodes(const ObjFile::Model* pModel, const ObjFile::Object* pData, unsigned int uiMeshIndex,
- aiNode *pParent, aiScene* pScene, std::vector<aiMesh*> &MeshArray);
+ //! \brief File import implementation.
+ void InternReadFile(const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler);
+
+ //! \brief Create the data from imported content.
+ void CreateDataFromImport(const ObjFile::Model* pModel, aiScene* pScene);
+
+ //! \brief Creates all nodes stored in imported content.
+ aiNode *createNodes(const ObjFile::Model* pModel, const ObjFile::Object* pData, unsigned int uiMeshIndex,
+ aiNode *pParent, aiScene* pScene, std::vector<aiMesh*> &MeshArray);
- //! \brief Creates topology data like faces and meshes for the geometry.
- void createTopology(const ObjFile::Model* pModel, const ObjFile::Object* pData,
- unsigned int uiMeshIndex, aiMesh* pMesh);
+ //! \brief Creates topology data like faces and meshes for the geometry.
+ void createTopology(const ObjFile::Model* pModel, const ObjFile::Object* pData,
+ unsigned int uiMeshIndex, aiMesh* pMesh);
+
+ //! \brief Creates vertices from model.
+ void createVertexArray(const ObjFile::Model* pModel, const ObjFile::Object* pCurrentObject,
+ unsigned int uiMeshIndex, aiMesh* pMesh,unsigned int uiIdxCount);
- //! \brief Creates vertices from model.
- void createVertexArray(const ObjFile::Model* pModel, const ObjFile::Object* pCurrentObject,
- unsigned int uiMeshIndex, aiMesh* pMesh);
+ //! \brief Object counter helper method.
+ void countObjects(const std::vector<ObjFile::Object*> &rObjects, int &iNumMeshes);
- //! \brief Object counter helper method.
- void countObjects(const std::vector<ObjFile::Object*> &rObjects, int &iNumMeshes);
+ //! \brief Material creation.
+ void createMaterials(const ObjFile::Model* pModel, aiScene* pScene);
- //! \brief Material creation.
- void createMaterials(const ObjFile::Model* pModel, aiScene* pScene);
+ //! \brief Appends a child node to a parentnode and updates the datastructures.
+ void appendChildToParentNode(aiNode *pParent, aiNode *pChild);
- //! \brief Appends a child node to a parentnode and updates the datastructures.
- void appendChildToParentNode(aiNode *pParent, aiNode *pChild);
-
- //! \brief TODO!
- void createAnimations();
+ //! \brief TODO!
+ void createAnimations();
private:
- //! Data buffer
- std::vector<char> m_Buffer;
- //! Pointer to root object instance
- ObjFile::Object *m_pRootObject;
- //! Absolute pathname of model in filesystem
- std::string m_strAbsPath;
+ //! Data buffer
+ std::vector<char> m_Buffer;
+ //! Pointer to root object instance
+ ObjFile::Object *m_pRootObject;
+ //! Absolute pathname of model in filesystem
+ std::string m_strAbsPath;
};
// ------------------------------------------------------------------------------------------------
-//
-inline void ObjFileImporter::GetExtensionList(std::set<std::string>& extensions)
-{
- extensions.insert("obj");
-}
-
-// ------------------------------------------------------------------------------------------------
} // Namespace Assimp
diff --git a/src/3rdparty/assimp/code/ObjFileMtlImporter.cpp b/src/3rdparty/assimp/code/ObjFileMtlImporter.cpp
index 2dd89ac83..0005086e4 100644
--- a/src/3rdparty/assimp/code/ObjFileMtlImporter.cpp
+++ b/src/3rdparty/assimp/code/ObjFileMtlImporter.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -47,258 +47,251 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "ObjFileData.h"
#include "fast_atof.h"
-#if defined(__QNXNTO__)
-#include <stdlib.h>
-#endif
-
-namespace Assimp {
+namespace Assimp {
// -------------------------------------------------------------------
-// Constructor
-ObjFileMtlImporter::ObjFileMtlImporter( std::vector<char> &buffer,
- const std::string & /*strAbsPath*/,
- ObjFile::Model *pModel ) :
- m_DataIt( buffer.begin() ),
- m_DataItEnd( buffer.end() ),
- m_pModel( pModel ),
- m_uiLine( 0 )
+// Constructor
+ObjFileMtlImporter::ObjFileMtlImporter( std::vector<char> &buffer,
+ const std::string & /*strAbsPath*/,
+ ObjFile::Model *pModel ) :
+ m_DataIt( buffer.begin() ),
+ m_DataItEnd( buffer.end() ),
+ m_pModel( pModel ),
+ m_uiLine( 0 )
{
- ai_assert( NULL != m_pModel );
- if ( NULL == m_pModel->m_pDefaultMaterial )
- {
- m_pModel->m_pDefaultMaterial = new ObjFile::Material;
- m_pModel->m_pDefaultMaterial->MaterialName.Set( "default" );
- }
- load();
+ ai_assert( NULL != m_pModel );
+ if ( NULL == m_pModel->m_pDefaultMaterial )
+ {
+ m_pModel->m_pDefaultMaterial = new ObjFile::Material;
+ m_pModel->m_pDefaultMaterial->MaterialName.Set( "default" );
+ }
+ load();
}
// -------------------------------------------------------------------
-// Destructor
+// Destructor
ObjFileMtlImporter::~ObjFileMtlImporter()
{
- // empty
+ // empty
}
// -------------------------------------------------------------------
-// Private copy constructor
+// Private copy constructor
ObjFileMtlImporter::ObjFileMtlImporter(const ObjFileMtlImporter & /* rOther */ )
{
- // empty
+ // empty
}
-
+
// -------------------------------------------------------------------
-// Private copy constructor
+// Private copy constructor
ObjFileMtlImporter &ObjFileMtlImporter::operator = ( const ObjFileMtlImporter & /*rOther */ )
{
- return *this;
+ return *this;
}
// -------------------------------------------------------------------
-// Loads the material description
+// Loads the material description
void ObjFileMtlImporter::load()
{
- if ( m_DataIt == m_DataItEnd )
- return;
-
- while ( m_DataIt != m_DataItEnd )
- {
- switch (*m_DataIt)
- {
- case 'K':
- {
- ++m_DataIt;
- if (*m_DataIt == 'a') // Ambient color
- {
- ++m_DataIt;
- getColorRGBA( &m_pModel->m_pCurrentMaterial->ambient );
- }
- else if (*m_DataIt == 'd') // Diffuse color
- {
- ++m_DataIt;
- getColorRGBA( &m_pModel->m_pCurrentMaterial->diffuse );
- }
- else if (*m_DataIt == 's')
- {
- ++m_DataIt;
- getColorRGBA( &m_pModel->m_pCurrentMaterial->specular );
- }
- m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
- }
- break;
-
- case 'd': // Alpha value
- {
- ++m_DataIt;
- getFloatValue( m_pModel->m_pCurrentMaterial->alpha );
- m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
- }
- break;
-
- case 'N': // Shineness
- {
- ++m_DataIt;
- switch(*m_DataIt)
- {
- case 's':
- ++m_DataIt;
- getFloatValue(m_pModel->m_pCurrentMaterial->shineness);
- break;
- case 'i': //Index Of refraction
- ++m_DataIt;
- getFloatValue(m_pModel->m_pCurrentMaterial->ior);
- break;
- }
- m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
- break;
- }
- break;
-
-
- case 'm': // Texture
- case 'b': // quick'n'dirty - for 'bump' sections
- {
- getTexture();
- m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
- }
- break;
-
- case 'n': // New material name
- {
- createMaterial();
- m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
- }
- break;
-
- case 'i': // Illumination model
- {
- m_DataIt = getNextToken<DataArrayIt>(m_DataIt, m_DataItEnd);
- getIlluminationModel( m_pModel->m_pCurrentMaterial->illumination_model );
- m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
- }
- break;
-
- default:
- {
- m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
- }
- break;
- }
- }
+ if ( m_DataIt == m_DataItEnd )
+ return;
+
+ while ( m_DataIt != m_DataItEnd )
+ {
+ switch (*m_DataIt)
+ {
+ case 'K':
+ {
+ ++m_DataIt;
+ if (*m_DataIt == 'a') // Ambient color
+ {
+ ++m_DataIt;
+ getColorRGBA( &m_pModel->m_pCurrentMaterial->ambient );
+ }
+ else if (*m_DataIt == 'd') // Diffuse color
+ {
+ ++m_DataIt;
+ getColorRGBA( &m_pModel->m_pCurrentMaterial->diffuse );
+ }
+ else if (*m_DataIt == 's')
+ {
+ ++m_DataIt;
+ getColorRGBA( &m_pModel->m_pCurrentMaterial->specular );
+ }
+ m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
+ }
+ break;
+
+ case 'd': // Alpha value
+ {
+ ++m_DataIt;
+ getFloatValue( m_pModel->m_pCurrentMaterial->alpha );
+ m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
+ }
+ break;
+
+ case 'N': // Shineness
+ {
+ ++m_DataIt;
+ switch(*m_DataIt)
+ {
+ case 's':
+ ++m_DataIt;
+ getFloatValue(m_pModel->m_pCurrentMaterial->shineness);
+ break;
+ case 'i': //Index Of refraction
+ ++m_DataIt;
+ getFloatValue(m_pModel->m_pCurrentMaterial->ior);
+ break;
+ }
+ m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
+ break;
+ }
+ break;
+
+
+ case 'm': // Texture
+ case 'b': // quick'n'dirty - for 'bump' sections
+ {
+ getTexture();
+ m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
+ }
+ break;
+
+ case 'n': // New material name
+ {
+ createMaterial();
+ m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
+ }
+ break;
+
+ case 'i': // Illumination model
+ {
+ m_DataIt = getNextToken<DataArrayIt>(m_DataIt, m_DataItEnd);
+ getIlluminationModel( m_pModel->m_pCurrentMaterial->illumination_model );
+ m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
+ }
+ break;
+
+ default:
+ {
+ m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
+ }
+ break;
+ }
+ }
}
// -------------------------------------------------------------------
-// Loads a color definition
+// Loads a color definition
void ObjFileMtlImporter::getColorRGBA( aiColor3D *pColor )
{
- ai_assert( NULL != pColor );
-
- float r, g, b;
- m_DataIt = getFloat<DataArrayIt>( m_DataIt, m_DataItEnd, r );
- pColor->r = r;
-
- m_DataIt = getFloat<DataArrayIt>( m_DataIt, m_DataItEnd, g );
- pColor->g = g;
-
- m_DataIt = getFloat<DataArrayIt>( m_DataIt, m_DataItEnd, b );
- pColor->b = b;
+ ai_assert( NULL != pColor );
+
+ float r, g, b;
+ m_DataIt = getFloat<DataArrayIt>( m_DataIt, m_DataItEnd, r );
+ pColor->r = r;
+
+ m_DataIt = getFloat<DataArrayIt>( m_DataIt, m_DataItEnd, g );
+ pColor->g = g;
+
+ m_DataIt = getFloat<DataArrayIt>( m_DataIt, m_DataItEnd, b );
+ pColor->b = b;
}
// -------------------------------------------------------------------
-// Loads the kind of illumination model.
+// Loads the kind of illumination model.
void ObjFileMtlImporter::getIlluminationModel( int &illum_model )
{
- m_DataIt = CopyNextWord<DataArrayIt>( m_DataIt, m_DataItEnd, m_buffer, BUFFERSIZE );
- illum_model = atoi(m_buffer);
+ m_DataIt = CopyNextWord<DataArrayIt>( m_DataIt, m_DataItEnd, m_buffer, BUFFERSIZE );
+ illum_model = atoi(m_buffer);
}
// -------------------------------------------------------------------
-// Loads a single float value.
+// Loads a single float value.
void ObjFileMtlImporter::getFloatValue( float &value )
{
- m_DataIt = CopyNextWord<DataArrayIt>( m_DataIt, m_DataItEnd, m_buffer, BUFFERSIZE );
- value = (float) fast_atof(m_buffer);
+ m_DataIt = CopyNextWord<DataArrayIt>( m_DataIt, m_DataItEnd, m_buffer, BUFFERSIZE );
+ value = (float) fast_atof(m_buffer);
}
// -------------------------------------------------------------------
-// Creates a material from loaded data.
+// Creates a material from loaded data.
void ObjFileMtlImporter::createMaterial()
-{
- std::string line( "" );
- while ( !isNewLine( *m_DataIt ) ) {
- line += *m_DataIt;
- ++m_DataIt;
- }
-
- std::vector<std::string> token;
- const unsigned int numToken = tokenize<std::string>( line, token, " " );
- std::string name( "" );
- if ( numToken == 1 ) {
- name = AI_DEFAULT_MATERIAL_NAME;
- } else {
- name = token[ 1 ];
- }
-
- std::map<std::string, ObjFile::Material*>::iterator it = m_pModel->m_MaterialMap.find( name );
- if ( m_pModel->m_MaterialMap.end() == it)
- {
- // New Material created
- m_pModel->m_pCurrentMaterial = new ObjFile::Material();
- m_pModel->m_pCurrentMaterial->MaterialName.Set( name );
- m_pModel->m_MaterialLib.push_back( name );
- m_pModel->m_MaterialMap[ name ] = m_pModel->m_pCurrentMaterial;
- }
- else
- {
- // Use older material
- m_pModel->m_pCurrentMaterial = (*it).second;
- }
+{
+ std::string line( "" );
+ while ( !isNewLine( *m_DataIt ) ) {
+ line += *m_DataIt;
+ ++m_DataIt;
+ }
+
+ std::vector<std::string> token;
+ const unsigned int numToken = tokenize<std::string>( line, token, " " );
+ std::string name( "" );
+ if ( numToken == 1 ) {
+ name = AI_DEFAULT_MATERIAL_NAME;
+ } else {
+ name = token[ 1 ];
+ }
+
+ std::map<std::string, ObjFile::Material*>::iterator it = m_pModel->m_MaterialMap.find( name );
+ if ( m_pModel->m_MaterialMap.end() == it) {
+ // New Material created
+ m_pModel->m_pCurrentMaterial = new ObjFile::Material();
+ m_pModel->m_pCurrentMaterial->MaterialName.Set( name );
+ m_pModel->m_MaterialLib.push_back( name );
+ m_pModel->m_MaterialMap[ name ] = m_pModel->m_pCurrentMaterial;
+ } else {
+ // Use older material
+ m_pModel->m_pCurrentMaterial = (*it).second;
+ }
}
// -------------------------------------------------------------------
-// Gets a texture name from data.
+// Gets a texture name from data.
void ObjFileMtlImporter::getTexture()
{
- aiString *out = NULL;
+ aiString *out = NULL;
- // FIXME: just a quick'n'dirty hack, consider cleanup later
+ // FIXME: just a quick'n'dirty hack, consider cleanup later
- // Diffuse texture
- if (!ASSIMP_strincmp(&(*m_DataIt),"map_kd",6))
- out = & m_pModel->m_pCurrentMaterial->texture;
+ // Diffuse texture
+ if (!ASSIMP_strincmp(&(*m_DataIt),"map_kd",6))
+ out = & m_pModel->m_pCurrentMaterial->texture;
- // Ambient texture
- else if (!ASSIMP_strincmp(&(*m_DataIt),"map_ka",6))
- out = & m_pModel->m_pCurrentMaterial->textureAmbient;
+ // Ambient texture
+ else if (!ASSIMP_strincmp(&(*m_DataIt),"map_ka",6))
+ out = & m_pModel->m_pCurrentMaterial->textureAmbient;
- // Specular texture
- else if (!ASSIMP_strincmp(&(*m_DataIt),"map_ks",6))
- out = & m_pModel->m_pCurrentMaterial->textureSpecular;
+ // Specular texture
+ else if (!ASSIMP_strincmp(&(*m_DataIt),"map_ks",6))
+ out = & m_pModel->m_pCurrentMaterial->textureSpecular;
- // Opacity texture
- else if (!ASSIMP_strincmp(&(*m_DataIt),"map_d",5))
- out = & m_pModel->m_pCurrentMaterial->textureOpacity;
+ // Opacity texture
+ else if (!ASSIMP_strincmp(&(*m_DataIt),"map_d",5))
+ out = & m_pModel->m_pCurrentMaterial->textureOpacity;
- // Ambient texture
- else if (!ASSIMP_strincmp(&(*m_DataIt),"map_ka",6))
- out = & m_pModel->m_pCurrentMaterial->textureAmbient;
+ // Ambient texture
+ else if (!ASSIMP_strincmp(&(*m_DataIt),"map_ka",6))
+ out = & m_pModel->m_pCurrentMaterial->textureAmbient;
- // Bump texture
- else if (!ASSIMP_strincmp(&(*m_DataIt),"map_bump",8) || !ASSIMP_strincmp(&(*m_DataIt),"bump",4))
- out = & m_pModel->m_pCurrentMaterial->textureBump;
+ // Bump texture
+ else if (!ASSIMP_strincmp(&(*m_DataIt),"map_bump",8) || !ASSIMP_strincmp(&(*m_DataIt),"bump",4))
+ out = & m_pModel->m_pCurrentMaterial->textureBump;
- // Specularity scaling (glossiness)
- else if (!ASSIMP_strincmp(&(*m_DataIt),"map_ns",6))
- out = & m_pModel->m_pCurrentMaterial->textureSpecularity;
+ // Specularity scaling (glossiness)
+ else if (!ASSIMP_strincmp(&(*m_DataIt),"map_ns",6))
+ out = & m_pModel->m_pCurrentMaterial->textureSpecularity;
- else
- {
- DefaultLogger::get()->error("OBJ/MTL: Encountered unknown texture type");
- return;
- }
+ else
+ {
+ DefaultLogger::get()->error("OBJ/MTL: Encountered unknown texture type");
+ return;
+ }
- std::string strTexture;
- m_DataIt = getName<DataArrayIt>( m_DataIt, m_DataItEnd, strTexture );
- out->Set( strTexture );
+ std::string strTexture;
+ m_DataIt = getName<DataArrayIt>( m_DataIt, m_DataItEnd, strTexture );
+ out->Set( strTexture );
}
// -------------------------------------------------------------------
diff --git a/src/3rdparty/assimp/code/ObjFileMtlImporter.h b/src/3rdparty/assimp/code/ObjFileMtlImporter.h
index f98cbbcaf..7fdd0b1b8 100644
--- a/src/3rdparty/assimp/code/ObjFileMtlImporter.h
+++ b/src/3rdparty/assimp/code/ObjFileMtlImporter.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------*/
@@ -56,56 +56,56 @@ struct Material;
/**
- * @class ObjFileMtlImporter
- * @brief Loads the material description from a mtl file.
+ * @class ObjFileMtlImporter
+ * @brief Loads the material description from a mtl file.
*/
class ObjFileMtlImporter
{
public:
- static const size_t BUFFERSIZE = 2048;
- typedef std::vector<char> DataArray;
- typedef std::vector<char>::iterator DataArrayIt;
- typedef std::vector<char>::const_iterator ConstDataArrayIt;
+ static const size_t BUFFERSIZE = 2048;
+ typedef std::vector<char> DataArray;
+ typedef std::vector<char>::iterator DataArrayIt;
+ typedef std::vector<char>::const_iterator ConstDataArrayIt;
public:
- //! \brief Default constructor
- ObjFileMtlImporter( std::vector<char> &buffer, const std::string &strAbsPath,
- ObjFile::Model *pModel );
-
- //! \brief DEstructor
- ~ObjFileMtlImporter();
+ //! \brief Default constructor
+ ObjFileMtlImporter( std::vector<char> &buffer, const std::string &strAbsPath,
+ ObjFile::Model *pModel );
+
+ //! \brief DEstructor
+ ~ObjFileMtlImporter();
private:
- /// Copy constructor, empty.
- ObjFileMtlImporter(const ObjFileMtlImporter &rOther);
- /// \brief Assignment operator, returns only a reference of this instance.
- ObjFileMtlImporter &operator = (const ObjFileMtlImporter &rOther);
- /// Load the whole material description
- void load();
- /// Get color data.
- void getColorRGBA( aiColor3D *pColor);
- /// Get illumination model from loaded data
- void getIlluminationModel( int &illum_model );
- /// Gets a float value from data.
- void getFloatValue( float &value );
- /// Creates a new material from loaded data.
- void createMaterial();
- /// Get texture name from loaded data.
- void getTexture();
+ /// Copy constructor, empty.
+ ObjFileMtlImporter(const ObjFileMtlImporter &rOther);
+ /// \brief Assignment operator, returns only a reference of this instance.
+ ObjFileMtlImporter &operator = (const ObjFileMtlImporter &rOther);
+ /// Load the whole material description
+ void load();
+ /// Get color data.
+ void getColorRGBA( aiColor3D *pColor);
+ /// Get illumination model from loaded data
+ void getIlluminationModel( int &illum_model );
+ /// Gets a float value from data.
+ void getFloatValue( float &value );
+ /// Creates a new material from loaded data.
+ void createMaterial();
+ /// Get texture name from loaded data.
+ void getTexture();
private:
- //! Absolute pathname
- std::string m_strAbsPath;
- //! Data iterator showing to the current position in data buffer
- DataArrayIt m_DataIt;
- //! Data iterator to end of buffer
- DataArrayIt m_DataItEnd;
- //! USed model instance
- ObjFile::Model *m_pModel;
- //! Current line in file
- unsigned int m_uiLine;
- //! Helper buffer
- char m_buffer[BUFFERSIZE];
+ //! Absolute pathname
+ std::string m_strAbsPath;
+ //! Data iterator showing to the current position in data buffer
+ DataArrayIt m_DataIt;
+ //! Data iterator to end of buffer
+ DataArrayIt m_DataItEnd;
+ //! USed model instance
+ ObjFile::Model *m_pModel;
+ //! Current line in file
+ unsigned int m_uiLine;
+ //! Helper buffer
+ char m_buffer[BUFFERSIZE];
};
// ------------------------------------------------------------------------------------------------
diff --git a/src/3rdparty/assimp/code/ObjFileParser.cpp b/src/3rdparty/assimp/code/ObjFileParser.cpp
index 03a1caa27..4486bb0a8 100755..100644
--- a/src/3rdparty/assimp/code/ObjFileParser.cpp
+++ b/src/3rdparty/assimp/code/ObjFileParser.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -47,635 +47,639 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "ObjTools.h"
#include "ObjFileData.h"
#include "ParsingUtils.h"
-#include "fast_atof.h"
-#include "../include/aiTypes.h"
+#include "../include/assimp/types.h"
#include "DefaultIOSystem.h"
-#if defined(__QNXNTO__)
-#include <stdlib.h>
-#endif
-
-namespace Assimp
+namespace Assimp
{
// -------------------------------------------------------------------
-const std::string ObjFileParser::DEFAULT_MATERIAL = AI_DEFAULT_MATERIAL_NAME;
-// fix: changed that to our standard default name
+const std::string ObjFileParser::DEFAULT_MATERIAL = AI_DEFAULT_MATERIAL_NAME;
// -------------------------------------------------------------------
-// Constructor with loaded data and directories.
+// Constructor with loaded data and directories.
ObjFileParser::ObjFileParser(std::vector<char> &Data,const std::string &strModelName, IOSystem *io ) :
- m_DataIt(Data.begin()),
- m_DataItEnd(Data.end()),
- m_pModel(NULL),
- m_uiLine(0),
- m_pIO( io )
+ m_DataIt(Data.begin()),
+ m_DataItEnd(Data.end()),
+ m_pModel(NULL),
+ m_uiLine(0),
+ m_pIO( io )
{
- std::fill_n(m_buffer,BUFFERSIZE,0);
-
- // Create the model instance to store all the data
- m_pModel = new ObjFile::Model();
- m_pModel->m_ModelName = strModelName;
-
- m_pModel->m_pDefaultMaterial = new ObjFile::Material();
- m_pModel->m_pDefaultMaterial->MaterialName.Set( DEFAULT_MATERIAL );
- m_pModel->m_MaterialLib.push_back( DEFAULT_MATERIAL );
- m_pModel->m_MaterialMap[ DEFAULT_MATERIAL ] = m_pModel->m_pDefaultMaterial;
-
- // Start parsing the file
- parseFile();
+ std::fill_n(m_buffer,BUFFERSIZE,0);
+
+ // Create the model instance to store all the data
+ m_pModel = new ObjFile::Model();
+ m_pModel->m_ModelName = strModelName;
+
+ m_pModel->m_pDefaultMaterial = new ObjFile::Material();
+ m_pModel->m_pDefaultMaterial->MaterialName.Set( DEFAULT_MATERIAL );
+ m_pModel->m_MaterialLib.push_back( DEFAULT_MATERIAL );
+ m_pModel->m_MaterialMap[ DEFAULT_MATERIAL ] = m_pModel->m_pDefaultMaterial;
+
+ // Start parsing the file
+ parseFile();
}
// -------------------------------------------------------------------
-// Destrcutor.
+// Destructor
ObjFileParser::~ObjFileParser()
{
- delete m_pModel->m_pDefaultMaterial;
- m_pModel->m_pDefaultMaterial = NULL;
+ /*delete m_pModel->m_pDefaultMaterial;
+ m_pModel->m_pDefaultMaterial = NULL;*/
- delete m_pModel;
- m_pModel = NULL;
+ delete m_pModel;
+ m_pModel = NULL;
}
// -------------------------------------------------------------------
-// Returns a pointer to the model instance.
+// Returns a pointer to the model instance.
ObjFile::Model *ObjFileParser::GetModel() const
{
- return m_pModel;
+ return m_pModel;
}
// -------------------------------------------------------------------
-// File parsing method.
+// File parsing method.
void ObjFileParser::parseFile()
{
- if (m_DataIt == m_DataItEnd)
- return;
-
- while (m_DataIt != m_DataItEnd)
- {
- switch (*m_DataIt)
- {
- case 'v': // Parse a vertex texture coordinate
- {
- ++m_DataIt;
- if (*m_DataIt == ' ')
- {
- // Read in vertex definition
- getVector3(m_pModel->m_Vertices);
- }
- else if (*m_DataIt == 't')
- {
- // Read in texture coordinate (2D)
- ++m_DataIt;
- getVector2(m_pModel->m_TextureCoord);
- }
- else if (*m_DataIt == 'n')
- {
- // Read in normal vector definition
- ++m_DataIt;
- getVector3( m_pModel->m_Normals );
- }
- }
- break;
-
- case 'f': // Parse a face
- {
- getFace();
- }
- break;
-
- case '#': // Parse a comment
- {
- getComment();
- }
- break;
-
- case 'u': // Parse a material desc. setter
- {
- getMaterialDesc();
- }
- break;
-
- case 'm': // Parse a material library
- {
- getMaterialLib();
- }
- break;
-
- case 'g': // Parse group name
- {
- getGroupName();
- }
- break;
-
- case 's': // Parse group number
- {
- getGroupNumber();
- }
- break;
-
- case 'o': // Parse object name
- {
- getObjectName();
- }
- break;
-
- default:
- {
- m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
- }
- break;
- }
- }
+ if (m_DataIt == m_DataItEnd)
+ return;
+
+ while (m_DataIt != m_DataItEnd)
+ {
+ switch (*m_DataIt)
+ {
+ case 'v': // Parse a vertex texture coordinate
+ {
+ ++m_DataIt;
+ if (*m_DataIt == ' ')
+ {
+ // Read in vertex definition
+ getVector3(m_pModel->m_Vertices);
+ }
+ else if (*m_DataIt == 't')
+ {
+ // Read in texture coordinate (2D)
+ ++m_DataIt;
+ getVector2(m_pModel->m_TextureCoord);
+ }
+ else if (*m_DataIt == 'n')
+ {
+ // Read in normal vector definition
+ ++m_DataIt;
+ getVector3( m_pModel->m_Normals );
+ }
+ }
+ break;
+
+ case 'p': // Parse a face, line or point statement
+ case 'l':
+ case 'f':
+ {
+ getFace(*m_DataIt == 'f' ? aiPrimitiveType_POLYGON : (*m_DataIt == 'l'
+ ? aiPrimitiveType_LINE : aiPrimitiveType_POINT));
+ }
+ break;
+
+ case '#': // Parse a comment
+ {
+ getComment();
+ }
+ break;
+
+ case 'u': // Parse a material desc. setter
+ {
+ getMaterialDesc();
+ }
+ break;
+
+ case 'm': // Parse a material library
+ {
+ getMaterialLib();
+ }
+ break;
+
+ case 'g': // Parse group name
+ {
+ getGroupName();
+ }
+ break;
+
+ case 's': // Parse group number
+ {
+ getGroupNumber();
+ }
+ break;
+
+ case 'o': // Parse object name
+ {
+ getObjectName();
+ }
+ break;
+
+ default:
+ {
+ m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
+ }
+ break;
+ }
+ }
}
// -------------------------------------------------------------------
-// Copy the next word in a temporary buffer
+// Copy the next word in a temporary buffer
void ObjFileParser::copyNextWord(char *pBuffer, size_t length)
{
- size_t index = 0;
- m_DataIt = getNextWord<DataArrayIt>(m_DataIt, m_DataItEnd);
- while ( m_DataIt != m_DataItEnd && !isSeparator(*m_DataIt) )
- {
- pBuffer[index] = *m_DataIt;
- index++;
- if (index == length-1)
- break;
- ++m_DataIt;
- }
- pBuffer[index] = '\0';
+ size_t index = 0;
+ m_DataIt = getNextWord<DataArrayIt>(m_DataIt, m_DataItEnd);
+ while ( m_DataIt != m_DataItEnd && !isSeparator(*m_DataIt) )
+ {
+ pBuffer[index] = *m_DataIt;
+ index++;
+ if (index == length-1)
+ break;
+ ++m_DataIt;
+ }
+ pBuffer[index] = '\0';
}
// -------------------------------------------------------------------
// Copy the next line into a temporary buffer
void ObjFileParser::copyNextLine(char *pBuffer, size_t length)
{
- size_t index = 0;
- while (m_DataIt != m_DataItEnd)
- {
- if (*m_DataIt == '\n' || *m_DataIt == '\r' || index == length-1)
- break;
-
- pBuffer[ index ] = *m_DataIt;
- ++index;
- ++m_DataIt;
- }
- pBuffer[ index ] = '\0';
+ size_t index = 0;
+ while (m_DataIt != m_DataItEnd)
+ {
+ if (*m_DataIt == '\n' || *m_DataIt == '\r' || index == length-1)
+ break;
+
+ pBuffer[ index ] = *m_DataIt;
+ ++index;
+ ++m_DataIt;
+ }
+ pBuffer[ index ] = '\0';
}
// -------------------------------------------------------------------
-// Get values for a new 3D vector instance
+// Get values for a new 3D vector instance
void ObjFileParser::getVector3(std::vector<aiVector3D> &point3d_array)
{
- float x, y, z;
- copyNextWord(m_buffer, BUFFERSIZE);
- x = (float) fast_atof(m_buffer);
-
- copyNextWord(m_buffer, BUFFERSIZE);
- y = (float) fast_atof(m_buffer);
-
- copyNextWord(m_buffer, BUFFERSIZE);
- z = (float) fast_atof(m_buffer);
-
- point3d_array.push_back( aiVector3D( x, y, z ) );
- //skipLine();
- m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
+ float x, y, z;
+ copyNextWord(m_buffer, BUFFERSIZE);
+ x = (float) fast_atof(m_buffer);
+
+ copyNextWord(m_buffer, BUFFERSIZE);
+ y = (float) fast_atof(m_buffer);
+
+ copyNextWord(m_buffer, BUFFERSIZE);
+ z = (float) fast_atof(m_buffer);
+
+ point3d_array.push_back( aiVector3D( x, y, z ) );
+ //skipLine();
+ m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
}
// -------------------------------------------------------------------
-// Get values for a new 2D vector instance
+// Get values for a new 2D vector instance
void ObjFileParser::getVector2( std::vector<aiVector2D> &point2d_array )
{
- float x, y;
- copyNextWord(m_buffer, BUFFERSIZE);
- x = (float) fast_atof(m_buffer);
+ float x, y;
+ copyNextWord(m_buffer, BUFFERSIZE);
+ x = (float) fast_atof(m_buffer);
+
+ copyNextWord(m_buffer, BUFFERSIZE);
+ y = (float) fast_atof(m_buffer);
- copyNextWord(m_buffer, BUFFERSIZE);
- y = (float) fast_atof(m_buffer);
+ point2d_array.push_back(aiVector2D(x, y));
- point2d_array.push_back(aiVector2D(x, y));
-
- m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
+ m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
}
// -------------------------------------------------------------------
-// Get values for a new face instance
-void ObjFileParser::getFace()
+// Get values for a new face instance
+void ObjFileParser::getFace(aiPrimitiveType type)
{
- copyNextLine(m_buffer, BUFFERSIZE);
- if (m_DataIt == m_DataItEnd)
- return;
-
- char *pPtr = m_buffer;
- char *pEnd = &pPtr[BUFFERSIZE];
- pPtr = getNextToken<char*>(pPtr, pEnd);
- if (pPtr == pEnd || *pPtr == '\0')
- return;
-
- std::vector<unsigned int> *pIndices = new std::vector<unsigned int>;
- std::vector<unsigned int> *pTexID = new std::vector<unsigned int>;
- std::vector<unsigned int> *pNormalID = new std::vector<unsigned int>;
- bool hasNormal = false;
-
- const bool vt = (!m_pModel->m_TextureCoord.empty());
- const bool vn = (!m_pModel->m_Normals.empty());
- int iStep = 0, iPos = 0;
- while (pPtr != pEnd)
- {
- iStep = 1;
- if (*pPtr == '\0')
- break;
-
- if (IsLineEnd(*pPtr))
- break;
-
- if (*pPtr=='/' )
- {
- if (iPos == 0)
- {
- //if there are no texturecoordinates in the obj file but normals
- if (!vt && vn) {
- iPos = 1;
- iStep++;
- }
- }
- iPos++;
- }
- else if ( isSeparator(*pPtr) )
- {
- iPos = 0;
- }
- else
- {
- //OBJ USES 1 Base ARRAYS!!!!
- const int iVal = atoi( pPtr );
- int tmp = iVal;
- while ( ( tmp = tmp / 10 )!=0 )
- ++iStep;
-
- if ( iVal > 0 )
- {
- // Store parsed index
- if ( 0 == iPos )
- {
- pIndices->push_back( iVal-1 );
- }
- else if ( 1 == iPos )
- {
- pTexID->push_back( iVal-1 );
- }
- else if ( 2 == iPos )
- {
- pNormalID->push_back( iVal-1 );
- hasNormal = true;
- }
- else
- {
- reportErrorTokenInFace();
- }
- }
- }
- pPtr += iStep;
- }
-
- if ( pIndices->empty() )
- {
- DefaultLogger::get()->error("Obj: Ignoring empty face");
- m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
- return;
- }
-
- ObjFile::Face *face = new ObjFile::Face( pIndices, pNormalID, pTexID );
-
- // Set active material, if one set
- if (NULL != m_pModel->m_pCurrentMaterial)
- face->m_pMaterial = m_pModel->m_pCurrentMaterial;
- else
- face->m_pMaterial = m_pModel->m_pDefaultMaterial;
-
- // Create a default object, if nothing there
- if ( NULL == m_pModel->m_pCurrent )
- createObject( "defaultobject" );
-
- // Assign face to mesh
- if ( NULL == m_pModel->m_pCurrentMesh )
- {
- createMesh();
- }
-
- // Store the face
- m_pModel->m_pCurrentMesh->m_Faces.push_back( face );
- m_pModel->m_pCurrentMesh->m_uiNumIndices += (unsigned int)face->m_pVertices->size();
- m_pModel->m_pCurrentMesh->m_uiUVCoordinates[ 0 ] += (unsigned int)face->m_pTexturCoords[0].size();
- if ( !m_pModel->m_pCurrentMesh->m_hasNormals && hasNormal )
- {
- m_pModel->m_pCurrentMesh->m_hasNormals = true;
- }
- // Skip the rest of the line
- m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
+ copyNextLine(m_buffer, BUFFERSIZE);
+ if (m_DataIt == m_DataItEnd)
+ return;
+
+ char *pPtr = m_buffer;
+ char *pEnd = &pPtr[BUFFERSIZE];
+ pPtr = getNextToken<char*>(pPtr, pEnd);
+ if (pPtr == pEnd || *pPtr == '\0')
+ return;
+
+ std::vector<unsigned int> *pIndices = new std::vector<unsigned int>;
+ std::vector<unsigned int> *pTexID = new std::vector<unsigned int>;
+ std::vector<unsigned int> *pNormalID = new std::vector<unsigned int>;
+ bool hasNormal = false;
+
+ const bool vt = (!m_pModel->m_TextureCoord.empty());
+ const bool vn = (!m_pModel->m_Normals.empty());
+ int iStep = 0, iPos = 0;
+ while (pPtr != pEnd)
+ {
+ iStep = 1;
+
+ if (IsLineEnd(*pPtr))
+ break;
+
+ if (*pPtr=='/' )
+ {
+ if (type == aiPrimitiveType_POINT) {
+ DefaultLogger::get()->error("Obj: Separator unexpected in point statement");
+ }
+ if (iPos == 0)
+ {
+ //if there are no texture coordinates in the file, but normals
+ if (!vt && vn) {
+ iPos = 1;
+ iStep++;
+ }
+ }
+ iPos++;
+ }
+ else if ( isSeparator(*pPtr) )
+ {
+ iPos = 0;
+ }
+ else
+ {
+ //OBJ USES 1 Base ARRAYS!!!!
+ const int iVal = atoi( pPtr );
+ int tmp = iVal;
+ while ( ( tmp = tmp / 10 )!=0 )
+ ++iStep;
+
+ if ( iVal > 0 )
+ {
+ // Store parsed index
+ if ( 0 == iPos )
+ {
+ pIndices->push_back( iVal-1 );
+ }
+ else if ( 1 == iPos )
+ {
+ pTexID->push_back( iVal-1 );
+ }
+ else if ( 2 == iPos )
+ {
+ pNormalID->push_back( iVal-1 );
+ hasNormal = true;
+ }
+ else
+ {
+ reportErrorTokenInFace();
+ }
+ }
+ }
+ pPtr += iStep;
+ }
+
+ if ( pIndices->empty() )
+ {
+ DefaultLogger::get()->error("Obj: Ignoring empty face");
+ m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
+ return;
+ }
+
+ ObjFile::Face *face = new ObjFile::Face( pIndices, pNormalID, pTexID, type );
+
+ // Set active material, if one set
+ if (NULL != m_pModel->m_pCurrentMaterial)
+ face->m_pMaterial = m_pModel->m_pCurrentMaterial;
+ else
+ face->m_pMaterial = m_pModel->m_pDefaultMaterial;
+
+ // Create a default object, if nothing is there
+ if ( NULL == m_pModel->m_pCurrent )
+ createObject( "defaultobject" );
+
+ // Assign face to mesh
+ if ( NULL == m_pModel->m_pCurrentMesh )
+ {
+ createMesh();
+ }
+
+ // Store the face
+ m_pModel->m_pCurrentMesh->m_Faces.push_back( face );
+ m_pModel->m_pCurrentMesh->m_uiNumIndices += (unsigned int)face->m_pVertices->size();
+ m_pModel->m_pCurrentMesh->m_uiUVCoordinates[ 0 ] += (unsigned int)face->m_pTexturCoords[0].size();
+ if( !m_pModel->m_pCurrentMesh->m_hasNormals && hasNormal )
+ {
+ m_pModel->m_pCurrentMesh->m_hasNormals = true;
+ }
+ // Skip the rest of the line
+ m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
}
// -------------------------------------------------------------------
-// Get values for a new material description
+// Get values for a new material description
void ObjFileParser::getMaterialDesc()
{
- // Each material request a new object.
- // Sometimes the object is already created (see 'o' tag by example), but it is not initialized !
- // So, we create a new object only if the current on is already initialized !
- if (m_pModel->m_pCurrent != NULL &&
- (m_pModel->m_pCurrent->m_Meshes.size() > 1 ||
- (m_pModel->m_pCurrent->m_Meshes.size() == 1 && m_pModel->m_Meshes[m_pModel->m_pCurrent->m_Meshes[0]]->m_Faces.size() != 0))
- )
- m_pModel->m_pCurrent = NULL;
-
- // Get next data for material data
- m_DataIt = getNextToken<DataArrayIt>(m_DataIt, m_DataItEnd);
- if (m_DataIt == m_DataItEnd)
- return;
-
- char *pStart = &(*m_DataIt);
- while ( m_DataIt != m_DataItEnd && !isSeparator(*m_DataIt) )
- ++m_DataIt;
-
- // Get name
- std::string strName(pStart, &(*m_DataIt));
- if ( strName.empty())
- return;
-
- // Search for material
- std::map<std::string, ObjFile::Material*>::iterator it = m_pModel->m_MaterialMap.find( strName );
- if ( it == m_pModel->m_MaterialMap.end() )
- {
- // Not found, use default material
- m_pModel->m_pCurrentMaterial = m_pModel->m_pDefaultMaterial;
- DefaultLogger::get()->error("OBJ: failed to locate material " + strName + ", skipping");
- }
- else
- {
- // Found, using detected material
- m_pModel->m_pCurrentMaterial = (*it).second;
- if ( needsNewMesh( strName ))
- {
- createMesh();
- }
- m_pModel->m_pCurrentMesh->m_uiMaterialIndex = getMaterialIndex( strName );
- }
-
- // Skip rest of line
- m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
+ // Each material request a new object.
+ // Sometimes the object is already created (see 'o' tag by example), but it is not initialized !
+ // So, we create a new object only if the current on is already initialized !
+ if (m_pModel->m_pCurrent != NULL &&
+ ( m_pModel->m_pCurrent->m_Meshes.size() > 1 ||
+ (m_pModel->m_pCurrent->m_Meshes.size() == 1 && m_pModel->m_Meshes[m_pModel->m_pCurrent->m_Meshes[0]]->m_Faces.size() != 0) )
+ )
+ m_pModel->m_pCurrent = NULL;
+
+ // Get next data for material data
+ m_DataIt = getNextToken<DataArrayIt>(m_DataIt, m_DataItEnd);
+ if (m_DataIt == m_DataItEnd)
+ return;
+
+ char *pStart = &(*m_DataIt);
+ while ( m_DataIt != m_DataItEnd && !isSeparator(*m_DataIt) )
+ ++m_DataIt;
+
+ // Get name
+ std::string strName(pStart, &(*m_DataIt));
+ if ( strName.empty())
+ return;
+
+ // Search for material
+ std::map<std::string, ObjFile::Material*>::iterator it = m_pModel->m_MaterialMap.find( strName );
+ if ( it == m_pModel->m_MaterialMap.end() )
+ {
+ // Not found, use default material
+ m_pModel->m_pCurrentMaterial = m_pModel->m_pDefaultMaterial;
+ DefaultLogger::get()->error("OBJ: failed to locate material " + strName + ", skipping");
+ }
+ else
+ {
+ // Found, using detected material
+ m_pModel->m_pCurrentMaterial = (*it).second;
+ if ( needsNewMesh( strName ))
+ {
+ createMesh();
+ }
+ m_pModel->m_pCurrentMesh->m_uiMaterialIndex = getMaterialIndex( strName );
+ }
+
+ // Skip rest of line
+ m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
}
// -------------------------------------------------------------------
-// Get a comment, values will be skipped
+// Get a comment, values will be skipped
void ObjFileParser::getComment()
{
- while (m_DataIt != m_DataItEnd)
- {
- if ( '\n' == (*m_DataIt) )
- {
- ++m_DataIt;
- break;
- }
- else
- {
- ++m_DataIt;
- }
- }
+ while (m_DataIt != m_DataItEnd)
+ {
+ if ( '\n' == (*m_DataIt))
+ {
+ ++m_DataIt;
+ break;
+ }
+ else
+ {
+ ++m_DataIt;
+ }
+ }
}
// -------------------------------------------------------------------
-// Get material library from file.
+// Get material library from file.
void ObjFileParser::getMaterialLib()
{
- // Translate tuple
- m_DataIt = getNextToken<DataArrayIt>(m_DataIt, m_DataItEnd);
- if (m_DataIt == m_DataItEnd)
- return;
-
- char *pStart = &(*m_DataIt);
- while (m_DataIt != m_DataItEnd && !isNewLine(*m_DataIt))
- m_DataIt++;
-
- // Check for existence
- const std::string strMatName(pStart, &(*m_DataIt));
- IOStream *pFile = m_pIO->Open(strMatName);
-
- if (!pFile )
- {
- DefaultLogger::get()->error("OBJ: Unable to locate material file " + strMatName);
- m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
- return;
- }
-
- // Import material library data from file
- std::vector<char> buffer;
- BaseImporter::TextFileToBuffer(pFile,buffer);
- m_pIO->Close( pFile );
-
- // Importing the material library
- ObjFileMtlImporter mtlImporter( buffer, strMatName, m_pModel );
+ // Translate tuple
+ m_DataIt = getNextToken<DataArrayIt>(m_DataIt, m_DataItEnd);
+ if (m_DataIt == m_DataItEnd)
+ return;
+
+ char *pStart = &(*m_DataIt);
+ while (m_DataIt != m_DataItEnd && !isNewLine(*m_DataIt))
+ m_DataIt++;
+
+ // Check for existence
+ const std::string strMatName(pStart, &(*m_DataIt));
+ IOStream *pFile = m_pIO->Open(strMatName);
+
+ if (!pFile )
+ {
+ DefaultLogger::get()->error("OBJ: Unable to locate material file " + strMatName);
+ m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
+ return;
+ }
+
+ // Import material library data from file
+ std::vector<char> buffer;
+ BaseImporter::TextFileToBuffer(pFile,buffer);
+ m_pIO->Close( pFile );
+
+ // Importing the material library
+ ObjFileMtlImporter mtlImporter( buffer, strMatName, m_pModel );
}
// -------------------------------------------------------------------
-// Set a new material definition as the current material.
+// Set a new material definition as the current material.
void ObjFileParser::getNewMaterial()
{
- m_DataIt = getNextToken<DataArrayIt>(m_DataIt, m_DataItEnd);
- m_DataIt = getNextWord<DataArrayIt>(m_DataIt, m_DataItEnd);
- if ( m_DataIt == m_DataItEnd )
- return;
-
- char *pStart = &(*m_DataIt);
- std::string strMat( pStart, *m_DataIt );
- while ( m_DataIt != m_DataItEnd && isSeparator( *m_DataIt ) )
- m_DataIt++;
- std::map<std::string, ObjFile::Material*>::iterator it = m_pModel->m_MaterialMap.find( strMat );
- if ( it == m_pModel->m_MaterialMap.end() )
- {
- // Show a warning, if material was not found
- DefaultLogger::get()->warn("OBJ: Unsupported material requested: " + strMat);
- m_pModel->m_pCurrentMaterial = m_pModel->m_pDefaultMaterial;
- }
- else
- {
- // Set new material
- if ( needsNewMesh( strMat ) )
- {
- createMesh();
- }
- m_pModel->m_pCurrentMesh->m_uiMaterialIndex = getMaterialIndex( strMat );
- }
-
- m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
+ m_DataIt = getNextToken<DataArrayIt>(m_DataIt, m_DataItEnd);
+ m_DataIt = getNextWord<DataArrayIt>(m_DataIt, m_DataItEnd);
+ if ( m_DataIt == m_DataItEnd )
+ return;
+
+ char *pStart = &(*m_DataIt);
+ std::string strMat( pStart, *m_DataIt );
+ while ( m_DataIt != m_DataItEnd && isSeparator( *m_DataIt ) )
+ m_DataIt++;
+ std::map<std::string, ObjFile::Material*>::iterator it = m_pModel->m_MaterialMap.find( strMat );
+ if ( it == m_pModel->m_MaterialMap.end() )
+ {
+ // Show a warning, if material was not found
+ DefaultLogger::get()->warn("OBJ: Unsupported material requested: " + strMat);
+ m_pModel->m_pCurrentMaterial = m_pModel->m_pDefaultMaterial;
+ }
+ else
+ {
+ // Set new material
+ if ( needsNewMesh( strMat ) )
+ {
+ createMesh();
+ }
+ m_pModel->m_pCurrentMesh->m_uiMaterialIndex = getMaterialIndex( strMat );
+ }
+
+ m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
}
// -------------------------------------------------------------------
int ObjFileParser::getMaterialIndex( const std::string &strMaterialName )
{
- int mat_index = -1;
- if ( strMaterialName.empty() )
- return mat_index;
- for (size_t index = 0; index < m_pModel->m_MaterialLib.size(); ++index)
- {
- if ( strMaterialName == m_pModel->m_MaterialLib[ index ])
- {
- mat_index = (int)index;
- break;
- }
- }
- return mat_index;
+ int mat_index = -1;
+ if ( strMaterialName.empty() )
+ return mat_index;
+ for (size_t index = 0; index < m_pModel->m_MaterialLib.size(); ++index)
+ {
+ if ( strMaterialName == m_pModel->m_MaterialLib[ index ])
+ {
+ mat_index = (int)index;
+ break;
+ }
+ }
+ return mat_index;
}
// -------------------------------------------------------------------
-// Getter for a group name.
+// Getter for a group name.
void ObjFileParser::getGroupName()
{
- std::string strGroupName;
-
- m_DataIt = getName<DataArrayIt>(m_DataIt, m_DataItEnd, strGroupName);
- if ( isEndOfBuffer( m_DataIt, m_DataItEnd ) )
- return;
-
- // Change active group, if necessary
- if ( m_pModel->m_strActiveGroup != strGroupName )
- {
- // Search for already existing entry
- ObjFile::Model::ConstGroupMapIt it = m_pModel->m_Groups.find(&strGroupName);
-
- // We are mapping groups into the object structure
- createObject( strGroupName );
-
- // New group name, creating a new entry
- if (it == m_pModel->m_Groups.end())
- {
- std::vector<unsigned int> *pFaceIDArray = new std::vector<unsigned int>;
- m_pModel->m_Groups[ &strGroupName ] = pFaceIDArray;
- m_pModel->m_pGroupFaceIDs = (pFaceIDArray);
- }
- else
- {
- m_pModel->m_pGroupFaceIDs = (*it).second;
- }
- m_pModel->m_strActiveGroup = strGroupName;
- }
- m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
+ // Get next word from data buffer
+ m_DataIt = getNextToken<DataArrayIt>(m_DataIt, m_DataItEnd);
+ m_DataIt = getNextWord<DataArrayIt>(m_DataIt, m_DataItEnd);
+ if ( isEndOfBuffer( m_DataIt, m_DataItEnd ) )
+ return;
+
+ // Store the group name in the group library
+ char *pStart = &(*m_DataIt);
+ while ( m_DataIt != m_DataItEnd && !isSeparator(*m_DataIt) )
+ m_DataIt++;
+ std::string strGroupName( pStart, &(*m_DataIt) );
+
+ // Change active group, if necessary
+ if ( m_pModel->m_strActiveGroup != strGroupName )
+ {
+ // Search for already existing entry
+ ObjFile::Model::ConstGroupMapIt it = m_pModel->m_Groups.find(strGroupName);
+
+ // We are mapping groups into the object structure
+ createObject( strGroupName );
+
+ // New group name, creating a new entry
+ if (it == m_pModel->m_Groups.end())
+ {
+ std::vector<unsigned int> *pFaceIDArray = new std::vector<unsigned int>;
+ m_pModel->m_Groups[ strGroupName ] = pFaceIDArray;
+ m_pModel->m_pGroupFaceIDs = (pFaceIDArray);
+ }
+ else
+ {
+ m_pModel->m_pGroupFaceIDs = (*it).second;
+ }
+ m_pModel->m_strActiveGroup = strGroupName;
+ }
+ m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
}
// -------------------------------------------------------------------
-// Not supported
+// Not supported
void ObjFileParser::getGroupNumber()
{
- // Not used
+ // Not used
- m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
+ m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
}
// -------------------------------------------------------------------
-// Stores values for a new object instance, name will be used to
-// identify it.
+// Stores values for a new object instance, name will be used to
+// identify it.
void ObjFileParser::getObjectName()
{
- m_DataIt = getNextToken<DataArrayIt>(m_DataIt, m_DataItEnd);
- if (m_DataIt == m_DataItEnd)
- return;
- char *pStart = &(*m_DataIt);
- while ( m_DataIt != m_DataItEnd && !isSeparator( *m_DataIt ) )
- ++m_DataIt;
-
- std::string strObjectName(pStart, &(*m_DataIt));
- if (!strObjectName.empty())
- {
- // Reset current object
- m_pModel->m_pCurrent = NULL;
-
- // Search for actual object
- for (std::vector<ObjFile::Object*>::const_iterator it = m_pModel->m_Objects.begin();
- it != m_pModel->m_Objects.end();
- ++it)
- {
- if ((*it)->m_strObjName == strObjectName)
- {
- m_pModel->m_pCurrent = *it;
- break;
- }
- }
-
- // Allocate a new object, if current one was not found before
- if ( NULL == m_pModel->m_pCurrent )
- createObject(strObjectName);
- }
- m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
+ m_DataIt = getNextToken<DataArrayIt>(m_DataIt, m_DataItEnd);
+ if (m_DataIt == m_DataItEnd)
+ return;
+ char *pStart = &(*m_DataIt);
+ while ( m_DataIt != m_DataItEnd && !isSeparator( *m_DataIt ) )
+ ++m_DataIt;
+
+ std::string strObjectName(pStart, &(*m_DataIt));
+ if (!strObjectName.empty())
+ {
+ // Reset current object
+ m_pModel->m_pCurrent = NULL;
+
+ // Search for actual object
+ for (std::vector<ObjFile::Object*>::const_iterator it = m_pModel->m_Objects.begin();
+ it != m_pModel->m_Objects.end();
+ ++it)
+ {
+ if ((*it)->m_strObjName == strObjectName)
+ {
+ m_pModel->m_pCurrent = *it;
+ break;
+ }
+ }
+
+ // Allocate a new object, if current one was not found before
+ if ( NULL == m_pModel->m_pCurrent )
+ createObject(strObjectName);
+ }
+ m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
}
// -------------------------------------------------------------------
-// Creates a new object instance
+// Creates a new object instance
void ObjFileParser::createObject(const std::string &strObjectName)
{
- ai_assert( NULL != m_pModel );
- //ai_assert( !strObjectName.empty() );
-
- m_pModel->m_pCurrent = new ObjFile::Object;
- m_pModel->m_pCurrent->m_strObjName = strObjectName;
- m_pModel->m_Objects.push_back( m_pModel->m_pCurrent );
-
-
- createMesh();
-
- if ( m_pModel->m_pCurrentMaterial )
- {
- m_pModel->m_pCurrentMesh->m_uiMaterialIndex =
- getMaterialIndex( m_pModel->m_pCurrentMaterial->MaterialName.data );
- m_pModel->m_pCurrentMesh->m_pMaterial = m_pModel->m_pCurrentMaterial;
- }
+ ai_assert( NULL != m_pModel );
+ //ai_assert( !strObjectName.empty() );
+
+ m_pModel->m_pCurrent = new ObjFile::Object;
+ m_pModel->m_pCurrent->m_strObjName = strObjectName;
+ m_pModel->m_Objects.push_back( m_pModel->m_pCurrent );
+
+
+ createMesh();
+
+ if( m_pModel->m_pCurrentMaterial )
+ {
+ m_pModel->m_pCurrentMesh->m_uiMaterialIndex =
+ getMaterialIndex( m_pModel->m_pCurrentMaterial->MaterialName.data );
+ m_pModel->m_pCurrentMesh->m_pMaterial = m_pModel->m_pCurrentMaterial;
+ }
}
// -------------------------------------------------------------------
-// Creates a new mesh
+// Creates a new mesh
void ObjFileParser::createMesh()
{
- ai_assert( NULL != m_pModel );
- m_pModel->m_pCurrentMesh = new ObjFile::Mesh;
- m_pModel->m_Meshes.push_back( m_pModel->m_pCurrentMesh );
- unsigned int meshId = m_pModel->m_Meshes.size()-1;
- if ( NULL != m_pModel->m_pCurrent )
- {
- m_pModel->m_pCurrent->m_Meshes.push_back( meshId );
- }
- else
- {
- DefaultLogger::get()->error("OBJ: No object detected to attach a new mesh instance.");
- }
+ ai_assert( NULL != m_pModel );
+ m_pModel->m_pCurrentMesh = new ObjFile::Mesh;
+ m_pModel->m_Meshes.push_back( m_pModel->m_pCurrentMesh );
+ unsigned int meshId = m_pModel->m_Meshes.size()-1;
+ if ( NULL != m_pModel->m_pCurrent )
+ {
+ m_pModel->m_pCurrent->m_Meshes.push_back( meshId );
+ }
+ else
+ {
+ DefaultLogger::get()->error("OBJ: No object detected to attach a new mesh instance.");
+ }
}
// -------------------------------------------------------------------
-// Returns true, if a new mesh must be created.
+// Returns true, if a new mesh must be created.
bool ObjFileParser::needsNewMesh( const std::string &rMaterialName )
{
- if (m_pModel->m_pCurrentMesh == 0)
- {
- // No mesh data yet
- return true;
- }
- bool newMat = false;
- int matIdx = getMaterialIndex( rMaterialName );
- unsigned int curMatIdx = m_pModel->m_pCurrentMesh->m_uiMaterialIndex;
- if ( curMatIdx != ObjFile::Mesh::NoMaterial || curMatIdx != (unsigned int)matIdx )
- {
- // New material -> only one material per mesh, so we need to create a new
- // material
- newMat = true;
- }
- return newMat;
+ if(m_pModel->m_pCurrentMesh == 0)
+ {
+ // No mesh data yet
+ return true;
+ }
+ bool newMat = false;
+ int matIdx = getMaterialIndex( rMaterialName );
+ int curMatIdx = m_pModel->m_pCurrentMesh->m_uiMaterialIndex;
+ if ( curMatIdx != int(ObjFile::Mesh::NoMaterial) || curMatIdx != matIdx )
+ {
+ // New material -> only one material per mesh, so we need to create a new
+ // material
+ newMat = true;
+ }
+ return newMat;
}
// -------------------------------------------------------------------
-// Shows an error in parsing process.
+// Shows an error in parsing process.
void ObjFileParser::reportErrorTokenInFace()
-{
- m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
- DefaultLogger::get()->error("OBJ: Not supported token in face description detected");
+{
+ m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
+ DefaultLogger::get()->error("OBJ: Not supported token in face description detected");
}
// -------------------------------------------------------------------
-} // Namespace Assimp
+} // Namespace Assimp
#endif // !! ASSIMP_BUILD_NO_OBJ_IMPORTER
diff --git a/src/3rdparty/assimp/code/ObjFileParser.h b/src/3rdparty/assimp/code/ObjFileParser.h
index e972a9add..ed374364a 100644
--- a/src/3rdparty/assimp/code/ObjFileParser.h
+++ b/src/3rdparty/assimp/code/ObjFileParser.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -60,78 +60,78 @@ struct Point2;
class ObjFileImporter;
class IOSystem;
-/// \class ObjFileParser
-/// \brief Parser for a obj waveform file
+/// \class ObjFileParser
+/// \brief Parser for a obj waveform file
class ObjFileParser
{
public:
- static const size_t BUFFERSIZE = 4096;
- typedef std::vector<char> DataArray;
- typedef std::vector<char>::iterator DataArrayIt;
- typedef std::vector<char>::const_iterator ConstDataArrayIt;
+ static const size_t BUFFERSIZE = 4096;
+ typedef std::vector<char> DataArray;
+ typedef std::vector<char>::iterator DataArrayIt;
+ typedef std::vector<char>::const_iterator ConstDataArrayIt;
public:
- /// \brief Constructor with data array.
- ObjFileParser(std::vector<char> &Data,const std::string &strModelName, IOSystem* io);
- /// \brief Destructor
- ~ObjFileParser();
- /// \brief Model getter.
- ObjFile::Model *GetModel() const;
+ /// \brief Constructor with data array.
+ ObjFileParser(std::vector<char> &Data,const std::string &strModelName, IOSystem* io);
+ /// \brief Destructor
+ ~ObjFileParser();
+ /// \brief Model getter.
+ ObjFile::Model *GetModel() const;
private:
- /// Parse the loadedfile
- void parseFile();
- /// Method to copy the new delimited word in the current line.
- void copyNextWord(char *pBuffer, size_t length);
- /// Method to copy the new line.
- void copyNextLine(char *pBuffer, size_t length);
- /// Stores the following 3d vector.
- void getVector3( std::vector<aiVector3D> &point3d_array );
- /// Stores the following 3d vector.
- void getVector2(std::vector<aiVector2D> &point2d_array);
- /// Stores the following face.
- void getFace();
- void getMaterialDesc();
- /// Gets a comment.
- void getComment();
- /// Gets a a material library.
- void getMaterialLib();
- /// Creates a new material.
- void getNewMaterial();
- /// Gets the groupname from file.
- void getGroupName();
- /// Gets the group number from file.
- void getGroupNumber();
- /// Returns the index of the material. Is -1 if not material was found.
- int getMaterialIndex( const std::string &strMaterialName );
- /// Parse object name
- void getObjectName();
- /// Creates a new object.
- void createObject(const std::string &strObjectName);
- /// Creates a new mesh.
- void createMesh();
- /// Returns true, if a new mesh instance must be created.
- bool needsNewMesh( const std::string &rMaterialName );
- /// Error report in token
- void reportErrorTokenInFace();
+ /// Parse the loadedfile
+ void parseFile();
+ /// Method to copy the new delimited word in the current line.
+ void copyNextWord(char *pBuffer, size_t length);
+ /// Method to copy the new line.
+ void copyNextLine(char *pBuffer, size_t length);
+ /// Stores the following 3d vector.
+ void getVector3( std::vector<aiVector3D> &point3d_array );
+ /// Stores the following 3d vector.
+ void getVector2(std::vector<aiVector2D> &point2d_array);
+ /// Stores the following face.
+ void getFace(aiPrimitiveType type);
+ void getMaterialDesc();
+ /// Gets a comment.
+ void getComment();
+ /// Gets a a material library.
+ void getMaterialLib();
+ /// Creates a new material.
+ void getNewMaterial();
+ /// Gets the groupname from file.
+ void getGroupName();
+ /// Gets the group number from file.
+ void getGroupNumber();
+ /// Returns the index of the material. Is -1 if not material was found.
+ int getMaterialIndex( const std::string &strMaterialName );
+ /// Parse object name
+ void getObjectName();
+ /// Creates a new object.
+ void createObject(const std::string &strObjectName);
+ /// Creates a new mesh.
+ void createMesh();
+ /// Returns true, if a new mesh instance must be created.
+ bool needsNewMesh( const std::string &rMaterialName );
+ /// Error report in token
+ void reportErrorTokenInFace();
private:
- /// Default material name
- static const std::string DEFAULT_MATERIAL;
- //! Iterator to current position in buffer
- DataArrayIt m_DataIt;
- //! Iterator to end position of buffer
- DataArrayIt m_DataItEnd;
- //! Pointer to model instance
- ObjFile::Model *m_pModel;
- //! Current line (for debugging)
- unsigned int m_uiLine;
- //! Helper buffer
- char m_buffer[BUFFERSIZE];
- /// Pointer to IO system instance.
- IOSystem *m_pIO;
+ /// Default material name
+ static const std::string DEFAULT_MATERIAL;
+ //! Iterator to current position in buffer
+ DataArrayIt m_DataIt;
+ //! Iterator to end position of buffer
+ DataArrayIt m_DataItEnd;
+ //! Pointer to model instance
+ ObjFile::Model *m_pModel;
+ //! Current line (for debugging)
+ unsigned int m_uiLine;
+ //! Helper buffer
+ char m_buffer[BUFFERSIZE];
+ /// Pointer to IO system instance.
+ IOSystem *m_pIO;
};
-} // Namespace Assimp
+} // Namespace Assimp
#endif
diff --git a/src/3rdparty/assimp/code/ObjTools.h b/src/3rdparty/assimp/code/ObjTools.h
index 6f0016f29..849b20b68 100644
--- a/src/3rdparty/assimp/code/ObjTools.h
+++ b/src/3rdparty/assimp/code/ObjTools.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,28 +18,28 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
-/** @file ObjTools.h
- * @brief Some helpful templates for text parsing
+/** @file ObjTools.h
+ * @brief Some helpful templates for text parsing
*/
#ifndef OBJ_TOOLS_H_INC
#define OBJ_TOOLS_H_INC
@@ -49,213 +49,209 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
namespace Assimp
{
-/** @brief Returns true, if the last entry of the buffer is reached.
- * @param it Iterator of current position.
- * @param end Iterator with end of buffer.
- * @return true, if the end of the buffer is reached.
+/** @brief Returns true, if the last entry of the buffer is reached.
+ * @param it Iterator of current position.
+ * @param end Iterator with end of buffer.
+ * @return true, if the end of the buffer is reached.
*/
template<class char_t>
inline bool isEndOfBuffer( char_t it, char_t end )
{
- if ( it == end )
- {
- return true;
- }
- else
- {
- end--;
- }
- return ( it == end );
+ if ( it == end )
+ {
+ return true;
+ }
+ else
+ {
+ end--;
+ }
+ return ( it == end );
}
-/** @brief Returns true, if token is a space on any supported platform
-* @param token Token to search in
-* @return true, if token is a space
+/** @brief Returns true, if token is a space on any supported platform
+* @param token Token to search in
+* @return true, if token is a space
*/
inline bool isSeparator( char token )
{
- return ( token == ' ' ||
- token == '\n' ||
- token == '\f' ||
- token == '\r' ||
- token == '\t' );
+ return ( token == ' ' ||
+ token == '\n' ||
+ token == '\f' ||
+ token == '\r' ||
+ token == '\t' );
}
-/** @brief Returns true, fi token id a new line marking token.
- * @param token Token to search in
- * @return true, if token is a newline token.
+/** @brief Returns true, fi token id a new line marking token.
+ * @param token Token to search in
+ * @return true, if token is a newline token.
*/
inline bool isNewLine( char token )
{
- return ( token == '\n' || token == '\f' || token == '\r' );
+ return ( token == '\n' || token == '\f' || token == '\r' );
}
-/** @brief Returns next word separated by a space
- * @param pBuffer Pointer to data buffer
- * @param pEnd Pointer to end of buffer
- * @return Pointer to next space
+/** @brief Returns next word separated by a space
+ * @param pBuffer Pointer to data buffer
+ * @param pEnd Pointer to end of buffer
+ * @return Pointer to next space
*/
template<class Char_T>
inline Char_T getNextWord( Char_T pBuffer, Char_T pEnd )
{
- while ( !isEndOfBuffer( pBuffer, pEnd ) )
- {
- if ( !isSeparator( *pBuffer ) || isNewLine( *pBuffer ) )
- break;
- pBuffer++;
- }
- return pBuffer;
+ while ( !isEndOfBuffer( pBuffer, pEnd ) )
+ {
+ if ( !isSeparator( *pBuffer ) || isNewLine( *pBuffer ) )
+ break;
+ pBuffer++;
+ }
+ return pBuffer;
}
-/** @brief Returns ponter a next token
- * @param pBuffer Pointer to data buffer
- * @param pEnd Pointer to end of buffer
- * @return Pointer to next token
+/** @brief Returns ponter a next token
+ * @param pBuffer Pointer to data buffer
+ * @param pEnd Pointer to end of buffer
+ * @return Pointer to next token
*/
template<class Char_T>
inline Char_T getNextToken( Char_T pBuffer, Char_T pEnd )
{
- while ( !isEndOfBuffer( pBuffer, pEnd ) )
- {
- if ( isSeparator( *pBuffer ) )
- break;
- pBuffer++;
- }
- return getNextWord( pBuffer, pEnd );
+ while ( !isEndOfBuffer( pBuffer, pEnd ) )
+ {
+ if ( isSeparator( *pBuffer ) )
+ break;
+ pBuffer++;
+ }
+ return getNextWord( pBuffer, pEnd );
}
-/** @brief Skips a line
- * @param it Iterator set to current position
- * @param end Iterator set to end of scratch buffer for readout
- * @param uiLine Current linenumber in format
- * @return Current-iterator with new position
+/** @brief Skips a line
+ * @param it Iterator set to current position
+ * @param end Iterator set to end of scratch buffer for readout
+ * @param uiLine Current linenumber in format
+ * @return Current-iterator with new position
*/
template<class char_t>
inline char_t skipLine( char_t it, char_t end, unsigned int &uiLine )
{
- while ( !isEndOfBuffer( it, end ) && !isNewLine( *it ) )
- ++it;
- if ( it != end )
- {
- ++it;
- ++uiLine;
- }
- // fix .. from time to time there are spaces at the beginning of a material line
- while ( it != end && (*it == '\t' || *it == ' ') )
- ++it;
- return it;
+ while ( !isEndOfBuffer( it, end ) && !isNewLine( *it ) )
+ ++it;
+ if ( it != end )
+ {
+ ++it;
+ ++uiLine;
+ }
+ // fix .. from time to time there are spaces at the beginning of a material line
+ while ( it != end && (*it == '\t' || *it == ' ') )
+ ++it;
+ return it;
}
-/** @brief Get a name from the current line. Preserve space in the middle,
+/** @brief Get a name from the current line. Preserve space in the middle,
* but trim it at the end.
- * @param it set to current position
- * @param end set to end of scratch buffer for readout
- * @param name Separated name
- * @return Current-iterator with new position
+ * @param it set to current position
+ * @param end set to end of scratch buffer for readout
+ * @param name Separated name
+ * @return Current-iterator with new position
*/
template<class char_t>
inline char_t getName( char_t it, char_t end, std::string &name )
{
- name = "";
- it = getNextToken<char_t>( it, end );
- if ( isEndOfBuffer( it, end ) )
- return end;
+ name = "";
+ it = getNextToken<char_t>( it, end );
+ if ( isEndOfBuffer( it, end ) )
+ return end;
+
+ char *pStart = &( *it );
+ while ( !isEndOfBuffer( it, end ) && !isNewLine( *it ) ) {
+ ++it;
+ }
- char *pStart = &( *it );
- while ( !isEndOfBuffer( it, end ) && !isNewLine( *it ) ) {
- ++it;
- }
+ while(isEndOfBuffer( it, end ) || isNewLine( *it ) || isSeparator(*it)) {
+ --it;
+ }
+ ++it;
- while (isEndOfBuffer( it, end ) || isNewLine( *it ) || isSeparator(*it)) {
- --it;
- }
- ++it;
-
- // Get name
- // if there is no name, and the previous char is a separator, come back to start
- while (&(*it) < pStart) {
- ++it;
- }
- std::string strName( pStart, &(*it) );
- if ( strName.empty() )
- return it;
- else
- name = strName;
-
- return it;
+ // Get name
+ std::string strName( pStart, &(*it) );
+ if ( strName.empty() )
+ return it;
+ else
+ name = strName;
+
+ return it;
}
-/** @brief Get next word from given line
- * @param it set to current position
- * @param end set to end of scratch buffer for readout
- * @param pBuffer Buffer for next word
- * @param length Buffer length
- * @return Current-iterator with new position
+/** @brief Get next word from given line
+ * @param it set to current position
+ * @param end set to end of scratch buffer for readout
+ * @param pBuffer Buffer for next word
+ * @param length Buffer length
+ * @return Current-iterator with new position
*/
template<class char_t>
inline char_t CopyNextWord( char_t it, char_t end, char *pBuffer, size_t length )
{
- size_t index = 0;
- it = getNextWord<char_t>( it, end );
- while ( !isSeparator( *it ) && !isEndOfBuffer( it, end ) )
- {
- pBuffer[index] = *it ;
- index++;
- if (index == length-1)
- break;
- ++it;
- }
- pBuffer[ index ] = '\0';
- return it;
+ size_t index = 0;
+ it = getNextWord<char_t>( it, end );
+ while ( !isSeparator( *it ) && !isEndOfBuffer( it, end ) )
+ {
+ pBuffer[index] = *it ;
+ index++;
+ if (index == length-1)
+ break;
+ ++it;
+ }
+ pBuffer[ index ] = '\0';
+ return it;
}
-/** @brief Get next float from given line
- * @param it set to current position
- * @param end set to end of scratch buffer for readout
- * @param value Separated float value.
- * @return Current-iterator with new position
+/** @brief Get next float from given line
+ * @param it set to current position
+ * @param end set to end of scratch buffer for readout
+ * @param value Separated float value.
+ * @return Current-iterator with new position
*/
template<class char_t>
inline char_t getFloat( char_t it, char_t end, float &value )
{
- static const size_t BUFFERSIZE = 1024;
- char buffer[ BUFFERSIZE ];
- it = CopyNextWord<char_t>( it, end, buffer, BUFFERSIZE );
- value = (float) fast_atof( buffer );
+ static const size_t BUFFERSIZE = 1024;
+ char buffer[ BUFFERSIZE ];
+ it = CopyNextWord<char_t>( it, end, buffer, BUFFERSIZE );
+ value = (float) fast_atof( buffer );
- return it;
+ return it;
}
-/** @brief Will perform a simple tokenize.
- * @param str String to tokenize.
- * @param tokens Array with tokens, will be empty if no token was found.
- * @param delimiters Delimiter for tokenize.
- * @return Number of found token.
+/** @brief Will perform a simple tokenize.
+ * @param str String to tokenize.
+ * @param tokens Array with tokens, will be empty if no token was found.
+ * @param delimiters Delimiter for tokenize.
+ * @return Number of found token.
*/
template<class string_type>
-unsigned int tokenize( const string_type& str, std::vector<string_type>& tokens,
- const string_type& delimiters )
+unsigned int tokenize( const string_type& str, std::vector<string_type>& tokens,
+ const string_type& delimiters )
{
- // Skip delimiters at beginning.
- typename string_type::size_type lastPos = str.find_first_not_of( delimiters, 0 );
+ // Skip delimiters at beginning.
+ typename string_type::size_type lastPos = str.find_first_not_of( delimiters, 0 );
- // Find first "non-delimiter".
- typename string_type::size_type pos = str.find_first_of( delimiters, lastPos );
- while ( string_type::npos != pos || string_type::npos != lastPos )
- {
- // Found a token, add it to the vector.
- string_type tmp = str.substr(lastPos, pos - lastPos);
- if ( !tmp.empty() && ' ' != tmp[ 0 ] )
- tokens.push_back( tmp );
+ // Find first "non-delimiter".
+ typename string_type::size_type pos = str.find_first_of( delimiters, lastPos );
+ while ( string_type::npos != pos || string_type::npos != lastPos )
+ {
+ // Found a token, add it to the vector.
+ string_type tmp = str.substr(lastPos, pos - lastPos);
+ if ( !tmp.empty() && ' ' != tmp[ 0 ] )
+ tokens.push_back( tmp );
- // Skip delimiters. Note the "not_of"
- lastPos = str.find_first_not_of( delimiters, pos );
+ // Skip delimiters. Note the "not_of"
+ lastPos = str.find_first_not_of( delimiters, pos );
- // Find next "non-delimiter"
- pos = str.find_first_of( delimiters, lastPos );
- }
+ // Find next "non-delimiter"
+ pos = str.find_first_of( delimiters, lastPos );
+ }
- return static_cast<unsigned int>( tokens.size() );
+ return static_cast<unsigned int>( tokens.size() );
}
} // Namespace Assimp
diff --git a/src/3rdparty/assimp/code/OgreImporter.cpp b/src/3rdparty/assimp/code/OgreImporter.cpp
index 63cc94787..fcb4114ad 100644
--- a/src/3rdparty/assimp/code/OgreImporter.cpp
+++ b/src/3rdparty/assimp/code/OgreImporter.cpp
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -48,15 +48,22 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <sstream>
using namespace std;
-//#include "boost/format.hpp"
-//#include "boost/foreach.hpp"
-//using namespace boost;
-
+#include "OgreImporter.hpp"
#include "TinyFormatter.h"
-
-#include "OgreImporter.h"
#include "irrXMLWrapper.h"
+static const aiImporterDesc desc = {
+ "Ogre XML Mesh Importer",
+ "",
+ "",
+ "",
+ aiImporterFlags_SupportTextFlavour,
+ 0,
+ 0,
+ 0,
+ 0,
+ "mesh.xml"
+};
namespace Assimp
{
@@ -66,801 +73,181 @@ namespace Ogre
bool OgreImporter::CanRead(const std::string &pFile, Assimp::IOSystem *pIOHandler, bool checkSig) const
{
- if (!checkSig)//Check File Extension
- {
- std::string extension("mesh.xml");
- int l=extension.length();
- return pFile.substr(pFile.length()-l, l)==extension;
- }
- else//Check file Header
- {
- const char* tokens[] = {"<mesh>"};
- return BaseImporter::SearchFileHeaderForToken(pIOHandler, pFile, tokens, 1);
- }
+ if(!checkSig)//Check File Extension
+ {
+ std::string extension("mesh.xml");
+ int l=extension.length();
+ return pFile.substr(pFile.length()-l, l)==extension;
+ }
+ else//Check file Header
+ {
+ const char* tokens[] = {"<mesh>"};
+ return BaseImporter::SearchFileHeaderForToken(pIOHandler, pFile, tokens, 1);
+ }
}
-
void OgreImporter::InternReadFile(const std::string &pFile, aiScene *pScene, Assimp::IOSystem *pIOHandler)
{
- m_CurrentFilename=pFile;
- m_CurrentIOHandler=pIOHandler;
- m_CurrentScene=pScene;
-
- //Open the File:
- boost::scoped_ptr<IOStream> file(pIOHandler->Open(pFile));
- if ( file.get() == NULL)
- throw DeadlyImportError("Failed to open file "+pFile+".");
-
- //Read the Mesh File:
- boost::scoped_ptr<CIrrXML_IOStreamReader> mIOWrapper( new CIrrXML_IOStreamReader( file.get()));
- XmlReader* MeshFile = irr::io::createIrrXMLReader(mIOWrapper.get());
- if (!MeshFile)//parse the xml file
- throw DeadlyImportError("Failed to create XML Reader for "+pFile);
-
-
- DefaultLogger::get()->debug("Mesh File opened");
-
- //Read root Node:
- if (!(XmlRead(MeshFile) && string(MeshFile->getNodeName())=="mesh"))
- {
- throw DeadlyImportError("Root Node is not <mesh>! "+pFile+" "+MeshFile->getNodeName());
- }
-
- //Go to the submeshs:
- if (!(XmlRead(MeshFile) && string(MeshFile->getNodeName())=="submeshes"))
- {
- throw DeadlyImportError("No <submeshes> node in <mesh> node! "+pFile);
- }
-
-
- //-------------------Read the submeshs and materials:-----------------------
- std::list<boost::shared_ptr<SubMesh> > SubMeshes;
- vector<aiMaterial*> Materials;
- XmlRead(MeshFile);
- while (MeshFile->getNodeName()==string("submesh"))
- {
- SubMesh* theSubMesh=new SubMesh();
- theSubMesh->MaterialName=GetAttribute<string>(MeshFile, "material");
- DefaultLogger::get()->debug("Loading Submehs with Material: "+theSubMesh->MaterialName);
- ReadSubMesh(*theSubMesh, MeshFile);
-
- //just a index in a array, we add a mesh in each loop cycle, so we get indicies like 0, 1, 2 ... n;
- //so it is important to do this before pushing the mesh in the vector!
- theSubMesh->MaterialIndex=SubMeshes.size();
-
- SubMeshes.push_back(boost::shared_ptr<SubMesh>(theSubMesh));
-
- //Load the Material:
- aiMaterial* MeshMat=LoadMaterial(theSubMesh->MaterialName);
-
- //Set the Material:
- Materials.push_back(MeshMat);
- }
-
- if (SubMeshes.empty())
- throw DeadlyImportError("no submesh loaded!");
- if (SubMeshes.size()!=Materials.size())
- throw DeadlyImportError("materialcount doesn't match mesh count!");
-
- //____________________________________________________________
-
-
- //----------------Load the skeleton: -------------------------------
- vector<Bone> Bones;
- vector<Animation> Animations;
- if (MeshFile->getNodeName()==string("skeletonlink"))
- {
- string SkeletonFile=GetAttribute<string>(MeshFile, "name");
- LoadSkeleton(SkeletonFile, Bones, Animations);
- }
- else
- {
- DefaultLogger::get()->warn("No skeleton file will be loaded");
- DefaultLogger::get()->warn(MeshFile->getNodeName());
- }
- //__________________________________________________________________
-
-
- //----------------- Now fill the Assimp scene ---------------------------
-
- //put the aiMaterials in the scene:
- m_CurrentScene->mMaterials=new aiMaterial*[Materials.size()];
- m_CurrentScene->mNumMaterials=Materials.size();
- for (unsigned int i=0; i<Materials.size(); ++i)
- m_CurrentScene->mMaterials[i]=Materials[i];
-
- //create the aiMehs...
- vector<aiMesh*> aiMeshes;
- BOOST_FOREACH(boost::shared_ptr<SubMesh> theSubMesh, SubMeshes)
- {
- aiMeshes.push_back(CreateAssimpSubMesh(*theSubMesh, Bones));
- }
- //... and put them in the scene:
- m_CurrentScene->mNumMeshes=aiMeshes.size();
- m_CurrentScene->mMeshes=new aiMesh*[aiMeshes.size()];
- memcpy(m_CurrentScene->mMeshes, &(aiMeshes[0]), sizeof(aiMeshes[0])*aiMeshes.size());
-
- //Create the root node
- m_CurrentScene->mRootNode=new aiNode("root");
-
- //link the meshs with the root node:
- m_CurrentScene->mRootNode->mMeshes=new unsigned int[SubMeshes.size()];
- m_CurrentScene->mRootNode->mNumMeshes=SubMeshes.size();
- for (unsigned int i=0; i<SubMeshes.size(); ++i)
- m_CurrentScene->mRootNode->mMeshes[i]=i;
-
-
-
- CreateAssimpSkeleton(Bones, Animations);
- PutAnimationsInScene(Bones, Animations);
- //___________________________________________________________
+ m_CurrentFilename=pFile;
+ m_CurrentIOHandler=pIOHandler;
+ m_CurrentScene=pScene;
+
+ //Open the File:
+ boost::scoped_ptr<IOStream> file(pIOHandler->Open(pFile));
+ if( file.get() == NULL)
+ throw DeadlyImportError("Failed to open file "+pFile+".");
+
+ //Read the Mesh File:
+ boost::scoped_ptr<CIrrXML_IOStreamReader> mIOWrapper( new CIrrXML_IOStreamReader( file.get()));
+ XmlReader* MeshFile = irr::io::createIrrXMLReader(mIOWrapper.get());
+ if(!MeshFile)//parse the xml file
+ throw DeadlyImportError("Failed to create XML Reader for "+pFile);
+
+
+ DefaultLogger::get()->debug("Mesh File opened");
+
+ //Read root Node:
+ if(!(XmlRead(MeshFile) && string(MeshFile->getNodeName())=="mesh"))
+ {
+ throw DeadlyImportError("Root Node is not <mesh>! "+pFile+" "+MeshFile->getNodeName());
+ }
+
+ //eventually load shared geometry
+ XmlRead(MeshFile);//shared geometry is optional, so we need a reed for the next two if's
+ if(MeshFile->getNodeName()==string("sharedgeometry"))
+ {
+ unsigned int NumVertices=GetAttribute<int>(MeshFile, "vertexcount");;
+
+ XmlRead(MeshFile);
+ while(MeshFile->getNodeName()==string("vertexbuffer"))
+ {
+ ReadVertexBuffer(m_SharedGeometry, MeshFile, NumVertices);
+ }
+ }
+
+ //Go to the submeshs:
+ if(MeshFile->getNodeName()!=string("submeshes"))
+ {
+ throw DeadlyImportError("No <submeshes> node in <mesh> node! "+pFile);
+ }
+
+
+ //-------------------Read the submeshs and materials:-----------------------
+ std::list<boost::shared_ptr<SubMesh> > SubMeshes;
+ vector<aiMaterial*> Materials;
+ XmlRead(MeshFile);
+ while(MeshFile->getNodeName()==string("submesh"))
+ {
+ SubMesh* theSubMesh=new SubMesh();
+ theSubMesh->MaterialName=GetAttribute<string>(MeshFile, "material");
+ DefaultLogger::get()->debug("Loading Submehs with Material: "+theSubMesh->MaterialName);
+ ReadSubMesh(*theSubMesh, MeshFile);
+
+ //just a index in a array, we add a mesh in each loop cycle, so we get indicies like 0, 1, 2 ... n;
+ //so it is important to do this before pushing the mesh in the vector!
+ theSubMesh->MaterialIndex=SubMeshes.size();
+
+ SubMeshes.push_back(boost::shared_ptr<SubMesh>(theSubMesh));
+
+ //Load the Material:
+ aiMaterial* MeshMat=LoadMaterial(theSubMesh->MaterialName);
+
+ //Set the Material:
+ Materials.push_back(MeshMat);
+ }
+
+ if(SubMeshes.empty())
+ throw DeadlyImportError("no submesh loaded!");
+ if(SubMeshes.size()!=Materials.size())
+ throw DeadlyImportError("materialcount doesn't match mesh count!");
+
+ //____________________________________________________________
+
+
+ //----------------Load the skeleton: -------------------------------
+ vector<Bone> Bones;
+ vector<Animation> Animations;
+ if(MeshFile->getNodeName()==string("skeletonlink"))
+ {
+ string SkeletonFile=GetAttribute<string>(MeshFile, "name");
+ LoadSkeleton(SkeletonFile, Bones, Animations);
+ XmlRead(MeshFile);
+ }
+ else
+ {
+ DefaultLogger::get()->warn("No skeleton file will be loaded");
+ DefaultLogger::get()->warn(MeshFile->getNodeName());
+ }
+ //__________________________________________________________________
+
+
+ //now there might be boneassignments for the shared geometry:
+ if(MeshFile->getNodeName()==string("boneassignments"))
+ {
+ ReadBoneWeights(m_SharedGeometry, MeshFile);
+ }
+
+
+ //----------------- Process Meshs -----------------------
+ BOOST_FOREACH(boost::shared_ptr<SubMesh> theSubMesh, SubMeshes)
+ {
+ ProcessSubMesh(*theSubMesh, m_SharedGeometry);
+ }
+ //_______________________________________________________
+
+
+
+
+ //----------------- Now fill the Assimp scene ---------------------------
+
+ //put the aiMaterials in the scene:
+ m_CurrentScene->mMaterials=new aiMaterial*[Materials.size()];
+ m_CurrentScene->mNumMaterials=Materials.size();
+ for(unsigned int i=0; i<Materials.size(); ++i)
+ m_CurrentScene->mMaterials[i]=Materials[i];
+
+ //create the aiMehs...
+ vector<aiMesh*> aiMeshes;
+ BOOST_FOREACH(boost::shared_ptr<SubMesh> theSubMesh, SubMeshes)
+ {
+ aiMeshes.push_back(CreateAssimpSubMesh(*theSubMesh, Bones));
+ }
+ //... and put them in the scene:
+ m_CurrentScene->mNumMeshes=aiMeshes.size();
+ m_CurrentScene->mMeshes=new aiMesh*[aiMeshes.size()];
+ memcpy(m_CurrentScene->mMeshes, &(aiMeshes[0]), sizeof(aiMeshes[0])*aiMeshes.size());
+
+ //Create the root node
+ m_CurrentScene->mRootNode=new aiNode("root");
+
+ //link the meshs with the root node:
+ m_CurrentScene->mRootNode->mMeshes=new unsigned int[SubMeshes.size()];
+ m_CurrentScene->mRootNode->mNumMeshes=SubMeshes.size();
+ for(unsigned int i=0; i<SubMeshes.size(); ++i)
+ m_CurrentScene->mRootNode->mMeshes[i]=i;
+
+
+
+ CreateAssimpSkeleton(Bones, Animations);
+ PutAnimationsInScene(Bones, Animations);
+ //___________________________________________________________
}
-
-void OgreImporter::GetExtensionList(std::set<std::string>& extensions)
+const aiImporterDesc* OgreImporter::GetInfo () const
{
- extensions.insert("mesh.xml");
+ return &desc;
}
void OgreImporter::SetupProperties(const Importer* pImp)
{
- m_MaterialLibFilename=pImp->GetPropertyString(AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE, "Scene.material");
-}
-
-void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader)
-{
- XmlRead(Reader);
- //TODO: maybe we have alsways just 1 faces and 1 geometry and always in this order. this loop will only work correct, when the order
- //of faces and geometry changed, and not if we have more than one of one
- while (Reader->getNodeName()==string("faces") || string(Reader->getNodeName())=="geometry" || Reader->getNodeName()==string("boneassignments"))
- {
- if (string(Reader->getNodeName())=="faces")//Read the face list
- {
- //some info logging:
- unsigned int NumFaces=GetAttribute<int>(Reader, "count");
- stringstream ss; ss <<"Submesh has " << NumFaces << " Faces.";
- DefaultLogger::get()->debug(ss.str());
-
- while (XmlRead(Reader) && Reader->getNodeName()==string("face"))
- {
- Face NewFace;
- NewFace.VertexIndices[0]=GetAttribute<int>(Reader, "v1");
- NewFace.VertexIndices[1]=GetAttribute<int>(Reader, "v2");
- NewFace.VertexIndices[2]=GetAttribute<int>(Reader, "v3");
- if (Reader->getAttributeValue("v4"))//this should be supported in the future
- {
- throw DeadlyImportError("Submesh has quads, only traingles are supported!");
- }
- theSubMesh.FaceList.push_back(NewFace);
- }
-
- }//end of faces
- else if (string(Reader->getNodeName())=="geometry")//Read the vertexdata
- {
- //some info logging:
- unsigned int NumVertices=GetAttribute<int>(Reader, "vertexcount");
- stringstream ss; ss<<"VertexCount: "<<NumVertices;
- DefaultLogger::get()->debug(ss.str());
-
- //General Informations about vertices
- XmlRead(Reader);
- if (!(Reader->getNodeName()==string("vertexbuffer")))
- {
- throw DeadlyImportError("vertexbuffer node is not first in geometry node!");
- }
- theSubMesh.HasPositions=GetAttribute<bool>(Reader, "positions");
- theSubMesh.HasNormals=GetAttribute<bool>(Reader, "normals");
- if (!Reader->getAttributeValue("texture_coords"))//we can have 1 or 0 uv channels, and if the mesh has no uvs, it also doesn't have the attribute
- theSubMesh.NumUvs=0;
- else
- theSubMesh.NumUvs=GetAttribute<int>(Reader, "texture_coords");
- if (theSubMesh.NumUvs>1)
- throw DeadlyImportError("too many texcoords (just 1 supported!)");
-
- //read all the vertices:
- XmlRead(Reader);
- while (Reader->getNodeName()==string("vertex"))
- {
- //read all vertex attributes:
-
- //Position
- if (theSubMesh.HasPositions)
- {
- XmlRead(Reader);
- aiVector3D NewPos;
- NewPos.x=GetAttribute<float>(Reader, "x");
- NewPos.y=GetAttribute<float>(Reader, "y");
- NewPos.z=GetAttribute<float>(Reader, "z");
- theSubMesh.Positions.push_back(NewPos);
- }
-
- //Normal
- if (theSubMesh.HasNormals)
- {
- XmlRead(Reader);
- aiVector3D NewNormal;
- NewNormal.x=GetAttribute<float>(Reader, "x");
- NewNormal.y=GetAttribute<float>(Reader, "y");
- NewNormal.z=GetAttribute<float>(Reader, "z");
- theSubMesh.Normals.push_back(NewNormal);
- }
-
- //Uv:
- if (1==theSubMesh.NumUvs)
- {
- XmlRead(Reader);
- aiVector3D NewUv;
- NewUv.x=GetAttribute<float>(Reader, "u");
- NewUv.y=GetAttribute<float>(Reader, "v")*(-1)+1;//flip the uv vertikal, blender exports them so!
- theSubMesh.Uvs.push_back(NewUv);
- }
- XmlRead(Reader);
- }
-
- }//end of "geometry
-
-
- else if (string(Reader->getNodeName())=="boneassignments")
- {
- theSubMesh.Weights.resize(theSubMesh.Positions.size());
- while (XmlRead(Reader) && Reader->getNodeName()==string("vertexboneassignment"))
- {
- Weight NewWeight;
- unsigned int VertexId=GetAttribute<int>(Reader, "vertexindex");
- NewWeight.BoneId=GetAttribute<int>(Reader, "boneindex");
- NewWeight.Value=GetAttribute<float>(Reader, "weight");
- theSubMesh.BonesUsed=max(theSubMesh.BonesUsed, NewWeight.BoneId+1);//calculate the number of bones used (this is the highest id +1 becuase bone ids start at 0)
-
- theSubMesh.Weights[VertexId].push_back(NewWeight);
-
- //XmlRead(Reader);//Once i had this line, and than i got only every second boneassignment, but my first test models had even boneassignment counts, so i thougt, everything would work. And yes, i HATE irrXML!!!
- }
-
- }//end of boneassignments
- }
- DefaultLogger::get()->debug((Formatter::format(),
- "Positionen: ",theSubMesh.Positions.size(),
- " Normale: ",theSubMesh.Normals.size(),
- " TexCoords: ",theSubMesh.Uvs.size()
- ));
- DefaultLogger::get()->warn(Reader->getNodeName());
-
-
-
- //---------------Make all Vertexes unique: (this is required by assimp)-----------------------
- vector<Face> UniqueFaceList(theSubMesh.FaceList.size());
- unsigned int UniqueVertexCount=theSubMesh.FaceList.size()*3;//*3 because each face consists of 3 vertexes, because we only support triangles^^
- vector<aiVector3D> UniquePositions(UniqueVertexCount);
- vector<aiVector3D> UniqueNormals(UniqueVertexCount);
- vector<aiVector3D> UniqueUvs(UniqueVertexCount);
- vector< vector<Weight> > UniqueWeights((theSubMesh.Weights.size() ? UniqueVertexCount : 0));
-
- for (unsigned int i=0; i<theSubMesh.FaceList.size(); ++i)
- {
- //We precalculate the index vlaues her, because we need them in all vertex attributes
- unsigned int Vertex1=theSubMesh.FaceList[i].VertexIndices[0];
- unsigned int Vertex2=theSubMesh.FaceList[i].VertexIndices[1];
- unsigned int Vertex3=theSubMesh.FaceList[i].VertexIndices[2];
-
- UniquePositions[3*i+0]=theSubMesh.Positions[Vertex1];
- UniquePositions[3*i+1]=theSubMesh.Positions[Vertex2];
- UniquePositions[3*i+2]=theSubMesh.Positions[Vertex3];
-
- UniqueNormals[3*i+0]=theSubMesh.Normals[Vertex1];
- UniqueNormals[3*i+1]=theSubMesh.Normals[Vertex2];
- UniqueNormals[3*i+2]=theSubMesh.Normals[Vertex3];
-
- if (1==theSubMesh.NumUvs)
- {
- UniqueUvs[3*i+0]=theSubMesh.Uvs[Vertex1];
- UniqueUvs[3*i+1]=theSubMesh.Uvs[Vertex2];
- UniqueUvs[3*i+2]=theSubMesh.Uvs[Vertex3];
- }
-
- if (theSubMesh.Weights.size()) {
- UniqueWeights[3*i+0]=theSubMesh.Weights[Vertex1];
- UniqueWeights[3*i+1]=theSubMesh.Weights[Vertex2];
- UniqueWeights[3*i+2]=theSubMesh.Weights[Vertex3];
- }
-
- //The indexvalues a just continuous numbers (0, 1, 2, 3, 4, 5, 6...)
- UniqueFaceList[i].VertexIndices[0]=3*i+0;
- UniqueFaceList[i].VertexIndices[1]=3*i+1;
- UniqueFaceList[i].VertexIndices[2]=3*i+2;
- }
- //_________________________________________________________________________________________
-
- //now we have the unique datas, but want them in the SubMesh, so we swap all the containers:
- theSubMesh.FaceList.swap(UniqueFaceList);
- theSubMesh.Positions.swap(UniquePositions);
- theSubMesh.Normals.swap(UniqueNormals);
- theSubMesh.Uvs.swap(UniqueUvs);
- theSubMesh.Weights.swap(UniqueWeights);
-
- //------------- normalize weights -----------------------------
- //The Blender exporter doesn't care about whether the sum of all boneweights for a single vertex equals 1 or not,
- //so we have to make this sure:
- for (unsigned int VertexId=0; VertexId<theSubMesh.Weights.size(); ++VertexId)//iterate over all vertices
- {
- float WeightSum=0.0f;
- for (unsigned int BoneId=0; BoneId<theSubMesh.Weights[VertexId].size(); ++BoneId)//iterate over all bones
- {
- WeightSum+=theSubMesh.Weights[VertexId][BoneId].Value;
- }
-
- //check if the sum is too far away from 1
- if (WeightSum<1.0f-0.05f || WeightSum>1.0f+0.05f)
- {
- //normalize all weights:
- for (unsigned int BoneId=0; BoneId<theSubMesh.Weights[VertexId].size(); ++BoneId)//iterate over all bones
- {
- theSubMesh.Weights[VertexId][BoneId].Value/=WeightSum;
- }
- }
- }
- //_________________________________________________________
-}
-
-
-aiMesh* OgreImporter::CreateAssimpSubMesh(const SubMesh& theSubMesh, const vector<Bone>& Bones) const
-{
- aiMesh* NewAiMesh=new aiMesh();
-
- //Positions
- NewAiMesh->mVertices=new aiVector3D[theSubMesh.Positions.size()];
- memcpy(NewAiMesh->mVertices, &theSubMesh.Positions[0], theSubMesh.Positions.size()*sizeof(aiVector3D));
- NewAiMesh->mNumVertices=theSubMesh.Positions.size();
-
- //Normals
- NewAiMesh->mNormals=new aiVector3D[theSubMesh.Normals.size()];
- memcpy(NewAiMesh->mNormals, &theSubMesh.Normals[0], theSubMesh.Normals.size()*sizeof(aiVector3D));
-
- //Uvs
- if (0!=theSubMesh.NumUvs)
- {
- NewAiMesh->mNumUVComponents[0]=2;
- NewAiMesh->mTextureCoords[0]= new aiVector3D[theSubMesh.Uvs.size()];
- memcpy(NewAiMesh->mTextureCoords[0], &theSubMesh.Uvs[0], theSubMesh.Uvs.size()*sizeof(aiVector3D));
- }
-
-
- //---------------------------------------- Bones --------------------------------------------
-
- //Copy the weights in in Bone-Vertices Struktur
- //(we have them in a Vertex-Bones Structur, this is much easier for making them unique, which is required by assimp
- vector< vector<aiVertexWeight> > aiWeights(theSubMesh.BonesUsed);//now the outer list are the bones, and the inner vector the vertices
- for (unsigned int VertexId=0; VertexId<theSubMesh.Weights.size(); ++VertexId)//iterate over all vertices
- {
- for (unsigned int BoneId=0; BoneId<theSubMesh.Weights[VertexId].size(); ++BoneId)//iterate over all bones
- {
- aiVertexWeight NewWeight;
- NewWeight.mVertexId=VertexId;//the current Vertex, we can't use the Id form the submehs weights, because they are bone id's
- NewWeight.mWeight=theSubMesh.Weights[VertexId][BoneId].Value;
- aiWeights[theSubMesh.Weights[VertexId][BoneId].BoneId].push_back(NewWeight);
- }
- }
-
-
-
- vector<aiBone*> aiBones;
- aiBones.reserve(theSubMesh.BonesUsed);//the vector might be smaller, because there might be empty bones (bones that are not attached to any vertex)
-
- //create all the bones and fill them with informations
- for (unsigned int i=0; i<theSubMesh.BonesUsed; ++i)
- {
- if (aiWeights[i].size()>0)
- {
- aiBone* NewBone=new aiBone();
- NewBone->mNumWeights=aiWeights[i].size();
- NewBone->mWeights=new aiVertexWeight[aiWeights[i].size()];
- memcpy(NewBone->mWeights, &(aiWeights[i][0]), sizeof(aiVertexWeight)*aiWeights[i].size());
- NewBone->mName=Bones[i].Name;//The bone list should be sorted after its id's, this was done in LoadSkeleton
- NewBone->mOffsetMatrix=Bones[i].BoneToWorldSpace;
-
- aiBones.push_back(NewBone);
- }
- }
- NewAiMesh->mNumBones=aiBones.size();
-
- // mBones must be NULL if mNumBones is non 0 or the validation fails.
- if (aiBones.size()) {
- NewAiMesh->mBones=new aiBone* [aiBones.size()];
- memcpy(NewAiMesh->mBones, &(aiBones[0]), aiBones.size()*sizeof(aiBone*));
- }
-
- //______________________________________________________________________________________________________
-
-
-
- //Faces
- NewAiMesh->mFaces=new aiFace[theSubMesh.FaceList.size()];
- for (unsigned int i=0; i<theSubMesh.FaceList.size(); ++i)
- {
- NewAiMesh->mFaces[i].mNumIndices=3;
- NewAiMesh->mFaces[i].mIndices=new unsigned int[3];
-
- NewAiMesh->mFaces[i].mIndices[0]=theSubMesh.FaceList[i].VertexIndices[0];
- NewAiMesh->mFaces[i].mIndices[1]=theSubMesh.FaceList[i].VertexIndices[1];
- NewAiMesh->mFaces[i].mIndices[2]=theSubMesh.FaceList[i].VertexIndices[2];
- }
- NewAiMesh->mNumFaces=theSubMesh.FaceList.size();
-
- //Link the material:
- NewAiMesh->mMaterialIndex=theSubMesh.MaterialIndex;//the index is set by the function who called ReadSubMesh
-
- return NewAiMesh;
-}
-
-
-void OgreImporter::LoadSkeleton(std::string FileName, vector<Bone> &Bones, vector<Animation> &Animations) const
-{
- //most likely the skeleton file will only end with .skeleton
- //But this is a xml reader, so we need: .skeleton.xml
- FileName+=".xml";
-
- DefaultLogger::get()->debug(string("Loading Skeleton: ")+FileName);
-
- //Open the File:
- boost::scoped_ptr<IOStream> File(m_CurrentIOHandler->Open(FileName));
- if (NULL==File.get())
- throw DeadlyImportError("Failed to open skeleton file "+FileName+".");
-
- //Read the Mesh File:
- boost::scoped_ptr<CIrrXML_IOStreamReader> mIOWrapper(new CIrrXML_IOStreamReader(File.get()));
- XmlReader* SkeletonFile = irr::io::createIrrXMLReader(mIOWrapper.get());
- if (!SkeletonFile)
- throw DeadlyImportError(string("Failed to create XML Reader for ")+FileName);
-
- XmlRead(SkeletonFile);
- if (string("skeleton")!=SkeletonFile->getNodeName())
- throw DeadlyImportError("No <skeleton> node in SkeletonFile: "+FileName);
-
-
-
- //------------------------------------load bones-----------------------------------------
- XmlRead(SkeletonFile);
- if (string("bones")!=SkeletonFile->getNodeName())
- throw DeadlyImportError("No bones node in skeleton "+FileName);
-
- XmlRead(SkeletonFile);
-
- while (string("bone")==SkeletonFile->getNodeName())
- {
- //TODO: Maybe we can have bone ids for the errrors, but normaly, they should never appear, so what....
-
- //read a new bone:
- Bone NewBone;
- NewBone.Id=GetAttribute<int>(SkeletonFile, "id");
- NewBone.Name=GetAttribute<string>(SkeletonFile, "name");
-
- //load the position:
- XmlRead(SkeletonFile);
- if (string("position")!=SkeletonFile->getNodeName())
- throw DeadlyImportError("Position is not first node in Bone!");
- NewBone.Position.x=GetAttribute<float>(SkeletonFile, "x");
- NewBone.Position.y=GetAttribute<float>(SkeletonFile, "y");
- NewBone.Position.z=GetAttribute<float>(SkeletonFile, "z");
-
- //Rotation:
- XmlRead(SkeletonFile);
- if (string("rotation")!=SkeletonFile->getNodeName())
- throw DeadlyImportError("Rotation is not the second node in Bone!");
- NewBone.RotationAngle=GetAttribute<float>(SkeletonFile, "angle");
- XmlRead(SkeletonFile);
- if (string("axis")!=SkeletonFile->getNodeName())
- throw DeadlyImportError("No axis specified for bone rotation!");
- NewBone.RotationAxis.x=GetAttribute<float>(SkeletonFile, "x");
- NewBone.RotationAxis.y=GetAttribute<float>(SkeletonFile, "y");
- NewBone.RotationAxis.z=GetAttribute<float>(SkeletonFile, "z");
-
- //append the newly loaded bone to the bone list
- Bones.push_back(NewBone);
-
- //Proceed to the next bone:
- XmlRead(SkeletonFile);
- }
- //The bones in the file a not neccesarly ordered by there id's so we do it now:
- std::sort(Bones.begin(), Bones.end());
-
- //now the id of each bone should be equal to its position in the vector:
- //so we do a simple check:
- {
- bool IdsOk=true;
- for (int i=0; i<static_cast<signed int>(Bones.size()); ++i)//i is signed, because all Id's are also signed!
- {
- if (Bones[i].Id!=i)
- IdsOk=false;
- }
- if (!IdsOk)
- throw DeadlyImportError("Bone Ids are not valid!"+FileName);
- }
- DefaultLogger::get()->debug((Formatter::format(),"Number of bones: ",Bones.size()));
- //________________________________________________________________________________
-
-
-
-
-
-
- //----------------------------load bonehierarchy--------------------------------
- if (string("bonehierarchy")!=SkeletonFile->getNodeName())
- throw DeadlyImportError("no bonehierarchy node in "+FileName);
-
- DefaultLogger::get()->debug("loading bonehierarchy...");
- XmlRead(SkeletonFile);
- while (string("boneparent")==SkeletonFile->getNodeName())
- {
- string Child, Parent;
- Child=GetAttribute<string>(SkeletonFile, "bone");
- Parent=GetAttribute<string>(SkeletonFile, "parent");
-
- unsigned int ChildId, ParentId;
- ChildId=find(Bones.begin(), Bones.end(), Child)->Id;
- ParentId=find(Bones.begin(), Bones.end(), Parent)->Id;
-
- Bones[ChildId].ParentId=ParentId;
- Bones[ParentId].Children.push_back(ChildId);
-
- XmlRead(SkeletonFile);//i once forget this line, which led to an endless loop, did i mentioned, that irrxml sucks??
- }
- //_____________________________________________________________________________
-
-
- //--------- Calculate the WorldToBoneSpace Matrix recursivly for all bones: ------------------
- BOOST_FOREACH(Bone theBone, Bones)
- {
- if (-1==theBone.ParentId) //the bone is a root bone
- {
- theBone.CalculateBoneToWorldSpaceMatrix(Bones);
- }
- }
- //_______________________________________________________________________
-
-
- //---------------------------load animations-----------------------------
- if (string("animations")==SkeletonFile->getNodeName())//animations are optional values
- {
- DefaultLogger::get()->debug("Loading Animations");
- XmlRead(SkeletonFile);
- while (string("animation")==SkeletonFile->getNodeName())
- {
- Animation NewAnimation;
- NewAnimation.Name=GetAttribute<string>(SkeletonFile, "name");
- NewAnimation.Length=GetAttribute<float>(SkeletonFile, "length");
-
- //Load all Tracks
- XmlRead(SkeletonFile);
- if (string("tracks")!=SkeletonFile->getNodeName())
- throw DeadlyImportError("no tracks node in animation");
- XmlRead(SkeletonFile);
- while (string("track")==SkeletonFile->getNodeName())
- {
- Track NewTrack;
- NewTrack.BoneName=GetAttribute<string>(SkeletonFile, "bone");
-
- //Load all keyframes;
- XmlRead(SkeletonFile);
- if (string("keyframes")!=SkeletonFile->getNodeName())
- throw DeadlyImportError("no keyframes node!");
- XmlRead(SkeletonFile);
- while (string("keyframe")==SkeletonFile->getNodeName())
- {
- Keyframe NewKeyframe;
- NewKeyframe.Time=GetAttribute<float>(SkeletonFile, "time");
-
- //Position:
- XmlRead(SkeletonFile);
- if (string("translate")!=SkeletonFile->getNodeName())
- throw DeadlyImportError("translate node not first in keyframe");
- NewKeyframe.Position.x=GetAttribute<float>(SkeletonFile, "x");
- NewKeyframe.Position.y=GetAttribute<float>(SkeletonFile, "y");
- NewKeyframe.Position.z=GetAttribute<float>(SkeletonFile, "z");
-
- //Rotation:
- XmlRead(SkeletonFile);
- if (string("rotate")!=SkeletonFile->getNodeName())
- throw DeadlyImportError("rotate is not second node in keyframe");
- float RotationAngle=GetAttribute<float>(SkeletonFile, "angle");
- aiVector3D RotationAxis;
- XmlRead(SkeletonFile);
- if (string("axis")!=SkeletonFile->getNodeName())
- throw DeadlyImportError("No axis for keyframe rotation!");
- RotationAxis.x=GetAttribute<float>(SkeletonFile, "x");
- RotationAxis.y=GetAttribute<float>(SkeletonFile, "y");
- RotationAxis.z=GetAttribute<float>(SkeletonFile, "z");
- NewKeyframe.Rotation=aiQuaternion(RotationAxis, RotationAngle);
-
- //Scaling:
- XmlRead(SkeletonFile);
- if (string("scale")!=SkeletonFile->getNodeName())
- throw DeadlyImportError("no scalling key in keyframe!");
- NewKeyframe.Scaling.x=GetAttribute<float>(SkeletonFile, "x");
- NewKeyframe.Scaling.y=GetAttribute<float>(SkeletonFile, "y");
- NewKeyframe.Scaling.z=GetAttribute<float>(SkeletonFile, "z");
-
-
- NewTrack.Keyframes.push_back(NewKeyframe);
- XmlRead(SkeletonFile);
- }
-
-
- NewAnimation.Tracks.push_back(NewTrack);
- }
-
- Animations.push_back(NewAnimation);
- }
- }
- //_____________________________________________________________________________
-
-}
-
-
-void OgreImporter::CreateAssimpSkeleton(const std::vector<Bone> &Bones, const std::vector<Animation> &)
-{
- if (!m_CurrentScene->mRootNode)
- throw DeadlyImportError("No root node exists!!");
- if (0!=m_CurrentScene->mRootNode->mNumChildren)
- throw DeadlyImportError("Root Node already has childnodes!");
-
-
- //Createt the assimp bone hierarchy
- DefaultLogger::get()->debug("Root Bones");
- vector<aiNode*> RootBoneNodes;
- BOOST_FOREACH(Bone theBone, Bones)
- {
- if (-1==theBone.ParentId) //the bone is a root bone
- {
- DefaultLogger::get()->debug(theBone.Name);
- RootBoneNodes.push_back(CreateAiNodeFromBone(theBone.Id, Bones, m_CurrentScene->mRootNode));//which will recursily add all other nodes
- }
- }
-
- if (RootBoneNodes.size()) {
- m_CurrentScene->mRootNode->mNumChildren=RootBoneNodes.size();
- m_CurrentScene->mRootNode->mChildren=new aiNode*[RootBoneNodes.size()];
- memcpy(m_CurrentScene->mRootNode->mChildren, &RootBoneNodes[0], sizeof(aiNode*)*RootBoneNodes.size());
- }
-}
-
-
-void OgreImporter::PutAnimationsInScene(const std::vector<Bone> &Bones, const std::vector<Animation> &Animations)
-{
- //-----------------Create the Assimp Animations --------------------
- if (Animations.size()>0)//Maybe the model had only a skeleton and no animations. (If it also has no skeleton, this function would'nt have been called
- {
- m_CurrentScene->mNumAnimations=Animations.size();
- m_CurrentScene->mAnimations=new aiAnimation*[Animations.size()];
- for (unsigned int i=0; i<Animations.size(); ++i)//create all animations
- {
- aiAnimation* NewAnimation=new aiAnimation();
- NewAnimation->mName=Animations[i].Name;
- NewAnimation->mDuration=Animations[i].Length;
- NewAnimation->mTicksPerSecond=1.0f;
-
- //Create all tracks in this animation
- NewAnimation->mNumChannels=Animations[i].Tracks.size();
- NewAnimation->mChannels=new aiNodeAnim*[Animations[i].Tracks.size()];
- for (unsigned int j=0; j<Animations[i].Tracks.size(); ++j)
- {
- aiNodeAnim* NewNodeAnim=new aiNodeAnim();
- NewNodeAnim->mNodeName=Animations[i].Tracks[j].BoneName;
-
- //we need this, to acces the bones default pose, which we need to make keys absolute
- vector<Bone>::const_iterator CurBone=find(Bones.begin(), Bones.end(), NewNodeAnim->mNodeName);
- aiMatrix4x4 t0, t1;
- aiMatrix4x4 DefBonePose=//The default bone pose doesnt have a scaling value
- aiMatrix4x4::Rotation(CurBone->RotationAngle, CurBone->RotationAxis, t0)
- * aiMatrix4x4::Translation(CurBone->Position, t1);
-
- //Create the keyframe arrays...
- unsigned int KeyframeCount=Animations[i].Tracks[j].Keyframes.size();
- NewNodeAnim->mNumPositionKeys=KeyframeCount;
- NewNodeAnim->mPositionKeys=new aiVectorKey[KeyframeCount];
- NewNodeAnim->mNumRotationKeys=KeyframeCount;
- NewNodeAnim->mRotationKeys=new aiQuatKey[KeyframeCount];
- NewNodeAnim->mNumScalingKeys=KeyframeCount;
- NewNodeAnim->mScalingKeys=new aiVectorKey[KeyframeCount];
-
- //...and fill them
- for (unsigned int k=0; k<KeyframeCount; ++k)
- {
- aiMatrix4x4 t2, t3;
-
- //Create a matrix to transfrom a vector from the bones default pose to the bone bones in this animation key
- aiMatrix4x4 PoseToKey=aiMatrix4x4::Scaling(Animations[i].Tracks[j].Keyframes[k].Scaling, t2) //scale
- * aiMatrix4x4(Animations[i].Tracks[j].Keyframes[k].Rotation.GetMatrix()) //rot
- * aiMatrix4x4::Translation(Animations[i].Tracks[j].Keyframes[k].Position, t3); //pos
-
-
- //calculate the complete transformation from world space to bone space
- aiMatrix4x4 CompleteTransform=DefBonePose * PoseToKey;
-
- aiVector3D Pos;
- aiQuaternion Rot;
- aiVector3D Scale;
-
- CompleteTransform.Decompose(Scale, Rot, Pos);
-
-
- NewNodeAnim->mPositionKeys[k].mTime=Animations[i].Tracks[j].Keyframes[k].Time;
- NewNodeAnim->mPositionKeys[k].mValue=Pos;
-
- NewNodeAnim->mRotationKeys[k].mTime=Animations[i].Tracks[j].Keyframes[k].Time;
- NewNodeAnim->mRotationKeys[k].mValue=Rot;
-
- NewNodeAnim->mScalingKeys[k].mTime=Animations[i].Tracks[j].Keyframes[k].Time;
- NewNodeAnim->mScalingKeys[k].mValue=Scale;
- }
-
- NewAnimation->mChannels[j]=NewNodeAnim;
- }
-
- m_CurrentScene->mAnimations[i]=NewAnimation;
- }
- }
-//TODO: Auf nicht vorhandene Animationskeys achten!
-//#pragma warning (s.o.)
- //__________________________________________________________________
+ m_MaterialLibFilename=pImp->GetPropertyString(AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE, "Scene.material");
+ m_TextureTypeFromFilename=pImp->GetPropertyBool(AI_CONFIG_IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME, false);
}
-
-aiNode* OgreImporter::CreateAiNodeFromBone(int BoneId, const std::vector<Bone> &Bones, aiNode* ParentNode) const
-{
- //----Create the node for this bone and set its values-----
- aiNode* NewNode=new aiNode(Bones[BoneId].Name);
- NewNode->mParent=ParentNode;
-
- aiMatrix4x4 t0,t1;
- //create a matrix from the transformation values of the ogre bone
- NewNode->mTransformation=aiMatrix4x4::Rotation(Bones[BoneId].RotationAngle, Bones[BoneId].RotationAxis, t1)
- * aiMatrix4x4::Translation(Bones[BoneId].Position, t0)
-
- ;
- //__________________________________________________________
-
-
- //---------- recursivly create all children Nodes: ----------
- NewNode->mNumChildren=Bones[BoneId].Children.size();
- NewNode->mChildren=new aiNode*[Bones[BoneId].Children.size()];
- for (unsigned int i=0; i<Bones[BoneId].Children.size(); ++i)
- {
- NewNode->mChildren[i]=CreateAiNodeFromBone(Bones[BoneId].Children[i], Bones, NewNode);
- }
- //____________________________________________________
-
-
- return NewNode;
-}
-
-
-void Bone::CalculateBoneToWorldSpaceMatrix(vector<Bone> &Bones)
-{
- //Calculate the matrix for this bone:
-
- aiMatrix4x4 t0,t1;
- aiMatrix4x4 Transf=aiMatrix4x4::Translation(-Position, t0)
- * aiMatrix4x4::Rotation(-RotationAngle, RotationAxis, t1)
- ;
- if (-1==ParentId)
- {
- BoneToWorldSpace=Transf;
- }
- else
- {
- BoneToWorldSpace=Transf*Bones[ParentId].BoneToWorldSpace;
- }
-
- //and recursivly for all children:
- BOOST_FOREACH(int theChildren, Children)
- {
- Bones[theChildren].CalculateBoneToWorldSpaceMatrix(Bones);
- }
-}
-
}//namespace Ogre
}//namespace Assimp
diff --git a/src/3rdparty/assimp/code/OgreImporter.h b/src/3rdparty/assimp/code/OgreImporter.h
deleted file mode 100644
index ee5747260..000000000
--- a/src/3rdparty/assimp/code/OgreImporter.h
+++ /dev/null
@@ -1,142 +0,0 @@
-#include "BaseImporter.h"
-
-#include <vector>
-
-#include "OgreXmlHelper.h"
-#include "irrXMLWrapper.h"
-
-namespace Assimp
-{
-namespace Ogre
-{
-
-
-//Forward declarations:
-struct SubMesh;
-
-///For the moment just triangles, no other polygon types!
-struct Face
-{
- unsigned int VertexIndices[3];
-};
-
-///for a vertex->bone structur
-struct Weight
-{
- unsigned int BoneId;
- float Value;
-};
-
-/// Helper Class to describe an ogre-bone for the skeleton:
-/** All Id's are signed ints, because than we have -1 as a simple INVALID_ID Value (we start from 0 so 0 is a valid bone ID!*/
-struct Bone
-{
- int Id;
- int ParentId;
- std::string Name;
- aiVector3D Position;
- float RotationAngle;
- aiVector3D RotationAxis;
- std::vector<int> Children;
- aiMatrix4x4 BoneToWorldSpace;
-
- ///ctor
- Bone(): Id(-1), ParentId(-1), RotationAngle(0.0f) {}
- ///this operator is needed to sort the bones after Id's
- bool operator<(const Bone& rval) const
- {return Id<rval.Id; }
- ///this operator is needed to find a bone by its name in a vector<Bone>
- bool operator==(const std::string& rval) const
- {return Name==rval; }
- bool operator==(const aiString& rval) const
- {return Name==std::string(rval.data); }
-
- void CalculateBoneToWorldSpaceMatrix(std::vector<Bone>& Bones);
-
-};
-
-/// keyframe (bone transformation) from a track from a animation
-struct Keyframe
-{
- float Time;
- aiVector3D Position;
- aiQuaternion Rotation;
- aiVector3D Scaling;
-};
-
-///a track (keyframes for one bone) from an animation
-struct Track
-{
- std::string BoneName;
- std::vector<Keyframe> Keyframes;
-};
-
-///Describes an Ogre Animation
-struct Animation
-{
- std::string Name;
- float Length;
- std::vector<Track> Tracks;
-};
-
-///The Main Ogre Importer Class
-class OgreImporter : public BaseImporter
-{
-public:
- virtual bool CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const;
- virtual void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler);
- virtual void GetExtensionList(std::set<std::string>& extensions);
- virtual void SetupProperties(const Importer* pImp);
-private:
-
- /// Helper Functions to read parts of the XML File
- void ReadSubMesh(SubMesh& theSubMesh, XmlReader* Reader);//the submesh reference is the result value
-
- /// writes the results in Bones and Animations, Filename is not const, because its call-by-value and the function will change it!
- void LoadSkeleton(std::string FileName, std::vector<Bone> &Bones, std::vector<Animation> &Animations) const;
-
- /// converts the animations in aiAnimations and puts them into the scene
- void PutAnimationsInScene(const std::vector<Bone> &Bones, const std::vector<Animation> &Animations);
-
- /// uses the bone data to convert a SubMesh into a aiMesh which will be created and returned
- aiMesh* CreateAssimpSubMesh(const SubMesh &theSubMesh, const std::vector<Bone>& Bones) const;
-
- //creates the aiskeleton in current scene
- void CreateAssimpSkeleton(const std::vector<Bone> &Bones, const std::vector<Animation> &Animations);
-
- aiMaterial* LoadMaterial(const std::string MaterialName) const;
-
- ///Recursivly creates a filled aiNode from a given root bone
- aiNode* CreateAiNodeFromBone(int BoneId, const std::vector<Bone> &Bones, aiNode* ParentNode) const;
-
- //Now we don't have to give theses parameters to all functions
- std::string m_CurrentFilename;
- std::string m_MaterialLibFilename;
- IOSystem* m_CurrentIOHandler;
- aiScene *m_CurrentScene;
-};
-
-///A submesh from Ogre
-struct SubMesh
-{
- std::string Name;
- std::string MaterialName;
- std::vector<Face> FaceList;
- std::vector<aiVector3D> Positions; bool HasPositions;
- std::vector<aiVector3D> Normals; bool HasNormals;
- std::vector<aiVector3D> Uvs; unsigned int NumUvs;//nearly always 2d, but assimp has always 3d texcoords
- std::vector< std::vector<Weight> > Weights;//a list of bones for each vertex
- int MaterialIndex;///< The Index in the Assimp Materialarray from the material witch is attached to this submesh
- unsigned int BonesUsed;//the highest index of a bone from a bone weight, this is needed to create the assimp bone structur (converting from Vertex-Bones to Bone-Vertices)
-
- SubMesh(): HasPositions(false), HasNormals(false), NumUvs(0), MaterialIndex(-1), BonesUsed(0) {}//initialize everything
-};
-
-struct BoneAssignment
-{
- unsigned int BoneId;//this is, what we get from ogre
- std::string BoneName;//this is, what we need for assimp
-};
-
-}//namespace Ogre
-}//namespace Assimp
diff --git a/src/3rdparty/assimp/code/OgreImporter.hpp b/src/3rdparty/assimp/code/OgreImporter.hpp
new file mode 100644
index 000000000..a24d1fc3f
--- /dev/null
+++ b/src/3rdparty/assimp/code/OgreImporter.hpp
@@ -0,0 +1,185 @@
+#include "BaseImporter.h"
+
+#include <vector>
+
+#include "OgreXmlHelper.hpp"
+#include "irrXMLWrapper.h"
+
+/// Ogre Importer TODO
+/* - Read Vertex Colors
+ - Read multiple TexCoords
+*/
+
+
+
+namespace Assimp
+{
+namespace Ogre
+{
+
+
+//Forward declarations:
+struct Face;
+struct Weight;
+struct Bone;
+struct Animation;
+struct Track;
+struct Keyframe;
+
+///A submesh from Ogre
+struct SubMesh
+{
+ bool SharedData;
+
+ std::string Name;
+ std::string MaterialName;
+ std::vector<Face> FaceList;
+
+ std::vector<aiVector3D> Positions; bool HasPositions;
+ std::vector<aiVector3D> Normals; bool HasNormals;
+ std::vector<aiVector3D> Tangents; bool HasTangents;
+ std::vector<std::vector<aiVector3D> > Uvs;//arbitrary number of texcoords, they are nearly always 2d, but assimp has always 3d texcoords, n vectors(outer) with texcoords for each vertex(inner)
+
+ std::vector< std::vector<Weight> > Weights;//a list(inner) of bones for each vertex(outer)
+ int MaterialIndex;///< The Index in the Assimp Materialarray from the material witch is attached to this submesh
+ unsigned int BonesUsed;//the highest index of a bone from a bone weight, this is needed to create the assimp bone structur (converting from Vertex-Bones to Bone-Vertices)
+
+ SubMesh(): SharedData(false), HasPositions(false), HasNormals(false), HasTangents(false),
+ MaterialIndex(-1), BonesUsed(0) {}//initialize everything
+};
+
+
+///The Main Ogre Importer Class
+class OgreImporter : public BaseImporter
+{
+public:
+ virtual bool CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const;
+ virtual void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler);
+ virtual const aiImporterDesc* GetInfo () const;
+ virtual void SetupProperties(const Importer* pImp);
+private:
+
+
+ //-------------------------------- OgreMesh.cpp -------------------------------
+ /// Helper Functions to read parts of the XML File
+ void ReadSubMesh(SubMesh& theSubMesh, XmlReader* Reader);//the submesh reference is the result value
+
+ /// Reads a single Vertexbuffer and writes its data in the Submesh
+ static void ReadVertexBuffer(SubMesh &theSubMesh, XmlReader *Reader, unsigned int NumVertices);
+
+ /// Reads bone weights are stores them into the given submesh
+ static void ReadBoneWeights(SubMesh &theSubMesh, XmlReader *Reader);
+
+ /// After Loading a SubMehs some work needs to be done (make all Vertexes unique, normalize weights)
+ static void ProcessSubMesh(SubMesh &theSubMesh, SubMesh &theSharedGeometry);
+
+ /// Uses the bone data to convert a SubMesh into a aiMesh which will be created and returned
+ aiMesh* CreateAssimpSubMesh(const SubMesh &theSubMesh, const std::vector<Bone>& Bones) const;
+
+
+ //-------------------------------- OgreSkeleton.cpp -------------------------------
+ /// Writes the results in Bones and Animations, Filename is not const, because its call-by-value and the function will change it!
+ void LoadSkeleton(std::string FileName, std::vector<Bone> &Bones, std::vector<Animation> &Animations) const;
+
+ /// Converts the animations in aiAnimations and puts them into the scene
+ void PutAnimationsInScene(const std::vector<Bone> &Bones, const std::vector<Animation> &Animations);
+
+ /// Creates the aiskeleton in current scene
+ void CreateAssimpSkeleton(const std::vector<Bone> &Bones, const std::vector<Animation> &Animations);
+
+ /// Recursivly creates a filled aiNode from a given root bone
+ static aiNode* CreateAiNodeFromBone(int BoneId, const std::vector<Bone> &Bones, aiNode* ParentNode);
+
+
+ //-------------------------------- OgreMaterial.cpp -------------------------------
+ aiMaterial* LoadMaterial(const std::string MaterialName) const;
+ void ReadTechnique(std::stringstream &ss, aiMaterial* NewMaterial) const;
+
+
+
+
+ //Now we don't have to give theses parameters to all functions
+ std::string m_CurrentFilename;
+ std::string m_MaterialLibFilename;
+ bool m_TextureTypeFromFilename;
+ IOSystem* m_CurrentIOHandler;
+ aiScene *m_CurrentScene;
+ SubMesh m_SharedGeometry;///< we will just use the vertexbuffers of the submesh
+};
+
+///For the moment just triangles, no other polygon types!
+struct Face
+{
+ unsigned int VertexIndices[3];
+};
+
+struct BoneAssignment
+{
+ unsigned int BoneId;//this is, what we get from ogre
+ std::string BoneName;//this is, what we need for assimp
+};
+
+///for a vertex->bone structur
+struct Weight
+{
+ unsigned int BoneId;
+ float Value;
+};
+
+
+/// Helper Class to describe an ogre-bone for the skeleton:
+/** All Id's are signed ints, because than we have -1 as a simple INVALID_ID Value (we start from 0 so 0 is a valid bone ID!*/
+struct Bone
+{
+ int Id;
+ int ParentId;
+ std::string Name;
+ aiVector3D Position;
+ float RotationAngle;
+ aiVector3D RotationAxis;
+ std::vector<int> Children;
+ aiMatrix4x4 BoneToWorldSpace;
+
+ ///ctor
+ Bone(): Id(-1), ParentId(-1), RotationAngle(0.0f) {}
+ ///this operator is needed to sort the bones after Id's
+ bool operator<(const Bone& rval) const
+ {return Id<rval.Id; }
+ ///this operator is needed to find a bone by its name in a vector<Bone>
+ bool operator==(const std::string& rval) const
+ {return Name==rval; }
+ bool operator==(const aiString& rval) const
+ {return Name==std::string(rval.data); }
+
+ // implemented in OgreSkeleton.cpp
+ void CalculateBoneToWorldSpaceMatrix(std::vector<Bone>& Bones);
+};
+
+
+
+///Describes an Ogre Animation
+struct Animation
+{
+ std::string Name;
+ float Length;
+ std::vector<Track> Tracks;
+};
+
+///a track (keyframes for one bone) from an animation
+struct Track
+{
+ std::string BoneName;
+ std::vector<Keyframe> Keyframes;
+};
+
+/// keyframe (bone transformation) from a track from a animation
+struct Keyframe
+{
+ float Time;
+ aiVector3D Position;
+ aiQuaternion Rotation;
+ aiVector3D Scaling;
+};
+
+}//namespace Ogre
+}//namespace Assimp
diff --git a/src/3rdparty/assimp/code/OgreImporterMaterial.cpp b/src/3rdparty/assimp/code/OgreImporterMaterial.cpp
deleted file mode 100644
index 06de8645b..000000000
--- a/src/3rdparty/assimp/code/OgreImporterMaterial.cpp
+++ /dev/null
@@ -1,253 +0,0 @@
-/*
-Open Asset Import Library (ASSIMP)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2010, ASSIMP Development Team
-All rights reserved.
-
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
-following conditions are met:
-
-* Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
-
-* Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
-
-* Neither the name of the ASSIMP team, nor the names of its
- contributors may be used to endorse or promote products
- derived from this software without specific prior
- written permission of the ASSIMP Development Team.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-
-----------------------------------------------------------------------
-*/
-
-/**
-This file contains material related code. This is
-spilitted up from the main file OgreImporter.cpp
-to make it shorter easier to maintain.
-*/
-#include "AssimpPCH.h"
-
-#ifndef ASSIMP_BUILD_NO_OGRE_IMPORTER
-
-#include <vector>
-#include <sstream>
-using namespace std;
-
-//#include "boost/format.hpp"
-//#include "boost/foreach.hpp"
-//using namespace boost;
-
-#include "OgreImporter.h"
-#include "irrXMLWrapper.h"
-#include "TinyFormatter.h"
-
-namespace Assimp
-{
-namespace Ogre
-{
-
-
-
-aiMaterial* OgreImporter::LoadMaterial(const std::string MaterialName) const
-{
- MaterialHelper *NewMaterial=new MaterialHelper();
-
- aiString ts(MaterialName.c_str());
- NewMaterial->AddProperty(&ts, AI_MATKEY_NAME);
- /*For bettetr understanding of the material parser, here is a material example file:
-
- material Sarg
- {
- receive_shadows on
- technique
- {
- pass
- {
- ambient 0.500000 0.500000 0.500000 1.000000
- diffuse 0.640000 0.640000 0.640000 1.000000
- specular 0.500000 0.500000 0.500000 1.000000 12.500000
- emissive 0.000000 0.000000 0.000000 1.000000
- texture_unit
- {
- texture SargTextur.tga
- tex_address_mode wrap
- filtering linear linear none
- }
- }
- }
- }
-
- */
-
-
- const string MaterialFileName=m_CurrentFilename.substr(0, m_CurrentFilename.find('.'))+".material";
- DefaultLogger::get()->info("Trying to load " +MaterialFileName);
-
- //Read the file into memory and put it in a stringstream
- stringstream ss;
- {// after this block, the temporarly loaded data will be released
- IOStream* MatFilePtr=m_CurrentIOHandler->Open(MaterialFileName);
- if (NULL==MatFilePtr)
- {
- MatFilePtr=m_CurrentIOHandler->Open(m_MaterialLibFilename);
- if (NULL==MatFilePtr)
- {
- DefaultLogger::get()->error(m_MaterialLibFilename+" and "+MaterialFileName + " could not be opened, Material will not be loaded!");
- return NewMaterial;
- }
- }
- boost::scoped_ptr<IOStream> MaterialFile(MatFilePtr);
- vector<char> FileData(MaterialFile->FileSize());
- MaterialFile->Read(&FileData[0], MaterialFile->FileSize(), 1);
- BaseImporter::ConvertToUTF8(FileData);
-
- ss << &FileData[0];
- }
-
- string Line;
- ss >> Line;
-// unsigned int Level=0;//Hierarchielevels in the material file, like { } blocks into another
- while (!ss.eof())
- {
- if (Line=="material")
- {
- ss >> Line;
- if (Line==MaterialName)//Load the next material
- {
- ss >> Line;
- if (Line!="{")
- throw DeadlyImportError("empty material!");
-
- while (Line!="}")//read until the end of the material
- {
- //Proceed to the first technique
- ss >> Line;
- if (Line=="technique")
- {
- ss >> Line;
- if (Line!="{")
- throw DeadlyImportError("empty technique!");
- while (Line!="}")//read until the end of the technique
- {
- ss >> Line;
- if (Line=="pass")
- {
- ss >> Line;
- if (Line!="{")
- throw DeadlyImportError("empty pass!");
- while (Line!="}")//read until the end of the pass
- {
- ss >> Line;
- if (Line=="ambient")
- {
- float r,g,b;
- ss >> r >> g >> b;
- const aiColor3D Color(r,g,b);
- NewMaterial->AddProperty(&Color, 1, AI_MATKEY_COLOR_AMBIENT);
- }
- else if (Line=="diffuse")
- {
- float r,g,b;
- ss >> r >> g >> b;
- const aiColor3D Color(r,g,b);
- NewMaterial->AddProperty(&Color, 1, AI_MATKEY_COLOR_DIFFUSE);
- }
- else if (Line=="specular")
- {
- float r,g,b;
- ss >> r >> g >> b;
- const aiColor3D Color(r,g,b);
- NewMaterial->AddProperty(&Color, 1, AI_MATKEY_COLOR_SPECULAR);
- }
- else if (Line=="emmisive")
- {
- float r,g,b;
- ss >> r >> g >> b;
- const aiColor3D Color(r,g,b);
- NewMaterial->AddProperty(&Color, 1, AI_MATKEY_COLOR_EMISSIVE);
- }
- else if (Line=="texture_unit")
- {
- ss >> Line;
- if (Line!="{")
- throw DeadlyImportError("empty texture unit!");
- while (Line!="}")//read until the end of the texture_unit
- {
- ss >> Line;
- if (Line=="texture")
- {
- ss >> Line;
- aiString ts(Line.c_str());
- NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, 0));
- }
- }//end of texture unit
- }
- }
- }
- }//end of technique
-
-
- }
-
-
- DefaultLogger::get()->info(Line);
- //read informations from a custom material:
- if (Line=="set")
- {
- ss >> Line;
- if (Line=="$specular")//todo load this values:
- {
- }
- if (Line=="$diffuse")
- {
- }
- if (Line=="$ambient")
- {
- }
- if (Line=="$colormap")
- {
- ss >> Line;
- aiString ts(Line.c_str());
- NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, 0));
- }
- if (Line=="$normalmap")
- {
- ss >> Line;
- aiString ts(Line.c_str());
- NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_NORMALS, 0));
- }
- }
- }//end of material
- }
- else {} //this is the wrong material, proceed the file until we reach the next material
- }
- ss >> Line;
- }
-
- return NewMaterial;
-}
-
-
-
-}//namespace Ogre
-}//namespace Assimp
-
-#endif // !! ASSIMP_BUILD_NO_OGRE_IMPORTER
diff --git a/src/3rdparty/assimp/code/OgreMaterial.cpp b/src/3rdparty/assimp/code/OgreMaterial.cpp
new file mode 100644
index 000000000..1276227e7
--- /dev/null
+++ b/src/3rdparty/assimp/code/OgreMaterial.cpp
@@ -0,0 +1,446 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+/**
+This file contains material related code. This is
+spilitted up from the main file OgreImporter.cpp
+to make it shorter easier to maintain.
+*/
+#include "AssimpPCH.h"
+
+#ifndef ASSIMP_BUILD_NO_OGRE_IMPORTER
+
+#include <vector>
+#include <sstream>
+using namespace std;
+
+#include "OgreImporter.hpp"
+#include "irrXMLWrapper.h"
+#include "TinyFormatter.h"
+
+namespace Assimp
+{
+namespace Ogre
+{
+
+
+
+aiMaterial* OgreImporter::LoadMaterial(const std::string MaterialName) const
+{
+ const aiScene* const m_CurrentScene=this->m_CurrentScene;//make sure, that we can access but not change the scene
+ (void)m_CurrentScene;
+
+ /*For bettetr understanding of the material parser, here is a material example file:
+
+ material Sarg
+ {
+ receive_shadows on
+ technique
+ {
+ pass
+ {
+ ambient 0.500000 0.500000 0.500000 1.000000
+ diffuse 0.640000 0.640000 0.640000 1.000000
+ specular 0.500000 0.500000 0.500000 1.000000 12.500000
+ emissive 0.000000 0.000000 0.000000 1.000000
+ texture_unit
+ {
+ texture SargTextur.tga
+ tex_address_mode wrap
+ filtering linear linear none
+ }
+ }
+ }
+ }
+
+ */
+
+ /*and here is another one:
+
+ import * from abstract_base_passes_depth.material
+ import * from abstract_base.material
+ import * from mat_shadow_caster.material
+ import * from mat_character_singlepass.material
+
+ material hero/hair/caster : mat_shadow_caster_skin_areject
+ {
+ set $diffuse_map "hero_hair_alpha_c.dds"
+ }
+
+ material hero/hair_alpha : mat_char_cns_singlepass_areject_4weights
+ {
+ set $diffuse_map "hero_hair_alpha_c.dds"
+ set $specular_map "hero_hair_alpha_s.dds"
+ set $normal_map "hero_hair_alpha_n.dds"
+ set $light_map "black_lightmap.dds"
+
+ set $shadow_caster_material "hero/hair/caster"
+ }
+ */
+
+ //Read the file into memory and put it in a stringstream
+ stringstream ss;
+ {// after this block, the temporarly loaded data will be released
+
+ /*
+ We have 3 guesses for the Material filename:
+ - the Material Name
+ - the Name of the mesh file
+ - the DefaultMaterialLib (which you can set before importing)
+ */
+
+ IOStream* MatFilePtr=m_CurrentIOHandler->Open(MaterialName+".material");
+ if(NULL==MatFilePtr)
+ {
+ //the filename typically ends with .mesh or .mesh.xml
+ const string MaterialFileName=m_CurrentFilename.substr(0, m_CurrentFilename.rfind(".mesh"))+".material";
+
+ MatFilePtr=m_CurrentIOHandler->Open(MaterialFileName);
+ if(NULL==MatFilePtr)
+ {
+ //try the default mat Library
+ if(NULL==MatFilePtr)
+ {
+
+ MatFilePtr=m_CurrentIOHandler->Open(m_MaterialLibFilename);
+ if(NULL==MatFilePtr)
+ {
+ DefaultLogger::get()->error(m_MaterialLibFilename+" and "+MaterialFileName + " could not be opened, Material will not be loaded!");
+ return NULL;
+ }
+ }
+ }
+ }
+ boost::scoped_ptr<IOStream> MaterialFile(MatFilePtr);
+ vector<char> FileData(MaterialFile->FileSize());
+ MaterialFile->Read(&FileData[0], MaterialFile->FileSize(), 1);
+ BaseImporter::ConvertToUTF8(FileData);
+
+ ss << &FileData[0];
+ }
+
+ //create the material
+ aiMaterial *NewMaterial=new aiMaterial();
+
+ aiString ts(MaterialName.c_str());
+ NewMaterial->AddProperty(&ts, AI_MATKEY_NAME);
+
+ string Line;
+ ss >> Line;
+// unsigned int Level=0;//Hierarchielevels in the material file, like { } blocks into another
+ while(!ss.eof())
+ {
+ if(Line=="material")
+ {
+ ss >> Line;
+ if(Line==MaterialName)//Load the next material
+ {
+ string RestOfLine;
+ getline(ss, RestOfLine);//ignore the rest of the line
+ ss >> Line;
+
+ if(Line!="{")
+ {
+ DefaultLogger::get()->warn("empyt material!");
+ return NULL;
+ }
+
+ while(Line!="}")//read until the end of the material
+ {
+ //Proceed to the first technique
+ ss >> Line;
+ if(Line=="technique")
+ {
+ ReadTechnique(ss, NewMaterial);
+ }
+
+ DefaultLogger::get()->info(Line);
+ //read informations from a custom material:
+ if(Line=="set")
+ {
+ ss >> Line;
+ if(Line=="$specular")//todo load this values:
+ {
+ }
+ if(Line=="$diffuse")
+ {
+ }
+ if(Line=="$ambient")
+ {
+ }
+ if(Line=="$colormap")
+ {
+ ss >> Line;
+ aiString ts(Line.c_str());
+ NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, 0));
+ }
+ if(Line=="$normalmap")
+ {
+ ss >> Line;
+ aiString ts(Line.c_str());
+ NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_NORMALS, 0));
+ }
+
+ if(Line=="$shininess_strength")
+ {
+ ss >> Line;
+ float Shininess=fast_atof(Line.c_str());
+ NewMaterial->AddProperty(&Shininess, 1, AI_MATKEY_SHININESS_STRENGTH);
+ }
+
+ if(Line=="$shininess_exponent")
+ {
+ ss >> Line;
+ float Shininess=fast_atof(Line.c_str());
+ NewMaterial->AddProperty(&Shininess, 1, AI_MATKEY_SHININESS);
+ }
+
+ //Properties from Venetica:
+ if(Line=="$diffuse_map")
+ {
+ ss >> Line;
+ if(Line[0]=='"')// "file" -> file
+ Line=Line.substr(1, Line.size()-2);
+ aiString ts(Line.c_str());
+ NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, 0));
+ }
+ if(Line=="$specular_map")
+ {
+ ss >> Line;
+ if(Line[0]=='"')// "file" -> file
+ Line=Line.substr(1, Line.size()-2);
+ aiString ts(Line.c_str());
+ NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_SHININESS, 0));
+ }
+ if(Line=="$normal_map")
+ {
+ ss >> Line;
+ if(Line[0]=='"')// "file" -> file
+ Line=Line.substr(1, Line.size()-2);
+ aiString ts(Line.c_str());
+ NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_NORMALS, 0));
+ }
+ if(Line=="$light_map")
+ {
+ ss >> Line;
+ if(Line[0]=='"')// "file" -> file
+ Line=Line.substr(1, Line.size()-2);
+ aiString ts(Line.c_str());
+ NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_LIGHTMAP, 0));
+ }
+ }
+ }//end of material
+ }
+ else {} //this is the wrong material, proceed the file until we reach the next material
+ }
+ ss >> Line;
+ }
+
+ return NewMaterial;
+}
+
+void OgreImporter::ReadTechnique(stringstream &ss, aiMaterial* NewMaterial) const
+{
+ unsigned int CurrentDiffuseTextureId=0;
+ unsigned int CurrentSpecularTextureId=0;
+ unsigned int CurrentNormalTextureId=0;
+ unsigned int CurrentLightTextureId=0;
+
+
+ string RestOfLine;
+ getline(ss, RestOfLine);//ignore the rest of the line
+
+ string Line;
+ ss >> Line;
+ if(Line!="{")
+ {
+ DefaultLogger::get()->warn("empty technique!");
+ return;
+ }
+ while(Line!="}")//read until the end of the technique
+ {
+ ss >> Line;
+ if(Line=="pass")
+ {
+ getline(ss, RestOfLine);//ignore the rest of the line
+
+ ss >> Line;
+ if(Line!="{")
+ {
+ DefaultLogger::get()->warn("empty pass!");
+ return;
+ }
+ while(Line!="}")//read until the end of the pass
+ {
+ ss >> Line;
+ if(Line=="ambient")
+ {
+ float r,g,b;
+ ss >> r >> g >> b;
+ const aiColor3D Color(r,g,b);
+ NewMaterial->AddProperty(&Color, 1, AI_MATKEY_COLOR_AMBIENT);
+ }
+ else if(Line=="diffuse")
+ {
+ float r,g,b;
+ ss >> r >> g >> b;
+ const aiColor3D Color(r,g,b);
+ NewMaterial->AddProperty(&Color, 1, AI_MATKEY_COLOR_DIFFUSE);
+ }
+ else if(Line=="specular")
+ {
+ float r,g,b;
+ ss >> r >> g >> b;
+ const aiColor3D Color(r,g,b);
+ NewMaterial->AddProperty(&Color, 1, AI_MATKEY_COLOR_SPECULAR);
+ }
+ else if(Line=="emmisive")
+ {
+ float r,g,b;
+ ss >> r >> g >> b;
+ const aiColor3D Color(r,g,b);
+ NewMaterial->AddProperty(&Color, 1, AI_MATKEY_COLOR_EMISSIVE);
+ }
+ else if(Line=="texture_unit")
+ {
+ getline(ss, RestOfLine);//ignore the rest of the line
+
+ std::string TextureName;
+ int TextureType=-1;
+ int UvSet=0;
+
+ ss >> Line;
+ if(Line!="{")
+ throw DeadlyImportError("empty texture unit!");
+ while(Line!="}")//read until the end of the texture_unit
+ {
+ ss >> Line;
+ if(Line=="texture")
+ {
+ ss >> Line;
+ TextureName=Line;
+
+ if(m_TextureTypeFromFilename)
+ {
+ if(Line.find("_n.")!=string::npos)// Normalmap
+ {
+ TextureType=aiTextureType_NORMALS;
+ }
+ else if(Line.find("_s.")!=string::npos)// Specularmap
+ {
+ TextureType=aiTextureType_SPECULAR;
+ }
+ else if(Line.find("_l.")!=string::npos)// Lightmap
+ {
+ TextureType=aiTextureType_LIGHTMAP;
+ }
+ else// colormap
+ {
+ TextureType=aiTextureType_DIFFUSE;
+ }
+ }
+ else
+ {
+ TextureType=aiTextureType_DIFFUSE;
+ }
+ }
+ else if(Line=="tex_coord_set")
+ {
+ ss >> UvSet;
+ }
+ else if(Line=="colour_op")//TODO implement this
+ {
+ /*
+ ss >> Line;
+ if("replace"==Line)//I don't think, assimp has something for this...
+ {
+ }
+ else if("modulate"==Line)
+ {
+ //TODO: set value
+ //NewMaterial->AddProperty(aiTextureOp_Multiply)
+ }
+ */
+ }
+
+ }//end of texture unit
+ Line="";//clear the } that would end the outer loop
+
+ //give the texture to assimp:
+
+ aiString ts(TextureName.c_str());
+ switch(TextureType)
+ {
+ case aiTextureType_DIFFUSE:
+ NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, CurrentDiffuseTextureId));
+ NewMaterial->AddProperty(&UvSet, 1, AI_MATKEY_UVWSRC(0, CurrentDiffuseTextureId));
+ CurrentDiffuseTextureId++;
+ break;
+ case aiTextureType_NORMALS:
+ NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_NORMALS, CurrentNormalTextureId));
+ NewMaterial->AddProperty(&UvSet, 1, AI_MATKEY_UVWSRC(0, CurrentNormalTextureId));
+ CurrentNormalTextureId++;
+ break;
+ case aiTextureType_SPECULAR:
+ NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_SPECULAR, CurrentSpecularTextureId));
+ NewMaterial->AddProperty(&UvSet, 1, AI_MATKEY_UVWSRC(0, CurrentSpecularTextureId));
+ CurrentSpecularTextureId++;
+ break;
+ case aiTextureType_LIGHTMAP:
+ NewMaterial->AddProperty(&ts, AI_MATKEY_TEXTURE(aiTextureType_LIGHTMAP, CurrentLightTextureId));
+ NewMaterial->AddProperty(&UvSet, 1, AI_MATKEY_UVWSRC(0, CurrentLightTextureId));
+ CurrentLightTextureId++;
+ break;
+ default:
+ DefaultLogger::get()->warn("Invalid Texture Type!");
+ break;
+ }
+ }
+ }
+ Line="";//clear the } that would end the outer loop
+ }
+ }//end of technique
+}
+
+
+}//namespace Ogre
+}//namespace Assimp
+
+#endif // !! ASSIMP_BUILD_NO_OGRE_IMPORTER
diff --git a/src/3rdparty/assimp/code/OgreMesh.cpp b/src/3rdparty/assimp/code/OgreMesh.cpp
new file mode 100644
index 000000000..109056e21
--- /dev/null
+++ b/src/3rdparty/assimp/code/OgreMesh.cpp
@@ -0,0 +1,517 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+#include "AssimpPCH.h"
+
+#ifndef ASSIMP_BUILD_NO_OGRE_IMPORTER
+
+#include "OgreImporter.hpp"
+#include "TinyFormatter.h"
+
+using namespace std;
+
+namespace Assimp
+{
+namespace Ogre
+{
+
+
+void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader)
+{
+ if(Reader->getAttributeValue("usesharedvertices"))
+ theSubMesh.SharedData=GetAttribute<bool>(Reader, "usesharedvertices");
+
+ XmlRead(Reader);
+ //TODO: maybe we have alsways just 1 faces and 1 geometry and always in this order. this loop will only work correct, when the order
+ //of faces and geometry changed, and not if we have more than one of one
+ while( Reader->getNodeName()==string("faces")
+ || Reader->getNodeName()==string("geometry")
+ || Reader->getNodeName()==string("boneassignments"))
+ {
+ if(string(Reader->getNodeName())=="faces")//Read the face list
+ {
+ //some info logging:
+ unsigned int NumFaces=GetAttribute<int>(Reader, "count");
+ ostringstream ss; ss <<"Submesh has " << NumFaces << " Faces.";
+ DefaultLogger::get()->debug(ss.str());
+
+ while(XmlRead(Reader) && Reader->getNodeName()==string("face"))
+ {
+ Face NewFace;
+ NewFace.VertexIndices[0]=GetAttribute<int>(Reader, "v1");
+ NewFace.VertexIndices[1]=GetAttribute<int>(Reader, "v2");
+ NewFace.VertexIndices[2]=GetAttribute<int>(Reader, "v3");
+ if(Reader->getAttributeValue("v4"))//this should be supported in the future
+ {
+ DefaultLogger::get()->warn("Submesh has quads, only traingles are supported!");
+ //throw DeadlyImportError("Submesh has quads, only traingles are supported!");
+ }
+ theSubMesh.FaceList.push_back(NewFace);
+ }
+
+ }//end of faces
+ else if(string(Reader->getNodeName())=="geometry")//Read the vertexdata
+ {
+ //some info logging:
+ unsigned int NumVertices=GetAttribute<int>(Reader, "vertexcount");
+ ostringstream ss; ss<<"VertexCount: " << NumVertices;
+ DefaultLogger::get()->debug(ss.str());
+
+ //General Informations about vertices
+ XmlRead(Reader);
+ while(Reader->getNodeName()==string("vertexbuffer"))
+ {
+ ReadVertexBuffer(theSubMesh, Reader, NumVertices);
+ }
+
+ //some error checking on the loaded data
+ if(!theSubMesh.HasPositions)
+ throw DeadlyImportError("No positions could be loaded!");
+
+ if(theSubMesh.HasNormals && theSubMesh.Normals.size() != NumVertices)
+ throw DeadlyImportError("Wrong Number of Normals loaded!");
+
+ if(theSubMesh.HasTangents && theSubMesh.Tangents.size() != NumVertices)
+ throw DeadlyImportError("Wrong Number of Tangents loaded!");
+
+ for(unsigned int i=0; i<theSubMesh.Uvs.size(); ++i)
+ {
+ if(theSubMesh.Uvs[i].size() != NumVertices)
+ throw DeadlyImportError("Wrong Number of Uvs loaded!");
+ }
+
+ }//end of "geometry
+
+
+ else if(Reader->getNodeName()==string("boneassignments"))
+ {
+ ReadBoneWeights(theSubMesh, Reader);
+ }
+ }
+ DefaultLogger::get()->debug((Formatter::format(),
+ "Positionen: ",theSubMesh.Positions.size(),
+ " Normale: ",theSubMesh.Normals.size(),
+ " TexCoords: ",theSubMesh.Uvs.size(),
+ " Tantents: ",theSubMesh.Tangents.size()
+ ));
+ DefaultLogger::get()->warn(Reader->getNodeName());
+}
+
+
+void OgreImporter::ReadVertexBuffer(SubMesh &theSubMesh, XmlReader *Reader, unsigned int NumVertices)
+{
+ DefaultLogger::get()->debug("new Vertex Buffer");
+
+ bool ReadPositions=false;
+ bool ReadNormals=false;
+ bool ReadTangents=false;
+ unsigned int NumUvs=0;
+
+ //-------------------- check, what we need to read: --------------------------------
+ if(Reader->getAttributeValue("positions") && GetAttribute<bool>(Reader, "positions"))
+ {
+ ReadPositions=theSubMesh.HasPositions=true;
+ theSubMesh.Positions.reserve(NumVertices);
+ DefaultLogger::get()->debug("reading positions");
+ }
+ if(Reader->getAttributeValue("normals") && GetAttribute<bool>(Reader, "normals"))
+ {
+ ReadNormals=theSubMesh.HasNormals=true;
+ theSubMesh.Normals.reserve(NumVertices);
+ DefaultLogger::get()->debug("reading normals");
+ }
+ if(Reader->getAttributeValue("tangents") && GetAttribute<bool>(Reader, "tangents"))
+ {
+ ReadTangents=theSubMesh.HasTangents=true;
+ theSubMesh.Tangents.reserve(NumVertices);
+ DefaultLogger::get()->debug("reading tangents");
+ }
+
+ if(Reader->getAttributeValue("texture_coords"))
+ {
+ NumUvs=GetAttribute<unsigned int>(Reader, "texture_coords");
+ theSubMesh.Uvs.resize(NumUvs);
+ for(unsigned int i=0; i<theSubMesh.Uvs.size(); ++i) theSubMesh.Uvs[i].reserve(NumVertices);
+ DefaultLogger::get()->debug("reading texture coords");
+ }
+ //___________________________________________________________________
+
+
+ //check if we will load anything
+ if(!( ReadPositions || ReadNormals || ReadTangents || (NumUvs>0) ))
+ DefaultLogger::get()->warn("vertexbuffer seams to be empty!");
+
+
+ //read all the vertices:
+ XmlRead(Reader);
+
+ /*it might happen, that we have more than one attribute per vertex (they are not splitted to different buffers)
+ so the break condition is a bit tricky (well, IrrXML just sucks :( )*/
+ while(Reader->getNodeName()==string("vertex")
+ ||Reader->getNodeName()==string("position")
+ ||Reader->getNodeName()==string("normal")
+ ||Reader->getNodeName()==string("tangent")
+ ||Reader->getNodeName()==string("texcoord")
+ ||Reader->getNodeName()==string("colour_diffuse"))
+ {
+ if(Reader->getNodeName()==string("vertex"))
+ XmlRead(Reader);//Read an attribute tag
+
+ //Position
+ if(ReadPositions && Reader->getNodeName()==string("position"))
+ {
+ aiVector3D NewPos;
+ NewPos.x=GetAttribute<float>(Reader, "x");
+ NewPos.y=GetAttribute<float>(Reader, "y");
+ NewPos.z=GetAttribute<float>(Reader, "z");
+ theSubMesh.Positions.push_back(NewPos);
+ }
+
+ //Normal
+ else if(ReadNormals && Reader->getNodeName()==string("normal"))
+ {
+ aiVector3D NewNormal;
+ NewNormal.x=GetAttribute<float>(Reader, "x");
+ NewNormal.y=GetAttribute<float>(Reader, "y");
+ NewNormal.z=GetAttribute<float>(Reader, "z");
+ theSubMesh.Normals.push_back(NewNormal);
+ }
+
+ //Tangent
+ else if(ReadTangents && Reader->getNodeName()==string("tangent"))
+ {
+ aiVector3D NewTangent;
+ NewTangent.x=GetAttribute<float>(Reader, "x");
+ NewTangent.y=GetAttribute<float>(Reader, "y");
+ NewTangent.z=GetAttribute<float>(Reader, "z");
+ theSubMesh.Tangents.push_back(NewTangent);
+ }
+
+ //Uv:
+ else if(NumUvs>0 && Reader->getNodeName()==string("texcoord"))
+ {
+ for(unsigned int i=0; i<NumUvs; ++i)
+ {
+ if(Reader->getNodeName()!=string("texcoord"))
+ {
+ DefaultLogger::get()->warn(string("Not enough UVs in Vertex: ")+Reader->getNodeName());
+ }
+ aiVector3D NewUv;
+ NewUv.x=GetAttribute<float>(Reader, "u");
+ NewUv.y=GetAttribute<float>(Reader, "v")*(-1)+1;//flip the uv vertikal, blender exports them so!
+ theSubMesh.Uvs[i].push_back(NewUv);
+ XmlRead(Reader);
+ }
+ continue;//because we already read the next node...
+ }
+
+ //Color:
+ //TODO: actually save this data!
+ else if(Reader->getNodeName()==string("colour_diffuse"))
+ {
+ //do nothing, because we not yet support them
+ }
+
+ //Attribute could not be read
+ else
+ {
+ DefaultLogger::get()->warn(string("Attribute was not read: ")+Reader->getNodeName());
+ }
+
+ XmlRead(Reader);//Read the Vertex tag
+ }
+}
+
+
+void OgreImporter::ReadBoneWeights(SubMesh &theSubMesh, XmlReader *Reader)
+{
+ theSubMesh.Weights.resize(theSubMesh.Positions.size());
+ while(XmlRead(Reader) && Reader->getNodeName()==string("vertexboneassignment"))
+ {
+ Weight NewWeight;
+ unsigned int VertexId=GetAttribute<int>(Reader, "vertexindex");
+ NewWeight.BoneId=GetAttribute<int>(Reader, "boneindex");
+ NewWeight.Value=GetAttribute<float>(Reader, "weight");
+ //calculate the number of bones used (this is the highest id +1 becuase bone ids start at 0)
+ theSubMesh.BonesUsed=max(theSubMesh.BonesUsed, NewWeight.BoneId+1);
+
+ theSubMesh.Weights[VertexId].push_back(NewWeight);
+ }
+}
+
+
+
+void OgreImporter::ProcessSubMesh(SubMesh &theSubMesh, SubMesh &theSharedGeometry)
+{
+ //---------------Make all Vertexes unique: (this is required by assimp)-----------------------
+ vector<Face> UniqueFaceList(theSubMesh.FaceList.size());
+ unsigned int UniqueVertexCount=theSubMesh.FaceList.size()*3;//*3 because each face consists of 3 vertexes, because we only support triangles^^
+
+ vector<aiVector3D> UniquePositions(UniqueVertexCount);
+
+ vector<aiVector3D> UniqueNormals(UniqueVertexCount);
+
+ vector<aiVector3D> UniqueTangents(UniqueVertexCount);
+
+ vector< vector<Weight> > UniqueWeights(UniqueVertexCount);
+
+ vector< vector<aiVector3D> > UniqueUvs(theSubMesh.Uvs.size());
+ for(unsigned int i=0; i<UniqueUvs.size(); ++i) UniqueUvs[i].resize(UniqueVertexCount);
+
+
+
+ //Support for shared data:
+ /*We can use this loop to copy vertex informations from the shared data pool. In order to do so
+ we just use a reference to a submodel instead of our submodel itself*/
+
+ SubMesh& VertexSource= theSubMesh.SharedData ? theSharedGeometry : theSubMesh;
+ if(theSubMesh.SharedData)//copy vertexinformations to our mesh:
+ {
+ theSubMesh.HasPositions=theSharedGeometry.HasPositions;
+ theSubMesh.HasNormals=theSharedGeometry.HasNormals;
+ theSubMesh.HasTangents=theSharedGeometry.HasTangents;
+
+ theSubMesh.BonesUsed=theSharedGeometry.BonesUsed;
+
+ UniqueUvs.resize(theSharedGeometry.Uvs.size());
+ for(unsigned int i=0; i<UniqueUvs.size(); ++i) UniqueUvs[i].resize(UniqueVertexCount);
+ }
+
+ for(unsigned int i=0; i<theSubMesh.FaceList.size(); ++i)
+ {
+ //We precalculate the index vlaues her, because we need them in all vertex attributes
+ unsigned int Vertex1=theSubMesh.FaceList[i].VertexIndices[0];
+ unsigned int Vertex2=theSubMesh.FaceList[i].VertexIndices[1];
+ unsigned int Vertex3=theSubMesh.FaceList[i].VertexIndices[2];
+
+ UniquePositions[3*i+0]=VertexSource.Positions[Vertex1];
+ UniquePositions[3*i+1]=VertexSource.Positions[Vertex2];
+ UniquePositions[3*i+2]=VertexSource.Positions[Vertex3];
+
+ if(VertexSource.HasNormals)
+ {
+ UniqueNormals[3*i+0]=VertexSource.Normals[Vertex1];
+ UniqueNormals[3*i+1]=VertexSource.Normals[Vertex2];
+ UniqueNormals[3*i+2]=VertexSource.Normals[Vertex3];
+ }
+
+ if(VertexSource.HasTangents)
+ {
+ UniqueTangents[3*i+0]=VertexSource.Tangents[Vertex1];
+ UniqueTangents[3*i+1]=VertexSource.Tangents[Vertex2];
+ UniqueTangents[3*i+2]=VertexSource.Tangents[Vertex3];
+ }
+
+ if(UniqueUvs.size()>0)
+ {
+ for(unsigned int j=0; j<UniqueUvs.size(); ++j)
+ {
+ UniqueUvs[j][3*i+0]=VertexSource.Uvs[j][Vertex1];
+ UniqueUvs[j][3*i+1]=VertexSource.Uvs[j][Vertex2];
+ UniqueUvs[j][3*i+2]=VertexSource.Uvs[j][Vertex3];
+ }
+ }
+
+ if(VertexSource.Weights.size() > 0)
+ {
+ UniqueWeights[3*i+0]=VertexSource.Weights[Vertex1];
+ UniqueWeights[3*i+1]=VertexSource.Weights[Vertex2];
+ UniqueWeights[3*i+2]=VertexSource.Weights[Vertex3];
+ }
+
+ //The indexvalues a just continuous numbers (0, 1, 2, 3, 4, 5, 6...)
+ UniqueFaceList[i].VertexIndices[0]=3*i+0;
+ UniqueFaceList[i].VertexIndices[1]=3*i+1;
+ UniqueFaceList[i].VertexIndices[2]=3*i+2;
+ }
+ //_________________________________________________________________________________________
+
+ //now we have the unique datas, but want them in the SubMesh, so we swap all the containers:
+ //if we don't have one of them, we just swap empty containers, so everything is ok
+ theSubMesh.FaceList.swap(UniqueFaceList);
+ theSubMesh.Positions.swap(UniquePositions);
+ theSubMesh.Normals.swap(UniqueNormals);
+ theSubMesh.Tangents.swap(UniqueTangents);
+ theSubMesh.Uvs.swap(UniqueUvs);
+ theSubMesh.Weights.swap(UniqueWeights);
+
+
+
+ //------------- normalize weights -----------------------------
+ //The Blender exporter doesn't care about whether the sum of all boneweights for a single vertex equals 1 or not,
+ //so we have to make this sure:
+ for(unsigned int VertexId=0; VertexId<theSubMesh.Weights.size(); ++VertexId)//iterate over all vertices
+ {
+ float WeightSum=0.0f;
+ for(unsigned int BoneId=0; BoneId<theSubMesh.Weights[VertexId].size(); ++BoneId)//iterate over all bones
+ {
+ WeightSum+=theSubMesh.Weights[VertexId][BoneId].Value;
+ }
+
+ //check if the sum is too far away from 1
+ if(WeightSum<1.0f-0.05f || WeightSum>1.0f+0.05f)
+ {
+ //normalize all weights:
+ for(unsigned int BoneId=0; BoneId<theSubMesh.Weights[VertexId].size(); ++BoneId)//iterate over all bones
+ {
+ theSubMesh.Weights[VertexId][BoneId].Value/=WeightSum;
+ }
+ }
+ }
+ //_________________________________________________________
+}
+
+
+
+
+aiMesh* OgreImporter::CreateAssimpSubMesh(const SubMesh& theSubMesh, const vector<Bone>& Bones) const
+{
+ const aiScene* const m_CurrentScene=this->m_CurrentScene;//make sure, that we can access but not change the scene
+ (void)m_CurrentScene;
+
+ aiMesh* NewAiMesh=new aiMesh();
+
+ //Positions
+ NewAiMesh->mVertices=new aiVector3D[theSubMesh.Positions.size()];
+ memcpy(NewAiMesh->mVertices, &theSubMesh.Positions[0], theSubMesh.Positions.size()*sizeof(aiVector3D));
+ NewAiMesh->mNumVertices=theSubMesh.Positions.size();
+
+ //Normals
+ if(theSubMesh.HasNormals)
+ {
+ NewAiMesh->mNormals=new aiVector3D[theSubMesh.Normals.size()];
+ memcpy(NewAiMesh->mNormals, &theSubMesh.Normals[0], theSubMesh.Normals.size()*sizeof(aiVector3D));
+ }
+
+
+ //until we have support for bitangents, no tangents will be written
+ /*
+ //Tangents
+ if(theSubMesh.HasTangents)
+ {
+ NewAiMesh->mTangents=new aiVector3D[theSubMesh.Tangents.size()];
+ memcpy(NewAiMesh->mTangents, &theSubMesh.Tangents[0], theSubMesh.Tangents.size()*sizeof(aiVector3D));
+ }
+ */
+
+ //Uvs
+ if(theSubMesh.Uvs.size()>0)
+ {
+ for(unsigned int i=0; i<theSubMesh.Uvs.size(); ++i)
+ {
+ NewAiMesh->mNumUVComponents[i]=2;
+ NewAiMesh->mTextureCoords[i]=new aiVector3D[theSubMesh.Uvs[i].size()];
+ memcpy(NewAiMesh->mTextureCoords[i], &(theSubMesh.Uvs[i][0]), theSubMesh.Uvs[i].size()*sizeof(aiVector3D));
+ }
+ }
+
+
+ //---------------------------------------- Bones --------------------------------------------
+
+ //Copy the weights in in Bone-Vertices Struktur
+ //(we have them in a Vertex-Bones Structur, this is much easier for making them unique, which is required by assimp
+ vector< vector<aiVertexWeight> > aiWeights(theSubMesh.BonesUsed);//now the outer list are the bones, and the inner vector the vertices
+ for(unsigned int VertexId=0; VertexId<theSubMesh.Weights.size(); ++VertexId)//iterate over all vertices
+ {
+ for(unsigned int BoneId=0; BoneId<theSubMesh.Weights[VertexId].size(); ++BoneId)//iterate over all bones
+ {
+ aiVertexWeight NewWeight;
+ NewWeight.mVertexId=VertexId;//the current Vertex, we can't use the Id form the submehs weights, because they are bone id's
+ NewWeight.mWeight=theSubMesh.Weights[VertexId][BoneId].Value;
+ aiWeights[theSubMesh.Weights[VertexId][BoneId].BoneId].push_back(NewWeight);
+ }
+ }
+
+
+
+ vector<aiBone*> aiBones;
+ aiBones.reserve(theSubMesh.BonesUsed);//the vector might be smaller, because there might be empty bones (bones that are not attached to any vertex)
+
+ //create all the bones and fill them with informations
+ for(unsigned int i=0; i<theSubMesh.BonesUsed; ++i)
+ {
+ if(aiWeights[i].size()>0)
+ {
+ aiBone* NewBone=new aiBone();
+ NewBone->mNumWeights=aiWeights[i].size();
+ NewBone->mWeights=new aiVertexWeight[aiWeights[i].size()];
+ memcpy(NewBone->mWeights, &(aiWeights[i][0]), sizeof(aiVertexWeight)*aiWeights[i].size());
+ NewBone->mName=Bones[i].Name;//The bone list should be sorted after its id's, this was done in LoadSkeleton
+ NewBone->mOffsetMatrix=Bones[i].BoneToWorldSpace;
+
+ aiBones.push_back(NewBone);
+ }
+ }
+ NewAiMesh->mNumBones=aiBones.size();
+
+ // mBones must be NULL if mNumBones is non 0 or the validation fails.
+ if (aiBones.size()) {
+ NewAiMesh->mBones=new aiBone* [aiBones.size()];
+ memcpy(NewAiMesh->mBones, &(aiBones[0]), aiBones.size()*sizeof(aiBone*));
+ }
+
+ //______________________________________________________________________________________________________
+
+
+
+ //Faces
+ NewAiMesh->mFaces=new aiFace[theSubMesh.FaceList.size()];
+ for(unsigned int i=0; i<theSubMesh.FaceList.size(); ++i)
+ {
+ NewAiMesh->mFaces[i].mNumIndices=3;
+ NewAiMesh->mFaces[i].mIndices=new unsigned int[3];
+
+ NewAiMesh->mFaces[i].mIndices[0]=theSubMesh.FaceList[i].VertexIndices[0];
+ NewAiMesh->mFaces[i].mIndices[1]=theSubMesh.FaceList[i].VertexIndices[1];
+ NewAiMesh->mFaces[i].mIndices[2]=theSubMesh.FaceList[i].VertexIndices[2];
+ }
+ NewAiMesh->mNumFaces=theSubMesh.FaceList.size();
+
+ //Link the material:
+ NewAiMesh->mMaterialIndex=theSubMesh.MaterialIndex;//the index is set by the function who called ReadSubMesh
+
+ return NewAiMesh;
+}
+
+
+}//namespace Ogre
+}//namespace Assimp
+
+#endif // !! ASSIMP_BUILD_NO_OGRE_IMPORTER
diff --git a/src/3rdparty/assimp/code/OgreSkeleton.cpp b/src/3rdparty/assimp/code/OgreSkeleton.cpp
new file mode 100644
index 000000000..e368142da
--- /dev/null
+++ b/src/3rdparty/assimp/code/OgreSkeleton.cpp
@@ -0,0 +1,453 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+#include "AssimpPCH.h"
+
+#ifndef ASSIMP_BUILD_NO_OGRE_IMPORTER
+
+#include "OgreImporter.hpp"
+#include "TinyFormatter.h"
+
+using namespace std;
+
+namespace Assimp
+{
+namespace Ogre
+{
+
+
+
+void OgreImporter::LoadSkeleton(std::string FileName, vector<Bone> &Bones, vector<Animation> &Animations) const
+{
+ const aiScene* const m_CurrentScene=this->m_CurrentScene;//make sure, that we can access but not change the scene
+ (void)m_CurrentScene;
+
+
+ //most likely the skeleton file will only end with .skeleton
+ //But this is a xml reader, so we need: .skeleton.xml
+ FileName+=".xml";
+
+ DefaultLogger::get()->debug(string("Loading Skeleton: ")+FileName);
+
+ //Open the File:
+ boost::scoped_ptr<IOStream> File(m_CurrentIOHandler->Open(FileName));
+ if(NULL==File.get())
+ throw DeadlyImportError("Failed to open skeleton file "+FileName+".");
+
+ //Read the Mesh File:
+ boost::scoped_ptr<CIrrXML_IOStreamReader> mIOWrapper(new CIrrXML_IOStreamReader(File.get()));
+ XmlReader* SkeletonFile = irr::io::createIrrXMLReader(mIOWrapper.get());
+ if(!SkeletonFile)
+ throw DeadlyImportError(string("Failed to create XML Reader for ")+FileName);
+
+ //Quick note: Whoever read this should know this one thing: irrXml fucking sucks!!!
+
+ XmlRead(SkeletonFile);
+ if(string("skeleton")!=SkeletonFile->getNodeName())
+ throw DeadlyImportError("No <skeleton> node in SkeletonFile: "+FileName);
+
+
+
+ //------------------------------------load bones-----------------------------------------
+ XmlRead(SkeletonFile);
+ if(string("bones")!=SkeletonFile->getNodeName())
+ throw DeadlyImportError("No bones node in skeleton "+FileName);
+
+ XmlRead(SkeletonFile);
+
+ while(string("bone")==SkeletonFile->getNodeName())
+ {
+ //TODO: Maybe we can have bone ids for the errrors, but normaly, they should never appear, so what....
+
+ //read a new bone:
+ Bone NewBone;
+ NewBone.Id=GetAttribute<int>(SkeletonFile, "id");
+ NewBone.Name=GetAttribute<string>(SkeletonFile, "name");
+
+ //load the position:
+ XmlRead(SkeletonFile);
+ if(string("position")!=SkeletonFile->getNodeName())
+ throw DeadlyImportError("Position is not first node in Bone!");
+ NewBone.Position.x=GetAttribute<float>(SkeletonFile, "x");
+ NewBone.Position.y=GetAttribute<float>(SkeletonFile, "y");
+ NewBone.Position.z=GetAttribute<float>(SkeletonFile, "z");
+
+ //Rotation:
+ XmlRead(SkeletonFile);
+ if(string("rotation")!=SkeletonFile->getNodeName())
+ throw DeadlyImportError("Rotation is not the second node in Bone!");
+ NewBone.RotationAngle=GetAttribute<float>(SkeletonFile, "angle");
+ XmlRead(SkeletonFile);
+ if(string("axis")!=SkeletonFile->getNodeName())
+ throw DeadlyImportError("No axis specified for bone rotation!");
+ NewBone.RotationAxis.x=GetAttribute<float>(SkeletonFile, "x");
+ NewBone.RotationAxis.y=GetAttribute<float>(SkeletonFile, "y");
+ NewBone.RotationAxis.z=GetAttribute<float>(SkeletonFile, "z");
+
+ //append the newly loaded bone to the bone list
+ Bones.push_back(NewBone);
+
+ //Proceed to the next bone:
+ XmlRead(SkeletonFile);
+ }
+ //The bones in the file a not neccesarly ordered by there id's so we do it now:
+ std::sort(Bones.begin(), Bones.end());
+
+ //now the id of each bone should be equal to its position in the vector:
+ //so we do a simple check:
+ {
+ bool IdsOk=true;
+ for(int i=0; i<static_cast<signed int>(Bones.size()); ++i)//i is signed, because all Id's are also signed!
+ {
+ if(Bones[i].Id!=i)
+ IdsOk=false;
+ }
+ if(!IdsOk)
+ throw DeadlyImportError("Bone Ids are not valid!"+FileName);
+ }
+ DefaultLogger::get()->debug((Formatter::format(),"Number of bones: ",Bones.size()));
+ //________________________________________________________________________________
+
+
+
+
+
+
+ //----------------------------load bonehierarchy--------------------------------
+ if(string("bonehierarchy")!=SkeletonFile->getNodeName())
+ throw DeadlyImportError("no bonehierarchy node in "+FileName);
+
+ DefaultLogger::get()->debug("loading bonehierarchy...");
+ XmlRead(SkeletonFile);
+ while(string("boneparent")==SkeletonFile->getNodeName())
+ {
+ string Child, Parent;
+ Child=GetAttribute<string>(SkeletonFile, "bone");
+ Parent=GetAttribute<string>(SkeletonFile, "parent");
+
+ unsigned int ChildId, ParentId;
+ ChildId=find(Bones.begin(), Bones.end(), Child)->Id;
+ ParentId=find(Bones.begin(), Bones.end(), Parent)->Id;
+
+ Bones[ChildId].ParentId=ParentId;
+ Bones[ParentId].Children.push_back(ChildId);
+
+ XmlRead(SkeletonFile);//I once forget this line, which led to an endless loop, did i mentioned, that irrxml sucks??
+ }
+ //_____________________________________________________________________________
+
+
+ //--------- Calculate the WorldToBoneSpace Matrix recursivly for all bones: ------------------
+ BOOST_FOREACH(Bone &theBone, Bones)
+ {
+ if(-1==theBone.ParentId) //the bone is a root bone
+ {
+ theBone.CalculateBoneToWorldSpaceMatrix(Bones);
+ }
+ }
+ //_______________________________________________________________________
+
+
+ //---------------------------load animations-----------------------------
+ if(string("animations")==SkeletonFile->getNodeName())//animations are optional values
+ {
+ DefaultLogger::get()->debug("Loading Animations");
+ XmlRead(SkeletonFile);
+ while(string("animation")==SkeletonFile->getNodeName())
+ {
+ Animation NewAnimation;
+ NewAnimation.Name=GetAttribute<string>(SkeletonFile, "name");
+ NewAnimation.Length=GetAttribute<float>(SkeletonFile, "length");
+
+ //Load all Tracks
+ XmlRead(SkeletonFile);
+ if(string("tracks")!=SkeletonFile->getNodeName())
+ throw DeadlyImportError("no tracks node in animation");
+ XmlRead(SkeletonFile);
+ while(string("track")==SkeletonFile->getNodeName())
+ {
+ Track NewTrack;
+ NewTrack.BoneName=GetAttribute<string>(SkeletonFile, "bone");
+
+ //Load all keyframes;
+ XmlRead(SkeletonFile);
+ if(string("keyframes")!=SkeletonFile->getNodeName())
+ throw DeadlyImportError("no keyframes node!");
+ XmlRead(SkeletonFile);
+ while(string("keyframe")==SkeletonFile->getNodeName())
+ {
+ Keyframe NewKeyframe;
+ NewKeyframe.Time=GetAttribute<float>(SkeletonFile, "time");
+
+ //loop over the attributes:
+
+ while(true) //will quit, if a Node is not a animationkey
+ {
+ XmlRead(SkeletonFile);
+
+ //If any property doesn't show up, it will keep its initialization value
+
+ //Position:
+ if(string("translate")==SkeletonFile->getNodeName())
+ {
+ NewKeyframe.Position.x=GetAttribute<float>(SkeletonFile, "x");
+ NewKeyframe.Position.y=GetAttribute<float>(SkeletonFile, "y");
+ NewKeyframe.Position.z=GetAttribute<float>(SkeletonFile, "z");
+ }
+
+ //Rotation:
+ else if(string("rotate")==SkeletonFile->getNodeName())
+ {
+ float RotationAngle=GetAttribute<float>(SkeletonFile, "angle");
+ aiVector3D RotationAxis;
+ XmlRead(SkeletonFile);
+ if(string("axis")!=SkeletonFile->getNodeName())
+ throw DeadlyImportError("No axis for keyframe rotation!");
+ RotationAxis.x=GetAttribute<float>(SkeletonFile, "x");
+ RotationAxis.y=GetAttribute<float>(SkeletonFile, "y");
+ RotationAxis.z=GetAttribute<float>(SkeletonFile, "z");
+
+ if(0==RotationAxis.x && 0==RotationAxis.y && 0==RotationAxis.z)//we have an invalid rotation axis
+ {
+ RotationAxis.x=1.0f;
+ if(0!=RotationAngle)//if we don't rotate at all, the axis does not matter
+ {
+ DefaultLogger::get()->warn("Invalid Rotation Axis in Keyframe!");
+ }
+ }
+ NewKeyframe.Rotation=aiQuaternion(RotationAxis, RotationAngle);
+ }
+
+ //Scaling:
+ else if(string("scale")==SkeletonFile->getNodeName())
+ {
+ NewKeyframe.Scaling.x=GetAttribute<float>(SkeletonFile, "x");
+ NewKeyframe.Scaling.y=GetAttribute<float>(SkeletonFile, "y");
+ NewKeyframe.Scaling.z=GetAttribute<float>(SkeletonFile, "z");
+ }
+
+ //we suppose, that we read all attributes and this is a new keyframe or the end of the animation
+ else
+ break;
+ }
+
+ NewTrack.Keyframes.push_back(NewKeyframe);
+ }
+
+ NewAnimation.Tracks.push_back(NewTrack);
+ }
+
+ Animations.push_back(NewAnimation);
+ }
+ }
+ //_____________________________________________________________________________
+
+}
+
+
+void OgreImporter::CreateAssimpSkeleton(const std::vector<Bone> &Bones, const std::vector<Animation> &/*Animations*/)
+{
+ if(!m_CurrentScene->mRootNode)
+ throw DeadlyImportError("No root node exists!!");
+ if(0!=m_CurrentScene->mRootNode->mNumChildren)
+ throw DeadlyImportError("Root Node already has childnodes!");
+
+
+ //Createt the assimp bone hierarchy
+ vector<aiNode*> RootBoneNodes;
+ BOOST_FOREACH(const Bone &theBone, Bones)
+ {
+ if(-1==theBone.ParentId) //the bone is a root bone
+ {
+ //which will recursily add all other nodes
+ RootBoneNodes.push_back(CreateAiNodeFromBone(theBone.Id, Bones, m_CurrentScene->mRootNode));
+ }
+ }
+
+ if(RootBoneNodes.size() > 0)
+ {
+ m_CurrentScene->mRootNode->mNumChildren=RootBoneNodes.size();
+ m_CurrentScene->mRootNode->mChildren=new aiNode*[RootBoneNodes.size()];
+ memcpy(m_CurrentScene->mRootNode->mChildren, &RootBoneNodes[0], sizeof(aiNode*)*RootBoneNodes.size());
+ }
+}
+
+
+void OgreImporter::PutAnimationsInScene(const std::vector<Bone> &Bones, const std::vector<Animation> &Animations)
+{
+ //-----------------Create the Assimp Animations --------------------
+ if(Animations.size()>0)//Maybe the model had only a skeleton and no animations. (If it also has no skeleton, this function would'nt have been called
+ {
+ m_CurrentScene->mNumAnimations=Animations.size();
+ m_CurrentScene->mAnimations=new aiAnimation*[Animations.size()];
+ for(unsigned int i=0; i<Animations.size(); ++i)//create all animations
+ {
+ aiAnimation* NewAnimation=new aiAnimation();
+ NewAnimation->mName=Animations[i].Name;
+ NewAnimation->mDuration=Animations[i].Length;
+ NewAnimation->mTicksPerSecond=1.0f;
+
+ //Create all tracks in this animation
+ NewAnimation->mNumChannels=Animations[i].Tracks.size();
+ NewAnimation->mChannels=new aiNodeAnim*[Animations[i].Tracks.size()];
+ for(unsigned int j=0; j<Animations[i].Tracks.size(); ++j)
+ {
+ aiNodeAnim* NewNodeAnim=new aiNodeAnim();
+ NewNodeAnim->mNodeName=Animations[i].Tracks[j].BoneName;
+
+ //we need this, to acces the bones default pose, which we need to make keys absolute to the default bone pose
+ vector<Bone>::const_iterator CurBone=find(Bones.begin(), Bones.end(), NewNodeAnim->mNodeName);
+ aiMatrix4x4 t0, t1;
+ aiMatrix4x4 DefBonePose=aiMatrix4x4::Translation(CurBone->Position, t1)
+ * aiMatrix4x4::Rotation(CurBone->RotationAngle, CurBone->RotationAxis, t0);
+
+
+ //Create the keyframe arrays...
+ unsigned int KeyframeCount=Animations[i].Tracks[j].Keyframes.size();
+ NewNodeAnim->mNumPositionKeys=KeyframeCount;
+ NewNodeAnim->mNumRotationKeys=KeyframeCount;
+ NewNodeAnim->mNumScalingKeys =KeyframeCount;
+ NewNodeAnim->mPositionKeys=new aiVectorKey[KeyframeCount];
+ NewNodeAnim->mRotationKeys=new aiQuatKey[KeyframeCount];
+ NewNodeAnim->mScalingKeys =new aiVectorKey[KeyframeCount];
+
+ //...and fill them
+ for(unsigned int k=0; k<KeyframeCount; ++k)
+ {
+ aiMatrix4x4 t2, t3;
+
+ //Create a matrix to transfrom a vector from the bones default pose to the bone bones in this animation key
+ aiMatrix4x4 PoseToKey=
+ aiMatrix4x4::Translation(Animations[i].Tracks[j].Keyframes[k].Position, t3) //pos
+ * aiMatrix4x4(Animations[i].Tracks[j].Keyframes[k].Rotation.GetMatrix()) //rot
+ * aiMatrix4x4::Scaling(Animations[i].Tracks[j].Keyframes[k].Scaling, t2); //scale
+
+
+ //calculate the complete transformation from world space to bone space
+ aiMatrix4x4 CompleteTransform=DefBonePose * PoseToKey;
+
+ aiVector3D Pos;
+ aiQuaternion Rot;
+ aiVector3D Scale;
+
+ CompleteTransform.Decompose(Scale, Rot, Pos);
+
+ double Time=Animations[i].Tracks[j].Keyframes[k].Time;
+
+ NewNodeAnim->mPositionKeys[k].mTime=Time;
+ NewNodeAnim->mPositionKeys[k].mValue=Pos;
+
+ NewNodeAnim->mRotationKeys[k].mTime=Time;
+ NewNodeAnim->mRotationKeys[k].mValue=Rot;
+
+ NewNodeAnim->mScalingKeys[k].mTime=Time;
+ NewNodeAnim->mScalingKeys[k].mValue=Scale;
+ }
+
+ NewAnimation->mChannels[j]=NewNodeAnim;
+ }
+
+ m_CurrentScene->mAnimations[i]=NewAnimation;
+ }
+ }
+//TODO: Auf nicht vorhandene Animationskeys achten!
+//#pragma warning (s.o.)
+ //__________________________________________________________________
+}
+
+
+aiNode* OgreImporter::CreateAiNodeFromBone(int BoneId, const std::vector<Bone> &Bones, aiNode* ParentNode)
+{
+ //----Create the node for this bone and set its values-----
+ aiNode* NewNode=new aiNode(Bones[BoneId].Name);
+ NewNode->mParent=ParentNode;
+
+ aiMatrix4x4 t0,t1;
+ NewNode->mTransformation=
+ aiMatrix4x4::Translation(Bones[BoneId].Position, t0)
+ *aiMatrix4x4::Rotation(Bones[BoneId].RotationAngle, Bones[BoneId].RotationAxis, t1)
+ ;
+ //__________________________________________________________
+
+
+ //---------- recursivly create all children Nodes: ----------
+ NewNode->mNumChildren=Bones[BoneId].Children.size();
+ NewNode->mChildren=new aiNode*[Bones[BoneId].Children.size()];
+ for(unsigned int i=0; i<Bones[BoneId].Children.size(); ++i)
+ {
+ NewNode->mChildren[i]=CreateAiNodeFromBone(Bones[BoneId].Children[i], Bones, NewNode);
+ }
+ //____________________________________________________
+
+
+ return NewNode;
+}
+
+
+void Bone::CalculateBoneToWorldSpaceMatrix(vector<Bone> &Bones)
+{
+ //Calculate the matrix for this bone:
+
+ aiMatrix4x4 t0,t1;
+ aiMatrix4x4 Transf= aiMatrix4x4::Rotation(-RotationAngle, RotationAxis, t1)
+ * aiMatrix4x4::Translation(-Position, t0);
+
+ if(-1==ParentId)
+ {
+ BoneToWorldSpace=Transf;
+ }
+ else
+ {
+ BoneToWorldSpace=Transf*Bones[ParentId].BoneToWorldSpace;
+ }
+
+
+ //and recursivly for all children:
+ BOOST_FOREACH(int theChildren, Children)
+ {
+ Bones[theChildren].CalculateBoneToWorldSpaceMatrix(Bones);
+ }
+}
+
+
+}//namespace Ogre
+}//namespace Assimp
+
+#endif // !! ASSIMP_BUILD_NO_OGRE_IMPORTER
diff --git a/src/3rdparty/assimp/code/OgreXmlHelper.h b/src/3rdparty/assimp/code/OgreXmlHelper.h
deleted file mode 100644
index 1b3112c62..000000000
--- a/src/3rdparty/assimp/code/OgreXmlHelper.h
+++ /dev/null
@@ -1,83 +0,0 @@
-
-#include "irrXMLWrapper.h"
-#include "fast_atof.h"
-
-#if defined(__QNXNTO__)
-#include <stdlib.h>
-#endif
-
-namespace Assimp
-{
-namespace Ogre
-{
-
-typedef irr::io::IrrXMLReader XmlReader;
-
-
-//------------Helper Funktion to Get a Attribute Save---------------
-template<typename t> inline t GetAttribute(XmlReader* Reader, std::string Name);
-
-/*
-{
- BOOST_STATIC_ASSERT(false);
- return t();
-}
-*/
-
-template<> inline int GetAttribute<int>(XmlReader* Reader, std::string Name)
-{
- const char* Value=Reader->getAttributeValue(Name.c_str());
- if (Value)
- return atoi(Value);
- else
- throw DeadlyImportError(std::string("Attribute "+Name+" does not exist in "+Reader->getNodeName()).c_str());
-}
-
-template<> inline float GetAttribute<float>(XmlReader* Reader, std::string Name)
-{
- const char* Value=Reader->getAttributeValue(Name.c_str());
- if (Value)
- return fast_atof(Value);
- else
- throw DeadlyImportError(std::string("Attribute "+Name+" does not exist in "+Reader->getNodeName()).c_str());
-}
-
-template<> inline std::string GetAttribute<std::string>(XmlReader* Reader, std::string Name)
-{
- const char* Value=Reader->getAttributeValue(Name.c_str());
- if (Value)
- return std::string(Value);
- else
- throw DeadlyImportError(std::string("Attribute "+Name+" does not exist in "+Reader->getNodeName()).c_str());
-}
-
-template<> inline bool GetAttribute<bool>(XmlReader* Reader, std::string Name)
-{
- const char* Value=Reader->getAttributeValue(Name.c_str());
- if (Value)
- {
- if (Value==std::string("true"))
- return true;
- else if (Value==std::string("false"))
- return false;
- else
- throw DeadlyImportError(std::string("Bool value has invalid value: "+Name+" / "+Value+" / "+Reader->getNodeName()));
- }
- else
- throw DeadlyImportError(std::string("Attribute "+Name+" does not exist in "+Reader->getNodeName()).c_str());
-}
-//__________________________________________________________________
-
-inline bool XmlRead(XmlReader* Reader)
-{
- do
- {
- if (!Reader->read())
- return false;
- }
- while (Reader->getNodeType()!=irr::io::EXN_ELEMENT);
- return true;
-}
-
-}//namespace Ogre
-}//namespace Assimp
diff --git a/src/3rdparty/assimp/code/OgreXmlHelper.hpp b/src/3rdparty/assimp/code/OgreXmlHelper.hpp
new file mode 100644
index 000000000..8a71a4be5
--- /dev/null
+++ b/src/3rdparty/assimp/code/OgreXmlHelper.hpp
@@ -0,0 +1,88 @@
+
+#include "irrXMLWrapper.h"
+#include "fast_atof.h"
+
+namespace Assimp
+{
+namespace Ogre
+{
+
+typedef irr::io::IrrXMLReader XmlReader;
+
+
+//------------Helper Funktion to Get a Attribute Save---------------
+template<typename t> inline t GetAttribute(XmlReader* Reader, std::string Name);
+
+/*
+{
+ BOOST_STATIC_ASSERT(false);
+ return t();
+}
+*/
+
+template<> inline int GetAttribute<int>(XmlReader* Reader, std::string Name)
+{
+ const char* Value=Reader->getAttributeValue(Name.c_str());
+ if(Value)
+ return atoi(Value);
+ else
+ throw DeadlyImportError(std::string("Attribute "+Name+" does not exist in "+Reader->getNodeName()).c_str());
+}
+
+template<> inline unsigned int GetAttribute<unsigned int>(XmlReader* Reader, std::string Name)
+{
+ const char* Value=Reader->getAttributeValue(Name.c_str());
+ if(Value)
+ return static_cast<unsigned int>(atoi(Value));//yes, ugly, but pfff
+ else
+ throw DeadlyImportError(std::string("Attribute "+Name+" does not exist in "+Reader->getNodeName()).c_str());
+}
+
+template<> inline float GetAttribute<float>(XmlReader* Reader, std::string Name)
+{
+ const char* Value=Reader->getAttributeValue(Name.c_str());
+ if(Value)
+ return fast_atof(Value);
+ else
+ throw DeadlyImportError(std::string("Attribute "+Name+" does not exist in "+Reader->getNodeName()).c_str());
+}
+
+template<> inline std::string GetAttribute<std::string>(XmlReader* Reader, std::string Name)
+{
+ const char* Value=Reader->getAttributeValue(Name.c_str());
+ if(Value)
+ return std::string(Value);
+ else
+ throw DeadlyImportError(std::string("Attribute "+Name+" does not exist in "+Reader->getNodeName()).c_str());
+}
+
+template<> inline bool GetAttribute<bool>(XmlReader* Reader, std::string Name)
+{
+ const char* Value=Reader->getAttributeValue(Name.c_str());
+ if(Value)
+ {
+ if(Value==std::string("true"))
+ return true;
+ else if(Value==std::string("false"))
+ return false;
+ else
+ throw DeadlyImportError(std::string("Bool value has invalid value: "+Name+" / "+Value+" / "+Reader->getNodeName()));
+ }
+ else
+ throw DeadlyImportError(std::string("Attribute "+Name+" does not exist in "+Reader->getNodeName()).c_str());
+}
+//__________________________________________________________________
+
+inline bool XmlRead(XmlReader* Reader)
+{
+ do
+ {
+ if(!Reader->read())
+ return false;
+ }
+ while(Reader->getNodeType()!=irr::io::EXN_ELEMENT);
+ return true;
+}
+
+}//namespace Ogre
+}//namespace Assimp
diff --git a/src/3rdparty/assimp/code/OptimizeGraph.cpp b/src/3rdparty/assimp/code/OptimizeGraph.cpp
index f7a1f7c63..2d825c42e 100644
--- a/src/3rdparty/assimp/code/OptimizeGraph.cpp
+++ b/src/3rdparty/assimp/code/OptimizeGraph.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -46,10 +46,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "AssimpPCH.h"
#ifndef ASSIMP_BUILD_NO_OPTIMIZEGRAPH_PROCESS
-#if defined(__QNXNTO__)
-#include <stdio.h>
-#endif
-
using namespace Assimp;
#include "OptimizeGraph.h"
#include "ProcessHelper.h"
@@ -61,17 +57,17 @@ using namespace Assimp;
* The unhashed variant should be faster, except for *very* large data sets
*/
#ifdef AI_OG_USE_HASHING
- // Use our standard hashing function to compute the hash
-# define AI_OG_GETKEY(str) SuperFastHash(str.data,str.length)
+ // Use our standard hashing function to compute the hash
+# define AI_OG_GETKEY(str) SuperFastHash(str.data,str.length)
#else
- // Otherwise hope that std::string will utilize a static buffer
- // for shorter node names. This would avoid endless heap copying.
-# define AI_OG_GETKEY(str) std::string(str.data)
+ // Otherwise hope that std::string will utilize a static buffer
+ // for shorter node names. This would avoid endless heap copying.
+# define AI_OG_GETKEY(str) std::string(str.data)
#endif
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
-OptimizeGraphProcess::OptimizeGraphProcess() : mScene(0), nodes_in(0), nodes_out(0), count_merged(0)
+OptimizeGraphProcess::OptimizeGraphProcess()
{}
// ------------------------------------------------------------------------------------------------
@@ -83,270 +79,274 @@ OptimizeGraphProcess::~OptimizeGraphProcess()
// Returns whether the processing step is present in the given flag field.
bool OptimizeGraphProcess::IsActive( unsigned int pFlags) const
{
- return (0 != (pFlags & aiProcess_OptimizeGraph));
+ return (0 != (pFlags & aiProcess_OptimizeGraph));
}
// ------------------------------------------------------------------------------------------------
// Setup properties for the postprocessing step
void OptimizeGraphProcess::SetupProperties(const Importer* pImp)
-{
- // Get value of AI_CONFIG_PP_OG_EXCLUDE_LIST
- std::string tmp = pImp->GetPropertyString(AI_CONFIG_PP_OG_EXCLUDE_LIST,"");
- AddLockedNodeList(tmp);
+{
+ // Get value of AI_CONFIG_PP_OG_EXCLUDE_LIST
+ std::string tmp = pImp->GetPropertyString(AI_CONFIG_PP_OG_EXCLUDE_LIST,"");
+ AddLockedNodeList(tmp);
}
// ------------------------------------------------------------------------------------------------
// Collect new children
void OptimizeGraphProcess::CollectNewChildren(aiNode* nd, std::list<aiNode*>& nodes)
{
- nodes_in += nd->mNumChildren;
-
- // Process children
- std::list<aiNode*> child_nodes;
- for (unsigned int i = 0; i < nd->mNumChildren; ++i) {
-
- CollectNewChildren(nd->mChildren[i],child_nodes);
- nd->mChildren[i] = NULL;
- }
-
- // Check whether we need this node; if not we can replace it by our own children (warn, danger of incest).
- if (locked.find(AI_OG_GETKEY(nd->mName)) == locked.end() ) {
- for (std::list<aiNode*>::iterator it = child_nodes.begin(); it != child_nodes.end();) {
-
- if (locked.find(AI_OG_GETKEY((*it)->mName)) == locked.end()) {
- (*it)->mTransformation = nd->mTransformation * (*it)->mTransformation;
- nodes.push_back(*it);
-
- it = child_nodes.erase(it);
- continue;
- }
- ++it;
- }
-
- if (nd->mNumMeshes || child_nodes.size()) {
- nodes.push_back(nd);
- }
- else {
- delete nd; /* bye, node */
- return;
- }
- }
- else {
-
- // Retain our current position in the hierarchy
- nodes.push_back(nd);
-
- // Now check for possible optimizations in our list of child nodes. join as many as possible
- aiNode* join_master = NULL;
- aiMatrix4x4 inv;
-
- const LockedSetType::const_iterator end = locked.end();
-
- std::list<aiNode*> join;
- for (std::list<aiNode*>::iterator it = child_nodes.begin(); it != child_nodes.end();) {
- aiNode* child = *it;
- if (child->mNumChildren == 0 && locked.find(AI_OG_GETKEY(child->mName)) == end) {
-
- // There may be no instanced meshes
- unsigned int n = 0;
- for (; n < child->mNumMeshes;++n) {
- if (meshes[child->mMeshes[n]] > 1) {
- break;
- }
- }
- if (n == child->mNumMeshes) {
-
- if (!join_master) {
- join_master = child;
- inv = join_master->mTransformation;
- inv.Inverse();
- }
- else {
-
- child->mTransformation = inv * child->mTransformation ;
-
- join.push_back(child);
- it = child_nodes.erase(it);
- continue;
- }
- }
- }
- ++it;
- }
- if (join_master && join.size()) {
- join_master->mName.length = sprintf(join_master->mName.data,"$MergedNode_%i",count_merged++);
-
- unsigned int out_meshes = 0;
- for (std::list<aiNode*>::iterator it = join.begin(); it != join.end(); ++it) {
- out_meshes += (*it)->mNumMeshes;
- }
-
- // copy all mesh references in one array
- if (out_meshes) {
- unsigned int* meshes = new unsigned int[out_meshes+join_master->mNumMeshes], *tmp = meshes;
- for (unsigned int n = 0; n < join_master->mNumMeshes;++n) {
- *tmp++ = join_master->mMeshes[n];
- }
-
- for (std::list<aiNode*>::iterator it = join.begin(); it != join.end(); ++it) {
- for (unsigned int n = 0; n < (*it)->mNumMeshes; ++n) {
-
- *tmp = (*it)->mMeshes[n];
- aiMesh* mesh = mScene->mMeshes[*tmp++];
-
- // manually move the mesh into the right coordinate system
- const aiMatrix3x3 IT = aiMatrix3x3( (*it)->mTransformation ).Inverse().Transpose();
- for (unsigned int a = 0; a < mesh->mNumVertices; ++a) {
-
- mesh->mVertices[a] *= (*it)->mTransformation;
-
- if (mesh->HasNormals())
- mesh->mNormals[a] *= IT;
-
- if (mesh->HasTangentsAndBitangents()) {
- mesh->mTangents[a] *= IT;
- mesh->mBitangents[a] *= IT;
- }
- }
- }
- delete *it; // bye, node
- }
- delete[] join_master->mMeshes;
- join_master->mMeshes = meshes;
- join_master->mNumMeshes += out_meshes;
- }
- }
- }
- // reassign children if something changed
- if (child_nodes.empty() || child_nodes.size() > nd->mNumChildren) {
-
- delete[] nd->mChildren;
-
- if (child_nodes.size())
- nd->mChildren = new aiNode*[child_nodes.size()];
- else nd->mChildren = NULL;
- }
-
- nd->mNumChildren = child_nodes.size();
-
- aiNode** tmp = nd->mChildren;
- for (std::list<aiNode*>::iterator it = child_nodes.begin(); it != child_nodes.end(); ++it) {
- aiNode* node = *tmp++ = *it;
- node->mParent = nd;
- }
-
- nodes_out += child_nodes.size();
+ nodes_in += nd->mNumChildren;
+
+ // Process children
+ std::list<aiNode*> child_nodes;
+ for (unsigned int i = 0; i < nd->mNumChildren; ++i) {
+
+ CollectNewChildren(nd->mChildren[i],child_nodes);
+ nd->mChildren[i] = NULL;
+ }
+
+ // Check whether we need this node; if not we can replace it by our own children (warn, danger of incest).
+ if (locked.find(AI_OG_GETKEY(nd->mName)) == locked.end() ) {
+ for (std::list<aiNode*>::iterator it = child_nodes.begin(); it != child_nodes.end();) {
+
+ if (locked.find(AI_OG_GETKEY((*it)->mName)) == locked.end()) {
+ (*it)->mTransformation = nd->mTransformation * (*it)->mTransformation;
+ nodes.push_back(*it);
+
+ it = child_nodes.erase(it);
+ continue;
+ }
+ ++it;
+ }
+
+ if (nd->mNumMeshes || child_nodes.size()) {
+ nodes.push_back(nd);
+ }
+ else {
+ delete nd; /* bye, node */
+ return;
+ }
+ }
+ else {
+
+ // Retain our current position in the hierarchy
+ nodes.push_back(nd);
+
+ // Now check for possible optimizations in our list of child nodes. join as many as possible
+ aiNode* join_master = NULL;
+ aiMatrix4x4 inv;
+
+ const LockedSetType::const_iterator end = locked.end();
+
+ std::list<aiNode*> join;
+ for (std::list<aiNode*>::iterator it = child_nodes.begin(); it != child_nodes.end();) {
+ aiNode* child = *it;
+ if (child->mNumChildren == 0 && locked.find(AI_OG_GETKEY(child->mName)) == end) {
+
+ // There may be no instanced meshes
+ unsigned int n = 0;
+ for (; n < child->mNumMeshes;++n) {
+ if (meshes[child->mMeshes[n]] > 1) {
+ break;
+ }
+ }
+ if (n == child->mNumMeshes) {
+
+ if (!join_master) {
+ join_master = child;
+ inv = join_master->mTransformation;
+ inv.Inverse();
+ }
+ else {
+
+ child->mTransformation = inv * child->mTransformation ;
+
+ join.push_back(child);
+ it = child_nodes.erase(it);
+ continue;
+ }
+ }
+ }
+ ++it;
+ }
+ if (join_master && join.size()) {
+ join_master->mName.length = sprintf(join_master->mName.data,"$MergedNode_%i",count_merged++);
+
+ unsigned int out_meshes = 0;
+ for (std::list<aiNode*>::iterator it = join.begin(); it != join.end(); ++it) {
+ out_meshes += (*it)->mNumMeshes;
+ }
+
+ // copy all mesh references in one array
+ if (out_meshes) {
+ unsigned int* meshes = new unsigned int[out_meshes+join_master->mNumMeshes], *tmp = meshes;
+ for (unsigned int n = 0; n < join_master->mNumMeshes;++n) {
+ *tmp++ = join_master->mMeshes[n];
+ }
+
+ for (std::list<aiNode*>::iterator it = join.begin(); it != join.end(); ++it) {
+ for (unsigned int n = 0; n < (*it)->mNumMeshes; ++n) {
+
+ *tmp = (*it)->mMeshes[n];
+ aiMesh* mesh = mScene->mMeshes[*tmp++];
+
+ // manually move the mesh into the right coordinate system
+ const aiMatrix3x3 IT = aiMatrix3x3( (*it)->mTransformation ).Inverse().Transpose();
+ for (unsigned int a = 0; a < mesh->mNumVertices; ++a) {
+
+ mesh->mVertices[a] *= (*it)->mTransformation;
+
+ if (mesh->HasNormals())
+ mesh->mNormals[a] *= IT;
+
+ if (mesh->HasTangentsAndBitangents()) {
+ mesh->mTangents[a] *= IT;
+ mesh->mBitangents[a] *= IT;
+ }
+ }
+ }
+ delete *it; // bye, node
+ }
+ delete[] join_master->mMeshes;
+ join_master->mMeshes = meshes;
+ join_master->mNumMeshes += out_meshes;
+ }
+ }
+ }
+ // reassign children if something changed
+ if (child_nodes.empty() || child_nodes.size() > nd->mNumChildren) {
+
+ delete[] nd->mChildren;
+
+ if (child_nodes.size())
+ nd->mChildren = new aiNode*[child_nodes.size()];
+ else nd->mChildren = NULL;
+ }
+
+ nd->mNumChildren = child_nodes.size();
+
+ aiNode** tmp = nd->mChildren;
+ for (std::list<aiNode*>::iterator it = child_nodes.begin(); it != child_nodes.end(); ++it) {
+ aiNode* node = *tmp++ = *it;
+ node->mParent = nd;
+ }
+
+ nodes_out += child_nodes.size();
}
// ------------------------------------------------------------------------------------------------
// Execute the postprocessing step on the given scene
void OptimizeGraphProcess::Execute( aiScene* pScene)
{
- DefaultLogger::get()->debug("OptimizeGraphProcess begin");
- nodes_in = nodes_out = count_merged = 0;
- mScene = pScene;
+ DefaultLogger::get()->debug("OptimizeGraphProcess begin");
+ nodes_in = nodes_out = count_merged = 0;
+ mScene = pScene;
- meshes.resize(pScene->mNumMeshes,0);
- FindInstancedMeshes(pScene->mRootNode);
+ meshes.resize(pScene->mNumMeshes,0);
+ FindInstancedMeshes(pScene->mRootNode);
- // build a blacklist of identifiers. If the name of a node matches one of these, we won't touch it
- locked.clear();
- for (std::list<std::string>::const_iterator it = locked_nodes.begin(); it != locked_nodes.end(); ++it) {
+ // build a blacklist of identifiers. If the name of a node matches one of these, we won't touch it
+ locked.clear();
+ for (std::list<std::string>::const_iterator it = locked_nodes.begin(); it != locked_nodes.end(); ++it) {
#ifdef AI_OG_USE_HASHING
- locked.insert(SuperFastHash((*it).c_str()));
+ locked.insert(SuperFastHash((*it).c_str()));
#else
- locked.insert(*it);
+ locked.insert(*it);
#endif
- }
-
- for (unsigned int i = 0; i < pScene->mNumAnimations; ++i) {
- for (unsigned int a = 0; a < pScene->mAnimations[i]->mNumChannels; ++a) {
-
- aiNodeAnim* anim = pScene->mAnimations[i]->mChannels[a];
- locked.insert(AI_OG_GETKEY(anim->mNodeName));
- }
- }
-
- for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
- for (unsigned int a = 0; a < pScene->mMeshes[i]->mNumBones; ++a) {
-
- aiBone* bone = pScene->mMeshes[i]->mBones[a];
- locked.insert(AI_OG_GETKEY(bone->mName));
-
- // HACK: Meshes referencing bones may not be transformed; we need to look them.
- // The easiest way to do this is to increase their reference counters ...
- meshes[i] += 2;
- }
- }
-
- for (unsigned int i = 0; i < pScene->mNumCameras; ++i) {
- aiCamera* cam = pScene->mCameras[i];
- locked.insert(AI_OG_GETKEY(cam->mName));
- }
-
- for (unsigned int i = 0; i < pScene->mNumLights; ++i) {
- aiLight* lgh = pScene->mLights[i];
- locked.insert(AI_OG_GETKEY(lgh->mName));
- }
-
- // Insert a dummy master node and make it read-only
- aiNode* dummy_root = new aiNode(AI_RESERVED_NODE_NAME);
- locked.insert(AI_OG_GETKEY(dummy_root->mName));
-
- const aiString prev = pScene->mRootNode->mName;
- pScene->mRootNode->mParent = dummy_root;
-
- dummy_root->mChildren = new aiNode*[dummy_root->mNumChildren = 1];
- dummy_root->mChildren[0] = pScene->mRootNode;
-
- // Do our recursive processing of scenegraph nodes. For each node collect
- // a fully new list of children and allow their children to place themselves
- // on the same hierarchy layer as their parents.
- std::list<aiNode*> nodes;
- CollectNewChildren (dummy_root,nodes);
-
- ai_assert(nodes.size() == 1);
-
- if (dummy_root->mNumChildren > 1) {
- pScene->mRootNode = dummy_root;
-
- // Keep the dummy node but assign the name of the old root node to it
- pScene->mRootNode->mName = prev;
- }
- else {
-
- // Remove the dummy root node again.
- ai_assert(dummy_root->mChildren);
- pScene->mRootNode = dummy_root->mChildren[0];
-
- dummy_root->mChildren[0] = NULL;
- delete dummy_root;
- }
-
- pScene->mRootNode->mParent = NULL;
- if (!DefaultLogger::isNullLogger()) {
- if ( nodes_in != nodes_out) {
-
- char buf[512];
- sprintf(buf,"OptimizeGraphProcess finished; Input nodes: %i, Output nodes: %i",nodes_in,nodes_out);
- DefaultLogger::get()->info(buf);
- }
- else DefaultLogger::get()->debug("OptimizeGraphProcess finished");
- }
- meshes.clear();
- locked.clear();
+ }
+
+ for (unsigned int i = 0; i < pScene->mNumAnimations; ++i) {
+ for (unsigned int a = 0; a < pScene->mAnimations[i]->mNumChannels; ++a) {
+
+ aiNodeAnim* anim = pScene->mAnimations[i]->mChannels[a];
+ locked.insert(AI_OG_GETKEY(anim->mNodeName));
+ }
+ }
+
+ for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
+ for (unsigned int a = 0; a < pScene->mMeshes[i]->mNumBones; ++a) {
+
+ aiBone* bone = pScene->mMeshes[i]->mBones[a];
+ locked.insert(AI_OG_GETKEY(bone->mName));
+
+ // HACK: Meshes referencing bones may not be transformed; we need to look them.
+ // The easiest way to do this is to increase their reference counters ...
+ meshes[i] += 2;
+ }
+ }
+
+ for (unsigned int i = 0; i < pScene->mNumCameras; ++i) {
+ aiCamera* cam = pScene->mCameras[i];
+ locked.insert(AI_OG_GETKEY(cam->mName));
+ }
+
+ for (unsigned int i = 0; i < pScene->mNumLights; ++i) {
+ aiLight* lgh = pScene->mLights[i];
+ locked.insert(AI_OG_GETKEY(lgh->mName));
+ }
+
+ // Insert a dummy master node and make it read-only
+ aiNode* dummy_root = new aiNode(AI_RESERVED_NODE_NAME);
+ locked.insert(AI_OG_GETKEY(dummy_root->mName));
+
+ const aiString prev = pScene->mRootNode->mName;
+ pScene->mRootNode->mParent = dummy_root;
+
+ dummy_root->mChildren = new aiNode*[dummy_root->mNumChildren = 1];
+ dummy_root->mChildren[0] = pScene->mRootNode;
+
+ // Do our recursive processing of scenegraph nodes. For each node collect
+ // a fully new list of children and allow their children to place themselves
+ // on the same hierarchy layer as their parents.
+ std::list<aiNode*> nodes;
+ CollectNewChildren (dummy_root,nodes);
+
+ ai_assert(nodes.size() == 1);
+
+ if (dummy_root->mNumChildren == 0) {
+ pScene->mRootNode = NULL;
+ throw DeadlyImportError("After optimizing the scene graph, no data remains");
+ }
+
+ if (dummy_root->mNumChildren > 1) {
+ pScene->mRootNode = dummy_root;
+
+ // Keep the dummy node but assign the name of the old root node to it
+ pScene->mRootNode->mName = prev;
+ }
+ else {
+
+ // Remove the dummy root node again.
+ pScene->mRootNode = dummy_root->mChildren[0];
+
+ dummy_root->mChildren[0] = NULL;
+ delete dummy_root;
+ }
+
+ pScene->mRootNode->mParent = NULL;
+ if (!DefaultLogger::isNullLogger()) {
+ if ( nodes_in != nodes_out) {
+
+ char buf[512];
+ sprintf(buf,"OptimizeGraphProcess finished; Input nodes: %i, Output nodes: %i",nodes_in,nodes_out);
+ DefaultLogger::get()->info(buf);
+ }
+ else DefaultLogger::get()->debug("OptimizeGraphProcess finished");
+ }
+ meshes.clear();
+ locked.clear();
}
// ------------------------------------------------------------------------------------------------
// Buidl a LUT of all instanced meshes
void OptimizeGraphProcess::FindInstancedMeshes (aiNode* pNode)
{
- for (unsigned int i = 0; i < pNode->mNumMeshes;++i) {
- ++meshes[pNode->mMeshes[i]];
- }
+ for (unsigned int i = 0; i < pNode->mNumMeshes;++i) {
+ ++meshes[pNode->mMeshes[i]];
+ }
- for (unsigned int i = 0; i < pNode->mNumChildren; ++i)
- FindInstancedMeshes(pNode->mChildren[i]);
+ for (unsigned int i = 0; i < pNode->mNumChildren; ++i)
+ FindInstancedMeshes(pNode->mChildren[i]);
}
#endif // !! ASSIMP_BUILD_NO_OPTIMIZEGRAPH_PROCESS
diff --git a/src/3rdparty/assimp/code/OptimizeGraph.h b/src/3rdparty/assimp/code/OptimizeGraph.h
index c6d51dfec..949166c2b 100644
--- a/src/3rdparty/assimp/code/OptimizeGraph.h
+++ b/src/3rdparty/assimp/code/OptimizeGraph.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -46,100 +46,95 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "BaseProcess.h"
#include "ProcessHelper.h"
-#include "../include/aiTypes.h"
+#include "../include/assimp/types.h"
struct aiMesh;
class OptimizeGraphProcessTest;
-namespace Assimp {
+namespace Assimp {
// -----------------------------------------------------------------------------
/** @brief Postprocessing step to optimize the scenegraph
*
* The implementation tries to merge nodes, even if they use different
- * transformations. Animations are preserved.
+ * transformations. Animations are preserved.
*
* @see aiProcess_OptimizeGraph for a detailed description of the
* algorithm being applied.
*/
-class ASSIMP_API OptimizeGraphProcess : public BaseProcess
+class OptimizeGraphProcess : public BaseProcess
{
- friend class Importer;
- friend class ::OptimizeGraphProcessTest;
-
-protected:
- /** Constructor to be privately used by Importer */
- OptimizeGraphProcess();
+public:
- /** Destructor, private as well */
- ~OptimizeGraphProcess();
+ OptimizeGraphProcess();
+ ~OptimizeGraphProcess();
public:
- // -------------------------------------------------------------------
- bool IsActive( unsigned int pFlags) const;
-
- // -------------------------------------------------------------------
- void Execute( aiScene* pScene);
-
- // -------------------------------------------------------------------
- void SetupProperties(const Importer* pImp);
-
-
- // -------------------------------------------------------------------
- /** @brief Add a list of node names to be locked and not modified.
- * @param in List of nodes. See #AI_CONFIG_PP_OG_EXCLUDE_LIST for
- * format explanations.
- */
- inline void AddLockedNodeList(std::string& in)
- {
- ConvertListToStrings (in,locked_nodes);
- }
-
- // -------------------------------------------------------------------
- /** @brief Add another node to be locked and not modified.
- * @param name Name to be locked
- */
- inline void AddLockedNode(std::string& name)
- {
- locked_nodes.push_back(name);
- }
-
- // -------------------------------------------------------------------
- /** @brief Rmeove a node from the list of locked nodes.
- * @param name Name to be unlocked
- */
- inline void RemoveLockedNode(std::string& name)
- {
- locked_nodes.remove(name);
- }
+ // -------------------------------------------------------------------
+ bool IsActive( unsigned int pFlags) const;
+
+ // -------------------------------------------------------------------
+ void Execute( aiScene* pScene);
+
+ // -------------------------------------------------------------------
+ void SetupProperties(const Importer* pImp);
+
+
+ // -------------------------------------------------------------------
+ /** @brief Add a list of node names to be locked and not modified.
+ * @param in List of nodes. See #AI_CONFIG_PP_OG_EXCLUDE_LIST for
+ * format explanations.
+ */
+ inline void AddLockedNodeList(std::string& in)
+ {
+ ConvertListToStrings (in,locked_nodes);
+ }
+
+ // -------------------------------------------------------------------
+ /** @brief Add another node to be locked and not modified.
+ * @param name Name to be locked
+ */
+ inline void AddLockedNode(std::string& name)
+ {
+ locked_nodes.push_back(name);
+ }
+
+ // -------------------------------------------------------------------
+ /** @brief Rmeove a node from the list of locked nodes.
+ * @param name Name to be unlocked
+ */
+ inline void RemoveLockedNode(std::string& name)
+ {
+ locked_nodes.remove(name);
+ }
protected:
- void CollectNewChildren(aiNode* nd, std::list<aiNode*>& nodes);
- void FindInstancedMeshes (aiNode* pNode);
+ void CollectNewChildren(aiNode* nd, std::list<aiNode*>& nodes);
+ void FindInstancedMeshes (aiNode* pNode);
private:
#ifdef AI_OG_USE_HASHING
- typedef std::set<unsigned int> LockedSetType;
+ typedef std::set<unsigned int> LockedSetType;
#else
- typedef std::set<std::string> LockedSetType;
+ typedef std::set<std::string> LockedSetType;
#endif
- //! Scene we're working with
- aiScene* mScene;
+ //! Scene we're working with
+ aiScene* mScene;
- //! List of locked names. Stored is the hash of the name
- LockedSetType locked;
+ //! List of locked names. Stored is the hash of the name
+ LockedSetType locked;
- //! List of nodes to be locked in addition to those with animations, lights or cameras assigned.
- std::list<std::string> locked_nodes;
+ //! List of nodes to be locked in addition to those with animations, lights or cameras assigned.
+ std::list<std::string> locked_nodes;
- //! Node counters for logging purposes
- unsigned int nodes_in,nodes_out, count_merged;
+ //! Node counters for logging purposes
+ unsigned int nodes_in,nodes_out, count_merged;
- //! Reference counters for meshes
- std::vector<unsigned int> meshes;
+ //! Reference counters for meshes
+ std::vector<unsigned int> meshes;
};
} // end of namespace Assimp
diff --git a/src/3rdparty/assimp/code/OptimizeMeshes.cpp b/src/3rdparty/assimp/code/OptimizeMeshes.cpp
index 2861af819..d93216fea 100644
--- a/src/3rdparty/assimp/code/OptimizeMeshes.cpp
+++ b/src/3rdparty/assimp/code/OptimizeMeshes.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -46,10 +46,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "AssimpPCH.h"
#ifndef ASSIMP_BUILD_NO_OPTIMIZEMESHES_PROCESS
-#if defined(__QNXNTO__)
-#include <stdio.h>
-#endif
-
using namespace Assimp;
#include "OptimizeMeshes.h"
#include "ProcessHelper.h"
@@ -58,11 +54,9 @@ using namespace Assimp;
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
OptimizeMeshesProcess::OptimizeMeshesProcess()
- : mScene(0)
- , mesh(0)
- , pts (false)
- , max_verts (0xffffffff)
- , max_faces (0xffffffff)
+: pts (false)
+, max_verts (0xffffffff)
+, max_faces (0xffffffff)
{}
// ------------------------------------------------------------------------------------------------
@@ -74,176 +68,176 @@ OptimizeMeshesProcess::~OptimizeMeshesProcess()
// Returns whether the processing step is present in the given flag field.
bool OptimizeMeshesProcess::IsActive( unsigned int pFlags) const
{
- // Our behaviour needs to be different if the SortByPType or SplitLargeMeshes
- // steps are active. Thus we need to query their flags here and store the
- // information, although we're breaking const-correctness.
- // That's a serious design flaw, consider redesign.
- if ( 0 != (pFlags & aiProcess_OptimizeMeshes) ) {
- pts = (0 != (pFlags & aiProcess_SortByPType));
- max_verts = (0 != (pFlags & aiProcess_SplitLargeMeshes)) ? 0xdeadbeef : 0;
- return true;
- }
- return false;
+ // Our behaviour needs to be different if the SortByPType or SplitLargeMeshes
+ // steps are active. Thus we need to query their flags here and store the
+ // information, although we're breaking const-correctness.
+ // That's a serious design flaw, consider redesign.
+ if( 0 != (pFlags & aiProcess_OptimizeMeshes) ) {
+ pts = (0 != (pFlags & aiProcess_SortByPType));
+ max_verts = (0 != (pFlags & aiProcess_SplitLargeMeshes)) ? 0xdeadbeef : 0;
+ return true;
+ }
+ return false;
}
// ------------------------------------------------------------------------------------------------
// Setup properties for the postprocessing step
void OptimizeMeshesProcess::SetupProperties(const Importer* pImp)
{
- if (max_verts == 0xdeadbeef /* magic hack */) {
- max_faces = pImp->GetPropertyInteger(AI_CONFIG_PP_SLM_TRIANGLE_LIMIT,AI_SLM_DEFAULT_MAX_TRIANGLES);
- max_verts = pImp->GetPropertyInteger(AI_CONFIG_PP_SLM_VERTEX_LIMIT,AI_SLM_DEFAULT_MAX_VERTICES);
- }
+ if (max_verts == 0xdeadbeef /* magic hack */) {
+ max_faces = pImp->GetPropertyInteger(AI_CONFIG_PP_SLM_TRIANGLE_LIMIT,AI_SLM_DEFAULT_MAX_TRIANGLES);
+ max_verts = pImp->GetPropertyInteger(AI_CONFIG_PP_SLM_VERTEX_LIMIT,AI_SLM_DEFAULT_MAX_VERTICES);
+ }
}
// ------------------------------------------------------------------------------------------------
// Execute step
void OptimizeMeshesProcess::Execute( aiScene* pScene)
{
- const unsigned int num_old = pScene->mNumMeshes;
- if (num_old <= 1) {
- DefaultLogger::get()->debug("Skipping OptimizeMeshesProcess");
- return;
- }
-
- DefaultLogger::get()->debug("OptimizeMeshesProcess begin");
- mScene = pScene;
-
- // need to clear persistent members from previous runs
- merge_list.clear();
- output.clear();
-
- merge_list.reserve(pScene->mNumMeshes);
- output.reserve(pScene->mNumMeshes);
-
- // Prepare lookup tables
- meshes.resize(pScene->mNumMeshes);
- FindInstancedMeshes(pScene->mRootNode);
- if (max_verts == 0xdeadbeef) /* undo the magic hack */
- max_verts = 0xffffffff;
-
- // ... instanced meshes are immediately processed and added to the output list
- for (unsigned int i = 0, n = 0; i < pScene->mNumMeshes;++i) {
- meshes[i].vertex_format = GetMeshVFormatUnique(pScene->mMeshes[i]);
-
- if (meshes[i].instance_cnt > 1 && meshes[i].output_id == 0xffffffff) {
- meshes[i].output_id = n++;
- output.push_back(mScene->mMeshes[i]);
- }
- }
-
- // and process all nodes in the scenegraoh recursively
- ProcessNode(pScene->mRootNode);
- if (!output.size()) {
- throw DeadlyImportError("OptimizeMeshes: No meshes remaining; there's definitely something wrong");
- }
-
- meshes.clear();
- ai_assert(output.size() <= num_old);
-
- mScene->mNumMeshes = output.size();
- std::copy(output.begin(),output.end(),mScene->mMeshes);
-
- if (output.size() != num_old) {
- char tmp[512];
- ::sprintf(tmp,"OptimizeMeshesProcess finished. Input meshes: %i, Output meshes: %i",num_old,pScene->mNumMeshes);
- DefaultLogger::get()->info(tmp);
- }
- else DefaultLogger::get()->debug("OptimizeMeshesProcess finished");
+ const unsigned int num_old = pScene->mNumMeshes;
+ if (num_old <= 1) {
+ DefaultLogger::get()->debug("Skipping OptimizeMeshesProcess");
+ return;
+ }
+
+ DefaultLogger::get()->debug("OptimizeMeshesProcess begin");
+ mScene = pScene;
+
+ // need to clear persistent members from previous runs
+ merge_list.clear();
+ output.clear();
+
+ merge_list.reserve(pScene->mNumMeshes);
+ output.reserve(pScene->mNumMeshes);
+
+ // Prepare lookup tables
+ meshes.resize(pScene->mNumMeshes);
+ FindInstancedMeshes(pScene->mRootNode);
+ if (max_verts == 0xdeadbeef) /* undo the magic hack */
+ max_verts = 0xffffffff;
+
+ // ... instanced meshes are immediately processed and added to the output list
+ for (unsigned int i = 0, n = 0; i < pScene->mNumMeshes;++i) {
+ meshes[i].vertex_format = GetMeshVFormatUnique(pScene->mMeshes[i]);
+
+ if (meshes[i].instance_cnt > 1 && meshes[i].output_id == 0xffffffff) {
+ meshes[i].output_id = n++;
+ output.push_back(mScene->mMeshes[i]);
+ }
+ }
+
+ // and process all nodes in the scenegraoh recursively
+ ProcessNode(pScene->mRootNode);
+ if (!output.size()) {
+ throw DeadlyImportError("OptimizeMeshes: No meshes remaining; there's definitely something wrong");
+ }
+
+ meshes.clear();
+ ai_assert(output.size() <= num_old);
+
+ mScene->mNumMeshes = output.size();
+ std::copy(output.begin(),output.end(),mScene->mMeshes);
+
+ if (output.size() != num_old) {
+ char tmp[512];
+ ::sprintf(tmp,"OptimizeMeshesProcess finished. Input meshes: %i, Output meshes: %i",num_old,pScene->mNumMeshes);
+ DefaultLogger::get()->info(tmp);
+ }
+ else DefaultLogger::get()->debug("OptimizeMeshesProcess finished");
}
// ------------------------------------------------------------------------------------------------
// Process meshes for a single node
void OptimizeMeshesProcess::ProcessNode( aiNode* pNode)
{
- for (unsigned int i = 0; i < pNode->mNumMeshes;++i) {
- unsigned int& im = pNode->mMeshes[i];
-
- if (meshes[im].instance_cnt > 1) {
- im = meshes[im].output_id;
- }
- else {
- merge_list.clear();
- unsigned int verts = 0, faces = 0;
-
- // Find meshes to merge with us
- for (unsigned int a = i+1; a < pNode->mNumMeshes;++a) {
- register unsigned int am = pNode->mMeshes[a];
- if (meshes[am].instance_cnt == 1 && CanJoin(im,am,verts,faces)) {
-
- merge_list.push_back(mScene->mMeshes[am]);
- verts += mScene->mMeshes[am]->mNumVertices;
- faces += mScene->mMeshes[am]->mNumFaces;
-
- --pNode->mNumMeshes;
- for (unsigned int n = a; n < pNode->mNumMeshes; ++n)
- pNode->mMeshes[n] = pNode->mMeshes[n+1];
-
- --a;
- }
- }
-
- // and merge all meshes which we found, replace the old ones
- if (!merge_list.empty()) {
- merge_list.push_back(mScene->mMeshes[im]);
-
- aiMesh* out;
- SceneCombiner::MergeMeshes(&out,0,merge_list.begin(),merge_list.end());
- output.push_back(out);
- }
- else {
- output.push_back(mScene->mMeshes[im]);
- }
- im = output.size()-1;
- }
- }
-
-
- for (unsigned int i = 0; i < pNode->mNumChildren; ++i)
- ProcessNode(pNode->mChildren[i]);
+ for (unsigned int i = 0; i < pNode->mNumMeshes;++i) {
+ unsigned int& im = pNode->mMeshes[i];
+
+ if (meshes[im].instance_cnt > 1) {
+ im = meshes[im].output_id;
+ }
+ else {
+ merge_list.clear();
+ unsigned int verts = 0, faces = 0;
+
+ // Find meshes to merge with us
+ for (unsigned int a = i+1; a < pNode->mNumMeshes;++a) {
+ register unsigned int am = pNode->mMeshes[a];
+ if (meshes[am].instance_cnt == 1 && CanJoin(im,am,verts,faces)) {
+
+ merge_list.push_back(mScene->mMeshes[am]);
+ verts += mScene->mMeshes[am]->mNumVertices;
+ faces += mScene->mMeshes[am]->mNumFaces;
+
+ --pNode->mNumMeshes;
+ for (unsigned int n = a; n < pNode->mNumMeshes; ++n)
+ pNode->mMeshes[n] = pNode->mMeshes[n+1];
+
+ --a;
+ }
+ }
+
+ // and merge all meshes which we found, replace the old ones
+ if (!merge_list.empty()) {
+ merge_list.push_back(mScene->mMeshes[im]);
+
+ aiMesh* out;
+ SceneCombiner::MergeMeshes(&out,0,merge_list.begin(),merge_list.end());
+ output.push_back(out);
+ }
+ else {
+ output.push_back(mScene->mMeshes[im]);
+ }
+ im = output.size()-1;
+ }
+ }
+
+
+ for (unsigned int i = 0; i < pNode->mNumChildren; ++i)
+ ProcessNode(pNode->mChildren[i]);
}
// ------------------------------------------------------------------------------------------------
// Check whether two meshes can be joined
bool OptimizeMeshesProcess::CanJoin ( unsigned int a, unsigned int b, unsigned int verts, unsigned int faces )
{
- if (meshes[a].vertex_format != meshes[b].vertex_format)
- return false;
-
- aiMesh* ma = mScene->mMeshes[a], *mb = mScene->mMeshes[b];
-
- if ((0xffffffff != max_verts && verts+mb->mNumVertices > max_verts) ||
- (0xffffffff != max_faces && faces+mb->mNumFaces > max_faces)) {
- return false;
- }
-
- // Never merge unskinned meshes with skinned meshes
- if (ma->mMaterialIndex != mb->mMaterialIndex || ma->HasBones() != mb->HasBones())
- return false;
-
- // Never merge meshes with different kinds of primitives if SortByPType did already
- // do its work. We would destroy everything again ...
- if (pts && ma->mPrimitiveTypes != mb->mPrimitiveTypes)
- return false;
-
- // If both meshes are skinned, check whether we have many bones defined in both meshes.
- // If yes, we can savely join them.
- if (ma->HasBones()) {
- // TODO
- return false;
- }
- return true;
+ if (meshes[a].vertex_format != meshes[b].vertex_format)
+ return false;
+
+ aiMesh* ma = mScene->mMeshes[a], *mb = mScene->mMeshes[b];
+
+ if ((0xffffffff != max_verts && verts+mb->mNumVertices > max_verts) ||
+ (0xffffffff != max_faces && faces+mb->mNumFaces > max_faces)) {
+ return false;
+ }
+
+ // Never merge unskinned meshes with skinned meshes
+ if (ma->mMaterialIndex != mb->mMaterialIndex || ma->HasBones() != mb->HasBones())
+ return false;
+
+ // Never merge meshes with different kinds of primitives if SortByPType did already
+ // do its work. We would destroy everything again ...
+ if (pts && ma->mPrimitiveTypes != mb->mPrimitiveTypes)
+ return false;
+
+ // If both meshes are skinned, check whether we have many bones defined in both meshes.
+ // If yes, we can savely join them.
+ if (ma->HasBones()) {
+ // TODO
+ return false;
+ }
+ return true;
}
// ------------------------------------------------------------------------------------------------
// Buidl a LUT of all instanced meshes
void OptimizeMeshesProcess::FindInstancedMeshes (aiNode* pNode)
{
- for (unsigned int i = 0; i < pNode->mNumMeshes;++i)
- ++meshes[pNode->mMeshes[i]].instance_cnt;
+ for (unsigned int i = 0; i < pNode->mNumMeshes;++i)
+ ++meshes[pNode->mMeshes[i]].instance_cnt;
- for (unsigned int i = 0; i < pNode->mNumChildren; ++i)
- FindInstancedMeshes(pNode->mChildren[i]);
+ for (unsigned int i = 0; i < pNode->mNumChildren; ++i)
+ FindInstancedMeshes(pNode->mChildren[i]);
}
#endif // !! ASSIMP_BUILD_NO_OPTIMIZEMESHES_PROCESS
diff --git a/src/3rdparty/assimp/code/OptimizeMeshes.h b/src/3rdparty/assimp/code/OptimizeMeshes.h
index 406e9542a..2b4d3c5cd 100644
--- a/src/3rdparty/assimp/code/OptimizeMeshes.h
+++ b/src/3rdparty/assimp/code/OptimizeMeshes.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,38 +18,38 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file OptimizeMeshes.h
- * @brief Declares a post processing step to join meshes, if possible
+ * @brief Declares a post processing step to join meshes, if possible
*/
#ifndef AI_OPTIMIZEMESHESPROCESS_H_INC
#define AI_OPTIMIZEMESHESPROCESS_H_INC
#include "BaseProcess.h"
-#include "../include/aiTypes.h"
+#include "../include/assimp/types.h"
struct aiMesh;
class OptimizeMeshesProcessTest;
-namespace Assimp {
+namespace Assimp {
// ---------------------------------------------------------------------------
/** @brief Postprocessing step to optimize mesh usage
@@ -59,127 +59,122 @@ namespace Assimp {
*
* @note Instanced meshes are currently not processed.
*/
-class ASSIMP_API OptimizeMeshesProcess : public BaseProcess
+class OptimizeMeshesProcess : public BaseProcess
{
- friend class Importer;
- friend class ::OptimizeMeshesProcessTest;
-
-protected:
- /** Constructor to be privately used by Importer */
- OptimizeMeshesProcess();
+public:
- /** Destructor, private as well */
- ~OptimizeMeshesProcess();
+ OptimizeMeshesProcess();
+ ~OptimizeMeshesProcess();
- /** @brief Internal utility to store additional mesh info
- */
- struct MeshInfo
- {
- MeshInfo()
- : instance_cnt (0)
- , vertex_format (0)
- , output_id (0xffffffff)
- {}
+ /** @brief Internal utility to store additional mesh info
+ */
+ struct MeshInfo
+ {
+ MeshInfo()
+ : instance_cnt (0)
+ , vertex_format (0)
+ , output_id (0xffffffff)
+ {}
- //! Number of times this mesh is referenced
- unsigned int instance_cnt;
+ //! Number of times this mesh is referenced
+ unsigned int instance_cnt;
- //! Vertex format id
- unsigned int vertex_format;
+ //! Vertex format id
+ unsigned int vertex_format;
- //! Output ID
- unsigned int output_id;
- };
+ //! Output ID
+ unsigned int output_id;
+ };
public:
- // -------------------------------------------------------------------
- bool IsActive( unsigned int pFlags) const;
-
- // -------------------------------------------------------------------
- void Execute( aiScene* pScene);
-
- // -------------------------------------------------------------------
- void SetupProperties(const Importer* pImp);
-
-
- // -------------------------------------------------------------------
- /** @brief Specify whether you want meshes with different
- * primitive types to be merged as well.
- *
- * IsActive() sets this property automatically to true if the
- * aiProcess_SortByPType flag is found.
- */
- void EnablePrimitiveTypeSorting(bool enable) {
- pts = enable;
- }
-
- // Getter
- bool IsPrimitiveTypeSortingEnabled () const {
- return pts;
- }
-
-
- // -------------------------------------------------------------------
- /** @brief Specify a maximum size of a single output mesh.
- *
- * If a single input mesh already exceeds this limit, it won't
- * be splitted.
- * @param verts Maximum number of vertices per mesh
- * @param faces Maximum number of faces per mesh
- */
- void SetPreferredMeshSizeLimit (unsigned int verts, unsigned int faces)
- {
- max_verts = verts;
- max_faces = faces;
- }
+ // -------------------------------------------------------------------
+ bool IsActive( unsigned int pFlags) const;
+
+ // -------------------------------------------------------------------
+ void Execute( aiScene* pScene);
+
+ // -------------------------------------------------------------------
+ void SetupProperties(const Importer* pImp);
+
+
+ // -------------------------------------------------------------------
+ /** @brief Specify whether you want meshes with different
+ * primitive types to be merged as well.
+ *
+ * IsActive() sets this property automatically to true if the
+ * aiProcess_SortByPType flag is found.
+ */
+ void EnablePrimitiveTypeSorting(bool enable) {
+ pts = enable;
+ }
+
+ // Getter
+ bool IsPrimitiveTypeSortingEnabled () const {
+ return pts;
+ }
+
+
+ // -------------------------------------------------------------------
+ /** @brief Specify a maximum size of a single output mesh.
+ *
+ * If a single input mesh already exceeds this limit, it won't
+ * be split.
+ * @param verts Maximum number of vertices per mesh
+ * @param faces Maximum number of faces per mesh
+ */
+ void SetPreferredMeshSizeLimit (unsigned int verts, unsigned int faces)
+ {
+ max_verts = verts;
+ max_faces = faces;
+ }
protected:
- // -------------------------------------------------------------------
- /** @brief Do the actual optimization on all meshes of this node
- * @param pNode Node we're working with
- */
- void ProcessNode( aiNode* pNode);
-
- // -------------------------------------------------------------------
- /** @brief Returns true if b can be joined with a
- *
- * @param verts Number of output verts up to now
- * @param faces Number of output faces up to now
- */
- bool CanJoin ( unsigned int a, unsigned int b,
- unsigned int verts, unsigned int faces );
-
- // -------------------------------------------------------------------
- /** @brief Find instanced meshes, for the moment we're excluding
- * them from all optimizations
- */
- void FindInstancedMeshes (aiNode* pNode);
+ // -------------------------------------------------------------------
+ /** @brief Do the actual optimization on all meshes of this node
+ * @param pNode Node we're working with
+ */
+ void ProcessNode( aiNode* pNode);
+
+ // -------------------------------------------------------------------
+ /** @brief Returns true if b can be joined with a
+ *
+ * @param verts Number of output verts up to now
+ * @param faces Number of output faces up to now
+ */
+ bool CanJoin ( unsigned int a, unsigned int b,
+ unsigned int verts, unsigned int faces );
+
+ // -------------------------------------------------------------------
+ /** @brief Find instanced meshes, for the moment we're excluding
+ * them from all optimizations
+ */
+ void FindInstancedMeshes (aiNode* pNode);
private:
- //! Scene we're working with
- aiScene* mScene;
+ //! Scene we're working with
+ aiScene* mScene;
- //! Per mesh info
- std::vector<MeshInfo> meshes;
+ //! Per mesh info
+ std::vector<MeshInfo> meshes;
- //! Next output mesh
- aiMesh* mesh;
+ //! Next output mesh
+ aiMesh* mesh;
- //! Output meshes
- std::vector<aiMesh*> output;
+ //! Output meshes
+ std::vector<aiMesh*> output;
- //! @see EnablePrimitiveTypeSorting
- mutable bool pts;
+ //! @see EnablePrimitiveTypeSorting
+ mutable bool pts;
- //! @see SetPreferredMeshSizeLimit
- mutable unsigned int max_verts,max_faces;
+ //! @see SetPreferredMeshSizeLimit
+ mutable unsigned int max_verts,max_faces;
- //! Temporary storage
- std::vector<aiMesh*> merge_list;
+ //! Temporary storage
+ std::vector<aiMesh*> merge_list;
};
} // end of namespace Assimp
diff --git a/src/3rdparty/assimp/code/ParsingUtils.h b/src/3rdparty/assimp/code/ParsingUtils.h
index 4cae6519b..6032c10ab 100644
--- a/src/3rdparty/assimp/code/ParsingUtils.h
+++ b/src/3rdparty/assimp/code/ParsingUtils.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -40,7 +40,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
/** @file ParsingUtils.h
- * @brief Defines helper functions for text parsing
+ * @brief Defines helper functions for text parsing
*/
#ifndef AI_PARSING_UTILS_H_INC
#define AI_PARSING_UTILS_H_INC
@@ -48,100 +48,134 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "StringComparison.h"
namespace Assimp {
+ // NOTE: the functions below are mostly intended as replacement for
+ // std::upper, std::lower, std::isupper, std::islower, std::isspace.
+ // we don't bother of locales. We don't want them. We want reliable
+ // (i.e. identical) results across all locales.
+
+ // The functions below accept any character type, but know only
+ // about ASCII. However, UTF-32 is the only safe ASCII superset to
+ // use since it doesn't have multibyte sequences.
+
+// ---------------------------------------------------------------------------------
+template <class char_t>
+AI_FORCE_INLINE char_t ToLower( char_t in)
+{
+ return (in >= (char_t)'A' && in <= (char_t)'Z') ? (char_t)(in+0x20) : in;
+}
+// ---------------------------------------------------------------------------------
+template <class char_t>
+AI_FORCE_INLINE char_t ToUpper( char_t in)
+{
+ return (in >= (char_t)'a' && in <= (char_t)'z') ? (char_t)(in-0x20) : in;
+}
+// ---------------------------------------------------------------------------------
+template <class char_t>
+AI_FORCE_INLINE bool IsUpper( char_t in)
+{
+ return (in >= (char_t)'A' && in <= (char_t)'Z');
+}
// ---------------------------------------------------------------------------------
template <class char_t>
-AI_FORCE_INLINE bool IsSpace( const char_t in)
+AI_FORCE_INLINE bool IsLower( char_t in)
{
- return (in == (char_t)' ' || in == (char_t)'\t');
+ return (in >= (char_t)'a' && in <= (char_t)'z');
}
// ---------------------------------------------------------------------------------
template <class char_t>
-AI_FORCE_INLINE bool IsLineEnd( const char_t in)
+AI_FORCE_INLINE bool IsSpace( char_t in)
{
- return (in == (char_t)'\r' || in == (char_t)'\n' || in == (char_t)'\0');
+ return (in == (char_t)' ' || in == (char_t)'\t');
}
// ---------------------------------------------------------------------------------
template <class char_t>
-AI_FORCE_INLINE bool IsSpaceOrNewLine( const char_t in)
+AI_FORCE_INLINE bool IsLineEnd( char_t in)
{
- return IsSpace<char_t>(in) || IsLineEnd<char_t>(in);
+ return (in == (char_t)'\r' || in == (char_t)'\n' || in == (char_t)'\0');
+}
+// ---------------------------------------------------------------------------------
+template <class char_t>
+AI_FORCE_INLINE bool IsSpaceOrNewLine( char_t in)
+{
+ return IsSpace<char_t>(in) || IsLineEnd<char_t>(in);
}
// ---------------------------------------------------------------------------------
template <class char_t>
AI_FORCE_INLINE bool SkipSpaces( const char_t* in, const char_t** out)
{
- while (*in == (char_t)' ' || *in == (char_t)'\t')in++;
- *out = in;
- return !IsLineEnd<char_t>(*in);
+ while (*in == (char_t)' ' || *in == (char_t)'\t')in++;
+ *out = in;
+ return !IsLineEnd<char_t>(*in);
}
// ---------------------------------------------------------------------------------
template <class char_t>
AI_FORCE_INLINE bool SkipSpaces( const char_t** inout)
{
- return SkipSpaces<char_t>(*inout,inout);
+ return SkipSpaces<char_t>(*inout,inout);
}
// ---------------------------------------------------------------------------------
template <class char_t>
inline bool SkipLine( const char_t* in, const char_t** out)
{
- while (*in != (char_t)'\r' && *in != (char_t)'\n' && *in != (char_t)'\0')in++;
+ while (*in != (char_t)'\r' && *in != (char_t)'\n' && *in != (char_t)'\0')in++;
- // files are opened in binary mode. Ergo there are both NL and CR
- while (*in == (char_t)'\r' || *in == (char_t)'\n')in++;
- *out = in;
- return *in != (char_t)'\0';
+ // files are opened in binary mode. Ergo there are both NL and CR
+ while (*in == (char_t)'\r' || *in == (char_t)'\n')in++;
+ *out = in;
+ return *in != (char_t)'\0';
}
// ---------------------------------------------------------------------------------
template <class char_t>
inline bool SkipLine( const char_t** inout)
{
- return SkipLine<char_t>(*inout,inout);
+ return SkipLine<char_t>(*inout,inout);
}
// ---------------------------------------------------------------------------------
template <class char_t>
inline bool SkipSpacesAndLineEnd( const char_t* in, const char_t** out)
{
- while (*in == (char_t)' ' || *in == (char_t)'\t' ||
- *in == (char_t)'\r' || *in == (char_t)'\n')in++;
- *out = in;
- return *in != '\0';
+ while (*in == (char_t)' ' || *in == (char_t)'\t' ||
+ *in == (char_t)'\r' || *in == (char_t)'\n')in++;
+ *out = in;
+ return *in != '\0';
}
// ---------------------------------------------------------------------------------
template <class char_t>
inline bool SkipSpacesAndLineEnd( const char_t** inout)
{
- return SkipSpacesAndLineEnd<char_t>(*inout,inout);
+ return SkipSpacesAndLineEnd<char_t>(*inout,inout);
}
// ---------------------------------------------------------------------------------
template <class char_t>
inline bool GetNextLine(const char_t*& buffer, char_t out[4096])
{
- if ((char_t)'\0' == *buffer)return false;
+ if ((char_t)'\0' == *buffer)return false;
- char* _out = out;
- char* const end = _out+4096;
- while (!IsLineEnd( *buffer ) && _out < end)
- *_out++ = *buffer++;
- *_out = (char_t)'\0';
+ char* _out = out;
+ char* const end = _out+4096;
+ while (!IsLineEnd( *buffer ) && _out < end)
+ *_out++ = *buffer++;
+ *_out = (char_t)'\0';
- while (IsLineEnd( *buffer ) && '\0' != *buffer)++buffer;
- return true;
+ while (IsLineEnd( *buffer ) && '\0' != *buffer)++buffer;
+ return true;
}
// ---------------------------------------------------------------------------------
template <class char_t>
AI_FORCE_INLINE bool IsNumeric( char_t in)
{
- return ( in >= '0' && in <= '9' ) || '-' == in || '+' == in;
+ return ( in >= '0' && in <= '9' ) || '-' == in || '+' == in;
}
// ---------------------------------------------------------------------------------
-AI_FORCE_INLINE bool TokenMatch(char*& in, const char* token, unsigned int len)
+template <class char_t>
+AI_FORCE_INLINE bool TokenMatch(char_t*& in, const char* token, unsigned int len)
{
- if (!::strncmp(token,in,len) && IsSpaceOrNewLine(in[len]))
- {
- in += len+1;
- return true;
- }
- return false;
+ if (!::strncmp(token,in,len) && IsSpaceOrNewLine(in[len]))
+ {
+ in += len+1;
+ return true;
+ }
+ return false;
}
// ---------------------------------------------------------------------------------
/** @brief Case-ignoring version of TokenMatch
@@ -151,31 +185,26 @@ AI_FORCE_INLINE bool TokenMatch(char*& in, const char* token, unsigned int len)
*/
AI_FORCE_INLINE bool TokenMatchI(const char*& in, const char* token, unsigned int len)
{
- if (!ASSIMP_strincmp(token,in,len) && IsSpaceOrNewLine(in[len]))
- {
- in += len+1;
- return true;
- }
- return false;
-}
-// ---------------------------------------------------------------------------------
-AI_FORCE_INLINE bool TokenMatch(const char*& in, const char* token, unsigned int len)
-{
- return TokenMatch(const_cast<char*&>(in), token, len);
+ if (!ASSIMP_strincmp(token,in,len) && IsSpaceOrNewLine(in[len]))
+ {
+ in += len+1;
+ return true;
+ }
+ return false;
}
// ---------------------------------------------------------------------------------
AI_FORCE_INLINE void SkipToken(const char*& in)
{
- SkipSpaces(&in);
- while (!IsSpaceOrNewLine(*in))++in;
+ SkipSpaces(&in);
+ while (!IsSpaceOrNewLine(*in))++in;
}
// ---------------------------------------------------------------------------------
AI_FORCE_INLINE std::string GetNextToken(const char*& in)
{
- SkipSpacesAndLineEnd(&in);
- const char* cur = in;
- while (!IsSpaceOrNewLine(*in))++in;
- return std::string(cur,(size_t)(in-cur));
+ SkipSpacesAndLineEnd(&in);
+ const char* cur = in;
+ while (!IsSpaceOrNewLine(*in))++in;
+ return std::string(cur,(size_t)(in-cur));
}
} // ! namespace Assimp
#endif // ! AI_PARSING_UTILS_H_INC
diff --git a/src/3rdparty/assimp/code/PlyExporter.cpp b/src/3rdparty/assimp/code/PlyExporter.cpp
new file mode 100644
index 000000000..beaabeb1f
--- /dev/null
+++ b/src/3rdparty/assimp/code/PlyExporter.cpp
@@ -0,0 +1,247 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+#include "AssimpPCH.h"
+
+#if !defined(ASSIMP_BUILD_NO_EXPORT) && !defined(ASSIMP_BUILD_NO_PLY_EXPORTER)
+
+#include "PlyExporter.h"
+#include "../include/assimp/version.h"
+
+using namespace Assimp;
+namespace Assimp {
+
+// ------------------------------------------------------------------------------------------------
+// Worker function for exporting a scene to PLY. Prototyped and registered in Exporter.cpp
+void ExportScenePly(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene)
+{
+ // invoke the exporter
+ PlyExporter exporter(pFile, pScene);
+
+ // we're still here - export successfully completed. Write the file.
+ boost::scoped_ptr<IOStream> outfile (pIOSystem->Open(pFile,"wt"));
+ outfile->Write( exporter.mOutput.str().c_str(), static_cast<size_t>(exporter.mOutput.tellp()),1);
+}
+
+} // end of namespace Assimp
+
+#define PLY_EXPORT_HAS_NORMALS 0x1
+#define PLY_EXPORT_HAS_TANGENTS_BITANGENTS 0x2
+#define PLY_EXPORT_HAS_TEXCOORDS 0x4
+#define PLY_EXPORT_HAS_COLORS (PLY_EXPORT_HAS_TEXCOORDS << AI_MAX_NUMBER_OF_TEXTURECOORDS)
+
+// ------------------------------------------------------------------------------------------------
+PlyExporter :: PlyExporter(const char* _filename, const aiScene* pScene)
+: filename(_filename)
+, pScene(pScene)
+, endl("\n")
+{
+ // make sure that all formatting happens using the standard, C locale and not the user's current locale
+ const std::locale& l = std::locale("C");
+ mOutput.imbue(l);
+
+ unsigned int faces = 0u, vertices = 0u, components = 0u;
+ for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
+ const aiMesh& m = *pScene->mMeshes[i];
+ faces += m.mNumFaces;
+ vertices += m.mNumVertices;
+
+ if (m.HasNormals()) {
+ components |= PLY_EXPORT_HAS_NORMALS;
+ }
+ if (m.HasTangentsAndBitangents()) {
+ components |= PLY_EXPORT_HAS_TANGENTS_BITANGENTS;
+ }
+ for (unsigned int t = 0; m.HasTextureCoords(t); ++t) {
+ components |= PLY_EXPORT_HAS_TEXCOORDS << t;
+ }
+ for (unsigned int t = 0; m.HasVertexColors(t); ++t) {
+ components |= PLY_EXPORT_HAS_COLORS << t;
+ }
+ }
+
+ mOutput << "ply" << endl;
+ mOutput << "format ascii 1.0" << endl;
+ mOutput << "Created by Open Asset Import Library - http://assimp.sf.net (v"
+ << aiGetVersionMajor() << '.' << aiGetVersionMinor() << '.'
+ << aiGetVersionRevision() << ")" << endl;
+
+ mOutput << "element vertex " << vertices << endl;
+ mOutput << "property float x" << endl;
+ mOutput << "property float y" << endl;
+ mOutput << "property float z" << endl;
+
+ if(components & PLY_EXPORT_HAS_NORMALS) {
+ mOutput << "property float nx" << endl;
+ mOutput << "property float ny" << endl;
+ mOutput << "property float nz" << endl;
+ }
+
+ // write texcoords first, just in case an importer does not support tangents
+ // bitangents and just skips over the rest of the line upon encountering
+ // unknown fields (Ply leaves pretty much every vertex component open,
+ // but in reality most importers only know about vertex positions, normals
+ // and texture coordinates).
+ for (unsigned int n = PLY_EXPORT_HAS_TEXCOORDS, c = 0; (components & n) && c != AI_MAX_NUMBER_OF_TEXTURECOORDS; n <<= 1, ++c) {
+ if (!c) {
+ mOutput << "property float s" << endl;
+ mOutput << "property float t" << endl;
+ }
+ else {
+ mOutput << "property float s" << c << endl;
+ mOutput << "property float t" << c << endl;
+ }
+ }
+
+ for (unsigned int n = PLY_EXPORT_HAS_COLORS, c = 0; (components & n) && c != AI_MAX_NUMBER_OF_COLOR_SETS; n <<= 1, ++c) {
+ if (!c) {
+ mOutput << "property float r" << endl;
+ mOutput << "property float g" << endl;
+ mOutput << "property float b" << endl;
+ mOutput << "property float a" << endl;
+ }
+ else {
+ mOutput << "property float r" << c << endl;
+ mOutput << "property float g" << c << endl;
+ mOutput << "property float b" << c << endl;
+ mOutput << "property float a" << c << endl;
+ }
+ }
+
+ if(components & PLY_EXPORT_HAS_TANGENTS_BITANGENTS) {
+ mOutput << "property float tx" << endl;
+ mOutput << "property float ty" << endl;
+ mOutput << "property float tz" << endl;
+ mOutput << "property float bx" << endl;
+ mOutput << "property float by" << endl;
+ mOutput << "property float bz" << endl;
+ }
+
+ mOutput << "element face " << faces << endl;
+ mOutput << "property list uint uint vertex_indices" << endl;
+ mOutput << "end_header" << endl;
+
+ for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
+ WriteMeshVerts(pScene->mMeshes[i],components);
+ }
+ for (unsigned int i = 0, ofs = 0; i < pScene->mNumMeshes; ++i) {
+ WriteMeshIndices(pScene->mMeshes[i],ofs);
+ ofs += pScene->mMeshes[i]->mNumVertices;
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+void PlyExporter :: WriteMeshVerts(const aiMesh* m, unsigned int components)
+{
+ for (unsigned int i = 0; i < m->mNumVertices; ++i) {
+ mOutput <<
+ m->mVertices[i].x << " " <<
+ m->mVertices[i].y << " " <<
+ m->mVertices[i].z
+ ;
+ if(components & PLY_EXPORT_HAS_NORMALS) {
+ if (m->HasNormals()) {
+ mOutput <<
+ " " << m->mNormals[i].x <<
+ " " << m->mNormals[i].y <<
+ " " << m->mNormals[i].z;
+ }
+ else {
+ mOutput << " 0.0 0.0 0.0";
+ }
+ }
+
+ for (unsigned int n = PLY_EXPORT_HAS_TEXCOORDS, c = 0; (components & n) && c != AI_MAX_NUMBER_OF_TEXTURECOORDS; n <<= 1, ++c) {
+ if (m->HasTextureCoords(c)) {
+ mOutput <<
+ " " << m->mTextureCoords[c][i].x <<
+ " " << m->mTextureCoords[c][i].y;
+ }
+ else {
+ mOutput << " -1.0 -1.0";
+ }
+ }
+
+ for (unsigned int n = PLY_EXPORT_HAS_COLORS, c = 0; (components & n) && c != AI_MAX_NUMBER_OF_COLOR_SETS; n <<= 1, ++c) {
+ if (m->HasVertexColors(c)) {
+ mOutput <<
+ " " << m->mColors[c][i].r <<
+ " " << m->mColors[c][i].g <<
+ " " << m->mColors[c][i].b <<
+ " " << m->mColors[c][i].a;
+ }
+ else {
+ mOutput << " -1.0 -1.0 -1.0 -1.0";
+ }
+ }
+
+ if(components & PLY_EXPORT_HAS_TANGENTS_BITANGENTS) {
+ if (m->HasTangentsAndBitangents()) {
+ mOutput <<
+ " " << m->mTangents[i].x <<
+ " " << m->mTangents[i].y <<
+ " " << m->mTangents[i].z <<
+ " " << m->mBitangents[i].x <<
+ " " << m->mBitangents[i].y <<
+ " " << m->mBitangents[i].z
+ ;
+ }
+ else {
+ mOutput << " 0.0 0.0 0.0 0.0 0.0 0.0";
+ }
+ }
+
+ mOutput << endl;
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+void PlyExporter :: WriteMeshIndices(const aiMesh* m, unsigned int offset)
+{
+ for (unsigned int i = 0; i < m->mNumFaces; ++i) {
+ const aiFace& f = m->mFaces[i];
+ mOutput << f.mNumIndices << " ";
+ for(unsigned int c = 0; c < f.mNumIndices; ++c) {
+ mOutput << (f.mIndices[c] + offset) << (c == f.mNumIndices-1 ? endl : " ");
+ }
+ }
+}
+
+#endif
diff --git a/src/3rdparty/assimp/code/PlyExporter.h b/src/3rdparty/assimp/code/PlyExporter.h
new file mode 100644
index 000000000..acc922cc3
--- /dev/null
+++ b/src/3rdparty/assimp/code/PlyExporter.h
@@ -0,0 +1,85 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+/** @file PlyExporter.h
+ * Declares the exporter class to write a scene to a Polygon Library (ply)
+ */
+#ifndef AI_PLYEXPORTER_H_INC
+#define AI_PLYEXPORTER_H_INC
+
+#include <sstream>
+
+struct aiScene;
+struct aiNode;
+
+namespace Assimp
+{
+
+// ------------------------------------------------------------------------------------------------
+/** Helper class to export a given scene to a Stanford Ply file. */
+// ------------------------------------------------------------------------------------------------
+class PlyExporter
+{
+public:
+ /// Constructor for a specific scene to export
+ PlyExporter(const char* filename, const aiScene* pScene);
+
+public:
+
+ /// public stringstreams to write all output into
+ std::ostringstream mOutput;
+
+private:
+
+ void WriteMeshVerts(const aiMesh* m, unsigned int components);
+ void WriteMeshIndices(const aiMesh* m, unsigned int ofs);
+
+private:
+
+ const std::string filename;
+ const aiScene* const pScene;
+
+ // obviously, this endl() doesn't flush() the stream
+ const std::string endl;
+};
+
+}
+
+#endif
diff --git a/src/3rdparty/assimp/code/PlyLoader.cpp b/src/3rdparty/assimp/code/PlyLoader.cpp
index 68640291c..9aa5d9d71 100644
--- a/src/3rdparty/assimp/code/PlyLoader.cpp
+++ b/src/3rdparty/assimp/code/PlyLoader.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -48,1003 +48,1015 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
// internal headers
#include "PlyLoader.h"
-#include "MaterialSystem.h"
using namespace Assimp;
+static const aiImporterDesc desc = {
+ "Stanford Polygon Library (PLY) Importer",
+ "",
+ "",
+ "",
+ aiImporterFlags_SupportBinaryFlavour | aiImporterFlags_SupportTextFlavour,
+ 0,
+ 0,
+ 0,
+ 0,
+ "ply"
+};
+
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
-PLYImporter::PLYImporter() : mBuffer(0), pcDOM(0)
+PLYImporter::PLYImporter()
{}
// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
+// Destructor, private as well
PLYImporter::~PLYImporter()
{}
// ------------------------------------------------------------------------------------------------
-// Returns whether the class can handle the format of the given file.
+// Returns whether the class can handle the format of the given file.
bool PLYImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
{
- const std::string extension = GetExtension(pFile);
-
- if (extension == "ply")
- return true;
- else if (!extension.length() || checkSig)
- {
- if (!pIOHandler)return true;
- const char* tokens[] = {"ply"};
- return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
- }
- return false;
+ const std::string extension = GetExtension(pFile);
+
+ if (extension == "ply")
+ return true;
+ else if (!extension.length() || checkSig)
+ {
+ if (!pIOHandler)return true;
+ const char* tokens[] = {"ply"};
+ return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
+ }
+ return false;
}
// ------------------------------------------------------------------------------------------------
-void PLYImporter::GetExtensionList(std::set<std::string>& extensions)
+const aiImporterDesc* PLYImporter::GetInfo () const
{
- extensions.insert("ply");
+ return &desc;
}
// ------------------------------------------------------------------------------------------------
-// Imports the given file into the given scene structure.
-void PLYImporter::InternReadFile( const std::string& pFile,
- aiScene* pScene, IOSystem* pIOHandler)
+// Imports the given file into the given scene structure.
+void PLYImporter::InternReadFile( const std::string& pFile,
+ aiScene* pScene, IOSystem* pIOHandler)
{
- boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
-
- // Check whether we can read from the file
- if ( file.get() == NULL) {
- throw DeadlyImportError( "Failed to open PLY file " + pFile + ".");
- }
-
- // allocate storage and copy the contents of the file to a memory buffer
- std::vector<char> mBuffer2;
- TextFileToBuffer(file.get(),mBuffer2);
- mBuffer = (unsigned char*)&mBuffer2[0];
-
- // the beginning of the file must be PLY - magic, magic
- if ((mBuffer[0] != 'P' && mBuffer[0] != 'p') ||
- (mBuffer[1] != 'L' && mBuffer[1] != 'l') ||
- (mBuffer[2] != 'Y' && mBuffer[2] != 'y')) {
- throw DeadlyImportError( "Invalid .ply file: Magic number \'ply\' is no there");
- }
-
- char* szMe = (char*)&this->mBuffer[3];
- SkipSpacesAndLineEnd(szMe,(const char**)&szMe);
-
- // determine the format of the file data
- PLY::DOM sPlyDom;
- if (TokenMatch(szMe,"format",6))
- {
- if (TokenMatch(szMe,"ascii",5))
- {
- SkipLine(szMe,(const char**)&szMe);
- if (!PLY::DOM::ParseInstance(szMe,&sPlyDom))
- throw DeadlyImportError( "Invalid .ply file: Unable to build DOM (#1)");
- }
- else if (!::strncmp(szMe,"binary_",7))
- {
- bool bIsBE = false;
- szMe+=7;
-
- // binary_little_endian
- // binary_big_endian
+ boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
+
+ // Check whether we can read from the file
+ if( file.get() == NULL) {
+ throw DeadlyImportError( "Failed to open PLY file " + pFile + ".");
+ }
+
+ // allocate storage and copy the contents of the file to a memory buffer
+ std::vector<char> mBuffer2;
+ TextFileToBuffer(file.get(),mBuffer2);
+ mBuffer = (unsigned char*)&mBuffer2[0];
+
+ // the beginning of the file must be PLY - magic, magic
+ if ((mBuffer[0] != 'P' && mBuffer[0] != 'p') ||
+ (mBuffer[1] != 'L' && mBuffer[1] != 'l') ||
+ (mBuffer[2] != 'Y' && mBuffer[2] != 'y')) {
+ throw DeadlyImportError( "Invalid .ply file: Magic number \'ply\' is no there");
+ }
+
+ char* szMe = (char*)&this->mBuffer[3];
+ SkipSpacesAndLineEnd(szMe,(const char**)&szMe);
+
+ // determine the format of the file data
+ PLY::DOM sPlyDom;
+ if (TokenMatch(szMe,"format",6))
+ {
+ if (TokenMatch(szMe,"ascii",5))
+ {
+ SkipLine(szMe,(const char**)&szMe);
+ if(!PLY::DOM::ParseInstance(szMe,&sPlyDom))
+ throw DeadlyImportError( "Invalid .ply file: Unable to build DOM (#1)");
+ }
+ else if (!::strncmp(szMe,"binary_",7))
+ {
+ bool bIsBE = false;
+ szMe+=7;
+
+ // binary_little_endian
+ // binary_big_endian
#if (defined AI_BUILD_BIG_ENDIAN)
- if ('l' == *szMe || 'L' == *szMe)bIsBE = true;
+ if ('l' == *szMe || 'L' == *szMe)bIsBE = true;
#else
- if ('b' == *szMe || 'B' == *szMe)bIsBE = true;
+ if ('b' == *szMe || 'B' == *szMe)bIsBE = true;
#endif // ! AI_BUILD_BIG_ENDIAN
- // skip the line, parse the rest of the header and build the DOM
- SkipLine(szMe,(const char**)&szMe);
- if (!PLY::DOM::ParseInstanceBinary(szMe,&sPlyDom,bIsBE))
- throw DeadlyImportError( "Invalid .ply file: Unable to build DOM (#2)");
- }
- else throw DeadlyImportError( "Invalid .ply file: Unknown file format");
- }
- else
- {
- delete[] this->mBuffer;
- AI_DEBUG_INVALIDATE_PTR(this->mBuffer);
- throw DeadlyImportError( "Invalid .ply file: Missing format specification");
- }
- this->pcDOM = &sPlyDom;
-
- // now load a list of vertices. This must be sucessfull in order to procede
- std::vector<aiVector3D> avPositions;
- this->LoadVertices(&avPositions,false);
-
- if (avPositions.empty())
- throw DeadlyImportError( "Invalid .ply file: No vertices found. "
- "Unable to parse the data format of the PLY file.");
-
- // now load a list of normals.
- std::vector<aiVector3D> avNormals;
- LoadVertices(&avNormals,true);
-
- // load the face list
- std::vector<PLY::Face> avFaces;
- LoadFaces(&avFaces);
-
- // if no face list is existing we assume that the vertex
- // list is containing a list of triangles
- if (avFaces.empty())
- {
- if (avPositions.size() < 3)
- {
- throw DeadlyImportError( "Invalid .ply file: Not enough "
- "vertices to build a proper face list. ");
- }
-
- const unsigned int iNum = (unsigned int)avPositions.size() / 3;
- for (unsigned int i = 0; i< iNum;++i)
- {
- PLY::Face sFace;
- sFace.mIndices.push_back((iNum*3));
- sFace.mIndices.push_back((iNum*3)+1);
- sFace.mIndices.push_back((iNum*3)+2);
- avFaces.push_back(sFace);
- }
- }
-
- // now load a list of all materials
- std::vector<MaterialHelper*> avMaterials;
- LoadMaterial(&avMaterials);
-
- // now load a list of all vertex color channels
- std::vector<aiColor4D> avColors;
- avColors.reserve(avPositions.size());
- LoadVertexColor(&avColors);
-
- // now try to load texture coordinates
- std::vector<aiVector2D> avTexCoords;
- avTexCoords.reserve(avPositions.size());
- LoadTextureCoordinates(&avTexCoords);
-
- // now replace the default material in all faces and validate all material indices
- ReplaceDefaultMaterial(&avFaces,&avMaterials);
-
- // now convert this to a list of aiMesh instances
- std::vector<aiMesh*> avMeshes;
- avMeshes.reserve(avMaterials.size()+1);
- ConvertMeshes(&avFaces,&avPositions,&avNormals,
- &avColors,&avTexCoords,&avMaterials,&avMeshes);
-
- if (avMeshes.empty())
- throw DeadlyImportError( "Invalid .ply file: Unable to extract mesh data ");
-
- // now generate the output scene object. Fill the material list
- pScene->mNumMaterials = (unsigned int)avMaterials.size();
- pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
- for (unsigned int i = 0; i < pScene->mNumMaterials;++i)
- pScene->mMaterials[i] = avMaterials[i];
-
- // fill the mesh list
- pScene->mNumMeshes = (unsigned int)avMeshes.size();
- pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
- for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
- pScene->mMeshes[i] = avMeshes[i];
-
- // generate a simple node structure
- pScene->mRootNode = new aiNode();
- pScene->mRootNode->mNumMeshes = pScene->mNumMeshes;
- pScene->mRootNode->mMeshes = new unsigned int[pScene->mNumMeshes];
-
- for (unsigned int i = 0; i < pScene->mRootNode->mNumMeshes;++i)
- pScene->mRootNode->mMeshes[i] = i;
+ // skip the line, parse the rest of the header and build the DOM
+ SkipLine(szMe,(const char**)&szMe);
+ if(!PLY::DOM::ParseInstanceBinary(szMe,&sPlyDom,bIsBE))
+ throw DeadlyImportError( "Invalid .ply file: Unable to build DOM (#2)");
+ }
+ else throw DeadlyImportError( "Invalid .ply file: Unknown file format");
+ }
+ else
+ {
+ delete[] this->mBuffer;
+ AI_DEBUG_INVALIDATE_PTR(this->mBuffer);
+ throw DeadlyImportError( "Invalid .ply file: Missing format specification");
+ }
+ this->pcDOM = &sPlyDom;
+
+ // now load a list of vertices. This must be sucessfull in order to procede
+ std::vector<aiVector3D> avPositions;
+ this->LoadVertices(&avPositions,false);
+
+ if (avPositions.empty())
+ throw DeadlyImportError( "Invalid .ply file: No vertices found. "
+ "Unable to parse the data format of the PLY file.");
+
+ // now load a list of normals.
+ std::vector<aiVector3D> avNormals;
+ LoadVertices(&avNormals,true);
+
+ // load the face list
+ std::vector<PLY::Face> avFaces;
+ LoadFaces(&avFaces);
+
+ // if no face list is existing we assume that the vertex
+ // list is containing a list of triangles
+ if (avFaces.empty())
+ {
+ if (avPositions.size() < 3)
+ {
+ throw DeadlyImportError( "Invalid .ply file: Not enough "
+ "vertices to build a proper face list. ");
+ }
+
+ const unsigned int iNum = (unsigned int)avPositions.size() / 3;
+ for (unsigned int i = 0; i< iNum;++i)
+ {
+ PLY::Face sFace;
+ sFace.mIndices.push_back((iNum*3));
+ sFace.mIndices.push_back((iNum*3)+1);
+ sFace.mIndices.push_back((iNum*3)+2);
+ avFaces.push_back(sFace);
+ }
+ }
+
+ // now load a list of all materials
+ std::vector<aiMaterial*> avMaterials;
+ LoadMaterial(&avMaterials);
+
+ // now load a list of all vertex color channels
+ std::vector<aiColor4D> avColors;
+ avColors.reserve(avPositions.size());
+ LoadVertexColor(&avColors);
+
+ // now try to load texture coordinates
+ std::vector<aiVector2D> avTexCoords;
+ avTexCoords.reserve(avPositions.size());
+ LoadTextureCoordinates(&avTexCoords);
+
+ // now replace the default material in all faces and validate all material indices
+ ReplaceDefaultMaterial(&avFaces,&avMaterials);
+
+ // now convert this to a list of aiMesh instances
+ std::vector<aiMesh*> avMeshes;
+ avMeshes.reserve(avMaterials.size()+1);
+ ConvertMeshes(&avFaces,&avPositions,&avNormals,
+ &avColors,&avTexCoords,&avMaterials,&avMeshes);
+
+ if (avMeshes.empty())
+ throw DeadlyImportError( "Invalid .ply file: Unable to extract mesh data ");
+
+ // now generate the output scene object. Fill the material list
+ pScene->mNumMaterials = (unsigned int)avMaterials.size();
+ pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
+ for (unsigned int i = 0; i < pScene->mNumMaterials;++i)
+ pScene->mMaterials[i] = avMaterials[i];
+
+ // fill the mesh list
+ pScene->mNumMeshes = (unsigned int)avMeshes.size();
+ pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
+ for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
+ pScene->mMeshes[i] = avMeshes[i];
+
+ // generate a simple node structure
+ pScene->mRootNode = new aiNode();
+ pScene->mRootNode->mNumMeshes = pScene->mNumMeshes;
+ pScene->mRootNode->mMeshes = new unsigned int[pScene->mNumMeshes];
+
+ for (unsigned int i = 0; i < pScene->mRootNode->mNumMeshes;++i)
+ pScene->mRootNode->mMeshes[i] = i;
}
// ------------------------------------------------------------------------------------------------
// Split meshes by material IDs
void PLYImporter::ConvertMeshes(std::vector<PLY::Face>* avFaces,
- const std::vector<aiVector3D>* avPositions,
- const std::vector<aiVector3D>* avNormals,
- const std::vector<aiColor4D>* avColors,
- const std::vector<aiVector2D>* avTexCoords,
- const std::vector<MaterialHelper*>* avMaterials,
- std::vector<aiMesh*>* avOut)
+ const std::vector<aiVector3D>* avPositions,
+ const std::vector<aiVector3D>* avNormals,
+ const std::vector<aiColor4D>* avColors,
+ const std::vector<aiVector2D>* avTexCoords,
+ const std::vector<aiMaterial*>* avMaterials,
+ std::vector<aiMesh*>* avOut)
{
- ai_assert(NULL != avFaces);
- ai_assert(NULL != avPositions);
- ai_assert(NULL != avMaterials);
-
- // split by materials
- std::vector<unsigned int>* aiSplit = new std::vector<unsigned int>[avMaterials->size()];
-
- unsigned int iNum = 0;
- for (std::vector<PLY::Face>::const_iterator i = avFaces->begin();i != avFaces->end();++i,++iNum)
- aiSplit[(*i).iMaterialIndex].push_back(iNum);
-
- // now generate submeshes
- for (unsigned int p = 0; p < avMaterials->size();++p)
- {
- if (aiSplit[p].size() != 0)
- {
- // allocate the mesh object
- aiMesh* p_pcOut = new aiMesh();
- p_pcOut->mMaterialIndex = p;
-
- p_pcOut->mNumFaces = (unsigned int)aiSplit[p].size();
- p_pcOut->mFaces = new aiFace[aiSplit[p].size()];
-
- // at first we need to determine the size of the output vector array
- unsigned int iNum = 0;
- for (unsigned int i = 0; i < aiSplit[p].size();++i)
- {
- iNum += (unsigned int)(*avFaces)[aiSplit[p][i]].mIndices.size();
- }
- p_pcOut->mNumVertices = iNum;
- p_pcOut->mVertices = new aiVector3D[iNum];
-
- if (!avColors->empty())
- p_pcOut->mColors[0] = new aiColor4D[iNum];
- if (!avTexCoords->empty())
- {
- p_pcOut->mNumUVComponents[0] = 2;
- p_pcOut->mTextureCoords[0] = new aiVector3D[iNum];
- }
- if (!avNormals->empty())
- p_pcOut->mNormals = new aiVector3D[iNum];
-
- // add all faces
- iNum = 0;
- unsigned int iVertex = 0;
- for (std::vector<unsigned int>::const_iterator i = aiSplit[p].begin();
- i != aiSplit[p].end();++i,++iNum)
- {
- p_pcOut->mFaces[iNum].mNumIndices = (unsigned int)(*avFaces)[*i].mIndices.size();
- p_pcOut->mFaces[iNum].mIndices = new unsigned int[p_pcOut->mFaces[iNum].mNumIndices];
-
- // build an unique set of vertices/colors for this face
- for (unsigned int q = 0; q < p_pcOut->mFaces[iNum].mNumIndices;++q)
- {
- p_pcOut->mFaces[iNum].mIndices[q] = iVertex;
- p_pcOut->mVertices[iVertex] = (*avPositions)[(*avFaces)[*i].mIndices[q]];
-
- if (!avColors->empty())
- p_pcOut->mColors[0][iVertex] = (*avColors)[(*avFaces)[*i].mIndices[q]];
-
- if (!avTexCoords->empty())
- {
- const aiVector2D& vec = (*avTexCoords)[(*avFaces)[*i].mIndices[q]];
- p_pcOut->mTextureCoords[0][iVertex].x = vec.x;
- p_pcOut->mTextureCoords[0][iVertex].y = vec.y;
- }
-
- if (!avNormals->empty())
- p_pcOut->mNormals[iVertex] = (*avNormals)[(*avFaces)[*i].mIndices[q]];
- iVertex++;
- }
-
- }
- // add the mesh to the output list
- avOut->push_back(p_pcOut);
- }
- }
- delete[] aiSplit; // cleanup
+ ai_assert(NULL != avFaces);
+ ai_assert(NULL != avPositions);
+ ai_assert(NULL != avMaterials);
+
+ // split by materials
+ std::vector<unsigned int>* aiSplit = new std::vector<unsigned int>[avMaterials->size()];
+
+ unsigned int iNum = 0;
+ for (std::vector<PLY::Face>::const_iterator i = avFaces->begin();i != avFaces->end();++i,++iNum)
+ aiSplit[(*i).iMaterialIndex].push_back(iNum);
+
+ // now generate submeshes
+ for (unsigned int p = 0; p < avMaterials->size();++p)
+ {
+ if (aiSplit[p].size() != 0)
+ {
+ // allocate the mesh object
+ aiMesh* p_pcOut = new aiMesh();
+ p_pcOut->mMaterialIndex = p;
+
+ p_pcOut->mNumFaces = (unsigned int)aiSplit[p].size();
+ p_pcOut->mFaces = new aiFace[aiSplit[p].size()];
+
+ // at first we need to determine the size of the output vector array
+ unsigned int iNum = 0;
+ for (unsigned int i = 0; i < aiSplit[p].size();++i)
+ {
+ iNum += (unsigned int)(*avFaces)[aiSplit[p][i]].mIndices.size();
+ }
+ p_pcOut->mNumVertices = iNum;
+ p_pcOut->mVertices = new aiVector3D[iNum];
+
+ if (!avColors->empty())
+ p_pcOut->mColors[0] = new aiColor4D[iNum];
+ if (!avTexCoords->empty())
+ {
+ p_pcOut->mNumUVComponents[0] = 2;
+ p_pcOut->mTextureCoords[0] = new aiVector3D[iNum];
+ }
+ if (!avNormals->empty())
+ p_pcOut->mNormals = new aiVector3D[iNum];
+
+ // add all faces
+ iNum = 0;
+ unsigned int iVertex = 0;
+ for (std::vector<unsigned int>::const_iterator i = aiSplit[p].begin();
+ i != aiSplit[p].end();++i,++iNum)
+ {
+ p_pcOut->mFaces[iNum].mNumIndices = (unsigned int)(*avFaces)[*i].mIndices.size();
+ p_pcOut->mFaces[iNum].mIndices = new unsigned int[p_pcOut->mFaces[iNum].mNumIndices];
+
+ // build an unique set of vertices/colors for this face
+ for (unsigned int q = 0; q < p_pcOut->mFaces[iNum].mNumIndices;++q)
+ {
+ p_pcOut->mFaces[iNum].mIndices[q] = iVertex;
+ p_pcOut->mVertices[iVertex] = (*avPositions)[(*avFaces)[*i].mIndices[q]];
+
+ if (!avColors->empty())
+ p_pcOut->mColors[0][iVertex] = (*avColors)[(*avFaces)[*i].mIndices[q]];
+
+ if (!avTexCoords->empty())
+ {
+ const aiVector2D& vec = (*avTexCoords)[(*avFaces)[*i].mIndices[q]];
+ p_pcOut->mTextureCoords[0][iVertex].x = vec.x;
+ p_pcOut->mTextureCoords[0][iVertex].y = vec.y;
+ }
+
+ if (!avNormals->empty())
+ p_pcOut->mNormals[iVertex] = (*avNormals)[(*avFaces)[*i].mIndices[q]];
+ iVertex++;
+ }
+
+ }
+ // add the mesh to the output list
+ avOut->push_back(p_pcOut);
+ }
+ }
+ delete[] aiSplit; // cleanup
}
// ------------------------------------------------------------------------------------------------
// Generate a default material if none was specified and apply it to all vanilla faces
void PLYImporter::ReplaceDefaultMaterial(std::vector<PLY::Face>* avFaces,
- std::vector<MaterialHelper*>* avMaterials)
+ std::vector<aiMaterial*>* avMaterials)
{
- bool bNeedDefaultMat = false;
-
- for (std::vector<PLY::Face>::iterator i = avFaces->begin();i != avFaces->end();++i) {
- if (0xFFFFFFFF == (*i).iMaterialIndex) {
- bNeedDefaultMat = true;
- (*i).iMaterialIndex = (unsigned int)avMaterials->size();
- }
- else if ((*i).iMaterialIndex >= avMaterials->size() ) {
- // clamp the index
- (*i).iMaterialIndex = (unsigned int)avMaterials->size()-1;
- }
- }
-
- if (bNeedDefaultMat) {
- // generate a default material
- MaterialHelper* pcHelper = new MaterialHelper();
-
- // fill in a default material
- int iMode = (int)aiShadingMode_Gouraud;
- pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
-
- aiColor3D clr;
- clr.b = clr.g = clr.r = 0.6f;
- pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
- pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
-
- clr.b = clr.g = clr.r = 0.05f;
- pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
-
- // The face order is absolutely undefined for PLY, so we have to
- // use two-sided rendering to be sure it's ok.
- const int two_sided = 1;
- pcHelper->AddProperty(&two_sided,1,AI_MATKEY_TWOSIDED);
-
- avMaterials->push_back(pcHelper);
- }
+ bool bNeedDefaultMat = false;
+
+ for (std::vector<PLY::Face>::iterator i = avFaces->begin();i != avFaces->end();++i) {
+ if (0xFFFFFFFF == (*i).iMaterialIndex) {
+ bNeedDefaultMat = true;
+ (*i).iMaterialIndex = (unsigned int)avMaterials->size();
+ }
+ else if ((*i).iMaterialIndex >= avMaterials->size() ) {
+ // clamp the index
+ (*i).iMaterialIndex = (unsigned int)avMaterials->size()-1;
+ }
+ }
+
+ if (bNeedDefaultMat) {
+ // generate a default material
+ aiMaterial* pcHelper = new aiMaterial();
+
+ // fill in a default material
+ int iMode = (int)aiShadingMode_Gouraud;
+ pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
+
+ aiColor3D clr;
+ clr.b = clr.g = clr.r = 0.6f;
+ pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
+ pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
+
+ clr.b = clr.g = clr.r = 0.05f;
+ pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
+
+ // The face order is absolutely undefined for PLY, so we have to
+ // use two-sided rendering to be sure it's ok.
+ const int two_sided = 1;
+ pcHelper->AddProperty(&two_sided,1,AI_MATKEY_TWOSIDED);
+
+ avMaterials->push_back(pcHelper);
+ }
}
// ------------------------------------------------------------------------------------------------
void PLYImporter::LoadTextureCoordinates(std::vector<aiVector2D>* pvOut)
{
- ai_assert(NULL != pvOut);
-
- unsigned int aiPositions[2] = {0xFFFFFFFF,0xFFFFFFFF};
- PLY::EDataType aiTypes[2] = {EDT_Char,EDT_Char};
- PLY::ElementInstanceList* pcList = NULL;
- unsigned int cnt = 0;
-
- // serach in the DOM for a vertex entry
- unsigned int _i = 0;
- for (std::vector<PLY::Element>::const_iterator i = pcDOM->alElements.begin();
- i != pcDOM->alElements.end();++i,++_i)
- {
- if (PLY::EEST_Vertex == (*i).eSemantic)
- {
- pcList = &this->pcDOM->alElementData[_i];
-
- // now check whether which normal components are available
- unsigned int _a = 0;
- for (std::vector<PLY::Property>::const_iterator a = (*i).alProperties.begin();
- a != (*i).alProperties.end();++a,++_a)
- {
- if ((*a).bIsList)continue;
- if (PLY::EST_UTextureCoord == (*a).Semantic)
- {
- cnt++;
- aiPositions[0] = _a;
- aiTypes[0] = (*a).eType;
- }
- else if (PLY::EST_VTextureCoord == (*a).Semantic)
- {
- cnt++;
- aiPositions[1] = _a;
- aiTypes[1] = (*a).eType;
- }
- }
- }
- }
- // check whether we have a valid source for the texture coordinates data
- if (NULL != pcList && 0 != cnt)
- {
- pvOut->reserve(pcList->alInstances.size());
- for (std::vector<ElementInstance>::const_iterator i = pcList->alInstances.begin();
- i != pcList->alInstances.end();++i)
- {
- // convert the vertices to sp floats
- aiVector2D vOut;
-
- if (0xFFFFFFFF != aiPositions[0])
- {
- vOut.x = PLY::PropertyInstance::ConvertTo<float>(
- (*i).alProperties[aiPositions[0]].avList.front(),aiTypes[0]);
- }
-
- if (0xFFFFFFFF != aiPositions[1])
- {
- vOut.y = PLY::PropertyInstance::ConvertTo<float>(
- (*i).alProperties[aiPositions[1]].avList.front(),aiTypes[1]);
- }
- // and add them to our nice list
- pvOut->push_back(vOut);
- }
- }
+ ai_assert(NULL != pvOut);
+
+ unsigned int aiPositions[2] = {0xFFFFFFFF,0xFFFFFFFF};
+ PLY::EDataType aiTypes[2] = {EDT_Char,EDT_Char};
+ PLY::ElementInstanceList* pcList = NULL;
+ unsigned int cnt = 0;
+
+ // serach in the DOM for a vertex entry
+ unsigned int _i = 0;
+ for (std::vector<PLY::Element>::const_iterator i = pcDOM->alElements.begin();
+ i != pcDOM->alElements.end();++i,++_i)
+ {
+ if (PLY::EEST_Vertex == (*i).eSemantic)
+ {
+ pcList = &this->pcDOM->alElementData[_i];
+
+ // now check whether which normal components are available
+ unsigned int _a = 0;
+ for (std::vector<PLY::Property>::const_iterator a = (*i).alProperties.begin();
+ a != (*i).alProperties.end();++a,++_a)
+ {
+ if ((*a).bIsList)continue;
+ if (PLY::EST_UTextureCoord == (*a).Semantic)
+ {
+ cnt++;
+ aiPositions[0] = _a;
+ aiTypes[0] = (*a).eType;
+ }
+ else if (PLY::EST_VTextureCoord == (*a).Semantic)
+ {
+ cnt++;
+ aiPositions[1] = _a;
+ aiTypes[1] = (*a).eType;
+ }
+ }
+ }
+ }
+ // check whether we have a valid source for the texture coordinates data
+ if (NULL != pcList && 0 != cnt)
+ {
+ pvOut->reserve(pcList->alInstances.size());
+ for (std::vector<ElementInstance>::const_iterator i = pcList->alInstances.begin();
+ i != pcList->alInstances.end();++i)
+ {
+ // convert the vertices to sp floats
+ aiVector2D vOut;
+
+ if (0xFFFFFFFF != aiPositions[0])
+ {
+ vOut.x = PLY::PropertyInstance::ConvertTo<float>(
+ (*i).alProperties[aiPositions[0]].avList.front(),aiTypes[0]);
+ }
+
+ if (0xFFFFFFFF != aiPositions[1])
+ {
+ vOut.y = PLY::PropertyInstance::ConvertTo<float>(
+ (*i).alProperties[aiPositions[1]].avList.front(),aiTypes[1]);
+ }
+ // and add them to our nice list
+ pvOut->push_back(vOut);
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Try to extract vertices from the PLY DOM
void PLYImporter::LoadVertices(std::vector<aiVector3D>* pvOut, bool p_bNormals)
{
- ai_assert(NULL != pvOut);
-
- unsigned int aiPositions[3] = {0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF};
- PLY::EDataType aiTypes[3] = {EDT_Char,EDT_Char,EDT_Char};
- PLY::ElementInstanceList* pcList = NULL;
- unsigned int cnt = 0;
-
- // serach in the DOM for a vertex entry
- unsigned int _i = 0;
- for (std::vector<PLY::Element>::const_iterator i = pcDOM->alElements.begin();
- i != pcDOM->alElements.end();++i,++_i)
- {
- if (PLY::EEST_Vertex == (*i).eSemantic)
- {
- pcList = &pcDOM->alElementData[_i];
-
- // load normal vectors?
- if (p_bNormals)
- {
- // now check whether which normal components are available
- unsigned int _a = 0;
- for (std::vector<PLY::Property>::const_iterator a = (*i).alProperties.begin();
- a != (*i).alProperties.end();++a,++_a)
- {
- if ((*a).bIsList)continue;
- if (PLY::EST_XNormal == (*a).Semantic)
- {
- cnt++;
- aiPositions[0] = _a;
- aiTypes[0] = (*a).eType;
- }
- else if (PLY::EST_YNormal == (*a).Semantic)
- {
- cnt++;
- aiPositions[1] = _a;
- aiTypes[1] = (*a).eType;
- }
- else if (PLY::EST_ZNormal == (*a).Semantic)
- {
- cnt++;
- aiPositions[2] = _a;
- aiTypes[2] = (*a).eType;
- }
- }
- }
- // load vertex coordinates
- else
- {
- // now check whether which coordinate sets are available
- unsigned int _a = 0;
- for (std::vector<PLY::Property>::const_iterator a = (*i).alProperties.begin();
- a != (*i).alProperties.end();++a,++_a)
- {
- if ((*a).bIsList)continue;
- if (PLY::EST_XCoord == (*a).Semantic)
- {
- cnt++;
- aiPositions[0] = _a;
- aiTypes[0] = (*a).eType;
- }
- else if (PLY::EST_YCoord == (*a).Semantic)
- {
- cnt++;
- aiPositions[1] = _a;
- aiTypes[1] = (*a).eType;
- }
- else if (PLY::EST_ZCoord == (*a).Semantic)
- {
- cnt++;
- aiPositions[2] = _a;
- aiTypes[2] = (*a).eType;
- }
- if (3 == cnt)break;
- }
- }
- break;
- }
- }
- // check whether we have a valid source for the vertex data
- if (NULL != pcList && 0 != cnt)
- {
- pvOut->reserve(pcList->alInstances.size());
- for (std::vector<ElementInstance>::const_iterator
- i = pcList->alInstances.begin();
- i != pcList->alInstances.end();++i)
- {
- // convert the vertices to sp floats
- aiVector3D vOut;
-
- if (0xFFFFFFFF != aiPositions[0])
- {
- vOut.x = PLY::PropertyInstance::ConvertTo<float>(
- (*i).alProperties[aiPositions[0]].avList.front(),aiTypes[0]);
- }
-
- if (0xFFFFFFFF != aiPositions[1])
- {
- vOut.y = PLY::PropertyInstance::ConvertTo<float>(
- (*i).alProperties[aiPositions[1]].avList.front(),aiTypes[1]);
- }
-
- if (0xFFFFFFFF != aiPositions[2])
- {
- vOut.z = PLY::PropertyInstance::ConvertTo<float>(
- (*i).alProperties[aiPositions[2]].avList.front(),aiTypes[2]);
- }
-
- // and add them to our nice list
- pvOut->push_back(vOut);
- }
- }
+ ai_assert(NULL != pvOut);
+
+ unsigned int aiPositions[3] = {0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF};
+ PLY::EDataType aiTypes[3] = {EDT_Char,EDT_Char,EDT_Char};
+ PLY::ElementInstanceList* pcList = NULL;
+ unsigned int cnt = 0;
+
+ // serach in the DOM for a vertex entry
+ unsigned int _i = 0;
+ for (std::vector<PLY::Element>::const_iterator i = pcDOM->alElements.begin();
+ i != pcDOM->alElements.end();++i,++_i)
+ {
+ if (PLY::EEST_Vertex == (*i).eSemantic)
+ {
+ pcList = &pcDOM->alElementData[_i];
+
+ // load normal vectors?
+ if (p_bNormals)
+ {
+ // now check whether which normal components are available
+ unsigned int _a = 0;
+ for (std::vector<PLY::Property>::const_iterator a = (*i).alProperties.begin();
+ a != (*i).alProperties.end();++a,++_a)
+ {
+ if ((*a).bIsList)continue;
+ if (PLY::EST_XNormal == (*a).Semantic)
+ {
+ cnt++;
+ aiPositions[0] = _a;
+ aiTypes[0] = (*a).eType;
+ }
+ else if (PLY::EST_YNormal == (*a).Semantic)
+ {
+ cnt++;
+ aiPositions[1] = _a;
+ aiTypes[1] = (*a).eType;
+ }
+ else if (PLY::EST_ZNormal == (*a).Semantic)
+ {
+ cnt++;
+ aiPositions[2] = _a;
+ aiTypes[2] = (*a).eType;
+ }
+ }
+ }
+ // load vertex coordinates
+ else
+ {
+ // now check whether which coordinate sets are available
+ unsigned int _a = 0;
+ for (std::vector<PLY::Property>::const_iterator a = (*i).alProperties.begin();
+ a != (*i).alProperties.end();++a,++_a)
+ {
+ if ((*a).bIsList)continue;
+ if (PLY::EST_XCoord == (*a).Semantic)
+ {
+ cnt++;
+ aiPositions[0] = _a;
+ aiTypes[0] = (*a).eType;
+ }
+ else if (PLY::EST_YCoord == (*a).Semantic)
+ {
+ cnt++;
+ aiPositions[1] = _a;
+ aiTypes[1] = (*a).eType;
+ }
+ else if (PLY::EST_ZCoord == (*a).Semantic)
+ {
+ cnt++;
+ aiPositions[2] = _a;
+ aiTypes[2] = (*a).eType;
+ }
+ if (3 == cnt)break;
+ }
+ }
+ break;
+ }
+ }
+ // check whether we have a valid source for the vertex data
+ if (NULL != pcList && 0 != cnt)
+ {
+ pvOut->reserve(pcList->alInstances.size());
+ for (std::vector<ElementInstance>::const_iterator
+ i = pcList->alInstances.begin();
+ i != pcList->alInstances.end();++i)
+ {
+ // convert the vertices to sp floats
+ aiVector3D vOut;
+
+ if (0xFFFFFFFF != aiPositions[0])
+ {
+ vOut.x = PLY::PropertyInstance::ConvertTo<float>(
+ (*i).alProperties[aiPositions[0]].avList.front(),aiTypes[0]);
+ }
+
+ if (0xFFFFFFFF != aiPositions[1])
+ {
+ vOut.y = PLY::PropertyInstance::ConvertTo<float>(
+ (*i).alProperties[aiPositions[1]].avList.front(),aiTypes[1]);
+ }
+
+ if (0xFFFFFFFF != aiPositions[2])
+ {
+ vOut.z = PLY::PropertyInstance::ConvertTo<float>(
+ (*i).alProperties[aiPositions[2]].avList.front(),aiTypes[2]);
+ }
+
+ // and add them to our nice list
+ pvOut->push_back(vOut);
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Convert a color component to [0...1]
float PLYImporter::NormalizeColorValue (PLY::PropertyInstance::ValueUnion val,
- PLY::EDataType eType)
+ PLY::EDataType eType)
{
- switch (eType)
- {
- case EDT_Float:
- return val.fFloat;
- case EDT_Double:
- return (float)val.fDouble;
-
- case EDT_UChar:
- return (float)val.iUInt / (float)0xFF;
- case EDT_Char:
- return (float)(val.iInt+(0xFF/2)) / (float)0xFF;
- case EDT_UShort:
- return (float)val.iUInt / (float)0xFFFF;
- case EDT_Short:
- return (float)(val.iInt+(0xFFFF/2)) / (float)0xFFFF;
- case EDT_UInt:
- return (float)val.iUInt / (float)0xFFFF;
- case EDT_Int:
- return ((float)val.iInt / (float)0xFF) + 0.5f;
- default: ;
- };
- return 0.0f;
+ switch (eType)
+ {
+ case EDT_Float:
+ return val.fFloat;
+ case EDT_Double:
+ return (float)val.fDouble;
+
+ case EDT_UChar:
+ return (float)val.iUInt / (float)0xFF;
+ case EDT_Char:
+ return (float)(val.iInt+(0xFF/2)) / (float)0xFF;
+ case EDT_UShort:
+ return (float)val.iUInt / (float)0xFFFF;
+ case EDT_Short:
+ return (float)(val.iInt+(0xFFFF/2)) / (float)0xFFFF;
+ case EDT_UInt:
+ return (float)val.iUInt / (float)0xFFFF;
+ case EDT_Int:
+ return ((float)val.iInt / (float)0xFF) + 0.5f;
+ default: ;
+ };
+ return 0.0f;
}
// ------------------------------------------------------------------------------------------------
// Try to extract proper vertex colors from the PLY DOM
void PLYImporter::LoadVertexColor(std::vector<aiColor4D>* pvOut)
{
- ai_assert(NULL != pvOut);
-
- unsigned int aiPositions[4] = {0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF};
- PLY::EDataType aiTypes[4] = {EDT_Char, EDT_Char, EDT_Char, EDT_Char}; // silencing gcc
- unsigned int cnt = 0;
- PLY::ElementInstanceList* pcList = NULL;
-
- // serach in the DOM for a vertex entry
- unsigned int _i = 0;
- for (std::vector<PLY::Element>::const_iterator i = pcDOM->alElements.begin();
- i != pcDOM->alElements.end();++i,++_i)
- {
- if (PLY::EEST_Vertex == (*i).eSemantic)
- {
- pcList = &this->pcDOM->alElementData[_i];
-
- // now check whether which coordinate sets are available
- unsigned int _a = 0;
- for (std::vector<PLY::Property>::const_iterator
- a = (*i).alProperties.begin();
- a != (*i).alProperties.end();++a,++_a)
- {
- if ((*a).bIsList)continue;
- if (PLY::EST_Red == (*a).Semantic)
- {
- cnt++;
- aiPositions[0] = _a;
- aiTypes[0] = (*a).eType;
- }
- else if (PLY::EST_Green == (*a).Semantic)
- {
- cnt++;
- aiPositions[1] = _a;
- aiTypes[1] = (*a).eType;
- }
- else if (PLY::EST_Blue == (*a).Semantic)
- {
- cnt++;
- aiPositions[2] = _a;
- aiTypes[2] = (*a).eType;
- }
- else if (PLY::EST_Alpha == (*a).Semantic)
- {
- cnt++;
- aiPositions[3] = _a;
- aiTypes[3] = (*a).eType;
- }
- if (4 == cnt)break;
- }
- break;
- }
- }
- // check whether we have a valid source for the vertex data
- if (NULL != pcList && 0 != cnt)
- {
- pvOut->reserve(pcList->alInstances.size());
- for (std::vector<ElementInstance>::const_iterator i = pcList->alInstances.begin();
- i != pcList->alInstances.end();++i)
- {
- // convert the vertices to sp floats
- aiColor4D vOut;
-
- if (0xFFFFFFFF != aiPositions[0])
- {
- vOut.r = NormalizeColorValue((*i).alProperties[
- aiPositions[0]].avList.front(),aiTypes[0]);
- }
-
- if (0xFFFFFFFF != aiPositions[1])
- {
- vOut.g = NormalizeColorValue((*i).alProperties[
- aiPositions[1]].avList.front(),aiTypes[1]);
- }
-
- if (0xFFFFFFFF != aiPositions[2])
- {
- vOut.b = NormalizeColorValue((*i).alProperties[
- aiPositions[2]].avList.front(),aiTypes[2]);
- }
-
- // assume 1.0 for the alpha channel ifit is not set
- if (0xFFFFFFFF == aiPositions[3])vOut.a = 1.0f;
- else
- {
- vOut.a = NormalizeColorValue((*i).alProperties[
- aiPositions[3]].avList.front(),aiTypes[3]);
- }
-
- // and add them to our nice list
- pvOut->push_back(vOut);
- }
- }
+ ai_assert(NULL != pvOut);
+
+ unsigned int aiPositions[4] = {0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF};
+ PLY::EDataType aiTypes[4] = {EDT_Char, EDT_Char, EDT_Char, EDT_Char}; // silencing gcc
+ unsigned int cnt = 0;
+ PLY::ElementInstanceList* pcList = NULL;
+
+ // serach in the DOM for a vertex entry
+ unsigned int _i = 0;
+ for (std::vector<PLY::Element>::const_iterator i = pcDOM->alElements.begin();
+ i != pcDOM->alElements.end();++i,++_i)
+ {
+ if (PLY::EEST_Vertex == (*i).eSemantic)
+ {
+ pcList = &this->pcDOM->alElementData[_i];
+
+ // now check whether which coordinate sets are available
+ unsigned int _a = 0;
+ for (std::vector<PLY::Property>::const_iterator
+ a = (*i).alProperties.begin();
+ a != (*i).alProperties.end();++a,++_a)
+ {
+ if ((*a).bIsList)continue;
+ if (PLY::EST_Red == (*a).Semantic)
+ {
+ cnt++;
+ aiPositions[0] = _a;
+ aiTypes[0] = (*a).eType;
+ }
+ else if (PLY::EST_Green == (*a).Semantic)
+ {
+ cnt++;
+ aiPositions[1] = _a;
+ aiTypes[1] = (*a).eType;
+ }
+ else if (PLY::EST_Blue == (*a).Semantic)
+ {
+ cnt++;
+ aiPositions[2] = _a;
+ aiTypes[2] = (*a).eType;
+ }
+ else if (PLY::EST_Alpha == (*a).Semantic)
+ {
+ cnt++;
+ aiPositions[3] = _a;
+ aiTypes[3] = (*a).eType;
+ }
+ if (4 == cnt)break;
+ }
+ break;
+ }
+ }
+ // check whether we have a valid source for the vertex data
+ if (NULL != pcList && 0 != cnt)
+ {
+ pvOut->reserve(pcList->alInstances.size());
+ for (std::vector<ElementInstance>::const_iterator i = pcList->alInstances.begin();
+ i != pcList->alInstances.end();++i)
+ {
+ // convert the vertices to sp floats
+ aiColor4D vOut;
+
+ if (0xFFFFFFFF != aiPositions[0])
+ {
+ vOut.r = NormalizeColorValue((*i).alProperties[
+ aiPositions[0]].avList.front(),aiTypes[0]);
+ }
+
+ if (0xFFFFFFFF != aiPositions[1])
+ {
+ vOut.g = NormalizeColorValue((*i).alProperties[
+ aiPositions[1]].avList.front(),aiTypes[1]);
+ }
+
+ if (0xFFFFFFFF != aiPositions[2])
+ {
+ vOut.b = NormalizeColorValue((*i).alProperties[
+ aiPositions[2]].avList.front(),aiTypes[2]);
+ }
+
+ // assume 1.0 for the alpha channel ifit is not set
+ if (0xFFFFFFFF == aiPositions[3])vOut.a = 1.0f;
+ else
+ {
+ vOut.a = NormalizeColorValue((*i).alProperties[
+ aiPositions[3]].avList.front(),aiTypes[3]);
+ }
+
+ // and add them to our nice list
+ pvOut->push_back(vOut);
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Try to extract proper faces from the PLY DOM
void PLYImporter::LoadFaces(std::vector<PLY::Face>* pvOut)
{
- ai_assert(NULL != pvOut);
-
- PLY::ElementInstanceList* pcList = NULL;
- bool bOne = false;
-
- // index of the vertex index list
- unsigned int iProperty = 0xFFFFFFFF;
- PLY::EDataType eType = EDT_Char;
- bool bIsTristrip = false;
-
- // index of the material index property
- unsigned int iMaterialIndex = 0xFFFFFFFF;
- PLY::EDataType eType2 = EDT_Char;
-
- // serach in the DOM for a face entry
- unsigned int _i = 0;
- for (std::vector<PLY::Element>::const_iterator i = pcDOM->alElements.begin();
- i != pcDOM->alElements.end();++i,++_i)
- {
- // face = unique number of vertex indices
- if (PLY::EEST_Face == (*i).eSemantic)
- {
- pcList = &pcDOM->alElementData[_i];
- unsigned int _a = 0;
- for (std::vector<PLY::Property>::const_iterator a = (*i).alProperties.begin();
- a != (*i).alProperties.end();++a,++_a)
- {
- if (PLY::EST_VertexIndex == (*a).Semantic)
- {
- // must be a dynamic list!
- if (!(*a).bIsList)continue;
- iProperty = _a;
- bOne = true;
- eType = (*a).eType;
- }
- else if (PLY::EST_MaterialIndex == (*a).Semantic)
- {
- if ((*a).bIsList)continue;
- iMaterialIndex = _a;
- bOne = true;
- eType2 = (*a).eType;
- }
- }
- break;
- }
- // triangle strip
- // TODO: triangle strip and material index support???
- else if (PLY::EEST_TriStrip == (*i).eSemantic)
- {
- // find a list property in this ...
- pcList = &this->pcDOM->alElementData[_i];
- unsigned int _a = 0;
- for (std::vector<PLY::Property>::const_iterator a = (*i).alProperties.begin();
- a != (*i).alProperties.end();++a,++_a)
- {
- // must be a dynamic list!
- if (!(*a).bIsList)continue;
- iProperty = _a;
- bOne = true;
- bIsTristrip = true;
- eType = (*a).eType;
- break;
- }
- break;
- }
- }
- // check whether we have at least one per-face information set
- if (pcList && bOne)
- {
- if (!bIsTristrip)
- {
- pvOut->reserve(pcList->alInstances.size());
- for (std::vector<ElementInstance>::const_iterator i = pcList->alInstances.begin();
- i != pcList->alInstances.end();++i)
- {
- PLY::Face sFace;
-
- // parse the list of vertex indices
- if (0xFFFFFFFF != iProperty)
- {
- const unsigned int iNum = (unsigned int)(*i).alProperties[iProperty].avList.size();
- sFace.mIndices.resize(iNum);
-
- std::vector<PLY::PropertyInstance::ValueUnion>::const_iterator p =
- (*i).alProperties[iProperty].avList.begin();
-
- for (unsigned int a = 0; a < iNum;++a,++p)
- {
- sFace.mIndices[a] = PLY::PropertyInstance::ConvertTo<unsigned int>(*p,eType);
- }
- }
-
- // parse the material index
- if (0xFFFFFFFF != iMaterialIndex)
- {
- sFace.iMaterialIndex = PLY::PropertyInstance::ConvertTo<unsigned int>(
- (*i).alProperties[iMaterialIndex].avList.front(),eType2);
- }
- pvOut->push_back(sFace);
- }
- }
- else // triangle strips
- {
- // normally we have only one triangle strip instance where
- // a value of -1 indicates a restart of the strip
- bool flip = false;
- for (std::vector<ElementInstance>::const_iterator i = pcList->alInstances.begin();i != pcList->alInstances.end();++i) {
- const std::vector<PLY::PropertyInstance::ValueUnion>& quak = (*i).alProperties[iProperty].avList;
- pvOut->reserve(pvOut->size() + quak.size() + (quak.size()>>2u));
-
- int aiTable[2] = {-1,-1};
- for (std::vector<PLY::PropertyInstance::ValueUnion>::const_iterator a = quak.begin();a != quak.end();++a) {
- const int p = PLY::PropertyInstance::ConvertTo<int>(*a,eType);
-
- if (-1 == p) {
- // restart the strip ...
- aiTable[0] = aiTable[1] = -1;
- flip = false;
- continue;
- }
- if (-1 == aiTable[0]) {
- aiTable[0] = p;
- continue;
- }
- if (-1 == aiTable[1]) {
- aiTable[1] = p;
- continue;
- }
-
- pvOut->push_back(PLY::Face());
- PLY::Face& sFace = pvOut->back();
- sFace.mIndices[0] = aiTable[0];
- sFace.mIndices[1] = aiTable[1];
- sFace.mIndices[2] = p;
- if ((flip = !flip)) {
- std::swap(sFace.mIndices[0],sFace.mIndices[1]);
- }
-
- aiTable[0] = aiTable[1];
- aiTable[1] = p;
- }
- }
- }
- }
+ ai_assert(NULL != pvOut);
+
+ PLY::ElementInstanceList* pcList = NULL;
+ bool bOne = false;
+
+ // index of the vertex index list
+ unsigned int iProperty = 0xFFFFFFFF;
+ PLY::EDataType eType = EDT_Char;
+ bool bIsTristrip = false;
+
+ // index of the material index property
+ unsigned int iMaterialIndex = 0xFFFFFFFF;
+ PLY::EDataType eType2 = EDT_Char;
+
+ // serach in the DOM for a face entry
+ unsigned int _i = 0;
+ for (std::vector<PLY::Element>::const_iterator i = pcDOM->alElements.begin();
+ i != pcDOM->alElements.end();++i,++_i)
+ {
+ // face = unique number of vertex indices
+ if (PLY::EEST_Face == (*i).eSemantic)
+ {
+ pcList = &pcDOM->alElementData[_i];
+ unsigned int _a = 0;
+ for (std::vector<PLY::Property>::const_iterator a = (*i).alProperties.begin();
+ a != (*i).alProperties.end();++a,++_a)
+ {
+ if (PLY::EST_VertexIndex == (*a).Semantic)
+ {
+ // must be a dynamic list!
+ if (!(*a).bIsList)continue;
+ iProperty = _a;
+ bOne = true;
+ eType = (*a).eType;
+ }
+ else if (PLY::EST_MaterialIndex == (*a).Semantic)
+ {
+ if ((*a).bIsList)continue;
+ iMaterialIndex = _a;
+ bOne = true;
+ eType2 = (*a).eType;
+ }
+ }
+ break;
+ }
+ // triangle strip
+ // TODO: triangle strip and material index support???
+ else if (PLY::EEST_TriStrip == (*i).eSemantic)
+ {
+ // find a list property in this ...
+ pcList = &this->pcDOM->alElementData[_i];
+ unsigned int _a = 0;
+ for (std::vector<PLY::Property>::const_iterator a = (*i).alProperties.begin();
+ a != (*i).alProperties.end();++a,++_a)
+ {
+ // must be a dynamic list!
+ if (!(*a).bIsList)continue;
+ iProperty = _a;
+ bOne = true;
+ bIsTristrip = true;
+ eType = (*a).eType;
+ break;
+ }
+ break;
+ }
+ }
+ // check whether we have at least one per-face information set
+ if (pcList && bOne)
+ {
+ if (!bIsTristrip)
+ {
+ pvOut->reserve(pcList->alInstances.size());
+ for (std::vector<ElementInstance>::const_iterator i = pcList->alInstances.begin();
+ i != pcList->alInstances.end();++i)
+ {
+ PLY::Face sFace;
+
+ // parse the list of vertex indices
+ if (0xFFFFFFFF != iProperty)
+ {
+ const unsigned int iNum = (unsigned int)(*i).alProperties[iProperty].avList.size();
+ sFace.mIndices.resize(iNum);
+
+ std::vector<PLY::PropertyInstance::ValueUnion>::const_iterator p =
+ (*i).alProperties[iProperty].avList.begin();
+
+ for (unsigned int a = 0; a < iNum;++a,++p)
+ {
+ sFace.mIndices[a] = PLY::PropertyInstance::ConvertTo<unsigned int>(*p,eType);
+ }
+ }
+
+ // parse the material index
+ if (0xFFFFFFFF != iMaterialIndex)
+ {
+ sFace.iMaterialIndex = PLY::PropertyInstance::ConvertTo<unsigned int>(
+ (*i).alProperties[iMaterialIndex].avList.front(),eType2);
+ }
+ pvOut->push_back(sFace);
+ }
+ }
+ else // triangle strips
+ {
+ // normally we have only one triangle strip instance where
+ // a value of -1 indicates a restart of the strip
+ bool flip = false;
+ for (std::vector<ElementInstance>::const_iterator i = pcList->alInstances.begin();i != pcList->alInstances.end();++i) {
+ const std::vector<PLY::PropertyInstance::ValueUnion>& quak = (*i).alProperties[iProperty].avList;
+ pvOut->reserve(pvOut->size() + quak.size() + (quak.size()>>2u));
+
+ int aiTable[2] = {-1,-1};
+ for (std::vector<PLY::PropertyInstance::ValueUnion>::const_iterator a = quak.begin();a != quak.end();++a) {
+ const int p = PLY::PropertyInstance::ConvertTo<int>(*a,eType);
+
+ if (-1 == p) {
+ // restart the strip ...
+ aiTable[0] = aiTable[1] = -1;
+ flip = false;
+ continue;
+ }
+ if (-1 == aiTable[0]) {
+ aiTable[0] = p;
+ continue;
+ }
+ if (-1 == aiTable[1]) {
+ aiTable[1] = p;
+ continue;
+ }
+
+ pvOut->push_back(PLY::Face());
+ PLY::Face& sFace = pvOut->back();
+ sFace.mIndices[0] = aiTable[0];
+ sFace.mIndices[1] = aiTable[1];
+ sFace.mIndices[2] = p;
+ if ((flip = !flip)) {
+ std::swap(sFace.mIndices[0],sFace.mIndices[1]);
+ }
+
+ aiTable[0] = aiTable[1];
+ aiTable[1] = p;
+ }
+ }
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Get a RGBA color in [0...1] range
void PLYImporter::GetMaterialColor(const std::vector<PLY::PropertyInstance>& avList,
- unsigned int aiPositions[4],
- PLY::EDataType aiTypes[4],
- aiColor4D* clrOut)
+ unsigned int aiPositions[4],
+ PLY::EDataType aiTypes[4],
+ aiColor4D* clrOut)
{
- ai_assert(NULL != clrOut);
-
- if (0xFFFFFFFF == aiPositions[0])clrOut->r = 0.0f;
- else
- {
- clrOut->r = NormalizeColorValue(avList[
- aiPositions[0]].avList.front(),aiTypes[0]);
- }
-
- if (0xFFFFFFFF == aiPositions[1])clrOut->g = 0.0f;
- else
- {
- clrOut->g = NormalizeColorValue(avList[
- aiPositions[1]].avList.front(),aiTypes[1]);
- }
-
- if (0xFFFFFFFF == aiPositions[2])clrOut->b = 0.0f;
- else
- {
- clrOut->b = NormalizeColorValue(avList[
- aiPositions[2]].avList.front(),aiTypes[2]);
- }
-
- // assume 1.0 for the alpha channel ifit is not set
- if (0xFFFFFFFF == aiPositions[3])clrOut->a = 1.0f;
- else
- {
- clrOut->a = NormalizeColorValue(avList[
- aiPositions[3]].avList.front(),aiTypes[3]);
- }
+ ai_assert(NULL != clrOut);
+
+ if (0xFFFFFFFF == aiPositions[0])clrOut->r = 0.0f;
+ else
+ {
+ clrOut->r = NormalizeColorValue(avList[
+ aiPositions[0]].avList.front(),aiTypes[0]);
+ }
+
+ if (0xFFFFFFFF == aiPositions[1])clrOut->g = 0.0f;
+ else
+ {
+ clrOut->g = NormalizeColorValue(avList[
+ aiPositions[1]].avList.front(),aiTypes[1]);
+ }
+
+ if (0xFFFFFFFF == aiPositions[2])clrOut->b = 0.0f;
+ else
+ {
+ clrOut->b = NormalizeColorValue(avList[
+ aiPositions[2]].avList.front(),aiTypes[2]);
+ }
+
+ // assume 1.0 for the alpha channel ifit is not set
+ if (0xFFFFFFFF == aiPositions[3])clrOut->a = 1.0f;
+ else
+ {
+ clrOut->a = NormalizeColorValue(avList[
+ aiPositions[3]].avList.front(),aiTypes[3]);
+ }
}
// ------------------------------------------------------------------------------------------------
// Extract a material from the PLY DOM
-void PLYImporter::LoadMaterial(std::vector<MaterialHelper*>* pvOut)
+void PLYImporter::LoadMaterial(std::vector<aiMaterial*>* pvOut)
{
- ai_assert(NULL != pvOut);
-
- // diffuse[4], specular[4], ambient[4]
- // rgba order
- unsigned int aaiPositions[3][4] = {
-
- {0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF},
- {0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF},
- {0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF},
- };
-
- PLY::EDataType aaiTypes[3][4] = {
- {EDT_Char,EDT_Char,EDT_Char,EDT_Char},
- {EDT_Char,EDT_Char,EDT_Char,EDT_Char},
- {EDT_Char,EDT_Char,EDT_Char,EDT_Char}
- };
- PLY::ElementInstanceList* pcList = NULL;
-
- unsigned int iPhong = 0xFFFFFFFF;
- PLY::EDataType ePhong = EDT_Char;
-
- unsigned int iOpacity = 0xFFFFFFFF;
- PLY::EDataType eOpacity = EDT_Char;
-
- // serach in the DOM for a vertex entry
- unsigned int _i = 0;
- for (std::vector<PLY::Element>::const_iterator i = this->pcDOM->alElements.begin();
- i != this->pcDOM->alElements.end();++i,++_i)
- {
- if (PLY::EEST_Material == (*i).eSemantic)
- {
- pcList = &this->pcDOM->alElementData[_i];
-
- // now check whether which coordinate sets are available
- unsigned int _a = 0;
- for (std::vector<PLY::Property>::const_iterator
- a = (*i).alProperties.begin();
- a != (*i).alProperties.end();++a,++_a)
- {
- if ((*a).bIsList)continue;
-
- // pohng specularity -----------------------------------
- if (PLY::EST_PhongPower == (*a).Semantic)
- {
- iPhong = _a;
- ePhong = (*a).eType;
- }
-
- // general opacity -----------------------------------
- if (PLY::EST_Opacity == (*a).Semantic)
- {
- iOpacity = _a;
- eOpacity = (*a).eType;
- }
-
- // diffuse color channels -----------------------------------
- if (PLY::EST_DiffuseRed == (*a).Semantic)
- {
- aaiPositions[0][0] = _a;
- aaiTypes[0][0] = (*a).eType;
- }
- else if (PLY::EST_DiffuseGreen == (*a).Semantic)
- {
- aaiPositions[0][1] = _a;
- aaiTypes[0][1] = (*a).eType;
- }
- else if (PLY::EST_DiffuseBlue == (*a).Semantic)
- {
- aaiPositions[0][2] = _a;
- aaiTypes[0][2] = (*a).eType;
- }
- else if (PLY::EST_DiffuseAlpha == (*a).Semantic)
- {
- aaiPositions[0][3] = _a;
- aaiTypes[0][3] = (*a).eType;
- }
- // specular color channels -----------------------------------
- else if (PLY::EST_SpecularRed == (*a).Semantic)
- {
- aaiPositions[1][0] = _a;
- aaiTypes[1][0] = (*a).eType;
- }
- else if (PLY::EST_SpecularGreen == (*a).Semantic)
- {
- aaiPositions[1][1] = _a;
- aaiTypes[1][1] = (*a).eType;
- }
- else if (PLY::EST_SpecularBlue == (*a).Semantic)
- {
- aaiPositions[1][2] = _a;
- aaiTypes[1][2] = (*a).eType;
- }
- else if (PLY::EST_SpecularAlpha == (*a).Semantic)
- {
- aaiPositions[1][3] = _a;
- aaiTypes[1][3] = (*a).eType;
- }
- // ambient color channels -----------------------------------
- else if (PLY::EST_AmbientRed == (*a).Semantic)
- {
- aaiPositions[2][0] = _a;
- aaiTypes[2][0] = (*a).eType;
- }
- else if (PLY::EST_AmbientGreen == (*a).Semantic)
- {
- aaiPositions[2][1] = _a;
- aaiTypes[2][1] = (*a).eType;
- }
- else if (PLY::EST_AmbientBlue == (*a).Semantic)
- {
- aaiPositions[2][2] = _a;
- aaiTypes[2][2] = (*a).eType;
- }
- else if (PLY::EST_AmbientAlpha == (*a).Semantic)
- {
- aaiPositions[2][3] = _a;
- aaiTypes[2][3] = (*a).eType;
- }
- }
- break;
- }
- }
- // check whether we have a valid source for the material data
- if (NULL != pcList) {
- for (std::vector<ElementInstance>::const_iterator i = pcList->alInstances.begin();i != pcList->alInstances.end();++i) {
- aiColor4D clrOut;
- MaterialHelper* pcHelper = new MaterialHelper();
-
- // build the diffuse material color
- GetMaterialColor((*i).alProperties,aaiPositions[0],aaiTypes[0],&clrOut);
- pcHelper->AddProperty<aiColor4D>(&clrOut,1,AI_MATKEY_COLOR_DIFFUSE);
-
- // build the specular material color
- GetMaterialColor((*i).alProperties,aaiPositions[1],aaiTypes[1],&clrOut);
- pcHelper->AddProperty<aiColor4D>(&clrOut,1,AI_MATKEY_COLOR_SPECULAR);
-
- // build the ambient material color
- GetMaterialColor((*i).alProperties,aaiPositions[2],aaiTypes[2],&clrOut);
- pcHelper->AddProperty<aiColor4D>(&clrOut,1,AI_MATKEY_COLOR_AMBIENT);
-
- // handle phong power and shading mode
- int iMode;
- if (0xFFFFFFFF != iPhong) {
- float fSpec = PLY::PropertyInstance::ConvertTo<float>((*i).alProperties[iPhong].avList.front(),ePhong);
-
- // if shininess is 0 (and the pow() calculation would therefore always
- // become 1, not depending on the angle), use gouraud lighting
- if (fSpec) {
- // scale this with 15 ... hopefully this is correct
- fSpec *= 15;
- pcHelper->AddProperty<float>(&fSpec, 1, AI_MATKEY_SHININESS);
-
- iMode = (int)aiShadingMode_Phong;
- }
- else iMode = (int)aiShadingMode_Gouraud;
- }
- else iMode = (int)aiShadingMode_Gouraud;
- pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
-
- // handle opacity
- if (0xFFFFFFFF != iOpacity) {
- float fOpacity = PLY::PropertyInstance::ConvertTo<float>((*i).alProperties[iPhong].avList.front(),eOpacity);
- pcHelper->AddProperty<float>(&fOpacity, 1, AI_MATKEY_OPACITY);
- }
-
- // The face order is absolutely undefined for PLY, so we have to
- // use two-sided rendering to be sure it's ok.
- const int two_sided = 1;
- pcHelper->AddProperty(&two_sided,1,AI_MATKEY_TWOSIDED);
-
- // add the newly created material instance to the list
- pvOut->push_back(pcHelper);
- }
- }
+ ai_assert(NULL != pvOut);
+
+ // diffuse[4], specular[4], ambient[4]
+ // rgba order
+ unsigned int aaiPositions[3][4] = {
+
+ {0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF},
+ {0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF},
+ {0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF},
+ };
+
+ PLY::EDataType aaiTypes[3][4] = {
+ {EDT_Char,EDT_Char,EDT_Char,EDT_Char},
+ {EDT_Char,EDT_Char,EDT_Char,EDT_Char},
+ {EDT_Char,EDT_Char,EDT_Char,EDT_Char}
+ };
+ PLY::ElementInstanceList* pcList = NULL;
+
+ unsigned int iPhong = 0xFFFFFFFF;
+ PLY::EDataType ePhong = EDT_Char;
+
+ unsigned int iOpacity = 0xFFFFFFFF;
+ PLY::EDataType eOpacity = EDT_Char;
+
+ // serach in the DOM for a vertex entry
+ unsigned int _i = 0;
+ for (std::vector<PLY::Element>::const_iterator i = this->pcDOM->alElements.begin();
+ i != this->pcDOM->alElements.end();++i,++_i)
+ {
+ if (PLY::EEST_Material == (*i).eSemantic)
+ {
+ pcList = &this->pcDOM->alElementData[_i];
+
+ // now check whether which coordinate sets are available
+ unsigned int _a = 0;
+ for (std::vector<PLY::Property>::const_iterator
+ a = (*i).alProperties.begin();
+ a != (*i).alProperties.end();++a,++_a)
+ {
+ if ((*a).bIsList)continue;
+
+ // pohng specularity -----------------------------------
+ if (PLY::EST_PhongPower == (*a).Semantic)
+ {
+ iPhong = _a;
+ ePhong = (*a).eType;
+ }
+
+ // general opacity -----------------------------------
+ if (PLY::EST_Opacity == (*a).Semantic)
+ {
+ iOpacity = _a;
+ eOpacity = (*a).eType;
+ }
+
+ // diffuse color channels -----------------------------------
+ if (PLY::EST_DiffuseRed == (*a).Semantic)
+ {
+ aaiPositions[0][0] = _a;
+ aaiTypes[0][0] = (*a).eType;
+ }
+ else if (PLY::EST_DiffuseGreen == (*a).Semantic)
+ {
+ aaiPositions[0][1] = _a;
+ aaiTypes[0][1] = (*a).eType;
+ }
+ else if (PLY::EST_DiffuseBlue == (*a).Semantic)
+ {
+ aaiPositions[0][2] = _a;
+ aaiTypes[0][2] = (*a).eType;
+ }
+ else if (PLY::EST_DiffuseAlpha == (*a).Semantic)
+ {
+ aaiPositions[0][3] = _a;
+ aaiTypes[0][3] = (*a).eType;
+ }
+ // specular color channels -----------------------------------
+ else if (PLY::EST_SpecularRed == (*a).Semantic)
+ {
+ aaiPositions[1][0] = _a;
+ aaiTypes[1][0] = (*a).eType;
+ }
+ else if (PLY::EST_SpecularGreen == (*a).Semantic)
+ {
+ aaiPositions[1][1] = _a;
+ aaiTypes[1][1] = (*a).eType;
+ }
+ else if (PLY::EST_SpecularBlue == (*a).Semantic)
+ {
+ aaiPositions[1][2] = _a;
+ aaiTypes[1][2] = (*a).eType;
+ }
+ else if (PLY::EST_SpecularAlpha == (*a).Semantic)
+ {
+ aaiPositions[1][3] = _a;
+ aaiTypes[1][3] = (*a).eType;
+ }
+ // ambient color channels -----------------------------------
+ else if (PLY::EST_AmbientRed == (*a).Semantic)
+ {
+ aaiPositions[2][0] = _a;
+ aaiTypes[2][0] = (*a).eType;
+ }
+ else if (PLY::EST_AmbientGreen == (*a).Semantic)
+ {
+ aaiPositions[2][1] = _a;
+ aaiTypes[2][1] = (*a).eType;
+ }
+ else if (PLY::EST_AmbientBlue == (*a).Semantic)
+ {
+ aaiPositions[2][2] = _a;
+ aaiTypes[2][2] = (*a).eType;
+ }
+ else if (PLY::EST_AmbientAlpha == (*a).Semantic)
+ {
+ aaiPositions[2][3] = _a;
+ aaiTypes[2][3] = (*a).eType;
+ }
+ }
+ break;
+ }
+ }
+ // check whether we have a valid source for the material data
+ if (NULL != pcList) {
+ for (std::vector<ElementInstance>::const_iterator i = pcList->alInstances.begin();i != pcList->alInstances.end();++i) {
+ aiColor4D clrOut;
+ aiMaterial* pcHelper = new aiMaterial();
+
+ // build the diffuse material color
+ GetMaterialColor((*i).alProperties,aaiPositions[0],aaiTypes[0],&clrOut);
+ pcHelper->AddProperty<aiColor4D>(&clrOut,1,AI_MATKEY_COLOR_DIFFUSE);
+
+ // build the specular material color
+ GetMaterialColor((*i).alProperties,aaiPositions[1],aaiTypes[1],&clrOut);
+ pcHelper->AddProperty<aiColor4D>(&clrOut,1,AI_MATKEY_COLOR_SPECULAR);
+
+ // build the ambient material color
+ GetMaterialColor((*i).alProperties,aaiPositions[2],aaiTypes[2],&clrOut);
+ pcHelper->AddProperty<aiColor4D>(&clrOut,1,AI_MATKEY_COLOR_AMBIENT);
+
+ // handle phong power and shading mode
+ int iMode;
+ if (0xFFFFFFFF != iPhong) {
+ float fSpec = PLY::PropertyInstance::ConvertTo<float>((*i).alProperties[iPhong].avList.front(),ePhong);
+
+ // if shininess is 0 (and the pow() calculation would therefore always
+ // become 1, not depending on the angle), use gouraud lighting
+ if (fSpec) {
+ // scale this with 15 ... hopefully this is correct
+ fSpec *= 15;
+ pcHelper->AddProperty<float>(&fSpec, 1, AI_MATKEY_SHININESS);
+
+ iMode = (int)aiShadingMode_Phong;
+ }
+ else iMode = (int)aiShadingMode_Gouraud;
+ }
+ else iMode = (int)aiShadingMode_Gouraud;
+ pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
+
+ // handle opacity
+ if (0xFFFFFFFF != iOpacity) {
+ float fOpacity = PLY::PropertyInstance::ConvertTo<float>((*i).alProperties[iPhong].avList.front(),eOpacity);
+ pcHelper->AddProperty<float>(&fOpacity, 1, AI_MATKEY_OPACITY);
+ }
+
+ // The face order is absolutely undefined for PLY, so we have to
+ // use two-sided rendering to be sure it's ok.
+ const int two_sided = 1;
+ pcHelper->AddProperty(&two_sided,1,AI_MATKEY_TWOSIDED);
+
+ // add the newly created material instance to the list
+ pvOut->push_back(pcHelper);
+ }
+ }
}
#endif // !! ASSIMP_BUILD_NO_PLY_IMPORTER
diff --git a/src/3rdparty/assimp/code/PlyLoader.h b/src/3rdparty/assimp/code/PlyLoader.h
index 3cdfb5e18..8cac1eb0b 100644
--- a/src/3rdparty/assimp/code/PlyLoader.h
+++ b/src/3rdparty/assimp/code/PlyLoader.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -45,14 +45,14 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#define AI_PLYLOADER_H_INCLUDED
#include "BaseImporter.h"
-#include "../include/aiTypes.h"
+#include "../include/assimp/types.h"
struct aiNode;
#include "PlyParser.h"
-namespace Assimp {
-class MaterialHelper;
+namespace Assimp {
+
using namespace PLY;
@@ -61,112 +61,108 @@ using namespace PLY;
*/
class PLYImporter : public BaseImporter
{
- friend class Importer;
-
-protected:
- /** Constructor to be privately used by Importer */
- PLYImporter();
+public:
+ PLYImporter();
+ ~PLYImporter();
- /** Destructor, private as well */
- ~PLYImporter();
public:
- // -------------------------------------------------------------------
- /** Returns whether the class can handle the format of the given file.
- * See BaseImporter::CanRead() for details.
- */
- bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
- bool checkSig) const;
+ // -------------------------------------------------------------------
+ /** Returns whether the class can handle the format of the given file.
+ * See BaseImporter::CanRead() for details.
+ */
+ bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
+ bool checkSig) const;
protected:
- // -------------------------------------------------------------------
- /** Called by Importer::GetExtensionList() for each loaded importer.
- * See BaseImporter::GetExtensionList() for details
- */
- void GetExtensionList(std::set<std::string>& extensions);
+ // -------------------------------------------------------------------
+ /** Return importer meta information.
+ * See #BaseImporter::GetInfo for the details
+ */
+ const aiImporterDesc* GetInfo () const;
- // -------------------------------------------------------------------
- /** Imports the given file into the given scene structure.
- * See BaseImporter::InternReadFile() for details
- */
- void InternReadFile( const std::string& pFile, aiScene* pScene,
- IOSystem* pIOHandler);
+ // -------------------------------------------------------------------
+ /** Imports the given file into the given scene structure.
+ * See BaseImporter::InternReadFile() for details
+ */
+ void InternReadFile( const std::string& pFile, aiScene* pScene,
+ IOSystem* pIOHandler);
protected:
- // -------------------------------------------------------------------
- /** Extract vertices from the DOM
- */
- void LoadVertices(std::vector<aiVector3D>* pvOut,
- bool p_bNormals = false);
-
- // -------------------------------------------------------------------
- /** Extract vertex color channels from the DOM
- */
- void LoadVertexColor(std::vector<aiColor4D>* pvOut);
-
- // -------------------------------------------------------------------
- /** Extract texture coordinate channels from the DOM
- */
- void LoadTextureCoordinates(std::vector<aiVector2D>* pvOut);
-
- // -------------------------------------------------------------------
- /** Extract a face list from the DOM
- */
- void LoadFaces(std::vector<PLY::Face>* pvOut);
-
- // -------------------------------------------------------------------
- /** Extract a material list from the DOM
- */
- void LoadMaterial(std::vector<MaterialHelper*>* pvOut);
-
-
- // -------------------------------------------------------------------
- /** Validate material indices, replace default material identifiers
- */
- void ReplaceDefaultMaterial(std::vector<PLY::Face>* avFaces,
- std::vector<MaterialHelper*>* avMaterials);
-
-
- // -------------------------------------------------------------------
- /** Convert all meshes into our ourer representation
- */
- void ConvertMeshes(std::vector<PLY::Face>* avFaces,
- const std::vector<aiVector3D>* avPositions,
- const std::vector<aiVector3D>* avNormals,
- const std::vector<aiColor4D>* avColors,
- const std::vector<aiVector2D>* avTexCoords,
- const std::vector<MaterialHelper*>* avMaterials,
- std::vector<aiMesh*>* avOut);
-
-
- // -------------------------------------------------------------------
- /** Static helper to parse a color from four single channels in
- */
- static void GetMaterialColor(
- const std::vector<PLY::PropertyInstance>& avList,
- unsigned int aiPositions[4],
- PLY::EDataType aiTypes[4],
- aiColor4D* clrOut);
-
-
- // -------------------------------------------------------------------
- /** Static helper to parse a color channel value. The input value
- * is normalized to 0-1.
- */
- static float NormalizeColorValue (
- PLY::PropertyInstance::ValueUnion val,
- PLY::EDataType eType);
-
-
- /** Buffer to hold the loaded file */
- unsigned char* mBuffer;
-
- /** Document object model representation extracted from the file */
- PLY::DOM* pcDOM;
+ // -------------------------------------------------------------------
+ /** Extract vertices from the DOM
+ */
+ void LoadVertices(std::vector<aiVector3D>* pvOut,
+ bool p_bNormals = false);
+
+ // -------------------------------------------------------------------
+ /** Extract vertex color channels from the DOM
+ */
+ void LoadVertexColor(std::vector<aiColor4D>* pvOut);
+
+ // -------------------------------------------------------------------
+ /** Extract texture coordinate channels from the DOM
+ */
+ void LoadTextureCoordinates(std::vector<aiVector2D>* pvOut);
+
+ // -------------------------------------------------------------------
+ /** Extract a face list from the DOM
+ */
+ void LoadFaces(std::vector<PLY::Face>* pvOut);
+
+ // -------------------------------------------------------------------
+ /** Extract a material list from the DOM
+ */
+ void LoadMaterial(std::vector<aiMaterial*>* pvOut);
+
+
+ // -------------------------------------------------------------------
+ /** Validate material indices, replace default material identifiers
+ */
+ void ReplaceDefaultMaterial(std::vector<PLY::Face>* avFaces,
+ std::vector<aiMaterial*>* avMaterials);
+
+
+ // -------------------------------------------------------------------
+ /** Convert all meshes into our ourer representation
+ */
+ void ConvertMeshes(std::vector<PLY::Face>* avFaces,
+ const std::vector<aiVector3D>* avPositions,
+ const std::vector<aiVector3D>* avNormals,
+ const std::vector<aiColor4D>* avColors,
+ const std::vector<aiVector2D>* avTexCoords,
+ const std::vector<aiMaterial*>* avMaterials,
+ std::vector<aiMesh*>* avOut);
+
+
+ // -------------------------------------------------------------------
+ /** Static helper to parse a color from four single channels in
+ */
+ static void GetMaterialColor(
+ const std::vector<PLY::PropertyInstance>& avList,
+ unsigned int aiPositions[4],
+ PLY::EDataType aiTypes[4],
+ aiColor4D* clrOut);
+
+
+ // -------------------------------------------------------------------
+ /** Static helper to parse a color channel value. The input value
+ * is normalized to 0-1.
+ */
+ static float NormalizeColorValue (
+ PLY::PropertyInstance::ValueUnion val,
+ PLY::EDataType eType);
+
+
+ /** Buffer to hold the loaded file */
+ unsigned char* mBuffer;
+
+ /** Document object model representation extracted from the file */
+ PLY::DOM* pcDOM;
};
} // end of namespace Assimp
diff --git a/src/3rdparty/assimp/code/PlyParser.cpp b/src/3rdparty/assimp/code/PlyParser.cpp
index d0e3fa0f5..90b216d75 100644
--- a/src/3rdparty/assimp/code/PlyParser.cpp
+++ b/src/3rdparty/assimp/code/PlyParser.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -52,868 +52,868 @@ using namespace Assimp;
// ------------------------------------------------------------------------------------------------
PLY::EDataType PLY::Property::ParseDataType(const char* pCur,const char** pCurOut)
{
- ai_assert(NULL != pCur && NULL != pCurOut);
- PLY::EDataType eOut = PLY::EDT_INVALID;
-
- if (TokenMatch(pCur,"char",4) ||
- TokenMatch(pCur,"int8",4))
- {
- eOut = PLY::EDT_Char;
- }
- else if (TokenMatch(pCur,"uchar",5) ||
- TokenMatch(pCur,"uint8",5))
- {
- eOut = PLY::EDT_UChar;
- }
- else if (TokenMatch(pCur,"short",5) ||
- TokenMatch(pCur,"int16",5))
- {
- eOut = PLY::EDT_Short;
- }
- else if (TokenMatch(pCur,"ushort",6) ||
- TokenMatch(pCur,"uint16",6))
- {
- eOut = PLY::EDT_UShort;
- }
- else if (TokenMatch(pCur,"int32",5) || TokenMatch(pCur,"int",3))
- {
- eOut = PLY::EDT_Int;
- }
- else if (TokenMatch(pCur,"uint32",6) || TokenMatch(pCur,"uint",4))
- {
- eOut = PLY::EDT_UInt;
- }
- else if (TokenMatch(pCur,"float",5) || TokenMatch(pCur,"float32",7))
- {
- eOut = PLY::EDT_Float;
- }
- else if (TokenMatch(pCur,"double64",8) || TokenMatch(pCur,"double",6) ||
- TokenMatch(pCur,"float64",7))
- {
- eOut = PLY::EDT_Double;
- }
- if (PLY::EDT_INVALID == eOut)
- {
- DefaultLogger::get()->info("Found unknown data type in PLY file. This is OK");
- }
- *pCurOut = pCur;
- return eOut;
+ ai_assert(NULL != pCur && NULL != pCurOut);
+ PLY::EDataType eOut = PLY::EDT_INVALID;
+
+ if (TokenMatch(pCur,"char",4) ||
+ TokenMatch(pCur,"int8",4))
+ {
+ eOut = PLY::EDT_Char;
+ }
+ else if (TokenMatch(pCur,"uchar",5) ||
+ TokenMatch(pCur,"uint8",5))
+ {
+ eOut = PLY::EDT_UChar;
+ }
+ else if (TokenMatch(pCur,"short",5) ||
+ TokenMatch(pCur,"int16",5))
+ {
+ eOut = PLY::EDT_Short;
+ }
+ else if (TokenMatch(pCur,"ushort",6) ||
+ TokenMatch(pCur,"uint16",6))
+ {
+ eOut = PLY::EDT_UShort;
+ }
+ else if (TokenMatch(pCur,"int32",5) || TokenMatch(pCur,"int",3))
+ {
+ eOut = PLY::EDT_Int;
+ }
+ else if (TokenMatch(pCur,"uint32",6) || TokenMatch(pCur,"uint",4))
+ {
+ eOut = PLY::EDT_UInt;
+ }
+ else if (TokenMatch(pCur,"float",5) || TokenMatch(pCur,"float32",7))
+ {
+ eOut = PLY::EDT_Float;
+ }
+ else if (TokenMatch(pCur,"double64",8) || TokenMatch(pCur,"double",6) ||
+ TokenMatch(pCur,"float64",7))
+ {
+ eOut = PLY::EDT_Double;
+ }
+ if (PLY::EDT_INVALID == eOut)
+ {
+ DefaultLogger::get()->info("Found unknown data type in PLY file. This is OK");
+ }
+ *pCurOut = pCur;
+ return eOut;
}
// ------------------------------------------------------------------------------------------------
PLY::ESemantic PLY::Property::ParseSemantic(const char* pCur,const char** pCurOut)
{
- ai_assert(NULL != pCur && NULL != pCurOut);
-
- PLY::ESemantic eOut = PLY::EST_INVALID;
- if (TokenMatch(pCur,"red",3))
- {
- eOut = PLY::EST_Red;
- }
- else if (TokenMatch(pCur,"green",5))
- {
- eOut = PLY::EST_Green;
- }
- else if (TokenMatch(pCur,"blue",4))
- {
- eOut = PLY::EST_Blue;
- }
- else if (TokenMatch(pCur,"alpha",5))
- {
- eOut = PLY::EST_Alpha;
- }
- else if (TokenMatch(pCur,"vertex_index",12) || TokenMatch(pCur,"vertex_indices",14))
- {
- eOut = PLY::EST_VertexIndex;
- }
- else if (TokenMatch(pCur,"material_index",14))
- {
- eOut = PLY::EST_MaterialIndex;
- }
- else if (TokenMatch(pCur,"ambient_red",11))
- {
- eOut = PLY::EST_AmbientRed;
- }
- else if (TokenMatch(pCur,"ambient_green",13))
- {
- eOut = PLY::EST_AmbientGreen;
- }
- else if (TokenMatch(pCur,"ambient_blue",12))
- {
- eOut = PLY::EST_AmbientBlue;
- }
- else if (TokenMatch(pCur,"ambient_alpha",13))
- {
- eOut = PLY::EST_AmbientAlpha;
- }
- else if (TokenMatch(pCur,"diffuse_red",11))
- {
- eOut = PLY::EST_DiffuseRed;
- }
- else if (TokenMatch(pCur,"diffuse_green",13))
- {
- eOut = PLY::EST_DiffuseGreen;
- }
- else if (TokenMatch(pCur,"diffuse_blue",12))
- {
- eOut = PLY::EST_DiffuseBlue;
- }
- else if (TokenMatch(pCur,"diffuse_alpha",13))
- {
- eOut = PLY::EST_DiffuseAlpha;
- }
- else if (TokenMatch(pCur,"specular_red",12))
- {
- eOut = PLY::EST_SpecularRed;
- }
- else if (TokenMatch(pCur,"specular_green",14))
- {
- eOut = PLY::EST_SpecularGreen;
- }
- else if (TokenMatch(pCur,"specular_blue",13))
- {
- eOut = PLY::EST_SpecularBlue;
- }
- else if (TokenMatch(pCur,"specular_alpha",14))
- {
- eOut = PLY::EST_SpecularAlpha;
- }
- else if (TokenMatch(pCur,"opacity",7))
- {
- eOut = PLY::EST_Opacity;
- }
- else if (TokenMatch(pCur,"specular_power",6))
- {
- eOut = PLY::EST_PhongPower;
- }
- else if (TokenMatch(pCur,"r",1))
- {
- eOut = PLY::EST_Red;
- }
- else if (TokenMatch(pCur,"g",1))
- {
- eOut = PLY::EST_Green;
- }
- else if (TokenMatch(pCur,"b",1))
- {
- eOut = PLY::EST_Blue;
- }
- // NOTE: Blender3D exports texture coordinates as s,t tuples
- else if (TokenMatch(pCur,"u",1) || TokenMatch(pCur,"s",1) || TokenMatch(pCur,"tx",2))
- {
- eOut = PLY::EST_UTextureCoord;
- }
- else if (TokenMatch(pCur,"v",1) || TokenMatch(pCur,"t",1) || TokenMatch(pCur,"ty",2))
- {
- eOut = PLY::EST_VTextureCoord;
- }
- else if (TokenMatch(pCur,"x",1))
- {
- eOut = PLY::EST_XCoord;
- }
- else if (TokenMatch(pCur,"y",1))
- {
- eOut = PLY::EST_YCoord;
- }
- else if (TokenMatch(pCur,"z",1))
- {
- eOut = PLY::EST_ZCoord;
- }
- else if (TokenMatch(pCur,"nx",2))
- {
- eOut = PLY::EST_XNormal;
- }
- else if (TokenMatch(pCur,"ny",2))
- {
- eOut = PLY::EST_YNormal;
- }
- else if (TokenMatch(pCur,"nz",2))
- {
- eOut = PLY::EST_ZNormal;
- }
- else
- {
- DefaultLogger::get()->info("Found unknown property semantic in file. This is ok");
- SkipLine(&pCur);
- }
- *pCurOut = pCur;
- return eOut;
+ ai_assert(NULL != pCur && NULL != pCurOut);
+
+ PLY::ESemantic eOut = PLY::EST_INVALID;
+ if (TokenMatch(pCur,"red",3))
+ {
+ eOut = PLY::EST_Red;
+ }
+ else if (TokenMatch(pCur,"green",5))
+ {
+ eOut = PLY::EST_Green;
+ }
+ else if (TokenMatch(pCur,"blue",4))
+ {
+ eOut = PLY::EST_Blue;
+ }
+ else if (TokenMatch(pCur,"alpha",5))
+ {
+ eOut = PLY::EST_Alpha;
+ }
+ else if (TokenMatch(pCur,"vertex_index",12) || TokenMatch(pCur,"vertex_indices",14))
+ {
+ eOut = PLY::EST_VertexIndex;
+ }
+ else if (TokenMatch(pCur,"material_index",14))
+ {
+ eOut = PLY::EST_MaterialIndex;
+ }
+ else if (TokenMatch(pCur,"ambient_red",11))
+ {
+ eOut = PLY::EST_AmbientRed;
+ }
+ else if (TokenMatch(pCur,"ambient_green",13))
+ {
+ eOut = PLY::EST_AmbientGreen;
+ }
+ else if (TokenMatch(pCur,"ambient_blue",12))
+ {
+ eOut = PLY::EST_AmbientBlue;
+ }
+ else if (TokenMatch(pCur,"ambient_alpha",13))
+ {
+ eOut = PLY::EST_AmbientAlpha;
+ }
+ else if (TokenMatch(pCur,"diffuse_red",11))
+ {
+ eOut = PLY::EST_DiffuseRed;
+ }
+ else if (TokenMatch(pCur,"diffuse_green",13))
+ {
+ eOut = PLY::EST_DiffuseGreen;
+ }
+ else if (TokenMatch(pCur,"diffuse_blue",12))
+ {
+ eOut = PLY::EST_DiffuseBlue;
+ }
+ else if (TokenMatch(pCur,"diffuse_alpha",13))
+ {
+ eOut = PLY::EST_DiffuseAlpha;
+ }
+ else if (TokenMatch(pCur,"specular_red",12))
+ {
+ eOut = PLY::EST_SpecularRed;
+ }
+ else if (TokenMatch(pCur,"specular_green",14))
+ {
+ eOut = PLY::EST_SpecularGreen;
+ }
+ else if (TokenMatch(pCur,"specular_blue",13))
+ {
+ eOut = PLY::EST_SpecularBlue;
+ }
+ else if (TokenMatch(pCur,"specular_alpha",14))
+ {
+ eOut = PLY::EST_SpecularAlpha;
+ }
+ else if (TokenMatch(pCur,"opacity",7))
+ {
+ eOut = PLY::EST_Opacity;
+ }
+ else if (TokenMatch(pCur,"specular_power",6))
+ {
+ eOut = PLY::EST_PhongPower;
+ }
+ else if (TokenMatch(pCur,"r",1))
+ {
+ eOut = PLY::EST_Red;
+ }
+ else if (TokenMatch(pCur,"g",1))
+ {
+ eOut = PLY::EST_Green;
+ }
+ else if (TokenMatch(pCur,"b",1))
+ {
+ eOut = PLY::EST_Blue;
+ }
+ // NOTE: Blender3D exports texture coordinates as s,t tuples
+ else if (TokenMatch(pCur,"u",1) || TokenMatch(pCur,"s",1) || TokenMatch(pCur,"tx",2))
+ {
+ eOut = PLY::EST_UTextureCoord;
+ }
+ else if (TokenMatch(pCur,"v",1) || TokenMatch(pCur,"t",1) || TokenMatch(pCur,"ty",2))
+ {
+ eOut = PLY::EST_VTextureCoord;
+ }
+ else if (TokenMatch(pCur,"x",1))
+ {
+ eOut = PLY::EST_XCoord;
+ }
+ else if (TokenMatch(pCur,"y",1))
+ {
+ eOut = PLY::EST_YCoord;
+ }
+ else if (TokenMatch(pCur,"z",1))
+ {
+ eOut = PLY::EST_ZCoord;
+ }
+ else if (TokenMatch(pCur,"nx",2))
+ {
+ eOut = PLY::EST_XNormal;
+ }
+ else if (TokenMatch(pCur,"ny",2))
+ {
+ eOut = PLY::EST_YNormal;
+ }
+ else if (TokenMatch(pCur,"nz",2))
+ {
+ eOut = PLY::EST_ZNormal;
+ }
+ else
+ {
+ DefaultLogger::get()->info("Found unknown property semantic in file. This is ok");
+ SkipLine(&pCur);
+ }
+ *pCurOut = pCur;
+ return eOut;
}
// ------------------------------------------------------------------------------------------------
bool PLY::Property::ParseProperty (const char* pCur,
- const char** pCurOut,
- PLY::Property* pOut)
+ const char** pCurOut,
+ PLY::Property* pOut)
{
- ai_assert(NULL != pCur && NULL != pCurOut);
-
- // Forms supported:
- // "property float x"
- // "property list uchar int vertex_index"
- *pCurOut = pCur;
-
- // skip leading spaces
- if (!SkipSpaces(pCur,&pCur))return false;
-
- // skip the "property" string at the beginning
- if (!TokenMatch(pCur,"property",8))
- {
- // seems not to be a valid property entry
- return false;
- }
- // get next word
- if (!SkipSpaces(pCur,&pCur))return false;
- if (TokenMatch(pCur,"list",4))
- {
- pOut->bIsList = true;
-
- // seems to be a list.
- if (EDT_INVALID == (pOut->eFirstType = PLY::Property::ParseDataType(pCur, &pCur)))
- {
- // unable to parse list size data type
- SkipLine(pCur,&pCur);
- *pCurOut = pCur;
- return false;
- }
- if (!SkipSpaces(pCur,&pCur))return false;
- if (EDT_INVALID == (pOut->eType = PLY::Property::ParseDataType(pCur, &pCur)))
- {
- // unable to parse list data type
- SkipLine(pCur,&pCur);
- *pCurOut = pCur;
- return false;
- }
- }
- else
- {
- if (EDT_INVALID == (pOut->eType = PLY::Property::ParseDataType(pCur, &pCur)))
- {
- // unable to parse data type. Skip the property
- SkipLine(pCur,&pCur);
- *pCurOut = pCur;
- return false;
- }
- }
-
- if (!SkipSpaces(pCur,&pCur))return false;
- const char* szCur = pCur;
- pOut->Semantic = PLY::Property::ParseSemantic(pCur, &pCur);
-
- if (PLY::EST_INVALID == pOut->Semantic)
- {
- // store the name of the semantic
- uintptr_t iDiff = (uintptr_t)pCur - (uintptr_t)szCur;
-
- DefaultLogger::get()->info("Found unknown semantic in PLY file. This is OK");
- pOut->szName = std::string(szCur,iDiff);
- }
-
- SkipSpacesAndLineEnd(pCur,&pCur);
- *pCurOut = pCur;
- return true;
+ ai_assert(NULL != pCur && NULL != pCurOut);
+
+ // Forms supported:
+ // "property float x"
+ // "property list uchar int vertex_index"
+ *pCurOut = pCur;
+
+ // skip leading spaces
+ if (!SkipSpaces(pCur,&pCur))return false;
+
+ // skip the "property" string at the beginning
+ if (!TokenMatch(pCur,"property",8))
+ {
+ // seems not to be a valid property entry
+ return false;
+ }
+ // get next word
+ if (!SkipSpaces(pCur,&pCur))return false;
+ if (TokenMatch(pCur,"list",4))
+ {
+ pOut->bIsList = true;
+
+ // seems to be a list.
+ if(EDT_INVALID == (pOut->eFirstType = PLY::Property::ParseDataType(pCur, &pCur)))
+ {
+ // unable to parse list size data type
+ SkipLine(pCur,&pCur);
+ *pCurOut = pCur;
+ return false;
+ }
+ if (!SkipSpaces(pCur,&pCur))return false;
+ if(EDT_INVALID == (pOut->eType = PLY::Property::ParseDataType(pCur, &pCur)))
+ {
+ // unable to parse list data type
+ SkipLine(pCur,&pCur);
+ *pCurOut = pCur;
+ return false;
+ }
+ }
+ else
+ {
+ if(EDT_INVALID == (pOut->eType = PLY::Property::ParseDataType(pCur, &pCur)))
+ {
+ // unable to parse data type. Skip the property
+ SkipLine(pCur,&pCur);
+ *pCurOut = pCur;
+ return false;
+ }
+ }
+
+ if (!SkipSpaces(pCur,&pCur))return false;
+ const char* szCur = pCur;
+ pOut->Semantic = PLY::Property::ParseSemantic(pCur, &pCur);
+
+ if (PLY::EST_INVALID == pOut->Semantic)
+ {
+ // store the name of the semantic
+ uintptr_t iDiff = (uintptr_t)pCur - (uintptr_t)szCur;
+
+ DefaultLogger::get()->info("Found unknown semantic in PLY file. This is OK");
+ pOut->szName = std::string(szCur,iDiff);
+ }
+
+ SkipSpacesAndLineEnd(pCur,&pCur);
+ *pCurOut = pCur;
+ return true;
}
// ------------------------------------------------------------------------------------------------
PLY::EElementSemantic PLY::Element::ParseSemantic(const char* pCur,
- const char** pCurOut)
+ const char** pCurOut)
{
- ai_assert(NULL != pCur && NULL != pCurOut);
- PLY::EElementSemantic eOut = PLY::EEST_INVALID;
- if (TokenMatch(pCur,"vertex",6))
- {
- eOut = PLY::EEST_Vertex;
- }
- else if (TokenMatch(pCur,"face",4))
- {
- eOut = PLY::EEST_Face;
- }
+ ai_assert(NULL != pCur && NULL != pCurOut);
+ PLY::EElementSemantic eOut = PLY::EEST_INVALID;
+ if (TokenMatch(pCur,"vertex",6))
+ {
+ eOut = PLY::EEST_Vertex;
+ }
+ else if (TokenMatch(pCur,"face",4))
+ {
+ eOut = PLY::EEST_Face;
+ }
#if 0
- // TODO: maybe implement this?
- else if (TokenMatch(pCur,"range_grid",10))
- {
- eOut = PLY::EEST_Face;
- }
+ // TODO: maybe implement this?
