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-rw-r--r--src/3rdparty/assimp/code/XFileImporter.cpp1145
1 files changed, 581 insertions, 564 deletions
diff --git a/src/3rdparty/assimp/code/XFileImporter.cpp b/src/3rdparty/assimp/code/XFileImporter.cpp
index d100692d3..9510ab3de 100644
--- a/src/3rdparty/assimp/code/XFileImporter.cpp
+++ b/src/3rdparty/assimp/code/XFileImporter.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
@@ -25,43 +25,53 @@ contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file XFileImporter.cpp
- * @brief Implementation of the XFile importer class
+ * @brief Implementation of the XFile importer class
*/
-#include "AssimpPCH.h"
+
#ifndef ASSIMP_BUILD_NO_X_IMPORTER
#include "XFileImporter.h"
#include "XFileParser.h"
+#include "Defines.h"
+#include "TinyFormatter.h"
#include "ConvertToLHProcess.h"
+#include <assimp/IOSystem.hpp>
+#include <assimp/scene.h>
+#include <assimp/DefaultLogger.hpp>
+#include <cctype>
+#include <memory>
+
+
using namespace Assimp;
+using namespace Assimp::Formatter;
static const aiImporterDesc desc = {
- "Direct3D XFile Importer",
- "",
- "",
- "",
- aiImporterFlags_SupportTextFlavour | aiImporterFlags_SupportBinaryFlavour | aiImporterFlags_SupportCompressedFlavour,
- 1,
- 3,
- 1,
- 5,
- "x"
+ "Direct3D XFile Importer",
+ "",
+ "",
+ "",
+ aiImporterFlags_SupportTextFlavour | aiImporterFlags_SupportBinaryFlavour | aiImporterFlags_SupportCompressedFlavour,
+ 1,
+ 3,
+ 1,
+ 5,
+ "x"
};
// ------------------------------------------------------------------------------------------------
@@ -70,507 +80,514 @@ XFileImporter::XFileImporter()
{}
// ------------------------------------------------------------------------------------------------
-// Destructor, private as well
+// Destructor, private as well
XFileImporter::~XFileImporter()
{}
// ------------------------------------------------------------------------------------------------
-// Returns whether the class can handle the format of the given file.
+// Returns whether the class can handle the format of the given file.
bool XFileImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
{
- std::string extension = GetExtension(pFile);
- if(extension == "x") {
- return true;
- }
- if (!extension.length() || checkSig) {
- uint32_t token[1];
- token[0] = AI_MAKE_MAGIC("xof ");
- return CheckMagicToken(pIOHandler,pFile,token,1,0);
- }
- return false;
+ std::string extension = GetExtension(pFile);
+ if(extension == "x") {
+ return true;
+ }
+ if (!extension.length() || checkSig) {
+ uint32_t token[1];
+ token[0] = AI_MAKE_MAGIC("xof ");
+ return CheckMagicToken(pIOHandler,pFile,token,1,0);
+ }
+ return false;
}
// ------------------------------------------------------------------------------------------------
// Get file extension list
const aiImporterDesc* XFileImporter::GetInfo () const
{
- return &desc;
+ return &desc;
}
// ------------------------------------------------------------------------------------------------
-// Imports the given file into the given scene structure.
+// Imports the given file into the given scene structure.
void XFileImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
{
- // read file into memory
- boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
- if( file.get() == NULL)
- throw DeadlyImportError( "Failed to open file " + pFile + ".");
+ // read file into memory
+ std::unique_ptr<IOStream> file( pIOHandler->Open( pFile));
+ if( file.get() == NULL)
+ throw DeadlyImportError( "Failed to open file " + pFile + ".");
- size_t fileSize = file->FileSize();
- if( fileSize < 16)
- throw DeadlyImportError( "XFile is too small.");
+ size_t fileSize = file->FileSize();
+ if( fileSize < 16)
+ throw DeadlyImportError( "XFile is too small.");
- // in the hope that binary files will never start with a BOM ...
