summaryrefslogtreecommitdiffstats
path: root/src/3rdparty/assimp/code/BlenderLoader.cpp
diff options
context:
space:
mode:
authorAndy Nichols <andy.nichols@theqtcompany.com>2015-05-16 17:13:57 +0200
committerSean Harmer <sean.harmer@kdab.com>2015-08-02 11:09:06 +0000
commitef4ee5a2d31910e0109ba0d6eda1d2a6bfc3124c (patch)
tree25aa21d1ddce5c5264637b3f0a65cfdd16bd6497 /src/3rdparty/assimp/code/BlenderLoader.cpp
parentcbeade7bde94a795eed14cdeadcb79184fa87858 (diff)
Re-add libassimp 3.1.1 to 3rd party
Previously the assimp library was a dependency that was always built, but it is possible to use an external system version if one is available. It is however non- trivial to provide the dependency on platforms other than Linux, so now we provide a copy of libassimp for use when it is not already available. This commit is a combination of reverting commit 672b3e47299f6ba0034f73b252d0436b55fb3085 which removed assimp and introduced the scene parser, and adding the logic to use the system version when available. Change-Id: Ia05f9a92b8d82f19a0db3588b2bbeafe71404386 Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'src/3rdparty/assimp/code/BlenderLoader.cpp')
-rw-r--r--src/3rdparty/assimp/code/BlenderLoader.cpp1149
1 files changed, 1149 insertions, 0 deletions
diff --git a/src/3rdparty/assimp/code/BlenderLoader.cpp b/src/3rdparty/assimp/code/BlenderLoader.cpp
new file mode 100644
index 000000000..8f9b85b26
--- /dev/null
+++ b/src/3rdparty/assimp/code/BlenderLoader.cpp
@@ -0,0 +1,1149 @@
+
+/*
+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 BlenderLoader.cpp
+ * @brief Implementation of the Blender3D importer class.
+ */
+#include "AssimpPCH.h"
+
+//#define ASSIMP_BUILD_NO_COMPRESSED_BLEND
+// Uncomment this to disable support for (gzip)compressed .BLEND files
+
+#ifndef ASSIMP_BUILD_NO_BLEND_IMPORTER
+
+#include "BlenderIntermediate.h"
+#include "BlenderModifier.h"
+#include "BlenderBMesh.h"
+
+#include "StreamReader.h"
+#include "MemoryIOWrapper.h"
+
+// 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
+#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 aiImporterDesc blenderDesc = {
+ "Blender 3D Importer \nhttp://www.blender3d.org",
+ "",
+ "",
+ "No animation support yet",
+ aiImporterFlags_SupportBinaryFlavour,
+ 0,
+ 0,
+ 2,
+ 50,
+ "blend"
+};
+
+
+// ------------------------------------------------------------------------------------------------
+// Constructor to be privately used by Importer
+BlenderImporter::BlenderImporter()
+: modifier_cache(new BlenderModifierShowcase())
+{}
+
+// ------------------------------------------------------------------------------------------------
+// Destructor, private as well
+BlenderImporter::~BlenderImporter()
+{
+ delete modifier_cache;
+}
+
+// ------------------------------------------------------------------------------------------------
+// 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;
+}
+
+// ------------------------------------------------------------------------------------------------
+// List all extensions handled by this loader
+void BlenderImporter::GetExtensionList(std::set<std::string>& app)
+{
+ app.insert("blend");
+}
+
+// ------------------------------------------------------------------------------------------------
+// Loader registry entry
+const aiImporterDesc* BlenderImporter::GetInfo () const
+{
+ return &blenderDesc;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Setup configuration properties for the loader
+void BlenderImporter::SetupProperties(const Importer* /*pImp*/)
+{
+ // nothing to be done for the moment
+}
+
+struct free_it
+{
+ free_it(void* free) : free(free) {}
+ ~free_it() {
+ ::free(this->free);
+ }
+
+ void* free;
+};
+
+// ------------------------------------------------------------------------------------------------
+// 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);
+#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.
+#ifdef ASSIMP_BUILD_NO_COMPRESSED_BLEND
+ 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");
+ }
+
+ 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));
+
+ // 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);
+
+ zstream.next_in = reinterpret_cast<Bytef*>( reader->GetPtr() );
+ zstream.avail_in = 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 .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');
+
+ 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",")"
+ ));
+
+ ParseBlendFile(file,stream);
+
+ Scene scene;
+ ExtractScene(scene,file);
+
+ ConvertBlendFile(pScene,scene,file);
+}
+
+// ------------------------------------------------------------------------------------------------
+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());
+}
+
+// ------------------------------------------------------------------------------------------------
+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 Structure& ss = file.dna.structures[(*it).second];
+
+ // we need a scene somewhere to start with.