+ else if (TokenMatch(pCur,"range_grid",10))
+ {
+ eOut = PLY::EEST_Face;
+ }
#endif
- else if (TokenMatch(pCur,"tristrips",9))
- {
- eOut = PLY::EEST_TriStrip;
- }
- else if (TokenMatch(pCur,"edge",4))
- {
- eOut = PLY::EEST_Edge;
- }
- else if (TokenMatch(pCur,"material",8))
- {
- eOut = PLY::EEST_Material;
- }
- *pCurOut = pCur;
- return eOut;
+ else if (TokenMatch(pCur,"tristrips",9))
+ {
+ eOut = PLY::EEST_TriStrip;
+ }
+ else if (TokenMatch(pCur,"edge",4))
+ {
+ eOut = PLY::EEST_Edge;
+ }
+ else if (TokenMatch(pCur,"material",8))
+ {
+ eOut = PLY::EEST_Material;
+ }
+ *pCurOut = pCur;
+ return eOut;
}
// ------------------------------------------------------------------------------------------------
-bool PLY::Element::ParseElement (const char* pCur,
- const char** pCurOut,
- PLY::Element* pOut)
+bool PLY::Element::ParseElement (const char* pCur,
+ const char** pCurOut,
+ PLY::Element* pOut)
{
- ai_assert(NULL != pCur && NULL != pCurOut && NULL != pOut);
-
- // Example format: "element vertex 8"
- *pCurOut = pCur;
-
- // skip leading spaces
- if (!SkipSpaces(&pCur))return false;
-
- // skip the "element" string at the beginning
- if (!TokenMatch(pCur,"element",7))
- {
- // seems not to be a valid property entry
- return false;
- }
- // get next word
- if (!SkipSpaces(&pCur))return false;
-
- // parse the semantic of the element
- const char* szCur = pCur;
- pOut->eSemantic = PLY::Element::ParseSemantic(pCur,&pCur);
- if (PLY::EEST_INVALID == pOut->eSemantic)
- {
- // if the exact semantic can't be determined, just store
- // the original string identifier
- uintptr_t iDiff = (uintptr_t)pCur - (uintptr_t)szCur;
- pOut->szName = std::string(szCur,iDiff);
- }
-
- if (!SkipSpaces(&pCur))return false;
-
- //parse the number of occurences of this element
- pOut->NumOccur = strtol10(pCur,&pCur);
-
- // go to the next line
- SkipSpacesAndLineEnd(pCur,&pCur);
-
- // now parse all properties of the element
- while (true)
- {
- // skip all comments
- PLY::DOM::SkipComments(pCur,&pCur);
-
- PLY::Property prop;
- if (!PLY::Property::ParseProperty(pCur,&pCur,&prop))break;
- pOut->alProperties.push_back(prop);
- }
- *pCurOut = pCur;
- return true;
+ ai_assert(NULL != pCur && NULL != pCurOut && NULL != pOut);
+
+ // Example format: "element vertex 8"
+ *pCurOut = pCur;
+
+ // skip leading spaces
+ if (!SkipSpaces(&pCur))return false;
+
+ // skip the "element" string at the beginning
+ if (!TokenMatch(pCur,"element",7))
+ {
+ // seems not to be a valid property entry
+ return false;
+ }
+ // get next word
+ if (!SkipSpaces(&pCur))return false;
+
+ // parse the semantic of the element
+ const char* szCur = pCur;
+ pOut->eSemantic = PLY::Element::ParseSemantic(pCur,&pCur);
+ if (PLY::EEST_INVALID == pOut->eSemantic)
+ {
+ // if the exact semantic can't be determined, just store
+ // the original string identifier
+ uintptr_t iDiff = (uintptr_t)pCur - (uintptr_t)szCur;
+ pOut->szName = std::string(szCur,iDiff);
+ }
+
+ if (!SkipSpaces(&pCur))return false;
+
+ //parse the number of occurences of this element
+ pOut->NumOccur = strtoul10(pCur,&pCur);
+
+ // go to the next line
+ SkipSpacesAndLineEnd(pCur,&pCur);
+
+ // now parse all properties of the element
+ while(true)
+ {
+ // skip all comments
+ PLY::DOM::SkipComments(pCur,&pCur);
+
+ PLY::Property prop;
+ if(!PLY::Property::ParseProperty(pCur,&pCur,&prop))break;
+ pOut->alProperties.push_back(prop);
+ }
+ *pCurOut = pCur;
+ return true;
}
// ------------------------------------------------------------------------------------------------
bool PLY::DOM::SkipComments (const char* pCur,
- const char** pCurOut)
+ const char** pCurOut)
{
- ai_assert(NULL != pCur && NULL != pCurOut);
- *pCurOut = pCur;
-
- // skip spaces
- if (!SkipSpaces(pCur,&pCur))return false;
-
- if (TokenMatch(pCur,"comment",7))
- {
- SkipLine(pCur,&pCur);
- SkipComments(pCur,&pCur);
- *pCurOut = pCur;
- return true;
- }
- *pCurOut = pCur;
- return false;
+ ai_assert(NULL != pCur && NULL != pCurOut);
+ *pCurOut = pCur;
+
+ // skip spaces
+ if (!SkipSpaces(pCur,&pCur))return false;
+
+ if (TokenMatch(pCur,"comment",7))
+ {
+ SkipLine(pCur,&pCur);
+ SkipComments(pCur,&pCur);
+ *pCurOut = pCur;
+ return true;
+ }
+ *pCurOut = pCur;
+ return false;
}
// ------------------------------------------------------------------------------------------------
bool PLY::DOM::ParseHeader (const char* pCur,const char** pCurOut)
{
- ai_assert(NULL != pCur && NULL != pCurOut);
- DefaultLogger::get()->debug("PLY::DOM::ParseHeader() begin");
-
- // after ply and format line
- *pCurOut = pCur;
-
- // parse all elements
- while (true)
- {
- // skip all comments
- PLY::DOM::SkipComments(pCur,&pCur);
-
- PLY::Element out;
- if (PLY::Element::ParseElement(pCur,&pCur,&out))
- {
- // add the element to the list of elements
- alElements.push_back(out);
- }
- else if (TokenMatch(pCur,"end_header",10))
- {
- // we have reached the end of the header
- break;
- }
- else
- {
- // ignore unknown header elements
- SkipLine(&pCur);
- }
- }
- SkipSpacesAndLineEnd(pCur,&pCur);
- *pCurOut = pCur;
-
- DefaultLogger::get()->debug("PLY::DOM::ParseHeader() succeeded");
- return true;
+ ai_assert(NULL != pCur && NULL != pCurOut);
+ DefaultLogger::get()->debug("PLY::DOM::ParseHeader() begin");
+
+ // after ply and format line
+ *pCurOut = pCur;
+
+ // parse all elements
+ while (true)
+ {
+ // skip all comments
+ PLY::DOM::SkipComments(pCur,&pCur);
+
+ PLY::Element out;
+ if(PLY::Element::ParseElement(pCur,&pCur,&out))
+ {
+ // add the element to the list of elements
+ alElements.push_back(out);
+ }
+ else if (TokenMatch(pCur,"end_header",10))
+ {
+ // we have reached the end of the header
+ break;
+ }
+ else
+ {
+ // ignore unknown header elements
+ SkipLine(&pCur);
+ }
+ }
+ SkipSpacesAndLineEnd(pCur,&pCur);
+ *pCurOut = pCur;
+
+ DefaultLogger::get()->debug("PLY::DOM::ParseHeader() succeeded");
+ return true;
}
// ------------------------------------------------------------------------------------------------
bool PLY::DOM::ParseElementInstanceLists (
- const char* pCur,
- const char** pCurOut)
+ const char* pCur,
+ const char** pCurOut)
{
- ai_assert(NULL != pCur && NULL != pCurOut);
+ ai_assert(NULL != pCur && NULL != pCurOut);
- DefaultLogger::get()->debug("PLY::DOM::ParseElementInstanceLists() begin");
- *pCurOut = pCur;
+ DefaultLogger::get()->debug("PLY::DOM::ParseElementInstanceLists() begin");
+ *pCurOut = pCur;
- alElementData.resize(alElements.size());
+ alElementData.resize(alElements.size());
- std::vector<PLY::Element>::const_iterator i = alElements.begin();
- std::vector<PLY::ElementInstanceList>::iterator a = alElementData.begin();
+ std::vector<PLY::Element>::const_iterator i = alElements.begin();
+ std::vector<PLY::ElementInstanceList>::iterator a = alElementData.begin();
- // parse all element instances
- for (;i != alElements.end();++i,++a)
- {
- (*a).alInstances.resize((*i).NumOccur);
- PLY::ElementInstanceList::ParseInstanceList(pCur,&pCur,&(*i),&(*a));
- }
+ // parse all element instances
+ for (;i != alElements.end();++i,++a)
+ {
+ (*a).alInstances.resize((*i).NumOccur);
+ PLY::ElementInstanceList::ParseInstanceList(pCur,&pCur,&(*i),&(*a));
+ }
- DefaultLogger::get()->debug("PLY::DOM::ParseElementInstanceLists() succeeded");
- *pCurOut = pCur;
- return true;
+ DefaultLogger::get()->debug("PLY::DOM::ParseElementInstanceLists() succeeded");
+ *pCurOut = pCur;
+ return true;
}
// ------------------------------------------------------------------------------------------------
bool PLY::DOM::ParseElementInstanceListsBinary (
- const char* pCur,
- const char** pCurOut,
- bool p_bBE)
+ const char* pCur,
+ const char** pCurOut,
+ bool p_bBE)
{
- ai_assert(NULL != pCur && NULL != pCurOut);
-
- DefaultLogger::get()->debug("PLY::DOM::ParseElementInstanceListsBinary() begin");
- *pCurOut = pCur;
-
- alElementData.resize(alElements.size());
-
- std::vector<PLY::Element>::const_iterator i = alElements.begin();
- std::vector<PLY::ElementInstanceList>::iterator a = alElementData.begin();
-
- // parse all element instances
- for (;i != alElements.end();++i,++a)
- {
- (*a).alInstances.resize((*i).NumOccur);
- PLY::ElementInstanceList::ParseInstanceListBinary(pCur,&pCur,&(*i),&(*a),p_bBE);
- }
-
- DefaultLogger::get()->debug("PLY::DOM::ParseElementInstanceListsBinary() succeeded");
- *pCurOut = pCur;
- return true;
+ ai_assert(NULL != pCur && NULL != pCurOut);
+
+ DefaultLogger::get()->debug("PLY::DOM::ParseElementInstanceListsBinary() begin");
+ *pCurOut = pCur;
+
+ alElementData.resize(alElements.size());
+
+ std::vector<PLY::Element>::const_iterator i = alElements.begin();
+ std::vector<PLY::ElementInstanceList>::iterator a = alElementData.begin();
+
+ // parse all element instances
+ for (;i != alElements.end();++i,++a)
+ {
+ (*a).alInstances.resize((*i).NumOccur);
+ PLY::ElementInstanceList::ParseInstanceListBinary(pCur,&pCur,&(*i),&(*a),p_bBE);
+ }
+
+ DefaultLogger::get()->debug("PLY::DOM::ParseElementInstanceListsBinary() succeeded");
+ *pCurOut = pCur;
+ return true;
}
// ------------------------------------------------------------------------------------------------
bool PLY::DOM::ParseInstanceBinary (const char* pCur,DOM* p_pcOut,bool p_bBE)
{
- ai_assert(NULL != pCur && NULL != p_pcOut);
-
- DefaultLogger::get()->debug("PLY::DOM::ParseInstanceBinary() begin");
-
- if (!p_pcOut->ParseHeader(pCur,&pCur))
- {
- DefaultLogger::get()->debug("PLY::DOM::ParseInstanceBinary() failure");
- return false;
- }
- if (!p_pcOut->ParseElementInstanceListsBinary(pCur,&pCur,p_bBE))
- {
- DefaultLogger::get()->debug("PLY::DOM::ParseInstanceBinary() failure");
- return false;
- }
- DefaultLogger::get()->debug("PLY::DOM::ParseInstanceBinary() succeeded");
- return true;
+ ai_assert(NULL != pCur && NULL != p_pcOut);
+
+ DefaultLogger::get()->debug("PLY::DOM::ParseInstanceBinary() begin");
+
+ if(!p_pcOut->ParseHeader(pCur,&pCur))
+ {
+ DefaultLogger::get()->debug("PLY::DOM::ParseInstanceBinary() failure");
+ return false;
+ }
+ if(!p_pcOut->ParseElementInstanceListsBinary(pCur,&pCur,p_bBE))
+ {
+ DefaultLogger::get()->debug("PLY::DOM::ParseInstanceBinary() failure");
+ return false;
+ }
+ DefaultLogger::get()->debug("PLY::DOM::ParseInstanceBinary() succeeded");
+ return true;
}
// ------------------------------------------------------------------------------------------------
bool PLY::DOM::ParseInstance (const char* pCur,DOM* p_pcOut)
{
- ai_assert(NULL != pCur);
- ai_assert(NULL != p_pcOut);
-
- DefaultLogger::get()->debug("PLY::DOM::ParseInstance() begin");
-
-
- if (!p_pcOut->ParseHeader(pCur,&pCur))
- {
- DefaultLogger::get()->debug("PLY::DOM::ParseInstance() failure");
- return false;
- }
- if (!p_pcOut->ParseElementInstanceLists(pCur,&pCur))
- {
- DefaultLogger::get()->debug("PLY::DOM::ParseInstance() failure");
- return false;
- }
- DefaultLogger::get()->debug("PLY::DOM::ParseInstance() succeeded");
- return true;
+ ai_assert(NULL != pCur);
+ ai_assert(NULL != p_pcOut);
+
+ DefaultLogger::get()->debug("PLY::DOM::ParseInstance() begin");
+
+
+ if(!p_pcOut->ParseHeader(pCur,&pCur))
+ {
+ DefaultLogger::get()->debug("PLY::DOM::ParseInstance() failure");
+ return false;
+ }
+ if(!p_pcOut->ParseElementInstanceLists(pCur,&pCur))
+ {
+ DefaultLogger::get()->debug("PLY::DOM::ParseInstance() failure");
+ return false;
+ }
+ DefaultLogger::get()->debug("PLY::DOM::ParseInstance() succeeded");
+ return true;
}
// ------------------------------------------------------------------------------------------------
bool PLY::ElementInstanceList::ParseInstanceList (
- const char* pCur,
- const char** pCurOut,
- const PLY::Element* pcElement,
- PLY::ElementInstanceList* p_pcOut)
+ const char* pCur,
+ const char** pCurOut,
+ const PLY::Element* pcElement,
+ PLY::ElementInstanceList* p_pcOut)
{
- ai_assert(NULL != pCur && NULL != pCurOut && NULL != pcElement && NULL != p_pcOut);
-
- if (EEST_INVALID == pcElement->eSemantic || pcElement->alProperties.empty())
- {
- // if the element has an unknown semantic we can skip all lines
- // However, there could be comments
- for (unsigned int i = 0; i < pcElement->NumOccur;++i)
- {
- PLY::DOM::SkipComments(pCur,&pCur);
- SkipLine(pCur,&pCur);
- }
- }
- else
- {
- // be sure to have enough storage
- for (unsigned int i = 0; i < pcElement->NumOccur;++i)
- {
- PLY::DOM::SkipComments(pCur,&pCur);
- PLY::ElementInstance::ParseInstance(pCur, &pCur,pcElement,
- &p_pcOut->alInstances[i]);
- }
- }
- *pCurOut = pCur;
- return true;
+ ai_assert(NULL != pCur && NULL != pCurOut && NULL != pcElement && NULL != p_pcOut);
+
+ if (EEST_INVALID == pcElement->eSemantic || pcElement->alProperties.empty())
+ {
+ // if the element has an unknown semantic we can skip all lines
+ // However, there could be comments
+ for (unsigned int i = 0; i < pcElement->NumOccur;++i)
+ {
+ PLY::DOM::SkipComments(pCur,&pCur);
+ SkipLine(pCur,&pCur);
+ }
+ }
+ else
+ {
+ // be sure to have enough storage
+ for (unsigned int i = 0; i < pcElement->NumOccur;++i)
+ {
+ PLY::DOM::SkipComments(pCur,&pCur);
+ PLY::ElementInstance::ParseInstance(pCur, &pCur,pcElement,
+ &p_pcOut->alInstances[i]);
+ }
+ }
+ *pCurOut = pCur;
+ return true;
}
// ------------------------------------------------------------------------------------------------
bool PLY::ElementInstanceList::ParseInstanceListBinary (
- const char* pCur,
- const char** pCurOut,
- const PLY::Element* pcElement,
- PLY::ElementInstanceList* p_pcOut,
- bool p_bBE /* = false */)
+ const char* pCur,
+ const char** pCurOut,
+ const PLY::Element* pcElement,
+ PLY::ElementInstanceList* p_pcOut,
+ bool p_bBE /* = false */)
{
- ai_assert(NULL != pCur && NULL != pCurOut && NULL != pcElement && NULL != p_pcOut);
-
- // we can add special handling code for unknown element semantics since
- // we can't skip it as a whole block (we don't know its exact size
- // due to the fact that lists could be contained in the property list
- // of the unknown element)
- for (unsigned int i = 0; i < pcElement->NumOccur;++i)
- {
- PLY::ElementInstance::ParseInstanceBinary(pCur, &pCur,pcElement,
- &p_pcOut->alInstances[i], p_bBE);
- }
- *pCurOut = pCur;
- return true;
+ ai_assert(NULL != pCur && NULL != pCurOut && NULL != pcElement && NULL != p_pcOut);
+
+ // we can add special handling code for unknown element semantics since
+ // we can't skip it as a whole block (we don't know its exact size
+ // due to the fact that lists could be contained in the property list
+ // of the unknown element)
+ for (unsigned int i = 0; i < pcElement->NumOccur;++i)
+ {
+ PLY::ElementInstance::ParseInstanceBinary(pCur, &pCur,pcElement,
+ &p_pcOut->alInstances[i], p_bBE);
+ }
+ *pCurOut = pCur;
+ return true;
}
// ------------------------------------------------------------------------------------------------
bool PLY::ElementInstance::ParseInstance (
- const char* pCur,
- const char** pCurOut,
- const PLY::Element* pcElement,
- PLY::ElementInstance* p_pcOut)
+ const char* pCur,
+ const char** pCurOut,
+ const PLY::Element* pcElement,
+ PLY::ElementInstance* p_pcOut)
{
- ai_assert(NULL != pCur && NULL != pCurOut && NULL != pcElement && NULL != p_pcOut);
-
- if (!SkipSpaces(pCur, &pCur))return false;
-
- // allocate enough storage
- p_pcOut->alProperties.resize(pcElement->alProperties.size());
-
- std::vector<PLY::PropertyInstance>::iterator i = p_pcOut->alProperties.begin();
- std::vector<PLY::Property>::const_iterator a = pcElement->alProperties.begin();
- for (;i != p_pcOut->alProperties.end();++i,++a)
- {
- if (!(PLY::PropertyInstance::ParseInstance(pCur, &pCur,&(*a),&(*i))))
- {
- DefaultLogger::get()->warn("Unable to parse property instance. "
- "Skipping this element instance");
-
- // skip the rest of the instance
- SkipLine(pCur, &pCur);
-
- PLY::PropertyInstance::ValueUnion v = PLY::PropertyInstance::DefaultValue((*a).eType);
- (*i).avList.push_back(v);
- }
- }
- *pCurOut = pCur;
- return true;
+ ai_assert(NULL != pCur && NULL != pCurOut && NULL != pcElement && NULL != p_pcOut);
+
+ if (!SkipSpaces(pCur, &pCur))return false;
+
+ // allocate enough storage
+ p_pcOut->alProperties.resize(pcElement->alProperties.size());
+
+ std::vector<PLY::PropertyInstance>::iterator i = p_pcOut->alProperties.begin();
+ std::vector<PLY::Property>::const_iterator a = pcElement->alProperties.begin();
+ for (;i != p_pcOut->alProperties.end();++i,++a)
+ {
+ if(!(PLY::PropertyInstance::ParseInstance(pCur, &pCur,&(*a),&(*i))))
+ {
+ DefaultLogger::get()->warn("Unable to parse property instance. "
+ "Skipping this element instance");
+
+ // skip the rest of the instance
+ SkipLine(pCur, &pCur);
+
+ PLY::PropertyInstance::ValueUnion v = PLY::PropertyInstance::DefaultValue((*a).eType);
+ (*i).avList.push_back(v);
+ }
+ }
+ *pCurOut = pCur;
+ return true;
}
// ------------------------------------------------------------------------------------------------
bool PLY::ElementInstance::ParseInstanceBinary (
- const char* pCur,
- const char** pCurOut,
- const PLY::Element* pcElement,
- PLY::ElementInstance* p_pcOut,
- bool p_bBE /* = false */)
+ const char* pCur,
+ const char** pCurOut,
+ const PLY::Element* pcElement,
+ PLY::ElementInstance* p_pcOut,
+ bool p_bBE /* = false */)
{
- ai_assert(NULL != pCur && NULL != pCurOut && NULL != pcElement && NULL != p_pcOut);
-
- // allocate enough storage
- p_pcOut->alProperties.resize(pcElement->alProperties.size());
-
- std::vector<PLY::PropertyInstance>::iterator i = p_pcOut->alProperties.begin();
- std::vector<PLY::Property>::const_iterator a = pcElement->alProperties.begin();
- for (;i != p_pcOut->alProperties.end();++i,++a)
- {
- if (!(PLY::PropertyInstance::ParseInstanceBinary(pCur, &pCur,&(*a),&(*i),p_bBE)))
- {
- DefaultLogger::get()->warn("Unable to parse binary property instance. "
- "Skipping this element instance");
-
- (*i).avList.push_back(PLY::PropertyInstance::DefaultValue((*a).eType));
- }
- }
- *pCurOut = pCur;
- return true;
+ ai_assert(NULL != pCur && NULL != pCurOut && NULL != pcElement && NULL != p_pcOut);
+
+ // allocate enough storage
+ p_pcOut->alProperties.resize(pcElement->alProperties.size());
+
+ std::vector<PLY::PropertyInstance>::iterator i = p_pcOut->alProperties.begin();
+ std::vector<PLY::Property>::const_iterator a = pcElement->alProperties.begin();
+ for (;i != p_pcOut->alProperties.end();++i,++a)
+ {
+ if(!(PLY::PropertyInstance::ParseInstanceBinary(pCur, &pCur,&(*a),&(*i),p_bBE)))
+ {
+ DefaultLogger::get()->warn("Unable to parse binary property instance. "
+ "Skipping this element instance");
+
+ (*i).avList.push_back(PLY::PropertyInstance::DefaultValue((*a).eType));
+ }
+ }
+ *pCurOut = pCur;
+ return true;
}
// ------------------------------------------------------------------------------------------------
bool PLY::PropertyInstance::ParseInstance (const char* pCur,const char** pCurOut,
- const PLY::Property* prop, PLY::PropertyInstance* p_pcOut)
+ const PLY::Property* prop, PLY::PropertyInstance* p_pcOut)
{
- ai_assert(NULL != pCur && NULL != pCurOut && NULL != prop && NULL != p_pcOut);
-
- *pCurOut = pCur;
-
- // skip spaces at the beginning
- if (!SkipSpaces(pCur, &pCur))return false;
-
- if (prop->bIsList)
- {
- // parse the number of elements in the list
- PLY::PropertyInstance::ValueUnion v;
- PLY::PropertyInstance::ParseValue(pCur, &pCur,prop->eFirstType,&v);
-
- // convert to unsigned int
- unsigned int iNum = PLY::PropertyInstance::ConvertTo<unsigned int>(v,prop->eFirstType);
-
- // parse all list elements
- p_pcOut->avList.resize(iNum);
- for (unsigned int i = 0; i < iNum;++i)
- {
- if (!SkipSpaces(pCur, &pCur))return false;
- PLY::PropertyInstance::ParseValue(pCur, &pCur,prop->eType,&p_pcOut->avList[i]);
- }
- }
- else
- {
- // parse the property
- PLY::PropertyInstance::ValueUnion v;
-
- PLY::PropertyInstance::ParseValue(pCur, &pCur,prop->eType,&v);
- p_pcOut->avList.push_back(v);
- }
- SkipSpacesAndLineEnd(pCur, &pCur);
- *pCurOut = pCur;
- return true;
+ ai_assert(NULL != pCur && NULL != pCurOut && NULL != prop && NULL != p_pcOut);
+
+ *pCurOut = pCur;
+
+ // skip spaces at the beginning
+ if (!SkipSpaces(pCur, &pCur))return false;
+
+ if (prop->bIsList)
+ {
+ // parse the number of elements in the list
+ PLY::PropertyInstance::ValueUnion v;
+ PLY::PropertyInstance::ParseValue(pCur, &pCur,prop->eFirstType,&v);
+
+ // convert to unsigned int
+ unsigned int iNum = PLY::PropertyInstance::ConvertTo<unsigned int>(v,prop->eFirstType);
+
+ // parse all list elements
+ p_pcOut->avList.resize(iNum);
+ for (unsigned int i = 0; i < iNum;++i)
+ {
+ if (!SkipSpaces(pCur, &pCur))return false;
+ PLY::PropertyInstance::ParseValue(pCur, &pCur,prop->eType,&p_pcOut->avList[i]);
+ }
+ }
+ else
+ {
+ // parse the property
+ PLY::PropertyInstance::ValueUnion v;
+
+ PLY::PropertyInstance::ParseValue(pCur, &pCur,prop->eType,&v);
+ p_pcOut->avList.push_back(v);
+ }
+ SkipSpacesAndLineEnd(pCur, &pCur);
+ *pCurOut = pCur;
+ return true;
}
// ------------------------------------------------------------------------------------------------
bool PLY::PropertyInstance::ParseInstanceBinary (
- const char* pCur,
- const char** pCurOut,
- const PLY::Property* prop,
- PLY::PropertyInstance* p_pcOut,
- bool p_bBE)
+ const char* pCur,
+ const char** pCurOut,
+ const PLY::Property* prop,
+ PLY::PropertyInstance* p_pcOut,
+ bool p_bBE)
{
- ai_assert(NULL != pCur && NULL != pCurOut && NULL != prop && NULL != p_pcOut);
-
- if (prop->bIsList)
- {
- // parse the number of elements in the list
- PLY::PropertyInstance::ValueUnion v;
- PLY::PropertyInstance::ParseValueBinary(pCur, &pCur,prop->eFirstType,&v,p_bBE);
-
- // convert to unsigned int
- unsigned int iNum = PLY::PropertyInstance::ConvertTo<unsigned int>(v,prop->eFirstType);
-
- // parse all list elements
- p_pcOut->avList.resize(iNum);
- for (unsigned int i = 0; i < iNum;++i){
- PLY::PropertyInstance::ParseValueBinary(pCur, &pCur,prop->eType,&p_pcOut->avList[i],p_bBE);
- }
- }
- else
- {
- // parse the property
- PLY::PropertyInstance::ValueUnion v;
- PLY::PropertyInstance::ParseValueBinary(pCur, &pCur,prop->eType,&v,p_bBE);
- p_pcOut->avList.push_back(v);
- }
- *pCurOut = pCur;
- return true;
+ ai_assert(NULL != pCur && NULL != pCurOut && NULL != prop && NULL != p_pcOut);
+
+ if (prop->bIsList)
+ {
+ // parse the number of elements in the list
+ PLY::PropertyInstance::ValueUnion v;
+ PLY::PropertyInstance::ParseValueBinary(pCur, &pCur,prop->eFirstType,&v,p_bBE);
+
+ // convert to unsigned int
+ unsigned int iNum = PLY::PropertyInstance::ConvertTo<unsigned int>(v,prop->eFirstType);
+
+ // parse all list elements
+ p_pcOut->avList.resize(iNum);
+ for (unsigned int i = 0; i < iNum;++i){
+ PLY::PropertyInstance::ParseValueBinary(pCur, &pCur,prop->eType,&p_pcOut->avList[i],p_bBE);
+ }
+ }
+ else
+ {
+ // parse the property
+ PLY::PropertyInstance::ValueUnion v;
+ PLY::PropertyInstance::ParseValueBinary(pCur, &pCur,prop->eType,&v,p_bBE);
+ p_pcOut->avList.push_back(v);
+ }
+ *pCurOut = pCur;
+ return true;
}
// ------------------------------------------------------------------------------------------------
PLY::PropertyInstance::ValueUnion PLY::PropertyInstance::DefaultValue(
- PLY::EDataType eType)
+ PLY::EDataType eType)
{
- PLY::PropertyInstance::ValueUnion out;
-
- switch (eType)
- {
- case EDT_Float:
- out.fFloat = 0.f;
- return out;
-
- case EDT_Double:
- out.fDouble = 0.;
- return out;
-
- default: ;
- };
- out.iUInt = 0;
- return out;
+ PLY::PropertyInstance::ValueUnion out;
+
+ switch (eType)
+ {
+ case EDT_Float:
+ out.fFloat = 0.f;
+ return out;
+
+ case EDT_Double:
+ out.fDouble = 0.;
+ return out;
+
+ default: ;
+ };
+ out.iUInt = 0;
+ return out;
}
// ------------------------------------------------------------------------------------------------
bool PLY::PropertyInstance::ParseValue(
- const char* pCur,
- const char** pCurOut,
- PLY::EDataType eType,
- PLY::PropertyInstance::ValueUnion* out)
+ const char* pCur,
+ const char** pCurOut,
+ PLY::EDataType eType,
+ PLY::PropertyInstance::ValueUnion* out)
{
- ai_assert(NULL != pCur && NULL != pCurOut && NULL != out);
+ ai_assert(NULL != pCur && NULL != pCurOut && NULL != out);
- register bool ret = true;
- *pCurOut = pCur;
- switch (eType)
- {
- case EDT_UInt:
- case EDT_UShort:
- case EDT_UChar:
+ register bool ret = true;
+ *pCurOut = pCur;
+ switch (eType)
+ {
+ case EDT_UInt:
+ case EDT_UShort:
+ case EDT_UChar:
- out->iUInt = (uint32_t)strtol10(pCur, &pCur);
- break;
+ out->iUInt = (uint32_t)strtoul10(pCur, &pCur);
+ break;
- case EDT_Int:
- case EDT_Short:
- case EDT_Char:
+ case EDT_Int:
+ case EDT_Short:
+ case EDT_Char:
- out->iInt = (int32_t)strtol10s(pCur, &pCur);
- break;
+ out->iInt = (int32_t)strtol10(pCur, &pCur);
+ break;
- case EDT_Float:
+ case EDT_Float:
- pCur = fast_atof_move(pCur,out->fFloat);
- break;
+ pCur = fast_atoreal_move<float>(pCur,out->fFloat);
+ break;
- case EDT_Double:
+ case EDT_Double:
- float f;
- pCur = fast_atof_move(pCur,f);
- out->fDouble = (double)f;
- break;
+ float f;
+ pCur = fast_atoreal_move<float>(pCur,f);
+ out->fDouble = (double)f;
+ break;
- default:
- ret = false;
- }
- *pCurOut = pCur;
- return ret;
+ default:
+ ret = false;
+ }
+ *pCurOut = pCur;
+ return ret;
}
// ------------------------------------------------------------------------------------------------
bool PLY::PropertyInstance::ParseValueBinary(
- const char* pCur,
- const char** pCurOut,
- PLY::EDataType eType,
- PLY::PropertyInstance::ValueUnion* out,
- bool p_bBE)
+ const char* pCur,
+ const char** pCurOut,
+ PLY::EDataType eType,
+ PLY::PropertyInstance::ValueUnion* out,
+ bool p_bBE)
{
- ai_assert(NULL != pCur && NULL != pCurOut && NULL != out);
-
- register bool ret = true;
- switch (eType)
- {
- case EDT_UInt:
- out->iUInt = (uint32_t)*((uint32_t*)pCur);
- pCur += 4;
-
- // Swap endianess
- if (p_bBE)ByteSwap::Swap((int32_t*)&out->iUInt);
- break;
-
- case EDT_UShort:
- {
- int16_t i = *((uint16_t*)pCur);
-
- // Swap endianess
- if (p_bBE)ByteSwap::Swap(&i);
- out->iUInt = (uint32_t)i;
- pCur += 2;
- break;
- }
-
- case EDT_UChar:
- {
- out->iUInt = (uint32_t)(*((uint8_t*)pCur));
- pCur ++;
- break;
- }
-
- case EDT_Int:
- out->iInt = *((int32_t*)pCur);
- pCur += 4;
-
- // Swap endianess
- if (p_bBE)ByteSwap::Swap(&out->iInt);
- break;
-
- case EDT_Short:
- {
- int16_t i = *((int16_t*)pCur);
-
- // Swap endianess
- if (p_bBE)ByteSwap::Swap(&i);
- out->iInt = (int32_t)i;
- pCur += 2;
- break;
- }
-
- case EDT_Char:
- out->iInt = (int32_t)*((int8_t*)pCur);
- pCur ++;
- break;
-
- case EDT_Float:
- {
- out->fFloat = *((float*)pCur);
-
- // Swap endianess
- if (p_bBE)ByteSwap::Swap((int32_t*)&out->fFloat);
- pCur += 4;
- break;
- }
- case EDT_Double:
- {
- out->fDouble = *((double*)pCur);
-
- // Swap endianess
- if (p_bBE)ByteSwap::Swap((int64_t*)&out->fDouble);
- pCur += 8;
- break;
- }
- default:
- ret = false;
- }
- *pCurOut = pCur;
- return ret;
+ ai_assert(NULL != pCur && NULL != pCurOut && NULL != out);
+
+ register bool ret = true;
+ switch (eType)
+ {
+ case EDT_UInt:
+ out->iUInt = (uint32_t)*((uint32_t*)pCur);
+ pCur += 4;
+
+ // Swap endianess
+ if (p_bBE)ByteSwap::Swap((int32_t*)&out->iUInt);
+ break;
+
+ case EDT_UShort:
+ {
+ int16_t i = *((uint16_t*)pCur);
+
+ // Swap endianess
+ if (p_bBE)ByteSwap::Swap(&i);
+ out->iUInt = (uint32_t)i;
+ pCur += 2;
+ break;
+ }
+
+ case EDT_UChar:
+ {
+ out->iUInt = (uint32_t)(*((uint8_t*)pCur));
+ pCur ++;
+ break;
+ }
+
+ case EDT_Int:
+ out->iInt = *((int32_t*)pCur);
+ pCur += 4;
+
+ // Swap endianess
+ if (p_bBE)ByteSwap::Swap(&out->iInt);
+ break;
+
+ case EDT_Short:
+ {
+ int16_t i = *((int16_t*)pCur);
+
+ // Swap endianess
+ if (p_bBE)ByteSwap::Swap(&i);
+ out->iInt = (int32_t)i;
+ pCur += 2;
+ break;
+ }
+
+ case EDT_Char:
+ out->iInt = (int32_t)*((int8_t*)pCur);
+ pCur ++;
+ break;
+
+ case EDT_Float:
+ {
+ out->fFloat = *((float*)pCur);
+
+ // Swap endianess
+ if (p_bBE)ByteSwap::Swap((int32_t*)&out->fFloat);
+ pCur += 4;
+ break;
+ }
+ case EDT_Double:
+ {
+ out->fDouble = *((double*)pCur);
+
+ // Swap endianess
+ if (p_bBE)ByteSwap::Swap((int64_t*)&out->fDouble);
+ pCur += 8;
+ break;
+ }
+ default:
+ ret = false;
+ }
+ *pCurOut = pCur;
+ return ret;
}
#endif // !! ASSIMP_BUILD_NO_PLY_IMPORTER
diff --git a/src/3rdparty/assimp/code/PlyParser.h b/src/3rdparty/assimp/code/PlyParser.h
index 9423c52fb..d8083a625 100644
--- a/src/3rdparty/assimp/code/PlyParser.h
+++ b/src/3rdparty/assimp/code/PlyParser.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -76,17 +76,17 @@ uint8 ... forms are also used
*/
enum EDataType
{
- EDT_Char = 0x0u,
- EDT_UChar,
- EDT_Short,
- EDT_UShort,
- EDT_Int,
- EDT_UInt,
- EDT_Float,
- EDT_Double,
-
- // Marks invalid entries
- EDT_INVALID
+ EDT_Char = 0x0u,
+ EDT_UChar,
+ EDT_Short,
+ EDT_UShort,
+ EDT_Int,
+ EDT_UInt,
+ EDT_Float,
+ EDT_Double,
+
+ // Marks invalid entries
+ EDT_INVALID
};
// ---------------------------------------------------------------------------------
@@ -96,81 +96,81 @@ enum EDataType
*/
enum ESemantic
{
- //! vertex position x coordinate
- EST_XCoord = 0x0u,
- //! vertex position x coordinate
- EST_YCoord,
- //! vertex position x coordinate
- EST_ZCoord,
-
- //! vertex normal x coordinate
- EST_XNormal,
- //! vertex normal y coordinate
- EST_YNormal,
- //! vertex normal z coordinate
- EST_ZNormal,
-
- //! u texture coordinate
- EST_UTextureCoord,
- //! v texture coordinate
- EST_VTextureCoord,
-
- //! vertex colors, red channel
- EST_Red,
- //! vertex colors, green channel
- EST_Green,
- //! vertex colors, blue channel
- EST_Blue,
- //! vertex colors, alpha channel
- EST_Alpha,
-
- //! vertex index list
- EST_VertexIndex,
-
- //! texture index
- EST_TextureIndex,
-
- //! texture coordinates (stored as element of a face)
- EST_TextureCoordinates,
-
- //! material index
- EST_MaterialIndex,
-
- //! ambient color, red channel
- EST_AmbientRed,
- //! ambient color, green channel
- EST_AmbientGreen,
- //! ambient color, blue channel
- EST_AmbientBlue,
- //! ambient color, alpha channel
- EST_AmbientAlpha,
-
- //! diffuse color, red channel
- EST_DiffuseRed,
- //! diffuse color, green channel
- EST_DiffuseGreen,
- //! diffuse color, blue channel
- EST_DiffuseBlue,
- //! diffuse color, alpha channel
- EST_DiffuseAlpha,
-
- //! specular color, red channel
- EST_SpecularRed,
- //! specular color, green channel
- EST_SpecularGreen,
- //! specular color, blue channel
- EST_SpecularBlue,
- //! specular color, alpha channel
- EST_SpecularAlpha,
-
- //! specular power for phong shading
- EST_PhongPower,
-
- //! opacity between 0 and 1
- EST_Opacity,
-
- //! Marks invalid entries
- EST_INVALID
+ //! vertex position x coordinate
+ EST_XCoord = 0x0u,
+ //! vertex position x coordinate
+ EST_YCoord,
+ //! vertex position x coordinate
+ EST_ZCoord,
+
+ //! vertex normal x coordinate
+ EST_XNormal,
+ //! vertex normal y coordinate
+ EST_YNormal,
+ //! vertex normal z coordinate
+ EST_ZNormal,
+
+ //! u texture coordinate
+ EST_UTextureCoord,
+ //! v texture coordinate
+ EST_VTextureCoord,
+
+ //! vertex colors, red channel
+ EST_Red,
+ //! vertex colors, green channel
+ EST_Green,
+ //! vertex colors, blue channel
+ EST_Blue,
+ //! vertex colors, alpha channel
+ EST_Alpha,
+
+ //! vertex index list
+ EST_VertexIndex,
+
+ //! texture index
+ EST_TextureIndex,
+
+ //! texture coordinates (stored as element of a face)
+ EST_TextureCoordinates,
+
+ //! material index
+ EST_MaterialIndex,
+
+ //! ambient color, red channel
+ EST_AmbientRed,
+ //! ambient color, green channel
+ EST_AmbientGreen,
+ //! ambient color, blue channel
+ EST_AmbientBlue,
+ //! ambient color, alpha channel
+ EST_AmbientAlpha,
+
+ //! diffuse color, red channel
+ EST_DiffuseRed,
+ //! diffuse color, green channel
+ EST_DiffuseGreen,
+ //! diffuse color, blue channel
+ EST_DiffuseBlue,
+ //! diffuse color, alpha channel
+ EST_DiffuseAlpha,
+
+ //! specular color, red channel
+ EST_SpecularRed,
+ //! specular color, green channel
+ EST_SpecularGreen,
+ //! specular color, blue channel
+ EST_SpecularBlue,
+ //! specular color, alpha channel
+ EST_SpecularAlpha,
+
+ //! specular power for phong shading
+ EST_PhongPower,
+
+ //! opacity between 0 and 1
+ EST_Opacity,
+
+ //! Marks invalid entries
+ EST_INVALID
};
// ---------------------------------------------------------------------------------
@@ -180,23 +180,23 @@ enum ESemantic
*/
enum EElementSemantic
{
- //! The element is a vertex
- EEST_Vertex = 0x0u,
+ //! The element is a vertex
+ EEST_Vertex = 0x0u,
- //! The element is a face description (index table)
- EEST_Face,
+ //! The element is a face description (index table)
+ EEST_Face,
- //! The element is a tristrip description (index table)
- EEST_TriStrip,
+ //! The element is a tristrip description (index table)
+ EEST_TriStrip,
- //! The element is an edge description (ignored)
- EEST_Edge,
+ //! The element is an edge description (ignored)
+ EEST_Edge,
- //! The element is a material description
- EEST_Material,
+ //! The element is a material description
+ EEST_Material,
- //! Marks invalid entries
- EEST_INVALID
+ //! Marks invalid entries
+ EEST_INVALID
};
// ---------------------------------------------------------------------------------
@@ -208,41 +208,41 @@ class Property
{
public:
- //! Default constructor
- Property()
- : eType (EDT_Int), Semantic(EST_INVALID), bIsList(false), eFirstType(EDT_UChar)
- {}
-
- //! Data type of the property
- EDataType eType;
-
- //! Semantical meaning of the property
- ESemantic Semantic;
-
- //! Of the semantic of the property could not be parsed:
- //! Contains the semantic specified in the file
- std::string szName;
-
- //! Specifies whether the data type is a list where
- //! the first element specifies the size of the list
- bool bIsList;
- EDataType eFirstType;
-
- // -------------------------------------------------------------------
- //! Parse a property from a string. The end of the
- //! string is either '\n', '\r' or '\0'. Return valie is false
- //! if the input string is NOT a valid property (E.g. does
- //! not start with the "property" keyword)
- static bool ParseProperty (const char* pCur, const char** pCurOut,
- Property* pOut);
-
- // -------------------------------------------------------------------
- //! Parse a data type from a string
- static EDataType ParseDataType(const char* pCur,const char** pCurOut);
-
- // -------------------------------------------------------------------
- //! Parse a semantic from a string
- static ESemantic ParseSemantic(const char* pCur,const char** pCurOut);
+ //! Default constructor
+ Property()
+ : eType (EDT_Int), bIsList(false), eFirstType(EDT_UChar)
+ {}
+
+ //! Data type of the property
+ EDataType eType;
+
+ //! Semantical meaning of the property
+ ESemantic Semantic;
+
+ //! Of the semantic of the property could not be parsed:
+ //! Contains the semantic specified in the file
+ std::string szName;
+
+ //! Specifies whether the data type is a list where
+ //! the first element specifies the size of the list
+ bool bIsList;
+ EDataType eFirstType;
+
+ // -------------------------------------------------------------------
+ //! Parse a property from a string. The end of the
+ //! string is either '\n', '\r' or '\0'. Return valie is false
+ //! if the input string is NOT a valid property (E.g. does
+ //! not start with the "property" keyword)
+ static bool ParseProperty (const char* pCur, const char** pCurOut,
+ Property* pOut);
+
+ // -------------------------------------------------------------------
+ //! Parse a data type from a string
+ static EDataType ParseDataType(const char* pCur,const char** pCurOut);
+
+ // -------------------------------------------------------------------
+ //! Parse a semantic from a string
+ static ESemantic ParseSemantic(const char* pCur,const char** pCurOut);
};
// ---------------------------------------------------------------------------------
@@ -255,195 +255,195 @@ class Element
{
public:
- //! Default constructor
- Element()
- : eSemantic (EEST_INVALID)
- , NumOccur(0)
- {}
+ //! Default constructor
+ Element()
+ : eSemantic (EEST_INVALID)
+ , NumOccur(0)
+ {}
- //! List of properties assigned to the element
- //! std::vector to support operator[]
- std::vector<Property> alProperties;
+ //! List of properties assigned to the element
+ //! std::vector to support operator[]
+ std::vector<Property> alProperties;
- //! Semantic of the element
- EElementSemantic eSemantic;
+ //! Semantic of the element
+ EElementSemantic eSemantic;
- //! Of the semantic of the element could not be parsed:
- //! Contains the semantic specified in the file
- std::string szName;
+ //! Of the semantic of the element could not be parsed:
+ //! Contains the semantic specified in the file
+ std::string szName;
- //! How many times will the element occur?
- unsigned int NumOccur;
+ //! How many times will the element occur?
+ unsigned int NumOccur;
- // -------------------------------------------------------------------
- //! Parse an element from a string.
- //! The function will parse all properties contained in the
- //! element, too.
- static bool ParseElement (const char* pCur, const char** pCurOut,
- Element* pOut);
+ // -------------------------------------------------------------------
+ //! Parse an element from a string.
+ //! The function will parse all properties contained in the
+ //! element, too.
+ static bool ParseElement (const char* pCur, const char** pCurOut,
+ Element* pOut);
- // -------------------------------------------------------------------
- //! Parse a semantic from a string
- static EElementSemantic ParseSemantic(const char* pCur,
- const char** pCurOut);
+ // -------------------------------------------------------------------
+ //! Parse a semantic from a string
+ static EElementSemantic ParseSemantic(const char* pCur,
+ const char** pCurOut);
};
// ---------------------------------------------------------------------------------
/** \brief Instance of a property in a PLY file
*/
-class PropertyInstance
+class PropertyInstance
{
public:
- //! Default constructor
- PropertyInstance ()
- {}
+ //! Default constructor
+ PropertyInstance ()
+ {}
- union ValueUnion
- {
+ union ValueUnion
+ {
- //! uInt32 representation of the property. All
- // uint types are automatically converted to uint32
- uint32_t iUInt;
+ //! uInt32 representation of the property. All
+ // uint types are automatically converted to uint32
+ uint32_t iUInt;
- //! Int32 representation of the property. All
- // int types are automatically converted to int32
- int32_t iInt;
+ //! Int32 representation of the property. All
+ // int types are automatically converted to int32
+ int32_t iInt;
- //! Float32 representation of the property
- float fFloat;
+ //! Float32 representation of the property
+ float fFloat;
- //! Float64 representation of the property
- double fDouble;
+ //! Float64 representation of the property
+ double fDouble;
- };
+ };
- // -------------------------------------------------------------------
- //! List of all values parsed. Contains only one value
- // for non-list properties
- std::vector<ValueUnion> avList;
+ // -------------------------------------------------------------------
+ //! List of all values parsed. Contains only one value
+ // for non-list properties
+ std::vector<ValueUnion> avList;
- // -------------------------------------------------------------------
- //! Parse a property instance
- static bool ParseInstance (const char* pCur,const char** pCurOut,
- const Property* prop, PropertyInstance* p_pcOut);
+ // -------------------------------------------------------------------
+ //! Parse a property instance
+ static bool ParseInstance (const char* pCur,const char** pCurOut,
+ const Property* prop, PropertyInstance* p_pcOut);
- // -------------------------------------------------------------------
- //! Parse a property instance in binary format
- static bool ParseInstanceBinary (const char* pCur,const char** pCurOut,
- const Property* prop, PropertyInstance* p_pcOut,bool p_bBE);
+ // -------------------------------------------------------------------
+ //! Parse a property instance in binary format
+ static bool ParseInstanceBinary (const char* pCur,const char** pCurOut,
+ const Property* prop, PropertyInstance* p_pcOut,bool p_bBE);
- // -------------------------------------------------------------------
- //! Get the default value for a given data type
- static ValueUnion DefaultValue(EDataType eType);
+ // -------------------------------------------------------------------
+ //! Get the default value for a given data type
+ static ValueUnion DefaultValue(EDataType eType);
- // -------------------------------------------------------------------
- //! Parse a value
- static bool ParseValue(const char* pCur,const char** pCurOut,
- EDataType eType,ValueUnion* out);
+ // -------------------------------------------------------------------
+ //! Parse a value
+ static bool ParseValue(const char* pCur,const char** pCurOut,
+ EDataType eType,ValueUnion* out);
- // -------------------------------------------------------------------
- //! Parse a binary value
- static bool ParseValueBinary(const char* pCur,const char** pCurOut,
- EDataType eType,ValueUnion* out,bool p_bBE);
+ // -------------------------------------------------------------------
+ //! Parse a binary value
+ static bool ParseValueBinary(const char* pCur,const char** pCurOut,
+ EDataType eType,ValueUnion* out,bool p_bBE);
- // -------------------------------------------------------------------
- //! Convert a property value to a given type TYPE
- template <typename TYPE>
- static TYPE ConvertTo(ValueUnion v, EDataType eType);
+ // -------------------------------------------------------------------
+ //! Convert a property value to a given type TYPE
+ template <typename TYPE>
+ static TYPE ConvertTo(ValueUnion v, EDataType eType);
};
// ---------------------------------------------------------------------------------
/** \brief Class for an element instance in a PLY file
*/
-class ElementInstance
+class ElementInstance
{
public:
- //! Default constructor
- ElementInstance ()
- {}
+ //! Default constructor
+ ElementInstance ()
+ {}
- //! List of all parsed properties
- std::vector< PropertyInstance > alProperties;
+ //! List of all parsed properties
+ std::vector< PropertyInstance > alProperties;
- // -------------------------------------------------------------------
- //! Parse an element instance
- static bool ParseInstance (const char* pCur,const char** pCurOut,
- const Element* pcElement, ElementInstance* p_pcOut);
+ // -------------------------------------------------------------------
+ //! Parse an element instance
+ static bool ParseInstance (const char* pCur,const char** pCurOut,
+ const Element* pcElement, ElementInstance* p_pcOut);
- // -------------------------------------------------------------------
- //! Parse a binary element instance
- static bool ParseInstanceBinary (const char* pCur,const char** pCurOut,
- const Element* pcElement, ElementInstance* p_pcOut,bool p_bBE);
+ // -------------------------------------------------------------------
+ //! Parse a binary element instance
+ static bool ParseInstanceBinary (const char* pCur,const char** pCurOut,
+ const Element* pcElement, ElementInstance* p_pcOut,bool p_bBE);
};
// ---------------------------------------------------------------------------------
/** \brief Class for an element instance list in a PLY file
*/
-class ElementInstanceList
+class ElementInstanceList
{
public:
- //! Default constructor
- ElementInstanceList ()
- {}
+ //! Default constructor
+ ElementInstanceList ()
+ {}
- //! List of all element instances
- std::vector< ElementInstance > alInstances;
+ //! List of all element instances
+ std::vector< ElementInstance > alInstances;
- // -------------------------------------------------------------------
- //! Parse an element instance list
- static bool ParseInstanceList (const char* pCur,const char** pCurOut,
- const Element* pcElement, ElementInstanceList* p_pcOut);
+ // -------------------------------------------------------------------
+ //! Parse an element instance list
+ static bool ParseInstanceList (const char* pCur,const char** pCurOut,
+ const Element* pcElement, ElementInstanceList* p_pcOut);
- // -------------------------------------------------------------------
- //! Parse a binary element instance list
- static bool ParseInstanceListBinary (const char* pCur,const char** pCurOut,
- const Element* pcElement, ElementInstanceList* p_pcOut,bool p_bBE);
+ // -------------------------------------------------------------------
+ //! Parse a binary element instance list
+ static bool ParseInstanceListBinary (const char* pCur,const char** pCurOut,
+ const Element* pcElement, ElementInstanceList* p_pcOut,bool p_bBE);
};
// ---------------------------------------------------------------------------------
-/** \brief Class to represent the document object model of an ASCII or binary
+/** \brief Class to represent the document object model of an ASCII or binary
* (both little and big-endian) PLY file
*/
class DOM
{
public:
- //! Default constructor
- DOM()
- {}
+ //! Default constructor
+ DOM()
+ {}
- //! Contains all elements of the file format
- std::vector<Element> alElements;
- //! Contains the real data of each element's instance list
- std::vector<ElementInstanceList> alElementData;
+ //! Contains all elements of the file format
+ std::vector<Element> alElements;
+ //! Contains the real data of each element's instance list
+ std::vector<ElementInstanceList> alElementData;
- //! Parse the DOM for a PLY file. The input string is assumed
- //! to be terminated with zero
- static bool ParseInstance (const char* pCur,DOM* p_pcOut);
- static bool ParseInstanceBinary (const char* pCur,
- DOM* p_pcOut,bool p_bBE);
+ //! Parse the DOM for a PLY file. The input string is assumed
+ //! to be terminated with zero
+ static bool ParseInstance (const char* pCur,DOM* p_pcOut);
+ static bool ParseInstanceBinary (const char* pCur,
+ DOM* p_pcOut,bool p_bBE);
- //! Skip all comment lines after this
- static bool SkipComments (const char* pCur,const char** pCurOut);
+ //! Skip all comment lines after this
+ static bool SkipComments (const char* pCur,const char** pCurOut);
private:
- // -------------------------------------------------------------------
- //! Handle the file header and read all element descriptions
- bool ParseHeader (const char* pCur,const char** pCurOut);
+ // -------------------------------------------------------------------
+ //! Handle the file header and read all element descriptions
+ bool ParseHeader (const char* pCur,const char** pCurOut);
- // -------------------------------------------------------------------
- //! Read in all element instance lists
- bool ParseElementInstanceLists (const char* pCur,const char** pCurOut);
+ // -------------------------------------------------------------------
+ //! Read in all element instance lists
+ bool ParseElementInstanceLists (const char* pCur,const char** pCurOut);
- // -------------------------------------------------------------------
- //! Read in all element instance lists for a binary file format
- bool ParseElementInstanceListsBinary (const char* pCur,
- const char** pCurOut,bool p_bBE);
+ // -------------------------------------------------------------------
+ //! Read in all element instance lists for a binary file format
+ bool ParseElementInstanceListsBinary (const char* pCur,
+ const char** pCurOut,bool p_bBE);
};
// ---------------------------------------------------------------------------------
@@ -453,46 +453,46 @@ class Face
{
public:
- Face()
- : iMaterialIndex(0xFFFFFFFF)
- {
- // set all indices to zero by default
- mIndices.resize(3,0);
- }
+ Face()
+ : iMaterialIndex(0xFFFFFFFF)
+ {
+ // set all indices to zero by default
+ mIndices.resize(3,0);
+ }
public:
- //! List of vertex indices
- std::vector<unsigned int> mIndices;
+ //! List of vertex indices
+ std::vector<unsigned int> mIndices;
- //! Material index
- unsigned int iMaterialIndex;
+ //! Material index
+ unsigned int iMaterialIndex;
};
// ---------------------------------------------------------------------------------
template <typename TYPE>
inline TYPE PLY::PropertyInstance::ConvertTo(
- PLY::PropertyInstance::ValueUnion v, PLY::EDataType eType)
+ PLY::PropertyInstance::ValueUnion v, PLY::EDataType eType)
{
- switch (eType)
- {
- case EDT_Float:
- return (TYPE)v.fFloat;
- case EDT_Double:
- return (TYPE)v.fDouble;
-
- case EDT_UInt:
- case EDT_UShort:
- case EDT_UChar:
- return (TYPE)v.iUInt;
-
- case EDT_Int:
- case EDT_Short:
- case EDT_Char:
- return (TYPE)v.iInt;
- default: ;
- };
- return (TYPE)0;
+ switch (eType)
+ {
+ case EDT_Float:
+ return (TYPE)v.fFloat;
+ case EDT_Double:
+ return (TYPE)v.fDouble;
+
+ case EDT_UInt:
+ case EDT_UShort:
+ case EDT_UChar:
+ return (TYPE)v.iUInt;
+
+ case EDT_Int:
+ case EDT_Short:
+ case EDT_Char:
+ return (TYPE)v.iInt;
+ default: ;
+ };
+ return (TYPE)0;
}
} // Namespace PLY
diff --git a/src/3rdparty/assimp/code/PolyTools.h b/src/3rdparty/assimp/code/PolyTools.h
new file mode 100644
index 000000000..d8040f6b9
--- /dev/null
+++ b/src/3rdparty/assimp/code/PolyTools.h
@@ -0,0 +1,224 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+/** @file PolyTools.h, various utilities for our dealings with arbitrary polygons */
+
+#ifndef AI_POLYTOOLS_H_INCLUDED
+#define AI_POLYTOOLS_H_INCLUDED
+
+namespace Assimp {
+
+// -------------------------------------------------------------------------------
+/** Compute the signed area of a triangle.
+ * The function accepts an unconstrained template parameter for use with
+ * both aiVector3D and aiVector2D, but generally ignores the third coordinate.*/
+template <typename T>
+inline double GetArea2D(const T& v1, const T& v2, const T& v3)
+{
+ return 0.5 * (v1.x * ((double)v3.y - v2.y) + v2.x * ((double)v1.y - v3.y) + v3.x * ((double)v2.y - v1.y));
+}
+
+// -------------------------------------------------------------------------------
+/** Test if a given point p2 is on the left side of the line formed by p0-p1.
+ * The function accepts an unconstrained template parameter for use with
+ * both aiVector3D and aiVector2D, but generally ignores the third coordinate.*/
+template <typename T>
+inline bool OnLeftSideOfLine2D(const T& p0, const T& p1,const T& p2)
+{
+ return GetArea2D(p0,p2,p1) > 0;
+}
+
+// -------------------------------------------------------------------------------
+/** Test if a given point is inside a given triangle in R2.
+ * The function accepts an unconstrained template parameter for use with
+ * both aiVector3D and aiVector2D, but generally ignores the third coordinate.*/
+template <typename T>
+inline bool PointInTriangle2D(const T& p0, const T& p1,const T& p2, const T& pp)
+{
+ // Point in triangle test using baryzentric coordinates
+ const aiVector2D v0 = p1 - p0;
+ const aiVector2D v1 = p2 - p0;
+ const aiVector2D v2 = pp - p0;
+
+ double dot00 = v0 * v0;
+ double dot01 = v0 * v1;
+ double dot02 = v0 * v2;
+ double dot11 = v1 * v1;
+ double dot12 = v1 * v2;
+
+ const double invDenom = 1 / (dot00 * dot11 - dot01 * dot01);
+ dot11 = (dot11 * dot02 - dot01 * dot12) * invDenom;
+ dot00 = (dot00 * dot12 - dot01 * dot02) * invDenom;
+
+ return (dot11 > 0) && (dot00 > 0) && (dot11 + dot00 < 1);
+}
+
+
+// -------------------------------------------------------------------------------
+/** Check whether the winding order of a given polygon is counter-clockwise.
+ * The function accepts an unconstrained template parameter, but is intended
+ * to be used only with aiVector2D and aiVector3D (z axis is ignored, only
+ * x and y are taken into account).
+ * @note Code taken from http://cgm.cs.mcgill.ca/~godfried/teaching/cg-projects/97/Ian/applet1.html and translated to C++
+ */
+template <typename T>
+inline bool IsCCW(T* in, size_t npoints) {
+ double aa, bb, cc, b, c, theta;
+ double convex_turn;
+ double convex_sum = 0;
+
+ ai_assert(npoints >= 3);
+
+ for (size_t i = 0; i < npoints - 2; i++) {
+ aa = ((in[i+2].x - in[i].x) * (in[i+2].x - in[i].x)) +
+ ((-in[i+2].y + in[i].y) * (-in[i+2].y + in[i].y));
+
+ bb = ((in[i+1].x - in[i].x) * (in[i+1].x - in[i].x)) +
+ ((-in[i+1].y + in[i].y) * (-in[i+1].y + in[i].y));
+
+ cc = ((in[i+2].x - in[i+1].x) *
+ (in[i+2].x - in[i+1].x)) +
+ ((-in[i+2].y + in[i+1].y) *
+ (-in[i+2].y + in[i+1].y));
+
+ b = sqrt(bb);
+ c = sqrt(cc);
+ theta = acos((bb + cc - aa) / (2 * b * c));
+
+ if (OnLeftSideOfLine2D(in[i],in[i+2],in[i+1])) {
+ // if (convex(in[i].x, in[i].y,
+ // in[i+1].x, in[i+1].y,
+ // in[i+2].x, in[i+2].y)) {
+ convex_turn = AI_MATH_PI_F - theta;
+ convex_sum += convex_turn;
+ }
+ else {
+ convex_sum -= AI_MATH_PI_F - theta;
+ }
+ }
+ aa = ((in[1].x - in[npoints-2].x) *
+ (in[1].x - in[npoints-2].x)) +
+ ((-in[1].y + in[npoints-2].y) *
+ (-in[1].y + in[npoints-2].y));
+
+ bb = ((in[0].x - in[npoints-2].x) *
+ (in[0].x - in[npoints-2].x)) +
+ ((-in[0].y + in[npoints-2].y) *
+ (-in[0].y + in[npoints-2].y));
+
+ cc = ((in[1].x - in[0].x) * (in[1].x - in[0].x)) +
+ ((-in[1].y + in[0].y) * (-in[1].y + in[0].y));
+
+ b = sqrt(bb);
+ c = sqrt(cc);
+ theta = acos((bb + cc - aa) / (2 * b * c));
+
+ //if (convex(in[npoints-2].x, in[npoints-2].y,
+ // in[0].x, in[0].y,
+ // in[1].x, in[1].y)) {
+ if (OnLeftSideOfLine2D(in[npoints-2],in[1],in[0])) {
+ convex_turn = AI_MATH_PI_F - theta;
+ convex_sum += convex_turn;
+ }
+ else {
+ convex_sum -= AI_MATH_PI_F - theta;
+ }
+
+ return convex_sum >= (2 * AI_MATH_PI_F);
+}
+
+
+// -------------------------------------------------------------------------------
+/** Compute the normal of an arbitrary polygon in R3.
+ *
+ * The code is based on Newell's formula, that is a polygons normal is the ratio
+ * of its area when projected onto the three coordinate axes.
+ *
+ * @param out Receives the output normal
+ * @param num Number of input vertices
+ * @param x X data source. x[ofs_x*n] is the n'th element.
+ * @param y Y data source. y[ofs_y*n] is the y'th element
+ * @param z Z data source. z[ofs_z*n] is the z'th element
+ *
+ * @note The data arrays must have storage for at least num+2 elements. Using
+ * this method is much faster than the 'other' NewellNormal()
+ */
+template <int ofs_x, int ofs_y, int ofs_z, typename TReal>
+inline void NewellNormal (aiVector3t<TReal>& out, int num, TReal* x, TReal* y, TReal* z)
+{
+ // Duplicate the first two vertices at the end
+ x[(num+0)*ofs_x] = x[0];
+ x[(num+1)*ofs_x] = x[ofs_x];
+
+ y[(num+0)*ofs_y] = y[0];
+ y[(num+1)*ofs_y] = y[ofs_y];
+
+ z[(num+0)*ofs_z] = z[0];
+ z[(num+1)*ofs_z] = z[ofs_z];
+
+ TReal sum_xy = 0.0, sum_yz = 0.0, sum_zx = 0.0;
+
+ TReal *xptr = x +ofs_x, *xlow = x, *xhigh = x + ofs_x*2;
+ TReal *yptr = y +ofs_y, *ylow = y, *yhigh = y + ofs_y*2;
+ TReal *zptr = z +ofs_z, *zlow = z, *zhigh = z + ofs_z*2;
+
+ for (int tmp=0; tmp < num; tmp++) {
+ sum_xy += (*xptr) * ( (*yhigh) - (*ylow) );
+ sum_yz += (*yptr) * ( (*zhigh) - (*zlow) );
+ sum_zx += (*zptr) * ( (*xhigh) - (*xlow) );
+
+ xptr += ofs_x;
+ xlow += ofs_x;
+ xhigh += ofs_x;
+
+ yptr += ofs_y;
+ ylow += ofs_y;
+ yhigh += ofs_y;
+
+ zptr += ofs_z;
+ zlow += ofs_z;
+ zhigh += ofs_z;
+ }
+ out = aiVector3t<TReal>(sum_yz,sum_zx,sum_xy);
+}
+
+} // ! Assimp
+
+#endif
diff --git a/src/3rdparty/assimp/code/PostStepRegistry.cpp b/src/3rdparty/assimp/code/PostStepRegistry.cpp
new file mode 100644
index 000000000..5229fd628
--- /dev/null
+++ b/src/3rdparty/assimp/code/PostStepRegistry.cpp
@@ -0,0 +1,229 @@
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
+conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+---------------------------------------------------------------------------
+*/
+
+/** @file ImporterRegistry.cpp
+
+Central registry for all postprocessing steps available. Do not edit this file
+directly (unless you are adding new steps), instead use the
+corresponding preprocessor flag to selectively disable steps.
+*/
+
+#include "AssimpPCH.h"
+
+#ifndef ASSIMP_BUILD_NO_CALCTANGENTS_PROCESS
+# include "CalcTangentsProcess.h"
+#endif
+#ifndef ASSIMP_BUILD_NO_JOINVERTICES_PROCESS
+# include "JoinVerticesProcess.h"
+#endif
+#if !(defined ASSIMP_BUILD_NO_MAKELEFTHANDED_PROCESS && defined ASSIMP_BUILD_NO_FLIPUVS_PROCESS && defined ASSIMP_BUILD_NO_FLIPWINDINGORDER_PROCESS)
+# include "ConvertToLHProcess.h"
+#endif
+#ifndef ASSIMP_BUILD_NO_TRIANGULATE_PROCESS
+# include "TriangulateProcess.h"
+#endif
+#ifndef ASSIMP_BUILD_NO_GENFACENORMALS_PROCESS
+# include "GenFaceNormalsProcess.h"
+#endif
+#ifndef ASSIMP_BUILD_NO_GENVERTEXNORMALS_PROCESS
+# include "GenVertexNormalsProcess.h"
+#endif
+#ifndef ASSIMP_BUILD_NO_REMOVEVC_PROCESS
+# include "RemoveVCProcess.h"
+#endif
+#ifndef ASSIMP_BUILD_NO_SPLITLARGEMESHES_PROCESS
+# include "SplitLargeMeshes.h"
+#endif
+#ifndef ASSIMP_BUILD_NO_PRETRANSFORMVERTICES_PROCESS
+# include "PretransformVertices.h"
+#endif
+#ifndef ASSIMP_BUILD_NO_LIMITBONEWEIGHTS_PROCESS
+# include "LimitBoneWeightsProcess.h"
+#endif
+#ifndef ASSIMP_BUILD_NO_VALIDATEDS_PROCESS
+# include "ValidateDataStructure.h"
+#endif
+#ifndef ASSIMP_BUILD_NO_IMPROVECACHELOCALITY_PROCESS
+# include "ImproveCacheLocality.h"
+#endif
+#ifndef ASSIMP_BUILD_NO_FIXINFACINGNORMALS_PROCESS
+# include "FixNormalsStep.h"
+#endif
+#ifndef ASSIMP_BUILD_NO_REMOVE_REDUNDANTMATERIALS_PROCESS
+# include "RemoveRedundantMaterials.h"
+#endif
+#ifndef ASSIMP_BUILD_NO_FINDINVALIDDATA_PROCESS
+# include "FindInvalidDataProcess.h"
+#endif
+#ifndef ASSIMP_BUILD_NO_FINDDEGENERATES_PROCESS
+# include "FindDegenerates.h"
+#endif
+#ifndef ASSIMP_BUILD_NO_SORTBYPTYPE_PROCESS
+# include "SortByPTypeProcess.h"
+#endif
+#ifndef ASSIMP_BUILD_NO_GENUVCOORDS_PROCESS
+# include "ComputeUVMappingProcess.h"
+#endif
+#ifndef ASSIMP_BUILD_NO_TRANSFORMTEXCOORDS_PROCESS
+# include "TextureTransform.h"
+#endif
+#ifndef ASSIMP_BUILD_NO_FINDINSTANCES_PROCESS
+# include "FindInstancesProcess.h"
+#endif
+#ifndef ASSIMP_BUILD_NO_OPTIMIZEMESHES_PROCESS
+# include "OptimizeMeshes.h"
+#endif
+#ifndef ASSIMP_BUILD_NO_OPTIMIZEGRAPH_PROCESS
+# include "OptimizeGraph.h"
+#endif
+#ifndef ASSIMP_BUILD_NO_SPLITBYBONECOUNT_PROCESS
+# include "SplitByBoneCountProcess.h"
+#endif
+#ifndef ASSIMP_BUILD_NO_DEBONE_PROCESS
+# include "DeboneProcess.h"
+#endif
+
+namespace Assimp {
+
+// ------------------------------------------------------------------------------------------------
+void GetPostProcessingStepInstanceList(std::vector< BaseProcess* >& out)
+{
+ // ----------------------------------------------------------------------------
+ // Add an instance of each post processing step here in the order
+ // of sequence it is executed. Steps that are added here are not
+ // validated - as RegisterPPStep() does - all dependencies must be given.
+ // ----------------------------------------------------------------------------
+ out.reserve(25);
+#if (!defined ASSIMP_BUILD_NO_REMOVEVC_PROCESS)
+ out.push_back( new RemoveVCProcess());
+#endif
+#if (!defined ASSIMP_BUILD_NO_REMOVE_REDUNDANTMATERIALS_PROCESS)
+ out.push_back( new RemoveRedundantMatsProcess());
+#endif
+#if (!defined ASSIMP_BUILD_NO_FINDINSTANCES_PROCESS)
+ out.push_back( new FindInstancesProcess());
+#endif
+#if (!defined ASSIMP_BUILD_NO_OPTIMIZEGRAPH_PROCESS)
+ out.push_back( new OptimizeGraphProcess());
+#endif
+#if (!defined ASSIMP_BUILD_NO_OPTIMIZEMESHES_PROCESS)
+ out.push_back( new OptimizeMeshesProcess());
+#endif
+#if (!defined ASSIMP_BUILD_NO_FINDDEGENERATES_PROCESS)
+ out.push_back( new FindDegeneratesProcess());
+#endif
+#ifndef ASSIMP_BUILD_NO_GENUVCOORDS_PROCESS
+ out.push_back( new ComputeUVMappingProcess());
+#endif
+#ifndef ASSIMP_BUILD_NO_TRANSFORMTEXCOORDS_PROCESS
+ out.push_back( new TextureTransformStep());
+#endif
+#if (!defined ASSIMP_BUILD_NO_PRETRANSFORMVERTICES_PROCESS)
+ out.push_back( new PretransformVertices());
+#endif
+#if (!defined ASSIMP_BUILD_NO_TRIANGULATE_PROCESS)
+ out.push_back( new TriangulateProcess());
+#endif
+#if (!defined ASSIMP_BUILD_NO_SORTBYPTYPE_PROCESS)
+ out.push_back( new SortByPTypeProcess());
+#endif
+#if (!defined ASSIMP_BUILD_NO_FINDINVALIDDATA_PROCESS)
+ out.push_back( new FindInvalidDataProcess());
+#endif
+#if (!defined ASSIMP_BUILD_NO_FIXINFACINGNORMALS_PROCESS)
+ out.push_back( new FixInfacingNormalsProcess());
+#endif
+#if (!defined ASSIMP_BUILD_NO_SPLITBYBONECOUNT_PROCESS)
+ out.push_back( new SplitByBoneCountProcess());
+#endif
+#if (!defined ASSIMP_BUILD_NO_SPLITLARGEMESHES_PROCESS)
+ out.push_back( new SplitLargeMeshesProcess_Triangle());
+#endif
+#if (!defined ASSIMP_BUILD_NO_GENFACENORMALS_PROCESS)
+ out.push_back( new GenFaceNormalsProcess());
+#endif
+
+ // .........................................................................
+ // DON'T change the order of these five ..
+ // XXX this is actually a design weakness that dates back to the time
+ // when Importer would maintain the postprocessing step list exclusively.
+ // Now that others access it too, we need a better solution.
+ out.push_back( new ComputeSpatialSortProcess());
+ // .........................................................................
+
+#if (!defined ASSIMP_BUILD_NO_GENVERTEXNORMALS_PROCESS)
+ out.push_back( new GenVertexNormalsProcess());
+#endif
+#if (!defined ASSIMP_BUILD_NO_CALCTANGENTS_PROCESS)
+ out.push_back( new CalcTangentsProcess());
+#endif
+#if (!defined ASSIMP_BUILD_NO_JOINVERTICES_PROCESS)
+ out.push_back( new JoinVerticesProcess());
+#endif
+
+ // .........................................................................
+ out.push_back( new DestroySpatialSortProcess());
+ // .........................................................................
+
+#if (!defined ASSIMP_BUILD_NO_SPLITLARGEMESHES_PROCESS)
+ out.push_back( new SplitLargeMeshesProcess_Vertex());
+#endif
+#if (!defined ASSIMP_BUILD_NO_MAKELEFTHANDED_PROCESS)
+ out.push_back( new MakeLeftHandedProcess());
+#endif
+#if (!defined ASSIMP_BUILD_NO_FLIPUVS_PROCESS)
+ out.push_back( new FlipUVsProcess());
+#endif
+#if (!defined ASSIMP_BUILD_NO_FLIPWINDINGORDER_PROCESS)
+ out.push_back( new FlipWindingOrderProcess());
+#endif
+#if (!defined ASSIMP_BUILD_DEBONE_PROCESS)
+ out.push_back( new DeboneProcess());
+#endif
+#if (!defined ASSIMP_BUILD_NO_LIMITBONEWEIGHTS_PROCESS)
+ out.push_back( new LimitBoneWeightsProcess());
+#endif
+#if (!defined ASSIMP_BUILD_NO_IMPROVECACHELOCALITY_PROCESS)
+ out.push_back( new ImproveCacheLocalityProcess());
+#endif
+}
+
+}
diff --git a/src/3rdparty/assimp/code/PretransformVertices.cpp b/src/3rdparty/assimp/code/PretransformVertices.cpp
index 4b1c8cab6..2877dde0d 100644
--- a/src/3rdparty/assimp/code/PretransformVertices.cpp
+++ b/src/3rdparty/assimp/code/PretransformVertices.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,27 +20,27 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file PretransformVertices.cpp
- * @brief Implementation of the "PretransformVertices" post processing step
+ * @brief Implementation of the "PretransformVertices" post processing step
*/
#include "AssimpPCH.h"
@@ -48,10 +48,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "ProcessHelper.h"
#include "SceneCombiner.h"
-#if defined(__QNXNTO__)
-#include <stdio.h>
-#endif
-
using namespace Assimp;
// some array offsets
@@ -61,7 +57,7 @@ using namespace Assimp;
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
PretransformVertices::PretransformVertices()
- : configKeepHierarchy (false), configNormalize(false)
+: configKeepHierarchy (false)
{
}
@@ -69,647 +65,648 @@ PretransformVertices::PretransformVertices()
// Destructor, private as well
PretransformVertices::~PretransformVertices()
{
- // nothing to do here
+ // nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool PretransformVertices::IsActive( unsigned int pFlags) const
{
- return (pFlags & aiProcess_PreTransformVertices) != 0;
+ return (pFlags & aiProcess_PreTransformVertices) != 0;
}
// ------------------------------------------------------------------------------------------------
// Setup import configuration
void PretransformVertices::SetupProperties(const Importer* pImp)
{
- // Get the current value of AI_CONFIG_PP_PTV_KEEP_HIERARCHY and AI_CONFIG_PP_PTV_NORMALIZE
- configKeepHierarchy = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_PTV_KEEP_HIERARCHY,0));
- configNormalize = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_PTV_NORMALIZE,0));
+ // Get the current value of AI_CONFIG_PP_PTV_KEEP_HIERARCHY and AI_CONFIG_PP_PTV_NORMALIZE
+ configKeepHierarchy = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_PTV_KEEP_HIERARCHY,0));
+ configNormalize = (0 != pImp->GetPropertyInteger(AI_CONFIG_PP_PTV_NORMALIZE,0));
}
// ------------------------------------------------------------------------------------------------
// Count the number of nodes
unsigned int PretransformVertices::CountNodes( aiNode* pcNode )
{
- unsigned int iRet = 1;
- for (unsigned int i = 0;i < pcNode->mNumChildren;++i)
- {
- iRet += CountNodes(pcNode->mChildren[i]);
- }
- return iRet;
+ unsigned int iRet = 1;
+ for (unsigned int i = 0;i < pcNode->mNumChildren;++i)
+ {
+ iRet += CountNodes(pcNode->mChildren[i]);
+ }
+ return iRet;
}
// ------------------------------------------------------------------------------------------------
// Get a bitwise combination identifying the vertex format of a mesh
unsigned int PretransformVertices::GetMeshVFormat(aiMesh* pcMesh)
{
- // the vertex format is stored in aiMesh::mBones for later retrieval.
- // there isn't a good reason to compute it a few hundred times
- // from scratch. The pointer is unused as animations are lost
- // during PretransformVertices.
- if (pcMesh->mBones)
- return (unsigned int)(uint64_t)pcMesh->mBones;
+ // the vertex format is stored in aiMesh::mBones for later retrieval.
+ // there isn't a good reason to compute it a few hundred times
+ // from scratch. The pointer is unused as animations are lost
+ // during PretransformVertices.
+ if (pcMesh->mBones)
+ return (unsigned int)(uint64_t)pcMesh->mBones;
- const unsigned int iRet = GetMeshVFormatUnique(pcMesh);
+ const unsigned int iRet = GetMeshVFormatUnique(pcMesh);
- // store the value for later use
- pcMesh->mBones = (aiBone**)(uint64_t)iRet;
- return iRet;
+ // store the value for later use
+ pcMesh->mBones = (aiBone**)(uint64_t)iRet;
+ return iRet;
}
// ------------------------------------------------------------------------------------------------
// Count the number of vertices in the whole scene and a given
// material index
void PretransformVertices::CountVerticesAndFaces( aiScene* pcScene, aiNode* pcNode, unsigned int iMat,
- unsigned int iVFormat, unsigned int* piFaces, unsigned int* piVertices)
+ unsigned int iVFormat, unsigned int* piFaces, unsigned int* piVertices)
{
- for (unsigned int i = 0; i < pcNode->mNumMeshes;++i)
- {
- aiMesh* pcMesh = pcScene->mMeshes[ pcNode->mMeshes[i] ];
- if (iMat == pcMesh->mMaterialIndex && iVFormat == GetMeshVFormat(pcMesh))
- {
- *piVertices += pcMesh->mNumVertices;
- *piFaces += pcMesh->mNumFaces;
- }
- }
- for (unsigned int i = 0;i < pcNode->mNumChildren;++i)
- {
- CountVerticesAndFaces(pcScene,pcNode->mChildren[i],iMat,
- iVFormat,piFaces,piVertices);
- }
+ for (unsigned int i = 0; i < pcNode->mNumMeshes;++i)
+ {
+ aiMesh* pcMesh = pcScene->mMeshes[ pcNode->mMeshes[i] ];
+ if (iMat == pcMesh->mMaterialIndex && iVFormat == GetMeshVFormat(pcMesh))
+ {
+ *piVertices += pcMesh->mNumVertices;
+ *piFaces += pcMesh->mNumFaces;
+ }
+ }
+ for (unsigned int i = 0;i < pcNode->mNumChildren;++i)
+ {
+ CountVerticesAndFaces(pcScene,pcNode->mChildren[i],iMat,
+ iVFormat,piFaces,piVertices);
+ }
}
// ------------------------------------------------------------------------------------------------
// Collect vertex/face data
void PretransformVertices::CollectData( aiScene* pcScene, aiNode* pcNode, unsigned int iMat,
- unsigned int iVFormat, aiMesh* pcMeshOut,
- unsigned int aiCurrent[2], unsigned int* num_refs)
+ unsigned int iVFormat, aiMesh* pcMeshOut,
+ unsigned int aiCurrent[2], unsigned int* num_refs)
{
- // No need to multiply if there's no transformation
- const bool identity = pcNode->mTransformation.IsIdentity();
- for (unsigned int i = 0; i < pcNode->mNumMeshes;++i)
- {
- aiMesh* pcMesh = pcScene->mMeshes[ pcNode->mMeshes[i] ];
- if (iMat == pcMesh->mMaterialIndex && iVFormat == GetMeshVFormat(pcMesh))
- {
- // Decrement mesh reference counter
- unsigned int& num_ref = num_refs[pcNode->mMeshes[i]];
- ai_assert(0 != num_ref);
- --num_ref;
-
- if (identity) {
- // copy positions without modifying them
- ::memcpy(pcMeshOut->mVertices + aiCurrent[AI_PTVS_VERTEX],
- pcMesh->mVertices,
- pcMesh->mNumVertices * sizeof(aiVector3D));
-
- if (iVFormat & 0x2) {
- // copy normals without modifying them
- ::memcpy(pcMeshOut->mNormals + aiCurrent[AI_PTVS_VERTEX],
- pcMesh->mNormals,
- pcMesh->mNumVertices * sizeof(aiVector3D));
- }
- if (iVFormat & 0x4)
- {
- // copy tangents without modifying them
- ::memcpy(pcMeshOut->mTangents + aiCurrent[AI_PTVS_VERTEX],
- pcMesh->mTangents,
- pcMesh->mNumVertices * sizeof(aiVector3D));
- // copy bitangents without modifying them
- ::memcpy(pcMeshOut->mBitangents + aiCurrent[AI_PTVS_VERTEX],
- pcMesh->mBitangents,
- pcMesh->mNumVertices * sizeof(aiVector3D));
- }
- }
- else
- {
- // copy positions, transform them to worldspace
- for (unsigned int n = 0; n < pcMesh->mNumVertices;++n) {
- pcMeshOut->mVertices[aiCurrent[AI_PTVS_VERTEX]+n] = pcNode->mTransformation * pcMesh->mVertices[n];
- }
- aiMatrix4x4 mWorldIT = pcNode->mTransformation;
- mWorldIT.Inverse().Transpose();
-
- // TODO: implement Inverse() for aiMatrix3x3
- aiMatrix3x3 m = aiMatrix3x3(mWorldIT);
-
- if (iVFormat & 0x2)
- {
- // copy normals, transform them to worldspace
- for (unsigned int n = 0; n < pcMesh->mNumVertices;++n) {
- pcMeshOut->mNormals[aiCurrent[AI_PTVS_VERTEX]+n] =
- m * pcMesh->mNormals[n];
- }
- }
- if (iVFormat & 0x4)
- {
- // copy tangents and bitangents, transform them to worldspace
- for (unsigned int n = 0; n < pcMesh->mNumVertices;++n) {
- pcMeshOut->mTangents [aiCurrent[AI_PTVS_VERTEX]+n] = m * pcMesh->mTangents[n];
- pcMeshOut->mBitangents[aiCurrent[AI_PTVS_VERTEX]+n] = m * pcMesh->mBitangents[n];
- }
- }
- }
- unsigned int p = 0;
- while (iVFormat & (0x100 << p))
- {
- // copy texture coordinates
- memcpy(pcMeshOut->mTextureCoords[p] + aiCurrent[AI_PTVS_VERTEX],
- pcMesh->mTextureCoords[p],
- pcMesh->mNumVertices * sizeof(aiVector3D));
- ++p;
- }
- p = 0;
- while (iVFormat & (0x1000000 << p))
- {
- // copy vertex colors
- memcpy(pcMeshOut->mColors[p] + aiCurrent[AI_PTVS_VERTEX],
- pcMesh->mColors[p],
- pcMesh->mNumVertices * sizeof(aiColor4D));
- ++p;
- }
- // now we need to copy all faces. since we will delete the source mesh afterwards,
- // we don't need to reallocate the array of indices except if this mesh is
- // referenced multiple times.
- for (unsigned int planck = 0;planck < pcMesh->mNumFaces;++planck)
- {
- aiFace& f_src = pcMesh->mFaces[planck];
- aiFace& f_dst = pcMeshOut->mFaces[aiCurrent[AI_PTVS_FACE]+planck];
-
- const unsigned int num_idx = f_src.mNumIndices;
-
- f_dst.mNumIndices = num_idx;
-
- unsigned int* pi;
- if (!num_ref) { /* if last time the mesh is referenced -> no reallocation */
- pi = f_dst.mIndices = f_src.mIndices;
-
- // offset all vertex indices
- for (unsigned int hahn = 0; hahn < num_idx;++hahn){
- pi[hahn] += aiCurrent[AI_PTVS_VERTEX];
- }
- }
- else {
- pi = f_dst.mIndices = new unsigned int[num_idx];
-
- // copy and offset all vertex indices
- for (unsigned int hahn = 0; hahn < num_idx;++hahn){
- pi[hahn] = f_src.mIndices[hahn] + aiCurrent[AI_PTVS_VERTEX];
- }
- }
-
- // Update the mPrimitiveTypes member of the mesh
- switch (pcMesh->mFaces[planck].mNumIndices)
- {
- case 0x1:
- pcMeshOut->mPrimitiveTypes |= aiPrimitiveType_POINT;
- break;
- case 0x2:
- pcMeshOut->mPrimitiveTypes |= aiPrimitiveType_LINE;
- break;
- case 0x3:
- pcMeshOut->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
- break;
- default:
- pcMeshOut->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
- break;
- };
- }
- aiCurrent[AI_PTVS_VERTEX] += pcMesh->mNumVertices;
- aiCurrent[AI_PTVS_FACE] += pcMesh->mNumFaces;
- }
- }
-
- // append all children of us
- for (unsigned int i = 0;i < pcNode->mNumChildren;++i) {
- CollectData(pcScene,pcNode->mChildren[i],iMat,
- iVFormat,pcMeshOut,aiCurrent,num_refs);
- }
+ // No need to multiply if there's no transformation
+ const bool identity = pcNode->mTransformation.IsIdentity();
+ for (unsigned int i = 0; i < pcNode->mNumMeshes;++i)
+ {
+ aiMesh* pcMesh = pcScene->mMeshes[ pcNode->mMeshes[i] ];
+ if (iMat == pcMesh->mMaterialIndex && iVFormat == GetMeshVFormat(pcMesh))
+ {
+ // Decrement mesh reference counter
+ unsigned int& num_ref = num_refs[pcNode->mMeshes[i]];
+ ai_assert(0 != num_ref);
+ --num_ref;
+
+ if (identity) {
+ // copy positions without modifying them
+ ::memcpy(pcMeshOut->mVertices + aiCurrent[AI_PTVS_VERTEX],
+ pcMesh->mVertices,
+ pcMesh->mNumVertices * sizeof(aiVector3D));
+
+ if (iVFormat & 0x2) {
+ // copy normals without modifying them
+ ::memcpy(pcMeshOut->mNormals + aiCurrent[AI_PTVS_VERTEX],
+ pcMesh->mNormals,
+ pcMesh->mNumVertices * sizeof(aiVector3D));
+ }
+ if (iVFormat & 0x4)
+ {
+ // copy tangents without modifying them
+ ::memcpy(pcMeshOut->mTangents + aiCurrent[AI_PTVS_VERTEX],
+ pcMesh->mTangents,
+ pcMesh->mNumVertices * sizeof(aiVector3D));
+ // copy bitangents without modifying them
+ ::memcpy(pcMeshOut->mBitangents + aiCurrent[AI_PTVS_VERTEX],
+ pcMesh->mBitangents,
+ pcMesh->mNumVertices * sizeof(aiVector3D));
+ }
+ }
+ else
+ {
+ // copy positions, transform them to worldspace
+ for (unsigned int n = 0; n < pcMesh->mNumVertices;++n) {
+ pcMeshOut->mVertices[aiCurrent[AI_PTVS_VERTEX]+n] = pcNode->mTransformation * pcMesh->mVertices[n];
+ }
+ aiMatrix4x4 mWorldIT = pcNode->mTransformation;
+ mWorldIT.Inverse().Transpose();
+
+ // TODO: implement Inverse() for aiMatrix3x3
+ aiMatrix3x3 m = aiMatrix3x3(mWorldIT);
+
+ if (iVFormat & 0x2)
+ {
+ // copy normals, transform them to worldspace
+ for (unsigned int n = 0; n < pcMesh->mNumVertices;++n) {
+ pcMeshOut->mNormals[aiCurrent[AI_PTVS_VERTEX]+n] =
+ (m * pcMesh->mNormals[n]).Normalize();
+ }
+ }
+ if (iVFormat & 0x4)
+ {
+ // copy tangents and bitangents, transform them to worldspace
+ for (unsigned int n = 0; n < pcMesh->mNumVertices;++n) {
+ pcMeshOut->mTangents [aiCurrent[AI_PTVS_VERTEX]+n] = (m * pcMesh->mTangents[n]).Normalize();
+ pcMeshOut->mBitangents[aiCurrent[AI_PTVS_VERTEX]+n] = (m * pcMesh->mBitangents[n]).Normalize();
+ }
+ }
+ }
+ unsigned int p = 0;
+ while (iVFormat & (0x100 << p))
+ {
+ // copy texture coordinates
+ memcpy(pcMeshOut->mTextureCoords[p] + aiCurrent[AI_PTVS_VERTEX],
+ pcMesh->mTextureCoords[p],
+ pcMesh->mNumVertices * sizeof(aiVector3D));
+ ++p;
+ }
+ p = 0;
+ while (iVFormat & (0x1000000 << p))
+ {
+ // copy vertex colors
+ memcpy(pcMeshOut->mColors[p] + aiCurrent[AI_PTVS_VERTEX],
+ pcMesh->mColors[p],
+ pcMesh->mNumVertices * sizeof(aiColor4D));
+ ++p;
+ }
+ // now we need to copy all faces. since we will delete the source mesh afterwards,
+ // we don't need to reallocate the array of indices except if this mesh is
+ // referenced multiple times.
+ for (unsigned int planck = 0;planck < pcMesh->mNumFaces;++planck)
+ {
+ aiFace& f_src = pcMesh->mFaces[planck];
+ aiFace& f_dst = pcMeshOut->mFaces[aiCurrent[AI_PTVS_FACE]+planck];
+
+ const unsigned int num_idx = f_src.mNumIndices;
+
+ f_dst.mNumIndices = num_idx;
+
+ unsigned int* pi;
+ if (!num_ref) { /* if last time the mesh is referenced -> no reallocation */
+ pi = f_dst.mIndices = f_src.mIndices;
+
+ // offset all vertex indices
+ for (unsigned int hahn = 0; hahn < num_idx;++hahn){
+ pi[hahn] += aiCurrent[AI_PTVS_VERTEX];
+ }
+ }
+ else {
+ pi = f_dst.mIndices = new unsigned int[num_idx];
+
+ // copy and offset all vertex indices
+ for (unsigned int hahn = 0; hahn < num_idx;++hahn){
+ pi[hahn] = f_src.mIndices[hahn] + aiCurrent[AI_PTVS_VERTEX];
+ }
+ }
+
+ // Update the mPrimitiveTypes member of the mesh
+ switch (pcMesh->mFaces[planck].mNumIndices)
+ {
+ case 0x1:
+ pcMeshOut->mPrimitiveTypes |= aiPrimitiveType_POINT;
+ break;
+ case 0x2:
+ pcMeshOut->mPrimitiveTypes |= aiPrimitiveType_LINE;
+ break;
+ case 0x3:
+ pcMeshOut->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
+ break;
+ default:
+ pcMeshOut->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
+ break;
+ };
+ }
+ aiCurrent[AI_PTVS_VERTEX] += pcMesh->mNumVertices;
+ aiCurrent[AI_PTVS_FACE] += pcMesh->mNumFaces;
+ }
+ }
+
+ // append all children of us
+ for (unsigned int i = 0;i < pcNode->mNumChildren;++i) {
+ CollectData(pcScene,pcNode->mChildren[i],iMat,
+ iVFormat,pcMeshOut,aiCurrent,num_refs);
+ }
}
// ------------------------------------------------------------------------------------------------
// Get a list of all vertex formats that occur for a given material index
// The output list contains duplicate elements
void PretransformVertices::GetVFormatList( aiScene* pcScene, unsigned int iMat,
- std::list<unsigned int>& aiOut)
+ std::list<unsigned int>& aiOut)
{
- for (unsigned int i = 0; i < pcScene->mNumMeshes;++i)
- {
- aiMesh* pcMesh = pcScene->mMeshes[ i ];
- if (iMat == pcMesh->mMaterialIndex) {
- aiOut.push_back(GetMeshVFormat(pcMesh));
- }
- }
+ for (unsigned int i = 0; i < pcScene->mNumMeshes;++i)
+ {
+ aiMesh* pcMesh = pcScene->mMeshes[ i ];
+ if (iMat == pcMesh->mMaterialIndex) {
+ aiOut.push_back(GetMeshVFormat(pcMesh));
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Compute the absolute transformation matrices of each node
void PretransformVertices::ComputeAbsoluteTransform( aiNode* pcNode )
{
- if (pcNode->mParent) {
- pcNode->mTransformation = pcNode->mParent->mTransformation*pcNode->mTransformation;
- }
+ if (pcNode->mParent) {
+ pcNode->mTransformation = pcNode->mParent->mTransformation*pcNode->mTransformation;
+ }
- for (unsigned int i = 0;i < pcNode->mNumChildren;++i) {
- ComputeAbsoluteTransform(pcNode->mChildren[i]);
- }
+ for (unsigned int i = 0;i < pcNode->mNumChildren;++i) {
+ ComputeAbsoluteTransform(pcNode->mChildren[i]);
+ }
}
// ------------------------------------------------------------------------------------------------
// Apply the node transformation to a mesh
void PretransformVertices::ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat)
{
- // Check whether we need to transform the coordinates at all
- if (!mat.IsIdentity()) {
-
- if (mesh->HasPositions()) {
- for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
- mesh->mVertices[i] = mat * mesh->mVertices[i];
- }
- }
- if (mesh->HasNormals() || mesh->HasTangentsAndBitangents()) {
- aiMatrix4x4 mWorldIT = mat;
- mWorldIT.Inverse().Transpose();
-
- // TODO: implement Inverse() for aiMatrix3x3
- aiMatrix3x3 m = aiMatrix3x3(mWorldIT);
-
- if (mesh->HasNormals()) {
- for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
- mesh->mNormals[i] = m * mesh->mNormals[i];
- }
- }
- if (mesh->HasTangentsAndBitangents()) {
- for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
- mesh->mTangents[i] = m * mesh->mTangents[i];
- mesh->mBitangents[i] = m * mesh->mBitangents[i];
- }
- }
- }
- }
+ // Check whether we need to transform the coordinates at all
+ if (!mat.IsIdentity()) {
+
+ if (mesh->HasPositions()) {
+ for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
+ mesh->mVertices[i] = mat * mesh->mVertices[i];
+ }
+ }
+ if (mesh->HasNormals() || mesh->HasTangentsAndBitangents()) {
+ aiMatrix4x4 mWorldIT = mat;
+ mWorldIT.Inverse().Transpose();
+
+ // TODO: implement Inverse() for aiMatrix3x3
+ aiMatrix3x3 m = aiMatrix3x3(mWorldIT);
+
+ if (mesh->HasNormals()) {
+ for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
+ mesh->mNormals[i] = (m * mesh->mNormals[i]).Normalize();
+ }
+ }
+ if (mesh->HasTangentsAndBitangents()) {
+ for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
+ mesh->mTangents[i] = (m * mesh->mTangents[i]).Normalize();
+ mesh->mBitangents[i] = (m * mesh->mBitangents[i]).Normalize();
+ }
+ }
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Simple routine to build meshes in worldspace, no further optimization
void PretransformVertices::BuildWCSMeshes(std::vector<aiMesh*>& out, aiMesh** in,
- unsigned int numIn, aiNode* node)
+ unsigned int numIn, aiNode* node)
{
- // NOTE:
- // aiMesh::mNumBones store original source mesh, or 0xffffffff if not a copy
- // aiMesh::mBones store reference to abs. transform we multiplied with
-
- // process meshes
- for (unsigned int i = 0; i < node->mNumMeshes;++i) {
- aiMesh* mesh = in[node->mMeshes[i]];
-
- // check whether we can operate on this mesh
- if (!mesh->mBones || *reinterpret_cast<aiMatrix4x4*>(mesh->mBones) == node->mTransformation) {
- // yes, we can.
- mesh->mBones = reinterpret_cast<aiBone**> (&node->mTransformation);
- mesh->mNumBones = 0xffffffff;
- }
- else {
-
- // try to find us in the list of newly created meshes
- for (unsigned int n = 0; n < out.size(); ++n) {
- aiMesh* ctz = out[n];
- if (ctz->mNumBones == node->mMeshes[i] && *reinterpret_cast<aiMatrix4x4*>(ctz->mBones) == node->mTransformation) {
-
- // ok, use this one. Update node mesh index
- node->mMeshes[i] = numIn + n;
- }
- }
- if (node->mMeshes[i] < numIn) {
- // Worst case. Need to operate on a full copy of the mesh
- DefaultLogger::get()->info("PretransformVertices: Copying mesh due to mismatching transforms");
- aiMesh* ntz;
-
- const unsigned int tmp = mesh->mNumBones; //
- mesh->mNumBones = 0;
- SceneCombiner::Copy(&ntz,mesh);
- mesh->mNumBones = tmp;
-
- ntz->mNumBones = node->mMeshes[i];
- ntz->mBones = reinterpret_cast<aiBone**> (&node->mTransformation);
-
- out.push_back(ntz);
- }
- }
- }
-
- // call children
- for (unsigned int i = 0; i < node->mNumChildren;++i)
- BuildWCSMeshes(out,in,numIn,node->mChildren[i]);
+ // NOTE:
+ // aiMesh::mNumBones store original source mesh, or UINT_MAX if not a copy
+ // aiMesh::mBones store reference to abs. transform we multiplied with
+
+ // process meshes
+ for (unsigned int i = 0; i < node->mNumMeshes;++i) {
+ aiMesh* mesh = in[node->mMeshes[i]];
+
+ // check whether we can operate on this mesh
+ if (!mesh->mBones || *reinterpret_cast<aiMatrix4x4*>(mesh->mBones) == node->mTransformation) {
+ // yes, we can.
+ mesh->mBones = reinterpret_cast<aiBone**> (&node->mTransformation);
+ mesh->mNumBones = UINT_MAX;
+ }
+ else {
+
+ // try to find us in the list of newly created meshes
+ for (unsigned int n = 0; n < out.size(); ++n) {
+ aiMesh* ctz = out[n];
+ if (ctz->mNumBones == node->mMeshes[i] && *reinterpret_cast<aiMatrix4x4*>(ctz->mBones) == node->mTransformation) {
+
+ // ok, use this one. Update node mesh index
+ node->mMeshes[i] = numIn + n;
+ }
+ }
+ if (node->mMeshes[i] < numIn) {
+ // Worst case. Need to operate on a full copy of the mesh
+ DefaultLogger::get()->info("PretransformVertices: Copying mesh due to mismatching transforms");
+ aiMesh* ntz;
+
+ const unsigned int tmp = mesh->mNumBones; //
+ mesh->mNumBones = 0;
+ SceneCombiner::Copy(&ntz,mesh);
+ mesh->mNumBones = tmp;
+
+ ntz->mNumBones = node->mMeshes[i];
+ ntz->mBones = reinterpret_cast<aiBone**> (&node->mTransformation);
+
+ out.push_back(ntz);
+ }
+ }
+ }
+
+ // call children
+ for (unsigned int i = 0; i < node->mNumChildren;++i)
+ BuildWCSMeshes(out,in,numIn,node->mChildren[i]);
}
// ------------------------------------------------------------------------------------------------
// Reset transformation matrices to identity
void PretransformVertices::MakeIdentityTransform(aiNode* nd)
{
- nd->mTransformation = aiMatrix4x4();
+ nd->mTransformation = aiMatrix4x4();
- // call children
- for (unsigned int i = 0; i < nd->mNumChildren;++i)
- MakeIdentityTransform(nd->mChildren[i]);
+ // call children
+ for (unsigned int i = 0; i < nd->mNumChildren;++i)
+ MakeIdentityTransform(nd->mChildren[i]);
}
// ------------------------------------------------------------------------------------------------
// Build reference counters for all meshes
void PretransformVertices::BuildMeshRefCountArray(aiNode* nd, unsigned int * refs)
{
- for (unsigned int i = 0; i< nd->mNumMeshes;++i)
- refs[nd->mMeshes[i]]++;
+ for (unsigned int i = 0; i< nd->mNumMeshes;++i)
+ refs[nd->mMeshes[i]]++;
- // call children
- for (unsigned int i = 0; i < nd->mNumChildren;++i)
- BuildMeshRefCountArray(nd->mChildren[i],refs);
+ // call children
+ for (unsigned int i = 0; i < nd->mNumChildren;++i)
+ BuildMeshRefCountArray(nd->mChildren[i],refs);
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void PretransformVertices::Execute( aiScene* pScene)
{
- DefaultLogger::get()->debug("PretransformVerticesProcess begin");
-
- // Return immediately if we have no meshes
- if (!pScene->mNumMeshes)
- return;
-
- const unsigned int iOldMeshes = pScene->mNumMeshes;
- const unsigned int iOldAnimationChannels = pScene->mNumAnimations;
- const unsigned int iOldNodes = CountNodes(pScene->mRootNode);
-
- // first compute absolute transformation matrices for all nodes
- ComputeAbsoluteTransform(pScene->mRootNode);
-
- // Delete aiMesh::mBones for all meshes. The bones are
- // removed during this step and we need the pointer as
- // temporary storage
- for (unsigned int i = 0; i < pScene->mNumMeshes;++i) {
- aiMesh* mesh = pScene->mMeshes[i];
-
- for (unsigned int a = 0; a < mesh->mNumBones;++a)
- delete mesh->mBones[a];
-
- delete[] mesh->mBones;
- mesh->mBones = NULL;
- }
-
- // now build a list of output meshes
- std::vector<aiMesh*> apcOutMeshes;
-
- // Keep scene hierarchy? It's an easy job in this case ...
- // we go on and transform all meshes, if one is referenced by nodes
- // with different absolute transformations a depth copy of the mesh
- // is required.
- if ( configKeepHierarchy ) {
-
- // Hack: store the matrix we're transforming a mesh with in aiMesh::mBones
- BuildWCSMeshes(apcOutMeshes,pScene->mMeshes,pScene->mNumMeshes, pScene->mRootNode);
-
- // ... if new meshes have been generated, append them to the end of the scene
- if (apcOutMeshes.size() > 0) {
- aiMesh** npp = new aiMesh*[pScene->mNumMeshes + apcOutMeshes.size()];
-
- memcpy(npp,pScene->mMeshes,sizeof(aiMesh*)*pScene->mNumMeshes);
- memcpy(npp+pScene->mNumMeshes,&apcOutMeshes[0],sizeof(aiMesh*)*apcOutMeshes.size());
-
- pScene->mNumMeshes += apcOutMeshes.size();
- delete[] pScene->mMeshes; pScene->mMeshes = npp;
- }
-
- // now iterate through all meshes and transform them to worldspace
- for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
- ApplyTransform(pScene->mMeshes[i],*reinterpret_cast<aiMatrix4x4*>( pScene->mMeshes[i]->mBones ));
-
- // prevent improper destruction
- pScene->mMeshes[i]->mBones = NULL;
- pScene->mMeshes[i]->mNumBones = 0;
- }
- }
- else {
-
- apcOutMeshes.reserve(pScene->mNumMaterials<<1u);
- std::list<unsigned int> aiVFormats;
-
- std::vector<unsigned int> s(pScene->mNumMeshes,0);
- BuildMeshRefCountArray(pScene->mRootNode,&s[0]);
-
- for (unsigned int i = 0; i < pScene->mNumMaterials;++i) {
- // get the list of all vertex formats for this material
- aiVFormats.clear();
- GetVFormatList(pScene,i,aiVFormats);
- aiVFormats.sort();
- aiVFormats.unique();
- for (std::list<unsigned int>::const_iterator j = aiVFormats.begin();j != aiVFormats.end();++j) {
- unsigned int iVertices = 0;
- unsigned int iFaces = 0;
- CountVerticesAndFaces(pScene,pScene->mRootNode,i,*j,&iFaces,&iVertices);
- if (0 != iFaces && 0 != iVertices)
- {
- apcOutMeshes.push_back(new aiMesh());
- aiMesh* pcMesh = apcOutMeshes.back();
- pcMesh->mNumFaces = iFaces;
- pcMesh->mNumVertices = iVertices;
- pcMesh->mFaces = new aiFace[iFaces];
- pcMesh->mVertices = new aiVector3D[iVertices];
- pcMesh->mMaterialIndex = i;
- if ((*j) & 0x2)pcMesh->mNormals = new aiVector3D[iVertices];
- if ((*j) & 0x4)
- {
- pcMesh->mTangents = new aiVector3D[iVertices];
- pcMesh->mBitangents = new aiVector3D[iVertices];
- }
- iFaces = 0;
- while ((*j) & (0x100 << iFaces))
- {
- pcMesh->mTextureCoords[iFaces] = new aiVector3D[iVertices];
- if ((*j) & (0x10000 << iFaces))pcMesh->mNumUVComponents[iFaces] = 3;
- else pcMesh->mNumUVComponents[iFaces] = 2;
- iFaces++;
- }
- iFaces = 0;
- while ((*j) & (0x1000000 << iFaces))
- pcMesh->mColors[iFaces++] = new aiColor4D[iVertices];
-
- // fill the mesh ...
- unsigned int aiTemp[2] = {0,0};
- CollectData(pScene,pScene->mRootNode,i,*j,pcMesh,aiTemp,&s[0]);
- }
- }
- }
-
- // now delete all meshes in the scene and build a new mesh list
- for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
- {
- aiMesh* mesh = pScene->mMeshes[i];
- mesh->mNumBones = 0;
- mesh->mBones = NULL;
-
- // we're reusing the face index arrays. avoid destruction
- for (unsigned int a = 0; a < mesh->mNumFaces; ++a) {
- mesh->mFaces[a].mNumIndices = 0;
- mesh->mFaces[a].mIndices = NULL;
- }
-
- delete mesh;
-
- // Invalidate the contents of the old mesh array. We will most
- // likely have less output meshes now, so the last entries of
- // the mesh array are not overridden. We set them to NULL to
- // make sure the developer gets notified when his application
- // attempts to access these fields ...
- mesh = NULL;
- }
-
- // If no meshes are referenced in the node graph it is possible that we get no output meshes.
- if (apcOutMeshes.empty()) {
- throw DeadlyImportError("No output meshes: all meshes are orphaned and are not referenced by nodes");
- }
- else
- {
- // It is impossible that we have more output meshes than
- // input meshes, so we can easily reuse the old mesh array
- pScene->mNumMeshes = (unsigned int)apcOutMeshes.size();
- for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
- pScene->mMeshes[i] = apcOutMeshes[i];
- }
- }
-
- // remove all animations from the scene
- for (unsigned int i = 0; i < pScene->mNumAnimations;++i)
- delete pScene->mAnimations[i];
- delete[] pScene->mAnimations;
-
- pScene->mAnimations = NULL;
- pScene->mNumAnimations = 0;
-
- // --- we need to keep all cameras and lights
- for (unsigned int i = 0; i < pScene->mNumCameras;++i)
- {
- aiCamera* cam = pScene->mCameras[i];
- const aiNode* nd = pScene->mRootNode->FindNode(cam->mName);
- ai_assert(NULL != nd);
-
- // multiply all properties of the camera with the absolute
- // transformation of the corresponding node
- cam->mPosition = nd->mTransformation * cam->mPosition;
- cam->mLookAt = aiMatrix3x3( nd->mTransformation ) * cam->mLookAt;
- cam->mUp = aiMatrix3x3( nd->mTransformation ) * cam->mUp;
- }
-
- for (unsigned int i = 0; i < pScene->mNumLights;++i)
- {
- aiLight* l = pScene->mLights[i];
- const aiNode* nd = pScene->mRootNode->FindNode(l->mName);
- ai_assert(NULL != nd);
-
- // multiply all properties of the camera with the absolute
- // transformation of the corresponding node
- l->mPosition = nd->mTransformation * l->mPosition;
- l->mDirection = aiMatrix3x3( nd->mTransformation ) * l->mDirection;
- }
-
- if ( !configKeepHierarchy ) {
-
- // now delete all nodes in the scene and build a new
- // flat node graph with a root node and some level 1 children
- delete pScene->mRootNode;
- pScene->mRootNode = new aiNode();
- pScene->mRootNode->mName.Set("<dummy_root>");
-
- if (1 == pScene->mNumMeshes && !pScene->mNumLights && !pScene->mNumCameras)
- {
- pScene->mRootNode->mNumMeshes = 1;
- pScene->mRootNode->mMeshes = new unsigned int[1];
- pScene->mRootNode->mMeshes[0] = 0;
- }
- else
- {
- pScene->mRootNode->mNumChildren = pScene->mNumMeshes+pScene->mNumLights+pScene->mNumCameras;
- aiNode** nodes = pScene->mRootNode->mChildren = new aiNode*[pScene->mRootNode->mNumChildren];
-
- // generate mesh nodes
- for (unsigned int i = 0; i < pScene->mNumMeshes;++i,++nodes)
- {
- aiNode* pcNode = *nodes = new aiNode();
- pcNode->mParent = pScene->mRootNode;
- pcNode->mName.length = ::sprintf(pcNode->mName.data,"mesh_%i",i);
-
- // setup mesh indices
- pcNode->mNumMeshes = 1;
- pcNode->mMeshes = new unsigned int[1];
- pcNode->mMeshes[0] = i;
- }
- // generate light nodes
- for (unsigned int i = 0; i < pScene->mNumLights;++i,++nodes)
- {
- aiNode* pcNode = *nodes = new aiNode();
- pcNode->mParent = pScene->mRootNode;
- pcNode->mName.length = ::sprintf(pcNode->mName.data,"light_%i",i);
- pScene->mLights[i]->mName = pcNode->mName;
- }
- // generate camera nodes
- for (unsigned int i = 0; i < pScene->mNumCameras;++i,++nodes)
- {
- aiNode* pcNode = *nodes = new aiNode();
- pcNode->mParent = pScene->mRootNode;
- pcNode->mName.length = ::sprintf(pcNode->mName.data,"cam_%i",i);
- pScene->mCameras[i]->mName = pcNode->mName;
- }
- }
- }
- else {
- // ... and finally set the transformation matrix of all nodes to identity
- MakeIdentityTransform(pScene->mRootNode);
- }
-
- if (configNormalize) {
- // compute the boundary of all meshes
- aiVector3D min,max;
- MinMaxChooser<aiVector3D> ()(min,max);
-
- for (unsigned int a = 0; a < pScene->mNumMeshes; ++a) {
- aiMesh* m = pScene->mMeshes[a];
- for (unsigned int i = 0; i < m->mNumVertices;++i) {
- min = std::min(m->mVertices[i],min);
- max = std::max(m->mVertices[i],max);
- }
- }
-
- // find the dominant axis
- aiVector3D d = max-min;
- const float div = std::max(d.x,std::max(d.y,d.z))*0.5f;
-
- d = min+d*0.5f;
- for (unsigned int a = 0; a < pScene->mNumMeshes; ++a) {
- aiMesh* m = pScene->mMeshes[a];
- for (unsigned int i = 0; i < m->mNumVertices;++i) {
- m->mVertices[i] = (m->mVertices[i]-d)/div;
- }
- }
- }
-
- // print statistics
- if (!DefaultLogger::isNullLogger())
- {
- char buffer[4096];
-
- DefaultLogger::get()->debug("PretransformVerticesProcess finished");
-
- sprintf(buffer,"Removed %i nodes and %i animation channels (%i output nodes)",
- iOldNodes,iOldAnimationChannels,CountNodes(pScene->mRootNode));
- DefaultLogger::get()->info(buffer);
-
- sprintf(buffer,"Kept %i lights and %i cameras",
- pScene->mNumLights,pScene->mNumCameras);
- DefaultLogger::get()->info(buffer);
-
- sprintf(buffer,"Moved %i meshes to WCS (number of output meshes: %i)",
- iOldMeshes,pScene->mNumMeshes);
- DefaultLogger::get()->info(buffer);
- }
+ DefaultLogger::get()->debug("PretransformVerticesProcess begin");
+
+ // Return immediately if we have no meshes
+ if (!pScene->mNumMeshes)
+ return;
+
+ const unsigned int iOldMeshes = pScene->mNumMeshes;
+ const unsigned int iOldAnimationChannels = pScene->mNumAnimations;
+ const unsigned int iOldNodes = CountNodes(pScene->mRootNode);
+
+ // first compute absolute transformation matrices for all nodes
+ ComputeAbsoluteTransform(pScene->mRootNode);
+
+ // Delete aiMesh::mBones for all meshes. The bones are
+ // removed during this step and we need the pointer as
+ // temporary storage
+ for (unsigned int i = 0; i < pScene->mNumMeshes;++i) {
+ aiMesh* mesh = pScene->mMeshes[i];
+
+ for (unsigned int a = 0; a < mesh->mNumBones;++a)
+ delete mesh->mBones[a];
+
+ delete[] mesh->mBones;
+ mesh->mBones = NULL;
+ }
+
+ // now build a list of output meshes
+ std::vector<aiMesh*> apcOutMeshes;
+
+ // Keep scene hierarchy? It's an easy job in this case ...
+ // we go on and transform all meshes, if one is referenced by nodes
+ // with different absolute transformations a depth copy of the mesh
+ // is required.
+ if( configKeepHierarchy ) {
+
+ // Hack: store the matrix we're transforming a mesh with in aiMesh::mBones
+ BuildWCSMeshes(apcOutMeshes,pScene->mMeshes,pScene->mNumMeshes, pScene->mRootNode);
+
+ // ... if new meshes have been generated, append them to the end of the scene
+ if (apcOutMeshes.size() > 0) {
+ aiMesh** npp = new aiMesh*[pScene->mNumMeshes + apcOutMeshes.size()];
+
+ memcpy(npp,pScene->mMeshes,sizeof(aiMesh*)*pScene->mNumMeshes);
+ memcpy(npp+pScene->mNumMeshes,&apcOutMeshes[0],sizeof(aiMesh*)*apcOutMeshes.size());
+
+ pScene->mNumMeshes += apcOutMeshes.size();
+ delete[] pScene->mMeshes; pScene->mMeshes = npp;
+ }
+
+ // now iterate through all meshes and transform them to worldspace
+ for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
+ ApplyTransform(pScene->mMeshes[i],*reinterpret_cast<aiMatrix4x4*>( pScene->mMeshes[i]->mBones ));
+
+ // prevent improper destruction
+ pScene->mMeshes[i]->mBones = NULL;
+ pScene->mMeshes[i]->mNumBones = 0;
+ }
+ }
+ else {
+
+ apcOutMeshes.reserve(pScene->mNumMaterials<<1u);
+ std::list<unsigned int> aiVFormats;
+
+ std::vector<unsigned int> s(pScene->mNumMeshes,0);
+ BuildMeshRefCountArray(pScene->mRootNode,&s[0]);
+
+ for (unsigned int i = 0; i < pScene->mNumMaterials;++i) {
+ // get the list of all vertex formats for this material
+ aiVFormats.clear();
+ GetVFormatList(pScene,i,aiVFormats);
+ aiVFormats.sort();
+ aiVFormats.unique();
+ for (std::list<unsigned int>::const_iterator j = aiVFormats.begin();j != aiVFormats.end();++j) {
+ unsigned int iVertices = 0;
+ unsigned int iFaces = 0;
+ CountVerticesAndFaces(pScene,pScene->mRootNode,i,*j,&iFaces,&iVertices);
+ if (0 != iFaces && 0 != iVertices)
+ {
+ apcOutMeshes.push_back(new aiMesh());
+ aiMesh* pcMesh = apcOutMeshes.back();
+ pcMesh->mNumFaces = iFaces;
+ pcMesh->mNumVertices = iVertices;
+ pcMesh->mFaces = new aiFace[iFaces];
+ pcMesh->mVertices = new aiVector3D[iVertices];
+ pcMesh->mMaterialIndex = i;
+ if ((*j) & 0x2)pcMesh->mNormals = new aiVector3D[iVertices];
+ if ((*j) & 0x4)
+ {
+ pcMesh->mTangents = new aiVector3D[iVertices];
+ pcMesh->mBitangents = new aiVector3D[iVertices];
+ }
+ iFaces = 0;
+ while ((*j) & (0x100 << iFaces))
+ {
+ pcMesh->mTextureCoords[iFaces] = new aiVector3D[iVertices];
+ if ((*j) & (0x10000 << iFaces))pcMesh->mNumUVComponents[iFaces] = 3;
+ else pcMesh->mNumUVComponents[iFaces] = 2;
+ iFaces++;
+ }
+ iFaces = 0;
+ while ((*j) & (0x1000000 << iFaces))
+ pcMesh->mColors[iFaces++] = new aiColor4D[iVertices];
+
+ // fill the mesh ...
+ unsigned int aiTemp[2] = {0,0};
+ CollectData(pScene,pScene->mRootNode,i,*j,pcMesh,aiTemp,&s[0]);
+ }
+ }
+ }
+
+ // If no meshes are referenced in the node graph it is possible that we get no output meshes.
+ if (apcOutMeshes.empty()) {
+ throw DeadlyImportError("No output meshes: all meshes are orphaned and are not referenced by any nodes");
+ }
+ else
+ {
+ // now delete all meshes in the scene and build a new mesh list
+ for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
+ {
+ aiMesh* mesh = pScene->mMeshes[i];
+ mesh->mNumBones = 0;
+ mesh->mBones = NULL;
+
+ // we're reusing the face index arrays. avoid destruction
+ for (unsigned int a = 0; a < mesh->mNumFaces; ++a) {
+ mesh->mFaces[a].mNumIndices = 0;
+ mesh->mFaces[a].mIndices = NULL;
+ }
+
+ delete mesh;
+
+ // Invalidate the contents of the old mesh array. We will most
+ // likely have less output meshes now, so the last entries of
+ // the mesh array are not overridden. We set them to NULL to
+ // make sure the developer gets notified when his application
+ // attempts to access these fields ...
+ mesh = NULL;
+ }
+
+ // It is impossible that we have more output meshes than
+ // input meshes, so we can easily reuse the old mesh array
+ pScene->mNumMeshes = (unsigned int)apcOutMeshes.size();
+ for (unsigned int i = 0; i < pScene->mNumMeshes;++i) {
+ pScene->mMeshes[i] = apcOutMeshes[i];
+ }
+ }
+ }
+
+ // remove all animations from the scene
+ for (unsigned int i = 0; i < pScene->mNumAnimations;++i)
+ delete pScene->mAnimations[i];
+ delete[] pScene->mAnimations;
+
+ pScene->mAnimations = NULL;
+ pScene->mNumAnimations = 0;
+
+ // --- we need to keep all cameras and lights
+ for (unsigned int i = 0; i < pScene->mNumCameras;++i)
+ {
+ aiCamera* cam = pScene->mCameras[i];
+ const aiNode* nd = pScene->mRootNode->FindNode(cam->mName);
+ ai_assert(NULL != nd);
+
+ // multiply all properties of the camera with the absolute
+ // transformation of the corresponding node
+ cam->mPosition = nd->mTransformation * cam->mPosition;
+ cam->mLookAt = aiMatrix3x3( nd->mTransformation ) * cam->mLookAt;
+ cam->mUp = aiMatrix3x3( nd->mTransformation ) * cam->mUp;
+ }
+
+ for (unsigned int i = 0; i < pScene->mNumLights;++i)
+ {
+ aiLight* l = pScene->mLights[i];
+ const aiNode* nd = pScene->mRootNode->FindNode(l->mName);
+ ai_assert(NULL != nd);
+
+ // multiply all properties of the camera with the absolute
+ // transformation of the corresponding node
+ l->mPosition = nd->mTransformation * l->mPosition;
+ l->mDirection = aiMatrix3x3( nd->mTransformation ) * l->mDirection;
+ }
+
+ if( !configKeepHierarchy ) {
+
+ // now delete all nodes in the scene and build a new
+ // flat node graph with a root node and some level 1 children
+ delete pScene->mRootNode;
+ pScene->mRootNode = new aiNode();
+ pScene->mRootNode->mName.Set("<dummy_root>");
+
+ if (1 == pScene->mNumMeshes && !pScene->mNumLights && !pScene->mNumCameras)
+ {
+ pScene->mRootNode->mNumMeshes = 1;
+ pScene->mRootNode->mMeshes = new unsigned int[1];
+ pScene->mRootNode->mMeshes[0] = 0;
+ }
+ else
+ {
+ pScene->mRootNode->mNumChildren = pScene->mNumMeshes+pScene->mNumLights+pScene->mNumCameras;
+ aiNode** nodes = pScene->mRootNode->mChildren = new aiNode*[pScene->mRootNode->mNumChildren];
+
+ // generate mesh nodes
+ for (unsigned int i = 0; i < pScene->mNumMeshes;++i,++nodes)
+ {
+ aiNode* pcNode = *nodes = new aiNode();
+ pcNode->mParent = pScene->mRootNode;
+ pcNode->mName.length = ::sprintf(pcNode->mName.data,"mesh_%i",i);
+
+ // setup mesh indices
+ pcNode->mNumMeshes = 1;
+ pcNode->mMeshes = new unsigned int[1];
+ pcNode->mMeshes[0] = i;
+ }
+ // generate light nodes
+ for (unsigned int i = 0; i < pScene->mNumLights;++i,++nodes)
+ {
+ aiNode* pcNode = *nodes = new aiNode();
+ pcNode->mParent = pScene->mRootNode;
+ pcNode->mName.length = ::sprintf(pcNode->mName.data,"light_%i",i);
+ pScene->mLights[i]->mName = pcNode->mName;
+ }
+ // generate camera nodes
+ for (unsigned int i = 0; i < pScene->mNumCameras;++i,++nodes)
+ {
+ aiNode* pcNode = *nodes = new aiNode();
+ pcNode->mParent = pScene->mRootNode;
+ pcNode->mName.length = ::sprintf(pcNode->mName.data,"cam_%i",i);
+ pScene->mCameras[i]->mName = pcNode->mName;
+ }
+ }
+ }
+ else {
+ // ... and finally set the transformation matrix of all nodes to identity
+ MakeIdentityTransform(pScene->mRootNode);
+ }
+
+ if (configNormalize) {
+ // compute the boundary of all meshes
+ aiVector3D min,max;
+ MinMaxChooser<aiVector3D> ()(min,max);
+
+ for (unsigned int a = 0; a < pScene->mNumMeshes; ++a) {
+ aiMesh* m = pScene->mMeshes[a];
+ for (unsigned int i = 0; i < m->mNumVertices;++i) {
+ min = std::min(m->mVertices[i],min);
+ max = std::max(m->mVertices[i],max);
+ }
+ }
+
+ // find the dominant axis
+ aiVector3D d = max-min;
+ const float div = std::max(d.x,std::max(d.y,d.z))*0.5f;
+
+ d = min+d*0.5f;
+ for (unsigned int a = 0; a < pScene->mNumMeshes; ++a) {
+ aiMesh* m = pScene->mMeshes[a];
+ for (unsigned int i = 0; i < m->mNumVertices;++i) {
+ m->mVertices[i] = (m->mVertices[i]-d)/div;
+ }
+ }
+ }
+
+ // print statistics
+ if (!DefaultLogger::isNullLogger())
+ {
+ char buffer[4096];
+
+ DefaultLogger::get()->debug("PretransformVerticesProcess finished");
+
+ sprintf(buffer,"Removed %i nodes and %i animation channels (%i output nodes)",
+ iOldNodes,iOldAnimationChannels,CountNodes(pScene->mRootNode));
+ DefaultLogger::get()->info(buffer);
+
+ sprintf(buffer,"Kept %i lights and %i cameras",
+ pScene->mNumLights,pScene->mNumCameras);
+ DefaultLogger::get()->info(buffer);
+
+ sprintf(buffer,"Moved %i meshes to WCS (number of output meshes: %i)",
+ iOldMeshes,pScene->mNumMeshes);
+ DefaultLogger::get()->info(buffer);
+ }
}
diff --git a/src/3rdparty/assimp/code/PretransformVertices.h b/src/3rdparty/assimp/code/PretransformVertices.h
index df2d84509..8836fdd0b 100644
--- a/src/3rdparty/assimp/code/PretransformVertices.h
+++ b/src/3rdparty/assimp/code/PretransformVertices.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,146 +18,141 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file PretransformVertices.h
- * @brief Defines a post processing step to pretransform all
- * vertices in the scenegraph
+ * @brief Defines a post processing step to pretransform all
+ * vertices in the scenegraph
*/
#ifndef AI_PRETRANSFORMVERTICES_H_INC
#define AI_PRETRANSFORMVERTICES_H_INC
#include "BaseProcess.h"
-#include "../include/aiMesh.h"
+#include "../include/assimp/mesh.h"
class PretransformVerticesTest;
-namespace Assimp {
+namespace Assimp {
// ---------------------------------------------------------------------------
/** The PretransformVertices pretransforms all vertices in the nodegraph
* and removes the whole graph. The output is a list of meshes, one for
* each material.
*/
-class ASSIMP_API PretransformVertices : public BaseProcess
+class PretransformVertices : public BaseProcess
{
- friend class Importer;
- friend class ::PretransformVerticesTest;
-
-protected:
- /** Constructor to be privately used by Importer */
- PretransformVertices ();
+public:
- /** Destructor, private as well */
- ~PretransformVertices ();
+ PretransformVertices ();
+ ~PretransformVertices ();
public:
- // -------------------------------------------------------------------
- // Check whether step is active
- bool IsActive( unsigned int pFlags) const;
+ // -------------------------------------------------------------------
+ // Check whether step is active
+ bool IsActive( unsigned int pFlags) const;
- // -------------------------------------------------------------------
- // Execute step on a given scene
- void Execute( aiScene* pScene);
+ // -------------------------------------------------------------------
+ // Execute step on a given scene
+ void Execute( aiScene* pScene);
- // -------------------------------------------------------------------
- // Setup import settings
- void SetupProperties(const Importer* pImp);
+ // -------------------------------------------------------------------
+ // Setup import settings
+ void SetupProperties(const Importer* pImp);
- // -------------------------------------------------------------------
- /** @brief Toggle the 'keep hierarchy' option
- * @param d hm ... difficult to guess what this means, hu!?
- */
- void KeepHierarchy(bool d) {
- configKeepHierarchy = d;
- }
+ // -------------------------------------------------------------------
+ /** @brief Toggle the 'keep hierarchy' option
+ * @param d hm ... difficult to guess what this means, hu!?
+ */
+ void KeepHierarchy(bool d) {
+ configKeepHierarchy = d;
+ }
- // -------------------------------------------------------------------
- /** @brief Check whether 'keep hierarchy' is currently enabled.
- * @return ...
- */
- bool IsHierarchyKept() const {
- return configKeepHierarchy;
- }
+ // -------------------------------------------------------------------
+ /** @brief Check whether 'keep hierarchy' is currently enabled.
+ * @return ...
+ */
+ bool IsHierarchyKept() const {
+ return configKeepHierarchy;
+ }
private:
- // -------------------------------------------------------------------
- // Count the number of nodes
- unsigned int CountNodes( aiNode* pcNode );
-
- // -------------------------------------------------------------------
- // Get a bitwise combination identifying the vertex format of a mesh
- unsigned int GetMeshVFormat(aiMesh* pcMesh);
-
- // -------------------------------------------------------------------
- // Count the number of vertices in the whole scene and a given
- // material index
- void CountVerticesAndFaces( aiScene* pcScene, aiNode* pcNode,
- unsigned int iMat,
- unsigned int iVFormat,
- unsigned int* piFaces,
- unsigned int* piVertices);
-
- // -------------------------------------------------------------------
- // Collect vertex/face data
- void CollectData( aiScene* pcScene, aiNode* pcNode,
- unsigned int iMat,
- unsigned int iVFormat,
- aiMesh* pcMeshOut,
- unsigned int aiCurrent[2],
- unsigned int* num_refs);
-
- // -------------------------------------------------------------------
- // Get a list of all vertex formats that occur for a given material
- // The output list contains duplicate elements
- void GetVFormatList( aiScene* pcScene, unsigned int iMat,
- std::list<unsigned int>& aiOut);
-
- // -------------------------------------------------------------------
- // Compute the absolute transformation matrices of each node
- void ComputeAbsoluteTransform( aiNode* pcNode );
-
- // -------------------------------------------------------------------
- // Simple routine to build meshes in worldspace, no further optimization
- void BuildWCSMeshes(std::vector<aiMesh*>& out, aiMesh** in,
- unsigned int numIn, aiNode* node);
-
- // -------------------------------------------------------------------
- // Apply the node transformation to a mesh
- void ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat);
-
- // -------------------------------------------------------------------
- // Reset transformation matrices to identity
- void MakeIdentityTransform(aiNode* nd);
-
- // -------------------------------------------------------------------
- // Build reference counters for all meshes
- void BuildMeshRefCountArray(aiNode* nd, unsigned int * refs);
-
-
-
- //! Configuration option: keep scene hierarchy as long as possible
- bool configKeepHierarchy, configNormalize;
+ // -------------------------------------------------------------------
+ // Count the number of nodes
+ unsigned int CountNodes( aiNode* pcNode );
+
+ // -------------------------------------------------------------------
+ // Get a bitwise combination identifying the vertex format of a mesh
+ unsigned int GetMeshVFormat(aiMesh* pcMesh);
+
+ // -------------------------------------------------------------------
+ // Count the number of vertices in the whole scene and a given
+ // material index
+ void CountVerticesAndFaces( aiScene* pcScene, aiNode* pcNode,
+ unsigned int iMat,
+ unsigned int iVFormat,
+ unsigned int* piFaces,
+ unsigned int* piVertices);
+
+ // -------------------------------------------------------------------
+ // Collect vertex/face data
+ void CollectData( aiScene* pcScene, aiNode* pcNode,
+ unsigned int iMat,
+ unsigned int iVFormat,
+ aiMesh* pcMeshOut,
+ unsigned int aiCurrent[2],
+ unsigned int* num_refs);
+
+ // -------------------------------------------------------------------
+ // Get a list of all vertex formats that occur for a given material
+ // The output list contains duplicate elements
+ void GetVFormatList( aiScene* pcScene, unsigned int iMat,
+ std::list<unsigned int>& aiOut);
+
+ // -------------------------------------------------------------------
+ // Compute the absolute transformation matrices of each node
+ void ComputeAbsoluteTransform( aiNode* pcNode );
+
+ // -------------------------------------------------------------------
+ // Simple routine to build meshes in worldspace, no further optimization
+ void BuildWCSMeshes(std::vector<aiMesh*>& out, aiMesh** in,
+ unsigned int numIn, aiNode* node);
+
+ // -------------------------------------------------------------------
+ // Apply the node transformation to a mesh
+ void ApplyTransform(aiMesh* mesh, const aiMatrix4x4& mat);
+
+ // -------------------------------------------------------------------
+ // Reset transformation matrices to identity
+ void MakeIdentityTransform(aiNode* nd);
+
+ // -------------------------------------------------------------------
+ // Build reference counters for all meshes
+ void BuildMeshRefCountArray(aiNode* nd, unsigned int * refs);
+
+
+
+ //! Configuration option: keep scene hierarchy as long as possible
+ bool configKeepHierarchy, configNormalize;
};
diff --git a/src/3rdparty/assimp/code/ProcessHelper.cpp b/src/3rdparty/assimp/code/ProcessHelper.cpp
new file mode 100644
index 000000000..bccf37e57
--- /dev/null
+++ b/src/3rdparty/assimp/code/ProcessHelper.cpp
@@ -0,0 +1,415 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+/// @file ProcessHelper.cpp
+/** Implement shared utility functions for postprocessing steps */
+
+#include "AssimpPCH.h"
+#include "ProcessHelper.h"
+
+
+#include <limits>
+
+namespace Assimp {
+
+// -------------------------------------------------------------------------------
+void ConvertListToStrings(const std::string& in, std::list<std::string>& out)
+{
+ const char* s = in.c_str();
+ while (*s) {
+ SkipSpacesAndLineEnd(&s);
+ if (*s == '\'') {
+ const char* base = ++s;
+ while (*s != '\'') {
+ ++s;
+ if (*s == '\0') {
+ DefaultLogger::get()->error("ConvertListToString: String list is ill-formatted");
+ return;
+ }
+ }
+ out.push_back(std::string(base,(size_t)(s-base)));
+ ++s;
+ }
+ else {
+ out.push_back(GetNextToken(s));
+ }
+ }
+}
+
+// -------------------------------------------------------------------------------
+void FindAABBTransformed (const aiMesh* mesh, aiVector3D& min, aiVector3D& max,
+ const aiMatrix4x4& m)
+{
+ min = aiVector3D (10e10f, 10e10f, 10e10f);
+ max = aiVector3D (-10e10f,-10e10f,-10e10f);
+ for (unsigned int i = 0;i < mesh->mNumVertices;++i)
+ {
+ const aiVector3D v = m * mesh->mVertices[i];
+ min = std::min(v,min);
+ max = std::max(v,max);
+ }
+}
+
+// -------------------------------------------------------------------------------
+void FindMeshCenter (aiMesh* mesh, aiVector3D& out, aiVector3D& min, aiVector3D& max)
+{
+ ArrayBounds(mesh->mVertices,mesh->mNumVertices, min,max);
+ out = min + (max-min)*0.5f;
+}
+
+// -------------------------------------------------------------------------------
+void FindMeshCenterTransformed (aiMesh* mesh, aiVector3D& out, aiVector3D& min,
+ aiVector3D& max, const aiMatrix4x4& m)
+{
+ FindAABBTransformed(mesh,min,max,m);
+ out = min + (max-min)*0.5f;
+}
+
+// -------------------------------------------------------------------------------
+void FindMeshCenter (aiMesh* mesh, aiVector3D& out)
+{
+ aiVector3D min,max;
+ FindMeshCenter(mesh,out,min,max);
+}
+
+// -------------------------------------------------------------------------------
+void FindMeshCenterTransformed (aiMesh* mesh, aiVector3D& out,
+ const aiMatrix4x4& m)
+{
+ aiVector3D min,max;
+ FindMeshCenterTransformed(mesh,out,min,max,m);
+}
+
+// -------------------------------------------------------------------------------
+float ComputePositionEpsilon(const aiMesh* pMesh)
+{
+ const float epsilon = 1e-4f;
+
+ // calculate the position bounds so we have a reliable epsilon to check position differences against
+ aiVector3D minVec, maxVec;
+ ArrayBounds(pMesh->mVertices,pMesh->mNumVertices,minVec,maxVec);
+ return (maxVec - minVec).Length() * epsilon;
+}
+
+// -------------------------------------------------------------------------------
+float ComputePositionEpsilon(const aiMesh* const* pMeshes, size_t num)
+{
+ const float epsilon = 1e-4f;
+
+ // calculate the position bounds so we have a reliable epsilon to check position differences against
+ aiVector3D minVec, maxVec, mi, ma;
+ MinMaxChooser<aiVector3D>()(minVec,maxVec);
+
+ for (size_t a = 0; a < num; ++a) {
+ const aiMesh* pMesh = pMeshes[a];
+ ArrayBounds(pMesh->mVertices,pMesh->mNumVertices,mi,ma);
+
+ minVec = std::min(minVec,mi);
+ maxVec = std::max(maxVec,ma);
+ }
+ return (maxVec - minVec).Length() * epsilon;
+}
+
+
+// -------------------------------------------------------------------------------
+unsigned int GetMeshVFormatUnique(const aiMesh* pcMesh)
+{
+ ai_assert(NULL != pcMesh);
+
+ // FIX: the hash may never be 0. Otherwise a comparison against
+ // nullptr could be successful
+ unsigned int iRet = 1;
+
+ // normals
+ if (pcMesh->HasNormals())iRet |= 0x2;
+ // tangents and bitangents
+ if (pcMesh->HasTangentsAndBitangents())iRet |= 0x4;
+
+#ifdef BOOST_STATIC_ASSERT
+ BOOST_STATIC_ASSERT(8 >= AI_MAX_NUMBER_OF_COLOR_SETS);
+ BOOST_STATIC_ASSERT(8 >= AI_MAX_NUMBER_OF_TEXTURECOORDS);
+#endif
+
+ // texture coordinates
+ unsigned int p = 0;
+ while (pcMesh->HasTextureCoords(p))
+ {
+ iRet |= (0x100 << p);
+ if (3 == pcMesh->mNumUVComponents[p])
+ iRet |= (0x10000 << p);
+
+ ++p;
+ }
+ // vertex colors
+ p = 0;
+ while (pcMesh->HasVertexColors(p))iRet |= (0x1000000 << p++);
+ return iRet;
+}
+
+// -------------------------------------------------------------------------------
+VertexWeightTable* ComputeVertexBoneWeightTable(const aiMesh* pMesh)
+{
+ if (!pMesh || !pMesh->mNumVertices || !pMesh->mNumBones) {
+ return NULL;
+ }
+
+ VertexWeightTable* avPerVertexWeights = new VertexWeightTable[pMesh->mNumVertices];
+ for (unsigned int i = 0; i < pMesh->mNumBones;++i) {
+
+ aiBone* bone = pMesh->mBones[i];
+ for (unsigned int a = 0; a < bone->mNumWeights;++a) {
+ const aiVertexWeight& weight = bone->mWeights[a];
+ avPerVertexWeights[weight.mVertexId].push_back( std::pair<unsigned int,float>(i,weight.mWeight) );
+ }
+ }
+ return avPerVertexWeights;
+}
+
+
+// -------------------------------------------------------------------------------
+const char* TextureTypeToString(aiTextureType in)
+{
+ switch (in)
+ {
+ case aiTextureType_NONE:
+ return "n/a";
+ case aiTextureType_DIFFUSE:
+ return "Diffuse";
+ case aiTextureType_SPECULAR:
+ return "Specular";
+ case aiTextureType_AMBIENT:
+ return "Ambient";
+ case aiTextureType_EMISSIVE:
+ return "Emissive";
+ case aiTextureType_OPACITY:
+ return "Opacity";
+ case aiTextureType_NORMALS:
+ return "Normals";
+ case aiTextureType_HEIGHT:
+ return "Height";
+ case aiTextureType_SHININESS:
+ return "Shininess";
+ case aiTextureType_DISPLACEMENT:
+ return "Displacement";
+ case aiTextureType_LIGHTMAP:
+ return "Lightmap";
+ case aiTextureType_REFLECTION:
+ return "Reflection";
+ case aiTextureType_UNKNOWN:
+ return "Unknown";
+ default:
+ break;
+ }
+
+ ai_assert(false);
+ return "BUG";
+}
+
+// -------------------------------------------------------------------------------
+const char* MappingTypeToString(aiTextureMapping in)
+{
+ switch (in)
+ {
+ case aiTextureMapping_UV:
+ return "UV";
+ case aiTextureMapping_BOX:
+ return "Box";
+ case aiTextureMapping_SPHERE:
+ return "Sphere";
+ case aiTextureMapping_CYLINDER:
+ return "Cylinder";
+ case aiTextureMapping_PLANE:
+ return "Plane";
+ case aiTextureMapping_OTHER:
+ return "Other";
+ default:
+ break;
+ }
+
+ ai_assert(false);
+ return "BUG";
+}
+
+
+// -------------------------------------------------------------------------------
+aiMesh* MakeSubmesh(const aiMesh *pMesh, const std::vector<unsigned int> &subMeshFaces, unsigned int subFlags)
+{
+ aiMesh *oMesh = new aiMesh();
+ std::vector<unsigned int> vMap(pMesh->mNumVertices,UINT_MAX);
+
+ size_t numSubVerts = 0;
+ size_t numSubFaces = subMeshFaces.size();
+
+ for(unsigned int i=0;i<numSubFaces;i++) {
+ const aiFace &f = pMesh->mFaces[subMeshFaces[i]];
+
+ for(unsigned int j=0;j<f.mNumIndices;j++) {
+ if(vMap[f.mIndices[j]]==UINT_MAX) {
+ vMap[f.mIndices[j]] = numSubVerts++;
+ }
+ }
+ }
+
+ oMesh->mName = pMesh->mName;
+
+ oMesh->mMaterialIndex = pMesh->mMaterialIndex;
+ oMesh->mPrimitiveTypes = pMesh->mPrimitiveTypes;
+
+ // create all the arrays for this mesh if the old mesh contained them
+
+ oMesh->mNumFaces = subMeshFaces.size();
+ oMesh->mNumVertices = numSubVerts;
+ oMesh->mVertices = new aiVector3D[numSubVerts];
+ if( pMesh->HasNormals() ) {
+ oMesh->mNormals = new aiVector3D[numSubVerts];
+ }
+
+ if( pMesh->HasTangentsAndBitangents() ) {
+ oMesh->mTangents = new aiVector3D[numSubVerts];
+ oMesh->mBitangents = new aiVector3D[numSubVerts];
+ }
+
+ for( size_t a = 0; pMesh->HasTextureCoords( a) ; ++a ) {
+ oMesh->mTextureCoords[a] = new aiVector3D[numSubVerts];
+ oMesh->mNumUVComponents[a] = pMesh->mNumUVComponents[a];
+ }
+
+ for( size_t a = 0; pMesh->HasVertexColors( a); ++a ) {
+ oMesh->mColors[a] = new aiColor4D[numSubVerts];
+ }
+
+ // and copy over the data, generating faces with linear indices along the way
+ oMesh->mFaces = new aiFace[numSubFaces];
+
+ for(unsigned int a = 0; a < numSubFaces; ++a ) {
+
+ const aiFace& srcFace = pMesh->mFaces[subMeshFaces[a]];
+ aiFace& dstFace = oMesh->mFaces[a];
+ dstFace.mNumIndices = srcFace.mNumIndices;
+ dstFace.mIndices = new unsigned int[dstFace.mNumIndices];
+
+ // accumulate linearly all the vertices of the source face
+ for( size_t b = 0; b < dstFace.mNumIndices; ++b ) {
+ dstFace.mIndices[b] = vMap[srcFace.mIndices[b]];
+ }
+ }
+
+ for(unsigned int srcIndex = 0; srcIndex < pMesh->mNumVertices; ++srcIndex ) {
+ unsigned int nvi = vMap[srcIndex];
+ if(nvi==UINT_MAX) {
+ continue;
+ }
+
+ oMesh->mVertices[nvi] = pMesh->mVertices[srcIndex];
+ if( pMesh->HasNormals() ) {
+ oMesh->mNormals[nvi] = pMesh->mNormals[srcIndex];
+ }
+
+ if( pMesh->HasTangentsAndBitangents() ) {
+ oMesh->mTangents[nvi] = pMesh->mTangents[srcIndex];
+ oMesh->mBitangents[nvi] = pMesh->mBitangents[srcIndex];
+ }
+ for( size_t c = 0, cc = pMesh->GetNumUVChannels(); c < cc; ++c ) {
+ oMesh->mTextureCoords[c][nvi] = pMesh->mTextureCoords[c][srcIndex];
+ }
+ for( size_t c = 0, cc = pMesh->GetNumColorChannels(); c < cc; ++c ) {
+ oMesh->mColors[c][nvi] = pMesh->mColors[c][srcIndex];
+ }
+ }
+
+ if(~subFlags&AI_SUBMESH_FLAGS_SANS_BONES) {
+ std::vector<unsigned int> subBones(pMesh->mNumBones,0);
+
+ for(unsigned int a=0;a<pMesh->mNumBones;++a) {
+ const aiBone* bone = pMesh->mBones[a];
+
+ for(unsigned int b=0;b<bone->mNumWeights;b++) {
+ unsigned int v = vMap[bone->mWeights[b].mVertexId];
+
+ if(v!=UINT_MAX) {
+ subBones[a]++;
+ }
+ }
+ }
+
+ for(unsigned int a=0;a<pMesh->mNumBones;++a) {
+ if(subBones[a]>0) {
+ oMesh->mNumBones++;
+ }
+ }
+
+ if(oMesh->mNumBones) {
+ oMesh->mBones = new aiBone*[oMesh->mNumBones]();
+ unsigned int nbParanoia = oMesh->mNumBones;
+
+ oMesh->mNumBones = 0; //rewind
+
+ for(unsigned int a=0;a<pMesh->mNumBones;++a) {
+ if(subBones[a]==0) {
+ continue;
+ }
+ aiBone *newBone = new aiBone;
+ oMesh->mBones[oMesh->mNumBones++] = newBone;
+
+ const aiBone* bone = pMesh->mBones[a];
+
+ newBone->mName = bone->mName;
+ newBone->mOffsetMatrix = bone->mOffsetMatrix;
+ newBone->mWeights = new aiVertexWeight[subBones[a]];
+
+ for(unsigned int b=0;b<bone->mNumWeights;b++) {
+ const unsigned int v = vMap[bone->mWeights[b].mVertexId];
+
+ if(v!=UINT_MAX) {
+ aiVertexWeight w(v,bone->mWeights[b].mWeight);
+ newBone->mWeights[newBone->mNumWeights++] = w;
+ }
+ }
+ }
+
+ ai_assert(nbParanoia==oMesh->mNumBones);
+ (void)nbParanoia; // remove compiler warning on release build
+ }
+ }
+
+ return oMesh;
+}
+
+} // namespace Assimp
diff --git a/src/3rdparty/assimp/code/ProcessHelper.h b/src/3rdparty/assimp/code/ProcessHelper.h
index 5f39eedfb..310fe6be8 100644
--- a/src/3rdparty/assimp/code/ProcessHelper.h
+++ b/src/3rdparty/assimp/code/ProcessHelper.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -41,7 +41,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_PROCESS_HELPER_H_INCLUDED
#define AI_PROCESS_HELPER_H_INCLUDED
-#include "../include/aiPostProcess.h"
+#include "../include/assimp/postprocess.h"
#include "SpatialSort.h"
#include "BaseProcess.h"
@@ -54,65 +54,86 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifdef __cplusplus
namespace std {
- // std::min for aiVector3D
- inline ::aiVector3D min (const ::aiVector3D& a, const ::aiVector3D& b) {
- return ::aiVector3D (min(a.x,b.x),min(a.y,b.y),min(a.z,b.z));
- }
-
- // std::max for aiVector3D
- inline ::aiVector3D max (const ::aiVector3D& a, const ::aiVector3D& b) {
- return ::aiVector3D (max(a.x,b.x),max(a.y,b.y),max(a.z,b.z));
- }
-
- // std::min for aiColor4D
- inline ::aiColor4D min (const ::aiColor4D& a, const ::aiColor4D& b) {
- return ::aiColor4D (min(a.r,b.r),min(a.g,b.g),min(a.b,b.b),min(a.a,b.a));
- }
-
- // std::max for aiColor4D
- inline ::aiColor4D max (const ::aiColor4D& a, const ::aiColor4D& b) {
- return ::aiColor4D (max(a.r,b.r),max(a.g,b.g),max(a.b,b.b),max(a.a,b.a));
- }
-
- // std::min for aiQuaternion
- inline ::aiQuaternion min (const ::aiQuaternion& a, const ::aiQuaternion& b) {
- return ::aiQuaternion (min(a.w,b.w),min(a.x,b.x),min(a.y,b.y),min(a.z,b.z));
- }
-
- // std::max for aiQuaternion
- inline ::aiQuaternion max (const ::aiQuaternion& a, const ::aiQuaternion& b) {
- return ::aiQuaternion (max(a.w,b.w),max(a.x,b.x),max(a.y,b.y),max(a.z,b.z));
- }
-
- // std::min for aiVectorKey
- inline ::aiVectorKey min (const ::aiVectorKey& a, const ::aiVectorKey& b) {
- return ::aiVectorKey (min(a.mTime,b.mTime),min(a.mValue,b.mValue));
- }
-
- // std::max for aiVectorKey
- inline ::aiVectorKey max (const ::aiVectorKey& a, const ::aiVectorKey& b) {
- return ::aiVectorKey (max(a.mTime,b.mTime),max(a.mValue,b.mValue));
- }
-
- // std::min for aiQuatKey
- inline ::aiQuatKey min (const ::aiQuatKey& a, const ::aiQuatKey& b) {
- return ::aiQuatKey (min(a.mTime,b.mTime),min(a.mValue,b.mValue));
- }
-
- // std::max for aiQuatKey
- inline ::aiQuatKey max (const ::aiQuatKey& a, const ::aiQuatKey& b) {
- return ::aiQuatKey (max(a.mTime,b.mTime),max(a.mValue,b.mValue));
- }
-
- // std::min for aiVertexWeight
- inline ::aiVertexWeight min (const ::aiVertexWeight& a, const ::aiVertexWeight& b) {
- return ::aiVertexWeight (min(a.mVertexId,b.mVertexId),min(a.mWeight,b.mWeight));
- }
-
- // std::max for aiVertexWeight
- inline ::aiVertexWeight max (const ::aiVertexWeight& a, const ::aiVertexWeight& b) {
- return ::aiVertexWeight (max(a.mVertexId,b.mVertexId),max(a.mWeight,b.mWeight));
- }
+ // std::min for aiVector3D
+ template <typename TReal>
+ inline ::aiVector3t<TReal> min (const ::aiVector3t<TReal>& a, const ::aiVector3t<TReal>& b) {
+ return ::aiVector3t<TReal> (min(a.x,b.x),min(a.y,b.y),min(a.z,b.z));
+ }
+
+ // std::max for aiVector3t<TReal>
+ template <typename TReal>
+ inline ::aiVector3t<TReal> max (const ::aiVector3t<TReal>& a, const ::aiVector3t<TReal>& b) {
+ return ::aiVector3t<TReal> (max(a.x,b.x),max(a.y,b.y),max(a.z,b.z));
+ }
+
+ // std::min for aiVector2t<TReal>
+ template <typename TReal>
+ inline ::aiVector2t<TReal> min (const ::aiVector2t<TReal>& a, const ::aiVector2t<TReal>& b) {
+ return ::aiVector2t<TReal> (min(a.x,b.x),min(a.y,b.y));
+ }
+
+ // std::max for aiVector2t<TReal>
+ template <typename TReal>
+ inline ::aiVector2t<TReal> max (const ::aiVector2t<TReal>& a, const ::aiVector2t<TReal>& b) {
+ return ::aiVector2t<TReal> (max(a.x,b.x),max(a.y,b.y));
+ }
+
+ // std::min for aiColor4D
+ template <typename TReal>
+ inline ::aiColor4t<TReal> min (const ::aiColor4t<TReal>& a, const ::aiColor4t<TReal>& b) {
+ return ::aiColor4t<TReal> (min(a.r,b.r),min(a.g,b.g),min(a.b,b.b),min(a.a,b.a));
+ }
+
+ // std::max for aiColor4D
+ template <typename TReal>
+ inline ::aiColor4t<TReal> max (const ::aiColor4t<TReal>& a, const ::aiColor4t<TReal>& b) {
+ return ::aiColor4t<TReal> (max(a.r,b.r),max(a.g,b.g),max(a.b,b.b),max(a.a,b.a));
+ }
+
+
+ // std::min for aiQuaterniont<TReal>
+ template <typename TReal>
+ inline ::aiQuaterniont<TReal> min (const ::aiQuaterniont<TReal>& a, const ::aiQuaterniont<TReal>& b) {
+ return ::aiQuaterniont<TReal> (min(a.w,b.w),min(a.x,b.x),min(a.y,b.y),min(a.z,b.z));
+ }
+
+ // std::max for aiQuaterniont<TReal>
+ template <typename TReal>
+ inline ::aiQuaterniont<TReal> max (const ::aiQuaterniont<TReal>& a, const ::aiQuaterniont<TReal>& b) {
+ return ::aiQuaterniont<TReal> (max(a.w,b.w),max(a.x,b.x),max(a.y,b.y),max(a.z,b.z));
+ }
+
+
+
+ // std::min for aiVectorKey
+ inline ::aiVectorKey min (const ::aiVectorKey& a, const ::aiVectorKey& b) {
+ return ::aiVectorKey (min(a.mTime,b.mTime),min(a.mValue,b.mValue));
+ }
+
+ // std::max for aiVectorKey
+ inline ::aiVectorKey max (const ::aiVectorKey& a, const ::aiVectorKey& b) {
+ return ::aiVectorKey (max(a.mTime,b.mTime),max(a.mValue,b.mValue));
+ }
+
+ // std::min for aiQuatKey
+ inline ::aiQuatKey min (const ::aiQuatKey& a, const ::aiQuatKey& b) {
+ return ::aiQuatKey (min(a.mTime,b.mTime),min(a.mValue,b.mValue));
+ }
+
+ // std::max for aiQuatKey
+ inline ::aiQuatKey max (const ::aiQuatKey& a, const ::aiQuatKey& b) {
+ return ::aiQuatKey (max(a.mTime,b.mTime),max(a.mValue,b.mValue));
+ }
+
+ // std::min for aiVertexWeight
+ inline ::aiVertexWeight min (const ::aiVertexWeight& a, const ::aiVertexWeight& b) {
+ return ::aiVertexWeight (min(a.mVertexId,b.mVertexId),min(a.mWeight,b.mWeight));
+ }
+
+ // std::max for aiVertexWeight
+ inline ::aiVertexWeight max (const ::aiVertexWeight& a, const ::aiVertexWeight& b) {
+ return ::aiVertexWeight (max(a.mVertexId,b.mVertexId),max(a.mWeight,b.mWeight));
+ }
} // end namespace std
#endif // !! C++
@@ -125,53 +146,58 @@ template <typename T>
struct MinMaxChooser;
template <> struct MinMaxChooser<float> {
- void operator ()(float& min,float& max) {
- max = -10e10f;
- min = 10e10f;
+ void operator ()(float& min,float& max) {
+ max = -1e10f;
+ min = 1e10f;
}};
template <> struct MinMaxChooser<double> {
- void operator ()(double& min,double& max) {
- max = -10e10;
- min = 10e10;
+ void operator ()(double& min,double& max) {
+ max = -1e10;
+ min = 1e10;
}};
template <> struct MinMaxChooser<unsigned int> {
- void operator ()(unsigned int& min,unsigned int& max) {
- max = 0;
- min = (1u<<(sizeof(unsigned int)*8-1));
+ void operator ()(unsigned int& min,unsigned int& max) {
+ max = 0;
+ min = (1u<<(sizeof(unsigned int)*8-1));
}};
-template <> struct MinMaxChooser<aiVector3D> {
- void operator ()(aiVector3D& min,aiVector3D& max) {
- max = aiVector3D(-10e10f,-10e10f,-10e10f);
- min = aiVector3D( 10e10f, 10e10f, 10e10f);
+template <typename T> struct MinMaxChooser< aiVector3t<T> > {
+ void operator ()(aiVector3t<T>& min,aiVector3t<T>& max) {
+ max = aiVector3t<T>(-1e10f,-1e10f,-1e10f);
+ min = aiVector3t<T>( 1e10f, 1e10f, 1e10f);
}};
-template <> struct MinMaxChooser<aiColor4D> {
- void operator ()(aiColor4D& min,aiColor4D& max) {
- max = aiColor4D(-10e10f,-10e10f,-10e10f,-10e10f);
- min = aiColor4D( 10e10f, 10e10f, 10e10f, 10e10f);
+template <typename T> struct MinMaxChooser< aiVector2t<T> > {
+ void operator ()(aiVector2t<T>& min,aiVector2t<T>& max) {
+ max = aiVector2t<T>(-1e10f,-1e10f);
+ min = aiVector2t<T>( 1e10f, 1e10f);
+ }};
+template <typename T> struct MinMaxChooser< aiColor4t<T> > {
+ void operator ()(aiColor4t<T>& min,aiColor4t<T>& max) {
+ max = aiColor4t<T>(-1e10f,-1e10f,-1e10f,-1e10f);
+ min = aiColor4t<T>( 1e10f, 1e10f, 1e10f, 1e10f);
}};
-template <> struct MinMaxChooser<aiQuaternion> {
- void operator ()(aiQuaternion& min,aiQuaternion& max) {
- max = aiQuaternion(-10e10f,-10e10f,-10e10f,-10e10f);
- min = aiQuaternion( 10e10f, 10e10f, 10e10f, 10e10f);
+template <typename T> struct MinMaxChooser< aiQuaterniont<T> > {
+ void operator ()(aiQuaterniont<T>& min,aiQuaterniont<T>& max) {
+ max = aiQuaterniont<T>(-1e10f,-1e10f,-1e10f,-1e10f);
+ min = aiQuaterniont<T>( 1e10f, 1e10f, 1e10f, 1e10f);
}};
template <> struct MinMaxChooser<aiVectorKey> {
- void operator ()(aiVectorKey& min,aiVectorKey& max) {
- MinMaxChooser<double>()(min.mTime,max.mTime);
- MinMaxChooser<aiVector3D>()(min.mValue,max.mValue);
+ void operator ()(aiVectorKey& min,aiVectorKey& max) {
+ MinMaxChooser<double>()(min.mTime,max.mTime);
+ MinMaxChooser<aiVector3D>()(min.mValue,max.mValue);
}};
template <> struct MinMaxChooser<aiQuatKey> {
- void operator ()(aiQuatKey& min,aiQuatKey& max) {
- MinMaxChooser<double>()(min.mTime,max.mTime);
- MinMaxChooser<aiQuaternion>()(min.mValue,max.mValue);
+ void operator ()(aiQuatKey& min,aiQuatKey& max) {
+ MinMaxChooser<double>()(min.mTime,max.mTime);
+ MinMaxChooser<aiQuaternion>()(min.mValue,max.mValue);
}};
template <> struct MinMaxChooser<aiVertexWeight> {
- void operator ()(aiVertexWeight& min,aiVertexWeight& max) {
- MinMaxChooser<unsigned int>()(min.mVertexId,max.mVertexId);
- MinMaxChooser<float>()(min.mWeight,max.mWeight);
+ void operator ()(aiVertexWeight& min,aiVertexWeight& max) {
+ MinMaxChooser<unsigned int>()(min.mVertexId,max.mVertexId);
+ MinMaxChooser<float>()(min.mWeight,max.mWeight);
}};
// -------------------------------------------------------------------------------
@@ -182,144 +208,45 @@ template <> struct MinMaxChooser<aiVertexWeight> {
* @param[out] max maximum value
*/
template <typename T>
-inline void ArrayBounds(const T* in, unsigned int size, T& min, T& max)
+inline void ArrayBounds(const T* in, unsigned int size, T& min, T& max)
{
- MinMaxChooser<T> ()(min,max);
- for (unsigned int i = 0; i < size;++i) {
- min = std::min(in[i],min);
- max = std::max(in[i],max);
- }
+ MinMaxChooser<T> ()(min,max);
+ for (unsigned int i = 0; i < size;++i) {
+ min = std::min(in[i],min);
+ max = std::max(in[i],max);
+ }
}
-// -------------------------------------------------------------------------------
-/** @brief Extract single strings from a list of identifiers
- * @param in Input string list.
- * @param out Receives a list of clean output strings
- * @sdee #AI_CONFIG_PP_OG_EXCLUDE_LIST
- */
-inline void ConvertListToStrings(const std::string& in, std::list<std::string>& out)
-{
- const char* s = in.c_str();
- while (*s) {
- SkipSpacesAndLineEnd(&s);
- if (*s == '\'') {
- const char* base = ++s;
- while (*s != '\'') {
- ++s;
- if (*s == '\0') {
- DefaultLogger::get()->error("ConvertListToString: String list is ill-formatted");
- return;
- }
- }
- out.push_back(std::string(base,(size_t)(s-base)));
- ++s;
- }
- else {
- out.push_back(GetNextToken(s));
- }
- }
-}
// -------------------------------------------------------------------------------
-/** @brief Compute the newell normal of a polygon regardless of its shape
- *
- * @param out Receives the output normal
- * @param num Number of input vertices
- * @param x X data source. x[ofs_x*n] is the n'th element.
- * @param y Y data source. y[ofs_y*n] is the y'th element
- * @param z Z data source. z[ofs_z*n] is the z'th element
- *
- * @note The data arrays must have storage for at least num+2 elements. Using
- * this method is much faster than the 'other' NewellNormal()
- */
-template <int ofs_x, int ofs_y, int ofs_z>
-inline void NewellNormal (aiVector3D& out, int num, float* x, float* y, float* z)
+/** Little helper function to calculate the quadratic difference
+ * of two colours.
+ * @param pColor1 First color
+ * @param pColor2 second color
+ * @return Quadratic color difference */
+inline float GetColorDifference( const aiColor4D& pColor1, const aiColor4D& pColor2)
{
- // Duplicate the first two vertices at the end
- x[(num+0)*ofs_x] = x[0];
- x[(num+1)*ofs_x] = x[ofs_x];
-
- y[(num+0)*ofs_y] = y[0];
- y[(num+1)*ofs_y] = y[ofs_y];
-
- z[(num+0)*ofs_z] = z[0];
- z[(num+1)*ofs_z] = z[ofs_z];
-
- float sum_xy = 0.0, sum_yz = 0.0, sum_zx = 0.0;
-
- float *xptr = x +ofs_x, *xlow = x, *xhigh = x + ofs_x*2;
- float *yptr = y +ofs_y, *ylow = y, *yhigh = y + ofs_y*2;
- float *zptr = z +ofs_z, *zlow = z, *zhigh = z + ofs_z*2;
-
- for (int tmp=0; tmp < num; tmp++) {
- sum_xy += (*xptr) * ( (*yhigh) - (*ylow) );
- sum_yz += (*yptr) * ( (*zhigh) - (*zlow) );
- sum_zx += (*zptr) * ( (*xhigh) - (*xlow) );
-
- xptr += ofs_x;
- xlow += ofs_x;
- xhigh += ofs_x;
-
- yptr += ofs_y;
- ylow += ofs_y;
- yhigh += ofs_y;
-
- zptr += ofs_z;
- zlow += ofs_z;
- zhigh += ofs_z;
- }
- out = aiVector3D(sum_yz,sum_zx,sum_xy);
+ const aiColor4D c (pColor1.r - pColor2.r, pColor1.g - pColor2.g, pColor1.b - pColor2.b, pColor1.a - pColor2.a);
+ return c.r*c.r + c.g*c.g + c.b*c.b + c.a*c.a;
}
-#if 0
-// -------------------------------------------------------------------------------
-/** @brief Compute newell normal of a polgon regardless of its shape
- *
- * @param out Receives the output normal
- * @param data Input vertices
- * @param idx Index buffer
- * @param num Number of indices
- */
-inline void NewellNormal (aiVector3D& out, const aiVector3D* data, unsigned int* idx, unsigned int num )
-{
- // TODO: intended to be used in GenNormals.
-}
-#endif
// -------------------------------------------------------------------------------
-/** Little helper function to calculate the quadratic difference
- * of two colours.
- * @param pColor1 First color
- * @param pColor2 second color
- * @return Quadratic color difference
- */
-inline float GetColorDifference( const aiColor4D& pColor1, const aiColor4D& pColor2)
-{
- const aiColor4D c (pColor1.r - pColor2.r, pColor1.g - pColor2.g,
- pColor1.b - pColor2.b, pColor1.a - pColor2.a);
+/** @brief Extract single strings from a list of identifiers
+ * @param in Input string list.
+ * @param out Receives a list of clean output strings
+ * @sdee #AI_CONFIG_PP_OG_EXCLUDE_LIST */
+void ConvertListToStrings(const std::string& in, std::list<std::string>& out);
- return c.r*c.r + c.g*c.g + c.b*c.b + c.a*c.a;
-}
// -------------------------------------------------------------------------------
/** @brief Compute the AABB of a mesh after applying a given transform
* @param mesh Input mesh
* @param[out] min Receives minimum transformed vertex
* @param[out] max Receives maximum transformed vertex
- * @param m Transformation matrix to be applied
- */
-inline void FindAABBTransformed (const aiMesh* mesh, aiVector3D& min, aiVector3D& max,
- const aiMatrix4x4& m)
-{
- min = aiVector3D (10e10f, 10e10f, 10e10f);
- max = aiVector3D (-10e10f,-10e10f,-10e10f);
- for (unsigned int i = 0;i < mesh->mNumVertices;++i)
- {
- const aiVector3D v = m * mesh->mVertices[i];
- min = std::min(v,min);
- max = std::max(v,max);
- }
-}
+ * @param m Transformation matrix to be applied */
+void FindAABBTransformed (const aiMesh* mesh, aiVector3D& min, aiVector3D& max, const aiMatrix4x4& m);
+
// -------------------------------------------------------------------------------
/** @brief Helper function to determine the 'real' center of a mesh
@@ -328,232 +255,113 @@ inline void FindAABBTransformed (const aiMesh* mesh, aiVector3D& min, aiVector3D
* @param mesh Input mesh
* @param[out] min Minimum vertex of the mesh
* @param[out] max maximum vertex of the mesh
- * @param[out] out Center point
- */
-inline void FindMeshCenter (aiMesh* mesh, aiVector3D& out, aiVector3D& min, aiVector3D& max)
-{
- ArrayBounds(mesh->mVertices,mesh->mNumVertices, min,max);
- out = min + (max-min)*0.5f;
-}
+ * @param[out] out Center point */
+void FindMeshCenter (aiMesh* mesh, aiVector3D& out, aiVector3D& min, aiVector3D& max);
+
// -------------------------------------------------------------------------------
// Helper function to determine the 'real' center of a mesh after applying a given transform
-inline void FindMeshCenterTransformed (aiMesh* mesh, aiVector3D& out, aiVector3D& min,
- aiVector3D& max, const aiMatrix4x4& m)
-{
- FindAABBTransformed(mesh,min,max,m);
- out = min + (max-min)*0.5f;
-}
+void FindMeshCenterTransformed (aiMesh* mesh, aiVector3D& out, aiVector3D& min,aiVector3D& max, const aiMatrix4x4& m);
+
// -------------------------------------------------------------------------------
// Helper function to determine the 'real' center of a mesh
-inline void FindMeshCenter (aiMesh* mesh, aiVector3D& out)
-{
- aiVector3D min,max;
- FindMeshCenter(mesh,out,min,max);
-}
+void FindMeshCenter (aiMesh* mesh, aiVector3D& out);
+
// -------------------------------------------------------------------------------
// Helper function to determine the 'real' center of a mesh after applying a given transform
-inline void FindMeshCenterTransformed (aiMesh* mesh, aiVector3D& out,
- const aiMatrix4x4& m)
-{
- aiVector3D min,max;
- FindMeshCenterTransformed(mesh,out,min,max,m);
-}
+void FindMeshCenterTransformed (aiMesh* mesh, aiVector3D& out,const aiMatrix4x4& m);
+
// -------------------------------------------------------------------------------
// Compute a good epsilon value for position comparisons on a mesh
-inline float ComputePositionEpsilon(const aiMesh* pMesh)
-{
- const float epsilon = 1e-4f;
+float ComputePositionEpsilon(const aiMesh* pMesh);
- // calculate the position bounds so we have a reliable epsilon to check position differences against
- aiVector3D minVec, maxVec;
- ArrayBounds(pMesh->mVertices,pMesh->mNumVertices,minVec,maxVec);
- return (maxVec - minVec).Length() * epsilon;
-}
// -------------------------------------------------------------------------------
// Compute a good epsilon value for position comparisons on a array of meshes
-inline float ComputePositionEpsilon(const aiMesh* const* pMeshes, size_t num)
-{
- const float epsilon = 1e-4f;
-
- // calculate the position bounds so we have a reliable epsilon to check position differences against
- aiVector3D minVec, maxVec, mi, ma;
- MinMaxChooser<aiVector3D>()(minVec,maxVec);
+float ComputePositionEpsilon(const aiMesh* const* pMeshes, size_t num);
- for (size_t a = 0; a < num; ++a) {
- const aiMesh* pMesh = pMeshes[a];
- ArrayBounds(pMesh->mVertices,pMesh->mNumVertices,mi,ma);
-
- minVec = std::min(minVec,mi);
- maxVec = std::max(maxVec,ma);
- }
- return (maxVec - minVec).Length() * epsilon;
-}
// -------------------------------------------------------------------------------
// Compute an unique value for the vertex format of a mesh
-inline unsigned int GetMeshVFormatUnique(aiMesh* pcMesh)
-{
- ai_assert(NULL != pcMesh);
-
- // FIX: the hash may never be 0. Otherwise a comparison against
- // nullptr could be successful
- unsigned int iRet = 1;
-
- // normals
- if (pcMesh->HasNormals())iRet |= 0x2;
- // tangents and bitangents
- if (pcMesh->HasTangentsAndBitangents())iRet |= 0x4;
-
- // texture coordinates
- unsigned int p = 0;
- while (pcMesh->HasTextureCoords(p))
- {
- iRet |= (0x100 << p);
- if (3 == pcMesh->mNumUVComponents[p])
- iRet |= (0x10000 << p);
-
- ++p;
- }
- // vertex colors
- p = 0;
- while (pcMesh->HasVertexColors(p))iRet |= (0x1000000 << p++);
- return iRet;
-}
+unsigned int GetMeshVFormatUnique(const aiMesh* pcMesh);
+
+// defs for ComputeVertexBoneWeightTable()
typedef std::pair <unsigned int,float> PerVertexWeight;
-typedef std::vector <PerVertexWeight> VertexWeightTable;
+typedef std::vector <PerVertexWeight> VertexWeightTable;
// -------------------------------------------------------------------------------
// Compute a per-vertex bone weight table
-// please .... delete result with operator delete[] ...
-inline VertexWeightTable* ComputeVertexBoneWeightTable(aiMesh* pMesh)
-{
- if (!pMesh || !pMesh->mNumVertices || !pMesh->mNumBones)
- return NULL;
-
- VertexWeightTable* avPerVertexWeights = new VertexWeightTable[pMesh->mNumVertices];
- for (unsigned int i = 0; i < pMesh->mNumBones;++i)
- {
- aiBone* bone = pMesh->mBones[i];
- for (unsigned int a = 0; a < bone->mNumWeights;++a) {
- const aiVertexWeight& weight = bone->mWeights[a];
- avPerVertexWeights[weight.mVertexId].push_back(
- std::pair<unsigned int,float>(i,weight.mWeight));
- }
- }
- return avPerVertexWeights;
-}
+VertexWeightTable* ComputeVertexBoneWeightTable(const aiMesh* pMesh);
+
// -------------------------------------------------------------------------------
// Get a string for a given aiTextureType
-inline const char* TextureTypeToString(aiTextureType in)
-{
- switch (in)
- {
- case aiTextureType_NONE:
- return "n/a";
- case aiTextureType_DIFFUSE:
- return "Diffuse";
- case aiTextureType_SPECULAR:
- return "Specular";
- case aiTextureType_AMBIENT:
- return "Ambient";
- case aiTextureType_EMISSIVE:
- return "Emissive";
- case aiTextureType_OPACITY:
- return "Opacity";
- case aiTextureType_NORMALS:
- return "Normals";
- case aiTextureType_HEIGHT:
- return "Height";
- case aiTextureType_SHININESS:
- return "Shininess";
- case aiTextureType_DISPLACEMENT:
- return "Displacement";
- case aiTextureType_LIGHTMAP:
- return "Lightmap";
- case aiTextureType_REFLECTION:
- return "Reflection";
- case aiTextureType_UNKNOWN:
- return "Unknown";
- default:
- return "HUGE ERROR. Expect BSOD (linux guys: kernel panic ...).";
- }
-}
+const char* TextureTypeToString(aiTextureType in);
+
// -------------------------------------------------------------------------------
// Get a string for a given aiTextureMapping
-inline const char* MappingTypeToString(aiTextureMapping in)
-{
- switch (in)
- {
- case aiTextureMapping_UV:
- return "UV";
- case aiTextureMapping_BOX:
- return "Box";
- case aiTextureMapping_SPHERE:
- return "Sphere";
- case aiTextureMapping_CYLINDER:
- return "Cylinder";
- case aiTextureMapping_PLANE:
- return "Plane";
- case aiTextureMapping_OTHER:
- return "Other";
- default:
- return "HUGE ERROR. Expect BSOD (linux guys: kernel panic ...).";
- }
-}
+const char* MappingTypeToString(aiTextureMapping in);
+
+
+// flags for MakeSubmesh()
+#define AI_SUBMESH_FLAGS_SANS_BONES 0x1
+
+// -------------------------------------------------------------------------------
+// Split a mesh given a list of faces to be contained in the sub mesh
+aiMesh* MakeSubmesh(const aiMesh *superMesh, const std::vector<unsigned int> &subMeshFaces, unsigned int subFlags);
// -------------------------------------------------------------------------------
// Utility postprocess step to share the spatial sort tree between
// all steps which use it to speedup its computations.
class ComputeSpatialSortProcess : public BaseProcess
{
- bool IsActive( unsigned int pFlags) const
- {
- return NULL != shared && 0 != (pFlags & (aiProcess_CalcTangentSpace |
- aiProcess_GenNormals | aiProcess_JoinIdenticalVertices));
- }
-
- void Execute( aiScene* pScene)
- {
- typedef std::pair<SpatialSort, float> _Type;
- DefaultLogger::get()->debug("Generate spatially-sorted vertex cache");
-
- std::vector<_Type>* p = new std::vector<_Type>(pScene->mNumMeshes);
- std::vector<_Type>::iterator it = p->begin();
-
- for (unsigned int i = 0; i < pScene->mNumMeshes; ++i, ++it) {
- aiMesh* mesh = pScene->mMeshes[i];
- _Type& blubb = *it;
- blubb.first.Fill(mesh->mVertices,mesh->mNumVertices,sizeof(aiVector3D));
- blubb.second = ComputePositionEpsilon(mesh);
- }
-
- shared->AddProperty(AI_SPP_SPATIAL_SORT,p);
- }
+ bool IsActive( unsigned int pFlags) const
+ {
+ return NULL != shared && 0 != (pFlags & (aiProcess_CalcTangentSpace |
+ aiProcess_GenNormals | aiProcess_JoinIdenticalVertices));
+ }
+
+ void Execute( aiScene* pScene)
+ {
+ typedef std::pair<SpatialSort, float> _Type;
+ DefaultLogger::get()->debug("Generate spatially-sorted vertex cache");
+
+ std::vector<_Type>* p = new std::vector<_Type>(pScene->mNumMeshes);
+ std::vector<_Type>::iterator it = p->begin();
+
+ for (unsigned int i = 0; i < pScene->mNumMeshes; ++i, ++it) {
+ aiMesh* mesh = pScene->mMeshes[i];
+ _Type& blubb = *it;
+ blubb.first.Fill(mesh->mVertices,mesh->mNumVertices,sizeof(aiVector3D));
+ blubb.second = ComputePositionEpsilon(mesh);
+ }
+
+ shared->AddProperty(AI_SPP_SPATIAL_SORT,p);
+ }
};
// -------------------------------------------------------------------------------
// ... and the same again to cleanup the whole stuff
class DestroySpatialSortProcess : public BaseProcess
{
- bool IsActive( unsigned int pFlags) const
- {
- return NULL != shared && 0 != (pFlags & (aiProcess_CalcTangentSpace |
- aiProcess_GenNormals | aiProcess_JoinIdenticalVertices));
- }
-
- void Execute( aiScene*)
- {
- shared->RemoveProperty(AI_SPP_SPATIAL_SORT);
- }
+ bool IsActive( unsigned int pFlags) const
+ {
+ return NULL != shared && 0 != (pFlags & (aiProcess_CalcTangentSpace |
+ aiProcess_GenNormals | aiProcess_JoinIdenticalVertices));
+ }
+
+ void Execute( aiScene* /*pScene*/)
+ {
+ shared->RemoveProperty(AI_SPP_SPATIAL_SORT);
+ }
};
+
+
} // ! namespace Assimp
#endif // !! AI_PROCESS_HELPER_H_INCLUDED
diff --git a/src/3rdparty/assimp/code/Profiler.h b/src/3rdparty/assimp/code/Profiler.h
index 74fed429a..d331f5384 100644
--- a/src/3rdparty/assimp/code/Profiler.h
+++ b/src/3rdparty/assimp/code/Profiler.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -46,13 +46,13 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "boost/timer.hpp"
-#include "../include/DefaultLogger.h"
+#include "../include/assimp/DefaultLogger.hpp"
#include "TinyFormatter.h"
namespace Assimp {
- namespace Profiling {
+ namespace Profiling {
- using namespace Formatter;
+ using namespace Formatter;
// ------------------------------------------------------------------------------------------------
@@ -64,34 +64,34 @@ class Profiler
public:
- Profiler() {}
+ Profiler() {}
public:
-
- /** Start a named timer */
- void BeginRegion(const std::string& region) {
- regions[region] = boost::timer();
- DefaultLogger::get()->debug((format("START `"),region,"`"));
- }
-
-
- /** End a specific named timer and write its end time to the log */
- void EndRegion(const std::string& region) {
- RegionMap::const_iterator it = regions.find(region);
- if (it == regions.end()) {
- return;
- }
-
- DefaultLogger::get()->debug((format("END `"),region,"`, dt= ",(*it).second.elapsed()," s"));
- }
+
+ /** Start a named timer */
+ void BeginRegion(const std::string& region) {
+ regions[region] = boost::timer();
+ DefaultLogger::get()->debug((format("START `"),region,"`"));
+ }
+
+
+ /** End a specific named timer and write its end time to the log */
+ void EndRegion(const std::string& region) {
+ RegionMap::const_iterator it = regions.find(region);
+ if (it == regions.end()) {
+ return;
+ }
+
+ DefaultLogger::get()->debug((format("END `"),region,"`, dt= ",(*it).second.elapsed()," s"));
+ }
private:
- typedef std::map<std::string,boost::timer> RegionMap;
- RegionMap regions;
+ typedef std::map<std::string,boost::timer> RegionMap;
+ RegionMap regions;
};
- }
+ }
}
#endif
diff --git a/src/3rdparty/assimp/code/Q3BSPFileData.h b/src/3rdparty/assimp/code/Q3BSPFileData.h
index eb3ae8289..0e74b9573 100644
--- a/src/3rdparty/assimp/code/Q3BSPFileData.h
+++ b/src/3rdparty/assimp/code/Q3BSPFileData.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2008, ASSIMP Development Team
+Copyright (c) 2006-2008, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -50,176 +50,176 @@ namespace Q3BSP
static const unsigned int CE_BSP_LIGHTMAPWIDTH = 128;
static const unsigned int CE_BSP_LIGHTMAPHEIGHT = 128;
-static const unsigned int CE_BSP_LIGHTMAPSIZE = 128*128*3; ///< = 128( width ) * 128 ( height ) * 3 ( channels / RGB ).
-static const int VERION_Q3LEVEL = 46; ///< Supported version.
+static const unsigned int CE_BSP_LIGHTMAPSIZE = 128*128*3; ///< = 128( width ) * 128 ( height ) * 3 ( channels / RGB ).
+static const int VERION_Q3LEVEL = 46; ///< Supported version.
-/// Geometric type enumeration
+/// Geometric type enumeration
enum Q3BSPGeoType
{
- Polygon = 1,
- Patch,
- TriangleMesh,
- Billboard
+ Polygon = 1,
+ Patch,
+ TriangleMesh,
+ Billboard
};
-/// Integer vector.
-struct ceVec3i
+/// Integer vector.
+struct ceVec3i
{
int x, y, z;
- ceVec3i(): x( 0 ), y( 0 ), z( 0 ) { /* empty */ }
- ceVec3i( int iX, int iY=0, int iZ=0) : x( iX ), y( iY ), z( iZ ) { /* empty */ }
+ ceVec3i(): x( 0 ), y( 0 ), z( 0 ) { /* empty */ }
+ ceVec3i( int iX, int iY=0, int iZ=0) : x( iX ), y( iY ), z( iZ ) { /* empty */ }
};
-/// Fileheader
-struct sQ3BSPHeader
+/// Fileheader
+struct sQ3BSPHeader
{
- char strID[ 4 ]; //!< Should be "IBSP"
- int iVersion; //!< 46 for standard levels
+ char strID[ 4 ]; //!< Should be "IBSP"
+ int iVersion; //!< 46 for standard levels
};
-/// Descripes an entry.
-struct sQ3BSPLump
+/// Descripes an entry.
+struct sQ3BSPLump
{
- int iOffset; ///< Offset from startpointer of file
- int iSize; ///< Size fo part
+ int iOffset; ///< Offset from startpointer of file
+ int iSize; ///< Size fo part
};
struct vec2f
{
- float x,y;
+ float x,y;
};
struct vec3f
{
- float x, y, z;
+ float x, y, z;
};
-/// Vertex of a Q3 level
-struct sQ3BSPVertex
+/// Vertex of a Q3 level
+struct sQ3BSPVertex
{
- vec3f vPosition; ///< Position of vertex
- vec2f vTexCoord; ///< (u,v) Texturecoordinate of detailtexture
- vec2f vLightmap; ///< (u,v) Texturecoordinate of lightmap
- vec3f vNormal; ///< vertex normale
- unsigned char bColor[ 4 ]; ///< Color in RGBA
+ vec3f vPosition; ///< Position of vertex
+ vec2f vTexCoord; ///< (u,v) Texturecoordinate of detailtexture
+ vec2f vLightmap; ///< (u,v) Texturecoordinate of lightmap
+ vec3f vNormal; ///< vertex normale
+ unsigned char bColor[ 4 ]; ///< Color in RGBA
};
-/// A face in bsp format info
-struct sQ3BSPFace
+/// A face in bsp format info
+struct sQ3BSPFace
{
- int iTextureID; ///< Index in texture array
- int iEffect; ///< Index in effectarray (-1 = no effect)
- int iType; ///< 1=Polygon, 2=Patch, 3=Mesh, 4=Billboard
- int iVertexIndex; ///< Start index of polygon
- int iNumOfVerts; ///< Number of vertices
- int iFaceVertexIndex; ///< Index of first mesh vertex
- int iNumOfFaceVerts; ///< Anzahl der Meshvertices
- int iLightmapID; ///< Index to the lightmap array
- int iLMapCorner[ 2 ]; ///< Die Ecke der Lightmap in der Textur
- int iLMapSize[ 2 ]; ///< Size of the lightmap stored on the texture
- vec3f vLMapPos; ///< 3D-Ursprung der Lightmap
- vec3f vLMapVecs[ 2 ]; ///< 3D-s-t-Vektoren
- vec3f vNormal; ///< Polygonnormale
- int patchWidth, patchHeight; ///< bezier patch
+ int iTextureID; ///< Index in texture array
+ int iEffect; ///< Index in effectarray (-1 = no effect)
+ int iType; ///< 1=Polygon, 2=Patch, 3=Mesh, 4=Billboard
+ int iVertexIndex; ///< Start index of polygon
+ int iNumOfVerts; ///< Number of vertices
+ int iFaceVertexIndex; ///< Index of first mesh vertex
+ int iNumOfFaceVerts; ///< Anzahl der Meshvertices
+ int iLightmapID; ///< Index to the lightmap array
+ int iLMapCorner[ 2 ]; ///< Die Ecke der Lightmap in der Textur
+ int iLMapSize[ 2 ]; ///< Size of the lightmap stored on the texture
+ vec3f vLMapPos; ///< 3D-Ursprung der Lightmap
+ vec3f vLMapVecs[ 2 ]; ///< 3D-s-t-Vektoren
+ vec3f vNormal; ///< Polygonnormale
+ int patchWidth, patchHeight; ///< bezier patch
};
/// A quake3 texture name.
-struct sQ3BSPTexture
+struct sQ3BSPTexture
{
- char strName[ 64 ]; ///< Name of the texture without extention
- int iFlags; ///< Not used
- int iContents; ///< Not used
+ char strName[ 64 ]; ///< Name of the texture without extention
+ int iFlags; ///< Not used
+ int iContents; ///< Not used
};
-/// A lightmap of the level, size 128 x 128, RGB components.
-struct sQ3BSPLightmap
+/// A lightmap of the level, size 128 x 128, RGB components.
+struct sQ3BSPLightmap
{
- unsigned char bLMapData[ CE_BSP_LIGHTMAPSIZE ];
- sQ3BSPLightmap()
- {
- memset(bLMapData, 0, CE_BSP_LIGHTMAPSIZE );
- }
+ unsigned char bLMapData[ CE_BSP_LIGHTMAPSIZE ];
+ sQ3BSPLightmap()
+ {
+ memset(bLMapData, 0, CE_BSP_LIGHTMAPSIZE );
+ }
};
struct SubPatch
{
- std::vector<size_t> indices;
- int lightmapID;
+ std::vector<size_t> indices;
+ int lightmapID;
};
-enum eLumps
+enum eLumps
{
- kEntities = 0,
- kTextures,
- kPlanes,
- kNodes,
- kLeafs,
- kLeafFaces,
- kLeafBrushes,
- kModels,
- kBrushes,
- kBrushSides,
- kVertices,
- kMeshVerts,
- kShaders,
- kFaces,
- kLightmaps,
- kLightVolumes,
- kVisData,
- kMaxLumps
+ kEntities = 0,
+ kTextures,
+ kPlanes,
+ kNodes,
+ kLeafs,
+ kLeafFaces,
+ kLeafBrushes,
+ kModels,
+ kBrushes,
+ kBrushSides,
+ kVertices,
+ kMeshVerts,
+ kShaders,
+ kFaces,
+ kLightmaps,
+ kLightVolumes,
+ kVisData,
+ kMaxLumps
};
struct Q3BSPModel
{
- std::vector<unsigned char> m_Data;
- std::vector<sQ3BSPLump*> m_Lumps;
- std::vector<sQ3BSPVertex*> m_Vertices;
- std::vector<sQ3BSPFace*> m_Faces;
- std::vector<int> m_Indices;
- std::vector<sQ3BSPTexture*> m_Textures;
- std::vector<sQ3BSPLightmap*> m_Lightmaps;
- std::vector<char> m_EntityData;
- std::string m_ModelName;
-
- Q3BSPModel() :
- m_Data(),
- m_Lumps(),
- m_Vertices(),
- m_Faces(),
- m_Indices(),
- m_Textures(),
- m_Lightmaps(),
- m_EntityData(),
- m_ModelName( "" )
- {
- // empty
- }
-
- ~Q3BSPModel()
- {
- for ( unsigned int i=0; i<m_Lumps.size(); i++ )
- if ( NULL != m_Lumps[i] )
- delete m_Lumps[i];
-
- for ( unsigned int i=0; i<m_Vertices.size(); i++ )
- if ( NULL != m_Vertices[ i ] )
- delete m_Vertices[ i ];
- for ( unsigned int i=0; i<m_Faces.size(); i++ )
- if ( NULL != m_Faces[ i ] )
- delete m_Faces[ i ];
- for ( unsigned int i=0; i<m_Textures.size(); i++ )
- if ( NULL != m_Textures[ i ] )
- delete m_Textures[ i ];
- for ( unsigned int i=0; i<m_Lightmaps.size(); i++ )
- if ( NULL != m_Lightmaps[ i ] )
- delete m_Lightmaps[ i ];
-
- m_Lumps.clear();
- m_Vertices.clear();
- m_Faces.clear();
- m_Textures.clear();
- m_Lightmaps.clear();
- }
+ std::vector<unsigned char> m_Data;
+ std::vector<sQ3BSPLump*> m_Lumps;
+ std::vector<sQ3BSPVertex*> m_Vertices;
+ std::vector<sQ3BSPFace*> m_Faces;
+ std::vector<int> m_Indices;
+ std::vector<sQ3BSPTexture*> m_Textures;
+ std::vector<sQ3BSPLightmap*> m_Lightmaps;
+ std::vector<char> m_EntityData;
+ std::string m_ModelName;
+
+ Q3BSPModel() :
+ m_Data(),
+ m_Lumps(),
+ m_Vertices(),
+ m_Faces(),
+ m_Indices(),
+ m_Textures(),
+ m_Lightmaps(),
+ m_EntityData(),
+ m_ModelName( "" )
+ {
+ // empty
+ }
+
+ ~Q3BSPModel()
+ {
+ for ( unsigned int i=0; i<m_Lumps.size(); i++ )
+ if ( NULL != m_Lumps[i] )
+ delete m_Lumps[i];
+
+ for ( unsigned int i=0; i<m_Vertices.size(); i++ )
+ if ( NULL != m_Vertices[ i ] )
+ delete m_Vertices[ i ];
+ for ( unsigned int i=0; i<m_Faces.size(); i++ )
+ if ( NULL != m_Faces[ i ] )
+ delete m_Faces[ i ];
+ for ( unsigned int i=0; i<m_Textures.size(); i++ )
+ if ( NULL != m_Textures[ i ] )
+ delete m_Textures[ i ];
+ for ( unsigned int i=0; i<m_Lightmaps.size(); i++ )
+ if ( NULL != m_Lightmaps[ i ] )
+ delete m_Lightmaps[ i ];
+
+ m_Lumps.clear();
+ m_Vertices.clear();
+ m_Faces.clear();
+ m_Textures.clear();
+ m_Lightmaps.clear();
+ }
};
} // Namespace Q3BSP
diff --git a/src/3rdparty/assimp/code/Q3BSPFileImporter.cpp b/src/3rdparty/assimp/code/Q3BSPFileImporter.cpp
index ad5a86406..44d8d7b11 100644
--- a/src/3rdparty/assimp/code/Q3BSPFileImporter.cpp
+++ b/src/3rdparty/assimp/code/Q3BSPFileImporter.cpp
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------------------------------
-Copyright (c) 2006-2008, ASSIMP Development Team
+Copyright (c) 2006-2008, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------------------------------
@@ -40,7 +40,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "AssimpPCH.h"
#ifndef ASSIMP_BUILD_NO_Q3BSP_IMPORTER
-//#include <windows.h>
+//#include <windows.h>
#include "DefaultIOSystem.h"
#include "Q3BSPFileImporter.h"
#include "Q3BSPZipArchive.h"
@@ -48,687 +48,735 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "Q3BSPFileData.h"
#ifdef ASSIMP_BUILD_NO_OWN_ZLIB
-# include <zlib.h>
+# include <zlib.h>
#else
-# include "../contrib/zlib/zlib.h"
+# include "../contrib/zlib/zlib.h"
#endif
-#include "../include/aiTypes.h"
-#include "../include/aiMesh.h"
+#include "../include/assimp/types.h"
+#include "../include/assimp/mesh.h"
#include <vector>
-#include <QtGlobal>
-#if defined(__QNXNTO__)
-#include <stdlib.h>
-#endif
+static const aiImporterDesc desc = {
+ "Quake III BSP Importer",
+ "",
+ "",
+ "",
+ aiImporterFlags_SupportBinaryFlavour,
+ 0,
+ 0,
+ 0,
+ 0,
+ "pk3"
+};
namespace Assimp
{
using namespace Q3BSP;
-static const std::string Q3BSPExtention = "pk3";
-
// ------------------------------------------------------------------------------------------------
-// Local fnction to create a material keyname.
+// Local function to create a material key name.
static void createKey( int id1, int id2, std::string &rKey )
{
- std::stringstream str;
- str << id1 << "." << id2;
- rKey = str.str();
+ std::ostringstream str;
+ str << id1 << "." << id2;
+ rKey = str.str();
}
// ------------------------------------------------------------------------------------------------
-// Local function to extract the texture ids from a material keyname.
+// Local function to extract the texture ids from a material keyname.
static void extractIds( const std::string &rKey, int &rId1, int &rId2 )
{
- rId1 = -1;
- rId2 = -1;
- if ( rKey.empty() )
- return;
-
- std::string::size_type pos = rKey.find( "." );
- if ( std::string::npos == pos )
- return;
-
- std::string tmp1 = rKey.substr( 0, pos );
- std::string tmp2 = rKey.substr( pos + 1, rKey.size() - pos - 1 );
- rId1 = atoi( tmp1.c_str() );
- rId2 = atoi( tmp2.c_str() );
+ rId1 = -1;
+ rId2 = -1;
+ if ( rKey.empty() )
+ return;
+
+ std::string::size_type pos = rKey.find( "." );
+ if ( std::string::npos == pos )
+ return;
+
+ std::string tmp1 = rKey.substr( 0, pos );
+ std::string tmp2 = rKey.substr( pos + 1, rKey.size() - pos - 1 );
+ rId1 = atoi( tmp1.c_str() );
+ rId2 = atoi( tmp2.c_str() );
}
// ------------------------------------------------------------------------------------------------
-// Local helper fuction to normalize filenames.
+// Local helper function to normalize filenames.
static void normalizePathName( const std::string &rPath, std::string &rNormalizedPath )
{
- rNormalizedPath = "";
- if ( rPath.empty() )
- return;
+ rNormalizedPath = "";
+ if ( rPath.empty() )
+ return;
#ifdef _WIN32
- std::string sep = "\\";
+ std::string sep = "\\";
#else
- std::string sep = "/";
+ std::string sep = "/";
#endif
- static const unsigned int numDelimiters = 2;
- const char delimiters[ numDelimiters ] = { '/', '\\' };
- rNormalizedPath = rPath;
- for ( unsigned int i=0; i<numDelimiters; i++ )
- {
- for ( size_t j=0; j<rNormalizedPath.size(); j++ )
- {
- if ( rNormalizedPath[j] == delimiters[ i ] )
- {
- rNormalizedPath[ j ] = sep[ 0 ];
- }
- }
- }
+ static const unsigned int numDelimiters = 2;
+ const char delimiters[ numDelimiters ] = { '/', '\\' };
+ rNormalizedPath = rPath;
+ for ( unsigned int i=0; i<numDelimiters; i++ )
+ {
+ for ( size_t j=0; j<rNormalizedPath.size(); j++ )
+ {
+ if ( rNormalizedPath[j] == delimiters[ i ] )
+ {
+ rNormalizedPath[ j ] = sep[ 0 ];
+ }
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
-// Constructor.
+// Constructor.
Q3BSPFileImporter::Q3BSPFileImporter() :
- m_pCurrentMesh( NULL ),
- m_pCurrentFace( NULL ),
- m_MaterialLookupMap(),
- mTextures()
+ m_pCurrentMesh( NULL ),
+ m_pCurrentFace( NULL ),
+ m_MaterialLookupMap(),
+ mTextures()
{
- // empty
+ // empty
}
// ------------------------------------------------------------------------------------------------
-// Destructor.
+// Destructor.
Q3BSPFileImporter::~Q3BSPFileImporter()
{
- // For lint
- m_pCurrentMesh = NULL;
- m_pCurrentFace = NULL;
-
- // Clear face-to-material map
- for ( FaceMap::iterator it = m_MaterialLookupMap.begin(); it != m_MaterialLookupMap.end();
- ++it )
- {
- const std::string matName = (*it).first;
- if ( matName.empty() )
- {
- continue;
- }
-
- std::vector<Q3BSP::sQ3BSPFace*> *pCurFaceArray = (*it).second;
- if ( NULL != pCurFaceArray )
- {
- delete pCurFaceArray;
- }
- }
- m_MaterialLookupMap.clear();
+ // For lint
+ m_pCurrentMesh = NULL;
+ m_pCurrentFace = NULL;
+
+ // Clear face-to-material map
+ for ( FaceMap::iterator it = m_MaterialLookupMap.begin(); it != m_MaterialLookupMap.end();
+ ++it )
+ {
+ const std::string matName = (*it).first;
+ if ( matName.empty() )
+ {
+ continue;
+ }
+
+ std::vector<Q3BSP::sQ3BSPFace*> *pCurFaceArray = (*it).second;
+ delete pCurFaceArray;
+ }
+ m_MaterialLookupMap.clear();
}
// ------------------------------------------------------------------------------------------------
-// Returns true, if the loader can read this.
-bool Q3BSPFileImporter::CanRead( const std::string& rFile, IOSystem*, bool checkSig ) const
+// Returns true, if the loader can read this.
+bool Q3BSPFileImporter::CanRead( const std::string& rFile, IOSystem* /*pIOHandler*/, bool checkSig ) const
{
- bool isBSPData = false;
- if ( checkSig )
- isBSPData = SimpleExtensionCheck( rFile, Q3BSPExtention.c_str() );
-
- return isBSPData;
+ if(!checkSig) {
+ return SimpleExtensionCheck( rFile, "pk3" );
+ }
+ // TODO perhaps add keyword based detection
+ return false;
}
// ------------------------------------------------------------------------------------------------
-// Adds extensions.
-void Q3BSPFileImporter::GetExtensionList( std::set<std::string>& extensions )
+// Adds extensions.
+const aiImporterDesc* Q3BSPFileImporter::GetInfo () const
{
- extensions.insert( Q3BSPExtention );
+ return &desc;
}
// ------------------------------------------------------------------------------------------------
-// Import method.
-void Q3BSPFileImporter::InternReadFile(const std::string &rFile, aiScene* pScene, IOSystem*)
+// Import method.
+void Q3BSPFileImporter::InternReadFile(const std::string &rFile, aiScene* pScene, IOSystem* /*pIOHandler*/)
{
- Q3BSPZipArchive Archive( rFile );
- if ( !Archive.isOpen() )
- {
- throw new DeadlyImportError( "Failed to open file " + rFile + "." );
- }
-
- std::string archiveName( "" ), mapName( "" );
- separateMapName( rFile, archiveName, mapName );
-
- if ( mapName.empty() )
- {
- if ( !findFirstMapInArchive( Archive, mapName ) )
- {
- return;
- }
- }
-
- Q3BSPFileParser fileParser( mapName, &Archive );
- Q3BSPModel *pBSPModel = fileParser.getModel();
- if ( NULL != pBSPModel )
- {
- CreateDataFromImport( pBSPModel, pScene, &Archive );
- }
+ Q3BSPZipArchive Archive( rFile );
+ if ( !Archive.isOpen() )
+ {
+ throw DeadlyImportError( "Failed to open file " + rFile + "." );
+ }
+
+ std::string archiveName( "" ), mapName( "" );
+ separateMapName( rFile, archiveName, mapName );
+
+ if ( mapName.empty() )
+ {
+ if ( !findFirstMapInArchive( Archive, mapName ) )
+ {
+ return;
+ }
+ }
+
+ Q3BSPFileParser fileParser( mapName, &Archive );
+ Q3BSPModel *pBSPModel = fileParser.getModel();
+ if ( NULL != pBSPModel )
+ {
+ CreateDataFromImport( pBSPModel, pScene, &Archive );
+ }
}
// ------------------------------------------------------------------------------------------------
-// Separates the map name from the import name.
-void Q3BSPFileImporter::separateMapName( const std::string &rImportName, std::string &rArchiveName,
- std::string &rMapName )
+// Separates the map name from the import name.
+void Q3BSPFileImporter::separateMapName( const std::string &rImportName, std::string &rArchiveName,
+ std::string &rMapName )
{
- rArchiveName = "";
- rMapName = "";
- if ( rImportName.empty() )
- return;
-
- std::string::size_type pos = rImportName.rfind( "," );
- if ( std::string::npos == pos )
- {
- rArchiveName = rImportName;
- return;
- }
-
- rArchiveName = rImportName.substr( 0, pos );
- rMapName = rImportName.substr( pos, rImportName.size() - pos - 1 );
+ rArchiveName = "";
+ rMapName = "";
+ if ( rImportName.empty() )
+ return;
+
+ std::string::size_type pos = rImportName.rfind( "," );
+ if ( std::string::npos == pos )
+ {
+ rArchiveName = rImportName;
+ return;
+ }
+
+ rArchiveName = rImportName.substr( 0, pos );
+ rMapName = rImportName.substr( pos, rImportName.size() - pos - 1 );
}
// ------------------------------------------------------------------------------------------------
-// Returns the first map in the map archive.
+// Returns the first map in the map archive.
bool Q3BSPFileImporter::findFirstMapInArchive( Q3BSPZipArchive &rArchive, std::string &rMapName )
{
- rMapName = "";
- std::vector<std::string> fileList;
- rArchive.getFileList( fileList );
- if ( fileList.empty() )
- return false;
-
- for ( std::vector<std::string>::iterator it = fileList.begin(); it != fileList.end();
- ++it )
- {
- std::string::size_type pos = (*it).find( "maps/" );
- if ( std::string::npos != pos )
- {
- std::string::size_type extPos = (*it).find( ".bsp" );
- if ( std::string::npos != extPos )
- {
- rMapName = *it;
- return true;
- }
- }
- }
-
- return false;
+ rMapName = "";
+ std::vector<std::string> fileList;
+ rArchive.getFileList( fileList );
+ if ( fileList.empty() )
+ return false;
+
+ for ( std::vector<std::string>::iterator it = fileList.begin(); it != fileList.end();
+ ++it )
+ {
+ std::string::size_type pos = (*it).find( "maps/" );
+ if ( std::string::npos != pos )
+ {
+ std::string::size_type extPos = (*it).find( ".bsp" );
+ if ( std::string::npos != extPos )
+ {
+ rMapName = *it;
+ return true;
+ }
+ }
+ }
+
+ return false;
}
// ------------------------------------------------------------------------------------------------
-// Creates the assimp specific data.
-void Q3BSPFileImporter::CreateDataFromImport( const Q3BSP::Q3BSPModel *pModel, aiScene* pScene,
- Q3BSPZipArchive *pArchive )
+// Creates the assimp specific data.
+void Q3BSPFileImporter::CreateDataFromImport( const Q3BSP::Q3BSPModel *pModel, aiScene* pScene,
+ Q3BSPZipArchive *pArchive )
{
- if ( NULL == pModel || NULL == pScene )
- return;
-
- pScene->mRootNode = new aiNode;
- if ( !pModel->m_ModelName.empty() )
- {
- pScene->mRootNode->mName.Set( pModel->m_ModelName );
- }
-
- // Create the face to material relation map
- createMaterialMap( pModel );
-
- // Create all nodes
- CreateNodes( pModel, pScene, pScene->mRootNode );
-
- // Create the assigned materials
- createMaterials( pModel, pScene, pArchive );
+ if ( NULL == pModel || NULL == pScene )
+ return;
+
+ pScene->mRootNode = new aiNode;
+ if ( !pModel->m_ModelName.empty() )
+ {
+ pScene->mRootNode->mName.Set( pModel->m_ModelName );
+ }
+
+ // Create the face to material relation map
+ createMaterialMap( pModel );
+
+ // Create all nodes
+ CreateNodes( pModel, pScene, pScene->mRootNode );
+
+ // Create the assigned materials
+ createMaterials( pModel, pScene, pArchive );
}
// ------------------------------------------------------------------------------------------------
-// Creates all assimp nodes.
-void Q3BSPFileImporter::CreateNodes( const Q3BSP::Q3BSPModel *pModel, aiScene* pScene,
- aiNode *pParent )
+// Creates all assimp nodes.
+void Q3BSPFileImporter::CreateNodes( const Q3BSP::Q3BSPModel *pModel, aiScene* pScene,
+ aiNode *pParent )
{
- ai_assert( NULL != pModel );
- if ( NULL == pModel )
- {
- return;
- }
-
- unsigned int matIdx = 0;
- std::vector<aiMesh*> MeshArray;
- std::vector<aiNode*> NodeArray;
- for ( FaceMapIt it = m_MaterialLookupMap.begin(); it != m_MaterialLookupMap.end(); ++it )
- {
- std::vector<Q3BSP::sQ3BSPFace*> *pArray = (*it).second;
- size_t numVerts = countData( *pArray );
- if ( 0 != numVerts )
- {
- aiMesh* pMesh = new aiMesh;
- aiNode *pNode = CreateTopology( pModel, matIdx, *pArray, pMesh );
- if ( NULL != pNode )
- {
- NodeArray.push_back( pNode );
- MeshArray.push_back( pMesh );
- }
- else
- {
- delete pMesh;
- }
- }
- matIdx++;
- }
-
- pScene->mNumMeshes = MeshArray.size();
- if ( pScene->mNumMeshes > 0 )
- {
- pScene->mMeshes = new aiMesh*[ pScene->mNumMeshes ];
- for ( size_t i = 0; i < MeshArray.size(); i++ )
- {
- aiMesh *pMesh = MeshArray[ i ];
- if ( NULL != pMesh )
- {
- pScene->mMeshes[ i ] = pMesh;
- }
- }
- }
-
- pParent->mNumChildren = MeshArray.size();
- pParent->mChildren = new aiNode*[ pScene->mRootNode->mNumChildren ];
- for ( size_t i=0; i<NodeArray.size(); i++ )
- {
- aiNode *pNode = NodeArray[ i ];
- pNode->mParent = pParent;
- pParent->mChildren[ i ] = pNode;
- pParent->mChildren[ i ]->mMeshes[ 0 ] = i;
- }
+ ai_assert( NULL != pModel );
+ if ( NULL == pModel )
+ {
+ return;
+ }
+
+ unsigned int matIdx = 0;
+ std::vector<aiMesh*> MeshArray;
+ std::vector<aiNode*> NodeArray;
+ for ( FaceMapIt it = m_MaterialLookupMap.begin(); it != m_MaterialLookupMap.end(); ++it )
+ {
+ std::vector<Q3BSP::sQ3BSPFace*> *pArray = (*it).second;
+ size_t numVerts = countData( *pArray );
+ if ( 0 != numVerts )
+ {
+ aiMesh* pMesh = new aiMesh;
+ aiNode *pNode = CreateTopology( pModel, matIdx, *pArray, pMesh );
+ if ( NULL != pNode )
+ {
+ NodeArray.push_back( pNode );
+ MeshArray.push_back( pMesh );
+ }
+ else
+ {
+ delete pMesh;
+ }
+ }
+ matIdx++;
+ }
+
+ pScene->mNumMeshes = MeshArray.size();
+ if ( pScene->mNumMeshes > 0 )
+ {
+ pScene->mMeshes = new aiMesh*[ pScene->mNumMeshes ];
+ for ( size_t i = 0; i < MeshArray.size(); i++ )
+ {
+ aiMesh *pMesh = MeshArray[ i ];
+ if ( NULL != pMesh )
+ {
+ pScene->mMeshes[ i ] = pMesh;
+ }
+ }
+ }
+
+ pParent->mNumChildren = MeshArray.size();
+ pParent->mChildren = new aiNode*[ pScene->mRootNode->mNumChildren ];
+ for ( size_t i=0; i<NodeArray.size(); i++ )
+ {
+ aiNode *pNode = NodeArray[ i ];
+ pNode->mParent = pParent;
+ pParent->mChildren[ i ] = pNode;
+ pParent->mChildren[ i ]->mMeshes[ 0 ] = i;
+ }
}
// ------------------------------------------------------------------------------------------------
-// Creates the topology.
+// Creates the topology.
aiNode *Q3BSPFileImporter::CreateTopology( const Q3BSP::Q3BSPModel *pModel,
- unsigned int materialIdx,
- std::vector<sQ3BSPFace*> &rArray,
- aiMesh* pMesh )
+ unsigned int materialIdx,
+ std::vector<sQ3BSPFace*> &rArray,
+ aiMesh* pMesh )
{
- size_t numVerts = countData( rArray );
- if ( 0 == numVerts )
- {
- return NULL;
- }
-
- size_t numFaces = countFaces( rArray );
- if ( 0 == numFaces )
- {
- return NULL;
- }
-
- size_t numTriangles = countTriangles( rArray );
- pMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
-
- pMesh->mFaces = new aiFace[ numTriangles ];
- pMesh->mNumFaces = numTriangles;
-
- pMesh->mNumVertices = numVerts;
- pMesh->mVertices = new aiVector3D[ numVerts ];
- pMesh->mNormals = new aiVector3D[ numVerts ];
- pMesh->mTextureCoords[ 0 ] = new aiVector3D[ numVerts ];
- pMesh->mTextureCoords[ 1 ] = new aiVector3D[ numVerts ];
- pMesh->mMaterialIndex = materialIdx;
-
- unsigned int faceIdx = 0;
- unsigned int vertIdx = 0;
- pMesh->mNumUVComponents[ 0 ] = 2;
- pMesh->mNumUVComponents[ 1 ] = 2;
- for ( std::vector<sQ3BSPFace*>::const_iterator it = rArray.begin(); it != rArray.end(); ++it )
- {
- Q3BSP::sQ3BSPFace *pQ3BSPFace = *it;
- ai_assert( NULL != pQ3BSPFace );
- if ( NULL == pQ3BSPFace )
- {
- continue;
- }
-
- if ( pQ3BSPFace->iNumOfFaceVerts > 0 )
- {
- if ( pQ3BSPFace->iType == Polygon || pQ3BSPFace->iType == TriangleMesh )
- {
- createTriangleTopology( pModel, pQ3BSPFace, pMesh, faceIdx, vertIdx );
- }
- }
- }
-
- aiNode *pNode = new aiNode;
- pNode->mNumMeshes = 1;
- pNode->mMeshes = new unsigned int[ 1 ];
-
- return pNode;
+ size_t numVerts = countData( rArray );
+ if ( 0 == numVerts )
+ {
+ return NULL;
+ }
+
+ size_t numFaces = countFaces( rArray );
+ if ( 0 == numFaces )
+ {
+ return NULL;
+ }
+
+ size_t numTriangles = countTriangles( rArray );
+ pMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
+
+ pMesh->mFaces = new aiFace[ numTriangles ];
+ pMesh->mNumFaces = numTriangles;
+
+ pMesh->mNumVertices = numVerts;
+ pMesh->mVertices = new aiVector3D[ numVerts ];
+ pMesh->mNormals = new aiVector3D[ numVerts ];
+ pMesh->mTextureCoords[ 0 ] = new aiVector3D[ numVerts ];
+ pMesh->mTextureCoords[ 1 ] = new aiVector3D[ numVerts ];
+ pMesh->mMaterialIndex = materialIdx;
+
+ unsigned int faceIdx = 0;
+ unsigned int vertIdx = 0;
+ pMesh->mNumUVComponents[ 0 ] = 2;
+ pMesh->mNumUVComponents[ 1 ] = 2;
+ for ( std::vector<sQ3BSPFace*>::const_iterator it = rArray.begin(); it != rArray.end(); ++it )
+ {
+ Q3BSP::sQ3BSPFace *pQ3BSPFace = *it;
+ ai_assert( NULL != pQ3BSPFace );
+ if ( NULL == pQ3BSPFace )
+ {
+ continue;
+ }
+
+ if ( pQ3BSPFace->iNumOfFaceVerts > 0 )
+ {
+ if ( pQ3BSPFace->iType == Polygon || pQ3BSPFace->iType == TriangleMesh )
+ {
+ createTriangleTopology( pModel, pQ3BSPFace, pMesh, faceIdx, vertIdx );
+ }
+ }
+ }
+
+ aiNode *pNode = new aiNode;
+ pNode->mNumMeshes = 1;
+ pNode->mMeshes = new unsigned int[ 1 ];
+
+ return pNode;
}
// ------------------------------------------------------------------------------------------------
-// Creates the triangle topology from a face array.
+// Creates the triangle topology from a face array.
void Q3BSPFileImporter::createTriangleTopology( const Q3BSP::Q3BSPModel *pModel,
- Q3BSP::sQ3BSPFace *pQ3BSPFace,
- aiMesh* pMesh,
- unsigned int &rFaceIdx,
- unsigned int &rVertIdx )
+ Q3BSP::sQ3BSPFace *pQ3BSPFace,
+ aiMesh* pMesh,
+ unsigned int &rFaceIdx,
+ unsigned int &rVertIdx )
{
- ai_assert( rFaceIdx < pMesh->mNumFaces );
-
- m_pCurrentFace = getNextFace( pMesh, rFaceIdx );
- ai_assert( NULL != m_pCurrentFace );
- if ( NULL == m_pCurrentFace )
- {
- return;
- }
-
- m_pCurrentFace->mNumIndices = 3;
- m_pCurrentFace->mIndices = new unsigned int[ m_pCurrentFace->mNumIndices ];
-
- size_t idx = 0;
- for ( size_t i = 0; i < (size_t) pQ3BSPFace->iNumOfFaceVerts; i++ )
- {
- const size_t index = pQ3BSPFace->iVertexIndex + pModel->m_Indices[ pQ3BSPFace->iFaceVertexIndex + i ];
- ai_assert( index < pModel->m_Vertices.size() );
- if ( index >= pModel->m_Vertices.size() )
- {
- continue;
- }
-
- sQ3BSPVertex *pVertex = pModel->m_Vertices[ index ];
- ai_assert( NULL != pVertex );
- if ( NULL == pVertex )
- {
- continue;
- }
-
- pMesh->mVertices[ rVertIdx ].Set( pVertex->vPosition.x, pVertex->vPosition.y, pVertex->vPosition.z );
- pMesh->mNormals[ rVertIdx ].Set( pVertex->vNormal.x, pVertex->vNormal.y, pVertex->vNormal.z );
-
- pMesh->mTextureCoords[ 0 ][ rVertIdx ].Set( pVertex->vTexCoord.x, pVertex->vTexCoord.y, 0.0f );
- pMesh->mTextureCoords[ 1 ][ rVertIdx ].Set( pVertex->vLightmap.x, pVertex->vLightmap.y, 0.0f );
-
- m_pCurrentFace->mIndices[ idx ] = rVertIdx;
- rVertIdx++;
-
- idx++;
- if ( idx > 2 )
- {
- idx = 0;
- m_pCurrentFace = getNextFace( pMesh, rFaceIdx );
- if ( NULL != m_pCurrentFace )
- {
- m_pCurrentFace->mNumIndices = 3;
- m_pCurrentFace->mIndices = new unsigned int[ 3 ];
- }
- }
- }
- rFaceIdx--;
+ ai_assert( rFaceIdx < pMesh->mNumFaces );
+
+ m_pCurrentFace = getNextFace( pMesh, rFaceIdx );
+ ai_assert( NULL != m_pCurrentFace );
+ if ( NULL == m_pCurrentFace )
+ {
+ return;
+ }
+
+ m_pCurrentFace->mNumIndices = 3;
+ m_pCurrentFace->mIndices = new unsigned int[ m_pCurrentFace->mNumIndices ];
+
+ size_t idx = 0;
+ for ( size_t i = 0; i < (size_t) pQ3BSPFace->iNumOfFaceVerts; i++ )
+ {
+ const size_t index = pQ3BSPFace->iVertexIndex + pModel->m_Indices[ pQ3BSPFace->iFaceVertexIndex + i ];
+ ai_assert( index < pModel->m_Vertices.size() );
+ if ( index >= pModel->m_Vertices.size() )
+ {
+ continue;
+ }
+
+ sQ3BSPVertex *pVertex = pModel->m_Vertices[ index ];
+ ai_assert( NULL != pVertex );
+ if ( NULL == pVertex )
+ {
+ continue;
+ }
+
+ pMesh->mVertices[ rVertIdx ].Set( pVertex->vPosition.x, pVertex->vPosition.y, pVertex->vPosition.z );
+ pMesh->mNormals[ rVertIdx ].Set( pVertex->vNormal.x, pVertex->vNormal.y, pVertex->vNormal.z );
+
+ pMesh->mTextureCoords[ 0 ][ rVertIdx ].Set( pVertex->vTexCoord.x, pVertex->vTexCoord.y, 0.0f );
+ pMesh->mTextureCoords[ 1 ][ rVertIdx ].Set( pVertex->vLightmap.x, pVertex->vLightmap.y, 0.0f );
+
+ m_pCurrentFace->mIndices[ idx ] = rVertIdx;
+ rVertIdx++;
+
+ idx++;
+ if ( idx > 2 )
+ {
+ idx = 0;
+ m_pCurrentFace = getNextFace( pMesh, rFaceIdx );
+ if ( NULL != m_pCurrentFace )
+ {
+ m_pCurrentFace->mNumIndices = 3;
+ m_pCurrentFace->mIndices = new unsigned int[ 3 ];
+ }
+ }
+ }
+ rFaceIdx--;
}
// ------------------------------------------------------------------------------------------------
-// Creates all referenced materials.
+// Creates all referenced materials.
void Q3BSPFileImporter::createMaterials( const Q3BSP::Q3BSPModel *pModel, aiScene* pScene,
- Q3BSPZipArchive *pArchive )
+ Q3BSPZipArchive *pArchive )
{
- if ( m_MaterialLookupMap.empty() )
- {
- return;
- }
-
- pScene->mMaterials = new aiMaterial*[ m_MaterialLookupMap.size() ];
- aiString aiMatName;
- int textureId( -1 ), lightmapId( -1 );
- for ( FaceMapIt it = m_MaterialLookupMap.begin(); it != m_MaterialLookupMap.end();
- ++it )
- {
- const std::string matName = (*it).first;
- if ( matName.empty() )
- {
- continue;
- }
-
- aiMatName.Set( matName );
- Assimp::MaterialHelper *pMatHelper = new Assimp::MaterialHelper;
- pMatHelper->AddProperty( &aiMatName, AI_MATKEY_NAME );
-
- extractIds( matName, textureId, lightmapId );
-
- // Adding the texture
- if ( -1 != textureId )
- {
- sQ3BSPTexture *pTexture = pModel->m_Textures[ textureId ];
- if ( NULL != pTexture )
- {
- std::string tmp( "*" ), texName( "" );
- tmp += pTexture->strName;
- tmp += ".jpg";
- normalizePathName( tmp, texName );
-
- if ( !importTextureFromArchive( pModel, pArchive, pScene, pMatHelper, textureId ) )
- {
- }
- }
-
- }
- if ( -1 != lightmapId )
- {
- importLightmap( pModel, pScene, pMatHelper, lightmapId );
- }
- pScene->mMaterials[ pScene->mNumMaterials ] = pMatHelper;
- pScene->mNumMaterials++;
- }
- pScene->mNumTextures = mTextures.size();
- pScene->mTextures = new aiTexture*[ pScene->mNumTextures ];
- std::copy( mTextures.begin(), mTextures.end(), pScene->mTextures );
+ if ( m_MaterialLookupMap.empty() )
+ {
+ return;
+ }
+
+ pScene->mMaterials = new aiMaterial*[ m_MaterialLookupMap.size() ];
+ aiString aiMatName;
+ int textureId( -1 ), lightmapId( -1 );
+ for ( FaceMapIt it = m_MaterialLookupMap.begin(); it != m_MaterialLookupMap.end();
+ ++it )
+ {
+ const std::string matName = (*it).first;
+ if ( matName.empty() )
+ {
+ continue;
+ }
+
+ aiMatName.Set( matName );
+ aiMaterial *pMatHelper = new aiMaterial;
+ pMatHelper->AddProperty( &aiMatName, AI_MATKEY_NAME );
+
+ extractIds( matName, textureId, lightmapId );
+
+ // Adding the texture
+ if ( -1 != textureId )
+ {
+ sQ3BSPTexture *pTexture = pModel->m_Textures[ textureId ];
+ if ( NULL != pTexture )
+ {
+ std::string tmp( "*" ), texName( "" );
+ tmp += pTexture->strName;
+ tmp += ".jpg";
+ normalizePathName( tmp, texName );
+
+ if ( !importTextureFromArchive( pModel, pArchive, pScene, pMatHelper, textureId ) )
+ {
+ }
+ }
+
+ }
+ if ( -1 != lightmapId )
+ {
+ importLightmap( pModel, pScene, pMatHelper, lightmapId );
+ }
+ pScene->mMaterials[ pScene->mNumMaterials ] = pMatHelper;
+ pScene->mNumMaterials++;
+ }
+ pScene->mNumTextures = mTextures.size();
+ pScene->mTextures = new aiTexture*[ pScene->mNumTextures ];
+ std::copy( mTextures.begin(), mTextures.end(), pScene->mTextures );
}
// ------------------------------------------------------------------------------------------------
-// Counts the number of referenced vertices.
+// Counts the number of referenced vertices.
size_t Q3BSPFileImporter::countData( const std::vector<sQ3BSPFace*> &rArray ) const
{
- size_t numVerts = 0;
- for ( std::vector<sQ3BSPFace*>::const_iterator it = rArray.begin(); it != rArray.end();
- ++it )
- {
- sQ3BSPFace *pQ3BSPFace = *it;
- if ( pQ3BSPFace->iType == Polygon || pQ3BSPFace->iType == TriangleMesh )
- {
- Q3BSP::sQ3BSPFace *pQ3BSPFace = *it;
- ai_assert( NULL != pQ3BSPFace );
- numVerts += pQ3BSPFace->iNumOfFaceVerts;
- }
- }
-
- return numVerts;
+ size_t numVerts = 0;
+ for ( std::vector<sQ3BSPFace*>::const_iterator it = rArray.begin(); it != rArray.end();
+ ++it )
+ {
+ sQ3BSPFace *pQ3BSPFace = *it;
+ if ( pQ3BSPFace->iType == Polygon || pQ3BSPFace->iType == TriangleMesh )
+ {
+ Q3BSP::sQ3BSPFace *pQ3BSPFace = *it;
+ ai_assert( NULL != pQ3BSPFace );
+ numVerts += pQ3BSPFace->iNumOfFaceVerts;
+ }
+ }
+
+ return numVerts;
}
// ------------------------------------------------------------------------------------------------
-// Counts the faces with vertices.
+// Counts the faces with vertices.
size_t Q3BSPFileImporter::countFaces( const std::vector<Q3BSP::sQ3BSPFace*> &rArray ) const
{
- size_t numFaces = 0;
- for ( std::vector<sQ3BSPFace*>::const_iterator it = rArray.begin(); it != rArray.end();
- ++it )
- {
- Q3BSP::sQ3BSPFace *pQ3BSPFace = *it;
- if ( pQ3BSPFace->iNumOfFaceVerts > 0 )
- {
- numFaces++;
- }
- }
-
- return numFaces;
+ size_t numFaces = 0;
+ for ( std::vector<sQ3BSPFace*>::const_iterator it = rArray.begin(); it != rArray.end();
+ ++it )
+ {
+ Q3BSP::sQ3BSPFace *pQ3BSPFace = *it;
+ if ( pQ3BSPFace->iNumOfFaceVerts > 0 )
+ {
+ numFaces++;
+ }
+ }
+
+ return numFaces;
}
// ------------------------------------------------------------------------------------------------
-// Counts the number of triangles in a Q3-facearray.
+// Counts the number of triangles in a Q3-facearray.
size_t Q3BSPFileImporter::countTriangles( const std::vector<Q3BSP::sQ3BSPFace*> &rArray ) const
{
- size_t numTriangles = 0;
- for ( std::vector<Q3BSP::sQ3BSPFace*>::const_iterator it = rArray.begin(); it != rArray.end();
- ++it )
- {
- const Q3BSP::sQ3BSPFace *pQ3BSPFace = *it;
- if ( NULL != pQ3BSPFace )
- {
- numTriangles += pQ3BSPFace->iNumOfFaceVerts / 3;
- }
- }
-
- return numTriangles;
+ size_t numTriangles = 0;
+ for ( std::vector<Q3BSP::sQ3BSPFace*>::const_iterator it = rArray.begin(); it != rArray.end();
+ ++it )
+ {
+ const Q3BSP::sQ3BSPFace *pQ3BSPFace = *it;
+ if ( NULL != pQ3BSPFace )
+ {
+ numTriangles += pQ3BSPFace->iNumOfFaceVerts / 3;
+ }
+ }
+
+ return numTriangles;
}
// ------------------------------------------------------------------------------------------------
-// Creates the faces-to-material map.
+// Creates the faces-to-material map.
void Q3BSPFileImporter::createMaterialMap( const Q3BSP::Q3BSPModel *pModel )
{
- std::string key( "" );
- std::vector<sQ3BSPFace*> *pCurFaceArray = NULL;
- for ( size_t idx = 0; idx < pModel->m_Faces.size(); idx++ )
- {
- Q3BSP::sQ3BSPFace *pQ3BSPFace = pModel->m_Faces[ idx ];
- const int texId = pQ3BSPFace->iTextureID;
- const int lightMapId = pQ3BSPFace->iLightmapID;
- createKey( texId, lightMapId, key );
- FaceMapIt it = m_MaterialLookupMap.find( key );
- if ( m_MaterialLookupMap.end() == it )
- {
- pCurFaceArray = new std::vector<Q3BSP::sQ3BSPFace*>;
- m_MaterialLookupMap[ key ] = pCurFaceArray;
- }
- else
- {
- pCurFaceArray = (*it).second;
- }
- ai_assert( NULL != pCurFaceArray );
- if ( NULL != pCurFaceArray )
- {
- pCurFaceArray->push_back( pQ3BSPFace );
- }
- }
+ std::string key( "" );
+ std::vector<sQ3BSPFace*> *pCurFaceArray = NULL;
+ for ( size_t idx = 0; idx < pModel->m_Faces.size(); idx++ )
+ {
+ Q3BSP::sQ3BSPFace *pQ3BSPFace = pModel->m_Faces[ idx ];
+ const int texId = pQ3BSPFace->iTextureID;
+ const int lightMapId = pQ3BSPFace->iLightmapID;
+ createKey( texId, lightMapId, key );
+ FaceMapIt it = m_MaterialLookupMap.find( key );
+ if ( m_MaterialLookupMap.end() == it )
+ {
+ pCurFaceArray = new std::vector<Q3BSP::sQ3BSPFace*>;
+ m_MaterialLookupMap[ key ] = pCurFaceArray;
+ }
+ else
+ {
+ pCurFaceArray = (*it).second;
+ }
+ ai_assert( NULL != pCurFaceArray );
+ if ( NULL != pCurFaceArray )
+ {
+ pCurFaceArray->push_back( pQ3BSPFace );
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
-// Returns the next face.
+// Returns the next face.
aiFace *Q3BSPFileImporter::getNextFace( aiMesh *pMesh, unsigned int &rFaceIdx )
{
- aiFace *pFace = NULL;
- if ( rFaceIdx < pMesh->mNumFaces )
- {
- pFace = &pMesh->mFaces[ rFaceIdx ];
- rFaceIdx++;
- }
- else
- {
- pFace = NULL;
- }
-
- return pFace;
+ aiFace *pFace = NULL;
+ if ( rFaceIdx < pMesh->mNumFaces )
+ {
+ pFace = &pMesh->mFaces[ rFaceIdx ];
+ rFaceIdx++;
+ }
+ else
+ {
+ pFace = NULL;
+ }
+
+ return pFace;
}
// ------------------------------------------------------------------------------------------------
-// Imports a texture file.
+// Imports a texture file.
bool Q3BSPFileImporter::importTextureFromArchive( const Q3BSP::Q3BSPModel *pModel,
- Q3BSP::Q3BSPZipArchive *pArchive, aiScene*,
- Assimp::MaterialHelper *pMatHelper, int textureId )
+ Q3BSP::Q3BSPZipArchive *pArchive, aiScene* /*pScene*/,
+ aiMaterial *pMatHelper, int textureId )
{
- if ( NULL == pArchive || NULL == pArchive || NULL == pMatHelper )
- {
- return false;
- }
-
- if ( textureId < 0 || textureId >= static_cast<int>( pModel->m_Textures.size() ) )
- {
- return false;
- }
-
- bool res = true;
- sQ3BSPTexture *pTexture = pModel->m_Textures[ textureId ];
- if ( NULL == pTexture )
- return false;
-
- std::string textureName = pTexture->strName;
- textureName += ".jpg";
- if ( pArchive->Exists( textureName.c_str() ) )
- {
- IOStream *pTextureStream = pArchive->Open( textureName.c_str() );
- if ( NULL != pTextureStream )
- {
- size_t texSize = pTextureStream->FileSize();
- aiTexture *pTexture = new aiTexture;
- pTexture->mHeight = 0;
- pTexture->mWidth = texSize;
- unsigned char *pData = new unsigned char[ pTexture->mWidth ];
-#ifndef QT_NO_DEBUG
- const size_t readSize = pTextureStream->Read( pData, sizeof( unsigned char ), pTexture->mWidth );
- Q_ASSERT( readSize == pTexture->mWidth );
-#endif
- pTexture->pcData = reinterpret_cast<aiTexel*>( pData );
- pTexture->achFormatHint[ 0 ] = 'j';
- pTexture->achFormatHint[ 1 ] = 'p';
- pTexture->achFormatHint[ 2 ] = 'g';
- pTexture->achFormatHint[ 2 ] = '\0';
- res = true;
-
- aiString name;
- name.data[ 0 ] = '*';
- name.length = 1 + ASSIMP_itoa10( name.data + 1, MAXLEN-1, mTextures.size() );
-
- pArchive->Close( pTextureStream );
-
- pMatHelper->AddProperty( &name, AI_MATKEY_TEXTURE_DIFFUSE( 0 ) );
- mTextures.push_back( pTexture );
- }
- }
-
- return res;
+ std::vector<std::string> supportedExtensions;
+ supportedExtensions.push_back( ".jpg" );
+ supportedExtensions.push_back( ".png" );
+ if ( NULL == pArchive || NULL == pArchive || NULL == pMatHelper )
+ {
+ return false;
+ }
+
+ if ( textureId < 0 || textureId >= static_cast<int>( pModel->m_Textures.size() ) )
+ {
+ return false;
+ }
+
+ bool res = true;
+ sQ3BSPTexture *pTexture = pModel->m_Textures[ textureId ];
+ if ( NULL == pTexture )
+ return false;
+
+ std::string textureName, ext;
+ if ( expandFile( pArchive, pTexture->strName, supportedExtensions, textureName, ext ) )
+ {
+ IOStream *pTextureStream = pArchive->Open( textureName.c_str() );
+ if ( NULL != pTextureStream )
+ {
+ size_t texSize = pTextureStream->FileSize();
+ aiTexture *pTexture = new aiTexture;
+ pTexture->mHeight = 0;
+ pTexture->mWidth = texSize;
+ unsigned char *pData = new unsigned char[ pTexture->mWidth ];
+ size_t readSize = pTextureStream->Read( pData, sizeof( unsigned char ), pTexture->mWidth );
+ (void)readSize;
+ ai_assert( readSize == pTexture->mWidth );
+ pTexture->pcData = reinterpret_cast<aiTexel*>( pData );
+ pTexture->achFormatHint[ 0 ] = ext[ 0 ];
+ pTexture->achFormatHint[ 1 ] = ext[ 1 ];
+ pTexture->achFormatHint[ 2 ] = ext[ 2 ];
+ pTexture->achFormatHint[ 2 ] = '\0';
+ res = true;
+
+ aiString name;
+ name.data[ 0 ] = '*';
+ name.length = 1 + ASSIMP_itoa10( name.data + 1, MAXLEN-1, mTextures.size() );
+
+ pArchive->Close( pTextureStream );
+
+ pMatHelper->AddProperty( &name, AI_MATKEY_TEXTURE_DIFFUSE( 0 ) );
+ mTextures.push_back( pTexture );
+ }
+ else
+ {
+ // If it doesn't exist in the archive, it is probably just a reference to an external file.
+ // We'll leave it up to the user to figure out which extension the file has.
+ aiString name;
+ strncpy( name.data, pTexture->strName, sizeof name.data );
+ name.length = strlen( name.data );
+ pMatHelper->AddProperty( &name, AI_MATKEY_TEXTURE_DIFFUSE( 0 ) );
+ }
+ }
+
+ return res;
}
// ------------------------------------------------------------------------------------------------
-// Imports a lightmap file.
-bool Q3BSPFileImporter::importLightmap( const Q3BSP::Q3BSPModel *pModel, aiScene* pScene,
- Assimp::MaterialHelper *pMatHelper, int lightmapId )
+// Imports a light map file.
+bool Q3BSPFileImporter::importLightmap( const Q3BSP::Q3BSPModel *pModel, aiScene* pScene,
+ aiMaterial *pMatHelper, int lightmapId )
{
- if ( NULL == pModel || NULL == pScene || NULL == pMatHelper )
- {
- return false;
- }
-
- if ( lightmapId < 0 || lightmapId >= static_cast<int>( pModel->m_Lightmaps.size() ) )
- {
- return false;
- }
-
- sQ3BSPLightmap *pLightMap = pModel->m_Lightmaps[ lightmapId ];
- if ( NULL == pLightMap )
- {
- return false;
- }
-
- aiTexture *pTexture = new aiTexture;
- pTexture->mHeight = 0;
- pTexture->mWidth = CE_BSP_LIGHTMAPWIDTH * CE_BSP_LIGHTMAPHEIGHT;
-
- unsigned char *pData = new unsigned char[ pTexture->mWidth ];
- pTexture->pcData = reinterpret_cast<aiTexel*>( pData );
-
- pTexture->achFormatHint[ 0 ] = 'b';
- pTexture->achFormatHint[ 1 ] = 'm';
- pTexture->achFormatHint[ 2 ] = 'p';
- pTexture->achFormatHint[ 3 ] = '\0';
-
- memcpy( pTexture->pcData, pLightMap->bLMapData, pTexture->mWidth );
-
- aiString name;
- name.data[ 0 ] = '*';
- name.length = 1 + ASSIMP_itoa10( name.data + 1, MAXLEN-1, mTextures.size() );
+ if ( NULL == pModel || NULL == pScene || NULL == pMatHelper )
+ {
+ return false;
+ }
+
+ if ( lightmapId < 0 || lightmapId >= static_cast<int>( pModel->m_Lightmaps.size() ) )
+ {
+ return false;
+ }
+
+ sQ3BSPLightmap *pLightMap = pModel->m_Lightmaps[ lightmapId ];
+ if ( NULL == pLightMap )
+ {
+ return false;
+ }
+
+ aiTexture *pTexture = new aiTexture;
+
+ pTexture->mWidth = CE_BSP_LIGHTMAPWIDTH;
+ pTexture->mHeight = CE_BSP_LIGHTMAPHEIGHT;
+ pTexture->pcData = new aiTexel[CE_BSP_LIGHTMAPWIDTH * CE_BSP_LIGHTMAPHEIGHT];
+
+ ::memcpy( pTexture->pcData, pLightMap->bLMapData, pTexture->mWidth );
+ size_t p = 0;
+ for ( size_t i = 0; i < CE_BSP_LIGHTMAPWIDTH * CE_BSP_LIGHTMAPHEIGHT; ++i )
+ {
+ pTexture->pcData[ i ].r = pLightMap->bLMapData[ p++ ];
+ pTexture->pcData[ i ].g = pLightMap->bLMapData[ p++ ];
+ pTexture->pcData[ i ].b = pLightMap->bLMapData[ p++ ];
+ pTexture->pcData[ i ].a = 0xFF;
+ }
+
+ aiString name;
+ name.data[ 0 ] = '*';
+ name.length = 1 + ASSIMP_itoa10( name.data + 1, MAXLEN-1, mTextures.size() );
+
+ pMatHelper->AddProperty( &name,AI_MATKEY_TEXTURE_LIGHTMAP( 1 ) );
+ mTextures.push_back( pTexture );
+
+ return true;
+}
- pMatHelper->AddProperty( &name,AI_MATKEY_TEXTURE_LIGHTMAP( 1 ) );
- mTextures.push_back( pTexture );
- return true;
+// ------------------------------------------------------------------------------------------------
+// Will search for a supported extension.
+bool Q3BSPFileImporter::expandFile( Q3BSP::Q3BSPZipArchive *pArchive, const std::string &rFilename,
+ const std::vector<std::string> &rExtList, std::string &rFile,
+ std::string &rExt )
+{
+ ai_assert( NULL != pArchive );
+ ai_assert( !rFilename.empty() );
+
+ if ( rExtList.empty() )
+ {
+ rFile = rFilename;
+ rExt = "";
+ return true;
+ }
+
+ bool found = false;
+ for ( std::vector<std::string>::const_iterator it = rExtList.begin(); it != rExtList.end(); ++it )
+ {
+ const std::string textureName = rFilename + *it;
+ if ( pArchive->Exists( textureName.c_str() ) )
+ {
+ rExt = *it;
+ rFile = textureName;
+ found = true;
+ break;
+ }
+ }
+
+ return found;
}
// ------------------------------------------------------------------------------------------------
diff --git a/src/3rdparty/assimp/code/Q3BSPFileImporter.h b/src/3rdparty/assimp/code/Q3BSPFileImporter.h
index fa2e215ae..7a60defad 100644
--- a/src/3rdparty/assimp/code/Q3BSPFileImporter.h
+++ b/src/3rdparty/assimp/code/Q3BSPFileImporter.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2008, ASSIMP Development Team
+Copyright (c) 2006-2008, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -54,57 +54,63 @@ struct Q3BSPModel;
struct sQ3BSPFace;
}
-
-/** Loader to import BSP-levels from a PK3 archive or from a unpacked BSP-level.
+// ------------------------------------------------------------------------------------------------
+/** Loader to import BSP-levels from a PK3 archive or from a unpacked BSP-level.
*/
-class Q3BSPFileImporter : BaseImporter
+// ------------------------------------------------------------------------------------------------
+class Q3BSPFileImporter : public BaseImporter
{
- friend class Importer;
+public:
-protected:
- /// @brief Default constructor.
- Q3BSPFileImporter();
+ /// @brief Default constructor.
+ Q3BSPFileImporter();
- /// @brief Destructor.
- ~Q3BSPFileImporter();
+ /// @brief Destructor.
+ ~Q3BSPFileImporter();
public:
- /// @brief Returns whether the class can handle the format of the given file.
- /// @remark See BaseImporter::CanRead() for details.
- bool CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig ) const;
+ /// @brief Returns whether the class can handle the format of the given file.
+ /// @remark See BaseImporter::CanRead() for details.
+ bool CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig ) const;
private:
- typedef std::map<std::string, std::vector<Q3BSP::sQ3BSPFace*>*> FaceMap;
- typedef std::map<std::string, std::vector<Q3BSP::sQ3BSPFace*>* >::iterator FaceMapIt;
- typedef std::map<std::string, std::vector<Q3BSP::sQ3BSPFace*>*>::const_iterator FaceMapConstIt;
-
- void GetExtensionList(std::set<std::string>& extensions);
- void InternReadFile(const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler);
- void separateMapName( const std::string &rImportName, std::string &rArchiveName, std::string &rMapName );
- bool findFirstMapInArchive( Q3BSP::Q3BSPZipArchive &rArchive, std::string &rMapName );
- void CreateDataFromImport( const Q3BSP::Q3BSPModel *pModel, aiScene* pScene, Q3BSP::Q3BSPZipArchive *pArchive );
- void CreateNodes( const Q3BSP::Q3BSPModel *pModel, aiScene* pScene, aiNode *pParent );
- aiNode *CreateTopology( const Q3BSP::Q3BSPModel *pModel, unsigned int materialIdx,
- std::vector<Q3BSP::sQ3BSPFace*> &rArray, aiMesh* pMesh );
- void createTriangleTopology( const Q3BSP::Q3BSPModel *pModel, Q3BSP::sQ3BSPFace *pQ3BSPFace, aiMesh* pMesh, unsigned int &rFaceIdx,
- unsigned int &rVertIdx );
- void createMaterials( const Q3BSP::Q3BSPModel *pModel, aiScene* pScene, Q3BSP::Q3BSPZipArchive *pArchive );
- size_t countData( const std::vector<Q3BSP::sQ3BSPFace*> &rArray ) const;
- size_t countFaces( const std::vector<Q3BSP::sQ3BSPFace*> &rArray ) const;
- size_t countTriangles( const std::vector<Q3BSP::sQ3BSPFace*> &rArray ) const;
- void createMaterialMap( const Q3BSP::Q3BSPModel *pModel);
- aiFace *getNextFace( aiMesh *pMesh, unsigned int &rFaceIdx );
- bool importTextureFromArchive( const Q3BSP::Q3BSPModel *pModel, Q3BSP::Q3BSPZipArchive *pArchive, aiScene* pScene,
- Assimp::MaterialHelper *pMatHelper, int textureId );
- bool importLightmap( const Q3BSP::Q3BSPModel *pModel, aiScene* pScene, Assimp::MaterialHelper *pMatHelper, int lightmapId );
+ typedef std::map<std::string, std::vector<Q3BSP::sQ3BSPFace*>*> FaceMap;
+ typedef std::map<std::string, std::vector<Q3BSP::sQ3BSPFace*>* >::iterator FaceMapIt;
+ typedef std::map<std::string, std::vector<Q3BSP::sQ3BSPFace*>*>::const_iterator FaceMapConstIt;
+
+ const aiImporterDesc* GetInfo () const;
+ void InternReadFile(const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler);
+ void separateMapName( const std::string &rImportName, std::string &rArchiveName, std::string &rMapName );
+ bool findFirstMapInArchive( Q3BSP::Q3BSPZipArchive &rArchive, std::string &rMapName );
+ void CreateDataFromImport( const Q3BSP::Q3BSPModel *pModel, aiScene* pScene, Q3BSP::Q3BSPZipArchive *pArchive );
+ void CreateNodes( const Q3BSP::Q3BSPModel *pModel, aiScene* pScene, aiNode *pParent );
+ aiNode *CreateTopology( const Q3BSP::Q3BSPModel *pModel, unsigned int materialIdx,
+ std::vector<Q3BSP::sQ3BSPFace*> &rArray, aiMesh* pMesh );
+ void createTriangleTopology( const Q3BSP::Q3BSPModel *pModel, Q3BSP::sQ3BSPFace *pQ3BSPFace, aiMesh* pMesh, unsigned int &rFaceIdx,
+ unsigned int &rVertIdx );
+ void createMaterials( const Q3BSP::Q3BSPModel *pModel, aiScene* pScene, Q3BSP::Q3BSPZipArchive *pArchive );
+ size_t countData( const std::vector<Q3BSP::sQ3BSPFace*> &rArray ) const;
+ size_t countFaces( const std::vector<Q3BSP::sQ3BSPFace*> &rArray ) const;
+ size_t countTriangles( const std::vector<Q3BSP::sQ3BSPFace*> &rArray ) const;
+ void createMaterialMap( const Q3BSP::Q3BSPModel *pModel);
+ aiFace *getNextFace( aiMesh *pMesh, unsigned int &rFaceIdx );
+ bool importTextureFromArchive( const Q3BSP::Q3BSPModel *pModel, Q3BSP::Q3BSPZipArchive *pArchive, aiScene* pScene,
+ aiMaterial *pMatHelper, int textureId );
+ bool importLightmap( const Q3BSP::Q3BSPModel *pModel, aiScene* pScene, aiMaterial *pMatHelper, int lightmapId );
+ bool importEntities( const Q3BSP::Q3BSPModel *pModel, aiScene* pScene );
+ bool expandFile( Q3BSP::Q3BSPZipArchive *pArchive, const std::string &rFilename, const std::vector<std::string> &rExtList,
+ std::string &rFile, std::string &rExt );
private:
- aiMesh *m_pCurrentMesh;
- aiFace *m_pCurrentFace;
- FaceMap m_MaterialLookupMap;
- std::vector<aiTexture*> mTextures;
+ aiMesh *m_pCurrentMesh;
+ aiFace *m_pCurrentFace;
+ FaceMap m_MaterialLookupMap;
+ std::vector<aiTexture*> mTextures;
};
+// ------------------------------------------------------------------------------------------------
+
} // Namespace Assimp
+
#endif // ASSIMP_Q3BSPFILEIMPORTER_H_INC
diff --git a/src/3rdparty/assimp/code/Q3BSPFileParser.cpp b/src/3rdparty/assimp/code/Q3BSPFileParser.cpp
index 09411ca56..e6135df30 100644
--- a/src/3rdparty/assimp/code/Q3BSPFileParser.cpp
+++ b/src/3rdparty/assimp/code/Q3BSPFileParser.cpp
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2008, ASSIMP Development Team
+Copyright (c) 2006-2008, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -51,220 +51,223 @@ using namespace Q3BSP;
// ------------------------------------------------------------------------------------------------
Q3BSPFileParser::Q3BSPFileParser( const std::string &rMapName, Q3BSPZipArchive *pZipArchive ) :
- m_sOffset( 0 ),
- m_Data(),
- m_pModel( NULL ),
- m_pZipArchive( pZipArchive )
+ m_sOffset( 0 ),
+ m_Data(),
+ m_pModel( NULL ),
+ m_pZipArchive( pZipArchive )
{
- ai_assert( NULL != m_pZipArchive );
- ai_assert( !rMapName.empty() );
-
- if ( !readData( rMapName ) )
- return;
-
- m_pModel = new Q3BSPModel;
- m_pModel->m_ModelName = rMapName;
- if ( !parseFile() )
- {
- delete m_pModel;
- m_pModel = NULL;
- }
+ ai_assert( NULL != m_pZipArchive );
+ ai_assert( !rMapName.empty() );
+
+ if ( !readData( rMapName ) )
+ return;
+
+ m_pModel = new Q3BSPModel;
+ m_pModel->m_ModelName = rMapName;
+ if ( !parseFile() )
+ {
+ delete m_pModel;
+ m_pModel = NULL;
+ }
}
// ------------------------------------------------------------------------------------------------
Q3BSPFileParser::~Q3BSPFileParser()
{
- delete m_pModel;
- m_pModel = NULL;
+ delete m_pModel;
+ m_pModel = NULL;
}
// ------------------------------------------------------------------------------------------------
Q3BSP::Q3BSPModel *Q3BSPFileParser::getModel() const
{
- return m_pModel;
+ return m_pModel;
}
// ------------------------------------------------------------------------------------------------
bool Q3BSPFileParser::readData( const std::string &rMapName )
{
- if ( !m_pZipArchive->Exists( rMapName.c_str() ) )
- return false;
-
- IOStream *pMapFile = m_pZipArchive->Open( rMapName.c_str() );
- if ( NULL == pMapFile )
- return false;
-
- const size_t size = pMapFile->FileSize();
- m_Data.resize( size );
-
- const size_t readSize = pMapFile->Read( &m_Data[0], sizeof( char ), size );
- if ( readSize != size )
- {
- m_Data.clear();
- return false;
- }
- m_pZipArchive->Close( pMapFile );
-
- return true;
+ if ( !m_pZipArchive->Exists( rMapName.c_str() ) )
+ return false;
+
+ IOStream *pMapFile = m_pZipArchive->Open( rMapName.c_str() );
+ if ( NULL == pMapFile )
+ return false;
+
+ const size_t size = pMapFile->FileSize();
+ m_Data.resize( size );
+
+ const size_t readSize = pMapFile->Read( &m_Data[0], sizeof( char ), size );
+ if ( readSize != size )
+ {
+ m_Data.clear();
+ return false;
+ }
+ m_pZipArchive->Close( pMapFile );
+
+ return true;
}
// ------------------------------------------------------------------------------------------------
bool Q3BSPFileParser::parseFile()
{
- if ( m_Data.empty() )
- {
- return false;
- }
-
- if ( !validateFormat() )
- {
- return false;
- }
+ if ( m_Data.empty() )
+ {
+ return false;
+ }
- // Imports the dictionary of the level
- getLumps();
+ if ( !validateFormat() )
+ {
+ return false;
+ }
- // Conunt data and prepare model data
- countLumps();
+ // Imports the dictionary of the level
+ getLumps();
- // Read in Vertices
- getVertices();
+ // Conunt data and prepare model data
+ countLumps();
- // Read in Indices
- getIndices();
+ // Read in Vertices
+ getVertices();
- // Read Faces
- getFaces();
+ // Read in Indices
+ getIndices();
+
+ // Read Faces
+ getFaces();
- // Read Textures
- getTextures();
+ // Read Textures
+ getTextures();
- // Read Lightmaps
- getLightMaps();
+ // Read Lightmaps
+ getLightMaps();
- // Load the entities
- getEntities();
+ // Load the entities
+ getEntities();
- return true;
+ return true;
}
// ------------------------------------------------------------------------------------------------
bool Q3BSPFileParser::validateFormat()
{
- sQ3BSPHeader *pHeader = (sQ3BSPHeader*) &m_Data[ 0 ];
- m_sOffset += sizeof( sQ3BSPHeader );
+ sQ3BSPHeader *pHeader = (sQ3BSPHeader*) &m_Data[ 0 ];
+ m_sOffset += sizeof( sQ3BSPHeader );
- // Version and identify string validation
- if (pHeader->strID[ 0 ] != 'I' || pHeader->strID[ 1 ] != 'B' || pHeader->strID[ 2 ] != 'S'
- || pHeader->strID[ 3 ] != 'P')
- {
- return false;
- }
+ // Version and identify string validation
+ if (pHeader->strID[ 0 ] != 'I' || pHeader->strID[ 1 ] != 'B' || pHeader->strID[ 2 ] != 'S'
+ || pHeader->strID[ 3 ] != 'P')
+ {
+ return false;
+ }
- return true;
+ return true;
}
// ------------------------------------------------------------------------------------------------
void Q3BSPFileParser::getLumps()
{
- size_t Offset = m_sOffset;
- m_pModel->m_Lumps.resize( kMaxLumps );
- for ( size_t idx=0; idx < kMaxLumps; idx++ )
- {
- sQ3BSPLump *pLump = new sQ3BSPLump;
- memcpy( pLump, &m_Data[ Offset ], sizeof( sQ3BSPLump ) );
- Offset += sizeof( sQ3BSPLump );
- m_pModel->m_Lumps[ idx ] = pLump;
- }
+ size_t Offset = m_sOffset;
+ m_pModel->m_Lumps.resize( kMaxLumps );
+ for ( size_t idx=0; idx < kMaxLumps; idx++ )
+ {
+ sQ3BSPLump *pLump = new sQ3BSPLump;
+ memcpy( pLump, &m_Data[ Offset ], sizeof( sQ3BSPLump ) );
+ Offset += sizeof( sQ3BSPLump );
+ m_pModel->m_Lumps[ idx ] = pLump;
+ }
}
// ------------------------------------------------------------------------------------------------
void Q3BSPFileParser::countLumps()
{
- m_pModel->m_Vertices.resize( m_pModel->m_Lumps[ kVertices ]->iSize / sizeof( sQ3BSPVertex ) );
- m_pModel->m_Indices.resize( m_pModel->m_Lumps[ kMeshVerts ]->iSize / sizeof( int ) );
- m_pModel->m_Faces.resize( m_pModel->m_Lumps[ kFaces ]->iSize / sizeof( sQ3BSPFace ) );
- m_pModel->m_Textures.resize( m_pModel->m_Lumps[ kTextures ]->iSize / sizeof( sQ3BSPTexture ) );
- m_pModel->m_Lightmaps.resize( m_pModel->m_Lumps[ kLightmaps ]->iSize / sizeof( sQ3BSPLightmap ) );
+ m_pModel->m_Vertices.resize( m_pModel->m_Lumps[ kVertices ]->iSize / sizeof( sQ3BSPVertex ) );
+ m_pModel->m_Indices.resize( m_pModel->m_Lumps[ kMeshVerts ]->iSize / sizeof( int ) );
+ m_pModel->m_Faces.resize( m_pModel->m_Lumps[ kFaces ]->iSize / sizeof( sQ3BSPFace ) );
+ m_pModel->m_Textures.resize( m_pModel->m_Lumps[ kTextures ]->iSize / sizeof( sQ3BSPTexture ) );
+ m_pModel->m_Lightmaps.resize( m_pModel->m_Lumps[ kLightmaps ]->iSize / sizeof( sQ3BSPLightmap ) );
}
// ------------------------------------------------------------------------------------------------
void Q3BSPFileParser::getVertices()
{
- size_t Offset = m_pModel->m_Lumps[ kVertices ]->iOffset;
- for ( size_t idx = 0; idx < m_pModel->m_Vertices.size(); idx++ )
- {
- sQ3BSPVertex *pVertex = new sQ3BSPVertex;
- memcpy( pVertex, &m_Data[ Offset ], sizeof( sQ3BSPVertex ) );
- Offset += sizeof( sQ3BSPVertex );
- m_pModel->m_Vertices[ idx ] = pVertex;
- }
+ size_t Offset = m_pModel->m_Lumps[ kVertices ]->iOffset;
+ for ( size_t idx = 0; idx < m_pModel->m_Vertices.size(); idx++ )
+ {
+ sQ3BSPVertex *pVertex = new sQ3BSPVertex;
+ memcpy( pVertex, &m_Data[ Offset ], sizeof( sQ3BSPVertex ) );
+ Offset += sizeof( sQ3BSPVertex );
+ m_pModel->m_Vertices[ idx ] = pVertex;
+ }
}
// ------------------------------------------------------------------------------------------------
void Q3BSPFileParser::getIndices()
{
- ai_assert( NULL != m_pModel );
+ ai_assert( NULL != m_pModel );
- sQ3BSPLump *lump = m_pModel->m_Lumps[ kMeshVerts ];
- size_t Offset = (size_t) lump->iOffset;
- const size_t nIndices = lump->iSize / sizeof( int );
- m_pModel->m_Indices.resize( nIndices );
- memcpy( &m_pModel->m_Indices[ 0 ], &m_Data[ Offset ], lump->iSize );
+ sQ3BSPLump *lump = m_pModel->m_Lumps[ kMeshVerts ];
+ size_t Offset = (size_t) lump->iOffset;
+ const size_t nIndices = lump->iSize / sizeof( int );
+ m_pModel->m_Indices.resize( nIndices );
+ memcpy( &m_pModel->m_Indices[ 0 ], &m_Data[ Offset ], lump->iSize );
}
// ------------------------------------------------------------------------------------------------
void Q3BSPFileParser::getFaces()
{
- ai_assert( NULL != m_pModel );
-
- size_t Offset = m_pModel->m_Lumps[ kFaces ]->iOffset;
- for ( size_t idx = 0; idx < m_pModel->m_Faces.size(); idx++ )
- {
- sQ3BSPFace *pFace = new sQ3BSPFace;
- memcpy( pFace, &m_Data[ Offset ], sizeof( sQ3BSPFace ) );
- m_pModel->m_Faces[ idx ] = pFace;
- Offset += sizeof( sQ3BSPFace );
- }
+ ai_assert( NULL != m_pModel );
+
+ size_t Offset = m_pModel->m_Lumps[ kFaces ]->iOffset;
+ for ( size_t idx = 0; idx < m_pModel->m_Faces.size(); idx++ )
+ {
+ sQ3BSPFace *pFace = new sQ3BSPFace;
+ memcpy( pFace, &m_Data[ Offset ], sizeof( sQ3BSPFace ) );
+ m_pModel->m_Faces[ idx ] = pFace;
+ Offset += sizeof( sQ3BSPFace );
+ }
}
// ------------------------------------------------------------------------------------------------
void Q3BSPFileParser::getTextures()
{
- ai_assert( NULL != m_pModel );
-
- size_t Offset = m_pModel->m_Lumps[ kTextures ]->iOffset;
- for ( size_t idx=0; idx < m_pModel->m_Textures.size(); idx++ )
- {
- sQ3BSPTexture *pTexture = new sQ3BSPTexture;
- memcpy( pTexture, &m_Data[ Offset ], sizeof(sQ3BSPTexture) );
- m_pModel->m_Textures[ idx ] = pTexture;
- Offset += sizeof(sQ3BSPTexture);
- }
+ ai_assert( NULL != m_pModel );
+
+ size_t Offset = m_pModel->m_Lumps[ kTextures ]->iOffset;
+ for ( size_t idx=0; idx < m_pModel->m_Textures.size(); idx++ )
+ {
+ sQ3BSPTexture *pTexture = new sQ3BSPTexture;
+ memcpy( pTexture, &m_Data[ Offset ], sizeof(sQ3BSPTexture) );
+ m_pModel->m_Textures[ idx ] = pTexture;
+ Offset += sizeof(sQ3BSPTexture);
+ }
}
// ------------------------------------------------------------------------------------------------
void Q3BSPFileParser::getLightMaps()
{
- ai_assert( NULL != m_pModel );
-
- size_t Offset = m_pModel->m_Lumps[kLightmaps]->iOffset;
- for ( size_t idx=0; idx < m_pModel->m_Lightmaps.size(); idx++ )
- {
- sQ3BSPLightmap *pLightmap = new sQ3BSPLightmap;
- memcpy( pLightmap, &m_Data[ Offset ], sizeof( sQ3BSPLightmap ) );
- Offset += sizeof( sQ3BSPLightmap );
- m_pModel->m_Lightmaps[ idx ] = pLightmap;
- }
+ ai_assert( NULL != m_pModel );
+
+ size_t Offset = m_pModel->m_Lumps[kLightmaps]->iOffset;
+ for ( size_t idx=0; idx < m_pModel->m_Lightmaps.size(); idx++ )
+ {
+ sQ3BSPLightmap *pLightmap = new sQ3BSPLightmap;
+ memcpy( pLightmap, &m_Data[ Offset ], sizeof( sQ3BSPLightmap ) );
+ Offset += sizeof( sQ3BSPLightmap );
+ m_pModel->m_Lightmaps[ idx ] = pLightmap;
+ }
}
// ------------------------------------------------------------------------------------------------
void Q3BSPFileParser::getEntities()
{
- int size = m_pModel->m_Lumps[ kEntities ]->iSize;
- m_pModel->m_EntityData.resize( size );
- size_t Offset = m_pModel->m_Lumps[ kEntities ]->iOffset;
- memcpy( &m_pModel->m_EntityData[ 0 ], &m_Data[ Offset ], sizeof( char ) * size );
+ int size = m_pModel->m_Lumps[ kEntities ]->iSize;
+ m_pModel->m_EntityData.resize( size );
+ if ( size > 0 )
+ {
+ size_t Offset = m_pModel->m_Lumps[ kEntities ]->iOffset;
+ memcpy( &m_pModel->m_EntityData[ 0 ], &m_Data[ Offset ], sizeof( char ) * size );
+ }
}
// ------------------------------------------------------------------------------------------------
diff --git a/src/3rdparty/assimp/code/Q3BSPFileParser.h b/src/3rdparty/assimp/code/Q3BSPFileParser.h
index a049dc297..9685854d2 100644
--- a/src/3rdparty/assimp/code/Q3BSPFileParser.h
+++ b/src/3rdparty/assimp/code/Q3BSPFileParser.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2008, ASSIMP Development Team
+Copyright (c) 2006-2008, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -60,28 +60,28 @@ class ZipFile;
class Q3BSPFileParser
{
public:
- Q3BSPFileParser( const std::string &rMapName, Q3BSP::Q3BSPZipArchive *pZipArchive );
- ~Q3BSPFileParser();
- Q3BSP::Q3BSPModel *getModel() const;
+ Q3BSPFileParser( const std::string &rMapName, Q3BSP::Q3BSPZipArchive *pZipArchive );
+ ~Q3BSPFileParser();
+ Q3BSP::Q3BSPModel *getModel() const;
protected:
- bool readData(const std::string &rMapName);
- bool parseFile();
- bool validateFormat();
- void getLumps();
- void countLumps();
- void getVertices();
- void getIndices();
- void getFaces();
- void getTextures();
- void getLightMaps();
- void getEntities();
+ bool readData(const std::string &rMapName);
+ bool parseFile();
+ bool validateFormat();
+ void getLumps();
+ void countLumps();
+ void getVertices();
+ void getIndices();
+ void getFaces();
+ void getTextures();
+ void getLightMaps();
+ void getEntities();
private:
- size_t m_sOffset;
- std::vector<char> m_Data;
- Q3BSP::Q3BSPModel *m_pModel;
- Q3BSP::Q3BSPZipArchive *m_pZipArchive;
+ size_t m_sOffset;
+ std::vector<char> m_Data;
+ Q3BSP::Q3BSPModel *m_pModel;
+ Q3BSP::Q3BSPZipArchive *m_pZipArchive;
};
} // Namespace Assimp
diff --git a/src/3rdparty/assimp/code/Q3BSPZipArchive.cpp b/src/3rdparty/assimp/code/Q3BSPZipArchive.cpp
index 77e782107..3039a1496 100644
--- a/src/3rdparty/assimp/code/Q3BSPZipArchive.cpp
+++ b/src/3rdparty/assimp/code/Q3BSPZipArchive.cpp
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2008, ASSIMP Development Team
+Copyright (c) 2006-2008, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -49,145 +49,145 @@ namespace Q3BSP
{
// ------------------------------------------------------------------------------------------------
-// Constructor.
+// Constructor.
Q3BSPZipArchive::Q3BSPZipArchive( const std::string& rFile ) :
- m_ZipFileHandle( NULL ),
- m_FileList(),
- m_bDirty( true )
+ m_ZipFileHandle( NULL ),
+ m_FileList(),
+ m_bDirty( true )
{
- if ( !rFile.empty() )
- {
- m_ZipFileHandle = unzOpen( rFile.c_str() );
- if ( NULL != m_ZipFileHandle )
- {
- mapArchive();
- }
- }
+ if ( !rFile.empty() )
+ {
+ m_ZipFileHandle = unzOpen( rFile.c_str() );
+ if ( NULL != m_ZipFileHandle )
+ {
+ mapArchive();
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
-// Destructor.
+// Destructor.
Q3BSPZipArchive::~Q3BSPZipArchive()
{
- if ( NULL != m_ZipFileHandle )
- {
- unzClose( m_ZipFileHandle );
- }
- m_ZipFileHandle = NULL;
- m_FileList.clear();
+ if ( NULL != m_ZipFileHandle )
+ {
+ unzClose( m_ZipFileHandle );
+ }
+ m_ZipFileHandle = NULL;
+ m_FileList.clear();
}
// ------------------------------------------------------------------------------------------------
-// Returns true, if the archive is already open.
+// Returns true, if the archive is already open.
bool Q3BSPZipArchive::isOpen() const
{
- return ( NULL != m_ZipFileHandle );
+ return ( NULL != m_ZipFileHandle );
}
// ------------------------------------------------------------------------------------------------
-// Returns true, if the filename is part of the archive.
+// Returns true, if the filename is part of the archive.
bool Q3BSPZipArchive::Exists( const char* pFile ) const
{
- ai_assert( NULL != pFile );
- if ( NULL == pFile )
- {
- return false;
- }
-
- std::string rFile( pFile );
- std::vector<std::string>::const_iterator it = std::find( m_FileList.begin(), m_FileList.end(), rFile );
- if ( m_FileList.end() == it )
- {
- return false;
- }
-
- return true;
+ ai_assert( NULL != pFile );
+ if ( NULL == pFile )
+ {
+ return false;
+ }
+
+ std::string rFile( pFile );
+ std::vector<std::string>::const_iterator it = std::find( m_FileList.begin(), m_FileList.end(), rFile );
+ if ( m_FileList.end() == it )
+ {
+ return false;
+ }
+
+ return true;
}
// ------------------------------------------------------------------------------------------------
-// Returns the separator delimiter.
+// Returns the separator delimiter.
char Q3BSPZipArchive::getOsSeparator() const
{
- return '/';
+ return '/';
}
// ------------------------------------------------------------------------------------------------
-// Opens a file, which is part of the archive.
-IOStream *Q3BSPZipArchive::Open( const char* pFile, const char* /* pMode */)
+// Opens a file, which is part of the archive.
+IOStream *Q3BSPZipArchive::Open( const char* pFile, const char* /*pMode*/ )
{
- ai_assert( NULL != pFile );
+ ai_assert( NULL != pFile );
- std::string rItem( pFile );
- std::vector<std::string>::iterator it = std::find( m_FileList.begin(), m_FileList.end(), rItem );
- if ( m_FileList.end() == it )
- return NULL;
+ std::string rItem( pFile );
+ std::vector<std::string>::iterator it = std::find( m_FileList.begin(), m_FileList.end(), rItem );
+ if ( m_FileList.end() == it )
+ return NULL;
- ZipFile *pZipFile = new ZipFile( *it, m_ZipFileHandle );
- m_ArchiveMap[ rItem ] = pZipFile;
+ ZipFile *pZipFile = new ZipFile( *it, m_ZipFileHandle );
+ m_ArchiveMap[ rItem ] = pZipFile;
- return pZipFile;
+ return pZipFile;
}
// ------------------------------------------------------------------------------------------------
-// Close a filestream.
+// Close a filestream.
void Q3BSPZipArchive::Close( IOStream *pFile )
{
- ai_assert( NULL != pFile );
-
- std::map<std::string, IOStream*>::iterator it;
- for ( it = m_ArchiveMap.begin(); it != m_ArchiveMap.end(); ++it )
- {
- if ( (*it).second == pFile )
- {
- ZipFile *pZipFile = reinterpret_cast<ZipFile*>( (*it).second );
- delete pZipFile;
- m_ArchiveMap.erase( it );
- break;
- }
- }
+ ai_assert( NULL != pFile );
+
+ std::map<std::string, IOStream*>::iterator it;
+ for ( it = m_ArchiveMap.begin(); it != m_ArchiveMap.end(); ++it )
+ {
+ if ( (*it).second == pFile )
+ {
+ ZipFile *pZipFile = reinterpret_cast<ZipFile*>( (*it).second );
+ delete pZipFile;
+ m_ArchiveMap.erase( it );
+ break;
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
-// Returns the file-list of the archive.
+// Returns the file-list of the archive.
void Q3BSPZipArchive::getFileList( std::vector<std::string> &rFileList )
{
- rFileList = m_FileList;
+ rFileList = m_FileList;
}
// ------------------------------------------------------------------------------------------------
-// Maps the archive content.
+// Maps the archive content.
bool Q3BSPZipArchive::mapArchive()
{
- if ( NULL == m_ZipFileHandle )
- return false;
-
- if ( !m_bDirty )
- return true;
-
- if ( !m_FileList.empty() )
- m_FileList.resize( 0 );
-
- // At first ensure file is already open
- if ( UNZ_OK == unzGoToFirstFile( m_ZipFileHandle ) )
- {
- char filename[ FileNameSize ];
- unzGetCurrentFileInfo( m_ZipFileHandle, NULL, filename, FileNameSize, NULL, 0, NULL, 0 );
- m_FileList.push_back( filename );
- unzCloseCurrentFile( m_ZipFileHandle );
-
- // Loop over all files
- while ( unzGoToNextFile( m_ZipFileHandle ) != UNZ_END_OF_LIST_OF_FILE )
- {
- char filename[ FileNameSize ];
- unzGetCurrentFileInfo( m_ZipFileHandle, NULL, filename, FileNameSize, NULL, 0, NULL, 0 );
- m_FileList.push_back( filename );
- unzCloseCurrentFile( m_ZipFileHandle );
- }
- }
-
- std::sort( m_FileList.begin(), m_FileList.end() );
- m_bDirty = false;
-
- return true;
+ if ( NULL == m_ZipFileHandle )
+ return false;
+
+ if ( !m_bDirty )
+ return true;
+
+ if ( !m_FileList.empty() )
+ m_FileList.resize( 0 );
+
+ // At first ensure file is already open
+ if ( UNZ_OK == unzGoToFirstFile( m_ZipFileHandle ) )
+ {
+ char filename[ FileNameSize ];
+ unzGetCurrentFileInfo( m_ZipFileHandle, NULL, filename, FileNameSize, NULL, 0, NULL, 0 );
+ m_FileList.push_back( filename );
+ unzCloseCurrentFile( m_ZipFileHandle );
+
+ // Loop over all files
+ while ( unzGoToNextFile( m_ZipFileHandle ) != UNZ_END_OF_LIST_OF_FILE )
+ {
+ char filename[ FileNameSize ];
+ unzGetCurrentFileInfo( m_ZipFileHandle, NULL, filename, FileNameSize, NULL, 0, NULL, 0 );
+ m_FileList.push_back( filename );
+ unzCloseCurrentFile( m_ZipFileHandle );
+ }
+ }
+
+ std::sort( m_FileList.begin(), m_FileList.end() );
+ m_bDirty = false;
+
+ return true;
}
// ------------------------------------------------------------------------------------------------
diff --git a/src/3rdparty/assimp/code/Q3BSPZipArchive.h b/src/3rdparty/assimp/code/Q3BSPZipArchive.h
index 4d795f83c..8ddafd49d 100644
--- a/src/3rdparty/assimp/code/Q3BSPZipArchive.h
+++ b/src/3rdparty/assimp/code/Q3BSPZipArchive.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2008, ASSIMP Development Team
+Copyright (c) 2006-2008, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -41,8 +41,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#define AI_Q3BSP_ZIPARCHIVE_H_INC
#include "../contrib/unzip/unzip.h"
-#include "../include/IOStream.h"
-#include "../include/IOSystem.h"
+#include "../include/assimp/IOStream.hpp"
+#include "../include/assimp/IOSystem.hpp"
#include <string>
#include <vector>
#include <map>
@@ -54,123 +54,125 @@ namespace Q3BSP
{
// ------------------------------------------------------------------------------------------------
-/// \class ZipFile
-/// \ingroup Assimp::Q3BSP
+/// \class ZipFile
+/// \ingroup Assimp::Q3BSP
///
-/// \brief
+/// \brief
// ------------------------------------------------------------------------------------------------
class ZipFile : public IOStream
{
public:
- ZipFile( const std::string &rFileName, unzFile zipFile ) :
- m_Name( rFileName ),
- m_zipFile( zipFile )
- {
- ai_assert( NULL != m_zipFile );
- }
-
- ~ZipFile()
- {
- m_zipFile = NULL;
- }
-
- size_t Read(void* pvBuffer, size_t pSize, size_t pCount )
- {
- size_t bytes_read = 0;
- if ( NULL == m_zipFile )
- return bytes_read;
-
- // search file and place file pointer there
- if ( unzLocateFile( m_zipFile, m_Name.c_str(), 0 ) == UNZ_OK )
- {
- // get file size, etc.
- unz_file_info fileInfo;
- unzGetCurrentFileInfo( m_zipFile, &fileInfo, 0, 0, 0, 0, 0, 0 );
- const size_t size = pSize * pCount;
- assert( size <= fileInfo.uncompressed_size );
-
- // The file has EXACTLY the size of uncompressed_size. In C
- // you need to mark the last character with '\0', so add
- // another character
- unzOpenCurrentFile( m_zipFile );
- bytes_read = unzReadCurrentFile( m_zipFile, pvBuffer, fileInfo.uncompressed_size);
- if ( bytes_read != static_cast<size_t>( fileInfo.uncompressed_size ) )
- {
- return 0;
- }
- unzCloseCurrentFile( m_zipFile );
- }
- return bytes_read;
- }
-
- size_t Write(const void* /* pvBuffer */, size_t /* pSize */, size_t /* pCount */)
- {
- return 0;
- }
-
- size_t FileSize() const
- {
- if ( NULL == m_zipFile )
- return 0;
- if ( unzLocateFile( m_zipFile, m_Name.c_str(), 0 ) == UNZ_OK )
- {
- unz_file_info fileInfo;
- unzGetCurrentFileInfo( m_zipFile, &fileInfo, 0, 0, 0, 0, 0, 0 );
- return fileInfo.uncompressed_size;
- }
- return 0;
- }
-
- aiReturn Seek(size_t /* pOffset */, aiOrigin /* pOrigin */)
- {
- return aiReturn_FAILURE;
- }
+ ZipFile( const std::string &rFileName, unzFile zipFile ) :
+ m_Name( rFileName ),
+ m_zipFile( zipFile )
+ {
+ ai_assert( NULL != m_zipFile );
+ }
+
+ ~ZipFile()
+ {
+ m_zipFile = NULL;
+ }
+
+ size_t Read(void* pvBuffer, size_t pSize, size_t pCount )
+ {
+ size_t bytes_read = 0;
+ if ( NULL == m_zipFile )
+ return bytes_read;
+
+ // search file and place file pointer there
+ if ( unzLocateFile( m_zipFile, m_Name.c_str(), 0 ) == UNZ_OK )
+ {
+ // get file size, etc.
+ unz_file_info fileInfo;
+ unzGetCurrentFileInfo( m_zipFile, &fileInfo, 0, 0, 0, 0, 0, 0 );
+ const size_t size = pSize * pCount;
+ assert( size <= fileInfo.uncompressed_size );
+
+ // The file has EXACTLY the size of uncompressed_size. In C
+ // you need to mark the last character with '\0', so add
+ // another character
+ unzOpenCurrentFile( m_zipFile );
+ const int ret = unzReadCurrentFile( m_zipFile, pvBuffer, fileInfo.uncompressed_size);
+ size_t filesize = fileInfo.uncompressed_size;
+ if ( ret < 0 || size_t(ret) != filesize )
+ {
+ return 0;
+ }
+ bytes_read = ret;
+ unzCloseCurrentFile( m_zipFile );
+ }
+ return bytes_read;
+ }
+
+ size_t Write(const void* /*pvBuffer*/, size_t /*pSize*/, size_t /*pCount*/)
+ {
+ return 0;
+ }
+
+ size_t FileSize() const
+ {
+ if ( NULL == m_zipFile )
+ return 0;
+ if ( unzLocateFile( m_zipFile, m_Name.c_str(), 0 ) == UNZ_OK )
+ {
+ unz_file_info fileInfo;
+ unzGetCurrentFileInfo( m_zipFile, &fileInfo, 0, 0, 0, 0, 0, 0 );
+ return fileInfo.uncompressed_size;
+ }
+ return 0;
+ }
+
+ aiReturn Seek(size_t /*pOffset*/, aiOrigin /*pOrigin*/)
+ {
+ return aiReturn_FAILURE;
+ }
size_t Tell() const
- {
- return 0;
- }
+ {
+ return 0;
+ }
- void Flush()
- {
- // empty
- }
+ void Flush()
+ {
+ // empty
+ }
private:
- std::string m_Name;
- unzFile m_zipFile;
+ std::string m_Name;
+ unzFile m_zipFile;
};
// ------------------------------------------------------------------------------------------------
-/// \class Q3BSPZipArchive
-/// \ingroup Assimp::Q3BSP
-///
-/// \brief IMplements a zip archive like the WinZip archives. Will be also used to import data
-/// from a P3K archive ( Quake level format ).
+/// \class Q3BSPZipArchive
+/// \ingroup Assimp::Q3BSP
+///
+/// \brief IMplements a zip archive like the WinZip archives. Will be also used to import data
+/// from a P3K archive ( Quake level format ).
// ------------------------------------------------------------------------------------------------
class Q3BSPZipArchive : public Assimp::IOSystem
{
public:
- static const unsigned int FileNameSize = 256;
+ static const unsigned int FileNameSize = 256;
public:
- Q3BSPZipArchive( const std::string & rFile );
- ~Q3BSPZipArchive();
- bool Exists( const char* pFile) const;
- char getOsSeparator() const;
- IOStream* Open(const char* pFile, const char* pMode = "rb");
- void Close( IOStream* pFile);
- bool isOpen() const;
- void getFileList( std::vector<std::string> &rFileList );
+ Q3BSPZipArchive( const std::string & rFile );
+ ~Q3BSPZipArchive();
+ bool Exists( const char* pFile) const;
+ char getOsSeparator() const;
+ IOStream* Open(const char* pFile, const char* pMode = "rb");
+ void Close( IOStream* pFile);
+ bool isOpen() const;
+ void getFileList( std::vector<std::string> &rFileList );
private:
- bool mapArchive();
+ bool mapArchive();
private:
- unzFile m_ZipFileHandle;
- std::map<std::string, IOStream*> m_ArchiveMap;
- std::vector<std::string> m_FileList;
- bool m_bDirty;
+ unzFile m_ZipFileHandle;
+ std::map<std::string, IOStream*> m_ArchiveMap;
+ std::vector<std::string> m_FileList;
+ bool m_bDirty;
};
// ------------------------------------------------------------------------------------------------
diff --git a/src/3rdparty/assimp/code/Q3DLoader.cpp b/src/3rdparty/assimp/code/Q3DLoader.cpp
index af0ec0633..e53fbe97e 100644
--- a/src/3rdparty/assimp/code/Q3DLoader.cpp
+++ b/src/3rdparty/assimp/code/Q3DLoader.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -53,548 +53,560 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
using namespace Assimp;
+static const aiImporterDesc desc = {
+ "Quick3D Importer",
+ "",
+ "",
+ "http://www.quick3d.com/",
+ aiImporterFlags_SupportBinaryFlavour,
+ 0,
+ 0,
+ 0,
+ 0,
+ "q3o q3s"
+};
+
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
Q3DImporter::Q3DImporter()
{}
// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
+// Destructor, private as well
Q3DImporter::~Q3DImporter()
{}
// ------------------------------------------------------------------------------------------------
-// Returns whether the class can handle the format of the given file.
+// Returns whether the class can handle the format of the given file.
bool Q3DImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
{
- const std::string extension = GetExtension(pFile);
-
- if (extension == "q3s" || extension == "q3o")
- return true;
- else if (!extension.length() || checkSig) {
- if (!pIOHandler)
- return true;
- const char* tokens[] = {"quick3Do","quick3Ds"};
- return SearchFileHeaderForToken(pIOHandler,pFile,tokens,2);
- }
- return false;
+ const std::string extension = GetExtension(pFile);
+
+ if (extension == "q3s" || extension == "q3o")
+ return true;
+ else if (!extension.length() || checkSig) {
+ if (!pIOHandler)
+ return true;
+ const char* tokens[] = {"quick3Do","quick3Ds"};
+ return SearchFileHeaderForToken(pIOHandler,pFile,tokens,2);
+ }
+ return false;
}
// ------------------------------------------------------------------------------------------------
-void Q3DImporter::GetExtensionList(std::set<std::string>& extensions)
+const aiImporterDesc* Q3DImporter::GetInfo () const
{
- extensions.insert("q3o");
- extensions.insert("q3s");
+ return &desc;
}
// ------------------------------------------------------------------------------------------------
-// Imports the given file into the given scene structure.
-void Q3DImporter::InternReadFile( const std::string& pFile,
- aiScene* pScene, IOSystem* pIOHandler)
+// Imports the given file into the given scene structure.
+void Q3DImporter::InternReadFile( const std::string& pFile,
+ aiScene* pScene, IOSystem* pIOHandler)
{
- StreamReaderLE stream(pIOHandler->Open(pFile,"rb"));
-
- // The header is 22 bytes large
- if (stream.GetRemainingSize() < 22)
- throw DeadlyImportError("File is either empty or corrupt: " + pFile);
-
- // Check the file's signature
- if (ASSIMP_strincmp( (const char*)stream.GetPtr(), "quick3Do", 8 ) &&
- ASSIMP_strincmp( (const char*)stream.GetPtr(), "quick3Ds", 8 ))
- {
- throw DeadlyImportError("Not a Quick3D file. Signature string is: " +
- std::string((const char*)stream.GetPtr(),8));
- }
-
- // Print the file format version
- DefaultLogger::get()->info("Quick3D File format version: " +
- std::string(&((const char*)stream.GetPtr())[8],2));
-
- // ... an store it
- char major = ((const char*)stream.GetPtr())[8];
- char minor = ((const char*)stream.GetPtr())[9];
-
- stream.IncPtr(10);
- unsigned int numMeshes = (unsigned int)stream.GetI4();
- unsigned int numMats = (unsigned int)stream.GetI4();
- unsigned int numTextures = (unsigned int)stream.GetI4();
-
- std::vector<Material> materials;
- materials.reserve(numMats);
-
- std::vector<Mesh> meshes;
- meshes.reserve(numMeshes);
-
- // Allocate the scene root node
- pScene->mRootNode = new aiNode();
-
- aiColor3D fgColor (0.6f,0.6f,0.6f);
-
- // Now read all file chunks
- while (true)
- {
- if (stream.GetRemainingSize() < 1)break;
- char c = stream.GetI1();
- switch (c)
- {
- // Meshes chunk
- case 'm':
- {
- for (unsigned int quak = 0; quak < numMeshes; ++quak)
- {
- meshes.push_back(Mesh());
- Mesh& mesh = meshes.back();
-
- // read all vertices
- unsigned int numVerts = (unsigned int)stream.GetI4();
- if (!numVerts)
- throw DeadlyImportError("Quick3D: Found mesh with zero vertices");
-
- std::vector<aiVector3D>& verts = mesh.verts;
- verts.resize(numVerts);
-
- for (unsigned int i = 0; i < numVerts;++i)
- {
- verts[i].x = stream.GetF4();
- verts[i].y = stream.GetF4();
- verts[i].z = stream.GetF4();
- }
-
- // read all faces
- numVerts = (unsigned int)stream.GetI4();
- if (!numVerts)
- throw DeadlyImportError("Quick3D: Found mesh with zero faces");
-
- std::vector<Face >& faces = mesh.faces;
- faces.reserve(numVerts);
-
- // number of indices
- for (unsigned int i = 0; i < numVerts;++i)
- {
- faces.push_back(Face(stream.GetI2()) );
- if (faces.back().indices.empty())
- throw DeadlyImportError("Quick3D: Found face with zero indices");
- }
-
- // indices
- for (unsigned int i = 0; i < numVerts;++i)
- {
- Face& vec = faces[i];
- for (unsigned int a = 0; a < (unsigned int)vec.indices.size();++a)
- vec.indices[a] = stream.GetI4();
- }
-
- // material indices
- for (unsigned int i = 0; i < numVerts;++i)
- {
- faces[i].mat = (unsigned int)stream.GetI4();
- }
-
- // read all normals
- numVerts = (unsigned int)stream.GetI4();
- std::vector<aiVector3D>& normals = mesh.normals;
- normals.resize(numVerts);
-
- for (unsigned int i = 0; i < numVerts;++i)
- {
- normals[i].x = stream.GetF4();
- normals[i].y = stream.GetF4();
- normals[i].z = stream.GetF4();
- }
-
- numVerts = (unsigned int)stream.GetI4();
- if (numTextures && numVerts)
- {
- // read all texture coordinates
- std::vector<aiVector3D>& uv = mesh.uv;
- uv.resize(numVerts);
-
- for (unsigned int i = 0; i < numVerts;++i)
- {
- uv[i].x = stream.GetF4();
- uv[i].y = stream.GetF4();
- }
-
- // UV indices
- for (unsigned int i = 0; i < (unsigned int)faces.size();++i)
- {
- Face& vec = faces[i];
- for (unsigned int a = 0; a < (unsigned int)vec.indices.size();++a)
- {
- vec.uvindices[a] = stream.GetI4();
- if (!i && !a)
- mesh.prevUVIdx = vec.uvindices[a];
- else if (vec.uvindices[a] != mesh.prevUVIdx)
- mesh.prevUVIdx = 0xffffffff;
- }
- }
- }
-
- // we don't need the rest, but we need to get to the next chunk
- stream.IncPtr(36);
- if (minor > '0' && major == '3')
- stream.IncPtr(mesh.faces.size());
- }
- // stream.IncPtr(4); // unknown value here
- }
- break;
-
- // materials chunk
- case 'c':
-
- for (unsigned int i = 0; i < numMats; ++i)
- {
- materials.push_back(Material());
- Material& mat = materials.back();
-
- // read the material name
- while (( c = stream.GetI1()))
- mat.name.data[mat.name.length++] = c;
-
- // add the terminal character
- mat.name.data[mat.name.length] = '\0';
-
- // read the ambient color
- mat.ambient.r = stream.GetF4();
- mat.ambient.g = stream.GetF4();
- mat.ambient.b = stream.GetF4();
-
- // read the diffuse color
- mat.diffuse.r = stream.GetF4();
- mat.diffuse.g = stream.GetF4();
- mat.diffuse.b = stream.GetF4();
-
- // read the ambient color
- mat.specular.r = stream.GetF4();
- mat.specular.g = stream.GetF4();
- mat.specular.b = stream.GetF4();
-
- // read the transparency
- mat.transparency = stream.GetF4();
-
- // unknown value here
- // stream.IncPtr(4);
- // FIX: it could be the texture index ...
- mat.texIdx = (unsigned int)stream.GetI4();
- }
-
- break;
-
- // texture chunk
- case 't':
-
- pScene->mNumTextures = numTextures;
- if (!numTextures)break;
- pScene->mTextures = new aiTexture*[pScene->mNumTextures];
- // to make sure we won't crash if we leave through an exception
- ::memset(pScene->mTextures,0,sizeof(void*)*pScene->mNumTextures);
- for (unsigned int i = 0; i < pScene->mNumTextures; ++i)
- {
- aiTexture* tex = pScene->mTextures[i] = new aiTexture();
-
- // skip the texture name
- while (stream.GetI1()) {}
-
- // read texture width and height
- tex->mWidth = (unsigned int)stream.GetI4();
- tex->mHeight = (unsigned int)stream.GetI4();
-
- if (!tex->mWidth || !tex->mHeight)
- throw DeadlyImportError("Quick3D: Invalid texture. Width or height is zero");
-
- register unsigned int mul = tex->mWidth * tex->mHeight;
- aiTexel* begin = tex->pcData = new aiTexel[mul];
- aiTexel* const end = & begin [mul];
-
- for (;begin != end; ++begin)
- {
- begin->r = stream.GetI1();
- begin->g = stream.GetI1();
- begin->b = stream.GetI1();
- begin->a = 0xff;
- }
- }
-
- break;
-
- // scene chunk
- case 's':
- {
- // skip position and rotation
- stream.IncPtr(12);
-
- for (unsigned int i = 0; i < 4;++i)
- for (unsigned int a = 0; a < 4;++a)
- pScene->mRootNode->mTransformation[i][a] = stream.GetF4();
-
- stream.IncPtr(16);
-
- // now setup a single camera
- pScene->mNumCameras = 1;
- pScene->mCameras = new aiCamera*[1];
- aiCamera* cam = pScene->mCameras[0] = new aiCamera();
- cam->mPosition.x = stream.GetF4();
- cam->mPosition.y = stream.GetF4();
- cam->mPosition.z = stream.GetF4();
- cam->mName.Set("Q3DCamera");
-
- // skip eye rotation for the moment
- stream.IncPtr(12);
-
- // read the default material color
- fgColor .r = stream.GetF4();
- fgColor .g = stream.GetF4();
- fgColor .b = stream.GetF4();
-
- // skip some unimportant properties
- stream.IncPtr(29);
-
- // setup a single point light with no attenuation
- pScene->mNumLights = 1;
- pScene->mLights = new aiLight*[1];
- aiLight* light = pScene->mLights[0] = new aiLight();
- light->mName.Set("Q3DLight");
- light->mType = aiLightSource_POINT;
-
- light->mAttenuationConstant = 1;
- light->mAttenuationLinear = 0;
- light->mAttenuationQuadratic = 0;
-
- light->mColorDiffuse.r = stream.GetF4();
- light->mColorDiffuse.g = stream.GetF4();
- light->mColorDiffuse.b = stream.GetF4();
-
- light->mColorSpecular = light->mColorDiffuse;
-
-
- // We don't need the rest, but we need to know where
- // this chunk ends.
- unsigned int temp = (unsigned int)(stream.GetI4() * stream.GetI4());
-
- // skip the background file name
- while (stream.GetI1()) {}
-
- // skip background texture data + the remaining fields
- stream.IncPtr(temp*3 + 20); // 4 bytes of unknown data here
-
- // TODO
- goto outer;
- }
- break;
-
- default:
- throw DeadlyImportError("Quick3D: Unknown chunk");
- break;
- };
- }
+ StreamReaderLE stream(pIOHandler->Open(pFile,"rb"));
+
+ // The header is 22 bytes large
+ if (stream.GetRemainingSize() < 22)
+ throw DeadlyImportError("File is either empty or corrupt: " + pFile);
+
+ // Check the file's signature
+ if (ASSIMP_strincmp( (const char*)stream.GetPtr(), "quick3Do", 8 ) &&
+ ASSIMP_strincmp( (const char*)stream.GetPtr(), "quick3Ds", 8 ))
+ {
+ throw DeadlyImportError("Not a Quick3D file. Signature string is: " +
+ std::string((const char*)stream.GetPtr(),8));
+ }
+
+ // Print the file format version
+ DefaultLogger::get()->info("Quick3D File format version: " +
+ std::string(&((const char*)stream.GetPtr())[8],2));
+
+ // ... an store it
+ char major = ((const char*)stream.GetPtr())[8];
+ char minor = ((const char*)stream.GetPtr())[9];
+
+ stream.IncPtr(10);
+ unsigned int numMeshes = (unsigned int)stream.GetI4();
+ unsigned int numMats = (unsigned int)stream.GetI4();
+ unsigned int numTextures = (unsigned int)stream.GetI4();
+
+ std::vector<Material> materials;
+ materials.reserve(numMats);
+
+ std::vector<Mesh> meshes;
+ meshes.reserve(numMeshes);
+
+ // Allocate the scene root node
+ pScene->mRootNode = new aiNode();
+
+ aiColor3D fgColor (0.6f,0.6f,0.6f);
+
+ // Now read all file chunks
+ while (true)
+ {
+ if (stream.GetRemainingSize() < 1)break;
+ char c = stream.GetI1();
+ switch (c)
+ {
+ // Meshes chunk
+ case 'm':
+ {
+ for (unsigned int quak = 0; quak < numMeshes; ++quak)
+ {
+ meshes.push_back(Mesh());
+ Mesh& mesh = meshes.back();
+
+ // read all vertices
+ unsigned int numVerts = (unsigned int)stream.GetI4();
+ if (!numVerts)
+ throw DeadlyImportError("Quick3D: Found mesh with zero vertices");
+
+ std::vector<aiVector3D>& verts = mesh.verts;
+ verts.resize(numVerts);
+
+ for (unsigned int i = 0; i < numVerts;++i)
+ {
+ verts[i].x = stream.GetF4();
+ verts[i].y = stream.GetF4();
+ verts[i].z = stream.GetF4();
+ }
+
+ // read all faces
+ numVerts = (unsigned int)stream.GetI4();
+ if (!numVerts)
+ throw DeadlyImportError("Quick3D: Found mesh with zero faces");
+
+ std::vector<Face >& faces = mesh.faces;
+ faces.reserve(numVerts);
+
+ // number of indices
+ for (unsigned int i = 0; i < numVerts;++i)
+ {
+ faces.push_back(Face(stream.GetI2()) );
+ if (faces.back().indices.empty())
+ throw DeadlyImportError("Quick3D: Found face with zero indices");
+ }
+
+ // indices
+ for (unsigned int i = 0; i < numVerts;++i)
+ {
+ Face& vec = faces[i];
+ for (unsigned int a = 0; a < (unsigned int)vec.indices.size();++a)
+ vec.indices[a] = stream.GetI4();
+ }
+
+ // material indices
+ for (unsigned int i = 0; i < numVerts;++i)
+ {
+ faces[i].mat = (unsigned int)stream.GetI4();
+ }
+
+ // read all normals
+ numVerts = (unsigned int)stream.GetI4();
+ std::vector<aiVector3D>& normals = mesh.normals;
+ normals.resize(numVerts);
+
+ for (unsigned int i = 0; i < numVerts;++i)
+ {
+ normals[i].x = stream.GetF4();
+ normals[i].y = stream.GetF4();
+ normals[i].z = stream.GetF4();
+ }
+
+ numVerts = (unsigned int)stream.GetI4();
+ if (numTextures && numVerts)
+ {
+ // read all texture coordinates
+ std::vector<aiVector3D>& uv = mesh.uv;
+ uv.resize(numVerts);
+
+ for (unsigned int i = 0; i < numVerts;++i)
+ {
+ uv[i].x = stream.GetF4();
+ uv[i].y = stream.GetF4();
+ }
+
+ // UV indices
+ for (unsigned int i = 0; i < (unsigned int)faces.size();++i)
+ {
+ Face& vec = faces[i];
+ for (unsigned int a = 0; a < (unsigned int)vec.indices.size();++a)
+ {
+ vec.uvindices[a] = stream.GetI4();
+ if (!i && !a)
+ mesh.prevUVIdx = vec.uvindices[a];
+ else if (vec.uvindices[a] != mesh.prevUVIdx)
+ mesh.prevUVIdx = UINT_MAX;
+ }
+ }
+ }
+
+ // we don't need the rest, but we need to get to the next chunk
+ stream.IncPtr(36);
+ if (minor > '0' && major == '3')
+ stream.IncPtr(mesh.faces.size());
+ }
+ // stream.IncPtr(4); // unknown value here
+ }
+ break;
+
+ // materials chunk
+ case 'c':
+
+ for (unsigned int i = 0; i < numMats; ++i)
+ {
+ materials.push_back(Material());
+ Material& mat = materials.back();
+
+ // read the material name
+ while (( c = stream.GetI1()))
+ mat.name.data[mat.name.length++] = c;
+
+ // add the terminal character
+ mat.name.data[mat.name.length] = '\0';
+
+ // read the ambient color
+ mat.ambient.r = stream.GetF4();
+ mat.ambient.g = stream.GetF4();
+ mat.ambient.b = stream.GetF4();
+
+ // read the diffuse color
+ mat.diffuse.r = stream.GetF4();
+ mat.diffuse.g = stream.GetF4();
+ mat.diffuse.b = stream.GetF4();
+
+ // read the ambient color
+ mat.specular.r = stream.GetF4();
+ mat.specular.g = stream.GetF4();
+ mat.specular.b = stream.GetF4();
+
+ // read the transparency
+ mat.transparency = stream.GetF4();
+
+ // unknown value here
+ // stream.IncPtr(4);
+ // FIX: it could be the texture index ...
+ mat.texIdx = (unsigned int)stream.GetI4();
+ }
+
+ break;
+
+ // texture chunk
+ case 't':
+
+ pScene->mNumTextures = numTextures;
+ if (!numTextures)break;
+ pScene->mTextures = new aiTexture*[pScene->mNumTextures];
+ // to make sure we won't crash if we leave through an exception
+ ::memset(pScene->mTextures,0,sizeof(void*)*pScene->mNumTextures);
+ for (unsigned int i = 0; i < pScene->mNumTextures; ++i)
+ {
+ aiTexture* tex = pScene->mTextures[i] = new aiTexture();
+
+ // skip the texture name
+ while (stream.GetI1());
+
+ // read texture width and height
+ tex->mWidth = (unsigned int)stream.GetI4();
+ tex->mHeight = (unsigned int)stream.GetI4();
+
+ if (!tex->mWidth || !tex->mHeight)
+ throw DeadlyImportError("Quick3D: Invalid texture. Width or height is zero");
+
+ register unsigned int mul = tex->mWidth * tex->mHeight;
+ aiTexel* begin = tex->pcData = new aiTexel[mul];
+ aiTexel* const end = & begin [mul];
+
+ for (;begin != end; ++begin)
+ {
+ begin->r = stream.GetI1();
+ begin->g = stream.GetI1();
+ begin->b = stream.GetI1();
+ begin->a = 0xff;
+ }
+ }
+
+ break;
+
+ // scene chunk
+ case 's':
+ {
+ // skip position and rotation
+ stream.IncPtr(12);
+
+ for (unsigned int i = 0; i < 4;++i)
+ for (unsigned int a = 0; a < 4;++a)
+ pScene->mRootNode->mTransformation[i][a] = stream.GetF4();
+
+ stream.IncPtr(16);
+
+ // now setup a single camera
+ pScene->mNumCameras = 1;
+ pScene->mCameras = new aiCamera*[1];
+ aiCamera* cam = pScene->mCameras[0] = new aiCamera();
+ cam->mPosition.x = stream.GetF4();
+ cam->mPosition.y = stream.GetF4();
+ cam->mPosition.z = stream.GetF4();
+ cam->mName.Set("Q3DCamera");
+
+ // skip eye rotation for the moment
+ stream.IncPtr(12);
+
+ // read the default material color
+ fgColor .r = stream.GetF4();
+ fgColor .g = stream.GetF4();
+ fgColor .b = stream.GetF4();
+
+ // skip some unimportant properties
+ stream.IncPtr(29);
+
+ // setup a single point light with no attenuation
+ pScene->mNumLights = 1;
+ pScene->mLights = new aiLight*[1];
+ aiLight* light = pScene->mLights[0] = new aiLight();
+ light->mName.Set("Q3DLight");
+ light->mType = aiLightSource_POINT;
+
+ light->mAttenuationConstant = 1;
+ light->mAttenuationLinear = 0;
+ light->mAttenuationQuadratic = 0;
+
+ light->mColorDiffuse.r = stream.GetF4();
+ light->mColorDiffuse.g = stream.GetF4();
+ light->mColorDiffuse.b = stream.GetF4();
+
+ light->mColorSpecular = light->mColorDiffuse;
+
+
+ // We don't need the rest, but we need to know where
+ // this fucking chunk ends.
+ unsigned int temp = (unsigned int)(stream.GetI4() * stream.GetI4());
+
+ // skip the background file name
+ while (stream.GetI1());
+
+ // skip background texture data + the remaining fields
+ stream.IncPtr(temp*3 + 20); // 4 bytes of unknown data here
+
+ // TODO
+ goto outer;
+ }
+ break;
+
+ default:
+ throw DeadlyImportError("Quick3D: Unknown chunk");
+ break;
+ };
+ }
outer:
- // If we have no mesh loaded - break here
- if (meshes.empty())
- throw DeadlyImportError("Quick3D: No meshes loaded");
-
- // If we have no materials loaded - generate a default mat
- if (materials.empty())
- {
- DefaultLogger::get()->info("Quick3D: No material found, generating one");
- materials.push_back(Material());
- materials.back().diffuse = fgColor ;
- }
-
- // find out which materials we'll need
- typedef std::pair<unsigned int, unsigned int> FaceIdx;
- typedef std::vector< FaceIdx > FaceIdxArray;
- FaceIdxArray* fidx = new FaceIdxArray[materials.size()];
-
- unsigned int p = 0;
- for (std::vector<Mesh>::iterator it = meshes.begin(), end = meshes.end();
- it != end; ++it,++p)
- {
- unsigned int q = 0;
- for (std::vector<Face>::iterator fit = (*it).faces.begin(), fend = (*it).faces.end();
- fit != fend; ++fit,++q)
- {
- if ((*fit).mat >= materials.size())
- {
- DefaultLogger::get()->warn("Quick3D: Material index overflow");
- (*fit).mat = 0;
- }
- if (fidx[(*fit).mat].empty())++pScene->mNumMeshes;
- fidx[(*fit).mat].push_back( FaceIdx(p,q) );
- }
- }
- pScene->mNumMaterials = pScene->mNumMeshes;
- pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
- pScene->mMeshes = new aiMesh*[pScene->mNumMaterials];
-
- for (unsigned int i = 0, real = 0; i < (unsigned int)materials.size(); ++i)
- {
- if (fidx[i].empty())continue;
-
- // Allocate a mesh and a material
- aiMesh* mesh = pScene->mMeshes[real] = new aiMesh();
- MaterialHelper* mat = new MaterialHelper();
- pScene->mMaterials[real] = mat;
-
- mesh->mMaterialIndex = real;
-
- // Build the output material
- Material& srcMat = materials[i];
- mat->AddProperty(&srcMat.diffuse, 1,AI_MATKEY_COLOR_DIFFUSE);
- mat->AddProperty(&srcMat.specular, 1,AI_MATKEY_COLOR_SPECULAR);
- mat->AddProperty(&srcMat.ambient, 1,AI_MATKEY_COLOR_AMBIENT);
-
- // NOTE: Ignore transparency for the moment - it seems
- // unclear how to interpret the data
+ // If we have no mesh loaded - break here
+ if (meshes.empty())
+ throw DeadlyImportError("Quick3D: No meshes loaded");
+
+ // If we have no materials loaded - generate a default mat
+ if (materials.empty())
+ {
+ DefaultLogger::get()->info("Quick3D: No material found, generating one");
+ materials.push_back(Material());
+ materials.back().diffuse = fgColor ;
+ }
+
+ // find out which materials we'll need
+ typedef std::pair<unsigned int, unsigned int> FaceIdx;
+ typedef std::vector< FaceIdx > FaceIdxArray;
+ FaceIdxArray* fidx = new FaceIdxArray[materials.size()];
+
+ unsigned int p = 0;
+ for (std::vector<Mesh>::iterator it = meshes.begin(), end = meshes.end();
+ it != end; ++it,++p)
+ {
+ unsigned int q = 0;
+ for (std::vector<Face>::iterator fit = (*it).faces.begin(), fend = (*it).faces.end();
+ fit != fend; ++fit,++q)
+ {
+ if ((*fit).mat >= materials.size())
+ {
+ DefaultLogger::get()->warn("Quick3D: Material index overflow");
+ (*fit).mat = 0;
+ }
+ if (fidx[(*fit).mat].empty())++pScene->mNumMeshes;
+ fidx[(*fit).mat].push_back( FaceIdx(p,q) );
+ }
+ }
+ pScene->mNumMaterials = pScene->mNumMeshes;
+ pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
+ pScene->mMeshes = new aiMesh*[pScene->mNumMaterials];
+
+ for (unsigned int i = 0, real = 0; i < (unsigned int)materials.size(); ++i)
+ {
+ if (fidx[i].empty())continue;
+
+ // Allocate a mesh and a material
+ aiMesh* mesh = pScene->mMeshes[real] = new aiMesh();
+ aiMaterial* mat = new aiMaterial();
+ pScene->mMaterials[real] = mat;
+
+ mesh->mMaterialIndex = real;
+
+ // Build the output material
+ Material& srcMat = materials[i];
+ mat->AddProperty(&srcMat.diffuse, 1,AI_MATKEY_COLOR_DIFFUSE);
+ mat->AddProperty(&srcMat.specular, 1,AI_MATKEY_COLOR_SPECULAR);
+ mat->AddProperty(&srcMat.ambient, 1,AI_MATKEY_COLOR_AMBIENT);
+
+ // NOTE: Ignore transparency for the moment - it seems
+ // unclear how to interpret the data
#if 0
- if (!(minor > '0' && major == '3'))
- srcMat.transparency = 1.0f - srcMat.transparency;
- mat->AddProperty(&srcMat.transparency, 1, AI_MATKEY_OPACITY);
+ if (!(minor > '0' && major == '3'))
+ srcMat.transparency = 1.0f - srcMat.transparency;
+ mat->AddProperty(&srcMat.transparency, 1, AI_MATKEY_OPACITY);
#endif
- // add shininess - Quick3D seems to use it ins its viewer
- srcMat.transparency = 16.f;
- mat->AddProperty(&srcMat.transparency, 1, AI_MATKEY_SHININESS);
-
- int m = (int)aiShadingMode_Phong;
- mat->AddProperty(&m, 1, AI_MATKEY_SHADING_MODEL);
-
- if (srcMat.name.length)
- mat->AddProperty(&srcMat.name,AI_MATKEY_NAME);
-
- // Add a texture
- if (srcMat.texIdx < pScene->mNumTextures || real < pScene->mNumTextures)
- {
- srcMat.name.data[0] = '*';
- srcMat.name.length = ASSIMP_itoa10(&srcMat.name.data[1],1000,
- (srcMat.texIdx < pScene->mNumTextures ? srcMat.texIdx : real));
- mat->AddProperty(&srcMat.name,AI_MATKEY_TEXTURE_DIFFUSE(0));
- }
-
- mesh->mNumFaces = (unsigned int)fidx[i].size();
- aiFace* faces = mesh->mFaces = new aiFace[mesh->mNumFaces];
-
- // Now build the output mesh. First find out how many
- // vertices we'll need
- for (FaceIdxArray::const_iterator it = fidx[i].begin(),end = fidx[i].end();
- it != end; ++it)
- {
- mesh->mNumVertices += (unsigned int)meshes[(*it).first].faces[
- (*it).second].indices.size();
- }
-
- aiVector3D* verts = mesh->mVertices = new aiVector3D[mesh->mNumVertices];
- aiVector3D* norms = mesh->mNormals = new aiVector3D[mesh->mNumVertices];
- aiVector3D* uv;
- if (real < pScene->mNumTextures)
- {
- uv = mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices];
- mesh->mNumUVComponents[0] = 2;
- }
- else uv = NULL;
-
- // Build the final array
- unsigned int cnt = 0;
- for (FaceIdxArray::const_iterator it = fidx[i].begin(),end = fidx[i].end();
- it != end; ++it, ++faces)
- {
- Mesh& m = meshes[(*it).first];
- Face& face = m.faces[(*it).second];
- faces->mNumIndices = (unsigned int)face.indices.size();
- faces->mIndices = new unsigned int [faces->mNumIndices];
-
-
- aiVector3D faceNormal;
- bool fnOK = false;
-
- for (unsigned int n = 0; n < faces->mNumIndices;++n, ++cnt, ++norms, ++verts)
- {
- if (face.indices[n] >= m.verts.size())
- {
- DefaultLogger::get()->warn("Quick3D: Vertex index overflow");
- face.indices[n] = 0;
- }
-
- // copy vertices
- *verts = m.verts[ face.indices[n] ];
-
- if (face.indices[n] >= m.normals.size() && faces->mNumIndices >= 3)
- {
- // we have no normal here - assign the face normal
- if (!fnOK)
- {
- const aiVector3D& pV1 = m.verts[ face.indices[0] ];
- const aiVector3D& pV2 = m.verts[ face.indices[1] ];
- const aiVector3D& pV3 = m.verts[ face.indices.size() - 1 ];
- faceNormal = (pV2 - pV1) ^ (pV3 - pV1).Normalize();
- fnOK = true;
- }
- *norms = faceNormal;
- }
- else *norms = m.normals[ face.indices[n] ];
-
- // copy texture coordinates
- if (uv && m.uv.size())
- {
- if (m.prevUVIdx != 0xffffffff && m.uv.size() >= m.verts.size()) // workaround
- {
- *uv = m.uv[face.indices[n]];
- }
- else
- {
- if (face.uvindices[n] >= m.uv.size())
- {
- DefaultLogger::get()->warn("Quick3D: Texture coordinate index overflow");
- face.uvindices[n] = 0;
- }
- *uv = m.uv[face.uvindices[n]];
- }
- uv->y = 1.f - uv->y;
- ++uv;
- }
-
- // setup the new vertex index
- faces->mIndices[n] = cnt;
- }
-
- }
- ++real;
- }
-
- // Delete our nice helper array
- delete[] fidx;
-
- // Now we need to attach the meshes to the root node of the scene
- pScene->mRootNode->mNumMeshes = pScene->mNumMeshes;
- pScene->mRootNode->mMeshes = new unsigned int [pScene->mNumMeshes];
- for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
- pScene->mRootNode->mMeshes[i] = i;
-
- /*pScene->mRootNode->mTransformation *= aiMatrix4x4(
- 1.f, 0.f, 0.f, 0.f,
- 0.f, -1.f,0.f, 0.f,
- 0.f, 0.f, 1.f, 0.f,
- 0.f, 0.f, 0.f, 1.f);*/
-
- // Add cameras and light sources to the scene root node
- pScene->mRootNode->mNumChildren = pScene->mNumLights+pScene->mNumCameras;
- if (pScene->mRootNode->mNumChildren)
- {
- pScene->mRootNode->mChildren = new aiNode* [ pScene->mRootNode->mNumChildren ];
-
- // the light source
- aiNode* nd = pScene->mRootNode->mChildren[0] = new aiNode();
- nd->mParent = pScene->mRootNode;
- nd->mName.Set("Q3DLight");
- nd->mTransformation = pScene->mRootNode->mTransformation;
- nd->mTransformation.Inverse();
-
- // camera
- nd = pScene->mRootNode->mChildren[1] = new aiNode();
- nd->mParent = pScene->mRootNode;
- nd->mName.Set("Q3DCamera");
- nd->mTransformation = pScene->mRootNode->mChildren[0]->mTransformation;
- }
+ // add shininess - Quick3D seems to use it ins its viewer
+ srcMat.transparency = 16.f;
+ mat->AddProperty(&srcMat.transparency, 1, AI_MATKEY_SHININESS);
+
+ int m = (int)aiShadingMode_Phong;
+ mat->AddProperty(&m, 1, AI_MATKEY_SHADING_MODEL);
+
+ if (srcMat.name.length)
+ mat->AddProperty(&srcMat.name,AI_MATKEY_NAME);
+
+ // Add a texture
+ if (srcMat.texIdx < pScene->mNumTextures || real < pScene->mNumTextures)
+ {
+ srcMat.name.data[0] = '*';
+ srcMat.name.length = ASSIMP_itoa10(&srcMat.name.data[1],1000,
+ (srcMat.texIdx < pScene->mNumTextures ? srcMat.texIdx : real));
+ mat->AddProperty(&srcMat.name,AI_MATKEY_TEXTURE_DIFFUSE(0));
+ }
+
+ mesh->mNumFaces = (unsigned int)fidx[i].size();
+ aiFace* faces = mesh->mFaces = new aiFace[mesh->mNumFaces];
+
+ // Now build the output mesh. First find out how many
+ // vertices we'll need
+ for (FaceIdxArray::const_iterator it = fidx[i].begin(),end = fidx[i].end();
+ it != end; ++it)
+ {
+ mesh->mNumVertices += (unsigned int)meshes[(*it).first].faces[
+ (*it).second].indices.size();
+ }
+
+ aiVector3D* verts = mesh->mVertices = new aiVector3D[mesh->mNumVertices];
+ aiVector3D* norms = mesh->mNormals = new aiVector3D[mesh->mNumVertices];
+ aiVector3D* uv;
+ if (real < pScene->mNumTextures)
+ {
+ uv = mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices];
+ mesh->mNumUVComponents[0] = 2;
+ }
+ else uv = NULL;
+
+ // Build the final array
+ unsigned int cnt = 0;
+ for (FaceIdxArray::const_iterator it = fidx[i].begin(),end = fidx[i].end();
+ it != end; ++it, ++faces)
+ {
+ Mesh& m = meshes[(*it).first];
+ Face& face = m.faces[(*it).second];
+ faces->mNumIndices = (unsigned int)face.indices.size();
+ faces->mIndices = new unsigned int [faces->mNumIndices];
+
+
+ aiVector3D faceNormal;
+ bool fnOK = false;
+
+ for (unsigned int n = 0; n < faces->mNumIndices;++n, ++cnt, ++norms, ++verts)
+ {
+ if (face.indices[n] >= m.verts.size())
+ {
+ DefaultLogger::get()->warn("Quick3D: Vertex index overflow");
+ face.indices[n] = 0;
+ }
+
+ // copy vertices
+ *verts = m.verts[ face.indices[n] ];
+
+ if (face.indices[n] >= m.normals.size() && faces->mNumIndices >= 3)
+ {
+ // we have no normal here - assign the face normal
+ if (!fnOK)
+ {
+ const aiVector3D& pV1 = m.verts[ face.indices[0] ];
+ const aiVector3D& pV2 = m.verts[ face.indices[1] ];
+ const aiVector3D& pV3 = m.verts[ face.indices.size() - 1 ];
+ faceNormal = (pV2 - pV1) ^ (pV3 - pV1).Normalize();
+ fnOK = true;
+ }
+ *norms = faceNormal;
+ }
+ else *norms = m.normals[ face.indices[n] ];
+
+ // copy texture coordinates
+ if (uv && m.uv.size())
+ {
+ if (m.prevUVIdx != 0xffffffff && m.uv.size() >= m.verts.size()) // workaround
+ {
+ *uv = m.uv[face.indices[n]];
+ }
+ else
+ {
+ if (face.uvindices[n] >= m.uv.size())
+ {
+ DefaultLogger::get()->warn("Quick3D: Texture coordinate index overflow");
+ face.uvindices[n] = 0;
+ }
+ *uv = m.uv[face.uvindices[n]];
+ }
+ uv->y = 1.f - uv->y;
+ ++uv;
+ }
+
+ // setup the new vertex index
+ faces->mIndices[n] = cnt;
+ }
+
+ }
+ ++real;
+ }
+
+ // Delete our nice helper array
+ delete[] fidx;
+
+ // Now we need to attach the meshes to the root node of the scene
+ pScene->mRootNode->mNumMeshes = pScene->mNumMeshes;
+ pScene->mRootNode->mMeshes = new unsigned int [pScene->mNumMeshes];
+ for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
+ pScene->mRootNode->mMeshes[i] = i;
+
+ /*pScene->mRootNode->mTransformation *= aiMatrix4x4(
+ 1.f, 0.f, 0.f, 0.f,
+ 0.f, -1.f,0.f, 0.f,
+ 0.f, 0.f, 1.f, 0.f,
+ 0.f, 0.f, 0.f, 1.f);*/
+
+ // Add cameras and light sources to the scene root node
+ pScene->mRootNode->mNumChildren = pScene->mNumLights+pScene->mNumCameras;
+ if (pScene->mRootNode->mNumChildren)
+ {
+ pScene->mRootNode->mChildren = new aiNode* [ pScene->mRootNode->mNumChildren ];
+
+ // the light source
+ aiNode* nd = pScene->mRootNode->mChildren[0] = new aiNode();
+ nd->mParent = pScene->mRootNode;
+ nd->mName.Set("Q3DLight");
+ nd->mTransformation = pScene->mRootNode->mTransformation;
+ nd->mTransformation.Inverse();
+
+ // camera
+ nd = pScene->mRootNode->mChildren[1] = new aiNode();
+ nd->mParent = pScene->mRootNode;
+ nd->mName.Set("Q3DCamera");
+ nd->mTransformation = pScene->mRootNode->mChildren[0]->mTransformation;
+ }
}
#endif // !! ASSIMP_BUILD_NO_Q3D_IMPORTER
diff --git a/src/3rdparty/assimp/code/Q3DLoader.h b/src/3rdparty/assimp/code/Q3DLoader.h
index fef4eac3a..986630406 100644
--- a/src/3rdparty/assimp/code/Q3DLoader.h
+++ b/src/3rdparty/assimp/code/Q3DLoader.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -45,89 +45,85 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#define AI_Q3DLOADER_H_INCLUDED
#include "BaseImporter.h"
-#include "../include/aiTypes.h"
+#include "../include/assimp/types.h"
#include <vector>
-namespace Assimp {
+namespace Assimp {
// ---------------------------------------------------------------------------
/** Importer class for the Quick3D Object and Scene formats.
*/
class Q3DImporter : public BaseImporter
{
- friend class Importer;
-
-protected:
- /** Constructor to be privately used by Importer */
- Q3DImporter();
+public:
+ Q3DImporter();
+ ~Q3DImporter();
- /** Destructor, private as well */
- ~Q3DImporter();
public:
- // -------------------------------------------------------------------
- /** Returns whether the class can handle the format of the given file.
- * See BaseImporter::CanRead() for details. */
- bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
- bool checkSig) const;
+ // -------------------------------------------------------------------
+ /** Returns whether the class can handle the format of the given file.
+ * See BaseImporter::CanRead() for details. */
+ bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
+ bool checkSig) const;
protected:
- // -------------------------------------------------------------------
- /** Called by Importer::GetExtensionList() for each loaded importer.
- * See BaseImporter::GetExtensionList() for details
- */
- void GetExtensionList(std::set<std::string>& extensions);
+ // -------------------------------------------------------------------
+ /** Return importer meta information.
+ * See #BaseImporter::GetInfo for the details
+ */
+ const aiImporterDesc* GetInfo () const;
- // -------------------------------------------------------------------
- /** Imports the given file into the given scene structure.
- * See BaseImporter::InternReadFile() for details
- */
- void InternReadFile( const std::string& pFile, aiScene* pScene,
- IOSystem* pIOHandler);
+ // -------------------------------------------------------------------
+ /** Imports the given file into the given scene structure.
+ * See BaseImporter::InternReadFile() for details
+ */
+ void InternReadFile( const std::string& pFile, aiScene* pScene,
+ IOSystem* pIOHandler);
private:
- struct Material
- {
- Material()
- : diffuse (0.6f,0.6f,0.6f)
- , transparency (0.f)
- , texIdx (0xffffffff)
- {}
-
- aiString name;
- aiColor3D ambient, diffuse, specular;
- float transparency;
-
- unsigned int texIdx;
- };
-
- struct Face
- {
- Face(unsigned int s)
- : indices (s)
- , uvindices (s)
- , mat (0)
- {
- }
-
- std::vector<unsigned int> indices;
- std::vector<unsigned int> uvindices;
- unsigned int mat;
- };
-
- struct Mesh
- {
-
- std::vector<aiVector3D> verts;
- std::vector<aiVector3D> normals;
- std::vector<aiVector3D> uv;
- std::vector<Face> faces;
-
- uint32_t prevUVIdx;
- };
+ struct Material
+ {
+ Material()
+ : diffuse (0.6f,0.6f,0.6f)
+ , transparency (0.f)
+ , texIdx (UINT_MAX)
+ {}
+
+ aiString name;
+ aiColor3D ambient, diffuse, specular;
+ float transparency;
+
+ unsigned int texIdx;
+ };
+
+ struct Face
+ {
+ Face(unsigned int s)
+ : indices (s)
+ , uvindices (s)
+ , mat (0)
+ {
+ }
+
+ std::vector<unsigned int> indices;
+ std::vector<unsigned int> uvindices;
+ unsigned int mat;
+ };
+
+ struct Mesh
+ {
+
+ std::vector<aiVector3D> verts;
+ std::vector<aiVector3D> normals;
+ std::vector<aiVector3D> uv;
+ std::vector<Face> faces;
+
+ uint32_t prevUVIdx;
+ };
};
} // end of namespace Assimp
diff --git a/src/3rdparty/assimp/code/RawLoader.cpp b/src/3rdparty/assimp/code/RawLoader.cpp
index 388044a02..044cbf300 100644
--- a/src/3rdparty/assimp/code/RawLoader.cpp
+++ b/src/3rdparty/assimp/code/RawLoader.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,27 +20,27 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file RawLoader.cpp
- * @brief Implementation of the RAW importer class
+ * @brief Implementation of the RAW importer class
*/
#include "AssimpPCH.h"
@@ -53,260 +53,272 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
using namespace Assimp;
+static const aiImporterDesc desc = {
+ "Raw Importer",
+ "",
+ "",
+ "",
+ aiImporterFlags_SupportTextFlavour,
+ 0,
+ 0,
+ 0,
+ 0,
+ "raw"
+};
+
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
RAWImporter::RAWImporter()
{}
// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
+// Destructor, private as well
RAWImporter::~RAWImporter()
{}
// ------------------------------------------------------------------------------------------------
-// Returns whether the class can handle the format of the given file.
-bool RAWImporter::CanRead( const std::string& pFile, IOSystem*, bool) const
+// Returns whether the class can handle the format of the given file.
+bool RAWImporter::CanRead( const std::string& pFile, IOSystem* /*pIOHandler*/, bool /*checkSig*/) const
{
- return SimpleExtensionCheck(pFile,"raw");
+ return SimpleExtensionCheck(pFile,"raw");
}
// ------------------------------------------------------------------------------------------------
-// Get the list of all supported file extensions
-void RAWImporter::GetExtensionList(std::set<std::string>& extensions)
+const aiImporterDesc* RAWImporter::GetInfo () const
{
- extensions.insert("raw");
+ return &desc;
}
// ------------------------------------------------------------------------------------------------
-// Imports the given file into the given scene structure.
-void RAWImporter::InternReadFile( const std::string& pFile,
- aiScene* pScene, IOSystem* pIOHandler)
+// Imports the given file into the given scene structure.
+void RAWImporter::InternReadFile( const std::string& pFile,
+ aiScene* pScene, IOSystem* pIOHandler)
{
- boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
-
- // Check whether we can read from the file
- if ( file.get() == NULL) {
- throw DeadlyImportError( "Failed to open RAW file " + pFile + ".");
- }
-
- // allocate storage and copy the contents of the file to a memory buffer
- // (terminate it with zero)
- std::vector<char> mBuffer2;
- TextFileToBuffer(file.get(),mBuffer2);
- const char* buffer = &mBuffer2[0];
-
- // list of groups loaded from the file
- std::vector< GroupInformation > outGroups(1,GroupInformation("<default>"));
- std::vector< GroupInformation >::iterator curGroup = outGroups.begin();
-
- // now read all lines
- char line[4096];
- while (GetNextLine(buffer,line))
- {
- // if the line starts with a non-numeric identifier, it marks
- // the beginning of a new group
- const char* sz = line;SkipSpaces(&sz);
- if (IsLineEnd(*sz))continue;
- if (!IsNumeric(*sz))
- {
- const char* sz2 = sz;
- while (!IsSpaceOrNewLine(*sz2))++sz2;
- const unsigned int length = (unsigned int)(sz2-sz);
-
- // find an existing group with this name
- for (std::vector< GroupInformation >::iterator it = outGroups.begin(), end = outGroups.end();
- it != end;++it)
- {
- if (length == (*it).name.length() && !::strcmp(sz,(*it).name.c_str()))
- {
- curGroup = it;sz2 = NULL;
- break;
- }
- }
- if (sz2)
- {
- outGroups.push_back(GroupInformation(std::string(sz,length)));
- curGroup = outGroups.end()-1;
- }
- }
- else
- {
- // there can be maximally 12 floats plus an extra texture file name
- float data[12];
- unsigned int num;
- for (num = 0; num < 12;++num)
- {
- if (!SkipSpaces(&sz) || !IsNumeric(*sz))break;
- sz = fast_atof_move(sz,data[num]);
- }
- if (num != 12 && num != 9)
- {
- DefaultLogger::get()->error("A line may have either 9 or 12 floats and an optional texture");
- continue;
- }
-
- MeshInformation* output = NULL;
-
- const char* sz2 = sz;
- unsigned int length;
- if (!IsLineEnd(*sz))
- {
- while (!IsSpaceOrNewLine(*sz2))++sz2;
- length = (unsigned int)(sz2-sz);
- }
- else if (9 == num)
- {
- sz = "%default%";
- length = 9;
- }
- else
- {
- sz = "";
- length = 0;
- }
-
- // search in the list of meshes whether we have one with this texture
- for (std::vector< MeshInformation >::iterator it = (*curGroup).meshes.begin(),
- end = (*curGroup).meshes.end(); it != end; ++it)
- {
- if (length == (*it).name.length() && (length ? !::strcmp(sz,(*it).name.c_str()) : true))
- {
- output = &(*it);
- break;
- }
- }
- // if we don't have the mesh, create it
- if (!output)
- {
- (*curGroup).meshes.push_back(MeshInformation(std::string(sz,length)));
- output = &((*curGroup).meshes.back());
- }
- if (12 == num)
- {
- aiColor4D v(data[0],data[1],data[2],1.0f);
- output->colors.push_back(v);
- output->colors.push_back(v);
- output->colors.push_back(v);
-
- output->vertices.push_back(aiVector3D(data[3],data[4],data[5]));
- output->vertices.push_back(aiVector3D(data[6],data[7],data[8]));
- output->vertices.push_back(aiVector3D(data[9],data[10],data[11]));
- }
- else
- {
- output->vertices.push_back(aiVector3D(data[0],data[1],data[2]));
- output->vertices.push_back(aiVector3D(data[3],data[4],data[5]));
- output->vertices.push_back(aiVector3D(data[6],data[7],data[8]));
- }
- }
- }
-
- pScene->mRootNode = new aiNode();
- pScene->mRootNode->mName.Set("<RawRoot>");
-
- // count the number of valid groups
- // (meshes can't be empty)
- for (std::vector< GroupInformation >::iterator it = outGroups.begin(), end = outGroups.end();
- it != end;++it)
- {
- if (!(*it).meshes.empty())
- {
- ++pScene->mRootNode->mNumChildren;
- pScene->mNumMeshes += (unsigned int)(*it).meshes.size();
- }
- }
-
- if (!pScene->mNumMeshes)
- {
- throw DeadlyImportError("RAW: No meshes loaded. The file seems to be corrupt or empty.");
- }
-
- pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
- aiNode** cc;
- if (1 == pScene->mRootNode->mNumChildren)
- {
- cc = &pScene->mRootNode;
- pScene->mRootNode->mNumChildren = 0;
- }
- else cc = pScene->mRootNode->mChildren = new aiNode*[pScene->mRootNode->mNumChildren];
-
- pScene->mNumMaterials = pScene->mNumMeshes;
- aiMaterial** mats = pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
-
- unsigned int meshIdx = 0;
- for (std::vector< GroupInformation >::iterator it = outGroups.begin(), end = outGroups.end();
- it != end;++it)
- {
- if ((*it).meshes.empty())continue;
-
- aiNode* node;
- if (pScene->mRootNode->mNumChildren)
- {
- node = *cc = new aiNode();
- node->mParent = pScene->mRootNode;
- }
- else node = *cc;++cc;
- node->mName.Set((*it).name);
-
- // add all meshes
- node->mNumMeshes = (unsigned int)(*it).meshes.size();
- unsigned int* pi = node->mMeshes = new unsigned int[ node->mNumMeshes ];
- for (std::vector< MeshInformation >::iterator it2 = (*it).meshes.begin(),
- end2 = (*it).meshes.end(); it2 != end2; ++it2)
- {
- ai_assert(!(*it2).vertices.empty());
-
- // allocate the mesh
- *pi++ = meshIdx;
- aiMesh* mesh = pScene->mMeshes[meshIdx] = new aiMesh();
- mesh->mMaterialIndex = meshIdx++;
-
- mesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
-
- // allocate storage for the vertex components and copy them
- mesh->mNumVertices = (unsigned int)(*it2).vertices.size();
- mesh->mVertices = new aiVector3D[ mesh->mNumVertices ];
- ::memcpy(mesh->mVertices,&(*it2).vertices[0],sizeof(aiVector3D)*mesh->mNumVertices);
-
- if ((*it2).colors.size())
- {
- ai_assert((*it2).colors.size() == mesh->mNumVertices);
-
- mesh->mColors[0] = new aiColor4D[ mesh->mNumVertices ];
- ::memcpy(mesh->mColors[0],&(*it2).colors[0],sizeof(aiColor4D)*mesh->mNumVertices);
- }
-
- // generate triangles
- ai_assert(0 == mesh->mNumVertices % 3);
- aiFace* fc = mesh->mFaces = new aiFace[ mesh->mNumFaces = mesh->mNumVertices/3 ];
- aiFace* const fcEnd = fc + mesh->mNumFaces;
- unsigned int n = 0;
- while (fc != fcEnd)
- {
- aiFace& f = *fc++;
- f.mIndices = new unsigned int[f.mNumIndices = 3];
- for (unsigned int m = 0; m < 3;++m)
- f.mIndices[m] = n++;
- }
-
- // generate a material for the mesh
- MaterialHelper* mat = new MaterialHelper();
-
- aiColor4D clr(1.0f,1.0f,1.0f,1.0f);
- if ("%default%" == (*it2).name) // a gray default material
- {
- clr.r = clr.g = clr.b = 0.6f;
- }
- else if ((*it2).name.length() > 0) // a texture
- {
- aiString s;
- s.Set((*it2).name);
- mat->AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(0));
- }
- mat->AddProperty<aiColor4D>(&clr,1,AI_MATKEY_COLOR_DIFFUSE);
- *mats++ = mat;
- }
- }
+ boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
+
+ // Check whether we can read from the file
+ if( file.get() == NULL) {
+ throw DeadlyImportError( "Failed to open RAW file " + pFile + ".");
+ }
+
+ // allocate storage and copy the contents of the file to a memory buffer
+ // (terminate it with zero)
+ std::vector<char> mBuffer2;
+ TextFileToBuffer(file.get(),mBuffer2);
+ const char* buffer = &mBuffer2[0];
+
+ // list of groups loaded from the file
+ std::vector< GroupInformation > outGroups(1,GroupInformation("<default>"));
+ std::vector< GroupInformation >::iterator curGroup = outGroups.begin();
+
+ // now read all lines
+ char line[4096];
+ while (GetNextLine(buffer,line))
+ {
+ // if the line starts with a non-numeric identifier, it marks
+ // the beginning of a new group
+ const char* sz = line;SkipSpaces(&sz);
+ if (IsLineEnd(*sz))continue;
+ if (!IsNumeric(*sz))
+ {
+ const char* sz2 = sz;
+ while (!IsSpaceOrNewLine(*sz2))++sz2;
+ const unsigned int length = (unsigned int)(sz2-sz);
+
+ // find an existing group with this name
+ for (std::vector< GroupInformation >::iterator it = outGroups.begin(), end = outGroups.end();
+ it != end;++it)
+ {
+ if (length == (*it).name.length() && !::strcmp(sz,(*it).name.c_str()))
+ {
+ curGroup = it;sz2 = NULL;
+ break;
+ }
+ }
+ if (sz2)
+ {
+ outGroups.push_back(GroupInformation(std::string(sz,length)));
+ curGroup = outGroups.end()-1;
+ }
+ }
+ else
+ {
+ // there can be maximally 12 floats plus an extra texture file name
+ float data[12];
+ unsigned int num;
+ for (num = 0; num < 12;++num)
+ {
+ if(!SkipSpaces(&sz) || !IsNumeric(*sz))break;
+ sz = fast_atoreal_move<float>(sz,data[num]);
+ }
+ if (num != 12 && num != 9)
+ {
+ DefaultLogger::get()->error("A line may have either 9 or 12 floats and an optional texture");
+ continue;
+ }
+
+ MeshInformation* output = NULL;
+
+ const char* sz2 = sz;
+ unsigned int length;
+ if (!IsLineEnd(*sz))
+ {
+ while (!IsSpaceOrNewLine(*sz2))++sz2;
+ length = (unsigned int)(sz2-sz);
+ }
+ else if (9 == num)
+ {
+ sz = "%default%";
+ length = 9;
+ }
+ else
+ {
+ sz = "";
+ length = 0;
+ }
+
+ // search in the list of meshes whether we have one with this texture
+ for (std::vector< MeshInformation >::iterator it = (*curGroup).meshes.begin(),
+ end = (*curGroup).meshes.end(); it != end; ++it)
+ {
+ if (length == (*it).name.length() && (length ? !::strcmp(sz,(*it).name.c_str()) : true))
+ {
+ output = &(*it);
+ break;
+ }
+ }
+ // if we don't have the mesh, create it
+ if (!output)
+ {
+ (*curGroup).meshes.push_back(MeshInformation(std::string(sz,length)));
+ output = &((*curGroup).meshes.back());
+ }
+ if (12 == num)
+ {
+ aiColor4D v(data[0],data[1],data[2],1.0f);
+ output->colors.push_back(v);
+ output->colors.push_back(v);
+ output->colors.push_back(v);
+
+ output->vertices.push_back(aiVector3D(data[3],data[4],data[5]));
+ output->vertices.push_back(aiVector3D(data[6],data[7],data[8]));
+ output->vertices.push_back(aiVector3D(data[9],data[10],data[11]));
+ }
+ else
+ {
+ output->vertices.push_back(aiVector3D(data[0],data[1],data[2]));
+ output->vertices.push_back(aiVector3D(data[3],data[4],data[5]));
+ output->vertices.push_back(aiVector3D(data[6],data[7],data[8]));
+ }
+ }
+ }
+
+ pScene->mRootNode = new aiNode();
+ pScene->mRootNode->mName.Set("<RawRoot>");
+
+ // count the number of valid groups
+ // (meshes can't be empty)
+ for (std::vector< GroupInformation >::iterator it = outGroups.begin(), end = outGroups.end();
+ it != end;++it)
+ {
+ if (!(*it).meshes.empty())
+ {
+ ++pScene->mRootNode->mNumChildren;
+ pScene->mNumMeshes += (unsigned int)(*it).meshes.size();
+ }
+ }
+
+ if (!pScene->mNumMeshes)
+ {
+ throw DeadlyImportError("RAW: No meshes loaded. The file seems to be corrupt or empty.");
+ }
+
+ pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
+ aiNode** cc;
+ if (1 == pScene->mRootNode->mNumChildren)
+ {
+ cc = &pScene->mRootNode;
+ pScene->mRootNode->mNumChildren = 0;
+ }
+ else cc = pScene->mRootNode->mChildren = new aiNode*[pScene->mRootNode->mNumChildren];
+
+ pScene->mNumMaterials = pScene->mNumMeshes;
+ aiMaterial** mats = pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
+
+ unsigned int meshIdx = 0;
+ for (std::vector< GroupInformation >::iterator it = outGroups.begin(), end = outGroups.end();
+ it != end;++it)
+ {
+ if ((*it).meshes.empty())continue;
+
+ aiNode* node;
+ if (pScene->mRootNode->mNumChildren)
+ {
+ node = *cc = new aiNode();
+ node->mParent = pScene->mRootNode;
+ }
+ else node = *cc;++cc;
+ node->mName.Set((*it).name);
+
+ // add all meshes
+ node->mNumMeshes = (unsigned int)(*it).meshes.size();
+ unsigned int* pi = node->mMeshes = new unsigned int[ node->mNumMeshes ];
+ for (std::vector< MeshInformation >::iterator it2 = (*it).meshes.begin(),
+ end2 = (*it).meshes.end(); it2 != end2; ++it2)
+ {
+ ai_assert(!(*it2).vertices.empty());
+
+ // allocate the mesh
+ *pi++ = meshIdx;
+ aiMesh* mesh = pScene->mMeshes[meshIdx] = new aiMesh();
+ mesh->mMaterialIndex = meshIdx++;
+
+ mesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
+
+ // allocate storage for the vertex components and copy them
+ mesh->mNumVertices = (unsigned int)(*it2).vertices.size();
+ mesh->mVertices = new aiVector3D[ mesh->mNumVertices ];
+ ::memcpy(mesh->mVertices,&(*it2).vertices[0],sizeof(aiVector3D)*mesh->mNumVertices);
+
+ if ((*it2).colors.size())
+ {
+ ai_assert((*it2).colors.size() == mesh->mNumVertices);
+
+ mesh->mColors[0] = new aiColor4D[ mesh->mNumVertices ];
+ ::memcpy(mesh->mColors[0],&(*it2).colors[0],sizeof(aiColor4D)*mesh->mNumVertices);
+ }
+
+ // generate triangles
+ ai_assert(0 == mesh->mNumVertices % 3);
+ aiFace* fc = mesh->mFaces = new aiFace[ mesh->mNumFaces = mesh->mNumVertices/3 ];
+ aiFace* const fcEnd = fc + mesh->mNumFaces;
+ unsigned int n = 0;
+ while (fc != fcEnd)
+ {
+ aiFace& f = *fc++;
+ f.mIndices = new unsigned int[f.mNumIndices = 3];
+ for (unsigned int m = 0; m < 3;++m)
+ f.mIndices[m] = n++;
+ }
+
+ // generate a material for the mesh
+ aiMaterial* mat = new aiMaterial();
+
+ aiColor4D clr(1.0f,1.0f,1.0f,1.0f);
+ if ("%default%" == (*it2).name) // a gray default material
+ {
+ clr.r = clr.g = clr.b = 0.6f;
+ }
+ else if ((*it2).name.length() > 0) // a texture
+ {
+ aiString s;
+ s.Set((*it2).name);
+ mat->AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(0));
+ }
+ mat->AddProperty<aiColor4D>(&clr,1,AI_MATKEY_COLOR_DIFFUSE);
+ *mats++ = mat;
+ }
+ }
}
#endif // !! ASSIMP_BUILD_NO_RAW_IMPORTER
diff --git a/src/3rdparty/assimp/code/RawLoader.h b/src/3rdparty/assimp/code/RawLoader.h
index 47a4a5aa0..9be07a8ae 100644
--- a/src/3rdparty/assimp/code/RawLoader.h
+++ b/src/3rdparty/assimp/code/RawLoader.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -45,77 +45,73 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#define AI_RAWLOADER_H_INCLUDED
#include "BaseImporter.h"
-#include "../include/aiTypes.h"
+#include "../include/assimp/types.h"
#include <vector>
-namespace Assimp {
+namespace Assimp {
// ---------------------------------------------------------------------------
/** Importer class for the PovRay RAW triangle format
*/
class RAWImporter : public BaseImporter
{
- friend class Importer;
-
-protected:
- /** Constructor to be privately used by Importer */
- RAWImporter();
+public:
+ RAWImporter();
+ ~RAWImporter();
- /** Destructor, private as well */
- ~RAWImporter();
public:
- // -------------------------------------------------------------------
- /** Returns whether the class can handle the format of the given file.
- * See BaseImporter::CanRead() for details.
- */
- bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
- bool checkSig) const;
+ // -------------------------------------------------------------------
+ /** Returns whether the class can handle the format of the given file.
+ * See BaseImporter::CanRead() for details.
+ */
+ bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
+ bool checkSig) const;
protected:
- // -------------------------------------------------------------------
- /** Called by Importer::GetExtensionList() for each loaded importer.
- * See BaseImporter::GetExtensionList() for details
- */
- void GetExtensionList(std::set<std::string>& extensions);
+ // -------------------------------------------------------------------
+ /** Return importer meta information.
+ * See #BaseImporter::GetInfo for the details
+ */
+ const aiImporterDesc* GetInfo () const;
- // -------------------------------------------------------------------
- /** Imports the given file into the given scene structure.
- * See BaseImporter::InternReadFile() for details
- */
- void InternReadFile( const std::string& pFile, aiScene* pScene,
- IOSystem* pIOHandler);
+ // -------------------------------------------------------------------
+ /** Imports the given file into the given scene structure.
+ * See BaseImporter::InternReadFile() for details
+ */
+ void InternReadFile( const std::string& pFile, aiScene* pScene,
+ IOSystem* pIOHandler);
private:
- struct MeshInformation
- {
- MeshInformation(const std::string& _name)
- : name(_name)
- {
- vertices.reserve(100);
- colors.reserve(100);
- }
-
- std::string name;
-
- std::vector<aiVector3D> vertices;
- std::vector<aiColor4D> colors;
- };
-
- struct GroupInformation
- {
- GroupInformation(const std::string& _name)
- : name(_name)
- {
- meshes.reserve(10);
- }
-
- std::string name;
- std::vector<MeshInformation> meshes;
- };
+ struct MeshInformation
+ {
+ MeshInformation(const std::string& _name)
+ : name(_name)
+ {
+ vertices.reserve(100);
+ colors.reserve(100);
+ }
+
+ std::string name;
+
+ std::vector<aiVector3D> vertices;
+ std::vector<aiColor4D> colors;
+ };
+
+ struct GroupInformation
+ {
+ GroupInformation(const std::string& _name)
+ : name(_name)
+ {
+ meshes.reserve(10);
+ }
+
+ std::string name;
+ std::vector<MeshInformation> meshes;
+ };
};
} // end of namespace Assimp
diff --git a/src/3rdparty/assimp/code/RemoveComments.cpp b/src/3rdparty/assimp/code/RemoveComments.cpp
index e9b6af5d0..8de8227f4 100644
--- a/src/3rdparty/assimp/code/RemoveComments.cpp
+++ b/src/3rdparty/assimp/code/RemoveComments.cpp
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -46,63 +46,63 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "RemoveComments.h"
#include "ParsingUtils.h"
-namespace Assimp {
+namespace Assimp {
// ------------------------------------------------------------------------------------------------
// Remove line comments from a file
void CommentRemover::RemoveLineComments(const char* szComment,
- char* szBuffer, char chReplacement /* = ' ' */)
+ char* szBuffer, char chReplacement /* = ' ' */)
{
- // validate parameters
- ai_assert(NULL != szComment && NULL != szBuffer && *szComment);
-
- const size_t len = strlen(szComment);
- while (*szBuffer) {
-
- // skip over quotes
- if (*szBuffer == '\"' || *szBuffer == '\'')
- while (*szBuffer++ && *szBuffer != '\"' && *szBuffer != '\'') {}
-
- if (!strncmp(szBuffer,szComment,len)) {
- while (!IsLineEnd(*szBuffer))
- *szBuffer++ = chReplacement;
- }
- ++szBuffer;
- }
+ // validate parameters
+ ai_assert(NULL != szComment && NULL != szBuffer && *szComment);
+
+ const size_t len = strlen(szComment);
+ while (*szBuffer) {
+
+ // skip over quotes
+ if (*szBuffer == '\"' || *szBuffer == '\'')
+ while (*szBuffer++ && *szBuffer != '\"' && *szBuffer != '\'');
+
+ if (!strncmp(szBuffer,szComment,len)) {
+ while (!IsLineEnd(*szBuffer))
+ *szBuffer++ = chReplacement;
+ }
+ ++szBuffer;
+ }
}
// ------------------------------------------------------------------------------------------------
// Remove multi-line comments from a file
void CommentRemover::RemoveMultiLineComments(const char* szCommentStart,
- const char* szCommentEnd,char* szBuffer,
- char chReplacement)
+ const char* szCommentEnd,char* szBuffer,
+ char chReplacement)
{
- // validate parameters
- ai_assert(NULL != szCommentStart && NULL != szCommentEnd &&
- NULL != szBuffer && *szCommentStart && *szCommentEnd);
-
- const size_t len = strlen(szCommentEnd);
- const size_t len2 = strlen(szCommentStart);
-
- while (*szBuffer) {
- // skip over quotes
- if (*szBuffer == '\"' || *szBuffer == '\'')
- while (*szBuffer++ && *szBuffer != '\"' && *szBuffer != '\'') {}
-
- if (!strncmp(szBuffer,szCommentStart,len2)) {
- while (*szBuffer) {
- if (!::strncmp(szBuffer,szCommentEnd,len)) {
- for (unsigned int i = 0; i < len;++i)
- *szBuffer++ = chReplacement;
-
- break;
- }
- *szBuffer++ = chReplacement;
- }
- continue;
- }
- ++szBuffer;
- }
+ // validate parameters
+ ai_assert(NULL != szCommentStart && NULL != szCommentEnd &&
+ NULL != szBuffer && *szCommentStart && *szCommentEnd);
+
+ const size_t len = strlen(szCommentEnd);
+ const size_t len2 = strlen(szCommentStart);
+
+ while (*szBuffer) {
+ // skip over quotes
+ if (*szBuffer == '\"' || *szBuffer == '\'')
+ while (*szBuffer++ && *szBuffer != '\"' && *szBuffer != '\'');
+
+ if (!strncmp(szBuffer,szCommentStart,len2)) {
+ while (*szBuffer) {
+ if (!::strncmp(szBuffer,szCommentEnd,len)) {
+ for (unsigned int i = 0; i < len;++i)
+ *szBuffer++ = chReplacement;
+
+ break;
+ }
+ *szBuffer++ = chReplacement;
+ }
+ continue;
+ }
+ ++szBuffer;
+ }
}
} // !! Assimp
diff --git a/src/3rdparty/assimp/code/RemoveComments.h b/src/3rdparty/assimp/code/RemoveComments.h
index 54899527d..acc8db751 100644
--- a/src/3rdparty/assimp/code/RemoveComments.h
+++ b/src/3rdparty/assimp/code/RemoveComments.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -44,44 +44,44 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_REMOVE_COMMENTS_H_INC
#define AI_REMOVE_COMMENTS_H_INC
-#include "../include/aiAssert.h"
+#include "../include/assimp/ai_assert.h"
-namespace Assimp {
+namespace Assimp {
// ---------------------------------------------------------------------------
/** \brief Helper class to remove single and multi line comments from a file
- *
+ *
* Some mesh formats like MD5 have comments that are quite similar
* to those in C or C++ so this code has been moved to a separate
* module.
*/
-class ASSIMP_API CommentRemover
+class CommentRemover
{
- // class cannot be instanced
- CommentRemover() {}
+ // class cannot be instanced
+ CommentRemover() {}
public:
- //! Remove single-line comments. The end of a line is
- //! expected to be either NL or CR or NLCR.
- //! \param szComment The start sequence of the comment, e.g. "//"
- //! \param szBuffer Buffer to work with
- //! \param chReplacement Character to be used as replacement
- //! for commented lines. By default this is ' '
- static void RemoveLineComments(const char* szComment,
- char* szBuffer, char chReplacement = ' ');
+ //! Remove single-line comments. The end of a line is
+ //! expected to be either NL or CR or NLCR.
+ //! \param szComment The start sequence of the comment, e.g. "//"
+ //! \param szBuffer Buffer to work with
+ //! \param chReplacement Character to be used as replacement
+ //! for commented lines. By default this is ' '
+ static void RemoveLineComments(const char* szComment,
+ char* szBuffer, char chReplacement = ' ');
- //! Remove multi-line comments. The end of a line is
- //! expected to be either NL or CR or NLCR. Multi-line comments
- //! may not be nested (as in C).
- //! \param szCommentStart The start sequence of the comment, e.g. "/*"
- //! \param szCommentEnd The end sequence of the comment, e.g. "*/"
- //! \param szBuffer Buffer to work with
- //! \param chReplacement Character to be used as replacement
- //! for commented lines. By default this is ' '
- static void RemoveMultiLineComments(const char* szCommentStart,
- const char* szCommentEnd,char* szBuffer,
- char chReplacement = ' ');
+ //! Remove multi-line comments. The end of a line is
+ //! expected to be either NL or CR or NLCR. Multi-line comments
+ //! may not be nested (as in C).
+ //! \param szCommentStart The start sequence of the comment, e.g. "/*"
+ //! \param szCommentEnd The end sequence of the comment, e.g. "*/"
+ //! \param szBuffer Buffer to work with
+ //! \param chReplacement Character to be used as replacement
+ //! for commented lines. By default this is ' '
+ static void RemoveMultiLineComments(const char* szCommentStart,
+ const char* szCommentEnd,char* szBuffer,
+ char chReplacement = ' ');
};
} // ! Assimp
diff --git a/src/3rdparty/assimp/code/RemoveRedundantMaterials.cpp b/src/3rdparty/assimp/code/RemoveRedundantMaterials.cpp
index 438c384e0..39643d318 100644
--- a/src/3rdparty/assimp/code/RemoveRedundantMaterials.cpp
+++ b/src/3rdparty/assimp/code/RemoveRedundantMaterials.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,26 +20,26 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file RemoveRedundantMaterials.cpp
- * @brief Implementation of the "RemoveRedundantMaterials" post processing step
+ * @brief Implementation of the "RemoveRedundantMaterials" post processing step
*/
// internal headers
@@ -47,10 +47,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "RemoveRedundantMaterials.h"
#include "ParsingUtils.h"
#include "ProcessHelper.h"
-
-#if defined(__QNXNTO__)
-#include <stdio.h>
-#endif
+#include "MaterialSystem.h"
using namespace Assimp;
@@ -58,151 +55,151 @@ using namespace Assimp;
// Constructor to be privately used by Importer
RemoveRedundantMatsProcess::RemoveRedundantMatsProcess()
{
- // nothing to do here
+ // nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
RemoveRedundantMatsProcess::~RemoveRedundantMatsProcess()
{
- // nothing to do here
+ // nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool RemoveRedundantMatsProcess::IsActive( unsigned int pFlags) const
{
- return (pFlags & aiProcess_RemoveRedundantMaterials) != 0;
+ return (pFlags & aiProcess_RemoveRedundantMaterials) != 0;
}
// ------------------------------------------------------------------------------------------------
// Setup import properties
void RemoveRedundantMatsProcess::SetupProperties(const Importer* pImp)
{
- // Get value of AI_CONFIG_PP_RRM_EXCLUDE_LIST
- configFixedMaterials = pImp->GetPropertyString(AI_CONFIG_PP_RRM_EXCLUDE_LIST,"");
+ // Get value of AI_CONFIG_PP_RRM_EXCLUDE_LIST
+ configFixedMaterials = pImp->GetPropertyString(AI_CONFIG_PP_RRM_EXCLUDE_LIST,"");
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void RemoveRedundantMatsProcess::Execute( aiScene* pScene)
{
- DefaultLogger::get()->debug("RemoveRedundantMatsProcess begin");
-
- unsigned int iCnt = 0, unreferenced = 0;
- if (pScene->mNumMaterials)
- {
- // Find out which materials are referenced by meshes
- std::vector<bool> abReferenced(pScene->mNumMaterials,false);
- for (unsigned int i = 0;i < pScene->mNumMeshes;++i)
- abReferenced[pScene->mMeshes[i]->mMaterialIndex] = true;
-
- // If a list of materials to be excluded was given, match the list with
- // our imported materials and 'salt' all positive matches to ensure that
- // we get unique hashes later.
- if (configFixedMaterials.length()) {
-
- std::list<std::string> strings;
- ConvertListToStrings(configFixedMaterials,strings);
-
- for (unsigned int i = 0; i < pScene->mNumMaterials;++i) {
- aiMaterial* mat = pScene->mMaterials[i];
-
- aiString name;
- mat->Get(AI_MATKEY_NAME,name);
-
- if (name.length) {
- std::list<std::string>::const_iterator it = std::find(strings.begin(), strings.end(), name.data);
- if (it != strings.end()) {
-
- // Our brilliant 'salt': A single material property with ~ as first
- // character to mark it as internal and temporary.
- const int dummy = 1;
- ((MaterialHelper*)mat)->AddProperty(&dummy,1,"~RRM.UniqueMaterial",0,0);
-
- // Keep this material even if no mesh references it
- abReferenced[i] = true;
- DefaultLogger::get()->debug(std::string("Found positive match in exclusion list: \'") + name.data + "\'");
- }
- }
- }
- }
-
-
- // TODO: reimplement this algorithm to work in-place
-
- unsigned int* aiMappingTable = new unsigned int[pScene->mNumMaterials];
- unsigned int iNewNum = 0;
-
- // Iterate through all materials and calculate a hash for them
- // store all hashes in a list and so a quick search whether
- // we do already have a specific hash. This allows us to
- // determine which materials are identical.
- uint32_t* aiHashes;
- aiHashes = new uint32_t[pScene->mNumMaterials];
- for (unsigned int i = 0; i < pScene->mNumMaterials;++i)
- {
- // if the material is not referenced ... remove it
- if (!abReferenced[i]) {
- ++unreferenced;
- continue;
- }
-
- uint32_t me = aiHashes[i] = ((MaterialHelper*)pScene->mMaterials[i])->ComputeHash();
- for (unsigned int a = 0; a < i;++a)
- {
- if (me == aiHashes[a]) {
- ++iCnt;
- me = 0;
- aiMappingTable[i] = aiMappingTable[a];
- delete pScene->mMaterials[i];
- break;
- }
- }
- if (me) {
- aiMappingTable[i] = iNewNum++;
- }
- }
- if (iCnt) {
- // build an output material list
- aiMaterial** ppcMaterials = new aiMaterial*[iNewNum];
- ::memset(ppcMaterials,0,sizeof(void*)*iNewNum);
- for (unsigned int p = 0; p < pScene->mNumMaterials;++p)
- {
- // if the material is not referenced ... remove it
- if (!abReferenced[p])
- continue;
-
- // generate new names for all modified materials
- const unsigned int idx = aiMappingTable[p];
- if (ppcMaterials[idx])
- {
- aiString sz;
- sz.length = ::sprintf(sz.data,"JoinedMaterial_#%i",p);
- ((MaterialHelper*)ppcMaterials[idx])->AddProperty(&sz,AI_MATKEY_NAME);
- }
- else ppcMaterials[idx] = pScene->mMaterials[p];
- }
- // update all material indices
- for (unsigned int p = 0; p < pScene->mNumMeshes;++p) {
- aiMesh* mesh = pScene->mMeshes[p];
- mesh->mMaterialIndex = aiMappingTable[mesh->mMaterialIndex];
- }
- // delete the old material list
- delete[] pScene->mMaterials;
- pScene->mMaterials = ppcMaterials;
- pScene->mNumMaterials = iNewNum;
- }
- // delete temporary storage
- delete[] aiHashes;
- delete[] aiMappingTable;
- }
- if (!iCnt)DefaultLogger::get()->debug("RemoveRedundantMatsProcess finished ");
- else
- {
- char szBuffer[128]; // should be sufficiently large
- ::sprintf(szBuffer,"RemoveRedundantMatsProcess finished. %i redundant and %i unused materials",
- iCnt,unreferenced);
- DefaultLogger::get()->info(szBuffer);
- }
+ DefaultLogger::get()->debug("RemoveRedundantMatsProcess begin");
+
+ unsigned int iCnt = 0, unreferenced = 0;
+ if (pScene->mNumMaterials)
+ {
+ // Find out which materials are referenced by meshes
+ std::vector<bool> abReferenced(pScene->mNumMaterials,false);
+ for (unsigned int i = 0;i < pScene->mNumMeshes;++i)
+ abReferenced[pScene->mMeshes[i]->mMaterialIndex] = true;
+
+ // If a list of materials to be excluded was given, match the list with
+ // our imported materials and 'salt' all positive matches to ensure that
+ // we get unique hashes later.
+ if (configFixedMaterials.length()) {
+
+ std::list<std::string> strings;
+ ConvertListToStrings(configFixedMaterials,strings);
+
+ for (unsigned int i = 0; i < pScene->mNumMaterials;++i) {
+ aiMaterial* mat = pScene->mMaterials[i];
+
+ aiString name;
+ mat->Get(AI_MATKEY_NAME,name);
+
+ if (name.length) {
+ std::list<std::string>::const_iterator it = std::find(strings.begin(), strings.end(), name.data);
+ if (it != strings.end()) {
+
+ // Our brilliant 'salt': A single material property with ~ as first
+ // character to mark it as internal and temporary.
+ const int dummy = 1;
+ ((aiMaterial*)mat)->AddProperty(&dummy,1,"~RRM.UniqueMaterial",0,0);
+
+ // Keep this material even if no mesh references it
+ abReferenced[i] = true;
+ DefaultLogger::get()->debug(std::string("Found positive match in exclusion list: \'") + name.data + "\'");
+ }
+ }
+ }
+ }
+
+
+ // TODO: reimplement this algorithm to work in-place
+
+ unsigned int* aiMappingTable = new unsigned int[pScene->mNumMaterials];
+ unsigned int iNewNum = 0;
+
+ // Iterate through all materials and calculate a hash for them
+ // store all hashes in a list and so a quick search whether
+ // we do already have a specific hash. This allows us to
+ // determine which materials are identical.
+ uint32_t* aiHashes;
+ aiHashes = new uint32_t[pScene->mNumMaterials];
+ for (unsigned int i = 0; i < pScene->mNumMaterials;++i)
+ {
+ // if the material is not referenced ... remove it
+ if (!abReferenced[i]) {
+ ++unreferenced;
+ continue;
+ }
+
+ uint32_t me = aiHashes[i] = ComputeMaterialHash(pScene->mMaterials[i]);
+ for (unsigned int a = 0; a < i;++a)
+ {
+ if (abReferenced[a] && me == aiHashes[a]) {
+ ++iCnt;
+ me = 0;
+ aiMappingTable[i] = aiMappingTable[a];
+ delete pScene->mMaterials[i];
+ break;
+ }
+ }
+ if (me) {
+ aiMappingTable[i] = iNewNum++;
+ }
+ }
+ if (iCnt) {
+ // build an output material list
+ aiMaterial** ppcMaterials = new aiMaterial*[iNewNum];
+ ::memset(ppcMaterials,0,sizeof(void*)*iNewNum);
+ for (unsigned int p = 0; p < pScene->mNumMaterials;++p)
+ {
+ // if the material is not referenced ... remove it
+ if (!abReferenced[p])
+ continue;
+
+ // generate new names for all modified materials
+ const unsigned int idx = aiMappingTable[p];
+ if (ppcMaterials[idx])
+ {
+ aiString sz;
+ sz.length = ::sprintf(sz.data,"JoinedMaterial_#%i",p);
+ ((aiMaterial*)ppcMaterials[idx])->AddProperty(&sz,AI_MATKEY_NAME);
+ }
+ else ppcMaterials[idx] = pScene->mMaterials[p];
+ }
+ // update all material indices
+ for (unsigned int p = 0; p < pScene->mNumMeshes;++p) {
+ aiMesh* mesh = pScene->mMeshes[p];
+ mesh->mMaterialIndex = aiMappingTable[mesh->mMaterialIndex];
+ }
+ // delete the old material list
+ delete[] pScene->mMaterials;
+ pScene->mMaterials = ppcMaterials;
+ pScene->mNumMaterials = iNewNum;
+ }
+ // delete temporary storage
+ delete[] aiHashes;
+ delete[] aiMappingTable;
+ }
+ if (!iCnt)DefaultLogger::get()->debug("RemoveRedundantMatsProcess finished ");
+ else
+ {
+ char szBuffer[128]; // should be sufficiently large
+ ::sprintf(szBuffer,"RemoveRedundantMatsProcess finished. %i redundant and %i unused materials",
+ iCnt,unreferenced);
+ DefaultLogger::get()->info(szBuffer);
+ }
}
diff --git a/src/3rdparty/assimp/code/RemoveRedundantMaterials.h b/src/3rdparty/assimp/code/RemoveRedundantMaterials.h
index 65bbf2cfb..da824c06e 100644
--- a/src/3rdparty/assimp/code/RemoveRedundantMaterials.h
+++ b/src/3rdparty/assimp/code/RemoveRedundantMaterials.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,88 +18,83 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file RemoveRedundantMaterials.h
- * @brief Defines a post processing step to remove redundant materials
+ * @brief Defines a post processing step to remove redundant materials
*/
#ifndef AI_REMOVEREDUNDANTMATERIALS_H_INC
#define AI_REMOVEREDUNDANTMATERIALS_H_INC
#include "BaseProcess.h"
-#include "../include/aiMesh.h"
+#include "../include/assimp/mesh.h"
class RemoveRedundantMatsTest;
-namespace Assimp {
+namespace Assimp {
// ---------------------------------------------------------------------------
-/** RemoveRedundantMatsProcess: Postprocessing steo to remove redundant
+/** RemoveRedundantMatsProcess: Postprocessing steo to remove redundant
* materials from the imported scene.
*/
-class ASSIMP_API RemoveRedundantMatsProcess : public BaseProcess
+class RemoveRedundantMatsProcess : public BaseProcess
{
- friend class Importer;
- friend class ::RemoveRedundantMatsTest; // grant the unit test full access to us
-
-protected:
- /** Constructor to be privately used by Importer */
- RemoveRedundantMatsProcess();
+public:
- /** Destructor, private as well */
- ~RemoveRedundantMatsProcess();
+ RemoveRedundantMatsProcess();
+ ~RemoveRedundantMatsProcess();
public:
- // -------------------------------------------------------------------
- // Check whether step is active
- bool IsActive( unsigned int pFlags) const;
-
- // -------------------------------------------------------------------
- // Execute step on a given scene
- void Execute( aiScene* pScene);
-
- // -------------------------------------------------------------------
- // Setup import settings
- void SetupProperties(const Importer* pImp);
-
-
- // -------------------------------------------------------------------
- /** @brief Set list of fixed (unmutable) materials
- * @param fixed See #AI_CONFIG_PP_RRM_EXCLUDE_LIST
- */
- void SetFixedMaterialsString(const std::string& fixed = "") {
- configFixedMaterials = fixed;
- }
-
- // -------------------------------------------------------------------
- /** @brief Get list of fixed (unmutable) materials
- * @return See #AI_CONFIG_PP_RRM_EXCLUDE_LIST
- */
- const std::string& GetFixedMaterialsString() const {
- return configFixedMaterials;
- }
+ // -------------------------------------------------------------------
+ // Check whether step is active
+ bool IsActive( unsigned int pFlags) const;
+
+ // -------------------------------------------------------------------
+ // Execute step on a given scene
+ void Execute( aiScene* pScene);
+
+ // -------------------------------------------------------------------
+ // Setup import settings
+ void SetupProperties(const Importer* pImp);
+
+
+ // -------------------------------------------------------------------
+ /** @brief Set list of fixed (unmutable) materials
+ * @param fixed See #AI_CONFIG_PP_RRM_EXCLUDE_LIST
+ */
+ void SetFixedMaterialsString(const std::string& fixed = "") {
+ configFixedMaterials = fixed;
+ }
+
+ // -------------------------------------------------------------------
+ /** @brief Get list of fixed (unmutable) materials
+ * @return See #AI_CONFIG_PP_RRM_EXCLUDE_LIST
+ */
+ const std::string& GetFixedMaterialsString() const {
+ return configFixedMaterials;
+ }
private:
- //! Configuration option: list of all fixed materials
- std::string configFixedMaterials;
+ //! Configuration option: list of all fixed materials
+ std::string configFixedMaterials;
};
} // end of namespace Assimp
diff --git a/src/3rdparty/assimp/code/RemoveVCProcess.cpp b/src/3rdparty/assimp/code/RemoveVCProcess.cpp
index c2e42fa1c..346d84a2d 100644
--- a/src/3rdparty/assimp/code/RemoveVCProcess.cpp
+++ b/src/3rdparty/assimp/code/RemoveVCProcess.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -50,7 +50,7 @@ using namespace Assimp;
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
-RemoveVCProcess::RemoveVCProcess() : configDeleteFlags(0), mScene(0)
+RemoveVCProcess::RemoveVCProcess()
{}
// ------------------------------------------------------------------------------------------------
@@ -62,7 +62,7 @@ RemoveVCProcess::~RemoveVCProcess()
// Returns whether the processing step is present in the given flag field.
bool RemoveVCProcess::IsActive( unsigned int pFlags) const
{
- return (pFlags & aiProcess_RemoveComponent) != 0;
+ return (pFlags & aiProcess_RemoveComponent) != 0;
}
// ------------------------------------------------------------------------------------------------
@@ -70,68 +70,68 @@ bool RemoveVCProcess::IsActive( unsigned int pFlags) const
template <typename T>
inline void ArrayDelete(T**& in, unsigned int& num)
{
- for (unsigned int i = 0; i < num; ++i)
- delete in[i];
+ for (unsigned int i = 0; i < num; ++i)
+ delete in[i];
- delete[] in;
- in = NULL;
- num = 0;
+ delete[] in;
+ in = NULL;
+ num = 0;
}
#if 0
// ------------------------------------------------------------------------------------------------
-// Updates the node graph - removes all nodes which have the "remove" flag set and the
+// Updates the node graph - removes all nodes which have the "remove" flag set and the
// "don't remove" flag not set. Nodes with meshes are never deleted.
bool UpdateNodeGraph(aiNode* node,std::list<aiNode*>& childsOfParent,bool root)
{
- register bool b = false;
-
- std::list<aiNode*> mine;
- for (unsigned int i = 0; i < node->mNumChildren;++i)
- {
- if (UpdateNodeGraph(node->mChildren[i],mine,false))
- b = true;
- }
-
- // somewhat tricky ... mNumMeshes must be originally 0 and MSB2 may not be set,
- // so we can do a simple comparison against MSB here
- if (!root && AI_RC_UINT_MSB == node->mNumMeshes )
- {
- // this node needs to be removed
- if (node->mNumChildren)
- {
- childsOfParent.insert(childsOfParent.end(),mine.begin(),mine.end());
-
- // set all children to NULL to make sure they are not deleted when we delete ourself
- for (unsigned int i = 0; i < node->mNumChildren;++i)
- node->mChildren[i] = NULL;
- }
- b = true;
- delete node;
- }
- else
- {
- AI_RC_UNMASK(node->mNumMeshes);
- childsOfParent.push_back(node);
-
- if (b)
- {
- // reallocate the array of our children here
- node->mNumChildren = (unsigned int)mine.size();
- aiNode** const children = new aiNode*[mine.size()];
- aiNode** ptr = children;
-
- for (std::list<aiNode*>::iterator it = mine.begin(), end = mine.end();
- it != end; ++it)
- {
- *ptr++ = *it;
- }
- delete[] node->mChildren;
- node->mChildren = children;
- return false;
- }
- }
- return b;
+ register bool b = false;
+
+ std::list<aiNode*> mine;
+ for (unsigned int i = 0; i < node->mNumChildren;++i)
+ {
+ if(UpdateNodeGraph(node->mChildren[i],mine,false))
+ b = true;
+ }
+
+ // somewhat tricky ... mNumMeshes must be originally 0 and MSB2 may not be set,
+ // so we can do a simple comparison against MSB here
+ if (!root && AI_RC_UINT_MSB == node->mNumMeshes )
+ {
+ // this node needs to be removed
+ if(node->mNumChildren)
+ {
+ childsOfParent.insert(childsOfParent.end(),mine.begin(),mine.end());
+
+ // set all children to NULL to make sure they are not deleted when we delete ourself
+ for (unsigned int i = 0; i < node->mNumChildren;++i)
+ node->mChildren[i] = NULL;
+ }
+ b = true;
+ delete node;
+ }
+ else
+ {
+ AI_RC_UNMASK(node->mNumMeshes);
+ childsOfParent.push_back(node);
+
+ if (b)
+ {
+ // reallocate the array of our children here
+ node->mNumChildren = (unsigned int)mine.size();
+ aiNode** const children = new aiNode*[mine.size()];
+ aiNode** ptr = children;
+
+ for (std::list<aiNode*>::iterator it = mine.begin(), end = mine.end();
+ it != end; ++it)
+ {
+ *ptr++ = *it;
+ }
+ delete[] node->mChildren;
+ node->mChildren = children;
+ return false;
+ }
+ }
+ return b;
}
#endif
@@ -139,190 +139,190 @@ bool UpdateNodeGraph(aiNode* node,std::list<aiNode*>& childsOfParent,bool root)
// Executes the post processing step on the given imported data.
void RemoveVCProcess::Execute( aiScene* pScene)
{
- DefaultLogger::get()->debug("RemoveVCProcess begin");
- bool bHas = false; //,bMasked = false;
-
- mScene = pScene;
-
- // handle animations
- if ( configDeleteFlags & aiComponent_ANIMATIONS)
- {
-
- bHas = true;
- ArrayDelete(pScene->mAnimations,pScene->mNumAnimations);
- }
-
- // handle textures
- if ( configDeleteFlags & aiComponent_TEXTURES)
- {
- bHas = true;
- ArrayDelete(pScene->mTextures,pScene->mNumTextures);
- }
-
- // handle materials
- if ( configDeleteFlags & aiComponent_MATERIALS && pScene->mNumMaterials)
- {
- bHas = true;
- for (unsigned int i = 1;i < pScene->mNumMaterials;++i)
- delete pScene->mMaterials[i];
-
- pScene->mNumMaterials = 1;
- MaterialHelper* helper = (MaterialHelper*) pScene->mMaterials[0];
- ai_assert(NULL != helper);
- helper->Clear();
-
- // gray
- aiColor3D clr(0.6f,0.6f,0.6f);
- helper->AddProperty(&clr,1,AI_MATKEY_COLOR_DIFFUSE);
-
- // add a small ambient color value
- clr = aiColor3D(0.05f,0.05f,0.05f);
- helper->AddProperty(&clr,1,AI_MATKEY_COLOR_AMBIENT);
-
- aiString s;
- s.Set("Dummy_MaterialsRemoved");
- helper->AddProperty(&s,AI_MATKEY_NAME);
- }
-
- // handle light sources
- if ( configDeleteFlags & aiComponent_LIGHTS)
- {
- bHas = true;
- ArrayDelete(pScene->mLights,pScene->mNumLights);
- }
-
- // handle camneras
- if ( configDeleteFlags & aiComponent_CAMERAS)
- {
- bHas = true;
- ArrayDelete(pScene->mCameras,pScene->mNumCameras);
- }
-
- // handle meshes
- if (configDeleteFlags & aiComponent_MESHES)
- {
- bHas = true;
- ArrayDelete(pScene->mMeshes,pScene->mNumMeshes);
- }
- else
- {
- for ( unsigned int a = 0; a < pScene->mNumMeshes; a++)
- {
- if ( ProcessMesh( pScene->mMeshes[a]))
- bHas = true;
- }
- }
-
-
- // now check whether the result is still a full scene
- if (!pScene->mNumMeshes || !pScene->mNumMaterials)
- {
- pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
- DefaultLogger::get()->debug("Setting AI_SCENE_FLAGS_INCOMPLETE flag");
-
- // If we have no meshes anymore we should also clear another flag ...
- if (!pScene->mNumMeshes)
- pScene->mFlags &= ~AI_SCENE_FLAGS_NON_VERBOSE_FORMAT;
- }
-
- if (bHas)DefaultLogger::get()->info("RemoveVCProcess finished. Data structure cleanup has been done.");
- else DefaultLogger::get()->debug("RemoveVCProcess finished. Nothing to be done ...");
+ DefaultLogger::get()->debug("RemoveVCProcess begin");
+ bool bHas = false; //,bMasked = false;
+
+ mScene = pScene;
+
+ // handle animations
+ if ( configDeleteFlags & aiComponent_ANIMATIONS)
+ {
+
+ bHas = true;
+ ArrayDelete(pScene->mAnimations,pScene->mNumAnimations);
+ }
+
+ // handle textures
+ if ( configDeleteFlags & aiComponent_TEXTURES)
+ {
+ bHas = true;
+ ArrayDelete(pScene->mTextures,pScene->mNumTextures);
+ }
+
+ // handle materials
+ if ( configDeleteFlags & aiComponent_MATERIALS && pScene->mNumMaterials)
+ {
+ bHas = true;
+ for (unsigned int i = 1;i < pScene->mNumMaterials;++i)
+ delete pScene->mMaterials[i];
+
+ pScene->mNumMaterials = 1;
+ aiMaterial* helper = (aiMaterial*) pScene->mMaterials[0];
+ ai_assert(NULL != helper);
+ helper->Clear();
+
+ // gray
+ aiColor3D clr(0.6f,0.6f,0.6f);
+ helper->AddProperty(&clr,1,AI_MATKEY_COLOR_DIFFUSE);
+
+ // add a small ambient color value
+ clr = aiColor3D(0.05f,0.05f,0.05f);
+ helper->AddProperty(&clr,1,AI_MATKEY_COLOR_AMBIENT);
+
+ aiString s;
+ s.Set("Dummy_MaterialsRemoved");
+ helper->AddProperty(&s,AI_MATKEY_NAME);
+ }
+
+ // handle light sources
+ if ( configDeleteFlags & aiComponent_LIGHTS)
+ {
+ bHas = true;
+ ArrayDelete(pScene->mLights,pScene->mNumLights);
+ }
+
+ // handle camneras
+ if ( configDeleteFlags & aiComponent_CAMERAS)
+ {
+ bHas = true;
+ ArrayDelete(pScene->mCameras,pScene->mNumCameras);
+ }
+
+ // handle meshes
+ if (configDeleteFlags & aiComponent_MESHES)
+ {
+ bHas = true;
+ ArrayDelete(pScene->mMeshes,pScene->mNumMeshes);
+ }
+ else
+ {
+ for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
+ {
+ if( ProcessMesh( pScene->mMeshes[a]))
+ bHas = true;
+ }
+ }
+
+
+ // now check whether the result is still a full scene
+ if (!pScene->mNumMeshes || !pScene->mNumMaterials)
+ {
+ pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
+ DefaultLogger::get()->debug("Setting AI_SCENE_FLAGS_INCOMPLETE flag");
+
+ // If we have no meshes anymore we should also clear another flag ...
+ if (!pScene->mNumMeshes)
+ pScene->mFlags &= ~AI_SCENE_FLAGS_NON_VERBOSE_FORMAT;
+ }
+
+ if (bHas)DefaultLogger::get()->info("RemoveVCProcess finished. Data structure cleanup has been done.");
+ else DefaultLogger::get()->debug("RemoveVCProcess finished. Nothing to be done ...");
}
// ------------------------------------------------------------------------------------------------
// Setup configuration properties for the step
void RemoveVCProcess::SetupProperties(const Importer* pImp)
{
- configDeleteFlags = pImp->GetPropertyInteger(AI_CONFIG_PP_RVC_FLAGS,0x0);
- if (!configDeleteFlags)
- {
- DefaultLogger::get()->warn("RemoveVCProcess: AI_CONFIG_PP_RVC_FLAGS is zero.");
- }
+ configDeleteFlags = pImp->GetPropertyInteger(AI_CONFIG_PP_RVC_FLAGS,0x0);
+ if (!configDeleteFlags)
+ {
+ DefaultLogger::get()->warn("RemoveVCProcess: AI_CONFIG_PP_RVC_FLAGS is zero.");
+ }
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
bool RemoveVCProcess::ProcessMesh(aiMesh* pMesh)
{
- bool ret = false;
-
- // if all materials have been deleted let the material
- // index of the mesh point to the created default material
- if ( configDeleteFlags & aiComponent_MATERIALS)
- pMesh->mMaterialIndex = 0;
-
- // handle normals
- if (configDeleteFlags & aiComponent_NORMALS && pMesh->mNormals)
- {
- delete[] pMesh->mNormals;
- pMesh->mNormals = NULL;
- ret = true;
- }
-
- // handle tangents and bitangents
- if (configDeleteFlags & aiComponent_TANGENTS_AND_BITANGENTS && pMesh->mTangents)
- {
- delete[] pMesh->mTangents;
- pMesh->mTangents = NULL;
-
- delete[] pMesh->mBitangents;
- pMesh->mBitangents = NULL;
- ret = true;
- }
-
- // handle texture coordinates
- register bool b = (0 != (configDeleteFlags & aiComponent_TEXCOORDS));
- for (unsigned int i = 0, real = 0; real < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++real)
- {
- if (!pMesh->mTextureCoords[i])break;
- if (configDeleteFlags & aiComponent_TEXCOORDSn(real) || b)
- {
- delete pMesh->mTextureCoords[i];
- pMesh->mTextureCoords[i] = NULL;
- ret = true;
-
- if (!b)
- {
- // collapse the rest of the array
- for (unsigned int a = i+1; a < AI_MAX_NUMBER_OF_TEXTURECOORDS;++a)
- pMesh->mTextureCoords[a-1] = pMesh->mTextureCoords[a];
-
- pMesh->mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS-1] = NULL;
- continue;
- }
- }
- ++i;
- }
-
- // handle vertex colors
- b = (0 != (configDeleteFlags & aiComponent_COLORS));
- for (unsigned int i = 0, real = 0; real < AI_MAX_NUMBER_OF_COLOR_SETS; ++real)
- {
- if (!pMesh->mColors[i])break;
- if (configDeleteFlags & aiComponent_COLORSn(i) || b)
- {
- delete pMesh->mColors[i];
- pMesh->mColors[i] = NULL;
- ret = true;
-
- if (!b)
- {
- // collapse the rest of the array
- for (unsigned int a = i+1; a < AI_MAX_NUMBER_OF_COLOR_SETS;++a)
- pMesh->mColors[a-1] = pMesh->mColors[a];
-
- pMesh->mColors[AI_MAX_NUMBER_OF_COLOR_SETS-1] = NULL;
- continue;
- }
- }
- ++i;
- }
-
- // handle bones
- if (configDeleteFlags & aiComponent_BONEWEIGHTS && pMesh->mBones)
- {
- ArrayDelete(pMesh->mBones,pMesh->mNumBones);
- ret = true;
- }
- return ret;
+ bool ret = false;
+
+ // if all materials have been deleted let the material
+ // index of the mesh point to the created default material
+ if ( configDeleteFlags & aiComponent_MATERIALS)
+ pMesh->mMaterialIndex = 0;
+
+ // handle normals
+ if (configDeleteFlags & aiComponent_NORMALS && pMesh->mNormals)
+ {
+ delete[] pMesh->mNormals;
+ pMesh->mNormals = NULL;
+ ret = true;
+ }
+
+ // handle tangents and bitangents
+ if (configDeleteFlags & aiComponent_TANGENTS_AND_BITANGENTS && pMesh->mTangents)
+ {
+ delete[] pMesh->mTangents;
+ pMesh->mTangents = NULL;
+
+ delete[] pMesh->mBitangents;
+ pMesh->mBitangents = NULL;
+ ret = true;
+ }
+
+ // handle texture coordinates
+ register bool b = (0 != (configDeleteFlags & aiComponent_TEXCOORDS));
+ for (unsigned int i = 0, real = 0; real < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++real)
+ {
+ if (!pMesh->mTextureCoords[i])break;
+ if (configDeleteFlags & aiComponent_TEXCOORDSn(real) || b)
+ {
+ delete pMesh->mTextureCoords[i];
+ pMesh->mTextureCoords[i] = NULL;
+ ret = true;
+
+ if (!b)
+ {
+ // collapse the rest of the array
+ for (unsigned int a = i+1; a < AI_MAX_NUMBER_OF_TEXTURECOORDS;++a)
+ pMesh->mTextureCoords[a-1] = pMesh->mTextureCoords[a];
+
+ pMesh->mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS-1] = NULL;
+ continue;
+ }
+ }
+ ++i;
+ }
+
+ // handle vertex colors
+ b = (0 != (configDeleteFlags & aiComponent_COLORS));
+ for (unsigned int i = 0, real = 0; real < AI_MAX_NUMBER_OF_COLOR_SETS; ++real)
+ {
+ if (!pMesh->mColors[i])break;
+ if (configDeleteFlags & aiComponent_COLORSn(i) || b)
+ {
+ delete pMesh->mColors[i];
+ pMesh->mColors[i] = NULL;
+ ret = true;
+
+ if (!b)
+ {
+ // collapse the rest of the array
+ for (unsigned int a = i+1; a < AI_MAX_NUMBER_OF_COLOR_SETS;++a)
+ pMesh->mColors[a-1] = pMesh->mColors[a];
+
+ pMesh->mColors[AI_MAX_NUMBER_OF_COLOR_SETS-1] = NULL;
+ continue;
+ }
+ }
+ ++i;
+ }
+
+ // handle bones
+ if (configDeleteFlags & aiComponent_BONEWEIGHTS && pMesh->mBones)
+ {
+ ArrayDelete(pMesh->mBones,pMesh->mNumBones);
+ ret = true;
+ }
+ return ret;
}
diff --git a/src/3rdparty/assimp/code/RemoveVCProcess.h b/src/3rdparty/assimp/code/RemoveVCProcess.h
index 43693f639..aaae25f84 100644
--- a/src/3rdparty/assimp/code/RemoveVCProcess.h
+++ b/src/3rdparty/assimp/code/RemoveVCProcess.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -43,79 +43,74 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#define AI_REMOVEVCPROCESS_H_INCLUDED
#include "BaseProcess.h"
-#include "../include/aiMesh.h"
+#include "../include/assimp/mesh.h"
class RemoveVCProcessTest;
-namespace Assimp {
+namespace Assimp {
// ---------------------------------------------------------------------------
/** RemoveVCProcess: Class to exclude specific parts of the data structure
* from further processing by removing them,
*/
-class ASSIMP_API RemoveVCProcess : public BaseProcess
+class RemoveVCProcess : public BaseProcess
{
- friend class Importer;
- friend class ::RemoveVCProcessTest;
-
-protected:
- /** Constructor to be privately used by Importer */
- RemoveVCProcess();
+public:
- /** Destructor, private as well */
- ~RemoveVCProcess();
+ RemoveVCProcess();
+ ~RemoveVCProcess();
public:
- // -------------------------------------------------------------------
- /** Returns whether the processing step is present in the given flag field.