- mBuffer.resize( fileSize + 1);
- file->Read( &mBuffer.front(), 1, fileSize);
- ConvertToUTF8(mBuffer);
+ // in the hope that binary files will never start with a BOM ...
+ mBuffer.resize( fileSize + 1);
+ file->Read( &mBuffer.front(), 1, fileSize);
+ ConvertToUTF8(mBuffer);
- // parse the file into a temporary representation
- XFileParser parser( mBuffer);
+ // parse the file into a temporary representation
+ XFileParser parser( mBuffer);
- // and create the proper return structures out of it
- CreateDataRepresentationFromImport( pScene, parser.GetImportedData());
+ // and create the proper return structures out of it
+ CreateDataRepresentationFromImport( pScene, parser.GetImportedData());
- // if nothing came from it, report it as error
- if( !pScene->mRootNode)
- throw DeadlyImportError( "XFile is ill-formatted - no content imported.");
+ // if nothing came from it, report it as error
+ if( !pScene->mRootNode)
+ throw DeadlyImportError( "XFile is ill-formatted - no content imported.");
}
// ------------------------------------------------------------------------------------------------
// Constructs the return data structure out of the imported data.
void XFileImporter::CreateDataRepresentationFromImport( aiScene* pScene, XFile::Scene* pData)
{
- // Read the global materials first so that meshes referring to them can find them later
- ConvertMaterials( pScene, pData->mGlobalMaterials);
-
- // copy nodes, extracting meshes and materials on the way
- pScene->mRootNode = CreateNodes( pScene, NULL, pData->mRootNode);
-
- // extract animations
- CreateAnimations( pScene, pData);
-
- // read the global meshes that were stored outside of any node
- if( pData->mGlobalMeshes.size() > 0)
- {
- // create a root node to hold them if there isn't any, yet
- if( pScene->mRootNode == NULL)
- {
- pScene->mRootNode = new aiNode;
- pScene->mRootNode->mName.Set( "$dummy_node");
- }
-
- // convert all global meshes and store them in the root node.
- // If there was one before, the global meshes now suddenly have its transformation matrix...
- // Don't know what to do there, I don't want to insert another node under the present root node
- // just to avoid this.
- CreateMeshes( pScene, pScene->mRootNode, pData->mGlobalMeshes);
- }
-
- // Convert everything to OpenGL space... it's the same operation as the conversion back, so we can reuse the step directly
- MakeLeftHandedProcess convertProcess;
- convertProcess.Execute( pScene);
-
- FlipWindingOrderProcess flipper;
- flipper.Execute(pScene);
-
- // finally: create a dummy material if not material was imported
- if( pScene->mNumMaterials == 0)
- {
- pScene->mNumMaterials = 1;
- // create the Material
- aiMaterial* mat = new aiMaterial;
- int shadeMode = (int) aiShadingMode_Gouraud;
- mat->AddProperty<int>( &shadeMode, 1, AI_MATKEY_SHADING_MODEL);
- // material colours
- int specExp = 1;
-
- aiColor3D clr = aiColor3D( 0, 0, 0);
- mat->AddProperty( &clr, 1, AI_MATKEY_COLOR_EMISSIVE);
- mat->AddProperty( &clr, 1, AI_MATKEY_COLOR_SPECULAR);
-
- clr = aiColor3D( 0.5f, 0.5f, 0.5f);
- mat->AddProperty( &clr, 1, AI_MATKEY_COLOR_DIFFUSE);
- mat->AddProperty( &specExp, 1, AI_MATKEY_SHININESS);
-
- pScene->mMaterials = new aiMaterial*[1];
- pScene->mMaterials[0] = mat;
- }
+ // Read the global materials first so that meshes referring to them can find them later
+ ConvertMaterials( pScene, pData->mGlobalMaterials);
+
+ // copy nodes, extracting meshes and materials on the way
+ pScene->mRootNode = CreateNodes( pScene, NULL, pData->mRootNode);
+
+ // extract animations
+ CreateAnimations( pScene, pData);
+
+ // read the global meshes that were stored outside of any node
+ if( pData->mGlobalMeshes.size() > 0)
+ {
+ // create a root node to hold them if there isn't any, yet
+ if( pScene->mRootNode == NULL)
+ {
+ pScene->mRootNode = new aiNode;
+ pScene->mRootNode->mName.Set( "$dummy_node");
+ }
+
+ // convert all global meshes and store them in the root node.