+ for_each(const FileBlockHead& bl,file.entries) {
+
+ // Fix: using the DNA index is more reliable to locate scenes
+ //if (bl.id == "SC") {
+
+ if (bl.dna_index == (*it).second) {
+ block = &bl;
+ break;
+ }
+ }
+
+ 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
+ ));
+#endif
+}
+
+// ------------------------------------------------------------------------------------------------
+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, aiMatrix4x4());
+ 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(aiMaterial* out, const Material* mat, const MTex* tex, const Image* img, ConversionData& conv_data)
+{
+ (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 );
+ }
+
+ aiTextureType texture_type = aiTextureType_UNKNOWN;
+ MTex::MapType map_type = tex->mapto;
+
+ if (map_type & MTex::MapType_COL)
+ texture_type = aiTextureType_DIFFUSE;
+ else if (map_type & MTex::MapType_NORM) {
+ if (tex->tex->imaflag & Tex::ImageFlags_NORMALMAP) {
+ texture_type = aiTextureType_NORMALS;
+ }
+ else {
+ texture_type = aiTextureType_HEIGHT;
+ }
+ out->AddProperty(&tex->norfac,1,AI_MATKEY_BUMPSCALING);
+ }
+ else if (map_type & MTex::MapType_COLSPEC)
+ texture_type = aiTextureType_SPECULAR;
+ else if (map_type & MTex::MapType_COLMIR)
+ texture_type = aiTextureType_REFLECTION;
+ //else if (map_type & MTex::MapType_REF)
+ else if (map_type & MTex::MapType_SPEC)
+ texture_type = aiTextureType_SHININESS;
+ else if (map_type & MTex::MapType_EMIT)
+ texture_type = aiTextureType_EMISSIVE;
+ //else if (map_type & MTex::MapType_ALPHA)
+ //else if (map_type & MTex::MapType_HAR)
+ //else if (map_type & MTex::MapType_RAYMIRR)
+ //else if (map_type & MTex::MapType_TRANSLU)
+ else if (map_type & MTex::MapType_AMB)
+ texture_type = aiTextureType_AMBIENT;
+ else if (map_type & MTex::MapType_DISPLACE)
+ texture_type = aiTextureType_DISPLACEMENT;
+ //else if (map_type & MTex::MapType_WARP)
+
+ out->AddProperty(&name,AI_MATKEY_TEXTURE(texture_type,
+ conv_data.next_texture[texture_type]++));
+
+}
+
+// ------------------------------------------------------------------------------------------------
+void BlenderImporter::AddSentinelTexture(aiMaterial* out, const Material* mat, const MTex* tex, ConversionData& conv_data)
+{
+ (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(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 they'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)
+{
+ 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);
+
+ if (mat->emit) {
+ aiColor3D emit_col(mat->emit * mat->r, mat->emit * mat->g, mat->emit * mat->b) ;
+ mout->AddProperty(&emit_col, 1, AI_MATKEY_COLOR_EMISSIVE) ;
+ }
+ }
+
+ 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"
+ ));
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+void BlenderImporter::NotSupportedObjectType(const Object* obj, const char* type)
+{
+ LogWarn((format(), "Object `",obj->id.name,"` - type is unsupported: `",type, "`, skipping" ));
+}
+
+// ------------------------------------------------------------------------------------------------
+void BlenderImporter::ConvertMesh(const Scene& /*in*/, const Object* /*obj*/, const Mesh* mesh,
+ ConversionData& conv_data, TempArray<std::vector,aiMesh>& temp
+ )
+{
+ BlenderBMeshConverter BMeshConverter( mesh );
+ if ( BMeshConverter.ContainsBMesh( ) )
+ {
+ mesh = BMeshConverter.TriangulateBMesh( );
+ }
+
+ typedef std::pair<const int,size_t> MyPair;
+ if ((!mesh->totface && !mesh->totloop) || !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");
+ }
+
+ if (static_cast<size_t> ( mesh->totloop ) > mesh->mloop.size()) {
+ ThrowException("Number of vertices is larger than the corresponding array");
+ }
+
+ // collect per-submesh numbers
+ std::map<int,size_t> per_mat;
+ std::map<int,size_t> per_mat_verts;
+ for (int i = 0; i < mesh->totface; ++i) {
+
+ const MFace& mf = mesh->mface[i];
+ per_mat[ mf.mat_nr ]++;
+ per_mat_verts[ mf.mat_nr ] += mf.v4?4:3;
+ }
+
+ for (int i = 0; i < mesh->totpoly; ++i) {
+ const MPoly& mp = mesh->mpoly[i];
+ per_mat[ mp.mat_nr ]++;
+ per_mat_verts[ mp.mat_nr ] += mp.totloop;
+ }
+
+ // ... 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[per_mat_verts[it.first]];
+ out->mNormals = new aiVector3D[per_mat_verts[it.first]];
+
+ //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;
+
+ // }
+ // }
+ // }
+ }
+
+ for (int i = 0; i < mesh->totpoly; ++i) {
+
+ const MPoly& mf = mesh->mpoly[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.totloop ];
+ 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.