- * @param pFlags The processing flags the importer was called with. A bitwise
- * combination of #aiPostProcessSteps.
- * @return true if the process is present in this flag fields, false if not.
- */
- bool IsActive( unsigned int pFlags) const;
-
- // -------------------------------------------------------------------
- /** Executes the post processing step on the given imported data.
- * At the moment a process is not supposed to fail.
- * @param pScene The imported data to work at.
- */
- void Execute( aiScene* pScene);
-
- // -------------------------------------------------------------------
- /** Called prior to ExecuteOnScene().
- * The function is a request to the process to update its configuration
- * basing on the Importer's configuration property list.
- */
- virtual void SetupProperties(const Importer* pImp);
-
- // -------------------------------------------------------------------
- /** Manually setup the configuration flags for the step
- *
- * @param Bitwise combintion of the #aiComponent enumerated values.
- */
- void SetDeleteFlags(unsigned int f)
- {
- configDeleteFlags = f;
- }
-
- // -------------------------------------------------------------------
- /** Query the current configuration.
- */
- unsigned int GetDeleteFlags() const
- {
- return configDeleteFlags;
- }
+ // -------------------------------------------------------------------
+ /** Returns whether the processing step is present in the given flag field.
+ * @param pFlags The processing flags the importer was called with. A bitwise
+ * combination of #aiPostProcessSteps.
+ * @return true if the process is present in this flag fields, false if not.
+ */
+ bool IsActive( unsigned int pFlags) const;
+
+ // -------------------------------------------------------------------
+ /** Executes the post processing step on the given imported data.
+ * At the moment a process is not supposed to fail.
+ * @param pScene The imported data to work at.
+ */
+ void Execute( aiScene* pScene);
+
+ // -------------------------------------------------------------------
+ /** Called prior to ExecuteOnScene().
+ * The function is a request to the process to update its configuration
+ * basing on the Importer's configuration property list.
+ */
+ virtual void SetupProperties(const Importer* pImp);
+
+ // -------------------------------------------------------------------
+ /** Manually setup the configuration flags for the step
+ *
+ * @param Bitwise combintion of the #aiComponent enumerated values.
+ */
+ void SetDeleteFlags(unsigned int f)
+ {
+ configDeleteFlags = f;
+ }
+
+ // -------------------------------------------------------------------
+ /** Query the current configuration.
+ */
+ unsigned int GetDeleteFlags() const
+ {
+ return configDeleteFlags;
+ }
private:
- bool ProcessMesh (aiMesh* pcMesh);
+ bool ProcessMesh (aiMesh* pcMesh);
- /** Configuration flag
- */
- unsigned int configDeleteFlags;
+ /** Configuration flag
+ */
+ unsigned int configDeleteFlags;
- /** The scene we're working with
- */
- aiScene* mScene;
+ /** The scene we're working with
+ */
+ aiScene* mScene;
};
} // end of namespace Assimp
diff --git a/src/3rdparty/assimp/code/SGSpatialSort.cpp b/src/3rdparty/assimp/code/SGSpatialSort.cpp
index 705dafc93..999a1cf15 100644
--- a/src/3rdparty/assimp/code/SGSpatialSort.cpp
+++ b/src/3rdparty/assimp/code/SGSpatialSort.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,27 +20,27 @@ copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
-written permission of the ASSIMP Development Team.
+written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
-/** @file Implementation of the helper class to quickly find
-vertices close to a given position. Special implementation for
+/** @file Implementation of the helper class to quickly find
+vertices close to a given position. Special implementation for
the 3ds loader handling smooth groups correctly */
#include "AssimpPCH.h"
@@ -52,118 +52,118 @@ using namespace Assimp;
// ------------------------------------------------------------------------------------------------
SGSpatialSort::SGSpatialSort()
{
- // define the reference plane. We choose some arbitrary vector away from all basic axises
- // in the hope that no model spreads all its vertices along this plane.
- mPlaneNormal.Set( 0.8523f, 0.34321f, 0.5736f);
- mPlaneNormal.Normalize();
+ // define the reference plane. We choose some arbitrary vector away from all basic axises
+ // in the hope that no model spreads all its vertices along this plane.
+ mPlaneNormal.Set( 0.8523f, 0.34321f, 0.5736f);
+ mPlaneNormal.Normalize();
}
// ------------------------------------------------------------------------------------------------
// Destructor
SGSpatialSort::~SGSpatialSort()
{
- // nothing to do here, everything destructs automatically
+ // nothing to do here, everything destructs automatically
}
// ------------------------------------------------------------------------------------------------
void SGSpatialSort::Add(const aiVector3D& vPosition, unsigned int index,
- unsigned int smoothingGroup)
+ unsigned int smoothingGroup)
{
- // store position by index and distance
- float distance = vPosition * mPlaneNormal;
- mPositions.push_back( Entry( index, vPosition,
- distance, smoothingGroup));
+ // store position by index and distance
+ float distance = vPosition * mPlaneNormal;
+ mPositions.push_back( Entry( index, vPosition,
+ distance, smoothingGroup));
}
// ------------------------------------------------------------------------------------------------
void SGSpatialSort::Prepare()
{
- // now sort the array ascending by distance.
- std::sort( this->mPositions.begin(), this->mPositions.end());
+ // now sort the array ascending by distance.
+ std::sort( this->mPositions.begin(), this->mPositions.end());
}
// ------------------------------------------------------------------------------------------------
// Returns an iterator for all positions close to the given position.
-void SGSpatialSort::FindPositions( const aiVector3D& pPosition,
- uint32_t pSG,
- float pRadius,
- std::vector<unsigned int>& poResults,
- bool exactMatch /*= false*/) const
+void SGSpatialSort::FindPositions( const aiVector3D& pPosition,
+ uint32_t pSG,
+ float pRadius,
+ std::vector<unsigned int>& poResults,
+ bool exactMatch /*= false*/) const
{
- float dist = pPosition * mPlaneNormal;
- float minDist = dist - pRadius, maxDist = dist + pRadius;
-
- // clear the array in this strange fashion because a simple clear() would also deallocate
- // the array which we want to avoid
- poResults.erase( poResults.begin(), poResults.end());
-
- // quick check for positions outside the range
- if ( mPositions.size() == 0)
- return;
- if ( maxDist < mPositions.front().mDistance)
- return;
- if ( minDist > mPositions.back().mDistance)
- return;
-
- // do a binary search for the minimal distance to start the iteration there
- unsigned int index = (unsigned int)mPositions.size() / 2;
- unsigned int binaryStepSize = (unsigned int)mPositions.size() / 4;
- while ( binaryStepSize > 1)
- {
- if ( mPositions[index].mDistance < minDist)
- index += binaryStepSize;
- else
- index -= binaryStepSize;
-
- binaryStepSize /= 2;
- }
-
- // depending on the direction of the last step we need to single step a bit back or forth
- // to find the actual beginning element of the range
- while ( index > 0 && mPositions[index].mDistance > minDist)
- index--;
- while ( index < (mPositions.size() - 1) && mPositions[index].mDistance < minDist)
- index++;
-
- // Mow start iterating from there until the first position lays outside of the distance range.
- // Add all positions inside the distance range within the given radius to the result aray
-
- float squareEpsilon = pRadius * pRadius;
- std::vector<Entry>::const_iterator it = mPositions.begin() + index;
- std::vector<Entry>::const_iterator end = mPositions.end();
-
- if (exactMatch)
- {
- while ( it->mDistance < maxDist)
- {
- if ((it->mPosition - pPosition).SquareLength() < squareEpsilon && it->mSmoothGroups == pSG)
- {
- poResults.push_back( it->mIndex);
- }
- ++it;
- if ( end == it )break;
- }
- }
- else
- {
- // if the given smoothing group is 0, we'll return all surrounding vertices
- if (!pSG)
- {
- while ( it->mDistance < maxDist)
- {
- if ((it->mPosition - pPosition).SquareLength() < squareEpsilon)
- poResults.push_back( it->mIndex);
- ++it;
- if ( end == it)break;
- }
- }
- else while ( it->mDistance < maxDist)
- {
- if ((it->mPosition - pPosition).SquareLength() < squareEpsilon &&
- (it->mSmoothGroups & pSG || !it->mSmoothGroups))
- {
- poResults.push_back( it->mIndex);
- }
- ++it;
- if ( end == it)break;
- }
- }
+ float dist = pPosition * mPlaneNormal;
+ float minDist = dist - pRadius, maxDist = dist + pRadius;
+
+ // clear the array in this strange fashion because a simple clear() would also deallocate
+ // the array which we want to avoid
+ poResults.erase( poResults.begin(), poResults.end());
+
+ // quick check for positions outside the range
+ if( mPositions.size() == 0)
+ return;
+ if( maxDist < mPositions.front().mDistance)
+ return;
+ if( minDist > mPositions.back().mDistance)
+ return;
+
+ // do a binary search for the minimal distance to start the iteration there
+ unsigned int index = (unsigned int)mPositions.size() / 2;
+ unsigned int binaryStepSize = (unsigned int)mPositions.size() / 4;
+ while( binaryStepSize > 1)
+ {
+ if( mPositions[index].mDistance < minDist)
+ index += binaryStepSize;
+ else
+ index -= binaryStepSize;
+
+ binaryStepSize /= 2;
+ }
+
+ // depending on the direction of the last step we need to single step a bit back or forth
+ // to find the actual beginning element of the range
+ while( index > 0 && mPositions[index].mDistance > minDist)
+ index--;
+ while( index < (mPositions.size() - 1) && mPositions[index].mDistance < minDist)
+ index++;
+
+ // Mow start iterating from there until the first position lays outside of the distance range.
+ // Add all positions inside the distance range within the given radius to the result aray
+
+ float squareEpsilon = pRadius * pRadius;
+ std::vector<Entry>::const_iterator it = mPositions.begin() + index;
+ std::vector<Entry>::const_iterator end = mPositions.end();
+
+ if (exactMatch)
+ {
+ while( it->mDistance < maxDist)
+ {
+ if((it->mPosition - pPosition).SquareLength() < squareEpsilon && it->mSmoothGroups == pSG)
+ {
+ poResults.push_back( it->mIndex);
+ }
+ ++it;
+ if( end == it )break;
+ }
+ }
+ else
+ {
+ // if the given smoothing group is 0, we'll return all surrounding vertices
+ if (!pSG)
+ {
+ while( it->mDistance < maxDist)
+ {
+ if((it->mPosition - pPosition).SquareLength() < squareEpsilon)
+ poResults.push_back( it->mIndex);
+ ++it;
+ if( end == it)break;
+ }
+ }
+ else while( it->mDistance < maxDist)
+ {
+ if((it->mPosition - pPosition).SquareLength() < squareEpsilon &&
+ (it->mSmoothGroups & pSG || !it->mSmoothGroups))
+ {
+ poResults.push_back( it->mIndex);
+ }
+ ++it;
+ if( end == it)break;
+ }
+ }
}
diff --git a/src/3rdparty/assimp/code/SGSpatialSort.h b/src/3rdparty/assimp/code/SGSpatialSort.h
index e657ae3a0..a347244a6 100644
--- a/src/3rdparty/assimp/code/SGSpatialSort.h
+++ b/src/3rdparty/assimp/code/SGSpatialSort.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -44,13 +44,13 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#define AI_D3DSSPATIALSORT_H_INC
#include <vector>
-#include "../include/aiTypes.h"
+#include "../include/assimp/types.h"
-namespace Assimp {
+namespace Assimp {
// ----------------------------------------------------------------------------------
/** Specialized version of SpatialSort to support smoothing groups
- * This is used in by the 3DS, ASE and LWO loaders. 3DS and ASE share their
+ * This is used in by the 3DS, ASE and LWO loaders. 3DS and ASE share their
* normal computation code in SmoothingGroups.inl, the LWO loader has its own
* implementation to handle all details of its file format correctly.
*/
@@ -59,79 +59,79 @@ class SGSpatialSort
{
public:
- SGSpatialSort();
-
- // -------------------------------------------------------------------
- /** Construction from a given face array, handling smoothing groups
- * properly
- */
- SGSpatialSort(const std::vector<aiVector3D>& vPositions);
-
- // -------------------------------------------------------------------
- /** Add a vertex to the spatial sort
- * @param vPosition Vertex position to be added
- * @param index Index of the vrtex
- * @param smoothingGroup SmoothingGroup for this vertex
- */
- void Add(const aiVector3D& vPosition, unsigned int index,
- unsigned int smoothingGroup);
-
- // -------------------------------------------------------------------
- /** Prepare the spatial sorter for use. This step runs in O(logn)
- */
- void Prepare();
-
- /** Destructor */
- ~SGSpatialSort();
-
- // -------------------------------------------------------------------
- /** Returns an iterator for all positions close to the given position.
- * @param pPosition The position to look for vertices.
- * @param pSG Only included vertices with at least one shared smooth group
- * @param pRadius Maximal distance from the position a vertex may have
- * to be counted in.
- * @param poResults The container to store the indices of the found
- * positions. Will be emptied by the call so it may contain anything.
- * @param exactMatch Specifies whether smoothing groups are bit masks
- * (false) or integral values (true). In the latter case, a vertex
- * cannot belong to more than one smoothing group.
- * @return An iterator to iterate over all vertices in the given area.
- */
- // -------------------------------------------------------------------
- void FindPositions( const aiVector3D& pPosition, uint32_t pSG,
- float pRadius, std::vector<unsigned int>& poResults,
- bool exactMatch = false) const;
+ SGSpatialSort();
+
+ // -------------------------------------------------------------------
+ /** Construction from a given face array, handling smoothing groups
+ * properly
+ */
+ SGSpatialSort(const std::vector<aiVector3D>& vPositions);
+
+ // -------------------------------------------------------------------
+ /** Add a vertex to the spatial sort
+ * @param vPosition Vertex position to be added
+ * @param index Index of the vrtex
+ * @param smoothingGroup SmoothingGroup for this vertex
+ */
+ void Add(const aiVector3D& vPosition, unsigned int index,
+ unsigned int smoothingGroup);
+
+ // -------------------------------------------------------------------
+ /** Prepare the spatial sorter for use. This step runs in O(logn)
+ */
+ void Prepare();
+
+ /** Destructor */
+ ~SGSpatialSort();
+
+ // -------------------------------------------------------------------
+ /** Returns an iterator for all positions close to the given position.
+ * @param pPosition The position to look for vertices.
+ * @param pSG Only included vertices with at least one shared smooth group
+ * @param pRadius Maximal distance from the position a vertex may have
+ * to be counted in.
+ * @param poResults The container to store the indices of the found
+ * positions. Will be emptied by the call so it may contain anything.
+ * @param exactMatch Specifies whether smoothing groups are bit masks
+ * (false) or integral values (true). In the latter case, a vertex
+ * cannot belong to more than one smoothing group.
+ * @return An iterator to iterate over all vertices in the given area.
+ */
+ // -------------------------------------------------------------------
+ void FindPositions( const aiVector3D& pPosition, uint32_t pSG,
+ float pRadius, std::vector<unsigned int>& poResults,
+ bool exactMatch = false) const;
protected:
- /** Normal of the sorting plane, normalized. The center is always at (0, 0, 0) */
- aiVector3D mPlaneNormal;
-
- // -------------------------------------------------------------------
- /** An entry in a spatially sorted position array. Consists of a
- * vertex index, its position and its precalculated distance from
- * the reference plane */
- // -------------------------------------------------------------------
- struct Entry
- {
- unsigned int mIndex; ///< The vertex referred by this entry
- aiVector3D mPosition; ///< Position
- uint32_t mSmoothGroups;
- float mDistance; ///< Distance of this vertex to the sorting plane
-
- Entry() { /** intentionally not initialized.*/ }
- Entry( unsigned int pIndex, const aiVector3D& pPosition, float pDistance,uint32_t pSG)
- :
- mIndex( pIndex),
- mPosition( pPosition),
- mSmoothGroups (pSG),
- mDistance( pDistance)
- { }
-
- bool operator < (const Entry& e) const { return mDistance < e.mDistance; }
- };
-
- // all positions, sorted by distance to the sorting plane
- std::vector<Entry> mPositions;
+ /** Normal of the sorting plane, normalized. The center is always at (0, 0, 0) */
+ aiVector3D mPlaneNormal;
+
+ // -------------------------------------------------------------------
+ /** An entry in a spatially sorted position array. Consists of a
+ * vertex index, its position and its precalculated distance from
+ * the reference plane */
+ // -------------------------------------------------------------------
+ struct Entry
+ {
+ unsigned int mIndex; ///< The vertex referred by this entry
+ aiVector3D mPosition; ///< Position
+ uint32_t mSmoothGroups;
+ float mDistance; ///< Distance of this vertex to the sorting plane
+
+ Entry() { /** intentionally not initialized.*/ }
+ Entry( unsigned int pIndex, const aiVector3D& pPosition, float pDistance,uint32_t pSG)
+ :
+ mIndex( pIndex),
+ mPosition( pPosition),
+ mSmoothGroups (pSG),
+ mDistance( pDistance)
+ { }
+
+ bool operator < (const Entry& e) const { return mDistance < e.mDistance; }
+ };
+
+ // all positions, sorted by distance to the sorting plane
+ std::vector<Entry> mPositions;
};
} // end of namespace Assimp
diff --git a/src/3rdparty/assimp/code/SMDLoader.cpp b/src/3rdparty/assimp/code/SMDLoader.cpp
index d5781002d..79e8d4007 100644
--- a/src/3rdparty/assimp/code/SMDLoader.cpp
+++ b/src/3rdparty/assimp/code/SMDLoader.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,27 +20,27 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
-/** @file SMDLoader.cpp
- * @brief Implementation of the SMD importer class
+/** @file SMDLoader.cpp
+ * @brief Implementation of the SMD importer class
*/
#include "AssimpPCH.h"
@@ -51,1085 +51,1091 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "fast_atof.h"
#include "SkeletonMeshBuilder.h"
-#if defined(__QNXNTO__)
-#include <stdio.h>
-#endif
-
using namespace Assimp;
+static const aiImporterDesc desc = {
+ "Valve SMD Importer",
+ "",
+ "",
+ "",
+ aiImporterFlags_SupportTextFlavour,
+ 0,
+ 0,
+ 0,
+ 0,
+ "smd vta"
+};
+
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
-SMDImporter::SMDImporter() : configFrameID(0), mBuffer(0), pScene(0), iFileSize(0), iSmallestFrame(0), dLengthOfAnim(0), bHasUVs(false), iLineNumber(0)
+SMDImporter::SMDImporter()
{}
// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
+// Destructor, private as well
SMDImporter::~SMDImporter()
{}
// ------------------------------------------------------------------------------------------------
-// Returns whether the class can handle the format of the given file.
-bool SMDImporter::CanRead( const std::string& pFile, IOSystem*, bool) const
+// Returns whether the class can handle the format of the given file.
+bool SMDImporter::CanRead( const std::string& pFile, IOSystem* /*pIOHandler*/, bool) const
{
- // fixme: auto format detection
- return SimpleExtensionCheck(pFile,"smd","vta");
+ // fixme: auto format detection
+ return SimpleExtensionCheck(pFile,"smd","vta");
}
// ------------------------------------------------------------------------------------------------
// Get a list of all supported file extensions
-void SMDImporter::GetExtensionList(std::set<std::string>& extensions)
+const aiImporterDesc* SMDImporter::GetInfo () const
{
- extensions.insert("smd");
- extensions.insert("vta");
+ return &desc;
}
// ------------------------------------------------------------------------------------------------
// Setup configuration properties
void SMDImporter::SetupProperties(const Importer* pImp)
{
- // The
- // AI_CONFIG_IMPORT_SMD_KEYFRAME option overrides the
- // AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option.
- configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_SMD_KEYFRAME,0xffffffff);
- if (0xffffffff == configFrameID) {
- configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0);
- }
+ // The
+ // AI_CONFIG_IMPORT_SMD_KEYFRAME option overrides the
+ // AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option.
+ configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_SMD_KEYFRAME,-1);
+ if(static_cast<unsigned int>(-1) == configFrameID) {
+ configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0);
+ }
}
// ------------------------------------------------------------------------------------------------
-// Imports the given file into the given scene structure.
-void SMDImporter::InternReadFile(
- const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
+// Imports the given file into the given scene structure.
+void SMDImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
{
- boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
-
- // Check whether we can read from the file
- if ( file.get() == NULL) {
- throw DeadlyImportError( "Failed to open SMD/VTA file " + pFile + ".");
- }
-
- iFileSize = (unsigned int)file->FileSize();
-
- // Allocate storage and copy the contents of the file to a memory buffer
- this->pScene = pScene;
-
- std::vector<char> buff(iFileSize+1);
- TextFileToBuffer(file.get(),buff);
- mBuffer = &buff[0];
-
- iSmallestFrame = (1 << 31);
- bHasUVs = true;
- iLineNumber = 1;
-
- // Reserve enough space for ... hm ... 10 textures
- aszTextures.reserve(10);
-
- // Reserve enough space for ... hm ... 1000 triangles
- asTriangles.reserve(1000);
-
- // Reserve enough space for ... hm ... 20 bones
- asBones.reserve(20);
-
-
- // parse the file ...
- ParseFile();
-
- // If there are no triangles it seems to be an animation SMD,
- // containing only the animation skeleton.
- if (asTriangles.empty())
- {
- if (asBones.empty())
- {
- throw DeadlyImportError("SMD: No triangles and no bones have "
- "been found in the file. This file seems to be invalid.");
- }
-
- // Set the flag in the scene structure which indicates
- // that there is nothing than an animation skeleton
- pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
- }
-
- if (!asBones.empty())
- {
- // Check whether all bones have been initialized
- for (std::vector<SMD::Bone>::const_iterator
- i = asBones.begin();
- i != asBones.end();++i)
- {
- if (!(*i).mName.length())
- {
- DefaultLogger::get()->warn("SMD: Not all bones have been initialized");
- break;
- }
- }
-
- // now fix invalid time values and make sure the animation starts at frame 0
- FixTimeValues();
-
- // compute absolute bone transformation matrices
- // ComputeAbsoluteBoneTransformations();
- }
-
- if (!(pScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE))
- {
- // create output meshes
- CreateOutputMeshes();
-
- // build an output material list
- CreateOutputMaterials();
- }
-
- // build the output animation
- CreateOutputAnimations();
-
- // build output nodes (bones are added as empty dummy nodes)
- CreateOutputNodes();
-
- if (pScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE)
- {
- SkeletonMeshBuilder skeleton(pScene);
- }
+ boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
+
+ // Check whether we can read from the file
+ if( file.get() == NULL) {
+ throw DeadlyImportError( "Failed to open SMD/VTA file " + pFile + ".");
+ }
+
+ iFileSize = (unsigned int)file->FileSize();
+
+ // Allocate storage and copy the contents of the file to a memory buffer
+ this->pScene = pScene;
+
+ std::vector<char> buff(iFileSize+1);
+ TextFileToBuffer(file.get(),buff);
+ mBuffer = &buff[0];
+
+ iSmallestFrame = (1 << 31);
+ bHasUVs = true;
+ iLineNumber = 1;
+
+ // Reserve enough space for ... hm ... 10 textures
+ aszTextures.reserve(10);
+
+ // Reserve enough space for ... hm ... 1000 triangles
+ asTriangles.reserve(1000);
+
+ // Reserve enough space for ... hm ... 20 bones
+ asBones.reserve(20);
+
+
+ // parse the file ...
+ ParseFile();
+
+ // If there are no triangles it seems to be an animation SMD,
+ // containing only the animation skeleton.
+ if (asTriangles.empty())
+ {
+ if (asBones.empty())
+ {
+ throw DeadlyImportError("SMD: No triangles and no bones have "
+ "been found in the file. This file seems to be invalid.");
+ }
+
+ // Set the flag in the scene structure which indicates
+ // that there is nothing than an animation skeleton
+ pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
+ }
+
+ if (!asBones.empty())
+ {
+ // Check whether all bones have been initialized
+ for (std::vector<SMD::Bone>::const_iterator
+ i = asBones.begin();
+ i != asBones.end();++i)
+ {
+ if (!(*i).mName.length())
+ {
+ DefaultLogger::get()->warn("SMD: Not all bones have been initialized");
+ break;
+ }
+ }
+
+ // now fix invalid time values and make sure the animation starts at frame 0
+ FixTimeValues();
+
+ // compute absolute bone transformation matrices
+ // ComputeAbsoluteBoneTransformations();
+ }
+
+ if (!(pScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE))
+ {
+ // create output meshes
+ CreateOutputMeshes();
+
+ // build an output material list
+ CreateOutputMaterials();
+ }
+
+ // build the output animation
+ CreateOutputAnimations();
+
+ // build output nodes (bones are added as empty dummy nodes)
+ CreateOutputNodes();
+
+ if (pScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE)
+ {
+ SkeletonMeshBuilder skeleton(pScene);
+ }
}
// ------------------------------------------------------------------------------------------------
// Write an error message with line number to the log file
void SMDImporter::LogErrorNoThrow(const char* msg)
{
- char szTemp[1024];
- ai_assert(strlen(msg) < 1000);
- sprintf(szTemp,"Line %i: %s",iLineNumber,msg);
- DefaultLogger::get()->error(szTemp);
+ char szTemp[1024];
+ sprintf(szTemp,"Line %i: %s",iLineNumber,msg);
+ DefaultLogger::get()->error(szTemp);
}
// ------------------------------------------------------------------------------------------------
// Write a warning with line number to the log file
void SMDImporter::LogWarning(const char* msg)
{
- char szTemp[1024];
- ai_assert(strlen(msg) < 1000);
- sprintf(szTemp,"Line %i: %s",iLineNumber,msg);
- DefaultLogger::get()->warn(szTemp);
+ char szTemp[1024];
+ ai_assert(strlen(msg) < 1000);
+ sprintf(szTemp,"Line %i: %s",iLineNumber,msg);
+ DefaultLogger::get()->warn(szTemp);
}
// ------------------------------------------------------------------------------------------------
// Fix invalid time values in the file
void SMDImporter::FixTimeValues()
{
- double dDelta = (double)iSmallestFrame;
- double dMax = 0.0f;
- for (std::vector<SMD::Bone>::iterator
- iBone = asBones.begin();
- iBone != asBones.end();++iBone)
- {
- for (std::vector<SMD::Bone::Animation::MatrixKey>::iterator
- iKey = (*iBone).sAnim.asKeys.begin();
- iKey != (*iBone).sAnim.asKeys.end();++iKey)
- {
- (*iKey).dTime -= dDelta;
- dMax = std::max(dMax, (*iKey).dTime);
- }
- }
- dLengthOfAnim = dMax;
+ double dDelta = (double)iSmallestFrame;
+ double dMax = 0.0f;
+ for (std::vector<SMD::Bone>::iterator
+ iBone = asBones.begin();
+ iBone != asBones.end();++iBone)
+ {
+ for (std::vector<SMD::Bone::Animation::MatrixKey>::iterator
+ iKey = (*iBone).sAnim.asKeys.begin();
+ iKey != (*iBone).sAnim.asKeys.end();++iKey)
+ {
+ (*iKey).dTime -= dDelta;
+ dMax = std::max(dMax, (*iKey).dTime);
+ }
+ }
+ dLengthOfAnim = dMax;
}
// ------------------------------------------------------------------------------------------------
// create output meshes
void SMDImporter::CreateOutputMeshes()
{
- if (aszTextures.empty())
- aszTextures.push_back(std::string());
-
- // we need to sort all faces by their material index
- // in opposition to other loaders we can be sure that each
- // material is at least used once.
- pScene->mNumMeshes = (unsigned int) aszTextures.size();
- pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
-
- typedef std::vector<unsigned int> FaceList;
- FaceList* aaiFaces = new FaceList[pScene->mNumMeshes];
-
- // approximate the space that will be required
- unsigned int iNum = (unsigned int)asTriangles.size() / pScene->mNumMeshes;
- iNum += iNum >> 1;
- for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
- aaiFaces[i].reserve(iNum);
-
-
- // collect all faces
- iNum = 0;
- for (std::vector<SMD::Face>::const_iterator
- iFace = asTriangles.begin();
- iFace != asTriangles.end();++iFace,++iNum)
- {
- if (0xffffffff == (*iFace).iTexture)aaiFaces[(*iFace).iTexture].push_back( 0 );
- else if ((*iFace).iTexture >= aszTextures.size())
- {
- DefaultLogger::get()->error("[SMD/VTA] Material index overflow in face");
- aaiFaces[(*iFace).iTexture].push_back((unsigned int)aszTextures.size()-1);
- }
- else aaiFaces[(*iFace).iTexture].push_back(iNum);
- }
-
- // now create the output meshes
- for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
- {
- aiMesh*& pcMesh = pScene->mMeshes[i] = new aiMesh();
- ai_assert(!aaiFaces[i].empty()); // should not be empty ...
-
- pcMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
- pcMesh->mNumVertices = (unsigned int)aaiFaces[i].size()*3;
- pcMesh->mNumFaces = (unsigned int)aaiFaces[i].size();
- pcMesh->mMaterialIndex = i;
-
- // storage for bones
- typedef std::pair<unsigned int,float> TempWeightListEntry;
- typedef std::vector< TempWeightListEntry > TempBoneWeightList;
-
- TempBoneWeightList* aaiBones = new TempBoneWeightList[asBones.size()]();
-
- // try to reserve enough memory without wasting too much
- for (unsigned int iBone = 0; iBone < asBones.size();++iBone)
- {
- aaiBones[iBone].reserve(pcMesh->mNumVertices/asBones.size());
- }
-
- // allocate storage
- pcMesh->mFaces = new aiFace[pcMesh->mNumFaces];
- aiVector3D* pcNormals = pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices];
- aiVector3D* pcVerts = pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices];
-
- aiVector3D* pcUVs = NULL;
- if (bHasUVs)
- {
- pcUVs = pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices];
- pcMesh->mNumUVComponents[0] = 2;
- }
-
- iNum = 0;
- for (unsigned int iFace = 0; iFace < pcMesh->mNumFaces;++iFace)
- {
- pcMesh->mFaces[iFace].mIndices = new unsigned int[3];
- pcMesh->mFaces[iFace].mNumIndices = 3;
-
- // fill the vertices
- unsigned int iSrcFace = aaiFaces[i][iFace];
- SMD::Face& face = asTriangles[iSrcFace];
-
- *pcVerts++ = face.avVertices[0].pos;
- *pcVerts++ = face.avVertices[1].pos;
- *pcVerts++ = face.avVertices[2].pos;
-
- // fill the normals
- *pcNormals++ = face.avVertices[0].nor;
- *pcNormals++ = face.avVertices[1].nor;
- *pcNormals++ = face.avVertices[2].nor;
-
- // fill the texture coordinates
- if (pcUVs)
- {
- *pcUVs++ = face.avVertices[0].uv;
- *pcUVs++ = face.avVertices[1].uv;
- *pcUVs++ = face.avVertices[2].uv;
- }
-
- for (unsigned int iVert = 0; iVert < 3;++iVert)
- {
- float fSum = 0.0f;
- for (unsigned int iBone = 0;iBone < face.avVertices[iVert].aiBoneLinks.size();++iBone)
- {
- TempWeightListEntry& pairval = face.avVertices[iVert].aiBoneLinks[iBone];
-
- // FIX: The second check is here just to make sure we won't
- // assign more than one weight to a single vertex index
- if (pairval.first >= asBones.size() ||
- pairval.first == face.avVertices[iVert].iParentNode)
- {
- DefaultLogger::get()->error("[SMD/VTA] Bone index overflow. "
- "The bone index will be ignored, the weight will be assigned "
- "to the vertex' parent node");
- continue;
- }
- aaiBones[pairval.first].push_back(TempWeightListEntry(iNum,pairval.second));
- fSum += pairval.second;
- }
- // ******************************************************************
- // If the sum of all vertex weights is not 1.0 we must assign
- // the rest to the vertex' parent node. Well, at least the doc says
- // we should ...
- // FIX: We use 0.975 as limit, floating-point inaccuracies seem to
- // be very strong in some SMD exporters. Furthermore it is possible
- // that the parent of a vertex is 0xffffffff (if the corresponding
- // entry in the file was unreadable)
- // ******************************************************************
- if (fSum < 0.975f && face.avVertices[iVert].iParentNode != 0xffffffff)
- {
- if (face.avVertices[iVert].iParentNode >= asBones.size())
- {
- DefaultLogger::get()->error("[SMD/VTA] Bone index overflow. "
- "The index of the vertex parent bone is invalid. "
- "The remaining weights will be normalized to 1.0");
-
- if (fSum)
- {
- fSum = 1 / fSum;
- for (unsigned int iBone = 0;iBone < face.avVertices[iVert].aiBoneLinks.size();++iBone)
- {
- TempWeightListEntry& pairval = face.avVertices[iVert].aiBoneLinks[iBone];
- if (pairval.first >= asBones.size())continue;
- aaiBones[pairval.first].back().second *= fSum;
- }
- }
- }
- else
- {
- aaiBones[face.avVertices[iVert].iParentNode].push_back(
- TempWeightListEntry(iNum,1.0f-fSum));
- }
- }
- pcMesh->mFaces[iFace].mIndices[iVert] = iNum++;
- }
- }
-
- // now build all bones of the mesh
- iNum = 0;
- for (unsigned int iBone = 0; iBone < asBones.size();++iBone)
- if (!aaiBones[iBone].empty())++iNum;
-
- if (false && iNum)
- {
- pcMesh->mNumBones = iNum;
- pcMesh->mBones = new aiBone*[pcMesh->mNumBones];
- iNum = 0;
- for (unsigned int iBone = 0; iBone < asBones.size();++iBone)
- {
- if (aaiBones[iBone].empty())continue;
- aiBone*& bone = pcMesh->mBones[iNum] = new aiBone();
-
- bone->mNumWeights = (unsigned int)aaiBones[iBone].size();
- bone->mWeights = new aiVertexWeight[bone->mNumWeights];
- bone->mOffsetMatrix = asBones[iBone].mOffsetMatrix;
- bone->mName.Set( asBones[iBone].mName );
-
- asBones[iBone].bIsUsed = true;
-
- for (unsigned int iWeight = 0; iWeight < bone->mNumWeights;++iWeight)
- {
- bone->mWeights[iWeight].mVertexId = aaiBones[iBone][iWeight].first;
- bone->mWeights[iWeight].mWeight = aaiBones[iBone][iWeight].second;
- }
- ++iNum;
- }
- }
- delete[] aaiBones;
- }
- delete[] aaiFaces;
+ if (aszTextures.empty())
+ aszTextures.push_back(std::string());
+
+ // we need to sort all faces by their material index
+ // in opposition to other loaders we can be sure that each
+ // material is at least used once.
+ pScene->mNumMeshes = (unsigned int) aszTextures.size();
+ pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
+
+ typedef std::vector<unsigned int> FaceList;
+ FaceList* aaiFaces = new FaceList[pScene->mNumMeshes];
+
+ // approximate the space that will be required
+ unsigned int iNum = (unsigned int)asTriangles.size() / pScene->mNumMeshes;
+ iNum += iNum >> 1;
+ for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
+ aaiFaces[i].reserve(iNum);
+
+
+ // collect all faces
+ iNum = 0;
+ for (std::vector<SMD::Face>::const_iterator
+ iFace = asTriangles.begin();
+ iFace != asTriangles.end();++iFace,++iNum)
+ {
+ if (UINT_MAX == (*iFace).iTexture)aaiFaces[(*iFace).iTexture].push_back( 0 );
+ else if ((*iFace).iTexture >= aszTextures.size())
+ {
+ DefaultLogger::get()->error("[SMD/VTA] Material index overflow in face");
+ aaiFaces[(*iFace).iTexture].push_back((unsigned int)aszTextures.size()-1);
+ }
+ else aaiFaces[(*iFace).iTexture].push_back(iNum);
+ }
+
+ // now create the output meshes
+ for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
+ {
+ aiMesh*& pcMesh = pScene->mMeshes[i] = new aiMesh();
+ ai_assert(!aaiFaces[i].empty()); // should not be empty ...
+
+ pcMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
+ pcMesh->mNumVertices = (unsigned int)aaiFaces[i].size()*3;
+ pcMesh->mNumFaces = (unsigned int)aaiFaces[i].size();
+ pcMesh->mMaterialIndex = i;
+
+ // storage for bones
+ typedef std::pair<unsigned int,float> TempWeightListEntry;
+ typedef std::vector< TempWeightListEntry > TempBoneWeightList;
+
+ TempBoneWeightList* aaiBones = new TempBoneWeightList[asBones.size()]();
+
+ // try to reserve enough memory without wasting too much
+ for (unsigned int iBone = 0; iBone < asBones.size();++iBone)
+ {
+ aaiBones[iBone].reserve(pcMesh->mNumVertices/asBones.size());
+ }
+
+ // allocate storage
+ pcMesh->mFaces = new aiFace[pcMesh->mNumFaces];
+ aiVector3D* pcNormals = pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices];
+ aiVector3D* pcVerts = pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices];
+
+ aiVector3D* pcUVs = NULL;
+ if (bHasUVs)
+ {
+ pcUVs = pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices];
+ pcMesh->mNumUVComponents[0] = 2;
+ }
+
+ iNum = 0;
+ for (unsigned int iFace = 0; iFace < pcMesh->mNumFaces;++iFace)
+ {
+ pcMesh->mFaces[iFace].mIndices = new unsigned int[3];
+ pcMesh->mFaces[iFace].mNumIndices = 3;
+
+ // fill the vertices
+ unsigned int iSrcFace = aaiFaces[i][iFace];
+ SMD::Face& face = asTriangles[iSrcFace];
+
+ *pcVerts++ = face.avVertices[0].pos;
+ *pcVerts++ = face.avVertices[1].pos;
+ *pcVerts++ = face.avVertices[2].pos;
+
+ // fill the normals
+ *pcNormals++ = face.avVertices[0].nor;
+ *pcNormals++ = face.avVertices[1].nor;
+ *pcNormals++ = face.avVertices[2].nor;
+
+ // fill the texture coordinates
+ if (pcUVs)
+ {
+ *pcUVs++ = face.avVertices[0].uv;
+ *pcUVs++ = face.avVertices[1].uv;
+ *pcUVs++ = face.avVertices[2].uv;
+ }
+
+ for (unsigned int iVert = 0; iVert < 3;++iVert)
+ {
+ float fSum = 0.0f;
+ for (unsigned int iBone = 0;iBone < face.avVertices[iVert].aiBoneLinks.size();++iBone)
+ {
+ TempWeightListEntry& pairval = face.avVertices[iVert].aiBoneLinks[iBone];
+
+ // FIX: The second check is here just to make sure we won't
+ // assign more than one weight to a single vertex index
+ if (pairval.first >= asBones.size() ||
+ pairval.first == face.avVertices[iVert].iParentNode)
+ {
+ DefaultLogger::get()->error("[SMD/VTA] Bone index overflow. "
+ "The bone index will be ignored, the weight will be assigned "
+ "to the vertex' parent node");
+ continue;
+ }
+ aaiBones[pairval.first].push_back(TempWeightListEntry(iNum,pairval.second));
+ fSum += pairval.second;
+ }
+ // ******************************************************************
+ // If the sum of all vertex weights is not 1.0 we must assign
+ // the rest to the vertex' parent node. Well, at least the doc says
+ // we should ...
+ // FIX: We use 0.975 as limit, floating-point inaccuracies seem to
+ // be very strong in some SMD exporters. Furthermore it is possible
+ // that the parent of a vertex is 0xffffffff (if the corresponding
+ // entry in the file was unreadable)
+ // ******************************************************************
+ if (fSum < 0.975f && face.avVertices[iVert].iParentNode != UINT_MAX)
+ {
+ if (face.avVertices[iVert].iParentNode >= asBones.size())
+ {
+ DefaultLogger::get()->error("[SMD/VTA] Bone index overflow. "
+ "The index of the vertex parent bone is invalid. "
+ "The remaining weights will be normalized to 1.0");
+
+ if (fSum)
+ {
+ fSum = 1 / fSum;
+ for (unsigned int iBone = 0;iBone < face.avVertices[iVert].aiBoneLinks.size();++iBone)
+ {
+ TempWeightListEntry& pairval = face.avVertices[iVert].aiBoneLinks[iBone];
+ if (pairval.first >= asBones.size())continue;
+ aaiBones[pairval.first].back().second *= fSum;
+ }
+ }
+ }
+ else
+ {
+ aaiBones[face.avVertices[iVert].iParentNode].push_back(
+ TempWeightListEntry(iNum,1.0f-fSum));
+ }
+ }
+ pcMesh->mFaces[iFace].mIndices[iVert] = iNum++;
+ }
+ }
+
+ // now build all bones of the mesh
+ iNum = 0;
+ for (unsigned int iBone = 0; iBone < asBones.size();++iBone)
+ if (!aaiBones[iBone].empty())++iNum;
+
+ if (false && iNum)
+ {
+ pcMesh->mNumBones = iNum;
+ pcMesh->mBones = new aiBone*[pcMesh->mNumBones];
+ iNum = 0;
+ for (unsigned int iBone = 0; iBone < asBones.size();++iBone)
+ {
+ if (aaiBones[iBone].empty())continue;
+ aiBone*& bone = pcMesh->mBones[iNum] = new aiBone();
+
+ bone->mNumWeights = (unsigned int)aaiBones[iBone].size();
+ bone->mWeights = new aiVertexWeight[bone->mNumWeights];
+ bone->mOffsetMatrix = asBones[iBone].mOffsetMatrix;
+ bone->mName.Set( asBones[iBone].mName );
+
+ asBones[iBone].bIsUsed = true;
+
+ for (unsigned int iWeight = 0; iWeight < bone->mNumWeights;++iWeight)
+ {
+ bone->mWeights[iWeight].mVertexId = aaiBones[iBone][iWeight].first;
+ bone->mWeights[iWeight].mWeight = aaiBones[iBone][iWeight].second;
+ }
+ ++iNum;
+ }
+ }
+ delete[] aaiBones;
+ }
+ delete[] aaiFaces;
}
// ------------------------------------------------------------------------------------------------
// add bone child nodes
void SMDImporter::AddBoneChildren(aiNode* pcNode, uint32_t iParent)
{
- ai_assert(NULL != pcNode && 0 == pcNode->mNumChildren && NULL == pcNode->mChildren);
-
- // first count ...
- for (unsigned int i = 0; i < asBones.size();++i)
- {
- SMD::Bone& bone = asBones[i];
- if (bone.iParent == iParent)++pcNode->mNumChildren;
- }
-
- // now allocate the output array
- pcNode->mChildren = new aiNode*[pcNode->mNumChildren];
-
- // and fill all subnodes
- unsigned int qq = 0;
- for (unsigned int i = 0; i < asBones.size();++i)
- {
- SMD::Bone& bone = asBones[i];
- if (bone.iParent != iParent)continue;
-
- aiNode* pc = pcNode->mChildren[qq++] = new aiNode();
- pc->mName.Set(bone.mName);
-
- // store the local transformation matrix of the bind pose
- pc->mTransformation = bone.sAnim.asKeys[bone.sAnim.iFirstTimeKey].matrix;
- pc->mParent = pcNode;
-
- // add children to this node, too
- AddBoneChildren(pc,i);
- }
+ ai_assert(NULL != pcNode && 0 == pcNode->mNumChildren && NULL == pcNode->mChildren);
+
+ // first count ...
+ for (unsigned int i = 0; i < asBones.size();++i)
+ {
+ SMD::Bone& bone = asBones[i];
+ if (bone.iParent == iParent)++pcNode->mNumChildren;
+ }
+
+ // now allocate the output array
+ pcNode->mChildren = new aiNode*[pcNode->mNumChildren];
+
+ // and fill all subnodes
+ unsigned int qq = 0;
+ for (unsigned int i = 0; i < asBones.size();++i)
+ {
+ SMD::Bone& bone = asBones[i];
+ if (bone.iParent != iParent)continue;
+
+ aiNode* pc = pcNode->mChildren[qq++] = new aiNode();
+ pc->mName.Set(bone.mName);
+
+ // store the local transformation matrix of the bind pose
+ pc->mTransformation = bone.sAnim.asKeys[bone.sAnim.iFirstTimeKey].matrix;
+ pc->mParent = pcNode;
+
+ // add children to this node, too
+ AddBoneChildren(pc,i);
+ }
}
// ------------------------------------------------------------------------------------------------
// create output nodes
void SMDImporter::CreateOutputNodes()
{
- pScene->mRootNode = new aiNode();
- if (!(pScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE))
- {
- // create one root node that renders all meshes
- pScene->mRootNode->mNumMeshes = pScene->mNumMeshes;
- pScene->mRootNode->mMeshes = new unsigned int[pScene->mNumMeshes];
- for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
- pScene->mRootNode->mMeshes[i] = i;
- }
-
- // now add all bones as dummy sub nodes to the graph
- // AddBoneChildren(pScene->mRootNode,(uint32_t)-1);
-
- // if we have only one bone we can even remove the root node
- if (pScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE &&
- 1 == pScene->mRootNode->mNumChildren)
- {
- aiNode* pcOldRoot = pScene->mRootNode;
- pScene->mRootNode = pcOldRoot->mChildren[0];
- pcOldRoot->mChildren[0] = NULL;
- delete pcOldRoot;
-
- pScene->mRootNode->mParent = NULL;
- }
- else
- {
- ::strcpy(pScene->mRootNode->mName.data, "<SMD_root>");
- pScene->mRootNode->mName.length = 10;
- }
+ pScene->mRootNode = new aiNode();
+ if (!(pScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE))
+ {
+ // create one root node that renders all meshes
+ pScene->mRootNode->mNumMeshes = pScene->mNumMeshes;
+ pScene->mRootNode->mMeshes = new unsigned int[pScene->mNumMeshes];
+ for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
+ pScene->mRootNode->mMeshes[i] = i;
+ }
+
+ // now add all bones as dummy sub nodes to the graph
+ // AddBoneChildren(pScene->mRootNode,(uint32_t)-1);
+
+ // if we have only one bone we can even remove the root node
+ if (pScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE &&
+ 1 == pScene->mRootNode->mNumChildren)
+ {
+ aiNode* pcOldRoot = pScene->mRootNode;
+ pScene->mRootNode = pcOldRoot->mChildren[0];
+ pcOldRoot->mChildren[0] = NULL;
+ delete pcOldRoot;
+
+ pScene->mRootNode->mParent = NULL;
+ }
+ else
+ {
+ ::strcpy(pScene->mRootNode->mName.data, "<SMD_root>");
+ pScene->mRootNode->mName.length = 10;
+ }
}
// ------------------------------------------------------------------------------------------------
// create output animations
void SMDImporter::CreateOutputAnimations()
{
- unsigned int iNumBones = 0;
- for (std::vector<SMD::Bone>::const_iterator
- i = asBones.begin();
- i != asBones.end();++i)
- {
- if ((*i).bIsUsed)++iNumBones;
- }
- if (!iNumBones)
- {
- // just make sure this case doesn't occur ... (it could occur
- // if the file was invalid)
- return;
- }
-
- pScene->mNumAnimations = 1;
- pScene->mAnimations = new aiAnimation*[1];
- aiAnimation*& anim = pScene->mAnimations[0] = new aiAnimation();
-
- anim->mDuration = dLengthOfAnim;
- anim->mNumChannels = iNumBones;
- anim->mTicksPerSecond = 25.0; // FIXME: is this correct?
-
- aiNodeAnim** pp = anim->mChannels = new aiNodeAnim*[anim->mNumChannels];
-
- // now build valid keys
- unsigned int a = 0;
- for (std::vector<SMD::Bone>::const_iterator
- i = asBones.begin();
- i != asBones.end();++i)
- {
- if (!(*i).bIsUsed)continue;
-
- aiNodeAnim* p = pp[a] = new aiNodeAnim();
-
- // copy the name of the bone
- p->mNodeName.Set( i->mName);
-
- p->mNumRotationKeys = (unsigned int) (*i).sAnim.asKeys.size();
- if (p->mNumRotationKeys)
- {
- p->mNumPositionKeys = p->mNumRotationKeys;
- aiVectorKey* pVecKeys = p->mPositionKeys = new aiVectorKey[p->mNumRotationKeys];
- aiQuatKey* pRotKeys = p->mRotationKeys = new aiQuatKey[p->mNumRotationKeys];
-
- for (std::vector<SMD::Bone::Animation::MatrixKey>::const_iterator
- qq = (*i).sAnim.asKeys.begin();
- qq != (*i).sAnim.asKeys.end(); ++qq)
- {
- pRotKeys->mTime = pVecKeys->mTime = (*qq).dTime;
-
- // compute the rotation quaternion from the euler angles
- pRotKeys->mValue = aiQuaternion( (*qq).vRot.x, (*qq).vRot.y, (*qq).vRot.z );
- pVecKeys->mValue = (*qq).vPos;
-
- ++pVecKeys; ++pRotKeys;
- }
- }
- ++a;
-
- // there are no scaling keys ...
- }
+ unsigned int iNumBones = 0;
+ for (std::vector<SMD::Bone>::const_iterator
+ i = asBones.begin();
+ i != asBones.end();++i)
+ {
+ if ((*i).bIsUsed)++iNumBones;
+ }
+ if (!iNumBones)
+ {
+ // just make sure this case doesn't occur ... (it could occur
+ // if the file was invalid)
+ return;
+ }
+
+ pScene->mNumAnimations = 1;
+ pScene->mAnimations = new aiAnimation*[1];
+ aiAnimation*& anim = pScene->mAnimations[0] = new aiAnimation();
+
+ anim->mDuration = dLengthOfAnim;
+ anim->mNumChannels = iNumBones;
+ anim->mTicksPerSecond = 25.0; // FIXME: is this correct?
+
+ aiNodeAnim** pp = anim->mChannels = new aiNodeAnim*[anim->mNumChannels];
+
+ // now build valid keys
+ unsigned int a = 0;
+ for (std::vector<SMD::Bone>::const_iterator
+ i = asBones.begin();
+ i != asBones.end();++i)
+ {
+ if (!(*i).bIsUsed)continue;
+
+ aiNodeAnim* p = pp[a] = new aiNodeAnim();
+
+ // copy the name of the bone
+ p->mNodeName.Set( i->mName);
+
+ p->mNumRotationKeys = (unsigned int) (*i).sAnim.asKeys.size();
+ if (p->mNumRotationKeys)
+ {
+ p->mNumPositionKeys = p->mNumRotationKeys;
+ aiVectorKey* pVecKeys = p->mPositionKeys = new aiVectorKey[p->mNumRotationKeys];
+ aiQuatKey* pRotKeys = p->mRotationKeys = new aiQuatKey[p->mNumRotationKeys];
+
+ for (std::vector<SMD::Bone::Animation::MatrixKey>::const_iterator
+ qq = (*i).sAnim.asKeys.begin();
+ qq != (*i).sAnim.asKeys.end(); ++qq)
+ {
+ pRotKeys->mTime = pVecKeys->mTime = (*qq).dTime;
+
+ // compute the rotation quaternion from the euler angles
+ pRotKeys->mValue = aiQuaternion( (*qq).vRot.x, (*qq).vRot.y, (*qq).vRot.z );
+ pVecKeys->mValue = (*qq).vPos;
+
+ ++pVecKeys; ++pRotKeys;
+ }
+ }
+ ++a;
+
+ // there are no scaling keys ...
+ }
}
// ------------------------------------------------------------------------------------------------
void SMDImporter::ComputeAbsoluteBoneTransformations()
{
- // For each bone: determine the key with the lowest time value
- // theoretically the SMD format should have all keyframes
- // in order. However, I've seen a file where this wasn't true.
- for (unsigned int i = 0; i < asBones.size();++i)
- {
- SMD::Bone& bone = asBones[i];
-
- uint32_t iIndex = 0;
- double dMin = 10e10;
- for (unsigned int i = 0; i < bone.sAnim.asKeys.size();++i)
- {
- double d = std::min(bone.sAnim.asKeys[i].dTime,dMin);
- if (d < dMin)
- {
- dMin = d;
- iIndex = i;
- }
- }
- bone.sAnim.iFirstTimeKey = iIndex;
- }
-
- unsigned int iParent = 0;
- while (iParent < asBones.size())
- {
- for (unsigned int iBone = 0; iBone < asBones.size();++iBone)
- {
- SMD::Bone& bone = asBones[iBone];
-
- if (iParent == bone.iParent)
- {
- SMD::Bone& parentBone = asBones[iParent];
-
-
- uint32_t iIndex = bone.sAnim.iFirstTimeKey;
- const aiMatrix4x4& mat = bone.sAnim.asKeys[iIndex].matrix;
- aiMatrix4x4& matOut = bone.sAnim.asKeys[iIndex].matrixAbsolute;
-
- // The same for the parent bone ...
- iIndex = parentBone.sAnim.iFirstTimeKey;
- const aiMatrix4x4& mat2 = parentBone.sAnim.asKeys[iIndex].matrixAbsolute;
-
- // Compute the absolute transformation matrix
- matOut = mat * mat2;
- }
- }
- ++iParent;
- }
-
- // Store the inverse of the absolute transformation matrix
- // of the first key as bone offset matrix
- for (iParent = 0; iParent < asBones.size();++iParent)
- {
- SMD::Bone& bone = asBones[iParent];
- bone.mOffsetMatrix = bone.sAnim.asKeys[bone.sAnim.iFirstTimeKey].matrixAbsolute;
- bone.mOffsetMatrix.Inverse();
- }
+ // For each bone: determine the key with the lowest time value
+ // theoretically the SMD format should have all keyframes
+ // in order. However, I've seen a file where this wasn't true.
+ for (unsigned int i = 0; i < asBones.size();++i)
+ {
+ SMD::Bone& bone = asBones[i];
+
+ uint32_t iIndex = 0;
+ double dMin = 10e10;
+ for (unsigned int i = 0; i < bone.sAnim.asKeys.size();++i)
+ {
+ double d = std::min(bone.sAnim.asKeys[i].dTime,dMin);
+ if (d < dMin)
+ {
+ dMin = d;
+ iIndex = i;
+ }
+ }
+ bone.sAnim.iFirstTimeKey = iIndex;
+ }
+
+ unsigned int iParent = 0;
+ while (iParent < asBones.size())
+ {
+ for (unsigned int iBone = 0; iBone < asBones.size();++iBone)
+ {
+ SMD::Bone& bone = asBones[iBone];
+
+ if (iParent == bone.iParent)
+ {
+ SMD::Bone& parentBone = asBones[iParent];
+
+
+ uint32_t iIndex = bone.sAnim.iFirstTimeKey;
+ const aiMatrix4x4& mat = bone.sAnim.asKeys[iIndex].matrix;
+ aiMatrix4x4& matOut = bone.sAnim.asKeys[iIndex].matrixAbsolute;
+
+ // The same for the parent bone ...
+ iIndex = parentBone.sAnim.iFirstTimeKey;
+ const aiMatrix4x4& mat2 = parentBone.sAnim.asKeys[iIndex].matrixAbsolute;
+
+ // Compute the absolute transformation matrix
+ matOut = mat * mat2;
+ }
+ }
+ ++iParent;
+ }
+
+ // Store the inverse of the absolute transformation matrix
+ // of the first key as bone offset matrix
+ for (iParent = 0; iParent < asBones.size();++iParent)
+ {
+ SMD::Bone& bone = asBones[iParent];
+ bone.mOffsetMatrix = bone.sAnim.asKeys[bone.sAnim.iFirstTimeKey].matrixAbsolute;
+ bone.mOffsetMatrix.Inverse();
+ }
}
// ------------------------------------------------------------------------------------------------
// create output materials
void SMDImporter::CreateOutputMaterials()
{
- pScene->mNumMaterials = (unsigned int)aszTextures.size();
- pScene->mMaterials = new aiMaterial*[std::max(1u, pScene->mNumMaterials)];
-
- for (unsigned int iMat = 0; iMat < pScene->mNumMaterials;++iMat)
- {
- MaterialHelper* pcMat = new MaterialHelper();
- pScene->mMaterials[iMat] = pcMat;
-
- aiString szName;
- szName.length = (size_t)::sprintf(szName.data,"Texture_%i",iMat);
- pcMat->AddProperty(&szName,AI_MATKEY_NAME);
-
- if (aszTextures[iMat].length())
- {
- ::strcpy(szName.data, aszTextures[iMat].c_str() );
- szName.length = aszTextures[iMat].length();
- pcMat->AddProperty(&szName,AI_MATKEY_TEXTURE_DIFFUSE(0));
- }
- }
-
- // create a default material if necessary
- if (0 == pScene->mNumMaterials)
- {
- pScene->mNumMaterials = 1;
-
- MaterialHelper* pcHelper = new MaterialHelper();
- pScene->mMaterials[0] = pcHelper;
-
- int iMode = (int)aiShadingMode_Gouraud;
- pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
-
- aiColor3D clr;
- clr.b = clr.g = clr.r = 0.7f;
- pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
- pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
-
- clr.b = clr.g = clr.r = 0.05f;
- pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
-
- aiString szName;
- szName.Set(AI_DEFAULT_MATERIAL_NAME);
- pcHelper->AddProperty(&szName,AI_MATKEY_NAME);
- }
+ pScene->mNumMaterials = (unsigned int)aszTextures.size();
+ pScene->mMaterials = new aiMaterial*[std::max(1u, pScene->mNumMaterials)];
+
+ for (unsigned int iMat = 0; iMat < pScene->mNumMaterials;++iMat)
+ {
+ aiMaterial* pcMat = new aiMaterial();
+ pScene->mMaterials[iMat] = pcMat;
+
+ aiString szName;
+ szName.length = (size_t)::sprintf(szName.data,"Texture_%i",iMat);
+ pcMat->AddProperty(&szName,AI_MATKEY_NAME);
+
+ if (aszTextures[iMat].length())
+ {
+ ::strcpy(szName.data, aszTextures[iMat].c_str() );
+ szName.length = aszTextures[iMat].length();
+ pcMat->AddProperty(&szName,AI_MATKEY_TEXTURE_DIFFUSE(0));
+ }
+ }
+
+ // create a default material if necessary
+ if (0 == pScene->mNumMaterials)
+ {
+ pScene->mNumMaterials = 1;
+
+ aiMaterial* pcHelper = new aiMaterial();
+ pScene->mMaterials[0] = pcHelper;
+
+ int iMode = (int)aiShadingMode_Gouraud;
+ pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
+
+ aiColor3D clr;
+ clr.b = clr.g = clr.r = 0.7f;
+ pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
+ pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
+
+ clr.b = clr.g = clr.r = 0.05f;
+ pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
+
+ aiString szName;
+ szName.Set(AI_DEFAULT_MATERIAL_NAME);
+ pcHelper->AddProperty(&szName,AI_MATKEY_NAME);
+ }
}
// ------------------------------------------------------------------------------------------------
// Parse the file
void SMDImporter::ParseFile()
{
- const char* szCurrent = mBuffer;
-
- // read line per line ...
- while (true)
- {
- if (!SkipSpacesAndLineEnd(szCurrent,&szCurrent)) break;
-
- // "version <n> \n", <n> should be 1 for hl and hl SMD files
- if (TokenMatch(szCurrent,"version",7))
- {
- if (!SkipSpaces(szCurrent,&szCurrent)) break;
- if (1 != strtol10(szCurrent,&szCurrent))
- {
- DefaultLogger::get()->warn("SMD.version is not 1. This "
- "file format is not known. Continuing happily ...");
- }
- continue;
- }
- // "nodes\n" - Starts the node section
- if (TokenMatch(szCurrent,"nodes",5))
- {
- ParseNodesSection(szCurrent,&szCurrent);
- continue;
- }
- // "triangles\n" - Starts the triangle section
- if (TokenMatch(szCurrent,"triangles",9))
- {
- ParseTrianglesSection(szCurrent,&szCurrent);
- continue;
- }
- // "vertexanimation\n" - Starts the vertex animation section
- if (TokenMatch(szCurrent,"vertexanimation",15))
- {
- bHasUVs = false;
- ParseVASection(szCurrent,&szCurrent);
- continue;
- }
- // "skeleton\n" - Starts the skeleton section
- if (TokenMatch(szCurrent,"skeleton",8))
- {
- ParseSkeletonSection(szCurrent,&szCurrent);
- continue;
- }
- SkipLine(szCurrent,&szCurrent);
- }
- return;
+ const char* szCurrent = mBuffer;
+
+ // read line per line ...
+ while (true)
+ {
+ if(!SkipSpacesAndLineEnd(szCurrent,&szCurrent)) break;
+
+ // "version <n> \n", <n> should be 1 for hl and hl² SMD files
+ if (TokenMatch(szCurrent,"version",7))
+ {
+ if(!SkipSpaces(szCurrent,&szCurrent)) break;
+ if (1 != strtoul10(szCurrent,&szCurrent))
+ {
+ DefaultLogger::get()->warn("SMD.version is not 1. This "
+ "file format is not known. Continuing happily ...");
+ }
+ continue;
+ }
+ // "nodes\n" - Starts the node section
+ if (TokenMatch(szCurrent,"nodes",5))
+ {
+ ParseNodesSection(szCurrent,&szCurrent);
+ continue;
+ }
+ // "triangles\n" - Starts the triangle section
+ if (TokenMatch(szCurrent,"triangles",9))
+ {
+ ParseTrianglesSection(szCurrent,&szCurrent);
+ continue;
+ }
+ // "vertexanimation\n" - Starts the vertex animation section
+ if (TokenMatch(szCurrent,"vertexanimation",15))
+ {
+ bHasUVs = false;
+ ParseVASection(szCurrent,&szCurrent);
+ continue;
+ }
+ // "skeleton\n" - Starts the skeleton section
+ if (TokenMatch(szCurrent,"skeleton",8))
+ {
+ ParseSkeletonSection(szCurrent,&szCurrent);
+ continue;
+ }
+ SkipLine(szCurrent,&szCurrent);
+ }
+ return;
}
// ------------------------------------------------------------------------------------------------
unsigned int SMDImporter::GetTextureIndex(const std::string& filename)
{
- unsigned int iIndex = 0;
- for (std::vector<std::string>::const_iterator
- i = aszTextures.begin();
- i != aszTextures.end();++i,++iIndex)
- {
- // case-insensitive ... it's a path
- if (0 == ASSIMP_stricmp ( filename.c_str(),(*i).c_str()))return iIndex;
- }
- iIndex = (unsigned int)aszTextures.size();
- aszTextures.push_back(filename);
- return iIndex;
+ unsigned int iIndex = 0;
+ for (std::vector<std::string>::const_iterator
+ i = aszTextures.begin();
+ i != aszTextures.end();++i,++iIndex)
+ {
+ // case-insensitive ... it's a path
+ if (0 == ASSIMP_stricmp ( filename.c_str(),(*i).c_str()))return iIndex;
+ }
+ iIndex = (unsigned int)aszTextures.size();
+ aszTextures.push_back(filename);
+ return iIndex;
}
// ------------------------------------------------------------------------------------------------
// Parse the nodes section of the file
void SMDImporter::ParseNodesSection(const char* szCurrent,
- const char** szCurrentOut)
+ const char** szCurrentOut)
{
- while (true)
- {
- // "end\n" - Ends the nodes section
- if (0 == ASSIMP_strincmp(szCurrent,"end",3) &&
- IsSpaceOrNewLine(*(szCurrent+3)))
- {
- szCurrent += 4;
- break;
- }
- ParseNodeInfo(szCurrent,&szCurrent);
- }
- SkipSpacesAndLineEnd(szCurrent,&szCurrent);
- *szCurrentOut = szCurrent;
+ while (true)
+ {
+ // "end\n" - Ends the nodes section
+ if (0 == ASSIMP_strincmp(szCurrent,"end",3) &&
+ IsSpaceOrNewLine(*(szCurrent+3)))
+ {
+ szCurrent += 4;
+ break;
+ }
+ ParseNodeInfo(szCurrent,&szCurrent);
+ }
+ SkipSpacesAndLineEnd(szCurrent,&szCurrent);
+ *szCurrentOut = szCurrent;
}
// ------------------------------------------------------------------------------------------------
// Parse the triangles section of the file
void SMDImporter::ParseTrianglesSection(const char* szCurrent,
- const char** szCurrentOut)
+ const char** szCurrentOut)
{
- // Parse a triangle, parse another triangle, parse the next triangle ...
- // and so on until we reach a token that looks quite similar to "end"
- while (true)
- {
- if (!SkipSpacesAndLineEnd(szCurrent,&szCurrent)) break;
-
- // "end\n" - Ends the triangles section
- if (TokenMatch(szCurrent,"end",3))
- break;
- ParseTriangle(szCurrent,&szCurrent);
- }
- SkipSpacesAndLineEnd(szCurrent,&szCurrent);
- *szCurrentOut = szCurrent;
+ // Parse a triangle, parse another triangle, parse the next triangle ...
+ // and so on until we reach a token that looks quite similar to "end"
+ while (true)
+ {
+ if(!SkipSpacesAndLineEnd(szCurrent,&szCurrent)) break;
+
+ // "end\n" - Ends the triangles section
+ if (TokenMatch(szCurrent,"end",3))
+ break;
+ ParseTriangle(szCurrent,&szCurrent);
+ }
+ SkipSpacesAndLineEnd(szCurrent,&szCurrent);
+ *szCurrentOut = szCurrent;
}
// ------------------------------------------------------------------------------------------------
// Parse the vertex animation section of the file
void SMDImporter::ParseVASection(const char* szCurrent,
- const char** szCurrentOut)
+ const char** szCurrentOut)
{
- unsigned int iCurIndex = 0;
- while (true)
- {
- if (!SkipSpacesAndLineEnd(szCurrent,&szCurrent)) break;
-
- // "end\n" - Ends the "vertexanimation" section
- if (TokenMatch(szCurrent,"end",3))
- break;
-
- // "time <n>\n"
- if (TokenMatch(szCurrent,"time",4))
- {
- // NOTE: The doc says that time values COULD be negative ...
- // NOTE2: this is the shape key -> valve docs
- int iTime = 0;
- if (!ParseSignedInt(szCurrent,&szCurrent,iTime) || configFrameID != (unsigned int)iTime)break;
- SkipLine(szCurrent,&szCurrent);
- }
- else
- {
- if (0 == iCurIndex)
- {
- asTriangles.push_back(SMD::Face());
- }
- if (++iCurIndex == 3)iCurIndex = 0;
- ParseVertex(szCurrent,&szCurrent,asTriangles.back().avVertices[iCurIndex],true);
- }
- }
-
- if (iCurIndex != 2 && !asTriangles.empty())
- {
- // we want to no degenerates, so throw this triangle away
- asTriangles.pop_back();
- }
-
- SkipSpacesAndLineEnd(szCurrent,&szCurrent);
- *szCurrentOut = szCurrent;
+ unsigned int iCurIndex = 0;
+ while (true)
+ {
+ if(!SkipSpacesAndLineEnd(szCurrent,&szCurrent)) break;
+
+ // "end\n" - Ends the "vertexanimation" section
+ if (TokenMatch(szCurrent,"end",3))
+ break;
+
+ // "time <n>\n"
+ if (TokenMatch(szCurrent,"time",4))
+ {
+ // NOTE: The doc says that time values COULD be negative ...
+ // NOTE2: this is the shape key -> valve docs
+ int iTime = 0;
+ if(!ParseSignedInt(szCurrent,&szCurrent,iTime) || configFrameID != (unsigned int)iTime)break;
+ SkipLine(szCurrent,&szCurrent);
+ }
+ else
+ {
+ if(0 == iCurIndex)
+ {
+ asTriangles.push_back(SMD::Face());
+ }
+ if (++iCurIndex == 3)iCurIndex = 0;
+ ParseVertex(szCurrent,&szCurrent,asTriangles.back().avVertices[iCurIndex],true);
+ }
+ }
+
+ if (iCurIndex != 2 && !asTriangles.empty())
+ {
+ // we want to no degenerates, so throw this triangle away
+ asTriangles.pop_back();
+ }
+
+ SkipSpacesAndLineEnd(szCurrent,&szCurrent);
+ *szCurrentOut = szCurrent;
}
// ------------------------------------------------------------------------------------------------
// Parse the skeleton section of the file
void SMDImporter::ParseSkeletonSection(const char* szCurrent,
- const char** szCurrentOut)
+ const char** szCurrentOut)
{
- int iTime = 0;
- while (true)
- {
- if (!SkipSpacesAndLineEnd(szCurrent,&szCurrent)) break;
-
- // "end\n" - Ends the skeleton section
- if (TokenMatch(szCurrent,"end",3))
- break;
-
- // "time <n>\n" - Specifies the current animation frame
- else if (TokenMatch(szCurrent,"time",4))
- {
- // NOTE: The doc says that time values COULD be negative ...
- if (!ParseSignedInt(szCurrent,&szCurrent,iTime))break;
-
- iSmallestFrame = std::min(iSmallestFrame,iTime);
- SkipLine(szCurrent,&szCurrent);
- }
- else ParseSkeletonElement(szCurrent,&szCurrent,iTime);
- }
- *szCurrentOut = szCurrent;
+ int iTime = 0;
+ while (true)
+ {
+ if(!SkipSpacesAndLineEnd(szCurrent,&szCurrent)) break;
+
+ // "end\n" - Ends the skeleton section
+ if (TokenMatch(szCurrent,"end",3))
+ break;
+
+ // "time <n>\n" - Specifies the current animation frame
+ else if (TokenMatch(szCurrent,"time",4))
+ {
+ // NOTE: The doc says that time values COULD be negative ...
+ if(!ParseSignedInt(szCurrent,&szCurrent,iTime))break;
+
+ iSmallestFrame = std::min(iSmallestFrame,iTime);
+ SkipLine(szCurrent,&szCurrent);
+ }
+ else ParseSkeletonElement(szCurrent,&szCurrent,iTime);
+ }
+ *szCurrentOut = szCurrent;
}
// ------------------------------------------------------------------------------------------------
#define SMDI_PARSE_RETURN { \
- SkipLine(szCurrent,&szCurrent); \
- *szCurrentOut = szCurrent; \
- return; \
+ SkipLine(szCurrent,&szCurrent); \
+ *szCurrentOut = szCurrent; \
+ return; \
}
// ------------------------------------------------------------------------------------------------
// Parse a node line
void SMDImporter::ParseNodeInfo(const char* szCurrent,
- const char** szCurrentOut)
+ const char** szCurrentOut)
{
- unsigned int iBone = 0;
- SkipSpacesAndLineEnd(szCurrent,&szCurrent);
- if (!ParseUnsignedInt(szCurrent,&szCurrent,iBone) || !SkipSpaces(szCurrent,&szCurrent))
- {
- LogErrorNoThrow("Unexpected EOF/EOL while parsing bone index");
- SMDI_PARSE_RETURN;
- }
- // add our bone to the list
- if (iBone >= asBones.size())asBones.resize(iBone+1);
- SMD::Bone& bone = asBones[iBone];
-
- bool bQuota = true;
- if ('\"' != *szCurrent)
- {
- LogWarning("Bone name is expcted to be enclosed in "
- "double quotation marks. ");
- bQuota = false;
- }
- else ++szCurrent;
-
- const char* szEnd = szCurrent;
- while (true)
- {
- if (bQuota && '\"' == *szEnd)
- {
- iBone = (unsigned int)(szEnd - szCurrent);
- ++szEnd;
- break;
- }
- else if (IsSpaceOrNewLine(*szEnd))
- {
- iBone = (unsigned int)(szEnd - szCurrent);
- break;
- }
- else if (!(*szEnd))
- {
- LogErrorNoThrow("Unexpected EOF/EOL while parsing bone name");
- SMDI_PARSE_RETURN;
- }
- ++szEnd;
- }
- bone.mName = std::string(szCurrent,iBone);
- szCurrent = szEnd;
-
- // the only negative bone parent index that could occur is -1 AFAIK
- if (!ParseSignedInt(szCurrent,&szCurrent,(int&)bone.iParent))
- {
- LogErrorNoThrow("Unexpected EOF/EOL while parsing bone parent index. Assuming -1");
- SMDI_PARSE_RETURN;
- }
-
- // go to the beginning of the next line
- SMDI_PARSE_RETURN;
+ unsigned int iBone = 0;
+ SkipSpacesAndLineEnd(szCurrent,&szCurrent);
+ if(!ParseUnsignedInt(szCurrent,&szCurrent,iBone) || !SkipSpaces(szCurrent,&szCurrent))
+ {
+ LogErrorNoThrow("Unexpected EOF/EOL while parsing bone index");
+ SMDI_PARSE_RETURN;
+ }
+ // add our bone to the list
+ if (iBone >= asBones.size())asBones.resize(iBone+1);
+ SMD::Bone& bone = asBones[iBone];
+
+ bool bQuota = true;
+ if ('\"' != *szCurrent)
+ {
+ LogWarning("Bone name is expcted to be enclosed in "
+ "double quotation marks. ");
+ bQuota = false;
+ }
+ else ++szCurrent;
+
+ const char* szEnd = szCurrent;
+ while (true)
+ {
+ if (bQuota && '\"' == *szEnd)
+ {
+ iBone = (unsigned int)(szEnd - szCurrent);
+ ++szEnd;
+ break;
+ }
+ else if (IsSpaceOrNewLine(*szEnd))
+ {
+ iBone = (unsigned int)(szEnd - szCurrent);
+ break;
+ }
+ else if (!(*szEnd))
+ {
+ LogErrorNoThrow("Unexpected EOF/EOL while parsing bone name");
+ SMDI_PARSE_RETURN;
+ }
+ ++szEnd;
+ }
+ bone.mName = std::string(szCurrent,iBone);
+ szCurrent = szEnd;
+
+ // the only negative bone parent index that could occur is -1 AFAIK
+ if(!ParseSignedInt(szCurrent,&szCurrent,(int&)bone.iParent))
+ {
+ LogErrorNoThrow("Unexpected EOF/EOL while parsing bone parent index. Assuming -1");
+ SMDI_PARSE_RETURN;
+ }
+
+ // go to the beginning of the next line
+ SMDI_PARSE_RETURN;
}
// ------------------------------------------------------------------------------------------------
// Parse a skeleton element
void SMDImporter::ParseSkeletonElement(const char* szCurrent,
- const char** szCurrentOut,int iTime)
+ const char** szCurrentOut,int iTime)
{
- aiVector3D vPos;
- aiVector3D vRot;
-
- unsigned int iBone = 0;
- if (!ParseUnsignedInt(szCurrent,&szCurrent,iBone))
- {
- DefaultLogger::get()->error("Unexpected EOF/EOL while parsing bone index");
- SMDI_PARSE_RETURN;
- }
- if (iBone >= asBones.size())
- {
- LogErrorNoThrow("Bone index in skeleton section is out of range");
- SMDI_PARSE_RETURN;
- }
- SMD::Bone& bone = asBones[iBone];
-
- bone.sAnim.asKeys.push_back(SMD::Bone::Animation::MatrixKey());
- SMD::Bone::Animation::MatrixKey& key = bone.sAnim.asKeys.back();
-
- key.dTime = (double)iTime;
- if (!ParseFloat(szCurrent,&szCurrent,(float&)vPos.x))
- {
- LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.pos.x");
- SMDI_PARSE_RETURN;
- }
- if (!ParseFloat(szCurrent,&szCurrent,(float&)vPos.y))
- {
- LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.pos.y");
- SMDI_PARSE_RETURN;
- }
- if (!ParseFloat(szCurrent,&szCurrent,(float&)vPos.z))
- {
- LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.pos.z");
- SMDI_PARSE_RETURN;
- }
- if (!ParseFloat(szCurrent,&szCurrent,(float&)vRot.x))
- {
- LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.rot.x");
- SMDI_PARSE_RETURN;
- }
- if (!ParseFloat(szCurrent,&szCurrent,(float&)vRot.y))
- {
- LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.rot.y");
- SMDI_PARSE_RETURN;
- }
- if (!ParseFloat(szCurrent,&szCurrent,(float&)vRot.z))
- {
- LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.rot.z");
- SMDI_PARSE_RETURN;
- }
- // build the transformation matrix of the key
- key.matrix.FromEulerAnglesXYZ(vRot.x,vRot.y,vRot.z);
- {
- aiMatrix4x4 mTemp;
- mTemp.a4 = vPos.x;
- mTemp.b4 = vPos.y;
- mTemp.c4 = vPos.z;
- key.matrix = key.matrix * mTemp;
- }
-
- // go to the beginning of the next line
- SMDI_PARSE_RETURN;
+ aiVector3D vPos;
+ aiVector3D vRot;
+
+ unsigned int iBone = 0;
+ if(!ParseUnsignedInt(szCurrent,&szCurrent,iBone))
+ {
+ DefaultLogger::get()->error("Unexpected EOF/EOL while parsing bone index");
+ SMDI_PARSE_RETURN;
+ }
+ if (iBone >= asBones.size())
+ {
+ LogErrorNoThrow("Bone index in skeleton section is out of range");
+ SMDI_PARSE_RETURN;
+ }
+ SMD::Bone& bone = asBones[iBone];
+
+ bone.sAnim.asKeys.push_back(SMD::Bone::Animation::MatrixKey());
+ SMD::Bone::Animation::MatrixKey& key = bone.sAnim.asKeys.back();
+
+ key.dTime = (double)iTime;
+ if(!ParseFloat(szCurrent,&szCurrent,(float&)vPos.x))
+ {
+ LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.pos.x");
+ SMDI_PARSE_RETURN;
+ }
+ if(!ParseFloat(szCurrent,&szCurrent,(float&)vPos.y))
+ {
+ LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.pos.y");
+ SMDI_PARSE_RETURN;
+ }
+ if(!ParseFloat(szCurrent,&szCurrent,(float&)vPos.z))
+ {
+ LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.pos.z");
+ SMDI_PARSE_RETURN;
+ }
+ if(!ParseFloat(szCurrent,&szCurrent,(float&)vRot.x))
+ {
+ LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.rot.x");
+ SMDI_PARSE_RETURN;
+ }
+ if(!ParseFloat(szCurrent,&szCurrent,(float&)vRot.y))
+ {
+ LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.rot.y");
+ SMDI_PARSE_RETURN;
+ }
+ if(!ParseFloat(szCurrent,&szCurrent,(float&)vRot.z))
+ {
+ LogErrorNoThrow("Unexpected EOF/EOL while parsing bone.rot.z");
+ SMDI_PARSE_RETURN;
+ }
+ // build the transformation matrix of the key
+ key.matrix.FromEulerAnglesXYZ(vRot.x,vRot.y,vRot.z);
+ {
+ aiMatrix4x4 mTemp;
+ mTemp.a4 = vPos.x;
+ mTemp.b4 = vPos.y;
+ mTemp.c4 = vPos.z;
+ key.matrix = key.matrix * mTemp;
+ }
+
+ // go to the beginning of the next line
+ SMDI_PARSE_RETURN;
}
// ------------------------------------------------------------------------------------------------
// Parse a triangle
void SMDImporter::ParseTriangle(const char* szCurrent,
- const char** szCurrentOut)
+ const char** szCurrentOut)
{
- asTriangles.push_back(SMD::Face());
- SMD::Face& face = asTriangles.back();
-
- if (!SkipSpaces(szCurrent,&szCurrent))
- {
- LogErrorNoThrow("Unexpected EOF/EOL while parsing a triangle");
- return;
- }
-
- // read the texture file name
- const char* szLast = szCurrent;
- while (!IsSpaceOrNewLine(*szCurrent++)) {}
-
- // ... and get the index that belongs to this file name
- face.iTexture = GetTextureIndex(std::string(szLast,(uintptr_t)szCurrent-(uintptr_t)szLast));
-
- SkipSpacesAndLineEnd(szCurrent,&szCurrent);
-
- // load three vertices
- for (unsigned int iVert = 0; iVert < 3;++iVert)
- {
- ParseVertex(szCurrent,&szCurrent,
- face.avVertices[iVert]);
- }
- *szCurrentOut = szCurrent;
+ asTriangles.push_back(SMD::Face());
+ SMD::Face& face = asTriangles.back();
+
+ if(!SkipSpaces(szCurrent,&szCurrent))
+ {
+ LogErrorNoThrow("Unexpected EOF/EOL while parsing a triangle");
+ return;
+ }
+
+ // read the texture file name
+ const char* szLast = szCurrent;
+ while (!IsSpaceOrNewLine(*szCurrent++));
+
+ // ... and get the index that belongs to this file name
+ face.iTexture = GetTextureIndex(std::string(szLast,(uintptr_t)szCurrent-(uintptr_t)szLast));
+
+ SkipSpacesAndLineEnd(szCurrent,&szCurrent);
+
+ // load three vertices
+ for (unsigned int iVert = 0; iVert < 3;++iVert)
+ {
+ ParseVertex(szCurrent,&szCurrent,
+ face.avVertices[iVert]);
+ }
+ *szCurrentOut = szCurrent;
}
// ------------------------------------------------------------------------------------------------
// Parse a float
bool SMDImporter::ParseFloat(const char* szCurrent,
- const char** szCurrentOut, float& out)
+ const char** szCurrentOut, float& out)
{
- if (!SkipSpaces(&szCurrent))
- return false;
+ if(!SkipSpaces(&szCurrent))
+ return false;
- *szCurrentOut = fast_atof_move(szCurrent,out);
- return true;
+ *szCurrentOut = fast_atoreal_move<float>(szCurrent,out);
+ return true;
}
// ------------------------------------------------------------------------------------------------
// Parse an unsigned int
bool SMDImporter::ParseUnsignedInt(const char* szCurrent,
- const char** szCurrentOut, unsigned int& out)
+ const char** szCurrentOut, unsigned int& out)
{
- if (!SkipSpaces(&szCurrent))
- return false;
+ if(!SkipSpaces(&szCurrent))
+ return false;
- out = strtol10(szCurrent,szCurrentOut);
- return true;
+ out = strtoul10(szCurrent,szCurrentOut);
+ return true;
}
// ------------------------------------------------------------------------------------------------
// Parse a signed int
bool SMDImporter::ParseSignedInt(const char* szCurrent,
- const char** szCurrentOut, int& out)
+ const char** szCurrentOut, int& out)
{
- if (!SkipSpaces(&szCurrent))
- return false;
+ if(!SkipSpaces(&szCurrent))
+ return false;
- out = strtol10s(szCurrent,szCurrentOut);
- return true;
+ out = strtol10(szCurrent,szCurrentOut);
+ return true;
}
// ------------------------------------------------------------------------------------------------
// Parse a vertex
void SMDImporter::ParseVertex(const char* szCurrent,
- const char** szCurrentOut, SMD::Vertex& vertex,
- bool bVASection /*= false*/)
+ const char** szCurrentOut, SMD::Vertex& vertex,
+ bool bVASection /*= false*/)
{
- if (SkipSpaces(&szCurrent) && IsLineEnd(*szCurrent))
- {
- SkipSpacesAndLineEnd(szCurrent,&szCurrent);
- return ParseVertex(szCurrent,szCurrentOut,vertex,bVASection);
- }
- if (!ParseSignedInt(szCurrent,&szCurrent,(int&)vertex.iParentNode))
- {
- LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.parent");
- SMDI_PARSE_RETURN;
- }
- if (!ParseFloat(szCurrent,&szCurrent,(float&)vertex.pos.x))
- {
- LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.pos.x");
- SMDI_PARSE_RETURN;
- }
- if (!ParseFloat(szCurrent,&szCurrent,(float&)vertex.pos.y))
- {
- LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.pos.y");
- SMDI_PARSE_RETURN;
- }
- if (!ParseFloat(szCurrent,&szCurrent,(float&)vertex.pos.z))
- {
- LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.pos.z");
- SMDI_PARSE_RETURN;
- }
- if (!ParseFloat(szCurrent,&szCurrent,(float&)vertex.nor.x))
- {
- LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.nor.x");
- SMDI_PARSE_RETURN;
- }
- if (!ParseFloat(szCurrent,&szCurrent,(float&)vertex.nor.y))
- {
- LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.nor.y");
- SMDI_PARSE_RETURN;
- }
- if (!ParseFloat(szCurrent,&szCurrent,(float&)vertex.nor.z))
- {
- LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.nor.z");
- SMDI_PARSE_RETURN;
- }
-
- if (bVASection)SMDI_PARSE_RETURN;
-
- if (!ParseFloat(szCurrent,&szCurrent,(float&)vertex.uv.x))
- {
- LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.uv.x");
- SMDI_PARSE_RETURN;
- }
- if (!ParseFloat(szCurrent,&szCurrent,(float&)vertex.uv.y))
- {
- LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.uv.y");
- SMDI_PARSE_RETURN;
- }
-
- // now read the number of bones affecting this vertex
- // all elements from now are fully optional, we don't need them
- unsigned int iSize = 0;
- if (!ParseUnsignedInt(szCurrent,&szCurrent,iSize))SMDI_PARSE_RETURN;
- vertex.aiBoneLinks.resize(iSize,std::pair<unsigned int, float>(0,0.0f));
-
- for (std::vector<std::pair<unsigned int, float> >::iterator
- i = vertex.aiBoneLinks.begin();
- i != vertex.aiBoneLinks.end();++i)
- {
- if (!ParseUnsignedInt(szCurrent,&szCurrent,(*i).first))
- SMDI_PARSE_RETURN;
- if (!ParseFloat(szCurrent,&szCurrent,(*i).second))
- SMDI_PARSE_RETURN;
- }
-
- // go to the beginning of the next line
- SMDI_PARSE_RETURN;
+ if (SkipSpaces(&szCurrent) && IsLineEnd(*szCurrent))
+ {
+ SkipSpacesAndLineEnd(szCurrent,&szCurrent);
+ return ParseVertex(szCurrent,szCurrentOut,vertex,bVASection);
+ }
+ if(!ParseSignedInt(szCurrent,&szCurrent,(int&)vertex.iParentNode))
+ {
+ LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.parent");
+ SMDI_PARSE_RETURN;
+ }
+ if(!ParseFloat(szCurrent,&szCurrent,(float&)vertex.pos.x))
+ {
+ LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.pos.x");
+ SMDI_PARSE_RETURN;
+ }
+ if(!ParseFloat(szCurrent,&szCurrent,(float&)vertex.pos.y))
+ {
+ LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.pos.y");
+ SMDI_PARSE_RETURN;
+ }
+ if(!ParseFloat(szCurrent,&szCurrent,(float&)vertex.pos.z))
+ {
+ LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.pos.z");
+ SMDI_PARSE_RETURN;
+ }
+ if(!ParseFloat(szCurrent,&szCurrent,(float&)vertex.nor.x))
+ {
+ LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.nor.x");
+ SMDI_PARSE_RETURN;
+ }
+ if(!ParseFloat(szCurrent,&szCurrent,(float&)vertex.nor.y))
+ {
+ LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.nor.y");
+ SMDI_PARSE_RETURN;
+ }
+ if(!ParseFloat(szCurrent,&szCurrent,(float&)vertex.nor.z))
+ {
+ LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.nor.z");
+ SMDI_PARSE_RETURN;
+ }
+
+ if (bVASection)SMDI_PARSE_RETURN;
+
+ if(!ParseFloat(szCurrent,&szCurrent,(float&)vertex.uv.x))
+ {
+ LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.uv.x");
+ SMDI_PARSE_RETURN;
+ }
+ if(!ParseFloat(szCurrent,&szCurrent,(float&)vertex.uv.y))
+ {
+ LogErrorNoThrow("Unexpected EOF/EOL while parsing vertex.uv.y");
+ SMDI_PARSE_RETURN;
+ }
+
+ // now read the number of bones affecting this vertex
+ // all elements from now are fully optional, we don't need them
+ unsigned int iSize = 0;
+ if(!ParseUnsignedInt(szCurrent,&szCurrent,iSize))SMDI_PARSE_RETURN;
+ vertex.aiBoneLinks.resize(iSize,std::pair<unsigned int, float>(0,0.0f));
+
+ for (std::vector<std::pair<unsigned int, float> >::iterator
+ i = vertex.aiBoneLinks.begin();
+ i != vertex.aiBoneLinks.end();++i)
+ {
+ if(!ParseUnsignedInt(szCurrent,&szCurrent,(*i).first))
+ SMDI_PARSE_RETURN;
+ if(!ParseFloat(szCurrent,&szCurrent,(*i).second))
+ SMDI_PARSE_RETURN;
+ }
+
+ // go to the beginning of the next line
+ SMDI_PARSE_RETURN;
}
#endif // !! ASSIMP_BUILD_NO_SMD_IMPORTER
diff --git a/src/3rdparty/assimp/code/SMDLoader.h b/src/3rdparty/assimp/code/SMDLoader.h
index 7aa714d94..f636be9a9 100644
--- a/src/3rdparty/assimp/code/SMDLoader.h
+++ b/src/3rdparty/assimp/code/SMDLoader.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -50,39 +50,39 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "ParsingUtils.h"
// public Assimp headers
-#include "../include/aiTypes.h"
-#include "../include/aiTexture.h"
-#include "../include/aiAnim.h"
-#include "../include/aiMaterial.h"
+#include "../include/assimp/types.h"
+#include "../include/assimp/texture.h"
+#include "../include/assimp/anim.h"
+#include "../include/assimp/material.h"
struct aiNode;
// STL headers
#include <vector>
-namespace Assimp {
-class MaterialHelper;
+namespace Assimp {
-namespace SMD {
+
+namespace SMD {
// ---------------------------------------------------------------------------
/** Data structure for a vertex in a SMD file
*/
struct Vertex
{
- Vertex() : iParentNode(0xffffffff)
- {}
+ Vertex() : iParentNode(UINT_MAX)
+ {}
- //! Vertex position, normal and texture coordinate
- aiVector3D pos,nor,uv;
+ //! Vertex position, normal and texture coordinate
+ aiVector3D pos,nor,uv;
- //! Vertex parent node
- unsigned int iParentNode;
+ //! Vertex parent node
+ unsigned int iParentNode;
- //! Links to bones: pair.first is the bone index,
- //! pair.second is the vertex weight.
- //! WARN: The remaining weight (to reach 1.0f) is assigned
- //! to the parent node/bone
- std::vector<std::pair<unsigned int, float> > aiBoneLinks;
+ //! Links to bones: pair.first is the bone index,
+ //! pair.second is the vertex weight.
+ //! WARN: The remaining weight (to reach 1.0f) is assigned
+ //! to the parent node/bone
+ std::vector<std::pair<unsigned int, float> > aiBoneLinks;
};
// ---------------------------------------------------------------------------
@@ -90,14 +90,14 @@ struct Vertex
*/
struct Face
{
- Face() : iTexture(0x0)
- {}
+ Face() : iTexture(0x0)
+ {}
- //! Texture index for the face
- unsigned int iTexture;
+ //! Texture index for the face
+ unsigned int iTexture;
- //! The three vertices of the face
- Vertex avVertices[3];
+ //! The three vertices of the face
+ Vertex avVertices[3];
};
// ---------------------------------------------------------------------------
@@ -105,64 +105,64 @@ struct Face
*/
struct Bone
{
- //! Default constructor
- Bone() : iParent(0xffffffff), bIsUsed(false)
- {
- }
+ //! Default constructor
+ Bone() : iParent(UINT_MAX), bIsUsed(false)
+ {
+ }
- //! Destructor
- ~Bone()
- {
- }
+ //! Destructor
+ ~Bone()
+ {
+ }
- //! Name of the bone
- std::string mName;
+ //! Name of the bone
+ std::string mName;
- //! Parent of the bone
- uint32_t iParent;
+ //! Parent of the bone
+ uint32_t iParent;
- //! Animation of the bone
- struct Animation
- {
- //! Public default constructor
- Animation() : iFirstTimeKey(0)
- {
- asKeys.reserve(20);
- }
+ //! Animation of the bone
+ struct Animation
+ {
+ //! Public default constructor
+ Animation()
+ {
+ asKeys.reserve(20);
+ }
- //! Data structure for a matrix key
- struct MatrixKey
- {
- //! Matrix at this time
- aiMatrix4x4 matrix;
+ //! Data structure for a matrix key
+ struct MatrixKey
+ {
+ //! Matrix at this time
+ aiMatrix4x4 matrix;
- //! Absolute transformation matrix
- aiMatrix4x4 matrixAbsolute;
+ //! Absolute transformation matrix
+ aiMatrix4x4 matrixAbsolute;
- //! Position
- aiVector3D vPos;
+ //! Position
+ aiVector3D vPos;
- //! Rotation (euler angles)
- aiVector3D vRot;
+ //! Rotation (euler angles)
+ aiVector3D vRot;
- //! Current time. may be negative, this
- //! will be fixed later
- double dTime;
- };
+ //! Current time. may be negative, this
+ //! will be fixed later
+ double dTime;
+ };
- //! Index of the key with the smallest time value
- uint32_t iFirstTimeKey;
+ //! Index of the key with the smallest time value
+ uint32_t iFirstTimeKey;
- //! Array of matrix keys
- std::vector<MatrixKey> asKeys;
+ //! Array of matrix keys
+ std::vector<MatrixKey> asKeys;
- } sAnim;
+ } sAnim;
- //! Offset matrix of the bone
- aiMatrix4x4 mOffsetMatrix;
+ //! Offset matrix of the bone
+ aiMatrix4x4 mOffsetMatrix;
- //! true if the bone is referenced by at least one mesh
- bool bIsUsed;
+ //! true if the bone is referenced by at least one mesh
+ bool bIsUsed;
};
} //! namespace SMD
@@ -172,246 +172,242 @@ struct Bone
*/
class SMDImporter : public BaseImporter
{
- friend class Importer;
-
-protected:
- /** Constructor to be privately used by Importer */
- SMDImporter();
+public:
+ SMDImporter();
+ ~SMDImporter();
- /** Destructor, private as well */
- ~SMDImporter();
public:
- // -------------------------------------------------------------------
- /** Returns whether the class can handle the format of the given file.
- * See BaseImporter::CanRead() for details.
- */
- bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
- bool checkSig) const;
+ // -------------------------------------------------------------------
+ /** Returns whether the class can handle the format of the given file.
+ * See BaseImporter::CanRead() for details.
+ */
+ bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
+ bool checkSig) const;
- // -------------------------------------------------------------------
- /** Called prior to ReadFile().
- * The function is a request to the importer to update its configuration
- * basing on the Importer's configuration property list.
- */
- void SetupProperties(const Importer* pImp);
+ // -------------------------------------------------------------------
+ /** Called prior to ReadFile().
+ * The function is a request to the importer to update its configuration
+ * basing on the Importer's configuration property list.
+ */
+ void SetupProperties(const Importer* pImp);
protected:
- // -------------------------------------------------------------------
- /** Called by Importer::GetExtensionList() for each loaded importer.
- * See BaseImporter::GetExtensionList() for details
- */
- void GetExtensionList(std::set<std::string>& extensions);
+ // -------------------------------------------------------------------
+ /** Return importer meta information.
+ * See #BaseImporter::GetInfo for the details
+ */
+ const aiImporterDesc* GetInfo () const;
- // -------------------------------------------------------------------
- /** Imports the given file into the given scene structure.
- * See BaseImporter::InternReadFile() for details
- */
- void InternReadFile( const std::string& pFile, aiScene* pScene,
- IOSystem* pIOHandler);
+ // -------------------------------------------------------------------
+ /** Imports the given file into the given scene structure.
+ * See BaseImporter::InternReadFile() for details
+ */
+ void InternReadFile( const std::string& pFile, aiScene* pScene,
+ IOSystem* pIOHandler);
protected:
- // -------------------------------------------------------------------
- /** Parse the SMD file and create the output scene
- */
- void ParseFile();
-
- // -------------------------------------------------------------------
- /** Parse the triangles section of the SMD file
- * \param szCurrent Current position in the file. Points to the first
- * data line of the section.
- * \param szCurrentOut Receives a pointer to the heading line of
- * the next section (or to EOF)
- */
- void ParseTrianglesSection(const char* szCurrent,
- const char** szCurrentOut);
-
- // -------------------------------------------------------------------
- /** Parse the vertex animation section in VTA files
- * \param szCurrent Current position in the file. Points to the first
- * data line of the section.
- * \param szCurrentOut Receives a pointer to the heading line of
- * the next section (or to EOF)
- */
- void ParseVASection(const char* szCurrent,
- const char** szCurrentOut);
-
- // -------------------------------------------------------------------
- /** Parse the nodes section of the SMD file
- * \param szCurrent Current position in the file. Points to the first
- * data line of the section.
- * \param szCurrentOut Receives a pointer to the heading line of
- * the next section (or to EOF)
- */
- void ParseNodesSection(const char* szCurrent,
- const char** szCurrentOut);
-
- // -------------------------------------------------------------------
- /** Parse the skeleton section of the SMD file
- * \param szCurrent Current position in the file. Points to the first
- * data line of the section.
- * \param szCurrentOut Receives a pointer to the heading line of
- * the next section (or to EOF)
- */
- void ParseSkeletonSection(const char* szCurrent,
- const char** szCurrentOut);
-
- // -------------------------------------------------------------------
- /** Parse a single triangle in the SMD file
- * \param szCurrent Current position in the file. Points to the first
- * data line of the section.
- * \param szCurrentOut Receives the output cursor position
- */
- void ParseTriangle(const char* szCurrent,
- const char** szCurrentOut);
-
-
- // -------------------------------------------------------------------
- /** Parse a single vertex in the SMD file
- * \param szCurrent Current position in the file. Points to the first
- * data line of the section.
- * \param szCurrentOut Receives the output cursor position
- * \param vertex Vertex to be filled
- */
- void ParseVertex(const char* szCurrent,
- const char** szCurrentOut, SMD::Vertex& vertex,
- bool bVASection = false);
-
- // -------------------------------------------------------------------
- /** Get the index of a texture. If the texture was not yet known
- * it will be added to the internal texture list.
- * \param filename Name of the texture
- * \return Value texture index
- */
- unsigned int GetTextureIndex(const std::string& filename);
-
- // -------------------------------------------------------------------
- /** Computes absolute bone transformations
- * All output transformations are in worldspace.
- */
- void ComputeAbsoluteBoneTransformations();
-
-
- // -------------------------------------------------------------------
- /** Parse a line in the skeleton section
- */
- void ParseSkeletonElement(const char* szCurrent,
- const char** szCurrentOut,int iTime);
-
- // -------------------------------------------------------------------
- /** Parse a line in the nodes section
- */
- void ParseNodeInfo(const char* szCurrent,
- const char** szCurrentOut);
-
-
- // -------------------------------------------------------------------
- /** Parse a floating-point value
- */
- bool ParseFloat(const char* szCurrent,
- const char** szCurrentOut, float& out);
-
- // -------------------------------------------------------------------
- /** Parse an unsigned integer. There may be no sign!
- */
- bool ParseUnsignedInt(const char* szCurrent,
- const char** szCurrentOut, unsigned int& out);
-
- // -------------------------------------------------------------------
- /** Parse a signed integer. Signs (+,-) are handled.
- */
- bool ParseSignedInt(const char* szCurrent,
- const char** szCurrentOut, int& out);
-
- // -------------------------------------------------------------------
- /** Fix invalid time values in the file
- */
- void FixTimeValues();
-
- // -------------------------------------------------------------------
- /** Add all children of a bone as subnodes to a node
- * \param pcNode Parent node
- * \param iParent Parent bone index
- */
- void AddBoneChildren(aiNode* pcNode, uint32_t iParent);
-
- // -------------------------------------------------------------------
- /** Build output meshes/materials/nodes/animations
- */
- void CreateOutputMeshes();
- void CreateOutputNodes();
- void CreateOutputAnimations();
- void CreateOutputMaterials();
-
-
- // -------------------------------------------------------------------
- /** Print a log message together with the current line number
- */
- void LogErrorNoThrow(const char* msg);
- void LogWarning(const char* msg);
-
-
- // -------------------------------------------------------------------
- inline bool SkipLine( const char* in, const char** out)
- {
- Assimp::SkipLine(in,out);
- ++iLineNumber;
- return true;
- }
- // -------------------------------------------------------------------
- inline bool SkipSpacesAndLineEnd( const char* in, const char** out)
- {
- ++iLineNumber;
- return Assimp::SkipSpacesAndLineEnd(in,out);
- }
+ // -------------------------------------------------------------------
+ /** Parse the SMD file and create the output scene
+ */
+ void ParseFile();
+
+ // -------------------------------------------------------------------
+ /** Parse the triangles section of the SMD file
+ * \param szCurrent Current position in the file. Points to the first
+ * data line of the section.
+ * \param szCurrentOut Receives a pointer to the heading line of
+ * the next section (or to EOF)
+ */
+ void ParseTrianglesSection(const char* szCurrent,
+ const char** szCurrentOut);
+
+ // -------------------------------------------------------------------
+ /** Parse the vertex animation section in VTA files
+ * \param szCurrent Current position in the file. Points to the first
+ * data line of the section.
+ * \param szCurrentOut Receives a pointer to the heading line of
+ * the next section (or to EOF)
+ */
+ void ParseVASection(const char* szCurrent,
+ const char** szCurrentOut);
+
+ // -------------------------------------------------------------------
+ /** Parse the nodes section of the SMD file
+ * \param szCurrent Current position in the file. Points to the first
+ * data line of the section.
+ * \param szCurrentOut Receives a pointer to the heading line of
+ * the next section (or to EOF)
+ */
+ void ParseNodesSection(const char* szCurrent,
+ const char** szCurrentOut);
+
+ // -------------------------------------------------------------------
+ /** Parse the skeleton section of the SMD file
+ * \param szCurrent Current position in the file. Points to the first
+ * data line of the section.
+ * \param szCurrentOut Receives a pointer to the heading line of
+ * the next section (or to EOF)
+ */
+ void ParseSkeletonSection(const char* szCurrent,
+ const char** szCurrentOut);
+
+ // -------------------------------------------------------------------
+ /** Parse a single triangle in the SMD file
+ * \param szCurrent Current position in the file. Points to the first
+ * data line of the section.
+ * \param szCurrentOut Receives the output cursor position
+ */
+ void ParseTriangle(const char* szCurrent,
+ const char** szCurrentOut);
+
+
+ // -------------------------------------------------------------------
+ /** Parse a single vertex in the SMD file
+ * \param szCurrent Current position in the file. Points to the first
+ * data line of the section.
+ * \param szCurrentOut Receives the output cursor position
+ * \param vertex Vertex to be filled
+ */
+ void ParseVertex(const char* szCurrent,
+ const char** szCurrentOut, SMD::Vertex& vertex,
+ bool bVASection = false);
+
+ // -------------------------------------------------------------------
+ /** Get the index of a texture. If the texture was not yet known
+ * it will be added to the internal texture list.
+ * \param filename Name of the texture
+ * \return Value texture index
+ */
+ unsigned int GetTextureIndex(const std::string& filename);
+
+ // -------------------------------------------------------------------
+ /** Computes absolute bone transformations
+ * All output transformations are in worldspace.
+ */
+ void ComputeAbsoluteBoneTransformations();
+
+
+ // -------------------------------------------------------------------
+ /** Parse a line in the skeleton section
+ */
+ void ParseSkeletonElement(const char* szCurrent,
+ const char** szCurrentOut,int iTime);
+
+ // -------------------------------------------------------------------
+ /** Parse a line in the nodes section
+ */
+ void ParseNodeInfo(const char* szCurrent,
+ const char** szCurrentOut);
+
+
+ // -------------------------------------------------------------------
+ /** Parse a floating-point value
+ */
+ bool ParseFloat(const char* szCurrent,
+ const char** szCurrentOut, float& out);
+
+ // -------------------------------------------------------------------
+ /** Parse an unsigned integer. There may be no sign!
+ */
+ bool ParseUnsignedInt(const char* szCurrent,
+ const char** szCurrentOut, unsigned int& out);
+
+ // -------------------------------------------------------------------
+ /** Parse a signed integer. Signs (+,-) are handled.
+ */
+ bool ParseSignedInt(const char* szCurrent,
+ const char** szCurrentOut, int& out);
+
+ // -------------------------------------------------------------------
+ /** Fix invalid time values in the file
+ */
+ void FixTimeValues();
+
+ // -------------------------------------------------------------------
+ /** Add all children of a bone as subnodes to a node
+ * \param pcNode Parent node
+ * \param iParent Parent bone index
+ */
+ void AddBoneChildren(aiNode* pcNode, uint32_t iParent);
+
+ // -------------------------------------------------------------------
+ /** Build output meshes/materials/nodes/animations
+ */
+ void CreateOutputMeshes();
+ void CreateOutputNodes();
+ void CreateOutputAnimations();
+ void CreateOutputMaterials();
+
+
+ // -------------------------------------------------------------------
+ /** Print a log message together with the current line number
+ */
+ void LogErrorNoThrow(const char* msg);
+ void LogWarning(const char* msg);
+
+
+ // -------------------------------------------------------------------
+ inline bool SkipLine( const char* in, const char** out)
+ {
+ Assimp::SkipLine(in,out);
+ ++iLineNumber;
+ return true;
+ }
+ // -------------------------------------------------------------------
+ inline bool SkipSpacesAndLineEnd( const char* in, const char** out)
+ {
+ ++iLineNumber;
+ return Assimp::SkipSpacesAndLineEnd(in,out);
+ }
private:
- /** Configuration option: frame to be loaded */
- unsigned int configFrameID;
+ /** Configuration option: frame to be loaded */
+ unsigned int configFrameID;
- /** Buffer to hold the loaded file */
- const char* mBuffer;
+ /** Buffer to hold the loaded file */
+ const char* mBuffer;
- /** Output scene to be filled
- */
- aiScene* pScene;
+ /** Output scene to be filled
+ */
+ aiScene* pScene;
- /** Size of the input file in bytes
- */
- unsigned int iFileSize;
+ /** Size of the input file in bytes
+ */
+ unsigned int iFileSize;
- /** Array of textures found in the file
- */
- std::vector<std::string> aszTextures;
+ /** Array of textures found in the file
+ */
+ std::vector<std::string> aszTextures;
- /** Array of triangles found in the file
- */
- std::vector<SMD::Face> asTriangles;
+ /** Array of triangles found in the file
+ */
+ std::vector<SMD::Face> asTriangles;
- /** Array of bones found in the file
- */
- std::vector<SMD::Bone> asBones;
+ /** Array of bones found in the file
+ */
+ std::vector<SMD::Bone> asBones;
- /** Smallest frame index found in the skeleton
- */
- int iSmallestFrame;
+ /** Smallest frame index found in the skeleton
+ */
+ int iSmallestFrame;
- /** Length of the whole animation, in frames
- */
- double dLengthOfAnim;
+ /** Length of the whole animation, in frames
+ */
+ double dLengthOfAnim;
- /** Do we have texture coordinates?
- */
- bool bHasUVs;
+ /** Do we have texture coordinates?
+ */
+ bool bHasUVs;
- /** Current line numer
- */
- unsigned int iLineNumber;
+ /** Current line numer
+ */
+ unsigned int iLineNumber;
};
diff --git a/src/3rdparty/assimp/code/STEPFile.h b/src/3rdparty/assimp/code/STEPFile.h
new file mode 100644
index 000000000..98febc9f7
--- /dev/null
+++ b/src/3rdparty/assimp/code/STEPFile.h
@@ -0,0 +1,1020 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+#ifndef INCLUDED_AI_STEPFILE_H
+#define INCLUDED_AI_STEPFILE_H
+
+#include <boost/noncopyable.hpp>
+#include <bitset>
+#include <memory>
+#include <typeinfo>
+
+//
+#if _MSC_VER > 1500 || (defined __GNUC___)
+# define ASSIMP_STEP_USE_UNORDERED_MULTIMAP
+# else
+# define step_unordered_map map
+# define step_unordered_multimap multimap
+#endif
+
+#ifdef ASSIMP_STEP_USE_UNORDERED_MULTIMAP
+# include <unordered_map>
+# if _MSC_VER > 1600
+# define step_unordered_map unordered_map
+# define step_unordered_multimap unordered_multimap
+# else
+# define step_unordered_map tr1::unordered_map
+# define step_unordered_multimap tr1::unordered_multimap
+# endif
+#endif
+
+#include "LineSplitter.h"
+
+
+// uncomment this to have the loader evaluate all entities upon loading.
+// this is intended as stress test - by default, entities are evaluated
+// lazily and therefore not unless needed.
+
+//#define ASSIMP_IFC_TEST
+
+namespace Assimp {
+
+// ********************************************************************************
+// before things get complicated, this is the basic outline:
+
+
+namespace STEP {
+
+ namespace EXPRESS {
+
+ // base data types known by EXPRESS schemata - any custom data types will derive one of those
+ class DataType;
+ class UNSET; /*: public DataType */
+ class ISDERIVED; /*: public DataType */
+ // class REAL; /*: public DataType */
+ class ENUM; /*: public DataType */
+ // class STRING; /*: public DataType */
+ // class INTEGER; /*: public DataType */
+ class ENTITY; /*: public DataType */
+ class LIST; /*: public DataType */
+ // class SELECT; /*: public DataType */
+
+ // a conversion schema is not exactly an EXPRESS schema, rather it
+ // is a list of pointers to conversion functions to build up the
+ // object tree from an input file.
+ class ConversionSchema;
+ }
+
+ struct HeaderInfo;
+ class Object;
+ class LazyObject;
+ class DB;
+
+
+ typedef Object* (*ConvertObjectProc)(const DB& db, const EXPRESS::LIST& params);
+}
+
+// ********************************************************************************
+
+
+namespace STEP {
+
+ // -------------------------------------------------------------------------------
+ /** Exception class used by the STEP loading & parsing code. It is typically
+ * coupled with a line number. */
+ // -------------------------------------------------------------------------------
+ struct SyntaxError : DeadlyImportError
+ {
+ enum {
+ LINE_NOT_SPECIFIED = 0xffffffffffffffffLL
+ };
+
+ SyntaxError (const std::string& s,uint64_t line = LINE_NOT_SPECIFIED);
+ };
+
+
+ // -------------------------------------------------------------------------------
+ /** Exception class used by the STEP loading & parsing code when a type
+ * error (i.e. an entity expects a string but receives a bool) occurs.
+ * It is typically coupled with both an entity id and a line number.*/
+ // -------------------------------------------------------------------------------
+ struct TypeError : DeadlyImportError
+ {
+ enum {
+ ENTITY_NOT_SPECIFIED = 0xffffffffffffffffLL
+ };
+
+ TypeError (const std::string& s,uint64_t entity = ENTITY_NOT_SPECIFIED, uint64_t line = SyntaxError::LINE_NOT_SPECIFIED);
+ };
+
+
+ // hack to make a given member template-dependent
+ template <typename T, typename T2>
+ T2& Couple(T2& in) {
+ return in;
+ }
+
+
+ namespace EXPRESS {
+
+ // -------------------------------------------------------------------------------
+ //** Base class for all STEP data types */
+ // -------------------------------------------------------------------------------
+ class DataType
+ {
+ public:
+
+ typedef boost::shared_ptr<const DataType> Out;
+
+ public:
+
+ virtual ~DataType() {
+ }
+
+ public:
+
+ template <typename T>
+ const T& To() const {
+ return dynamic_cast<const T&>(*this);
+ }
+
+ template <typename T>
+ T& To() {
+ return dynamic_cast<T&>(*this);
+ }
+
+
+ template <typename T>
+ const T* ToPtr() const {
+ return dynamic_cast<const T*>(this);
+ }
+
+ template <typename T>
+ T* ToPtr() {
+ return dynamic_cast<T*>(this);
+ }
+
+ // utilities to deal with SELECT entities, which currently lack automatic
+ // conversion support.
+ template <typename T>
+ const T& ResolveSelect(const DB& db) const {
+ return Couple<T>(db).MustGetObject(To<EXPRESS::ENTITY>())->To<T>();
+ }
+
+ template <typename T>
+ const T* ResolveSelectPtr(const DB& db) const {
+ const EXPRESS::ENTITY* e = ToPtr<EXPRESS::ENTITY>();
+ return e?Couple<T>(db).MustGetObject(*e)->ToPtr<T>():(const T*)0;
+ }
+
+ public:
+
+ /** parse a variable from a string and set 'inout' to the character
+ * behind the last consumed character. An optional schema enables,
+ * if specified, automatic conversion of custom data types.
+ *
+ * @throw SyntaxError
+ */
+ static boost::shared_ptr<const EXPRESS::DataType> Parse(const char*& inout,
+ uint64_t line = SyntaxError::LINE_NOT_SPECIFIED,
+ const EXPRESS::ConversionSchema* schema = NULL);
+
+ public:
+ };
+
+ typedef DataType SELECT;
+ typedef DataType LOGICAL;
+
+ // -------------------------------------------------------------------------------
+ /** Sentinel class to represent explicitly unset (optional) fields ($) */
+ // -------------------------------------------------------------------------------
+ class UNSET : public DataType
+ {
+ public:
+ private:
+ };
+
+ // -------------------------------------------------------------------------------
+ /** Sentinel class to represent explicitly derived fields (*) */
+ // -------------------------------------------------------------------------------
+ class ISDERIVED : public DataType
+ {
+ public:
+ private:
+ };
+
+ // -------------------------------------------------------------------------------
+ /** Shared implementation for some of the primitive data type, i.e. int, float */
+ // -------------------------------------------------------------------------------
+ template <typename T>
+ class PrimitiveDataType : public DataType
+ {
+ public:
+
+ // This is the type that will ultimatively be used to
+ // expose this data type to the user.
+ typedef T Out;
+
+ public:
+
+ PrimitiveDataType() {}
+ PrimitiveDataType(const T& val)
+ : val(val)
+ {}
+
+ PrimitiveDataType(const PrimitiveDataType& o) {
+ (*this) = o;
+ }
+
+
+ public:
+
+ operator const T& () const {
+ return val;
+ }
+
+ PrimitiveDataType& operator=(const PrimitiveDataType& o) {
+ val = o.val;
+ return *this;
+ }
+
+ protected:
+ T val;
+
+ };
+
+ typedef PrimitiveDataType<int64_t> INTEGER;
+ typedef PrimitiveDataType<double> REAL;
+ typedef PrimitiveDataType<double> NUMBER;
+ typedef PrimitiveDataType<std::string> STRING;
+
+
+
+ // -------------------------------------------------------------------------------
+ /** Generic base class for all enumerated types */
+ // -------------------------------------------------------------------------------
+ class ENUMERATION : public STRING
+ {
+ public:
+
+ ENUMERATION (const std::string& val)
+ : STRING(val)
+ {}
+
+ private:
+ };
+
+ typedef ENUMERATION BOOLEAN;
+
+ // -------------------------------------------------------------------------------
+ /** This is just a reference to an entity/object somewhere else */
+ // -------------------------------------------------------------------------------
+ class ENTITY : public PrimitiveDataType<uint64_t>
+ {
+ public:
+
+ ENTITY(uint64_t val)
+ : PrimitiveDataType<uint64_t>(val)
+ {
+ ai_assert(val!=0);
+ }
+
+ ENTITY()
+ : PrimitiveDataType<uint64_t>(TypeError::ENTITY_NOT_SPECIFIED)
+ {
+ }
+
+ private:
+ };
+
+ // -------------------------------------------------------------------------------
+ /** Wrap any STEP aggregate: LIST, SET, ... */
+ // -------------------------------------------------------------------------------
+ class LIST : public DataType
+ {
+ public:
+
+ // access a particular list index, throw std::range_error for wrong indices
+ boost::shared_ptr<const DataType> operator[] (size_t index) const {
+ return members[index];
+ }
+
+ size_t GetSize() const {
+ return members.size();
+ }
+
+ public:
+
+ /** @see DaraType::Parse */
+ static boost::shared_ptr<const EXPRESS::LIST> Parse(const char*& inout,
+ uint64_t line = SyntaxError::LINE_NOT_SPECIFIED,
+ const EXPRESS::ConversionSchema* schema = NULL);
+
+
+ private:
+ typedef std::vector< boost::shared_ptr<const DataType> > MemberList;
+ MemberList members;
+ };
+
+
+ // -------------------------------------------------------------------------------
+ /* Not exactly a full EXPRESS schema but rather a list of conversion functions
+ * to extract valid C++ objects out of a STEP file. Those conversion functions
+ * may, however, perform further schema validations. */
+ // -------------------------------------------------------------------------------
+ class ConversionSchema
+ {
+
+ public:
+
+ struct SchemaEntry {
+ SchemaEntry(const char* name,ConvertObjectProc func)
+ : name(name)
+ , func(func)
+ {}
+
+ const char* name;
+ ConvertObjectProc func;
+ };
+
+ typedef std::map<std::string,ConvertObjectProc> ConverterMap;
+
+ public:
+
+ template <size_t N>
+ explicit ConversionSchema( const SchemaEntry (& schemas)[N]) {
+ *this = schemas;
+ }
+
+ ConversionSchema() {}
+
+ public:
+
+ ConvertObjectProc GetConverterProc(const std::string& name) const {
+ ConverterMap::const_iterator it = converters.find(name);
+ return it == converters.end() ? NULL : (*it).second;
+ }
+
+
+ bool IsKnownToken(const std::string& name) const {
+ return converters.find(name) != converters.end();
+ }
+
+ const char* GetStaticStringForToken(const std::string& token) const {
+ ConverterMap::const_iterator it = converters.find(token);
+ return it == converters.end() ? NULL : (*it).first.c_str();
+ }
+
+
+ template <size_t N>
+ const ConversionSchema& operator=( const SchemaEntry (& schemas)[N]) {
+ for(size_t i = 0; i < N; ++i ) {
+ const SchemaEntry& schema = schemas[i];
+ converters[schema.name] = schema.func;
+ }
+ return *this;
+ }
+
+ private:
+
+ ConverterMap converters;
+ };
+ }
+
+
+
+ // ------------------------------------------------------------------------------
+ /** Bundle all the relevant info from a STEP header, parts of which may later
+ * be plainly dumped to the logfile, whereas others may help the caller pick an
+ * appropriate loading strategy.*/
+ // ------------------------------------------------------------------------------
+ struct HeaderInfo
+ {
+ std::string timestamp;
+ std::string app;
+ std::string fileSchema;
+ };
+
+
+ // ------------------------------------------------------------------------------
+ /** Base class for all concrete object instances */
+ // ------------------------------------------------------------------------------
+ class Object
+ {
+ public:
+
+ virtual ~Object() {}
+ Object(const char* classname = "unknown")
+ : classname(classname) {}
+
+ public:
+
+ // utilities to simplify casting to concrete types
+ template <typename T>
+ const T& To() const {
+ return dynamic_cast<const T&>(*this);
+ }
+
+ template <typename T>
+ T& To() {
+ return dynamic_cast<T&>(*this);
+ }
+
+
+ template <typename T>
+ const T* ToPtr() const {
+ return dynamic_cast<const T*>(this);
+ }
+
+ template <typename T>
+ T* ToPtr() {
+ return dynamic_cast<T*>(this);
+ }
+
+ public:
+
+ uint64_t GetID() const {
+ return id;
+ }
+
+ std::string GetClassName() const {
+ return classname;
+ }
+
+ void SetID(uint64_t newval) {
+ id = newval;
+ }
+
+ private:
+ uint64_t id;
+ const char* const classname;
+ };
+
+
+ template <typename T>
+ size_t GenericFill(const STEP::DB& db, const EXPRESS::LIST& params, T* in);
+ // (intentionally undefined)
+
+
+ // ------------------------------------------------------------------------------
+ /** CRTP shared base class for use by concrete entity implementation classes */
+ // ------------------------------------------------------------------------------
+ template <typename TDerived, size_t arg_count>
+ struct ObjectHelper : virtual Object
+ {
+ ObjectHelper() : aux_is_derived(0) {}
+
+ static Object* Construct(const STEP::DB& db, const EXPRESS::LIST& params) {
+ // make sure we don't leak if Fill() throws an exception
+ std::auto_ptr<TDerived> impl(new TDerived());
+
+ // GenericFill<T> is undefined so we need to have a specialization
+ const size_t num_args = GenericFill<TDerived>(db,params,&*impl);
+ (void)num_args;
+
+ // the following check is commented because it will always trigger if
+ // parts of the entities are generated with dummy wrapper code.
+ // This is currently done to reduce the size of the loader
+ // code.
+ //if (num_args != params.GetSize() && impl->GetClassName() != "NotImplemented") {
+ // DefaultLogger::get()->debug("STEP: not all parameters consumed");
+ //}
+ return impl.release();
+ }
+
+ // note that this member always exists multiple times within the hierarchy
+ // of an individual object, so any access to it must be disambiguated.
+ std::bitset<arg_count> aux_is_derived;
+ };
+
+ // ------------------------------------------------------------------------------
+ /** Class template used to represent OPTIONAL data members in the converted schema */
+ // ------------------------------------------------------------------------------
+ template <typename T>
+ struct Maybe
+ {
+ Maybe() : have() {}
+ explicit Maybe(const T& ptr) : ptr(ptr), have(true) {
+ }
+
+
+ void flag_invalid() {
+ have = false;
+ }
+
+ void flag_valid() {
+ have = true;
+ }
+
+
+ bool operator! () const {
+ return !have;
+ }
+
+ operator bool() const {
+ return have;
+ }
+
+ operator const T&() const {
+ return Get();
+ }
+
+ const T& Get() const {
+ ai_assert(have);
+ return ptr;
+ }
+
+ Maybe& operator=(const T& _ptr) {
+ ptr = _ptr;
+ have = true;
+ return *this;
+ }
+
+ private:
+
+ template <typename T2> friend struct InternGenericConvert;
+
+ operator T&() {
+ return ptr;
+ }
+
+ T ptr;
+ bool have;
+ };
+
+ // ------------------------------------------------------------------------------
+ /** A LazyObject is created when needed. Before this happens, we just keep
+ the text line that contains the object definition. */
+ // -------------------------------------------------------------------------------
+ class LazyObject : public boost::noncopyable
+ {
+ friend class DB;
+ public:
+
+ LazyObject(DB& db, uint64_t id, uint64_t line, const char* type,const char* args);
+ ~LazyObject();
+
+ public:
+
+ Object& operator * () {
+ if (!obj) {
+ LazyInit();
+ ai_assert(obj);
+ }
+ return *obj;
+ }
+
+ const Object& operator * () const {
+ if (!obj) {
+ LazyInit();
+ ai_assert(obj);
+ }
+ return *obj;
+ }
+
+ template <typename T>
+ const T& To() const {
+ return dynamic_cast<const T&>( **this );
+ }
+
+ template <typename T>
+ T& To() {
+ return dynamic_cast<T&>( **this );
+ }
+
+ template <typename T>
+ const T* ToPtr() const {
+ return dynamic_cast<const T*>( &**this );
+ }
+
+ template <typename T>
+ T* ToPtr() {
+ return dynamic_cast<T*>( &**this );
+ }
+
+ Object* operator -> () {
+ return &**this;
+ }
+
+ const Object* operator -> () const {
+ return &**this;
+ }
+
+ bool operator== (const std::string& atype) const {
+ return type == atype;
+ }
+
+ bool operator!= (const std::string& atype) const {
+ return type != atype;
+ }
+
+ uint64_t GetID() const {
+ return id;
+ }
+
+ private:
+
+ void LazyInit() const;
+
+ private:
+
+ mutable uint64_t id;
+ const char* const type;
+ DB& db;
+
+ mutable const char* args;
+ mutable Object* obj;
+ };
+
+ template <typename T>
+ inline bool operator==( boost::shared_ptr<LazyObject> lo, T whatever ) {
+ return *lo == whatever; // XXX use std::forward if we have 0x
+ }
+
+ template <typename T>
+ inline bool operator==( const std::pair<uint64_t, boost::shared_ptr<LazyObject> >& lo, T whatever ) {
+ return *(lo.second) == whatever; // XXX use std::forward if we have 0x
+ }
+
+
+ // ------------------------------------------------------------------------------
+ /** Class template used to represent lazily evaluated object references in the converted schema */
+ // ------------------------------------------------------------------------------
+ template <typename T>
+ struct Lazy
+ {
+ typedef Lazy Out;
+ Lazy(const LazyObject* obj = NULL) : obj(obj) {
+ }
+
+ operator const T*() const {
+ return obj->ToPtr<T>();
+ }
+
+ operator const T&() const {
+ return obj->To<T>();
+ }
+
+ const T& operator * () const {
+ return obj->To<T>();
+ }
+
+ const T* operator -> () const {
+ return &obj->To<T>();
+ }
+
+ const LazyObject* obj;
+ };
+
+ // ------------------------------------------------------------------------------
+ /** Class template used to represent LIST and SET data members in the converted schema */
+ // ------------------------------------------------------------------------------
+ template <typename T, uint64_t min_cnt, uint64_t max_cnt=0uL>
+ struct ListOf : public std::vector<typename T::Out>
+ {
+ typedef typename T::Out OutScalar;
+ typedef ListOf Out;
+
+
+ ListOf() {
+ BOOST_STATIC_ASSERT(min_cnt <= max_cnt || !max_cnt);
+ }
+
+ };
+
+
+ // ------------------------------------------------------------------------------
+ template <typename TOut>
+ struct PickBaseType {
+ typedef EXPRESS::PrimitiveDataType<TOut> Type;
+ };
+
+ template <typename TOut>
+ struct PickBaseType< Lazy<TOut> > {
+ typedef EXPRESS::ENTITY Type;
+ };
+
+ template <> struct PickBaseType< boost::shared_ptr< const EXPRESS::DataType > >;
+
+ // ------------------------------------------------------------------------------
+ template <typename T>
+ struct InternGenericConvert {
+ void operator()(T& out, const boost::shared_ptr< const EXPRESS::DataType >& in, const STEP::DB& /*db*/) {
+ try{
+ out = dynamic_cast< const typename PickBaseType<T>::Type& > ( *in );
+ }
+ catch(std::bad_cast&) {
+ throw TypeError("type error reading literal field");
+ }
+ }
+ };
+
+ template <>
+ struct InternGenericConvert< boost::shared_ptr< const EXPRESS::DataType > > {
+ void operator()(boost::shared_ptr< const EXPRESS::DataType >& out, const boost::shared_ptr< const EXPRESS::DataType >& in, const STEP::DB& /*db*/) {
+ out = in;
+ }
+ };
+
+ template <typename T>
+ struct InternGenericConvert< Maybe<T> > {
+ void operator()(Maybe<T>& out, const boost::shared_ptr< const EXPRESS::DataType >& in, const STEP::DB& db) {
+ GenericConvert((T&)out,in,db);
+ out.flag_valid();
+ }
+ };
+
+ template <typename T,uint64_t min_cnt, uint64_t max_cnt>
+ struct InternGenericConvertList {
+ void operator()(ListOf<T, min_cnt, max_cnt>& out, const boost::shared_ptr< const EXPRESS::DataType >& inp_base, const STEP::DB& db) {
+
+ const EXPRESS::LIST* inp = dynamic_cast<const EXPRESS::LIST*>(inp_base.get());
+ if (!inp) {
+ throw TypeError("type error reading aggregate");
+ }
+
+ // XXX is this really how the EXPRESS notation ([?:3],[1:3]) is intended?
+ if (max_cnt && inp->GetSize() > max_cnt) {
+ DefaultLogger::get()->warn("too many aggregate elements");
+ }
+ else if (inp->GetSize() < min_cnt) {
+ DefaultLogger::get()->warn("too few aggregate elements");
+ }
+
+ out.reserve(inp->GetSize());
+ for(size_t i = 0; i < inp->GetSize(); ++i) {
+
+ out.push_back( typename ListOf<T, min_cnt, max_cnt>::OutScalar() );
+ try{
+ GenericConvert(out.back(),(*inp)[i], db);
+ }
+ catch(const TypeError& t) {
+ throw TypeError(t.what() +std::string(" of aggregate"));
+ }
+ }
+ }
+ };
+
+ template <typename T>
+ struct InternGenericConvert< Lazy<T> > {
+ void operator()(Lazy<T>& out, const boost::shared_ptr< const EXPRESS::DataType >& in_base, const STEP::DB& db) {
+ const EXPRESS::ENTITY* in = dynamic_cast<const EXPRESS::ENTITY*>(in_base.get());
+ if (!in) {
+ throw TypeError("type error reading entity");
+ }
+ out = Couple<T>(db).GetObject(*in);
+ }
+ };
+
+ template <typename T1>
+ inline void GenericConvert(T1& a, const boost::shared_ptr< const EXPRESS::DataType >& b, const STEP::DB& db) {
+ return InternGenericConvert<T1>()(a,b,db);
+ }
+
+ template <typename T1,uint64_t N1, uint64_t N2>
+ inline void GenericConvert(ListOf<T1,N1,N2>& a, const boost::shared_ptr< const EXPRESS::DataType >& b, const STEP::DB& db) {
+ return InternGenericConvertList<T1,N1,N2>()(a,b,db);
+ }
+
+
+ // ------------------------------------------------------------------------------
+ /** Lightweight manager class that holds the map of all objects in a
+ * STEP file. DB's are exclusively maintained by the functions in
+ * STEPFileReader.h*/
+ // -------------------------------------------------------------------------------
+ class DB
+ {
+ friend DB* ReadFileHeader(boost::shared_ptr<IOStream> stream);
+ friend void ReadFile(DB& db,const EXPRESS::ConversionSchema& scheme,
+ const char* const* types_to_track, size_t len,
+ const char* const* inverse_indices_to_track, size_t len2
+ );
+
+ friend class LazyObject;
+
+ public:
+
+ // objects indexed by ID - this can grow pretty large (i.e some hundred million
+ // entries), so use raw pointers to avoid *any* overhead.
+ typedef std::map<uint64_t,const LazyObject* > ObjectMap;
+
+ // objects indexed by their declarative type, but only for those that we truly want
+ typedef std::set< const LazyObject*> ObjectSet;
+ typedef std::map<std::string, ObjectSet > ObjectMapByType;
+
+ // list of types for which to keep inverse indices for all references
+ // that the respective objects keep.
+ // the list keeps pointers to strings in static storage
+ typedef std::set<const char*> InverseWhitelist;
+
+ // references - for each object id the ids of all objects which reference it
+ // this is used to simulate STEP inverse indices for selected types.
+ typedef std::step_unordered_multimap<uint64_t, uint64_t > RefMap;
+ typedef std::pair<RefMap::const_iterator,RefMap::const_iterator> RefMapRange;
+
+ private:
+
+ DB(boost::shared_ptr<StreamReaderLE> reader)
+ : reader(reader)
+ , splitter(*reader,true,true)
+ , evaluated_count()
+ {}
+
+ public:
+
+ ~DB() {
+ BOOST_FOREACH(ObjectMap::value_type& o, objects) {
+ delete o.second;
+ }
+ }
+
+ public:
+
+ uint64_t GetObjectCount() const {
+ return objects.size();
+ }
+
+ uint64_t GetEvaluatedObjectCount() const {
+ return evaluated_count;
+ }
+
+ const HeaderInfo& GetHeader() const {
+ return header;
+ }
+
+ const EXPRESS::ConversionSchema& GetSchema() const {
+ return *schema;
+ }
+
+ const ObjectMap& GetObjects() const {
+ return objects;
+ }
+
+ const ObjectMapByType& GetObjectsByType() const {
+ return objects_bytype;
+ }
+
+ const RefMap& GetRefs() const {
+ return refs;
+ }
+
+
+ bool KeepInverseIndicesForType(const char* const type) const {
+ return inv_whitelist.find(type) != inv_whitelist.end();
+ }
+
+
+ // get the yet unevaluated object record with a given id
+ const LazyObject* GetObject(uint64_t id) const {
+ const ObjectMap::const_iterator it = objects.find(id);
+ if (it != objects.end()) {
+ return (*it).second;
+ }
+ return NULL;
+ }
+
+
+ // get an arbitrary object out of the soup with the only restriction being its type.
+ const LazyObject* GetObject(const std::string& type) const {
+ const ObjectMapByType::const_iterator it = objects_bytype.find(type);
+ if (it != objects_bytype.end() && (*it).second.size()) {
+ return *(*it).second.begin();
+ }
+ return NULL;
+ }
+
+ // same, but raise an exception if the object doesn't exist and return a reference
+ const LazyObject& MustGetObject(uint64_t id) const {
+ const LazyObject* o = GetObject(id);
+ if (!o) {
+ throw TypeError("requested entity is not present",id);
+ }
+ return *o;
+ }
+
+ const LazyObject& MustGetObject(const std::string& type) const {
+ const LazyObject* o = GetObject(type);
+ if (!o) {
+ throw TypeError("requested entity of type "+type+"is not present");
+ }
+ return *o;
+ }
+
+
+#ifdef ASSIMP_IFC_TEST
+
+ // evaluate *all* entities in the file. this is a power test for the loader
+ void EvaluateAll() {
+ BOOST_FOREACH(ObjectMap::value_type& e,objects) {
+ **e.second;
+ }
+ ai_assert(evaluated_count == objects.size());
+ }
+
+#endif
+
+ private:
+
+ // full access only offered to close friends - they should
+ // use the provided getters rather than messing around with
+ // the members directly.
+ LineSplitter& GetSplitter() {
+ return splitter;
+ }
+
+ void InternInsert(const LazyObject* lz) {
+ objects[lz->GetID()] = lz;
+
+ const ObjectMapByType::iterator it = objects_bytype.find( lz->type );
+ if (it != objects_bytype.end()) {
+ (*it).second.insert(lz);
+ }
+ }
+
+ void SetSchema(const EXPRESS::ConversionSchema& _schema) {
+ schema = &_schema;
+ }
+
+
+ void SetTypesToTrack(const char* const* types, size_t N) {
+ for(size_t i = 0; i < N;++i) {
+ objects_bytype[types[i]] = ObjectSet();
+ }
+ }
+
+ void SetInverseIndicesToTrack( const char* const* types, size_t N ) {
+ for(size_t i = 0; i < N;++i) {
+ const char* const sz = schema->GetStaticStringForToken(types[i]);
+ ai_assert(sz);
+ inv_whitelist.insert(sz);
+ }
+ }
+
+ HeaderInfo& GetHeader() {
+ return header;
+ }
+
+ void MarkRef(uint64_t who, uint64_t by_whom) {
+ refs.insert(std::make_pair(who,by_whom));
+ }
+
+
+
+ private:
+
+ HeaderInfo header;
+ ObjectMap objects;
+ ObjectMapByType objects_bytype;
+ RefMap refs;
+ InverseWhitelist inv_whitelist;
+
+ boost::shared_ptr<StreamReaderLE> reader;
+ LineSplitter splitter;
+
+ uint64_t evaluated_count;
+
+ const EXPRESS::ConversionSchema* schema;
+ };
+
+}
+
+
+} // end Assimp
+#endif
diff --git a/src/3rdparty/assimp/code/STEPFileReader.cpp b/src/3rdparty/assimp/code/STEPFileReader.cpp
new file mode 100644
index 000000000..6961ef633
--- /dev/null
+++ b/src/3rdparty/assimp/code/STEPFileReader.cpp
@@ -0,0 +1,489 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+/** @file STEPFileReader.cpp
+ * @brief Implementation of the STEP file parser, which fills a
+ * STEP::DB with data read from a file.
+ */
+#include "AssimpPCH.h"
+#include "STEPFileReader.h"
+#include "TinyFormatter.h"
+#include "fast_atof.h"
+
+using namespace Assimp;
+namespace EXPRESS = STEP::EXPRESS;
+
+#include <functional>
+
+// ------------------------------------------------------------------------------------------------
+// From http://stackoverflow.com/questions/216823/whats-the-best-way-to-trim-stdstring
+
+// trim from start
+static inline std::string &ltrim(std::string &s) {
+ s.erase(s.begin(), std::find_if(s.begin(), s.end(), std::not1( std::ptr_fun(Assimp::IsSpace<char>))));
+ return s;
+}
+
+// trim from end
+static inline std::string &rtrim(std::string &s) {
+ s.erase(std::find_if(s.rbegin(), s.rend(), std::not1( std::ptr_fun(Assimp::IsSpace<char>))).base(),s.end());
+ return s;
+}
+// trim from both ends
+static inline std::string &trim(std::string &s) {
+ return ltrim(rtrim(s));
+}
+
+
+
+
+// ------------------------------------------------------------------------------------------------
+std::string AddLineNumber(const std::string& s,uint64_t line /*= LINE_NOT_SPECIFIED*/, const std::string& prefix = "")
+{
+ return line == STEP::SyntaxError::LINE_NOT_SPECIFIED ? prefix+s : static_cast<std::string>( (Formatter::format(),prefix,"(line ",line,") ",s) );
+}
+
+
+// ------------------------------------------------------------------------------------------------
+std::string AddEntityID(const std::string& s,uint64_t entity /*= ENTITY_NOT_SPECIFIED*/, const std::string& prefix = "")
+{
+ return entity == STEP::TypeError::ENTITY_NOT_SPECIFIED ? prefix+s : static_cast<std::string>( (Formatter::format(),prefix,"(entity #",entity,") ",s));
+}
+
+
+// ------------------------------------------------------------------------------------------------
+STEP::SyntaxError::SyntaxError (const std::string& s,uint64_t line /* = LINE_NOT_SPECIFIED */)
+: DeadlyImportError(AddLineNumber(s,line))
+{
+
+}
+
+// ------------------------------------------------------------------------------------------------
+STEP::TypeError::TypeError (const std::string& s,uint64_t entity /* = ENTITY_NOT_SPECIFIED */,uint64_t line /*= LINE_NOT_SPECIFIED*/)
+: DeadlyImportError(AddLineNumber(AddEntityID(s,entity),line))
+{
+
+}
+
+
+// ------------------------------------------------------------------------------------------------
+STEP::DB* STEP::ReadFileHeader(boost::shared_ptr<IOStream> stream)
+{
+ boost::shared_ptr<StreamReaderLE> reader = boost::shared_ptr<StreamReaderLE>(new StreamReaderLE(stream));
+ std::auto_ptr<STEP::DB> db = std::auto_ptr<STEP::DB>(new STEP::DB(reader));
+
+ LineSplitter& splitter = db->GetSplitter();
+ if (!splitter || *splitter != "ISO-10303-21;") {
+ throw STEP::SyntaxError("expected magic token: ISO-10303-21",1);
+ }
+
+ HeaderInfo& head = db->GetHeader();
+ for(++splitter; splitter; ++splitter) {
+ const std::string& s = *splitter;
+ if (s == "DATA;") {
+ // here we go, header done, start of data section
+ ++splitter;
+ break;
+ }
+
+ // want one-based line numbers for human readers, so +1
+ const uint64_t line = splitter.get_index()+1;
+
+ if (s.substr(0,11) == "FILE_SCHEMA") {
+ const char* sz = s.c_str()+11;
+ SkipSpaces(sz,&sz);
+ boost::shared_ptr< const EXPRESS::DataType > schema = EXPRESS::DataType::Parse(sz);
+
+ // the file schema should be a regular list entity, although it usually contains exactly one entry
+ // since the list itself is contained in a regular parameter list, we actually have
+ // two nested lists.
+ const EXPRESS::LIST* list = dynamic_cast<const EXPRESS::LIST*>(schema.get());
+ if (list && list->GetSize()) {
+ list = dynamic_cast<const EXPRESS::LIST*>( (*list)[0].get() );
+ if (!list) {
+ throw STEP::SyntaxError("expected FILE_SCHEMA to be a list",line);
+ }
+
+ // XXX need support for multiple schemas?
+ if (list->GetSize() > 1) {
+ DefaultLogger::get()->warn(AddLineNumber("multiple schemas currently not supported",line));
+ }
+ const EXPRESS::STRING* string;
+ if (!list->GetSize() || !(string=dynamic_cast<const EXPRESS::STRING*>( (*list)[0].get() ))) {
+ throw STEP::SyntaxError("expected FILE_SCHEMA to contain a single string literal",line);
+ }
+ head.fileSchema = *string;
+ }
+ }
+
+ // XXX handle more header fields
+ }
+
+ return db.release();
+}
+
+
+// ------------------------------------------------------------------------------------------------
+void STEP::ReadFile(DB& db,const EXPRESS::ConversionSchema& scheme,
+ const char* const* types_to_track, size_t len,
+ const char* const* inverse_indices_to_track, size_t len2)
+{
+ db.SetSchema(scheme);
+ db.SetTypesToTrack(types_to_track,len);
+ db.SetInverseIndicesToTrack(inverse_indices_to_track,len2);
+
+ const DB::ObjectMap& map = db.GetObjects();
+ LineSplitter& splitter = db.GetSplitter();
+ for(; splitter; ++splitter) {
+ const std::string& s = *splitter;
+ if (s == "ENDSEC;") {
+ break;
+ }
+
+ // want one-based line numbers for human readers, so +1
+ const uint64_t line = splitter.get_index()+1;
+
+ // LineSplitter already ignores empty lines
+ ai_assert(s.length());
+ if (s[0] != '#') {
+ DefaultLogger::get()->warn(AddLineNumber("expected token \'#\'",line));
+ continue;
+ }
+
+ // ---
+ // extract id, entity class name and argument string,
+ // but don't create the actual object yet.
+ // ---
+
+ const std::string::size_type n0 = s.find_first_of('=');
+ if (n0 == std::string::npos) {
+ DefaultLogger::get()->warn(AddLineNumber("expected token \'=\'",line));
+ continue;
+ }
+
+ const uint64_t id = strtoul10_64(s.substr(1,n0-1).c_str());
+ if (!id) {
+ DefaultLogger::get()->warn(AddLineNumber("expected positive, numeric entity id",line));
+ continue;
+ }
+
+ const std::string::size_type n1 = s.find_first_of('(',n0);
+ if (n1 == std::string::npos) {
+ DefaultLogger::get()->warn(AddLineNumber("expected token \'(\'",line));
+ continue;
+ }
+
+ const std::string::size_type n2 = s.find_last_of(')');
+ if (n2 == std::string::npos || n2 < n1) {
+ DefaultLogger::get()->warn(AddLineNumber("expected token \')\'",line));
+ continue;
+ }
+
+ if (map.find(id) != map.end()) {
+ DefaultLogger::get()->warn(AddLineNumber((Formatter::format(),"an object with the id #",id," already exists"),line));
+ }
+
+ std::string::size_type ns = n0;
+ do ++ns; while( IsSpace(s.at(ns)));
+
+ std::string::size_type ne = n1;
+ do --ne; while( IsSpace(s.at(ne)));
+
+ std::string type = s.substr(ns,ne-ns+1);
+ std::transform( type.begin(), type.end(), type.begin(), &Assimp::ToLower<char> );
+
+ const char* sz = scheme.GetStaticStringForToken(type);
+ if(sz) {
+
+ const std::string::size_type len = n2-n1+1;
+ char* const copysz = new char[len+1];
+ std::copy(s.c_str()+n1,s.c_str()+n2+1,copysz);
+ copysz[len] = '\0';
+
+ db.InternInsert(new LazyObject(db,id,line,sz,copysz));
+ }
+ }
+
+ if (!splitter) {
+ DefaultLogger::get()->warn("STEP: ignoring unexpected EOF");
+ }
+
+ if ( !DefaultLogger::isNullLogger() ){
+ DefaultLogger::get()->debug((Formatter::format(),"STEP: got ",map.size()," object records with ",
+ db.GetRefs().size()," inverse index entries"));
+ }
+}
+
+
+// ------------------------------------------------------------------------------------------------
+boost::shared_ptr<const EXPRESS::DataType> EXPRESS::DataType::Parse(const char*& inout,uint64_t line, const EXPRESS::ConversionSchema* schema /*= NULL*/)
+{
+ const char* cur = inout;
+ SkipSpaces(&cur);
+
+ if (*cur == ',' || IsSpaceOrNewLine(*cur)) {
+ throw STEP::SyntaxError("unexpected token, expected parameter",line);
+ }
+
+ // just skip over constructions such as IFCPLANEANGLEMEASURE(0.01) and read only the value
+ if (schema) {
+ bool ok = false;
+ for(const char* t = cur; *t && *t != ')' && *t != ','; ++t) {
+ if (*t=='(') {
+ if (!ok) {
+ break;
+ }
+ for(--t;IsSpace(*t);--t);
+ std::string s(cur,static_cast<size_t>(t-cur+1));
+ std::transform(s.begin(),s.end(),s.begin(),&ToLower<char> );
+ if (schema->IsKnownToken(s)) {
+ for(cur = t+1;*cur++ != '(';);
+ const boost::shared_ptr<const EXPRESS::DataType> dt = Parse(cur);
+ inout = *cur ? cur+1 : cur;
+ return dt;
+ }
+ break;
+ }
+ else if (!IsSpace(*t)) {
+ ok = true;
+ }
+ }
+ }
+
+ if (*cur == '*' ) {
+ inout = cur+1;
+ return boost::make_shared<EXPRESS::ISDERIVED>();
+ }
+ else if (*cur == '$' ) {
+ inout = cur+1;
+ return boost::make_shared<EXPRESS::UNSET>();
+ }
+ else if (*cur == '(' ) {
+ // start of an aggregate, further parsing is done by the LIST factory constructor
+ inout = cur;
+ return EXPRESS::LIST::Parse(inout,line,schema);
+ }
+ else if (*cur == '.' ) {
+ // enum (includes boolean)
+ const char* start = ++cur;
+ for(;*cur != '.';++cur) {
+ if (*cur == '\0') {
+ throw STEP::SyntaxError("enum not closed",line);
+ }
+ }
+ inout = cur+1;
+ return boost::make_shared<EXPRESS::ENUMERATION>(std::string(start, static_cast<size_t>(cur-start) ));
+ }
+ else if (*cur == '#' ) {
+ // object reference
+ return boost::make_shared<EXPRESS::ENTITY>(strtoul10_64(++cur,&inout));
+ }
+ else if (*cur == '\'' ) {
+ // string literal
+ const char* start = ++cur;
+
+ for(;*cur != '\'';++cur) {
+ if (*cur == '\0') {
+ throw STEP::SyntaxError("string literal not closed",line);
+ }
+ }
+
+ if (cur[1] == '\'') {
+ // Vesanen: more than 2 escaped ' in one literal!
+ do {
+ for(cur += 2;*cur != '\'';++cur) {
+ if (*cur == '\0') {
+ throw STEP::SyntaxError("string literal not closed",line);
+ }
+ }
+ }
+ while(cur[1] == '\'');
+ }
+
+ inout = cur + 1;
+
+ return boost::make_shared<EXPRESS::STRING>(std::string(start, static_cast<size_t>(cur - start)));
+ }
+ else if (*cur == '\"' ) {
+ throw STEP::SyntaxError("binary data not supported yet",line);
+ }
+
+ // else -- must be a number. if there is a decimal dot in it,
+ // parse it as real value, otherwise as integer.
+ const char* start = cur;
+ for(;*cur && *cur != ',' && *cur != ')' && !IsSpace(*cur);++cur) {
+ if (*cur == '.') {
+ double f;
+ inout = fast_atoreal_move<double>(start,f);
+ return boost::make_shared<EXPRESS::REAL>(f);
+ }
+ }
+
+ bool neg = false;
+ if (*start == '-') {
+ neg = true;
+ ++start;
+ }
+ else if (*start == '+') {
+ ++start;
+ }
+ int64_t num = static_cast<int64_t>( strtoul10_64(start,&inout) );
+ return boost::make_shared<EXPRESS::INTEGER>(neg?-num:num);
+}
+
+
+// ------------------------------------------------------------------------------------------------
+boost::shared_ptr<const EXPRESS::LIST> EXPRESS::LIST::Parse(const char*& inout,uint64_t line, const EXPRESS::ConversionSchema* schema /*= NULL*/)
+{
+ const boost::shared_ptr<EXPRESS::LIST> list = boost::make_shared<EXPRESS::LIST>();
+ EXPRESS::LIST::MemberList& members = list->members;
+
+ const char* cur = inout;
+ if (*cur++ != '(') {
+ throw STEP::SyntaxError("unexpected token, expected \'(\' token at beginning of list",line);
+ }
+
+ // estimate the number of items upfront - lists can grow large
+ size_t count = 1;
+ for(const char* c=cur; *c && *c != ')'; ++c) {
+ count += (*c == ',' ? 1 : 0);
+ }
+
+ members.reserve(count);
+
+ for(;;++cur) {
+ if (!*cur) {
+ throw STEP::SyntaxError("unexpected end of line while reading list");
+ }
+ SkipSpaces(cur,&cur);
+ if (*cur == ')') {
+ break;
+ }
+
+ members.push_back( EXPRESS::DataType::Parse(cur,line,schema));
+ SkipSpaces(cur,&cur);
+
+ if (*cur != ',') {
+ if (*cur == ')') {
+ break;
+ }
+ throw STEP::SyntaxError("unexpected token, expected \',\' or \')\' token after list element",line);
+ }
+ }
+
+ inout = cur+1;
+ return list;
+}
+
+
+// ------------------------------------------------------------------------------------------------
+STEP::LazyObject::LazyObject(DB& db, uint64_t id,uint64_t /*line*/, const char* const type,const char* args)
+ : id(id)
+ , type(type)
+ , db(db)
+ , args(args)
+ , obj()
+{
+ // find any external references and store them in the database.
+ // this helps us emulate STEPs INVERSE fields.
+ if (db.KeepInverseIndicesForType(type)) {
+ const char* a = args;
+
+ // do a quick scan through the argument tuple and watch out for entity references
+ int64_t skip_depth = 0;
+ while(*a) {
+ if (*a == '(') {
+ ++skip_depth;
+ }
+ else if (*a == ')') {
+ --skip_depth;
+ }
+
+ if (skip_depth == 1 && *a=='#') {
+ const char* tmp;
+ const int64_t num = static_cast<int64_t>( strtoul10_64(a+1,&tmp) );
+ db.MarkRef(num,id);
+ }
+ ++a;
+ }
+
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+STEP::LazyObject::~LazyObject()
+{
+ // make sure the right dtor/operator delete get called
+ if (obj) {
+ delete obj;
+ }
+ else delete[] args;
+}
+
+// ------------------------------------------------------------------------------------------------
+void STEP::LazyObject::LazyInit() const
+{
+ const EXPRESS::ConversionSchema& schema = db.GetSchema();
+ STEP::ConvertObjectProc proc = schema.GetConverterProc(type);
+
+ if (!proc) {
+ throw STEP::TypeError("unknown object type: " + std::string(type),id);
+ }
+
+ const char* acopy = args;
+ boost::shared_ptr<const EXPRESS::LIST> conv_args = EXPRESS::LIST::Parse(acopy,STEP::SyntaxError::LINE_NOT_SPECIFIED,&db.GetSchema());
+ delete[] args;
+ args = NULL;
+
+ // if the converter fails, it should throw an exception, but it should never return NULL
+ try {
+ obj = proc(db,*conv_args);
+ }
+ catch(const TypeError& t) {
+ // augment line and entity information
+ throw TypeError(t.what(),id);
+ }
+ ++db.evaluated_count;
+ ai_assert(obj);
+
+ // store the original id in the object instance
+ obj->SetID(id);
+}
+
diff --git a/src/3rdparty/assimp/code/STEPFileReader.h b/src/3rdparty/assimp/code/STEPFileReader.h
new file mode 100644
index 000000000..2c132c658
--- /dev/null
+++ b/src/3rdparty/assimp/code/STEPFileReader.h
@@ -0,0 +1,68 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+#ifndef INCLUDED_AI_STEPFILEREADER_H
+#define INCLUDED_AI_STEPFILEREADER_H
+
+#include "STEPFile.h"
+
+namespace Assimp {
+namespace STEP {
+
+ // ### Parsing a STEP file is a twofold procedure ###
+
+ // --------------------------------------------------------------------------
+ // 1) read file header and return to caller, who checks if the
+ // file is of a supported schema ..
+ DB* ReadFileHeader(boost::shared_ptr<IOStream> stream);
+
+ // --------------------------------------------------------------------------
+ // 2) read the actual file contents using a user-supplied set of
+ // conversion functions to interpret the data.
+ void ReadFile(DB& db,const EXPRESS::ConversionSchema& scheme, const char* const* types_to_track, size_t len, const char* const* inverse_indices_to_track, size_t len2);
+ template <size_t N, size_t N2> inline void ReadFile(DB& db,const EXPRESS::ConversionSchema& scheme, const char* const (&arr)[N], const char* const (&arr2)[N2]) {
+ return ReadFile(db,scheme,arr,N,arr2,N2);
+ }
+
+
+} // ! STEP
+} // ! Assimp
+
+#endif
diff --git a/src/3rdparty/assimp/code/STLExporter.cpp b/src/3rdparty/assimp/code/STLExporter.cpp
new file mode 100644
index 000000000..918d692fb
--- /dev/null
+++ b/src/3rdparty/assimp/code/STLExporter.cpp
@@ -0,0 +1,112 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+#include "AssimpPCH.h"
+
+#if !defined(ASSIMP_BUILD_NO_EXPORT) && !defined(ASSIMP_BUILD_NO_STL_EXPORTER)
+
+#include "STLExporter.h"
+#include "../include/assimp/version.h"
+
+using namespace Assimp;
+namespace Assimp {
+
+// ------------------------------------------------------------------------------------------------
+// Worker function for exporting a scene to Stereolithograpy. Prototyped and registered in Exporter.cpp
+void ExportSceneSTL(const char* pFile,IOSystem* pIOSystem, const aiScene* pScene)
+{
+ // invoke the exporter
+ STLExporter exporter(pFile, pScene);
+
+ // we're still here - export successfully completed. Write the file.
+ boost::scoped_ptr<IOStream> outfile (pIOSystem->Open(pFile,"wt"));
+ outfile->Write( exporter.mOutput.str().c_str(), static_cast<size_t>(exporter.mOutput.tellp()),1);
+}
+
+} // end of namespace Assimp
+
+
+// ------------------------------------------------------------------------------------------------
+STLExporter :: STLExporter(const char* _filename, const aiScene* pScene)
+: filename(_filename)
+, pScene(pScene)
+, endl("\n")
+{
+ // make sure that all formatting happens using the standard, C locale and not the user's current locale
+ const std::locale& l = std::locale("C");
+ mOutput.imbue(l);
+
+ const std::string& name = "AssimpScene";
+
+ mOutput << "solid " << name << endl;
+ for(unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
+ WriteMesh(pScene->mMeshes[i]);
+ }
+ mOutput << "endsolid " << name << endl;
+}
+
+// ------------------------------------------------------------------------------------------------
+void STLExporter :: WriteMesh(const aiMesh* m)
+{
+ for (unsigned int i = 0; i < m->mNumFaces; ++i) {
+ const aiFace& f = m->mFaces[i];
+
+ // we need per-face normals. We specified aiProcess_GenNormals as pre-requisite for this exporter,
+ // but nonetheless we have to expect per-vertex normals.
+ aiVector3D nor;
+ if (m->mNormals) {
+ for(unsigned int a = 0; a < f.mNumIndices; ++a) {
+ nor += m->mNormals[f.mIndices[a]];
+ }
+ nor.Normalize();
+ }
+ mOutput << " facet normal " << nor.x << " " << nor.y << " " << nor.z << endl;
+ mOutput << " outer loop" << endl;
+ for(unsigned int a = 0; a < f.mNumIndices; ++a) {
+ const aiVector3D& v = m->mVertices[f.mIndices[a]];
+ mOutput << " vertex " << v.x << " " << v.y << " " << v.z << endl;
+ }
+
+ mOutput << " endloop" << endl;
+ mOutput << " endfacet" << endl << endl;
+ }
+}
+
+#endif
diff --git a/src/3rdparty/assimp/code/aiAssert.cpp b/src/3rdparty/assimp/code/STLExporter.h
index cf82660be..571f2dca4 100644
--- a/src/3rdparty/assimp/code/aiAssert.cpp
+++ b/src/3rdparty/assimp/code/STLExporter.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2008, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,55 +18,67 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
-#include "AssimpPCH.h"
-#include "../include/aiAssert.h"
-#ifdef _WIN32
-#ifndef __GNUC__
-# include "crtdbg.h"
-#endif // ndef gcc
-#endif // _WIN32
-
-#if defined(__QNXNTO__)
-#include <stdlib.h>
-#endif
-// Set a breakpoint using win32, else line, file and message will be returned and progam ends with
-// errrocode = 1
-AI_WONT_RETURN void Assimp::aiAssert (const std::string &message, unsigned int uiLine, const std::string &file)
+/** @file STLExporter.h
+ * Declares the exporter class to write a scene to a Stereolithography (STL) file
+ */
+#ifndef AI_STLEXPORTER_H_INC
+#define AI_STLEXPORTER_H_INC
+
+#include <sstream>
+
+struct aiScene;
+struct aiNode;
+
+namespace Assimp
{
- // moved expression testing out of the function and into the macro to avoid constructing
- // two std::string on every single ai_assert test
-// if (!expression)
- {
- // FIX (Aramis): changed std::cerr to std::cout that the message appears in VS' output window ...
- std::cout << "File :" << file << ", line " << uiLine << " : " << message << std::endl;
-
-#ifdef _WIN32
-#ifndef __GNUC__
- // Set breakpoint
- __debugbreak();
-#endif //ndef gcc
-#else
- exit (1);
-#endif
- }
+
+// ------------------------------------------------------------------------------------------------
+/** Helper class to export a given scene to a STL file. */
+// ------------------------------------------------------------------------------------------------
+class STLExporter
+{
+public:
+ /// Constructor for a specific scene to export
+ STLExporter(const char* filename, const aiScene* pScene);
+
+public:
+
+ /// public stringstreams to write all output into
+ std::ostringstream mOutput;
+
+private:
+
+ void WriteMesh(const aiMesh* m);
+
+private:
+
+ const std::string filename;
+ const aiScene* const pScene;
+
+ // this endl() doesn't flush() the stream
+ const std::string endl;
+};
+
}
+
+#endif
diff --git a/src/3rdparty/assimp/code/STLLoader.cpp b/src/3rdparty/assimp/code/STLLoader.cpp
index 357f52961..feb7711e7 100644
--- a/src/3rdparty/assimp/code/STLLoader.cpp
+++ b/src/3rdparty/assimp/code/STLLoader.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -51,348 +51,362 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
using namespace Assimp;
+static const aiImporterDesc desc = {
+ "Stereolithography (STL) Importer",
+ "",
+ "",
+ "",
+ aiImporterFlags_SupportTextFlavour | aiImporterFlags_SupportBinaryFlavour,
+ 0,
+ 0,
+ 0,
+ 0,
+ "stl"
+};
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
-STLImporter::STLImporter() : mBuffer(0), fileSize(0), pScene(0)
+STLImporter::STLImporter()
{}
// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
+// Destructor, private as well
STLImporter::~STLImporter()
{}
// ------------------------------------------------------------------------------------------------
-// Returns whether the class can handle the format of the given file.
+// Returns whether the class can handle the format of the given file.
bool STLImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
{
- const std::string extension = GetExtension(pFile);
-
- if (extension == "stl")
- return true;
- else if (!extension.length() || checkSig) {
- if (!pIOHandler)
- return true;
- const char* tokens[] = {"STL","solid"};
- return SearchFileHeaderForToken(pIOHandler,pFile,tokens,2);
- }
- return false;
+ const std::string extension = GetExtension(pFile);
+
+ if (extension == "stl")
+ return true;
+ else if (!extension.length() || checkSig) {
+ if (!pIOHandler)
+ return true;
+ const char* tokens[] = {"STL","solid"};
+ return SearchFileHeaderForToken(pIOHandler,pFile,tokens,2);
+ }
+ return false;
}
// ------------------------------------------------------------------------------------------------
-void STLImporter::GetExtensionList(std::set<std::string>& extensions)
+const aiImporterDesc* STLImporter::GetInfo () const
{
- extensions.insert("stl");
+ return &desc;
}
// ------------------------------------------------------------------------------------------------
-// Imports the given file into the given scene structure.
-void STLImporter::InternReadFile( const std::string& pFile,
- aiScene* pScene, IOSystem* pIOHandler)
+// Imports the given file into the given scene structure.
+void STLImporter::InternReadFile( const std::string& pFile,
+ aiScene* pScene, IOSystem* pIOHandler)
{
- boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
-
- // Check whether we can read from the file
- if ( file.get() == NULL) {
- throw DeadlyImportError( "Failed to open STL file " + pFile + ".");
- }
-
- fileSize = (unsigned int)file->FileSize();
-
- // allocate storage and copy the contents of the file to a memory buffer
- // (terminate it with zero)
- std::vector<char> mBuffer2;
- TextFileToBuffer(file.get(),mBuffer2);
-
- this->pScene = pScene;
- this->mBuffer = &mBuffer2[0];
-
- // the default vertex color is white
- clrColorDefault.r = clrColorDefault.g = clrColorDefault.b = clrColorDefault.a = 1.0f;
-
- // allocate one mesh
- pScene->mNumMeshes = 1;
- pScene->mMeshes = new aiMesh*[1];
- aiMesh* pMesh = pScene->mMeshes[0] = new aiMesh();
- pMesh->mMaterialIndex = 0;
-
- // allocate a single node
- pScene->mRootNode = new aiNode();
- pScene->mRootNode->mNumMeshes = 1;
- pScene->mRootNode->mMeshes = new unsigned int[1];
- pScene->mRootNode->mMeshes[0] = 0;
-
- bool bMatClr = false;
-
- // check whether the file starts with 'solid' -
- // in this case we can simply assume it IS a text file. finished.
- if (!::strncmp(mBuffer,"solid",5)) {
- LoadASCIIFile();
- }
- else bMatClr = LoadBinaryFile();
-
- // now copy faces
- pMesh->mFaces = new aiFace[pMesh->mNumFaces];
- for (unsigned int i = 0, p = 0; i < pMesh->mNumFaces;++i) {
-
- aiFace& face = pMesh->mFaces[i];
- face.mIndices = new unsigned int[face.mNumIndices = 3];
- for (unsigned int o = 0; o < 3;++o,++p) {
- face.mIndices[o] = p;
- }
- }
-
- // create a single default material - everything white, as we have vertex colors
- MaterialHelper* pcMat = new MaterialHelper();
- aiString s;
- s.Set(AI_DEFAULT_MATERIAL_NAME);
- pcMat->AddProperty(&s, AI_MATKEY_NAME);
-
- aiColor4D clrDiffuse(1.0f,1.0f,1.0f,1.0f);
- if (bMatClr) {
- clrDiffuse = clrColorDefault;
- }
- pcMat->AddProperty(&clrDiffuse,1,AI_MATKEY_COLOR_DIFFUSE);
- pcMat->AddProperty(&clrDiffuse,1,AI_MATKEY_COLOR_SPECULAR);
- clrDiffuse = aiColor4D(0.05f,0.05f,0.05f,1.0f);
- pcMat->AddProperty(&clrDiffuse,1,AI_MATKEY_COLOR_AMBIENT);
-
- pScene->mNumMaterials = 1;
- pScene->mMaterials = new aiMaterial*[1];
- pScene->mMaterials[0] = pcMat;
+ boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
+
+ // Check whether we can read from the file
+ if( file.get() == NULL) {
+ throw DeadlyImportError( "Failed to open STL file " + pFile + ".");
+ }
+
+ fileSize = (unsigned int)file->FileSize();
+
+ // allocate storage and copy the contents of the file to a memory buffer
+ // (terminate it with zero)
+ std::vector<char> mBuffer2;
+ TextFileToBuffer(file.get(),mBuffer2);
+
+ this->pScene = pScene;
+ this->mBuffer = &mBuffer2[0];
+
+ // the default vertex color is white
+ clrColorDefault.r = clrColorDefault.g = clrColorDefault.b = clrColorDefault.a = 1.0f;
+
+ // allocate one mesh
+ pScene->mNumMeshes = 1;
+ pScene->mMeshes = new aiMesh*[1];
+ aiMesh* pMesh = pScene->mMeshes[0] = new aiMesh();
+ pMesh->mMaterialIndex = 0;
+
+ // allocate a single node
+ pScene->mRootNode = new aiNode();
+ pScene->mRootNode->mNumMeshes = 1;
+ pScene->mRootNode->mMeshes = new unsigned int[1];
+ pScene->mRootNode->mMeshes[0] = 0;
+
+ bool bMatClr = false;
+
+ // check whether the file starts with 'solid' -
+ // in this case we can simply assume it IS a text file. finished.
+ if (!::strncmp(mBuffer,"solid",5)) {
+ LoadASCIIFile();
+ }
+ else bMatClr = LoadBinaryFile();
+
+ // now copy faces
+ pMesh->mFaces = new aiFace[pMesh->mNumFaces];
+ for (unsigned int i = 0, p = 0; i < pMesh->mNumFaces;++i) {
+
+ aiFace& face = pMesh->mFaces[i];
+ face.mIndices = new unsigned int[face.mNumIndices = 3];
+ for (unsigned int o = 0; o < 3;++o,++p) {
+ face.mIndices[o] = p;
+ }
+ }
+
+ // create a single default material - everything white, as we have vertex colors
+ aiMaterial* pcMat = new aiMaterial();
+ aiString s;
+ s.Set(AI_DEFAULT_MATERIAL_NAME);
+ pcMat->AddProperty(&s, AI_MATKEY_NAME);
+
+ aiColor4D clrDiffuse(1.0f,1.0f,1.0f,1.0f);
+ if (bMatClr) {
+ clrDiffuse = clrColorDefault;
+ }
+ pcMat->AddProperty(&clrDiffuse,1,AI_MATKEY_COLOR_DIFFUSE);
+ pcMat->AddProperty(&clrDiffuse,1,AI_MATKEY_COLOR_SPECULAR);
+ clrDiffuse = aiColor4D(0.05f,0.05f,0.05f,1.0f);
+ pcMat->AddProperty(&clrDiffuse,1,AI_MATKEY_COLOR_AMBIENT);
+
+ pScene->mNumMaterials = 1;
+ pScene->mMaterials = new aiMaterial*[1];
+ pScene->mMaterials[0] = pcMat;
}
// ------------------------------------------------------------------------------------------------
// Read an ASCII STL file
void STLImporter::LoadASCIIFile()
{
- aiMesh* pMesh = pScene->mMeshes[0];
-
- const char* sz = mBuffer + 5; // skip the "solid"
- SkipSpaces(&sz);
- const char* szMe = sz;
- while (!::IsSpaceOrNewLine(*sz)) {
- sz++;
- }
-
- size_t temp;
- // setup the name of the node
- if ((temp = (size_t)(sz-szMe))) {
-
- pScene->mRootNode->mName.length = temp;
- memcpy(pScene->mRootNode->mName.data,szMe,temp);
- pScene->mRootNode->mName.data[temp] = '\0';
- }
- else pScene->mRootNode->mName.Set("<STL_ASCII>");
-
- // try to guess how many vertices we could have
- // assume we'll need 160 bytes for each face
- pMesh->mNumVertices = ( pMesh->mNumFaces = fileSize / 160 ) * 3;
- pMesh->mVertices = new aiVector3D[pMesh->mNumVertices];
- pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
-
- unsigned int curFace = 0, curVertex = 3;
- while (true)
- {
- // go to the next token
- if (!SkipSpacesAndLineEnd(&sz))
- {
- // seems we're finished although there was no end marker
- DefaultLogger::get()->warn("STL: unexpected EOF. \'endsolid\' keyword was expected");
- break;
- }
- // facet normal -0.13 -0.13 -0.98
- if (!strncmp(sz,"facet",5) && IsSpaceOrNewLine(*(sz+5))) {
-
- if (3 != curVertex) {
- DefaultLogger::get()->warn("STL: A new facet begins but the old is not yet complete");
- }
- if (pMesh->mNumFaces == curFace) {
- // need to resize the arrays, our size estimate was wrong
- unsigned int iNeededSize = (unsigned int)(sz-mBuffer) / pMesh->mNumFaces;
- if (iNeededSize <= 160)iNeededSize >>= 1; // prevent endless looping
- unsigned int add = (unsigned int)((mBuffer+fileSize)-sz) / iNeededSize;
- add += add >> 3; // add 12.5% as buffer
- iNeededSize = (pMesh->mNumFaces + add)*3;
- aiVector3D* pv = new aiVector3D[iNeededSize];
- memcpy(pv,pMesh->mVertices,pMesh->mNumVertices*sizeof(aiVector3D));
- delete[] pMesh->mVertices;
- pMesh->mVertices = pv;
- pv = new aiVector3D[iNeededSize];
- memcpy(pv,pMesh->mNormals,pMesh->mNumVertices*sizeof(aiVector3D));
- delete[] pMesh->mNormals;
- pMesh->mNormals = pv;
-
- pMesh->mNumVertices = iNeededSize;
- pMesh->mNumFaces += add;
- }
- aiVector3D* vn = &pMesh->mNormals[curFace++*3];
-
- sz += 6;
- curVertex = 0;
- SkipSpaces(&sz);
- if (strncmp(sz,"normal",6)) {
- DefaultLogger::get()->warn("STL: a facet normal vector was expected but not found");
- }
- else
- {
- sz += 7;
- SkipSpaces(&sz);
- sz = fast_atof_move(sz, (float&)vn->x );
- SkipSpaces(&sz);
- sz = fast_atof_move(sz, (float&)vn->y );
- SkipSpaces(&sz);
- sz = fast_atof_move(sz, (float&)vn->z );
- *(vn+1) = *vn;
- *(vn+2) = *vn;
- }
- }
- // vertex 1.50000 1.50000 0.00000
- else if (!strncmp(sz,"vertex",6) && ::IsSpaceOrNewLine(*(sz+6)))
- {
- if (3 == curVertex) {
- DefaultLogger::get()->error("STL: a facet with more than 3 vertices has been found");
- }
- else
- {
- sz += 7;
- SkipSpaces(&sz);
- aiVector3D* vn = &pMesh->mVertices[(curFace-1)*3 + curVertex++];
- sz = fast_atof_move(sz, (float&)vn->x );
- SkipSpaces(&sz);
- sz = fast_atof_move(sz, (float&)vn->y );
- SkipSpaces(&sz);
- sz = fast_atof_move(sz, (float&)vn->z );
- }
- }
- else if (!::strncmp(sz,"endsolid",8)) {
- // finished!
- break;
- }
- // else skip the whole identifier
- else while (!::IsSpaceOrNewLine(*sz)) {
- ++sz;
- }
- }
-
- if (!curFace) {
- pMesh->mNumFaces = 0;
- throw DeadlyImportError("STL: ASCII file is empty or invalid; no data loaded");
- }
- pMesh->mNumFaces = curFace;
- pMesh->mNumVertices = curFace*3;
- // we are finished!
+ aiMesh* pMesh = pScene->mMeshes[0];
+
+ const char* sz = mBuffer + 5; // skip the "solid"
+ SkipSpaces(&sz);
+ const char* szMe = sz;
+ while (!::IsSpaceOrNewLine(*sz)) {
+ sz++;
+ }
+
+ size_t temp;
+ // setup the name of the node
+ if ((temp = (size_t)(sz-szMe))) {
+
+ pScene->mRootNode->mName.length = temp;
+ memcpy(pScene->mRootNode->mName.data,szMe,temp);
+ pScene->mRootNode->mName.data[temp] = '\0';
+ }
+ else pScene->mRootNode->mName.Set("<STL_ASCII>");
+
+ // try to guess how many vertices we could have
+ // assume we'll need 160 bytes for each face
+ pMesh->mNumVertices = ( pMesh->mNumFaces = std::max(1u,fileSize / 160u )) * 3;
+ pMesh->mVertices = new aiVector3D[pMesh->mNumVertices];
+ pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
+
+ unsigned int curFace = 0, curVertex = 3;
+ while (true)
+ {
+ // go to the next token
+ if(!SkipSpacesAndLineEnd(&sz))
+ {
+ // seems we're finished although there was no end marker
+ DefaultLogger::get()->warn("STL: unexpected EOF. \'endsolid\' keyword was expected");
+ break;
+ }
+ // facet normal -0.13 -0.13 -0.98
+ if (!strncmp(sz,"facet",5) && IsSpaceOrNewLine(*(sz+5))) {
+
+ if (3 != curVertex) {
+ DefaultLogger::get()->warn("STL: A new facet begins but the old is not yet complete");
+ }
+ if (pMesh->mNumFaces == curFace) {
+ ai_assert(pMesh->mNumFaces != 0);
+
+ // need to resize the arrays, our size estimate was wrong
+ unsigned int iNeededSize = (unsigned int)(sz-mBuffer) / pMesh->mNumFaces;
+ if (iNeededSize <= 160)iNeededSize >>= 1; // prevent endless looping
+ unsigned int add = (unsigned int)((mBuffer+fileSize)-sz) / iNeededSize;
+ add += add >> 3; // add 12.5% as buffer
+ iNeededSize = (pMesh->mNumFaces + add)*3;
+ aiVector3D* pv = new aiVector3D[iNeededSize];
+ memcpy(pv,pMesh->mVertices,pMesh->mNumVertices*sizeof(aiVector3D));
+ delete[] pMesh->mVertices;
+ pMesh->mVertices = pv;
+ pv = new aiVector3D[iNeededSize];
+ memcpy(pv,pMesh->mNormals,pMesh->mNumVertices*sizeof(aiVector3D));
+ delete[] pMesh->mNormals;
+ pMesh->mNormals = pv;
+
+ pMesh->mNumVertices = iNeededSize;
+ pMesh->mNumFaces += add;
+ }
+ aiVector3D* vn = &pMesh->mNormals[curFace++*3];
+
+ sz += 6;
+ curVertex = 0;
+ SkipSpaces(&sz);
+ if (strncmp(sz,"normal",6)) {
+ DefaultLogger::get()->warn("STL: a facet normal vector was expected but not found");
+ }
+ else
+ {
+ sz += 7;
+ SkipSpaces(&sz);
+ sz = fast_atoreal_move<float>(sz, (float&)vn->x );
+ SkipSpaces(&sz);
+ sz = fast_atoreal_move<float>(sz, (float&)vn->y );
+ SkipSpaces(&sz);
+ sz = fast_atoreal_move<float>(sz, (float&)vn->z );
+ *(vn+1) = *vn;
+ *(vn+2) = *vn;
+ }
+ }
+ // vertex 1.50000 1.50000 0.00000
+ else if (!strncmp(sz,"vertex",6) && ::IsSpaceOrNewLine(*(sz+6)))
+ {
+ if (3 == curVertex) {
+ DefaultLogger::get()->error("STL: a facet with more than 3 vertices has been found");
+ }
+ else
+ {
+ sz += 7;
+ SkipSpaces(&sz);
+ aiVector3D* vn = &pMesh->mVertices[(curFace-1)*3 + curVertex++];
+ sz = fast_atoreal_move<float>(sz, (float&)vn->x );
+ SkipSpaces(&sz);
+ sz = fast_atoreal_move<float>(sz, (float&)vn->y );
+ SkipSpaces(&sz);
+ sz = fast_atoreal_move<float>(sz, (float&)vn->z );
+ }
+ }
+ else if (!::strncmp(sz,"endsolid",8)) {
+ // finished!
+ break;
+ }
+ // else skip the whole identifier
+ else while (!::IsSpaceOrNewLine(*sz)) {
+ ++sz;
+ }
+ }
+
+ if (!curFace) {
+ pMesh->mNumFaces = 0;
+ throw DeadlyImportError("STL: ASCII file is empty or invalid; no data loaded");
+ }
+ pMesh->mNumFaces = curFace;
+ pMesh->mNumVertices = curFace*3;
+ // we are finished!
}
// ------------------------------------------------------------------------------------------------
// Read a binary STL file
bool STLImporter::LoadBinaryFile()
{
- // skip the first 80 bytes
- if (fileSize < 84) {
- throw DeadlyImportError("STL: file is too small for the header");
- }
- bool bIsMaterialise = false;
-
- // search for an occurence of "COLOR=" in the header
- const char* sz2 = (const char*)mBuffer;
- const char* const szEnd = sz2+80;
- while (sz2 < szEnd) {
-
- if ('C' == *sz2++ && 'O' == *sz2++ && 'L' == *sz2++ &&
- 'O' == *sz2++ && 'R' == *sz2++ && '=' == *sz2++) {
-
- // read the default vertex color for facets
- bIsMaterialise = true;
- DefaultLogger::get()->info("STL: Taking code path for Materialise files");
- clrColorDefault.r = (*sz2++) / 255.0f;
- clrColorDefault.g = (*sz2++) / 255.0f;
- clrColorDefault.b = (*sz2++) / 255.0f;
- clrColorDefault.a = (*sz2++) / 255.0f;
- break;
- }
- }
- const unsigned char* sz = (const unsigned char*)mBuffer + 80;
-
- // now read the number of facets
- aiMesh* pMesh = pScene->mMeshes[0];
- pScene->mRootNode->mName.Set("<STL_BINARY>");
-
- pMesh->mNumFaces = *((uint32_t*)sz);
- sz += 4;
-
- if (fileSize < 84 + pMesh->mNumFaces*50) {
- throw DeadlyImportError("STL: file is too small to hold all facets");
- }
-
- if (!pMesh->mNumFaces) {
- throw DeadlyImportError("STL: file is empty. There are no facets defined");
- }
-
- pMesh->mNumVertices = pMesh->mNumFaces*3;
-
- aiVector3D* vp,*vn;
- vp = pMesh->mVertices = new aiVector3D[pMesh->mNumVertices];
- vn = pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
-
- for (unsigned int i = 0; i < pMesh->mNumFaces;++i) {
-
- // NOTE: Blender sometimes writes empty normals ... this is not
- // our fault ... the RemoveInvalidData helper step should fix that
- *vn = *((aiVector3D*)sz);
- sz += sizeof(aiVector3D);
- *(vn+1) = *vn;
- *(vn+2) = *vn;
- vn += 3;
-
- *vp++ = *((aiVector3D*)sz);
- sz += sizeof(aiVector3D);
-
- *vp++ = *((aiVector3D*)sz);
- sz += sizeof(aiVector3D);
-
- *vp++ = *((aiVector3D*)sz);
- sz += sizeof(aiVector3D);
-
- uint16_t color = *((uint16_t*)sz);
- sz += 2;
-
- if (color & (1 << 15))
- {
- // seems we need to take the color
- if (!pMesh->mColors[0])
- {
- pMesh->mColors[0] = new aiColor4D[pMesh->mNumVertices];
- for (unsigned int i = 0; i <pMesh->mNumVertices;++i)
- *pMesh->mColors[0]++ = this->clrColorDefault;
- pMesh->mColors[0] -= pMesh->mNumVertices;
-
- DefaultLogger::get()->info("STL: Mesh has vertex colors");
- }
- aiColor4D* clr = &pMesh->mColors[0][pMesh->mNumFaces*3];
- clr->a = 1.0f;
- if (bIsMaterialise) // this is reversed
- {
- clr->r = (color & 0x31u) / 31.0f;
- clr->g = ((color & (0x31u<<5))>>5u) / 31.0f;
- clr->b = ((color & (0x31u<<10))>>10u) / 31.0f;
- }
- else
- {
- clr->b = (color & 0x31u) / 31.0f;
- clr->g = ((color & (0x31u<<5))>>5u) / 31.0f;
- clr->r = ((color & (0x31u<<10))>>10u) / 31.0f;
- }
- // assign the color to all vertices of the face
- *(clr+1) = *clr;
- *(clr+2) = *clr;
- }
- }
- if (bIsMaterialise && !pMesh->mColors[0])
- {
- // use the color as diffuse material color
- return true;
- }
- return false;
+ // skip the first 80 bytes
+ if (fileSize < 84) {
+ throw DeadlyImportError("STL: file is too small for the header");
+ }
+ bool bIsMaterialise = false;
+
+ // search for an occurence of "COLOR=" in the header
+ const char* sz2 = (const char*)mBuffer;
+ const char* const szEnd = sz2+80;
+ while (sz2 < szEnd) {
+
+ if ('C' == *sz2++ && 'O' == *sz2++ && 'L' == *sz2++ &&
+ 'O' == *sz2++ && 'R' == *sz2++ && '=' == *sz2++) {
+
+ // read the default vertex color for facets
+ bIsMaterialise = true;
+ DefaultLogger::get()->info("STL: Taking code path for Materialise files");
+ clrColorDefault.r = (*sz2++) / 255.0f;
+ clrColorDefault.g = (*sz2++) / 255.0f;
+ clrColorDefault.b = (*sz2++) / 255.0f;
+ clrColorDefault.a = (*sz2++) / 255.0f;
+ break;
+ }
+ }
+ const unsigned char* sz = (const unsigned char*)mBuffer + 80;
+
+ // now read the number of facets
+ aiMesh* pMesh = pScene->mMeshes[0];
+ pScene->mRootNode->mName.Set("<STL_BINARY>");
+
+ pMesh->mNumFaces = *((uint32_t*)sz);
+ sz += 4;
+
+ if (fileSize < 84 + pMesh->mNumFaces*50) {
+ throw DeadlyImportError("STL: file is too small to hold all facets");
+ }
+
+ if (!pMesh->mNumFaces) {
+ throw DeadlyImportError("STL: file is empty. There are no facets defined");
+ }
+
+ pMesh->mNumVertices = pMesh->mNumFaces*3;
+
+ aiVector3D* vp,*vn;
+ vp = pMesh->mVertices = new aiVector3D[pMesh->mNumVertices];
+ vn = pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
+
+ for (unsigned int i = 0; i < pMesh->mNumFaces;++i) {
+
+ // NOTE: Blender sometimes writes empty normals ... this is not
+ // our fault ... the RemoveInvalidData helper step should fix that
+ *vn = *((aiVector3D*)sz);
+ sz += sizeof(aiVector3D);
+ *(vn+1) = *vn;
+ *(vn+2) = *vn;
+ vn += 3;
+
+ *vp++ = *((aiVector3D*)sz);
+ sz += sizeof(aiVector3D);
+
+ *vp++ = *((aiVector3D*)sz);
+ sz += sizeof(aiVector3D);
+
+ *vp++ = *((aiVector3D*)sz);
+ sz += sizeof(aiVector3D);
+
+ uint16_t color = *((uint16_t*)sz);
+ sz += 2;
+
+ if (color & (1 << 15))
+ {
+ // seems we need to take the color
+ if (!pMesh->mColors[0])
+ {
+ pMesh->mColors[0] = new aiColor4D[pMesh->mNumVertices];
+ for (unsigned int i = 0; i <pMesh->mNumVertices;++i)
+ *pMesh->mColors[0]++ = this->clrColorDefault;
+ pMesh->mColors[0] -= pMesh->mNumVertices;
+
+ DefaultLogger::get()->info("STL: Mesh has vertex colors");
+ }
+ aiColor4D* clr = &pMesh->mColors[0][pMesh->mNumFaces*3];
+ clr->a = 1.0f;
+ if (bIsMaterialise) // fuck, this is reversed
+ {
+ clr->r = (color & 0x31u) / 31.0f;
+ clr->g = ((color & (0x31u<<5))>>5u) / 31.0f;
+ clr->b = ((color & (0x31u<<10))>>10u) / 31.0f;
+ }
+ else
+ {
+ clr->b = (color & 0x31u) / 31.0f;
+ clr->g = ((color & (0x31u<<5))>>5u) / 31.0f;
+ clr->r = ((color & (0x31u<<10))>>10u) / 31.0f;
+ }
+ // assign the color to all vertices of the face
+ *(clr+1) = *clr;
+ *(clr+2) = *clr;
+ }
+ }
+ if (bIsMaterialise && !pMesh->mColors[0])
+ {
+ // use the color as diffuse material color
+ return true;
+ }
+ return false;
}
#endif // !! ASSIMP_BUILD_NO_STL_IMPORTER
diff --git a/src/3rdparty/assimp/code/STLLoader.h b/src/3rdparty/assimp/code/STLLoader.h
index edd0b2a95..396ffd4a5 100644
--- a/src/3rdparty/assimp/code/STLLoader.h
+++ b/src/3rdparty/assimp/code/STLLoader.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,100 +18,96 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file STLLoader.h
- * Declaration of the STL importer class.
+ * Declaration of the STL importer class.
*/
#ifndef AI_STLLOADER_H_INCLUDED
#define AI_STLLOADER_H_INCLUDED
#include "BaseImporter.h"
-#include "../include/aiTypes.h"
+#include "../include/assimp/types.h"
-namespace Assimp {
+namespace Assimp {
// ---------------------------------------------------------------------------
/** Importer class for the sterolithography STL file format
*/
class STLImporter : public BaseImporter
{
- friend class Importer;
-
-protected:
- /** Constructor to be privately used by Importer */
- STLImporter();
+public:
+ STLImporter();
+ ~STLImporter();
- /** Destructor, private as well */
- ~STLImporter();
public:
- // -------------------------------------------------------------------
- /** Returns whether the class can handle the format of the given file.
- * See BaseImporter::CanRead() for details.
- */
- bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
- bool checkSig) const;
+ // -------------------------------------------------------------------
+ /** Returns whether the class can handle the format of the given file.
+ * See BaseImporter::CanRead() for details.
+ */
+ bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
+ bool checkSig) const;
protected:
- // -------------------------------------------------------------------
- /** Called by Importer::GetExtensionList() for each loaded importer.
- * See BaseImporter::GetExtensionList() for details
- */
- void GetExtensionList(std::set<std::string>& extensions);
+ // -------------------------------------------------------------------
+ /** Return importer meta information.
+ * See #BaseImporter::GetInfo for the details
+ */
+ const aiImporterDesc* GetInfo () const;
- // -------------------------------------------------------------------
- /** Imports the given file into the given scene structure.
- * See BaseImporter::InternReadFile() for details
- */
- void InternReadFile( const std::string& pFile, aiScene* pScene,
- IOSystem* pIOHandler);
+ // -------------------------------------------------------------------
+ /** Imports the given file into the given scene structure.
+ * See BaseImporter::InternReadFile() for details
+ */
+ void InternReadFile( const std::string& pFile, aiScene* pScene,
+ IOSystem* pIOHandler);
- // -------------------------------------------------------------------
- /** Loads a binary .stl file
- * @return true if the default vertex color must be used as material color
- */
- bool LoadBinaryFile();
+ // -------------------------------------------------------------------
+ /** Loads a binary .stl file
+ * @return true if the default vertex color must be used as material color
+ */
+ bool LoadBinaryFile();
- // -------------------------------------------------------------------
- /** Loads a ASCII text .stl file
- */
- void LoadASCIIFile();
+ // -------------------------------------------------------------------
+ /** Loads a ASCII text .stl file
+ */
+ void LoadASCIIFile();
protected:
- /** Buffer to hold the loaded file */
- const char* mBuffer;
+ /** Buffer to hold the loaded file */
+ const char* mBuffer;
- /** Size of the file, in bytes */
- unsigned int fileSize;
+ /** Size of the file, in bytes */
+ unsigned int fileSize;
- /** Output scene */
- aiScene* pScene;
+ /** Output scene */
+ aiScene* pScene;
- /** Default vertex color */
- aiColor4D clrColorDefault;
+ /** Default vertex color */
+ aiColor4D clrColorDefault;
};
} // end of namespace Assimp
diff --git a/src/3rdparty/assimp/code/SceneCombiner.cpp b/src/3rdparty/assimp/code/SceneCombiner.cpp
index d13d8ae0a..bfdff22b9 100644
--- a/src/3rdparty/assimp/code/SceneCombiner.cpp
+++ b/src/3rdparty/assimp/code/SceneCombiner.cpp
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -41,7 +41,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
// ----------------------------------------------------------------------------
/** @file Implements Assimp::SceneCombiner. This is a smart utility
- * class that combines multiple scenes, meshes, ... into one. Currently
+ * class that combines multiple scenes, meshes, ... into one. Currently
* these utilities are used by the IRR and LWS loaders and the
* OptimizeGraph step.
*/
@@ -52,1088 +52,1094 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "Hash.h"
#include "time.h"
-#if defined(__QNXNTO__)
-#include <stdio.h>
-#endif
-
-namespace Assimp {
+namespace Assimp {
// ------------------------------------------------------------------------------------------------
// Add a prefix to a string
inline void PrefixString(aiString& string,const char* prefix, unsigned int len)
{
- // If the string is already prefixed, we won't prefix it a second time
- if (string.length >= 1 && string.data[0] == '$')
- return;
-
- if (len+string.length>=MAXLEN-1) {
- DefaultLogger::get()->debug("Can't add an unique prefix because the string is too long");
- ai_assert(false);
- return;
- }
-
- // Add the prefix
- ::memmove(string.data+len,string.data,string.length+1);
- ::memcpy (string.data, prefix, len);
-
- // And update the string's length
- string.length += len;
+ // If the string is already prefixed, we won't prefix it a second time
+ if (string.length >= 1 && string.data[0] == '$')
+ return;
+
+ if (len+string.length>=MAXLEN-1) {
+ DefaultLogger::get()->debug("Can't add an unique prefix because the string is too long");
+ ai_assert(false);
+ return;
+ }
+
+ // Add the prefix
+ ::memmove(string.data+len,string.data,string.length+1);
+ ::memcpy (string.data, prefix, len);
+
+ // And update the string's length
+ string.length += len;
}
// ------------------------------------------------------------------------------------------------
// Add node identifiers to a hashing set
void SceneCombiner::AddNodeHashes(aiNode* node, std::set<unsigned int>& hashes)
{
- // Add node name to hashing set if it is non-empty - empty nodes are allowed
- // and they can't have any anims assigned so its absolutely safe to duplicate them.
- if (node->mName.length) {
- hashes.insert( SuperFastHash(node->mName.data,node->mName.length) );
- }
-
- // Process all children recursively
- for (unsigned int i = 0; i < node->mNumChildren;++i)
- AddNodeHashes(node->mChildren[i],hashes);
+ // Add node name to hashing set if it is non-empty - empty nodes are allowed
+ // and they can't have any anims assigned so its absolutely safe to duplicate them.
+ if (node->mName.length) {
+ hashes.insert( SuperFastHash(node->mName.data,node->mName.length) );
+ }
+
+ // Process all children recursively
+ for (unsigned int i = 0; i < node->mNumChildren;++i)
+ AddNodeHashes(node->mChildren[i],hashes);
}
// ------------------------------------------------------------------------------------------------
// Add a name prefix to all nodes in a hierarchy
void SceneCombiner::AddNodePrefixes(aiNode* node, const char* prefix, unsigned int len)
{
- ai_assert(NULL != prefix);
- PrefixString(node->mName,prefix,len);
+ ai_assert(NULL != prefix);
+ PrefixString(node->mName,prefix,len);
- // Process all children recursively
- for (unsigned int i = 0; i < node->mNumChildren;++i)
- AddNodePrefixes(node->mChildren[i],prefix,len);
+ // Process all children recursively
+ for (unsigned int i = 0; i < node->mNumChildren;++i)
+ AddNodePrefixes(node->mChildren[i],prefix,len);
}
// ------------------------------------------------------------------------------------------------
// Search for matching names
bool SceneCombiner::FindNameMatch(const aiString& name, std::vector<SceneHelper>& input, unsigned int cur)
{
- const unsigned int hash = SuperFastHash(name.data, name.length);
+ const unsigned int hash = SuperFastHash(name.data, name.length);
- // Check whether we find a positive match in one of the given sets
- for (unsigned int i = 0; i < input.size(); ++i) {
+ // Check whether we find a positive match in one of the given sets
+ for (unsigned int i = 0; i < input.size(); ++i) {
- if (cur != i && input[i].hashes.find(hash) != input[i].hashes.end()) {
- return true;
- }
- }
- return false;
+ if (cur != i && input[i].hashes.find(hash) != input[i].hashes.end()) {
+ return true;
+ }
+ }
+ return false;
}
// ------------------------------------------------------------------------------------------------
// Add a name prefix to all nodes in a hierarchy if a hash match is found
void SceneCombiner::AddNodePrefixesChecked(aiNode* node, const char* prefix, unsigned int len,
- std::vector<SceneHelper>& input, unsigned int cur)
+ std::vector<SceneHelper>& input, unsigned int cur)
{
- ai_assert(NULL != prefix);
- const unsigned int hash = SuperFastHash(node->mName.data,node->mName.length);
+ ai_assert(NULL != prefix);
+ const unsigned int hash = SuperFastHash(node->mName.data,node->mName.length);
- // Check whether we find a positive match in one of the given sets
- for (unsigned int i = 0; i < input.size(); ++i) {
+ // Check whether we find a positive match in one of the given sets
+ for (unsigned int i = 0; i < input.size(); ++i) {
- if (cur != i && input[i].hashes.find(hash) != input[i].hashes.end()) {
- PrefixString(node->mName,prefix,len);
- break;
- }
- }
+ if (cur != i && input[i].hashes.find(hash) != input[i].hashes.end()) {
+ PrefixString(node->mName,prefix,len);
+ break;
+ }
+ }
- // Process all children recursively
- for (unsigned int i = 0; i < node->mNumChildren;++i)
- AddNodePrefixesChecked(node->mChildren[i],prefix,len,input,cur);
+ // Process all children recursively
+ for (unsigned int i = 0; i < node->mNumChildren;++i)
+ AddNodePrefixesChecked(node->mChildren[i],prefix,len,input,cur);
}
// ------------------------------------------------------------------------------------------------
// Add an offset to all mesh indices in a node graph
void SceneCombiner::OffsetNodeMeshIndices (aiNode* node, unsigned int offset)
{
- for (unsigned int i = 0; i < node->mNumMeshes;++i)
- node->mMeshes[i] += offset;
+ for (unsigned int i = 0; i < node->mNumMeshes;++i)
+ node->mMeshes[i] += offset;
- for (unsigned int i = 0; i < node->mNumChildren;++i)
- OffsetNodeMeshIndices(node->mChildren[i],offset);
+ for (unsigned int i = 0; i < node->mNumChildren;++i)
+ OffsetNodeMeshIndices(node->mChildren[i],offset);
}
// ------------------------------------------------------------------------------------------------
// Merges two scenes. Currently only used by the LWS loader.
void SceneCombiner::MergeScenes(aiScene** _dest,std::vector<aiScene*>& src,
- unsigned int flags)
+ unsigned int flags)
{
- ai_assert(NULL != _dest);
-
- // if _dest points to NULL allocate a new scene. Otherwise clear the old and reuse it
- if (src.empty())
- {
- if (*_dest)
- {
- (*_dest)->~aiScene();
- SceneCombiner::CopySceneFlat(_dest,src[0]);
- }
- else *_dest = src[0];
- return;
- }
- if (*_dest)(*_dest)->~aiScene();
- else *_dest = new aiScene();
-
- // Create a dummy scene to serve as master for the others
- aiScene* master = new aiScene();
- master->mRootNode = new aiNode();
- master->mRootNode->mName.Set("<MergeRoot>");
-
- std::vector<AttachmentInfo> srcList (src.size());
- for (unsigned int i = 0; i < srcList.size();++i) {
- srcList[i] = AttachmentInfo(src[i],master->mRootNode);
- }
-
- // 'master' will be deleted afterwards
- MergeScenes (_dest, master, srcList, flags);
+ ai_assert(NULL != _dest);
+
+ // if _dest points to NULL allocate a new scene. Otherwise clear the old and reuse it
+ if (src.empty())
+ {
+ if (*_dest)
+ {
+ (*_dest)->~aiScene();
+ SceneCombiner::CopySceneFlat(_dest,src[0]);
+ }
+ else *_dest = src[0];
+ return;
+ }
+ if (*_dest)(*_dest)->~aiScene();
+ else *_dest = new aiScene();
+
+ // Create a dummy scene to serve as master for the others
+ aiScene* master = new aiScene();
+ master->mRootNode = new aiNode();
+ master->mRootNode->mName.Set("<MergeRoot>");
+
+ std::vector<AttachmentInfo> srcList (src.size());
+ for (unsigned int i = 0; i < srcList.size();++i) {
+ srcList[i] = AttachmentInfo(src[i],master->mRootNode);
+ }
+
+ // 'master' will be deleted afterwards
+ MergeScenes (_dest, master, srcList, flags);
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::AttachToGraph (aiNode* attach, std::vector<NodeAttachmentInfo>& srcList)
{
- unsigned int cnt;
- for (cnt = 0; cnt < attach->mNumChildren;++cnt)
- AttachToGraph(attach->mChildren[cnt],srcList);
-
- cnt = 0;
- for (std::vector<NodeAttachmentInfo>::iterator it = srcList.begin();
- it != srcList.end(); ++it)
- {
- if ((*it).attachToNode == attach && !(*it).resolved)
- ++cnt;
- }
-
- if (cnt) {
- aiNode** n = new aiNode*[cnt+attach->mNumChildren];
- if (attach->mNumChildren) {
- ::memcpy(n,attach->mChildren,sizeof(void*)*attach->mNumChildren);
- delete[] attach->mChildren;
- }
- attach->mChildren = n;
-
- n += attach->mNumChildren;
- attach->mNumChildren += cnt;
-
- for (unsigned int i = 0; i < srcList.size();++i) {
- NodeAttachmentInfo& att = srcList[i];
- if (att.attachToNode == attach && !att.resolved) {
- *n = att.node;
- (**n).mParent = attach;
- ++n;
-
- // mark this attachment as resolved
- att.resolved = true;
- }
- }
- }
+ unsigned int cnt;
+ for (cnt = 0; cnt < attach->mNumChildren;++cnt)
+ AttachToGraph(attach->mChildren[cnt],srcList);
+
+ cnt = 0;
+ for (std::vector<NodeAttachmentInfo>::iterator it = srcList.begin();
+ it != srcList.end(); ++it)
+ {
+ if ((*it).attachToNode == attach && !(*it).resolved)
+ ++cnt;
+ }
+
+ if (cnt) {
+ aiNode** n = new aiNode*[cnt+attach->mNumChildren];
+ if (attach->mNumChildren) {
+ ::memcpy(n,attach->mChildren,sizeof(void*)*attach->mNumChildren);
+ delete[] attach->mChildren;
+ }
+ attach->mChildren = n;
+
+ n += attach->mNumChildren;
+ attach->mNumChildren += cnt;
+
+ for (unsigned int i = 0; i < srcList.size();++i) {
+ NodeAttachmentInfo& att = srcList[i];
+ if (att.attachToNode == attach && !att.resolved) {
+ *n = att.node;
+ (**n).mParent = attach;
+ ++n;
+
+ // mark this attachment as resolved
+ att.resolved = true;
+ }
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
-void SceneCombiner::AttachToGraph ( aiScene* master,
- std::vector<NodeAttachmentInfo>& src)
+void SceneCombiner::AttachToGraph ( aiScene* master,
+ std::vector<NodeAttachmentInfo>& src)
{
- ai_assert(NULL != master);
- AttachToGraph(master->mRootNode,src);
+ ai_assert(NULL != master);
+ AttachToGraph(master->mRootNode,src);
}
// ------------------------------------------------------------------------------------------------
-void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
- std::vector<AttachmentInfo>& srcList,
- unsigned int flags)
+void SceneCombiner::MergeScenes(aiScene** _dest, aiScene* master,
+ std::vector<AttachmentInfo>& srcList,
+ unsigned int flags)
{
- ai_assert(NULL != _dest);
-
- // if _dest points to NULL allocate a new scene. Otherwise clear the old and reuse it
- if (srcList.empty())
- {
- if (*_dest)
- {
- (*_dest)->~aiScene();
- SceneCombiner::CopySceneFlat(_dest,master);
- }
- else *_dest = master;
- return;
- }
- if (*_dest)(*_dest)->~aiScene();
- else *_dest = new aiScene();
-
- aiScene* dest = *_dest;
-
- std::vector<SceneHelper> src (srcList.size()+1);
- src[0].scene = master;
- for (unsigned int i = 0; i < srcList.size();++i) {
- src[i+1] = SceneHelper( srcList[i].scene );
- }
-
- // this helper array specifies which scenes are duplicates of others
- std::vector<unsigned int> duplicates(src.size(),0xffffffff);
-
- // this helper array is used as lookup table several times
- std::vector<unsigned int> offset(src.size());
-
- // Find duplicate scenes
- for (unsigned int i = 0; i < src.size();++i)
- {
- if (duplicates[i] != i && duplicates[i] != 0xffffffff)continue;
- duplicates[i] = i;
- for ( unsigned int a = i+1; a < src.size(); ++a)
- {
- if (src[i].scene == src[a].scene)
- duplicates[a] = i;
- }
- }
-
- // Generate unique names for all named stuff?
- if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES)
- {
+ ai_assert(NULL != _dest);
+
+ // if _dest points to NULL allocate a new scene. Otherwise clear the old and reuse it
+ if (srcList.empty()) {
+ if (*_dest) {
+ SceneCombiner::CopySceneFlat(_dest,master);
+ }
+ else *_dest = master;
+ return;
+ }
+ if (*_dest) {
+ (*_dest)->~aiScene();
+ new (*_dest) aiScene();
+ }
+ else *_dest = new aiScene();
+
+ aiScene* dest = *_dest;
+
+ std::vector<SceneHelper> src (srcList.size()+1);
+ src[0].scene = master;
+ for (unsigned int i = 0; i < srcList.size();++i) {
+ src[i+1] = SceneHelper( srcList[i].scene );
+ }
+
+ // this helper array specifies which scenes are duplicates of others
+ std::vector<unsigned int> duplicates(src.size(),UINT_MAX);
+
+ // this helper array is used as lookup table several times
+ std::vector<unsigned int> offset(src.size());
+
+ // Find duplicate scenes
+ for (unsigned int i = 0; i < src.size();++i) {
+ if (duplicates[i] != i && duplicates[i] != UINT_MAX) {
+ continue;
+ }
+
+ duplicates[i] = i;
+ for ( unsigned int a = i+1; a < src.size(); ++a) {
+ if (src[i].scene == src[a].scene) {
+ duplicates[a] = i;
+ }
+ }
+ }
+
+ // Generate unique names for all named stuff?
+ if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES)
+ {
#if 0
- // Construct a proper random number generator
- boost::mt19937 rng( );
- boost::uniform_int<> dist(1u,1 << 24u);
- boost::variate_generator<boost::mt19937&, boost::uniform_int<> > rndGen(rng, dist);
+ // Construct a proper random number generator
+ boost::mt19937 rng( );
+ boost::uniform_int<> dist(1u,1 << 24u);
+ boost::variate_generator<boost::mt19937&, boost::uniform_int<> > rndGen(rng, dist);
#endif
- for (unsigned int i = 1; i < src.size();++i)
- {
- //if (i != duplicates[i])
- //{
- // // duplicate scenes share the same UID
- // ::strcpy( src[i].id, src[duplicates[i]].id );
- // src[i].idlen = src[duplicates[i]].idlen;
-
- // continue;
- //}
-
- src[i].idlen = ::sprintf(src[i].id,"$%.6X$_",i);
-
- if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) {
-
- // Compute hashes for all identifiers in this scene and store them
- // in a sorted table (for convenience I'm using std::set). We hash
- // just the node and animation channel names, all identifiers except
- // the material names should be caught by doing this.
- AddNodeHashes(src[i]->mRootNode,src[i].hashes);
-
- for (unsigned int a = 0; a < src[i]->mNumAnimations;++a) {
- aiAnimation* anim = src[i]->mAnimations[a];
- src[i].hashes.insert(SuperFastHash(anim->mName.data,anim->mName.length));
- }
- }
- }
- }
-
- unsigned int cnt;
-
- // First find out how large the respective output arrays must be
- for ( unsigned int n = 0; n < src.size();++n )
- {
- SceneHelper* cur = &src[n];
-
- if (n == duplicates[n] || flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY) {
- dest->mNumTextures += (*cur)->mNumTextures;
- dest->mNumMaterials += (*cur)->mNumMaterials;
- dest->mNumMeshes += (*cur)->mNumMeshes;
- }
-
- dest->mNumLights += (*cur)->mNumLights;
- dest->mNumCameras += (*cur)->mNumCameras;
- dest->mNumAnimations += (*cur)->mNumAnimations;
-
- // Combine the flags of all scenes
- // We need to process them flag-by-flag here to get correct results
- // dest->mFlags ; //|= (*cur)->mFlags;
- if ((*cur)->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT) {
- dest->mFlags |= AI_SCENE_FLAGS_NON_VERBOSE_FORMAT;
- }
- }
-
- // generate the output texture list + an offset table for all texture indices
- if (dest->mNumTextures)
- {
- aiTexture** pip = dest->mTextures = new aiTexture*[dest->mNumMaterials];
- cnt = 0;
- for ( unsigned int n = 0; n < src.size();++n )
- {
- SceneHelper* cur = &src[n];
- for (unsigned int i = 0; i < (*cur)->mNumTextures;++i)
- {
- if (n != duplicates[n])
- {
- if ( flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY)
- Copy(pip,(*cur)->mTextures[i]);
-
- else continue;
- }
- else *pip = (*cur)->mTextures[i];
- ++pip;
- }
-
- offset[n] = cnt;
- cnt = (unsigned int)(pip - dest->mTextures);
- }
- }
-
- // generate the output material list + an offset table for all material indices
- if (dest->mNumMaterials)
- {
- aiMaterial** pip = dest->mMaterials = new aiMaterial*[dest->mNumMaterials];
- cnt = 0;
- for ( unsigned int n = 0; n < src.size();++n ) {
- SceneHelper* cur = &src[n];
- for (unsigned int i = 0; i < (*cur)->mNumMaterials;++i)
- {
- if (n != duplicates[n])
- {
- if ( flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY)
- Copy(pip,(*cur)->mMaterials[i]);
-
- else continue;
- }
- else *pip = (*cur)->mMaterials[i];
-
- if ((*cur)->mNumTextures != dest->mNumTextures) {
- // We need to update all texture indices of the mesh. So we need to search for
- // a material property called '$tex.file'
-
- for (unsigned int a = 0; a < (*pip)->mNumProperties;++a)
- {
- aiMaterialProperty* prop = (*pip)->mProperties[a];
- if (!strncmp(prop->mKey.data,"$tex.file",9))
- {
- // Check whether this texture is an embedded texture.
- // In this case the property looks like this: *<n>,
- // where n is the index of the texture.
- aiString& s = *((aiString*)prop->mData);
- if ('*' == s.data[0]) {
- // Offset the index and write it back ..
- const unsigned int idx = strtol10(&s.data[1]) + offset[n];
- ASSIMP_itoa10(&s.data[1],sizeof(s.data)-1,idx);
- }
- }
-
- // Need to generate new, unique material names?
- else if (!::strcmp( prop->mKey.data,"$mat.name" ) && flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_MATNAMES)
- {
- aiString* pcSrc = (aiString*) prop->mData;
- PrefixString(*pcSrc, (*cur).id, (*cur).idlen);
- }
- }
- }
- ++pip;
- }
-
- offset[n] = cnt;
- cnt = (unsigned int)(pip - dest->mMaterials);
- }
- }
-
- // generate the output mesh list + again an offset table for all mesh indices
- if (dest->mNumMeshes)
- {
- aiMesh** pip = dest->mMeshes = new aiMesh*[dest->mNumMeshes];
- cnt = 0;
- for ( unsigned int n = 0; n < src.size();++n )
- {
- SceneHelper* cur = &src[n];
- for (unsigned int i = 0; i < (*cur)->mNumMeshes;++i)
- {
- if (n != duplicates[n]) {
- if ( flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY)
- Copy(pip, (*cur)->mMeshes[i]);
-
- else continue;
- }
- else *pip = (*cur)->mMeshes[i];
-
- // update the material index of the mesh
- (*pip)->mMaterialIndex += offset[n];
- ++pip;
- }
-
- // reuse the offset array - store now the mesh offset in it
- offset[n] = cnt;
- cnt = (unsigned int)(pip - dest->mMeshes);
- }
- }
-
- std::vector <NodeAttachmentInfo> nodes;
- nodes.reserve(srcList.size());
-
- // ----------------------------------------------------------------------------
- // Now generate the output node graph. We need to make those
- // names in the graph that are referenced by anims or lights
- // or cameras unique. So we add a prefix to them ... $<rand>_
- // We could also use a counter, but using a random value allows us to
- // use just one prefix if we are joining multiple scene hierarchies recursively.
- // Chances are quite good we don't collide, so we try that ...
- // ----------------------------------------------------------------------------
-
- // Allocate space for light sources, cameras and animations
- aiLight** ppLights = dest->mLights = (dest->mNumLights
- ? new aiLight*[dest->mNumLights] : NULL);
-
- aiCamera** ppCameras = dest->mCameras = (dest->mNumCameras
- ? new aiCamera*[dest->mNumCameras] : NULL);
-
- aiAnimation** ppAnims = dest->mAnimations = (dest->mNumAnimations
- ? new aiAnimation*[dest->mNumAnimations] : NULL);
-
- for ( int n = src.size()-1; n >= 0 ;--n ) /* !!! important !!! */
- {
- SceneHelper* cur = &src[n];
- aiNode* node;
-
- // To offset or not to offset, this is the question
- if (n != (int)duplicates[n])
- {
- // Get full scenegraph copy
- Copy( &node, (*cur)->mRootNode );
- OffsetNodeMeshIndices(node,offset[duplicates[n]]);
-
- if (flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY) {
- // (note:) they are already 'offseted' by offset[duplicates[n]]
- OffsetNodeMeshIndices(node,offset[n] - offset[duplicates[n]]);
- }
- }
- else // if (n == duplicates[n])
- {
- node = (*cur)->mRootNode;
- OffsetNodeMeshIndices(node,offset[n]);
- }
- if (n) // src[0] is the master node
- nodes.push_back(NodeAttachmentInfo( node,srcList[n-1].attachToNode,n ));
-
- // add name prefixes?
- if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES) {
-
- // or the whole scenegraph
- if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) {
- AddNodePrefixesChecked(node,(*cur).id,(*cur).idlen,src,n);
- }
- else AddNodePrefixes(node,(*cur).id,(*cur).idlen);
-
- // meshes
- for (unsigned int i = 0; i < (*cur)->mNumMeshes;++i) {
- aiMesh* mesh = (*cur)->mMeshes[i];
-
- // rename all bones
- for (unsigned int a = 0; a < mesh->mNumBones;++a) {
- if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) {
- if (!FindNameMatch(mesh->mBones[a]->mName,src,n))
- continue;
- }
- PrefixString(mesh->mBones[a]->mName,(*cur).id,(*cur).idlen);
- }
- }
- }
-
- // --------------------------------------------------------------------
- // Copy light sources
- for (unsigned int i = 0; i < (*cur)->mNumLights;++i,++ppLights)
- {
- ai_assert(ppLights);
- if (n != (int)duplicates[n]) // duplicate scene?
- {
- Copy(ppLights, (*cur)->mLights[i]);
- }
- else *ppLights = (*cur)->mLights[i];
-
-
- // Add name prefixes?
- if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES) {
- if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) {
- if (!FindNameMatch((*ppLights)->mName,src,n))
- continue;
- }
-
- PrefixString((*ppLights)->mName,(*cur).id,(*cur).idlen);
- }
- }
-
- // --------------------------------------------------------------------
- // Copy cameras
- for (unsigned int i = 0; i < (*cur)->mNumCameras;++i,++ppCameras) {
- ai_assert(ppCameras);
- if (n != (int)duplicates[n]) // duplicate scene?
- {
- Copy(ppCameras, (*cur)->mCameras[i]);
- }
- else *ppCameras = (*cur)->mCameras[i];
-
- // Add name prefixes?
- if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES) {
- if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) {
- if (!FindNameMatch((*ppCameras)->mName,src,n))
- continue;
- }
-
- PrefixString((*ppCameras)->mName,(*cur).id,(*cur).idlen);
- }
- }
-
- // --------------------------------------------------------------------
- // Copy animations
- for (unsigned int i = 0; i < (*cur)->mNumAnimations;++i,++ppAnims) {
- ai_assert(ppAnims);
- if (n != (int)duplicates[n]) // duplicate scene?
- {
- Copy(ppAnims, (*cur)->mAnimations[i]);
- }
- else *ppAnims = (*cur)->mAnimations[i];
-
- // Add name prefixes?
- if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES) {
- if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) {
- if (!FindNameMatch((*ppAnims)->mName,src,n))
- continue;
- }
-
- PrefixString((*ppAnims)->mName,(*cur).id,(*cur).idlen);
-
- // don't forget to update all node animation channels
- for (unsigned int a = 0; a < (*ppAnims)->mNumChannels;++a) {
- if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) {
- if (!FindNameMatch((*ppAnims)->mChannels[a]->mNodeName,src,n))
- continue;
- }
-
- PrefixString((*ppAnims)->mChannels[a]->mNodeName,(*cur).id,(*cur).idlen);
- }
- }
- }
- }
-
- // Now build the output graph
- AttachToGraph ( master, nodes);
- dest->mRootNode = master->mRootNode;
-
- // Check whether we succeeded at building the output graph
- for (std::vector <NodeAttachmentInfo> ::iterator it = nodes.begin();
- it != nodes.end(); ++it)
- {
- if (!(*it).resolved) {
- if (flags & AI_INT_MERGE_SCENE_RESOLVE_CROSS_ATTACHMENTS) {
- // search for this attachment point in all other imported scenes, too.
- for ( unsigned int n = 0; n < src.size();++n ) {
- if (n != (*it).src_idx) {
- AttachToGraph(src[n].scene,nodes);
- if ((*it).resolved)
- break;
- }
- }
- }
- if (!(*it).resolved) {
- DefaultLogger::get()->error(std::string("SceneCombiner: Failed to resolve attachment ")
- + (*it).node->mName.data + " " + (*it).attachToNode->mName.data);
- }
- }
- }
-
- // now delete all input scenes. Make sure duplicate scenes aren't
- // deleted more than one time
- for ( unsigned int n = 0; n < src.size();++n ) {
- if (n != duplicates[n]) // duplicate scene?
- continue;
-
- aiScene* deleteMe = src[n].scene;
-
- // We need to delete the arrays before the destructor is called -
- // we are reusing the array members
- delete[] deleteMe->mMeshes; deleteMe->mMeshes = NULL;
- delete[] deleteMe->mCameras; deleteMe->mCameras = NULL;
- delete[] deleteMe->mLights; deleteMe->mLights = NULL;
- delete[] deleteMe->mMaterials; deleteMe->mMaterials = NULL;
- delete[] deleteMe->mAnimations; deleteMe->mAnimations = NULL;
-
- deleteMe->mRootNode = NULL;
-
- // Now we can safely delete the scene
- delete deleteMe;
- }
-
- // Check flags
- if (!dest->mNumMeshes || !dest->mNumMaterials) {
- dest->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
- }
-
- // We're finished
+ for (unsigned int i = 1; i < src.size();++i)
+ {
+ //if (i != duplicates[i])
+ //{
+ // // duplicate scenes share the same UID
+ // ::strcpy( src[i].id, src[duplicates[i]].id );
+ // src[i].idlen = src[duplicates[i]].idlen;
+
+ // continue;
+ //}
+
+ src[i].idlen = ::sprintf(src[i].id,"$%.6X$_",i);
+
+ if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) {
+
+ // Compute hashes for all identifiers in this scene and store them
+ // in a sorted table (for convenience I'm using std::set). We hash
+ // just the node and animation channel names, all identifiers except
+ // the material names should be caught by doing this.
+ AddNodeHashes(src[i]->mRootNode,src[i].hashes);
+
+ for (unsigned int a = 0; a < src[i]->mNumAnimations;++a) {
+ aiAnimation* anim = src[i]->mAnimations[a];
+ src[i].hashes.insert(SuperFastHash(anim->mName.data,anim->mName.length));
+ }
+ }
+ }
+ }
+
+ unsigned int cnt;
+
+ // First find out how large the respective output arrays must be
+ for ( unsigned int n = 0; n < src.size();++n )
+ {
+ SceneHelper* cur = &src[n];
+
+ if (n == duplicates[n] || flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY) {
+ dest->mNumTextures += (*cur)->mNumTextures;
+ dest->mNumMaterials += (*cur)->mNumMaterials;
+ dest->mNumMeshes += (*cur)->mNumMeshes;
+ }
+
+ dest->mNumLights += (*cur)->mNumLights;
+ dest->mNumCameras += (*cur)->mNumCameras;
+ dest->mNumAnimations += (*cur)->mNumAnimations;
+
+ // Combine the flags of all scenes
+ // We need to process them flag-by-flag here to get correct results
+ // dest->mFlags ; //|= (*cur)->mFlags;
+ if ((*cur)->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT) {
+ dest->mFlags |= AI_SCENE_FLAGS_NON_VERBOSE_FORMAT;
+ }
+ }
+
+ // generate the output texture list + an offset table for all texture indices
+ if (dest->mNumTextures)
+ {
+ aiTexture** pip = dest->mTextures = new aiTexture*[dest->mNumMaterials];
+ cnt = 0;
+ for ( unsigned int n = 0; n < src.size();++n )
+ {
+ SceneHelper* cur = &src[n];
+ for (unsigned int i = 0; i < (*cur)->mNumTextures;++i)
+ {
+ if (n != duplicates[n])
+ {
+ if ( flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY)
+ Copy(pip,(*cur)->mTextures[i]);
+
+ else continue;
+ }
+ else *pip = (*cur)->mTextures[i];
+ ++pip;
+ }
+
+ offset[n] = cnt;
+ cnt = (unsigned int)(pip - dest->mTextures);
+ }
+ }
+
+ // generate the output material list + an offset table for all material indices
+ if (dest->mNumMaterials)
+ {
+ aiMaterial** pip = dest->mMaterials = new aiMaterial*[dest->mNumMaterials];
+ cnt = 0;
+ for ( unsigned int n = 0; n < src.size();++n ) {
+ SceneHelper* cur = &src[n];
+ for (unsigned int i = 0; i < (*cur)->mNumMaterials;++i)
+ {
+ if (n != duplicates[n])
+ {
+ if ( flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY)
+ Copy(pip,(*cur)->mMaterials[i]);
+
+ else continue;
+ }
+ else *pip = (*cur)->mMaterials[i];
+
+ if ((*cur)->mNumTextures != dest->mNumTextures) {
+ // We need to update all texture indices of the mesh. So we need to search for
+ // a material property called '$tex.file'
+
+ for (unsigned int a = 0; a < (*pip)->mNumProperties;++a)
+ {
+ aiMaterialProperty* prop = (*pip)->mProperties[a];
+ if (!strncmp(prop->mKey.data,"$tex.file",9))
+ {
+ // Check whether this texture is an embedded texture.
+ // In this case the property looks like this: *<n>,
+ // where n is the index of the texture.
+ aiString& s = *((aiString*)prop->mData);
+ if ('*' == s.data[0]) {
+ // Offset the index and write it back ..
+ const unsigned int idx = strtoul10(&s.data[1]) + offset[n];
+ ASSIMP_itoa10(&s.data[1],sizeof(s.data)-1,idx);
+ }
+ }
+
+ // Need to generate new, unique material names?
+ else if (!::strcmp( prop->mKey.data,"$mat.name" ) && flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_MATNAMES)
+ {
+ aiString* pcSrc = (aiString*) prop->mData;
+ PrefixString(*pcSrc, (*cur).id, (*cur).idlen);
+ }
+ }
+ }
+ ++pip;
+ }
+
+ offset[n] = cnt;
+ cnt = (unsigned int)(pip - dest->mMaterials);
+ }
+ }
+
+ // generate the output mesh list + again an offset table for all mesh indices
+ if (dest->mNumMeshes)
+ {
+ aiMesh** pip = dest->mMeshes = new aiMesh*[dest->mNumMeshes];
+ cnt = 0;
+ for ( unsigned int n = 0; n < src.size();++n )
+ {
+ SceneHelper* cur = &src[n];
+ for (unsigned int i = 0; i < (*cur)->mNumMeshes;++i)
+ {
+ if (n != duplicates[n]) {
+ if ( flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY)
+ Copy(pip, (*cur)->mMeshes[i]);
+
+ else continue;
+ }
+ else *pip = (*cur)->mMeshes[i];
+
+ // update the material index of the mesh
+ (*pip)->mMaterialIndex += offset[n];
+ ++pip;
+ }
+
+ // reuse the offset array - store now the mesh offset in it
+ offset[n] = cnt;
+ cnt = (unsigned int)(pip - dest->mMeshes);
+ }
+ }
+
+ std::vector <NodeAttachmentInfo> nodes;
+ nodes.reserve(srcList.size());
+
+ // ----------------------------------------------------------------------------
+ // Now generate the output node graph. We need to make those
+ // names in the graph that are referenced by anims or lights
+ // or cameras unique. So we add a prefix to them ... $<rand>_
+ // We could also use a counter, but using a random value allows us to
+ // use just one prefix if we are joining multiple scene hierarchies recursively.
+ // Chances are quite good we don't collide, so we try that ...
+ // ----------------------------------------------------------------------------
+
+ // Allocate space for light sources, cameras and animations
+ aiLight** ppLights = dest->mLights = (dest->mNumLights
+ ? new aiLight*[dest->mNumLights] : NULL);
+
+ aiCamera** ppCameras = dest->mCameras = (dest->mNumCameras
+ ? new aiCamera*[dest->mNumCameras] : NULL);
+
+ aiAnimation** ppAnims = dest->mAnimations = (dest->mNumAnimations
+ ? new aiAnimation*[dest->mNumAnimations] : NULL);
+
+ for ( int n = src.size()-1; n >= 0 ;--n ) /* !!! important !!! */
+ {
+ SceneHelper* cur = &src[n];
+ aiNode* node;
+
+ // To offset or not to offset, this is the question
+ if (n != (int)duplicates[n])
+ {
+ // Get full scenegraph copy
+ Copy( &node, (*cur)->mRootNode );
+ OffsetNodeMeshIndices(node,offset[duplicates[n]]);
+
+ if (flags & AI_INT_MERGE_SCENE_DUPLICATES_DEEP_CPY) {
+ // (note:) they are already 'offseted' by offset[duplicates[n]]
+ OffsetNodeMeshIndices(node,offset[n] - offset[duplicates[n]]);
+ }
+ }
+ else // if (n == duplicates[n])
+ {
+ node = (*cur)->mRootNode;
+ OffsetNodeMeshIndices(node,offset[n]);
+ }
+ if (n) // src[0] is the master node
+ nodes.push_back(NodeAttachmentInfo( node,srcList[n-1].attachToNode,n ));
+
+ // add name prefixes?
+ if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES) {
+
+ // or the whole scenegraph
+ if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) {
+ AddNodePrefixesChecked(node,(*cur).id,(*cur).idlen,src,n);
+ }
+ else AddNodePrefixes(node,(*cur).id,(*cur).idlen);
+
+ // meshes
+ for (unsigned int i = 0; i < (*cur)->mNumMeshes;++i) {
+ aiMesh* mesh = (*cur)->mMeshes[i];
+
+ // rename all bones
+ for (unsigned int a = 0; a < mesh->mNumBones;++a) {
+ if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) {
+ if (!FindNameMatch(mesh->mBones[a]->mName,src,n))
+ continue;
+ }
+ PrefixString(mesh->mBones[a]->mName,(*cur).id,(*cur).idlen);
+ }
+ }
+ }
+
+ // --------------------------------------------------------------------
+ // Copy light sources
+ for (unsigned int i = 0; i < (*cur)->mNumLights;++i,++ppLights)
+ {
+ if (n != (int)duplicates[n]) // duplicate scene?
+ {
+ Copy(ppLights, (*cur)->mLights[i]);
+ }
+ else *ppLights = (*cur)->mLights[i];
+
+
+ // Add name prefixes?
+ if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES) {
+ if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) {
+ if (!FindNameMatch((*ppLights)->mName,src,n))
+ continue;
+ }
+
+ PrefixString((*ppLights)->mName,(*cur).id,(*cur).idlen);
+ }
+ }
+
+ // --------------------------------------------------------------------
+ // Copy cameras
+ for (unsigned int i = 0; i < (*cur)->mNumCameras;++i,++ppCameras) {
+ if (n != (int)duplicates[n]) // duplicate scene?
+ {
+ Copy(ppCameras, (*cur)->mCameras[i]);
+ }
+ else *ppCameras = (*cur)->mCameras[i];
+
+ // Add name prefixes?
+ if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES) {
+ if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) {
+ if (!FindNameMatch((*ppCameras)->mName,src,n))
+ continue;
+ }
+
+ PrefixString((*ppCameras)->mName,(*cur).id,(*cur).idlen);
+ }
+ }
+
+ // --------------------------------------------------------------------
+ // Copy animations
+ for (unsigned int i = 0; i < (*cur)->mNumAnimations;++i,++ppAnims) {
+ if (n != (int)duplicates[n]) // duplicate scene?
+ {
+ Copy(ppAnims, (*cur)->mAnimations[i]);
+ }
+ else *ppAnims = (*cur)->mAnimations[i];
+
+ // Add name prefixes?
+ if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES) {
+ if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) {
+ if (!FindNameMatch((*ppAnims)->mName,src,n))
+ continue;
+ }
+
+ PrefixString((*ppAnims)->mName,(*cur).id,(*cur).idlen);
+
+ // don't forget to update all node animation channels
+ for (unsigned int a = 0; a < (*ppAnims)->mNumChannels;++a) {
+ if (flags & AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY) {
+ if (!FindNameMatch((*ppAnims)->mChannels[a]->mNodeName,src,n))
+ continue;
+ }
+
+ PrefixString((*ppAnims)->mChannels[a]->mNodeName,(*cur).id,(*cur).idlen);
+ }
+ }
+ }
+ }
+
+ // Now build the output graph
+ AttachToGraph ( master, nodes);
+ dest->mRootNode = master->mRootNode;
+
+ // Check whether we succeeded at building the output graph
+ for (std::vector <NodeAttachmentInfo> ::iterator it = nodes.begin();
+ it != nodes.end(); ++it)
+ {
+ if (!(*it).resolved) {
+ if (flags & AI_INT_MERGE_SCENE_RESOLVE_CROSS_ATTACHMENTS) {
+ // search for this attachment point in all other imported scenes, too.
+ for ( unsigned int n = 0; n < src.size();++n ) {
+ if (n != (*it).src_idx) {
+ AttachToGraph(src[n].scene,nodes);
+ if ((*it).resolved)
+ break;
+ }
+ }
+ }
+ if (!(*it).resolved) {
+ DefaultLogger::get()->error(std::string("SceneCombiner: Failed to resolve attachment ")
+ + (*it).node->mName.data + " " + (*it).attachToNode->mName.data);
+ }
+ }
+ }
+
+ // now delete all input scenes. Make sure duplicate scenes aren't
+ // deleted more than one time
+ for ( unsigned int n = 0; n < src.size();++n ) {
+ if (n != duplicates[n]) // duplicate scene?
+ continue;
+
+ aiScene* deleteMe = src[n].scene;
+
+ // We need to delete the arrays before the destructor is called -
+ // we are reusing the array members
+ delete[] deleteMe->mMeshes; deleteMe->mMeshes = NULL;
+ delete[] deleteMe->mCameras; deleteMe->mCameras = NULL;
+ delete[] deleteMe->mLights; deleteMe->mLights = NULL;
+ delete[] deleteMe->mMaterials; deleteMe->mMaterials = NULL;
+ delete[] deleteMe->mAnimations; deleteMe->mAnimations = NULL;
+
+ deleteMe->mRootNode = NULL;
+
+ // Now we can safely delete the scene
+ delete deleteMe;
+ }
+
+ // Check flags
+ if (!dest->mNumMeshes || !dest->mNumMaterials) {
+ dest->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
+ }
+
+ // We're finished
}
// ------------------------------------------------------------------------------------------------
// Build a list of unique bones
void SceneCombiner::BuildUniqueBoneList(std::list<BoneWithHash>& asBones,
- std::vector<aiMesh*>::const_iterator it,
- std::vector<aiMesh*>::const_iterator end)
+ std::vector<aiMesh*>::const_iterator it,
+ std::vector<aiMesh*>::const_iterator end)
{
- unsigned int iOffset = 0;
- for (; it != end;++it) {
- for (unsigned int l = 0; l < (*it)->mNumBones;++l) {
- aiBone* p = (*it)->mBones[l];
- uint32_t itml = SuperFastHash(p->mName.data,(unsigned int)p->mName.length);
-
- std::list<BoneWithHash>::iterator it2 = asBones.begin();
- std::list<BoneWithHash>::iterator end2 = asBones.end();
-
- for (;it2 != end2;++it2) {
- if ((*it2).first == itml) {
- (*it2).pSrcBones.push_back(BoneSrcIndex(p,iOffset));
- break;
- }
- }
- if (end2 == it2) {
- // need to begin a new bone entry
- asBones.push_back(BoneWithHash());
- BoneWithHash& btz = asBones.back();
-
- // setup members
- btz.first = itml;
- btz.second = &p->mName;
- btz.pSrcBones.push_back(BoneSrcIndex(p,iOffset));
- }
- }
- iOffset += (*it)->mNumVertices;
- }
+ unsigned int iOffset = 0;
+ for (; it != end;++it) {
+ for (unsigned int l = 0; l < (*it)->mNumBones;++l) {
+ aiBone* p = (*it)->mBones[l];
+ uint32_t itml = SuperFastHash(p->mName.data,(unsigned int)p->mName.length);
+
+ std::list<BoneWithHash>::iterator it2 = asBones.begin();
+ std::list<BoneWithHash>::iterator end2 = asBones.end();
+
+ for (;it2 != end2;++it2) {
+ if ((*it2).first == itml) {
+ (*it2).pSrcBones.push_back(BoneSrcIndex(p,iOffset));
+ break;
+ }
+ }
+ if (end2 == it2) {
+ // need to begin a new bone entry
+ asBones.push_back(BoneWithHash());
+ BoneWithHash& btz = asBones.back();
+
+ // setup members
+ btz.first = itml;
+ btz.second = &p->mName;
+ btz.pSrcBones.push_back(BoneSrcIndex(p,iOffset));
+ }
+ }
+ iOffset += (*it)->mNumVertices;
+ }
}
// ------------------------------------------------------------------------------------------------
// Merge a list of bones
void SceneCombiner::MergeBones(aiMesh* out,std::vector<aiMesh*>::const_iterator it,
- std::vector<aiMesh*>::const_iterator end)
+ std::vector<aiMesh*>::const_iterator end)
{
- ai_assert(NULL != out && !out->mNumBones);
-
- // find we need to build an unique list of all bones.
- // we work with hashes to make the comparisons MUCH faster,
- // at least if we have many bones.
- std::list<BoneWithHash> asBones;
- BuildUniqueBoneList(asBones, it,end);
-
- // now create the output bones
- out->mNumBones = 0;
- out->mBones = new aiBone*[asBones.size()];
-
- for (std::list<BoneWithHash>::const_iterator it = asBones.begin(),end = asBones.end(); it != end;++it) {
- // Allocate a bone and setup it's name
- aiBone* pc = out->mBones[out->mNumBones++] = new aiBone();
- pc->mName = aiString( *((*it).second ));
-
- std::vector< BoneSrcIndex >::const_iterator wend = (*it).pSrcBones.end();
-
- // Loop through all bones to be joined for this bone
- for (std::vector< BoneSrcIndex >::const_iterator wmit = (*it).pSrcBones.begin(); wmit != wend; ++wmit) {
- pc->mNumWeights += (*wmit).first->mNumWeights;
-
- // NOTE: different offset matrices for bones with equal names
- // are - at the moment - not handled correctly.
- if (wmit != (*it).pSrcBones.begin() && pc->mOffsetMatrix != (*wmit).first->mOffsetMatrix) {
- DefaultLogger::get()->warn("Bones with equal names but different offset matrices can't be joined at the moment");
- continue;
- }
- pc->mOffsetMatrix = (*wmit).first->mOffsetMatrix;
- }
-
- // Allocate the vertex weight array
- aiVertexWeight* avw = pc->mWeights = new aiVertexWeight[pc->mNumWeights];
-
- // And copy the final weights - adjust the vertex IDs by the
- // face index offset of the coresponding mesh.
- for (std::vector< BoneSrcIndex >::const_iterator wmit = (*it).pSrcBones.begin(); wmit != wend; ++wmit) {
- aiBone* pip = (*wmit).first;
- for (unsigned int mp = 0; mp < pip->mNumWeights;++mp,++avw) {
- const aiVertexWeight& vfi = pip->mWeights[mp];
- avw->mWeight = vfi.mWeight;
- avw->mVertexId = vfi.mVertexId + (*wmit).second;
- }
- }
- }
+ ai_assert(NULL != out && !out->mNumBones);
+
+ // find we need to build an unique list of all bones.
+ // we work with hashes to make the comparisons MUCH faster,
+ // at least if we have many bones.
+ std::list<BoneWithHash> asBones;
+ BuildUniqueBoneList(asBones, it,end);
+
+ // now create the output bones
+ out->mNumBones = 0;
+ out->mBones = new aiBone*[asBones.size()];
+
+ for (std::list<BoneWithHash>::const_iterator it = asBones.begin(),end = asBones.end(); it != end;++it) {
+ // Allocate a bone and setup it's name
+ aiBone* pc = out->mBones[out->mNumBones++] = new aiBone();
+ pc->mName = aiString( *((*it).second ));
+
+ std::vector< BoneSrcIndex >::const_iterator wend = (*it).pSrcBones.end();
+
+ // Loop through all bones to be joined for this bone
+ for (std::vector< BoneSrcIndex >::const_iterator wmit = (*it).pSrcBones.begin(); wmit != wend; ++wmit) {
+ pc->mNumWeights += (*wmit).first->mNumWeights;
+
+ // NOTE: different offset matrices for bones with equal names
+ // are - at the moment - not handled correctly.
+ if (wmit != (*it).pSrcBones.begin() && pc->mOffsetMatrix != (*wmit).first->mOffsetMatrix) {
+ DefaultLogger::get()->warn("Bones with equal names but different offset matrices can't be joined at the moment");
+ continue;
+ }
+ pc->mOffsetMatrix = (*wmit).first->mOffsetMatrix;
+ }
+
+ // Allocate the vertex weight array
+ aiVertexWeight* avw = pc->mWeights = new aiVertexWeight[pc->mNumWeights];
+
+ // And copy the final weights - adjust the vertex IDs by the
+ // face index offset of the coresponding mesh.
+ for (std::vector< BoneSrcIndex >::const_iterator wmit = (*it).pSrcBones.begin(); wmit != wend; ++wmit) {
+ aiBone* pip = (*wmit).first;
+ for (unsigned int mp = 0; mp < pip->mNumWeights;++mp,++avw) {
+ const aiVertexWeight& vfi = pip->mWeights[mp];
+ avw->mWeight = vfi.mWeight;
+ avw->mVertexId = vfi.mVertexId + (*wmit).second;
+ }
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Merge a list of meshes
-void SceneCombiner::MergeMeshes(aiMesh** _out,unsigned int /* flags */,
- std::vector<aiMesh*>::const_iterator begin,
- std::vector<aiMesh*>::const_iterator end)
+void SceneCombiner::MergeMeshes(aiMesh** _out,unsigned int /*flags*/,
+ std::vector<aiMesh*>::const_iterator begin,
+ std::vector<aiMesh*>::const_iterator end)
{
- ai_assert(NULL != _out);
-
- if (begin == end) {
- *_out = NULL; // no meshes ...
- return;
- }
-
- // Allocate the output mesh
- aiMesh* out = *_out = new aiMesh();
- out->mMaterialIndex = (*begin)->mMaterialIndex;
-
- // Find out how much output storage we'll need
- for (std::vector<aiMesh*>::const_iterator it = begin; it != end;++it) {
- out->mNumVertices += (*it)->mNumVertices;
- out->mNumFaces += (*it)->mNumFaces;
- out->mNumBones += (*it)->mNumBones;
-
- // combine primitive type flags
- out->mPrimitiveTypes |= (*it)->mPrimitiveTypes;
- }
-
- if (out->mNumVertices) {
- aiVector3D* pv2;
-
- // copy vertex positions
- if ((**begin).HasPositions()) {
-
- pv2 = out->mVertices = new aiVector3D[out->mNumVertices];
- for (std::vector<aiMesh*>::const_iterator it = begin; it != end;++it) {
- if ((*it)->mVertices) {
- ::memcpy(pv2,(*it)->mVertices,(*it)->mNumVertices*sizeof(aiVector3D));
- }
- else DefaultLogger::get()->warn("JoinMeshes: Positions expected but input mesh contains no positions");
- pv2 += (*it)->mNumVertices;
- }
- }
- // copy normals
- if ((**begin).HasNormals()) {
-
- pv2 = out->mNormals = new aiVector3D[out->mNumVertices];
- for (std::vector<aiMesh*>::const_iterator it = begin; it != end;++it) {
- if ((*it)->mNormals) {
- ::memcpy(pv2,(*it)->mNormals,(*it)->mNumVertices*sizeof(aiVector3D));
- }
- else DefaultLogger::get()->warn("JoinMeshes: Normals expected but input mesh contains no normals");
- pv2 += (*it)->mNumVertices;
- }
- }
- // copy tangents and bitangents
- if ((**begin).HasTangentsAndBitangents()) {
-
- pv2 = out->mTangents = new aiVector3D[out->mNumVertices];
- aiVector3D* pv2b = out->mBitangents = new aiVector3D[out->mNumVertices];
-
- for (std::vector<aiMesh*>::const_iterator it = begin; it != end;++it) {
- if ((*it)->mTangents) {
- ::memcpy(pv2, (*it)->mTangents, (*it)->mNumVertices*sizeof(aiVector3D));
- ::memcpy(pv2b,(*it)->mBitangents,(*it)->mNumVertices*sizeof(aiVector3D));
- }
- else DefaultLogger::get()->warn("JoinMeshes: Tangents expected but input mesh contains no tangents");
- pv2 += (*it)->mNumVertices;
- pv2b += (*it)->mNumVertices;
- }
- }
- // copy texture coordinates
- unsigned int n = 0;
- while ((**begin).HasTextureCoords(n)) {
- out->mNumUVComponents[n] = (*begin)->mNumUVComponents[n];
-
- pv2 = out->mTextureCoords[n] = new aiVector3D[out->mNumVertices];
- for (std::vector<aiMesh*>::const_iterator it = begin; it != end;++it) {
-
- if ((*it)->mTextureCoords[n]) {
- ::memcpy(pv2,(*it)->mTextureCoords[n],(*it)->mNumVertices*sizeof(aiVector3D));
- }
- else DefaultLogger::get()->warn("JoinMeshes: UVs expected but input mesh contains no UVs");
- pv2 += (*it)->mNumVertices;
- }
- ++n;
- }
- // copy vertex colors
- n = 0;
- while ((**begin).HasVertexColors(n)) {
- aiColor4D* pv2 = out->mColors[n] = new aiColor4D[out->mNumVertices];
- for (std::vector<aiMesh*>::const_iterator it = begin; it != end;++it) {
-
- if ((*it)->mColors[n]) {
- ::memcpy(pv2,(*it)->mColors[n],(*it)->mNumVertices*sizeof(aiColor4D));
- }
- else DefaultLogger::get()->warn("JoinMeshes: VCs expected but input mesh contains no VCs");
- pv2 += (*it)->mNumVertices;
- }
- ++n;
- }
- }
-
- if (out->mNumFaces) // just for safety
- {
- // copy faces
- out->mFaces = new aiFace[out->mNumFaces];
- aiFace* pf2 = out->mFaces;
-
- unsigned int ofs = 0;
- for (std::vector<aiMesh*>::const_iterator it = begin; it != end;++it) {
- for (unsigned int m = 0; m < (*it)->mNumFaces;++m,++pf2) {
- aiFace& face = (*it)->mFaces[m];
- pf2->mNumIndices = face.mNumIndices;
- pf2->mIndices = face.mIndices;
-
- if (ofs) {
- // add the offset to the vertex
- for (unsigned int q = 0; q < face.mNumIndices; ++q)
- face.mIndices[q] += ofs;
- }
- face.mIndices = NULL;
- }
- ofs += (*it)->mNumVertices;
- }
- }
-
- // bones - as this is quite lengthy, I moved the code to a separate function
- if (out->mNumBones)
- MergeBones(out,begin,end);
-
- // delete all source meshes
- for (std::vector<aiMesh*>::const_iterator it = begin; it != end;++it)
- delete *it;
+ ai_assert(NULL != _out);
+
+ if (begin == end) {
+ *_out = NULL; // no meshes ...
+ return;
+ }
+
+ // Allocate the output mesh
+ aiMesh* out = *_out = new aiMesh();
+ out->mMaterialIndex = (*begin)->mMaterialIndex;
+
+ // Find out how much output storage we'll need
+ for (std::vector<aiMesh*>::const_iterator it = begin; it != end;++it) {
+ out->mNumVertices += (*it)->mNumVertices;
+ out->mNumFaces += (*it)->mNumFaces;
+ out->mNumBones += (*it)->mNumBones;
+
+ // combine primitive type flags
+ out->mPrimitiveTypes |= (*it)->mPrimitiveTypes;
+ }
+
+ if (out->mNumVertices) {
+ aiVector3D* pv2;
+
+ // copy vertex positions
+ if ((**begin).HasPositions()) {
+
+ pv2 = out->mVertices = new aiVector3D[out->mNumVertices];
+ for (std::vector<aiMesh*>::const_iterator it = begin; it != end;++it) {
+ if ((*it)->mVertices) {
+ ::memcpy(pv2,(*it)->mVertices,(*it)->mNumVertices*sizeof(aiVector3D));
+ }
+ else DefaultLogger::get()->warn("JoinMeshes: Positions expected but input mesh contains no positions");
+ pv2 += (*it)->mNumVertices;
+ }
+ }
+ // copy normals
+ if ((**begin).HasNormals()) {
+
+ pv2 = out->mNormals = new aiVector3D[out->mNumVertices];
+ for (std::vector<aiMesh*>::const_iterator it = begin; it != end;++it) {
+ if ((*it)->mNormals) {
+ ::memcpy(pv2,(*it)->mNormals,(*it)->mNumVertices*sizeof(aiVector3D));
+ }
+ else DefaultLogger::get()->warn("JoinMeshes: Normals expected but input mesh contains no normals");
+ pv2 += (*it)->mNumVertices;
+ }
+ }
+ // copy tangents and bitangents
+ if ((**begin).HasTangentsAndBitangents()) {
+
+ pv2 = out->mTangents = new aiVector3D[out->mNumVertices];
+ aiVector3D* pv2b = out->mBitangents = new aiVector3D[out->mNumVertices];
+
+ for (std::vector<aiMesh*>::const_iterator it = begin; it != end;++it) {
+ if ((*it)->mTangents) {
+ ::memcpy(pv2, (*it)->mTangents, (*it)->mNumVertices*sizeof(aiVector3D));
+ ::memcpy(pv2b,(*it)->mBitangents,(*it)->mNumVertices*sizeof(aiVector3D));
+ }
+ else DefaultLogger::get()->warn("JoinMeshes: Tangents expected but input mesh contains no tangents");
+ pv2 += (*it)->mNumVertices;
+ pv2b += (*it)->mNumVertices;
+ }
+ }
+ // copy texture coordinates
+ unsigned int n = 0;
+ while ((**begin).HasTextureCoords(n)) {
+ out->mNumUVComponents[n] = (*begin)->mNumUVComponents[n];
+
+ pv2 = out->mTextureCoords[n] = new aiVector3D[out->mNumVertices];
+ for (std::vector<aiMesh*>::const_iterator it = begin; it != end;++it) {
+
+ if ((*it)->mTextureCoords[n]) {
+ ::memcpy(pv2,(*it)->mTextureCoords[n],(*it)->mNumVertices*sizeof(aiVector3D));
+ }
+ else DefaultLogger::get()->warn("JoinMeshes: UVs expected but input mesh contains no UVs");
+ pv2 += (*it)->mNumVertices;
+ }
+ ++n;
+ }
+ // copy vertex colors
+ n = 0;
+ while ((**begin).HasVertexColors(n)) {
+ aiColor4D* pv2 = out->mColors[n] = new aiColor4D[out->mNumVertices];
+ for (std::vector<aiMesh*>::const_iterator it = begin; it != end;++it) {
+
+ if ((*it)->mColors[n]) {
+ ::memcpy(pv2,(*it)->mColors[n],(*it)->mNumVertices*sizeof(aiColor4D));
+ }
+ else DefaultLogger::get()->warn("JoinMeshes: VCs expected but input mesh contains no VCs");
+ pv2 += (*it)->mNumVertices;
+ }
+ ++n;
+ }
+ }
+
+ if (out->mNumFaces) // just for safety
+ {
+ // copy faces
+ out->mFaces = new aiFace[out->mNumFaces];
+ aiFace* pf2 = out->mFaces;
+
+ unsigned int ofs = 0;
+ for (std::vector<aiMesh*>::const_iterator it = begin; it != end;++it) {
+ for (unsigned int m = 0; m < (*it)->mNumFaces;++m,++pf2) {
+ aiFace& face = (*it)->mFaces[m];
+ pf2->mNumIndices = face.mNumIndices;
+ pf2->mIndices = face.mIndices;
+
+ if (ofs) {
+ // add the offset to the vertex
+ for (unsigned int q = 0; q < face.mNumIndices; ++q)
+ face.mIndices[q] += ofs;
+ }
+ face.mIndices = NULL;
+ }
+ ofs += (*it)->mNumVertices;
+ }
+ }
+
+ // bones - as this is quite lengthy, I moved the code to a separate function
+ if (out->mNumBones)
+ MergeBones(out,begin,end);
+
+ // delete all source meshes
+ for (std::vector<aiMesh*>::const_iterator it = begin; it != end;++it)
+ delete *it;
}
// ------------------------------------------------------------------------------------------------
template <typename Type>
-inline void CopyPtrArray (Type**& dest, Type** src, unsigned int num)
+inline void CopyPtrArray (Type**& dest, const Type* const * src, unsigned int num)
{
- if (!num)
- {
- dest = NULL;
- return;
- }
- dest = new Type*[num];
- for (unsigned int i = 0; i < num;++i)
- SceneCombiner::Copy(&dest[i],src[i]);
+ if (!num)
+ {
+ dest = NULL;
+ return;
+ }
+ dest = new Type*[num];
+ for (unsigned int i = 0; i < num;++i) {
+ SceneCombiner::Copy(&dest[i],src[i]);
+ }
}
// ------------------------------------------------------------------------------------------------
template <typename Type>
inline void GetArrayCopy (Type*& dest, unsigned int num )
{
- if (!dest)return;
- Type* old = dest;
+ if (!dest)return;
+ Type* old = dest;
- dest = new Type[num];
- ::memcpy(dest, old, sizeof(Type) * num);
+ dest = new Type[num];
+ ::memcpy(dest, old, sizeof(Type) * num);
}
// ------------------------------------------------------------------------------------------------
-void SceneCombiner::CopySceneFlat(aiScene** _dest,aiScene* src)
+void SceneCombiner::CopySceneFlat(aiScene** _dest,const aiScene* src)
{
- // reuse the old scene or allocate a new?
- if (*_dest)(*_dest)->~aiScene();
- else *_dest = new aiScene();
-
- ::memcpy(*_dest,src,sizeof(aiScene));
+ // reuse the old scene or allocate a new?
+ if (*_dest) {
+ (*_dest)->~aiScene();
+ new (*_dest) aiScene();
+ }
+ else *_dest = new aiScene();
+
+ ::memcpy(*_dest,src,sizeof(aiScene));
}
// ------------------------------------------------------------------------------------------------
-void SceneCombiner::CopyScene(aiScene** _dest,aiScene* src)
+void SceneCombiner::CopyScene(aiScene** _dest,const aiScene* src,bool allocate)
{
- ai_assert(NULL != _dest && NULL != src);
-
- aiScene* dest = *_dest = new aiScene();
-
- // copy animations
- dest->mNumAnimations = src->mNumAnimations;
- CopyPtrArray(dest->mAnimations,src->mAnimations,
- dest->mNumAnimations);
-
- // copy textures
- dest->mNumTextures = src->mNumTextures;
- CopyPtrArray(dest->mTextures,src->mTextures,
- dest->mNumTextures);
-
- // copy materials
- dest->mNumMaterials = src->mNumMaterials;
- CopyPtrArray(dest->mMaterials,src->mMaterials,
- dest->mNumMaterials);
-
- // copy lights
- dest->mNumLights = src->mNumLights;
- CopyPtrArray(dest->mLights,src->mLights,
- dest->mNumLights);
-
- // copy cameras
- dest->mNumCameras = src->mNumCameras;
- CopyPtrArray(dest->mCameras,src->mCameras,
- dest->mNumCameras);
-
- // copy meshes
- dest->mNumMeshes = src->mNumMeshes;
- CopyPtrArray(dest->mMeshes,src->mMeshes,
- dest->mNumMeshes);
-
- // now - copy the root node of the scene (deep copy, too)
- Copy( &dest->mRootNode, src->mRootNode);
-
- // and keep the flags ...
- dest->mFlags = src->mFlags;
+ ai_assert(NULL != _dest && NULL != src);
+
+ if (allocate) {
+ *_dest = new aiScene();
+ }
+ aiScene* dest = *_dest;
+ ai_assert(dest);
+
+ // copy animations
+ dest->mNumAnimations = src->mNumAnimations;
+ CopyPtrArray(dest->mAnimations,src->mAnimations,
+ dest->mNumAnimations);
+
+ // copy textures
+ dest->mNumTextures = src->mNumTextures;
+ CopyPtrArray(dest->mTextures,src->mTextures,
+ dest->mNumTextures);
+
+ // copy materials
+ dest->mNumMaterials = src->mNumMaterials;
+ CopyPtrArray(dest->mMaterials,src->mMaterials,
+ dest->mNumMaterials);
+
+ // copy lights
+ dest->mNumLights = src->mNumLights;
+ CopyPtrArray(dest->mLights,src->mLights,
+ dest->mNumLights);
+
+ // copy cameras
+ dest->mNumCameras = src->mNumCameras;
+ CopyPtrArray(dest->mCameras,src->mCameras,
+ dest->mNumCameras);
+
+ // copy meshes
+ dest->mNumMeshes = src->mNumMeshes;
+ CopyPtrArray(dest->mMeshes,src->mMeshes,
+ dest->mNumMeshes);
+
+ // now - copy the root node of the scene (deep copy, too)
+ Copy( &dest->mRootNode, src->mRootNode);
+
+ // and keep the flags ...
+ dest->mFlags = src->mFlags;
+
+ // source private data might be NULL if the scene is user-allocated (i.e. for use with the export API)
+ ScenePriv(dest)->mPPStepsApplied = ScenePriv(src) ? ScenePriv(src)->mPPStepsApplied : 0;
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy (aiMesh** _dest, const aiMesh* src)
{
- ai_assert(NULL != _dest && NULL != src);
+ ai_assert(NULL != _dest && NULL != src);
- aiMesh* dest = *_dest = new aiMesh();
+ aiMesh* dest = *_dest = new aiMesh();
- // get a flat copy
- ::memcpy(dest,src,sizeof(aiMesh));
+ // get a flat copy
+ ::memcpy(dest,src,sizeof(aiMesh));
- // and reallocate all arrays
- GetArrayCopy( dest->mVertices, dest->mNumVertices );
- GetArrayCopy( dest->mNormals , dest->mNumVertices );
- GetArrayCopy( dest->mTangents, dest->mNumVertices );
- GetArrayCopy( dest->mBitangents, dest->mNumVertices );
+ // and reallocate all arrays
+ GetArrayCopy( dest->mVertices, dest->mNumVertices );
+ GetArrayCopy( dest->mNormals , dest->mNumVertices );
+ GetArrayCopy( dest->mTangents, dest->mNumVertices );
+ GetArrayCopy( dest->mBitangents, dest->mNumVertices );
- unsigned int n = 0;
- while (dest->HasTextureCoords(n))
- GetArrayCopy( dest->mTextureCoords[n++], dest->mNumVertices );
+ unsigned int n = 0;
+ while (dest->HasTextureCoords(n))
+ GetArrayCopy( dest->mTextureCoords[n++], dest->mNumVertices );
- n = 0;
- while (dest->HasVertexColors(n))
- GetArrayCopy( dest->mColors[n++], dest->mNumVertices );
+ n = 0;
+ while (dest->HasVertexColors(n))
+ GetArrayCopy( dest->mColors[n++], dest->mNumVertices );
- // make a deep copy of all bones
- CopyPtrArray(dest->mBones,dest->mBones,dest->mNumBones);
+ // make a deep copy of all bones
+ CopyPtrArray(dest->mBones,dest->mBones,dest->mNumBones);
- // make a deep copy of all faces
- GetArrayCopy(dest->mFaces,dest->mNumFaces);
- for (unsigned int i = 0; i < dest->mNumFaces;++i)
- {
- aiFace& f = dest->mFaces[i];
- GetArrayCopy(f.mIndices,f.mNumIndices);
- }
+ // make a deep copy of all faces
+ GetArrayCopy(dest->mFaces,dest->mNumFaces);
+ for (unsigned int i = 0; i < dest->mNumFaces;++i)
+ {
+ aiFace& f = dest->mFaces[i];
+ GetArrayCopy(f.mIndices,f.mNumIndices);
+ }
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy (aiMaterial** _dest, const aiMaterial* src)
{
- ai_assert(NULL != _dest && NULL != src);
-
- MaterialHelper* dest = (MaterialHelper*) ( *_dest = new MaterialHelper() );
- dest->mNumAllocated = src->mNumAllocated;
- dest->mNumProperties = src->mNumProperties;
- dest->mProperties = new aiMaterialProperty* [dest->mNumAllocated];
-
- for (unsigned int i = 0; i < dest->mNumProperties;++i)
- {
- aiMaterialProperty* prop = dest->mProperties[i] = new aiMaterialProperty();
- aiMaterialProperty* sprop = src->mProperties[i];
-
- prop->mDataLength = sprop->mDataLength;
- prop->mData = new char[prop->mDataLength];
- ::memcpy(prop->mData,sprop->mData,prop->mDataLength);
-
- prop->mIndex = sprop->mIndex;
- prop->mSemantic = sprop->mSemantic;
- prop->mKey = sprop->mKey;
- prop->mType = sprop->mType;
- }
+ ai_assert(NULL != _dest && NULL != src);
+
+ aiMaterial* dest = (aiMaterial*) ( *_dest = new aiMaterial() );
+ dest->mNumAllocated = src->mNumAllocated;
+ dest->mNumProperties = src->mNumProperties;
+ dest->mProperties = new aiMaterialProperty* [dest->mNumAllocated];
+
+ for (unsigned int i = 0; i < dest->mNumProperties;++i)
+ {
+ aiMaterialProperty* prop = dest->mProperties[i] = new aiMaterialProperty();
+ aiMaterialProperty* sprop = src->mProperties[i];
+
+ prop->mDataLength = sprop->mDataLength;
+ prop->mData = new char[prop->mDataLength];
+ ::memcpy(prop->mData,sprop->mData,prop->mDataLength);
+
+ prop->mIndex = sprop->mIndex;
+ prop->mSemantic = sprop->mSemantic;
+ prop->mKey = sprop->mKey;
+ prop->mType = sprop->mType;
+ }
}
-
+
// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy (aiTexture** _dest, const aiTexture* src)
{
- ai_assert(NULL != _dest && NULL != src);
-
- aiTexture* dest = *_dest = new aiTexture();
-
- // get a flat copy
- ::memcpy(dest,src,sizeof(aiTexture));
-
- // and reallocate all arrays. We must do it manually here
- const char* old = (const char*)dest->pcData;
- if (old)
- {
- unsigned int cpy;
- if (!dest->mHeight)cpy = dest->mWidth;
- else cpy = dest->mHeight * dest->mWidth * sizeof(aiTexel);
-
- if (!cpy)
- {
- dest->pcData = NULL;
- return;
- }
- // the cast is legal, the aiTexel c'tor does nothing important
- dest->pcData = (aiTexel*) new char[cpy];
- ::memcpy(dest->pcData, old, cpy);
- }
+ ai_assert(NULL != _dest && NULL != src);
+
+ aiTexture* dest = *_dest = new aiTexture();
+
+ // get a flat copy
+ ::memcpy(dest,src,sizeof(aiTexture));
+
+ // and reallocate all arrays. We must do it manually here
+ const char* old = (const char*)dest->pcData;
+ if (old)
+ {
+ unsigned int cpy;
+ if (!dest->mHeight)cpy = dest->mWidth;
+ else cpy = dest->mHeight * dest->mWidth * sizeof(aiTexel);
+
+ if (!cpy)
+ {
+ dest->pcData = NULL;
+ return;
+ }
+ // the cast is legal, the aiTexel c'tor does nothing important
+ dest->pcData = (aiTexel*) new char[cpy];
+ ::memcpy(dest->pcData, old, cpy);
+ }
}
-
+
// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy (aiAnimation** _dest, const aiAnimation* src)
{
- ai_assert(NULL != _dest && NULL != src);
+ ai_assert(NULL != _dest && NULL != src);
- aiAnimation* dest = *_dest = new aiAnimation();
+ aiAnimation* dest = *_dest = new aiAnimation();
- // get a flat copy
- ::memcpy(dest,src,sizeof(aiAnimation));
+ // get a flat copy
+ ::memcpy(dest,src,sizeof(aiAnimation));
- // and reallocate all arrays
- CopyPtrArray( dest->mChannels, src->mChannels, dest->mNumChannels );
+ // and reallocate all arrays
+ CopyPtrArray( dest->mChannels, src->mChannels, dest->mNumChannels );
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy (aiNodeAnim** _dest, const aiNodeAnim* src)
{
- ai_assert(NULL != _dest && NULL != src);
+ ai_assert(NULL != _dest && NULL != src);
- aiNodeAnim* dest = *_dest = new aiNodeAnim();
+ aiNodeAnim* dest = *_dest = new aiNodeAnim();
- // get a flat copy
- ::memcpy(dest,src,sizeof(aiNodeAnim));
+ // get a flat copy
+ ::memcpy(dest,src,sizeof(aiNodeAnim));
- // and reallocate all arrays
- GetArrayCopy( dest->mPositionKeys, dest->mNumPositionKeys );
- GetArrayCopy( dest->mScalingKeys, dest->mNumScalingKeys );
- GetArrayCopy( dest->mRotationKeys, dest->mNumRotationKeys );
+ // and reallocate all arrays
+ GetArrayCopy( dest->mPositionKeys, dest->mNumPositionKeys );
+ GetArrayCopy( dest->mScalingKeys, dest->mNumScalingKeys );
+ GetArrayCopy( dest->mRotationKeys, dest->mNumRotationKeys );
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy (aiCamera** _dest,const aiCamera* src)
{
- ai_assert(NULL != _dest && NULL != src);
+ ai_assert(NULL != _dest && NULL != src);
- aiCamera* dest = *_dest = new aiCamera();
+ aiCamera* dest = *_dest = new aiCamera();
- // get a flat copy, that's already OK
- ::memcpy(dest,src,sizeof(aiCamera));
+ // get a flat copy, that's already OK
+ ::memcpy(dest,src,sizeof(aiCamera));
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy (aiLight** _dest, const aiLight* src)
{
- ai_assert(NULL != _dest && NULL != src);
+ ai_assert(NULL != _dest && NULL != src);
- aiLight* dest = *_dest = new aiLight();
+ aiLight* dest = *_dest = new aiLight();
- // get a flat copy, that's already OK
- ::memcpy(dest,src,sizeof(aiLight));
+ // get a flat copy, that's already OK
+ ::memcpy(dest,src,sizeof(aiLight));
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy (aiBone** _dest, const aiBone* src)
{
- ai_assert(NULL != _dest && NULL != src);
+ ai_assert(NULL != _dest && NULL != src);
- aiBone* dest = *_dest = new aiBone();
+ aiBone* dest = *_dest = new aiBone();
- // get a flat copy
- ::memcpy(dest,src,sizeof(aiBone));
+ // get a flat copy
+ ::memcpy(dest,src,sizeof(aiBone));
- // and reallocate all arrays
- GetArrayCopy( dest->mWeights, dest->mNumWeights );
+ // and reallocate all arrays
+ GetArrayCopy( dest->mWeights, dest->mNumWeights );
}
// ------------------------------------------------------------------------------------------------
void SceneCombiner::Copy (aiNode** _dest, const aiNode* src)
{
- ai_assert(NULL != _dest && NULL != src);
+ ai_assert(NULL != _dest && NULL != src);
- aiNode* dest = *_dest = new aiNode();
+ aiNode* dest = *_dest = new aiNode();
- // get a flat copy
- ::memcpy(dest,src,sizeof(aiNode));
+ // get a flat copy
+ ::memcpy(dest,src,sizeof(aiNode));
- // and reallocate all arrays
- GetArrayCopy( dest->mMeshes, dest->mNumMeshes );
- CopyPtrArray( dest->mChildren, src->mChildren,dest->mNumChildren);
+ // and reallocate all arrays
+ GetArrayCopy( dest->mMeshes, dest->mNumMeshes );
+ CopyPtrArray( dest->mChildren, src->mChildren,dest->mNumChildren);
}
diff --git a/src/3rdparty/assimp/code/SceneCombiner.h b/src/3rdparty/assimp/code/SceneCombiner.h
index a8fd43cba..76801097c 100644
--- a/src/3rdparty/assimp/code/SceneCombiner.h
+++ b/src/3rdparty/assimp/code/SceneCombiner.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -44,9 +44,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_SCENE_COMBINER_H_INC
#define AI_SCENE_COMBINER_H_INC
-#include "../include/aiAssert.h"
+#include "../include/assimp/ai_assert.h"
-namespace Assimp {
+namespace Assimp {
// ---------------------------------------------------------------------------
/** \brief Helper data structure for SceneCombiner.
@@ -55,41 +55,41 @@ namespace Assimp {
*/
struct AttachmentInfo
{
- AttachmentInfo()
- : scene (NULL)
- , attachToNode (NULL)
- {}
-
- AttachmentInfo(aiScene* _scene, aiNode* _attachToNode)
- : scene (_scene)
- , attachToNode (_attachToNode)
- {}
-
- aiScene* scene;
- aiNode* attachToNode;
+ AttachmentInfo()
+ : scene (NULL)
+ , attachToNode (NULL)
+ {}
+
+ AttachmentInfo(aiScene* _scene, aiNode* _attachToNode)
+ : scene (_scene)
+ , attachToNode (_attachToNode)
+ {}
+
+ aiScene* scene;
+ aiNode* attachToNode;
};
// ---------------------------------------------------------------------------
struct NodeAttachmentInfo
{
- NodeAttachmentInfo()
- : node (NULL)
- , attachToNode (NULL)
- , resolved (false)
- , src_idx (0xffffffff)
- {}
-
- NodeAttachmentInfo(aiNode* _scene, aiNode* _attachToNode,size_t idx)
- : node (_scene)
- , attachToNode (_attachToNode)
- , resolved (false)
- , src_idx (idx)
- {}
-
- aiNode* node;
- aiNode* attachToNode;
- bool resolved;
- size_t src_idx;
+ NodeAttachmentInfo()
+ : node (NULL)
+ , attachToNode (NULL)
+ , resolved (false)
+ , src_idx (SIZE_MAX)
+ {}
+
+ NodeAttachmentInfo(aiNode* _scene, aiNode* _attachToNode,size_t idx)
+ : node (_scene)
+ , attachToNode (_attachToNode)
+ , resolved (false)
+ , src_idx (idx)
+ {}
+
+ aiNode* node;
+ aiNode* attachToNode;
+ bool resolved;
+ size_t src_idx;
};
// ---------------------------------------------------------------------------
@@ -99,7 +99,7 @@ struct NodeAttachmentInfo
#define AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES 0x1
/** @def AI_INT_MERGE_SCENE_GEN_UNIQUE_MATNAMES
- * Generate unique names for materials, too.
+ * Generate unique names for materials, too.
* This is not absolutely required to pass the validation.
*/
#define AI_INT_MERGE_SCENE_GEN_UNIQUE_MATNAMES 0x2
@@ -128,8 +128,8 @@ typedef std::pair<aiBone*,unsigned int> BoneSrcIndex;
// ---------------------------------------------------------------------------
/** @brief Helper data structure for SceneCombiner::MergeBones.
*/
-struct BoneWithHash : public std::pair<uint32_t,aiString*> {
- std::vector<BoneSrcIndex> pSrcBones;
+struct BoneWithHash : public std::pair<uint32_t,aiString*> {
+ std::vector<BoneSrcIndex> pSrcBones;
};
@@ -138,226 +138,226 @@ struct BoneWithHash : public std::pair<uint32_t,aiString*> {
*/
struct SceneHelper
{
- SceneHelper ()
- : scene (NULL)
- , idlen (0)
- {
- id[0] = 0;
- }
-
- SceneHelper (aiScene* _scene)
- : scene (_scene)
- , idlen (0)
- {
- id[0] = 0;
- }
-
- AI_FORCE_INLINE aiScene* operator-> () const
- {
- return scene;
- }
-
- // scene we're working on
- aiScene* scene;
-
- // prefix to be added to all identifiers in the scene ...
- char id [32];
-
- // and its strlen()
- unsigned int idlen;
-
- // hash table to quickly check whether a name is contained in the scene
- std::set<unsigned int> hashes;
+ SceneHelper ()
+ : scene (NULL)
+ , idlen (0)
+ {
+ id[0] = 0;
+ }
+
+ SceneHelper (aiScene* _scene)
+ : scene (_scene)
+ , idlen (0)
+ {
+ id[0] = 0;
+ }
+
+ AI_FORCE_INLINE aiScene* operator-> () const
+ {
+ return scene;
+ }
+
+ // scene we're working on
+ aiScene* scene;
+
+ // prefix to be added to all identifiers in the scene ...
+ char id [32];
+
+ // and its strlen()
+ unsigned int idlen;
+
+ // hash table to quickly check whether a name is contained in the scene
+ std::set<unsigned int> hashes;
};
// ---------------------------------------------------------------------------
/** \brief Static helper class providing various utilities to merge two
- * scenes. It is intended as internal utility and NOT for use by
+ * scenes. It is intended as internal utility and NOT for use by
* applications.
- *
+ *
* The class is currently being used by various postprocessing steps
* and loaders (ie. LWS).
*/
-class ASSIMP_API SceneCombiner
+class SceneCombiner
{
- // class cannot be instanced
- SceneCombiner() {}
+ // class cannot be instanced
+ SceneCombiner() {}
public:
- // -------------------------------------------------------------------
- /** Merges two or more scenes.
- *
- * @param dest Receives a pointer to the destination scene. If the
- * pointer doesn't point to NULL when the function is called, the
- * existing scene is cleared and refilled.
- * @param src Non-empty list of scenes to be merged. The function
- * deletes the input scenes afterwards. There may be duplicate scenes.
- * @param flags Combination of the AI_INT_MERGE_SCENE flags defined above
- */
- static void MergeScenes(aiScene** dest,std::vector<aiScene*>& src,
- unsigned int flags = 0);
-
-
- // -------------------------------------------------------------------
- /** Merges two or more scenes and attaches all sceenes to a specific
- * position in the node graph of the masteer scene.
- *
- * @param dest Receives a pointer to the destination scene. If the
- * pointer doesn't point to NULL when the function is called, the
- * existing scene is cleared and refilled.
- * @param master Master scene. It will be deleted afterwards. All
- * other scenes will be inserted in its node graph.
- * @param src Non-empty list of scenes to be merged along with their
- * corresponding attachment points in the master scene. The function
- * deletes the input scenes afterwards. There may be duplicate scenes.
- * @param flags Combination of the AI_INT_MERGE_SCENE flags defined above
- */
- static void MergeScenes(aiScene** dest, aiScene* master,
- std::vector<AttachmentInfo>& src,
- unsigned int flags = 0);
-
-
- // -------------------------------------------------------------------
- /** Merges two or more meshes
- *
- * The meshes should have equal vertex formats. Only components
- * that are provided by ALL meshes will be present in the output mesh.
- * An exception is made for VColors - they are set to black. The
- * meshes should have the same material indices, too. The output
- * material index is always the material index of the first mesh.
- *
- * @param dest Destination mesh. Must be empty.
- * @param flags Currently no parameters
- * @param begin First mesh to be processed
- * @param end Points to the mesh after the last mesh to be processed
- */
- static void MergeMeshes(aiMesh** dest,unsigned int flags,
- std::vector<aiMesh*>::const_iterator begin,
- std::vector<aiMesh*>::const_iterator end);
-
-
- // -------------------------------------------------------------------
- /** Merges two or more bones
- *
- * @param out Mesh to receive the output bone list
- * @param flags Currently no parameters
- * @param begin First mesh to be processed
- * @param end Points to the mesh after the last mesh to be processed
- */
- static void MergeBones(aiMesh* out,std::vector<aiMesh*>::const_iterator it,
- std::vector<aiMesh*>::const_iterator end);
-
-
- // -------------------------------------------------------------------
- /** Builds a list of uniquely named bones in a mesh list
- *
- * @param asBones Receives the output list
- * @param it First mesh to be processed
- * @param end Last mesh to be processed
- */
- static void BuildUniqueBoneList(std::list<BoneWithHash>& asBones,
- std::vector<aiMesh*>::const_iterator it,
- std::vector<aiMesh*>::const_iterator end);
-
- // -------------------------------------------------------------------
- /** Add a name prefix to all nodes in a scene.
- *
- * @param Current node. This function is called recursively.
- * @param prefix Prefix to be added to all nodes
- * @param len STring length
- */
- static void AddNodePrefixes(aiNode* node, const char* prefix,
- unsigned int len);
-
- // -------------------------------------------------------------------
- /** Add an offset to all mesh indices in a node graph
- *
- * @param Current node. This function is called recursively.
- * @param offset Offset to be added to all mesh indices
- */
- static void OffsetNodeMeshIndices (aiNode* node, unsigned int offset);
-
- // -------------------------------------------------------------------
- /** Attach a list of node graphs to well-defined nodes in a master
- * graph. This is a helper for MergeScenes()
- *
- * @param master Master scene
- * @param srcList List of source scenes along with their attachment
- * points. If an attachment point is NULL (or does not exist in
- * the master graph), a scene is attached to the root of the master
- * graph (as an additional child node)
- * @duplicates List of duplicates. If elem[n] == n the scene is not
- * a duplicate. Otherwise elem[n] links scene n to its first occurence.
- */
- static void AttachToGraph ( aiScene* master,
- std::vector<NodeAttachmentInfo>& srcList);
-
- static void AttachToGraph (aiNode* attach,
- std::vector<NodeAttachmentInfo>& srcList);
-
-
- // -------------------------------------------------------------------
- /** Get a deep copy of a scene
- *
- * @param dest Receives a pointer to the destination scene
- * @param src Source scene - remains unmodified.
- */
- static void CopyScene(aiScene** dest,aiScene* source);
-
-
- // -------------------------------------------------------------------
- /** Get a flat copy of a scene
- *
- * Only the first hierarchy layer is copied. All pointer members of
- * aiScene are shared by source and destination scene. If the
- * pointer doesn't point to NULL when the function is called, the
- * existing scene is cleared and refilled.
- * @param dest Receives a pointer to the destination scene
- * @param src Source scene - remains unmodified.
- */
- static void CopySceneFlat(aiScene** dest,aiScene* source);
-
-
- // -------------------------------------------------------------------
- /** Get a deep copy of a mesh
- *
- * @param dest Receives a pointer to the destination mesh
- * @param src Source mesh - remains unmodified.
- */
- static void Copy (aiMesh** dest, const aiMesh* src);
-
- // similar to Copy():
- static void Copy (aiMaterial** dest, const aiMaterial* src);
- static void Copy (aiTexture** dest, const aiTexture* src);
- static void Copy (aiAnimation** dest, const aiAnimation* src);
- static void Copy (aiCamera** dest, const aiCamera* src);
- static void Copy (aiBone** dest, const aiBone* src);
- static void Copy (aiLight** dest, const aiLight* src);
- static void Copy (aiNodeAnim** dest, const aiNodeAnim* src);
-
- // recursive, of course
- static void Copy (aiNode** dest, const aiNode* src);
+ // -------------------------------------------------------------------
+ /** Merges two or more scenes.
+ *
+ * @param dest Receives a pointer to the destination scene. If the
+ * pointer doesn't point to NULL when the function is called, the
+ * existing scene is cleared and refilled.
+ * @param src Non-empty list of scenes to be merged. The function
+ * deletes the input scenes afterwards. There may be duplicate scenes.
+ * @param flags Combination of the AI_INT_MERGE_SCENE flags defined above
+ */
+ static void MergeScenes(aiScene** dest,std::vector<aiScene*>& src,
+ unsigned int flags = 0);
+
+
+ // -------------------------------------------------------------------
+ /** Merges two or more scenes and attaches all sceenes to a specific
+ * position in the node graph of the masteer scene.
+ *
+ * @param dest Receives a pointer to the destination scene. If the
+ * pointer doesn't point to NULL when the function is called, the
+ * existing scene is cleared and refilled.
+ * @param master Master scene. It will be deleted afterwards. All
+ * other scenes will be inserted in its node graph.
+ * @param src Non-empty list of scenes to be merged along with their
+ * corresponding attachment points in the master scene. The function
+ * deletes the input scenes afterwards. There may be duplicate scenes.
+ * @param flags Combination of the AI_INT_MERGE_SCENE flags defined above
+ */
+ static void MergeScenes(aiScene** dest, aiScene* master,
+ std::vector<AttachmentInfo>& src,
+ unsigned int flags = 0);
+
+
+ // -------------------------------------------------------------------
+ /** Merges two or more meshes
+ *
+ * The meshes should have equal vertex formats. Only components
+ * that are provided by ALL meshes will be present in the output mesh.
+ * An exception is made for VColors - they are set to black. The
+ * meshes should have the same material indices, too. The output
+ * material index is always the material index of the first mesh.
+ *
+ * @param dest Destination mesh. Must be empty.
+ * @param flags Currently no parameters
+ * @param begin First mesh to be processed
+ * @param end Points to the mesh after the last mesh to be processed
+ */
+ static void MergeMeshes(aiMesh** dest,unsigned int flags,
+ std::vector<aiMesh*>::const_iterator begin,
+ std::vector<aiMesh*>::const_iterator end);
+
+
+ // -------------------------------------------------------------------
+ /** Merges two or more bones
+ *
+ * @param out Mesh to receive the output bone list
+ * @param flags Currently no parameters
+ * @param begin First mesh to be processed
+ * @param end Points to the mesh after the last mesh to be processed
+ */
+ static void MergeBones(aiMesh* out,std::vector<aiMesh*>::const_iterator it,
+ std::vector<aiMesh*>::const_iterator end);
+
+
+ // -------------------------------------------------------------------
+ /** Builds a list of uniquely named bones in a mesh list
+ *
+ * @param asBones Receives the output list
+ * @param it First mesh to be processed
+ * @param end Last mesh to be processed
+ */
+ static void BuildUniqueBoneList(std::list<BoneWithHash>& asBones,
+ std::vector<aiMesh*>::const_iterator it,
+ std::vector<aiMesh*>::const_iterator end);
+
+ // -------------------------------------------------------------------
+ /** Add a name prefix to all nodes in a scene.
+ *
+ * @param Current node. This function is called recursively.
+ * @param prefix Prefix to be added to all nodes
+ * @param len STring length
+ */
+ static void AddNodePrefixes(aiNode* node, const char* prefix,
+ unsigned int len);
+
+ // -------------------------------------------------------------------
+ /** Add an offset to all mesh indices in a node graph
+ *
+ * @param Current node. This function is called recursively.
+ * @param offset Offset to be added to all mesh indices
+ */
+ static void OffsetNodeMeshIndices (aiNode* node, unsigned int offset);
+
+ // -------------------------------------------------------------------
+ /** Attach a list of node graphs to well-defined nodes in a master
+ * graph. This is a helper for MergeScenes()
+ *
+ * @param master Master scene
+ * @param srcList List of source scenes along with their attachment
+ * points. If an attachment point is NULL (or does not exist in
+ * the master graph), a scene is attached to the root of the master
+ * graph (as an additional child node)
+ * @duplicates List of duplicates. If elem[n] == n the scene is not
+ * a duplicate. Otherwise elem[n] links scene n to its first occurence.
+ */
+ static void AttachToGraph ( aiScene* master,
+ std::vector<NodeAttachmentInfo>& srcList);
+
+ static void AttachToGraph (aiNode* attach,
+ std::vector<NodeAttachmentInfo>& srcList);
+
+
+ // -------------------------------------------------------------------
+ /** Get a deep copy of a scene
+ *
+ * @param dest Receives a pointer to the destination scene
+ * @param src Source scene - remains unmodified.
+ */
+ static void CopyScene(aiScene** dest,const aiScene* source,bool allocate = true);
+
+
+ // -------------------------------------------------------------------
+ /** Get a flat copy of a scene
+ *
+ * Only the first hierarchy layer is copied. All pointer members of
+ * aiScene are shared by source and destination scene. If the
+ * pointer doesn't point to NULL when the function is called, the
+ * existing scene is cleared and refilled.
+ * @param dest Receives a pointer to the destination scene
+ * @param src Source scene - remains unmodified.
+ */
+ static void CopySceneFlat(aiScene** dest,const aiScene* source);
+
+
+ // -------------------------------------------------------------------
+ /** Get a deep copy of a mesh
+ *
+ * @param dest Receives a pointer to the destination mesh
+ * @param src Source mesh - remains unmodified.
+ */
+ static void Copy (aiMesh** dest, const aiMesh* src);
+
+ // similar to Copy():
+ static void Copy (aiMaterial** dest, const aiMaterial* src);
+ static void Copy (aiTexture** dest, const aiTexture* src);
+ static void Copy (aiAnimation** dest, const aiAnimation* src);
+ static void Copy (aiCamera** dest, const aiCamera* src);
+ static void Copy (aiBone** dest, const aiBone* src);
+ static void Copy (aiLight** dest, const aiLight* src);
+ static void Copy (aiNodeAnim** dest, const aiNodeAnim* src);
+
+ // recursive, of course
+ static void Copy (aiNode** dest, const aiNode* src);
private:
- // -------------------------------------------------------------------
- // Same as AddNodePrefixes, but with an additional check
- static void AddNodePrefixesChecked(aiNode* node, const char* prefix,
- unsigned int len,
- std::vector<SceneHelper>& input,
- unsigned int cur);
+ // -------------------------------------------------------------------
+ // Same as AddNodePrefixes, but with an additional check
+ static void AddNodePrefixesChecked(aiNode* node, const char* prefix,
+ unsigned int len,
+ std::vector<SceneHelper>& input,
+ unsigned int cur);
- // -------------------------------------------------------------------
- // Add node identifiers to a hashing set
- static void AddNodeHashes(aiNode* node, std::set<unsigned int>& hashes);
+ // -------------------------------------------------------------------
+ // Add node identifiers to a hashing set
+ static void AddNodeHashes(aiNode* node, std::set<unsigned int>& hashes);
- // -------------------------------------------------------------------
- // Search for duplicate names
- static bool FindNameMatch(const aiString& name,
- std::vector<SceneHelper>& input, unsigned int cur);
+ // -------------------------------------------------------------------
+ // Search for duplicate names
+ static bool FindNameMatch(const aiString& name,
+ std::vector<SceneHelper>& input, unsigned int cur);
};
}
diff --git a/src/3rdparty/assimp/code/ScenePreprocessor.cpp b/src/3rdparty/assimp/code/ScenePreprocessor.cpp
index e7a83c512..f2433b7af 100644
--- a/src/3rdparty/assimp/code/ScenePreprocessor.cpp
+++ b/src/3rdparty/assimp/code/ScenePreprocessor.cpp
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -46,236 +46,213 @@ using namespace Assimp;
// ---------------------------------------------------------------------------------------------
void ScenePreprocessor::ProcessScene ()
{
- ai_assert(scene != NULL);
-
- // Process all meshes
- for (unsigned int i = 0; i < scene->mNumMeshes;++i)
- ProcessMesh(scene->mMeshes[i]);
-
- // - nothing to do for nodes for the moment
- // - nothing to do for textures for the moment
- // - nothing to do for lights for the moment
- // - nothing to do for cameras for the moment
-
- // Process all animations
- for (unsigned int i = 0; i < scene->mNumAnimations;++i)
- ProcessAnimation(scene->mAnimations[i]);
-
- // Generate a default material if none was specified
- if (!scene->mNumMaterials && scene->mNumMeshes) {
- scene->mMaterials = new aiMaterial*[2];
- MaterialHelper* helper;
-
- aiString name;
-
- // Check whether there are meshes with at least one set of uv coordinates ... add a dummy texture for them
- // meshes without texture coordinates receive a boring gray default material.
- unsigned int mat0 = 0xffffffff, mat1 = 0xffffffff;
- for (unsigned int i = 0; i < scene->mNumMeshes;++i) {
- if (scene->mMeshes[i]->mTextureCoords[0]) {
-
- if (mat0 == 0xffffffff) {
-
- scene->mMaterials[scene->mNumMaterials] = helper = new MaterialHelper();
- name.Set("$texture.png");
- helper->AddProperty(&name,AI_MATKEY_TEXTURE_DIFFUSE(0));
-
- name.Set(AI_DEFAULT_TEXTURED_MATERIAL_NAME);
- helper->AddProperty(&name,AI_MATKEY_NAME);
-
- mat0 = scene->mNumMaterials++;
- DefaultLogger::get()->debug("ScenePreprocessor: Adding textured material \'" AI_DEFAULT_TEXTURED_MATERIAL_NAME "\'");
- }
- scene->mMeshes[i]->mMaterialIndex = mat0;
- }
- else
- {
- if (mat1 == 0xffffffff) {
-
- scene->mMaterials[scene->mNumMaterials] = helper = new MaterialHelper();
- aiColor3D clr(0.6f,0.6f,0.6f);
- helper->AddProperty(&clr,1,AI_MATKEY_COLOR_DIFFUSE);
-
- // setup the default name
- name.Set(AI_DEFAULT_MATERIAL_NAME);
- helper->AddProperty(&name,AI_MATKEY_NAME);
-
- mat1 = scene->mNumMaterials++;
- DefaultLogger::get()->debug("ScenePreprocessor: Adding grey material \'" AI_DEFAULT_MATERIAL_NAME "\'");
- }
- scene->mMeshes[i]->mMaterialIndex = mat1;
- }
- }
- }
+ ai_assert(scene != NULL);
+
+ // Process all meshes
+ for (unsigned int i = 0; i < scene->mNumMeshes;++i)
+ ProcessMesh(scene->mMeshes[i]);
+
+ // - nothing to do for nodes for the moment
+ // - nothing to do for textures for the moment
+ // - nothing to do for lights for the moment
+ // - nothing to do for cameras for the moment
+
+ // Process all animations
+ for (unsigned int i = 0; i < scene->mNumAnimations;++i)
+ ProcessAnimation(scene->mAnimations[i]);
+
+ // Generate a default material if none was specified
+ if (!scene->mNumMaterials && scene->mNumMeshes) {
+ scene->mMaterials = new aiMaterial*[2];
+ aiMaterial* helper;
+
+ aiString name;
+
+ scene->mMaterials[scene->mNumMaterials] = helper = new aiMaterial();
+ aiColor3D clr(0.6f,0.6f,0.6f);
+ helper->AddProperty(&clr,1,AI_MATKEY_COLOR_DIFFUSE);
+
+ // setup the default name to make this material identifyable
+ name.Set(AI_DEFAULT_MATERIAL_NAME);
+ helper->AddProperty(&name,AI_MATKEY_NAME);
+
+ DefaultLogger::get()->debug("ScenePreprocessor: Adding default material \'" AI_DEFAULT_MATERIAL_NAME "\'");
+
+ for (unsigned int i = 0; i < scene->mNumMeshes;++i) {
+ scene->mMeshes[i]->mMaterialIndex = scene->mNumMaterials;
+ }
+
+ scene->mNumMaterials++;
+ }
}
// ---------------------------------------------------------------------------------------------
void ScenePreprocessor::ProcessMesh (aiMesh* mesh)
{
- // If aiMesh::mNumUVComponents is *not* set assign the default value of 2
- for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
- if (!mesh->mTextureCoords[i])
- mesh->mNumUVComponents[i] = 0;
-
- else {
- if ( !mesh->mNumUVComponents[i])
- mesh->mNumUVComponents[i] = 2;
-
- aiVector3D* p = mesh->mTextureCoords[i], *end = p+mesh->mNumVertices;
-
- // Ensure unsued components are zeroed. This will make 1D texture channels work
- // as if they were 2D channels .. just in case an application doesn't handle
- // this case
- if (2 == mesh->mNumUVComponents[i]) {
- for (; p != end; ++p)
- p->z = 0.f;
- }
- else if (1 == mesh->mNumUVComponents[i]) {
- for (; p != end; ++p)
- p->z = p->y = 0.f;
- }
- else if (3 == mesh->mNumUVComponents[i]) {
-
- // Really 3D coordinates? Check whether the third coordinate is != 0 for at least one element
- for (; p != end; ++p) {
- if (p->z != 0)
- break;
- }
- if (p == end) {
- DefaultLogger::get()->warn("ScenePreprocessor: UVs are declared to be 3D but they're obviously not. Reverting to 2D.");
- mesh->mNumUVComponents[i] = 2;
- }
- }
- }
- }
-
- // If the information which primitive types are there in the
- // mesh is currently not available, compute it.
- if (!mesh->mPrimitiveTypes) {
- for (unsigned int a = 0; a < mesh->mNumFaces; ++a) {
- aiFace& face = mesh->mFaces[a];
- switch (face.mNumIndices)
- {
- case 3u:
- mesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
- break;
-
- case 2u:
- mesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
- break;
-
- case 1u:
- mesh->mPrimitiveTypes |= aiPrimitiveType_POINT;
- break;
-
- default:
- mesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
- break;
- }
- }
- }
-
- // If tangents and normals are given but no bitangents compute them
- if (mesh->mTangents && mesh->mNormals && !mesh->mBitangents) {
-
- mesh->mBitangents = new aiVector3D[mesh->mNumVertices];
- for (unsigned int i = 0; i < mesh->mNumVertices;++i) {
- mesh->mBitangents[i] = mesh->mNormals[i] ^ mesh->mTangents[i];
- }
- }
+ // If aiMesh::mNumUVComponents is *not* set assign the default value of 2
+ for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
+ if (!mesh->mTextureCoords[i])
+ mesh->mNumUVComponents[i] = 0;
+
+ else {
+ if( !mesh->mNumUVComponents[i])
+ mesh->mNumUVComponents[i] = 2;
+
+ aiVector3D* p = mesh->mTextureCoords[i], *end = p+mesh->mNumVertices;
+
+ // Ensure unsued components are zeroed. This will make 1D texture channels work
+ // as if they were 2D channels .. just in case an application doesn't handle
+ // this case
+ if (2 == mesh->mNumUVComponents[i]) {
+ for (; p != end; ++p)
+ p->z = 0.f;
+ }
+ else if (1 == mesh->mNumUVComponents[i]) {
+ for (; p != end; ++p)
+ p->z = p->y = 0.f;
+ }
+ else if (3 == mesh->mNumUVComponents[i]) {
+
+ // Really 3D coordinates? Check whether the third coordinate is != 0 for at least one element
+ for (; p != end; ++p) {
+ if (p->z != 0)
+ break;
+ }
+ if (p == end) {
+ DefaultLogger::get()->warn("ScenePreprocessor: UVs are declared to be 3D but they're obviously not. Reverting to 2D.");
+ mesh->mNumUVComponents[i] = 2;
+ }
+ }
+ }
+ }
+
+ // If the information which primitive types are there in the
+ // mesh is currently not available, compute it.
+ if (!mesh->mPrimitiveTypes) {
+ for (unsigned int a = 0; a < mesh->mNumFaces; ++a) {
+ aiFace& face = mesh->mFaces[a];
+ switch (face.mNumIndices)
+ {
+ case 3u:
+ mesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
+ break;
+
+ case 2u:
+ mesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
+ break;
+
+ case 1u:
+ mesh->mPrimitiveTypes |= aiPrimitiveType_POINT;
+ break;
+
+ default:
+ mesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
+ break;
+ }
+ }
+ }
+
+ // If tangents and normals are given but no bitangents compute them
+ if (mesh->mTangents && mesh->mNormals && !mesh->mBitangents) {
+
+ mesh->mBitangents = new aiVector3D[mesh->mNumVertices];
+ for (unsigned int i = 0; i < mesh->mNumVertices;++i) {
+ mesh->mBitangents[i] = mesh->mNormals[i] ^ mesh->mTangents[i];
+ }
+ }
}
// ---------------------------------------------------------------------------------------------
void ScenePreprocessor::ProcessAnimation (aiAnimation* anim)
{
- double first = 10e10, last = -10e10;
- for (unsigned int i = 0; i < anim->mNumChannels;++i) {
- aiNodeAnim* channel = anim->mChannels[i];
-
- /* If the exact duration of the animation is not given
- * compute it now.
- */
- if (anim->mDuration == -1.) {
-
- // Position keys
- for (unsigned int i = 0; i < channel->mNumPositionKeys;++i) {
- aiVectorKey& key = channel->mPositionKeys[i];
- first = std::min (first, key.mTime);
- last = std::max (last, key.mTime);
- }
-
- // Scaling keys
- for (unsigned int i = 0; i < channel->mNumScalingKeys;++i) {
- aiVectorKey& key = channel->mScalingKeys[i];
- first = std::min (first, key.mTime);
- last = std::max (last, key.mTime);
- }
-
- // Rotation keys
- for (unsigned int i = 0; i < channel->mNumRotationKeys;++i) {
- aiQuatKey& key = channel->mRotationKeys[i];
- first = std::min (first, key.mTime);
- last = std::max (last, key.mTime);
- }
- }
-
- /* Check whether the animation channel has no rotation
- * or position tracks. In this case we generate a dummy
- * track from the information we have in the transformation
- * matrix of the corresponding node.
- */
- if (!channel->mNumRotationKeys || !channel->mNumPositionKeys || !channel->mNumScalingKeys) {
- // Find the node that belongs to this animation
- aiNode* node = scene->mRootNode->FindNode(channel->mNodeName);
- if (node) // ValidateDS will complain later if 'node' is NULL
- {
- // Decompose the transformation matrix of the node
- aiVector3D scaling, position;
- aiQuaternion rotation;
-
- node->mTransformation.Decompose(scaling, rotation,position);
-
- // No rotation keys? Generate a dummy track
- if (!channel->mNumRotationKeys) {
- channel->mNumRotationKeys = 1;
- channel->mRotationKeys = new aiQuatKey[1];
- aiQuatKey& q = channel->mRotationKeys[0];
-
- q.mTime = 0.;
- q.mValue = rotation;
-
- DefaultLogger::get()->debug("ScenePreprocessor: Dummy rotation track has been generated");
- }
-
- // No scaling keys? Generate a dummy track
- if (!channel->mNumScalingKeys) {
- channel->mNumScalingKeys = 1;
- channel->mScalingKeys = new aiVectorKey[1];
- aiVectorKey& q = channel->mScalingKeys[0];
-
- q.mTime = 0.;
- q.mValue = scaling;
-
- DefaultLogger::get()->debug("ScenePreprocessor: Dummy scaling track has been generated");
- }
-
- // No position keys? Generate a dummy track
- if (!channel->mNumPositionKeys) {
- channel->mNumPositionKeys = 1;
- channel->mPositionKeys = new aiVectorKey[1];
- aiVectorKey& q = channel->mPositionKeys[0];
-
- q.mTime = 0.;
- q.mValue = position;
-
- DefaultLogger::get()->debug("ScenePreprocessor: Dummy position track has been generated");
- }
- }
- }
- }
-
- if (anim->mDuration == -1.) {
- DefaultLogger::get()->debug("ScenePreprocessor: Setting animation duration");
- anim->mDuration = last - std::min( first, 0. );
- }
+ double first = 10e10, last = -10e10;
+ for (unsigned int i = 0; i < anim->mNumChannels;++i) {
+ aiNodeAnim* channel = anim->mChannels[i];
+
+ /* If the exact duration of the animation is not given
+ * compute it now.
+ */
+ if (anim->mDuration == -1.) {
+
+ // Position keys
+ for (unsigned int i = 0; i < channel->mNumPositionKeys;++i) {
+ aiVectorKey& key = channel->mPositionKeys[i];
+ first = std::min (first, key.mTime);
+ last = std::max (last, key.mTime);
+ }
+
+ // Scaling keys
+ for (unsigned int i = 0; i < channel->mNumScalingKeys;++i) {
+ aiVectorKey& key = channel->mScalingKeys[i];
+ first = std::min (first, key.mTime);
+ last = std::max (last, key.mTime);
+ }
+
+ // Rotation keys
+ for (unsigned int i = 0; i < channel->mNumRotationKeys;++i) {
+ aiQuatKey& key = channel->mRotationKeys[i];
+ first = std::min (first, key.mTime);
+ last = std::max (last, key.mTime);
+ }
+ }
+
+ /* Check whether the animation channel has no rotation
+ * or position tracks. In this case we generate a dummy
+ * track from the information we have in the transformation
+ * matrix of the corresponding node.
+ */
+ if (!channel->mNumRotationKeys || !channel->mNumPositionKeys || !channel->mNumScalingKeys) {
+ // Find the node that belongs to this animation
+ aiNode* node = scene->mRootNode->FindNode(channel->mNodeName);
+ if (node) // ValidateDS will complain later if 'node' is NULL
+ {
+ // Decompose the transformation matrix of the node
+ aiVector3D scaling, position;
+ aiQuaternion rotation;
+
+ node->mTransformation.Decompose(scaling, rotation,position);
+
+ // No rotation keys? Generate a dummy track
+ if (!channel->mNumRotationKeys) {
+ channel->mNumRotationKeys = 1;
+ channel->mRotationKeys = new aiQuatKey[1];
+ aiQuatKey& q = channel->mRotationKeys[0];
+
+ q.mTime = 0.;
+ q.mValue = rotation;
+
+ DefaultLogger::get()->debug("ScenePreprocessor: Dummy rotation track has been generated");
+ }
+
+ // No scaling keys? Generate a dummy track
+ if (!channel->mNumScalingKeys) {
+ channel->mNumScalingKeys = 1;
+ channel->mScalingKeys = new aiVectorKey[1];
+ aiVectorKey& q = channel->mScalingKeys[0];
+
+ q.mTime = 0.;
+ q.mValue = scaling;
+
+ DefaultLogger::get()->debug("ScenePreprocessor: Dummy scaling track has been generated");
+ }
+
+ // No position keys? Generate a dummy track
+ if (!channel->mNumPositionKeys) {
+ channel->mNumPositionKeys = 1;
+ channel->mPositionKeys = new aiVectorKey[1];
+ aiVectorKey& q = channel->mPositionKeys[0];
+
+ q.mTime = 0.;
+ q.mValue = position;
+
+ DefaultLogger::get()->debug("ScenePreprocessor: Dummy position track has been generated");
+ }
+ }
+ }
+ }
+
+ if (anim->mDuration == -1.) {
+ DefaultLogger::get()->debug("ScenePreprocessor: Setting animation duration");
+ anim->mDuration = last - std::min( first, 0. );
+ }
}
diff --git a/src/3rdparty/assimp/code/ScenePreprocessor.h b/src/3rdparty/assimp/code/ScenePreprocessor.h
index 862544699..a24c652dd 100644
--- a/src/3rdparty/assimp/code/ScenePreprocessor.h
+++ b/src/3rdparty/assimp/code/ScenePreprocessor.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -44,7 +44,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#define AI_SCENE_PREPROCESSOR_H_INC
class ScenePreprocessorTest;
-namespace Assimp {
+namespace Assimp {
// ----------------------------------------------------------------------------------
/** ScenePreprocessor: Preprocess a scene before any post-processing
@@ -54,60 +54,60 @@ namespace Assimp {
* importer, such as aiMesh::mPrimitiveTypes.
*/
// ----------------------------------------------------------------------------------
-class ASSIMP_API ScenePreprocessor
+class ScenePreprocessor
{
- // Make ourselves a friend of the corresponding test unit.
- friend class ::ScenePreprocessorTest;
+ // Make ourselves a friend of the corresponding test unit.
+ friend class ::ScenePreprocessorTest;
public:
- // ----------------------------------------------------------------
- /** Default c'tpr. Use SetScene() to assign a scene to the object.
- */
- ScenePreprocessor()
- : scene (NULL)
- {}
-
- /** Constructs the object and assigns a specific scene to it
- */
- ScenePreprocessor(aiScene* _scene)
- : scene (_scene)
- {}
-
- // ----------------------------------------------------------------
- /** Assign a (new) scene to the object.
- *
- * One 'SceneProcessor' can be used for multiple scenes.
- * Call ProcessScene to have the scene preprocessed.
- * @param sc Scene to be processed.
- */
- void SetScene (aiScene* sc) {
- scene = sc;
- }
-
- // ----------------------------------------------------------------
- /** Preprocess the current scene
- */
- void ProcessScene ();
+ // ----------------------------------------------------------------
+ /** Default c'tpr. Use SetScene() to assign a scene to the object.
+ */
+ ScenePreprocessor()
+ : scene (NULL)
+ {}
+
+ /** Constructs the object and assigns a specific scene to it
+ */
+ ScenePreprocessor(aiScene* _scene)
+ : scene (_scene)
+ {}
+
+ // ----------------------------------------------------------------
+ /** Assign a (new) scene to the object.
+ *
+ * One 'SceneProcessor' can be used for multiple scenes.
+ * Call ProcessScene to have the scene preprocessed.
+ * @param sc Scene to be processed.
+ */
+ void SetScene (aiScene* sc) {
+ scene = sc;
+ }
+
+ // ----------------------------------------------------------------
+ /** Preprocess the current scene
+ */
+ void ProcessScene ();
protected:
- // ----------------------------------------------------------------
- /** Preprocess an animation in the scene
- * @param anim Anim to be preprocessed.
- */
- void ProcessAnimation (aiAnimation* anim);
-
-
- // ----------------------------------------------------------------
- /** Preprocess a mesh in the scene
- * @param mesh Mesh to be preprocessed.
- */
- void ProcessMesh (aiMesh* mesh);
+ // ----------------------------------------------------------------
+ /** Preprocess an animation in the scene
+ * @param anim Anim to be preprocessed.
+ */
+ void ProcessAnimation (aiAnimation* anim);
+
+
+ // ----------------------------------------------------------------
+ /** Preprocess a mesh in the scene
+ * @param mesh Mesh to be preprocessed.
+ */
+ void ProcessMesh (aiMesh* mesh);
protected:
- //! Scene we're currently working on
- aiScene* scene;
+ //! Scene we're currently working on
+ aiScene* scene;
};
diff --git a/src/3rdparty/assimp/code/ScenePrivate.h b/src/3rdparty/assimp/code/ScenePrivate.h
new file mode 100644
index 000000000..e8c3c3793
--- /dev/null
+++ b/src/3rdparty/assimp/code/ScenePrivate.h
@@ -0,0 +1,77 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+/** @file Stuff to deal with aiScene::mPrivate
+ */
+#ifndef AI_SCENEPRIVATE_H_INCLUDED
+#define AI_SCENEPRIVATE_H_INCLUDED
+
+
+namespace Assimp {
+
+ class Importer;
+
+struct ScenePrivateData {
+
+ ScenePrivateData()
+ : mOrigImporter()
+ , mPPStepsApplied()
+ {}
+
+ // Importer that originally loaded the scene though the C-API
+ // If set, this object is owned by this private data instance.
+ Assimp::Importer* mOrigImporter;
+
+ // List of postprocessing steps already applied to the scene.
+ unsigned int mPPStepsApplied;
+};
+
+// Access private data stored in the scene
+inline ScenePrivateData* ScenePriv(aiScene* in) {
+ return static_cast<ScenePrivateData*>(in->mPrivate);
+}
+
+inline const ScenePrivateData* ScenePriv(const aiScene* in) {
+ return static_cast<const ScenePrivateData*>(in->mPrivate);
+}
+
+}
+
+#endif
diff --git a/src/3rdparty/assimp/code/SkeletonMeshBuilder.cpp b/src/3rdparty/assimp/code/SkeletonMeshBuilder.cpp
index 409474523..242c59613 100644
--- a/src/3rdparty/assimp/code/SkeletonMeshBuilder.cpp
+++ b/src/3rdparty/assimp/code/SkeletonMeshBuilder.cpp
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,248 +18,250 @@ copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
-written permission of the ASSIMP Development Team.
+written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file SkeletonMeshBuilder.cpp
- * @brief Implementation of a little class to construct a dummy mesh for a skeleton
+ * @brief Implementation of a little class to construct a dummy mesh for a skeleton
*/
#include "AssimpPCH.h"
-#include "../include/aiScene.h"
+#include "../include/assimp/scene.h"
#include "SkeletonMeshBuilder.h"
using namespace Assimp;
// ------------------------------------------------------------------------------------------------
-// The constructor processes the given scene and adds a mesh there.
-SkeletonMeshBuilder::SkeletonMeshBuilder( aiScene* pScene, aiNode* root, bool bKnobsOnly) : mKnobsOnly(bKnobsOnly)
+// The constructor processes the given scene and adds a mesh there.
+SkeletonMeshBuilder::SkeletonMeshBuilder( aiScene* pScene, aiNode* root, bool bKnobsOnly)
{
- // nothing to do if there's mesh data already present at the scene
- if ( pScene->mNumMeshes > 0 || pScene->mRootNode == NULL)
- return;
-
- if (!root)
- root = pScene->mRootNode;
-
- // build some faces around each node
- CreateGeometry( root );
-
- // create a mesh to hold all the generated faces
- pScene->mNumMeshes = 1;
- pScene->mMeshes = new aiMesh*[1];
- pScene->mMeshes[0] = CreateMesh();
- // and install it at the root node
- root->mNumMeshes = 1;
- root->mMeshes = new unsigned int[1];
- root->mMeshes[0] = 0;
-
- // create a dummy material for the mesh
- pScene->mNumMaterials = 1;
- pScene->mMaterials = new aiMaterial*[1];
- pScene->mMaterials[0] = CreateMaterial();
+ // nothing to do if there's mesh data already present at the scene
+ if( pScene->mNumMeshes > 0 || pScene->mRootNode == NULL)
+ return;
+
+ if (!root)
+ root = pScene->mRootNode;
+
+ mKnobsOnly = bKnobsOnly;
+
+ // build some faces around each node
+ CreateGeometry( root );
+
+ // create a mesh to hold all the generated faces
+ pScene->mNumMeshes = 1;
+ pScene->mMeshes = new aiMesh*[1];
+ pScene->mMeshes[0] = CreateMesh();
+ // and install it at the root node
+ root->mNumMeshes = 1;
+ root->mMeshes = new unsigned int[1];
+ root->mMeshes[0] = 0;
+
+ // create a dummy material for the mesh
+ pScene->mNumMaterials = 1;
+ pScene->mMaterials = new aiMaterial*[1];
+ pScene->mMaterials[0] = CreateMaterial();
}
// ------------------------------------------------------------------------------------------------
-// Recursively builds a simple mesh representation for the given node
+// Recursively builds a simple mesh representation for the given node
void SkeletonMeshBuilder::CreateGeometry( const aiNode* pNode)
{
- // add a joint entry for the node.
- const unsigned int vertexStartIndex = mVertices.size();
-
- // now build the geometry.
- if ( pNode->mNumChildren > 0 && !mKnobsOnly)
- {
- // If the node has children, we build little pointers to each of them
- for ( unsigned int a = 0; a < pNode->mNumChildren; a++)
- {
- // find a suitable coordinate system
- const aiMatrix4x4& childTransform = pNode->mChildren[a]->mTransformation;
- aiVector3D childpos( childTransform.a4, childTransform.b4, childTransform.c4);
- float distanceToChild = childpos.Length();
- if ( distanceToChild < 0.0001f)
- continue;
- aiVector3D up = aiVector3D( childpos).Normalize();
-
- aiVector3D orth( 1.0f, 0.0f, 0.0f);
- if ( fabs( orth * up) > 0.99f)
- orth.Set( 0.0f, 1.0f, 0.0f);
-
- aiVector3D front = (up ^ orth).Normalize();
- aiVector3D side = (front ^ up).Normalize();
-
- unsigned int localVertexStart = mVertices.size();
- mVertices.push_back( -front * distanceToChild * 0.1f);
- mVertices.push_back( childpos);
- mVertices.push_back( -side * distanceToChild * 0.1f);
- mVertices.push_back( -side * distanceToChild * 0.1f);
- mVertices.push_back( childpos);
- mVertices.push_back( front * distanceToChild * 0.1f);
- mVertices.push_back( front * distanceToChild * 0.1f);
- mVertices.push_back( childpos);
- mVertices.push_back( side * distanceToChild * 0.1f);
- mVertices.push_back( side * distanceToChild * 0.1f);
- mVertices.push_back( childpos);
- mVertices.push_back( -front * distanceToChild * 0.1f);
-
- mFaces.push_back( Face( localVertexStart + 0, localVertexStart + 1, localVertexStart + 2));
- mFaces.push_back( Face( localVertexStart + 3, localVertexStart + 4, localVertexStart + 5));
- mFaces.push_back( Face( localVertexStart + 6, localVertexStart + 7, localVertexStart + 8));
- mFaces.push_back( Face( localVertexStart + 9, localVertexStart + 10, localVertexStart + 11));
- }
- }
- else
- {
- // if the node has no children, it's an end node. Put a little knob there instead
- aiVector3D ownpos( pNode->mTransformation.a4, pNode->mTransformation.b4, pNode->mTransformation.c4);
- float sizeEstimate = ownpos.Length() * 0.18f;
-
- mVertices.push_back( aiVector3D( -sizeEstimate, 0.0f, 0.0f));
- mVertices.push_back( aiVector3D( 0.0f, sizeEstimate, 0.0f));
- mVertices.push_back( aiVector3D( 0.0f, 0.0f, -sizeEstimate));
- mVertices.push_back( aiVector3D( 0.0f, sizeEstimate, 0.0f));
- mVertices.push_back( aiVector3D( sizeEstimate, 0.0f, 0.0f));
- mVertices.push_back( aiVector3D( 0.0f, 0.0f, -sizeEstimate));
- mVertices.push_back( aiVector3D( sizeEstimate, 0.0f, 0.0f));
- mVertices.push_back( aiVector3D( 0.0f, -sizeEstimate, 0.0f));
- mVertices.push_back( aiVector3D( 0.0f, 0.0f, -sizeEstimate));
- mVertices.push_back( aiVector3D( 0.0f, -sizeEstimate, 0.0f));
- mVertices.push_back( aiVector3D( -sizeEstimate, 0.0f, 0.0f));
- mVertices.push_back( aiVector3D( 0.0f, 0.0f, -sizeEstimate));
-
- mVertices.push_back( aiVector3D( -sizeEstimate, 0.0f, 0.0f));
- mVertices.push_back( aiVector3D( 0.0f, 0.0f, sizeEstimate));
- mVertices.push_back( aiVector3D( 0.0f, sizeEstimate, 0.0f));
- mVertices.push_back( aiVector3D( 0.0f, sizeEstimate, 0.0f));
- mVertices.push_back( aiVector3D( 0.0f, 0.0f, sizeEstimate));
- mVertices.push_back( aiVector3D( sizeEstimate, 0.0f, 0.0f));
- mVertices.push_back( aiVector3D( sizeEstimate, 0.0f, 0.0f));
- mVertices.push_back( aiVector3D( 0.0f, 0.0f, sizeEstimate));
- mVertices.push_back( aiVector3D( 0.0f, -sizeEstimate, 0.0f));
- mVertices.push_back( aiVector3D( 0.0f, -sizeEstimate, 0.0f));
- mVertices.push_back( aiVector3D( 0.0f, 0.0f, sizeEstimate));
- mVertices.push_back( aiVector3D( -sizeEstimate, 0.0f, 0.0f));
-
- mFaces.push_back( Face( vertexStartIndex + 0, vertexStartIndex + 1, vertexStartIndex + 2));
- mFaces.push_back( Face( vertexStartIndex + 3, vertexStartIndex + 4, vertexStartIndex + 5));
- mFaces.push_back( Face( vertexStartIndex + 6, vertexStartIndex + 7, vertexStartIndex + 8));
- mFaces.push_back( Face( vertexStartIndex + 9, vertexStartIndex + 10, vertexStartIndex + 11));
- mFaces.push_back( Face( vertexStartIndex + 12, vertexStartIndex + 13, vertexStartIndex + 14));
- mFaces.push_back( Face( vertexStartIndex + 15, vertexStartIndex + 16, vertexStartIndex + 17));
- mFaces.push_back( Face( vertexStartIndex + 18, vertexStartIndex + 19, vertexStartIndex + 20));
- mFaces.push_back( Face( vertexStartIndex + 21, vertexStartIndex + 22, vertexStartIndex + 23));
- }
-
- unsigned int numVertices = mVertices.size() - vertexStartIndex;
- if ( numVertices > 0)
- {
- // create a bone affecting all the newly created vertices
- aiBone* bone = new aiBone;
- mBones.push_back( bone);
- bone->mName = pNode->mName;
-
- // calculate the bone offset matrix by concatenating the inverse transformations of all parents
- bone->mOffsetMatrix = aiMatrix4x4( pNode->mTransformation).Inverse();
- for ( aiNode* parent = pNode->mParent; parent != NULL; parent = parent->mParent)
- bone->mOffsetMatrix = aiMatrix4x4( parent->mTransformation).Inverse() * bone->mOffsetMatrix;
-
- // add all the vertices to the bone's influences
- bone->mNumWeights = numVertices;
- bone->mWeights = new aiVertexWeight[numVertices];
- for ( unsigned int a = 0; a < numVertices; a++)
- bone->mWeights[a] = aiVertexWeight( vertexStartIndex + a, 1.0f);
-
- // HACK: (thom) transform all vertices to the bone's local space. Should be done before adding
- // them to the array, but I'm tired now and I'm annoyed.
- aiMatrix4x4 boneToMeshTransform = aiMatrix4x4( bone->mOffsetMatrix).Inverse();
- for ( unsigned int a = vertexStartIndex; a < mVertices.size(); a++)
- mVertices[a] = boneToMeshTransform * mVertices[a];
- }
-
- // and finally recurse into the children list
- for ( unsigned int a = 0; a < pNode->mNumChildren; a++)
- CreateGeometry( pNode->mChildren[a]);
+ // add a joint entry for the node.
+ const unsigned int vertexStartIndex = mVertices.size();
+
+ // now build the geometry.
+ if( pNode->mNumChildren > 0 && !mKnobsOnly)
+ {
+ // If the node has children, we build little pointers to each of them
+ for( unsigned int a = 0; a < pNode->mNumChildren; a++)
+ {
+ // find a suitable coordinate system
+ const aiMatrix4x4& childTransform = pNode->mChildren[a]->mTransformation;
+ aiVector3D childpos( childTransform.a4, childTransform.b4, childTransform.c4);
+ float distanceToChild = childpos.Length();
+ if( distanceToChild < 0.0001f)
+ continue;
+ aiVector3D up = aiVector3D( childpos).Normalize();
+
+ aiVector3D orth( 1.0f, 0.0f, 0.0f);
+ if( fabs( orth * up) > 0.99f)
+ orth.Set( 0.0f, 1.0f, 0.0f);
+
+ aiVector3D front = (up ^ orth).Normalize();
+ aiVector3D side = (front ^ up).Normalize();
+
+ unsigned int localVertexStart = mVertices.size();
+ mVertices.push_back( -front * distanceToChild * 0.1f);
+ mVertices.push_back( childpos);
+ mVertices.push_back( -side * distanceToChild * 0.1f);
+ mVertices.push_back( -side * distanceToChild * 0.1f);
+ mVertices.push_back( childpos);
+ mVertices.push_back( front * distanceToChild * 0.1f);
+ mVertices.push_back( front * distanceToChild * 0.1f);
+ mVertices.push_back( childpos);
+ mVertices.push_back( side * distanceToChild * 0.1f);
+ mVertices.push_back( side * distanceToChild * 0.1f);
+ mVertices.push_back( childpos);
+ mVertices.push_back( -front * distanceToChild * 0.1f);
+
+ mFaces.push_back( Face( localVertexStart + 0, localVertexStart + 1, localVertexStart + 2));
+ mFaces.push_back( Face( localVertexStart + 3, localVertexStart + 4, localVertexStart + 5));
+ mFaces.push_back( Face( localVertexStart + 6, localVertexStart + 7, localVertexStart + 8));
+ mFaces.push_back( Face( localVertexStart + 9, localVertexStart + 10, localVertexStart + 11));
+ }
+ }
+ else
+ {
+ // if the node has no children, it's an end node. Put a little knob there instead
+ aiVector3D ownpos( pNode->mTransformation.a4, pNode->mTransformation.b4, pNode->mTransformation.c4);
+ float sizeEstimate = ownpos.Length() * 0.18f;
+
+ mVertices.push_back( aiVector3D( -sizeEstimate, 0.0f, 0.0f));
+ mVertices.push_back( aiVector3D( 0.0f, sizeEstimate, 0.0f));
+ mVertices.push_back( aiVector3D( 0.0f, 0.0f, -sizeEstimate));
+ mVertices.push_back( aiVector3D( 0.0f, sizeEstimate, 0.0f));
+ mVertices.push_back( aiVector3D( sizeEstimate, 0.0f, 0.0f));
+ mVertices.push_back( aiVector3D( 0.0f, 0.0f, -sizeEstimate));
+ mVertices.push_back( aiVector3D( sizeEstimate, 0.0f, 0.0f));
+ mVertices.push_back( aiVector3D( 0.0f, -sizeEstimate, 0.0f));
+ mVertices.push_back( aiVector3D( 0.0f, 0.0f, -sizeEstimate));
+ mVertices.push_back( aiVector3D( 0.0f, -sizeEstimate, 0.0f));
+ mVertices.push_back( aiVector3D( -sizeEstimate, 0.0f, 0.0f));
+ mVertices.push_back( aiVector3D( 0.0f, 0.0f, -sizeEstimate));
+
+ mVertices.push_back( aiVector3D( -sizeEstimate, 0.0f, 0.0f));
+ mVertices.push_back( aiVector3D( 0.0f, 0.0f, sizeEstimate));
+ mVertices.push_back( aiVector3D( 0.0f, sizeEstimate, 0.0f));
+ mVertices.push_back( aiVector3D( 0.0f, sizeEstimate, 0.0f));
+ mVertices.push_back( aiVector3D( 0.0f, 0.0f, sizeEstimate));
+ mVertices.push_back( aiVector3D( sizeEstimate, 0.0f, 0.0f));
+ mVertices.push_back( aiVector3D( sizeEstimate, 0.0f, 0.0f));
+ mVertices.push_back( aiVector3D( 0.0f, 0.0f, sizeEstimate));
+ mVertices.push_back( aiVector3D( 0.0f, -sizeEstimate, 0.0f));
+ mVertices.push_back( aiVector3D( 0.0f, -sizeEstimate, 0.0f));
+ mVertices.push_back( aiVector3D( 0.0f, 0.0f, sizeEstimate));
+ mVertices.push_back( aiVector3D( -sizeEstimate, 0.0f, 0.0f));
+
+ mFaces.push_back( Face( vertexStartIndex + 0, vertexStartIndex + 1, vertexStartIndex + 2));
+ mFaces.push_back( Face( vertexStartIndex + 3, vertexStartIndex + 4, vertexStartIndex + 5));
+ mFaces.push_back( Face( vertexStartIndex + 6, vertexStartIndex + 7, vertexStartIndex + 8));
+ mFaces.push_back( Face( vertexStartIndex + 9, vertexStartIndex + 10, vertexStartIndex + 11));
+ mFaces.push_back( Face( vertexStartIndex + 12, vertexStartIndex + 13, vertexStartIndex + 14));
+ mFaces.push_back( Face( vertexStartIndex + 15, vertexStartIndex + 16, vertexStartIndex + 17));
+ mFaces.push_back( Face( vertexStartIndex + 18, vertexStartIndex + 19, vertexStartIndex + 20));
+ mFaces.push_back( Face( vertexStartIndex + 21, vertexStartIndex + 22, vertexStartIndex + 23));
+ }
+
+ unsigned int numVertices = mVertices.size() - vertexStartIndex;
+ if( numVertices > 0)
+ {
+ // create a bone affecting all the newly created vertices
+ aiBone* bone = new aiBone;
+ mBones.push_back( bone);
+ bone->mName = pNode->mName;
+
+ // calculate the bone offset matrix by concatenating the inverse transformations of all parents
+ bone->mOffsetMatrix = aiMatrix4x4( pNode->mTransformation).Inverse();
+ for( aiNode* parent = pNode->mParent; parent != NULL; parent = parent->mParent)
+ bone->mOffsetMatrix = aiMatrix4x4( parent->mTransformation).Inverse() * bone->mOffsetMatrix;
+
+ // add all the vertices to the bone's influences
+ bone->mNumWeights = numVertices;
+ bone->mWeights = new aiVertexWeight[numVertices];
+ for( unsigned int a = 0; a < numVertices; a++)
+ bone->mWeights[a] = aiVertexWeight( vertexStartIndex + a, 1.0f);
+
+ // HACK: (thom) transform all vertices to the bone's local space. Should be done before adding
+ // them to the array, but I'm tired now and I'm annoyed.
+ aiMatrix4x4 boneToMeshTransform = aiMatrix4x4( bone->mOffsetMatrix).Inverse();
+ for( unsigned int a = vertexStartIndex; a < mVertices.size(); a++)
+ mVertices[a] = boneToMeshTransform * mVertices[a];
+ }
+
+ // and finally recurse into the children list
+ for( unsigned int a = 0; a < pNode->mNumChildren; a++)
+ CreateGeometry( pNode->mChildren[a]);
}
// ------------------------------------------------------------------------------------------------
// Creates the mesh from the internally accumulated stuff and returns it.
aiMesh* SkeletonMeshBuilder::CreateMesh()
{
- aiMesh* mesh = new aiMesh();
-
- // add points
- mesh->mNumVertices = mVertices.size();
- mesh->mVertices = new aiVector3D[mesh->mNumVertices];
- std::copy( mVertices.begin(), mVertices.end(), mesh->mVertices);
-
- mesh->mNormals = new aiVector3D[mesh->mNumVertices];
-
- // add faces
- mesh->mNumFaces = mFaces.size();
- mesh->mFaces = new aiFace[mesh->mNumFaces];
- for ( unsigned int a = 0; a < mesh->mNumFaces; a++)
- {
- const Face& inface = mFaces[a];
- aiFace& outface = mesh->mFaces[a];
- outface.mNumIndices = 3;
- outface.mIndices = new unsigned int[3];
- outface.mIndices[0] = inface.mIndices[0];
- outface.mIndices[1] = inface.mIndices[1];
- outface.mIndices[2] = inface.mIndices[2];
-
- // Compute per-face normals ... we don't want the bones to be smoothed ... they're built to visualize
- // the skeleton, so it's good if there's a visual difference to the rest of the geometry
- aiVector3D nor = ((mVertices[inface.mIndices[2]] - mVertices[inface.mIndices[0]]) ^
- (mVertices[inface.mIndices[1]] - mVertices[inface.mIndices[0]]));
-
- if (nor.Length() < 1e-5f) /* ensure that FindInvalidData won't remove us ...*/
- nor = aiVector3D(1.f,0.f,0.f);
-
- for (unsigned int n = 0; n < 3; ++n)
- mesh->mNormals[inface.mIndices[n]] = nor;
- }
-
- // add the bones
- mesh->mNumBones = mBones.size();
- mesh->mBones = new aiBone*[mesh->mNumBones];
- std::copy( mBones.begin(), mBones.end(), mesh->mBones);
-
- // default
- mesh->mMaterialIndex = 0;
-
- return mesh;
+ aiMesh* mesh = new aiMesh();
+
+ // add points
+ mesh->mNumVertices = mVertices.size();
+ mesh->mVertices = new aiVector3D[mesh->mNumVertices];
+ std::copy( mVertices.begin(), mVertices.end(), mesh->mVertices);
+
+ mesh->mNormals = new aiVector3D[mesh->mNumVertices];
+
+ // add faces
+ mesh->mNumFaces = mFaces.size();
+ mesh->mFaces = new aiFace[mesh->mNumFaces];
+ for( unsigned int a = 0; a < mesh->mNumFaces; a++)
+ {
+ const Face& inface = mFaces[a];
+ aiFace& outface = mesh->mFaces[a];
+ outface.mNumIndices = 3;
+ outface.mIndices = new unsigned int[3];
+ outface.mIndices[0] = inface.mIndices[0];
+ outface.mIndices[1] = inface.mIndices[1];
+ outface.mIndices[2] = inface.mIndices[2];
+
+ // Compute per-face normals ... we don't want the bones to be smoothed ... they're built to visualize
+ // the skeleton, so it's good if there's a visual difference to the rest of the geometry
+ aiVector3D nor = ((mVertices[inface.mIndices[2]] - mVertices[inface.mIndices[0]]) ^
+ (mVertices[inface.mIndices[1]] - mVertices[inface.mIndices[0]]));
+
+ if (nor.Length() < 1e-5f) /* ensure that FindInvalidData won't remove us ...*/
+ nor = aiVector3D(1.f,0.f,0.f);
+
+ for (unsigned int n = 0; n < 3; ++n)
+ mesh->mNormals[inface.mIndices[n]] = nor;
+ }
+
+ // add the bones
+ mesh->mNumBones = mBones.size();
+ mesh->mBones = new aiBone*[mesh->mNumBones];
+ std::copy( mBones.begin(), mBones.end(), mesh->mBones);
+
+ // default
+ mesh->mMaterialIndex = 0;
+
+ return mesh;
}
// ------------------------------------------------------------------------------------------------
// Creates a dummy material and returns it.
aiMaterial* SkeletonMeshBuilder::CreateMaterial()
{
- Assimp::MaterialHelper* matHelper = new Assimp::MaterialHelper;
+ aiMaterial* matHelper = new aiMaterial;
- // Name
- aiString matName( std::string( "SkeletonMaterial"));
- matHelper->AddProperty( &matName, AI_MATKEY_NAME);
+ // Name
+ aiString matName( std::string( "SkeletonMaterial"));
+ matHelper->AddProperty( &matName, AI_MATKEY_NAME);
- // Prevent backface culling
- const int no_cull = 1;
- matHelper->AddProperty(&no_cull,1,AI_MATKEY_TWOSIDED);
+ // Prevent backface culling
+ const int no_cull = 1;
+ matHelper->AddProperty(&no_cull,1,AI_MATKEY_TWOSIDED);
- return matHelper;
+ return matHelper;
}
diff --git a/src/3rdparty/assimp/code/SkeletonMeshBuilder.h b/src/3rdparty/assimp/code/SkeletonMeshBuilder.h
index 2575d0725..aa0fbc054 100644
--- a/src/3rdparty/assimp/code/SkeletonMeshBuilder.h
+++ b/src/3rdparty/assimp/code/SkeletonMeshBuilder.h
@@ -1,14 +1,14 @@
/** Helper class to construct a dummy mesh for file formats containing only motion data */
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
-written permission of the ASSIMP Development Team.
+written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -49,72 +49,72 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#define AI_SKELETONMESHBUILDER_H_INC
#include <vector>
-#include "../include/aiMesh.h"
+#include "../include/assimp/mesh.h"
struct aiScene;
struct aiNode;
-namespace Assimp {
+namespace Assimp {
// ---------------------------------------------------------------------------
-/**
+/**
* This little helper class constructs a dummy mesh for a given scene
* the resembles the node hierarchy. This is useful for file formats
* that don't carry any mesh data but only animation data.
*/
-class ASSIMP_API SkeletonMeshBuilder
+class SkeletonMeshBuilder
{
public:
- // -------------------------------------------------------------------
- /** The constructor processes the given scene and adds a mesh there.
- *
- * Does nothing if the scene already has mesh data.
- * @param pScene The scene for which a skeleton mesh should be constructed.
- * @param root The node to start with. NULL is the scene root
- * @param bKnobsOnly Set this to true if you don't want the connectors
- * between the knobs representing the nodes.
- */
- SkeletonMeshBuilder( aiScene* pScene, aiNode* root = NULL,
- bool bKnobsOnly = false);
+ // -------------------------------------------------------------------
+ /** The constructor processes the given scene and adds a mesh there.
+ *
+ * Does nothing if the scene already has mesh data.
+ * @param pScene The scene for which a skeleton mesh should be constructed.
+ * @param root The node to start with. NULL is the scene root
+ * @param bKnobsOnly Set this to true if you don't want the connectors
+ * between the knobs representing the nodes.
+ */
+ SkeletonMeshBuilder( aiScene* pScene, aiNode* root = NULL,
+ bool bKnobsOnly = false);
protected:
- // -------------------------------------------------------------------
- /** Recursively builds a simple mesh representation for the given node
- * and also creates a joint for the node that affects this part of
- * the mesh.
- * @param pNode The node to build geometry for.
- */
- void CreateGeometry( const aiNode* pNode);
+ // -------------------------------------------------------------------
+ /** Recursively builds a simple mesh representation for the given node
+ * and also creates a joint for the node that affects this part of
+ * the mesh.
+ * @param pNode The node to build geometry for.
+ */
+ void CreateGeometry( const aiNode* pNode);
- // -------------------------------------------------------------------
- /** Creates the mesh from the internally accumulated stuff and returns it.
- */
- aiMesh* CreateMesh();
+ // -------------------------------------------------------------------
+ /** Creates the mesh from the internally accumulated stuff and returns it.
+ */
+ aiMesh* CreateMesh();
- // -------------------------------------------------------------------
- /** Creates a dummy material and returns it. */
- aiMaterial* CreateMaterial();
+ // -------------------------------------------------------------------
+ /** Creates a dummy material and returns it. */
+ aiMaterial* CreateMaterial();
protected:
- /** space to assemble the mesh data: points */
- std::vector<aiVector3D> mVertices;
-
- /** faces */
- struct Face
- {
- unsigned int mIndices[3];
- Face();
- Face( unsigned int p0, unsigned int p1, unsigned int p2)
- { mIndices[0] = p0; mIndices[1] = p1; mIndices[2] = p2; }
- };
- std::vector<Face> mFaces;
-
- /** bones */
- std::vector<aiBone*> mBones;
-
- bool mKnobsOnly;
+ /** space to assemble the mesh data: points */
+ std::vector<aiVector3D> mVertices;
+
+ /** faces */
+ struct Face
+ {
+ unsigned int mIndices[3];
+ Face();
+ Face( unsigned int p0, unsigned int p1, unsigned int p2)
+ { mIndices[0] = p0; mIndices[1] = p1; mIndices[2] = p2; }
+ };
+ std::vector<Face> mFaces;
+
+ /** bones */
+ std::vector<aiBone*> mBones;
+
+ bool mKnobsOnly;
};
} // end of namespace Assimp
diff --git a/src/3rdparty/assimp/code/SmoothingGroups.h b/src/3rdparty/assimp/code/SmoothingGroups.h
index 50535820c..5284b6fa6 100644
--- a/src/3rdparty/assimp/code/SmoothingGroups.h
+++ b/src/3rdparty/assimp/code/SmoothingGroups.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -48,46 +48,46 @@ http://www.jalix.org/ressources/graphics/3DS/_unofficials/3ds-unofficial.txt */
/** Helper structure representing a face with smoothing groups assigned */
struct FaceWithSmoothingGroup
{
- FaceWithSmoothingGroup() : iSmoothGroup(0)
- {
- // let the rest uninitialized for performance - in release builds.
- // in debug builds set all indices to a common magic value
+ FaceWithSmoothingGroup() : iSmoothGroup(0)
+ {
+ // let the rest uninitialized for performance - in release builds.
+ // in debug builds set all indices to a common magic value
#ifdef _DEBUG
- this->mIndices[0] = 0xffffffff;
- this->mIndices[1] = 0xffffffff;
- this->mIndices[2] = 0xffffffff;
+ this->mIndices[0] = 0xffffffff;
+ this->mIndices[1] = 0xffffffff;
+ this->mIndices[2] = 0xffffffff;
#endif
- }
+ }
+
+ //! Indices. .3ds is using uint16. However, after
+ //! an unique vrtex set has been generated,
+ //! individual index values might exceed 2^16
+ uint32_t mIndices[3];
- //! Indices. .3ds is using uint16. However, after
- //! an unique vrtex set has been generated it might
- //! be an index becomes > 2^16
- uint32_t mIndices[3];
-
- //! specifies to which smoothing group the face belongs to
- uint32_t iSmoothGroup;
+ //! specifies to which smoothing group the face belongs to
+ uint32_t iSmoothGroup;
};
// ---------------------------------------------------------------------------
/** Helper structure representing a mesh whose faces have smoothing
- groups assigned. This allows us to reuse the code for normal computations
- from smoothings groups for several loaders (3DS, ASE). All of them
- use face structures which inherit from #FaceWithSmoothingGroup,
- but as they add extra members and need to be copied by value we
- need to use a template here.
- */
+ groups assigned. This allows us to reuse the code for normal computations
+ from smoothings groups for several loaders (3DS, ASE). All of them
+ use face structures which inherit from #FaceWithSmoothingGroup,
+ but as they add extra members and need to be copied by value we
+ need to use a template here.
+ */
template <class T>
struct MeshWithSmoothingGroups
{
- //! Vertex positions
- std::vector<aiVector3D> mPositions;
+ //! Vertex positions
+ std::vector<aiVector3D> mPositions;
- //! Face lists
- std::vector<T> mFaces;
+ //! Face lists
+ std::vector<T> mFaces;
- //! List of normal vectors
- std::vector<aiVector3D> mNormals;
+ //! List of normal vectors
+ std::vector<aiVector3D> mNormals;
};
// ---------------------------------------------------------------------------
diff --git a/src/3rdparty/assimp/code/SmoothingGroups.inl b/src/3rdparty/assimp/code/SmoothingGroups.inl
index 10eb7d25f..55a93943b 100644
--- a/src/3rdparty/assimp/code/SmoothingGroups.inl
+++ b/src/3rdparty/assimp/code/SmoothingGroups.inl
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -56,83 +56,83 @@ using namespace Assimp;
template <class T>
void ComputeNormalsWithSmoothingsGroups(MeshWithSmoothingGroups<T>& sMesh)
{
- // First generate face normals
- sMesh.mNormals.resize(sMesh.mPositions.size(),aiVector3D());
- for ( unsigned int a = 0; a < sMesh.mFaces.size(); a++)
- {
- T& face = sMesh.mFaces[a];
-
- aiVector3D* pV1 = &sMesh.mPositions[face.mIndices[0]];
- aiVector3D* pV2 = &sMesh.mPositions[face.mIndices[1]];
- aiVector3D* pV3 = &sMesh.mPositions[face.mIndices[2]];
-
- aiVector3D pDelta1 = *pV2 - *pV1;
- aiVector3D pDelta2 = *pV3 - *pV1;
- aiVector3D vNor = pDelta1 ^ pDelta2;
-
- for (unsigned int c = 0; c < 3;++c)
- sMesh.mNormals[face.mIndices[c]] = vNor;
- }
-
- // calculate the position bounds so we have a reliable epsilon to check position differences against
- aiVector3D minVec( 1e10f, 1e10f, 1e10f), maxVec( -1e10f, -1e10f, -1e10f);
- for ( unsigned int a = 0; a < sMesh.mPositions.size(); a++)
- {
- minVec.x = std::min( minVec.x, sMesh.mPositions[a].x);
- minVec.y = std::min( minVec.y, sMesh.mPositions[a].y);
- minVec.z = std::min( minVec.z, sMesh.mPositions[a].z);
- maxVec.x = std::max( maxVec.x, sMesh.mPositions[a].x);
- maxVec.y = std::max( maxVec.y, sMesh.mPositions[a].y);
- maxVec.z = std::max( maxVec.z, sMesh.mPositions[a].z);
- }
- const float posEpsilon = (maxVec - minVec).Length() * 1e-5f;
- std::vector<aiVector3D> avNormals;
- avNormals.resize(sMesh.mNormals.size());
-
- // now generate the spatial sort tree
- SGSpatialSort sSort;
- for ( typename std::vector<T>::iterator i = sMesh.mFaces.begin();
- i != sMesh.mFaces.end();++i)
- {
- for (unsigned int c = 0; c < 3;++c)
- sSort.Add(sMesh.mPositions[(*i).mIndices[c]],(*i).mIndices[c],(*i).iSmoothGroup);
- }
- sSort.Prepare();
-
- std::vector<bool> vertexDone(sMesh.mPositions.size(),false);
- for ( typename std::vector<T>::iterator i = sMesh.mFaces.begin();
- i != sMesh.mFaces.end();++i)
- {
- std::vector<unsigned int> poResult;
- for (unsigned int c = 0; c < 3;++c)
- {
- register unsigned int idx = (*i).mIndices[c];
- if (vertexDone[idx])continue;
-
- sSort.FindPositions(sMesh.mPositions[idx],(*i).iSmoothGroup,
- posEpsilon,poResult);
-
- aiVector3D vNormals;
- for (std::vector<unsigned int>::const_iterator
- a = poResult.begin();
- a != poResult.end();++a)
- {
- vNormals += sMesh.mNormals[(*a)];
- }
- vNormals.Normalize();
-
- // write back into all affected normals
- for (std::vector<unsigned int>::const_iterator
- a = poResult.begin();
- a != poResult.end();++a)
- {
- idx = *a;
- avNormals [idx] = vNormals;
- vertexDone[idx] = true;
- }
- }
- }
- sMesh.mNormals = avNormals;
+ // First generate face normals
+ sMesh.mNormals.resize(sMesh.mPositions.size(),aiVector3D());
+ for( unsigned int a = 0; a < sMesh.mFaces.size(); a++)
+ {
+ T& face = sMesh.mFaces[a];
+
+ aiVector3D* pV1 = &sMesh.mPositions[face.mIndices[0]];
+ aiVector3D* pV2 = &sMesh.mPositions[face.mIndices[1]];
+ aiVector3D* pV3 = &sMesh.mPositions[face.mIndices[2]];
+
+ aiVector3D pDelta1 = *pV2 - *pV1;
+ aiVector3D pDelta2 = *pV3 - *pV1;
+ aiVector3D vNor = pDelta1 ^ pDelta2;
+
+ for (unsigned int c = 0; c < 3;++c)
+ sMesh.mNormals[face.mIndices[c]] = vNor;
+ }
+
+ // calculate the position bounds so we have a reliable epsilon to check position differences against
+ aiVector3D minVec( 1e10f, 1e10f, 1e10f), maxVec( -1e10f, -1e10f, -1e10f);
+ for( unsigned int a = 0; a < sMesh.mPositions.size(); a++)
+ {
+ minVec.x = std::min( minVec.x, sMesh.mPositions[a].x);
+ minVec.y = std::min( minVec.y, sMesh.mPositions[a].y);
+ minVec.z = std::min( minVec.z, sMesh.mPositions[a].z);
+ maxVec.x = std::max( maxVec.x, sMesh.mPositions[a].x);
+ maxVec.y = std::max( maxVec.y, sMesh.mPositions[a].y);
+ maxVec.z = std::max( maxVec.z, sMesh.mPositions[a].z);
+ }
+ const float posEpsilon = (maxVec - minVec).Length() * 1e-5f;
+ std::vector<aiVector3D> avNormals;
+ avNormals.resize(sMesh.mNormals.size());
+
+ // now generate the spatial sort tree
+ SGSpatialSort sSort;
+ for( typename std::vector<T>::iterator i = sMesh.mFaces.begin();
+ i != sMesh.mFaces.end();++i)
+ {
+ for (unsigned int c = 0; c < 3;++c)
+ sSort.Add(sMesh.mPositions[(*i).mIndices[c]],(*i).mIndices[c],(*i).iSmoothGroup);
+ }
+ sSort.Prepare();
+
+ std::vector<bool> vertexDone(sMesh.mPositions.size(),false);
+ for( typename std::vector<T>::iterator i = sMesh.mFaces.begin();
+ i != sMesh.mFaces.end();++i)
+ {
+ std::vector<unsigned int> poResult;
+ for (unsigned int c = 0; c < 3;++c)
+ {
+ register unsigned int idx = (*i).mIndices[c];
+ if (vertexDone[idx])continue;
+
+ sSort.FindPositions(sMesh.mPositions[idx],(*i).iSmoothGroup,
+ posEpsilon,poResult);
+
+ aiVector3D vNormals;
+ for (std::vector<unsigned int>::const_iterator
+ a = poResult.begin();
+ a != poResult.end();++a)
+ {
+ vNormals += sMesh.mNormals[(*a)];
+ }
+ vNormals.Normalize();
+
+ // write back into all affected normals
+ for (std::vector<unsigned int>::const_iterator
+ a = poResult.begin();
+ a != poResult.end();++a)
+ {
+ idx = *a;
+ avNormals [idx] = vNormals;
+ vertexDone[idx] = true;
+ }
+ }
+ }
+ sMesh.mNormals = avNormals;
}
#endif // !! AI_SMOOTHINGGROUPS_INL_INCLUDED
diff --git a/src/3rdparty/assimp/code/SortByPTypeProcess.cpp b/src/3rdparty/assimp/code/SortByPTypeProcess.cpp
index f1906ca6e..89257cd8c 100644
--- a/src/3rdparty/assimp/code/SortByPTypeProcess.cpp
+++ b/src/3rdparty/assimp/code/SortByPTypeProcess.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -49,361 +49,357 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "ProcessHelper.h"
#include "SortByPTypeProcess.h"
-#if defined(__QNXNTO__)
-#include <stdio.h>
-#endif
-
using namespace Assimp;
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
SortByPTypeProcess::SortByPTypeProcess()
{
- configRemoveMeshes = 0;
+ configRemoveMeshes = 0;
}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
SortByPTypeProcess::~SortByPTypeProcess()
{
- // nothing to do here
+ // nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool SortByPTypeProcess::IsActive( unsigned int pFlags) const
{
- return (pFlags & aiProcess_SortByPType) != 0;
+ return (pFlags & aiProcess_SortByPType) != 0;
}
// ------------------------------------------------------------------------------------------------
void SortByPTypeProcess::SetupProperties(const Importer* pImp)
{
- configRemoveMeshes = pImp->GetPropertyInteger(AI_CONFIG_PP_SBP_REMOVE,0);
+ configRemoveMeshes = pImp->GetPropertyInteger(AI_CONFIG_PP_SBP_REMOVE,0);
}
// ------------------------------------------------------------------------------------------------
// Update changed meshes in all nodes
void UpdateNodes(const std::vector<unsigned int>& replaceMeshIndex, aiNode* node)
{
-// std::vector<unsigned int>::const_iterator it;
-
- if (node->mNumMeshes)
- {
- unsigned int newSize = 0;
- for (unsigned int m = 0; m< node->mNumMeshes; ++m)
- {
- unsigned int add = node->mMeshes[m]<<2;
- for (unsigned int i = 0; i < 4;++i)
- {
- if (0xffffffff != replaceMeshIndex[add+i])++newSize;
- }
- }
- if (!newSize)
- {
- delete[] node->mMeshes;
- node->mNumMeshes = 0;
- node->mMeshes = NULL;
- }
- else
- {
- // Try to reuse the old array if possible
- unsigned int* newMeshes = (newSize > node->mNumMeshes
- ? new unsigned int[newSize] : node->mMeshes);
-
- for (unsigned int m = 0; m< node->mNumMeshes; ++m)
- {
- unsigned int add = node->mMeshes[m]<<2;
- for (unsigned int i = 0; i < 4;++i)
- {
- if (0xffffffff != replaceMeshIndex[add+i])
- *newMeshes++ = replaceMeshIndex[add+i];
- }
- }
- if (newSize > node->mNumMeshes)
- delete[] node->mMeshes;
-
- node->mMeshes = newMeshes-(node->mNumMeshes = newSize);
- }
- }
-
- // call all subnodes recursively
- for (unsigned int m = 0; m < node->mNumChildren; ++m)
- UpdateNodes(replaceMeshIndex,node->mChildren[m]);
+// std::vector<unsigned int>::const_iterator it;
+
+ if (node->mNumMeshes)
+ {
+ unsigned int newSize = 0;
+ for (unsigned int m = 0; m< node->mNumMeshes; ++m)
+ {
+ unsigned int add = node->mMeshes[m]<<2;
+ for (unsigned int i = 0; i < 4;++i)
+ {
+ if (UINT_MAX != replaceMeshIndex[add+i])++newSize;
+ }
+ }
+ if (!newSize)
+ {
+ delete[] node->mMeshes;
+ node->mNumMeshes = 0;
+ node->mMeshes = NULL;
+ }
+ else
+ {
+ // Try to reuse the old array if possible
+ unsigned int* newMeshes = (newSize > node->mNumMeshes
+ ? new unsigned int[newSize] : node->mMeshes);
+
+ for (unsigned int m = 0; m< node->mNumMeshes; ++m)
+ {
+ unsigned int add = node->mMeshes[m]<<2;
+ for (unsigned int i = 0; i < 4;++i)
+ {
+ if (UINT_MAX != replaceMeshIndex[add+i])
+ *newMeshes++ = replaceMeshIndex[add+i];
+ }
+ }
+ if (newSize > node->mNumMeshes)
+ delete[] node->mMeshes;
+
+ node->mMeshes = newMeshes-(node->mNumMeshes = newSize);
+ }
+ }
+
+ // call all subnodes recursively
+ for (unsigned int m = 0; m < node->mNumChildren; ++m)
+ UpdateNodes(replaceMeshIndex,node->mChildren[m]);
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void SortByPTypeProcess::Execute( aiScene* pScene)
{
- if (!pScene->mNumMeshes)
- {
- DefaultLogger::get()->debug("SortByPTypeProcess skipped, there are no meshes");
- return;
- }
-
- DefaultLogger::get()->debug("SortByPTypeProcess begin");
-
- unsigned int aiNumMeshesPerPType[4] = {0,0,0,0};
-
- std::vector<aiMesh*> outMeshes;
- outMeshes.reserve(pScene->mNumMeshes<<1u);
-
- bool bAnyChanges = false;
-
- std::vector<unsigned int> replaceMeshIndex(pScene->mNumMeshes*4,0xffffffff);
- std::vector<unsigned int>::iterator meshIdx = replaceMeshIndex.begin();
- for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
- {
- aiMesh* mesh = pScene->mMeshes[i];
- ai_assert(0 != mesh->mPrimitiveTypes);
-
- // if there's just one primitive type in the mesh there's nothing to do for us
- unsigned int num = 0;
- if (mesh->mPrimitiveTypes & aiPrimitiveType_POINT)
- {
- ++aiNumMeshesPerPType[0];
- ++num;
- }
- if (mesh->mPrimitiveTypes & aiPrimitiveType_LINE)
- {
- ++aiNumMeshesPerPType[1];
- ++num;
- }
- if (mesh->mPrimitiveTypes & aiPrimitiveType_TRIANGLE)
- {
- ++aiNumMeshesPerPType[2];
- ++num;
- }
- if (mesh->mPrimitiveTypes & aiPrimitiveType_POLYGON)
- {
- ++aiNumMeshesPerPType[3];
- ++num;
- }
-
- if (1 == num)
- {
- if (!(configRemoveMeshes & mesh->mPrimitiveTypes))
- {
- *meshIdx = (unsigned int) outMeshes.size();
- outMeshes.push_back(mesh);
- }
- else bAnyChanges = true;
-
- meshIdx += 4;
- continue;
- }
- bAnyChanges = true;
-
- // reuse our current mesh arrays for the submesh
- // with the largest numer of primitives
- unsigned int aiNumPerPType[4] = {0,0,0,0};
- aiFace* pFirstFace = mesh->mFaces;
- aiFace* const pLastFace = pFirstFace + mesh->mNumFaces;
-
- unsigned int numPolyVerts = 0;
- for (;pFirstFace != pLastFace; ++pFirstFace)
- {
- if (pFirstFace->mNumIndices <= 3)
- ++aiNumPerPType[pFirstFace->mNumIndices-1];
- else
- {
- ++aiNumPerPType[3];
- numPolyVerts += pFirstFace-> mNumIndices;
- }
- }
-
- VertexWeightTable* avw = ComputeVertexBoneWeightTable(mesh);
- for (unsigned int real = 0; real < 4; ++real,++meshIdx)
- {
- if ( !aiNumPerPType[real] || configRemoveMeshes & (1u << real))
- {
- continue;
- }
-
- *meshIdx = (unsigned int) outMeshes.size();
- outMeshes.push_back(new aiMesh());
- aiMesh* out = outMeshes.back();
-
- // the name carries the adjacency information between the meshes
- out->mName = mesh->mName;
-
- // copy data members
- out->mPrimitiveTypes = 1u << real;
- out->mMaterialIndex = mesh->mMaterialIndex;
-
- // allocate output storage
- out->mNumFaces = aiNumPerPType[real];
- aiFace* outFaces = out->mFaces = new aiFace[out->mNumFaces];
-
- out->mNumVertices = (3 == real ? numPolyVerts : out->mNumFaces * (real+1));
-
- aiVector3D *vert(NULL), *nor(NULL), *tan(NULL), *bit(NULL);
- aiVector3D *uv [AI_MAX_NUMBER_OF_TEXTURECOORDS];
- aiColor4D *cols [AI_MAX_NUMBER_OF_COLOR_SETS];
-
- if (mesh->mVertices)
- vert = out->mVertices = new aiVector3D[out->mNumVertices];
-
- if (mesh->mNormals)
- nor = out->mNormals = new aiVector3D[out->mNumVertices];
-
- if (mesh->mTangents)
- {
- tan = out->mTangents = new aiVector3D[out->mNumVertices];
- bit = out->mBitangents = new aiVector3D[out->mNumVertices];
- }
-
- for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
- {
- if (mesh->mTextureCoords[i])
- uv[i] = out->mTextureCoords[i] = new aiVector3D[out->mNumVertices];
- else uv[i] = NULL;
-
- out->mNumUVComponents[i] = mesh->mNumUVComponents[i];
- }
-
- for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_COLOR_SETS;++i)
- {
- if (mesh->mColors[i])
- cols[i] = out->mColors[i] = new aiColor4D[out->mNumVertices];
- else cols[i] = NULL;
- }
-
- typedef std::vector< aiVertexWeight > TempBoneInfo;
- std::vector< TempBoneInfo > tempBones(mesh->mNumBones);
-
- // try to guess how much storage we'll need
- for (unsigned int q = 0; q < mesh->mNumBones;++q)
- {
- tempBones[q].reserve(mesh->mBones[q]->mNumWeights / (num-1));
- }
-
- unsigned int outIdx = 0;
- for (unsigned int m = 0; m < mesh->mNumFaces; ++m)
- {
- aiFace& in = mesh->mFaces[m];
- if ((real == 3 && in.mNumIndices <= 3) || (real != 3 && in.mNumIndices != real+1))
- {
- continue;
- }
-
- outFaces->mNumIndices = in.mNumIndices;
- outFaces->mIndices = in.mIndices;
-
- for (unsigned int q = 0; q < in.mNumIndices; ++q)
- {
- register unsigned int idx = in.mIndices[q];
-
- // process all bones of this index
- if (avw)
- {
- VertexWeightTable& tbl = avw[idx];
- for (VertexWeightTable::const_iterator it = tbl.begin(), end = tbl.end();
- it != end; ++it)
- {
- tempBones[ (*it).first ].push_back( aiVertexWeight(outIdx, (*it).second) );
- }
- }
-
- if (vert)
- {
- *vert++ = mesh->mVertices[idx];
- //mesh->mVertices[idx].x = get_qnan();
- }
- if (nor )*nor++ = mesh->mNormals[idx];
- if (tan )
- {
- *tan++ = mesh->mTangents[idx];
- *bit++ = mesh->mBitangents[idx];
- }
-
- for (unsigned int pp = 0; pp < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++pp)
- {
- if (!uv[pp])break;
- *uv[pp]++ = mesh->mTextureCoords[pp][idx];
- }
-
- for (unsigned int pp = 0; pp < AI_MAX_NUMBER_OF_COLOR_SETS; ++pp)
- {
- if (!cols[pp])break;
- *cols[pp]++ = mesh->mColors[pp][idx];
- }
-
- in.mIndices[q] = outIdx++;
- }
-
- in.mIndices = NULL;
- ++outFaces;
- }
- ai_assert(outFaces == out->mFaces + out->mNumFaces);
-
- // now generate output bones
- for (unsigned int q = 0; q < mesh->mNumBones;++q)
- if (!tempBones[q].empty())++out->mNumBones;
-
- if (out->mNumBones)
- {
- out->mBones = new aiBone*[out->mNumBones];
- for (unsigned int q = 0, real = 0; q < mesh->mNumBones;++q)
- {
- TempBoneInfo& in = tempBones[q];
- if (in.empty())continue;
-
- aiBone* srcBone = mesh->mBones[q];
- aiBone* bone = out->mBones[real] = new aiBone();
-
- bone->mName = srcBone->mName;
- bone->mOffsetMatrix = srcBone->mOffsetMatrix;
-
- bone->mNumWeights = (unsigned int)in.size();
- bone->mWeights = new aiVertexWeight[bone->mNumWeights];
-
- ::memcpy(bone->mWeights,&in[0],bone->mNumWeights*sizeof(aiVertexWeight));
-
- ++real;
- }
- }
- }
-
- // delete the per-vertex bone weights table
- delete[] avw;
-
- // delete the input mesh
- delete mesh;
- }
-
- if (outMeshes.empty())
- {
- // This should not occur
- throw DeadlyImportError("No meshes remaining");
- }
-
- // If we added at least one mesh process all nodes in the node
- // graph and update their respective mesh indices.
- if (bAnyChanges)
- {
- UpdateNodes(replaceMeshIndex,pScene->mRootNode);
- }
-
- if (outMeshes.size() != pScene->mNumMeshes)
- {
- delete[] pScene->mMeshes;
- pScene->mNumMeshes = (unsigned int)outMeshes.size();
- pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
- }
- ::memcpy(pScene->mMeshes,&outMeshes[0],pScene->mNumMeshes*sizeof(void*));
-
- if (!DefaultLogger::isNullLogger())
- {
- char buffer[1024];
- ::sprintf(buffer,"Points: %i%s, Lines: %i%s, Triangles: %i%s, Polygons: %i%s (Meshes, X = removed)",
- aiNumMeshesPerPType[0], (configRemoveMeshes & aiPrimitiveType_POINT ? "X" : ""),
- aiNumMeshesPerPType[1], (configRemoveMeshes & aiPrimitiveType_LINE ? "X" : ""),
- aiNumMeshesPerPType[2], (configRemoveMeshes & aiPrimitiveType_TRIANGLE ? "X" : ""),
- aiNumMeshesPerPType[3], (configRemoveMeshes & aiPrimitiveType_POLYGON ? "X" : ""));
- DefaultLogger::get()->info(buffer);
- DefaultLogger::get()->debug("SortByPTypeProcess finished");
- }
+ if (!pScene->mNumMeshes)
+ {
+ DefaultLogger::get()->debug("SortByPTypeProcess skipped, there are no meshes");
+ return;
+ }
+
+ DefaultLogger::get()->debug("SortByPTypeProcess begin");
+
+ unsigned int aiNumMeshesPerPType[4] = {0,0,0,0};
+
+ std::vector<aiMesh*> outMeshes;
+ outMeshes.reserve(pScene->mNumMeshes<<1u);
+
+ bool bAnyChanges = false;
+
+ std::vector<unsigned int> replaceMeshIndex(pScene->mNumMeshes*4,UINT_MAX);
+ std::vector<unsigned int>::iterator meshIdx = replaceMeshIndex.begin();
+ for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
+ {
+ aiMesh* mesh = pScene->mMeshes[i];
+ ai_assert(0 != mesh->mPrimitiveTypes);
+
+ // if there's just one primitive type in the mesh there's nothing to do for us
+ unsigned int num = 0;
+ if (mesh->mPrimitiveTypes & aiPrimitiveType_POINT)
+ {
+ ++aiNumMeshesPerPType[0];
+ ++num;
+ }
+ if (mesh->mPrimitiveTypes & aiPrimitiveType_LINE)
+ {
+ ++aiNumMeshesPerPType[1];
+ ++num;
+ }
+ if (mesh->mPrimitiveTypes & aiPrimitiveType_TRIANGLE)
+ {
+ ++aiNumMeshesPerPType[2];
+ ++num;
+ }
+ if (mesh->mPrimitiveTypes & aiPrimitiveType_POLYGON)
+ {
+ ++aiNumMeshesPerPType[3];
+ ++num;
+ }
+
+ if (1 == num)
+ {
+ if (!(configRemoveMeshes & mesh->mPrimitiveTypes))
+ {
+ *meshIdx = (unsigned int) outMeshes.size();
+ outMeshes.push_back(mesh);
+ }
+ else bAnyChanges = true;
+
+ meshIdx += 4;
+ continue;
+ }
+ bAnyChanges = true;
+
+ // reuse our current mesh arrays for the submesh
+ // with the largest numer of primitives
+ unsigned int aiNumPerPType[4] = {0,0,0,0};
+ aiFace* pFirstFace = mesh->mFaces;
+ aiFace* const pLastFace = pFirstFace + mesh->mNumFaces;
+
+ unsigned int numPolyVerts = 0;
+ for (;pFirstFace != pLastFace; ++pFirstFace)
+ {
+ if (pFirstFace->mNumIndices <= 3)
+ ++aiNumPerPType[pFirstFace->mNumIndices-1];
+ else
+ {
+ ++aiNumPerPType[3];
+ numPolyVerts += pFirstFace-> mNumIndices;
+ }
+ }
+
+ VertexWeightTable* avw = ComputeVertexBoneWeightTable(mesh);
+ for (unsigned int real = 0; real < 4; ++real,++meshIdx)
+ {
+ if ( !aiNumPerPType[real] || configRemoveMeshes & (1u << real))
+ {
+ continue;
+ }
+
+ *meshIdx = (unsigned int) outMeshes.size();
+ outMeshes.push_back(new aiMesh());
+ aiMesh* out = outMeshes.back();
+
+ // the name carries the adjacency information between the meshes
+ out->mName = mesh->mName;
+
+ // copy data members
+ out->mPrimitiveTypes = 1u << real;
+ out->mMaterialIndex = mesh->mMaterialIndex;
+
+ // allocate output storage
+ out->mNumFaces = aiNumPerPType[real];
+ aiFace* outFaces = out->mFaces = new aiFace[out->mNumFaces];
+
+ out->mNumVertices = (3 == real ? numPolyVerts : out->mNumFaces * (real+1));
+
+ aiVector3D *vert(NULL), *nor(NULL), *tan(NULL), *bit(NULL);
+ aiVector3D *uv [AI_MAX_NUMBER_OF_TEXTURECOORDS];
+ aiColor4D *cols [AI_MAX_NUMBER_OF_COLOR_SETS];
+
+ if (mesh->mVertices)
+ vert = out->mVertices = new aiVector3D[out->mNumVertices];
+
+ if (mesh->mNormals)
+ nor = out->mNormals = new aiVector3D[out->mNumVertices];
+
+ if (mesh->mTangents)
+ {
+ tan = out->mTangents = new aiVector3D[out->mNumVertices];
+ bit = out->mBitangents = new aiVector3D[out->mNumVertices];
+ }
+
+ for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
+ {
+ if (mesh->mTextureCoords[i])
+ uv[i] = out->mTextureCoords[i] = new aiVector3D[out->mNumVertices];
+ else uv[i] = NULL;
+
+ out->mNumUVComponents[i] = mesh->mNumUVComponents[i];
+ }
+
+ for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_COLOR_SETS;++i)
+ {
+ if (mesh->mColors[i])
+ cols[i] = out->mColors[i] = new aiColor4D[out->mNumVertices];
+ else cols[i] = NULL;
+ }
+
+ typedef std::vector< aiVertexWeight > TempBoneInfo;
+ std::vector< TempBoneInfo > tempBones(mesh->mNumBones);
+
+ // try to guess how much storage we'll need
+ for (unsigned int q = 0; q < mesh->mNumBones;++q)
+ {
+ tempBones[q].reserve(mesh->mBones[q]->mNumWeights / (num-1));
+ }
+
+ unsigned int outIdx = 0;
+ for (unsigned int m = 0; m < mesh->mNumFaces; ++m)
+ {
+ aiFace& in = mesh->mFaces[m];
+ if ((real == 3 && in.mNumIndices <= 3) || (real != 3 && in.mNumIndices != real+1))
+ {
+ continue;
+ }
+
+ outFaces->mNumIndices = in.mNumIndices;
+ outFaces->mIndices = in.mIndices;
+
+ for (unsigned int q = 0; q < in.mNumIndices; ++q)
+ {
+ register unsigned int idx = in.mIndices[q];
+
+ // process all bones of this index
+ if (avw)
+ {
+ VertexWeightTable& tbl = avw[idx];
+ for (VertexWeightTable::const_iterator it = tbl.begin(), end = tbl.end();
+ it != end; ++it)
+ {
+ tempBones[ (*it).first ].push_back( aiVertexWeight(outIdx, (*it).second) );
+ }
+ }
+
+ if (vert)
+ {
+ *vert++ = mesh->mVertices[idx];
+ //mesh->mVertices[idx].x = get_qnan();
+ }
+ if (nor )*nor++ = mesh->mNormals[idx];
+ if (tan )
+ {
+ *tan++ = mesh->mTangents[idx];
+ *bit++ = mesh->mBitangents[idx];
+ }
+
+ for (unsigned int pp = 0; pp < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++pp)
+ {
+ if (!uv[pp])break;
+ *uv[pp]++ = mesh->mTextureCoords[pp][idx];
+ }
+
+ for (unsigned int pp = 0; pp < AI_MAX_NUMBER_OF_COLOR_SETS; ++pp)
+ {
+ if (!cols[pp])break;
+ *cols[pp]++ = mesh->mColors[pp][idx];
+ }
+
+ in.mIndices[q] = outIdx++;
+ }
+
+ in.mIndices = NULL;
+ ++outFaces;
+ }
+ ai_assert(outFaces == out->mFaces + out->mNumFaces);
+
+ // now generate output bones
+ for (unsigned int q = 0; q < mesh->mNumBones;++q)
+ if (!tempBones[q].empty())++out->mNumBones;
+
+ if (out->mNumBones)
+ {
+ out->mBones = new aiBone*[out->mNumBones];
+ for (unsigned int q = 0, real = 0; q < mesh->mNumBones;++q)
+ {
+ TempBoneInfo& in = tempBones[q];
+ if (in.empty())continue;
+
+ aiBone* srcBone = mesh->mBones[q];
+ aiBone* bone = out->mBones[real] = new aiBone();
+
+ bone->mName = srcBone->mName;
+ bone->mOffsetMatrix = srcBone->mOffsetMatrix;
+
+ bone->mNumWeights = (unsigned int)in.size();
+ bone->mWeights = new aiVertexWeight[bone->mNumWeights];
+
+ ::memcpy(bone->mWeights,&in[0],bone->mNumWeights*sizeof(aiVertexWeight));
+
+ ++real;
+ }
+ }
+ }
+
+ // delete the per-vertex bone weights table
+ delete[] avw;
+
+ // delete the input mesh
+ delete mesh;
+ }
+
+ if (outMeshes.empty())
+ {
+ // This should not occur
+ throw DeadlyImportError("No meshes remaining");
+ }
+
+ // If we added at least one mesh process all nodes in the node
+ // graph and update their respective mesh indices.
+ if (bAnyChanges)
+ {
+ UpdateNodes(replaceMeshIndex,pScene->mRootNode);
+ }
+
+ if (outMeshes.size() != pScene->mNumMeshes)
+ {
+ delete[] pScene->mMeshes;
+ pScene->mNumMeshes = (unsigned int)outMeshes.size();
+ pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
+ }
+ ::memcpy(pScene->mMeshes,&outMeshes[0],pScene->mNumMeshes*sizeof(void*));
+
+ if (!DefaultLogger::isNullLogger())
+ {
+ char buffer[1024];
+ ::sprintf(buffer,"Points: %i%s, Lines: %i%s, Triangles: %i%s, Polygons: %i%s (Meshes, X = removed)",
+ aiNumMeshesPerPType[0], (configRemoveMeshes & aiPrimitiveType_POINT ? "X" : ""),
+ aiNumMeshesPerPType[1], (configRemoveMeshes & aiPrimitiveType_LINE ? "X" : ""),
+ aiNumMeshesPerPType[2], (configRemoveMeshes & aiPrimitiveType_TRIANGLE ? "X" : ""),
+ aiNumMeshesPerPType[3], (configRemoveMeshes & aiPrimitiveType_POLYGON ? "X" : ""));
+ DefaultLogger::get()->info(buffer);
+ DefaultLogger::get()->debug("SortByPTypeProcess finished");
+ }
}
diff --git a/src/3rdparty/assimp/code/SortByPTypeProcess.h b/src/3rdparty/assimp/code/SortByPTypeProcess.h
index 539df2995..0192f958f 100644
--- a/src/3rdparty/assimp/code/SortByPTypeProcess.h
+++ b/src/3rdparty/assimp/code/SortByPTypeProcess.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,68 +18,63 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
-/** @file Defines a post processing step to sort meshes by the types
+/** @file Defines a post processing step to sort meshes by the types
of primitives they contain */
#ifndef AI_SORTBYPTYPEPROCESS_H_INC
#define AI_SORTBYPTYPEPROCESS_H_INC
#include "BaseProcess.h"
-#include "../include/aiMesh.h"
+#include "../include/assimp/mesh.h"
class SortByPTypeProcessTest;
-namespace Assimp {
+namespace Assimp {
// ---------------------------------------------------------------------------
/** SortByPTypeProcess: Sorts meshes by the types of primitives they contain.
- * A mesh with 5 lines, 3 points and 145 triangles would be split in 3
+ * A mesh with 5 lines, 3 points and 145 triangles would be split in 3
* submeshes.