+ // If there was one before, the global meshes now suddenly have its transformation matrix...
+ // Don't know what to do there, I don't want to insert another node under the present root node
+ // just to avoid this.
+ CreateMeshes( pScene, pScene->mRootNode, pData->mGlobalMeshes);
+ }
+
+ if (!pScene->mRootNode) {
+ throw DeadlyImportError( "No root node" );
+ }
+
+ // Convert everything to OpenGL space... it's the same operation as the conversion back, so we can reuse the step directly
+ MakeLeftHandedProcess convertProcess;
+ convertProcess.Execute( pScene);
+
+ FlipWindingOrderProcess flipper;
+ flipper.Execute(pScene);
+
+ // finally: create a dummy material if not material was imported
+ if( pScene->mNumMaterials == 0)
+ {
+ pScene->mNumMaterials = 1;
+ // create the Material
+ aiMaterial* mat = new aiMaterial;
+ int shadeMode = (int) aiShadingMode_Gouraud;
+ mat->AddProperty<int>( &shadeMode, 1, AI_MATKEY_SHADING_MODEL);
+ // material colours
+ int specExp = 1;
+
+ aiColor3D clr = aiColor3D( 0, 0, 0);
+ mat->AddProperty( &clr, 1, AI_MATKEY_COLOR_EMISSIVE);
+ mat->AddProperty( &clr, 1, AI_MATKEY_COLOR_SPECULAR);
+
+ clr = aiColor3D( 0.5f, 0.5f, 0.5f);
+ mat->AddProperty( &clr, 1, AI_MATKEY_COLOR_DIFFUSE);
+ mat->AddProperty( &specExp, 1, AI_MATKEY_SHININESS);
+
+ pScene->mMaterials = new aiMaterial*[1];
+ pScene->mMaterials[0] = mat;
+ }
}
// ------------------------------------------------------------------------------------------------
-// Recursively creates scene nodes from the imported hierarchy.
+// Recursively creates scene nodes from the imported hierarchy.
aiNode* XFileImporter::CreateNodes( aiScene* pScene, aiNode* pParent, const XFile::Node* pNode)
{
- if( !pNode)
- return NULL;
-
- // create node
- aiNode* node = new aiNode;
- node->mName.length = pNode->mName.length();
- node->mParent = pParent;
- memcpy( node->mName.data, pNode->mName.c_str(), pNode->mName.length());
- node->mName.data[node->mName.length] = 0;
- node->mTransformation = pNode->mTrafoMatrix;
-
- // convert meshes from the source node
- CreateMeshes( pScene, node, pNode->mMeshes);
-
- // handle childs
- if( pNode->mChildren.size() > 0)
- {
- node->mNumChildren = (unsigned int)pNode->mChildren.size();
- node->mChildren = new aiNode* [node->mNumChildren];
-
- for( unsigned int a = 0; a < pNode->mChildren.size(); a++)
- node->mChildren[a] = CreateNodes( pScene, node, pNode->mChildren[a]);
- }
-
- return node;
+ if( !pNode)
+ return NULL;
+
+ // create node
+ aiNode* node = new aiNode;
+ node->mName.length = pNode->mName.length();
+ node->mParent = pParent;
+ memcpy( node->mName.data, pNode->mName.c_str(), pNode->mName.length());
+ node->mName.data[node->mName.length] = 0;
+ node->mTransformation = pNode->mTrafoMatrix;
+
+ // convert meshes from the source node
+ CreateMeshes( pScene, node, pNode->mMeshes);
+
+ // handle childs
+ if( pNode->mChildren.size() > 0)
+ {
+ node->mNumChildren = (unsigned int)pNode->mChildren.size();
+ node->mChildren = new aiNode* [node->mNumChildren];
+
+ for( unsigned int a = 0; a < pNode->mChildren.size(); a++)
+ node->mChildren[a] = CreateNodes( pScene, node, pNode->mChildren[a]);
+ }
+
+ return node;
}
// ------------------------------------------------------------------------------------------------
-// Creates the meshes for the given node.
