diff options
Diffstat (limited to 'src/3rdparty/assimp/code/ASELoader.cpp')
-rw-r--r-- | src/3rdparty/assimp/code/ASELoader.cpp | 2317 |
1 files changed, 1161 insertions, 1156 deletions
diff --git a/src/3rdparty/assimp/code/ASELoader.cpp b/src/3rdparty/assimp/code/ASELoader.cpp index 9be97c87d..39a33e9fd 100644 --- a/src/3rdparty/assimp/code/ASELoader.cpp +++ b/src/3rdparty/assimp/code/ASELoader.cpp @@ -3,12 +3,12 @@ Open Asset Import Library (assimp) --------------------------------------------------------------------------- -Copyright (c) 2006-2012, assimp team +Copyright (c) 2006-2016, assimp 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 @@ -25,16 +25,16 @@ conditions are met: 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 +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, 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 +43,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * @brief Implementation of the ASE importer class */ -#include "AssimpPCH.h" #ifndef ASSIMP_BUILD_NO_ASE_IMPORTER // internal headers @@ -51,6 +50,12 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #include "StringComparison.h" #include "SkeletonMeshBuilder.h" #include "TargetAnimation.h" +#include <assimp/Importer.hpp> +#include <assimp/IOSystem.hpp> +#include <assimp/DefaultLogger.hpp> +#include <assimp/scene.h> + +#include <memory> // utilities #include "fast_atof.h" @@ -59,1258 +64,1258 @@ 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" + "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() -: noSkeletonMesh() + : mParser(), + mBuffer(), + pcScene(), + configRecomputeNormals(), + noSkeletonMesh() {} // ------------------------------------------------------------------------------------------------ -// 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; } // ------------------------------------------------------------------------------------------------ // Loader meta information const aiImporterDesc* ASEImporter::GetInfo () const { - return &desc; + 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); - noSkeletonMesh = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_NO_SKELETON_MESHES,0) != 0; + noSkeletonMesh = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_NO_SKELETON_MESHES,0) != 0; } // ------------------------------------------------------------------------------------------------ -// 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; - if (!noSkeletonMesh) { - SkeletonMeshBuilder skeleton(pScene); - } - } + std::unique_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 (auto &light : mParser->m_vLights)nodes.push_back(&light); + // Cameras + for (auto &camera : mParser->m_vCameras)nodes.push_back(&camera); + // Meshes + for (auto &mesh : mParser->m_vMeshes)nodes.push_back(&mesh); + // Dummies + for (auto &dummy : mParser->m_vDummies)nodes.push_back(&dummy); + + // 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; + if (!noSkeletonMesh) { + 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 (BaseNode *node : nodes) { + aiMatrix4x4& m = node->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(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 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; + // 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<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; - } - } - } - } + // 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 |