*/
-class ASSIMP_API SortByPTypeProcess : public BaseProcess
+class SortByPTypeProcess : public BaseProcess
{
- friend class Importer;
- friend class ::SortByPTypeProcessTest; // grant the unit test full access to us
-
-protected:
- /** Constructor to be privately used by Importer */
- SortByPTypeProcess();
+public:
- /** Destructor, private as well */
- ~SortByPTypeProcess();
+ SortByPTypeProcess();
+ ~SortByPTypeProcess();
public:
- // -------------------------------------------------------------------
- bool IsActive( unsigned int pFlags) const;
+ // -------------------------------------------------------------------
+ bool IsActive( unsigned int pFlags) const;
- // -------------------------------------------------------------------
- void Execute( aiScene* pScene);
+ // -------------------------------------------------------------------
+ void Execute( aiScene* pScene);
- // -------------------------------------------------------------------
- void SetupProperties(const Importer* pImp);
+ // -------------------------------------------------------------------
+ void SetupProperties(const Importer* pImp);
private:
- int configRemoveMeshes;
+ int configRemoveMeshes;
};
diff --git a/src/3rdparty/assimp/code/SpatialSort.cpp b/src/3rdparty/assimp/code/SpatialSort.cpp
index 290e7990a..67e41d388 100644
--- a/src/3rdparty/assimp/code/SpatialSort.cpp
+++ b/src/3rdparty/assimp/code/SpatialSort.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -44,307 +44,299 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "AssimpPCH.h"
#include "SpatialSort.h"
-#include <QtGlobal>
-
using namespace Assimp;
// CHAR_BIT seems to be defined under MVSC, but not under GCC. Pray that the correct value is 8.
#ifndef CHAR_BIT
-# define CHAR_BIT 8
+# define CHAR_BIT 8
#endif
// ------------------------------------------------------------------------------------------------
// Constructs a spatially sorted representation from the given position array.
-SpatialSort::SpatialSort( const aiVector3D* pPositions, unsigned int pNumPositions,
- unsigned int pElementOffset)
+SpatialSort::SpatialSort( const aiVector3D* pPositions, unsigned int pNumPositions,
+ unsigned int pElementOffset)
- // define the reference plane. We choose some arbitrary vector away from all basic axises
- // in the hope that no model spreads all its vertices along this plane.
- : mPlaneNormal(0.8523f, 0.34321f, 0.5736f)
+ // define the reference plane. We choose some arbitrary vector away from all basic axises
+ // in the hope that no model spreads all its vertices along this plane.
+ : mPlaneNormal(0.8523f, 0.34321f, 0.5736f)
{
- mPlaneNormal.Normalize();
- Fill(pPositions,pNumPositions,pElementOffset);
+ mPlaneNormal.Normalize();
+ Fill(pPositions,pNumPositions,pElementOffset);
}
// ------------------------------------------------------------------------------------------------
SpatialSort :: SpatialSort()
: mPlaneNormal(0.8523f, 0.34321f, 0.5736f)
{
- mPlaneNormal.Normalize();
+ mPlaneNormal.Normalize();
}
// ------------------------------------------------------------------------------------------------
// Destructor
SpatialSort::~SpatialSort()
{
- // nothing to do here, everything destructs automatically
+ // nothing to do here, everything destructs automatically
}
// ------------------------------------------------------------------------------------------------
-void SpatialSort::Fill( const aiVector3D* pPositions, unsigned int pNumPositions,
- unsigned int pElementOffset,
- bool pFinalize /*= true */)
+void SpatialSort::Fill( const aiVector3D* pPositions, unsigned int pNumPositions,
+ unsigned int pElementOffset,
+ bool pFinalize /*= true */)
{
- mPositions.clear();
- Append(pPositions,pNumPositions,pElementOffset,pFinalize);
+ mPositions.clear();
+ Append(pPositions,pNumPositions,pElementOffset,pFinalize);
}
// ------------------------------------------------------------------------------------------------
void SpatialSort :: Finalize()
{
- std::sort( mPositions.begin(), mPositions.end());
+ std::sort( mPositions.begin(), mPositions.end());
}
// ------------------------------------------------------------------------------------------------
-void SpatialSort::Append( const aiVector3D* pPositions, unsigned int pNumPositions,
- unsigned int pElementOffset,
- bool pFinalize /*= true */)
+void SpatialSort::Append( const aiVector3D* pPositions, unsigned int pNumPositions,
+ unsigned int pElementOffset,
+ bool pFinalize /*= true */)
{
- // store references to all given positions along with their distance to the reference plane
- const size_t initial = mPositions.size();
- mPositions.reserve(initial + (pFinalize?pNumPositions:pNumPositions*2));
- for ( unsigned int a = 0; a < pNumPositions; a++)
- {
- const char* tempPointer = reinterpret_cast<const char*> (pPositions);
- const aiVector3D* vec = reinterpret_cast<const aiVector3D*> (tempPointer + a * pElementOffset);
-
- // store position by index and distance
- float distance = *vec * mPlaneNormal;
-
- // UGLY HACK !!!
- // TODO: fix it
- volatile int KillOptimisation = *((int*)&distance);
- Q_UNUSED(KillOptimisation);
-
- mPositions.push_back( Entry( a+initial, *vec, distance));
- }
-
- if (pFinalize) {
- // now sort the array ascending by distance.
- Finalize();
- }
+ // store references to all given positions along with their distance to the reference plane
+ const size_t initial = mPositions.size();
+ mPositions.reserve(initial + (pFinalize?pNumPositions:pNumPositions*2));
+ for( unsigned int a = 0; a < pNumPositions; a++)
+ {
+ const char* tempPointer = reinterpret_cast<const char*> (pPositions);
+ const aiVector3D* vec = reinterpret_cast<const aiVector3D*> (tempPointer + a * pElementOffset);
+
+ // store position by index and distance
+ float distance = *vec * mPlaneNormal;
+ mPositions.push_back( Entry( a+initial, *vec, distance));
+ }
+
+ if (pFinalize) {
+ // now sort the array ascending by distance.
+ Finalize();
+ }
}
// ------------------------------------------------------------------------------------------------
// Returns an iterator for all positions close to the given position.
-void SpatialSort::FindPositions( const aiVector3D& pPosition,
- float pRadius, std::vector<unsigned int>& poResults) const
+void SpatialSort::FindPositions( const aiVector3D& pPosition,
+ float pRadius, std::vector<unsigned int>& poResults) const
{
- const float dist = pPosition * mPlaneNormal;
- const float minDist = dist - pRadius, maxDist = dist + pRadius;
+ const float dist = pPosition * mPlaneNormal;
+ const float minDist = dist - pRadius, maxDist = dist + pRadius;
- // clear the array in this strange fashion because a simple clear() would also deallocate
+ // clear the array in this strange fashion because a simple clear() would also deallocate
// the array which we want to avoid
- poResults.erase( poResults.begin(), poResults.end());
-
- // quick check for positions outside the range
- if ( mPositions.size() == 0)
- return;
- if ( maxDist < mPositions.front().mDistance)
- return;
- if ( minDist > mPositions.back().mDistance)
- return;
-
- // do a binary search for the minimal distance to start the iteration there
- unsigned int index = (unsigned int)mPositions.size() / 2;
- unsigned int binaryStepSize = (unsigned int)mPositions.size() / 4;
- while ( binaryStepSize > 1)
- {
- if ( mPositions[index].mDistance < minDist)
- index += binaryStepSize;
- else
- index -= binaryStepSize;
-
- binaryStepSize /= 2;
- }
-
- // depending on the direction of the last step we need to single step a bit back or forth
- // to find the actual beginning element of the range
- while ( index > 0 && mPositions[index].mDistance > minDist)
- index--;
- while ( index < (mPositions.size() - 1) && mPositions[index].mDistance < minDist)
- index++;
-
- // Mow start iterating from there until the first position lays outside of the distance range.
- // Add all positions inside the distance range within the given radius to the result aray
- std::vector<Entry>::const_iterator it = mPositions.begin() + index;
- const float pSquared = pRadius*pRadius;
- while ( it->mDistance < maxDist)
- {
- if ( (it->mPosition - pPosition).SquareLength() < pSquared)
- poResults.push_back( it->mIndex);
- ++it;
- if ( it == mPositions.end())
- break;
- }
-
- // that's it
+ poResults.erase( poResults.begin(), poResults.end());
+
+ // quick check for positions outside the range
+ if( mPositions.size() == 0)
+ return;
+ if( maxDist < mPositions.front().mDistance)
+ return;
+ if( minDist > mPositions.back().mDistance)
+ return;
+
+ // do a binary search for the minimal distance to start the iteration there
+ unsigned int index = (unsigned int)mPositions.size() / 2;
+ unsigned int binaryStepSize = (unsigned int)mPositions.size() / 4;
+ while( binaryStepSize > 1)
+ {
+ if( mPositions[index].mDistance < minDist)
+ index += binaryStepSize;
+ else
+ index -= binaryStepSize;
+
+ binaryStepSize /= 2;
+ }
+
+ // depending on the direction of the last step we need to single step a bit back or forth
+ // to find the actual beginning element of the range
+ while( index > 0 && mPositions[index].mDistance > minDist)
+ index--;
+ while( index < (mPositions.size() - 1) && mPositions[index].mDistance < minDist)
+ index++;
+
+ // Mow start iterating from there until the first position lays outside of the distance range.
+ // Add all positions inside the distance range within the given radius to the result aray
+ std::vector<Entry>::const_iterator it = mPositions.begin() + index;
+ const float pSquared = pRadius*pRadius;
+ while( it->mDistance < maxDist)
+ {
+ if( (it->mPosition - pPosition).SquareLength() < pSquared)
+ poResults.push_back( it->mIndex);
+ ++it;
+ if( it == mPositions.end())
+ break;
+ }
+
+ // that's it
}
namespace {
- // Binary, signed-integer representation of a single-precision floating-point value.
- // IEEE 754 says: "If two floating-point numbers in the same format are ordered then they are
- // ordered the same way when their bits are reinterpreted as sign-magnitude integers."
- // This allows us to convert all floating-point numbers to signed integers of arbitrary size
- // and then use them to work with ULPs (Units in the Last Place, for high-precision
- // computations) or to compare them (integer comparisons are faster than floating-point
- // comparisons on many platforms).
- typedef signed int BinFloat;
-
- // --------------------------------------------------------------------------------------------
- // Converts the bit pattern of a floating-point number to its signed integer representation.
- BinFloat ToBinary( const float & pValue) {
-
- // If this assertion fails, signed int is not big enough to store a float on your platform.
- // Please correct the declaration of BinFloat a few lines above - but do it in a portable,
- // #ifdef'd manner!
- Q_ASSERT( sizeof(BinFloat) >= sizeof(float));
-
- #if defined( _MSC_VER)
- // If this assertion fails, Visual C++ has finally moved to ILP64. This means that this
- // code has just become legacy code! Find out the current value of _MSC_VER and modify
- // the #if above so it evaluates false on the current and all upcoming VC versions (or
- // on the current platform, if LP64 or LLP64 are still used on other platforms).
- Q_ASSERT( sizeof(BinFloat) == sizeof(float));
-
- // This works best on Visual C++, but other compilers have their problems with it.
- const BinFloat binValue = reinterpret_cast<BinFloat const &>(pValue);
- #else
- // On many compilers, reinterpreting a float address as an integer causes aliasing
- // problems. This is an ugly but more or less safe way of doing it.
- union {
- float asFloat;
- BinFloat asBin;
- } conversion;
- conversion.asBin = 0; // zero empty space in case sizeof(BinFloat) > sizeof(float)
- conversion.asFloat = pValue;
- const BinFloat binValue = conversion.asBin;
- #endif
-
- // floating-point numbers are of sign-magnitude format, so find out what signed number
- // representation we must convert negative values to.
- // See http://en.wikipedia.org/wiki/Signed_number_representations.
-
- // Two's complement?
- if ( (-42 == (~42 + 1)) && (binValue & 0x80000000))
- return BinFloat(1 << (CHAR_BIT * sizeof(BinFloat) - 1)) - binValue;
- // One's complement?
- else if ( (-42 == ~42) && (binValue & 0x80000000))
- return BinFloat(-0) - binValue;
- // Sign-magnitude?
- else if ( (-42 == (42 | (-0))) && (binValue & 0x80000000)) // -0 = 1000... binary
- return binValue;
- else
- return binValue;
- }
+ // Binary, signed-integer representation of a single-precision floating-point value.
+ // IEEE 754 says: "If two floating-point numbers in the same format are ordered then they are
+ // ordered the same way when their bits are reinterpreted as sign-magnitude integers."
+ // This allows us to convert all floating-point numbers to signed integers of arbitrary size
+ // and then use them to work with ULPs (Units in the Last Place, for high-precision
+ // computations) or to compare them (integer comparisons are faster than floating-point
+ // comparisons on many platforms).
+ typedef signed int BinFloat;
+
+ // --------------------------------------------------------------------------------------------
+ // Converts the bit pattern of a floating-point number to its signed integer representation.
+ BinFloat ToBinary( const float & pValue) {
+
+ // If this assertion fails, signed int is not big enough to store a float on your platform.
+ // Please correct the declaration of BinFloat a few lines above - but do it in a portable,
+ // #ifdef'd manner!
+ BOOST_STATIC_ASSERT( sizeof(BinFloat) >= sizeof(float));
+
+ #if defined( _MSC_VER)
+ // If this assertion fails, Visual C++ has finally moved to ILP64. This means that this
+ // code has just become legacy code! Find out the current value of _MSC_VER and modify
+ // the #if above so it evaluates false on the current and all upcoming VC versions (or
+ // on the current platform, if LP64 or LLP64 are still used on other platforms).
+ BOOST_STATIC_ASSERT( sizeof(BinFloat) == sizeof(float));
+
+ // This works best on Visual C++, but other compilers have their problems with it.
+ const BinFloat binValue = reinterpret_cast<BinFloat const &>(pValue);
+ #else
+ // On many compilers, reinterpreting a float address as an integer causes aliasing
+ // problems. This is an ugly but more or less safe way of doing it.
+ union {
+ float asFloat;
+ BinFloat asBin;
+ } conversion;
+ conversion.asBin = 0; // zero empty space in case sizeof(BinFloat) > sizeof(float)
+ conversion.asFloat = pValue;
+ const BinFloat binValue = conversion.asBin;
+ #endif
+
+ // floating-point numbers are of sign-magnitude format, so find out what signed number
+ // representation we must convert negative values to.
+ // See http://en.wikipedia.org/wiki/Signed_number_representations.
+
+ // Two's complement?
+ if( (-42 == (~42 + 1)) && (binValue & 0x80000000))
+ return BinFloat(1 << (CHAR_BIT * sizeof(BinFloat) - 1)) - binValue;
+ // One's complement?
+ else if( (-42 == ~42) && (binValue & 0x80000000))
+ return BinFloat(-0) - binValue;
+ // Sign-magnitude?
+ else if( (-42 == (42 | (-0))) && (binValue & 0x80000000)) // -0 = 1000... binary
+ return binValue;
+ else
+ return binValue;
+ }
} // namespace
// ------------------------------------------------------------------------------------------------
// Fills an array with indices of all positions indentical to the given position. In opposite to
// FindPositions(), not an epsilon is used but a (very low) tolerance of four floating-point units.
-void SpatialSort::FindIdenticalPositions( const aiVector3D& pPosition,
- std::vector<unsigned int>& poResults) const
+void SpatialSort::FindIdenticalPositions( const aiVector3D& pPosition,
+ std::vector<unsigned int>& poResults) const
{
- // Epsilons have a huge disadvantage: they are of constant precision, while floating-point
- // values are of log2 precision. If you apply e=0.01 to 100, the epsilon is rather small, but
- // if you apply it to 0.001, it is enormous.
-
- // The best way to overcome this is the unit in the last place (ULP). A precision of 2 ULPs
- // tells us that a float does not differ more than 2 bits from the "real" value. ULPs are of
- // logarithmic precision - around 1, they are 1(2^24) and around 10000, they are 0.00125.
-
- // For standard C math, we can assume a precision of 0.5 ULPs according to IEEE 754. The
- // incoming vertex positions might have already been transformed, probably using rather
- // inaccurate SSE instructions, so we assume a tolerance of 4 ULPs to safely identify
- // identical vertex positions.
- static const int toleranceInULPs = 4;
- // An interesting point is that the inaccuracy grows linear with the number of operations:
- // multiplying to numbers, each inaccurate to four ULPs, results in an inaccuracy of four ULPs
- // plus 0.5 ULPs for the multiplication.
- // To compute the distance to the plane, a dot product is needed - that is a multiplication and
- // an addition on each number.
- static const int distanceToleranceInULPs = toleranceInULPs + 1;
- // The squared distance between two 3D vectors is computed the same way, but with an additional
- // subtraction.
- static const int distance3DToleranceInULPs = distanceToleranceInULPs + 1;
-
- // Convert the plane distance to its signed integer representation so the ULPs tolerance can be
- // applied. For some reason, VC won't optimize two calls of the bit pattern conversion.
- const BinFloat minDistBinary = ToBinary( pPosition * mPlaneNormal) - distanceToleranceInULPs;
- const BinFloat maxDistBinary = minDistBinary + 2 * distanceToleranceInULPs;
-
- // clear the array in this strange fashion because a simple clear() would also deallocate
+ // Epsilons have a huge disadvantage: they are of constant precision, while floating-point
+ // values are of log2 precision. If you apply e=0.01 to 100, the epsilon is rather small, but
+ // if you apply it to 0.001, it is enormous.
+
+ // The best way to overcome this is the unit in the last place (ULP). A precision of 2 ULPs
+ // tells us that a float does not differ more than 2 bits from the "real" value. ULPs are of
+ // logarithmic precision - around 1, they are 1÷(2^24) and around 10000, they are 0.00125.
+
+ // For standard C math, we can assume a precision of 0.5 ULPs according to IEEE 754. The
+ // incoming vertex positions might have already been transformed, probably using rather
+ // inaccurate SSE instructions, so we assume a tolerance of 4 ULPs to safely identify
+ // identical vertex positions.
+ static const int toleranceInULPs = 4;
+ // An interesting point is that the inaccuracy grows linear with the number of operations:
+ // multiplying to numbers, each inaccurate to four ULPs, results in an inaccuracy of four ULPs
+ // plus 0.5 ULPs for the multiplication.
+ // To compute the distance to the plane, a dot product is needed - that is a multiplication and
+ // an addition on each number.
+ static const int distanceToleranceInULPs = toleranceInULPs + 1;
+ // The squared distance between two 3D vectors is computed the same way, but with an additional
+ // subtraction.
+ static const int distance3DToleranceInULPs = distanceToleranceInULPs + 1;
+
+ // Convert the plane distance to its signed integer representation so the ULPs tolerance can be
+ // applied. For some reason, VC won't optimize two calls of the bit pattern conversion.
+ const BinFloat minDistBinary = ToBinary( pPosition * mPlaneNormal) - distanceToleranceInULPs;
+ const BinFloat maxDistBinary = minDistBinary + 2 * distanceToleranceInULPs;
+
+ // clear the array in this strange fashion because a simple clear() would also deallocate
// the array which we want to avoid
- poResults.erase( poResults.begin(), poResults.end());
-
- // do a binary search for the minimal distance to start the iteration there
- unsigned int index = (unsigned int)mPositions.size() / 2;
- unsigned int binaryStepSize = (unsigned int)mPositions.size() / 4;
- while ( binaryStepSize > 1)
- {
- // Ugly, but conditional jumps are faster with integers than with floats
- if ( minDistBinary > ToBinary(mPositions[index].mDistance))
- index += binaryStepSize;
- else
- index -= binaryStepSize;
-
- binaryStepSize /= 2;
- }
-
- // depending on the direction of the last step we need to single step a bit back or forth
- // to find the actual beginning element of the range
- while ( index > 0 && minDistBinary < ToBinary(mPositions[index].mDistance) )
- index--;
- while ( index < (mPositions.size() - 1) && minDistBinary > ToBinary(mPositions[index].mDistance))
- index++;
-
- // Now start iterating from there until the first position lays outside of the distance range.
- // Add all positions inside the distance range within the tolerance to the result aray
- std::vector<Entry>::const_iterator it = mPositions.begin() + index;
- while ( ToBinary(it->mDistance) < maxDistBinary)
- {
- if ( distance3DToleranceInULPs >= ToBinary((it->mPosition - pPosition).SquareLength()))
- poResults.push_back(it->mIndex);
- ++it;
- if ( it == mPositions.end())
- break;
- }
-
- // that's it
+ poResults.erase( poResults.begin(), poResults.end());
+
+ // do a binary search for the minimal distance to start the iteration there
+ unsigned int index = (unsigned int)mPositions.size() / 2;
+ unsigned int binaryStepSize = (unsigned int)mPositions.size() / 4;
+ while( binaryStepSize > 1)
+ {
+ // Ugly, but conditional jumps are faster with integers than with floats
+ if( minDistBinary > ToBinary(mPositions[index].mDistance))
+ index += binaryStepSize;
+ else
+ index -= binaryStepSize;
+
+ binaryStepSize /= 2;
+ }
+
+ // depending on the direction of the last step we need to single step a bit back or forth
+ // to find the actual beginning element of the range
+ while( index > 0 && minDistBinary < ToBinary(mPositions[index].mDistance) )
+ index--;
+ while( index < (mPositions.size() - 1) && minDistBinary > ToBinary(mPositions[index].mDistance))
+ index++;
+
+ // Now start iterating from there until the first position lays outside of the distance range.
+ // Add all positions inside the distance range within the tolerance to the result aray
+ std::vector<Entry>::const_iterator it = mPositions.begin() + index;
+ while( ToBinary(it->mDistance) < maxDistBinary)
+ {
+ if( distance3DToleranceInULPs >= ToBinary((it->mPosition - pPosition).SquareLength()))
+ poResults.push_back(it->mIndex);
+ ++it;
+ if( it == mPositions.end())
+ break;
+ }
+
+ // that's it
}
// ------------------------------------------------------------------------------------------------
unsigned int SpatialSort::GenerateMappingTable(std::vector<unsigned int>& fill,float pRadius) const
{
- fill.resize(mPositions.size(),0xffffffff);
- float dist, maxDist;
-
- unsigned int t=0;
- const float pSquared = pRadius*pRadius;
- for (size_t i = 0; i < mPositions.size();) {
- dist = mPositions[i].mPosition * mPlaneNormal;
- maxDist = dist + pRadius;
-
- fill[mPositions[i].mIndex] = t;
- const aiVector3D& oldpos = mPositions[i].mPosition;
- for (++i; i < fill.size() && mPositions[i].mDistance < maxDist
- && (mPositions[i].mPosition - oldpos).SquareLength() < pSquared; ++i)
- {
- fill[mPositions[i].mIndex] = t;
- }
- ++t;
- }
+ fill.resize(mPositions.size(),UINT_MAX);
+ float dist, maxDist;
+
+ unsigned int t=0;
+ const float pSquared = pRadius*pRadius;
+ for (size_t i = 0; i < mPositions.size();) {
+ dist = mPositions[i].mPosition * mPlaneNormal;
+ maxDist = dist + pRadius;
+
+ fill[mPositions[i].mIndex] = t;
+ const aiVector3D& oldpos = mPositions[i].mPosition;
+ for (++i; i < fill.size() && mPositions[i].mDistance < maxDist
+ && (mPositions[i].mPosition - oldpos).SquareLength() < pSquared; ++i)
+ {
+ fill[mPositions[i].mIndex] = t;
+ }
+ ++t;
+ }
#ifdef _DEBUG
- // debug invariant: mPositions[i].mIndex values must range from 0 to mPositions.size()-1
- for (size_t i = 0; i < fill.size(); ++i) {
- ai_assert(fill[i]<mPositions.size());
- }
+ // debug invariant: mPositions[i].mIndex values must range from 0 to mPositions.size()-1
+ for (size_t i = 0; i < fill.size(); ++i) {
+ ai_assert(fill[i]<mPositions.size());
+ }
#endif
- return t;
+ return t;
}
diff --git a/src/3rdparty/assimp/code/SpatialSort.h b/src/3rdparty/assimp/code/SpatialSort.h
index 3205c05f1..04a1a69ba 100644
--- a/src/3rdparty/assimp/code/SpatialSort.h
+++ b/src/3rdparty/assimp/code/SpatialSort.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -43,7 +43,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#define AI_SPATIALSORT_H_INC
#include <vector>
-#include "../include/aiTypes.h"
+#include "../include/assimp/types.h"
namespace Assimp
{
@@ -52,117 +52,117 @@ namespace Assimp
/** A little helper class to quickly find all vertices in the epsilon environment of a given
* position. Construct an instance with an array of positions. The class stores the given positions
* by their indices and sorts them by their distance to an arbitrary chosen plane.
- * You can then query the instance for all vertices close to a given position in an average O(log n)
+ * You can then query the instance for all vertices close to a given position in an average O(log n)
* time, with O(n) worst case complexity when all vertices lay on the plane. The plane is chosen
* so that it avoids common planes in usual data sets. */
// ------------------------------------------------------------------------------------------------
-class ASSIMP_API SpatialSort
+class SpatialSort
{
public:
- SpatialSort();
+ SpatialSort();
- // ------------------------------------------------------------------------------------
- /** Constructs a spatially sorted representation from the given position array.
- * Supply the positions in its layout in memory, the class will only refer to them
- * by index.
- * @param pPositions Pointer to the first position vector of the array.
- * @param pNumPositions Number of vectors to expect in that array.
- * @param pElementOffset Offset in bytes from the beginning of one vector in memory
- * to the beginning of the next vector. */
- SpatialSort( const aiVector3D* pPositions, unsigned int pNumPositions,
- unsigned int pElementOffset);
+ // ------------------------------------------------------------------------------------
+ /** Constructs a spatially sorted representation from the given position array.
+ * Supply the positions in its layout in memory, the class will only refer to them
+ * by index.
+ * @param pPositions Pointer to the first position vector of the array.
+ * @param pNumPositions Number of vectors to expect in that array.
+ * @param pElementOffset Offset in bytes from the beginning of one vector in memory
+ * to the beginning of the next vector. */
+ SpatialSort( const aiVector3D* pPositions, unsigned int pNumPositions,
+ unsigned int pElementOffset);
- /** Destructor */
- ~SpatialSort();
+ /** Destructor */
+ ~SpatialSort();
public:
- // ------------------------------------------------------------------------------------
- /** Sets the input data for the SpatialSort. This replaces existing data, if any.
- * The new data receives new indices in ascending order.
- *
- * @param pPositions Pointer to the first position vector of the array.
- * @param pNumPositions Number of vectors to expect in that array.
- * @param pElementOffset Offset in bytes from the beginning of one vector in memory
- * to the beginning of the next vector.
- * @param pFinalize Specifies whether the SpatialSort's internal representation
- * is finalized after the new data has been added. Finalization is
- * required in order to use #FindPosition() or #GenerateMappingTable().
- * If you don't finalize yet, you can use #Append() to add data from
- * other sources.*/
- void Fill( const aiVector3D* pPositions, unsigned int pNumPositions,
- unsigned int pElementOffset,
- bool pFinalize = true);
-
-
- // ------------------------------------------------------------------------------------
- /** Same as #Fill(), except the method appends to existing data in the #SpatialSort. */
- void Append( const aiVector3D* pPositions, unsigned int pNumPositions,
- unsigned int pElementOffset,
- bool pFinalize = true);
-
-
- // ------------------------------------------------------------------------------------
- /** Finalize the spatial hash data structure. This can be useful after
- * multiple calls to #Append() with the pFinalize parameter set to false.
- * This is finally required before one of #FindPositions() and #GenerateMappingTable()
- * can be called to query the spatial sort.*/
- void Finalize();
-
- // ------------------------------------------------------------------------------------
- /** Returns an iterator for all positions close to the given position.
- * @param pPosition The position to look for vertices.
- * @param pRadius Maximal distance from the position a vertex may have to be counted in.
- * @param poResults The container to store the indices of the found positions.
- * Will be emptied by the call so it may contain anything.
- * @return An iterator to iterate over all vertices in the given area.*/
- void FindPositions( const aiVector3D& pPosition, float pRadius,
- std::vector<unsigned int>& poResults) const;
-
- // ------------------------------------------------------------------------------------
- /** Fills an array with indices of all positions indentical to the given position. In
- * opposite to FindPositions(), not an epsilon is used but a (very low) tolerance of
- * four floating-point units.
- * @param pPosition The position to look for vertices.
- * @param poResults The container to store the indices of the found positions.
- * Will be emptied by the call so it may contain anything.*/
- void FindIdenticalPositions( const aiVector3D& pPosition,
- std::vector<unsigned int>& poResults) const;
-
- // ------------------------------------------------------------------------------------
- /** Compute a table that maps each vertex ID referring to a spatially close
- * enough position to the same output ID. Output IDs are assigned in ascending order
- * from 0...n.
- * @param fill Will be filled with numPositions entries.
- * @param pRadius Maximal distance from the position a vertex may have to
- * be counted in.
- * @return Number of unique vertices (n). */
- unsigned int GenerateMappingTable(std::vector<unsigned int>& fill,
- float pRadius) const;
+ // ------------------------------------------------------------------------------------
+ /** Sets the input data for the SpatialSort. This replaces existing data, if any.
+ * The new data receives new indices in ascending order.
+ *
+ * @param pPositions Pointer to the first position vector of the array.
+ * @param pNumPositions Number of vectors to expect in that array.
+ * @param pElementOffset Offset in bytes from the beginning of one vector in memory
+ * to the beginning of the next vector.
+ * @param pFinalize Specifies whether the SpatialSort's internal representation
+ * is finalized after the new data has been added. Finalization is
+ * required in order to use #FindPosition() or #GenerateMappingTable().
+ * If you don't finalize yet, you can use #Append() to add data from
+ * other sources.*/
+ void Fill( const aiVector3D* pPositions, unsigned int pNumPositions,
+ unsigned int pElementOffset,
+ bool pFinalize = true);
+
+
+ // ------------------------------------------------------------------------------------
+ /** Same as #Fill(), except the method appends to existing data in the #SpatialSort. */
+ void Append( const aiVector3D* pPositions, unsigned int pNumPositions,
+ unsigned int pElementOffset,
+ bool pFinalize = true);
+
+
+ // ------------------------------------------------------------------------------------
+ /** Finalize the spatial hash data structure. This can be useful after
+ * multiple calls to #Append() with the pFinalize parameter set to false.
+ * This is finally required before one of #FindPositions() and #GenerateMappingTable()
+ * can be called to query the spatial sort.*/
+ void Finalize();
+
+ // ------------------------------------------------------------------------------------
+ /** Returns an iterator for all positions close to the given position.
+ * @param pPosition The position to look for vertices.
+ * @param pRadius Maximal distance from the position a vertex may have to be counted in.
+ * @param poResults The container to store the indices of the found positions.
+ * Will be emptied by the call so it may contain anything.
+ * @return An iterator to iterate over all vertices in the given area.*/
+ void FindPositions( const aiVector3D& pPosition, float pRadius,
+ std::vector<unsigned int>& poResults) const;
+
+ // ------------------------------------------------------------------------------------
+ /** Fills an array with indices of all positions indentical to the given position. In
+ * opposite to FindPositions(), not an epsilon is used but a (very low) tolerance of
+ * four floating-point units.
+ * @param pPosition The position to look for vertices.
+ * @param poResults The container to store the indices of the found positions.
+ * Will be emptied by the call so it may contain anything.*/
+ void FindIdenticalPositions( const aiVector3D& pPosition,
+ std::vector<unsigned int>& poResults) const;
+
+ // ------------------------------------------------------------------------------------
+ /** Compute a table that maps each vertex ID referring to a spatially close
+ * enough position to the same output ID. Output IDs are assigned in ascending order
+ * from 0...n.
+ * @param fill Will be filled with numPositions entries.
+ * @param pRadius Maximal distance from the position a vertex may have to
+ * be counted in.
+ * @return Number of unique vertices (n). */
+ unsigned int GenerateMappingTable(std::vector<unsigned int>& fill,
+ float pRadius) const;
protected:
- /** Normal of the sorting plane, normalized. The center is always at (0, 0, 0) */
- aiVector3D mPlaneNormal;
-
- /** An entry in a spatially sorted position array. Consists of a vertex index,
- * its position and its precalculated distance from the reference plane */
- struct Entry
- {
- unsigned int mIndex; ///< The vertex referred by this entry
- aiVector3D mPosition; ///< Position
- float mDistance; ///< Distance of this vertex to the sorting plane
-
- Entry() { /** intentionally not initialized.*/ }
- Entry( unsigned int pIndex, const aiVector3D& pPosition, float pDistance)
- : mIndex( pIndex), mPosition( pPosition), mDistance( pDistance)
- { }
-
- bool operator < (const Entry& e) const { return mDistance < e.mDistance; }
- };
-
- // all positions, sorted by distance to the sorting plane
- std::vector<Entry> mPositions;
+ /** Normal of the sorting plane, normalized. The center is always at (0, 0, 0) */
+ aiVector3D mPlaneNormal;
+
+ /** An entry in a spatially sorted position array. Consists of a vertex index,
+ * its position and its precalculated distance from the reference plane */
+ struct Entry
+ {
+ unsigned int mIndex; ///< The vertex referred by this entry
+ aiVector3D mPosition; ///< Position
+ float mDistance; ///< Distance of this vertex to the sorting plane
+
+ Entry() { /** intentionally not initialized.*/ }
+ Entry( unsigned int pIndex, const aiVector3D& pPosition, float pDistance)
+ : mIndex( pIndex), mPosition( pPosition), mDistance( pDistance)
+ { }
+
+ bool operator < (const Entry& e) const { return mDistance < e.mDistance; }
+ };
+
+ // all positions, sorted by distance to the sorting plane
+ std::vector<Entry> mPositions;
};
} // end of namespace Assimp
diff --git a/src/3rdparty/assimp/code/SplitByBoneCountProcess.cpp b/src/3rdparty/assimp/code/SplitByBoneCountProcess.cpp
new file mode 100644
index 000000000..1b033451c
--- /dev/null
+++ b/src/3rdparty/assimp/code/SplitByBoneCountProcess.cpp
@@ -0,0 +1,403 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+
+/// @file SplitByBoneCountProcess.cpp
+/// Implementation of the SplitByBoneCount postprocessing step
+
+#include "AssimpPCH.h"
+
+// internal headers of the post-processing framework
+#include "SplitByBoneCountProcess.h"
+
+#include <limits>
+
+using namespace Assimp;
+
+// ------------------------------------------------------------------------------------------------
+// Constructor
+SplitByBoneCountProcess::SplitByBoneCountProcess()
+{
+ // set default, might be overriden by importer config
+ mMaxBoneCount = AI_SBBC_DEFAULT_MAX_BONES;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Destructor
+SplitByBoneCountProcess::~SplitByBoneCountProcess()
+{
+ // nothing to do here
+}
+
+// ------------------------------------------------------------------------------------------------
+// Returns whether the processing step is present in the given flag.
+bool SplitByBoneCountProcess::IsActive( unsigned int pFlags) const
+{
+ return !!(pFlags & aiProcess_SplitByBoneCount);
+}
+
+// ------------------------------------------------------------------------------------------------
+// Updates internal properties
+void SplitByBoneCountProcess::SetupProperties(const Importer* pImp)
+{
+ mMaxBoneCount = pImp->GetPropertyInteger(AI_CONFIG_PP_SBBC_MAX_BONES,AI_SBBC_DEFAULT_MAX_BONES);
+}
+
+// ------------------------------------------------------------------------------------------------
+// Executes the post processing step on the given imported data.
+void SplitByBoneCountProcess::Execute( aiScene* pScene)
+{
+ DefaultLogger::get()->debug("SplitByBoneCountProcess begin");
+
+ // early out
+ bool isNecessary = false;
+ for( size_t a = 0; a < pScene->mNumMeshes; ++a)
+ if( pScene->mMeshes[a]->mNumBones > mMaxBoneCount )
+ isNecessary = true;
+
+ if( !isNecessary )
+ {
+ DefaultLogger::get()->debug( boost::str( boost::format( "SplitByBoneCountProcess early-out: no meshes with more than %d bones.") % mMaxBoneCount));
+ return;
+ }
+
+ // we need to do something. Let's go.
+ mSubMeshIndices.clear();
+ mSubMeshIndices.resize( pScene->mNumMeshes);
+
+ // build a new array of meshes for the scene
+ std::vector<aiMesh*> meshes;
+
+ for( size_t a = 0; a < pScene->mNumMeshes; ++a)
+ {
+ aiMesh* srcMesh = pScene->mMeshes[a];
+
+ std::vector<aiMesh*> newMeshes;
+ SplitMesh( pScene->mMeshes[a], newMeshes);
+
+ // mesh was split
+ if( !newMeshes.empty() )
+ {
+ // store new meshes and indices of the new meshes
+ for( size_t b = 0; b < newMeshes.size(); ++b)
+ {
+ mSubMeshIndices[a].push_back( meshes.size());
+ meshes.push_back( newMeshes[b]);
+ }
+
+ // and destroy the source mesh. It should be completely contained inside the new submeshes
+ delete srcMesh;
+ }
+ else
+ {
+ // Mesh is kept unchanged - store it's new place in the mesh array
+ mSubMeshIndices[a].push_back( meshes.size());
+ meshes.push_back( srcMesh);
+ }
+ }
+
+ // rebuild the scene's mesh array
+ pScene->mNumMeshes = meshes.size();
+ delete [] pScene->mMeshes;
+ pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
+ std::copy( meshes.begin(), meshes.end(), pScene->mMeshes);
+
+ // recurse through all nodes and translate the node's mesh indices to fit the new mesh array
+ UpdateNode( pScene->mRootNode);
+
+ DefaultLogger::get()->debug( boost::str( boost::format( "SplitByBoneCountProcess end: split %d meshes into %d submeshes.") % mSubMeshIndices.size() % meshes.size()));
+}
+
+// ------------------------------------------------------------------------------------------------
+// Splits the given mesh by bone count.
+void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh*>& poNewMeshes) const
+{
+ // skip if not necessary
+ if( pMesh->mNumBones <= mMaxBoneCount )
+ return;
+
+ // necessary optimisation: build a list of all affecting bones for each vertex
+ // TODO: (thom) maybe add a custom allocator here to avoid allocating tens of thousands of small arrays
+ typedef std::pair<size_t, float> BoneWeight;
+ std::vector< std::vector<BoneWeight> > vertexBones( pMesh->mNumVertices);
+ for( size_t a = 0; a < pMesh->mNumBones; ++a)
+ {
+ const aiBone* bone = pMesh->mBones[a];
+ for( size_t b = 0; b < bone->mNumWeights; ++b)
+ vertexBones[ bone->mWeights[b].mVertexId ].push_back( BoneWeight( a, bone->mWeights[b].mWeight));
+ }
+
+ size_t numFacesHandled = 0;
+ std::vector<bool> isFaceHandled( pMesh->mNumFaces, false);
+ while( numFacesHandled < pMesh->mNumFaces )
+ {
+ // which bones are used in the current submesh
+ size_t numBones = 0;
+ std::vector<bool> isBoneUsed( pMesh->mNumBones, false);
+ // indices of the faces which are going to go into this submesh
+ std::vector<size_t> subMeshFaces;
+ subMeshFaces.reserve( pMesh->mNumFaces);
+ // accumulated vertex count of all the faces in this submesh
+ size_t numSubMeshVertices = 0;
+ // a small local array of new bones for the current face. State of all used bones for that face
+ // can only be updated AFTER the face is completely analysed. Thanks to imre for the fix.
+ std::vector<size_t> newBonesAtCurrentFace;
+
+ // add faces to the new submesh as long as all bones affecting the faces' vertices fit in the limit
+ for( size_t a = 0; a < pMesh->mNumFaces; ++a)
+ {
+ // skip if the face is already stored in a submesh
+ if( isFaceHandled[a] )
+ continue;
+
+ const aiFace& face = pMesh->mFaces[a];
+ // check every vertex if its bones would still fit into the current submesh
+ for( size_t b = 0; b < face.mNumIndices; ++b )
+ {
+ const std::vector<BoneWeight>& vb = vertexBones[face.mIndices[b]];
+ for( size_t c = 0; c < vb.size(); ++c)
+ {
+ size_t boneIndex = vb[c].first;
+ // if the bone is already used in this submesh, it's ok
+ if( isBoneUsed[boneIndex] )
+ continue;
+
+ // if it's not used, yet, we would need to add it. Store its bone index
+ if( std::find( newBonesAtCurrentFace.begin(), newBonesAtCurrentFace.end(), boneIndex) == newBonesAtCurrentFace.end() )
+ newBonesAtCurrentFace.push_back( boneIndex);
+ }
+ }
+
+ // leave out the face if the new bones required for this face don't fit the bone count limit anymore
+ if( numBones + newBonesAtCurrentFace.size() > mMaxBoneCount )
+ continue;
+
+ // mark all new bones as necessary
+ while( !newBonesAtCurrentFace.empty() )
+ {
+ size_t newIndex = newBonesAtCurrentFace.back();
+ newBonesAtCurrentFace.pop_back(); // this also avoids the deallocation which comes with a clear()
+ if( isBoneUsed[newIndex] )
+ continue;
+
+ isBoneUsed[newIndex] = true;
+ numBones++;
+ }
+
+ // store the face index and the vertex count
+ subMeshFaces.push_back( a);
+ numSubMeshVertices += face.mNumIndices;
+
+ // remember that this face is handled
+ isFaceHandled[a] = true;
+ numFacesHandled++;
+ }
+
+ // create a new mesh to hold this subset of the source mesh
+ aiMesh* newMesh = new aiMesh;
+ if( pMesh->mName.length > 0 )
+ newMesh->mName.Set( boost::str( boost::format( "%s_sub%d") % pMesh->mName.data % poNewMeshes.size()));
+ newMesh->mMaterialIndex = pMesh->mMaterialIndex;
+ newMesh->mPrimitiveTypes = pMesh->mPrimitiveTypes;
+ poNewMeshes.push_back( newMesh);
+
+ // create all the arrays for this mesh if the old mesh contained them
+ newMesh->mNumVertices = numSubMeshVertices;
+ newMesh->mNumFaces = subMeshFaces.size();
+ newMesh->mVertices = new aiVector3D[newMesh->mNumVertices];
+ if( pMesh->HasNormals() )
+ newMesh->mNormals = new aiVector3D[newMesh->mNumVertices];
+ if( pMesh->HasTangentsAndBitangents() )
+ {
+ newMesh->mTangents = new aiVector3D[newMesh->mNumVertices];
+ newMesh->mBitangents = new aiVector3D[newMesh->mNumVertices];
+ }
+ for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a )
+ {
+ if( pMesh->HasTextureCoords( a) )
+ newMesh->mTextureCoords[a] = new aiVector3D[newMesh->mNumVertices];
+ newMesh->mNumUVComponents[a] = pMesh->mNumUVComponents[a];
+ }
+ for( size_t a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a )
+ {
+ if( pMesh->HasVertexColors( a) )
+ newMesh->mColors[a] = new aiColor4D[newMesh->mNumVertices];
+ }
+
+ // and copy over the data, generating faces with linear indices along the way
+ newMesh->mFaces = new aiFace[subMeshFaces.size()];
+ size_t nvi = 0; // next vertex index
+ std::vector<size_t> previousVertexIndices( numSubMeshVertices, std::numeric_limits<size_t>::max()); // per new vertex: its index in the source mesh
+ for( size_t a = 0; a < subMeshFaces.size(); ++a )
+ {
+ const aiFace& srcFace = pMesh->mFaces[subMeshFaces[a]];
+ aiFace& dstFace = newMesh->mFaces[a];
+ dstFace.mNumIndices = srcFace.mNumIndices;
+ dstFace.mIndices = new unsigned int[dstFace.mNumIndices];
+
+ // accumulate linearly all the vertices of the source face
+ for( size_t b = 0; b < dstFace.mNumIndices; ++b )
+ {
+ size_t srcIndex = srcFace.mIndices[b];
+ dstFace.mIndices[b] = nvi;
+ previousVertexIndices[nvi] = srcIndex;
+
+ newMesh->mVertices[nvi] = pMesh->mVertices[srcIndex];
+ if( pMesh->HasNormals() )
+ newMesh->mNormals[nvi] = pMesh->mNormals[srcIndex];
+ if( pMesh->HasTangentsAndBitangents() )
+ {
+ newMesh->mTangents[nvi] = pMesh->mTangents[srcIndex];
+ newMesh->mBitangents[nvi] = pMesh->mBitangents[srcIndex];
+ }
+ for( size_t c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++c )
+ {
+ if( pMesh->HasTextureCoords( c) )
+ newMesh->mTextureCoords[c][nvi] = pMesh->mTextureCoords[c][srcIndex];
+ }
+ for( size_t c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS; ++c )
+ {
+ if( pMesh->HasVertexColors( c) )
+ newMesh->mColors[c][nvi] = pMesh->mColors[c][srcIndex];
+ }
+
+ nvi++;
+ }
+ }
+
+ ai_assert( nvi == numSubMeshVertices );
+
+ // Create the bones for the new submesh: first create the bone array
+ newMesh->mNumBones = 0;
+ newMesh->mBones = new aiBone*[numBones];
+
+ std::vector<size_t> mappedBoneIndex( pMesh->mNumBones, std::numeric_limits<size_t>::max());
+ for( size_t a = 0; a < pMesh->mNumBones; ++a )
+ {
+ if( !isBoneUsed[a] )
+ continue;
+
+ // create the new bone
+ const aiBone* srcBone = pMesh->mBones[a];
+ aiBone* dstBone = new aiBone;
+ mappedBoneIndex[a] = newMesh->mNumBones;
+ newMesh->mBones[newMesh->mNumBones++] = dstBone;
+ dstBone->mName = srcBone->mName;
+ dstBone->mOffsetMatrix = srcBone->mOffsetMatrix;
+ dstBone->mNumWeights = 0;
+ }
+
+ ai_assert( newMesh->mNumBones == numBones );
+
+ // iterate over all new vertices and count which bones affected its old vertex in the source mesh
+ for( size_t a = 0; a < numSubMeshVertices; ++a )
+ {
+ size_t oldIndex = previousVertexIndices[a];
+ const std::vector<BoneWeight>& bonesOnThisVertex = vertexBones[oldIndex];
+
+ for( size_t b = 0; b < bonesOnThisVertex.size(); ++b )
+ {
+ size_t newBoneIndex = mappedBoneIndex[ bonesOnThisVertex[b].first ];
+ if( newBoneIndex != std::numeric_limits<size_t>::max() )
+ newMesh->mBones[newBoneIndex]->mNumWeights++;
+ }
+ }
+
+ // allocate all bone weight arrays accordingly
+ for( size_t a = 0; a < newMesh->mNumBones; ++a )
+ {
+ aiBone* bone = newMesh->mBones[a];
+ ai_assert( bone->mNumWeights > 0 );
+ bone->mWeights = new aiVertexWeight[bone->mNumWeights];
+ bone->mNumWeights = 0; // for counting up in the next step
+ }
+
+ // now copy all the bone vertex weights for all the vertices which made it into the new submesh
+ for( size_t a = 0; a < numSubMeshVertices; ++a)
+ {
+ // find the source vertex for it in the source mesh
+ size_t previousIndex = previousVertexIndices[a];
+ // these bones were affecting it
+ const std::vector<BoneWeight>& bonesOnThisVertex = vertexBones[previousIndex];
+ // all of the bones affecting it should be present in the new submesh, or else
+ // the face it comprises shouldn't be present
+ for( size_t b = 0; b < bonesOnThisVertex.size(); ++b)
+ {
+ size_t newBoneIndex = mappedBoneIndex[ bonesOnThisVertex[b].first ];
+ ai_assert( newBoneIndex != std::numeric_limits<size_t>::max() );
+ aiVertexWeight* dstWeight = newMesh->mBones[newBoneIndex]->mWeights + newMesh->mBones[newBoneIndex]->mNumWeights;
+ newMesh->mBones[newBoneIndex]->mNumWeights++;
+
+ dstWeight->mVertexId = a;
+ dstWeight->mWeight = bonesOnThisVertex[b].second;
+ }
+ }
+
+ // I have the strange feeling that this will break apart at some point in time...
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// Recursively updates the node's mesh list to account for the changed mesh list
+void SplitByBoneCountProcess::UpdateNode( aiNode* pNode) const
+{
+ // rebuild the node's mesh index list
+ if( pNode->mNumMeshes > 0 )
+ {
+ std::vector<size_t> newMeshList;
+ for( size_t a = 0; a < pNode->mNumMeshes; ++a)
+ {
+ size_t srcIndex = pNode->mMeshes[a];
+ const std::vector<size_t>& replaceMeshes = mSubMeshIndices[srcIndex];
+ newMeshList.insert( newMeshList.end(), replaceMeshes.begin(), replaceMeshes.end());
+ }
+
+ delete pNode->mMeshes;
+ pNode->mNumMeshes = newMeshList.size();
+ pNode->mMeshes = new unsigned int[pNode->mNumMeshes];
+ std::copy( newMeshList.begin(), newMeshList.end(), pNode->mMeshes);
+ }
+
+ // do that also recursively for all children
+ for( size_t a = 0; a < pNode->mNumChildren; ++a )
+ {
+ UpdateNode( pNode->mChildren[a]);
+ }
+}
diff --git a/src/3rdparty/assimp/code/SplitByBoneCountProcess.h b/src/3rdparty/assimp/code/SplitByBoneCountProcess.h
new file mode 100644
index 000000000..ddade0f9a
--- /dev/null
+++ b/src/3rdparty/assimp/code/SplitByBoneCountProcess.h
@@ -0,0 +1,109 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+/// @file SplitByBoneCountProcess.h
+/// Defines a post processing step to split meshes with many bones into submeshes
+#ifndef AI_SPLITBYBONECOUNTPROCESS_H_INC
+#define AI_SPLITBYBONECOUNTPROCESS_H_INC
+
+#include <vector>
+#include "BaseProcess.h"
+
+#include "../include/assimp/mesh.h"
+#include "../include/assimp/scene.h"
+
+namespace Assimp
+{
+
+
+/** Postprocessing filter to split meshes with many bones into submeshes
+ * so that each submesh has a certain max bone count.
+ *
+ * Applied BEFORE the JoinVertices-Step occurs.
+ * Returns NON-UNIQUE vertices, splits by bone count.
+*/
+class SplitByBoneCountProcess : public BaseProcess
+{
+public:
+
+ SplitByBoneCountProcess();
+ ~SplitByBoneCountProcess();
+
+public:
+ /** Returns whether the processing step is present in the given flag.
+ * @param pFlags The processing flags the importer was called with. A
+ * bitwise combination of #aiPostProcessSteps.
+ * @return true if the process is present in this flag fields,
+ * false if not.
+ */
+ bool IsActive( unsigned int pFlags) const;
+
+ /** Called prior to ExecuteOnScene().
+ * The function is a request to the process to update its configuration
+ * basing on the Importer's configuration property list.
+ */
+ virtual void SetupProperties(const Importer* pImp);
+
+protected:
+ /** Executes the post processing step on the given imported data.
+ * At the moment a process is not supposed to fail.
+ * @param pScene The imported data to work at.
+ */
+ void Execute( aiScene* pScene);
+
+ /// Splits the given mesh by bone count.
+ /// @param pMesh the Mesh to split. Is not changed at all, but might be superfluous in case it was split.
+ /// @param poNewMeshes Array of submeshes created in the process. Empty if splitting was not necessary.
+ void SplitMesh( const aiMesh* pMesh, std::vector<aiMesh*>& poNewMeshes) const;
+
+ /// Recursively updates the node's mesh list to account for the changed mesh list
+ void UpdateNode( aiNode* pNode) const;
+
+public:
+ /// Max bone count. Splitting occurs if a mesh has more than that number of bones.
+ size_t mMaxBoneCount;
+
+ /// Per mesh index: Array of indices of the new submeshes.
+ std::vector< std::vector<size_t> > mSubMeshIndices;
+};
+
+} // end of namespace Assimp
+
+#endif // !!AI_SPLITBYBONECOUNTPROCESS_H_INC
diff --git a/src/3rdparty/assimp/code/SplitLargeMeshes.cpp b/src/3rdparty/assimp/code/SplitLargeMeshes.cpp
index f4950461a..4be8fe104 100644
--- a/src/3rdparty/assimp/code/SplitLargeMeshes.cpp
+++ b/src/3rdparty/assimp/code/SplitLargeMeshes.cpp
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -54,50 +54,50 @@ using namespace Assimp;
// ------------------------------------------------------------------------------------------------
SplitLargeMeshesProcess_Triangle::SplitLargeMeshesProcess_Triangle()
{
- LIMIT = AI_SLM_DEFAULT_MAX_TRIANGLES;
+ LIMIT = AI_SLM_DEFAULT_MAX_TRIANGLES;
}
// ------------------------------------------------------------------------------------------------
SplitLargeMeshesProcess_Triangle::~SplitLargeMeshesProcess_Triangle()
{
- // nothing to do here
+ // nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool SplitLargeMeshesProcess_Triangle::IsActive( unsigned int pFlags) const
{
- return (pFlags & aiProcess_SplitLargeMeshes) != 0;
+ return (pFlags & aiProcess_SplitLargeMeshes) != 0;
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void SplitLargeMeshesProcess_Triangle::Execute( aiScene* pScene)
{
- if (0xffffffff == this->LIMIT)return;
-
- DefaultLogger::get()->debug("SplitLargeMeshesProcess_Triangle begin");
- std::vector<std::pair<aiMesh*, unsigned int> > avList;
-
- for ( unsigned int a = 0; a < pScene->mNumMeshes; a++)
- this->SplitMesh(a, pScene->mMeshes[a],avList);
-
- if (avList.size() != pScene->mNumMeshes)
- {
- // it seems something has been splitted. rebuild the mesh list
- delete[] pScene->mMeshes;
- pScene->mNumMeshes = (unsigned int)avList.size();
- pScene->mMeshes = new aiMesh*[avList.size()];
-
- for (unsigned int i = 0; i < avList.size();++i)
- pScene->mMeshes[i] = avList[i].first;
-
- // now we need to update all nodes
- this->UpdateNode(pScene->mRootNode,avList);
- DefaultLogger::get()->info("SplitLargeMeshesProcess_Triangle finished. Meshes have been splitted");
- }
- else DefaultLogger::get()->debug("SplitLargeMeshesProcess_Triangle finished. There was nothing to do");
- return;
+ if (0xffffffff == this->LIMIT)return;
+
+ DefaultLogger::get()->debug("SplitLargeMeshesProcess_Triangle begin");
+ std::vector<std::pair<aiMesh*, unsigned int> > avList;
+
+ for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
+ this->SplitMesh(a, pScene->mMeshes[a],avList);
+
+ if (avList.size() != pScene->mNumMeshes)
+ {
+ // it seems something has been split. rebuild the mesh list
+ delete[] pScene->mMeshes;
+ pScene->mNumMeshes = (unsigned int)avList.size();
+ pScene->mMeshes = new aiMesh*[avList.size()];
+
+ for (unsigned int i = 0; i < avList.size();++i)
+ pScene->mMeshes[i] = avList[i].first;
+
+ // now we need to update all nodes
+ this->UpdateNode(pScene->mRootNode,avList);
+ DefaultLogger::get()->info("SplitLargeMeshesProcess_Triangle finished. Meshes have been split");
+ }
+ else DefaultLogger::get()->debug("SplitLargeMeshesProcess_Triangle finished. There was nothing to do");
+ return;
}
// ------------------------------------------------------------------------------------------------
@@ -105,573 +105,573 @@ void SplitLargeMeshesProcess_Triangle::Execute( aiScene* pScene)
void SplitLargeMeshesProcess_Triangle::SetupProperties( const Importer* pImp)
{
// get the current value of the split property
- this->LIMIT = pImp->GetPropertyInteger(AI_CONFIG_PP_SLM_TRIANGLE_LIMIT,AI_SLM_DEFAULT_MAX_TRIANGLES);
+ this->LIMIT = pImp->GetPropertyInteger(AI_CONFIG_PP_SLM_TRIANGLE_LIMIT,AI_SLM_DEFAULT_MAX_TRIANGLES);
}
// ------------------------------------------------------------------------------------------------
// Update a node after some meshes have been split
void SplitLargeMeshesProcess_Triangle::UpdateNode(aiNode* pcNode,
- const std::vector<std::pair<aiMesh*, unsigned int> >& avList)
+ const std::vector<std::pair<aiMesh*, unsigned int> >& avList)
{
- // for every index in out list build a new entry
- std::vector<unsigned int> aiEntries;
- aiEntries.reserve(pcNode->mNumMeshes + 1);
- for (unsigned int i = 0; i < pcNode->mNumMeshes;++i)
- {
- for (unsigned int a = 0; a < avList.size();++a)
- {
- if (avList[a].second == pcNode->mMeshes[i])
- {
- aiEntries.push_back(a);
- }
- }
- }
-
- // now build the new list
- delete pcNode->mMeshes;
- pcNode->mNumMeshes = (unsigned int)aiEntries.size();
- pcNode->mMeshes = new unsigned int[pcNode->mNumMeshes];
-
- for (unsigned int b = 0; b < pcNode->mNumMeshes;++b)
- pcNode->mMeshes[b] = aiEntries[b];
-
- // recusively update all other nodes
- for (unsigned int i = 0; i < pcNode->mNumChildren;++i)
- {
- UpdateNode ( pcNode->mChildren[i], avList );
- }
- return;
+ // for every index in out list build a new entry
+ std::vector<unsigned int> aiEntries;
+ aiEntries.reserve(pcNode->mNumMeshes + 1);
+ for (unsigned int i = 0; i < pcNode->mNumMeshes;++i)
+ {
+ for (unsigned int a = 0; a < avList.size();++a)
+ {
+ if (avList[a].second == pcNode->mMeshes[i])
+ {
+ aiEntries.push_back(a);
+ }
+ }
+ }
+
+ // now build the new list
+ delete pcNode->mMeshes;
+ pcNode->mNumMeshes = (unsigned int)aiEntries.size();
+ pcNode->mMeshes = new unsigned int[pcNode->mNumMeshes];
+
+ for (unsigned int b = 0; b < pcNode->mNumMeshes;++b)
+ pcNode->mMeshes[b] = aiEntries[b];
+
+ // recusively update all other nodes
+ for (unsigned int i = 0; i < pcNode->mNumChildren;++i)
+ {
+ UpdateNode ( pcNode->mChildren[i], avList );
+ }
+ return;
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void SplitLargeMeshesProcess_Triangle::SplitMesh(
- unsigned int a,
- aiMesh* pMesh,
- std::vector<std::pair<aiMesh*, unsigned int> >& avList)
+ unsigned int a,
+ aiMesh* pMesh,
+ std::vector<std::pair<aiMesh*, unsigned int> >& avList)
{
- if (pMesh->mNumFaces > SplitLargeMeshesProcess_Triangle::LIMIT)
- {
- DefaultLogger::get()->info("Mesh exceeds the triangle limit. It will be split ...");
-
- // we need to split this mesh into sub meshes
- // determine the size of a submesh
- const unsigned int iSubMeshes = (pMesh->mNumFaces / LIMIT) + 1;
-
- const unsigned int iOutFaceNum = pMesh->mNumFaces / iSubMeshes;
- const unsigned int iOutVertexNum = iOutFaceNum * 3;
-
- // now generate all submeshes
- for (unsigned int i = 0; i < iSubMeshes;++i)
- {
- aiMesh* pcMesh = new aiMesh;
- pcMesh->mNumFaces = iOutFaceNum;
- pcMesh->mMaterialIndex = pMesh->mMaterialIndex;
-
- // the name carries the adjacency information between the meshes
- pcMesh->mName = pMesh->mName;
-
- if (i == iSubMeshes-1)
- {
- pcMesh->mNumFaces = iOutFaceNum + (
- pMesh->mNumFaces - iOutFaceNum * iSubMeshes);
- }
- // copy the list of faces
- pcMesh->mFaces = new aiFace[pcMesh->mNumFaces];
-
- const unsigned int iBase = iOutFaceNum * i;
-
- // get the total number of indices
- unsigned int iCnt = 0;
- for (unsigned int p = iBase; p < pcMesh->mNumFaces + iBase;++p)
- {
- iCnt += pMesh->mFaces[p].mNumIndices;
- }
- pcMesh->mNumVertices = iCnt;
-
- // allocate storage
- if (pMesh->mVertices != NULL)
- pcMesh->mVertices = new aiVector3D[iCnt];
-
- if (pMesh->HasNormals())
- pcMesh->mNormals = new aiVector3D[iCnt];
-
- if (pMesh->HasTangentsAndBitangents())
- {
- pcMesh->mTangents = new aiVector3D[iCnt];
- pcMesh->mBitangents = new aiVector3D[iCnt];
- }
-
- // texture coordinates
- for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
- {
- pcMesh->mNumUVComponents[c] = pMesh->mNumUVComponents[c];
- if (pMesh->HasTextureCoords( c))
- {
- pcMesh->mTextureCoords[c] = new aiVector3D[iCnt];
- }
- }
-
- // vertex colors
- for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS;++c)
- {
- if (pMesh->HasVertexColors( c))
- {
- pcMesh->mColors[c] = new aiColor4D[iCnt];
- }
- }
-
- if (pMesh->HasBones())
- {
- // assume the number of bones won't change in most cases
- pcMesh->mBones = new aiBone*[pMesh->mNumBones];
-
- // iterate through all bones of the mesh and find those which
- // need to be copied to the splitted mesh
- std::vector<aiVertexWeight> avTempWeights;
- for (unsigned int p = 0; p < pcMesh->mNumBones;++p)
- {
- aiBone* const bone = pcMesh->mBones[p];
- avTempWeights.clear();
- avTempWeights.reserve(bone->mNumWeights / iSubMeshes);
-
- for (unsigned int q = 0; q < bone->mNumWeights;++q)
- {
- aiVertexWeight& weight = bone->mWeights[q];
- if (weight.mVertexId >= iBase && weight.mVertexId < iBase + iOutVertexNum)
- {
- avTempWeights.push_back(weight);
- weight = avTempWeights.back();
- weight.mVertexId -= iBase;
- }
- }
-
- if (!avTempWeights.empty())
- {
- // we'll need this bone. Copy it ...
- aiBone* pc = new aiBone();
- pcMesh->mBones[pcMesh->mNumBones++] = pc;
- pc->mName = aiString(bone->mName);
- pc->mNumWeights = (unsigned int)avTempWeights.size();
- pc->mOffsetMatrix = bone->mOffsetMatrix;
-
- // no need to reallocate the array for the last submesh.
- // Here we can reuse the (large) source array, although
- // we'll waste some memory
- if (iSubMeshes-1 == i)
- {
- pc->mWeights = bone->mWeights;
- bone->mWeights = NULL;
- }
- else pc->mWeights = new aiVertexWeight[pc->mNumWeights];
-
- // copy the weights
- ::memcpy(pc->mWeights,&avTempWeights[0],sizeof(aiVertexWeight)*pc->mNumWeights);
- }
- }
- }
-
- // (we will also need to copy the array of indices)
- unsigned int iCurrent = 0;
- for (unsigned int p = 0; p < pcMesh->mNumFaces;++p)
- {
- pcMesh->mFaces[p].mNumIndices = 3;
- // allocate a new array
- const unsigned int iTemp = p + iBase;
- const unsigned int iNumIndices = pMesh->mFaces[iTemp].mNumIndices;
-
- // setup face type and number of indices
- pcMesh->mFaces[p].mNumIndices = iNumIndices;
- unsigned int* pi = pMesh->mFaces[iTemp].mIndices;
- unsigned int* piOut = pcMesh->mFaces[p].mIndices = new unsigned int[iNumIndices];
-
- // need to update the output primitive types
- switch (iNumIndices)
- {
- case 1:
- pcMesh->mPrimitiveTypes |= aiPrimitiveType_POINT;
- break;
- case 2:
- pcMesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
- break;
- case 3:
- pcMesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
- break;
- default:
- pcMesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
- }
-
- // and copy the contents of the old array, offset by current base
- for (unsigned int v = 0; v < iNumIndices;++v)
- {
- unsigned int iIndex = pi[v];
- unsigned int iIndexOut = iCurrent++;
- piOut[v] = iIndexOut;
-
- // copy positions
- if (pMesh->mVertices != NULL)
- pcMesh->mVertices[iIndexOut] = pMesh->mVertices[iIndex];
-
- // copy normals
- if (pMesh->HasNormals())
- pcMesh->mNormals[iIndexOut] = pMesh->mNormals[iIndex];
-
- // copy tangents/bitangents
- if (pMesh->HasTangentsAndBitangents())
- {
- pcMesh->mTangents[iIndexOut] = pMesh->mTangents[iIndex];
- pcMesh->mBitangents[iIndexOut] = pMesh->mBitangents[iIndex];
- }
-
- // texture coordinates
- for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
- {
- if (pMesh->HasTextureCoords( c))
- pcMesh->mTextureCoords[c][iIndexOut] = pMesh->mTextureCoords[c][iIndex];
- }
- // vertex colors
- for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS;++c)
- {
- if (pMesh->HasVertexColors( c))
- pcMesh->mColors[c][iIndexOut] = pMesh->mColors[c][iIndex];
- }
- }
- }
-
- // add the newly created mesh to the list
- avList.push_back(std::pair<aiMesh*, unsigned int>(pcMesh,a));
- }
-
- // now delete the old mesh data
- delete pMesh;
- }
- else avList.push_back(std::pair<aiMesh*, unsigned int>(pMesh,a));
- return;
+ if (pMesh->mNumFaces > SplitLargeMeshesProcess_Triangle::LIMIT)
+ {
+ DefaultLogger::get()->info("Mesh exceeds the triangle limit. It will be split ...");
+
+ // we need to split this mesh into sub meshes
+ // determine the size of a submesh
+ const unsigned int iSubMeshes = (pMesh->mNumFaces / LIMIT) + 1;
+
+ const unsigned int iOutFaceNum = pMesh->mNumFaces / iSubMeshes;
+ const unsigned int iOutVertexNum = iOutFaceNum * 3;
+
+ // now generate all submeshes
+ for (unsigned int i = 0; i < iSubMeshes;++i)
+ {
+ aiMesh* pcMesh = new aiMesh;
+ pcMesh->mNumFaces = iOutFaceNum;
+ pcMesh->mMaterialIndex = pMesh->mMaterialIndex;
+
+ // the name carries the adjacency information between the meshes
+ pcMesh->mName = pMesh->mName;
+
+ if (i == iSubMeshes-1)
+ {
+ pcMesh->mNumFaces = iOutFaceNum + (
+ pMesh->mNumFaces - iOutFaceNum * iSubMeshes);
+ }
+ // copy the list of faces
+ pcMesh->mFaces = new aiFace[pcMesh->mNumFaces];
+
+ const unsigned int iBase = iOutFaceNum * i;
+
+ // get the total number of indices
+ unsigned int iCnt = 0;
+ for (unsigned int p = iBase; p < pcMesh->mNumFaces + iBase;++p)
+ {
+ iCnt += pMesh->mFaces[p].mNumIndices;
+ }
+ pcMesh->mNumVertices = iCnt;
+
+ // allocate storage
+ if (pMesh->mVertices != NULL)
+ pcMesh->mVertices = new aiVector3D[iCnt];
+
+ if (pMesh->HasNormals())
+ pcMesh->mNormals = new aiVector3D[iCnt];
+
+ if (pMesh->HasTangentsAndBitangents())
+ {
+ pcMesh->mTangents = new aiVector3D[iCnt];
+ pcMesh->mBitangents = new aiVector3D[iCnt];
+ }
+
+ // texture coordinates
+ for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
+ {
+ pcMesh->mNumUVComponents[c] = pMesh->mNumUVComponents[c];
+ if (pMesh->HasTextureCoords( c))
+ {
+ pcMesh->mTextureCoords[c] = new aiVector3D[iCnt];
+ }
+ }
+
+ // vertex colors
+ for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS;++c)
+ {
+ if (pMesh->HasVertexColors( c))
+ {
+ pcMesh->mColors[c] = new aiColor4D[iCnt];
+ }
+ }
+
+ if (pMesh->HasBones())
+ {
+ // assume the number of bones won't change in most cases
+ pcMesh->mBones = new aiBone*[pMesh->mNumBones];
+
+ // iterate through all bones of the mesh and find those which
+ // need to be copied to the split mesh
+ std::vector<aiVertexWeight> avTempWeights;
+ for (unsigned int p = 0; p < pcMesh->mNumBones;++p)
+ {
+ aiBone* const bone = pcMesh->mBones[p];
+ avTempWeights.clear();
+ avTempWeights.reserve(bone->mNumWeights / iSubMeshes);
+
+ for (unsigned int q = 0; q < bone->mNumWeights;++q)
+ {
+ aiVertexWeight& weight = bone->mWeights[q];
+ if(weight.mVertexId >= iBase && weight.mVertexId < iBase + iOutVertexNum)
+ {
+ avTempWeights.push_back(weight);
+ weight = avTempWeights.back();
+ weight.mVertexId -= iBase;
+ }
+ }
+
+ if (!avTempWeights.empty())
+ {
+ // we'll need this bone. Copy it ...
+ aiBone* pc = new aiBone();
+ pcMesh->mBones[pcMesh->mNumBones++] = pc;
+ pc->mName = aiString(bone->mName);
+ pc->mNumWeights = (unsigned int)avTempWeights.size();
+ pc->mOffsetMatrix = bone->mOffsetMatrix;
+
+ // no need to reallocate the array for the last submesh.
+ // Here we can reuse the (large) source array, although
+ // we'll waste some memory
+ if (iSubMeshes-1 == i)
+ {
+ pc->mWeights = bone->mWeights;
+ bone->mWeights = NULL;
+ }
+ else pc->mWeights = new aiVertexWeight[pc->mNumWeights];
+
+ // copy the weights
+ ::memcpy(pc->mWeights,&avTempWeights[0],sizeof(aiVertexWeight)*pc->mNumWeights);
+ }
+ }
+ }
+
+ // (we will also need to copy the array of indices)
+ unsigned int iCurrent = 0;
+ for (unsigned int p = 0; p < pcMesh->mNumFaces;++p)
+ {
+ pcMesh->mFaces[p].mNumIndices = 3;
+ // allocate a new array
+ const unsigned int iTemp = p + iBase;
+ const unsigned int iNumIndices = pMesh->mFaces[iTemp].mNumIndices;
+
+ // setup face type and number of indices
+ pcMesh->mFaces[p].mNumIndices = iNumIndices;
+ unsigned int* pi = pMesh->mFaces[iTemp].mIndices;
+ unsigned int* piOut = pcMesh->mFaces[p].mIndices = new unsigned int[iNumIndices];
+
+ // need to update the output primitive types
+ switch (iNumIndices)
+ {
+ case 1:
+ pcMesh->mPrimitiveTypes |= aiPrimitiveType_POINT;
+ break;
+ case 2:
+ pcMesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
+ break;
+ case 3:
+ pcMesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
+ break;
+ default:
+ pcMesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
+ }
+
+ // and copy the contents of the old array, offset by current base
+ for (unsigned int v = 0; v < iNumIndices;++v)
+ {
+ unsigned int iIndex = pi[v];
+ unsigned int iIndexOut = iCurrent++;
+ piOut[v] = iIndexOut;
+
+ // copy positions
+ if (pMesh->mVertices != NULL)
+ pcMesh->mVertices[iIndexOut] = pMesh->mVertices[iIndex];
+
+ // copy normals
+ if (pMesh->HasNormals())
+ pcMesh->mNormals[iIndexOut] = pMesh->mNormals[iIndex];
+
+ // copy tangents/bitangents
+ if (pMesh->HasTangentsAndBitangents())
+ {
+ pcMesh->mTangents[iIndexOut] = pMesh->mTangents[iIndex];
+ pcMesh->mBitangents[iIndexOut] = pMesh->mBitangents[iIndex];
+ }
+
+ // texture coordinates
+ for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
+ {
+ if (pMesh->HasTextureCoords( c))
+ pcMesh->mTextureCoords[c][iIndexOut] = pMesh->mTextureCoords[c][iIndex];
+ }
+ // vertex colors
+ for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS;++c)
+ {
+ if (pMesh->HasVertexColors( c))
+ pcMesh->mColors[c][iIndexOut] = pMesh->mColors[c][iIndex];
+ }
+ }
+ }
+
+ // add the newly created mesh to the list
+ avList.push_back(std::pair<aiMesh*, unsigned int>(pcMesh,a));
+ }
+
+ // now delete the old mesh data
+ delete pMesh;
+ }
+ else avList.push_back(std::pair<aiMesh*, unsigned int>(pMesh,a));
+ return;
}
// ------------------------------------------------------------------------------------------------
SplitLargeMeshesProcess_Vertex::SplitLargeMeshesProcess_Vertex()
{
- LIMIT = AI_SLM_DEFAULT_MAX_VERTICES;
+ LIMIT = AI_SLM_DEFAULT_MAX_VERTICES;
}
// ------------------------------------------------------------------------------------------------
SplitLargeMeshesProcess_Vertex::~SplitLargeMeshesProcess_Vertex()
{
- // nothing to do here
+ // nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool SplitLargeMeshesProcess_Vertex::IsActive( unsigned int pFlags) const
{
- return (pFlags & aiProcess_SplitLargeMeshes) != 0;
+ return (pFlags & aiProcess_SplitLargeMeshes) != 0;
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void SplitLargeMeshesProcess_Vertex::Execute( aiScene* pScene)
{
- std::vector<std::pair<aiMesh*, unsigned int> > avList;
-
- if (0xffffffff == this->LIMIT)return;
-
- DefaultLogger::get()->debug("SplitLargeMeshesProcess_Vertex begin");
- for ( unsigned int a = 0; a < pScene->mNumMeshes; a++)
- this->SplitMesh(a, pScene->mMeshes[a],avList);
-
- if (avList.size() != pScene->mNumMeshes)
- {
- // it seems something has been splitted. rebuild the mesh list
- delete[] pScene->mMeshes;
- pScene->mNumMeshes = (unsigned int)avList.size();
- pScene->mMeshes = new aiMesh*[avList.size()];
-
- for (unsigned int i = 0; i < avList.size();++i)
- pScene->mMeshes[i] = avList[i].first;
-
- // now we need to update all nodes
- SplitLargeMeshesProcess_Triangle::UpdateNode(pScene->mRootNode,avList);
- DefaultLogger::get()->info("SplitLargeMeshesProcess_Vertex finished. Meshes have been splitted");
- }
- else DefaultLogger::get()->debug("SplitLargeMeshesProcess_Vertex finished. There was nothing to do");
- return;
+ std::vector<std::pair<aiMesh*, unsigned int> > avList;
+
+ if (0xffffffff == this->LIMIT)return;
+
+ DefaultLogger::get()->debug("SplitLargeMeshesProcess_Vertex begin");
+ for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
+ this->SplitMesh(a, pScene->mMeshes[a],avList);
+
+ if (avList.size() != pScene->mNumMeshes)
+ {
+ // it seems something has been split. rebuild the mesh list
+ delete[] pScene->mMeshes;
+ pScene->mNumMeshes = (unsigned int)avList.size();
+ pScene->mMeshes = new aiMesh*[avList.size()];
+
+ for (unsigned int i = 0; i < avList.size();++i)
+ pScene->mMeshes[i] = avList[i].first;
+
+ // now we need to update all nodes
+ SplitLargeMeshesProcess_Triangle::UpdateNode(pScene->mRootNode,avList);
+ DefaultLogger::get()->info("SplitLargeMeshesProcess_Vertex finished. Meshes have been split");
+ }
+ else DefaultLogger::get()->debug("SplitLargeMeshesProcess_Vertex finished. There was nothing to do");
+ return;
}
// ------------------------------------------------------------------------------------------------
// Setup properties
void SplitLargeMeshesProcess_Vertex::SetupProperties( const Importer* pImp)
{
- this->LIMIT = pImp->GetPropertyInteger(AI_CONFIG_PP_SLM_VERTEX_LIMIT,AI_SLM_DEFAULT_MAX_VERTICES);
+ this->LIMIT = pImp->GetPropertyInteger(AI_CONFIG_PP_SLM_VERTEX_LIMIT,AI_SLM_DEFAULT_MAX_VERTICES);
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void SplitLargeMeshesProcess_Vertex::SplitMesh(
- unsigned int a,
- aiMesh* pMesh,
- std::vector<std::pair<aiMesh*, unsigned int> >& avList)
+ unsigned int a,
+ aiMesh* pMesh,
+ std::vector<std::pair<aiMesh*, unsigned int> >& avList)
{
- if (pMesh->mNumVertices > SplitLargeMeshesProcess_Vertex::LIMIT)
- {
- typedef std::vector< std::pair<unsigned int,float> > VertexWeightTable;
-
- // build a per-vertex weight list if necessary
- VertexWeightTable* avPerVertexWeights = ComputeVertexBoneWeightTable(pMesh);
-
- // we need to split this mesh into sub meshes
- // determine the estimated size of a submesh
- // (this could be too large. Max waste is a single digit percentage)
- const unsigned int iSubMeshes = (pMesh->mNumVertices / SplitLargeMeshesProcess_Vertex::LIMIT) + 1;
- //const unsigned int iOutVertexNum2 = pMesh->mNumVertices /iSubMeshes;
-
- // create a std::vector<unsigned int> to indicate which vertices
- // have already been copied
- std::vector<unsigned int> avWasCopied;
- avWasCopied.resize(pMesh->mNumVertices,0xFFFFFFFF);
-
- // try to find a good estimate for the number of output faces
- // per mesh. Add 12.5% as buffer
- unsigned int iEstimatedSize = pMesh->mNumFaces / iSubMeshes;
- iEstimatedSize += iEstimatedSize >> 3;
-
- // now generate all submeshes
- unsigned int iBase = 0;
- while (true)
- {
- const unsigned int iOutVertexNum = SplitLargeMeshesProcess_Vertex::LIMIT;
-
- aiMesh* pcMesh = new aiMesh;
- pcMesh->mNumVertices = 0;
- pcMesh->mMaterialIndex = pMesh->mMaterialIndex;
-
- // the name carries the adjacency information between the meshes
- pcMesh->mName = pMesh->mName;
-
- typedef std::vector<aiVertexWeight> BoneWeightList;
- if (pMesh->HasBones())
- {
- pcMesh->mBones = new aiBone*[pMesh->mNumBones];
- ::memset(pcMesh->mBones,0,sizeof(void*)*pMesh->mNumBones);
- }
-
- // clear the temporary helper array
- if (iBase)
- {
- // we can't use memset here we unsigned int needn' be 32 bits
- for (std::vector<unsigned int>::iterator
- iter = avWasCopied.begin(),end = avWasCopied.end();
- iter != end;++iter)
- {
- (*iter) = 0xffffffff;
- }
- }
-
- // output vectors
- std::vector<aiFace> vFaces;
-
- // reserve enough storage for most cases
- if (pMesh->HasPositions())
- {
- pcMesh->mVertices = new aiVector3D[iOutVertexNum];
- }
- if (pMesh->HasNormals())
- {
- pcMesh->mNormals = new aiVector3D[iOutVertexNum];
- }
- if (pMesh->HasTangentsAndBitangents())
- {
- pcMesh->mTangents = new aiVector3D[iOutVertexNum];
- pcMesh->mBitangents = new aiVector3D[iOutVertexNum];
- }
- for (unsigned int c = 0; pMesh->HasVertexColors(c);++c)
- {
- pcMesh->mColors[c] = new aiColor4D[iOutVertexNum];
- }
- for (unsigned int c = 0; pMesh->HasTextureCoords(c);++c)
- {
- pcMesh->mNumUVComponents[c] = pMesh->mNumUVComponents[c];
- pcMesh->mTextureCoords[c] = new aiVector3D[iOutVertexNum];
- }
- vFaces.reserve(iEstimatedSize);
-
- // (we will also need to copy the array of indices)
- while (iBase < pMesh->mNumFaces)
- {
- // allocate a new array
- const unsigned int iNumIndices = pMesh->mFaces[iBase].mNumIndices;
-
- // doesn't catch degenerates but is quite fast
- unsigned int iNeed = 0;
- for (unsigned int v = 0; v < iNumIndices;++v)
- {
- unsigned int iIndex = pMesh->mFaces[iBase].mIndices[v];
-
- // check whether we do already have this vertex
- if (0xFFFFFFFF == avWasCopied[iIndex])
- {
- iNeed++;
- }
- }
- if (pcMesh->mNumVertices + iNeed > iOutVertexNum)
- {
- // don't use this face
- break;
- }
-
- vFaces.push_back(aiFace());
- aiFace& rFace = vFaces.back();
-
- // setup face type and number of indices
- rFace.mNumIndices = iNumIndices;
- rFace.mIndices = new unsigned int[iNumIndices];
-
- // need to update the output primitive types
- switch (rFace.mNumIndices)
- {
- case 1:
- pcMesh->mPrimitiveTypes |= aiPrimitiveType_POINT;
- break;
- case 2:
- pcMesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
- break;
- case 3:
- pcMesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
- break;
- default:
- pcMesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
- }
-
- // and copy the contents of the old array, offset by current base
- for (unsigned int v = 0; v < iNumIndices;++v)
- {
- unsigned int iIndex = pMesh->mFaces[iBase].mIndices[v];
-
- // check whether we do already have this vertex
- if (0xFFFFFFFF != avWasCopied[iIndex])
- {
- rFace.mIndices[v] = avWasCopied[iIndex];
- continue;
- }
-
- // copy positions
- pcMesh->mVertices[pcMesh->mNumVertices] = (pMesh->mVertices[iIndex]);
-
- // copy normals
- if (pMesh->HasNormals())
- {
- pcMesh->mNormals[pcMesh->mNumVertices] = (pMesh->mNormals[iIndex]);
- }
-
- // copy tangents/bitangents
- if (pMesh->HasTangentsAndBitangents())
- {
- pcMesh->mTangents[pcMesh->mNumVertices] = (pMesh->mTangents[iIndex]);
- pcMesh->mBitangents[pcMesh->mNumVertices] = (pMesh->mBitangents[iIndex]);
- }
-
- // texture coordinates
- for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
- {
- if (pMesh->HasTextureCoords( c))
- {
- pcMesh->mTextureCoords[c][pcMesh->mNumVertices] = pMesh->mTextureCoords[c][iIndex];
- }
- }
- // vertex colors
- for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS;++c)
- {
- if (pMesh->HasVertexColors( c))
- {
- pcMesh->mColors[c][pcMesh->mNumVertices] = pMesh->mColors[c][iIndex];
- }
- }
- // check whether we have bone weights assigned to this vertex
- rFace.mIndices[v] = pcMesh->mNumVertices;
- if (avPerVertexWeights)
- {
- VertexWeightTable& table = avPerVertexWeights[ pcMesh->mNumVertices ];
- if ( !table.empty() )
- {
- for (VertexWeightTable::const_iterator
- iter = table.begin();
- iter != table.end();++iter)
- {
- // allocate the bone weight array if necessary
- BoneWeightList* pcWeightList = (BoneWeightList*)pcMesh->mBones[(*iter).first];
- if (!pcWeightList)
- {
- pcMesh->mBones[(*iter).first] = (aiBone*)(pcWeightList = new BoneWeightList());
- }
- pcWeightList->push_back(aiVertexWeight(pcMesh->mNumVertices,(*iter).second));
- }
- }
- }
-
- avWasCopied[iIndex] = pcMesh->mNumVertices;
- pcMesh->mNumVertices++;
- }
- iBase++;
- if (pcMesh->mNumVertices == iOutVertexNum)
- {
- // break here. The face is only added if it was complete
- break;
- }
- }
-
- // check which bones we'll need to create for this submesh
- if (pMesh->HasBones())
- {
- aiBone** ppCurrent = pcMesh->mBones;
- for (unsigned int k = 0; k < pMesh->mNumBones;++k)
- {
- // check whether the bone is existing
- BoneWeightList* pcWeightList;
- if ((pcWeightList = (BoneWeightList*)pcMesh->mBones[k]))
- {
- aiBone* pcOldBone = pMesh->mBones[k];
- aiBone* pcOut;
- *ppCurrent++ = pcOut = new aiBone();
- pcOut->mName = aiString(pcOldBone->mName);
- pcOut->mOffsetMatrix = pcOldBone->mOffsetMatrix;
- pcOut->mNumWeights = (unsigned int)pcWeightList->size();
- pcOut->mWeights = new aiVertexWeight[pcOut->mNumWeights];
-
- // copy the vertex weights
- ::memcpy(pcOut->mWeights,&pcWeightList->operator[](0),
- pcOut->mNumWeights * sizeof(aiVertexWeight));
-
- // delete the temporary bone weight list
- delete pcWeightList;
- pcMesh->mNumBones++;
- }
- }
- }
-
- // copy the face list to the mesh
- pcMesh->mFaces = new aiFace[vFaces.size()];
- pcMesh->mNumFaces = (unsigned int)vFaces.size();
-
- for (unsigned int p = 0; p < pcMesh->mNumFaces;++p)
- pcMesh->mFaces[p] = vFaces[p];
-
- // add the newly created mesh to the list
- avList.push_back(std::pair<aiMesh*, unsigned int>(pcMesh,a));
-
- if (iBase == pMesh->mNumFaces)
- {
- // have all faces ... finish the outer loop, too
- break;
- }
- }
-
- // delete the per-vertex weight list again
- delete[] avPerVertexWeights;
-
- // now delete the old mesh data
- delete pMesh;
- return;
- }
- avList.push_back(std::pair<aiMesh*, unsigned int>(pMesh,a));
- return;
+ if (pMesh->mNumVertices > SplitLargeMeshesProcess_Vertex::LIMIT)
+ {
+ typedef std::vector< std::pair<unsigned int,float> > VertexWeightTable;
+
+ // build a per-vertex weight list if necessary
+ VertexWeightTable* avPerVertexWeights = ComputeVertexBoneWeightTable(pMesh);
+
+ // we need to split this mesh into sub meshes
+ // determine the estimated size of a submesh
+ // (this could be too large. Max waste is a single digit percentage)
+ const unsigned int iSubMeshes = (pMesh->mNumVertices / SplitLargeMeshesProcess_Vertex::LIMIT) + 1;
+ //const unsigned int iOutVertexNum2 = pMesh->mNumVertices /iSubMeshes;
+
+ // create a std::vector<unsigned int> to indicate which vertices
+ // have already been copied
+ std::vector<unsigned int> avWasCopied;
+ avWasCopied.resize(pMesh->mNumVertices,0xFFFFFFFF);
+
+ // try to find a good estimate for the number of output faces
+ // per mesh. Add 12.5% as buffer
+ unsigned int iEstimatedSize = pMesh->mNumFaces / iSubMeshes;
+ iEstimatedSize += iEstimatedSize >> 3;
+
+ // now generate all submeshes
+ unsigned int iBase = 0;
+ while (true)
+ {
+ const unsigned int iOutVertexNum = SplitLargeMeshesProcess_Vertex::LIMIT;
+
+ aiMesh* pcMesh = new aiMesh;
+ pcMesh->mNumVertices = 0;
+ pcMesh->mMaterialIndex = pMesh->mMaterialIndex;
+
+ // the name carries the adjacency information between the meshes
+ pcMesh->mName = pMesh->mName;
+
+ typedef std::vector<aiVertexWeight> BoneWeightList;
+ if (pMesh->HasBones())
+ {
+ pcMesh->mBones = new aiBone*[pMesh->mNumBones];
+ ::memset(pcMesh->mBones,0,sizeof(void*)*pMesh->mNumBones);
+ }
+
+ // clear the temporary helper array
+ if (iBase)
+ {
+ // we can't use memset here we unsigned int needn' be 32 bits
+ for (std::vector<unsigned int>::iterator
+ iter = avWasCopied.begin(),end = avWasCopied.end();
+ iter != end;++iter)
+ {
+ (*iter) = 0xffffffff;
+ }
+ }
+
+ // output vectors
+ std::vector<aiFace> vFaces;
+
+ // reserve enough storage for most cases
+ if (pMesh->HasPositions())
+ {
+ pcMesh->mVertices = new aiVector3D[iOutVertexNum];
+ }
+ if (pMesh->HasNormals())
+ {
+ pcMesh->mNormals = new aiVector3D[iOutVertexNum];
+ }
+ if (pMesh->HasTangentsAndBitangents())
+ {
+ pcMesh->mTangents = new aiVector3D[iOutVertexNum];
+ pcMesh->mBitangents = new aiVector3D[iOutVertexNum];
+ }
+ for (unsigned int c = 0; pMesh->HasVertexColors(c);++c)
+ {
+ pcMesh->mColors[c] = new aiColor4D[iOutVertexNum];
+ }
+ for (unsigned int c = 0; pMesh->HasTextureCoords(c);++c)
+ {
+ pcMesh->mNumUVComponents[c] = pMesh->mNumUVComponents[c];
+ pcMesh->mTextureCoords[c] = new aiVector3D[iOutVertexNum];
+ }
+ vFaces.reserve(iEstimatedSize);
+
+ // (we will also need to copy the array of indices)
+ while (iBase < pMesh->mNumFaces)
+ {
+ // allocate a new array
+ const unsigned int iNumIndices = pMesh->mFaces[iBase].mNumIndices;
+
+ // doesn't catch degenerates but is quite fast
+ unsigned int iNeed = 0;
+ for (unsigned int v = 0; v < iNumIndices;++v)
+ {
+ unsigned int iIndex = pMesh->mFaces[iBase].mIndices[v];
+
+ // check whether we do already have this vertex
+ if (0xFFFFFFFF == avWasCopied[iIndex])
+ {
+ iNeed++;
+ }
+ }
+ if (pcMesh->mNumVertices + iNeed > iOutVertexNum)
+ {
+ // don't use this face
+ break;
+ }
+
+ vFaces.push_back(aiFace());
+ aiFace& rFace = vFaces.back();
+
+ // setup face type and number of indices
+ rFace.mNumIndices = iNumIndices;
+ rFace.mIndices = new unsigned int[iNumIndices];
+
+ // need to update the output primitive types
+ switch (rFace.mNumIndices)
+ {
+ case 1:
+ pcMesh->mPrimitiveTypes |= aiPrimitiveType_POINT;
+ break;
+ case 2:
+ pcMesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
+ break;
+ case 3:
+ pcMesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
+ break;
+ default:
+ pcMesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
+ }
+
+ // and copy the contents of the old array, offset by current base
+ for (unsigned int v = 0; v < iNumIndices;++v)
+ {
+ unsigned int iIndex = pMesh->mFaces[iBase].mIndices[v];
+
+ // check whether we do already have this vertex
+ if (0xFFFFFFFF != avWasCopied[iIndex])
+ {
+ rFace.mIndices[v] = avWasCopied[iIndex];
+ continue;
+ }
+
+ // copy positions
+ pcMesh->mVertices[pcMesh->mNumVertices] = (pMesh->mVertices[iIndex]);
+
+ // copy normals
+ if (pMesh->HasNormals())
+ {
+ pcMesh->mNormals[pcMesh->mNumVertices] = (pMesh->mNormals[iIndex]);
+ }
+
+ // copy tangents/bitangents
+ if (pMesh->HasTangentsAndBitangents())
+ {
+ pcMesh->mTangents[pcMesh->mNumVertices] = (pMesh->mTangents[iIndex]);
+ pcMesh->mBitangents[pcMesh->mNumVertices] = (pMesh->mBitangents[iIndex]);
+ }
+
+ // texture coordinates
+ for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
+ {
+ if (pMesh->HasTextureCoords( c))
+ {
+ pcMesh->mTextureCoords[c][pcMesh->mNumVertices] = pMesh->mTextureCoords[c][iIndex];
+ }
+ }
+ // vertex colors
+ for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS;++c)
+ {
+ if (pMesh->HasVertexColors( c))
+ {
+ pcMesh->mColors[c][pcMesh->mNumVertices] = pMesh->mColors[c][iIndex];
+ }
+ }
+ // check whether we have bone weights assigned to this vertex
+ rFace.mIndices[v] = pcMesh->mNumVertices;
+ if (avPerVertexWeights)
+ {
+ VertexWeightTable& table = avPerVertexWeights[ pcMesh->mNumVertices ];
+ if( !table.empty() )
+ {
+ for (VertexWeightTable::const_iterator
+ iter = table.begin();
+ iter != table.end();++iter)
+ {
+ // allocate the bone weight array if necessary
+ BoneWeightList* pcWeightList = (BoneWeightList*)pcMesh->mBones[(*iter).first];
+ if (!pcWeightList)
+ {
+ pcMesh->mBones[(*iter).first] = (aiBone*)(pcWeightList = new BoneWeightList());
+ }
+ pcWeightList->push_back(aiVertexWeight(pcMesh->mNumVertices,(*iter).second));
+ }
+ }
+ }
+
+ avWasCopied[iIndex] = pcMesh->mNumVertices;
+ pcMesh->mNumVertices++;
+ }
+ iBase++;
+ if(pcMesh->mNumVertices == iOutVertexNum)
+ {
+ // break here. The face is only added if it was complete
+ break;
+ }
+ }
+
+ // check which bones we'll need to create for this submesh
+ if (pMesh->HasBones())
+ {
+ aiBone** ppCurrent = pcMesh->mBones;
+ for (unsigned int k = 0; k < pMesh->mNumBones;++k)
+ {
+ // check whether the bone is existing
+ BoneWeightList* pcWeightList;
+ if ((pcWeightList = (BoneWeightList*)pcMesh->mBones[k]))
+ {
+ aiBone* pcOldBone = pMesh->mBones[k];
+ aiBone* pcOut;
+ *ppCurrent++ = pcOut = new aiBone();
+ pcOut->mName = aiString(pcOldBone->mName);
+ pcOut->mOffsetMatrix = pcOldBone->mOffsetMatrix;
+ pcOut->mNumWeights = (unsigned int)pcWeightList->size();
+ pcOut->mWeights = new aiVertexWeight[pcOut->mNumWeights];
+
+ // copy the vertex weights
+ ::memcpy(pcOut->mWeights,&pcWeightList->operator[](0),
+ pcOut->mNumWeights * sizeof(aiVertexWeight));
+
+ // delete the temporary bone weight list
+ delete pcWeightList;
+ pcMesh->mNumBones++;
+ }
+ }
+ }
+
+ // copy the face list to the mesh
+ pcMesh->mFaces = new aiFace[vFaces.size()];
+ pcMesh->mNumFaces = (unsigned int)vFaces.size();
+
+ for (unsigned int p = 0; p < pcMesh->mNumFaces;++p)
+ pcMesh->mFaces[p] = vFaces[p];
+
+ // add the newly created mesh to the list
+ avList.push_back(std::pair<aiMesh*, unsigned int>(pcMesh,a));
+
+ if (iBase == pMesh->mNumFaces)
+ {
+ // have all faces ... finish the outer loop, too
+ break;
+ }
+ }
+
+ // delete the per-vertex weight list again
+ delete[] avPerVertexWeights;
+
+ // now delete the old mesh data
+ delete pMesh;
+ return;
+ }
+ avList.push_back(std::pair<aiMesh*, unsigned int>(pMesh,a));
+ return;
}
diff --git a/src/3rdparty/assimp/code/SplitLargeMeshes.h b/src/3rdparty/assimp/code/SplitLargeMeshes.h
index e3c08ddba..d40414e3b 100644
--- a/src/3rdparty/assimp/code/SplitLargeMeshes.h
+++ b/src/3rdparty/assimp/code/SplitLargeMeshes.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -46,33 +46,33 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <vector>
#include "BaseProcess.h"
-#include "../include/aiMesh.h"
-#include "../include/aiScene.h"
+#include "../include/assimp/mesh.h"
+#include "../include/assimp/scene.h"
class SplitLargeMeshesTest;
namespace Assimp
{
-class SplitLargeMeshesProcess_Triangle;
-class SplitLargeMeshesProcess_Vertex;
+class SplitLargeMeshesProcess_Triangle;
+class SplitLargeMeshesProcess_Vertex;
// NOTE: If you change these limits, don't forget to change the
// corresponding values in all Assimp ports
// **********************************************************
-// Java: ConfigProperty.java,
+// Java: ConfigProperty.java,
// ConfigProperty.DEFAULT_VERTEX_SPLIT_LIMIT
// ConfigProperty.DEFAULT_TRIANGLE_SPLIT_LIMIT
// **********************************************************
// default limit for vertices
#if (!defined AI_SLM_DEFAULT_MAX_VERTICES)
-# define AI_SLM_DEFAULT_MAX_VERTICES 1000000
+# define AI_SLM_DEFAULT_MAX_VERTICES 1000000
#endif
// default limit for triangles
#if (!defined AI_SLM_DEFAULT_MAX_TRIANGLES)
-# define AI_SLM_DEFAULT_MAX_TRIANGLES 1000000
+# define AI_SLM_DEFAULT_MAX_TRIANGLES 1000000
#endif
// ---------------------------------------------------------------------------
@@ -81,69 +81,65 @@ class SplitLargeMeshesProcess_Vertex;
* Applied BEFORE the JoinVertices-Step occurs.
* Returns NON-UNIQUE vertices, splits by triangle number.
*/
-class ASSIMP_API SplitLargeMeshesProcess_Triangle : public BaseProcess
+class SplitLargeMeshesProcess_Triangle : public BaseProcess
{
- friend class Importer;
- friend class SplitLargeMeshesProcess_Vertex;
- friend class ::SplitLargeMeshesTest;
+ friend class SplitLargeMeshesProcess_Vertex;
-protected:
- /** Constructor to be privately used by Importer */
- SplitLargeMeshesProcess_Triangle();
+public:
+
+ SplitLargeMeshesProcess_Triangle();
+ ~SplitLargeMeshesProcess_Triangle();
+
+public:
+ // -------------------------------------------------------------------
+ /** Returns whether the processing step is present in the given flag.
+ * @param pFlags The processing flags the importer was called with. A
+ * bitwise combination of #aiPostProcessSteps.
+ * @return true if the process is present in this flag fields,
+ * false if not.
+ */
+ bool IsActive( unsigned int pFlags) const;
+
+
+ // -------------------------------------------------------------------
+ /** Called prior to ExecuteOnScene().
+ * The function is a request to the process to update its configuration
+ * basing on the Importer's configuration property list.
+ */
+ virtual void SetupProperties(const Importer* pImp);
+
+
+ //! Set the split limit - needed for unit testing
+ inline void SetLimit(unsigned int l)
+ {LIMIT = l;}
- /** Destructor, private as well */
- ~SplitLargeMeshesProcess_Triangle();
+ //! Get the split limit
+ inline unsigned int GetLimit() const
+ {return LIMIT;}
public:
- // -------------------------------------------------------------------
- /** Returns whether the processing step is present in the given flag.
- * @param pFlags The processing flags the importer was called with. A
- * bitwise combination of #aiPostProcessSteps.
- * @return true if the process is present in this flag fields,
- * false if not.
- */
- bool IsActive( unsigned int pFlags) const;
-
-
- // -------------------------------------------------------------------
- /** Called prior to ExecuteOnScene().
- * The function is a request to the process to update its configuration
- * basing on the Importer's configuration property list.
- */
- virtual void SetupProperties(const Importer* pImp);
-
-
- //! Set the split limit - needed for unit testing
- inline void SetLimit(unsigned int l)
- {LIMIT = l;}
-
- //! Get the split limit
- inline unsigned int GetLimit() const
- {return LIMIT;}
-
-protected:
-
- // -------------------------------------------------------------------
- /** Executes the post processing step on the given imported data.
- * At the moment a process is not supposed to fail.
- * @param pScene The imported data to work at.
- */
- void Execute( aiScene* pScene);
-
- // -------------------------------------------------------------------
- //! Apply the algorithm to a given mesh
- void SplitMesh (unsigned int a, aiMesh* pcMesh,
- std::vector<std::pair<aiMesh*, unsigned int> >& avList);
-
- // -------------------------------------------------------------------
- //! Update a node in the asset after a few of its meshes
- //! have been split
- static void UpdateNode(aiNode* pcNode,
- const std::vector<std::pair<aiMesh*, unsigned int> >& avList);
+
+ // -------------------------------------------------------------------
+ /** Executes the post processing step on the given imported data.
+ * At the moment a process is not supposed to fail.
+ * @param pScene The imported data to work at.
+ */
+ void Execute( aiScene* pScene);
+
+ // -------------------------------------------------------------------
+ //! Apply the algorithm to a given mesh
+ void SplitMesh (unsigned int a, aiMesh* pcMesh,
+ std::vector<std::pair<aiMesh*, unsigned int> >& avList);
+
+ // -------------------------------------------------------------------
+ //! Update a node in the asset after a few of its meshes
+ //! have been split
+ static void UpdateNode(aiNode* pcNode,
+ const std::vector<std::pair<aiMesh*, unsigned int> >& avList);
public:
- //! Triangle limit
- unsigned int LIMIT;
+ //! Triangle limit
+ unsigned int LIMIT;
};
@@ -153,62 +149,57 @@ public:
* Applied AFTER the JoinVertices-Step occurs.
* Returns UNIQUE vertices, splits by vertex number.
*/
-class ASSIMP_API SplitLargeMeshesProcess_Vertex : public BaseProcess
+class SplitLargeMeshesProcess_Vertex : public BaseProcess
{
- friend class Importer;
- friend class ::SplitLargeMeshesTest;
+public:
-protected:
- /** Constructor to be privately used by Importer */
- SplitLargeMeshesProcess_Vertex();
+ SplitLargeMeshesProcess_Vertex();
+ ~SplitLargeMeshesProcess_Vertex();
- /** Destructor, private as well */
- ~SplitLargeMeshesProcess_Vertex();
+public:
+ // -------------------------------------------------------------------
+ /** Returns whether the processing step is present in the given flag field.
+ * @param pFlags The processing flags the importer was called with. A bitwise
+ * combination of #aiPostProcessSteps.
+ * @return true if the process is present in this flag fields, false if not.
+ */
+ bool IsActive( unsigned int pFlags) const;
+
+ // -------------------------------------------------------------------
+ /** Called prior to ExecuteOnScene().
+ * The function is a request to the process to update its configuration
+ * basing on the Importer's configuration property list.
+ */
+ virtual void SetupProperties(const Importer* pImp);
+
+
+ //! Set the split limit - needed for unit testing
+ inline void SetLimit(unsigned int l)
+ {LIMIT = l;}
+
+ //! Get the split limit
+ inline unsigned int GetLimit() const
+ {return LIMIT;}
public:
- // -------------------------------------------------------------------
- /** Returns whether the processing step is present in the given flag field.
- * @param pFlags The processing flags the importer was called with. A bitwise
- * combination of #aiPostProcessSteps.
- * @return true if the process is present in this flag fields, false if not.
- */
- bool IsActive( unsigned int pFlags) const;
-
- // -------------------------------------------------------------------
- /** Called prior to ExecuteOnScene().
- * The function is a request to the process to update its configuration
- * basing on the Importer's configuration property list.
- */
- virtual void SetupProperties(const Importer* pImp);
-
-
- //! Set the split limit - needed for unit testing
- inline void SetLimit(unsigned int l)
- {LIMIT = l;}
-
- //! Get the split limit
- inline unsigned int GetLimit() const
- {return LIMIT;}
-
-protected:
-
- // -------------------------------------------------------------------
- /** Executes the post processing step on the given imported data.
- * At the moment a process is not supposed to fail.
- * @param pScene The imported data to work at.
- */
- void Execute( aiScene* pScene);
-
- // -------------------------------------------------------------------
- //! Apply the algorithm to a given mesh
- void SplitMesh (unsigned int a, aiMesh* pcMesh,
- std::vector<std::pair<aiMesh*, unsigned int> >& avList);
-
- // NOTE: Reuse SplitLargeMeshesProcess_Triangle::UpdateNode()
+
+ // -------------------------------------------------------------------
+ /** Executes the post processing step on the given imported data.
+ * At the moment a process is not supposed to fail.
+ * @param pScene The imported data to work at.
+ */
+ void Execute( aiScene* pScene);
+
+ // -------------------------------------------------------------------
+ //! Apply the algorithm to a given mesh
+ void SplitMesh (unsigned int a, aiMesh* pcMesh,
+ std::vector<std::pair<aiMesh*, unsigned int> >& avList);
+
+ // NOTE: Reuse SplitLargeMeshesProcess_Triangle::UpdateNode()
public:
- //! Triangle limit
- unsigned int LIMIT;
+ //! Triangle limit
+ unsigned int LIMIT;
};
} // end of namespace Assimp
diff --git a/src/3rdparty/assimp/code/StandardShapes.cpp b/src/3rdparty/assimp/code/StandardShapes.cpp
index e752918b0..ef3f66c1f 100644
--- a/src/3rdparty/assimp/code/StandardShapes.cpp
+++ b/src/3rdparty/assimp/code/StandardShapes.cpp
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -41,317 +41,317 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
/** @file StandardShapes.cpp
* @brief Implementation of the StandardShapes class
*
- * The primitive geometry data comes from
+ * The primitive geometry data comes from
* http://geometrictools.com/Documentation/PlatonicSolids.pdf.
*/
#include "AssimpPCH.h"
#include "StandardShapes.h"
-namespace Assimp {
-
+namespace Assimp {
+
# define ADD_TRIANGLE(n0,n1,n2) \
- positions.push_back(n0); \
- positions.push_back(n1); \
- positions.push_back(n2);
-
-# define ADD_PENTAGON(n0,n1,n2,n3,n4) \
- if (polygons) \
- { \
- positions.push_back(n0); \
- positions.push_back(n1); \
- positions.push_back(n2); \
- positions.push_back(n3); \
- positions.push_back(n4); \
- } \
- else \
- { \
- ADD_TRIANGLE(n0, n1, n2) \
- ADD_TRIANGLE(n0, n2, n3) \
- ADD_TRIANGLE(n0, n3, n4) \
- }
-
-# define ADD_QUAD(n0,n1,n2,n3) \
- if (polygons) \
- { \
- positions.push_back(n0); \
- positions.push_back(n1); \
- positions.push_back(n2); \
- positions.push_back(n3); \
- } \
- else \
- { \
- ADD_TRIANGLE(n0, n1, n2) \
- ADD_TRIANGLE(n0, n2, n3) \
- }
+ positions.push_back(n0); \
+ positions.push_back(n1); \
+ positions.push_back(n2);
+
+# define ADD_PENTAGON(n0,n1,n2,n3,n4) \
+ if (polygons) \
+ { \
+ positions.push_back(n0); \
+ positions.push_back(n1); \
+ positions.push_back(n2); \
+ positions.push_back(n3); \
+ positions.push_back(n4); \
+ } \
+ else \
+ { \
+ ADD_TRIANGLE(n0, n1, n2) \
+ ADD_TRIANGLE(n0, n2, n3) \
+ ADD_TRIANGLE(n0, n3, n4) \
+ }
+
+# define ADD_QUAD(n0,n1,n2,n3) \
+ if (polygons) \
+ { \
+ positions.push_back(n0); \
+ positions.push_back(n1); \
+ positions.push_back(n2); \
+ positions.push_back(n3); \
+ } \
+ else \
+ { \
+ ADD_TRIANGLE(n0, n1, n2) \
+ ADD_TRIANGLE(n0, n2, n3) \
+ }
// ------------------------------------------------------------------------------------------------
// Fast subdivision for a mesh whose verts have a magnitude of 1
void Subdivide(std::vector<aiVector3D>& positions)
{
- // assume this to be constant - (fixme: must be 1.0? I think so)
- const float fl1 = positions[0].Length();
-
- unsigned int origSize = (unsigned int)positions.size();
- for (unsigned int i = 0 ; i < origSize ; i+=3)
- {
- aiVector3D& tv0 = positions[i];
- aiVector3D& tv1 = positions[i+1];
- aiVector3D& tv2 = positions[i+2];
-
- aiVector3D a = tv0, b = tv1, c = tv2;
- aiVector3D v1 = aiVector3D(a.x+b.x, a.y+b.y, a.z+b.z).Normalize()*fl1;
- aiVector3D v2 = aiVector3D(a.x+c.x, a.y+c.y, a.z+c.z).Normalize()*fl1;
- aiVector3D v3 = aiVector3D(b.x+c.x, b.y+c.y, b.z+c.z).Normalize()*fl1;
-
- tv0 = v1; tv1 = v3; tv2 = v2; // overwrite the original
- ADD_TRIANGLE(v1, v2, a);
- ADD_TRIANGLE(v2, v3, c);
- ADD_TRIANGLE(v3, v1, b);
- }
+ // assume this to be constant - (fixme: must be 1.0? I think so)
+ const float fl1 = positions[0].Length();
+
+ unsigned int origSize = (unsigned int)positions.size();
+ for (unsigned int i = 0 ; i < origSize ; i+=3)
+ {
+ aiVector3D& tv0 = positions[i];
+ aiVector3D& tv1 = positions[i+1];
+ aiVector3D& tv2 = positions[i+2];
+
+ aiVector3D a = tv0, b = tv1, c = tv2;
+ aiVector3D v1 = aiVector3D(a.x+b.x, a.y+b.y, a.z+b.z).Normalize()*fl1;
+ aiVector3D v2 = aiVector3D(a.x+c.x, a.y+c.y, a.z+c.z).Normalize()*fl1;
+ aiVector3D v3 = aiVector3D(b.x+c.x, b.y+c.y, b.z+c.z).Normalize()*fl1;
+
+ tv0 = v1; tv1 = v3; tv2 = v2; // overwrite the original
+ ADD_TRIANGLE(v1, v2, a);
+ ADD_TRIANGLE(v2, v3, c);
+ ADD_TRIANGLE(v3, v1, b);
+ }
}
// ------------------------------------------------------------------------------------------------
// Construct a mesh from given vertex positions
aiMesh* StandardShapes::MakeMesh(const std::vector<aiVector3D>& positions,
- unsigned int numIndices)
+ unsigned int numIndices)
{
- if (positions.size() & numIndices || positions.empty() || !numIndices)
- return NULL;
-
- // Determine which kinds of primitives the mesh consists of
- aiMesh* out = new aiMesh();
- switch (numIndices)
- {
- case 1:
- out->mPrimitiveTypes = aiPrimitiveType_POINT;
- break;
- case 2:
- out->mPrimitiveTypes = aiPrimitiveType_LINE;
- break;
- case 3:
- out->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
- break;
- default:
- out->mPrimitiveTypes = aiPrimitiveType_POLYGON;
- break;
- };
-
- out->mNumFaces = (unsigned int)positions.size() / numIndices;
- out->mFaces = new aiFace[out->mNumFaces];
- for (unsigned int i = 0, a = 0; i < out->mNumFaces;++i)
- {
- aiFace& f = out->mFaces[i];
- f.mNumIndices = numIndices;
- f.mIndices = new unsigned int[numIndices];
- for (unsigned int i = 0; i < numIndices;++i,++a)
- f.mIndices[i] = a;
- }
- out->mNumVertices = (unsigned int)positions.size();
- out->mVertices = new aiVector3D[out->mNumVertices];
- ::memcpy(out->mVertices,&positions[0],out->mNumVertices*sizeof(aiVector3D));
- return out;
+ if (positions.size() & numIndices || positions.empty() || !numIndices)
+ return NULL;
+
+ // Determine which kinds of primitives the mesh consists of
+ aiMesh* out = new aiMesh();
+ switch (numIndices)
+ {
+ case 1:
+ out->mPrimitiveTypes = aiPrimitiveType_POINT;
+ break;
+ case 2:
+ out->mPrimitiveTypes = aiPrimitiveType_LINE;
+ break;
+ case 3:
+ out->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
+ break;
+ default:
+ out->mPrimitiveTypes = aiPrimitiveType_POLYGON;
+ break;
+ };
+
+ out->mNumFaces = (unsigned int)positions.size() / numIndices;
+ out->mFaces = new aiFace[out->mNumFaces];
+ for (unsigned int i = 0, a = 0; i < out->mNumFaces;++i)
+ {
+ aiFace& f = out->mFaces[i];
+ f.mNumIndices = numIndices;
+ f.mIndices = new unsigned int[numIndices];
+ for (unsigned int i = 0; i < numIndices;++i,++a)
+ f.mIndices[i] = a;
+ }
+ out->mNumVertices = (unsigned int)positions.size();
+ out->mVertices = new aiVector3D[out->mNumVertices];
+ ::memcpy(out->mVertices,&positions[0],out->mNumVertices*sizeof(aiVector3D));
+ return out;
}
// ------------------------------------------------------------------------------------------------
// Construct a mesh with a specific shape (callback)
aiMesh* StandardShapes::MakeMesh ( unsigned int (*GenerateFunc)(
- std::vector<aiVector3D>&))
+ std::vector<aiVector3D>&))
{
- std::vector<aiVector3D> temp;
- unsigned num = (*GenerateFunc)(temp);
- return MakeMesh(temp,num);
+ std::vector<aiVector3D> temp;
+ unsigned num = (*GenerateFunc)(temp);
+ return MakeMesh(temp,num);
}
// ------------------------------------------------------------------------------------------------
// Construct a mesh with a specific shape (callback)
aiMesh* StandardShapes::MakeMesh ( unsigned int (*GenerateFunc)(
- std::vector<aiVector3D>&, bool))
+ std::vector<aiVector3D>&, bool))
{
- std::vector<aiVector3D> temp;
- unsigned num = (*GenerateFunc)(temp,true);
- return MakeMesh(temp,num);
+ std::vector<aiVector3D> temp;
+ unsigned num = (*GenerateFunc)(temp,true);
+ return MakeMesh(temp,num);
}
// ------------------------------------------------------------------------------------------------
// Construct a mesh with a specific shape (callback)
aiMesh* StandardShapes::MakeMesh (unsigned int num, void (*GenerateFunc)(
- unsigned int,std::vector<aiVector3D>&))
+ unsigned int,std::vector<aiVector3D>&))
{
- std::vector<aiVector3D> temp;
- (*GenerateFunc)(num,temp);
- return MakeMesh(temp,3);
+ std::vector<aiVector3D> temp;
+ (*GenerateFunc)(num,temp);
+ return MakeMesh(temp,3);
}
// ------------------------------------------------------------------------------------------------
// Build an incosahedron with points.magnitude == 1
unsigned int StandardShapes::MakeIcosahedron(std::vector<aiVector3D>& positions)
{
- positions.reserve(positions.size()+60);
-
- const float t = (1.f + 2.236067977f)/2.f;
- const float s = sqrt(1.f + t*t);
-
- const aiVector3D v0 = aiVector3D(t,1.f, 0.f)/s;
- const aiVector3D v1 = aiVector3D(-t,1.f, 0.f)/s;
- const aiVector3D v2 = aiVector3D(t,-1.f, 0.f)/s;
- const aiVector3D v3 = aiVector3D(-t,-1.f, 0.f)/s;
- const aiVector3D v4 = aiVector3D(1.f, 0.f, t)/s;
- const aiVector3D v5 = aiVector3D(1.f, 0.f,-t)/s;
- const aiVector3D v6 = aiVector3D(-1.f, 0.f,t)/s;
- const aiVector3D v7 = aiVector3D(-1.f, 0.f,-t)/s;
- const aiVector3D v8 = aiVector3D(0.f, t, 1.f)/s;
- const aiVector3D v9 = aiVector3D(0.f,-t, 1.f)/s;
- const aiVector3D v10 = aiVector3D(0.f, t,-1.f)/s;
- const aiVector3D v11 = aiVector3D(0.f,-t,-1.f)/s;
-
- ADD_TRIANGLE(v0,v8,v4);
- ADD_TRIANGLE(v0,v5,v10);
- ADD_TRIANGLE(v2,v4,v9);
- ADD_TRIANGLE(v2,v11,v5);
-
- ADD_TRIANGLE(v1,v6,v8);
- ADD_TRIANGLE(v1,v10,v7);
- ADD_TRIANGLE(v3,v9,v6);
- ADD_TRIANGLE(v3,v7,v11);
-
- ADD_TRIANGLE(v0,v10,v8);
- ADD_TRIANGLE(v1,v8,v10);
- ADD_TRIANGLE(v2,v9,v11);
- ADD_TRIANGLE(v3,v11,v9);
-
- ADD_TRIANGLE(v4,v2,v0);
- ADD_TRIANGLE(v5,v0,v2);
- ADD_TRIANGLE(v6,v1,v3);
- ADD_TRIANGLE(v7,v3,v1);
-
- ADD_TRIANGLE(v8,v6,v4);
- ADD_TRIANGLE(v9,v4,v6);
- ADD_TRIANGLE(v10,v5,v7);
- ADD_TRIANGLE(v11,v7,v5);
- return 3;
+ positions.reserve(positions.size()+60);
+
+ const float t = (1.f + 2.236067977f)/2.f;
+ const float s = sqrt(1.f + t*t);
+
+ const aiVector3D v0 = aiVector3D(t,1.f, 0.f)/s;
+ const aiVector3D v1 = aiVector3D(-t,1.f, 0.f)/s;
+ const aiVector3D v2 = aiVector3D(t,-1.f, 0.f)/s;
+ const aiVector3D v3 = aiVector3D(-t,-1.f, 0.f)/s;
+ const aiVector3D v4 = aiVector3D(1.f, 0.f, t)/s;
+ const aiVector3D v5 = aiVector3D(1.f, 0.f,-t)/s;
+ const aiVector3D v6 = aiVector3D(-1.f, 0.f,t)/s;
+ const aiVector3D v7 = aiVector3D(-1.f, 0.f,-t)/s;
+ const aiVector3D v8 = aiVector3D(0.f, t, 1.f)/s;
+ const aiVector3D v9 = aiVector3D(0.f,-t, 1.f)/s;
+ const aiVector3D v10 = aiVector3D(0.f, t,-1.f)/s;
+ const aiVector3D v11 = aiVector3D(0.f,-t,-1.f)/s;
+
+ ADD_TRIANGLE(v0,v8,v4);
+ ADD_TRIANGLE(v0,v5,v10);
+ ADD_TRIANGLE(v2,v4,v9);
+ ADD_TRIANGLE(v2,v11,v5);
+
+ ADD_TRIANGLE(v1,v6,v8);
+ ADD_TRIANGLE(v1,v10,v7);
+ ADD_TRIANGLE(v3,v9,v6);
+ ADD_TRIANGLE(v3,v7,v11);
+
+ ADD_TRIANGLE(v0,v10,v8);
+ ADD_TRIANGLE(v1,v8,v10);
+ ADD_TRIANGLE(v2,v9,v11);
+ ADD_TRIANGLE(v3,v11,v9);
+
+ ADD_TRIANGLE(v4,v2,v0);
+ ADD_TRIANGLE(v5,v0,v2);
+ ADD_TRIANGLE(v6,v1,v3);
+ ADD_TRIANGLE(v7,v3,v1);
+
+ ADD_TRIANGLE(v8,v6,v4);
+ ADD_TRIANGLE(v9,v4,v6);
+ ADD_TRIANGLE(v10,v5,v7);
+ ADD_TRIANGLE(v11,v7,v5);
+ return 3;
}
// ------------------------------------------------------------------------------------------------
// Build a dodecahedron with points.magnitude == 1
unsigned int StandardShapes::MakeDodecahedron(std::vector<aiVector3D>& positions,
- bool polygons /*= false*/)
+ bool polygons /*= false*/)
{
- positions.reserve(positions.size()+108);
-
- const float a = 1.f / 1.7320508f;
- const float b = sqrt((3.f-2.23606797f)/6.f);
- const float c = sqrt((3.f+2.23606797f)/6.f);
-
- const aiVector3D v0 = aiVector3D(a,a,a);
- const aiVector3D v1 = aiVector3D(a,a,-a);
- const aiVector3D v2 = aiVector3D(a,-a,a);
- const aiVector3D v3 = aiVector3D(a,-a,-a);
- const aiVector3D v4 = aiVector3D(-a,a,a);
- const aiVector3D v5 = aiVector3D(-a,a,-a);
- const aiVector3D v6 = aiVector3D(-a,-a,a);
- const aiVector3D v7 = aiVector3D(-a,-a,-a);
- const aiVector3D v8 = aiVector3D(b,c,0.f);
- const aiVector3D v9 = aiVector3D(-b,c,0.f);
- const aiVector3D v10 = aiVector3D(b,-c,0.f);
- const aiVector3D v11 = aiVector3D(-b,-c,0.f);
- const aiVector3D v12 = aiVector3D(c, 0.f, b);
- const aiVector3D v13 = aiVector3D(c, 0.f, -b);
- const aiVector3D v14 = aiVector3D(-c, 0.f, b);
- const aiVector3D v15 = aiVector3D(-c, 0.f, -b);
- const aiVector3D v16 = aiVector3D(0.f, b, c);
- const aiVector3D v17 = aiVector3D(0.f, -b, c);
- const aiVector3D v18 = aiVector3D(0.f, b, -c);
- const aiVector3D v19 = aiVector3D(0.f, -b, -c);
-
- ADD_PENTAGON(v0, v8, v9, v4, v16);
- ADD_PENTAGON(v0, v12, v13, v1, v8);
- ADD_PENTAGON(v0, v16, v17, v2, v12);
- ADD_PENTAGON(v8, v1, v18, v5, v9);
- ADD_PENTAGON(v12, v2, v10, v3, v13);
- ADD_PENTAGON(v16, v4, v14, v6, v17);
- ADD_PENTAGON(v9, v5, v15, v14, v4);
-
- ADD_PENTAGON(v6, v11, v10, v2, v17);
- ADD_PENTAGON(v3, v19, v18, v1, v13);
- ADD_PENTAGON(v7, v15, v5, v18, v19);
- ADD_PENTAGON(v7, v11, v6, v14, v15);
- ADD_PENTAGON(v7, v19, v3, v10, v11);
- return (polygons ? 5 : 3);
+ positions.reserve(positions.size()+108);
+
+ const float a = 1.f / 1.7320508f;
+ const float b = sqrt((3.f-2.23606797f)/6.f);
+ const float c = sqrt((3.f+2.23606797f)/6.f);
+
+ const aiVector3D v0 = aiVector3D(a,a,a);
+ const aiVector3D v1 = aiVector3D(a,a,-a);
+ const aiVector3D v2 = aiVector3D(a,-a,a);
+ const aiVector3D v3 = aiVector3D(a,-a,-a);
+ const aiVector3D v4 = aiVector3D(-a,a,a);
+ const aiVector3D v5 = aiVector3D(-a,a,-a);
+ const aiVector3D v6 = aiVector3D(-a,-a,a);
+ const aiVector3D v7 = aiVector3D(-a,-a,-a);
+ const aiVector3D v8 = aiVector3D(b,c,0.f);
+ const aiVector3D v9 = aiVector3D(-b,c,0.f);
+ const aiVector3D v10 = aiVector3D(b,-c,0.f);
+ const aiVector3D v11 = aiVector3D(-b,-c,0.f);
+ const aiVector3D v12 = aiVector3D(c, 0.f, b);
+ const aiVector3D v13 = aiVector3D(c, 0.f, -b);
+ const aiVector3D v14 = aiVector3D(-c, 0.f, b);
+ const aiVector3D v15 = aiVector3D(-c, 0.f, -b);
+ const aiVector3D v16 = aiVector3D(0.f, b, c);
+ const aiVector3D v17 = aiVector3D(0.f, -b, c);
+ const aiVector3D v18 = aiVector3D(0.f, b, -c);
+ const aiVector3D v19 = aiVector3D(0.f, -b, -c);
+
+ ADD_PENTAGON(v0, v8, v9, v4, v16);
+ ADD_PENTAGON(v0, v12, v13, v1, v8);
+ ADD_PENTAGON(v0, v16, v17, v2, v12);
+ ADD_PENTAGON(v8, v1, v18, v5, v9);
+ ADD_PENTAGON(v12, v2, v10, v3, v13);
+ ADD_PENTAGON(v16, v4, v14, v6, v17);
+ ADD_PENTAGON(v9, v5, v15, v14, v4);
+
+ ADD_PENTAGON(v6, v11, v10, v2, v17);
+ ADD_PENTAGON(v3, v19, v18, v1, v13);
+ ADD_PENTAGON(v7, v15, v5, v18, v19);
+ ADD_PENTAGON(v7, v11, v6, v14, v15);
+ ADD_PENTAGON(v7, v19, v3, v10, v11);
+ return (polygons ? 5 : 3);
}
// ------------------------------------------------------------------------------------------------
// Build an octahedron with points.magnitude == 1
unsigned int StandardShapes::MakeOctahedron(std::vector<aiVector3D>& positions)
{
- positions.reserve(positions.size()+24);
-
- const aiVector3D v0 = aiVector3D(1.0f, 0.f, 0.f) ;
- const aiVector3D v1 = aiVector3D(-1.0f, 0.f, 0.f);
- const aiVector3D v2 = aiVector3D(0.f, 1.0f, 0.f);
- const aiVector3D v3 = aiVector3D(0.f, -1.0f, 0.f);
- const aiVector3D v4 = aiVector3D(0.f, 0.f, 1.0f);
- const aiVector3D v5 = aiVector3D(0.f, 0.f, -1.0f);
-
- ADD_TRIANGLE(v4,v0,v2);
- ADD_TRIANGLE(v4,v2,v1);
- ADD_TRIANGLE(v4,v1,v3);
- ADD_TRIANGLE(v4,v3,v0);
-
- ADD_TRIANGLE(v5,v2,v0);
- ADD_TRIANGLE(v5,v1,v2);
- ADD_TRIANGLE(v5,v3,v1);
- ADD_TRIANGLE(v5,v0,v3);
- return 3;
+ positions.reserve(positions.size()+24);
+
+ const aiVector3D v0 = aiVector3D(1.0f, 0.f, 0.f) ;
+ const aiVector3D v1 = aiVector3D(-1.0f, 0.f, 0.f);
+ const aiVector3D v2 = aiVector3D(0.f, 1.0f, 0.f);
+ const aiVector3D v3 = aiVector3D(0.f, -1.0f, 0.f);
+ const aiVector3D v4 = aiVector3D(0.f, 0.f, 1.0f);
+ const aiVector3D v5 = aiVector3D(0.f, 0.f, -1.0f);
+
+ ADD_TRIANGLE(v4,v0,v2);
+ ADD_TRIANGLE(v4,v2,v1);
+ ADD_TRIANGLE(v4,v1,v3);
+ ADD_TRIANGLE(v4,v3,v0);
+
+ ADD_TRIANGLE(v5,v2,v0);
+ ADD_TRIANGLE(v5,v1,v2);
+ ADD_TRIANGLE(v5,v3,v1);
+ ADD_TRIANGLE(v5,v0,v3);
+ return 3;
}
// ------------------------------------------------------------------------------------------------
// Build a tetrahedron with points.magnitude == 1
unsigned int StandardShapes::MakeTetrahedron(std::vector<aiVector3D>& positions)
{
- positions.reserve(positions.size()+9);
+ positions.reserve(positions.size()+9);
- const float a = 1.41421f/3.f;
- const float b = 2.4494f/3.f;
+ const float a = 1.41421f/3.f;
+ const float b = 2.4494f/3.f;
- const aiVector3D v0 = aiVector3D(0.f,0.f,1.f);
- const aiVector3D v1 = aiVector3D(2*a,0,-1.f/3.f);
- const aiVector3D v2 = aiVector3D(-a,b,-1.f/3.f);
- const aiVector3D v3 = aiVector3D(-a,-b,-1.f/3.f);
+ const aiVector3D v0 = aiVector3D(0.f,0.f,1.f);
+ const aiVector3D v1 = aiVector3D(2*a,0,-1.f/3.f);
+ const aiVector3D v2 = aiVector3D(-a,b,-1.f/3.f);
+ const aiVector3D v3 = aiVector3D(-a,-b,-1.f/3.f);
- ADD_TRIANGLE(v0,v1,v2);
- ADD_TRIANGLE(v0,v2,v3);
- ADD_TRIANGLE(v0,v3,v1);
- ADD_TRIANGLE(v1,v3,v2);
- return 3;
+ ADD_TRIANGLE(v0,v1,v2);
+ ADD_TRIANGLE(v0,v2,v3);
+ ADD_TRIANGLE(v0,v3,v1);
+ ADD_TRIANGLE(v1,v3,v2);
+ return 3;
}
// ------------------------------------------------------------------------------------------------
// Build a hexahedron with points.magnitude == 1
unsigned int StandardShapes::MakeHexahedron(std::vector<aiVector3D>& positions,
- bool polygons /*= false*/)
+ bool polygons /*= false*/)
{
- positions.reserve(positions.size()+36);
- const float length = 1.f/1.73205080f;
-
- const aiVector3D v0 = aiVector3D(-1.f,-1.f,-1.f)*length;
- const aiVector3D v1 = aiVector3D(1.f,-1.f,-1.f)*length;
- const aiVector3D v2 = aiVector3D(1.f,1.f,-1.f)*length;
- const aiVector3D v3 = aiVector3D(-1.f,1.f,-1.f)*length;
- const aiVector3D v4 = aiVector3D(-1.f,-1.f,1.f)*length;
- const aiVector3D v5 = aiVector3D(1.f,-1.f,1.f)*length;
- const aiVector3D v6 = aiVector3D(1.f,1.f,1.f)*length;
- const aiVector3D v7 = aiVector3D(-1.f,1.f,1.f)*length;
-
- ADD_QUAD(v0,v3,v2,v1);
- ADD_QUAD(v0,v1,v5,v4);
- ADD_QUAD(v0,v4,v7,v3);
- ADD_QUAD(v6,v5,v1,v2);
- ADD_QUAD(v6,v2,v3,v7);
- ADD_QUAD(v6,v7,v4,v5);
- return (polygons ? 4 : 3);
+ positions.reserve(positions.size()+36);
+ const float length = 1.f/1.73205080f;
+
+ const aiVector3D v0 = aiVector3D(-1.f,-1.f,-1.f)*length;
+ const aiVector3D v1 = aiVector3D(1.f,-1.f,-1.f)*length;
+ const aiVector3D v2 = aiVector3D(1.f,1.f,-1.f)*length;
+ const aiVector3D v3 = aiVector3D(-1.f,1.f,-1.f)*length;
+ const aiVector3D v4 = aiVector3D(-1.f,-1.f,1.f)*length;
+ const aiVector3D v5 = aiVector3D(1.f,-1.f,1.f)*length;
+ const aiVector3D v6 = aiVector3D(1.f,1.f,1.f)*length;
+ const aiVector3D v7 = aiVector3D(-1.f,1.f,1.f)*length;
+
+ ADD_QUAD(v0,v3,v2,v1);
+ ADD_QUAD(v0,v1,v5,v4);
+ ADD_QUAD(v0,v4,v7,v3);
+ ADD_QUAD(v6,v5,v1,v2);
+ ADD_QUAD(v6,v2,v3,v7);
+ ADD_QUAD(v6,v7,v4,v5);
+ return (polygons ? 4 : 3);
}
// Cleanup ...
@@ -361,142 +361,142 @@ unsigned int StandardShapes::MakeHexahedron(std::vector<aiVector3D>& positions,
// ------------------------------------------------------------------------------------------------
// Create a subdivision sphere
-void StandardShapes::MakeSphere(unsigned int tess,
- std::vector<aiVector3D>& positions)
+void StandardShapes::MakeSphere(unsigned int tess,
+ std::vector<aiVector3D>& positions)
{
- // Reserve enough storage. Every subdivision
- // splits each triangle in 4, the icosahedron consists of 60 verts
- positions.reserve(positions.size()+60 * integer_pow(4, tess));
+ // Reserve enough storage. Every subdivision
+ // splits each triangle in 4, the icosahedron consists of 60 verts
+ positions.reserve(positions.size()+60 * integer_pow(4, tess));
- // Construct an icosahedron to start with
- MakeIcosahedron(positions);
+ // Construct an icosahedron to start with
+ MakeIcosahedron(positions);
- // ... and subdivide it until the requested output
- // tesselation is reached
- for (unsigned int i = 0; i<tess;++i)
- Subdivide(positions);
+ // ... and subdivide it until the requested output
+ // tesselation is reached
+ for (unsigned int i = 0; i<tess;++i)
+ Subdivide(positions);
}
// ------------------------------------------------------------------------------------------------
// Build a cone
void StandardShapes::MakeCone(float height,float radius1,
- float radius2,unsigned int tess,
- std::vector<aiVector3D>& positions,bool bOpen /*= false */)
+ float radius2,unsigned int tess,
+ std::vector<aiVector3D>& positions,bool bOpen /*= false */)
{
- // Sorry, a cone with less than 3 segments makes ABSOLUTELY NO SENSE
- if (tess < 3 || !height)
- return;
-
- size_t old = positions.size();
-
- // No negative radii
- radius1 = ::fabs(radius1);
- radius2 = ::fabs(radius2);
-
- float halfHeight = height / 2;
-
- // radius1 is always the smaller one
- if (radius2 > radius1)
- {
- std::swap(radius2,radius1);
- halfHeight = -halfHeight;
- }
- else old = 0xffffffff;
-
- // Use a large epsilon to check whether the cone is pointy
- if (radius1 < (radius2-radius1)*10e-3f)radius1 = 0.f;
-
- // We will need 3*2 verts per segment + 3*2 verts per segment
- // if the cone is closed
- const unsigned int mem = tess*6 + (!bOpen ? tess*3 * (radius1 ? 2 : 1) : 0);
- positions.reserve(positions.size () + mem);
-
- // Now construct all segments
- const float angle_delta = (float)AI_MATH_TWO_PI / tess;
- const float angle_max = (float)AI_MATH_TWO_PI;
-
- float s = 1.f; // cos(angle == 0);
- float t = 0.f; // sin(angle == 0);
-
- for (float angle = 0.f; angle < angle_max; )
- {
- const aiVector3D v1 = aiVector3D (s * radius1, -halfHeight, t * radius1 );
- const aiVector3D v2 = aiVector3D (s * radius2, halfHeight, t * radius2 );
-
- const float next = angle + angle_delta;
- float s2 = ::cos(next);
- float t2 = ::sin(next);
-
- const aiVector3D v3 = aiVector3D (s2 * radius2, halfHeight, t2 * radius2 );
- const aiVector3D v4 = aiVector3D (s2 * radius1, -halfHeight, t2 * radius1 );
-
- positions.push_back(v1);
- positions.push_back(v2);
- positions.push_back(v3);
- positions.push_back(v4);
- positions.push_back(v1);
- positions.push_back(v3);
-
- if (!bOpen)
- {
- // generate the end 'cap'
- positions.push_back(aiVector3D(s * radius2, halfHeight, t * radius2 ));
- positions.push_back(aiVector3D(s2 * radius2, halfHeight, t2 * radius2 ));
- positions.push_back(aiVector3D(0.f, halfHeight, 0.f));
-
-
- if (radius1)
- {
- // generate the other end 'cap'
- positions.push_back(aiVector3D(s * radius1, -halfHeight, t * radius1 ));
- positions.push_back(aiVector3D(s2 * radius1, -halfHeight, t2 * radius1 ));
- positions.push_back(aiVector3D(0.f, -halfHeight, 0.f));
-
- }
- }
- s = s2;
- t = t2;
- angle = next;
- }
-
- // Need to flip face order?
- if (0xffffffff != old )
- {
- for (size_t s = old; s < positions.size();s += 3)
- std::swap(positions[s],positions[s+1]);
- }
+ // Sorry, a cone with less than 3 segments makes ABSOLUTELY NO SENSE
+ if (tess < 3 || !height)
+ return;
+
+ size_t old = positions.size();
+
+ // No negative radii
+ radius1 = ::fabs(radius1);
+ radius2 = ::fabs(radius2);
+
+ float halfHeight = height / 2;
+
+ // radius1 is always the smaller one
+ if (radius2 > radius1)
+ {
+ std::swap(radius2,radius1);
+ halfHeight = -halfHeight;
+ }
+ else old = SIZE_MAX;
+
+ // Use a large epsilon to check whether the cone is pointy
+ if (radius1 < (radius2-radius1)*10e-3f)radius1 = 0.f;
+
+ // We will need 3*2 verts per segment + 3*2 verts per segment
+ // if the cone is closed
+ const unsigned int mem = tess*6 + (!bOpen ? tess*3 * (radius1 ? 2 : 1) : 0);
+ positions.reserve(positions.size () + mem);
+
+ // Now construct all segments
+ const float angle_delta = (float)AI_MATH_TWO_PI / tess;
+ const float angle_max = (float)AI_MATH_TWO_PI;
+
+ float s = 1.f; // cos(angle == 0);
+ float t = 0.f; // sin(angle == 0);
+
+ for (float angle = 0.f; angle < angle_max; )
+ {
+ const aiVector3D v1 = aiVector3D (s * radius1, -halfHeight, t * radius1 );
+ const aiVector3D v2 = aiVector3D (s * radius2, halfHeight, t * radius2 );
+
+ const float next = angle + angle_delta;
+ float s2 = ::cos(next);
+ float t2 = ::sin(next);
+
+ const aiVector3D v3 = aiVector3D (s2 * radius2, halfHeight, t2 * radius2 );
+ const aiVector3D v4 = aiVector3D (s2 * radius1, -halfHeight, t2 * radius1 );
+
+ positions.push_back(v1);
+ positions.push_back(v2);
+ positions.push_back(v3);
+ positions.push_back(v4);
+ positions.push_back(v1);
+ positions.push_back(v3);
+
+ if (!bOpen)
+ {
+ // generate the end 'cap'
+ positions.push_back(aiVector3D(s * radius2, halfHeight, t * radius2 ));
+ positions.push_back(aiVector3D(s2 * radius2, halfHeight, t2 * radius2 ));
+ positions.push_back(aiVector3D(0.f, halfHeight, 0.f));
+
+
+ if (radius1)
+ {
+ // generate the other end 'cap'
+ positions.push_back(aiVector3D(s * radius1, -halfHeight, t * radius1 ));
+ positions.push_back(aiVector3D(s2 * radius1, -halfHeight, t2 * radius1 ));
+ positions.push_back(aiVector3D(0.f, -halfHeight, 0.f));
+
+ }
+ }
+ s = s2;
+ t = t2;
+ angle = next;
+ }
+
+ // Need to flip face order?
+ if ( SIZE_MAX != old ) {
+ for (size_t s = old; s < positions.size();s += 3) {
+ std::swap(positions[s],positions[s+1]);
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Build a circle
void StandardShapes::MakeCircle(float radius, unsigned int tess,
- std::vector<aiVector3D>& positions)
+ std::vector<aiVector3D>& positions)
{
- // Sorry, a circle with less than 3 segments makes ABSOLUTELY NO SENSE
- if (tess < 3 || !radius)
- return;
+ // Sorry, a circle with less than 3 segments makes ABSOLUTELY NO SENSE
+ if (tess < 3 || !radius)
+ return;
- radius = ::fabs(radius);
+ radius = ::fabs(radius);
- // We will need 3 vertices per segment
- positions.reserve(positions.size()+tess*3);
+ // We will need 3 vertices per segment
+ positions.reserve(positions.size()+tess*3);
- const float angle_delta = (float)AI_MATH_TWO_PI / tess;
- const float angle_max = (float)AI_MATH_TWO_PI;
+ const float angle_delta = (float)AI_MATH_TWO_PI / tess;
+ const float angle_max = (float)AI_MATH_TWO_PI;
- float s = 1.f; // cos(angle == 0);
- float t = 0.f; // sin(angle == 0);
+ float s = 1.f; // cos(angle == 0);
+ float t = 0.f; // sin(angle == 0);
- for (float angle = 0.f; angle < angle_max; )
- {
- positions.push_back(aiVector3D(s * radius,0.f,t * radius));
- angle += angle_delta;
- s = ::cos(angle);
- t = ::sin(angle);
- positions.push_back(aiVector3D(s * radius,0.f,t * radius));
+ for (float angle = 0.f; angle < angle_max; )
+ {
+ positions.push_back(aiVector3D(s * radius,0.f,t * radius));
+ angle += angle_delta;
+ s = ::cos(angle);
+ t = ::sin(angle);
+ positions.push_back(aiVector3D(s * radius,0.f,t * radius));
- positions.push_back(aiVector3D(0.f,0.f,0.f));
- }
+ positions.push_back(aiVector3D(0.f,0.f,0.f));
+ }
}
} // ! Assimp
diff --git a/src/3rdparty/assimp/code/StandardShapes.h b/src/3rdparty/assimp/code/StandardShapes.h
index ae59eb9d0..cadce2b96 100644
--- a/src/3rdparty/assimp/code/StandardShapes.h
+++ b/src/3rdparty/assimp/code/StandardShapes.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -47,149 +47,149 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <vector>
-namespace Assimp {
+namespace Assimp {
// ---------------------------------------------------------------------------
/** \brief Helper class to generate vertex buffers for standard geometric
* shapes, such as cylinders, cones, boxes, spheres, elipsoids ... .
*/
-class ASSIMP_API StandardShapes
+class StandardShapes
{
- // class cannot be instanced
- StandardShapes() {}
+ // class cannot be instanced
+ StandardShapes() {}
public:
- // ----------------------------------------------------------------
- /** Generates a mesh from an array of vertex positions.
- *
- * @param positions List of vertex positions
- * @param numIndices Number of indices per primitive
- * @return Output mesh
- */
- static aiMesh* MakeMesh(const std::vector<aiVector3D>& positions,
- unsigned int numIndices);
-
-
- static aiMesh* MakeMesh ( unsigned int (*GenerateFunc)
- (std::vector<aiVector3D>&));
-
- static aiMesh* MakeMesh ( unsigned int (*GenerateFunc)
- (std::vector<aiVector3D>&, bool));
-
- static aiMesh* MakeMesh ( unsigned int n, void (*GenerateFunc)
- (unsigned int,std::vector<aiVector3D>&));
-
- // ----------------------------------------------------------------
- /** @brief Generates a hexahedron (cube)
- *
- * Hexahedrons can be scaled on all axes.
- * @param positions Receives output triangles.
- * @param polygons If you pass true here quads will be returned
- * @return Number of vertices per face
- */
- static unsigned int MakeHexahedron(
- std::vector<aiVector3D>& positions,
- bool polygons = false);
-
- // ----------------------------------------------------------------
- /** @brief Generates an icosahedron
- *
- * @param positions Receives output triangles.
- * @return Number of vertices per face
- */
- static unsigned int MakeIcosahedron(
- std::vector<aiVector3D>& positions);
-
-
- // ----------------------------------------------------------------
- /** @brief Generates a dodecahedron
- *
- * @param positions Receives output triangles
- * @param polygons If you pass true here pentagons will be returned
- * @return Number of vertices per face
- */
- static unsigned int MakeDodecahedron(
- std::vector<aiVector3D>& positions,
- bool polygons = false);
-
-
- // ----------------------------------------------------------------
- /** @brief Generates an octahedron
- *
- * @param positions Receives output triangles.
- * @return Number of vertices per face
- */
- static unsigned int MakeOctahedron(
- std::vector<aiVector3D>& positions);
-
-
- // ----------------------------------------------------------------
- /** @brief Generates a tetrahedron
- *
- * @param positions Receives output triangles.
- * @return Number of vertices per face
- */
- static unsigned int MakeTetrahedron(
- std::vector<aiVector3D>& positions);
-
-
-
- // ----------------------------------------------------------------
- /** @brief Generates a sphere
- *
- * @param tess Number of subdivions - 0 generates a octahedron
- * @param positions Receives output triangles.
- */
- static void MakeSphere(unsigned int tess,
- std::vector<aiVector3D>& positions);
-
-
- // ----------------------------------------------------------------
- /** @brief Generates a cone or a cylinder, either open or closed.
- *
- * @code
- *
- * |-----| <- radius 1
- *
- * __x__ <- ] ^
- * / \ | height |
- * / \ | Y
- * / \ |
- * / \ |
- * /______x______\ <- ] <- end cap
- *
- * |-------------| <- radius 2
- *
- * @endcode
- *
- * @param height Height of the cone
- * @param radius1 First radius
- * @param radius2 Second radius
- * @param tess Number of triangles.
- * @param bOpened true for an open cone/cylinder. An open shape has
- * no 'end caps'
- * @param positions Receives output triangles
- */
- static void MakeCone(float height,float radius1,
- float radius2,unsigned int tess,
- std::vector<aiVector3D>& positions,bool bOpen= false);
-
-
- // ----------------------------------------------------------------
- /** @brief Generates a flat circle
- *
- * The circle is constructed in the planed formed by the x,z
- * axes of the cartesian coordinate system.
- *
- * @param radius Radius of the circle
- * @param tess Number of segments.
- * @param positions Receives output triangles.
- */
- static void MakeCircle(float radius, unsigned int tess,
- std::vector<aiVector3D>& positions);
-
+ // ----------------------------------------------------------------
+ /** Generates a mesh from an array of vertex positions.
+ *
+ * @param positions List of vertex positions
+ * @param numIndices Number of indices per primitive
+ * @return Output mesh
+ */
+ static aiMesh* MakeMesh(const std::vector<aiVector3D>& positions,
+ unsigned int numIndices);
+
+
+ static aiMesh* MakeMesh ( unsigned int (*GenerateFunc)
+ (std::vector<aiVector3D>&));
+
+ static aiMesh* MakeMesh ( unsigned int (*GenerateFunc)
+ (std::vector<aiVector3D>&, bool));
+
+ static aiMesh* MakeMesh ( unsigned int n, void (*GenerateFunc)
+ (unsigned int,std::vector<aiVector3D>&));
+
+ // ----------------------------------------------------------------
+ /** @brief Generates a hexahedron (cube)
+ *
+ * Hexahedrons can be scaled on all axes.
+ * @param positions Receives output triangles.
+ * @param polygons If you pass true here quads will be returned
+ * @return Number of vertices per face
+ */
+ static unsigned int MakeHexahedron(
+ std::vector<aiVector3D>& positions,
+ bool polygons = false);
+
+ // ----------------------------------------------------------------
+ /** @brief Generates an icosahedron
+ *
+ * @param positions Receives output triangles.
+ * @return Number of vertices per face
+ */
+ static unsigned int MakeIcosahedron(
+ std::vector<aiVector3D>& positions);
+
+
+ // ----------------------------------------------------------------
+ /** @brief Generates a dodecahedron
+ *
+ * @param positions Receives output triangles
+ * @param polygons If you pass true here pentagons will be returned
+ * @return Number of vertices per face
+ */
+ static unsigned int MakeDodecahedron(
+ std::vector<aiVector3D>& positions,
+ bool polygons = false);
+
+
+ // ----------------------------------------------------------------
+ /** @brief Generates an octahedron
+ *
+ * @param positions Receives output triangles.
+ * @return Number of vertices per face
+ */
+ static unsigned int MakeOctahedron(
+ std::vector<aiVector3D>& positions);
+
+
+ // ----------------------------------------------------------------
+ /** @brief Generates a tetrahedron
+ *
+ * @param positions Receives output triangles.
+ * @return Number of vertices per face
+ */
+ static unsigned int MakeTetrahedron(
+ std::vector<aiVector3D>& positions);
+
+
+
+ // ----------------------------------------------------------------
+ /** @brief Generates a sphere
+ *
+ * @param tess Number of subdivions - 0 generates a octahedron
+ * @param positions Receives output triangles.
+ */
+ static void MakeSphere(unsigned int tess,
+ std::vector<aiVector3D>& positions);
+
+
+ // ----------------------------------------------------------------
+ /** @brief Generates a cone or a cylinder, either open or closed.
+ *
+ * @code
+ *
+ * |-----| <- radius 1
+ *
+ * __x__ <- ] ^
+ * / \ | height |
+ * / \ | Y
+ * / \ |
+ * / \ |
+ * /______x______\ <- ] <- end cap
+ *
+ * |-------------| <- radius 2
+ *
+ * @endcode
+ *
+ * @param height Height of the cone
+ * @param radius1 First radius
+ * @param radius2 Second radius
+ * @param tess Number of triangles.
+ * @param bOpened true for an open cone/cylinder. An open shape has
+ * no 'end caps'
+ * @param positions Receives output triangles
+ */
+ static void MakeCone(float height,float radius1,
+ float radius2,unsigned int tess,
+ std::vector<aiVector3D>& positions,bool bOpen= false);
+
+
+ // ----------------------------------------------------------------
+ /** @brief Generates a flat circle
+ *
+ * The circle is constructed in the planed formed by the x,z
+ * axes of the cartesian coordinate system.
+ *
+ * @param radius Radius of the circle
+ * @param tess Number of segments.
+ * @param positions Receives output triangles.
+ */
+ static void MakeCircle(float radius, unsigned int tess,
+ std::vector<aiVector3D>& positions);
+
};
} // ! Assimp
diff --git a/src/3rdparty/assimp/code/StdOStreamLogStream.h b/src/3rdparty/assimp/code/StdOStreamLogStream.h
index 653dbf42e..37b6331f6 100644
--- a/src/3rdparty/assimp/code/StdOStreamLogStream.h
+++ b/src/3rdparty/assimp/code/StdOStreamLogStream.h
@@ -1,52 +1,52 @@
#ifndef AI_STROSTREAMLOGSTREAM_H_INC
#define AI_STROSTREAMLOGSTREAM_H_INC
-#include "../include/LogStream.h"
+#include "../include/assimp/LogStream.hpp"
#include <ostream>
-namespace Assimp {
+namespace Assimp {
// ---------------------------------------------------------------------------
-/** @class StdOStreamLogStream
- * @brief Logs into a std::ostream
+/** @class StdOStreamLogStream
+ * @brief Logs into a std::ostream
*/
class StdOStreamLogStream : public LogStream
{
public:
- /** @brief Construction from an existing std::ostream
- * @param _ostream Output stream to be used
- */
- StdOStreamLogStream(std::ostream& _ostream);
-
- /** @brief Destructor */
- ~StdOStreamLogStream();
-
- /** @brief Writer */
- void write(const char* message);
+ /** @brief Construction from an existing std::ostream
+ * @param _ostream Output stream to be used
+ */
+ StdOStreamLogStream(std::ostream& _ostream);
+
+ /** @brief Destructor */
+ ~StdOStreamLogStream();
+
+ /** @brief Writer */
+ void write(const char* message);
private:
- std::ostream& ostream;
+ std::ostream& ostream;
};
// ---------------------------------------------------------------------------
-// Default constructor
+// Default constructor
inline StdOStreamLogStream::StdOStreamLogStream(std::ostream& _ostream)
- : ostream (_ostream)
+ : ostream (_ostream)
{}
// ---------------------------------------------------------------------------
-// Default constructor
+// Default constructor
inline StdOStreamLogStream::~StdOStreamLogStream()
{}
// ---------------------------------------------------------------------------
-// Write method
+// Write method
inline void StdOStreamLogStream::write(const char* message)
{
- ostream << message;
- ostream.flush();
+ ostream << message;
+ ostream.flush();
}
// ---------------------------------------------------------------------------
-} // Namespace Assimp
+} // Namespace Assimp
#endif // guard
diff --git a/src/3rdparty/assimp/code/StreamReader.h b/src/3rdparty/assimp/code/StreamReader.h
index 7539d4829..cd2453af2 100644
--- a/src/3rdparty/assimp/code/StreamReader.h
+++ b/src/3rdparty/assimp/code/StreamReader.h
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -45,59 +45,17 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_STREAMREADER_H_INCLUDED
#define AI_STREAMREADER_H_INCLUDED
-#include <cstdio>
-
#include "ByteSwap.h"
-namespace Assimp {
- namespace Intern {
-
-// --------------------------------------------------------------------------------------------
-template <typename T, bool doit>
-struct ByteSwapper {
- void operator() (T* inout) {
- ByteSwap::Swap(inout);
- }
-};
-
-template <typename T>
-struct ByteSwapper<T,false> {
- void operator() (T*) {
- }
-};
-
-// --------------------------------------------------------------------------------------------
-template <bool SwapEndianess, typename T, bool RuntimeSwitch>
-struct Getter {
- void operator() (T* inout, bool le) {
-#ifdef AI_BUILD_BIG_ENDIAN
- le = le;
-#else
- le = !le;
-#endif
- if (le) {
- ByteSwapper<T,(sizeof(T)>1?true:false)> () (inout);
- }
- else ByteSwapper<T,false> () (inout);
- }
-};
-template <bool SwapEndianess, typename T>
-struct Getter<SwapEndianess,T,false> {
- void operator() (T* inout, bool) {
-
- // static branch
- ByteSwapper<T,(SwapEndianess && sizeof(T)>1)> () (inout);
- }
-};
-} // end Intern
+namespace Assimp {
// --------------------------------------------------------------------------------------------
-/** Wrapper class around IOStream to allow for consistent reading of binary data in both
- * little and big endian format. Don't attempt to instance the template directly. Use
- * StreamReaderLE to read from a little-endian stream and StreamReaderBE to read from a
- * BE stream. The class expects that the endianess of any input data is known at
+/** Wrapper class around IOStream to allow for consistent reading of binary data in both
+ * little and big endian format. Don't attempt to instance the template directly. Use
+ * StreamReaderLE to read from a little-endian stream and StreamReaderBE to read from a
+ * BE stream. The class expects that the endianess of any input data is known at
* compile-time, which should usually be true (#BaseImporter::ConvertToUTF8 implements
- * runtime endianess conversions for text files).
+ * runtime endianess conversions for text files).
*
* XXX switch from unsigned int for size types to size_t? or ptrdiff_t?*/
// --------------------------------------------------------------------------------------------
@@ -107,275 +65,288 @@ class StreamReader
public:
- // FIXME: use these data types throughout the whole library,
- // then change them to 64 bit values :-)
-
- typedef int diff;
- typedef unsigned int pos;
+ // FIXME: use these data types throughout the whole library,
+ // then change them to 64 bit values :-)
+
+ typedef int diff;
+ typedef unsigned int pos;
public:
- // ---------------------------------------------------------------------
- /** Construction from a given stream with a well-defined endianess.
- *
- * The StreamReader holds a permanent strong reference to the
- * stream, which is released upon destruction.
- * @param stream Input stream. The stream is not restarted if
- * its file pointer is not at 0. Instead, the stream reader
- * reads from the current position to the end of the stream.
- * @param le If @c RuntimeSwitch is true: specifies whether the
- * stream is in little endian byte order. Otherwise the
- * endianess information is contained in the @c SwapEndianess
- * template parameter and this parameter is meaningless. */
- StreamReader(boost::shared_ptr<IOStream> stream, bool le = false)
- : stream(stream)
- , le(le)
- {
- _Begin();
- }
-
- // ---------------------------------------------------------------------
- StreamReader(IOStream* stream, bool le = false)
- : stream(boost::shared_ptr<IOStream>(stream))
- , le(le)
- {
- _Begin();
- }
-
- // ---------------------------------------------------------------------
- ~StreamReader() {
- delete[] buffer;
- }
+ // ---------------------------------------------------------------------
+ /** Construction from a given stream with a well-defined endianess.
+ *
+ * The StreamReader holds a permanent strong reference to the
+ * stream, which is released upon destruction.
+ * @param stream Input stream. The stream is not restarted if
+ * its file pointer is not at 0. Instead, the stream reader
+ * reads from the current position to the end of the stream.
+ * @param le If @c RuntimeSwitch is true: specifies whether the
+ * stream is in little endian byte order. Otherwise the
+ * endianess information is contained in the @c SwapEndianess
+ * template parameter and this parameter is meaningless. */
+ StreamReader(boost::shared_ptr<IOStream> stream, bool le = false)
+ : stream(stream)
+ , le(le)
+ {
+ ai_assert(stream);
+ InternBegin();
+ }
+
+ // ---------------------------------------------------------------------
+ StreamReader(IOStream* stream, bool le = false)
+ : stream(boost::shared_ptr<IOStream>(stream))
+ , le(le)
+ {
+ ai_assert(stream);
+ InternBegin();
+ }
+
+ // ---------------------------------------------------------------------
+ ~StreamReader() {
+ delete[] buffer;
+ }
public:
- // deprecated, use overloaded operator>> instead
-
- // ---------------------------------------------------------------------
- /** Read a float from the stream */
- float GetF4()
- {
- return Get<float>();
- }
-
- // ---------------------------------------------------------------------
- /** Read a double from the stream */
- double GetF8() {
- return Get<double>();
- }
-
- // ---------------------------------------------------------------------
- /** Read a signed 16 bit integer from the stream */
- int16_t GetI2() {
- return Get<int16_t>();
- }
-
- // ---------------------------------------------------------------------
- /** Read a signed 8 bit integer from the stream */
- int8_t GetI1() {
- return Get<int8_t>();
- }
-
- // ---------------------------------------------------------------------
- /** Read an signed 32 bit integer from the stream */
- int32_t GetI4() {
- return Get<int32_t>();
- }
-
- // ---------------------------------------------------------------------
- /** Read a signed 64 bit integer from the stream */
- int64_t GetI8() {
- return Get<int64_t>();
- }
-
- // ---------------------------------------------------------------------
- /** Read a unsigned 16 bit integer from the stream */
- uint16_t GetU2() {
- return Get<uint16_t>();
- }
-
- // ---------------------------------------------------------------------
- /** Read a unsigned 8 bit integer from the stream */
- uint8_t GetU1() {
- return Get<uint8_t>();
- }
-
- // ---------------------------------------------------------------------
- /** Read an unsigned 32 bit integer from the stream */
- uint32_t GetU4() {
- return Get<uint32_t>();
- }
-
- // ---------------------------------------------------------------------
- /** Read a unsigned 64 bit integer from the stream */
- uint64_t GetU8() {
- return Get<uint64_t>();
- }
+ // deprecated, use overloaded operator>> instead
+
+ // ---------------------------------------------------------------------
+ /** Read a float from the stream */
+ float GetF4()
+ {
+ return Get<float>();
+ }
+
+ // ---------------------------------------------------------------------
+ /** Read a double from the stream */
+ double GetF8() {
+ return Get<double>();
+ }
+
+ // ---------------------------------------------------------------------
+ /** Read a signed 16 bit integer from the stream */
+ int16_t GetI2() {
+ return Get<int16_t>();
+ }
+
+ // ---------------------------------------------------------------------
+ /** Read a signed 8 bit integer from the stream */
+ int8_t GetI1() {
+ return Get<int8_t>();
+ }
+
+ // ---------------------------------------------------------------------
+ /** Read an signed 32 bit integer from the stream */
+ int32_t GetI4() {
+ return Get<int32_t>();
+ }
+
+ // ---------------------------------------------------------------------
+ /** Read a signed 64 bit integer from the stream */
+ int64_t GetI8() {
+ return Get<int64_t>();
+ }
+
+ // ---------------------------------------------------------------------
+ /** Read a unsigned 16 bit integer from the stream */
+ uint16_t GetU2() {
+ return Get<uint16_t>();
+ }
+
+ // ---------------------------------------------------------------------
+ /** Read a unsigned 8 bit integer from the stream */
+ uint8_t GetU1() {
+ return Get<uint8_t>();
+ }
+
+ // ---------------------------------------------------------------------
+ /** Read an unsigned 32 bit integer from the stream */
+ uint32_t GetU4() {
+ return Get<uint32_t>();
+ }
+
+ // ---------------------------------------------------------------------
+ /** Read a unsigned 64 bit integer from the stream */
+ uint64_t GetU8() {
+ return Get<uint64_t>();
+ }
public:
- // ---------------------------------------------------------------------
- /** Get the remaining stream size (to the end of the srream) */
- unsigned int GetRemainingSize() const {
- return (unsigned int)(end - current);
- }
-
-
- // ---------------------------------------------------------------------
- /** Get the remaining stream size (to the current read limit). The
- * return value is the remaining size of the stream if no custom
- * read limit has been set. */
- unsigned int GetRemainingSizeToLimit() const {
- return (unsigned int)(limit - current);
- }
-
-
- // ---------------------------------------------------------------------
- /** Increase the file pointer (relative seeking) */
- void IncPtr(int plus) {
- current += plus;
- if (current > limit) {
- throw DeadlyImportError("End of file or read limit was reached");
- }
- }
-
- // ---------------------------------------------------------------------
- /** Get the current file pointer */
- int8_t* GetPtr() const {
- return current;
- }
-
-
- // ---------------------------------------------------------------------
- /** Set current file pointer (Get it from #GetPtr). This is if you
- * prefer to do pointer arithmetics on your own or want to copy
- * large chunks of data at once.
- * @param p The new pointer, which is validated against the size
- * limit and buffer boundaries. */
- void SetPtr(int8_t* p) {
-
- current = p;
- if (current > limit || current < buffer) {
- throw DeadlyImportError("End of file or read limit was reached");
- }
- }
-
- // ---------------------------------------------------------------------
- /** Copy n bytes to an external buffer
- * @param out Destination for copying
- * @param bytes Number of bytes to copy */
- void CopyAndAdvance(void* out, size_t bytes) {
-
- int8_t* ur = GetPtr();
- SetPtr(ur+bytes); // fire exception if eof
-
- memcpy(out,ur,bytes);
- }
-
-
- // ---------------------------------------------------------------------
- /** Get the current offset from the beginning of the file */
- int GetCurrentPos() const {
- return (unsigned int)(current - buffer);
- }
-
- void SetCurrentPos(size_t pos) {
- SetPtr(buffer + pos);
- }
-
- // ---------------------------------------------------------------------
- /** Setup a temporary read limit
- *
- * @param limit Maximum number of bytes to be read from
- * the beginning of the file. Passing 0xffffffff
- * resets the limit to the original end of the stream. */
- void SetReadLimit(unsigned int _limit) {
-
- if (0xffffffff == _limit) {
- limit = end;
- return;
- }
-
- limit = buffer + _limit;
- if (limit > end) {
- throw DeadlyImportError("StreamReader: Invalid read limit");
- }
- }
-
- // ---------------------------------------------------------------------
- /** Get the current read limit in bytes. Reading over this limit
- * accidentially raises an exception. */
- int GetReadLimit() const {
- return (unsigned int)(limit - buffer);
- }
-
- // ---------------------------------------------------------------------
- /** Skip to the read limit in bytes. Reading over this limit
- * accidentially raises an exception. */
- void SkipToReadLimit() {
- current = limit;
- }
-
- // ---------------------------------------------------------------------
- /** overload operator>> and allow chaining of >> ops. */
- template <typename T>
- StreamReader& operator >> (T& f) {
- f = Get<T>();
- return *this;
- }
+ // ---------------------------------------------------------------------
+ /** Get the remaining stream size (to the end of the srream) */
+ unsigned int GetRemainingSize() const {
+ return (unsigned int)(end - current);
+ }
+
+
+ // ---------------------------------------------------------------------
+ /** Get the remaining stream size (to the current read limit). The
+ * return value is the remaining size of the stream if no custom
+ * read limit has been set. */
+ unsigned int GetRemainingSizeToLimit() const {
+ return (unsigned int)(limit - current);
+ }
+
+
+ // ---------------------------------------------------------------------
+ /** Increase the file pointer (relative seeking) */
+ void IncPtr(int plus) {
+ current += plus;
+ if (current > limit) {
+ throw DeadlyImportError("End of file or read limit was reached");
+ }
+ }
+
+ // ---------------------------------------------------------------------
+ /** Get the current file pointer */
+ int8_t* GetPtr() const {
+ return current;
+ }
+
+
+ // ---------------------------------------------------------------------
+ /** Set current file pointer (Get it from #GetPtr). This is if you
+ * prefer to do pointer arithmetics on your own or want to copy
+ * large chunks of data at once.
+ * @param p The new pointer, which is validated against the size
+ * limit and buffer boundaries. */
+ void SetPtr(int8_t* p) {
+
+ current = p;
+ if (current > limit || current < buffer) {
+ throw DeadlyImportError("End of file or read limit was reached");
+ }
+ }
+
+ // ---------------------------------------------------------------------
+ /** Copy n bytes to an external buffer
+ * @param out Destination for copying
+ * @param bytes Number of bytes to copy */
+ void CopyAndAdvance(void* out, size_t bytes) {
+
+ int8_t* ur = GetPtr();
+ SetPtr(ur+bytes); // fire exception if eof
+
+ memcpy(out,ur,bytes);
+ }
+
+
+ // ---------------------------------------------------------------------
+ /** Get the current offset from the beginning of the file */
+ int GetCurrentPos() const {
+ return (unsigned int)(current - buffer);
+ }
+
+ void SetCurrentPos(size_t pos) {
+ SetPtr(buffer + pos);
+ }
+
+ // ---------------------------------------------------------------------
+ /** Setup a temporary read limit
+ *
+ * @param limit Maximum number of bytes to be read from
+ * the beginning of the file. Specifying UINT_MAX
+ * resets the limit to the original end of the stream. */
+ void SetReadLimit(unsigned int _limit) {
+
+ if (UINT_MAX == _limit) {
+ limit = end;
+ return;
+ }
+
+ limit = buffer + _limit;
+ if (limit > end) {
+ throw DeadlyImportError("StreamReader: Invalid read limit");
+ }
+ }
+
+ // ---------------------------------------------------------------------
+ /** Get the current read limit in bytes. Reading over this limit
+ * accidentially raises an exception. */
+ int GetReadLimit() const {
+ return (unsigned int)(limit - buffer);
+ }
+
+ // ---------------------------------------------------------------------
+ /** Skip to the read limit in bytes. Reading over this limit
+ * accidentially raises an exception. */
+ void SkipToReadLimit() {
+ current = limit;
+ }
+
+ // ---------------------------------------------------------------------
+ /** overload operator>> and allow chaining of >> ops. */
+ template <typename T>
+ StreamReader& operator >> (T& f) {
+ f = Get<T>();
+ return *this;
+ }
private:
- // ---------------------------------------------------------------------
- /** Generic read method. ByteSwap::Swap(T*) *must* be defined */
- template <typename T>
- T Get() {
- if (current + sizeof(T) > limit) {
- throw DeadlyImportError("End of file or stream limit was reached");
- }
-
- T f;
- memcpy(&f, current, sizeof(T));
- Intern :: Getter<SwapEndianess,T,RuntimeSwitch>() (&f,le);
-
- current += sizeof(T);
- return f;
- }
-
- // ---------------------------------------------------------------------
- void _Begin() {
- if (!stream) {
- throw DeadlyImportError("StreamReader: Unable to open file");
- }
-
- const size_t s = stream->FileSize() - stream->Tell();
- if (!s) {
- throw DeadlyImportError("StreamReader: File is empty or EOF is already reached");
- }
-
- current = buffer = new int8_t[s];
- stream->Read(current,s,1);
- end = limit = &buffer[s];
- }
+ // ---------------------------------------------------------------------
+ /** Generic read method. ByteSwap::Swap(T*) *must* be defined */
+ template <typename T>
+ T Get() {
+ if (current + sizeof(T) > limit) {
+ throw DeadlyImportError("End of file or stream limit was reached");
+ }
+
+#ifdef __arm__
+ T f;
+ memcpy (&f, current, sizeof(T));
+#else
+ T f = *((const T*)current);
+#endif
+ Intern :: Getter<SwapEndianess,T,RuntimeSwitch>() (&f,le);
+
+ current += sizeof(T);
+ return f;
+ }
+
+ // ---------------------------------------------------------------------
+ void InternBegin() {
+ if (!stream) {
+ // incase someone wonders: StreamReader is frequently invoked with
+ // no prior validation whether the input stream is valid. Since
+ // no one bothers changing the error message, this message here
+ // is passed down to the caller and 'unable to open file'
+ // simply describes best what happened.
+ throw DeadlyImportError("StreamReader: Unable to open file");
+ }
+
+ const size_t s = stream->FileSize() - stream->Tell();
+ if (!s) {
+ throw DeadlyImportError("StreamReader: File is empty or EOF is already reached");
+ }
+
+ current = buffer = new int8_t[s];
+ const size_t read = stream->Read(current,1,s);
+ // (read < s) can only happen if the stream was opened in text mode, in which case FileSize() is not reliable
+ ai_assert(read <= s);
+ end = limit = &buffer[read];
+ }
private:
- boost::shared_ptr<IOStream> stream;
- int8_t *buffer, *current, *end, *limit;
- bool le;
+ boost::shared_ptr<IOStream> stream;
+ int8_t *buffer, *current, *end, *limit;
+ bool le;
};
// --------------------------------------------------------------------------------------------
// `static` StreamReaders. Their byte order is fixed and they might be a little bit faster.
#ifdef AI_BUILD_BIG_ENDIAN
- typedef StreamReader<true> StreamReaderLE;
- typedef StreamReader<false> StreamReaderBE;
+ typedef StreamReader<true> StreamReaderLE;
+ typedef StreamReader<false> StreamReaderBE;
#else
- typedef StreamReader<true> StreamReaderBE;
- typedef StreamReader<false> StreamReaderLE;
+ typedef StreamReader<true> StreamReaderBE;
+ typedef StreamReader<false> StreamReaderLE;
#endif
// `dynamic` StreamReader. The byte order of the input data is specified in the
diff --git a/src/3rdparty/assimp/code/StringComparison.h b/src/3rdparty/assimp/code/StringComparison.h
index ed79874c0..3769e8a7c 100644
--- a/src/3rdparty/assimp/code/StringComparison.h
+++ b/src/3rdparty/assimp/code/StringComparison.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -50,7 +50,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef INCLUDED_AI_STRING_WORKERS_H
#define INCLUDED_AI_STRING_WORKERS_H
-namespace Assimp {
+#include "../include/assimp/ai_assert.h"
+
+namespace Assimp {
// -------------------------------------------------------------------------------
/** @brief itoa with a fixed base 10
@@ -65,40 +67,40 @@ namespace Assimp {
*/
inline unsigned int ASSIMP_itoa10( char* out, unsigned int max, int32_t number)
{
- ai_assert(NULL != out);
-
- // write the unary minus to indicate we have a negative number
- unsigned int written = 1u;
- if (number < 0 && written < max) {
- *out++ = '-';
- ++written;
- number = -number;
- }
-
- // We begin with the largest number that is not zero.
- int32_t cur = 1000000000; // 2147483648
- bool mustPrint = false;
- while (written < max) {
-
- const unsigned int digit = number / cur;
- if (mustPrint || digit > 0 || 1 == cur) {
- // print all future zeroes from now
- mustPrint = true;
-
- *out++ = '0'+digit;
-
- ++written;
- number -= digit*cur;
- if (1 == cur) {
- break;
- }
- }
- cur /= 10;
- }
-
- // append a terminal zero
- *out++ = '\0';
- return written-1;
+ ai_assert(NULL != out);
+
+ // write the unary minus to indicate we have a negative number
+ unsigned int written = 1u;
+ if (number < 0 && written < max) {
+ *out++ = '-';
+ ++written;
+ number = -number;
+ }
+
+ // We begin with the largest number that is not zero.
+ int32_t cur = 1000000000; // 2147483648
+ bool mustPrint = false;
+ while (written < max) {
+
+ const unsigned int digit = number / cur;
+ if (mustPrint || digit > 0 || 1 == cur) {
+ // print all future zeroes from now
+ mustPrint = true;
+
+ *out++ = '0'+digit;
+
+ ++written;
+ number -= digit*cur;
+ if (1 == cur) {
+ break;
+ }
+ }
+ cur /= 10;
+ }
+
+ // append a terminal zero
+ *out++ = '\0';
+ return written-1;
}
// -------------------------------------------------------------------------------
@@ -109,7 +111,7 @@ inline unsigned int ASSIMP_itoa10( char* out, unsigned int max, int32_t number)
template <size_t length>
inline unsigned int ASSIMP_itoa10( char(& out)[length], int32_t number)
{
- return ASSIMP_itoa10(out,length,number);
+ return ASSIMP_itoa10(out,length,number);
}
// -------------------------------------------------------------------------------
@@ -117,7 +119,7 @@ inline unsigned int ASSIMP_itoa10( char(& out)[length], int32_t number)
*
* This is required since stricmp() is not consistently available on
* all platforms. Some platforms use the '_' prefix, others don't even
- * have such a function.
+ * have such a function.
*
* @param s1 First input string
* @param s2 Second input string
@@ -125,23 +127,23 @@ inline unsigned int ASSIMP_itoa10( char(& out)[length], int32_t number)
*/
inline int ASSIMP_stricmp(const char *s1, const char *s2)
{
- ai_assert(NULL != s1 && NULL != s2);
+ ai_assert(NULL != s1 && NULL != s2);
#if (defined _MSC_VER)
- return ::_stricmp(s1,s2);
+ return ::_stricmp(s1,s2);
#elif defined( __GNUC__ )
-
- return ::strcasecmp(s1,s2);
+
+ return ::strcasecmp(s1,s2);
#else
-
- register char c1, c2;
- do {
- c1 = tolower(*s1++);
- c2 = tolower(*s2++);
- }
- while ( c1 && (c1 == c2) );
- return c1 - c2;
+
+ register char c1, c2;
+ do {
+ c1 = tolower(*s1++);
+ c2 = tolower(*s2++);
+ }
+ while ( c1 && (c1 == c2) );
+ return c1 - c2;
#endif
}
@@ -154,8 +156,8 @@ inline int ASSIMP_stricmp(const char *s1, const char *s2)
*/
inline int ASSIMP_stricmp(const std::string& a, const std::string& b)
{
- register int i = (int)b.length()-(int)a.length();
- return (i ? i : ASSIMP_stricmp(a.c_str(),b.c_str()));
+ register int i = (int)b.length()-(int)a.length();
+ return (i ? i : ASSIMP_stricmp(a.c_str(),b.c_str()));
}
// -------------------------------------------------------------------------------
@@ -163,7 +165,7 @@ inline int ASSIMP_stricmp(const std::string& a, const std::string& b)
*
* This is required since strincmp() is not consistently available on
* all platforms. Some platforms use the '_' prefix, others don't even
- * have such a function.
+ * have such a function.
*
* @param s1 First input string
* @param s2 Second input string
@@ -172,29 +174,29 @@ inline int ASSIMP_stricmp(const std::string& a, const std::string& b)
*/
inline int ASSIMP_strincmp(const char *s1, const char *s2, unsigned int n)
{
- ai_assert(NULL != s1 && NULL != s2);
- if (!n)return 0;
+ ai_assert(NULL != s1 && NULL != s2);
+ if (!n)return 0;
#if (defined _MSC_VER)
- return ::_strnicmp(s1,s2,n);
+ return ::_strnicmp(s1,s2,n);
#elif defined( __GNUC__ )
- return ::strncasecmp(s1,s2, n);
+ return ::strncasecmp(s1,s2, n);
#else
- register char c1, c2;
- unsigned int p = 0;
- do
- {
- if (p++ >= n)return 0;
- c1 = tolower(*s1++);
- c2 = tolower(*s2++);
- }
- while ( c1 && (c1 == c2) );
-
- return c1 - c2;
+ register char c1, c2;
+ unsigned int p = 0;
+ do
+ {
+ if (p++ >= n)return 0;
+ c1 = tolower(*s1++);
+ c2 = tolower(*s2++);
+ }
+ while ( c1 && (c1 == c2) );
+
+ return c1 - c2;
#endif
}
@@ -202,15 +204,15 @@ inline int ASSIMP_strincmp(const char *s1, const char *s2, unsigned int n)
// -------------------------------------------------------------------------------
/** @brief Evaluates an integer power
*
- * todo: move somewhere where it fits better in than here
+ * todo: move somewhere where it fits better in than here
*/
inline unsigned int integer_pow (unsigned int base, unsigned int power)
{
- unsigned int res = 1;
- for (unsigned int i = 0; i < power;++i)
- res *= base;
+ unsigned int res = 1;
+ for (unsigned int i = 0; i < power;++i)
+ res *= base;
- return res;
+ return res;
}
} // end of namespace
diff --git a/src/3rdparty/assimp/code/Subdivision.cpp b/src/3rdparty/assimp/code/Subdivision.cpp
index 088f15480..e4dd1b4f1 100644
--- a/src/3rdparty/assimp/code/Subdivision.cpp
+++ b/src/3rdparty/assimp/code/Subdivision.cpp
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -46,67 +46,63 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "ProcessHelper.h"
#include "Vertex.h"
-#if defined(__QNXNTO__)
-#include <stdio.h>
-#endif
-
using namespace Assimp;
void mydummy() {}
// ------------------------------------------------------------------------------------------------
-/** Subdivider stub class to implement the Catmull-Clarke subdivision algorithm. The
+/** Subdivider stub class to implement the Catmull-Clarke subdivision algorithm. The
* implementation is basing on recursive refinement. Directly evaluating the result is also
- * possibel and much quicker, but it depends on lengthy matrix lookup tables. */
+ * possible and much quicker, but it depends on lengthy matrix lookup tables. */
// ------------------------------------------------------------------------------------------------
class CatmullClarkSubdivider : public Subdivider
{
public:
- void Subdivide (const aiMesh* mesh, aiMesh*& out, unsigned int num, bool discard_input);
- void Subdivide (const aiMesh* const * smesh, size_t nmesh,
- aiMesh** out, unsigned int num, bool discard_input);
-
- // ---------------------------------------------------------------------------
- /** Intermediate description of an edge between two corners of a polygon*/
- // ---------------------------------------------------------------------------
- struct Edge
- {
- Edge()
- : ref(0)
- {}
- Vertex edge_point, midpoint;
- unsigned int ref;
- };
-
-
-
- typedef std::vector<unsigned int> UIntVector;
- typedef std::map<uint64_t,Edge> EdgeMap;
-
- // ---------------------------------------------------------------------------
- // Hashing function to derive an index into an #EdgeMap from two given
- // 'unsigned int' vertex coordinates (!!distinct coordinates - same
- // vertex position == same index!!).
- // NOTE - this leads to rare hash collisions if a) sizeof(unsigned int)>4
- // and (id[0]>2^32-1 or id[0]>2^32-1).
- // MAKE_EDGE_HASH() uses temporaries, so INIT_EDGE_HASH() needs to be put
- // at the head of every function which is about to use MAKE_EDGE_HASH().
- // Reason is that the hash is that hash construction needs to hold the
- // invariant id0<id1 to identify an edge - else two hashes would refer
- // to the same edge.
- // ---------------------------------------------------------------------------
+ void Subdivide (aiMesh* mesh, aiMesh*& out, unsigned int num, bool discard_input);
+ void Subdivide (aiMesh** smesh, size_t nmesh,
+ aiMesh** out, unsigned int num, bool discard_input);
+
+ // ---------------------------------------------------------------------------
+ /** Intermediate description of an edge between two corners of a polygon*/
+ // ---------------------------------------------------------------------------
+ struct Edge
+ {
+ Edge()
+ : ref(0)
+ {}
+ Vertex edge_point, midpoint;
+ unsigned int ref;
+ };
+
+
+
+ typedef std::vector<unsigned int> UIntVector;
+ typedef std::map<uint64_t,Edge> EdgeMap;
+
+ // ---------------------------------------------------------------------------
+ // Hashing function to derive an index into an #EdgeMap from two given
+ // 'unsigned int' vertex coordinates (!!distinct coordinates - same
+ // vertex position == same index!!).
+ // NOTE - this leads to rare hash collisions if a) sizeof(unsigned int)>4
+ // and (id[0]>2^32-1 or id[0]>2^32-1).
+ // MAKE_EDGE_HASH() uses temporaries, so INIT_EDGE_HASH() needs to be put
+ // at the head of every function which is about to use MAKE_EDGE_HASH().
+ // Reason is that the hash is that hash construction needs to hold the
+ // invariant id0<id1 to identify an edge - else two hashes would refer
+ // to the same edge.
+ // ---------------------------------------------------------------------------
#define MAKE_EDGE_HASH(id0,id1) (eh_tmp0__=id0,eh_tmp1__=id1,\
- (eh_tmp0__<eh_tmp1__?std::swap(eh_tmp0__,eh_tmp1__):mydummy()),(uint64_t)eh_tmp0__^((uint64_t)eh_tmp1__<<32u))
+ (eh_tmp0__<eh_tmp1__?std::swap(eh_tmp0__,eh_tmp1__):mydummy()),(uint64_t)eh_tmp0__^((uint64_t)eh_tmp1__<<32u))
#define INIT_EDGE_HASH_TEMPORARIES()\
- unsigned int eh_tmp0__, eh_tmp1__;
+ unsigned int eh_tmp0__, eh_tmp1__;
private:
- void InternSubdivide (const aiMesh* const * smesh,
- size_t nmesh,aiMesh** out, unsigned int num);
+ void InternSubdivide (const aiMesh* const * smesh,
+ size_t nmesh,aiMesh** out, unsigned int num);
};
@@ -114,478 +110,478 @@ private:
// Construct a subdivider of a specific type
Subdivider* Subdivider::Create (Algorithm algo)
{
- switch (algo)
- {
- case CATMULL_CLARKE:
- return new CatmullClarkSubdivider();
- };
-
- ai_assert(false);
- return NULL; // shouldn't happen
+ switch (algo)
+ {
+ case CATMULL_CLARKE:
+ return new CatmullClarkSubdivider();
+ };
+
+ ai_assert(false);
+ return NULL; // shouldn't happen
}
// ------------------------------------------------------------------------------------------------
// Call the Catmull Clark subdivision algorithm for one mesh
void CatmullClarkSubdivider::Subdivide (
- const aiMesh* mesh,
- aiMesh*& out,
- unsigned int num,
- bool discard_input
- )
+ aiMesh* mesh,
+ aiMesh*& out,
+ unsigned int num,
+ bool discard_input
+ )
{
- assert(mesh != out);
- Subdivide(&mesh,1,&out,num,discard_input);
+ assert(mesh != out);
+ Subdivide(&mesh,1,&out,num,discard_input);
}
// ------------------------------------------------------------------------------------------------
// Call the Catmull Clark subdivision algorithm for multiple meshes
void CatmullClarkSubdivider::Subdivide (
- const aiMesh* const * smesh,
- size_t nmesh,
- aiMesh** out,
- unsigned int num,
- bool discard_input
- )
+ aiMesh** smesh,
+ size_t nmesh,
+ aiMesh** out,
+ unsigned int num,
+ bool discard_input
+ )
{
- ai_assert(NULL != smesh && NULL != out);
-
- // course, both regions may not overlap
- assert(smesh<out || smesh+nmesh>out+nmesh);
- if (!num) {
-
- // No subdivision at all. Need to copy all the meshes .. argh.
- if (discard_input) {
- for (size_t s = 0; s < nmesh; ++s) {
- out[s] = const_cast<aiMesh*>( smesh[s] );
- const_cast<aiMesh*&>( smesh[s] ) = NULL;
- }
- }
- else {
- for (size_t s = 0; s < nmesh; ++s) {
- SceneCombiner::Copy(out+s,smesh[s]);
- }
- }
- return;
- }
-
- std::vector<const aiMesh*> inmeshes;
- std::vector<aiMesh*> outmeshes;
- std::vector<unsigned int> maptbl;
-
- inmeshes.reserve(nmesh);
- outmeshes.reserve(nmesh);
- maptbl.reserve(nmesh);
-
- // Remove pure line and point meshes from the working set to reduce the
- // number of edge cases the subdivider is forced to deal with. Line and
- // point meshes are simply passed through.
- for (size_t s = 0; s < nmesh; ++s) {
- const aiMesh* i = smesh[s];
- // FIX - mPrimitiveTypes might not yet be initialized
- if (i->mPrimitiveTypes && (i->mPrimitiveTypes & (aiPrimitiveType_LINE|aiPrimitiveType_POINT))==i->mPrimitiveTypes) {
- DefaultLogger::get()->debug("Catmull-Clark Subdivider: Skipping pure line/point mesh");
-
- if (discard_input) {
- out[s] = const_cast<aiMesh*>( i );
- const_cast<aiMesh*&>( smesh[s] ) = NULL;
- }
- else {
- SceneCombiner::Copy(out+s,i);
- }
- continue;
- }
-
- outmeshes.push_back(NULL);inmeshes.push_back(i);
- maptbl.push_back(s);
- }
-
- // Do the actual subdivision on the preallocated storage. InternSubdivide
- // *always* assumes that enough storage is available, it does not bother
- // checking any ranges.
- ai_assert(inmeshes.size()==outmeshes.size()&&inmeshes.size()==maptbl.size());
- if (inmeshes.empty()) {
- DefaultLogger::get()->warn("Catmull-Clark Subdivider: Pure point/line scene, I can't do anything");
- return;
- }
- InternSubdivide(&inmeshes.front(),inmeshes.size(),&outmeshes.front(),num);
- for (unsigned int i = 0; i < maptbl.size(); ++i) {
- ai_assert(outmeshes[i]);
- out[maptbl[i]] = outmeshes[i];
- }
-
- if (discard_input) {
- for (size_t s = 0; s < nmesh; ++s) {
- delete smesh[s];
- }
- }
+ ai_assert(NULL != smesh && NULL != out);
+
+ // course, both regions may not overlap
+ assert(smesh<out || smesh+nmesh>out+nmesh);
+ if (!num) {
+
+ // No subdivision at all. Need to copy all the meshes .. argh.
+ if (discard_input) {
+ for (size_t s = 0; s < nmesh; ++s) {
+ out[s] = smesh[s];
+ smesh[s] = NULL;
+ }
+ }
+ else {
+ for (size_t s = 0; s < nmesh; ++s) {
+ SceneCombiner::Copy(out+s,smesh[s]);
+ }
+ }
+ return;
+ }
+
+ std::vector<aiMesh*> inmeshes;
+ std::vector<aiMesh*> outmeshes;
+ std::vector<unsigned int> maptbl;
+
+ inmeshes.reserve(nmesh);
+ outmeshes.reserve(nmesh);
+ maptbl.reserve(nmesh);
+
+ // Remove pure line and point meshes from the working set to reduce the
+ // number of edge cases the subdivider is forced to deal with. Line and
+ // point meshes are simply passed through.
+ for (size_t s = 0; s < nmesh; ++s) {
+ aiMesh* i = smesh[s];
+ // FIX - mPrimitiveTypes might not yet be initialized
+ if (i->mPrimitiveTypes && (i->mPrimitiveTypes & (aiPrimitiveType_LINE|aiPrimitiveType_POINT))==i->mPrimitiveTypes) {
+ DefaultLogger::get()->debug("Catmull-Clark Subdivider: Skipping pure line/point mesh");
+
+ if (discard_input) {
+ out[s] = i;
+ smesh[s] = NULL;
+ }
+ else {
+ SceneCombiner::Copy(out+s,i);
+ }
+ continue;
+ }
+
+ outmeshes.push_back(NULL);inmeshes.push_back(i);
+ maptbl.push_back(s);
+ }
+
+ // Do the actual subdivision on the preallocated storage. InternSubdivide
+ // *always* assumes that enough storage is available, it does not bother
+ // checking any ranges.
+ ai_assert(inmeshes.size()==outmeshes.size()&&inmeshes.size()==maptbl.size());
+ if (inmeshes.empty()) {
+ DefaultLogger::get()->warn("Catmull-Clark Subdivider: Pure point/line scene, I can't do anything");
+ return;
+ }
+ InternSubdivide(&inmeshes.front(),inmeshes.size(),&outmeshes.front(),num);
+ for (unsigned int i = 0; i < maptbl.size(); ++i) {
+ ai_assert(outmeshes[i]);
+ out[maptbl[i]] = outmeshes[i];
+ }
+
+ if (discard_input) {
+ for (size_t s = 0; s < nmesh; ++s) {
+ delete smesh[s];
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
-// Note - this is an implementation of the standard (recursive) Cm-Cl algorithm without further
+// Note - this is an implementation of the standard (recursive) Cm-Cl algorithm without further
// optimizations (except we're using some nice LUTs). A description of the algorithm can be found
// here: http://en.wikipedia.org/wiki/Catmull-Clark_subdivision_surface
//
// The code is mostly O(n), however parts are O(nlogn) which is therefore the algorithm's
// expected total runtime complexity. The implementation is able to work in-place on the same
// mesh arrays. Calling #InternSubdivide() directly is not encouraged. The code can operate
-// in-place unless 'smesh' and 'out' are equal (no strange overlaps or reorderings).
+// in-place unless 'smesh' and 'out' are equal (no strange overlaps or reorderings).
// Previous data is replaced/deleted then.
// ------------------------------------------------------------------------------------------------
void CatmullClarkSubdivider::InternSubdivide (
- const aiMesh* const * smesh,
- size_t nmesh,
- aiMesh** out,
- unsigned int num
- )
+ const aiMesh* const * smesh,
+ size_t nmesh,
+ aiMesh** out,
+ unsigned int num
+ )
{
- ai_assert(NULL != smesh && NULL != out);
- INIT_EDGE_HASH_TEMPORARIES();
+ ai_assert(NULL != smesh && NULL != out);
+ INIT_EDGE_HASH_TEMPORARIES();
- // no subdivision requested or end of recursive refinement
- if (!num) {
- return;
- }
+ // no subdivision requested or end of recursive refinement
+ if (!num) {
+ return;
+ }
- UIntVector maptbl;
- SpatialSort spatial;
+ UIntVector maptbl;
+ SpatialSort spatial;
- // ---------------------------------------------------------------------
- // 0. Offset table to index all meshes continously , generate a spatially
- // sorted representation of all vertices in all meshes.
- // ---------------------------------------------------------------------
- typedef std::pair<unsigned int,unsigned int> IntPair;
- std::vector<IntPair> moffsets(nmesh);
- unsigned int totfaces = 0, totvert = 0;
- for (size_t t = 0; t < nmesh; ++t) {
- const aiMesh* mesh = smesh[t];
+ // ---------------------------------------------------------------------
+ // 0. Offset table to index all meshes continuously, generate a spatially
+ // sorted representation of all vertices in all meshes.
+ // ---------------------------------------------------------------------
+ typedef std::pair<unsigned int,unsigned int> IntPair;
+ std::vector<IntPair> moffsets(nmesh);
+ unsigned int totfaces = 0, totvert = 0;
+ for (size_t t = 0; t < nmesh; ++t) {
+ const aiMesh* mesh = smesh[t];
- spatial.Append(mesh->mVertices,mesh->mNumVertices,sizeof(aiVector3D),false);
- moffsets[t] = IntPair(totfaces,totvert);
+ spatial.Append(mesh->mVertices,mesh->mNumVertices,sizeof(aiVector3D),false);
+ moffsets[t] = IntPair(totfaces,totvert);
- totfaces += mesh->mNumFaces;
- totvert += mesh->mNumVertices;
- }
+ totfaces += mesh->mNumFaces;
+ totvert += mesh->mNumVertices;
+ }
- spatial.Finalize();
- const unsigned int num_unique = spatial.GenerateMappingTable(maptbl,ComputePositionEpsilon(smesh,nmesh));
+ spatial.Finalize();
+ const unsigned int num_unique = spatial.GenerateMappingTable(maptbl,ComputePositionEpsilon(smesh,nmesh));
#define FLATTEN_VERTEX_IDX(mesh_idx, vert_idx) (moffsets[mesh_idx].second+vert_idx)
#define FLATTEN_FACE_IDX(mesh_idx, face_idx) (moffsets[mesh_idx].first+face_idx)
- // ---------------------------------------------------------------------
- // 1. Compute the centroid point for all faces
- // ---------------------------------------------------------------------
- std::vector<Vertex> centroids(totfaces);
- unsigned int nfacesout = 0;
- for (size_t t = 0, n = 0; t < nmesh; ++t) {
- const aiMesh* mesh = smesh[t];
- for (unsigned int i = 0; i < mesh->mNumFaces;++i,++n)
- {
- const aiFace& face = mesh->mFaces[i];
- Vertex& c = centroids[n];
-
- for (unsigned int a = 0; a < face.mNumIndices;++a) {
- c += Vertex(mesh,face.mIndices[a]);
- }
-
- c /= static_cast<float>(face.mNumIndices);
- nfacesout += face.mNumIndices;
- }
- }
-
- EdgeMap edges;
-
- // ---------------------------------------------------------------------
- // 2. Set each edge point to be the average of all neighbouring
- // face points and original points. Every edge exists twice
- // if there is a neighboring face.
- // ---------------------------------------------------------------------
- for (size_t t = 0; t < nmesh; ++t) {
- const aiMesh* mesh = smesh[t];
-
- for (unsigned int i = 0; i < mesh->mNumFaces;++i) {
- const aiFace& face = mesh->mFaces[i];
-
- for (unsigned int p =0; p< face.mNumIndices; ++p) {
- const unsigned int id[] = {
- face.mIndices[p],
- face.mIndices[p==face.mNumIndices-1?0:p+1]
- };
- const unsigned int mp[] = {
- maptbl[FLATTEN_VERTEX_IDX(t,id[0])],
- maptbl[FLATTEN_VERTEX_IDX(t,id[1])]
- };
-
- Edge& e = edges[MAKE_EDGE_HASH(mp[0],mp[1])];
- e.ref++;
- if (e.ref<=2) {
- if (e.ref==1) { // original points (end points) - add only once
- e.edge_point = e.midpoint = Vertex(mesh,id[0])+Vertex(mesh,id[1]);
- e.midpoint *= 0.5f;
- }
- e.edge_point += centroids[FLATTEN_FACE_IDX(t,i)];
- }
- }
- }
- }
-
- // ---------------------------------------------------------------------
- // 3. Normalize edge points
- // ---------------------------------------------------------------------
- {unsigned int bad_cnt = 0;
- for (EdgeMap::iterator it = edges.begin(); it != edges.end(); ++it) {
- if ((*it).second.ref < 2) {
- ai_assert((*it).second.ref);
- ++bad_cnt;
- }
- (*it).second.edge_point *= 1.f/((*it).second.ref+2.f);
- }
-
- if (bad_cnt) {
- // Report the number of bad edges. bad edges are referenced by less than two
- // faces in the mesh. They occur at outer model boundaries in non-closed
- // shapes.
- char tmp[512];
- sprintf(tmp,"Catmull-Clark Subdivider: got %u bad edges touching only one face (totally %u edges). ",
- bad_cnt,static_cast<unsigned int>(edges.size()));
-
- DefaultLogger::get()->debug(tmp);
- }}
-
- // ---------------------------------------------------------------------
- // 4. Compute a vertex-face adjacency table. We can't reuse the code
- // from VertexTriangleAdjacency because we need the table for multiple
- // meshes and out vertex indices need to be mapped to distinct values
- // first.
- // ---------------------------------------------------------------------
- UIntVector faceadjac(nfacesout), cntadjfac(maptbl.size(),0), ofsadjvec(maptbl.size()+1,0); {
- for (size_t t = 0; t < nmesh; ++t) {
- const aiMesh* const minp = smesh[t];
- for (unsigned int i = 0; i < minp->mNumFaces; ++i) {
-
- const aiFace& f = minp->mFaces[i];
- for (unsigned int n = 0; n < f.mNumIndices; ++n) {
- ++cntadjfac[maptbl[FLATTEN_VERTEX_IDX(t,f.mIndices[n])]];
- }
- }
- }
- unsigned int cur = 0;
- for (size_t i = 0; i < cntadjfac.size(); ++i) {
- ofsadjvec[i+1] = cur;
- cur += cntadjfac[i];
- }
- for (size_t t = 0; t < nmesh; ++t) {
- const aiMesh* const minp = smesh[t];
- for (unsigned int i = 0; i < minp->mNumFaces; ++i) {
-
- const aiFace& f = minp->mFaces[i];
- for (unsigned int n = 0; n < f.mNumIndices; ++n) {
- faceadjac[ofsadjvec[1+maptbl[FLATTEN_VERTEX_IDX(t,f.mIndices[n])]]++] = FLATTEN_FACE_IDX(t,i);
- }
- }
- }
-
- // check the other way round for consistency
+ // ---------------------------------------------------------------------
+ // 1. Compute the centroid point for all faces
+ // ---------------------------------------------------------------------
+ std::vector<Vertex> centroids(totfaces);
+ unsigned int nfacesout = 0;
+ for (size_t t = 0, n = 0; t < nmesh; ++t) {
+ const aiMesh* mesh = smesh[t];
+ for (unsigned int i = 0; i < mesh->mNumFaces;++i,++n)
+ {
+ const aiFace& face = mesh->mFaces[i];
+ Vertex& c = centroids[n];
+
+ for (unsigned int a = 0; a < face.mNumIndices;++a) {
+ c += Vertex(mesh,face.mIndices[a]);
+ }
+
+ c /= static_cast<float>(face.mNumIndices);
+ nfacesout += face.mNumIndices;
+ }
+ }
+
+ EdgeMap edges;
+
+ // ---------------------------------------------------------------------
+ // 2. Set each edge point to be the average of all neighbouring
+ // face points and original points. Every edge exists twice
+ // if there is a neighboring face.
+ // ---------------------------------------------------------------------
+ for (size_t t = 0; t < nmesh; ++t) {
+ const aiMesh* mesh = smesh[t];
+
+ for (unsigned int i = 0; i < mesh->mNumFaces;++i) {
+ const aiFace& face = mesh->mFaces[i];
+
+ for (unsigned int p =0; p< face.mNumIndices; ++p) {
+ const unsigned int id[] = {
+ face.mIndices[p],
+ face.mIndices[p==face.mNumIndices-1?0:p+1]
+ };
+ const unsigned int mp[] = {
+ maptbl[FLATTEN_VERTEX_IDX(t,id[0])],
+ maptbl[FLATTEN_VERTEX_IDX(t,id[1])]
+ };
+
+ Edge& e = edges[MAKE_EDGE_HASH(mp[0],mp[1])];
+ e.ref++;
+ if (e.ref<=2) {
+ if (e.ref==1) { // original points (end points) - add only once
+ e.edge_point = e.midpoint = Vertex(mesh,id[0])+Vertex(mesh,id[1]);
+ e.midpoint *= 0.5f;
+ }
+ e.edge_point += centroids[FLATTEN_FACE_IDX(t,i)];
+ }
+ }
+ }
+ }
+
+ // ---------------------------------------------------------------------
+ // 3. Normalize edge points
+ // ---------------------------------------------------------------------
+ {unsigned int bad_cnt = 0;
+ for (EdgeMap::iterator it = edges.begin(); it != edges.end(); ++it) {
+ if ((*it).second.ref < 2) {
+ ai_assert((*it).second.ref);
+ ++bad_cnt;
+ }
+ (*it).second.edge_point *= 1.f/((*it).second.ref+2.f);
+ }
+
+ if (bad_cnt) {
+ // Report the number of bad edges. bad edges are referenced by less than two
+ // faces in the mesh. They occur at outer model boundaries in non-closed
+ // shapes.
+ char tmp[512];
+ sprintf(tmp,"Catmull-Clark Subdivider: got %u bad edges touching only one face (totally %u edges). ",
+ bad_cnt,static_cast<unsigned int>(edges.size()));
+
+ DefaultLogger::get()->debug(tmp);
+ }}
+
+ // ---------------------------------------------------------------------
+ // 4. Compute a vertex-face adjacency table. We can't reuse the code
+ // from VertexTriangleAdjacency because we need the table for multiple
+ // meshes and out vertex indices need to be mapped to distinct values
+ // first.
+ // ---------------------------------------------------------------------
+ UIntVector faceadjac(nfacesout), cntadjfac(maptbl.size(),0), ofsadjvec(maptbl.size()+1,0); {
+ for (size_t t = 0; t < nmesh; ++t) {
+ const aiMesh* const minp = smesh[t];
+ for (unsigned int i = 0; i < minp->mNumFaces; ++i) {
+
+ const aiFace& f = minp->mFaces[i];
+ for (unsigned int n = 0; n < f.mNumIndices; ++n) {
+ ++cntadjfac[maptbl[FLATTEN_VERTEX_IDX(t,f.mIndices[n])]];
+ }
+ }
+ }
+ unsigned int cur = 0;
+ for (size_t i = 0; i < cntadjfac.size(); ++i) {
+ ofsadjvec[i+1] = cur;
+ cur += cntadjfac[i];
+ }
+ for (size_t t = 0; t < nmesh; ++t) {
+ const aiMesh* const minp = smesh[t];
+ for (unsigned int i = 0; i < minp->mNumFaces; ++i) {
+
+ const aiFace& f = minp->mFaces[i];
+ for (unsigned int n = 0; n < f.mNumIndices; ++n) {
+ faceadjac[ofsadjvec[1+maptbl[FLATTEN_VERTEX_IDX(t,f.mIndices[n])]]++] = FLATTEN_FACE_IDX(t,i);
+ }
+ }
+ }
+
+ // check the other way round for consistency
#ifdef _DEBUG
- for (size_t t = 0; t < ofsadjvec.size()-1; ++t) {
- for (unsigned int m = 0; m < cntadjfac[t]; ++m) {
- const unsigned int fidx = faceadjac[ofsadjvec[t]+m];
- ai_assert(fidx < totfaces);
- for (size_t n = 1; n < nmesh; ++n) {
-
- if (moffsets[n].first > fidx) {
- const aiMesh* msh = smesh[--n];
- const aiFace& f = msh->mFaces[fidx-moffsets[n].first];
-
- bool haveit = false;
- for (unsigned int i = 0; i < f.mNumIndices; ++i) {
- if (maptbl[FLATTEN_VERTEX_IDX(n,f.mIndices[i])]==(unsigned int)t) {
- haveit = true; break;
- }
- }
- ai_assert(haveit);
- break;
- }
- }
- }
- }
+ for (size_t t = 0; t < ofsadjvec.size()-1; ++t) {
+ for (unsigned int m = 0; m < cntadjfac[t]; ++m) {
+ const unsigned int fidx = faceadjac[ofsadjvec[t]+m];
+ ai_assert(fidx < totfaces);
+ for (size_t n = 1; n < nmesh; ++n) {
+
+ if (moffsets[n].first > fidx) {
+ const aiMesh* msh = smesh[--n];
+ const aiFace& f = msh->mFaces[fidx-moffsets[n].first];
+
+ bool haveit = false;
+ for (unsigned int i = 0; i < f.mNumIndices; ++i) {
+ if (maptbl[FLATTEN_VERTEX_IDX(n,f.mIndices[i])]==(unsigned int)t) {
+ haveit = true; break;
+ }
+ }
+ ai_assert(haveit);
+ break;
+ }
+ }
+ }
+ }
#endif
- }
+ }
#define GET_ADJACENT_FACES_AND_CNT(vidx,fstartout,numout) \
- fstartout = &faceadjac[ofsadjvec[vidx]], numout = cntadjfac[vidx]
-
- typedef std::pair<bool,Vertex> TouchedOVertex;
- std::vector<TouchedOVertex > new_points(num_unique,TouchedOVertex(false,Vertex()));
- // ---------------------------------------------------------------------
- // 5. Spawn a quad from each face point to the corresponding edge points
- // the original points being the fourth quad points.
- // ---------------------------------------------------------------------
- for (size_t t = 0; t < nmesh; ++t) {
- const aiMesh* const minp = smesh[t];
- aiMesh* const mout = out[t] = new aiMesh();
-
- for (unsigned int a = 0; a < minp->mNumFaces; ++a) {
- mout->mNumFaces += minp->mFaces[a].mNumIndices;
- }
-
- // We need random access to the old face buffer, so reuse is not possible.
- mout->mFaces = new aiFace[mout->mNumFaces];
-
- mout->mNumVertices = mout->mNumFaces*4;
- mout->mVertices = new aiVector3D[mout->mNumVertices];
-
- // quads only, keep material index
- mout->mPrimitiveTypes = aiPrimitiveType_POLYGON;
- mout->mMaterialIndex = minp->mMaterialIndex;
-
- if (minp->HasNormals()) {
- mout->mNormals = new aiVector3D[mout->mNumVertices];
- }
-
- if (minp->HasTangentsAndBitangents()) {
- mout->mTangents = new aiVector3D[mout->mNumVertices];
- mout->mBitangents = new aiVector3D[mout->mNumVertices];
- }
-
- for (unsigned int i = 0; minp->HasTextureCoords(i); ++i) {
- mout->mTextureCoords[i] = new aiVector3D[mout->mNumVertices];
- mout->mNumUVComponents[i] = minp->mNumUVComponents[i];
- }
-
- for (unsigned int i = 0; minp->HasVertexColors(i); ++i) {
- mout->mColors[i] = new aiColor4D[mout->mNumVertices];
- }
-
- mout->mNumVertices = mout->mNumFaces<<2u;
- for (unsigned int i = 0, v = 0, n = 0; i < minp->mNumFaces;++i) {
-
- const aiFace& face = minp->mFaces[i];
- for (unsigned int a = 0; a < face.mNumIndices;++a) {
-
- // Get a clean new face.
- aiFace& faceOut = mout->mFaces[n++];
- faceOut.mIndices = new unsigned int [faceOut.mNumIndices = 4];
-
- // Spawn a new quadrilateral (ccw winding) for this original point between:
- // a) face centroid
- centroids[FLATTEN_FACE_IDX(t,i)].SortBack(mout,faceOut.mIndices[0]=v++);
-
- // b) adjacent edge on the left, seen from the centroid
- const Edge& e0 = edges[MAKE_EDGE_HASH(maptbl[FLATTEN_VERTEX_IDX(t,face.mIndices[a])],
- maptbl[FLATTEN_VERTEX_IDX(t,face.mIndices[a==face.mNumIndices-1?0:a+1])
- ])]; // fixme: replace with mod face.mNumIndices?
-
- // c) adjacent edge on the right, seen from the centroid
- const Edge& e1 = edges[MAKE_EDGE_HASH(maptbl[FLATTEN_VERTEX_IDX(t,face.mIndices[a])],
- maptbl[FLATTEN_VERTEX_IDX(t,face.mIndices[!a?face.mNumIndices-1:a-1])
- ])]; // fixme: replace with mod face.mNumIndices?
-
- e0.edge_point.SortBack(mout,faceOut.mIndices[3]=v++);
- e1.edge_point.SortBack(mout,faceOut.mIndices[1]=v++);
-
- // d= original point P with distinct index i
- // F := 0
- // R := 0
- // n := 0
- // for each face f containing i
- // F := F+ centroid of f
- // R := R+ midpoint of edge of f from i to i+1
- // n := n+1
- //
- // (F+2R+(n-3)P)/n
- const unsigned int org = maptbl[FLATTEN_VERTEX_IDX(t,face.mIndices[a])];
- TouchedOVertex& ov = new_points[org];
-
- if (!ov.first) {
- ov.first = true;
-
- const unsigned int* adj; unsigned int cnt;
- GET_ADJACENT_FACES_AND_CNT(org,adj,cnt);
-
- if (cnt < 3) {
- ov.second = Vertex(minp,face.mIndices[a]);
- }
- else {
-
- Vertex F,R;
- for (unsigned int o = 0; o < cnt; ++o) {
- ai_assert(adj[o] < totfaces);
- F += centroids[adj[o]];
-
- // adj[0] is a global face index - search the face in the mesh list
- const aiMesh* mp = NULL;
- size_t nidx;
-
- if (adj[o] < moffsets[0].first) {
- mp = smesh[nidx=0];
- }
- else {
- for (nidx = 1; nidx<= nmesh; ++nidx) {
- if (nidx == nmesh ||moffsets[nidx].first > adj[o]) {
- mp = smesh[--nidx];
- break;
- }
- }
- }
-
- ai_assert(adj[o]-moffsets[nidx].first < mp->mNumFaces);
- const aiFace& f = mp->mFaces[adj[o]-moffsets[nidx].first];
-# ifdef _DEBUG
- bool haveit = false;
-# endif
-
- // find our original point in the face
- for (unsigned int m = 0; m < f.mNumIndices; ++m) {
- if (maptbl[FLATTEN_VERTEX_IDX(nidx,f.mIndices[m])] == org) {
-
- // add *both* edges. this way, we can be sure that we add
- // *all* adjacent edges to R. In a closed shape, every
- // edge is added twice - so we simply leave out the
- // factor 2.f in the amove formula and get the right
- // result.
-
- const Edge& c0 = edges[MAKE_EDGE_HASH(org,maptbl[FLATTEN_VERTEX_IDX(
- nidx,f.mIndices[!m?f.mNumIndices-1:m-1])])];
- // fixme: replace with mod face.mNumIndices?
-
- const Edge& c1 = edges[MAKE_EDGE_HASH(org,maptbl[FLATTEN_VERTEX_IDX(
- nidx,f.mIndices[m==f.mNumIndices-1?0:m+1])])];
- // fixme: replace with mod face.mNumIndices?
- R += c0.midpoint+c1.midpoint;
-
-# ifdef _DEBUG
- haveit = true;
-# endif
- break;
- }
- }
-
- // this invariant *must* hold if the vertex-to-face adjacency table is valid
- ai_assert(haveit);
- }
-
- const float div = static_cast<float>(cnt), divsq = 1.f/(div*div);
- ov.second = Vertex(minp,face.mIndices[a])*((div-3.f) / div) + R*divsq + F*divsq;
- }
- }
- ov.second.SortBack(mout,faceOut.mIndices[2]=v++);
- }
- }
- }
-
- // ---------------------------------------------------------------------
- // 7. Apply the next subdivision step.
- // ---------------------------------------------------------------------
- if (num != 1) {
- std::vector<aiMesh*> tmp(nmesh);
- InternSubdivide (out,nmesh,&tmp.front(),num-1);
- for (size_t i = 0; i < nmesh; ++i) {
- delete out[i];
- out[i] = tmp[i];
- }
- }
+ fstartout = &faceadjac[ofsadjvec[vidx]], numout = cntadjfac[vidx]
+
+ typedef std::pair<bool,Vertex> TouchedOVertex;
+ std::vector<TouchedOVertex > new_points(num_unique,TouchedOVertex(false,Vertex()));
+ // ---------------------------------------------------------------------
+ // 5. Spawn a quad from each face point to the corresponding edge points
+ // the original points being the fourth quad points.
+ // ---------------------------------------------------------------------
+ for (size_t t = 0; t < nmesh; ++t) {
+ const aiMesh* const minp = smesh[t];
+ aiMesh* const mout = out[t] = new aiMesh();
+
+ for (unsigned int a = 0; a < minp->mNumFaces; ++a) {
+ mout->mNumFaces += minp->mFaces[a].mNumIndices;
+ }
+
+ // We need random access to the old face buffer, so reuse is not possible.
+ mout->mFaces = new aiFace[mout->mNumFaces];
+
+ mout->mNumVertices = mout->mNumFaces*4;
+ mout->mVertices = new aiVector3D[mout->mNumVertices];
+
+ // quads only, keep material index
+ mout->mPrimitiveTypes = aiPrimitiveType_POLYGON;
+ mout->mMaterialIndex = minp->mMaterialIndex;
+
+ if (minp->HasNormals()) {
+ mout->mNormals = new aiVector3D[mout->mNumVertices];
+ }
+
+ if (minp->HasTangentsAndBitangents()) {
+ mout->mTangents = new aiVector3D[mout->mNumVertices];
+ mout->mBitangents = new aiVector3D[mout->mNumVertices];
+ }
+
+ for(unsigned int i = 0; minp->HasTextureCoords(i); ++i) {
+ mout->mTextureCoords[i] = new aiVector3D[mout->mNumVertices];
+ mout->mNumUVComponents[i] = minp->mNumUVComponents[i];
+ }
+
+ for(unsigned int i = 0; minp->HasVertexColors(i); ++i) {
+ mout->mColors[i] = new aiColor4D[mout->mNumVertices];
+ }
+
+ mout->mNumVertices = mout->mNumFaces<<2u;
+ for (unsigned int i = 0, v = 0, n = 0; i < minp->mNumFaces;++i) {
+
+ const aiFace& face = minp->mFaces[i];
+ for (unsigned int a = 0; a < face.mNumIndices;++a) {
+
+ // Get a clean new face.
+ aiFace& faceOut = mout->mFaces[n++];
+ faceOut.mIndices = new unsigned int [faceOut.mNumIndices = 4];
+
+ // Spawn a new quadrilateral (ccw winding) for this original point between:
+ // a) face centroid
+ centroids[FLATTEN_FACE_IDX(t,i)].SortBack(mout,faceOut.mIndices[0]=v++);
+
+ // b) adjacent edge on the left, seen from the centroid
+ const Edge& e0 = edges[MAKE_EDGE_HASH(maptbl[FLATTEN_VERTEX_IDX(t,face.mIndices[a])],
+ maptbl[FLATTEN_VERTEX_IDX(t,face.mIndices[a==face.mNumIndices-1?0:a+1])
+ ])]; // fixme: replace with mod face.mNumIndices?
+
+ // c) adjacent edge on the right, seen from the centroid
+ const Edge& e1 = edges[MAKE_EDGE_HASH(maptbl[FLATTEN_VERTEX_IDX(t,face.mIndices[a])],
+ maptbl[FLATTEN_VERTEX_IDX(t,face.mIndices[!a?face.mNumIndices-1:a-1])
+ ])]; // fixme: replace with mod face.mNumIndices?
+
+ e0.edge_point.SortBack(mout,faceOut.mIndices[3]=v++);
+ e1.edge_point.SortBack(mout,faceOut.mIndices[1]=v++);
+
+ // d= original point P with distinct index i
+ // F := 0
+ // R := 0
+ // n := 0
+ // for each face f containing i
+ // F := F+ centroid of f
+ // R := R+ midpoint of edge of f from i to i+1
+ // n := n+1
+ //
+ // (F+2R+(n-3)P)/n
+ const unsigned int org = maptbl[FLATTEN_VERTEX_IDX(t,face.mIndices[a])];
+ TouchedOVertex& ov = new_points[org];
+
+ if (!ov.first) {
+ ov.first = true;
+
+ const unsigned int* adj; unsigned int cnt;
+ GET_ADJACENT_FACES_AND_CNT(org,adj,cnt);
+
+ if (cnt < 3) {
+ ov.second = Vertex(minp,face.mIndices[a]);
+ }
+ else {
+
+ Vertex F,R;
+ for (unsigned int o = 0; o < cnt; ++o) {
+ ai_assert(adj[o] < totfaces);
+ F += centroids[adj[o]];
+
+ // adj[0] is a global face index - search the face in the mesh list
+ const aiMesh* mp = NULL;
+ size_t nidx;
+
+ if (adj[o] < moffsets[0].first) {
+ mp = smesh[nidx=0];
+ }
+ else {
+ for (nidx = 1; nidx<= nmesh; ++nidx) {
+ if (nidx == nmesh ||moffsets[nidx].first > adj[o]) {
+ mp = smesh[--nidx];
+ break;
+ }
+ }
+ }
+
+ ai_assert(adj[o]-moffsets[nidx].first < mp->mNumFaces);
+ const aiFace& f = mp->mFaces[adj[o]-moffsets[nidx].first];
+# ifdef _DEBUG
+ bool haveit = false;
+# endif
+
+ // find our original point in the face
+ for (unsigned int m = 0; m < f.mNumIndices; ++m) {
+ if (maptbl[FLATTEN_VERTEX_IDX(nidx,f.mIndices[m])] == org) {
+
+ // add *both* edges. this way, we can be sure that we add
+ // *all* adjacent edges to R. In a closed shape, every
+ // edge is added twice - so we simply leave out the
+ // factor 2.f in the amove formula and get the right
+ // result.
+
+ const Edge& c0 = edges[MAKE_EDGE_HASH(org,maptbl[FLATTEN_VERTEX_IDX(
+ nidx,f.mIndices[!m?f.mNumIndices-1:m-1])])];
+ // fixme: replace with mod face.mNumIndices?
+
+ const Edge& c1 = edges[MAKE_EDGE_HASH(org,maptbl[FLATTEN_VERTEX_IDX(
+ nidx,f.mIndices[m==f.mNumIndices-1?0:m+1])])];
+ // fixme: replace with mod face.mNumIndices?
+ R += c0.midpoint+c1.midpoint;
+
+# ifdef _DEBUG
+ haveit = true;
+# endif
+ break;
+ }
+ }
+
+ // this invariant *must* hold if the vertex-to-face adjacency table is valid
+ ai_assert(haveit);
+ }
+
+ const float div = static_cast<float>(cnt), divsq = 1.f/(div*div);
+ ov.second = Vertex(minp,face.mIndices[a])*((div-3.f) / div) + R*divsq + F*divsq;
+ }
+ }
+ ov.second.SortBack(mout,faceOut.mIndices[2]=v++);
+ }
+ }
+ }
+
+ // ---------------------------------------------------------------------
+ // 7. Apply the next subdivision step.
+ // ---------------------------------------------------------------------
+ if (num != 1) {
+ std::vector<aiMesh*> tmp(nmesh);
+ InternSubdivide (out,nmesh,&tmp.front(),num-1);
+ for (size_t i = 0; i < nmesh; ++i) {
+ delete out[i];
+ out[i] = tmp[i];
+ }
+ }
}
diff --git a/src/3rdparty/assimp/code/Subdivision.h b/src/3rdparty/assimp/code/Subdivision.h
index 31a7a258b..49e65297f 100644
--- a/src/3rdparty/assimp/code/Subdivision.h
+++ b/src/3rdparty/assimp/code/Subdivision.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -41,78 +41,78 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
/** @file Defines a helper class to evaluate subdivision surfaces.*/
#ifndef AI_SUBDISIVION_H_INC
#define AI_SUBDISIVION_H_INC
-namespace Assimp {
+namespace Assimp {
// ------------------------------------------------------------------------------
/** Helper class to evaluate subdivision surfaces. Different algorithms
* are provided for choice. */
// ------------------------------------------------------------------------------
-class ASSIMP_API Subdivider
+class Subdivider
{
public:
- /** Enumerates all supported subvidision algorithms */
- enum Algorithm {
- CATMULL_CLARKE = 0x1
- };
+ /** Enumerates all supported subvidision algorithms */
+ enum Algorithm {
+ CATMULL_CLARKE = 0x1
+ };
public:
- virtual ~Subdivider() {
- }
+ virtual ~Subdivider() {
+ }
public:
- // ---------------------------------------------------------------
- /** Create a subdivider of a specific type
- *
- * @param algo Algorithm to be used for subdivision
- * @return Subdivider instance. */
- static Subdivider* Create (Algorithm algo);
-
- // ---------------------------------------------------------------
- /** Subdivide a mesh using the selected algorithm
- *
- * @param mesh First mesh to be subdivided. Must be in verbose
- * format.
- * @param out Receives the output mesh, allocated by me.
- * @param num Number of subdivisions to perform.
- * @param discard_input If true is passed, the input mesh is
- * deleted after the subdivision is complete. This can
- * improve performance because it allows the optimization
- * to reuse the existing mesh for intermediate results.
- * @pre out!=mesh*/
- virtual void Subdivide (const aiMesh* mesh,
- aiMesh*& out, unsigned int num,
- bool discard_input = false) = 0;
-
- // ---------------------------------------------------------------
- /** Subdivide multiple meshes using the selected algorithm. This
- * avoids erroneous smoothing on objects consisting of multiple
- * per-material meshes. Usually, most 3d modellers smooth on a
- * per-object base, regardless the materials assigned to the
- * meshes.
- *
- * @param smesh Array of meshes to be subdivided. Must be in
- * verbose format.
- * @param nmesh Number of meshes in smesh.
- * @param out Receives the output meshes. The array must be
- * sufficiently large (at least @c nmesh elements) and may not
- * overlap the input array. Output meshes map one-to-one to
- * their corresponding input meshes. The meshes are allocated
- * by the function.
- * @param discard_input If true is passed, input meshes are
- * deleted after the subdivision is complete. This can
- * improve performance because it allows the optimization
- * of reusing existing meshes for intermediate results.
- * @param num Number of subdivisions to perform.
- * @pre nmesh != 0, smesh and out may not overlap*/
- virtual void Subdivide (
- const aiMesh* const * smesh,
- size_t nmesh,
- aiMesh** out,
- unsigned int num,
- bool discard_input = false) = 0;
+ // ---------------------------------------------------------------
+ /** Create a subdivider of a specific type
+ *
+ * @param algo Algorithm to be used for subdivision
+ * @return Subdivider instance. */
+ static Subdivider* Create (Algorithm algo);
+
+ // ---------------------------------------------------------------
+ /** Subdivide a mesh using the selected algorithm
+ *
+ * @param mesh First mesh to be subdivided. Must be in verbose
+ * format.
+ * @param out Receives the output mesh, allocated by me.
+ * @param num Number of subdivisions to perform.
+ * @param discard_input If true is passed, the input mesh is
+ * deleted after the subdivision is complete. This can
+ * improve performance because it allows the optimization
+ * to reuse the existing mesh for intermediate results.
+ * @pre out!=mesh*/
+ virtual void Subdivide ( aiMesh* mesh,
+ aiMesh*& out, unsigned int num,
+ bool discard_input = false) = 0;
+
+ // ---------------------------------------------------------------
+ /** Subdivide multiple meshes using the selected algorithm. This
+ * avoids erroneous smoothing on objects consisting of multiple
+ * per-material meshes. Usually, most 3d modellers smooth on a
+ * per-object base, regardless the materials assigned to the
+ * meshes.
+ *
+ * @param smesh Array of meshes to be subdivided. Must be in
+ * verbose format.
+ * @param nmesh Number of meshes in smesh.
+ * @param out Receives the output meshes. The array must be
+ * sufficiently large (at least @c nmesh elements) and may not
+ * overlap the input array. Output meshes map one-to-one to
+ * their corresponding input meshes. The meshes are allocated
+ * by the function.
+ * @param discard_input If true is passed, input meshes are
+ * deleted after the subdivision is complete. This can
+ * improve performance because it allows the optimization
+ * of reusing existing meshes for intermediate results.
+ * @param num Number of subdivisions to perform.
+ * @pre nmesh != 0, smesh and out may not overlap*/
+ virtual void Subdivide (
+ aiMesh** smesh,
+ size_t nmesh,
+ aiMesh** out,
+ unsigned int num,
+ bool discard_input = false) = 0;
private:
};
diff --git a/src/3rdparty/assimp/code/TargetAnimation.cpp b/src/3rdparty/assimp/code/TargetAnimation.cpp
index 76fe5e3db..14ce0690a 100644
--- a/src/3rdparty/assimp/code/TargetAnimation.cpp
+++ b/src/3rdparty/assimp/code/TargetAnimation.cpp
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -47,200 +47,200 @@ using namespace Assimp;
// ------------------------------------------------------------------------------------------------
KeyIterator::KeyIterator(const std::vector<aiVectorKey>* _objPos,
- const std::vector<aiVectorKey>* _targetObjPos,
- const aiVector3D* defaultObjectPos /*= NULL*/,
- const aiVector3D* defaultTargetPos /*= NULL*/)
-
- : reachedEnd (false)
- , curTime (-1.)
- , objPos (_objPos)
- , targetObjPos (_targetObjPos)
- , nextObjPos (0)
- , nextTargetObjPos(0)
+ const std::vector<aiVectorKey>* _targetObjPos,
+ const aiVector3D* defaultObjectPos /*= NULL*/,
+ const aiVector3D* defaultTargetPos /*= NULL*/)
+
+ : reachedEnd (false)
+ , curTime (-1.)
+ , objPos (_objPos)
+ , targetObjPos (_targetObjPos)
+ , nextObjPos (0)
+ , nextTargetObjPos(0)
{
- // Generate default transformation tracks if necessary
- if (!objPos || objPos->empty())
- {
- defaultObjPos.resize(1);
- defaultObjPos.front().mTime = 10e10;
-
- if (defaultObjectPos)
- defaultObjPos.front().mValue = *defaultObjectPos;
-
- objPos = & defaultObjPos;
- }
- if (!targetObjPos || targetObjPos->empty())
- {
- defaultTargetObjPos.resize(1);
- defaultTargetObjPos.front().mTime = 10e10;
-
- if (defaultTargetPos)
- defaultTargetObjPos.front().mValue = *defaultTargetPos;
-
- targetObjPos = & defaultTargetObjPos;
- }
+ // Generate default transformation tracks if necessary
+ if (!objPos || objPos->empty())
+ {
+ defaultObjPos.resize(1);
+ defaultObjPos.front().mTime = 10e10;
+
+ if (defaultObjectPos)
+ defaultObjPos.front().mValue = *defaultObjectPos;
+
+ objPos = & defaultObjPos;
+ }
+ if (!targetObjPos || targetObjPos->empty())
+ {
+ defaultTargetObjPos.resize(1);
+ defaultTargetObjPos.front().mTime = 10e10;
+
+ if (defaultTargetPos)
+ defaultTargetObjPos.front().mValue = *defaultTargetPos;
+
+ targetObjPos = & defaultTargetObjPos;
+ }
}
// ------------------------------------------------------------------------------------------------
template <class T>
inline T Interpolate(const T& one, const T& two, float val)
{
- return one + (two-one)*val;
+ return one + (two-one)*val;
}
// ------------------------------------------------------------------------------------------------
void KeyIterator::operator ++()
{
- // If we are already at the end of all keyframes, return
- if (reachedEnd) {
- return;
- }
-
- // Now search in all arrays for the time value closest
- // to our current position on the time line
- double d0,d1;
-
- d0 = objPos->at ( std::min<unsigned int> ( nextObjPos, objPos->size()-1) ).mTime;
- d1 = targetObjPos->at( std::min<unsigned int> ( nextTargetObjPos, targetObjPos->size()-1) ).mTime;
-
- // Easiest case - all are identical. In this
- // case we don't need to interpolate so we can
- // return earlier
- if ( d0 == d1 )
- {
- curTime = d0;
- curPosition = objPos->at(nextObjPos).mValue;
- curTargetPosition = targetObjPos->at(nextTargetObjPos).mValue;
-
- // increment counters
- if (objPos->size() != nextObjPos-1)
- ++nextObjPos;
-
- if (targetObjPos->size() != nextTargetObjPos-1)
- ++nextTargetObjPos;
- }
-
- // An object position key is closest to us
- else if (d0 < d1)
- {
- curTime = d0;
-
- // interpolate the other
- if (1 == targetObjPos->size() || !nextTargetObjPos) {
- curTargetPosition = targetObjPos->at(0).mValue;
- }
- else
- {
- const aiVectorKey& last = targetObjPos->at(nextTargetObjPos);
- const aiVectorKey& first = targetObjPos->at(nextTargetObjPos-1);
-
- curTargetPosition = Interpolate(first.mValue, last.mValue, (float) (
- (curTime-first.mTime) / (last.mTime-first.mTime) ));
- }
-
- if (objPos->size() != nextObjPos-1)
- ++nextObjPos;
- }
- // A target position key is closest to us
- else
- {
- curTime = d1;
-
- // interpolate the other
- if (1 == objPos->size() || !nextObjPos) {
- curPosition = objPos->at(0).mValue;
- }
- else
- {
- const aiVectorKey& last = objPos->at(nextObjPos);
- const aiVectorKey& first = objPos->at(nextObjPos-1);
-
- curPosition = Interpolate(first.mValue, last.mValue, (float) (
- (curTime-first.mTime) / (last.mTime-first.mTime)));
- }
-
- if (targetObjPos->size() != nextTargetObjPos-1)
- ++nextTargetObjPos;
- }
-
- if (nextObjPos >= objPos->size()-1 &&
- nextTargetObjPos >= targetObjPos->size()-1)
- {
- // We reached the very last keyframe
- reachedEnd = true;
- }
+ // If we are already at the end of all keyframes, return
+ if (reachedEnd) {
+ return;
+ }
+
+ // Now search in all arrays for the time value closest
+ // to our current position on the time line
+ double d0,d1;
+
+ d0 = objPos->at ( std::min<unsigned int> ( nextObjPos, objPos->size()-1) ).mTime;
+ d1 = targetObjPos->at( std::min<unsigned int> ( nextTargetObjPos, targetObjPos->size()-1) ).mTime;
+
+ // Easiest case - all are identical. In this
+ // case we don't need to interpolate so we can
+ // return earlier
+ if ( d0 == d1 )
+ {
+ curTime = d0;
+ curPosition = objPos->at(nextObjPos).mValue;
+ curTargetPosition = targetObjPos->at(nextTargetObjPos).mValue;
+
+ // increment counters
+ if (objPos->size() != nextObjPos-1)
+ ++nextObjPos;
+
+ if (targetObjPos->size() != nextTargetObjPos-1)
+ ++nextTargetObjPos;
+ }
+
+ // An object position key is closest to us
+ else if (d0 < d1)
+ {
+ curTime = d0;
+
+ // interpolate the other
+ if (1 == targetObjPos->size() || !nextTargetObjPos) {
+ curTargetPosition = targetObjPos->at(0).mValue;
+ }
+ else
+ {
+ const aiVectorKey& last = targetObjPos->at(nextTargetObjPos);
+ const aiVectorKey& first = targetObjPos->at(nextTargetObjPos-1);
+
+ curTargetPosition = Interpolate(first.mValue, last.mValue, (float) (
+ (curTime-first.mTime) / (last.mTime-first.mTime) ));
+ }
+
+ if (objPos->size() != nextObjPos-1)
+ ++nextObjPos;
+ }
+ // A target position key is closest to us
+ else
+ {
+ curTime = d1;
+
+ // interpolate the other
+ if (1 == objPos->size() || !nextObjPos) {
+ curPosition = objPos->at(0).mValue;
+ }
+ else
+ {
+ const aiVectorKey& last = objPos->at(nextObjPos);
+ const aiVectorKey& first = objPos->at(nextObjPos-1);
+
+ curPosition = Interpolate(first.mValue, last.mValue, (float) (
+ (curTime-first.mTime) / (last.mTime-first.mTime)));
+ }
+
+ if (targetObjPos->size() != nextTargetObjPos-1)
+ ++nextTargetObjPos;
+ }
+
+ if (nextObjPos >= objPos->size()-1 &&
+ nextTargetObjPos >= targetObjPos->size()-1)
+ {
+ // We reached the very last keyframe
+ reachedEnd = true;
+ }
}
// ------------------------------------------------------------------------------------------------
void TargetAnimationHelper::SetTargetAnimationChannel (
- const std::vector<aiVectorKey>* _targetPositions)
+ const std::vector<aiVectorKey>* _targetPositions)
{
- ai_assert(NULL != _targetPositions);
- targetPositions = _targetPositions;
+ ai_assert(NULL != _targetPositions);
+ targetPositions = _targetPositions;
}
// ------------------------------------------------------------------------------------------------
void TargetAnimationHelper::SetMainAnimationChannel (
- const std::vector<aiVectorKey>* _objectPositions)
+ const std::vector<aiVectorKey>* _objectPositions)
{
- ai_assert(NULL != _objectPositions);
- objectPositions = _objectPositions;
+ ai_assert(NULL != _objectPositions);
+ objectPositions = _objectPositions;
}
// ------------------------------------------------------------------------------------------------
void TargetAnimationHelper::SetFixedMainAnimationChannel(
- const aiVector3D& fixed)
+ const aiVector3D& fixed)
{
- objectPositions = NULL; // just to avoid confusion
- fixedMain = fixed;
+ objectPositions = NULL; // just to avoid confusion
+ fixedMain = fixed;
}
// ------------------------------------------------------------------------------------------------
void TargetAnimationHelper::Process(std::vector<aiVectorKey>* distanceTrack)
{
- ai_assert(NULL != targetPositions && NULL != distanceTrack);
-
- // TODO: in most cases we won't need the extra array
- std::vector<aiVectorKey> real;
-
- std::vector<aiVectorKey>* fill = (distanceTrack == objectPositions ? &real : distanceTrack);
- fill->reserve(std::max( objectPositions->size(), targetPositions->size() ));
-
- // Iterate through all object keys and interpolate their values if necessary.
- // Then get the corresponding target position, compute the difference
- // vector between object and target position. Then compute a rotation matrix
- // that rotates the base vector of the object coordinate system at that time
- // to match the diff vector.
-
- KeyIterator iter(objectPositions,targetPositions,&fixedMain);
- for (;!iter.Finished();++iter)
- {
- const aiVector3D& position = iter.GetCurPosition();
- const aiVector3D& tposition = iter.GetCurTargetPosition();
-
- // diff vector
- aiVector3D diff = tposition - position;
- float f = diff.Length();
-
- // output distance vector
- if (f)
- {
- fill->push_back(aiVectorKey());
- aiVectorKey& v = fill->back();
- v.mTime = iter.GetCurTime();
- v.mValue = diff;
-
- diff /= f;
- }
- else
- {
- // FIXME: handle this
- }
-
- // diff is now the vector in which our camera is pointing
- }
-
- if (real.size()) {
- *distanceTrack = real;
- }
+ ai_assert(NULL != targetPositions && NULL != distanceTrack);
+
+ // TODO: in most cases we won't need the extra array
+ std::vector<aiVectorKey> real;
+
+ std::vector<aiVectorKey>* fill = (distanceTrack == objectPositions ? &real : distanceTrack);
+ fill->reserve(std::max( objectPositions->size(), targetPositions->size() ));
+
+ // Iterate through all object keys and interpolate their values if necessary.
+ // Then get the corresponding target position, compute the difference
+ // vector between object and target position. Then compute a rotation matrix
+ // that rotates the base vector of the object coordinate system at that time
+ // to match the diff vector.
+
+ KeyIterator iter(objectPositions,targetPositions,&fixedMain);
+ for (;!iter.Finished();++iter)
+ {
+ const aiVector3D& position = iter.GetCurPosition();
+ const aiVector3D& tposition = iter.GetCurTargetPosition();
+
+ // diff vector
+ aiVector3D diff = tposition - position;
+ float f = diff.Length();
+
+ // output distance vector
+ if (f)
+ {
+ fill->push_back(aiVectorKey());
+ aiVectorKey& v = fill->back();
+ v.mTime = iter.GetCurTime();
+ v.mValue = diff;
+
+ diff /= f;
+ }
+ else
+ {
+ // FIXME: handle this
+ }
+
+ // diff is now the vector in which our camera is pointing
+ }
+
+ if (real.size()) {
+ *distanceTrack = real;
+ }
}
diff --git a/src/3rdparty/assimp/code/TargetAnimation.h b/src/3rdparty/assimp/code/TargetAnimation.h
index 9c6753022..9e517cd63 100644
--- a/src/3rdparty/assimp/code/TargetAnimation.h
+++ b/src/3rdparty/assimp/code/TargetAnimation.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -44,7 +44,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#define AI_TARGET_ANIMATION_H_INC
-namespace Assimp {
+namespace Assimp {
@@ -54,68 +54,68 @@ namespace Assimp {
* Missing tracks are interpolated. This is a helper class for
* TargetAnimationHelper, but it can be freely used for other purposes.
*/
-class ASSIMP_API KeyIterator
+class KeyIterator
{
public:
-
- // ------------------------------------------------------------------
- /** Constructs a new key iterator
- *
- * @param _objPos Object position track. May be NULL.
- * @param _targetObjPos Target object position track. May be NULL.
- * @param defaultObjectPos Default object position to be used if
- * no animated track is available. May be NULL.
- * @param defaultTargetPos Default target position to be used if
- * no animated track is available. May be NULL.
- */
- KeyIterator(const std::vector<aiVectorKey>* _objPos,
- const std::vector<aiVectorKey>* _targetObjPos,
- const aiVector3D* defaultObjectPos = NULL,
- const aiVector3D* defaultTargetPos = NULL);
-
- // ------------------------------------------------------------------
- /** Returns true if all keys have been processed
- */
- bool Finished() const
- {return reachedEnd;}
-
- // ------------------------------------------------------------------
- /** Increment the iterator
- */
- void operator++();
- inline void operator++(int)
- {return ++(*this);}
-
-
-
- // ------------------------------------------------------------------
- /** Getters to retrieve the current state of the iterator
- */
- inline const aiVector3D& GetCurPosition() const
- {return curPosition;}
-
- inline const aiVector3D& GetCurTargetPosition() const
- {return curTargetPosition;}
-
- inline double GetCurTime() const
- {return curTime;}
+
+ // ------------------------------------------------------------------
+ /** Constructs a new key iterator
+ *
+ * @param _objPos Object position track. May be NULL.
+ * @param _targetObjPos Target object position track. May be NULL.
+ * @param defaultObjectPos Default object position to be used if
+ * no animated track is available. May be NULL.
+ * @param defaultTargetPos Default target position to be used if
+ * no animated track is available. May be NULL.
+ */
+ KeyIterator(const std::vector<aiVectorKey>* _objPos,
+ const std::vector<aiVectorKey>* _targetObjPos,
+ const aiVector3D* defaultObjectPos = NULL,
+ const aiVector3D* defaultTargetPos = NULL);
+
+ // ------------------------------------------------------------------
+ /** Returns true if all keys have been processed
+ */
+ bool Finished() const
+ {return reachedEnd;}
+
+ // ------------------------------------------------------------------
+ /** Increment the iterator
+ */
+ void operator++();
+ inline void operator++(int)
+ {return ++(*this);}
+
+
+
+ // ------------------------------------------------------------------
+ /** Getters to retrieve the current state of the iterator
+ */
+ inline const aiVector3D& GetCurPosition() const
+ {return curPosition;}
+
+ inline const aiVector3D& GetCurTargetPosition() const
+ {return curTargetPosition;}
+
+ inline double GetCurTime() const
+ {return curTime;}
private:
- //! Did we reach the end?
- bool reachedEnd;
+ //! Did we reach the end?
+ bool reachedEnd;
- //! Represents the current position of the iterator
- aiVector3D curPosition, curTargetPosition;
+ //! Represents the current position of the iterator
+ aiVector3D curPosition, curTargetPosition;
- double curTime;
+ double curTime;
- //! Input tracks and the next key to process
- const std::vector<aiVectorKey>* objPos,*targetObjPos;
+ //! Input tracks and the next key to process
+ const std::vector<aiVectorKey>* objPos,*targetObjPos;
- unsigned int nextObjPos, nextTargetObjPos;
- std::vector<aiVectorKey> defaultObjPos,defaultTargetObjPos;
+ unsigned int nextObjPos, nextTargetObjPos;
+ std::vector<aiVectorKey> defaultObjPos,defaultTargetObjPos;
};
// ---------------------------------------------------------------------------
@@ -126,51 +126,51 @@ private:
* channel for the camera/spot light itself and a separate position
* animation channels specifying the position of the camera/spot light
* look-at target */
-class ASSIMP_API TargetAnimationHelper
+class TargetAnimationHelper
{
public:
- TargetAnimationHelper()
- : targetPositions (NULL)
- , objectPositions (NULL)
- {}
+ TargetAnimationHelper()
+ : targetPositions (NULL)
+ , objectPositions (NULL)
+ {}
- // ------------------------------------------------------------------
- /** Sets the target animation channel
- *
- * This channel specifies the position of the camera/spot light
- * target at a specific position.
- *
- * @param targetPositions Translation channel*/
- void SetTargetAnimationChannel (const
- std::vector<aiVectorKey>* targetPositions);
+ // ------------------------------------------------------------------
+ /** Sets the target animation channel
+ *
+ * This channel specifies the position of the camera/spot light
+ * target at a specific position.
+ *
+ * @param targetPositions Translation channel*/
+ void SetTargetAnimationChannel (const
+ std::vector<aiVectorKey>* targetPositions);
- // ------------------------------------------------------------------
- /** Sets the main animation channel
- *
- * @param objectPositions Translation channel */
- void SetMainAnimationChannel ( const
- std::vector<aiVectorKey>* objectPositions);
+ // ------------------------------------------------------------------
+ /** Sets the main animation channel
+ *
+ * @param objectPositions Translation channel */
+ void SetMainAnimationChannel ( const
+ std::vector<aiVectorKey>* objectPositions);
- // ------------------------------------------------------------------
- /** Sets the main animation channel to a fixed value
- *
- * @param fixed Fixed value for the main animation channel*/
- void SetFixedMainAnimationChannel(const aiVector3D& fixed);
+ // ------------------------------------------------------------------
+ /** Sets the main animation channel to a fixed value
+ *
+ * @param fixed Fixed value for the main animation channel*/
+ void SetFixedMainAnimationChannel(const aiVector3D& fixed);
- // ------------------------------------------------------------------
- /** Computes final animation channels
- * @param distanceTrack Receive camera translation keys ... != NULL. */
- void Process( std::vector<aiVectorKey>* distanceTrack );
+ // ------------------------------------------------------------------
+ /** Computes final animation channels
+ * @param distanceTrack Receive camera translation keys ... != NULL. */
+ void Process( std::vector<aiVectorKey>* distanceTrack );
private:
- const std::vector<aiVectorKey>* targetPositions,*objectPositions;
- aiVector3D fixedMain;
+ const std::vector<aiVectorKey>* targetPositions,*objectPositions;
+ aiVector3D fixedMain;
};
diff --git a/src/3rdparty/assimp/code/TerragenLoader.cpp b/src/3rdparty/assimp/code/TerragenLoader.cpp
index 33bbe3721..8c0ab1c75 100644
--- a/src/3rdparty/assimp/code/TerragenLoader.cpp
+++ b/src/3rdparty/assimp/code/TerragenLoader.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -48,6 +48,19 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
using namespace Assimp;
+static const aiImporterDesc desc = {
+ "Terragen Heightmap Importer",
+ "",
+ "",
+ "http://www.planetside.co.uk/",
+ aiImporterFlags_SupportBinaryFlavour,
+ 0,
+ 0,
+ 0,
+ 0,
+ "ter"
+};
+
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
TerragenImporter::TerragenImporter()
@@ -55,194 +68,201 @@ TerragenImporter::TerragenImporter()
{}
// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
+// Destructor, private as well
TerragenImporter::~TerragenImporter()
{}
// ------------------------------------------------------------------------------------------------
-// Returns whether the class can handle the format of the given file.
+// Returns whether the class can handle the format of the given file.
bool TerragenImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
{
- // check file extension
- std::string extension = GetExtension(pFile);
-
- if ( extension == "ter")
- return true;
-
- if ( !extension.length() || checkSig) {
- /* If CanRead() is called in order to check whether we
- * support a specific file extension in general pIOHandler
- * might be NULL and it's our duty to return true here.
- */
- if (!pIOHandler)return true;
- const char* tokens[] = {"terragen"};
- return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
- }
- return false;
+ // check file extension
+ std::string extension = GetExtension(pFile);
+
+ if( extension == "ter")
+ return true;
+
+ if( !extension.length() || checkSig) {
+ /* If CanRead() is called in order to check whether we
+ * support a specific file extension in general pIOHandler
+ * might be NULL and it's our duty to return true here.
+ */
+ if (!pIOHandler)return true;
+ const char* tokens[] = {"terragen"};
+ return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
+ }
+ return false;
}
// ------------------------------------------------------------------------------------------------
// Build a string of all file extensions supported
-void TerragenImporter::GetExtensionList(std::set<std::string>& extensions)
+const aiImporterDesc* TerragenImporter::GetInfo () const
{
- extensions.insert("ter");
+ return &desc;
}
// ------------------------------------------------------------------------------------------------
// Setup import properties
void TerragenImporter::SetupProperties(const Importer* pImp)
{
- // AI_CONFIG_IMPORT_TER_MAKE_UVS
- configComputeUVs = ( 0 != pImp->GetPropertyInteger(AI_CONFIG_IMPORT_TER_MAKE_UVS,0) );
+ // AI_CONFIG_IMPORT_TER_MAKE_UVS
+ configComputeUVs = ( 0 != pImp->GetPropertyInteger(AI_CONFIG_IMPORT_TER_MAKE_UVS,0) );
}
// ------------------------------------------------------------------------------------------------
-// Imports the given file into the given scene structure.
-void TerragenImporter::InternReadFile( const std::string& pFile,
- aiScene* pScene, IOSystem* pIOHandler)
+// Imports the given file into the given scene structure.
+void TerragenImporter::InternReadFile( const std::string& pFile,
+ aiScene* pScene, IOSystem* pIOHandler)
{
- IOStream* file = pIOHandler->Open( pFile, "rb");
-
- // Check whether we can read from the file
- if ( file == NULL)
- throw DeadlyImportError( "Failed to open TERRAGEN TERRAIN file " + pFile + ".");
-
- // Construct a stream reader to read all data in the correct endianess
- StreamReaderLE reader(file);
- if (reader.GetRemainingSize() < 16)
- throw DeadlyImportError( "TER: file is too small" );
-
- // Check for the existence of the two magic strings 'TERRAGEN' and 'TERRAIN '
- if (::strncmp((const char*)reader.GetPtr(),AI_TERR_BASE_STRING,8))
- throw DeadlyImportError( "TER: Magic string \'TERRAGEN\' not found" );
-
- if (::strncmp((const char*)reader.GetPtr()+8,AI_TERR_TERRAIN_STRING,8))
- throw DeadlyImportError( "TER: Magic string \'TERRAIN\' not found" );
-
- unsigned int x = 0,y = 0,mode = 0;
-
- aiNode* root = pScene->mRootNode = new aiNode();
- root->mName.Set("<TERRAGEN.TERRAIN>");
-
- // Default scaling is 30
- root->mTransformation.a1 = root->mTransformation.b2 = root->mTransformation.c3 = 30.f;
-
- // Now read all chunks until we're finished or an EOF marker is encountered
- reader.IncPtr(16);
- while (reader.GetRemainingSize() >= 4)
- {
- const char* head = (const char*)reader.GetPtr();
- reader.IncPtr(4);
-
- // EOF, break in every case
- if (!::strncmp(head,AI_TERR_EOF_STRING,4))
- break;
-
- // Number of x-data points
- if (!::strncmp(head,AI_TERR_CHUNK_XPTS,4))
- {
- x = (uint16_t)reader.GetI2();
- }
- // Number of y-data points
- else if (!::strncmp(head,AI_TERR_CHUNK_YPTS,4))
- {
- y = (uint16_t)reader.GetI2();
- }
- // Squared terrains width-1.
- else if (!::strncmp(head,AI_TERR_CHUNK_SIZE,4))
- {
- x = y = (uint16_t)reader.GetI2()+1;
- }
- // terrain scaling
- else if (!::strncmp(head,AI_TERR_CHUNK_SCAL,4))
- {
- root->mTransformation.a1 = reader.GetF4();
- root->mTransformation.b2 = reader.GetF4();
- root->mTransformation.c3 = reader.GetF4();
- }
- // mapping == 1: earth radius
- // mapping mode
- else if (!::strncmp(head,AI_TERR_CHUNK_CRVM,4))
- {
- mode = reader.GetI1();
- if (0 != mode)
- DefaultLogger::get()->error("TER: Unsupported mapping mode, a flat terrain is returned");
- }
- // actual terrain data
- else if (!::strncmp(head,AI_TERR_CHUNK_ALTW,4))
- {
- float hscale = (float)reader.GetI2() / 65536;
- float bheight = (float)reader.GetI2();
-
- if (!hscale)hscale = 1;
-
- // Ensure we have enough data
- if (reader.GetRemainingSize() < x*y*2)
- throw DeadlyImportError("TER: ALTW chunk is too small");
-
- if (x <= 1 || y <= 1)
- throw DeadlyImportError("TER: Invalid terrain size");
-
- // Allocate the output mesh
- pScene->mMeshes = new aiMesh*[pScene->mNumMeshes = 1];
- aiMesh* m = pScene->mMeshes[0] = new aiMesh();
-
- // We return quads
- aiFace* f = m->mFaces = new aiFace[m->mNumFaces = (x-1)*(y-1)];
- aiVector3D* pv = m->mVertices = new aiVector3D[m->mNumVertices = m->mNumFaces*4];
-
- aiVector3D *uv( NULL );
- float step_y( 0.0f ), step_x( 0.0f );
- if (configComputeUVs) {
- uv = m->mTextureCoords[0] = new aiVector3D[m->mNumVertices];
- step_y = 1.f/y;
- step_x = 1.f/x;
- }
- const int16_t* data = (const int16_t*)reader.GetPtr();
-
- for (unsigned int yy = 0, t = 0; yy < y-1;++yy) {
- for (unsigned int xx = 0; xx < x-1;++xx,++f) {
-
- // make verts
- const float fy = (float)yy, fx = (float)xx;
- register unsigned tmp,tmp2;
- *pv++ = aiVector3D(fx,fy, (float)data[(tmp2=x*yy) + xx] * hscale + bheight);
- *pv++ = aiVector3D(fx,fy+1, (float)data[(tmp=x*(yy+1)) + xx] * hscale + bheight);
- *pv++ = aiVector3D(fx+1,fy+1,(float)data[tmp + xx+1] * hscale + bheight);
- *pv++ = aiVector3D(fx+1,fy, (float)data[tmp2 + xx+1] * hscale + bheight);
-
- // also make texture coordinates, if necessary
- if (configComputeUVs) {
- *uv++ = aiVector3D( step_x*xx, step_y*yy, 0.f );
- *uv++ = aiVector3D( step_x*xx, step_y*(yy+1), 0.f );
- *uv++ = aiVector3D( step_x*(xx+1), step_y*(yy+1), 0.f );
- *uv++ = aiVector3D( step_x*(xx+1), step_y*yy, 0.f );
- }
-
- // make indices
- f->mIndices = new unsigned int[f->mNumIndices = 4];
- for (unsigned int i = 0; i < 4;++i)
- f->mIndices[i] = t++;
- }
- }
-
- // Add the mesh to the root node
- root->mMeshes = new unsigned int[root->mNumMeshes = 1];
- root->mMeshes[0] = 0;
- }
-
- // Get to the next chunk (4 byte aligned)
- unsigned dtt;
- if ((dtt = reader.GetCurrentPos() & 0x3))
- reader.IncPtr(4-dtt);
- }
-
- // Check whether we have a mesh now
- if (pScene->mNumMeshes != 1)
- throw DeadlyImportError("TER: Unable to load terrain");
-
- // Set the AI_SCENE_FLAGS_TERRAIN bit
- pScene->mFlags |= AI_SCENE_FLAGS_TERRAIN;
+ IOStream* file = pIOHandler->Open( pFile, "rb");
+
+ // Check whether we can read from the file
+ if( file == NULL)
+ throw DeadlyImportError( "Failed to open TERRAGEN TERRAIN file " + pFile + ".");
+
+ // Construct a stream reader to read all data in the correct endianess
+ StreamReaderLE reader(file);
+ if(reader.GetRemainingSize() < 16)
+ throw DeadlyImportError( "TER: file is too small" );
+
+ // Check for the existence of the two magic strings 'TERRAGEN' and 'TERRAIN '
+ if (::strncmp((const char*)reader.GetPtr(),AI_TERR_BASE_STRING,8))
+ throw DeadlyImportError( "TER: Magic string \'TERRAGEN\' not found" );
+
+ if (::strncmp((const char*)reader.GetPtr()+8,AI_TERR_TERRAIN_STRING,8))
+ throw DeadlyImportError( "TER: Magic string \'TERRAIN\' not found" );
+
+ unsigned int x = 0,y = 0,mode = 0;
+ float rad = 6370.f;
+ (void)rad;
+
+
+ aiNode* root = pScene->mRootNode = new aiNode();
+ root->mName.Set("<TERRAGEN.TERRAIN>");
+
+ // Default scaling is 30
+ root->mTransformation.a1 = root->mTransformation.b2 = root->mTransformation.c3 = 30.f;
+
+ // Now read all chunks until we're finished or an EOF marker is encountered
+ reader.IncPtr(16);
+ while (reader.GetRemainingSize() >= 4)
+ {
+ const char* head = (const char*)reader.GetPtr();
+ reader.IncPtr(4);
+
+ // EOF, break in every case
+ if (!::strncmp(head,AI_TERR_EOF_STRING,4))
+ break;
+
+ // Number of x-data points
+ if (!::strncmp(head,AI_TERR_CHUNK_XPTS,4))
+ {
+ x = (uint16_t)reader.GetI2();
+ }
+ // Number of y-data points
+ else if (!::strncmp(head,AI_TERR_CHUNK_YPTS,4))
+ {
+ y = (uint16_t)reader.GetI2();
+ }
+ // Squared terrains width-1.
+ else if (!::strncmp(head,AI_TERR_CHUNK_SIZE,4))
+ {
+ x = y = (uint16_t)reader.GetI2()+1;
+ }
+ // terrain scaling
+ else if (!::strncmp(head,AI_TERR_CHUNK_SCAL,4))
+ {
+ root->mTransformation.a1 = reader.GetF4();
+ root->mTransformation.b2 = reader.GetF4();
+ root->mTransformation.c3 = reader.GetF4();
+ }
+ // mapping == 1: earth radius
+ else if (!::strncmp(head,AI_TERR_CHUNK_CRAD,4))
+ {
+ rad = reader.GetF4();
+ }
+ // mapping mode
+ else if (!::strncmp(head,AI_TERR_CHUNK_CRVM,4))
+ {
+ mode = reader.GetI1();
+ if (0 != mode)
+ DefaultLogger::get()->error("TER: Unsupported mapping mode, a flat terrain is returned");
+ }
+ // actual terrain data
+ else if (!::strncmp(head,AI_TERR_CHUNK_ALTW,4))
+ {
+ float hscale = (float)reader.GetI2() / 65536;
+ float bheight = (float)reader.GetI2();
+
+ if (!hscale)hscale = 1;
+
+ // Ensure we have enough data
+ if (reader.GetRemainingSize() < x*y*2)
+ throw DeadlyImportError("TER: ALTW chunk is too small");
+
+ if (x <= 1 || y <= 1)
+ throw DeadlyImportError("TER: Invalid terrain size");
+
+ // Allocate the output mesh
+ pScene->mMeshes = new aiMesh*[pScene->mNumMeshes = 1];
+ aiMesh* m = pScene->mMeshes[0] = new aiMesh();
+
+ // We return quads
+ aiFace* f = m->mFaces = new aiFace[m->mNumFaces = (x-1)*(y-1)];
+ aiVector3D* pv = m->mVertices = new aiVector3D[m->mNumVertices = m->mNumFaces*4];
+
+ aiVector3D *uv( NULL );
+ float step_y( 0.0f ), step_x( 0.0f );
+ if (configComputeUVs) {
+ uv = m->mTextureCoords[0] = new aiVector3D[m->mNumVertices];
+ step_y = 1.f/y;
+ step_x = 1.f/x;
+ }
+ const int16_t* data = (const int16_t*)reader.GetPtr();
+
+ for (unsigned int yy = 0, t = 0; yy < y-1;++yy) {
+ for (unsigned int xx = 0; xx < x-1;++xx,++f) {
+
+ // make verts
+ const float fy = (float)yy, fx = (float)xx;
+ register unsigned tmp,tmp2;
+ *pv++ = aiVector3D(fx,fy, (float)data[(tmp2=x*yy) + xx] * hscale + bheight);
+ *pv++ = aiVector3D(fx,fy+1, (float)data[(tmp=x*(yy+1)) + xx] * hscale + bheight);
+ *pv++ = aiVector3D(fx+1,fy+1,(float)data[tmp + xx+1] * hscale + bheight);
+ *pv++ = aiVector3D(fx+1,fy, (float)data[tmp2 + xx+1] * hscale + bheight);
+
+ // also make texture coordinates, if necessary
+ if (configComputeUVs) {
+ *uv++ = aiVector3D( step_x*xx, step_y*yy, 0.f );
+ *uv++ = aiVector3D( step_x*xx, step_y*(yy+1), 0.f );
+ *uv++ = aiVector3D( step_x*(xx+1), step_y*(yy+1), 0.f );
+ *uv++ = aiVector3D( step_x*(xx+1), step_y*yy, 0.f );
+ }
+
+ // make indices
+ f->mIndices = new unsigned int[f->mNumIndices = 4];
+ for (unsigned int i = 0; i < 4;++i)
+ f->mIndices[i] = t++;
+ }
+ }
+
+ // Add the mesh to the root node
+ root->mMeshes = new unsigned int[root->mNumMeshes = 1];
+ root->mMeshes[0] = 0;
+ }
+
+ // Get to the next chunk (4 byte aligned)
+ unsigned dtt;
+ if ((dtt = reader.GetCurrentPos() & 0x3))
+ reader.IncPtr(4-dtt);
+ }
+
+ // Check whether we have a mesh now
+ if (pScene->mNumMeshes != 1)
+ throw DeadlyImportError("TER: Unable to load terrain");
+
+ // Set the AI_SCENE_FLAGS_TERRAIN bit
+ pScene->mFlags |= AI_SCENE_FLAGS_TERRAIN;
}
#endif // !! ASSIMP_BUILD_NO_TERRAGEN_IMPORTER
diff --git a/src/3rdparty/assimp/code/TerragenLoader.h b/src/3rdparty/assimp/code/TerragenLoader.h
index 48e97d1a4..02112c843 100644
--- a/src/3rdparty/assimp/code/TerragenLoader.h
+++ b/src/3rdparty/assimp/code/TerragenLoader.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,34 +18,34 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file TerragenLoader.h
- * @brief Declaration of the .ter importer class.
+ * @brief Declaration of the .ter importer class.
*/
#ifndef INCLUDED_AI_TERRAGEN_TERRAIN_LOADER_H
#define INCLUDED_AI_TERRAGEN_TERRAIN_LOADER_H
#include "BaseImporter.h"
-namespace Assimp {
+namespace Assimp {
// Magic strings
#define AI_TERR_BASE_STRING "TERRAGEN"
@@ -69,36 +69,32 @@ namespace Assimp {
*/
class TerragenImporter : public BaseImporter
{
- friend class Importer;
-
-protected:
- /** Constructor to be privately used by Importer */
- TerragenImporter();
+public:
+ TerragenImporter();
+ ~TerragenImporter();
- /** Destructor, private as well */
- ~TerragenImporter();
public:
- // -------------------------------------------------------------------
- bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
- bool checkSig) const;
+ // -------------------------------------------------------------------
+ bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
+ bool checkSig) const;
protected:
- // -------------------------------------------------------------------
- void GetExtensionList(std::set<std::string>& extensions);
+ // -------------------------------------------------------------------
+ const aiImporterDesc* GetInfo () const;
- // -------------------------------------------------------------------
- void InternReadFile( const std::string& pFile, aiScene* pScene,
- IOSystem* pIOHandler);
+ // -------------------------------------------------------------------
+ void InternReadFile( const std::string& pFile, aiScene* pScene,
+ IOSystem* pIOHandler);
- // -------------------------------------------------------------------
- void SetupProperties(const Importer* pImp);
+ // -------------------------------------------------------------------
+ void SetupProperties(const Importer* pImp);
private:
- bool configComputeUVs;
+ bool configComputeUVs;
}; //! class TerragenImporter
diff --git a/src/3rdparty/assimp/code/TextureTransform.cpp b/src/3rdparty/assimp/code/TextureTransform.cpp
index d1b775e86..365550cfd 100644
--- a/src/3rdparty/assimp/code/TextureTransform.cpp
+++ b/src/3rdparty/assimp/code/TextureTransform.cpp
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -44,524 +44,521 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "AssimpPCH.h"
#include "TextureTransform.h"
-#if defined(__QNXNTO__)
-#include <stdio.h>
-#endif
-
using namespace Assimp;
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
-TextureTransformStep::TextureTransformStep() : configFlags(0)
+TextureTransformStep::TextureTransformStep()
{
- // nothing to do here
+ // nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
TextureTransformStep::~TextureTransformStep()
{
- // nothing to do here
+ // nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool TextureTransformStep::IsActive( unsigned int pFlags) const
{
- return (pFlags & aiProcess_TransformUVCoords) != 0;
+ return (pFlags & aiProcess_TransformUVCoords) != 0;
}
// ------------------------------------------------------------------------------------------------
// Setup properties
void TextureTransformStep::SetupProperties(const Importer* pImp)
{
- configFlags = pImp->GetPropertyInteger(AI_CONFIG_PP_TUV_EVALUATE,AI_UVTRAFO_ALL);
+ configFlags = pImp->GetPropertyInteger(AI_CONFIG_PP_TUV_EVALUATE,AI_UVTRAFO_ALL);
}
// ------------------------------------------------------------------------------------------------
void TextureTransformStep::PreProcessUVTransform(STransformVecInfo& info)
{
- /* This function tries to simplify the input UV transformation.
- * That's very important as it allows us to reduce the number
- * of output UV channels. The oder in which the transformations
- * are applied is - as always - scaling, rotation, translation.
- */
-
- char szTemp[512];
- int rounded = 0;
-
-
- /* Optimize the rotation angle. That's slightly difficult as
- * we have an inprecise floating-point number (when comparing
- * UV transformations we'll take that into account by using
- * an epsilon of 5 degrees). If there is a rotation value, we can't
- * perform any further optimizations.
- */
- if (info.mRotation)
- {
- float out = info.mRotation;
- if ((rounded = (int)(info.mRotation / (float)AI_MATH_TWO_PI)))
- {
- out -= rounded*(float)AI_MATH_PI;
-
- sprintf(szTemp,"Texture coordinate rotation %f can be simplified to %f",info.mRotation,out);
- DefaultLogger::get()->info(szTemp);
- }
-
- // Next step - convert negative rotation angles to positives
- if (out < 0.f)
- out = (float)AI_MATH_TWO_PI * 2 + out;
-
- info.mRotation = out;
- return;
- }
-
-
- /* Optimize UV translation in the U direction. To determine whether
- * or not we can optimize we need to look at the requested mapping
- * type (e.g. if mirroring is active there IS a difference between
- * offset 2 and 3)
- */
- if ((rounded = (int)info.mTranslation.x)) {
- float out;
- szTemp[0] = 0;
- if (aiTextureMapMode_Wrap == info.mapU) {
- // Wrap - simple take the fraction of the field
- out = info.mTranslation.x-(float)rounded;
- sprintf(szTemp,"[w] UV U offset %f can be simplified to %f",info.mTranslation.x,out);
- }
- else if (aiTextureMapMode_Mirror == info.mapU && 1 != rounded) {
- // Mirror
- if (rounded % 2)
- rounded--;
- out = info.mTranslation.x-(float)rounded;
-
- sprintf(szTemp,"[m/d] UV U offset %f can be simplified to %f",info.mTranslation.x,out);
- }
- else if (aiTextureMapMode_Clamp == info.mapU || aiTextureMapMode_Decal == info.mapU) {
- // Clamp - translations beyond 1,1 are senseless
- sprintf(szTemp,"[c] UV U offset %f can be clamped to 1.0f",info.mTranslation.x);
-
- out = 1.f;
- }
- if (szTemp[0]) {
- DefaultLogger::get()->info(szTemp);
- info.mTranslation.x = out;
- }
- }
-
- /* Optimize UV translation in the V direction. To determine whether
- * or not we can optimize we need to look at the requested mapping
- * type (e.g. if mirroring is active there IS a difference between
- * offset 2 and 3)
- */
- if ((rounded = (int)info.mTranslation.y)) {
- float out;
- szTemp[0] = 0;
- if (aiTextureMapMode_Wrap == info.mapV) {
- // Wrap - simple take the fraction of the field
- out = info.mTranslation.y-(float)rounded;
- sprintf(szTemp,"[w] UV V offset %f can be simplified to %f",info.mTranslation.y,out);
- }
- else if (aiTextureMapMode_Mirror == info.mapV && 1 != rounded) {
- // Mirror
- if (rounded % 2)
- rounded--;
- out = info.mTranslation.x-(float)rounded;
-
- sprintf(szTemp,"[m/d] UV V offset %f can be simplified to %f",info.mTranslation.y,out);
- }
- else if (aiTextureMapMode_Clamp == info.mapV || aiTextureMapMode_Decal == info.mapV) {
- // Clamp - translations beyond 1,1 are senseless
- sprintf(szTemp,"[c] UV V offset %f canbe clamped to 1.0f",info.mTranslation.y);
-
- out = 1.f;
- }
- if (szTemp[0]) {
- DefaultLogger::get()->info(szTemp);
- info.mTranslation.y = out;
- }
- }
- return;
+ /* This function tries to simplify the input UV transformation.
+ * That's very important as it allows us to reduce the number
+ * of output UV channels. The oder in which the transformations
+ * are applied is - as always - scaling, rotation, translation.
+ */
+
+ char szTemp[512];
+ int rounded = 0;
+
+
+ /* Optimize the rotation angle. That's slightly difficult as
+ * we have an inprecise floating-point number (when comparing
+ * UV transformations we'll take that into account by using
+ * an epsilon of 5 degrees). If there is a rotation value, we can't
+ * perform any further optimizations.
+ */
+ if (info.mRotation)
+ {
+ float out = info.mRotation;
+ if ((rounded = (int)(info.mRotation / (float)AI_MATH_TWO_PI)))
+ {
+ out -= rounded*(float)AI_MATH_PI;
+
+ sprintf(szTemp,"Texture coordinate rotation %f can be simplified to %f",info.mRotation,out);
+ DefaultLogger::get()->info(szTemp);
+ }
+
+ // Next step - convert negative rotation angles to positives
+ if (out < 0.f)
+ out = (float)AI_MATH_TWO_PI * 2 + out;
+
+ info.mRotation = out;
+ return;
+ }
+
+
+ /* Optimize UV translation in the U direction. To determine whether
+ * or not we can optimize we need to look at the requested mapping
+ * type (e.g. if mirroring is active there IS a difference between
+ * offset 2 and 3)
+ */
+ if ((rounded = (int)info.mTranslation.x)) {
+ float out;
+ szTemp[0] = 0;
+ if (aiTextureMapMode_Wrap == info.mapU) {
+ // Wrap - simple take the fraction of the field
+ out = info.mTranslation.x-(float)rounded;
+ sprintf(szTemp,"[w] UV U offset %f can be simplified to %f",info.mTranslation.x,out);
+ }
+ else if (aiTextureMapMode_Mirror == info.mapU && 1 != rounded) {
+ // Mirror
+ if (rounded % 2)
+ rounded--;
+ out = info.mTranslation.x-(float)rounded;
+
+ sprintf(szTemp,"[m/d] UV U offset %f can be simplified to %f",info.mTranslation.x,out);
+ }
+ else if (aiTextureMapMode_Clamp == info.mapU || aiTextureMapMode_Decal == info.mapU) {
+ // Clamp - translations beyond 1,1 are senseless
+ sprintf(szTemp,"[c] UV U offset %f can be clamped to 1.0f",info.mTranslation.x);
+
+ out = 1.f;
+ }
+ if (szTemp[0]) {
+ DefaultLogger::get()->info(szTemp);
+ info.mTranslation.x = out;
+ }
+ }
+
+ /* Optimize UV translation in the V direction. To determine whether
+ * or not we can optimize we need to look at the requested mapping
+ * type (e.g. if mirroring is active there IS a difference between
+ * offset 2 and 3)
+ */
+ if ((rounded = (int)info.mTranslation.y)) {
+ float out;
+ szTemp[0] = 0;
+ if (aiTextureMapMode_Wrap == info.mapV) {
+ // Wrap - simple take the fraction of the field
+ out = info.mTranslation.y-(float)rounded;
+ sprintf(szTemp,"[w] UV V offset %f can be simplified to %f",info.mTranslation.y,out);
+ }
+ else if (aiTextureMapMode_Mirror == info.mapV && 1 != rounded) {
+ // Mirror
+ if (rounded % 2)
+ rounded--;
+ out = info.mTranslation.x-(float)rounded;
+
+ sprintf(szTemp,"[m/d] UV V offset %f can be simplified to %f",info.mTranslation.y,out);
+ }
+ else if (aiTextureMapMode_Clamp == info.mapV || aiTextureMapMode_Decal == info.mapV) {
+ // Clamp - translations beyond 1,1 are senseless
+ sprintf(szTemp,"[c] UV V offset %f canbe clamped to 1.0f",info.mTranslation.y);
+
+ out = 1.f;
+ }
+ if (szTemp[0]) {
+ DefaultLogger::get()->info(szTemp);
+ info.mTranslation.y = out;
+ }
+ }
+ return;
}
// ------------------------------------------------------------------------------------------------
void UpdateUVIndex(const std::list<TTUpdateInfo>& l, unsigned int n)
{
- // Don't set if == 0 && wasn't set before
- for (std::list<TTUpdateInfo>::const_iterator it = l.begin();it != l.end(); ++it) {
- const TTUpdateInfo& info = *it;
-
- if (info.directShortcut)
- *info.directShortcut = n;
- else if (!n)
- {
- info.mat->AddProperty<int>((int*)&n,1,AI_MATKEY_UVWSRC(info.semantic,info.index));
- }
- }
+ // Don't set if == 0 && wasn't set before
+ for (std::list<TTUpdateInfo>::const_iterator it = l.begin();it != l.end(); ++it) {
+ const TTUpdateInfo& info = *it;
+
+ if (info.directShortcut)
+ *info.directShortcut = n;
+ else if (!n)
+ {
+ info.mat->AddProperty<int>((int*)&n,1,AI_MATKEY_UVWSRC(info.semantic,info.index));
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
inline const char* MappingModeToChar(aiTextureMapMode map)
{
- if (aiTextureMapMode_Wrap == map)
- return "-w";
-
- if (aiTextureMapMode_Mirror == map)
- return "-m";
+ if (aiTextureMapMode_Wrap == map)
+ return "-w";
- return "-c";
+ if (aiTextureMapMode_Mirror == map)
+ return "-m";
+
+ return "-c";
}
// ------------------------------------------------------------------------------------------------
-void TextureTransformStep::Execute( aiScene* pScene)
+void TextureTransformStep::Execute( aiScene* pScene)
{
- DefaultLogger::get()->debug("TransformUVCoordsProcess begin");
-
-
- /* We build a per-mesh list of texture transformations we'll need
- * to apply. To achieve this, we iterate through all materials,
- * find all textures and get their transformations and UV indices.
- * Then we search for all meshes using this material.
- */
- typedef std::list<STransformVecInfo> MeshTrafoList;
- std::vector<MeshTrafoList> meshLists(pScene->mNumMeshes);
-
- for (unsigned int i = 0; i < pScene->mNumMaterials;++i) {
-
- aiMaterial* mat = pScene->mMaterials[i];
- for (unsigned int a = 0; a < mat->mNumProperties;++a) {
-
- aiMaterialProperty* prop = mat->mProperties[a];
- if (!::strcmp( prop->mKey.data, "$tex.file")) {
- STransformVecInfo info;
-
- // Setup a shortcut structure to allow for a fast updating
- // of the UV index later
- TTUpdateInfo update;
- update.mat = (MaterialHelper*) mat;
- update.semantic = prop->mSemantic;
- update.index = prop->mIndex;
-
- // Get textured properties and transform
- for (unsigned int a2 = 0; a2 < mat->mNumProperties;++a2)
- {
- aiMaterialProperty* prop2 = mat->mProperties[a2];
- if (prop2->mSemantic != prop->mSemantic || prop2->mIndex != prop->mIndex)
- continue;
-
- if ( !::strcmp( prop2->mKey.data, "$tex.uvwsrc"))
- {
- info.uvIndex = *((int*)prop2->mData);
-
- // Store a direct pointer for later use
- update.directShortcut = (unsigned int*) prop2->mData;
- }
-
- else if ( !::strcmp( prop2->mKey.data, "$tex.mapmodeu"))
- info.mapU = *((aiTextureMapMode*)prop2->mData);
-
- else if ( !::strcmp( prop2->mKey.data, "$tex.mapmodev"))
- info.mapV = *((aiTextureMapMode*)prop2->mData);
-
- else if ( !::strcmp( prop2->mKey.data, "$tex.uvtrafo"))
- {
- // ValidateDS should check this
- ai_assert(prop2->mDataLength >= 20);
- ::memcpy(&info.mTranslation.x,prop2->mData,sizeof(float)*5);
- delete[] prop2->mData;
-
- // Directly remove this property from the list
- mat->mNumProperties--;
- for (unsigned int a3 = a2; a3 < mat->mNumProperties;++a3)
- mat->mProperties[a3] = mat->mProperties[a3+1];
-
- // Warn: could be an underflow, but nevertheless it should work
- --a2;
- }
- }
-
- // Find out which transformations are to be evaluated
- if (!(configFlags & AI_UVTRAFO_ROTATION))
- info.mRotation = 0.f;
-
- if (!(configFlags & AI_UVTRAFO_SCALING))
- info.mScaling = aiVector2D(1.f,1.f);
-
- if (!(configFlags & AI_UVTRAFO_TRANSLATION))
- info.mTranslation = aiVector2D(0.f,0.f);
-
- // Do some preprocessing
- PreProcessUVTransform(info);
- info.uvIndex = std::min(info.uvIndex,AI_MAX_NUMBER_OF_TEXTURECOORDS -1u);
-
- // Find out whether this material is used by more than
- // one mesh. This will make our task much, much more difficult!
- unsigned int cnt = 0;
- for (unsigned int n = 0; n < pScene->mNumMeshes;++n) {
- if (pScene->mMeshes[n]->mMaterialIndex == i)
- ++cnt;
- }
-
- if (!cnt)
- continue;
- else if (1 != cnt) {
- // This material is referenced by more than one mesh!
- // So we need to make sure the UV index for the texture
- // is identical for each of it ...
- info.lockedPos = AI_TT_UV_IDX_LOCK_TBD;
- }
-
- // Get all coresponding meshes
- for (unsigned int n = 0; n < pScene->mNumMeshes;++n) {
- aiMesh* mesh = pScene->mMeshes[n];
- if (mesh->mMaterialIndex != i || !mesh->mTextureCoords[0])
- continue;
-
- unsigned int uv = info.uvIndex;
- if (!mesh->mTextureCoords[uv]) {
- // If the requested UV index is not available, take the first one instead.
- uv = 0;
- }
-
- if (mesh->mNumUVComponents[info.uvIndex] >= 3){
- DefaultLogger::get()->warn("UV transformations on 3D mapping channels are not supported");
- continue;
- }
-
- MeshTrafoList::iterator it;
-
- // Check whether we have this transform setup already
- for (it = meshLists[n].begin();it != meshLists[n].end(); ++it) {
-
- if ((*it) == info && (*it).uvIndex == uv) {
- (*it).updateList.push_back(update);
- break;
- }
- }
-
- if (it == meshLists[n].end()) {
- meshLists[n].push_back(info);
- meshLists[n].back().uvIndex = uv;
- meshLists[n].back().updateList.push_back(update);
- }
- }
- }
- }
- }
-
- char buffer[1024]; // should be sufficiently large
- unsigned int outChannels = 0, inChannels = 0, transformedChannels = 0;
-
- // Now process all meshes. Important: we don't remove unreferenced UV channels.
- // This is a job for the RemoveUnreferencedData-Step.
- for (unsigned int q = 0; q < pScene->mNumMeshes;++q) {
-
- aiMesh* mesh = pScene->mMeshes[q];
- MeshTrafoList& trafo = meshLists[q];
-
- inChannels += mesh->GetNumUVChannels();
-
- if (!mesh->mTextureCoords[0] || trafo.empty() || (trafo.size() == 1 && trafo.begin()->IsUntransformed())) {
- outChannels += mesh->GetNumUVChannels();
- continue;
- }
-
- // Move untransformed UV channels to the first position in the list ....
- // except if we need a new locked index which should be as small as possible
- bool veto = false, need = false;
- unsigned int cnt = 0;
- unsigned int untransformed = 0;
-
- MeshTrafoList::iterator it,it2;
- for (it = trafo.begin();it != trafo.end(); ++it,++cnt) {
-
- if (!(*it).IsUntransformed()) {
- need = true;
- }
-
- if ((*it).lockedPos == AI_TT_UV_IDX_LOCK_TBD) {
- // Lock this index and make sure it won't be changed
- (*it).lockedPos = cnt;
- veto = true;
- continue;
- }
-
- if (!veto && it != trafo.begin() && (*it).IsUntransformed()) {
- for (it2 = trafo.begin();it2 != it; ++it2) {
- if (!(*it2).IsUntransformed())
- break;
- }
- trafo.insert(it2,*it);
- trafo.erase(it);
- break;
- }
- }
- if (!need)
- continue;
-
- // Find all that are not at their 'locked' position and move them to it.
- // Conflicts are possible but quite unlikely.
- cnt = 0;
- for (it = trafo.begin();it != trafo.end(); ++it,++cnt) {
- if ((*it).lockedPos != AI_TT_UV_IDX_LOCK_NONE && (*it).lockedPos != cnt) {
- it2 = trafo.begin();unsigned int t = 0;
- while (t != (*it).lockedPos)
- ++it2;
-
- if ((*it2).lockedPos != AI_TT_UV_IDX_LOCK_NONE) {
- DefaultLogger::get()->error("Channel mismatch, can't compute all transformations properly [design bug]");
- continue;
- }
-
- std::swap(*it2,*it);
- if ((*it).lockedPos == untransformed)
- untransformed = cnt;
- }
- }
-
- // ... and add dummies for all unreferenced channels
- // at the end of the list
- bool ref[AI_MAX_NUMBER_OF_TEXTURECOORDS];
- for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n)
- ref[n] = (!mesh->mTextureCoords[n] ? true : false);
-
- for (it = trafo.begin();it != trafo.end(); ++it)
- ref[(*it).uvIndex] = true;
-
- for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) {
- if (ref[n])
- continue;
- trafo.push_back(STransformVecInfo());
- trafo.back().uvIndex = n;
- }
-
- // Then check whether this list breaks the channel limit.
- // The unimportant ones are at the end of the list, so
- // it shouldn't be too worse if we remove them.
- unsigned int size = (unsigned int)trafo.size();
- if (size > AI_MAX_NUMBER_OF_TEXTURECOORDS) {
-
- if (!DefaultLogger::isNullLogger()) {
- ::sprintf(buffer,"%u UV channels required but just %u available",
- static_cast<unsigned int>(trafo.size()),AI_MAX_NUMBER_OF_TEXTURECOORDS);
-
- DefaultLogger::get()->error(buffer);
- }
- size = AI_MAX_NUMBER_OF_TEXTURECOORDS;
- }
-
-
- aiVector3D* old[AI_MAX_NUMBER_OF_TEXTURECOORDS];
- for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n)
- old[n] = mesh->mTextureCoords[n];
-
- // Now continue and generate the output channels. Channels
- // that we're not going to need later can be overridden.
- it = trafo.begin();
- for (unsigned int n = 0; n < trafo.size();++n,++it) {
-
- if (n >= size) {
- // Try to use an untransformed channel for all channels we threw over board
- UpdateUVIndex((*it).updateList,untransformed);
- continue;
- }
-
- outChannels++;
-
- // Write to the log
- if (!DefaultLogger::isNullLogger()) {
- sprintf(buffer,"Mesh %u, channel %u: t(%.3f,%.3f), s(%.3f,%.3f), r(%.3f), %s%s",
- q,n,
- (*it).mTranslation.x,
- (*it).mTranslation.y,
- (*it).mScaling.x,
- (*it).mScaling.y,
- AI_RAD_TO_DEG( (*it).mRotation),
- MappingModeToChar ((*it).mapU),
- MappingModeToChar ((*it).mapV));
-
- DefaultLogger::get()->info(buffer);
- }
-
- // Check whether we need a new buffer here
- if (mesh->mTextureCoords[n]) {
-
- it2 = it;++it2;
- for (unsigned int m = n+1; m < size;++m, ++it2) {
-
- if ((*it2).uvIndex == n){
- it2 = trafo.begin();
- break;
- }
- }
- if (it2 == trafo.begin()){
- mesh->mTextureCoords[n] = new aiVector3D[mesh->mNumVertices];
- }
- }
- else mesh->mTextureCoords[n] = new aiVector3D[mesh->mNumVertices];
-
- aiVector3D* src = old[(*it).uvIndex];
- aiVector3D* dest, *end;
- dest = mesh->mTextureCoords[n];
-
- ai_assert(NULL != src);
-
- // Copy the data to the destination array
- if (dest != src)
- ::memcpy(dest,src,sizeof(aiVector3D)*mesh->mNumVertices);
-
- end = dest + mesh->mNumVertices;
-
- // Build a transformation matrix and transform all UV coords with it
- if (!(*it).IsUntransformed()) {
- const aiVector2D& trl = (*it).mTranslation;
- const aiVector2D& scl = (*it).mScaling;
-
- // fixme: simplify ..
- ++transformedChannels;
- aiMatrix3x3 matrix;
-
- aiMatrix3x3 m2,m3,m4,m5;
-
- m4.a1 = scl.x;
- m4.b2 = scl.y;
-
- m2.a3 = m2.b3 = 0.5f;
- m3.a3 = m3.b3 = -0.5f;
-
- if ((*it).mRotation > AI_TT_ROTATION_EPSILON )
- aiMatrix3x3::RotationZ((*it).mRotation,matrix);
-
- m5.a3 += trl.x; m5.b3 += trl.y;
- matrix = m2 * m4 * matrix * m3 * m5;
-
- for (src = dest; src != end; ++src) { /* manual homogenious divide */
- src->z = 1.f;
- *src = matrix * *src;
- src->x /= src->z;
- src->y /= src->z;
- src->z = 0.f;
- }
- }
-
- // Update all UV indices
- UpdateUVIndex((*it).updateList,n);
- }
- }
-
- // Print some detailled statistics into the log
- if (!DefaultLogger::isNullLogger()) {
-
- if (transformedChannels) {
- ::sprintf(buffer,"TransformUVCoordsProcess end: %u output channels (in: %u, modified: %u)",
- outChannels,inChannels,transformedChannels);
-
- DefaultLogger::get()->info(buffer);
- }
- else DefaultLogger::get()->debug("TransformUVCoordsProcess finished");
- }
+ DefaultLogger::get()->debug("TransformUVCoordsProcess begin");
+
+
+ /* We build a per-mesh list of texture transformations we'll need
+ * to apply. To achieve this, we iterate through all materials,
+ * find all textures and get their transformations and UV indices.
+ * Then we search for all meshes using this material.
+ */
+ typedef std::list<STransformVecInfo> MeshTrafoList;
+ std::vector<MeshTrafoList> meshLists(pScene->mNumMeshes);
+
+ for (unsigned int i = 0; i < pScene->mNumMaterials;++i) {
+
+ aiMaterial* mat = pScene->mMaterials[i];
+ for (unsigned int a = 0; a < mat->mNumProperties;++a) {
+
+ aiMaterialProperty* prop = mat->mProperties[a];
+ if (!::strcmp( prop->mKey.data, "$tex.file")) {
+ STransformVecInfo info;
+
+ // Setup a shortcut structure to allow for a fast updating
+ // of the UV index later
+ TTUpdateInfo update;
+ update.mat = (aiMaterial*) mat;
+ update.semantic = prop->mSemantic;
+ update.index = prop->mIndex;
+
+ // Get textured properties and transform
+ for (unsigned int a2 = 0; a2 < mat->mNumProperties;++a2) {
+ aiMaterialProperty* prop2 = mat->mProperties[a2];
+ if (prop2->mSemantic != prop->mSemantic || prop2->mIndex != prop->mIndex) {
+ continue;
+ }
+
+ if ( !::strcmp( prop2->mKey.data, "$tex.uvwsrc")) {
+ info.uvIndex = *((int*)prop2->mData);
+
+ // Store a direct pointer for later use
+ update.directShortcut = (unsigned int*) prop2->mData;
+ }
+
+ else if ( !::strcmp( prop2->mKey.data, "$tex.mapmodeu")) {
+ info.mapU = *((aiTextureMapMode*)prop2->mData);
+ }
+ else if ( !::strcmp( prop2->mKey.data, "$tex.mapmodev")) {
+ info.mapV = *((aiTextureMapMode*)prop2->mData);
+ }
+ else if ( !::strcmp( prop2->mKey.data, "$tex.uvtrafo")) {
+ // ValidateDS should check this
+ ai_assert(prop2->mDataLength >= 20);
+ ::memcpy(&info.mTranslation.x,prop2->mData,sizeof(float)*5);
+
+ // Directly remove this property from the list
+ mat->mNumProperties--;
+ for (unsigned int a3 = a2; a3 < mat->mNumProperties;++a3) {
+ mat->mProperties[a3] = mat->mProperties[a3+1];
+ }
+
+ delete prop2;
+
+ // Warn: could be an underflow, but this does not invoke undefined behaviour
+ --a2;
+ }
+ }
+
+ // Find out which transformations are to be evaluated
+ if (!(configFlags & AI_UVTRAFO_ROTATION)) {
+ info.mRotation = 0.f;
+ }
+ if (!(configFlags & AI_UVTRAFO_SCALING)) {
+ info.mScaling = aiVector2D(1.f,1.f);
+ }
+ if (!(configFlags & AI_UVTRAFO_TRANSLATION)) {
+ info.mTranslation = aiVector2D(0.f,0.f);
+ }
+
+ // Do some preprocessing
+ PreProcessUVTransform(info);
+ info.uvIndex = std::min(info.uvIndex,AI_MAX_NUMBER_OF_TEXTURECOORDS -1u);
+
+ // Find out whether this material is used by more than
+ // one mesh. This will make our task much, much more difficult!
+ unsigned int cnt = 0;
+ for (unsigned int n = 0; n < pScene->mNumMeshes;++n) {
+ if (pScene->mMeshes[n]->mMaterialIndex == i)
+ ++cnt;
+ }
+
+ if (!cnt)
+ continue;
+ else if (1 != cnt) {
+ // This material is referenced by more than one mesh!
+ // So we need to make sure the UV index for the texture
+ // is identical for each of it ...
+ info.lockedPos = AI_TT_UV_IDX_LOCK_TBD;
+ }
+
+ // Get all coresponding meshes
+ for (unsigned int n = 0; n < pScene->mNumMeshes;++n) {
+ aiMesh* mesh = pScene->mMeshes[n];
+ if (mesh->mMaterialIndex != i || !mesh->mTextureCoords[0])
+ continue;
+
+ unsigned int uv = info.uvIndex;
+ if (!mesh->mTextureCoords[uv]) {
+ // If the requested UV index is not available, take the first one instead.
+ uv = 0;
+ }
+
+ if (mesh->mNumUVComponents[info.uvIndex] >= 3){
+ DefaultLogger::get()->warn("UV transformations on 3D mapping channels are not supported");
+ continue;
+ }
+
+ MeshTrafoList::iterator it;
+
+ // Check whether we have this transform setup already
+ for (it = meshLists[n].begin();it != meshLists[n].end(); ++it) {
+
+ if ((*it) == info && (*it).uvIndex == uv) {
+ (*it).updateList.push_back(update);
+ break;
+ }
+ }
+
+ if (it == meshLists[n].end()) {
+ meshLists[n].push_back(info);
+ meshLists[n].back().uvIndex = uv;
+ meshLists[n].back().updateList.push_back(update);
+ }
+ }
+ }
+ }
+ }
+
+ char buffer[1024]; // should be sufficiently large
+ unsigned int outChannels = 0, inChannels = 0, transformedChannels = 0;
+
+ // Now process all meshes. Important: we don't remove unreferenced UV channels.
+ // This is a job for the RemoveUnreferencedData-Step.
+ for (unsigned int q = 0; q < pScene->mNumMeshes;++q) {
+
+ aiMesh* mesh = pScene->mMeshes[q];
+ MeshTrafoList& trafo = meshLists[q];
+
+ inChannels += mesh->GetNumUVChannels();
+
+ if (!mesh->mTextureCoords[0] || trafo.empty() || (trafo.size() == 1 && trafo.begin()->IsUntransformed())) {
+ outChannels += mesh->GetNumUVChannels();
+ continue;
+ }
+
+ // Move untransformed UV channels to the first position in the list ....
+ // except if we need a new locked index which should be as small as possible
+ bool veto = false, need = false;
+ unsigned int cnt = 0;
+ unsigned int untransformed = 0;
+
+ MeshTrafoList::iterator it,it2;
+ for (it = trafo.begin();it != trafo.end(); ++it,++cnt) {
+
+ if (!(*it).IsUntransformed()) {
+ need = true;
+ }
+
+ if ((*it).lockedPos == AI_TT_UV_IDX_LOCK_TBD) {
+ // Lock this index and make sure it won't be changed
+ (*it).lockedPos = cnt;
+ veto = true;
+ continue;
+ }
+
+ if (!veto && it != trafo.begin() && (*it).IsUntransformed()) {
+ for (it2 = trafo.begin();it2 != it; ++it2) {
+ if (!(*it2).IsUntransformed())
+ break;
+ }
+ trafo.insert(it2,*it);
+ trafo.erase(it);
+ break;
+ }
+ }
+ if (!need)
+ continue;
+
+ // Find all that are not at their 'locked' position and move them to it.
+ // Conflicts are possible but quite unlikely.
+ cnt = 0;
+ for (it = trafo.begin();it != trafo.end(); ++it,++cnt) {
+ if ((*it).lockedPos != AI_TT_UV_IDX_LOCK_NONE && (*it).lockedPos != cnt) {
+ it2 = trafo.begin();unsigned int t = 0;
+ while (t != (*it).lockedPos)
+ ++it2;
+
+ if ((*it2).lockedPos != AI_TT_UV_IDX_LOCK_NONE) {
+ DefaultLogger::get()->error("Channel mismatch, can't compute all transformations properly [design bug]");
+ continue;
+ }
+
+ std::swap(*it2,*it);
+ if ((*it).lockedPos == untransformed)
+ untransformed = cnt;
+ }
+ }
+
+ // ... and add dummies for all unreferenced channels
+ // at the end of the list
+ bool ref[AI_MAX_NUMBER_OF_TEXTURECOORDS];
+ for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n)
+ ref[n] = (!mesh->mTextureCoords[n] ? true : false);
+
+ for (it = trafo.begin();it != trafo.end(); ++it)
+ ref[(*it).uvIndex] = true;
+
+ for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) {
+ if (ref[n])
+ continue;
+ trafo.push_back(STransformVecInfo());
+ trafo.back().uvIndex = n;
+ }
+
+ // Then check whether this list breaks the channel limit.
+ // The unimportant ones are at the end of the list, so
+ // it shouldn't be too worse if we remove them.
+ unsigned int size = (unsigned int)trafo.size();
+ if (size > AI_MAX_NUMBER_OF_TEXTURECOORDS) {
+
+ if (!DefaultLogger::isNullLogger()) {
+ ::sprintf(buffer,"%u UV channels required but just %u available",
+ static_cast<unsigned int>(trafo.size()),AI_MAX_NUMBER_OF_TEXTURECOORDS);
+
+ DefaultLogger::get()->error(buffer);
+ }
+ size = AI_MAX_NUMBER_OF_TEXTURECOORDS;
+ }
+
+
+ aiVector3D* old[AI_MAX_NUMBER_OF_TEXTURECOORDS];
+ for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n)
+ old[n] = mesh->mTextureCoords[n];
+
+ // Now continue and generate the output channels. Channels
+ // that we're not going to need later can be overridden.
+ it = trafo.begin();
+ for (unsigned int n = 0; n < trafo.size();++n,++it) {
+
+ if (n >= size) {
+ // Try to use an untransformed channel for all channels we threw over board
+ UpdateUVIndex((*it).updateList,untransformed);
+ continue;
+ }
+
+ outChannels++;
+
+ // Write to the log
+ if (!DefaultLogger::isNullLogger()) {
+ sprintf(buffer,"Mesh %u, channel %u: t(%.3f,%.3f), s(%.3f,%.3f), r(%.3f), %s%s",
+ q,n,
+ (*it).mTranslation.x,
+ (*it).mTranslation.y,
+ (*it).mScaling.x,
+ (*it).mScaling.y,
+ AI_RAD_TO_DEG( (*it).mRotation),
+ MappingModeToChar ((*it).mapU),
+ MappingModeToChar ((*it).mapV));
+
+ DefaultLogger::get()->info(buffer);
+ }
+
+ // Check whether we need a new buffer here
+ if (mesh->mTextureCoords[n]) {
+
+ it2 = it;++it2;
+ for (unsigned int m = n+1; m < size;++m, ++it2) {
+
+ if ((*it2).uvIndex == n){
+ it2 = trafo.begin();
+ break;
+ }
+ }
+ if (it2 == trafo.begin()){
+ mesh->mTextureCoords[n] = new aiVector3D[mesh->mNumVertices];
+ }
+ }
+ else mesh->mTextureCoords[n] = new aiVector3D[mesh->mNumVertices];
+
+ aiVector3D* src = old[(*it).uvIndex];
+ aiVector3D* dest, *end;
+ dest = mesh->mTextureCoords[n];
+
+ ai_assert(NULL != src);
+
+ // Copy the data to the destination array
+ if (dest != src)
+ ::memcpy(dest,src,sizeof(aiVector3D)*mesh->mNumVertices);
+
+ end = dest + mesh->mNumVertices;
+
+ // Build a transformation matrix and transform all UV coords with it
+ if (!(*it).IsUntransformed()) {
+ const aiVector2D& trl = (*it).mTranslation;
+ const aiVector2D& scl = (*it).mScaling;
+
+ // fixme: simplify ..
+ ++transformedChannels;
+ aiMatrix3x3 matrix;
+
+ aiMatrix3x3 m2,m3,m4,m5;
+
+ m4.a1 = scl.x;
+ m4.b2 = scl.y;
+
+ m2.a3 = m2.b3 = 0.5f;
+ m3.a3 = m3.b3 = -0.5f;
+
+ if ((*it).mRotation > AI_TT_ROTATION_EPSILON )
+ aiMatrix3x3::RotationZ((*it).mRotation,matrix);
+
+ m5.a3 += trl.x; m5.b3 += trl.y;
+ matrix = m2 * m4 * matrix * m3 * m5;
+
+ for (src = dest; src != end; ++src) { /* manual homogenious divide */
+ src->z = 1.f;
+ *src = matrix * *src;
+ src->x /= src->z;
+ src->y /= src->z;
+ src->z = 0.f;
+ }
+ }
+
+ // Update all UV indices
+ UpdateUVIndex((*it).updateList,n);
+ }
+ }
+
+ // Print some detailled statistics into the log
+ if (!DefaultLogger::isNullLogger()) {
+
+ if (transformedChannels) {
+ ::sprintf(buffer,"TransformUVCoordsProcess end: %u output channels (in: %u, modified: %u)",
+ outChannels,inChannels,transformedChannels);
+
+ DefaultLogger::get()->info(buffer);
+ }
+ else DefaultLogger::get()->debug("TransformUVCoordsProcess finished");
+ }
}
diff --git a/src/3rdparty/assimp/code/TextureTransform.h b/src/3rdparty/assimp/code/TextureTransform.h
index dd57e2a5c..48265274c 100644
--- a/src/3rdparty/assimp/code/TextureTransform.h
+++ b/src/3rdparty/assimp/code/TextureTransform.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -47,13 +47,13 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
struct aiNode;
-namespace Assimp {
+namespace Assimp {
-#define AI_TT_UV_IDX_LOCK_TBD 0xffffffff
-#define AI_TT_UV_IDX_LOCK_NONE 0xeeeeeeee
+#define AI_TT_UV_IDX_LOCK_TBD 0xffffffff
+#define AI_TT_UV_IDX_LOCK_NONE 0xeeeeeeee
-#define AI_TT_ROTATION_EPSILON ((float)AI_DEG_TO_RAD(0.5))
+#define AI_TT_ROTATION_EPSILON ((float)AI_DEG_TO_RAD(0.5))
// ---------------------------------------------------------------------------
/** Small helper structure representing a shortcut into the material list
@@ -61,21 +61,21 @@ namespace Assimp {
*/
struct TTUpdateInfo
{
- TTUpdateInfo() :
- directShortcut (NULL)
- , mat (NULL)
- , semantic (0)
- , index (0)
- {}
+ TTUpdateInfo() :
+ directShortcut (NULL)
+ , mat (NULL)
+ , semantic (0)
+ , index (0)
+ {}
- //! Direct shortcut, if available
- unsigned int* directShortcut;
+ //! Direct shortcut, if available
+ unsigned int* directShortcut;
- //! Material
- MaterialHelper *mat;
+ //! Material
+ aiMaterial *mat;
- //! Texture type and index
- unsigned int semantic, index;
+ //! Texture type and index
+ unsigned int semantic, index;
};
@@ -85,102 +85,102 @@ struct TTUpdateInfo
struct STransformVecInfo : public aiUVTransform
{
- STransformVecInfo()
- : uvIndex (0)
- , mapU (aiTextureMapMode_Wrap)
- , mapV (aiTextureMapMode_Wrap)
- , lockedPos (AI_TT_UV_IDX_LOCK_NONE)
- {}
-
- //! Source texture coordinate index
- unsigned int uvIndex;
-
- //! Texture mapping mode in the u, v direction
- aiTextureMapMode mapU,mapV;
-
- //! Locked destination UV index
- //! AI_TT_UV_IDX_LOCK_TBD - to be determined
- //! AI_TT_UV_IDX_LOCK_NONE - none (default)
- unsigned int lockedPos;
-
- //! Update info - shortcuts into all materials
- //! that are referencing this transform setup
- std::list<TTUpdateInfo> updateList;
-
-
- // -------------------------------------------------------------------
- /** Compare two transform setups
- */
- inline bool operator== (const STransformVecInfo& other) const
- {
- // We use a small epsilon here
- const static float epsilon = 0.05f;
-
- if (fabs( mTranslation.x - other.mTranslation.x ) > epsilon ||
- fabs( mTranslation.y - other.mTranslation.y ) > epsilon)
- {
- return false;
- }
-
- if (fabs( mScaling.x - other.mScaling.x ) > epsilon ||
- fabs( mScaling.y - other.mScaling.y ) > epsilon)
- {
- return false;
- }
-
- if (fabs( mRotation - other.mRotation) > epsilon)
- {
- return false;
- }
- return true;
- }
-
- inline bool operator!= (const STransformVecInfo& other) const
- {
- return !(*this == other);
- }
-
-
- // -------------------------------------------------------------------
- /** Returns whether this is an untransformed texture coordinate set
- */
- inline bool IsUntransformed() const
- {
- return (1.0f == mScaling.x && 1.f == mScaling.y &&
- !mTranslation.x && !mTranslation.y &&
- mRotation < AI_TT_ROTATION_EPSILON);
- }
-
- // -------------------------------------------------------------------
- /** Build a 3x3 matrix from the transformations
- */
- inline void GetMatrix(aiMatrix3x3& mOut)
- {
- mOut = aiMatrix3x3();
-
- if (1.0f != mScaling.x || 1.0f != mScaling.y)
- {
- aiMatrix3x3 mScale;
- mScale.a1 = mScaling.x;
- mScale.b2 = mScaling.y;
- mOut = mScale;
- }
- if (mRotation)
- {
- aiMatrix3x3 mRot;
- mRot.a1 = mRot.b2 = cos(mRotation);
- mRot.a2 = mRot.b1 = sin(mRotation);
- mRot.a2 = -mRot.a2;
- mOut *= mRot;
- }
- if (mTranslation.x || mTranslation.y)
- {
- aiMatrix3x3 mTrans;
- mTrans.a3 = mTranslation.x;
- mTrans.b3 = mTranslation.y;
- mOut *= mTrans;
- }
- }
+ STransformVecInfo()
+ : uvIndex (0)
+ , mapU (aiTextureMapMode_Wrap)
+ , mapV (aiTextureMapMode_Wrap)
+ , lockedPos (AI_TT_UV_IDX_LOCK_NONE)
+ {}
+
+ //! Source texture coordinate index
+ unsigned int uvIndex;
+
+ //! Texture mapping mode in the u, v direction
+ aiTextureMapMode mapU,mapV;
+
+ //! Locked destination UV index
+ //! AI_TT_UV_IDX_LOCK_TBD - to be determined
+ //! AI_TT_UV_IDX_LOCK_NONE - none (default)
+ unsigned int lockedPos;
+
+ //! Update info - shortcuts into all materials
+ //! that are referencing this transform setup
+ std::list<TTUpdateInfo> updateList;
+
+
+ // -------------------------------------------------------------------
+ /** Compare two transform setups
+ */
+ inline bool operator== (const STransformVecInfo& other) const
+ {
+ // We use a small epsilon here
+ const static float epsilon = 0.05f;
+
+ if (fabs( mTranslation.x - other.mTranslation.x ) > epsilon ||
+ fabs( mTranslation.y - other.mTranslation.y ) > epsilon)
+ {
+ return false;
+ }
+
+ if (fabs( mScaling.x - other.mScaling.x ) > epsilon ||
+ fabs( mScaling.y - other.mScaling.y ) > epsilon)
+ {
+ return false;
+ }
+
+ if (fabs( mRotation - other.mRotation) > epsilon)
+ {
+ return false;
+ }
+ return true;
+ }
+
+ inline bool operator!= (const STransformVecInfo& other) const
+ {
+ return !(*this == other);
+ }
+
+
+ // -------------------------------------------------------------------
+ /** Returns whether this is an untransformed texture coordinate set
+ */
+ inline bool IsUntransformed() const
+ {
+ return (1.0f == mScaling.x && 1.f == mScaling.y &&
+ !mTranslation.x && !mTranslation.y &&
+ mRotation < AI_TT_ROTATION_EPSILON);
+ }
+
+ // -------------------------------------------------------------------
+ /** Build a 3x3 matrix from the transformations
+ */
+ inline void GetMatrix(aiMatrix3x3& mOut)
+ {
+ mOut = aiMatrix3x3();
+
+ if (1.0f != mScaling.x || 1.0f != mScaling.y)
+ {
+ aiMatrix3x3 mScale;
+ mScale.a1 = mScaling.x;
+ mScale.b2 = mScaling.y;
+ mOut = mScale;
+ }
+ if (mRotation)
+ {
+ aiMatrix3x3 mRot;
+ mRot.a1 = mRot.b2 = cos(mRotation);
+ mRot.a2 = mRot.b1 = sin(mRotation);
+ mRot.a2 = -mRot.a2;
+ mOut *= mRot;
+ }
+ if (mTranslation.x || mTranslation.y)
+ {
+ aiMatrix3x3 mTrans;
+ mTrans.a3 = mTranslation.x;
+ mTrans.b3 = mTranslation.y;
+ mOut *= mTrans;
+ }
+ }
};
@@ -188,36 +188,38 @@ struct STransformVecInfo : public aiUVTransform
/** Helper step to compute final UV coordinate sets if there are scalings
* or rotations in the original data read from the file.
*/
-class ASSIMP_API TextureTransformStep : public BaseProcess
+class TextureTransformStep : public BaseProcess
{
public:
- TextureTransformStep();
- ~TextureTransformStep();
+ TextureTransformStep();
+ ~TextureTransformStep();
- // -------------------------------------------------------------------
- bool IsActive( unsigned int pFlags) const;
+public:
+
+ // -------------------------------------------------------------------
+ bool IsActive( unsigned int pFlags) const;
- // -------------------------------------------------------------------
- void Execute( aiScene* pScene);
+ // -------------------------------------------------------------------
+ void Execute( aiScene* pScene);
- // -------------------------------------------------------------------
- void SetupProperties(const Importer* pImp);
+ // -------------------------------------------------------------------
+ void SetupProperties(const Importer* pImp);
protected:
- // -------------------------------------------------------------------
- /** Preprocess a specific UV transformation setup
- *
- * @param info Transformation setup to be preprocessed.
- */
- void PreProcessUVTransform(STransformVecInfo& info);
+ // -------------------------------------------------------------------
+ /** Preprocess a specific UV transformation setup
+ *
+ * @param info Transformation setup to be preprocessed.
+ */
+ void PreProcessUVTransform(STransformVecInfo& info);
private:
- unsigned int configFlags;
+ unsigned int configFlags;
};
}
diff --git a/src/3rdparty/assimp/code/TinyFormatter.h b/src/3rdparty/assimp/code/TinyFormatter.h
index c8478e124..edc00e40e 100644
--- a/src/3rdparty/assimp/code/TinyFormatter.h
+++ b/src/3rdparty/assimp/code/TinyFormatter.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -49,7 +49,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <sstream>
namespace Assimp {
- namespace Formatter {
+ namespace Formatter {
// ------------------------------------------------------------------------------------------------
/** stringstream utility. Usage:
@@ -62,80 +62,89 @@ namespace Assimp {
*
* @endcode */
template < typename T,
- typename CharTraits = std::char_traits<T>,
- typename Allocator = std::allocator<T>
->
-class basic_formatter
+ typename CharTraits = std::char_traits<T>,
+ typename Allocator = std::allocator<T>
+>
+class basic_formatter
{
public:
- typedef class std::basic_string<
- T,CharTraits,Allocator
- > string;
+ typedef class std::basic_string<
+ T,CharTraits,Allocator
+ > string;
- typedef class std::basic_ostringstream<
- T,CharTraits,Allocator
- > stringstream;
+ typedef class std::basic_ostringstream<
+ T,CharTraits,Allocator
+ > stringstream;
public:
- basic_formatter() {}
+ basic_formatter() {}
- /* Allow basic_formatter<T>'s to be used almost interchangeably
- * with std::(w)string or const (w)char* arguments because the
- * conversion c'tor is called implicitly. */
- template <typename TT>
- basic_formatter(const TT& sin) {
- underlying << sin;
- }
+ /* Allow basic_formatter<T>'s to be used almost interchangeably
+ * with std::(w)string or const (w)char* arguments because the
+ * conversion c'tor is called implicitly. */
+ template <typename TT>
+ basic_formatter(const TT& sin) {
+ underlying << sin;
+ }
public:
- operator string () const {
- return underlying.str();
- }
-
-
- /* note - this is declared const because binding temporaries does only
- * work for const references, so many function prototypes will
- * include const basic_formatter<T>& s but might still want to
- * modify the formatted string without the need for a full copy.*/
- template <typename TToken>
- const basic_formatter& operator << (const TToken& s) const {
- underlying << s;
- return *this;
- }
-
- template <typename TToken>
- basic_formatter& operator << (const TToken& s) {
- underlying << s;
- return *this;
- }
-
-
- // comma operator overloaded as well, choose your preferred way.
- template <typename TToken>
- const basic_formatter& operator, (const TToken& s) const {
- underlying << s;
- return *this;
- }
-
- template <typename TToken>
- basic_formatter& operator, (const TToken& s) {
- underlying << s;
- return *this;
- }
+ operator string () const {
+ return underlying.str();
+ }
+
+
+ /* note - this is declared const because binding temporaries does only
+ * work for const references, so many function prototypes will
+ * include const basic_formatter<T>& s but might still want to
+ * modify the formatted string without the need for a full copy.*/
+ template <typename TToken>
+ const basic_formatter& operator << (const TToken& s) const {
+ underlying << s;
+ return *this;
+ }
+
+ template <typename TToken>
+ basic_formatter& operator << (const TToken& s) {
+ underlying << s;
+ return *this;
+ }
+
+
+ // comma operator overloaded as well, choose your preferred way.
+ template <typename TToken>
+ const basic_formatter& operator, (const TToken& s) const {
+ underlying << s;
+ return *this;
+ }
+
+ template <typename TToken>
+ basic_formatter& operator, (const TToken& s) {
+ underlying << s;
+ return *this;
+ }
+
+ // Fix for MSVC8
+ // See https://sourceforge.net/projects/assimp/forums/forum/817654/topic/4372824
+ template <typename TToken>
+ basic_formatter& operator, (TToken& s) {
+ underlying << s;
+ return *this;
+ }
+
private:
- mutable stringstream underlying;
+ mutable stringstream underlying;
};
typedef basic_formatter< char > format;
typedef basic_formatter< wchar_t > wformat;
-} // ! namespace Formatter
+} // ! namespace Formatter
} // ! namespace Assimp
#endif
diff --git a/src/3rdparty/assimp/code/TriangulateProcess.cpp b/src/3rdparty/assimp/code/TriangulateProcess.cpp
index c1460f14f..1b6627720 100644
--- a/src/3rdparty/assimp/code/TriangulateProcess.cpp
+++ b/src/3rdparty/assimp/code/TriangulateProcess.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2009, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -48,9 +48,14 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* Self-intersecting or non-planar polygons are not rejected, but
* they're probably not triangulated correctly.
*
+ * DEBUG SWITCHES - do not enable any of them in release builds:
+ *
* AI_BUILD_TRIANGULATE_COLOR_FACE_WINDING
* - generates vertex colors to represent the face winding order.
* the first vertex of a polygon becomes red, the last blue.
+ * AI_BUILD_TRIANGULATE_DEBUG_POLYS
+ * - dump all polygons and their triangulation sequences to
+ * a file
*/
#include "AssimpPCH.h"
@@ -58,344 +63,429 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef ASSIMP_BUILD_NO_TRIANGULATE_PROCESS
#include "TriangulateProcess.h"
#include "ProcessHelper.h"
+#include "PolyTools.h"
//#define AI_BUILD_TRIANGULATE_COLOR_FACE_WINDING
+//#define AI_BUILD_TRIANGULATE_DEBUG_POLYS
+
+#define POLY_GRID_Y 40
+#define POLY_GRID_X 70
+#define POLY_GRID_XPAD 20
+#define POLY_OUTPUT_FILE "assimp_polygons_debug.txt"
+
using namespace Assimp;
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
TriangulateProcess::TriangulateProcess()
{
- // nothing to do here
+ // nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
TriangulateProcess::~TriangulateProcess()
{
- // nothing to do here
+ // nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool TriangulateProcess::IsActive( unsigned int pFlags) const
{
- return (pFlags & aiProcess_Triangulate) != 0;
+ return (pFlags & aiProcess_Triangulate) != 0;
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void TriangulateProcess::Execute( aiScene* pScene)
{
- DefaultLogger::get()->debug("TriangulateProcess begin");
-
- bool bHas = false;
- for ( unsigned int a = 0; a < pScene->mNumMeshes; a++)
- {
- if ( TriangulateMesh( pScene->mMeshes[a]))
- bHas = true;
- }
- if (bHas)DefaultLogger::get()->info ("TriangulateProcess finished. All polygons have been triangulated.");
- else DefaultLogger::get()->debug("TriangulateProcess finished. There was nothing to be done.");
-}
-
-// ------------------------------------------------------------------------------------------------
-// Test whether a point p2 is on the left side of the line formed by p0-p1
-inline bool OnLeftSideOfLine(const aiVector2D& p0, const aiVector2D& p1,const aiVector2D& p2)
-{
- return ( (p1.x - p0.x) * (p2.y - p0.y) - (p2.x - p0.x) * (p1.y - p0.y) ) > 0;
+ DefaultLogger::get()->debug("TriangulateProcess begin");
+
+ bool bHas = false;
+ for( unsigned int a = 0; a < pScene->mNumMeshes; a++)
+ {
+ if( TriangulateMesh( pScene->mMeshes[a]))
+ bHas = true;
+ }
+ if (bHas)DefaultLogger::get()->info ("TriangulateProcess finished. All polygons have been triangulated.");
+ else DefaultLogger::get()->debug("TriangulateProcess finished. There was nothing to be done.");
}
-// ------------------------------------------------------------------------------------------------
-// Test whether a point is inside a given triangle in R2
-inline bool PointInTriangle2D(const aiVector2D& p0, const aiVector2D& p1,const aiVector2D& p2, const aiVector2D& pp)
-{
- // Point in triangle test using baryzentric coordinates
- const aiVector2D v0 = p1 - p0;
- const aiVector2D v1 = p2 - p0;
- const aiVector2D v2 = pp - p0;
-
- float dot00 = v0 * v0;
- float dot01 = v0 * v1;
- float dot02 = v0 * v2;
- float dot11 = v1 * v1;
- float dot12 = v1 * v2;
-
- const float invDenom = 1 / (dot00 * dot11 - dot01 * dot01);
- dot11 = (dot11 * dot02 - dot01 * dot12) * invDenom;
- dot00 = (dot00 * dot12 - dot01 * dot02) * invDenom;
-
- return (dot11 > 0) && (dot00 > 0) && (dot11 + dot00 < 1);
-}
// ------------------------------------------------------------------------------------------------
// Triangulates the given mesh.
bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
{
- // Now we have aiMesh::mPrimitiveTypes, so this is only here for test cases
- if (!pMesh->mPrimitiveTypes) {
- bool bNeed = false;
-
- for ( unsigned int a = 0; a < pMesh->mNumFaces; a++) {
- const aiFace& face = pMesh->mFaces[a];
-
- if ( face.mNumIndices != 3) {
- bNeed = true;
- }
- }
- if (!bNeed)
- return false;
- }
- else if (!(pMesh->mPrimitiveTypes & aiPrimitiveType_POLYGON)) {
- return false;
- }
-
- // the output mesh will contain triangles, but no polys anymore
- pMesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
- pMesh->mPrimitiveTypes &= ~aiPrimitiveType_POLYGON;
-
- // Find out how many output faces we'll get
- unsigned int numOut = 0, max_out = 0;
- for ( unsigned int a = 0; a < pMesh->mNumFaces; a++) {
- aiFace& face = pMesh->mFaces[a];
- if ( face.mNumIndices <= 3)
- numOut++;
-
- else {
- numOut += face.mNumIndices-2;
- max_out = std::max(max_out,face.mNumIndices);
- }
- }
-
- // Just another check whether aiMesh::mPrimitiveTypes is correct
- assert(numOut != pMesh->mNumFaces);
-
- aiVector3D* nor_out = NULL;
- if (!pMesh->mNormals && pMesh->mPrimitiveTypes == aiPrimitiveType_POLYGON) {
- nor_out = pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
- }
-
- aiFace* out = new aiFace[numOut], *curOut = out;
- std::vector<aiVector3D> temp_verts(max_out+2); /* temporary storage for vertices */
-
- // Apply vertex colors to represent the face winding?
+ // Now we have aiMesh::mPrimitiveTypes, so this is only here for test cases
+ if (!pMesh->mPrimitiveTypes) {
+ bool bNeed = false;
+
+ for( unsigned int a = 0; a < pMesh->mNumFaces; a++) {
+ const aiFace& face = pMesh->mFaces[a];
+
+ if( face.mNumIndices != 3) {
+ bNeed = true;
+ }
+ }
+ if (!bNeed)
+ return false;
+ }
+ else if (!(pMesh->mPrimitiveTypes & aiPrimitiveType_POLYGON)) {
+ return false;
+ }
+
+ // Find out how many output faces we'll get
+ unsigned int numOut = 0, max_out = 0;
+ bool get_normals = true;
+ for( unsigned int a = 0; a < pMesh->mNumFaces; a++) {
+ aiFace& face = pMesh->mFaces[a];
+ if (face.mNumIndices <= 4) {
+ get_normals = false;
+ }
+ if( face.mNumIndices <= 3) {
+ numOut++;
+
+ }
+ else {
+ numOut += face.mNumIndices-2;
+ max_out = std::max(max_out,face.mNumIndices);
+ }
+ }
+
+ // Just another check whether aiMesh::mPrimitiveTypes is correct
+ assert(numOut != pMesh->mNumFaces);
+
+ aiVector3D* nor_out = NULL;
+
+ // if we don't have normals yet, but expect them to be a cheap side
+ // product of triangulation anyway, allocate storage for them.
+ if (!pMesh->mNormals && get_normals) {
+ // XXX need a mechanism to inform the GenVertexNormals process to treat these normals as preprocessed per-face normals
+ // nor_out = pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
+ }
+
+ // the output mesh will contain triangles, but no polys anymore
+ pMesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
+ pMesh->mPrimitiveTypes &= ~aiPrimitiveType_POLYGON;
+
+ aiFace* out = new aiFace[numOut](), *curOut = out;
+ std::vector<aiVector3D> temp_verts3d(max_out+2); /* temporary storage for vertices */
+ std::vector<aiVector2D> temp_verts(max_out+2);
+
+ // Apply vertex colors to represent the face winding?
#ifdef AI_BUILD_TRIANGULATE_COLOR_FACE_WINDING
- if (!pMesh->mColors[0])
- pMesh->mColors[0] = new aiColor4D[pMesh->mNumVertices];
- else
- new(pMesh->mColors[0]) aiColor4D[pMesh->mNumVertices];
+ if (!pMesh->mColors[0])
+ pMesh->mColors[0] = new aiColor4D[pMesh->mNumVertices];
+ else
+ new(pMesh->mColors[0]) aiColor4D[pMesh->mNumVertices];
- aiColor4D* clr = pMesh->mColors[0];
+ aiColor4D* clr = pMesh->mColors[0];
#endif
- // use boost::scoped_array to avoid slow std::vector<bool> specialiations
- boost::scoped_array<bool> done(new bool[max_out]);
- for ( unsigned int a = 0; a < pMesh->mNumFaces; a++) {
- aiFace& face = pMesh->mFaces[a];
+
+#ifdef AI_BUILD_TRIANGULATE_DEBUG_POLYS
+ FILE* fout = fopen(POLY_OUTPUT_FILE,"a");
+#endif
+
+ // use boost::scoped_array to avoid slow std::vector<bool> specialiations
+ boost::scoped_array<bool> done(new bool[max_out]);
+ for( unsigned int a = 0; a < pMesh->mNumFaces; a++) {
+ aiFace& face = pMesh->mFaces[a];
- unsigned int* idx = face.mIndices;
- int num = (int)face.mNumIndices, ear = 0, tmp, prev = num-1, next = 0, max = num;
+ unsigned int* idx = face.mIndices;
+ int num = (int)face.mNumIndices, ear = 0, tmp, prev = num-1, next = 0, max = num;
- // Apply vertex colors to represent the face winding?
+ // Apply vertex colors to represent the face winding?
#ifdef AI_BUILD_TRIANGULATE_COLOR_FACE_WINDING
- for (unsigned int i = 0; i < face.mNumIndices; ++i) {
- aiColor4D& c = clr[idx[i]];
- c.r = (i+1) / (float)max;
- c.b = 1.f - c.r;
- }
+ for (unsigned int i = 0; i < face.mNumIndices; ++i) {
+ aiColor4D& c = clr[idx[i]];
+ c.r = (i+1) / (float)max;
+ c.b = 1.f - c.r;
+ }
+#endif
+
+ aiFace* const last_face = curOut;
+
+ // if it's a simple point,line or triangle: just copy it
+ if( face.mNumIndices <= 3)
+ {
+ aiFace& nface = *curOut++;
+ nface.mNumIndices = face.mNumIndices;
+ nface.mIndices = face.mIndices;
+
+ face.mIndices = NULL;
+ continue;
+ } /* does not handle concave quads
+ // optimized code for quadrilaterals
+ else if ( face.mNumIndices == 4) {
+ aiFace& nface = *curOut++;
+ nface.mNumIndices = 3;
+ nface.mIndices = face.mIndices;
+
+ aiFace& sface = *curOut++;
+ sface.mNumIndices = 3;
+ sface.mIndices = new unsigned int[3];
+
+ sface.mIndices[0] = face.mIndices[0];
+ sface.mIndices[1] = face.mIndices[2];
+ sface.mIndices[2] = face.mIndices[3];
+
+ face.mIndices = NULL;
+ continue;
+ } */
+ else
+ {
+ // A polygon with more than 3 vertices can be either concave or convex.
+ // Usually everything we're getting is convex and we could easily
+ // triangulate by trifanning. However, LightWave is probably the only
+ // modeling suite to make extensive use of highly concave, monster polygons ...
+ // so we need to apply the full 'ear cutting' algorithm to get it right.
+
+ // RERQUIREMENT: polygon is expected to be simple and *nearly* planar.
+ // We project it onto a plane to get a 2d triangle.
+
+ // Collect all vertices of of the polygon.
+ const aiVector3D* verts = pMesh->mVertices;
+ for (tmp = 0; tmp < max; ++tmp) {
+ temp_verts3d[tmp] = verts[idx[tmp]];
+ }
+
+ // Get newell normal of the polygon. Store it for future use if it's a polygon-only mesh
+ aiVector3D n;
+ NewellNormal<3,3,3>(n,max,&temp_verts3d.front().x,&temp_verts3d.front().y,&temp_verts3d.front().z);
+ if (nor_out) {
+ for (tmp = 0; tmp < max; ++tmp)
+ nor_out[idx[tmp]] = n;
+ }
+
+ // Select largest normal coordinate to ignore for projection
+ const float ax = (n.x>0 ? n.x : -n.x);
+ const float ay = (n.y>0 ? n.y : -n.y);
+ const float az = (n.z>0 ? n.z : -n.z);
+
+ unsigned int ac = 0, bc = 1; /* no z coord. projection to xy */
+ float inv = n.z;
+ if (ax > ay) {
+ if (ax > az) { /* no x coord. projection to yz */
+ ac = 1; bc = 2;
+ inv = n.x;
+ }
+ }
+ else if (ay > az) { /* no y coord. projection to zy */
+ ac = 2; bc = 0;
+ inv = n.y;
+ }
+
+ // Swap projection axes to take the negated projection vector into account
+ if (inv < 0.f) {
+ std::swap(ac,bc);
+ }
+
+ for (tmp =0; tmp < max; ++tmp) {
+ temp_verts[tmp].x = verts[idx[tmp]][ac];
+ temp_verts[tmp].y = verts[idx[tmp]][bc];
+ done[tmp] = false;
+ }
+
+
+#ifdef AI_BUILD_TRIANGULATE_DEBUG_POLYS
+ // plot the plane onto which we mapped the polygon to a 2D ASCII pic
+ aiVector2D bmin,bmax;
+ ArrayBounds(&temp_verts[0],max,bmin,bmax);
+
+ char grid[POLY_GRID_Y][POLY_GRID_X+POLY_GRID_XPAD];
+ std::fill_n((char*)grid,POLY_GRID_Y*(POLY_GRID_X+POLY_GRID_XPAD),' ');
+
+ for (int i =0; i < max; ++i) {
+ const aiVector2D& v = (temp_verts[i] - bmin) / (bmax-bmin);
+ const size_t x = static_cast<size_t>(v.x*(POLY_GRID_X-1)), y = static_cast<size_t>(v.y*(POLY_GRID_Y-1));
+ char* loc = grid[y]+x;
+ if (grid[y][x] != ' ') {
+ for(;*loc != ' '; ++loc);
+ *loc++ = '_';
+ }
+ *(loc+sprintf(loc,"%i",i)) = ' ';
+ }
+
+
+ for(size_t y = 0; y < POLY_GRID_Y; ++y) {
+ grid[y][POLY_GRID_X+POLY_GRID_XPAD-1] = '\0';
+ fprintf(fout,"%s\n",grid[y]);
+ }
+
+ fprintf(fout,"\ntriangulation sequence: ");
+#endif
+
+ //
+ // FIXME: currently this is the slow O(kn) variant with a worst case
+ // complexity of O(n^2) (I think). Can be done in O(n).
+ while (num > 3) {
+
+ // Find the next ear of the polygon
+ int num_found = 0;
+ for (ear = next;;prev = ear,ear = next) {
+
+ // break after we looped two times without a positive match
+ for (next=ear+1;done[(next>=max?next=0:next)];++next);
+ if (next < ear) {
+ if (++num_found == 2) {
+ break;
+ }
+ }
+ const aiVector2D* pnt1 = &temp_verts[ear],
+ *pnt0 = &temp_verts[prev],
+ *pnt2 = &temp_verts[next];
+
+ // Must be a convex point. Assuming ccw winding, it must be on the right of the line between p-1 and p+1.
+ if (OnLeftSideOfLine2D(*pnt0,*pnt2,*pnt1)) {
+ continue;
+ }
+
+ // and no other point may be contained in this triangle
+ for ( tmp = 0; tmp < max; ++tmp) {
+
+ // We need to compare the actual values because it's possible that multiple indexes in
+ // the polygon are referring to the same position. concave_polygon.obj is a sample
+ //
+ // FIXME: Use 'epsiloned' comparisons instead? Due to numeric inaccuracies in
+ // PointInTriangle() I'm guessing that it's actually possible to construct
+ // input data that would cause us to end up with no ears. The problem is,
+ // which epsilon? If we chose a too large value, we'd get wrong results
+ const aiVector2D& vtmp = temp_verts[tmp];
+ if ( vtmp != *pnt1 && vtmp != *pnt2 && vtmp != *pnt0 && PointInTriangle2D(*pnt0,*pnt1,*pnt2,vtmp)) {
+ break;
+ }
+ }
+ if (tmp != max) {
+ continue;
+ }
+
+ // this vertex is an ear
+ break;
+ }
+ if (num_found == 2) {
+
+ // Due to the 'two ear theorem', every simple polygon with more than three points must
+ // have 2 'ears'. Here's definitely someting wrong ... but we don't give up yet.
+ //
+
+ // Instead we're continuting with the standard trifanning algorithm which we'd
+ // use if we had only convex polygons. That's life.
+ DefaultLogger::get()->error("Failed to triangulate polygon (no ear found). Probably not a simple polygon?");
+
+
+#ifdef AI_BUILD_TRIANGULATE_DEBUG_POLYS
+ fprintf(fout,"critical error here, no ear found! ");
+#endif
+ num = 0;
+ break;
+
+ curOut -= (max-num); /* undo all previous work */
+ for (tmp = 0; tmp < max-2; ++tmp) {
+ aiFace& nface = *curOut++;
+
+ nface.mNumIndices = 3;
+ if (!nface.mIndices)
+ nface.mIndices = new unsigned int[3];
+
+ nface.mIndices[0] = 0;
+ nface.mIndices[1] = tmp+1;
+ nface.mIndices[2] = tmp+2;
+
+ }
+ num = 0;
+ break;
+ }
+
+ aiFace& nface = *curOut++;
+ nface.mNumIndices = 3;
+
+ if (!nface.mIndices) {
+ nface.mIndices = new unsigned int[3];
+ }
+
+ // setup indices for the new triangle ...
+ nface.mIndices[0] = prev;
+ nface.mIndices[1] = ear;
+ nface.mIndices[2] = next;
+
+ // exclude the ear from most further processing
+ done[ear] = true;
+ --num;
+ }
+ if (num > 0) {
+ // We have three indices forming the last 'ear' remaining. Collect them.
+ aiFace& nface = *curOut++;
+ nface.mNumIndices = 3;
+ if (!nface.mIndices) {
+ nface.mIndices = new unsigned int[3];
+ }
+
+ for (tmp = 0; done[tmp]; ++tmp);
+ nface.mIndices[0] = tmp;
+
+ for (++tmp; done[tmp]; ++tmp);
+ nface.mIndices[1] = tmp;
+
+ for (++tmp; done[tmp]; ++tmp);
+ nface.mIndices[2] = tmp;
+
+ }
+ }
+
+#ifdef AI_BUILD_TRIANGULATE_DEBUG_POLYS
+
+ for(aiFace* f = last_face; f != curOut; ++f) {
+ unsigned int* i = f->mIndices;
+ fprintf(fout," (%i %i %i)",i[0],i[1],i[2]);
+ }
+
+ fprintf(fout,"\n*********************************************************************\n");
+ fflush(fout);
+
#endif
- // if it's a simple point,line or triangle: just copy it
- if ( face.mNumIndices <= 3)
- {
- aiFace& nface = *curOut++;
- nface.mNumIndices = face.mNumIndices;
- nface.mIndices = face.mIndices;
- }
- // quadrilaterals can't have ears. trifanning will always work
- else if ( face.mNumIndices == 4) {
- aiFace& nface = *curOut++;
- nface.mNumIndices = 3;
- nface.mIndices = face.mIndices;
-
- aiFace& sface = *curOut++;
- sface.mNumIndices = 3;
- sface.mIndices = new unsigned int[3];
-
- sface.mIndices[0] = face.mIndices[0];
- sface.mIndices[1] = face.mIndices[2];
- sface.mIndices[2] = face.mIndices[3];
- }
- else
- {
- // A polygon with more than 3 vertices can be either concave or convex.
- // Usually everything we're getting is convex and we could easily
- // triangulate by trifanning. However, LightWave is probably the only
- // modeller to make extensive use of highly concave monster polygons ...
- // so we need to apply the full 'ear cutting' algorithm.
-
- // RERQUIREMENT: polygon is expected to be simple and *nearly* planar.
- // We project it onto a plane to get 2d data. Working in R3 would
- // also be possible but it's more difficult to implement.
-
- // Collect all vertices of of the polygon.
- aiVector3D* verts = pMesh->mVertices;
- for (tmp = 0; tmp < max; ++tmp) {
- temp_verts[tmp] = verts[idx[tmp]];
- }
-
- // Get newell normal of the polygon. Store it for future use if it's a polygon-only mesh
- aiVector3D n;
- NewellNormal<3,3,3>(n,max,&temp_verts.front().x,&temp_verts.front().y,&temp_verts.front().z);
- if (nor_out) {
- for (tmp = 0; tmp < max; ++tmp)
- nor_out[idx[tmp]] = n;
- }
-
- // Select largest normal coordinate to ignore for projection
- const float ax = (n.x>0 ? n.x : -n.x);
- const float ay = (n.y>0 ? n.y : -n.y);
- const float az = (n.z>0 ? n.z : -n.z);
-
- unsigned int ac = 0, bc = 1; /* no z coord. projection to xy */
- float inv = n.z;
- if (ax > ay) {
- if (ax > az) { /* no x coord. projection to yz */
- ac = 1; bc = 2;
- inv = n.x;
- }
- }
- else if (ay > az) { /* no y coord. projection to zy */
- ac = 2; bc = 0;
- inv = n.y;
- }
-
- // Swap projection axes to take the negated projection vector into account
- if (inv < 0.f) {
- std::swap(ac,bc);
- }
-
- for (tmp =0; tmp < max; ++tmp) {
- temp_verts[tmp].x = verts[idx[tmp]][ac];
- temp_verts[tmp].y = verts[idx[tmp]][bc];
- done[tmp] = false;
- }
-
- //
- // FIXME: currently this is the slow O(kn) variant with a worst case
- // complexity of O(n^2) (I think). Can be done in O(n).
- while (num > 3) {
-
- // Find the next ear of the polygon
- int num_found = 0;
- for (ear = next;;prev = ear,ear = next) {
-
- // break after we looped two times without a positive match
- for (next=ear+1;done[(next>max-1?next=0:next)];++next) {}
- if (next < ear) {
- if (++num_found == 2) {
- break;
- }
- }
- const aiVector2D* pnt1 = (const aiVector2D*)&temp_verts[ear],
- *pnt0 = (const aiVector2D*)&temp_verts[prev],
- *pnt2 = (const aiVector2D*)&temp_verts[next];
-
- // Must be a convex point. Assuming ccw winding, it must be on the right of the line between p-1 and p+1.
- if (OnLeftSideOfLine (*pnt0,*pnt2,*pnt1)) {
- continue;
- }
-
- // and no other point may be contained in this triangle
- for ( tmp = 0; tmp < max; ++tmp) {
-
- // We need to compare the actual values because it's possible that multiple indexes in
- // the polygon are refering to the same position. concave_polygon.obj is a sample
- //
- // FIXME: Use 'epsiloned' comparisons instead? Due to numeric inaccuracies in
- // PointInTriangle() I'm guessing that it's actually possible to construct
- // input data that would cause us to end up with no ears. The problem is,
- // which epsilon? If we chose a too large value, we'd get wrong results
- const aiVector2D& vtmp = * ((aiVector2D*) &temp_verts[tmp] );
- if ( vtmp != *pnt1 && vtmp != *pnt2 && vtmp != *pnt0 && PointInTriangle2D(*pnt0,*pnt1,*pnt2,vtmp))
- break;
-
- }
- if (tmp != max) {
- continue;
- }
-
- // this vertex is an ear
- break;
- }
- if (num_found == 2) {
-
- // Due to the 'two ear theorem', every simple polygon with more than three points must
- // have 2 'ears'. Here's definitely someting wrong ... but we don't give up yet.
- //
-
- // Instead we're continuting with the standard trifanning algorithm which we'd
- // use if we had only convex polygons. That's life.
- DefaultLogger::get()->error("Failed to triangulate polygon (no ear found). Probably not a simple polygon?");
-
- curOut -= (max-num); /* undo all previous work */
- for (tmp = 0; tmp < max-2; ++tmp) {
- aiFace& nface = *curOut++;
-
- nface.mNumIndices = 3;
- if (!nface.mIndices)
- nface.mIndices = new unsigned int[3];
-
- nface.mIndices[0] = idx[0];
- nface.mIndices[1] = idx[tmp+1];
- nface.mIndices[2] = idx[tmp+2];
- }
- num = 0;
- break;
- }
-
- aiFace& nface = *curOut++;
- nface.mNumIndices = 3;
-
- if (!nface.mIndices) {
- nface.mIndices = new unsigned int[3];
- }
-
- // setup indices for the new triangle ...
- nface.mIndices[0] = idx[prev];
- nface.mIndices[1] = idx[ear];
- nface.mIndices[2] = idx[next];
-
- // exclude the ear from most further processing
- done[ear] = true;
- --num;
- }
- if (num > 0) {
- // We have three indices forming the last 'ear' remaining. Collect them.
- aiFace& nface = *curOut++;
- nface.mNumIndices = 3;
- nface.mIndices = face.mIndices;
-
- for (tmp = 0; done[tmp]; ++tmp) {}
- idx[0] = idx[tmp];
-
- for (++tmp; done[tmp]; ++tmp) {}
- idx[1] = idx[tmp];
-
- for (++tmp; done[tmp]; ++tmp) {}
- idx[2] = idx[tmp];
- }
- }
- face.mIndices = NULL; /* prevent unintended deletion of our awesome results. would be a pity */
- }
-
- // kill the old faces
- delete [] pMesh->mFaces;
-
- // ... and store the new ones
- pMesh->mFaces = out;
- pMesh->mNumFaces = (unsigned int)(curOut-out); /* not necessarily equal to numOut */
- return true;
+ for(aiFace* f = last_face; f != curOut; ) {
+ unsigned int* i = f->mIndices;
+
+ // drop dumb 0-area triangles
+ if (fabs(GetArea2D(temp_verts[i[0]],temp_verts[i[1]],temp_verts[i[2]])) < 1e-5f) {
+ DefaultLogger::get()->debug("Dropping triangle with area 0");
+ --curOut;
+
+ delete[] f->mIndices;
+ f->mIndices = NULL;
+
+ for(aiFace* ff = f; ff != curOut; ++ff) {
+ ff->mNumIndices = (ff+1)->mNumIndices;
+ ff->mIndices = (ff+1)->mIndices;
+ (ff+1)->mIndices = NULL;
+ }
+ continue;
+ }
+
+ i[0] = idx[i[0]];
+ i[1] = idx[i[1]];
+ i[2] = idx[i[2]];
+ ++f;
+ }
+
+ delete[] face.mIndices;
+ face.mIndices = NULL;
+ }
+
+#ifdef AI_BUILD_TRIANGULATE_DEBUG_POLYS
+ fclose(fout);
+#endif
+
+ // kill the old faces
+ delete [] pMesh->mFaces;
+
+ // ... and store the new ones
+ pMesh->mFaces = out;
+ pMesh->mNumFaces = (unsigned int)(curOut-out); /* not necessarily equal to numOut */
+ return true;
}
#endif // !! ASSIMP_BUILD_NO_TRIANGULATE_PROCESS
diff --git a/src/3rdparty/assimp/code/TriangulateProcess.h b/src/3rdparty/assimp/code/TriangulateProcess.h
index 7a680e5aa..fc1c0c253 100644
--- a/src/3rdparty/assimp/code/TriangulateProcess.h
+++ b/src/3rdparty/assimp/code/TriangulateProcess.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,27 +18,27 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
-/** @file Defines a post processing step to triangulate all faces
+/** @file Defines a post processing step to triangulate all faces
with more than three vertices.
*/
#ifndef AI_TRIANGULATEPROCESS_H_INC
@@ -57,40 +57,35 @@ namespace Assimp
* into triangles. You usually want this to happen because the graphics cards
* need their data as triangles.
*/
-class ASSIMP_API TriangulateProcess : public BaseProcess
+class TriangulateProcess : public BaseProcess
{
- friend class Importer;
- friend class ::TriangulateProcessTest; // grant the unit test full access to us
+public:
-protected:
- /** Constructor to be privately used by Importer */
- TriangulateProcess();
+ TriangulateProcess();
+ ~TriangulateProcess();
- /** Destructor, private as well */
- ~TriangulateProcess();
+public:
+ // -------------------------------------------------------------------
+ /** Returns whether the processing step is present in the given flag field.
+ * @param pFlags The processing flags the importer was called with. A bitwise
+ * combination of #aiPostProcessSteps.
+ * @return true if the process is present in this flag fields, false if not.
+ */
+ bool IsActive( unsigned int pFlags) const;
+
+ // -------------------------------------------------------------------
+ /** Executes the post processing step on the given imported data.
+ * At the moment a process is not supposed to fail.
+ * @param pScene The imported data to work at.
+ */
+ void Execute( aiScene* pScene);
public:
- // -------------------------------------------------------------------
- /** Returns whether the processing step is present in the given flag field.
- * @param pFlags The processing flags the importer was called with. A bitwise
- * combination of #aiPostProcessSteps.
- * @return true if the process is present in this flag fields, false if not.
- */
- bool IsActive( unsigned int pFlags) const;
-
- // -------------------------------------------------------------------
- /** Executes the post processing step on the given imported data.
- * At the moment a process is not supposed to fail.
- * @param pScene The imported data to work at.
- */
- void Execute( aiScene* pScene);
-
-protected:
- // -------------------------------------------------------------------
- /** Triangulates the given mesh.
- * @param pMesh The mesh to triangulate.
- */
- bool TriangulateMesh( aiMesh* pMesh);
+ // -------------------------------------------------------------------
+ /** Triangulates the given mesh.
+ * @param pMesh The mesh to triangulate.
+ */
+ bool TriangulateMesh( aiMesh* pMesh);
};
} // end of namespace Assimp
diff --git a/src/3rdparty/assimp/code/UnrealLoader.cpp b/src/3rdparty/assimp/code/UnrealLoader.cpp
index 402a0a881..df1796042 100644
--- a/src/3rdparty/assimp/code/UnrealLoader.cpp
+++ b/src/3rdparty/assimp/code/UnrealLoader.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -56,375 +56,384 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "fast_atof.h"
#include "ConvertToLHProcess.h"
-#if defined(__QNXNTO__)
-#include <stdio.h>
-#endif
-
using namespace Assimp;
+static const aiImporterDesc desc = {
+ "Unreal Mesh Importer",
+ "",
+ "",
+ "",
+ aiImporterFlags_SupportTextFlavour,
+ 0,
+ 0,
+ 0,
+ 0,
+ "3d uc"
+};
+
+
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
UnrealImporter::UnrealImporter()
-: configFrameID (0)
-, configHandleFlags (true)
+: configFrameID (0)
+, configHandleFlags (true)
{}
// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
+// Destructor, private as well
UnrealImporter::~UnrealImporter()
{}
// ------------------------------------------------------------------------------------------------
-// Returns whether the class can handle the format of the given file.
-bool UnrealImporter::CanRead( const std::string& pFile, IOSystem*, bool) const
+// Returns whether the class can handle the format of the given file.
+bool UnrealImporter::CanRead( const std::string& pFile, IOSystem* /*pIOHandler*/, bool /*checkSig*/) const
{
- return SimpleExtensionCheck(pFile,"3d","uc");
+ return SimpleExtensionCheck(pFile,"3d","uc");
}
// ------------------------------------------------------------------------------------------------
// Build a string of all file extensions supported
-void UnrealImporter::GetExtensionList(std::set<std::string>& extensions)
+const aiImporterDesc* UnrealImporter::GetInfo () const
{
- extensions.insert("3d");
- extensions.insert("uc");
+ return &desc;
}
// ------------------------------------------------------------------------------------------------
// Setup configuration properties for the loader
void UnrealImporter::SetupProperties(const Importer* pImp)
{
- // The
- // AI_CONFIG_IMPORT_UNREAL_KEYFRAME option overrides the
- // AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option.
- configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_UNREAL_KEYFRAME,0xffffffff);
- if (0xffffffff == configFrameID) {
- configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0);
- }
-
- // AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS, default is true
- configHandleFlags = (0 != pImp->GetPropertyInteger(AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS,1));
+ // The
+ // AI_CONFIG_IMPORT_UNREAL_KEYFRAME option overrides the
+ // AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option.
+ configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_UNREAL_KEYFRAME,-1);
+ if(static_cast<unsigned int>(-1) == configFrameID) {
+ configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0);
+ }
+
+ // AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS, default is true
+ configHandleFlags = (0 != pImp->GetPropertyInteger(AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS,1));
}
// ------------------------------------------------------------------------------------------------
-// Imports the given file into the given scene structure.
-void UnrealImporter::InternReadFile( const std::string& pFile,
- aiScene* pScene, IOSystem* pIOHandler)
+// Imports the given file into the given scene structure.
+void UnrealImporter::InternReadFile( const std::string& pFile,
+ aiScene* pScene, IOSystem* pIOHandler)
{
- // For any of the 3 files being passed get the three correct paths
- // First of all, determine file extension
- std::string::size_type pos = pFile.find_last_of('.');
- std::string extension = GetExtension(pFile);
-
- std::string d_path,a_path,uc_path;
- if (extension == "3d") {
- // jjjj_d.3d
- // jjjj_a.3d
- pos = pFile.find_last_of('_');
- if (std::string::npos == pos) {
- throw DeadlyImportError("UNREAL: Unexpected naming scheme");
- }
- extension = pFile.substr(0,pos);
- }
- else {
- extension = pFile.substr(0,pos);
- }
-
- // build proper paths
- d_path = extension+"_d.3d";
- a_path = extension+"_a.3d";
- uc_path = extension+".uc";
-
- DefaultLogger::get()->debug("UNREAL: data file is " + d_path);
- DefaultLogger::get()->debug("UNREAL: aniv file is " + a_path);
- DefaultLogger::get()->debug("UNREAL: uc file is " + uc_path);
-
- // and open the files ... we can't live without them
- IOStream* p = pIOHandler->Open(d_path);
- if (!p)
- throw DeadlyImportError("UNREAL: Unable to open _d file");
- StreamReaderLE d_reader(pIOHandler->Open(d_path));
-
- const uint16_t numTris = d_reader.GetI2();
- const uint16_t numVert = d_reader.GetI2();
- d_reader.IncPtr(44);
- if (!numTris || numVert < 3)
- throw DeadlyImportError("UNREAL: Invalid number of vertices/triangles");
-
- // maximum texture index
- unsigned int maxTexIdx = 0;
-
- // collect triangles
- std::vector<Unreal::Triangle> triangles(numTris);
- for (std::vector<Unreal::Triangle>::iterator it = triangles.begin(), end = triangles.end();it != end; ++it) {
- Unreal::Triangle& tri = *it;
-
- for (unsigned int i = 0; i < 3;++i) {
-
- tri.mVertex[i] = d_reader.GetI2();
- if (tri.mVertex[i] >= numTris) {
- DefaultLogger::get()->warn("UNREAL: vertex index out of range");
- tri.mVertex[i] = 0;
- }
- }
- tri.mType = d_reader.GetI1();
-
- // handle mesh flagss?
- if (configHandleFlags)
- tri.mType = Unreal::MF_NORMAL_OS;
- else {
- // ignore MOD and MASKED for the moment, treat them as two-sided
- if (tri.mType == Unreal::MF_NORMAL_MOD_TS || tri.mType == Unreal::MF_NORMAL_MASKED_TS)
- tri.mType = Unreal::MF_NORMAL_TS;
- }
- d_reader.IncPtr(1);
-
- for (unsigned int i = 0; i < 3;++i)
- for (unsigned int i2 = 0; i2 < 2;++i2)
- tri.mTex[i][i2] = d_reader.GetI1();
-
- tri.mTextureNum = d_reader.GetI1();
- maxTexIdx = std::max(maxTexIdx,(unsigned int)tri.mTextureNum);
- d_reader.IncPtr(1);
- }
-
- p = pIOHandler->Open(a_path);
- if (!p)
- throw DeadlyImportError("UNREAL: Unable to open _a file");
- StreamReaderLE a_reader(pIOHandler->Open(a_path));
-
- // read number of frames
- const uint32_t numFrames = a_reader.GetI2();
- if (configFrameID >= numFrames)
- throw DeadlyImportError("UNREAL: The requested frame does not exist");
-
- int16_t st = a_reader.GetI2();
- if (st != numVert*4)
- throw DeadlyImportError("UNREAL: Unexpected aniv file length");
-
- // skip to our frame
- a_reader.IncPtr(configFrameID *numVert*4);
-
- // collect vertices
- std::vector<aiVector3D> vertices(numVert);
- for (std::vector<aiVector3D>::iterator it = vertices.begin(), end = vertices.end(); it != end; ++it) {
- int32_t val = a_reader.GetI4();
- Unreal::DecompressVertex(*it,val);
- }
-
- // list of textures.
- std::vector< std::pair<unsigned int, std::string> > textures;
-
- // allocate the output scene
- aiNode* nd = pScene->mRootNode = new aiNode();
- nd->mName.Set("<UnrealRoot>");
-
- // we can live without the uc file if necessary
- boost::scoped_ptr<IOStream> pb (pIOHandler->Open(uc_path));
- if (pb.get()) {
-
- std::vector<char> _data;
- TextFileToBuffer(pb.get(),_data);
- const char* data = &_data[0];
-
- std::vector< std::pair< std::string,std::string > > tempTextures;
-
- // do a quick search in the UC file for some known, usually texture-related, tags
- for (;*data;++data) {
- if (TokenMatchI(data,"#exec",5)) {
- SkipSpacesAndLineEnd(&data);
-
- // #exec TEXTURE IMPORT [...] NAME=jjjjj [...] FILE=jjjj.pcx [...]
- if (TokenMatchI(data,"TEXTURE",7)) {
- SkipSpacesAndLineEnd(&data);
-
- if (TokenMatchI(data,"IMPORT",6)) {
- tempTextures.push_back(std::pair< std::string,std::string >());
- std::pair< std::string,std::string >& me = tempTextures.back();
- for (;!IsLineEnd(*data);++data) {
- if (!::ASSIMP_strincmp(data,"NAME=",5)) {
- const char *d = data+=5;
- for (;!IsSpaceOrNewLine(*data);++data) {}
- me.first = std::string(d,(size_t)(data-d));
- }
- else if (!::ASSIMP_strincmp(data,"FILE=",5)) {
- const char *d = data+=5;
- for (;!IsSpaceOrNewLine(*data);++data) {}
- me.second = std::string(d,(size_t)(data-d));
- }
- }
- if (!me.first.length() || !me.second.length())
- tempTextures.pop_back();
- }
- }
- // #exec MESHMAP SETTEXTURE MESHMAP=box NUM=1 TEXTURE=Jtex1
- // #exec MESHMAP SCALE MESHMAP=box X=0.1 Y=0.1 Z=0.2
- else if (TokenMatchI(data,"MESHMAP",7)) {
- SkipSpacesAndLineEnd(&data);
-
- if (TokenMatchI(data,"SETTEXTURE",10)) {
-
- textures.push_back(std::pair<unsigned int, std::string>());
- std::pair<unsigned int, std::string>& me = textures.back();
-
- for (;!IsLineEnd(*data);++data) {
- if (!::ASSIMP_strincmp(data,"NUM=",4)) {
- data += 4;
- me.first = strtol10(data,&data);
- }
- else if (!::ASSIMP_strincmp(data,"TEXTURE=",8)) {
- data += 8;
- const char *d = data;
- for (;!IsSpaceOrNewLine(*data);++data) {}
- me.second = std::string(d,(size_t)(data-d));
-
- // try to find matching path names, doesn't care if we don't find them
- for (std::vector< std::pair< std::string,std::string > >::const_iterator it = tempTextures.begin();
- it != tempTextures.end(); ++it) {
- if ((*it).first == me.second) {
- me.second = (*it).second;
- break;
- }
- }
- }
- }
- }
- else if (TokenMatchI(data,"SCALE",5)) {
-
- for (;!IsLineEnd(*data);++data) {
- if (data[0] == 'X' && data[1] == '=') {
- data = fast_atof_move(data+2,(float&)nd->mTransformation.a1);
- }
- else if (data[0] == 'Y' && data[1] == '=') {
- data = fast_atof_move(data+2,(float&)nd->mTransformation.b2);
- }
- else if (data[0] == 'Z' && data[1] == '=') {
- data = fast_atof_move(data+2,(float&)nd->mTransformation.c3);
- }
- }
- }
- }
- }
- }
- }
- else {
- DefaultLogger::get()->error("Unable to open .uc file");
- }
-
- std::vector<Unreal::TempMat> materials;
- materials.reserve(textures.size()*2+5);
-
- // find out how many output meshes and materials we'll have and build material indices
- for (std::vector<Unreal::Triangle>::iterator it = triangles.begin(), end = triangles.end();it != end; ++it) {
- Unreal::Triangle& tri = *it;
- Unreal::TempMat mat(tri);
- std::vector<Unreal::TempMat>::iterator nt = std::find(materials.begin(),materials.end(),mat);
- if (nt == materials.end()) {
- // add material
- tri.matIndex = materials.size();
- mat.numFaces = 1;
- materials.push_back(mat);
-
- ++pScene->mNumMeshes;
- }
- else {
- tri.matIndex = static_cast<unsigned int>(nt-materials.begin());
- ++nt->numFaces;
- }
- }
-
- if (!pScene->mNumMeshes) {
- throw DeadlyImportError("UNREAL: Unable to find valid mesh data");
- }
-
- // allocate meshes and bind them to the node graph
- pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
- pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials = pScene->mNumMeshes];
-
- nd->mNumMeshes = pScene->mNumMeshes;
- nd->mMeshes = new unsigned int[nd->mNumMeshes];
- for (unsigned int i = 0; i < pScene->mNumMeshes;++i) {
- aiMesh* m = pScene->mMeshes[i] = new aiMesh();
- m->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
-
- const unsigned int num = materials[i].numFaces;
- m->mFaces = new aiFace [num];
- m->mVertices = new aiVector3D [num*3];
- m->mTextureCoords[0] = new aiVector3D [num*3];
-
- nd->mMeshes[i] = i;
-
- // create materials, too
- MaterialHelper* mat = new MaterialHelper();
- pScene->mMaterials[i] = mat;
-
- // all white by default - texture rulez
- aiColor3D color(1.f,1.f,1.f);
-
- aiString s;
- ::sprintf(s.data,"mat%i_tx%i_",i,materials[i].tex);
-
- // set the two-sided flag
- if (materials[i].type == Unreal::MF_NORMAL_TS) {
- const int twosided = 1;
- mat->AddProperty(&twosided,1,AI_MATKEY_TWOSIDED);
- ::strcat(s.data,"ts_");
- }
- else ::strcat(s.data,"os_");
-
- // make TRANS faces 90% opaque that RemRedundantMaterials won't catch us
- if (materials[i].type == Unreal::MF_NORMAL_TRANS_TS) {
- const float opac = 0.9f;
- mat->AddProperty(&opac,1,AI_MATKEY_OPACITY);
- ::strcat(s.data,"tran_");
- }
- else ::strcat(s.data,"opaq_");
-
- // a special name for the weapon attachment point
- if (materials[i].type == Unreal::MF_WEAPON_PLACEHOLDER) {
- s.length = ::sprintf(s.data,"$WeaponTag$");
- color = aiColor3D(0.f,0.f,0.f);
- }
-
- // set color and name
- mat->AddProperty(&color,1,AI_MATKEY_COLOR_DIFFUSE);
- s.length = ::strlen(s.data);
- mat->AddProperty(&s,AI_MATKEY_NAME);
-
- // set texture, if any
- const unsigned int tex = materials[i].tex;
- for (std::vector< std::pair< unsigned int, std::string > >::const_iterator it = textures.begin();it != textures.end();++it) {
- if ((*it).first == tex) {
- s.Set((*it).second);
- mat->AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(0));
- break;
- }
- }
- }
-
- // fill them.
- for (std::vector<Unreal::Triangle>::iterator it = triangles.begin(), end = triangles.end();it != end; ++it) {
- Unreal::Triangle& tri = *it;
- Unreal::TempMat mat(tri);
- std::vector<Unreal::TempMat>::iterator nt = std::find(materials.begin(),materials.end(),mat);
-
- aiMesh* mesh = pScene->mMeshes[nt-materials.begin()];
- aiFace& f = mesh->mFaces[mesh->mNumFaces++];
- f.mIndices = new unsigned int[f.mNumIndices = 3];
-
- for (unsigned int i = 0; i < 3;++i,mesh->mNumVertices++) {
- f.mIndices[i] = mesh->mNumVertices;
-
- mesh->mVertices[mesh->mNumVertices] = vertices[ tri.mVertex[i] ];
- mesh->mTextureCoords[0][mesh->mNumVertices] = aiVector3D( tri.mTex[i][0] / 255.f, 1.f - tri.mTex[i][1] / 255.f, 0.f);
- }
- }
-
- // convert to RH
- MakeLeftHandedProcess hero;
- hero.Execute(pScene);
-
- FlipWindingOrderProcess flipper;
- flipper.Execute(pScene);
+ // For any of the 3 files being passed get the three correct paths
+ // First of all, determine file extension
+ std::string::size_type pos = pFile.find_last_of('.');
+ std::string extension = GetExtension(pFile);
+
+ std::string d_path,a_path,uc_path;
+ if (extension == "3d") {
+ // jjjj_d.3d
+ // jjjj_a.3d
+ pos = pFile.find_last_of('_');
+ if (std::string::npos == pos) {
+ throw DeadlyImportError("UNREAL: Unexpected naming scheme");
+ }
+ extension = pFile.substr(0,pos);
+ }
+ else {
+ extension = pFile.substr(0,pos);
+ }
+
+ // build proper paths
+ d_path = extension+"_d.3d";
+ a_path = extension+"_a.3d";
+ uc_path = extension+".uc";
+
+ DefaultLogger::get()->debug("UNREAL: data file is " + d_path);
+ DefaultLogger::get()->debug("UNREAL: aniv file is " + a_path);
+ DefaultLogger::get()->debug("UNREAL: uc file is " + uc_path);
+
+ // and open the files ... we can't live without them
+ IOStream* p = pIOHandler->Open(d_path);
+ if (!p)
+ throw DeadlyImportError("UNREAL: Unable to open _d file");
+ StreamReaderLE d_reader(pIOHandler->Open(d_path));
+
+ const uint16_t numTris = d_reader.GetI2();
+ const uint16_t numVert = d_reader.GetI2();
+ d_reader.IncPtr(44);
+ if (!numTris || numVert < 3)
+ throw DeadlyImportError("UNREAL: Invalid number of vertices/triangles");
+
+ // maximum texture index
+ unsigned int maxTexIdx = 0;
+
+ // collect triangles
+ std::vector<Unreal::Triangle> triangles(numTris);
+ for (std::vector<Unreal::Triangle>::iterator it = triangles.begin(), end = triangles.end();it != end; ++it) {
+ Unreal::Triangle& tri = *it;
+
+ for (unsigned int i = 0; i < 3;++i) {
+
+ tri.mVertex[i] = d_reader.GetI2();
+ if (tri.mVertex[i] >= numTris) {
+ DefaultLogger::get()->warn("UNREAL: vertex index out of range");
+ tri.mVertex[i] = 0;
+ }
+ }
+ tri.mType = d_reader.GetI1();
+
+ // handle mesh flagss?
+ if (configHandleFlags)
+ tri.mType = Unreal::MF_NORMAL_OS;
+ else {
+ // ignore MOD and MASKED for the moment, treat them as two-sided
+ if (tri.mType == Unreal::MF_NORMAL_MOD_TS || tri.mType == Unreal::MF_NORMAL_MASKED_TS)
+ tri.mType = Unreal::MF_NORMAL_TS;
+ }
+ d_reader.IncPtr(1);
+
+ for (unsigned int i = 0; i < 3;++i)
+ for (unsigned int i2 = 0; i2 < 2;++i2)
+ tri.mTex[i][i2] = d_reader.GetI1();
+
+ tri.mTextureNum = d_reader.GetI1();
+ maxTexIdx = std::max(maxTexIdx,(unsigned int)tri.mTextureNum);
+ d_reader.IncPtr(1);
+ }
+
+ p = pIOHandler->Open(a_path);
+ if (!p)
+ throw DeadlyImportError("UNREAL: Unable to open _a file");
+ StreamReaderLE a_reader(pIOHandler->Open(a_path));
+
+ // read number of frames
+ const uint32_t numFrames = a_reader.GetI2();
+ if (configFrameID >= numFrames)
+ throw DeadlyImportError("UNREAL: The requested frame does not exist");
+
+ uint32_t st = a_reader.GetI2();
+ if (st != numVert*4)
+ throw DeadlyImportError("UNREAL: Unexpected aniv file length");
+
+ // skip to our frame
+ a_reader.IncPtr(configFrameID *numVert*4);
+
+ // collect vertices
+ std::vector<aiVector3D> vertices(numVert);
+ for (std::vector<aiVector3D>::iterator it = vertices.begin(), end = vertices.end(); it != end; ++it) {
+ int32_t val = a_reader.GetI4();
+ Unreal::DecompressVertex(*it,val);
+ }
+
+ // list of textures.
+ std::vector< std::pair<unsigned int, std::string> > textures;
+
+ // allocate the output scene
+ aiNode* nd = pScene->mRootNode = new aiNode();
+ nd->mName.Set("<UnrealRoot>");
+
+ // we can live without the uc file if necessary
+ boost::scoped_ptr<IOStream> pb (pIOHandler->Open(uc_path));
+ if (pb.get()) {
+
+ std::vector<char> _data;
+ TextFileToBuffer(pb.get(),_data);
+ const char* data = &_data[0];
+
+ std::vector< std::pair< std::string,std::string > > tempTextures;
+
+ // do a quick search in the UC file for some known, usually texture-related, tags
+ for (;*data;++data) {
+ if (TokenMatchI(data,"#exec",5)) {
+ SkipSpacesAndLineEnd(&data);
+
+ // #exec TEXTURE IMPORT [...] NAME=jjjjj [...] FILE=jjjj.pcx [...]
+ if (TokenMatchI(data,"TEXTURE",7)) {
+ SkipSpacesAndLineEnd(&data);
+
+ if (TokenMatchI(data,"IMPORT",6)) {
+ tempTextures.push_back(std::pair< std::string,std::string >());
+ std::pair< std::string,std::string >& me = tempTextures.back();
+ for (;!IsLineEnd(*data);++data) {
+ if (!::ASSIMP_strincmp(data,"NAME=",5)) {
+ const char *d = data+=5;
+ for (;!IsSpaceOrNewLine(*data);++data);
+ me.first = std::string(d,(size_t)(data-d));
+ }
+ else if (!::ASSIMP_strincmp(data,"FILE=",5)) {
+ const char *d = data+=5;
+ for (;!IsSpaceOrNewLine(*data);++data);
+ me.second = std::string(d,(size_t)(data-d));
+ }
+ }
+ if (!me.first.length() || !me.second.length())
+ tempTextures.pop_back();
+ }
+ }
+ // #exec MESHMAP SETTEXTURE MESHMAP=box NUM=1 TEXTURE=Jtex1
+ // #exec MESHMAP SCALE MESHMAP=box X=0.1 Y=0.1 Z=0.2
+ else if (TokenMatchI(data,"MESHMAP",7)) {
+ SkipSpacesAndLineEnd(&data);
+
+ if (TokenMatchI(data,"SETTEXTURE",10)) {
+
+ textures.push_back(std::pair<unsigned int, std::string>());
+ std::pair<unsigned int, std::string>& me = textures.back();
+
+ for (;!IsLineEnd(*data);++data) {
+ if (!::ASSIMP_strincmp(data,"NUM=",4)) {
+ data += 4;
+ me.first = strtoul10(data,&data);
+ }
+ else if (!::ASSIMP_strincmp(data,"TEXTURE=",8)) {
+ data += 8;
+ const char *d = data;
+ for (;!IsSpaceOrNewLine(*data);++data);
+ me.second = std::string(d,(size_t)(data-d));
+
+ // try to find matching path names, doesn't care if we don't find them
+ for (std::vector< std::pair< std::string,std::string > >::const_iterator it = tempTextures.begin();
+ it != tempTextures.end(); ++it) {
+ if ((*it).first == me.second) {
+ me.second = (*it).second;
+ break;
+ }
+ }
+ }
+ }
+ }
+ else if (TokenMatchI(data,"SCALE",5)) {
+
+ for (;!IsLineEnd(*data);++data) {
+ if (data[0] == 'X' && data[1] == '=') {
+ data = fast_atoreal_move<float>(data+2,(float&)nd->mTransformation.a1);
+ }
+ else if (data[0] == 'Y' && data[1] == '=') {
+ data = fast_atoreal_move<float>(data+2,(float&)nd->mTransformation.b2);
+ }
+ else if (data[0] == 'Z' && data[1] == '=') {
+ data = fast_atoreal_move<float>(data+2,(float&)nd->mTransformation.c3);
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+ else {
+ DefaultLogger::get()->error("Unable to open .uc file");
+ }
+
+ std::vector<Unreal::TempMat> materials;
+ materials.reserve(textures.size()*2+5);
+
+ // find out how many output meshes and materials we'll have and build material indices
+ for (std::vector<Unreal::Triangle>::iterator it = triangles.begin(), end = triangles.end();it != end; ++it) {
+ Unreal::Triangle& tri = *it;
+ Unreal::TempMat mat(tri);
+ std::vector<Unreal::TempMat>::iterator nt = std::find(materials.begin(),materials.end(),mat);
+ if (nt == materials.end()) {
+ // add material
+ tri.matIndex = materials.size();
+ mat.numFaces = 1;
+ materials.push_back(mat);
+
+ ++pScene->mNumMeshes;
+ }
+ else {
+ tri.matIndex = static_cast<unsigned int>(nt-materials.begin());
+ ++nt->numFaces;
+ }
+ }
+
+ if (!pScene->mNumMeshes) {
+ throw DeadlyImportError("UNREAL: Unable to find valid mesh data");
+ }
+
+ // allocate meshes and bind them to the node graph
+ pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
+ pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials = pScene->mNumMeshes];
+
+ nd->mNumMeshes = pScene->mNumMeshes;
+ nd->mMeshes = new unsigned int[nd->mNumMeshes];
+ for (unsigned int i = 0; i < pScene->mNumMeshes;++i) {
+ aiMesh* m = pScene->mMeshes[i] = new aiMesh();
+ m->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
+
+ const unsigned int num = materials[i].numFaces;
+ m->mFaces = new aiFace [num];
+ m->mVertices = new aiVector3D [num*3];
+ m->mTextureCoords[0] = new aiVector3D [num*3];
+
+ nd->mMeshes[i] = i;
+
+ // create materials, too
+ aiMaterial* mat = new aiMaterial();
+ pScene->mMaterials[i] = mat;
+
+ // all white by default - texture rulez
+ aiColor3D color(1.f,1.f,1.f);
+
+ aiString s;
+ ::sprintf(s.data,"mat%i_tx%i_",i,materials[i].tex);
+
+ // set the two-sided flag
+ if (materials[i].type == Unreal::MF_NORMAL_TS) {
+ const int twosided = 1;
+ mat->AddProperty(&twosided,1,AI_MATKEY_TWOSIDED);
+ ::strcat(s.data,"ts_");
+ }
+ else ::strcat(s.data,"os_");
+
+ // make TRANS faces 90% opaque that RemRedundantMaterials won't catch us
+ if (materials[i].type == Unreal::MF_NORMAL_TRANS_TS) {
+ const float opac = 0.9f;
+ mat->AddProperty(&opac,1,AI_MATKEY_OPACITY);
+ ::strcat(s.data,"tran_");
+ }
+ else ::strcat(s.data,"opaq_");
+
+ // a special name for the weapon attachment point
+ if (materials[i].type == Unreal::MF_WEAPON_PLACEHOLDER) {
+ s.length = ::sprintf(s.data,"$WeaponTag$");
+ color = aiColor3D(0.f,0.f,0.f);
+ }
+
+ // set color and name
+ mat->AddProperty(&color,1,AI_MATKEY_COLOR_DIFFUSE);
+ s.length = ::strlen(s.data);
+ mat->AddProperty(&s,AI_MATKEY_NAME);
+
+ // set texture, if any
+ const unsigned int tex = materials[i].tex;
+ for (std::vector< std::pair< unsigned int, std::string > >::const_iterator it = textures.begin();it != textures.end();++it) {
+ if ((*it).first == tex) {
+ s.Set((*it).second);
+ mat->AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(0));
+ break;
+ }
+ }
+ }
+
+ // fill them.