+// Creates the meshes for the given node.
void XFileImporter::CreateMeshes( aiScene* pScene, aiNode* pNode, const std::vector<XFile::Mesh*>& pMeshes)
{
- if( pMeshes.size() == 0)
- return;
-
- // create a mesh for each mesh-material combination in the source node
- std::vector<aiMesh*> meshes;
- for( unsigned int a = 0; a < pMeshes.size(); a++)
- {
- XFile::Mesh* sourceMesh = pMeshes[a];
- // first convert its materials so that we can find them with their index afterwards
- ConvertMaterials( pScene, sourceMesh->mMaterials);
-
- unsigned int numMaterials = std::max( (unsigned int)sourceMesh->mMaterials.size(), 1u);
- for( unsigned int b = 0; b < numMaterials; b++)
- {
- // collect the faces belonging to this material
- std::vector<unsigned int> faces;
- unsigned int numVertices = 0;
- if( sourceMesh->mFaceMaterials.size() > 0)
- {
- // if there is a per-face material defined, select the faces with the corresponding material
- for( unsigned int c = 0; c < sourceMesh->mFaceMaterials.size(); c++)
- {
- if( sourceMesh->mFaceMaterials[c] == b)
- {
- faces.push_back( c);
- numVertices += (unsigned int)sourceMesh->mPosFaces[c].mIndices.size();
- }
- }
- } else
- {
- // if there is no per-face material, place everything into one mesh
- for( unsigned int c = 0; c < sourceMesh->mPosFaces.size(); c++)
- {
- faces.push_back( c);
- numVertices += (unsigned int)sourceMesh->mPosFaces[c].mIndices.size();
- }
- }
-
- // no faces/vertices using this material? strange...
- if( numVertices == 0)
- continue;
-
- // create a submesh using this material
- aiMesh* mesh = new aiMesh;
- meshes.push_back( mesh);
-
- // find the material in the scene's material list. Either own material
- // or referenced material, it should already have a valid index
- if( sourceMesh->mFaceMaterials.size() > 0)
- {
+ if( pMeshes.size() == 0)
+ return;
+
+ // create a mesh for each mesh-material combination in the source node
+ std::vector<aiMesh*> meshes;
+ for( unsigned int a = 0; a < pMeshes.size(); a++)
+ {
+ XFile::Mesh* sourceMesh = pMeshes[a];
+ // first convert its materials so that we can find them with their index afterwards
+ ConvertMaterials( pScene, sourceMesh->mMaterials);
+
+ unsigned int numMaterials = std::max( (unsigned int)sourceMesh->mMaterials.size(), 1u);
+ for( unsigned int b = 0; b < numMaterials; b++)
+ {
+ // collect the faces belonging to this material
+ std::vector<unsigned int> faces;
+ unsigned int numVertices = 0;
+ if( sourceMesh->mFaceMaterials.size() > 0)
+ {
+ // if there is a per-face material defined, select the faces with the corresponding material
+ for( unsigned int c = 0; c < sourceMesh->mFaceMaterials.size(); c++)
+ {
+ if( sourceMesh->mFaceMaterials[c] == b)
+ {
+ faces.push_back( c);
+ numVertices += (unsigned int)sourceMesh->mPosFaces[c].mIndices.size();
+ }
+ }
+ } else
+ {
+ // if there is no per-face material, place everything into one mesh
+ for( unsigned int c = 0; c < sourceMesh->mPosFaces.size(); c++)
+ {
+ faces.push_back( c);
+ numVertices += (unsigned int)sourceMesh->mPosFaces[c].mIndices.size();
+ }
+ }
+
+ // no faces/vertices using this material? strange...