+ for (int j = 0;j < mf.totloop; ++j)
+ {
+ const MLoop& loop = mesh->mloop[mf.loopstart + j];
+
+ if (loop.v >= mesh->totvert) {
+ ThrowException("Vertex index out of range");
+ }
+
+ const MVert& v = mesh->mvert[loop.v];
+
+ 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[j] = out->mNumVertices++;
+
+ ++vo;
+ ++vn;
+
+ }
+ if (mf.totloop == 3)
+ {
+ out->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
+ }
+ else
+ {
+ out->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
+ }
+ }
+
+ // collect texture coordinates, they're stored in a separate per-face buffer
+ if (mesh->mtface || mesh->mloopuv) {
+ 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];
+ }
+ }
+
+ for (int i = 0; i < mesh->totpoly; ++i) {
+ const MPoly& v = mesh->mpoly[i];
+ aiMesh* const out = temp[ mat_num_to_mesh_idx[ v.mat_nr ] ];
+ const aiFace& f = out->mFaces[out->mNumFaces++];
+
+ aiVector3D* vo = &out->mTextureCoords[0][out->mNumVertices];
+ for (unsigned int j = 0; j < f.mNumIndices; ++j,++vo,++out->mNumVertices) {
+ const MLoopUV& uv = mesh->mloopuv[v.loopstart + j];
+ vo->x = uv.uv[0];
+ vo->y = uv.uv[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 || mesh->mloopcol) {
+ 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);
+ }
+
+ for (int i = 0; i < mesh->totpoly; ++i) {
+ const MPoly& v = mesh->mpoly[i];
+ aiMesh* const out = temp[ mat_num_to_mesh_idx[ v.mat_nr ] ];
+ const aiFace& f = out->mFaces[out->mNumFaces++];
+
+ aiColor4D* vo = &out->mColors[0][out->mNumVertices];
+ for (unsigned int j = 0; j < f.mNumIndices; ++j,++vo,++out->mNumVertices) {
+ const MLoopCol& col = mesh->mloopcol[v.loopstart + j];
+ vo->r = col.r;
+ vo->g = col.g;
+ vo->b = col.b;
+ vo->a = col.a;
+ }
+
+ }
+
+ }
+
+ return;
+}
+
+// ------------------------------------------------------------------------------------------------
+aiCamera* BlenderImporter::ConvertCamera(const Scene& /*in*/, const Object* obj, const Camera* camera, ConversionData& /*conv_data*/)
+{
+ ScopeGuard<aiCamera> out(new aiCamera());
+ out->mName = obj->id.name+2;
+ out->mPosition = aiVector3D(0.f, 0.f, 0.f);
+ out->mUp = aiVector3D(0.f, 1.f, 0.f);
+ out->mLookAt = aiVector3D(0.f, 0.f, -1.f);
+ return out.dismiss();
+}
+
+// ------------------------------------------------------------------------------------------------
+aiLight* BlenderImporter::ConvertLight(const Scene& in, const Object* obj, const Lamp* lamp, ConversionData& conv_data)
+{
+ ScopeGuard<aiLight> out(new aiLight());
+ out->mName = obj->id.name+2;
+
+ switch (lamp->type)
+ {
+ case Lamp::Type_Local:
+ out->mType = aiLightSource_POINT;
+ break;
+ case Lamp::Type_Sun:
+ out->mType = aiLightSource_DIRECTIONAL;
+
+ // blender orients directional lights as facing toward -z
+ out->mDirection = aiVector3D(0.f, 0.f, -1.f);
+ break;
+ default:
+ break;
+ }
+
+ out->mColorAmbient = aiColor3D(lamp->r, lamp->g, lamp->b) * lamp->energy;
+ out->mColorSpecular = aiColor3D(lamp->r, lamp->g, lamp->b) * lamp->energy;
+ out->mColorDiffuse = aiColor3D(lamp->r, lamp->g, lamp->b) * lamp->energy;
+ return out.dismiss();
+}
+
+// ------------------------------------------------------------------------------------------------
+aiNode* BlenderImporter::ConvertNode(const Scene& in, const Object* obj, ConversionData& conv_data, const aiMatrix4x4& parentTransform)
+{
+ 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->obmat[x][y];
+ }
+ }
+
+ aiMatrix4x4 m = parentTransform;
+ m = m.Inverse();
+
+ 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,node->mTransformation * parentTransform);
+ (*nd++)->mParent = node;
+ }
+ }
+
+ // apply modifiers
+ modifier_cache->ApplyModifiers(*node,conv_data,in,*obj);
+
+ return node.dismiss();
+}
+
+
+#endif