+ for (std::vector<Unreal::Triangle>::iterator it = triangles.begin(), end = triangles.end();it != end; ++it) {
+ Unreal::Triangle& tri = *it;
+ Unreal::TempMat mat(tri);
+ std::vector<Unreal::TempMat>::iterator nt = std::find(materials.begin(),materials.end(),mat);
+
+ aiMesh* mesh = pScene->mMeshes[nt-materials.begin()];
+ aiFace& f = mesh->mFaces[mesh->mNumFaces++];
+ f.mIndices = new unsigned int[f.mNumIndices = 3];
+
+ for (unsigned int i = 0; i < 3;++i,mesh->mNumVertices++) {
+ f.mIndices[i] = mesh->mNumVertices;
+
+ mesh->mVertices[mesh->mNumVertices] = vertices[ tri.mVertex[i] ];
+ mesh->mTextureCoords[0][mesh->mNumVertices] = aiVector3D( tri.mTex[i][0] / 255.f, 1.f - tri.mTex[i][1] / 255.f, 0.f);
+ }
+ }
+
+ // convert to RH
+ MakeLeftHandedProcess hero;
+ hero.Execute(pScene);
+
+ FlipWindingOrderProcess flipper;
+ flipper.Execute(pScene);
}
#endif // !! ASSIMP_BUILD_NO_3D_IMPORTER
diff --git a/src/3rdparty/assimp/code/UnrealLoader.h b/src/3rdparty/assimp/code/UnrealLoader.h
index 647246028..805c8218a 100644
--- a/src/3rdparty/assimp/code/UnrealLoader.h
+++ b/src/3rdparty/assimp/code/UnrealLoader.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -45,97 +45,97 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#define INCLUDED_AI_3D_LOADER_H
#include "BaseImporter.h"
-namespace Assimp {
+namespace Assimp {
namespace Unreal {
- /*
- 0 = Normal one-sided
- 1 = Normal two-sided
- 2 = Translucent two-sided
- 3 = Masked two-sided
- 4 = Modulation blended two-sided
- 8 = Placeholder triangle for weapon positioning (invisible)
- */
+ /*
+ 0 = Normal one-sided
+ 1 = Normal two-sided
+ 2 = Translucent two-sided
+ 3 = Masked two-sided
+ 4 = Modulation blended two-sided
+ 8 = Placeholder triangle for weapon positioning (invisible)
+ */
enum MeshFlags {
- MF_NORMAL_OS = 0,
- MF_NORMAL_TS = 1,
- MF_NORMAL_TRANS_TS = 2,
- MF_NORMAL_MASKED_TS = 3,
- MF_NORMAL_MOD_TS = 4,
- MF_WEAPON_PLACEHOLDER = 8
+ MF_NORMAL_OS = 0,
+ MF_NORMAL_TS = 1,
+ MF_NORMAL_TRANS_TS = 2,
+ MF_NORMAL_MASKED_TS = 3,
+ MF_NORMAL_MOD_TS = 4,
+ MF_WEAPON_PLACEHOLDER = 8
};
- // a single triangle
+ // a single triangle
struct Triangle {
- uint16_t mVertex[3]; // Vertex indices
+ uint16_t mVertex[3]; // Vertex indices
char mType; // James' Mesh Type
char mColor; // Color for flat and Gourand Shaded
unsigned char mTex[3][2]; // Texture UV coordinates
unsigned char mTextureNum; // Source texture offset
char mFlags; // Unreal Mesh Flags (unused)
-
+
unsigned int matIndex;
};
// temporary representation for a material
-struct TempMat {
- TempMat()
- : numFaces (0)
- {}
-
- TempMat(const Triangle& in)
- : type ((Unreal::MeshFlags)in.mType)
- , tex (in.mTextureNum)
- , numFaces (0)
- {}
-
- // type of mesh
- Unreal::MeshFlags type;
-
- // index of texture
- unsigned int tex;
-
- // number of faces using us
- unsigned int numFaces;
-
- // for std::find
- bool operator == (const TempMat& o ) {
- return (tex == o.tex && type == o.type);
- }
+struct TempMat {
+ TempMat()
+ : numFaces (0)
+ {}
+
+ TempMat(const Triangle& in)
+ : type ((Unreal::MeshFlags)in.mType)
+ , tex (in.mTextureNum)
+ , numFaces (0)
+ {}
+
+ // type of mesh
+ Unreal::MeshFlags type;
+
+ // index of texture
+ unsigned int tex;
+
+ // number of faces using us
+ unsigned int numFaces;
+
+ // for std::find
+ bool operator == (const TempMat& o ) {
+ return (tex == o.tex && type == o.type);
+ }
};
struct Vertex
{
- int32_t X : 11;
- int32_t Y : 11;
- int32_t Z : 10;
+ int32_t X : 11;
+ int32_t Y : 11;
+ int32_t Z : 10;
};
- // UNREAL vertex compression
+ // UNREAL vertex compression
inline void CompressVertex(const aiVector3D& v, uint32_t& out)
{
- union {
- Vertex n;
- int32_t t;
- };
- n.X = (int32_t)v.x;
- n.Y = (int32_t)v.y;
- n.Z = (int32_t)v.z;
- out = t;
+ union {
+ Vertex n;
+ int32_t t;
+ };
+ n.X = (int32_t)v.x;
+ n.Y = (int32_t)v.y;
+ n.Z = (int32_t)v.z;
+ out = t;
}
- // UNREAL vertex decompression
+ // UNREAL vertex decompression
inline void DecompressVertex(aiVector3D& v, int32_t in)
{
- union {
- Vertex n;
- int32_t i;
- };
- i = in;
-
- v.x = (float)n.X;
- v.y = (float)n.Y;
- v.z = (float)n.Z;
+ union {
+ Vertex n;
+ int32_t i;
+ };
+ i = in;
+
+ v.x = (float)n.X;
+ v.y = (float)n.Y;
+ v.z = (float)n.Z;
}
} // end namespace Unreal
@@ -145,58 +145,54 @@ inline void DecompressVertex(aiVector3D& v, int32_t in)
*/
class UnrealImporter : public BaseImporter
{
- friend class Importer;
-
-protected:
- /** Constructor to be privately used by Importer */
- UnrealImporter();
+public:
+ UnrealImporter();
+ ~UnrealImporter();
- /** Destructor, private as well */
- ~UnrealImporter();
public:
- // -------------------------------------------------------------------
- /** @brief Returns whether we can handle the format of the given file
- *
- * See BaseImporter::CanRead() for details.
- **/
- bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
- bool checkSig) const;
+ // -------------------------------------------------------------------
+ /** @brief Returns whether we can handle the format of the given file
+ *
+ * See BaseImporter::CanRead() for details.
+ **/
+ bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
+ bool checkSig) const;
protected:
- // -------------------------------------------------------------------
- /** @brief Called by Importer::GetExtensionList()
- *
- * See BaseImporter::GetExtensionList() for details
- */
- void GetExtensionList(std::set<std::string>& extensions);
+ // -------------------------------------------------------------------
+ /** @brief Called by Importer::GetExtensionList()
+ *
+ * See #BaseImporter::GetInfo for the details
+ */
+ const aiImporterDesc* GetInfo () const;
- // -------------------------------------------------------------------
- /** @brief Setup properties for the importer
- *
- * See BaseImporter::SetupProperties() for details
- */
- void SetupProperties(const Importer* pImp);
+ // -------------------------------------------------------------------
+ /** @brief Setup properties for the importer
+ *
+ * See BaseImporter::SetupProperties() for details
+ */
+ void SetupProperties(const Importer* pImp);
- // -------------------------------------------------------------------
- /** @brief Imports the given file into the given scene structure.
- *
- * See BaseImporter::InternReadFile() for details
- */
- void InternReadFile( const std::string& pFile, aiScene* pScene,
- IOSystem* pIOHandler);
+ // -------------------------------------------------------------------
+ /** @brief Imports the given file into the given scene structure.
+ *
+ * See BaseImporter::InternReadFile() for details
+ */
+ void InternReadFile( const std::string& pFile, aiScene* pScene,
+ IOSystem* pIOHandler);
private:
- //! frame to be loaded
- uint32_t configFrameID;
+ //! frame to be loaded
+ uint32_t configFrameID;
- //! process surface flags
- bool configHandleFlags;
+ //! process surface flags
+ bool configHandleFlags;
}; // !class UnrealImporter
diff --git a/src/3rdparty/assimp/code/ValidateDataStructure.cpp b/src/3rdparty/assimp/code/ValidateDataStructure.cpp
index 1bda92eba..378da435f 100644
--- a/src/3rdparty/assimp/code/ValidateDataStructure.cpp
+++ b/src/3rdparty/assimp/code/ValidateDataStructure.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,27 +20,27 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file ValidateDataStructure.cpp
- * @brief Implementation of the post processing step to validate
+ * @brief Implementation of the post processing step to validate
* the data structure returned by Assimp.
*/
@@ -55,15 +55,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
// CRT headers
#include <stdarg.h>
-#if defined(__QNXNTO__)
-#include <stdio.h>
-#endif
-
using namespace Assimp;
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
-ValidateDSProcess::ValidateDSProcess() : mScene(0)
+ValidateDSProcess::ValidateDSProcess()
{}
// ------------------------------------------------------------------------------------------------
@@ -75,898 +71,898 @@ ValidateDSProcess::~ValidateDSProcess()
// Returns whether the processing step is present in the given flag field.
bool ValidateDSProcess::IsActive( unsigned int pFlags) const
{
- return (pFlags & aiProcess_ValidateDataStructure) != 0;
+ return (pFlags & aiProcess_ValidateDataStructure) != 0;
}
// ------------------------------------------------------------------------------------------------
AI_WONT_RETURN void ValidateDSProcess::ReportError(const char* msg,...)
{
- ai_assert(NULL != msg);
+ ai_assert(NULL != msg);
- va_list args;
- va_start(args,msg);
+ va_list args;
+ va_start(args,msg);
- char szBuffer[3000];
- const int iLen = vsprintf(szBuffer,msg,args);
- ai_assert(iLen > 0);
+ char szBuffer[3000];
+ const int iLen = vsprintf(szBuffer,msg,args);
+ ai_assert(iLen > 0);
- va_end(args);
+ va_end(args);
#ifdef _DEBUG
- aiAssert( szBuffer,__LINE__,__FILE__ );
+ ai_assert( false );
#endif
- throw DeadlyImportError("Validation failed: " + std::string(szBuffer,iLen));
+ throw DeadlyImportError("Validation failed: " + std::string(szBuffer,iLen));
}
// ------------------------------------------------------------------------------------------------
void ValidateDSProcess::ReportWarning(const char* msg,...)
{
- ai_assert(NULL != msg);
+ ai_assert(NULL != msg);
- va_list args;
- va_start(args,msg);
+ va_list args;
+ va_start(args,msg);
- char szBuffer[3000];
- const int iLen = vsprintf(szBuffer,msg,args);
- ai_assert(iLen > 0);
+ char szBuffer[3000];
+ const int iLen = vsprintf(szBuffer,msg,args);
+ ai_assert(iLen > 0);
- va_end(args);
- DefaultLogger::get()->warn("Validation warning: " + std::string(szBuffer,iLen));
+ va_end(args);
+ DefaultLogger::get()->warn("Validation warning: " + std::string(szBuffer,iLen));
}
// ------------------------------------------------------------------------------------------------
inline int HasNameMatch(const aiString& in, aiNode* node)
{
- int result = (node->mName == in ? 1 : 0 );
- for (unsigned int i = 0; i < node->mNumChildren;++i) {
- result += HasNameMatch(in,node->mChildren[i]);
- }
- return result;
+ int result = (node->mName == in ? 1 : 0 );
+ for (unsigned int i = 0; i < node->mNumChildren;++i) {
+ result += HasNameMatch(in,node->mChildren[i]);
+ }
+ return result;
}
// ------------------------------------------------------------------------------------------------
template <typename T>
-inline void ValidateDSProcess::DoValidation(T** parray, unsigned int size,
- const char* firstName, const char* secondName)
+inline void ValidateDSProcess::DoValidation(T** parray, unsigned int size,
+ const char* firstName, const char* secondName)
{
- // validate all entries
- if (size)
- {
- if (!parray)
- {
- ReportError("aiScene::%s is NULL (aiScene::%s is %i)",
- firstName, secondName, size);
- }
- for (unsigned int i = 0; i < size;++i)
- {
- if (!parray[i])
- {
- ReportError("aiScene::%s[%i] is NULL (aiScene::%s is %i)",
- firstName,i,secondName,size);
- }
- Validate(parray[i]);
- }
- }
+ // validate all entries
+ if (size)
+ {
+ if (!parray)
+ {
+ ReportError("aiScene::%s is NULL (aiScene::%s is %i)",
+ firstName, secondName, size);
+ }
+ for (unsigned int i = 0; i < size;++i)
+ {
+ if (!parray[i])
+ {
+ ReportError("aiScene::%s[%i] is NULL (aiScene::%s is %i)",
+ firstName,i,secondName,size);
+ }
+ Validate(parray[i]);
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
template <typename T>
-inline void ValidateDSProcess::DoValidationEx(T** parray, unsigned int size,
- const char* firstName, const char* secondName)
+inline void ValidateDSProcess::DoValidationEx(T** parray, unsigned int size,
+ const char* firstName, const char* secondName)
{
- // validate all entries
- if (size)
- {
- if (!parray) {
- ReportError("aiScene::%s is NULL (aiScene::%s is %i)",
- firstName, secondName, size);
- }
- for (unsigned int i = 0; i < size;++i)
- {
- if (!parray[i])
- {
- ReportError("aiScene::%s[%i] is NULL (aiScene::%s is %i)",
- firstName,i,secondName,size);
- }
- Validate(parray[i]);
-
- // check whether there are duplicate names
- for (unsigned int a = i+1; a < size;++a)
- {
- if (parray[i]->mName == parray[a]->mName)
- {
- this->ReportError("aiScene::%s[%i] has the same name as "
- "aiScene::%s[%i]",firstName, i,secondName, a);
- }
- }
- }
- }
+ // validate all entries
+ if (size)
+ {
+ if (!parray) {
+ ReportError("aiScene::%s is NULL (aiScene::%s is %i)",
+ firstName, secondName, size);
+ }
+ for (unsigned int i = 0; i < size;++i)
+ {
+ if (!parray[i])
+ {
+ ReportError("aiScene::%s[%i] is NULL (aiScene::%s is %i)",
+ firstName,i,secondName,size);
+ }
+ Validate(parray[i]);
+
+ // check whether there are duplicate names
+ for (unsigned int a = i+1; a < size;++a)
+ {
+ if (parray[i]->mName == parray[a]->mName)
+ {
+ this->ReportError("aiScene::%s[%i] has the same name as "
+ "aiScene::%s[%i]",firstName, i,secondName, a);
+ }
+ }
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
template <typename T>
-inline void ValidateDSProcess::DoValidationWithNameCheck(T** array,
- unsigned int size, const char* firstName,
- const char* secondName)
+inline void ValidateDSProcess::DoValidationWithNameCheck(T** array,
+ unsigned int size, const char* firstName,
+ const char* secondName)
{
- // validate all entries
- DoValidationEx(array,size,firstName,secondName);
-
- for (unsigned int i = 0; i < size;++i)
- {
- int res = HasNameMatch(array[i]->mName,mScene->mRootNode);
- if (!res) {
- ReportError("aiScene::%s[%i] has no corresponding node in the scene graph (%s)",
- firstName,i,array[i]->mName.data);
- }
- else if (1 != res) {
- ReportError("aiScene::%s[%i]: there are more than one nodes with %s as name",
- firstName,i,array[i]->mName.data);
- }
- }
+ // validate all entries
+ DoValidationEx(array,size,firstName,secondName);
+
+ for (unsigned int i = 0; i < size;++i)
+ {
+ int res = HasNameMatch(array[i]->mName,mScene->mRootNode);
+ if (!res) {
+ ReportError("aiScene::%s[%i] has no corresponding node in the scene graph (%s)",
+ firstName,i,array[i]->mName.data);
+ }
+ else if (1 != res) {
+ ReportError("aiScene::%s[%i]: there are more than one nodes with %s as name",
+ firstName,i,array[i]->mName.data);
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void ValidateDSProcess::Execute( aiScene* pScene)
{
- this->mScene = pScene;
- DefaultLogger::get()->debug("ValidateDataStructureProcess begin");
-
- // validate the node graph of the scene
- Validate(pScene->mRootNode);
-
- // validate all meshes
- if (pScene->mNumMeshes) {
- DoValidation(pScene->mMeshes,pScene->mNumMeshes,"mMeshes","mNumMeshes");
- }
- else if (!(mScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE)) {
- ReportError("aiScene::mNumMeshes is 0. At least one mesh must be there");
- }
- else if (pScene->mMeshes) {
- ReportError("aiScene::mMeshes is non-null although there are no meshes");
- }
-
- // validate all animations
- if (pScene->mNumAnimations) {
- DoValidation(pScene->mAnimations,pScene->mNumAnimations,
- "mAnimations","mNumAnimations");
- }
- else if (pScene->mAnimations) {
- ReportError("aiScene::mAnimations is non-null although there are no animations");
- }
-
- // validate all cameras
- if (pScene->mNumCameras) {
- DoValidationWithNameCheck(pScene->mCameras,pScene->mNumCameras,
- "mCameras","mNumCameras");
- }
- else if (pScene->mCameras) {
- ReportError("aiScene::mCameras is non-null although there are no cameras");
- }
-
- // validate all lights
- if (pScene->mNumLights) {
- DoValidationWithNameCheck(pScene->mLights,pScene->mNumLights,
- "mLights","mNumLights");
- }
- else if (pScene->mLights) {
- ReportError("aiScene::mLights is non-null although there are no lights");
- }
-
- // validate all textures
- if (pScene->mNumTextures) {
- DoValidation(pScene->mTextures,pScene->mNumTextures,
- "mTextures","mNumTextures");
- }
- else if (pScene->mTextures) {
- ReportError("aiScene::mTextures is non-null although there are no textures");
- }
-
- // validate all materials
- if (pScene->mNumMaterials) {
- DoValidation(pScene->mMaterials,pScene->mNumMaterials,"mMaterials","mNumMaterials");
- }
+ this->mScene = pScene;
+ DefaultLogger::get()->debug("ValidateDataStructureProcess begin");
+
+ // validate the node graph of the scene
+ Validate(pScene->mRootNode);
+
+ // validate all meshes
+ if (pScene->mNumMeshes) {
+ DoValidation(pScene->mMeshes,pScene->mNumMeshes,"mMeshes","mNumMeshes");
+ }
+ else if (!(mScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE)) {
+ ReportError("aiScene::mNumMeshes is 0. At least one mesh must be there");
+ }
+ else if (pScene->mMeshes) {
+ ReportError("aiScene::mMeshes is non-null although there are no meshes");
+ }
+
+ // validate all animations
+ if (pScene->mNumAnimations) {
+ DoValidation(pScene->mAnimations,pScene->mNumAnimations,
+ "mAnimations","mNumAnimations");
+ }
+ else if (pScene->mAnimations) {
+ ReportError("aiScene::mAnimations is non-null although there are no animations");
+ }
+
+ // validate all cameras
+ if (pScene->mNumCameras) {
+ DoValidationWithNameCheck(pScene->mCameras,pScene->mNumCameras,
+ "mCameras","mNumCameras");
+ }
+ else if (pScene->mCameras) {
+ ReportError("aiScene::mCameras is non-null although there are no cameras");
+ }
+
+ // validate all lights
+ if (pScene->mNumLights) {
+ DoValidationWithNameCheck(pScene->mLights,pScene->mNumLights,
+ "mLights","mNumLights");
+ }
+ else if (pScene->mLights) {
+ ReportError("aiScene::mLights is non-null although there are no lights");
+ }
+
+ // validate all textures
+ if (pScene->mNumTextures) {
+ DoValidation(pScene->mTextures,pScene->mNumTextures,
+ "mTextures","mNumTextures");
+ }
+ else if (pScene->mTextures) {
+ ReportError("aiScene::mTextures is non-null although there are no textures");
+ }
+
+ // validate all materials
+ if (pScene->mNumMaterials) {
+ DoValidation(pScene->mMaterials,pScene->mNumMaterials,"mMaterials","mNumMaterials");
+ }
#if 0
- // NOTE: ScenePreprocessor generates a default material if none is there
- else if (!(mScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE)) {
- ReportError("aiScene::mNumMaterials is 0. At least one material must be there");
- }
+ // NOTE: ScenePreprocessor generates a default material if none is there
+ else if (!(mScene->mFlags & AI_SCENE_FLAGS_INCOMPLETE)) {
+ ReportError("aiScene::mNumMaterials is 0. At least one material must be there");
+ }
#endif
- else if (pScene->mMaterials) {
- ReportError("aiScene::mMaterials is non-null although there are no materials");
- }
+ else if (pScene->mMaterials) {
+ ReportError("aiScene::mMaterials is non-null although there are no materials");
+ }
-// if (!has)ReportError("The aiScene data structure is empty");
- DefaultLogger::get()->debug("ValidateDataStructureProcess end");
+// if (!has)ReportError("The aiScene data structure is empty");
+ DefaultLogger::get()->debug("ValidateDataStructureProcess end");
}
// ------------------------------------------------------------------------------------------------
void ValidateDSProcess::Validate( const aiLight* pLight)
{
- if (pLight->mType == aiLightSource_UNDEFINED)
- ReportWarning("aiLight::mType is aiLightSource_UNDEFINED");
-
- if (!pLight->mAttenuationConstant &&
- !pLight->mAttenuationLinear &&
- !pLight->mAttenuationQuadratic) {
- ReportWarning("aiLight::mAttenuationXXX - all are zero");
- }
-
- if (pLight->mAngleInnerCone > pLight->mAngleOuterCone)
- ReportError("aiLight::mAngleInnerCone is larger than aiLight::mAngleOuterCone");
-
- if (pLight->mColorDiffuse.IsBlack() && pLight->mColorAmbient.IsBlack()
- && pLight->mColorSpecular.IsBlack())
- {
- ReportWarning("aiLight::mColorXXX - all are black and won't have any influence");
- }
+ if (pLight->mType == aiLightSource_UNDEFINED)
+ ReportWarning("aiLight::mType is aiLightSource_UNDEFINED");
+
+ if (!pLight->mAttenuationConstant &&
+ !pLight->mAttenuationLinear &&
+ !pLight->mAttenuationQuadratic) {
+ ReportWarning("aiLight::mAttenuationXXX - all are zero");
+ }
+
+ if (pLight->mAngleInnerCone > pLight->mAngleOuterCone)
+ ReportError("aiLight::mAngleInnerCone is larger than aiLight::mAngleOuterCone");
+
+ if (pLight->mColorDiffuse.IsBlack() && pLight->mColorAmbient.IsBlack()
+ && pLight->mColorSpecular.IsBlack())
+ {
+ ReportWarning("aiLight::mColorXXX - all are black and won't have any influence");
+ }
}
-
+
// ------------------------------------------------------------------------------------------------
void ValidateDSProcess::Validate( const aiCamera* pCamera)
{
- if (pCamera->mClipPlaneFar <= pCamera->mClipPlaneNear)
- ReportError("aiCamera::mClipPlaneFar must be >= aiCamera::mClipPlaneNear");
+ if (pCamera->mClipPlaneFar <= pCamera->mClipPlaneNear)
+ ReportError("aiCamera::mClipPlaneFar must be >= aiCamera::mClipPlaneNear");
- // FIX: there are many 3ds files with invalid FOVs. No reason to
- // reject them at all ... a warning is appropriate.
- if (!pCamera->mHorizontalFOV || pCamera->mHorizontalFOV >= (float)AI_MATH_PI)
- ReportWarning("%f is not a valid value for aiCamera::mHorizontalFOV",pCamera->mHorizontalFOV);
+ // FIX: there are many 3ds files with invalid FOVs. No reason to
+ // reject them at all ... a warning is appropriate.
+ if (!pCamera->mHorizontalFOV || pCamera->mHorizontalFOV >= (float)AI_MATH_PI)
+ ReportWarning("%f is not a valid value for aiCamera::mHorizontalFOV",pCamera->mHorizontalFOV);
}
// ------------------------------------------------------------------------------------------------
void ValidateDSProcess::Validate( const aiMesh* pMesh)
{
- // validate the material index of the mesh
- if (mScene->mNumMaterials && pMesh->mMaterialIndex >= mScene->mNumMaterials)
- {
- ReportError("aiMesh::mMaterialIndex is invalid (value: %i maximum: %i)",
- pMesh->mMaterialIndex,mScene->mNumMaterials-1);
- }
-
- Validate(&pMesh->mName);
-
- for (unsigned int i = 0; i < pMesh->mNumFaces; ++i)
- {
- aiFace& face = pMesh->mFaces[i];
-
- if (pMesh->mPrimitiveTypes)
- {
- switch (face.mNumIndices)
- {
- case 0:
- ReportError("aiMesh::mFaces[%i].mNumIndices is 0",i);
- case 1:
- if (0 == (pMesh->mPrimitiveTypes & aiPrimitiveType_POINT))
- {
- ReportError("aiMesh::mFaces[%i] is a POINT but aiMesh::mPrimtiveTypes "
- "does not report the POINT flag",i);
- }
- break;
- case 2:
- if (0 == (pMesh->mPrimitiveTypes & aiPrimitiveType_LINE))
- {
- ReportError("aiMesh::mFaces[%i] is a LINE but aiMesh::mPrimtiveTypes "
- "does not report the LINE flag",i);
- }
- break;
- case 3:
- if (0 == (pMesh->mPrimitiveTypes & aiPrimitiveType_TRIANGLE))
- {
- ReportError("aiMesh::mFaces[%i] is a TRIANGLE but aiMesh::mPrimtiveTypes "
- "does not report the TRIANGLE flag",i);
- }
- break;
- default:
- if (0 == (pMesh->mPrimitiveTypes & aiPrimitiveType_POLYGON))
- {
- this->ReportError("aiMesh::mFaces[%i] is a POLYGON but aiMesh::mPrimtiveTypes "
- "does not report the POLYGON flag",i);
- }
- break;
- };
- }
-
- if (!face.mIndices)
- ReportError("aiMesh::mFaces[%i].mIndices is NULL",i);
- }
-
- // positions must always be there ...
- if (!pMesh->mNumVertices || (!pMesh->mVertices && !mScene->mFlags)) {
- ReportError("The mesh contains no vertices");
- }
-
- if (pMesh->mNumVertices > AI_MAX_VERTICES) {
- ReportError("Mesh has too many vertices: %u, but the limit is %u",pMesh->mNumVertices,AI_MAX_VERTICES);
- }
- if (pMesh->mNumFaces > AI_MAX_FACES) {
- ReportError("Mesh has too many faces: %u, but the limit is %u",pMesh->mNumFaces,AI_MAX_FACES);
- }
-
- // if tangents are there there must also be bitangent vectors ...
- if ((pMesh->mTangents != NULL) != (pMesh->mBitangents != NULL)) {
- ReportError("If there are tangents, bitangent vectors must be present as well");
- }
-
- // faces, too
- if (!pMesh->mNumFaces || (!pMesh->mFaces && !mScene->mFlags)) {
- ReportError("Mesh contains no faces");
- }
-
- // now check whether the face indexing layout is correct:
- // unique vertices, pseudo-indexed.
- std::vector<bool> abRefList;
- abRefList.resize(pMesh->mNumVertices,false);
- for (unsigned int i = 0; i < pMesh->mNumFaces;++i)
- {
- aiFace& face = pMesh->mFaces[i];
- if (face.mNumIndices > AI_MAX_FACE_INDICES) {
- ReportError("Face %u has too many faces: %u, but the limit is %u",i,face.mNumIndices,AI_MAX_FACE_INDICES);
- }
-
- for (unsigned int a = 0; a < face.mNumIndices;++a)
- {
- if (face.mIndices[a] >= pMesh->mNumVertices) {
- ReportError("aiMesh::mFaces[%i]::mIndices[%i] is out of range",i,a);
- }
- // the MSB flag is temporarily used by the extra verbose
- // mode to tell us that the JoinVerticesProcess might have
- // been executed already.
- if ( !(this->mScene->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT ) && abRefList[face.mIndices[a]])
- {
- ReportError("aiMesh::mVertices[%i] is referenced twice - second "
- "time by aiMesh::mFaces[%i]::mIndices[%i]",face.mIndices[a],i,a);
- }
- abRefList[face.mIndices[a]] = true;
- }
- }
-
- // check whether there are vertices that aren't referenced by a face
- bool b = false;
- for (unsigned int i = 0; i < pMesh->mNumVertices;++i) {
- if (!abRefList[i])b = true;
- }
- abRefList.clear();
- if (b)ReportWarning("There are unreferenced vertices");
-
- // texture channel 2 may not be set if channel 1 is zero ...
- {
- unsigned int i = 0;
- for (;i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
- {
- if (!pMesh->HasTextureCoords(i))break;
- }
- for (;i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
- if (pMesh->HasTextureCoords(i))
- {
- ReportError("Texture coordinate channel %i exists "
- "although the previous channel was NULL.",i);
- }
- }
- // the same for the vertex colors
- {
- unsigned int i = 0;
- for (;i < AI_MAX_NUMBER_OF_COLOR_SETS;++i)
- {
- if (!pMesh->HasVertexColors(i))break;
- }
- for (;i < AI_MAX_NUMBER_OF_COLOR_SETS;++i)
- if (pMesh->HasVertexColors(i))
- {
- ReportError("Vertex color channel %i is exists "
- "although the previous channel was NULL.",i);
- }
- }
-
-
- // now validate all bones
- if (pMesh->mNumBones)
- {
- if (!pMesh->mBones)
- {
- ReportError("aiMesh::mBones is NULL (aiMesh::mNumBones is %i)",
- pMesh->mNumBones);
- }
- boost::scoped_array<float> afSum(NULL);
- if (pMesh->mNumVertices)
- {
- afSum.reset(new float[pMesh->mNumVertices]);
- for (unsigned int i = 0; i < pMesh->mNumVertices;++i)
- afSum[i] = 0.0f;
- }
-
- // check whether there are duplicate bone names
- for (unsigned int i = 0; i < pMesh->mNumBones;++i)
- {
- const aiBone* bone = pMesh->mBones[i];
- if (bone->mNumWeights > AI_MAX_BONE_WEIGHTS) {
- ReportError("Bone %u has too many weights: %u, but the limit is %u",i,bone->mNumWeights,AI_MAX_BONE_WEIGHTS);
- }
-
- if (!pMesh->mBones[i])
- {
- ReportError("aiMesh::mBones[%i] is NULL (aiMesh::mNumBones is %i)",
- i,pMesh->mNumBones);
- }
- Validate(pMesh,pMesh->mBones[i],afSum.get());
-
- for (unsigned int a = i+1; a < pMesh->mNumBones;++a)
- {
- if (pMesh->mBones[i]->mName == pMesh->mBones[a]->mName)
- {
- ReportError("aiMesh::mBones[%i] has the same name as "
- "aiMesh::mBones[%i]",i,a);
- }
- }
- }
- // check whether all bone weights for a vertex sum to 1.0 ...
- for (unsigned int i = 0; i < pMesh->mNumVertices;++i)
- {
- if (afSum[i] && (afSum[i] <= 0.94 || afSum[i] >= 1.05)) {
- ReportWarning("aiMesh::mVertices[%i]: bone weight sum != 1.0 (sum is %f)",i,afSum[i]);
- }
- }
- }
- else if (pMesh->mBones)
- {
- ReportError("aiMesh::mBones is non-null although there are no bones");
- }
+ // validate the material index of the mesh
+ if (mScene->mNumMaterials && pMesh->mMaterialIndex >= mScene->mNumMaterials)
+ {
+ ReportError("aiMesh::mMaterialIndex is invalid (value: %i maximum: %i)",
+ pMesh->mMaterialIndex,mScene->mNumMaterials-1);
+ }
+
+ Validate(&pMesh->mName);
+
+ for (unsigned int i = 0; i < pMesh->mNumFaces; ++i)
+ {
+ aiFace& face = pMesh->mFaces[i];
+
+ if (pMesh->mPrimitiveTypes)
+ {
+ switch (face.mNumIndices)
+ {
+ case 0:
+ ReportError("aiMesh::mFaces[%i].mNumIndices is 0",i);
+ case 1:
+ if (0 == (pMesh->mPrimitiveTypes & aiPrimitiveType_POINT))
+ {
+ ReportError("aiMesh::mFaces[%i] is a POINT but aiMesh::mPrimtiveTypes "
+ "does not report the POINT flag",i);
+ }
+ break;
+ case 2:
+ if (0 == (pMesh->mPrimitiveTypes & aiPrimitiveType_LINE))
+ {
+ ReportError("aiMesh::mFaces[%i] is a LINE but aiMesh::mPrimtiveTypes "
+ "does not report the LINE flag",i);
+ }
+ break;
+ case 3:
+ if (0 == (pMesh->mPrimitiveTypes & aiPrimitiveType_TRIANGLE))
+ {
+ ReportError("aiMesh::mFaces[%i] is a TRIANGLE but aiMesh::mPrimtiveTypes "
+ "does not report the TRIANGLE flag",i);
+ }
+ break;
+ default:
+ if (0 == (pMesh->mPrimitiveTypes & aiPrimitiveType_POLYGON))
+ {
+ this->ReportError("aiMesh::mFaces[%i] is a POLYGON but aiMesh::mPrimtiveTypes "
+ "does not report the POLYGON flag",i);
+ }
+ break;
+ };
+ }
+
+ if (!face.mIndices)
+ ReportError("aiMesh::mFaces[%i].mIndices is NULL",i);
+ }
+
+ // positions must always be there ...
+ if (!pMesh->mNumVertices || (!pMesh->mVertices && !mScene->mFlags)) {
+ ReportError("The mesh contains no vertices");
+ }
+
+ if (pMesh->mNumVertices > AI_MAX_VERTICES) {
+ ReportError("Mesh has too many vertices: %u, but the limit is %u",pMesh->mNumVertices,AI_MAX_VERTICES);
+ }
+ if (pMesh->mNumFaces > AI_MAX_FACES) {
+ ReportError("Mesh has too many faces: %u, but the limit is %u",pMesh->mNumFaces,AI_MAX_FACES);
+ }
+
+ // if tangents are there there must also be bitangent vectors ...
+ if ((pMesh->mTangents != NULL) != (pMesh->mBitangents != NULL)) {
+ ReportError("If there are tangents, bitangent vectors must be present as well");
+ }
+
+ // faces, too
+ if (!pMesh->mNumFaces || (!pMesh->mFaces && !mScene->mFlags)) {
+ ReportError("Mesh contains no faces");
+ }
+
+ // now check whether the face indexing layout is correct:
+ // unique vertices, pseudo-indexed.
+ std::vector<bool> abRefList;
+ abRefList.resize(pMesh->mNumVertices,false);
+ for (unsigned int i = 0; i < pMesh->mNumFaces;++i)
+ {
+ aiFace& face = pMesh->mFaces[i];
+ if (face.mNumIndices > AI_MAX_FACE_INDICES) {
+ ReportError("Face %u has too many faces: %u, but the limit is %u",i,face.mNumIndices,AI_MAX_FACE_INDICES);
+ }
+
+ for (unsigned int a = 0; a < face.mNumIndices;++a)
+ {
+ if (face.mIndices[a] >= pMesh->mNumVertices) {
+ ReportError("aiMesh::mFaces[%i]::mIndices[%i] is out of range",i,a);
+ }
+ // the MSB flag is temporarily used by the extra verbose
+ // mode to tell us that the JoinVerticesProcess might have
+ // been executed already.
+ if ( !(this->mScene->mFlags & AI_SCENE_FLAGS_NON_VERBOSE_FORMAT ) && abRefList[face.mIndices[a]])
+ {
+ ReportError("aiMesh::mVertices[%i] is referenced twice - second "
+ "time by aiMesh::mFaces[%i]::mIndices[%i]",face.mIndices[a],i,a);
+ }
+ abRefList[face.mIndices[a]] = true;
+ }
+ }
+
+ // check whether there are vertices that aren't referenced by a face
+ bool b = false;
+ for (unsigned int i = 0; i < pMesh->mNumVertices;++i) {
+ if (!abRefList[i])b = true;
+ }
+ abRefList.clear();
+ if (b)ReportWarning("There are unreferenced vertices");
+
+ // texture channel 2 may not be set if channel 1 is zero ...
+ {
+ unsigned int i = 0;
+ for (;i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
+ {
+ if (!pMesh->HasTextureCoords(i))break;
+ }
+ for (;i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
+ if (pMesh->HasTextureCoords(i))
+ {
+ ReportError("Texture coordinate channel %i exists "
+ "although the previous channel was NULL.",i);
+ }
+ }
+ // the same for the vertex colors
+ {
+ unsigned int i = 0;
+ for (;i < AI_MAX_NUMBER_OF_COLOR_SETS;++i)
+ {
+ if (!pMesh->HasVertexColors(i))break;
+ }
+ for (;i < AI_MAX_NUMBER_OF_COLOR_SETS;++i)
+ if (pMesh->HasVertexColors(i))
+ {
+ ReportError("Vertex color channel %i is exists "
+ "although the previous channel was NULL.",i);
+ }
+ }
+
+
+ // now validate all bones
+ if (pMesh->mNumBones)
+ {
+ if (!pMesh->mBones)
+ {
+ ReportError("aiMesh::mBones is NULL (aiMesh::mNumBones is %i)",
+ pMesh->mNumBones);
+ }
+ boost::scoped_array<float> afSum(NULL);
+ if (pMesh->mNumVertices)
+ {
+ afSum.reset(new float[pMesh->mNumVertices]);
+ for (unsigned int i = 0; i < pMesh->mNumVertices;++i)
+ afSum[i] = 0.0f;
+ }
+
+ // check whether there are duplicate bone names
+ for (unsigned int i = 0; i < pMesh->mNumBones;++i)
+ {
+ const aiBone* bone = pMesh->mBones[i];
+ if (bone->mNumWeights > AI_MAX_BONE_WEIGHTS) {
+ ReportError("Bone %u has too many weights: %u, but the limit is %u",i,bone->mNumWeights,AI_MAX_BONE_WEIGHTS);
+ }
+
+ if (!pMesh->mBones[i])
+ {
+ ReportError("aiMesh::mBones[%i] is NULL (aiMesh::mNumBones is %i)",
+ i,pMesh->mNumBones);
+ }
+ Validate(pMesh,pMesh->mBones[i],afSum.get());
+
+ for (unsigned int a = i+1; a < pMesh->mNumBones;++a)
+ {
+ if (pMesh->mBones[i]->mName == pMesh->mBones[a]->mName)
+ {
+ ReportError("aiMesh::mBones[%i] has the same name as "
+ "aiMesh::mBones[%i]",i,a);
+ }
+ }
+ }
+ // check whether all bone weights for a vertex sum to 1.0 ...
+ for (unsigned int i = 0; i < pMesh->mNumVertices;++i)
+ {
+ if (afSum[i] && (afSum[i] <= 0.94 || afSum[i] >= 1.05)) {
+ ReportWarning("aiMesh::mVertices[%i]: bone weight sum != 1.0 (sum is %f)",i,afSum[i]);
+ }
+ }
+ }
+ else if (pMesh->mBones)
+ {
+ ReportError("aiMesh::mBones is non-null although there are no bones");
+ }
}
// ------------------------------------------------------------------------------------------------
void ValidateDSProcess::Validate( const aiMesh* pMesh,
- const aiBone* pBone,float* afSum)
+ const aiBone* pBone,float* afSum)
{
- this->Validate(&pBone->mName);
-
- if (!pBone->mNumWeights) {
- ReportError("aiBone::mNumWeights is zero");
- }
-
- // check whether all vertices affected by this bone are valid
- for (unsigned int i = 0; i < pBone->mNumWeights;++i)
- {
- if (pBone->mWeights[i].mVertexId >= pMesh->mNumVertices) {
- ReportError("aiBone::mWeights[%i].mVertexId is out of range",i);
- }
- else if (!pBone->mWeights[i].mWeight || pBone->mWeights[i].mWeight > 1.0f) {
- ReportWarning("aiBone::mWeights[%i].mWeight has an invalid value",i);
- }
- afSum[pBone->mWeights[i].mVertexId] += pBone->mWeights[i].mWeight;
- }
+ this->Validate(&pBone->mName);
+
+ if (!pBone->mNumWeights) {
+ ReportError("aiBone::mNumWeights is zero");
+ }
+
+ // check whether all vertices affected by this bone are valid
+ for (unsigned int i = 0; i < pBone->mNumWeights;++i)
+ {
+ if (pBone->mWeights[i].mVertexId >= pMesh->mNumVertices) {
+ ReportError("aiBone::mWeights[%i].mVertexId is out of range",i);
+ }
+ else if (!pBone->mWeights[i].mWeight || pBone->mWeights[i].mWeight > 1.0f) {
+ ReportWarning("aiBone::mWeights[%i].mWeight has an invalid value",i);
+ }
+ afSum[pBone->mWeights[i].mVertexId] += pBone->mWeights[i].mWeight;
+ }
}
// ------------------------------------------------------------------------------------------------
void ValidateDSProcess::Validate( const aiAnimation* pAnimation)
{
- Validate(&pAnimation->mName);
-
- // validate all materials
- if (pAnimation->mNumChannels)
- {
- if (!pAnimation->mChannels) {
- ReportError("aiAnimation::mChannels is NULL (aiAnimation::mNumChannels is %i)",
- pAnimation->mNumChannels);
- }
- for (unsigned int i = 0; i < pAnimation->mNumChannels;++i)
- {
- if (!pAnimation->mChannels[i])
- {
- ReportError("aiAnimation::mChannels[%i] is NULL (aiAnimation::mNumChannels is %i)",
- i, pAnimation->mNumChannels);
- }
- Validate(pAnimation, pAnimation->mChannels[i]);
- }
- }
- else ReportError("aiAnimation::mNumChannels is 0. At least one node animation channel must be there.");
-
- // Animation duration is allowed to be zero in cases where the anim contains only a single key frame.
- // if (!pAnimation->mDuration)this->ReportError("aiAnimation::mDuration is zero");
+ Validate(&pAnimation->mName);
+
+ // validate all materials
+ if (pAnimation->mNumChannels)
+ {
+ if (!pAnimation->mChannels) {
+ ReportError("aiAnimation::mChannels is NULL (aiAnimation::mNumChannels is %i)",
+ pAnimation->mNumChannels);
+ }
+ for (unsigned int i = 0; i < pAnimation->mNumChannels;++i)
+ {
+ if (!pAnimation->mChannels[i])
+ {
+ ReportError("aiAnimation::mChannels[%i] is NULL (aiAnimation::mNumChannels is %i)",
+ i, pAnimation->mNumChannels);
+ }
+ Validate(pAnimation, pAnimation->mChannels[i]);
+ }
+ }
+ else ReportError("aiAnimation::mNumChannels is 0. At least one node animation channel must be there.");
+
+ // Animation duration is allowed to be zero in cases where the anim contains only a single key frame.
+ // if (!pAnimation->mDuration)this->ReportError("aiAnimation::mDuration is zero");
}
// ------------------------------------------------------------------------------------------------
void ValidateDSProcess::SearchForInvalidTextures(const aiMaterial* pMaterial,
- aiTextureType type)
+ aiTextureType type)
{
- const char* szType = TextureTypeToString(type);
-
- // ****************************************************************************
- // Search all keys of the material ...
- // textures must be specified with ascending indices
- // (e.g. diffuse #2 may not be specified if diffuse #1 is not there ...)
- // ****************************************************************************
-
- int iNumIndices = 0;
- int iIndex = -1;
- for (unsigned int i = 0; i < pMaterial->mNumProperties;++i)
- {
- aiMaterialProperty* prop = pMaterial->mProperties[i];
- if (!::strcmp(prop->mKey.data,"$tex.file") && prop->mSemantic == type) {
- iIndex = std::max(iIndex, (int) prop->mIndex);
- ++iNumIndices;
-
- if (aiPTI_String != prop->mType)
- ReportError("Material property %s is expected to be a string",prop->mKey.data);
- }
- }
- if (iIndex +1 != iNumIndices) {
- ReportError("%s #%i is set, but there are only %i %s textures",
- szType,iIndex,iNumIndices,szType);
- }
- if (!iNumIndices)return;
- std::vector<aiTextureMapping> mappings(iNumIndices);
-
- // Now check whether all UV indices are valid ...
- bool bNoSpecified = true;
- for (unsigned int i = 0; i < pMaterial->mNumProperties;++i)
- {
- aiMaterialProperty* prop = pMaterial->mProperties[i];
- if (prop->mSemantic != type)continue;
-
- if ((int)prop->mIndex >= iNumIndices)
- {
- ReportError("Found texture property with index %i, although there "
- "are only %i textures of type %s",
- prop->mIndex, iNumIndices, szType);
- }
-
- if (!::strcmp(prop->mKey.data,"$tex.mapping")) {
- if (aiPTI_Integer != prop->mType || prop->mDataLength < sizeof(aiTextureMapping))
- {
- ReportError("Material property %s%i is expected to be an integer (size is %i)",
- prop->mKey.data,prop->mIndex,prop->mDataLength);
- }
- mappings[prop->mIndex] = *((aiTextureMapping*)prop->mData);
- }
- else if (!::strcmp(prop->mKey.data,"$tex.uvtrafo")) {
- if (aiPTI_Float != prop->mType || prop->mDataLength < sizeof(aiUVTransform))
- {
- ReportError("Material property %s%i is expected to be 5 floats large (size is %i)",
- prop->mKey.data,prop->mIndex, prop->mDataLength);
- }
- mappings[prop->mIndex] = *((aiTextureMapping*)prop->mData);
- }
- else if (!::strcmp(prop->mKey.data,"$tex.uvwsrc")) {
- if (aiPTI_Integer != prop->mType || sizeof(int) > prop->mDataLength)
- {
- ReportError("Material property %s%i is expected to be an integer (size is %i)",
- prop->mKey.data,prop->mIndex,prop->mDataLength);
- }
- bNoSpecified = false;
-
- // Ignore UV indices for texture channels that are not there ...
-
- // Get the value
- iIndex = *((unsigned int*)prop->mData);
-
- // Check whether there is a mesh using this material
- // which has not enough UV channels ...
- for (unsigned int a = 0; a < mScene->mNumMeshes;++a)
- {
- aiMesh* mesh = this->mScene->mMeshes[a];
- if (mesh->mMaterialIndex == (unsigned int)i)
- {
- int iChannels = 0;
- while (mesh->HasTextureCoords(iChannels))++iChannels;
- if (iIndex >= iChannels)
- {
- ReportWarning("Invalid UV index: %i (key %s). Mesh %i has only %i UV channels",
- iIndex,prop->mKey.data,a,iChannels);
- }
- }
- }
- }
- }
- if (bNoSpecified)
- {
- // Assume that all textures are using the first UV channel
- for (unsigned int a = 0; a < mScene->mNumMeshes;++a)
- {
- aiMesh* mesh = mScene->mMeshes[a];
- if (mesh->mMaterialIndex == (unsigned int)iIndex && mappings[0] == aiTextureMapping_UV)
- {
- if (!mesh->mTextureCoords[0])
- {
- // This is a special case ... it could be that the
- // original mesh format intended the use of a special
- // mapping here.
- ReportWarning("UV-mapped texture, but there are no UV coords");
- }
- }
- }
- }
+ const char* szType = TextureTypeToString(type);
+
+ // ****************************************************************************
+ // Search all keys of the material ...
+ // textures must be specified with ascending indices
+ // (e.g. diffuse #2 may not be specified if diffuse #1 is not there ...)
+ // ****************************************************************************
+
+ int iNumIndices = 0;
+ int iIndex = -1;
+ for (unsigned int i = 0; i < pMaterial->mNumProperties;++i)
+ {
+ aiMaterialProperty* prop = pMaterial->mProperties[i];
+ if (!::strcmp(prop->mKey.data,"$tex.file") && prop->mSemantic == type) {
+ iIndex = std::max(iIndex, (int) prop->mIndex);
+ ++iNumIndices;
+
+ if (aiPTI_String != prop->mType)
+ ReportError("Material property %s is expected to be a string",prop->mKey.data);
+ }
+ }
+ if (iIndex +1 != iNumIndices) {
+ ReportError("%s #%i is set, but there are only %i %s textures",
+ szType,iIndex,iNumIndices,szType);
+ }
+ if (!iNumIndices)return;
+ std::vector<aiTextureMapping> mappings(iNumIndices);
+
+ // Now check whether all UV indices are valid ...
+ bool bNoSpecified = true;
+ for (unsigned int i = 0; i < pMaterial->mNumProperties;++i)
+ {
+ aiMaterialProperty* prop = pMaterial->mProperties[i];
+ if (prop->mSemantic != type)continue;
+
+ if ((int)prop->mIndex >= iNumIndices)
+ {
+ ReportError("Found texture property with index %i, although there "
+ "are only %i textures of type %s",
+ prop->mIndex, iNumIndices, szType);
+ }
+
+ if (!::strcmp(prop->mKey.data,"$tex.mapping")) {
+ if (aiPTI_Integer != prop->mType || prop->mDataLength < sizeof(aiTextureMapping))
+ {
+ ReportError("Material property %s%i is expected to be an integer (size is %i)",
+ prop->mKey.data,prop->mIndex,prop->mDataLength);
+ }
+ mappings[prop->mIndex] = *((aiTextureMapping*)prop->mData);
+ }
+ else if (!::strcmp(prop->mKey.data,"$tex.uvtrafo")) {
+ if (aiPTI_Float != prop->mType || prop->mDataLength < sizeof(aiUVTransform))
+ {
+ ReportError("Material property %s%i is expected to be 5 floats large (size is %i)",
+ prop->mKey.data,prop->mIndex, prop->mDataLength);
+ }
+ mappings[prop->mIndex] = *((aiTextureMapping*)prop->mData);
+ }
+ else if (!::strcmp(prop->mKey.data,"$tex.uvwsrc")) {
+ if (aiPTI_Integer != prop->mType || sizeof(int) > prop->mDataLength)
+ {
+ ReportError("Material property %s%i is expected to be an integer (size is %i)",
+ prop->mKey.data,prop->mIndex,prop->mDataLength);
+ }
+ bNoSpecified = false;
+
+ // Ignore UV indices for texture channels that are not there ...
+
+ // Get the value
+ iIndex = *((unsigned int*)prop->mData);
+
+ // Check whether there is a mesh using this material
+ // which has not enough UV channels ...
+ for (unsigned int a = 0; a < mScene->mNumMeshes;++a)
+ {
+ aiMesh* mesh = this->mScene->mMeshes[a];
+ if(mesh->mMaterialIndex == (unsigned int)i)
+ {
+ int iChannels = 0;
+ while (mesh->HasTextureCoords(iChannels))++iChannels;
+ if (iIndex >= iChannels)
+ {
+ ReportWarning("Invalid UV index: %i (key %s). Mesh %i has only %i UV channels",
+ iIndex,prop->mKey.data,a,iChannels);
+ }
+ }
+ }
+ }
+ }
+ if (bNoSpecified)
+ {
+ // Assume that all textures are using the first UV channel
+ for (unsigned int a = 0; a < mScene->mNumMeshes;++a)
+ {
+ aiMesh* mesh = mScene->mMeshes[a];
+ if(mesh->mMaterialIndex == (unsigned int)iIndex && mappings[0] == aiTextureMapping_UV)
+ {
+ if (!mesh->mTextureCoords[0])
+ {
+ // This is a special case ... it could be that the
+ // original mesh format intended the use of a special
+ // mapping here.
+ ReportWarning("UV-mapped texture, but there are no UV coords");
+ }
+ }
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
void ValidateDSProcess::Validate( const aiMaterial* pMaterial)
{
- // check whether there are material keys that are obviously not legal
- for (unsigned int i = 0; i < pMaterial->mNumProperties;++i)
- {
- const aiMaterialProperty* prop = pMaterial->mProperties[i];
- if (!prop) {
- ReportError("aiMaterial::mProperties[%i] is NULL (aiMaterial::mNumProperties is %i)",
- i,pMaterial->mNumProperties);
- }
- if (!prop->mDataLength || !prop->mData) {
- ReportError("aiMaterial::mProperties[%i].mDataLength or "
- "aiMaterial::mProperties[%i].mData is 0",i,i);
- }
- // check all predefined types
- if (aiPTI_String == prop->mType) {
- // FIX: strings are now stored in a less expensive way, but we can't use the
- // validation routine for 'normal' aiStrings
- uint32_t len;
- if (prop->mDataLength < 5 || prop->mDataLength < 4 + (len=*reinterpret_cast<uint32_t*>(prop->mData)) + 1) {
- ReportError("aiMaterial::mProperties[%i].mDataLength is "
- "too small to contain a string (%i, needed: %i)",
- i,prop->mDataLength,sizeof(aiString));
- }
- if (prop->mData[prop->mDataLength-1]) {
- ReportError("Missing null-terminator in string material property");
- }
- // Validate((const aiString*)prop->mData);
- }
- else if (aiPTI_Float == prop->mType) {
- if (prop->mDataLength < sizeof(float)) {
- ReportError("aiMaterial::mProperties[%i].mDataLength is "
- "too small to contain a float (%i, needed: %i)",
- i,prop->mDataLength,sizeof(float));
- }
- }
- else if (aiPTI_Integer == prop->mType) {
- if (prop->mDataLength < sizeof(int)) {
- ReportError("aiMaterial::mProperties[%i].mDataLength is "
- "too small to contain an integer (%i, needed: %i)",
- i,prop->mDataLength,sizeof(int));
- }
- }
- // TODO: check whether there is a key with an unknown name ...
- }
-
- // make some more specific tests
- float fTemp;
- int iShading;
- if (AI_SUCCESS == aiGetMaterialInteger( pMaterial,AI_MATKEY_SHADING_MODEL,&iShading)) {
- switch ((aiShadingMode)iShading)
- {
- case aiShadingMode_Blinn:
- case aiShadingMode_CookTorrance:
- case aiShadingMode_Phong:
-
- if (AI_SUCCESS != aiGetMaterialFloat(pMaterial,AI_MATKEY_SHININESS,&fTemp)) {
- ReportWarning("A specular shading model is specified but there is no "
- "AI_MATKEY_SHININESS key");
- }
- if (AI_SUCCESS == aiGetMaterialFloat(pMaterial,AI_MATKEY_SHININESS_STRENGTH,&fTemp) && !fTemp) {
- ReportWarning("A specular shading model is specified but the value of the "
- "AI_MATKEY_SHININESS_STRENGTH key is 0.0");
- }
- break;
- default: ;
- };
- }
-
- if (AI_SUCCESS == aiGetMaterialFloat( pMaterial,AI_MATKEY_OPACITY,&fTemp) && (!fTemp || fTemp > 1.01f)) {
- ReportWarning("Invalid opacity value (must be 0 < opacity < 1.0)");
- }
-
- // Check whether there are invalid texture keys
- // TODO: that's a relict of the past, where texture type and index were baked
- // into the material string ... we could do that in one single pass.
- SearchForInvalidTextures(pMaterial,aiTextureType_DIFFUSE);
- SearchForInvalidTextures(pMaterial,aiTextureType_SPECULAR);
- SearchForInvalidTextures(pMaterial,aiTextureType_AMBIENT);
- SearchForInvalidTextures(pMaterial,aiTextureType_EMISSIVE);
- SearchForInvalidTextures(pMaterial,aiTextureType_OPACITY);
- SearchForInvalidTextures(pMaterial,aiTextureType_SHININESS);
- SearchForInvalidTextures(pMaterial,aiTextureType_HEIGHT);
- SearchForInvalidTextures(pMaterial,aiTextureType_NORMALS);
- SearchForInvalidTextures(pMaterial,aiTextureType_DISPLACEMENT);
- SearchForInvalidTextures(pMaterial,aiTextureType_LIGHTMAP);
- SearchForInvalidTextures(pMaterial,aiTextureType_REFLECTION);
+ // check whether there are material keys that are obviously not legal
+ for (unsigned int i = 0; i < pMaterial->mNumProperties;++i)
+ {
+ const aiMaterialProperty* prop = pMaterial->mProperties[i];
+ if (!prop) {
+ ReportError("aiMaterial::mProperties[%i] is NULL (aiMaterial::mNumProperties is %i)",
+ i,pMaterial->mNumProperties);
+ }
+ if (!prop->mDataLength || !prop->mData) {
+ ReportError("aiMaterial::mProperties[%i].mDataLength or "
+ "aiMaterial::mProperties[%i].mData is 0",i,i);
+ }
+ // check all predefined types
+ if (aiPTI_String == prop->mType) {
+ // FIX: strings are now stored in a less expensive way, but we can't use the
+ // validation routine for 'normal' aiStrings
+ uint32_t len;
+ if (prop->mDataLength < 5 || prop->mDataLength < 4 + (len=*reinterpret_cast<uint32_t*>(prop->mData)) + 1) {
+ ReportError("aiMaterial::mProperties[%i].mDataLength is "
+ "too small to contain a string (%i, needed: %i)",
+ i,prop->mDataLength,sizeof(aiString));
+ }
+ if(prop->mData[prop->mDataLength-1]) {
+ ReportError("Missing null-terminator in string material property");
+ }
+ // Validate((const aiString*)prop->mData);
+ }
+ else if (aiPTI_Float == prop->mType) {
+ if (prop->mDataLength < sizeof(float)) {
+ ReportError("aiMaterial::mProperties[%i].mDataLength is "
+ "too small to contain a float (%i, needed: %i)",
+ i,prop->mDataLength,sizeof(float));
+ }
+ }
+ else if (aiPTI_Integer == prop->mType) {
+ if (prop->mDataLength < sizeof(int)) {
+ ReportError("aiMaterial::mProperties[%i].mDataLength is "
+ "too small to contain an integer (%i, needed: %i)",
+ i,prop->mDataLength,sizeof(int));
+ }
+ }
+ // TODO: check whether there is a key with an unknown name ...
+ }
+
+ // make some more specific tests
+ float fTemp;
+ int iShading;
+ if (AI_SUCCESS == aiGetMaterialInteger( pMaterial,AI_MATKEY_SHADING_MODEL,&iShading)) {
+ switch ((aiShadingMode)iShading)
+ {
+ case aiShadingMode_Blinn:
+ case aiShadingMode_CookTorrance:
+ case aiShadingMode_Phong:
+
+ if (AI_SUCCESS != aiGetMaterialFloat(pMaterial,AI_MATKEY_SHININESS,&fTemp)) {
+ ReportWarning("A specular shading model is specified but there is no "
+ "AI_MATKEY_SHININESS key");
+ }
+ if (AI_SUCCESS == aiGetMaterialFloat(pMaterial,AI_MATKEY_SHININESS_STRENGTH,&fTemp) && !fTemp) {
+ ReportWarning("A specular shading model is specified but the value of the "
+ "AI_MATKEY_SHININESS_STRENGTH key is 0.0");
+ }
+ break;
+ default: ;
+ };
+ }
+
+ if (AI_SUCCESS == aiGetMaterialFloat( pMaterial,AI_MATKEY_OPACITY,&fTemp) && (!fTemp || fTemp > 1.01f)) {
+ ReportWarning("Invalid opacity value (must be 0 < opacity < 1.0)");
+ }
+
+ // Check whether there are invalid texture keys
+ // TODO: that's a relict of the past, where texture type and index were baked
+ // into the material string ... we could do that in one single pass.
+ SearchForInvalidTextures(pMaterial,aiTextureType_DIFFUSE);
+ SearchForInvalidTextures(pMaterial,aiTextureType_SPECULAR);
+ SearchForInvalidTextures(pMaterial,aiTextureType_AMBIENT);
+ SearchForInvalidTextures(pMaterial,aiTextureType_EMISSIVE);
+ SearchForInvalidTextures(pMaterial,aiTextureType_OPACITY);
+ SearchForInvalidTextures(pMaterial,aiTextureType_SHININESS);
+ SearchForInvalidTextures(pMaterial,aiTextureType_HEIGHT);
+ SearchForInvalidTextures(pMaterial,aiTextureType_NORMALS);
+ SearchForInvalidTextures(pMaterial,aiTextureType_DISPLACEMENT);
+ SearchForInvalidTextures(pMaterial,aiTextureType_LIGHTMAP);
+ SearchForInvalidTextures(pMaterial,aiTextureType_REFLECTION);
}
// ------------------------------------------------------------------------------------------------
void ValidateDSProcess::Validate( const aiTexture* pTexture)
{
- // the data section may NEVER be NULL
- if (!pTexture->pcData) {
- ReportError("aiTexture::pcData is NULL");
- }
- if (pTexture->mHeight)
- {
- if (!pTexture->mWidth)ReportError("aiTexture::mWidth is zero "
- "(aiTexture::mHeight is %i, uncompressed texture)",pTexture->mHeight);
- }
- else
- {
- if (!pTexture->mWidth) {
- ReportError("aiTexture::mWidth is zero (compressed texture)");
- }
- if ('\0' != pTexture->achFormatHint[3]) {
- ReportWarning("aiTexture::achFormatHint must be zero-terminated");
- }
- else if ('.' == pTexture->achFormatHint[0]) {
- ReportWarning("aiTexture::achFormatHint should contain a file extension "
- "without a leading dot (format hint: %s).",pTexture->achFormatHint);
- }
- }
-
- const char* sz = pTexture->achFormatHint;
- if ((sz[0] >= 'A' && sz[0] <= 'Z') ||
- (sz[1] >= 'A' && sz[1] <= 'Z') ||
- (sz[2] >= 'A' && sz[2] <= 'Z') ||
- (sz[3] >= 'A' && sz[3] <= 'Z')) {
- ReportError("aiTexture::achFormatHint contains non-lowercase letters");
- }
+ // the data section may NEVER be NULL
+ if (!pTexture->pcData) {
+ ReportError("aiTexture::pcData is NULL");
+ }
+ if (pTexture->mHeight)
+ {
+ if (!pTexture->mWidth)ReportError("aiTexture::mWidth is zero "
+ "(aiTexture::mHeight is %i, uncompressed texture)",pTexture->mHeight);
+ }
+ else
+ {
+ if (!pTexture->mWidth) {
+ ReportError("aiTexture::mWidth is zero (compressed texture)");
+ }
+ if ('\0' != pTexture->achFormatHint[3]) {
+ ReportWarning("aiTexture::achFormatHint must be zero-terminated");
+ }
+ else if ('.' == pTexture->achFormatHint[0]) {
+ ReportWarning("aiTexture::achFormatHint should contain a file extension "
+ "without a leading dot (format hint: %s).",pTexture->achFormatHint);
+ }
+ }
+
+ const char* sz = pTexture->achFormatHint;
+ if ((sz[0] >= 'A' && sz[0] <= 'Z') ||
+ (sz[1] >= 'A' && sz[1] <= 'Z') ||
+ (sz[2] >= 'A' && sz[2] <= 'Z') ||
+ (sz[3] >= 'A' && sz[3] <= 'Z')) {
+ ReportError("aiTexture::achFormatHint contains non-lowercase letters");
+ }
}
// ------------------------------------------------------------------------------------------------
void ValidateDSProcess::Validate( const aiAnimation* pAnimation,
- const aiNodeAnim* pNodeAnim)
+ const aiNodeAnim* pNodeAnim)
{
- Validate(&pNodeAnim->mNodeName);
-
- if (!pNodeAnim->mNumPositionKeys && !pNodeAnim->mScalingKeys && !pNodeAnim->mNumRotationKeys)
- ReportError("Empty node animation channel");
-
- // otherwise check whether one of the keys exceeds the total duration of the animation
- if (pNodeAnim->mNumPositionKeys)
- {
- if (!pNodeAnim->mPositionKeys)
- {
- this->ReportError("aiNodeAnim::mPositionKeys is NULL (aiNodeAnim::mNumPositionKeys is %i)",
- pNodeAnim->mNumPositionKeys);
- }
- double dLast = -10e10;
- for (unsigned int i = 0; i < pNodeAnim->mNumPositionKeys;++i)
- {
- // ScenePreprocessor will compute the duration if still the default value
- // (Aramis) Add small epsilon, comparison tended to fail if max_time == duration,
- // seems to be due the compilers register usage/width.
- if (pAnimation->mDuration > 0. && pNodeAnim->mPositionKeys[i].mTime > pAnimation->mDuration+0.001)
- {
- ReportError("aiNodeAnim::mPositionKeys[%i].mTime (%.5f) is larger "
- "than aiAnimation::mDuration (which is %.5f)",i,
- (float)pNodeAnim->mPositionKeys[i].mTime,
- (float)pAnimation->mDuration);
- }
- if (i && pNodeAnim->mPositionKeys[i].mTime <= dLast)
- {
- ReportWarning("aiNodeAnim::mPositionKeys[%i].mTime (%.5f) is smaller "
- "than aiAnimation::mPositionKeys[%i] (which is %.5f)",i,
- (float)pNodeAnim->mPositionKeys[i].mTime,
- i-1, (float)dLast);
- }
- dLast = pNodeAnim->mPositionKeys[i].mTime;
- }
- }
- // rotation keys
- if (pNodeAnim->mNumRotationKeys)
- {
- if (!pNodeAnim->mRotationKeys)
- {
- this->ReportError("aiNodeAnim::mRotationKeys is NULL (aiNodeAnim::mNumRotationKeys is %i)",
- pNodeAnim->mNumRotationKeys);
- }
- double dLast = -10e10;
- for (unsigned int i = 0; i < pNodeAnim->mNumRotationKeys;++i)
- {
- if (pAnimation->mDuration > 0. && pNodeAnim->mRotationKeys[i].mTime > pAnimation->mDuration+0.001)
- {
- ReportError("aiNodeAnim::mRotationKeys[%i].mTime (%.5f) is larger "
- "than aiAnimation::mDuration (which is %.5f)",i,
- (float)pNodeAnim->mRotationKeys[i].mTime,
- (float)pAnimation->mDuration);
- }
- if (i && pNodeAnim->mRotationKeys[i].mTime <= dLast)
- {
- ReportWarning("aiNodeAnim::mRotationKeys[%i].mTime (%.5f) is smaller "
- "than aiAnimation::mRotationKeys[%i] (which is %.5f)",i,
- (float)pNodeAnim->mRotationKeys[i].mTime,
- i-1, (float)dLast);
- }
- dLast = pNodeAnim->mRotationKeys[i].mTime;
- }
- }
- // scaling keys
- if (pNodeAnim->mNumScalingKeys)
- {
- if (!pNodeAnim->mScalingKeys) {
- ReportError("aiNodeAnim::mScalingKeys is NULL (aiNodeAnim::mNumScalingKeys is %i)",
- pNodeAnim->mNumScalingKeys);
- }
- double dLast = -10e10;
- for (unsigned int i = 0; i < pNodeAnim->mNumScalingKeys;++i)
- {
- if (pAnimation->mDuration > 0. && pNodeAnim->mScalingKeys[i].mTime > pAnimation->mDuration+0.001)
- {
- ReportError("aiNodeAnim::mScalingKeys[%i].mTime (%.5f) is larger "
- "than aiAnimation::mDuration (which is %.5f)",i,
- (float)pNodeAnim->mScalingKeys[i].mTime,
- (float)pAnimation->mDuration);
- }
- if (i && pNodeAnim->mScalingKeys[i].mTime <= dLast)
- {
- ReportWarning("aiNodeAnim::mScalingKeys[%i].mTime (%.5f) is smaller "
- "than aiAnimation::mScalingKeys[%i] (which is %.5f)",i,
- (float)pNodeAnim->mScalingKeys[i].mTime,
- i-1, (float)dLast);
- }
- dLast = pNodeAnim->mScalingKeys[i].mTime;
- }
- }
-
- if (!pNodeAnim->mNumScalingKeys && !pNodeAnim->mNumRotationKeys &&
- !pNodeAnim->mNumPositionKeys)
- {
- ReportError("A node animation channel must have at least one subtrack");
- }
+ Validate(&pNodeAnim->mNodeName);
+
+ if (!pNodeAnim->mNumPositionKeys && !pNodeAnim->mScalingKeys && !pNodeAnim->mNumRotationKeys)
+ ReportError("Empty node animation channel");
+
+ // otherwise check whether one of the keys exceeds the total duration of the animation
+ if (pNodeAnim->mNumPositionKeys)
+ {
+ if (!pNodeAnim->mPositionKeys)
+ {
+ this->ReportError("aiNodeAnim::mPositionKeys is NULL (aiNodeAnim::mNumPositionKeys is %i)",
+ pNodeAnim->mNumPositionKeys);
+ }
+ double dLast = -10e10;
+ for (unsigned int i = 0; i < pNodeAnim->mNumPositionKeys;++i)
+ {
+ // ScenePreprocessor will compute the duration if still the default value
+ // (Aramis) Add small epsilon, comparison tended to fail if max_time == duration,
+ // seems to be due the compilers register usage/width.
+ if (pAnimation->mDuration > 0. && pNodeAnim->mPositionKeys[i].mTime > pAnimation->mDuration+0.001)
+ {
+ ReportError("aiNodeAnim::mPositionKeys[%i].mTime (%.5f) is larger "
+ "than aiAnimation::mDuration (which is %.5f)",i,
+ (float)pNodeAnim->mPositionKeys[i].mTime,
+ (float)pAnimation->mDuration);
+ }
+ if (i && pNodeAnim->mPositionKeys[i].mTime <= dLast)
+ {
+ ReportWarning("aiNodeAnim::mPositionKeys[%i].mTime (%.5f) is smaller "
+ "than aiAnimation::mPositionKeys[%i] (which is %.5f)",i,
+ (float)pNodeAnim->mPositionKeys[i].mTime,
+ i-1, (float)dLast);
+ }
+ dLast = pNodeAnim->mPositionKeys[i].mTime;
+ }
+ }
+ // rotation keys
+ if (pNodeAnim->mNumRotationKeys)
+ {
+ if (!pNodeAnim->mRotationKeys)
+ {
+ this->ReportError("aiNodeAnim::mRotationKeys is NULL (aiNodeAnim::mNumRotationKeys is %i)",
+ pNodeAnim->mNumRotationKeys);
+ }
+ double dLast = -10e10;
+ for (unsigned int i = 0; i < pNodeAnim->mNumRotationKeys;++i)
+ {
+ if (pAnimation->mDuration > 0. && pNodeAnim->mRotationKeys[i].mTime > pAnimation->mDuration+0.001)
+ {
+ ReportError("aiNodeAnim::mRotationKeys[%i].mTime (%.5f) is larger "
+ "than aiAnimation::mDuration (which is %.5f)",i,
+ (float)pNodeAnim->mRotationKeys[i].mTime,
+ (float)pAnimation->mDuration);
+ }
+ if (i && pNodeAnim->mRotationKeys[i].mTime <= dLast)
+ {
+ ReportWarning("aiNodeAnim::mRotationKeys[%i].mTime (%.5f) is smaller "
+ "than aiAnimation::mRotationKeys[%i] (which is %.5f)",i,
+ (float)pNodeAnim->mRotationKeys[i].mTime,
+ i-1, (float)dLast);
+ }
+ dLast = pNodeAnim->mRotationKeys[i].mTime;
+ }
+ }
+ // scaling keys
+ if (pNodeAnim->mNumScalingKeys)
+ {
+ if (!pNodeAnim->mScalingKeys) {
+ ReportError("aiNodeAnim::mScalingKeys is NULL (aiNodeAnim::mNumScalingKeys is %i)",
+ pNodeAnim->mNumScalingKeys);
+ }
+ double dLast = -10e10;
+ for (unsigned int i = 0; i < pNodeAnim->mNumScalingKeys;++i)
+ {
+ if (pAnimation->mDuration > 0. && pNodeAnim->mScalingKeys[i].mTime > pAnimation->mDuration+0.001)
+ {
+ ReportError("aiNodeAnim::mScalingKeys[%i].mTime (%.5f) is larger "
+ "than aiAnimation::mDuration (which is %.5f)",i,
+ (float)pNodeAnim->mScalingKeys[i].mTime,
+ (float)pAnimation->mDuration);
+ }
+ if (i && pNodeAnim->mScalingKeys[i].mTime <= dLast)
+ {
+ ReportWarning("aiNodeAnim::mScalingKeys[%i].mTime (%.5f) is smaller "
+ "than aiAnimation::mScalingKeys[%i] (which is %.5f)",i,
+ (float)pNodeAnim->mScalingKeys[i].mTime,
+ i-1, (float)dLast);
+ }
+ dLast = pNodeAnim->mScalingKeys[i].mTime;
+ }
+ }
+
+ if (!pNodeAnim->mNumScalingKeys && !pNodeAnim->mNumRotationKeys &&
+ !pNodeAnim->mNumPositionKeys)
+ {
+ ReportError("A node animation channel must have at least one subtrack");
+ }
}
// ------------------------------------------------------------------------------------------------
void ValidateDSProcess::Validate( const aiNode* pNode)
{
- if (!pNode)ReportError("A node of the scenegraph is NULL");
- if (pNode != mScene->mRootNode && !pNode->mParent)
- this->ReportError("A node has no valid parent (aiNode::mParent is NULL)");
-
- this->Validate(&pNode->mName);
-
- // validate all meshes
- if (pNode->mNumMeshes)
- {
- if (!pNode->mMeshes)
- {
- ReportError("aiNode::mMeshes is NULL (aiNode::mNumMeshes is %i)",
- pNode->mNumMeshes);
- }
- std::vector<bool> abHadMesh;
- abHadMesh.resize(mScene->mNumMeshes,false);
- for (unsigned int i = 0; i < pNode->mNumMeshes;++i)
- {
- if (pNode->mMeshes[i] >= mScene->mNumMeshes)
- {
- ReportError("aiNode::mMeshes[%i] is out of range (maximum is %i)",
- pNode->mMeshes[i],mScene->mNumMeshes-1);
- }
- if (abHadMesh[pNode->mMeshes[i]])
- {
- ReportError("aiNode::mMeshes[%i] is already referenced by this node (value: %i)",
- i,pNode->mMeshes[i]);
- }
- abHadMesh[pNode->mMeshes[i]] = true;
- }
- }
- if (pNode->mNumChildren)
- {
- if (!pNode->mChildren) {
- ReportError("aiNode::mChildren is NULL (aiNode::mNumChildren is %i)",
- pNode->mNumChildren);
- }
- for (unsigned int i = 0; i < pNode->mNumChildren;++i) {
- Validate(pNode->mChildren[i]);
- }
- }
+ if (!pNode)ReportError("A node of the scenegraph is NULL");
+ if (pNode != mScene->mRootNode && !pNode->mParent)
+ this->ReportError("A node has no valid parent (aiNode::mParent is NULL)");
+
+ this->Validate(&pNode->mName);
+
+ // validate all meshes
+ if (pNode->mNumMeshes)
+ {
+ if (!pNode->mMeshes)
+ {
+ ReportError("aiNode::mMeshes is NULL (aiNode::mNumMeshes is %i)",
+ pNode->mNumMeshes);
+ }
+ std::vector<bool> abHadMesh;
+ abHadMesh.resize(mScene->mNumMeshes,false);
+ for (unsigned int i = 0; i < pNode->mNumMeshes;++i)
+ {
+ if (pNode->mMeshes[i] >= mScene->mNumMeshes)
+ {
+ ReportError("aiNode::mMeshes[%i] is out of range (maximum is %i)",
+ pNode->mMeshes[i],mScene->mNumMeshes-1);
+ }
+ if (abHadMesh[pNode->mMeshes[i]])
+ {
+ ReportError("aiNode::mMeshes[%i] is already referenced by this node (value: %i)",
+ i,pNode->mMeshes[i]);
+ }
+ abHadMesh[pNode->mMeshes[i]] = true;
+ }
+ }
+ if (pNode->mNumChildren)
+ {
+ if (!pNode->mChildren) {
+ ReportError("aiNode::mChildren is NULL (aiNode::mNumChildren is %i)",
+ pNode->mNumChildren);
+ }
+ for (unsigned int i = 0; i < pNode->mNumChildren;++i) {
+ Validate(pNode->mChildren[i]);
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
void ValidateDSProcess::Validate( const aiString* pString)
{
- if (pString->length > MAXLEN)
- {
- this->ReportError("aiString::length is too large (%i, maximum is %i)",
- pString->length,MAXLEN);
- }
- const char* sz = pString->data;
- while (true)
- {
- if ('\0' == *sz)
- {
- if (pString->length != (unsigned int)(sz-pString->data))
- ReportError("aiString::data is invalid: the terminal zero is at a wrong offset");
- break;
- }
- else if (sz >= &pString->data[MAXLEN])
- ReportError("aiString::data is invalid. There is no terminal character");
- ++sz;
- }
+ if (pString->length > MAXLEN)
+ {
+ this->ReportError("aiString::length is too large (%i, maximum is %i)",
+ pString->length,MAXLEN);
+ }
+ const char* sz = pString->data;
+ while (true)
+ {
+ if ('\0' == *sz)
+ {
+ if (pString->length != (unsigned int)(sz-pString->data))
+ ReportError("aiString::data is invalid: the terminal zero is at a wrong offset");
+ break;
+ }
+ else if (sz >= &pString->data[MAXLEN])
+ ReportError("aiString::data is invalid. There is no terminal character");
+ ++sz;
+ }
}
diff --git a/src/3rdparty/assimp/code/ValidateDataStructure.h b/src/3rdparty/assimp/code/ValidateDataStructure.h
index e9aa12fb4..0b5942f32 100644
--- a/src/3rdparty/assimp/code/ValidateDataStructure.h
+++ b/src/3rdparty/assimp/code/ValidateDataStructure.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -44,7 +44,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_VALIDATEPROCESS_H_INC
#define AI_VALIDATEPROCESS_H_INC
-#include "../include/aiTypes.h"
+#include "../include/assimp/types.h"
#include "BaseProcess.h"
struct aiBone;
@@ -56,127 +56,123 @@ struct aiMaterial;
struct aiNode;
struct aiString;
-namespace Assimp {
+namespace Assimp {
// --------------------------------------------------------------------------------------
/** Validates the whole ASSIMP scene data structure for correctness.
* ImportErrorException is thrown of the scene is corrupt.*/
// --------------------------------------------------------------------------------------
-class ASSIMP_API ValidateDSProcess : public BaseProcess
+class ValidateDSProcess : public BaseProcess
{
- friend class Importer;
-
-protected:
- /** Constructor to be privately used by Importer */
- ValidateDSProcess();
+public:
- /** Destructor, private as well */
- ~ValidateDSProcess();
+ ValidateDSProcess();
+ ~ValidateDSProcess();
public:
- // -------------------------------------------------------------------
- bool IsActive( unsigned int pFlags) const;
+ // -------------------------------------------------------------------
+ bool IsActive( unsigned int pFlags) const;
- // -------------------------------------------------------------------
- void Execute( aiScene* pScene);
+ // -------------------------------------------------------------------
+ void Execute( aiScene* pScene);
protected:
- // -------------------------------------------------------------------
- /** Report a validation error. This will throw an exception,
- * control won't return.
- * @param msg Format string for sprintf().*/
- AI_WONT_RETURN void ReportError(const char* msg,...);
-
-
- // -------------------------------------------------------------------
- /** Report a validation warning. This won't throw an exception,
- * control will return to the callera.
- * @param msg Format string for sprintf().*/
- void ReportWarning(const char* msg,...);
-
-
- // -------------------------------------------------------------------
- /** Validates a mesh
- * @param pMesh Input mesh*/
- void Validate( const aiMesh* pMesh);
-
- // -------------------------------------------------------------------
- /** Validates a bone
- * @param pMesh Input mesh
- * @param pBone Input bone*/
- void Validate( const aiMesh* pMesh,const aiBone* pBone,float* afSum);
-
- // -------------------------------------------------------------------
- /** Validates an animation
- * @param pAnimation Input animation*/
- void Validate( const aiAnimation* pAnimation);
-
- // -------------------------------------------------------------------
- /** Validates a material
- * @param pMaterial Input material*/
- void Validate( const aiMaterial* pMaterial);
-
- // -------------------------------------------------------------------
- /** Search the material data structure for invalid or corrupt
- * texture keys.
- * @param pMaterial Input material
- * @param type Type of the texture*/
- void SearchForInvalidTextures(const aiMaterial* pMaterial,
- aiTextureType type);
-
- // -------------------------------------------------------------------
- /** Validates a texture
- * @param pTexture Input texture*/
- void Validate( const aiTexture* pTexture);
-
- // -------------------------------------------------------------------
- /** Validates a light source
- * @param pLight Input light
- */
- void Validate( const aiLight* pLight);
-
- // -------------------------------------------------------------------
- /** Validates a camera
- * @param pCamera Input camera*/
- void Validate( const aiCamera* pCamera);
-
- // -------------------------------------------------------------------
- /** Validates a bone animation channel
- * @param pAnimation Animation channel.
- * @param pBoneAnim Input bone animation */
- void Validate( const aiAnimation* pAnimation,
- const aiNodeAnim* pBoneAnim);
-
- // -------------------------------------------------------------------
- /** Validates a node and all of its subnodes
- * @param Node Input node*/
- void Validate( const aiNode* pNode);
-
- // -------------------------------------------------------------------
- /** Validates a string
- * @param pString Input string*/
- void Validate( const aiString* pString);
+ // -------------------------------------------------------------------
+ /** Report a validation error. This will throw an exception,
+ * control won't return.
+ * @param msg Format string for sprintf().*/
+ AI_WONT_RETURN void ReportError(const char* msg,...);
+
+
+ // -------------------------------------------------------------------
+ /** Report a validation warning. This won't throw an exception,
+ * control will return to the callera.
+ * @param msg Format string for sprintf().*/
+ void ReportWarning(const char* msg,...);
+
+
+ // -------------------------------------------------------------------
+ /** Validates a mesh
+ * @param pMesh Input mesh*/
+ void Validate( const aiMesh* pMesh);
+
+ // -------------------------------------------------------------------
+ /** Validates a bone
+ * @param pMesh Input mesh
+ * @param pBone Input bone*/
+ void Validate( const aiMesh* pMesh,const aiBone* pBone,float* afSum);
+
+ // -------------------------------------------------------------------
+ /** Validates an animation
+ * @param pAnimation Input animation*/
+ void Validate( const aiAnimation* pAnimation);
+
+ // -------------------------------------------------------------------
+ /** Validates a material
+ * @param pMaterial Input material*/
+ void Validate( const aiMaterial* pMaterial);
+
+ // -------------------------------------------------------------------
+ /** Search the material data structure for invalid or corrupt
+ * texture keys.
+ * @param pMaterial Input material
+ * @param type Type of the texture*/
+ void SearchForInvalidTextures(const aiMaterial* pMaterial,
+ aiTextureType type);
+
+ // -------------------------------------------------------------------
+ /** Validates a texture
+ * @param pTexture Input texture*/
+ void Validate( const aiTexture* pTexture);
+
+ // -------------------------------------------------------------------
+ /** Validates a light source
+ * @param pLight Input light
+ */
+ void Validate( const aiLight* pLight);
+
+ // -------------------------------------------------------------------
+ /** Validates a camera
+ * @param pCamera Input camera*/
+ void Validate( const aiCamera* pCamera);
+
+ // -------------------------------------------------------------------
+ /** Validates a bone animation channel
+ * @param pAnimation Animation channel.
+ * @param pBoneAnim Input bone animation */
+ void Validate( const aiAnimation* pAnimation,
+ const aiNodeAnim* pBoneAnim);
+
+ // -------------------------------------------------------------------
+ /** Validates a node and all of its subnodes
+ * @param Node Input node*/
+ void Validate( const aiNode* pNode);
+
+ // -------------------------------------------------------------------
+ /** Validates a string
+ * @param pString Input string*/
+ void Validate( const aiString* pString);
private:
- // template to validate one of the aiScene::mXXX arrays
- template <typename T>
- inline void DoValidation(T** array, unsigned int size,
- const char* firstName, const char* secondName);
-
- // extended version: checks whethr T::mName occurs twice
- template <typename T>
- inline void DoValidationEx(T** array, unsigned int size,
- const char* firstName, const char* secondName);
-
- // extension to the first template which does also search
- // the nodegraph for an item with the same name
- template <typename T>
- inline void DoValidationWithNameCheck(T** array, unsigned int size,
- const char* firstName, const char* secondName);
-
- aiScene* mScene;
+ // template to validate one of the aiScene::mXXX arrays
+ template <typename T>
+ inline void DoValidation(T** array, unsigned int size,
+ const char* firstName, const char* secondName);
+
+ // extended version: checks whethr T::mName occurs twice
+ template <typename T>
+ inline void DoValidationEx(T** array, unsigned int size,
+ const char* firstName, const char* secondName);
+
+ // extension to the first template which does also search
+ // the nodegraph for an item with the same name
+ template <typename T>
+ inline void DoValidationWithNameCheck(T** array, unsigned int size,
+ const char* firstName, const char* secondName);
+
+ aiScene* mScene;
};
diff --git a/src/3rdparty/assimp/code/Vertex.h b/src/3rdparty/assimp/code/Vertex.h
index 9db675dcf..02c70ec0b 100644
--- a/src/3rdparty/assimp/code/Vertex.h
+++ b/src/3rdparty/assimp/code/Vertex.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,287 +18,301 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
-/** @file Defines a helper class to represent an interleaved vertex */
+/** @file Defines a helper class to represent an interleaved vertex
+ along with arithmetic operations to support vertex operations
+ such as subdivision, smoothing etc.
+
+ While the code is kept as general as possible, arithmetic operations
+ that are not currently well-defined (and would cause compile errors
+ due to missing operators in the math library), are commented.
+ */
#ifndef AI_VERTEX_H_INC
#define AI_VERTEX_H_INC
-#include <functional>
-
-namespace Assimp {
-
- ///////////////////////////////////////////////////////////////////////////
- // std::plus-family operates on operands with identical types - we need to
- // support all the (vectype op float) combinations in vector maths.
- // Providing T(float) would open the way to endless implicit conversions.
- ///////////////////////////////////////////////////////////////////////////
- namespace Intern {
- template <typename T0, typename T1, typename TRES = T0> struct plus {
- TRES operator() (const T0& t0, const T1& t1) const {
- return t0+t1;
- }
- };
- template <typename T0, typename T1, typename TRES = T0> struct minus {
- TRES operator() (const T0& t0, const T1& t1) const {
- return t0-t1;
- }
- };
- template <typename T0, typename T1, typename TRES = T0> struct multiplies {
- TRES operator() (const T0& t0, const T1& t1) const {
- return t0*t1;
- }
- };
- template <typename T0, typename T1, typename TRES = T0> struct divides {
- TRES operator() (const T0& t0, const T1& t1) const {
- return t0/t1;
- }
- };
- }
+
+namespace Assimp {
+
+ ///////////////////////////////////////////////////////////////////////////
+ // std::plus-family operates on operands with identical types - we need to
+ // support all the (vectype op float) combinations in vector maths.
+ // Providing T(float) would open the way to endless implicit conversions.
+ ///////////////////////////////////////////////////////////////////////////
+ namespace Intern {
+ template <typename T0, typename T1, typename TRES = T0> struct plus {
+ TRES operator() (const T0& t0, const T1& t1) const {
+ return t0+t1;
+ }
+ };
+ template <typename T0, typename T1, typename TRES = T0> struct minus {
+ TRES operator() (const T0& t0, const T1& t1) const {
+ return t0-t1;
+ }
+ };
+ template <typename T0, typename T1, typename TRES = T0> struct multiplies {
+ TRES operator() (const T0& t0, const T1& t1) const {
+ return t0*t1;
+ }
+ };
+ template <typename T0, typename T1, typename TRES = T0> struct divides {
+ TRES operator() (const T0& t0, const T1& t1) const {
+ return t0/t1;
+ }
+ };
+ }
// ------------------------------------------------------------------------------------------------
-/** Intermediate description a vertex with all possible components. Defines a full set of
+/** Intermediate description a vertex with all possible components. Defines a full set of
* operators, so you may use such a 'Vertex' in basic arithmetics. All operators are applied
* to *all* vertex components equally. This is useful for stuff like interpolation
* or subdivision, but won't work if special handling is required for some vertex components. */
// ------------------------------------------------------------------------------------------------
class Vertex
{
- friend Vertex operator + (const Vertex&,const Vertex&);
- friend Vertex operator - (const Vertex&,const Vertex&);
+ friend Vertex operator + (const Vertex&,const Vertex&);
+ friend Vertex operator - (const Vertex&,const Vertex&);
- friend Vertex operator + (const Vertex&,float);
- friend Vertex operator - (const Vertex&,float);
- friend Vertex operator * (const Vertex&,float);
- friend Vertex operator / (const Vertex&,float);
+// friend Vertex operator + (const Vertex&,float);
+// friend Vertex operator - (const Vertex&,float);
+ friend Vertex operator * (const Vertex&,float);
+ friend Vertex operator / (const Vertex&,float);
- friend Vertex operator + (float, const Vertex&);
- friend Vertex operator - (float, const Vertex&);
- friend Vertex operator * (float, const Vertex&);
- friend Vertex operator / (float, const Vertex&);
+// friend Vertex operator + (float, const Vertex&);
+// friend Vertex operator - (float, const Vertex&);
+ friend Vertex operator * (float, const Vertex&);
+// friend Vertex operator / (float, const Vertex&);
public:
- Vertex() {}
+ Vertex() {}
- // ----------------------------------------------------------------------------
- /** Extract a particular vertex from a mesh and interleave all components */
- explicit Vertex(const aiMesh* msh, unsigned int idx) {
- ai_assert(idx < msh->mNumVertices);
- position = msh->mVertices[idx];
+ // ----------------------------------------------------------------------------
+ /** Extract a particular vertex from a mesh and interleave all components */
+ explicit Vertex(const aiMesh* msh, unsigned int idx) {
+ ai_assert(idx < msh->mNumVertices);
+ position = msh->mVertices[idx];
- if (msh->HasNormals()) {
- normal = msh->mNormals[idx];
- }
+ if (msh->HasNormals()) {
+ normal = msh->mNormals[idx];
+ }
- if (msh->HasTangentsAndBitangents()) {
- tangent = msh->mTangents[idx];
- bitangent = msh->mBitangents[idx];
- }
+ if (msh->HasTangentsAndBitangents()) {
+ tangent = msh->mTangents[idx];
+ bitangent = msh->mBitangents[idx];
+ }
- for (unsigned int i = 0; msh->HasTextureCoords(i); ++i) {
- texcoords[i] = msh->mTextureCoords[i][idx];
- }
+ for (unsigned int i = 0; msh->HasTextureCoords(i); ++i) {
+ texcoords[i] = msh->mTextureCoords[i][idx];
+ }
- for (unsigned int i = 0; msh->HasVertexColors(i); ++i) {
- colors[i] = msh->mColors[i][idx];
- }
- }
+ for (unsigned int i = 0; msh->HasVertexColors(i); ++i) {
+ colors[i] = msh->mColors[i][idx];
+ }
+ }
public:
- Vertex& operator += (const Vertex& v) {
- *this = *this+v;
- return *this;
- }
-
- Vertex& operator -= (const Vertex& v) {
- *this = *this-v;
- return *this;
- }
-
-
+ Vertex& operator += (const Vertex& v) {
+ *this = *this+v;
+ return *this;
+ }
- Vertex& operator += (float v) {
- *this = *this+v;
- return *this;
- }
+ Vertex& operator -= (const Vertex& v) {
+ *this = *this-v;
+ return *this;
+ }
- Vertex& operator -= (float v) {
- *this = *this-v;
- return *this;
- }
- Vertex& operator *= (float v) {
- *this = *this*v;
- return *this;
- }
+/*
+ Vertex& operator += (float v) {
+ *this = *this+v;
+ return *this;
+ }
+
+ Vertex& operator -= (float v) {
+ *this = *this-v;
+ return *this;
+ }
+*/
+ Vertex& operator *= (float v) {
+ *this = *this*v;
+ return *this;
+ }
- Vertex& operator /= (float v) {
- *this = *this/v;
- return *this;
- }
+ Vertex& operator /= (float v) {
+ *this = *this/v;
+ return *this;
+ }
public:
- // ----------------------------------------------------------------------------
- /** Convert back to non-interleaved storage */
- void SortBack(aiMesh* out, unsigned int idx) const {
+ // ----------------------------------------------------------------------------
+ /** Convert back to non-interleaved storage */
+ void SortBack(aiMesh* out, unsigned int idx) const {
- ai_assert(idx<out->mNumVertices);
- out->mVertices[idx] = position;
+ ai_assert(idx<out->mNumVertices);
+ out->mVertices[idx] = position;
- if (out->HasNormals()) {
- out->mNormals[idx] = normal;
- }
+ if (out->HasNormals()) {
+ out->mNormals[idx] = normal;
+ }
- if (out->HasTangentsAndBitangents()) {
- out->mTangents[idx] = tangent;
- out->mBitangents[idx] = bitangent;
- }
+ if (out->HasTangentsAndBitangents()) {
+ out->mTangents[idx] = tangent;
+ out->mBitangents[idx] = bitangent;
+ }
- for (unsigned int i = 0; out->HasTextureCoords(i); ++i) {
- out->mTextureCoords[i][idx] = texcoords[i];
- }
+ for(unsigned int i = 0; out->HasTextureCoords(i); ++i) {
+ out->mTextureCoords[i][idx] = texcoords[i];
+ }
- for (unsigned int i = 0; out->HasVertexColors(i); ++i) {
- out->mColors[i][idx] = colors[i];
- }
- }
+ for(unsigned int i = 0; out->HasVertexColors(i); ++i) {
+ out->mColors[i][idx] = colors[i];
+ }
+ }
private:
- // ----------------------------------------------------------------------------
- /** Construct from two operands and a binary operation to combine them */
- template <template <typename t> class op> static Vertex BinaryOp(const Vertex& v0, const Vertex& v1) {
- // this is a heavy task for the compiler to optimize ... *pray*
-
- Vertex res;
- res.position = op<aiVector3D>()(v0.position,v1.position);
- res.normal = op<aiVector3D>()(v0.normal,v1.normal);
- res.tangent = op<aiVector3D>()(v0.tangent,v1.tangent);
- res.bitangent = op<aiVector3D>()(v0.bitangent,v1.bitangent);
-
- for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
- res.texcoords[i] = op<aiVector3D>()(v0.texcoords[i],v1.texcoords[i]);
- }
- for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_COLOR_SETS; ++i) {
- res.colors[i] = op<aiColor4D>()(v0.colors[i],v1.colors[i]);
- }
- return res;
- }
-
- // ----------------------------------------------------------------------------
- /** This time binary arithmetics of v0 with a floating-point number */
- template <template <typename, typename, typename> class op> static Vertex BinaryOp(const Vertex& v0, float f) {
- // this is a heavy task for the compiler to optimize ... *pray*
-
- Vertex res;
- res.position = op<aiVector3D,float,aiVector3D>()(v0.position,f);
- res.normal = op<aiVector3D,float,aiVector3D>()(v0.normal,f);
- res.tangent = op<aiVector3D,float,aiVector3D>()(v0.tangent,f);
- res.bitangent = op<aiVector3D,float,aiVector3D>()(v0.bitangent,f);
-
- for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
- res.texcoords[i] = op<aiVector3D,float,aiVector3D>()(v0.texcoords[i],f);
- }
- for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_COLOR_SETS; ++i) {
- res.colors[i] = op<aiColor4D,float,aiColor4D>()(v0.colors[i],f);
- }
- return res;
- }
-
- // ----------------------------------------------------------------------------
- /** This time binary arithmetics of v0 with a floating-point number */
- template <template <typename, typename, typename> class op> static Vertex BinaryOp(float f, const Vertex& v0) {
- // this is a heavy task for the compiler to optimize ... *pray*
-
- Vertex res;
- res.position = op<float,aiVector3D,aiVector3D>()(f,v0.position);
- res.normal = op<float,aiVector3D,aiVector3D>()(f,v0.normal);
- res.tangent = op<float,aiVector3D,aiVector3D>()(f,v0.tangent);
- res.bitangent = op<float,aiVector3D,aiVector3D>()(f,v0.bitangent);
-
- for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
- res.texcoords[i] = op<float,aiVector3D,aiVector3D>()(f,v0.texcoords[i]);
- }
- for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_COLOR_SETS; ++i) {
- res.colors[i] = op<float,aiColor4D,aiColor4D>()(f,v0.colors[i]);
- }
- return res;
- }
+ // ----------------------------------------------------------------------------
+ /** Construct from two operands and a binary operation to combine them */
+ template <template <typename t> class op> static Vertex BinaryOp(const Vertex& v0, const Vertex& v1) {
+ // this is a heavy task for the compiler to optimize ... *pray*
+
+ Vertex res;
+ res.position = op<aiVector3D>()(v0.position,v1.position);
+ res.normal = op<aiVector3D>()(v0.normal,v1.normal);
+ res.tangent = op<aiVector3D>()(v0.tangent,v1.tangent);
+ res.bitangent = op<aiVector3D>()(v0.bitangent,v1.bitangent);
+
+ for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
+ res.texcoords[i] = op<aiVector3D>()(v0.texcoords[i],v1.texcoords[i]);
+ }
+ for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_COLOR_SETS; ++i) {
+ res.colors[i] = op<aiColor4D>()(v0.colors[i],v1.colors[i]);
+ }
+ return res;
+ }
+
+ // ----------------------------------------------------------------------------
+ /** This time binary arithmetics of v0 with a floating-point number */
+ template <template <typename, typename, typename> class op> static Vertex BinaryOp(const Vertex& v0, float f) {
+ // this is a heavy task for the compiler to optimize ... *pray*
+
+ Vertex res;
+ res.position = op<aiVector3D,float,aiVector3D>()(v0.position,f);
+ res.normal = op<aiVector3D,float,aiVector3D>()(v0.normal,f);
+ res.tangent = op<aiVector3D,float,aiVector3D>()(v0.tangent,f);
+ res.bitangent = op<aiVector3D,float,aiVector3D>()(v0.bitangent,f);
+
+ for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
+ res.texcoords[i] = op<aiVector3D,float,aiVector3D>()(v0.texcoords[i],f);
+ }
+ for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_COLOR_SETS; ++i) {
+ res.colors[i] = op<aiColor4D,float,aiColor4D>()(v0.colors[i],f);
+ }
+ return res;
+ }
+
+ // ----------------------------------------------------------------------------
+ /** This time binary arithmetics of v0 with a floating-point number */
+ template <template <typename, typename, typename> class op> static Vertex BinaryOp(float f, const Vertex& v0) {
+ // this is a heavy task for the compiler to optimize ... *pray*
+
+ Vertex res;
+ res.position = op<float,aiVector3D,aiVector3D>()(f,v0.position);
+ res.normal = op<float,aiVector3D,aiVector3D>()(f,v0.normal);
+ res.tangent = op<float,aiVector3D,aiVector3D>()(f,v0.tangent);
+ res.bitangent = op<float,aiVector3D,aiVector3D>()(f,v0.bitangent);
+
+ for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
+ res.texcoords[i] = op<float,aiVector3D,aiVector3D>()(f,v0.texcoords[i]);
+ }
+ for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_COLOR_SETS; ++i) {
+ res.colors[i] = op<float,aiColor4D,aiColor4D>()(f,v0.colors[i]);
+ }
+ return res;
+ }
public:
- aiVector3D position;
- aiVector3D normal;
- aiVector3D tangent, bitangent;
+ aiVector3D position;
+ aiVector3D normal;
+ aiVector3D tangent, bitangent;
- aiVector3D texcoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
- aiColor4D colors[AI_MAX_NUMBER_OF_COLOR_SETS];
+ aiVector3D texcoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
+ aiColor4D colors[AI_MAX_NUMBER_OF_COLOR_SETS];
};
// ------------------------------------------------------------------------------------------------
AI_FORCE_INLINE Vertex operator + (const Vertex& v0,const Vertex& v1) {
- return Vertex::BinaryOp<std::plus>(v0,v1);
+ return Vertex::BinaryOp<std::plus>(v0,v1);
}
AI_FORCE_INLINE Vertex operator - (const Vertex& v0,const Vertex& v1) {
- return Vertex::BinaryOp<std::minus>(v0,v1);
+ return Vertex::BinaryOp<std::minus>(v0,v1);
}
+
// ------------------------------------------------------------------------------------------------
+/*
AI_FORCE_INLINE Vertex operator + (const Vertex& v0,float f) {
- return Vertex::BinaryOp<Intern::plus>(v0,f);
+ return Vertex::BinaryOp<Intern::plus>(v0,f);
}
AI_FORCE_INLINE Vertex operator - (const Vertex& v0,float f) {
- return Vertex::BinaryOp<Intern::minus>(v0,f);
+ return Vertex::BinaryOp<Intern::minus>(v0,f);
}
+*/
+
AI_FORCE_INLINE Vertex operator * (const Vertex& v0,float f) {
- return Vertex::BinaryOp<Intern::multiplies>(v0,f);
+ return Vertex::BinaryOp<Intern::multiplies>(v0,f);
}
AI_FORCE_INLINE Vertex operator / (const Vertex& v0,float f) {
- return Vertex::BinaryOp<Intern::divides>(v0,f);
+ return Vertex::BinaryOp<Intern::multiplies>(v0,1.f/f);
}
// ------------------------------------------------------------------------------------------------
+/*
AI_FORCE_INLINE Vertex operator + (float f,const Vertex& v0) {
- return Vertex::BinaryOp<Intern::plus>(f,v0);
+ return Vertex::BinaryOp<Intern::plus>(f,v0);
}
AI_FORCE_INLINE Vertex operator - (float f,const Vertex& v0) {
- return Vertex::BinaryOp<Intern::minus>(f,v0);
+ return Vertex::BinaryOp<Intern::minus>(f,v0);
}
+*/
AI_FORCE_INLINE Vertex operator * (float f,const Vertex& v0) {
- return Vertex::BinaryOp<Intern::multiplies>(f,v0);
+ return Vertex::BinaryOp<Intern::multiplies>(f,v0);
}
+/*
AI_FORCE_INLINE Vertex operator / (float f,const Vertex& v0) {
- return Vertex::BinaryOp<Intern::divides>(f,v0);
+ return Vertex::BinaryOp<Intern::divides>(f,v0);
}
+*/
}
#endif
diff --git a/src/3rdparty/assimp/code/VertexTriangleAdjacency.cpp b/src/3rdparty/assimp/code/VertexTriangleAdjacency.cpp
index 07ab5090d..ef859aaa7 100644
--- a/src/3rdparty/assimp/code/VertexTriangleAdjacency.cpp
+++ b/src/3rdparty/assimp/code/VertexTriangleAdjacency.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -51,82 +51,85 @@ using namespace Assimp;
// ------------------------------------------------------------------------------------------------
VertexTriangleAdjacency::VertexTriangleAdjacency(aiFace *pcFaces,
- unsigned int iNumFaces,
- unsigned int iNumVertices /*= 0*/,
- bool bComputeNumTriangles /*= false*/)
+ unsigned int iNumFaces,
+ unsigned int iNumVertices /*= 0*/,
+ bool bComputeNumTriangles /*= false*/)
{
- // compute the number of referenced vertices if it wasn't specified by the caller
- const aiFace* const pcFaceEnd = pcFaces + iNumFaces;
- if (!iNumVertices) {
-
- for (aiFace* pcFace = pcFaces; pcFace != pcFaceEnd; ++pcFace) {
- ai_assert(3 == pcFace->mNumIndices);
- iNumVertices = std::max(iNumVertices,pcFace->mIndices[0]);
- iNumVertices = std::max(iNumVertices,pcFace->mIndices[1]);
- iNumVertices = std::max(iNumVertices,pcFace->mIndices[2]);
- }
- }
- unsigned int* pi;
-
- // allocate storage
- if (bComputeNumTriangles) {
- pi = mLiveTriangles = new unsigned int[iNumVertices+1];
- memset(mLiveTriangles,0,sizeof(unsigned int)*(iNumVertices+1));
- mOffsetTable = new unsigned int[iNumVertices+2]+1;
- }
- else {
- pi = mOffsetTable = new unsigned int[iNumVertices+2]+1;
- memset(mOffsetTable,0,sizeof(unsigned int)*(iNumVertices+1));
- mLiveTriangles = NULL; // important, otherwise the d'tor would crash
- }
-
- // get a pointer to the end of the buffer
- unsigned int* piEnd = pi+iNumVertices;
- *piEnd++ = 0u;
-
- // first pass: compute the number of faces referencing each vertex
- for (aiFace* pcFace = pcFaces; pcFace != pcFaceEnd; ++pcFace)
- {
- pi[pcFace->mIndices[0]]++;
- pi[pcFace->mIndices[1]]++;
- pi[pcFace->mIndices[2]]++;
- }
-
- // second pass: compute the final offset table
- unsigned int iSum = 0;
- unsigned int* piCurOut = this->mOffsetTable;
- for (unsigned int* piCur = pi; piCur != piEnd;++piCur,++piCurOut) {
-
- unsigned int iLastSum = iSum;
- iSum += *piCur;
- *piCurOut = iLastSum;
- }
- pi = this->mOffsetTable;
-
- // third pass: compute the final table
- this->mAdjacencyTable = new unsigned int[iSum];
- iSum = 0;
- for (aiFace* pcFace = pcFaces; pcFace != pcFaceEnd; ++pcFace,++iSum) {
-
- unsigned int idx = pcFace->mIndices[0];
- mAdjacencyTable[pi[idx]++] = iSum;
-
- idx = pcFace->mIndices[1];
- mAdjacencyTable[pi[idx]++] = iSum;
-
- idx = pcFace->mIndices[2];
- mAdjacencyTable[pi[idx]++] = iSum;
- }
- // fourth pass: undo the offset computations made during the third pass
- // We could do this in a separate buffer, but this would be TIMES slower.
- --mOffsetTable;
- *mOffsetTable = 0u;
+ // compute the number of referenced vertices if it wasn't specified by the caller
+ const aiFace* const pcFaceEnd = pcFaces + iNumFaces;
+ if (!iNumVertices) {
+
+ for (aiFace* pcFace = pcFaces; pcFace != pcFaceEnd; ++pcFace) {
+ ai_assert(3 == pcFace->mNumIndices);
+ iNumVertices = std::max(iNumVertices,pcFace->mIndices[0]);
+ iNumVertices = std::max(iNumVertices,pcFace->mIndices[1]);
+ iNumVertices = std::max(iNumVertices,pcFace->mIndices[2]);
+ }
+ }
+
+ this->iNumVertices = iNumVertices;
+
+ unsigned int* pi;
+
+ // allocate storage
+ if (bComputeNumTriangles) {
+ pi = mLiveTriangles = new unsigned int[iNumVertices+1];
+ memset(mLiveTriangles,0,sizeof(unsigned int)*(iNumVertices+1));
+ mOffsetTable = new unsigned int[iNumVertices+2]+1;
+ }
+ else {
+ pi = mOffsetTable = new unsigned int[iNumVertices+2]+1;
+ memset(mOffsetTable,0,sizeof(unsigned int)*(iNumVertices+1));
+ mLiveTriangles = NULL; // important, otherwise the d'tor would crash
+ }
+
+ // get a pointer to the end of the buffer
+ unsigned int* piEnd = pi+iNumVertices;
+ *piEnd++ = 0u;
+
+ // first pass: compute the number of faces referencing each vertex
+ for (aiFace* pcFace = pcFaces; pcFace != pcFaceEnd; ++pcFace)
+ {
+ pi[pcFace->mIndices[0]]++;
+ pi[pcFace->mIndices[1]]++;
+ pi[pcFace->mIndices[2]]++;
+ }
+
+ // second pass: compute the final offset table
+ unsigned int iSum = 0;
+ unsigned int* piCurOut = this->mOffsetTable;
+ for (unsigned int* piCur = pi; piCur != piEnd;++piCur,++piCurOut) {
+
+ unsigned int iLastSum = iSum;
+ iSum += *piCur;
+ *piCurOut = iLastSum;
+ }
+ pi = this->mOffsetTable;
+
+ // third pass: compute the final table
+ this->mAdjacencyTable = new unsigned int[iSum];
+ iSum = 0;
+ for (aiFace* pcFace = pcFaces; pcFace != pcFaceEnd; ++pcFace,++iSum) {
+
+ unsigned int idx = pcFace->mIndices[0];
+ mAdjacencyTable[pi[idx]++] = iSum;
+
+ idx = pcFace->mIndices[1];
+ mAdjacencyTable[pi[idx]++] = iSum;
+
+ idx = pcFace->mIndices[2];
+ mAdjacencyTable[pi[idx]++] = iSum;
+ }
+ // fourth pass: undo the offset computations made during the third pass
+ // We could do this in a separate buffer, but this would be TIMES slower.
+ --mOffsetTable;
+ *mOffsetTable = 0u;
}
// ------------------------------------------------------------------------------------------------
VertexTriangleAdjacency::~VertexTriangleAdjacency()
{
- // delete allocated storage
- delete[] mOffsetTable;
- delete[] mAdjacencyTable;
- delete[] mLiveTriangles;
+ // delete allocated storage
+ delete[] mOffsetTable;
+ delete[] mAdjacencyTable;
+ delete[] mLiveTriangles;
}
diff --git a/src/3rdparty/assimp/code/VertexTriangleAdjacency.h b/src/3rdparty/assimp/code/VertexTriangleAdjacency.h
index d4e1d4e6e..3e429adfa 100644
--- a/src/3rdparty/assimp/code/VertexTriangleAdjacency.h
+++ b/src/3rdparty/assimp/code/VertexTriangleAdjacency.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -43,11 +43,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#define AI_VTADJACENCY_H_INC
#include "BaseProcess.h"
-#include "../include/aiTypes.h"
-#include "../include/aiAssert.h"
+#include "../include/assimp/types.h"
+#include "../include/assimp/ai_assert.h"
struct aiMesh;
-namespace Assimp {
+namespace Assimp {
// --------------------------------------------------------------------------------------------
/** @brief The VertexTriangleAdjacency class computes a vertex-triangle
@@ -56,64 +56,68 @@ namespace Assimp {
* @note Although it is called #VertexTriangleAdjacency, the current version does also
* support arbitrary polygons. */
// --------------------------------------------------------------------------------------------
-class ASSIMP_API VertexTriangleAdjacency
+class VertexTriangleAdjacency
{
public:
- // ----------------------------------------------------------------------------
- /** @brief Construction from an existing index buffer
- * @param pcFaces Index buffer
- * @param iNumFaces Number of faces in the buffer
- * @param iNumVertices Number of referenced vertices. This value
- * is computed automatically if 0 is specified.
- * @param bComputeNumTriangles If you want the class to compute
- * a list containing the number of referenced triangles per vertex
- * per vertex - pass true. */
- VertexTriangleAdjacency(aiFace* pcFaces,unsigned int iNumFaces,
- unsigned int iNumVertices = 0,
- bool bComputeNumTriangles = true);
+ // ----------------------------------------------------------------------------
+ /** @brief Construction from an existing index buffer
+ * @param pcFaces Index buffer
+ * @param iNumFaces Number of faces in the buffer
+ * @param iNumVertices Number of referenced vertices. This value
+ * is computed automatically if 0 is specified.
+ * @param bComputeNumTriangles If you want the class to compute
+ * a list containing the number of referenced triangles per vertex
+ * per vertex - pass true. */
+ VertexTriangleAdjacency(aiFace* pcFaces,unsigned int iNumFaces,
+ unsigned int iNumVertices = 0,
+ bool bComputeNumTriangles = true);
- // ----------------------------------------------------------------------------
- /** @brief Destructor */
- ~VertexTriangleAdjacency();
+ // ----------------------------------------------------------------------------
+ /** @brief Destructor */
+ ~VertexTriangleAdjacency();
public:
- // ----------------------------------------------------------------------------
- /** @brief Get all triangles adjacent to a vertex
- * @param iVertIndex Index of the vertex
- * @return A pointer to the adjacency list. */
- unsigned int* GetAdjacentTriangles(unsigned int iVertIndex) const
- {
- ai_assert(iVertIndex < iNumVertices);
- return &mAdjacencyTable[ mOffsetTable[iVertIndex]];
- }
-
-
- // ----------------------------------------------------------------------------
- /** @brief Get the number of triangles that are referenced by
- * a vertex. This function returns a reference that can be modified
- * @param iVertIndex Index of the vertex
- * @return Number of referenced triangles */
- unsigned int& GetNumTrianglesPtr(unsigned int iVertIndex)
- {
- ai_assert(iVertIndex < iNumVertices && NULL != mLiveTriangles);
- return mLiveTriangles[iVertIndex];
- }
+ // ----------------------------------------------------------------------------
+ /** @brief Get all triangles adjacent to a vertex
+ * @param iVertIndex Index of the vertex
+ * @return A pointer to the adjacency list. */
+ unsigned int* GetAdjacentTriangles(unsigned int iVertIndex) const
+ {
+ ai_assert(iVertIndex < iNumVertices);
+ return &mAdjacencyTable[ mOffsetTable[iVertIndex]];
+ }
+
+
+ // ----------------------------------------------------------------------------
+ /** @brief Get the number of triangles that are referenced by
+ * a vertex. This function returns a reference that can be modified
+ * @param iVertIndex Index of the vertex
+ * @return Number of referenced triangles */
+ unsigned int& GetNumTrianglesPtr(unsigned int iVertIndex)
+ {
+ ai_assert(iVertIndex < iNumVertices && NULL != mLiveTriangles);
+ return mLiveTriangles[iVertIndex];
+ }
public:
- //! Offset table
- unsigned int* mOffsetTable;
+ //! Offset table
+ unsigned int* mOffsetTable;
- //! Adjacency table
- unsigned int* mAdjacencyTable;
+ //! Adjacency table
+ unsigned int* mAdjacencyTable;
+
+ //! Table containing the number of referenced triangles per vertex
+ unsigned int* mLiveTriangles;
+
+ //! Debug: Number of referenced vertices
+ unsigned int iNumVertices;
- //! Table containing the number of referenced triangles per vertex
- unsigned int* mLiveTriangles;
};
}
diff --git a/src/3rdparty/assimp/code/Win32DebugLogStream.h b/src/3rdparty/assimp/code/Win32DebugLogStream.h
index f7f0df324..5bcb03406 100644
--- a/src/3rdparty/assimp/code/Win32DebugLogStream.h
+++ b/src/3rdparty/assimp/code/Win32DebugLogStream.h
@@ -3,48 +3,48 @@
#ifdef WIN32
-#include "../include/LogStream.h"
+#include "../include/assimp/LogStream.hpp"
#include "windows.h"
-namespace Assimp {
+namespace Assimp {
// ---------------------------------------------------------------------------
-/** @class Win32DebugLogStream
- * @brief Logs into the debug stream from win32.
+/** @class Win32DebugLogStream
+ * @brief Logs into the debug stream from win32.
*/
class Win32DebugLogStream :
- public LogStream
+ public LogStream
{
public:
- /** @brief Default constructor */
- Win32DebugLogStream();
-
- /** @brief Destructor */
- ~Win32DebugLogStream();
-
- /** @brief Writer */
- void write(const char* messgae);
+ /** @brief Default constructor */
+ Win32DebugLogStream();
+
+ /** @brief Destructor */
+ ~Win32DebugLogStream();
+
+ /** @brief Writer */
+ void write(const char* messgae);
};
// ---------------------------------------------------------------------------
-// Default constructor
+// Default constructor
inline Win32DebugLogStream::Win32DebugLogStream()
{}
// ---------------------------------------------------------------------------
-// Default constructor
+// Default constructor
inline Win32DebugLogStream::~Win32DebugLogStream()
{}
// ---------------------------------------------------------------------------
-// Write method
+// Write method
inline void Win32DebugLogStream::write(const char* message)
{
- OutputDebugStringA( message);
+ OutputDebugStringA( message);
}
// ---------------------------------------------------------------------------
-} // Namespace Assimp
+} // Namespace Assimp
#endif // ! WIN32
#endif // guard
diff --git a/src/3rdparty/assimp/code/XFileHelper.h b/src/3rdparty/assimp/code/XFileHelper.h
index 6922bae6d..7a1fbd049 100644
--- a/src/3rdparty/assimp/code/XFileHelper.h
+++ b/src/3rdparty/assimp/code/XFileHelper.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -46,10 +46,10 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <string>
#include <vector>
-#include "../include/aiTypes.h"
-#include "../include/aiQuaternion.h"
-#include "../include/aiMesh.h"
-#include "../include/aiAnim.h"
+#include "../include/assimp/types.h"
+#include "../include/assimp/quaternion.h"
+#include "../include/assimp/mesh.h"
+#include "../include/assimp/anim.h"
namespace Assimp
{
@@ -59,139 +59,139 @@ namespace XFile
/** Helper structure representing a XFile mesh face */
struct Face
{
- std::vector<unsigned int> mIndices;
+ std::vector<unsigned int> mIndices;
};
/** Helper structure representing a texture filename inside a material and its potential source */
struct TexEntry
{
- std::string mName;
- bool mIsNormalMap; // true if the texname was specified in a NormalmapFilename tag
+ std::string mName;
+ bool mIsNormalMap; // true if the texname was specified in a NormalmapFilename tag
- TexEntry() { mIsNormalMap = false; }
- TexEntry( const std::string& pName, bool pIsNormalMap = false)
- : mName( pName), mIsNormalMap( pIsNormalMap)
- { /* done */ }
+ TexEntry() { mIsNormalMap = false; }
+ TexEntry( const std::string& pName, bool pIsNormalMap = false)
+ : mName( pName), mIsNormalMap( pIsNormalMap)
+ { /* done */ }
};
/** Helper structure representing a XFile material */
struct Material
{
- std::string mName;
- bool mIsReference; // if true, mName holds a name by which the actual material can be found in the material list
- aiColor4D mDiffuse;
- float mSpecularExponent;
- aiColor3D mSpecular;
- aiColor3D mEmissive;
- std::vector<TexEntry> mTextures;
-
- Material() : mSpecularExponent(0.0f) { mIsReference = false; }
+ std::string mName;
+ bool mIsReference; // if true, mName holds a name by which the actual material can be found in the material list
+ aiColor4D mDiffuse;
+ float mSpecularExponent;
+ aiColor3D mSpecular;
+ aiColor3D mEmissive;
+ std::vector<TexEntry> mTextures;
+
+ Material() { mIsReference = false; }
};
/** Helper structure to represent a bone weight */
struct BoneWeight
{
- unsigned int mVertex;
- float mWeight;
+ unsigned int mVertex;
+ float mWeight;
};
/** Helper structure to represent a bone in a mesh */
struct Bone
{
- std::string mName;
- std::vector<BoneWeight> mWeights;
- aiMatrix4x4 mOffsetMatrix;
+ std::string mName;
+ std::vector<BoneWeight> mWeights;
+ aiMatrix4x4 mOffsetMatrix;
};
/** Helper structure to represent an XFile mesh */
struct Mesh
{
- std::vector<aiVector3D> mPositions;
- std::vector<Face> mPosFaces;
- std::vector<aiVector3D> mNormals;
- std::vector<Face> mNormFaces;
- unsigned int mNumTextures;
- std::vector<aiVector2D> mTexCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
- unsigned int mNumColorSets;
- std::vector<aiColor4D> mColors[AI_MAX_NUMBER_OF_COLOR_SETS];
+ std::vector<aiVector3D> mPositions;
+ std::vector<Face> mPosFaces;
+ std::vector<aiVector3D> mNormals;
+ std::vector<Face> mNormFaces;
+ unsigned int mNumTextures;
+ std::vector<aiVector2D> mTexCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
+ unsigned int mNumColorSets;
+ std::vector<aiColor4D> mColors[AI_MAX_NUMBER_OF_COLOR_SETS];
- std::vector<unsigned int> mFaceMaterials;
- std::vector<Material> mMaterials;
+ std::vector<unsigned int> mFaceMaterials;
+ std::vector<Material> mMaterials;
- std::vector<Bone> mBones;
+ std::vector<Bone> mBones;
- Mesh() { mNumTextures = 0; mNumColorSets = 0; }
+ Mesh() { mNumTextures = 0; mNumColorSets = 0; }
};
/** Helper structure to represent a XFile frame */
struct Node
{
- std::string mName;
- aiMatrix4x4 mTrafoMatrix;
- Node* mParent;
- std::vector<Node*> mChildren;
- std::vector<Mesh*> mMeshes;
-
- Node() { mParent = NULL; }
- Node( Node* pParent) { mParent = pParent; }
- ~Node()
- {
- for ( unsigned int a = 0; a < mChildren.size(); a++)
- delete mChildren[a];
- for ( unsigned int a = 0; a < mMeshes.size(); a++)
- delete mMeshes[a];
- }
+ std::string mName;
+ aiMatrix4x4 mTrafoMatrix;
+ Node* mParent;
+ std::vector<Node*> mChildren;
+ std::vector<Mesh*> mMeshes;
+
+ Node() { mParent = NULL; }
+ Node( Node* pParent) { mParent = pParent; }
+ ~Node()
+ {
+ for( unsigned int a = 0; a < mChildren.size(); a++)
+ delete mChildren[a];
+ for( unsigned int a = 0; a < mMeshes.size(); a++)
+ delete mMeshes[a];
+ }
};
struct MatrixKey
{
- double mTime;
- aiMatrix4x4 mMatrix;
+ double mTime;
+ aiMatrix4x4 mMatrix;
};
/** Helper structure representing a single animated bone in a XFile */
struct AnimBone
{
- std::string mBoneName;
- std::vector<aiVectorKey> mPosKeys; // either three separate key sequences for position, rotation, scaling
- std::vector<aiQuatKey> mRotKeys;
- std::vector<aiVectorKey> mScaleKeys;
- std::vector<MatrixKey> mTrafoKeys; // or a combined key sequence of transformation matrices.
+ std::string mBoneName;
+ std::vector<aiVectorKey> mPosKeys; // either three separate key sequences for position, rotation, scaling
+ std::vector<aiQuatKey> mRotKeys;
+ std::vector<aiVectorKey> mScaleKeys;
+ std::vector<MatrixKey> mTrafoKeys; // or a combined key sequence of transformation matrices.
};
/** Helper structure to represent an animation set in a XFile */
struct Animation
{
- std::string mName;
- std::vector<AnimBone*> mAnims;
-
- ~Animation()
- {
- for ( unsigned int a = 0; a < mAnims.size(); a++)
- delete mAnims[a];
- }
+ std::string mName;
+ std::vector<AnimBone*> mAnims;
+
+ ~Animation()
+ {
+ for( unsigned int a = 0; a < mAnims.size(); a++)
+ delete mAnims[a];
+ }
};
/** Helper structure analogue to aiScene */
struct Scene
{
- Node* mRootNode;
-
- std::vector<Mesh*> mGlobalMeshes; // global meshes found outside of any frames
- std::vector<Material> mGlobalMaterials; // global materials found outside of any meshes.
-
- std::vector<Animation*> mAnims;
- unsigned int mAnimTicksPerSecond;
-
- Scene() { mRootNode = NULL; mAnimTicksPerSecond = 0; }
- ~Scene()
- {
- delete mRootNode;
- for ( unsigned int a = 0; a < mGlobalMeshes.size(); a++)
- delete mGlobalMeshes[a];
- for ( unsigned int a = 0; a < mAnims.size(); a++)
- delete mAnims[a];
- }
+ Node* mRootNode;
+
+ std::vector<Mesh*> mGlobalMeshes; // global meshes found outside of any frames
+ std::vector<Material> mGlobalMaterials; // global materials found outside of any meshes.
+
+ std::vector<Animation*> mAnims;
+ unsigned int mAnimTicksPerSecond;
+
+ Scene() { mRootNode = NULL; mAnimTicksPerSecond = 0; }
+ ~Scene()
+ {
+ delete mRootNode;
+ for( unsigned int a = 0; a < mGlobalMeshes.size(); a++)
+ delete mGlobalMeshes[a];
+ for( unsigned int a = 0; a < mAnims.size(); a++)
+ delete mAnims[a];
+ }
};
} // end of namespace XFile
diff --git a/src/3rdparty/assimp/code/XFileImporter.cpp b/src/3rdparty/assimp/code/XFileImporter.cpp
index 1abfb1f2b..d444135aa 100644
--- a/src/3rdparty/assimp/code/XFileImporter.cpp
+++ b/src/3rdparty/assimp/code/XFileImporter.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,26 +20,26 @@ copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
-written permission of the ASSIMP Development Team.
+written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file XFileImporter.cpp
- * @brief Implementation of the XFile importer class
+ * @brief Implementation of the XFile importer class
*/
#include "AssimpPCH.h"
@@ -51,621 +51,635 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
using namespace Assimp;
+static const aiImporterDesc desc = {
+ "Collada Importer",
+ "",
+ "",
+ "",
+ aiImporterFlags_SupportTextFlavour | aiImporterFlags_SupportBinaryFlavour | aiImporterFlags_SupportCompressedFlavour,
+ 1,
+ 3,
+ 1,
+ 5,
+ "x"
+};
+
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
XFileImporter::XFileImporter()
{}
// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
+// Destructor, private as well
XFileImporter::~XFileImporter()
{}
// ------------------------------------------------------------------------------------------------
-// Returns whether the class can handle the format of the given file.
+// Returns whether the class can handle the format of the given file.
bool XFileImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
{
- std::string extension = GetExtension(pFile);
- if (extension == "x") {
- return true;
- }
- if (!extension.length() || checkSig) {
- uint32_t token[1];
- token[0] = AI_MAKE_MAGIC("xof ");
- return CheckMagicToken(pIOHandler,pFile,token,1,0);
- }
- return false;
+ std::string extension = GetExtension(pFile);
+ if(extension == "x") {
+ return true;
+ }
+ if (!extension.length() || checkSig) {
+ uint32_t token[1];
+ token[0] = AI_MAKE_MAGIC("xof ");
+ return CheckMagicToken(pIOHandler,pFile,token,1,0);
+ }
+ return false;
}
// ------------------------------------------------------------------------------------------------
-void XFileImporter::GetExtensionList(std::set<std::string>& extensions)
+// Get file extension list
+const aiImporterDesc* XFileImporter::GetInfo () const
{
- extensions.insert("x");
+ return &desc;
}
// ------------------------------------------------------------------------------------------------
-// Imports the given file into the given scene structure.
+// Imports the given file into the given scene structure.
void XFileImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
{
- // read file into memory
- boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
- if ( file.get() == NULL)
- throw DeadlyImportError( "Failed to open file " + pFile + ".");
+ // read file into memory
+ boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
+ if( file.get() == NULL)
+ throw DeadlyImportError( "Failed to open file " + pFile + ".");
- size_t fileSize = file->FileSize();
- if ( fileSize < 16)
- throw DeadlyImportError( "XFile is too small.");
+ size_t fileSize = file->FileSize();
+ if( fileSize < 16)
+ throw DeadlyImportError( "XFile is too small.");
- // need to clear members - this method might be called multiple
- // times on a single XFileImporter instance.
- mImportedMats.clear();
+ // need to clear members - this method might be called multiple
+ // times on a single XFileImporter instance.
+ mImportedMats.clear();
- // in the hope that binary files will never start with a BOM ...
- mBuffer.resize( fileSize);
- file->Read( &mBuffer.front(), 1, fileSize);
- ConvertToUTF8(mBuffer);
+ // in the hope that binary files will never start with a BOM ...
+ mBuffer.resize( fileSize + 1);
+ file->Read( &mBuffer.front(), 1, fileSize);
+ ConvertToUTF8(mBuffer);
- // parse the file into a temporary representation
- XFileParser parser( mBuffer);
+ // parse the file into a temporary representation
+ XFileParser parser( mBuffer);
- // and create the proper return structures out of it
- CreateDataRepresentationFromImport( pScene, parser.GetImportedData());
+ // and create the proper return structures out of it
+ CreateDataRepresentationFromImport( pScene, parser.GetImportedData());
- // if nothing came from it, report it as error
- if ( !pScene->mRootNode)
- throw DeadlyImportError( "XFile is ill-formatted - no content imported.");
+ // if nothing came from it, report it as error
+ if( !pScene->mRootNode)
+ throw DeadlyImportError( "XFile is ill-formatted - no content imported.");
}
// ------------------------------------------------------------------------------------------------
// Constructs the return data structure out of the imported data.
void XFileImporter::CreateDataRepresentationFromImport( aiScene* pScene, const XFile::Scene* pData)
{
- // Read the global materials first so that meshes referring to them can find them later
- ConvertMaterials( pScene, pData->mGlobalMaterials);
-
- // copy nodes, extracting meshes and materials on the way
- pScene->mRootNode = CreateNodes( pScene, NULL, pData->mRootNode);
-
- // extract animations
- CreateAnimations( pScene, pData);
-
- // read the global meshes that were stored outside of any node
- if ( pData->mGlobalMeshes.size() > 0)
- {
- // create a root node to hold them if there isn't any, yet
- if ( pScene->mRootNode == NULL)
- {
- pScene->mRootNode = new aiNode;
- pScene->mRootNode->mName.Set( "$dummy_node");
- }
-
- // convert all global meshes and store them in the root node.
- // If there was one before, the global meshes now suddenly have its transformation matrix...
- // Don't know what to do there, I don't want to insert another node under the present root node
- // just to avoid this.
- CreateMeshes( pScene, pScene->mRootNode, pData->mGlobalMeshes);
- }
-
- // Convert everything to OpenGL space... it's the same operation as the conversion back, so we can reuse the step directly
- MakeLeftHandedProcess convertProcess;
- convertProcess.Execute( pScene);
-
- FlipWindingOrderProcess flipper;
- flipper.Execute(pScene);
-
- // finally: create a dummy material if not material was imported
- if ( pScene->mNumMaterials == 0)
- {
- pScene->mNumMaterials = 1;
- // create the Material
- Assimp::MaterialHelper* mat = new Assimp::MaterialHelper;
- int shadeMode = (int) aiShadingMode_Gouraud;
- mat->AddProperty<int>( &shadeMode, 1, AI_MATKEY_SHADING_MODEL);
- // material colours
- int specExp = 1;
-
- aiColor3D clr = aiColor3D( 0, 0, 0);
- mat->AddProperty( &clr, 1, AI_MATKEY_COLOR_EMISSIVE);
- mat->AddProperty( &clr, 1, AI_MATKEY_COLOR_SPECULAR);
-
- clr = aiColor3D( 0.5f, 0.5f, 0.5f);
- mat->AddProperty( &clr, 1, AI_MATKEY_COLOR_DIFFUSE);
- mat->AddProperty( &specExp, 1, AI_MATKEY_SHININESS);
-
- pScene->mMaterials = new aiMaterial*[1];
- pScene->mMaterials[0] = mat;
- }
+ // Read the global materials first so that meshes referring to them can find them later
+ ConvertMaterials( pScene, pData->mGlobalMaterials);
+
+ // copy nodes, extracting meshes and materials on the way
+ pScene->mRootNode = CreateNodes( pScene, NULL, pData->mRootNode);
+
+ // extract animations
+ CreateAnimations( pScene, pData);
+
+ // read the global meshes that were stored outside of any node
+ if( pData->mGlobalMeshes.size() > 0)
+ {
+ // create a root node to hold them if there isn't any, yet
+ if( pScene->mRootNode == NULL)
+ {
+ pScene->mRootNode = new aiNode;
+ pScene->mRootNode->mName.Set( "$dummy_node");
+ }
+
+ // convert all global meshes and store them in the root node.
+ // If there was one before, the global meshes now suddenly have its transformation matrix...
+ // Don't know what to do there, I don't want to insert another node under the present root node
+ // just to avoid this.
+ CreateMeshes( pScene, pScene->mRootNode, pData->mGlobalMeshes);
+ }
+
+ // Convert everything to OpenGL space... it's the same operation as the conversion back, so we can reuse the step directly
+ MakeLeftHandedProcess convertProcess;
+ convertProcess.Execute( pScene);
+
+ FlipWindingOrderProcess flipper;
+ flipper.Execute(pScene);
+
+ // finally: create a dummy material if not material was imported
+ if( pScene->mNumMaterials == 0)
+ {
+ pScene->mNumMaterials = 1;
+ // create the Material
+ aiMaterial* mat = new aiMaterial;
+ int shadeMode = (int) aiShadingMode_Gouraud;
+ mat->AddProperty<int>( &shadeMode, 1, AI_MATKEY_SHADING_MODEL);
+ // material colours
+ int specExp = 1;
+
+ aiColor3D clr = aiColor3D( 0, 0, 0);
+ mat->AddProperty( &clr, 1, AI_MATKEY_COLOR_EMISSIVE);
+ mat->AddProperty( &clr, 1, AI_MATKEY_COLOR_SPECULAR);
+
+ clr = aiColor3D( 0.5f, 0.5f, 0.5f);
+ mat->AddProperty( &clr, 1, AI_MATKEY_COLOR_DIFFUSE);
+ mat->AddProperty( &specExp, 1, AI_MATKEY_SHININESS);
+
+ pScene->mMaterials = new aiMaterial*[1];
+ pScene->mMaterials[0] = mat;
+ }
}
// ------------------------------------------------------------------------------------------------
-// Recursively creates scene nodes from the imported hierarchy.
+// Recursively creates scene nodes from the imported hierarchy.
aiNode* XFileImporter::CreateNodes( aiScene* pScene, aiNode* pParent, const XFile::Node* pNode)
{
- if ( !pNode)
- return NULL;
-
- // create node
- aiNode* node = new aiNode;
- node->mName.length = pNode->mName.length();
- node->mParent = pParent;
- memcpy( node->mName.data, pNode->mName.c_str(), pNode->mName.length());
- node->mName.data[node->mName.length] = 0;
- node->mTransformation = pNode->mTrafoMatrix;
-
- // convert meshes from the source node
- CreateMeshes( pScene, node, pNode->mMeshes);
-
- // handle childs
- if ( pNode->mChildren.size() > 0)
- {
- node->mNumChildren = (unsigned int)pNode->mChildren.size();
- node->mChildren = new aiNode* [node->mNumChildren];
-
- for ( unsigned int a = 0; a < pNode->mChildren.size(); a++)
- node->mChildren[a] = CreateNodes( pScene, node, pNode->mChildren[a]);
- }
-
- return node;
+ if( !pNode)
+ return NULL;
+
+ // create node
+ aiNode* node = new aiNode;
+ node->mName.length = pNode->mName.length();
+ node->mParent = pParent;
+ memcpy( node->mName.data, pNode->mName.c_str(), pNode->mName.length());
+ node->mName.data[node->mName.length] = 0;
+ node->mTransformation = pNode->mTrafoMatrix;
+
+ // convert meshes from the source node
+ CreateMeshes( pScene, node, pNode->mMeshes);
+
+ // handle childs
+ if( pNode->mChildren.size() > 0)
+ {
+ node->mNumChildren = (unsigned int)pNode->mChildren.size();
+ node->mChildren = new aiNode* [node->mNumChildren];
+
+ for( unsigned int a = 0; a < pNode->mChildren.size(); a++)
+ node->mChildren[a] = CreateNodes( pScene, node, pNode->mChildren[a]);
+ }
+
+ return node;
}
// ------------------------------------------------------------------------------------------------
-// Creates the meshes for the given node.
+// Creates the meshes for the given node.
void XFileImporter::CreateMeshes( aiScene* pScene, aiNode* pNode, const std::vector<XFile::Mesh*>& pMeshes)
{
- if ( pMeshes.size() == 0)
- return;
-
- // create a mesh for each mesh-material combination in the source node
- std::vector<aiMesh*> meshes;
- for ( unsigned int a = 0; a < pMeshes.size(); a++)
- {
- const XFile::Mesh* sourceMesh = pMeshes[a];
- // first convert its materials so that we can find them when searching by name afterwards
- ConvertMaterials( pScene, sourceMesh->mMaterials);
-
- unsigned int numMaterials = std::max( (unsigned int)sourceMesh->mMaterials.size(), 1u);
- for ( unsigned int b = 0; b < numMaterials; b++)
- {
- // collect the faces belonging to this material
- std::vector<unsigned int> faces;
- unsigned int numVertices = 0;
- if ( sourceMesh->mFaceMaterials.size() > 0)
- {
- // if there is a per-face material defined, select the faces with the corresponding material
- for ( unsigned int c = 0; c < sourceMesh->mFaceMaterials.size(); c++)
- {
- if ( sourceMesh->mFaceMaterials[c] == b)
- {
- faces.push_back( c);
- numVertices += (unsigned int)sourceMesh->mPosFaces[c].mIndices.size();
- }
- }
- } else
- {
- // if there is no per-face material, place everything into one mesh
- for ( unsigned int c = 0; c < sourceMesh->mPosFaces.size(); c++)
- {
- faces.push_back( c);
- numVertices += (unsigned int)sourceMesh->mPosFaces[c].mIndices.size();
- }
- }
-
- // no faces/vertices using this material? strange...
- if ( numVertices == 0)
- continue;
-
- // create a submesh using this material
- aiMesh* mesh = new aiMesh;
- meshes.push_back( mesh);
-
- // find the material by name in the scene's material list. Either own material
- // or referenced material, it should already be found there
- if ( sourceMesh->mFaceMaterials.size() > 0)
- {
- std::map<std::string, unsigned int>::const_iterator matIt = mImportedMats.find( sourceMesh->mMaterials[b].mName);
- if ( matIt == mImportedMats.end())
- mesh->mMaterialIndex = 0;
- else
- mesh->mMaterialIndex = matIt->second;
- } else
- {
- mesh->mMaterialIndex = 0;
- }
-
- // Create properly sized data arrays in the mesh. We store unique vertices per face,
- // as specified
- mesh->mNumVertices = numVertices;
- mesh->mVertices = new aiVector3D[numVertices];
- mesh->mNumFaces = (unsigned int)faces.size();
- mesh->mFaces = new aiFace[mesh->mNumFaces];
-
- // normals?
- if ( sourceMesh->mNormals.size() > 0)
- mesh->mNormals = new aiVector3D[numVertices];
- // texture coords
- for ( unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS; c++)
- {
- if ( sourceMesh->mTexCoords[c].size() > 0)
- mesh->mTextureCoords[c] = new aiVector3D[numVertices];
- }
- // vertex colors
- for ( unsigned int c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS; c++)
- {
- if ( sourceMesh->mColors[c].size() > 0)
- mesh->mColors[c] = new aiColor4D[numVertices];
- }
-
- // now collect the vertex data of all data streams present in the imported mesh
- unsigned int newIndex = 0;
- std::vector<unsigned int> orgPoints; // from which original point each new vertex stems
- orgPoints.resize( numVertices, 0);
-
- for ( unsigned int c = 0; c < faces.size(); c++)
- {
- unsigned int f = faces[c]; // index of the source face
- const XFile::Face& pf = sourceMesh->mPosFaces[f]; // position source face
-
- // create face. either triangle or triangle fan depending on the index count
- aiFace& df = mesh->mFaces[c]; // destination face
- df.mNumIndices = (unsigned int)pf.mIndices.size();
- df.mIndices = new unsigned int[ df.mNumIndices];
-
- // collect vertex data for indices of this face
- for ( unsigned int d = 0; d < df.mNumIndices; d++)
- {
- df.mIndices[d] = newIndex;
- orgPoints[newIndex] = pf.mIndices[d];
-
- // Position
- mesh->mVertices[newIndex] = sourceMesh->mPositions[pf.mIndices[d]];
- // Normal, if present
- if ( mesh->HasNormals())
- mesh->mNormals[newIndex] = sourceMesh->mNormals[sourceMesh->mNormFaces[f].mIndices[d]];
-
- // texture coord sets
- for ( unsigned int e = 0; e < AI_MAX_NUMBER_OF_TEXTURECOORDS; e++)
- {
- if ( mesh->HasTextureCoords( e))
- {
- aiVector2D tex = sourceMesh->mTexCoords[e][pf.mIndices[d]];
- mesh->mTextureCoords[e][newIndex] = aiVector3D( tex.x, 1.0f - tex.y, 0.0f);
- }
- }
- // vertex color sets
- for ( unsigned int e = 0; e < AI_MAX_NUMBER_OF_COLOR_SETS; e++)
- if ( mesh->HasVertexColors( e))
- mesh->mColors[e][newIndex] = sourceMesh->mColors[e][pf.mIndices[d]];
-
- newIndex++;
- }
- }
-
- // there should be as much new vertices as we calculated before
- assert( newIndex == numVertices);
-
- // convert all bones of the source mesh which influence vertices in this newly created mesh
- const std::vector<XFile::Bone>& bones = sourceMesh->mBones;
- std::vector<aiBone*> newBones;
- for ( unsigned int c = 0; c < bones.size(); c++)
- {
- const XFile::Bone& obone = bones[c];
- // set up a vertex-linear array of the weights for quick searching if a bone influences a vertex
- std::vector<float> oldWeights( sourceMesh->mPositions.size(), 0.0f);
- for ( unsigned int d = 0; d < obone.mWeights.size(); d++)
- oldWeights[obone.mWeights[d].mVertex] = obone.mWeights[d].mWeight;
-
- // collect all vertex weights that influence a vertex in the new mesh
- std::vector<aiVertexWeight> newWeights;
- newWeights.reserve( numVertices);
- for ( unsigned int d = 0; d < orgPoints.size(); d++)
- {
- // does the new vertex stem from an old vertex which was influenced by this bone?
- float w = oldWeights[orgPoints[d]];
- if ( w > 0.0f)
- newWeights.push_back( aiVertexWeight( d, w));
- }
-
- // if the bone has no weights in the newly created mesh, ignore it
- if ( newWeights.size() == 0)
- continue;
-
- // create
- aiBone* nbone = new aiBone;
- newBones.push_back( nbone);
- // copy name and matrix
- nbone->mName.Set( obone.mName);
- nbone->mOffsetMatrix = obone.mOffsetMatrix;
- nbone->mNumWeights = (unsigned int)newWeights.size();
- nbone->mWeights = new aiVertexWeight[nbone->mNumWeights];
- for ( unsigned int d = 0; d < newWeights.size(); d++)
- nbone->mWeights[d] = newWeights[d];
- }
-
- // store the bones in the mesh
- mesh->mNumBones = (unsigned int)newBones.size();
- if ( newBones.size() > 0)
- {
- mesh->mBones = new aiBone*[mesh->mNumBones];
- std::copy( newBones.begin(), newBones.end(), mesh->mBones);
- }
- }
- }
-
- // reallocate scene mesh array to be large enough
- aiMesh** prevArray = pScene->mMeshes;
- pScene->mMeshes = new aiMesh*[pScene->mNumMeshes + meshes.size()];
- if ( prevArray)
- {
- memcpy( pScene->mMeshes, prevArray, pScene->mNumMeshes * sizeof( aiMesh*));
- delete [] prevArray;
- }
-
- // allocate mesh index array in the node
- pNode->mNumMeshes = (unsigned int)meshes.size();
- pNode->mMeshes = new unsigned int[pNode->mNumMeshes];
-
- // store all meshes in the mesh library of the scene and store their indices in the node
- for ( unsigned int a = 0; a < meshes.size(); a++)
- {
- pScene->mMeshes[pScene->mNumMeshes] = meshes[a];
- pNode->mMeshes[a] = pScene->mNumMeshes;
- pScene->mNumMeshes++;
- }
+ if( pMeshes.size() == 0)
+ return;
+
+ // create a mesh for each mesh-material combination in the source node
+ std::vector<aiMesh*> meshes;
+ for( unsigned int a = 0; a < pMeshes.size(); a++)
+ {
+ const XFile::Mesh* sourceMesh = pMeshes[a];
+ // first convert its materials so that we can find them when searching by name afterwards
+ ConvertMaterials( pScene, sourceMesh->mMaterials);
+
+ unsigned int numMaterials = std::max( (unsigned int)sourceMesh->mMaterials.size(), 1u);
+ for( unsigned int b = 0; b < numMaterials; b++)
+ {
+ // collect the faces belonging to this material
+ std::vector<unsigned int> faces;
+ unsigned int numVertices = 0;
+ if( sourceMesh->mFaceMaterials.size() > 0)
+ {
+ // if there is a per-face material defined, select the faces with the corresponding material
+ for( unsigned int c = 0; c < sourceMesh->mFaceMaterials.size(); c++)
+ {
+ if( sourceMesh->mFaceMaterials[c] == b)
+ {
+ faces.push_back( c);
+ numVertices += (unsigned int)sourceMesh->mPosFaces[c].mIndices.size();
+ }
+ }
+ } else
+ {
+ // if there is no per-face material, place everything into one mesh
+ for( unsigned int c = 0; c < sourceMesh->mPosFaces.size(); c++)
+ {
+ faces.push_back( c);
+ numVertices += (unsigned int)sourceMesh->mPosFaces[c].mIndices.size();
+ }
+ }
+
+ // no faces/vertices using this material? strange...
+ if( numVertices == 0)
+ continue;
+
+ // create a submesh using this material
+ aiMesh* mesh = new aiMesh;
+ meshes.push_back( mesh);
+
+ // find the material by name in the scene's material list. Either own material
+ // or referenced material, it should already be found there
+ if( sourceMesh->mFaceMaterials.size() > 0)
+ {
+ std::map<std::string, unsigned int>::const_iterator matIt = mImportedMats.find( sourceMesh->mMaterials[b].mName);
+ if( matIt == mImportedMats.end())
+ mesh->mMaterialIndex = 0;
+ else
+ mesh->mMaterialIndex = matIt->second;
+ } else
+ {
+ mesh->mMaterialIndex = 0;
+ }
+
+ // Create properly sized data arrays in the mesh. We store unique vertices per face,
+ // as specified
+ mesh->mNumVertices = numVertices;
+ mesh->mVertices = new aiVector3D[numVertices];
+ mesh->mNumFaces = (unsigned int)faces.size();
+ mesh->mFaces = new aiFace[mesh->mNumFaces];
+
+ // normals?
+ if( sourceMesh->mNormals.size() > 0)
+ mesh->mNormals = new aiVector3D[numVertices];
+ // texture coords
+ for( unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS; c++)
+ {
+ if( sourceMesh->mTexCoords[c].size() > 0)
+ mesh->mTextureCoords[c] = new aiVector3D[numVertices];
+ }
+ // vertex colors
+ for( unsigned int c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS; c++)
+ {
+ if( sourceMesh->mColors[c].size() > 0)
+ mesh->mColors[c] = new aiColor4D[numVertices];
+ }
+
+ // now collect the vertex data of all data streams present in the imported mesh
+ unsigned int newIndex = 0;
+ std::vector<unsigned int> orgPoints; // from which original point each new vertex stems
+ orgPoints.resize( numVertices, 0);
+
+ for( unsigned int c = 0; c < faces.size(); c++)
+ {
+ unsigned int f = faces[c]; // index of the source face
+ const XFile::Face& pf = sourceMesh->mPosFaces[f]; // position source face
+
+ // create face. either triangle or triangle fan depending on the index count
+ aiFace& df = mesh->mFaces[c]; // destination face
+ df.mNumIndices = (unsigned int)pf.mIndices.size();
+ df.mIndices = new unsigned int[ df.mNumIndices];
+
+ // collect vertex data for indices of this face
+ for( unsigned int d = 0; d < df.mNumIndices; d++)
+ {
+ df.mIndices[d] = newIndex;
+ orgPoints[newIndex] = pf.mIndices[d];
+
+ // Position
+ mesh->mVertices[newIndex] = sourceMesh->mPositions[pf.mIndices[d]];
+ // Normal, if present
+ if( mesh->HasNormals())
+ mesh->mNormals[newIndex] = sourceMesh->mNormals[sourceMesh->mNormFaces[f].mIndices[d]];
+
+ // texture coord sets
+ for( unsigned int e = 0; e < AI_MAX_NUMBER_OF_TEXTURECOORDS; e++)
+ {
+ if( mesh->HasTextureCoords( e))
+ {
+ aiVector2D tex = sourceMesh->mTexCoords[e][pf.mIndices[d]];
+ mesh->mTextureCoords[e][newIndex] = aiVector3D( tex.x, 1.0f - tex.y, 0.0f);
+ }
+ }
+ // vertex color sets
+ for( unsigned int e = 0; e < AI_MAX_NUMBER_OF_COLOR_SETS; e++)
+ if( mesh->HasVertexColors( e))
+ mesh->mColors[e][newIndex] = sourceMesh->mColors[e][pf.mIndices[d]];
+
+ newIndex++;
+ }
+ }
+
+ // there should be as much new vertices as we calculated before
+ ai_assert( newIndex == numVertices);
+
+ // convert all bones of the source mesh which influence vertices in this newly created mesh
+ const std::vector<XFile::Bone>& bones = sourceMesh->mBones;
+ std::vector<aiBone*> newBones;
+ for( unsigned int c = 0; c < bones.size(); c++)
+ {
+ const XFile::Bone& obone = bones[c];
+ // set up a vertex-linear array of the weights for quick searching if a bone influences a vertex
+ std::vector<float> oldWeights( sourceMesh->mPositions.size(), 0.0f);
+ for( unsigned int d = 0; d < obone.mWeights.size(); d++)
+ oldWeights[obone.mWeights[d].mVertex] = obone.mWeights[d].mWeight;
+
+ // collect all vertex weights that influence a vertex in the new mesh
+ std::vector<aiVertexWeight> newWeights;
+ newWeights.reserve( numVertices);
+ for( unsigned int d = 0; d < orgPoints.size(); d++)
+ {
+ // does the new vertex stem from an old vertex which was influenced by this bone?
+ float w = oldWeights[orgPoints[d]];
+ if( w > 0.0f)
+ newWeights.push_back( aiVertexWeight( d, w));
+ }
+
+ // if the bone has no weights in the newly created mesh, ignore it
+ if( newWeights.size() == 0)
+ continue;
+
+ // create
+ aiBone* nbone = new aiBone;
+ newBones.push_back( nbone);
+ // copy name and matrix
+ nbone->mName.Set( obone.mName);
+ nbone->mOffsetMatrix = obone.mOffsetMatrix;
+ nbone->mNumWeights = (unsigned int)newWeights.size();
+ nbone->mWeights = new aiVertexWeight[nbone->mNumWeights];
+ for( unsigned int d = 0; d < newWeights.size(); d++)
+ nbone->mWeights[d] = newWeights[d];
+ }
+
+ // store the bones in the mesh
+ mesh->mNumBones = (unsigned int)newBones.size();
+ if( newBones.size() > 0)
+ {
+ mesh->mBones = new aiBone*[mesh->mNumBones];
+ std::copy( newBones.begin(), newBones.end(), mesh->mBones);
+ }
+ }
+ }
+
+ // reallocate scene mesh array to be large enough
+ aiMesh** prevArray = pScene->mMeshes;
+ pScene->mMeshes = new aiMesh*[pScene->mNumMeshes + meshes.size()];
+ if( prevArray)
+ {
+ memcpy( pScene->mMeshes, prevArray, pScene->mNumMeshes * sizeof( aiMesh*));
+ delete [] prevArray;
+ }
+
+ // allocate mesh index array in the node
+ pNode->mNumMeshes = (unsigned int)meshes.size();
+ pNode->mMeshes = new unsigned int[pNode->mNumMeshes];
+
+ // store all meshes in the mesh library of the scene and store their indices in the node
+ for( unsigned int a = 0; a < meshes.size(); a++)
+ {
+ pScene->mMeshes[pScene->mNumMeshes] = meshes[a];
+ pNode->mMeshes[a] = pScene->mNumMeshes;
+ pScene->mNumMeshes++;
+ }
}
// ------------------------------------------------------------------------------------------------
// Converts the animations from the given imported data and creates them in the scene.
void XFileImporter::CreateAnimations( aiScene* pScene, const XFile::Scene* pData)
{
- std::vector<aiAnimation*> newAnims;
-
- for ( unsigned int a = 0; a < pData->mAnims.size(); a++)
- {
- const XFile::Animation* anim = pData->mAnims[a];
- // some exporters mock me with empty animation tags.
- if ( anim->mAnims.size() == 0)
- continue;
-
- // create a new animation to hold the data
- aiAnimation* nanim = new aiAnimation;
- newAnims.push_back( nanim);
- nanim->mName.Set( anim->mName);
- // duration will be determined by the maximum length
- nanim->mDuration = 0;
- nanim->mTicksPerSecond = pData->mAnimTicksPerSecond;
- nanim->mNumChannels = (unsigned int)anim->mAnims.size();
- nanim->mChannels = new aiNodeAnim*[nanim->mNumChannels];
-
- for ( unsigned int b = 0; b < anim->mAnims.size(); b++)
- {
- const XFile::AnimBone* bone = anim->mAnims[b];
- aiNodeAnim* nbone = new aiNodeAnim;
- nbone->mNodeName.Set( bone->mBoneName);
- nanim->mChannels[b] = nbone;
-
- // keyframes are given as combined transformation matrix keys
- if ( bone->mTrafoKeys.size() > 0)
- {
- nbone->mNumPositionKeys = (unsigned int)bone->mTrafoKeys.size();
- nbone->mPositionKeys = new aiVectorKey[nbone->mNumPositionKeys];
- nbone->mNumRotationKeys = (unsigned int)bone->mTrafoKeys.size();
- nbone->mRotationKeys = new aiQuatKey[nbone->mNumRotationKeys];
- nbone->mNumScalingKeys = (unsigned int)bone->mTrafoKeys.size();
- nbone->mScalingKeys = new aiVectorKey[nbone->mNumScalingKeys];
-
- for ( unsigned int c = 0; c < bone->mTrafoKeys.size(); c++)
- {
- // deconstruct each matrix into separate position, rotation and scaling
- double time = bone->mTrafoKeys[c].mTime;
- aiMatrix4x4 trafo = bone->mTrafoKeys[c].mMatrix;
-
- // extract position
- aiVector3D pos( trafo.a4, trafo.b4, trafo.c4);
-
- nbone->mPositionKeys[c].mTime = time;
- nbone->mPositionKeys[c].mValue = pos;
-
- // extract scaling
- aiVector3D scale;
- scale.x = aiVector3D( trafo.a1, trafo.b1, trafo.c1).Length();
- scale.y = aiVector3D( trafo.a2, trafo.b2, trafo.c2).Length();
- 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);
-
- // 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;
-
- 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();
-
- nbone->mRotationKeys[c].mTime = bone->mRotKeys[c].mTime;
- nbone->mRotationKeys[c].mValue = aiQuaternion( rotmat);
- nbone->mRotationKeys[c].mValue.w *= -1.0f; // needs quat inversion
- }
-
- // 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];
- }
+ std::vector<aiAnimation*> newAnims;
+
+ for( unsigned int a = 0; a < pData->mAnims.size(); a++)
+ {
+ const XFile::Animation* anim = pData->mAnims[a];
+ // some exporters mock me with empty animation tags.
+ if( anim->mAnims.size() == 0)
+ continue;
+
+ // create a new animation to hold the data
+ aiAnimation* nanim = new aiAnimation;
+ newAnims.push_back( nanim);
+ nanim->mName.Set( anim->mName);
+ // duration will be determined by the maximum length
+ nanim->mDuration = 0;
+ nanim->mTicksPerSecond = pData->mAnimTicksPerSecond;
+ nanim->mNumChannels = (unsigned int)anim->mAnims.size();
+ nanim->mChannels = new aiNodeAnim*[nanim->mNumChannels];
+
+ for( unsigned int b = 0; b < anim->mAnims.size(); b++)
+ {
+ const XFile::AnimBone* bone = anim->mAnims[b];
+ aiNodeAnim* nbone = new aiNodeAnim;
+ nbone->mNodeName.Set( bone->mBoneName);
+ nanim->mChannels[b] = nbone;
+
+ // keyframes are given as combined transformation matrix keys
+ if( bone->mTrafoKeys.size() > 0)
+ {
+ nbone->mNumPositionKeys = (unsigned int)bone->mTrafoKeys.size();
+ nbone->mPositionKeys = new aiVectorKey[nbone->mNumPositionKeys];
+ nbone->mNumRotationKeys = (unsigned int)bone->mTrafoKeys.size();
+ nbone->mRotationKeys = new aiQuatKey[nbone->mNumRotationKeys];
+ nbone->mNumScalingKeys = (unsigned int)bone->mTrafoKeys.size();
+ nbone->mScalingKeys = new aiVectorKey[nbone->mNumScalingKeys];
+
+ for( unsigned int c = 0; c < bone->mTrafoKeys.size(); c++)
+ {
+ // deconstruct each matrix into separate position, rotation and scaling
+ double time = bone->mTrafoKeys[c].mTime;
+ aiMatrix4x4 trafo = bone->mTrafoKeys[c].mMatrix;
+
+ // extract position
+ aiVector3D pos( trafo.a4, trafo.b4, trafo.c4);
+
+ nbone->mPositionKeys[c].mTime = time;
+ nbone->mPositionKeys[c].mValue = pos;
+
+ // extract scaling
+ aiVector3D scale;
+ scale.x = aiVector3D( trafo.a1, trafo.b1, trafo.c1).Length();
+ scale.y = aiVector3D( trafo.a2, trafo.b2, trafo.c2).Length();
+ 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);
+
+ // 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;
+
+ 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();
+
+ nbone->mRotationKeys[c].mTime = bone->mRotKeys[c].mTime;
+ nbone->mRotationKeys[c].mValue = aiQuaternion( rotmat);
+ nbone->mRotationKeys[c].mValue.w *= -1.0f; // needs quat inversion
+ }
+
+ // 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;
-
-
- // find the file name
- //const size_t iLen = sz.length();
- std::string::size_type s = sz.find_last_of("\\/");
- if (std::string::npos == s)
- s = 0;
-
- // cut off the file extension
- std::string::size_type sExt = sz.find_last_of('.');
- 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]);
-
-
- // Place texture filename property under the corresponding name
- aiString tex( oldMat.mTextures[b].mName);
-
- // bump map
- if (std::string::npos != sz.find("bump", s) || std::string::npos != sz.find("height", s))
- {
- mat->AddProperty( &tex, AI_MATKEY_TEXTURE_HEIGHT(iHM++));
- } else
- if (otex.mIsNormalMap || std::string::npos != sz.find( "normal", s) || std::string::npos != sz.find("nm", s))
- {
- mat->AddProperty( &tex, AI_MATKEY_TEXTURE_NORMALS(iNM++));
- } else
- if (std::string::npos != sz.find( "spec", s) || std::string::npos != sz.find( "glanz", s))
- {
- mat->AddProperty( &tex, AI_MATKEY_TEXTURE_SPECULAR(iSM++));
- } else
- if (std::string::npos != sz.find( "ambi", s) || std::string::npos != sz.find( "env", s))
- {
- mat->AddProperty( &tex, AI_MATKEY_TEXTURE_AMBIENT(iAM++));
- } else
- if (std::string::npos != sz.find( "emissive", s) || std::string::npos != sz.find( "self", s))
- {
- mat->AddProperty( &tex, AI_MATKEY_TEXTURE_EMISSIVE(iEM++));
- } else
- {
- // Assume it is a diffuse texture
- mat->AddProperty( &tex, AI_MATKEY_TEXTURE_DIFFUSE(iDM++));
- }
- }
- }
-
- pScene->mMaterials[pScene->mNumMaterials] = mat;
- mImportedMats[oldMat.mName] = pScene->mNumMaterials;
- pScene->mNumMaterials++;
- }
+ // 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;
+
+ aiMaterial* mat = new aiMaterial;
+ 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;
+
+
+ // find the file name
+ //const size_t iLen = sz.length();
+ std::string::size_type s = sz.find_last_of("\\/");
+ if (std::string::npos == s)
+ s = 0;
+
+ // cut off the file extension
+ std::string::size_type sExt = sz.find_last_of('.');
+ 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]);
+
+
+ // Place texture filename property under the corresponding name
+ aiString tex( oldMat.mTextures[b].mName);
+
+ // bump map
+ if (std::string::npos != sz.find("bump", s) || std::string::npos != sz.find("height", s))
+ {
+ mat->AddProperty( &tex, AI_MATKEY_TEXTURE_HEIGHT(iHM++));
+ } else
+ if (otex.mIsNormalMap || std::string::npos != sz.find( "normal", s) || std::string::npos != sz.find("nm", s))
+ {
+ mat->AddProperty( &tex, AI_MATKEY_TEXTURE_NORMALS(iNM++));
+ } else
+ if (std::string::npos != sz.find( "spec", s) || std::string::npos != sz.find( "glanz", s))
+ {
+ mat->AddProperty( &tex, AI_MATKEY_TEXTURE_SPECULAR(iSM++));
+ } else
+ if (std::string::npos != sz.find( "ambi", s) || std::string::npos != sz.find( "env", s))
+ {
+ mat->AddProperty( &tex, AI_MATKEY_TEXTURE_AMBIENT(iAM++));
+ } else
+ if (std::string::npos != sz.find( "emissive", s) || std::string::npos != sz.find( "self", s))
+ {
+ mat->AddProperty( &tex, AI_MATKEY_TEXTURE_EMISSIVE(iEM++));
+ } else
+ {
+ // Assume it is a diffuse texture
+ mat->AddProperty( &tex, AI_MATKEY_TEXTURE_DIFFUSE(iDM++));
+ }
+ }
+ }
+
+ pScene->mMaterials[pScene->mNumMaterials] = mat;
+ mImportedMats[oldMat.mName] = pScene->mNumMaterials;
+ pScene->mNumMaterials++;
+ }
}
#endif // !! ASSIMP_BUILD_NO_X_IMPORTER
diff --git a/src/3rdparty/assimp/code/XFileImporter.h b/src/3rdparty/assimp/code/XFileImporter.h
index 4dbce4b04..cefb68601 100644
--- a/src/3rdparty/assimp/code/XFileImporter.h
+++ b/src/3rdparty/assimp/code/XFileImporter.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,28 +18,28 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
-/** @file XFileImporter.h
- * @brief Definition of the XFile importer class.
+/** @file XFileImporter.h
+ * @brief Definition of the XFile importer class.
*/
#ifndef AI_XFILEIMPORTER_H_INC
#define AI_XFILEIMPORTER_H_INC
@@ -49,11 +49,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "XFileHelper.h"
#include "BaseImporter.h"
-#include "../include/aiTypes.h"
+#include "../include/assimp/types.h"
struct aiNode;
-namespace Assimp {
+namespace Assimp {
namespace XFile {
struct Scene;
@@ -66,92 +66,88 @@ struct Node;
*/
class XFileImporter : public BaseImporter
{
- friend class Importer;
-
-protected:
- /** Constructor to be privately used by Importer */
- XFileImporter();
+public:
+ XFileImporter();
+ ~XFileImporter();
- /** Destructor, private as well */
- ~XFileImporter();
public:
- // -------------------------------------------------------------------
- /** Returns whether the class can handle the format of the given file.
- * See BaseImporter::CanRead() for details. */
- bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
- bool CheckSig) const;
+ // -------------------------------------------------------------------
+ /** Returns whether the class can handle the format of the given file.
+ * See BaseImporter::CanRead() for details. */
+ bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
+ bool CheckSig) const;
protected:
- // -------------------------------------------------------------------
- /** Called by Importer::GetExtensionList() for each loaded importer.
- * See BaseImporter::GetExtensionList() for details
- */
- void GetExtensionList(std::set<std::string>& extensions);
-
- // -------------------------------------------------------------------
- /** Imports the given file into the given scene structure.
- * See BaseImporter::InternReadFile() for details
- */
- void InternReadFile( const std::string& pFile, aiScene* pScene,
- IOSystem* pIOHandler);
-
- // -------------------------------------------------------------------
- /** Constructs the return data structure out of the imported data.
- * @param pScene The scene to construct the return data in.
- * @param pData The imported data in the internal temporary
- * representation.
- */
- void CreateDataRepresentationFromImport( aiScene* pScene,
- const XFile::Scene* pData);
-
- // -------------------------------------------------------------------
- /** Recursively creates scene nodes from the imported hierarchy.
- * The meshes and materials of the nodes will be extracted on the way.
- * @param pScene The scene to construct the return data in.
- * @param pParent The parent node where to create new child nodes
- * @param pNode The temporary node to copy.
- * @return The created node
- */
- aiNode* CreateNodes( aiScene* pScene, aiNode* pParent,
- const XFile::Node* pNode);
-
- // -------------------------------------------------------------------
- /** Converts all meshes in the given mesh array. Each mesh is splitted
- * up per material, the indices of the generated meshes are stored in
- * the node structure.
- * @param pScene The scene to construct the return data in.
- * @param pNode The target node structure that references the
- * constructed meshes.
- * @param pMeshes The array of meshes to convert
- */
- void CreateMeshes( aiScene* pScene, aiNode* pNode,
- const std::vector<XFile::Mesh*>& pMeshes);
-
- // -------------------------------------------------------------------
- /** Converts the animations from the given imported data and creates
- * them in the scene.
- * @param pScene The scene to hold to converted animations
- * @param pData The data to read the animations from
- */
- void CreateAnimations( aiScene* pScene, const XFile::Scene* pData);
-
- // -------------------------------------------------------------------
- /** Converts all materials in the given array and stores them in the
- * scene's material list.
- * @param pScene The scene to hold the converted materials.
- * @param pMaterials The material array to convert.
- */
- void ConvertMaterials( aiScene* pScene,
- const std::vector<XFile::Material>& pMaterials);
+ // -------------------------------------------------------------------
+ /** Return importer meta information.
+ * See #BaseImporter::GetInfo for the details
+ */
+ const aiImporterDesc* GetInfo () const;
+
+ // -------------------------------------------------------------------
+ /** Imports the given file into the given scene structure.
+ * See BaseImporter::InternReadFile() for details
+ */
+ void InternReadFile( const std::string& pFile, aiScene* pScene,
+ IOSystem* pIOHandler);
+
+ // -------------------------------------------------------------------
+ /** Constructs the return data structure out of the imported data.
+ * @param pScene The scene to construct the return data in.
+ * @param pData The imported data in the internal temporary
+ * representation.
+ */
+ void CreateDataRepresentationFromImport( aiScene* pScene,
+ const XFile::Scene* pData);
+
+ // -------------------------------------------------------------------
+ /** Recursively creates scene nodes from the imported hierarchy.
+ * The meshes and materials of the nodes will be extracted on the way.
+ * @param pScene The scene to construct the return data in.
+ * @param pParent The parent node where to create new child nodes
+ * @param pNode The temporary node to copy.
+ * @return The created node
+ */
+ aiNode* CreateNodes( aiScene* pScene, aiNode* pParent,
+ const XFile::Node* pNode);
+
+ // -------------------------------------------------------------------
+ /** Converts all meshes in the given mesh array. Each mesh is split
+ * up per material, the indices of the generated meshes are stored in
+ * the node structure.
+ * @param pScene The scene to construct the return data in.
+ * @param pNode The target node structure that references the
+ * constructed meshes.
+ * @param pMeshes The array of meshes to convert
+ */
+ void CreateMeshes( aiScene* pScene, aiNode* pNode,
+ const std::vector<XFile::Mesh*>& pMeshes);
+
+ // -------------------------------------------------------------------
+ /** Converts the animations from the given imported data and creates
+ * them in the scene.
+ * @param pScene The scene to hold to converted animations
+ * @param pData The data to read the animations from
+ */
+ void CreateAnimations( aiScene* pScene, const XFile::Scene* pData);
+
+ // -------------------------------------------------------------------
+ /** Converts all materials in the given array and stores them in the
+ * scene's material list.
+ * @param pScene The scene to hold the converted materials.
+ * @param pMaterials The material array to convert.
+ */
+ void ConvertMaterials( aiScene* pScene,
+ const std::vector<XFile::Material>& pMaterials);
protected:
- /** Buffer to hold the loaded file */
- std::vector<char> mBuffer;
+ /** Buffer to hold the loaded file */
+ std::vector<char> mBuffer;
- /** Imported materials: index in the scene's material list by name */
- std::map<std::string, unsigned int> mImportedMats;
+ /** Imported materials: index in the scene's material list by name */
+ std::map<std::string, unsigned int> mImportedMats;
};
} // end of namespace Assimp
diff --git a/src/3rdparty/assimp/code/XFileParser.cpp b/src/3rdparty/assimp/code/XFileParser.cpp
index 229366ff5..41bc1d55a 100644
--- a/src/3rdparty/assimp/code/XFileParser.cpp
+++ b/src/3rdparty/assimp/code/XFileParser.cpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -53,11 +53,11 @@ using namespace Assimp::XFile;
#ifndef ASSIMP_BUILD_NO_COMPRESSED_X
-# ifdef ASSIMP_BUILD_NO_OWN_ZLIB
-# include <zlib.h>
-# else
-# include "../contrib/zlib/zlib.h"
-# endif
+# ifdef ASSIMP_BUILD_NO_OWN_ZLIB
+# include <zlib.h>
+# else
+# include "../contrib/zlib/zlib.h"
+# endif
// Magic identifier for MSZIP compressed data
#define MSZIP_MAGIC 0x4B43
@@ -65,1341 +65,1372 @@ using namespace Assimp::XFile;
// ------------------------------------------------------------------------------------------------
// Dummy memory wrappers for use with zlib
-static void* dummy_alloc (void* /*opaque*/, unsigned int items, unsigned int size) {
- return ::operator new(items*size);
+static void* dummy_alloc (void* /*opaque*/, unsigned int items, unsigned int size) {
+ return ::operator new(items*size);
}
-static void dummy_free (void* /*opaque*/, void* address) {
- return ::operator delete(address);
+static void dummy_free (void* /*opaque*/, void* address) {
+ return ::operator delete(address);
}
#endif // !! ASSIMP_BUILD_NO_COMPRESSED_X
// ------------------------------------------------------------------------------------------------
-// Constructor. Creates a data structure out of the XFile given in the memory block.
+// Constructor. Creates a data structure out of the XFile given in the memory block.
XFileParser::XFileParser( const std::vector<char>& pBuffer)
{
- mMajorVersion = mMinorVersion = 0;
- mIsBinaryFormat = false;
- mBinaryNumCount = 0;
- P = End = NULL;
- mLineNumber = 0;
- mScene = NULL;
-
- // vector to store uncompressed file for INFLATE'd X files
- std::vector<char> uncompressed;
-
- // set up memory pointers
- P = &pBuffer.front();
- End = P + pBuffer.size();
-
- // check header
- if ( strncmp( P, "xof ", 4) != 0)
- throw DeadlyImportError( "Header mismatch, file is not an XFile.");
-
- // read version. It comes in a four byte format such as "0302"
- mMajorVersion = (unsigned int)(P[4] - 48) * 10 + (unsigned int)(P[5] - 48);
- mMinorVersion = (unsigned int)(P[6] - 48) * 10 + (unsigned int)(P[7] - 48);
-
- bool compressed = false;
-
- // txt - pure ASCII text format
- if ( strncmp( P + 8, "txt ", 4) == 0)
- mIsBinaryFormat = false;
-
- // bin - Binary format
- else if ( strncmp( P + 8, "bin ", 4) == 0)
- mIsBinaryFormat = true;
-
- // tzip - Inflate compressed text format
- else if ( strncmp( P + 8, "tzip", 4) == 0)
- {
- mIsBinaryFormat = false;
- compressed = true;
- }
- // bzip - Inflate compressed binary format
- else if ( strncmp( P + 8, "bzip", 4) == 0)
- {
- mIsBinaryFormat = true;
- compressed = true;
- }
- else ThrowException( boost::str(boost::format("Unsupported xfile format '%c%c%c%c'")
- % P[8] % P[9] % P[10] % P[11]));
-
- // float size
- mBinaryFloatSize = (unsigned int)(P[12] - 48) * 1000
- + (unsigned int)(P[13] - 48) * 100
- + (unsigned int)(P[14] - 48) * 10
- + (unsigned int)(P[15] - 48);
-
- if ( mBinaryFloatSize != 32 && mBinaryFloatSize != 64)
- ThrowException( boost::str( boost::format( "Unknown float size %1% specified in xfile header.")
- % mBinaryFloatSize));
-
- P += 16;
-
- // If this is a compressed X file, apply the inflate algorithm to it
- if (compressed)
- {
+ mMajorVersion = mMinorVersion = 0;
+ mIsBinaryFormat = false;
+ mBinaryNumCount = 0;
+ P = End = NULL;
+ mLineNumber = 0;
+ mScene = NULL;
+
+ // vector to store uncompressed file for INFLATE'd X files
+ std::vector<char> uncompressed;
+
+ // set up memory pointers
+ P = &pBuffer.front();
+ End = P + pBuffer.size() - 1;
+
+ // check header
+ if( strncmp( P, "xof ", 4) != 0)
+ throw DeadlyImportError( "Header mismatch, file is not an XFile.");
+
+ // read version. It comes in a four byte format such as "0302"
+ mMajorVersion = (unsigned int)(P[4] - 48) * 10 + (unsigned int)(P[5] - 48);
+ mMinorVersion = (unsigned int)(P[6] - 48) * 10 + (unsigned int)(P[7] - 48);
+
+ bool compressed = false;
+
+ // txt - pure ASCII text format
+ if( strncmp( P + 8, "txt ", 4) == 0)
+ mIsBinaryFormat = false;
+
+ // bin - Binary format
+ else if( strncmp( P + 8, "bin ", 4) == 0)
+ mIsBinaryFormat = true;
+
+ // tzip - Inflate compressed text format
+ else if( strncmp( P + 8, "tzip", 4) == 0)
+ {
+ mIsBinaryFormat = false;
+ compressed = true;
+ }
+ // bzip - Inflate compressed binary format
+ else if( strncmp( P + 8, "bzip", 4) == 0)
+ {
+ mIsBinaryFormat = true;
+ compressed = true;
+ }
+ else ThrowException( boost::str(boost::format("Unsupported xfile format '%c%c%c%c'")
+ % P[8] % P[9] % P[10] % P[11]));
+
+ // float size
+ mBinaryFloatSize = (unsigned int)(P[12] - 48) * 1000
+ + (unsigned int)(P[13] - 48) * 100
+ + (unsigned int)(P[14] - 48) * 10
+ + (unsigned int)(P[15] - 48);
+
+ if( mBinaryFloatSize != 32 && mBinaryFloatSize != 64)
+ ThrowException( boost::str( boost::format( "Unknown float size %1% specified in xfile header.")
+ % mBinaryFloatSize));
+
+ P += 16;
+
+ // If this is a compressed X file, apply the inflate algorithm to it
+ if (compressed)
+ {
#ifdef ASSIMP_BUILD_NO_COMPRESSED_X
- throw DeadlyImportError("Assimp was built without compressed X support");
+ throw DeadlyImportError("Assimp was built without compressed X support");
#else
- /* ///////////////////////////////////////////////////////////////////////
- * COMPRESSED X FILE FORMAT
- * ///////////////////////////////////////////////////////////////////////
- * [xhead]
- * 2 major
- * 2 minor
- * 4 type // bzip,tzip
- * [mszip_master_head]
- * 4 unkn // checksum?
- * 2 unkn // flags? (seems to be constant)
- * [mszip_head]
- * 2 ofs // offset to next section
- * 2 magic // 'CK'
- * ... ofs bytes of data
- * ... next mszip_head
- *
- * http://www.kdedevelopers.org/node/3181 has been very helpful.
- * ///////////////////////////////////////////////////////////////////////
- */
-
- // build a zlib stream
- z_stream stream;
- stream.opaque = NULL;
- stream.zalloc = &dummy_alloc;
- stream.zfree = &dummy_free;
- stream.data_type = (mIsBinaryFormat ? Z_BINARY : Z_ASCII);
-
- // initialize the inflation algorithm
- ::inflateInit2(&stream, -MAX_WBITS);
-
- // skip unknown data (checksum, flags?)
- P += 6;
-
- // First find out how much storage we'll need. Count sections.
- const char* P1 = P;
- unsigned int est_out = 0;
- while (P1 < End)
- {
- // read next offset
- uint16_t ofs = *((uint16_t*)P1);
- AI_SWAP2(ofs); P1 += 2;
-
- if (ofs >= MSZIP_BLOCK)
- throw DeadlyImportError("X: Invalid offset to next MSZIP compressed block");
-
- // check magic word
- uint16_t magic = *((uint16_t*)P1);
- AI_SWAP2(magic); P1 += 2;
-
- if (magic != MSZIP_MAGIC)
- throw DeadlyImportError("X: Unsupported compressed format, expected MSZIP header");
-
- // and advance to the next offset
- P1 += ofs;
- est_out += MSZIP_BLOCK; // one decompressed block is 32786 in size
- }
-
- // Allocate storage and do the actual uncompressing
- uncompressed.resize(est_out);
- char* out = &uncompressed.front();
- while (P < End)
- {
- uint16_t ofs = *((uint16_t*)P);
- AI_SWAP2(ofs);
- P += 4;
-
- // push data to the stream
- stream.next_in = (Bytef*)P;
- stream.avail_in = ofs;
- stream.next_out = (Bytef*)out;
- stream.avail_out = MSZIP_BLOCK;
-
- // and decompress the data ....
- int ret = ::inflate( &stream, Z_SYNC_FLUSH );
- if (ret != Z_OK && ret != Z_STREAM_END)
- throw DeadlyImportError("X: Failed to decompress MSZIP-compressed data");
-
- ::inflateReset( &stream );
- ::inflateSetDictionary( &stream, (const Bytef*)out , MSZIP_BLOCK - stream.avail_out );
-
- // and advance to the next offset
- out += MSZIP_BLOCK - stream.avail_out;
- P += ofs;
- }
-
- // terminate zlib
- ::inflateEnd(&stream);
-
- // ok, update pointers to point to the uncompressed file data
- P = &uncompressed[0];
- End = out;
-
- // FIXME: we don't need the compressed data anymore, could release
- // it already for better memory usage. Consider breaking const-co.
- DefaultLogger::get()->info("Successfully decompressed MSZIP-compressed file");
+ /* ///////////////////////////////////////////////////////////////////////
+ * COMPRESSED X FILE FORMAT
+ * ///////////////////////////////////////////////////////////////////////
+ * [xhead]
+ * 2 major
+ * 2 minor
+ * 4 type // bzip,tzip
+ * [mszip_master_head]
+ * 4 unkn // checksum?
+ * 2 unkn // flags? (seems to be constant)
+ * [mszip_head]
+ * 2 ofs // offset to next section
+ * 2 magic // 'CK'
+ * ... ofs bytes of data
+ * ... next mszip_head
+ *
+ * http://www.kdedevelopers.org/node/3181 has been very helpful.
+ * ///////////////////////////////////////////////////////////////////////
+ */
+
+ // build a zlib stream
+ z_stream stream;
+ stream.opaque = NULL;
+ stream.zalloc = &dummy_alloc;
+ stream.zfree = &dummy_free;
+ stream.data_type = (mIsBinaryFormat ? Z_BINARY : Z_ASCII);
+
+ // initialize the inflation algorithm
+ ::inflateInit2(&stream, -MAX_WBITS);
+
+ // skip unknown data (checksum, flags?)
+ P += 6;
+
+ // First find out how much storage we'll need. Count sections.
+ const char* P1 = P;
+ unsigned int est_out = 0;
+
+ while (P1 + 3 < End)
+ {
+ // read next offset
+ uint16_t ofs = *((uint16_t*)P1);
+ AI_SWAP2(ofs); P1 += 2;
+
+ if (ofs >= MSZIP_BLOCK)
+ throw DeadlyImportError("X: Invalid offset to next MSZIP compressed block");
+
+ // check magic word
+ uint16_t magic = *((uint16_t*)P1);
+ AI_SWAP2(magic); P1 += 2;
+
+ if (magic != MSZIP_MAGIC)
+ throw DeadlyImportError("X: Unsupported compressed format, expected MSZIP header");
+
+ // and advance to the next offset
+ P1 += ofs;
+ est_out += MSZIP_BLOCK; // one decompressed block is 32786 in size
+ }
+
+ // Allocate storage and terminating zero and do the actual uncompressing
+ uncompressed.resize(est_out + 1);
+ char* out = &uncompressed.front();
+ while (P + 3 < End)
+ {
+ uint16_t ofs = *((uint16_t*)P);
+ AI_SWAP2(ofs);
+ P += 4;
+
+ // push data to the stream
+ stream.next_in = (Bytef*)P;
+ stream.avail_in = ofs;
+ stream.next_out = (Bytef*)out;
+ stream.avail_out = MSZIP_BLOCK;
+
+ // and decompress the data ....
+ int ret = ::inflate( &stream, Z_SYNC_FLUSH );
+ if (ret != Z_OK && ret != Z_STREAM_END)
+ throw DeadlyImportError("X: Failed to decompress MSZIP-compressed data");
+
+ ::inflateReset( &stream );
+ ::inflateSetDictionary( &stream, (const Bytef*)out , MSZIP_BLOCK - stream.avail_out );
+
+ // and advance to the next offset
+ out += MSZIP_BLOCK - stream.avail_out;
+ P += ofs;
+ }
+
+ // terminate zlib
+ ::inflateEnd(&stream);
+
+ // ok, update pointers to point to the uncompressed file data
+ P = &uncompressed[0];
+ End = out;
+
+ // FIXME: we don't need the compressed data anymore, could release
+ // it already for better memory usage. Consider breaking const-co.
+ DefaultLogger::get()->info("Successfully decompressed MSZIP-compressed file");
#endif // !! ASSIMP_BUILD_NO_COMPRESSED_X
- }
- else
- {
- // start reading here
- ReadUntilEndOfLine();
- }
-
- mScene = new Scene;
- ParseFile();
-
- // filter the imported hierarchy for some degenerated cases
- if ( mScene->mRootNode) {
- FilterHierarchy( mScene->mRootNode);
- }
+ }
+ else
+ {
+ // start reading here
+ ReadUntilEndOfLine();
+ }
+
+ mScene = new Scene;
+ ParseFile();
+
+ // filter the imported hierarchy for some degenerated cases
+ if( mScene->mRootNode) {
+ FilterHierarchy( mScene->mRootNode);
+ }
}
// ------------------------------------------------------------------------------------------------
-// Destructor. Destroys all imported data along with it
+// Destructor. Destroys all imported data along with it
XFileParser::~XFileParser()
{
- // kill everything we created
- delete mScene;
+ // kill everything we created
+ delete mScene;
}
// ------------------------------------------------------------------------------------------------
void XFileParser::ParseFile()
{
- bool running = true;
- while ( running )
- {
- // read name of next object
- std::string objectName = GetNextToken();
- if (objectName.length() == 0)
- break;
-
- // parse specific object
- if ( objectName == "template")
- ParseDataObjectTemplate();
- else
- if ( objectName == "Frame")
- ParseDataObjectFrame( NULL);
- else
- if ( objectName == "Mesh")
- {
- // some meshes have no frames at all
- Mesh* mesh = new Mesh;
- ParseDataObjectMesh( mesh);
- mScene->mGlobalMeshes.push_back( mesh);
- } else
- if ( objectName == "AnimTicksPerSecond")
- ParseDataObjectAnimTicksPerSecond();
- else
- if ( objectName == "AnimationSet")
- ParseDataObjectAnimationSet();
- else
- if ( objectName == "Material")
- {
- // Material outside of a mesh or node
- Material material;
- ParseDataObjectMaterial( &material);
- mScene->mGlobalMaterials.push_back( material);
- } else
- if ( objectName == "}")
- {
- // whatever?
- DefaultLogger::get()->warn("} found in dataObject");
- } else
- {
- // unknown format
- DefaultLogger::get()->warn("Unknown data object in animation of .x file");
- ParseUnknownDataObject();
- }
- }
+ bool running = true;
+ while( running )
+ {
+ // read name of next object
+ std::string objectName = GetNextToken();
+ if (objectName.length() == 0)
+ break;
+
+ // parse specific object
+ if( objectName == "template")
+ ParseDataObjectTemplate();
+ else
+ if( objectName == "Frame")
+ ParseDataObjectFrame( NULL);
+ else
+ if( objectName == "Mesh")
+ {
+ // some meshes have no frames at all
+ Mesh* mesh = new Mesh;
+ ParseDataObjectMesh( mesh);
+ mScene->mGlobalMeshes.push_back( mesh);
+ } else
+ if( objectName == "AnimTicksPerSecond")
+ ParseDataObjectAnimTicksPerSecond();
+ else
+ if( objectName == "AnimationSet")
+ ParseDataObjectAnimationSet();
+ else
+ if( objectName == "Material")
+ {
+ // Material outside of a mesh or node
+ Material material;
+ ParseDataObjectMaterial( &material);
+ mScene->mGlobalMaterials.push_back( material);
+ } else
+ if( objectName == "}")
+ {
+ // whatever?
+ DefaultLogger::get()->warn("} found in dataObject");
+ } else
+ {
+ // unknown format
+ DefaultLogger::get()->warn("Unknown data object in animation of .x file");
+ ParseUnknownDataObject();
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
void XFileParser::ParseDataObjectTemplate()
{
- // parse a template data object. Currently not stored.
- std::string name;
- readHeadOfDataObject( &name);
+ // parse a template data object. Currently not stored.
+ std::string name;
+ readHeadOfDataObject( &name);
- // read GUID
- std::string guid = GetNextToken();
+ // read GUID
+ std::string guid = GetNextToken();
- // read and ignore data members
- bool running = true;
- while ( running )
- {
- std::string s = GetNextToken();
+ // read and ignore data members
+ bool running = true;
+ while ( running )
+ {
+ std::string s = GetNextToken();
- if ( s == "}")
- break;
+ if( s == "}")
+ break;
- if ( s.length() == 0)
- ThrowException( "Unexpected end of file reached while parsing template definition");
- }
+ if( s.length() == 0)
+ ThrowException( "Unexpected end of file reached while parsing template definition");
+ }
}
// ------------------------------------------------------------------------------------------------
void XFileParser::ParseDataObjectFrame( Node* pParent)
{
- // A coordinate frame, or "frame of reference." The Frame template
- // is open and can contain any object. The Direct3D extensions (D3DX)
- // mesh-loading functions recognize Mesh, FrameTransformMatrix, and
- // Frame template instances as child objects when loading a Frame
- // instance.
- std::string name;
- readHeadOfDataObject(&name);
-
- // create a named node and place it at its parent, if given
- Node* node = new Node( pParent);
- node->mName = name;
- if ( pParent)
- {
- pParent->mChildren.push_back( node);
- } else
- {
- // there might be multiple root nodes
- if ( mScene->mRootNode != NULL)
- {
- // place a dummy root if not there
- if ( mScene->mRootNode->mName != "$dummy_root")
- {
- Node* exroot = mScene->mRootNode;
- mScene->mRootNode = new Node( NULL);
- mScene->mRootNode->mName = "$dummy_root";
- mScene->mRootNode->mChildren.push_back( exroot);
- exroot->mParent = mScene->mRootNode;
- }
- // put the new node as its child instead
- mScene->mRootNode->mChildren.push_back( node);
- node->mParent = mScene->mRootNode;
- } else
- {
- // it's the first node imported. place it as root
- mScene->mRootNode = node;
- }
- }
-
- // Now inside a frame.
- // read tokens until closing brace is reached.
- bool running = true;
- while ( running )
- {
- std::string objectName = GetNextToken();
- if (objectName.size() == 0)
- ThrowException( "Unexpected end of file reached while parsing frame");
-
- if ( objectName == "}")
- break; // frame finished
- else
- if ( objectName == "Frame")
- ParseDataObjectFrame( node); // child frame
- else
- if ( objectName == "FrameTransformMatrix")
- ParseDataObjectTransformationMatrix( node->mTrafoMatrix);
- else
- if ( objectName == "Mesh")
- {
- Mesh* mesh = new Mesh;
- node->mMeshes.push_back( mesh);
- ParseDataObjectMesh( mesh);
- } else
- {
- DefaultLogger::get()->warn("Unknown data object in frame in x file");
- ParseUnknownDataObject();
- }
- }
+ // A coordinate frame, or "frame of reference." The Frame template
+ // is open and can contain any object. The Direct3D extensions (D3DX)
+ // mesh-loading functions recognize Mesh, FrameTransformMatrix, and
+ // Frame template instances as child objects when loading a Frame
+ // instance.
+ std::string name;
+ readHeadOfDataObject(&name);
+
+ // create a named node and place it at its parent, if given
+ Node* node = new Node( pParent);
+ node->mName = name;
+ if( pParent)
+ {
+ pParent->mChildren.push_back( node);
+ } else
+ {
+ // there might be multiple root nodes
+ if( mScene->mRootNode != NULL)
+ {
+ // place a dummy root if not there
+ if( mScene->mRootNode->mName != "$dummy_root")
+ {
+ Node* exroot = mScene->mRootNode;
+ mScene->mRootNode = new Node( NULL);
+ mScene->mRootNode->mName = "$dummy_root";
+ mScene->mRootNode->mChildren.push_back( exroot);
+ exroot->mParent = mScene->mRootNode;
+ }
+ // put the new node as its child instead
+ mScene->mRootNode->mChildren.push_back( node);
+ node->mParent = mScene->mRootNode;
+ } else
+ {
+ // it's the first node imported. place it as root
+ mScene->mRootNode = node;
+ }
+ }
+
+ // Now inside a frame.
+ // read tokens until closing brace is reached.
+ bool running = true;
+ while ( running )
+ {
+ std::string objectName = GetNextToken();
+ if (objectName.size() == 0)
+ ThrowException( "Unexpected end of file reached while parsing frame");
+
+ if( objectName == "}")
+ break; // frame finished
+ else
+ if( objectName == "Frame")
+ ParseDataObjectFrame( node); // child frame
+ else
+ if( objectName == "FrameTransformMatrix")
+ ParseDataObjectTransformationMatrix( node->mTrafoMatrix);
+ else
+ if( objectName == "Mesh")
+ {
+ Mesh* mesh = new Mesh;
+ node->mMeshes.push_back( mesh);
+ ParseDataObjectMesh( mesh);
+ } else
+ {
+ DefaultLogger::get()->warn("Unknown data object in frame in x file");
+ ParseUnknownDataObject();
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
void XFileParser::ParseDataObjectTransformationMatrix( aiMatrix4x4& pMatrix)
{
- // read header, we're not interested if it has a name
- readHeadOfDataObject();
-
- // read its components
- pMatrix.a1 = ReadFloat(); pMatrix.b1 = ReadFloat();
- pMatrix.c1 = ReadFloat(); pMatrix.d1 = ReadFloat();
- pMatrix.a2 = ReadFloat(); pMatrix.b2 = ReadFloat();
- pMatrix.c2 = ReadFloat(); pMatrix.d2 = ReadFloat();
- pMatrix.a3 = ReadFloat(); pMatrix.b3 = ReadFloat();
- pMatrix.c3 = ReadFloat(); pMatrix.d3 = ReadFloat();
- pMatrix.a4 = ReadFloat(); pMatrix.b4 = ReadFloat();
- pMatrix.c4 = ReadFloat(); pMatrix.d4 = ReadFloat();
-
- // trailing symbols
- CheckForSemicolon();
- CheckForClosingBrace();
+ // read header, we're not interested if it has a name
+ readHeadOfDataObject();
+
+ // read its components
+ pMatrix.a1 = ReadFloat(); pMatrix.b1 = ReadFloat();
+ pMatrix.c1 = ReadFloat(); pMatrix.d1 = ReadFloat();
+ pMatrix.a2 = ReadFloat(); pMatrix.b2 = ReadFloat();
+ pMatrix.c2 = ReadFloat(); pMatrix.d2 = ReadFloat();
+ pMatrix.a3 = ReadFloat(); pMatrix.b3 = ReadFloat();
+ pMatrix.c3 = ReadFloat(); pMatrix.d3 = ReadFloat();
+ pMatrix.a4 = ReadFloat(); pMatrix.b4 = ReadFloat();
+ pMatrix.c4 = ReadFloat(); pMatrix.d4 = ReadFloat();
+
+ // trailing symbols
+ CheckForSemicolon();
+ CheckForClosingBrace();
}
// ------------------------------------------------------------------------------------------------
void XFileParser::ParseDataObjectMesh( Mesh* pMesh)
{
- std::string name;
- readHeadOfDataObject( &name);
-
- // read vertex count
- unsigned int numVertices = ReadInt();
- pMesh->mPositions.resize( numVertices);
-
- // read vertices
- for ( unsigned int a = 0; a < numVertices; a++)
- pMesh->mPositions[a] = ReadVector3();
-
- // read position faces
- unsigned int numPosFaces = ReadInt();
- pMesh->mPosFaces.resize( numPosFaces);
- for ( unsigned int a = 0; a < numPosFaces; a++)
- {
- unsigned int numIndices = ReadInt();
- if ( numIndices < 3)
- ThrowException( boost::str( boost::format( "Invalid index count %1% for face %2%.") % numIndices % a));
-
- // read indices
- Face& face = pMesh->mPosFaces[a];
- for ( unsigned int b = 0; b < numIndices; b++)
- face.mIndices.push_back( ReadInt());
- CheckForSeparator();
- }
-
- // here, other data objects may follow
- bool running = true;
- while ( running )
- {
- std::string objectName = GetNextToken();
-
- if ( objectName.size() == 0)
- ThrowException( "Unexpected end of file while parsing mesh structure");
- else
- if ( objectName == "}")
- break; // mesh finished
- else
- if ( objectName == "MeshNormals")
- ParseDataObjectMeshNormals( pMesh);
- else
- if ( objectName == "MeshTextureCoords")
- ParseDataObjectMeshTextureCoords( pMesh);
- else
- if ( objectName == "MeshVertexColors")
- ParseDataObjectMeshVertexColors( pMesh);
- else
- if ( objectName == "MeshMaterialList")
- ParseDataObjectMeshMaterialList( pMesh);
- else
- if ( objectName == "VertexDuplicationIndices")
- ParseUnknownDataObject(); // we'll ignore vertex duplication indices
- else
- if ( objectName == "XSkinMeshHeader")
- ParseDataObjectSkinMeshHeader( pMesh);
- else
- if ( objectName == "SkinWeights")
- ParseDataObjectSkinWeights( pMesh);
- else
- {
- DefaultLogger::get()->warn("Unknown data object in mesh in x file");
- ParseUnknownDataObject();
- }
- }
+ std::string name;
+ readHeadOfDataObject( &name);
+
+ // read vertex count
+ unsigned int numVertices = ReadInt();
+ pMesh->mPositions.resize( numVertices);
+
+ // read vertices
+ for( unsigned int a = 0; a < numVertices; a++)
+ pMesh->mPositions[a] = ReadVector3();
+
+ // read position faces
+ unsigned int numPosFaces = ReadInt();
+ pMesh->mPosFaces.resize( numPosFaces);
+ for( unsigned int a = 0; a < numPosFaces; a++)
+ {
+ unsigned int numIndices = ReadInt();
+ if( numIndices < 3)
+ ThrowException( boost::str( boost::format( "Invalid index count %1% for face %2%.") % numIndices % a));
+
+ // read indices
+ Face& face = pMesh->mPosFaces[a];
+ for( unsigned int b = 0; b < numIndices; b++)
+ face.mIndices.push_back( ReadInt());
+ CheckForSeparator();
+ }
+
+ // here, other data objects may follow
+ bool running = true;
+ while ( running )
+ {
+ std::string objectName = GetNextToken();
+
+ if( objectName.size() == 0)
+ ThrowException( "Unexpected end of file while parsing mesh structure");
+ else
+ if( objectName == "}")
+ break; // mesh finished
+ else
+ if( objectName == "MeshNormals")
+ ParseDataObjectMeshNormals( pMesh);
+ else
+ if( objectName == "MeshTextureCoords")
+ ParseDataObjectMeshTextureCoords( pMesh);
+ else
+ if( objectName == "MeshVertexColors")
+ ParseDataObjectMeshVertexColors( pMesh);
+ else
+ if( objectName == "MeshMaterialList")
+ ParseDataObjectMeshMaterialList( pMesh);
+ else
+ if( objectName == "VertexDuplicationIndices")
+ ParseUnknownDataObject(); // we'll ignore vertex duplication indices
+ else
+ if( objectName == "XSkinMeshHeader")
+ ParseDataObjectSkinMeshHeader( pMesh);
+ else
+ if( objectName == "SkinWeights")
+ ParseDataObjectSkinWeights( pMesh);
+ else
+ {
+ DefaultLogger::get()->warn("Unknown data object in mesh in x file");
+ ParseUnknownDataObject();
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
void XFileParser::ParseDataObjectSkinWeights( Mesh *pMesh)
{
- readHeadOfDataObject();
-
- std::string transformNodeName;
- GetNextTokenAsString( transformNodeName);
-
- pMesh->mBones.push_back( Bone());
- Bone& bone = pMesh->mBones.back();
- bone.mName = transformNodeName;
-
- // read vertex weights
- unsigned int numWeights = ReadInt();
- bone.mWeights.reserve( numWeights);
-
- for ( unsigned int a = 0; a < numWeights; a++)
- {
- BoneWeight weight;
- weight.mVertex = ReadInt();
- bone.mWeights.push_back( weight);
- }
-
- // read vertex weights
- for ( unsigned int a = 0; a < numWeights; a++)
- bone.mWeights[a].mWeight = ReadFloat();
-
- // read matrix offset
- bone.mOffsetMatrix.a1 = ReadFloat(); bone.mOffsetMatrix.b1 = ReadFloat();
- bone.mOffsetMatrix.c1 = ReadFloat(); bone.mOffsetMatrix.d1 = ReadFloat();
- bone.mOffsetMatrix.a2 = ReadFloat(); bone.mOffsetMatrix.b2 = ReadFloat();
- bone.mOffsetMatrix.c2 = ReadFloat(); bone.mOffsetMatrix.d2 = ReadFloat();
- bone.mOffsetMatrix.a3 = ReadFloat(); bone.mOffsetMatrix.b3 = ReadFloat();
- bone.mOffsetMatrix.c3 = ReadFloat(); bone.mOffsetMatrix.d3 = ReadFloat();
- bone.mOffsetMatrix.a4 = ReadFloat(); bone.mOffsetMatrix.b4 = ReadFloat();
- bone.mOffsetMatrix.c4 = ReadFloat(); bone.mOffsetMatrix.d4 = ReadFloat();
-
- CheckForSemicolon();
- CheckForClosingBrace();
+ readHeadOfDataObject();
+
+ std::string transformNodeName;
+ GetNextTokenAsString( transformNodeName);
+
+ pMesh->mBones.push_back( Bone());
+ Bone& bone = pMesh->mBones.back();
+ bone.mName = transformNodeName;
+
+ // read vertex weights
+ unsigned int numWeights = ReadInt();
+ bone.mWeights.reserve( numWeights);
+
+ for( unsigned int a = 0; a < numWeights; a++)
+ {
+ BoneWeight weight;
+ weight.mVertex = ReadInt();
+ bone.mWeights.push_back( weight);
+ }
+
+ // read vertex weights
+ for( unsigned int a = 0; a < numWeights; a++)
+ bone.mWeights[a].mWeight = ReadFloat();
+
+ // read matrix offset
+ bone.mOffsetMatrix.a1 = ReadFloat(); bone.mOffsetMatrix.b1 = ReadFloat();
+ bone.mOffsetMatrix.c1 = ReadFloat(); bone.mOffsetMatrix.d1 = ReadFloat();
+ bone.mOffsetMatrix.a2 = ReadFloat(); bone.mOffsetMatrix.b2 = ReadFloat();
+ bone.mOffsetMatrix.c2 = ReadFloat(); bone.mOffsetMatrix.d2 = ReadFloat();
+ bone.mOffsetMatrix.a3 = ReadFloat(); bone.mOffsetMatrix.b3 = ReadFloat();
+ bone.mOffsetMatrix.c3 = ReadFloat(); bone.mOffsetMatrix.d3 = ReadFloat();
+ bone.mOffsetMatrix.a4 = ReadFloat(); bone.mOffsetMatrix.b4 = ReadFloat();
+ bone.mOffsetMatrix.c4 = ReadFloat(); bone.mOffsetMatrix.d4 = ReadFloat();
+
+ CheckForSemicolon();
+ CheckForClosingBrace();
}
// ------------------------------------------------------------------------------------------------
void XFileParser::ParseDataObjectSkinMeshHeader( Mesh* /*pMesh*/ )
{
- readHeadOfDataObject();
+ readHeadOfDataObject();
- /*unsigned int maxSkinWeightsPerVertex =*/ ReadInt();
- /*unsigned int maxSkinWeightsPerFace =*/ ReadInt();
- /*unsigned int numBonesInMesh = */ReadInt();
+ /*unsigned int maxSkinWeightsPerVertex =*/ ReadInt();
+ /*unsigned int maxSkinWeightsPerFace =*/ ReadInt();
+ /*unsigned int numBonesInMesh = */ReadInt();
- CheckForClosingBrace();
+ CheckForClosingBrace();
}
// ------------------------------------------------------------------------------------------------
void XFileParser::ParseDataObjectMeshNormals( Mesh* pMesh)
{
- readHeadOfDataObject();
+ readHeadOfDataObject();
- // read count
- unsigned int numNormals = ReadInt();
- pMesh->mNormals.resize( numNormals);
+ // read count
+ unsigned int numNormals = ReadInt();
+ pMesh->mNormals.resize( numNormals);
- // read normal vectors
- for ( unsigned int a = 0; a < numNormals; a++)
- pMesh->mNormals[a] = ReadVector3();
+ // read normal vectors
+ for( unsigned int a = 0; a < numNormals; a++)
+ pMesh->mNormals[a] = ReadVector3();
- // read normal indices
- unsigned int numFaces = ReadInt();
- if ( numFaces != pMesh->mPosFaces.size())
- ThrowException( "Normal face count does not match vertex face count.");
+ // read normal indices
+ unsigned int numFaces = ReadInt();
+ if( numFaces != pMesh->mPosFaces.size())
+ ThrowException( "Normal face count does not match vertex face count.");
- for ( unsigned int a = 0; a < numFaces; a++)
- {
- unsigned int numIndices = ReadInt();
- pMesh->mNormFaces.push_back( Face());
- Face& face = pMesh->mNormFaces.back();
+ for( unsigned int a = 0; a < numFaces; a++)
+ {
+ unsigned int numIndices = ReadInt();
+ pMesh->mNormFaces.push_back( Face());
+ Face& face = pMesh->mNormFaces.back();
- for ( unsigned int b = 0; b < numIndices; b++)
- face.mIndices.push_back( ReadInt());
+ for( unsigned int b = 0; b < numIndices; b++)
+ face.mIndices.push_back( ReadInt());
- CheckForSeparator();
- }
+ CheckForSeparator();
+ }
- CheckForClosingBrace();
+ CheckForClosingBrace();
}
// ------------------------------------------------------------------------------------------------
void XFileParser::ParseDataObjectMeshTextureCoords( Mesh* pMesh)
{
- readHeadOfDataObject();
- std::vector<aiVector2D>& coords = pMesh->mTexCoords[pMesh->mNumTextures++];
+ readHeadOfDataObject();
+ if( pMesh->mNumTextures + 1 > AI_MAX_NUMBER_OF_TEXTURECOORDS)
+ ThrowException( "Too many sets of texture coordinates");
- unsigned int numCoords = ReadInt();
- if ( numCoords != pMesh->mPositions.size())
- ThrowException( "Texture coord count does not match vertex count");
+ std::vector<aiVector2D>& coords = pMesh->mTexCoords[pMesh->mNumTextures++];
- coords.resize( numCoords);
- for ( unsigned int a = 0; a < numCoords; a++)
- coords[a] = ReadVector2();
+ unsigned int numCoords = ReadInt();
+ if( numCoords != pMesh->mPositions.size())
+ ThrowException( "Texture coord count does not match vertex count");
- CheckForClosingBrace();
+ coords.resize( numCoords);
+ for( unsigned int a = 0; a < numCoords; a++)
+ coords[a] = ReadVector2();
+
+ CheckForClosingBrace();
}
// ------------------------------------------------------------------------------------------------
void XFileParser::ParseDataObjectMeshVertexColors( Mesh* pMesh)
{
- readHeadOfDataObject();
- std::vector<aiColor4D>& colors = pMesh->mColors[pMesh->mNumColorSets++];
-
- unsigned int numColors = ReadInt();
- if ( numColors != pMesh->mPositions.size())
- ThrowException( "Vertex color count does not match vertex count");
-
- colors.resize( numColors, aiColor4D( 0, 0, 0, 1));
- for ( unsigned int a = 0; a < numColors; a++)
- {
- unsigned int index = ReadInt();
- if ( index >= pMesh->mPositions.size())
- ThrowException( "Vertex color index out of bounds");
-
- colors[index] = ReadRGBA();
- // HACK: (thom) Maxon Cinema XPort plugin puts a third separator here, kwxPort puts a comma.
- // Ignore gracefully.
- if ( !mIsBinaryFormat)
- {
- FindNextNoneWhiteSpace();
- if ( *P == ';' || *P == ',')
- P++;
- }
- }
-
- CheckForClosingBrace();
+ readHeadOfDataObject();
+ if( pMesh->mNumColorSets + 1 > AI_MAX_NUMBER_OF_COLOR_SETS)
+ ThrowException( "Too many colorsets");
+ std::vector<aiColor4D>& colors = pMesh->mColors[pMesh->mNumColorSets++];
+
+ unsigned int numColors = ReadInt();
+ if( numColors != pMesh->mPositions.size())
+ ThrowException( "Vertex color count does not match vertex count");
+
+ colors.resize( numColors, aiColor4D( 0, 0, 0, 1));
+ for( unsigned int a = 0; a < numColors; a++)
+ {
+ unsigned int index = ReadInt();
+ if( index >= pMesh->mPositions.size())
+ ThrowException( "Vertex color index out of bounds");
+
+ colors[index] = ReadRGBA();
+ // HACK: (thom) Maxon Cinema XPort plugin puts a third separator here, kwxPort puts a comma.
+ // Ignore gracefully.
+ if( !mIsBinaryFormat)
+ {
+ FindNextNoneWhiteSpace();
+ if( *P == ';' || *P == ',')
+ P++;
+ }
+ }
+
+ CheckForClosingBrace();
}
// ------------------------------------------------------------------------------------------------
void XFileParser::ParseDataObjectMeshMaterialList( Mesh* pMesh)
{
- readHeadOfDataObject();
-
- // read material count
- /*unsigned int numMaterials =*/ ReadInt();
- // read non triangulated face material index count
- unsigned int numMatIndices = ReadInt();
-
- // some models have a material index count of 1... to be able to read them we
- // replicate this single material index on every face
- if ( numMatIndices != pMesh->mPosFaces.size() && numMatIndices != 1)
- ThrowException( "Per-Face material index count does not match face count.");
-
- // read per-face material indices
- for ( unsigned int a = 0; a < numMatIndices; a++)
- pMesh->mFaceMaterials.push_back( ReadInt());
-
- // in version 03.02, the face indices end with two semicolons.
- // commented out version check, as version 03.03 exported from blender also has 2 semicolons
- if ( !mIsBinaryFormat) // && MajorVersion == 3 && MinorVersion <= 2)
- {
- if ( *P == ';')
- ++P;
- }
-
- // if there was only a single material index, replicate it on all faces
- while ( pMesh->mFaceMaterials.size() < pMesh->mPosFaces.size())
- pMesh->mFaceMaterials.push_back( pMesh->mFaceMaterials.front());
-
- // read following data objects
- bool running = true;
- while ( running )
- {
- std::string objectName = GetNextToken();
- if ( objectName.size() == 0)
- ThrowException( "Unexpected end of file while parsing mesh material list.");
- else
- if ( objectName == "}")
- break; // material list finished
- else
- if ( objectName == "{")
- {
- // template materials
- std::string matName = GetNextToken();
- Material material;
- material.mIsReference = true;
- material.mName = matName;
- pMesh->mMaterials.push_back( material);
-
- CheckForClosingBrace(); // skip }
- } else
- if ( objectName == "Material")
- {
- pMesh->mMaterials.push_back( Material());
- ParseDataObjectMaterial( &pMesh->mMaterials.back());
- } else
- if ( objectName == ";")
- {
- // ignore
- } else
- {
- DefaultLogger::get()->warn("Unknown data object in material list in x file");
- ParseUnknownDataObject();
- }
- }
+ readHeadOfDataObject();
+
+ // read material count
+ /*unsigned int numMaterials =*/ ReadInt();
+ // read non triangulated face material index count
+ unsigned int numMatIndices = ReadInt();
+
+ // some models have a material index count of 1... to be able to read them we
+ // replicate this single material index on every face
+ if( numMatIndices != pMesh->mPosFaces.size() && numMatIndices != 1)
+ ThrowException( "Per-Face material index count does not match face count.");
+
+ // read per-face material indices
+ for( unsigned int a = 0; a < numMatIndices; a++)
+ pMesh->mFaceMaterials.push_back( ReadInt());
+
+ // in version 03.02, the face indices end with two semicolons.
+ // commented out version check, as version 03.03 exported from blender also has 2 semicolons
+ if( !mIsBinaryFormat) // && MajorVersion == 3 && MinorVersion <= 2)
+ {
+ if(P < End && *P == ';')
+ ++P;
+ }
+
+ // if there was only a single material index, replicate it on all faces
+ while( pMesh->mFaceMaterials.size() < pMesh->mPosFaces.size())
+ pMesh->mFaceMaterials.push_back( pMesh->mFaceMaterials.front());
+
+ // read following data objects
+ bool running = true;
+ while ( running )
+ {
+ std::string objectName = GetNextToken();
+ if( objectName.size() == 0)
+ ThrowException( "Unexpected end of file while parsing mesh material list.");
+ else
+ if( objectName == "}")
+ break; // material list finished
+ else
+ if( objectName == "{")
+ {
+ // template materials
+ std::string matName = GetNextToken();
+ Material material;
+ material.mIsReference = true;
+ material.mName = matName;
+ pMesh->mMaterials.push_back( material);
+
+ CheckForClosingBrace(); // skip }
+ } else
+ if( objectName == "Material")
+ {
+ pMesh->mMaterials.push_back( Material());
+ ParseDataObjectMaterial( &pMesh->mMaterials.back());
+ } else
+ if( objectName == ";")
+ {
+ // ignore
+ } else
+ {
+ DefaultLogger::get()->warn("Unknown data object in material list in x file");
+ ParseUnknownDataObject();
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
void XFileParser::ParseDataObjectMaterial( Material* pMaterial)
{
- std::string matName;
- readHeadOfDataObject( &matName);
- if ( matName.empty())
- matName = std::string( "material") + boost::lexical_cast<std::string>( mLineNumber);
- pMaterial->mName = matName;
- pMaterial->mIsReference = false;
-
- // read material values
- pMaterial->mDiffuse = ReadRGBA();
- pMaterial->mSpecularExponent = ReadFloat();
- pMaterial->mSpecular = ReadRGB();
- pMaterial->mEmissive = ReadRGB();
-
- // read other data objects
- bool running = true;
- while ( running )
- {
- std::string objectName = GetNextToken();
- if ( objectName.size() == 0)
- ThrowException( "Unexpected end of file while parsing mesh material");
- else
- if ( objectName == "}")
- break; // material finished
- else
- if ( objectName == "TextureFilename" || objectName == "TextureFileName")
- {
- // some exporters write "TextureFileName" instead.
- std::string texname;
- ParseDataObjectTextureFilename( texname);
- pMaterial->mTextures.push_back( TexEntry( texname));
- } else
- if ( objectName == "NormalmapFilename" || objectName == "NormalmapFileName")
- {
- // one exporter writes out the normal map in a separate filename tag
- std::string texname;
- ParseDataObjectTextureFilename( texname);
- pMaterial->mTextures.push_back( TexEntry( texname, true));
- } else
- {
- DefaultLogger::get()->warn("Unknown data object in material in x file");
- ParseUnknownDataObject();
- }
- }
+ std::string matName;
+ readHeadOfDataObject( &matName);
+ if( matName.empty())
+ matName = std::string( "material") + boost::lexical_cast<std::string>( mLineNumber);
+ pMaterial->mName = matName;
+ pMaterial->mIsReference = false;
+
+ // read material values
+ pMaterial->mDiffuse = ReadRGBA();
+ pMaterial->mSpecularExponent = ReadFloat();
+ pMaterial->mSpecular = ReadRGB();
+ pMaterial->mEmissive = ReadRGB();
+
+ // read other data objects
+ bool running = true;
+ while ( running )
+ {
+ std::string objectName = GetNextToken();
+ if( objectName.size() == 0)
+ ThrowException( "Unexpected end of file while parsing mesh material");
+ else
+ if( objectName == "}")
+ break; // material finished
+ else
+ if( objectName == "TextureFilename" || objectName == "TextureFileName")
+ {
+ // some exporters write "TextureFileName" instead.
+ std::string texname;
+ ParseDataObjectTextureFilename( texname);
+ pMaterial->mTextures.push_back( TexEntry( texname));
+ } else
+ if( objectName == "NormalmapFilename" || objectName == "NormalmapFileName")
+ {
+ // one exporter writes out the normal map in a separate filename tag
+ std::string texname;
+ ParseDataObjectTextureFilename( texname);
+ pMaterial->mTextures.push_back( TexEntry( texname, true));
+ } else
+ {
+ DefaultLogger::get()->warn("Unknown data object in material in x file");
+ ParseUnknownDataObject();
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
void XFileParser::ParseDataObjectAnimTicksPerSecond()
{
- readHeadOfDataObject();
- mScene->mAnimTicksPerSecond = ReadInt();
- CheckForClosingBrace();
+ readHeadOfDataObject();
+ mScene->mAnimTicksPerSecond = ReadInt();
+ CheckForClosingBrace();
}
// ------------------------------------------------------------------------------------------------
void XFileParser::ParseDataObjectAnimationSet()
{
- std::string animName;
- readHeadOfDataObject( &animName);
-
- Animation* anim = new Animation;
- mScene->mAnims.push_back( anim);
- anim->mName = animName;
-
- bool running = true;
- while ( running )
- {
- std::string objectName = GetNextToken();
- if ( objectName.length() == 0)
- ThrowException( "Unexpected end of file while parsing animation set.");
- else
- if ( objectName == "}")
- break; // animation set finished
- else
- if ( objectName == "Animation")
- ParseDataObjectAnimation( anim);
- else
- {
- DefaultLogger::get()->warn("Unknown data object in animation set in x file");
- ParseUnknownDataObject();
- }
- }
+ std::string animName;
+ readHeadOfDataObject( &animName);
+
+ Animation* anim = new Animation;
+ mScene->mAnims.push_back( anim);
+ anim->mName = animName;
+
+ bool running = true;
+ while ( running )
+ {
+ std::string objectName = GetNextToken();
+ if( objectName.length() == 0)
+ ThrowException( "Unexpected end of file while parsing animation set.");
+ else
+ if( objectName == "}")
+ break; // animation set finished
+ else
+ if( objectName == "Animation")
+ ParseDataObjectAnimation( anim);
+ else
+ {
+ DefaultLogger::get()->warn("Unknown data object in animation set in x file");
+ ParseUnknownDataObject();
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
void XFileParser::ParseDataObjectAnimation( Animation* pAnim)
{
- readHeadOfDataObject();
- AnimBone* banim = new AnimBone;
- pAnim->mAnims.push_back( banim);
-
- bool running = true;
- while ( running )
- {
- std::string objectName = GetNextToken();
-
- if ( objectName.length() == 0)
- ThrowException( "Unexpected end of file while parsing animation.");
- else
- if ( objectName == "}")
- break; // animation finished
- else
- if ( objectName == "AnimationKey")
- ParseDataObjectAnimationKey( banim);
- else
- if ( objectName == "AnimationOptions")
- ParseUnknownDataObject(); // not interested
- else
- if ( objectName == "{")
- {
- // read frame name
- banim->mBoneName = GetNextToken();
- CheckForClosingBrace();
- } else
- {
- DefaultLogger::get()->warn("Unknown data object in animation in x file");
- ParseUnknownDataObject();
- }
- }
+ readHeadOfDataObject();
+ AnimBone* banim = new AnimBone;
+ pAnim->mAnims.push_back( banim);
+
+ bool running = true;
+ while( running )
+ {
+ std::string objectName = GetNextToken();
+
+ if( objectName.length() == 0)
+ ThrowException( "Unexpected end of file while parsing animation.");
+ else
+ if( objectName == "}")
+ break; // animation finished
+ else
+ if( objectName == "AnimationKey")
+ ParseDataObjectAnimationKey( banim);
+ else
+ if( objectName == "AnimationOptions")
+ ParseUnknownDataObject(); // not interested
+ else
+ if( objectName == "{")
+ {
+ // read frame name
+ banim->mBoneName = GetNextToken();
+ CheckForClosingBrace();
+ } else
+ {
+ DefaultLogger::get()->warn("Unknown data object in animation in x file");
+ ParseUnknownDataObject();
+ }
+ }
}
// ------------------------------------------------------------------------------------------------
void XFileParser::ParseDataObjectAnimationKey( AnimBone* pAnimBone)
{
- readHeadOfDataObject();
-
- // read key type
- unsigned int keyType = ReadInt();
-
- // read number of keys
- unsigned int numKeys = ReadInt();
-
- for ( unsigned int a = 0; a < numKeys; a++)
- {
- // read time
- unsigned int time = ReadInt();
-
- // read keys
- switch( keyType)
- {
- case 0: // rotation quaternion
- {
- // read count
- if ( ReadInt() != 4)
- ThrowException( "Invalid number of arguments for quaternion key in animation");
-
- aiQuatKey key;
- key.mTime = double( time);
- key.mValue.w = ReadFloat();
- key.mValue.x = ReadFloat();
- key.mValue.y = ReadFloat();
- key.mValue.z = ReadFloat();
- pAnimBone->mRotKeys.push_back( key);
-
- CheckForSemicolon();
- break;
- }
-
- case 1: // scale vector
- case 2: // position vector
- {
- // read count
- if ( ReadInt() != 3)
- ThrowException( "Invalid number of arguments for vector key in animation");
-
- aiVectorKey key;
- key.mTime = double( time);
- key.mValue = ReadVector3();
-
- if ( keyType == 2)
- pAnimBone->mPosKeys.push_back( key);
- else
- pAnimBone->mScaleKeys.push_back( key);
-
- break;
- }
-
- case 3: // combined transformation matrix
- case 4: // denoted both as 3 or as 4
- {
- // read count
- if ( ReadInt() != 16)
- ThrowException( "Invalid number of arguments for matrix key in animation");
-
- // read matrix
- MatrixKey key;
- key.mTime = double( time);
- key.mMatrix.a1 = ReadFloat(); key.mMatrix.b1 = ReadFloat();
- key.mMatrix.c1 = ReadFloat(); key.mMatrix.d1 = ReadFloat();
- key.mMatrix.a2 = ReadFloat(); key.mMatrix.b2 = ReadFloat();
- key.mMatrix.c2 = ReadFloat(); key.mMatrix.d2 = ReadFloat();
- key.mMatrix.a3 = ReadFloat(); key.mMatrix.b3 = ReadFloat();
- key.mMatrix.c3 = ReadFloat(); key.mMatrix.d3 = ReadFloat();
- key.mMatrix.a4 = ReadFloat(); key.mMatrix.b4 = ReadFloat();
- key.mMatrix.c4 = ReadFloat(); key.mMatrix.d4 = ReadFloat();
- pAnimBone->mTrafoKeys.push_back( key);
-
- CheckForSemicolon();
- break;
- }
-
- default:
- ThrowException( boost::str( boost::format( "Unknown key type %1% in animation.") % keyType));
- break;
- } // end switch
-
- // key separator
- CheckForSeparator();
- }
-
- CheckForClosingBrace();
+ readHeadOfDataObject();
+
+ // read key type
+ unsigned int keyType = ReadInt();
+
+ // read number of keys
+ unsigned int numKeys = ReadInt();
+
+ for( unsigned int a = 0; a < numKeys; a++)
+ {
+ // read time
+ unsigned int time = ReadInt();
+
+ // read keys
+ switch( keyType)
+ {
+ case 0: // rotation quaternion
+ {
+ // read count
+ if( ReadInt() != 4)
+ ThrowException( "Invalid number of arguments for quaternion key in animation");
+
+ aiQuatKey key;
+ key.mTime = double( time);
+ key.mValue.w = ReadFloat();
+ key.mValue.x = ReadFloat();
+ key.mValue.y = ReadFloat();
+ key.mValue.z = ReadFloat();
+ pAnimBone->mRotKeys.push_back( key);
+
+ CheckForSemicolon();
+ break;
+ }
+
+ case 1: // scale vector
+ case 2: // position vector
+ {
+ // read count
+ if( ReadInt() != 3)
+ ThrowException( "Invalid number of arguments for vector key in animation");
+
+ aiVectorKey key;
+ key.mTime = double( time);
+ key.mValue = ReadVector3();
+
+ if( keyType == 2)
+ pAnimBone->mPosKeys.push_back( key);
+ else
+ pAnimBone->mScaleKeys.push_back( key);
+
+ break;
+ }
+
+ case 3: // combined transformation matrix
+ case 4: // denoted both as 3 or as 4
+ {
+ // read count
+ if( ReadInt() != 16)
+ ThrowException( "Invalid number of arguments for matrix key in animation");
+
+ // read matrix
+ MatrixKey key;
+ key.mTime = double( time);
+ key.mMatrix.a1 = ReadFloat(); key.mMatrix.b1 = ReadFloat();
+ key.mMatrix.c1 = ReadFloat(); key.mMatrix.d1 = ReadFloat();
+ key.mMatrix.a2 = ReadFloat(); key.mMatrix.b2 = ReadFloat();
+ key.mMatrix.c2 = ReadFloat(); key.mMatrix.d2 = ReadFloat();
+ key.mMatrix.a3 = ReadFloat(); key.mMatrix.b3 = ReadFloat();
+ key.mMatrix.c3 = ReadFloat(); key.mMatrix.d3 = ReadFloat();
+ key.mMatrix.a4 = ReadFloat(); key.mMatrix.b4 = ReadFloat();
+ key.mMatrix.c4 = ReadFloat(); key.mMatrix.d4 = ReadFloat();
+ pAnimBone->mTrafoKeys.push_back( key);
+
+ CheckForSemicolon();
+ break;
+ }
+
+ default:
+ ThrowException( boost::str( boost::format( "Unknown key type %1% in animation.") % keyType));
+ break;
+ } // end switch
+
+ // key separator
+ CheckForSeparator();
+ }
+
+ CheckForClosingBrace();
}
// ------------------------------------------------------------------------------------------------
void XFileParser::ParseDataObjectTextureFilename( std::string& pName)
{
- readHeadOfDataObject();
- GetNextTokenAsString( pName);
- CheckForClosingBrace();
-
- // FIX: some files (e.g. AnimationTest.x) have "" as texture file name
- if (!pName.length())
- {
- DefaultLogger::get()->warn("Length of texture file name is zero. Skipping this texture.");
- }
-
- // some exporters write double backslash paths out. We simply replace them if we find them
- while ( pName.find( "\\\\") != std::string::npos)
- pName.replace( pName.find( "\\\\"), 2, "\\");
+ readHeadOfDataObject();
+ GetNextTokenAsString( pName);
+ CheckForClosingBrace();
+
+ // FIX: some files (e.g. AnimationTest.x) have "" as texture file name
+ if (!pName.length())
+ {
+ DefaultLogger::get()->warn("Length of texture file name is zero. Skipping this texture.");
+ }
+
+ // some exporters write double backslash paths out. We simply replace them if we find them
+ while( pName.find( "\\\\") != std::string::npos)
+ pName.replace( pName.find( "\\\\"), 2, "\\");
}
// ------------------------------------------------------------------------------------------------
void XFileParser::ParseUnknownDataObject()
{
- // find opening delimiter
- bool running = true;
- while ( running )
- {
- std::string t = GetNextToken();
- if ( t.length() == 0)
- ThrowException( "Unexpected end of file while parsing unknown segment.");
-
- if ( t == "{")
- break;
- }
-
- unsigned int counter = 1;
-
- // parse until closing delimiter
- while ( counter > 0)
- {
- std::string t = GetNextToken();
-
- if ( t.length() == 0)
- ThrowException( "Unexpected end of file while parsing unknown segment.");
-
- if ( t == "{")
- ++counter;
- else
- if ( t == "}")
- --counter;
- }
+ // find opening delimiter
+ bool running = true;
+ while( running )
+ {
+ std::string t = GetNextToken();
+ if( t.length() == 0)
+ ThrowException( "Unexpected end of file while parsing unknown segment.");
+
+ if( t == "{")
+ break;
+ }
+
+ unsigned int counter = 1;
+
+ // parse until closing delimiter
+ while( counter > 0)
+ {
+ std::string t = GetNextToken();
+
+ if( t.length() == 0)
+ ThrowException( "Unexpected end of file while parsing unknown segment.");
+
+ if( t == "{")
+ ++counter;
+ else
+ if( t == "}")
+ --counter;
+ }
}
// ------------------------------------------------------------------------------------------------
//! checks for closing curly brace
void XFileParser::CheckForClosingBrace()
{
- if ( GetNextToken() != "}")
- ThrowException( "Closing brace expected.");
+ if( GetNextToken() != "}")
+ ThrowException( "Closing brace expected.");
}
// ------------------------------------------------------------------------------------------------
//! checks for one following semicolon
void XFileParser::CheckForSemicolon()
{
- if ( mIsBinaryFormat)
- return;
+ if( mIsBinaryFormat)
+ return;
- if ( GetNextToken() != ";")
- ThrowException( "Semicolon expected.");
+ if( GetNextToken() != ";")
+ ThrowException( "Semicolon expected.");
}
// ------------------------------------------------------------------------------------------------
//! checks for a separator char, either a ',' or a ';'
void XFileParser::CheckForSeparator()
{
- if ( mIsBinaryFormat)
- return;
+ if( mIsBinaryFormat)
+ return;
- std::string token = GetNextToken();
- if ( token != "," && token != ";")
- ThrowException( "Separator character (';' or ',') expected.");
+ std::string token = GetNextToken();
+ if( token != "," && token != ";")
+ ThrowException( "Separator character (';' or ',') expected.");
}
// ------------------------------------------------------------------------------------------------
// tests and possibly consumes a separator char, but does nothing if there was no separator
void XFileParser::TestForSeparator()
{
- if ( mIsBinaryFormat)
+ if( mIsBinaryFormat)
return;
FindNextNoneWhiteSpace();
- if ( P >= End)
+ if( P >= End)
return;
// test and skip
- if ( *P == ';' || *P == ',')
+ if( *P == ';' || *P == ',')
P++;
}
// ------------------------------------------------------------------------------------------------
void XFileParser::readHeadOfDataObject( std::string* poName)
{
- std::string nameOrBrace = GetNextToken();
- if ( nameOrBrace != "{")
- {
- if ( poName)
- *poName = nameOrBrace;
-
- if ( GetNextToken() != "{")
- ThrowException( "Opening brace expected.");
- }
+ std::string nameOrBrace = GetNextToken();
+ if( nameOrBrace != "{")
+ {
+ if( poName)
+ *poName = nameOrBrace;
+
+ if( GetNextToken() != "{")
+ ThrowException( "Opening brace expected.");
+ }
}
// ------------------------------------------------------------------------------------------------
std::string XFileParser::GetNextToken()
{
- std::string s;
-
- // process binary-formatted file
- if ( mIsBinaryFormat)
- {
- // in binary mode it will only return NAME and STRING token
- // and (correctly) skip over other tokens.
-
- unsigned int tok = ReadBinWord();
- unsigned int len;
-
- // standalone tokens
- switch( tok)
- {
- case 1:
- // name token
- len = ReadBinDWord();
- s = std::string(P, len);
- P += len;
- return s;
- case 2:
- // string token
- len = ReadBinDWord();
- s = std::string(P, len);
- P += (len + 2);
- return s;
- case 3:
- // integer token
- P += 4;
- return "<integer>";
- case 5:
- // GUID token
- P += 16;
- return "<guid>";
- case 6:
- len = ReadBinDWord();
- P += (len * 4);
- return "<int_list>";
- case 7:
- len = ReadBinDWord();
- P += (len * mBinaryFloatSize);
- return "<flt_list>";
- case 0x0a:
- return "{";
- case 0x0b:
- return "}";
- case 0x0c:
- return "(";
- case 0x0d:
- return ")";
- case 0x0e:
- return "[";
- case 0x0f:
- return "]";
- case 0x10:
- return "<";
- case 0x11:
- return ">";
- case 0x12:
- return ".";
- case 0x13:
- return ",";
- case 0x14:
- return ";";
- case 0x1f:
- return "template";
- case 0x28:
- return "WORD";
- case 0x29:
- return "DWORD";
- case 0x2a:
- return "FLOAT";
- case 0x2b:
- return "DOUBLE";
- case 0x2c:
- return "CHAR";
- case 0x2d:
- return "UCHAR";
- case 0x2e:
- return "SWORD";
- case 0x2f:
- return "SDWORD";
- case 0x30:
- return "void";
- case 0x31:
- return "string";
- case 0x32:
- return "unicode";
- case 0x33:
- return "cstring";
- case 0x34:
- return "array";
- }
- }
- // process text-formatted file
- else
- {
- FindNextNoneWhiteSpace();
- if ( P >= End)
- return s;
-
- while ( (P < End) && !isspace( (unsigned char) *P))
- {
- // either keep token delimiters when already holding a token, or return if first valid char
- if ( *P == ';' || *P == '}' || *P == '{' || *P == ',')
- {
- if ( !s.size())
- s.append( P++, 1);
- break; // stop for delimiter
- }
- s.append( P++, 1);
- }
- }
- return s;
+ std::string s;
+
+ // process binary-formatted file
+ if( mIsBinaryFormat)
+ {
+ // in binary mode it will only return NAME and STRING token
+ // and (correctly) skip over other tokens.
+
+ if( End - P < 2) return s;
+ unsigned int tok = ReadBinWord();
+ unsigned int len;
+
+ // standalone tokens
+ switch( tok)
+ {
+ case 1:
+ // name token
+ if( End - P < 4) return s;
+ len = ReadBinDWord();
+ if( End - P < int(len)) return s;
+ s = std::string(P, len);
+ P += len;
+ return s;
+ case 2:
+ // string token
+ if( End - P < 4) return s;
+ len = ReadBinDWord();
+ if( End - P < int(len)) return s;
+ s = std::string(P, len);
+ P += (len + 2);
+ return s;
+ case 3:
+ // integer token
+ P += 4;
+ return "<integer>";
+ case 5:
+ // GUID token
+ P += 16;
+ return "<guid>";
+ case 6:
+ if( End - P < 4) return s;
+ len = ReadBinDWord();
+ P += (len * 4);
+ return "<int_list>";
+ case 7:
+ if( End - P < 4) return s;
+ len = ReadBinDWord();
+ P += (len * mBinaryFloatSize);
+ return "<flt_list>";
+ case 0x0a:
+ return "{";
+ case 0x0b:
+ return "}";
+ case 0x0c:
+ return "(";
+ case 0x0d:
+ return ")";
+ case 0x0e:
+ return "[";
+ case 0x0f:
+ return "]";
+ case 0x10:
+ return "<";
+ case 0x11:
+ return ">";
+ case 0x12:
+ return ".";
+ case 0x13:
+ return ",";
+ case 0x14:
+ return ";";
+ case 0x1f:
+ return "template";
+ case 0x28:
+ return "WORD";
+ case 0x29:
+ return "DWORD";
+ case 0x2a:
+ return "FLOAT";
+ case 0x2b:
+ return "DOUBLE";
+ case 0x2c:
+ return "CHAR";
+ case 0x2d:
+ return "UCHAR";
+ case 0x2e:
+ return "SWORD";
+ case 0x2f:
+ return "SDWORD";
+ case 0x30:
+ return "void";
+ case 0x31:
+ return "string";
+ case 0x32:
+ return "unicode";
+ case 0x33:
+ return "cstring";
+ case 0x34:
+ return "array";
+ }
+ }
+ // process text-formatted file
+ else
+ {
+ FindNextNoneWhiteSpace();
+ if( P >= End)
+ return s;
+
+ while( (P < End) && !isspace( (unsigned char) *P))
+ {
+ // either keep token delimiters when already holding a token, or return if first valid char
+ if( *P == ';' || *P == '}' || *P == '{' || *P == ',')
+ {
+ if( !s.size())
+ s.append( P++, 1);
+ break; // stop for delimiter
+ }
+ s.append( P++, 1);
+ }
+ }
+ return s;
}
// ------------------------------------------------------------------------------------------------
void XFileParser::FindNextNoneWhiteSpace()
{
- if ( mIsBinaryFormat)
- return;
-
- bool running = true;
- while ( running )
- {
- while ( P < End && isspace( (unsigned char) *P))
- {
- if ( *P == '\n')
- mLineNumber++;
- ++P;
- }
-
- if ( P >= End)
- return;
-
- // check if this is a comment
- if ( (P[0] == '/' && P[1] == '/') || P[0] == '#')
- ReadUntilEndOfLine();
- else
- break;
- }
+ if( mIsBinaryFormat)
+ return;
+
+ bool running = true;
+ while( running )
+ {
+ while( P < End && isspace( (unsigned char) *P))
+ {
+ if( *P == '\n')
+ mLineNumber++;
+ ++P;
+ }
+
+ if( P >= End)
+ return;
+
+ // check if this is a comment
+ if( (P[0] == '/' && P[1] == '/') || P[0] == '#')
+ ReadUntilEndOfLine();
+ else
+ break;
+ }
}
// ------------------------------------------------------------------------------------------------
void XFileParser::GetNextTokenAsString( std::string& poString)
{
- if ( mIsBinaryFormat)
- {
- poString = GetNextToken();
- return;
- }
+ if( mIsBinaryFormat)
+ {
+ poString = GetNextToken();
+ return;
+ }
- FindNextNoneWhiteSpace();
- if ( P >= End)
- ThrowException( "Unexpected end of file while parsing string");
+ FindNextNoneWhiteSpace();
+ if( P >= End)
+ ThrowException( "Unexpected end of file while parsing string");
- if ( *P != '"')
- ThrowException( "Expected quotation mark.");
- ++P;
+ if( *P != '"')
+ ThrowException( "Expected quotation mark.");
+ ++P;
- while ( P < End && *P != '"')
- poString.append( P++, 1);
+ while( P < End && *P != '"')
+ poString.append( P++, 1);
- if ( P >= End-1)
- ThrowException( "Unexpected end of file while parsing string");
+ if( P >= End-1)
+ ThrowException( "Unexpected end of file while parsing string");
- if ( P[1] != ';' || P[0] != '"')
- ThrowException( "Expected quotation mark and semicolon at the end of a string.");
- P+=2;
+ if( P[1] != ';' || P[0] != '"')
+ ThrowException( "Expected quotation mark and semicolon at the end of a string.");
+ P+=2;
}
// ------------------------------------------------------------------------------------------------
void XFileParser::ReadUntilEndOfLine()
{
- if ( mIsBinaryFormat)
- return;
-
- while ( P < End)
- {
- if ( *P == '\n' || *P == '\r')
- {
- ++P; mLineNumber++;
- return;
- }
-
- ++P;
- }
+ if( mIsBinaryFormat)
+ return;
+
+ while( P < End)
+ {
+ if( *P == '\n' || *P == '\r')
+ {
+ ++P; mLineNumber++;
+ return;
+ }
+
+ ++P;
+ }
}
// ------------------------------------------------------------------------------------------------
unsigned short XFileParser::ReadBinWord()
{
- const unsigned char* q = (const unsigned char*) P;
- unsigned short tmp = q[0] | (q[1] << 8);
- P += 2;
- return tmp;
+ ai_assert(End - P >= 2);
+ const unsigned char* q = (const unsigned char*) P;
+ unsigned short tmp = q[0] | (q[1] << 8);
+ P += 2;
+ return tmp;
}
// ------------------------------------------------------------------------------------------------
unsigned int XFileParser::ReadBinDWord()
{
- const unsigned char* q = (const unsigned char*) P;
- unsigned int tmp = q[0] | (q[1] << 8) | (q[2] << 16) | (q[3] << 24);
- P += 4;
- return tmp;
+ ai_assert(End - P >= 4);
+ const unsigned char* q = (const unsigned char*) P;
+ unsigned int tmp = q[0] | (q[1] << 8) | (q[2] << 16) | (q[3] << 24);
+ P += 4;
+ return tmp;
}
// ------------------------------------------------------------------------------------------------
unsigned int XFileParser::ReadInt()
{
- if ( mIsBinaryFormat)
- {
- if ( mBinaryNumCount == 0)
- {
- unsigned short tmp = ReadBinWord(); // 0x06 or 0x03
- if ( tmp == 0x06) // array of ints follows
- mBinaryNumCount = ReadBinDWord();
- else // single int follows
- mBinaryNumCount = 1;
- }
-
- --mBinaryNumCount;
- return ReadBinDWord();
- } else
- {
- FindNextNoneWhiteSpace();
-
- // TODO: consider using strtol10s instead???
-
- // check preceeding minus sign
- bool isNegative = false;
- if ( *P == '-')
- {
- isNegative = true;
- P++;
- }
-
- // at least one digit expected
- if ( !isdigit( *P))
- ThrowException( "Number expected.");
-
- // read digits
- unsigned int number = 0;
- while ( P < End)
- {
- if ( !isdigit( *P))
- break;
- number = number * 10 + (*P - 48);
- P++;
- }
-
- CheckForSeparator();
- return isNegative ? ((unsigned int) -int( number)) : number;
- }
+ if( mIsBinaryFormat)
+ {
+ if( mBinaryNumCount == 0 && End - P >= 2)
+ {
+ unsigned short tmp = ReadBinWord(); // 0x06 or 0x03
+ if( tmp == 0x06 && End - P >= 4) // array of ints follows
+ mBinaryNumCount = ReadBinDWord();
+ else // single int follows
+ mBinaryNumCount = 1;
+ }
+
+ --mBinaryNumCount;
+ if ( End - P >= 4) {
+ return ReadBinDWord();
+ } else {
+ P = End;
+ return 0;
+ }
+ } else
+ {
+ FindNextNoneWhiteSpace();
+
+ // TODO: consider using strtol10 instead???
+
+ // check preceeding minus sign
+ bool isNegative = false;
+ if( *P == '-')
+ {
+ isNegative = true;
+ P++;
+ }
+
+ // at least one digit expected
+ if( !isdigit( *P))
+ ThrowException( "Number expected.");
+
+ // read digits
+ unsigned int number = 0;
+ while( P < End)
+ {
+ if( !isdigit( *P))
+ break;
+ number = number * 10 + (*P - 48);
+ P++;
+ }
+
+ CheckForSeparator();
+ return isNegative ? ((unsigned int) -int( number)) : number;
+ }
}
// ------------------------------------------------------------------------------------------------
float XFileParser::ReadFloat()
{
- if ( mIsBinaryFormat)
- {
- if ( mBinaryNumCount == 0)
- {
- unsigned short tmp = ReadBinWord(); // 0x07 or 0x42
- if ( tmp == 0x07) // array of floats following
- mBinaryNumCount = ReadBinDWord();
- else // single float following
- mBinaryNumCount = 1;
- }
-
- --mBinaryNumCount;
- if ( mBinaryFloatSize == 8)
- {
- float result = (float) (*(double*) P);
- P += 8;
- return result;
- } else
- {
- float result = *(float*) P;
- P += 4;
- return result;
- }
- }
-
- // text version
- FindNextNoneWhiteSpace();
- // check for various special strings to allow reading files from faulty exporters
- // I mean you, Blender!
- if ( strncmp( P, "-1.#IND00", 9) == 0 || strncmp( P, "1.#IND00", 8) == 0)
- {
- P += 9;
- CheckForSeparator();
- return 0.0f;
- } else
- if ( strncmp( P, "1.#QNAN0", 8) == 0)
- {
- P += 8;
- CheckForSeparator();
- return 0.0f;
- }
-
- float result = 0.0f;
- P = fast_atof_move( P, result);
-
- CheckForSeparator();
-
- return result;
+ if( mIsBinaryFormat)
+ {
+ if( mBinaryNumCount == 0 && End - P >= 2)
+ {
+ unsigned short tmp = ReadBinWord(); // 0x07 or 0x42
+ if( tmp == 0x07 && End - P >= 4) // array of floats following
+ mBinaryNumCount = ReadBinDWord();
+ else // single float following
+ mBinaryNumCount = 1;
+ }
+
+ --mBinaryNumCount;
+ if( mBinaryFloatSize == 8)
+ {
+ if( End - P >= 8) {
+ float result = (float) (*(double*) P);
+ P += 8;
+ return result;
+ } else {
+ P = End;
+ return 0;
+ }
+ } else
+ {
+ if( End - P >= 4) {
+ float result = *(float*) P;
+ P += 4;
+ return result;
+ } else {
+ P = End;
+ return 0;
+ }
+ }
+ }
+
+ // text version
+ FindNextNoneWhiteSpace();
+ // check for various special strings to allow reading files from faulty exporters
+ // I mean you, Blender!
+ // Reading is safe because of the terminating zero
+ if( strncmp( P, "-1.#IND00", 9) == 0 || strncmp( P, "1.#IND00", 8) == 0)
+ {
+ P += 9;
+ CheckForSeparator();
+ return 0.0f;
+ } else
+ if( strncmp( P, "1.#QNAN0", 8) == 0)
+ {
+ P += 8;
+ CheckForSeparator();
+ return 0.0f;
+ }
+
+ float result = 0.0f;
+ P = fast_atoreal_move<float>( P, result);
+
+ CheckForSeparator();
+
+ return result;
}
// ------------------------------------------------------------------------------------------------
aiVector2D XFileParser::ReadVector2()
{
- aiVector2D vector;
- vector.x = ReadFloat();
- vector.y = ReadFloat();
- TestForSeparator();
+ aiVector2D vector;
+ vector.x = ReadFloat();
+ vector.y = ReadFloat();
+ TestForSeparator();
- return vector;
+ return vector;
}
// ------------------------------------------------------------------------------------------------
aiVector3D XFileParser::ReadVector3()
{
- aiVector3D vector;
- vector.x = ReadFloat();
- vector.y = ReadFloat();
- vector.z = ReadFloat();
- TestForSeparator();
+ aiVector3D vector;
+ vector.x = ReadFloat();
+ vector.y = ReadFloat();
+ vector.z = ReadFloat();
+ TestForSeparator();
- return vector;
+ return vector;
}
// ------------------------------------------------------------------------------------------------
aiColor4D XFileParser::ReadRGBA()
{
- aiColor4D color;
- color.r = ReadFloat();
- color.g = ReadFloat();
- color.b = ReadFloat();
- color.a = ReadFloat();
- TestForSeparator();
-
- return color;
+ aiColor4D color;
+ color.r = ReadFloat();
+ color.g = ReadFloat();
+ color.b = ReadFloat();
+ color.a = ReadFloat();
+ TestForSeparator();
+
+ return color;
}
// ------------------------------------------------------------------------------------------------
aiColor3D XFileParser::ReadRGB()
{
- aiColor3D color;
- color.r = ReadFloat();
- color.g = ReadFloat();
- color.b = ReadFloat();
- TestForSeparator();
+ aiColor3D color;
+ color.r = ReadFloat();
+ color.g = ReadFloat();
+ color.b = ReadFloat();
+ TestForSeparator();
- return color;
+ return color;
}
// ------------------------------------------------------------------------------------------------
// Throws an exception with a line number and the given text.
void XFileParser::ThrowException( const std::string& pText)
{
- if ( mIsBinaryFormat)
- throw DeadlyImportError( pText);
- else
- throw DeadlyImportError( boost::str( boost::format( "Line %d: %s") % mLineNumber % pText));
+ if( mIsBinaryFormat)
+ throw DeadlyImportError( pText);
+ else
+ throw DeadlyImportError( boost::str( boost::format( "Line %d: %s") % mLineNumber % pText));
}
@@ -1407,28 +1438,31 @@ void XFileParser::ThrowException( const std::string& pText)
// Filters the imported hierarchy for some degenerated cases that some exporters produce.
void XFileParser::FilterHierarchy( XFile::Node* pNode)
{
- // if the node has just a single unnamed child containing a mesh, remove
- // the anonymous node inbetween. The 3DSMax kwXport plugin seems to produce this
- // mess in some cases
- if ( pNode->mChildren.size() == 1)
- {
- XFile::Node* child = pNode->mChildren.front();
- if ( child->mName.length() == 0 && child->mMeshes.size() > 0)
- {
- // transfer its meshes to us
- for ( unsigned int a = 0; a < child->mMeshes.size(); a++)
- pNode->mMeshes.push_back( child->mMeshes[a]);
- child->mMeshes.clear();
-
- // then kill it
- delete child;
- pNode->mChildren.clear();
- }
- }
-
- // recurse
- for ( unsigned int a = 0; a < pNode->mChildren.size(); a++)
- FilterHierarchy( pNode->mChildren[a]);
+ // if the node has just a single unnamed child containing a mesh, remove
+ // the anonymous node inbetween. The 3DSMax kwXport plugin seems to produce this
+ // mess in some cases
+ if( pNode->mChildren.size() == 1 && pNode->mMeshes.empty() )
+ {
+ XFile::Node* child = pNode->mChildren.front();
+ if( child->mName.length() == 0 && child->mMeshes.size() > 0)
+ {
+ // transfer its meshes to us
+ for( unsigned int a = 0; a < child->mMeshes.size(); a++)
+ pNode->mMeshes.push_back( child->mMeshes[a]);
+ child->mMeshes.clear();
+
+ // transfer the transform as well
+ pNode->mTrafoMatrix = pNode->mTrafoMatrix * child->mTrafoMatrix;
+
+ // then kill it
+ delete child;
+ pNode->mChildren.clear();
+ }
+ }
+
+ // recurse
+ for( unsigned int a = 0; a < pNode->mChildren.size(); a++)
+ FilterHierarchy( pNode->mChildren[a]);
}
#endif // !! ASSIMP_BUILD_NO_X_IMPORTER
diff --git a/src/3rdparty/assimp/code/XFileParser.h b/src/3rdparty/assimp/code/XFileParser.h
index 8000c133b..3ada49d68 100644
--- a/src/3rdparty/assimp/code/XFileParser.h
+++ b/src/3rdparty/assimp/code/XFileParser.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -45,117 +45,117 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <string>
#include <vector>
-#include "../include/aiTypes.h"
+#include "../include/assimp/types.h"
namespace Assimp
{
- namespace XFile
- {
- struct Node;
- struct Mesh;
- struct Scene;
- struct Material;
- struct Animation;
- struct AnimBone;
- }
-
-/** The XFileParser reads a XFile either in text or binary form and builds a temporary
- * data structure out of it.
+ namespace XFile
+ {
+ struct Node;
+ struct Mesh;
+ struct Scene;
+ struct Material;
+ struct Animation;
+ struct AnimBone;
+ }
+
+/** The XFileParser reads a XFile either in text or binary form and builds a temporary
+ * data structure out of it.
*/
class XFileParser
{
public:
- /** Constructor. Creates a data structure out of the XFile given in the memory block.
- * @param pBuffer Memory buffer containing the XFile
- */
- XFileParser( const std::vector<char>& pBuffer);
+ /** Constructor. Creates a data structure out of the XFile given in the memory block.
+ * @param pBuffer Null-terminated memory buffer containing the XFile
+ */
+ XFileParser( const std::vector<char>& pBuffer);
- /** Destructor. Destroys all imported data along with it */
- ~XFileParser();
+ /** Destructor. Destroys all imported data along with it */
+ ~XFileParser();
- /** Returns the temporary representation of the imported data */
- const XFile::Scene* GetImportedData() const { return mScene; }
+ /** Returns the temporary representation of the imported data */
+ const XFile::Scene* GetImportedData() const { return mScene; }
protected:
- void ParseFile();
- void ParseDataObjectTemplate();
- void ParseDataObjectFrame( XFile::Node *pParent);
- void ParseDataObjectTransformationMatrix( aiMatrix4x4& pMatrix);
- void ParseDataObjectMesh( XFile::Mesh* pMesh);
- void ParseDataObjectSkinWeights( XFile::Mesh* pMesh);
- void ParseDataObjectSkinMeshHeader( XFile::Mesh* pMesh);
- void ParseDataObjectMeshNormals( XFile::Mesh* pMesh);
- void ParseDataObjectMeshTextureCoords( XFile::Mesh* pMesh);
- void ParseDataObjectMeshVertexColors( XFile::Mesh* pMesh);
- void ParseDataObjectMeshMaterialList( XFile::Mesh* pMesh);
- void ParseDataObjectMaterial( XFile::Material* pMaterial);
- void ParseDataObjectAnimTicksPerSecond();
- void ParseDataObjectAnimationSet();
- void ParseDataObjectAnimation( XFile::Animation* pAnim);
- void ParseDataObjectAnimationKey( XFile::AnimBone *pAnimBone);
- void ParseDataObjectTextureFilename( std::string& pName);
- void ParseUnknownDataObject();
-
- //! places pointer to next begin of a token, and ignores comments
- void FindNextNoneWhiteSpace();
-
- //! returns next parseable token. Returns empty string if no token there
- std::string GetNextToken();
-
- //! reads header of dataobject including the opening brace.
- //! returns false if error happened, and writes name of object
- //! if there is one
- void readHeadOfDataObject( std::string* poName = NULL);
-
- //! checks for closing curly brace, throws exception if not there
- void CheckForClosingBrace();
-
- //! checks for one following semicolon, throws exception if not there
- void CheckForSemicolon();
-
- //! checks for a separator char, either a ',' or a ';'
- void CheckForSeparator();
+ void ParseFile();
+ void ParseDataObjectTemplate();
+ void ParseDataObjectFrame( XFile::Node *pParent);
+ void ParseDataObjectTransformationMatrix( aiMatrix4x4& pMatrix);
+ void ParseDataObjectMesh( XFile::Mesh* pMesh);
+ void ParseDataObjectSkinWeights( XFile::Mesh* pMesh);
+ void ParseDataObjectSkinMeshHeader( XFile::Mesh* pMesh);
+ void ParseDataObjectMeshNormals( XFile::Mesh* pMesh);
+ void ParseDataObjectMeshTextureCoords( XFile::Mesh* pMesh);
+ void ParseDataObjectMeshVertexColors( XFile::Mesh* pMesh);
+ void ParseDataObjectMeshMaterialList( XFile::Mesh* pMesh);
+ void ParseDataObjectMaterial( XFile::Material* pMaterial);
+ void ParseDataObjectAnimTicksPerSecond();
+ void ParseDataObjectAnimationSet();
+ void ParseDataObjectAnimation( XFile::Animation* pAnim);
+ void ParseDataObjectAnimationKey( XFile::AnimBone *pAnimBone);
+ void ParseDataObjectTextureFilename( std::string& pName);
+ void ParseUnknownDataObject();
+
+ //! places pointer to next begin of a token, and ignores comments
+ void FindNextNoneWhiteSpace();
+
+ //! returns next parseable token. Returns empty string if no token there
+ std::string GetNextToken();
+
+ //! reads header of dataobject including the opening brace.
+ //! returns false if error happened, and writes name of object
+ //! if there is one
+ void readHeadOfDataObject( std::string* poName = NULL);
+
+ //! checks for closing curly brace, throws exception if not there
+ void CheckForClosingBrace();
+
+ //! checks for one following semicolon, throws exception if not there
+ void CheckForSemicolon();
+
+ //! checks for a separator char, either a ',' or a ';'
+ void CheckForSeparator();
/// tests and possibly consumes a separator char, but does nothing if there was no separator
void TestForSeparator();
- //! reads a x file style string
- void GetNextTokenAsString( std::string& poString);
+ //! reads a x file style string
+ void GetNextTokenAsString( std::string& poString);
- void ReadUntilEndOfLine();
+ void ReadUntilEndOfLine();
- unsigned short ReadBinWord();
- unsigned int ReadBinDWord();
- unsigned int ReadInt();
- float ReadFloat();
- aiVector2D ReadVector2();
- aiVector3D ReadVector3();
- aiColor3D ReadRGB();
- aiColor4D ReadRGBA();
+ unsigned short ReadBinWord();
+ unsigned int ReadBinDWord();
+ unsigned int ReadInt();
+ float ReadFloat();
+ aiVector2D ReadVector2();
+ aiVector3D ReadVector3();
+ aiColor3D ReadRGB();
+ aiColor4D ReadRGBA();
- /** Throws an exception with a line number and the given text. */
- void ThrowException( const std::string& pText);
+ /** Throws an exception with a line number and the given text. */
+ void ThrowException( const std::string& pText);
- /** Filters the imported hierarchy for some degenerated cases that some exporters produce.
- * @param pData The sub-hierarchy to filter
- */
- void FilterHierarchy( XFile::Node* pNode);
+ /** Filters the imported hierarchy for some degenerated cases that some exporters produce.
+ * @param pData The sub-hierarchy to filter
+ */
+ void FilterHierarchy( XFile::Node* pNode);
protected:
- unsigned int mMajorVersion, mMinorVersion; ///< version numbers
- bool mIsBinaryFormat; ///< true if the file is in binary, false if it's in text form
- unsigned int mBinaryFloatSize; ///< float size, either 32 or 64 bits
- // counter for number arrays in binary format
- unsigned int mBinaryNumCount;
+ unsigned int mMajorVersion, mMinorVersion; ///< version numbers
+ bool mIsBinaryFormat; ///< true if the file is in binary, false if it's in text form
+ unsigned int mBinaryFloatSize; ///< float size, either 32 or 64 bits
+ // counter for number arrays in binary format
+ unsigned int mBinaryNumCount;
- const char* P;
- const char* End;
+ const char* P;
+ const char* End;
- /// Line number when reading in text format
- unsigned int mLineNumber;
+ /// Line number when reading in text format
+ unsigned int mLineNumber;
- /// Imported data
- XFile::Scene* mScene;
+ /// Imported data
+ XFile::Scene* mScene;
};
}
diff --git a/src/3rdparty/assimp/code/XGLLoader.cpp b/src/3rdparty/assimp/code/XGLLoader.cpp
new file mode 100644
index 000000000..c171fcc93
--- /dev/null
+++ b/src/3rdparty/assimp/code/XGLLoader.cpp
@@ -0,0 +1,944 @@
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
+conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+---------------------------------------------------------------------------
+*/
+
+/** @file Implementation of the XGL/ZGL importer class */
+
+#include "AssimpPCH.h"
+#ifndef ASSIMP_BUILD_NO_XGL_IMPORTER
+
+#include "XGLLoader.h"
+#include "ParsingUtils.h"
+#include "fast_atof.h"
+
+#include "StreamReader.h"
+#include "MemoryIOWrapper.h"
+
+using namespace Assimp;
+using namespace irr;
+using namespace irr::io;
+
+
+// zlib is needed for compressed XGL files
+#ifndef ASSIMP_BUILD_NO_COMPRESSED_XGL
+# ifdef ASSIMP_BUILD_NO_OWN_ZLIB
+# include <zlib.h>
+# else
+# include "../contrib/zlib/zlib.h"
+# endif
+#endif
+
+
+// scopeguard for a malloc'ed buffer
+struct free_it
+{
+ free_it(void* free) : free(free) {}
+ ~free_it() {
+ ::free(this->free);
+ }
+
+ void* free;
+};
+
+template<> const std::string LogFunctions<XGLImporter>::log_prefix = "XGL: ";
+
+static const aiImporterDesc desc = {
+ "XGL Importer",
+ "",
+ "",
+ "",
+ aiImporterFlags_SupportTextFlavour,
+ 0,
+ 0,
+ 0,
+ 0,
+ "xgl zgl"
+};
+
+
+// ------------------------------------------------------------------------------------------------
+// Constructor to be privately used by Importer
+XGLImporter::XGLImporter()
+{}
+
+// ------------------------------------------------------------------------------------------------
+// Destructor, private as well
+XGLImporter::~XGLImporter()
+{}
+
+// ------------------------------------------------------------------------------------------------
+// Returns whether the class can handle the format of the given file.
+bool XGLImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
+{
+ /* NOTE: A simple check for the file extension is not enough
+ * here. XGL and ZGL are ok, but xml is too generic
+ * and might be collada as well. So open the file and
+ * look for typical signal tokens.
+ */
+ const std::string extension = GetExtension(pFile);
+
+ if (extension == "xgl" || extension == "zgl") {
+ return true;
+ }
+ else if (extension == "xml" || checkSig) {
+ ai_assert(pIOHandler != NULL);
+
+ const char* tokens[] = {"<world>","<World>","<WORLD>"};
+ return SearchFileHeaderForToken(pIOHandler,pFile,tokens,3);
+ }
+ return false;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Get a list of all file extensions which are handled by this class
+const aiImporterDesc* XGLImporter::GetInfo () const
+{
+ return &desc;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Imports the given file into the given scene structure.
+void XGLImporter::InternReadFile( const std::string& pFile,
+ aiScene* pScene, IOSystem* pIOHandler)
+{
+#ifndef ASSIMP_BUILD_NO_COMPRESSED_XGL
+ Bytef* dest = NULL;
+ free_it free_it_really(dest);
+#endif
+
+ scene = pScene;
+ boost::shared_ptr<IOStream> stream( pIOHandler->Open( pFile, "rb"));
+
+ // check whether we can read from the file
+ if( stream.get() == NULL) {
+ throw DeadlyImportError( "Failed to open XGL/ZGL file " + pFile + "");
+ }
+
+ // see if its compressed, if so uncompress it
+ if (GetExtension(pFile) == "zgl") {
+#ifdef ASSIMP_BUILD_NO_COMPRESSED_XGL
+ ThrowException("Cannot read ZGL file since Assimp was built without compression support");
+#else
+ boost::scoped_ptr<StreamReaderLE> raw_reader(new StreamReaderLE(stream));
+
+ // build a zlib stream
+ z_stream zstream;
+ zstream.opaque = Z_NULL;
+ zstream.zalloc = Z_NULL;
+ zstream.zfree = Z_NULL;
+ zstream.data_type = Z_BINARY;
+
+ // raw decompression without a zlib or gzip header
+ inflateInit2(&zstream, -MAX_WBITS);
+
+ // skip two extra bytes, zgl files do carry a crc16 upfront (I think)
+ raw_reader->IncPtr(2);
+
+ zstream.next_in = reinterpret_cast<Bytef*>( raw_reader->GetPtr() );
+ zstream.avail_in = raw_reader->GetRemainingSize();
+
+ size_t total = 0l;
+
+ // and decompress the data .... do 1k chunks in the hope that we won't kill the stack
+ #define MYBLOCK 1024
+ Bytef block[MYBLOCK];
+ int ret;
+ do {
+ zstream.avail_out = MYBLOCK;
+ zstream.next_out = block;
+ ret = inflate(&zstream, Z_NO_FLUSH);
+
+ if (ret != Z_STREAM_END && ret != Z_OK) {
+ ThrowException("Failure decompressing this file using gzip, seemingly it is NOT a compressed .XGL file");
+ }
+ const size_t have = MYBLOCK - zstream.avail_out;
+ total += have;
+ dest = reinterpret_cast<Bytef*>( realloc(dest,total) );
+ memcpy(dest + total - have,block,have);
+ }
+ while (ret != Z_STREAM_END);
+
+ // terminate zlib
+ inflateEnd(&zstream);
+
+ // replace the input stream with a memory stream
+ stream.reset(new MemoryIOStream(reinterpret_cast<uint8_t*>(dest),total));
+#endif
+ }
+
+ // construct the irrXML parser
+ CIrrXML_IOStreamReader st(stream.get());
+ boost::scoped_ptr<IrrXMLReader> read( createIrrXMLReader((IFileReadCallBack*) &st) );
+ reader = read.get();
+
+ // parse the XML file
+ TempScope scope;
+
+ while (ReadElement()) {
+ if (!ASSIMP_stricmp(reader->getNodeName(),"world")) {
+ ReadWorld(scope);
+ }
+ }
+
+
+ std::vector<aiMesh*>& meshes = scope.meshes_linear;
+ std::vector<aiMaterial*>& materials = scope.materials_linear;
+ if(!meshes.size() || !materials.size()) {
+ ThrowException("failed to extract data from XGL file, no meshes loaded");
+ }
+
+ // copy meshes
+ scene->mNumMeshes = static_cast<unsigned int>(meshes.size());
+ scene->mMeshes = new aiMesh*[scene->mNumMeshes]();
+ std::copy(meshes.begin(),meshes.end(),scene->mMeshes);
+
+ // copy materials
+ scene->mNumMaterials = static_cast<unsigned int>(materials.size());
+ scene->mMaterials = new aiMaterial*[scene->mNumMaterials]();
+ std::copy(materials.begin(),materials.end(),scene->mMaterials);
+
+ if (scope.light) {
+ scene->mNumLights = 1;
+ scene->mLights = new aiLight*[1];
+ scene->mLights[0] = scope.light;
+
+ scope.light->mName = scene->mRootNode->mName;
+ }
+
+ scope.dismiss();
+}
+
+// ------------------------------------------------------------------------------------------------
+bool XGLImporter::ReadElement()
+{
+ while(reader->read()) {
+ if (reader->getNodeType() == EXN_ELEMENT) {
+ return true;
+ }
+ }
+ return false;
+}
+
+// ------------------------------------------------------------------------------------------------
+bool XGLImporter::ReadElementUpToClosing(const char* closetag)
+{
+ while(reader->read()) {
+ if (reader->getNodeType() == EXN_ELEMENT) {
+ return true;
+ }
+ else if (reader->getNodeType() == EXN_ELEMENT_END && !ASSIMP_stricmp(reader->getNodeName(),closetag)) {
+ return false;
+ }
+ }
+ LogError("unexpected EOF, expected closing <" + std::string(closetag) + "> tag");
+ return false;
+}
+
+// ------------------------------------------------------------------------------------------------
+bool XGLImporter::SkipToText()
+{
+ while(reader->read()) {
+ if (reader->getNodeType() == EXN_TEXT) {
+ return true;
+ }
+ else if (reader->getNodeType() == EXN_ELEMENT || reader->getNodeType() == EXN_ELEMENT_END) {
+ ThrowException("expected text contents but found another element (or element end)");
+ }
+ }
+ return false;
+}
+
+// ------------------------------------------------------------------------------------------------
+std::string XGLImporter::GetElementName()
+{
+ const char* s = reader->getNodeName();
+ size_t len = strlen(s);
+
+ std::string ret;
+ ret.resize(len);
+
+ std::transform(s,s+len,ret.begin(),::tolower);
+ return ret;
+}
+
+// ------------------------------------------------------------------------------------------------
+void XGLImporter::ReadWorld(TempScope& scope)
+{
+ while (ReadElementUpToClosing("world")) {
+ const std::string& s = GetElementName();
+ // XXX right now we'd skip <lighting> if it comes after
+ // <object> or <mesh>
+ if (s == "lighting") {
+ ReadLighting(scope);
+ }
+ else if (s == "object" || s == "mesh" || s == "mat") {
+ break;
+ }
+ }
+
+
+ aiNode* const nd = ReadObject(scope,true,"world");
+ if(!nd) {
+ ThrowException("failure reading <world>");
+ }
+ if(!nd->mName.length) {
+ nd->mName.Set("WORLD");
+ }
+
+ scene->mRootNode = nd;
+}
+
+// ------------------------------------------------------------------------------------------------
+void XGLImporter::ReadLighting(TempScope& scope)
+{
+ while (ReadElementUpToClosing("lighting")) {
+ const std::string& s = GetElementName();
+ if (s == "directionallight") {
+ scope.light = ReadDirectionalLight();
+ }
+ else if (s == "ambient") {
+ LogWarn("ignoring <ambient> tag");
+ }
+ else if (s == "spheremap") {
+ LogWarn("ignoring <spheremap> tag");
+ }
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+aiLight* XGLImporter::ReadDirectionalLight()
+{
+ ScopeGuard<aiLight> l(new aiLight());
+ l->mType = aiLightSource_DIRECTIONAL;
+
+ while (ReadElementUpToClosing("directionallight")) {
+ const std::string& s = GetElementName();
+ if (s == "direction") {
+ l->mDirection = ReadVec3();
+ }
+ else if (s == "diffuse") {
+ l->mColorDiffuse = ReadCol3();
+ }
+ else if (s == "specular") {
+ l->mColorSpecular = ReadCol3();
+ }
+ }
+ return l.dismiss();
+}
+
+// ------------------------------------------------------------------------------------------------
+aiNode* XGLImporter::ReadObject(TempScope& scope, bool skipFirst, const char* closetag)
+{
+ ScopeGuard<aiNode> nd(new aiNode());
+ std::vector<aiNode*> children;
+ std::vector<unsigned int> meshes;
+
+ try {
+ while (skipFirst || ReadElementUpToClosing(closetag)) {
+ skipFirst = false;
+
+ const std::string& s = GetElementName();
+ if (s == "mesh") {
+ const size_t prev = scope.meshes_linear.size();
+ if(ReadMesh(scope)) {
+ const size_t newc = scope.meshes_linear.size();
+ for(size_t i = 0; i < newc-prev; ++i) {
+ meshes.push_back(static_cast<unsigned int>(i+prev));
+ }
+ }
+ }
+ else if (s == "mat") {
+ ReadMaterial(scope);
+ }
+ else if (s == "object") {
+ children.push_back(ReadObject(scope));
+ }
+ else if (s == "objectref") {
+ // XXX
+ }
+ else if (s == "meshref") {
+ const int id = ReadIndexFromText();
+
+ std::multimap<unsigned int, aiMesh*>::iterator it = scope.meshes.find(id), end = scope.meshes.end();
+ if (it == end) {
+ ThrowException("<meshref> index out of range");
+ }
+
+ for(; it != end && (*it).first == id; ++it) {
+ // ok, this is n^2 and should get optimized one day
+ aiMesh* const m = (*it).second;
+
+ unsigned int i = 0, mcount = static_cast<unsigned int>(scope.meshes_linear.size());
+ for(; i < mcount; ++i) {
+ if (scope.meshes_linear[i] == m) {
+ meshes.push_back(i);
+ break;
+ }
+ }
+
+ ai_assert(i < mcount);
+ }
+ }
+ else if (s == "transform") {
+ nd->mTransformation = ReadTrafo();
+ }
+ }
+
+ } catch(...) {
+ BOOST_FOREACH(aiNode* ch, children) {
+ delete ch;
+ }
+ throw;
+ }
+
+ // link meshes to node
+ nd->mNumMeshes = static_cast<unsigned int>(meshes.size());
+ if (nd->mNumMeshes) {
+ nd->mMeshes = new unsigned int[nd->mNumMeshes]();
+ for(unsigned int i = 0; i < nd->mNumMeshes; ++i) {
+ nd->mMeshes[i] = meshes[i];
+ }
+ }
+
+ // link children to parent
+ nd->mNumChildren = static_cast<unsigned int>(children.size());
+ if (nd->mNumChildren) {
+ nd->mChildren = new aiNode*[nd->mNumChildren]();
+ for(unsigned int i = 0; i < nd->mNumChildren; ++i) {
+ nd->mChildren[i] = children[i];
+ children[i]->mParent = nd;
+ }
+ }
+
+ return nd.dismiss();
+}
+
+// ------------------------------------------------------------------------------------------------
+aiMatrix4x4 XGLImporter::ReadTrafo()
+{
+ aiVector3D forward, up, right, position;
+ float scale = 1.0f;
+
+ while (ReadElementUpToClosing("transform")) {
+ const std::string& s = GetElementName();
+ if (s == "forward") {
+ forward = ReadVec3();
+ }
+ else if (s == "up") {
+ up = ReadVec3();
+ }
+ else if (s == "position") {
+ position = ReadVec3();
+ }
+ if (s == "scale") {
+ scale = ReadFloat();
+ if(scale < 0.f) {
+ // this is wrong, but we can leave the value and pass it to the caller
+ LogError("found negative scaling in <transform>, ignoring");
+ }
+ }
+ }
+
+ aiMatrix4x4 m;
+ if(forward.SquareLength() < 1e-4 || up.SquareLength() < 1e-4) {
+ LogError("A direction vector in <transform> is zero, ignoring trafo");
+ return m;
+ }
+
+ forward.Normalize();
+ up.Normalize();
+
+ right = forward ^ up;
+ if (fabs(up * forward) > 1e-4) {
+ // this is definitely wrong - a degenerate coordinate space ruins everything
+ // so subtitute identity transform.
+ LogError("<forward> and <up> vectors in <transform> are skewing, ignoring trafo");
+ return m;
+ }
+
+ right *= scale;
+ up *= scale;
+ forward *= scale;
+
+ m.a1 = right.x;
+ m.b1 = right.y;
+ m.c1 = right.z;
+
+ m.a2 = up.x;
+ m.b2 = up.y;
+ m.c2 = up.z;
+
+ m.a3 = forward.x;
+ m.b3 = forward.y;
+ m.c3 = forward.z;
+
+ m.a4 = position.x;
+ m.b4 = position.y;
+ m.c4 = position.z;
+
+ return m;
+}
+
+// ------------------------------------------------------------------------------------------------
+aiMesh* XGLImporter::ToOutputMesh(const TempMaterialMesh& m)
+{
+ ScopeGuard<aiMesh> mesh(new aiMesh());
+
+ mesh->mNumVertices = static_cast<unsigned int>(m.positions.size());
+ mesh->mVertices = new aiVector3D[mesh->mNumVertices];
+ std::copy(m.positions.begin(),m.positions.end(),mesh->mVertices);
+
+ if(m.normals.size()) {
+ mesh->mNormals = new aiVector3D[mesh->mNumVertices];
+ std::copy(m.normals.begin(),m.normals.end(),mesh->mNormals);
+ }
+
+ if(m.uvs.size()) {
+ mesh->mNumUVComponents[0] = 2;
+ mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices];
+
+ for(unsigned int i = 0; i < mesh->mNumVertices; ++i) {
+ mesh->mTextureCoords[0][i] = aiVector3D(m.uvs[i].x,m.uvs[i].y,0.f);
+ }
+ }
+
+ mesh->mNumFaces = static_cast<unsigned int>(m.vcounts.size());
+ mesh->mFaces = new aiFace[m.vcounts.size()];
+
+ unsigned int idx = 0;
+ for(unsigned int i = 0; i < mesh->mNumFaces; ++i) {
+ aiFace& f = mesh->mFaces[i];
+ f.mNumIndices = m.vcounts[i];
+ f.mIndices = new unsigned int[f.mNumIndices];
+ for(unsigned int c = 0; c < f.mNumIndices; ++c) {
+ f.mIndices[c] = idx++;
+ }
+ }
+
+ ai_assert(idx == mesh->mNumVertices);
+
+ mesh->mPrimitiveTypes = m.pflags;
+ mesh->mMaterialIndex = m.matid;
+ return mesh.dismiss();
+}
+
+// ------------------------------------------------------------------------------------------------
+bool XGLImporter::ReadMesh(TempScope& scope)
+{
+ TempMesh t;
+
+ std::map<unsigned int, TempMaterialMesh> bymat;
+ const unsigned int mesh_id = ReadIDAttr();
+
+ while (ReadElementUpToClosing("mesh")) {
+ const std::string& s = GetElementName();
+
+ if (s == "mat") {
+ ReadMaterial(scope);
+ }
+ else if (s == "p") {
+ if (!reader->getAttributeValue("ID")) {
+ LogWarn("no ID attribute on <p>, ignoring");
+ }
+ else {
+ int id = reader->getAttributeValueAsInt("ID");
+ t.points[id] = ReadVec3();
+ }
+ }
+ else if (s == "n") {
+ if (!reader->getAttributeValue("ID")) {
+ LogWarn("no ID attribute on <n>, ignoring");
+ }
+ else {
+ int id = reader->getAttributeValueAsInt("ID");
+ t.normals[id] = ReadVec3();
+ }
+ }
+ else if (s == "tc") {
+ if (!reader->getAttributeValue("ID")) {
+ LogWarn("no ID attribute on <tc>, ignoring");
+ }
+ else {
+ int id = reader->getAttributeValueAsInt("ID");
+ t.uvs[id] = ReadVec2();
+ }
+ }
+ else if (s == "f" || s == "l" || s == "p") {
+ const unsigned int vcount = s == "f" ? 3 : (s == "l" ? 2 : 1);
+
+ unsigned int mid = ~0u;
+ TempFace tf[3];
+ bool has[3] = {0};
+
+ while (ReadElementUpToClosing(s.c_str())) {
+ const std::string& s = GetElementName();
+ if (s == "fv1" || s == "lv1" || s == "pv1") {
+ ReadFaceVertex(t,tf[0]);
+ has[0] = true;
+ }
+ else if (s == "fv2" || s == "lv2") {
+ ReadFaceVertex(t,tf[1]);
+ has[1] = true;
+ }
+ else if (s == "fv3") {
+ ReadFaceVertex(t,tf[2]);
+ has[2] = true;
+ }
+ else if (s == "mat") {
+ if (mid != ~0u) {
+ LogWarn("only one material tag allowed per <f>");
+ }
+ mid = ResolveMaterialRef(scope);
+ }
+ else if (s == "matref") {
+ if (mid != ~0u) {
+ LogWarn("only one material tag allowed per <f>");
+ }
+ mid = ResolveMaterialRef(scope);
+ }
+ }
+
+ if (mid == ~0u) {
+ ThrowException("missing material index");
+ }
+
+ bool nor = false;
+ bool uv = false;
+ for(unsigned int i = 0; i < vcount; ++i) {
+ if (!has[i]) {
+ ThrowException("missing face vertex data");
+ }
+
+ nor = nor || tf[i].has_normal;
+ uv = uv || tf[i].has_uv;
+ }
+
+ if (mid >= (1<<30)) {
+ LogWarn("material indices exhausted, this may cause errors in the output");
+ }
+ unsigned int meshId = mid | ((nor?1:0)<<31) | ((uv?1:0)<<30);
+
+ TempMaterialMesh& mesh = bymat[meshId];
+ mesh.matid = mid;
+
+ for(unsigned int i = 0; i < vcount; ++i) {
+ mesh.positions.push_back(tf[i].pos);
+ if(nor) {
+ mesh.normals.push_back(tf[i].normal);
+ }
+ if(uv) {
+ mesh.uvs.push_back(tf[i].uv);
+ }
+
+ mesh.pflags |= 1 << (vcount-1);
+ }
+
+ mesh.vcounts.push_back(vcount);
+ }
+ }
+
+ // finally extract output meshes and add them to the scope
+ typedef std::pair<unsigned int, TempMaterialMesh> pairt;
+ BOOST_FOREACH(const pairt& p, bymat) {
+ aiMesh* const m = ToOutputMesh(p.second);
+ scope.meshes_linear.push_back(m);
+
+ // if this is a definition, keep it on the stack
+ if(mesh_id != ~0u) {
+ scope.meshes.insert(std::pair<unsigned int, aiMesh*>(mesh_id,m));
+ }
+ }
+
+ // no id == not a reference, insert this mesh right *here*
+ return mesh_id == ~0u;
+}
+
+// ----------------------------------------------------------------------------------------------
+unsigned int XGLImporter::ResolveMaterialRef(TempScope& scope)
+{
+ const std::string& s = GetElementName();
+ if (s == "mat") {
+ ReadMaterial(scope);
+ return scope.materials_linear.size()-1;
+ }
+
+ const int id = ReadIndexFromText();
+
+ std::map<unsigned int, aiMaterial*>::iterator it = scope.materials.find(id), end = scope.materials.end();
+ if (it == end) {
+ ThrowException("<matref> index out of range");
+ }
+
+ // ok, this is n^2 and should get optimized one day
+ aiMaterial* const m = (*it).second;
+
+ unsigned int i = 0, mcount = static_cast<unsigned int>(scope.materials_linear.size());
+ for(; i < mcount; ++i) {
+ if (scope.materials_linear[i] == m) {
+ return i;
+ }
+ }
+
+ ai_assert(false);
+ return 0;
+}
+
+// ------------------------------------------------------------------------------------------------
+void XGLImporter::ReadMaterial(TempScope& scope)
+{
+ const unsigned int mat_id = ReadIDAttr();
+
+ ScopeGuard<aiMaterial> mat(new aiMaterial());
+ while (ReadElementUpToClosing("mat")) {
+ const std::string& s = GetElementName();
+ if (s == "amb") {
+ const aiColor3D c = ReadCol3();
+ mat->AddProperty(&c,1,AI_MATKEY_COLOR_AMBIENT);
+ }
+ else if (s == "diff") {
+ const aiColor3D c = ReadCol3();
+ mat->AddProperty(&c,1,AI_MATKEY_COLOR_DIFFUSE);
+ }
+ else if (s == "spec") {
+ const aiColor3D c = ReadCol3();
+ mat->AddProperty(&c,1,AI_MATKEY_COLOR_SPECULAR);
+ }
+ else if (s == "emiss") {
+ const aiColor3D c = ReadCol3();
+ mat->AddProperty(&c,1,AI_MATKEY_COLOR_EMISSIVE);
+ }
+ else if (s == "alpha") {
+ const float f = ReadFloat();
+ mat->AddProperty(&f,1,AI_MATKEY_OPACITY);
+ }
+ else if (s == "shine") {
+ const float f = ReadFloat();
+ mat->AddProperty(&f,1,AI_MATKEY_SHININESS);
+ }
+ }
+
+ scope.materials[mat_id] = mat;
+ scope.materials_linear.push_back(mat.dismiss());
+}
+
+
+// ----------------------------------------------------------------------------------------------
+void XGLImporter::ReadFaceVertex(const TempMesh& t, TempFace& out)
+{
+ const std::string& end = GetElementName();
+
+ bool havep = false;
+ while (ReadElementUpToClosing(end.c_str())) {
+ const std::string& s = GetElementName();
+ if (s == "pref") {
+ const unsigned int id = ReadIndexFromText();
+ std::map<unsigned int, aiVector3D>::const_iterator it = t.points.find(id);
+ if (it == t.points.end()) {
+ ThrowException("point index out of range");
+ }
+
+ out.pos = (*it).second;
+ havep = true;
+ }
+ else if (s == "nref") {
+ const unsigned int id = ReadIndexFromText();
+ std::map<unsigned int, aiVector3D>::const_iterator it = t.normals.find(id);
+ if (it == t.normals.end()) {
+ ThrowException("normal index out of range");
+ }
+
+ out.normal = (*it).second;
+ out.has_normal = true;
+ }
+ else if (s == "tcref") {
+ const unsigned int id = ReadIndexFromText();
+ std::map<unsigned int, aiVector2D>::const_iterator it = t.uvs.find(id);
+ if (it == t.uvs.end()) {
+ ThrowException("uv index out of range");
+ }
+
+ out.uv = (*it).second;
+ out.has_uv = true;
+ }
+ else if (s == "p") {
+ out.pos = ReadVec3();
+ }
+ else if (s == "n") {
+ out.normal = ReadVec3();
+ }
+ else if (s == "tc") {
+ out.uv = ReadVec2();
+ }
+ }
+
+ if (!havep) {
+ ThrowException("missing <pref> in <fvN> element");
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+unsigned int XGLImporter::ReadIDAttr()
+{
+ for(int i = 0, e = reader->getAttributeCount(); i < e; ++i) {
+
+ if(!ASSIMP_stricmp(reader->getAttributeName(i),"id")) {
+ return reader->getAttributeValueAsInt(i);
+ }
+ }
+ return ~0u;
+}
+
+// ------------------------------------------------------------------------------------------------
+float XGLImporter::ReadFloat()
+{
+ if(!SkipToText()) {
+ LogError("unexpected EOF reading float element contents");
+ return 0.f;
+ }
+ const char* s = reader->getNodeData(), *se;
+
+ if(!SkipSpaces(&s)) {
+ LogError("unexpected EOL, failed to parse float");
+ return 0.f;
+ }
+
+ float t;
+ se = fast_atoreal_move(s,t);
+
+ if (se == s) {
+ LogError("failed to read float text");
+ return 0.f;
+ }
+
+ return t;
+}
+
+// ------------------------------------------------------------------------------------------------
+unsigned int XGLImporter::ReadIndexFromText()
+{
+ if(!SkipToText()) {
+ LogError("unexpected EOF reading index element contents");
+ return ~0u;
+ }
+ const char* s = reader->getNodeData(), *se;
+ if(!SkipSpaces(&s)) {
+ LogError("unexpected EOL, failed to parse index element");
+ return ~0u;
+ }
+
+ const unsigned int t = strtoul10(s,&se);
+
+ if (se == s) {
+ LogError("failed to read index");
+ return ~0u;
+ }
+
+ return t;
+}
+
+// ------------------------------------------------------------------------------------------------
+aiVector2D XGLImporter::ReadVec2()
+{
+ aiVector2D vec;
+
+ if(!SkipToText()) {
+ LogError("unexpected EOF reading vec2 contents");
+ return vec;
+ }
+ const char* s = reader->getNodeData();
+
+ for(int i = 0; i < 2; ++i) {
+ if(!SkipSpaces(&s)) {
+ LogError("unexpected EOL, failed to parse vec2");
+ return vec;
+ }
+ vec[i] = fast_atof(&s);
+
+ SkipSpaces(&s);
+ if (i != 1 && *s != ',') {
+ LogError("expected comma, failed to parse vec2");
+ return vec;
+ }
+ ++s;
+ }
+
+ return vec;
+}
+
+// ------------------------------------------------------------------------------------------------
+aiVector3D XGLImporter::ReadVec3()
+{
+ aiVector3D vec;
+
+ if(!SkipToText()) {
+ LogError("unexpected EOF reading vec3 contents");
+ return vec;
+ }
+ const char* s = reader->getNodeData();
+
+ for(int i = 0; i < 3; ++i) {
+ if(!SkipSpaces(&s)) {
+ LogError("unexpected EOL, failed to parse vec3");
+ return vec;
+ }
+ vec[i] = fast_atof(&s);
+
+ SkipSpaces(&s);
+ if (i != 2 && *s != ',') {
+ LogError("expected comma, failed to parse vec3");
+ return vec;
+ }
+ ++s;
+ }
+
+ return vec;
+}
+
+// ------------------------------------------------------------------------------------------------
+aiColor3D XGLImporter::ReadCol3()
+{
+ const aiVector3D& v = ReadVec3();
+ if (v.x < 0.f || v.x > 1.0f || v.y < 0.f || v.y > 1.0f || v.z < 0.f || v.z > 1.0f) {
+ LogWarn("color values out of range, ignoring");
+ }
+ return aiColor3D(v.x,v.y,v.z);
+}
+
+#endif
diff --git a/src/3rdparty/assimp/code/XGLLoader.h b/src/3rdparty/assimp/code/XGLLoader.h
new file mode 100644
index 000000000..c7d18d43b
--- /dev/null
+++ b/src/3rdparty/assimp/code/XGLLoader.h
@@ -0,0 +1,199 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+/** @file XGLLoader.h
+ * @brief Declaration of the .xgl/.zgl
+ */
+#ifndef AI_XGLLOADER_H_INCLUDED
+#define AI_XGLLOADER_H_INCLUDED
+
+#include "BaseImporter.h"
+#include "irrXMLWrapper.h"
+#include "LogAux.h"
+
+namespace Assimp {
+
+// ---------------------------------------------------------------------------
+/** XGL/ZGL importer.
+ *
+ * Spec: http://vizstream.aveva.com/release/vsplatform/XGLSpec.htm
+ */
+class XGLImporter : public BaseImporter, public LogFunctions<XGLImporter>
+{
+public:
+
+ XGLImporter();
+ ~XGLImporter();
+
+
+public:
+
+ // -------------------------------------------------------------------
+ /** Returns whether the class can handle the format of the given file.
+ * See BaseImporter::CanRead() for details. */
+ bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
+ bool checkSig) const;
+
+protected:
+
+ // -------------------------------------------------------------------
+ /** Return importer meta information.
+ * See #BaseImporter::GetInfo for the details */
+ const aiImporterDesc* GetInfo () const;
+
+ // -------------------------------------------------------------------
+ /** Imports the given file into the given scene structure.
+ * See BaseImporter::InternReadFile() for details */
+ void InternReadFile( const std::string& pFile, aiScene* pScene,
+ IOSystem* pIOHandler);
+
+private:
+
+ struct TempScope
+ {
+ TempScope()
+ : light()
+ {}
+
+ ~TempScope()
+ {
+ BOOST_FOREACH(aiMesh* m, meshes_linear) {
+ delete m;
+ }
+
+ BOOST_FOREACH(aiMaterial* m, materials_linear) {
+ delete m;
+ }
+
+ delete light;
+ }
+
+ void dismiss() {
+ light = NULL;
+ meshes_linear.clear();
+ materials_linear.clear();
+ meshes.clear();
+ materials.clear();
+ }
+
+ std::multimap<unsigned int, aiMesh*> meshes;
+ std::map<unsigned int, aiMaterial*> materials;
+
+ std::vector<aiMesh*> meshes_linear;
+ std::vector<aiMaterial*> materials_linear;
+
+ aiLight* light;
+ };
+
+ struct TempMesh
+ {
+ std::map<unsigned int, aiVector3D> points;
+ std::map<unsigned int, aiVector3D> normals;
+ std::map<unsigned int, aiVector2D> uvs;
+ };
+
+ struct TempMaterialMesh
+ {
+ TempMaterialMesh()
+ : pflags()
+ , matid()
+ {}
+
+ std::vector<aiVector3D> positions, normals;
+ std::vector<aiVector2D> uvs;
+
+ std::vector<unsigned int> vcounts;
+ unsigned int pflags;
+ unsigned int matid;
+ };
+
+ struct TempFace
+ {
+ TempFace()
+ : has_uv()
+ , has_normal()
+ {}
+
+ aiVector3D pos;
+ aiVector3D normal;
+ aiVector2D uv;
+ bool has_uv;
+ bool has_normal;
+ };
+
+private:
+
+ void Cleanup();
+
+ std::string GetElementName();
+ bool ReadElement();
+ bool ReadElementUpToClosing(const char* closetag);
+ bool SkipToText();
+ unsigned int ReadIDAttr();
+
+ void ReadWorld(TempScope& scope);
+ void ReadLighting(TempScope& scope);
+ aiLight* ReadDirectionalLight();
+ aiNode* ReadObject(TempScope& scope,bool skipFirst = false,const char* closetag = "object");
+ bool ReadMesh(TempScope& scope);
+ void ReadMaterial(TempScope& scope);
+ aiVector2D ReadVec2();
+ aiVector3D ReadVec3();
+ aiColor3D ReadCol3();
+ aiMatrix4x4 ReadTrafo();
+ unsigned int ReadIndexFromText();
+ float ReadFloat();
+
+ aiMesh* ToOutputMesh(const TempMaterialMesh& m);
+ void ReadFaceVertex(const TempMesh& t, TempFace& out);
+ unsigned int ResolveMaterialRef(TempScope& scope);
+
+private:
+
+
+private:
+
+ irr::io::IrrXMLReader* reader;
+ aiScene* scene;
+};
+
+} // end of namespace Assimp
+
+#endif // AI_IRRMESHIMPORTER_H_INC
diff --git a/src/3rdparty/assimp/code/assbin_chunks.h b/src/3rdparty/assimp/code/assbin_chunks.h
index 342b7879c..9a2333700 100644
--- a/src/3rdparty/assimp/code/assbin_chunks.h
+++ b/src/3rdparty/assimp/code/assbin_chunks.h
@@ -5,7 +5,7 @@
#define ASSBIN_VERSION_MAJOR 1
#define ASSBIN_VERSION_MINOR 0
-/**
+/**
@page assfile .ASS File formats
@section over Overview
@@ -21,7 +21,7 @@ the 'aiScene' data structure returned by the APIs. The focus for the binary form
(<tt>.assbin</tt>) is fast loading. Optional deflate compression helps reduce file size. The XML
flavour, <tt>.assxml</tt> or simply .xml, is just a plain-to-xml conversion of aiScene.
-ASSBIN is Assimp's binary interchange format. assimp_cmd (<tt>&lt;root&gt;/tools/assimp_cmd</tt>) is able to
+ASSBIN is Assimp's binary interchange format. assimp_cmd (<tt>&lt;root&gt;/tools/assimp_cmd</tt>) is able to
write it and the core library provides a loader for it.
@section assxml XML File format
@@ -56,52 +56,52 @@ in <tt>&lt;root&gt;/tools/assimp_cmd/WriteDumb.cpp</tt> (yes, the 'b' is no typo
2. Definitions:
-------------------------------------------------------------------------------
-integer is four bytes wide, stored in little-endian byte order.
-short is two bytes wide, stored in little-endian byte order.
-byte is a single byte.
+integer is four bytes wide, stored in little-endian byte order.
+short is two bytes wide, stored in little-endian byte order.
+byte is a single byte.
string is an integer n followed by n UTF-8 characters, not terminated by zero
-float is an IEEE 754 single-precision floating-point value
-double is an IEEE 754 double-precision floating-point value
+float is an IEEE 754 single-precision floating-point value
+double is an IEEE 754 double-precision floating-point value
t[n] is an array of n elements of type t
-------------------------------------------------------------------------------
2. Header:
-------------------------------------------------------------------------------
-byte[44] Magic identification string for ASSBIN files.
+byte[44] Magic identification string for ASSBIN files.
'ASSIMP.binary'
-integer Major version of the Assimp library which wrote the file
-integer Minor version of the Assimp library which wrote the file
+integer Major version of the Assimp library which wrote the file
+integer Minor version of the Assimp library which wrote the file
match these against ASSBIN_VERSION_MAJOR and ASSBIN_VERSION_MINOR
-integer SVN revision of the Assimp library (intended for our internal
+integer SVN revision of the Assimp library (intended for our internal
debugging - if you write Ass files from your own APPs, set this value to 0.
-integer Assimp compile flags
+integer Assimp compile flags
-short 0 for normal files, 1 for shortened dumps for regression tests
+short 0 for normal files, 1 for shortened dumps for regression tests
these should have the file extension assbin.regress
short 1 if the data after the header is compressed with the DEFLATE algorithm,
0 for uncompressed files.
For compressed files, the first integer after the header is
always the uncompressed data size
+
+byte[256] Zero-terminated source file name, UTF-8
+byte[128] Zero-terminated command line parameters passed to assimp_cmd, UTF-8
-byte[256] Zero-terminated source file name, UTF-8
-byte[128] Zero-terminated command line parameters passed to assimp_cmd, UTF-8
-
-byte[64] Reserved for future use
+byte[64] Reserved for future use
---> Total length: 512 bytes
-------------------------------------------------------------------------------
3. Chunks:
-------------------------------------------------------------------------------
-integer Magic chunk ID (ASSBIN_CHUNK_XXX)
-integer Chunk data length, in bytes
+integer Magic chunk ID (ASSBIN_CHUNK_XXX)
+integer Chunk data length, in bytes
(unknown chunks are possible, a good reader skips over them)
-byte[n] length-of-chunk bytes of data, depending on the chunk type
+byte[n] length-of-chunk bytes of data, depending on the chunk type
Chunks can contain nested chunks. Nested chunks are ALWAYS at the end of the chunk,
their size is included in length-of-chunk.
@@ -109,23 +109,23 @@ their size is included in length-of-chunk.
The chunk layout for all ASSIMP data structures is derived from their C declarations.
The general 'rule' to get from Assimp headers to the serialized layout is:
- 1. POD members (i.e. aiMesh::mPrimitiveTypes, aiMesh::mNumVertices),
+ 1. POD members (i.e. aiMesh::mPrimitiveTypes, aiMesh::mNumVertices),
in order of declaration.
- 2. Array-members (aiMesh::mFaces, aiMesh::mVertices, aiBone::mWeights),
+ 2. Array-members (aiMesh::mFaces, aiMesh::mVertices, aiBone::mWeights),
in order of declaration.
- 2. Object array members (i.e aiMesh::mBones, aiScene::mMeshes) are stored in
+ 2. Object array members (i.e aiMesh::mBones, aiScene::mMeshes) are stored in
subchunks directly following the data written in 1.) and 2.)
- Of course, there are some exceptions to this general order:
+ Of course, there are some exceptions to this general order:
[[aiScene]]
- The root node holding the scene structure is naturally stored in
- a ASSBIN_CHUNK_AINODE subchunk following 1.) and 2.) (which is
- empty for aiScene).
+ a ASSBIN_CHUNK_AINODE subchunk following 1.) and 2.) (which is
+ empty for aiScene).
[[aiMesh]]
@@ -135,16 +135,16 @@ The general 'rule' to get from Assimp headers to the serialized layout is:
integer mNumUVComponents[n]
float mTextureCoords[n][mNumUVComponents[n]]
- -> more than AI_MAX_TEXCOORD_CHANNELS can be stored. This allows Assimp
- builds with different settings for AI_MAX_TEXCOORD_CHANNELS to exchange
- data. Unlike the in-memory format, only the used components of the
- UV coordinates are written to disk. If mNumUVComponents[0] is 1, the
- corresponding mTextureCoords array consists of mNumTextureCoords*1
- single floats.
+ -> more than AI_MAX_TEXCOORD_CHANNELS can be stored. This allows Assimp
+ builds with different settings for AI_MAX_TEXCOORD_CHANNELS to exchange
+ data. Unlike the in-memory format, only the used components of the
+ UV coordinates are written to disk. If mNumUVComponents[0] is 1, the
+ corresponding mTextureCoords array consists of mNumTextureCoords*1
+ single floats.
- - The array member block of aiMesh is prefixed with an integer that specifies
- the kinds of vertex components actually present in the mesh. This is a
- bitwise combination of the ASSBIN_MESH_HAS_xxx constants.
+ - The array member block of aiMesh is prefixed with an integer that specifies
+ the kinds of vertex components actually present in the mesh. This is a
+ bitwise combination of the ASSBIN_MESH_HAS_xxx constants.
[[aiFace]]
@@ -153,7 +153,7 @@ The general 'rule' to get from Assimp headers to the serialized layout is:
[[aiNode]]
- - mParent is ommitted
+ - mParent is omitted
[[aiLight]]
@@ -162,7 +162,7 @@ The general 'rule' to get from Assimp headers to the serialized layout is:
[[aiMaterial]]
- - mNumAllocated is ommitted, for obvious reasons :-)
+ - mNumAllocated is omitted, for obvious reasons :-)
@endverbatim*/
@@ -171,26 +171,26 @@ The general 'rule' to get from Assimp headers to the serialized layout is:
#define ASSBIN_HEADER_LENGTH 512
// these are the magic chunk identifiers for the binary ASS file format
-#define ASSBIN_CHUNK_AICAMERA 0x1234
-#define ASSBIN_CHUNK_AILIGHT 0x1235
-#define ASSBIN_CHUNK_AITEXTURE 0x1236
-#define ASSBIN_CHUNK_AIMESH 0x1237
-#define ASSBIN_CHUNK_AINODEANIM 0x1238
-#define ASSBIN_CHUNK_AISCENE 0x1239
-#define ASSBIN_CHUNK_AIBONE 0x123a
-#define ASSBIN_CHUNK_AIANIMATION 0x123b
-#define ASSBIN_CHUNK_AINODE 0x123c
-#define ASSBIN_CHUNK_AIMATERIAL 0x123d
-#define ASSBIN_CHUNK_AIMATERIALPROPERTY 0x123e
-
-#define ASSBIN_MESH_HAS_POSITIONS 0x1
-#define ASSBIN_MESH_HAS_NORMALS 0x2
-#define ASSBIN_MESH_HAS_TANGENTS_AND_BITANGENTS 0x4
-#define ASSBIN_MESH_HAS_TEXCOORD_BASE 0x100
-#define ASSBIN_MESH_HAS_COLOR_BASE 0x10000
-
-#define ASSBIN_MESH_HAS_TEXCOORD(n) (ASSBIN_MESH_HAS_TEXCOORD_BASE << n)
-#define ASSBIN_MESH_HAS_COLOR(n) (ASSBIN_MESH_HAS_COLOR_BASE << n)
+#define ASSBIN_CHUNK_AICAMERA 0x1234
+#define ASSBIN_CHUNK_AILIGHT 0x1235
+#define ASSBIN_CHUNK_AITEXTURE 0x1236
+#define ASSBIN_CHUNK_AIMESH 0x1237
+#define ASSBIN_CHUNK_AINODEANIM 0x1238
+#define ASSBIN_CHUNK_AISCENE 0x1239
+#define ASSBIN_CHUNK_AIBONE 0x123a
+#define ASSBIN_CHUNK_AIANIMATION 0x123b
+#define ASSBIN_CHUNK_AINODE 0x123c
+#define ASSBIN_CHUNK_AIMATERIAL 0x123d
+#define ASSBIN_CHUNK_AIMATERIALPROPERTY 0x123e
+
+#define ASSBIN_MESH_HAS_POSITIONS 0x1
+#define ASSBIN_MESH_HAS_NORMALS 0x2
+#define ASSBIN_MESH_HAS_TANGENTS_AND_BITANGENTS 0x4
+#define ASSBIN_MESH_HAS_TEXCOORD_BASE 0x100
+#define ASSBIN_MESH_HAS_COLOR_BASE 0x10000
+
+#define ASSBIN_MESH_HAS_TEXCOORD(n) (ASSBIN_MESH_HAS_TEXCOORD_BASE << n)
+#define ASSBIN_MESH_HAS_COLOR(n) (ASSBIN_MESH_HAS_COLOR_BASE << n)
#endif // INCLUDED_ASSBIN_CHUNKS_H
diff --git a/src/3rdparty/assimp/code/fast_atof.h b/src/3rdparty/assimp/code/fast_atof.h
index a584efb70..c9ef1ffd6 100644
--- a/src/3rdparty/assimp/code/fast_atof.h
+++ b/src/3rdparty/assimp/code/fast_atof.h
@@ -7,7 +7,7 @@
// Adapted to the ASSIMP library because the builtin atof indeed takes AGES to parse a
// float inside a large string. Before parsing, it does a strlen on the given point.
// Changes:
-// 22nd October 08 (Aramis_acg): Added temporary cast to double, added strtol10_64
+// 22nd October 08 (Aramis_acg): Added temporary cast to double, added strtoul10_64
// to ensure long numbers are handled correctly
// ------------------------------------------------------------------------------------
@@ -20,139 +20,138 @@
namespace Assimp
{
-const float fast_atof_table[16] = { // we write [16] here instead of [] to work around a swig bug
- 0.f,
- 0.1f,
- 0.01f,
- 0.001f,
- 0.0001f,
- 0.00001f,
- 0.000001f,
- 0.0000001f,
- 0.00000001f,
- 0.000000001f,
- 0.0000000001f,
- 0.00000000001f,
- 0.000000000001f,
- 0.0000000000001f,
- 0.00000000000001f,
- 0.000000000000001f
+const float fast_atof_table[16] = { // we write [16] here instead of [] to work around a swig bug
+ 0.f,
+ 0.1f,
+ 0.01f,
+ 0.001f,
+ 0.0001f,
+ 0.00001f,
+ 0.000001f,
+ 0.0000001f,
+ 0.00000001f,
+ 0.000000001f,
+ 0.0000000001f,
+ 0.00000000001f,
+ 0.000000000001f,
+ 0.0000000000001f,
+ 0.00000000000001f,
+ 0.000000000000001f
};
// ------------------------------------------------------------------------------------
// Convert a string in decimal format to a number
// ------------------------------------------------------------------------------------
-inline unsigned int strtol10( const char* in, const char** out=0)
+inline unsigned int strtoul10( const char* in, const char** out=0)
{
- unsigned int value = 0;
-
- bool running = true;
- while ( running )
- {
- if ( *in < '0' || *in > '9' )
- break;
-
- value = ( value * 10 ) + ( *in - '0' );
- ++in;
- }
- if (out)*out = in;
- return value;
+ unsigned int value = 0;
+
+ bool running = true;
+ while ( running )
+ {
+ if ( *in < '0' || *in > '9' )
+ break;
+
+ value = ( value * 10 ) + ( *in - '0' );
+ ++in;
+ }
+ if (out)*out = in;
+ return value;
}
// ------------------------------------------------------------------------------------
// Convert a string in octal format to a number
// ------------------------------------------------------------------------------------
-inline unsigned int strtol8( const char* in, const char** out=0)
+inline unsigned int strtoul8( const char* in, const char** out=0)
{
- unsigned int value = 0;
-
- bool running = true;
- while ( running )
- {
- if ( *in < '0' || *in > '7' )
- break;
-
- value = ( value << 3 ) + ( *in - '0' );
- ++in;
- }
- if (out)*out = in;
- return value;
+ unsigned int value = 0;
+
+ bool running = true;
+ while ( running )
+ {
+ if ( *in < '0' || *in > '7' )
+ break;
+
+ value = ( value << 3 ) + ( *in - '0' );
+ ++in;
+ }
+ if (out)*out = in;
+ return value;
}
// ------------------------------------------------------------------------------------
// Convert a string in hex format to a number
// ------------------------------------------------------------------------------------
-inline unsigned int strtol16( const char* in, const char** out=0)
+inline unsigned int strtoul16( const char* in, const char** out=0)
{
- unsigned int value = 0;
-
- bool running = true;
- while ( running )
- {
- if ( *in >= '0' && *in <= '9' )
- {
- value = ( value << 4u ) + ( *in - '0' );
- }
- else if (*in >= 'A' && *in <= 'F')
- {
- value = ( value << 4u ) + ( *in - 'A' ) + 10;
- }
- else if (*in >= 'a' && *in <= 'f')
- {
- value = ( value << 4u ) + ( *in - 'a' ) + 10;
- }
- else break;
- ++in;
- }
- if (out)*out = in;
- return value;
+ unsigned int value = 0;
+
+ bool running = true;
+ while ( running )
+ {
+ if ( *in >= '0' && *in <= '9' )
+ {
+ value = ( value << 4u ) + ( *in - '0' );
+ }
+ else if (*in >= 'A' && *in <= 'F')
+ {
+ value = ( value << 4u ) + ( *in - 'A' ) + 10;
+ }
+ else if (*in >= 'a' && *in <= 'f')
+ {
+ value = ( value << 4u ) + ( *in - 'a' ) + 10;
+ }
+ else break;
+ ++in;
+ }
+ if (out)*out = in;
+ return value;
}
// ------------------------------------------------------------------------------------
// Convert just one hex digit
-// Return value is 0xffffffff if the input is not hex
+// Return value is UINT_MAX if the input character is not a hex digit.
// ------------------------------------------------------------------------------------
inline unsigned int HexDigitToDecimal(char in)
{
- unsigned int out = 0xffffffff;
- if (in >= '0' && in <= '9')
- out = in - '0';
+ unsigned int out = UINT_MAX;
+ if (in >= '0' && in <= '9')
+ out = in - '0';
- else if (in >= 'a' && in <= 'f')
- out = 10u + in - 'a';
+ else if (in >= 'a' && in <= 'f')
+ out = 10u + in - 'a';
- else if (in >= 'A' && in <= 'F')
- out = 10u + in - 'A';
+ else if (in >= 'A' && in <= 'F')
+ out = 10u + in - 'A';
- // return value is 0xffffffff if the input is not a hex digit
- return out;
+ // return value is UINT_MAX if the input is not a hex digit
+ return out;
}
// ------------------------------------------------------------------------------------
-// Convert a hex-encoded octet (2 characters processed)
-// Return value is 0xffffffff if the input is not hex
+// Convert a hex-encoded octet (2 characters, i.e. df or 1a).
// ------------------------------------------------------------------------------------
inline uint8_t HexOctetToDecimal(const char* in)
{
- return ((uint8_t)HexDigitToDecimal(in[0])<<4)+(uint8_t)HexDigitToDecimal(in[1]);
+ return ((uint8_t)HexDigitToDecimal(in[0])<<4)+(uint8_t)HexDigitToDecimal(in[1]);
}
// ------------------------------------------------------------------------------------
-// signed variant of strtol10
+// signed variant of strtoul10
// ------------------------------------------------------------------------------------
-inline int strtol10s( const char* in, const char** out=0)
+inline int strtol10( const char* in, const char** out=0)
{
- bool inv = (*in=='-');
- if (inv || *in=='+')
- ++in;
-
- int value = strtol10(in,out);
- if (inv) {
- value = -value;
- }
- return value;
+ bool inv = (*in=='-');
+ if (inv || *in=='+')
+ ++in;
+
+ int value = strtoul10(in,out);
+ if (inv) {
+ value = -value;
+ }
+ return value;
}
// ------------------------------------------------------------------------------------
@@ -161,143 +160,174 @@ inline int strtol10s( const char* in, const char** out=0)
// 0NNN - oct
// NNN - dec
// ------------------------------------------------------------------------------------
-inline unsigned int strtol_cppstyle( const char* in, const char** out=0)
+inline unsigned int strtoul_cppstyle( const char* in, const char** out=0)
{
- if ('0' == in[0])
- {
- return 'x' == in[1] ? strtol16(in+2,out) : strtol8(in+1,out);
- }
- return strtol10(in, out);
+ if ('0' == in[0])
+ {
+ return 'x' == in[1] ? strtoul16(in+2,out) : strtoul8(in+1,out);
+ }
+ return strtoul10(in, out);
}
// ------------------------------------------------------------------------------------
// Special version of the function, providing higher accuracy and safety
// It is mainly used by fast_atof to prevent ugly and unwanted integer overflows.
// ------------------------------------------------------------------------------------
-inline uint64_t strtol10_64( const char* in, const char** out=0, unsigned int* max_inout=0)
+inline uint64_t strtoul10_64( const char* in, const char** out=0, unsigned int* max_inout=0)
{
- unsigned int cur = 0;
- uint64_t value = 0;
-
- bool running = true;
- while ( running )
- {
- if ( *in < '0' || *in > '9' )
- break;
-
- const uint64_t new_value = ( value * 10 ) + ( *in - '0' );
-
- if (new_value < value) /* numeric overflow, we rely on you */
- return value;
-
- value = new_value;
-
- ++in;
- ++cur;
-
- if (max_inout && *max_inout == cur) {
-
- if (out) { /* skip to end */
- while (*in >= '0' && *in <= '9')
- ++in;
- *out = in;
- }
-
- return value;
- }
- }
- if (out)
- *out = in;
-
- if (max_inout)
- *max_inout = cur;
-
- return value;
+ unsigned int cur = 0;
+ uint64_t value = 0;
+
+ bool running = true;
+ while ( running )
+ {
+ if ( *in < '0' || *in > '9' )
+ break;
+
+ const uint64_t new_value = ( value * 10 ) + ( *in - '0' );
+
+ if (new_value < value) /* numeric overflow, we rely on you */
+ return value;
+
+ value = new_value;
+
+ ++in;
+ ++cur;
+
+ if (max_inout && *max_inout == cur) {
+
+ if (out) { /* skip to end */
+ while (*in >= '0' && *in <= '9')
+ ++in;
+ *out = in;
+ }
+
+ return value;
+ }
+ }
+ if (out)
+ *out = in;
+
+ if (max_inout)
+ *max_inout = cur;
+
+ return value;
}
// Number of relevant decimals for floating-point parsing.
-#define AI_FAST_ATOF_RELAVANT_DECIMALS 6
+#define AI_FAST_ATOF_RELAVANT_DECIMALS 15
// ------------------------------------------------------------------------------------
//! Provides a fast function for converting a string into a float,
//! about 6 times faster than atof in win32.
// If you find any bugs, please send them to me, niko (at) irrlicht3d.org.
// ------------------------------------------------------------------------------------
-inline const char* fast_atof_move( const char* c, float& out)
+template <typename Real>
+inline const char* fast_atoreal_move( const char* c, Real& out)
{
- float f;
-
- bool inv = (*c=='-');
- if (inv || *c=='+')
- ++c;
-
- f = (float) strtol10_64 ( c, &c);
- if (*c == '.' || (c[0] == ',' && (c[1] >= '0' || c[1] <= '9'))) // allow for commas, too
- {
- ++c;
-
- // NOTE: The original implementation is highly unaccurate here. The precision of a single
- // IEEE 754 float is not high enough, everything behind the 6th digit tends to be more
- // inaccurate than it would need to be. Casting to double seems to solve the problem.
- // strtol_64 is used to prevent integer overflow.
-
- // Another fix: this tends to become 0 for long numbers if we don't limit the maximum
- // number of digits to be read. AI_FAST_ATOF_RELAVANT_DECIMALS can be a value between
- // 1 and 15.
- unsigned int diff = AI_FAST_ATOF_RELAVANT_DECIMALS;
- double pl = (double) strtol10_64 ( c, &c, &diff );
-
- pl *= fast_atof_table[diff];
- f += (float)pl;
- }
-
- // A major 'E' must be allowed. Necessary for proper reading of some DXF files.
- // Thanks to Zhao Lei to point out that this if () must be outside the if (*c == '.' ..)
- if (*c == 'e' || *c == 'E')
- {
- ++c;
- bool einv = (*c=='-');
- if (einv || *c=='+')
- ++c;
-
- float exp = (float)strtol10_64(c, &c);
- if (einv)
- exp *= -1.0f;
-
- f *= pow(10.0f, exp);
- }
-
- if (inv)
- f *= -1.0f;
-
- out = f;
- return c;
+ Real f;
+
+ bool inv = (*c=='-');
+ if (inv || *c=='+') {
+ ++c;
+ }
+
+ f = static_cast<Real>( strtoul10_64 ( c, &c) );
+ if (*c == '.' || (c[0] == ',' && c[1] >= '0' && c[1] <= '9')) // allow for commas, too
+ {
+ ++c;
+
+ // NOTE: The original implementation is highly inaccurate here. The precision of a single
+ // IEEE 754 float is not high enough, everything behind the 6th digit tends to be more
+ // inaccurate than it would need to be. Casting to double seems to solve the problem.
+ // strtol_64 is used to prevent integer overflow.
+
+ // Another fix: this tends to become 0 for long numbers if we don't limit the maximum
+ // number of digits to be read. AI_FAST_ATOF_RELAVANT_DECIMALS can be a value between
+ // 1 and 15.
+ unsigned int diff = AI_FAST_ATOF_RELAVANT_DECIMALS;
+ double pl = static_cast<double>( strtoul10_64 ( c, &c, &diff ));
+
+ pl *= fast_atof_table[diff];
+ f += static_cast<Real>( pl );
+ }
+
+ // A major 'E' must be allowed. Necessary for proper reading of some DXF files.
+ // Thanks to Zhao Lei to point out that this if() must be outside the if (*c == '.' ..)
+ if (*c == 'e' || *c == 'E') {
+
+ ++c;
+ const bool einv = (*c=='-');
+ if (einv || *c=='+') {
+ ++c;
+ }
+
+ // The reason float constants are used here is that we've seen cases where compilers
+ // would perform such casts on compile-time constants at runtime, which would be
+ // bad considering how frequently fast_atoreal_move<float> is called in Assimp.
+ Real exp = static_cast<Real>( strtoul10_64(c, &c) );
+ if (einv) {
+ exp = -exp;
+ }
+ f *= pow(static_cast<Real>(10.0f), exp);
+ }
+
+ if (inv) {
+ f = -f;
+ }
+ out = f;
+ return c;
}
// ------------------------------------------------------------------------------------
// The same but more human.
inline float fast_atof(const char* c)
{
- float ret;
- fast_atof_move(c, ret);
- return ret;
+ float ret;
+ fast_atoreal_move<float>(c, ret);
+ return ret;
}
inline float fast_atof( const char* c, const char** cout)
{
- float ret;
- *cout = fast_atof_move(c, ret);
+ float ret;
+ *cout = fast_atoreal_move<float>(c, ret);
- return ret;
+ return ret;
}
inline float fast_atof( const char** inout)
{
- float ret;
- *inout = fast_atof_move(*inout, ret);
+ float ret;
+ *inout = fast_atoreal_move<float>(*inout, ret);
+
+ return ret;
+}
+
+
+inline double fast_atod(const char* c)
+{
+ double ret;
+ fast_atoreal_move<double>(c, ret);
+ return ret;
+}
+
+
+inline double fast_atod( const char* c, const char** cout)
+{
+ double ret;
+ *cout = fast_atoreal_move<double>(c, ret);
+
+ return ret;
+}
+
+inline double fast_atod( const char** inout)
+{
+ double ret;
+ *inout = fast_atoreal_move<double>(*inout, ret);
- return ret;
+ return ret;
}
} // end of namespace Assimp
diff --git a/src/3rdparty/assimp/code/irrXMLWrapper.h b/src/3rdparty/assimp/code/irrXMLWrapper.h
index af7516683..ab37f447c 100644
--- a/src/3rdparty/assimp/code/irrXMLWrapper.h
+++ b/src/3rdparty/assimp/code/irrXMLWrapper.h
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
-written permission of the ASSIMP Development Team.
+written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -43,8 +43,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
// some long includes ....
#include "./../contrib/irrXML/irrXML.h"
-#include "./../include/IOStream.h"
-namespace Assimp {
+#include "./../include/assimp/IOStream.hpp"
+namespace Assimp {
// ---------------------------------------------------------------------------------
/** @brief Utility class to make IrrXML work together with our custom IO system
@@ -54,75 +54,75 @@ namespace Assimp {
* @code
* // open the file
* boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
- * if ( file.get() == NULL) {
- * throw DeadlyImportError( "Failed to open file " + pFile + ".");
+ * if( file.get() == NULL) {
+ * throw DeadlyImportError( "Failed to open file " + pFile + ".");
* }
*
* // generate a XML reader for it
* boost::scoped_ptr<CIrrXML_IOStreamReader> mIOWrapper( new CIrrXML_IOStreamReader( file.get()));
* mReader = irr::io::createIrrXMLReader( mIOWrapper.get());
- * if ( !mReader) {
+ * if( !mReader) {
* ThrowException( "xxxx: Unable to open file.");
* }
* @endcode
**/
-class CIrrXML_IOStreamReader
- : public irr::io::IFileReadCallBack
+class CIrrXML_IOStreamReader
+ : public irr::io::IFileReadCallBack
{
public:
- // ----------------------------------------------------------------------------------
- //! Construction from an existing IOStream
- CIrrXML_IOStreamReader(IOStream* _stream)
- : stream (_stream)
- , t (0)
- {
-
- // Map the buffer into memory and convert it to UTF8. IrrXML provides its
- // own conversion, which is merely a cast from uintNN_t to uint8_t. Thus,
- // it is not suitable for our purposes and we have to do it BEFORE IrrXML
- // gets the buffer. Sadly, this forces as to map the whole file into
- // memory.
-
- data.resize(stream->FileSize());
- stream->Read(&data[0],data.size(),1);
-
- BaseImporter::ConvertToUTF8(data);
- }
-
- // ----------------------------------------------------------------------------------
- //! Virtual destructor
- virtual ~CIrrXML_IOStreamReader() {};
-
- // ----------------------------------------------------------------------------------
- //! Reads an amount of bytes from the file.
- /** @param buffer: Pointer to output buffer.
- * @param sizeToRead: Amount of bytes to read
- * @return Returns how much bytes were read. */
- virtual int read(void* buffer, int sizeToRead) {
- if (sizeToRead<0) {
- return 0;
- }
- if (t+sizeToRead>data.size()) {
- sizeToRead = data.size()-t;
- }
-
- memcpy(buffer,&data.front()+t,sizeToRead);
-
- t += sizeToRead;
- return sizeToRead;
- }
-
- // ----------------------------------------------------------------------------------
- //! Returns size of file in bytes
- virtual int getSize() {
- return (int)data.size();
- }
+ // ----------------------------------------------------------------------------------
+ //! Construction from an existing IOStream
+ CIrrXML_IOStreamReader(IOStream* _stream)
+ : stream (_stream)
+ , t (0)
+ {
+
+ // Map the buffer into memory and convert it to UTF8. IrrXML provides its
+ // own conversion, which is merely a cast from uintNN_t to uint8_t. Thus,
+ // it is not suitable for our purposes and we have to do it BEFORE IrrXML
+ // gets the buffer. Sadly, this forces as to map the whole file into
+ // memory.
+
+ data.resize(stream->FileSize());
+ stream->Read(&data[0],data.size(),1);
+
+ BaseImporter::ConvertToUTF8(data);
+ }
+
+ // ----------------------------------------------------------------------------------
+ //! Virtual destructor
+ virtual ~CIrrXML_IOStreamReader() {};
+
+ // ----------------------------------------------------------------------------------
+ //! Reads an amount of bytes from the file.
+ /** @param buffer: Pointer to output buffer.
+ * @param sizeToRead: Amount of bytes to read
+ * @return Returns how much bytes were read. */
+ virtual int read(void* buffer, int sizeToRead) {
+ if(sizeToRead<0) {
+ return 0;
+ }
+ if(t+sizeToRead>data.size()) {
+ sizeToRead = data.size()-t;
+ }
+
+ memcpy(buffer,&data.front()+t,sizeToRead);
+
+ t += sizeToRead;
+ return sizeToRead;
+ }
+
+ // ----------------------------------------------------------------------------------
+ //! Returns size of file in bytes
+ virtual int getSize() {
+ return (int)data.size();
+ }
private:
- IOStream* stream;
- std::vector<char> data;
- size_t t;
+ IOStream* stream;
+ std::vector<char> data;
+ size_t t;
}; // ! class CIrrXML_IOStreamReader
diff --git a/src/3rdparty/assimp/code/makefile b/src/3rdparty/assimp/code/makefile
deleted file mode 100644
index 5710158da..000000000
--- a/src/3rdparty/assimp/code/makefile
+++ /dev/null
@@ -1,111 +0,0 @@
-### USE OF THIS MAKEFILE IS NOT RECOMMENDED.
-### It is no longer maintained. Use CMAKE instead.
-
-# Makefile for Open Asset Import Library (GNU-make)
-# aramis_acg@users.sourceforge.net
-
-#
-# Usage: make <target> <macros>
-
-# TARGETS:
-# all Build a shared so from the whole library
-# clean Cleanup object files, prepare for rebuild
-# static Build a static library (*.a)
-# install SDK will be installed to /usr/bin/assimp
-
-# MACROS: (make clean before you change one)
-# NOBOOST=1 Build against boost workaround
-# SINGLETHREADED=1 Build single-threaded library
-# DEBUG=1 Build debug build of library
-
-# C++ object files
-OBJECTS := $(patsubst %.cpp,%.o, $(wildcard *.cpp))
-OBJECTS += $(patsubst %.cpp,%.o, $(wildcard extra/*.cpp))
-OBJECTS += $(patsubst %.cpp,%.o, $(wildcard ./../contrib/irrXML/*.cpp))
-
-# C object files
-OBJECTSC := $(patsubst %.c,%.oc, $(wildcard ./../contrib/zlib/*.c))
-OBJECTSC += $(patsubst %.c,%.oc, $(wildcard ./../contrib/ConvertUTF/*.c))
-OBJECTSC += $(patsubst %.c,%.oc, $(wildcard ./../contrib/unzip/*.c))
-
-# Directory for install
-INSTALLDIR = /usr/bin/assimp
-
-# Include flags for gcc
-INCLUDEFLAGS =
-
-# Preprocessor defines for gcc
-DEFINEFLAGS =
-
-# Suffix for the output binary, represents build type
-NAMESUFFIX =
-
-# Output path for binaries
-BINPATH = ../bin/gcc
-INCPATH = ../include
-
-# GCC compiler flags
-CPPFLAGS=-Wall
-
-# Setup environment for noboost build
-ifeq ($(NOBOOST),1)
- SINGLETHREADED = 1
- INCLUDEFLAGS += -IBoostWorkaround/
- DEFINEFLAGS += -DASSIMP_BUILD_BOOST_WORKAROUND
-# NAMESUFFIX += -noboost
-# else
-# INCLUDEFLAGS += -I"C:/Program Files/boost/boost_1_35_0"
-endif
-
-# Setup environment for st build
-ifeq ($(SINGLETHREADED),1)
- DEFINEFLAGS += -DASSIMP_BUILD_SINGLETHREADED
-# NAMESUFFIX += -st
-endif
-
-# Setup environment for debug build
-ifeq ($(DEBUG),1)
- DEFINEFLAGS += -D_DEBUG -DDEBUG
-# NAMESUFFIX += -debug
-else
- CPPFLAGS += -O3
- DEFINEFLAGS += -DNDEBUG -D_NDEBUG
-endif
-
-OUTPUT_NAME = dummy
-
-# Output name of shared library
-SHARED_TARGET = $(BINPATH)/libassimp$(NAMESUFFIX).so
-
-# Output name of static library
-STATIC = $(BINPATH)/libassimp$(NAMESUFFIX).a
-
-# target: all
-# usage : build a shared library (*.so)
-all: $(SHARED_TARGET)
-
-$(SHARED_TARGET): $(OBJECTS) $(OBJECTSC)
- gcc -o $@ $(OBJECTS) $(OBJECTSC) -shared -lstdc++
-%.o:%.cpp
- $(CXX) -g -c $(CPPFLAGS) $? -o $@ $(INCLUDEFLAGS) $(DEFINEFLAGS) -fPIC
-%.oc:%.c
- $(CXX) -x c -g -c -ansi $(CPPFLAGS) $? -o $@ -fPIC
-
-# target: clean
-# usage : cleanup all object files, prepare for a rebuild
-.PHONY: clean
-clean:
- -rm -f $(OBJECTS) $(OBJECTSC) $(TARGET)
-
-# target: static
-# usage : build a static library (*.a)
-static: $(STATIC)
-$(STATIC): $(OBJECTS) $(OBJECTSC)
- ar rcs $@ $(OBJECTS) $(OBJECTSC)
-
-install:
- mkdir -p $(INSTALLDIR)
- mkdir -p $(INSTALLDIR)/include
- mkdir -p $(INSTALLDIR)/lib
- cp $(BINPATH)/libassimp$(NAMESUFFIX).* $(INSTALLDIR)/lib
- cp $(INCPATH)/* $(INSTALLDIR)/include
diff --git a/src/3rdparty/assimp/code/makefile.mingw b/src/3rdparty/assimp/code/makefile.mingw
index c0b7bde05..711d57f57 100644
--- a/src/3rdparty/assimp/code/makefile.mingw
+++ b/src/3rdparty/assimp/code/makefile.mingw
@@ -17,15 +17,15 @@
# NOBOOST=1 Build against boost workaround
# SINGLETHREADED=1 Build single-threaded library
# DEBUG=1 Build debug build of library
-#
+#
# ---------------------------------------------------------------------------
# C++ object files
-OBJECTS := $(patsubst %.cpp,%.o, $(wildcard *.cpp))
-OBJECTS += $(patsubst %.cpp,%.o, $(wildcard extra/*.cpp))
-OBJECTS += $(patsubst %.cpp,%.o, $(wildcard ./../contrib/irrXML/*.cpp))
+OBJECTS := $(patsubst %.cpp,%.o, $(wildcard *.cpp))
+OBJECTS += $(patsubst %.cpp,%.o, $(wildcard extra/*.cpp))
+OBJECTS += $(patsubst %.cpp,%.o, $(wildcard ./../contrib/irrXML/*.cpp))
-# C object files
+# C object files
OBJECTSC := $(patsubst %.c,%.oc, $(wildcard ./../contrib/zlib/*.c))
OBJECTSC += $(patsubst %.c,%.oc, $(wildcard ./../contrib/ConvertUTF/*.c))
OBJECTSC += $(patsubst %.c,%.oc, $(wildcard ./../contrib/unzip/*.c))
@@ -34,44 +34,44 @@ OBJECTSC += $(patsubst %.c,%.oc, $(wildcard ./../contrib/unzip/*.c))
INCLUDEFLAGS =
# Preprocessor defines for gcc
-DEFINEFLAGS =
+DEFINEFLAGS =
# Suffix for the output binary, represents build type
-NAMESUFFIX =
+NAMESUFFIX =
# Output path for binaries
BINPATH = ../bin/mingw/
-# GCC compiler flags
-CPPFLAGS=-Wall
+# GCC compiler flags
+CPPFLAGS=-Wall
# Setup environment for noboost build
ifeq ($(NOBOOST),1)
- SINGLETHREADED = 1
- INCLUDEFLAGS += -I./BoostWorkaround/
- DEFINEFLAGS += -DASSIMP_BUILD_BOOST_WORKAROUND
-# NAMESUFFIX += -noboost
+ SINGLETHREADED = 1
+ INCLUDEFLAGS += -I./BoostWorkaround/
+ DEFINEFLAGS += -DASSIMP_BUILD_BOOST_WORKAROUND
+# NAMESUFFIX += -noboost
else
- # adjust this manually if your boost is stored elsewhere
- INCLUDEFLAGS += -I"C:/Program Files/boost/boost_1_38"
- #INCLUDEFLAGS += -I"$(BOOST_DIR)"
+ # adjust this manually if your boost is stored elsewhere
+ INCLUDEFLAGS += -I"C:/Program Files/boost/boost_1_38"
+ #INCLUDEFLAGS += -I"$(BOOST_DIR)"
endif
# Setup environment for st build
ifeq ($(SINGLETHREADED),1)
- DEFINEFLAGS += -DASSIMP_BUILD_SINGLETHREADED
-# NAMESUFFIX += -st
+ DEFINEFLAGS += -DASSIMP_BUILD_SINGLETHREADED
+# NAMESUFFIX += -st
endif
# Setup environment for debug build
ifeq ($(DEBUG),1)
- DEFINEFLAGS += -D_DEBUG -DDEBUG
- CPPFLAGS += -g
-# NAMESUFFIX += -debug
+ DEFINEFLAGS += -D_DEBUG -DDEBUG
+ CPPFLAGS += -g
+# NAMESUFFIX += -debug
else
- CPPFLAGS += -O2 -s
- DEFINEFLAGS += -DNDEBUG -D_NDEBUG
+ CPPFLAGS += -O2 -s
+ DEFINEFLAGS += -DNDEBUG -D_NDEBUG
endif
# Output name of shared library
@@ -82,24 +82,24 @@ STATIC = $(BINPATH)/libassimp$(NAMESUFFIX).a
# target: all
# usage : build a shared library (*.so)
-all: $(SHARED_TARGET)
+all: $(SHARED_TARGET)
$(SHARED_TARGET): $(OBJECTS) $(OBJECTSC)
- gcc -o $@ $(OBJECTS) $(OBJECTSC) -shared -lstdc++
+ gcc -o $@ $(OBJECTS) $(OBJECTSC) -shared -lstdc++
%.o:%.cpp
- $(CXX) -c $(CPPFLAGS) $? -o $@ $(INCLUDEFLAGS) $(DEFINEFLAGS)
+ $(CXX) -c $(CPPFLAGS) $? -o $@ $(INCLUDEFLAGS) $(DEFINEFLAGS)
%.oc:%.c
- $(CXX) -x c -c -ansi $(CPPFLAGS) $? -o $@
+ $(CXX) -x c -c -ansi $(CPPFLAGS) $? -o $@
# target: clean
# usage : cleanup all object files, prepare for a rebuild
.PHONY: clean
clean:
- -del *.o .\..\contrib\irrXML\*.o .\..\contrib\zlib\*.oc .\..\contrib\unzip\*.oc .\..\contrib\ConvertUTF\*.oc
+ -del *.o .\..\contrib\irrXML\*.o .\..\contrib\zlib\*.oc .\..\contrib\unzip\*.oc .\..\contrib\ConvertUTF\*.oc
# target: static
# usage : build a static library (*.a)
-static: $(STATIC)
+static: $(STATIC)
$(STATIC): $(OBJECTS) $(OBJECTSC)
- ar rcs $@ $(OBJECTS) $(OBJECTSC)
+ ar rcs $@ $(OBJECTS) $(OBJECTSC)
diff --git a/src/3rdparty/assimp/code/pstdint.h b/src/3rdparty/assimp/code/pstdint.h
index 0c1cec84e..5bc322fab 100644
--- a/src/3rdparty/assimp/code/pstdint.h
+++ b/src/3rdparty/assimp/code/pstdint.h
@@ -190,7 +190,7 @@
* do nothing else. On the Mac OS X version of gcc this is _STDINT_H_.
*/
-#if ((defined(__STDC__) && __STDC__ && __STDC_VERSION__ >= 199901L) || (defined (__WATCOMC__) && (defined (_STDINT_H_INCLUDED) || __WATCOMC__ >= 1250)) || (defined(__GNUC__) && (defined(_STDINT_H) || defined(_STDINT_H_)) )) && !defined (_PSTDINT_H_INCLUDED)
+#if ((defined(__STDC__) && __STDC__ && __STDC_VERSION__ >= 199901L) || (defined (__WATCOMC__) && (defined (_STDINT_H_INCLUDED) || __WATCOMC__ >= 1250)) || (defined(__GNUC__) && (defined(_STDINT_H) || defined(_STDINT_H_)))) && !defined (_PSTDINT_H_INCLUDED) && !defined(_STDINT)
#include <stdint.h>
#define _PSTDINT_H_INCLUDED
# ifndef PRINTF_INT64_MODIFIER
diff --git a/src/3rdparty/assimp/code/qnan.h b/src/3rdparty/assimp/code/qnan.h
index c21dc86a1..4c86cd822 100644
--- a/src/3rdparty/assimp/code/qnan.h
+++ b/src/3rdparty/assimp/code/qnan.h
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -53,58 +53,58 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#define AI_QNAN_H_INCLUDED
// ---------------------------------------------------------------------------
-/** Data structure to represent the bit pattern of a 32 Bit
+/** Data structure to represent the bit pattern of a 32 Bit
* IEEE 754 floating-point number. */
union _IEEESingle
{
- float Float;
- struct
- {
- uint32_t Frac : 23;
- uint32_t Exp : 8;
- uint32_t Sign : 1;
- } IEEE;
+ float Float;
+ struct
+ {
+ uint32_t Frac : 23;
+ uint32_t Exp : 8;
+ uint32_t Sign : 1;
+ } IEEE;
} ;
// ---------------------------------------------------------------------------
-/** Check whether a given float is qNaN.
+/** Check whether a given float is qNaN.
* @param in Input value */
-AI_FORCE_INLINE bool is_qnan(float in)
+AI_FORCE_INLINE bool is_qnan(float in)
{
- // the straightforward solution does not work:
- // return (in != in);
- // compiler generates code like this
- // load <in> to <register-with-different-width>
- // compare <register-with-different-width> against <in>
-
- // FIXME: Use <float> stuff instead? I think fpclassify needs C99
- return (reinterpret_cast<_IEEESingle*>(&in)->IEEE.Exp == (1u << 8)-1 &&
- reinterpret_cast<_IEEESingle*>(&in)->IEEE.Frac);
+ // the straightforward solution does not work:
+ // return (in != in);
+ // compiler generates code like this
+ // load <in> to <register-with-different-width>
+ // compare <register-with-different-width> against <in>
+
+ // FIXME: Use <float> stuff instead? I think fpclassify needs C99
+ return (reinterpret_cast<_IEEESingle*>(&in)->IEEE.Exp == (1u << 8)-1 &&
+ reinterpret_cast<_IEEESingle*>(&in)->IEEE.Frac);
}
// ---------------------------------------------------------------------------
-/** Check whether a float is NOT qNaN.
+/** Check whether a float is NOT qNaN.
* @param in Input value */
-AI_FORCE_INLINE bool is_not_qnan(float in)
+AI_FORCE_INLINE bool is_not_qnan(float in)
{
- return !is_qnan(in);
+ return !is_qnan(in);
}
// ---------------------------------------------------------------------------
-/** @brief check whether a float is either NaN or (+/-) INF.
+/** @brief check whether a float is either NaN or (+/-) INF.
*
* Denorms return false, they're treated like normal values.
* @param in Input value */
AI_FORCE_INLINE bool is_special_float(float in)
{
- return (reinterpret_cast<_IEEESingle*>(&in)->IEEE.Exp == (1u << 8)-1);
+ return (reinterpret_cast<_IEEESingle*>(&in)->IEEE.Exp == (1u << 8)-1);
}
// ---------------------------------------------------------------------------
/** @brief Get a fresh qnan. */
AI_FORCE_INLINE float get_qnan()
{
- return std::numeric_limits<float>::quiet_NaN();
+ return std::numeric_limits<float>::quiet_NaN();
}
#endif // !! AI_QNAN_H_INCLUDED
diff --git a/src/3rdparty/assimp/code/res/assimp.rc b/src/3rdparty/assimp/code/res/assimp.rc
index 5b3b5c06b..0fe98c05d 100644
--- a/src/3rdparty/assimp/code/res/assimp.rc
+++ b/src/3rdparty/assimp/code/res/assimp.rc
@@ -48,7 +48,7 @@ BEGIN
BLOCK "040704b0"
BEGIN
VALUE "Comments", "Licensed under a 3-clause BSD license"
- VALUE "CompanyName", "ASSIMP Development Team"
+ VALUE "CompanyName", "assimp team"
VALUE "FileDescription", "Open Asset Import Library"
VALUE "FileVersion", 1,1,SVNRevision,0
VALUE "InternalName", "assimp "
@@ -56,7 +56,7 @@ BEGIN
VALUE "OriginalFilename", "assimpNN.dll"
VALUE "ProductName", "Open Asset Import Library"
VALUE "ProductVersion", 1,1,SVNRevision,0
- ,0
+ ,0
END
END
BLOCK "VarFileInfo"
diff --git a/src/3rdparty/assimp/code/res/resource.h b/src/3rdparty/assimp/code/res/resource.h
index a2542fea1..37d39284f 100644
--- a/src/3rdparty/assimp/code/res/resource.h
+++ b/src/3rdparty/assimp/code/res/resource.h
@@ -2,8 +2,8 @@
// Microsoft Visual C++ generated include file.
// Used by assimp.rc
-// Nchste Standardwerte fr neue Objekte
-//
+// Nächste Standardwerte für neue Objekte
+//
#ifdef APSTUDIO_INVOKED
#ifndef APSTUDIO_READONLY_SYMBOLS
#define _APS_NEXT_RESOURCE_VALUE 101
diff --git a/src/3rdparty/assimp/contrib/ConvertUTF/ConvertUTF.c b/src/3rdparty/assimp/contrib/ConvertUTF/ConvertUTF.c
index aeb6735fb..9b3deebd6 100644
--- a/src/3rdparty/assimp/contrib/ConvertUTF/ConvertUTF.c
+++ b/src/3rdparty/assimp/contrib/ConvertUTF/ConvertUTF.c
@@ -1,8 +1,8 @@
/*
* Copyright 2001-2004 Unicode, Inc.
- *
+ *
* Disclaimer
- *
+ *
* This source code is provided as is by Unicode, Inc. No claims are
* made as to fitness for any particular purpose. No warranties of any
* kind are expressed or implied. The recipient agrees to determine
@@ -10,9 +10,9 @@
* purchased on magnetic or optical media from Unicode, Inc., the
* sole remedy for any claim will be exchange of defective media
* within 90 days of receipt.
- *
+ *
* Limitations on Rights to Redistribute This Code
- *
+ *
* Unicode, Inc. hereby grants the right to freely use the information
* supplied in this file in the creation of products supporting the
* Unicode Standard, and to make copies of this file in any form
@@ -26,10 +26,10 @@
Author: Mark E. Davis, 1994.
Rev History: Rick McGowan, fixes & updates May 2001.
Sept 2001: fixed const & error conditions per
- mods suggested by S. Parent & A. Lillich.
+ mods suggested by S. Parent & A. Lillich.
June 2002: Tim Dodd added detection and handling of incomplete
- source sequences, enhanced error detection, added casts
- to eliminate compiler warnings.
+ source sequences, enhanced error detection, added casts
+ to eliminate compiler warnings.
July 2003: slight mods to back out aggressive FFFE detection.
Jan 2004: updated switches in from-UTF8 conversions.
Oct 2004: updated to use UNI_MAX_LEGAL_UTF32 in UTF-32 conversions.
@@ -53,52 +53,52 @@ static const UTF32 halfMask = 0x3FFUL;
#define UNI_SUR_HIGH_END (UTF32)0xDBFF
#define UNI_SUR_LOW_START (UTF32)0xDC00
#define UNI_SUR_LOW_END (UTF32)0xDFFF
-#define false 0
-#define true 1
+#define false 0
+#define true 1
/* --------------------------------------------------------------------- */
ConversionResult ConvertUTF32toUTF16 (
- const UTF32** sourceStart, const UTF32* sourceEnd,
- UTF16** targetStart, UTF16* targetEnd, ConversionFlags flags) {
+ const UTF32** sourceStart, const UTF32* sourceEnd,
+ UTF16** targetStart, UTF16* targetEnd, ConversionFlags flags) {
ConversionResult result = conversionOK;
const UTF32* source = *sourceStart;
UTF16* target = *targetStart;
while (source < sourceEnd) {
- UTF32 ch;
- if (target >= targetEnd) {
- result = targetExhausted; break;
- }
- ch = *source++;
- if (ch <= UNI_MAX_BMP) { /* Target is a character <= 0xFFFF */
- /* UTF-16 surrogate values are illegal in UTF-32; 0xffff or 0xfffe are both reserved values */
- if (ch >= UNI_SUR_HIGH_START && ch <= UNI_SUR_LOW_END) {
- if (flags == strictConversion) {
- --source; /* return to the illegal value itself */
- result = sourceIllegal;
- break;
- } else {
- *target++ = UNI_REPLACEMENT_CHAR;
- }
- } else {
- *target++ = (UTF16)ch; /* normal case */
- }
- } else if (ch > UNI_MAX_LEGAL_UTF32) {
- if (flags == strictConversion) {
- result = sourceIllegal;
- } else {
- *target++ = UNI_REPLACEMENT_CHAR;
- }
- } else {
- /* target is a character in range 0xFFFF - 0x10FFFF. */
- if (target + 1 >= targetEnd) {
- --source; /* Back up source pointer! */
- result = targetExhausted; break;
- }
- ch -= halfBase;
- *target++ = (UTF16)((ch >> halfShift) + UNI_SUR_HIGH_START);
- *target++ = (UTF16)((ch & halfMask) + UNI_SUR_LOW_START);
- }
+ UTF32 ch;
+ if (target >= targetEnd) {
+ result = targetExhausted; break;
+ }
+ ch = *source++;
+ if (ch <= UNI_MAX_BMP) { /* Target is a character <= 0xFFFF */
+ /* UTF-16 surrogate values are illegal in UTF-32; 0xffff or 0xfffe are both reserved values */
+ if (ch >= UNI_SUR_HIGH_START && ch <= UNI_SUR_LOW_END) {
+ if (flags == strictConversion) {
+ --source; /* return to the illegal value itself */
+ result = sourceIllegal;
+ break;
+ } else {
+ *target++ = UNI_REPLACEMENT_CHAR;
+ }
+ } else {
+ *target++ = (UTF16)ch; /* normal case */
+ }
+ } else if (ch > UNI_MAX_LEGAL_UTF32) {
+ if (flags == strictConversion) {
+ result = sourceIllegal;
+ } else {
+ *target++ = UNI_REPLACEMENT_CHAR;
+ }
+ } else {
+ /* target is a character in range 0xFFFF - 0x10FFFF. */
+ if (target + 1 >= targetEnd) {
+ --source; /* Back up source pointer! */
+ result = targetExhausted; break;
+ }
+ ch -= halfBase;
+ *target++ = (UTF16)((ch >> halfShift) + UNI_SUR_HIGH_START);
+ *target++ = (UTF16)((ch & halfMask) + UNI_SUR_LOW_START);
+ }
}
*sourceStart = source;
*targetStart = target;
@@ -108,48 +108,48 @@ ConversionResult ConvertUTF32toUTF16 (
/* --------------------------------------------------------------------- */
ConversionResult ConvertUTF16toUTF32 (
- const UTF16** sourceStart, const UTF16* sourceEnd,
- UTF32** targetStart, UTF32* targetEnd, ConversionFlags flags) {
+ const UTF16** sourceStart, const UTF16* sourceEnd,
+ UTF32** targetStart, UTF32* targetEnd, ConversionFlags flags) {
ConversionResult result = conversionOK;
const UTF16* source = *sourceStart;
UTF32* target = *targetStart;
UTF32 ch, ch2;
while (source < sourceEnd) {
- const UTF16* oldSource = source; /* In case we have to back up because of target overflow. */
- ch = *source++;
- /* If we have a surrogate pair, convert to UTF32 first. */
- if (ch >= UNI_SUR_HIGH_START && ch <= UNI_SUR_HIGH_END) {
- /* If the 16 bits following the high surrogate are in the source buffer... */
- if (source < sourceEnd) {
- ch2 = *source;
- /* If it's a low surrogate, convert to UTF32. */
- if (ch2 >= UNI_SUR_LOW_START && ch2 <= UNI_SUR_LOW_END) {
- ch = ((ch - UNI_SUR_HIGH_START) << halfShift)
- + (ch2 - UNI_SUR_LOW_START) + halfBase;
- ++source;
- } else if (flags == strictConversion) { /* it's an unpaired high surrogate */
- --source; /* return to the illegal value itself */
- result = sourceIllegal;
- break;
- }
- } else { /* We don't have the 16 bits following the high surrogate. */
- --source; /* return to the high surrogate */
- result = sourceExhausted;
- break;
- }
- } else if (flags == strictConversion) {
- /* UTF-16 surrogate values are illegal in UTF-32 */
- if (ch >= UNI_SUR_LOW_START && ch <= UNI_SUR_LOW_END) {
- --source; /* return to the illegal value itself */
- result = sourceIllegal;
- break;
- }
- }
- if (target >= targetEnd) {
- source = oldSource; /* Back up source pointer! */
- result = targetExhausted; break;
- }
- *target++ = ch;
+ const UTF16* oldSource = source; /* In case we have to back up because of target overflow. */
+ ch = *source++;
+ /* If we have a surrogate pair, convert to UTF32 first. */
+ if (ch >= UNI_SUR_HIGH_START && ch <= UNI_SUR_HIGH_END) {
+ /* If the 16 bits following the high surrogate are in the source buffer... */
+ if (source < sourceEnd) {
+ ch2 = *source;
+ /* If it's a low surrogate, convert to UTF32. */
+ if (ch2 >= UNI_SUR_LOW_START && ch2 <= UNI_SUR_LOW_END) {
+ ch = ((ch - UNI_SUR_HIGH_START) << halfShift)
+ + (ch2 - UNI_SUR_LOW_START) + halfBase;
+ ++source;
+ } else if (flags == strictConversion) { /* it's an unpaired high surrogate */
+ --source; /* return to the illegal value itself */
+ result = sourceIllegal;
+ break;
+ }
+ } else { /* We don't have the 16 bits following the high surrogate. */
+ --source; /* return to the high surrogate */
+ result = sourceExhausted;
+ break;
+ }
+ } else if (flags == strictConversion) {
+ /* UTF-16 surrogate values are illegal in UTF-32 */
+ if (ch >= UNI_SUR_LOW_START && ch <= UNI_SUR_LOW_END) {
+ --source; /* return to the illegal value itself */
+ result = sourceIllegal;
+ break;
+ }
+ }
+ if (target >= targetEnd) {
+ source = oldSource; /* Back up source pointer! */
+ result = targetExhausted; break;
+ }
+ *target++ = ch;
}
*sourceStart = source;
*targetStart = target;
@@ -187,8 +187,8 @@ static const char trailingBytesForUTF8[256] = {
* This table contains as many values as there might be trailing bytes
* in a UTF-8 sequence.
*/
-static const UTF32 offsetsFromUTF8[6] = { 0x00000000UL, 0x00003080UL, 0x000E2080UL,
- 0x03C82080UL, 0xFA082080UL, 0x82082080UL };
+static const UTF32 offsetsFromUTF8[6] = { 0x00000000UL, 0x00003080UL, 0x000E2080UL,
+ 0x03C82080UL, 0xFA082080UL, 0x82082080UL };
/*
* Once the bits are split out into bytes of UTF-8, this is a mask OR-ed
@@ -212,67 +212,67 @@ static const UTF8 firstByteMark[7] = { 0x00, 0x00, 0xC0, 0xE0, 0xF0, 0xF8, 0xFC
/* --------------------------------------------------------------------- */
ConversionResult ConvertUTF16toUTF8 (
- const UTF16** sourceStart, const UTF16* sourceEnd,
- UTF8** targetStart, UTF8* targetEnd, ConversionFlags flags) {
+ const UTF16** sourceStart, const UTF16* sourceEnd,
+ UTF8** targetStart, UTF8* targetEnd, ConversionFlags flags) {
ConversionResult result = conversionOK;
const UTF16* source = *sourceStart;
UTF8* target = *targetStart;
while (source < sourceEnd) {
- UTF32 ch;
- unsigned short bytesToWrite = 0;
- const UTF32 byteMask = 0xBF;
- const UTF32 byteMark = 0x80;
- const UTF16* oldSource = source; /* In case we have to back up because of target overflow. */
- ch = *source++;
- /* If we have a surrogate pair, convert to UTF32 first. */
- if (ch >= UNI_SUR_HIGH_START && ch <= UNI_SUR_HIGH_END) {
- /* If the 16 bits following the high surrogate are in the source buffer... */
- if (source < sourceEnd) {
- UTF32 ch2 = *source;
- /* If it's a low surrogate, convert to UTF32. */
- if (ch2 >= UNI_SUR_LOW_START && ch2 <= UNI_SUR_LOW_END) {
- ch = ((ch - UNI_SUR_HIGH_START) << halfShift)
- + (ch2 - UNI_SUR_LOW_START) + halfBase;
- ++source;
- } else if (flags == strictConversion) { /* it's an unpaired high surrogate */
- --source; /* return to the illegal value itself */
- result = sourceIllegal;
- break;
- }
- } else { /* We don't have the 16 bits following the high surrogate. */
- --source; /* return to the high surrogate */
- result = sourceExhausted;
- break;
- }
- } else if (flags == strictConversion) {
- /* UTF-16 surrogate values are illegal in UTF-32 */
- if (ch >= UNI_SUR_LOW_START && ch <= UNI_SUR_LOW_END) {
- --source; /* return to the illegal value itself */
- result = sourceIllegal;
- break;
- }
- }
- /* Figure out how many bytes the result will require */
- if (ch < (UTF32)0x80) { bytesToWrite = 1;
- } else if (ch < (UTF32)0x800) { bytesToWrite = 2;
- } else if (ch < (UTF32)0x10000) { bytesToWrite = 3;
- } else if (ch < (UTF32)0x110000) { bytesToWrite = 4;
- } else { bytesToWrite = 3;
- ch = UNI_REPLACEMENT_CHAR;
- }
-
- target += bytesToWrite;
- if (target > targetEnd) {
- source = oldSource; /* Back up source pointer! */
- target -= bytesToWrite; result = targetExhausted; break;
- }
- switch (bytesToWrite) { /* note: everything falls through. */
- case 4: *--target = (UTF8)((ch | byteMark) & byteMask); ch >>= 6;
- case 3: *--target = (UTF8)((ch | byteMark) & byteMask); ch >>= 6;
- case 2: *--target = (UTF8)((ch | byteMark) & byteMask); ch >>= 6;
- case 1: *--target = (UTF8)(ch | firstByteMark[bytesToWrite]);
- }
- target += bytesToWrite;
+ UTF32 ch;
+ unsigned short bytesToWrite = 0;
+ const UTF32 byteMask = 0xBF;
+ const UTF32 byteMark = 0x80;
+ const UTF16* oldSource = source; /* In case we have to back up because of target overflow. */
+ ch = *source++;
+ /* If we have a surrogate pair, convert to UTF32 first. */
+ if (ch >= UNI_SUR_HIGH_START && ch <= UNI_SUR_HIGH_END) {
+ /* If the 16 bits following the high surrogate are in the source buffer... */
+ if (source < sourceEnd) {
+ UTF32 ch2 = *source;
+ /* If it's a low surrogate, convert to UTF32. */
+ if (ch2 >= UNI_SUR_LOW_START && ch2 <= UNI_SUR_LOW_END) {
+ ch = ((ch - UNI_SUR_HIGH_START) << halfShift)
+ + (ch2 - UNI_SUR_LOW_START) + halfBase;
+ ++source;
+ } else if (flags == strictConversion) { /* it's an unpaired high surrogate */
+ --source; /* return to the illegal value itself */
+ result = sourceIllegal;
+ break;
+ }
+ } else { /* We don't have the 16 bits following the high surrogate. */
+ --source; /* return to the high surrogate */
+ result = sourceExhausted;
+ break;
+ }
+ } else if (flags == strictConversion) {
+ /* UTF-16 surrogate values are illegal in UTF-32 */
+ if (ch >= UNI_SUR_LOW_START && ch <= UNI_SUR_LOW_END) {
+ --source; /* return to the illegal value itself */
+ result = sourceIllegal;
+ break;
+ }
+ }
+ /* Figure out how many bytes the result will require */
+ if (ch < (UTF32)0x80) { bytesToWrite = 1;
+ } else if (ch < (UTF32)0x800) { bytesToWrite = 2;
+ } else if (ch < (UTF32)0x10000) { bytesToWrite = 3;
+ } else if (ch < (UTF32)0x110000) { bytesToWrite = 4;
+ } else { bytesToWrite = 3;
+ ch = UNI_REPLACEMENT_CHAR;
+ }
+
+ target += bytesToWrite;
+ if (target > targetEnd) {
+ source = oldSource; /* Back up source pointer! */
+ target -= bytesToWrite; result = targetExhausted; break;
+ }
+ switch (bytesToWrite) { /* note: everything falls through. */
+ case 4: *--target = (UTF8)((ch | byteMark) & byteMask); ch >>= 6;
+ case 3: *--target = (UTF8)((ch | byteMark) & byteMask); ch >>= 6;
+ case 2: *--target = (UTF8)((ch | byteMark) & byteMask); ch >>= 6;
+ case 1: *--target = (UTF8)(ch | firstByteMark[bytesToWrite]);
+ }
+ target += bytesToWrite;
}
*sourceStart = source;
*targetStart = target;
@@ -297,19 +297,19 @@ static Boolean isLegalUTF8(const UTF8 *source, int length) {
const UTF8 *srcptr = source+length;
switch (length) {
default: return false;
- /* Everything else falls through when "true"... */
+ /* Everything else falls through when "true"... */
case 4: if ((a = (*--srcptr)) < 0x80 || a > 0xBF) return false;
case 3: if ((a = (*--srcptr)) < 0x80 || a > 0xBF) return false;
case 2: if ((a = (*--srcptr)) > 0xBF) return false;
- switch (*source) {
- /* no fall-through in this inner switch */
- case 0xE0: if (a < 0xA0) return false; break;
- case 0xED: if (a > 0x9F) return false; break;
- case 0xF0: if (a < 0x90) return false; break;
- case 0xF4: if (a > 0x8F) return false; break;
- default: if (a < 0x80) return false;
- }
+ switch (*source) {
+ /* no fall-through in this inner switch */
+ case 0xE0: if (a < 0xA0) return false; break;
+ case 0xED: if (a > 0x9F) return false; break;
+ case 0xF0: if (a < 0x90) return false; break;
+ case 0xF4: if (a > 0x8F) return false; break;
+ default: if (a < 0x80) return false;
+ }
case 1: if (*source >= 0x80 && *source < 0xC2) return false;
}
@@ -326,7 +326,7 @@ static Boolean isLegalUTF8(const UTF8 *source, int length) {
Boolean isLegalUTF8Sequence(const UTF8 *source, const UTF8 *sourceEnd) {
int length = trailingBytesForUTF8[*source]+1;
if (source+length > sourceEnd) {
- return false;
+ return false;
}
return isLegalUTF8(source, length);
}
@@ -334,70 +334,70 @@ Boolean isLegalUTF8Sequence(const UTF8 *source, const UTF8 *sourceEnd) {
/* --------------------------------------------------------------------- */
ConversionResult ConvertUTF8toUTF16 (
- const UTF8** sourceStart, const UTF8* sourceEnd,
- UTF16** targetStart, UTF16* targetEnd, ConversionFlags flags) {
+ const UTF8** sourceStart, const UTF8* sourceEnd,
+ UTF16** targetStart, UTF16* targetEnd, ConversionFlags flags) {
ConversionResult result = conversionOK;
const UTF8* source = *sourceStart;
UTF16* target = *targetStart;
while (source < sourceEnd) {
- UTF32 ch = 0;
- unsigned short extraBytesToRead = trailingBytesForUTF8[*source];
- if (source + extraBytesToRead >= sourceEnd) {
- result = sourceExhausted; break;
- }
- /* Do this check whether lenient or strict */
- if (! isLegalUTF8(source, extraBytesToRead+1)) {
- result = sourceIllegal;
- break;
- }
- /*
- * The cases all fall through. See "Note A" below.
- */
- switch (extraBytesToRead) {
- case 5: ch += *source++; ch <<= 6; /* remember, illegal UTF-8 */
- case 4: ch += *source++; ch <<= 6; /* remember, illegal UTF-8 */
- case 3: ch += *source++; ch <<= 6;
- case 2: ch += *source++; ch <<= 6;
- case 1: ch += *source++; ch <<= 6;
- case 0: ch += *source++;
- }
- ch -= offsetsFromUTF8[extraBytesToRead];
-
- if (target >= targetEnd) {
- source -= (extraBytesToRead+1); /* Back up source pointer! */
- result = targetExhausted; break;
- }
- if (ch <= UNI_MAX_BMP) { /* Target is a character <= 0xFFFF */
- /* UTF-16 surrogate values are illegal in UTF-32 */
- if (ch >= UNI_SUR_HIGH_START && ch <= UNI_SUR_LOW_END) {
- if (flags == strictConversion) {
- source -= (extraBytesToRead+1); /* return to the illegal value itself */
- result = sourceIllegal;
- break;
- } else {
- *target++ = UNI_REPLACEMENT_CHAR;
- }
- } else {
- *target++ = (UTF16)ch; /* normal case */
- }
- } else if (ch > UNI_MAX_UTF16) {
- if (flags == strictConversion) {
- result = sourceIllegal;
- source -= (extraBytesToRead+1); /* return to the start */
- break; /* Bail out; shouldn't continue */
- } else {
- *target++ = UNI_REPLACEMENT_CHAR;
- }
- } else {
- /* target is a character in range 0xFFFF - 0x10FFFF. */
- if (target + 1 >= targetEnd) {
- source -= (extraBytesToRead+1); /* Back up source pointer! */
- result = targetExhausted; break;
- }
- ch -= halfBase;
- *target++ = (UTF16)((ch >> halfShift) + UNI_SUR_HIGH_START);
- *target++ = (UTF16)((ch & halfMask) + UNI_SUR_LOW_START);
- }
+ UTF32 ch = 0;
+ unsigned short extraBytesToRead = trailingBytesForUTF8[*source];
+ if (source + extraBytesToRead >= sourceEnd) {
+ result = sourceExhausted; break;
+ }
+ /* Do this check whether lenient or strict */
+ if (! isLegalUTF8(source, extraBytesToRead+1)) {
+ result = sourceIllegal;
+ break;
+ }
+ /*
+ * The cases all fall through. See "Note A" below.
+ */
+ switch (extraBytesToRead) {
+ case 5: ch += *source++; ch <<= 6; /* remember, illegal UTF-8 */
+ case 4: ch += *source++; ch <<= 6; /* remember, illegal UTF-8 */
+ case 3: ch += *source++; ch <<= 6;
+ case 2: ch += *source++; ch <<= 6;
+ case 1: ch += *source++; ch <<= 6;
+ case 0: ch += *source++;
+ }
+ ch -= offsetsFromUTF8[extraBytesToRead];
+
+ if (target >= targetEnd) {
+ source -= (extraBytesToRead+1); /* Back up source pointer! */
+ result = targetExhausted; break;
+ }
+ if (ch <= UNI_MAX_BMP) { /* Target is a character <= 0xFFFF */
+ /* UTF-16 surrogate values are illegal in UTF-32 */
+ if (ch >= UNI_SUR_HIGH_START && ch <= UNI_SUR_LOW_END) {
+ if (flags == strictConversion) {
+ source -= (extraBytesToRead+1); /* return to the illegal value itself */
+ result = sourceIllegal;
+ break;
+ } else {
+ *target++ = UNI_REPLACEMENT_CHAR;
+ }
+ } else {
+ *target++ = (UTF16)ch; /* normal case */
+ }
+ } else if (ch > UNI_MAX_UTF16) {
+ if (flags == strictConversion) {
+ result = sourceIllegal;
+ source -= (extraBytesToRead+1); /* return to the start */
+ break; /* Bail out; shouldn't continue */
+ } else {
+ *target++ = UNI_REPLACEMENT_CHAR;
+ }
+ } else {
+ /* target is a character in range 0xFFFF - 0x10FFFF. */
+ if (target + 1 >= targetEnd) {
+ source -= (extraBytesToRead+1); /* Back up source pointer! */
+ result = targetExhausted; break;
+ }
+ ch -= halfBase;
+ *target++ = (UTF16)((ch >> halfShift) + UNI_SUR_HIGH_START);
+ *target++ = (UTF16)((ch & halfMask) + UNI_SUR_LOW_START);
+ }
}
*sourceStart = source;
*targetStart = target;
@@ -407,50 +407,50 @@ ConversionResult ConvertUTF8toUTF16 (
/* --------------------------------------------------------------------- */
ConversionResult ConvertUTF32toUTF8 (
- const UTF32** sourceStart, const UTF32* sourceEnd,
- UTF8** targetStart, UTF8* targetEnd, ConversionFlags flags) {
+ const UTF32** sourceStart, const UTF32* sourceEnd,
+ UTF8** targetStart, UTF8* targetEnd, ConversionFlags flags) {
ConversionResult result = conversionOK;
const UTF32* source = *sourceStart;
UTF8* target = *targetStart;
while (source < sourceEnd) {
- UTF32 ch;
- unsigned short bytesToWrite = 0;
- const UTF32 byteMask = 0xBF;
- const UTF32 byteMark = 0x80;
- ch = *source++;
- if (flags == strictConversion ) {
- /* UTF-16 surrogate values are illegal in UTF-32 */
- if (ch >= UNI_SUR_HIGH_START && ch <= UNI_SUR_LOW_END) {
- --source; /* return to the illegal value itself */
- result = sourceIllegal;
- break;
- }
- }
- /*
- * Figure out how many bytes the result will require. Turn any
- * illegally large UTF32 things (> Plane 17) into replacement chars.
- */
- if (ch < (UTF32)0x80) { bytesToWrite = 1;
- } else if (ch < (UTF32)0x800) { bytesToWrite = 2;
- } else if (ch < (UTF32)0x10000) { bytesToWrite = 3;
- } else if (ch <= UNI_MAX_LEGAL_UTF32) { bytesToWrite = 4;
- } else { bytesToWrite = 3;
- ch = UNI_REPLACEMENT_CHAR;
- result = sourceIllegal;
- }
-
- target += bytesToWrite;
- if (target > targetEnd) {
- --source; /* Back up source pointer! */
- target -= bytesToWrite; result = targetExhausted; break;
- }
- switch (bytesToWrite) { /* note: everything falls through. */
- case 4: *--target = (UTF8)((ch | byteMark) & byteMask); ch >>= 6;
- case 3: *--target = (UTF8)((ch | byteMark) & byteMask); ch >>= 6;
- case 2: *--target = (UTF8)((ch | byteMark) & byteMask); ch >>= 6;
- case 1: *--target = (UTF8) (ch | firstByteMark[bytesToWrite]);
- }
- target += bytesToWrite;
+ UTF32 ch;
+ unsigned short bytesToWrite = 0;
+ const UTF32 byteMask = 0xBF;
+ const UTF32 byteMark = 0x80;
+ ch = *source++;
+ if (flags == strictConversion ) {
+ /* UTF-16 surrogate values are illegal in UTF-32 */
+ if (ch >= UNI_SUR_HIGH_START && ch <= UNI_SUR_LOW_END) {
+ --source; /* return to the illegal value itself */
+ result = sourceIllegal;
+ break;
+ }
+ }
+ /*
+ * Figure out how many bytes the result will require. Turn any
+ * illegally large UTF32 things (> Plane 17) into replacement chars.
+ */
+ if (ch < (UTF32)0x80) { bytesToWrite = 1;
+ } else if (ch < (UTF32)0x800) { bytesToWrite = 2;
+ } else if (ch < (UTF32)0x10000) { bytesToWrite = 3;
+ } else if (ch <= UNI_MAX_LEGAL_UTF32) { bytesToWrite = 4;
+ } else { bytesToWrite = 3;
+ ch = UNI_REPLACEMENT_CHAR;
+ result = sourceIllegal;
+ }
+
+ target += bytesToWrite;
+ if (target > targetEnd) {
+ --source; /* Back up source pointer! */
+ target -= bytesToWrite; result = targetExhausted; break;
+ }
+ switch (bytesToWrite) { /* note: everything falls through. */
+ case 4: *--target = (UTF8)((ch | byteMark) & byteMask); ch >>= 6;
+ case 3: *--target = (UTF8)((ch | byteMark) & byteMask); ch >>= 6;
+ case 2: *--target = (UTF8)((ch | byteMark) & byteMask); ch >>= 6;
+ case 1: *--target = (UTF8) (ch | firstByteMark[bytesToWrite]);
+ }
+ target += bytesToWrite;
}
*sourceStart = source;
*targetStart = target;
@@ -460,59 +460,59 @@ ConversionResult ConvertUTF32toUTF8 (
/* --------------------------------------------------------------------- */
ConversionResult ConvertUTF8toUTF32 (
- const UTF8** sourceStart, const UTF8* sourceEnd,
- UTF32** targetStart, UTF32* targetEnd, ConversionFlags flags) {
+ const UTF8** sourceStart, const UTF8* sourceEnd,
+ UTF32** targetStart, UTF32* targetEnd, ConversionFlags flags) {
ConversionResult result = conversionOK;
const UTF8* source = *sourceStart;
UTF32* target = *targetStart;
while (source < sourceEnd) {
- UTF32 ch = 0;
- unsigned short extraBytesToRead = trailingBytesForUTF8[*source];
- if (source + extraBytesToRead >= sourceEnd) {
- result = sourceExhausted; break;
- }
- /* Do this check whether lenient or strict */
- if (! isLegalUTF8(source, extraBytesToRead+1)) {
- result = sourceIllegal;
- break;
- }
- /*
- * The cases all fall through. See "Note A" below.
- */
- switch (extraBytesToRead) {
- case 5: ch += *source++; ch <<= 6;
- case 4: ch += *source++; ch <<= 6;
- case 3: ch += *source++; ch <<= 6;
- case 2: ch += *source++; ch <<= 6;
- case 1: ch += *source++; ch <<= 6;
- case 0: ch += *source++;
- }
- ch -= offsetsFromUTF8[extraBytesToRead];
-
- if (target >= targetEnd) {
- source -= (extraBytesToRead+1); /* Back up the source pointer! */
- result = targetExhausted; break;
- }
- if (ch <= UNI_MAX_LEGAL_UTF32) {
- /*
- * UTF-16 surrogate values are illegal in UTF-32, and anything
- * over Plane 17 (> 0x10FFFF) is illegal.
- */
- if (ch >= UNI_SUR_HIGH_START && ch <= UNI_SUR_LOW_END) {
- if (flags == strictConversion) {
- source -= (extraBytesToRead+1); /* return to the illegal value itself */
- result = sourceIllegal;
- break;
- } else {
- *target++ = UNI_REPLACEMENT_CHAR;
- }
- } else {
- *target++ = ch;
- }
- } else { /* i.e., ch > UNI_MAX_LEGAL_UTF32 */
- result = sourceIllegal;
- *target++ = UNI_REPLACEMENT_CHAR;
- }
+ UTF32 ch = 0;
+ unsigned short extraBytesToRead = trailingBytesForUTF8[*source];
+ if (source + extraBytesToRead >= sourceEnd) {
+ result = sourceExhausted; break;
+ }
+ /* Do this check whether lenient or strict */
+ if (! isLegalUTF8(source, extraBytesToRead+1)) {
+ result = sourceIllegal;
+ break;
+ }
+ /*
+ * The cases all fall through. See "Note A" below.
+ */
+ switch (extraBytesToRead) {
+ case 5: ch += *source++; ch <<= 6;
+ case 4: ch += *source++; ch <<= 6;
+ case 3: ch += *source++; ch <<= 6;
+ case 2: ch += *source++; ch <<= 6;
+ case 1: ch += *source++; ch <<= 6;
+ case 0: ch += *source++;
+ }
+ ch -= offsetsFromUTF8[extraBytesToRead];
+
+ if (target >= targetEnd) {
+ source -= (extraBytesToRead+1); /* Back up the source pointer! */
+ result = targetExhausted; break;
+ }
+ if (ch <= UNI_MAX_LEGAL_UTF32) {
+ /*
+ * UTF-16 surrogate values are illegal in UTF-32, and anything
+ * over Plane 17 (> 0x10FFFF) is illegal.
+ */
+ if (ch >= UNI_SUR_HIGH_START && ch <= UNI_SUR_LOW_END) {
+ if (flags == strictConversion) {
+ source -= (extraBytesToRead+1); /* return to the illegal value itself */
+ result = sourceIllegal;
+ break;
+ } else {
+ *target++ = UNI_REPLACEMENT_CHAR;
+ }
+ } else {
+ *target++ = ch;
+ }
+ } else { /* i.e., ch > UNI_MAX_LEGAL_UTF32 */
+ result = sourceIllegal;
+ *target++ = UNI_REPLACEMENT_CHAR;
+ }
}
*sourceStart = source;
*targetStart = target;
@@ -525,14 +525,14 @@ ConversionResult ConvertUTF8toUTF32 (
The fall-through switches in UTF-8 reading code save a
temp variable, some decrements & conditionals. The switches
are equivalent to the following loop:
- {
- int tmpBytesToRead = extraBytesToRead+1;
- do {
- ch += *source++;
- --tmpBytesToRead;
- if (tmpBytesToRead) ch <<= 6;
- } while (tmpBytesToRead > 0);
- }
+ {
+ int tmpBytesToRead = extraBytesToRead+1;
+ do {
+ ch += *source++;
+ --tmpBytesToRead;
+ if (tmpBytesToRead) ch <<= 6;
+ } while (tmpBytesToRead > 0);
+ }
In UTF-8 writing code, the switches on "bytesToWrite" are
similarly unrolled loops.
diff --git a/src/3rdparty/assimp/contrib/ConvertUTF/ConvertUTF.h b/src/3rdparty/assimp/contrib/ConvertUTF/ConvertUTF.h
index 76e801ece..05e800ad8 100644
--- a/src/3rdparty/assimp/contrib/ConvertUTF/ConvertUTF.h
+++ b/src/3rdparty/assimp/contrib/ConvertUTF/ConvertUTF.h
@@ -1,8 +1,8 @@
/*
* Copyright 2001-2004 Unicode, Inc.