+ if( numVertices == 0)
+ continue;
+
+ // create a submesh using this material
+ aiMesh* mesh = new aiMesh;
+ meshes.push_back( mesh);
+
+ // find the material in the scene's material list. Either own material
+ // or referenced material, it should already have a valid index
+ if( sourceMesh->mFaceMaterials.size() > 0)
+ {
mesh->mMaterialIndex = sourceMesh->mMaterials[b].sceneIndex;
- } else
- {
- mesh->mMaterialIndex = 0;
- }
-
- // Create properly sized data arrays in the mesh. We store unique vertices per face,
- // as specified
- mesh->mNumVertices = numVertices;
- mesh->mVertices = new aiVector3D[numVertices];
- mesh->mNumFaces = (unsigned int)faces.size();
- mesh->mFaces = new aiFace[mesh->mNumFaces];
-
- // normals?
- if( sourceMesh->mNormals.size() > 0)
- mesh->mNormals = new aiVector3D[numVertices];
- // texture coords
- for( unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS; c++)
- {
- if( sourceMesh->mTexCoords[c].size() > 0)
- mesh->mTextureCoords[c] = new aiVector3D[numVertices];
- }
- // vertex colors
- for( unsigned int c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS; c++)
- {
- if( sourceMesh->mColors[c].size() > 0)
- mesh->mColors[c] = new aiColor4D[numVertices];
- }
-
- // now collect the vertex data of all data streams present in the imported mesh
- unsigned int newIndex = 0;
- std::vector<unsigned int> orgPoints; // from which original point each new vertex stems
- orgPoints.resize( numVertices, 0);
-
- for( unsigned int c = 0; c < faces.size(); c++)
- {
- unsigned int f = faces[c]; // index of the source face
- const XFile::Face& pf = sourceMesh->mPosFaces[f]; // position source face
-
- // create face. either triangle or triangle fan depending on the index count
- aiFace& df = mesh->mFaces[c]; // destination face
- df.mNumIndices = (unsigned int)pf.mIndices.size();
- df.mIndices = new unsigned int[ df.mNumIndices];
-
- // collect vertex data for indices of this face
- for( unsigned int d = 0; d < df.mNumIndices; d++)
- {
- df.mIndices[d] = newIndex;
- orgPoints[newIndex] = pf.mIndices[d];
-
- // Position
- mesh->mVertices[newIndex] = sourceMesh->mPositions[pf.mIndices[d]];
- // Normal, if present
- if( mesh->HasNormals())
- mesh->mNormals[newIndex] = sourceMesh->mNormals[sourceMesh->mNormFaces[f].mIndices[d]];
-
- // texture coord sets
- for( unsigned int e = 0; e < AI_MAX_NUMBER_OF_TEXTURECOORDS; e++)
- {
- if( mesh->HasTextureCoords( e))
- {
- aiVector2D tex = sourceMesh->mTexCoords[e][pf.mIndices[d]];
- mesh->mTextureCoords[e][newIndex] = aiVector3D( tex.x, 1.0f - tex.y, 0.0f);
- }
- }
- // vertex color sets
- for( unsigned int e = 0; e < AI_MAX_NUMBER_OF_COLOR_SETS; e++)
- if( mesh->HasVertexColors( e))
- mesh->mColors[e][newIndex] = sourceMesh->mColors[e][pf.mIndices[d]];
-
- newIndex++;
- }
- }
-
- // there should be as much new vertices as we calculated before
- ai_assert( newIndex == numVertices);
-
- // convert all bones of the source mesh which influence vertices in this newly created mesh
- const std::vector<XFile::Bone>& bones = sourceMesh->mBones;
- std::vector<aiBone*> newBones;
- for( unsigned int c = 0; c < bones.size(); c++)
- {
- const XFile::Bone& obone = bones[c];
- // set up a vertex-linear array of the weights for quick searching if a bone influences a vertex
- std::vector<float> oldWeights( sourceMesh->mPositions.size(), 0.0f);
- for( unsigned int d = 0; d < obone.mWeights.size(); d++)
- oldWeights[obone.mWeights[d].mVertex] = obone.mWeights[d].mWeight;
-
- // collect all vertex weights that influence a vertex in the new mesh
- std::vector<aiVertexWeight> newWeights;
- newWeights.reserve( numVertices);
- for( unsigned int d = 0; d < orgPoints.size(); d++)
- {
- // does the new vertex stem from an old vertex which was influenced by this bone?
