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-rw-r--r--src/3rdparty/assimp/code/ASELoader.cpp2317
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