- *
+ *
* Disclaimer
- *
+ *
* This source code is provided as is by Unicode, Inc. No claims are
* made as to fitness for any particular purpose. No warranties of any
* kind are expressed or implied. The recipient agrees to determine
@@ -10,9 +10,9 @@
* purchased on magnetic or optical media from Unicode, Inc., the
* sole remedy for any claim will be exchange of defective media
* within 90 days of receipt.
- *
+ *
* Limitations on Rights to Redistribute This Code
- *
+ *
* Unicode, Inc. hereby grants the right to freely use the information
* supplied in this file in the creation of products supporting the
* Unicode Standard, and to make copies of this file in any form
@@ -34,7 +34,7 @@
Each routine converts the text between *sourceStart and sourceEnd,
putting the result into the buffer between *targetStart and
- targetEnd. Note: the end pointers are *after* the last item: e.g.
+ targetEnd. Note: the end pointers are *after* the last item: e.g.
*(sourceEnd - 1) is the last item.
The return result indicates whether the conversion was successful,
@@ -46,12 +46,12 @@
the respective buffers.
Input parameters:
- sourceStart - pointer to a pointer to the source buffer.
- The contents of this are modified on return so that
- it points at the next thing to be converted.
- targetStart - similarly, pointer to pointer to the target buffer.
- sourceEnd, targetEnd - respectively pointers to the ends of the
- two buffers, for overflow checking only.
+ sourceStart - pointer to a pointer to the source buffer.
+ The contents of this are modified on return so that
+ it points at the next thing to be converted.
+ targetStart - similarly, pointer to pointer to the target buffer.
+ sourceEnd, targetEnd - respectively pointers to the ends of the
+ two buffers, for overflow checking only.
These conversion functions take a ConversionFlags argument. When this
flag is set to strict, both irregular sequences and isolated surrogates
@@ -68,15 +68,15 @@
they constitute an error.
Output parameters:
- The value "sourceIllegal" is returned from some routines if the input
- sequence is malformed. When "sourceIllegal" is returned, the source
- value will point to the illegal value that caused the problem. E.g.,
- in UTF-8 when a sequence is malformed, it points to the start of the
- malformed sequence.
+ The value "sourceIllegal" is returned from some routines if the input
+ sequence is malformed. When "sourceIllegal" is returned, the source
+ value will point to the illegal value that caused the problem. E.g.,
+ in UTF-8 when a sequence is malformed, it points to the start of the
+ malformed sequence.
Author: Mark E. Davis, 1994.
Rev History: Rick McGowan, fixes & updates May 2001.
- Fixes & updates, Sept 2001.
+ Fixes & updates, Sept 2001.
------------------------------------------------------------------------ */
@@ -88,10 +88,10 @@
bit mask & shift operations.
------------------------------------------------------------------------ */
-typedef unsigned long UTF32; /* at least 32 bits */
-typedef unsigned short UTF16; /* at least 16 bits */
-typedef unsigned char UTF8; /* typically 8 bits */
-typedef unsigned char Boolean; /* 0 or 1 */
+typedef unsigned long UTF32; /* at least 32 bits */
+typedef unsigned short UTF16; /* at least 16 bits */
+typedef unsigned char UTF8; /* typically 8 bits */
+typedef unsigned char Boolean; /* 0 or 1 */
/* Some fundamental constants */
#define UNI_REPLACEMENT_CHAR (UTF32)0x0000FFFD
@@ -101,15 +101,15 @@ typedef unsigned char Boolean; /* 0 or 1 */
#define UNI_MAX_LEGAL_UTF32 (UTF32)0x0010FFFF
typedef enum {
- conversionOK, /* conversion successful */
- sourceExhausted, /* partial character in source, but hit end */
- targetExhausted, /* insuff. room in target for conversion */
- sourceIllegal /* source sequence is illegal/malformed */
+ conversionOK, /* conversion successful */
+ sourceExhausted, /* partial character in source, but hit end */
+ targetExhausted, /* insuff. room in target for conversion */
+ sourceIllegal /* source sequence is illegal/malformed */
} ConversionResult;
typedef enum {
- strictConversion = 0,
- lenientConversion
+ strictConversion = 0,
+ lenientConversion
} ConversionFlags;
/* This is for C++ and does no harm in C */
@@ -118,28 +118,28 @@ extern "C" {
#endif
ConversionResult ConvertUTF8toUTF16 (
- const UTF8** sourceStart, const UTF8* sourceEnd,
- UTF16** targetStart, UTF16* targetEnd, ConversionFlags flags);
+ const UTF8** sourceStart, const UTF8* sourceEnd,
+ UTF16** targetStart, UTF16* targetEnd, ConversionFlags flags);
ConversionResult ConvertUTF16toUTF8 (
- const UTF16** sourceStart, const UTF16* sourceEnd,
- UTF8** targetStart, UTF8* targetEnd, ConversionFlags flags);
-
+ const UTF16** sourceStart, const UTF16* sourceEnd,
+ UTF8** targetStart, UTF8* targetEnd, ConversionFlags flags);
+
ConversionResult ConvertUTF8toUTF32 (
- const UTF8** sourceStart, const UTF8* sourceEnd,
- UTF32** targetStart, UTF32* targetEnd, ConversionFlags flags);
+ const UTF8** sourceStart, const UTF8* sourceEnd,
+ UTF32** targetStart, UTF32* targetEnd, ConversionFlags flags);
ConversionResult ConvertUTF32toUTF8 (
- const UTF32** sourceStart, const UTF32* sourceEnd,
- UTF8** targetStart, UTF8* targetEnd, ConversionFlags flags);
-
+ const UTF32** sourceStart, const UTF32* sourceEnd,
+ UTF8** targetStart, UTF8* targetEnd, ConversionFlags flags);
+
ConversionResult ConvertUTF16toUTF32 (
- const UTF16** sourceStart, const UTF16* sourceEnd,
- UTF32** targetStart, UTF32* targetEnd, ConversionFlags flags);
+ const UTF16** sourceStart, const UTF16* sourceEnd,
+ UTF32** targetStart, UTF32* targetEnd, ConversionFlags flags);
ConversionResult ConvertUTF32toUTF16 (
- const UTF32** sourceStart, const UTF32* sourceEnd,
- UTF16** targetStart, UTF16* targetEnd, ConversionFlags flags);
+ const UTF32** sourceStart, const UTF32* sourceEnd,
+ UTF16** targetStart, UTF16* targetEnd, ConversionFlags flags);
Boolean isLegalUTF8Sequence(const UTF8 *source, const UTF8 *sourceEnd);
diff --git a/src/3rdparty/assimp/contrib/ConvertUTF/readme.txt b/src/3rdparty/assimp/contrib/ConvertUTF/readme.txt
index 71f4de981..b9f17fb81 100644
--- a/src/3rdparty/assimp/contrib/ConvertUTF/readme.txt
+++ b/src/3rdparty/assimp/contrib/ConvertUTF/readme.txt
@@ -3,12 +3,12 @@ The accompanying C source code file "ConvertUTF.c" and the associated header
file "ConvertUTF.h" provide for conversion between various transformation
formats of Unicode characters. The following conversions are supported:
- UTF-32 to UTF-16
- UTF-32 to UTF-8
- UTF-16 to UTF-32
- UTF-16 to UTF-8
- UTF-8 to UTF-16
- UTF-8 to UTF-32
+ UTF-32 to UTF-16
+ UTF-32 to UTF-8
+ UTF-16 to UTF-32
+ UTF-16 to UTF-8
+ UTF-8 to UTF-16
+ UTF-8 to UTF-32
In addition, there is a test harness which runs various tests.
@@ -21,22 +21,22 @@ unsuitable for general purpose use.
Please submit any bug reports about these programs here:
- http://www.unicode.org/unicode/reporting.html
+ http://www.unicode.org/unicode/reporting.html
Version 1.0: initial version.
Version 1.1: corrected some minor problems; added stricter checks.
Version 1.2: corrected switch statements associated with "extraBytesToRead"
- in 4 & 5 byte cases, in functions for conversion from UTF8.
- Note: formally, the 4 & 5 byte cases are illegal in the latest
- UTF8, but the table and this code has always catered for those,
- cases since at one time they were legal.
+ in 4 & 5 byte cases, in functions for conversion from UTF8.
+ Note: formally, the 4 & 5 byte cases are illegal in the latest
+ UTF8, but the table and this code has always catered for those,
+ cases since at one time they were legal.
Version 1.3: Updated UTF-8 legality check;
- updated to use UNI_MAX_LEGAL_UTF32 in UTF-32 conversions
- Updated UTF-8 legality tests in harness.c
-
+ updated to use UNI_MAX_LEGAL_UTF32 in UTF-32 conversions
+ Updated UTF-8 legality tests in harness.c
+
Last update: October 19, 2004
diff --git a/src/3rdparty/assimp/contrib/clipper/License.txt b/src/3rdparty/assimp/contrib/clipper/License.txt
new file mode 100644
index 000000000..8e2278cef
--- /dev/null
+++ b/src/3rdparty/assimp/contrib/clipper/License.txt
@@ -0,0 +1,29 @@
+The Clipper code library, the "Software" (that includes Delphi, C++ & C#
+source code, accompanying samples and documentation), has been released
+under the following license, terms and conditions:
+
+Boost Software License - Version 1.0 - August 17th, 2003
+http://www.boost.org/LICENSE_1_0.txt
+
+Permission is hereby granted, free of charge, to any person or organization
+obtaining a copy of the software and accompanying documentation covered by
+this license (the "Software") to use, reproduce, display, distribute,
+execute, and transmit the Software, and to prepare derivative works of the
+Software, and to permit third-parties to whom the Software is furnished to
+do so, all subject to the following:
+
+The copyright notices in the Software and this entire statement, including
+the above license grant, this restriction and the following disclaimer,
+must be included in all copies of the Software, in whole or in part, and
+all derivative works of the Software, unless such copies or derivative
+works are solely in the form of machine-executable object code generated by
+a source language processor.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT
+SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE
+FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE,
+ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
+DEALINGS IN THE SOFTWARE.
+
diff --git a/src/3rdparty/assimp/contrib/clipper/clipper.cpp b/src/3rdparty/assimp/contrib/clipper/clipper.cpp
new file mode 100644
index 000000000..aa79928b9
--- /dev/null
+++ b/src/3rdparty/assimp/contrib/clipper/clipper.cpp
@@ -0,0 +1,3302 @@
+/*******************************************************************************
+* *
+* Author : Angus Johnson *
+* Version : 4.6.3 *
+* Date : 11 November 2011 *
+* Website : http://www.angusj.com *
+* Copyright : Angus Johnson 2010-2011 *
+* *
+* License: *
+* Use, modification & distribution is subject to Boost Software License Ver 1. *
+* http://www.boost.org/LICENSE_1_0.txt *
+* *
+* Attributions: *
+* The code in this library is an extension of Bala Vatti's clipping algorithm: *
+* "A generic solution to polygon clipping" *
+* Communications of the ACM, Vol 35, Issue 7 (July 1992) pp 56-63. *
+* http://portal.acm.org/citation.cfm?id=129906 *
+* *
+* Computer graphics and geometric modeling: implementation and algorithms *
+* By Max K. Agoston *
+* Springer; 1 edition (January 4, 2005) *
+* http://books.google.com/books?q=vatti+clipping+agoston *
+* *
+* See also: *
+* "Polygon Offsetting by Computing Winding Numbers" *
+* Paper no. DETC2005-85513 pp. 565-575 *
+* ASME 2005 International Design Engineering Technical Conferences *
+* and Computers and Information in Engineering Conference (IDETC/CIE2005) *
+* September 24–28, 2005 , Long Beach, California, USA *
+* http://www.me.berkeley.edu/~mcmains/pubs/DAC05OffsetPolygon.pdf *
+* *
+*******************************************************************************/
+
+/*******************************************************************************
+* *
+* This is a translation of the Delphi Clipper library and the naming style *
+* used has retained a Delphi flavour. *
+* *
+*******************************************************************************/
+
+#include "clipper.hpp"
+#include <cmath>
+#include <vector>
+#include <algorithm>
+#include <stdexcept>
+#include <cstring>
+#include <cstdlib>
+#include <ostream>
+
+namespace ClipperLib {
+
+static long64 const loRange = 1518500249; //sqrt(2^63 -1)/2
+static long64 const hiRange = 6521908912666391106LL; //sqrt(2^127 -1)/2
+static double const pi = 3.141592653589793238;
+enum Direction { dRightToLeft, dLeftToRight };
+enum RangeTest { rtLo, rtHi, rtError };
+
+#define HORIZONTAL (-1.0E+40)
+#define TOLERANCE (1.0e-20)
+#define NEAR_ZERO(val) (((val) > -TOLERANCE) && ((val) < TOLERANCE))
+#define NEAR_EQUAL(a, b) NEAR_ZERO((a) - (b))
+
+inline long64 Abs(long64 val)
+{
+ if (val < 0) return -val; else return val;
+}
+//------------------------------------------------------------------------------
+
+//------------------------------------------------------------------------------
+// Int128 class (enables safe math on signed 64bit integers)
+// eg Int128 val1((long64)9223372036854775807); //ie 2^63 -1
+// Int128 val2((long64)9223372036854775807);
+// Int128 val3 = val1 * val2;
+// val3.AsString => "85070591730234615847396907784232501249" (8.5e+37)
+//------------------------------------------------------------------------------
+
+class Int128
+{
+ public:
+
+ Int128(long64 _lo = 0)
+ {
+ hi = 0;
+ if (_lo < 0) {
+ lo = -_lo;
+ Negate(*this);
+ } else
+ lo = _lo;
+ }
+
+ Int128(const Int128 &val): hi(val.hi), lo(val.lo){}
+
+ long64 operator = (const long64 &val)
+ {
+ hi = 0;
+ lo = Abs(val);
+ if (val < 0) Negate(*this);
+ return val;
+ }
+
+ bool operator == (const Int128 &val) const
+ {return (hi == val.hi && lo == val.lo);}
+
+ bool operator != (const Int128 &val) const { return !(*this == val);}
+
+ bool operator > (const Int128 &val) const
+ {
+ if (hi > val.hi) return true;
+ else if (hi < val.hi) return false;
+ else return ulong64(lo) > ulong64(val.lo);
+ }
+
+ bool operator < (const Int128 &val) const
+ {
+ if (hi < val.hi) return true;
+ else if (hi > val.hi) return false;
+ else return ulong64(lo) < ulong64(val.lo);
+ }
+
+ Int128& operator += (const Int128 &rhs)
+ {
+ hi += rhs.hi;
+ lo += rhs.lo;
+ if (ulong64(lo) < ulong64(rhs.lo)) hi++;
+ return *this;
+ }
+
+ Int128 operator + (const Int128 &rhs) const
+ {
+ Int128 result(*this);
+ result+= rhs;
+ return result;
+ }
+
+ Int128& operator -= (const Int128 &rhs)
+ {
+ Int128 tmp(rhs);
+ Negate(tmp);
+ *this += tmp;
+ return *this;
+ }
+
+ Int128 operator - (const Int128 &rhs) const
+ {
+ Int128 result(*this);
+ result-= rhs;
+ return result;
+ }
+
+ Int128 operator * (const Int128 &rhs) const {
+ if ( !(hi == 0 || hi == -1) || !(rhs.hi == 0 || rhs.hi == -1))
+ throw "Int128 operator*: overflow error";
+ bool negate = (hi < 0) != (rhs.hi < 0);
+
+ Int128 tmp(*this);
+ if (tmp.hi < 0) Negate(tmp);
+ ulong64 int1Hi = ulong64(tmp.lo) >> 32;
+ ulong64 int1Lo = ulong64(tmp.lo & 0xFFFFFFFF);
+
+ tmp = rhs;
+ if (tmp.hi < 0) Negate(tmp);
+ ulong64 int2Hi = ulong64(tmp.lo) >> 32;
+ ulong64 int2Lo = ulong64(tmp.lo & 0xFFFFFFFF);
+
+ //nb: see comments in clipper.pas
+ ulong64 a = int1Hi * int2Hi;
+ ulong64 b = int1Lo * int2Lo;
+ ulong64 c = int1Hi * int2Lo + int1Lo * int2Hi;
+
+ tmp.hi = long64(a + (c >> 32));
+ tmp.lo = long64(c << 32);
+ tmp.lo += long64(b);
+ if (ulong64(tmp.lo) < b) tmp.hi++;
+ if (negate) Negate(tmp);
+ return tmp;
+ }
+
+ Int128 operator/ (const Int128 &rhs) const
+ {
+ if (rhs.lo == 0 && rhs.hi == 0)
+ throw "Int128 operator/: divide by zero";
+ bool negate = (rhs.hi < 0) != (hi < 0);
+ Int128 result(*this), denom(rhs);
+ if (result.hi < 0) Negate(result);
+ if (denom.hi < 0) Negate(denom);
+ if (denom > result) return Int128(0); //result is only a fraction of 1
+ Negate(denom);
+
+ Int128 p(0);
+ for (int i = 0; i < 128; ++i)
+ {
+ p.hi = p.hi << 1;
+ if (p.lo < 0) p.hi++;
+ p.lo = long64(p.lo) << 1;
+ if (result.hi < 0) p.lo++;
+ result.hi = result.hi << 1;
+ if (result.lo < 0) result.hi++;
+ result.lo = long64(result.lo) << 1;
+ Int128 p2(p);
+ p += denom;
+ if (p.hi < 0) p = p2;
+ else result.lo++;
+ }
+ if (negate) Negate(result);
+ return result;
+ }
+
+ double AsDouble() const
+ {
+ const double shift64 = 18446744073709551616.0; //2^64
+ const double bit64 = 9223372036854775808.0;
+ if (hi < 0)
+ {
+ Int128 tmp(*this);
+ Negate(tmp);
+ if (tmp.lo < 0)
+ return (double)tmp.lo - bit64 - tmp.hi * shift64;
+ else
+ return -(double)tmp.lo - tmp.hi * shift64;
+ }
+ else if (lo < 0)
+ return -(double)lo + bit64 + hi * shift64;
+ else
+ return (double)lo + (double)hi * shift64;
+ }
+
+ //for bug testing ...
+ std::string AsString() const
+ {
+ std::string result;
+ unsigned char r = 0;
+ Int128 tmp(0), val(*this);
+ if (hi < 0) Negate(val);
+ result.resize(50);
+ std::string::size_type i = result.size() -1;
+ while (val.hi != 0 || val.lo != 0)
+ {
+ Div10(val, tmp, r);
+ result[i--] = char('0' + r);
+ val = tmp;
+ }
+ if (hi < 0) result[i--] = '-';
+ result.erase(0,i+1);
+ if (result.size() == 0) result = "0";
+ return result;
+ }
+
+private:
+ long64 hi;
+ long64 lo;
+
+ static void Negate(Int128 &val)
+ {
+ if (val.lo == 0)
+ {
+ if( val.hi == 0) return;
+ val.lo = ~val.lo;
+ val.hi = ~val.hi +1;
+ }
+ else
+ {
+ val.lo = ~val.lo +1;
+ val.hi = ~val.hi;
+ }
+ }
+
+ //debugging only ...
+ void Div10(const Int128 val, Int128& result, unsigned char & remainder) const
+ {
+ remainder = 0;
+ result = 0;
+ for (int i = 63; i >= 0; --i)
+ {
+ if ((val.hi & ((long64)1 << i)) != 0)
+ remainder = char((remainder * 2) + 1); else
+ remainder *= char(2);
+ if (remainder >= 10)
+ {
+ result.hi += ((long64)1 << i);
+ remainder -= char(10);
+ }
+ }
+ for (int i = 63; i >= 0; --i)
+ {
+ if ((val.lo & ((long64)1 << i)) != 0)
+ remainder = char((remainder * 2) + 1); else
+ remainder *= char(2);
+ if (remainder >= 10)
+ {
+ result.lo += ((long64)1 << i);
+ remainder -= char(10);
+ }
+ }
+ }
+};
+
+//------------------------------------------------------------------------------
+//------------------------------------------------------------------------------
+
+RangeTest TestRange(const Polygon &pts)
+{
+ RangeTest result = rtLo;
+ for (Polygon::size_type i = 0; i < pts.size(); ++i)
+ {
+ if (Abs(pts[i].X) > hiRange || Abs(pts[i].Y) > hiRange)
+ return rtError;
+ else if (Abs(pts[i].X) > loRange || Abs(pts[i].Y) > loRange)
+ result = rtHi;
+ }
+ return result;
+}
+//------------------------------------------------------------------------------
+
+bool Orientation(const Polygon &poly)
+{
+ int highI = (int)poly.size() -1;
+ if (highI < 2) return false;
+ bool UseFullInt64Range = false;
+
+ int j = 0, jplus, jminus;
+ for (int i = 0; i <= highI; ++i)
+ {
+ if (Abs(poly[i].X) > hiRange || Abs(poly[i].Y) > hiRange)
+ throw "Coordinate exceeds range bounds.";
+ if (Abs(poly[i].X) > loRange || Abs(poly[i].Y) > loRange)
+ UseFullInt64Range = true;
+ if (poly[i].Y < poly[j].Y) continue;
+ if ((poly[i].Y > poly[j].Y || poly[i].X < poly[j].X)) j = i;
+ };
+ if (j == highI) jplus = 0;
+ else jplus = j +1;
+ if (j == 0) jminus = highI;
+ else jminus = j -1;
+
+ IntPoint vec1, vec2;
+ //get cross product of vectors of the edges adjacent to highest point ...
+ vec1.X = poly[j].X - poly[jminus].X;
+ vec1.Y = poly[j].Y - poly[jminus].Y;
+ vec2.X = poly[jplus].X - poly[j].X;
+ vec2.Y = poly[jplus].Y - poly[j].Y;
+
+ if (UseFullInt64Range)
+ {
+ Int128 cross = Int128(vec1.X) * Int128(vec2.Y) -
+ Int128(vec2.X) * Int128(vec1.Y);
+ return cross > 0;
+ }
+ else
+ {
+ return (vec1.X * vec2.Y - vec2.X * vec1.Y) > 0;
+ }
+}
+//------------------------------------------------------------------------------
+
+bool Orientation(OutRec *outRec, bool UseFullInt64Range)
+{
+ OutPt *opBottom = outRec->pts, *op = outRec->pts->next;
+ while (op != outRec->pts)
+ {
+ if (op->pt.Y >= opBottom->pt.Y)
+ {
+ if (op->pt.Y > opBottom->pt.Y || op->pt.X < opBottom->pt.X)
+ opBottom = op;
+ }
+ op = op->next;
+ }
+
+ IntPoint vec1, vec2;
+ vec1.X = op->pt.X - op->prev->pt.X;
+ vec1.Y = op->pt.Y - op->prev->pt.Y;
+ vec2.X = op->next->pt.X - op->pt.X;
+ vec2.Y = op->next->pt.Y - op->pt.Y;
+
+ if (UseFullInt64Range)
+ {
+ Int128 cross = Int128(vec1.X) * Int128(vec2.Y) - Int128(vec2.X) * Int128(vec1.Y);
+ return cross > 0;
+ }
+ else
+ {
+ return (vec1.X * vec2.Y - vec2.X * vec1.Y) > 0;
+ }
+}
+//------------------------------------------------------------------------------
+
+inline bool PointsEqual( const IntPoint &pt1, const IntPoint &pt2)
+{
+ return ( pt1.X == pt2.X && pt1.Y == pt2.Y );
+}
+//------------------------------------------------------------------------------
+
+double Area(const Polygon &poly)
+{
+ int highI = (int)poly.size() -1;
+ if (highI < 2) return 0;
+ bool UseFullInt64Range;
+ RangeTest rt = TestRange(poly);
+ switch (rt) {
+ case rtLo:
+ UseFullInt64Range = false;
+ break;
+ case rtHi:
+ UseFullInt64Range = true;
+ break;
+ default:
+ throw "Coordinate exceeds range bounds.";
+ }
+
+ if (UseFullInt64Range) {
+ Int128 a(0);
+ a = (Int128(poly[highI].X) * Int128(poly[0].Y)) -
+ Int128(poly[0].X) * Int128(poly[highI].Y);
+ for (int i = 0; i < highI; ++i)
+ a += Int128(poly[i].X) * Int128(poly[i+1].Y) -
+ Int128(poly[i+1].X) * Int128(poly[i].Y);
+ return a.AsDouble() / 2;
+ }
+ else
+ {
+ double a;
+ a = (double)poly[highI].X * poly[0].Y - (double)poly[0].X * poly[highI].Y;
+ for (int i = 0; i < highI; ++i)
+ a += (double)poly[i].X * poly[i+1].Y - (double)poly[i+1].X * poly[i].Y;
+ return a/2;
+ }
+}
+//------------------------------------------------------------------------------
+
+bool PointIsVertex(const IntPoint &pt, OutPt *pp)
+{
+ OutPt *pp2 = pp;
+ do
+ {
+ if (PointsEqual(pp2->pt, pt)) return true;
+ pp2 = pp2->next;
+ }
+ while (pp2 != pp);
+ return false;
+}
+//------------------------------------------------------------------------------
+
+bool PointInPolygon(const IntPoint &pt, OutPt *pp, bool UseFullInt64Range)
+{
+ OutPt *pp2 = pp;
+ bool result = false;
+ if (UseFullInt64Range) {
+ do
+ {
+ if ((((pp2->pt.Y <= pt.Y) && (pt.Y < pp2->prev->pt.Y)) ||
+ ((pp2->prev->pt.Y <= pt.Y) && (pt.Y < pp2->pt.Y))) &&
+ Int128(pt.X - pp2->pt.X) < (Int128(pp2->prev->pt.X - pp2->pt.X) *
+ Int128(pt.Y - pp2->pt.Y)) / Int128(pp2->prev->pt.Y - pp2->pt.Y))
+ result = !result;
+ pp2 = pp2->next;
+ }
+ while (pp2 != pp);
+ }
+ else
+ {
+ do
+ {
+ if ((((pp2->pt.Y <= pt.Y) && (pt.Y < pp2->prev->pt.Y)) ||
+ ((pp2->prev->pt.Y <= pt.Y) && (pt.Y < pp2->pt.Y))) &&
+ (pt.X < (pp2->prev->pt.X - pp2->pt.X) * (pt.Y - pp2->pt.Y) /
+ (pp2->prev->pt.Y - pp2->pt.Y) + pp2->pt.X )) result = !result;
+ pp2 = pp2->next;
+ }
+ while (pp2 != pp);
+ }
+ return result;
+}
+//------------------------------------------------------------------------------
+
+bool SlopesEqual(TEdge &e1, TEdge &e2, bool UseFullInt64Range)
+{
+ if (e1.ybot == e1.ytop) return (e2.ybot == e2.ytop);
+ else if (e1.xbot == e1.xtop) return (e2.xbot == e2.xtop);
+ else if (UseFullInt64Range)
+ return Int128(e1.ytop - e1.ybot) * Int128(e2.xtop - e2.xbot) ==
+ Int128(e1.xtop - e1.xbot) * Int128(e2.ytop - e2.ybot);
+ else return (e1.ytop - e1.ybot)*(e2.xtop - e2.xbot) ==
+ (e1.xtop - e1.xbot)*(e2.ytop - e2.ybot);
+}
+//------------------------------------------------------------------------------
+
+bool SlopesEqual(const IntPoint pt1, const IntPoint pt2,
+ const IntPoint pt3, bool UseFullInt64Range)
+{
+ if (pt1.Y == pt2.Y) return (pt2.Y == pt3.Y);
+ else if (pt1.X == pt2.X) return (pt2.X == pt3.X);
+ else if (UseFullInt64Range)
+ return Int128(pt1.Y-pt2.Y) * Int128(pt2.X-pt3.X) ==
+ Int128(pt1.X-pt2.X) * Int128(pt2.Y-pt3.Y);
+ else return (pt1.Y-pt2.Y)*(pt2.X-pt3.X) == (pt1.X-pt2.X)*(pt2.Y-pt3.Y);
+}
+//------------------------------------------------------------------------------
+
+bool SlopesEqual(const IntPoint pt1, const IntPoint pt2,
+ const IntPoint pt3, const IntPoint pt4, bool UseFullInt64Range)
+{
+ if (pt1.Y == pt2.Y) return (pt3.Y == pt4.Y);
+ else if (pt1.X == pt2.X) return (pt3.X == pt4.X);
+ else if (UseFullInt64Range)
+ return Int128(pt1.Y-pt2.Y) * Int128(pt3.X-pt4.X) ==
+ Int128(pt1.X-pt2.X) * Int128(pt3.Y-pt4.Y);
+ else return (pt1.Y-pt2.Y)*(pt3.X-pt4.X) == (pt1.X-pt2.X)*(pt3.Y-pt4.Y);
+}
+//------------------------------------------------------------------------------
+
+double GetDx(const IntPoint pt1, const IntPoint pt2)
+{
+ if (pt1.Y == pt2.Y) return HORIZONTAL;
+ else return
+ (double)(pt2.X - pt1.X) / (double)(pt2.Y - pt1.Y);
+}
+//---------------------------------------------------------------------------
+
+void SetDx(TEdge &e)
+{
+ if (e.ybot == e.ytop) e.dx = HORIZONTAL;
+ else e.dx =
+ (double)(e.xtop - e.xbot) / (double)(e.ytop - e.ybot);
+}
+//---------------------------------------------------------------------------
+
+void SwapSides(TEdge &edge1, TEdge &edge2)
+{
+ EdgeSide side = edge1.side;
+ edge1.side = edge2.side;
+ edge2.side = side;
+}
+//------------------------------------------------------------------------------
+
+void SwapPolyIndexes(TEdge &edge1, TEdge &edge2)
+{
+ int outIdx = edge1.outIdx;
+ edge1.outIdx = edge2.outIdx;
+ edge2.outIdx = outIdx;
+}
+//------------------------------------------------------------------------------
+
+inline long64 Round(double val)
+{
+ if ((val < 0)) return static_cast<long64>(val - 0.5);
+ else return static_cast<long64>(val + 0.5);
+}
+//------------------------------------------------------------------------------
+
+long64 TopX(TEdge &edge, const long64 currentY)
+{
+ if( currentY == edge.ytop ) return edge.xtop;
+ return edge.xbot + Round(edge.dx *(currentY - edge.ybot));
+}
+//------------------------------------------------------------------------------
+
+long64 TopX(const IntPoint pt1, const IntPoint pt2, const long64 currentY)
+{
+ //preconditions: pt1.Y <> pt2.Y and pt1.Y > pt2.Y
+ if (currentY >= pt1.Y) return pt1.X;
+ else if (currentY == pt2.Y) return pt2.X;
+ else if (pt1.X == pt2.X) return pt1.X;
+ else
+ {
+ double q = (double)(pt1.X-pt2.X)/(double)(pt1.Y-pt2.Y);
+ return Round(pt1.X + (currentY - pt1.Y) *q);
+ }
+}
+//------------------------------------------------------------------------------
+
+bool IntersectPoint(TEdge &edge1, TEdge &edge2,
+ IntPoint &ip, bool UseFullInt64Range)
+{
+ double b1, b2;
+ if (SlopesEqual(edge1, edge2, UseFullInt64Range)) return false;
+ else if (NEAR_ZERO(edge1.dx))
+ {
+ ip.X = edge1.xbot;
+ if (NEAR_EQUAL(edge2.dx, HORIZONTAL))
+ {
+ ip.Y = edge2.ybot;
+ } else
+ {
+ b2 = edge2.ybot - (edge2.xbot/edge2.dx);
+ ip.Y = Round(ip.X/edge2.dx + b2);
+ }
+ }
+ else if (NEAR_ZERO(edge2.dx))
+ {
+ ip.X = edge2.xbot;
+ if (NEAR_EQUAL(edge1.dx, HORIZONTAL))
+ {
+ ip.Y = edge1.ybot;
+ } else
+ {
+ b1 = edge1.ybot - (edge1.xbot/edge1.dx);
+ ip.Y = Round(ip.X/edge1.dx + b1);
+ }
+ } else
+ {
+ b1 = edge1.xbot - edge1.ybot * edge1.dx;
+ b2 = edge2.xbot - edge2.ybot * edge2.dx;
+ b2 = (b2-b1)/(edge1.dx - edge2.dx);
+ ip.Y = Round(b2);
+ ip.X = Round(edge1.dx * b2 + b1);
+ }
+
+ return
+ //can be *so close* to the top of one edge that the rounded Y equals one ytop ...
+ (ip.Y == edge1.ytop && ip.Y >= edge2.ytop && edge1.tmpX > edge2.tmpX) ||
+ (ip.Y == edge2.ytop && ip.Y >= edge1.ytop && edge1.tmpX > edge2.tmpX) ||
+ (ip.Y > edge1.ytop && ip.Y > edge2.ytop);
+}
+//------------------------------------------------------------------------------
+
+void ReversePolyPtLinks(OutPt &pp)
+{
+ OutPt *pp1, *pp2;
+ pp1 = &pp;
+ do {
+ pp2 = pp1->next;
+ pp1->next = pp1->prev;
+ pp1->prev = pp2;
+ pp1 = pp2;
+ } while( pp1 != &pp );
+}
+//------------------------------------------------------------------------------
+
+void DisposeOutPts(OutPt*& pp)
+{
+ if (pp == 0) return;
+ pp->prev->next = 0;
+ while( pp )
+ {
+ OutPt *tmpPp = pp;
+ pp = pp->next;
+ delete tmpPp ;
+ }
+}
+//------------------------------------------------------------------------------
+
+void InitEdge(TEdge *e, TEdge *eNext,
+ TEdge *ePrev, const IntPoint &pt, PolyType polyType)
+{
+ std::memset( e, 0, sizeof( TEdge ));
+
+ e->next = eNext;
+ e->prev = ePrev;
+ e->xcurr = pt.X;
+ e->ycurr = pt.Y;
+ if (e->ycurr >= e->next->ycurr)
+ {
+ e->xbot = e->xcurr;
+ e->ybot = e->ycurr;
+ e->xtop = e->next->xcurr;
+ e->ytop = e->next->ycurr;
+ e->windDelta = 1;
+ } else
+ {
+ e->xtop = e->xcurr;
+ e->ytop = e->ycurr;
+ e->xbot = e->next->xcurr;
+ e->ybot = e->next->ycurr;
+ e->windDelta = -1;
+ }
+ SetDx(*e);
+ e->polyType = polyType;
+ e->outIdx = -1;
+}
+//------------------------------------------------------------------------------
+
+inline void SwapX(TEdge &e)
+{
+ //swap horizontal edges' top and bottom x's so they follow the natural
+ //progression of the bounds - ie so their xbots will align with the
+ //adjoining lower edge. [Helpful in the ProcessHorizontal() method.]
+ e.xcurr = e.xtop;
+ e.xtop = e.xbot;
+ e.xbot = e.xcurr;
+}
+//------------------------------------------------------------------------------
+
+void SwapPoints(IntPoint &pt1, IntPoint &pt2)
+{
+ IntPoint tmp = pt1;
+ pt1 = pt2;
+ pt2 = tmp;
+}
+//------------------------------------------------------------------------------
+
+bool GetOverlapSegment(IntPoint pt1a, IntPoint pt1b, IntPoint pt2a,
+ IntPoint pt2b, IntPoint &pt1, IntPoint &pt2)
+{
+ //precondition: segments are colinear.
+ if ( pt1a.Y == pt1b.Y || Abs((pt1a.X - pt1b.X)/(pt1a.Y - pt1b.Y)) > 1 )
+ {
+ if (pt1a.X > pt1b.X) SwapPoints(pt1a, pt1b);
+ if (pt2a.X > pt2b.X) SwapPoints(pt2a, pt2b);
+ if (pt1a.X > pt2a.X) pt1 = pt1a; else pt1 = pt2a;
+ if (pt1b.X < pt2b.X) pt2 = pt1b; else pt2 = pt2b;
+ return pt1.X < pt2.X;
+ } else
+ {
+ if (pt1a.Y < pt1b.Y) SwapPoints(pt1a, pt1b);
+ if (pt2a.Y < pt2b.Y) SwapPoints(pt2a, pt2b);
+ if (pt1a.Y < pt2a.Y) pt1 = pt1a; else pt1 = pt2a;
+ if (pt1b.Y > pt2b.Y) pt2 = pt1b; else pt2 = pt2b;
+ return pt1.Y > pt2.Y;
+ }
+}
+//------------------------------------------------------------------------------
+
+OutPt* PolygonBottom(OutPt* pp)
+{
+ OutPt* p = pp->next;
+ OutPt* result = pp;
+ while (p != pp)
+ {
+ if (p->pt.Y > result->pt.Y) result = p;
+ else if (p->pt.Y == result->pt.Y && p->pt.X < result->pt.X) result = p;
+ p = p->next;
+ }
+ return result;
+}
+//------------------------------------------------------------------------------
+
+bool FindSegment(OutPt* &pp, IntPoint &pt1, IntPoint &pt2)
+{
+ //outPt1 & outPt2 => the overlap segment (if the function returns true)
+ if (!pp) return false;
+ OutPt* pp2 = pp;
+ IntPoint pt1a = pt1, pt2a = pt2;
+ do
+ {
+ if (SlopesEqual(pt1a, pt2a, pp->pt, pp->prev->pt, true) &&
+ SlopesEqual(pt1a, pt2a, pp->pt, true) &&
+ GetOverlapSegment(pt1a, pt2a, pp->pt, pp->prev->pt, pt1, pt2))
+ return true;
+ pp = pp->next;
+ }
+ while (pp != pp2);
+ return false;
+}
+//------------------------------------------------------------------------------
+
+bool Pt3IsBetweenPt1AndPt2(const IntPoint pt1,
+ const IntPoint pt2, const IntPoint pt3)
+{
+ if (PointsEqual(pt1, pt3) || PointsEqual(pt2, pt3)) return true;
+ else if (pt1.X != pt2.X) return (pt1.X < pt3.X) == (pt3.X < pt2.X);
+ else return (pt1.Y < pt3.Y) == (pt3.Y < pt2.Y);
+}
+//------------------------------------------------------------------------------
+
+OutPt* InsertPolyPtBetween(OutPt* p1, OutPt* p2, const IntPoint pt)
+{
+ if (p1 == p2) throw "JoinError";
+ OutPt* result = new OutPt;
+ result->pt = pt;
+ if (p2 == p1->next)
+ {
+ p1->next = result;
+ p2->prev = result;
+ result->next = p2;
+ result->prev = p1;
+ } else
+ {
+ p2->next = result;
+ p1->prev = result;
+ result->next = p1;
+ result->prev = p2;
+ }
+ return result;
+}
+
+//------------------------------------------------------------------------------
+// ClipperBase class methods ...
+//------------------------------------------------------------------------------
+
+ClipperBase::ClipperBase() //constructor
+{
+ m_MinimaList = 0;
+ m_CurrentLM = 0;
+ m_UseFullRange = true;
+}
+//------------------------------------------------------------------------------
+
+ClipperBase::~ClipperBase() //destructor
+{
+ Clear();
+}
+//------------------------------------------------------------------------------
+
+bool ClipperBase::AddPolygon( const Polygon &pg, PolyType polyType)
+{
+ int len = (int)pg.size();
+ if (len < 3) return false;
+ Polygon p(len);
+ p[0] = pg[0];
+ int j = 0;
+
+ long64 maxVal;
+ if (m_UseFullRange) maxVal = hiRange; else maxVal = loRange;
+
+ for (int i = 0; i < len; ++i)
+ {
+ if (Abs(pg[i].X) > maxVal || Abs(pg[i].Y) > maxVal)
+ {
+ if (m_UseFullRange)
+ throw "Coordinate exceeds range bounds";
+ maxVal = hiRange;
+ if (Abs(pg[i].X) > maxVal || Abs(pg[i].Y) > maxVal)
+ throw "Coordinate exceeds range bounds";
+ m_UseFullRange = true;
+ }
+
+ if (i == 0 || PointsEqual(p[j], pg[i])) continue;
+ else if (j > 0 && SlopesEqual(p[j-1], p[j], pg[i], m_UseFullRange))
+ {
+ if (PointsEqual(p[j-1], pg[i])) j--;
+ } else j++;
+ p[j] = pg[i];
+ }
+ if (j < 2) return false;
+
+ len = j+1;
+ for (;;)
+ {
+ //nb: test for point equality before testing slopes ...
+ if (PointsEqual(p[j], p[0])) j--;
+ else if (PointsEqual(p[0], p[1]) ||
+ SlopesEqual(p[j], p[0], p[1], m_UseFullRange))
+ p[0] = p[j--];
+ else if (SlopesEqual(p[j-1], p[j], p[0], m_UseFullRange)) j--;
+ else if (SlopesEqual(p[0], p[1], p[2], m_UseFullRange))
+ {
+ for (int i = 2; i <= j; ++i) p[i-1] = p[i];
+ j--;
+ }
+ //exit loop if nothing is changed or there are too few vertices ...
+ if (j == len-1 || j < 2) break;
+ len = j +1;
+ }
+ if (len < 3) return false;
+
+ //create a new edge array ...
+ TEdge *edges = new TEdge [len];
+ m_edges.push_back(edges);
+
+ //convert vertices to a double-linked-list of edges and initialize ...
+ edges[0].xcurr = p[0].X;
+ edges[0].ycurr = p[0].Y;
+ InitEdge(&edges[len-1], &edges[0], &edges[len-2], p[len-1], polyType);
+ for (int i = len-2; i > 0; --i)
+ InitEdge(&edges[i], &edges[i+1], &edges[i-1], p[i], polyType);
+ InitEdge(&edges[0], &edges[1], &edges[len-1], p[0], polyType);
+
+ //reset xcurr & ycurr and find 'eHighest' (given the Y axis coordinates
+ //increase downward so the 'highest' edge will have the smallest ytop) ...
+ TEdge *e = &edges[0];
+ TEdge *eHighest = e;
+ do
+ {
+ e->xcurr = e->xbot;
+ e->ycurr = e->ybot;
+ if (e->ytop < eHighest->ytop) eHighest = e;
+ e = e->next;
+ }
+ while ( e != &edges[0]);
+
+ //make sure eHighest is positioned so the following loop works safely ...
+ if (eHighest->windDelta > 0) eHighest = eHighest->next;
+ if (NEAR_EQUAL(eHighest->dx, HORIZONTAL)) eHighest = eHighest->next;
+
+ //finally insert each local minima ...
+ e = eHighest;
+ do {
+ e = AddBoundsToLML(e);
+ }
+ while( e != eHighest );
+ return true;
+}
+//------------------------------------------------------------------------------
+
+void ClipperBase::InsertLocalMinima(LocalMinima *newLm)
+{
+ if( ! m_MinimaList )
+ {
+ m_MinimaList = newLm;
+ }
+ else if( newLm->Y >= m_MinimaList->Y )
+ {
+ newLm->next = m_MinimaList;
+ m_MinimaList = newLm;
+ } else
+ {
+ LocalMinima* tmpLm = m_MinimaList;
+ while( tmpLm->next && ( newLm->Y < tmpLm->next->Y ) )
+ tmpLm = tmpLm->next;
+ newLm->next = tmpLm->next;
+ tmpLm->next = newLm;
+ }
+}
+//------------------------------------------------------------------------------
+
+TEdge* ClipperBase::AddBoundsToLML(TEdge *e)
+{
+ //Starting at the top of one bound we progress to the bottom where there's
+ //a local minima. We then go to the top of the next bound. These two bounds
+ //form the left and right (or right and left) bounds of the local minima.
+ e->nextInLML = 0;
+ e = e->next;
+ for (;;)
+ {
+ if (NEAR_EQUAL(e->dx, HORIZONTAL))
+ {
+ //nb: proceed through horizontals when approaching from their right,
+ // but break on horizontal minima if approaching from their left.
+ // This ensures 'local minima' are always on the left of horizontals.
+ if (e->next->ytop < e->ytop && e->next->xbot > e->prev->xbot) break;
+ if (e->xtop != e->prev->xbot) SwapX(*e);
+ e->nextInLML = e->prev;
+ }
+ else if (e->ycurr == e->prev->ycurr) break;
+ else e->nextInLML = e->prev;
+ e = e->next;
+ }
+
+ //e and e.prev are now at a local minima ...
+ LocalMinima* newLm = new LocalMinima;
+ newLm->next = 0;
+ newLm->Y = e->prev->ybot;
+
+ if ( NEAR_EQUAL(e->dx, HORIZONTAL) ) //horizontal edges never start a left bound
+ {
+ if (e->xbot != e->prev->xbot) SwapX(*e);
+ newLm->leftBound = e->prev;
+ newLm->rightBound = e;
+ } else if (e->dx < e->prev->dx)
+ {
+ newLm->leftBound = e->prev;
+ newLm->rightBound = e;
+ } else
+ {
+ newLm->leftBound = e;
+ newLm->rightBound = e->prev;
+ }
+ newLm->leftBound->side = esLeft;
+ newLm->rightBound->side = esRight;
+ InsertLocalMinima( newLm );
+
+ for (;;)
+ {
+ if ( e->next->ytop == e->ytop && !NEAR_EQUAL(e->next->dx, HORIZONTAL) ) break;
+ e->nextInLML = e->next;
+ e = e->next;
+ if ( NEAR_EQUAL(e->dx, HORIZONTAL) && e->xbot != e->prev->xtop) SwapX(*e);
+ }
+ return e->next;
+}
+//------------------------------------------------------------------------------
+
+bool ClipperBase::AddPolygons(const Polygons &ppg, PolyType polyType)
+{
+ bool result = true;
+ for (Polygons::size_type i = 0; i < ppg.size(); ++i)
+ if (AddPolygon(ppg[i], polyType)) result = false;
+ return result;
+}
+//------------------------------------------------------------------------------
+
+void ClipperBase::Clear()
+{
+ DisposeLocalMinimaList();
+ for (EdgeList::size_type i = 0; i < m_edges.size(); ++i) delete [] m_edges[i];
+ m_edges.clear();
+ m_UseFullRange = false;
+}
+//------------------------------------------------------------------------------
+
+void ClipperBase::Reset()
+{
+ m_CurrentLM = m_MinimaList;
+ if( !m_CurrentLM ) return; //ie nothing to process
+
+ //reset all edges ...
+ LocalMinima* lm = m_MinimaList;
+ while( lm )
+ {
+ TEdge* e = lm->leftBound;
+ while( e )
+ {
+ e->xcurr = e->xbot;
+ e->ycurr = e->ybot;
+ e->side = esLeft;
+ e->outIdx = -1;
+ e = e->nextInLML;
+ }
+ e = lm->rightBound;
+ while( e )
+ {
+ e->xcurr = e->xbot;
+ e->ycurr = e->ybot;
+ e->side = esRight;
+ e->outIdx = -1;
+ e = e->nextInLML;
+ }
+ lm = lm->next;
+ }
+}
+//------------------------------------------------------------------------------
+
+void ClipperBase::DisposeLocalMinimaList()
+{
+ while( m_MinimaList )
+ {
+ LocalMinima* tmpLm = m_MinimaList->next;
+ delete m_MinimaList;
+ m_MinimaList = tmpLm;
+ }
+ m_CurrentLM = 0;
+}
+//------------------------------------------------------------------------------
+
+void ClipperBase::PopLocalMinima()
+{
+ if( ! m_CurrentLM ) return;
+ m_CurrentLM = m_CurrentLM->next;
+}
+//------------------------------------------------------------------------------
+
+IntRect ClipperBase::GetBounds()
+{
+ IntRect result;
+ LocalMinima* lm = m_MinimaList;
+ if (!lm)
+ {
+ result.left = result.top = result.right = result.bottom = 0;
+ return result;
+ }
+ result.left = lm->leftBound->xbot;
+ result.top = lm->leftBound->ybot;
+ result.right = lm->leftBound->xbot;
+ result.bottom = lm->leftBound->ybot;
+ while (lm)
+ {
+ if (lm->leftBound->ybot > result.bottom)
+ result.bottom = lm->leftBound->ybot;
+ TEdge* e = lm->leftBound;
+ for (;;) {
+ TEdge* bottomE = e;
+ while (e->nextInLML)
+ {
+ if (e->xbot < result.left) result.left = e->xbot;
+ if (e->xbot > result.right) result.right = e->xbot;
+ e = e->nextInLML;
+ }
+ if (e->xbot < result.left) result.left = e->xbot;
+ if (e->xbot > result.right) result.right = e->xbot;
+ if (e->xtop < result.left) result.left = e->xtop;
+ if (e->xtop > result.right) result.right = e->xtop;
+ if (e->ytop < result.top) result.top = e->ytop;
+
+ if (bottomE == lm->leftBound) e = lm->rightBound;
+ else break;
+ }
+ lm = lm->next;
+ }
+ return result;
+}
+
+
+//------------------------------------------------------------------------------
+// TClipper methods ...
+//------------------------------------------------------------------------------
+
+Clipper::Clipper() : ClipperBase() //constructor
+{
+ m_Scanbeam = 0;
+ m_ActiveEdges = 0;
+ m_SortedEdges = 0;
+ m_IntersectNodes = 0;
+ m_ExecuteLocked = false;
+ m_UseFullRange = false;
+ m_ReverseOutput = false;
+}
+//------------------------------------------------------------------------------
+
+Clipper::~Clipper() //destructor
+{
+ Clear();
+ DisposeScanbeamList();
+}
+//------------------------------------------------------------------------------
+
+void Clipper::Clear()
+{
+ if (m_edges.size() == 0) return; //avoids problems with ClipperBase destructor
+ DisposeAllPolyPts();
+ ClipperBase::Clear();
+}
+//------------------------------------------------------------------------------
+
+void Clipper::DisposeScanbeamList()
+{
+ while ( m_Scanbeam ) {
+ Scanbeam* sb2 = m_Scanbeam->next;
+ delete m_Scanbeam;
+ m_Scanbeam = sb2;
+ }
+}
+//------------------------------------------------------------------------------
+
+void Clipper::Reset()
+{
+ ClipperBase::Reset();
+ m_Scanbeam = 0;
+ m_ActiveEdges = 0;
+ m_SortedEdges = 0;
+ LocalMinima* lm = m_MinimaList;
+ while (lm)
+ {
+ InsertScanbeam(lm->Y);
+ InsertScanbeam(lm->leftBound->ytop);
+ lm = lm->next;
+ }
+}
+//------------------------------------------------------------------------------
+
+bool Clipper::Execute(ClipType clipType, Polygons &solution,
+ PolyFillType subjFillType, PolyFillType clipFillType)
+{
+ if( m_ExecuteLocked ) return false;
+ m_ExecuteLocked = true;
+ solution.resize(0);
+ m_SubjFillType = subjFillType;
+ m_ClipFillType = clipFillType;
+ m_ClipType = clipType;
+ bool succeeded = ExecuteInternal(false);
+ if (succeeded) BuildResult(solution);
+ m_ExecuteLocked = false;
+ return succeeded;
+}
+//------------------------------------------------------------------------------
+
+bool Clipper::Execute(ClipType clipType, ExPolygons &solution,
+ PolyFillType subjFillType, PolyFillType clipFillType)
+{
+ if( m_ExecuteLocked ) return false;
+ m_ExecuteLocked = true;
+ solution.resize(0);
+ m_SubjFillType = subjFillType;
+ m_ClipFillType = clipFillType;
+ m_ClipType = clipType;
+ bool succeeded = ExecuteInternal(true);
+ if (succeeded) BuildResultEx(solution);
+ m_ExecuteLocked = false;
+ return succeeded;
+}
+//------------------------------------------------------------------------------
+
+bool PolySort(OutRec *or1, OutRec *or2)
+{
+ if (or1 == or2) return false;
+ if (!or1->pts || !or2->pts)
+ {
+ if (or1->pts != or2->pts)
+ {
+ if (or1->pts) return true; else return false;
+ }
+ else return false;
+ }
+ int i1, i2;
+ if (or1->isHole)
+ i1 = or1->FirstLeft->idx; else
+ i1 = or1->idx;
+ if (or2->isHole)
+ i2 = or2->FirstLeft->idx; else
+ i2 = or2->idx;
+ int result = i1 - i2;
+ if (result == 0 && (or1->isHole != or2->isHole))
+ {
+ if (or1->isHole) return false;
+ else return true;
+ }
+ else return result < 0;
+}
+//------------------------------------------------------------------------------
+
+OutRec* FindAppendLinkEnd(OutRec *outRec)
+{
+ while (outRec->AppendLink) outRec = outRec->AppendLink;
+ return outRec;
+}
+//------------------------------------------------------------------------------
+
+void Clipper::FixHoleLinkage(OutRec *outRec)
+{
+ OutRec *tmp;
+ if (outRec->bottomPt)
+ tmp = m_PolyOuts[outRec->bottomPt->idx]->FirstLeft;
+ else
+ tmp = outRec->FirstLeft;
+ if (outRec == tmp) throw clipperException("HoleLinkage error");
+
+ if (tmp)
+ {
+ if (tmp->AppendLink) tmp = FindAppendLinkEnd(tmp);
+ if (tmp == outRec) tmp = 0;
+ else if (tmp->isHole)
+ {
+ FixHoleLinkage(tmp);
+ tmp = tmp->FirstLeft;
+ }
+ }
+ outRec->FirstLeft = tmp;
+ if (!tmp) outRec->isHole = false;
+ outRec->AppendLink = 0;
+}
+//------------------------------------------------------------------------------
+
+bool Clipper::ExecuteInternal(bool fixHoleLinkages)
+{
+ bool succeeded;
+ try {
+ Reset();
+ if (!m_CurrentLM ) return true;
+ long64 botY = PopScanbeam();
+ do {
+ InsertLocalMinimaIntoAEL(botY);
+ ClearHorzJoins();
+ ProcessHorizontals();
+ long64 topY = PopScanbeam();
+ succeeded = ProcessIntersections(botY, topY);
+ if (!succeeded) break;
+ ProcessEdgesAtTopOfScanbeam(topY);
+ botY = topY;
+ } while( m_Scanbeam );
+ }
+ catch(...) {
+ succeeded = false;
+ }
+
+ if (succeeded)
+ {
+ //tidy up output polygons and fix orientations where necessary ...
+ for (PolyOutList::size_type i = 0; i < m_PolyOuts.size(); ++i)
+ {
+ OutRec *outRec = m_PolyOuts[i];
+ if (!outRec->pts) continue;
+ FixupOutPolygon(*outRec);
+ if (!outRec->pts) continue;
+ if (outRec->isHole && fixHoleLinkages) FixHoleLinkage(outRec);
+ if (outRec->isHole ==
+ (m_ReverseOutput ^ Orientation(outRec, m_UseFullRange)))
+ ReversePolyPtLinks(*outRec->pts);
+ }
+
+ JoinCommonEdges(fixHoleLinkages);
+ if (fixHoleLinkages)
+ std::sort(m_PolyOuts.begin(), m_PolyOuts.end(), PolySort);
+ }
+
+ ClearJoins();
+ ClearHorzJoins();
+ return succeeded;
+}
+//------------------------------------------------------------------------------
+
+void Clipper::InsertScanbeam(const long64 Y)
+{
+ if( !m_Scanbeam )
+ {
+ m_Scanbeam = new Scanbeam;
+ m_Scanbeam->next = 0;
+ m_Scanbeam->Y = Y;
+ }
+ else if( Y > m_Scanbeam->Y )
+ {
+ Scanbeam* newSb = new Scanbeam;
+ newSb->Y = Y;
+ newSb->next = m_Scanbeam;
+ m_Scanbeam = newSb;
+ } else
+ {
+ Scanbeam* sb2 = m_Scanbeam;
+ while( sb2->next && ( Y <= sb2->next->Y ) ) sb2 = sb2->next;
+ if( Y == sb2->Y ) return; //ie ignores duplicates
+ Scanbeam* newSb = new Scanbeam;
+ newSb->Y = Y;
+ newSb->next = sb2->next;
+ sb2->next = newSb;
+ }
+}
+//------------------------------------------------------------------------------
+
+long64 Clipper::PopScanbeam()
+{
+ long64 Y = m_Scanbeam->Y;
+ Scanbeam* sb2 = m_Scanbeam;
+ m_Scanbeam = m_Scanbeam->next;
+ delete sb2;
+ return Y;
+}
+//------------------------------------------------------------------------------
+
+void Clipper::DisposeAllPolyPts(){
+ for (PolyOutList::size_type i = 0; i < m_PolyOuts.size(); ++i)
+ DisposeOutRec(i);
+ m_PolyOuts.clear();
+}
+//------------------------------------------------------------------------------
+
+void Clipper::DisposeOutRec(PolyOutList::size_type index, bool ignorePts)
+{
+ OutRec *outRec = m_PolyOuts[index];
+ if (!ignorePts && outRec->pts) DisposeOutPts(outRec->pts);
+ delete outRec;
+ m_PolyOuts[index] = 0;
+}
+//------------------------------------------------------------------------------
+
+void Clipper::SetWindingCount(TEdge &edge)
+{
+ TEdge *e = edge.prevInAEL;
+ //find the edge of the same polytype that immediately preceeds 'edge' in AEL
+ while ( e && e->polyType != edge.polyType ) e = e->prevInAEL;
+ if ( !e )
+ {
+ edge.windCnt = edge.windDelta;
+ edge.windCnt2 = 0;
+ e = m_ActiveEdges; //ie get ready to calc windCnt2
+ } else if ( IsEvenOddFillType(edge) )
+ {
+ //EvenOdd filling ...
+ edge.windCnt = 1;
+ edge.windCnt2 = e->windCnt2;
+ e = e->nextInAEL; //ie get ready to calc windCnt2
+ } else
+ {
+ //nonZero, Positive or Negative filling ...
+ if ( e->windCnt * e->windDelta < 0 )
+ {
+ if (Abs(e->windCnt) > 1)
+ {
+ if (e->windDelta * edge.windDelta < 0) edge.windCnt = e->windCnt;
+ else edge.windCnt = e->windCnt + edge.windDelta;
+ } else
+ edge.windCnt = e->windCnt + e->windDelta + edge.windDelta;
+ } else
+ {
+ if ( Abs(e->windCnt) > 1 && e->windDelta * edge.windDelta < 0)
+ edge.windCnt = e->windCnt;
+ else if ( e->windCnt + edge.windDelta == 0 )
+ edge.windCnt = e->windCnt;
+ else edge.windCnt = e->windCnt + edge.windDelta;
+ }
+ edge.windCnt2 = e->windCnt2;
+ e = e->nextInAEL; //ie get ready to calc windCnt2
+ }
+
+ //update windCnt2 ...
+ if ( IsEvenOddAltFillType(edge) )
+ {
+ //EvenOdd filling ...
+ while ( e != &edge )
+ {
+ edge.windCnt2 = (edge.windCnt2 == 0) ? 1 : 0;
+ e = e->nextInAEL;
+ }
+ } else
+ {
+ //nonZero, Positive or Negative filling ...
+ while ( e != &edge )
+ {
+ edge.windCnt2 += e->windDelta;
+ e = e->nextInAEL;
+ }
+ }
+}
+//------------------------------------------------------------------------------
+
+bool Clipper::IsEvenOddFillType(const TEdge& edge) const
+{
+ if (edge.polyType == ptSubject)
+ return m_SubjFillType == pftEvenOdd; else
+ return m_ClipFillType == pftEvenOdd;
+}
+//------------------------------------------------------------------------------
+
+bool Clipper::IsEvenOddAltFillType(const TEdge& edge) const
+{
+ if (edge.polyType == ptSubject)
+ return m_ClipFillType == pftEvenOdd; else
+ return m_SubjFillType == pftEvenOdd;
+}
+//------------------------------------------------------------------------------
+
+bool Clipper::IsContributing(const TEdge& edge) const
+{
+ PolyFillType pft, pft2;
+ if (edge.polyType == ptSubject)
+ {
+ pft = m_SubjFillType;
+ pft2 = m_ClipFillType;
+ } else
+ {
+ pft = m_ClipFillType;
+ pft2 = m_SubjFillType;
+ }
+
+ switch(pft)
+ {
+ case pftEvenOdd:
+ case pftNonZero:
+ if (Abs(edge.windCnt) != 1) return false;
+ break;
+ case pftPositive:
+ if (edge.windCnt != 1) return false;
+ break;
+ default: //pftNegative
+ if (edge.windCnt != -1) return false;
+ }
+
+ switch(m_ClipType)
+ {
+ case ctIntersection:
+ switch(pft2)
+ {
+ case pftEvenOdd:
+ case pftNonZero:
+ return (edge.windCnt2 != 0);
+ case pftPositive:
+ return (edge.windCnt2 > 0);
+ default:
+ return (edge.windCnt2 < 0);
+ }
+ case ctUnion:
+ switch(pft2)
+ {
+ case pftEvenOdd:
+ case pftNonZero:
+ return (edge.windCnt2 == 0);
+ case pftPositive:
+ return (edge.windCnt2 <= 0);
+ default:
+ return (edge.windCnt2 >= 0);
+ }
+ case ctDifference:
+ if (edge.polyType == ptSubject)
+ switch(pft2)
+ {
+ case pftEvenOdd:
+ case pftNonZero:
+ return (edge.windCnt2 == 0);
+ case pftPositive:
+ return (edge.windCnt2 <= 0);
+ default:
+ return (edge.windCnt2 >= 0);
+ }
+ else
+ switch(pft2)
+ {
+ case pftEvenOdd:
+ case pftNonZero:
+ return (edge.windCnt2 != 0);
+ case pftPositive:
+ return (edge.windCnt2 > 0);
+ default:
+ return (edge.windCnt2 < 0);
+ }
+ default:
+ return true;
+ }
+}
+//------------------------------------------------------------------------------
+
+void Clipper::AddLocalMinPoly(TEdge *e1, TEdge *e2, const IntPoint &pt)
+{
+ if( NEAR_EQUAL(e2->dx, HORIZONTAL) || ( e1->dx > e2->dx ) )
+ {
+ AddOutPt( e1, e2, pt );
+ e2->outIdx = e1->outIdx;
+ e1->side = esLeft;
+ e2->side = esRight;
+ } else
+ {
+ AddOutPt( e2, e1, pt );
+ e1->outIdx = e2->outIdx;
+ e1->side = esRight;
+ e2->side = esLeft;
+ }
+}
+//------------------------------------------------------------------------------
+
+void Clipper::AddLocalMaxPoly(TEdge *e1, TEdge *e2, const IntPoint &pt)
+{
+ AddOutPt( e1, 0, pt );
+ if( e1->outIdx == e2->outIdx )
+ {
+ e1->outIdx = -1;
+ e2->outIdx = -1;
+ }
+ else
+ AppendPolygon( e1, e2 );
+}
+//------------------------------------------------------------------------------
+
+void Clipper::AddEdgeToSEL(TEdge *edge)
+{
+ //SEL pointers in PEdge are reused to build a list of horizontal edges.
+ //However, we don't need to worry about order with horizontal edge processing.
+ if( !m_SortedEdges )
+ {
+ m_SortedEdges = edge;
+ edge->prevInSEL = 0;
+ edge->nextInSEL = 0;
+ }
+ else
+ {
+ edge->nextInSEL = m_SortedEdges;
+ edge->prevInSEL = 0;
+ m_SortedEdges->prevInSEL = edge;
+ m_SortedEdges = edge;
+ }
+}
+//------------------------------------------------------------------------------
+
+void Clipper::CopyAELToSEL()
+{
+ TEdge* e = m_ActiveEdges;
+ m_SortedEdges = e;
+ if (!m_ActiveEdges) return;
+ m_SortedEdges->prevInSEL = 0;
+ e = e->nextInAEL;
+ while ( e )
+ {
+ e->prevInSEL = e->prevInAEL;
+ e->prevInSEL->nextInSEL = e;
+ e->nextInSEL = 0;
+ e = e->nextInAEL;
+ }
+}
+//------------------------------------------------------------------------------
+
+void Clipper::AddJoin(TEdge *e1, TEdge *e2, int e1OutIdx, int e2OutIdx)
+{
+ JoinRec* jr = new JoinRec;
+ if (e1OutIdx >= 0)
+ jr->poly1Idx = e1OutIdx; else
+ jr->poly1Idx = e1->outIdx;
+ jr->pt1a = IntPoint(e1->xcurr, e1->ycurr);
+ jr->pt1b = IntPoint(e1->xtop, e1->ytop);
+ if (e2OutIdx >= 0)
+ jr->poly2Idx = e2OutIdx; else
+ jr->poly2Idx = e2->outIdx;
+ jr->pt2a = IntPoint(e2->xcurr, e2->ycurr);
+ jr->pt2b = IntPoint(e2->xtop, e2->ytop);
+ m_Joins.push_back(jr);
+}
+//------------------------------------------------------------------------------
+
+void Clipper::ClearJoins()
+{
+ for (JoinList::size_type i = 0; i < m_Joins.size(); i++)
+ delete m_Joins[i];
+ m_Joins.resize(0);
+}
+//------------------------------------------------------------------------------
+
+void Clipper::AddHorzJoin(TEdge *e, int idx)
+{
+ HorzJoinRec* hj = new HorzJoinRec;
+ hj->edge = e;
+ hj->savedIdx = idx;
+ m_HorizJoins.push_back(hj);
+}
+//------------------------------------------------------------------------------
+
+void Clipper::ClearHorzJoins()
+{
+ for (HorzJoinList::size_type i = 0; i < m_HorizJoins.size(); i++)
+ delete m_HorizJoins[i];
+ m_HorizJoins.resize(0);
+}
+//------------------------------------------------------------------------------
+
+void Clipper::InsertLocalMinimaIntoAEL( const long64 botY)
+{
+ while( m_CurrentLM && ( m_CurrentLM->Y == botY ) )
+ {
+ TEdge* lb = m_CurrentLM->leftBound;
+ TEdge* rb = m_CurrentLM->rightBound;
+
+ InsertEdgeIntoAEL( lb );
+ InsertScanbeam( lb->ytop );
+ InsertEdgeIntoAEL( rb );
+
+ if (IsEvenOddFillType(*lb))
+ {
+ lb->windDelta = 1;
+ rb->windDelta = 1;
+ }
+ else
+ {
+ rb->windDelta = -lb->windDelta;
+ }
+ SetWindingCount( *lb );
+ rb->windCnt = lb->windCnt;
+ rb->windCnt2 = lb->windCnt2;
+
+ if( NEAR_EQUAL(rb->dx, HORIZONTAL) )
+ {
+ //nb: only rightbounds can have a horizontal bottom edge
+ AddEdgeToSEL( rb );
+ InsertScanbeam( rb->nextInLML->ytop );
+ }
+ else
+ InsertScanbeam( rb->ytop );
+
+ if( IsContributing(*lb) )
+ AddLocalMinPoly( lb, rb, IntPoint(lb->xcurr, m_CurrentLM->Y) );
+
+ //if output polygons share an edge, they'll need joining later ...
+ if (lb->outIdx >= 0 && lb->prevInAEL &&
+ lb->prevInAEL->outIdx >= 0 && lb->prevInAEL->xcurr == lb->xbot &&
+ SlopesEqual(*lb, *lb->prevInAEL, m_UseFullRange))
+ AddJoin(lb, lb->prevInAEL);
+
+ //if any output polygons share an edge, they'll need joining later ...
+ if (rb->outIdx >= 0)
+ {
+ if (NEAR_EQUAL(rb->dx, HORIZONTAL))
+ {
+ for (HorzJoinList::size_type i = 0; i < m_HorizJoins.size(); ++i)
+ {
+ IntPoint pt, pt2; //returned by GetOverlapSegment() but unused here.
+ HorzJoinRec* hj = m_HorizJoins[i];
+ //if horizontals rb and hj.edge overlap, flag for joining later ...
+ if (GetOverlapSegment(IntPoint(hj->edge->xbot, hj->edge->ybot),
+ IntPoint(hj->edge->xtop, hj->edge->ytop),
+ IntPoint(rb->xbot, rb->ybot),
+ IntPoint(rb->xtop, rb->ytop), pt, pt2))
+ AddJoin(hj->edge, rb, hj->savedIdx);
+ }
+ }
+ }
+
+ if( lb->nextInAEL != rb )
+ {
+ if (rb->outIdx >= 0 && rb->prevInAEL->outIdx >= 0 &&
+ SlopesEqual(*rb->prevInAEL, *rb, m_UseFullRange))
+ AddJoin(rb, rb->prevInAEL);
+
+ TEdge* e = lb->nextInAEL;
+ IntPoint pt = IntPoint(lb->xcurr, lb->ycurr);
+ while( e != rb )
+ {
+ if(!e) throw clipperException("InsertLocalMinimaIntoAEL: missing rightbound!");
+ //nb: For calculating winding counts etc, IntersectEdges() assumes
+ //that param1 will be to the right of param2 ABOVE the intersection ...
+ IntersectEdges( rb , e , pt , ipNone); //order important here
+ e = e->nextInAEL;
+ }
+ }
+ PopLocalMinima();
+ }
+}
+//------------------------------------------------------------------------------
+
+void Clipper::DeleteFromAEL(TEdge *e)
+{
+ TEdge* AelPrev = e->prevInAEL;
+ TEdge* AelNext = e->nextInAEL;
+ if( !AelPrev && !AelNext && (e != m_ActiveEdges) ) return; //already deleted
+ if( AelPrev ) AelPrev->nextInAEL = AelNext;
+ else m_ActiveEdges = AelNext;
+ if( AelNext ) AelNext->prevInAEL = AelPrev;
+ e->nextInAEL = 0;
+ e->prevInAEL = 0;
+}
+//------------------------------------------------------------------------------
+
+void Clipper::DeleteFromSEL(TEdge *e)
+{
+ TEdge* SelPrev = e->prevInSEL;
+ TEdge* SelNext = e->nextInSEL;
+ if( !SelPrev && !SelNext && (e != m_SortedEdges) ) return; //already deleted
+ if( SelPrev ) SelPrev->nextInSEL = SelNext;
+ else m_SortedEdges = SelNext;
+ if( SelNext ) SelNext->prevInSEL = SelPrev;
+ e->nextInSEL = 0;
+ e->prevInSEL = 0;
+}
+//------------------------------------------------------------------------------
+
+void Clipper::IntersectEdges(TEdge *e1, TEdge *e2,
+ const IntPoint &pt, IntersectProtects protects)
+{
+ //e1 will be to the left of e2 BELOW the intersection. Therefore e1 is before
+ //e2 in AEL except when e1 is being inserted at the intersection point ...
+ bool e1stops = !(ipLeft & protects) && !e1->nextInLML &&
+ e1->xtop == pt.X && e1->ytop == pt.Y;
+ bool e2stops = !(ipRight & protects) && !e2->nextInLML &&
+ e2->xtop == pt.X && e2->ytop == pt.Y;
+ bool e1Contributing = ( e1->outIdx >= 0 );
+ bool e2contributing = ( e2->outIdx >= 0 );
+
+ //update winding counts...
+ //assumes that e1 will be to the right of e2 ABOVE the intersection
+ if ( e1->polyType == e2->polyType )
+ {
+ if ( IsEvenOddFillType( *e1) )
+ {
+ int oldE1WindCnt = e1->windCnt;
+ e1->windCnt = e2->windCnt;
+ e2->windCnt = oldE1WindCnt;
+ } else
+ {
+ if (e1->windCnt + e2->windDelta == 0 ) e1->windCnt = -e1->windCnt;
+ else e1->windCnt += e2->windDelta;
+ if ( e2->windCnt - e1->windDelta == 0 ) e2->windCnt = -e2->windCnt;
+ else e2->windCnt -= e1->windDelta;
+ }
+ } else
+ {
+ if (!IsEvenOddFillType(*e2)) e1->windCnt2 += e2->windDelta;
+ else e1->windCnt2 = ( e1->windCnt2 == 0 ) ? 1 : 0;
+ if (!IsEvenOddFillType(*e1)) e2->windCnt2 -= e1->windDelta;
+ else e2->windCnt2 = ( e2->windCnt2 == 0 ) ? 1 : 0;
+ }
+
+ PolyFillType e1FillType, e2FillType, e1FillType2, e2FillType2;
+ if (e1->polyType == ptSubject)
+ {
+ e1FillType = m_SubjFillType;
+ e1FillType2 = m_ClipFillType;
+ } else
+ {
+ e1FillType = m_ClipFillType;
+ e1FillType2 = m_SubjFillType;
+ }
+ if (e2->polyType == ptSubject)
+ {
+ e2FillType = m_SubjFillType;
+ e2FillType2 = m_ClipFillType;
+ } else
+ {
+ e2FillType = m_ClipFillType;
+ e2FillType2 = m_SubjFillType;
+ }
+
+ long64 e1Wc, e2Wc;
+ switch (e1FillType)
+ {
+ case pftPositive: e1Wc = e1->windCnt; break;
+ case pftNegative: e1Wc = -e1->windCnt; break;
+ default: e1Wc = Abs(e1->windCnt);
+ }
+ switch(e2FillType)
+ {
+ case pftPositive: e2Wc = e2->windCnt; break;
+ case pftNegative: e2Wc = -e2->windCnt; break;
+ default: e2Wc = Abs(e2->windCnt);
+ }
+
+ if ( e1Contributing && e2contributing )
+ {
+ if ( e1stops || e2stops ||
+ (e1Wc != 0 && e1Wc != 1) || (e2Wc != 0 && e2Wc != 1) ||
+ (e1->polyType != e2->polyType && m_ClipType != ctXor) )
+ AddLocalMaxPoly(e1, e2, pt);
+ else
+ DoBothEdges( e1, e2, pt );
+ }
+ else if ( e1Contributing )
+ {
+ if ((e2Wc == 0 || e2Wc == 1) &&
+ (m_ClipType != ctIntersection ||
+ e2->polyType == ptSubject || (e2->windCnt2 != 0)))
+ DoEdge1(e1, e2, pt);
+ }
+ else if ( e2contributing )
+ {
+ if ((e1Wc == 0 || e1Wc == 1) &&
+ (m_ClipType != ctIntersection ||
+ e1->polyType == ptSubject || (e1->windCnt2 != 0)))
+ DoEdge2(e1, e2, pt);
+ }
+ else if ( (e1Wc == 0 || e1Wc == 1) &&
+ (e2Wc == 0 || e2Wc == 1) && !e1stops && !e2stops )
+ {
+ //neither edge is currently contributing ...
+
+ long64 e1Wc2, e2Wc2;
+ switch (e1FillType2)
+ {
+ case pftPositive: e1Wc2 = e1->windCnt2; break;
+ case pftNegative : e1Wc2 = -e1->windCnt2; break;
+ default: e1Wc2 = Abs(e1->windCnt2);
+ }
+ switch (e2FillType2)
+ {
+ case pftPositive: e2Wc2 = e2->windCnt2; break;
+ case pftNegative: e2Wc2 = -e2->windCnt2; break;
+ default: e2Wc2 = Abs(e2->windCnt2);
+ }
+
+ if (e1->polyType != e2->polyType)
+ AddLocalMinPoly(e1, e2, pt);
+ else if (e1Wc == 1 && e2Wc == 1)
+ switch( m_ClipType ) {
+ case ctIntersection:
+ if (e1Wc2 > 0 && e2Wc2 > 0)
+ AddLocalMinPoly(e1, e2, pt);
+ break;
+ case ctUnion:
+ if ( e1Wc2 <= 0 && e2Wc2 <= 0 )
+ AddLocalMinPoly(e1, e2, pt);
+ break;
+ case ctDifference:
+ if ((e1->polyType == ptClip && e2->polyType == ptClip &&
+ e1Wc2 > 0 && e2Wc2 > 0) ||
+ (e1->polyType == ptSubject && e2->polyType == ptSubject &&
+ e1Wc2 <= 0 && e2Wc2 <= 0))
+ AddLocalMinPoly(e1, e2, pt);
+ break;
+ case ctXor:
+ AddLocalMinPoly(e1, e2, pt);
+ }
+ else
+ SwapSides( *e1, *e2 );
+ }
+
+ if( (e1stops != e2stops) &&
+ ( (e1stops && (e1->outIdx >= 0)) || (e2stops && (e2->outIdx >= 0)) ) )
+ {
+ SwapSides( *e1, *e2 );
+ SwapPolyIndexes( *e1, *e2 );
+ }
+
+ //finally, delete any non-contributing maxima edges ...
+ if( e1stops ) DeleteFromAEL( e1 );
+ if( e2stops ) DeleteFromAEL( e2 );
+}
+//------------------------------------------------------------------------------
+
+void Clipper::SetHoleState(TEdge *e, OutRec *outRec)
+{
+ bool isHole = false;
+ TEdge *e2 = e->prevInAEL;
+ while (e2)
+ {
+ if (e2->outIdx >= 0)
+ {
+ isHole = !isHole;
+ if (! outRec->FirstLeft)
+ outRec->FirstLeft = m_PolyOuts[e2->outIdx];
+ }
+ e2 = e2->prevInAEL;
+ }
+ if (isHole) outRec->isHole = true;
+}
+//------------------------------------------------------------------------------
+
+bool GetNextNonDupOutPt(OutPt* pp, OutPt*& next)
+{
+ next = pp->next;
+ while (next != pp && PointsEqual(pp->pt, next->pt))
+ next = next->next;
+ return next != pp;
+}
+//------------------------------------------------------------------------------
+
+bool GetPrevNonDupOutPt(OutPt* pp, OutPt*& prev)
+{
+ prev = pp->prev;
+ while (prev != pp && PointsEqual(pp->pt, prev->pt))
+ prev = prev->prev;
+ return prev != pp;
+}
+//------------------------------------------------------------------------------
+
+OutRec* GetLowermostRec(OutRec *outRec1, OutRec *outRec2)
+{
+ //work out which polygon fragment has the correct hole state ...
+ OutPt *outPt1 = outRec1->bottomPt;
+ OutPt *outPt2 = outRec2->bottomPt;
+ if (outPt1->pt.Y > outPt2->pt.Y) return outRec1;
+ else if (outPt1->pt.Y < outPt2->pt.Y) return outRec2;
+ else if (outPt1->pt.X < outPt2->pt.X) return outRec1;
+ else if (outPt1->pt.X > outPt2->pt.X) return outRec2;
+ else if (outRec1->bottomE2 == 0) return outRec2;
+ else if (outRec2->bottomE2 == 0) return outRec1;
+ else
+ {
+ long64 y1 = std::max(outRec1->bottomE1->ybot, outRec1->bottomE2->ybot);
+ long64 y2 = std::max(outRec2->bottomE1->ybot, outRec2->bottomE2->ybot);
+ if (y2 == y1 || (y1 > outPt1->pt.Y && y2 > outPt1->pt.Y))
+ {
+ double dx1 = std::max(outRec1->bottomE1->dx, outRec1->bottomE2->dx);
+ double dx2 = std::max(outRec2->bottomE1->dx, outRec2->bottomE2->dx);
+ if (dx2 > dx1) return outRec2; else return outRec1;
+ }
+ else if (y2 > y1) return outRec2;
+ else return outRec1;
+ }
+}
+//------------------------------------------------------------------------------
+
+void Clipper::AppendPolygon(TEdge *e1, TEdge *e2)
+{
+ //get the start and ends of both output polygons ...
+ OutRec *outRec1 = m_PolyOuts[e1->outIdx];
+ OutRec *outRec2 = m_PolyOuts[e2->outIdx];
+ OutRec *holeStateRec = GetLowermostRec(outRec1, outRec2);
+
+ //fixup hole status ...
+ if (holeStateRec == outRec2)
+ outRec1->isHole = outRec2->isHole;
+ else
+ outRec2->isHole = outRec1->isHole;
+
+ OutPt* p1_lft = outRec1->pts;
+ OutPt* p1_rt = p1_lft->prev;
+ OutPt* p2_lft = outRec2->pts;
+ OutPt* p2_rt = p2_lft->prev;
+
+ EdgeSide side;
+ //join e2 poly onto e1 poly and delete pointers to e2 ...
+ if( e1->side == esLeft )
+ {
+ if( e2->side == esLeft )
+ {
+ //z y x a b c
+ ReversePolyPtLinks(*p2_lft);
+ p2_lft->next = p1_lft;
+ p1_lft->prev = p2_lft;
+ p1_rt->next = p2_rt;
+ p2_rt->prev = p1_rt;
+ outRec1->pts = p2_rt;
+ } else
+ {
+ //x y z a b c
+ p2_rt->next = p1_lft;
+ p1_lft->prev = p2_rt;
+ p2_lft->prev = p1_rt;
+ p1_rt->next = p2_lft;
+ outRec1->pts = p2_lft;
+ }
+ side = esLeft;
+ } else
+ {
+ if( e2->side == esRight )
+ {
+ //a b c z y x
+ ReversePolyPtLinks( *p2_lft );
+ p1_rt->next = p2_rt;
+ p2_rt->prev = p1_rt;
+ p2_lft->next = p1_lft;
+ p1_lft->prev = p2_lft;
+ } else
+ {
+ //a b c x y z
+ p1_rt->next = p2_lft;
+ p2_lft->prev = p1_rt;
+ p1_lft->prev = p2_rt;
+ p2_rt->next = p1_lft;
+ }
+ side = esRight;
+ }
+
+ if (holeStateRec == outRec2)
+ {
+ outRec1->bottomPt = outRec2->bottomPt;
+ outRec1->bottomPt->idx = outRec1->idx;
+ outRec1->bottomE1 = outRec2->bottomE1;
+ outRec1->bottomE2 = outRec2->bottomE2;
+
+ if (outRec2->FirstLeft != outRec1)
+ outRec1->FirstLeft = outRec2->FirstLeft;
+ }
+ outRec2->pts = 0;
+ outRec2->bottomPt = 0;
+ outRec2->AppendLink = outRec1;
+ int OKIdx = e1->outIdx;
+ int ObsoleteIdx = e2->outIdx;
+
+ e1->outIdx = -1; //nb: safe because we only get here via AddLocalMaxPoly
+ e2->outIdx = -1;
+
+ TEdge* e = m_ActiveEdges;
+ while( e )
+ {
+ if( e->outIdx == ObsoleteIdx )
+ {
+ e->outIdx = OKIdx;
+ e->side = side;
+ break;
+ }
+ e = e->nextInAEL;
+ }
+
+ for (JoinList::size_type i = 0; i < m_Joins.size(); ++i)
+ {
+ if (m_Joins[i]->poly1Idx == ObsoleteIdx) m_Joins[i]->poly1Idx = OKIdx;
+ if (m_Joins[i]->poly2Idx == ObsoleteIdx) m_Joins[i]->poly2Idx = OKIdx;
+ }
+
+ for (HorzJoinList::size_type i = 0; i < m_HorizJoins.size(); ++i)
+ {
+ if (m_HorizJoins[i]->savedIdx == ObsoleteIdx)
+ m_HorizJoins[i]->savedIdx = OKIdx;
+ }
+
+}
+//------------------------------------------------------------------------------
+
+OutRec* Clipper::CreateOutRec()
+{
+ OutRec* result = new OutRec;
+ result->isHole = false;
+ result->FirstLeft = 0;
+ result->AppendLink = 0;
+ result->pts = 0;
+ result->bottomPt = 0;
+ return result;
+}
+//------------------------------------------------------------------------------
+
+void Clipper::AddOutPt(TEdge *e, TEdge *altE, const IntPoint &pt)
+{
+ bool ToFront = (e->side == esLeft);
+ if( e->outIdx < 0 )
+ {
+ OutRec *outRec = CreateOutRec();
+ m_PolyOuts.push_back(outRec);
+ outRec->idx = (int)m_PolyOuts.size()-1;
+ e->outIdx = outRec->idx;
+ OutPt* op = new OutPt;
+ outRec->pts = op;
+ outRec->bottomE1 = e;
+ outRec->bottomE2 = altE;
+ outRec->bottomPt = op;
+ op->pt = pt;
+ op->idx = outRec->idx;
+ op->next = op;
+ op->prev = op;
+ SetHoleState(e, outRec);
+ } else
+ {
+ OutRec *outRec = m_PolyOuts[e->outIdx];
+ OutPt* op = outRec->pts;
+ if ((ToFront && PointsEqual(pt, op->pt)) ||
+ (!ToFront && PointsEqual(pt, op->prev->pt))) return;
+ OutPt* op2 = new OutPt;
+ op2->pt = pt;
+ op2->idx = outRec->idx;
+ if (op2->pt.Y == outRec->bottomPt->pt.Y &&
+ op2->pt.X < outRec->bottomPt->pt.X)
+ {
+ outRec->bottomPt = op2;
+ outRec->bottomE1 = e;
+ outRec->bottomE2 = altE;
+ }
+ op2->next = op;
+ op2->prev = op->prev;
+ op2->prev->next = op2;
+ op->prev = op2;
+ if (ToFront) outRec->pts = op2;
+ }
+}
+//------------------------------------------------------------------------------
+
+void Clipper::ProcessHorizontals()
+{
+ TEdge* horzEdge = m_SortedEdges;
+ while( horzEdge )
+ {
+ DeleteFromSEL( horzEdge );
+ ProcessHorizontal( horzEdge );
+ horzEdge = m_SortedEdges;
+ }
+}
+//------------------------------------------------------------------------------
+
+bool Clipper::IsTopHorz(const long64 XPos)
+{
+ TEdge* e = m_SortedEdges;
+ while( e )
+ {
+ if( ( XPos >= std::min(e->xcurr, e->xtop) ) &&
+ ( XPos <= std::max(e->xcurr, e->xtop) ) ) return false;
+ e = e->nextInSEL;
+ }
+ return true;
+}
+//------------------------------------------------------------------------------
+
+bool IsMinima(TEdge *e)
+{
+ return e && (e->prev->nextInLML != e) && (e->next->nextInLML != e);
+}
+//------------------------------------------------------------------------------
+
+bool IsMaxima(TEdge *e, const long64 Y)
+{
+ return e && e->ytop == Y && !e->nextInLML;
+}
+//------------------------------------------------------------------------------
+
+bool IsIntermediate(TEdge *e, const long64 Y)
+{
+ return e->ytop == Y && e->nextInLML;
+}
+//------------------------------------------------------------------------------
+
+TEdge *GetMaximaPair(TEdge *e)
+{
+ if( !IsMaxima(e->next, e->ytop) || e->next->xtop != e->xtop )
+ return e->prev; else
+ return e->next;
+}
+//------------------------------------------------------------------------------
+
+void Clipper::SwapPositionsInAEL(TEdge *edge1, TEdge *edge2)
+{
+ if( !edge1->nextInAEL && !edge1->prevInAEL ) return;
+ if( !edge2->nextInAEL && !edge2->prevInAEL ) return;
+
+ if( edge1->nextInAEL == edge2 )
+ {
+ TEdge* next = edge2->nextInAEL;
+ if( next ) next->prevInAEL = edge1;
+ TEdge* prev = edge1->prevInAEL;
+ if( prev ) prev->nextInAEL = edge2;
+ edge2->prevInAEL = prev;
+ edge2->nextInAEL = edge1;
+ edge1->prevInAEL = edge2;
+ edge1->nextInAEL = next;
+ }
+ else if( edge2->nextInAEL == edge1 )
+ {
+ TEdge* next = edge1->nextInAEL;
+ if( next ) next->prevInAEL = edge2;
+ TEdge* prev = edge2->prevInAEL;
+ if( prev ) prev->nextInAEL = edge1;
+ edge1->prevInAEL = prev;
+ edge1->nextInAEL = edge2;
+ edge2->prevInAEL = edge1;
+ edge2->nextInAEL = next;
+ }
+ else
+ {
+ TEdge* next = edge1->nextInAEL;
+ TEdge* prev = edge1->prevInAEL;
+ edge1->nextInAEL = edge2->nextInAEL;
+ if( edge1->nextInAEL ) edge1->nextInAEL->prevInAEL = edge1;
+ edge1->prevInAEL = edge2->prevInAEL;
+ if( edge1->prevInAEL ) edge1->prevInAEL->nextInAEL = edge1;
+ edge2->nextInAEL = next;
+ if( edge2->nextInAEL ) edge2->nextInAEL->prevInAEL = edge2;
+ edge2->prevInAEL = prev;
+ if( edge2->prevInAEL ) edge2->prevInAEL->nextInAEL = edge2;
+ }
+
+ if( !edge1->prevInAEL ) m_ActiveEdges = edge1;
+ else if( !edge2->prevInAEL ) m_ActiveEdges = edge2;
+}
+//------------------------------------------------------------------------------
+
+void Clipper::SwapPositionsInSEL(TEdge *edge1, TEdge *edge2)
+{
+ if( !( edge1->nextInSEL ) && !( edge1->prevInSEL ) ) return;
+ if( !( edge2->nextInSEL ) && !( edge2->prevInSEL ) ) return;
+
+ if( edge1->nextInSEL == edge2 )
+ {
+ TEdge* next = edge2->nextInSEL;
+ if( next ) next->prevInSEL = edge1;
+ TEdge* prev = edge1->prevInSEL;
+ if( prev ) prev->nextInSEL = edge2;
+ edge2->prevInSEL = prev;
+ edge2->nextInSEL = edge1;
+ edge1->prevInSEL = edge2;
+ edge1->nextInSEL = next;
+ }
+ else if( edge2->nextInSEL == edge1 )
+ {
+ TEdge* next = edge1->nextInSEL;
+ if( next ) next->prevInSEL = edge2;
+ TEdge* prev = edge2->prevInSEL;
+ if( prev ) prev->nextInSEL = edge1;
+ edge1->prevInSEL = prev;
+ edge1->nextInSEL = edge2;
+ edge2->prevInSEL = edge1;
+ edge2->nextInSEL = next;
+ }
+ else
+ {
+ TEdge* next = edge1->nextInSEL;
+ TEdge* prev = edge1->prevInSEL;
+ edge1->nextInSEL = edge2->nextInSEL;
+ if( edge1->nextInSEL ) edge1->nextInSEL->prevInSEL = edge1;
+ edge1->prevInSEL = edge2->prevInSEL;
+ if( edge1->prevInSEL ) edge1->prevInSEL->nextInSEL = edge1;
+ edge2->nextInSEL = next;
+ if( edge2->nextInSEL ) edge2->nextInSEL->prevInSEL = edge2;
+ edge2->prevInSEL = prev;
+ if( edge2->prevInSEL ) edge2->prevInSEL->nextInSEL = edge2;
+ }
+
+ if( !edge1->prevInSEL ) m_SortedEdges = edge1;
+ else if( !edge2->prevInSEL ) m_SortedEdges = edge2;
+}
+//------------------------------------------------------------------------------
+
+TEdge* GetNextInAEL(TEdge *e, Direction dir)
+{
+ if( dir == dLeftToRight ) return e->nextInAEL;
+ else return e->prevInAEL;
+}
+//------------------------------------------------------------------------------
+
+void Clipper::ProcessHorizontal(TEdge *horzEdge)
+{
+ Direction dir;
+ long64 horzLeft, horzRight;
+
+ if( horzEdge->xcurr < horzEdge->xtop )
+ {
+ horzLeft = horzEdge->xcurr;
+ horzRight = horzEdge->xtop;
+ dir = dLeftToRight;
+ } else
+ {
+ horzLeft = horzEdge->xtop;
+ horzRight = horzEdge->xcurr;
+ dir = dRightToLeft;
+ }
+
+ TEdge* eMaxPair;
+ if( horzEdge->nextInLML ) eMaxPair = 0;
+ else eMaxPair = GetMaximaPair(horzEdge);
+
+ TEdge* e = GetNextInAEL( horzEdge , dir );
+ while( e )
+ {
+ TEdge* eNext = GetNextInAEL( e, dir );
+
+ if (eMaxPair ||
+ ((dir == dLeftToRight) && (e->xcurr <= horzRight)) ||
+ ((dir == dRightToLeft) && (e->xcurr >= horzLeft)))
+ {
+ //ok, so far it looks like we're still in range of the horizontal edge
+ if ( e->xcurr == horzEdge->xtop && !eMaxPair )
+ {
+ if (SlopesEqual(*e, *horzEdge->nextInLML, m_UseFullRange))
+ {
+ //if output polygons share an edge, they'll need joining later ...
+ if (horzEdge->outIdx >= 0 && e->outIdx >= 0)
+ AddJoin(horzEdge->nextInLML, e, horzEdge->outIdx);
+ break; //we've reached the end of the horizontal line
+ }
+ else if (e->dx < horzEdge->nextInLML->dx)
+ //we really have got to the end of the intermediate horz edge so quit.
+ //nb: More -ve slopes follow more +ve slopes ABOVE the horizontal.
+ break;
+ }
+
+ if( e == eMaxPair )
+ {
+ //horzEdge is evidently a maxima horizontal and we've arrived at its end.
+ if (dir == dLeftToRight)
+ IntersectEdges(horzEdge, e, IntPoint(e->xcurr, horzEdge->ycurr), ipNone);
+ else
+ IntersectEdges(e, horzEdge, IntPoint(e->xcurr, horzEdge->ycurr), ipNone);
+ if (eMaxPair->outIdx >= 0) throw clipperException("ProcessHorizontal error");
+ return;
+ }
+ else if( NEAR_EQUAL(e->dx, HORIZONTAL) && !IsMinima(e) && !(e->xcurr > e->xtop) )
+ {
+ //An overlapping horizontal edge. Overlapping horizontal edges are
+ //processed as if layered with the current horizontal edge (horizEdge)
+ //being infinitesimally lower that the next (e). Therfore, we
+ //intersect with e only if e.xcurr is within the bounds of horzEdge ...
+ if( dir == dLeftToRight )
+ IntersectEdges( horzEdge , e, IntPoint(e->xcurr, horzEdge->ycurr),
+ (IsTopHorz( e->xcurr ))? ipLeft : ipBoth );
+ else
+ IntersectEdges( e, horzEdge, IntPoint(e->xcurr, horzEdge->ycurr),
+ (IsTopHorz( e->xcurr ))? ipRight : ipBoth );
+ }
+ else if( dir == dLeftToRight )
+ {
+ IntersectEdges( horzEdge, e, IntPoint(e->xcurr, horzEdge->ycurr),
+ (IsTopHorz( e->xcurr ))? ipLeft : ipBoth );
+ }
+ else
+ {
+ IntersectEdges( e, horzEdge, IntPoint(e->xcurr, horzEdge->ycurr),
+ (IsTopHorz( e->xcurr ))? ipRight : ipBoth );
+ }
+ SwapPositionsInAEL( horzEdge, e );
+ }
+ else if( (dir == dLeftToRight && e->xcurr > horzRight && m_SortedEdges) ||
+ (dir == dRightToLeft && e->xcurr < horzLeft && m_SortedEdges) ) break;
+ e = eNext;
+ } //end while
+
+ if( horzEdge->nextInLML )
+ {
+ if( horzEdge->outIdx >= 0 )
+ AddOutPt( horzEdge, 0, IntPoint(horzEdge->xtop, horzEdge->ytop));
+ UpdateEdgeIntoAEL( horzEdge );
+ }
+ else
+ {
+ if ( horzEdge->outIdx >= 0 )
+ IntersectEdges( horzEdge, eMaxPair,
+ IntPoint(horzEdge->xtop, horzEdge->ycurr), ipBoth);
+ if (eMaxPair->outIdx >= 0) throw clipperException("ProcessHorizontal error");
+ DeleteFromAEL(eMaxPair);
+ DeleteFromAEL(horzEdge);
+ }
+}
+//------------------------------------------------------------------------------
+
+void Clipper::UpdateEdgeIntoAEL(TEdge *&e)
+{
+ if( !e->nextInLML ) throw
+ clipperException("UpdateEdgeIntoAEL: invalid call");
+ TEdge* AelPrev = e->prevInAEL;
+ TEdge* AelNext = e->nextInAEL;
+ e->nextInLML->outIdx = e->outIdx;
+ if( AelPrev ) AelPrev->nextInAEL = e->nextInLML;
+ else m_ActiveEdges = e->nextInLML;
+ if( AelNext ) AelNext->prevInAEL = e->nextInLML;
+ e->nextInLML->side = e->side;
+ e->nextInLML->windDelta = e->windDelta;
+ e->nextInLML->windCnt = e->windCnt;
+ e->nextInLML->windCnt2 = e->windCnt2;
+ e = e->nextInLML;
+ e->prevInAEL = AelPrev;
+ e->nextInAEL = AelNext;
+ if( !NEAR_EQUAL(e->dx, HORIZONTAL) ) InsertScanbeam( e->ytop );
+}
+//------------------------------------------------------------------------------
+
+bool Clipper::ProcessIntersections(const long64 botY, const long64 topY)
+{
+ if( !m_ActiveEdges ) return true;
+ try {
+ BuildIntersectList(botY, topY);
+ if ( !m_IntersectNodes) return true;
+ if ( FixupIntersections() ) ProcessIntersectList();
+ else return false;
+ }
+ catch(...) {
+ m_SortedEdges = 0;
+ DisposeIntersectNodes();
+ throw clipperException("ProcessIntersections error");
+ }
+ return true;
+}
+//------------------------------------------------------------------------------
+
+void Clipper::DisposeIntersectNodes()
+{
+ while ( m_IntersectNodes )
+ {
+ IntersectNode* iNode = m_IntersectNodes->next;
+ delete m_IntersectNodes;
+ m_IntersectNodes = iNode;
+ }
+}
+//------------------------------------------------------------------------------
+
+void Clipper::BuildIntersectList(const long64 botY, const long64 topY)
+{
+ if ( !m_ActiveEdges ) return;
+
+ //prepare for sorting ...
+ TEdge* e = m_ActiveEdges;
+ e->tmpX = TopX( *e, topY );
+ m_SortedEdges = e;
+ m_SortedEdges->prevInSEL = 0;
+ e = e->nextInAEL;
+ while( e )
+ {
+ e->prevInSEL = e->prevInAEL;
+ e->prevInSEL->nextInSEL = e;
+ e->nextInSEL = 0;
+ e->tmpX = TopX( *e, topY );
+ e = e->nextInAEL;
+ }
+
+ //bubblesort ...
+ bool isModified = true;
+ while( isModified && m_SortedEdges )
+ {
+ isModified = false;
+ e = m_SortedEdges;
+ while( e->nextInSEL )
+ {
+ TEdge *eNext = e->nextInSEL;
+ IntPoint pt;
+ if(e->tmpX > eNext->tmpX &&
+ IntersectPoint(*e, *eNext, pt, m_UseFullRange))
+ {
+ if (pt.Y > botY)
+ {
+ pt.Y = botY;
+ pt.X = TopX(*e, pt.Y);
+ }
+ AddIntersectNode( e, eNext, pt );
+ SwapPositionsInSEL(e, eNext);
+ isModified = true;
+ }
+ else
+ e = eNext;
+ }
+ if( e->prevInSEL ) e->prevInSEL->nextInSEL = 0;
+ else break;
+ }
+ m_SortedEdges = 0;
+}
+//------------------------------------------------------------------------------
+
+bool Process1Before2(IntersectNode &node1, IntersectNode &node2)
+{
+ bool result;
+ if (node1.pt.Y == node2.pt.Y)
+ {
+ if (node1.edge1 == node2.edge1 || node1.edge2 == node2.edge1)
+ {
+ result = node2.pt.X > node1.pt.X;
+ if (node2.edge1->dx > 0) return !result; else return result;
+ }
+ else if (node1.edge1 == node2.edge2 || node1.edge2 == node2.edge2)
+ {
+ result = node2.pt.X > node1.pt.X;
+ if (node2.edge2->dx > 0) return !result; else return result;
+ }
+ else return node2.pt.X > node1.pt.X;
+ }
+ else return node1.pt.Y > node2.pt.Y;
+}
+//------------------------------------------------------------------------------
+
+void Clipper::AddIntersectNode(TEdge *e1, TEdge *e2, const IntPoint &pt)
+{
+ IntersectNode* newNode = new IntersectNode;
+ newNode->edge1 = e1;
+ newNode->edge2 = e2;
+ newNode->pt = pt;
+ newNode->next = 0;
+ if( !m_IntersectNodes ) m_IntersectNodes = newNode;
+ else if( Process1Before2(*newNode, *m_IntersectNodes) )
+ {
+ newNode->next = m_IntersectNodes;
+ m_IntersectNodes = newNode;
+ }
+ else
+ {
+ IntersectNode* iNode = m_IntersectNodes;
+ while( iNode->next && Process1Before2(*iNode->next, *newNode) )
+ iNode = iNode->next;
+ newNode->next = iNode->next;
+ iNode->next = newNode;
+ }
+}
+//------------------------------------------------------------------------------
+
+void Clipper::ProcessIntersectList()
+{
+ while( m_IntersectNodes )
+ {
+ IntersectNode* iNode = m_IntersectNodes->next;
+ {
+ IntersectEdges( m_IntersectNodes->edge1 ,
+ m_IntersectNodes->edge2 , m_IntersectNodes->pt, ipBoth );
+ SwapPositionsInAEL( m_IntersectNodes->edge1 , m_IntersectNodes->edge2 );
+ }
+ delete m_IntersectNodes;
+ m_IntersectNodes = iNode;
+ }
+}
+//------------------------------------------------------------------------------
+
+void Clipper::DoMaxima(TEdge *e, long64 topY)
+{
+ TEdge* eMaxPair = GetMaximaPair(e);
+ long64 X = e->xtop;
+ TEdge* eNext = e->nextInAEL;
+ while( eNext != eMaxPair )
+ {
+ if (!eNext) throw clipperException("DoMaxima error");
+ IntersectEdges( e, eNext, IntPoint(X, topY), ipBoth );
+ eNext = eNext->nextInAEL;
+ }
+ if( e->outIdx < 0 && eMaxPair->outIdx < 0 )
+ {
+ DeleteFromAEL( e );
+ DeleteFromAEL( eMaxPair );
+ }
+ else if( e->outIdx >= 0 && eMaxPair->outIdx >= 0 )
+ {
+ IntersectEdges( e, eMaxPair, IntPoint(X, topY), ipNone );
+ }
+ else throw clipperException("DoMaxima error");
+}
+//------------------------------------------------------------------------------
+
+void Clipper::ProcessEdgesAtTopOfScanbeam(const long64 topY)
+{
+ TEdge* e = m_ActiveEdges;
+ while( e )
+ {
+ //1. process maxima, treating them as if they're 'bent' horizontal edges,
+ // but exclude maxima with horizontal edges. nb: e can't be a horizontal.
+ if( IsMaxima(e, topY) && !NEAR_EQUAL(GetMaximaPair(e)->dx, HORIZONTAL) )
+ {
+ //'e' might be removed from AEL, as may any following edges so ...
+ TEdge* ePrior = e->prevInAEL;
+ DoMaxima(e, topY);
+ if( !ePrior ) e = m_ActiveEdges;
+ else e = ePrior->nextInAEL;
+ }
+ else
+ {
+ //2. promote horizontal edges, otherwise update xcurr and ycurr ...
+ if( IsIntermediate(e, topY) && NEAR_EQUAL(e->nextInLML->dx, HORIZONTAL) )
+ {
+ if (e->outIdx >= 0)
+ {
+ AddOutPt(e, 0, IntPoint(e->xtop, e->ytop));
+
+ for (HorzJoinList::size_type i = 0; i < m_HorizJoins.size(); ++i)
+ {
+ IntPoint pt, pt2;
+ HorzJoinRec* hj = m_HorizJoins[i];
+ if (GetOverlapSegment(IntPoint(hj->edge->xbot, hj->edge->ybot),
+ IntPoint(hj->edge->xtop, hj->edge->ytop),
+ IntPoint(e->nextInLML->xbot, e->nextInLML->ybot),
+ IntPoint(e->nextInLML->xtop, e->nextInLML->ytop), pt, pt2))
+ AddJoin(hj->edge, e->nextInLML, hj->savedIdx, e->outIdx);
+ }
+
+ AddHorzJoin(e->nextInLML, e->outIdx);
+ }
+ UpdateEdgeIntoAEL(e);
+ AddEdgeToSEL(e);
+ } else
+ {
+ //this just simplifies horizontal processing ...
+ e->xcurr = TopX( *e, topY );
+ e->ycurr = topY;
+ }
+ e = e->nextInAEL;
+ }
+ }
+
+ //3. Process horizontals at the top of the scanbeam ...
+ ProcessHorizontals();
+
+ //4. Promote intermediate vertices ...
+ e = m_ActiveEdges;
+ while( e )
+ {
+ if( IsIntermediate( e, topY ) )
+ {
+ if( e->outIdx >= 0 ) AddOutPt(e, 0, IntPoint(e->xtop,e->ytop));
+ UpdateEdgeIntoAEL(e);
+
+ //if output polygons share an edge, they'll need joining later ...
+ if (e->outIdx >= 0 && e->prevInAEL && e->prevInAEL->outIdx >= 0 &&
+ e->prevInAEL->xcurr == e->xbot && e->prevInAEL->ycurr == e->ybot &&
+ SlopesEqual(IntPoint(e->xbot,e->ybot), IntPoint(e->xtop, e->ytop),
+ IntPoint(e->xbot,e->ybot),
+ IntPoint(e->prevInAEL->xtop, e->prevInAEL->ytop), m_UseFullRange))
+ {
+ AddOutPt(e->prevInAEL, 0, IntPoint(e->xbot, e->ybot));
+ AddJoin(e, e->prevInAEL);
+ }
+ else if (e->outIdx >= 0 && e->nextInAEL && e->nextInAEL->outIdx >= 0 &&
+ e->nextInAEL->ycurr > e->nextInAEL->ytop &&
+ e->nextInAEL->ycurr < e->nextInAEL->ybot &&
+ e->nextInAEL->xcurr == e->xbot && e->nextInAEL->ycurr == e->ybot &&
+ SlopesEqual(IntPoint(e->xbot,e->ybot), IntPoint(e->xtop, e->ytop),
+ IntPoint(e->xbot,e->ybot),
+ IntPoint(e->nextInAEL->xtop, e->nextInAEL->ytop), m_UseFullRange))
+ {
+ AddOutPt(e->nextInAEL, 0, IntPoint(e->xbot, e->ybot));
+ AddJoin(e, e->nextInAEL);
+ }
+ }
+ e = e->nextInAEL;
+ }
+}
+//------------------------------------------------------------------------------
+
+void Clipper::FixupOutPolygon(OutRec &outRec)
+{
+ //FixupOutPolygon() - removes duplicate points and simplifies consecutive
+ //parallel edges by removing the middle vertex.
+ OutPt *lastOK = 0;
+ outRec.pts = outRec.bottomPt;
+ OutPt *pp = outRec.bottomPt;
+
+ for (;;)
+ {
+ if (pp->prev == pp || pp->prev == pp->next )
+ {
+ DisposeOutPts(pp);
+ outRec.pts = 0;
+ outRec.bottomPt = 0;
+ return;
+ }
+ //test for duplicate points and for same slope (cross-product) ...
+ if ( PointsEqual(pp->pt, pp->next->pt) ||
+ SlopesEqual(pp->prev->pt, pp->pt, pp->next->pt, m_UseFullRange) )
+ {
+ lastOK = 0;
+ OutPt *tmp = pp;
+ if (pp == outRec.bottomPt)
+ {
+ if (tmp->prev->pt.Y > tmp->next->pt.Y)
+ outRec.bottomPt = tmp->prev; else
+ outRec.bottomPt = tmp->next;
+ outRec.pts = outRec.bottomPt;
+ outRec.bottomPt->idx = outRec.idx;
+ }
+ pp->prev->next = pp->next;
+ pp->next->prev = pp->prev;
+ pp = pp->prev;
+ delete tmp;
+ }
+ else if (pp == lastOK) break;
+ else
+ {
+ if (!lastOK) lastOK = pp;
+ pp = pp->next;
+ }
+ }
+}
+//------------------------------------------------------------------------------
+
+void Clipper::BuildResult(Polygons &polys)
+{
+ int k = 0;
+ polys.resize(m_PolyOuts.size());
+ for (PolyOutList::size_type i = 0; i < m_PolyOuts.size(); ++i)
+ {
+ if (m_PolyOuts[i]->pts)
+ {
+ Polygon* pg = &polys[k];
+ pg->clear();
+ OutPt* p = m_PolyOuts[i]->pts;
+ do
+ {
+ pg->push_back(p->pt);
+ p = p->next;
+ } while (p != m_PolyOuts[i]->pts);
+ //make sure each polygon has at least 3 vertices ...
+ if (pg->size() < 3) pg->clear(); else k++;
+ }
+ }
+ polys.resize(k);
+}
+//------------------------------------------------------------------------------
+
+void Clipper::BuildResultEx(ExPolygons &polys)
+{
+ PolyOutList::size_type i = 0;
+ int k = 0;
+ polys.resize(0);
+ polys.reserve(m_PolyOuts.size());
+ while (i < m_PolyOuts.size() && m_PolyOuts[i]->pts)
+ {
+ ExPolygon epg;
+ OutPt* p = m_PolyOuts[i]->pts;
+ do {
+ epg.outer.push_back(p->pt);
+ p = p->next;
+ } while (p != m_PolyOuts[i]->pts);
+ i++;
+ //make sure polygons have at least 3 vertices ...
+ if (epg.outer.size() < 3) continue;
+ while (i < m_PolyOuts.size()
+ && m_PolyOuts[i]->pts && m_PolyOuts[i]->isHole)
+ {
+ Polygon pg;
+ p = m_PolyOuts[i]->pts;
+ do {
+ pg.push_back(p->pt);
+ p = p->next;
+ } while (p != m_PolyOuts[i]->pts);
+ epg.holes.push_back(pg);
+ i++;
+ }
+ polys.push_back(epg);
+ k++;
+ }
+ polys.resize(k);
+}
+//------------------------------------------------------------------------------
+
+void SwapIntersectNodes(IntersectNode &int1, IntersectNode &int2)
+{
+ TEdge *e1 = int1.edge1;
+ TEdge *e2 = int1.edge2;
+ IntPoint p = int1.pt;
+
+ int1.edge1 = int2.edge1;
+ int1.edge2 = int2.edge2;
+ int1.pt = int2.pt;
+
+ int2.edge1 = e1;
+ int2.edge2 = e2;
+ int2.pt = p;
+}
+//------------------------------------------------------------------------------
+
+bool Clipper::FixupIntersections()
+{
+ if ( !m_IntersectNodes->next ) return true;
+
+ CopyAELToSEL();
+ IntersectNode *int1 = m_IntersectNodes;
+ IntersectNode *int2 = m_IntersectNodes->next;
+ while (int2)
+ {
+ TEdge *e1 = int1->edge1;
+ TEdge *e2;
+ if (e1->prevInSEL == int1->edge2) e2 = e1->prevInSEL;
+ else if (e1->nextInSEL == int1->edge2) e2 = e1->nextInSEL;
+ else
+ {
+ //The current intersection is out of order, so try and swap it with
+ //a subsequent intersection ...
+ while (int2)
+ {
+ if (int2->edge1->nextInSEL == int2->edge2 ||
+ int2->edge1->prevInSEL == int2->edge2) break;
+ else int2 = int2->next;
+ }
+ if ( !int2 ) return false; //oops!!!
+
+ //found an intersect node that can be swapped ...
+ SwapIntersectNodes(*int1, *int2);
+ e1 = int1->edge1;
+ e2 = int1->edge2;
+ }
+ SwapPositionsInSEL(e1, e2);
+ int1 = int1->next;
+ int2 = int1->next;
+ }
+
+ m_SortedEdges = 0;
+
+ //finally, check the last intersection too ...
+ return (int1->edge1->prevInSEL == int1->edge2 ||
+ int1->edge1->nextInSEL == int1->edge2);
+}
+//------------------------------------------------------------------------------
+
+bool E2InsertsBeforeE1(TEdge &e1, TEdge &e2)
+{
+ if (e2.xcurr == e1.xcurr) return e2.dx > e1.dx;
+ else return e2.xcurr < e1.xcurr;
+}
+//------------------------------------------------------------------------------
+
+void Clipper::InsertEdgeIntoAEL(TEdge *edge)
+{
+ edge->prevInAEL = 0;
+ edge->nextInAEL = 0;
+ if( !m_ActiveEdges )
+ {
+ m_ActiveEdges = edge;
+ }
+ else if( E2InsertsBeforeE1(*m_ActiveEdges, *edge) )
+ {
+ edge->nextInAEL = m_ActiveEdges;
+ m_ActiveEdges->prevInAEL = edge;
+ m_ActiveEdges = edge;
+ } else
+ {
+ TEdge* e = m_ActiveEdges;
+ while( e->nextInAEL && !E2InsertsBeforeE1(*e->nextInAEL , *edge) )
+ e = e->nextInAEL;
+ edge->nextInAEL = e->nextInAEL;
+ if( e->nextInAEL ) e->nextInAEL->prevInAEL = edge;
+ edge->prevInAEL = e;
+ e->nextInAEL = edge;
+ }
+}
+//----------------------------------------------------------------------
+
+void Clipper::DoEdge1(TEdge *edge1, TEdge *edge2, const IntPoint &pt)
+{
+ AddOutPt(edge1, edge2, pt);
+ SwapSides(*edge1, *edge2);
+ SwapPolyIndexes(*edge1, *edge2);
+}
+//----------------------------------------------------------------------
+
+void Clipper::DoEdge2(TEdge *edge1, TEdge *edge2, const IntPoint &pt)
+{
+ AddOutPt(edge2, edge1, pt);
+ SwapSides(*edge1, *edge2);
+ SwapPolyIndexes(*edge1, *edge2);
+}
+//----------------------------------------------------------------------
+
+void Clipper::DoBothEdges(TEdge *edge1, TEdge *edge2, const IntPoint &pt)
+{
+ AddOutPt(edge1, edge2, pt);
+ AddOutPt(edge2, edge1, pt);
+ SwapSides( *edge1 , *edge2 );
+ SwapPolyIndexes( *edge1 , *edge2 );
+}
+//----------------------------------------------------------------------
+
+void Clipper::CheckHoleLinkages1(OutRec *outRec1, OutRec *outRec2)
+{
+ //when a polygon is split into 2 polygons, make sure any holes the original
+ //polygon contained link to the correct polygon ...
+ for (PolyOutList::size_type i = 0; i < m_PolyOuts.size(); ++i)
+ {
+ OutRec *orec = m_PolyOuts[i];
+ if (orec->isHole && orec->bottomPt && orec->FirstLeft == outRec1 &&
+ !PointInPolygon(orec->bottomPt->pt, outRec1->pts, m_UseFullRange))
+ orec->FirstLeft = outRec2;
+ }
+}
+//----------------------------------------------------------------------
+
+void Clipper::CheckHoleLinkages2(OutRec *outRec1, OutRec *outRec2)
+{
+ //if a hole is owned by outRec2 then make it owned by outRec1 ...
+ for (PolyOutList::size_type i = 0; i < m_PolyOuts.size(); ++i)
+ if (m_PolyOuts[i]->isHole && m_PolyOuts[i]->bottomPt &&
+ m_PolyOuts[i]->FirstLeft == outRec2)
+ m_PolyOuts[i]->FirstLeft = outRec1;
+}
+//----------------------------------------------------------------------
+
+void Clipper::JoinCommonEdges(bool fixHoleLinkages)
+{
+ for (JoinList::size_type i = 0; i < m_Joins.size(); i++)
+ {
+ JoinRec* j = m_Joins[i];
+ OutRec *outRec1 = m_PolyOuts[j->poly1Idx];
+ OutPt *pp1a = outRec1->pts;
+ OutRec *outRec2 = m_PolyOuts[j->poly2Idx];
+ OutPt *pp2a = outRec2->pts;
+ IntPoint pt1 = j->pt2a, pt2 = j->pt2b;
+ IntPoint pt3 = j->pt1a, pt4 = j->pt1b;
+ if (!FindSegment(pp1a, pt1, pt2)) continue;
+ if (j->poly1Idx == j->poly2Idx)
+ {
+ //we're searching the same polygon for overlapping segments so
+ //segment 2 mustn't be the same as segment 1 ...
+ pp2a = pp1a->next;
+ if (!FindSegment(pp2a, pt3, pt4) || (pp2a == pp1a)) continue;
+ }
+ else if (!FindSegment(pp2a, pt3, pt4)) continue;
+
+ if (!GetOverlapSegment(pt1, pt2, pt3, pt4, pt1, pt2)) continue;
+
+ OutPt *p1, *p2, *p3, *p4;
+ OutPt *prev = pp1a->prev;
+ //get p1 & p2 polypts - the overlap start & endpoints on poly1
+ if (PointsEqual(pp1a->pt, pt1)) p1 = pp1a;
+ else if (PointsEqual(prev->pt, pt1)) p1 = prev;
+ else p1 = InsertPolyPtBetween(pp1a, prev, pt1);
+
+ if (PointsEqual(pp1a->pt, pt2)) p2 = pp1a;
+ else if (PointsEqual(prev->pt, pt2)) p2 = prev;
+ else if ((p1 == pp1a) || (p1 == prev))
+ p2 = InsertPolyPtBetween(pp1a, prev, pt2);
+ else if (Pt3IsBetweenPt1AndPt2(pp1a->pt, p1->pt, pt2))
+ p2 = InsertPolyPtBetween(pp1a, p1, pt2); else
+ p2 = InsertPolyPtBetween(p1, prev, pt2);
+
+ //get p3 & p4 polypts - the overlap start & endpoints on poly2
+ prev = pp2a->prev;
+ if (PointsEqual(pp2a->pt, pt1)) p3 = pp2a;
+ else if (PointsEqual(prev->pt, pt1)) p3 = prev;
+ else p3 = InsertPolyPtBetween(pp2a, prev, pt1);
+
+ if (PointsEqual(pp2a->pt, pt2)) p4 = pp2a;
+ else if (PointsEqual(prev->pt, pt2)) p4 = prev;
+ else if ((p3 == pp2a) || (p3 == prev))
+ p4 = InsertPolyPtBetween(pp2a, prev, pt2);
+ else if (Pt3IsBetweenPt1AndPt2(pp2a->pt, p3->pt, pt2))
+ p4 = InsertPolyPtBetween(pp2a, p3, pt2); else
+ p4 = InsertPolyPtBetween(p3, prev, pt2);
+
+ //p1.pt == p3.pt and p2.pt == p4.pt so join p1 to p3 and p2 to p4 ...
+ if (p1->next == p2 && p3->prev == p4)
+ {
+ p1->next = p3;
+ p3->prev = p1;
+ p2->prev = p4;
+ p4->next = p2;
+ }
+ else if (p1->prev == p2 && p3->next == p4)
+ {
+ p1->prev = p3;
+ p3->next = p1;
+ p2->next = p4;
+ p4->prev = p2;
+ }
+ else
+ continue; //an orientation is probably wrong
+
+ if (j->poly2Idx == j->poly1Idx)
+ {
+ //instead of joining two polygons, we've just created a new one by
+ //splitting one polygon into two.
+ outRec1->pts = PolygonBottom(p1);
+ outRec1->bottomPt = outRec1->pts;
+ outRec1->bottomPt->idx = outRec1->idx;
+ outRec2 = CreateOutRec();
+ m_PolyOuts.push_back(outRec2);
+ outRec2->idx = (int)m_PolyOuts.size()-1;
+ j->poly2Idx = outRec2->idx;
+ outRec2->pts = PolygonBottom(p2);
+ outRec2->bottomPt = outRec2->pts;
+ outRec2->bottomPt->idx = outRec2->idx;
+
+ if (PointInPolygon(outRec2->pts->pt, outRec1->pts, m_UseFullRange))
+ {
+ outRec2->isHole = !outRec1->isHole;
+ outRec2->FirstLeft = outRec1;
+ if (outRec2->isHole == Orientation(outRec2, m_UseFullRange))
+ ReversePolyPtLinks(*outRec2->pts);
+ } else if (PointInPolygon(outRec1->pts->pt, outRec2->pts, m_UseFullRange))
+ {
+ outRec2->isHole = outRec1->isHole;
+ outRec1->isHole = !outRec2->isHole;
+ outRec2->FirstLeft = outRec1->FirstLeft;
+ outRec1->FirstLeft = outRec2;
+ if (outRec1->isHole == Orientation(outRec1, m_UseFullRange))
+ ReversePolyPtLinks(*outRec1->pts);
+ } else
+ {
+ outRec2->isHole = outRec1->isHole;
+ outRec2->FirstLeft = outRec1->FirstLeft;
+ //make sure any contained holes now link to the correct polygon ...
+ if (fixHoleLinkages) CheckHoleLinkages1(outRec1, outRec2);
+ }
+
+ //now fixup any subsequent joins that match this polygon
+ for (JoinList::size_type k = i+1; k < m_Joins.size(); k++)
+ {
+ JoinRec* j2 = m_Joins[k];
+ if (j2->poly1Idx == j->poly1Idx && PointIsVertex(j2->pt1a, p2))
+ j2->poly1Idx = j->poly2Idx;
+ if (j2->poly2Idx == j->poly1Idx && PointIsVertex(j2->pt2a, p2))
+ j2->poly2Idx = j->poly2Idx;
+ }
+
+ //now cleanup redundant edges too ...
+ FixupOutPolygon(*outRec1);
+ FixupOutPolygon(*outRec2);
+ } else
+ {
+ //joined 2 polygons together ...
+
+ //make sure any holes contained by outRec2 now link to outRec1 ...
+ if (fixHoleLinkages) CheckHoleLinkages2(outRec1, outRec2);
+
+ //delete the obsolete pointer ...
+ int OKIdx = outRec1->idx;
+ int ObsoleteIdx = outRec2->idx;
+ outRec2->pts = 0;
+ outRec2->bottomPt = 0;
+ outRec2->AppendLink = outRec1;
+ //holes are practically always joined to outers, not vice versa ...
+ if (outRec1->isHole && !outRec2->isHole) outRec1->isHole = false;
+
+ //now fixup any subsequent Joins that match this polygon
+ for (JoinList::size_type k = i+1; k < m_Joins.size(); k++)
+ {
+ JoinRec* j2 = m_Joins[k];
+ if (j2->poly1Idx == ObsoleteIdx) j2->poly1Idx = OKIdx;
+ if (j2->poly2Idx == ObsoleteIdx) j2->poly2Idx = OKIdx;
+ }
+
+ //now cleanup redundant edges too ...
+ if (outRec1->pts)
+ FixupOutPolygon(*outRec1);
+ else
+ FixupOutPolygon(*outRec2);
+ }
+ }
+}
+//------------------------------------------------------------------------------
+
+void ReversePoints(Polygon& p)
+{
+ std::reverse(p.begin(), p.end());
+}
+//------------------------------------------------------------------------------
+
+void ReversePoints(Polygons& p)
+{
+ for (Polygons::size_type i = 0; i < p.size(); ++i)
+ ReversePoints(p[i]);
+}
+
+//------------------------------------------------------------------------------
+// OffsetPolygon functions ...
+//------------------------------------------------------------------------------
+
+struct DoublePoint
+{
+ double X;
+ double Y;
+ DoublePoint(double x = 0, double y = 0) : X(x), Y(y) {}
+};
+//------------------------------------------------------------------------------
+
+Polygon BuildArc(const IntPoint &pt,
+ const double a1, const double a2, const double r)
+{
+ int steps = std::max(6, int(std::sqrt(std::fabs(r)) * std::fabs(a2 - a1)));
+ Polygon result(steps);
+ int n = steps - 1;
+ double da = (a2 - a1) / n;
+ double a = a1;
+ for (int i = 0; i <= n; ++i)
+ {
+ result[i].X = pt.X + Round(std::cos(a)*r);
+ result[i].Y = pt.Y + Round(std::sin(a)*r);
+ a += da;
+ }
+ return result;
+}
+//------------------------------------------------------------------------------
+
+DoublePoint GetUnitNormal( const IntPoint &pt1, const IntPoint &pt2)
+{
+ if(pt2.X == pt1.X && pt2.Y == pt1.Y)
+ return DoublePoint(0, 0);
+
+ double dx = (double)(pt2.X - pt1.X);
+ double dy = (double)(pt2.Y - pt1.Y);
+ double f = 1 *1.0/ std::sqrt( dx*dx + dy*dy );
+ dx *= f;
+ dy *= f;
+ return DoublePoint(dy, -dx);
+}
+
+//------------------------------------------------------------------------------
+//------------------------------------------------------------------------------
+
+class PolyOffsetBuilder
+{
+private:
+ Polygons m_p;
+ Polygon* m_curr_poly;
+ std::vector<DoublePoint> normals;
+ double m_delta, m_RMin, m_R;
+ size_t m_i, m_j, m_k;
+ static const int buffLength = 128;
+ JoinType m_jointype;
+
+public:
+
+PolyOffsetBuilder(const Polygons& in_polys, Polygons& out_polys,
+ double delta, JoinType jointype, double MiterLimit)
+{
+ //nb precondition - out_polys != ptsin_polys
+ if (NEAR_ZERO(delta))
+ {
+ out_polys = in_polys;
+ return;
+ }
+
+ this->m_p = in_polys;
+ this->m_delta = delta;
+ this->m_jointype = jointype;
+ if (MiterLimit <= 1) MiterLimit = 1;
+ m_RMin = 2/(MiterLimit*MiterLimit);
+
+ double deltaSq = delta*delta;
+ out_polys.clear();
+ out_polys.resize(in_polys.size());
+ for (m_i = 0; m_i < in_polys.size(); m_i++)
+ {
+ m_curr_poly = &out_polys[m_i];
+ size_t len = in_polys[m_i].size();
+ if (len > 1 && m_p[m_i][0].X == m_p[m_i][len - 1].X &&
+ m_p[m_i][0].Y == m_p[m_i][len-1].Y) len--;
+
+ //when 'shrinking' polygons - to minimize artefacts
+ //strip those polygons that have an area < pi * delta^2 ...
+ double a1 = Area(in_polys[m_i]);
+ if (delta < 0) { if (a1 > 0 && a1 < deltaSq *pi) len = 0; }
+ else if (a1 < 0 && -a1 < deltaSq *pi) len = 0; //holes have neg. area
+
+ if (len == 0 || (len < 3 && delta <= 0))
+ continue;
+ else if (len == 1)
+ {
+ Polygon arc;
+ arc = BuildArc(in_polys[m_i][len-1], 0, 2 * pi, delta);
+ out_polys[m_i] = arc;
+ continue;
+ }
+
+ //build normals ...
+ normals.clear();
+ normals.resize(len);
+ normals[len-1] = GetUnitNormal(in_polys[m_i][len-1], in_polys[m_i][0]);
+ for (m_j = 0; m_j < len -1; ++m_j)
+ normals[m_j] = GetUnitNormal(in_polys[m_i][m_j], in_polys[m_i][m_j+1]);
+
+ m_k = len -1;
+ for (m_j = 0; m_j < len; ++m_j)
+ {
+ switch (jointype)
+ {
+ case jtMiter:
+ {
+ m_R = 1 + (normals[m_j].X*normals[m_k].X +
+ normals[m_j].Y*normals[m_k].Y);
+ if (m_R >= m_RMin) DoMiter(); else DoSquare(MiterLimit);
+ break;
+ }
+ case jtSquare: DoSquare(); break;
+ case jtRound: DoRound(); break;
+ }
+ m_k = m_j;
+ }
+ }
+
+ //finally, clean up untidy corners using Clipper ...
+ Clipper clpr;
+ clpr.AddPolygons(out_polys, ptSubject);
+ if (delta > 0)
+ {
+ if (!clpr.Execute(ctUnion, out_polys, pftPositive, pftPositive))
+ out_polys.clear();
+ }
+ else
+ {
+ IntRect r = clpr.GetBounds();
+ Polygon outer(4);
+ outer[0] = IntPoint(r.left - 10, r.bottom + 10);
+ outer[1] = IntPoint(r.right + 10, r.bottom + 10);
+ outer[2] = IntPoint(r.right + 10, r.top - 10);
+ outer[3] = IntPoint(r.left - 10, r.top - 10);
+
+ clpr.AddPolygon(outer, ptSubject);
+ if (clpr.Execute(ctUnion, out_polys, pftNegative, pftNegative))
+ {
+ out_polys.erase(out_polys.begin());
+ ReversePoints(out_polys);
+
+ } else
+ out_polys.clear();
+ }
+}
+//------------------------------------------------------------------------------
+
+private:
+
+void AddPoint(const IntPoint& pt)
+{
+ Polygon::size_type len = m_curr_poly->size();
+ if (len == m_curr_poly->capacity())
+ m_curr_poly->reserve(len + buffLength);
+ m_curr_poly->push_back(pt);
+}
+//------------------------------------------------------------------------------
+
+void DoSquare(double mul = 1.0)
+{
+ IntPoint pt1 = IntPoint((long64)Round(m_p[m_i][m_j].X + normals[m_k].X * m_delta),
+ (long64)Round(m_p[m_i][m_j].Y + normals[m_k].Y * m_delta));
+ IntPoint pt2 = IntPoint((long64)Round(m_p[m_i][m_j].X + normals[m_j].X * m_delta),
+ (long64)Round(m_p[m_i][m_j].Y + normals[m_j].Y * m_delta));
+ if ((normals[m_k].X * normals[m_j].Y - normals[m_j].X * normals[m_k].Y) * m_delta >= 0)
+ {
+ double a1 = std::atan2(normals[m_k].Y, normals[m_k].X);
+ double a2 = std::atan2(-normals[m_j].Y, -normals[m_j].X);
+ a1 = std::fabs(a2 - a1);
+ if (a1 > pi) a1 = pi * 2 - a1;
+ double dx = std::tan((pi - a1)/4) * std::fabs(m_delta * mul);
+ pt1 = IntPoint((long64)(pt1.X -normals[m_k].Y * dx),
+ (long64)(pt1.Y + normals[m_k].X * dx));
+ AddPoint(pt1);
+ pt2 = IntPoint((long64)(pt2.X + normals[m_j].Y * dx),
+ (long64)(pt2.Y -normals[m_j].X * dx));
+ AddPoint(pt2);
+ }
+ else
+ {
+ AddPoint(pt1);
+ AddPoint(m_p[m_i][m_j]);
+ AddPoint(pt2);
+ }
+}
+//------------------------------------------------------------------------------
+
+void DoMiter()
+{
+ if ((normals[m_k].X * normals[m_j].Y - normals[m_j].X * normals[m_k].Y) * m_delta >= 0)
+ {
+ double q = m_delta / m_R;
+ AddPoint(IntPoint((long64)Round(m_p[m_i][m_j].X +
+ (normals[m_k].X + normals[m_j].X) * q),
+ (long64)Round(m_p[m_i][m_j].Y + (normals[m_k].Y + normals[m_j].Y) * q)));
+ }
+ else
+ {
+ IntPoint pt1 = IntPoint((long64)Round(m_p[m_i][m_j].X + normals[m_k].X *
+ m_delta), (long64)Round(m_p[m_i][m_j].Y + normals[m_k].Y * m_delta));
+ IntPoint pt2 = IntPoint((long64)Round(m_p[m_i][m_j].X + normals[m_j].X *
+ m_delta), (long64)Round(m_p[m_i][m_j].Y + normals[m_j].Y * m_delta));
+ AddPoint(pt1);
+ AddPoint(m_p[m_i][m_j]);
+ AddPoint(pt2);
+ }
+}
+//------------------------------------------------------------------------------
+
+void DoRound()
+{
+ IntPoint pt1 = IntPoint((long64)Round(m_p[m_i][m_j].X + normals[m_k].X * m_delta),
+ (long64)Round(m_p[m_i][m_j].Y + normals[m_k].Y * m_delta));
+ IntPoint pt2 = IntPoint((long64)Round(m_p[m_i][m_j].X + normals[m_j].X * m_delta),
+ (long64)Round(m_p[m_i][m_j].Y + normals[m_j].Y * m_delta));
+ AddPoint(pt1);
+ //round off reflex angles (ie > 180 deg) unless almost flat (ie < ~10deg).
+ if ((normals[m_k].X*normals[m_j].Y - normals[m_j].X*normals[m_k].Y) * m_delta >= 0)
+ {
+ if (normals[m_j].X * normals[m_k].X + normals[m_j].Y * normals[m_k].Y < 0.985)
+ {
+ double a1 = std::atan2(normals[m_k].Y, normals[m_k].X);
+ double a2 = std::atan2(normals[m_j].Y, normals[m_j].X);
+ if (m_delta > 0 && a2 < a1) a2 += pi *2;
+ else if (m_delta < 0 && a2 > a1) a2 -= pi *2;
+ Polygon arc = BuildArc(m_p[m_i][m_j], a1, a2, m_delta);
+ for (Polygon::size_type m = 0; m < arc.size(); m++)
+ AddPoint(arc[m]);
+ }
+ }
+ else
+ AddPoint(m_p[m_i][m_j]);
+ AddPoint(pt2);
+}
+//--------------------------------------------------------------------------
+
+}; //end PolyOffsetBuilder
+
+//------------------------------------------------------------------------------
+//------------------------------------------------------------------------------
+
+void OffsetPolygons(const Polygons &in_polys, Polygons &out_polys,
+ double delta, JoinType jointype, double MiterLimit)
+{
+ if (&out_polys == &in_polys)
+ {
+ Polygons poly2(in_polys);
+ PolyOffsetBuilder(poly2, out_polys, delta, jointype, MiterLimit);
+ }
+ else PolyOffsetBuilder(in_polys, out_polys, delta, jointype, MiterLimit);
+}
+//------------------------------------------------------------------------------
+
+std::ostream& operator <<(std::ostream &s, IntPoint& p)
+{
+ s << p.X << ' ' << p.Y << "\n";
+ return s;
+}
+//------------------------------------------------------------------------------
+
+std::ostream& operator <<(std::ostream &s, Polygon &p)
+{
+ for (Polygon::size_type i = 0; i < p.size(); i++)
+ s << p[i];
+ s << "\n";
+ return s;
+}
+//------------------------------------------------------------------------------
+
+std::ostream& operator <<(std::ostream &s, Polygons &p)
+{
+ for (Polygons::size_type i = 0; i < p.size(); i++)
+ s << p[i];
+ s << "\n";
+ return s;
+}
+//------------------------------------------------------------------------------
+
+} //ClipperLib namespace
diff --git a/src/3rdparty/assimp/contrib/clipper/clipper.hpp b/src/3rdparty/assimp/contrib/clipper/clipper.hpp
new file mode 100644
index 000000000..57d81136c
--- /dev/null
+++ b/src/3rdparty/assimp/contrib/clipper/clipper.hpp
@@ -0,0 +1,302 @@
+/*******************************************************************************
+* *
+* Author : Angus Johnson *
+* Version : 4.6.3 *
+* Date : 11 November 2011 *
+* Website : http://www.angusj.com *
+* Copyright : Angus Johnson 2010-2011 *
+* *
+* License: *
+* Use, modification & distribution is subject to Boost Software License Ver 1. *
+* http://www.boost.org/LICENSE_1_0.txt *
+* *
+* Attributions: *
+* The code in this library is an extension of Bala Vatti's clipping algorithm: *
+* "A generic solution to polygon clipping" *
+* Communications of the ACM, Vol 35, Issue 7 (July 1992) pp 56-63. *
+* http://portal.acm.org/citation.cfm?id=129906 *
+* *
+* Computer graphics and geometric modeling: implementation and algorithms *
+* By Max K. Agoston *
+* Springer; 1 edition (January 4, 2005) *
+* http://books.google.com/books?q=vatti+clipping+agoston *
+* *
+* See also: *
+* "Polygon Offsetting by Computing Winding Numbers" *
+* Paper no. DETC2005-85513 pp. 565-575 *
+* ASME 2005 International Design Engineering Technical Conferences *
+* and Computers and Information in Engineering Conference (IDETC/CIE2005) *
+* September 24–28, 2005 , Long Beach, California, USA *
+* http://www.me.berkeley.edu/~mcmains/pubs/DAC05OffsetPolygon.pdf *
+* *
+*******************************************************************************/
+
+#ifndef clipper_hpp
+#define clipper_hpp
+
+#include <vector>
+#include <stdexcept>
+#include <cstring>
+#include <cstdlib>
+#include <ostream>
+
+namespace ClipperLib {
+
+enum ClipType { ctIntersection, ctUnion, ctDifference, ctXor };
+enum PolyType { ptSubject, ptClip };
+//By far the most widely used winding rules for polygon filling are
+//EvenOdd & NonZero (GDI, GDI+, XLib, OpenGL, Cairo, AGG, Quartz, SVG, Gr32)
+//Others rules include Positive, Negative and ABS_GTR_EQ_TWO (only in OpenGL)
+//see http://glprogramming.com/red/chapter11.html
+enum PolyFillType { pftEvenOdd, pftNonZero, pftPositive, pftNegative };
+
+typedef signed long long long64;
+typedef unsigned long long ulong64;
+
+struct IntPoint {
+public:
+ long64 X;
+ long64 Y;
+ IntPoint(long64 x = 0, long64 y = 0): X(x), Y(y) {};
+ friend std::ostream& operator <<(std::ostream &s, IntPoint &p);
+};
+
+typedef std::vector< IntPoint > Polygon;
+typedef std::vector< Polygon > Polygons;
+
+std::ostream& operator <<(std::ostream &s, Polygon &p);
+std::ostream& operator <<(std::ostream &s, Polygons &p);
+
+struct ExPolygon {
+ Polygon outer;
+ Polygons holes;
+};
+typedef std::vector< ExPolygon > ExPolygons;
+
+enum JoinType { jtSquare, jtMiter, jtRound };
+
+bool Orientation(const Polygon &poly);
+double Area(const Polygon &poly);
+void OffsetPolygons(const Polygons &in_polys, Polygons &out_polys,
+ double delta, JoinType jointype = jtSquare, double MiterLimit = 2);
+
+void ReversePoints(Polygon& p);
+void ReversePoints(Polygons& p);
+
+//used internally ...
+enum EdgeSide { esLeft, esRight };
+enum IntersectProtects { ipNone = 0, ipLeft = 1, ipRight = 2, ipBoth = 3 };
+
+struct TEdge {
+ long64 xbot;
+ long64 ybot;
+ long64 xcurr;
+ long64 ycurr;
+ long64 xtop;
+ long64 ytop;
+ double dx;
+ long64 tmpX;
+ PolyType polyType;
+ EdgeSide side;
+ int windDelta; //1 or -1 depending on winding direction
+ int windCnt;
+ int windCnt2; //winding count of the opposite polytype
+ int outIdx;
+ TEdge *next;
+ TEdge *prev;
+ TEdge *nextInLML;
+ TEdge *nextInAEL;
+ TEdge *prevInAEL;
+ TEdge *nextInSEL;
+ TEdge *prevInSEL;
+};
+
+struct IntersectNode {
+ TEdge *edge1;
+ TEdge *edge2;
+ IntPoint pt;
+ IntersectNode *next;
+};
+
+struct LocalMinima {
+ long64 Y;
+ TEdge *leftBound;
+ TEdge *rightBound;
+ LocalMinima *next;
+};
+
+struct Scanbeam {
+ long64 Y;
+ Scanbeam *next;
+};
+
+struct OutPt; //forward declaration
+
+struct OutRec {
+ int idx;
+ bool isHole;
+ OutRec *FirstLeft;
+ OutRec *AppendLink;
+ OutPt *pts;
+ OutPt *bottomPt;
+ TEdge *bottomE1;
+ TEdge *bottomE2;
+};
+
+struct OutPt {
+ int idx;
+ IntPoint pt;
+ OutPt *next;
+ OutPt *prev;
+};
+
+struct JoinRec {
+ IntPoint pt1a;
+ IntPoint pt1b;
+ int poly1Idx;
+ IntPoint pt2a;
+ IntPoint pt2b;
+ int poly2Idx;
+};
+
+struct HorzJoinRec {
+ TEdge *edge;
+ int savedIdx;
+};
+
+struct IntRect { long64 left; long64 top; long64 right; long64 bottom; };
+
+typedef std::vector < OutRec* > PolyOutList;
+typedef std::vector < TEdge* > EdgeList;
+typedef std::vector < JoinRec* > JoinList;
+typedef std::vector < HorzJoinRec* > HorzJoinList;
+
+//ClipperBase is the ancestor to the Clipper class. It should not be
+//instantiated directly. This class simply abstracts the conversion of sets of
+//polygon coordinates into edge objects that are stored in a LocalMinima list.
+class ClipperBase
+{
+public:
+ ClipperBase();
+ virtual ~ClipperBase();
+ bool AddPolygon(const Polygon &pg, PolyType polyType);
+ bool AddPolygons( const Polygons &ppg, PolyType polyType);
+ virtual void Clear();
+ IntRect GetBounds();
+protected:
+ void DisposeLocalMinimaList();
+ TEdge* AddBoundsToLML(TEdge *e);
+ void PopLocalMinima();
+ virtual void Reset();
+ void InsertLocalMinima(LocalMinima *newLm);
+ LocalMinima *m_CurrentLM;
+ LocalMinima *m_MinimaList;
+ bool m_UseFullRange;
+ EdgeList m_edges;
+};
+
+class Clipper : public virtual ClipperBase
+{
+public:
+ Clipper();
+ ~Clipper();
+ bool Execute(ClipType clipType,
+ Polygons &solution,
+ PolyFillType subjFillType = pftEvenOdd,
+ PolyFillType clipFillType = pftEvenOdd);
+ bool Execute(ClipType clipType,
+ ExPolygons &solution,
+ PolyFillType subjFillType = pftEvenOdd,
+ PolyFillType clipFillType = pftEvenOdd);
+ void Clear();
+ bool ReverseSolution() {return m_ReverseOutput;};
+ void ReverseSolution(bool value) {m_ReverseOutput = value;};
+protected:
+ void Reset();
+ virtual bool ExecuteInternal(bool fixHoleLinkages);
+private:
+ PolyOutList m_PolyOuts;
+ JoinList m_Joins;
+ HorzJoinList m_HorizJoins;
+ ClipType m_ClipType;
+ Scanbeam *m_Scanbeam;
+ TEdge *m_ActiveEdges;
+ TEdge *m_SortedEdges;
+ IntersectNode *m_IntersectNodes;
+ bool m_ExecuteLocked;
+ PolyFillType m_ClipFillType;
+ PolyFillType m_SubjFillType;
+ bool m_ReverseOutput;
+ void DisposeScanbeamList();
+ void SetWindingCount(TEdge& edge);
+ bool IsEvenOddFillType(const TEdge& edge) const;
+ bool IsEvenOddAltFillType(const TEdge& edge) const;
+ void InsertScanbeam(const long64 Y);
+ long64 PopScanbeam();
+ void InsertLocalMinimaIntoAEL(const long64 botY);
+ void InsertEdgeIntoAEL(TEdge *edge);
+ void AddEdgeToSEL(TEdge *edge);
+ void CopyAELToSEL();
+ void DeleteFromSEL(TEdge *e);
+ void DeleteFromAEL(TEdge *e);
+ void UpdateEdgeIntoAEL(TEdge *&e);
+ void SwapPositionsInSEL(TEdge *edge1, TEdge *edge2);
+ bool IsContributing(const TEdge& edge) const;
+ bool IsTopHorz(const long64 XPos);
+ void SwapPositionsInAEL(TEdge *edge1, TEdge *edge2);
+ void DoMaxima(TEdge *e, long64 topY);
+ void ProcessHorizontals();
+ void ProcessHorizontal(TEdge *horzEdge);
+ void AddLocalMaxPoly(TEdge *e1, TEdge *e2, const IntPoint &pt);
+ void AddLocalMinPoly(TEdge *e1, TEdge *e2, const IntPoint &pt);
+ void AppendPolygon(TEdge *e1, TEdge *e2);
+ void DoEdge1(TEdge *edge1, TEdge *edge2, const IntPoint &pt);
+ void DoEdge2(TEdge *edge1, TEdge *edge2, const IntPoint &pt);
+ void DoBothEdges(TEdge *edge1, TEdge *edge2, const IntPoint &pt);
+ void IntersectEdges(TEdge *e1, TEdge *e2,
+ const IntPoint &pt, IntersectProtects protects);
+ OutRec* CreateOutRec();
+ void AddOutPt(TEdge *e, TEdge *altE, const IntPoint &pt);
+ void DisposeAllPolyPts();
+ void DisposeOutRec(PolyOutList::size_type index, bool ignorePts = false);
+ bool ProcessIntersections(const long64 botY, const long64 topY);
+ void AddIntersectNode(TEdge *e1, TEdge *e2, const IntPoint &pt);
+ void BuildIntersectList(const long64 botY, const long64 topY);
+ void ProcessIntersectList();
+ void ProcessEdgesAtTopOfScanbeam(const long64 topY);
+ void BuildResult(Polygons& polys);
+ void BuildResultEx(ExPolygons& polys);
+ void SetHoleState(TEdge *e, OutRec *OutRec);
+ void DisposeIntersectNodes();
+ bool FixupIntersections();
+ void FixupOutPolygon(OutRec &outRec);
+ bool IsHole(TEdge *e);
+ void FixHoleLinkage(OutRec *outRec);
+ void CheckHoleLinkages1(OutRec *outRec1, OutRec *outRec2);
+ void CheckHoleLinkages2(OutRec *outRec1, OutRec *outRec2);
+ void AddJoin(TEdge *e1, TEdge *e2, int e1OutIdx = -1, int e2OutIdx = -1);
+ void ClearJoins();
+ void AddHorzJoin(TEdge *e, int idx);
+ void ClearHorzJoins();
+ void JoinCommonEdges(bool fixHoleLinkages);
+};
+
+//------------------------------------------------------------------------------
+//------------------------------------------------------------------------------
+
+class clipperException : public std::exception
+{
+ public:
+ clipperException(const char* description): m_descr(description) {}
+ virtual ~clipperException() throw() {}
+ virtual const char* what() const throw() {return m_descr.c_str();}
+ private:
+ std::string m_descr;
+};
+//------------------------------------------------------------------------------
+
+} //ClipperLib namespace
+
+#endif //clipper_hpp
+
+
diff --git a/src/3rdparty/assimp/contrib/cppunit_note.txt b/src/3rdparty/assimp/contrib/cppunit_note.txt
new file mode 100644
index 000000000..15e8db713
--- /dev/null
+++ b/src/3rdparty/assimp/contrib/cppunit_note.txt
@@ -0,0 +1,8 @@
+This is a "slim" version of CPPunit. It contains everything we need, but nothing more.
+
+- Tools have been removed
+- x64-Build configs have been added
+- VC6 build & headers have been removed (Assimp can't be compiled with vc6)
+- vc9 solution has been added, vc8 solution uses Assimp 'FastSTL' settings
+
+--- Alex \ No newline at end of file
diff --git a/src/3rdparty/assimp/contrib/irrXML/CXMLReaderImpl.h b/src/3rdparty/assimp/contrib/irrXML/CXMLReaderImpl.h
index 3f85bea6a..bf5f55de5 100644
--- a/src/3rdparty/assimp/contrib/irrXML/CXMLReaderImpl.h
+++ b/src/3rdparty/assimp/contrib/irrXML/CXMLReaderImpl.h
@@ -13,7 +13,7 @@ using namespace Assimp;
#ifdef _DEBUG
#define IRR_DEBUGPRINT(x) printf((x));
-#else // _DEBUG
+#else // _DEBUG
#define IRR_DEBUGPRINT(x)
#endif // _DEBUG
@@ -30,776 +30,776 @@ class CXMLReaderImpl : public IIrrXMLReader<char_type, superclass>
{
public:
- //! Constructor
- CXMLReaderImpl(IFileReadCallBack* callback, bool deleteCallBack = true)
- : TextData(0), P(0), TextBegin(0), TextSize(0), CurrentNodeType(EXN_NONE),
- SourceFormat(ETF_ASCII), TargetFormat(ETF_ASCII), IsEmptyElement(true)
- {
- if (!callback)
- return;
+ //! Constructor
+ CXMLReaderImpl(IFileReadCallBack* callback, bool deleteCallBack = true)
+ : TextData(0), P(0), TextBegin(0), TextSize(0), CurrentNodeType(EXN_NONE),
+ SourceFormat(ETF_ASCII), TargetFormat(ETF_ASCII)
+ {
+ if (!callback)
+ return;
- storeTargetFormat();
+ storeTargetFormat();
- // read whole xml file
+ // read whole xml file
- readFile(callback);
+ readFile(callback);
+
+ // clean up
- // clean up
+ if (deleteCallBack)
+ delete callback;
- if (deleteCallBack)
- delete callback;
+ // create list with special characters
- // create list with special characters
+ createSpecialCharacterList();
- createSpecialCharacterList();
+ // set pointer to text begin
+ P = TextBegin;
+ }
+
- // set pointer to text begin
- P = TextBegin;
- }
+ //! Destructor
+ virtual ~CXMLReaderImpl()
+ {
+ delete [] TextData;
+ }
- //! Destructor
- virtual ~CXMLReaderImpl()
- {
- delete [] TextData;
- }
+ //! Reads forward to the next xml node.
+ //! \return Returns false, if there was no further node.
+ virtual bool read()
+ {
+ // if not end reached, parse the node
+ if (P && (unsigned int)(P - TextBegin) < TextSize - 1 && *P != 0)
+ {
+ parseCurrentNode();
+ return true;
+ }
+ _IRR_IMPLEMENT_MANAGED_MARSHALLING_BUGFIX;
+ return false;
+ }
- //! Reads forward to the next xml node.
- //! \return Returns false, if there was no further node.
- virtual bool read()
- {
- // if not end reached, parse the node
- if (P && (unsigned int)(P - TextBegin) < TextSize - 1 && *P != 0)
- {
- parseCurrentNode();
- return true;
- }
- _IRR_IMPLEMENT_MANAGED_MARSHALLING_BUGFIX;
- return false;
- }
+ //! Returns the type of the current XML node.
+ virtual EXML_NODE getNodeType() const
+ {
+ return CurrentNodeType;
+ }
- //! Returns the type of the current XML node.
- virtual EXML_NODE getNodeType() const
- {
- return CurrentNodeType;
- }
+ //! Returns attribute count of the current XML node.
+ virtual int getAttributeCount() const
+ {
+ return Attributes.size();
+ }
- //! Returns attribute count of the current XML node.
- virtual int getAttributeCount() const
- {
- return Attributes.size();
- }
+ //! Returns name of an attribute.
+ virtual const char_type* getAttributeName(int idx) const
+ {
+ if (idx < 0 || idx >= (int)Attributes.size())
+ return 0;
+ return Attributes[idx].Name.c_str();
+ }
- //! Returns name of an attribute.
- virtual const char_type* getAttributeName(int idx) const
- {
- if (idx < 0 || idx >= (int)Attributes.size())
- return 0;
- return Attributes[idx].Name.c_str();
- }
+ //! Returns the value of an attribute.
+ virtual const char_type* getAttributeValue(int idx) const
+ {
+ if (idx < 0 || idx >= (int)Attributes.size())
+ return 0;
+ return Attributes[idx].Value.c_str();
+ }
- //! Returns the value of an attribute.
- virtual const char_type* getAttributeValue(int idx) const
- {
- if (idx < 0 || idx >= (int)Attributes.size())
- return 0;
- return Attributes[idx].Value.c_str();
- }
+ //! Returns the value of an attribute.
+ virtual const char_type* getAttributeValue(const char_type* name) const
+ {
+ const SAttribute* attr = getAttributeByName(name);
+ if (!attr)
+ return 0;
+ return attr->Value.c_str();
+ }
- //! Returns the value of an attribute.
- virtual const char_type* getAttributeValue(const char_type* name) const
- {
- const SAttribute* attr = getAttributeByName(name);
- if (!attr)
- return 0;
- return attr->Value.c_str();
- }
+ //! Returns the value of an attribute
+ virtual const char_type* getAttributeValueSafe(const char_type* name) const
+ {
+ const SAttribute* attr = getAttributeByName(name);
+ if (!attr)
+ return EmptyString.c_str();
+ return attr->Value.c_str();
+ }
- //! Returns the value of an attribute
- virtual const char_type* getAttributeValueSafe(const char_type* name) const
- {
- const SAttribute* attr = getAttributeByName(name);
- if (!attr)
- return EmptyString.c_str();
- return attr->Value.c_str();
- }
+ //! Returns the value of an attribute as integer.
+ int getAttributeValueAsInt(const char_type* name) const
+ {
+ return (int)getAttributeValueAsFloat(name);
+ }
- //! Returns the value of an attribute as integer.
- int getAttributeValueAsInt(const char_type* name) const
- {
- return (int)getAttributeValueAsFloat(name);
- }
+ //! Returns the value of an attribute as integer.
+ int getAttributeValueAsInt(int idx) const
+ {
+ return (int)getAttributeValueAsFloat(idx);
+ }
- //! Returns the value of an attribute as integer.
- int getAttributeValueAsInt(int idx) const
- {
- return (int)getAttributeValueAsFloat(idx);
- }
+ //! Returns the value of an attribute as float.
+ float getAttributeValueAsFloat(const char_type* name) const
+ {
+ const SAttribute* attr = getAttributeByName(name);
+ if (!attr)
+ return 0;
+ core::stringc c = attr->Value.c_str();
+ return fast_atof(c.c_str());
+ }
- //! Returns the value of an attribute as float.
- float getAttributeValueAsFloat(const char_type* name) const
- {
- const SAttribute* attr = getAttributeByName(name);
- if (!attr)
- return 0;
- core::stringc c = attr->Value.c_str();
- return fast_atof(c.c_str());
- }
+ //! Returns the value of an attribute as float.
+ float getAttributeValueAsFloat(int idx) const
+ {
+ const char_type* attrvalue = getAttributeValue(idx);
+ if (!attrvalue)
+ return 0;
+ core::stringc c = attrvalue;
+ return fast_atof(c.c_str());
+ }
- //! Returns the value of an attribute as float.
- float getAttributeValueAsFloat(int idx) const
- {
- const char_type* attrvalue = getAttributeValue(idx);
- if (!attrvalue)
- return 0;
- core::stringc c = attrvalue;
- return fast_atof(c.c_str());
- }
+ //! Returns the name of the current node.
+ virtual const char_type* getNodeName() const
+ {
+ return NodeName.c_str();
+ }
- //! Returns the name of the current node.
- virtual const char_type* getNodeName() const
- {
- return NodeName.c_str();
- }
+ //! Returns data of the current node.
+ virtual const char_type* getNodeData() const
+ {
+ return NodeName.c_str();
+ }
- //! Returns data of the current node.
- virtual const char_type* getNodeData() const
- {
- return NodeName.c_str();
- }
+ //! Returns if an element is an empty element, like <foo />
+ virtual bool isEmptyElement() const
+ {
+ return IsEmptyElement;
+ }
+ //! Returns format of the source xml file.
+ virtual ETEXT_FORMAT getSourceFormat() const
+ {
+ return SourceFormat;
+ }
- //! Returns if an element is an empty element, like <foo />
- virtual bool isEmptyElement() const
- {
- return IsEmptyElement;
- }
-
- //! Returns format of the source xml file.
- virtual ETEXT_FORMAT getSourceFormat() const
- {
- return SourceFormat;
- }
-
- //! Returns format of the strings returned by the parser.
- virtual ETEXT_FORMAT getParserFormat() const
- {
- return TargetFormat;
- }
+ //! Returns format of the strings returned by the parser.
+ virtual ETEXT_FORMAT getParserFormat() const
+ {
+ return TargetFormat;
+ }
private:
- // Reads the current xml node
- void parseCurrentNode()
- {
- char_type* start = P;
-
- // more forward until '<' found
- while (*P != L'<' && *P)
- ++P;
-
- if (!*P)
- return;
-
- if (P - start > 0)
- {
- // we found some text, store it
- if (setText(start, P))
- return;
- }
-
- ++P;
-
- // based on current token, parse and report next element
- switch(*P)
- {
- case L'/':
- parseClosingXMLElement();
- break;
- case L'?':
- ignoreDefinition();
- break;
- case L'!':
- if (!parseCDATA())
- parseComment();
- break;
- default:
- parseOpeningXMLElement();
- break;
- }
- }
-
-
- //! sets the state that text was found. Returns true if set should be set
- bool setText(char_type* start, char_type* end)
- {
- // check if text is more than 2 characters, and if not, check if there is
- // only white space, so that this text won't be reported
- if (end - start < 3)
- {
- char_type* p = start;
- for (; p != end; ++p)
- if (!isWhiteSpace(*p))
- break;
-
- if (p == end)
- return false;
- }
-
- // set current text to the parsed text, and replace xml special characters
- core::string<char_type> s(start, (int)(end - start));
- NodeName = replaceSpecialCharacters(s);
-
- // current XML node type is text
- CurrentNodeType = EXN_TEXT;
-
- return true;
- }
-
-
-
- //! ignores an xml definition like <?xml something />
- void ignoreDefinition()
- {
- CurrentNodeType = EXN_UNKNOWN;
-
- // move until end marked with '>' reached
- while (*P != L'>')
- ++P;
-
- ++P;
- }
-
-
- //! parses a comment
- void parseComment()
- {
- CurrentNodeType = EXN_COMMENT;
- P += 1;
-
- char_type *pCommentBegin = P;
-
- int count = 1;
-
- // move until end of comment reached
- while (count)
- {
- if (*P == L'>')
- --count;
- else
- if (*P == L'<')
- ++count;
-
- ++P;
- }
-
- P -= 3;
- NodeName = core::string<char_type>(pCommentBegin+2, (int)(P - pCommentBegin-2));
- P += 3;
- }
-
-
- //! parses an opening xml element and reads attributes
- void parseOpeningXMLElement()
- {
- CurrentNodeType = EXN_ELEMENT;
- IsEmptyElement = false;
- Attributes.clear();
-
- // find name
- const char_type* startName = P;
-
- // find end of element
- while (*P != L'>' && !isWhiteSpace(*P))
- ++P;
-
- const char_type* endName = P;
-
- // find Attributes
- while (*P != L'>')
- {
- if (isWhiteSpace(*P))
- ++P;
- else
- {
- if (*P != L'/')
- {
- // we've got an attribute
-
- // read the attribute names
- const char_type* attributeNameBegin = P;
-
- while (!isWhiteSpace(*P) && *P != L'=')
- ++P;
-
- const char_type* attributeNameEnd = P;
- ++P;
-
- // read the attribute value
- // check for quotes and single quotes, thx to murphy
- while ( (*P != L'\"') && (*P != L'\'') && *P)
- ++P;
-
- if (!*P) // malformatted xml file
- return;
-
- const char_type attributeQuoteChar = *P;
+ // Reads the current xml node
+ void parseCurrentNode()
+ {
+ char_type* start = P;
+
+ // more forward until '<' found
+ while(*P != L'<' && *P)
+ ++P;
+
+ if (!*P)
+ return;
+
+ if (P - start > 0)
+ {
+ // we found some text, store it
+ if (setText(start, P))
+ return;
+ }
+
+ ++P;
+
+ // based on current token, parse and report next element
+ switch(*P)
+ {
+ case L'/':
+ parseClosingXMLElement();
+ break;
+ case L'?':
+ ignoreDefinition();
+ break;
+ case L'!':
+ if (!parseCDATA())
+ parseComment();
+ break;
+ default:
+ parseOpeningXMLElement();
+ break;
+ }
+ }
+
+
+ //! sets the state that text was found. Returns true if set should be set
+ bool setText(char_type* start, char_type* end)
+ {
+ // check if text is more than 2 characters, and if not, check if there is
+ // only white space, so that this text won't be reported
+ if (end - start < 3)
+ {
+ char_type* p = start;
+ for(; p != end; ++p)
+ if (!isWhiteSpace(*p))
+ break;
+
+ if (p == end)
+ return false;
+ }
+
+ // set current text to the parsed text, and replace xml special characters
+ core::string<char_type> s(start, (int)(end - start));
+ NodeName = replaceSpecialCharacters(s);
+
+ // current XML node type is text
+ CurrentNodeType = EXN_TEXT;
+
+ return true;
+ }
+
+
+
+ //! ignores an xml definition like <?xml something />
+ void ignoreDefinition()
+ {
+ CurrentNodeType = EXN_UNKNOWN;
+
+ // move until end marked with '>' reached
+ while(*P != L'>')
+ ++P;
+
+ ++P;
+ }
+
+
+ //! parses a comment
+ void parseComment()
+ {
+ CurrentNodeType = EXN_COMMENT;
+ P += 1;
+
+ char_type *pCommentBegin = P;
+
+ int count = 1;
+
+ // move until end of comment reached
+ while(count)
+ {
+ if (*P == L'>')
+ --count;
+ else
+ if (*P == L'<')
+ ++count;
+
+ ++P;
+ }
+
+ P -= 3;
+ NodeName = core::string<char_type>(pCommentBegin+2, (int)(P - pCommentBegin-2));
+ P += 3;
+ }
+
+
+ //! parses an opening xml element and reads attributes
+ void parseOpeningXMLElement()
+ {
+ CurrentNodeType = EXN_ELEMENT;
+ IsEmptyElement = false;
+ Attributes.clear();
+
+ // find name
+ const char_type* startName = P;
+
+ // find end of element
+ while(*P != L'>' && !isWhiteSpace(*P))
+ ++P;
+
+ const char_type* endName = P;
+
+ // find Attributes
+ while(*P != L'>')
+ {
+ if (isWhiteSpace(*P))
+ ++P;
+ else
+ {
+ if (*P != L'/')
+ {
+ // we've got an attribute
+
+ // read the attribute names
+ const char_type* attributeNameBegin = P;
+
+ while(!isWhiteSpace(*P) && *P != L'=')
+ ++P;
+
+ const char_type* attributeNameEnd = P;
+ ++P;
+
+ // read the attribute value
+ // check for quotes and single quotes, thx to murphy
+ while( (*P != L'\"') && (*P != L'\'') && *P)
+ ++P;
- ++P;
- const char_type* attributeValueBegin = P;
+ if (!*P) // malformatted xml file
+ return;
- while (*P != attributeQuoteChar && *P)
- ++P;
+ const char_type attributeQuoteChar = *P;
- if (!*P) // malformatted xml file
- return;
+ ++P;
+ const char_type* attributeValueBegin = P;
+
+ while(*P != attributeQuoteChar && *P)
+ ++P;
- const char_type* attributeValueEnd = P;
- ++P;
+ if (!*P) // malformatted xml file
+ return;
- SAttribute attr;
- attr.Name = core::string<char_type>(attributeNameBegin,
- (int)(attributeNameEnd - attributeNameBegin));
-
- core::string<char_type> s(attributeValueBegin,
- (int)(attributeValueEnd - attributeValueBegin));
-
- attr.Value = replaceSpecialCharacters(s);
- Attributes.push_back(attr);
- }
- else
- {
- // tag is closed directly
- ++P;
- IsEmptyElement = true;
- break;
- }
- }
- }
-
- // check if this tag is closing directly
- if (endName > startName && *(endName-1) == L'/')
- {
- // directly closing tag
- IsEmptyElement = true;
- endName--;
- }
-
- NodeName = core::string<char_type>(startName, (int)(endName - startName));
-
- ++P;
- }
-
-
- //! parses an closing xml tag
- void parseClosingXMLElement()
- {
- CurrentNodeType = EXN_ELEMENT_END;
- IsEmptyElement = false;
- Attributes.clear();
-
- ++P;
- const char_type* pBeginClose = P;
-
- while (*P != L'>')
- ++P;
+ const char_type* attributeValueEnd = P;
+ ++P;
+
+ SAttribute attr;
+ attr.Name = core::string<char_type>(attributeNameBegin,
+ (int)(attributeNameEnd - attributeNameBegin));
+
+ core::string<char_type> s(attributeValueBegin,
+ (int)(attributeValueEnd - attributeValueBegin));
+
+ attr.Value = replaceSpecialCharacters(s);
+ Attributes.push_back(attr);
+ }
+ else
+ {
+ // tag is closed directly
+ ++P;
+ IsEmptyElement = true;
+ break;
+ }
+ }
+ }
+
+ // check if this tag is closing directly
+ if (endName > startName && *(endName-1) == L'/')
+ {
+ // directly closing tag
+ IsEmptyElement = true;
+ endName--;
+ }
+
+ NodeName = core::string<char_type>(startName, (int)(endName - startName));
+
+ ++P;
+ }
+
+
+ //! parses an closing xml tag
+ void parseClosingXMLElement()
+ {
+ CurrentNodeType = EXN_ELEMENT_END;
+ IsEmptyElement = false;
+ Attributes.clear();
+
+ ++P;
+ const char_type* pBeginClose = P;
+
+ while(*P != L'>')
+ ++P;
// remove trailing whitespace, if any
- while ( isspace( P[-1]))
+ while( isspace( P[-1]))
--P;
- NodeName = core::string<char_type>(pBeginClose, (int)(P - pBeginClose));
- ++P;
- }
-
- //! parses a possible CDATA section, returns false if begin was not a CDATA section
- bool parseCDATA()
- {
- if (*(P+1) != L'[')
- return false;
-
- CurrentNodeType = EXN_CDATA;
-
- // skip '<![CDATA['
- int count=0;
- while ( *P && count<8 )
- {
- ++P;
- ++count;
- }
-
- if (!*P)
- return true;
-
- char_type *cDataBegin = P;
- char_type *cDataEnd = 0;
-
- // find end of CDATA
- while (*P && !cDataEnd)
- {
- if (*P == L'>' &&
- (*(P-1) == L']') &&
- (*(P-2) == L']'))
- {
- cDataEnd = P - 2;
- }
-
- ++P;
- }
-
- if ( cDataEnd )
- NodeName = core::string<char_type>(cDataBegin, (int)(cDataEnd - cDataBegin));
- else
- NodeName = "";
-
- return true;
- }
-
-
- // structure for storing attribute-name pairs
- struct SAttribute
- {
- core::string<char_type> Name;
- core::string<char_type> Value;
- };
-
- // finds a current attribute by name, returns 0 if not found
- const SAttribute* getAttributeByName(const char_type* name) const
- {
- if (!name)
- return 0;
-
- core::string<char_type> n = name;
-
- for (int i=0; i<(int)Attributes.size(); ++i)
- if (Attributes[i].Name == n)
- return &Attributes[i];
-
- return 0;
- }
-
- // replaces xml special characters in a string and creates a new one
- core::string<char_type> replaceSpecialCharacters(
- core::string<char_type>& origstr)
- {
- int pos = origstr.findFirst(L'&');
- int oldPos = 0;
-
- if (pos == -1)
- return origstr;
-
- core::string<char_type> newstr;
-
- while (pos != -1 && pos < origstr.size()-2)
- {
- // check if it is one of the special characters
-
- int specialChar = -1;
- for (int i=0; i<(int)SpecialCharacters.size(); ++i)
- {
- const char_type* p = &origstr.c_str()[pos]+1;
-
- if (equalsn(&SpecialCharacters[i][1], p, SpecialCharacters[i].size()-1))
- {
- specialChar = i;
- break;
- }
- }
-
- if (specialChar != -1)
- {
- newstr.append(origstr.subString(oldPos, pos - oldPos));
- newstr.append(SpecialCharacters[specialChar][0]);
- pos += SpecialCharacters[specialChar].size();
- }
- else
- {
- newstr.append(origstr.subString(oldPos, pos - oldPos + 1));
- pos += 1;
- }
-
- // find next &
- oldPos = pos;
- pos = origstr.findNext(L'&', pos);
- }
-
- if (oldPos < origstr.size()-1)
- newstr.append(origstr.subString(oldPos, origstr.size()-oldPos));
-
- return newstr;
- }
-
-
-
- //! reads the xml file and converts it into the wanted character format.
- bool readFile(IFileReadCallBack* callback)
- {
- int size = callback->getSize();
- size += 4; // We need two terminating 0's at the end.
- // For ASCII we need 1 0's, for UTF-16 2, for UTF-32 4.
-
- char* data8 = new char[size];
-
- if (!callback->read(data8, size-4))
- {
- delete [] data8;
- return false;
- }
-
- // add zeros at end
-
- data8[size-1] = 0;
- data8[size-2] = 0;
- data8[size-3] = 0;
- data8[size-4] = 0;
-
- char16* data16 = reinterpret_cast<char16*>(data8);
- char32* data32 = reinterpret_cast<char32*>(data8);
-
- // now we need to convert the data to the desired target format
- // based on the byte order mark.
-
- const unsigned char UTF8[] = {0xEF, 0xBB, 0xBF}; // 0xEFBBBF;
- const int UTF16_BE = 0xFFFE;
- const int UTF16_LE = 0xFEFF;
- const int UTF32_BE = 0xFFFE0000;
- const int UTF32_LE = 0x0000FEFF;
-
- // check source for all utf versions and convert to target data format
-
- if (size >= 4 && data32[0] == (char32)UTF32_BE)
- {
- // UTF-32, big endian
- SourceFormat = ETF_UTF32_BE;
- convertTextData(data32+1, data8, (size/4)); // data32+1 because we need to skip the header
- }
- else
- if (size >= 4 && data32[0] == (char32)UTF32_LE)
- {
- // UTF-32, little endian
- SourceFormat = ETF_UTF32_LE;
- convertTextData(data32+1, data8, (size/4)); // data32+1 because we need to skip the header
- }
- else
- if (size >= 2 && data16[0] == UTF16_BE)
- {
- // UTF-16, big endian
- SourceFormat = ETF_UTF16_BE;
- convertTextData(data16+1, data8, (size/2)); // data16+1 because we need to skip the header
- }
- else
- if (size >= 2 && data16[0] == UTF16_LE)
- {
- // UTF-16, little endian
- SourceFormat = ETF_UTF16_LE;
- convertTextData(data16+1, data8, (size/2)); // data16+1 because we need to skip the header
- }
- else
- if (size >= 3 && data8[0] == UTF8[0] && data8[1] == UTF8[1] && data8[2] == UTF8[2])
- {
- // UTF-8
- SourceFormat = ETF_UTF8;
- convertTextData(data8+3, data8, size); // data8+3 because we need to skip the header
- }
- else
- {
- // ASCII
- SourceFormat = ETF_ASCII;
- convertTextData(data8, data8, size);
- }
-
- return true;
- }
-
-
- //! converts the text file into the desired format.
- //! \param source: begin of the text (without byte order mark)
- //! \param pointerToStore: pointer to text data block which can be
- //! stored or deleted based on the nesessary conversion.
- //! \param sizeWithoutHeader: Text size in characters without header
- template<class src_char_type>
- void convertTextData(src_char_type* source, char* pointerToStore, int sizeWithoutHeader)
- {
- // convert little to big endian if necessary
- if (sizeof(src_char_type) > 1 &&
- isLittleEndian(TargetFormat) != isLittleEndian(SourceFormat))
- convertToLittleEndian(source);
-
- // check if conversion is necessary:
- if (sizeof(src_char_type) == sizeof(char_type))
- {
- // no need to convert
- TextBegin = (char_type*)source;
- TextData = (char_type*)pointerToStore;
- TextSize = sizeWithoutHeader;
- }
- else
- {
- // convert source into target data format.
- // TODO: implement a real conversion. This one just
- // copies bytes. This is a problem when there are
- // unicode symbols using more than one character.
-
- TextData = new char_type[sizeWithoutHeader];
-
- // MSVC debugger complains here about loss of data ...
-
-
- // FIXME - gcc complains about 'shift width larger than width of type'
- // for T == unsigned long. Avoid it by messing around volatile ..
- volatile unsigned int c = 3;
- const src_char_type cc = (src_char_type)((((uint64_t)1u << (sizeof( char_type)<<c)) - 1));
- for (int i=0; i<sizeWithoutHeader; ++i)
- TextData[i] = char_type( source[i] & cc);
-
- TextBegin = TextData;
- TextSize = sizeWithoutHeader;
-
- // delete original data because no longer needed
- delete [] pointerToStore;
- }
- }
-
- //! converts whole text buffer to little endian
- template<class src_char_type>
- void convertToLittleEndian(src_char_type* t)
- {
- if (sizeof(src_char_type) == 4)
- {
- // 32 bit
-
- while (*t)
- {
- *t = ((*t & 0xff000000) >> 24) |
- ((*t & 0x00ff0000) >> 8) |
- ((*t & 0x0000ff00) << 8) |
- ((*t & 0x000000ff) << 24);
- ++t;
- }
- }
- else
- {
- // 16 bit
-
- while (*t)
- {
- *t = (*t >> 8) | (*t << 8);
- ++t;
- }
- }
- }
-
- //! returns if a format is little endian
- inline bool isLittleEndian(ETEXT_FORMAT f)
- {
- return f == ETF_ASCII ||
- f == ETF_UTF8 ||
- f == ETF_UTF16_LE ||
- f == ETF_UTF32_LE;
- }
-
-
- //! returns true if a character is whitespace
- inline bool isWhiteSpace(char_type c)
- {
- return (c==' ' || c=='\t' || c=='\n' || c=='\r');
- }
-
-
- //! generates a list with xml special characters
- void createSpecialCharacterList()
- {
- // list of strings containing special symbols,
- // the first character is the special character,
- // the following is the symbol string without trailing &.
-
- SpecialCharacters.push_back("&amp;");
- SpecialCharacters.push_back("<lt;");
- SpecialCharacters.push_back(">gt;");
- SpecialCharacters.push_back("\"quot;");
- SpecialCharacters.push_back("'apos;");
-
- }
-
-
- //! compares the first n characters of the strings
- bool equalsn(const char_type* str1, const char_type* str2, int len)
- {
- int i;
- for (i=0; str1[i] && str2[i] && i < len; ++i)
- if (str1[i] != str2[i])
- return false;
-
- // if one (or both) of the strings was smaller then they
- // are only equal if they have the same lenght
- return (i == len) || (str1[i] == 0 && str2[i] == 0);
- }
-
-
- //! stores the target text format
- void storeTargetFormat()
- {
- // get target format. We could have done this using template specialization,
- // but VisualStudio 6 don't like it and we want to support it.
-
- switch(sizeof(char_type))
- {
- case 1:
- TargetFormat = ETF_UTF8;
- break;
- case 2:
- TargetFormat = ETF_UTF16_LE;
- break;
- case 4:
- TargetFormat = ETF_UTF32_LE;
- break;
- default:
- TargetFormat = ETF_ASCII; // should never happen.
- }
- }
-
-
- // instance variables:
-
- char_type* TextData; // data block of the text file
- char_type* P; // current point in text to parse
- char_type* TextBegin; // start of text to parse
- unsigned int TextSize; // size of text to parse in characters, not bytes
-
- EXML_NODE CurrentNodeType; // type of the currently parsed node
- ETEXT_FORMAT SourceFormat; // source format of the xml file
- ETEXT_FORMAT TargetFormat; // output format of this parser
-
- core::string<char_type> NodeName; // name of the node currently in
- core::string<char_type> EmptyString; // empty string to be returned by getSafe() methods
-
- bool IsEmptyElement; // is the currently parsed node empty?
-
- core::array< core::string<char_type> > SpecialCharacters; // see createSpecialCharacterList()
-
- core::array<SAttribute> Attributes; // attributes of current element
-
+ NodeName = core::string<char_type>(pBeginClose, (int)(P - pBeginClose));
+ ++P;
+ }
+
+ //! parses a possible CDATA section, returns false if begin was not a CDATA section
+ bool parseCDATA()
+ {
+ if (*(P+1) != L'[')
+ return false;
+
+ CurrentNodeType = EXN_CDATA;
+
+ // skip '<![CDATA['
+ int count=0;
+ while( *P && count<8 )
+ {
+ ++P;
+ ++count;
+ }
+
+ if (!*P)
+ return true;
+
+ char_type *cDataBegin = P;
+ char_type *cDataEnd = 0;
+
+ // find end of CDATA
+ while(*P && !cDataEnd)
+ {
+ if (*P == L'>' &&
+ (*(P-1) == L']') &&
+ (*(P-2) == L']'))
+ {
+ cDataEnd = P - 2;
+ }
+
+ ++P;
+ }
+
+ if ( cDataEnd )
+ NodeName = core::string<char_type>(cDataBegin, (int)(cDataEnd - cDataBegin));
+ else
+ NodeName = "";
+
+ return true;
+ }
+
+
+ // structure for storing attribute-name pairs
+ struct SAttribute
+ {
+ core::string<char_type> Name;
+ core::string<char_type> Value;
+ };
+
+ // finds a current attribute by name, returns 0 if not found
+ const SAttribute* getAttributeByName(const char_type* name) const
+ {
+ if (!name)
+ return 0;
+
+ core::string<char_type> n = name;
+
+ for (int i=0; i<(int)Attributes.size(); ++i)
+ if (Attributes[i].Name == n)
+ return &Attributes[i];
+
+ return 0;
+ }
+
+ // replaces xml special characters in a string and creates a new one
+ core::string<char_type> replaceSpecialCharacters(
+ core::string<char_type>& origstr)
+ {
+ int pos = origstr.findFirst(L'&');
+ int oldPos = 0;
+
+ if (pos == -1)
+ return origstr;
+
+ core::string<char_type> newstr;
+
+ while(pos != -1 && pos < origstr.size()-2)
+ {
+ // check if it is one of the special characters
+
+ int specialChar = -1;
+ for (int i=0; i<(int)SpecialCharacters.size(); ++i)
+ {
+ const char_type* p = &origstr.c_str()[pos]+1;
+
+ if (equalsn(&SpecialCharacters[i][1], p, SpecialCharacters[i].size()-1))
+ {
+ specialChar = i;
+ break;
+ }
+ }
+
+ if (specialChar != -1)
+ {
+ newstr.append(origstr.subString(oldPos, pos - oldPos));
+ newstr.append(SpecialCharacters[specialChar][0]);
+ pos += SpecialCharacters[specialChar].size();
+ }
+ else
+ {
+ newstr.append(origstr.subString(oldPos, pos - oldPos + 1));
+ pos += 1;
+ }
+
+ // find next &
+ oldPos = pos;
+ pos = origstr.findNext(L'&', pos);
+ }
+
+ if (oldPos < origstr.size()-1)
+ newstr.append(origstr.subString(oldPos, origstr.size()-oldPos));
+
+ return newstr;
+ }
+
+
+
+ //! reads the xml file and converts it into the wanted character format.
+ bool readFile(IFileReadCallBack* callback)
+ {
+ int size = callback->getSize();
+ size += 4; // We need two terminating 0's at the end.
+ // For ASCII we need 1 0's, for UTF-16 2, for UTF-32 4.
+
+ char* data8 = new char[size];
+
+ if (!callback->read(data8, size-4))
+ {
+ delete [] data8;
+ return false;
+ }
+
+ // add zeros at end
+
+ data8[size-1] = 0;
+ data8[size-2] = 0;
+ data8[size-3] = 0;
+ data8[size-4] = 0;
+
+ char16* data16 = reinterpret_cast<char16*>(data8);
+ char32* data32 = reinterpret_cast<char32*>(data8);
+
+ // now we need to convert the data to the desired target format
+ // based on the byte order mark.
+
+ const unsigned char UTF8[] = {0xEF, 0xBB, 0xBF}; // 0xEFBBBF;
+ const int UTF16_BE = 0xFFFE;
+ const int UTF16_LE = 0xFEFF;
+ const int UTF32_BE = 0xFFFE0000;
+ const int UTF32_LE = 0x0000FEFF;
+
+ // check source for all utf versions and convert to target data format
+
+ if (size >= 4 && data32[0] == (char32)UTF32_BE)
+ {
+ // UTF-32, big endian
+ SourceFormat = ETF_UTF32_BE;
+ convertTextData(data32+1, data8, (size/4)); // data32+1 because we need to skip the header
+ }
+ else
+ if (size >= 4 && data32[0] == (char32)UTF32_LE)
+ {
+ // UTF-32, little endian
+ SourceFormat = ETF_UTF32_LE;
+ convertTextData(data32+1, data8, (size/4)); // data32+1 because we need to skip the header
+ }
+ else
+ if (size >= 2 && data16[0] == UTF16_BE)
+ {
+ // UTF-16, big endian
+ SourceFormat = ETF_UTF16_BE;
+ convertTextData(data16+1, data8, (size/2)); // data16+1 because we need to skip the header
+ }
+ else
+ if (size >= 2 && data16[0] == UTF16_LE)
+ {
+ // UTF-16, little endian
+ SourceFormat = ETF_UTF16_LE;
+ convertTextData(data16+1, data8, (size/2)); // data16+1 because we need to skip the header
+ }
+ else
+ if (size >= 3 && data8[0] == UTF8[0] && data8[1] == UTF8[1] && data8[2] == UTF8[2])
+ {
+ // UTF-8
+ SourceFormat = ETF_UTF8;
+ convertTextData(data8+3, data8, size); // data8+3 because we need to skip the header
+ }
+ else
+ {
+ // ASCII
+ SourceFormat = ETF_ASCII;
+ convertTextData(data8, data8, size);
+ }
+
+ return true;
+ }
+
+
+ //! converts the text file into the desired format.
+ //! \param source: begin of the text (without byte order mark)
+ //! \param pointerToStore: pointer to text data block which can be
+ //! stored or deleted based on the nesessary conversion.
+ //! \param sizeWithoutHeader: Text size in characters without header
+ template<class src_char_type>
+ void convertTextData(src_char_type* source, char* pointerToStore, int sizeWithoutHeader)
+ {
+ // convert little to big endian if necessary
+ if (sizeof(src_char_type) > 1 &&
+ isLittleEndian(TargetFormat) != isLittleEndian(SourceFormat))
+ convertToLittleEndian(source);
+
+ // check if conversion is necessary:
+ if (sizeof(src_char_type) == sizeof(char_type))
+ {
+ // no need to convert
+ TextBegin = (char_type*)source;
+ TextData = (char_type*)pointerToStore;
+ TextSize = sizeWithoutHeader;
+ }
+ else
+ {
+ // convert source into target data format.
+ // TODO: implement a real conversion. This one just
+ // copies bytes. This is a problem when there are
+ // unicode symbols using more than one character.
+
+ TextData = new char_type[sizeWithoutHeader];
+
+ // MSVC debugger complains here about loss of data ...
+
+
+ // FIXME - gcc complains about 'shift width larger than width of type'
+ // for T == unsigned long. Avoid it by messing around volatile ..
+ volatile unsigned int c = 3;
+ const src_char_type cc = (src_char_type)((((uint64_t)1u << (sizeof( char_type)<<c)) - 1));
+ for (int i=0; i<sizeWithoutHeader; ++i)
+ TextData[i] = char_type( source[i] & cc);
+
+ TextBegin = TextData;
+ TextSize = sizeWithoutHeader;
+
+ // delete original data because no longer needed
+ delete [] pointerToStore;
+ }
+ }
+
+ //! converts whole text buffer to little endian
+ template<class src_char_type>
+ void convertToLittleEndian(src_char_type* t)
+ {
+ if (sizeof(src_char_type) == 4)
+ {
+ // 32 bit
+
+ while(*t)
+ {
+ *t = ((*t & 0xff000000) >> 24) |
+ ((*t & 0x00ff0000) >> 8) |
+ ((*t & 0x0000ff00) << 8) |
+ ((*t & 0x000000ff) << 24);
+ ++t;
+ }
+ }
+ else
+ {
+ // 16 bit
+
+ while(*t)
+ {
+ *t = (*t >> 8) | (*t << 8);
+ ++t;
+ }
+ }
+ }
+
+ //! returns if a format is little endian
+ inline bool isLittleEndian(ETEXT_FORMAT f)
+ {
+ return f == ETF_ASCII ||
+ f == ETF_UTF8 ||
+ f == ETF_UTF16_LE ||
+ f == ETF_UTF32_LE;
+ }
+
+
+ //! returns true if a character is whitespace
+ inline bool isWhiteSpace(char_type c)
+ {
+ return (c==' ' || c=='\t' || c=='\n' || c=='\r');
+ }
+
+
+ //! generates a list with xml special characters
+ void createSpecialCharacterList()
+ {
+ // list of strings containing special symbols,
+ // the first character is the special character,
+ // the following is the symbol string without trailing &.
+
+ SpecialCharacters.push_back("&amp;");
+ SpecialCharacters.push_back("<lt;");
+ SpecialCharacters.push_back(">gt;");
+ SpecialCharacters.push_back("\"quot;");
+ SpecialCharacters.push_back("'apos;");
+
+ }
+
+
+ //! compares the first n characters of the strings
+ bool equalsn(const char_type* str1, const char_type* str2, int len)
+ {
+ int i;
+ for(i=0; str1[i] && str2[i] && i < len; ++i)
+ if (str1[i] != str2[i])
+ return false;
+
+ // if one (or both) of the strings was smaller then they
+ // are only equal if they have the same lenght
+ return (i == len) || (str1[i] == 0 && str2[i] == 0);
+ }
+
+
+ //! stores the target text format
+ void storeTargetFormat()
+ {
+ // get target format. We could have done this using template specialization,
+ // but VisualStudio 6 don't like it and we want to support it.
+
+ switch(sizeof(char_type))
+ {
+ case 1:
+ TargetFormat = ETF_UTF8;
+ break;
+ case 2:
+ TargetFormat = ETF_UTF16_LE;
+ break;
+ case 4:
+ TargetFormat = ETF_UTF32_LE;
+ break;
+ default:
+ TargetFormat = ETF_ASCII; // should never happen.
+ }
+ }
+
+
+ // instance variables:
+
+ char_type* TextData; // data block of the text file
+ char_type* P; // current point in text to parse
+ char_type* TextBegin; // start of text to parse
+ unsigned int TextSize; // size of text to parse in characters, not bytes
+
+ EXML_NODE CurrentNodeType; // type of the currently parsed node
+ ETEXT_FORMAT SourceFormat; // source format of the xml file
+ ETEXT_FORMAT TargetFormat; // output format of this parser
+
+ core::string<char_type> NodeName; // name of the node currently in
+ core::string<char_type> EmptyString; // empty string to be returned by getSafe() methods
+
+ bool IsEmptyElement; // is the currently parsed node empty?
+
+ core::array< core::string<char_type> > SpecialCharacters; // see createSpecialCharacterList()
+
+ core::array<SAttribute> Attributes; // attributes of current element
+
}; // end CXMLReaderImpl
diff --git a/src/3rdparty/assimp/contrib/irrXML/heapsort.h b/src/3rdparty/assimp/contrib/irrXML/heapsort.h
index 0409f9152..d0db319d0 100644
--- a/src/3rdparty/assimp/contrib/irrXML/heapsort.h
+++ b/src/3rdparty/assimp/contrib/irrXML/heapsort.h
@@ -16,23 +16,23 @@ namespace core
template<class T>
inline void heapsink(T*array, s32 element, s32 max)
{
- while ((element<<1) < max) // there is a left child
- {
- s32 j = (element<<1);
-
- if (j+1 < max && array[j] < array[j+1])
- j = j+1; // take right child
-
- if (array[element] < array[j])
- {
- T t = array[j]; // swap elements
- array[j] = array[element];
- array[element] = t;
- element = j;
- }
- else
- return;
- }
+ while ((element<<1) < max) // there is a left child
+ {
+ s32 j = (element<<1);
+
+ if (j+1 < max && array[j] < array[j+1])
+ j = j+1; // take right child
+
+ if (array[element] < array[j])
+ {
+ T t = array[j]; // swap elements
+ array[j] = array[element];
+ array[element] = t;
+ element = j;
+ }
+ else
+ return;
+ }
}
@@ -40,28 +40,28 @@ inline void heapsink(T*array, s32 element, s32 max)
template<class T>
inline void heapsort(T* array_, s32 size)
{
- // for heapsink we pretent this is not c++, where
- // arrays start with index 0. So we decrease the array pointer,
- // the maximum always +2 and the element always +1
+ // for heapsink we pretent this is not c++, where
+ // arrays start with index 0. So we decrease the array pointer,
+ // the maximum always +2 and the element always +1
- T* virtualArray = array_ - 1;
- s32 virtualSize = size + 2;
- s32 i;
+ T* virtualArray = array_ - 1;
+ s32 virtualSize = size + 2;
+ s32 i;
- // build heap
+ // build heap
- for (i=((size-1)/2); i>=0; --i)
- heapsink(virtualArray, i+1, virtualSize-1);
+ for (i=((size-1)/2); i>=0; --i)
+ heapsink(virtualArray, i+1, virtualSize-1);
- // sort array
+ // sort array
- for (i=size-1; i>=0; --i)
- {
- T t = array_[0];
- array_[0] = array_[i];
- array_[i] = t;
- heapsink(virtualArray, 1, i + 1);
- }
+ for (i=size-1; i>=0; --i)
+ {
+ T t = array_[0];
+ array_[0] = array_[i];
+ array_[i] = t;
+ heapsink(virtualArray, 1, i + 1);
+ }
}
} // end namespace core
diff --git a/src/3rdparty/assimp/contrib/irrXML/irrArray.h b/src/3rdparty/assimp/contrib/irrXML/irrArray.h
index 8c762f43c..40c822590 100644
--- a/src/3rdparty/assimp/contrib/irrXML/irrArray.h
+++ b/src/3rdparty/assimp/contrib/irrXML/irrArray.h
@@ -13,7 +13,7 @@ namespace irr
namespace core
{
-//! Self reallocating template array (like stl vector) with additional features.
+//! Self reallocating template array (like stl vector) with additional features.
/** Some features are: Heap sorting, binary search methods, easier debugging.
*/
template <class T>
@@ -22,416 +22,416 @@ class array
public:
- array()
- : data(0), allocated(0), used(0),
- free_when_destroyed(true), is_sorted(true)
- {
- }
-
- //! Constructs a array and allocates an initial chunk of memory.
- //! \param start_count: Amount of elements to allocate.
- array(u32 start_count)
- : data(0), allocated(0), used(0),
- free_when_destroyed(true), is_sorted(true)
- {
- reallocate(start_count);
- }
-
-
- //! Copy constructor
- array(const array<T>& other)
- : data(0)
- {
- *this = other;
- }
-
-
-
- //! Destructor. Frees allocated memory, if set_free_when_destroyed
- //! was not set to false by the user before.
- ~array()
- {
- if (free_when_destroyed)
- delete [] data;
- }
+ array()
+ : data(0), allocated(0), used(0),
+ free_when_destroyed(true), is_sorted(true)
+ {
+ }
+
+ //! Constructs a array and allocates an initial chunk of memory.
+ //! \param start_count: Amount of elements to allocate.
+ array(u32 start_count)
+ : data(0), allocated(0), used(0),
+ free_when_destroyed(true), is_sorted(true)
+ {
+ reallocate(start_count);
+ }
+
+
+ //! Copy constructor
+ array(const array<T>& other)
+ : data(0)
+ {
+ *this = other;
+ }
+
+
+
+ //! Destructor. Frees allocated memory, if set_free_when_destroyed
+ //! was not set to false by the user before.
+ ~array()
+ {
+ if (free_when_destroyed)
+ delete [] data;
+ }
+
+
+
+ //! Reallocates the array, make it bigger or smaller.
+ //! \param new_size: New size of array.
+ void reallocate(u32 new_size)
+ {
+ T* old_data = data;
+
+ data = new T[new_size];
+ allocated = new_size;
+
+ s32 end = used < new_size ? used : new_size;
+ for (s32 i=0; i<end; ++i)
+ data[i] = old_data[i];
+
+ if (allocated < used)
+ used = allocated;
+
+ delete [] old_data;
+ }
+
+ //! Adds an element at back of array. If the array is to small to
+ //! add this new element, the array is made bigger.
+ //! \param element: Element to add at the back of the array.
+ void push_back(const T& element)
+ {
+ if (used + 1 > allocated)
+ {
+ // reallocate(used * 2 +1);
+ // this doesn't work if the element is in the same array. So
+ // we'll copy the element first to be sure we'll get no data
+ // corruption
+
+ T e;
+ e = element; // copy element
+ reallocate(used * 2 +1); // increase data block
+ data[used++] = e; // push_back
+ is_sorted = false;
+ return;
+ }
+
+ data[used++] = element;
+ is_sorted = false;
+ }
+
+
+ //! Adds an element at the front of the array. If the array is to small to
+ //! add this new element, the array is made bigger. Please note that this
+ //! is slow, because the whole array needs to be copied for this.
+ //! \param element: Element to add at the back of the array.
+ void push_front(const T& element)
+ {
+ if (used + 1 > allocated)
+ reallocate(used * 2 +1);
+
+ for (int i=(int)used; i>0; --i)
+ data[i] = data[i-1];
+
+ data[0] = element;
+ is_sorted = false;
+ ++used;
+ }
+
+
+ //! Insert item into array at specified position. Please use this
+ //! only if you know what you are doing (possible performance loss).
+ //! The preferred method of adding elements should be push_back().
+ //! \param element: Element to be inserted
+ //! \param index: Where position to insert the new element.
+ void insert(const T& element, u32 index=0)
+ {
+ _IRR_DEBUG_BREAK_IF(index>used) // access violation
+
+ if (used + 1 > allocated)
+ reallocate(used * 2 +1);
+ for (u32 i=used++; i>index; i--)
+ data[i] = data[i-1];
+ data[index] = element;
+ is_sorted = false;
+ }
- //! Reallocates the array, make it bigger or smaller.
- //! \param new_size: New size of array.
- void reallocate(u32 new_size)
- {
- T* old_data = data;
-
- data = new T[new_size];
- allocated = new_size;
-
- s32 end = used < new_size ? used : new_size;
- for (s32 i=0; i<end; ++i)
- data[i] = old_data[i];
-
- if (allocated < used)
- used = allocated;
-
- delete [] old_data;
- }
-
- //! Adds an element at back of array. If the array is to small to
- //! add this new element, the array is made bigger.
- //! \param element: Element to add at the back of the array.
- void push_back(const T& element)
- {
- if (used + 1 > allocated)
- {
- // reallocate(used * 2 +1);
- // this doesn't work if the element is in the same array. So
- // we'll copy the element first to be sure we'll get no data
- // corruption
- T e;
- e = element; // copy element
- reallocate(used * 2 +1); // increase data block
- data[used++] = e; // push_back
- is_sorted = false;
- return;
- }
- data[used++] = element;
- is_sorted = false;
- }
+ //! Clears the array and deletes all allocated memory.
+ void clear()
+ {
+ delete [] data;
+ data = 0;
+ used = 0;
+ allocated = 0;
+ is_sorted = true;
+ }
- //! Adds an element at the front of the array. If the array is to small to
- //! add this new element, the array is made bigger. Please note that this
- //! is slow, because the whole array needs to be copied for this.
- //! \param element: Element to add at the back of the array.
- void push_front(const T& element)
- {
- if (used + 1 > allocated)
- reallocate(used * 2 +1);
- for (int i=(int)used; i>0; --i)
- data[i] = data[i-1];
- data[0] = element;
- is_sorted = false;
- ++used;
- }
+ //! Sets pointer to new array, using this as new workspace.
+ //! \param newPointer: Pointer to new array of elements.
+ //! \param size: Size of the new array.
+ void set_pointer(T* newPointer, u32 size)
+ {
+ delete [] data;
+ data = newPointer;
+ allocated = size;
+ used = size;
+ is_sorted = false;
+ }
+
+
+ //! Sets if the array should delete the memory it used.
+ //! \param f: If true, the array frees the allocated memory in its
+ //! destructor, otherwise not. The default is true.
+ void set_free_when_destroyed(bool f)
+ {
+ free_when_destroyed = f;
+ }
- //! Insert item into array at specified position. Please use this
- //! only if you know what you are doing (possible performance loss).
- //! The preferred method of adding elements should be push_back().
- //! \param element: Element to be inserted
- //! \param index: Where position to insert the new element.
- void insert(const T& element, u32 index=0)
- {
- _IRR_DEBUG_BREAK_IF(index>used) // access violation
- if (used + 1 > allocated)
- reallocate(used * 2 +1);
- for (u32 i=used++; i>index; i--)
- data[i] = data[i-1];
+ //! Sets the size of the array.
+ //! \param usedNow: Amount of elements now used.
+ void set_used(u32 usedNow)
+ {
+ if (allocated < usedNow)
+ reallocate(usedNow);
- data[index] = element;
- is_sorted = false;
- }
+ used = usedNow;
+ }
+ //! Assignement operator
+ void operator=(const array<T>& other)
+ {
+ if (data)
+ delete [] data;
- //! Clears the array and deletes all allocated memory.
- void clear()
- {
- delete [] data;
- data = 0;
- used = 0;
- allocated = 0;
- is_sorted = true;
- }
+ //if (allocated < other.allocated)
+ if (other.allocated == 0)
+ data = 0;
+ else
+ data = new T[other.allocated];
+ used = other.used;
+ free_when_destroyed = other.free_when_destroyed;
+ is_sorted = other.is_sorted;
+ allocated = other.allocated;
+ for (u32 i=0; i<other.used; ++i)
+ data[i] = other.data[i];
+ }
- //! Sets pointer to new array, using this as new workspace.
- //! \param newPointer: Pointer to new array of elements.
- //! \param size: Size of the new array.
- void set_pointer(T* newPointer, u32 size)
- {
- delete [] data;
- data = newPointer;
- allocated = size;
- used = size;
- is_sorted = false;
- }
+ //! Direct access operator
+ T& operator [](u32 index)
+ {
+ _IRR_DEBUG_BREAK_IF(index>=used) // access violation
+ return data[index];
+ }
- //! Sets if the array should delete the memory it used.
- //! \param f: If true, the array frees the allocated memory in its
- //! destructor, otherwise not. The default is true.
- void set_free_when_destroyed(bool f)
- {
- free_when_destroyed = f;
- }
+ //! Direct access operator
+ const T& operator [](u32 index) const
+ {
+ _IRR_DEBUG_BREAK_IF(index>=used) // access violation
- //! Sets the size of the array.
- //! \param usedNow: Amount of elements now used.
- void set_used(u32 usedNow)
- {
- if (allocated < usedNow)
- reallocate(usedNow);
-
- used = usedNow;
- }
-
-
-
- //! Assignement operator
- void operator=(const array<T>& other)
- {
- if (data)
- delete [] data;
-
- //if (allocated < other.allocated)
- if (other.allocated == 0)
- data = 0;
- else
- data = new T[other.allocated];
-
- used = other.used;
- free_when_destroyed = other.free_when_destroyed;
- is_sorted = other.is_sorted;
- allocated = other.allocated;
-
- for (u32 i=0; i<other.used; ++i)
- data[i] = other.data[i];
- }
-
-
- //! Direct access operator
- T& operator [](u32 index)
- {
- _IRR_DEBUG_BREAK_IF(index>=used) // access violation
-
- return data[index];
- }
-
-
-
- //! Direct access operator
- const T& operator [](u32 index) const
- {
- _IRR_DEBUG_BREAK_IF(index>=used) // access violation
-
- return data[index];
- }
+ return data[index];
+ }
//! Gets last frame
- const T& getLast() const
- {
- _IRR_DEBUG_BREAK_IF(!used) // access violation
+ const T& getLast() const
+ {
+ _IRR_DEBUG_BREAK_IF(!used) // access violation
- return data[used-1];
- }
+ return data[used-1];
+ }
//! Gets last frame
- T& getLast()
- {
- _IRR_DEBUG_BREAK_IF(!used) // access violation
-
- return data[used-1];
- }
-
+ T& getLast()
+ {
+ _IRR_DEBUG_BREAK_IF(!used) // access violation
- //! Returns a pointer to the array.
- //! \return Pointer to the array.
- T* pointer()
- {
- return data;
- }
+ return data[used-1];
+ }
+
+ //! Returns a pointer to the array.
+ //! \return Pointer to the array.
+ T* pointer()
+ {
+ return data;
+ }
- //! Returns a const pointer to the array.
- //! \return Pointer to the array.
- const T* const_pointer() const
- {
- return data;
- }
+ //! Returns a const pointer to the array.
+ //! \return Pointer to the array.
+ const T* const_pointer() const
+ {
+ return data;
+ }
- //! Returns size of used array.
- //! \return Size of elements in the array.
- u32 size() const
- {
- return used;
- }
+ //! Returns size of used array.
+ //! \return Size of elements in the array.
+ u32 size() const
+ {
+ return used;
+ }
- //! Returns amount memory allocated.
- //! \return Returns amount of memory allocated. The amount of bytes
- //! allocated would be allocated_size() * sizeof(ElementsUsed);
- u32 allocated_size() const
- {
- return allocated;
- }
+ //! Returns amount memory allocated.
+ //! \return Returns amount of memory allocated. The amount of bytes
+ //! allocated would be allocated_size() * sizeof(ElementsUsed);
+ u32 allocated_size() const
+ {
+ return allocated;
+ }
- //! Returns true if array is empty
- //! \return True if the array is empty, false if not.
- bool empty() const
- {
- return used == 0;
- }
+ //! Returns true if array is empty
+ //! \return True if the array is empty, false if not.
+ bool empty() const
+ {
+ return used == 0;
+ }
- //! Sorts the array using heapsort. There is no additional memory waste and
- //! the algorithm performs (O) n log n in worst case.
- void sort()
- {
- if (is_sorted || used<2)
- return;
- heapsort(data, used);
- is_sorted = true;
- }
+ //! Sorts the array using heapsort. There is no additional memory waste and
+ //! the algorithm performs (O) n log n in worst case.
+ void sort()
+ {
+ if (is_sorted || used<2)
+ return;
+ heapsort(data, used);
+ is_sorted = true;
+ }
- //! Performs a binary search for an element, returns -1 if not found.
- //! The array will be sorted before the binary search if it is not
- //! already sorted.
- //! \param element: Element to search for.
- //! \return Returns position of the searched element if it was found,
- //! otherwise -1 is returned.
- s32 binary_search(const T& element)
- {
- return binary_search(element, 0, used-1);
- }
+ //! Performs a binary search for an element, returns -1 if not found.
+ //! The array will be sorted before the binary search if it is not
+ //! already sorted.
+ //! \param element: Element to search for.
+ //! \return Returns position of the searched element if it was found,
+ //! otherwise -1 is returned.
+ s32 binary_search(const T& element)
+ {
+ return binary_search(element, 0, used-1);
+ }
- //! Performs a binary search for an element, returns -1 if not found.
- //! The array will be sorted before the binary search if it is not
- //! already sorted.
- //! \param element: Element to search for.
- //! \param left: First left index
- //! \param right: Last right index.
- //! \return Returns position of the searched element if it was found,
- //! otherwise -1 is returned.
- s32 binary_search(const T& element, s32 left, s32 right)
- {
- if (!used)
- return -1;
- sort();
+ //! Performs a binary search for an element, returns -1 if not found.
+ //! The array will be sorted before the binary search if it is not
+ //! already sorted.
+ //! \param element: Element to search for.
+ //! \param left: First left index
+ //! \param right: Last right index.
+ //! \return Returns position of the searched element if it was found,
+ //! otherwise -1 is returned.
+ s32 binary_search(const T& element, s32 left, s32 right)
+ {
+ if (!used)
+ return -1;
- s32 m;
+ sort();
- do
- {
- m = (left+right)>>1;
+ s32 m;
- if (element < data[m])
- right = m - 1;
- else
- left = m + 1;
+ do
+ {
+ m = (left+right)>>1;
- } while ((element < data[m] || data[m] < element) && left<=right);
+ if (element < data[m])
+ right = m - 1;
+ else
+ left = m + 1;
- // this last line equals to:
- // " while ((element != array[m]) && left<=right);"
- // but we only want to use the '<' operator.
- // the same in next line, it is "(element == array[m])"
+ } while((element < data[m] || data[m] < element) && left<=right);
- if (!(element < data[m]) && !(data[m] < element))
- return m;
+ // this last line equals to:
+ // " while((element != array[m]) && left<=right);"
+ // but we only want to use the '<' operator.
+ // the same in next line, it is "(element == array[m])"
- return -1;
- }
+ if (!(element < data[m]) && !(data[m] < element))
+ return m;
+ return -1;
+ }
- //! Finds an element in linear time, which is very slow. Use
- //! binary_search for faster finding. Only works if =operator is implemented.
- //! \param element: Element to search for.
- //! \return Returns position of the searched element if it was found,
- //! otherwise -1 is returned.
- s32 linear_search(T& element)
- {
- for (u32 i=0; i<used; ++i)
- if (!(element < data[i]) && !(data[i] < element))
- return (s32)i;
- return -1;
- }
+ //! Finds an element in linear time, which is very slow. Use
+ //! binary_search for faster finding. Only works if =operator is implemented.
+ //! \param element: Element to search for.
+ //! \return Returns position of the searched element if it was found,
+ //! otherwise -1 is returned.
+ s32 linear_search(T& element)
+ {
+ for (u32 i=0; i<used; ++i)
+ if (!(element < data[i]) && !(data[i] < element))
+ return (s32)i;
+ return -1;
+ }
- //! Finds an element in linear time, which is very slow. Use
- //! binary_search for faster finding. Only works if =operator is implemented.
- //! \param element: Element to search for.
- //! \return Returns position of the searched element if it was found,
- //! otherwise -1 is returned.
- s32 linear_reverse_search(T& element)
- {
- for (s32 i=used-1; i>=0; --i)
- if (data[i] == element)
- return (s32)i;
- return -1;
- }
+ //! Finds an element in linear time, which is very slow. Use
+ //! binary_search for faster finding. Only works if =operator is implemented.
+ //! \param element: Element to search for.
+ //! \return Returns position of the searched element if it was found,
+ //! otherwise -1 is returned.
+ s32 linear_reverse_search(T& element)
+ {
+ for (s32 i=used-1; i>=0; --i)
+ if (data[i] == element)
+ return (s32)i;
+ return -1;
+ }
- //! Erases an element from the array. May be slow, because all elements
- //! following after the erased element have to be copied.
- //! \param index: Index of element to be erased.
- void erase(u32 index)
- {
- _IRR_DEBUG_BREAK_IF(index>=used || index<0) // access violation
- for (u32 i=index+1; i<used; ++i)
- data[i-1] = data[i];
+ //! Erases an element from the array. May be slow, because all elements
+ //! following after the erased element have to be copied.
+ //! \param index: Index of element to be erased.
+ void erase(u32 index)
+ {
+ _IRR_DEBUG_BREAK_IF(index>=used || index<0) // access violation
- --used;
- }
+ for (u32 i=index+1; i<used; ++i)
+ data[i-1] = data[i];
+ --used;
+ }
- //! Erases some elements from the array. may be slow, because all elements
- //! following after the erased element have to be copied.
- //! \param index: Index of the first element to be erased.
- //! \param count: Amount of elements to be erased.
- void erase(u32 index, s32 count)
- {
- _IRR_DEBUG_BREAK_IF(index>=used || index<0 || count<1 || index+count>used) // access violation
- for (u32 i=index+count; i<used; ++i)
- data[i-count] = data[i];
+ //! Erases some elements from the array. may be slow, because all elements
+ //! following after the erased element have to be copied.
+ //! \param index: Index of the first element to be erased.
+ //! \param count: Amount of elements to be erased.
+ void erase(u32 index, s32 count)
+ {
+ _IRR_DEBUG_BREAK_IF(index>=used || index<0 || count<1 || index+count>used) // access violation
- used-= count;
- }
+ for (u32 i=index+count; i<used; ++i)
+ data[i-count] = data[i];
+ used-= count;
+ }
- //! Sets if the array is sorted
- void set_sorted(bool _is_sorted)
- {
- is_sorted = _is_sorted;
- }
+ //! Sets if the array is sorted
+ void set_sorted(bool _is_sorted)
+ {
+ is_sorted = _is_sorted;
+ }
- private:
+
+ private:
- T* data;
- u32 allocated;
- u32 used;
- bool free_when_destroyed;
- bool is_sorted;
+ T* data;
+ u32 allocated;
+ u32 used;
+ bool free_when_destroyed;
+ bool is_sorted;
};
diff --git a/src/3rdparty/assimp/contrib/irrXML/irrString.h b/src/3rdparty/assimp/contrib/irrXML/irrString.h
index be8405888..af21b8e51 100644
--- a/src/3rdparty/assimp/contrib/irrXML/irrString.h
+++ b/src/3rdparty/assimp/contrib/irrXML/irrString.h
@@ -12,14 +12,14 @@ namespace irr
namespace core
{
-//! Very simple string class with some useful features.
-/** string<c8> and string<wchar_t> work both with unicode AND ascii,
-so you can assign unicode to string<c8> and ascii to string<wchar_t>
-(and the other way round) if your ever would want to.
+//! Very simple string class with some useful features.
+/** string<c8> and string<wchar_t> work both with unicode AND ascii,
+so you can assign unicode to string<c8> and ascii to string<wchar_t>
+(and the other way round) if your ever would want to.
Note that the conversation between both is not done using an encoding.
Known bugs:
-Special characters like '', '' and '' are ignored in the
+Special characters like 'Ä', 'Ü' and 'Ö' are ignored in the
methods make_upper, make_lower and equals_ignore_case.
*/
template <class T>
@@ -27,627 +27,627 @@ class string
{
public:
- //! Default constructor
- string()
- : array(0), allocated(1), used(1)
- {
- array = new T[1];
- array[0] = 0x0;
- }
+ //! Default constructor
+ string()
+ : array(0), allocated(1), used(1)
+ {
+ array = new T[1];
+ array[0] = 0x0;
+ }
- //! Constructor
- string(const string<T>& other)
- : array(0), allocated(0), used(0)
- {
- *this = other;
- }
+ //! Constructor
+ string(const string<T>& other)
+ : array(0), allocated(0), used(0)
+ {
+ *this = other;
+ }
- //! Constructs a string from an int
- string(int number)
- : array(0), allocated(0), used(0)
- {
- // store if negative and make positive
+ //! Constructs a string from an int
+ string(int number)
+ : array(0), allocated(0), used(0)
+ {
+ // store if negative and make positive
- bool negative = false;
- if (number < 0)
- {
- number *= -1;
- negative = true;
- }
+ bool negative = false;
+ if (number < 0)
+ {
+ number *= -1;
+ negative = true;
+ }
- // temporary buffer for 16 numbers
+ // temporary buffer for 16 numbers
- c8 tmpbuf[16];
- tmpbuf[15] = 0;
- s32 idx = 15;
+ c8 tmpbuf[16];
+ tmpbuf[15] = 0;
+ s32 idx = 15;
- // special case '0'
+ // special case '0'
- if (!number)
- {
- tmpbuf[14] = '0';
- *this = &tmpbuf[14];
- return;
- }
+ if (!number)
+ {
+ tmpbuf[14] = '0';
+ *this = &tmpbuf[14];
+ return;
+ }
- // add numbers
+ // add numbers
- while (number && idx)
- {
- idx--;
- tmpbuf[idx] = (c8)('0' + (number % 10));
- number = number / 10;
- }
+ while(number && idx)
+ {
+ idx--;
+ tmpbuf[idx] = (c8)('0' + (number % 10));
+ number = number / 10;
+ }
- // add sign
+ // add sign
- if (negative)
- {
- idx--;
- tmpbuf[idx] = '-';
- }
+ if (negative)
+ {
+ idx--;
+ tmpbuf[idx] = '-';
+ }
- *this = &tmpbuf[idx];
- }
+ *this = &tmpbuf[idx];
+ }
- //! Constructor for copying a string from a pointer with a given lenght
- template <class B>
- string(const B* c, s32 lenght)
- : array(0), allocated(0), used(0)
- {
- if (!c)
- return;
+ //! Constructor for copying a string from a pointer with a given lenght
+ template <class B>
+ string(const B* c, s32 lenght)
+ : array(0), allocated(0), used(0)
+ {
+ if (!c)
+ return;
allocated = used = lenght+1;
- array = new T[used];
+ array = new T[used];
- for (s32 l = 0; l<lenght; ++l)
- array[l] = (T)c[l];
+ for (s32 l = 0; l<lenght; ++l)
+ array[l] = (T)c[l];
- array[lenght] = 0;
- }
+ array[lenght] = 0;
+ }
- //! Constructor for unicode and ascii strings
- template <class B>
- string(const B* c)
- : array(0),allocated(0), used(0)
- {
- *this = c;
- }
+ //! Constructor for unicode and ascii strings
+ template <class B>
+ string(const B* c)
+ : array(0),allocated(0), used(0)
+ {
+ *this = c;
+ }
- //! destructor
- ~string()
- {
- delete [] array;
- }
+ //! destructor
+ ~string()
+ {
+ delete [] array;
+ }
- //! Assignment operator
- string<T>& operator=(const string<T>& other)
- {
- if (this == &other)
- return *this;
+ //! Assignment operator
+ string<T>& operator=(const string<T>& other)
+ {
+ if (this == &other)
+ return *this;
- delete [] array;
- allocated = used = other.size()+1;
- array = new T[used];
+ delete [] array;
+ allocated = used = other.size()+1;
+ array = new T[used];
- const T* p = other.c_str();
- for (s32 i=0; i<used; ++i, ++p)
- array[i] = *p;
+ const T* p = other.c_str();
+ for (s32 i=0; i<used; ++i, ++p)
+ array[i] = *p;
- return *this;
- }
+ return *this;
+ }
- //! Assignment operator for strings, ascii and unicode
- template <class B>
- string<T>& operator=(const B* c)
- {
- if (!c)
- {
- if (!array)
- {
- array = new T[1];
- allocated = 1;
- used = 1;
- }
- array[0] = 0x0;
- return *this;
- }
+ //! Assignment operator for strings, ascii and unicode
+ template <class B>
+ string<T>& operator=(const B* c)
+ {
+ if (!c)
+ {
+ if (!array)
+ {
+ array = new T[1];
+ allocated = 1;
+ used = 1;
+ }
+ array[0] = 0x0;
+ return *this;
+ }
- if ((void*)c == (void*)array)
- return *this;
+ if ((void*)c == (void*)array)
+ return *this;
- s32 len = 0;
- const B* p = c;
- while (*p)
- {
- ++len;
- ++p;
- }
+ s32 len = 0;
+ const B* p = c;
+ while(*p)
+ {
+ ++len;
+ ++p;
+ }
- // we'll take the old string for a while, because the new string could be
- // a part of the current string.
- T* oldArray = array;
+ // we'll take the old string for a while, because the new string could be
+ // a part of the current string.
+ T* oldArray = array;
allocated = used = len+1;
- array = new T[used];
+ array = new T[used];
- for (s32 l = 0; l<len+1; ++l)
- array[l] = (T)c[l];
+ for (s32 l = 0; l<len+1; ++l)
+ array[l] = (T)c[l];
- delete [] oldArray;
- return *this;
- }
+ delete [] oldArray;
+ return *this;
+ }
- //! Add operator for other strings
- string<T> operator+(const string<T>& other)
- {
- string<T> str(*this);
- str.append(other);
+ //! Add operator for other strings
+ string<T> operator+(const string<T>& other)
+ {
+ string<T> str(*this);
+ str.append(other);
- return str;
- }
+ return str;
+ }
- //! Add operator for strings, ascii and unicode
- template <class B>
- string<T> operator+(const B* c)
- {
- string<T> str(*this);
- str.append(c);
+ //! Add operator for strings, ascii and unicode
+ template <class B>
+ string<T> operator+(const B* c)
+ {
+ string<T> str(*this);
+ str.append(c);
- return str;
- }
+ return str;
+ }
- //! Direct access operator
- T& operator [](const s32 index) const
- {
- _IRR_DEBUG_BREAK_IF(index>=used) // bad index
+ //! Direct access operator
+ T& operator [](const s32 index) const
+ {
+ _IRR_DEBUG_BREAK_IF(index>=used) // bad index
- return array[index];
- }
+ return array[index];
+ }
- //! Comparison operator
- bool operator ==(const T* str) const
- {
- int i;
- for (i=0; array[i] && str[i]; ++i)
- if (array[i] != str[i])
- return false;
+ //! Comparison operator
+ bool operator ==(const T* str) const
+ {
+ int i;
+ for(i=0; array[i] && str[i]; ++i)
+ if (array[i] != str[i])
+ return false;
- return !array[i] && !str[i];
- }
+ return !array[i] && !str[i];
+ }
- //! Comparison operator
- bool operator ==(const string<T>& other) const
- {
- for (s32 i=0; array[i] && other.array[i]; ++i)
- if (array[i] != other.array[i])
- return false;
+ //! Comparison operator
+ bool operator ==(const string<T>& other) const
+ {
+ for(s32 i=0; array[i] && other.array[i]; ++i)
+ if (array[i] != other.array[i])
+ return false;
- return used == other.used;
- }
+ return used == other.used;
+ }
- //! Is smaller operator
- bool operator <(const string<T>& other) const
- {
- for (s32 i=0; array[i] && other.array[i]; ++i)
- if (array[i] != other.array[i])
- return (array[i] < other.array[i]);
+ //! Is smaller operator
+ bool operator <(const string<T>& other) const
+ {
+ for(s32 i=0; array[i] && other.array[i]; ++i)
+ if (array[i] != other.array[i])
+ return (array[i] < other.array[i]);
- return used < other.used;
- }
+ return used < other.used;
+ }
- //! Equals not operator
- bool operator !=(const string<T>& other) const
- {
- return !(*this == other);
- }
+ //! Equals not operator
+ bool operator !=(const string<T>& other) const
+ {
+ return !(*this == other);
+ }
+
+ //! Returns length of string
+ /** \return Returns length of the string in characters. */
+ s32 size() const
+ {
+ return used-1;
+ }
- //! Returns length of string
- /** \return Returns length of the string in characters. */
- s32 size() const
- {
- return used-1;
- }
+ //! Returns character string
+ /** \return Returns pointer to C-style zero terminated string. */
+ const T* c_str() const
+ {
+ return array;
+ }
- //! Returns character string
- /** \return Returns pointer to C-style zero terminated string. */
- const T* c_str() const
- {
- return array;
- }
+ //! Makes the string lower case.
+ void make_lower()
+ {
+ const T A = (T)'A';
+ const T Z = (T)'Z';
+ const T diff = (T)'a' - A;
- //! Makes the string lower case.
- void make_lower()
- {
- const T A = (T)'A';
- const T Z = (T)'Z';
- const T diff = (T)'a' - A;
+ for (s32 i=0; i<used; ++i)
+ {
+ if (array[i]>=A && array[i]<=Z)
+ array[i] += diff;
+ }
+ }
- for (s32 i=0; i<used; ++i)
- {
- if (array[i]>=A && array[i]<=Z)
- array[i] += diff;
- }
- }
+ //! Makes the string upper case.
+ void make_upper()
+ {
+ const T a = (T)'a';
+ const T z = (T)'z';
+ const T diff = (T)'A' - a;
- //! Makes the string upper case.
- void make_upper()
- {
- const T a = (T)'a';
- const T z = (T)'z';
- const T diff = (T)'A' - a;
+ for (s32 i=0; i<used; ++i)
+ {
+ if (array[i]>=a && array[i]<=z)
+ array[i] += diff;
+ }
+ }
- for (s32 i=0; i<used; ++i)
- {
- if (array[i]>=a && array[i]<=z)
- array[i] += diff;
- }
- }
+ //! Compares the string ignoring case.
+ /** \param other: Other string to compare.
+ \return Returns true if the string are equal ignoring case. */
+ bool equals_ignore_case(const string<T>& other) const
+ {
+ for(s32 i=0; array[i] && other[i]; ++i)
+ if (toLower(array[i]) != toLower(other[i]))
+ return false;
- //! Compares the string ignoring case.
- /** \param other: Other string to compare.
- \return Returns true if the string are equal ignoring case. */
- bool equals_ignore_case(const string<T>& other) const
- {
- for (s32 i=0; array[i] && other[i]; ++i)
- if (toLower(array[i]) != toLower(other[i]))
- return false;
+ return used == other.used;
+ }
- return used == other.used;
- }
+ //! compares the first n characters of the strings
+ bool equalsn(const string<T>& other, int len)
+ {
+ int i;
+ for(i=0; array[i] && other[i] && i < len; ++i)
+ if (array[i] != other[i])
+ return false;
- //! compares the first n characters of the strings
- bool equalsn(const string<T>& other, int len)
- {
- int i;
- for (i=0; array[i] && other[i] && i < len; ++i)
- if (array[i] != other[i])
- return false;
+ // if one (or both) of the strings was smaller then they
+ // are only equal if they have the same lenght
+ return (i == len) || (used == other.used);
+ }
- // if one (or both) of the strings was smaller then they
- // are only equal if they have the same lenght
- return (i == len) || (used == other.used);
- }
+ //! compares the first n characters of the strings
+ bool equalsn(const T* str, int len)
+ {
+ int i;
+ for(i=0; array[i] && str[i] && i < len; ++i)
+ if (array[i] != str[i])
+ return false;
+
+ // if one (or both) of the strings was smaller then they
+ // are only equal if they have the same lenght
+ return (i == len) || (array[i] == 0 && str[i] == 0);
+ }
- //! compares the first n characters of the strings
- bool equalsn(const T* str, int len)
- {
- int i;
- for (i=0; array[i] && str[i] && i < len; ++i)
- if (array[i] != str[i])
- return false;
-
- // if one (or both) of the strings was smaller then they
- // are only equal if they have the same lenght
- return (i == len) || (array[i] == 0 && str[i] == 0);
- }
-
-
- //! Appends a character to this string
- /** \param character: Character to append. */
- void append(T character)
- {
- if (used + 1 > allocated)
- reallocate((s32)used + 1);
-
- used += 1;
-
- array[used-2] = character;
- array[used-1] = 0;
- }
-
- //! Appends a string to this string
- /** \param other: String to append. */
- void append(const string<T>& other)
- {
- --used;
-
- s32 len = other.size();
-
- if (used + len + 1 > allocated)
- reallocate((s32)used + (s32)len + 1);
-
- for (s32 l=0; l<len+1; ++l)
- array[l+used] = other[l];
-
- used = used + len + 1;
- }
-
-
- //! Appends a string of the length l to this string.
- /** \param other: other String to append to this string.
- \param length: How much characters of the other string to add to this one. */
- void append(const string<T>& other, s32 length)
- {
- s32 len = other.size();
-
- if (len < length)
- {
- append(other);
- return;
- }
-
- len = length;
- --used;
-
- if (used + len > allocated)
- reallocate((s32)used + (s32)len);
-
- for (s32 l=0; l<len; ++l)
- array[l+used] = other[l];
-
- used = used + len;
- }
-
-
- //! Reserves some memory.
- /** \param count: Amount of characters to reserve. */
- void reserve(s32 count)
- {
- if (count < allocated)
- return;
-
- reallocate(count);
- }
-
-
- //! finds first occurrence of character in string
- /** \param c: Character to search for.
- \return Returns position where the character has been found,
- or -1 if not found. */
- s32 findFirst(T c) const
- {
- for (s32 i=0; i<used; ++i)
- if (array[i] == c)
- return i;
-
- return -1;
- }
-
- //! finds first occurrence of a character of a list in string
- /** \param c: List of strings to find. For example if the method
- should find the first occurance of 'a' or 'b', this parameter should be "ab".
- \param count: Amount of characters in the list. Ususally,
- this should be strlen(ofParameter1)
- \return Returns position where one of the character has been found,
- or -1 if not found. */
- s32 findFirstChar(T* c, int count) const
- {
- for (s32 i=0; i<used; ++i)
- for (int j=0; j<count; ++j)
- if (array[i] == c[j])
- return i;
-
- return -1;
- }
-
-
- //! Finds first position of a character not in a given list.
- /** \param c: List of characters not to find. For example if the method
- should find the first occurance of a character not 'a' or 'b', this parameter should be "ab".
- \param count: Amount of characters in the list. Ususally,
- this should be strlen(ofParameter1)
- \return Returns position where the character has been found,
- or -1 if not found. */
- template <class B>
- s32 findFirstCharNotInList(B* c, int count) const
- {
- for (int i=0; i<used; ++i)
- {
+
+ //! Appends a character to this string
+ /** \param character: Character to append. */
+ void append(T character)
+ {
+ if (used + 1 > allocated)
+ reallocate((s32)used + 1);
+
+ used += 1;
+
+ array[used-2] = character;
+ array[used-1] = 0;
+ }
+
+ //! Appends a string to this string
+ /** \param other: String to append. */
+ void append(const string<T>& other)
+ {
+ --used;
+
+ s32 len = other.size();
+
+ if (used + len + 1 > allocated)
+ reallocate((s32)used + (s32)len + 1);
+
+ for (s32 l=0; l<len+1; ++l)
+ array[l+used] = other[l];
+
+ used = used + len + 1;
+ }
+
+
+ //! Appends a string of the length l to this string.
+ /** \param other: other String to append to this string.
+ \param length: How much characters of the other string to add to this one. */
+ void append(const string<T>& other, s32 length)
+ {
+ s32 len = other.size();
+
+ if (len < length)
+ {
+ append(other);
+ return;
+ }
+
+ len = length;
+ --used;
+
+ if (used + len > allocated)
+ reallocate((s32)used + (s32)len);
+
+ for (s32 l=0; l<len; ++l)
+ array[l+used] = other[l];
+
+ used = used + len;
+ }
+
+
+ //! Reserves some memory.
+ /** \param count: Amount of characters to reserve. */
+ void reserve(s32 count)
+ {
+ if (count < allocated)
+ return;
+
+ reallocate(count);
+ }
+
+
+ //! finds first occurrence of character in string
+ /** \param c: Character to search for.
+ \return Returns position where the character has been found,
+ or -1 if not found. */
+ s32 findFirst(T c) const
+ {
+ for (s32 i=0; i<used; ++i)
+ if (array[i] == c)
+ return i;
+
+ return -1;
+ }
+
+ //! finds first occurrence of a character of a list in string
+ /** \param c: List of strings to find. For example if the method
+ should find the first occurance of 'a' or 'b', this parameter should be "ab".
+ \param count: Amount of characters in the list. Ususally,
+ this should be strlen(ofParameter1)
+ \return Returns position where one of the character has been found,
+ or -1 if not found. */
+ s32 findFirstChar(T* c, int count) const
+ {
+ for (s32 i=0; i<used; ++i)
+ for (int j=0; j<count; ++j)
+ if (array[i] == c[j])
+ return i;
+
+ return -1;
+ }
+
+
+ //! Finds first position of a character not in a given list.
+ /** \param c: List of characters not to find. For example if the method
+ should find the first occurance of a character not 'a' or 'b', this parameter should be "ab".
+ \param count: Amount of characters in the list. Ususally,
+ this should be strlen(ofParameter1)
+ \return Returns position where the character has been found,
+ or -1 if not found. */
+ template <class B>
+ s32 findFirstCharNotInList(B* c, int count) const
+ {
+ for (int i=0; i<used; ++i)
+ {
int j;
- for (j=0; j<count; ++j)
- if (array[i] == c[j])
- break;
-
- if (j==count)
- return i;
- }
-
- return -1;
- }
-
- //! Finds last position of a character not in a given list.
- /** \param c: List of characters not to find. For example if the method
- should find the first occurance of a character not 'a' or 'b', this parameter should be "ab".
- \param count: Amount of characters in the list. Ususally,
- this should be strlen(ofParameter1)
- \return Returns position where the character has been found,
- or -1 if not found. */
- template <class B>
- s32 findLastCharNotInList(B* c, int count) const
- {
- for (int i=used-2; i>=0; --i)
- {
+ for (j=0; j<count; ++j)
+ if (array[i] == c[j])
+ break;
+
+ if (j==count)
+ return i;
+ }
+
+ return -1;
+ }
+
+ //! Finds last position of a character not in a given list.
+ /** \param c: List of characters not to find. For example if the method
+ should find the first occurance of a character not 'a' or 'b', this parameter should be "ab".
+ \param count: Amount of characters in the list. Ususally,
+ this should be strlen(ofParameter1)
+ \return Returns position where the character has been found,
+ or -1 if not found. */
+ template <class B>
+ s32 findLastCharNotInList(B* c, int count) const
+ {
+ for (int i=used-2; i>=0; --i)
+ {
int j;
- for (j=0; j<count; ++j)
- if (array[i] == c[j])
- break;
-
- if (j==count)
- return i;
- }
-
- return -1;
- }
-
- //! finds next occurrence of character in string
- /** \param c: Character to search for.
- \param startPos: Position in string to start searching.
- \return Returns position where the character has been found,
- or -1 if not found. */
- s32 findNext(T c, s32 startPos) const
- {
- for (s32 i=startPos; i<used; ++i)
- if (array[i] == c)
- return i;
-
- return -1;
- }
-
-
- //! finds last occurrence of character in string
- //! \param c: Character to search for.
- //! \return Returns position where the character has been found,
- //! or -1 if not found.
- s32 findLast(T c) const
- {
- for (s32 i=used-1; i>=0; --i)
- if (array[i] == c)
- return i;
-
- return -1;
- }
-
-
- //! Returns a substring
- //! \param begin: Start of substring.
- //! \param length: Length of substring.
- string<T> subString(s32 begin, s32 length)
- {
- if (length <= 0)
- return string<T>("");
-
- string<T> o;
- o.reserve(length+1);
-
- for (s32 i=0; i<length; ++i)
- o.array[i] = array[i+begin];
-
- o.array[length] = 0;
- o.used = o.allocated;
-
- return o;
- }
-
-
- void operator += (T c)
- {
- append(c);
- }
-
- void operator += (const string<T>& other)
- {
- append(other);
- }
-
- void operator += (int i)
- {
- append(string<T>(i));
- }
-
- //! replaces all characters of a special type with another one
- void replace(T toReplace, T replaceWith)
- {
- for (s32 i=0; i<used; ++i)
- if (array[i] == toReplace)
- array[i] = replaceWith;
- }
-
- //! trims the string.
- /** Removes whitespace from begin and end of the string. */
- void trim()
- {
- const char whitespace[] = " \t\n";
- const int whitespacecount = 3;
-
- // find start and end of real string without whitespace
- int begin = findFirstCharNotInList(whitespace, whitespacecount);
- if (begin == -1)
- return;
-
- int end = findLastCharNotInList(whitespace, whitespacecount);
- if (end == -1)
- return;
-
- *this = subString(begin, (end +1) - begin);
- }
-
-
- //! Erases a character from the string. May be slow, because all elements
- //! following after the erased element have to be copied.
- //! \param index: Index of element to be erased.
- void erase(int index)
- {
- _IRR_DEBUG_BREAK_IF(index>=used || index<0) // access violation
-
- for (int i=index+1; i<used; ++i)
- array[i-1] = array[i];
-
- --used;
- }
-
+ for (j=0; j<count; ++j)
+ if (array[i] == c[j])
+ break;
+
+ if (j==count)
+ return i;
+ }
+
+ return -1;
+ }
+
+ //! finds next occurrence of character in string
+ /** \param c: Character to search for.
+ \param startPos: Position in string to start searching.
+ \return Returns position where the character has been found,
+ or -1 if not found. */
+ s32 findNext(T c, s32 startPos) const
+ {
+ for (s32 i=startPos; i<used; ++i)
+ if (array[i] == c)
+ return i;
+
+ return -1;
+ }
+
+
+ //! finds last occurrence of character in string
+ //! \param c: Character to search for.
+ //! \return Returns position where the character has been found,
+ //! or -1 if not found.
+ s32 findLast(T c) const
+ {
+ for (s32 i=used-1; i>=0; --i)
+ if (array[i] == c)
+ return i;
+
+ return -1;
+ }
+
+
+ //! Returns a substring
+ //! \param begin: Start of substring.
+ //! \param length: Length of substring.
+ string<T> subString(s32 begin, s32 length)
+ {
+ if (length <= 0)
+ return string<T>("");
+
+ string<T> o;
+ o.reserve(length+1);
+
+ for (s32 i=0; i<length; ++i)
+ o.array[i] = array[i+begin];
+
+ o.array[length] = 0;
+ o.used = o.allocated;
+
+ return o;
+ }
+
+
+ void operator += (T c)
+ {
+ append(c);
+ }
+
+ void operator += (const string<T>& other)
+ {
+ append(other);
+ }
+
+ void operator += (int i)
+ {
+ append(string<T>(i));
+ }
+
+ //! replaces all characters of a special type with another one
+ void replace(T toReplace, T replaceWith)
+ {
+ for (s32 i=0; i<used; ++i)
+ if (array[i] == toReplace)
+ array[i] = replaceWith;
+ }
+
+ //! trims the string.
+ /** Removes whitespace from begin and end of the string. */
+ void trim()
+ {
+ const char whitespace[] = " \t\n";
+ const int whitespacecount = 3;
+
+ // find start and end of real string without whitespace
+ int begin = findFirstCharNotInList(whitespace, whitespacecount);
+ if (begin == -1)
+ return;
+
+ int end = findLastCharNotInList(whitespace, whitespacecount);
+ if (end == -1)
+ return;
+
+ *this = subString(begin, (end +1) - begin);
+ }
+
+
+ //! Erases a character from the string. May be slow, because all elements
+ //! following after the erased element have to be copied.
+ //! \param index: Index of element to be erased.
+ void erase(int index)
+ {
+ _IRR_DEBUG_BREAK_IF(index>=used || index<0) // access violation
+
+ for (int i=index+1; i<used; ++i)
+ array[i-1] = array[i];
+
+ --used;
+ }
+
private:
- //! Returns a character converted to lower case
- T toLower(const T& t) const
- {
- if (t>=(T)'A' && t<=(T)'Z')
- return t + ((T)'a' - (T)'A');
- else
- return t;
- }
-
- //! Reallocate the array, make it bigger or smaler
- void reallocate(s32 new_size)
- {
- T* old_array = array;
-
- array = new T[new_size];
- allocated = new_size;
-
- s32 amount = used < new_size ? used : new_size;
- for (s32 i=0; i<amount; ++i)
- array[i] = old_array[i];
-
- if (allocated < used)
- used = allocated;
-
- delete [] old_array;
- }
-
-
- //--- member variables
-
- T* array;
- s32 allocated;
- s32 used;
+ //! Returns a character converted to lower case
+ T toLower(const T& t) const
+ {
+ if (t>=(T)'A' && t<=(T)'Z')
+ return t + ((T)'a' - (T)'A');
+ else
+ return t;
+ }
+
+ //! Reallocate the array, make it bigger or smaler
+ void reallocate(s32 new_size)
+ {
+ T* old_array = array;
+
+ array = new T[new_size];
+ allocated = new_size;
+
+ s32 amount = used < new_size ? used : new_size;
+ for (s32 i=0; i<amount; ++i)
+ array[i] = old_array[i];
+
+ if (allocated < used)
+ used = allocated;
+
+ delete [] old_array;
+ }
+
+
+ //--- member variables
+
+ T* array;
+ s32 allocated;
+ s32 used;
};
diff --git a/src/3rdparty/assimp/contrib/irrXML/irrTypes.h b/src/3rdparty/assimp/contrib/irrXML/irrTypes.h
index 0911a2d7c..a7f12ec75 100644
--- a/src/3rdparty/assimp/contrib/irrXML/irrTypes.h
+++ b/src/3rdparty/assimp/contrib/irrXML/irrTypes.h
@@ -10,68 +10,68 @@ namespace irr
//! 8 bit unsigned variable.
/** This is a typedef for unsigned char, it ensures portability of the engine. */
-typedef unsigned char u8;
+typedef unsigned char u8;
//! 8 bit signed variable.
/** This is a typedef for signed char, it ensures portability of the engine. */
-typedef signed char s8;
+typedef signed char s8;
//! 8 bit character variable.
/** This is a typedef for char, it ensures portability of the engine. */
-typedef char c8;
+typedef char c8;
//! 16 bit unsigned variable.
/** This is a typedef for unsigned short, it ensures portability of the engine. */
-typedef unsigned short u16;
+typedef unsigned short u16;
//! 16 bit signed variable.
/** This is a typedef for signed short, it ensures portability of the engine. */
-typedef signed short s16;
+typedef signed short s16;
//! 32 bit unsigned variable.
/** This is a typedef for unsigned int, it ensures portability of the engine. */
-typedef unsigned int u32;
+typedef unsigned int u32;
//! 32 bit signed variable.
/** This is a typedef for signed int, it ensures portability of the engine. */
-typedef signed int s32;
+typedef signed int s32;
// 64 bit signed variable.
-// This is a typedef for __int64, it ensures portability of the engine.
+// This is a typedef for __int64, it ensures portability of the engine.
// This type is currently not used by the engine and not supported by compilers
// other than Microsoft Compilers, so it is outcommented.
-//typedef __int64 s64;
+//typedef __int64 s64;
//! 32 bit floating point variable.
/** This is a typedef for float, it ensures portability of the engine. */
-typedef float f32;
+typedef float f32;
//! 64 bit floating point variable.
/** This is a typedef for double, it ensures portability of the engine. */
-typedef double f64;
+typedef double f64;
} // end namespace
// define the wchar_t type if not already built in.
-#ifdef _MSC_VER
+#ifdef _MSC_VER
#ifndef _WCHAR_T_DEFINED
//! A 16 bit wide character type.
/**
- Defines the wchar_t-type.
- In VS6, its not possible to tell
- the standard compiler to treat wchar_t as a built-in type, and
- sometimes we just don't want to include the huge stdlib.h or wchar.h,
- so we'll use this.
+ Defines the wchar_t-type.
+ In VS6, its not possible to tell
+ the standard compiler to treat wchar_t as a built-in type, and
+ sometimes we just don't want to include the huge stdlib.h or wchar.h,
+ so we'll use this.
*/
typedef unsigned short wchar_t;
#define _WCHAR_T_DEFINED
@@ -79,25 +79,25 @@ typedef unsigned short wchar_t;
#endif // microsoft compiler
//! define a break macro for debugging only in Win32 mode.
-// WORKAROUND (ASSIMP): remove __asm
+// WORKAROUND (assimp): remove __asm
#if defined(WIN32) && defined(_MSC_VER) && defined(_DEBUG)
#if defined(_M_IX86)
#define _IRR_DEBUG_BREAK_IF( _CONDITION_ ) /*if (_CONDITION_) {_asm int 3}*/
#else
#define _IRR_DEBUG_BREAK_IF( _CONDITION_ )
#endif
-#else
+#else
#define _IRR_DEBUG_BREAK_IF( _CONDITION_ )
#endif
//! Defines a small statement to work around a microsoft compiler bug.
/** The microsft compiler 7.0 - 7.1 has a bug:
-When you call unmanaged code that returns a bool type value of false from managed code,
-the return value may appear as true. See
-http://support.microsoft.com/default.aspx?kbid=823071 for details.
+When you call unmanaged code that returns a bool type value of false from managed code,
+the return value may appear as true. See
+http://support.microsoft.com/default.aspx?kbid=823071 for details.
Compiler version defines: VC6.0 : 1200, VC7.0 : 1300, VC7.1 : 1310, VC8.0 : 1400*/
-// WORKAROUND (ASSIMP): remove __asm
+// WORKAROUND (assimp): remove __asm
#if defined(WIN32) && defined(_MSC_VER) && (_MSC_VER > 1299) && (_MSC_VER < 1400)
#define _IRR_IMPLEMENT_MANAGED_MARSHALLING_BUGFIX /*__asm mov eax,100*/
#else
diff --git a/src/3rdparty/assimp/contrib/irrXML/irrXML.cpp b/src/3rdparty/assimp/contrib/irrXML/irrXML.cpp
index 406408f0a..2705ea7b8 100644
--- a/src/3rdparty/assimp/contrib/irrXML/irrXML.cpp
+++ b/src/3rdparty/assimp/contrib/irrXML/irrXML.cpp
@@ -23,60 +23,60 @@ class CFileReadCallBack : public IFileReadCallBack
{
public:
- //! construct from filename
- CFileReadCallBack(const char* filename)
- : File(0), Size(0), Close(true)
- {
- // open file
- File = fopen(filename, "rb");
-
- if (File)
- getFileSize();
- }
-
- //! construct from FILE pointer
- CFileReadCallBack(FILE* file)
- : File(file), Size(0), Close(false)
- {
- if (File)
- getFileSize();
- }
-
- //! destructor
- virtual ~CFileReadCallBack()
- {
- if (Close && File)
- fclose(File);
- }
-
- //! Reads an amount of bytes from the file.
- virtual int read(void* buffer, int sizeToRead)
- {
- if (!File)
- return 0;
-
- return (int)fread(buffer, 1, sizeToRead, File);
- }
-
- //! Returns size of file in bytes
- virtual int getSize()
- {
- return Size;
- }
+ //! construct from filename
+ CFileReadCallBack(const char* filename)
+ : File(0), Size(0), Close(true)
+ {
+ // open file
+ File = fopen(filename, "rb");
+
+ if (File)
+ getFileSize();
+ }
+
+ //! construct from FILE pointer
+ CFileReadCallBack(FILE* file)
+ : File(file), Size(0), Close(false)
+ {
+ if (File)
+ getFileSize();
+ }
+
+ //! destructor
+ virtual ~CFileReadCallBack()
+ {
+ if (Close && File)
+ fclose(File);
+ }
+
+ //! Reads an amount of bytes from the file.
+ virtual int read(void* buffer, int sizeToRead)
+ {
+ if (!File)
+ return 0;
+
+ return (int)fread(buffer, 1, sizeToRead, File);
+ }
+
+ //! Returns size of file in bytes
+ virtual int getSize()
+ {
+ return Size;
+ }
private:
- //! retrieves the file size of the open file
- void getFileSize()
- {
- fseek(File, 0, SEEK_END);
- Size = ftell(File);
- fseek(File, 0, SEEK_SET);
- }
+ //! retrieves the file size of the open file
+ void getFileSize()
+ {
+ fseek(File, 0, SEEK_END);
+ Size = ftell(File);
+ fseek(File, 0, SEEK_SET);
+ }
- FILE* File;
- int Size;
- bool Close;
+ FILE* File;
+ int Size;
+ bool Close;
}; // end class CFileReadCallBack
@@ -85,66 +85,66 @@ private:
// FACTORY FUNCTIONS:
-//! Creates an instance of an UFT-8 or ASCII character xml parser.
+//! Creates an instance of an UFT-8 or ASCII character xml parser.
IrrXMLReader* createIrrXMLReader(const char* filename)
{
- return new CXMLReaderImpl<char, IXMLBase>(new CFileReadCallBack(filename));
+ return new CXMLReaderImpl<char, IXMLBase>(new CFileReadCallBack(filename));
}
-//! Creates an instance of an UFT-8 or ASCII character xml parser.
+//! Creates an instance of an UFT-8 or ASCII character xml parser.
IrrXMLReader* createIrrXMLReader(FILE* file)
{
- return new CXMLReaderImpl<char, IXMLBase>(new CFileReadCallBack(file));
+ return new CXMLReaderImpl<char, IXMLBase>(new CFileReadCallBack(file));
}
-//! Creates an instance of an UFT-8 or ASCII character xml parser.
+//! Creates an instance of an UFT-8 or ASCII character xml parser.
IrrXMLReader* createIrrXMLReader(IFileReadCallBack* callback)
{
- return new CXMLReaderImpl<char, IXMLBase>(callback, false);
+ return new CXMLReaderImpl<char, IXMLBase>(callback, false);
}
-//! Creates an instance of an UTF-16 xml parser.
+//! Creates an instance of an UTF-16 xml parser.
IrrXMLReaderUTF16* createIrrXMLReaderUTF16(const char* filename)
{
- return new CXMLReaderImpl<char16, IXMLBase>(new CFileReadCallBack(filename));
+ return new CXMLReaderImpl<char16, IXMLBase>(new CFileReadCallBack(filename));
}
-//! Creates an instance of an UTF-16 xml parser.
+//! Creates an instance of an UTF-16 xml parser.
IrrXMLReaderUTF16* createIrrXMLReaderUTF16(FILE* file)
{
- return new CXMLReaderImpl<char16, IXMLBase>(new CFileReadCallBack(file));
+ return new CXMLReaderImpl<char16, IXMLBase>(new CFileReadCallBack(file));
}
-//! Creates an instance of an UTF-16 xml parser.
+//! Creates an instance of an UTF-16 xml parser.
IrrXMLReaderUTF16* createIrrXMLReaderUTF16(IFileReadCallBack* callback)
{
- return new CXMLReaderImpl<char16, IXMLBase>(callback, false);
+ return new CXMLReaderImpl<char16, IXMLBase>(callback, false);
}
-//! Creates an instance of an UTF-32 xml parser.
+//! Creates an instance of an UTF-32 xml parser.
IrrXMLReaderUTF32* createIrrXMLReaderUTF32(const char* filename)
{
- return new CXMLReaderImpl<char32, IXMLBase>(new CFileReadCallBack(filename));
+ return new CXMLReaderImpl<char32, IXMLBase>(new CFileReadCallBack(filename));
}
-//! Creates an instance of an UTF-32 xml parser.
+//! Creates an instance of an UTF-32 xml parser.
IrrXMLReaderUTF32* createIrrXMLReaderUTF32(FILE* file)
{
- return new CXMLReaderImpl<char32, IXMLBase>(new CFileReadCallBack(file));
+ return new CXMLReaderImpl<char32, IXMLBase>(new CFileReadCallBack(file));
}
-//! Creates an instance of an UTF-32 xml parser.
+//! Creates an instance of an UTF-32 xml parser.
IrrXMLReaderUTF32* createIrrXMLReaderUTF32(IFileReadCallBack* callback)
{
- return new CXMLReaderImpl<char32, IXMLBase>(callback, false);
+ return new CXMLReaderImpl<char32, IXMLBase>(callback, false);
}
diff --git a/src/3rdparty/assimp/contrib/irrXML/irrXML.h b/src/3rdparty/assimp/contrib/irrXML/irrXML.h
index e5fcbe083..b51ddeb54 100644
--- a/src/3rdparty/assimp/contrib/irrXML/irrXML.h
+++ b/src/3rdparty/assimp/contrib/irrXML/irrXML.h
@@ -15,9 +15,9 @@
Welcome to the irrXML API documentation.
Here you'll find any information you'll need to develop applications with
irrXML. If you look for a tutorial on how to start, take a look at the \ref irrxmlexample,
- at the homepage of irrXML at <A HREF="http://xml.irrlicht3d.org" >xml.irrlicht3d.org</A>
+ at the homepage of irrXML at <A HREF="http://xml.irrlicht3d.org" >xml.irrlicht3d.org</A>
or into the SDK in the directory \example.
-
+
irrXML is intended to be a high speed and easy-to-use XML Parser for C++, and
this documentation is an important part of it. If you have any questions or
suggestions, just send a email to the author of the engine, Nikolaus Gebhardt
@@ -25,513 +25,513 @@
\section features Features
- irrXML provides forward-only, read-only
+ irrXML provides forward-only, read-only
access to a stream of non validated XML data. It was fully implemented by
- Nikolaus Gebhardt. Its current features are:
-
- - It it fast as lighting and has very low memory usage. It was
- developed with the intention of being used in 3D games, as it already has been.
- - irrXML is very small: It only consists of 60 KB of code and can be added easily
- to your existing project.
- - Of course, it is platform independent and works with lots of compilers.
- - It is able to parse ASCII, UTF-8, UTF-16 and UTF-32 text files, both in
- little and big endian format.
- - Independent of the input file format, the parser can return all strings in ASCII, UTF-8,
- UTF-16 and UTF-32 format.
- - With its optional file access abstraction it has the advantage that it can read not
- only from files but from any type of data (memory, network, ...). For example when
- used with the Irrlicht Engine, it directly reads from compressed .zip files.
- - Just like the Irrlicht Engine for which it was originally created, it is extremely easy
- to use.
- - It has no external dependencies, it does not even need the STL.
-
- Although irrXML has some strenghts, it currently also has the following limitations:
-
- - The input xml file is not validated and assumed to be correct.
+ Nikolaus Gebhardt. Its current features are:
+
+ - It it fast as lighting and has very low memory usage. It was
+ developed with the intention of being used in 3D games, as it already has been.
+ - irrXML is very small: It only consists of 60 KB of code and can be added easily
+ to your existing project.
+ - Of course, it is platform independent and works with lots of compilers.
+ - It is able to parse ASCII, UTF-8, UTF-16 and UTF-32 text files, both in
+ little and big endian format.
+ - Independent of the input file format, the parser can return all strings in ASCII, UTF-8,
+ UTF-16 and UTF-32 format.
+ - With its optional file access abstraction it has the advantage that it can read not
+ only from files but from any type of data (memory, network, ...). For example when
+ used with the Irrlicht Engine, it directly reads from compressed .zip files.
+ - Just like the Irrlicht Engine for which it was originally created, it is extremely easy
+ to use.
+ - It has no external dependencies, it does not even need the STL.
+
+ Although irrXML has some strenghts, it currently also has the following limitations:
+
+ - The input xml file is not validated and assumed to be correct.
\section irrxmlexample Example
The following code demonstrates the basic usage of irrXML. A simple xml
- file like this is parsed:
- \code
- <?xml version="1.0"?>
- <config>
- <!-- This is a config file for the mesh viewer -->
- <model file="dwarf.dea" />
- <messageText caption="Irrlicht Engine Mesh Viewer">
- Welcome to the Mesh Viewer of the &quot;Irrlicht Engine&quot;.
- </messageText>
- </config>
- \endcode
-
- The code for parsing this file would look like this:
+ file like this is parsed:
\code
- #include <irrXML.h>
- using namespace irr; // irrXML is located in the namespace irr::io
- using namespace io;
-
- #include <string> // we use STL strings to store data in this example
-
- void main()
- {
- // create the reader using one of the factory functions
-
- IrrXMLReader* xml = createIrrXMLReader("config.xml");
-
- // strings for storing the data we want to get out of the file
- std::string modelFile;
- std::string messageText;
- std::string caption;
-
- // parse the file until end reached
-
- while (xml && xml->read())
- {
- switch(xml->getNodeType())
- {
- case EXN_TEXT:
- // in this xml file, the only text which occurs is the messageText
- messageText = xml->getNodeData();
- break;
- case EXN_ELEMENT:
- {
- if (!strcmp("model", xml->getNodeName()))
- modelFile = xml->getAttributeValue("file");
- else
- if (!strcmp("messageText", xml->getNodeName()))
- caption = xml->getAttributeValue("caption");
- }
- break;
- }
- }
-
- // delete the xml parser after usage
- delete xml;
- }
- \endcode
-
- \section howto How to use
-
- Simply add the source files in the /src directory of irrXML to your project. Done.
-
- \section license License
-
- The irrXML license is based on the zlib license. Basicly, this means you can do with
- irrXML whatever you want:
-
- Copyright (C) 2002-2005 Nikolaus Gebhardt
-
- This software is provided 'as-is', without any express or implied
- warranty. In no event will the authors be held liable for any damages
- arising from the use of this software.
-
- Permission is granted to anyone to use this software for any purpose,
- including commercial applications, and to alter it and redistribute it
- freely, subject to the following restrictions:
-
- 1. The origin of this software must not be misrepresented; you must not
- claim that you wrote the original software. If you use this software
- in a product, an acknowledgment in the product documentation would be
- appreciated but is not required.
-
- 2. Altered source versions must be plainly marked as such, and must not be
- misrepresented as being the original software.
-
- 3. This notice may not be removed or altered from any source distribution.
-
- \section history History
-
- As lots of references in this documentation and the source show, this xml
- parser has originally been a part of the
- <A HREF="http://irrlicht.sourceforge.net" >Irrlicht Engine</A>. But because
- the parser has become very useful with the latest release, people asked for a
- separate version of it, to be able to use it in non Irrlicht projects. With
- irrXML 1.0, this has now been done.
+ <?xml version="1.0"?>
+ <config>
+ <!-- This is a config file for the mesh viewer -->
+ <model file="dwarf.dea" />
+ <messageText caption="Irrlicht Engine Mesh Viewer">
+ Welcome to the Mesh Viewer of the &quot;Irrlicht Engine&quot;.
+ </messageText>
+ </config>
+ \endcode
+
+ The code for parsing this file would look like this:
+ \code
+ #include <irrXML.h>
+ using namespace irr; // irrXML is located in the namespace irr::io
+ using namespace io;
+
+ #include <string> // we use STL strings to store data in this example
+
+ void main()
+ {
+ // create the reader using one of the factory functions
+
+ IrrXMLReader* xml = createIrrXMLReader("config.xml");
+
+ // strings for storing the data we want to get out of the file
+ std::string modelFile;
+ std::string messageText;
+ std::string caption;
+
+ // parse the file until end reached
+
+ while(xml && xml->read())
+ {
+ switch(xml->getNodeType())
+ {
+ case EXN_TEXT:
+ // in this xml file, the only text which occurs is the messageText
+ messageText = xml->getNodeData();
+ break;
+ case EXN_ELEMENT:
+ {
+ if (!strcmp("model", xml->getNodeName()))
+ modelFile = xml->getAttributeValue("file");
+ else
+ if (!strcmp("messageText", xml->getNodeName()))
+ caption = xml->getAttributeValue("caption");
+ }
+ break;
+ }
+ }
+
+ // delete the xml parser after usage
+ delete xml;
+ }
+ \endcode
+
+ \section howto How to use
+
+ Simply add the source files in the /src directory of irrXML to your project. Done.
+
+ \section license License
+
+ The irrXML license is based on the zlib license. Basicly, this means you can do with
+ irrXML whatever you want:
+
+ Copyright (C) 2002-2005 Nikolaus Gebhardt
+
+ This software is provided 'as-is', without any express or implied
+ warranty. In no event will the authors be held liable for any damages
+ arising from the use of this software.
+
+ Permission is granted to anyone to use this software for any purpose,
+ including commercial applications, and to alter it and redistribute it
+ freely, subject to the following restrictions:
+
+ 1. The origin of this software must not be misrepresented; you must not
+ claim that you wrote the original software. If you use this software
+ in a product, an acknowledgment in the product documentation would be
+ appreciated but is not required.
+
+ 2. Altered source versions must be plainly marked as such, and must not be
+ misrepresented as being the original software.
+
+ 3. This notice may not be removed or altered from any source distribution.
+
+ \section history History
+
+ As lots of references in this documentation and the source show, this xml
+ parser has originally been a part of the
+ <A HREF="http://irrlicht.sourceforge.net" >Irrlicht Engine</A>. But because
+ the parser has become very useful with the latest release, people asked for a
+ separate version of it, to be able to use it in non Irrlicht projects. With
+ irrXML 1.0, this has now been done.
*/
namespace irr
{
namespace io
{
- //! Enumeration of all supported source text file formats
- enum ETEXT_FORMAT
- {
- //! ASCII, file without byte order mark, or not a text file
- ETF_ASCII,
-
- //! UTF-8 format
- ETF_UTF8,
-
- //! UTF-16 format, big endian
- ETF_UTF16_BE,
-
- //! UTF-16 format, little endian
- ETF_UTF16_LE,
-
- //! UTF-32 format, big endian
- ETF_UTF32_BE,
-
- //! UTF-32 format, little endian
- ETF_UTF32_LE
- };
-
-
- //! Enumeration for all xml nodes which are parsed by IrrXMLReader
- enum EXML_NODE
- {
- //! No xml node. This is usually the node if you did not read anything yet.
- EXN_NONE,
-
- //! A xml element, like <foo>
- EXN_ELEMENT,
-
- //! End of an xml element, like </foo>
- EXN_ELEMENT_END,
-
- //! Text within a xml element: <foo> this is the text. </foo>
- EXN_TEXT,
-
- //! An xml comment like &lt;!-- I am a comment --&gt; or a DTD definition.
- EXN_COMMENT,
-
- //! An xml cdata section like &lt;![CDATA[ this is some CDATA ]]&gt;
- EXN_CDATA,
-
- //! Unknown element.
- EXN_UNKNOWN
- };
-
- //! Callback class for file read abstraction.
- /** With this, it is possible to make the xml parser read in other things
- than just files. The Irrlicht engine is using this for example to
- read xml from compressed .zip files. To make the parser read in
- any other data, derive a class from this interface, implement the
- two methods to read your data and give a pointer to an instance of
- your implementation when calling createIrrXMLReader(),
- createIrrXMLReaderUTF16() or createIrrXMLReaderUTF32() */
- class IFileReadCallBack
- {
- public:
-
- //! virtual destructor
- virtual ~IFileReadCallBack() {};
-
- //! Reads an amount of bytes from the file.
- /** \param buffer: Pointer to buffer where to read bytes will be written to.
- \param sizeToRead: Amount of bytes to read from the file.
- \return Returns how much bytes were read. */
- virtual int read(void* buffer, int sizeToRead) = 0;
-
- //! Returns size of file in bytes
- virtual int getSize() = 0;
- };
-
- //! Empty class to be used as parent class for IrrXMLReader.
- /** If you need another class as base class for the xml reader, you can do this by creating
- the reader using for example new CXMLReaderImpl<char, YourBaseClass>(yourcallback);
- The Irrlicht Engine for example needs IUnknown as base class for every object to
- let it automaticly reference countend, hence it replaces IXMLBase with IUnknown.
- See irrXML.cpp on how this can be done in detail. */
- class IXMLBase
- {
- };
-
- //! Interface providing easy read access to a XML file.
- /** You can create an instance of this reader using one of the factory functions
- createIrrXMLReader(), createIrrXMLReaderUTF16() and createIrrXMLReaderUTF32().
- If using the parser from the Irrlicht Engine, please use IFileSystem::createXMLReader()
- instead.
- For a detailed intro how to use the parser, see \ref irrxmlexample and \ref features.
-
- The typical usage of this parser looks like this:
- \code
- #include <irrXML.h>
- using namespace irr; // irrXML is located in the namespace irr::io
- using namespace io;
-
- void main()
- {
- // create the reader using one of the factory functions
- IrrXMLReader* xml = createIrrXMLReader("config.xml");
-
- if (xml == 0)
- return; // file could not be opened
-
- // parse the file until end reached
- while (xml->read())
- {
- // based on xml->getNodeType(), do something.
- }
-
- // delete the xml parser after usage
- delete xml;
- }
- \endcode
- See \ref irrxmlexample for a more detailed example.
- */
- template<class char_type, class super_class>
- class IIrrXMLReader : public super_class
- {
- public:
-
- //! Destructor
- virtual ~IIrrXMLReader() {};
-
- //! Reads forward to the next xml node.
- /** \return Returns false, if there was no further node. */
- virtual bool read() = 0;
-
- //! Returns the type of the current XML node.
- virtual EXML_NODE getNodeType() const = 0;
-
- //! Returns attribute count of the current XML node.
- /** This is usually
- non null if the current node is EXN_ELEMENT, and the element has attributes.
- \return Returns amount of attributes of this xml node. */
- virtual int getAttributeCount() const = 0;
-
- //! Returns name of an attribute.
- /** \param idx: Zero based index, should be something between 0 and getAttributeCount()-1.
- \return Name of the attribute, 0 if an attribute with this index does not exist. */
- virtual const char_type* getAttributeName(int idx) const = 0;
-
- //! Returns the value of an attribute.
- /** \param idx: Zero based index, should be something between 0 and getAttributeCount()-1.
- \return Value of the attribute, 0 if an attribute with this index does not exist. */
- virtual const char_type* getAttributeValue(int idx) const = 0;
-
- //! Returns the value of an attribute.
- /** \param name: Name of the attribute.
- \return Value of the attribute, 0 if an attribute with this name does not exist. */
- virtual const char_type* getAttributeValue(const char_type* name) const = 0;
-
- //! Returns the value of an attribute in a safe way.
- /** Like getAttributeValue(), but does not
- return 0 if the attribute does not exist. An empty string ("") is returned then.
- \param name: Name of the attribute.
- \return Value of the attribute, and "" if an attribute with this name does not exist */
- virtual const char_type* getAttributeValueSafe(const char_type* name) const = 0;
-
- //! Returns the value of an attribute as integer.
- /** \param name Name of the attribute.
- \return Value of the attribute as integer, and 0 if an attribute with this name does not exist or
- the value could not be interpreted as integer. */
- virtual int getAttributeValueAsInt(const char_type* name) const = 0;
-
- //! Returns the value of an attribute as integer.
- /** \param idx: Zero based index, should be something between 0 and getAttributeCount()-1.
- \return Value of the attribute as integer, and 0 if an attribute with this index does not exist or
- the value could not be interpreted as integer. */
- virtual int getAttributeValueAsInt(int idx) const = 0;
-
- //! Returns the value of an attribute as float.
- /** \param name: Name of the attribute.
- \return Value of the attribute as float, and 0 if an attribute with this name does not exist or
- the value could not be interpreted as float. */
- virtual float getAttributeValueAsFloat(const char_type* name) const = 0;
-
- //! Returns the value of an attribute as float.
- /** \param idx: Zero based index, should be something between 0 and getAttributeCount()-1.
- \return Value of the attribute as float, and 0 if an attribute with this index does not exist or
- the value could not be interpreted as float. */
- virtual float getAttributeValueAsFloat(int idx) const = 0;
-
- //! Returns the name of the current node.
- /** Only non null, if the node type is EXN_ELEMENT.
- \return Name of the current node or 0 if the node has no name. */
- virtual const char_type* getNodeName() const = 0;
-
- //! Returns data of the current node.
- /** Only non null if the node has some
- data and it is of type EXN_TEXT or EXN_UNKNOWN. */
- virtual const char_type* getNodeData() const = 0;
-
- //! Returns if an element is an empty element, like <foo />
- virtual bool isEmptyElement() const = 0;
-
- //! Returns format of the source xml file.
- /** It is not necessary to use
- this method because the parser will convert the input file format
- to the format wanted by the user when creating the parser. This
- method is useful to get/display additional informations. */
- virtual ETEXT_FORMAT getSourceFormat() const = 0;
-
- //! Returns format of the strings returned by the parser.
- /** This will be UTF8 for example when you created a parser with
- IrrXMLReaderUTF8() and UTF32 when it has been created using
- IrrXMLReaderUTF32. It should not be necessary to call this
- method and only exists for informational purposes. */
- virtual ETEXT_FORMAT getParserFormat() const = 0;
- };
-
-
- //! defines the utf-16 type.
- /** Not using wchar_t for this because
- wchar_t has 16 bit on windows and 32 bit on other operating systems. */
- typedef unsigned short char16;
-
- //! defines the utf-32 type.
- /** Not using wchar_t for this because
- wchar_t has 16 bit on windows and 32 bit on other operating systems. */
- typedef unsigned long char32;
-
- //! A UTF-8 or ASCII character xml parser.
- /** This means that all character data will be returned in 8 bit ASCII or UTF-8 by this parser.
- The file to read can be in any format, it will be converted to UTF-8 if it is not
- in this format.
- Create an instance of this with createIrrXMLReader();
- See IIrrXMLReader for description on how to use it. */
- typedef IIrrXMLReader<char, IXMLBase> IrrXMLReader;
-
- //! A UTF-16 xml parser.
- /** This means that all character data will be returned in UTF-16 by this parser.
- The file to read can be in any format, it will be converted to UTF-16 if it is not
- in this format.
- Create an instance of this with createIrrXMLReaderUTF16();
- See IIrrXMLReader for description on how to use it. */
- typedef IIrrXMLReader<char16, IXMLBase> IrrXMLReaderUTF16;
-
- //! A UTF-32 xml parser.
- /** This means that all character data will be returned in UTF-32 by this parser.
- The file to read can be in any format, it will be converted to UTF-32 if it is not
- in this format.
- Create an instance of this with createIrrXMLReaderUTF32();
- See IIrrXMLReader for description on how to use it. */
- typedef IIrrXMLReader<char32, IXMLBase> IrrXMLReaderUTF32;
-
-
- //! Creates an instance of an UFT-8 or ASCII character xml parser.
- /** This means that all character data will be returned in 8 bit ASCII or UTF-8.
- The file to read can be in any format, it will be converted to UTF-8 if it is not in this format.
- If you are using the Irrlicht Engine, it is better not to use this function but
- IFileSystem::createXMLReaderUTF8() instead.
- \param filename: Name of file to be opened.
- \return Returns a pointer to the created xml parser. This pointer should be
- deleted using 'delete' after no longer needed. Returns 0 if an error occured
- and the file could not be opened. */
- IrrXMLReader* createIrrXMLReader(const char* filename);
-
- //! Creates an instance of an UFT-8 or ASCII character xml parser.
- /** This means that all character data will be returned in 8 bit ASCII or UTF-8. The file to read can
- be in any format, it will be converted to UTF-8 if it is not in this format.
- If you are using the Irrlicht Engine, it is better not to use this function but
- IFileSystem::createXMLReaderUTF8() instead.
- \param file: Pointer to opened file, must have been opened in binary mode, e.g.
- using fopen("foo.bar", "wb"); The file will not be closed after it has been read.
- \return Returns a pointer to the created xml parser. This pointer should be
- deleted using 'delete' after no longer needed. Returns 0 if an error occured
- and the file could not be opened. */
- IrrXMLReader* createIrrXMLReader(FILE* file);
-
- //! Creates an instance of an UFT-8 or ASCII character xml parser.
- /** This means that all character data will be returned in 8 bit ASCII or UTF-8. The file to read can
- be in any format, it will be converted to UTF-8 if it is not in this format.
- If you are using the Irrlicht Engine, it is better not to use this function but
- IFileSystem::createXMLReaderUTF8() instead.
- \param callback: Callback for file read abstraction. Implement your own
- callback to make the xml parser read in other things than just files. See
- IFileReadCallBack for more information about this.
- \return Returns a pointer to the created xml parser. This pointer should be
- deleted using 'delete' after no longer needed. Returns 0 if an error occured
- and the file could not be opened. */
- IrrXMLReader* createIrrXMLReader(IFileReadCallBack* callback);
-
- //! Creates an instance of an UFT-16 xml parser.
- /** This means that
- all character data will be returned in UTF-16. The file to read can
- be in any format, it will be converted to UTF-16 if it is not in this format.
- If you are using the Irrlicht Engine, it is better not to use this function but
- IFileSystem::createXMLReader() instead.
- \param filename: Name of file to be opened.
- \return Returns a pointer to the created xml parser. This pointer should be
- deleted using 'delete' after no longer needed. Returns 0 if an error occured
- and the file could not be opened. */
- IrrXMLReaderUTF16* createIrrXMLReaderUTF16(const char* filename);
-
- //! Creates an instance of an UFT-16 xml parser.
- /** This means that all character data will be returned in UTF-16. The file to read can
- be in any format, it will be converted to UTF-16 if it is not in this format.
- If you are using the Irrlicht Engine, it is better not to use this function but
- IFileSystem::createXMLReader() instead.
- \param file: Pointer to opened file, must have been opened in binary mode, e.g.
- using fopen("foo.bar", "wb"); The file will not be closed after it has been read.
- \return Returns a pointer to the created xml parser. This pointer should be
- deleted using 'delete' after no longer needed. Returns 0 if an error occured
- and the file could not be opened. */
- IrrXMLReaderUTF16* createIrrXMLReaderUTF16(FILE* file);
-
- //! Creates an instance of an UFT-16 xml parser.
- /** This means that all character data will be returned in UTF-16. The file to read can
- be in any format, it will be converted to UTF-16 if it is not in this format.
- If you are using the Irrlicht Engine, it is better not to use this function but
- IFileSystem::createXMLReader() instead.
- \param callback: Callback for file read abstraction. Implement your own
- callback to make the xml parser read in other things than just files. See
- IFileReadCallBack for more information about this.
- \return Returns a pointer to the created xml parser. This pointer should be
- deleted using 'delete' after no longer needed. Returns 0 if an error occured
- and the file could not be opened. */
- IrrXMLReaderUTF16* createIrrXMLReaderUTF16(IFileReadCallBack* callback);
-
-
- //! Creates an instance of an UFT-32 xml parser.
- /** This means that all character data will be returned in UTF-32. The file to read can
- be in any format, it will be converted to UTF-32 if it is not in this format.
- If you are using the Irrlicht Engine, it is better not to use this function but
- IFileSystem::createXMLReader() instead.
- \param filename: Name of file to be opened.
- \return Returns a pointer to the created xml parser. This pointer should be
- deleted using 'delete' after no longer needed. Returns 0 if an error occured
- and the file could not be opened. */
- IrrXMLReaderUTF32* createIrrXMLReaderUTF32(const char* filename);
-
- //! Creates an instance of an UFT-32 xml parser.
- /** This means that all character data will be returned in UTF-32. The file to read can
- be in any format, it will be converted to UTF-32 if it is not in this format.
- if you are using the Irrlicht Engine, it is better not to use this function but
- IFileSystem::createXMLReader() instead.
- \param file: Pointer to opened file, must have been opened in binary mode, e.g.
- using fopen("foo.bar", "wb"); The file will not be closed after it has been read.
- \return Returns a pointer to the created xml parser. This pointer should be
- deleted using 'delete' after no longer needed. Returns 0 if an error occured
- and the file could not be opened. */
- IrrXMLReaderUTF32* createIrrXMLReaderUTF32(FILE* file);
-
- //! Creates an instance of an UFT-32 xml parser.
- /** This means that
- all character data will be returned in UTF-32. The file to read can
- be in any format, it will be converted to UTF-32 if it is not in this format.
- If you are using the Irrlicht Engine, it is better not to use this function but
- IFileSystem::createXMLReader() instead.
- \param callback: Callback for file read abstraction. Implement your own
- callback to make the xml parser read in other things than just files. See
- IFileReadCallBack for more information about this.
- \return Returns a pointer to the created xml parser. This pointer should be
- deleted using 'delete' after no longer needed. Returns 0 if an error occured
- and the file could not be opened. */
- IrrXMLReaderUTF32* createIrrXMLReaderUTF32(IFileReadCallBack* callback);
-
-
- /*! \file irrxml.h
+ //! Enumeration of all supported source text file formats
+ enum ETEXT_FORMAT
+ {
+ //! ASCII, file without byte order mark, or not a text file
+ ETF_ASCII,
+
+ //! UTF-8 format
+ ETF_UTF8,
+
+ //! UTF-16 format, big endian
+ ETF_UTF16_BE,
+
+ //! UTF-16 format, little endian
+ ETF_UTF16_LE,
+
+ //! UTF-32 format, big endian
+ ETF_UTF32_BE,
+
+ //! UTF-32 format, little endian
+ ETF_UTF32_LE
+ };
+
+
+ //! Enumeration for all xml nodes which are parsed by IrrXMLReader
+ enum EXML_NODE
+ {
+ //! No xml node. This is usually the node if you did not read anything yet.
+ EXN_NONE,
+
+ //! A xml element, like <foo>
+ EXN_ELEMENT,
+
+ //! End of an xml element, like </foo>
+ EXN_ELEMENT_END,
+
+ //! Text within a xml element: <foo> this is the text. </foo>
+ EXN_TEXT,
+
+ //! An xml comment like &lt;!-- I am a comment --&gt; or a DTD definition.
+ EXN_COMMENT,
+
+ //! An xml cdata section like &lt;![CDATA[ this is some CDATA ]]&gt;
+ EXN_CDATA,
+
+ //! Unknown element.
+ EXN_UNKNOWN
+ };
+
+ //! Callback class for file read abstraction.
+ /** With this, it is possible to make the xml parser read in other things
+ than just files. The Irrlicht engine is using this for example to
+ read xml from compressed .zip files. To make the parser read in
+ any other data, derive a class from this interface, implement the
+ two methods to read your data and give a pointer to an instance of
+ your implementation when calling createIrrXMLReader(),
+ createIrrXMLReaderUTF16() or createIrrXMLReaderUTF32() */
+ class IFileReadCallBack
+ {
+ public:
+
+ //! virtual destructor
+ virtual ~IFileReadCallBack() {};
+
+ //! Reads an amount of bytes from the file.
+ /** \param buffer: Pointer to buffer where to read bytes will be written to.
+ \param sizeToRead: Amount of bytes to read from the file.
+ \return Returns how much bytes were read. */
+ virtual int read(void* buffer, int sizeToRead) = 0;
+
+ //! Returns size of file in bytes
+ virtual int getSize() = 0;
+ };
+
+ //! Empty class to be used as parent class for IrrXMLReader.
+ /** If you need another class as base class for the xml reader, you can do this by creating
+ the reader using for example new CXMLReaderImpl<char, YourBaseClass>(yourcallback);
+ The Irrlicht Engine for example needs IUnknown as base class for every object to
+ let it automaticly reference countend, hence it replaces IXMLBase with IUnknown.
+ See irrXML.cpp on how this can be done in detail. */
+ class IXMLBase
+ {
+ };
+
+ //! Interface providing easy read access to a XML file.
+ /** You can create an instance of this reader using one of the factory functions
+ createIrrXMLReader(), createIrrXMLReaderUTF16() and createIrrXMLReaderUTF32().
+ If using the parser from the Irrlicht Engine, please use IFileSystem::createXMLReader()
+ instead.
+ For a detailed intro how to use the parser, see \ref irrxmlexample and \ref features.
+
+ The typical usage of this parser looks like this:
+ \code
+ #include <irrXML.h>
+ using namespace irr; // irrXML is located in the namespace irr::io
+ using namespace io;
+
+ void main()
+ {
+ // create the reader using one of the factory functions
+ IrrXMLReader* xml = createIrrXMLReader("config.xml");
+
+ if (xml == 0)
+ return; // file could not be opened
+
+ // parse the file until end reached
+ while(xml->read())
+ {
+ // based on xml->getNodeType(), do something.
+ }
+
+ // delete the xml parser after usage
+ delete xml;
+ }
+ \endcode
+ See \ref irrxmlexample for a more detailed example.
+ */
+ template<class char_type, class super_class>
+ class IIrrXMLReader : public super_class
+ {
+ public:
+
+ //! Destructor
+ virtual ~IIrrXMLReader() {};
+
+ //! Reads forward to the next xml node.
+ /** \return Returns false, if there was no further node. */
+ virtual bool read() = 0;
+
+ //! Returns the type of the current XML node.
+ virtual EXML_NODE getNodeType() const = 0;
+
+ //! Returns attribute count of the current XML node.
+ /** This is usually
+ non null if the current node is EXN_ELEMENT, and the element has attributes.
+ \return Returns amount of attributes of this xml node. */
+ virtual int getAttributeCount() const = 0;
+
+ //! Returns name of an attribute.
+ /** \param idx: Zero based index, should be something between 0 and getAttributeCount()-1.
+ \return Name of the attribute, 0 if an attribute with this index does not exist. */
+ virtual const char_type* getAttributeName(int idx) const = 0;
+
+ //! Returns the value of an attribute.
+ /** \param idx: Zero based index, should be something between 0 and getAttributeCount()-1.
+ \return Value of the attribute, 0 if an attribute with this index does not exist. */
+ virtual const char_type* getAttributeValue(int idx) const = 0;
+
+ //! Returns the value of an attribute.
+ /** \param name: Name of the attribute.
+ \return Value of the attribute, 0 if an attribute with this name does not exist. */
+ virtual const char_type* getAttributeValue(const char_type* name) const = 0;
+
+ //! Returns the value of an attribute in a safe way.
+ /** Like getAttributeValue(), but does not
+ return 0 if the attribute does not exist. An empty string ("") is returned then.
+ \param name: Name of the attribute.
+ \return Value of the attribute, and "" if an attribute with this name does not exist */
+ virtual const char_type* getAttributeValueSafe(const char_type* name) const = 0;
+
+ //! Returns the value of an attribute as integer.
+ /** \param name Name of the attribute.
+ \return Value of the attribute as integer, and 0 if an attribute with this name does not exist or
+ the value could not be interpreted as integer. */
+ virtual int getAttributeValueAsInt(const char_type* name) const = 0;
+
+ //! Returns the value of an attribute as integer.
+ /** \param idx: Zero based index, should be something between 0 and getAttributeCount()-1.
+ \return Value of the attribute as integer, and 0 if an attribute with this index does not exist or
+ the value could not be interpreted as integer. */
+ virtual int getAttributeValueAsInt(int idx) const = 0;
+
+ //! Returns the value of an attribute as float.
+ /** \param name: Name of the attribute.
+ \return Value of the attribute as float, and 0 if an attribute with this name does not exist or
+ the value could not be interpreted as float. */
+ virtual float getAttributeValueAsFloat(const char_type* name) const = 0;
+
+ //! Returns the value of an attribute as float.
+ /** \param idx: Zero based index, should be something between 0 and getAttributeCount()-1.
+ \return Value of the attribute as float, and 0 if an attribute with this index does not exist or
+ the value could not be interpreted as float. */
+ virtual float getAttributeValueAsFloat(int idx) const = 0;
+
+ //! Returns the name of the current node.
+ /** Only non null, if the node type is EXN_ELEMENT.
+ \return Name of the current node or 0 if the node has no name. */
+ virtual const char_type* getNodeName() const = 0;
+
+ //! Returns data of the current node.
+ /** Only non null if the node has some
+ data and it is of type EXN_TEXT or EXN_UNKNOWN. */
+ virtual const char_type* getNodeData() const = 0;
+
+ //! Returns if an element is an empty element, like <foo />
+ virtual bool isEmptyElement() const = 0;
+
+ //! Returns format of the source xml file.
+ /** It is not necessary to use
+ this method because the parser will convert the input file format
+ to the format wanted by the user when creating the parser. This
+ method is useful to get/display additional informations. */
+ virtual ETEXT_FORMAT getSourceFormat() const = 0;
+
+ //! Returns format of the strings returned by the parser.
+ /** This will be UTF8 for example when you created a parser with
+ IrrXMLReaderUTF8() and UTF32 when it has been created using
+ IrrXMLReaderUTF32. It should not be necessary to call this
+ method and only exists for informational purposes. */
+ virtual ETEXT_FORMAT getParserFormat() const = 0;
+ };
+
+
+ //! defines the utf-16 type.
+ /** Not using wchar_t for this because
+ wchar_t has 16 bit on windows and 32 bit on other operating systems. */
+ typedef unsigned short char16;
+
+ //! defines the utf-32 type.
+ /** Not using wchar_t for this because
+ wchar_t has 16 bit on windows and 32 bit on other operating systems. */
+ typedef unsigned long char32;
+
+ //! A UTF-8 or ASCII character xml parser.
+ /** This means that all character data will be returned in 8 bit ASCII or UTF-8 by this parser.
+ The file to read can be in any format, it will be converted to UTF-8 if it is not
+ in this format.
+ Create an instance of this with createIrrXMLReader();
+ See IIrrXMLReader for description on how to use it. */
+ typedef IIrrXMLReader<char, IXMLBase> IrrXMLReader;
+
+ //! A UTF-16 xml parser.
+ /** This means that all character data will be returned in UTF-16 by this parser.
+ The file to read can be in any format, it will be converted to UTF-16 if it is not
+ in this format.
+ Create an instance of this with createIrrXMLReaderUTF16();
+ See IIrrXMLReader for description on how to use it. */
+ typedef IIrrXMLReader<char16, IXMLBase> IrrXMLReaderUTF16;
+
+ //! A UTF-32 xml parser.
+ /** This means that all character data will be returned in UTF-32 by this parser.
+ The file to read can be in any format, it will be converted to UTF-32 if it is not
+ in this format.
+ Create an instance of this with createIrrXMLReaderUTF32();
+ See IIrrXMLReader for description on how to use it. */
+ typedef IIrrXMLReader<char32, IXMLBase> IrrXMLReaderUTF32;
+
+
+ //! Creates an instance of an UFT-8 or ASCII character xml parser.
+ /** This means that all character data will be returned in 8 bit ASCII or UTF-8.
+ The file to read can be in any format, it will be converted to UTF-8 if it is not in this format.
+ If you are using the Irrlicht Engine, it is better not to use this function but
+ IFileSystem::createXMLReaderUTF8() instead.
+ \param filename: Name of file to be opened.
+ \return Returns a pointer to the created xml parser. This pointer should be
+ deleted using 'delete' after no longer needed. Returns 0 if an error occured
+ and the file could not be opened. */
+ IrrXMLReader* createIrrXMLReader(const char* filename);
+
+ //! Creates an instance of an UFT-8 or ASCII character xml parser.
+ /** This means that all character data will be returned in 8 bit ASCII or UTF-8. The file to read can
+ be in any format, it will be converted to UTF-8 if it is not in this format.
+ If you are using the Irrlicht Engine, it is better not to use this function but
+ IFileSystem::createXMLReaderUTF8() instead.
+ \param file: Pointer to opened file, must have been opened in binary mode, e.g.
+ using fopen("foo.bar", "wb"); The file will not be closed after it has been read.
+ \return Returns a pointer to the created xml parser. This pointer should be
+ deleted using 'delete' after no longer needed. Returns 0 if an error occured
+ and the file could not be opened. */
+ IrrXMLReader* createIrrXMLReader(FILE* file);
+
+ //! Creates an instance of an UFT-8 or ASCII character xml parser.
+ /** This means that all character data will be returned in 8 bit ASCII or UTF-8. The file to read can
+ be in any format, it will be converted to UTF-8 if it is not in this format.
+ If you are using the Irrlicht Engine, it is better not to use this function but
+ IFileSystem::createXMLReaderUTF8() instead.
+ \param callback: Callback for file read abstraction. Implement your own
+ callback to make the xml parser read in other things than just files. See
+ IFileReadCallBack for more information about this.
+ \return Returns a pointer to the created xml parser. This pointer should be
+ deleted using 'delete' after no longer needed. Returns 0 if an error occured
+ and the file could not be opened. */
+ IrrXMLReader* createIrrXMLReader(IFileReadCallBack* callback);
+
+ //! Creates an instance of an UFT-16 xml parser.
+ /** This means that
+ all character data will be returned in UTF-16. The file to read can
+ be in any format, it will be converted to UTF-16 if it is not in this format.
+ If you are using the Irrlicht Engine, it is better not to use this function but
+ IFileSystem::createXMLReader() instead.
+ \param filename: Name of file to be opened.
+ \return Returns a pointer to the created xml parser. This pointer should be
+ deleted using 'delete' after no longer needed. Returns 0 if an error occured
+ and the file could not be opened. */
+ IrrXMLReaderUTF16* createIrrXMLReaderUTF16(const char* filename);
+
+ //! Creates an instance of an UFT-16 xml parser.
+ /** This means that all character data will be returned in UTF-16. The file to read can
+ be in any format, it will be converted to UTF-16 if it is not in this format.
+ If you are using the Irrlicht Engine, it is better not to use this function but
+ IFileSystem::createXMLReader() instead.
+ \param file: Pointer to opened file, must have been opened in binary mode, e.g.
+ using fopen("foo.bar", "wb"); The file will not be closed after it has been read.
+ \return Returns a pointer to the created xml parser. This pointer should be
+ deleted using 'delete' after no longer needed. Returns 0 if an error occured
+ and the file could not be opened. */
+ IrrXMLReaderUTF16* createIrrXMLReaderUTF16(FILE* file);
+
+ //! Creates an instance of an UFT-16 xml parser.
+ /** This means that all character data will be returned in UTF-16. The file to read can
+ be in any format, it will be converted to UTF-16 if it is not in this format.
+ If you are using the Irrlicht Engine, it is better not to use this function but
+ IFileSystem::createXMLReader() instead.
+ \param callback: Callback for file read abstraction. Implement your own
+ callback to make the xml parser read in other things than just files. See
+ IFileReadCallBack for more information about this.
+ \return Returns a pointer to the created xml parser. This pointer should be
+ deleted using 'delete' after no longer needed. Returns 0 if an error occured
+ and the file could not be opened. */
+ IrrXMLReaderUTF16* createIrrXMLReaderUTF16(IFileReadCallBack* callback);
+
+
+ //! Creates an instance of an UFT-32 xml parser.
+ /** This means that all character data will be returned in UTF-32. The file to read can
+ be in any format, it will be converted to UTF-32 if it is not in this format.
+ If you are using the Irrlicht Engine, it is better not to use this function but
+ IFileSystem::createXMLReader() instead.
+ \param filename: Name of file to be opened.
+ \return Returns a pointer to the created xml parser. This pointer should be
+ deleted using 'delete' after no longer needed. Returns 0 if an error occured
+ and the file could not be opened. */
+ IrrXMLReaderUTF32* createIrrXMLReaderUTF32(const char* filename);
+
+ //! Creates an instance of an UFT-32 xml parser.
+ /** This means that all character data will be returned in UTF-32. The file to read can
+ be in any format, it will be converted to UTF-32 if it is not in this format.
+ if you are using the Irrlicht Engine, it is better not to use this function but
+ IFileSystem::createXMLReader() instead.
+ \param file: Pointer to opened file, must have been opened in binary mode, e.g.
+ using fopen("foo.bar", "wb"); The file will not be closed after it has been read.
+ \return Returns a pointer to the created xml parser. This pointer should be
+ deleted using 'delete' after no longer needed. Returns 0 if an error occured
+ and the file could not be opened. */
+ IrrXMLReaderUTF32* createIrrXMLReaderUTF32(FILE* file);
+
+ //! Creates an instance of an UFT-32 xml parser.
+ /** This means that
+ all character data will be returned in UTF-32. The file to read can
+ be in any format, it will be converted to UTF-32 if it is not in this format.
+ If you are using the Irrlicht Engine, it is better not to use this function but
+ IFileSystem::createXMLReader() instead.
+ \param callback: Callback for file read abstraction. Implement your own
+ callback to make the xml parser read in other things than just files. See
+ IFileReadCallBack for more information about this.
+ \return Returns a pointer to the created xml parser. This pointer should be
+ deleted using 'delete' after no longer needed. Returns 0 if an error occured
+ and the file could not be opened. */
+ IrrXMLReaderUTF32* createIrrXMLReaderUTF32(IFileReadCallBack* callback);
+
+
+ /*! \file irrxml.h
\brief Header file of the irrXML, the Irrlicht XML parser.
-
- This file includes everything needed for using irrXML,
+
+ This file includes everything needed for using irrXML,
the XML parser of the Irrlicht Engine. To use irrXML,
- you only need to include this file in your project:
+ you only need to include this file in your project:
- \code
- #include <irrXML.h>
- \endcode
+ \code
+ #include <irrXML.h>
+ \endcode
- It is also common to use the two namespaces in which irrXML is included,
- directly after #including irrXML.h:
+ It is also common to use the two namespaces in which irrXML is included,
+ directly after #including irrXML.h:
- \code
- #include <irrXML.h>
- using namespace irr;
- using namespace io;
- \endcode
- */
+ \code
+ #include <irrXML.h>
+ using namespace irr;
+ using namespace io;
+ \endcode
+ */
} // end namespace io
} // end namespace irr
diff --git a/src/3rdparty/assimp/contrib/irrXML_note.txt b/src/3rdparty/assimp/contrib/irrXML_note.txt
new file mode 100644
index 000000000..ff7897ec2
--- /dev/null
+++ b/src/3rdparty/assimp/contrib/irrXML_note.txt
@@ -0,0 +1,6 @@
+
+IrrXML
+Downloaded September 2008
+
+- fixed a minor compiler warning (vs 2005, shift too large)
+- fixed an issue regarding wchar_t/unsigned short
diff --git a/src/3rdparty/assimp/contrib/poly2tri/AUTHORS b/src/3rdparty/assimp/contrib/poly2tri/AUTHORS
new file mode 100644
index 000000000..1736f14bb
--- /dev/null
+++ b/src/3rdparty/assimp/contrib/poly2tri/AUTHORS
@@ -0,0 +1,8 @@
+Primary Contributors:
+
+ Mason Green <mason.green@gmail.com> (C++, Python)
+ Thomas Åhlén <thahlen@gmail.com> (Java)
+
+Other Contributors:
+
+
diff --git a/src/3rdparty/assimp/contrib/poly2tri/LICENSE b/src/3rdparty/assimp/contrib/poly2tri/LICENSE
new file mode 100644
index 000000000..9417c0836
--- /dev/null
+++ b/src/3rdparty/assimp/contrib/poly2tri/LICENSE
@@ -0,0 +1,27 @@
+Poly2Tri Copyright (c) 2009-2010, Poly2Tri Contributors
+http://code.google.com/p/poly2tri/
+
+All rights reserved.
+Redistribution and use in source and binary forms, with or without modification,
+are permitted provided that the following conditions are met:
+
+* Redistributions of source code must retain the above copyright notice,
+ this list of conditions and the following disclaimer.
+* Redistributions in binary form must reproduce the above copyright notice,
+ this list of conditions and the following disclaimer in the documentation
+ and/or other materials provided with the distribution.
+* Neither the name of Poly2Tri nor the names of its contributors may be
+ used to endorse or promote products derived from this software without specific
+ prior written permission.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
+CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
+LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
+NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
diff --git a/src/3rdparty/assimp/contrib/poly2tri/README b/src/3rdparty/assimp/contrib/poly2tri/README
new file mode 100644
index 000000000..2857e2983
--- /dev/null
+++ b/src/3rdparty/assimp/contrib/poly2tri/README
@@ -0,0 +1,51 @@
+==================
+INSTALLATION GUIDE
+==================
+
+------------
+Dependencies
+------------
+
+ Core poly2tri lib:
+ - Standard Template Library (STL)
+
+ Testbed:
+ - gcc
+ - OpenGL
+ - GLFW (http://glfw.sf.net)
+ - Python
+
+Waf (http://code.google.com/p/waf/) is used to compile the testbed.
+A waf script (86kb) is included in the repositoty.
+
+----------------------------------------------
+Building the Testbed
+----------------------------------------------
+
+Posix/MSYS environment:
+
+ ./waf configure
+ ./waf build
+
+Windows command line:
+
+ python waf configure
+ python waf build
+
+----------------------------------------------
+Running the Examples
+----------------------------------------------
+
+Load data points from a file:
+p2t <filename> <center_x> <center_y> <zoom>
+
+Random distribution of points inside a consrained box:
+p2t random <num_points> <box_radius> <zoom>
+
+Examples:
+
+ ./p2t dude.dat 300 500 2
+ ./p2t nazca_monkey.dat 0 0 9
+
+ ./p2t random 10 100 5.0
+ ./p2t random 1000 20000 0.025 \ No newline at end of file
diff --git a/src/3rdparty/assimp/contrib/poly2tri/poly2tri/common/shapes.cc b/src/3rdparty/assimp/contrib/poly2tri/poly2tri/common/shapes.cc
new file mode 100644
index 000000000..388ab2cee
--- /dev/null
+++ b/src/3rdparty/assimp/contrib/poly2tri/poly2tri/common/shapes.cc
@@ -0,0 +1,370 @@
+/*
+ * Poly2Tri Copyright (c) 2009-2010, Poly2Tri Contributors
+ * http://code.google.com/p/poly2tri/
+ *
+ * All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without modification,
+ * are permitted provided that the following conditions are met:
+ *
+ * * Redistributions of source code must retain the above copyright notice,
+ * this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright notice,
+ * this list of conditions and the following disclaimer in the documentation
+ * and/or other materials provided with the distribution.
+ * * Neither the name of Poly2Tri nor the names of its contributors may be
+ * used to endorse or promote products derived from this software without specific
+ * prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+ * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+ * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
+ * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
+ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+#include "shapes.h"
+#include <iostream>
+
+namespace p2t {
+
+Triangle::Triangle(Point& a, Point& b, Point& c)
+{
+ points_[0] = &a; points_[1] = &b; points_[2] = &c;
+ neighbors_[0] = NULL; neighbors_[1] = NULL; neighbors_[2] = NULL;
+ constrained_edge[0] = constrained_edge[1] = constrained_edge[2] = false;
+ delaunay_edge[0] = delaunay_edge[1] = delaunay_edge[2] = false;
+ interior_ = false;
+}
+
+// Update neighbor pointers
+void Triangle::MarkNeighbor(Point* p1, Point* p2, Triangle* t)
+{
+ if ((p1 == points_[2] && p2 == points_[1]) || (p1 == points_[1] && p2 == points_[2]))
+ neighbors_[0] = t;
+ else if ((p1 == points_[0] && p2 == points_[2]) || (p1 == points_[2] && p2 == points_[0]))
+ neighbors_[1] = t;
+ else if ((p1 == points_[0] && p2 == points_[1]) || (p1 == points_[1] && p2 == points_[0]))
+ neighbors_[2] = t;
+ else
+ assert(0);
+}
+
+// Exhaustive search to update neighbor pointers
+void Triangle::MarkNeighbor(Triangle& t)
+{
+ if (t.Contains(points_[1], points_[2])) {
+ neighbors_[0] = &t;
+ t.MarkNeighbor(points_[1], points_[2], this);
+ } else if (t.Contains(points_[0], points_[2])) {
+ neighbors_[1] = &t;
+ t.MarkNeighbor(points_[0], points_[2], this);
+ } else if (t.Contains(points_[0], points_[1])) {
+ neighbors_[2] = &t;
+ t.MarkNeighbor(points_[0], points_[1], this);
+ }
+}
+
+/**
+ * Clears all references to all other triangles and points
+ */
+void Triangle::Clear()
+{
+ Triangle *t;
+ for( int i=0; i<3; i++ )
+ {
+ t = neighbors_[i];
+ if( t != NULL )
+ {
+ t->ClearNeighbor( this );
+ }
+ }
+ ClearNeighbors();
+ points_[0]=points_[1]=points_[2] = NULL;
+}
+
+void Triangle::ClearNeighbor(Triangle *triangle )
+{
+ if( neighbors_[0] == triangle )
+ {
+ neighbors_[0] = NULL;
+ }
+ else if( neighbors_[1] == triangle )
+ {
+ neighbors_[1] = NULL;
+ }
+ else
+ {
+ neighbors_[2] = NULL;
+ }
+}
+
+void Triangle::ClearNeighbors()
+{
+ neighbors_[0] = NULL;
+ neighbors_[1] = NULL;
+ neighbors_[2] = NULL;
+}
+
+void Triangle::ClearDelunayEdges()
+{
+ delaunay_edge[0] = delaunay_edge[1] = delaunay_edge[2] = false;
+}
+
+Point* Triangle::OppositePoint(Triangle& t, Point& p)
+{
+ Point *cw = t.PointCW(p);
+ double x = cw->x;
+ double y = cw->y;
+ x = p.x;
+ y = p.y;
+ return PointCW(*cw);
+}
+
+// Legalized triangle by rotating clockwise around point(0)
+void Triangle::Legalize(Point& point)
+{
+ points_[1] = points_[0];
+ points_[0] = points_[2];
+ points_[2] = &point;
+}
+
+// Legalize triagnle by rotating clockwise around oPoint
+void Triangle::Legalize(Point& opoint, Point& npoint)
+{
+ if (&opoint == points_[0]) {
+ points_[1] = points_[0];
+ points_[0] = points_[2];
+ points_[2] = &npoint;
+ } else if (&opoint == points_[1]) {
+ points_[2] = points_[1];
+ points_[1] = points_[0];
+ points_[0] = &npoint;
+ } else if (&opoint == points_[2]) {
+ points_[0] = points_[2];
+ points_[2] = points_[1];
+ points_[1] = &npoint;
+ } else {
+ assert(0);
+ }
+}
+
+int Triangle::Index(const Point* p)
+{
+ if (p == points_[0]) {
+ return 0;
+ } else if (p == points_[1]) {
+ return 1;
+ } else if (p == points_[2]) {
+ return 2;
+ }
+ assert(0);
+ return -1; // fix compiler warning
+}
+
+int Triangle::EdgeIndex(const Point* p1, const Point* p2)
+{
+ if (points_[0] == p1) {
+ if (points_[1] == p2) {
+ return 2;
+ } else if (points_[2] == p2) {
+ return 1;
+ }
+ } else if (points_[1] == p1) {
+ if (points_[2] == p2) {
+ return 0;
+ } else if (points_[0] == p2) {
+ return 2;
+ }
+ } else if (points_[2] == p1) {
+ if (points_[0] == p2) {
+ return 1;
+ } else if (points_[1] == p2) {
+ return 0;
+ }
+ }
+ return -1;
+}
+
+void Triangle::MarkConstrainedEdge(const int index)
+{
+ constrained_edge[index] = true;
+}
+
+void Triangle::MarkConstrainedEdge(Edge& edge)
+{
+ MarkConstrainedEdge(edge.p, edge.q);
+}
+
+// Mark edge as constrained
+void Triangle::MarkConstrainedEdge(Point* p, Point* q)
+{
+ if ((q == points_[0] && p == points_[1]) || (q == points_[1] && p == points_[0])) {
+ constrained_edge[2] = true;
+ } else if ((q == points_[0] && p == points_[2]) || (q == points_[2] && p == points_[0])) {
+ constrained_edge[1] = true;
+ } else if ((q == points_[1] && p == points_[2]) || (q == points_[2] && p == points_[1])) {
+ constrained_edge[0] = true;
+ }
+}
+
+// The point counter-clockwise to given point
+Point* Triangle::PointCW(Point& point)
+{
+ if (&point == points_[0]) {
+ return points_[2];
+ } else if (&point == points_[1]) {
+ return points_[0];
+ } else if (&point == points_[2]) {
+ return points_[1];
+ }
+ assert(0);
+ return NULL; // fix compiler warning
+}
+
+// The point counter-clockwise to given point
+Point* Triangle::PointCCW(Point& point)
+{
+ if (&point == points_[0]) {
+ return points_[1];
+ } else if (&point == points_[1]) {
+ return points_[2];
+ } else if (&point == points_[2]) {
+ return points_[0];
+ }
+ assert(0);
+ return NULL;
+}
+
+// The neighbor clockwise to given point
+Triangle* Triangle::NeighborCW(Point& point)
+{
+ if (&point == points_[0]) {
+ return neighbors_[1];
+ } else if (&point == points_[1]) {
+ return neighbors_[2];
+ }
+ return neighbors_[0];
+}
+
+// The neighbor counter-clockwise to given point
+Triangle* Triangle::NeighborCCW(Point& point)
+{
+ if (&point == points_[0]) {
+ return neighbors_[2];
+ } else if (&point == points_[1]) {
+ return neighbors_[0];
+ }
+ return neighbors_[1];
+}
+
+bool Triangle::GetConstrainedEdgeCCW(Point& p)
+{
+ if (&p == points_[0]) {
+ return constrained_edge[2];
+ } else if (&p == points_[1]) {
+ return constrained_edge[0];
+ }
+ return constrained_edge[1];
+}
+
+bool Triangle::GetConstrainedEdgeCW(Point& p)
+{
+ if (&p == points_[0]) {
+ return constrained_edge[1];
+ } else if (&p == points_[1]) {
+ return constrained_edge[2];
+ }
+ return constrained_edge[0];
+}
+
+void Triangle::SetConstrainedEdgeCCW(Point& p, bool ce)
+{
+ if (&p == points_[0]) {
+ constrained_edge[2] = ce;
+ } else if (&p == points_[1]) {
+ constrained_edge[0] = ce;
+ } else {
+ constrained_edge[1] = ce;
+ }
+}
+
+void Triangle::SetConstrainedEdgeCW(Point& p, bool ce)
+{
+ if (&p == points_[0]) {
+ constrained_edge[1] = ce;
+ } else if (&p == points_[1]) {
+ constrained_edge[2] = ce;
+ } else {
+ constrained_edge[0] = ce;
+ }
+}
+
+bool Triangle::GetDelunayEdgeCCW(Point& p)
+{
+ if (&p == points_[0]) {
+ return delaunay_edge[2];
+ } else if (&p == points_[1]) {
+ return delaunay_edge[0];
+ }
+ return delaunay_edge[1];
+}
+
+bool Triangle::GetDelunayEdgeCW(Point& p)
+{
+ if (&p == points_[0]) {
+ return delaunay_edge[1];
+ } else if (&p == points_[1]) {
+ return delaunay_edge[2];
+ }
+ return delaunay_edge[0];
+}
+
+void Triangle::SetDelunayEdgeCCW(Point& p, bool e)
+{
+ if (&p == points_[0]) {
+ delaunay_edge[2] = e;
+ } else if (&p == points_[1]) {
+ delaunay_edge[0] = e;
+ } else {
+ delaunay_edge[1] = e;
+ }
+}
+
+void Triangle::SetDelunayEdgeCW(Point& p, bool e)
+{
+ if (&p == points_[0]) {
+ delaunay_edge[1] = e;
+ } else if (&p == points_[1]) {
+ delaunay_edge[2] = e;
+ } else {
+ delaunay_edge[0] = e;
+ }
+}
+
+// The neighbor across to given point
+Triangle& Triangle::NeighborAcross(Point& opoint)
+{
+ if (&opoint == points_[0]) {
+ return *neighbors_[0];
+ } else if (&opoint == points_[1]) {
+ return *neighbors_[1];
+ }
+ return *neighbors_[2];
+}
+
+void Triangle::DebugPrint()
+{
+ using namespace std;
+ cout << points_[0]->x << "," << points_[0]->y << " ";
+ cout << points_[1]->x << "," << points_[1]->y << " ";
+ cout << points_[2]->x << "," << points_[2]->y << endl;
+}
+
+}
+
diff --git a/src/3rdparty/assimp/contrib/poly2tri/poly2tri/common/shapes.h b/src/3rdparty/assimp/contrib/poly2tri/poly2tri/common/shapes.h
new file mode 100644
index 000000000..d63f6a5be
--- /dev/null
+++ b/src/3rdparty/assimp/contrib/poly2tri/poly2tri/common/shapes.h
@@ -0,0 +1,328 @@
+/*
+ * Poly2Tri Copyright (c) 2009-2010, Poly2Tri Contributors
+ * http://code.google.com/p/poly2tri/
+ *
+ * All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without modification,
+ * are permitted provided that the following conditions are met:
+ *
+ * * Redistributions of source code must retain the above copyright notice,
+ * this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright notice,
+ * this list of conditions and the following disclaimer in the documentation
+ * and/or other materials provided with the distribution.
+ * * Neither the name of Poly2Tri nor the names of its contributors may be
+ * used to endorse or promote products derived from this software without specific
+ * prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+ * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+ * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
+ * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
+ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+// Include guard
+#ifndef SHAPES_H
+#define SHAPES_H
+
+#include <vector>
+#include <cstddef>
+#include <stdexcept>
+#include <assert.h>
+#include <cmath>
+
+namespace p2t {
+
+struct Edge;
+
+struct Point {
+
+ double x, y;
+
+ /// Default constructor does nothing (for performance).
+ Point()
+ {
+ x = 0.0;
+ y = 0.0;
+ }
+
+ /// The edges this point constitutes an upper ending point
+ std::vector<Edge*> edge_list;
+
+ /// Construct using coordinates.
+ Point(double x, double y) : x(x), y(y) {}
+
+ /// Set this point to all zeros.
+ void set_zero()
+ {
+ x = 0.0;
+ y = 0.0;
+ }
+
+ /// Set this point to some specified coordinates.
+ void set(double x_, double y_)
+ {
+ x = x_;
+ y = y_;
+ }
+
+ /// Negate this point.
+ Point operator -() const
+ {
+ Point v;
+ v.set(-x, -y);
+ return v;
+ }
+
+ /// Add a point to this point.
+ void operator +=(const Point& v)
+ {
+ x += v.x;
+ y += v.y;
+ }
+
+ /// Subtract a point from this point.
+ void operator -=(const Point& v)
+ {
+ x -= v.x;
+ y -= v.y;
+ }
+
+ /// Multiply this point by a scalar.
+ void operator *=(double a)
+ {
+ x *= a;
+ y *= a;
+ }
+
+ /// Get the length of this point (the norm).
+ double Length() const
+ {
+ return sqrt(x * x + y * y);
+ }
+
+ /// Convert this point into a unit point. Returns the Length.
+ double Normalize()
+ {
+ double len = Length();
+ x /= len;
+ y /= len;
+ return len;
+ }
+
+};
+
+// Represents a simple polygon's edge
+struct Edge {
+
+ Point* p, *q;
+
+ /// Constructor
+ Edge(Point& p1, Point& p2) : p(&p1), q(&p2)
+ {
+ if (p1.y > p2.y) {
+ q = &p1;
+ p = &p2;
+ } else if (p1.y == p2.y) {
+ if (p1.x > p2.x) {
+ q = &p1;
+ p = &p2;
+ } else if (p1.x == p2.x) {
+ // Repeat points
+ // ASSIMP_CHANGE (aramis_acg)
+ throw std::runtime_error("repeat points");
+ //assert(false);
+ }
+ }
+
+ q->edge_list.push_back(this);
+ }
+};
+
+// Triangle-based data structures are know to have better performance than quad-edge structures
+// See: J. Shewchuk, "Triangle: Engineering a 2D Quality Mesh Generator and Delaunay Triangulator"
+// "Triangulations in CGAL"
+class Triangle {
+public:
+
+/// Constructor
+Triangle(Point& a, Point& b, Point& c);
+
+/// Flags to determine if an edge is a Constrained edge
+bool constrained_edge[3];
+/// Flags to determine if an edge is a Delauney edge
+bool delaunay_edge[3];
+
+Point* GetPoint(const int& index);
+Point* PointCW(Point& point);
+Point* PointCCW(Point& point);
+Point* OppositePoint(Triangle& t, Point& p);
+
+Triangle* GetNeighbor(const int& index);
+void MarkNeighbor(Point* p1, Point* p2, Triangle* t);
+void MarkNeighbor(Triangle& t);
+
+void MarkConstrainedEdge(const int index);
+void MarkConstrainedEdge(Edge& edge);
+void MarkConstrainedEdge(Point* p, Point* q);
+
+int Index(const Point* p);
+int EdgeIndex(const Point* p1, const Point* p2);
+
+Triangle* NeighborCW(Point& point);
+Triangle* NeighborCCW(Point& point);
+bool GetConstrainedEdgeCCW(Point& p);
+bool GetConstrainedEdgeCW(Point& p);
+void SetConstrainedEdgeCCW(Point& p, bool ce);
+void SetConstrainedEdgeCW(Point& p, bool ce);
+bool GetDelunayEdgeCCW(Point& p);
+bool GetDelunayEdgeCW(Point& p);
+void SetDelunayEdgeCCW(Point& p, bool e);
+void SetDelunayEdgeCW(Point& p, bool e);
+
+bool Contains(Point* p);
+bool Contains(const Edge& e);
+bool Contains(Point* p, Point* q);
+void Legalize(Point& point);
+void Legalize(Point& opoint, Point& npoint);
+/**
+ * Clears all references to all other triangles and points
+ */
+void Clear();
+void ClearNeighbor(Triangle *triangle );
+void ClearNeighbors();
+void ClearDelunayEdges();
+
+inline bool IsInterior();
+inline void IsInterior(bool b);
+
+Triangle& NeighborAcross(Point& opoint);
+
+void DebugPrint();
+
+private:
+
+/// Triangle points
+Point* points_[3];
+/// Neighbor list
+Triangle* neighbors_[3];
+
+/// Has this triangle been marked as an interior triangle?
+bool interior_;
+};
+
+inline bool cmp(const Point* a, const Point* b)
+{
+ if (a->y < b->y) {
+ return true;
+ } else if (a->y == b->y) {
+ // Make sure q is point with greater x value
+ if (a->x < b->x) {
+ return true;
+ }
+ }
+ return false;
+}
+
+/// Add two points_ component-wise.
+inline Point operator +(const Point& a, const Point& b)
+{
+ return Point(a.x + b.x, a.y + b.y);
+}
+
+/// Subtract two points_ component-wise.
+inline Point operator -(const Point& a, const Point& b)
+{
+ return Point(a.x - b.x, a.y - b.y);
+}
+
+/// Multiply point by scalar
+inline Point operator *(double s, const Point& a)
+{
+ return Point(s * a.x, s * a.y);
+}
+
+inline bool operator ==(const Point& a, const Point& b)
+{
+ return a.x == b.x && a.y == b.y;
+}
+
+inline bool operator !=(const Point& a, const Point& b)
+{
+ return a.x != b.x || a.y != b.y;
+}
+
+/// Peform the dot product on two vectors.
+inline double Dot(const Point& a, const Point& b)
+{
+ return a.x * b.x + a.y * b.y;
+}
+
+/// Perform the cross product on two vectors. In 2D this produces a scalar.
+inline double Cross(const Point& a, const Point& b)
+{
+ return a.x * b.y - a.y * b.x;
+}
+
+/// Perform the cross product on a point and a scalar. In 2D this produces
+/// a point.
+inline Point Cross(const Point& a, double s)
+{
+ return Point(s * a.y, -s * a.x);
+}
+
+/// Perform the cross product on a scalar and a point. In 2D this produces
+/// a point.
+inline Point Cross(const double s, const Point& a)
+{
+ return Point(-s * a.y, s * a.x);
+}
+
+inline Point* Triangle::GetPoint(const int& index)
+{
+ return points_[index];
+}
+
+inline Triangle* Triangle::GetNeighbor(const int& index)
+{
+ return neighbors_[index];
+}
+
+inline bool Triangle::Contains(Point* p)
+{
+ return p == points_[0] || p == points_[1] || p == points_[2];
+}
+
+inline bool Triangle::Contains(const Edge& e)
+{
+ return Contains(e.p) && Contains(e.q);
+}
+
+inline bool Triangle::Contains(Point* p, Point* q)
+{
+ return Contains(p) && Contains(q);
+}
+
+inline bool Triangle::IsInterior()
+{
+ return interior_;
+}
+
+inline void Triangle::IsInterior(bool b)
+{
+ interior_ = b;
+}
+
+}
+
+#endif
+
+
diff --git a/src/3rdparty/assimp/contrib/poly2tri/poly2tri/common/utils.h b/src/3rdparty/assimp/contrib/poly2tri/poly2tri/common/utils.h
new file mode 100644
index 000000000..cb7a7dc01
--- /dev/null
+++ b/src/3rdparty/assimp/contrib/poly2tri/poly2tri/common/utils.h
@@ -0,0 +1,105 @@
+/*
+ * Poly2Tri Copyright (c) 2009-2010, Poly2Tri Contributors
+ * http://code.google.com/p/poly2tri/
+ *
+ * All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without modification,
+ * are permitted provided that the following conditions are met:
+ *
+ * * Redistributions of source code must retain the above copyright notice,
+ * this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright notice,
+ * this list of conditions and the following disclaimer in the documentation
+ * and/or other materials provided with the distribution.
+ * * Neither the name of Poly2Tri nor the names of its contributors may be
+ * used to endorse or promote products derived from this software without specific
+ * prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+ * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+ * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
+ * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
+ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+#ifndef UTILS_H
+#define UTILS_H
+
+// Otherwise #defines like M_PI are undeclared under Visual Studio
+#define _USE_MATH_DEFINES
+
+#include <exception>
+#include <math.h>
+
+namespace p2t {
+
+const double PI_3div4 = 3 * M_PI / 4;
+const double EPSILON = 1e-15;
+
+enum Orientation { CW, CCW, COLLINEAR };
+
+/**
+ * Forumla to calculate signed area<br>
+ * Positive if CCW<br>
+ * Negative if CW<br>
+ * 0 if collinear<br>
+ * <pre>
+ * A[P1,P2,P3] = (x1*y2 - y1*x2) + (x2*y3 - y2*x3) + (x3*y1 - y3*x1)
+ * = (x1-x3)*(y2-y3) - (y1-y3)*(x2-x3)
+ * </pre>
+ */
+Orientation Orient2d(Point& pa, Point& pb, Point& pc)
+{
+ double detleft = (pa.x - pc.x) * (pb.y - pc.y);
+ double detright = (pa.y - pc.y) * (pb.x - pc.x);
+ double val = detleft - detright;
+ if (val > -EPSILON && val < EPSILON) {
+ return COLLINEAR;
+ } else if (val > 0) {
+ return CCW;
+ }
+ return CW;
+}
+
+bool InScanArea(Point& pa, Point& pb, Point& pc, Point& pd)
+{
+ double pdx = pd.x;
+ double pdy = pd.y;
+ double adx = pa.x - pdx;
+ double ady = pa.y - pdy;
+ double bdx = pb.x - pdx;
+ double bdy = pb.y - pdy;
+
+ double adxbdy = adx * bdy;
+ double bdxady = bdx * ady;
+ double oabd = adxbdy - bdxady;
+
+ if (oabd <= EPSILON) {
+ return false;
+ }
+
+ double cdx = pc.x - pdx;
+ double cdy = pc.y - pdy;
+
+ double cdxady = cdx * ady;
+ double adxcdy = adx * cdy;
+ double ocad = cdxady - adxcdy;
+
+ if (ocad <= EPSILON) {
+ return false;
+ }
+
+ return true;
+}
+
+}
+
+#endif
+
diff --git a/src/3rdparty/assimp/contrib/poly2tri/poly2tri/poly2tri.h b/src/3rdparty/assimp/contrib/poly2tri/poly2tri/poly2tri.h
new file mode 100644
index 000000000..487755e2e
--- /dev/null
+++ b/src/3rdparty/assimp/contrib/poly2tri/poly2tri/poly2tri.h
@@ -0,0 +1,39 @@
+/*
+ * Poly2Tri Copyright (c) 2009-2010, Poly2Tri Contributors
+ * http://code.google.com/p/poly2tri/
+ *
+ * All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without modification,
+ * are permitted provided that the following conditions are met:
+ *
+ * * Redistributions of source code must retain the above copyright notice,
+ * this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright notice,
+ * this list of conditions and the following disclaimer in the documentation
+ * and/or other materials provided with the distribution.
+ * * Neither the name of Poly2Tri nor the names of its contributors may be
+ * used to endorse or promote products derived from this software without specific
+ * prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+ * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+ * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
+ * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
+ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+#ifndef POLY2TRI_H
+#define POLY2TRI_H
+
+#include "common/shapes.h"
+#include "sweep/cdt.h"
+
+#endif
+
diff --git a/src/3rdparty/assimp/contrib/poly2tri/poly2tri/sweep/advancing_front.cc b/src/3rdparty/assimp/contrib/poly2tri/poly2tri/sweep/advancing_front.cc
new file mode 100644
index 000000000..019df4a6e
--- /dev/null
+++ b/src/3rdparty/assimp/contrib/poly2tri/poly2tri/sweep/advancing_front.cc
@@ -0,0 +1,109 @@
+/*
+ * Poly2Tri Copyright (c) 2009-2010, Poly2Tri Contributors
+ * http://code.google.com/p/poly2tri/
+ *
+ * All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without modification,
+ * are permitted provided that the following conditions are met:
+ *
+ * * Redistributions of source code must retain the above copyright notice,
+ * this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright notice,
+ * this list of conditions and the following disclaimer in the documentation
+ * and/or other materials provided with the distribution.
+ * * Neither the name of Poly2Tri nor the names of its contributors may be
+ * used to endorse or promote products derived from this software without specific
+ * prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+ * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+ * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
+ * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
+ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+#include "advancing_front.h"
+
+namespace p2t {
+
+AdvancingFront::AdvancingFront(Node& head, Node& tail)
+{
+ head_ = &head;
+ tail_ = &tail;
+ search_node_ = &head;
+}
+
+Node* AdvancingFront::LocateNode(const double& x)
+{
+ Node* node = search_node_;
+
+ if (x < node->value) {
+ while ((node = node->prev) != NULL) {
+ if (x >= node->value) {
+ search_node_ = node;
+ return node;
+ }
+ }
+ } else {
+ while ((node = node->next) != NULL) {
+ if (x < node->value) {
+ search_node_ = node->prev;
+ return node->prev;
+ }
+ }
+ }
+ return NULL;
+}
+
+Node* AdvancingFront::FindSearchNode(const double& x)
+{
+ (void)x; // suppress compiler warnings "unused parameter 'x'"
+ // TODO: implement BST index
+ return search_node_;
+}
+
+Node* AdvancingFront::LocatePoint(const Point* point)
+{
+ const double px = point->x;
+ Node* node = FindSearchNode(px);
+ const double nx = node->point->x;
+
+ if (px == nx) {
+ if (point != node->point) {
+ // We might have two nodes with same x value for a short time
+ if (point == node->prev->point) {
+ node = node->prev;
+ } else if (point == node->next->point) {
+ node = node->next;
+ } else {
+ assert(0);
+ }
+ }
+ } else if (px < nx) {
+ while ((node = node->prev) != NULL) {
+ if (point == node->point) {
+ break;
+ }
+ }
+ } else {
+ while ((node = node->next) != NULL) {
+ if (point == node->point)
+ break;
+ }
+ }
+ if(node) search_node_ = node;
+ return node;
+}
+
+AdvancingFront::~AdvancingFront()
+{
+}
+
+}
+
diff --git a/src/3rdparty/assimp/contrib/poly2tri/poly2tri/sweep/advancing_front.h b/src/3rdparty/assimp/contrib/poly2tri/poly2tri/sweep/advancing_front.h
new file mode 100644
index 000000000..bab73d449
--- /dev/null
+++ b/src/3rdparty/assimp/contrib/poly2tri/poly2tri/sweep/advancing_front.h
@@ -0,0 +1,118 @@
+/*
+ * Poly2Tri Copyright (c) 2009-2010, Poly2Tri Contributors
+ * http://code.google.com/p/poly2tri/
+ *
+ * All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without modification,
+ * are permitted provided that the following conditions are met:
+ *
+ * * Redistributions of source code must retain the above copyright notice,
+ * this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright notice,
+ * this list of conditions and the following disclaimer in the documentation
+ * and/or other materials provided with the distribution.
+ * * Neither the name of Poly2Tri nor the names of its contributors may be
+ * used to endorse or promote products derived from this software without specific
+ * prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+ * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+ * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
+ * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
+ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+#ifndef ADVANCED_FRONT_H
+#define ADVANCED_FRONT_H
+
+#include "../common/shapes.h"
+
+namespace p2t {
+
+struct Node;
+
+// Advancing front node
+struct Node {
+ Point* point;
+ Triangle* triangle;
+
+ Node* next;
+ Node* prev;
+
+ double value;
+
+ Node(Point& p) : point(&p), triangle(NULL), next(NULL), prev(NULL), value(p.x)
+ {
+ }
+
+ Node(Point& p, Triangle& t) : point(&p), triangle(&t), next(NULL), prev(NULL), value(p.x)
+ {
+ }
+
+};
+
+// Advancing front
+class AdvancingFront {
+public:
+
+AdvancingFront(Node& head, Node& tail);
+// Destructor
+~AdvancingFront();
+
+Node* head();
+void set_head(Node* node);
+Node* tail();
+void set_tail(Node* node);
+Node* search();
+void set_search(Node* node);
+
+/// Locate insertion point along advancing front
+Node* LocateNode(const double& x);
+
+Node* LocatePoint(const Point* point);
+
+private:
+
+Node* head_, *tail_, *search_node_;
+
+Node* FindSearchNode(const double& x);
+};
+
+inline Node* AdvancingFront::head()
+{
+ return head_;
+}
+inline void AdvancingFront::set_head(Node* node)
+{
+ head_ = node;
+}
+
+inline Node* AdvancingFront::tail()
+{
+ return tail_;
+}
+inline void AdvancingFront::set_tail(Node* node)
+{
+ tail_ = node;
+}
+
+inline Node* AdvancingFront::search()
+{
+ return search_node_;
+}
+
+inline void AdvancingFront::set_search(Node* node)
+{
+ search_node_ = node;
+}
+
+}
+
+#endif
diff --git a/src/3rdparty/assimp/contrib/poly2tri/poly2tri/sweep/cdt.cc b/src/3rdparty/assimp/contrib/poly2tri/poly2tri/sweep/cdt.cc
new file mode 100644
index 000000000..d7838257c
--- /dev/null
+++ b/src/3rdparty/assimp/contrib/poly2tri/poly2tri/sweep/cdt.cc
@@ -0,0 +1,72 @@
+/*
+ * Poly2Tri Copyright (c) 2009-2010, Poly2Tri Contributors
+ * http://code.google.com/p/poly2tri/
+ *
+ * All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without modification,
+ * are permitted provided that the following conditions are met:
+ *
+ * * Redistributions of source code must retain the above copyright notice,
+ * this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright notice,
+ * this list of conditions and the following disclaimer in the documentation
+ * and/or other materials provided with the distribution.
+ * * Neither the name of Poly2Tri nor the names of its contributors may be
+ * used to endorse or promote products derived from this software without specific
+ * prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+ * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+ * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
+ * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
+ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+#include "cdt.h"
+
+namespace p2t {
+
+CDT::CDT(std::vector<Point*> polyline)
+{
+ sweep_context_ = new SweepContext(polyline);
+ sweep_ = new Sweep;
+}
+
+void CDT::AddHole(std::vector<Point*> polyline)
+{
+ sweep_context_->AddHole(polyline);
+}
+
+void CDT::AddPoint(Point* point) {
+ sweep_context_->AddPoint(point);
+}
+
+void CDT::Triangulate()
+{
+ sweep_->Triangulate(*sweep_context_);
+}
+
+std::vector<p2t::Triangle*> CDT::GetTriangles()
+{
+ return sweep_context_->GetTriangles();
+}
+
+std::list<p2t::Triangle*> CDT::GetMap()
+{
+ return sweep_context_->GetMap();
+}
+
+CDT::~CDT()
+{
+ delete sweep_context_;
+ delete sweep_;
+}
+
+}
+
diff --git a/src/3rdparty/assimp/contrib/poly2tri/poly2tri/sweep/cdt.h b/src/3rdparty/assimp/contrib/poly2tri/poly2tri/sweep/cdt.h
new file mode 100644
index 000000000..3e6f02408
--- /dev/null
+++ b/src/3rdparty/assimp/contrib/poly2tri/poly2tri/sweep/cdt.h
@@ -0,0 +1,105 @@
+/*
+ * Poly2Tri Copyright (c) 2009-2010, Poly2Tri Contributors
+ * http://code.google.com/p/poly2tri/
+ *
+ * All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without modification,
+ * are permitted provided that the following conditions are met:
+ *
+ * * Redistributions of source code must retain the above copyright notice,
+ * this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright notice,
+ * this list of conditions and the following disclaimer in the documentation
+ * and/or other materials provided with the distribution.
+ * * Neither the name of Poly2Tri nor the names of its contributors may be
+ * used to endorse or promote products derived from this software without specific
+ * prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+ * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+ * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
+ * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
+ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+#ifndef CDT_H
+#define CDT_H
+
+#include "advancing_front.h"
+#include "sweep_context.h"
+#include "sweep.h"
+
+/**
+ *
+ * @author Mason Green <mason.green@gmail.com>
+ *
+ */
+
+namespace p2t {
+
+class CDT
+{
+public:
+
+ /**
+ * Constructor - add polyline with non repeating points
+ *
+ * @param polyline
+ */
+ CDT(std::vector<Point*> polyline);
+
+ /**
+ * Destructor - clean up memory
+ */
+ ~CDT();
+
+ /**
+ * Add a hole
+ *
+ * @param polyline
+ */
+ void AddHole(std::vector<Point*> polyline);
+
+ /**
+ * Add a steiner point
+ *
+ * @param point
+ */
+ void AddPoint(Point* point);
+
+ /**
+ * Triangulate - do this AFTER you've added the polyline, holes, and Steiner points
+ */
+ void Triangulate();
+
+ /**
+ * Get CDT triangles
+ */
+ std::vector<Triangle*> GetTriangles();
+
+ /**
+ * Get triangle map
+ */
+ std::list<Triangle*> GetMap();
+
+ private:
+
+ /**
+ * Internals
+ */
+
+ SweepContext* sweep_context_;
+ Sweep* sweep_;
+
+};
+
+}
+
+#endif
diff --git a/src/3rdparty/assimp/contrib/poly2tri/poly2tri/sweep/sweep.cc b/src/3rdparty/assimp/contrib/poly2tri/poly2tri/sweep/sweep.cc
new file mode 100644
index 000000000..c67a9773a
--- /dev/null
+++ b/src/3rdparty/assimp/contrib/poly2tri/poly2tri/sweep/sweep.cc
@@ -0,0 +1,764 @@
+/*
+ * Poly2Tri Copyright (c) 2009-2010, Poly2Tri Contributors
+ * http://code.google.com/p/poly2tri/
+ *
+ * All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without modification,
+ * are permitted provided that the following conditions are met:
+ *
+ * * Redistributions of source code must retain the above copyright notice,
+ * this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright notice,
+ * this list of conditions and the following disclaimer in the documentation
+ * and/or other materials provided with the distribution.
+ * * Neither the name of Poly2Tri nor the names of its contributors may be
+ * used to endorse or promote products derived from this software without specific
+ * prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+ * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+ * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
+ * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
+ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+#include <stdexcept>
+#include "sweep.h"
+#include "sweep_context.h"
+#include "advancing_front.h"
+#include "../common/utils.h"
+
+namespace p2t {
+
+// Triangulate simple polygon with holes
+void Sweep::Triangulate(SweepContext& tcx)
+{
+ tcx.InitTriangulation();
+ tcx.CreateAdvancingFront(nodes_);
+ // Sweep points; build mesh
+ SweepPoints(tcx);
+ // Clean up
+ FinalizationPolygon(tcx);
+}
+
+void Sweep::SweepPoints(SweepContext& tcx)
+{
+ for (int i = 1; i < tcx.point_count(); i++) {
+ Point& point = *tcx.GetPoint(i);
+ Node* node = &PointEvent(tcx, point);
+ for (unsigned int i = 0; i < point.edge_list.size(); i++) {
+ EdgeEvent(tcx, point.edge_list[i], node);
+ }
+ }
+}
+
+void Sweep::FinalizationPolygon(SweepContext& tcx)
+{
+ // Get an Internal triangle to start with
+ Triangle* t = tcx.front()->head()->next->triangle;
+ Point* p = tcx.front()->head()->next->point;
+ while (!t->GetConstrainedEdgeCW(*p)) {
+ t = t->NeighborCCW(*p);
+ }
+
+ // Collect interior triangles constrained by edges
+ tcx.MeshClean(*t);
+}
+
+Node& Sweep::PointEvent(SweepContext& tcx, Point& point)
+{
+ Node& node = tcx.LocateNode(point);
+ Node& new_node = NewFrontTriangle(tcx, point, node);
+
+ // Only need to check +epsilon since point never have smaller
+ // x value than node due to how we fetch nodes from the front
+ if (point.x <= node.point->x + EPSILON) {
+ Fill(tcx, node);
+ }
+
+ //tcx.AddNode(new_node);
+
+ FillAdvancingFront(tcx, new_node);
+ return new_node;
+}
+
+void Sweep::EdgeEvent(SweepContext& tcx, Edge* edge, Node* node)
+{
+ tcx.edge_event.constrained_edge = edge;
+ tcx.edge_event.right = (edge->p->x > edge->q->x);
+
+ if (IsEdgeSideOfTriangle(*node->triangle, *edge->p, *edge->q)) {
+ return;
+ }
+
+ // For now we will do all needed filling
+ // TODO: integrate with flip process might give some better performance
+ // but for now this avoid the issue with cases that needs both flips and fills
+ FillEdgeEvent(tcx, edge, node);
+ EdgeEvent(tcx, *edge->p, *edge->q, node->triangle, *edge->q);
+}
+
+void Sweep::EdgeEvent(SweepContext& tcx, Point& ep, Point& eq, Triangle* triangle, Point& point)
+{
+ if (IsEdgeSideOfTriangle(*triangle, ep, eq)) {
+ return;
+ }
+
+ Point* p1 = triangle->PointCCW(point);
+ Orientation o1 = Orient2d(eq, *p1, ep);
+ if (o1 == COLLINEAR) {
+ // ASSIMP_CHANGE (aramis_acg)
+ throw std::runtime_error("EdgeEvent - collinear points not supported");
+ if( triangle->Contains(&eq, p1)) {
+ triangle->MarkConstrainedEdge(&eq, p1 );
+ // We are modifying the constraint maybe it would be better to
+ // not change the given constraint and just keep a variable for the new constraint
+ tcx.edge_event.constrained_edge->q = p1;
+ triangle = &triangle->NeighborAcross(point);
+ EdgeEvent( tcx, ep, *p1, triangle, *p1 );
+ } else {
+ // ASSIMP_CHANGE (aramis_acg)
+ std::runtime_error("EdgeEvent - collinear points not supported");
+ }
+ return;
+ }
+
+ Point* p2 = triangle->PointCW(point);
+ Orientation o2 = Orient2d(eq, *p2, ep);
+ if (o2 == COLLINEAR) {
+ // ASSIMP_CHANGE (aramis_acg)
+ throw std::runtime_error("EdgeEvent - collinear points not supported");
+
+ if( triangle->Contains(&eq, p2)) {
+ triangle->MarkConstrainedEdge(&eq, p2 );
+ // We are modifying the constraint maybe it would be better to
+ // not change the given constraint and just keep a variable for the new constraint
+ tcx.edge_event.constrained_edge->q = p2;
+ triangle = &triangle->NeighborAcross(point);
+ EdgeEvent( tcx, ep, *p2, triangle, *p2 );
+ } else {
+ // ASSIMP_CHANGE (aramis_acg)
+ throw std::runtime_error("EdgeEvent - collinear points not supported");
+ }
+ return;
+ }
+
+ if (o1 == o2) {
+ // Need to decide if we are rotating CW or CCW to get to a triangle
+ // that will cross edge
+ if (o1 == CW) {
+ triangle = triangle->NeighborCCW(point);
+ } else{
+ triangle = triangle->NeighborCW(point);
+ }
+ EdgeEvent(tcx, ep, eq, triangle, point);
+ } else {
+ // This triangle crosses constraint so lets flippin start!
+ FlipEdgeEvent(tcx, ep, eq, triangle, point);
+ }
+}
+
+bool Sweep::IsEdgeSideOfTriangle(Triangle& triangle, Point& ep, Point& eq)
+{
+ int index = triangle.EdgeIndex(&ep, &eq);
+
+ if (index != -1) {
+ triangle.MarkConstrainedEdge(index);
+ Triangle* t = triangle.GetNeighbor(index);
+ if (t) {
+ t->MarkConstrainedEdge(&ep, &eq);
+ }
+ return true;
+ }
+ return false;
+}
+
+Node& Sweep::NewFrontTriangle(SweepContext& tcx, Point& point, Node& node)
+{
+ Triangle* triangle = new Triangle(point, *node.point, *node.next->point);
+
+ triangle->MarkNeighbor(*node.triangle);
+ tcx.AddToMap(triangle);
+
+ Node* new_node = new Node(point);
+ nodes_.push_back(new_node);
+
+ new_node->next = node.next;
+ new_node->prev = &node;
+ node.next->prev = new_node;
+ node.next = new_node;
+
+ if (!Legalize(tcx, *triangle)) {
+ tcx.MapTriangleToNodes(*triangle);
+ }
+
+ return *new_node;
+}
+
+void Sweep::Fill(SweepContext& tcx, Node& node)
+{
+ Triangle* triangle = new Triangle(*node.prev->point, *node.point, *node.next->point);
+
+ // TODO: should copy the constrained_edge value from neighbor triangles
+ // for now constrained_edge values are copied during the legalize
+ triangle->MarkNeighbor(*node.prev->triangle);
+ triangle->MarkNeighbor(*node.triangle);
+
+ tcx.AddToMap(triangle);
+
+ // Update the advancing front
+ node.prev->next = node.next;
+ node.next->prev = node.prev;
+
+ // If it was legalized the triangle has already been mapped
+ if (!Legalize(tcx, *triangle)) {
+ tcx.MapTriangleToNodes(*triangle);
+ }
+
+}
+
+void Sweep::FillAdvancingFront(SweepContext& tcx, Node& n)
+{
+
+ // Fill right holes
+ Node* node = n.next;
+
+ while (node->next) {
+ double angle = HoleAngle(*node);
+ if (angle > M_PI_2 || angle < -M_PI_2) break;
+ Fill(tcx, *node);
+ node = node->next;
+ }
+
+ // Fill left holes
+ node = n.prev;
+
+ while (node->prev) {
+ double angle = HoleAngle(*node);
+ if (angle > M_PI_2 || angle < -M_PI_2) break;
+ Fill(tcx, *node);
+ node = node->prev;
+ }
+
+ // Fill right basins
+ if (n.next && n.next->next) {
+ double angle = BasinAngle(n);
+ if (angle < PI_3div4) {
+ FillBasin(tcx, n);
+ }
+ }
+}
+
+double Sweep::BasinAngle(Node& node)
+{
+ double ax = node.point->x - node.next->next->point->x;
+ double ay = node.point->y - node.next->next->point->y;
+ return atan2(ay, ax);
+}
+
+double Sweep::HoleAngle(Node& node)
+{
+ /* Complex plane
+ * ab = cosA +i*sinA
+ * ab = (ax + ay*i)(bx + by*i) = (ax*bx + ay*by) + i(ax*by-ay*bx)
+ * atan2(y,x) computes the principal value of the argument function
+ * applied to the complex number x+iy
+ * Where x = ax*bx + ay*by
+ * y = ax*by - ay*bx
+ */
+ double ax = node.next->point->x - node.point->x;
+ double ay = node.next->point->y - node.point->y;
+ double bx = node.prev->point->x - node.point->x;
+ double by = node.prev->point->y - node.point->y;
+ return atan2(ax * by - ay * bx, ax * bx + ay * by);
+}
+
+bool Sweep::Legalize(SweepContext& tcx, Triangle& t)
+{
+ // To legalize a triangle we start by finding if any of the three edges
+ // violate the Delaunay condition
+ for (int i = 0; i < 3; i++) {
+ if (t.delaunay_edge[i])
+ continue;
+
+ Triangle* ot = t.GetNeighbor(i);
+
+ if (ot) {
+ Point* p = t.GetPoint(i);
+ Point* op = ot->OppositePoint(t, *p);
+ int oi = ot->Index(op);
+
+ // If this is a Constrained Edge or a Delaunay Edge(only during recursive legalization)
+ // then we should not try to legalize
+ if (ot->constrained_edge[oi] || ot->delaunay_edge[oi]) {
+ t.constrained_edge[i] = ot->constrained_edge[oi];
+ continue;
+ }
+
+ bool inside = Incircle(*p, *t.PointCCW(*p), *t.PointCW(*p), *op);
+
+ if (inside) {
+ // Lets mark this shared edge as Delaunay
+ t.delaunay_edge[i] = true;
+ ot->delaunay_edge[oi] = true;
+
+ // Lets rotate shared edge one vertex CW to legalize it
+ RotateTrianglePair(t, *p, *ot, *op);
+
+ // We now got one valid Delaunay Edge shared by two triangles
+ // This gives us 4 new edges to check for Delaunay
+
+ // Make sure that triangle to node mapping is done only one time for a specific triangle
+ bool not_legalized = !Legalize(tcx, t);
+ if (not_legalized) {
+ tcx.MapTriangleToNodes(t);
+ }
+
+ not_legalized = !Legalize(tcx, *ot);
+ if (not_legalized)
+ tcx.MapTriangleToNodes(*ot);
+
+ // Reset the Delaunay edges, since they only are valid Delaunay edges
+ // until we add a new triangle or point.
+ // XXX: need to think about this. Can these edges be tried after we
+ // return to previous recursive level?
+ t.delaunay_edge[i] = false;
+ ot->delaunay_edge[oi] = false;
+
+ // If triangle have been legalized no need to check the other edges since
+ // the recursive legalization will handles those so we can end here.
+ return true;
+ }
+ }
+ }
+ return false;
+}
+
+bool Sweep::Incircle(Point& pa, Point& pb, Point& pc, Point& pd)
+{
+ double adx = pa.x - pd.x;
+ double ady = pa.y - pd.y;
+ double bdx = pb.x - pd.x;
+ double bdy = pb.y - pd.y;
+
+ double adxbdy = adx * bdy;
+ double bdxady = bdx * ady;
+ double oabd = adxbdy - bdxady;
+
+ if (oabd <= 0)
+ return false;
+
+ double cdx = pc.x - pd.x;
+ double cdy = pc.y - pd.y;
+
+ double cdxady = cdx * ady;
+ double adxcdy = adx * cdy;
+ double ocad = cdxady - adxcdy;
+
+ if (ocad <= 0)
+ return false;
+
+ double bdxcdy = bdx * cdy;
+ double cdxbdy = cdx * bdy;
+
+ double alift = adx * adx + ady * ady;
+ double blift = bdx * bdx + bdy * bdy;
+ double clift = cdx * cdx + cdy * cdy;
+
+ double det = alift * (bdxcdy - cdxbdy) + blift * ocad + clift * oabd;
+
+ return det > 0;
+}
+
+void Sweep::RotateTrianglePair(Triangle& t, Point& p, Triangle& ot, Point& op)
+{
+ Triangle* n1, *n2, *n3, *n4;
+ n1 = t.NeighborCCW(p);
+ n2 = t.NeighborCW(p);
+ n3 = ot.NeighborCCW(op);
+ n4 = ot.NeighborCW(op);
+
+ bool ce1, ce2, ce3, ce4;
+ ce1 = t.GetConstrainedEdgeCCW(p);
+ ce2 = t.GetConstrainedEdgeCW(p);
+ ce3 = ot.GetConstrainedEdgeCCW(op);
+ ce4 = ot.GetConstrainedEdgeCW(op);
+
+ bool de1, de2, de3, de4;
+ de1 = t.GetDelunayEdgeCCW(p);
+ de2 = t.GetDelunayEdgeCW(p);
+ de3 = ot.GetDelunayEdgeCCW(op);
+ de4 = ot.GetDelunayEdgeCW(op);
+
+ t.Legalize(p, op);
+ ot.Legalize(op, p);
+
+ // Remap delaunay_edge
+ ot.SetDelunayEdgeCCW(p, de1);
+ t.SetDelunayEdgeCW(p, de2);
+ t.SetDelunayEdgeCCW(op, de3);
+ ot.SetDelunayEdgeCW(op, de4);
+
+ // Remap constrained_edge
+ ot.SetConstrainedEdgeCCW(p, ce1);
+ t.SetConstrainedEdgeCW(p, ce2);
+ t.SetConstrainedEdgeCCW(op, ce3);
+ ot.SetConstrainedEdgeCW(op, ce4);
+
+ // Remap neighbors
+ // XXX: might optimize the markNeighbor by keeping track of
+ // what side should be assigned to what neighbor after the
+ // rotation. Now mark neighbor does lots of testing to find
+ // the right side.
+ t.ClearNeighbors();
+ ot.ClearNeighbors();
+ if (n1) ot.MarkNeighbor(*n1);
+ if (n2) t.MarkNeighbor(*n2);
+ if (n3) t.MarkNeighbor(*n3);
+ if (n4) ot.MarkNeighbor(*n4);
+ t.MarkNeighbor(ot);
+}
+
+void Sweep::FillBasin(SweepContext& tcx, Node& node)
+{
+ if (Orient2d(*node.point, *node.next->point, *node.next->next->point) == CCW) {
+ tcx.basin.left_node = node.next->next;
+ } else {
+ tcx.basin.left_node = node.next;
+ }
+
+ // Find the bottom and right node
+ tcx.basin.bottom_node = tcx.basin.left_node;
+ while (tcx.basin.bottom_node->next
+ && tcx.basin.bottom_node->point->y >= tcx.basin.bottom_node->next->point->y) {
+ tcx.basin.bottom_node = tcx.basin.bottom_node->next;
+ }
+ if (tcx.basin.bottom_node == tcx.basin.left_node) {
+ // No valid basin
+ return;
+ }
+
+ tcx.basin.right_node = tcx.basin.bottom_node;
+ while (tcx.basin.right_node->next
+ && tcx.basin.right_node->point->y < tcx.basin.right_node->next->point->y) {
+ tcx.basin.right_node = tcx.basin.right_node->next;
+ }
+ if (tcx.basin.right_node == tcx.basin.bottom_node) {
+ // No valid basins
+ return;
+ }
+
+ tcx.basin.width = tcx.basin.right_node->point->x - tcx.basin.left_node->point->x;
+ tcx.basin.left_highest = tcx.basin.left_node->point->y > tcx.basin.right_node->point->y;
+
+ FillBasinReq(tcx, tcx.basin.bottom_node);
+}
+
+void Sweep::FillBasinReq(SweepContext& tcx, Node* node)
+{
+ // if shallow stop filling
+ if (IsShallow(tcx, *node)) {
+ return;
+ }
+
+ Fill(tcx, *node);
+
+ if (node->prev == tcx.basin.left_node && node->next == tcx.basin.right_node) {
+ return;
+ } else if (node->prev == tcx.basin.left_node) {
+ Orientation o = Orient2d(*node->point, *node->next->point, *node->next->next->point);
+ if (o == CW) {
+ return;
+ }
+ node = node->next;
+ } else if (node->next == tcx.basin.right_node) {
+ Orientation o = Orient2d(*node->point, *node->prev->point, *node->prev->prev->point);
+ if (o == CCW) {
+ return;
+ }
+ node = node->prev;
+ } else {
+ // Continue with the neighbor node with lowest Y value
+ if (node->prev->point->y < node->next->point->y) {
+ node = node->prev;
+ } else {
+ node = node->next;
+ }
+ }
+
+ FillBasinReq(tcx, node);
+}
+
+bool Sweep::IsShallow(SweepContext& tcx, Node& node)
+{
+ double height;
+
+ if (tcx.basin.left_highest) {
+ height = tcx.basin.left_node->point->y - node.point->y;
+ } else {
+ height = tcx.basin.right_node->point->y - node.point->y;
+ }
+
+ // if shallow stop filling
+ if (tcx.basin.width > height) {
+ return true;
+ }
+ return false;
+}
+
+void Sweep::FillEdgeEvent(SweepContext& tcx, Edge* edge, Node* node)
+{
+ if (tcx.edge_event.right) {
+ FillRightAboveEdgeEvent(tcx, edge, node);
+ } else {
+ FillLeftAboveEdgeEvent(tcx, edge, node);
+ }
+}
+
+void Sweep::FillRightAboveEdgeEvent(SweepContext& tcx, Edge* edge, Node* node)
+{
+ while (node->next->point->x < edge->p->x) {
+ // Check if next node is below the edge
+ if (Orient2d(*edge->q, *node->next->point, *edge->p) == CCW) {
+ FillRightBelowEdgeEvent(tcx, edge, *node);
+ } else {
+ node = node->next;
+ }
+ }
+}
+
+void Sweep::FillRightBelowEdgeEvent(SweepContext& tcx, Edge* edge, Node& node)
+{
+ if (node.point->x < edge->p->x) {
+ if (Orient2d(*node.point, *node.next->point, *node.next->next->point) == CCW) {
+ // Concave
+ FillRightConcaveEdgeEvent(tcx, edge, node);
+ } else{
+ // Convex
+ FillRightConvexEdgeEvent(tcx, edge, node);
+ // Retry this one
+ FillRightBelowEdgeEvent(tcx, edge, node);
+ }
+ }
+}
+
+void Sweep::FillRightConcaveEdgeEvent(SweepContext& tcx, Edge* edge, Node& node)
+{
+ Fill(tcx, *node.next);
+ if (node.next->point != edge->p) {
+ // Next above or below edge?
+ if (Orient2d(*edge->q, *node.next->point, *edge->p) == CCW) {
+ // Below
+ if (Orient2d(*node.point, *node.next->point, *node.next->next->point) == CCW) {
+ // Next is concave
+ FillRightConcaveEdgeEvent(tcx, edge, node);
+ } else {
+ // Next is convex
+ }
+ }
+ }
+
+}
+
+void Sweep::FillRightConvexEdgeEvent(SweepContext& tcx, Edge* edge, Node& node)
+{
+ // Next concave or convex?
+ if (Orient2d(*node.next->point, *node.next->next->point, *node.next->next->next->point) == CCW) {
+ // Concave
+ FillRightConcaveEdgeEvent(tcx, edge, *node.next);
+ } else{
+ // Convex
+ // Next above or below edge?
+ if (Orient2d(*edge->q, *node.next->next->point, *edge->p) == CCW) {
+ // Below
+ FillRightConvexEdgeEvent(tcx, edge, *node.next);
+ } else{
+ // Above
+ }
+ }
+}
+
+void Sweep::FillLeftAboveEdgeEvent(SweepContext& tcx, Edge* edge, Node* node)
+{
+ while (node->prev->point->x > edge->p->x) {
+ // Check if next node is below the edge
+ if (Orient2d(*edge->q, *node->prev->point, *edge->p) == CW) {
+ FillLeftBelowEdgeEvent(tcx, edge, *node);
+ } else {
+ node = node->prev;
+ }
+ }
+}
+
+void Sweep::FillLeftBelowEdgeEvent(SweepContext& tcx, Edge* edge, Node& node)
+{
+ if (node.point->x > edge->p->x) {
+ if (Orient2d(*node.point, *node.prev->point, *node.prev->prev->point) == CW) {
+ // Concave
+ FillLeftConcaveEdgeEvent(tcx, edge, node);
+ } else {
+ // Convex
+ FillLeftConvexEdgeEvent(tcx, edge, node);
+ // Retry this one
+ FillLeftBelowEdgeEvent(tcx, edge, node);
+ }
+ }
+}
+
+void Sweep::FillLeftConvexEdgeEvent(SweepContext& tcx, Edge* edge, Node& node)
+{
+ // Next concave or convex?
+ if (Orient2d(*node.prev->point, *node.prev->prev->point, *node.prev->prev->prev->point) == CW) {
+ // Concave
+ FillLeftConcaveEdgeEvent(tcx, edge, *node.prev);
+ } else{
+ // Convex
+ // Next above or below edge?
+ if (Orient2d(*edge->q, *node.prev->prev->point, *edge->p) == CW) {
+ // Below
+ FillLeftConvexEdgeEvent(tcx, edge, *node.prev);
+ } else{
+ // Above
+ }
+ }
+}
+
+void Sweep::FillLeftConcaveEdgeEvent(SweepContext& tcx, Edge* edge, Node& node)
+{
+ Fill(tcx, *node.prev);
+ if (node.prev->point != edge->p) {
+ // Next above or below edge?
+ if (Orient2d(*edge->q, *node.prev->point, *edge->p) == CW) {
+ // Below
+ if (Orient2d(*node.point, *node.prev->point, *node.prev->prev->point) == CW) {
+ // Next is concave
+ FillLeftConcaveEdgeEvent(tcx, edge, node);
+ } else{
+ // Next is convex
+ }
+ }
+ }
+
+}
+
+void Sweep::FlipEdgeEvent(SweepContext& tcx, Point& ep, Point& eq, Triangle* t, Point& p)
+{
+ Triangle& ot = t->NeighborAcross(p);
+ Point& op = *ot.OppositePoint(*t, p);
+
+ if (&ot == NULL) {
+ // If we want to integrate the fillEdgeEvent do it here
+ // With current implementation we should never get here
+ //throw new RuntimeException( "[BUG:FIXME] FLIP failed due to missing triangle");
+ assert(0);
+ }
+
+ if (InScanArea(p, *t->PointCCW(p), *t->PointCW(p), op)) {
+ // Lets rotate shared edge one vertex CW
+ RotateTrianglePair(*t, p, ot, op);
+ tcx.MapTriangleToNodes(*t);
+ tcx.MapTriangleToNodes(ot);
+
+ if (p == eq && op == ep) {
+ if (eq == *tcx.edge_event.constrained_edge->q && ep == *tcx.edge_event.constrained_edge->p) {
+ t->MarkConstrainedEdge(&ep, &eq);
+ ot.MarkConstrainedEdge(&ep, &eq);
+ Legalize(tcx, *t);
+ Legalize(tcx, ot);
+ } else {
+ // XXX: I think one of the triangles should be legalized here?
+ }
+ } else {
+ Orientation o = Orient2d(eq, op, ep);
+ t = &NextFlipTriangle(tcx, (int)o, *t, ot, p, op);
+ FlipEdgeEvent(tcx, ep, eq, t, p);
+ }
+ } else {
+ Point& newP = NextFlipPoint(ep, eq, ot, op);
+ FlipScanEdgeEvent(tcx, ep, eq, *t, ot, newP);
+ EdgeEvent(tcx, ep, eq, t, p);
+ }
+}
+
+Triangle& Sweep::NextFlipTriangle(SweepContext& tcx, int o, Triangle& t, Triangle& ot, Point& p, Point& op)
+{
+ if (o == CCW) {
+ // ot is not crossing edge after flip
+ int edge_index = ot.EdgeIndex(&p, &op);
+ ot.delaunay_edge[edge_index] = true;
+ Legalize(tcx, ot);
+ ot.ClearDelunayEdges();
+ return t;
+ }
+
+ // t is not crossing edge after flip
+ int edge_index = t.EdgeIndex(&p, &op);
+
+ t.delaunay_edge[edge_index] = true;
+ Legalize(tcx, t);
+ t.ClearDelunayEdges();
+ return ot;
+}
+
+Point& Sweep::NextFlipPoint(Point& ep, Point& eq, Triangle& ot, Point& op)
+{
+ Orientation o2d = Orient2d(eq, op, ep);
+ if (o2d == CW) {
+ // Right
+ return *ot.PointCCW(op);
+ } else if (o2d == CCW) {
+ // Left
+ return *ot.PointCW(op);
+ } else{
+ //throw new RuntimeException("[Unsupported] Opposing point on constrained edge");
+ // ASSIMP_CHANGE (aramis_acg)
+ throw std::runtime_error("[Unsupported] Opposing point on constrained edge");
+ }
+}
+
+void Sweep::FlipScanEdgeEvent(SweepContext& tcx, Point& ep, Point& eq, Triangle& flip_triangle,
+ Triangle& t, Point& p)
+{
+ Triangle& ot = t.NeighborAcross(p);
+ Point& op = *ot.OppositePoint(t, p);
+
+ if (&t.NeighborAcross(p) == NULL) {
+ // If we want to integrate the fillEdgeEvent do it here
+ // With current implementation we should never get here
+ //throw new RuntimeException( "[BUG:FIXME] FLIP failed due to missing triangle");
+ assert(0);
+ }
+
+ if (InScanArea(eq, *flip_triangle.PointCCW(eq), *flip_triangle.PointCW(eq), op)) {
+ // flip with new edge op->eq
+ FlipEdgeEvent(tcx, eq, op, &ot, op);
+ // TODO: Actually I just figured out that it should be possible to
+ // improve this by getting the next ot and op before the the above
+ // flip and continue the flipScanEdgeEvent here
+ // set new ot and op here and loop back to inScanArea test
+ // also need to set a new flip_triangle first
+ // Turns out at first glance that this is somewhat complicated
+ // so it will have to wait.
+ } else{
+ Point& newP = NextFlipPoint(ep, eq, ot, op);
+ FlipScanEdgeEvent(tcx, ep, eq, flip_triangle, ot, newP);
+ }
+}
+
+Sweep::~Sweep() {
+
+ // Clean up memory
+ for(int i = 0; i < static_cast<int>(nodes_.size()); i++) {
+ delete nodes_[i];
+ }
+
+}
+
+}
+
diff --git a/src/3rdparty/assimp/contrib/poly2tri/poly2tri/sweep/sweep.h b/src/3rdparty/assimp/contrib/poly2tri/poly2tri/sweep/sweep.h
new file mode 100644
index 000000000..bd98adfc5
--- /dev/null
+++ b/src/3rdparty/assimp/contrib/poly2tri/poly2tri/sweep/sweep.h
@@ -0,0 +1,278 @@
+/*
+ * Poly2Tri Copyright (c) 2009-2010, Poly2Tri Contributors
+ * http://code.google.com/p/poly2tri/
+ *
+ * All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without modification,
+ * are permitted provided that the following conditions are met:
+ *
+ * * Redistributions of source code must retain the above copyright notice,
+ * this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright notice,
+ * this list of conditions and the following disclaimer in the documentation
+ * and/or other materials provided with the distribution.
+ * * Neither the name of Poly2Tri nor the names of its contributors may be
+ * used to endorse or promote products derived from this software without specific
+ * prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+ * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+ * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
+ * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
+ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+/**
+ * Sweep-line, Constrained Delauney Triangulation (CDT) See: Domiter, V. and
+ * Zalik, B.(2008)'Sweep-line algorithm for constrained Delaunay triangulation',
+ * International Journal of Geographical Information Science
+ *
+ * "FlipScan" Constrained Edge Algorithm invented by Thomas Åhlén, thahlen@gmail.com
+ */
+
+#ifndef SWEEP_H
+#define SWEEP_H
+
+#include <vector>
+
+namespace p2t {
+
+class SweepContext;
+struct Node;
+struct Point;
+struct Edge;
+class Triangle;
+
+class Sweep
+{
+public:
+
+ /**
+ * Triangulate
+ *
+ * @param tcx
+ */
+ void Triangulate(SweepContext& tcx);
+
+ /**
+ * Destructor - clean up memory
+ */
+ ~Sweep();
+
+private:
+
+ /**
+ * Start sweeping the Y-sorted point set from bottom to top
+ *
+ * @param tcx
+ */
+ void SweepPoints(SweepContext& tcx);
+
+ /**
+ * Find closes node to the left of the new point and
+ * create a new triangle. If needed new holes and basins
+ * will be filled to.
+ *
+ * @param tcx
+ * @param point
+ * @return
+ */
+ Node& PointEvent(SweepContext& tcx, Point& point);
+
+ /**
+ *
+ *
+ * @param tcx
+ * @param edge
+ * @param node
+ */
+ void EdgeEvent(SweepContext& tcx, Edge* edge, Node* node);
+
+ void EdgeEvent(SweepContext& tcx, Point& ep, Point& eq, Triangle* triangle, Point& point);
+
+ /**
+ * Creates a new front triangle and legalize it
+ *
+ * @param tcx
+ * @param point
+ * @param node
+ * @return
+ */
+ Node& NewFrontTriangle(SweepContext& tcx, Point& point, Node& node);
+
+ /**
+ * Adds a triangle to the advancing front to fill a hole.
+ * @param tcx
+ * @param node - middle node, that is the bottom of the hole
+ */
+ void Fill(SweepContext& tcx, Node& node);
+
+ /**
+ * Returns true if triangle was legalized
+ */
+ bool Legalize(SweepContext& tcx, Triangle& t);
+
+ /**
+ * <b>Requirement</b>:<br>
+ * 1. a,b and c form a triangle.<br>
+ * 2. a and d is know to be on opposite side of bc<br>
+ * <pre>
+ * a
+ * +
+ * / \
+ * / \
+ * b/ \c
+ * +-------+
+ * / d \
+ * / \
+ * </pre>
+ * <b>Fact</b>: d has to be in area B to have a chance to be inside the circle formed by
+ * a,b and c<br>
+ * d is outside B if orient2d(a,b,d) or orient2d(c,a,d) is CW<br>
+ * This preknowledge gives us a way to optimize the incircle test
+ * @param a - triangle point, opposite d
+ * @param b - triangle point
+ * @param c - triangle point
+ * @param d - point opposite a
+ * @return true if d is inside circle, false if on circle edge
+ */
+ bool Incircle(Point& pa, Point& pb, Point& pc, Point& pd);
+
+ /**
+ * Rotates a triangle pair one vertex CW
+ *<pre>
+ * n2 n2
+ * P +-----+ P +-----+
+ * | t /| |\ t |
+ * | / | | \ |
+ * n1| / |n3 n1| \ |n3
+ * | / | after CW | \ |
+ * |/ oT | | oT \|
+ * +-----+ oP +-----+
+ * n4 n4
+ * </pre>
+ */
+ void RotateTrianglePair(Triangle& t, Point& p, Triangle& ot, Point& op);
+
+ /**
+ * Fills holes in the Advancing Front
+ *
+ *
+ * @param tcx
+ * @param n
+ */
+ void FillAdvancingFront(SweepContext& tcx, Node& n);
+
+ /**
+ *
+ * @param node - middle node
+ * @return the angle between 3 front nodes
+ */
+ double HoleAngle(Node& node);
+
+ /**
+ * The basin angle is decided against the horizontal line [1,0]
+ */
+ double BasinAngle(Node& node);
+
+ /**
+ * Fills a basin that has formed on the Advancing Front to the right
+ * of given node.<br>
+ * First we decide a left,bottom and right node that forms the
+ * boundaries of the basin. Then we do a reqursive fill.
+ *
+ * @param tcx
+ * @param node - starting node, this or next node will be left node
+ */
+ void FillBasin(SweepContext& tcx, Node& node);
+
+ /**
+ * Recursive algorithm to fill a Basin with triangles
+ *
+ * @param tcx
+ * @param node - bottom_node
+ * @param cnt - counter used to alternate on even and odd numbers
+ */
+ void FillBasinReq(SweepContext& tcx, Node* node);
+
+ bool IsShallow(SweepContext& tcx, Node& node);
+
+ bool IsEdgeSideOfTriangle(Triangle& triangle, Point& ep, Point& eq);
+
+ void FillEdgeEvent(SweepContext& tcx, Edge* edge, Node* node);
+
+ void FillRightAboveEdgeEvent(SweepContext& tcx, Edge* edge, Node* node);
+
+ void FillRightBelowEdgeEvent(SweepContext& tcx, Edge* edge, Node& node);
+
+ void FillRightConcaveEdgeEvent(SweepContext& tcx, Edge* edge, Node& node);
+
+ void FillRightConvexEdgeEvent(SweepContext& tcx, Edge* edge, Node& node);
+
+ void FillLeftAboveEdgeEvent(SweepContext& tcx, Edge* edge, Node* node);
+
+ void FillLeftBelowEdgeEvent(SweepContext& tcx, Edge* edge, Node& node);
+
+ void FillLeftConcaveEdgeEvent(SweepContext& tcx, Edge* edge, Node& node);
+
+ void FillLeftConvexEdgeEvent(SweepContext& tcx, Edge* edge, Node& node);
+
+ void FlipEdgeEvent(SweepContext& tcx, Point& ep, Point& eq, Triangle* t, Point& p);
+
+ /**
+ * After a flip we have two triangles and know that only one will still be
+ * intersecting the edge. So decide which to contiune with and legalize the other
+ *
+ * @param tcx
+ * @param o - should be the result of an orient2d( eq, op, ep )
+ * @param t - triangle 1
+ * @param ot - triangle 2
+ * @param p - a point shared by both triangles
+ * @param op - another point shared by both triangles
+ * @return returns the triangle still intersecting the edge
+ */
+ Triangle& NextFlipTriangle(SweepContext& tcx, int o, Triangle& t, Triangle& ot, Point& p, Point& op);
+
+ /**
+ * When we need to traverse from one triangle to the next we need
+ * the point in current triangle that is the opposite point to the next
+ * triangle.
+ *
+ * @param ep
+ * @param eq
+ * @param ot
+ * @param op
+ * @return
+ */
+ Point& NextFlipPoint(Point& ep, Point& eq, Triangle& ot, Point& op);
+
+ /**
+ * Scan part of the FlipScan algorithm<br>
+ * When a triangle pair isn't flippable we will scan for the next
+ * point that is inside the flip triangle scan area. When found
+ * we generate a new flipEdgeEvent
+ *
+ * @param tcx
+ * @param ep - last point on the edge we are traversing
+ * @param eq - first point on the edge we are traversing
+ * @param flipTriangle - the current triangle sharing the point eq with edge
+ * @param t
+ * @param p
+ */
+ void FlipScanEdgeEvent(SweepContext& tcx, Point& ep, Point& eq, Triangle& flip_triangle, Triangle& t, Point& p);
+
+ void FinalizationPolygon(SweepContext& tcx);
+
+ std::vector<Node*> nodes_;
+
+};
+
+}
+
+#endif
diff --git a/src/3rdparty/assimp/contrib/poly2tri/poly2tri/sweep/sweep_context.cc b/src/3rdparty/assimp/contrib/poly2tri/poly2tri/sweep/sweep_context.cc
new file mode 100644
index 000000000..fbe04b89a
--- /dev/null
+++ b/src/3rdparty/assimp/contrib/poly2tri/poly2tri/sweep/sweep_context.cc
@@ -0,0 +1,202 @@
+/*
+ * Poly2Tri Copyright (c) 2009-2010, Poly2Tri Contributors
+ * http://code.google.com/p/poly2tri/
+ *
+ * All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without modification,
+ * are permitted provided that the following conditions are met:
+ *
+ * * Redistributions of source code must retain the above copyright notice,
+ * this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright notice,
+ * this list of conditions and the following disclaimer in the documentation
+ * and/or other materials provided with the distribution.
+ * * Neither the name of Poly2Tri nor the names of its contributors may be
+ * used to endorse or promote products derived from this software without specific
+ * prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+ * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+ * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
+ * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
+ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+#include "sweep_context.h"
+#include <algorithm>
+#include "advancing_front.h"
+
+namespace p2t {
+
+SweepContext::SweepContext(std::vector<Point*> polyline)
+{
+ basin = Basin();
+ edge_event = EdgeEvent();
+
+ points_ = polyline;
+
+ InitEdges(points_);
+}
+
+void SweepContext::AddHole(std::vector<Point*> polyline)
+{
+ InitEdges(polyline);
+ for(unsigned int i = 0; i < polyline.size(); i++) {
+ points_.push_back(polyline[i]);
+ }
+}
+
+void SweepContext::AddPoint(Point* point) {
+ points_.push_back(point);
+}
+
+std::vector<Triangle*> SweepContext::GetTriangles()
+{
+ return triangles_;
+}
+
+std::list<Triangle*> SweepContext::GetMap()
+{
+ return map_;
+}
+
+void SweepContext::InitTriangulation()
+{
+ double xmax(points_[0]->x), xmin(points_[0]->x);
+ double ymax(points_[0]->y), ymin(points_[0]->y);
+
+ // Calculate bounds.
+ for (unsigned int i = 0; i < points_.size(); i++) {
+ Point& p = *points_[i];
+ if (p.x > xmax)
+ xmax = p.x;
+ if (p.x < xmin)
+ xmin = p.x;
+ if (p.y > ymax)
+ ymax = p.y;
+ if (p.y < ymin)
+ ymin = p.y;
+ }
+
+ double dx = kAlpha * (xmax - xmin);
+ double dy = kAlpha * (ymax - ymin);
+ head_ = new Point(xmax + dx, ymin - dy);
+ tail_ = new Point(xmin - dx, ymin - dy);
+
+ // Sort points along y-axis
+ std::sort(points_.begin(), points_.end(), cmp);
+
+}
+
+void SweepContext::InitEdges(std::vector<Point*> polyline)
+{
+ int num_points = static_cast<int>( polyline.size() );
+ for (int i = 0; i < num_points; i++) {
+ int j = i < num_points - 1 ? i + 1 : 0;
+ edge_list.push_back(new Edge(*polyline[i], *polyline[j]));
+ }
+}
+
+Point* SweepContext::GetPoint(const int& index)
+{
+ return points_[index];
+}
+
+void SweepContext::AddToMap(Triangle* triangle)
+{
+ map_.push_back(triangle);
+}
+
+Node& SweepContext::LocateNode(Point& point)
+{
+ // TODO implement search tree
+ return *front_->LocateNode(point.x);
+}
+
+void SweepContext::CreateAdvancingFront(std::vector<Node*> nodes)
+{
+
+ (void) nodes;
+ // Initial triangle
+ Triangle* triangle = new Triangle(*points_[0], *tail_, *head_);
+
+ map_.push_back(triangle);
+
+ af_head_ = new Node(*triangle->GetPoint(1), *triangle);
+ af_middle_ = new Node(*triangle->GetPoint(0), *triangle);
+ af_tail_ = new Node(*triangle->GetPoint(2));
+ front_ = new AdvancingFront(*af_head_, *af_tail_);
+
+ // TODO: More intuitive if head is middles next and not previous?
+ // so swap head and tail
+ af_head_->next = af_middle_;
+ af_middle_->next = af_tail_;
+ af_middle_->prev = af_head_;
+ af_tail_->prev = af_middle_;
+}
+
+void SweepContext::RemoveNode(Node* node)
+{
+ delete node;
+}
+
+void SweepContext::MapTriangleToNodes(Triangle& t)
+{
+ for (int i = 0; i < 3; i++) {
+ if (!t.GetNeighbor(i)) {
+ Node* n = front_->LocatePoint(t.PointCW(*t.GetPoint(i)));
+ if (n)
+ n->triangle = &t;
+ }
+ }
+}
+
+void SweepContext::RemoveFromMap(Triangle* triangle)
+{
+ map_.remove(triangle);
+}
+
+void SweepContext::MeshClean(Triangle& triangle)
+{
+ if (&triangle != NULL && !triangle.IsInterior()) {
+ triangle.IsInterior(true);
+ triangles_.push_back(&triangle);
+ for (int i = 0; i < 3; i++) {
+ if (!triangle.constrained_edge[i])
+ MeshClean(*triangle.GetNeighbor(i));
+ }
+ }
+}
+
+SweepContext::~SweepContext()
+{
+
+ // Clean up memory
+
+ delete head_;
+ delete tail_;
+ delete front_;
+ delete af_head_;
+ delete af_middle_;
+ delete af_tail_;
+
+ typedef std::list<Triangle*> type_list;
+
+ for(type_list::iterator iter = map_.begin(); iter != map_.end(); ++iter) {
+ Triangle* ptr = *iter;
+ delete ptr;
+ }
+
+ for(unsigned int i = 0; i < edge_list.size(); i++) {
+ delete edge_list[i];
+ }
+
+}
+
+}
diff --git a/src/3rdparty/assimp/contrib/poly2tri/poly2tri/sweep/sweep_context.h b/src/3rdparty/assimp/contrib/poly2tri/poly2tri/sweep/sweep_context.h
new file mode 100644
index 000000000..2f7d8e982
--- /dev/null
+++ b/src/3rdparty/assimp/contrib/poly2tri/poly2tri/sweep/sweep_context.h
@@ -0,0 +1,186 @@
+/*
+ * Poly2Tri Copyright (c) 2009-2010, Poly2Tri Contributors
+ * http://code.google.com/p/poly2tri/
+ *
+ * All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without modification,
+ * are permitted provided that the following conditions are met:
+ *
+ * * Redistributions of source code must retain the above copyright notice,
+ * this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright notice,
+ * this list of conditions and the following disclaimer in the documentation
+ * and/or other materials provided with the distribution.