- float w = oldWeights[orgPoints[d]];
- if( w > 0.0f)
- newWeights.push_back( aiVertexWeight( d, w));
- }
-
- // if the bone has no weights in the newly created mesh, ignore it
- if( newWeights.size() == 0)
- continue;
-
- // create
- aiBone* nbone = new aiBone;
- newBones.push_back( nbone);
- // copy name and matrix
- nbone->mName.Set( obone.mName);
- nbone->mOffsetMatrix = obone.mOffsetMatrix;
- nbone->mNumWeights = (unsigned int)newWeights.size();
- nbone->mWeights = new aiVertexWeight[nbone->mNumWeights];
- for( unsigned int d = 0; d < newWeights.size(); d++)
- nbone->mWeights[d] = newWeights[d];
- }
-
- // store the bones in the mesh
- mesh->mNumBones = (unsigned int)newBones.size();
- if( newBones.size() > 0)
- {
- mesh->mBones = new aiBone*[mesh->mNumBones];
- std::copy( newBones.begin(), newBones.end(), mesh->mBones);
- }
- }
- }
-
- // reallocate scene mesh array to be large enough
- aiMesh** prevArray = pScene->mMeshes;
- pScene->mMeshes = new aiMesh*[pScene->mNumMeshes + meshes.size()];
- if( prevArray)
- {
- memcpy( pScene->mMeshes, prevArray, pScene->mNumMeshes * sizeof( aiMesh*));
- delete [] prevArray;
- }
-
- // allocate mesh index array in the node
- pNode->mNumMeshes = (unsigned int)meshes.size();
- pNode->mMeshes = new unsigned int[pNode->mNumMeshes];
-
- // store all meshes in the mesh library of the scene and store their indices in the node
- for( unsigned int a = 0; a < meshes.size(); a++)
- {
- pScene->mMeshes[pScene->mNumMeshes] = meshes[a];
- pNode->mMeshes[a] = pScene->mNumMeshes;
- pScene->mNumMeshes++;
- }
+ } else
+ {
+ mesh->mMaterialIndex = 0;
+ }
+
+ // Create properly sized data arrays in the mesh. We store unique vertices per face,
+ // as specified
+ mesh->mNumVertices = numVertices;
+ mesh->mVertices = new aiVector3D[numVertices];
+ mesh->mNumFaces = (unsigned int)faces.size();
+ mesh->mFaces = new aiFace[mesh->mNumFaces];
+
+ // name
+ mesh->mName.Set(sourceMesh->mName);
+
+ // normals?
+ if( sourceMesh->mNormals.size() > 0)
+ mesh->mNormals = new aiVector3D[numVertices];
+ // texture coords
+ for( unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS; c++)
+ {
+ if( sourceMesh->mTexCoords[c].size() > 0)
+ mesh->mTextureCoords[c] = new aiVector3D[numVertices];
+ }
+ // vertex colors
+ for( unsigned int c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS; c++)
+ {
+ if( sourceMesh->mColors[c].size() > 0)
+ mesh->mColors[c] = new aiColor4D[numVertices];
+ }
+
+ // now collect the vertex data of all data streams present in the imported mesh
+ unsigned int newIndex = 0;
+ std::vector<unsigned int> orgPoints; // from which original point each new vertex stems
+ orgPoints.resize( numVertices, 0);
+
+ for( unsigned int c = 0; c < faces.size(); c++)
+ {
+ unsigned int f = faces[c]; // index of the source face
+ const XFile::Face& pf = sourceMesh->mPosFaces[f]; // position source face
+
+ // create face. either triangle or triangle fan depending on the index count
+ aiFace& df = mesh->mFaces[c]; // destination face
+ df.mNumIndices = (unsigned int)pf.mIndices.size();
+ df.mIndices = new unsigned int[ df.mNumIndices];
+
+ // collect vertex data for indices of this face
+ for( unsigned int d = 0; d < df.mNumIndices; d++)
+ {
+ df.mIndices[d] = newIndex;
+ orgPoints[newIndex] = pf.mIndices[d];
+
+ // Position
+ mesh->mVertices[newIndex] = sourceMesh->mPositions[pf.mIndices[d]];
+ // Normal, if present
+ if( mesh->HasNormals())
+ mesh->mNormals[newIndex] = sourceMesh->mNormals[sourceMesh->mNormFaces[f].mIndices[d]];
+
+ // texture coord sets
+ for( unsigned int e = 0; e < AI_MAX_NUMBER_OF_TEXTURECOORDS; e++)
+ {
+ if( mesh->HasTextureCoords( e))
+ {
+ aiVector2D tex = sourceMesh->mTexCoords[e][pf.mIndices[d]];
+ mesh->mTextureCoords[e][newIndex] = aiVector3D( tex.x, 1.0f - tex.y, 0.0f);
+ }
+ }
+ // vertex color sets
+ for( unsigned int e = 0; e < AI_MAX_NUMBER_OF_COLOR_SETS; e++)
+ if( mesh->HasVertexColors( e))
+ mesh->mColors[e][newIndex] = sourceMesh->mColors[e][pf.mIndices[d]];
+
+ newIndex++;
+ }
+ }
+
+ // there should be as much new vertices as we calculated before
+ ai_assert( newIndex == numVertices);
+
+ // convert all bones of the source mesh which influence vertices in this newly created mesh
+ const std::vector<XFile::Bone>& bones = sourceMesh->mBones;
+ std::vector<aiBone*> newBones;
+ for( unsigned int c = 0; c < bones.size(); c++)
+ {
+ const XFile::Bone& obone = bones[c];
+ // set up a vertex-linear array of the weights for quick searching if a bone influences a vertex
+ std::vector<float> oldWeights( sourceMesh->mPositions.size(), 0.0f);
+ for( unsigned int d = 0; d < obone.mWeights.size(); d++)
+ oldWeights[obone.mWeights[d].mVertex] = obone.mWeights[d].mWeight;
+
+ // collect all vertex weights that influence a vertex in the new mesh
+ std::vector<aiVertexWeight> newWeights;
+ newWeights.reserve( numVertices);
+ for( unsigned int d = 0; d < orgPoints.size(); d++)
+ {
+ // does the new vertex stem from an old vertex which was influenced by this bone?