+ * * Neither the name of Poly2Tri nor the names of its contributors may be
+ * used to endorse or promote products derived from this software without specific
+ * prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+ * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+ * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
+ * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
+ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+#ifndef SWEEP_CONTEXT_H
+#define SWEEP_CONTEXT_H
+
+#include <list>
+#include <vector>
+#include <cstddef>
+
+namespace p2t {
+
+// Inital triangle factor, seed triangle will extend 30% of
+// PointSet width to both left and right.
+const double kAlpha = 0.3;
+
+struct Point;
+class Triangle;
+struct Node;
+struct Edge;
+class AdvancingFront;
+
+class SweepContext {
+public:
+
+/// Constructor
+SweepContext(std::vector<Point*> polyline);
+/// Destructor
+~SweepContext();
+
+void set_head(Point* p1);
+
+Point* head();
+
+void set_tail(Point* p1);
+
+Point* tail();
+
+int point_count();
+
+Node& LocateNode(Point& point);
+
+void RemoveNode(Node* node);
+
+void CreateAdvancingFront(std::vector<Node*> nodes);
+
+/// Try to map a node to all sides of this triangle that don't have a neighbor
+void MapTriangleToNodes(Triangle& t);
+
+void AddToMap(Triangle* triangle);
+
+Point* GetPoint(const int& index);
+
+Point* GetPoints();
+
+void RemoveFromMap(Triangle* triangle);
+
+void AddHole(std::vector<Point*> polyline);
+
+void AddPoint(Point* point);
+
+AdvancingFront* front();
+
+void MeshClean(Triangle& triangle);
+
+std::vector<Triangle*> GetTriangles();
+std::list<Triangle*> GetMap();
+
+std::vector<Edge*> edge_list;
+
+struct Basin {
+ Node* left_node;
+ Node* bottom_node;
+ Node* right_node;
+ double width;
+ bool left_highest;
+
+ Basin() : left_node(NULL), bottom_node(NULL), right_node(NULL), width(0.0), left_highest(false)
+ {
+ }
+
+ void Clear()
+ {
+ left_node = NULL;
+ bottom_node = NULL;
+ right_node = NULL;
+ width = 0.0;
+ left_highest = false;
+ }
+};
+
+struct EdgeEvent {
+ Edge* constrained_edge;
+ bool right;
+
+ EdgeEvent() : constrained_edge(NULL), right(false)
+ {
+ }
+};
+
+Basin basin;
+EdgeEvent edge_event;
+
+private:
+
+friend class Sweep;
+
+std::vector<Triangle*> triangles_;
+std::list<Triangle*> map_;
+std::vector<Point*> points_;
+
+// Advancing front
+AdvancingFront* front_;
+// head point used with advancing front
+Point* head_;
+// tail point used with advancing front
+Point* tail_;
+
+Node *af_head_, *af_middle_, *af_tail_;
+
+void InitTriangulation();
+void InitEdges(std::vector<Point*> polyline);
+
+};
+
+inline AdvancingFront* SweepContext::front()
+{
+ return front_;
+}
+
+inline int SweepContext::point_count()
+{
+ return static_cast<int>(points_.size());
+}
+
+inline void SweepContext::set_head(Point* p1)
+{
+ head_ = p1;
+}
+
+inline Point* SweepContext::head()
+{
+ return head_;
+}
+
+inline void SweepContext::set_tail(Point* p1)
+{
+ tail_ = p1;
+}
+
+inline Point* SweepContext::tail()
+{
+ return tail_;
+}
+
+}
+
+#endif
diff --git a/src/3rdparty/assimp/contrib/poly2tri_patch.txt b/src/3rdparty/assimp/contrib/poly2tri_patch.txt
new file mode 100644
index 000000000..e9cca4cec
--- /dev/null
+++ b/src/3rdparty/assimp/contrib/poly2tri_patch.txt
@@ -0,0 +1,75 @@
+diff -r 5de9623d6a50 poly2tri/common/shapes.h
+--- a/poly2tri/common/shapes.h Mon Aug 08 22:26:41 2011 -0400
++++ b/poly2tri/common/shapes.h Tue Jan 17 02:36:52 2012 +0100
+@@ -35,6 +35,7 @@
+
+ #include <vector>
+ #include <cstddef>
++#include <stdexcept>
+ #include <assert.h>
+ #include <cmath>
+
+@@ -136,7 +137,9 @@
+ p = &p2;
+ } else if (p1.x == p2.x) {
+ // Repeat points
+- assert(false);
++ // ASSIMP_CHANGE (aramis_acg)
++ throw std::runtime_error("repeat points");
++ //assert(false);
+ }
+ }
+
+diff -r 5de9623d6a50 poly2tri/sweep/sweep.cc
+--- a/poly2tri/sweep/sweep.cc Mon Aug 08 22:26:41 2011 -0400
++++ b/poly2tri/sweep/sweep.cc Tue Jan 17 02:36:52 2012 +0100
+@@ -113,6 +113,8 @@
+ Point* p1 = triangle->PointCCW(point);
+ Orientation o1 = Orient2d(eq, *p1, ep);
+ if (o1 == COLLINEAR) {
++ // ASSIMP_CHANGE (aramis_acg)
++ throw std::runtime_error("EdgeEvent - collinear points not supported");
+ if( triangle->Contains(&eq, p1)) {
+ triangle->MarkConstrainedEdge(&eq, p1 );
+ // We are modifying the constraint maybe it would be better to
+@@ -121,8 +123,8 @@
+ triangle = &triangle->NeighborAcross(point);
+ EdgeEvent( tcx, ep, *p1, triangle, *p1 );
+ } else {
++ // ASSIMP_CHANGE (aramis_acg)
+ std::runtime_error("EdgeEvent - collinear points not supported");
+- assert(0);
+ }
+ return;
+ }
+@@ -130,6 +132,9 @@
+ Point* p2 = triangle->PointCW(point);
+ Orientation o2 = Orient2d(eq, *p2, ep);
+ if (o2 == COLLINEAR) {
++ // ASSIMP_CHANGE (aramis_acg)
++ throw std::runtime_error("EdgeEvent - collinear points not supported");
++
+ if( triangle->Contains(&eq, p2)) {
+ triangle->MarkConstrainedEdge(&eq, p2 );
+ // We are modifying the constraint maybe it would be better to
+@@ -138,8 +143,8 @@
+ triangle = &triangle->NeighborAcross(point);
+ EdgeEvent( tcx, ep, *p2, triangle, *p2 );
+ } else {
+- std::runtime_error("EdgeEvent - collinear points not supported");
+- assert(0);
++ // ASSIMP_CHANGE (aramis_acg)
++ throw std::runtime_error("EdgeEvent - collinear points not supported");
+ }
+ return;
+ }
+@@ -712,7 +717,8 @@
+ return *ot.PointCW(op);
+ } else{
+ //throw new RuntimeException("[Unsupported] Opposing point on constrained edge");
+- assert(0);
++ // ASSIMP_CHANGE (aramis_acg)
++ throw std::runtime_error("[Unsupported] Opposing point on constrained edge");
+ }
+ }
+
diff --git a/src/3rdparty/assimp/contrib/unzip/crypt.h b/src/3rdparty/assimp/contrib/unzip/crypt.h
index 03a2230f5..622f4bc2e 100644
--- a/src/3rdparty/assimp/contrib/unzip/crypt.h
+++ b/src/3rdparty/assimp/contrib/unzip/crypt.h
@@ -29,8 +29,6 @@
#define CRC32(c, b) ((*(pcrc_32_tab+(((int)(c) ^ (b)) & 0xff))) ^ ((c) >> 8))
-#define Q_UNUSED(x) (void)x;
-
/***********************************************************************
* Return the next byte in the pseudo-random sequence
*/
@@ -39,7 +37,6 @@ static int decrypt_byte(unsigned long* pkeys, const unsigned long* pcrc_32_tab)
unsigned temp; /* POTENTIAL BUG: temp*(temp^1) may overflow in an
* unpredictable manner on 16-bit systems; not a problem
* with any known compiler so far, though */
- Q_UNUSED(pcrc_32_tab);
temp = ((unsigned)(*(pkeys+2)) & 0xffff) | 2;
return (int)(((temp * (temp ^ 1)) >> 8) & 0xff);
@@ -50,8 +47,6 @@ static int decrypt_byte(unsigned long* pkeys, const unsigned long* pcrc_32_tab)
*/
static int update_keys(unsigned long* pkeys,const unsigned long* pcrc_32_tab,int c)
{
- Q_UNUSED(pcrc_32_tab);
-
(*(pkeys+0)) = CRC32((*(pkeys+0)), c);
(*(pkeys+1)) += (*(pkeys+0)) & 0xff;
(*(pkeys+1)) = (*(pkeys+1)) * 134775813L + 1;
diff --git a/src/3rdparty/assimp/contrib/unzip/ioapi.c b/src/3rdparty/assimp/contrib/unzip/ioapi.c
index d062a7b12..b7200df75 100644
--- a/src/3rdparty/assimp/contrib/unzip/ioapi.c
+++ b/src/3rdparty/assimp/contrib/unzip/ioapi.c
@@ -10,13 +10,11 @@
#include <stdlib.h>
#include <string.h>
-#define Q_UNUSED(x) (void)x;
-
-# ifdef ASSIMP_BUILD_NO_OWN_ZLIB
-# include <zlib.h>
-# else
-# include "../zlib/zlib.h"
-# endif
+# ifdef ASSIMP_BUILD_NO_OWN_ZLIB
+# include <zlib.h>
+# else
+# include "../zlib/zlib.h"
+# endif
#include "ioapi.h"
@@ -71,11 +69,13 @@ int ZCALLBACK ferror_file_func (
voidpf stream);
-voidpf ZCALLBACK fopen_file_func (voidpf opaque, const char* filename, int mode)
+voidpf ZCALLBACK fopen_file_func (opaque, filename, mode)
+ voidpf opaque;
+ const char* filename;
+ int mode;
{
FILE* file = NULL;
const char* mode_fopen = NULL;
- Q_UNUSED(opaque);
if ((mode & ZLIB_FILEFUNC_MODE_READWRITEFILTER)==ZLIB_FILEFUNC_MODE_READ)
mode_fopen = "rb";
else
@@ -91,36 +91,46 @@ voidpf ZCALLBACK fopen_file_func (voidpf opaque, const char* filename, int mode)
}
-uLong ZCALLBACK fread_file_func (voidpf opaque, voidpf stream, void* buf, uLong size)
+uLong ZCALLBACK fread_file_func (opaque, stream, buf, size)
+ voidpf opaque;
+ voidpf stream;
+ void* buf;
+ uLong size;
{
- uLong ret = 0;
- Q_UNUSED(opaque);
+ uLong ret;
ret = (uLong)fread(buf, 1, (size_t)size, (FILE *)stream);
return ret;
}
-uLong ZCALLBACK fwrite_file_func (voidpf opaque, voidpf stream, const void* buf, uLong size)
+uLong ZCALLBACK fwrite_file_func (opaque, stream, buf, size)
+ voidpf opaque;
+ voidpf stream;
+ const void* buf;
+ uLong size;
{
- uLong ret = 0;
- Q_UNUSED(opaque);
+ uLong ret;
ret = (uLong)fwrite(buf, 1, (size_t)size, (FILE *)stream);
return ret;
}
-long ZCALLBACK ftell_file_func (voidpf opaque, voidpf stream)
+long ZCALLBACK ftell_file_func (opaque, stream)
+ voidpf opaque;
+ voidpf stream;
{
- long ret = 0;
- Q_UNUSED(opaque);
+ long ret;
ret = ftell((FILE *)stream);
return ret;
}
-long ZCALLBACK fseek_file_func (voidpf opaque, voidpf stream, uLong offset, int origin)
+long ZCALLBACK fseek_file_func (opaque, stream, offset, origin)
+ voidpf opaque;
+ voidpf stream;
+ uLong offset;
+ int origin;
{
int fseek_origin=0;
- long ret = 0;
- Q_UNUSED(opaque);
+ long ret;
switch (origin)
{
case ZLIB_FILEFUNC_SEEK_CUR :
@@ -139,18 +149,20 @@ long ZCALLBACK fseek_file_func (voidpf opaque, voidpf stream, uLong offset, int
return ret;
}
-int ZCALLBACK fclose_file_func (voidpf opaque, voidpf stream)
+int ZCALLBACK fclose_file_func (opaque, stream)
+ voidpf opaque;
+ voidpf stream;
{
int ret;
- Q_UNUSED(opaque);
ret = fclose((FILE *)stream);
return ret;
}
-int ZCALLBACK ferror_file_func (voidpf opaque, voidpf stream)
+int ZCALLBACK ferror_file_func (opaque, stream)
+ voidpf opaque;
+ voidpf stream;
{
int ret;
- Q_UNUSED(opaque);
ret = ferror((FILE *)stream);
return ret;
}
diff --git a/src/3rdparty/assimp/contrib/unzip/unzip.c b/src/3rdparty/assimp/contrib/unzip/unzip.c
index b6c048369..2c9db1be8 100644
--- a/src/3rdparty/assimp/contrib/unzip/unzip.c
+++ b/src/3rdparty/assimp/contrib/unzip/unzip.c
@@ -988,7 +988,7 @@ local int unzlocal_CheckCurrentFileCoherencyHeader (s,piSizeVar,
else if (uMagic!=0x04034b50)
err=UNZ_BADZIPFILE;
}
-
+
if (unzlocal_getShort(&s->z_filefunc, s->filestream,&uData) != UNZ_OK)
err=UNZ_ERRNO;
/*
@@ -1181,7 +1181,7 @@ extern int ZEXPORT unzOpenCurrentFile3 (file, method, level, raw, password)
s->pfile_in_zip_read->byte_before_the_zipfile,
SEEK_SET)!=0)
return UNZ_INTERNALERROR;
- if (ZREAD(s->z_filefunc, s->filestream,source, 12)<12)
+ if(ZREAD(s->z_filefunc, s->filestream,source, 12)<12)
return UNZ_INTERNALERROR;
for (i = 0; i<12; i++)
@@ -1291,10 +1291,10 @@ extern int ZEXPORT unzReadCurrentFile (file, buf, len)
# ifndef NOUNCRYPT
- if (s->encrypted)
+ if(s->encrypted)
{
uInt i;
- for (i=0;i<uReadThis;i++)
+ for(i=0;i<uReadThis;i++)
pfile_in_zip_read_info->read_buffer[i] =
zdecode(s->keys,s->pcrc_32_tab,
pfile_in_zip_read_info->read_buffer[i]);
diff --git a/src/3rdparty/assimp/contrib/unzip/unzip.h b/src/3rdparty/assimp/contrib/unzip/unzip.h
index 2f0d6ee56..e3b7f24ee 100644
--- a/src/3rdparty/assimp/contrib/unzip/unzip.h
+++ b/src/3rdparty/assimp/contrib/unzip/unzip.h
@@ -50,11 +50,11 @@ extern "C" {
#endif
#ifndef _ZLIB_H
-# ifdef ASSIMP_BUILD_NO_OWN_ZLIB
-# include <zlib.h>
-# else
-# include "../zlib/zlib.h"
-# endif
+# ifdef ASSIMP_BUILD_NO_OWN_ZLIB
+# include <zlib.h>
+# else
+# include "../zlib/zlib.h"
+# endif
#endif
#ifndef _ZLIBIOAPI_H
diff --git a/src/3rdparty/assimp/contrib/zlib/CMakeLists.txt b/src/3rdparty/assimp/contrib/zlib/CMakeLists.txt
new file mode 100644
index 000000000..7057628e7
--- /dev/null
+++ b/src/3rdparty/assimp/contrib/zlib/CMakeLists.txt
@@ -0,0 +1,141 @@
+check_include_file(sys/types.h HAVE_SYS_TYPES_H)
+check_include_file(stdint.h HAVE_STDINT_H)
+check_include_file(stddef.h HAVE_STDDEF_H)
+
+#
+# Check to see if we have large file support
+#
+set(CMAKE_REQUIRED_DEFINITIONS -D_LARGEFILE64_SOURCE=1)
+# We add these other definitions here because CheckTypeSize.cmake
+# in CMake 2.4.x does not automatically do so and we want
+# compatibility with CMake 2.4.x.
+if(HAVE_SYS_TYPES_H)
+ list(APPEND CMAKE_REQUIRED_DEFINITIONS -DHAVE_SYS_TYPES_H)
+endif()
+if(HAVE_STDINT_H)
+ list(APPEND CMAKE_REQUIRED_DEFINITIONS -DHAVE_STDINT_H)
+endif()
+if(HAVE_STDDEF_H)
+ list(APPEND CMAKE_REQUIRED_DEFINITIONS -DHAVE_STDDEF_H)
+endif()
+
+check_type_size(off64_t OFF64_T)
+if(HAVE_OFF64_T)
+ add_definitions(-D_LARGEFILE64_SOURCE=1)
+endif()
+set(CMAKE_REQUIRED_DEFINITIONS) # clear variable
+
+#
+# Check for fseeko
+#
+check_function_exists(fseeko HAVE_FSEEKO)
+if(NOT HAVE_FSEEKO)
+ add_definitions(-DNO_FSEEKO)
+endif()
+
+#
+# Check for unistd.h
+#
+check_include_file(unistd.h Z_HAVE_UNISTD_H)
+
+if(MSVC)
+ set(CMAKE_DEBUG_POSTFIX "d")
+ add_definitions(-D_CRT_SECURE_NO_DEPRECATE)
+ add_definitions(-D_CRT_NONSTDC_NO_DEPRECATE)
+endif()
+
+if(NOT CMAKE_CURRENT_SOURCE_DIR STREQUAL CMAKE_CURRENT_SOURCE_DIR)
+ # If we're doing an out of source build and the user has a zconf.h
+ # in their source tree...
+ if(EXISTS ${CMAKE_CURRENT_SOURCE_DIR}/zconf.h)
+ message(FATAL_ERROR
+ "You must remove ${CMAKE_CURRENT_SOURCE_DIR}/zconf.h "
+ "from the source tree. This file is included with zlib "
+ "but CMake generates this file for you automatically "
+ "in the build directory.")
+ endif()
+endif()
+
+#configure_file(${CMAKE_CURRENT_SOURCE_DIR}/zconf.in.h ${CMAKE_CURRENT_SOURCE_DIR}/zconf.h @ONLY)
+include_directories(${CMAKE_CURRENT_SOURCE_DIR})
+
+
+#============================================================================
+# zlib
+#============================================================================
+
+set(ZLIB_PUBLIC_HDRS
+ ${CMAKE_CURRENT_SOURCE_DIR}/zconf.h
+ zlib.h
+)
+set(ZLIB_PRIVATE_HDRS
+crc32.h deflate.h inffast.h inffixed.h inflate.h inftrees.h trees.h zconf.h zlib.h zutil.h
+
+)
+set(ZLIB_SRCS
+ adler32.c compress.c crc32.c deflate.c inffast.c inflate.c inftrees.c trees.c zutil.c
+)
+
+# parse the full version number from zlib.h and include in ZLIB_FULL_VERSION
+file(READ ${CMAKE_CURRENT_SOURCE_DIR}/zlib.h _zlib_h_contents)
+string(REGEX REPLACE ".*#define[ \t]+ZLIB_VERSION[ \t]+\"([0-9A-Za-z.]+)\".*"
+ "\\1" ZLIB_FULL_VERSION ${_zlib_h_contents})
+
+add_library(zlib STATIC ${ZLIB_SRCS} ${ZLIB_PUBLIC_HDRS} ${ZLIB_PRIVATE_HDRS})
+set_target_properties(zlib PROPERTIES DEFINE_SYMBOL ZLIB_DLL COMPILE_FLAGS "${EXTRA_COMPILE_FLAGS}")
+
+set_target_properties(zlib PROPERTIES SOVERSION 1)
+
+if(NOT CYGWIN)
+ # This property causes shared libraries on Linux to have the full version
+ # encoded into their final filename. We disable this on Cygwin because
+ # it causes cygz-${ZLIB_FULL_VERSION}.dll to be created when cygz.dll
+ # seems to be the default.
+ #
+ # This has no effect with MSVC, on that platform the version info for
+ # the DLL comes from the resource file win32/zlib1.rc
+ set_target_properties(zlib PROPERTIES VERSION ${ZLIB_FULL_VERSION})
+endif()
+
+if(UNIX)
+ # On unix-like platforms the library is almost always called libz
+ set_target_properties(zlib PROPERTIES OUTPUT_NAME z)
+elseif(BUILD_SHARED_LIBS AND WIN32)
+ # Creates zlib1.dll when building shared library version
+ set_target_properties(zlib PROPERTIES SUFFIX "1.dll")
+endif()
+
+#if(NOT SKIP_INSTALL_LIBRARIES AND NOT SKIP_INSTALL_ALL )
+# install(TARGETS zlib
+# RUNTIME DESTINATION bin
+# ARCHIVE DESTINATION lib
+# LIBRARY DESTINATION lib )
+#endif()
+#if(NOT SKIP_INSTALL_HEADERS AND NOT SKIP_INSTALL_ALL )
+# install(FILES ${ZLIB_PUBLIC_HDRS} DESTINATION include)
+#endif()
+#if(NOT SKIP_INSTALL_FILES AND NOT SKIP_INSTALL_ALL )
+# install(FILES zlib.3 DESTINATION share/man/man3)
+#endif()
+
+#============================================================================
+# Example binaries
+#============================================================================
+
+#add_executable(example example.c)
+#target_link_libraries(example zlib)
+#add_test(example example)
+#
+#add_executable(minigzip minigzip.c)
+#target_link_libraries(minigzip zlib)
+#
+#if(HAVE_OFF64_T)
+# add_executable(example64 example.c)
+# target_link_libraries(example64 zlib)
+# set_target_properties(example64 PROPERTIES COMPILE_FLAGS "-D_FILE_OFFSET_BITS=64")
+# add_test(example64 example64)
+#
+# add_executable(minigzip64 minigzip.c)
+# target_link_libraries(minigzip64 zlib)
+# set_target_properties(minigzip64 PROPERTIES COMPILE_FLAGS "-D_FILE_OFFSET_BITS=64")
+#endif()
diff --git a/src/3rdparty/assimp/contrib/zlib/zutil.h b/src/3rdparty/assimp/contrib/zlib/zutil.h
index 439d41c93..258fa8879 100644
--- a/src/3rdparty/assimp/contrib/zlib/zutil.h
+++ b/src/3rdparty/assimp/contrib/zlib/zutil.h
@@ -246,7 +246,7 @@ extern const char * const z_errmsg[10]; /* indexed by 2-zlib_error */
# include <stdio.h>
extern int ZLIB_INTERNAL z_verbose;
extern void ZLIB_INTERNAL z_error OF((char *m));
-# define Assert(cond,msg) {if (!(cond)) z_error(msg);}
+# define Assert(cond,msg) {if(!(cond)) z_error(msg);}
# define Trace(x) {if (z_verbose>=0) fprintf x ;}
# define Tracev(x) {if (z_verbose>0) fprintf x ;}
# define Tracevv(x) {if (z_verbose>1) fprintf x ;}
diff --git a/src/3rdparty/assimp/contrib/zlib_note.txt b/src/3rdparty/assimp/contrib/zlib_note.txt
new file mode 100644
index 000000000..cc274f0bf
--- /dev/null
+++ b/src/3rdparty/assimp/contrib/zlib_note.txt
@@ -0,0 +1,11 @@
+This is a heavily modified and shrinked version of zlib 1.2.3
+
+- Removed comments from zlib.h
+- Removed gzip/zip archive I/O
+- Removed infback.c
+- Added Assimp #idefs to exclude it if not needed
+- Disabled debug macros in zutil.h
+
+Assimp itself does not use the compression part yet, so
+it needn't be compiled (trees.c, deflate.c, compress.c).
+Currently these units are just used by assimp_cmd. \ No newline at end of file
diff --git a/src/3rdparty/assimp/include/DefaultLogger.h b/src/3rdparty/assimp/include/DefaultLogger.h
deleted file mode 100644
index 6d939d6a8..000000000
--- a/src/3rdparty/assimp/include/DefaultLogger.h
+++ /dev/null
@@ -1,190 +0,0 @@
-/*
-Open Asset Import Library (ASSIMP)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2010, ASSIMP Development Team
-All rights reserved.
-
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
-following conditions are met:
-
-* Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
-
-* Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
-
-* Neither the name of the ASSIMP team, nor the names of its
- contributors may be used to endorse or promote products
- derived from this software without specific prior
- written permission of the ASSIMP Development Team.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-
-----------------------------------------------------------------------
-*/
-/** @file DefaultLogger.h
-*/
-
-#ifndef INCLUDED_AI_DEFAULTLOGGER
-#define INCLUDED_AI_DEFAULTLOGGER
-
-#include "Logger.h"
-#include "LogStream.h"
-#include "NullLogger.h"
-#include <vector>
-
-namespace Assimp {
-// ------------------------------------------------------------------------------------
-class IOStream;
-struct LogStreamInfo;
-
-/** default name of logfile */
-#define ASSIMP_DEFAULT_LOG_NAME "AssimpLog.txt"
-
-// ------------------------------------------------------------------------------------
-/** @brief CPP-API: Primary logging facility of Assimp.
- *
- * The library stores its primary #Logger as a static member of this class.
- * #get() returns this primary logger. By default the underlying implementation is
- * just a #NullLogger which rejects all log messages. By calling #create(), logging
- * is turned on. To capture the log output multiple log streams (#LogStream) can be
- * attach to the logger. Some default streams for common streaming locations (such as
- * a file, std::cout, OutputDebugString()) are also provided.
- *
- * If you wish to customize the logging at an even deeper level supply your own
- * implementation of #Logger to #set().
- * @note The whole logging stuff causes a small extra overhead for all imports. */
-class ASSIMP_API DefaultLogger :
- public Logger {
-
-public:
-
- // ----------------------------------------------------------------------
- /** @brief Creates a logging instance.
- * @param name Name for log file. Only valid in combination
- * with the aiDefaultLogStream_FILE flag.
- * @param severity Log severity, VERBOSE turns on debug messages
- * @param defStreams Default log streams to be attached. Any bitwise
- * combination of the aiDefaultLogStream enumerated values.
- * If #aiDefaultLogStream_FILE is specified but an empty string is
- * passed for 'name', no log file is created at all.
- * @param io IOSystem to be used to open external files (such as the
- * log file). Pass NULL to rely on the default implementation.
- * This replaces the default #NullLogger with a #DefaultLogger instance. */
- static Logger *create(const char* name = ASSIMP_DEFAULT_LOG_NAME,
- LogSeverity severity = NORMAL,
- unsigned int defStreams = aiDefaultLogStream_DEBUGGER | aiDefaultLogStream_FILE,
- IOSystem* io = NULL);
-
- // ----------------------------------------------------------------------
- /** @brief Setup a custom #Logger implementation.
- *
- * Use this if the provided #DefaultLogger class doesn't fit into
- * your needs. If the provided message formatting is OK for you,
- * it's much easier to use #create() and to attach your own custom
- * output streams to it.
- * @param logger Pass NULL to setup a default NullLogger*/
- static void set (Logger *logger);
-
- // ----------------------------------------------------------------------
- /** @brief Getter for singleton instance
- * @return Only instance. This is never null, but it could be a
- * NullLogger. Use isNullLogger to check this.*/
- static Logger *get();
-
- // ----------------------------------------------------------------------
- /** @brief Return whether a #NullLogger is currently active
- * @return true if the current logger is a #NullLogger.
- * Use create() or set() to setup a logger that does actually do
- * something else than just rejecting all log messages. */
- static bool isNullLogger();
-
- // ----------------------------------------------------------------------
- /** @brief Kills the current singleton logger and replaces it with a
- * #NullLogger instance. */
- static void kill();
-
- // ----------------------------------------------------------------------
- /** @copydoc Logger::attachStream */
- bool attachStream(LogStream *pStream,
- unsigned int severity);
-
- // ----------------------------------------------------------------------
- /** @copydoc Logger::detatchStream */
- bool detatchStream(LogStream *pStream,
- unsigned int severity);
-
-
-private:
-
- // ----------------------------------------------------------------------
- /** @briefPrivate construction for internal use by create().
- * @param severity Logging granularity */
- DefaultLogger(LogSeverity severity);
-
- // ----------------------------------------------------------------------
- /** @briefDestructor */
- ~DefaultLogger();
-
-private:
-
- /** @brief Logs debug infos, only been written when severity level VERBOSE is set */
- void OnDebug(const char* message);
-
- /** @brief Logs an info message */
- void OnInfo(const char* message);
-
- /** @brief Logs a warning message */
- void OnWarn(const char* message);
-
- /** @brief Logs an error message */
- void OnError(const char* message);
-
- // ----------------------------------------------------------------------
- /** @brief Writes a message to all streams */
- void WriteToStreams(const char* message, ErrorSeverity ErrorSev );
-
- // ----------------------------------------------------------------------
- /** @brief Returns the thread id.
- * @note This is an OS specific feature, if not supported, a
- * zero will be returned.
- */
- unsigned int GetThreadID();
-
-private:
- // Aliases for stream container
- typedef std::vector<LogStreamInfo*> StreamArray;
- typedef std::vector<LogStreamInfo*>::iterator StreamIt;
- typedef std::vector<LogStreamInfo*>::const_iterator ConstStreamIt;
-
- //! only logging instance
- static Logger *m_pLogger;
- static NullLogger s_pNullLogger;
-
- //! Attached streams
- StreamArray m_StreamArray;
-
- bool noRepeatMsg;
- char lastMsg[MAX_LOG_MESSAGE_LENGTH*2];
- size_t lastLen;
-};
-// ------------------------------------------------------------------------------------
-
-} // Namespace Assimp
-
-#endif // !! INCLUDED_AI_DEFAULTLOGGER
diff --git a/src/3rdparty/assimp/include/IOSystem.h b/src/3rdparty/assimp/include/IOSystem.h
deleted file mode 100644
index f41dda903..000000000
--- a/src/3rdparty/assimp/include/IOSystem.h
+++ /dev/null
@@ -1,222 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2010, ASSIMP Development Team
-
-All rights reserved.
-
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
-conditions are met:
-
-* Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
-
-* Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
-
-* Neither the name of the ASSIMP team, nor the names of its
- contributors may be used to endorse or promote products
- derived from this software without specific prior
- written permission of the ASSIMP Development Team.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------------
-*/
-
-/** @file IOSystem.h
- * @brief File system wrapper for C++. Inherit this class to supply
- * custom file handling logic to the Import library.
-*/
-
-#ifndef AI_IOSYSTEM_H_INC
-#define AI_IOSYSTEM_H_INC
-
-#ifndef __cplusplus
-# error This header requires C++ to be used. aiFileIO.h is the \
- corresponding C interface.
-#endif
-
-#include "aiTypes.h"
-namespace Assimp {
-class IOStream;
-
-// ---------------------------------------------------------------------------
-/** @brief CPP-API: Interface to the file system.
- *
- * Derive an own implementation from this interface to supply custom file handling
- * to the importer library. If you implement this interface, you also want to
- * supply a custom implementation for IOStream.
- *
- * @see Importer::SetIOHandler() */
-class ASSIMP_API IOSystem : public Intern::AllocateFromAssimpHeap
-{
-public:
-
- // -------------------------------------------------------------------
- /** @brief Default constructor.
- *
- * Create an instance of your derived class and assign it to an
- * #Assimp::Importer instance by calling Importer::SetIOHandler().
- */
- IOSystem();
-
- // -------------------------------------------------------------------
- /** @brief Virtual destructor.
- *
- * It is safe to be called from within DLL Assimp, we're constructed
- * on Assimp's heap.
- */
- virtual ~IOSystem();
-
-
-public:
-
- // -------------------------------------------------------------------
- /** @brief For backward compatibility
- * @see Exists(const char*)
- */
- AI_FORCE_INLINE bool Exists( const std::string& pFile) const;
-
- // -------------------------------------------------------------------
- /** @brief Tests for the existence of a file at the given path.
- *
- * @param pFile Path to the file
- * @return true if there is a file with this path, else false.
- */
-
- virtual bool Exists( const char* pFile) const = 0;
-
-
-
- // -------------------------------------------------------------------
- /** @brief Returns the system specific directory separator
- * @return System specific directory separator
- */
- virtual char getOsSeparator() const = 0;
-
-
- // -------------------------------------------------------------------
- /** @brief Open a new file with a given path.
- *
- * When the access to the file is finished, call Close() to release
- * all associated resources (or the virtual dtor of the IOStream).
- *
- * @param pFile Path to the file
- * @param pMode Desired file I/O mode. Required are: "wb", "w", "wt",
- * "rb", "r", "rt".
- *
- * @return New IOStream interface allowing the lib to access
- * the underlying file.
- * @note When implementing this class to provide custom IO handling,
- * you probably have to supply an own implementation of IOStream as well.
- */
- virtual IOStream* Open(const char* pFile,
- const char* pMode = "rb") = 0;
-
- // -------------------------------------------------------------------
- /** @brief For backward compatibility
- * @see Open(const char*, const char*)
- */
- inline IOStream* Open(const std::string& pFile,
- const std::string& pMode = std::string("rb"));
-
-
-
- // -------------------------------------------------------------------
- /** @brief Closes the given file and releases all resources
- * associated with it.
- * @param pFile The file instance previously created by Open().
- */
- virtual void Close( IOStream* pFile) = 0;
-
- // -------------------------------------------------------------------
- /** @brief Compares two paths and check whether the point to
- * identical files.
- *
- * The dummy implementation of this virtual performs a
- * case-insensitive comparison of the given strings. The default IO
- * system implementation uses OS mechanisms to convert relative into
- * absolute paths, so the result can be trusted.
- * @param one First file
- * @param second Second file
- * @return true if the paths point to the same file. The file needn't
- * be existing, however.
- */
- virtual bool ComparePaths (const char* one,
- const char* second) const;
-
- // -------------------------------------------------------------------
- /** @brief For backward compatibility
- * @see ComparePaths(const char*, const char*)
- */
- inline bool ComparePaths (const std::string& one,
- const std::string& second) const;
-};
-
-// ----------------------------------------------------------------------------
-AI_FORCE_INLINE IOSystem::IOSystem()
-{
- // empty
-}
-
-// ----------------------------------------------------------------------------
-AI_FORCE_INLINE IOSystem::~IOSystem()
-{
- // empty
-}
-
-// ----------------------------------------------------------------------------
-// For compatibility, the interface of some functions taking a std::string was
-// changed to const char* to avoid crashes between binary incompatible STL
-// versions. This code her is inlined, so it shouldn't cause any problems.
-// ----------------------------------------------------------------------------
-
-// ----------------------------------------------------------------------------
-AI_FORCE_INLINE IOStream* IOSystem::Open(const std::string& pFile,
- const std::string& pMode)
-{
- // NOTE:
- // For compatibility, interface was changed to const char* to
- // avoid crashes between binary incompatible STL versions
- return Open(pFile.c_str(),pMode.c_str());
-}
-
-// ----------------------------------------------------------------------------
-AI_FORCE_INLINE bool IOSystem::Exists( const std::string& pFile) const
-{
- // NOTE:
- // For compatibility, interface was changed to const char* to
- // avoid crashes between binary incompatible STL versions
- return Exists(pFile.c_str());
-}
-
-// ----------------------------------------------------------------------------
-inline bool IOSystem::ComparePaths (const std::string& one,
- const std::string& second) const
-{
- // NOTE:
- // For compatibility, interface was changed to const char* to
- // avoid crashes between binary incompatible STL versions
- return ComparePaths(one.c_str(),second.c_str());
-}
-
-// ----------------------------------------------------------------------------
-} //!ns Assimp
-
-#endif //AI_IOSYSTEM_H_INC
diff --git a/src/3rdparty/assimp/include/Logger.h b/src/3rdparty/assimp/include/Logger.h
deleted file mode 100644
index 94a421418..000000000
--- a/src/3rdparty/assimp/include/Logger.h
+++ /dev/null
@@ -1,234 +0,0 @@
-/*
-Open Asset Import Library (ASSIMP)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2010, ASSIMP Development Team
-All rights reserved.
-
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
-following conditions are met:
-
-* Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
-
-* Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
-
-* Neither the name of the ASSIMP team, nor the names of its
- contributors may be used to endorse or promote products
- derived from this software without specific prior
- written permission of the ASSIMP Development Team.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-
-----------------------------------------------------------------------
-*/
-
-/** @file Logger.h
- * @brief Abstract base class 'Logger', base of the logging system.
- */
-#ifndef INCLUDED_AI_LOGGER_H
-#define INCLUDED_AI_LOGGER_H
-
-#include "aiTypes.h"
-namespace Assimp {
-class LogStream;
-
-// Maximum length of a log message. Longer messages are rejected.
-#define MAX_LOG_MESSAGE_LENGTH 1024u
-
-// ----------------------------------------------------------------------------------
-/** @brief CPP-API: Abstract interface for logger implementations.
- * Assimp provides a default implementation and uses it for almost all
- * logging stuff ('DefaultLogger'). This class defines just basic logging
- * behaviour and is not of interest for you. Instead, take a look at #DefaultLogger. */
-class ASSIMP_API Logger
- : public Intern::AllocateFromAssimpHeap {
-public:
-
- // ----------------------------------------------------------------------
- /** @enum LogSeverity
- * @brief Log severity to describe the granularity of logging.
- */
- enum LogSeverity
- {
- NORMAL, //!< Normal granularity of logging
- VERBOSE //!< Debug infos will be logged, too
- };
-
- // ----------------------------------------------------------------------
- /** @enum ErrorSeverity
- * @brief Description for severity of a log message.
- *
- * Every LogStream has a bitwise combination of these flags.
- * A LogStream doesn't receive any messages of a specific type
- * if it doesn't specify the corresponding ErrorSeverity flag.
- */
- enum ErrorSeverity
- {
- DEBUGGING = 1, //!< Debug log message
- INFO = 2, //!< Info log message
- WARN = 4, //!< Warn log message
- ERR = 8 //!< Error log message
- };
-
-public:
-
- /** @brief Virtual destructor */
- virtual ~Logger();
-
- // ----------------------------------------------------------------------
- /** @brief Writes a debug message
- * @param message Debug message*/
- void debug(const std::string &message);
-
- // ----------------------------------------------------------------------
- /** @brief Writes a info message
- * @param message Info message*/
- void info(const std::string &message);
-
- // ----------------------------------------------------------------------
- /** @brief Writes a warning message
- * @param message Warn message*/
- void warn(const std::string &message);
-
- // ----------------------------------------------------------------------
- /** @brief Writes an error message
- * @param message Error message*/
- void error(const std::string &message);
-
- // ----------------------------------------------------------------------
- /** @brief Set a new log severity.
- * @param log_severity New severity for logging*/
- void setLogSeverity(LogSeverity log_severity);
-
- // ----------------------------------------------------------------------
- /** @brief Get the current log severity*/
- LogSeverity getLogSeverity() const;
-
- // ----------------------------------------------------------------------
- /** @brief Attach a new logstream
- *
- * The logger takes ownership of the stream and is responsible
- * for its destruction (which is done using ::delete when the logger
- * itself is destroyed). Call detachStream to detach a stream and to
- * gain ownership of it again.
- * @param pStream Logstream to attach
- * @param severity Message filter, specified which types of log
- * messages are dispatched to the stream. Provide a bitwise
- * combination of the ErrorSeverity flags.
- * @return true if the stream has been attached, false otherwise.*/
- virtual bool attachStream(LogStream *pStream,
- unsigned int severity = DEBUGGING | ERR | WARN | INFO) = 0;
-
- // ----------------------------------------------------------------------
- /** @brief Detach a still attached stream from the logger (or
- * modify the filter flags bits)
- * @param pStream Logstream instance for detaching
- * @param severity Provide a bitwise combination of the ErrorSeverity
- * flags. This value is &~ed with the current flags of the stream,
- * if the result is 0 the stream is detached from the Logger and
- * the caller retakes the possession of the stream.
- * @return true if the stream has been dettached, false otherwise.*/
- virtual bool detatchStream(LogStream *pStream,
- unsigned int severity = DEBUGGING | ERR | WARN | INFO) = 0;
-
-protected:
-
- /** Default constructor */
- Logger();
-
- /** Construction with a given log severity */
- Logger(LogSeverity severity);
-
- // ----------------------------------------------------------------------
- /** @brief Called as a request to write a specific debug message
- * @param message Debug message. Never longer than
- * MAX_LOG_MESSAGE_LENGTH characters (exluding the '0').
- * @note The message string is only valid until the scope of
- * the function is left.
- */
- virtual void OnDebug(const char* message)= 0;
-
- // ----------------------------------------------------------------------
- /** @brief Called as a request to write a specific info message
- * @param message Info message. Never longer than
- * MAX_LOG_MESSAGE_LENGTH characters (exluding the '0').
- * @note The message string is only valid until the scope of
- * the function is left.
- */
- virtual void OnInfo(const char* message) = 0;
-
- // ----------------------------------------------------------------------
- /** @brief Called as a request to write a specific warn message
- * @param message Warn message. Never longer than
- * MAX_LOG_MESSAGE_LENGTH characters (exluding the '0').
- * @note The message string is only valid until the scope of
- * the function is left.
- */
- virtual void OnWarn(const char* essage) = 0;
-
- // ----------------------------------------------------------------------
- /** @brief Called as a request to write a specific error message
- * @param message Error message. Never longer than
- * MAX_LOG_MESSAGE_LENGTH characters (exluding the '0').
- * @note The message string is only valid until the scope of
- * the function is left.
- */
- virtual void OnError(const char* message) = 0;
-
-protected:
-
- //! Logger severity
- LogSeverity m_Severity;
-};
-
-// ----------------------------------------------------------------------------------
-// Default constructor
-inline Logger::Logger() {
- setLogSeverity(NORMAL);
-}
-
-// ----------------------------------------------------------------------------------
-// Virtual destructor
-inline Logger::~Logger()
-{
-}
-
-// ----------------------------------------------------------------------------------
-// Construction with given logging severity
-inline Logger::Logger(LogSeverity severity) {
- setLogSeverity(severity);
-}
-
-// ----------------------------------------------------------------------------------
-// Log severity setter
-inline void Logger::setLogSeverity(LogSeverity log_severity){
- m_Severity = log_severity;
-}
-
-// ----------------------------------------------------------------------------------
-// Log severity getter
-inline Logger::LogSeverity Logger::getLogSeverity() const {
- return m_Severity;
-}
-
-// ----------------------------------------------------------------------------------
-
-} // Namespace Assimp
-
-#endif // !! INCLUDED_AI_LOGGER_H
diff --git a/src/3rdparty/assimp/include/aiAnim.h b/src/3rdparty/assimp/include/aiAnim.h
deleted file mode 100644
index 52552de30..000000000
--- a/src/3rdparty/assimp/include/aiAnim.h
+++ /dev/null
@@ -1,484 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2010, ASSIMP Development Team
-
-All rights reserved.
-
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
-conditions are met:
-
-* Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
-
-* Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
-
-* Neither the name of the ASSIMP team, nor the names of its
- contributors may be used to endorse or promote products
- derived from this software without specific prior
- written permission of the ASSIMP Development Team.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------------
-*/
-
-/** @file aiAnim.h
- * @brief Defines the data structures in which the imported animations
- * are returned.
- */
-#ifndef AI_ANIM_H_INC
-#define AI_ANIM_H_INC
-
-#include "aiTypes.h"
-#include "aiQuaternion.h"
-
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-// ---------------------------------------------------------------------------
-/** A time-value pair specifying a certain 3D vector for the given time. */
-struct aiVectorKey
-{
- /** The time of this key */
- double mTime;
-
- /** The value of this key */
- C_STRUCT aiVector3D mValue;
-
-#ifdef __cplusplus
-
- //! Default constructor
- aiVectorKey() : mTime(0.0) {}
-
- //! Construction from a given time and key value
- aiVectorKey(double time, const aiVector3D& value)
- : mTime (time)
- , mValue (value)
- {}
-
-
- typedef aiVector3D elem_type;
-
- // Comparison operators. For use with std::find();
- bool operator == (const aiVectorKey& o) const {
- return o.mValue == this->mValue;
- }
- bool operator != (const aiVectorKey& o) const {
- return o.mValue != this->mValue;
- }
-
- // Relational operators. For use with std::sort();
- bool operator < (const aiVectorKey& o) const {
- return mTime < o.mTime;
- }
- bool operator > (const aiVectorKey& o) const {
- return mTime > o.mTime;
- }
-#endif
-};
-
-// ---------------------------------------------------------------------------
-/** A time-value pair specifying a rotation for the given time.
- * Rotations are expressed with quaternions. */
-struct aiQuatKey
-{
- /** The time of this key */
- double mTime;
-
- /** The value of this key */
- C_STRUCT aiQuaternion mValue;
-
-#ifdef __cplusplus
- aiQuatKey() : mTime(0.0) {
- }
-
- /** Construction from a given time and key value */
- aiQuatKey(double time, const aiQuaternion& value)
- : mTime (time)
- , mValue (value)
- {}
-
- typedef aiQuaternion elem_type;
-
- // Comparison operators. For use with std::find();
- bool operator == (const aiQuatKey& o) const {
- return o.mValue == this->mValue;
- }
- bool operator != (const aiQuatKey& o) const {
- return o.mValue != this->mValue;
- }
-
- // Relational operators. For use with std::sort();
- bool operator < (const aiQuatKey& o) const {
- return mTime < o.mTime;
- }
- bool operator > (const aiQuatKey& o) const {
- return mTime > o.mTime;
- }
-#endif
-};
-
-// ---------------------------------------------------------------------------
-/** Binds a anim mesh to a specific point in time. */
-struct aiMeshKey
-{
- /** The time of this key */
- double mTime;
-
- /** Index into the aiMesh::mAnimMeshes array of the
- * mesh coresponding to the #aiMeshAnim hosting this
- * key frame. The referenced anim mesh is evaluated
- * according to the rules defined in the docs for #aiAnimMesh.*/
- unsigned int mValue;
-
-#ifdef __cplusplus
-
- aiMeshKey() {
- }
-
- /** Construction from a given time and key value */
- aiMeshKey(double time, const unsigned int value)
- : mTime (time)
- , mValue (value)
- {}
-
- typedef unsigned int elem_type;
-
- // Comparison operators. For use with std::find();
- bool operator == (const aiMeshKey& o) const {
- return o.mValue == this->mValue;
- }
- bool operator != (const aiMeshKey& o) const {
- return o.mValue != this->mValue;
- }
-
- // Relational operators. For use with std::sort();
- bool operator < (const aiMeshKey& o) const {
- return mTime < o.mTime;
- }
- bool operator > (const aiMeshKey& o) const {
- return mTime > o.mTime;
- }
-
-#endif
-};
-
-// ---------------------------------------------------------------------------
-/** Defines how an animation channel behaves outside the defined time
- * range. This corresponds to aiNodeAnim::mPreState and
- * aiNodeAnim::mPostState.*/
-enum aiAnimBehaviour
-{
- /** The value from the default node transformation is taken*/
- aiAnimBehaviour_DEFAULT = 0x0,
-
- /** The nearest key value is used without interpolation */
- aiAnimBehaviour_CONSTANT = 0x1,
-
- /** The value of the nearest two keys is linearly
- * extrapolated for the current time value.*/
- aiAnimBehaviour_LINEAR = 0x2,
-
- /** The animation is repeated.
- *
- * If the animation key go from n to m and the current
- * time is t, use the value at (t-n) % (|m-n|).*/
- aiAnimBehaviour_REPEAT = 0x3,
-
-
-
- /** This value is not used, it is just here to force the
- * the compiler to map this enum to a 32 Bit integer */
-#ifndef SWIG
- _aiAnimBehaviour_Force32Bit = 0x8fffffff
-#endif
-};
-
-// ---------------------------------------------------------------------------
-/** Describes the animation of a single node. The name specifies the
- * bone/node which is affected by this animation channel. The keyframes
- * are given in three separate series of values, one each for position,
- * rotation and scaling. The transformation matrix computed from these
- * values replaces the node's original transformation matrix at a
- * specific time.
- * This means all keys are absolute and not relative to the bone default pose.
- * The order in which the transformations are applied is
- * - as usual - scaling, rotation, translation.
- *
- * @note All keys are returned in their correct, chronological order.
- * Duplicate keys don't pass the validation step. Most likely there
- * will be no negative time values, but they are not forbidden also ( so
- * implementations need to cope with them! ) */
-struct aiNodeAnim
-{
- /** The name of the node affected by this animation. The node
- * must exist and it must be unique.*/
- C_STRUCT aiString mNodeName;
-
- /** The number of position keys */
- unsigned int mNumPositionKeys;
-
- /** The position keys of this animation channel. Positions are
- * specified as 3D vector. The array is mNumPositionKeys in size.
- *
- * If there are position keys, there will also be at least one
- * scaling and one rotation key.*/
- C_STRUCT aiVectorKey* mPositionKeys;
-
- /** The number of rotation keys */
- unsigned int mNumRotationKeys;
-
- /** The rotation keys of this animation channel. Rotations are
- * given as quaternions, which are 4D vectors. The array is
- * mNumRotationKeys in size.
- *
- * If there are rotation keys, there will also be at least one
- * scaling and one position key. */
- C_STRUCT aiQuatKey* mRotationKeys;
-
-
- /** The number of scaling keys */
- unsigned int mNumScalingKeys;
-
- /** The scaling keys of this animation channel. Scalings are
- * specified as 3D vector. The array is mNumScalingKeys in size.
- *
- * If there are scaling keys, there will also be at least one
- * position and one rotation key.*/
- C_STRUCT aiVectorKey* mScalingKeys;
-
-
- /** Defines how the animation behaves before the first
- * key is encountered.
- *
- * The default value is aiAnimBehaviour_DEFAULT (the original
- * transformation matrix of the affected node is used).*/
- C_ENUM aiAnimBehaviour mPreState;
-
- /** Defines how the animation behaves after the last
- * key was processed.
- *
- * The default value is aiAnimBehaviour_DEFAULT (the original
- * transformation matrix of the affected node is taken).*/
- C_ENUM aiAnimBehaviour mPostState;
-
-#ifdef __cplusplus
- aiNodeAnim()
- {
- mNumPositionKeys = 0; mPositionKeys = NULL;
- mNumRotationKeys = 0; mRotationKeys = NULL;
- mNumScalingKeys = 0; mScalingKeys = NULL;
-
- mPreState = mPostState = aiAnimBehaviour_DEFAULT;
- }
-
- ~aiNodeAnim()
- {
- delete [] mPositionKeys;
- delete [] mRotationKeys;
- delete [] mScalingKeys;
- }
-#endif // __cplusplus
-};
-
-// ---------------------------------------------------------------------------
-/** Describes vertex-based animations for a single mesh or a group of
- * meshes. Meshes carry the animation data for each frame in their
- * aiMesh::mAnimMeshes array. The purpose of aiMeshAnim is to
- * define keyframes linking each mesh attachment to a particular
- * point in time. */
-struct aiMeshAnim
-{
- /** Name of the mesh to be animated. An empty string is not allowed,
- * animated meshes need to be named (not necessarily uniquely,
- * the name can basically serve as wildcard to select a group
- * of meshes with similar animation setup)*/
- C_STRUCT aiString mName;
-
- /** Size of the #mKeys array. Must be 1, at least. */
- unsigned int mNumKeys;
-
- /** Key frames of the animation. May not be NULL. */
- C_STRUCT aiMeshKey* mKeys;
-
-#ifdef __cplusplus
-
- aiMeshAnim()
- : mNumKeys()
- , mKeys()
- {}
-
- ~aiMeshAnim()
- {
- delete[] mKeys;
- }
-
-#endif
-};
-
-// ---------------------------------------------------------------------------
-/** An animation consists of keyframe data for a number of nodes. For
- * each node affected by the animation a separate series of data is given.*/
-struct aiAnimation
-{
- /** The name of the animation. If the modeling package this data was
- * exported from does support only a single animation channel, this
- * name is usually empty (length is zero). */
- C_STRUCT aiString mName;
-
- /** Duration of the animation in ticks. */
- double mDuration;
-
- /** Ticks per second. 0 if not specified in the imported file */
- double mTicksPerSecond;
-
- /** The number of bone animation channels. Each channel affects
- * a single node. */
- unsigned int mNumChannels;
-
- /** The node animation channels. Each channel affects a single node.
- * The array is mNumChannels in size. */
- C_STRUCT aiNodeAnim** mChannels;
-
-
- /** The number of mesh animation channels. Each channel affects
- * a single mesh and defines vertex-based animation. */
- unsigned int mNumMeshChannels;
-
- /** The mesh animation channels. Each channel affects a single mesh.
- * The array is mNumMeshChannels in size. */
- C_STRUCT aiMeshAnim** mMeshChannels;
-
-#ifdef __cplusplus
- aiAnimation()
- : mDuration(-1.)
- , mTicksPerSecond()
- , mNumChannels()
- , mChannels()
- , mNumMeshChannels()
- , mMeshChannels()
- {
- }
-
- ~aiAnimation()
- {
- // DO NOT REMOVE THIS ADDITIONAL CHECK
- if (mNumChannels && mChannels) {
- for ( unsigned int a = 0; a < mNumChannels; a++) {
- delete mChannels[a];
- }
-
- delete [] mChannels;
- }
- if (mNumMeshChannels && mMeshChannels) {
- for ( unsigned int a = 0; a < mNumMeshChannels; a++) {
- delete mMeshChannels[a];
- }
-
- delete [] mMeshChannels;
- }
- }
-#endif // __cplusplus
-};
-
-#ifdef __cplusplus
-}
-
-
-// some C++ utilities for inter- and extrapolation
-namespace Assimp {
-
-// ---------------------------------------------------------------------------
-/** @brief CPP-API: Utility class to simplify interpolations of various data types.
- *
- * The type of interpolation is choosen automatically depending on the
- * types of the arguments. */
-template <typename T>
-struct Interpolator
-{
- // ------------------------------------------------------------------
- /** @brief Get the result of the interpolation between a,b.
- *
- * The interpolation algorithm depends on the type of the operands.
- * aiQuaternion's and aiQuatKey's SLERP, the rest does a simple
- * linear interpolation. */
- void operator () (T& out,const T& a, const T& b, float d) const {
- out = a + (b-a)*d;
- }
-}; // ! Interpolator <T>
-
-//! @cond Never
-
-template <>
-struct Interpolator <aiQuaternion> {
- void operator () (aiQuaternion& out,const aiQuaternion& a,
- const aiQuaternion& b, float d) const
- {
- aiQuaternion::Interpolate(out,a,b,d);
- }
-}; // ! Interpolator <aiQuaternion>
-
-template <>
-struct Interpolator <unsigned int> {
- void operator () (unsigned int& out,unsigned int a,
- unsigned int b, float d) const
- {
- out = d>0.5f ? b : a;
- }
-}; // ! Interpolator <aiQuaternion>
-
-template <>
-struct Interpolator <aiVectorKey> {
- void operator () (aiVector3D& out,const aiVectorKey& a,
- const aiVectorKey& b, float d) const
- {
- Interpolator<aiVector3D> ipl;
- ipl(out,a.mValue,b.mValue,d);
- }
-}; // ! Interpolator <aiVectorKey>
-
-template <>
-struct Interpolator <aiQuatKey> {
- void operator () (aiQuaternion& out, const aiQuatKey a,
- const aiQuatKey& b, float d) const
- {
- Interpolator<aiQuaternion> ipl;
- ipl(out,a.mValue,b.mValue,d);
- }
-}; // ! Interpolator <aiQuatKey>
-
-template <>
-struct Interpolator <aiMeshKey> {
- void operator () (unsigned int& out, const aiMeshKey a,
- const aiMeshKey& b, float d) const
- {
- Interpolator<unsigned int> ipl;
- ipl(out,a.mValue,b.mValue,d);
- }
-}; // ! Interpolator <aiQuatKey>
-
-//! @endcond
-} // ! end namespace Assimp
-
-
-
-#endif // __cplusplus
-#endif // AI_ANIM_H_INC
diff --git a/src/3rdparty/assimp/include/aiAssert.h b/src/3rdparty/assimp/include/aiAssert.h
deleted file mode 100644
index 5e00d8466..000000000
--- a/src/3rdparty/assimp/include/aiAssert.h
+++ /dev/null
@@ -1,30 +0,0 @@
-/** @file aiAssert.h
- */
-#ifndef AI_DEBUG_H_INC
-#define AI_DEBUG_H_INC
-
-#include <string>
-
-#ifndef __cplusplus
-#error This header requires C++ to be used.
-#endif
-
-namespace Assimp {
-
-//! \brief ASSIMP specific assertion test, only works in debug mode
-//! \param uiLine Line in file
-//! \param file Source file
-AI_WONT_RETURN void aiAssert(const std::string &message, unsigned int uiLine, const std::string &file);
-
-
-//! \def ai_assert
-//! \brief ASSIMP specific assertion test
-#ifdef DEBUG
-# define ai_assert(expression) if ( !(expression)) Assimp::aiAssert( #expression, __LINE__, __FILE__);
-#else
-# define ai_assert(expression)
-#endif
-
-} // Namespace Assimp
-
-#endif
diff --git a/src/3rdparty/assimp/include/aiCamera.h b/src/3rdparty/assimp/include/aiCamera.h
deleted file mode 100644
index 8f3d0a714..000000000
--- a/src/3rdparty/assimp/include/aiCamera.h
+++ /dev/null
@@ -1,223 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2010, ASSIMP Development Team
-
-All rights reserved.
-
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
-conditions are met:
-
-* Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
-
-* Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
-
-* Neither the name of the ASSIMP team, nor the names of its
- contributors may be used to endorse or promote products
- derived from this software without specific prior
- written permission of the ASSIMP Development Team.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------------
-*/
-
-/** @file aiCamera.h
- * @brief Defines the aiCamera data structure
- */
-
-#ifndef AI_CAMERA_H_INC
-#define AI_CAMERA_H_INC
-
-#include "aiTypes.h"
-
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-// ---------------------------------------------------------------------------
-/** Helper structure to describe a virtual camera.
- *
- * Cameras have a representation in the node graph and can be animated.
- * An important aspect is that the camera itself is also part of the
- * scenegraph. This means, any values such as the look-at vector are not
- * *absolute*, they're <b>relative</b> to the coordinate system defined
- * by the node which corresponds to the camera. This allows for camera
- * animations. For static cameras parameters like the 'look-at' or 'up' vectors
- * are usually specified directly in aiCamera, but beware, they could also
- * be encoded in the node transformation. The following (pseudo)code sample
- * shows how to do it: <br><br>
- * @code
- * // Get the camera matrix for a camera at a specific time
- * // if the node hierarchy for the camera does not contain
- * // at least one animated node this is a static computation
- * get-camera-matrix (node sceneRoot, camera cam) : matrix
- * {
- * node cnd = find-node-for-camera(cam)
- * matrix cmt = identity()
- *
- * // as usual - get the absolute camera transformation for this frame
- * for each node nd in hierarchy from sceneRoot to cnd
- * matrix cur
- * if (is-animated(nd))
- * cur = eval-animation(nd)
- * else cur = nd->mTransformation;
- * cmt = mult-matrices( cmt, cur )
- * end for
- *
- * // now multiply with the camera's own local transform
- * cam = mult-matrices (cam, get-camera-matrix(cmt) )
- * }
- * @endcode
- *
- * @note some file formats (such as 3DS, ASE) export a "target point" -
- * the point the camera is looking at (it can even be animated). Assimp
- * writes the target point as a subnode of the camera's main node,
- * called "<camName>.Target". However this is just additional information
- * then the transformation tracks of the camera main node make the
- * camera already look in the right direction.
- *
-*/
-struct aiCamera
-{
- /** The name of the camera.
- *
- * There must be a node in the scenegraph with the same name.
- * This node specifies the position of the camera in the scene
- * hierarchy and can be animated.
- */
- C_STRUCT aiString mName;
-
- /** Position of the camera relative to the coordinate space
- * defined by the corresponding node.
- *
- * The default value is 0|0|0.
- */
- C_STRUCT aiVector3D mPosition;
-
-
- /** 'Up' - vector of the camera coordinate system relative to
- * the coordinate space defined by the corresponding node.
- *
- * The 'right' vector of the camera coordinate system is
- * the cross product of the up and lookAt vectors.
- * The default value is 0|1|0. The vector
- * may be normalized, but it needn't.
- */
- C_STRUCT aiVector3D mUp;
-
-
- /** 'LookAt' - vector of the camera coordinate system relative to
- * the coordinate space defined by the corresponding node.
- *
- * This is the viewing direction of the user.
- * The default value is 0|0|1. The vector
- * may be normalized, but it needn't.
- */
- C_STRUCT aiVector3D mLookAt;
-
-
- /** Half horizontal field of view angle, in radians.
- *
- * The field of view angle is the angle between the center
- * line of the screen and the left or right border.
- * The default value is 1/4PI.
- */
- float mHorizontalFOV;
-
- /** Distance of the near clipping plane from the camera.
- *
- * The value may not be 0.f (for arithmetic reasons to prevent
- * a division through zero). The default value is 0.1f.
- */
- float mClipPlaneNear;
-
- /** Distance of the far clipping plane from the camera.
- *
- * The far clipping plane must, of course, be further away than the
- * near clipping plane. The default value is 1000.f. The ratio
- * between the near and the far plane should not be too
- * large (between 1000-10000 should be ok) to avoid floating-point
- * inaccuracies which could lead to z-fighting.
- */
- float mClipPlaneFar;
-
-
- /** Screen aspect ratio.
- *
- * This is the ration between the width and the height of the
- * screen. Typical values are 4/3, 1/2 or 1/1. This value is
- * 0 if the aspect ratio is not defined in the source file.
- * 0 is also the default value.
- */
- float mAspect;
-
-#ifdef __cplusplus
-
- aiCamera()
- : mUp (0.f,1.f,0.f)
- , mLookAt (0.f,0.f,1.f)
- , mHorizontalFOV (0.25f * (float)AI_MATH_PI)
- , mClipPlaneNear (0.1f)
- , mClipPlaneFar (1000.f)
- , mAspect (0.f)
- {}
-
- /** @brief Get a *right-handed* camera matrix from me
- * @param out Camera matrix to be filled
- */
- void GetCameraMatrix (aiMatrix4x4& out) const
- {
- /** todo: test ... should work, but i'm not absolutely sure */
-
- /** We don't know whether these vectors are already normalized ...*/
- aiVector3D zaxis = mLookAt; zaxis.Normalize();
- aiVector3D yaxis = mUp; yaxis.Normalize();
- aiVector3D xaxis = mUp^mLookAt; xaxis.Normalize();
-
- out.a4 = -(xaxis * mPosition);
- out.b4 = -(yaxis * mPosition);
- out.c4 = -(zaxis * mPosition);
-
- out.a1 = xaxis.x;
- out.a2 = xaxis.y;
- out.a3 = xaxis.z;
-
- out.b1 = yaxis.x;
- out.b2 = yaxis.y;
- out.b3 = yaxis.z;
-
- out.c1 = zaxis.x;
- out.c2 = zaxis.y;
- out.c3 = zaxis.z;
-
- out.d1 = out.d2 = out.d3 = 0.f;
- out.d4 = 1.f;
- }
-
-#endif
-};
-
-
-#ifdef __cplusplus
-}
-#endif
-
-#endif // AI_CAMERA_H_INC
diff --git a/src/3rdparty/assimp/include/aiColor4D.inl b/src/3rdparty/assimp/include/aiColor4D.inl
deleted file mode 100644
index a4985ead5..000000000
--- a/src/3rdparty/assimp/include/aiColor4D.inl
+++ /dev/null
@@ -1,140 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2010, ASSIMP Development Team
-
-All rights reserved.
-
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
-conditions are met:
-
-* Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
-
-* Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
-
-* Neither the name of the ASSIMP team, nor the names of its
- contributors may be used to endorse or promote products
- derived from this software without specific prior
- written permission of the ASSIMP Development Team.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------------
-*/
-
-/** @file aiColor4D.inl
- * @brief Inline implementation of aiColor4D operators
- */
-#ifndef AI_COLOR4D_INL_INC
-#define AI_COLOR4D_INL_INC
-
-#include "aiColor4D.h"
-#ifdef __cplusplus
-
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE const aiColor4D& aiColor4D::operator += (const aiColor4D& o) {
- r += o.r; g += o.g; b += o.b; a += o.a; return *this;
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE const aiColor4D& aiColor4D::operator -= (const aiColor4D& o) {
- r -= o.r; g -= o.g; b -= o.b; a -= o.a; return *this;
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE const aiColor4D& aiColor4D::operator *= (float f) {
- r *= f; g *= f; b *= f; a *= f; return *this;
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE const aiColor4D& aiColor4D::operator /= (float f) {
- r /= f; g /= f; b /= f; a /= f; return *this;
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE float aiColor4D::operator[](unsigned int i) const {
- return *(&r + i);
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE float& aiColor4D::operator[](unsigned int i) {
- return *(&r + i);
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE bool aiColor4D::operator== (const aiColor4D& other) const {
- return r == other.r && g == other.g && b == other.b && a == other.a;
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE bool aiColor4D::operator!= (const aiColor4D& other) const {
- return r != other.r || g != other.g || b != other.b || a != other.a;
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE aiColor4D operator + (const aiColor4D& v1, const aiColor4D& v2) {
- return aiColor4D( v1.r + v2.r, v1.g + v2.g, v1.b + v2.b, v1.a + v2.a);
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE aiColor4D operator - (const aiColor4D& v1, const aiColor4D& v2) {
- return aiColor4D( v1.r - v2.r, v1.g - v2.g, v1.b - v2.b, v1.a - v2.a);
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE aiColor4D operator * (const aiColor4D& v1, const aiColor4D& v2) {
- return aiColor4D( v1.r * v2.r, v1.g * v2.g, v1.b * v2.b, v1.a * v2.a);
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE aiColor4D operator / (const aiColor4D& v1, const aiColor4D& v2) {
- return aiColor4D( v1.r / v2.r, v1.g / v2.g, v1.b / v2.b, v1.a / v2.a);
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE aiColor4D operator * ( float f, const aiColor4D& v) {
- return aiColor4D( f*v.r, f*v.g, f*v.b, f*v.a);
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE aiColor4D operator * ( const aiColor4D& v, float f) {
- return aiColor4D( f*v.r, f*v.g, f*v.b, f*v.a);
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE aiColor4D operator / ( const aiColor4D& v, float f) {
- return v * (1/f);
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE aiColor4D operator / ( float f,const aiColor4D& v) {
- return aiColor4D(f,f,f,f)/v;
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE aiColor4D operator + ( const aiColor4D& v, float f) {
- return aiColor4D( f+v.r, f+v.g, f+v.b, f+v.a);
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE aiColor4D operator - ( const aiColor4D& v, float f) {
- return aiColor4D( v.r-f, v.g-f, v.b-f, v.a-f);
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE aiColor4D operator + ( float f, const aiColor4D& v) {
- return aiColor4D( f+v.r, f+v.g, f+v.b, f+v.a);
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE aiColor4D operator - ( float f, const aiColor4D& v) {
- return aiColor4D( f-v.r, f-v.g, f-v.b, f-v.a);
-}
-
-// ------------------------------------------------------------------------------------------------
-inline bool aiColor4D :: IsBlack() const {
- // The alpha component doesn't care here. black is black.
- static const float epsilon = 10e-3f;
- return fabs( r ) < epsilon && fabs( g ) < epsilon && fabs( b ) < epsilon;
-}
-
-#endif // __cplusplus
-#endif // AI_VECTOR3D_INL_INC
diff --git a/src/3rdparty/assimp/include/aiDefines.h b/src/3rdparty/assimp/include/aiDefines.h
deleted file mode 100644
index a1fcda702..000000000
--- a/src/3rdparty/assimp/include/aiDefines.h
+++ /dev/null
@@ -1,255 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2010, ASSIMP Development Team
-
-All rights reserved.
-
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
-conditions are met:
-
-* Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
-
-* Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
-
-* Neither the name of the ASSIMP team, nor the names of its
- contributors may be used to endorse or promote products
- derived from this software without specific prior
- written permission of the ASSIMP Development Team.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------------
-*/
-
-/** @file aiDefines.h
- * @brief Assimp build configuration setup. See the notes in the comment
- * blocks to find out how to customize _your_ Assimp build.
- */
-
-#ifndef INCLUDED_AI_DEFINES_H
-#define INCLUDED_AI_DEFINES_H
-
- //////////////////////////////////////////////////////////////////////////
- /* Define ASSIMP_BUILD_NO_XX_IMPORTER to disable a specific
- * file format loader. The loader is be excluded from the
- * build in this case. 'XX' stands for the most common file
- * extension of the file format. E.g.:
- * ASSIMP_BUILD_NO_X_IMPORTER disables the X loader.
- *
- * If you're unsure about that, take a look at the implementation of the
- * import plugin you wish to disable. You'll find the right define in the
- * first lines of the corresponding unit.
- *
- * Other (mixed) configuration switches are listed here:
- * ASSIMP_BUILD_NO_COMPRESSED_X
- * - Disable support for compressed X files
- * ASSIMP_BUILD_NO_COMPRESSED_BLEND
- * - Disable support for compressed Blender files*/
- //////////////////////////////////////////////////////////////////////////
-
-#ifndef ASSIMP_BUILD_NO_COMPRESSED_X
-# define ASSIMP_BUILD_NEED_Z_INFLATE
-#endif
-
-#ifndef ASSIMP_BUILD_NO_COMPRESSED_BLEND
-# define ASSIMP_BUILD_NEED_Z_INFLATE
-#endif
-
- //////////////////////////////////////////////////////////////////////////
- /* Define ASSIMP_BUILD_NO_XX_PROCESS to disable a specific
- * post processing step. This is the current list of process names ('XX'):
- * CALCTANGENTS
- * JOINVERTICES
- * TRIANGULATE
- * GENFACENORMALS
- * GENVERTEXNORMALS
- * REMOVEVC
- * SPLITLARGEMESHES
- * PRETRANSFORMVERTICES
- * LIMITBONEWEIGHTS
- * VALIDATEDS
- * IMPROVECACHELOCALITY
- * FIXINFACINGNORMALS
- * REMOVE_REDUNDANTMATERIALS
- * OPTIMIZEGRAPH
- * SORTBYPTYPE
- * FINDINVALIDDATA
- * TRANSFORMTEXCOORDS
- * GENUVCOORDS
- * ENTITYMESHBUILDER
- * MAKELEFTHANDED
- * FLIPUVS
- * FLIPWINDINGORDER
- * OPTIMIZEMESHES
- * OPTIMIZEANIMS
- * OPTIMIZEGRAPH
- * GENENTITYMESHES
- * FIXTEXTUREPATHS */
- //////////////////////////////////////////////////////////////////////////
-
-#ifdef _MSC_VER
-# undef ASSIMP_API
-
- //////////////////////////////////////////////////////////////////////////
- /* Define 'ASSIMP_BUILD_DLL_EXPORT' to build a DLL of the library */
- //////////////////////////////////////////////////////////////////////////
-# ifdef ASSIMP_BUILD_DLL_EXPORT
-# define ASSIMP_API __declspec(dllexport)
-# pragma warning (disable : 4251)
-
- //////////////////////////////////////////////////////////////////////////
- /* Define 'ASSIMP_DLL' before including Assimp to link to ASSIMP in
- * an external DLL under Windows. Default is static linkage. */
- //////////////////////////////////////////////////////////////////////////
-# elif (defined ASSIMP_DLL)
-# define ASSIMP_API __declspec(dllimport)
-# else
-# define ASSIMP_API
-# endif
-
- /* Force the compiler to inline a function, if possible
- */
-# define AI_FORCE_INLINE __forceinline
-
- /* Tells the compiler that a function never returns. Used in code analysis
- * to skip dead paths (e.g. after an assertion evaluated to false). */
-# define AI_WONT_RETURN __declspec(noreturn)
-#else
-
-# define AI_WONT_RETURN
-
-# define ASSIMP_API
-# define AI_FORCE_INLINE inline
-#endif // (defined _MSC_VER)
-
-#ifdef __cplusplus
- /* No explicit 'struct' and 'enum' tags for C++, we don't want to
- * confuse the _AI_ of our IDE.
- */
-# define C_STRUCT
-# define C_ENUM
-#else
- //////////////////////////////////////////////////////////////////////////
- /* To build the documentation, make sure ASSIMP_DOXYGEN_BUILD
- * is defined by Doxygen's preprocessor. The corresponding
- * entries in the DOXYFILE are: */
- //////////////////////////////////////////////////////////////////////////
-#if 0
- ENABLE_PREPROCESSING = YES
- MACRO_EXPANSION = YES
- EXPAND_ONLY_PREDEF = YES
- SEARCH_INCLUDES = YES
- INCLUDE_PATH =
- INCLUDE_FILE_PATTERNS =
- PREDEFINED = ASSIMP_DOXYGEN_BUILD=1
- EXPAND_AS_DEFINED = C_STRUCT C_ENUM
- SKIP_FUNCTION_MACROS = YES
-#endif
- //////////////////////////////////////////////////////////////////////////
- /* Doxygen gets confused if we use c-struct typedefs to avoid
- * the explicit 'struct' notation. This trick here has the same
- * effect as the TYPEDEF_HIDES_STRUCT option, but we don't need
- * to typedef all structs/enums. */
- //////////////////////////////////////////////////////////////////////////
-# if (defined ASSIMP_DOXYGEN_BUILD)
-# define C_STRUCT
-# define C_ENUM
-# else
-# define C_STRUCT struct
-# define C_ENUM enum
-# endif
-#endif
-
-#if (defined(__BORLANDC__) || defined (__BCPLUSPLUS__))
-#error Currently, Borland is unsupported. Feel free to port Assimp.
-
-// "W8059 Packgre der Struktur gendert"
-
-#endif
- //////////////////////////////////////////////////////////////////////////
- /* Define 'ASSIMP_BUILD_BOOST_WORKAROUND' to compile assimp
- * without boost. This is done by using a few workaround
- * classes and brings some limitations (e.g. some logging won't be done,
- * the library won't utilize threads or be threadsafe at all).
- * This implies the 'ASSIMP_BUILD_SINGLETHREADED' setting. */
- //////////////////////////////////////////////////////////////////////////
-#ifdef ASSIMP_BUILD_BOOST_WORKAROUND
-
- // threading support requires boost
-#ifndef ASSIMP_BUILD_SINGLETHREADED
-# define ASSIMP_BUILD_SINGLETHREADED
-#endif
-
-#endif // !! ASSIMP_BUILD_BOOST_WORKAROUND
-
- //////////////////////////////////////////////////////////////////////////
- /* Define ASSIMP_BUILD_SINGLETHREADED to compile assimp
- * without threading support. The library doesn't utilize
- * threads then and is itself not threadsafe.
- * If this flag is specified boost::threads is *not* required. */
- //////////////////////////////////////////////////////////////////////////
-#ifndef ASSIMP_BUILD_SINGLETHREADED
-# define ASSIMP_BUILD_SINGLETHREADED
-#endif
-
-#ifndef ASSIMP_BUILD_SINGLETHREADED
-# define AI_C_THREADSAFE
-#endif // !! ASSIMP_BUILD_SINGLETHREADED
-
-#if (defined _DEBUG || defined DEBUG) // one of the two should be defined ..
-# define ASSIMP_BUILD_DEBUG
-#endif
-
- //////////////////////////////////////////////////////////////////////////
- /* Useful constants */
- //////////////////////////////////////////////////////////////////////////
-
-/* This is PI. Hi PI. */
-#define AI_MATH_PI (3.141592653589793238462643383279 )
-#define AI_MATH_TWO_PI (AI_MATH_PI * 2.0)
-#define AI_MATH_HALF_PI (AI_MATH_PI * 0.5)
-
-/* And this is to avoid endless casts to float */
-#define AI_MATH_PI_F (3.1415926538f)
-#define AI_MATH_TWO_PI_F (AI_MATH_PI_F * 2.0f)
-#define AI_MATH_HALF_PI_F (AI_MATH_PI_F * 0.5f)
-
-/* Tiny macro to convert from radians to degrees and back */
-#define AI_DEG_TO_RAD(x) (x*0.0174532925f)
-#define AI_RAD_TO_DEG(x) (x*57.2957795f)
-
-/* Support for big-endian builds */
-#if defined(__BYTE_ORDER__)
-# if (__BYTE_ORDER__ == __ORDER_BIG_ENDIAN__)
-# if !defined(__BIG_ENDIAN__)
-# define __BIG_ENDIAN__
-# endif
-# else /* little endian */
-# if defined(__BIG_ENDIAN__)
-# undef(__BIG_ENDIAN__)
-# endif
-# endif
-#endif
-#if defined(__BIG_ENDIAN__)
-#define AI_BUILD_BIG_ENDIAN
-#endif
-
-#endif // !! INCLUDED_AI_DEFINES_H
diff --git a/src/3rdparty/assimp/include/aiLight.h b/src/3rdparty/assimp/include/aiLight.h
deleted file mode 100644
index 9d1ab10e3..000000000
--- a/src/3rdparty/assimp/include/aiLight.h
+++ /dev/null
@@ -1,233 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2010, ASSIMP Development Team
-
-All rights reserved.
-
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
-conditions are met:
-
-* Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
-
-* Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
-
-* Neither the name of the ASSIMP team, nor the names of its
- contributors may be used to endorse or promote products
- derived from this software without specific prior
- written permission of the ASSIMP Development Team.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------------
-*/
-
-/** @file aiLight.h
- * @brief Defines the aiLight data structure
- */
-
-#ifndef __AI_LIGHT_H_INC__
-#define __AI_LIGHT_H_INC__
-
-#include "aiTypes.h"
-
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-// ---------------------------------------------------------------------------
-/** Enumerates all supported types of light sources.
- */
-enum aiLightSourceType
-{
- aiLightSource_UNDEFINED = 0x0,
-
- //! A directional light source has a well-defined direction
- //! but is infinitely far away. That's quite a good
- //! approximation for sun light.
- aiLightSource_DIRECTIONAL = 0x1,
-
- //! A point light source has a well-defined position
- //! in space but no direction - it emits light in all
- //! directions. A normal bulb is a point light.
- aiLightSource_POINT = 0x2,
-
- //! A spot light source emits light in a specific
- //! angle. It has a position and a direction it is pointing to.
- //! A good example for a spot light is a light spot in
- //! sport arenas.
- aiLightSource_SPOT = 0x3,
-
-
- /** This value is not used. It is just there to force the
- * compiler to map this enum to a 32 Bit integer.
- */
-#ifndef SWIG
- _aiLightSource_Force32Bit = 0x9fffffff
-#endif
-};
-
-// ---------------------------------------------------------------------------
-/** Helper structure to describe a light source.
- *
- * Assimp supports multiple sorts of light sources, including
- * directional, point and spot lights. All of them are defined with just
- * a single structure and distinguished by their parameters.
- * Note - some file formats (such as 3DS, ASE) export a "target point" -
- * the point a spot light is looking at (it can even be animated). Assimp
- * writes the target point as a subnode of a spotlights's main node,
- * called "<spotName>.Target". However, this is just additional information
- * then, the transformation tracks of the main node make the
- * spot light already point in the right direction.
-*/
-struct aiLight
-{
- /** The name of the light source.
- *
- * There must be a node in the scenegraph with the same name.
- * This node specifies the position of the light in the scene
- * hierarchy and can be animated.
- */
- C_STRUCT aiString mName;
-
- /** The type of the light source.
- *
- * aiLightSource_UNDEFINED is not a valid value for this member.
- */
- C_ENUM aiLightSourceType mType;
-
- /** Position of the light source in space. Relative to the
- * transformation of the node corresponding to the light.
- *
- * The position is undefined for directional lights.
- */
- C_STRUCT aiVector3D mPosition;
-
- /** Direction of the light source in space. Relative to the
- * transformation of the node corresponding to the light.
- *
- * The direction is undefined for point lights. The vector
- * may be normalized, but it needn't.
- */
- C_STRUCT aiVector3D mDirection;
-
- /** Constant light attenuation factor.
- *
- * The intensity of the light source at a given distance 'd' from
- * the light's position is
- * @code
- * Atten = 1/( att0 + att1 * d + att2 * d*d)
- * @endcode
- * This member corresponds to the att0 variable in the equation.
- * Naturally undefined for directional lights.
- */
- float mAttenuationConstant;
-
- /** Linear light attenuation factor.
- *
- * The intensity of the light source at a given distance 'd' from
- * the light's position is
- * @code
- * Atten = 1/( att0 + att1 * d + att2 * d*d)
- * @endcode
- * This member corresponds to the att1 variable in the equation.
- * Naturally undefined for directional lights.
- */
- float mAttenuationLinear;
-
- /** Quadratic light attenuation factor.
- *
- * The intensity of the light source at a given distance 'd' from
- * the light's position is
- * @code
- * Atten = 1/( att0 + att1 * d + att2 * d*d)
- * @endcode
- * This member corresponds to the att2 variable in the equation.
- * Naturally undefined for directional lights.
- */
- float mAttenuationQuadratic;
-
- /** Diffuse color of the light source
- *
- * The diffuse light color is multiplied with the diffuse
- * material color to obtain the final color that contributes
- * to the diffuse shading term.
- */
- C_STRUCT aiColor3D mColorDiffuse;
-
- /** Specular color of the light source
- *
- * The specular light color is multiplied with the specular
- * material color to obtain the final color that contributes
- * to the specular shading term.
- */
- C_STRUCT aiColor3D mColorSpecular;
-
- /** Ambient color of the light source
- *
- * The ambient light color is multiplied with the ambient
- * material color to obtain the final color that contributes
- * to the ambient shading term. Most renderers will ignore
- * this value it, is just a remaining of the fixed-function pipeline
- * that is still supported by quite many file formats.
- */
- C_STRUCT aiColor3D mColorAmbient;
-
- /** Inner angle of a spot light's light cone.
- *
- * The spot light has maximum influence on objects inside this
- * angle. The angle is given in radians. It is 2PI for point
- * lights and undefined for directional lights.
- */
- float mAngleInnerCone;
-
- /** Outer angle of a spot light's light cone.
- *
- * The spot light does not affect objects outside this angle.
- * The angle is given in radians. It is 2PI for point lights and
- * undefined for directional lights. The outer angle must be
- * greater than or equal to the inner angle.
- * It is assumed that the application uses a smooth
- * interpolation between the inner and the outer cone of the
- * spot light.
- */
- float mAngleOuterCone;
-
-#ifdef __cplusplus
-
- aiLight()
- : mType (aiLightSource_UNDEFINED)
- , mAttenuationConstant (0.f)
- , mAttenuationLinear (1.f)
- , mAttenuationQuadratic (0.f)
- , mAngleInnerCone ((float)AI_MATH_TWO_PI)
- , mAngleOuterCone ((float)AI_MATH_TWO_PI)
- {
- }
-
-#endif
-};
-
-#ifdef __cplusplus
-}
-#endif
-
-
-#endif // !! __AI_LIGHT_H_INC__
diff --git a/src/3rdparty/assimp/include/aiMaterial.h b/src/3rdparty/assimp/include/aiMaterial.h
deleted file mode 100644
index df33f5abf..000000000
--- a/src/3rdparty/assimp/include/aiMaterial.h
+++ /dev/null
@@ -1,1423 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2010, ASSIMP Development Team
-
-All rights reserved.
-
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
-conditions are met:
-
-* Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
-
-* Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
-
-* Neither the name of the ASSIMP team, nor the names of its
- contributors may be used to endorse or promote products
- derived from this software without specific prior
- written permission of the ASSIMP Development Team.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------------
-*/
-
-/** @file aiMaterial.h
- * @brief Defines the material system of the library
- */
-
-#ifndef AI_MATERIAL_H_INC
-#define AI_MATERIAL_H_INC
-
-#include "aiTypes.h"
-
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-// Name for default materials (2nd is used if meshes have UV coords)
-#define AI_DEFAULT_MATERIAL_NAME "DefaultMaterial"
-#define AI_DEFAULT_TEXTURED_MATERIAL_NAME "TexturedDefaultMaterial"
-
-// ---------------------------------------------------------------------------
-/** @brief Defines how the Nth texture of a specific type is combined with
- * the result of all previous layers.
- *
- * Example (left: key, right: value): <br>
- * @code
- * DiffColor0 - gray
- * DiffTextureOp0 - aiTextureOpMultiply
- * DiffTexture0 - tex1.png
- * DiffTextureOp0 - aiTextureOpAdd
- * DiffTexture1 - tex2.png
- * @endcode
- * Written as equation, the final diffuse term for a specific pixel would be:
- * @code
- * diffFinal = DiffColor0 * sampleTex(DiffTexture0,UV0) +
- * sampleTex(DiffTexture1,UV0) * diffContrib;
- * @endcode
- * where 'diffContrib' is the intensity of the incoming light for that pixel.
- */
-enum aiTextureOp
-{
- /** T = T1 * T2 */
- aiTextureOp_Multiply = 0x0,
-
- /** T = T1 + T2 */
- aiTextureOp_Add = 0x1,
-
- /** T = T1 - T2 */
- aiTextureOp_Subtract = 0x2,
-
- /** T = T1 / T2 */
- aiTextureOp_Divide = 0x3,
-
- /** T = (T1 + T2) - (T1 * T2) */
- aiTextureOp_SmoothAdd = 0x4,
-
- /** T = T1 + (T2-0.5) */
- aiTextureOp_SignedAdd = 0x5,
-
-
- /** @cond never
- * This value is not used. It forces the compiler to use at least
- * 32 Bit integers to represent this enum.
- */
-#ifndef SWIG
- _aiTextureOp_Force32Bit = 0x9fffffff
-#endif
- //! @endcond
-};
-
-// ---------------------------------------------------------------------------
-/** @brief Defines how UV coordinates outside the [0...1] range are handled.
- *
- * Commonly refered to as 'wrapping mode'.
- */
-enum aiTextureMapMode
-{
- /** A texture coordinate u|v is translated to u%1|v%1
- */
- aiTextureMapMode_Wrap = 0x0,
-
- /** Texture coordinates outside [0...1]
- * are clamped to the nearest valid value.
- */
- aiTextureMapMode_Clamp = 0x1,
-
- /** If the texture coordinates for a pixel are outside [0...1]
- * the texture is not applied to that pixel
- */
- aiTextureMapMode_Decal = 0x3,
-
- /** A texture coordinate u|v becomes u%1|v%1 if (u-(u%1))%2 is zero and
- * 1-(u%1)|1-(v%1) otherwise
- */
- aiTextureMapMode_Mirror = 0x2,
-
- /** @cond never
- * This value is not used. It forces the compiler to use at least
- * 32 Bit integers to represent this enum.
- */
-#ifndef SWIG
- _aiTextureMapMode_Force32Bit = 0x9fffffff
-#endif
- //! @endcond
-};
-
-// ---------------------------------------------------------------------------
-/** @brief Defines how the mapping coords for a texture are generated.
- *
- * Real-time applications typically require full UV coordinates, so the use of
- * the aiProcess_GenUVCoords step is highly recommended. It generates proper
- * UV channels for non-UV mapped objects, as long as an accurate description
- * how the mapping should look like (e.g spherical) is given.
- * See the #AI_MATKEY_MAPPING property for more details.
- */
-enum aiTextureMapping
-{
- /** The mapping coordinates are taken from an UV channel.
- *
- * The #AI_MATKEY_UVWSRC key specifies from which UV channel
- * the texture coordinates are to be taken from (remember,
- * meshes can have more than one UV channel).
- */
- aiTextureMapping_UV = 0x0,
-
- /** Spherical mapping */
- aiTextureMapping_SPHERE = 0x1,
-
- /** Cylindrical mapping */
- aiTextureMapping_CYLINDER = 0x2,
-
- /** Cubic mapping */
- aiTextureMapping_BOX = 0x3,
-
- /** Planar mapping */
- aiTextureMapping_PLANE = 0x4,
-
- /** Undefined mapping. Have fun. */
- aiTextureMapping_OTHER = 0x5,
-
-
- /** @cond never
- * This value is not used. It forces the compiler to use at least
- * 32 Bit integers to represent this enum.
- */
-#ifndef SWIG
- _aiTextureMapping_Force32Bit = 0x9fffffff
-#endif
- //! @endcond
-};
-
-// ---------------------------------------------------------------------------
-/** @brief Defines the purpose of a texture
- *
- * This is a very difficult topic. Different 3D packages support different
- * kinds of textures. For very common texture types, such as bumpmaps, the
- * rendering results depend on implementation details in the rendering
- * pipelines of these applications. Assimp loads all texture references from
- * the model file and tries to determine which of the predefined texture
- * types below is the best choice to match the original use of the texture
- * as closely as possible.<br>
- *
- * In content pipelines you'll usually define how textures have to be handled,
- * and the artists working on models have to conform to this specification,
- * regardless which 3D tool they're using.
- */
-enum aiTextureType
-{
- /** Dummy value.
- *
- * No texture, but the value to be used as 'texture semantic'
- * (#aiMaterialProperty::mSemantic) for all material properties
- * *not* related to textures.
- */
- aiTextureType_NONE = 0x0,
-
-
-
- /** The texture is combined with the result of the diffuse
- * lighting equation.
- */
- aiTextureType_DIFFUSE = 0x1,
-
- /** The texture is combined with the result of the specular
- * lighting equation.
- */
- aiTextureType_SPECULAR = 0x2,
-
- /** The texture is combined with the result of the ambient
- * lighting equation.
- */
- aiTextureType_AMBIENT = 0x3,
-
- /** The texture is added to the result of the lighting
- * calculation. It isn't influenced by incoming light.
- */
- aiTextureType_EMISSIVE = 0x4,
-
- /** The texture is a height map.
- *
- * By convention, higher gray-scale values stand for
- * higher elevations from the base height.
- */
- aiTextureType_HEIGHT = 0x5,
-
- /** The texture is a (tangent space) normal-map.
- *
- * Again, there are several conventions for tangent-space
- * normal maps. Assimp does (intentionally) not
- * distinguish here.
- */
- aiTextureType_NORMALS = 0x6,
-
- /** The texture defines the glossiness of the material.
- *
- * The glossiness is in fact the exponent of the specular
- * (phong) lighting equation. Usually there is a conversion
- * function defined to map the linear color values in the
- * texture to a suitable exponent. Have fun.
- */
- aiTextureType_SHININESS = 0x7,
-
- /** The texture defines per-pixel opacity.
- *
- * Usually 'white' means opaque and 'black' means
- * 'transparency'. Or quite the opposite. Have fun.
- */
- aiTextureType_OPACITY = 0x8,
-
- /** Displacement texture
- *
- * The exact purpose and format is application-dependent.
- * Higher color values stand for higher vertex displacements.
- */
- aiTextureType_DISPLACEMENT = 0x9,
-
- /** Lightmap texture (aka Ambient Occlusion)
- *
- * Both 'Lightmaps' and dedicated 'ambient occlusion maps' are
- * covered by this material property. The texture contains a
- * scaling value for the final color value of a pixel. Its
- * intensity is not affected by incoming light.
- */
- aiTextureType_LIGHTMAP = 0xA,
-
- /** Reflection texture
- *
- * Contains the color of a perfect mirror reflection.
- * Rarely used, almost never for real-time applications.
- */
- aiTextureType_REFLECTION = 0xB,
-
- /** Unknown texture
- *
- * A texture reference that does not match any of the definitions
- * above is considered to be 'unknown'. It is still imported,
- * but is excluded from any further postprocessing.
- */
- aiTextureType_UNKNOWN = 0xC,
-
-
- /** @cond never
- * This value is not used. It forces the compiler to use at least
- * 32 Bit integers to represent this enum.
- */
-#ifndef SWIG
- _aiTextureType_Force32Bit = 0x9fffffff
-#endif
- //! @endcond
-};
-
-#define AI_TEXTURE_TYPE_MAX aiTextureType_UNKNOWN
-
-// ---------------------------------------------------------------------------
-/** @brief Defines all shading models supported by the library
- *
- * The list of shading modes has been taken from Blender.
- * See Blender documentation for more information. The API does
- * not distinguish between "specular" and "diffuse" shaders (thus the
- * specular term for diffuse shading models like Oren-Nayar remains
- * undefined). <br>
- * Again, this value is just a hint. Assimp tries to select the shader whose
- * most common implementation matches the original rendering results of the
- * 3D modeller which wrote a particular model as closely as possible.
- */
-enum aiShadingMode
-{
- /** Flat shading. Shading is done on per-face base,
- * diffuse only. Also known as 'faceted shading'.
- */
- aiShadingMode_Flat = 0x1,
-
- /** Simple Gouraud shading.
- */
- aiShadingMode_Gouraud = 0x2,
-
- /** Phong-Shading -
- */
- aiShadingMode_Phong = 0x3,
-
- /** Phong-Blinn-Shading
- */
- aiShadingMode_Blinn = 0x4,
-
- /** Toon-Shading per pixel
- *
- * Also known as 'comic' shader.
- */
- aiShadingMode_Toon = 0x5,
-
- /** OrenNayar-Shading per pixel
- *
- * Extension to standard Lambertian shading, taking the
- * roughness of the material into account
- */
- aiShadingMode_OrenNayar = 0x6,
-
- /** Minnaert-Shading per pixel
- *
- * Extension to standard Lambertian shading, taking the
- * "darkness" of the material into account
- */
- aiShadingMode_Minnaert = 0x7,
-
- /** CookTorrance-Shading per pixel
- *
- * Special shader for metallic surfaces.
- */
- aiShadingMode_CookTorrance = 0x8,
-
- /** No shading at all. Constant light influence of 1.0.
- */
- aiShadingMode_NoShading = 0x9,
-
- /** Fresnel shading
- */
- aiShadingMode_Fresnel = 0xa,
-
-
- /** @cond never
- * This value is not used. It forces the compiler to use at least
- * 32 Bit integers to represent this enum.
- */
-#ifndef SWIG
- _aiShadingMode_Force32Bit = 0x9fffffff
-#endif
- //! @endcond
-};
-
-
-// ---------------------------------------------------------------------------
-/** @brief Defines some mixed flags for a particular texture.
- *
- * Usually you'll instruct your cg artists how textures have to look like ...
- * and how they will be processed in your application. However, if you use
- * Assimp for completely generic loading purposes you might also need to
- * process these flags in order to display as many 'unknown' 3D models as
- * possible correctly.
- *
- * This corresponds to the #AI_MATKEY_TEXFLAGS property.
-*/
-enum aiTextureFlags
-{
- /** The texture's color values have to be inverted (componentwise 1-n)
- */
- aiTextureFlags_Invert = 0x1,
-
- /** Explicit request to the application to process the alpha channel
- * of the texture.
- *
- * Mutually exclusive with #aiTextureFlags_IgnoreAlpha. These
- * flags are set if the library can say for sure that the alpha
- * channel is used/is not used. If the model format does not
- * define this, it is left to the application to decide whether
- * the texture alpha channel - if any - is evaluated or not.
- */
- aiTextureFlags_UseAlpha = 0x2,
-
- /** Explicit request to the application to ignore the alpha channel
- * of the texture.
- *
- * Mutually exclusive with #aiTextureFlags_UseAlpha.
- */
- aiTextureFlags_IgnoreAlpha = 0x4,
-
- /** @cond never
- * This value is not used. It forces the compiler to use at least
- * 32 Bit integers to represent this enum.
- */
-#ifndef SWIG
- _aiTextureFlags_Force32Bit = 0x9fffffff
-#endif
- //! @endcond
-};
-
-
-// ---------------------------------------------------------------------------
-/** @brief Defines alpha-blend flags.
- *
- * If you're familiar with OpenGL or D3D, these flags aren't new to you.
- * They define *how* the final color value of a pixel is computed, basing
- * on the previous color at that pixel and the new color value from the
- * material.
- * The blend formula is:
- * @code
- * SourceColor * SourceBlend + DestColor * DestBlend
- * @endcode
- * where <DestColor> is the previous color in the framebuffer at this
- * position and <SourceColor> is the material colro before the transparency
- * calculation.<br>
- * This corresponds to the #AI_MATKEY_BLEND_FUNC property.
-*/
-enum aiBlendMode
-{
- /**
- * Formula:
- * @code
- * SourceColor*SourceAlpha + DestColor*(1-SourceAlpha)
- * @endcode
- */
- aiBlendMode_Default = 0x0,
-
- /** Additive blending
- *
- * Formula:
- * @code
- * SourceColor*1 + DestColor*1
- * @endcode
- */
- aiBlendMode_Additive = 0x1,
-
- // we don't need more for the moment, but we might need them
- // in future versions ...
-
- /** @cond never
- * This value is not used. It forces the compiler to use at least
- * 32 Bit integers to represent this enum.
- */
-#ifndef SWIG
- _aiBlendMode_Force32Bit = 0x9fffffff
-#endif
- //! @endcond
-};
-
-
-#include "./Compiler/pushpack1.h"
-
-// ---------------------------------------------------------------------------
-/** @brief Defines how an UV channel is transformed.
- *
- * This is just a helper structure for the #AI_MATKEY_UVTRANSFORM key.
- * See its documentation for more details.
- *
- * Typically you'll want to build a matrix of this information. However,
- * we keep separate scaling/translation/rotation values to make it
- * easier to process and optimize UV transformations internally.
- */
-struct aiUVTransform
-{
- /** Translation on the u and v axes.
- *
- * The default value is (0|0).
- */
- C_STRUCT aiVector2D mTranslation;
-
- /** Scaling on the u and v axes.
- *
- * The default value is (1|1).
- */
- C_STRUCT aiVector2D mScaling;
-
- /** Rotation - in counter-clockwise direction.
- *
- * The rotation angle is specified in radians. The
- * rotation center is 0.5f|0.5f. The default value
- * 0.f.
- */
- float mRotation;
-
-
-#ifdef __cplusplus
- aiUVTransform()
- : mScaling (1.f,1.f)
- , mRotation (0.f)
- {
- // nothing to be done here ...
- }
-#endif
-
-} PACK_STRUCT;
-
-#include "./Compiler/poppack1.h"
-
-//! @cond AI_DOX_INCLUDE_INTERNAL
-// ---------------------------------------------------------------------------
-/** @brief A very primitive RTTI system for the contents of material
- * properties.
- */
-enum aiPropertyTypeInfo
-{
- /** Array of single-precision (32 Bit) floats
- *
- * It is possible to use aiGetMaterialInteger[Array]() (or the C++-API
- * aiMaterial::Get()) to query properties stored in floating-point format.
- * The material system performs the type conversion automatically.
- */
- aiPTI_Float = 0x1,
-
- /** The material property is an aiString.
- *
- * Arrays of strings aren't possible, aiGetMaterialString() (or the
- * C++-API aiMaterial::Get()) *must* be used to query a string property.
- */
- aiPTI_String = 0x3,
-
- /** Array of (32 Bit) integers
- *
- * It is possible to use aiGetMaterialFloat[Array]() (or the C++-API
- * aiMaterial::Get()) to query properties stored in integer format.
- * The material system performs the type conversion automatically.
- */
- aiPTI_Integer = 0x4,
-
-
- /** Simple binary buffer, content undefined. Not convertible to anything.
- */
- aiPTI_Buffer = 0x5,
-
-
- /** This value is not used. It is just there to force the
- * compiler to map this enum to a 32 Bit integer.
- */
-#ifndef SWIG
- _aiPTI_Force32Bit = 0x9fffffff
-#endif
-};
-
-// ---------------------------------------------------------------------------
-/** @brief Data structure for a single material property
- *
- * As an user, you'll probably never need to deal with this data structure.
- * Just use the provided aiGetMaterialXXX() or aiMaterial::Get() family
- * of functions to query material properties easily. Processing them
- * manually is faster, but it is not the recommended way. It isn't worth
- * the effort. <br>
- * Material property names follow a simple scheme:
- * @code
- * $<name>
- * ?<name>
- * A public property, there must be corresponding AI_MATKEY_XXX define
- * 2nd: Public, but ignored by the #aiProcess_RemoveRedundantMaterials
- * post-processing step.
- * ~<name>
- * A temporary property for internal use.
- * @endcode
- * @see aiMaterial
- */
-struct aiMaterialProperty
-{
- /** Specifies the name of the property (key)
- * Keys are generally case insensitive.
- */
- C_STRUCT aiString mKey;
-
- /** Textures: Specifies their exact usage semantic.
- * For non-texture properties, this member is always 0
- * (or, better-said, #aiTextureType_NONE).
- */
- unsigned int mSemantic;
-
- /** Textures: Specifies the index of the texture.
- * For non-texture properties, this member is always 0.
- */
- unsigned int mIndex;
-
- /** Size of the buffer mData is pointing to, in bytes.
- * This value may not be 0.
- */
- unsigned int mDataLength;
-
- /** Type information for the property.
- *
- * Defines the data layout inside the data buffer. This is used
- * by the library internally to perform debug checks and to
- * utilize proper type conversions.
- * (It's probably a hacky solution, but it works.)
- */
- C_ENUM aiPropertyTypeInfo mType;
-
- /** Binary buffer to hold the property's value.
- * The size of the buffer is always mDataLength.
- */
- char* mData;
-
-#ifdef __cplusplus
-
- aiMaterialProperty() {
- mData = NULL;
- mDataLength = 0;
- mType = aiPTI_Float;
- mIndex = mSemantic = 0;
- }
-
- ~aiMaterialProperty() {
- delete[] mData;
- }
-
-#endif
-};
-//! @endcond
-
-#ifdef __cplusplus
-} // We need to leave the "C" block here to allow template member functions
-#endif
-
-// ---------------------------------------------------------------------------
-/** @brief Data structure for a material
-*
-* Material data is stored using a key-value structure. A single key-value
-* pair is called a 'material property'. C++ users should use the provided
-* member functions of aiMaterial to process material properties, C users
-* have to stick with the aiMaterialGetXXX family of unbound functions.
-* The library defines a set of standard keys (AI_MATKEY_XXX).
-*/
-struct ASSIMP_API aiMaterial
-{
-
-#ifdef __cplusplus
-
- aiMaterial() : mProperties(0), mNumProperties(0), mNumAllocated(0) {}
-
-public:
-
- ~aiMaterial();
-
- // -------------------------------------------------------------------
- /** @brief Retrieve an array of Type values with a specific key
- * from the material
- *
- * @param pKey Key to search for. One of the AI_MATKEY_XXX constants.
- * @param type .. set by AI_MATKEY_XXX
- * @param idx .. set by AI_MATKEY_XXX
- * @param pOut Pointer to a buffer to receive the result.
- * @param pMax Specifies the size of the given buffer, in Type's.
- * Receives the number of values (not bytes!) read.
- * NULL is a valid value for this parameter.
- */
- template <typename Type>
- aiReturn Get(const char* pKey,unsigned int type,
- unsigned int idx, Type* pOut, unsigned int* pMax) const;
-
- // -------------------------------------------------------------------
- /** @brief Retrieve a Type value with a specific key
- * from the material
- *
- * @param pKey Key to search for. One of the AI_MATKEY_XXX constants.
- * @param type Specifies the type of the texture to be retrieved (
- * e.g. diffuse, specular, height map ...)
- * @param idx Index of the texture to be retrieved.
- * @param pOut Reference to receive the output value
- */
- template <typename Type>
- aiReturn Get(const char* pKey,unsigned int type,
- unsigned int idx,Type& pOut) const;
-
- // -------------------------------------------------------------------
- /** Get the number of textures for a particular texture type.
- * @param type Texture type to check for
- * @return Number of textures for this type.
- * @note A texture can be easily queried using #GetTexture() */
- unsigned int GetTextureCount(aiTextureType type) const;
-
- // -------------------------------------------------------------------
- /** Helper function to get all parameters pertaining to a
- * particular texture slot from a material.
- *
- * This function is provided just for convenience, you could also
- * read the single material properties manually.
- * @param type Specifies the type of the texture to be retrieved (
- * e.g. diffuse, specular, height map ...)
- * @param index Index of the texture to be retrieved. The function fails
- * if there is no texture of that type with this index.
- * #GetTextureCount() can be used to determine the number of textures
- * per texture type.
- * @param path Receives the path to the texture.
- * NULL is a valid value.
- * @param mapping The texture mapping.
- * NULL is allowed as value.
- * @param uvindex Receives the UV index of the texture.
- * NULL is a valid value.
- * @param blend Receives the blend factor for the texture
- * NULL is a valid value.
- * @param op Receives the texture operation to be performed between
- * this texture and the previous texture. NULL is allowed as value.
- * @param mapmode Receives the mapping modes to be used for the texture.
- * The parameter may be NULL but if it is a valid pointer it MUST
- * point to an array of 3 aiTextureMapMode's (one for each
- * axis: UVW order (=XYZ)).
- */
- // -------------------------------------------------------------------
- aiReturn GetTexture(aiTextureType type,
- unsigned int index,
- C_STRUCT aiString* path,
- aiTextureMapping* mapping = NULL,
- unsigned int* uvindex = NULL,
- float* blend = NULL,
- aiTextureOp* op = NULL,
- aiTextureMapMode* mapmode = NULL) const;
-
-#endif
-
- /** List of all material properties loaded. */
- C_STRUCT aiMaterialProperty** mProperties;
-
- /** Number of properties in the data base */
- unsigned int mNumProperties;
-
- /** Storage allocated */
- unsigned int mNumAllocated;
-};
-
-// Go back to extern "C" again
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-// ---------------------------------------------------------------------------
-#define AI_MATKEY_NAME "?mat.name",0,0
-#define AI_MATKEY_TWOSIDED "$mat.twosided",0,0
-#define AI_MATKEY_SHADING_MODEL "$mat.shadingm",0,0
-#define AI_MATKEY_ENABLE_WIREFRAME "$mat.wireframe",0,0
-#define AI_MATKEY_BLEND_FUNC "$mat.blend",0,0
-#define AI_MATKEY_OPACITY "$mat.opacity",0,0
-#define AI_MATKEY_BUMPSCALING "$mat.bumpscaling",0,0
-#define AI_MATKEY_SHININESS "$mat.shininess",0,0
-#define AI_MATKEY_REFLECTIVITY "$mat.reflectivity",0,0
-#define AI_MATKEY_SHININESS_STRENGTH "$mat.shinpercent",0,0
-#define AI_MATKEY_REFRACTI "$mat.refracti",0,0
-#define AI_MATKEY_COLOR_DIFFUSE "$clr.diffuse",0,0
-#define AI_MATKEY_COLOR_AMBIENT "$clr.ambient",0,0
-#define AI_MATKEY_COLOR_SPECULAR "$clr.specular",0,0
-#define AI_MATKEY_COLOR_EMISSIVE "$clr.emissive",0,0
-#define AI_MATKEY_COLOR_TRANSPARENT "$clr.transparent",0,0
-#define AI_MATKEY_COLOR_REFLECTIVE "$clr.reflective",0,0
-#define AI_MATKEY_GLOBAL_BACKGROUND_IMAGE "?bg.global",0,0
-
-// ---------------------------------------------------------------------------
-// Pure key names for all texture-related properties
-//! @cond MATS_DOC_FULL
-#define _AI_MATKEY_TEXTURE_BASE "$tex.file"
-#define _AI_MATKEY_UVWSRC_BASE "$tex.uvwsrc"
-#define _AI_MATKEY_TEXOP_BASE "$tex.op"
-#define _AI_MATKEY_MAPPING_BASE "$tex.mapping"
-#define _AI_MATKEY_TEXBLEND_BASE "$tex.blend"
-#define _AI_MATKEY_MAPPINGMODE_U_BASE "$tex.mapmodeu"
-#define _AI_MATKEY_MAPPINGMODE_V_BASE "$tex.mapmodev"
-#define _AI_MATKEY_TEXMAP_AXIS_BASE "$tex.mapaxis"
-#define _AI_MATKEY_UVTRANSFORM_BASE "$tex.uvtrafo"
-#define _AI_MATKEY_TEXFLAGS_BASE "$tex.flags"
-//! @endcond
-
-// ---------------------------------------------------------------------------
-#define AI_MATKEY_TEXTURE(type, N) _AI_MATKEY_TEXTURE_BASE,type,N
-
-// For backward compatibility and simplicity
-//! @cond MATS_DOC_FULL
-#define AI_MATKEY_TEXTURE_DIFFUSE(N) \
- AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE,N)
-
-#define AI_MATKEY_TEXTURE_SPECULAR(N) \
- AI_MATKEY_TEXTURE(aiTextureType_SPECULAR,N)
-
-#define AI_MATKEY_TEXTURE_AMBIENT(N) \
- AI_MATKEY_TEXTURE(aiTextureType_AMBIENT,N)
-
-#define AI_MATKEY_TEXTURE_EMISSIVE(N) \
- AI_MATKEY_TEXTURE(aiTextureType_EMISSIVE,N)
-
-#define AI_MATKEY_TEXTURE_NORMALS(N) \
- AI_MATKEY_TEXTURE(aiTextureType_NORMALS,N)
-
-#define AI_MATKEY_TEXTURE_HEIGHT(N) \
- AI_MATKEY_TEXTURE(aiTextureType_HEIGHT,N)
-
-#define AI_MATKEY_TEXTURE_SHININESS(N) \
- AI_MATKEY_TEXTURE(aiTextureType_SHININESS,N)
-
-#define AI_MATKEY_TEXTURE_OPACITY(N) \
- AI_MATKEY_TEXTURE(aiTextureType_OPACITY,N)
-
-#define AI_MATKEY_TEXTURE_DISPLACEMENT(N) \
- AI_MATKEY_TEXTURE(aiTextureType_DISPLACEMENT,N)
-
-#define AI_MATKEY_TEXTURE_LIGHTMAP(N) \
- AI_MATKEY_TEXTURE(aiTextureType_LIGHTMAP,N)
-
-#define AI_MATKEY_TEXTURE_REFLECTION(N) \
- AI_MATKEY_TEXTURE(aiTextureType_REFLECTION,N)
-
-//! @endcond
-
-// ---------------------------------------------------------------------------
-#define AI_MATKEY_UVWSRC(type, N) _AI_MATKEY_UVWSRC_BASE,type,N
-
-// For backward compatibility and simplicity
-//! @cond MATS_DOC_FULL
-#define AI_MATKEY_UVWSRC_DIFFUSE(N) \
- AI_MATKEY_UVWSRC(aiTextureType_DIFFUSE,N)
-
-#define AI_MATKEY_UVWSRC_SPECULAR(N) \
- AI_MATKEY_UVWSRC(aiTextureType_SPECULAR,N)
-
-#define AI_MATKEY_UVWSRC_AMBIENT(N) \
- AI_MATKEY_UVWSRC(aiTextureType_AMBIENT,N)
-
-#define AI_MATKEY_UVWSRC_EMISSIVE(N) \
- AI_MATKEY_UVWSRC(aiTextureType_EMISSIVE,N)
-
-#define AI_MATKEY_UVWSRC_NORMALS(N) \
- AI_MATKEY_UVWSRC(aiTextureType_NORMALS,N)
-
-#define AI_MATKEY_UVWSRC_HEIGHT(N) \
- AI_MATKEY_UVWSRC(aiTextureType_HEIGHT,N)
-
-#define AI_MATKEY_UVWSRC_SHININESS(N) \
- AI_MATKEY_UVWSRC(aiTextureType_SHININESS,N)
-
-#define AI_MATKEY_UVWSRC_OPACITY(N) \
- AI_MATKEY_UVWSRC(aiTextureType_OPACITY,N)
-
-#define AI_MATKEY_UVWSRC_DISPLACEMENT(N) \
- AI_MATKEY_UVWSRC(aiTextureType_DISPLACEMENT,N)
-
-#define AI_MATKEY_UVWSRC_LIGHTMAP(N) \
- AI_MATKEY_UVWSRC(aiTextureType_LIGHTMAP,N)
-
-#define AI_MATKEY_UVWSRC_REFLECTION(N) \
- AI_MATKEY_UVWSRC(aiTextureType_REFLECTION,N)
-
-//! @endcond
-// ---------------------------------------------------------------------------
-#define AI_MATKEY_TEXOP(type, N) _AI_MATKEY_TEXOP_BASE,type,N
-
-// For backward compatibility and simplicity
-//! @cond MATS_DOC_FULL
-#define AI_MATKEY_TEXOP_DIFFUSE(N) \
- AI_MATKEY_TEXOP(aiTextureType_DIFFUSE,N)
-
-#define AI_MATKEY_TEXOP_SPECULAR(N) \
- AI_MATKEY_TEXOP(aiTextureType_SPECULAR,N)
-
-#define AI_MATKEY_TEXOP_AMBIENT(N) \
- AI_MATKEY_TEXOP(aiTextureType_AMBIENT,N)
-
-#define AI_MATKEY_TEXOP_EMISSIVE(N) \
- AI_MATKEY_TEXOP(aiTextureType_EMISSIVE,N)
-
-#define AI_MATKEY_TEXOP_NORMALS(N) \
- AI_MATKEY_TEXOP(aiTextureType_NORMALS,N)
-
-#define AI_MATKEY_TEXOP_HEIGHT(N) \
- AI_MATKEY_TEXOP(aiTextureType_HEIGHT,N)
-
-#define AI_MATKEY_TEXOP_SHININESS(N) \
- AI_MATKEY_TEXOP(aiTextureType_SHININESS,N)
-
-#define AI_MATKEY_TEXOP_OPACITY(N) \
- AI_MATKEY_TEXOP(aiTextureType_OPACITY,N)
-
-#define AI_MATKEY_TEXOP_DISPLACEMENT(N) \
- AI_MATKEY_TEXOP(aiTextureType_DISPLACEMENT,N)
-
-#define AI_MATKEY_TEXOP_LIGHTMAP(N) \
- AI_MATKEY_TEXOP(aiTextureType_LIGHTMAP,N)
-
-#define AI_MATKEY_TEXOP_REFLECTION(N) \
- AI_MATKEY_TEXOP(aiTextureType_REFLECTION,N)
-
-//! @endcond
-// ---------------------------------------------------------------------------
-#define AI_MATKEY_MAPPING(type, N) _AI_MATKEY_MAPPING_BASE,type,N
-
-// For backward compatibility and simplicity
-//! @cond MATS_DOC_FULL
-#define AI_MATKEY_MAPPING_DIFFUSE(N) \
- AI_MATKEY_MAPPING(aiTextureType_DIFFUSE,N)
-
-#define AI_MATKEY_MAPPING_SPECULAR(N) \
- AI_MATKEY_MAPPING(aiTextureType_SPECULAR,N)
-
-#define AI_MATKEY_MAPPING_AMBIENT(N) \
- AI_MATKEY_MAPPING(aiTextureType_AMBIENT,N)
-
-#define AI_MATKEY_MAPPING_EMISSIVE(N) \
- AI_MATKEY_MAPPING(aiTextureType_EMISSIVE,N)
-
-#define AI_MATKEY_MAPPING_NORMALS(N) \
- AI_MATKEY_MAPPING(aiTextureType_NORMALS,N)
-
-#define AI_MATKEY_MAPPING_HEIGHT(N) \
- AI_MATKEY_MAPPING(aiTextureType_HEIGHT,N)
-
-#define AI_MATKEY_MAPPING_SHININESS(N) \
- AI_MATKEY_MAPPING(aiTextureType_SHININESS,N)
-
-#define AI_MATKEY_MAPPING_OPACITY(N) \
- AI_MATKEY_MAPPING(aiTextureType_OPACITY,N)
-
-#define AI_MATKEY_MAPPING_DISPLACEMENT(N) \
- AI_MATKEY_MAPPING(aiTextureType_DISPLACEMENT,N)
-
-#define AI_MATKEY_MAPPING_LIGHTMAP(N) \
- AI_MATKEY_MAPPING(aiTextureType_LIGHTMAP,N)
-
-#define AI_MATKEY_MAPPING_REFLECTION(N) \
- AI_MATKEY_MAPPING(aiTextureType_REFLECTION,N)
-
-//! @endcond
-// ---------------------------------------------------------------------------
-#define AI_MATKEY_TEXBLEND(type, N) _AI_MATKEY_TEXBLEND_BASE,type,N
-
-// For backward compatibility and simplicity
-//! @cond MATS_DOC_FULL
-#define AI_MATKEY_TEXBLEND_DIFFUSE(N) \
- AI_MATKEY_TEXBLEND(aiTextureType_DIFFUSE,N)
-
-#define AI_MATKEY_TEXBLEND_SPECULAR(N) \
- AI_MATKEY_TEXBLEND(aiTextureType_SPECULAR,N)
-
-#define AI_MATKEY_TEXBLEND_AMBIENT(N) \
- AI_MATKEY_TEXBLEND(aiTextureType_AMBIENT,N)
-
-#define AI_MATKEY_TEXBLEND_EMISSIVE(N) \
- AI_MATKEY_TEXBLEND(aiTextureType_EMISSIVE,N)
-
-#define AI_MATKEY_TEXBLEND_NORMALS(N) \
- AI_MATKEY_TEXBLEND(aiTextureType_NORMALS,N)
-
-#define AI_MATKEY_TEXBLEND_HEIGHT(N) \
- AI_MATKEY_TEXBLEND(aiTextureType_HEIGHT,N)
-
-#define AI_MATKEY_TEXBLEND_SHININESS(N) \
- AI_MATKEY_TEXBLEND(aiTextureType_SHININESS,N)
-
-#define AI_MATKEY_TEXBLEND_OPACITY(N) \
- AI_MATKEY_TEXBLEND(aiTextureType_OPACITY,N)
-
-#define AI_MATKEY_TEXBLEND_DISPLACEMENT(N) \
- AI_MATKEY_TEXBLEND(aiTextureType_DISPLACEMENT,N)
-
-#define AI_MATKEY_TEXBLEND_LIGHTMAP(N) \
- AI_MATKEY_TEXBLEND(aiTextureType_LIGHTMAP,N)
-
-#define AI_MATKEY_TEXBLEND_REFLECTION(N) \
- AI_MATKEY_TEXBLEND(aiTextureType_REFLECTION,N)
-
-//! @endcond
-// ---------------------------------------------------------------------------
-#define AI_MATKEY_MAPPINGMODE_U(type, N) _AI_MATKEY_MAPPINGMODE_U_BASE,type,N
-
-// For backward compatibility and simplicity
-//! @cond MATS_DOC_FULL
-#define AI_MATKEY_MAPPINGMODE_U_DIFFUSE(N) \
- AI_MATKEY_MAPPINGMODE_U(aiTextureType_DIFFUSE,N)
-
-#define AI_MATKEY_MAPPINGMODE_U_SPECULAR(N) \
- AI_MATKEY_MAPPINGMODE_U(aiTextureType_SPECULAR,N)
-
-#define AI_MATKEY_MAPPINGMODE_U_AMBIENT(N) \
- AI_MATKEY_MAPPINGMODE_U(aiTextureType_AMBIENT,N)
-
-#define AI_MATKEY_MAPPINGMODE_U_EMISSIVE(N) \
- AI_MATKEY_MAPPINGMODE_U(aiTextureType_EMISSIVE,N)
-
-#define AI_MATKEY_MAPPINGMODE_U_NORMALS(N) \
- AI_MATKEY_MAPPINGMODE_U(aiTextureType_NORMALS,N)
-
-#define AI_MATKEY_MAPPINGMODE_U_HEIGHT(N) \
- AI_MATKEY_MAPPINGMODE_U(aiTextureType_HEIGHT,N)
-
-#define AI_MATKEY_MAPPINGMODE_U_SHININESS(N) \
- AI_MATKEY_MAPPINGMODE_U(aiTextureType_SHININESS,N)
-
-#define AI_MATKEY_MAPPINGMODE_U_OPACITY(N) \
- AI_MATKEY_MAPPINGMODE_U(aiTextureType_OPACITY,N)
-
-#define AI_MATKEY_MAPPINGMODE_U_DISPLACEMENT(N) \
- AI_MATKEY_MAPPINGMODE_U(aiTextureType_DISPLACEMENT,N)
-
-#define AI_MATKEY_MAPPINGMODE_U_LIGHTMAP(N) \
- AI_MATKEY_MAPPINGMODE_U(aiTextureType_LIGHTMAP,N)
-
-#define AI_MATKEY_MAPPINGMODE_U_REFLECTION(N) \
- AI_MATKEY_MAPPINGMODE_U(aiTextureType_REFLECTION,N)
-
-//! @endcond
-// ---------------------------------------------------------------------------
-#define AI_MATKEY_MAPPINGMODE_V(type, N) _AI_MATKEY_MAPPINGMODE_V_BASE,type,N
-
-// For backward compatibility and simplicity
-//! @cond MATS_DOC_FULL
-#define AI_MATKEY_MAPPINGMODE_V_DIFFUSE(N) \
- AI_MATKEY_MAPPINGMODE_V(aiTextureType_DIFFUSE,N)
-
-#define AI_MATKEY_MAPPINGMODE_V_SPECULAR(N) \
- AI_MATKEY_MAPPINGMODE_V(aiTextureType_SPECULAR,N)
-
-#define AI_MATKEY_MAPPINGMODE_V_AMBIENT(N) \
- AI_MATKEY_MAPPINGMODE_V(aiTextureType_AMBIENT,N)
-
-#define AI_MATKEY_MAPPINGMODE_V_EMISSIVE(N) \
- AI_MATKEY_MAPPINGMODE_V(aiTextureType_EMISSIVE,N)
-
-#define AI_MATKEY_MAPPINGMODE_V_NORMALS(N) \
- AI_MATKEY_MAPPINGMODE_V(aiTextureType_NORMALS,N)
-
-#define AI_MATKEY_MAPPINGMODE_V_HEIGHT(N) \
- AI_MATKEY_MAPPINGMODE_V(aiTextureType_HEIGHT,N)
-
-#define AI_MATKEY_MAPPINGMODE_V_SHININESS(N) \
- AI_MATKEY_MAPPINGMODE_V(aiTextureType_SHININESS,N)
-
-#define AI_MATKEY_MAPPINGMODE_V_OPACITY(N) \
- AI_MATKEY_MAPPINGMODE_V(aiTextureType_OPACITY,N)
-
-#define AI_MATKEY_MAPPINGMODE_V_DISPLACEMENT(N) \
- AI_MATKEY_MAPPINGMODE_V(aiTextureType_DISPLACEMENT,N)
-
-#define AI_MATKEY_MAPPINGMODE_V_LIGHTMAP(N) \
- AI_MATKEY_MAPPINGMODE_V(aiTextureType_LIGHTMAP,N)
-
-#define AI_MATKEY_MAPPINGMODE_V_REFLECTION(N) \
- AI_MATKEY_MAPPINGMODE_V(aiTextureType_REFLECTION,N)
-
-//! @endcond
-// ---------------------------------------------------------------------------
-#define AI_MATKEY_TEXMAP_AXIS(type, N) _AI_MATKEY_TEXMAP_AXIS_BASE,type,N
-
-// For backward compatibility and simplicity
-//! @cond MATS_DOC_FULL
-#define AI_MATKEY_TEXMAP_AXIS_DIFFUSE(N) \
- AI_MATKEY_TEXMAP_AXIS(aiTextureType_DIFFUSE,N)
-
-#define AI_MATKEY_TEXMAP_AXIS_SPECULAR(N) \
- AI_MATKEY_TEXMAP_AXIS(aiTextureType_SPECULAR,N)
-
-#define AI_MATKEY_TEXMAP_AXIS_AMBIENT(N) \
- AI_MATKEY_TEXMAP_AXIS(aiTextureType_AMBIENT,N)
-
-#define AI_MATKEY_TEXMAP_AXIS_EMISSIVE(N) \
- AI_MATKEY_TEXMAP_AXIS(aiTextureType_EMISSIVE,N)
-
-#define AI_MATKEY_TEXMAP_AXIS_NORMALS(N) \
- AI_MATKEY_TEXMAP_AXIS(aiTextureType_NORMALS,N)
-
-#define AI_MATKEY_TEXMAP_AXIS_HEIGHT(N) \
- AI_MATKEY_TEXMAP_AXIS(aiTextureType_HEIGHT,N)
-
-#define AI_MATKEY_TEXMAP_AXIS_SHININESS(N) \
- AI_MATKEY_TEXMAP_AXIS(aiTextureType_SHININESS,N)
-
-#define AI_MATKEY_TEXMAP_AXIS_OPACITY(N) \
- AI_MATKEY_TEXMAP_AXIS(aiTextureType_OPACITY,N)
-
-#define AI_MATKEY_TEXMAP_AXIS_DISPLACEMENT(N) \
- AI_MATKEY_TEXMAP_AXIS(aiTextureType_DISPLACEMENT,N)
-
-#define AI_MATKEY_TEXMAP_AXIS_LIGHTMAP(N) \
- AI_MATKEY_TEXMAP_AXIS(aiTextureType_LIGHTMAP,N)
-
-#define AI_MATKEY_TEXMAP_AXIS_REFLECTION(N) \
- AI_MATKEY_TEXMAP_AXIS(aiTextureType_REFLECTION,N)
-
-//! @endcond
-// ---------------------------------------------------------------------------
-#define AI_MATKEY_UVTRANSFORM(type, N) _AI_MATKEY_UVTRANSFORM_BASE,type,N
-
-// For backward compatibility and simplicity
-//! @cond MATS_DOC_FULL
-#define AI_MATKEY_UVTRANSFORM_DIFFUSE(N) \
- AI_MATKEY_UVTRANSFORM(aiTextureType_DIFFUSE,N)
-
-#define AI_MATKEY_UVTRANSFORM_SPECULAR(N) \
- AI_MATKEY_UVTRANSFORM(aiTextureType_SPECULAR,N)
-
-#define AI_MATKEY_UVTRANSFORM_AMBIENT(N) \
- AI_MATKEY_UVTRANSFORM(aiTextureType_AMBIENT,N)
-
-#define AI_MATKEY_UVTRANSFORM_EMISSIVE(N) \
- AI_MATKEY_UVTRANSFORM(aiTextureType_EMISSIVE,N)
-
-#define AI_MATKEY_UVTRANSFORM_NORMALS(N) \
- AI_MATKEY_UVTRANSFORM(aiTextureType_NORMALS,N)
-
-#define AI_MATKEY_UVTRANSFORM_HEIGHT(N) \
- AI_MATKEY_UVTRANSFORM(aiTextureType_HEIGHT,N)
-
-#define AI_MATKEY_UVTRANSFORM_SHININESS(N) \
- AI_MATKEY_UVTRANSFORM(aiTextureType_SHININESS,N)
-
-#define AI_MATKEY_UVTRANSFORM_OPACITY(N) \
- AI_MATKEY_UVTRANSFORM(aiTextureType_OPACITY,N)
-
-#define AI_MATKEY_UVTRANSFORM_DISPLACEMENT(N) \
- AI_MATKEY_UVTRANSFORM(aiTextureType_DISPLACEMENT,N)
-
-#define AI_MATKEY_UVTRANSFORM_LIGHTMAP(N) \
- AI_MATKEY_UVTRANSFORM(aiTextureType_LIGHTMAP,N)
-
-#define AI_MATKEY_UVTRANSFORM_REFLECTION(N) \
- AI_MATKEY_UVTRANSFORM(aiTextureType_REFLECTION,N)
-
-#define AI_MATKEY_UVTRANSFORM_UNKNOWN(N) \
- AI_MATKEY_UVTRANSFORM(aiTextureType_UNKNOWN,N)
-
-//! @endcond
-// ---------------------------------------------------------------------------
-#define AI_MATKEY_TEXFLAGS(type, N) _AI_MATKEY_TEXFLAGS_BASE,type,N
-
-// For backward compatibility and simplicity
-//! @cond MATS_DOC_FULL
-#define AI_MATKEY_TEXFLAGS_DIFFUSE(N) \
- AI_MATKEY_TEXFLAGS(aiTextureType_DIFFUSE,N)
-
-#define AI_MATKEY_TEXFLAGS_SPECULAR(N) \
- AI_MATKEY_TEXFLAGS(aiTextureType_SPECULAR,N)
-
-#define AI_MATKEY_TEXFLAGS_AMBIENT(N) \
- AI_MATKEY_TEXFLAGS(aiTextureType_AMBIENT,N)
-
-#define AI_MATKEY_TEXFLAGS_EMISSIVE(N) \
- AI_MATKEY_TEXFLAGS(aiTextureType_EMISSIVE,N)
-
-#define AI_MATKEY_TEXFLAGS_NORMALS(N) \
- AI_MATKEY_TEXFLAGS(aiTextureType_NORMALS,N)
-
-#define AI_MATKEY_TEXFLAGS_HEIGHT(N) \
- AI_MATKEY_TEXFLAGS(aiTextureType_HEIGHT,N)
-
-#define AI_MATKEY_TEXFLAGS_SHININESS(N) \
- AI_MATKEY_TEXFLAGS(aiTextureType_SHININESS,N)
-
-#define AI_MATKEY_TEXFLAGS_OPACITY(N) \
- AI_MATKEY_TEXFLAGS(aiTextureType_OPACITY,N)
-
-#define AI_MATKEY_TEXFLAGS_DISPLACEMENT(N) \
- AI_MATKEY_TEXFLAGS(aiTextureType_DISPLACEMENT,N)
-
-#define AI_MATKEY_TEXFLAGS_LIGHTMAP(N) \
- AI_MATKEY_TEXFLAGS(aiTextureType_LIGHTMAP,N)
-
-#define AI_MATKEY_TEXFLAGS_REFLECTION(N) \
- AI_MATKEY_TEXFLAGS(aiTextureType_REFLECTION,N)
-
-#define AI_MATKEY_TEXFLAGS_UNKNOWN(N) \
- AI_MATKEY_TEXFLAGS(aiTextureType_UNKNOWN,N)
-
-// ---------------------------------------------------------------------------
-/** @brief Retrieve a material property with a specific key from the material
- *
- * @param pMat Pointer to the input material. May not be NULL
- * @param pKey Key to search for. One of the AI_MATKEY_XXX constants.
- * @param type Specifies the type of the texture to be retrieved (
- * e.g. diffuse, specular, height map ...)
- * @param index Index of the texture to be retrieved.
- * @param pPropOut Pointer to receive a pointer to a valid aiMaterialProperty
- * structure or NULL if the key has not been found. */
-// ---------------------------------------------------------------------------
-ASSIMP_API C_ENUM aiReturn aiGetMaterialProperty(
- const C_STRUCT aiMaterial* pMat,
- const char* pKey,
- unsigned int type,
- unsigned int index,
- const C_STRUCT aiMaterialProperty** pPropOut);
-
-// ---------------------------------------------------------------------------
-/** @brief Retrieve an array of float values with a specific key
- * from the material
- *
- * Pass one of the AI_MATKEY_XXX constants for the last three parameters (the
- * example reads the #AI_MATKEY_UVTRANSFORM property of the first diffuse texture)
- * @code
- * aiUVTransform trafo;
- * unsigned int max = sizeof(aiUVTransform);
- * if (AI_SUCCESS != aiGetMaterialFloatArray(mat, AI_MATKEY_UVTRANSFORM(aiTextureType_DIFFUSE,0),
- * (float*)&trafo, &max) || sizeof(aiUVTransform) != max)
- * {
- * // error handling
- * }
- * @endcode
- *
- * @param pMat Pointer to the input material. May not be NULL
- * @param pKey Key to search for. One of the AI_MATKEY_XXX constants.
- * @param pOut Pointer to a buffer to receive the result.
- * @param pMax Specifies the size of the given buffer, in float's.
- * Receives the number of values (not bytes!) read.
- * @param type (see the code sample above)
- * @param index (see the code sample above)
- * @return Specifies whether the key has been found. If not, the output
- * arrays remains unmodified and pMax is set to 0.*/
-// ---------------------------------------------------------------------------
-ASSIMP_API C_ENUM aiReturn aiGetMaterialFloatArray(
- const C_STRUCT aiMaterial* pMat,
- const char* pKey,
- unsigned int type,
- unsigned int index,
- float* pOut,
- unsigned int* pMax);
-
-
-#ifdef __cplusplus
-
-// ---------------------------------------------------------------------------
-/** @brief Retrieve a single float property with a specific key from the material.
-*
-* Pass one of the AI_MATKEY_XXX constants for the last three parameters (the
-* example reads the #AI_MATKEY_SHININESS_STRENGTH property of the first diffuse texture)
-* @code
-* float specStrength = 1.f; // default value, remains unmodified if we fail.
-* aiGetMaterialFloat(mat, AI_MATKEY_SHININESS_STRENGTH,
-* (float*)&specStrength);
-* @endcode
-*
-* @param pMat Pointer to the input material. May not be NULL
-* @param pKey Key to search for. One of the AI_MATKEY_XXX constants.
-* @param pOut Receives the output float.
-* @param type (see the code sample above)
-* @param index (see the code sample above)
-* @return Specifies whether the key has been found. If not, the output
-* float remains unmodified.*/
-// ---------------------------------------------------------------------------
-inline aiReturn aiGetMaterialFloat(const aiMaterial* pMat,
- const char* pKey,
- unsigned int type,
- unsigned int index,
- float* pOut)
-{
- return aiGetMaterialFloatArray(pMat,pKey,type,index,pOut,(unsigned int*)0x0);
-}
-
-#else
-
-// Use our friend, the C preprocessor
-#define aiGetMaterialFloat (pMat, type, index, pKey, pOut) \
- aiGetMaterialFloatArray(pMat, type, index, pKey, pOut, NULL)
-
-#endif //!__cplusplus
-
-
-// ---------------------------------------------------------------------------
-/** @brief Retrieve an array of integer values with a specific key
- * from a material
- *
- * See the sample for aiGetMaterialFloatArray for more information.*/
-ASSIMP_API C_ENUM aiReturn aiGetMaterialIntegerArray(const C_STRUCT aiMaterial* pMat,
- const char* pKey,
- unsigned int type,
- unsigned int index,
- int* pOut,
- unsigned int* pMax);
-
-
-#ifdef __cplusplus
-
-// ---------------------------------------------------------------------------
-/** @brief Retrieve an integer property with a specific key from a material
- *
- * See the sample for aiGetMaterialFloat for more information.*/
-// ---------------------------------------------------------------------------
-inline aiReturn aiGetMaterialInteger(const C_STRUCT aiMaterial* pMat,
- const char* pKey,
- unsigned int type,
- unsigned int index,
- int* pOut)
-{
- return aiGetMaterialIntegerArray(pMat,pKey,type,index,pOut,(unsigned int*)0x0);
-}
-
-#else
-
-// use our friend, the C preprocessor
-#define aiGetMaterialInteger (pMat, type, index, pKey, pOut) \
- aiGetMaterialIntegerArray(pMat, type, index, pKey, pOut, NULL)
-
-#endif //!__cplusplus
-
-
-
-// ---------------------------------------------------------------------------
-/** @brief Retrieve a color value from the material property table
-*
-* See the sample for aiGetMaterialFloat for more information*/
-// ---------------------------------------------------------------------------
-ASSIMP_API C_ENUM aiReturn aiGetMaterialColor(const C_STRUCT aiMaterial* pMat,
- const char* pKey,
- unsigned int type,
- unsigned int index,
- C_STRUCT aiColor4D* pOut);
-
-
-// ---------------------------------------------------------------------------
-/** @brief Retrieve a string from the material property table
-*
-* See the sample for aiGetMaterialFloat for more information.*/
-// ---------------------------------------------------------------------------
-ASSIMP_API C_ENUM aiReturn aiGetMaterialString(const C_STRUCT aiMaterial* pMat,
- const char* pKey,
- unsigned int type,
- unsigned int index,
- C_STRUCT aiString* pOut);
-
-// ---------------------------------------------------------------------------
-/** Get the number of textures for a particular texture type.
- * @param[in] pMat Pointer to the input material. May not be NULL
- * @param type Texture type to check for
- * @return Number of textures for this type.
- * @note A texture can be easily queried using #aiGetMaterialTexture() */
-// ---------------------------------------------------------------------------
-ASSIMP_API unsigned int aiGetMaterialTextureCount(const C_STRUCT aiMaterial* pMat,
- C_ENUM aiTextureType type);
-
-// ---------------------------------------------------------------------------
-/** @brief Helper function to get all values pertaining to a particular
- * texture slot from a material structure.
- *
- * This function is provided just for convenience. You could also read the
- * texture by parsing all of its properties manually. This function bundles
- * all of them in a huge function monster.
- *
- * @param[in] mat Pointer to the input material. May not be NULL
- * @param[in] type Specifies the texture stack to read from (e.g. diffuse,
- * specular, height map ...).
- * @param[in] index Index of the texture. The function fails if the
- * requested index is not available for this texture type.
- * #aiGetMaterialTextureCount() can be used to determine the number of
- * textures in a particular texture stack.
- * @param[out] path Receives the output path
- * This parameter must be non-null.
- * @param mapping The texture mapping mode to be used.
- * Pass NULL if you're not interested in this information.
- * @param[out] uvindex For UV-mapped textures: receives the index of the UV
- * source channel. Unmodified otherwise.
- * Pass NULL if you're not interested in this information.
- * @param[out] blend Receives the blend factor for the texture
- * Pass NULL if you're not interested in this information.
- * @param[out] op Receives the texture blend operation to be perform between
- * this texture and the previous texture.
- * Pass NULL if you're not interested in this information.
- * @param[out] mapmode Receives the mapping modes to be used for the texture.
- * Pass NULL if you're not interested in this information. Otherwise,
- * pass a pointer to an array of two aiTextureMapMode's (one for each
- * axis, UV order).
- * @return AI_SUCCESS on success, otherwise something else. Have fun.*/
-// ---------------------------------------------------------------------------
-#ifdef __cplusplus
-ASSIMP_API aiReturn aiGetMaterialTexture(const C_STRUCT aiMaterial* mat,
- aiTextureType type,
- unsigned int index,
- aiString* path,
- aiTextureMapping* mapping = NULL,
- unsigned int* uvindex = NULL,
- float* blend = NULL,
- aiTextureOp* op = NULL,
- aiTextureMapMode* mapmode = NULL,
- unsigned int* flags = NULL);
-#else
-C_ENUM aiReturn aiGetMaterialTexture(const C_STRUCT aiMaterial* mat,
- C_ENUM aiTextureType type,
- unsigned int index,
- C_STRUCT aiString* path,
- C_ENUM aiTextureMapping* mapping /*= NULL*/,
- unsigned int* uvindex /*= NULL*/,
- float* blend /*= NULL*/,
- C_ENUM aiTextureOp* op /*= NULL*/,
- C_ENUM aiTextureMapMode* mapmode /*= NULL*/,
- unsigned int* flags /*= NULL*/);
-#endif // !#ifdef __cplusplus
-
-#ifdef __cplusplus
-}
-
-#include "aiMaterial.inl"
-
-#endif //!__cplusplus
-#endif //!!AI_MATERIAL_H_INC
diff --git a/src/3rdparty/assimp/include/aiMaterial.inl b/src/3rdparty/assimp/include/aiMaterial.inl
deleted file mode 100644
index 6be16ff63..000000000
--- a/src/3rdparty/assimp/include/aiMaterial.inl
+++ /dev/null
@@ -1,191 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2010, ASSIMP Development Team
-
-All rights reserved.
-
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
-conditions are met:
-
-* Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
-
-* Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
-
-* Neither the name of the ASSIMP team, nor the names of its
- contributors may be used to endorse or promote products
- derived from this software without specific prior
- written permission of the ASSIMP Development Team.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------------
-*/
-
-/** @file aiMaterial.inl
- * @brief Defines the C++ getters for the material system
- */
-
-#ifndef AI_MATERIAL_INL_INC
-#define AI_MATERIAL_INL_INC
-
-//! @cond never
-
-// ---------------------------------------------------------------------------
-inline aiReturn aiMaterial::GetTexture( aiTextureType type,
- unsigned int index,
- C_STRUCT aiString* path,
- aiTextureMapping* mapping /*= NULL*/,
- unsigned int* uvindex /*= NULL*/,
- float* blend /*= NULL*/,
- aiTextureOp* op /*= NULL*/,
- aiTextureMapMode* mapmode /*= NULL*/) const
-{
- return ::aiGetMaterialTexture(this,type,index,path,mapping,uvindex,blend,op,mapmode);
-}
-
-// ---------------------------------------------------------------------------
-inline unsigned int aiMaterial::GetTextureCount(aiTextureType type) const
-{
- return ::aiGetMaterialTextureCount(this,type);
-}
-
-// ---------------------------------------------------------------------------
-template <typename Type>
-inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
- unsigned int idx, Type* pOut,
- unsigned int* pMax) const
-{
- unsigned int iNum = pMax ? *pMax : 1;
-
- const aiMaterialProperty* prop;
- const aiReturn ret = ::aiGetMaterialProperty(this,pKey,type,idx,
- (const aiMaterialProperty**)&prop);
- if ( AI_SUCCESS == ret ) {
-
- if (prop->mDataLength < sizeof(Type)*iNum) {
- return AI_FAILURE;
- }
-
- // if (::strcmp(prop->mData,(char*)aiPTI_Buffer)!=0)
- // return AI_FAILURE;
-
- iNum = std::min((size_t)iNum,prop->mDataLength / sizeof(Type));
- memcpy(pOut,prop->mData,iNum * sizeof(Type));
- if (pMax) {
- *pMax = iNum;
- }
- }
- return ret;
-}
-
-// ---------------------------------------------------------------------------
-template <typename Type>
-inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
- unsigned int idx,Type& pOut) const
-{
- const aiMaterialProperty* prop;
- const aiReturn ret = ::aiGetMaterialProperty(this,pKey,type,idx,
- (const aiMaterialProperty**)&prop);
- if ( AI_SUCCESS == ret ) {
-
- /*
- if (prop->mDataLength < sizeof(Type)) {
- return AI_FAILURE;
- }
-
- if (strcmp(prop->mData,(char*)aiPTI_Buffer)!=0) {
- return AI_FAILURE;
- }
-
- memcpy(&pOut,prop->mData,sizeof(Type));
- */
-
- if (prop->mType == aiPTI_Buffer) {
- return AI_FAILURE;
- } else {
- if (prop->mDataLength < sizeof(Type)) {
- return AI_FAILURE;
- } else {
- memcpy(&pOut,prop->mData,sizeof(Type));
- }
- }
- }
- return ret;
-}
-// ---------------------------------------------------------------------------
-template <>
-inline aiReturn aiMaterial::Get<float>(const char* pKey,unsigned int type,
- unsigned int idx,float* pOut,
- unsigned int* pMax) const
-{
- return ::aiGetMaterialFloatArray(this,pKey,type,idx,pOut,pMax);
-}
-// ---------------------------------------------------------------------------
-template <>
-inline aiReturn aiMaterial::Get<int>(const char* pKey,unsigned int type,
- unsigned int idx,int* pOut,
- unsigned int* pMax) const
-{
- return ::aiGetMaterialIntegerArray(this,pKey,type,idx,pOut,pMax);
-}
-
-// ---------------------------------------------------------------------------
-template <>
-inline aiReturn aiMaterial::Get<float>(const char* pKey,unsigned int type,
- unsigned int idx,float& pOut) const
-{
- return aiGetMaterialFloat(this,pKey,type,idx,&pOut);
-}
-// ---------------------------------------------------------------------------
-template <>
-inline aiReturn aiMaterial::Get<int>(const char* pKey,unsigned int type,
- unsigned int idx,int& pOut) const
-{
- return aiGetMaterialInteger(this,pKey,type,idx,&pOut);
-}
-// ---------------------------------------------------------------------------
-template <>
-inline aiReturn aiMaterial::Get<aiColor4D>(const char* pKey,unsigned int type,
- unsigned int idx,aiColor4D& pOut) const
-{
- return aiGetMaterialColor(this,pKey,type,idx,&pOut);
-}
-// ---------------------------------------------------------------------------
-template <>
-inline aiReturn aiMaterial::Get<aiColor3D>(const char* pKey,unsigned int type,
- unsigned int idx,aiColor3D& pOut) const
-{
- aiColor4D c;
- const aiReturn ret = aiGetMaterialColor(this,pKey,type,idx,&c);
- pOut = aiColor3D(c.r,c.g,c.b);
- return ret;
-}
-// ---------------------------------------------------------------------------
-template <>
-inline aiReturn aiMaterial::Get<aiString>(const char* pKey,unsigned int type,
- unsigned int idx,aiString& pOut) const
-{
- return aiGetMaterialString(this,pKey,type,idx,&pOut);
-}
-
-//! @endcond
-
-#endif //! AI_MATERIAL_INL_INC
diff --git a/src/3rdparty/assimp/include/aiMatrix3x3.h b/src/3rdparty/assimp/include/aiMatrix3x3.h
deleted file mode 100644
index 8dcc4ce46..000000000
--- a/src/3rdparty/assimp/include/aiMatrix3x3.h
+++ /dev/null
@@ -1,166 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2010, ASSIMP Development Team
-
-All rights reserved.
-
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
-conditions are met:
-
-* Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
-
-* Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
-
-* Neither the name of the ASSIMP team, nor the names of its
- contributors may be used to endorse or promote products
- derived from this software without specific prior
- written permission of the ASSIMP Development Team.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------------
-*/
-
-/** @file aiMatrix3x3.h
- * @brief Definition of a 3x3 matrix, including operators when compiling in C++
- */
-#ifndef AI_MATRIX3x3_H_INC
-#define AI_MATRIX3x3_H_INC
-
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-struct aiMatrix4x4;
-struct aiVector2D;
-
-// ---------------------------------------------------------------------------
-/** @brief Represents a row-major 3x3 matrix
- *
- * There's much confusion about matrix layouts (colum vs. row order).
- * This is *always* a row-major matrix. Even with the
- * aiProcess_ConvertToLeftHanded flag.
- */
-struct aiMatrix3x3
-{
-#ifdef __cplusplus
-
- aiMatrix3x3 () :
- a1(1.0f), a2(0.0f), a3(0.0f),
- b1(0.0f), b2(1.0f), b3(0.0f),
- c1(0.0f), c2(0.0f), c3(1.0f) {}
-
- aiMatrix3x3 ( float _a1, float _a2, float _a3,
- float _b1, float _b2, float _b3,
- float _c1, float _c2, float _c3) :
- a1(_a1), a2(_a2), a3(_a3),
- b1(_b1), b2(_b2), b3(_b3),
- c1(_c1), c2(_c2), c3(_c3)
- {}
-
-public:
-
- // matrix multiplication. beware, not commutative
- aiMatrix3x3& operator *= (const aiMatrix3x3& m);
- aiMatrix3x3 operator * (const aiMatrix3x3& m) const;
-
- // array access operators
- float* operator[] (unsigned int p_iIndex);
- const float* operator[] (unsigned int p_iIndex) const;
-
- // comparison operators
- bool operator== (const aiMatrix4x4 m) const;
- bool operator!= (const aiMatrix4x4 m) const;
-
-public:
-
- // -------------------------------------------------------------------
- /** @brief Construction from a 4x4 matrix. The remaining parts
- * of the matrix are ignored.
- */
- explicit aiMatrix3x3( const aiMatrix4x4& pMatrix);
-
- // -------------------------------------------------------------------
- /** @brief Transpose the matrix
- */
- aiMatrix3x3& Transpose();
-
- // -------------------------------------------------------------------
- /** @brief Invert the matrix.
- * If the matrix is not invertible all elements are set to qnan.
- * Beware, use (f != f) to check whether a float f is qnan.
- */
- aiMatrix3x3& Inverse();
- float Determinant() const;
-
-public:
- // -------------------------------------------------------------------
- /** @brief Returns a rotation matrix for a rotation around z
- * @param a Rotation angle, in radians
- * @param out Receives the output matrix
- * @return Reference to the output matrix
- */
- static aiMatrix3x3& RotationZ(float a, aiMatrix3x3& out);
-
- // -------------------------------------------------------------------
- /** @brief Returns a rotation matrix for a rotation around
- * an arbitrary axis.
- *
- * @param a Rotation angle, in radians
- * @param axis Axis to rotate around
- * @param out To be filled
- */
- static aiMatrix3x3& Rotation( float a,
- const aiVector3D& axis, aiMatrix3x3& out);
-
- // -------------------------------------------------------------------
- /** @brief Returns a translation matrix
- * @param v Translation vector
- * @param out Receives the output matrix
- * @return Reference to the output matrix
- */
- static aiMatrix3x3& Translation( const aiVector2D& v, aiMatrix3x3& out);
-
- // -------------------------------------------------------------------
- /** @brief A function for creating a rotation matrix that rotates a
- * vector called "from" into another vector called "to".
- * Input : from[3], to[3] which both must be *normalized* non-zero vectors
- * Output: mtx[3][3] -- a 3x3 matrix in colum-major form
- * Authors: Tomas Mller, John Hughes
- * "Efficiently Building a Matrix to Rotate One Vector to Another"
- * Journal of Graphics Tools, 4(4):1-4, 1999
- */
- static aiMatrix3x3& FromToMatrix(const aiVector3D& from,
- const aiVector3D& to, aiMatrix3x3& out);
-
-#endif // __cplusplus
-
-
- float a1, a2, a3;
- float b1, b2, b3;
- float c1, c2, c3;
-};
-
-#ifdef __cplusplus
-} // end of extern C
-#endif
-
-#endif // AI_MATRIX3x3_H_INC
diff --git a/src/3rdparty/assimp/include/aiMatrix3x3.inl b/src/3rdparty/assimp/include/aiMatrix3x3.inl
deleted file mode 100644
index 0b5d7a917..000000000
--- a/src/3rdparty/assimp/include/aiMatrix3x3.inl
+++ /dev/null
@@ -1,250 +0,0 @@
-/** @file aiMatrix3x3.inl
- * @brief Inline implementation of the 3x3 matrix operators
- */
-#ifndef AI_MATRIX3x3_INL_INC
-#define AI_MATRIX3x3_INL_INC
-
-#include "aiMatrix3x3.h"
-
-#ifdef __cplusplus
-#include "aiMatrix4x4.h"
-#include <algorithm>
-#include <limits>
-
-// ------------------------------------------------------------------------------------------------
-// Construction from a 4x4 matrix. The remaining parts of the matrix are ignored.
-inline aiMatrix3x3::aiMatrix3x3( const aiMatrix4x4& pMatrix)
-{
- a1 = pMatrix.a1; a2 = pMatrix.a2; a3 = pMatrix.a3;
- b1 = pMatrix.b1; b2 = pMatrix.b2; b3 = pMatrix.b3;
- c1 = pMatrix.c1; c2 = pMatrix.c2; c3 = pMatrix.c3;
-}
-
-// ------------------------------------------------------------------------------------------------
-inline aiMatrix3x3& aiMatrix3x3::operator *= (const aiMatrix3x3& m)
-{
- *this = aiMatrix3x3(m.a1 * a1 + m.b1 * a2 + m.c1 * a3,
- m.a2 * a1 + m.b2 * a2 + m.c2 * a3,
- m.a3 * a1 + m.b3 * a2 + m.c3 * a3,
- m.a1 * b1 + m.b1 * b2 + m.c1 * b3,
- m.a2 * b1 + m.b2 * b2 + m.c2 * b3,
- m.a3 * b1 + m.b3 * b2 + m.c3 * b3,
- m.a1 * c1 + m.b1 * c2 + m.c1 * c3,
- m.a2 * c1 + m.b2 * c2 + m.c2 * c3,
- m.a3 * c1 + m.b3 * c2 + m.c3 * c3);
- return *this;
-}
-
-// ------------------------------------------------------------------------------------------------
-inline aiMatrix3x3 aiMatrix3x3::operator* (const aiMatrix3x3& m) const
-{
- aiMatrix3x3 temp( *this);
- temp *= m;
- return temp;
-}
-
-// ------------------------------------------------------------------------------------------------
-inline float* aiMatrix3x3::operator[] (unsigned int p_iIndex)
-{
- return &this->a1 + p_iIndex * 3;
-}
-
-// ------------------------------------------------------------------------------------------------
-inline const float* aiMatrix3x3::operator[] (unsigned int p_iIndex) const
-{
- return &this->a1 + p_iIndex * 3;
-}
-
-// ------------------------------------------------------------------------------------------------
-inline bool aiMatrix3x3::operator== (const aiMatrix4x4 m) const
-{
- return a1 == m.a1 && a2 == m.a2 && a3 == m.a3 &&
- b1 == m.b1 && b2 == m.b2 && b3 == m.b3 &&
- c1 == m.c1 && c2 == m.c2 && c3 == m.c3;
-}
-
-// ------------------------------------------------------------------------------------------------
-inline bool aiMatrix3x3::operator!= (const aiMatrix4x4 m) const
-{
- return !(*this == m);
-}
-
-// ------------------------------------------------------------------------------------------------
-inline aiMatrix3x3& aiMatrix3x3::Transpose()
-{
- // (float&) don't remove, GCC complains cause of packed fields
- std::swap( (float&)a2, (float&)b1);
- std::swap( (float&)a3, (float&)c1);
- std::swap( (float&)b3, (float&)c2);
- return *this;
-}
-
-// ----------------------------------------------------------------------------------------
-inline float aiMatrix3x3::Determinant() const
-{
- return a1*b2*c3 - a1*b3*c2 + a2*b3*c1 - a2*b1*c3 + a3*b1*c2 - a3*b2*c1;
-}
-
-// ----------------------------------------------------------------------------------------
-inline aiMatrix3x3& aiMatrix3x3::Inverse()
-{
- // Compute the reciprocal determinant
- float det = Determinant();
- if(det == 0.0f)
- {
- // Matrix not invertible. Setting all elements to nan is not really
- // correct in a mathematical sense but it is easy to debug for the
- // programmer.
- const float nan = std::numeric_limits<float>::quiet_NaN();
- *this = aiMatrix3x3( nan,nan,nan,nan,nan,nan,nan,nan,nan);
-
- return *this;
- }
-
- float invdet = 1.0f / det;
-
- aiMatrix3x3 res;
- res.a1 = invdet * (b2 * c3 - b3 * c2);
- res.a2 = -invdet * (a2 * c3 - a3 * c2);
- res.a3 = invdet * (a2 * b3 - a3 * b2);
- res.b1 = -invdet * (b1 * c3 - b3 * c1);
- res.b2 = invdet * (a1 * c3 - a3 * c1);
- res.b3 = -invdet * (a1 * b3 - a3 * b1);
- res.c1 = invdet * (b1 * c2 - b2 * c1);
- res.c2 = -invdet * (a1 * c2 - a2 * c1);
- res.c3 = invdet * (a1 * b2 - a2 * b1);
- *this = res;
-
- return *this;
-}
-
-// ------------------------------------------------------------------------------------------------
-inline aiMatrix3x3& aiMatrix3x3::RotationZ(float a, aiMatrix3x3& out)
-{
- out.a1 = out.b2 = ::cos(a);
- out.b1 = ::sin(a);
- out.a2 = - out.b1;
-
- out.a3 = out.b3 = out.c1 = out.c2 = 0.f;
- out.c3 = 1.f;
-
- return out;
-}
-
-// ------------------------------------------------------------------------------------------------
-// Returns a rotation matrix for a rotation around an arbitrary axis.
-inline aiMatrix3x3& aiMatrix3x3::Rotation( float a, const aiVector3D& axis, aiMatrix3x3& out)
-{
- float c = cos( a), s = sin( a), t = 1 - c;
- float x = axis.x, y = axis.y, z = axis.z;
-
- // Many thanks to MathWorld and Wikipedia
- out.a1 = t*x*x + c; out.a2 = t*x*y - s*z; out.a3 = t*x*z + s*y;
- out.b1 = t*x*y + s*z; out.b2 = t*y*y + c; out.b3 = t*y*z - s*x;
- out.c1 = t*x*z - s*y; out.c2 = t*y*z + s*x; out.c3 = t*z*z + c;
-
- return out;
-}
-
-// ------------------------------------------------------------------------------------------------
-inline aiMatrix3x3& aiMatrix3x3::Translation( const aiVector2D& v, aiMatrix3x3& out)
-{
- out = aiMatrix3x3();
- out.a3 = v.x;
- out.b3 = v.y;
- return out;
-}
-
-// ----------------------------------------------------------------------------------------
-/** A function for creating a rotation matrix that rotates a vector called
- * "from" into another vector called "to".
- * Input : from[3], to[3] which both must be *normalized* non-zero vectors
- * Output: mtx[3][3] -- a 3x3 matrix in colum-major form
- * Authors: Tomas Mller, John Hughes
- * "Efficiently Building a Matrix to Rotate One Vector to Another"
- * Journal of Graphics Tools, 4(4):1-4, 1999
- */
-// ----------------------------------------------------------------------------------------
-inline aiMatrix3x3& aiMatrix3x3::FromToMatrix(const aiVector3D& from,
- const aiVector3D& to, aiMatrix3x3& mtx)
-{
- const float e = from * to;
- const float f = (e < 0)? -e:e;
-
- if (f > 1.0 - 0.00001f) /* "from" and "to"-vector almost parallel */
- {
- aiVector3D u,v; /* temporary storage vectors */
- aiVector3D x; /* vector most nearly orthogonal to "from" */
-
- x.x = (from.x > 0.0)? from.x : -from.x;
- x.y = (from.y > 0.0)? from.y : -from.y;
- x.z = (from.z > 0.0)? from.z : -from.z;
-
- if (x.x < x.y)
- {
- if (x.x < x.z)
- {
- x.x = 1.0; x.y = x.z = 0.0;
- }
- else
- {
- x.z = 1.0; x.y = x.z = 0.0;
- }
- }
- else
- {
- if (x.y < x.z)
- {
- x.y = 1.0; x.x = x.z = 0.0;
- }
- else
- {
- x.z = 1.0; x.x = x.y = 0.0;
- }
- }
-
- u.x = x.x - from.x; u.y = x.y - from.y; u.z = x.z - from.z;
- v.x = x.x - to.x; v.y = x.y - to.y; v.z = x.z - to.z;
-
- const float c1 = 2.0f / (u * u);
- const float c2 = 2.0f / (v * v);
- const float c3 = c1 * c2 * (u * v);
-
- for (unsigned int i = 0; i < 3; i++)
- {
- for (unsigned int j = 0; j < 3; j++)
- {
- mtx[i][j] = - c1 * u[i] * u[j] - c2 * v[i] * v[j]
- + c3 * v[i] * u[j];
- }
- mtx[i][i] += 1.0;
- }
- }
- else /* the most common case, unless "from"="to", or "from"=-"to" */
- {
- const aiVector3D v = from ^ to;
- /* ... use this hand optimized version (9 mults less) */
- const float h = 1.0f/(1.0f + e); /* optimization by Gottfried Chen */
- const float hvx = h * v.x;
- const float hvz = h * v.z;
- const float hvxy = hvx * v.y;
- const float hvxz = hvx * v.z;
- const float hvyz = hvz * v.y;
- mtx[0][0] = e + hvx * v.x;
- mtx[0][1] = hvxy - v.z;
- mtx[0][2] = hvxz + v.y;
-
- mtx[1][0] = hvxy + v.z;
- mtx[1][1] = e + h * v.y * v.y;
- mtx[1][2] = hvyz - v.x;
-
- mtx[2][0] = hvxz - v.y;
- mtx[2][1] = hvyz + v.x;
- mtx[2][2] = e + hvz * v.z;
- }
- return mtx;
-}
-
-
-#endif // __cplusplus
-#endif // AI_MATRIX3x3_INL_INC
diff --git a/src/3rdparty/assimp/include/aiMatrix4x4.h b/src/3rdparty/assimp/include/aiMatrix4x4.h
deleted file mode 100644
index 406a615d5..000000000
--- a/src/3rdparty/assimp/include/aiMatrix4x4.h
+++ /dev/null
@@ -1,240 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2010, ASSIMP Development Team
-
-All rights reserved.
-
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
-conditions are met:
-
-* Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
-
-* Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
-
-* Neither the name of the ASSIMP team, nor the names of its
- contributors may be used to endorse or promote products
- derived from this software without specific prior
- written permission of the ASSIMP Development Team.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------------
-*/
-/** @file aiMatrix4x4.h
- * @brief 4x4 matrix structure, including operators when compiling in C++
- */
-#ifndef AI_MATRIX4X4_H_INC
-#define AI_MATRIX4X4_H_INC
-
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-struct aiMatrix3x3;
-struct aiQuaternion;
-
-#include "./Compiler/pushpack1.h"
-
-// ---------------------------------------------------------------------------
-/** @brief Represents a row-major 4x4 matrix, use this for homogeneous
- * coordinates.
- *
- * There's much confusion about matrix layouts (colum vs. row order).
- * This is *always* a row-major matrix. Even with the
- * aiProcess_ConvertToLeftHanded flag.
- */
-struct aiMatrix4x4
-{
-#ifdef __cplusplus
-
- // default c'tor, init to zero
- aiMatrix4x4 () :
- a1(1.0f), a2(0.0f), a3(0.0f), a4(0.0f),
- b1(0.0f), b2(1.0f), b3(0.0f), b4(0.0f),
- c1(0.0f), c2(0.0f), c3(1.0f), c4(0.0f),
- d1(0.0f), d2(0.0f), d3(0.0f), d4(1.0f)
- {}
-
- // from single values
- aiMatrix4x4 ( float _a1, float _a2, float _a3, float _a4,
- float _b1, float _b2, float _b3, float _b4,
- float _c1, float _c2, float _c3, float _c4,
- float _d1, float _d2, float _d3, float _d4) :
- a1(_a1), a2(_a2), a3(_a3), a4(_a4),
- b1(_b1), b2(_b2), b3(_b3), b4(_b4),
- c1(_c1), c2(_c2), c3(_c3), c4(_c4),
- d1(_d1), d2(_d2), d3(_d3), d4(_d4)
- {}
-
-
- // -------------------------------------------------------------------
- /** @brief Constructor from 3x3 matrix.
- * The remaining elements are set to identity.
- */
- explicit aiMatrix4x4( const aiMatrix3x3& m);
-
-public:
-
- // array access operators
- float* operator[] (unsigned int p_iIndex);
- const float* operator[] (unsigned int p_iIndex) const;
-
- // comparison operators
- bool operator== (const aiMatrix4x4 m) const;
- bool operator!= (const aiMatrix4x4 m) const;
-
- // Matrix multiplication. Not commutative.
- aiMatrix4x4& operator *= (const aiMatrix4x4& m);
- aiMatrix4x4 operator * (const aiMatrix4x4& m) const;
-
-public:
-
- // -------------------------------------------------------------------
- /** @brief Transpose the matrix
- */
- aiMatrix4x4& Transpose();
-
- // -------------------------------------------------------------------
- /** @brief Invert the matrix.
- * If the matrix is not invertible all elements are set to qnan.
- * Beware, use (f != f) to check whether a float f is qnan.
- */
- aiMatrix4x4& Inverse();
- float Determinant() const;
-
-
- // -------------------------------------------------------------------
- /** @brief Returns true of the matrix is the identity matrix.
- * The check is performed against a not so small epsilon.
- */
- inline bool IsIdentity() const;
-
- // -------------------------------------------------------------------
- /** @brief Decompose a trafo matrix into its original components
- * @param scaling Receives the output scaling for the x,y,z axes
- * @param rotation Receives the output rotation as a hamilton
- * quaternion
- * @param position Receives the output position for the x,y,z axes
- */
- void Decompose (aiVector3D& scaling, aiQuaternion& rotation,
- aiVector3D& position) const;
-
- // -------------------------------------------------------------------
- /** @brief Decompose a trafo matrix with no scaling into its
- * original components
- * @param rotation Receives the output rotation as a hamilton
- * quaternion
- * @param position Receives the output position for the x,y,z axes
- */
- void DecomposeNoScaling (aiQuaternion& rotation,
- aiVector3D& position) const;
-
-
- // -------------------------------------------------------------------
- /** @brief Creates a trafo matrix from a set of euler angles
- * @param x Rotation angle for the x-axis, in radians
- * @param y Rotation angle for the y-axis, in radians
- * @param z Rotation angle for the z-axis, in radians
- */
- aiMatrix4x4& FromEulerAnglesXYZ(float x, float y, float z);
- aiMatrix4x4& FromEulerAnglesXYZ(const aiVector3D& blubb);
-
-public:
- // -------------------------------------------------------------------
- /** @brief Returns a rotation matrix for a rotation around the x axis
- * @param a Rotation angle, in radians
- * @param out Receives the output matrix
- * @return Reference to the output matrix
- */
- static aiMatrix4x4& RotationX(float a, aiMatrix4x4& out);
-
- // -------------------------------------------------------------------
- /** @brief Returns a rotation matrix for a rotation around the y axis
- * @param a Rotation angle, in radians
- * @param out Receives the output matrix
- * @return Reference to the output matrix
- */
- static aiMatrix4x4& RotationY(float a, aiMatrix4x4& out);
-
- // -------------------------------------------------------------------
- /** @brief Returns a rotation matrix for a rotation around the z axis
- * @param a Rotation angle, in radians
- * @param out Receives the output matrix
- * @return Reference to the output matrix
- */
- static aiMatrix4x4& RotationZ(float a, aiMatrix4x4& out);
-
- // -------------------------------------------------------------------
- /** Returns a rotation matrix for a rotation around an arbitrary axis.
- * @param a Rotation angle, in radians
- * @param axis Rotation axis, should be a normalized vector.
- * @param out Receives the output matrix
- * @return Reference to the output matrix
- */
- static aiMatrix4x4& Rotation(float a, const aiVector3D& axis,
- aiMatrix4x4& out);
-
- // -------------------------------------------------------------------
- /** @brief Returns a translation matrix
- * @param v Translation vector
- * @param out Receives the output matrix
- * @return Reference to the output matrix
- */
- static aiMatrix4x4& Translation( const aiVector3D& v, aiMatrix4x4& out);
-
- // -------------------------------------------------------------------
- /** @brief Returns a scaling matrix
- * @param v Scaling vector
- * @param out Receives the output matrix
- * @return Reference to the output matrix
- */
- static aiMatrix4x4& Scaling( const aiVector3D& v, aiMatrix4x4& out);
-
- // -------------------------------------------------------------------
- /** @brief A function for creating a rotation matrix that rotates a
- * vector called "from" into another vector called "to".
- * Input : from[3], to[3] which both must be *normalized* non-zero vectors
- * Output: mtx[3][3] -- a 3x3 matrix in colum-major form
- * Authors: Tomas Mller, John Hughes
- * "Efficiently Building a Matrix to Rotate One Vector to Another"
- * Journal of Graphics Tools, 4(4):1-4, 1999
- */
- static aiMatrix4x4& FromToMatrix(const aiVector3D& from,
- const aiVector3D& to, aiMatrix4x4& out);
-
-#endif // __cplusplus
-
- float a1, a2, a3, a4;
- float b1, b2, b3, b4;
- float c1, c2, c3, c4;
- float d1, d2, d3, d4;
-
-} PACK_STRUCT; // !class aiMatrix4x4
-
-
-#include "./Compiler/poppack1.h"
-
-#ifdef __cplusplus
-} // end extern "C"
-
-
-#endif // __cplusplus
-#endif // AI_MATRIX4X4_H_INC
diff --git a/src/3rdparty/assimp/include/aiMatrix4x4.inl b/src/3rdparty/assimp/include/aiMatrix4x4.inl
deleted file mode 100644
index 3dc182eb9..000000000
--- a/src/3rdparty/assimp/include/aiMatrix4x4.inl
+++ /dev/null
@@ -1,419 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2010, ASSIMP Development Team
-
-All rights reserved.
-
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
-conditions are met:
-
-* Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
-
-* Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
-
-* Neither the name of the ASSIMP team, nor the names of its
- contributors may be used to endorse or promote products
- derived from this software without specific prior
- written permission of the ASSIMP Development Team.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------------
-*/
-
-/** @file aiMatrix4x4.inl
- * @brief Inline implementation of the 4x4 matrix operators
- */
-#ifndef AI_MATRIX4x4_INL_INC
-#define AI_MATRIX4x4_INL_INC
-
-#include "aiMatrix4x4.h"
-
-#ifdef __cplusplus
-#include "aiMatrix3x3.h"
-
-#include <algorithm>
-#include <limits>
-#include <math.h>
-
-#include "aiAssert.h"
-#include "aiQuaternion.h"
-
-// ----------------------------------------------------------------------------------------
-inline aiMatrix4x4::aiMatrix4x4( const aiMatrix3x3& m)
-{
- a1 = m.a1; a2 = m.a2; a3 = m.a3; a4 = 0.0f;
- b1 = m.b1; b2 = m.b2; b3 = m.b3; b4 = 0.0f;
- c1 = m.c1; c2 = m.c2; c3 = m.c3; c4 = 0.0f;
- d1 = 0.0f; d2 = 0.0f; d3 = 0.0f; d4 = 1.0f;
-}
-
-// ----------------------------------------------------------------------------------------
-inline aiMatrix4x4& aiMatrix4x4::operator *= (const aiMatrix4x4& m)
-{
- *this = aiMatrix4x4(
- m.a1 * a1 + m.b1 * a2 + m.c1 * a3 + m.d1 * a4,
- m.a2 * a1 + m.b2 * a2 + m.c2 * a3 + m.d2 * a4,
- m.a3 * a1 + m.b3 * a2 + m.c3 * a3 + m.d3 * a4,
- m.a4 * a1 + m.b4 * a2 + m.c4 * a3 + m.d4 * a4,
- m.a1 * b1 + m.b1 * b2 + m.c1 * b3 + m.d1 * b4,
- m.a2 * b1 + m.b2 * b2 + m.c2 * b3 + m.d2 * b4,
- m.a3 * b1 + m.b3 * b2 + m.c3 * b3 + m.d3 * b4,
- m.a4 * b1 + m.b4 * b2 + m.c4 * b3 + m.d4 * b4,
- m.a1 * c1 + m.b1 * c2 + m.c1 * c3 + m.d1 * c4,
- m.a2 * c1 + m.b2 * c2 + m.c2 * c3 + m.d2 * c4,
- m.a3 * c1 + m.b3 * c2 + m.c3 * c3 + m.d3 * c4,
- m.a4 * c1 + m.b4 * c2 + m.c4 * c3 + m.d4 * c4,
- m.a1 * d1 + m.b1 * d2 + m.c1 * d3 + m.d1 * d4,
- m.a2 * d1 + m.b2 * d2 + m.c2 * d3 + m.d2 * d4,
- m.a3 * d1 + m.b3 * d2 + m.c3 * d3 + m.d3 * d4,
- m.a4 * d1 + m.b4 * d2 + m.c4 * d3 + m.d4 * d4);
- return *this;
-}
-
-// ----------------------------------------------------------------------------------------
-inline aiMatrix4x4 aiMatrix4x4::operator* (const aiMatrix4x4& m) const
-{
- aiMatrix4x4 temp( *this);
- temp *= m;
- return temp;
-}
-
-
-// ----------------------------------------------------------------------------------------
-inline aiMatrix4x4& aiMatrix4x4::Transpose()
-{
- // (float&) don't remove, GCC complains cause of packed fields
- std::swap( (float&)b1, (float&)a2);
- std::swap( (float&)c1, (float&)a3);
- std::swap( (float&)c2, (float&)b3);
- std::swap( (float&)d1, (float&)a4);
- std::swap( (float&)d2, (float&)b4);
- std::swap( (float&)d3, (float&)c4);
- return *this;
-}
-
-
-// ----------------------------------------------------------------------------------------
-inline float aiMatrix4x4::Determinant() const
-{
- return a1*b2*c3*d4 - a1*b2*c4*d3 + a1*b3*c4*d2 - a1*b3*c2*d4
- + a1*b4*c2*d3 - a1*b4*c3*d2 - a2*b3*c4*d1 + a2*b3*c1*d4
- - a2*b4*c1*d3 + a2*b4*c3*d1 - a2*b1*c3*d4 + a2*b1*c4*d3
- + a3*b4*c1*d2 - a3*b4*c2*d1 + a3*b1*c2*d4 - a3*b1*c4*d2
- + a3*b2*c4*d1 - a3*b2*c1*d4 - a4*b1*c2*d3 + a4*b1*c3*d2
- - a4*b2*c3*d1 + a4*b2*c1*d3 - a4*b3*c1*d2 + a4*b3*c2*d1;
-}
-
-// ----------------------------------------------------------------------------------------
-inline aiMatrix4x4& aiMatrix4x4::Inverse()
-{
- // Compute the reciprocal determinant
- float det = Determinant();
- if(det == 0.0f)
- {
- // Matrix not invertible. Setting all elements to nan is not really
- // correct in a mathematical sense but it is easy to debug for the
- // programmer.
- const float nan = std::numeric_limits<float>::quiet_NaN();
- *this = aiMatrix4x4(
- nan,nan,nan,nan,
- nan,nan,nan,nan,
- nan,nan,nan,nan,
- nan,nan,nan,nan);
-
- return *this;
- }
-
- float invdet = 1.0f / det;
-
- aiMatrix4x4 res;
- res.a1 = invdet * (b2 * (c3 * d4 - c4 * d3) + b3 * (c4 * d2 - c2 * d4) + b4 * (c2 * d3 - c3 * d2));
- res.a2 = -invdet * (a2 * (c3 * d4 - c4 * d3) + a3 * (c4 * d2 - c2 * d4) + a4 * (c2 * d3 - c3 * d2));
- res.a3 = invdet * (a2 * (b3 * d4 - b4 * d3) + a3 * (b4 * d2 - b2 * d4) + a4 * (b2 * d3 - b3 * d2));
- res.a4 = -invdet * (a2 * (b3 * c4 - b4 * c3) + a3 * (b4 * c2 - b2 * c4) + a4 * (b2 * c3 - b3 * c2));
- res.b1 = -invdet * (b1 * (c3 * d4 - c4 * d3) + b3 * (c4 * d1 - c1 * d4) + b4 * (c1 * d3 - c3 * d1));
- res.b2 = invdet * (a1 * (c3 * d4 - c4 * d3) + a3 * (c4 * d1 - c1 * d4) + a4 * (c1 * d3 - c3 * d1));
- res.b3 = -invdet * (a1 * (b3 * d4 - b4 * d3) + a3 * (b4 * d1 - b1 * d4) + a4 * (b1 * d3 - b3 * d1));
- res.b4 = invdet * (a1 * (b3 * c4 - b4 * c3) + a3 * (b4 * c1 - b1 * c4) + a4 * (b1 * c3 - b3 * c1));
- res.c1 = invdet * (b1 * (c2 * d4 - c4 * d2) + b2 * (c4 * d1 - c1 * d4) + b4 * (c1 * d2 - c2 * d1));
- res.c2 = -invdet * (a1 * (c2 * d4 - c4 * d2) + a2 * (c4 * d1 - c1 * d4) + a4 * (c1 * d2 - c2 * d1));
- res.c3 = invdet * (a1 * (b2 * d4 - b4 * d2) + a2 * (b4 * d1 - b1 * d4) + a4 * (b1 * d2 - b2 * d1));
- res.c4 = -invdet * (a1 * (b2 * c4 - b4 * c2) + a2 * (b4 * c1 - b1 * c4) + a4 * (b1 * c2 - b2 * c1));
- res.d1 = -invdet * (b1 * (c2 * d3 - c3 * d2) + b2 * (c3 * d1 - c1 * d3) + b3 * (c1 * d2 - c2 * d1));
- res.d2 = invdet * (a1 * (c2 * d3 - c3 * d2) + a2 * (c3 * d1 - c1 * d3) + a3 * (c1 * d2 - c2 * d1));
- res.d3 = -invdet * (a1 * (b2 * d3 - b3 * d2) + a2 * (b3 * d1 - b1 * d3) + a3 * (b1 * d2 - b2 * d1));
- res.d4 = invdet * (a1 * (b2 * c3 - b3 * c2) + a2 * (b3 * c1 - b1 * c3) + a3 * (b1 * c2 - b2 * c1));
- *this = res;
-
- return *this;
-}
-
-// ----------------------------------------------------------------------------------------
-inline float* aiMatrix4x4::operator[](unsigned int p_iIndex)
-{
- return &this->a1 + p_iIndex * 4;
-}
-
-// ----------------------------------------------------------------------------------------
-inline const float* aiMatrix4x4::operator[](unsigned int p_iIndex) const
-{
- return &this->a1 + p_iIndex * 4;
-}
-
-// ----------------------------------------------------------------------------------------
-inline bool aiMatrix4x4::operator== (const aiMatrix4x4 m) const
-{
- return (a1 == m.a1 && a2 == m.a2 && a3 == m.a3 && a4 == m.a4 &&
- b1 == m.b1 && b2 == m.b2 && b3 == m.b3 && b4 == m.b4 &&
- c1 == m.c1 && c2 == m.c2 && c3 == m.c3 && c4 == m.c4 &&
- d1 == m.d1 && d2 == m.d2 && d3 == m.d3 && d4 == m.d4);
-}
-
-// ----------------------------------------------------------------------------------------
-inline bool aiMatrix4x4::operator!= (const aiMatrix4x4 m) const
-{
- return !(*this == m);
-}
-
-// ----------------------------------------------------------------------------------------
-inline void aiMatrix4x4::Decompose (aiVector3D& scaling, aiQuaternion& rotation,
- aiVector3D& position) const
-{
- const aiMatrix4x4& _this = *this;
-
- // extract translation
- position.x = _this[0][3];
- position.y = _this[1][3];
- position.z = _this[2][3];
-
- // extract the rows of the matrix
- aiVector3D vRows[3] = {
- aiVector3D(_this[0][0],_this[1][0],_this[2][0]),
- aiVector3D(_this[0][1],_this[1][1],_this[2][1]),
- aiVector3D(_this[0][2],_this[1][2],_this[2][2])
- };
-
- // extract the scaling factors
- scaling.x = vRows[0].Length();
- scaling.y = vRows[1].Length();
- scaling.z = vRows[2].Length();
-
- // and remove all scaling from the matrix
- if(scaling.x)
- {
- vRows[0] /= scaling.x;
- }
- if(scaling.y)
- {
- vRows[1] /= scaling.y;
- }
- if(scaling.z)
- {
- vRows[2] /= scaling.z;
- }
-
- // build a 3x3 rotation matrix
- aiMatrix3x3 m(vRows[0].x,vRows[1].x,vRows[2].x,
- vRows[0].y,vRows[1].y,vRows[2].y,
- vRows[0].z,vRows[1].z,vRows[2].z);
-
- // and generate the rotation quaternion from it
- rotation = aiQuaternion(m);
-}
-
-// ----------------------------------------------------------------------------------------
-inline void aiMatrix4x4::DecomposeNoScaling (aiQuaternion& rotation,
- aiVector3D& position) const
-{
- const aiMatrix4x4& _this = *this;
-
- // extract translation
- position.x = _this[0][3];
- position.y = _this[1][3];
- position.z = _this[2][3];
-
- // extract rotation
- rotation = aiQuaternion((aiMatrix3x3)_this);
-}
-
-// ----------------------------------------------------------------------------------------
-inline aiMatrix4x4& aiMatrix4x4::FromEulerAnglesXYZ(const aiVector3D& blubb)
-{
- return FromEulerAnglesXYZ(blubb.x,blubb.y,blubb.z);
-}
-
-// ----------------------------------------------------------------------------------------
-inline aiMatrix4x4& aiMatrix4x4::FromEulerAnglesXYZ(float x, float y, float z)
-{
- aiMatrix4x4& _this = *this;
-
- float cr = cos( x );
- float sr = sin( x );
- float cp = cos( y );
- float sp = sin( y );
- float cy = cos( z );
- float sy = sin( z );
-
- _this.a1 = cp*cy ;
- _this.a2 = cp*sy;
- _this.a3 = -sp ;
-
- float srsp = sr*sp;
- float crsp = cr*sp;
-
- _this.b1 = srsp*cy-cr*sy ;
- _this.b2 = srsp*sy+cr*cy ;
- _this.b3 = sr*cp ;
-
- _this.c1 = crsp*cy+sr*sy ;
- _this.c2 = crsp*sy-sr*cy ;
- _this.c3 = cr*cp ;
-
- return *this;
-}
-
-// ----------------------------------------------------------------------------------------
-inline bool aiMatrix4x4::IsIdentity() const
-{
- // Use a small epsilon to solve floating-point inaccuracies
- const static float epsilon = 10e-3f;
-
- return (a2 <= epsilon && a2 >= -epsilon &&
- a3 <= epsilon && a3 >= -epsilon &&
- a4 <= epsilon && a4 >= -epsilon &&
- b1 <= epsilon && b1 >= -epsilon &&
- b3 <= epsilon && b3 >= -epsilon &&
- b4 <= epsilon && b4 >= -epsilon &&
- c1 <= epsilon && c1 >= -epsilon &&
- c2 <= epsilon && c2 >= -epsilon &&
- c4 <= epsilon && c4 >= -epsilon &&
- d1 <= epsilon && d1 >= -epsilon &&
- d2 <= epsilon && d2 >= -epsilon &&
- d3 <= epsilon && d3 >= -epsilon &&
- a1 <= 1.f+epsilon && a1 >= 1.f-epsilon &&
- b2 <= 1.f+epsilon && b2 >= 1.f-epsilon &&
- c3 <= 1.f+epsilon && c3 >= 1.f-epsilon &&
- d4 <= 1.f+epsilon && d4 >= 1.f-epsilon);
-}
-
-// ----------------------------------------------------------------------------------------
-inline aiMatrix4x4& aiMatrix4x4::RotationX(float a, aiMatrix4x4& out)
-{
- /*
- | 1 0 0 0 |
- M = | 0 cos(A) -sin(A) 0 |
- | 0 sin(A) cos(A) 0 |
- | 0 0 0 1 | */
- out = aiMatrix4x4();
- out.b2 = out.c3 = cos(a);
- out.b3 = -(out.c2 = sin(a));
- return out;
-}
-
-// ----------------------------------------------------------------------------------------
-inline aiMatrix4x4& aiMatrix4x4::RotationY(float a, aiMatrix4x4& out)
-{
- /*
- | cos(A) 0 sin(A) 0 |
- M = | 0 1 0 0 |
- | -sin(A) 0 cos(A) 0 |
- | 0 0 0 1 |
- */
- out = aiMatrix4x4();
- out.a1 = out.c3 = cos(a);
- out.c1 = -(out.a3 = sin(a));
- return out;
-}
-
-// ----------------------------------------------------------------------------------------
-inline aiMatrix4x4& aiMatrix4x4::RotationZ(float a, aiMatrix4x4& out)
-{
- /*
- | cos(A) -sin(A) 0 0 |
- M = | sin(A) cos(A) 0 0 |
- | 0 0 1 0 |
- | 0 0 0 1 | */
- out = aiMatrix4x4();
- out.a1 = out.b2 = cos(a);
- out.a2 = -(out.b1 = sin(a));
- return out;
-}
-
-// ----------------------------------------------------------------------------------------
-// Returns a rotation matrix for a rotation around an arbitrary axis.
-inline aiMatrix4x4& aiMatrix4x4::Rotation( float a, const aiVector3D& axis, aiMatrix4x4& out)
-{
- float c = cos( a), s = sin( a), t = 1 - c;
- float x = axis.x, y = axis.y, z = axis.z;
-
- // Many thanks to MathWorld and Wikipedia
- out.a1 = t*x*x + c; out.a2 = t*x*y - s*z; out.a3 = t*x*z + s*y;
- out.b1 = t*x*y + s*z; out.b2 = t*y*y + c; out.b3 = t*y*z - s*x;
- out.c1 = t*x*z - s*y; out.c2 = t*y*z + s*x; out.c3 = t*z*z + c;
- out.a4 = out.b4 = out.c4 = 0.0f;
- out.d1 = out.d2 = out.d3 = 0.0f;
- out.d4 = 1.0f;
-
- return out;
-}
-
-// ----------------------------------------------------------------------------------------
-inline aiMatrix4x4& aiMatrix4x4::Translation( const aiVector3D& v, aiMatrix4x4& out)
-{
- out = aiMatrix4x4();
- out.a4 = v.x;
- out.b4 = v.y;
- out.c4 = v.z;
- return out;
-}
-
-// ----------------------------------------------------------------------------------------
-inline aiMatrix4x4& aiMatrix4x4::Scaling( const aiVector3D& v, aiMatrix4x4& out)
-{
- out = aiMatrix4x4();
- out.a1 = v.x;
- out.b2 = v.y;
- out.c3 = v.z;
- return out;
-}
-
-// ----------------------------------------------------------------------------------------
-/** A function for creating a rotation matrix that rotates a vector called
- * "from" into another vector called "to".
- * Input : from[3], to[3] which both must be *normalized* non-zero vectors
- * Output: mtx[3][3] -- a 3x3 matrix in colum-major form
- * Authors: Tomas Mller, John Hughes
- * "Efficiently Building a Matrix to Rotate One Vector to Another"
- * Journal of Graphics Tools, 4(4):1-4, 1999
- */
-// ----------------------------------------------------------------------------------------
-inline aiMatrix4x4& aiMatrix4x4::FromToMatrix(const aiVector3D& from,
- const aiVector3D& to, aiMatrix4x4& mtx)
-{
- aiMatrix3x3 m3;
- aiMatrix3x3::FromToMatrix(from,to,m3);
- mtx = aiMatrix4x4(m3);
- return mtx;
-}
-
-#endif // __cplusplus
-#endif // AI_MATRIX4x4_INL_INC
diff --git a/src/3rdparty/assimp/include/aiMesh.h b/src/3rdparty/assimp/include/aiMesh.h
deleted file mode 100644
index 6708a7d1b..000000000
--- a/src/3rdparty/assimp/include/aiMesh.h
+++ /dev/null
@@ -1,733 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2010, ASSIMP Development Team
-
-All rights reserved.
-
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
-conditions are met:
-
-* Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
-
-* Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
-
-* Neither the name of the ASSIMP team, nor the names of its
- contributors may be used to endorse or promote products
- derived from this software without specific prior
- written permission of the ASSIMP Development Team.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------------
-*/
-
-/** @file aiMesh.h
- * @brief Declares the data structures in which the imported geometry is
- returned by ASSIMP: aiMesh, aiFace and aiBone data structures.
- */
-#ifndef INCLUDED_AI_MESH_H
-#define INCLUDED_AI_MESH_H
-
-#include "aiTypes.h"
-
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-// ---------------------------------------------------------------------------
-// Limits. These values are required to match the settings Assimp was
-// compiled against. Therfore, do not redefine them unless you build the
-// library from source using the same definitions.
-// ---------------------------------------------------------------------------
-
-/** @def AI_MAX_FACE_INDICES
- * Maximum number of indices per face (polygon). */
-
-#ifndef AI_MAX_FACE_INDICES
-# define AI_MAX_FACE_INDICES 0x7fff
-#endif
-
-/** @def AI_MAX_BONE_WEIGHTS
- * Maximum number of indices per face (polygon). */
-
-#ifndef AI_MAX_BONE_WEIGHTS
-# define AI_MAX_BONE_WEIGHTS 0x7fffffff
-#endif
-
-/** @def AI_MAX_VERTICES
- * Maximum number of vertices per mesh. */
-
-#ifndef AI_MAX_VERTICES
-# define AI_MAX_VERTICES 0x7fffffff
-#endif
-
-/** @def AI_MAX_FACES
- * Maximum number of faces per mesh. */
-
-#ifndef AI_MAX_FACES
-# define AI_MAX_FACES 0x7fffffff
-#endif
-
-/** @def AI_MAX_NUMBER_OF_COLOR_SETS
- * Supported number of vertex color sets per mesh. */
-
-#ifndef AI_MAX_NUMBER_OF_COLOR_SETS
-# define AI_MAX_NUMBER_OF_COLOR_SETS 0x4
-#endif // !! AI_MAX_NUMBER_OF_COLOR_SETS
-
-/** @def AI_MAX_NUMBER_OF_TEXTURECOORDS
- * Supported number of texture coord sets (UV(W) channels) per mesh */
-
-#ifndef AI_MAX_NUMBER_OF_TEXTURECOORDS
-# define AI_MAX_NUMBER_OF_TEXTURECOORDS 0x4
-#endif // !! AI_MAX_NUMBER_OF_TEXTURECOORDS
-
-// ---------------------------------------------------------------------------
-/** @brief A single face in a mesh, referring to multiple vertices.
- *
- * If mNumIndices is 3, we call the face 'triangle', for mNumIndices > 3
- * it's called 'polygon' (hey, that's just a definition!).
- * <br>
- * aiMesh::mPrimitiveTypes can be queried to quickly examine which types of
- * primitive are actually present in a mesh. The #aiProcess_SortByPType flag
- * executes a special post-processing algorithm which splits meshes with
- * *different* primitive types mixed up (e.g. lines and triangles) in several
- * 'clean' submeshes. Furthermore there is a configuration option (
- * #AI_CONFIG_PP_SBP_REMOVE) to force #aiProcess_SortByPType to remove
- * specific kinds of primitives from the imported scene, completely and forever.
- * In many cases you'll probably want to set this setting to
- * @code
- * aiPrimitiveType_LINE|aiPrimitiveType_POINT
- * @endcode
- * Together with the #aiProcess_Triangulate flag you can then be sure that
- * #aiFace::mNumIndices is always 3.
- * @note Take a look at the @link data Data Structures page @endlink for
- * more information on the layout and winding order of a face.
- */
-struct aiFace
-{
- //! Number of indices defining this face.
- //! The maximum value for this member is #AI_MAX_FACE_INDICES.
- unsigned int mNumIndices;
-
- //! Pointer to the indices array. Size of the array is given in numIndices.
- unsigned int* mIndices;
-
-#ifdef __cplusplus
-
- //! Default constructor
- aiFace()
- {
- mNumIndices = 0; mIndices = NULL;
- }
-
- //! Default destructor. Delete the index array
- ~aiFace()
- {
- delete [] mIndices;
- }
-
- //! Copy constructor. Copy the index array
- aiFace( const aiFace& o)
- {
- mIndices = NULL;
- *this = o;
- }
-
- //! Assignment operator. Copy the index array
- const aiFace& operator = ( const aiFace& o)
- {
- if (&o == this)
- return *this;
-
- delete[] mIndices;
- mNumIndices = o.mNumIndices;
- mIndices = new unsigned int[mNumIndices];
- ::memcpy( mIndices, o.mIndices, mNumIndices * sizeof( unsigned int));
- return *this;
- }
-
- //! Comparison operator. Checks whether the index array
- //! of two faces is identical
- bool operator== (const aiFace& o) const
- {
- if (mIndices == o.mIndices)return true;
- else if (mIndices && mNumIndices == o.mNumIndices)
- {
- for (unsigned int i = 0;i < this->mNumIndices;++i)
- if (mIndices[i] != o.mIndices[i])return false;
- return true;
- }
- return false;
- }
-
- //! Inverse comparison operator. Checks whether the index
- //! array of two faces is NOT identical
- bool operator != (const aiFace& o) const
- {
- return !(*this == o);
- }
-#endif // __cplusplus
-}; // struct aiFace
-
-
-// ---------------------------------------------------------------------------
-/** @brief A single influence of a bone on a vertex.
- */
-struct aiVertexWeight
-{
- //! Index of the vertex which is influenced by the bone.
- unsigned int mVertexId;
-
- //! The strength of the influence in the range (0...1).
- //! The influence from all bones at one vertex amounts to 1.
- float mWeight;
-
-#ifdef __cplusplus
-
- //! Default constructor
- aiVertexWeight() : mVertexId(0), mWeight(0.0f) { }
-
- //! Initialisation from a given index and vertex weight factor
- //! \param pID ID
- //! \param pWeight Vertex weight factor
- aiVertexWeight( unsigned int pID, float pWeight)
- : mVertexId( pID), mWeight( pWeight)
- { /* nothing to do here */ }
-
-#endif // __cplusplus
-};
-
-
-// ---------------------------------------------------------------------------
-/** @brief A single bone of a mesh.
- *
- * A bone has a name by which it can be found in the frame hierarchy and by
- * which it can be addressed by animations. In addition it has a number of
- * influences on vertices.
- */
-struct aiBone
-{
- //! The name of the bone.
- C_STRUCT aiString mName;
-
- //! The number of vertices affected by this bone
- //! The maximum value for this member is #AI_MAX_BONE_WEIGHTS.
- unsigned int mNumWeights;
-
- //! The vertices affected by this bone
- C_STRUCT aiVertexWeight* mWeights;
-
- //! Matrix that transforms from mesh space to bone space in bind pose
- C_STRUCT aiMatrix4x4 mOffsetMatrix;
-
-#ifdef __cplusplus
-
- //! Default constructor
- aiBone()
- {
- mNumWeights = 0; mWeights = NULL;
- }
-
- //! Copy constructor
- aiBone(const aiBone& other)
- {
- mNumWeights = other.mNumWeights;
- mOffsetMatrix = other.mOffsetMatrix;
- mName = other.mName;
-
- if (other.mWeights && other.mNumWeights)
- {
- mWeights = new aiVertexWeight[mNumWeights];
- ::memcpy(mWeights,other.mWeights,mNumWeights * sizeof(aiVertexWeight));
- }
- }
-
- //! Destructor - deletes the array of vertex weights
- ~aiBone()
- {
- delete [] mWeights;
- }
-#endif // __cplusplus
-};
-
-
-// ---------------------------------------------------------------------------
-/** @brief Enumerates the types of geometric primitives supported by Assimp.
- *
- * @see aiFace Face data structure
- * @see aiProcess_SortByPType Per-primitive sorting of meshes
- * @see aiProcess_Triangulate Automatic triangulation
- * @see AI_CONFIG_PP_SBP_REMOVE Removal of specific primitive types.
- */
-enum aiPrimitiveType
-{
- /** A point primitive.
- *
- * This is just a single vertex in the virtual world,
- * #aiFace contains just one index for such a primitive.
- */
- aiPrimitiveType_POINT = 0x1,
-
- /** A line primitive.
- *
- * This is a line defined through a start and an end position.
- * #aiFace contains exactly two indices for such a primitive.
- */
- aiPrimitiveType_LINE = 0x2,
-
- /** A triangular primitive.
- *
- * A triangle consists of three indices.
- */
- aiPrimitiveType_TRIANGLE = 0x4,
-
- /** A higher-level polygon with more than 3 edges.
- *
- * A triangle is a polygon, but polygon in this context means
- * "all polygons that are not triangles". The "Triangulate"-Step
- * is provided for your convenience, it splits all polygons in
- * triangles (which are much easier to handle).
- */
- aiPrimitiveType_POLYGON = 0x8,
-
-
- /** This value is not used. It is just here to force the
- * compiler to map this enum to a 32 Bit integer.
- */
-#ifndef SWIG
- _aiPrimitiveType_Force32Bit = 0x9fffffff
-#endif
-}; //! enum aiPrimitiveType
-
-// Get the #aiPrimitiveType flag for a specific number of face indices
-#define AI_PRIMITIVE_TYPE_FOR_N_INDICES(n) \
- ((n) > 3 ? aiPrimitiveType_POLYGON : (aiPrimitiveType)(1u << ((n)-1)))
-
-
-
-// ---------------------------------------------------------------------------
-/** @brief NOT CURRENTLY IN USE. An AnimMesh is an attachment to an #aiMesh stores per-vertex
- * animations for a particular frame.
- *
- * You may think of an #aiAnimMesh as a `patch` for the host mesh, which
- * replaces only certain vertex data streams at a particular time.
- * Each mesh stores n attached attached meshes (#aiMesh::mAnimMeshes).
- * The actual relationship between the time line and anim meshes is
- * established by #aiMeshAnim, which references singular mesh attachments
- * by their ID and binds them to a time offset.
-*/
-struct aiAnimMesh
-{
- /** Replacement for aiMesh::mVertices. If this array is non-NULL,
- * it *must* contain mNumVertices entries. The corresponding
- * array in the host mesh must be non-NULL as well - animation
- * meshes may neither add or nor remove vertex components (if
- * a replacement array is NULL and the corresponding source
- * array is not, the source data is taken instead)*/
- C_STRUCT aiVector3D* mVertices;
-
- /** Replacement for aiMesh::mNormals. */
- C_STRUCT aiVector3D* mNormals;
-
- /** Replacement for aiMesh::mTangents. */
- C_STRUCT aiVector3D* mTangents;
-
- /** Replacement for aiMesh::mBitangents. */
- C_STRUCT aiVector3D* mBitangents;
-
- /** Replacement for aiMesh::mColors */
- C_STRUCT aiColor4D* mColors[AI_MAX_NUMBER_OF_COLOR_SETS];
-
- /** Replacement for aiMesh::mTextureCoords */
- C_STRUCT aiVector3D* mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
-
- /** The number of vertices in the aiAnimMesh, and thus the length of all
- * the member arrays.
- *
- * This has always the same value as the mNumVertices property in the
- * corresponding aiMesh. It is duplicated here merely to make the length
- * of the member arrays accessible even if the aiMesh is not known, e.g.
- * from language bindings.
- */
- unsigned int mNumVertices;
-
-#ifdef __cplusplus
-
- aiAnimMesh()
- : mVertices()
- , mNormals()
- , mTangents()
- , mBitangents()
- {
- // fixme consider moving this to the ctor initializer list as well
- for ( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++){
- mTextureCoords[a] = NULL;
- }
- for ( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++) {
- mColors[a] = NULL;
- }
- }
-
- ~aiAnimMesh()
- {
- delete [] mVertices;
- delete [] mNormals;
- delete [] mTangents;
- delete [] mBitangents;
- for ( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++) {
- delete [] mTextureCoords[a];
- }
- for ( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++) {
- delete [] mColors[a];
- }
- }
-
- /** Check whether the anim mesh overrides the vertex positions
- * of its host mesh*/
- bool HasPositions() const {
- return mVertices != NULL;
- }
-
- /** Check whether the anim mesh overrides the vertex normals
- * of its host mesh*/
- bool HasNormals() const {
- return mNormals != NULL;
- }
-
- /** Check whether the anim mesh overrides the vertex tangents
- * and bitangents of its host mesh. As for aiMesh,
- * tangents and bitangents always go together. */
- bool HasTangentsAndBitangents() const {
- return mTangents != NULL;
- }
-
- /** Check whether the anim mesh overrides a particular
- * set of vertex colors on his host mesh.
- * @param pIndex 0<index<AI_MAX_NUMBER_OF_COLOR_SETS */
- bool HasVertexColors( unsigned int pIndex) const {
- return pIndex >= AI_MAX_NUMBER_OF_COLOR_SETS ? false : mColors[pIndex] != NULL;
- }
-
- /** Check whether the anim mesh overrides a particular
- * set of texture coordinates on his host mesh.
- * @param pIndex 0<index<AI_MAX_NUMBER_OF_TEXTURECOORDS */
- bool HasTextureCoords( unsigned int pIndex) const {
- return pIndex >= AI_MAX_NUMBER_OF_TEXTURECOORDS ? false : mTextureCoords[pIndex] != NULL;
- }
-
-#endif
-};
-
-
-// ---------------------------------------------------------------------------
-/** @brief A mesh represents a geometry or model with a single material.
-*
-* It usually consists of a number of vertices and a series of primitives/faces
-* referencing the vertices. In addition there might be a series of bones, each
-* of them addressing a number of vertices with a certain weight. Vertex data
-* is presented in channels with each channel containing a single per-vertex
-* information such as a set of texture coords or a normal vector.
-* If a data pointer is non-null, the corresponding data stream is present.
-* From C++-programs you can also use the comfort functions Has*() to
-* test for the presence of various data streams.
-*
-* A Mesh uses only a single material which is referenced by a material ID.
-* @note The mPositions member is usually not optional. However, vertex positions
-* *could* be missing if the #AI_SCENE_FLAGS_INCOMPLETE flag is set in
-* @code
-* aiScene::mFlags
-* @endcode
-*/
-struct aiMesh
-{
- /** Bitwise combination of the members of the #aiPrimitiveType enum.
- * This specifies which types of primitives are present in the mesh.
- * The "SortByPrimitiveType"-Step can be used to make sure the
- * output meshes consist of one primitive type each.
- */
- unsigned int mPrimitiveTypes;
-
- /** The number of vertices in this mesh.
- * This is also the size of all of the per-vertex data arrays.
- * The maximum value for this member is #AI_MAX_VERTICES.
- */
- unsigned int mNumVertices;
-
- /** The number of primitives (triangles, polygons, lines) in this mesh.
- * This is also the size of the mFaces array.
- * The maximum value for this member is #AI_MAX_FACES.
- */
- unsigned int mNumFaces;
-
- /** Vertex positions.
- * This array is always present in a mesh. The array is
- * mNumVertices in size.
- */
- C_STRUCT aiVector3D* mVertices;
-
- /** Vertex normals.
- * The array contains normalized vectors, NULL if not present.
- * The array is mNumVertices in size. Normals are undefined for
- * point and line primitives. A mesh consisting of points and
- * lines only may not have normal vectors. Meshes with mixed
- * primitive types (i.e. lines and triangles) may have normals,
- * but the normals for vertices that are only referenced by
- * point or line primitives are undefined and set to QNaN (WARN:
- * qNaN compares to inequal to *everything*, even to qNaN itself.
- * Using code like this to check whether a field is qnan is:
- * @code
- * #define IS_QNAN(f) (f != f)
- * @endcode
- * still dangerous because even 1.f == 1.f could evaluate to false! (
- * remember the subtleties of IEEE754 artithmetics). Use stuff like
- * @c fpclassify instead.
- * @note Normal vectors computed by Assimp are always unit-length.
- * However, this needn't apply for normals that have been taken
- * directly from the model file.
- */
- C_STRUCT aiVector3D* mNormals;
-
- /** Vertex tangents.
- * The tangent of a vertex points in the direction of the positive
- * X texture axis. The array contains normalized vectors, NULL if
- * not present. The array is mNumVertices in size. A mesh consisting
- * of points and lines only may not have normal vectors. Meshes with
- * mixed primitive types (i.e. lines and triangles) may have
- * normals, but the normals for vertices that are only referenced by
- * point or line primitives are undefined and set to qNaN. See
- * the #mNormals member for a detailled discussion of qNaNs.
- * @note If the mesh contains tangents, it automatically also
- * contains bitangents (the bitangent is just the cross product of
- * tangent and normal vectors).
- */
- C_STRUCT aiVector3D* mTangents;
-
- /** Vertex bitangents.
- * The bitangent of a vertex points in the direction of the positive
- * Y texture axis. The array contains normalized vectors, NULL if not
- * present. The array is mNumVertices in size.
- * @note If the mesh contains tangents, it automatically also contains
- * bitangents.
- */
- C_STRUCT aiVector3D* mBitangents;
-
- /** Vertex color sets.
- * A mesh may contain 0 to #AI_MAX_NUMBER_OF_COLOR_SETS vertex
- * colors per vertex. NULL if not present. Each array is
- * mNumVertices in size if present.
- */
- C_STRUCT aiColor4D* mColors[AI_MAX_NUMBER_OF_COLOR_SETS];
-
- /** Vertex texture coords, also known as UV channels.
- * A mesh may contain 0 to AI_MAX_NUMBER_OF_TEXTURECOORDS per
- * vertex. NULL if not present. The array is mNumVertices in size.
- */
- C_STRUCT aiVector3D* mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
-
- /** Specifies the number of components for a given UV channel.
- * Up to three channels are supported (UVW, for accessing volume
- * or cube maps). If the value is 2 for a given channel n, the
- * component p.z of mTextureCoords[n][p] is set to 0.0f.
- * If the value is 1 for a given channel, p.y is set to 0.0f, too.
- * @note 4D coords are not supported
- */
- unsigned int mNumUVComponents[AI_MAX_NUMBER_OF_TEXTURECOORDS];
-
- /** The faces the mesh is constructed from.
- * Each face refers to a number of vertices by their indices.
- * This array is always present in a mesh, its size is given
- * in mNumFaces. If the #AI_SCENE_FLAGS_NON_VERBOSE_FORMAT
- * is NOT set each face references an unique set of vertices.
- */
- C_STRUCT aiFace* mFaces;
-
- /** The number of bones this mesh contains.
- * Can be 0, in which case the mBones array is NULL.
- */
- unsigned int mNumBones;
-
- /** The bones of this mesh.
- * A bone consists of a name by which it can be found in the
- * frame hierarchy and a set of vertex weights.
- */
- C_STRUCT aiBone** mBones;
-
- /** The material used by this mesh.
- * A mesh does use only a single material. If an imported model uses
- * multiple materials, the import splits up the mesh. Use this value
- * as index into the scene's material list.
- */
- unsigned int mMaterialIndex;
-
- /** Name of the mesh. Meshes can be named, but this is not a
- * requirement and leaving this field empty is totally fine.
- * There are mainly three uses for mesh names:
- * - some formats name nodes and meshes independently.
- * - importers tend to split meshes up to meet the
- * one-material-per-mesh requirement. Assigning
- * the same (dummy) name to each of the result meshes
- * aids the caller at recovering the original mesh
- * partitioning.
- * - Vertex animations refer to meshes by their names.
- **/
- C_STRUCT aiString mName;
-
-
- /** NOT CURRENTLY IN USE. The number of attachment meshes */
- unsigned int mNumAnimMeshes;
-
- /** NOT CURRENTLY IN USE. Attachment meshes for this mesh, for vertex-based animation.
- * Attachment meshes carry replacement data for some of the
- * mesh'es vertex components (usually positions, normals). */
- C_STRUCT aiAnimMesh** mAnimMeshes;
-
-
-#ifdef __cplusplus
-
- //! Default constructor. Initializes all members to 0
- aiMesh()
- {
- mNumVertices = 0;
- mNumFaces = 0;
-
- mNumAnimMeshes = 0;
-
- mPrimitiveTypes = 0;
- mVertices = NULL; mFaces = NULL;
- mNormals = NULL; mTangents = NULL;
- mBitangents = NULL;
- mAnimMeshes = NULL;
-
- for ( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++)
- {
- mNumUVComponents[a] = 0;
- mTextureCoords[a] = NULL;
- }
- for ( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++)
- mColors[a] = NULL;
- mNumBones = 0; mBones = NULL;
- mMaterialIndex = 0;
- }
-
- //! Deletes all storage allocated for the mesh
- ~aiMesh()
- {
- delete [] mVertices;
- delete [] mNormals;
- delete [] mTangents;
- delete [] mBitangents;
- for ( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++) {
- delete [] mTextureCoords[a];
- }
- for ( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++) {
- delete [] mColors[a];
- }
-
- // DO NOT REMOVE THIS ADDITIONAL CHECK
- if (mNumBones && mBones) {
- for ( unsigned int a = 0; a < mNumBones; a++) {
- delete mBones[a];
- }
- delete [] mBones;
- }
-
- if (mNumAnimMeshes && mAnimMeshes) {
- for ( unsigned int a = 0; a < mNumAnimMeshes; a++) {
- delete mAnimMeshes[a];
- }
- delete [] mAnimMeshes;
- }
-
- delete [] mFaces;
- }
-
- //! Check whether the mesh contains positions. Provided no special
- //! scene flags are set (such as #AI_SCENE_FLAGS_ANIM_SKELETON_ONLY),
- //! this will always be true
- bool HasPositions() const
- { return mVertices != NULL && mNumVertices > 0; }
-
- //! Check whether the mesh contains faces. If no special scene flags
- //! are set this should always return true
- bool HasFaces() const
- { return mFaces != NULL && mNumFaces > 0; }
-
- //! Check whether the mesh contains normal vectors
- bool HasNormals() const
- { return mNormals != NULL && mNumVertices > 0; }
-
- //! Check whether the mesh contains tangent and bitangent vectors
- //! It is not possible that it contains tangents and no bitangents
- //! (or the other way round). The existence of one of them
- //! implies that the second is there, too.
- bool HasTangentsAndBitangents() const
- { return mTangents != NULL && mBitangents != NULL && mNumVertices > 0; }
-
- //! Check whether the mesh contains a vertex color set
- //! \param pIndex Index of the vertex color set
- bool HasVertexColors( unsigned int pIndex) const
- {
- if ( pIndex >= AI_MAX_NUMBER_OF_COLOR_SETS)
- return false;
- else
- return mColors[pIndex] != NULL && mNumVertices > 0;
- }
-
- //! Check whether the mesh contains a texture coordinate set
- //! \param pIndex Index of the texture coordinates set
- bool HasTextureCoords( unsigned int pIndex) const
- {
- if ( pIndex >= AI_MAX_NUMBER_OF_TEXTURECOORDS)
- return false;
- else
- return mTextureCoords[pIndex] != NULL && mNumVertices > 0;
- }
-
- //! Get the number of UV channels the mesh contains
- unsigned int GetNumUVChannels() const
- {
- unsigned int n = 0;
- while (n < AI_MAX_NUMBER_OF_TEXTURECOORDS && mTextureCoords[n])++n;
- return n;
- }
-
- //! Get the number of vertex color channels the mesh contains
- unsigned int GetNumColorChannels() const
- {
- unsigned int n = 0;
- while (n < AI_MAX_NUMBER_OF_COLOR_SETS && mColors[n])++n;
- return n;
- }
-
- //! Check whether the mesh contains bones
- inline bool HasBones() const
- { return mBones != NULL && mNumBones > 0; }
-
-#endif // __cplusplus
-};
-
-
-#ifdef __cplusplus
-}
-#endif //! extern "C"
-#endif // __AI_MESH_H_INC
-
diff --git a/src/3rdparty/assimp/include/aiPostProcess.h b/src/3rdparty/assimp/include/aiPostProcess.h
deleted file mode 100644
index a6dc9e305..000000000
--- a/src/3rdparty/assimp/include/aiPostProcess.h
+++ /dev/null
@@ -1,604 +0,0 @@
-/*
-Open Asset Import Library (ASSIMP)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2010, ASSIMP Development Team
-All rights reserved.
-
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
-following conditions are met:
-
-* Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
-
-* Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
-
-* Neither the name of the ASSIMP team, nor the names of its
- contributors may be used to endorse or promote products
- derived from this software without specific prior
- written permission of the ASSIMP Development Team.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-
-----------------------------------------------------------------------
-*/
-
-/** @file aiPostProcess.h
- * @brief Definitions for import post processing steps
- */
-#ifndef AI_POSTPROCESS_H_INC
-#define AI_POSTPROCESS_H_INC
-
-#include "aiTypes.h"
-
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-// -----------------------------------------------------------------------------------
-/** @enum aiPostProcessSteps
- * @brief Defines the flags for all possible post processing steps.
- *
- * @see Importer::ReadFile
- * @see aiImportFile
- * @see aiImportFileEx
- */
-// -----------------------------------------------------------------------------------
-enum aiPostProcessSteps
-{
-
- // -------------------------------------------------------------------------
- /** <hr>Calculates the tangents and bitangents for the imported meshes.
- *
- * Does nothing if a mesh does not have normals. You might want this post
- * processing step to be executed if you plan to use tangent space calculations
- * such as normal mapping applied to the meshes. There's a config setting,
- * <tt>#AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE</tt>, which allows you to specify
- * a maximum smoothing angle for the algorithm. However, usually you'll
- * want to leave it at the default value. Thanks.
- */
- aiProcess_CalcTangentSpace = 0x1,
-
- // -------------------------------------------------------------------------
- /** <hr>Identifies and joins identical vertex data sets within all
- * imported meshes.
- *
- * After this step is run each mesh does contain only unique vertices anymore,
- * so a vertex is possibly used by multiple faces. You usually want
- * to use this post processing step. If your application deals with
- * indexed geometry, this step is compulsory or you'll just waste rendering
- * time. <b>If this flag is not specified</b>, no vertices are referenced by
- * more than one face and <b>no index buffer is required</b> for rendering.
- */
- aiProcess_JoinIdenticalVertices = 0x2,
-
- // -------------------------------------------------------------------------
- /** <hr>Converts all the imported data to a left-handed coordinate space.
- *
- * By default the data is returned in a right-handed coordinate space which
- * for example OpenGL prefers. In this space, +X points to the right,
- * +Z points towards the viewer and and +Y points upwards. In the DirectX
- * coordinate space +X points to the right, +Y points upwards and +Z points
- * away from the viewer.
- *
- * You'll probably want to consider this flag if you use Direct3D for
- * rendering. The #aiProcess_ConvertToLeftHanded flag supersedes this
- * setting and bundles all conversions typically required for D3D-based
- * applications.
- */
- aiProcess_MakeLeftHanded = 0x4,
-
- // -------------------------------------------------------------------------
- /** <hr>Triangulates all faces of all meshes.
- *
- * By default the imported mesh data might contain faces with more than 3
- * indices. For rendering you'll usually want all faces to be triangles.
- * This post processing step splits up all higher faces to triangles.
- * Line and point primitives are *not* modified!. If you want
- * 'triangles only' with no other kinds of primitives, try the following
- * solution:
- * <ul>
- * <li>Specify both #aiProcess_Triangulate and #aiProcess_SortByPType </li>
- * </li>Ignore all point and line meshes when you process assimp's output</li>
- * </ul>
- */
- aiProcess_Triangulate = 0x8,
-
- // -------------------------------------------------------------------------
- /** <hr>Removes some parts of the data structure (animations, materials,
- * light sources, cameras, textures, vertex components).
- *
- * The components to be removed are specified in a separate
- * configuration option, <tt>#AI_CONFIG_PP_RVC_FLAGS</tt>. This is quite useful
- * if you don't need all parts of the output structure. Especially vertex
- * colors are rarely used today ... . Calling this step to remove unrequired
- * stuff from the pipeline as early as possible results in an increased
- * performance and a better optimized output data structure.
- * This step is also useful if you want to force Assimp to recompute
- * normals or tangents. The corresponding steps don't recompute them if
- * they're already there (loaded from the source asset). By using this
- * step you can make sure they are NOT there.
- *
- * This flag is a poor one, mainly because its purpose is usually
- * misunderstood. Consider the following case: a 3d model has been exported
- * from a CAD app, it has per-face vertex colors. Vertex positions can't be
- * shared, thus the #aiProcess_JoinIdenticalVertices step fails to
- * optimize the data. Just because these nasty, little vertex colors.
- * Most apps don't even process them, so it's all for nothing. By using
- * this step, unneeded components are excluded as early as possible
- * thus opening more room for internal optimzations.
- */
- aiProcess_RemoveComponent = 0x10,
-
- // -------------------------------------------------------------------------
- /** <hr>Generates normals for all faces of all meshes.
- *
- * This is ignored if normals are already there at the time where this flag
- * is evaluated. Model importers try to load them from the source file, so
- * they're usually already there. Face normals are shared between all points
- * of a single face, so a single point can have multiple normals, which in
- * other words, enforces the library to duplicate vertices in some cases.
- * #aiProcess_JoinIdenticalVertices is *senseless* then.
- *
- * This flag may not be specified together with #aiProcess_GenSmoothNormals.
- */
- aiProcess_GenNormals = 0x20,
-
- // -------------------------------------------------------------------------
- /** <hr>Generates smooth normals for all vertices in the mesh.
- *
- * This is ignored if normals are already there at the time where this flag
- * is evaluated. Model importers try to load them from the source file, so
- * they're usually already there.
- *
- * This flag may (of course) not be specified together with
- * #aiProcess_GenNormals. There's a configuration option,
- * <tt>#AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE</tt> which allows you to specify
- * an angle maximum for the normal smoothing algorithm. Normals exceeding
- * this limit are not smoothed, resulting in a a 'hard' seam between two faces.
- * Using a decent angle here (e.g. 80) results in very good visual
- * appearance.
- */
- aiProcess_GenSmoothNormals = 0x40,
-
- // -------------------------------------------------------------------------
- /** <hr>Splits large meshes into smaller submeshes
- *
- * This is quite useful for realtime rendering where the number of triangles
- * which can be maximally processed in a single draw-call is usually limited
- * by the video driver/hardware. The maximum vertex buffer is usually limited,
- * too. Both requirements can be met with this step: you may specify both a
- * triangle and vertex limit for a single mesh.
- *
- * The split limits can (and should!) be set through the
- * <tt>#AI_CONFIG_PP_SLM_VERTEX_LIMIT</tt> and <tt>#AI_CONFIG_PP_SLM_TRIANGLE_LIMIT</tt>
- * settings. The default values are <tt>#AI_SLM_DEFAULT_MAX_VERTICES</tt> and
- * <tt>#AI_SLM_DEFAULT_MAX_TRIANGLES</tt>.
- *
- * Note that splitting is generally a time-consuming task, but not if there's
- * nothing to split. The use of this step is recommended for most users.
- */
- aiProcess_SplitLargeMeshes = 0x80,
-
- // -------------------------------------------------------------------------
- /** <hr>Removes the node graph and pre-transforms all vertices with
- * the local transformation matrices of their nodes. The output
- * scene does still contain nodes, however, there is only a
- * root node with children, each one referencing only one mesh,
- * each mesh referencing one material. For rendering, you can
- * simply render all meshes in order, you don't need to pay
- * attention to local transformations and the node hierarchy.
- * Animations are removed during this step.
- * This step is intended for applications without a scenegraph.
- * The step CAN cause some problems: if e.g. a mesh of the asset
- * contains normals and another, using the same material index, does not,
- * they will be brought together, but the first meshes's part of
- * the normal list is zeroed. However, these artifacts are rare.
- * @note The <tt>#AI_CONFIG_PP_PTV_NORMALIZE</tt> configuration property
- * can be set to normalize the scene's spatial dimension to the -1...1
- * range.
- */
- aiProcess_PreTransformVertices = 0x100,
-
- // -------------------------------------------------------------------------
- /** <hr>Limits the number of bones simultaneously affecting a single vertex
- * to a maximum value.
- *
- * If any vertex is affected by more than that number of bones, the least
- * important vertex weights are removed and the remaining vertex weights are
- * renormalized so that the weights still sum up to 1.
- * The default bone weight limit is 4 (defined as <tt>#AI_LMW_MAX_WEIGHTS</tt> in
- * aiConfig.h), but you can use the <tt>#AI_CONFIG_PP_LBW_MAX_WEIGHTS</tt> setting to
- * supply your own limit to the post processing step.
- *
- * If you intend to perform the skinning in hardware, this post processing
- * step might be of interest for you.
- */
- aiProcess_LimitBoneWeights = 0x200,
-
- // -------------------------------------------------------------------------
- /** <hr>Validates the imported scene data structure
- * This makes sure that all indices are valid, all animations and
- * bones are linked correctly, all material references are correct .. etc.
- *
- * It is recommended to capture Assimp's log output if you use this flag,
- * so you can easily find ot what's actually wrong if a file fails the
- * validation. The validator is quite rude and will find *all*
- * inconsistencies in the data structure ... plugin developers are
- * recommended to use it to debug their loaders. There are two types of
- * validation failures:
- * <ul>
- * <li>Error: There's something wrong with the imported data. Further
- * postprocessing is not possible and the data is not usable at all.
- * The import fails. #Importer::GetErrorString() or #aiGetErrorString()
- * carry the error message around.</li>
- * <li>Warning: There are some minor issues (e.g. 1000000 animation
- * keyframes with the same time), but further postprocessing and use
- * of the data structure is still safe. Warning details are written
- * to the log file, <tt>#AI_SCENE_FLAGS_VALIDATION_WARNING</tt> is set
- * in #aiScene::mFlags</li>
- * </ul>
- *
- * This post-processing step is not time-consuming. It's use is not
- * compulsory, but recommended.
- */
- aiProcess_ValidateDataStructure = 0x400,
-
- // -------------------------------------------------------------------------
- /** <hr>Reorders triangles for better vertex cache locality.
- *
- * The step tries to improve the ACMR (average post-transform vertex cache
- * miss ratio) for all meshes. The implementation runs in O(n) and is
- * roughly based on the 'tipsify' algorithm (see <a href="
- * http://www.cs.princeton.edu/gfx/pubs/Sander_2007_%3ETR/tipsy.pdf">this
- * paper</a>).
- *
- * If you intend to render huge models in hardware, this step might
- * be of interest for you. The <tt>#AI_CONFIG_PP_ICL_PTCACHE_SIZE</tt>config
- * setting can be used to fine-tune the cache optimization.
- */
- aiProcess_ImproveCacheLocality = 0x800,
-
- // -------------------------------------------------------------------------
- /** <hr>Searches for redundant/unreferenced materials and removes them.
- *
- * This is especially useful in combination with the
- * #aiProcess_PretransformVertices and #aiProcess_OptimizeMeshes flags.
- * Both join small meshes with equal characteristics, but they can't do
- * their work if two meshes have different materials. Because several
- * material settings are always lost during Assimp's import filters,
- * (and because many exporters don't check for redundant materials), huge
- * models often have materials which are are defined several times with
- * exactly the same settings ..
- *
- * Several material settings not contributing to the final appearance of
- * a surface are ignored in all comparisons ... the material name is
- * one of them. So, if you're passing additional information through the
- * content pipeline (probably using *magic* material names), don't
- * specify this flag. Alternatively take a look at the
- * <tt>#AI_CONFIG_PP_RRM_EXCLUDE_LIST</tt> setting.
- */
- aiProcess_RemoveRedundantMaterials = 0x1000,
-
- // -------------------------------------------------------------------------
- /** <hr>This step tries to determine which meshes have normal vectors
- * that are facing inwards. The algorithm is simple but effective:
- * the bounding box of all vertices + their normals is compared against
- * the volume of the bounding box of all vertices without their normals.
- * This works well for most objects, problems might occur with planar
- * surfaces. However, the step tries to filter such cases.
- * The step inverts all in-facing normals. Generally it is recommended
- * to enable this step, although the result is not always correct.
- */
- aiProcess_FixInfacingNormals = 0x2000,
-
- // -------------------------------------------------------------------------
- /** <hr>This step splits meshes with more than one primitive type in
- * homogeneous submeshes.
- *
- * The step is executed after the triangulation step. After the step
- * returns, just one bit is set in aiMesh::mPrimitiveTypes. This is
- * especially useful for real-time rendering where point and line
- * primitives are often ignored or rendered separately.
- * You can use the <tt>#AI_CONFIG_PP_SBP_REMOVE</tt> option to specify which
- * primitive types you need. This can be used to easily exclude
- * lines and points, which are rarely used, from the import.
- */
- aiProcess_SortByPType = 0x8000,
-
- // -------------------------------------------------------------------------
- /** <hr>This step searches all meshes for degenerated primitives and
- * converts them to proper lines or points.
- *
- * A face is 'degenerated' if one or more of its points are identical.
- * To have the degenerated stuff not only detected and collapsed but
- * also removed, try one of the following procedures:
- * <br><b>1.</b> (if you support lines&points for rendering but don't
- * want the degenerates)</br>
- * <ul>
- * <li>Specify the #aiProcess_FindDegenerates flag.
- * </li>
- * <li>Set the <tt>AI_CONFIG_PP_FD_REMOVE</tt> option to 1. This will
- * cause the step to remove degenerated triangles from the import
- * as soon as they're detected. They won't pass any further
- * pipeline steps.
- * </li>
- * </ul>
- * <br><b>2.</b>(if you don't support lines&points at all ...)</br>
- * <ul>
- * <li>Specify the #aiProcess_FindDegenerates flag.
- * </li>
- * <li>Specify the #aiProcess_SortByPType flag. This moves line and
- * point primitives to separate meshes.
- * </li>
- * <li>Set the <tt>AI_CONFIG_PP_SBP_REMOVE</tt> option to
- * @code aiPrimitiveType_POINTS | aiPrimitiveType_LINES
- * @endcode to cause SortByPType to reject point
- * and line meshes from the scene.
- * </li>
- * </ul>
- * @note Degenerated polygons are not necessarily evil and that's why
- * they're not removed by default. There are several file formats which
- * don't support lines or points ... some exporters bypass the
- * format specification and write them as degenerated triangle instead.
- */
- aiProcess_FindDegenerates = 0x10000,
-
- // -------------------------------------------------------------------------
- /** <hr>This step searches all meshes for invalid data, such as zeroed
- * normal vectors or invalid UV coords and removes/fixes them. This is
- * intended to get rid of some common exporter errors.
- *
- * This is especially useful for normals. If they are invalid, and
- * the step recognizes this, they will be removed and can later
- * be recomputed, i.e. by the #aiProcess_GenSmoothNormals flag.<br>
- * The step will also remove meshes that are infinitely small and reduce
- * animation tracks consisting of hundreds if redundant keys to a single
- * key. The <tt>AI_CONFIG_PP_FID_ANIM_ACCURACY</tt> config property decides
- * the accuracy of the check for duplicate animation tracks.
- */
- aiProcess_FindInvalidData = 0x20000,
-
- // -------------------------------------------------------------------------
- /** <hr>This step converts non-UV mappings (such as spherical or
- * cylindrical mapping) to proper texture coordinate channels.
- *
- * Most applications will support UV mapping only, so you will
- * probably want to specify this step in every case. Note tha Assimp is not
- * always able to match the original mapping implementation of the
- * 3d app which produced a model perfectly. It's always better to let the
- * father app compute the UV channels, at least 3ds max, maja, blender,
- * lightwave, modo, ... are able to achieve this.
- *
- * @note If this step is not requested, you'll need to process the
- * <tt>#AI_MATKEY_MAPPING</tt> material property in order to display all assets
- * properly.
- */
- aiProcess_GenUVCoords = 0x40000,
-
- // -------------------------------------------------------------------------
- /** <hr>This step applies per-texture UV transformations and bakes
- * them to stand-alone vtexture coordinate channelss.
- *
- * UV transformations are specified per-texture - see the
- * <tt>#AI_MATKEY_UVTRANSFORM</tt> material key for more information.
- * This step processes all textures with
- * transformed input UV coordinates and generates new (pretransformed) UV channel
- * which replace the old channel. Most applications won't support UV
- * transformations, so you will probably want to specify this step.
- *
- * @note UV transformations are usually implemented in realtime apps by
- * transforming texture coordinates at vertex shader stage with a 3x3
- * (homogenous) transformation matrix.
- */
- aiProcess_TransformUVCoords = 0x80000,
-
- // -------------------------------------------------------------------------
- /** <hr>This step searches for duplicate meshes and replaces duplicates
- * with references to the first mesh.
- *
- * This step takes a while, don't use it if you have no time.
- * Its main purpose is to workaround the limitation that many export
- * file formats don't support instanced meshes, so exporters need to
- * duplicate meshes. This step removes the duplicates again. Please
- * note that Assimp does currently not support per-node material
- * assignment to meshes, which means that identical meshes with
- * differnent materials are currently *not* joined, although this is
- * planned for future versions.
- */
- aiProcess_FindInstances = 0x100000,
-
- // -------------------------------------------------------------------------
- /** <hr>A postprocessing step to reduce the number of meshes.
- *
- * In fact, it will reduce the number of drawcalls.
- *
- * This is a very effective optimization and is recommended to be used
- * together with #aiProcess_OptimizeGraph, if possible. The flag is fully
- * compatible with both #aiProcess_SplitLargeMeshes and #aiProcess_SortByPType.
- */
- aiProcess_OptimizeMeshes = 0x200000,
-
-
- // -------------------------------------------------------------------------
- /** <hr>A postprocessing step to optimize the scene hierarchy.
- *
- * Nodes with no animations, bones, lights or cameras assigned are
- * collapsed and joined.
- *
- * Node names can be lost during this step. If you use special 'tag nodes'
- * to pass additional information through your content pipeline, use the
- * <tt>#AI_CONFIG_PP_OG_EXCLUDE_LIST</tt> setting to specify a list of node
- * names you want to be kept. Nodes matching one of the names in this list won't
- * be touched or modified.
- *
- * Use this flag with caution. Most simple files will be collapsed to a
- * single node, complex hierarchies are usually completely lost. That's not
- * the right choice for editor environments, but probably a very effective
- * optimization if you just want to get the model data, convert it to your
- * own format and render it as fast as possible.
- *
- * This flag is designed to be used with #aiProcess_OptimizeMeshes for best
- * results.
- *
- * @note 'crappy' scenes with thousands of extremely small meshes packed
- * in deeply nested nodes exist for almost all file formats.
- * #aiProcess_OptimizeMeshes in combination with #aiProcess_OptimizeGraph
- * usually fixes them all and makes them renderable.
- */
- aiProcess_OptimizeGraph = 0x400000,
-
- // -------------------------------------------------------------------------
- /** <hr>This step flips all UV coordinates along the y-axis and adjusts
- * material settings and bitangents accordingly.
- * <br><b>Output UV coordinate system:</b>
- * @code
- * 0y|0y ---------- 1x|0y
- * | |
- * | |
- * | |
- * 0x|1y ---------- 1x|1y
- * @endcode
- *
- * You'll probably want to consider this flag if you use Direct3D for
- * rendering. The #aiProcess_ConvertToLeftHanded flag supersedes this
- * setting and bundles all conversions typically required for D3D-based
- * applications.
- */
- aiProcess_FlipUVs = 0x800000,
-
- // -------------------------------------------------------------------------
- /** <hr>This step adjusts the output face winding order to be cw.
- *
- * The default face winding order is counter clockwise.
- * <br><b>Output face order:</b>
- * @code
- * x2
- *
- * x0
- * x1
- * @endcode
- */
- aiProcess_FlipWindingOrder = 0x1000000
-
- // aiProcess_GenEntityMeshes = 0x100000,
- // aiProcess_OptimizeAnimations = 0x200000
- // aiProcess_FixTexturePaths = 0x200000
-};
-
-
-// ---------------------------------------------------------------------------------------
-/** @def aiProcess_ConvertToLeftHanded
- * @brief Shortcut flag for Direct3D-based applications.
- *
- * Supersedes the #aiProcess_MakeLeftHanded and #aiProcess_FlipUVs and
- * #aiProcess_FlipWindingOrder flags.
- * The output data matches Direct3D's conventions: left-handed geometry, upper-left
- * origin for UV coordinates and finally clockwise face order, suitable for CCW culling.
- *
- * @deprecated
- */
-#define aiProcess_ConvertToLeftHanded ( \
- aiProcess_MakeLeftHanded | \
- aiProcess_FlipUVs | \
- aiProcess_FlipWindingOrder | \
- 0 )
-
-
-// ---------------------------------------------------------------------------------------
-/** @def aiProcessPreset_TargetRealtimeUse_Fast
- * @brief Default postprocess configuration optimizing the data for real-time rendering.
- *
- * Applications would want to use this preset to load models on end-user PCs,
- * maybe for direct use in game.
- *
- * If you're using DirectX, don't forget to combine this value with
- * the #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations
- * in your application apply the #aiProcess_TransformUVCoords step, too.
- * @note Please take the time to read the doc to the steps enabled by this preset.
- * Some of them offer further configurable properties, some of them might not be of
- * use for you so it might be better to not specify them.
- */
-#define aiProcessPreset_TargetRealtime_Fast ( \
- aiProcess_CalcTangentSpace | \
- aiProcess_GenNormals | \
- aiProcess_JoinIdenticalVertices | \
- aiProcess_Triangulate | \
- aiProcess_GenUVCoords | \
- aiProcess_SortByPType | \
- 0 )
-
- // ---------------------------------------------------------------------------------------
- /** @def aiProcessPreset_TargetRealtime_Quality
- * @brief Default postprocess configuration optimizing the data for real-time rendering.
- *
- * Unlike #aiProcessPreset_TargetRealtime_Fast, this configuration
- * performs some extra optimizations to improve rendering speed and
- * to minimize memory usage. It could be a good choice for a level editor
- * environment where import speed is not so important.
- *
- * If you're using DirectX, don't forget to combine this value with
- * the #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations
- * in your application apply the #aiProcess_TransformUVCoords step, too.
- * @note Please take the time to read the doc for the steps enabled by this preset.
- * Some of them offer further configurable properties, some of them might not be of
- * use for you so it might be better to not specify them.
- */
-#define aiProcessPreset_TargetRealtime_Quality ( \
- aiProcess_CalcTangentSpace | \
- aiProcess_GenSmoothNormals | \
- aiProcess_JoinIdenticalVertices | \
- aiProcess_ImproveCacheLocality | \
- aiProcess_LimitBoneWeights | \
- aiProcess_RemoveRedundantMaterials | \
- aiProcess_SplitLargeMeshes | \
- aiProcess_Triangulate | \
- aiProcess_GenUVCoords | \
- aiProcess_SortByPType | \
- aiProcess_FindDegenerates | \
- aiProcess_FindInvalidData | \
- 0 )
-
- // ---------------------------------------------------------------------------------------
- /** @def aiProcessPreset_TargetRealtime_MaxQuality
- * @brief Default postprocess configuration optimizing the data for real-time rendering.
- *
- * This preset enables almost every optimization step to achieve perfectly
- * optimized data. It's your choice for level editor environments where import speed
- * is not important.
- *
- * If you're using DirectX, don't forget to combine this value with
- * the #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations
- * in your application, apply the #aiProcess_TransformUVCoords step, too.
- * @note Please take the time to read the doc for the steps enabled by this preset.
- * Some of them offer further configurable properties, some of them might not be of
- * use for you so it might be better to not specify them.
- */
-#define aiProcessPreset_TargetRealtime_MaxQuality ( \
- aiProcessPreset_TargetRealtime_Quality | \
- aiProcess_FindInstances | \
- aiProcess_ValidateDataStructure | \
- aiProcess_OptimizeMeshes | \
- 0 )
-
-
-#ifdef __cplusplus
-} // end of extern "C"
-#endif
-
-#endif // AI_POSTPROCESS_H_INC
diff --git a/src/3rdparty/assimp/include/aiQuaternion.h b/src/3rdparty/assimp/include/aiQuaternion.h
deleted file mode 100644
index 790cd0602..000000000
--- a/src/3rdparty/assimp/include/aiQuaternion.h
+++ /dev/null
@@ -1,311 +0,0 @@
-/*
-Open Asset Import Library (ASSIMP)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2010, ASSIMP Development Team
-All rights reserved.
-
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
-following conditions are met:
-
-* Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
-
-* Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
-
-* Neither the name of the ASSIMP team, nor the names of its
- contributors may be used to endorse or promote products
- derived from this software without specific prior
- written permission of the ASSIMP Development Team.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-
-----------------------------------------------------------------------
-*/
-
-/** @file aiQuaternion.h
- * @brief Quaternion structure, including operators when compiling in C++
- */
-#ifndef AI_QUATERNION_H_INC
-#define AI_QUATERNION_H_INC
-
-#include <math.h>
-#include "aiTypes.h"
-
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-// ---------------------------------------------------------------------------
-/** Represents a quaternion in a 4D vector. */
-struct aiQuaternion
-{
-#ifdef __cplusplus
- aiQuaternion() : w(0.0f), x(0.0f), y(0.0f), z(0.0f) {}
- aiQuaternion(float _w, float _x, float _y, float _z) : w(_w), x(_x), y(_y), z(_z) {}
-
- /** Construct from rotation matrix. Result is undefined if the matrix is not orthonormal. */
- aiQuaternion( const aiMatrix3x3& pRotMatrix);
-
- /** Construct from euler angles */
- aiQuaternion( float rotx, float roty, float rotz);
-
- /** Construct from an axis-angle pair */
- aiQuaternion( aiVector3D axis, float angle);
-
- /** Construct from a normalized quaternion stored in a vec3 */
- aiQuaternion( aiVector3D normalized);
-
- /** Returns a matrix representation of the quaternion */
- aiMatrix3x3 GetMatrix() const;
-
-
- bool operator== (const aiQuaternion& o) const
- {return x == o.x && y == o.y && z == o.z && w == o.w;}
-
- bool operator!= (const aiQuaternion& o) const
- {return !(*this == o);}
-
- /** Normalize the quaternion */
- aiQuaternion& Normalize();
-
- /** Compute quaternion conjugate */
- aiQuaternion& Conjugate ();
-
- /** Rotate a point by this quaternion */
- aiVector3D Rotate (const aiVector3D& in);
-
- /** Multiply two quaternions */
- aiQuaternion operator* (const aiQuaternion& two) const;
-
- /** Performs a spherical interpolation between two quaternions and writes the result into the third.
- * @param pOut Target object to received the interpolated rotation.
- * @param pStart Start rotation of the interpolation at factor == 0.
- * @param pEnd End rotation, factor == 1.
- * @param pFactor Interpolation factor between 0 and 1. Values outside of this range yield undefined results.
- */
- static void Interpolate( aiQuaternion& pOut, const aiQuaternion& pStart, const aiQuaternion& pEnd, float pFactor);
-
-#endif // __cplusplus
-
- //! w,x,y,z components of the quaternion
- float w, x, y, z;
-} ;
-
-
-#ifdef __cplusplus
-
-// ---------------------------------------------------------------------------
-// Constructs a quaternion from a rotation matrix
-inline aiQuaternion::aiQuaternion( const aiMatrix3x3 &pRotMatrix)
-{
- float t = 1 + pRotMatrix.a1 + pRotMatrix.b2 + pRotMatrix.c3;
-
- // large enough
- if ( t > 0.001f)
- {
- float s = sqrt( t) * 2.0f;
- x = (pRotMatrix.c2 - pRotMatrix.b3) / s;
- y = (pRotMatrix.a3 - pRotMatrix.c1) / s;
- z = (pRotMatrix.b1 - pRotMatrix.a2) / s;
- w = 0.25f * s;
- } // else we have to check several cases
- else if ( pRotMatrix.a1 > pRotMatrix.b2 && pRotMatrix.a1 > pRotMatrix.c3 )
- {
- // Column 0:
- float s = sqrt( 1.0f + pRotMatrix.a1 - pRotMatrix.b2 - pRotMatrix.c3) * 2.0f;
- x = 0.25f * s;
- y = (pRotMatrix.b1 + pRotMatrix.a2) / s;
- z = (pRotMatrix.a3 + pRotMatrix.c1) / s;
- w = (pRotMatrix.c2 - pRotMatrix.b3) / s;
- }
- else if ( pRotMatrix.b2 > pRotMatrix.c3)
- {
- // Column 1:
- float s = sqrt( 1.0f + pRotMatrix.b2 - pRotMatrix.a1 - pRotMatrix.c3) * 2.0f;
- x = (pRotMatrix.b1 + pRotMatrix.a2) / s;
- y = 0.25f * s;
- z = (pRotMatrix.c2 + pRotMatrix.b3) / s;
- w = (pRotMatrix.a3 - pRotMatrix.c1) / s;
- } else
- {
- // Column 2:
- float s = sqrt( 1.0f + pRotMatrix.c3 - pRotMatrix.a1 - pRotMatrix.b2) * 2.0f;
- x = (pRotMatrix.a3 + pRotMatrix.c1) / s;
- y = (pRotMatrix.c2 + pRotMatrix.b3) / s;
- z = 0.25f * s;
- w = (pRotMatrix.b1 - pRotMatrix.a2) / s;
- }
-}
-
-// ---------------------------------------------------------------------------
-// Construction from euler angles
-inline aiQuaternion::aiQuaternion( float fPitch, float fYaw, float fRoll )
-{
- const float fSinPitch(sin(fPitch*0.5F));
- const float fCosPitch(cos(fPitch*0.5F));
- const float fSinYaw(sin(fYaw*0.5F));
- const float fCosYaw(cos(fYaw*0.5F));
- const float fSinRoll(sin(fRoll*0.5F));
- const float fCosRoll(cos(fRoll*0.5F));
- const float fCosPitchCosYaw(fCosPitch*fCosYaw);
- const float fSinPitchSinYaw(fSinPitch*fSinYaw);
- x = fSinRoll * fCosPitchCosYaw - fCosRoll * fSinPitchSinYaw;
- y = fCosRoll * fSinPitch * fCosYaw + fSinRoll * fCosPitch * fSinYaw;
- z = fCosRoll * fCosPitch * fSinYaw - fSinRoll * fSinPitch * fCosYaw;
- w = fCosRoll * fCosPitchCosYaw + fSinRoll * fSinPitchSinYaw;
-}
-
-// ---------------------------------------------------------------------------
-// Returns a matrix representation of the quaternion
-inline aiMatrix3x3 aiQuaternion::GetMatrix() const
-{
- aiMatrix3x3 resMatrix;
- resMatrix.a1 = 1.0f - 2.0f * (y * y + z * z);
- resMatrix.a2 = 2.0f * (x * y - z * w);
- resMatrix.a3 = 2.0f * (x * z + y * w);
- resMatrix.b1 = 2.0f * (x * y + z * w);
- resMatrix.b2 = 1.0f - 2.0f * (x * x + z * z);
- resMatrix.b3 = 2.0f * (y * z - x * w);
- resMatrix.c1 = 2.0f * (x * z - y * w);
- resMatrix.c2 = 2.0f * (y * z + x * w);
- resMatrix.c3 = 1.0f - 2.0f * (x * x + y * y);
-
- return resMatrix;
-}
-
-// ---------------------------------------------------------------------------
-// Construction from an axis-angle pair
-inline aiQuaternion::aiQuaternion( aiVector3D axis, float angle)
-{
- axis.Normalize();
-
- const float sin_a = sin( angle / 2 );
- const float cos_a = cos( angle / 2 );
- x = axis.x * sin_a;
- y = axis.y * sin_a;
- z = axis.z * sin_a;
- w = cos_a;
-}
-// ---------------------------------------------------------------------------
-// Construction from am existing, normalized quaternion
-inline aiQuaternion::aiQuaternion( aiVector3D normalized)
-{
- x = normalized.x;
- y = normalized.y;
- z = normalized.z;
-
- const float t = 1.0f - (x*x) - (y*y) - (z*z);
-
- if (t < 0.0f)
- w = 0.0f;
- else w = sqrt (t);
-}
-
-// ---------------------------------------------------------------------------
-// Performs a spherical interpolation between two quaternions
-// Implementation adopted from the gmtl project. All others I found on the net fail in some cases.
-// Congrats, gmtl!
-inline void aiQuaternion::Interpolate( aiQuaternion& pOut, const aiQuaternion& pStart, const aiQuaternion& pEnd, float pFactor)
-{
- // calc cosine theta
- float cosom = pStart.x * pEnd.x + pStart.y * pEnd.y + pStart.z * pEnd.z + pStart.w * pEnd.w;
-
- // adjust signs (if necessary)
- aiQuaternion end = pEnd;
- if ( cosom < 0.0f)
- {
- cosom = -cosom;
- end.x = -end.x; // Reverse all signs
- end.y = -end.y;
- end.z = -end.z;
- end.w = -end.w;
- }
-
- // Calculate coefficients
- float sclp, sclq;
- if ( (1.0f - cosom) > 0.0001f) // 0.0001 -> some epsillon
- {
- // Standard case (slerp)
- float omega, sinom;
- omega = acos( cosom); // extract theta from dot product's cos theta
- sinom = sin( omega);
- sclp = sin( (1.0f - pFactor) * omega) / sinom;
- sclq = sin( pFactor * omega) / sinom;
- } else
- {
- // Very close, do linear interp (because it's faster)
- sclp = 1.0f - pFactor;
- sclq = pFactor;
- }
-
- pOut.x = sclp * pStart.x + sclq * end.x;
- pOut.y = sclp * pStart.y + sclq * end.y;
- pOut.z = sclp * pStart.z + sclq * end.z;
- pOut.w = sclp * pStart.w + sclq * end.w;
-}
-
-// ---------------------------------------------------------------------------
-inline aiQuaternion& aiQuaternion::Normalize()
-{
- // compute the magnitude and divide through it
- const float mag = x*x+y*y+z*z+w*w;
- if (mag)
- {
- x /= mag;
- y /= mag;
- z /= mag;
- w /= mag;
- }
- return *this;
-}
-
-// ---------------------------------------------------------------------------
-inline aiQuaternion aiQuaternion::operator* (const aiQuaternion& t) const
-{
- return aiQuaternion(w*t.w - x*t.x - y*t.y - z*t.z,
- w*t.x + x*t.w + y*t.z - z*t.y,
- w*t.y + y*t.w + z*t.x - x*t.z,
- w*t.z + z*t.w + x*t.y - y*t.x);
-}
-
-// ---------------------------------------------------------------------------
-inline aiQuaternion& aiQuaternion::Conjugate ()
-{
- x = -x;
- y = -y;
- z = -z;
- return *this;
-}
-
-// ---------------------------------------------------------------------------
-inline aiVector3D aiQuaternion::Rotate (const aiVector3D& v)
-{
- aiQuaternion q2(0.f,v.x,v.y,v.z), q = *this, qinv = q;
- q.Conjugate();
-
- q = q*q2*qinv;
- return aiVector3D(q.x,q.y,q.z);
-
-}
-
-} // end extern "C"
-
-#endif // __cplusplus
-
-#endif // AI_QUATERNION_H_INC
diff --git a/src/3rdparty/assimp/include/aiScene.h b/src/3rdparty/assimp/include/aiScene.h
deleted file mode 100644
index 6c4b49009..000000000
--- a/src/3rdparty/assimp/include/aiScene.h
+++ /dev/null
@@ -1,417 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2010, ASSIMP Development Team
-
-All rights reserved.
-
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
-conditions are met:
-
-* Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
-
-* Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
-
-* Neither the name of the ASSIMP team, nor the names of its
- contributors may be used to endorse or promote products
- derived from this software without specific prior
- written permission of the ASSIMP Development Team.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------------
-*/
-
-/** @file aiScene.h
- * @brief Defines the data structures in which the imported scene is returned.
- */
-#ifndef __AI_SCENE_H_INC__
-#define __AI_SCENE_H_INC__
-
-#include "aiTypes.h"
-#include "aiTexture.h"
-#include "aiMesh.h"
-#include "aiLight.h"
-#include "aiCamera.h"
-#include "aiMaterial.h"
-#include "aiAnim.h"
-
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-// -------------------------------------------------------------------------------
-/** A node in the imported hierarchy.
- *
- * Each node has name, a parent node (except for the root node),
- * a transformation relative to its parent and possibly several child nodes.
- * Simple file formats don't support hierarchical structures - for these formats
- * the imported scene does consist of only a single root node without children.
- */
-// -------------------------------------------------------------------------------
-struct aiNode
-{
- /** The name of the node.
- *
- * The name might be empty (length of zero) but all nodes which
- * need to be accessed afterwards by bones or anims are usually named.
- * Multiple nodes may have the same name, but nodes which are accessed
- * by bones (see #aiBone and #aiMesh::mBones) *must* be unique.
- *
- * Cameras and lights are assigned to a specific node name - if there
- * are multiple nodes with this name, they're assigned to each of them.
- * <br>
- * There are no limitations regarding the characters contained in
- * this text. You should be able to handle stuff like whitespace, tabs,
- * linefeeds, quotation marks, ampersands, ... .
- */
- C_STRUCT aiString mName;
-
- /** The transformation relative to the node's parent. */
- C_STRUCT aiMatrix4x4 mTransformation;
-
- /** Parent node. NULL if this node is the root node. */
- C_STRUCT aiNode* mParent;
-
- /** The number of child nodes of this node. */
- unsigned int mNumChildren;
-
- /** The child nodes of this node. NULL if mNumChildren is 0. */
- C_STRUCT aiNode** mChildren;
-
- /** The number of meshes of this node. */
- unsigned int mNumMeshes;
-
- /** The meshes of this node. Each entry is an index into the mesh */
- unsigned int* mMeshes;
-
-#ifdef __cplusplus
- /** Constructor */
- aiNode()
- {
- // set all members to zero by default
- mParent = NULL;
- mNumChildren = 0; mChildren = NULL;
- mNumMeshes = 0; mMeshes = NULL;
- }
-
- /** Construction from a specific name */
- aiNode(const std::string& name)
- {
- // set all members to zero by default
- mParent = NULL;
- mNumChildren = 0; mChildren = NULL;
- mNumMeshes = 0; mMeshes = NULL;
- mName = name;
- }
-
- /** Destructor */
- ~aiNode()
- {
- // delete all children recursively
- // to make sure we won't crash if the data is invalid ...
- if (mChildren && mNumChildren)
- {
- for ( unsigned int a = 0; a < mNumChildren; a++)
- delete mChildren[a];
- }
- delete [] mChildren;
- delete [] mMeshes;
- }
-
- /** Searches for a node with a specific name, beginning at this
- * nodes. Normally you will call this method on the root node
- * of the scene.
- *
- * @param name Name to search for
- * @return NULL or a valid Node if the search was successful.
- */
- inline aiNode* FindNode(const aiString& name)
- {
- return FindNode(name.data);
- }
-
- /** @override
- */
- inline aiNode* FindNode(const char* name)
- {
- if (!::strcmp( mName.data,name))return this;
- for (unsigned int i = 0; i < mNumChildren;++i)
- {
- aiNode* p = mChildren[i]->FindNode(name);
- if (p)return p;
- }
- // there is definitely no sub node with this name
- return NULL;
- }
-
-#endif // __cplusplus
-};
-
-
-// -------------------------------------------------------------------------------
-/** @def AI_SCENE_FLAGS_INCOMPLETE
- * Specifies that the scene data structure that was imported is not complete.
- * This flag bypasses some internal validations and allows the import
- * of animation skeletons, material libraries or camera animation paths
- * using Assimp. Most applications won't support such data.
- */
-#define AI_SCENE_FLAGS_INCOMPLETE 0x1
-
-/** @def AI_SCENE_FLAGS_VALIDATED
- * This flag is set by the validation postprocess-step (aiPostProcess_ValidateDS)
- * if the validation is successful. In a validated scene you can be sure that
- * any cross references in the data structure (e.g. vertex indices) are valid.
- */
-#define AI_SCENE_FLAGS_VALIDATED 0x2
-
-/** @def AI_SCENE_FLAGS_VALIDATION_WARNING
- * This flag is set by the validation postprocess-step (aiPostProcess_ValidateDS)
- * if the validation is successful but some issues have been found.
- * This can for example mean that a texture that does not exist is referenced
- * by a material or that the bone weights for a vertex don't sum to 1.0 ... .
- * In most cases you should still be able to use the import. This flag could
- * be useful for applications which don't capture Assimp's log output.
- */
-#define AI_SCENE_FLAGS_VALIDATION_WARNING 0x4
-
-/** @def AI_SCENE_FLAGS_NON_VERBOSE_FORMAT
- * This flag is currently only set by the aiProcess_JoinIdenticalVertices step.
- * It indicates that the vertices of the output meshes aren't in the internal
- * verbose format anymore. In the verbose format all vertices are unique,
- * no vertex is ever referenced by more than one face.
- */
-#define AI_SCENE_FLAGS_NON_VERBOSE_FORMAT 0x8
-
- /** @def AI_SCENE_FLAGS_TERRAIN
- * Denotes pure height-map terrain data. Pure terrains usually consist of quads,
- * sometimes triangles, in a regular grid. The x,y coordinates of all vertex
- * positions refer to the x,y coordinates on the terrain height map, the z-axis
- * stores the elevation at a specific point.
- *
- * TER (Terragen) and HMP (3D Game Studio) are height map formats.
- * @note Assimp is probably not the best choice for loading *huge* terrains -
- * fully triangulated data takes extremely much free store and should be avoided
- * as long as possible (typically you'll do the triangulation when you actually
- * need to render it).
- */
-#define AI_SCENE_FLAGS_TERRAIN 0x10
-
-
-// -------------------------------------------------------------------------------
-/** The root structure of the imported data.
- *
- * Everything that was imported from the given file can be accessed from here.
- * Objects of this class are generally maintained and owned by Assimp, not
- * by the caller. You shouldn't want to instance it, nor should you ever try to
- * delete a given scene on your own.
- */
-// -------------------------------------------------------------------------------
-struct aiScene
-{
-
- /** Any combination of the AI_SCENE_FLAGS_XXX flags. By default
- * this value is 0, no flags are set. Most applications will
- * want to reject all scenes with the AI_SCENE_FLAGS_INCOMPLETE
- * bit set.
- */
- unsigned int mFlags;
-
-
- /** The root node of the hierarchy.
- *
- * There will always be at least the root node if the import
- * was successful (and no special flags have been set).
- * Presence of further nodes depends on the format and content
- * of the imported file.
- */
- C_STRUCT aiNode* mRootNode;
-
-
-
- /** The number of meshes in the scene. */
- unsigned int mNumMeshes;
-
- /** The array of meshes.
- *
- * Use the indices given in the aiNode structure to access
- * this array. The array is mNumMeshes in size. If the
- * AI_SCENE_FLAGS_INCOMPLETE flag is not set there will always
- * be at least ONE material.
- */
- C_STRUCT aiMesh** mMeshes;
-
-
-
- /** The number of materials in the scene. */
- unsigned int mNumMaterials;
-
- /** The array of materials.
- *
- * Use the index given in each aiMesh structure to access this
- * array. The array is mNumMaterials in size. If the
- * AI_SCENE_FLAGS_INCOMPLETE flag is not set there will always
- * be at least ONE material.
- */
- C_STRUCT aiMaterial** mMaterials;
-
-
-
- /** The number of animations in the scene. */
- unsigned int mNumAnimations;
-
- /** The array of animations.
- *
- * All animations imported from the given file are listed here.
- * The array is mNumAnimations in size.
- */
- C_STRUCT aiAnimation** mAnimations;
-
-
-
- /** The number of textures embedded into the file */
- unsigned int mNumTextures;
-
- /** The array of embedded textures.
- *
- * Not many file formats embed their textures into the file.
- * An example is Quake's MDL format (which is also used by
- * some GameStudio versions)
- */
- C_STRUCT aiTexture** mTextures;
-
-
- /** The number of light sources in the scene. Light sources
- * are fully optional, in most cases this attribute will be 0
- */
- unsigned int mNumLights;
-
- /** The array of light sources.
- *
- * All light sources imported from the given file are
- * listed here. The array is mNumLights in size.
- */
- C_STRUCT aiLight** mLights;
-
-
- /** The number of cameras in the scene. Cameras
- * are fully optional, in most cases this attribute will be 0
- */
- unsigned int mNumCameras;
-
- /** The array of cameras.
- *
- * All cameras imported from the given file are listed here.
- * The array is mNumCameras in size. The first camera in the
- * array (if existing) is the default camera view into
- * the scene.
- */
- C_STRUCT aiCamera** mCameras;
-
-#ifdef __cplusplus
-
- //! Default constructor
- aiScene()
- {
- // set all members to zero by default
- mRootNode = NULL;
- mNumMeshes = 0; mMeshes = NULL;
- mNumMaterials = 0; mMaterials = NULL;
- mNumAnimations = 0; mAnimations = NULL;
- mNumTextures = 0; mTextures = NULL;
- mNumCameras = 0; mCameras = NULL;
- mNumLights = 0; mLights = NULL;
- mFlags = 0;
- }
-
- //! Destructor
- ~aiScene()
- {
- // delete all sub-objects recursively
- delete mRootNode;
-
- // To make sure we won't crash if the data is invalid it's
- // much better to check whether both mNumXXX and mXXX are
- // valid instead of relying on just one of them.
- if (mNumMeshes && mMeshes)
- for ( unsigned int a = 0; a < mNumMeshes; a++)
- delete mMeshes[a];
- delete [] mMeshes;
-
- if (mNumMaterials && mMaterials)
- for ( unsigned int a = 0; a < mNumMaterials; a++)
- delete mMaterials[a];
- delete [] mMaterials;
-
- if (mNumAnimations && mAnimations)
- for ( unsigned int a = 0; a < mNumAnimations; a++)
- delete mAnimations[a];
- delete [] mAnimations;
-
- if (mNumTextures && mTextures)
- for ( unsigned int a = 0; a < mNumTextures; a++)
- delete mTextures[a];
- delete [] mTextures;
-
- if (mNumLights && mLights)
- for ( unsigned int a = 0; a < mNumLights; a++)
- delete mLights[a];
- delete [] mLights;
-
- if (mNumCameras && mCameras)
- for ( unsigned int a = 0; a < mNumCameras; a++)
- delete mCameras[a];
- delete [] mCameras;
- }
-
- //! Check whether the scene contains meshes
- //! Unless no special scene flags are set this will always be true.
- inline bool HasMeshes() const
- { return mMeshes != NULL && mNumMeshes > 0; }
-
- //! Check whether the scene contains materials
- //! Unless no special scene flags are set this will always be true.
- inline bool HasMaterials() const
- { return mMaterials != NULL && mNumMaterials > 0; }
-
- //! Check whether the scene contains lights
- inline bool HasLights() const
- { return mLights != NULL && mNumLights > 0; }
-
- //! Check whether the scene contains textures
- inline bool HasTextures() const
- { return mTextures != NULL && mNumTextures > 0; }
-
- //! Check whether the scene contains cameras
- inline bool HasCameras() const
- { return mCameras != NULL && mNumCameras > 0; }
-
- //! Check whether the scene contains animations
- inline bool HasAnimations() const
- { return mAnimations != NULL && mNumAnimations > 0; }
-
-#endif // __cplusplus
-};
-
-#ifdef __cplusplus
-} //! namespace Assimp
-#endif
-
-#endif // __AI_SCENE_H_INC__
diff --git a/src/3rdparty/assimp/include/aiTypes.h b/src/3rdparty/assimp/include/aiTypes.h
deleted file mode 100644
index f56cac074..000000000
--- a/src/3rdparty/assimp/include/aiTypes.h
+++ /dev/null
@@ -1,493 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2010, ASSIMP Development Team
-
-All rights reserved.
-
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
-conditions are met:
-
-* Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
-
-* Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
-
-* Neither the name of the ASSIMP team, nor the names of its
- contributors may be used to endorse or promote products
- derived from this software without specific prior
- written permission of the ASSIMP Development Team.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------------
-*/
-
-/** @file aiTypes.h
- * Basic data types and primitives, such as vectors or colors.
- */
-#ifndef AI_TYPES_H_INC
-#define AI_TYPES_H_INC
-
-// Some runtime headers
-#include <sys/types.h>
-#include <memory.h>
-#include <math.h>
-#include <stddef.h>
-#include <string.h>
-
-// Our compile configuration
-#include "aiDefines.h"
-
-// Some types moved to separate header due to size of operators
-#include "aiVector3D.h"
-#include "aiVector2D.h"
-#include "aiColor4D.h"
-#include "aiMatrix3x3.h"
-#include "aiMatrix4x4.h"
-#include "aiQuaternion.h"
-
-#ifdef __cplusplus
-#include <new> // for std::nothrow_t
-#include <string> // for aiString::Set(const std::string&)
-
-namespace Assimp {
- //! @cond never
-namespace Intern {
- // --------------------------------------------------------------------
- /** @brief Internal helper class to utilize our internal new/delete
- * routines for allocating object of this and derived classes.
- *
- * By doing this you can safely share class objects between Assimp
- * and the application - it works even over DLL boundaries. A good
- * example is the #IOSystem where the application allocates its custom
- * #IOSystem, then calls #Importer::SetIOSystem(). When the Importer
- * destructs, Assimp calls operator delete on the stored #IOSystem.
- * If it lies on a different heap than Assimp is working with,
- * the application is determined to crash.
- */
- // --------------------------------------------------------------------
-#ifndef SWIG
- struct ASSIMP_API AllocateFromAssimpHeap {
- // http://www.gotw.ca/publications/mill15.htm
-
- // new/delete overload
- void *operator new ( size_t num_bytes) /* throw( std::bad_alloc ) */;
- void *operator new ( size_t num_bytes, const std::nothrow_t& ) throw();
- void operator delete ( void* data);
-
- // array new/delete overload
- void *operator new[] ( size_t num_bytes) /* throw( std::bad_alloc ) */;
- void *operator new[] ( size_t num_bytes, const std::nothrow_t& ) throw();
- void operator delete[] ( void* data);
-
- }; // struct AllocateFromAssimpHeap
-#endif
-} // namespace Intern
- //! @endcond
-} // namespace Assimp
-
-extern "C" {
-#endif
-
-/** Maximum dimension for strings, ASSIMP strings are zero terminated. */
-#ifdef __cplusplus
-const size_t MAXLEN = 1024;
-#else
-# define MAXLEN 1024
-#endif
-
-#include "./Compiler/pushpack1.h"
-
-// ----------------------------------------------------------------------------------
-/** Represents a plane in a three-dimensional, euclidean space
-*/
-struct aiPlane
-{
-#ifdef __cplusplus
- aiPlane () : a(0.f), b(0.f), c(0.f), d(0.f) {}
- aiPlane (float _a, float _b, float _c, float _d)
- : a(_a), b(_b), c(_c), d(_d) {}
-
- aiPlane (const aiPlane& o) : a(o.a), b(o.b), c(o.c), d(o.d) {}
-
-#endif // !__cplusplus
-
- //! Plane equation
- float a,b,c,d;
-} PACK_STRUCT; // !struct aiPlane
-
-// ----------------------------------------------------------------------------------
-/** Represents a ray
-*/
-struct aiRay
-{
-#ifdef __cplusplus
- aiRay () {}
- aiRay (const aiVector3D& _pos, const aiVector3D& _dir)
- : pos(_pos), dir(_dir) {}
-
- aiRay (const aiRay& o) : pos (o.pos), dir (o.dir) {}
-
-#endif // !__cplusplus
-
- //! Position and direction of the ray
- C_STRUCT aiVector3D pos, dir;
-} PACK_STRUCT; // !struct aiRay
-
-// ----------------------------------------------------------------------------------
-/** Represents a color in Red-Green-Blue space.
-*/
-struct aiColor3D
-{
-#ifdef __cplusplus
- aiColor3D () : r(0.0f), g(0.0f), b(0.0f) {}
- aiColor3D (float _r, float _g, float _b) : r(_r), g(_g), b(_b) {}
- aiColor3D (float _r) : r(_r), g(_r), b(_r) {}
- aiColor3D (const aiColor3D& o) : r(o.r), g(o.g), b(o.b) {}
-
- /** Component-wise comparison */
- // TODO: add epsilon?
- bool operator == (const aiColor3D& other) const
- {return r == other.r && g == other.g && b == other.b;}
-
- /** Component-wise inverse comparison */
- // TODO: add epsilon?
- bool operator != (const aiColor3D& other) const
- {return r != other.r || g != other.g || b != other.b;}
-
- /** Component-wise addition */
- aiColor3D operator+(const aiColor3D& c) const {
- return aiColor3D(r+c.r,g+c.g,b+c.b);
- }
-
- /** Component-wise subtraction */
- aiColor3D operator-(const aiColor3D& c) const {
- return aiColor3D(r+c.r,g+c.g,b+c.b);
- }
-
- /** Component-wise multiplication */
- aiColor3D operator*(const aiColor3D& c) const {
- return aiColor3D(r*c.r,g*c.g,b*c.b);
- }
-
- /** Multiply with a scalar */
- aiColor3D operator*(float f) const {
- return aiColor3D(r*f,g*f,b*f);
- }
-
- /** Access a specific color component */
- float operator[](unsigned int i) const {
- return *(&r + i);
- }
-
- /** Access a specific color component */
- float& operator[](unsigned int i) {
- return *(&r + i);
- }
-
- /** Check whether a color is black */
- bool IsBlack() const {
- static const float epsilon = 10e-3f;
- return fabs( r ) < epsilon && fabs( g ) < epsilon && fabs( b ) < epsilon;
- }
-
-#endif // !__cplusplus
-
- //! Red, green and blue color values
- float r, g, b;
-} PACK_STRUCT; // !struct aiColor3D
-#include "./Compiler/poppack1.h"
-
-// ----------------------------------------------------------------------------------
-/** Represents an UTF-8 string, zero byte terminated.
- *
- * The character set of an aiString is explicitly defined to be UTF-8. This Unicode
- * transformation was chosen in the belief that most strings in 3d files are limited
- * to the ASCII characters, thus the character set needed to be ASCII compatible.
- *
- * Most text file loaders provide proper Unicode input file handling, special unicode
- * characters are correctly transcoded to UTF8 and are kept throughout the libraries'
- * import pipeline.
- *
- * For most applications, it will be absolutely sufficient to interpret the
- * aiString as ASCII data and work with it as one would work with a plain char*.
- * Windows users in need of proper support for i.e asian characters can use the
- * #MultiByteToWideChar(), #WideCharToMultiByte() WinAPI functionality to convert the
- * UTF-8 strings to their working character set (i.e. MBCS, WideChar).
- *
- * We use this representation instead of std::string to be C-compatible. The
- * (binary) length of such a string is limited to MAXLEN characters (including the
- * the terminating zero).
-*/
-struct aiString
-{
-#ifdef __cplusplus
- /** Default constructor, the string is set to have zero length */
- aiString() :
- length(0)
- {
- data[0] = '\0';
-
-#ifdef _DEBUG
- // Debug build: overwrite the string on its full length with ESC (27)
- memset(data+1,27,MAXLEN-1);
-#endif
- }
-
- /** Copy constructor */
- aiString(const aiString& rOther) :
- length(rOther.length)
- {
- // Crop the string to the maximum length
- length = length>=MAXLEN?MAXLEN-1:length;
- memcpy( data, rOther.data, length);
- data[length] = '\0';
- }
-
- /** Constructor from std::string */
- aiString(const std::string& pString) :
- length(pString.length())
- {
- length = length>=MAXLEN?MAXLEN-1:length;
- memcpy( data, pString.c_str(), length);
- data[length] = '\0';
- }
-
- /** Copy a std::string to the aiString */
- void Set( const std::string& pString) {
- if ( pString.length() > MAXLEN - 1) {
- return;
- }
- length = pString.length();
- ::memcpy( data, pString.c_str(), length);
- data[length] = 0;
- }
-
- /** Copy a const char* to the aiString */
- void Set( const char* sz) {
- const size_t len = ::strlen(sz);
- if ( len > MAXLEN - 1) {
- return;
- }
- length = len;
- ::memcpy( data, sz, len);
- data[len] = 0;
- }
-
- /** Assign a const char* to the string */
- aiString& operator = (const char* sz) {
- Set(sz);
- return *this;
- }
-
- /** Assign a cstd::string to the string */
- aiString& operator = ( const std::string& pString) {
- Set(pString);
- return *this;
- }
-
- /** Comparison operator */
- bool operator==(const aiString& other) const {
- return (length == other.length && 0 == strcmp(this->data,other.data));
- }
-
- /** Inverse comparison operator */
- bool operator!=(const aiString& other) const {
- return (length != other.length || 0 != ::strcmp(this->data,other.data));
- }
-
- /** Append a string to the string */
- void Append (const char* app) {
- const size_t len = ::strlen(app);
- if (!len) {
- return;
- }
- if (length + len >= MAXLEN) {
- return;
- }
-
- memcpy(&data[length],app,len+1);
- length += len;
- }
-
- /** Clear the string - reset its length to zero */
- void Clear () {
- length = 0;
- data[0] = '\0';
-
-#ifdef _DEBUG
- // Debug build: overwrite the string on its full length with ESC (27)
- memset(data+1,27,MAXLEN-1);
-#endif
- }
-
-#endif // !__cplusplus
-
- /** Binary length of the string excluding the terminal 0. This is NOT the
- * logical length of strings containing UTF-8 multibyte sequences! It's
- * the number of bytes from the beginning of the string to its end.*/
- size_t length;
-
- /** String buffer. Size limit is MAXLEN */
- char data[MAXLEN];
-} ; // !struct aiString
-
-
-// ----------------------------------------------------------------------------------
-/** Standard return type for some library functions.
- * Rarely used, and if, mostly in the C API.
- */
-enum aiReturn
-{
- /** Indicates that a function was successful */
- aiReturn_SUCCESS = 0x0,
-
- /** Indicates that a function failed */
- aiReturn_FAILURE = -0x1,
-
- /** Indicates that not enough memory was available
- * to perform the requested operation
- */
- aiReturn_OUTOFMEMORY = -0x3,
-
- /** @cond never
- * Force 32-bit size enum
- */
- _AI_ENFORCE_ENUM_SIZE = 0x7fffffff
-}; // !enum aiReturn
-
-// just for backwards compatibility, don't use these constants anymore
-#define AI_SUCCESS aiReturn_SUCCESS
-#define AI_FAILURE aiReturn_FAILURE
-#define AI_OUTOFMEMORY aiReturn_OUTOFMEMORY
-
-// ----------------------------------------------------------------------------------
-/** Seek origins (for the virtual file system API).
- * Much cooler than using SEEK_SET, SEEK_CUR or SEEK_END.
- */
-enum aiOrigin
-{
- /** Beginning of the file */
- aiOrigin_SET = 0x0,
-
- /** Current position of the file pointer */
- aiOrigin_CUR = 0x1,
-
- /** End of the file, offsets must be negative */
- aiOrigin_END = 0x2,
-
- /** @cond never
- * Force 32-bit size enum
- */
- _AI_ORIGIN_ENFORCE_ENUM_SIZE = 0x7fffffff
-}; // !enum aiOrigin
-
-// ----------------------------------------------------------------------------------
-/** @brief Enumerates predefined log streaming destinations.
- * Logging to these streams can be enabled with a single call to
- * #LogStream::createDefaultStream or #aiAttachPredefinedLogStream(),
- * respectively.
- */
-enum aiDefaultLogStream
-{
- /** Stream the log to a file */
- aiDefaultLogStream_FILE = 0x1,
-
- /** Stream the log to std::cout */
- aiDefaultLogStream_STDOUT = 0x2,
-
- /** Stream the log to std::cerr */
- aiDefaultLogStream_STDERR = 0x4,
-
- /** MSVC only: Stream the log the the debugger
- * (this relies on OutputDebugString from the Win32 SDK)
- */
- aiDefaultLogStream_DEBUGGER = 0x8,
-
- /** @cond never
- * Force 32-bit size enum
- */
- _AI_DLS_ENFORCE_ENUM_SIZE = 0x7fffffff
-}; // !enum aiDefaultLogStream
-
-// just for backwards compatibility, don't use these constants anymore
-#define DLS_FILE aiDefaultLogStream_FILE
-#define DLS_STDOUT aiDefaultLogStream_STDOUT
-#define DLS_STDERR aiDefaultLogStream_STDERR
-#define DLS_DEBUGGER aiDefaultLogStream_DEBUGGER
-
-// ----------------------------------------------------------------------------------
-/** Stores the memory requirements for different components (e.g. meshes, materials,
- * animations) of an import. All sizes are in bytes.
- * @see Importer::GetMemoryRequirements()
-*/
-struct aiMemoryInfo
-{
-#ifdef __cplusplus
-
- /** Default constructor */
- aiMemoryInfo()
- : textures (0)
- , materials (0)
- , meshes (0)
- , nodes (0)
- , animations (0)
- , cameras (0)
- , lights (0)
- , total (0)
- {}
-
-#endif
-
- /** Storage allocated for texture data */
- unsigned int textures;
-
- /** Storage allocated for material data */
- unsigned int materials;
-
- /** Storage allocated for mesh data */
- unsigned int meshes;
-
- /** Storage allocated for node data */
- unsigned int nodes;
-
- /** Storage allocated for animation data */
- unsigned int animations;
-
- /** Storage allocated for camera data */
- unsigned int cameras;
-
- /** Storage allocated for light data */
- unsigned int lights;
-
- /** Total storage allocated for the full import. */
- unsigned int total;
-}; // !struct aiMemoryInfo
-
-#ifdef __cplusplus
-}
-#endif //! __cplusplus
-
-// Include implementations
-#include "aiVector3D.inl"
-#include "aiColor4D.inl"
-#include "aiMatrix3x3.inl"
-#include "aiMatrix4x4.inl"
-#endif
diff --git a/src/3rdparty/assimp/include/aiVector2D.h b/src/3rdparty/assimp/include/aiVector2D.h
deleted file mode 100644
index c9533aa72..000000000
--- a/src/3rdparty/assimp/include/aiVector2D.h
+++ /dev/null
@@ -1,187 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2010, ASSIMP Development Team
-
-All rights reserved.
-
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
-conditions are met:
-
-* Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
-
-* Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
-
-* Neither the name of the ASSIMP team, nor the names of its
- contributors may be used to endorse or promote products
- derived from this software without specific prior
- written permission of the ASSIMP Development Team.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------------
-*/
-/** @file aiVector2D.h
- * @brief 2D vector structure, including operators when compiling in C++
- */
-#ifndef AI_VECTOR2D_H_INC
-#define AI_VECTOR2D_H_INC
-
-#include <math.h>
-
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-#include "./Compiler/pushpack1.h"
-
-// ----------------------------------------------------------------------------------
-/** Represents a two-dimensional vector.
- */
-struct aiVector2D
-{
-#ifdef __cplusplus
- aiVector2D () : x(0.0f), y(0.0f) {}
- aiVector2D (float _x, float _y) : x(_x), y(_y) {}
- aiVector2D (float _xyz) : x(_xyz), y(_xyz) {}
- aiVector2D (const aiVector2D& o) : x(o.x), y(o.y) {}
-
- void Set( float pX, float pY) {
- x = pX; y = pY;
- }
-
- float SquareLength() const {
- return x*x + y*y;
- }
-
- float Length() const {
- return ::sqrt( SquareLength());
- }
-
- aiVector2D& Normalize() {
- *this /= Length(); return *this;
- }
-
- const aiVector2D& operator += (const aiVector2D& o) {
- x += o.x; y += o.y; return *this;
- }
- const aiVector2D& operator -= (const aiVector2D& o) {
- x -= o.x; y -= o.y; return *this;
- }
- const aiVector2D& operator *= (float f) {
- x *= f; y *= f; return *this;
- }
- const aiVector2D& operator /= (float f) {
- x /= f; y /= f; return *this;
- }
-
- float operator[](unsigned int i) const {
- return *(&x + i);
- }
-
- float& operator[](unsigned int i) {
- return *(&x + i);
- }
-
- bool operator== (const aiVector2D& other) const {
- return x == other.x && y == other.y;
- }
-
- bool operator!= (const aiVector2D& other) const {
- return x != other.x || y != other.y;
- }
-
- aiVector2D& operator= (float f) {
- x = y = f;return *this;
- }
-
- const aiVector2D SymMul(const aiVector2D& o) {
- return aiVector2D(x*o.x,y*o.y);
- }
-
-#endif // __cplusplus
-
- float x, y;
-} PACK_STRUCT;
-
-#include "./Compiler/poppack1.h"
-
-#ifdef __cplusplus
-} // end extern "C"
-
-// ----------------------------------------------------------------------------------
-// symmetric addition
-inline aiVector2D operator + (const aiVector2D& v1, const aiVector2D& v2)
-{
- return aiVector2D( v1.x + v2.x, v1.y + v2.y);
-}
-
-// ----------------------------------------------------------------------------------
-// symmetric subtraction
-inline aiVector2D operator - (const aiVector2D& v1, const aiVector2D& v2)
-{
- return aiVector2D( v1.x - v2.x, v1.y - v2.y);
-}
-
-// ----------------------------------------------------------------------------------
-// scalar product
-inline float operator * (const aiVector2D& v1, const aiVector2D& v2)
-{
- return v1.x*v2.x + v1.y*v2.y;
-}
-
-// ----------------------------------------------------------------------------------
-// scalar multiplication
-inline aiVector2D operator * ( float f, const aiVector2D& v)
-{
- return aiVector2D( f*v.x, f*v.y);
-}
-
-// ----------------------------------------------------------------------------------
-// and the other way around
-inline aiVector2D operator * ( const aiVector2D& v, float f)
-{
- return aiVector2D( f*v.x, f*v.y);
-}
-
-// ----------------------------------------------------------------------------------
-// scalar division
-inline aiVector2D operator / ( const aiVector2D& v, float f)
-{
-
- return v * (1/f);
-}
-
-// ----------------------------------------------------------------------------------
-// vector division
-inline aiVector2D operator / ( const aiVector2D& v, const aiVector2D& v2)
-{
- return aiVector2D(v.x / v2.x,v.y / v2.y);
-}
-
-// ----------------------------------------------------------------------------------
-// vector inversion
-inline aiVector2D operator - ( const aiVector2D& v)
-{
- return aiVector2D( -v.x, -v.y);
-}
-
-#endif // __cplusplus
-#endif // AI_VECTOR2D_H_INC
diff --git a/src/3rdparty/assimp/include/aiVector3D.inl b/src/3rdparty/assimp/include/aiVector3D.inl
deleted file mode 100644
index c14b347bc..000000000
--- a/src/3rdparty/assimp/include/aiVector3D.inl
+++ /dev/null
@@ -1,180 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2010, ASSIMP Development Team
-
-All rights reserved.
-
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
-conditions are met:
-
-* Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
-
-* Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
-
-* Neither the name of the ASSIMP team, nor the names of its
- contributors may be used to endorse or promote products
- derived from this software without specific prior
- written permission of the ASSIMP Development Team.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------------
-*/
-
-/** @file aiVector3D.inl
- * @brief Inline implementation of aiVector3D operators
- */
-#ifndef AI_VECTOR3D_INL_INC
-#define AI_VECTOR3D_INL_INC
-
-#include "aiVector3D.h"
-#ifdef __cplusplus
-
-// ------------------------------------------------------------------------------------------------
-/** Transformation of a vector by a 3x3 matrix */
-inline aiVector3D operator * (const aiMatrix3x3& pMatrix, const aiVector3D& pVector)
-{
- aiVector3D res;
- res.x = pMatrix.a1 * pVector.x + pMatrix.a2 * pVector.y + pMatrix.a3 * pVector.z;
- res.y = pMatrix.b1 * pVector.x + pMatrix.b2 * pVector.y + pMatrix.b3 * pVector.z;
- res.z = pMatrix.c1 * pVector.x + pMatrix.c2 * pVector.y + pMatrix.c3 * pVector.z;
- return res;
-}
-
-// ------------------------------------------------------------------------------------------------
-/** Transformation of a vector by a 4x4 matrix */
-inline aiVector3D operator * (const aiMatrix4x4& pMatrix, const aiVector3D& pVector)
-{
- aiVector3D res;
- res.x = pMatrix.a1 * pVector.x + pMatrix.a2 * pVector.y + pMatrix.a3 * pVector.z + pMatrix.a4;
- res.y = pMatrix.b1 * pVector.x + pMatrix.b2 * pVector.y + pMatrix.b3 * pVector.z + pMatrix.b4;
- res.z = pMatrix.c1 * pVector.x + pMatrix.c2 * pVector.y + pMatrix.c3 * pVector.z + pMatrix.c4;
- return res;
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE void aiVector3D::Set( float pX, float pY, float pZ) {
- x = pX; y = pY; z = pZ;
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE float aiVector3D::SquareLength() const {
- return x*x + y*y + z*z;
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE float aiVector3D::Length() const {
- return sqrt( SquareLength());
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE aiVector3D& aiVector3D::Normalize() {
- *this /= Length(); return *this;
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE const aiVector3D& aiVector3D::operator += (const aiVector3D& o) {
- x += o.x; y += o.y; z += o.z; return *this;
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE const aiVector3D& aiVector3D::operator -= (const aiVector3D& o) {
- x -= o.x; y -= o.y; z -= o.z; return *this;
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE const aiVector3D& aiVector3D::operator *= (float f) {
- x *= f; y *= f; z *= f; return *this;
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE const aiVector3D& aiVector3D::operator /= (float f) {
- x /= f; y /= f; z /= f; return *this;
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE aiVector3D& aiVector3D::operator *= (const aiMatrix3x3& mat){
- return(*this = mat * (*this));
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE aiVector3D& aiVector3D::operator *= (const aiMatrix4x4& mat){
- return(*this = mat * (*this));
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE float aiVector3D::operator[](unsigned int i) const {
- return *(&x + i);
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE float& aiVector3D::operator[](unsigned int i) {
- return *(&x + i);
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE bool aiVector3D::operator== (const aiVector3D& other) const {
- return x == other.x && y == other.y && z == other.z;
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE bool aiVector3D::operator!= (const aiVector3D& other) const {
- return x != other.x || y != other.y || z != other.z;
-}
-// ------------------------------------------------------------------------------------------------
-AI_FORCE_INLINE const aiVector3D aiVector3D::SymMul(const aiVector3D& o) {
- return aiVector3D(x*o.x,y*o.y,z*o.z);
-}
-// ------------------------------------------------------------------------------------------------
-// symmetric addition
-AI_FORCE_INLINE aiVector3D operator + (const aiVector3D& v1, const aiVector3D& v2) {
- return aiVector3D( v1.x + v2.x, v1.y + v2.y, v1.z + v2.z);
-}
-// ------------------------------------------------------------------------------------------------
-// symmetric subtraction
-AI_FORCE_INLINE aiVector3D operator - (const aiVector3D& v1, const aiVector3D& v2) {
- return aiVector3D( v1.x - v2.x, v1.y - v2.y, v1.z - v2.z);
-}
-// ------------------------------------------------------------------------------------------------
-// scalar product
-AI_FORCE_INLINE float operator * (const aiVector3D& v1, const aiVector3D& v2) {
- return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z;
-}
-// ------------------------------------------------------------------------------------------------
-// scalar multiplication
-AI_FORCE_INLINE aiVector3D operator * ( float f, const aiVector3D& v) {
- return aiVector3D( f*v.x, f*v.y, f*v.z);
-}
-// ------------------------------------------------------------------------------------------------
-// and the other way around
-AI_FORCE_INLINE aiVector3D operator * ( const aiVector3D& v, float f) {
- return aiVector3D( f*v.x, f*v.y, f*v.z);
-}
-// ------------------------------------------------------------------------------------------------
-// scalar division
-AI_FORCE_INLINE aiVector3D operator / ( const aiVector3D& v, float f) {
- return v * (1/f);
-}
-// ------------------------------------------------------------------------------------------------
-// vector division
-AI_FORCE_INLINE aiVector3D operator / ( const aiVector3D& v, const aiVector3D& v2) {
- return aiVector3D(v.x / v2.x,v.y / v2.y,v.z / v2.z);
-}
-// ------------------------------------------------------------------------------------------------
-// cross product
-AI_FORCE_INLINE aiVector3D operator ^ ( const aiVector3D& v1, const aiVector3D& v2) {
- return aiVector3D( v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x);
-}
-// ------------------------------------------------------------------------------------------------
-// vector inversion
-AI_FORCE_INLINE aiVector3D operator - ( const aiVector3D& v) {
- return aiVector3D( -v.x, -v.y, -v.z);
-}
-
-
-#endif // __cplusplus
-#endif // AI_VECTOR3D_INL_INC
diff --git a/src/3rdparty/assimp/include/assimp.hpp b/src/3rdparty/assimp/include/assimp.hpp
deleted file mode 100644
index 945e7a8fd..000000000
--- a/src/3rdparty/assimp/include/assimp.hpp
+++ /dev/null
@@ -1,609 +0,0 @@
-/*
----------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------------
-
-Copyright (c) 2006-2010, ASSIMP Development Team
-
-All rights reserved.
-
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
-conditions are met:
-
-* Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
-
-* Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
-
-* Neither the name of the ASSIMP team, nor the names of its
- contributors may be used to endorse or promote products
- derived from this software without specific prior
- written permission of the ASSIMP Development Team.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------------
-*/
-
-/** @file assimp.hpp
- * @brief Defines the C++-API to the Open Asset Import Library.
- */
-#ifndef INCLUDED_AI_ASSIMP_HPP
-#define INCLUDED_AI_ASSIMP_HPP
-
-#ifndef __cplusplus
-# error This header requires C++ to be used. Use assimp.h for plain C.
-#endif
-
-// Public ASSIMP data structures
-#include "aiTypes.h"
-#include "aiConfig.h"
-#include "aiAssert.h"
-
-namespace Assimp {
- // =======================================================================
- // Public interface to Assimp
- class Importer;
- class IOStream;
- class IOSystem;
- class ProgressHandler;
-
- // =======================================================================
- // Plugin development
- //
- // Include the following headers for the declarations:
- // BaseImporter.h
- // BaseProcess.h
- class BaseImporter;
- class BaseProcess;
- class SharedPostProcessInfo;
- class BatchLoader;
-
- // =======================================================================
- // Holy stuff, only for members of the high council of the Jedi.
- class ImporterPimpl;
-} //! namespace Assimp
-
-#define AI_PROPERTY_WAS_NOT_EXISTING 0xffffffff
-
-struct aiScene;
-struct aiFileIO;
-extern "C" ASSIMP_API const aiScene* aiImportFileEx( const char*, unsigned int, aiFileIO*);
-extern "C" ASSIMP_API const aiScene* aiImportFileFromMemory( const char*,
- unsigned int,unsigned int,const char*);
-
-/** @namespace Assimp Assimp's CPP-API and all internal APIs */
-namespace Assimp {
-
-// ----------------------------------------------------------------------------------
-/** CPP-API: The Importer class forms an C++ interface to the functionality of the
-* Open Asset Import Library.
-*
-* Create an object of this class and call ReadFile() to import a file.
-* If the import succeeds, the function returns a pointer to the imported data.
-* The data remains property of the object, it is intended to be accessed
-* read-only. The imported data will be destroyed along with the Importer
-* object. If the import fails, ReadFile() returns a NULL pointer. In this
-* case you can retrieve a human-readable error description be calling
-* GetErrorString(). You can call ReadFile() multiple times with a single Importer
-* instance. Actually, constructing Importer objects involves quite many
-* allocations and may take some time, so it's better to reuse them as often as
-* possible.
-*
-* If you need the Importer to do custom file handling to access the files,
-* implement IOSystem and IOStream and supply an instance of your custom
-* IOSystem implementation by calling SetIOHandler() before calling ReadFile().
-* If you do not assign a custion IO handler, a default handler using the
-* standard C++ IO logic will be used.
-*
-* @note One Importer instance is not thread-safe. If you use multiple
-* threads for loading, each thread should maintain its own Importer instance.
-*/
-class ASSIMP_API Importer {
-
- // for internal use
- friend class BaseProcess;
- friend class BatchLoader;
- friend const aiScene* ::aiImportFileEx( const char*, unsigned int, aiFileIO*);
- friend const aiScene* ::aiImportFileFromMemory( const char*,
- unsigned int,unsigned int,const char*);
-
-public:
-
- // -------------------------------------------------------------------
- /** Constructor. Creates an empty importer object.
- *
- * Call ReadFile() to start the import process. The configuration
- * property table is initially empty.
- */
- Importer();
-
- // -------------------------------------------------------------------
- /** Copy constructor.
- *
- * This copies the configuration properties of another Importer.
- * If this Importer owns a scene it won't be copied.
- * Call ReadFile() to start the import process.
- */
- Importer(const Importer& other);
-
- // -------------------------------------------------------------------
- /** Destructor. The object kept ownership of the imported data,
- * which now will be destroyed along with the object.
- */
- ~Importer();
-
-
- // -------------------------------------------------------------------
- /** Registers a new loader.
- *
- * @param pImp Importer to be added. The Importer instance takes
- * ownership of the pointer, so it will be automatically deleted
- * with the Importer instance.
- * @return AI_SUCCESS if the loader has been added. The registration
- * fails if there is already a loader for a specific file extension.
- */
- aiReturn RegisterLoader(BaseImporter* pImp);
-
- // -------------------------------------------------------------------
- /** Unregisters a loader.
- *
- * @param pImp Importer to be unregistered.
- * @return AI_SUCCESS if the loader has been removed. The function
- * fails if the loader is currently in use (this could happen
- * if the #Importer instance is used by more than one thread) or
- * if it has not yet been registered.
- */
- aiReturn UnregisterLoader(BaseImporter* pImp);
-
- // -------------------------------------------------------------------
- /** Registers a new post-process step.
- *
- * At the moment, there's a small limitation: new post processing
- * steps are added to end of the list, or in other words, executed
- * last, after all built-in steps.
- * @param pImp Post-process step to be added. The Importer instance
- * takes ownership of the pointer, so it will be automatically
- * deleted with the Importer instance.
- * @return AI_SUCCESS if the step has been added correctly.
- */
- aiReturn RegisterPPStep(BaseProcess* pImp);
-
- // -------------------------------------------------------------------
- /** Unregisters a post-process step.
- *
- * @param pImp Step to be unregistered.
- * @return AI_SUCCESS if the step has been removed. The function
- * fails if the step is currently in use (this could happen
- * if the #Importer instance is used by more than one thread) or
- * if it has not yet been registered.
- */
- aiReturn UnregisterPPStep(BaseProcess* pImp);
-
-
- // -------------------------------------------------------------------
- /** Set an integer configuration property.
- * @param szName Name of the property. All supported properties
- * are defined in the aiConfig.g header (all constants share the
- * prefix AI_CONFIG_XXX and are simple strings).
- * @param iValue New value of the property
- * @param bWasExisting Optional pointer to receive true if the
- * property was set before. The new value replaces the previous value
- * in this case.
- * @note Property of different types (float, int, string ..) are kept
- * on different stacks, so calling SetPropertyInteger() for a
- * floating-point property has no effect - the loader will call
- * GetPropertyFloat() to read the property, but it won't be there.
- */
- void SetPropertyInteger(const char* szName, int iValue,
- bool* bWasExisting = NULL);
-
- // -------------------------------------------------------------------
- /** Set a boolean configuration property. Boolean properties
- * are stored on the integer stack internally so it's possible
- * to set them via #SetPropertyBool and query them with
- * #GetPropertyBool and vice versa.
- * @see SetPropertyInteger()
- */
- void SetPropertyBool(const char* szName, bool value, bool* /* bWasExisting */ = NULL) {
- SetPropertyInteger(szName,value);
- }
-
- // -------------------------------------------------------------------
- /** Set a floating-point configuration property.
- * @see SetPropertyInteger()
- */
- void SetPropertyFloat(const char* szName, float fValue,
- bool* bWasExisting = NULL);
-
- // -------------------------------------------------------------------
- /** Set a string configuration property.
- * @see SetPropertyInteger()
- */
- void SetPropertyString(const char* szName, const std::string& sValue,
- bool* bWasExisting = NULL);
-
- // -------------------------------------------------------------------
- /** Get a configuration property.
- * @param szName Name of the property. All supported properties
- * are defined in the aiConfig.g header (all constants share the
- * prefix AI_CONFIG_XXX).
- * @param iErrorReturn Value that is returned if the property
- * is not found.
- * @return Current value of the property
- * @note Property of different types (float, int, string ..) are kept
- * on different lists, so calling SetPropertyInteger() for a
- * floating-point property has no effect - the loader will call
- * GetPropertyFloat() to read the property, but it won't be there.
- */
- int GetPropertyInteger(const char* szName,
- int iErrorReturn = 0xffffffff) const;
-
- // -------------------------------------------------------------------
- /** Get a boolean configuration property. Boolean properties
- * are stored on the integer stack internally so it's possible
- * to set them via #SetPropertyBool and query them with
- * #GetPropertyBool and vice versa.
- * @see GetPropertyInteger()
- */
- bool GetPropertyBool(const char* szName, bool bErrorReturn = false) const {
- return GetPropertyInteger(szName,bErrorReturn)!=0;
- }
-
- // -------------------------------------------------------------------
- /** Get a floating-point configuration property
- * @see GetPropertyInteger()
- */
- float GetPropertyFloat(const char* szName,
- float fErrorReturn = 10e10f) const;
-
- // -------------------------------------------------------------------
- /** Get a string configuration property
- *
- * The return value remains valid until the property is modified.
- * @see GetPropertyInteger()
- */
- const std::string& GetPropertyString(const char* szName,
- const std::string& sErrorReturn = "") const;
-
- // -------------------------------------------------------------------
- /** Supplies a custom IO handler to the importer to use to open and
- * access files. If you need the importer to use custion IO logic to
- * access the files, you need to provide a custom implementation of
- * IOSystem and IOFile to the importer. Then create an instance of
- * your custion IOSystem implementation and supply it by this function.
- *
- * The Importer takes ownership of the object and will destroy it
- * afterwards. The previously assigned handler will be deleted.
- * Pass NULL to take again ownership of your IOSystem and reset Assimp
- * to use its default implementation.
- *
- * @param pIOHandler The IO handler to be used in all file accesses
- * of the Importer.
- */
- void SetIOHandler( IOSystem* pIOHandler);
-
- // -------------------------------------------------------------------
- /** Retrieves the IO handler that is currently set.
- * You can use #IsDefaultIOHandler() to check whether the returned
- * interface is the default IO handler provided by ASSIMP. The default
- * handler is active as long the application doesn't supply its own
- * custom IO handler via #SetIOHandler().
- * @return A valid IOSystem interface, never NULL.
- */
- IOSystem* GetIOHandler() const;
-
- // -------------------------------------------------------------------
- /** Checks whether a default IO handler is active
- * A default handler is active as long the application doesn't
- * supply its own custom IO handler via #SetIOHandler().
- * @return true by default
- */
- bool IsDefaultIOHandler() const;
-
- // -------------------------------------------------------------------
- /** Supplies a custom progress handler to the importer. This
- * interface exposes a #Update() callback, which is called
- * more or less periodically (please don't sue us if it
- * isn't as periodically as you'd like it to have ...).
- * This can be used to implement progress bars and loading
- * timeouts.
- * @param pHandler Progress callback interface. Pass NULL to
- * disable progress reporting.
- * @note Progress handlers can be used to abort the loading
- * at almost any time.*/
- void SetProgressHandler ( ProgressHandler* pHandler );
-
- // -------------------------------------------------------------------
- /** Retrieves the progress handler that is currently set.
- * You can use #IsDefaultProgressHandler() to check whether the returned
- * interface is the default handler provided by ASSIMP. The default
- * handler is active as long the application doesn't supply its own
- * custom handler via #SetProgressHandler().
- * @return A valid ProgressHandler interface, never NULL.
- */
- ProgressHandler* GetProgressHandler() const;
-
- // -------------------------------------------------------------------
- /** Checks whether a default progress handler is active
- * A default handler is active as long the application doesn't
- * supply its own custom progress handler via #SetProgressHandler().
- * @return true by default
- */
- bool IsDefaultProgressHandler() const;
-
- // -------------------------------------------------------------------
- /** @brief Check whether a given set of postprocessing flags
- * is supported.
- *
- * Some flags are mutually exclusive, others are probably
- * not available because your excluded them from your
- * Assimp builds. Calling this function is recommended if
- * you're unsure.
- *
- * @param pFlags Bitwise combination of the aiPostProcess flags.
- * @return true if this flag combination is fine.
- */
- bool ValidateFlags(unsigned int pFlags) const;
-
- // -------------------------------------------------------------------
- /** Reads the given file and returns its contents if successful.
- *
- * If the call succeeds, the contents of the file are returned as a
- * pointer to an aiScene object. The returned data is intended to be
- * read-only, the importer object keeps ownership of the data and will
- * destroy it upon destruction. If the import fails, NULL is returned.
- * A human-readable error description can be retrieved by calling
- * GetErrorString(). The previous scene will be deleted during this call.
- * @param pFile Path and filename to the file to be imported.
- * @param pFlags Optional post processing steps to be executed after
- * a successful import. Provide a bitwise combination of the
- * #aiPostProcessSteps flags. If you wish to inspect the imported
- * scene first in order to fine-tune your post-processing setup,
- * consider to use #ApplyPostProcessing().
- * @return A pointer to the imported data, NULL if the import failed.
- * The pointer to the scene remains in possession of the Importer
- * instance. Use GetOrphanedScene() to take ownership of it.
- *
- * @note Assimp is able to determine the file format of a file
- * automatically.
- */
- const aiScene* ReadFile(
- const char* pFile,
- unsigned int pFlags);
-
- // -------------------------------------------------------------------
- /** Reads the given file from a memory buffer and returns its
- * contents if successful.
- *
- * If the call succeeds, the contents of the file are returned as a
- * pointer to an aiScene object. The returned data is intended to be
- * read-only, the importer object keeps ownership of the data and will
- * destroy it upon destruction. If the import fails, NULL is returned.
- * A human-readable error description can be retrieved by calling
- * GetErrorString(). The previous scene will be deleted during this call.
- * Calling this method doesn't affect the active IOSystem.
- * @param pBuffer Pointer to the file data
- * @param pLength Length of pBuffer, in bytes
- * @param pFlags Optional post processing steps to be executed after
- * a successful import. Provide a bitwise combination of the
- * #aiPostProcessSteps flags. If you wish to inspect the imported
- * scene first in order to fine-tune your post-processing setup,
- * consider to use #ApplyPostProcessing().
- * @param pHint An additional hint to the library. If this is a non
- * empty string, the library looks for a loader to support
- * the file extension specified by pHint and passes the file to
- * the first matching loader. If this loader is unable to completely
- * the request, the library continues and tries to determine the
- * file format on its own, a task that may or may not be successful.
- * Check the return value, and you'll know ...
- * @return A pointer to the imported data, NULL if the import failed.
- * The pointer to the scene remains in possession of the Importer
- * instance. Use GetOrphanedScene() to take ownership of it.
- *
- * @note This is a straightforward way to decode models from memory
- * buffers, but it doesn't handle model formats spreading their
- * data across multiple files or even directories. Examples include
- * OBJ or MD3, which outsource parts of their material stuff into
- * external scripts. If you need the full functionality, provide
- * a custom IOSystem to make Assimp find these files.
- */
- const aiScene* ReadFileFromMemory(
- const void* pBuffer,
- size_t pLength,
- unsigned int pFlags,
- const char* pHint = "");
-
- // -------------------------------------------------------------------
- /** Apply post-processing to an already-imported scene.
- *
- * This is strictly equivalent to calling #ReadFile() with the same
- * flags. However, you can use this separate function to inspect
- * the imported scene first to fine-tune your post-processing setup.
- * @param pFlags Provide a bitwise combination of the
- * #aiPostProcessSteps flags.
- * @return A pointer to the post-processed data. This is still the
- * same as the pointer returned by #ReadFile(). However, if
- * post-processing fails, the scene could now be NULL.
- * That's quite a rare case, post processing steps are not really
- * designed to 'fail'. To be exact, the #aiProcess_ValidateDS
- * flag is currently the only post processing step which can actually
- * cause the scene to be reset to NULL.
- *
- * @note The method does nothing if no scene is currently bound
- * to the #Importer instance. */
- const aiScene* ApplyPostProcessing(unsigned int pFlags);
-
- // -------------------------------------------------------------------
- /** @brief Reads the given file and returns its contents if successful.
- *
- * This function is provided for backward compatibility.
- * See the const char* version for detailled docs.
- * @see ReadFile(const char*, pFlags) */
- const aiScene* ReadFile(
- const std::string& pFile,
- unsigned int pFlags);
-
- // -------------------------------------------------------------------
- /** Frees the current scene.
- *
- * The function does nothing if no scene has previously been
- * read via ReadFile(). FreeScene() is called automatically by the
- * destructor and ReadFile() itself. */
- void FreeScene( );
-
- // -------------------------------------------------------------------
- /** Returns an error description of an error that occurred in ReadFile().
- *
- * Returns an empty string if no error occurred.
- * @return A description of the last error, an empty string if no
- * error occurred. The string is never NULL.
- *
- * @note The returned function remains valid until one of the
- * following methods is called: #ReadFile(), #FreeScene(). */
- const char* GetErrorString() const;
-
-
- // -------------------------------------------------------------------
- /** Returns whether a given file extension is supported by ASSIMP.
- *
- * @param szExtension Extension to be checked.
- * Must include a trailing dot '.'. Example: ".3ds", ".md3".
- * Cases-insensitive.
- * @return true if the extension is supported, false otherwise */
- bool IsExtensionSupported(const char* szExtension) const;
-
- // -------------------------------------------------------------------
- /** @brief Returns whether a given file extension is supported by ASSIMP.
- *
- * This function is provided for backward compatibility.
- * See the const char* version for detailed and up-to-date docs.
- * @see IsExtensionSupported(const char*) */
- inline bool IsExtensionSupported(const std::string& szExtension) const;
-
-
- // -------------------------------------------------------------------
- /** Get a full list of all file extensions supported by ASSIMP.
- *
- * If a file extension is contained in the list this does of course not
- * mean that ASSIMP is able to load all files with this extension ---
- * it simply means there is an importer loaded which claims to handle
- * files with this file extension.
- * @param szOut String to receive the extension list.
- * Format of the list: "*.3ds;*.obj;*.dae". This is useful for
- * use with the WinAPI call GetOpenFileName(Ex). */
- void GetExtensionList(aiString& szOut) const;
-
- // -------------------------------------------------------------------
- /** @brief Get a full list of all file extensions supported by ASSIMP.
- *
- * This function is provided for backward compatibility.
- * See the aiString version for detailed and up-to-date docs.
- * @see GetExtensionList(aiString&)*/
- inline void GetExtensionList(std::string& szOut) const;
-
-
- // -------------------------------------------------------------------
- /** Find the loader corresponding to a specific file extension.
- *
- * This is quite similar to IsExtensionSupported() except a
- * BaseImporter instance is returned.
- * @param szExtension Extension to check for. The following formats
- * are recgnized (BAH being the file extension): "BAH" (comparison
- * is case-insensitive), ".bah", "*.bah" (wild card and dot
- * characters at the beginning of the extension are skipped).
- * @return NULL if there is no loader for the extension.*/
- BaseImporter* FindLoader (const char* szExtension) const;
-
-
- // -------------------------------------------------------------------
- /** Returns the scene loaded by the last successful call to ReadFile()
- *
- * @return Current scene or NULL if there is currently no scene loaded */
- const aiScene* GetScene() const;
-
- // -------------------------------------------------------------------
- /** Returns the scene loaded by the last successful call to ReadFile()
- * and releases the scene from the ownership of the Importer
- * instance. The application is now responsible for deleting the
- * scene. Any further calls to GetScene() or GetOrphanedScene()
- * will return NULL - until a new scene has been loaded via ReadFile().
- *
- * @return Current scene or NULL if there is currently no scene loaded
- * @note Use this method with maximal caution, and only if you have to.
- * By design, aiScene's are exclusively maintained, allocated and
- * deallocated by Assimp and no one else. The reasoning behind this
- * is the golden rule that deallocations should always be done
- * by the module that did the original allocation because heaps
- * are not necessarily shared. GetOrphanedScene() enforces you
- * to delete the returned scene by yourself, but this will only
- * be fine if and only if you're using the same heap as assimp.
- * On Windows, it's typically fine when everything is linked
- * against the multithreaded-dll version of the runtime library.
- * It will work as well for static linkage with Assimp.*/
- aiScene* GetOrphanedScene();
-
- // -------------------------------------------------------------------
- /** Returns the storage allocated by ASSIMP to hold the scene data
- * in memory.
- *
- * This refers to the currently loaded file, see #ReadFile().
- * @param in Data structure to be filled.
- * @note The returned memory statistics refer to the actual
- * size of the use data of the aiScene. Heap-related overhead
- * is (naturally) not included.*/
- void GetMemoryRequirements(aiMemoryInfo& in) const;
-
- // -------------------------------------------------------------------
- /** Enables "extra verbose" mode.
- *
- * 'Extra verbose' means the data structure is validated after *every*
- * single post processing step to make sure everyone modifies the data
- * structure in a well-defined manner. This is a debug feature and not
- * intended for use in production environments. */
- void SetExtraVerbose(bool bDo);
-
-protected:
-
- // Just because we don't want you to know how we're hacking around.
- ImporterPimpl* pimpl;
-}; //! class Importer
-
-
-// ----------------------------------------------------------------------------
-// For compatibility, the interface of some functions taking a std::string was
-// changed to const char* to avoid crashes between binary incompatible STL
-// versions. This code her is inlined, so it shouldn't cause any problems.
-// ----------------------------------------------------------------------------
-
-// ----------------------------------------------------------------------------
-AI_FORCE_INLINE const aiScene* Importer::ReadFile( const std::string& pFile,unsigned int pFlags){
- return ReadFile(pFile.c_str(),pFlags);
-}
-// ----------------------------------------------------------------------------
-AI_FORCE_INLINE void Importer::GetExtensionList(std::string& szOut) const {
- aiString s;
- GetExtensionList(s);
- szOut = s.data;
-}
-// ----------------------------------------------------------------------------
-AI_FORCE_INLINE bool Importer::IsExtensionSupported(const std::string& szExtension) const {
- return IsExtensionSupported(szExtension.c_str());
-}
-
-} // !namespace Assimp
-#endif // INCLUDED_AI_ASSIMP_HPP
diff --git a/src/3rdparty/assimp/include/Compiler/poppack1.h b/src/3rdparty/assimp/include/assimp/Compiler/poppack1.h
index 8944b2b60..e033bc147 100644
--- a/src/3rdparty/assimp/include/Compiler/poppack1.h
+++ b/src/3rdparty/assimp/include/assimp/Compiler/poppack1.h
@@ -1,7 +1,7 @@
// ===============================================================================
-// May be included multiple times - resets structure packing to the defaults
-// for all supported compilers. Reverts the changes made by #include <pushpack1.h>
+// May be included multiple times - resets structure packing to the defaults
+// for all supported compilers. Reverts the changes made by #include <pushpack1.h>
//
// Currently this works on the following compilers:
// MSVC 7,8,9
@@ -10,12 +10,12 @@
// ===============================================================================
#ifndef AI_PUSHPACK_IS_DEFINED
-# error pushpack1.h must be included after poppack1.h
+# error pushpack1.h must be included after poppack1.h
#endif
// reset packing to the original value
#if defined(_MSC_VER) || defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
-# pragma pack( pop )
+# pragma pack( pop )
#endif
#undef PACK_STRUCT
diff --git a/src/3rdparty/assimp/include/Compiler/pushpack1.h b/src/3rdparty/assimp/include/assimp/Compiler/pushpack1.h
index b89a8ff71..2471b7c1e 100644
--- a/src/3rdparty/assimp/include/Compiler/pushpack1.h
+++ b/src/3rdparty/assimp/include/assimp/Compiler/pushpack1.h
@@ -1,7 +1,7 @@
// ===============================================================================
-// May be included multiple times - sets structure packing to 1
+// May be included multiple times - sets structure packing to 1
// for all supported compilers. #include <poppack1.h> reverts the changes.
//
// Currently this works on the following compilers:
@@ -18,23 +18,22 @@
// ===============================================================================
#ifdef AI_PUSHPACK_IS_DEFINED
-# error poppack1.h must be included after pushpack1.h
+# error poppack1.h must be included after pushpack1.h
#endif
-#if defined(_MSC_VER) || defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
-# pragma pack(push,1)
-# define PACK_STRUCT
+#if defined(_MSC_VER) || defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
+# pragma pack(push,1)
+# define PACK_STRUCT
#elif defined( __GNUC__ )
-# define PACK_STRUCT __attribute__((packed))
+# define PACK_STRUCT __attribute__((packed))
#else
-# define PACK_STRUCT
-//# error Compiler not supported
+# error Compiler not supported
#endif
#if defined(_MSC_VER)
// C4103: Packing was changed after the inclusion of the header, propably missing #pragma pop
-# pragma warning (disable : 4103)
+# pragma warning (disable : 4103)
#endif
#define AI_PUSHPACK_IS_DEFINED
diff --git a/src/3rdparty/assimp/include/assimp/DefaultLogger.hpp b/src/3rdparty/assimp/include/assimp/DefaultLogger.hpp
new file mode 100644
index 000000000..390363dd1
--- /dev/null
+++ b/src/3rdparty/assimp/include/assimp/DefaultLogger.hpp
@@ -0,0 +1,190 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+/** @file DefaultLogger.h
+*/
+
+#ifndef INCLUDED_AI_DEFAULTLOGGER
+#define INCLUDED_AI_DEFAULTLOGGER
+
+#include "Logger.hpp"
+#include "LogStream.hpp"
+#include "NullLogger.hpp"
+#include <vector>
+
+namespace Assimp {
+// ------------------------------------------------------------------------------------
+class IOStream;
+struct LogStreamInfo;
+
+/** default name of logfile */
+#define ASSIMP_DEFAULT_LOG_NAME "AssimpLog.txt"
+
+// ------------------------------------------------------------------------------------
+/** @brief CPP-API: Primary logging facility of Assimp.
+ *
+ * The library stores its primary #Logger as a static member of this class.
+ * #get() returns this primary logger. By default the underlying implementation is
+ * just a #NullLogger which rejects all log messages. By calling #create(), logging
+ * is turned on. To capture the log output multiple log streams (#LogStream) can be
+ * attach to the logger. Some default streams for common streaming locations (such as
+ * a file, std::cout, OutputDebugString()) are also provided.
+ *
+ * If you wish to customize the logging at an even deeper level supply your own
+ * implementation of #Logger to #set().
+ * @note The whole logging stuff causes a small extra overhead for all imports. */
+class ASSIMP_API DefaultLogger :
+ public Logger {
+
+public:
+
+ // ----------------------------------------------------------------------
+ /** @brief Creates a logging instance.
+ * @param name Name for log file. Only valid in combination
+ * with the aiDefaultLogStream_FILE flag.
+ * @param severity Log severity, VERBOSE turns on debug messages
+ * @param defStreams Default log streams to be attached. Any bitwise
+ * combination of the aiDefaultLogStream enumerated values.
+ * If #aiDefaultLogStream_FILE is specified but an empty string is
+ * passed for 'name', no log file is created at all.
+ * @param io IOSystem to be used to open external files (such as the
+ * log file). Pass NULL to rely on the default implementation.
+ * This replaces the default #NullLogger with a #DefaultLogger instance. */
+ static Logger *create(const char* name = ASSIMP_DEFAULT_LOG_NAME,
+ LogSeverity severity = NORMAL,
+ unsigned int defStreams = aiDefaultLogStream_DEBUGGER | aiDefaultLogStream_FILE,
+ IOSystem* io = NULL);
+
+ // ----------------------------------------------------------------------
+ /** @brief Setup a custom #Logger implementation.
+ *
+ * Use this if the provided #DefaultLogger class doesn't fit into
+ * your needs. If the provided message formatting is OK for you,
+ * it's much easier to use #create() and to attach your own custom
+ * output streams to it.
+ * @param logger Pass NULL to setup a default NullLogger*/
+ static void set (Logger *logger);
+
+ // ----------------------------------------------------------------------
+ /** @brief Getter for singleton instance
+ * @return Only instance. This is never null, but it could be a
+ * NullLogger. Use isNullLogger to check this.*/
+ static Logger *get();
+
+ // ----------------------------------------------------------------------
+ /** @brief Return whether a #NullLogger is currently active
+ * @return true if the current logger is a #NullLogger.
+ * Use create() or set() to setup a logger that does actually do
+ * something else than just rejecting all log messages. */
+ static bool isNullLogger();
+
+ // ----------------------------------------------------------------------
+ /** @brief Kills the current singleton logger and replaces it with a
+ * #NullLogger instance. */
+ static void kill();
+
+ // ----------------------------------------------------------------------
+ /** @copydoc Logger::attachStream */
+ bool attachStream(LogStream *pStream,
+ unsigned int severity);
+
+ // ----------------------------------------------------------------------
+ /** @copydoc Logger::detatchStream */
+ bool detatchStream(LogStream *pStream,
+ unsigned int severity);
+
+
+private:
+
+ // ----------------------------------------------------------------------
+ /** @briefPrivate construction for internal use by create().
+ * @param severity Logging granularity */
+ DefaultLogger(LogSeverity severity);
+
+ // ----------------------------------------------------------------------
+ /** @briefDestructor */
+ ~DefaultLogger();
+
+private:
+
+ /** @brief Logs debug infos, only been written when severity level VERBOSE is set */
+ void OnDebug(const char* message);
+
+ /** @brief Logs an info message */
+ void OnInfo(const char* message);
+
+ /** @brief Logs a warning message */
+ void OnWarn(const char* message);
+
+ /** @brief Logs an error message */
+ void OnError(const char* message);
+
+ // ----------------------------------------------------------------------
+ /** @brief Writes a message to all streams */
+ void WriteToStreams(const char* message, ErrorSeverity ErrorSev );
+
+ // ----------------------------------------------------------------------
+ /** @brief Returns the thread id.
+ * @note This is an OS specific feature, if not supported, a
+ * zero will be returned.
+ */
+ unsigned int GetThreadID();
+
+private:
+ // Aliases for stream container
+ typedef std::vector<LogStreamInfo*> StreamArray;
+ typedef std::vector<LogStreamInfo*>::iterator StreamIt;
+ typedef std::vector<LogStreamInfo*>::const_iterator ConstStreamIt;
+
+ //! only logging instance
+ static Logger *m_pLogger;
+ static NullLogger s_pNullLogger;
+
+ //! Attached streams
+ StreamArray m_StreamArray;
+
+ bool noRepeatMsg;
+ char lastMsg[MAX_LOG_MESSAGE_LENGTH*2];
+ size_t lastLen;
+};
+// ------------------------------------------------------------------------------------
+
+} // Namespace Assimp
+
+#endif // !! INCLUDED_AI_DEFAULTLOGGER
diff --git a/src/3rdparty/assimp/include/assimp/Exporter.hpp b/src/3rdparty/assimp/include/assimp/Exporter.hpp
new file mode 100644
index 000000000..662730f8e
--- /dev/null
+++ b/src/3rdparty/assimp/include/assimp/Exporter.hpp
@@ -0,0 +1,304 @@
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2011, assimp team
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
+conditions are met:
+
+* Redistributions of source code must retain the above
+copyright notice, this list of conditions and the
+following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+copyright notice, this list of conditions and the
+following disclaimer in the documentation and/or other
+materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+contributors may be used to endorse or promote products
+derived from this software without specific prior
+written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+---------------------------------------------------------------------------
+*/
+
+/** @file export.hpp
+* @brief Defines the CPP-API for the Assimp export interface
+*/
+#ifndef AI_EXPORT_HPP_INC
+#define AI_EXPORT_HPP_INC
+
+#ifndef ASSIMP_BUILD_NO_EXPORT
+
+#include "cexport.h"
+
+namespace Assimp {
+ class ExporterPimpl;
+
+
+// ----------------------------------------------------------------------------------
+/** CPP-API: The Exporter class forms an C++ interface to the export functionality
+ * of the Open Asset Import Library. Note that the export interface is available
+ * only if Assimp has been built with ASSIMP_BUILD_NO_EXPORT not defined.
+ *
+ * The interface is modelled after the importer interface and mostly
+ * symmetric. The same rules for threading etc. apply.
+ *
+ * In a nutshell, there are two export interfaces: #Export, which writes the
+ * output file(s) either to the regular file system or to a user-supplied
+ * #IOSystem, and #ExportToBlob which returns a linked list of memory
+ * buffers (blob), each referring to one output file (in most cases
+ * there will be only one output file of course, but this extra complexity is
+ * needed since Assimp aims at supporting a wide range of file formats).
+ *
+ * #ExportToBlob is especially useful if you intend to work
+ * with the data in-memory.
+*/
+class ASSIMP_API Exporter
+ // TODO: causes good ol' base class has no dll interface warning
+//#ifdef __cplusplus
+// : public boost::noncopyable
+//#endif // __cplusplus
+{
+public:
+
+ /** Function pointer type of a Export worker function */
+ typedef void (*fpExportFunc)(const char*,IOSystem*,const aiScene*);
+
+ /** Internal description of an Assimp export format option */
+ struct ExportFormatEntry
+ {
+ /// Public description structure to be returned by aiGetExportFormatDescription()
+ aiExportFormatDesc mDescription;
+
+ // Worker function to do the actual exporting
+ fpExportFunc mExportFunction;
+
+ // Postprocessing steps to be executed PRIOR to invoking mExportFunction
+ unsigned int mEnforcePP;
+
+ // Constructor to fill all entries
+ ExportFormatEntry( const char* pId, const char* pDesc, const char* pExtension, fpExportFunc pFunction, unsigned int pEnforcePP = 0u)
+ {
+ mDescription.id = pId;
+ mDescription.description = pDesc;
+ mDescription.fileExtension = pExtension;
+ mExportFunction = pFunction;
+ mEnforcePP = pEnforcePP;
+ }
+
+ ExportFormatEntry() : mExportFunction(), mEnforcePP() {}
+ };
+
+
+public:
+
+
+ Exporter();
+ ~Exporter();
+
+public:
+
+
+ // -------------------------------------------------------------------
+ /** Supplies a custom IO handler to the exporter to use to open and
+ * access files.
+ *
+ * If you need #Export to use custom IO logic to access the files,
+ * you need to supply a custom implementation of IOSystem and
+ * IOFile to the exporter.
+ *
+ * #Exporter takes ownership of the object and will destroy it
+ * afterwards. The previously assigned handler will be deleted.
+ * Pass NULL to take again ownership of your IOSystem and reset Assimp
+ * to use its default implementation, which uses plain file IO.
+ *
+ * @param pIOHandler The IO handler to be used in all file accesses
+ * of the Importer. */
+ void SetIOHandler( IOSystem* pIOHandler);
+
+ // -------------------------------------------------------------------
+ /** Retrieves the IO handler that is currently set.
+ * You can use #IsDefaultIOHandler() to check whether the returned
+ * interface is the default IO handler provided by ASSIMP. The default
+ * handler is active as long the application doesn't supply its own
+ * custom IO handler via #SetIOHandler().
+ * @return A valid IOSystem interface, never NULL. */
+ IOSystem* GetIOHandler() const;
+
+ // -------------------------------------------------------------------
+ /** Checks whether a default IO handler is active
+ * A default handler is active as long the application doesn't
+ * supply its own custom IO handler via #SetIOHandler().
+ * @return true by default */
+ bool IsDefaultIOHandler() const;
+
+
+
+ // -------------------------------------------------------------------
+ /** Exports the given scene to a chosen file format. Returns the exported
+ * data as a binary blob which you can write into a file or something.
+ * When you're done with the data, simply let the #Exporter instance go
+ * out of scope to have it released automatically.
+ * @param pScene The scene to export. Stays in possession of the caller,
+ * is not changed by the function.
+ * @param pFormatId ID string to specify to which format you want to
+ * export to. Use
+ * #GetExportFormatCount / #GetExportFormatDescription to learn which
+ * export formats are available.
+ * @param pPreprocessing See the documentation for #Export
+ * @return the exported data or NULL in case of error.
+ * @note If the Exporter instance did already hold a blob from
+ * a previous call to #ExportToBlob, it will be disposed.
+ * Any IO handlers set via #SetIOHandler are ignored here.*/
+ const aiExportDataBlob* ExportToBlob( const aiScene* pScene, const char* pFormatId, unsigned int pPreprocessing = 0u );
+ inline const aiExportDataBlob* ExportToBlob( const aiScene* pScene, const std::string& pFormatId, unsigned int pPreprocessing = 0u );
+
+
+ // -------------------------------------------------------------------
+ /** Convenience function to export directly to a file. Use
+ * #SetIOSystem to supply a custom IOSystem to gain fine-grained control
+ * about the output data flow of the export process.
+ * @param pBlob A data blob obtained from a previous call to #aiExportScene. Must not be NULL.
+ * @param pPath Full target file name. Target must be accessible.
+ * @param pPreprocessing Accepts any choice of the #aiPostProcessing enumerated
+ * flags, but in reality only a subset of them makes sense here. Specifying
+ * 'preprocessing' flags is useful if the input scene does not conform to
+ * Assimp's default conventions as specified in the @link data Data Structures Page @endlink.
+ * In short, this means the geometry data should use a right-handed coordinate systems, face
+ * winding should be counter-clockwise and the UV coordinate origin is assumed to be in
+ * the upper left. The #aiProcess_MakeLeftHanded, #aiProcess_FlipUVs and
+ * #aiProcess_FlipWindingOrder flags are used in the import side to allow users
+ * to have those defaults automatically adapted to their conventions. Specifying those flags
+ * for exporting has the opposite effect, respectively. Some other of the
+ * #aiPostProcessSteps enumerated values may be useful as well, but you'll need
+ * to try out what their effect on the exported file is. Many formats impose
+ * their own restrictions on the structure of the geometry stored therein,
+ * so some preprocessing may have little or no effect at all, or may be
+ * redundant as exporters would apply them anyhow. A good example
+ * is triangulation - whilst you can enforce it by specifying
+ * the #aiProcess_Triangulate flag, most export formats support only
+ * triangulate data so they would run the step even if it wasn't requested.
+ * @return AI_SUCCESS if everything was fine. */
+ aiReturn Export( const aiScene* pScene, const char* pFormatId, const char* pPath, unsigned int pPreprocessing = 0u);
+ inline aiReturn Export( const aiScene* pScene, const std::string& pFormatId, const std::string& pPath, unsigned int pPreprocessing = 0u);
+
+
+ // -------------------------------------------------------------------
+ /** Returns an error description of an error that occurred in #Export
+ * or #ExportToBlob
+ *
+ * Returns an empty string if no error occurred.
+ * @return A description of the last error, an empty string if no
+ * error occurred. The string is never NULL.
+ *
+ * @note The returned function remains valid until one of the
+ * following methods is called: #Export, #ExportToBlob, #FreeBlob */
+ const char* GetErrorString() const;
+
+
+ // -------------------------------------------------------------------
+ /** Return the blob obtained from the last call to #ExportToBlob */
+ const aiExportDataBlob* GetBlob() const;
+
+
+ // -------------------------------------------------------------------
+ /** Orphan the blob from the last call to #ExportToBlob. This means
+ * the caller takes ownership and is thus responsible for calling
+ * the C API function #aiReleaseExportBlob to release it. */
+ const aiExportDataBlob* GetOrphanedBlob() const;
+
+
+ // -------------------------------------------------------------------
+ /** Frees the current blob.
+ *
+ * The function does nothing if no blob has previously been
+ * previously produced via #ExportToBlob. #FreeBlob is called
+ * automatically by the destructor. The only reason to call
+ * it manually would be to reclain as much storage as possible
+ * without giving up the #Exporter instance yet. */
+ void FreeBlob( );
+
+
+ // -------------------------------------------------------------------
+ /** Returns the number of export file formats available in the current
+ * Assimp build. Use #Exporter::GetExportFormatDescription to
+ * retrieve infos of a specific export format */
+ size_t GetExportFormatCount() const;
+
+
+ // -------------------------------------------------------------------
+ /** Returns a description of the nth export file format. Use #
+ * #Exporter::GetExportFormatCount to learn how many export
+ * formats are supported.
+ * @param pIndex Index of the export format to retrieve information
+ * for. Valid range is 0 to #Exporter::GetExportFormatCount
+ * @return A description of that specific export format.
+ * NULL if pIndex is out of range. */
+ const aiExportFormatDesc* GetExportFormatDescription( size_t pIndex ) const;
+
+
+ // -------------------------------------------------------------------
+ /** Register a custom exporter. Custom export formats are limited to
+ * to the current #Exporter instance and do not affect the
+ * library globally.
+ * @param desc Exporter description.
+ * @return aiReturn_SUCCESS if the export format was successfully
+ * registered. A common cause that would prevent an exporter
+ * from being registered is that its format id is already
+ * occupied by another format. */
+ aiReturn RegisterExporter(const ExportFormatEntry& desc);
+
+
+ // -------------------------------------------------------------------
+ /** Remove an export format previously registered with #RegisterExporter
+ * from the #Exporter instance (this can also be used to drop
+ * builtin exporters because those are implicitly registered
+ * using #RegisterExporter).
+ * @param id Format id to be unregistered, this refers to the
+ * 'id' field of #aiExportFormatDesc.
+ * @note Calling this method on a format description not yet registered
+ * has no effect.*/
+ void UnregisterExporter(const char* id);
+
+
+protected:
+
+ // Just because we don't want you to know how we're hacking around.
+ ExporterPimpl* pimpl;
+};
+
+
+// ----------------------------------------------------------------------------------
+inline const aiExportDataBlob* Exporter :: ExportToBlob( const aiScene* pScene, const std::string& pFormatId,unsigned int pPreprocessing )
+{
+ return ExportToBlob(pScene,pFormatId.c_str(),pPreprocessing);
+}
+
+// ----------------------------------------------------------------------------------
+inline aiReturn Exporter :: Export( const aiScene* pScene, const std::string& pFormatId, const std::string& pPath, unsigned int pPreprocessing )
+{
+ return Export(pScene,pFormatId.c_str(),pPath.c_str(),pPreprocessing);
+}
+
+} // namespace Assimp
+#endif // ASSIMP_BUILD_NO_EXPORT
+#endif // AI_EXPORT_HPP_INC
+
diff --git a/src/3rdparty/assimp/include/IOStream.h b/src/3rdparty/assimp/include/assimp/IOStream.hpp
index 22fdbde95..592b157db 100644
--- a/src/3rdparty/assimp/include/IOStream.h
+++ b/src/3rdparty/assimp/include/assimp/IOStream.hpp
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,39 +20,39 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file IOStream.h
- * @brief File I/O wrappers for C++.
+ * @brief File I/O wrappers for C++.
*/
#ifndef AI_IOSTREAM_H_INC
#define AI_IOSTREAM_H_INC
-#include "aiTypes.h"
+#include "types.h"
#ifndef __cplusplus
-# error This header requires C++ to be used. aiFileIO.h is the \
- corresponding C interface.
+# error This header requires C++ to be used. aiFileIO.h is the \
+ corresponding C interface.
#endif
-namespace Assimp {
+namespace Assimp {
// ----------------------------------------------------------------------------------
/** @brief CPP-API: Class to handle file I/O for C++
@@ -64,70 +64,70 @@ namespace Assimp {
class ASSIMP_API IOStream : public Intern::AllocateFromAssimpHeap
{
protected:
- /** Constructor protected, use IOSystem::Open() to create an instance. */
- IOStream(void);
+ /** Constructor protected, use IOSystem::Open() to create an instance. */
+ IOStream(void);
public:
- // -------------------------------------------------------------------
- /** @brief Destructor. Deleting the object closes the underlying file,
- * alternatively you may use IOSystem::Close() to release the file.
- */
- virtual ~IOStream();
-
- // -------------------------------------------------------------------
- /** @brief Read from the file
- *
- * See fread() for more details
- * This fails for write-only files */
- virtual size_t Read(void* pvBuffer,
- size_t pSize,
- size_t pCount) = 0;
-
- // -------------------------------------------------------------------
- /** @brief Write to the file
- *
- * See fwrite() for more details
- * This fails for read-only files */
- virtual size_t Write(const void* pvBuffer,
- size_t pSize,
- size_t pCount) = 0;
-
- // -------------------------------------------------------------------
- /** @brief Set the read/write cursor of the file
- *
- * Note that the offset is _negative_ for aiOrigin_END.
- * See fseek() for more details */
- virtual aiReturn Seek(size_t pOffset,
- aiOrigin pOrigin) = 0;
-
- // -------------------------------------------------------------------
- /** @brief Get the current position of the read/write cursor
- *
- * See ftell() for more details */
+ // -------------------------------------------------------------------
+ /** @brief Destructor. Deleting the object closes the underlying file,
+ * alternatively you may use IOSystem::Close() to release the file.
+ */
+ virtual ~IOStream();
+
+ // -------------------------------------------------------------------
+ /** @brief Read from the file
+ *
+ * See fread() for more details
+ * This fails for write-only files */
+ virtual size_t Read(void* pvBuffer,
+ size_t pSize,
+ size_t pCount) = 0;
+
+ // -------------------------------------------------------------------
+ /** @brief Write to the file
+ *
+ * See fwrite() for more details
+ * This fails for read-only files */
+ virtual size_t Write(const void* pvBuffer,
+ size_t pSize,
+ size_t pCount) = 0;
+
+ // -------------------------------------------------------------------
+ /** @brief Set the read/write cursor of the file
+ *
+ * Note that the offset is _negative_ for aiOrigin_END.
+ * See fseek() for more details */
+ virtual aiReturn Seek(size_t pOffset,
+ aiOrigin pOrigin) = 0;
+
+ // -------------------------------------------------------------------
+ /** @brief Get the current position of the read/write cursor
+ *
+ * See ftell() for more details */
virtual size_t Tell() const = 0;
- // -------------------------------------------------------------------
- /** @brief Returns filesize
- * Returns the filesize. */
- virtual size_t FileSize() const = 0;
+ // -------------------------------------------------------------------
+ /** @brief Returns filesize
+ * Returns the filesize. */
+ virtual size_t FileSize() const = 0;
- // -------------------------------------------------------------------
- /** @brief Flush the contents of the file buffer (for writers)
- * See fflush() for more details.
- */
- virtual void Flush() = 0;
+ // -------------------------------------------------------------------
+ /** @brief Flush the contents of the file buffer (for writers)
+ * See fflush() for more details.
+ */
+ virtual void Flush() = 0;
}; //! class IOStream
// ----------------------------------------------------------------------------------
inline IOStream::IOStream()
{
- // empty
+ // empty
}
// ----------------------------------------------------------------------------------
inline IOStream::~IOStream()
{
- // empty
+ // empty
}
// ----------------------------------------------------------------------------------
} //!namespace Assimp
diff --git a/src/3rdparty/assimp/include/assimp/IOSystem.hpp b/src/3rdparty/assimp/include/assimp/IOSystem.hpp
new file mode 100644
index 000000000..5854668b1
--- /dev/null
+++ b/src/3rdparty/assimp/include/assimp/IOSystem.hpp
@@ -0,0 +1,222 @@
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
+conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+---------------------------------------------------------------------------
+*/
+
+/** @file IOSystem.h
+ * @brief File system wrapper for C++. Inherit this class to supply
+ * custom file handling logic to the Import library.
+*/
+
+#ifndef AI_IOSYSTEM_H_INC
+#define AI_IOSYSTEM_H_INC
+
+#ifndef __cplusplus
+# error This header requires C++ to be used. aiFileIO.h is the \
+ corresponding C interface.
+#endif
+
+#include "types.h"
+namespace Assimp {
+class IOStream;
+
+// ---------------------------------------------------------------------------
+/** @brief CPP-API: Interface to the file system.
+ *
+ * Derive an own implementation from this interface to supply custom file handling
+ * to the importer library. If you implement this interface, you also want to
+ * supply a custom implementation for IOStream.
+ *
+ * @see Importer::SetIOHandler() */
+class ASSIMP_API IOSystem : public Intern::AllocateFromAssimpHeap
+{
+public:
+
+ // -------------------------------------------------------------------
+ /** @brief Default constructor.
+ *
+ * Create an instance of your derived class and assign it to an
+ * #Assimp::Importer instance by calling Importer::SetIOHandler().
+ */
+ IOSystem();
+
+ // -------------------------------------------------------------------
+ /** @brief Virtual destructor.
+ *
+ * It is safe to be called from within DLL Assimp, we're constructed
+ * on Assimp's heap.
+ */
+ virtual ~IOSystem();
+
+
+public:
+
+ // -------------------------------------------------------------------
+ /** @brief For backward compatibility
+ * @see Exists(const char*)
+ */
+ AI_FORCE_INLINE bool Exists( const std::string& pFile) const;
+
+ // -------------------------------------------------------------------
+ /** @brief Tests for the existence of a file at the given path.
+ *
+ * @param pFile Path to the file
+ * @return true if there is a file with this path, else false.
+ */
+
+ virtual bool Exists( const char* pFile) const = 0;
+
+
+
+ // -------------------------------------------------------------------
+ /** @brief Returns the system specific directory separator
+ * @return System specific directory separator
+ */
+ virtual char getOsSeparator() const = 0;
+
+
+ // -------------------------------------------------------------------
+ /** @brief Open a new file with a given path.
+ *
+ * When the access to the file is finished, call Close() to release
+ * all associated resources (or the virtual dtor of the IOStream).
+ *
+ * @param pFile Path to the file
+ * @param pMode Desired file I/O mode. Required are: "wb", "w", "wt",
+ * "rb", "r", "rt".
+ *
+ * @return New IOStream interface allowing the lib to access
+ * the underlying file.
+ * @note When implementing this class to provide custom IO handling,
+ * you probably have to supply an own implementation of IOStream as well.
+ */
+ virtual IOStream* Open(const char* pFile,
+ const char* pMode = "rb") = 0;
+
+ // -------------------------------------------------------------------
+ /** @brief For backward compatibility
+ * @see Open(const char*, const char*)
+ */
+ inline IOStream* Open(const std::string& pFile,
+ const std::string& pMode = std::string("rb"));
+
+
+
+ // -------------------------------------------------------------------
+ /** @brief Closes the given file and releases all resources
+ * associated with it.
+ * @param pFile The file instance previously created by Open().
+ */
+ virtual void Close( IOStream* pFile) = 0;
+
+ // -------------------------------------------------------------------
+ /** @brief Compares two paths and check whether the point to
+ * identical files.
+ *
+ * The dummy implementation of this virtual member performs a
+ * case-insensitive comparison of the given strings. The default IO
+ * system implementation uses OS mechanisms to convert relative into
+ * absolute paths, so the result can be trusted.
+ * @param one First file
+ * @param second Second file
+ * @return true if the paths point to the same file. The file needn't
+ * be existing, however.
+ */
+ virtual bool ComparePaths (const char* one,
+ const char* second) const;
+
+ // -------------------------------------------------------------------
+ /** @brief For backward compatibility
+ * @see ComparePaths(const char*, const char*)
+ */
+ inline bool ComparePaths (const std::string& one,
+ const std::string& second) const;
+};
+
+// ----------------------------------------------------------------------------
+AI_FORCE_INLINE IOSystem::IOSystem()
+{
+ // empty
+}
+
+// ----------------------------------------------------------------------------
+AI_FORCE_INLINE IOSystem::~IOSystem()
+{
+ // empty
+}
+
+// ----------------------------------------------------------------------------
+// For compatibility, the interface of some functions taking a std::string was
+// changed to const char* to avoid crashes between binary incompatible STL
+// versions. This code her is inlined, so it shouldn't cause any problems.
+// ----------------------------------------------------------------------------
+
+// ----------------------------------------------------------------------------
+AI_FORCE_INLINE IOStream* IOSystem::Open(const std::string& pFile,
+ const std::string& pMode)
+{
+ // NOTE:
+ // For compatibility, interface was changed to const char* to
+ // avoid crashes between binary incompatible STL versions
+ return Open(pFile.c_str(),pMode.c_str());
+}
+
+// ----------------------------------------------------------------------------
+AI_FORCE_INLINE bool IOSystem::Exists( const std::string& pFile) const
+{
+ // NOTE:
+ // For compatibility, interface was changed to const char* to
+ // avoid crashes between binary incompatible STL versions
+ return Exists(pFile.c_str());
+}
+
+// ----------------------------------------------------------------------------
+inline bool IOSystem::ComparePaths (const std::string& one,
+ const std::string& second) const
+{
+ // NOTE:
+ // For compatibility, interface was changed to const char* to
+ // avoid crashes between binary incompatible STL versions
+ return ComparePaths(one.c_str(),second.c_str());
+}
+
+// ----------------------------------------------------------------------------
+} //!ns Assimp
+
+#endif //AI_IOSYSTEM_H_INC
diff --git a/src/3rdparty/assimp/include/assimp/Importer.hpp b/src/3rdparty/assimp/include/assimp/Importer.hpp
new file mode 100644
index 000000000..db127b4d0
--- /dev/null
+++ b/src/3rdparty/assimp/include/assimp/Importer.hpp
@@ -0,0 +1,642 @@
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
+conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+---------------------------------------------------------------------------
+*/
+
+/** @file assimp.hpp
+ * @brief Defines the C++-API to the Open Asset Import Library.
+ */
+#ifndef INCLUDED_AI_ASSIMP_HPP
+#define INCLUDED_AI_ASSIMP_HPP
+
+#ifndef __cplusplus
+# error This header requires C++ to be used. Use assimp.h for plain C.
+#endif
+
+// Public ASSIMP data structures
+#include "types.h"
+#include "config.h"
+
+namespace Assimp {
+ // =======================================================================
+ // Public interface to Assimp
+ class Importer;
+ class Exporter; // export.hpp
+ class IOStream;
+ class IOSystem;
+ class ProgressHandler;
+
+ // =======================================================================
+ // Plugin development
+ //
+ // Include the following headers for the declarations:
+ // BaseImporter.h
+ // BaseProcess.h
+ class BaseImporter;
+ class BaseProcess;
+ class SharedPostProcessInfo;
+ class BatchLoader;
+
+ // =======================================================================
+ // Holy stuff, only for members of the high council of the Jedi.
+ class ImporterPimpl;
+ class ExporterPimpl; // export.hpp
+} //! namespace Assimp
+
+#define AI_PROPERTY_WAS_NOT_EXISTING 0xffffffff
+
+struct aiScene;
+
+// importerdesc.h
+struct aiImporterDesc;
+
+/** @namespace Assimp Assimp's CPP-API and all internal APIs */
+namespace Assimp {
+
+// ----------------------------------------------------------------------------------
+/** CPP-API: The Importer class forms an C++ interface to the functionality of the
+* Open Asset Import Library.
+*
+* Create an object of this class and call ReadFile() to import a file.
+* If the import succeeds, the function returns a pointer to the imported data.
+* The data remains property of the object, it is intended to be accessed
+* read-only. The imported data will be destroyed along with the Importer
+* object. If the import fails, ReadFile() returns a NULL pointer. In this
+* case you can retrieve a human-readable error description be calling
+* GetErrorString(). You can call ReadFile() multiple times with a single Importer
+* instance. Actually, constructing Importer objects involves quite many
+* allocations and may take some time, so it's better to reuse them as often as
+* possible.
+*
+* If you need the Importer to do custom file handling to access the files,
+* implement IOSystem and IOStream and supply an instance of your custom
+* IOSystem implementation by calling SetIOHandler() before calling ReadFile().
+* If you do not assign a custion IO handler, a default handler using the
+* standard C++ IO logic will be used.
+*
+* @note One Importer instance is not thread-safe. If you use multiple
+* threads for loading, each thread should maintain its own Importer instance.
+*/
+class ASSIMP_API Importer {
+
+public:
+
+ // -------------------------------------------------------------------
+ /** Constructor. Creates an empty importer object.
+ *
+ * Call ReadFile() to start the import process. The configuration
+ * property table is initially empty.
+ */
+ Importer();
+
+ // -------------------------------------------------------------------
+ /** Copy constructor.
+ *
+ * This copies the configuration properties of another Importer.
+ * If this Importer owns a scene it won't be copied.
+ * Call ReadFile() to start the import process.
+ */
+ Importer(const Importer& other);
+
+ // -------------------------------------------------------------------
+ /** Destructor. The object kept ownership of the imported data,
+ * which now will be destroyed along with the object.
+ */
+ ~Importer();
+
+
+ // -------------------------------------------------------------------
+ /** Registers a new loader.
+ *
+ * @param pImp Importer to be added. The Importer instance takes
+ * ownership of the pointer, so it will be automatically deleted
+ * with the Importer instance.
+ * @return AI_SUCCESS if the loader has been added. The registration
+ * fails if there is already a loader for a specific file extension.
+ */
+ aiReturn RegisterLoader(BaseImporter* pImp);
+
+ // -------------------------------------------------------------------
+ /** Unregisters a loader.
+ *
+ * @param pImp Importer to be unregistered.
+ * @return AI_SUCCESS if the loader has been removed. The function
+ * fails if the loader is currently in use (this could happen
+ * if the #Importer instance is used by more than one thread) or
+ * if it has not yet been registered.
+ */
+ aiReturn UnregisterLoader(BaseImporter* pImp);
+
+ // -------------------------------------------------------------------
+ /** Registers a new post-process step.
+ *
+ * At the moment, there's a small limitation: new post processing
+ * steps are added to end of the list, or in other words, executed
+ * last, after all built-in steps.
+ * @param pImp Post-process step to be added. The Importer instance
+ * takes ownership of the pointer, so it will be automatically
+ * deleted with the Importer instance.
+ * @return AI_SUCCESS if the step has been added correctly.
+ */
+ aiReturn RegisterPPStep(BaseProcess* pImp);
+
+ // -------------------------------------------------------------------
+ /** Unregisters a post-process step.
+ *
+ * @param pImp Step to be unregistered.
+ * @return AI_SUCCESS if the step has been removed. The function
+ * fails if the step is currently in use (this could happen
+ * if the #Importer instance is used by more than one thread) or
+ * if it has not yet been registered.
+ */
+ aiReturn UnregisterPPStep(BaseProcess* pImp);
+
+
+ // -------------------------------------------------------------------
+ /** Set an integer configuration property.
+ * @param szName Name of the property. All supported properties
+ * are defined in the aiConfig.g header (all constants share the
+ * prefix AI_CONFIG_XXX and are simple strings).
+ * @param iValue New value of the property
+ * @param bWasExisting Optional pointer to receive true if the
+ * property was set before. The new value replaces the previous value
+ * in this case.
+ * @note Property of different types (float, int, string ..) are kept
+ * on different stacks, so calling SetPropertyInteger() for a
+ * floating-point property has no effect - the loader will call
+ * GetPropertyFloat() to read the property, but it won't be there.
+ */
+ void SetPropertyInteger(const char* szName, int iValue,
+ bool* bWasExisting = NULL);
+
+ // -------------------------------------------------------------------
+ /** Set a boolean configuration property. Boolean properties
+ * are stored on the integer stack internally so it's possible
+ * to set them via #SetPropertyBool and query them with
+ * #GetPropertyBool and vice versa.
+ * @see SetPropertyInteger()
+ */
+ void SetPropertyBool(const char* szName, bool value, bool* bWasExisting = NULL) {
+ SetPropertyInteger(szName,value,bWasExisting);
+ }
+
+ // -------------------------------------------------------------------
+ /** Set a floating-point configuration property.
+ * @see SetPropertyInteger()
+ */
+ void SetPropertyFloat(const char* szName, float fValue,
+ bool* bWasExisting = NULL);
+
+ // -------------------------------------------------------------------
+ /** Set a string configuration property.
+ * @see SetPropertyInteger()
+ */
+ void SetPropertyString(const char* szName, const std::string& sValue,
+ bool* bWasExisting = NULL);
+
+ // -------------------------------------------------------------------
+ /** Get a configuration property.
+ * @param szName Name of the property. All supported properties
+ * are defined in the aiConfig.g header (all constants share the
+ * prefix AI_CONFIG_XXX).
+ * @param iErrorReturn Value that is returned if the property
+ * is not found.
+ * @return Current value of the property
+ * @note Property of different types (float, int, string ..) are kept
+ * on different lists, so calling SetPropertyInteger() for a
+ * floating-point property has no effect - the loader will call
+ * GetPropertyFloat() to read the property, but it won't be there.
+ */
+ int GetPropertyInteger(const char* szName,
+ int iErrorReturn = 0xffffffff) const;
+
+ // -------------------------------------------------------------------
+ /** Get a boolean configuration property. Boolean properties
+ * are stored on the integer stack internally so it's possible
+ * to set them via #SetPropertyBool and query them with
+ * #GetPropertyBool and vice versa.
+ * @see GetPropertyInteger()
+ */
+ bool GetPropertyBool(const char* szName, bool bErrorReturn = false) const {
+ return GetPropertyInteger(szName,bErrorReturn)!=0;
+ }
+
+ // -------------------------------------------------------------------
+ /** Get a floating-point configuration property
+ * @see GetPropertyInteger()
+ */
+ float GetPropertyFloat(const char* szName,
+ float fErrorReturn = 10e10f) const;
+
+ // -------------------------------------------------------------------
+ /** Get a string configuration property
+ *
+ * The return value remains valid until the property is modified.
+ * @see GetPropertyInteger()
+ */
+ const std::string& GetPropertyString(const char* szName,
+ const std::string& sErrorReturn = "") const;
+
+ // -------------------------------------------------------------------
+ /** Supplies a custom IO handler to the importer to use to open and
+ * access files. If you need the importer to use custion IO logic to
+ * access the files, you need to provide a custom implementation of
+ * IOSystem and IOFile to the importer. Then create an instance of
+ * your custion IOSystem implementation and supply it by this function.
+ *
+ * The Importer takes ownership of the object and will destroy it
+ * afterwards. The previously assigned handler will be deleted.
+ * Pass NULL to take again ownership of your IOSystem and reset Assimp
+ * to use its default implementation.
+ *
+ * @param pIOHandler The IO handler to be used in all file accesses
+ * of the Importer.
+ */
+ void SetIOHandler( IOSystem* pIOHandler);
+
+ // -------------------------------------------------------------------
+ /** Retrieves the IO handler that is currently set.
+ * You can use #IsDefaultIOHandler() to check whether the returned
+ * interface is the default IO handler provided by ASSIMP. The default
+ * handler is active as long the application doesn't supply its own
+ * custom IO handler via #SetIOHandler().
+ * @return A valid IOSystem interface, never NULL.
+ */
+ IOSystem* GetIOHandler() const;
+
+ // -------------------------------------------------------------------
+ /** Checks whether a default IO handler is active
+ * A default handler is active as long the application doesn't
+ * supply its own custom IO handler via #SetIOHandler().
+ * @return true by default
+ */
+ bool IsDefaultIOHandler() const;
+
+ // -------------------------------------------------------------------
+ /** Supplies a custom progress handler to the importer. This
+ * interface exposes a #Update() callback, which is called
+ * more or less periodically (please don't sue us if it
+ * isn't as periodically as you'd like it to have ...).
+ * This can be used to implement progress bars and loading
+ * timeouts.
+ * @param pHandler Progress callback interface. Pass NULL to
+ * disable progress reporting.
+ * @note Progress handlers can be used to abort the loading
+ * at almost any time.*/
+ void SetProgressHandler ( ProgressHandler* pHandler );
+
+ // -------------------------------------------------------------------
+ /** Retrieves the progress handler that is currently set.
+ * You can use #IsDefaultProgressHandler() to check whether the returned
+ * interface is the default handler provided by ASSIMP. The default
+ * handler is active as long the application doesn't supply its own
+ * custom handler via #SetProgressHandler().
+ * @return A valid ProgressHandler interface, never NULL.
+ */
+ ProgressHandler* GetProgressHandler() const;
+
+ // -------------------------------------------------------------------
+ /** Checks whether a default progress handler is active
+ * A default handler is active as long the application doesn't
+ * supply its own custom progress handler via #SetProgressHandler().
+ * @return true by default
+ */
+ bool IsDefaultProgressHandler() const;
+
+ // -------------------------------------------------------------------
+ /** @brief Check whether a given set of postprocessing flags
+ * is supported.
+ *
+ * Some flags are mutually exclusive, others are probably
+ * not available because your excluded them from your
+ * Assimp builds. Calling this function is recommended if
+ * you're unsure.
+ *
+ * @param pFlags Bitwise combination of the aiPostProcess flags.
+ * @return true if this flag combination is fine.
+ */
+ bool ValidateFlags(unsigned int pFlags) const;
+
+ // -------------------------------------------------------------------
+ /** Reads the given file and returns its contents if successful.
+ *
+ * If the call succeeds, the contents of the file are returned as a
+ * pointer to an aiScene object. The returned data is intended to be
+ * read-only, the importer object keeps ownership of the data and will
+ * destroy it upon destruction. If the import fails, NULL is returned.
+ * A human-readable error description can be retrieved by calling
+ * GetErrorString(). The previous scene will be deleted during this call.
+ * @param pFile Path and filename to the file to be imported.
+ * @param pFlags Optional post processing steps to be executed after
+ * a successful import. Provide a bitwise combination of the
+ * #aiPostProcessSteps flags. If you wish to inspect the imported
+ * scene first in order to fine-tune your post-processing setup,
+ * consider to use #ApplyPostProcessing().
+ * @return A pointer to the imported data, NULL if the import failed.
+ * The pointer to the scene remains in possession of the Importer
+ * instance. Use GetOrphanedScene() to take ownership of it.
+ *
+ * @note Assimp is able to determine the file format of a file
+ * automatically.
+ */
+ const aiScene* ReadFile(
+ const char* pFile,
+ unsigned int pFlags);
+
+ // -------------------------------------------------------------------
+ /** Reads the given file from a memory buffer and returns its
+ * contents if successful.
+ *
+ * If the call succeeds, the contents of the file are returned as a
+ * pointer to an aiScene object. The returned data is intended to be
+ * read-only, the importer object keeps ownership of the data and will
+ * destroy it upon destruction. If the import fails, NULL is returned.
+ * A human-readable error description can be retrieved by calling
+ * GetErrorString(). The previous scene will be deleted during this call.
+ * Calling this method doesn't affect the active IOSystem.
+ * @param pBuffer Pointer to the file data
+ * @param pLength Length of pBuffer, in bytes
+ * @param pFlags Optional post processing steps to be executed after
+ * a successful import. Provide a bitwise combination of the
+ * #aiPostProcessSteps flags. If you wish to inspect the imported
+ * scene first in order to fine-tune your post-processing setup,
+ * consider to use #ApplyPostProcessing().
+ * @param pHint An additional hint to the library. If this is a non
+ * empty string, the library looks for a loader to support
+ * the file extension specified by pHint and passes the file to
+ * the first matching loader. If this loader is unable to completely
+ * the request, the library continues and tries to determine the
+ * file format on its own, a task that may or may not be successful.
+ * Check the return value, and you'll know ...
+ * @return A pointer to the imported data, NULL if the import failed.
+ * The pointer to the scene remains in possession of the Importer
+ * instance. Use GetOrphanedScene() to take ownership of it.
+ *
+ * @note This is a straightforward way to decode models from memory
+ * buffers, but it doesn't handle model formats spreading their
+ * data across multiple files or even directories. Examples include
+ * OBJ or MD3, which outsource parts of their material stuff into
+ * external scripts. If you need the full functionality, provide
+ * a custom IOSystem to make Assimp find these files.
+ */
+ const aiScene* ReadFileFromMemory(
+ const void* pBuffer,
+ size_t pLength,
+ unsigned int pFlags,
+ const char* pHint = "");
+
+ // -------------------------------------------------------------------
+ /** Apply post-processing to an already-imported scene.
+ *
+ * This is strictly equivalent to calling #ReadFile() with the same
+ * flags. However, you can use this separate function to inspect
+ * the imported scene first to fine-tune your post-processing setup.
+ * @param pFlags Provide a bitwise combination of the
+ * #aiPostProcessSteps flags.
+ * @return A pointer to the post-processed data. This is still the
+ * same as the pointer returned by #ReadFile(). However, if
+ * post-processing fails, the scene could now be NULL.
+ * That's quite a rare case, post processing steps are not really
+ * designed to 'fail'. To be exact, the #aiProcess_ValidateDS
+ * flag is currently the only post processing step which can actually
+ * cause the scene to be reset to NULL.
+ *
+ * @note The method does nothing if no scene is currently bound
+ * to the #Importer instance. */
+ const aiScene* ApplyPostProcessing(unsigned int pFlags);
+
+ // -------------------------------------------------------------------
+ /** @brief Reads the given file and returns its contents if successful.
+ *
+ * This function is provided for backward compatibility.
+ * See the const char* version for detailled docs.
+ * @see ReadFile(const char*, pFlags) */
+ const aiScene* ReadFile(
+ const std::string& pFile,
+ unsigned int pFlags);
+
+ // -------------------------------------------------------------------
+ /** Frees the current scene.
+ *
+ * The function does nothing if no scene has previously been
+ * read via ReadFile(). FreeScene() is called automatically by the
+ * destructor and ReadFile() itself. */
+ void FreeScene( );
+
+ // -------------------------------------------------------------------
+ /** Returns an error description of an error that occurred in ReadFile().
+ *
+ * Returns an empty string if no error occurred.
+ * @return A description of the last error, an empty string if no
+ * error occurred. The string is never NULL.
+ *
+ * @note The returned function remains valid until one of the
+ * following methods is called: #ReadFile(), #FreeScene(). */
+ const char* GetErrorString() const;
+
+ // -------------------------------------------------------------------
+ /** Returns the scene loaded by the last successful call to ReadFile()
+ *
+ * @return Current scene or NULL if there is currently no scene loaded */
+ const aiScene* GetScene() const;
+
+ // -------------------------------------------------------------------
+ /** Returns the scene loaded by the last successful call to ReadFile()
+ * and releases the scene from the ownership of the Importer
+ * instance. The application is now responsible for deleting the
+ * scene. Any further calls to GetScene() or GetOrphanedScene()
+ * will return NULL - until a new scene has been loaded via ReadFile().
+ *
+ * @return Current scene or NULL if there is currently no scene loaded
+ * @note Use this method with maximal caution, and only if you have to.
+ * By design, aiScene's are exclusively maintained, allocated and
+ * deallocated by Assimp and no one else. The reasoning behind this
+ * is the golden rule that deallocations should always be done
+ * by the module that did the original allocation because heaps
+ * are not necessarily shared. GetOrphanedScene() enforces you
+ * to delete the returned scene by yourself, but this will only
+ * be fine if and only if you're using the same heap as assimp.
+ * On Windows, it's typically fine provided everything is linked
+ * against the multithreaded-dll version of the runtime library.
+ * It will work as well for static linkage with Assimp.*/
+ aiScene* GetOrphanedScene();
+
+
+
+
+ // -------------------------------------------------------------------
+ /** Returns whether a given file extension is supported by ASSIMP.
+ *
+ * @param szExtension Extension to be checked.
+ * Must include a trailing dot '.'. Example: ".3ds", ".md3".
+ * Cases-insensitive.
+ * @return true if the extension is supported, false otherwise */
+ bool IsExtensionSupported(const char* szExtension) const;
+
+ // -------------------------------------------------------------------
+ /** @brief Returns whether a given file extension is supported by ASSIMP.
+ *
+ * This function is provided for backward compatibility.
+ * See the const char* version for detailed and up-to-date docs.
+ * @see IsExtensionSupported(const char*) */
+ inline bool IsExtensionSupported(const std::string& szExtension) const;
+
+ // -------------------------------------------------------------------
+ /** Get a full list of all file extensions supported by ASSIMP.
+ *
+ * If a file extension is contained in the list this does of course not
+ * mean that ASSIMP is able to load all files with this extension ---
+ * it simply means there is an importer loaded which claims to handle
+ * files with this file extension.
+ * @param szOut String to receive the extension list.
+ * Format of the list: "*.3ds;*.obj;*.dae". This is useful for
+ * use with the WinAPI call GetOpenFileName(Ex). */
+ void GetExtensionList(aiString& szOut) const;
+
+ // -------------------------------------------------------------------
+ /** @brief Get a full list of all file extensions supported by ASSIMP.
+ *
+ * This function is provided for backward compatibility.
+ * See the aiString version for detailed and up-to-date docs.
+ * @see GetExtensionList(aiString&)*/
+ inline void GetExtensionList(std::string& szOut) const;
+
+ // -------------------------------------------------------------------
+ /** Get the number of importrs currently registered with Assimp. */
+ size_t GetImporterCount() const;
+
+ // -------------------------------------------------------------------
+ /** Get meta data for the importer corresponding to a specific index..
+ *
+ * For the declaration of #aiImporterDesc, include <assimp/importerdesc.h>.
+ * @param index Index to query, must be within [0,GetImporterCount())
+ * @return Importer meta data structure, NULL if the index does not
+ * exist or if the importer doesn't offer meta information (
+ * importers may do this at the cost of being hated by their peers).*/
+ const aiImporterDesc* GetImporterInfo(size_t index) const;
+
+ // -------------------------------------------------------------------
+ /** Find the importer corresponding to a specific index.
+ *
+ * @param index Index to query, must be within [0,GetImporterCount())
+ * @return Importer instance. NULL if the index does not
+ * exist. */
+ BaseImporter* GetImporter(size_t index) const;
+
+ // -------------------------------------------------------------------
+ /** Find the importer corresponding to a specific file extension.
+ *
+ * This is quite similar to #IsExtensionSupported except a
+ * BaseImporter instance is returned.
+ * @param szExtension Extension to check for. The following formats
+ * are recognized (BAH being the file extension): "BAH" (comparison
+ * is case-insensitive), ".bah", "*.bah" (wild card and dot
+ * characters at the beginning of the extension are skipped).
+ * @return NULL if no importer is found*/
+ BaseImporter* GetImporter (const char* szExtension) const;
+
+ // -------------------------------------------------------------------
+ /** Find the importer index corresponding to a specific file extension.
+ *
+ * @param szExtension Extension to check for. The following formats
+ * are recognized (BAH being the file extension): "BAH" (comparison
+ * is case-insensitive), ".bah", "*.bah" (wild card and dot
+ * characters at the beginning of the extension are skipped).
+ * @return (size_t)-1 if no importer is found */
+ size_t GetImporterIndex (const char* szExtension) const;
+
+
+
+
+ // -------------------------------------------------------------------
+ /** Returns the storage allocated by ASSIMP to hold the scene data
+ * in memory.
+ *
+ * This refers to the currently loaded file, see #ReadFile().
+ * @param in Data structure to be filled.
+ * @note The returned memory statistics refer to the actual
+ * size of the use data of the aiScene. Heap-related overhead
+ * is (naturally) not included.*/
+ void GetMemoryRequirements(aiMemoryInfo& in) const;
+
+ // -------------------------------------------------------------------
+ /** Enables "extra verbose" mode.
+ *
+ * 'Extra verbose' means the data structure is validated after *every*
+ * single post processing step to make sure everyone modifies the data
+ * structure in a well-defined manner. This is a debug feature and not
+ * intended for use in production environments. */
+ void SetExtraVerbose(bool bDo);
+
+
+ // -------------------------------------------------------------------
+ /** Private, do not use. */
+ ImporterPimpl* Pimpl() { return pimpl; };
+ const ImporterPimpl* Pimpl() const { return pimpl; };
+
+protected:
+
+ // Just because we don't want you to know how we're hacking around.
+ ImporterPimpl* pimpl;
+}; //! class Importer
+
+
+// ----------------------------------------------------------------------------
+// For compatibility, the interface of some functions taking a std::string was
+// changed to const char* to avoid crashes between binary incompatible STL
+// versions. This code her is inlined, so it shouldn't cause any problems.
+// ----------------------------------------------------------------------------
+
+// ----------------------------------------------------------------------------
+AI_FORCE_INLINE const aiScene* Importer::ReadFile( const std::string& pFile,unsigned int pFlags){
+ return ReadFile(pFile.c_str(),pFlags);
+}
+// ----------------------------------------------------------------------------
+AI_FORCE_INLINE void Importer::GetExtensionList(std::string& szOut) const {
+ aiString s;
+ GetExtensionList(s);
+ szOut = s.data;
+}
+// ----------------------------------------------------------------------------
+AI_FORCE_INLINE bool Importer::IsExtensionSupported(const std::string& szExtension) const {
+ return IsExtensionSupported(szExtension.c_str());
+}
+
+} // !namespace Assimp
+#endif // INCLUDED_AI_ASSIMP_HPP
diff --git a/src/3rdparty/assimp/include/LogStream.h b/src/3rdparty/assimp/include/assimp/LogStream.hpp
index 760a9f655..8bcb41d3e 100644
--- a/src/3rdparty/assimp/include/LogStream.h
+++ b/src/3rdparty/assimp/include/assimp/LogStream.hpp
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -43,8 +43,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef INCLUDED_AI_LOGSTREAM_H
#define INCLUDED_AI_LOGSTREAM_H
-#include "aiTypes.h"
-namespace Assimp {
+#include "types.h"
+namespace Assimp {
class IOSystem;
// ------------------------------------------------------------------------------------
@@ -53,38 +53,38 @@ class IOSystem;
* Several default implementations are provided, see #aiDefaultLogStream for more
* details. Writing your own implementation of LogStream is just necessary if these
* are not enough for your purpose. */
-class ASSIMP_API LogStream
- : public Intern::AllocateFromAssimpHeap {
+class ASSIMP_API LogStream
+ : public Intern::AllocateFromAssimpHeap {
protected:
- /** @brief Default constructor */
- LogStream() {
- }
+ /** @brief Default constructor */
+ LogStream() {
+ }
public:
- /** @brief Virtual destructor */
- virtual ~LogStream() {
- }
+ /** @brief Virtual destructor */
+ virtual ~LogStream() {
+ }
- // -------------------------------------------------------------------
- /** @brief Overwrite this for your own output methods
- *
- * Log messages *may* consist of multiple lines and you shouldn't
- * expect a consistent formatting. If you want custom formatting
- * (e.g. generate HTML), supply a custom instance of Logger to
- * #DefaultLogger:set(). Usually you can *expect* that a log message
- * is exactly one line and terminated with a single \n character.
- * @param message Message to be written */
- virtual void write(const char* message) = 0;
+ // -------------------------------------------------------------------
+ /** @brief Overwrite this for your own output methods
+ *
+ * Log messages *may* consist of multiple lines and you shouldn't
+ * expect a consistent formatting. If you want custom formatting
+ * (e.g. generate HTML), supply a custom instance of Logger to
+ * #DefaultLogger:set(). Usually you can *expect* that a log message
+ * is exactly one line and terminated with a single \n character.
+ * @param message Message to be written */
+ virtual void write(const char* message) = 0;
- // -------------------------------------------------------------------
- /** @brief Creates a default log stream
- * @param streams Type of the default stream
- * @param name For aiDefaultLogStream_FILE: name of the output file
- * @param io For aiDefaultLogStream_FILE: IOSystem to be used to open the output
- * file. Pass NULL for the default implementation.
- * @return New LogStream instance. */
- static LogStream* createDefaultStream(aiDefaultLogStream stream,
- const char* name = "AssimpLog.txt",
- IOSystem* io = NULL);
+ // -------------------------------------------------------------------
+ /** @brief Creates a default log stream
+ * @param streams Type of the default stream
+ * @param name For aiDefaultLogStream_FILE: name of the output file
+ * @param io For aiDefaultLogStream_FILE: IOSystem to be used to open the output
+ * file. Pass NULL for the default implementation.
+ * @return New LogStream instance. */
+ static LogStream* createDefaultStream(aiDefaultLogStream stream,
+ const char* name = "AssimpLog.txt",
+ IOSystem* io = NULL);
}; // !class LogStream
// ------------------------------------------------------------------------------------
diff --git a/src/3rdparty/assimp/include/assimp/Logger.hpp b/src/3rdparty/assimp/include/assimp/Logger.hpp
new file mode 100644
index 000000000..f780533ee
--- /dev/null
+++ b/src/3rdparty/assimp/include/assimp/Logger.hpp
@@ -0,0 +1,262 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+/** @file Logger.hpp
+ * @brief Abstract base class 'Logger', base of the logging system.
+ */
+#ifndef INCLUDED_AI_LOGGER_H
+#define INCLUDED_AI_LOGGER_H
+
+#include "types.h"
+namespace Assimp {
+class LogStream;
+
+// Maximum length of a log message. Longer messages are rejected.
+#define MAX_LOG_MESSAGE_LENGTH 1024u
+
+// ----------------------------------------------------------------------------------
+/** @brief CPP-API: Abstract interface for logger implementations.
+ * Assimp provides a default implementation and uses it for almost all
+ * logging stuff ('DefaultLogger'). This class defines just basic logging
+ * behaviour and is not of interest for you. Instead, take a look at #DefaultLogger. */
+class ASSIMP_API Logger
+ : public Intern::AllocateFromAssimpHeap {
+public:
+
+ // ----------------------------------------------------------------------
+ /** @enum LogSeverity
+ * @brief Log severity to describe the granularity of logging.
+ */
+ enum LogSeverity
+ {
+ NORMAL, //!< Normal granularity of logging
+ VERBOSE //!< Debug infos will be logged, too
+ };
+
+ // ----------------------------------------------------------------------
+ /** @enum ErrorSeverity
+ * @brief Description for severity of a log message.
+ *
+ * Every LogStream has a bitwise combination of these flags.
+ * A LogStream doesn't receive any messages of a specific type
+ * if it doesn't specify the corresponding ErrorSeverity flag.
+ */
+ enum ErrorSeverity
+ {
+ Debugging = 1, //!< Debug log message
+ Info = 2, //!< Info log message
+ Warn = 4, //!< Warn log message
+ Err = 8 //!< Error log message
+ };
+
+public:
+
+ /** @brief Virtual destructor */
+ virtual ~Logger();
+
+ // ----------------------------------------------------------------------
+ /** @brief Writes a debug message
+ * @param message Debug message*/
+ void debug(const char* message);
+ inline void debug(const std::string &message);
+
+ // ----------------------------------------------------------------------
+ /** @brief Writes a info message
+ * @param message Info message*/
+ void info(const char* message);
+ inline void info(const std::string &message);
+
+ // ----------------------------------------------------------------------
+ /** @brief Writes a warning message
+ * @param message Warn message*/
+ void warn(const char* message);
+ inline void warn(const std::string &message);
+
+ // ----------------------------------------------------------------------
+ /** @brief Writes an error message
+ * @param message Error message*/
+ void error(const char* message);
+ inline void error(const std::string &message);
+
+ // ----------------------------------------------------------------------
+ /** @brief Set a new log severity.
+ * @param log_severity New severity for logging*/
+ void setLogSeverity(LogSeverity log_severity);
+
+ // ----------------------------------------------------------------------
+ /** @brief Get the current log severity*/
+ LogSeverity getLogSeverity() const;
+
+ // ----------------------------------------------------------------------
+ /** @brief Attach a new log-stream
+ *
+ * The logger takes ownership of the stream and is responsible
+ * for its destruction (which is done using ::delete when the logger
+ * itself is destroyed). Call detachStream to detach a stream and to
+ * gain ownership of it again.
+ * @param pStream Log-stream to attach
+ * @param severity Message filter, specified which types of log
+ * messages are dispatched to the stream. Provide a bitwise
+ * combination of the ErrorSeverity flags.
+ * @return true if the stream has been attached, false otherwise.*/
+ virtual bool attachStream(LogStream *pStream,
+ unsigned int severity = Debugging | Err | Warn | Info) = 0;
+
+ // ----------------------------------------------------------------------
+ /** @brief Detach a still attached stream from the logger (or
+ * modify the filter flags bits)
+ * @param pStream Log-stream instance for detaching
+ * @param severity Provide a bitwise combination of the ErrorSeverity
+ * flags. This value is &~ed with the current flags of the stream,
+ * if the result is 0 the stream is detached from the Logger and
+ * the caller retakes the possession of the stream.
+ * @return true if the stream has been detached, false otherwise.*/
+ virtual bool detatchStream(LogStream *pStream,
+ unsigned int severity = Debugging | Err | Warn | Info) = 0;
+
+protected:
+
+ /** Default constructor */
+ Logger();
+
+ /** Construction with a given log severity */
+ Logger(LogSeverity severity);
+
+ // ----------------------------------------------------------------------
+ /** @brief Called as a request to write a specific debug message
+ * @param message Debug message. Never longer than
+ * MAX_LOG_MESSAGE_LENGTH characters (excluding the '0').
+ * @note The message string is only valid until the scope of
+ * the function is left.
+ */
+ virtual void OnDebug(const char* message)= 0;
+
+ // ----------------------------------------------------------------------
+ /** @brief Called as a request to write a specific info message
+ * @param message Info message. Never longer than
+ * MAX_LOG_MESSAGE_LENGTH characters (ecxluding the '0').
+ * @note The message string is only valid until the scope of
+ * the function is left.
+ */
+ virtual void OnInfo(const char* message) = 0;
+
+ // ----------------------------------------------------------------------
+ /** @brief Called as a request to write a specific warn message
+ * @param message Warn message. Never longer than
+ * MAX_LOG_MESSAGE_LENGTH characters (exluding the '0').
+ * @note The message string is only valid until the scope of
+ * the function is left.
+ */
+ virtual void OnWarn(const char* essage) = 0;
+
+ // ----------------------------------------------------------------------
+ /** @brief Called as a request to write a specific error message
+ * @param message Error message. Never longer than
+ * MAX_LOG_MESSAGE_LENGTH characters (exluding the '0').
+ * @note The message string is only valid until the scope of
+ * the function is left.
+ */
+ virtual void OnError(const char* message) = 0;
+
+protected:
+
+ //! Logger severity
+ LogSeverity m_Severity;
+};
+
+// ----------------------------------------------------------------------------------
+// Default constructor
+inline Logger::Logger() {
+ setLogSeverity(NORMAL);
+}
+
+// ----------------------------------------------------------------------------------
+// Virtual destructor
+inline Logger::~Logger()
+{
+}
+
+// ----------------------------------------------------------------------------------
+// Construction with given logging severity
+inline Logger::Logger(LogSeverity severity) {
+ setLogSeverity(severity);
+}
+
+// ----------------------------------------------------------------------------------
+// Log severity setter
+inline void Logger::setLogSeverity(LogSeverity log_severity){
+ m_Severity = log_severity;
+}
+
+// ----------------------------------------------------------------------------------
+// Log severity getter
+inline Logger::LogSeverity Logger::getLogSeverity() const {
+ return m_Severity;
+}
+
+// ----------------------------------------------------------------------------------
+inline void Logger::debug(const std::string &message)
+{
+ return debug(message.c_str());
+}
+
+// ----------------------------------------------------------------------------------
+inline void Logger::error(const std::string &message)
+{
+ return error(message.c_str());
+}
+
+// ----------------------------------------------------------------------------------
+inline void Logger::warn(const std::string &message)
+{
+ return warn(message.c_str());
+}
+
+// ----------------------------------------------------------------------------------
+inline void Logger::info(const std::string &message)
+{
+ return info(message.c_str());
+}
+
+// ----------------------------------------------------------------------------------
+
+} // Namespace Assimp
+
+#endif // !! INCLUDED_AI_LOGGER_H
diff --git a/src/3rdparty/assimp/include/NullLogger.h b/src/3rdparty/assimp/include/assimp/NullLogger.hpp
index 152abafaf..e87584a34 100644
--- a/src/3rdparty/assimp/include/NullLogger.h
+++ b/src/3rdparty/assimp/include/assimp/NullLogger.hpp
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -45,49 +45,49 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef INCLUDED_AI_NULLLOGGER_H
#define INCLUDED_AI_NULLLOGGER_H
-#include "Logger.h"
-namespace Assimp {
+#include "Logger.hpp"
+namespace Assimp {
// ---------------------------------------------------------------------------
/** @brief CPP-API: Empty logging implementation.
*
- * Does nothing! Used by default if the application hasn't requested a
+ * Does nothing! Used by default if the application hasn't requested a
* custom logger via #DefaultLogger::set() or #DefaultLogger::create(); */
-class ASSIMP_API NullLogger
- : public Logger {
+class ASSIMP_API NullLogger
+ : public Logger {
public:
- /** @brief Logs a debug message */
- void OnDebug(const char* message) {
- (void)message; //this avoids compiler warnings
- }
-
- /** @brief Logs an info message */
- void OnInfo(const char* message) {
- (void)message; //this avoids compiler warnings
- }
-
- /** @brief Logs a warning message */
- void OnWarn(const char* message) {
- (void)message; //this avoids compiler warnings
- }
-
- /** @brief Logs an error message */
- void OnError(const char* message) {
- (void)message; //this avoids compiler warnings
- }
-
- /** @brief Detach a still attached stream from logger */
- bool attachStream(LogStream *pStream, unsigned int severity) {
- (void)pStream; (void)severity; //this avoids compiler warnings
- return false;
- }
-
- /** @brief Detach a still attached stream from logger */
- bool detatchStream(LogStream *pStream, unsigned int severity) {
- (void)pStream; (void)severity; //this avoids compiler warnings
- return false;
- }
+ /** @brief Logs a debug message */
+ void OnDebug(const char* message) {
+ (void)message; //this avoids compiler warnings
+ }
+
+ /** @brief Logs an info message */
+ void OnInfo(const char* message) {
+ (void)message; //this avoids compiler warnings
+ }
+
+ /** @brief Logs a warning message */
+ void OnWarn(const char* message) {
+ (void)message; //this avoids compiler warnings
+ }
+
+ /** @brief Logs an error message */
+ void OnError(const char* message) {
+ (void)message; //this avoids compiler warnings
+ }
+
+ /** @brief Detach a still attached stream from logger */
+ bool attachStream(LogStream *pStream, unsigned int severity) {
+ (void)pStream; (void)severity; //this avoids compiler warnings
+ return false;
+ }
+
+ /** @brief Detach a still attached stream from logger */
+ bool detatchStream(LogStream *pStream, unsigned int severity) {
+ (void)pStream; (void)severity; //this avoids compiler warnings
+ return false;
+ }
private:
};
diff --git a/src/3rdparty/assimp/include/ProgressHandler.h b/src/3rdparty/assimp/include/assimp/ProgressHandler.hpp
index 24c393d38..f2c927d56 100644
--- a/src/3rdparty/assimp/include/ProgressHandler.h
+++ b/src/3rdparty/assimp/include/assimp/ProgressHandler.hpp
@@ -1,12 +1,12 @@
/*
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -18,21 +18,21 @@ following conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
@@ -43,50 +43,50 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef INCLUDED_AI_PROGRESSHANDLER_H
#define INCLUDED_AI_PROGRESSHANDLER_H
-#include "aiTypes.h"
-namespace Assimp {
+#include "types.h"
+namespace Assimp {
// ------------------------------------------------------------------------------------
/** @brief CPP-API: Abstract interface for custom progress report receivers.
*
- * Each #Importer instance maintains its own #ProgressHandler. The default
+ * Each #Importer instance maintains its own #ProgressHandler. The default
* implementation provided by Assimp doesn't do anything at all. */
-class ASSIMP_API ProgressHandler
- : public Intern::AllocateFromAssimpHeap {
+class ASSIMP_API ProgressHandler
+ : public Intern::AllocateFromAssimpHeap {
protected:
- /** @brief Default constructor */
- ProgressHandler () {
- }
+ /** @brief Default constructor */
+ ProgressHandler () {
+ }
public:
- /** @brief Virtual destructor */
- virtual ~ProgressHandler () {
- }
+ /** @brief Virtual destructor */
+ virtual ~ProgressHandler () {
+ }
- // -------------------------------------------------------------------
- /** @brief Progress callback.
- * @param percentage An estimate of the current loading progress,
- * in percent. Or -1.f if such an estimate is not available.
- *
- * There are restriction on what you may do from within your
- * implementation of this method: no exceptions may be thrown and no
- * non-const #Importer methods may be called. It is
- * not generally possible to predict the number of callbacks
- * fired during a single import.
- *
- * @return Return false to abort loading at the next possible
- * occasion (loaders and Assimp are generally allowed to perform
- * all needed cleanup tasks prior to returning control to the
- * caller). If the loading is aborted, #Importer::ReadFile()
- * returns always NULL.
- *
- * @note Currently, percentage is always -1.f because there is
- * no reliable way to compute it.
- * */
- virtual bool Update(float percentage = -1.f) = 0;
+ // -------------------------------------------------------------------
+ /** @brief Progress callback.
+ * @param percentage An estimate of the current loading progress,
+ * in percent. Or -1.f if such an estimate is not available.
+ *
+ * There are restriction on what you may do from within your
+ * implementation of this method: no exceptions may be thrown and no
+ * non-const #Importer methods may be called. It is
+ * not generally possible to predict the number of callbacks
+ * fired during a single import.
+ *
+ * @return Return false to abort loading at the next possible
+ * occasion (loaders and Assimp are generally allowed to perform
+ * all needed cleanup tasks prior to returning control to the
+ * caller). If the loading is aborted, #Importer::ReadFile()
+ * returns always NULL.
+ *
+ * @note Currently, percentage is always -1.f because there is
+ * no reliable way to compute it.
+ * */
+ virtual bool Update(float percentage = -1.f) = 0;
-}; // !class ProgressHandler
+}; // !class ProgressHandler
// ------------------------------------------------------------------------------------
} // Namespace Assimp
diff --git a/src/3rdparty/assimp/include/assimp/ai_assert.h b/src/3rdparty/assimp/include/assimp/ai_assert.h
new file mode 100644
index 000000000..29ac7a0ec
--- /dev/null
+++ b/src/3rdparty/assimp/include/assimp/ai_assert.h
@@ -0,0 +1,14 @@
+/** @file assert.h
+ */
+#ifndef AI_DEBUG_H_INC
+#define AI_DEBUG_H_INC
+
+#ifdef _DEBUG
+# include <assert.h>
+# define ai_assert(expression) assert(expression)
+#else
+# define ai_assert(expression)
+#endif
+
+
+#endif
diff --git a/src/3rdparty/assimp/include/assimp/anim.h b/src/3rdparty/assimp/include/assimp/anim.h
new file mode 100644
index 000000000..abc13ba31
--- /dev/null
+++ b/src/3rdparty/assimp/include/assimp/anim.h
@@ -0,0 +1,484 @@
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
+conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+---------------------------------------------------------------------------
+*/
+
+/** @file anim.h
+ * @brief Defines the data structures in which the imported animations
+ * are returned.
+ */
+#ifndef AI_ANIM_H_INC
+#define AI_ANIM_H_INC
+
+#include "types.h"
+#include "quaternion.h"
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+// ---------------------------------------------------------------------------
+/** A time-value pair specifying a certain 3D vector for the given time. */
+struct aiVectorKey
+{
+ /** The time of this key */
+ double mTime;
+
+ /** The value of this key */
+ C_STRUCT aiVector3D mValue;
+
+#ifdef __cplusplus
+
+ //! Default constructor
+ aiVectorKey(){}
+
+ //! Construction from a given time and key value
+ aiVectorKey(double time, const aiVector3D& value)
+ : mTime (time)
+ , mValue (value)
+ {}
+
+
+ typedef aiVector3D elem_type;
+
+ // Comparison operators. For use with std::find();
+ bool operator == (const aiVectorKey& o) const {
+ return o.mValue == this->mValue;
+ }
+ bool operator != (const aiVectorKey& o) const {
+ return o.mValue != this->mValue;
+ }
+
+ // Relational operators. For use with std::sort();
+ bool operator < (const aiVectorKey& o) const {
+ return mTime < o.mTime;
+ }
+ bool operator > (const aiVectorKey& o) const {
+ return mTime > o.mTime;
+ }
+#endif
+};
+
+// ---------------------------------------------------------------------------
+/** A time-value pair specifying a rotation for the given time.
+ * Rotations are expressed with quaternions. */
+struct aiQuatKey
+{
+ /** The time of this key */
+ double mTime;
+
+ /** The value of this key */
+ C_STRUCT aiQuaternion mValue;
+
+#ifdef __cplusplus
+ aiQuatKey(){
+ }
+
+ /** Construction from a given time and key value */
+ aiQuatKey(double time, const aiQuaternion& value)
+ : mTime (time)
+ , mValue (value)
+ {}
+
+ typedef aiQuaternion elem_type;
+
+ // Comparison operators. For use with std::find();
+ bool operator == (const aiQuatKey& o) const {
+ return o.mValue == this->mValue;
+ }
+ bool operator != (const aiQuatKey& o) const {
+ return o.mValue != this->mValue;
+ }
+
+ // Relational operators. For use with std::sort();
+ bool operator < (const aiQuatKey& o) const {
+ return mTime < o.mTime;
+ }
+ bool operator > (const aiQuatKey& o) const {
+ return mTime > o.mTime;
+ }
+#endif
+};
+
+// ---------------------------------------------------------------------------
+/** Binds a anim mesh to a specific point in time. */
+struct aiMeshKey
+{
+ /** The time of this key */
+ double mTime;
+
+ /** Index into the aiMesh::mAnimMeshes array of the
+ * mesh coresponding to the #aiMeshAnim hosting this
+ * key frame. The referenced anim mesh is evaluated
+ * according to the rules defined in the docs for #aiAnimMesh.*/
+ unsigned int mValue;
+
+#ifdef __cplusplus
+
+ aiMeshKey() {
+ }
+
+ /** Construction from a given time and key value */
+ aiMeshKey(double time, const unsigned int value)
+ : mTime (time)
+ , mValue (value)
+ {}
+
+ typedef unsigned int elem_type;
+
+ // Comparison operators. For use with std::find();
+ bool operator == (const aiMeshKey& o) const {
+ return o.mValue == this->mValue;
+ }
+ bool operator != (const aiMeshKey& o) const {
+ return o.mValue != this->mValue;
+ }
+
+ // Relational operators. For use with std::sort();
+ bool operator < (const aiMeshKey& o) const {
+ return mTime < o.mTime;
+ }
+ bool operator > (const aiMeshKey& o) const {
+ return mTime > o.mTime;
+ }
+
+#endif
+};
+
+// ---------------------------------------------------------------------------
+/** Defines how an animation channel behaves outside the defined time
+ * range. This corresponds to aiNodeAnim::mPreState and
+ * aiNodeAnim::mPostState.*/
+enum aiAnimBehaviour
+{
+ /** The value from the default node transformation is taken*/
+ aiAnimBehaviour_DEFAULT = 0x0,
+
+ /** The nearest key value is used without interpolation */
+ aiAnimBehaviour_CONSTANT = 0x1,
+
+ /** The value of the nearest two keys is linearly
+ * extrapolated for the current time value.*/
+ aiAnimBehaviour_LINEAR = 0x2,
+
+ /** The animation is repeated.
+ *
+ * If the animation key go from n to m and the current
+ * time is t, use the value at (t-n) % (|m-n|).*/
+ aiAnimBehaviour_REPEAT = 0x3,
+
+
+
+ /** This value is not used, it is just here to force the
+ * the compiler to map this enum to a 32 Bit integer */
+#ifndef SWIG
+ _aiAnimBehaviour_Force32Bit = 0x8fffffff
+#endif
+};
+
+// ---------------------------------------------------------------------------
+/** Describes the animation of a single node. The name specifies the
+ * bone/node which is affected by this animation channel. The keyframes
+ * are given in three separate series of values, one each for position,
+ * rotation and scaling. The transformation matrix computed from these
+ * values replaces the node's original transformation matrix at a
+ * specific time.
+ * This means all keys are absolute and not relative to the bone default pose.
+ * The order in which the transformations are applied is
+ * - as usual - scaling, rotation, translation.
+ *
+ * @note All keys are returned in their correct, chronological order.
+ * Duplicate keys don't pass the validation step. Most likely there
+ * will be no negative time values, but they are not forbidden also ( so
+ * implementations need to cope with them! ) */
+struct aiNodeAnim
+{
+ /** The name of the node affected by this animation. The node
+ * must exist and it must be unique.*/
+ C_STRUCT aiString mNodeName;
+
+ /** The number of position keys */
+ unsigned int mNumPositionKeys;
+
+ /** The position keys of this animation channel. Positions are
+ * specified as 3D vector. The array is mNumPositionKeys in size.
+ *
+ * If there are position keys, there will also be at least one
+ * scaling and one rotation key.*/
+ C_STRUCT aiVectorKey* mPositionKeys;
+
+ /** The number of rotation keys */
+ unsigned int mNumRotationKeys;
+
+ /** The rotation keys of this animation channel. Rotations are
+ * given as quaternions, which are 4D vectors. The array is
+ * mNumRotationKeys in size.
+ *
+ * If there are rotation keys, there will also be at least one
+ * scaling and one position key. */
+ C_STRUCT aiQuatKey* mRotationKeys;
+
+
+ /** The number of scaling keys */
+ unsigned int mNumScalingKeys;
+
+ /** The scaling keys of this animation channel. Scalings are
+ * specified as 3D vector. The array is mNumScalingKeys in size.
+ *
+ * If there are scaling keys, there will also be at least one
+ * position and one rotation key.*/
+ C_STRUCT aiVectorKey* mScalingKeys;
+
+
+ /** Defines how the animation behaves before the first
+ * key is encountered.
+ *
+ * The default value is aiAnimBehaviour_DEFAULT (the original
+ * transformation matrix of the affected node is used).*/
+ C_ENUM aiAnimBehaviour mPreState;
+
+ /** Defines how the animation behaves after the last
+ * key was processed.
+ *
+ * The default value is aiAnimBehaviour_DEFAULT (the original
+ * transformation matrix of the affected node is taken).*/
+ C_ENUM aiAnimBehaviour mPostState;
+
+#ifdef __cplusplus
+ aiNodeAnim()
+ {
+ mNumPositionKeys = 0; mPositionKeys = NULL;
+ mNumRotationKeys = 0; mRotationKeys = NULL;
+ mNumScalingKeys = 0; mScalingKeys = NULL;
+
+ mPreState = mPostState = aiAnimBehaviour_DEFAULT;
+ }
+
+ ~aiNodeAnim()
+ {
+ delete [] mPositionKeys;
+ delete [] mRotationKeys;
+ delete [] mScalingKeys;
+ }
+#endif // __cplusplus
+};
+
+// ---------------------------------------------------------------------------
+/** Describes vertex-based animations for a single mesh or a group of
+ * meshes. Meshes carry the animation data for each frame in their
+ * aiMesh::mAnimMeshes array. The purpose of aiMeshAnim is to
+ * define keyframes linking each mesh attachment to a particular
+ * point in time. */
+struct aiMeshAnim
+{
+ /** Name of the mesh to be animated. An empty string is not allowed,
+ * animated meshes need to be named (not necessarily uniquely,
+ * the name can basically serve as wildcard to select a group
+ * of meshes with similar animation setup)*/
+ C_STRUCT aiString mName;
+
+ /** Size of the #mKeys array. Must be 1, at least. */
+ unsigned int mNumKeys;
+
+ /** Key frames of the animation. May not be NULL. */
+ C_STRUCT aiMeshKey* mKeys;
+
+#ifdef __cplusplus
+
+ aiMeshAnim()
+ : mNumKeys()
+ , mKeys()
+ {}
+
+ ~aiMeshAnim()
+ {
+ delete[] mKeys;
+ }
+
+#endif
+};
+
+// ---------------------------------------------------------------------------
+/** An animation consists of keyframe data for a number of nodes. For
+ * each node affected by the animation a separate series of data is given.*/
+struct aiAnimation
+{
+ /** The name of the animation. If the modeling package this data was
+ * exported from does support only a single animation channel, this
+ * name is usually empty (length is zero). */
+ C_STRUCT aiString mName;
+
+ /** Duration of the animation in ticks. */
+ double mDuration;
+
+ /** Ticks per second. 0 if not specified in the imported file */
+ double mTicksPerSecond;
+
+ /** The number of bone animation channels. Each channel affects
+ * a single node. */
+ unsigned int mNumChannels;
+
+ /** The node animation channels. Each channel affects a single node.
+ * The array is mNumChannels in size. */
+ C_STRUCT aiNodeAnim** mChannels;
+
+
+ /** The number of mesh animation channels. Each channel affects
+ * a single mesh and defines vertex-based animation. */
+ unsigned int mNumMeshChannels;
+
+ /** The mesh animation channels. Each channel affects a single mesh.
+ * The array is mNumMeshChannels in size. */
+ C_STRUCT aiMeshAnim** mMeshChannels;
+
+#ifdef __cplusplus
+ aiAnimation()
+ : mDuration(-1.)
+ , mTicksPerSecond()
+ , mNumChannels()
+ , mChannels()
+ , mNumMeshChannels()
+ , mMeshChannels()
+ {
+ }
+
+ ~aiAnimation()
+ {
+ // DO NOT REMOVE THIS ADDITIONAL CHECK
+ if (mNumChannels && mChannels) {
+ for( unsigned int a = 0; a < mNumChannels; a++) {
+ delete mChannels[a];
+ }
+
+ delete [] mChannels;
+ }
+ if (mNumMeshChannels && mMeshChannels) {
+ for( unsigned int a = 0; a < mNumMeshChannels; a++) {
+ delete mMeshChannels[a];
+ }
+
+ delete [] mMeshChannels;
+ }
+ }
+#endif // __cplusplus
+};
+
+#ifdef __cplusplus
+}
+
+
+// some C++ utilities for inter- and extrapolation
+namespace Assimp {
+
+// ---------------------------------------------------------------------------
+/** @brief CPP-API: Utility class to simplify interpolations of various data types.
+ *
+ * The type of interpolation is choosen automatically depending on the
+ * types of the arguments. */
+template <typename T>
+struct Interpolator
+{
+ // ------------------------------------------------------------------
+ /** @brief Get the result of the interpolation between a,b.
+ *
+ * The interpolation algorithm depends on the type of the operands.
+ * aiQuaternion's and aiQuatKey's SLERP, the rest does a simple
+ * linear interpolation. */
+ void operator () (T& out,const T& a, const T& b, float d) const {
+ out = a + (b-a)*d;
+ }
+}; // ! Interpolator <T>
+
+//! @cond Never
+
+template <>
+struct Interpolator <aiQuaternion> {
+ void operator () (aiQuaternion& out,const aiQuaternion& a,
+ const aiQuaternion& b, float d) const
+ {
+ aiQuaternion::Interpolate(out,a,b,d);
+ }
+}; // ! Interpolator <aiQuaternion>
+
+template <>
+struct Interpolator <unsigned int> {
+ void operator () (unsigned int& out,unsigned int a,
+ unsigned int b, float d) const
+ {
+ out = d>0.5f ? b : a;
+ }
+}; // ! Interpolator <aiQuaternion>
+
+template <>
+struct Interpolator <aiVectorKey> {
+ void operator () (aiVector3D& out,const aiVectorKey& a,
+ const aiVectorKey& b, float d) const
+ {
+ Interpolator<aiVector3D> ipl;
+ ipl(out,a.mValue,b.mValue,d);
+ }
+}; // ! Interpolator <aiVectorKey>
+
+template <>
+struct Interpolator <aiQuatKey> {
+ void operator () (aiQuaternion& out, const aiQuatKey a,
+ const aiQuatKey& b, float d) const
+ {
+ Interpolator<aiQuaternion> ipl;
+ ipl(out,a.mValue,b.mValue,d);
+ }
+}; // ! Interpolator <aiQuatKey>
+
+template <>
+struct Interpolator <aiMeshKey> {
+ void operator () (unsigned int& out, const aiMeshKey a,
+ const aiMeshKey& b, float d) const
+ {
+ Interpolator<unsigned int> ipl;
+ ipl(out,a.mValue,b.mValue,d);
+ }
+}; // ! Interpolator <aiQuatKey>
+
+//! @endcond
+} // ! end namespace Assimp
+
+
+
+#endif // __cplusplus
+#endif // AI_ANIM_H_INC
diff --git a/src/3rdparty/assimp/include/assimp/camera.h b/src/3rdparty/assimp/include/assimp/camera.h
new file mode 100644
index 000000000..78d3a9e57
--- /dev/null
+++ b/src/3rdparty/assimp/include/assimp/camera.h
@@ -0,0 +1,223 @@
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
+conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+---------------------------------------------------------------------------
+*/
+
+/** @file camera.h
+ * @brief Defines the aiCamera data structure
+ */
+
+#ifndef AI_CAMERA_H_INC
+#define AI_CAMERA_H_INC
+
+#include "types.h"
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+// ---------------------------------------------------------------------------
+/** Helper structure to describe a virtual camera.
+ *
+ * Cameras have a representation in the node graph and can be animated.
+ * An important aspect is that the camera itself is also part of the
+ * scenegraph. This means, any values such as the look-at vector are not
+ * *absolute*, they're <b>relative</b> to the coordinate system defined
+ * by the node which corresponds to the camera. This allows for camera
+ * animations. For static cameras parameters like the 'look-at' or 'up' vectors
+ * are usually specified directly in aiCamera, but beware, they could also
+ * be encoded in the node transformation. The following (pseudo)code sample
+ * shows how to do it: <br><br>
+ * @code
+ * // Get the camera matrix for a camera at a specific time
+ * // if the node hierarchy for the camera does not contain
+ * // at least one animated node this is a static computation
+ * get-camera-matrix (node sceneRoot, camera cam) : matrix
+ * {
+ * node cnd = find-node-for-camera(cam)
+ * matrix cmt = identity()
+ *
+ * // as usual - get the absolute camera transformation for this frame
+ * for each node nd in hierarchy from sceneRoot to cnd
+ * matrix cur
+ * if (is-animated(nd))
+ * cur = eval-animation(nd)
+ * else cur = nd->mTransformation;
+ * cmt = mult-matrices( cmt, cur )
+ * end for
+ *
+ * // now multiply with the camera's own local transform
+ * cam = mult-matrices (cam, get-camera-matrix(cmt) )
+ * }
+ * @endcode
+ *
+ * @note some file formats (such as 3DS, ASE) export a "target point" -
+ * the point the camera is looking at (it can even be animated). Assimp
+ * writes the target point as a subnode of the camera's main node,
+ * called "<camName>.Target". However this is just additional information
+ * then the transformation tracks of the camera main node make the
+ * camera already look in the right direction.
+ *
+*/
+struct aiCamera
+{
+ /** The name of the camera.
+ *
+ * There must be a node in the scenegraph with the same name.
+ * This node specifies the position of the camera in the scene
+ * hierarchy and can be animated.
+ */
+ C_STRUCT aiString mName;
+
+ /** Position of the camera relative to the coordinate space
+ * defined by the corresponding node.
+ *
+ * The default value is 0|0|0.
+ */
+ C_STRUCT aiVector3D mPosition;
+
+
+ /** 'Up' - vector of the camera coordinate system relative to
+ * the coordinate space defined by the corresponding node.
+ *
+ * The 'right' vector of the camera coordinate system is
+ * the cross product of the up and lookAt vectors.
+ * The default value is 0|1|0. The vector
+ * may be normalized, but it needn't.
+ */
+ C_STRUCT aiVector3D mUp;
+
+
+ /** 'LookAt' - vector of the camera coordinate system relative to
+ * the coordinate space defined by the corresponding node.
+ *
+ * This is the viewing direction of the user.
+ * The default value is 0|0|1. The vector
+ * may be normalized, but it needn't.
+ */
+ C_STRUCT aiVector3D mLookAt;
+
+
+ /** Half horizontal field of view angle, in radians.
+ *
+ * The field of view angle is the angle between the center
+ * line of the screen and the left or right border.
+ * The default value is 1/4PI.
+ */
+ float mHorizontalFOV;
+
+ /** Distance of the near clipping plane from the camera.
+ *
+ * The value may not be 0.f (for arithmetic reasons to prevent
+ * a division through zero). The default value is 0.1f.
+ */
+ float mClipPlaneNear;
+
+ /** Distance of the far clipping plane from the camera.
+ *
+ * The far clipping plane must, of course, be further away than the
+ * near clipping plane. The default value is 1000.f. The ratio
+ * between the near and the far plane should not be too
+ * large (between 1000-10000 should be ok) to avoid floating-point
+ * inaccuracies which could lead to z-fighting.
+ */
+ float mClipPlaneFar;
+
+
+ /** Screen aspect ratio.
+ *
+ * This is the ration between the width and the height of the
+ * screen. Typical values are 4/3, 1/2 or 1/1. This value is
+ * 0 if the aspect ratio is not defined in the source file.
+ * 0 is also the default value.
+ */
+ float mAspect;
+
+#ifdef __cplusplus
+
+ aiCamera()
+ : mUp (0.f,1.f,0.f)
+ , mLookAt (0.f,0.f,1.f)
+ , mHorizontalFOV (0.25f * (float)AI_MATH_PI)
+ , mClipPlaneNear (0.1f)
+ , mClipPlaneFar (1000.f)
+ , mAspect (0.f)
+ {}
+
+ /** @brief Get a *right-handed* camera matrix from me
+ * @param out Camera matrix to be filled
+ */
+ void GetCameraMatrix (aiMatrix4x4& out) const
+ {
+ /** todo: test ... should work, but i'm not absolutely sure */
+
+ /** We don't know whether these vectors are already normalized ...*/
+ aiVector3D zaxis = mLookAt; zaxis.Normalize();
+ aiVector3D yaxis = mUp; yaxis.Normalize();
+ aiVector3D xaxis = mUp^mLookAt; xaxis.Normalize();
+
+ out.a4 = -(xaxis * mPosition);
+ out.b4 = -(yaxis * mPosition);
+ out.c4 = -(zaxis * mPosition);
+
+ out.a1 = xaxis.x;
+ out.a2 = xaxis.y;
+ out.a3 = xaxis.z;
+
+ out.b1 = yaxis.x;
+ out.b2 = yaxis.y;
+ out.b3 = yaxis.z;
+
+ out.c1 = zaxis.x;
+ out.c2 = zaxis.y;
+ out.c3 = zaxis.z;
+
+ out.d1 = out.d2 = out.d3 = 0.f;
+ out.d4 = 1.f;
+ }
+
+#endif
+};
+
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif // AI_CAMERA_H_INC
diff --git a/src/3rdparty/assimp/include/assimp/cexport.h b/src/3rdparty/assimp/include/assimp/cexport.h
new file mode 100644
index 000000000..b044dfd25
--- /dev/null
+++ b/src/3rdparty/assimp/include/assimp/cexport.h
@@ -0,0 +1,242 @@
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2011, assimp team
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
+conditions are met:
+
+* Redistributions of source code must retain the above
+copyright notice, this list of conditions and the
+following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+copyright notice, this list of conditions and the
+following disclaimer in the documentation and/or other
+materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+contributors may be used to endorse or promote products
+derived from this software without specific prior
+written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+---------------------------------------------------------------------------
+*/
+
+/** @file cexport.h
+* @brief Defines the C-API for the Assimp export interface
+*/
+#ifndef AI_EXPORT_H_INC
+#define AI_EXPORT_H_INC
+
+#ifndef ASSIMP_BUILD_NO_EXPORT
+
+#include "types.h"
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+struct aiScene; // aiScene.h
+struct aiFileIO; // aiFileIO.h
+
+// --------------------------------------------------------------------------------
+/** Describes an file format which Assimp can export to. Use #aiGetExportFormatCount() to
+* learn how many export formats the current Assimp build supports and #aiGetExportFormatDescription()
+* to retrieve a description of an export format option.
+*/
+struct aiExportFormatDesc
+{
+ /// a short string ID to uniquely identify the export format. Use this ID string to
+ /// specify which file format you want to export to when calling #aiExportScene().
+ /// Example: "dae" or "obj"
+ const char* id;
+
+ /// A short description of the file format to present to users. Useful if you want
+ /// to allow the user to select an export format.
+ const char* description;
+
+ /// Recommended file extension for the exported file in lower case.
+ const char* fileExtension;
+};
+
+
+// --------------------------------------------------------------------------------
+/** Returns the number of export file formats available in the current Assimp build.
+ * Use aiGetExportFormatDescription() to retrieve infos of a specific export format.
+ */
+ASSIMP_API size_t aiGetExportFormatCount(void);
+
+
+// --------------------------------------------------------------------------------
+/** Returns a description of the nth export file format. Use #aiGetExportFormatCount()
+ * to learn how many export formats are supported.
+ * @param pIndex Index of the export format to retrieve information for. Valid range is
+ * 0 to #aiGetExportFormatCount()
+ * @return A description of that specific export format. NULL if pIndex is out of range.
+ */
+ASSIMP_API const C_STRUCT aiExportFormatDesc* aiGetExportFormatDescription( size_t pIndex);
+
+
+// --------------------------------------------------------------------------------
+/** Create a modifyable copy of a scene.
+ * This is useful to import files via Assimp, change their topology and
+ * export them again. Since the scene returned by the various importer functions
+ * is const, a modifyable copy is needed.
+ * @param pIn Valid scene to be copied
+ * @param pOut Receives a modifyable copy of the scene.
+ */
+ASSIMP_API void aiCopyScene(const C_STRUCT aiScene* pIn,
+ C_STRUCT aiScene** pOut);
+
+// --------------------------------------------------------------------------------
+/** Exports the given scene to a chosen file format and writes the result file(s) to disk.
+* @param pScene The scene to export. Stays in possession of the caller, is not changed by the function.
+* The scene is expected to conform to Assimp's Importer output format as specified
+* in the @link data Data Structures Page @endlink. In short, this means the model data
+* should use a right-handed coordinate systems, face winding should be counter-clockwise
+* and the UV coordinate origin is assumed to be in the upper left. If your input data
+* uses different conventions, have a look at the last parameter.
+* @param pFormatId ID string to specify to which format you want to export to. Use
+* aiGetExportFormatCount() / aiGetExportFormatDescription() to learn which export formats are available.
+* @param pFileName Output file to write
+* @param pIO custom IO implementation to be used. Use this if you use your own storage methods.
+* If none is supplied, a default implementation using standard file IO is used. Note that
+* #aiExportSceneToBlob is provided as convenience function to export to memory buffers.
+* @param pPreprocessing Accepts any choice of the #aiPostProcessing enumerated
+* flags, but in reality only a subset of them makes sense here. Specifying
+* 'preprocessing' flags is useful if the input scene does not conform to
+* Assimp's default conventions as specified in the @link data Data Structures Page @endlink.
+* In short, this means the geometry data should use a right-handed coordinate systems, face
+* winding should be counter-clockwise and the UV coordinate origin is assumed to be in
+* the upper left. The #aiProcess_MakeLeftHanded, #aiProcess_FlipUVs and
+* #aiProcess_FlipWindingOrder flags are used in the import side to allow users
+* to have those defaults automatically adapted to their conventions. Specifying those flags
+* for exporting has the opposite effect, respectively. Some other of the
+* #aiPostProcessSteps enumerated values may be useful as well, but you'll need
+* to try out what their effect on the exported file is. Many formats impose
+* their own restrictions on the structure of the geometry stored therein,
+* so some preprocessing may have little or no effect at all, or may be
+* redundant as exporters would apply them anyhow. A good example
+* is triangulation - whilst you can enforce it by specifying
+* the #aiProcess_Triangulate flag, most export formats support only
+* triangulate data so they would run the step anyway.
+* @return a status code indicating the result of the export
+*/
+ASSIMP_API aiReturn aiExportScene( const C_STRUCT aiScene* pScene,
+ const char* pFormatId,
+ const char* pFileName,
+ unsigned int pPreprocessing);
+
+
+// --------------------------------------------------------------------------------
+/** Exports the given scene to a chosen file format using custom IO logic supplied by you.
+* @param pScene The scene to export. Stays in possession of the caller, is not changed by the function.
+* @param pFormatId ID string to specify to which format you want to export to. Use
+* aiGetExportFormatCount() / aiGetExportFormatDescription() to learn which export formats are available.
+* @param pFileName Output file to write
+* @param pIO custom IO implementation to be used. Use this if you use your own storage methods.
+* If none is supplied, a default implementation using standard file IO is used. Note that
+* #aiExportSceneToBlob is provided as convenience function to export to memory buffers.
+* @param pPreprocessing Please see the documentation for #aiExportScene
+* @return a status code indicating the result of the export
+* @note Include <aiFileIO.h> for the definition of #aiFileIO.
+*/
+ASSIMP_API aiReturn aiExportSceneEx( const C_STRUCT aiScene* pScene,
+ const char* pFormatId,
+ const char* pFileName,
+ C_STRUCT aiFileIO* pIO,
+ unsigned int pPreprocessing );
+
+
+// --------------------------------------------------------------------------------
+/** Describes a blob of exported scene data. Use #aiExportSceneToBlob() to create a blob containing an
+* exported scene. The memory referred by this structure is owned by Assimp. Use #aiReleaseExportedFile()
+* to free its resources. Don't try to free the memory on your side - it will crash for most build configurations
+* due to conflicting heaps.
+*
+* Blobs can be nested - each blob may reference another blob, which may in turn reference another blob and so on.
+* This is used when exporters write more than one output file for a given #aiScene. See the remarks for
+* #aiExportDataBlob::name for more information.
+*/
+struct aiExportDataBlob
+{
+ /// Size of the data in bytes
+ size_t size;
+
+ /// The data.
+ void* data;
+
+ /** Name of the blob. An empty string always
+ indicates the first (and primary) blob,
+ which contains the actual file data.
+ Any other blobs are auxiliary files produced
+ by exporters (i.e. material files). Existence
+ of such files depends on the file format. Most
+ formats don't split assets across multiple files.
+
+ If used, blob names usually contain the file
+ extension that should be used when writing
+ the data to disc.
+ */
+ aiString name;
+
+ /** Pointer to the next blob in the chain or NULL if there is none. */
+ aiExportDataBlob * next;
+
+#ifdef __cplusplus
+ /// Default constructor
+ aiExportDataBlob() { size = 0; data = next = NULL; }
+ /// Releases the data
+ ~aiExportDataBlob() { delete [] static_cast<unsigned char*>( data ); delete next; }
+
+private:
+ // no copying
+ aiExportDataBlob(const aiExportDataBlob& );
+ aiExportDataBlob& operator= (const aiExportDataBlob& );
+#endif // __cplusplus
+};
+
+// --------------------------------------------------------------------------------
+/** Exports the given scene to a chosen file format. Returns the exported data as a binary blob which
+* you can write into a file or something. When you're done with the data, use #aiReleaseExportBlob()
+* to free the resources associated with the export.
+* @param pScene The scene to export. Stays in possession of the caller, is not changed by the function.
+* @param pFormatId ID string to specify to which format you want to export to. Use
+* #aiGetExportFormatCount() / #aiGetExportFormatDescription() to learn which export formats are available.
+* @param pPreprocessing Please see the documentation for #aiExportScene
+* @return the exported data or NULL in case of error
+*/
+ASSIMP_API const C_STRUCT aiExportDataBlob* aiExportSceneToBlob( const C_STRUCT aiScene* pScene, const char* pFormatId, unsigned int pPreprocessing );
+
+
+// --------------------------------------------------------------------------------
+/** Releases the memory associated with the given exported data. Use this function to free a data blob
+* returned by aiExportScene().
+* @param pData the data blob returned by #aiExportSceneToBlob
+*/
+ASSIMP_API C_STRUCT void aiReleaseExportBlob( const C_STRUCT aiExportDataBlob* pData );
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif // ASSIMP_BUILD_NO_EXPORT
+#endif // AI_EXPORT_H_INC
+
diff --git a/src/3rdparty/assimp/include/aiFileIO.h b/src/3rdparty/assimp/include/assimp/cfileio.h
index bc012fde8..83145e789 100644
--- a/src/3rdparty/assimp/include/aiFileIO.h
+++ b/src/3rdparty/assimp/include/assimp/cfileio.h
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -45,7 +45,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_FILEIO_H_INC
#define AI_FILEIO_H_INC
-#include "aiTypes.h"
+#include "types.h"
#ifdef __cplusplus
extern "C" {
#endif
@@ -71,62 +71,62 @@ typedef char* aiUserData;
*
* Provided are functions to open and close files. Supply a custom structure to
* the import function. If you don't, a default implementation is used. Use custom
- * file systems to enable reading from other sources, such as ZIPs
+ * file systems to enable reading from other sources, such as ZIPs
* or memory locations. */
struct aiFileIO
{
- /** Function used to open a new file
- */
- aiFileOpenProc OpenProc;
+ /** Function used to open a new file
+ */
+ aiFileOpenProc OpenProc;
- /** Function used to close an existing file
- */
- aiFileCloseProc CloseProc;
+ /** Function used to close an existing file
+ */
+ aiFileCloseProc CloseProc;
- /** User-defined, opaque data */
- aiUserData UserData;
+ /** User-defined, opaque data */
+ aiUserData UserData;
};
// ----------------------------------------------------------------------------------
/** @brief C-API: File callbacks
*
- * Actually, it's a data structure to wrap a set of fXXXX (e.g fopen)
+ * Actually, it's a data structure to wrap a set of fXXXX (e.g fopen)
* replacement functions.
*
- * The default implementation of the functions utilizes the fXXX functions from
+ * The default implementation of the functions utilizes the fXXX functions from
* the CRT. However, you can supply a custom implementation to Assimp by
- * delivering a custom aiFileIO. Use this to enable reading from other sources,
+ * delivering a custom aiFileIO. Use this to enable reading from other sources,
* such as ZIP archives or memory locations. */
struct aiFile
{
- /** Callback to read from a file */
- aiFileReadProc ReadProc;
-
- /** Callback to write to a file */
- aiFileWriteProc WriteProc;
-
- /** Callback to retrieve the current position of
- * the file cursor (ftell())
- */
- aiFileTellProc TellProc;
-
- /** Callback to retrieve the size of the file,
- * in bytes
- */
- aiFileTellProc FileSizeProc;
-
- /** Callback to set the current position
- * of the file cursor (fseek())
- */
- aiFileSeek SeekProc;
-
- /** Callback to flush the file contents
- */
- aiFileFlushProc FlushProc;
-
- /** User-defined, opaque data
- */
- aiUserData UserData;
+ /** Callback to read from a file */
+ aiFileReadProc ReadProc;
+
+ /** Callback to write to a file */
+ aiFileWriteProc WriteProc;
+
+ /** Callback to retrieve the current position of
+ * the file cursor (ftell())
+ */
+ aiFileTellProc TellProc;
+
+ /** Callback to retrieve the size of the file,
+ * in bytes
+ */
+ aiFileTellProc FileSizeProc;
+
+ /** Callback to set the current position
+ * of the file cursor (fseek())
+ */
+ aiFileSeek SeekProc;
+
+ /** Callback to flush the file contents
+ */
+ aiFileFlushProc FlushProc;
+
+ /** User-defined, opaque data
+ */
+ aiUserData UserData;
};
#ifdef __cplusplus
diff --git a/src/3rdparty/assimp/include/assimp.h b/src/3rdparty/assimp/include/assimp/cimport.h
index bc1a6cdd9..e8593868e 100644
--- a/src/3rdparty/assimp/include/assimp.h
+++ b/src/3rdparty/assimp/include/assimp/cimport.h
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,31 +20,31 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file assimp.h
- * @brief Defines the C-API to the Open Asset Import Library.
+ * @brief Defines the C-API to the Open Asset Import Library.
*/
#ifndef AI_ASSIMP_H_INC
#define AI_ASSIMP_H_INC
-#include "aiTypes.h"
+#include "types.h"
#ifdef __cplusplus
extern "C" {
@@ -63,13 +63,26 @@ typedef void (*aiLogStreamCallback)(const char* /* message */, char* /* user */)
// --------------------------------------------------------------------------------
struct aiLogStream
{
- /** callback to be called */
- aiLogStreamCallback callback;
+ /** callback to be called */
+ aiLogStreamCallback callback;
- /** user data to be passed to the callback */
- char* user;
+ /** user data to be passed to the callback */
+ char* user;
};
+
+// --------------------------------------------------------------------------------
+/** C-API: Represents an opaque set of settings to be used during importing.
+ * @see aiCreatePropertyStore
+ * @see aiReleasePropertyStore
+ * @see aiImportFileExWithProperties
+ * @see aiSetPropertyInteger
+ * @see aiSetPropertyFloat
+ * @see aiSetPropertyString
+ */
+// --------------------------------------------------------------------------------
+struct aiPropertyStore { char sentinel; };
+
/** Our own C boolean type */
typedef int aiBool;
@@ -78,107 +91,133 @@ typedef int aiBool;
// --------------------------------------------------------------------------------
/** Reads the given file and returns its content.
- *
- * If the call succeeds, the imported data is returned in an aiScene structure.
- * The data is intended to be read-only, it stays property of the ASSIMP
- * library and will be stable until aiReleaseImport() is called. After you're
- * done with it, call aiReleaseImport() to free the resources associated with
- * this file. If the import fails, NULL is returned instead. Call
+ *
+ * If the call succeeds, the imported data is returned in an aiScene structure.
+ * The data is intended to be read-only, it stays property of the ASSIMP
+ * library and will be stable until aiReleaseImport() is called. After you're
+ * done with it, call aiReleaseImport() to free the resources associated with
+ * this file. If the import fails, NULL is returned instead. Call
* aiGetErrorString() to retrieve a human-readable error text.
- * @param pFile Path and filename of the file to be imported,
+ * @param pFile Path and filename of the file to be imported,
* expected to be a null-terminated c-string. NULL is not a valid value.
- * @param pFlags Optional post processing steps to be executed after
- * a successful import. Provide a bitwise combination of the
+ * @param pFlags Optional post processing steps to be executed after
+ * a successful import. Provide a bitwise combination of the
* #aiPostProcessSteps flags.
- * @return Pointer to the imported data or NULL if the import failed.
+ * @return Pointer to the imported data or NULL if the import failed.
*/
-ASSIMP_API const C_STRUCT aiScene* aiImportFile(
- const char* pFile,
- unsigned int pFlags);
+ASSIMP_API const C_STRUCT aiScene* aiImportFile(
+ const char* pFile,
+ unsigned int pFlags);
// --------------------------------------------------------------------------------
-/** Reads the given file using user-defined I/O functions and returns
+/** Reads the given file using user-defined I/O functions and returns
* its content.
- *
- * If the call succeeds, the imported data is returned in an aiScene structure.
- * The data is intended to be read-only, it stays property of the ASSIMP
- * library and will be stable until aiReleaseImport() is called. After you're
- * done with it, call aiReleaseImport() to free the resources associated with
- * this file. If the import fails, NULL is returned instead. Call
+ *
+ * If the call succeeds, the imported data is returned in an aiScene structure.
+ * The data is intended to be read-only, it stays property of the ASSIMP
+ * library and will be stable until aiReleaseImport() is called. After you're
+ * done with it, call aiReleaseImport() to free the resources associated with
+ * this file. If the import fails, NULL is returned instead. Call
* aiGetErrorString() to retrieve a human-readable error text.
- * @param pFile Path and filename of the file to be imported,
+ * @param pFile Path and filename of the file to be imported,
* expected to be a null-terminated c-string. NULL is not a valid value.
- * @param pFlags Optional post processing steps to be executed after
+ * @param pFlags Optional post processing steps to be executed after
* a successful import. Provide a bitwise combination of the
* #aiPostProcessSteps flags.
* @param pFS aiFileIO structure. Will be used to open the model file itself
- * and any other files the loader needs to open.
- * @return Pointer to the imported data or NULL if the import failed.
+ * and any other files the loader needs to open. Pass NULL to use the default
+ * implementation.
+ * @return Pointer to the imported data or NULL if the import failed.
* @note Include <aiFileIO.h> for the definition of #aiFileIO.
*/
-ASSIMP_API const C_STRUCT aiScene* aiImportFileEx(
- const char* pFile,
- unsigned int pFlags,
- C_STRUCT aiFileIO* pFS);
+ASSIMP_API const C_STRUCT aiScene* aiImportFileEx(
+ const char* pFile,
+ unsigned int pFlags,
+ C_STRUCT aiFileIO* pFS);
// --------------------------------------------------------------------------------
-/** Reads the given file from a given memory buffer,
+/** Same as #aiImportFileEx, but adds an extra parameter containing importer settings.
*
+ * @param pProps #aiPropertyStore instance containing import settings.
+ * @see aiImportFileEx
+ */
+ASSIMP_API const C_STRUCT aiScene* aiImportFileExWithProperties(
+ const char* pFile,
+ unsigned int pFlags,
+ C_STRUCT aiFileIO* pFS,
+ const C_STRUCT aiPropertyStore* pProps);
+
+// --------------------------------------------------------------------------------
+/** Reads the given file from a given memory buffer,
+ *
* If the call succeeds, the contents of the file are returned as a pointer to an
- * aiScene object. The returned data is intended to be read-only, the importer keeps
- * ownership of the data and will destroy it upon destruction. If the import fails,
+ * aiScene object. The returned data is intended to be read-only, the importer keeps
+ * ownership of the data and will destroy it upon destruction. If the import fails,
* NULL is returned.
- * A human-readable error description can be retrieved by calling aiGetErrorString().
+ * A human-readable error description can be retrieved by calling aiGetErrorString().
* @param pBuffer Pointer to the file data
* @param pLength Length of pBuffer, in bytes
- * @param pFlags Optional post processing steps to be executed after
- * a successful import. Provide a bitwise combination of the
+ * @param pFlags Optional post processing steps to be executed after
+ * a successful import. Provide a bitwise combination of the
* #aiPostProcessSteps flags. If you wish to inspect the imported
* scene first in order to fine-tune your post-processing setup,
* consider to use #aiApplyPostProcessing().
* @param pHint An additional hint to the library. If this is a non empty string,
* the library looks for a loader to support the file extension specified by pHint
- * and passes the file to the first matching loader. If this loader is unable to
+ * and passes the file to the first matching loader. If this loader is unable to
* completely the request, the library continues and tries to determine the file
- * format on its own, a task that may or may not be successful.
+ * format on its own, a task that may or may not be successful.
* Check the return value, and you'll know ...
* @return A pointer to the imported data, NULL if the import failed.
*
- * @note This is a straightforward way to decode models from memory buffers, but it
+ * @note This is a straightforward way to decode models from memory buffers, but it
* doesn't handle model formats spreading their data across multiple files or even
* directories. Examples include OBJ or MD3, which outsource parts of their material
- * stuff into external scripts. If you need the full functionality, provide a custom
+ * stuff into external scripts. If you need the full functionality, provide a custom
* IOSystem to make Assimp find these files.
*/
-ASSIMP_API const C_STRUCT aiScene* aiImportFileFromMemory(
- const char* pBuffer,
- unsigned int pLength,
- unsigned int pFlags,
- const char* pHint);
+ASSIMP_API const C_STRUCT aiScene* aiImportFileFromMemory(
+ const char* pBuffer,
+ unsigned int pLength,
+ unsigned int pFlags,
+ const char* pHint);
+
+// --------------------------------------------------------------------------------
+/** Same as #aiImportFileFromMemory, but adds an extra parameter containing importer settings.
+ *
+ * @param pProps #aiPropertyStore instance containing import settings.
+ * @see aiImportFileFromMemory
+ */
+ASSIMP_API const C_STRUCT aiScene* aiImportFileFromMemoryWithProperties(
+ const char* pBuffer,
+ unsigned int pLength,
+ unsigned int pFlags,
+ const char* pHint,
+ const C_STRUCT aiPropertyStore* pProps);
// --------------------------------------------------------------------------------
/** Apply post-processing to an already-imported scene.
*
* This is strictly equivalent to calling #aiImportFile()/#aiImportFileEx with the
- * same flags. However, you can use this separate function to inspect the imported
- * scene first to fine-tune your post-processing setup.
+ * same flags. However, you can use this separate function to inspect the imported
+ * scene first to fine-tune your post-processing setup.
* @param pScene Scene to work on.
* @param pFlags Provide a bitwise combination of the #aiPostProcessSteps flags.
* @return A pointer to the post-processed data. Post processing is done in-place,
* meaning this is still the same #aiScene which you passed for pScene. However,
* _if_ post-processing failed, the scene could now be NULL. That's quite a rare
- * case, post processing steps are not really designed to 'fail'. To be exact,
- * the #aiProcess_ValidateDS flag is currently the only post processing step
+ * case, post processing steps are not really designed to 'fail'. To be exact,
+ * the #aiProcess_ValidateDS flag is currently the only post processing step
* which can actually cause the scene to be reset to NULL.
*/
ASSIMP_API const C_STRUCT aiScene* aiApplyPostProcessing(
- const C_STRUCT aiScene* pScene,
- unsigned int pFlags);
+ const C_STRUCT aiScene* pScene,
+ unsigned int pFlags);
// --------------------------------------------------------------------------------
-/** Get one of the predefine log streams. This is the quick'n'easy solution to
+/** Get one of the predefine log streams. This is the quick'n'easy solution to
* access Assimp's log system. Attaching a log stream can slightly reduce Assimp's
- * overall import performance.
+ * overall import performance.
*
* Usage is rather simple (this will stream the log to a file, named log.txt, and
* the stdout stream of the process:
@@ -190,27 +229,27 @@ ASSIMP_API const C_STRUCT aiScene* aiApplyPostProcessing(
* aiAttachLogStream(&c);
* @endcode
*
- * @param pStreams One of the #aiDefaultLogStream enumerated values.
+ * @param pStreams One of the #aiDefaultLogStream enumerated values.
* @param file Solely for the #aiDefaultLogStream_FILE flag: specifies the file to write to.
* Pass NULL for all other flags.
* @return The log stream. callback is set to NULL if something went wrong.
*/
ASSIMP_API C_STRUCT aiLogStream aiGetPredefinedLogStream(
- C_ENUM aiDefaultLogStream pStreams,
- const char* file);
+ C_ENUM aiDefaultLogStream pStreams,
+ const char* file);
// --------------------------------------------------------------------------------
/** Attach a custom log stream to the libraries' logging system.
*
* Attaching a log stream can slightly reduce Assimp's overall import
- * performance. Multiple log-streams can be attached.
+ * performance. Multiple log-streams can be attached.
* @param stream Describes the new log stream.
* @note To ensure proepr destruction of the logging system, you need to manually
- * call aiDetachLogStream() on every single log stream you attach.
+ * call aiDetachLogStream() on every single log stream you attach.
* Alternatively (for the lazy folks) #aiDetachAllLogStreams is provided.
*/
ASSIMP_API void aiAttachLogStream(
- const C_STRUCT aiLogStream* stream);
+ const C_STRUCT aiLogStream* stream);
// --------------------------------------------------------------------------------
/** Enable verbose logging. Verbose logging includes debug-related stuff and
@@ -231,7 +270,7 @@ ASSIMP_API void aiEnableVerboseLogging(aiBool d);
* @see aiDetachAllLogStreams
*/
ASSIMP_API C_ENUM aiReturn aiDetachLogStream(
- const C_STRUCT aiLogStream* stream);
+ const C_STRUCT aiLogStream* stream);
// --------------------------------------------------------------------------------
/** Detach all active log streams from the libraries' logging system.
@@ -249,11 +288,11 @@ ASSIMP_API void aiDetachAllLogStreams(void);
* Call this function after you're done with the imported data.
* @param pScene The imported data to release. NULL is a valid value.
*/
-ASSIMP_API void aiReleaseImport(
- const C_STRUCT aiScene* pScene);
+ASSIMP_API void aiReleaseImport(
+ const C_STRUCT aiScene* pScene);
// --------------------------------------------------------------------------------
-/** Returns the error text of the last failed import process.
+/** Returns the error text of the last failed import process.
*
* @return A textual description of the error that occurred at the last
* import process. NULL if there was no error. There can't be an error if you
@@ -269,7 +308,7 @@ ASSIMP_API const char* aiGetErrorString();
* @return AI_TRUE if the file extension is supported.
*/
ASSIMP_API aiBool aiIsExtensionSupported(
- const char* szExtension);
+ const char* szExtension);
// --------------------------------------------------------------------------------
/** Get a list of all file extensions supported by ASSIMP.
@@ -280,61 +319,81 @@ ASSIMP_API aiBool aiIsExtensionSupported(
* Format of the list: "*.3ds;*.obj;*.dae". NULL is not a valid parameter.
*/
ASSIMP_API void aiGetExtensionList(
- C_STRUCT aiString* szOut);
+ C_STRUCT aiString* szOut);
// --------------------------------------------------------------------------------
-/** Get the storage required by an imported asset
+/** Get the approximated storage required by an imported asset
* @param pIn Input asset.
- * @param in Data structure to be filled.
+ * @param in Data structure to be filled.
*/
ASSIMP_API void aiGetMemoryRequirements(
- const C_STRUCT aiScene* pIn,
- C_STRUCT aiMemoryInfo* in);
+ const C_STRUCT aiScene* pIn,
+ C_STRUCT aiMemoryInfo* in);
+
+
// --------------------------------------------------------------------------------
-/** Set an integer property.
+/** Create an empty property store. Property stores are used to collect import
+ * settings.
+ * @return New property store. Property stores need to be manually destroyed using
+ * the #aiReleasePropertyStore API function.
+ */
+ASSIMP_API C_STRUCT aiPropertyStore* aiCreatePropertyStore(void);
+
+// --------------------------------------------------------------------------------
+/** Delete a property store.
+ * @param p Property store to be deleted.
+ */
+ASSIMP_API void aiReleasePropertyStore(C_STRUCT aiPropertyStore* p);
+
+// --------------------------------------------------------------------------------
+/** Set an integer property.
*
- * This is the C-version of #Assimp::Importer::SetPropertyInteger(). In the C
- * interface, properties are always shared by all imports. It is not possible to
+ * This is the C-version of #Assimp::Importer::SetPropertyInteger(). In the C
+ * interface, properties are always shared by all imports. It is not possible to
* specify them per import.
*
- * @param szName Name of the configuration property to be set. All supported
- * public properties are defined in the aiConfig.h header file (#AI_CONFIG_XXX).
+ * @param szName Name of the configuration property to be set. All supported
+ * public properties are defined in the config.h header file (#AI_CONFIG_XXX).
* @param value New value for the property
*/
ASSIMP_API void aiSetImportPropertyInteger(
- const char* szName,
- int value);
+ C_STRUCT aiPropertyStore* store,
+ const char* szName,
+ int value);
// --------------------------------------------------------------------------------
-/** Set a floating-point property.
+/** Set a floating-point property.
*
- * This is the C-version of #Assimp::Importer::SetPropertyFloat(). In the C
- * interface, properties are always shared by all imports. It is not possible to
+ * This is the C-version of #Assimp::Importer::SetPropertyFloat(). In the C
+ * interface, properties are always shared by all imports. It is not possible to
* specify them per import.
*
- * @param szName Name of the configuration property to be set. All supported
- * public properties are defined in the aiConfig.h header file (#AI_CONFIG_XXX).
+ * @param szName Name of the configuration property to be set. All supported
+ * public properties are defined in the config.h header file (#AI_CONFIG_XXX).
* @param value New value for the property
*/
ASSIMP_API void aiSetImportPropertyFloat(
- const char* szName,
- float value);
+ C_STRUCT aiPropertyStore* store,
+ const char* szName,
+ float value);
// --------------------------------------------------------------------------------
-/** Set a string property.
+/** Set a string property.
*
- * This is the C-version of #Assimp::Importer::SetPropertyString(). In the C
- * interface, properties are always shared by all imports. It is not possible to
+ * This is the C-version of #Assimp::Importer::SetPropertyString(). In the C
+ * interface, properties are always shared by all imports. It is not possible to
* specify them per import.
*
- * @param szName Name of the configuration property to be set. All supported
- * public properties are defined in the aiConfig.h header file (#AI_CONFIG_XXX).
+ * @param property store to modify. Use #aiCreatePropertyStore to obtain a store.
+ * @param szName Name of the configuration property to be set. All supported
+ * public properties are defined in the config.h header file (#AI_CONFIG_XXX).
* @param value New value for the property
*/
ASSIMP_API void aiSetImportPropertyString(
- const char* szName,
- const C_STRUCT aiString* st);
+ C_STRUCT aiPropertyStore* store,
+ const char* szName,
+ const C_STRUCT aiString* st);
// --------------------------------------------------------------------------------
/** Construct a quaternion from a 3x3 rotation matrix.
@@ -343,13 +402,13 @@ ASSIMP_API void aiSetImportPropertyString(
* @see aiQuaternion(const aiMatrix3x3& pRotMatrix)
*/
ASSIMP_API void aiCreateQuaternionFromMatrix(
- C_STRUCT aiQuaternion* quat,
- const C_STRUCT aiMatrix3x3* mat);
+ C_STRUCT aiQuaternion* quat,
+ const C_STRUCT aiMatrix3x3* mat);
// --------------------------------------------------------------------------------
/** Decompose a transformation matrix into its rotational, translational and
* scaling components.
- *
+ *
* @param mat Matrix to decompose
* @param scaling Receives the scaling component
* @param rotation Receives the rotational component
@@ -357,24 +416,24 @@ ASSIMP_API void aiCreateQuaternionFromMatrix(
* @see aiMatrix4x4::Decompose (aiVector3D&, aiQuaternion&, aiVector3D&) const;
*/
ASSIMP_API void aiDecomposeMatrix(
- const C_STRUCT aiMatrix4x4* mat,
- C_STRUCT aiVector3D* scaling,
- C_STRUCT aiQuaternion* rotation,
- C_STRUCT aiVector3D* position);
+ const C_STRUCT aiMatrix4x4* mat,
+ C_STRUCT aiVector3D* scaling,
+ C_STRUCT aiQuaternion* rotation,
+ C_STRUCT aiVector3D* position);
// --------------------------------------------------------------------------------
/** Transpose a 4x4 matrix.
* @param mat Pointer to the matrix to be transposed
*/
ASSIMP_API void aiTransposeMatrix4(
- C_STRUCT aiMatrix4x4* mat);
+ C_STRUCT aiMatrix4x4* mat);
// --------------------------------------------------------------------------------
/** Transpose a 3x3 matrix.
* @param mat Pointer to the matrix to be transposed
*/
ASSIMP_API void aiTransposeMatrix3(
- C_STRUCT aiMatrix3x3* mat);
+ C_STRUCT aiMatrix3x3* mat);
// --------------------------------------------------------------------------------
/** Transform a vector by a 3x3 matrix
@@ -382,8 +441,8 @@ ASSIMP_API void aiTransposeMatrix3(
* @param mat Matrix to transform the vector with.
*/
ASSIMP_API void aiTransformVecByMatrix3(
- C_STRUCT aiVector3D* vec,
- const C_STRUCT aiMatrix3x3* mat);
+ C_STRUCT aiVector3D* vec,
+ const C_STRUCT aiMatrix3x3* mat);
// --------------------------------------------------------------------------------
/** Transform a vector by a 4x4 matrix
@@ -391,8 +450,8 @@ ASSIMP_API void aiTransformVecByMatrix3(
* @param mat Matrix to transform the vector with.
*/
ASSIMP_API void aiTransformVecByMatrix4(
- C_STRUCT aiVector3D* vec,
- const C_STRUCT aiMatrix4x4* mat);
+ C_STRUCT aiVector3D* vec,
+ const C_STRUCT aiMatrix4x4* mat);
// --------------------------------------------------------------------------------
/** Multiply two 4x4 matrices.
@@ -400,8 +459,8 @@ ASSIMP_API void aiTransformVecByMatrix4(
* @param src Matrix to be multiplied with 'dst'.
*/
ASSIMP_API void aiMultiplyMatrix4(
- C_STRUCT aiMatrix4x4* dst,
- const C_STRUCT aiMatrix4x4* src);
+ C_STRUCT aiMatrix4x4* dst,
+ const C_STRUCT aiMatrix4x4* src);
// --------------------------------------------------------------------------------
/** Multiply two 3x3 matrices.
@@ -409,22 +468,22 @@ ASSIMP_API void aiMultiplyMatrix4(
* @param src Matrix to be multiplied with 'dst'.
*/
ASSIMP_API void aiMultiplyMatrix3(
- C_STRUCT aiMatrix3x3* dst,
- const C_STRUCT aiMatrix3x3* src);
+ C_STRUCT aiMatrix3x3* dst,
+ const C_STRUCT aiMatrix3x3* src);
// --------------------------------------------------------------------------------
/** Get a 3x3 identity matrix.
* @param mat Matrix to receive its personal identity
*/
ASSIMP_API void aiIdentityMatrix3(
- C_STRUCT aiMatrix3x3* mat);
+ C_STRUCT aiMatrix3x3* mat);
// --------------------------------------------------------------------------------
/** Get a 4x4 identity matrix.
* @param mat Matrix to receive its personal identity
*/
ASSIMP_API void aiIdentityMatrix4(
- C_STRUCT aiMatrix4x4* mat);
+ C_STRUCT aiMatrix4x4* mat);
#ifdef __cplusplus
diff --git a/src/3rdparty/assimp/include/aiColor4D.h b/src/3rdparty/assimp/include/assimp/color4.h
index ce7e9dfe1..b6a798f54 100644
--- a/src/3rdparty/assimp/include/aiColor4D.h
+++ b/src/3rdparty/assimp/include/assimp/color4.h
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -44,51 +44,60 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_COLOR4D_H_INC
#define AI_COLOR4D_H_INC
+#include "./Compiler/pushpack1.h"
+
#ifdef __cplusplus
-extern "C" {
-#endif
-#include "./Compiler/pushpack1.h"
// ----------------------------------------------------------------------------------
-/** Represents a color in Red-Green-Blue space including an
+/** Represents a color in Red-Green-Blue space including an
* alpha component. Color values range from 0 to 1. */
// ----------------------------------------------------------------------------------
-struct aiColor4D
+template <typename TReal>
+class aiColor4t
{
-#ifdef __cplusplus
- aiColor4D () : r(0.0f), g(0.0f), b(0.0f), a(0.0f) {}
- aiColor4D (float _r, float _g, float _b, float _a)
- : r(_r), g(_g), b(_b), a(_a) {}
- aiColor4D (float _r) : r(_r), g(_r), b(_r), a(_r) {}
- aiColor4D (const aiColor4D& o)
- : r(o.r), g(o.g), b(o.b), a(o.a) {}
-
- // combined operators
- const aiColor4D& operator += (const aiColor4D& o);
- const aiColor4D& operator -= (const aiColor4D& o);
- const aiColor4D& operator *= (float f);
- const aiColor4D& operator /= (float f);
-
- // comparison
- bool operator == (const aiColor4D& other) const;
- bool operator != (const aiColor4D& other) const;
-
- // color tuple access, rgba order
- inline float operator[](unsigned int i) const;
- inline float& operator[](unsigned int i);
-
- /** check whether a color is (close to) black */
- inline bool IsBlack() const;
-
-#endif // !__cplusplus
-
- // Red, green, blue and alpha color values
- float r, g, b, a;
+public:
+ aiColor4t () : r(), g(), b(), a() {}
+ aiColor4t (TReal _r, TReal _g, TReal _b, TReal _a)
+ : r(_r), g(_g), b(_b), a(_a) {}
+ aiColor4t (TReal _r) : r(_r), g(_r), b(_r), a(_r) {}
+ aiColor4t (const aiColor4t& o)
+ : r(o.r), g(o.g), b(o.b), a(o.a) {}
+
+public:
+ // combined operators
+ const aiColor4t& operator += (const aiColor4t& o);
+ const aiColor4t& operator -= (const aiColor4t& o);
+ const aiColor4t& operator *= (TReal f);
+ const aiColor4t& operator /= (TReal f);
+
+public:
+ // comparison
+ bool operator == (const aiColor4t& other) const;
+ bool operator != (const aiColor4t& other) const;
+
+ // color tuple access, rgba order
+ inline TReal operator[](unsigned int i) const;
+ inline TReal& operator[](unsigned int i);
+
+ /** check whether a color is (close to) black */
+ inline bool IsBlack() const;
+
+public:
+
+ // Red, green, blue and alpha color values
+ TReal r, g, b, a;
} PACK_STRUCT; // !struct aiColor4D
-#include "./Compiler/poppack1.h"
-#ifdef __cplusplus
-} // end extern "C"
+typedef aiColor4t<float> aiColor4D;
+
+#else
+
+struct aiColor4D {
+ float r, g, b, a;
+} PACK_STRUCT;
#endif // __cplusplus
-#endif // AI_VECTOR3D_H_INC
+
+#include "./Compiler/poppack1.h"
+
+#endif // AI_COLOR4D_H_INC
diff --git a/src/3rdparty/assimp/include/assimp/color4.inl b/src/3rdparty/assimp/include/assimp/color4.inl
new file mode 100644
index 000000000..1e30b8ed1
--- /dev/null
+++ b/src/3rdparty/assimp/include/assimp/color4.inl
@@ -0,0 +1,165 @@
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
+conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+---------------------------------------------------------------------------
+*/
+
+/** @file aiColor4D.inl
+ * @brief Inline implementation of aiColor4t<TReal> operators
+ */
+#ifndef AI_COLOR4D_INL_INC
+#define AI_COLOR4D_INL_INC
+
+#ifdef __cplusplus
+#include "color4.h"
+
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+AI_FORCE_INLINE const aiColor4t<TReal>& aiColor4t<TReal>::operator += (const aiColor4t<TReal>& o) {
+ r += o.r; g += o.g; b += o.b; a += o.a;
+ return *this;
+}
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+AI_FORCE_INLINE const aiColor4t<TReal>& aiColor4t<TReal>::operator -= (const aiColor4t<TReal>& o) {
+ r -= o.r; g -= o.g; b -= o.b; a -= o.a;
+ return *this;
+}
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+AI_FORCE_INLINE const aiColor4t<TReal>& aiColor4t<TReal>::operator *= (TReal f) {
+ r *= f; g *= f; b *= f; a *= f;
+ return *this;
+}
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+AI_FORCE_INLINE const aiColor4t<TReal>& aiColor4t<TReal>::operator /= (TReal f) {
+ r /= f; g /= f; b /= f; a /= f;
+ return *this;
+}
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+AI_FORCE_INLINE TReal aiColor4t<TReal>::operator[](unsigned int i) const {
+ return *(&r + i);
+}
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+AI_FORCE_INLINE TReal& aiColor4t<TReal>::operator[](unsigned int i) {
+ return *(&r + i);
+}
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+AI_FORCE_INLINE bool aiColor4t<TReal>::operator== (const aiColor4t<TReal>& other) const {
+ return r == other.r && g == other.g && b == other.b && a == other.a;
+}
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+AI_FORCE_INLINE bool aiColor4t<TReal>::operator!= (const aiColor4t<TReal>& other) const {
+ return r != other.r || g != other.g || b != other.b || a != other.a;
+}
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+AI_FORCE_INLINE aiColor4t<TReal> operator + (const aiColor4t<TReal>& v1, const aiColor4t<TReal>& v2) {
+ return aiColor4t<TReal>( v1.r + v2.r, v1.g + v2.g, v1.b + v2.b, v1.a + v2.a);
+}
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+AI_FORCE_INLINE aiColor4t<TReal> operator - (const aiColor4t<TReal>& v1, const aiColor4t<TReal>& v2) {
+ return aiColor4t<TReal>( v1.r - v2.r, v1.g - v2.g, v1.b - v2.b, v1.a - v2.a);
+}
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+AI_FORCE_INLINE aiColor4t<TReal> operator * (const aiColor4t<TReal>& v1, const aiColor4t<TReal>& v2) {
+ return aiColor4t<TReal>( v1.r * v2.r, v1.g * v2.g, v1.b * v2.b, v1.a * v2.a);
+}
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+AI_FORCE_INLINE aiColor4t<TReal> operator / (const aiColor4t<TReal>& v1, const aiColor4t<TReal>& v2) {
+ return aiColor4t<TReal>( v1.r / v2.r, v1.g / v2.g, v1.b / v2.b, v1.a / v2.a);
+}
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+AI_FORCE_INLINE aiColor4t<TReal> operator * ( TReal f, const aiColor4t<TReal>& v) {
+ return aiColor4t<TReal>( f*v.r, f*v.g, f*v.b, f*v.a);
+}
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+AI_FORCE_INLINE aiColor4t<TReal> operator * ( const aiColor4t<TReal>& v, TReal f) {
+ return aiColor4t<TReal>( f*v.r, f*v.g, f*v.b, f*v.a);
+}
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+AI_FORCE_INLINE aiColor4t<TReal> operator / ( const aiColor4t<TReal>& v, TReal f) {
+ return v * (1/f);
+}
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+AI_FORCE_INLINE aiColor4t<TReal> operator / ( TReal f,const aiColor4t<TReal>& v) {
+ return aiColor4t<TReal>(f,f,f,f)/v;
+}
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+AI_FORCE_INLINE aiColor4t<TReal> operator + ( const aiColor4t<TReal>& v, TReal f) {
+ return aiColor4t<TReal>( f+v.r, f+v.g, f+v.b, f+v.a);
+}
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+AI_FORCE_INLINE aiColor4t<TReal> operator - ( const aiColor4t<TReal>& v, TReal f) {
+ return aiColor4t<TReal>( v.r-f, v.g-f, v.b-f, v.a-f);
+}
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+AI_FORCE_INLINE aiColor4t<TReal> operator + ( TReal f, const aiColor4t<TReal>& v) {
+ return aiColor4t<TReal>( f+v.r, f+v.g, f+v.b, f+v.a);
+}
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+AI_FORCE_INLINE aiColor4t<TReal> operator - ( TReal f, const aiColor4t<TReal>& v) {
+ return aiColor4t<TReal>( f-v.r, f-v.g, f-v.b, f-v.a);
+}
+
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+inline bool aiColor4t<TReal> :: IsBlack() const {
+ // The alpha component doesn't care here. black is black.
+ static const TReal epsilon = 10e-3f;
+ return fabs( r ) < epsilon && fabs( g ) < epsilon && fabs( b ) < epsilon;
+}
+
+#endif // __cplusplus
+#endif // AI_VECTOR3D_INL_INC
diff --git a/src/3rdparty/assimp/include/aiConfig.h b/src/3rdparty/assimp/include/assimp/config.h
index e53a2870f..63075bdb2 100644
--- a/src/3rdparty/assimp/include/aiConfig.h
+++ b/src/3rdparty/assimp/include/assimp/config.h
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,33 +20,33 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
-/** @file aiConfig.h
+/** @file config.h
* @brief Defines constants for configurable properties for the library
*
- * Typically these properties are set via
+ * Typically these properties are set via
* #Assimp::Importer::SetPropertyFloat,
* #Assimp::Importer::SetPropertyInteger or
- * #Assimp::Importer::SetPropertyString,
- * depending on the data type of a property. All properties have a
+ * #Assimp::Importer::SetPropertyString,
+ * depending on the data type of a property. All properties have a
* default value. See the doc for the mentioned methods for more details.
*
* <br><br>
@@ -71,11 +71,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* process (i.e. IO time, importing, postprocessing, ..) and dumps
* these timings to the DefaultLogger. See the @link perf Performance
* Page@endlink for more information on this topic.
- *
+ *
* Property type: bool. Default value: false.
*/
#define AI_CONFIG_GLOB_MEASURE_TIME \
- "GLOB_MEASURE_TIME"
+ "GLOB_MEASURE_TIME"
# if 0 // not implemented yet
// ---------------------------------------------------------------------------
@@ -94,7 +94,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* Property type: int, default value: -1.
*/
#define AI_CONFIG_GLOB_MULTITHREADING \
- "GLOB_MULTITHREADING"
+ "GLOB_MULTITHREADING"
#endif
// ###########################################################################
@@ -102,17 +102,46 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
// Various stuff to fine-tune the behavior of a specific post processing step.
// ###########################################################################
+
+// ---------------------------------------------------------------------------
+/** @brief Maximum bone count per mesh for the SplitbyBoneCount step.
+ *
+ * Meshes are split until the maximum number of bones is reached. The default
+ * value is AI_SBBC_DEFAULT_MAX_BONES, which may be altered at
+ * compile-time.
+ * Property data type: integer.
+ */
+// ---------------------------------------------------------------------------
+#define AI_CONFIG_PP_SBBC_MAX_BONES \
+ "PP_SBBC_MAX_BONES"
+
+
+// default limit for bone count
+#if (!defined AI_SBBC_DEFAULT_MAX_BONES)
+# define AI_SBBC_DEFAULT_MAX_BONES 60
+#endif
+
+
// ---------------------------------------------------------------------------
/** @brief Specifies the maximum angle that may be between two vertex tangents
- * that their tangents and bitangents are smoothed.
+ * that their tangents and bi-tangents are smoothed.
*
* This applies to the CalcTangentSpace-Step. The angle is specified
- * in degrees, so 180 is PI. The default value is
- * 45 degrees. The maximum value is 175.
- * Property type: float.
+ * in degrees. The maximum value is 175.
+ * Property type: float. Default value: 45 degrees
*/
#define AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE \
- "PP_CT_MAX_SMOOTHING_ANGLE"
+ "PP_CT_MAX_SMOOTHING_ANGLE"
+
+// ---------------------------------------------------------------------------
+/** @brief Source UV channel for tangent space computation.
+ *
+ * The specified channel must exist or an error will be raised.
+ * Property type: integer. Default value: 0
+ */
+// ---------------------------------------------------------------------------
+#define AI_CONFIG_PP_CT_TEXTURE_CHANNEL_INDEX \
+ "PP_CT_TEXTURE_CHANNEL_INDEX"
// ---------------------------------------------------------------------------
/** @brief Specifies the maximum angle that may be between two face normals
@@ -120,14 +149,14 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
* Sometimes referred to as 'crease angle'.
* This applies to the GenSmoothNormals-Step. The angle is specified
- * in degrees, so 180 is PI. The default value is 175 degrees (all vertex
- * normals are smoothed). The maximum value is 175, too. Property type: float.
+ * in degrees, so 180 is PI. The default value is 175 degrees (all vertex
+ * normals are smoothed). The maximum value is 175, too. Property type: float.
* Warning: setting this option may cause a severe loss of performance. The
* performance is unaffected if the #AI_CONFIG_FAVOUR_SPEED flag is set but
* the output quality may be reduced.
*/
#define AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE \
- "PP_GSN_MAX_SMOOTHING_ANGLE"
+ "PP_GSN_MAX_SMOOTHING_ANGLE"
// ---------------------------------------------------------------------------
/** @brief Sets the colormap (= palette) to be used to decode embedded
@@ -136,14 +165,14 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* This must be a valid path to a file. The file is 768 (256*3) bytes
* large and contains RGB triplets for each of the 256 palette entries.
* The default value is colormap.lmp. If the file is not found,
- * a default palette (from Quake 1) is used.
+ * a default palette (from Quake 1) is used.
* Property type: string.
*/
-#define AI_CONFIG_IMPORT_MDL_COLORMAP \
- "IMPORT_MDL_COLORMAP"
+#define AI_CONFIG_IMPORT_MDL_COLORMAP \
+ "IMPORT_MDL_COLORMAP"
// ---------------------------------------------------------------------------
-/** @brief Configures the #aiProcess_RemoveRedundantMaterials step to
+/** @brief Configures the #aiProcess_RemoveRedundantMaterials step to
* keep materials matching a name in a given list.
*
* This is a list of 1 to n strings, ' ' serves as delimiter character.
@@ -152,42 +181,42 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* "keep-me and_me_to anotherMaterialToBeKept \'name with whitespace\'"</tt>.
* If a material matches on of these names, it will not be modified or
* removed by the postprocessing step nor will other materials be replaced
- * by a reference to it. <br>
+ * by a reference to it. <br>
* This option might be useful if you are using some magic material names
* to pass additional semantics through the content pipeline. This ensures
- * they won't be optimized away, but a general optimization is still
+ * they won't be optimized away, but a general optimization is still
* performed for materials not contained in the list.
* Property type: String. Default value: n/a
* @note Linefeeds, tabs or carriage returns are treated as whitespace.
* Material names are case sensitive.
*/
-#define AI_CONFIG_PP_RRM_EXCLUDE_LIST \
- "PP_RRM_EXCLUDE_LIST"
+#define AI_CONFIG_PP_RRM_EXCLUDE_LIST \
+ "PP_RRM_EXCLUDE_LIST"
// ---------------------------------------------------------------------------
/** @brief Configures the #aiProcess_PretransformVertices step to
* keep the scene hierarchy. Meshes are moved to worldspace, but
- * no optimization is performed (read: meshes with equal materials are not
+ * no optimization is performed (read: meshes with equal materials are not
* joined. The total number of meshes won't change).
*
* This option could be of use for you if the scene hierarchy contains
- * important additional information which you intend to parse.
+ * important additional information which you intend to parse.
* For rendering, you can still render all meshes in the scene without
* any transformations.
* Property type: bool. Default value: false.
*/
-#define AI_CONFIG_PP_PTV_KEEP_HIERARCHY \
- "PP_PTV_KEEP_HIERARCHY"
+#define AI_CONFIG_PP_PTV_KEEP_HIERARCHY \
+ "PP_PTV_KEEP_HIERARCHY"
// ---------------------------------------------------------------------------
/** @brief Configures the #aiProcess_PretransformVertices step to normalize
- * all vertex components into the -1...1 range. That is, a bounding box
+ * all vertex components into the [-1,1] range. That is, a bounding box
* for the whole scene is computed, the maximum component is taken and all
* meshes are scaled appropriately (uniformly of course!).
- * This might be useful if you don't know the spatial dimension of the input
+ * This might be useful if you don't know the spatial dimension of the input
* data*/
-#define AI_CONFIG_PP_PTV_NORMALIZE \
- "PP_PTV_NORMALIZE"
+#define AI_CONFIG_PP_PTV_NORMALIZE \
+ "PP_PTV_NORMALIZE"
// ---------------------------------------------------------------------------
/** @brief Configures the #aiProcess_FindDegenerates step to
@@ -200,7 +229,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* Property type: bool. Default value: false.
*/
#define AI_CONFIG_PP_FD_REMOVE \
- "PP_FD_REMOVE"
+ "PP_FD_REMOVE"
// ---------------------------------------------------------------------------
/** @brief Configures the #aiProcess_OptimizeGraph step to preserve nodes
@@ -211,17 +240,17 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* quotation marks. For example:<tt>
* "keep-me and_me_to anotherNodeToBeKept \'name with whitespace\'"</tt>.
* If a node matches on of these names, it will not be modified or
- * removed by the postprocessing step.<br>
+ * removed by the postprocessing step.<br>
* This option might be useful if you are using some magic node names
* to pass additional semantics through the content pipeline. This ensures
- * they won't be optimized away, but a general optimization is still
+ * they won't be optimized away, but a general optimization is still
* performed for nodes not contained in the list.
* Property type: String. Default value: n/a
* @note Linefeeds, tabs or carriage returns are treated as whitespace.
* Node names are case sensitive.
*/
-#define AI_CONFIG_PP_OG_EXCLUDE_LIST \
- "PP_OG_EXCLUDE_LIST"
+#define AI_CONFIG_PP_OG_EXCLUDE_LIST \
+ "PP_OG_EXCLUDE_LIST"
// ---------------------------------------------------------------------------
/** @brief Set the maximum number of triangles in a mesh.
@@ -231,12 +260,12 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* @note The default value is AI_SLM_DEFAULT_MAX_TRIANGLES
* Property type: integer.
*/
-#define AI_CONFIG_PP_SLM_TRIANGLE_LIMIT \
- "PP_SLM_TRIANGLE_LIMIT"
+#define AI_CONFIG_PP_SLM_TRIANGLE_LIMIT \
+ "PP_SLM_TRIANGLE_LIMIT"
// default value for AI_CONFIG_PP_SLM_TRIANGLE_LIMIT
#if (!defined AI_SLM_DEFAULT_MAX_TRIANGLES)
-# define AI_SLM_DEFAULT_MAX_TRIANGLES 1000000
+# define AI_SLM_DEFAULT_MAX_TRIANGLES 1000000
#endif
// ---------------------------------------------------------------------------
@@ -245,14 +274,14 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* This is used by the "SplitLargeMeshes" PostProcess-Step to determine
* whether a mesh must be split or not.
* @note The default value is AI_SLM_DEFAULT_MAX_VERTICES
- * Property type: integer.
+ * Property type: integer.
*/
#define AI_CONFIG_PP_SLM_VERTEX_LIMIT \
- "PP_SLM_VERTEX_LIMIT"
+ "PP_SLM_VERTEX_LIMIT"
// default value for AI_CONFIG_PP_SLM_VERTEX_LIMIT
#if (!defined AI_SLM_DEFAULT_MAX_VERTICES)
-# define AI_SLM_DEFAULT_MAX_VERTICES 1000000
+# define AI_SLM_DEFAULT_MAX_VERTICES 1000000
#endif
// ---------------------------------------------------------------------------
@@ -261,18 +290,41 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* This is used by the #aiProcess_LimitBoneWeights PostProcess-Step.
* @note The default value is AI_LBW_MAX_WEIGHTS
* Property type: integer.*/
-#define AI_CONFIG_PP_LBW_MAX_WEIGHTS \
- "PP_LBW_MAX_WEIGHTS"
+#define AI_CONFIG_PP_LBW_MAX_WEIGHTS \
+ "PP_LBW_MAX_WEIGHTS"
// default value for AI_CONFIG_PP_LBW_MAX_WEIGHTS
#if (!defined AI_LMW_MAX_WEIGHTS)
-# define AI_LMW_MAX_WEIGHTS 0x4
+# define AI_LMW_MAX_WEIGHTS 0x4
#endif // !! AI_LMW_MAX_WEIGHTS
+// ---------------------------------------------------------------------------
+/** @brief Lower the deboning threshold in order to remove more bones.
+ *
+ * This is used by the #aiProcess_Debone PostProcess-Step.
+ * @note The default value is AI_DEBONE_THRESHOLD
+ * Property type: float.*/
+#define AI_CONFIG_PP_DB_THRESHOLD \
+ "PP_DB_THRESHOLD"
+
+// default value for AI_CONFIG_PP_LBW_MAX_WEIGHTS
+#if (!defined AI_DEBONE_THRESHOLD)
+# define AI_DEBONE_THRESHOLD 1.0f
+#endif // !! AI_DEBONE_THRESHOLD
+
+// ---------------------------------------------------------------------------
+/** @brief Require all bones qualify for deboning before removing any
+ *
+ * This is used by the #aiProcess_Debone PostProcess-Step.
+ * @note The default value is 0
+ * Property type: bool.*/
+#define AI_CONFIG_PP_DB_ALL_OR_NONE \
+ "PP_DB_ALL_OR_NONE"
+
/** @brief Default value for the #AI_CONFIG_PP_ICL_PTCACHE_SIZE property
*/
#ifndef PP_ICL_PTCACHE_SIZE
-# define PP_ICL_PTCACHE_SIZE 12
+# define PP_ICL_PTCACHE_SIZE 12
#endif
// ---------------------------------------------------------------------------
@@ -286,7 +338,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* performance improvements for most nVidia/AMD cards since 2002.
* Property type: integer.
*/
-#define AI_CONFIG_PP_ICL_PTCACHE_SIZE "PP_ICL_PTCACHE_SIZE"
+#define AI_CONFIG_PP_ICL_PTCACHE_SIZE "PP_ICL_PTCACHE_SIZE"
// ---------------------------------------------------------------------------
/** @brief Enumerates components of the aiScene and aiMesh data structures
@@ -296,63 +348,63 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
enum aiComponent
{
- /** Normal vectors */
+ /** Normal vectors */
#ifdef SWIG
- aiComponent_NORMALS = 0x2,
+ aiComponent_NORMALS = 0x2,
#else
- aiComponent_NORMALS = 0x2u,
+ aiComponent_NORMALS = 0x2u,
#endif
- /** Tangents and bitangents go always together ... */
+ /** Tangents and bitangents go always together ... */
#ifdef SWIG
- aiComponent_TANGENTS_AND_BITANGENTS = 0x4,
+ aiComponent_TANGENTS_AND_BITANGENTS = 0x4,
#else
- aiComponent_TANGENTS_AND_BITANGENTS = 0x4u,
+ aiComponent_TANGENTS_AND_BITANGENTS = 0x4u,
#endif
- /** ALL color sets
- * Use aiComponent_COLORn(N) to specify the N'th set */
- aiComponent_COLORS = 0x8,
+ /** ALL color sets
+ * Use aiComponent_COLORn(N) to specify the N'th set */
+ aiComponent_COLORS = 0x8,
- /** ALL texture UV sets
- * aiComponent_TEXCOORDn(N) to specify the N'th set */
- aiComponent_TEXCOORDS = 0x10,
+ /** ALL texture UV sets
+ * aiComponent_TEXCOORDn(N) to specify the N'th set */
+ aiComponent_TEXCOORDS = 0x10,
- /** Removes all bone weights from all meshes.
- * The scenegraph nodes corresponding to the bones are NOT removed.
- * use the #aiProcess_OptimizeGraph step to do this */
- aiComponent_BONEWEIGHTS = 0x20,
+ /** Removes all bone weights from all meshes.
+ * The scenegraph nodes corresponding to the bones are NOT removed.
+ * use the #aiProcess_OptimizeGraph step to do this */
+ aiComponent_BONEWEIGHTS = 0x20,
- /** Removes all node animations (aiScene::mAnimations).
- * The corresponding scenegraph nodes are NOT removed.
- * use the #aiProcess_OptimizeGraph step to do this */
- aiComponent_ANIMATIONS = 0x40,
+ /** Removes all node animations (aiScene::mAnimations).
+ * The corresponding scenegraph nodes are NOT removed.
+ * use the #aiProcess_OptimizeGraph step to do this */
+ aiComponent_ANIMATIONS = 0x40,
- /** Removes all embedded textures (aiScene::mTextures) */
- aiComponent_TEXTURES = 0x80,
+ /** Removes all embedded textures (aiScene::mTextures) */
+ aiComponent_TEXTURES = 0x80,
- /** Removes all light sources (aiScene::mLights).
- * The corresponding scenegraph nodes are NOT removed.
- * use the #aiProcess_OptimizeGraph step to do this */
- aiComponent_LIGHTS = 0x100,
+ /** Removes all light sources (aiScene::mLights).
+ * The corresponding scenegraph nodes are NOT removed.
+ * use the #aiProcess_OptimizeGraph step to do this */
+ aiComponent_LIGHTS = 0x100,
- /** Removes all light sources (aiScene::mCameras).
- * The corresponding scenegraph nodes are NOT removed.
- * use the #aiProcess_OptimizeGraph step to do this */
- aiComponent_CAMERAS = 0x200,
+ /** Removes all light sources (aiScene::mCameras).
+ * The corresponding scenegraph nodes are NOT removed.
+ * use the #aiProcess_OptimizeGraph step to do this */
+ aiComponent_CAMERAS = 0x200,
- /** Removes all meshes (aiScene::mMeshes). */
- aiComponent_MESHES = 0x400,
+ /** Removes all meshes (aiScene::mMeshes). */
+ aiComponent_MESHES = 0x400,
- /** Removes all materials. One default material will
- * be generated, so aiScene::mNumMaterials will be 1. */
- aiComponent_MATERIALS = 0x800,
+ /** Removes all materials. One default material will
+ * be generated, so aiScene::mNumMaterials will be 1. */
+ aiComponent_MATERIALS = 0x800,
- /** This value is not used. It is just there to force the
- * compiler to map this enum to a 32 Bit integer. */
+ /** This value is not used. It is just there to force the
+ * compiler to map this enum to a 32 Bit integer. */
#ifndef SWIG
- _aiComponent_Force32Bit = 0x9fffffff
+ _aiComponent_Force32Bit = 0x9fffffff
#endif
};
@@ -374,8 +426,8 @@ enum aiComponent
* of the flags defined above) the import FAILS. Mainly because there is
* no data to work on anymore ...
*/
-#define AI_CONFIG_PP_RVC_FLAGS \
- "PP_RVC_FLAGS"
+#define AI_CONFIG_PP_RVC_FLAGS \
+ "PP_RVC_FLAGS"
// ---------------------------------------------------------------------------
/** @brief Input parameter to the #aiProcess_SortByPType step:
@@ -386,20 +438,20 @@ enum aiComponent
* be to exclude all line and point meshes from the import. This
* is an integer property, its default value is 0.
*/
-#define AI_CONFIG_PP_SBP_REMOVE \
- "PP_SBP_REMOVE"
+#define AI_CONFIG_PP_SBP_REMOVE \
+ "PP_SBP_REMOVE"
// ---------------------------------------------------------------------------
/** @brief Input parameter to the #aiProcess_FindInvalidData step:
* Specifies the floating-point accuracy for animation values. The step
* checks for animation tracks where all frame values are absolutely equal
* and removes them. This tweakable controls the epsilon for floating-point
- * comparisons - two keys are considered equal if the invariant
+ * comparisons - two keys are considered equal if the invariant
* abs(n0-n1)>epsilon holds true for all vector respectively quaternion
* components. The default value is 0.f - comparisons are exact then.
*/
-#define AI_CONFIG_PP_FID_ANIM_ACCURACY \
- "PP_FID_ANIM_ACCURACY"
+#define AI_CONFIG_PP_FID_ANIM_ACCURACY \
+ "PP_FID_ANIM_ACCURACY"
// TransformUVCoords evaluates UV scalings
@@ -419,22 +471,22 @@ enum aiComponent
* Specifies which UV transformations are evaluated.
*
* This is a bitwise combination of the AI_UVTRAFO_XXX flags (integer
- * property, of course). By default all transformations are enabled
+ * property, of course). By default all transformations are enabled
* (AI_UVTRAFO_ALL).
*/
-#define AI_CONFIG_PP_TUV_EVALUATE \
- "PP_TUV_EVALUATE"
+#define AI_CONFIG_PP_TUV_EVALUATE \
+ "PP_TUV_EVALUATE"
// ---------------------------------------------------------------------------
/** @brief A hint to assimp to favour speed against import quality.
*
* Enabling this option may result in faster loading, but it needn't.
* It represents just a hint to loaders and post-processing steps to use
- * faster code paths, if possible.
+ * faster code paths, if possible.
* This property is expected to be an integer, != 0 stands for true.
* The default value is 0.
*/
-#define AI_CONFIG_FAVOUR_SPEED \
+#define AI_CONFIG_FAVOUR_SPEED \
"FAVOUR_SPEED"
@@ -457,35 +509,35 @@ enum aiComponent
* want to override the global setting).
* Property type: integer.
*/
-#define AI_CONFIG_IMPORT_GLOBAL_KEYFRAME "IMPORT_GLOBAL_KEYFRAME"
+#define AI_CONFIG_IMPORT_GLOBAL_KEYFRAME "IMPORT_GLOBAL_KEYFRAME"
-#define AI_CONFIG_IMPORT_MD3_KEYFRAME "IMPORT_MD3_KEYFRAME"
-#define AI_CONFIG_IMPORT_MD2_KEYFRAME "IMPORT_MD2_KEYFRAME"
-#define AI_CONFIG_IMPORT_MDL_KEYFRAME "IMPORT_MDL_KEYFRAME"
-#define AI_CONFIG_IMPORT_MDC_KEYFRAME "IMPORT_MDC_KEYFRAME"
-#define AI_CONFIG_IMPORT_SMD_KEYFRAME "IMPORT_SMD_KEYFRAME"
-#define AI_CONFIG_IMPORT_UNREAL_KEYFRAME "IMPORT_UNREAL_KEYFRAME"
+#define AI_CONFIG_IMPORT_MD3_KEYFRAME "IMPORT_MD3_KEYFRAME"
+#define AI_CONFIG_IMPORT_MD2_KEYFRAME "IMPORT_MD2_KEYFRAME"
+#define AI_CONFIG_IMPORT_MDL_KEYFRAME "IMPORT_MDL_KEYFRAME"
+#define AI_CONFIG_IMPORT_MDC_KEYFRAME "IMPORT_MDC_KEYFRAME"
+#define AI_CONFIG_IMPORT_SMD_KEYFRAME "IMPORT_SMD_KEYFRAME"
+#define AI_CONFIG_IMPORT_UNREAL_KEYFRAME "IMPORT_UNREAL_KEYFRAME"
// ---------------------------------------------------------------------------
/** @brief Configures the AC loader to collect all surfaces which have the
- * "Backface cull" flag set in separate meshes.
+ * "Backface cull" flag set in separate meshes.
*
* Property type: bool. Default value: true.
*/
-#define AI_CONFIG_IMPORT_AC_SEPARATE_BFCULL \
- "IMPORT_AC_SEPARATE_BFCULL"
+#define AI_CONFIG_IMPORT_AC_SEPARATE_BFCULL \
+ "IMPORT_AC_SEPARATE_BFCULL"
// ---------------------------------------------------------------------------
/** @brief Configures whether the AC loader evaluates subdivision surfaces (
* indicated by the presence of the 'subdiv' attribute in the file). By
- * default, Assimp performs the subdivision using the standard
+ * default, Assimp performs the subdivision using the standard
* Catmull-Clark algorithm
*
* * Property type: bool. Default value: true.
*/
-#define AI_CONFIG_IMPORT_AC_EVAL_SUBDIVISION \
- "IMPORT_AC_EVAL_SUBDIVISION"
+#define AI_CONFIG_IMPORT_AC_EVAL_SUBDIVISION \
+ "IMPORT_AC_EVAL_SUBDIVISION"
// ---------------------------------------------------------------------------
/** @brief Configures the UNREAL 3D loader to separate faces with different
@@ -494,10 +546,10 @@ enum aiComponent
* * Property type: bool. Default value: true.
*/
#define AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS \
- "UNREAL_HANDLE_FLAGS"
+ "UNREAL_HANDLE_FLAGS"
// ---------------------------------------------------------------------------
-/** @brief Configures the terragen import plugin to compute uv's for
+/** @brief Configures the terragen import plugin to compute uv's for
* terrains, if not given. Furthermore a default texture is assigned.
*
* UV coordinates for terrains are so simple to compute that you'll usually
@@ -507,63 +559,63 @@ enum aiComponent
* * Property type: bool. Default value: false.
*/
#define AI_CONFIG_IMPORT_TER_MAKE_UVS \
- "IMPORT_TER_MAKE_UVS"
+ "IMPORT_TER_MAKE_UVS"
// ---------------------------------------------------------------------------
/** @brief Configures the ASE loader to always reconstruct normal vectors
- * basing on the smoothing groups loaded from the file.
- *
+ * basing on the smoothing groups loaded from the file.
+ *
* Some ASE files have carry invalid normals, other don't.
* * Property type: bool. Default value: true.
*/
-#define AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS \
- "IMPORT_ASE_RECONSTRUCT_NORMALS"
+#define AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS \
+ "IMPORT_ASE_RECONSTRUCT_NORMALS"
// ---------------------------------------------------------------------------
-/** @brief Configures the M3D loader to detect and process multi-part
+/** @brief Configures the M3D loader to detect and process multi-part
* Quake player models.
*
* These models usually consist of 3 files, lower.md3, upper.md3 and
* head.md3. If this property is set to true, Assimp will try to load and
- * combine all three files if one of them is loaded.
+ * combine all three files if one of them is loaded.
* Property type: bool. Default value: true.
*/
#define AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART \
- "IMPORT_MD3_HANDLE_MULTIPART"
+ "IMPORT_MD3_HANDLE_MULTIPART"
// ---------------------------------------------------------------------------
/** @brief Tells the MD3 loader which skin files to load.
*
- * When loading MD3 files, Assimp checks whether a file
+ * When loading MD3 files, Assimp checks whether a file
* <md3_file_name>_<skin_name>.skin is existing. These files are used by
- * Quake III to be able to assign different skins (e.g. red and blue team)
+ * Quake III to be able to assign different skins (e.g. red and blue team)
* to models. 'default', 'red', 'blue' are typical skin names.
* Property type: String. Default value: "default".
*/
#define AI_CONFIG_IMPORT_MD3_SKIN_NAME \
- "IMPORT_MD3_SKIN_NAME"
+ "IMPORT_MD3_SKIN_NAME"
// ---------------------------------------------------------------------------
/** @brief Specify the Quake 3 shader file to be used for a particular
* MD3 file. This can also be a search path.
*
- * By default Assimp's behaviour is as follows: If a MD3 file
- * <tt><any_path>/models/<any_q3_subdir>/<model_name>/<file_name>.md3</tt> is
+ * By default Assimp's behaviour is as follows: If a MD3 file
+ * <tt><any_path>/models/<any_q3_subdir>/<model_name>/<file_name>.md3</tt> is
* loaded, the library tries to locate the corresponding shader file in
* <tt><any_path>/scripts/<model_name>.shader</tt>. This property overrides this
* behaviour. It can either specify a full path to the shader to be loaded
* or alternatively the path (relative or absolute) to the directory where
- * the shaders for all MD3s to be loaded reside. Assimp attempts to open
- * <tt><dir>/<model_name>.shader</tt> first, <tt><dir>/<file_name>.shader</tt>
+ * the shaders for all MD3s to be loaded reside. Assimp attempts to open
+ * <tt><dir>/<model_name>.shader</tt> first, <tt><dir>/<file_name>.shader</tt>
* is the fallback file. Note that <dir> should have a terminal (back)slash.
* Property type: String. Default value: n/a.
*/
#define AI_CONFIG_IMPORT_MD3_SHADER_SRC \
- "IMPORT_MD3_SHADER_SRC"
+ "IMPORT_MD3_SHADER_SRC"
// ---------------------------------------------------------------------------
/** @brief Configures the LWO loader to load just one layer from the model.
- *
+ *
* LWO files consist of layers and in some cases it could be useful to load
* only one of them. This property can be either a string - which specifies
* the name of the layer - or an integer - the index of the layer. If the
@@ -572,27 +624,27 @@ enum aiComponent
* layer name may not be empty.<br>
* Property type: Integer. Default value: all layers are loaded.
*/
-#define AI_CONFIG_IMPORT_LWO_ONE_LAYER_ONLY \
- "IMPORT_LWO_ONE_LAYER_ONLY"
+#define AI_CONFIG_IMPORT_LWO_ONE_LAYER_ONLY \
+ "IMPORT_LWO_ONE_LAYER_ONLY"
// ---------------------------------------------------------------------------
/** @brief Configures the MD5 loader to not load the MD5ANIM file for
* a MD5MESH file automatically.
- *
+ *
* The default strategy is to look for a file with the same name but the
* MD5ANIM extension in the same directory. If it is found, it is loaded
* and combined with the MD5MESH file. This configuration option can be
* used to disable this behaviour.
- *
+ *
* * Property type: bool. Default value: false.
*/
-#define AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD \
- "IMPORT_MD5_NO_ANIM_AUTOLOAD"
+#define AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD \
+ "IMPORT_MD5_NO_ANIM_AUTOLOAD"
// ---------------------------------------------------------------------------
/** @brief Defines the begin of the time range for which the LWS loader
* evaluates animations and computes aiNodeAnim's.
- *
+ *
* Assimp provides full conversion of LightWave's envelope system, including
* pre and post conditions. The loader computes linearly subsampled animation
* chanels with the frame rate given in the LWS file. This property defines
@@ -605,30 +657,82 @@ enum aiComponent
*
* @see AI_CONFIG_IMPORT_LWS_ANIM_END - end of the imported time range
*/
-#define AI_CONFIG_IMPORT_LWS_ANIM_START \
- "IMPORT_LWS_ANIM_START"
-#define AI_CONFIG_IMPORT_LWS_ANIM_END \
- "IMPORT_LWS_ANIM_END"
+#define AI_CONFIG_IMPORT_LWS_ANIM_START \
+ "IMPORT_LWS_ANIM_START"
+#define AI_CONFIG_IMPORT_LWS_ANIM_END \
+ "IMPORT_LWS_ANIM_END"
// ---------------------------------------------------------------------------
/** @brief Defines the output frame rate of the IRR loader.
- *
+ *
* IRR animations are difficult to convert for Assimp and there will
* always be a loss of quality. This setting defines how many keys per second
* are returned by the converter.<br>
* Property type: integer. Default value: 100
*/
-#define AI_CONFIG_IMPORT_IRR_ANIM_FPS \
- "IMPORT_IRR_ANIM_FPS"
+#define AI_CONFIG_IMPORT_IRR_ANIM_FPS \
+ "IMPORT_IRR_ANIM_FPS"
// ---------------------------------------------------------------------------
-/** Ogre Importer will try to load this Materialfile
- * Ogre Mehs contain only the MaterialName, not the MaterialFile. If there
- * is no material file with the same name as the material, Ogre Importer will
+/** @brief Ogre Importer will try to load this Materialfile.
+ *
+ * Ogre Meshes contain only the MaterialName, not the MaterialFile. If there
+ * is no material file with the same name as the material, Ogre Importer will
* try to load this file and search the material in it.
+ * <br>
+ * Property type: String. Default value: guessed.
*/
#define AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE "IMPORT_OGRE_MATERIAL_FILE"
+// ---------------------------------------------------------------------------
+/** @brief Ogre Importer detect the texture usage from its filename
+ *
+ * Normally, a texture is loaded as a colormap, if no target is specified in the
+ * materialfile. Is this switch is enabled, texture names ending with _n, _l, _s
+ * are used as normalmaps, lightmaps or specularmaps.
+ * <br>
+ * Property type: Bool. Default value: false.
+ */
+#define AI_CONFIG_IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME "IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME"
+
+
+
+// ---------------------------------------------------------------------------
+/** @brief Specifies whether the IFC loader skips over IfcSpace elements.
+ *
+ * IfcSpace elements (and their geometric representations) are used to
+ * represent, well, free space in a building storey.<br>
+ * Property type: Bool. Default value: true.
+ */
+#define AI_CONFIG_IMPORT_IFC_SKIP_SPACE_REPRESENTATIONS "IMPORT_IFC_SKIP_SPACE_REPRESENTATIONS"
+
+
+// ---------------------------------------------------------------------------
+/** @brief Specifies whether the IFC loader skips over
+ * shape representations of type 'Curve2D'.
+ *
+ * A lot of files contain both a faceted mesh representation and a outline
+ * with a presentation type of 'Curve2D'. Currently Assimp doesn't convert those,
+ * so turning this option off just clutters the log with errors.<br>
+ * Property type: Bool. Default value: true.
+ */
+#define AI_CONFIG_IMPORT_IFC_SKIP_CURVE_REPRESENTATIONS "IMPORT_IFC_SKIP_CURVE_REPRESENTATIONS"
+
+// ---------------------------------------------------------------------------
+/** @brief Specifies whether the IFC loader will use its own, custom triangulation
+ * algorithm to triangulate wall and floor meshes.
+ *
+ * If this property is set to false, walls will be either triangulated by
+ * #aiProcess_Triangulate or will be passed through as huge polygons with
+ * faked holes (i.e. holes that are connected with the outer boundary using
+ * a dummy edge). It is highly recommended to set this property to true
+ * if you want triangulated data because #aiProcess_Triangulate is known to
+ * have problems with the kind of polygons that the IFC loader spits out for
+ * complicated meshes.
+ * Property type: Bool. Default value: true.
+ */
+#define AI_CONFIG_IMPORT_IFC_CUSTOM_TRIANGULATION "IMPORT_IFC_CUSTOM_TRIANGULATION"
+
#endif // !! AI_CONFIG_H_INC
diff --git a/src/3rdparty/assimp/include/assimp/defs.h b/src/3rdparty/assimp/include/assimp/defs.h
new file mode 100644
index 000000000..ad063984b
--- /dev/null
+++ b/src/3rdparty/assimp/include/assimp/defs.h
@@ -0,0 +1,259 @@
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
+conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+---------------------------------------------------------------------------
+*/
+
+/** @file aiDefines.h
+ * @brief Assimp build configuration setup. See the notes in the comment
+ * blocks to find out how to customize _your_ Assimp build.
+ */
+
+#ifndef INCLUDED_AI_DEFINES_H
+#define INCLUDED_AI_DEFINES_H
+
+ //////////////////////////////////////////////////////////////////////////
+ /* Define ASSIMP_BUILD_NO_XX_IMPORTER to disable a specific
+ * file format loader. The loader is be excluded from the
+ * build in this case. 'XX' stands for the most common file
+ * extension of the file format. E.g.:
+ * ASSIMP_BUILD_NO_X_IMPORTER disables the X loader.
+ *
+ * If you're unsure about that, take a look at the implementation of the
+ * import plugin you wish to disable. You'll find the right define in the
+ * first lines of the corresponding unit.
+ *
+ * Other (mixed) configuration switches are listed here:
+ * ASSIMP_BUILD_NO_COMPRESSED_X
+ * - Disable support for compressed X files
+ * ASSIMP_BUILD_NO_COMPRESSED_BLEND
+ * - Disable support for compressed Blender files*/
+ //////////////////////////////////////////////////////////////////////////
+
+#ifndef ASSIMP_BUILD_NO_COMPRESSED_X
+# define ASSIMP_BUILD_NEED_Z_INFLATE
+#endif
+
+#ifndef ASSIMP_BUILD_NO_COMPRESSED_BLEND
+# define ASSIMP_BUILD_NEED_Z_INFLATE
+#endif
+
+ //////////////////////////////////////////////////////////////////////////
+ /* Define ASSIMP_BUILD_NO_XX_PROCESS to disable a specific
+ * post processing step. This is the current list of process names ('XX'):
+ * CALCTANGENTS
+ * JOINVERTICES
+ * TRIANGULATE
+ * GENFACENORMALS
+ * GENVERTEXNORMALS
+ * REMOVEVC
+ * SPLITLARGEMESHES
+ * PRETRANSFORMVERTICES
+ * LIMITBONEWEIGHTS
+ * VALIDATEDS
+ * IMPROVECACHELOCALITY
+ * FIXINFACINGNORMALS
+ * REMOVE_REDUNDANTMATERIALS
+ * OPTIMIZEGRAPH
+ * SORTBYPTYPE
+ * FINDINVALIDDATA
+ * TRANSFORMTEXCOORDS
+ * GENUVCOORDS
+ * ENTITYMESHBUILDER
+ * MAKELEFTHANDED
+ * FLIPUVS
+ * FLIPWINDINGORDER
+ * OPTIMIZEMESHES
+ * OPTIMIZEANIMS
+ * OPTIMIZEGRAPH
+ * GENENTITYMESHES
+ * FIXTEXTUREPATHS */
+ //////////////////////////////////////////////////////////////////////////
+
+#ifdef _MSC_VER
+# undef ASSIMP_API
+
+ //////////////////////////////////////////////////////////////////////////
+ /* Define 'ASSIMP_BUILD_DLL_EXPORT' to build a DLL of the library */
+ //////////////////////////////////////////////////////////////////////////
+# ifdef ASSIMP_BUILD_DLL_EXPORT
+# define ASSIMP_API __declspec(dllexport)
+# define ASSIMP_API_WINONLY __declspec(dllexport)
+# pragma warning (disable : 4251)
+
+ //////////////////////////////////////////////////////////////////////////
+ /* Define 'ASSIMP_DLL' before including Assimp to link to ASSIMP in
+ * an external DLL under Windows. Default is static linkage. */
+ //////////////////////////////////////////////////////////////////////////
+# elif (defined ASSIMP_DLL)
+# define ASSIMP_API __declspec(dllimport)
+# define ASSIMP_API_WINONLY __declspec(dllimport)
+# else
+# define ASSIMP_API
+# define ASSIMP_API_WINONLY
+# endif
+
+ /* Force the compiler to inline a function, if possible
+ */
+# define AI_FORCE_INLINE __forceinline
+
+ /* Tells the compiler that a function never returns. Used in code analysis
+ * to skip dead paths (e.g. after an assertion evaluated to false). */
+# define AI_WONT_RETURN __declspec(noreturn)
+#else
+
+# define AI_WONT_RETURN
+
+# define ASSIMP_API __attribute__ ((visibility("default")))
+# define ASSIMP_API_WINONLY
+# define AI_FORCE_INLINE inline
+#endif // (defined _MSC_VER)
+
+#ifdef __cplusplus
+ /* No explicit 'struct' and 'enum' tags for C++, this keeps showing up
+ * in doxydocs.
+ */
+# define C_STRUCT
+# define C_ENUM
+#else
+ //////////////////////////////////////////////////////////////////////////
+ /* To build the documentation, make sure ASSIMP_DOXYGEN_BUILD
+ * is defined by Doxygen's preprocessor. The corresponding
+ * entries in the DOXYFILE are: */
+ //////////////////////////////////////////////////////////////////////////
+#if 0
+ ENABLE_PREPROCESSING = YES
+ MACRO_EXPANSION = YES
+ EXPAND_ONLY_PREDEF = YES
+ SEARCH_INCLUDES = YES
+ INCLUDE_PATH =
+ INCLUDE_FILE_PATTERNS =
+ PREDEFINED = ASSIMP_DOXYGEN_BUILD=1
+ EXPAND_AS_DEFINED = C_STRUCT C_ENUM
+ SKIP_FUNCTION_MACROS = YES
+#endif
+ //////////////////////////////////////////////////////////////////////////
+ /* Doxygen gets confused if we use c-struct typedefs to avoid
+ * the explicit 'struct' notation. This trick here has the same
+ * effect as the TYPEDEF_HIDES_STRUCT option, but we don't need
+ * to typedef all structs/enums. */
+ //////////////////////////////////////////////////////////////////////////
+# if (defined ASSIMP_DOXYGEN_BUILD)
+# define C_STRUCT
+# define C_ENUM
+# else
+# define C_STRUCT struct
+# define C_ENUM enum
+# endif
+#endif
+
+#if (defined(__BORLANDC__) || defined (__BCPLUSPLUS__))
+#error Currently, Borland is unsupported. Feel free to port Assimp.
+
+// "W8059 Packgröße der Struktur geändert"
+
+#endif
+ //////////////////////////////////////////////////////////////////////////
+ /* Define 'ASSIMP_BUILD_BOOST_WORKAROUND' to compile assimp
+ * without boost. This is done by using a few workaround
+ * classes and brings some limitations (e.g. some logging won't be done,
+ * the library won't utilize threads or be threadsafe at all).
+ * This implies the 'ASSIMP_BUILD_SINGLETHREADED' setting. */
+ //////////////////////////////////////////////////////////////////////////
+#ifdef ASSIMP_BUILD_BOOST_WORKAROUND
+
+ // threading support requires boost
+#ifndef ASSIMP_BUILD_SINGLETHREADED
+# define ASSIMP_BUILD_SINGLETHREADED
+#endif
+
+#endif // !! ASSIMP_BUILD_BOOST_WORKAROUND
+
+ //////////////////////////////////////////////////////////////////////////
+ /* Define ASSIMP_BUILD_SINGLETHREADED to compile assimp
+ * without threading support. The library doesn't utilize
+ * threads then and is itself not threadsafe.
+ * If this flag is specified boost::threads is *not* required. */
+ //////////////////////////////////////////////////////////////////////////
+#ifndef ASSIMP_BUILD_SINGLETHREADED
+# define ASSIMP_BUILD_SINGLETHREADED
+#endif
+
+#ifndef ASSIMP_BUILD_SINGLETHREADED
+# define AI_C_THREADSAFE
+#endif // !! ASSIMP_BUILD_SINGLETHREADED
+
+#ifdef _DEBUG
+# define ASSIMP_BUILD_DEBUG
+#endif
+
+ //////////////////////////////////////////////////////////////////////////
+ /* Useful constants */
+ //////////////////////////////////////////////////////////////////////////
+
+/* This is PI. Hi PI. */
+#define AI_MATH_PI (3.141592653589793238462643383279 )
+#define AI_MATH_TWO_PI (AI_MATH_PI * 2.0)
+#define AI_MATH_HALF_PI (AI_MATH_PI * 0.5)
+
+/* And this is to avoid endless casts to float */
+#define AI_MATH_PI_F (3.1415926538f)
+#define AI_MATH_TWO_PI_F (AI_MATH_PI_F * 2.0f)
+#define AI_MATH_HALF_PI_F (AI_MATH_PI_F * 0.5f)
+
+/* Tiny macro to convert from radians to degrees and back */
+#define AI_DEG_TO_RAD(x) (x*0.0174532925f)
+#define AI_RAD_TO_DEG(x) (x*57.2957795f)
+
+/* Support for big-endian builds */
+#if defined(__BYTE_ORDER__)
+# if (__BYTE_ORDER__ == __ORDER_BIG_ENDIAN__)
+# if !defined(__BIG_ENDIAN__)
+# define __BIG_ENDIAN__
+# endif
+# else /* little endian */
+# if defined (__BIG_ENDIAN__)
+# undef __BIG_ENDIAN__
+# endif
+# endif
+#endif
+#if defined(__BIG_ENDIAN__)
+# define AI_BUILD_BIG_ENDIAN
+#endif
+
+#endif // !! INCLUDED_AI_DEFINES_H
diff --git a/src/3rdparty/assimp/include/assimp/importerdesc.h b/src/3rdparty/assimp/include/assimp/importerdesc.h
new file mode 100644
index 000000000..0d93c3f89
--- /dev/null
+++ b/src/3rdparty/assimp/include/assimp/importerdesc.h
@@ -0,0 +1,136 @@
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
+conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+---------------------------------------------------------------------------
+*/
+
+/** @file importerdesc.h
+ * @brief #aiImporterFlags, aiImporterDesc implementation.
+ */
+#ifndef INCLUDED_AI_IMPORTER_DESC_H
+#define INCLUDED_AI_IMPORTER_DESC_H
+
+
+/** Mixed set of flags for #aiImporterDesc, indicating some features
+ * common to many importers*/
+enum aiImporterFlags
+{
+ /** Indicates that there is a textual encoding of the
+ * file format; and that it is supported.*/
+ aiImporterFlags_SupportTextFlavour = 0x1,
+
+ /** Indicates that there is a binary encoding of the
+ * file format; and that it is supported.*/
+ aiImporterFlags_SupportBinaryFlavour = 0x2,
+
+ /** Indicates that there is a compressed encoding of the
+ * file format; and that it is supported.*/
+ aiImporterFlags_SupportCompressedFlavour = 0x4,
+
+ /** Indicates that the importer reads only a very particular
+ * subset of the file format. This happens commonly for
+ * declarative or procedural formats which cannot easily
+ * be mapped to #aiScene */
+ aiImporterFlags_LimitedSupport = 0x8,
+
+ /** Indicates that the importer is highly experimental and
+ * should be used with care. This only happens for trunk
+ * (i.e. SVN) versions, experimental code is not included
+ * in releases. */
+ aiImporterFlags_Experimental = 0x10,
+};
+
+
+/** Meta information about a particular importer. Importers need to fill
+ * this structure, but they can freely decide how talkative they are.
+ * A common use case for loader meta info is a user interface
+ * in which the user can choose between various import/export file
+ * formats. Building such an UI by hand means a lot of maintenance
+ * as importers/exporters are added to Assimp, so it might be useful
+ * to have a common mechanism to query some rough importer
+ * characteristics. */
+struct aiImporterDesc
+{
+ /** Full name of the importer (i.e. Blender3D importer)*/
+ const char* mName;
+
+ /** Original author (left blank if unknown or whole assimp team) */
+ const char* mAuthor;
+
+ /** Current maintainer, left blank if the author maintains */
+ const char* mMaintainer;
+
+ /** Implementation comments, i.e. unimplemented features*/
+ const char* mComments;
+
+ /** Any combination of the #aiLoaderFlags enumerated values.
+ These flags indicate some characteristics common to many
+ importers. */
+ unsigned int mFlags;
+
+ /** Minimum format version that can be loaded im major.minor format,
+ both are set to 0 if there is either no version scheme
+ or if the loader doesn't care. */
+ unsigned int mMinMajor;
+ unsigned int mMinMinor;
+
+ /** Maximum format version that can be loaded im major.minor format,
+ both are set to 0 if there is either no version scheme
+ or if the loader doesn't care. Loaders that expect to be
+ forward-compatible to potential future format versions should
+ indicate zero, otherwise they should specify the current
+ maximum version.*/
+ unsigned int mMaxMajor;
+ unsigned int mMaxMinor;
+
+ /** List of file extensions this importer can handle.
+ List entries are separated by space characters.
+ All entries are lower case without a leading dot (i.e.
+ "xml dae" would be a valid value. Note that multiple
+ importers may respond to the same file extension -
+ assimp calls all importers in the order in which they
+ are registered and each importer gets the opportunity
+ to load the file until one importer "claims" the file. Apart
+ from file extension checks, importers typically use
+ other methods to quickly reject files (i.e. magic
+ words) so this does not mean that common or generic
+ file extensions such as XML would be tediously slow. */
+ const char* mFileExtensions;
+};
+
+#endif
diff --git a/src/3rdparty/assimp/include/assimp/light.h b/src/3rdparty/assimp/include/assimp/light.h
new file mode 100644
index 000000000..64a21aa85
--- /dev/null
+++ b/src/3rdparty/assimp/include/assimp/light.h
@@ -0,0 +1,233 @@
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
+conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+---------------------------------------------------------------------------
+*/
+
+/** @file light.h
+ * @brief Defines the aiLight data structure
+ */
+
+#ifndef __AI_LIGHT_H_INC__
+#define __AI_LIGHT_H_INC__
+
+#include "types.h"
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+// ---------------------------------------------------------------------------
+/** Enumerates all supported types of light sources.
+ */
+enum aiLightSourceType
+{
+ aiLightSource_UNDEFINED = 0x0,
+
+ //! A directional light source has a well-defined direction
+ //! but is infinitely far away. That's quite a good
+ //! approximation for sun light.
+ aiLightSource_DIRECTIONAL = 0x1,
+
+ //! A point light source has a well-defined position
+ //! in space but no direction - it emits light in all
+ //! directions. A normal bulb is a point light.
+ aiLightSource_POINT = 0x2,
+
+ //! A spot light source emits light in a specific
+ //! angle. It has a position and a direction it is pointing to.
+ //! A good example for a spot light is a light spot in
+ //! sport arenas.
+ aiLightSource_SPOT = 0x3,
+
+
+ /** This value is not used. It is just there to force the
+ * compiler to map this enum to a 32 Bit integer.
+ */
+#ifndef SWIG
+ _aiLightSource_Force32Bit = 0x9fffffff
+#endif
+};
+
+// ---------------------------------------------------------------------------
+/** Helper structure to describe a light source.
+ *
+ * Assimp supports multiple sorts of light sources, including
+ * directional, point and spot lights. All of them are defined with just
+ * a single structure and distinguished by their parameters.
+ * Note - some file formats (such as 3DS, ASE) export a "target point" -
+ * the point a spot light is looking at (it can even be animated). Assimp
+ * writes the target point as a subnode of a spotlights's main node,
+ * called "<spotName>.Target". However, this is just additional information
+ * then, the transformation tracks of the main node make the
+ * spot light already point in the right direction.
+*/
+struct aiLight
+{
+ /** The name of the light source.
+ *
+ * There must be a node in the scenegraph with the same name.
+ * This node specifies the position of the light in the scene
+ * hierarchy and can be animated.
+ */
+ C_STRUCT aiString mName;
+
+ /** The type of the light source.
+ *
+ * aiLightSource_UNDEFINED is not a valid value for this member.
+ */
+ C_ENUM aiLightSourceType mType;
+
+ /** Position of the light source in space. Relative to the
+ * transformation of the node corresponding to the light.
+ *
+ * The position is undefined for directional lights.
+ */
+ C_STRUCT aiVector3D mPosition;
+
+ /** Direction of the light source in space. Relative to the
+ * transformation of the node corresponding to the light.
+ *
+ * The direction is undefined for point lights. The vector
+ * may be normalized, but it needn't.
+ */
+ C_STRUCT aiVector3D mDirection;
+
+ /** Constant light attenuation factor.
+ *
+ * The intensity of the light source at a given distance 'd' from
+ * the light's position is
+ * @code
+ * Atten = 1/( att0 + att1 * d + att2 * d*d)
+ * @endcode
+ * This member corresponds to the att0 variable in the equation.
+ * Naturally undefined for directional lights.
+ */
+ float mAttenuationConstant;
+
+ /** Linear light attenuation factor.
+ *
+ * The intensity of the light source at a given distance 'd' from
+ * the light's position is
+ * @code
+ * Atten = 1/( att0 + att1 * d + att2 * d*d)
+ * @endcode
+ * This member corresponds to the att1 variable in the equation.
+ * Naturally undefined for directional lights.
+ */
+ float mAttenuationLinear;
+
+ /** Quadratic light attenuation factor.
+ *
+ * The intensity of the light source at a given distance 'd' from
+ * the light's position is
+ * @code
+ * Atten = 1/( att0 + att1 * d + att2 * d*d)
+ * @endcode
+ * This member corresponds to the att2 variable in the equation.
+ * Naturally undefined for directional lights.
+ */
+ float mAttenuationQuadratic;
+
+ /** Diffuse color of the light source
+ *
+ * The diffuse light color is multiplied with the diffuse
+ * material color to obtain the final color that contributes
+ * to the diffuse shading term.
+ */
+ C_STRUCT aiColor3D mColorDiffuse;
+
+ /** Specular color of the light source
+ *
+ * The specular light color is multiplied with the specular
+ * material color to obtain the final color that contributes
+ * to the specular shading term.
+ */
+ C_STRUCT aiColor3D mColorSpecular;
+
+ /** Ambient color of the light source
+ *
+ * The ambient light color is multiplied with the ambient
+ * material color to obtain the final color that contributes
+ * to the ambient shading term. Most renderers will ignore
+ * this value it, is just a remaining of the fixed-function pipeline
+ * that is still supported by quite many file formats.
+ */
+ C_STRUCT aiColor3D mColorAmbient;
+
+ /** Inner angle of a spot light's light cone.
+ *
+ * The spot light has maximum influence on objects inside this
+ * angle. The angle is given in radians. It is 2PI for point
+ * lights and undefined for directional lights.
+ */
+ float mAngleInnerCone;
+
+ /** Outer angle of a spot light's light cone.
+ *
+ * The spot light does not affect objects outside this angle.
+ * The angle is given in radians. It is 2PI for point lights and
+ * undefined for directional lights. The outer angle must be
+ * greater than or equal to the inner angle.
+ * It is assumed that the application uses a smooth
+ * interpolation between the inner and the outer cone of the
+ * spot light.
+ */
+ float mAngleOuterCone;
+
+#ifdef __cplusplus
+
+ aiLight()
+ : mType (aiLightSource_UNDEFINED)
+ , mAttenuationConstant (0.f)
+ , mAttenuationLinear (1.f)
+ , mAttenuationQuadratic (0.f)
+ , mAngleInnerCone ((float)AI_MATH_TWO_PI)
+ , mAngleOuterCone ((float)AI_MATH_TWO_PI)
+ {
+ }
+
+#endif
+};
+
+#ifdef __cplusplus
+}
+#endif
+
+
+#endif // !! __AI_LIGHT_H_INC__
diff --git a/src/3rdparty/assimp/include/assimp/material.h b/src/3rdparty/assimp/include/assimp/material.h
new file mode 100644
index 000000000..39844deb0
--- /dev/null
+++ b/src/3rdparty/assimp/include/assimp/material.h
@@ -0,0 +1,1491 @@
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
+conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+---------------------------------------------------------------------------
+*/
+
+/** @file material.h
+ * @brief Defines the material system of the library
+ */
+
+#ifndef AI_MATERIAL_H_INC
+#define AI_MATERIAL_H_INC
+
+#include "types.h"
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+// Name for default materials (2nd is used if meshes have UV coords)
+#define AI_DEFAULT_MATERIAL_NAME "DefaultMaterial"
+
+// ---------------------------------------------------------------------------
+/** @brief Defines how the Nth texture of a specific type is combined with
+ * the result of all previous layers.
+ *
+ * Example (left: key, right: value): <br>
+ * @code
+ * DiffColor0 - gray
+ * DiffTextureOp0 - aiTextureOpMultiply
+ * DiffTexture0 - tex1.png
+ * DiffTextureOp0 - aiTextureOpAdd
+ * DiffTexture1 - tex2.png
+ * @endcode
+ * Written as equation, the final diffuse term for a specific pixel would be:
+ * @code
+ * diffFinal = DiffColor0 * sampleTex(DiffTexture0,UV0) +
+ * sampleTex(DiffTexture1,UV0) * diffContrib;
+ * @endcode
+ * where 'diffContrib' is the intensity of the incoming light for that pixel.
+ */
+enum aiTextureOp
+{
+ /** T = T1 * T2 */
+ aiTextureOp_Multiply = 0x0,
+
+ /** T = T1 + T2 */
+ aiTextureOp_Add = 0x1,
+
+ /** T = T1 - T2 */
+ aiTextureOp_Subtract = 0x2,
+
+ /** T = T1 / T2 */
+ aiTextureOp_Divide = 0x3,
+
+ /** T = (T1 + T2) - (T1 * T2) */
+ aiTextureOp_SmoothAdd = 0x4,
+
+ /** T = T1 + (T2-0.5) */
+ aiTextureOp_SignedAdd = 0x5,
+
+
+ /** @cond never
+ * This value is not used. It forces the compiler to use at least
+ * 32 Bit integers to represent this enum.
+ */
+#ifndef SWIG
+ _aiTextureOp_Force32Bit = 0x9fffffff
+#endif
+ //! @endcond
+};
+
+// ---------------------------------------------------------------------------
+/** @brief Defines how UV coordinates outside the [0...1] range are handled.
+ *
+ * Commonly refered to as 'wrapping mode'.
+ */
+enum aiTextureMapMode
+{
+ /** A texture coordinate u|v is translated to u%1|v%1
+ */
+ aiTextureMapMode_Wrap = 0x0,
+
+ /** Texture coordinates outside [0...1]
+ * are clamped to the nearest valid value.
+ */
+ aiTextureMapMode_Clamp = 0x1,
+
+ /** If the texture coordinates for a pixel are outside [0...1]
+ * the texture is not applied to that pixel
+ */
+ aiTextureMapMode_Decal = 0x3,
+
+ /** A texture coordinate u|v becomes u%1|v%1 if (u-(u%1))%2 is zero and
+ * 1-(u%1)|1-(v%1) otherwise
+ */
+ aiTextureMapMode_Mirror = 0x2,
+
+ /** @cond never
+ * This value is not used. It forces the compiler to use at least
+ * 32 Bit integers to represent this enum.
+ */
+#ifndef SWIG
+ _aiTextureMapMode_Force32Bit = 0x9fffffff
+#endif
+ //! @endcond
+};
+
+// ---------------------------------------------------------------------------
+/** @brief Defines how the mapping coords for a texture are generated.
+ *
+ * Real-time applications typically require full UV coordinates, so the use of
+ * the aiProcess_GenUVCoords step is highly recommended. It generates proper
+ * UV channels for non-UV mapped objects, as long as an accurate description
+ * how the mapping should look like (e.g spherical) is given.
+ * See the #AI_MATKEY_MAPPING property for more details.
+ */
+enum aiTextureMapping
+{
+ /** The mapping coordinates are taken from an UV channel.
+ *
+ * The #AI_MATKEY_UVWSRC key specifies from which UV channel
+ * the texture coordinates are to be taken from (remember,
+ * meshes can have more than one UV channel).
+ */
+ aiTextureMapping_UV = 0x0,
+
+ /** Spherical mapping */
+ aiTextureMapping_SPHERE = 0x1,
+
+ /** Cylindrical mapping */
+ aiTextureMapping_CYLINDER = 0x2,
+
+ /** Cubic mapping */
+ aiTextureMapping_BOX = 0x3,
+
+ /** Planar mapping */
+ aiTextureMapping_PLANE = 0x4,
+
+ /** Undefined mapping. Have fun. */
+ aiTextureMapping_OTHER = 0x5,
+
+
+ /** @cond never
+ * This value is not used. It forces the compiler to use at least
+ * 32 Bit integers to represent this enum.
+ */
+#ifndef SWIG
+ _aiTextureMapping_Force32Bit = 0x9fffffff
+#endif
+ //! @endcond
+};
+
+// ---------------------------------------------------------------------------
+/** @brief Defines the purpose of a texture
+ *
+ * This is a very difficult topic. Different 3D packages support different
+ * kinds of textures. For very common texture types, such as bumpmaps, the
+ * rendering results depend on implementation details in the rendering
+ * pipelines of these applications. Assimp loads all texture references from
+ * the model file and tries to determine which of the predefined texture
+ * types below is the best choice to match the original use of the texture
+ * as closely as possible.<br>
+ *
+ * In content pipelines you'll usually define how textures have to be handled,
+ * and the artists working on models have to conform to this specification,
+ * regardless which 3D tool they're using.
+ */
+enum aiTextureType
+{
+ /** Dummy value.
+ *
+ * No texture, but the value to be used as 'texture semantic'
+ * (#aiMaterialProperty::mSemantic) for all material properties
+ * *not* related to textures.
+ */
+ aiTextureType_NONE = 0x0,
+
+
+
+ /** The texture is combined with the result of the diffuse
+ * lighting equation.
+ */
+ aiTextureType_DIFFUSE = 0x1,
+
+ /** The texture is combined with the result of the specular
+ * lighting equation.
+ */
+ aiTextureType_SPECULAR = 0x2,
+
+ /** The texture is combined with the result of the ambient
+ * lighting equation.
+ */
+ aiTextureType_AMBIENT = 0x3,
+
+ /** The texture is added to the result of the lighting
+ * calculation. It isn't influenced by incoming light.
+ */
+ aiTextureType_EMISSIVE = 0x4,
+
+ /** The texture is a height map.
+ *
+ * By convention, higher gray-scale values stand for
+ * higher elevations from the base height.
+ */
+ aiTextureType_HEIGHT = 0x5,
+
+ /** The texture is a (tangent space) normal-map.
+ *
+ * Again, there are several conventions for tangent-space
+ * normal maps. Assimp does (intentionally) not
+ * distinguish here.
+ */
+ aiTextureType_NORMALS = 0x6,
+
+ /** The texture defines the glossiness of the material.
+ *
+ * The glossiness is in fact the exponent of the specular
+ * (phong) lighting equation. Usually there is a conversion
+ * function defined to map the linear color values in the
+ * texture to a suitable exponent. Have fun.
+ */
+ aiTextureType_SHININESS = 0x7,
+
+ /** The texture defines per-pixel opacity.
+ *
+ * Usually 'white' means opaque and 'black' means
+ * 'transparency'. Or quite the opposite. Have fun.
+ */
+ aiTextureType_OPACITY = 0x8,
+
+ /** Displacement texture
+ *
+ * The exact purpose and format is application-dependent.
+ * Higher color values stand for higher vertex displacements.
+ */
+ aiTextureType_DISPLACEMENT = 0x9,
+
+ /** Lightmap texture (aka Ambient Occlusion)
+ *
+ * Both 'Lightmaps' and dedicated 'ambient occlusion maps' are
+ * covered by this material property. The texture contains a
+ * scaling value for the final color value of a pixel. Its
+ * intensity is not affected by incoming light.
+ */
+ aiTextureType_LIGHTMAP = 0xA,
+
+ /** Reflection texture
+ *
+ * Contains the color of a perfect mirror reflection.
+ * Rarely used, almost never for real-time applications.
+ */
+ aiTextureType_REFLECTION = 0xB,
+
+ /** Unknown texture
+ *
+ * A texture reference that does not match any of the definitions
+ * above is considered to be 'unknown'. It is still imported,
+ * but is excluded from any further postprocessing.
+ */
+ aiTextureType_UNKNOWN = 0xC,
+
+
+ /** @cond never
+ * This value is not used. It forces the compiler to use at least
+ * 32 Bit integers to represent this enum.
+ */
+#ifndef SWIG
+ _aiTextureType_Force32Bit = 0x9fffffff
+#endif
+ //! @endcond
+};
+
+#define AI_TEXTURE_TYPE_MAX aiTextureType_UNKNOWN
+
+// ---------------------------------------------------------------------------
+/** @brief Defines all shading models supported by the library
+ *
+ * The list of shading modes has been taken from Blender.
+ * See Blender documentation for more information. The API does
+ * not distinguish between "specular" and "diffuse" shaders (thus the
+ * specular term for diffuse shading models like Oren-Nayar remains
+ * undefined). <br>
+ * Again, this value is just a hint. Assimp tries to select the shader whose
+ * most common implementation matches the original rendering results of the
+ * 3D modeller which wrote a particular model as closely as possible.
+ */
+enum aiShadingMode
+{
+ /** Flat shading. Shading is done on per-face base,
+ * diffuse only. Also known as 'faceted shading'.
+ */
+ aiShadingMode_Flat = 0x1,
+
+ /** Simple Gouraud shading.
+ */
+ aiShadingMode_Gouraud = 0x2,
+
+ /** Phong-Shading -
+ */
+ aiShadingMode_Phong = 0x3,
+
+ /** Phong-Blinn-Shading
+ */
+ aiShadingMode_Blinn = 0x4,
+
+ /** Toon-Shading per pixel
+ *
+ * Also known as 'comic' shader.
+ */
+ aiShadingMode_Toon = 0x5,
+
+ /** OrenNayar-Shading per pixel
+ *
+ * Extension to standard Lambertian shading, taking the
+ * roughness of the material into account
+ */
+ aiShadingMode_OrenNayar = 0x6,
+
+ /** Minnaert-Shading per pixel
+ *
+ * Extension to standard Lambertian shading, taking the
+ * "darkness" of the material into account
+ */
+ aiShadingMode_Minnaert = 0x7,
+
+ /** CookTorrance-Shading per pixel
+ *
+ * Special shader for metallic surfaces.
+ */
+ aiShadingMode_CookTorrance = 0x8,
+
+ /** No shading at all. Constant light influence of 1.0.
+ */
+ aiShadingMode_NoShading = 0x9,
+
+ /** Fresnel shading
+ */
+ aiShadingMode_Fresnel = 0xa,
+
+
+ /** @cond never
+ * This value is not used. It forces the compiler to use at least
+ * 32 Bit integers to represent this enum.
+ */
+#ifndef SWIG
+ _aiShadingMode_Force32Bit = 0x9fffffff
+#endif
+ //! @endcond
+};
+
+
+// ---------------------------------------------------------------------------
+/** @brief Defines some mixed flags for a particular texture.
+ *
+ * Usually you'll instruct your cg artists how textures have to look like ...
+ * and how they will be processed in your application. However, if you use
+ * Assimp for completely generic loading purposes you might also need to
+ * process these flags in order to display as many 'unknown' 3D models as
+ * possible correctly.
+ *
+ * This corresponds to the #AI_MATKEY_TEXFLAGS property.
+*/
+enum aiTextureFlags
+{
+ /** The texture's color values have to be inverted (componentwise 1-n)
+ */
+ aiTextureFlags_Invert = 0x1,
+
+ /** Explicit request to the application to process the alpha channel
+ * of the texture.
+ *
+ * Mutually exclusive with #aiTextureFlags_IgnoreAlpha. These
+ * flags are set if the library can say for sure that the alpha
+ * channel is used/is not used. If the model format does not
+ * define this, it is left to the application to decide whether
+ * the texture alpha channel - if any - is evaluated or not.
+ */
+ aiTextureFlags_UseAlpha = 0x2,
+
+ /** Explicit request to the application to ignore the alpha channel
+ * of the texture.
+ *
+ * Mutually exclusive with #aiTextureFlags_UseAlpha.
+ */
+ aiTextureFlags_IgnoreAlpha = 0x4,
+
+ /** @cond never
+ * This value is not used. It forces the compiler to use at least
+ * 32 Bit integers to represent this enum.
+ */
+#ifndef SWIG
+ _aiTextureFlags_Force32Bit = 0x9fffffff
+#endif
+ //! @endcond
+};
+
+
+// ---------------------------------------------------------------------------
+/** @brief Defines alpha-blend flags.
+ *
+ * If you're familiar with OpenGL or D3D, these flags aren't new to you.
+ * They define *how* the final color value of a pixel is computed, basing
+ * on the previous color at that pixel and the new color value from the
+ * material.
+ * The blend formula is:
+ * @code
+ * SourceColor * SourceBlend + DestColor * DestBlend
+ * @endcode
+ * where <DestColor> is the previous color in the framebuffer at this
+ * position and <SourceColor> is the material colro before the transparency
+ * calculation.<br>
+ * This corresponds to the #AI_MATKEY_BLEND_FUNC property.
+*/
+enum aiBlendMode
+{
+ /**
+ * Formula:
+ * @code
+ * SourceColor*SourceAlpha + DestColor*(1-SourceAlpha)
+ * @endcode
+ */
+ aiBlendMode_Default = 0x0,
+
+ /** Additive blending
+ *
+ * Formula:
+ * @code
+ * SourceColor*1 + DestColor*1
+ * @endcode
+ */
+ aiBlendMode_Additive = 0x1,
+
+ // we don't need more for the moment, but we might need them
+ // in future versions ...
+
+ /** @cond never
+ * This value is not used. It forces the compiler to use at least
+ * 32 Bit integers to represent this enum.
+ */
+#ifndef SWIG
+ _aiBlendMode_Force32Bit = 0x9fffffff
+#endif
+ //! @endcond
+};
+
+
+#include "./Compiler/pushpack1.h"
+
+// ---------------------------------------------------------------------------
+/** @brief Defines how an UV channel is transformed.
+ *
+ * This is just a helper structure for the #AI_MATKEY_UVTRANSFORM key.
+ * See its documentation for more details.
+ *
+ * Typically you'll want to build a matrix of this information. However,
+ * we keep separate scaling/translation/rotation values to make it
+ * easier to process and optimize UV transformations internally.
+ */
+struct aiUVTransform
+{
+ /** Translation on the u and v axes.
+ *
+ * The default value is (0|0).
+ */
+ C_STRUCT aiVector2D mTranslation;
+
+ /** Scaling on the u and v axes.
+ *
+ * The default value is (1|1).
+ */
+ C_STRUCT aiVector2D mScaling;
+
+ /** Rotation - in counter-clockwise direction.
+ *
+ * The rotation angle is specified in radians. The
+ * rotation center is 0.5f|0.5f. The default value
+ * 0.f.
+ */
+ float mRotation;
+
+
+#ifdef __cplusplus
+ aiUVTransform()
+ : mScaling (1.f,1.f)
+ , mRotation (0.f)
+ {
+ // nothing to be done here ...
+ }
+#endif
+
+} PACK_STRUCT;
+
+#include "./Compiler/poppack1.h"
+
+//! @cond AI_DOX_INCLUDE_INTERNAL
+// ---------------------------------------------------------------------------
+/** @brief A very primitive RTTI system for the contents of material
+ * properties.
+ */
+enum aiPropertyTypeInfo
+{
+ /** Array of single-precision (32 Bit) floats
+ *
+ * It is possible to use aiGetMaterialInteger[Array]() (or the C++-API
+ * aiMaterial::Get()) to query properties stored in floating-point format.
+ * The material system performs the type conversion automatically.
+ */
+ aiPTI_Float = 0x1,
+
+ /** The material property is an aiString.
+ *
+ * Arrays of strings aren't possible, aiGetMaterialString() (or the
+ * C++-API aiMaterial::Get()) *must* be used to query a string property.
+ */
+ aiPTI_String = 0x3,
+
+ /** Array of (32 Bit) integers
+ *
+ * It is possible to use aiGetMaterialFloat[Array]() (or the C++-API
+ * aiMaterial::Get()) to query properties stored in integer format.
+ * The material system performs the type conversion automatically.
+ */
+ aiPTI_Integer = 0x4,
+
+
+ /** Simple binary buffer, content undefined. Not convertible to anything.
+ */
+ aiPTI_Buffer = 0x5,
+
+
+ /** This value is not used. It is just there to force the
+ * compiler to map this enum to a 32 Bit integer.
+ */
+#ifndef SWIG
+ _aiPTI_Force32Bit = 0x9fffffff
+#endif
+};
+
+// ---------------------------------------------------------------------------
+/** @brief Data structure for a single material property
+ *
+ * As an user, you'll probably never need to deal with this data structure.
+ * Just use the provided aiGetMaterialXXX() or aiMaterial::Get() family
+ * of functions to query material properties easily. Processing them
+ * manually is faster, but it is not the recommended way. It isn't worth
+ * the effort. <br>
+ * Material property names follow a simple scheme:
+ * @code
+ * $<name>
+ * ?<name>
+ * A public property, there must be corresponding AI_MATKEY_XXX define
+ * 2nd: Public, but ignored by the #aiProcess_RemoveRedundantMaterials
+ * post-processing step.
+ * ~<name>
+ * A temporary property for internal use.
+ * @endcode
+ * @see aiMaterial
+ */
+struct aiMaterialProperty
+{
+ /** Specifies the name of the property (key)
+ * Keys are generally case insensitive.
+ */
+ C_STRUCT aiString mKey;
+
+ /** Textures: Specifies their exact usage semantic.
+ * For non-texture properties, this member is always 0
+ * (or, better-said, #aiTextureType_NONE).
+ */
+ unsigned int mSemantic;
+
+ /** Textures: Specifies the index of the texture.
+ * For non-texture properties, this member is always 0.
+ */
+ unsigned int mIndex;
+
+ /** Size of the buffer mData is pointing to, in bytes.
+ * This value may not be 0.
+ */
+ unsigned int mDataLength;
+
+ /** Type information for the property.
+ *
+ * Defines the data layout inside the data buffer. This is used
+ * by the library internally to perform debug checks and to
+ * utilize proper type conversions.
+ * (It's probably a hacky solution, but it works.)
+ */
+ C_ENUM aiPropertyTypeInfo mType;
+
+ /** Binary buffer to hold the property's value.
+ * The size of the buffer is always mDataLength.
+ */
+ char* mData;
+
+#ifdef __cplusplus
+
+ aiMaterialProperty() {
+ mData = NULL;
+ mIndex = mSemantic = 0;
+ }
+
+ ~aiMaterialProperty() {
+ delete[] mData;
+ }
+
+#endif
+};
+//! @endcond
+
+#ifdef __cplusplus
+} // We need to leave the "C" block here to allow template member functions
+#endif
+
+// ---------------------------------------------------------------------------
+/** @brief Data structure for a material
+*
+* Material data is stored using a key-value structure. A single key-value
+* pair is called a 'material property'. C++ users should use the provided
+* member functions of aiMaterial to process material properties, C users
+* have to stick with the aiMaterialGetXXX family of unbound functions.
+* The library defines a set of standard keys (AI_MATKEY_XXX).
+*/
+struct ASSIMP_API aiMaterial
+{
+
+#ifdef __cplusplus
+
+public:
+
+ aiMaterial();
+ ~aiMaterial();
+
+ // -------------------------------------------------------------------
+ /** @brief Retrieve an array of Type values with a specific key
+ * from the material
+ *
+ * @param pKey Key to search for. One of the AI_MATKEY_XXX constants.
+ * @param type .. set by AI_MATKEY_XXX
+ * @param idx .. set by AI_MATKEY_XXX
+ * @param pOut Pointer to a buffer to receive the result.
+ * @param pMax Specifies the size of the given buffer, in Type's.
+ * Receives the number of values (not bytes!) read.
+ * NULL is a valid value for this parameter.
+ */
+ template <typename Type>
+ aiReturn Get(const char* pKey,unsigned int type,
+ unsigned int idx, Type* pOut, unsigned int* pMax) const;
+
+ // -------------------------------------------------------------------
+ /** @brief Retrieve a Type value with a specific key
+ * from the material
+ *
+ * @param pKey Key to search for. One of the AI_MATKEY_XXX constants.
+ * @param type Specifies the type of the texture to be retrieved (
+ * e.g. diffuse, specular, height map ...)
+ * @param idx Index of the texture to be retrieved.
+ * @param pOut Reference to receive the output value
+ */
+ template <typename Type>
+ aiReturn Get(const char* pKey,unsigned int type,
+ unsigned int idx,Type& pOut) const;
+
+ // -------------------------------------------------------------------
+ /** Get the number of textures for a particular texture type.
+ * @param type Texture type to check for
+ * @return Number of textures for this type.
+ * @note A texture can be easily queried using #GetTexture() */
+ unsigned int GetTextureCount(aiTextureType type) const;
+
+ // -------------------------------------------------------------------
+ /** Helper function to get all parameters pertaining to a
+ * particular texture slot from a material.
+ *
+ * This function is provided just for convenience, you could also
+ * read the single material properties manually.
+ * @param type Specifies the type of the texture to be retrieved (
+ * e.g. diffuse, specular, height map ...)
+ * @param index Index of the texture to be retrieved. The function fails
+ * if there is no texture of that type with this index.
+ * #GetTextureCount() can be used to determine the number of textures
+ * per texture type.
+ * @param path Receives the path to the texture.
+ * NULL is a valid value.
+ * @param mapping The texture mapping.
+ * NULL is allowed as value.
+ * @param uvindex Receives the UV index of the texture.
+ * NULL is a valid value.
+ * @param blend Receives the blend factor for the texture
+ * NULL is a valid value.
+ * @param op Receives the texture operation to be performed between
+ * this texture and the previous texture. NULL is allowed as value.
+ * @param mapmode Receives the mapping modes to be used for the texture.
+ * The parameter may be NULL but if it is a valid pointer it MUST
+ * point to an array of 3 aiTextureMapMode's (one for each
+ * axis: UVW order (=XYZ)).
+ */
+ // -------------------------------------------------------------------
+ aiReturn GetTexture(aiTextureType type,
+ unsigned int index,
+ C_STRUCT aiString* path,
+ aiTextureMapping* mapping = NULL,
+ unsigned int* uvindex = NULL,
+ float* blend = NULL,
+ aiTextureOp* op = NULL,
+ aiTextureMapMode* mapmode = NULL) const;
+
+
+ // Setters
+
+
+ // ------------------------------------------------------------------------------
+ /** @brief Add a property with a given key and type info to the material
+ * structure
+ *
+ * @param pInput Pointer to input data
+ * @param pSizeInBytes Size of input data
+ * @param pKey Key/Usage of the property (AI_MATKEY_XXX)
+ * @param type Set by the AI_MATKEY_XXX macro
+ * @param index Set by the AI_MATKEY_XXX macro
+ * @param pType Type information hint */
+ aiReturn AddBinaryProperty (const void* pInput,
+ unsigned int pSizeInBytes,
+ const char* pKey,
+ unsigned int type ,
+ unsigned int index ,
+ aiPropertyTypeInfo pType);
+
+ // ------------------------------------------------------------------------------
+ /** @brief Add a string property with a given key and type info to the
+ * material structure
+ *
+ * @param pInput Input string
+ * @param pKey Key/Usage of the property (AI_MATKEY_XXX)
+ * @param type Set by the AI_MATKEY_XXX macro
+ * @param index Set by the AI_MATKEY_XXX macro */
+ aiReturn AddProperty (const aiString* pInput,
+ const char* pKey,
+ unsigned int type = 0,
+ unsigned int index = 0);
+
+ // ------------------------------------------------------------------------------
+ /** @brief Add a property with a given key to the material structure
+ * @param pInput Pointer to the input data
+ * @param pNumValues Number of values in the array
+ * @param pKey Key/Usage of the property (AI_MATKEY_XXX)
+ * @param type Set by the AI_MATKEY_XXX macro
+ * @param index Set by the AI_MATKEY_XXX macro */
+ template<class TYPE>
+ aiReturn AddProperty (const TYPE* pInput,
+ unsigned int pNumValues,
+ const char* pKey,
+ unsigned int type = 0,
+ unsigned int index = 0);
+
+ // ------------------------------------------------------------------------------
+ /** @brief Remove a given key from the list.
+ *
+ * The function fails if the key isn't found
+ * @param pKey Key to be deleted */
+ aiReturn RemoveProperty (const char* pKey,
+ unsigned int type = 0,
+ unsigned int index = 0);
+
+ // ------------------------------------------------------------------------------
+ /** @brief Removes all properties from the material.
+ *
+ * The data array remains allocated so adding new properties is quite fast. */
+ void Clear();
+
+ // ------------------------------------------------------------------------------
+ /** Copy the property list of a material
+ * @param pcDest Destination material
+ * @param pcSrc Source material
+ */
+ static void CopyPropertyList(aiMaterial* pcDest,
+ const aiMaterial* pcSrc);
+
+
+#endif
+
+ /** List of all material properties loaded. */
+ C_STRUCT aiMaterialProperty** mProperties;
+
+ /** Number of properties in the data base */
+ unsigned int mNumProperties;
+
+ /** Storage allocated */
+ unsigned int mNumAllocated;
+};
+
+// Go back to extern "C" again
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+// ---------------------------------------------------------------------------
+#define AI_MATKEY_NAME "?mat.name",0,0
+#define AI_MATKEY_TWOSIDED "$mat.twosided",0,0
+#define AI_MATKEY_SHADING_MODEL "$mat.shadingm",0,0
+#define AI_MATKEY_ENABLE_WIREFRAME "$mat.wireframe",0,0
+#define AI_MATKEY_BLEND_FUNC "$mat.blend",0,0
+#define AI_MATKEY_OPACITY "$mat.opacity",0,0
+#define AI_MATKEY_BUMPSCALING "$mat.bumpscaling",0,0
+#define AI_MATKEY_SHININESS "$mat.shininess",0,0
+#define AI_MATKEY_REFLECTIVITY "$mat.reflectivity",0,0
+#define AI_MATKEY_SHININESS_STRENGTH "$mat.shinpercent",0,0
+#define AI_MATKEY_REFRACTI "$mat.refracti",0,0
+#define AI_MATKEY_COLOR_DIFFUSE "$clr.diffuse",0,0
+#define AI_MATKEY_COLOR_AMBIENT "$clr.ambient",0,0
+#define AI_MATKEY_COLOR_SPECULAR "$clr.specular",0,0
+#define AI_MATKEY_COLOR_EMISSIVE "$clr.emissive",0,0
+#define AI_MATKEY_COLOR_TRANSPARENT "$clr.transparent",0,0
+#define AI_MATKEY_COLOR_REFLECTIVE "$clr.reflective",0,0
+#define AI_MATKEY_GLOBAL_BACKGROUND_IMAGE "?bg.global",0,0
+
+// ---------------------------------------------------------------------------
+// Pure key names for all texture-related properties
+//! @cond MATS_DOC_FULL
+#define _AI_MATKEY_TEXTURE_BASE "$tex.file"
+#define _AI_MATKEY_UVWSRC_BASE "$tex.uvwsrc"
+#define _AI_MATKEY_TEXOP_BASE "$tex.op"
+#define _AI_MATKEY_MAPPING_BASE "$tex.mapping"
+#define _AI_MATKEY_TEXBLEND_BASE "$tex.blend"
+#define _AI_MATKEY_MAPPINGMODE_U_BASE "$tex.mapmodeu"
+#define _AI_MATKEY_MAPPINGMODE_V_BASE "$tex.mapmodev"
+#define _AI_MATKEY_TEXMAP_AXIS_BASE "$tex.mapaxis"
+#define _AI_MATKEY_UVTRANSFORM_BASE "$tex.uvtrafo"
+#define _AI_MATKEY_TEXFLAGS_BASE "$tex.flags"
+//! @endcond
+
+// ---------------------------------------------------------------------------
+#define AI_MATKEY_TEXTURE(type, N) _AI_MATKEY_TEXTURE_BASE,type,N
+
+// For backward compatibility and simplicity
+//! @cond MATS_DOC_FULL
+#define AI_MATKEY_TEXTURE_DIFFUSE(N) \
+ AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE,N)
+
+#define AI_MATKEY_TEXTURE_SPECULAR(N) \
+ AI_MATKEY_TEXTURE(aiTextureType_SPECULAR,N)
+
+#define AI_MATKEY_TEXTURE_AMBIENT(N) \
+ AI_MATKEY_TEXTURE(aiTextureType_AMBIENT,N)
+
+#define AI_MATKEY_TEXTURE_EMISSIVE(N) \
+ AI_MATKEY_TEXTURE(aiTextureType_EMISSIVE,N)
+
+#define AI_MATKEY_TEXTURE_NORMALS(N) \
+ AI_MATKEY_TEXTURE(aiTextureType_NORMALS,N)
+
+#define AI_MATKEY_TEXTURE_HEIGHT(N) \
+ AI_MATKEY_TEXTURE(aiTextureType_HEIGHT,N)
+
+#define AI_MATKEY_TEXTURE_SHININESS(N) \
+ AI_MATKEY_TEXTURE(aiTextureType_SHININESS,N)
+
+#define AI_MATKEY_TEXTURE_OPACITY(N) \
+ AI_MATKEY_TEXTURE(aiTextureType_OPACITY,N)
+
+#define AI_MATKEY_TEXTURE_DISPLACEMENT(N) \
+ AI_MATKEY_TEXTURE(aiTextureType_DISPLACEMENT,N)
+
+#define AI_MATKEY_TEXTURE_LIGHTMAP(N) \
+ AI_MATKEY_TEXTURE(aiTextureType_LIGHTMAP,N)
+
+#define AI_MATKEY_TEXTURE_REFLECTION(N) \
+ AI_MATKEY_TEXTURE(aiTextureType_REFLECTION,N)
+
+//! @endcond
+
+// ---------------------------------------------------------------------------
+#define AI_MATKEY_UVWSRC(type, N) _AI_MATKEY_UVWSRC_BASE,type,N
+
+// For backward compatibility and simplicity
+//! @cond MATS_DOC_FULL
+#define AI_MATKEY_UVWSRC_DIFFUSE(N) \
+ AI_MATKEY_UVWSRC(aiTextureType_DIFFUSE,N)
+
+#define AI_MATKEY_UVWSRC_SPECULAR(N) \
+ AI_MATKEY_UVWSRC(aiTextureType_SPECULAR,N)
+
+#define AI_MATKEY_UVWSRC_AMBIENT(N) \
+ AI_MATKEY_UVWSRC(aiTextureType_AMBIENT,N)
+
+#define AI_MATKEY_UVWSRC_EMISSIVE(N) \
+ AI_MATKEY_UVWSRC(aiTextureType_EMISSIVE,N)
+
+#define AI_MATKEY_UVWSRC_NORMALS(N) \
+ AI_MATKEY_UVWSRC(aiTextureType_NORMALS,N)
+
+#define AI_MATKEY_UVWSRC_HEIGHT(N) \
+ AI_MATKEY_UVWSRC(aiTextureType_HEIGHT,N)
+
+#define AI_MATKEY_UVWSRC_SHININESS(N) \
+ AI_MATKEY_UVWSRC(aiTextureType_SHININESS,N)
+
+#define AI_MATKEY_UVWSRC_OPACITY(N) \
+ AI_MATKEY_UVWSRC(aiTextureType_OPACITY,N)
+
+#define AI_MATKEY_UVWSRC_DISPLACEMENT(N) \
+ AI_MATKEY_UVWSRC(aiTextureType_DISPLACEMENT,N)
+
+#define AI_MATKEY_UVWSRC_LIGHTMAP(N) \
+ AI_MATKEY_UVWSRC(aiTextureType_LIGHTMAP,N)
+
+#define AI_MATKEY_UVWSRC_REFLECTION(N) \
+ AI_MATKEY_UVWSRC(aiTextureType_REFLECTION,N)
+
+//! @endcond
+// ---------------------------------------------------------------------------
+#define AI_MATKEY_TEXOP(type, N) _AI_MATKEY_TEXOP_BASE,type,N
+
+// For backward compatibility and simplicity
+//! @cond MATS_DOC_FULL
+#define AI_MATKEY_TEXOP_DIFFUSE(N) \
+ AI_MATKEY_TEXOP(aiTextureType_DIFFUSE,N)
+
+#define AI_MATKEY_TEXOP_SPECULAR(N) \
+ AI_MATKEY_TEXOP(aiTextureType_SPECULAR,N)
+
+#define AI_MATKEY_TEXOP_AMBIENT(N) \
+ AI_MATKEY_TEXOP(aiTextureType_AMBIENT,N)
+
+#define AI_MATKEY_TEXOP_EMISSIVE(N) \
+ AI_MATKEY_TEXOP(aiTextureType_EMISSIVE,N)
+
+#define AI_MATKEY_TEXOP_NORMALS(N) \
+ AI_MATKEY_TEXOP(aiTextureType_NORMALS,N)
+
+#define AI_MATKEY_TEXOP_HEIGHT(N) \
+ AI_MATKEY_TEXOP(aiTextureType_HEIGHT,N)
+
+#define AI_MATKEY_TEXOP_SHININESS(N) \
+ AI_MATKEY_TEXOP(aiTextureType_SHININESS,N)
+
+#define AI_MATKEY_TEXOP_OPACITY(N) \
+ AI_MATKEY_TEXOP(aiTextureType_OPACITY,N)
+
+#define AI_MATKEY_TEXOP_DISPLACEMENT(N) \
+ AI_MATKEY_TEXOP(aiTextureType_DISPLACEMENT,N)
+
+#define AI_MATKEY_TEXOP_LIGHTMAP(N) \
+ AI_MATKEY_TEXOP(aiTextureType_LIGHTMAP,N)
+
+#define AI_MATKEY_TEXOP_REFLECTION(N) \
+ AI_MATKEY_TEXOP(aiTextureType_REFLECTION,N)
+
+//! @endcond
+// ---------------------------------------------------------------------------
+#define AI_MATKEY_MAPPING(type, N) _AI_MATKEY_MAPPING_BASE,type,N
+
+// For backward compatibility and simplicity
+//! @cond MATS_DOC_FULL
+#define AI_MATKEY_MAPPING_DIFFUSE(N) \
+ AI_MATKEY_MAPPING(aiTextureType_DIFFUSE,N)
+
+#define AI_MATKEY_MAPPING_SPECULAR(N) \
+ AI_MATKEY_MAPPING(aiTextureType_SPECULAR,N)
+
+#define AI_MATKEY_MAPPING_AMBIENT(N) \
+ AI_MATKEY_MAPPING(aiTextureType_AMBIENT,N)
+
+#define AI_MATKEY_MAPPING_EMISSIVE(N) \
+ AI_MATKEY_MAPPING(aiTextureType_EMISSIVE,N)
+
+#define AI_MATKEY_MAPPING_NORMALS(N) \
+ AI_MATKEY_MAPPING(aiTextureType_NORMALS,N)
+
+#define AI_MATKEY_MAPPING_HEIGHT(N) \
+ AI_MATKEY_MAPPING(aiTextureType_HEIGHT,N)
+
+#define AI_MATKEY_MAPPING_SHININESS(N) \
+ AI_MATKEY_MAPPING(aiTextureType_SHININESS,N)
+
+#define AI_MATKEY_MAPPING_OPACITY(N) \
+ AI_MATKEY_MAPPING(aiTextureType_OPACITY,N)
+
+#define AI_MATKEY_MAPPING_DISPLACEMENT(N) \
+ AI_MATKEY_MAPPING(aiTextureType_DISPLACEMENT,N)
+
+#define AI_MATKEY_MAPPING_LIGHTMAP(N) \
+ AI_MATKEY_MAPPING(aiTextureType_LIGHTMAP,N)
+
+#define AI_MATKEY_MAPPING_REFLECTION(N) \
+ AI_MATKEY_MAPPING(aiTextureType_REFLECTION,N)
+
+//! @endcond
+// ---------------------------------------------------------------------------
+#define AI_MATKEY_TEXBLEND(type, N) _AI_MATKEY_TEXBLEND_BASE,type,N
+
+// For backward compatibility and simplicity
+//! @cond MATS_DOC_FULL
+#define AI_MATKEY_TEXBLEND_DIFFUSE(N) \
+ AI_MATKEY_TEXBLEND(aiTextureType_DIFFUSE,N)
+
+#define AI_MATKEY_TEXBLEND_SPECULAR(N) \
+ AI_MATKEY_TEXBLEND(aiTextureType_SPECULAR,N)
+
+#define AI_MATKEY_TEXBLEND_AMBIENT(N) \
+ AI_MATKEY_TEXBLEND(aiTextureType_AMBIENT,N)
+
+#define AI_MATKEY_TEXBLEND_EMISSIVE(N) \
+ AI_MATKEY_TEXBLEND(aiTextureType_EMISSIVE,N)
+
+#define AI_MATKEY_TEXBLEND_NORMALS(N) \
+ AI_MATKEY_TEXBLEND(aiTextureType_NORMALS,N)
+
+#define AI_MATKEY_TEXBLEND_HEIGHT(N) \
+ AI_MATKEY_TEXBLEND(aiTextureType_HEIGHT,N)
+
+#define AI_MATKEY_TEXBLEND_SHININESS(N) \
+ AI_MATKEY_TEXBLEND(aiTextureType_SHININESS,N)
+
+#define AI_MATKEY_TEXBLEND_OPACITY(N) \
+ AI_MATKEY_TEXBLEND(aiTextureType_OPACITY,N)
+
+#define AI_MATKEY_TEXBLEND_DISPLACEMENT(N) \
+ AI_MATKEY_TEXBLEND(aiTextureType_DISPLACEMENT,N)
+
+#define AI_MATKEY_TEXBLEND_LIGHTMAP(N) \
+ AI_MATKEY_TEXBLEND(aiTextureType_LIGHTMAP,N)
+
+#define AI_MATKEY_TEXBLEND_REFLECTION(N) \
+ AI_MATKEY_TEXBLEND(aiTextureType_REFLECTION,N)
+
+//! @endcond
+// ---------------------------------------------------------------------------
+#define AI_MATKEY_MAPPINGMODE_U(type, N) _AI_MATKEY_MAPPINGMODE_U_BASE,type,N
+
+// For backward compatibility and simplicity
+//! @cond MATS_DOC_FULL
+#define AI_MATKEY_MAPPINGMODE_U_DIFFUSE(N) \
+ AI_MATKEY_MAPPINGMODE_U(aiTextureType_DIFFUSE,N)
+
+#define AI_MATKEY_MAPPINGMODE_U_SPECULAR(N) \
+ AI_MATKEY_MAPPINGMODE_U(aiTextureType_SPECULAR,N)
+
+#define AI_MATKEY_MAPPINGMODE_U_AMBIENT(N) \
+ AI_MATKEY_MAPPINGMODE_U(aiTextureType_AMBIENT,N)
+
+#define AI_MATKEY_MAPPINGMODE_U_EMISSIVE(N) \
+ AI_MATKEY_MAPPINGMODE_U(aiTextureType_EMISSIVE,N)
+
+#define AI_MATKEY_MAPPINGMODE_U_NORMALS(N) \
+ AI_MATKEY_MAPPINGMODE_U(aiTextureType_NORMALS,N)
+
+#define AI_MATKEY_MAPPINGMODE_U_HEIGHT(N) \
+ AI_MATKEY_MAPPINGMODE_U(aiTextureType_HEIGHT,N)
+
+#define AI_MATKEY_MAPPINGMODE_U_SHININESS(N) \
+ AI_MATKEY_MAPPINGMODE_U(aiTextureType_SHININESS,N)
+
+#define AI_MATKEY_MAPPINGMODE_U_OPACITY(N) \
+ AI_MATKEY_MAPPINGMODE_U(aiTextureType_OPACITY,N)
+
+#define AI_MATKEY_MAPPINGMODE_U_DISPLACEMENT(N) \
+ AI_MATKEY_MAPPINGMODE_U(aiTextureType_DISPLACEMENT,N)
+
+#define AI_MATKEY_MAPPINGMODE_U_LIGHTMAP(N) \
+ AI_MATKEY_MAPPINGMODE_U(aiTextureType_LIGHTMAP,N)
+
+#define AI_MATKEY_MAPPINGMODE_U_REFLECTION(N) \
+ AI_MATKEY_MAPPINGMODE_U(aiTextureType_REFLECTION,N)
+
+//! @endcond
+// ---------------------------------------------------------------------------
+#define AI_MATKEY_MAPPINGMODE_V(type, N) _AI_MATKEY_MAPPINGMODE_V_BASE,type,N
+
+// For backward compatibility and simplicity
+//! @cond MATS_DOC_FULL
+#define AI_MATKEY_MAPPINGMODE_V_DIFFUSE(N) \
+ AI_MATKEY_MAPPINGMODE_V(aiTextureType_DIFFUSE,N)
+
+#define AI_MATKEY_MAPPINGMODE_V_SPECULAR(N) \
+ AI_MATKEY_MAPPINGMODE_V(aiTextureType_SPECULAR,N)
+
+#define AI_MATKEY_MAPPINGMODE_V_AMBIENT(N) \
+ AI_MATKEY_MAPPINGMODE_V(aiTextureType_AMBIENT,N)
+
+#define AI_MATKEY_MAPPINGMODE_V_EMISSIVE(N) \
+ AI_MATKEY_MAPPINGMODE_V(aiTextureType_EMISSIVE,N)
+
+#define AI_MATKEY_MAPPINGMODE_V_NORMALS(N) \
+ AI_MATKEY_MAPPINGMODE_V(aiTextureType_NORMALS,N)
+
+#define AI_MATKEY_MAPPINGMODE_V_HEIGHT(N) \
+ AI_MATKEY_MAPPINGMODE_V(aiTextureType_HEIGHT,N)
+
+#define AI_MATKEY_MAPPINGMODE_V_SHININESS(N) \
+ AI_MATKEY_MAPPINGMODE_V(aiTextureType_SHININESS,N)
+
+#define AI_MATKEY_MAPPINGMODE_V_OPACITY(N) \
+ AI_MATKEY_MAPPINGMODE_V(aiTextureType_OPACITY,N)
+
+#define AI_MATKEY_MAPPINGMODE_V_DISPLACEMENT(N) \
+ AI_MATKEY_MAPPINGMODE_V(aiTextureType_DISPLACEMENT,N)
+
+#define AI_MATKEY_MAPPINGMODE_V_LIGHTMAP(N) \
+ AI_MATKEY_MAPPINGMODE_V(aiTextureType_LIGHTMAP,N)
+
+#define AI_MATKEY_MAPPINGMODE_V_REFLECTION(N) \
+ AI_MATKEY_MAPPINGMODE_V(aiTextureType_REFLECTION,N)
+
+//! @endcond
+// ---------------------------------------------------------------------------
+#define AI_MATKEY_TEXMAP_AXIS(type, N) _AI_MATKEY_TEXMAP_AXIS_BASE,type,N
+
+// For backward compatibility and simplicity
+//! @cond MATS_DOC_FULL
+#define AI_MATKEY_TEXMAP_AXIS_DIFFUSE(N) \
+ AI_MATKEY_TEXMAP_AXIS(aiTextureType_DIFFUSE,N)
+
+#define AI_MATKEY_TEXMAP_AXIS_SPECULAR(N) \
+ AI_MATKEY_TEXMAP_AXIS(aiTextureType_SPECULAR,N)
+
+#define AI_MATKEY_TEXMAP_AXIS_AMBIENT(N) \
+ AI_MATKEY_TEXMAP_AXIS(aiTextureType_AMBIENT,N)
+
+#define AI_MATKEY_TEXMAP_AXIS_EMISSIVE(N) \
+ AI_MATKEY_TEXMAP_AXIS(aiTextureType_EMISSIVE,N)
+
+#define AI_MATKEY_TEXMAP_AXIS_NORMALS(N) \
+ AI_MATKEY_TEXMAP_AXIS(aiTextureType_NORMALS,N)
+
+#define AI_MATKEY_TEXMAP_AXIS_HEIGHT(N) \
+ AI_MATKEY_TEXMAP_AXIS(aiTextureType_HEIGHT,N)
+
+#define AI_MATKEY_TEXMAP_AXIS_SHININESS(N) \
+ AI_MATKEY_TEXMAP_AXIS(aiTextureType_SHININESS,N)
+
+#define AI_MATKEY_TEXMAP_AXIS_OPACITY(N) \
+ AI_MATKEY_TEXMAP_AXIS(aiTextureType_OPACITY,N)
+
+#define AI_MATKEY_TEXMAP_AXIS_DISPLACEMENT(N) \
+ AI_MATKEY_TEXMAP_AXIS(aiTextureType_DISPLACEMENT,N)
+
+#define AI_MATKEY_TEXMAP_AXIS_LIGHTMAP(N) \
+ AI_MATKEY_TEXMAP_AXIS(aiTextureType_LIGHTMAP,N)
+
+#define AI_MATKEY_TEXMAP_AXIS_REFLECTION(N) \
+ AI_MATKEY_TEXMAP_AXIS(aiTextureType_REFLECTION,N)
+
+//! @endcond
+// ---------------------------------------------------------------------------
+#define AI_MATKEY_UVTRANSFORM(type, N) _AI_MATKEY_UVTRANSFORM_BASE,type,N
+
+// For backward compatibility and simplicity
+//! @cond MATS_DOC_FULL
+#define AI_MATKEY_UVTRANSFORM_DIFFUSE(N) \
+ AI_MATKEY_UVTRANSFORM(aiTextureType_DIFFUSE,N)
+
+#define AI_MATKEY_UVTRANSFORM_SPECULAR(N) \
+ AI_MATKEY_UVTRANSFORM(aiTextureType_SPECULAR,N)
+
+#define AI_MATKEY_UVTRANSFORM_AMBIENT(N) \
+ AI_MATKEY_UVTRANSFORM(aiTextureType_AMBIENT,N)
+
+#define AI_MATKEY_UVTRANSFORM_EMISSIVE(N) \
+ AI_MATKEY_UVTRANSFORM(aiTextureType_EMISSIVE,N)
+
+#define AI_MATKEY_UVTRANSFORM_NORMALS(N) \
+ AI_MATKEY_UVTRANSFORM(aiTextureType_NORMALS,N)
+
+#define AI_MATKEY_UVTRANSFORM_HEIGHT(N) \
+ AI_MATKEY_UVTRANSFORM(aiTextureType_HEIGHT,N)
+
+#define AI_MATKEY_UVTRANSFORM_SHININESS(N) \
+ AI_MATKEY_UVTRANSFORM(aiTextureType_SHININESS,N)
+
+#define AI_MATKEY_UVTRANSFORM_OPACITY(N) \
+ AI_MATKEY_UVTRANSFORM(aiTextureType_OPACITY,N)
+
+#define AI_MATKEY_UVTRANSFORM_DISPLACEMENT(N) \
+ AI_MATKEY_UVTRANSFORM(aiTextureType_DISPLACEMENT,N)
+
+#define AI_MATKEY_UVTRANSFORM_LIGHTMAP(N) \
+ AI_MATKEY_UVTRANSFORM(aiTextureType_LIGHTMAP,N)
+
+#define AI_MATKEY_UVTRANSFORM_REFLECTION(N) \
+ AI_MATKEY_UVTRANSFORM(aiTextureType_REFLECTION,N)
+
+#define AI_MATKEY_UVTRANSFORM_UNKNOWN(N) \
+ AI_MATKEY_UVTRANSFORM(aiTextureType_UNKNOWN,N)
+
+//! @endcond
+// ---------------------------------------------------------------------------
+#define AI_MATKEY_TEXFLAGS(type, N) _AI_MATKEY_TEXFLAGS_BASE,type,N
+
+// For backward compatibility and simplicity
+//! @cond MATS_DOC_FULL
+#define AI_MATKEY_TEXFLAGS_DIFFUSE(N) \
+ AI_MATKEY_TEXFLAGS(aiTextureType_DIFFUSE,N)
+
+#define AI_MATKEY_TEXFLAGS_SPECULAR(N) \
+ AI_MATKEY_TEXFLAGS(aiTextureType_SPECULAR,N)
+
+#define AI_MATKEY_TEXFLAGS_AMBIENT(N) \
+ AI_MATKEY_TEXFLAGS(aiTextureType_AMBIENT,N)
+
+#define AI_MATKEY_TEXFLAGS_EMISSIVE(N) \
+ AI_MATKEY_TEXFLAGS(aiTextureType_EMISSIVE,N)
+
+#define AI_MATKEY_TEXFLAGS_NORMALS(N) \
+ AI_MATKEY_TEXFLAGS(aiTextureType_NORMALS,N)
+
+#define AI_MATKEY_TEXFLAGS_HEIGHT(N) \
+ AI_MATKEY_TEXFLAGS(aiTextureType_HEIGHT,N)
+
+#define AI_MATKEY_TEXFLAGS_SHININESS(N) \
+ AI_MATKEY_TEXFLAGS(aiTextureType_SHININESS,N)
+
+#define AI_MATKEY_TEXFLAGS_OPACITY(N) \
+ AI_MATKEY_TEXFLAGS(aiTextureType_OPACITY,N)
+
+#define AI_MATKEY_TEXFLAGS_DISPLACEMENT(N) \
+ AI_MATKEY_TEXFLAGS(aiTextureType_DISPLACEMENT,N)
+
+#define AI_MATKEY_TEXFLAGS_LIGHTMAP(N) \
+ AI_MATKEY_TEXFLAGS(aiTextureType_LIGHTMAP,N)
+
+#define AI_MATKEY_TEXFLAGS_REFLECTION(N) \
+ AI_MATKEY_TEXFLAGS(aiTextureType_REFLECTION,N)
+
+#define AI_MATKEY_TEXFLAGS_UNKNOWN(N) \
+ AI_MATKEY_TEXFLAGS(aiTextureType_UNKNOWN,N)
+
+// ---------------------------------------------------------------------------
+/** @brief Retrieve a material property with a specific key from the material
+ *
+ * @param pMat Pointer to the input material. May not be NULL
+ * @param pKey Key to search for. One of the AI_MATKEY_XXX constants.
+ * @param type Specifies the type of the texture to be retrieved (
+ * e.g. diffuse, specular, height map ...)
+ * @param index Index of the texture to be retrieved.
+ * @param pPropOut Pointer to receive a pointer to a valid aiMaterialProperty
+ * structure or NULL if the key has not been found. */
+// ---------------------------------------------------------------------------
+ASSIMP_API C_ENUM aiReturn aiGetMaterialProperty(
+ const C_STRUCT aiMaterial* pMat,
+ const char* pKey,
+ unsigned int type,
+ unsigned int index,
+ const C_STRUCT aiMaterialProperty** pPropOut);
+
+// ---------------------------------------------------------------------------
+/** @brief Retrieve an array of float values with a specific key
+ * from the material
+ *
+ * Pass one of the AI_MATKEY_XXX constants for the last three parameters (the
+ * example reads the #AI_MATKEY_UVTRANSFORM property of the first diffuse texture)
+ * @code
+ * aiUVTransform trafo;
+ * unsigned int max = sizeof(aiUVTransform);
+ * if (AI_SUCCESS != aiGetMaterialFloatArray(mat, AI_MATKEY_UVTRANSFORM(aiTextureType_DIFFUSE,0),
+ * (float*)&trafo, &max) || sizeof(aiUVTransform) != max)
+ * {
+ * // error handling
+ * }
+ * @endcode
+ *
+ * @param pMat Pointer to the input material. May not be NULL
+ * @param pKey Key to search for. One of the AI_MATKEY_XXX constants.
+ * @param pOut Pointer to a buffer to receive the result.
+ * @param pMax Specifies the size of the given buffer, in float's.
+ * Receives the number of values (not bytes!) read.
+ * @param type (see the code sample above)
+ * @param index (see the code sample above)
+ * @return Specifies whether the key has been found. If not, the output
+ * arrays remains unmodified and pMax is set to 0.*/
+// ---------------------------------------------------------------------------
+ASSIMP_API C_ENUM aiReturn aiGetMaterialFloatArray(
+ const C_STRUCT aiMaterial* pMat,
+ const char* pKey,
+ unsigned int type,
+ unsigned int index,
+ float* pOut,
+ unsigned int* pMax);
+
+
+#ifdef __cplusplus
+
+// ---------------------------------------------------------------------------
+/** @brief Retrieve a single float property with a specific key from the material.
+*
+* Pass one of the AI_MATKEY_XXX constants for the last three parameters (the
+* example reads the #AI_MATKEY_SHININESS_STRENGTH property of the first diffuse texture)
+* @code
+* float specStrength = 1.f; // default value, remains unmodified if we fail.
+* aiGetMaterialFloat(mat, AI_MATKEY_SHININESS_STRENGTH,
+* (float*)&specStrength);
+* @endcode
+*
+* @param pMat Pointer to the input material. May not be NULL
+* @param pKey Key to search for. One of the AI_MATKEY_XXX constants.
+* @param pOut Receives the output float.
+* @param type (see the code sample above)
+* @param index (see the code sample above)
+* @return Specifies whether the key has been found. If not, the output
+* float remains unmodified.*/
+// ---------------------------------------------------------------------------
+inline aiReturn aiGetMaterialFloat(const aiMaterial* pMat,
+ const char* pKey,
+ unsigned int type,
+ unsigned int index,
+ float* pOut)
+{
+ return aiGetMaterialFloatArray(pMat,pKey,type,index,pOut,(unsigned int*)0x0);
+}
+
+#else
+
+// Use our friend, the C preprocessor
+#define aiGetMaterialFloat (pMat, type, index, pKey, pOut) \
+ aiGetMaterialFloatArray(pMat, type, index, pKey, pOut, NULL)
+
+#endif //!__cplusplus
+
+
+// ---------------------------------------------------------------------------
+/** @brief Retrieve an array of integer values with a specific key
+ * from a material
+ *
+ * See the sample for aiGetMaterialFloatArray for more information.*/
+ASSIMP_API C_ENUM aiReturn aiGetMaterialIntegerArray(const C_STRUCT aiMaterial* pMat,
+ const char* pKey,
+ unsigned int type,
+ unsigned int index,
+ int* pOut,
+ unsigned int* pMax);
+
+
+#ifdef __cplusplus
+
+// ---------------------------------------------------------------------------
+/** @brief Retrieve an integer property with a specific key from a material
+ *
+ * See the sample for aiGetMaterialFloat for more information.*/
+// ---------------------------------------------------------------------------
+inline aiReturn aiGetMaterialInteger(const C_STRUCT aiMaterial* pMat,
+ const char* pKey,
+ unsigned int type,
+ unsigned int index,
+ int* pOut)
+{
+ return aiGetMaterialIntegerArray(pMat,pKey,type,index,pOut,(unsigned int*)0x0);
+}
+
+#else
+
+// use our friend, the C preprocessor
+#define aiGetMaterialInteger (pMat, type, index, pKey, pOut) \
+ aiGetMaterialIntegerArray(pMat, type, index, pKey, pOut, NULL)
+
+#endif //!__cplusplus
+
+
+
+// ---------------------------------------------------------------------------
+/** @brief Retrieve a color value from the material property table
+*
+* See the sample for aiGetMaterialFloat for more information*/
+// ---------------------------------------------------------------------------
+ASSIMP_API C_ENUM aiReturn aiGetMaterialColor(const C_STRUCT aiMaterial* pMat,
+ const char* pKey,
+ unsigned int type,
+ unsigned int index,
+ C_STRUCT aiColor4D* pOut);
+
+
+// ---------------------------------------------------------------------------
+/** @brief Retrieve a string from the material property table
+*
+* See the sample for aiGetMaterialFloat for more information.*/
+// ---------------------------------------------------------------------------
+ASSIMP_API C_ENUM aiReturn aiGetMaterialString(const C_STRUCT aiMaterial* pMat,
+ const char* pKey,
+ unsigned int type,
+ unsigned int index,
+ C_STRUCT aiString* pOut);
+
+// ---------------------------------------------------------------------------
+/** Get the number of textures for a particular texture type.
+ * @param[in] pMat Pointer to the input material. May not be NULL
+ * @param type Texture type to check for
+ * @return Number of textures for this type.
+ * @note A texture can be easily queried using #aiGetMaterialTexture() */
+// ---------------------------------------------------------------------------
+ASSIMP_API unsigned int aiGetMaterialTextureCount(const C_STRUCT aiMaterial* pMat,
+ C_ENUM aiTextureType type);
+
+// ---------------------------------------------------------------------------
+/** @brief Helper function to get all values pertaining to a particular
+ * texture slot from a material structure.
+ *
+ * This function is provided just for convenience. You could also read the
+ * texture by parsing all of its properties manually. This function bundles
+ * all of them in a huge function monster.
+ *
+ * @param[in] mat Pointer to the input material. May not be NULL
+ * @param[in] type Specifies the texture stack to read from (e.g. diffuse,
+ * specular, height map ...).
+ * @param[in] index Index of the texture. The function fails if the
+ * requested index is not available for this texture type.
+ * #aiGetMaterialTextureCount() can be used to determine the number of
+ * textures in a particular texture stack.
+ * @param[out] path Receives the output path
+ * This parameter must be non-null.
+ * @param mapping The texture mapping mode to be used.
+ * Pass NULL if you're not interested in this information.
+ * @param[out] uvindex For UV-mapped textures: receives the index of the UV
+ * source channel. Unmodified otherwise.
+ * Pass NULL if you're not interested in this information.
+ * @param[out] blend Receives the blend factor for the texture
+ * Pass NULL if you're not interested in this information.
+ * @param[out] op Receives the texture blend operation to be perform between
+ * this texture and the previous texture.
+ * Pass NULL if you're not interested in this information.
+ * @param[out] mapmode Receives the mapping modes to be used for the texture.
+ * Pass NULL if you're not interested in this information. Otherwise,
+ * pass a pointer to an array of two aiTextureMapMode's (one for each
+ * axis, UV order).
+ * @return AI_SUCCESS on success, otherwise something else. Have fun.*/
+// ---------------------------------------------------------------------------
+#ifdef __cplusplus
+ASSIMP_API aiReturn aiGetMaterialTexture(const C_STRUCT aiMaterial* mat,
+ aiTextureType type,
+ unsigned int index,
+ aiString* path,
+ aiTextureMapping* mapping = NULL,
+ unsigned int* uvindex = NULL,
+ float* blend = NULL,
+ aiTextureOp* op = NULL,
+ aiTextureMapMode* mapmode = NULL,
+ unsigned int* flags = NULL);
+#else
+C_ENUM aiReturn aiGetMaterialTexture(const C_STRUCT aiMaterial* mat,
+ C_ENUM aiTextureType type,
+ unsigned int index,
+ C_STRUCT aiString* path,
+ C_ENUM aiTextureMapping* mapping /*= NULL*/,
+ unsigned int* uvindex /*= NULL*/,
+ float* blend /*= NULL*/,
+ C_ENUM aiTextureOp* op /*= NULL*/,
+ C_ENUM aiTextureMapMode* mapmode /*= NULL*/,
+ unsigned int* flags /*= NULL*/);
+#endif // !#ifdef __cplusplus
+
+#ifdef __cplusplus
+}
+
+#include "material.inl"
+
+#endif //!__cplusplus
+#endif //!!AI_MATERIAL_H_INC
diff --git a/src/3rdparty/assimp/include/assimp/material.inl b/src/3rdparty/assimp/include/assimp/material.inl
new file mode 100644
index 000000000..305208366
--- /dev/null
+++ b/src/3rdparty/assimp/include/assimp/material.inl
@@ -0,0 +1,276 @@
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
+conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+---------------------------------------------------------------------------
+*/
+
+/** @file aiMaterial.inl
+ * @brief Defines the C++ getters for the material system
+ */
+
+#ifndef AI_MATERIAL_INL_INC
+#define AI_MATERIAL_INL_INC
+
+//! @cond never
+
+// ---------------------------------------------------------------------------
+inline aiReturn aiMaterial::GetTexture( aiTextureType type,
+ unsigned int index,
+ C_STRUCT aiString* path,
+ aiTextureMapping* mapping /*= NULL*/,
+ unsigned int* uvindex /*= NULL*/,
+ float* blend /*= NULL*/,
+ aiTextureOp* op /*= NULL*/,
+ aiTextureMapMode* mapmode /*= NULL*/) const
+{
+ return ::aiGetMaterialTexture(this,type,index,path,mapping,uvindex,blend,op,mapmode);
+}
+
+// ---------------------------------------------------------------------------
+inline unsigned int aiMaterial::GetTextureCount(aiTextureType type) const
+{
+ return ::aiGetMaterialTextureCount(this,type);
+}
+
+// ---------------------------------------------------------------------------
+template <typename Type>
+inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
+ unsigned int idx, Type* pOut,
+ unsigned int* pMax) const
+{
+ unsigned int iNum = pMax ? *pMax : 1;
+
+ const aiMaterialProperty* prop;
+ const aiReturn ret = ::aiGetMaterialProperty(this,pKey,type,idx,
+ (const aiMaterialProperty**)&prop);
+ if ( AI_SUCCESS == ret ) {
+
+ if (prop->mDataLength < sizeof(Type)*iNum) {
+ return AI_FAILURE;
+ }
+
+ if (prop->mType != aiPTI_Buffer) {
+ return AI_FAILURE;
+ }
+
+ iNum = std::min((size_t)iNum,prop->mDataLength / sizeof(Type));
+ memcpy(pOut,prop->mData,iNum * sizeof(Type));
+ if (pMax) {
+ *pMax = iNum;
+ }
+ }
+ return ret;
+}
+
+// ---------------------------------------------------------------------------
+template <typename Type>
+inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
+ unsigned int idx,Type& pOut) const
+{
+ const aiMaterialProperty* prop;
+ const aiReturn ret = ::aiGetMaterialProperty(this,pKey,type,idx,
+ (const aiMaterialProperty**)&prop);
+ if ( AI_SUCCESS == ret ) {
+
+ if (prop->mDataLength < sizeof(Type)) {
+ return AI_FAILURE;
+ }
+
+ if (prop->mType != aiPTI_Buffer) {
+ return AI_FAILURE;
+ }
+
+ memcpy(&pOut,prop->mData,sizeof(Type));
+ }
+ return ret;
+}
+
+// ---------------------------------------------------------------------------
+template <>
+inline aiReturn aiMaterial::Get<float>(const char* pKey,unsigned int type,
+ unsigned int idx,float* pOut,
+ unsigned int* pMax) const
+{
+ return ::aiGetMaterialFloatArray(this,pKey,type,idx,pOut,pMax);
+}
+// ---------------------------------------------------------------------------
+template <>
+inline aiReturn aiMaterial::Get<int>(const char* pKey,unsigned int type,
+ unsigned int idx,int* pOut,
+ unsigned int* pMax) const
+{
+ return ::aiGetMaterialIntegerArray(this,pKey,type,idx,pOut,pMax);
+}
+// ---------------------------------------------------------------------------
+template <>
+inline aiReturn aiMaterial::Get<float>(const char* pKey,unsigned int type,
+ unsigned int idx,float& pOut) const
+{
+ return aiGetMaterialFloat(this,pKey,type,idx,&pOut);
+}
+// ---------------------------------------------------------------------------
+template <>
+inline aiReturn aiMaterial::Get<int>(const char* pKey,unsigned int type,
+ unsigned int idx,int& pOut) const
+{
+ return aiGetMaterialInteger(this,pKey,type,idx,&pOut);
+}
+// ---------------------------------------------------------------------------
+template <>
+inline aiReturn aiMaterial::Get<aiColor4D>(const char* pKey,unsigned int type,
+ unsigned int idx,aiColor4D& pOut) const
+{
+ return aiGetMaterialColor(this,pKey,type,idx,&pOut);
+}
+// ---------------------------------------------------------------------------
+template <>
+inline aiReturn aiMaterial::Get<aiColor3D>(const char* pKey,unsigned int type,
+ unsigned int idx,aiColor3D& pOut) const
+{
+ aiColor4D c;
+ const aiReturn ret = aiGetMaterialColor(this,pKey,type,idx,&c);
+ pOut = aiColor3D(c.r,c.g,c.b);
+ return ret;
+}
+// ---------------------------------------------------------------------------
+template <>
+inline aiReturn aiMaterial::Get<aiString>(const char* pKey,unsigned int type,
+ unsigned int idx,aiString& pOut) const
+{
+ return aiGetMaterialString(this,pKey,type,idx,&pOut);
+}
+
+
+#ifndef ASSIMP_BUILD_NO_EXPORT
+
+// ---------------------------------------------------------------------------
+template<class TYPE>
+aiReturn aiMaterial::AddProperty (const TYPE* pInput,
+ const unsigned int pNumValues,
+ const char* pKey,
+ unsigned int type,
+ unsigned int index)
+{
+ return AddBinaryProperty((const void*)pInput,
+ pNumValues * sizeof(TYPE),
+ pKey,type,index,aiPTI_Buffer);
+}
+
+// ---------------------------------------------------------------------------
+template<>
+inline aiReturn aiMaterial::AddProperty<float> (const float* pInput,
+ const unsigned int pNumValues,
+ const char* pKey,
+ unsigned int type,
+ unsigned int index)
+{
+ return AddBinaryProperty((const void*)pInput,
+ pNumValues * sizeof(float),
+ pKey,type,index,aiPTI_Float);
+}
+
+// ---------------------------------------------------------------------------
+template<>
+inline aiReturn aiMaterial::AddProperty<aiUVTransform> (const aiUVTransform* pInput,
+ const unsigned int pNumValues,
+ const char* pKey,
+ unsigned int type,
+ unsigned int index)
+{
+ return AddBinaryProperty((const void*)pInput,
+ pNumValues * sizeof(aiUVTransform),
+ pKey,type,index,aiPTI_Float);
+}
+
+// ---------------------------------------------------------------------------
+template<>
+inline aiReturn aiMaterial::AddProperty<aiColor4D> (const aiColor4D* pInput,
+ const unsigned int pNumValues,
+ const char* pKey,
+ unsigned int type,
+ unsigned int index)
+{
+ return AddBinaryProperty((const void*)pInput,
+ pNumValues * sizeof(aiColor4D),
+ pKey,type,index,aiPTI_Float);
+}
+
+// ---------------------------------------------------------------------------
+template<>
+inline aiReturn aiMaterial::AddProperty<aiColor3D> (const aiColor3D* pInput,
+ const unsigned int pNumValues,
+ const char* pKey,
+ unsigned int type,
+ unsigned int index)
+{
+ return AddBinaryProperty((const void*)pInput,
+ pNumValues * sizeof(aiColor3D),
+ pKey,type,index,aiPTI_Float);
+}
+
+// ---------------------------------------------------------------------------
+template<>
+inline aiReturn aiMaterial::AddProperty<aiVector3D> (const aiVector3D* pInput,
+ const unsigned int pNumValues,
+ const char* pKey,
+ unsigned int type,
+ unsigned int index)
+{
+ return AddBinaryProperty((const void*)pInput,
+ pNumValues * sizeof(aiVector3D),
+ pKey,type,index,aiPTI_Float);
+}
+
+// ---------------------------------------------------------------------------
+template<>
+inline aiReturn aiMaterial::AddProperty<int> (const int* pInput,
+ const unsigned int pNumValues,
+ const char* pKey,
+ unsigned int type,
+ unsigned int index)
+{
+ return AddBinaryProperty((const void*)pInput,
+ pNumValues * sizeof(int),
+ pKey,type,index,aiPTI_Integer);
+}
+
+#endif
+
+//! @endcond
+
+#endif //! AI_MATERIAL_INL_INC
diff --git a/src/3rdparty/assimp/include/assimp/matrix3x3.h b/src/3rdparty/assimp/include/assimp/matrix3x3.h
new file mode 100644
index 000000000..500cb9eff
--- /dev/null
+++ b/src/3rdparty/assimp/include/assimp/matrix3x3.h
@@ -0,0 +1,183 @@
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
+conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+---------------------------------------------------------------------------
+*/
+
+/** @file matrix3x3.h
+ * @brief Definition of a 3x3 matrix, including operators when compiling in C++
+ */
+#ifndef AI_MATRIX3x3_H_INC
+#define AI_MATRIX3x3_H_INC
+
+#include "./Compiler/pushpack1.h"
+
+#ifdef __cplusplus
+
+template <typename T> class aiMatrix4x4t;
+template <typename T> class aiVector2t;
+
+// ---------------------------------------------------------------------------
+/** @brief Represents a row-major 3x3 matrix
+ *
+ * There's much confusion about matrix layouts (column vs. row order).
+ * This is *always* a row-major matrix. Not even with the
+ * #aiProcess_ConvertToLeftHanded flag, which absolutely does not affect
+ * matrix order - it just affects the handedness of the coordinate system
+ * defined thereby.
+ */
+template <typename TReal>
+class aiMatrix3x3t
+{
+public:
+
+ aiMatrix3x3t () :
+ a1(static_cast<TReal>(1.0f)), a2(), a3(),
+ b1(), b2(static_cast<TReal>(1.0f)), b3(),
+ c1(), c2(), c3(static_cast<TReal>(1.0f)) {}
+
+ aiMatrix3x3t ( TReal _a1, TReal _a2, TReal _a3,
+ TReal _b1, TReal _b2, TReal _b3,
+ TReal _c1, TReal _c2, TReal _c3) :
+ a1(_a1), a2(_a2), a3(_a3),
+ b1(_b1), b2(_b2), b3(_b3),
+ c1(_c1), c2(_c2), c3(_c3)
+ {}
+
+public:
+
+ // matrix multiplication.
+ aiMatrix3x3t& operator *= (const aiMatrix3x3t& m);
+ aiMatrix3x3t operator * (const aiMatrix3x3t& m) const;
+
+ // array access operators
+ TReal* operator[] (unsigned int p_iIndex);
+ const TReal* operator[] (unsigned int p_iIndex) const;
+
+ // comparison operators
+ bool operator== (const aiMatrix4x4t<TReal> m) const;
+ bool operator!= (const aiMatrix4x4t<TReal> m) const;
+
+ template <typename TOther>
+ operator aiMatrix3x3t<TOther> () const;
+
+public:
+
+ // -------------------------------------------------------------------
+ /** @brief Construction from a 4x4 matrix. The remaining parts
+ * of the matrix are ignored.
+ */
+ explicit aiMatrix3x3t( const aiMatrix4x4t<TReal>& pMatrix);
+
+ // -------------------------------------------------------------------
+ /** @brief Transpose the matrix
+ */
+ aiMatrix3x3t& Transpose();
+
+ // -------------------------------------------------------------------
+ /** @brief Invert the matrix.
+ * If the matrix is not invertible all elements are set to qnan.
+ * Beware, use (f != f) to check whether a TReal f is qnan.
+ */
+ aiMatrix3x3t& Inverse();
+ TReal Determinant() const;
+
+public:
+ // -------------------------------------------------------------------
+ /** @brief Returns a rotation matrix for a rotation around z
+ * @param a Rotation angle, in radians
+ * @param out Receives the output matrix
+ * @return Reference to the output matrix
+ */
+ static aiMatrix3x3t& RotationZ(TReal a, aiMatrix3x3t& out);
+
+ // -------------------------------------------------------------------
+ /** @brief Returns a rotation matrix for a rotation around
+ * an arbitrary axis.
+ *
+ * @param a Rotation angle, in radians
+ * @param axis Axis to rotate around
+ * @param out To be filled
+ */
+ static aiMatrix3x3t& Rotation( TReal a,
+ const aiVector3t<TReal>& axis, aiMatrix3x3t& out);
+
+ // -------------------------------------------------------------------
+ /** @brief Returns a translation matrix
+ * @param v Translation vector
+ * @param out Receives the output matrix
+ * @return Reference to the output matrix
+ */
+ static aiMatrix3x3t& Translation( const aiVector2t<TReal>& v, aiMatrix3x3t& out);
+
+ // -------------------------------------------------------------------
+ /** @brief A function for creating a rotation matrix that rotates a
+ * vector called "from" into another vector called "to".
+ * Input : from[3], to[3] which both must be *normalized* non-zero vectors
+ * Output: mtx[3][3] -- a 3x3 matrix in colum-major form
+ * Authors: Tomas Möller, John Hughes
+ * "Efficiently Building a Matrix to Rotate One Vector to Another"
+ * Journal of Graphics Tools, 4(4):1-4, 1999
+ */
+ static aiMatrix3x3t& FromToMatrix(const aiVector3t<TReal>& from,
+ const aiVector3t<TReal>& to, aiMatrix3x3t& out);
+
+public:
+
+
+ TReal a1, a2, a3;
+ TReal b1, b2, b3;
+ TReal c1, c2, c3;
+} PACK_STRUCT;
+
+typedef aiMatrix3x3t<float> aiMatrix3x3;
+
+#else
+
+struct aiMatrix3x3 {
+
+ float a1, a2, a3;
+ float b1, b2, b3;
+ float c1, c2, c3;
+} PACK_STRUCT;
+
+#endif
+
+#include "./Compiler/poppack1.h"
+
+#endif // AI_MATRIX3x3_H_INC
diff --git a/src/3rdparty/assimp/include/assimp/matrix3x3.inl b/src/3rdparty/assimp/include/assimp/matrix3x3.inl
new file mode 100644
index 000000000..9a21595ed
--- /dev/null
+++ b/src/3rdparty/assimp/include/assimp/matrix3x3.inl
@@ -0,0 +1,316 @@
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
+conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+---------------------------------------------------------------------------
+*/
+
+/** @file aiMatrix3x3.inl
+ * @brief Inline implementation of the 3x3 matrix operators
+ */
+#ifndef AI_MATRIX3x3_INL_INC
+#define AI_MATRIX3x3_INL_INC
+
+#ifdef __cplusplus
+#include "matrix3x3.h"
+
+#include "matrix4x4.h"
+#include <algorithm>
+#include <limits>
+
+// ------------------------------------------------------------------------------------------------
+// Construction from a 4x4 matrix. The remaining parts of the matrix are ignored.
+template <typename TReal>
+inline aiMatrix3x3t<TReal>::aiMatrix3x3t( const aiMatrix4x4t<TReal>& pMatrix)
+{
+ a1 = pMatrix.a1; a2 = pMatrix.a2; a3 = pMatrix.a3;
+ b1 = pMatrix.b1; b2 = pMatrix.b2; b3 = pMatrix.b3;
+ c1 = pMatrix.c1; c2 = pMatrix.c2; c3 = pMatrix.c3;
+}
+
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::operator *= (const aiMatrix3x3t<TReal>& m)
+{
+ *this = aiMatrix3x3t<TReal>(m.a1 * a1 + m.b1 * a2 + m.c1 * a3,
+ m.a2 * a1 + m.b2 * a2 + m.c2 * a3,
+ m.a3 * a1 + m.b3 * a2 + m.c3 * a3,
+ m.a1 * b1 + m.b1 * b2 + m.c1 * b3,
+ m.a2 * b1 + m.b2 * b2 + m.c2 * b3,
+ m.a3 * b1 + m.b3 * b2 + m.c3 * b3,
+ m.a1 * c1 + m.b1 * c2 + m.c1 * c3,
+ m.a2 * c1 + m.b2 * c2 + m.c2 * c3,
+ m.a3 * c1 + m.b3 * c2 + m.c3 * c3);
+ return *this;
+}
+
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+template <typename TOther>
+aiMatrix3x3t<TReal>::operator aiMatrix3x3t<TOther> () const
+{
+ return aiMatrix3x3t<TOther>(static_cast<TOther>(a1),static_cast<TOther>(a2),static_cast<TOther>(a3),
+ static_cast<TOther>(b1),static_cast<TOther>(b2),static_cast<TOther>(b3),
+ static_cast<TOther>(c1),static_cast<TOther>(c2),static_cast<TOther>(c3));
+}
+
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+inline aiMatrix3x3t<TReal> aiMatrix3x3t<TReal>::operator* (const aiMatrix3x3t<TReal>& m) const
+{
+ aiMatrix3x3t<TReal> temp( *this);
+ temp *= m;
+ return temp;
+}
+
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+inline TReal* aiMatrix3x3t<TReal>::operator[] (unsigned int p_iIndex)
+{
+ return &this->a1 + p_iIndex * 3;
+}
+
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+inline const TReal* aiMatrix3x3t<TReal>::operator[] (unsigned int p_iIndex) const
+{
+ return &this->a1 + p_iIndex * 3;
+}
+
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+inline bool aiMatrix3x3t<TReal>::operator== (const aiMatrix4x4t<TReal> m) const
+{
+ return a1 == m.a1 && a2 == m.a2 && a3 == m.a3 &&
+ b1 == m.b1 && b2 == m.b2 && b3 == m.b3 &&
+ c1 == m.c1 && c2 == m.c2 && c3 == m.c3;
+}
+
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+inline bool aiMatrix3x3t<TReal>::operator!= (const aiMatrix4x4t<TReal> m) const
+{
+ return !(*this == m);
+}
+
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Transpose()
+{
+ // (TReal&) don't remove, GCC complains cause of packed fields
+ std::swap( (TReal&)a2, (TReal&)b1);
+ std::swap( (TReal&)a3, (TReal&)c1);
+ std::swap( (TReal&)b3, (TReal&)c2);
+ return *this;
+}
+
+// ----------------------------------------------------------------------------------------
+template <typename TReal>
+inline TReal aiMatrix3x3t<TReal>::Determinant() const
+{
+ return a1*b2*c3 - a1*b3*c2 + a2*b3*c1 - a2*b1*c3 + a3*b1*c2 - a3*b2*c1;
+}
+
+// ----------------------------------------------------------------------------------------
+template <typename TReal>
+inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Inverse()
+{
+ // Compute the reciprocal determinant
+ TReal det = Determinant();
+ if(det == static_cast<TReal>(0.0))
+ {
+ // Matrix not invertible. Setting all elements to nan is not really
+ // correct in a mathematical sense; but at least qnans are easy to
+ // spot. XXX we might throw an exception instead, which would
+ // be even much better to spot :/.
+ const TReal nan = std::numeric_limits<TReal>::quiet_NaN();
+ *this = aiMatrix3x3t<TReal>( nan,nan,nan,nan,nan,nan,nan,nan,nan);
+
+ return *this;
+ }
+
+ TReal invdet = static_cast<TReal>(1.0) / det;
+
+ aiMatrix3x3t<TReal> res;
+ res.a1 = invdet * (b2 * c3 - b3 * c2);
+ res.a2 = -invdet * (a2 * c3 - a3 * c2);
+ res.a3 = invdet * (a2 * b3 - a3 * b2);
+ res.b1 = -invdet * (b1 * c3 - b3 * c1);
+ res.b2 = invdet * (a1 * c3 - a3 * c1);
+ res.b3 = -invdet * (a1 * b3 - a3 * b1);
+ res.c1 = invdet * (b1 * c2 - b2 * c1);
+ res.c2 = -invdet * (a1 * c2 - a2 * c1);
+ res.c3 = invdet * (a1 * b2 - a2 * b1);
+ *this = res;
+
+ return *this;
+}
+
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::RotationZ(TReal a, aiMatrix3x3t<TReal>& out)
+{
+ out.a1 = out.b2 = ::cos(a);
+ out.b1 = ::sin(a);
+ out.a2 = - out.b1;
+
+ out.a3 = out.b3 = out.c1 = out.c2 = 0.f;
+ out.c3 = 1.f;
+
+ return out;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Returns a rotation matrix for a rotation around an arbitrary axis.
+template <typename TReal>
+inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Rotation( TReal a, const aiVector3t<TReal>& axis, aiMatrix3x3t<TReal>& out)
+{
+ TReal c = cos( a), s = sin( a), t = 1 - c;
+ TReal x = axis.x, y = axis.y, z = axis.z;
+
+ // Many thanks to MathWorld and Wikipedia
+ out.a1 = t*x*x + c; out.a2 = t*x*y - s*z; out.a3 = t*x*z + s*y;
+ out.b1 = t*x*y + s*z; out.b2 = t*y*y + c; out.b3 = t*y*z - s*x;
+ out.c1 = t*x*z - s*y; out.c2 = t*y*z + s*x; out.c3 = t*z*z + c;
+
+ return out;
+}
+
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Translation( const aiVector2t<TReal>& v, aiMatrix3x3t<TReal>& out)
+{
+ out = aiMatrix3x3t<TReal>();
+ out.a3 = v.x;
+ out.b3 = v.y;
+ return out;
+}
+
+// ----------------------------------------------------------------------------------------
+/** A function for creating a rotation matrix that rotates a vector called
+ * "from" into another vector called "to".
+ * Input : from[3], to[3] which both must be *normalized* non-zero vectors
+ * Output: mtx[3][3] -- a 3x3 matrix in colum-major form
+ * Authors: Tomas Möller, John Hughes
+ * "Efficiently Building a Matrix to Rotate One Vector to Another"
+ * Journal of Graphics Tools, 4(4):1-4, 1999
+ */
+// ----------------------------------------------------------------------------------------
+template <typename TReal>
+inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::FromToMatrix(const aiVector3t<TReal>& from,
+ const aiVector3t<TReal>& to, aiMatrix3x3t<TReal>& mtx)
+{
+ const TReal e = from * to;
+ const TReal f = (e < 0)? -e:e;
+
+ if (f > static_cast<TReal>(1.0) - static_cast<TReal>(0.00001)) /* "from" and "to"-vector almost parallel */
+ {
+ aiVector3D u,v; /* temporary storage vectors */
+ aiVector3D x; /* vector most nearly orthogonal to "from" */
+
+ x.x = (from.x > 0.0)? from.x : -from.x;
+ x.y = (from.y > 0.0)? from.y : -from.y;
+ x.z = (from.z > 0.0)? from.z : -from.z;
+
+ if (x.x < x.y)
+ {
+ if (x.x < x.z)
+ {
+ x.x = static_cast<TReal>(1.0); x.y = x.z = static_cast<TReal>(0.0);
+ }
+ else
+ {
+ x.z = static_cast<TReal>(1.0); x.y = x.z = static_cast<TReal>(0.0);
+ }
+ }
+ else
+ {
+ if (x.y < x.z)
+ {
+ x.y = static_cast<TReal>(1.0); x.x = x.z = static_cast<TReal>(0.0);
+ }
+ else
+ {
+ x.z = static_cast<TReal>(1.0); x.x = x.y = static_cast<TReal>(0.0);
+ }
+ }
+
+ u.x = x.x - from.x; u.y = x.y - from.y; u.z = x.z - from.z;
+ v.x = x.x - to.x; v.y = x.y - to.y; v.z = x.z - to.z;
+
+ const TReal c1 = static_cast<TReal>(2.0) / (u * u);
+ const TReal c2 = static_cast<TReal>(2.0) / (v * v);
+ const TReal c3 = c1 * c2 * (u * v);
+
+ for (unsigned int i = 0; i < 3; i++)
+ {
+ for (unsigned int j = 0; j < 3; j++)
+ {
+ mtx[i][j] = - c1 * u[i] * u[j] - c2 * v[i] * v[j]
+ + c3 * v[i] * u[j];
+ }
+ mtx[i][i] += static_cast<TReal>(1.0);
+ }
+ }
+ else /* the most common case, unless "from"="to", or "from"=-"to" */
+ {
+ const aiVector3D v = from ^ to;
+ /* ... use this hand optimized version (9 mults less) */
+ const TReal h = static_cast<TReal>(1.0)/(static_cast<TReal>(1.0) + e); /* optimization by Gottfried Chen */
+ const TReal hvx = h * v.x;
+ const TReal hvz = h * v.z;
+ const TReal hvxy = hvx * v.y;
+ const TReal hvxz = hvx * v.z;
+ const TReal hvyz = hvz * v.y;
+ mtx[0][0] = e + hvx * v.x;
+ mtx[0][1] = hvxy - v.z;
+ mtx[0][2] = hvxz + v.y;
+
+ mtx[1][0] = hvxy + v.z;
+ mtx[1][1] = e + h * v.y * v.y;
+ mtx[1][2] = hvyz - v.x;
+
+ mtx[2][0] = hvxz - v.y;
+ mtx[2][1] = hvyz + v.x;
+ mtx[2][2] = e + hvz * v.z;
+ }
+ return mtx;
+}
+
+
+#endif // __cplusplus
+#endif // AI_MATRIX3x3_INL_INC
diff --git a/src/3rdparty/assimp/include/assimp/matrix4x4.h b/src/3rdparty/assimp/include/assimp/matrix4x4.h
new file mode 100644
index 000000000..d00e158c0
--- /dev/null
+++ b/src/3rdparty/assimp/include/assimp/matrix4x4.h
@@ -0,0 +1,238 @@
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
+conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+---------------------------------------------------------------------------
+*/
+/** @file matrix4x4.h
+ * @brief 4x4 matrix structure, including operators when compiling in C++
+ */
+#ifndef AI_MATRIX4X4_H_INC
+#define AI_MATRIX4X4_H_INC
+
+#include "./Compiler/pushpack1.h"
+
+#ifdef __cplusplus
+
+template<typename TReal> class aiMatrix3x3t;
+template<typename TReal> class aiQuaterniont;
+
+// ---------------------------------------------------------------------------
+/** @brief Represents a row-major 4x4 matrix, use this for homogeneous
+ * coordinates.
+ *
+ * There's much confusion about matrix layouts (column vs. row order).
+ * This is *always* a row-major matrix. Not even with the
+ * #aiProcess_ConvertToLeftHanded flag, which absolutely does not affect
+ * matrix order - it just affects the handedness of the coordinate system
+ * defined thereby.
+ */
+template<typename TReal>
+class aiMatrix4x4t
+{
+public:
+
+ /** set to identity */
+ aiMatrix4x4t ();
+
+ /** construction from single values */
+ aiMatrix4x4t ( TReal _a1, TReal _a2, TReal _a3, TReal _a4,
+ TReal _b1, TReal _b2, TReal _b3, TReal _b4,
+ TReal _c1, TReal _c2, TReal _c3, TReal _c4,
+ TReal _d1, TReal _d2, TReal _d3, TReal _d4);
+
+
+ /** construction from 3x3 matrix, remaining elements are set to identity */
+ explicit aiMatrix4x4t( const aiMatrix3x3t<TReal>& m);
+
+public:
+
+ // array access operators
+ TReal* operator[] (unsigned int p_iIndex);
+ const TReal* operator[] (unsigned int p_iIndex) const;
+
+ // comparison operators
+ bool operator== (const aiMatrix4x4t m) const;
+ bool operator!= (const aiMatrix4x4t m) const;
+
+ // matrix multiplication.
+ aiMatrix4x4t& operator *= (const aiMatrix4x4t& m);
+ aiMatrix4x4t operator * (const aiMatrix4x4t& m) const;
+
+ template <typename TOther>
+ operator aiMatrix4x4t<TOther> () const;
+
+public:
+
+ // -------------------------------------------------------------------
+ /** @brief Transpose the matrix */
+ aiMatrix4x4t& Transpose();
+
+ // -------------------------------------------------------------------
+ /** @brief Invert the matrix.
+ * If the matrix is not invertible all elements are set to qnan.
+ * Beware, use (f != f) to check whether a TReal f is qnan.
+ */
+ aiMatrix4x4t& Inverse();
+ TReal Determinant() const;
+
+
+ // -------------------------------------------------------------------
+ /** @brief Returns true of the matrix is the identity matrix.
+ * The check is performed against a not so small epsilon.
+ */
+ inline bool IsIdentity() const;
+
+ // -------------------------------------------------------------------
+ /** @brief Decompose a trafo matrix into its original components
+ * @param scaling Receives the output scaling for the x,y,z axes
+ * @param rotation Receives the output rotation as a hamilton
+ * quaternion
+ * @param position Receives the output position for the x,y,z axes
+ */
+ void Decompose (aiVector3t<TReal>& scaling, aiQuaterniont<TReal>& rotation,
+ aiVector3t<TReal>& position) const;
+
+ // -------------------------------------------------------------------
+ /** @brief Decompose a trafo matrix with no scaling into its
+ * original components
+ * @param rotation Receives the output rotation as a hamilton
+ * quaternion
+ * @param position Receives the output position for the x,y,z axes
+ */
+ void DecomposeNoScaling (aiQuaterniont<TReal>& rotation,
+ aiVector3t<TReal>& position) const;
+
+
+ // -------------------------------------------------------------------
+ /** @brief Creates a trafo matrix from a set of euler angles
+ * @param x Rotation angle for the x-axis, in radians
+ * @param y Rotation angle for the y-axis, in radians
+ * @param z Rotation angle for the z-axis, in radians
+ */
+ aiMatrix4x4t& FromEulerAnglesXYZ(TReal x, TReal y, TReal z);
+ aiMatrix4x4t& FromEulerAnglesXYZ(const aiVector3t<TReal>& blubb);
+
+public:
+ // -------------------------------------------------------------------
+ /** @brief Returns a rotation matrix for a rotation around the x axis
+ * @param a Rotation angle, in radians
+ * @param out Receives the output matrix
+ * @return Reference to the output matrix
+ */
+ static aiMatrix4x4t& RotationX(TReal a, aiMatrix4x4t& out);
+
+ // -------------------------------------------------------------------
+ /** @brief Returns a rotation matrix for a rotation around the y axis
+ * @param a Rotation angle, in radians
+ * @param out Receives the output matrix
+ * @return Reference to the output matrix
+ */
+ static aiMatrix4x4t& RotationY(TReal a, aiMatrix4x4t& out);
+
+ // -------------------------------------------------------------------
+ /** @brief Returns a rotation matrix for a rotation around the z axis
+ * @param a Rotation angle, in radians
+ * @param out Receives the output matrix
+ * @return Reference to the output matrix
+ */
+ static aiMatrix4x4t& RotationZ(TReal a, aiMatrix4x4t& out);
+
+ // -------------------------------------------------------------------
+ /** Returns a rotation matrix for a rotation around an arbitrary axis.
+ * @param a Rotation angle, in radians
+ * @param axis Rotation axis, should be a normalized vector.
+ * @param out Receives the output matrix
+ * @return Reference to the output matrix
+ */
+ static aiMatrix4x4t& Rotation(TReal a, const aiVector3t<TReal>& axis,
+ aiMatrix4x4t& out);
+
+ // -------------------------------------------------------------------
+ /** @brief Returns a translation matrix
+ * @param v Translation vector
+ * @param out Receives the output matrix
+ * @return Reference to the output matrix
+ */
+ static aiMatrix4x4t& Translation( const aiVector3t<TReal>& v, aiMatrix4x4t& out);
+
+ // -------------------------------------------------------------------
+ /** @brief Returns a scaling matrix
+ * @param v Scaling vector
+ * @param out Receives the output matrix
+ * @return Reference to the output matrix
+ */
+ static aiMatrix4x4t& Scaling( const aiVector3t<TReal>& v, aiMatrix4x4t& out);
+
+ // -------------------------------------------------------------------
+ /** @brief A function for creating a rotation matrix that rotates a
+ * vector called "from" into another vector called "to".
+ * Input : from[3], to[3] which both must be *normalized* non-zero vectors
+ * Output: mtx[3][3] -- a 3x3 matrix in colum-major form
+ * Authors: Tomas Möller, John Hughes
+ * "Efficiently Building a Matrix to Rotate One Vector to Another"
+ * Journal of Graphics Tools, 4(4):1-4, 1999
+ */
+ static aiMatrix4x4t& FromToMatrix(const aiVector3t<TReal>& from,
+ const aiVector3t<TReal>& to, aiMatrix4x4t& out);
+
+public:
+
+ TReal a1, a2, a3, a4;
+ TReal b1, b2, b3, b4;
+ TReal c1, c2, c3, c4;
+ TReal d1, d2, d3, d4;
+
+} PACK_STRUCT;
+
+typedef aiMatrix4x4t<float> aiMatrix4x4;
+
+#else
+
+struct aiMatrix4x4 {
+ float a1, a2, a3, a4;
+ float b1, b2, b3, b4;
+ float c1, c2, c3, c4;
+ float d1, d2, d3, d4;
+};
+
+
+#endif // __cplusplus
+
+#include "./Compiler/poppack1.h"
+
+#endif // AI_MATRIX4X4_H_INC
diff --git a/src/3rdparty/assimp/include/assimp/matrix4x4.inl b/src/3rdparty/assimp/include/assimp/matrix4x4.inl
new file mode 100644
index 000000000..3cddb3ab8
--- /dev/null
+++ b/src/3rdparty/assimp/include/assimp/matrix4x4.inl
@@ -0,0 +1,485 @@
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
+conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+---------------------------------------------------------------------------
+*/
+
+/** @file aiMatrix4x4t<TReal>.inl
+ * @brief Inline implementation of the 4x4 matrix operators
+ */
+#ifndef AI_MATRIX4x4_INL_INC
+#define AI_MATRIX4x4_INL_INC
+
+#ifdef __cplusplus
+
+#include "matrix4x4.h"
+#include "matrix3x3.h"
+#include "quaternion.h"
+
+#include <algorithm>
+#include <limits>
+#include <math.h>
+
+// ----------------------------------------------------------------------------------------
+template <typename TReal>
+aiMatrix4x4t<TReal> ::aiMatrix4x4t () :
+ a1(1.0f), a2(), a3(), a4(),
+ b1(), b2(1.0f), b3(), b4(),
+ c1(), c2(), c3(1.0f), c4(),
+ d1(), d2(), d3(), d4(1.0f)
+{
+
+}
+
+// ----------------------------------------------------------------------------------------
+template <typename TReal>
+aiMatrix4x4t<TReal> ::aiMatrix4x4t (TReal _a1, TReal _a2, TReal _a3, TReal _a4,
+ TReal _b1, TReal _b2, TReal _b3, TReal _b4,
+ TReal _c1, TReal _c2, TReal _c3, TReal _c4,
+ TReal _d1, TReal _d2, TReal _d3, TReal _d4) :
+ a1(_a1), a2(_a2), a3(_a3), a4(_a4),
+ b1(_b1), b2(_b2), b3(_b3), b4(_b4),
+ c1(_c1), c2(_c2), c3(_c3), c4(_c4),
+ d1(_d1), d2(_d2), d3(_d3), d4(_d4)
+{
+
+}
+
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+template <typename TOther>
+aiMatrix4x4t<TReal>::operator aiMatrix4x4t<TOther> () const
+{
+ return aiMatrix4x4t<TOther>(static_cast<TOther>(a1),static_cast<TOther>(a2),static_cast<TOther>(a3),static_cast<TOther>(a4),
+ static_cast<TOther>(b1),static_cast<TOther>(b2),static_cast<TOther>(b3),static_cast<TOther>(b4),
+ static_cast<TOther>(c1),static_cast<TOther>(c2),static_cast<TOther>(c3),static_cast<TOther>(c4),
+ static_cast<TOther>(d1),static_cast<TOther>(d2),static_cast<TOther>(d3),static_cast<TOther>(d4));
+}
+
+
+// ----------------------------------------------------------------------------------------
+template <typename TReal>
+inline aiMatrix4x4t<TReal>::aiMatrix4x4t (const aiMatrix3x3t<TReal>& m)
+{
+ a1 = m.a1; a2 = m.a2; a3 = m.a3; a4 = static_cast<TReal>(0.0);
+ b1 = m.b1; b2 = m.b2; b3 = m.b3; b4 = static_cast<TReal>(0.0);
+ c1 = m.c1; c2 = m.c2; c3 = m.c3; c4 = static_cast<TReal>(0.0);
+ d1 = static_cast<TReal>(0.0); d2 = static_cast<TReal>(0.0); d3 = static_cast<TReal>(0.0); d4 = static_cast<TReal>(1.0);
+}
+
+// ----------------------------------------------------------------------------------------
+template <typename TReal>
+inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::operator *= (const aiMatrix4x4t<TReal>& m)
+{
+ *this = aiMatrix4x4t<TReal>(
+ m.a1 * a1 + m.b1 * a2 + m.c1 * a3 + m.d1 * a4,
+ m.a2 * a1 + m.b2 * a2 + m.c2 * a3 + m.d2 * a4,
+ m.a3 * a1 + m.b3 * a2 + m.c3 * a3 + m.d3 * a4,
+ m.a4 * a1 + m.b4 * a2 + m.c4 * a3 + m.d4 * a4,
+ m.a1 * b1 + m.b1 * b2 + m.c1 * b3 + m.d1 * b4,
+ m.a2 * b1 + m.b2 * b2 + m.c2 * b3 + m.d2 * b4,
+ m.a3 * b1 + m.b3 * b2 + m.c3 * b3 + m.d3 * b4,
+ m.a4 * b1 + m.b4 * b2 + m.c4 * b3 + m.d4 * b4,
+ m.a1 * c1 + m.b1 * c2 + m.c1 * c3 + m.d1 * c4,
+ m.a2 * c1 + m.b2 * c2 + m.c2 * c3 + m.d2 * c4,
+ m.a3 * c1 + m.b3 * c2 + m.c3 * c3 + m.d3 * c4,
+ m.a4 * c1 + m.b4 * c2 + m.c4 * c3 + m.d4 * c4,
+ m.a1 * d1 + m.b1 * d2 + m.c1 * d3 + m.d1 * d4,
+ m.a2 * d1 + m.b2 * d2 + m.c2 * d3 + m.d2 * d4,
+ m.a3 * d1 + m.b3 * d2 + m.c3 * d3 + m.d3 * d4,
+ m.a4 * d1 + m.b4 * d2 + m.c4 * d3 + m.d4 * d4);
+ return *this;
+}
+
+// ----------------------------------------------------------------------------------------
+template <typename TReal>
+inline aiMatrix4x4t<TReal> aiMatrix4x4t<TReal>::operator* (const aiMatrix4x4t<TReal>& m) const
+{
+ aiMatrix4x4t<TReal> temp( *this);
+ temp *= m;
+ return temp;
+}
+
+
+// ----------------------------------------------------------------------------------------
+template <typename TReal>
+inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Transpose()
+{
+ // (TReal&) don't remove, GCC complains cause of packed fields
+ std::swap( (TReal&)b1, (TReal&)a2);
+ std::swap( (TReal&)c1, (TReal&)a3);
+ std::swap( (TReal&)c2, (TReal&)b3);
+ std::swap( (TReal&)d1, (TReal&)a4);
+ std::swap( (TReal&)d2, (TReal&)b4);
+ std::swap( (TReal&)d3, (TReal&)c4);
+ return *this;
+}
+
+
+// ----------------------------------------------------------------------------------------
+template <typename TReal>
+inline TReal aiMatrix4x4t<TReal>::Determinant() const
+{
+ return a1*b2*c3*d4 - a1*b2*c4*d3 + a1*b3*c4*d2 - a1*b3*c2*d4
+ + a1*b4*c2*d3 - a1*b4*c3*d2 - a2*b3*c4*d1 + a2*b3*c1*d4
+ - a2*b4*c1*d3 + a2*b4*c3*d1 - a2*b1*c3*d4 + a2*b1*c4*d3
+ + a3*b4*c1*d2 - a3*b4*c2*d1 + a3*b1*c2*d4 - a3*b1*c4*d2
+ + a3*b2*c4*d1 - a3*b2*c1*d4 - a4*b1*c2*d3 + a4*b1*c3*d2
+ - a4*b2*c3*d1 + a4*b2*c1*d3 - a4*b3*c1*d2 + a4*b3*c2*d1;
+}
+
+// ----------------------------------------------------------------------------------------
+template <typename TReal>
+inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Inverse()
+{
+ // Compute the reciprocal determinant
+ const TReal det = Determinant();
+ if(det == static_cast<TReal>(0.0))
+ {
+ // Matrix not invertible. Setting all elements to nan is not really
+ // correct in a mathematical sense but it is easy to debug for the
+ // programmer.
+ const TReal nan = std::numeric_limits<TReal>::quiet_NaN();
+ *this = aiMatrix4x4t<TReal>(
+ nan,nan,nan,nan,
+ nan,nan,nan,nan,
+ nan,nan,nan,nan,
+ nan,nan,nan,nan);
+
+ return *this;
+ }
+
+ const TReal invdet = static_cast<TReal>(1.0) / det;
+
+ aiMatrix4x4t<TReal> res;
+ res.a1 = invdet * (b2 * (c3 * d4 - c4 * d3) + b3 * (c4 * d2 - c2 * d4) + b4 * (c2 * d3 - c3 * d2));
+ res.a2 = -invdet * (a2 * (c3 * d4 - c4 * d3) + a3 * (c4 * d2 - c2 * d4) + a4 * (c2 * d3 - c3 * d2));
+ res.a3 = invdet * (a2 * (b3 * d4 - b4 * d3) + a3 * (b4 * d2 - b2 * d4) + a4 * (b2 * d3 - b3 * d2));
+ res.a4 = -invdet * (a2 * (b3 * c4 - b4 * c3) + a3 * (b4 * c2 - b2 * c4) + a4 * (b2 * c3 - b3 * c2));
+ res.b1 = -invdet * (b1 * (c3 * d4 - c4 * d3) + b3 * (c4 * d1 - c1 * d4) + b4 * (c1 * d3 - c3 * d1));
+ res.b2 = invdet * (a1 * (c3 * d4 - c4 * d3) + a3 * (c4 * d1 - c1 * d4) + a4 * (c1 * d3 - c3 * d1));
+ res.b3 = -invdet * (a1 * (b3 * d4 - b4 * d3) + a3 * (b4 * d1 - b1 * d4) + a4 * (b1 * d3 - b3 * d1));
+ res.b4 = invdet * (a1 * (b3 * c4 - b4 * c3) + a3 * (b4 * c1 - b1 * c4) + a4 * (b1 * c3 - b3 * c1));
+ res.c1 = invdet * (b1 * (c2 * d4 - c4 * d2) + b2 * (c4 * d1 - c1 * d4) + b4 * (c1 * d2 - c2 * d1));
+ res.c2 = -invdet * (a1 * (c2 * d4 - c4 * d2) + a2 * (c4 * d1 - c1 * d4) + a4 * (c1 * d2 - c2 * d1));
+ res.c3 = invdet * (a1 * (b2 * d4 - b4 * d2) + a2 * (b4 * d1 - b1 * d4) + a4 * (b1 * d2 - b2 * d1));
+ res.c4 = -invdet * (a1 * (b2 * c4 - b4 * c2) + a2 * (b4 * c1 - b1 * c4) + a4 * (b1 * c2 - b2 * c1));
+ res.d1 = -invdet * (b1 * (c2 * d3 - c3 * d2) + b2 * (c3 * d1 - c1 * d3) + b3 * (c1 * d2 - c2 * d1));
+ res.d2 = invdet * (a1 * (c2 * d3 - c3 * d2) + a2 * (c3 * d1 - c1 * d3) + a3 * (c1 * d2 - c2 * d1));
+ res.d3 = -invdet * (a1 * (b2 * d3 - b3 * d2) + a2 * (b3 * d1 - b1 * d3) + a3 * (b1 * d2 - b2 * d1));
+ res.d4 = invdet * (a1 * (b2 * c3 - b3 * c2) + a2 * (b3 * c1 - b1 * c3) + a3 * (b1 * c2 - b2 * c1));
+ *this = res;
+
+ return *this;
+}
+
+// ----------------------------------------------------------------------------------------
+template <typename TReal>
+inline TReal* aiMatrix4x4t<TReal>::operator[](unsigned int p_iIndex)
+{
+ // XXX this is UB. Has been for years. The fact that it works now does not make it better.
+ return &this->a1 + p_iIndex * 4;
+}
+
+// ----------------------------------------------------------------------------------------
+template <typename TReal>
+inline const TReal* aiMatrix4x4t<TReal>::operator[](unsigned int p_iIndex) const
+{
+ // XXX same
+ return &this->a1 + p_iIndex * 4;
+}
+
+// ----------------------------------------------------------------------------------------
+template <typename TReal>
+inline bool aiMatrix4x4t<TReal>::operator== (const aiMatrix4x4t<TReal> m) const
+{
+ return (a1 == m.a1 && a2 == m.a2 && a3 == m.a3 && a4 == m.a4 &&
+ b1 == m.b1 && b2 == m.b2 && b3 == m.b3 && b4 == m.b4 &&
+ c1 == m.c1 && c2 == m.c2 && c3 == m.c3 && c4 == m.c4 &&
+ d1 == m.d1 && d2 == m.d2 && d3 == m.d3 && d4 == m.d4);
+}
+
+// ----------------------------------------------------------------------------------------
+template <typename TReal>
+inline bool aiMatrix4x4t<TReal>::operator!= (const aiMatrix4x4t<TReal> m) const
+{
+ return !(*this == m);
+}
+
+// ----------------------------------------------------------------------------------------
+template <typename TReal>
+inline void aiMatrix4x4t<TReal>::Decompose (aiVector3t<TReal>& scaling, aiQuaterniont<TReal>& rotation,
+ aiVector3t<TReal>& position) const
+{
+ const aiMatrix4x4t<TReal>& _this = *this;
+
+ // extract translation
+ position.x = _this[0][3];
+ position.y = _this[1][3];
+ position.z = _this[2][3];
+
+ // extract the rows of the matrix
+ aiVector3t<TReal> vRows[3] = {
+ aiVector3t<TReal>(_this[0][0],_this[1][0],_this[2][0]),
+ aiVector3t<TReal>(_this[0][1],_this[1][1],_this[2][1]),
+ aiVector3t<TReal>(_this[0][2],_this[1][2],_this[2][2])
+ };
+
+ // extract the scaling factors
+ scaling.x = vRows[0].Length();
+ scaling.y = vRows[1].Length();
+ scaling.z = vRows[2].Length();
+
+ // and the sign of the scaling
+ if (Determinant() < 0) {
+ scaling.x = -scaling.x;
+ scaling.y = -scaling.y;
+ scaling.z = -scaling.z;
+ }
+
+ // and remove all scaling from the matrix
+ if(scaling.x)
+ {
+ vRows[0] /= scaling.x;
+ }
+ if(scaling.y)
+ {
+ vRows[1] /= scaling.y;
+ }
+ if(scaling.z)
+ {
+ vRows[2] /= scaling.z;
+ }
+
+ // build a 3x3 rotation matrix
+ aiMatrix3x3t<TReal> m(vRows[0].x,vRows[1].x,vRows[2].x,
+ vRows[0].y,vRows[1].y,vRows[2].y,
+ vRows[0].z,vRows[1].z,vRows[2].z);
+
+ // and generate the rotation quaternion from it
+ rotation = aiQuaterniont<TReal>(m);
+}
+
+// ----------------------------------------------------------------------------------------
+template <typename TReal>
+inline void aiMatrix4x4t<TReal>::DecomposeNoScaling (aiQuaterniont<TReal>& rotation,
+ aiVector3t<TReal>& position) const
+{
+ const aiMatrix4x4t<TReal>& _this = *this;
+
+ // extract translation
+ position.x = _this[0][3];
+ position.y = _this[1][3];
+ position.z = _this[2][3];
+
+ // extract rotation
+ rotation = aiQuaterniont<TReal>((aiMatrix3x3t<TReal>)_this);
+}
+
+// ----------------------------------------------------------------------------------------
+template <typename TReal>
+inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::FromEulerAnglesXYZ(const aiVector3t<TReal>& blubb)
+{
+ return FromEulerAnglesXYZ(blubb.x,blubb.y,blubb.z);
+}
+
+// ----------------------------------------------------------------------------------------
+template <typename TReal>
+inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::FromEulerAnglesXYZ(TReal x, TReal y, TReal z)
+{
+ aiMatrix4x4t<TReal>& _this = *this;
+
+ TReal cr = cos( x );
+ TReal sr = sin( x );
+ TReal cp = cos( y );
+ TReal sp = sin( y );
+ TReal cy = cos( z );
+ TReal sy = sin( z );
+
+ _this.a1 = cp*cy ;
+ _this.a2 = cp*sy;
+ _this.a3 = -sp ;
+
+ TReal srsp = sr*sp;
+ TReal crsp = cr*sp;
+
+ _this.b1 = srsp*cy-cr*sy ;
+ _this.b2 = srsp*sy+cr*cy ;
+ _this.b3 = sr*cp ;
+
+ _this.c1 = crsp*cy+sr*sy ;
+ _this.c2 = crsp*sy-sr*cy ;
+ _this.c3 = cr*cp ;
+
+ return *this;
+}
+
+// ----------------------------------------------------------------------------------------
+template <typename TReal>
+inline bool aiMatrix4x4t<TReal>::IsIdentity() const
+{
+ // Use a small epsilon to solve floating-point inaccuracies
+ const static TReal epsilon = 10e-3f;
+
+ return (a2 <= epsilon && a2 >= -epsilon &&
+ a3 <= epsilon && a3 >= -epsilon &&
+ a4 <= epsilon && a4 >= -epsilon &&
+ b1 <= epsilon && b1 >= -epsilon &&
+ b3 <= epsilon && b3 >= -epsilon &&
+ b4 <= epsilon && b4 >= -epsilon &&
+ c1 <= epsilon && c1 >= -epsilon &&
+ c2 <= epsilon && c2 >= -epsilon &&
+ c4 <= epsilon && c4 >= -epsilon &&
+ d1 <= epsilon && d1 >= -epsilon &&
+ d2 <= epsilon && d2 >= -epsilon &&
+ d3 <= epsilon && d3 >= -epsilon &&
+ a1 <= 1.f+epsilon && a1 >= 1.f-epsilon &&
+ b2 <= 1.f+epsilon && b2 >= 1.f-epsilon &&
+ c3 <= 1.f+epsilon && c3 >= 1.f-epsilon &&
+ d4 <= 1.f+epsilon && d4 >= 1.f-epsilon);
+}
+
+// ----------------------------------------------------------------------------------------
+template <typename TReal>
+inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::RotationX(TReal a, aiMatrix4x4t<TReal>& out)
+{
+ /*
+ | 1 0 0 0 |
+ M = | 0 cos(A) -sin(A) 0 |
+ | 0 sin(A) cos(A) 0 |
+ | 0 0 0 1 | */
+ out = aiMatrix4x4t<TReal>();
+ out.b2 = out.c3 = cos(a);
+ out.b3 = -(out.c2 = sin(a));
+ return out;
+}
+
+// ----------------------------------------------------------------------------------------
+template <typename TReal>
+inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::RotationY(TReal a, aiMatrix4x4t<TReal>& out)
+{
+ /*
+ | cos(A) 0 sin(A) 0 |
+ M = | 0 1 0 0 |
+ | -sin(A) 0 cos(A) 0 |
+ | 0 0 0 1 |
+ */
+ out = aiMatrix4x4t<TReal>();
+ out.a1 = out.c3 = cos(a);
+ out.c1 = -(out.a3 = sin(a));
+ return out;
+}
+
+// ----------------------------------------------------------------------------------------
+template <typename TReal>
+inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::RotationZ(TReal a, aiMatrix4x4t<TReal>& out)
+{
+ /*
+ | cos(A) -sin(A) 0 0 |
+ M = | sin(A) cos(A) 0 0 |
+ | 0 0 1 0 |
+ | 0 0 0 1 | */
+ out = aiMatrix4x4t<TReal>();
+ out.a1 = out.b2 = cos(a);
+ out.a2 = -(out.b1 = sin(a));
+ return out;
+}
+
+// ----------------------------------------------------------------------------------------
+// Returns a rotation matrix for a rotation around an arbitrary axis.
+template <typename TReal>
+inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Rotation( TReal a, const aiVector3t<TReal>& axis, aiMatrix4x4t<TReal>& out)
+{
+ TReal c = cos( a), s = sin( a), t = 1 - c;
+ TReal x = axis.x, y = axis.y, z = axis.z;
+
+ // Many thanks to MathWorld and Wikipedia
+ out.a1 = t*x*x + c; out.a2 = t*x*y - s*z; out.a3 = t*x*z + s*y;
+ out.b1 = t*x*y + s*z; out.b2 = t*y*y + c; out.b3 = t*y*z - s*x;
+ out.c1 = t*x*z - s*y; out.c2 = t*y*z + s*x; out.c3 = t*z*z + c;
+ out.a4 = out.b4 = out.c4 = static_cast<TReal>(0.0);
+ out.d1 = out.d2 = out.d3 = static_cast<TReal>(0.0);
+ out.d4 = static_cast<TReal>(1.0);
+
+ return out;
+}
+
+// ----------------------------------------------------------------------------------------
+template <typename TReal>
+inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Translation( const aiVector3t<TReal>& v, aiMatrix4x4t<TReal>& out)
+{
+ out = aiMatrix4x4t<TReal>();
+ out.a4 = v.x;
+ out.b4 = v.y;
+ out.c4 = v.z;
+ return out;
+}
+
+// ----------------------------------------------------------------------------------------
+template <typename TReal>
+inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Scaling( const aiVector3t<TReal>& v, aiMatrix4x4t<TReal>& out)
+{
+ out = aiMatrix4x4t<TReal>();
+ out.a1 = v.x;
+ out.b2 = v.y;
+ out.c3 = v.z;
+ return out;
+}
+
+// ----------------------------------------------------------------------------------------
+/** A function for creating a rotation matrix that rotates a vector called
+ * "from" into another vector called "to".
+ * Input : from[3], to[3] which both must be *normalized* non-zero vectors
+ * Output: mtx[3][3] -- a 3x3 matrix in colum-major form
+ * Authors: Tomas Möller, John Hughes
+ * "Efficiently Building a Matrix to Rotate One Vector to Another"
+ * Journal of Graphics Tools, 4(4):1-4, 1999
+ */
+// ----------------------------------------------------------------------------------------
+template <typename TReal>
+inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::FromToMatrix(const aiVector3t<TReal>& from,
+ const aiVector3t<TReal>& to, aiMatrix4x4t<TReal>& mtx)
+{
+ aiMatrix3x3t<TReal> m3;
+ aiMatrix3x3t<TReal>::FromToMatrix(from,to,m3);
+ mtx = aiMatrix4x4t<TReal>(m3);
+ return mtx;
+}
+
+#endif // __cplusplus
+#endif // AI_MATRIX4x4_INL_INC
diff --git a/src/3rdparty/assimp/include/assimp/mesh.h b/src/3rdparty/assimp/include/assimp/mesh.h
new file mode 100644
index 000000000..0f867fe77
--- /dev/null
+++ b/src/3rdparty/assimp/include/assimp/mesh.h
@@ -0,0 +1,734 @@
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
+conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+---------------------------------------------------------------------------
+*/
+
+/** @file mesh.h
+ * @brief Declares the data structures in which the imported geometry is
+ returned by ASSIMP: aiMesh, aiFace and aiBone data structures.
+ */
+#ifndef INCLUDED_AI_MESH_H
+#define INCLUDED_AI_MESH_H
+
+#include "types.h"
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+// ---------------------------------------------------------------------------
+// Limits. These values are required to match the settings Assimp was
+// compiled against. Therfore, do not redefine them unless you build the
+// library from source using the same definitions.
+// ---------------------------------------------------------------------------
+
+/** @def AI_MAX_FACE_INDICES
+ * Maximum number of indices per face (polygon). */
+
+#ifndef AI_MAX_FACE_INDICES
+# define AI_MAX_FACE_INDICES 0x7fff
+#endif
+
+/** @def AI_MAX_BONE_WEIGHTS
+ * Maximum number of indices per face (polygon). */
+
+#ifndef AI_MAX_BONE_WEIGHTS
+# define AI_MAX_BONE_WEIGHTS 0x7fffffff
+#endif
+
+/** @def AI_MAX_VERTICES
+ * Maximum number of vertices per mesh. */
+
+#ifndef AI_MAX_VERTICES
+# define AI_MAX_VERTICES 0x7fffffff
+#endif
+
+/** @def AI_MAX_FACES
+ * Maximum number of faces per mesh. */
+
+#ifndef AI_MAX_FACES
+# define AI_MAX_FACES 0x7fffffff
+#endif
+
+/** @def AI_MAX_NUMBER_OF_COLOR_SETS
+ * Supported number of vertex color sets per mesh. */
+
+#ifndef AI_MAX_NUMBER_OF_COLOR_SETS
+# define AI_MAX_NUMBER_OF_COLOR_SETS 0x8
+#endif // !! AI_MAX_NUMBER_OF_COLOR_SETS
+
+/** @def AI_MAX_NUMBER_OF_TEXTURECOORDS
+ * Supported number of texture coord sets (UV(W) channels) per mesh */
+
+#ifndef AI_MAX_NUMBER_OF_TEXTURECOORDS
+# define AI_MAX_NUMBER_OF_TEXTURECOORDS 0x8
+#endif // !! AI_MAX_NUMBER_OF_TEXTURECOORDS
+
+// ---------------------------------------------------------------------------
+/** @brief A single face in a mesh, referring to multiple vertices.
+ *
+ * If mNumIndices is 3, we call the face 'triangle', for mNumIndices > 3
+ * it's called 'polygon' (hey, that's just a definition!).
+ * <br>
+ * aiMesh::mPrimitiveTypes can be queried to quickly examine which types of
+ * primitive are actually present in a mesh. The #aiProcess_SortByPType flag
+ * executes a special post-processing algorithm which splits meshes with
+ * *different* primitive types mixed up (e.g. lines and triangles) in several
+ * 'clean' submeshes. Furthermore there is a configuration option (
+ * #AI_CONFIG_PP_SBP_REMOVE) to force #aiProcess_SortByPType to remove
+ * specific kinds of primitives from the imported scene, completely and forever.
+ * In many cases you'll probably want to set this setting to
+ * @code
+ * aiPrimitiveType_LINE|aiPrimitiveType_POINT
+ * @endcode
+ * Together with the #aiProcess_Triangulate flag you can then be sure that
+ * #aiFace::mNumIndices is always 3.
+ * @note Take a look at the @link data Data Structures page @endlink for
+ * more information on the layout and winding order of a face.
+ */
+struct aiFace
+{
+ //! Number of indices defining this face.
+ //! The maximum value for this member is #AI_MAX_FACE_INDICES.
+ unsigned int mNumIndices;
+
+ //! Pointer to the indices array. Size of the array is given in numIndices.
+ unsigned int* mIndices;
+
+#ifdef __cplusplus
+
+ //! Default constructor
+ aiFace()
+ {
+ mNumIndices = 0; mIndices = NULL;
+ }
+
+ //! Default destructor. Delete the index array
+ ~aiFace()
+ {
+ delete [] mIndices;
+ }
+
+ //! Copy constructor. Copy the index array
+ aiFace( const aiFace& o)
+ {
+ mIndices = NULL;
+ *this = o;
+ }
+
+ //! Assignment operator. Copy the index array
+ const aiFace& operator = ( const aiFace& o)
+ {
+ if (&o == this)
+ return *this;
+
+ delete[] mIndices;
+ mNumIndices = o.mNumIndices;
+ mIndices = new unsigned int[mNumIndices];
+ ::memcpy( mIndices, o.mIndices, mNumIndices * sizeof( unsigned int));
+ return *this;
+ }
+
+ //! Comparison operator. Checks whether the index array
+ //! of two faces is identical
+ bool operator== (const aiFace& o) const
+ {
+ if (mIndices == o.mIndices)return true;
+ else if (mIndices && mNumIndices == o.mNumIndices)
+ {
+ for (unsigned int i = 0;i < this->mNumIndices;++i)
+ if (mIndices[i] != o.mIndices[i])return false;
+ return true;
+ }
+ return false;
+ }
+
+ //! Inverse comparison operator. Checks whether the index
+ //! array of two faces is NOT identical
+ bool operator != (const aiFace& o) const
+ {
+ return !(*this == o);
+ }
+#endif // __cplusplus
+}; // struct aiFace
+
+
+// ---------------------------------------------------------------------------
+/** @brief A single influence of a bone on a vertex.
+ */
+struct aiVertexWeight
+{
+ //! Index of the vertex which is influenced by the bone.
+ unsigned int mVertexId;
+
+ //! The strength of the influence in the range (0...1).
+ //! The influence from all bones at one vertex amounts to 1.
+ float mWeight;
+
+#ifdef __cplusplus
+
+ //! Default constructor
+ aiVertexWeight() { }
+
+ //! Initialisation from a given index and vertex weight factor
+ //! \param pID ID
+ //! \param pWeight Vertex weight factor
+ aiVertexWeight( unsigned int pID, float pWeight)
+ : mVertexId( pID), mWeight( pWeight)
+ { /* nothing to do here */ }
+
+#endif // __cplusplus
+};
+
+
+// ---------------------------------------------------------------------------
+/** @brief A single bone of a mesh.
+ *
+ * A bone has a name by which it can be found in the frame hierarchy and by
+ * which it can be addressed by animations. In addition it has a number of
+ * influences on vertices.
+ */
+struct aiBone
+{
+ //! The name of the bone.
+ C_STRUCT aiString mName;
+
+ //! The number of vertices affected by this bone
+ //! The maximum value for this member is #AI_MAX_BONE_WEIGHTS.
+ unsigned int mNumWeights;
+
+ //! The vertices affected by this bone
+ C_STRUCT aiVertexWeight* mWeights;
+
+ //! Matrix that transforms from mesh space to bone space in bind pose
+ C_STRUCT aiMatrix4x4 mOffsetMatrix;
+
+#ifdef __cplusplus
+
+ //! Default constructor
+ aiBone()
+ {
+ mNumWeights = 0; mWeights = NULL;
+ }
+
+ //! Copy constructor
+ aiBone(const aiBone& other)
+ {
+ mNumWeights = other.mNumWeights;
+ mOffsetMatrix = other.mOffsetMatrix;
+ mName = other.mName;
+
+ if (other.mWeights && other.mNumWeights)
+ {
+ mWeights = new aiVertexWeight[mNumWeights];
+ ::memcpy(mWeights,other.mWeights,mNumWeights * sizeof(aiVertexWeight));
+ }
+ }
+
+ //! Destructor - deletes the array of vertex weights
+ ~aiBone()
+ {
+ delete [] mWeights;
+ }
+#endif // __cplusplus
+};
+
+
+// ---------------------------------------------------------------------------
+/** @brief Enumerates the types of geometric primitives supported by Assimp.
+ *
+ * @see aiFace Face data structure
+ * @see aiProcess_SortByPType Per-primitive sorting of meshes
+ * @see aiProcess_Triangulate Automatic triangulation
+ * @see AI_CONFIG_PP_SBP_REMOVE Removal of specific primitive types.
+ */
+enum aiPrimitiveType
+{
+ /** A point primitive.
+ *
+ * This is just a single vertex in the virtual world,
+ * #aiFace contains just one index for such a primitive.
+ */
+ aiPrimitiveType_POINT = 0x1,
+
+ /** A line primitive.
+ *
+ * This is a line defined through a start and an end position.
+ * #aiFace contains exactly two indices for such a primitive.
+ */
+ aiPrimitiveType_LINE = 0x2,
+
+ /** A triangular primitive.
+ *
+ * A triangle consists of three indices.
+ */
+ aiPrimitiveType_TRIANGLE = 0x4,
+
+ /** A higher-level polygon with more than 3 edges.
+ *
+ * A triangle is a polygon, but polygon in this context means
+ * "all polygons that are not triangles". The "Triangulate"-Step
+ * is provided for your convenience, it splits all polygons in
+ * triangles (which are much easier to handle).
+ */
+ aiPrimitiveType_POLYGON = 0x8,
+
+
+ /** This value is not used. It is just here to force the
+ * compiler to map this enum to a 32 Bit integer.
+ */
+#ifndef SWIG
+ _aiPrimitiveType_Force32Bit = 0x9fffffff
+#endif
+}; //! enum aiPrimitiveType
+
+// Get the #aiPrimitiveType flag for a specific number of face indices
+#define AI_PRIMITIVE_TYPE_FOR_N_INDICES(n) \
+ ((n) > 3 ? aiPrimitiveType_POLYGON : (aiPrimitiveType)(1u << ((n)-1)))
+
+
+
+// ---------------------------------------------------------------------------
+/** @brief NOT CURRENTLY IN USE. An AnimMesh is an attachment to an #aiMesh stores per-vertex
+ * animations for a particular frame.
+ *
+ * You may think of an #aiAnimMesh as a `patch` for the host mesh, which
+ * replaces only certain vertex data streams at a particular time.
+ * Each mesh stores n attached attached meshes (#aiMesh::mAnimMeshes).
+ * The actual relationship between the time line and anim meshes is
+ * established by #aiMeshAnim, which references singular mesh attachments
+ * by their ID and binds them to a time offset.
+*/
+struct aiAnimMesh
+{
+ /** Replacement for aiMesh::mVertices. If this array is non-NULL,
+ * it *must* contain mNumVertices entries. The corresponding
+ * array in the host mesh must be non-NULL as well - animation
+ * meshes may neither add or nor remove vertex components (if
+ * a replacement array is NULL and the corresponding source
+ * array is not, the source data is taken instead)*/
+ C_STRUCT aiVector3D* mVertices;
+
+ /** Replacement for aiMesh::mNormals. */
+ C_STRUCT aiVector3D* mNormals;
+
+ /** Replacement for aiMesh::mTangents. */
+ C_STRUCT aiVector3D* mTangents;
+
+ /** Replacement for aiMesh::mBitangents. */
+ C_STRUCT aiVector3D* mBitangents;
+
+ /** Replacement for aiMesh::mColors */
+ C_STRUCT aiColor4D* mColors[AI_MAX_NUMBER_OF_COLOR_SETS];
+
+ /** Replacement for aiMesh::mTextureCoords */
+ C_STRUCT aiVector3D* mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
+
+ /** The number of vertices in the aiAnimMesh, and thus the length of all
+ * the member arrays.
+ *
+ * This has always the same value as the mNumVertices property in the
+ * corresponding aiMesh. It is duplicated here merely to make the length
+ * of the member arrays accessible even if the aiMesh is not known, e.g.
+ * from language bindings.
+ */
+ unsigned int mNumVertices;
+
+#ifdef __cplusplus
+
+ aiAnimMesh()
+ : mVertices()
+ , mNormals()
+ , mTangents()
+ , mBitangents()
+ {
+ // fixme consider moving this to the ctor initializer list as well
+ for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++){
+ mTextureCoords[a] = NULL;
+ }
+ for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++) {
+ mColors[a] = NULL;
+ }
+ }
+
+ ~aiAnimMesh()
+ {
+ delete [] mVertices;
+ delete [] mNormals;
+ delete [] mTangents;
+ delete [] mBitangents;
+ for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++) {
+ delete [] mTextureCoords[a];
+ }
+ for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++) {
+ delete [] mColors[a];
+ }
+ }
+
+ /** Check whether the anim mesh overrides the vertex positions
+ * of its host mesh*/
+ bool HasPositions() const {
+ return mVertices != NULL;
+ }
+
+ /** Check whether the anim mesh overrides the vertex normals
+ * of its host mesh*/
+ bool HasNormals() const {
+ return mNormals != NULL;
+ }
+
+ /** Check whether the anim mesh overrides the vertex tangents
+ * and bitangents of its host mesh. As for aiMesh,
+ * tangents and bitangents always go together. */
+ bool HasTangentsAndBitangents() const {
+ return mTangents != NULL;
+ }
+
+ /** Check whether the anim mesh overrides a particular
+ * set of vertex colors on his host mesh.
+ * @param pIndex 0<index<AI_MAX_NUMBER_OF_COLOR_SETS */
+ bool HasVertexColors( unsigned int pIndex) const {
+ return pIndex >= AI_MAX_NUMBER_OF_COLOR_SETS ? false : mColors[pIndex] != NULL;
+ }
+
+ /** Check whether the anim mesh overrides a particular
+ * set of texture coordinates on his host mesh.
+ * @param pIndex 0<index<AI_MAX_NUMBER_OF_TEXTURECOORDS */
+ bool HasTextureCoords( unsigned int pIndex) const {
+ return pIndex >= AI_MAX_NUMBER_OF_TEXTURECOORDS ? false : mTextureCoords[pIndex] != NULL;
+ }
+
+#endif
+};
+
+
+// ---------------------------------------------------------------------------
+/** @brief A mesh represents a geometry or model with a single material.
+*
+* It usually consists of a number of vertices and a series of primitives/faces
+* referencing the vertices. In addition there might be a series of bones, each
+* of them addressing a number of vertices with a certain weight. Vertex data
+* is presented in channels with each channel containing a single per-vertex
+* information such as a set of texture coords or a normal vector.
+* If a data pointer is non-null, the corresponding data stream is present.
+* From C++-programs you can also use the comfort functions Has*() to
+* test for the presence of various data streams.
+*
+* A Mesh uses only a single material which is referenced by a material ID.
+* @note The mPositions member is usually not optional. However, vertex positions
+* *could* be missing if the #AI_SCENE_FLAGS_INCOMPLETE flag is set in
+* @code
+* aiScene::mFlags
+* @endcode
+*/
+struct aiMesh
+{
+ /** Bitwise combination of the members of the #aiPrimitiveType enum.
+ * This specifies which types of primitives are present in the mesh.
+ * The "SortByPrimitiveType"-Step can be used to make sure the
+ * output meshes consist of one primitive type each.
+ */
+ unsigned int mPrimitiveTypes;
+
+ /** The number of vertices in this mesh.
+ * This is also the size of all of the per-vertex data arrays.
+ * The maximum value for this member is #AI_MAX_VERTICES.
+ */
+ unsigned int mNumVertices;
+
+ /** The number of primitives (triangles, polygons, lines) in this mesh.
+ * This is also the size of the mFaces array.
+ * The maximum value for this member is #AI_MAX_FACES.
+ */
+ unsigned int mNumFaces;
+
+ /** Vertex positions.
+ * This array is always present in a mesh. The array is
+ * mNumVertices in size.
+ */
+ C_STRUCT aiVector3D* mVertices;
+
+ /** Vertex normals.
+ * The array contains normalized vectors, NULL if not present.
+ * The array is mNumVertices in size. Normals are undefined for
+ * point and line primitives. A mesh consisting of points and
+ * lines only may not have normal vectors. Meshes with mixed
+ * primitive types (i.e. lines and triangles) may have normals,
+ * but the normals for vertices that are only referenced by
+ * point or line primitives are undefined and set to QNaN (WARN:
+ * qNaN compares to inequal to *everything*, even to qNaN itself.
+ * Using code like this to check whether a field is qnan is:
+ * @code
+ * #define IS_QNAN(f) (f != f)
+ * @endcode
+ * still dangerous because even 1.f == 1.f could evaluate to false! (
+ * remember the subtleties of IEEE754 artithmetics). Use stuff like
+ * @c fpclassify instead.
+ * @note Normal vectors computed by Assimp are always unit-length.
+ * However, this needn't apply for normals that have been taken
+ * directly from the model file.
+ */
+ C_STRUCT aiVector3D* mNormals;
+
+ /** Vertex tangents.
+ * The tangent of a vertex points in the direction of the positive
+ * X texture axis. The array contains normalized vectors, NULL if
+ * not present. The array is mNumVertices in size. A mesh consisting
+ * of points and lines only may not have normal vectors. Meshes with
+ * mixed primitive types (i.e. lines and triangles) may have
+ * normals, but the normals for vertices that are only referenced by
+ * point or line primitives are undefined and set to qNaN. See
+ * the #mNormals member for a detailled discussion of qNaNs.
+ * @note If the mesh contains tangents, it automatically also
+ * contains bitangents.
+ */
+ C_STRUCT aiVector3D* mTangents;
+
+ /** Vertex bitangents.
+ * The bitangent of a vertex points in the direction of the positive
+ * Y texture axis. The array contains normalized vectors, NULL if not
+ * present. The array is mNumVertices in size.
+ * @note If the mesh contains tangents, it automatically also contains
+ * bitangents.
+ */
+ C_STRUCT aiVector3D* mBitangents;
+
+ /** Vertex color sets.
+ * A mesh may contain 0 to #AI_MAX_NUMBER_OF_COLOR_SETS vertex
+ * colors per vertex. NULL if not present. Each array is
+ * mNumVertices in size if present.
+ */
+ C_STRUCT aiColor4D* mColors[AI_MAX_NUMBER_OF_COLOR_SETS];
+
+ /** Vertex texture coords, also known as UV channels.
+ * A mesh may contain 0 to AI_MAX_NUMBER_OF_TEXTURECOORDS per
+ * vertex. NULL if not present. The array is mNumVertices in size.
+ */
+ C_STRUCT aiVector3D* mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
+
+ /** Specifies the number of components for a given UV channel.
+ * Up to three channels are supported (UVW, for accessing volume
+ * or cube maps). If the value is 2 for a given channel n, the
+ * component p.z of mTextureCoords[n][p] is set to 0.0f.
+ * If the value is 1 for a given channel, p.y is set to 0.0f, too.
+ * @note 4D coords are not supported
+ */
+ unsigned int mNumUVComponents[AI_MAX_NUMBER_OF_TEXTURECOORDS];
+
+ /** The faces the mesh is constructed from.
+ * Each face refers to a number of vertices by their indices.
+ * This array is always present in a mesh, its size is given
+ * in mNumFaces. If the #AI_SCENE_FLAGS_NON_VERBOSE_FORMAT
+ * is NOT set each face references an unique set of vertices.
+ */
+ C_STRUCT aiFace* mFaces;
+
+ /** The number of bones this mesh contains.
+ * Can be 0, in which case the mBones array is NULL.
+ */
+ unsigned int mNumBones;
+
+ /** The bones of this mesh.
+ * A bone consists of a name by which it can be found in the
+ * frame hierarchy and a set of vertex weights.
+ */
+ C_STRUCT aiBone** mBones;
+
+ /** The material used by this mesh.
+ * A mesh does use only a single material. If an imported model uses
+ * multiple materials, the import splits up the mesh. Use this value
+ * as index into the scene's material list.
+ */
+ unsigned int mMaterialIndex;
+
+ /** Name of the mesh. Meshes can be named, but this is not a
+ * requirement and leaving this field empty is totally fine.
+ * There are mainly three uses for mesh names:
+ * - some formats name nodes and meshes independently.
+ * - importers tend to split meshes up to meet the
+ * one-material-per-mesh requirement. Assigning
+ * the same (dummy) name to each of the result meshes
+ * aids the caller at recovering the original mesh
+ * partitioning.
+ * - Vertex animations refer to meshes by their names.
+ **/
+ C_STRUCT aiString mName;
+
+
+ /** NOT CURRENTLY IN USE. The number of attachment meshes */
+ unsigned int mNumAnimMeshes;
+
+ /** NOT CURRENTLY IN USE. Attachment meshes for this mesh, for vertex-based animation.
+ * Attachment meshes carry replacement data for some of the
+ * mesh'es vertex components (usually positions, normals). */
+ C_STRUCT aiAnimMesh** mAnimMeshes;
+
+
+#ifdef __cplusplus
+
+ //! Default constructor. Initializes all members to 0
+ aiMesh()
+ {
+ mNumVertices = 0;
+ mNumFaces = 0;
+
+ mNumAnimMeshes = 0;
+
+ mPrimitiveTypes = 0;
+ mVertices = NULL; mFaces = NULL;
+ mNormals = NULL; mTangents = NULL;
+ mBitangents = NULL;
+ mAnimMeshes = NULL;
+
+ for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++)
+ {
+ mNumUVComponents[a] = 0;
+ mTextureCoords[a] = NULL;
+ }
+ for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++)
+ mColors[a] = NULL;
+ mNumBones = 0; mBones = NULL;
+ mMaterialIndex = 0;
+ mNumAnimMeshes = 0;
+ mAnimMeshes = NULL;
+ }
+
+ //! Deletes all storage allocated for the mesh
+ ~aiMesh()
+ {
+ delete [] mVertices;
+ delete [] mNormals;
+ delete [] mTangents;
+ delete [] mBitangents;
+ for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++) {
+ delete [] mTextureCoords[a];
+ }
+ for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; a++) {
+ delete [] mColors[a];
+ }
+
+ // DO NOT REMOVE THIS ADDITIONAL CHECK
+ if (mNumBones && mBones) {
+ for( unsigned int a = 0; a < mNumBones; a++) {
+ delete mBones[a];
+ }
+ delete [] mBones;
+ }
+
+ if (mNumAnimMeshes && mAnimMeshes) {
+ for( unsigned int a = 0; a < mNumAnimMeshes; a++) {
+ delete mAnimMeshes[a];
+ }
+ delete [] mAnimMeshes;
+ }
+
+ delete [] mFaces;
+ }
+
+ //! Check whether the mesh contains positions. Provided no special
+ //! scene flags are set (such as #AI_SCENE_FLAGS_ANIM_SKELETON_ONLY),
+ //! this will always be true
+ bool HasPositions() const
+ { return mVertices != NULL && mNumVertices > 0; }
+
+ //! Check whether the mesh contains faces. If no special scene flags
+ //! are set this should always return true
+ bool HasFaces() const
+ { return mFaces != NULL && mNumFaces > 0; }
+
+ //! Check whether the mesh contains normal vectors
+ bool HasNormals() const
+ { return mNormals != NULL && mNumVertices > 0; }
+
+ //! Check whether the mesh contains tangent and bitangent vectors
+ //! It is not possible that it contains tangents and no bitangents
+ //! (or the other way round). The existence of one of them
+ //! implies that the second is there, too.
+ bool HasTangentsAndBitangents() const
+ { return mTangents != NULL && mBitangents != NULL && mNumVertices > 0; }
+
+ //! Check whether the mesh contains a vertex color set
+ //! \param pIndex Index of the vertex color set
+ bool HasVertexColors( unsigned int pIndex) const
+ {
+ if( pIndex >= AI_MAX_NUMBER_OF_COLOR_SETS)
+ return false;
+ else
+ return mColors[pIndex] != NULL && mNumVertices > 0;
+ }
+
+ //! Check whether the mesh contains a texture coordinate set
+ //! \param pIndex Index of the texture coordinates set
+ bool HasTextureCoords( unsigned int pIndex) const
+ {
+ if( pIndex >= AI_MAX_NUMBER_OF_TEXTURECOORDS)
+ return false;
+ else
+ return mTextureCoords[pIndex] != NULL && mNumVertices > 0;
+ }
+
+ //! Get the number of UV channels the mesh contains
+ unsigned int GetNumUVChannels() const
+ {
+ unsigned int n = 0;
+ while (n < AI_MAX_NUMBER_OF_TEXTURECOORDS && mTextureCoords[n])++n;
+ return n;
+ }
+
+ //! Get the number of vertex color channels the mesh contains
+ unsigned int GetNumColorChannels() const
+ {
+ unsigned int n = 0;
+ while (n < AI_MAX_NUMBER_OF_COLOR_SETS && mColors[n])++n;
+ return n;
+ }
+
+ //! Check whether the mesh contains bones
+ inline bool HasBones() const
+ { return mBones != NULL && mNumBones > 0; }
+
+#endif // __cplusplus
+};
+
+
+#ifdef __cplusplus
+}
+#endif //! extern "C"
+#endif // __AI_MESH_H_INC
+
diff --git a/src/3rdparty/assimp/include/assimp/postprocess.h b/src/3rdparty/assimp/include/assimp/postprocess.h
new file mode 100644
index 000000000..26060a70f
--- /dev/null
+++ b/src/3rdparty/assimp/include/assimp/postprocess.h
@@ -0,0 +1,631 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+/** @file postprocess.h
+ * @brief Definitions for import post processing steps
+ */
+#ifndef AI_POSTPROCESS_H_INC
+#define AI_POSTPROCESS_H_INC
+
+#include "types.h"
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+// -----------------------------------------------------------------------------------
+/** @enum aiPostProcessSteps
+ * @brief Defines the flags for all possible post processing steps.
+ *
+ * @see Importer::ReadFile
+ * @see aiImportFile
+ * @see aiImportFileEx
+ */
+// -----------------------------------------------------------------------------------
+enum aiPostProcessSteps
+{
+
+ // -------------------------------------------------------------------------
+ /** <hr>Calculates the tangents and bitangents for the imported meshes.
+ *
+ * Does nothing if a mesh does not have normals. You might want this post
+ * processing step to be executed if you plan to use tangent space calculations
+ * such as normal mapping applied to the meshes. There's a config setting,
+ * <tt>#AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE</tt>, which allows you to specify
+ * a maximum smoothing angle for the algorithm. However, usually you'll
+ * want to leave it at the default value.
+ */
+ aiProcess_CalcTangentSpace = 0x1,
+
+ // -------------------------------------------------------------------------
+ /** <hr>Identifies and joins identical vertex data sets within all
+ * imported meshes.
+ *
+ * After this step is run, each mesh contains unique vertices,
+ * so a vertex may be used by multiple faces. You usually want
+ * to use this post processing step. If your application deals with
+ * indexed geometry, this step is compulsory or you'll just waste rendering
+ * time. <b>If this flag is not specified</b>, no vertices are referenced by
+ * more than one face and <b>no index buffer is required</b> for rendering.
+ */
+ aiProcess_JoinIdenticalVertices = 0x2,
+
+ // -------------------------------------------------------------------------
+ /** <hr>Converts all the imported data to a left-handed coordinate space.
+ *
+ * By default the data is returned in a right-handed coordinate space (which
+ * OpenGL prefers). In this space, +X points to the right,
+ * +Z points towards the viewer, and +Y points upwards. In the DirectX
+ * coordinate space +X points to the right, +Y points upwards, and +Z points
+ * away from the viewer.
+ *
+ * You'll probably want to consider this flag if you use Direct3D for
+ * rendering. The #aiProcess_ConvertToLeftHanded flag supersedes this
+ * setting and bundles all conversions typically required for D3D-based
+ * applications.
+ */
+ aiProcess_MakeLeftHanded = 0x4,
+
+ // -------------------------------------------------------------------------
+ /** <hr>Triangulates all faces of all meshes.
+ *
+ * By default the imported mesh data might contain faces with more than 3
+ * indices. For rendering you'll usually want all faces to be triangles.
+ * This post processing step splits up faces with more than 3 indices into
+ * triangles. Line and point primitives are *not* modified! If you want
+ * 'triangles only' with no other kinds of primitives, try the following
+ * solution:
+ * <ul>
+ * <li>Specify both #aiProcess_Triangulate and #aiProcess_SortByPType </li>
+ * </li>Ignore all point and line meshes when you process assimp's output</li>
+ * </ul>
+ */
+ aiProcess_Triangulate = 0x8,
+
+ // -------------------------------------------------------------------------
+ /** <hr>Removes some parts of the data structure (animations, materials,
+ * light sources, cameras, textures, vertex components).
+ *
+ * The components to be removed are specified in a separate
+ * configuration option, <tt>#AI_CONFIG_PP_RVC_FLAGS</tt>. This is quite useful
+ * if you don't need all parts of the output structure. Vertex colors
+ * are rarely used today for example... Calling this step to remove unneeded
+ * data from the pipeline as early as possible results in increased
+ * performance and a more optimized output data structure.
+ * This step is also useful if you want to force Assimp to recompute
+ * normals or tangents. The corresponding steps don't recompute them if
+ * they're already there (loaded from the source asset). By using this
+ * step you can make sure they are NOT there.
+ *
+ * This flag is a poor one, mainly because its purpose is usually
+ * misunderstood. Consider the following case: a 3D model has been exported
+ * from a CAD app, and it has per-face vertex colors. Vertex positions can't be
+ * shared, thus the #aiProcess_JoinIdenticalVertices step fails to
+ * optimize the data because of these nasty little vertex colors.
+ * Most apps don't even process them, so it's all for nothing. By using
+ * this step, unneeded components are excluded as early as possible
+ * thus opening more room for internal optimizations.
+ */
+ aiProcess_RemoveComponent = 0x10,
+
+ // -------------------------------------------------------------------------
+ /** <hr>Generates normals for all faces of all meshes.
+ *
+ * This is ignored if normals are already there at the time this flag
+ * is evaluated. Model importers try to load them from the source file, so
+ * they're usually already there. Face normals are shared between all points
+ * of a single face, so a single point can have multiple normals, which
+ * forces the library to duplicate vertices in some cases.
+ * #aiProcess_JoinIdenticalVertices is *senseless* then.
+ *
+ * This flag may not be specified together with #aiProcess_GenSmoothNormals.
+ */
+ aiProcess_GenNormals = 0x20,
+
+ // -------------------------------------------------------------------------
+ /** <hr>Generates smooth normals for all vertices in the mesh.
+ *
+ * This is ignored if normals are already there at the time this flag
+ * is evaluated. Model importers try to load them from the source file, so
+ * they're usually already there.
+ *
+ * This flag may not be specified together with
+ * #aiProcess_GenNormals. There's a configuration option,
+ * <tt>#AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE</tt> which allows you to specify
+ * an angle maximum for the normal smoothing algorithm. Normals exceeding
+ * this limit are not smoothed, resulting in a 'hard' seam between two faces.
+ * Using a decent angle here (e.g. 80 degrees) results in very good visual
+ * appearance.
+ */
+ aiProcess_GenSmoothNormals = 0x40,
+
+ // -------------------------------------------------------------------------
+ /** <hr>Splits large meshes into smaller sub-meshes.
+ *
+ * This is quite useful for real-time rendering, where the number of triangles
+ * which can be maximally processed in a single draw-call is limited
+ * by the video driver/hardware. The maximum vertex buffer is usually limited
+ * too. Both requirements can be met with this step: you may specify both a
+ * triangle and vertex limit for a single mesh.
+ *
+ * The split limits can (and should!) be set through the
+ * <tt>#AI_CONFIG_PP_SLM_VERTEX_LIMIT</tt> and <tt>#AI_CONFIG_PP_SLM_TRIANGLE_LIMIT</tt>
+ * settings. The default values are <tt>#AI_SLM_DEFAULT_MAX_VERTICES</tt> and
+ * <tt>#AI_SLM_DEFAULT_MAX_TRIANGLES</tt>.
+ *
+ * Note that splitting is generally a time-consuming task, but only if there's
+ * something to split. The use of this step is recommended for most users.
+ */
+ aiProcess_SplitLargeMeshes = 0x80,
+
+ // -------------------------------------------------------------------------
+ /** <hr>Removes the node graph and pre-transforms all vertices with
+ * the local transformation matrices of their nodes.
+ *
+ * The output scene still contains nodes, however there is only a
+ * root node with children, each one referencing only one mesh,
+ * and each mesh referencing one material. For rendering, you can
+ * simply render all meshes in order - you don't need to pay
+ * attention to local transformations and the node hierarchy.
+ * Animations are removed during this step.
+ * This step is intended for applications without a scenegraph.
+ * The step CAN cause some problems: if e.g. a mesh of the asset
+ * contains normals and another, using the same material index, does not,
+ * they will be brought together, but the first meshes's part of
+ * the normal list is zeroed. However, these artifacts are rare.
+ * @note The <tt>#AI_CONFIG_PP_PTV_NORMALIZE</tt> configuration property
+ * can be set to normalize the scene's spatial dimension to the -1...1
+ * range.
+ */
+ aiProcess_PreTransformVertices = 0x100,
+
+ // -------------------------------------------------------------------------
+ /** <hr>Limits the number of bones simultaneously affecting a single vertex
+ * to a maximum value.
+ *
+ * If any vertex is affected by more than the maximum number of bones, the least
+ * important vertex weights are removed and the remaining vertex weights are
+ * renormalized so that the weights still sum up to 1.
+ * The default bone weight limit is 4 (defined as <tt>#AI_LMW_MAX_WEIGHTS</tt> in
+ * config.h), but you can use the <tt>#AI_CONFIG_PP_LBW_MAX_WEIGHTS</tt> setting to
+ * supply your own limit to the post processing step.
+ *
+ * If you intend to perform the skinning in hardware, this post processing
+ * step might be of interest to you.
+ */
+ aiProcess_LimitBoneWeights = 0x200,
+
+ // -------------------------------------------------------------------------
+ /** <hr>Validates the imported scene data structure.
+ * This makes sure that all indices are valid, all animations and
+ * bones are linked correctly, all material references are correct .. etc.
+ *
+ * It is recommended that you capture Assimp's log output if you use this flag,
+ * so you can easily find out what's wrong if a file fails the
+ * validation. The validator is quite strict and will find *all*
+ * inconsistencies in the data structure... It is recommended that plugin
+ * developers use it to debug their loaders. There are two types of
+ * validation failures:
+ * <ul>
+ * <li>Error: There's something wrong with the imported data. Further
+ * postprocessing is not possible and the data is not usable at all.
+ * The import fails. #Importer::GetErrorString() or #aiGetErrorString()
+ * carry the error message around.</li>
+ * <li>Warning: There are some minor issues (e.g. 1000000 animation
+ * keyframes with the same time), but further postprocessing and use
+ * of the data structure is still safe. Warning details are written
+ * to the log file, <tt>#AI_SCENE_FLAGS_VALIDATION_WARNING</tt> is set
+ * in #aiScene::mFlags</li>
+ * </ul>
+ *
+ * This post-processing step is not time-consuming. Its use is not
+ * compulsory, but recommended.
+ */
+ aiProcess_ValidateDataStructure = 0x400,
+
+ // -------------------------------------------------------------------------
+ /** <hr>Reorders triangles for better vertex cache locality.
+ *
+ * The step tries to improve the ACMR (average post-transform vertex cache
+ * miss ratio) for all meshes. The implementation runs in O(n) and is
+ * roughly based on the 'tipsify' algorithm (see <a href="
+ * http://www.cs.princeton.edu/gfx/pubs/Sander_2007_%3ETR/tipsy.pdf">this
+ * paper</a>).
+ *
+ * If you intend to render huge models in hardware, this step might
+ * be of interest to you. The <tt>#AI_CONFIG_PP_ICL_PTCACHE_SIZE</tt>config
+ * setting can be used to fine-tune the cache optimization.
+ */
+ aiProcess_ImproveCacheLocality = 0x800,
+
+ // -------------------------------------------------------------------------
+ /** <hr>Searches for redundant/unreferenced materials and removes them.
+ *
+ * This is especially useful in combination with the
+ * #aiProcess_PretransformVertices and #aiProcess_OptimizeMeshes flags.
+ * Both join small meshes with equal characteristics, but they can't do
+ * their work if two meshes have different materials. Because several
+ * material settings are lost during Assimp's import filters,
+ * (and because many exporters don't check for redundant materials), huge
+ * models often have materials which are are defined several times with
+ * exactly the same settings.
+ *
+ * Several material settings not contributing to the final appearance of
+ * a surface are ignored in all comparisons (e.g. the material name).
+ * So, if you're passing additional information through the
+ * content pipeline (probably using *magic* material names), don't
+ * specify this flag. Alternatively take a look at the
+ * <tt>#AI_CONFIG_PP_RRM_EXCLUDE_LIST</tt> setting.
+ */
+ aiProcess_RemoveRedundantMaterials = 0x1000,
+
+ // -------------------------------------------------------------------------
+ /** <hr>This step tries to determine which meshes have normal vectors
+ * that are facing inwards and inverts them.
+ *
+ * The algorithm is simple but effective:
+ * the bounding box of all vertices + their normals is compared against
+ * the volume of the bounding box of all vertices without their normals.
+ * This works well for most objects, problems might occur with planar
+ * surfaces. However, the step tries to filter such cases.
+ * The step inverts all in-facing normals. Generally it is recommended
+ * to enable this step, although the result is not always correct.
+ */
+ aiProcess_FixInfacingNormals = 0x2000,
+
+ // -------------------------------------------------------------------------
+ /** <hr>This step splits meshes with more than one primitive type in
+ * homogeneous sub-meshes.
+ *
+ * The step is executed after the triangulation step. After the step
+ * returns, just one bit is set in aiMesh::mPrimitiveTypes. This is
+ * especially useful for real-time rendering where point and line
+ * primitives are often ignored or rendered separately.
+ * You can use the <tt>#AI_CONFIG_PP_SBP_REMOVE</tt> option to specify which
+ * primitive types you need. This can be used to easily exclude
+ * lines and points, which are rarely used, from the import.
+ */
+ aiProcess_SortByPType = 0x8000,
+
+ // -------------------------------------------------------------------------
+ /** <hr>This step searches all meshes for degenerate primitives and
+ * converts them to proper lines or points.
+ *
+ * A face is 'degenerate' if one or more of its points are identical.
+ * To have the degenerate stuff not only detected and collapsed but
+ * removed, try one of the following procedures:
+ * <br><b>1.</b> (if you support lines and points for rendering but don't
+ * want the degenerates)</br>
+ * <ul>
+ * <li>Specify the #aiProcess_FindDegenerates flag.
+ * </li>
+ * <li>Set the <tt>AI_CONFIG_PP_FD_REMOVE</tt> option to 1. This will
+ * cause the step to remove degenerate triangles from the import
+ * as soon as they're detected. They won't pass any further
+ * pipeline steps.
+ * </li>
+ * </ul>
+ * <br><b>2.</b>(if you don't support lines and points at all)</br>
+ * <ul>
+ * <li>Specify the #aiProcess_FindDegenerates flag.
+ * </li>
+ * <li>Specify the #aiProcess_SortByPType flag. This moves line and
+ * point primitives to separate meshes.
+ * </li>
+ * <li>Set the <tt>AI_CONFIG_PP_SBP_REMOVE</tt> option to
+ * @code aiPrimitiveType_POINTS | aiPrimitiveType_LINES
+ * @endcode to cause SortByPType to reject point
+ * and line meshes from the scene.
+ * </li>
+ * </ul>
+ * @note Degenerate polygons are not necessarily evil and that's why
+ * they're not removed by default. There are several file formats which
+ * don't support lines or points, and some exporters bypass the
+ * format specification and write them as degenerate triangles instead.
+ */
+ aiProcess_FindDegenerates = 0x10000,
+
+ // -------------------------------------------------------------------------
+ /** <hr>This step searches all meshes for invalid data, such as zeroed
+ * normal vectors or invalid UV coords and removes/fixes them. This is
+ * intended to get rid of some common exporter errors.
+ *
+ * This is especially useful for normals. If they are invalid, and
+ * the step recognizes this, they will be removed and can later
+ * be recomputed, i.e. by the #aiProcess_GenSmoothNormals flag.<br>
+ * The step will also remove meshes that are infinitely small and reduce
+ * animation tracks consisting of hundreds if redundant keys to a single
+ * key. The <tt>AI_CONFIG_PP_FID_ANIM_ACCURACY</tt> config property decides
+ * the accuracy of the check for duplicate animation tracks.
+ */
+ aiProcess_FindInvalidData = 0x20000,
+
+ // -------------------------------------------------------------------------
+ /** <hr>This step converts non-UV mappings (such as spherical or
+ * cylindrical mapping) to proper texture coordinate channels.
+ *
+ * Most applications will support UV mapping only, so you will
+ * probably want to specify this step in every case. Note that Assimp is not
+ * always able to match the original mapping implementation of the
+ * 3D app which produced a model perfectly. It's always better to let the
+ * modelling app compute the UV channels - 3ds max, Maya, Blender,
+ * LightWave, and Modo do this for example.
+ *
+ * @note If this step is not requested, you'll need to process the
+ * <tt>#AI_MATKEY_MAPPING</tt> material property in order to display all assets
+ * properly.
+ */
+ aiProcess_GenUVCoords = 0x40000,
+
+ // -------------------------------------------------------------------------
+ /** <hr>This step applies per-texture UV transformations and bakes
+ * them into stand-alone vtexture coordinate channels.
+ *
+ * UV transformations are specified per-texture - see the
+ * <tt>#AI_MATKEY_UVTRANSFORM</tt> material key for more information.
+ * This step processes all textures with
+ * transformed input UV coordinates and generates a new (pre-transformed) UV channel
+ * which replaces the old channel. Most applications won't support UV
+ * transformations, so you will probably want to specify this step.
+ *
+ * @note UV transformations are usually implemented in real-time apps by
+ * transforming texture coordinates at vertex shader stage with a 3x3
+ * (homogenous) transformation matrix.
+ */
+ aiProcess_TransformUVCoords = 0x80000,
+
+ // -------------------------------------------------------------------------
+ /** <hr>This step searches for duplicate meshes and replaces them
+ * with references to the first mesh.
+ *
+ * This step takes a while, so don't use it if speed is a concern.
+ * Its main purpose is to workaround the fact that many export
+ * file formats don't support instanced meshes, so exporters need to
+ * duplicate meshes. This step removes the duplicates again. Please
+ * note that Assimp does not currently support per-node material
+ * assignment to meshes, which means that identical meshes with
+ * different materials are currently *not* joined, although this is
+ * planned for future versions.
+ */
+ aiProcess_FindInstances = 0x100000,
+
+ // -------------------------------------------------------------------------
+ /** <hr>A postprocessing step to reduce the number of meshes.
+ *
+ * This will, in fact, reduce the number of draw calls.
+ *
+ * This is a very effective optimization and is recommended to be used
+ * together with #aiProcess_OptimizeGraph, if possible. The flag is fully
+ * compatible with both #aiProcess_SplitLargeMeshes and #aiProcess_SortByPType.
+ */
+ aiProcess_OptimizeMeshes = 0x200000,
+
+
+ // -------------------------------------------------------------------------
+ /** <hr>A postprocessing step to optimize the scene hierarchy.
+ *
+ * Nodes without animations, bones, lights or cameras assigned are
+ * collapsed and joined.
+ *
+ * Node names can be lost during this step. If you use special 'tag nodes'
+ * to pass additional information through your content pipeline, use the
+ * <tt>#AI_CONFIG_PP_OG_EXCLUDE_LIST</tt> setting to specify a list of node
+ * names you want to be kept. Nodes matching one of the names in this list won't
+ * be touched or modified.
+ *
+ * Use this flag with caution. Most simple files will be collapsed to a
+ * single node, so complex hierarchies are usually completely lost. This is not
+ * useful for editor environments, but probably a very effective
+ * optimization if you just want to get the model data, convert it to your
+ * own format, and render it as fast as possible.
+ *
+ * This flag is designed to be used with #aiProcess_OptimizeMeshes for best
+ * results.
+ *
+ * @note 'Crappy' scenes with thousands of extremely small meshes packed
+ * in deeply nested nodes exist for almost all file formats.
+ * #aiProcess_OptimizeMeshes in combination with #aiProcess_OptimizeGraph
+ * usually fixes them all and makes them renderable.
+ */
+ aiProcess_OptimizeGraph = 0x400000,
+
+ // -------------------------------------------------------------------------
+ /** <hr>This step flips all UV coordinates along the y-axis and adjusts
+ * material settings and bitangents accordingly.
+ *
+ * <b>Output UV coordinate system:</b>
+ * @code
+ * 0y|0y ---------- 1x|0y
+ * | |
+ * | |
+ * | |
+ * 0x|1y ---------- 1x|1y
+ * @endcode
+ *
+ * You'll probably want to consider this flag if you use Direct3D for
+ * rendering. The #aiProcess_ConvertToLeftHanded flag supersedes this
+ * setting and bundles all conversions typically required for D3D-based
+ * applications.
+ */
+ aiProcess_FlipUVs = 0x800000,
+
+ // -------------------------------------------------------------------------
+ /** <hr>This step adjusts the output face winding order to be CW.
+ *
+ * The default face winding order is counter clockwise (CCW).
+ *
+ * <b>Output face order:</b>
+ * @code
+ * x2
+ *
+ * x0
+ * x1
+ * @endcode
+ */
+ aiProcess_FlipWindingOrder = 0x1000000,
+
+ // -------------------------------------------------------------------------
+ /** <hr>This step splits meshes with many bones into sub-meshes so that each
+ * su-bmesh has fewer or as many bones as a given limit.
+ */
+ aiProcess_SplitByBoneCount = 0x2000000,
+
+ // -------------------------------------------------------------------------
+ /** <hr>This step removes bones losslessly or according to some threshold.
+ *
+ * In some cases (i.e. formats that require it) exporters are forced to
+ * assign dummy bone weights to otherwise static meshes assigned to
+ * animated meshes. Full, weight-based skinning is expensive while
+ * animating nodes is extremely cheap, so this step is offered to clean up
+ * the data in that regard.
+ *
+ * Use <tt>#AI_CONFIG_PP_DB_THRESHOLD</tt> to control this.
+ * Use <tt>#AI_CONFIG_PP_DB_ALL_OR_NONE</tt> if you want bones removed if and
+ * only if all bones within the scene qualify for removal.
+ */
+ aiProcess_Debone = 0x4000000
+
+ // aiProcess_GenEntityMeshes = 0x100000,
+ // aiProcess_OptimizeAnimations = 0x200000
+ // aiProcess_FixTexturePaths = 0x200000
+};
+
+
+// ---------------------------------------------------------------------------------------
+/** @def aiProcess_ConvertToLeftHanded
+ * @brief Shortcut flag for Direct3D-based applications.
+ *
+ * Supersedes the #aiProcess_MakeLeftHanded and #aiProcess_FlipUVs and
+ * #aiProcess_FlipWindingOrder flags.
+ * The output data matches Direct3D's conventions: left-handed geometry, upper-left
+ * origin for UV coordinates and finally clockwise face order, suitable for CCW culling.
+ *
+ * @deprecated
+ */
+#define aiProcess_ConvertToLeftHanded ( \
+ aiProcess_MakeLeftHanded | \
+ aiProcess_FlipUVs | \
+ aiProcess_FlipWindingOrder | \
+ 0 )
+
+
+// ---------------------------------------------------------------------------------------
+/** @def aiProcessPreset_TargetRealtimeUse_Fast
+ * @brief Default postprocess configuration optimizing the data for real-time rendering.
+ *
+ * Applications would want to use this preset to load models on end-user PCs,
+ * maybe for direct use in game.
+ *
+ * If you're using DirectX, don't forget to combine this value with
+ * the #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations
+ * in your application apply the #aiProcess_TransformUVCoords step, too.
+ * @note Please take the time to read the docs for the steps enabled by this preset.
+ * Some of them offer further configurable properties, while some of them might not be of
+ * use for you so it might be better to not specify them.
+ */
+#define aiProcessPreset_TargetRealtime_Fast ( \
+ aiProcess_CalcTangentSpace | \
+ aiProcess_GenNormals | \
+ aiProcess_JoinIdenticalVertices | \
+ aiProcess_Triangulate | \
+ aiProcess_GenUVCoords | \
+ aiProcess_SortByPType | \
+ 0 )
+
+ // ---------------------------------------------------------------------------------------
+ /** @def aiProcessPreset_TargetRealtime_Quality
+ * @brief Default postprocess configuration optimizing the data for real-time rendering.
+ *
+ * Unlike #aiProcessPreset_TargetRealtime_Fast, this configuration
+ * performs some extra optimizations to improve rendering speed and
+ * to minimize memory usage. It could be a good choice for a level editor
+ * environment where import speed is not so important.
+ *
+ * If you're using DirectX, don't forget to combine this value with
+ * the #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations
+ * in your application apply the #aiProcess_TransformUVCoords step, too.
+ * @note Please take the time to read the docs for the steps enabled by this preset.
+ * Some of them offer further configurable properties, while some of them might not be
+ * of use for you so it might be better to not specify them.
+ */
+#define aiProcessPreset_TargetRealtime_Quality ( \
+ aiProcess_CalcTangentSpace | \
+ aiProcess_GenSmoothNormals | \
+ aiProcess_JoinIdenticalVertices | \
+ aiProcess_ImproveCacheLocality | \
+ aiProcess_LimitBoneWeights | \
+ aiProcess_RemoveRedundantMaterials | \
+ aiProcess_SplitLargeMeshes | \
+ aiProcess_Triangulate | \
+ aiProcess_GenUVCoords | \
+ aiProcess_SortByPType | \
+ aiProcess_FindDegenerates | \
+ aiProcess_FindInvalidData | \
+ 0 )
+
+ // ---------------------------------------------------------------------------------------
+ /** @def aiProcessPreset_TargetRealtime_MaxQuality
+ * @brief Default postprocess configuration optimizing the data for real-time rendering.
+ *
+ * This preset enables almost every optimization step to achieve perfectly
+ * optimized data. It's your choice for level editor environments where import speed
+ * is not important.
+ *
+ * If you're using DirectX, don't forget to combine this value with
+ * the #aiProcess_ConvertToLeftHanded step. If you don't support UV transformations
+ * in your application, apply the #aiProcess_TransformUVCoords step, too.
+ * @note Please take the time to read the docs for the steps enabled by this preset.
+ * Some of them offer further configurable properties, while some of them might not be
+ * of use for you so it might be better to not specify them.
+ */
+#define aiProcessPreset_TargetRealtime_MaxQuality ( \
+ aiProcessPreset_TargetRealtime_Quality | \
+ aiProcess_FindInstances | \
+ aiProcess_ValidateDataStructure | \
+ aiProcess_OptimizeMeshes | \
+ aiProcess_Debone | \
+ 0 )
+
+
+#ifdef __cplusplus
+} // end of extern "C"
+#endif
+
+#endif // AI_POSTPROCESS_H_INC \ No newline at end of file
diff --git a/src/3rdparty/assimp/include/assimp/quaternion.h b/src/3rdparty/assimp/include/assimp/quaternion.h
new file mode 100644
index 000000000..580e1410c
--- /dev/null
+++ b/src/3rdparty/assimp/include/assimp/quaternion.h
@@ -0,0 +1,124 @@
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+/** @file quaternion.h
+ * @brief Quaternion structure, including operators when compiling in C++
+ */
+#ifndef AI_QUATERNION_H_INC
+#define AI_QUATERNION_H_INC
+
+#ifdef __cplusplus
+
+template <typename TReal> class aiVector3t;
+template <typename TReal> class aiMatrix3x3t;
+
+// ---------------------------------------------------------------------------
+/** Represents a quaternion in a 4D vector. */
+template <typename TReal>
+class aiQuaterniont
+{
+public:
+ aiQuaterniont() : w(), x(), y(), z() {}
+ aiQuaterniont(TReal w, TReal x, TReal y, TReal z)
+ : w(w), x(x), y(y), z(z) {}
+
+ /** Construct from rotation matrix. Result is undefined if the matrix is not orthonormal. */
+ aiQuaterniont( const aiMatrix3x3t<TReal>& pRotMatrix);
+
+ /** Construct from euler angles */
+ aiQuaterniont( TReal rotx, TReal roty, TReal rotz);
+
+ /** Construct from an axis-angle pair */
+ aiQuaterniont( aiVector3t<TReal> axis, TReal angle);
+
+ /** Construct from a normalized quaternion stored in a vec3 */
+ aiQuaterniont( aiVector3t<TReal> normalized);
+
+ /** Returns a matrix representation of the quaternion */
+ aiMatrix3x3t<TReal> GetMatrix() const;
+
+public:
+
+ bool operator== (const aiQuaterniont& o) const;
+ bool operator!= (const aiQuaterniont& o) const;
+
+public:
+
+ /** Normalize the quaternion */
+ aiQuaterniont& Normalize();
+
+ /** Compute quaternion conjugate */
+ aiQuaterniont& Conjugate ();
+
+ /** Rotate a point by this quaternion */
+ aiVector3t<TReal> Rotate (const aiVector3t<TReal>& in);
+
+ /** Multiply two quaternions */
+ aiQuaterniont operator* (const aiQuaterniont& two) const;
+
+public:
+
+ /** Performs a spherical interpolation between two quaternions and writes the result into the third.
+ * @param pOut Target object to received the interpolated rotation.
+ * @param pStart Start rotation of the interpolation at factor == 0.
+ * @param pEnd End rotation, factor == 1.
+ * @param pFactor Interpolation factor between 0 and 1. Values outside of this range yield undefined results.
+ */
+ static void Interpolate( aiQuaterniont& pOut, const aiQuaterniont& pStart,
+ const aiQuaterniont& pEnd, TReal pFactor);
+
+public:
+
+ //! w,x,y,z components of the quaternion
+ TReal w, x, y, z;
+} ;
+
+typedef aiQuaterniont<float> aiQuaternion;
+
+#else
+
+struct aiQuaternion {
+ float w, x, y, z;
+};
+
+#endif
+
+
+#endif // AI_QUATERNION_H_INC
diff --git a/src/3rdparty/assimp/include/assimp/quaternion.inl b/src/3rdparty/assimp/include/assimp/quaternion.inl
new file mode 100644
index 000000000..03f247f22
--- /dev/null
+++ b/src/3rdparty/assimp/include/assimp/quaternion.inl
@@ -0,0 +1,274 @@
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
+conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+---------------------------------------------------------------------------
+*/
+
+/** @file aiQuaterniont.inl
+ * @brief Inline implementation of aiQuaterniont<TReal> operators
+ */
+#ifndef AI_QUATERNION_INL_INC
+#define AI_QUATERNION_INL_INC
+
+#ifdef __cplusplus
+#include "quaternion.h"
+
+// ---------------------------------------------------------------------------
+template<typename TReal>
+bool aiQuaterniont<TReal>::operator== (const aiQuaterniont& o) const
+{
+ return x == o.x && y == o.y && z == o.z && w == o.w;
+}
+
+// ---------------------------------------------------------------------------
+template<typename TReal>
+bool aiQuaterniont<TReal>::operator!= (const aiQuaterniont& o) const
+{
+ return !(*this == o);
+}
+
+
+
+// ---------------------------------------------------------------------------
+// Constructs a quaternion from a rotation matrix
+template<typename TReal>
+inline aiQuaterniont<TReal>::aiQuaterniont( const aiMatrix3x3t<TReal> &pRotMatrix)
+{
+ TReal t = 1 + pRotMatrix.a1 + pRotMatrix.b2 + pRotMatrix.c3;
+
+ // large enough
+ if( t > static_cast<TReal>(0.001))
+ {
+ TReal s = sqrt( t) * static_cast<TReal>(2.0);
+ x = (pRotMatrix.c2 - pRotMatrix.b3) / s;
+ y = (pRotMatrix.a3 - pRotMatrix.c1) / s;
+ z = (pRotMatrix.b1 - pRotMatrix.a2) / s;
+ w = static_cast<TReal>(0.25) * s;
+ } // else we have to check several cases
+ else if( pRotMatrix.a1 > pRotMatrix.b2 && pRotMatrix.a1 > pRotMatrix.c3 )
+ {
+ // Column 0:
+ TReal s = sqrt( static_cast<TReal>(1.0) + pRotMatrix.a1 - pRotMatrix.b2 - pRotMatrix.c3) * static_cast<TReal>(2.0);
+ x = static_cast<TReal>(0.25) * s;
+ y = (pRotMatrix.b1 + pRotMatrix.a2) / s;
+ z = (pRotMatrix.a3 + pRotMatrix.c1) / s;
+ w = (pRotMatrix.c2 - pRotMatrix.b3) / s;
+ }
+ else if( pRotMatrix.b2 > pRotMatrix.c3)
+ {
+ // Column 1:
+ TReal s = sqrt( static_cast<TReal>(1.0) + pRotMatrix.b2 - pRotMatrix.a1 - pRotMatrix.c3) * static_cast<TReal>(2.0);
+ x = (pRotMatrix.b1 + pRotMatrix.a2) / s;
+ y = static_cast<TReal>(0.25) * s;
+ z = (pRotMatrix.c2 + pRotMatrix.b3) / s;
+ w = (pRotMatrix.a3 - pRotMatrix.c1) / s;
+ } else
+ {
+ // Column 2:
+ TReal s = sqrt( static_cast<TReal>(1.0) + pRotMatrix.c3 - pRotMatrix.a1 - pRotMatrix.b2) * static_cast<TReal>(2.0);
+ x = (pRotMatrix.a3 + pRotMatrix.c1) / s;
+ y = (pRotMatrix.c2 + pRotMatrix.b3) / s;
+ z = static_cast<TReal>(0.25) * s;
+ w = (pRotMatrix.b1 - pRotMatrix.a2) / s;
+ }
+}
+
+// ---------------------------------------------------------------------------
+// Construction from euler angles
+template<typename TReal>
+inline aiQuaterniont<TReal>::aiQuaterniont( TReal fPitch, TReal fYaw, TReal fRoll )
+{
+ const TReal fSinPitch(sin(fPitch*static_cast<TReal>(0.5)));
+ const TReal fCosPitch(cos(fPitch*static_cast<TReal>(0.5)));
+ const TReal fSinYaw(sin(fYaw*static_cast<TReal>(0.5)));
+ const TReal fCosYaw(cos(fYaw*static_cast<TReal>(0.5)));
+ const TReal fSinRoll(sin(fRoll*static_cast<TReal>(0.5)));
+ const TReal fCosRoll(cos(fRoll*static_cast<TReal>(0.5)));
+ const TReal fCosPitchCosYaw(fCosPitch*fCosYaw);
+ const TReal fSinPitchSinYaw(fSinPitch*fSinYaw);
+ x = fSinRoll * fCosPitchCosYaw - fCosRoll * fSinPitchSinYaw;
+ y = fCosRoll * fSinPitch * fCosYaw + fSinRoll * fCosPitch * fSinYaw;
+ z = fCosRoll * fCosPitch * fSinYaw - fSinRoll * fSinPitch * fCosYaw;
+ w = fCosRoll * fCosPitchCosYaw + fSinRoll * fSinPitchSinYaw;
+}
+
+// ---------------------------------------------------------------------------
+// Returns a matrix representation of the quaternion
+template<typename TReal>
+inline aiMatrix3x3t<TReal> aiQuaterniont<TReal>::GetMatrix() const
+{
+ aiMatrix3x3t<TReal> resMatrix;
+ resMatrix.a1 = static_cast<TReal>(1.0) - static_cast<TReal>(2.0) * (y * y + z * z);
+ resMatrix.a2 = static_cast<TReal>(2.0) * (x * y - z * w);
+ resMatrix.a3 = static_cast<TReal>(2.0) * (x * z + y * w);
+ resMatrix.b1 = static_cast<TReal>(2.0) * (x * y + z * w);
+ resMatrix.b2 = static_cast<TReal>(1.0) - static_cast<TReal>(2.0) * (x * x + z * z);
+ resMatrix.b3 = static_cast<TReal>(2.0) * (y * z - x * w);
+ resMatrix.c1 = static_cast<TReal>(2.0) * (x * z - y * w);
+ resMatrix.c2 = static_cast<TReal>(2.0) * (y * z + x * w);
+ resMatrix.c3 = static_cast<TReal>(1.0) - static_cast<TReal>(2.0) * (x * x + y * y);
+
+ return resMatrix;
+}
+
+// ---------------------------------------------------------------------------
+// Construction from an axis-angle pair
+template<typename TReal>
+inline aiQuaterniont<TReal>::aiQuaterniont( aiVector3t<TReal> axis, TReal angle)
+{
+ axis.Normalize();
+
+ const TReal sin_a = sin( angle / 2 );
+ const TReal cos_a = cos( angle / 2 );
+ x = axis.x * sin_a;
+ y = axis.y * sin_a;
+ z = axis.z * sin_a;
+ w = cos_a;
+}
+// ---------------------------------------------------------------------------
+// Construction from am existing, normalized quaternion
+template<typename TReal>
+inline aiQuaterniont<TReal>::aiQuaterniont( aiVector3t<TReal> normalized)
+{
+ x = normalized.x;
+ y = normalized.y;
+ z = normalized.z;
+
+ const TReal t = static_cast<TReal>(1.0) - (x*x) - (y*y) - (z*z);
+
+ if (t < static_cast<TReal>(0.0)) {
+ w = static_cast<TReal>(0.0);
+ }
+ else w = sqrt (t);
+}
+
+// ---------------------------------------------------------------------------
+// Performs a spherical interpolation between two quaternions
+// Implementation adopted from the gmtl project. All others I found on the net fail in some cases.
+// Congrats, gmtl!
+template<typename TReal>
+inline void aiQuaterniont<TReal>::Interpolate( aiQuaterniont& pOut, const aiQuaterniont& pStart, const aiQuaterniont& pEnd, TReal pFactor)
+{
+ // calc cosine theta
+ TReal cosom = pStart.x * pEnd.x + pStart.y * pEnd.y + pStart.z * pEnd.z + pStart.w * pEnd.w;
+
+ // adjust signs (if necessary)
+ aiQuaterniont end = pEnd;
+ if( cosom < static_cast<TReal>(0.0))
+ {
+ cosom = -cosom;
+ end.x = -end.x; // Reverse all signs
+ end.y = -end.y;
+ end.z = -end.z;
+ end.w = -end.w;
+ }
+
+ // Calculate coefficients
+ TReal sclp, sclq;
+ if( (static_cast<TReal>(1.0) - cosom) > static_cast<TReal>(0.0001)) // 0.0001 -> some epsillon
+ {
+ // Standard case (slerp)
+ TReal omega, sinom;
+ omega = acos( cosom); // extract theta from dot product's cos theta
+ sinom = sin( omega);
+ sclp = sin( (static_cast<TReal>(1.0) - pFactor) * omega) / sinom;
+ sclq = sin( pFactor * omega) / sinom;
+ } else
+ {
+ // Very close, do linear interp (because it's faster)
+ sclp = static_cast<TReal>(1.0) - pFactor;
+ sclq = pFactor;
+ }
+
+ pOut.x = sclp * pStart.x + sclq * end.x;
+ pOut.y = sclp * pStart.y + sclq * end.y;
+ pOut.z = sclp * pStart.z + sclq * end.z;
+ pOut.w = sclp * pStart.w + sclq * end.w;
+}
+
+// ---------------------------------------------------------------------------
+template<typename TReal>
+inline aiQuaterniont<TReal>& aiQuaterniont<TReal>::Normalize()
+{
+ // compute the magnitude and divide through it
+ const TReal mag = sqrt(x*x + y*y + z*z + w*w);
+ if (mag)
+ {
+ const TReal invMag = static_cast<TReal>(1.0)/mag;
+ x *= invMag;
+ y *= invMag;
+ z *= invMag;
+ w *= invMag;
+ }
+ return *this;
+}
+
+// ---------------------------------------------------------------------------
+template<typename TReal>
+inline aiQuaterniont<TReal> aiQuaterniont<TReal>::operator* (const aiQuaterniont& t) const
+{
+ return aiQuaterniont(w*t.w - x*t.x - y*t.y - z*t.z,
+ w*t.x + x*t.w + y*t.z - z*t.y,
+ w*t.y + y*t.w + z*t.x - x*t.z,
+ w*t.z + z*t.w + x*t.y - y*t.x);
+}
+
+// ---------------------------------------------------------------------------
+template<typename TReal>
+inline aiQuaterniont<TReal>& aiQuaterniont<TReal>::Conjugate ()
+{
+ x = -x;
+ y = -y;
+ z = -z;
+ return *this;
+}
+
+// ---------------------------------------------------------------------------
+template<typename TReal>
+inline aiVector3t<TReal> aiQuaterniont<TReal>::Rotate (const aiVector3t<TReal>& v)
+{
+ aiQuaterniont q2(0.f,v.x,v.y,v.z), q = *this, qinv = q;
+ q.Conjugate();
+
+ q = q*q2*qinv;
+ return aiVector3t<TReal>(q.x,q.y,q.z);
+
+}
+
+#endif
+#endif
diff --git a/src/3rdparty/assimp/include/assimp/scene.h b/src/3rdparty/assimp/include/assimp/scene.h
new file mode 100644
index 000000000..1d9592538
--- /dev/null
+++ b/src/3rdparty/assimp/include/assimp/scene.h
@@ -0,0 +1,378 @@
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
+conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+---------------------------------------------------------------------------
+*/
+
+/** @file aiScene.h
+ * @brief Defines the data structures in which the imported scene is returned.
+ */
+#ifndef __AI_SCENE_H_INC__
+#define __AI_SCENE_H_INC__
+
+#include "types.h"
+#include "texture.h"
+#include "mesh.h"
+#include "light.h"
+#include "camera.h"
+#include "material.h"
+#include "anim.h"
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+// -------------------------------------------------------------------------------
+/** A node in the imported hierarchy.
+ *
+ * Each node has name, a parent node (except for the root node),
+ * a transformation relative to its parent and possibly several child nodes.
+ * Simple file formats don't support hierarchical structures - for these formats
+ * the imported scene does consist of only a single root node without children.
+ */
+// -------------------------------------------------------------------------------
+struct aiNode
+{
+ /** The name of the node.
+ *
+ * The name might be empty (length of zero) but all nodes which
+ * need to be accessed afterwards by bones or anims are usually named.
+ * Multiple nodes may have the same name, but nodes which are accessed
+ * by bones (see #aiBone and #aiMesh::mBones) *must* be unique.
+ *
+ * Cameras and lights are assigned to a specific node name - if there
+ * are multiple nodes with this name, they're assigned to each of them.
+ * <br>
+ * There are no limitations regarding the characters contained in
+ * this text. You should be able to handle stuff like whitespace, tabs,
+ * linefeeds, quotation marks, ampersands, ... .
+ */
+ C_STRUCT aiString mName;
+
+ /** The transformation relative to the node's parent. */
+ C_STRUCT aiMatrix4x4 mTransformation;
+
+ /** Parent node. NULL if this node is the root node. */
+ C_STRUCT aiNode* mParent;
+
+ /** The number of child nodes of this node. */
+ unsigned int mNumChildren;
+
+ /** The child nodes of this node. NULL if mNumChildren is 0. */
+ C_STRUCT aiNode** mChildren;
+
+ /** The number of meshes of this node. */
+ unsigned int mNumMeshes;
+
+ /** The meshes of this node. Each entry is an index into the mesh */
+ unsigned int* mMeshes;
+
+#ifdef __cplusplus
+ /** Constructor */
+ aiNode()
+ {
+ // set all members to zero by default
+ mParent = NULL;
+ mNumChildren = 0; mChildren = NULL;
+ mNumMeshes = 0; mMeshes = NULL;
+ }
+
+ /** Construction from a specific name */
+ aiNode(const std::string& name)
+ {
+ // set all members to zero by default
+ mParent = NULL;
+ mNumChildren = 0; mChildren = NULL;
+ mNumMeshes = 0; mMeshes = NULL;
+ mName = name;
+ }
+
+ /** Destructor */
+ ~aiNode()
+ {
+ // delete all children recursively
+ // to make sure we won't crash if the data is invalid ...
+ if (mChildren && mNumChildren)
+ {
+ for( unsigned int a = 0; a < mNumChildren; a++)
+ delete mChildren[a];
+ }
+ delete [] mChildren;
+ delete [] mMeshes;
+ }
+
+ /** Searches for a node with a specific name, beginning at this
+ * nodes. Normally you will call this method on the root node
+ * of the scene.
+ *
+ * @param name Name to search for
+ * @return NULL or a valid Node if the search was successful.
+ */
+ inline aiNode* FindNode(const aiString& name)
+ {
+ return FindNode(name.data);
+ }
+
+ /** @override
+ */
+ inline aiNode* FindNode(const char* name)
+ {
+ if (!::strcmp( mName.data,name))return this;
+ for (unsigned int i = 0; i < mNumChildren;++i)
+ {
+ aiNode* p = mChildren[i]->FindNode(name);
+ if (p)return p;
+ }
+ // there is definitely no sub node with this name
+ return NULL;
+ }
+
+#endif // __cplusplus
+};
+
+
+// -------------------------------------------------------------------------------
+/** @def AI_SCENE_FLAGS_INCOMPLETE
+ * Specifies that the scene data structure that was imported is not complete.
+ * This flag bypasses some internal validations and allows the import
+ * of animation skeletons, material libraries or camera animation paths
+ * using Assimp. Most applications won't support such data.
+ */
+#define AI_SCENE_FLAGS_INCOMPLETE 0x1
+
+/** @def AI_SCENE_FLAGS_VALIDATED
+ * This flag is set by the validation postprocess-step (aiPostProcess_ValidateDS)
+ * if the validation is successful. In a validated scene you can be sure that
+ * any cross references in the data structure (e.g. vertex indices) are valid.
+ */
+#define AI_SCENE_FLAGS_VALIDATED 0x2
+
+/** @def AI_SCENE_FLAGS_VALIDATION_WARNING
+ * This flag is set by the validation postprocess-step (aiPostProcess_ValidateDS)
+ * if the validation is successful but some issues have been found.
+ * This can for example mean that a texture that does not exist is referenced
+ * by a material or that the bone weights for a vertex don't sum to 1.0 ... .
+ * In most cases you should still be able to use the import. This flag could
+ * be useful for applications which don't capture Assimp's log output.
+ */
+#define AI_SCENE_FLAGS_VALIDATION_WARNING 0x4
+
+/** @def AI_SCENE_FLAGS_NON_VERBOSE_FORMAT
+ * This flag is currently only set by the aiProcess_JoinIdenticalVertices step.
+ * It indicates that the vertices of the output meshes aren't in the internal
+ * verbose format anymore. In the verbose format all vertices are unique,
+ * no vertex is ever referenced by more than one face.
+ */
+#define AI_SCENE_FLAGS_NON_VERBOSE_FORMAT 0x8
+
+ /** @def AI_SCENE_FLAGS_TERRAIN
+ * Denotes pure height-map terrain data. Pure terrains usually consist of quads,
+ * sometimes triangles, in a regular grid. The x,y coordinates of all vertex
+ * positions refer to the x,y coordinates on the terrain height map, the z-axis
+ * stores the elevation at a specific point.
+ *
+ * TER (Terragen) and HMP (3D Game Studio) are height map formats.
+ * @note Assimp is probably not the best choice for loading *huge* terrains -
+ * fully triangulated data takes extremely much free store and should be avoided
+ * as long as possible (typically you'll do the triangulation when you actually
+ * need to render it).
+ */
+#define AI_SCENE_FLAGS_TERRAIN 0x10
+
+
+// -------------------------------------------------------------------------------
+/** The root structure of the imported data.
+ *
+ * Everything that was imported from the given file can be accessed from here.
+ * Objects of this class are generally maintained and owned by Assimp, not
+ * by the caller. You shouldn't want to instance it, nor should you ever try to
+ * delete a given scene on your own.
+ */
+// -------------------------------------------------------------------------------
+struct aiScene
+{
+
+ /** Any combination of the AI_SCENE_FLAGS_XXX flags. By default
+ * this value is 0, no flags are set. Most applications will
+ * want to reject all scenes with the AI_SCENE_FLAGS_INCOMPLETE
+ * bit set.
+ */
+ unsigned int mFlags;
+
+
+ /** The root node of the hierarchy.
+ *
+ * There will always be at least the root node if the import
+ * was successful (and no special flags have been set).
+ * Presence of further nodes depends on the format and content
+ * of the imported file.
+ */
+ C_STRUCT aiNode* mRootNode;
+
+
+
+ /** The number of meshes in the scene. */
+ unsigned int mNumMeshes;
+
+ /** The array of meshes.
+ *
+ * Use the indices given in the aiNode structure to access
+ * this array. The array is mNumMeshes in size. If the
+ * AI_SCENE_FLAGS_INCOMPLETE flag is not set there will always
+ * be at least ONE material.
+ */
+ C_STRUCT aiMesh** mMeshes;
+
+
+
+ /** The number of materials in the scene. */
+ unsigned int mNumMaterials;
+
+ /** The array of materials.
+ *
+ * Use the index given in each aiMesh structure to access this
+ * array. The array is mNumMaterials in size. If the
+ * AI_SCENE_FLAGS_INCOMPLETE flag is not set there will always
+ * be at least ONE material.
+ */
+ C_STRUCT aiMaterial** mMaterials;
+
+
+
+ /** The number of animations in the scene. */
+ unsigned int mNumAnimations;
+
+ /** The array of animations.
+ *
+ * All animations imported from the given file are listed here.
+ * The array is mNumAnimations in size.
+ */
+ C_STRUCT aiAnimation** mAnimations;
+
+
+
+ /** The number of textures embedded into the file */
+ unsigned int mNumTextures;
+
+ /** The array of embedded textures.
+ *
+ * Not many file formats embed their textures into the file.
+ * An example is Quake's MDL format (which is also used by
+ * some GameStudio versions)
+ */
+ C_STRUCT aiTexture** mTextures;
+
+
+ /** The number of light sources in the scene. Light sources
+ * are fully optional, in most cases this attribute will be 0
+ */
+ unsigned int mNumLights;
+
+ /** The array of light sources.
+ *
+ * All light sources imported from the given file are
+ * listed here. The array is mNumLights in size.
+ */
+ C_STRUCT aiLight** mLights;
+
+
+ /** The number of cameras in the scene. Cameras
+ * are fully optional, in most cases this attribute will be 0
+ */
+ unsigned int mNumCameras;
+
+ /** The array of cameras.
+ *
+ * All cameras imported from the given file are listed here.
+ * The array is mNumCameras in size. The first camera in the
+ * array (if existing) is the default camera view into
+ * the scene.
+ */
+ C_STRUCT aiCamera** mCameras;
+
+#ifdef __cplusplus
+
+ //! Default constructor - set everything to 0/NULL
+ aiScene();
+
+ //! Destructor
+ ~aiScene();
+
+ //! Check whether the scene contains meshes
+ //! Unless no special scene flags are set this will always be true.
+ inline bool HasMeshes() const
+ { return mMeshes != NULL && mNumMeshes > 0; }
+
+ //! Check whether the scene contains materials
+ //! Unless no special scene flags are set this will always be true.
+ inline bool HasMaterials() const
+ { return mMaterials != NULL && mNumMaterials > 0; }
+
+ //! Check whether the scene contains lights
+ inline bool HasLights() const
+ { return mLights != NULL && mNumLights > 0; }
+
+ //! Check whether the scene contains textures
+ inline bool HasTextures() const
+ { return mTextures != NULL && mNumTextures > 0; }
+
+ //! Check whether the scene contains cameras
+ inline bool HasCameras() const
+ { return mCameras != NULL && mNumCameras > 0; }
+
+ //! Check whether the scene contains animations
+ inline bool HasAnimations() const
+ { return mAnimations != NULL && mNumAnimations > 0; }
+
+#endif // __cplusplus
+
+
+ /** Internal data, do not touch */
+#ifdef __cplusplus
+ void* mPrivate;
+#else
+ char* mPrivate;
+#endif
+
+};
+
+#ifdef __cplusplus
+} //! namespace Assimp
+#endif
+
+#endif // __AI_SCENE_H_INC__
diff --git a/src/3rdparty/assimp/include/aiTexture.h b/src/3rdparty/assimp/include/assimp/texture.h
index e64f0205d..27b93187b 100644
--- a/src/3rdparty/assimp/include/aiTexture.h
+++ b/src/3rdparty/assimp/include/assimp/texture.h
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,26 +20,26 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
-/** @file aiTexture.h
+/** @file texture.h
* @brief Defines texture helper structures for the library
*
* Used for file formats which embed their textures into the model file.
@@ -51,7 +51,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_TEXTURE_H_INC
#define AI_TEXTURE_H_INC
-#include "aiTypes.h"
+#include "types.h"
#ifdef __cplusplus
extern "C" {
@@ -60,13 +60,13 @@ extern "C" {
// --------------------------------------------------------------------------------
/** @def AI_MAKE_EMBEDDED_TEXNAME
- * Used to build the reserved path name used by the material system to
+ * Used to build the reserved path name used by the material system to
* reference textures that are embedded into their corresponding
* model files. The parameter specifies the index of the texture
* (zero-based, in the aiScene::mTextures array)
*/
#if (!defined AI_MAKE_EMBEDDED_TEXNAME)
-# define AI_MAKE_EMBEDDED_TEXNAME(_n_) "*" # _n_
+# define AI_MAKE_EMBEDDED_TEXNAME(_n_) "*" # _n_
#endif
@@ -74,33 +74,33 @@ extern "C" {
// --------------------------------------------------------------------------------
/** @brief Helper structure to represent a texel in a ARGB8888 format
-*
+*
* Used by aiTexture.
*/
struct aiTexel
{
- unsigned char b,g,r,a;
+ unsigned char b,g,r,a;
#ifdef __cplusplus
- //! Comparison operator
- bool operator== (const aiTexel& other) const
- {
- return b == other.b && r == other.r &&
- g == other.g && a == other.a;
- }
-
- //! Inverse comparison operator
- bool operator!= (const aiTexel& other) const
- {
- return b != other.b || r != other.r ||
- g != other.g || a != other.a;
- }
-
- //! Conversion to a floating-point 4d color
- operator aiColor4D() const
- {
- return aiColor4D(r/255.f,g/255.f,b/255.f,a/255.f);
- }
+ //! Comparison operator
+ bool operator== (const aiTexel& other) const
+ {
+ return b == other.b && r == other.r &&
+ g == other.g && a == other.a;
+ }
+
+ //! Inverse comparison operator
+ bool operator!= (const aiTexel& other) const
+ {
+ return b != other.b || r != other.r ||
+ g != other.g || a != other.a;
+ }
+
+ //! Conversion to a floating-point 4d color
+ operator aiColor4D() const
+ {
+ return aiColor4D(r/255.f,g/255.f,b/255.f,a/255.f);
+ }
#endif // __cplusplus
} PACK_STRUCT;
@@ -109,84 +109,83 @@ struct aiTexel
// --------------------------------------------------------------------------------
/** Helper structure to describe an embedded texture
- *
+ *
* Normally textures are contained in external files but some file formats embed
- * them directly in the model file. There are two types of embedded textures:
- * 1. Uncompressed textures. The color data is given in an uncompressed format.
- * 2. Compressed textures stored in a file format like png or jpg. The raw file
+ * them directly in the model file. There are two types of embedded textures:
+ * 1. Uncompressed textures. The color data is given in an uncompressed format.
+ * 2. Compressed textures stored in a file format like png or jpg. The raw file
* bytes are given so the application must utilize an image decoder (e.g. DevIL) to
* get access to the actual color data.
*/
struct aiTexture
{
- /** Width of the texture, in pixels
- *
- * If mHeight is zero the texture is compressed in a format
- * like JPEG. In this case mWidth specifies the size of the
- * memory area pcData is pointing to, in bytes.
- */
- unsigned int mWidth;
-
- /** Height of the texture, in pixels
- *
- * If this value is zero, pcData points to an compressed texture
- * in any format (e.g. JPEG).
- */
- unsigned int mHeight;
-
- /** A hint from the loader to make it easier for applications
- * to determine the type of embedded compressed textures.
- *
- * If mHeight != 0 this member is undefined. Otherwise it
- * is set set to '\\0\\0\\0\\0' if the loader has no additional
- * information about the texture file format used OR the
- * file extension of the format without a trailing dot. If there
- * are multiple file extensions for a format, the shortest
- * extension is chosen (JPEG maps to 'jpg', not to 'jpeg').
- * E.g. 'dds\\0', 'pcx\\0', 'jpg\\0'. All characters are lower-case.
- * The fourth character will always be '\\0'.
- */
- char achFormatHint[4];
-
- /** Data of the texture.
- *
- * Points to an array of mWidth * mHeight aiTexel's.
- * The format of the texture data is always ARGB8888 to
- * make the implementation for user of the library as easy
- * as possible. If mHeight = 0 this is a pointer to a memory
- * buffer of size mWidth containing the compressed texture
- * data. Good luck, have fun!
- */
- C_STRUCT aiTexel* pcData;
+ /** Width of the texture, in pixels
+ *
+ * If mHeight is zero the texture is compressed in a format
+ * like JPEG. In this case mWidth specifies the size of the
+ * memory area pcData is pointing to, in bytes.
+ */
+ unsigned int mWidth;
+
+ /** Height of the texture, in pixels
+ *
+ * If this value is zero, pcData points to an compressed texture
+ * in any format (e.g. JPEG).
+ */
+ unsigned int mHeight;
+
+ /** A hint from the loader to make it easier for applications
+ * to determine the type of embedded compressed textures.
+ *
+ * If mHeight != 0 this member is undefined. Otherwise it
+ * is set set to '\\0\\0\\0\\0' if the loader has no additional
+ * information about the texture file format used OR the
+ * file extension of the format without a trailing dot. If there
+ * are multiple file extensions for a format, the shortest
+ * extension is chosen (JPEG maps to 'jpg', not to 'jpeg').
+ * E.g. 'dds\\0', 'pcx\\0', 'jpg\\0'. All characters are lower-case.
+ * The fourth character will always be '\\0'.
+ */
+ char achFormatHint[4];
+
+ /** Data of the texture.
+ *
+ * Points to an array of mWidth * mHeight aiTexel's.
+ * The format of the texture data is always ARGB8888 to
+ * make the implementation for user of the library as easy
+ * as possible. If mHeight = 0 this is a pointer to a memory
+ * buffer of size mWidth containing the compressed texture
+ * data. Good luck, have fun!
+ */
+ C_STRUCT aiTexel* pcData;
#ifdef __cplusplus
- //! For compressed textures (mHeight == 0): compare the
- //! format hint against a given string.
- //! @param s Input string. 3 characters are maximally processed.
- //! Example values: "jpg", "png"
- //! @return true if the given string matches the format hint
- bool CheckFormat(const char* s) const
- {
- ai_assert(s && !mHeight);
- return (0 == ::strncmp(achFormatHint,s,3));
- }
-
- // Construction
- aiTexture ()
- : mWidth (0)
- , mHeight (0)
- , pcData (NULL)
- {
- achFormatHint[0] = achFormatHint[1] = 0;
- achFormatHint[2] = achFormatHint[3] = 0;
- }
-
- // Destruction
- ~aiTexture ()
- {
- delete[] pcData;
- }
+ //! For compressed textures (mHeight == 0): compare the
+ //! format hint against a given string.
+ //! @param s Input string. 3 characters are maximally processed.
+ //! Example values: "jpg", "png"
+ //! @return true if the given string matches the format hint
+ bool CheckFormat(const char* s) const
+ {
+ return (0 == ::strncmp(achFormatHint,s,3));
+ }
+
+ // Construction
+ aiTexture ()
+ : mWidth (0)
+ , mHeight (0)
+ , pcData (NULL)
+ {
+ achFormatHint[0] = achFormatHint[1] = 0;
+ achFormatHint[2] = achFormatHint[3] = 0;
+ }
+
+ // Destruction
+ ~aiTexture ()
+ {
+ delete[] pcData;
+ }
#endif
};
diff --git a/src/3rdparty/assimp/include/assimp/types.h b/src/3rdparty/assimp/include/assimp/types.h
new file mode 100644
index 000000000..c593b6dfd
--- /dev/null
+++ b/src/3rdparty/assimp/include/assimp/types.h
@@ -0,0 +1,499 @@
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
+conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+---------------------------------------------------------------------------
+*/
+
+/** @file types.h
+ * Basic data types and primitives, such as vectors or colors.
+ */
+#ifndef AI_TYPES_H_INC
+#define AI_TYPES_H_INC
+
+// Some runtime headers
+#include <sys/types.h>
+#include <memory.h>
+#include <math.h>
+#include <stddef.h>
+
+// Our compile configuration
+#include "defs.h"
+
+// Some types moved to separate header due to size of operators
+#include "vector3.h"
+#include "vector2.h"
+#include "color4.h"
+#include "matrix3x3.h"
+#include "matrix4x4.h"
+#include "quaternion.h"
+
+#ifdef __cplusplus
+#include <new> // for std::nothrow_t
+#include <string> // for aiString::Set(const std::string&)
+
+namespace Assimp {
+ //! @cond never
+namespace Intern {
+ // --------------------------------------------------------------------
+ /** @brief Internal helper class to utilize our internal new/delete
+ * routines for allocating object of this and derived classes.
+ *
+ * By doing this you can safely share class objects between Assimp
+ * and the application - it works even over DLL boundaries. A good
+ * example is the #IOSystem where the application allocates its custom
+ * #IOSystem, then calls #Importer::SetIOSystem(). When the Importer
+ * destructs, Assimp calls operator delete on the stored #IOSystem.
+ * If it lies on a different heap than Assimp is working with,
+ * the application is determined to crash.
+ */
+ // --------------------------------------------------------------------
+#ifndef SWIG
+ struct ASSIMP_API AllocateFromAssimpHeap {
+ // http://www.gotw.ca/publications/mill15.htm
+
+ // new/delete overload
+ void *operator new ( size_t num_bytes) /* throw( std::bad_alloc ) */;
+ void *operator new ( size_t num_bytes, const std::nothrow_t& ) throw();
+ void operator delete ( void* data);
+
+ // array new/delete overload
+ void *operator new[] ( size_t num_bytes) /* throw( std::bad_alloc ) */;
+ void *operator new[] ( size_t num_bytes, const std::nothrow_t& ) throw();
+ void operator delete[] ( void* data);
+
+ }; // struct AllocateFromAssimpHeap
+#endif
+} // namespace Intern
+ //! @endcond
+} // namespace Assimp
+
+extern "C" {
+#endif
+
+/** Maximum dimension for strings, ASSIMP strings are zero terminated. */
+#ifdef __cplusplus
+const size_t MAXLEN = 1024;
+#else
+# define MAXLEN 1024
+#endif
+
+#include "./Compiler/pushpack1.h"
+
+// ----------------------------------------------------------------------------------
+/** Represents a plane in a three-dimensional, euclidean space
+*/
+struct aiPlane
+{
+#ifdef __cplusplus
+ aiPlane () : a(0.f), b(0.f), c(0.f), d(0.f) {}
+ aiPlane (float _a, float _b, float _c, float _d)
+ : a(_a), b(_b), c(_c), d(_d) {}
+
+ aiPlane (const aiPlane& o) : a(o.a), b(o.b), c(o.c), d(o.d) {}
+
+#endif // !__cplusplus
+
+ //! Plane equation
+ float a,b,c,d;
+} PACK_STRUCT; // !struct aiPlane
+
+// ----------------------------------------------------------------------------------
+/** Represents a ray
+*/
+struct aiRay
+{
+#ifdef __cplusplus
+ aiRay () {}
+ aiRay (const aiVector3D& _pos, const aiVector3D& _dir)
+ : pos(_pos), dir(_dir) {}
+
+ aiRay (const aiRay& o) : pos (o.pos), dir (o.dir) {}
+
+#endif // !__cplusplus
+
+ //! Position and direction of the ray
+ C_STRUCT aiVector3D pos, dir;
+} PACK_STRUCT; // !struct aiRay
+
+// ----------------------------------------------------------------------------------
+/** Represents a color in Red-Green-Blue space.
+*/
+struct aiColor3D
+{
+#ifdef __cplusplus
+ aiColor3D () : r(0.0f), g(0.0f), b(0.0f) {}
+ aiColor3D (float _r, float _g, float _b) : r(_r), g(_g), b(_b) {}
+ aiColor3D (float _r) : r(_r), g(_r), b(_r) {}
+ aiColor3D (const aiColor3D& o) : r(o.r), g(o.g), b(o.b) {}
+
+ /** Component-wise comparison */
+ // TODO: add epsilon?
+ bool operator == (const aiColor3D& other) const
+ {return r == other.r && g == other.g && b == other.b;}
+
+ /** Component-wise inverse comparison */
+ // TODO: add epsilon?
+ bool operator != (const aiColor3D& other) const
+ {return r != other.r || g != other.g || b != other.b;}
+
+ /** Component-wise addition */
+ aiColor3D operator+(const aiColor3D& c) const {
+ return aiColor3D(r+c.r,g+c.g,b+c.b);
+ }
+
+ /** Component-wise subtraction */
+ aiColor3D operator-(const aiColor3D& c) const {
+ return aiColor3D(r+c.r,g+c.g,b+c.b);
+ }
+
+ /** Component-wise multiplication */
+ aiColor3D operator*(const aiColor3D& c) const {
+ return aiColor3D(r*c.r,g*c.g,b*c.b);
+ }
+
+ /** Multiply with a scalar */
+ aiColor3D operator*(float f) const {
+ return aiColor3D(r*f,g*f,b*f);
+ }
+
+ /** Access a specific color component */
+ float operator[](unsigned int i) const {
+ return *(&r + i);
+ }
+
+ /** Access a specific color component */
+ float& operator[](unsigned int i) {
+ return *(&r + i);
+ }
+
+ /** Check whether a color is black */
+ bool IsBlack() const {
+ static const float epsilon = 10e-3f;
+ return fabs( r ) < epsilon && fabs( g ) < epsilon && fabs( b ) < epsilon;
+ }
+
+#endif // !__cplusplus
+
+ //! Red, green and blue color values
+ float r, g, b;
+} PACK_STRUCT; // !struct aiColor3D
+#include "./Compiler/poppack1.h"
+
+// ----------------------------------------------------------------------------------
+/** Represents an UTF-8 string, zero byte terminated.
+ *
+ * The character set of an aiString is explicitly defined to be UTF-8. This Unicode
+ * transformation was chosen in the belief that most strings in 3d files are limited
+ * to ASCII, thus the character set needed to be strictly ASCII compatible.
+ *
+ * Most text file loaders provide proper Unicode input file handling, special unicode
+ * characters are correctly transcoded to UTF8 and are kept throughout the libraries'
+ * import pipeline.
+ *
+ * For most applications, it will be absolutely sufficient to interpret the
+ * aiString as ASCII data and work with it as one would work with a plain char*.
+ * Windows users in need of proper support for i.e asian characters can use the
+ * #MultiByteToWideChar(), #WideCharToMultiByte() WinAPI functionality to convert the
+ * UTF-8 strings to their working character set (i.e. MBCS, WideChar).
+ *
+ * We use this representation instead of std::string to be C-compatible. The
+ * (binary) length of such a string is limited to MAXLEN characters (including the
+ * the terminating zero).
+*/
+struct aiString
+{
+#ifdef __cplusplus
+ /** Default constructor, the string is set to have zero length */
+ aiString() :
+ length(0)
+ {
+ data[0] = '\0';
+
+#ifdef _DEBUG
+ // Debug build: overwrite the string on its full length with ESC (27)
+ memset(data+1,27,MAXLEN-1);
+#endif
+ }
+
+ /** Copy constructor */
+ aiString(const aiString& rOther) :
+ length(rOther.length)
+ {
+ // Crop the string to the maximum length
+ length = length>=MAXLEN?MAXLEN-1:length;
+ memcpy( data, rOther.data, length);
+ data[length] = '\0';
+ }
+
+ /** Constructor from std::string */
+ explicit aiString(const std::string& pString) :
+ length(pString.length())
+ {
+ length = length>=MAXLEN?MAXLEN-1:length;
+ memcpy( data, pString.c_str(), length);
+ data[length] = '\0';
+ }
+
+ /** Copy a std::string to the aiString */
+ void Set( const std::string& pString) {
+ if( pString.length() > MAXLEN - 1) {
+ return;
+ }
+ length = pString.length();
+ memcpy( data, pString.c_str(), length);
+ data[length] = 0;
+ }
+
+ /** Copy a const char* to the aiString */
+ void Set( const char* sz) {
+ const size_t len = ::strlen(sz);
+ if( len > MAXLEN - 1) {
+ return;
+ }
+ length = len;
+ memcpy( data, sz, len);
+ data[len] = 0;
+ }
+
+ /** Assign a const char* to the string */
+ aiString& operator = (const char* sz) {
+ Set(sz);
+ return *this;
+ }
+
+ /** Assign a cstd::string to the string */
+ aiString& operator = ( const std::string& pString) {
+ Set(pString);
+ return *this;
+ }
+
+ /** Comparison operator */
+ bool operator==(const aiString& other) const {
+ return (length == other.length && 0 == memcmp(data,other.data,length));
+ }
+
+ /** Inverse comparison operator */
+ bool operator!=(const aiString& other) const {
+ return (length != other.length || 0 != memcmp(data,other.data,length));
+ }
+
+ /** Append a string to the string */
+ void Append (const char* app) {
+ const size_t len = strlen(app);
+ if (!len) {
+ return;
+ }
+ if (length + len >= MAXLEN) {
+ return;
+ }
+
+ memcpy(&data[length],app,len+1);
+ length += len;
+ }
+
+ /** Clear the string - reset its length to zero */
+ void Clear () {
+ length = 0;
+ data[0] = '\0';
+
+#ifdef _DEBUG
+ // Debug build: overwrite the string on its full length with ESC (27)
+ memset(data+1,27,MAXLEN-1);
+#endif
+ }
+
+ /** Returns a pointer to the underlying zero-terminated array of characters */
+ const char* C_Str() const {
+ return data;
+ }
+
+#endif // !__cplusplus
+
+ /** Binary length of the string excluding the terminal 0. This is NOT the
+ * logical length of strings containing UTF-8 multibyte sequences! It's
+ * the number of bytes from the beginning of the string to its end.*/
+ size_t length;
+
+ /** String buffer. Size limit is MAXLEN */
+ char data[MAXLEN];
+} ; // !struct aiString
+
+
+// ----------------------------------------------------------------------------------
+/** Standard return type for some library functions.
+ * Rarely used, and if, mostly in the C API.
+ */
+enum aiReturn
+{
+ /** Indicates that a function was successful */
+ aiReturn_SUCCESS = 0x0,
+
+ /** Indicates that a function failed */
+ aiReturn_FAILURE = -0x1,
+
+ /** Indicates that not enough memory was available
+ * to perform the requested operation
+ */
+ aiReturn_OUTOFMEMORY = -0x3,
+
+ /** @cond never
+ * Force 32-bit size enum
+ */
+ _AI_ENFORCE_ENUM_SIZE = 0x7fffffff
+}; // !enum aiReturn
+
+// just for backwards compatibility, don't use these constants anymore
+#define AI_SUCCESS aiReturn_SUCCESS
+#define AI_FAILURE aiReturn_FAILURE
+#define AI_OUTOFMEMORY aiReturn_OUTOFMEMORY
+
+// ----------------------------------------------------------------------------------
+/** Seek origins (for the virtual file system API).
+ * Much cooler than using SEEK_SET, SEEK_CUR or SEEK_END.
+ */
+enum aiOrigin
+{
+ /** Beginning of the file */
+ aiOrigin_SET = 0x0,
+
+ /** Current position of the file pointer */
+ aiOrigin_CUR = 0x1,
+
+ /** End of the file, offsets must be negative */
+ aiOrigin_END = 0x2,
+
+ /** @cond never
+ * Force 32-bit size enum
+ */
+ _AI_ORIGIN_ENFORCE_ENUM_SIZE = 0x7fffffff
+}; // !enum aiOrigin
+
+// ----------------------------------------------------------------------------------
+/** @brief Enumerates predefined log streaming destinations.
+ * Logging to these streams can be enabled with a single call to
+ * #LogStream::createDefaultStream or #aiAttachPredefinedLogStream(),
+ * respectively.
+ */
+enum aiDefaultLogStream
+{
+ /** Stream the log to a file */
+ aiDefaultLogStream_FILE = 0x1,
+
+ /** Stream the log to std::cout */
+ aiDefaultLogStream_STDOUT = 0x2,
+
+ /** Stream the log to std::cerr */
+ aiDefaultLogStream_STDERR = 0x4,
+
+ /** MSVC only: Stream the log the the debugger
+ * (this relies on OutputDebugString from the Win32 SDK)
+ */
+ aiDefaultLogStream_DEBUGGER = 0x8,
+
+ /** @cond never
+ * Force 32-bit size enum
+ */
+ _AI_DLS_ENFORCE_ENUM_SIZE = 0x7fffffff
+}; // !enum aiDefaultLogStream
+
+// just for backwards compatibility, don't use these constants anymore
+#define DLS_FILE aiDefaultLogStream_FILE
+#define DLS_STDOUT aiDefaultLogStream_STDOUT
+#define DLS_STDERR aiDefaultLogStream_STDERR
+#define DLS_DEBUGGER aiDefaultLogStream_DEBUGGER
+
+// ----------------------------------------------------------------------------------
+/** Stores the memory requirements for different components (e.g. meshes, materials,
+ * animations) of an import. All sizes are in bytes.
+ * @see Importer::GetMemoryRequirements()
+*/
+struct aiMemoryInfo
+{
+#ifdef __cplusplus
+
+ /** Default constructor */
+ aiMemoryInfo()
+ : textures (0)
+ , materials (0)
+ , meshes (0)
+ , nodes (0)
+ , animations (0)
+ , cameras (0)
+ , lights (0)
+ , total (0)
+ {}
+
+#endif
+
+ /** Storage allocated for texture data */
+ unsigned int textures;
+
+ /** Storage allocated for material data */
+ unsigned int materials;
+
+ /** Storage allocated for mesh data */
+ unsigned int meshes;
+
+ /** Storage allocated for node data */
+ unsigned int nodes;
+
+ /** Storage allocated for animation data */
+ unsigned int animations;
+
+ /** Storage allocated for camera data */
+ unsigned int cameras;
+
+ /** Storage allocated for light data */
+ unsigned int lights;
+
+ /** Total storage allocated for the full import. */
+ unsigned int total;
+}; // !struct aiMemoryInfo
+
+#ifdef __cplusplus
+}
+#endif //! __cplusplus
+
+// Include implementation files
+#include "vector2.inl"
+#include "vector3.inl"
+#include "color4.inl"
+#include "quaternion.inl"
+#include "matrix3x3.inl"
+#include "matrix4x4.inl"
+#endif
diff --git a/src/3rdparty/assimp/include/assimp/vector2.h b/src/3rdparty/assimp/include/assimp/vector2.h
new file mode 100644
index 000000000..800db4bd2
--- /dev/null
+++ b/src/3rdparty/assimp/include/assimp/vector2.h
@@ -0,0 +1,107 @@
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
+conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+---------------------------------------------------------------------------
+*/
+/** @file aiVector2t.h
+ * @brief 2D vector structure, including operators when compiling in C++
+ */
+#ifndef AI_VECTOR2D_H_INC
+#define AI_VECTOR2D_H_INC
+
+#include <math.h>
+
+#include "./Compiler/pushpack1.h"
+
+// ----------------------------------------------------------------------------------
+/** Represents a two-dimensional vector.
+ */
+
+#ifdef __cplusplus
+template <typename TReal>
+class aiVector2t
+{
+public:
+
+ aiVector2t () : x(), y() {}
+ aiVector2t (TReal _x, TReal _y) : x(_x), y(_y) {}
+ explicit aiVector2t (TReal _xyz) : x(_xyz), y(_xyz) {}
+ aiVector2t (const aiVector2t& o) : x(o.x), y(o.y) {}
+
+public:
+
+ void Set( TReal pX, TReal pY);
+ TReal SquareLength() const ;
+ TReal Length() const ;
+ aiVector2t& Normalize();
+
+public:
+
+ const aiVector2t& operator += (const aiVector2t& o);
+ const aiVector2t& operator -= (const aiVector2t& o);
+ const aiVector2t& operator *= (TReal f);
+ const aiVector2t& operator /= (TReal f);
+
+ TReal operator[](unsigned int i) const;
+ TReal& operator[](unsigned int i);
+
+ bool operator== (const aiVector2t& other) const;
+ bool operator!= (const aiVector2t& other) const;
+
+ aiVector2t& operator= (TReal f);
+ const aiVector2t SymMul(const aiVector2t& o);
+
+ template <typename TOther>
+ operator aiVector2t<TOther> () const;
+
+ TReal x, y;
+} PACK_STRUCT;
+
+typedef aiVector2t<float> aiVector2D;
+
+#else
+
+struct aiVector2D {
+ float x,y;
+};
+
+#endif // __cplusplus
+
+#include "./Compiler/poppack1.h"
+
+#endif // AI_VECTOR2D_H_INC
diff --git a/src/3rdparty/assimp/include/assimp/vector2.inl b/src/3rdparty/assimp/include/assimp/vector2.inl
new file mode 100644
index 000000000..adee69017
--- /dev/null
+++ b/src/3rdparty/assimp/include/assimp/vector2.inl
@@ -0,0 +1,214 @@
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
+conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+---------------------------------------------------------------------------
+*/
+
+/** @file aiVector2D.inl
+ * @brief Inline implementation of aiVector2t<TReal> operators
+ */
+#ifndef AI_VECTOR2D_INL_INC
+#define AI_VECTOR2D_INL_INC
+
+#ifdef __cplusplus
+#include "vector2.h"
+
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+template <typename TOther>
+aiVector2t<TReal>::operator aiVector2t<TOther> () const {
+ return aiVector2t<TOther>(static_cast<TOther>(x),static_cast<TOther>(y));
+}
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+void aiVector2t<TReal>::Set( TReal pX, TReal pY) {
+ x = pX; y = pY;
+}
+
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+TReal aiVector2t<TReal>::SquareLength() const {
+ return x*x + y*y;
+}
+
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+TReal aiVector2t<TReal>::Length() const {
+ return ::sqrt( SquareLength());
+}
+
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+aiVector2t<TReal>& aiVector2t<TReal>::Normalize() {
+ *this /= Length();
+ return *this;
+}
+
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+const aiVector2t<TReal>& aiVector2t<TReal>::operator += (const aiVector2t& o) {
+ x += o.x; y += o.y;
+ return *this;
+}
+
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+const aiVector2t<TReal>& aiVector2t<TReal>::operator -= (const aiVector2t& o) {
+ x -= o.x; y -= o.y;
+ return *this;
+}
+
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+const aiVector2t<TReal>& aiVector2t<TReal>::operator *= (TReal f) {
+ x *= f; y *= f;
+ return *this;
+}
+
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+const aiVector2t<TReal>& aiVector2t<TReal>::operator /= (TReal f) {
+ x /= f; y /= f;
+ return *this;
+}
+
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+TReal aiVector2t<TReal>::operator[](unsigned int i) const {
+ return *(&x + i);
+}
+
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+TReal& aiVector2t<TReal>::operator[](unsigned int i) {
+ return *(&x + i);
+}
+
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+bool aiVector2t<TReal>::operator== (const aiVector2t& other) const {
+ return x == other.x && y == other.y;
+}
+
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+bool aiVector2t<TReal>::operator!= (const aiVector2t& other) const {
+ return x != other.x || y != other.y;
+}
+
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+aiVector2t<TReal>& aiVector2t<TReal>::operator= (TReal f) {
+ x = y = f;
+ return *this;
+}
+
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+const aiVector2t<TReal> aiVector2t<TReal>::SymMul(const aiVector2t& o) {
+ return aiVector2t(x*o.x,y*o.y);
+}
+
+
+// ------------------------------------------------------------------------------------------------
+// symmetric addition
+template <typename TReal>
+inline aiVector2t<TReal> operator + (const aiVector2t<TReal>& v1, const aiVector2t<TReal>& v2)
+{
+ return aiVector2t<TReal>( v1.x + v2.x, v1.y + v2.y);
+}
+
+// ------------------------------------------------------------------------------------------------
+// symmetric subtraction
+template <typename TReal>
+inline aiVector2t<TReal> operator - (const aiVector2t<TReal>& v1, const aiVector2t<TReal>& v2)
+{
+ return aiVector2t<TReal>( v1.x - v2.x, v1.y - v2.y);
+}
+
+// ------------------------------------------------------------------------------------------------
+// scalar product
+template <typename TReal>
+inline TReal operator * (const aiVector2t<TReal>& v1, const aiVector2t<TReal>& v2)
+{
+ return v1.x*v2.x + v1.y*v2.y;
+}
+
+// ------------------------------------------------------------------------------------------------
+// scalar multiplication
+template <typename TReal>
+inline aiVector2t<TReal> operator * ( TReal f, const aiVector2t<TReal>& v)
+{
+ return aiVector2t<TReal>( f*v.x, f*v.y);
+}
+
+// ------------------------------------------------------------------------------------------------
+// and the other way around
+template <typename TReal>
+inline aiVector2t<TReal> operator * ( const aiVector2t<TReal>& v, TReal f)
+{
+ return aiVector2t<TReal>( f*v.x, f*v.y);
+}
+
+// ------------------------------------------------------------------------------------------------
+// scalar division
+template <typename TReal>
+inline aiVector2t<TReal> operator / ( const aiVector2t<TReal>& v, TReal f)
+{
+
+ return v * (1/f);
+}
+
+// ------------------------------------------------------------------------------------------------
+// vector division
+template <typename TReal>
+inline aiVector2t<TReal> operator / ( const aiVector2t<TReal>& v, const aiVector2t<TReal>& v2)
+{
+ return aiVector2t<TReal>(v.x / v2.x,v.y / v2.y);
+}
+
+// ------------------------------------------------------------------------------------------------
+// vector negation
+template <typename TReal>
+inline aiVector2t<TReal> operator - ( const aiVector2t<TReal>& v)
+{
+ return aiVector2t<TReal>( -v.x, -v.y);
+}
+
+#endif
+#endif
diff --git a/src/3rdparty/assimp/include/aiVector3D.h b/src/3rdparty/assimp/include/assimp/vector3.h
index 3a6a6ff3b..9b84b7be3 100644
--- a/src/3rdparty/assimp/include/aiVector3D.h
+++ b/src/3rdparty/assimp/include/assimp/vector3.h
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -46,82 +46,96 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <math.h>
-#ifdef __cplusplus
-extern "C" {
-#endif
#include "./Compiler/pushpack1.h"
-struct aiMatrix3x3;
-struct aiMatrix4x4;
+#ifdef __cplusplus
+
+template<typename TReal> class aiMatrix3x3t;
+template<typename TReal> class aiMatrix4x4t;
// ---------------------------------------------------------------------------
/** Represents a three-dimensional vector. */
-struct aiVector3D
+template <typename TReal>
+class aiVector3t
{
-#ifdef __cplusplus
- aiVector3D () : x(0.0f), y(0.0f), z(0.0f) {}
- aiVector3D (float _x, float _y, float _z) : x(_x), y(_y), z(_z) {}
- aiVector3D (float _xyz) : x(_xyz), y(_xyz), z(_xyz) {}
- aiVector3D (const aiVector3D& o) : x(o.x), y(o.y), z(o.z) {}
+public:
+
+ aiVector3t () : x(), y(), z() {}
+ aiVector3t (TReal _x, TReal _y, TReal _z) : x(_x), y(_y), z(_z) {}
+ explicit aiVector3t (TReal _xyz) : x(_xyz), y(_xyz), z(_xyz) {}
+ aiVector3t (const aiVector3t& o) : x(o.x), y(o.y), z(o.z) {}
public:
- // combined operators
- const aiVector3D& operator += (const aiVector3D& o);
- const aiVector3D& operator -= (const aiVector3D& o);
- const aiVector3D& operator *= (float f);
- const aiVector3D& operator /= (float f);
+ // combined operators
+ const aiVector3t& operator += (const aiVector3t& o);
+ const aiVector3t& operator -= (const aiVector3t& o);
+ const aiVector3t& operator *= (TReal f);
+ const aiVector3t& operator /= (TReal f);
- // transform vector by matrix
- aiVector3D& operator *= (const aiMatrix3x3& mat);
- aiVector3D& operator *= (const aiMatrix4x4& mat);
+ // transform vector by matrix
+ aiVector3t& operator *= (const aiMatrix3x3t<TReal>& mat);
+ aiVector3t& operator *= (const aiMatrix4x4t<TReal>& mat);
- // access a single element
- float operator[](unsigned int i) const;
- float& operator[](unsigned int i);
+ // access a single element
+ TReal operator[](unsigned int i) const;
+ TReal& operator[](unsigned int i);
- // comparison
- bool operator== (const aiVector3D& other) const;
- bool operator!= (const aiVector3D& other) const;
+ // comparison
+ bool operator== (const aiVector3t& other) const;
+ bool operator!= (const aiVector3t& other) const;
+
+ template <typename TOther>
+ operator aiVector3t<TOther> () const;
public:
- /** @brief Set the components of a vector
- * @param pX X component
- * @param pY Y component
- * @param pZ Z component */
- void Set( float pX, float pY, float pZ = 0.f);
+ /** @brief Set the components of a vector
+ * @param pX X component
+ * @param pY Y component
+ * @param pZ Z component */
+ void Set( TReal pX, TReal pY, TReal pZ);
- /** @brief Get the squared length of the vector
- * @return Square length */
- float SquareLength() const;
+ /** @brief Get the squared length of the vector
+ * @return Square length */
+ TReal SquareLength() const;
- /** @brief Get the length of the vector
- * @return length */
- float Length() const;
+ /** @brief Get the length of the vector
+ * @return length */
+ TReal Length() const;
- /** @brief Normalize the vector */
- aiVector3D& Normalize();
+ /** @brief Normalize the vector */
+ aiVector3t& Normalize();
+
+ /** @brief Componentwise multiplication of two vectors
+ *
+ * Note that vec*vec yields the dot product.
+ * @param o Second factor */
+ const aiVector3t SymMul(const aiVector3t& o);
- /** @brief Componentwise multiplication of two vectors
- *
- * Note that vec*vec yields the dot product.
- * @param o Second factor */
- const aiVector3D SymMul(const aiVector3D& o);
+ TReal x, y, z;
+} PACK_STRUCT;
-#endif // __cplusplus
- float x, y, z;
+typedef aiVector3t<float> aiVector3D;
+
+#else
+
+struct aiVector3D {
+
+ float x,y,z;
} PACK_STRUCT;
+#endif // __cplusplus
+
#include "./Compiler/poppack1.h"
#ifdef __cplusplus
-} // end extern "C"
+
#endif // __cplusplus
diff --git a/src/3rdparty/assimp/include/assimp/vector3.inl b/src/3rdparty/assimp/include/assimp/vector3.inl
new file mode 100644
index 000000000..8938458d3
--- /dev/null
+++ b/src/3rdparty/assimp/include/assimp/vector3.inl
@@ -0,0 +1,212 @@
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
+conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+---------------------------------------------------------------------------
+*/
+
+/** @file aiVector3D.inl
+ * @brief Inline implementation of aiVector3t<TReal> operators
+ */
+#ifndef AI_VECTOR3D_INL_INC
+#define AI_VECTOR3D_INL_INC
+
+#ifdef __cplusplus
+#include "vector3.h"
+
+// ------------------------------------------------------------------------------------------------
+/** Transformation of a vector by a 3x3 matrix */
+template <typename TReal>
+inline aiVector3t<TReal> operator * (const aiMatrix3x3t<TReal>& pMatrix, const aiVector3t<TReal>& pVector)
+{
+ aiVector3t<TReal> res;
+ res.x = pMatrix.a1 * pVector.x + pMatrix.a2 * pVector.y + pMatrix.a3 * pVector.z;
+ res.y = pMatrix.b1 * pVector.x + pMatrix.b2 * pVector.y + pMatrix.b3 * pVector.z;
+ res.z = pMatrix.c1 * pVector.x + pMatrix.c2 * pVector.y + pMatrix.c3 * pVector.z;
+ return res;
+}
+
+// ------------------------------------------------------------------------------------------------
+/** Transformation of a vector by a 4x4 matrix */
+template <typename TReal>
+inline aiVector3t<TReal> operator * (const aiMatrix4x4t<TReal>& pMatrix, const aiVector3t<TReal>& pVector)
+{
+ aiVector3t<TReal> res;
+ res.x = pMatrix.a1 * pVector.x + pMatrix.a2 * pVector.y + pMatrix.a3 * pVector.z + pMatrix.a4;
+ res.y = pMatrix.b1 * pVector.x + pMatrix.b2 * pVector.y + pMatrix.b3 * pVector.z + pMatrix.b4;
+ res.z = pMatrix.c1 * pVector.x + pMatrix.c2 * pVector.y + pMatrix.c3 * pVector.z + pMatrix.c4;
+ return res;
+}
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+template <typename TOther>
+aiVector3t<TReal>::operator aiVector3t<TOther> () const {
+ return aiVector3t<TOther>(static_cast<TOther>(x),static_cast<TOther>(y),static_cast<TOther>(z));
+}
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+AI_FORCE_INLINE void aiVector3t<TReal>::Set( TReal pX, TReal pY, TReal pZ) {
+ x = pX; y = pY; z = pZ;
+}
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+AI_FORCE_INLINE TReal aiVector3t<TReal>::SquareLength() const {
+ return x*x + y*y + z*z;
+}
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+AI_FORCE_INLINE TReal aiVector3t<TReal>::Length() const {
+ return sqrt( SquareLength());
+}
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+AI_FORCE_INLINE aiVector3t<TReal>& aiVector3t<TReal>::Normalize() {
+ *this /= Length(); return *this;
+}
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+AI_FORCE_INLINE const aiVector3t<TReal>& aiVector3t<TReal>::operator += (const aiVector3t<TReal>& o) {
+ x += o.x; y += o.y; z += o.z; return *this;
+}
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+AI_FORCE_INLINE const aiVector3t<TReal>& aiVector3t<TReal>::operator -= (const aiVector3t<TReal>& o) {
+ x -= o.x; y -= o.y; z -= o.z; return *this;
+}
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+AI_FORCE_INLINE const aiVector3t<TReal>& aiVector3t<TReal>::operator *= (TReal f) {
+ x *= f; y *= f; z *= f; return *this;
+}
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+AI_FORCE_INLINE const aiVector3t<TReal>& aiVector3t<TReal>::operator /= (TReal f) {
+ x /= f; y /= f; z /= f; return *this;
+}
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+AI_FORCE_INLINE aiVector3t<TReal>& aiVector3t<TReal>::operator *= (const aiMatrix3x3t<TReal>& mat){
+ return(*this = mat * (*this));
+}
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+AI_FORCE_INLINE aiVector3t<TReal>& aiVector3t<TReal>::operator *= (const aiMatrix4x4t<TReal>& mat){
+ return(*this = mat * (*this));
+}
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+AI_FORCE_INLINE TReal aiVector3t<TReal>::operator[](unsigned int i) const {
+ return *(&x + i);
+}
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+AI_FORCE_INLINE TReal& aiVector3t<TReal>::operator[](unsigned int i) {
+ return *(&x + i);
+}
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+AI_FORCE_INLINE bool aiVector3t<TReal>::operator== (const aiVector3t<TReal>& other) const {
+ return x == other.x && y == other.y && z == other.z;
+}
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+AI_FORCE_INLINE bool aiVector3t<TReal>::operator!= (const aiVector3t<TReal>& other) const {
+ return x != other.x || y != other.y || z != other.z;
+}
+// ------------------------------------------------------------------------------------------------
+template <typename TReal>
+AI_FORCE_INLINE const aiVector3t<TReal> aiVector3t<TReal>::SymMul(const aiVector3t<TReal>& o) {
+ return aiVector3t<TReal>(x*o.x,y*o.y,z*o.z);
+}
+// ------------------------------------------------------------------------------------------------
+// symmetric addition
+template <typename TReal>
+AI_FORCE_INLINE aiVector3t<TReal> operator + (const aiVector3t<TReal>& v1, const aiVector3t<TReal>& v2) {
+ return aiVector3t<TReal>( v1.x + v2.x, v1.y + v2.y, v1.z + v2.z);
+}
+// ------------------------------------------------------------------------------------------------
+// symmetric subtraction
+template <typename TReal>
+AI_FORCE_INLINE aiVector3t<TReal> operator - (const aiVector3t<TReal>& v1, const aiVector3t<TReal>& v2) {
+ return aiVector3t<TReal>( v1.x - v2.x, v1.y - v2.y, v1.z - v2.z);
+}
+// ------------------------------------------------------------------------------------------------
+// scalar product
+template <typename TReal>
+AI_FORCE_INLINE TReal operator * (const aiVector3t<TReal>& v1, const aiVector3t<TReal>& v2) {
+ return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z;
+}
+// ------------------------------------------------------------------------------------------------
+// scalar multiplication
+template <typename TReal>
+AI_FORCE_INLINE aiVector3t<TReal> operator * ( TReal f, const aiVector3t<TReal>& v) {
+ return aiVector3t<TReal>( f*v.x, f*v.y, f*v.z);
+}
+// ------------------------------------------------------------------------------------------------
+// and the other way around
+template <typename TReal>
+AI_FORCE_INLINE aiVector3t<TReal> operator * ( const aiVector3t<TReal>& v, TReal f) {
+ return aiVector3t<TReal>( f*v.x, f*v.y, f*v.z);
+}
+// ------------------------------------------------------------------------------------------------
+// scalar division
+template <typename TReal>
+AI_FORCE_INLINE aiVector3t<TReal> operator / ( const aiVector3t<TReal>& v, TReal f) {
+ return v * (1/f);
+}
+// ------------------------------------------------------------------------------------------------
+// vector division
+template <typename TReal>
+AI_FORCE_INLINE aiVector3t<TReal> operator / ( const aiVector3t<TReal>& v, const aiVector3t<TReal>& v2) {
+ return aiVector3t<TReal>(v.x / v2.x,v.y / v2.y,v.z / v2.z);
+}
+// ------------------------------------------------------------------------------------------------
+// cross product
+template <typename TReal>
+AI_FORCE_INLINE aiVector3t<TReal> operator ^ ( const aiVector3t<TReal>& v1, const aiVector3t<TReal>& v2) {
+ return aiVector3t<TReal>( v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x);
+}
+// ------------------------------------------------------------------------------------------------
+// vector negation
+template <typename TReal>
+AI_FORCE_INLINE aiVector3t<TReal> operator - ( const aiVector3t<TReal>& v) {
+ return aiVector3t<TReal>( -v.x, -v.y, -v.z);
+}
+
+
+#endif // __cplusplus
+#endif // AI_VECTOR3D_INL_INC
diff --git a/src/3rdparty/assimp/include/aiVersion.h b/src/3rdparty/assimp/include/assimp/version.h
index 98e95b7dd..620d63f73 100644
--- a/src/3rdparty/assimp/include/aiVersion.h
+++ b/src/3rdparty/assimp/include/assimp/version.h
@@ -1,14 +1,14 @@
/*
---------------------------------------------------------------------------
-Open Asset Import Library (ASSIMP)
+Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2010, ASSIMP Development Team
+Copyright (c) 2006-2012, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the following
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
@@ -20,21 +20,21 @@ conditions are met:
following disclaimer in the documentation and/or other
materials provided with the distribution.
-* Neither the name of the ASSIMP team, nor the names of its
+* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
- written permission of the ASSIMP Development Team.
+ written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
@@ -51,7 +51,7 @@ extern "C" {
#endif
// ---------------------------------------------------------------------------
-/** @brief Returns a string with legal copyright and licensing information
+/** @brief Returns a string with legal copyright and licensing information
* about Assimp. The string may include multiple lines.
* @return Pointer to static string.
*/
@@ -73,14 +73,14 @@ ASSIMP_API unsigned int aiGetVersionMajor (void);
// ---------------------------------------------------------------------------
/** @brief Returns the repository revision of the Assimp runtime.
- * @return SVN Repository revision number of the Assimp runtime the
+ * @return SVN Repository revision number of the Assimp runtime the
* application was linked/built against
*/
ASSIMP_API unsigned int aiGetVersionRevision (void);
//! Assimp was compiled as a shared object (Windows: DLL)
-#define ASSIMP_CFLAGS_SHARED 0x1
+#define ASSIMP_CFLAGS_SHARED 0x1
//! Assimp was compiled against STLport
#define ASSIMP_CFLAGS_STLPORT 0x2
//! Assimp was compiled as a debug build
diff --git a/src/3rdparty/assimp/revision.h b/src/3rdparty/assimp/revision.h
index d24da62ff..84b2dbc2d 100644
--- a/src/3rdparty/assimp/revision.h
+++ b/src/3rdparty/assimp/revision.h
@@ -1 +1 @@
-#define SVNRevision 863
+#define SVNRevision 1270
diff --git a/src/core/render/io/assimphelpers.h b/src/core/render/io/assimphelpers.h
index cc3b68f66..bcf0ead1c 100644
--- a/src/core/render/io/assimphelpers.h
+++ b/src/core/render/io/assimphelpers.h
@@ -43,8 +43,8 @@
#define ASSIMPHELPERS_H
// ASSIMP INCLUDES
-#include <IOStream.h>
-#include <IOSystem.h>
+#include <assimp/IOStream.hpp>
+#include <assimp/IOSystem.hpp>
#include <QIODevice>
#include <QMap>
diff --git a/src/core/render/io/assimpparser.h b/src/core/render/io/assimpparser.h
index 71d307340..f9bfd6143 100644
--- a/src/core/render/io/assimpparser.h
+++ b/src/core/render/io/assimpparser.h
@@ -43,10 +43,10 @@
#define ASSIMPPARSER_H
// ASSIMP LIBRARY INCLUDE
-#include <assimp.hpp>
-#include <aiScene.h>
-#include <aiPostProcess.h>
-#include <DefaultLogger.h>
+#include <assimp/Importer.hpp>
+#include <assimp/scene.h>
+#include <assimp/postprocess.h>
+#include <assimp/DefaultLogger.hpp>
#include "meshdata.h"
#include "texturedata.h"