+ float w = oldWeights[orgPoints[d]];
+ if( w > 0.0f)
+ newWeights.push_back( aiVertexWeight( d, w));
+ }
+
+ // if the bone has no weights in the newly created mesh, ignore it
+ if( newWeights.size() == 0)
+ continue;
+
+ // create
+ aiBone* nbone = new aiBone;
+ newBones.push_back( nbone);
+ // copy name and matrix
+ nbone->mName.Set( obone.mName);
+ nbone->mOffsetMatrix = obone.mOffsetMatrix;
+ nbone->mNumWeights = (unsigned int)newWeights.size();
+ nbone->mWeights = new aiVertexWeight[nbone->mNumWeights];
+ for( unsigned int d = 0; d < newWeights.size(); d++)
+ nbone->mWeights[d] = newWeights[d];
+ }
+
+ // store the bones in the mesh
+ mesh->mNumBones = (unsigned int)newBones.size();
+ if( newBones.size() > 0)
+ {
+ mesh->mBones = new aiBone*[mesh->mNumBones];
+ std::copy( newBones.begin(), newBones.end(), mesh->mBones);
+ }
+ }
+ }
+
+ // reallocate scene mesh array to be large enough
+ aiMesh** prevArray = pScene->mMeshes;
+ pScene->mMeshes = new aiMesh*[pScene->mNumMeshes + meshes.size()];
+ if( prevArray)
+ {
+ memcpy( pScene->mMeshes, prevArray, pScene->mNumMeshes * sizeof( aiMesh*));
+ delete [] prevArray;
+ }
+
+ // allocate mesh index array in the node
+ pNode->mNumMeshes = (unsigned int)meshes.size();
+ pNode->mMeshes = new unsigned int[pNode->mNumMeshes];
+
+ // store all meshes in the mesh library of the scene and store their indices in the node
+ for( unsigned int a = 0; a < meshes.size(); a++)
+ {
+ pScene->mMeshes[pScene->mNumMeshes] = meshes[a];
+ pNode->mMeshes[a] = pScene->mNumMeshes;
+ pScene->mNumMeshes++;
+ }
}
// ------------------------------------------------------------------------------------------------
// Converts the animations from the given imported data and creates them in the scene.
void XFileImporter::CreateAnimations( aiScene* pScene, const XFile::Scene* pData)
{
- std::vector<aiAnimation*> newAnims;
-
- for( unsigned int a = 0; a < pData->mAnims.size(); a++)
- {
- const XFile::Animation* anim = pData->mAnims[a];
- // some exporters mock me with empty animation tags.
- if( anim->mAnims.size() == 0)
- continue;
-
- // create a new animation to hold the data
- aiAnimation* nanim = new aiAnimation;
- newAnims.push_back( nanim);
- nanim->mName.Set( anim->mName);
- // duration will be determined by the maximum length
- nanim->mDuration = 0;
- nanim->mTicksPerSecond = pData->mAnimTicksPerSecond;
- nanim->mNumChannels = (unsigned int)anim->mAnims.size();
- nanim->mChannels = new aiNodeAnim*[nanim->mNumChannels];
-
- for( unsigned int b = 0; b < anim->mAnims.size(); b++)
- {
- const XFile::AnimBone* bone = anim->mAnims[b];
- aiNodeAnim* nbone = new aiNodeAnim;
- nbone->mNodeName.Set( bone->mBoneName);
- nanim->mChannels[b] = nbone;
-
- // keyframes are given as combined transformation matrix keys
- if( bone->mTrafoKeys.size() > 0)
- {
- nbone->mNumPositionKeys = (unsigned int)bone->mTrafoKeys.size();
- nbone->mPositionKeys = new aiVectorKey[nbone->mNumPositionKeys];
- nbone->mNumRotationKeys = (unsigned int)bone->mTrafoKeys.size();
- nbone->mRotationKeys = new aiQuatKey[nbone->mNumRotationKeys];
- nbone->mNumScalingKeys = (unsigned int)bone->mTrafoKeys.size();
- nbone->mScalingKeys = new aiVectorKey[nbone->mNumScalingKeys];
-
- for( unsigned int c = 0; c < bone->mTrafoKeys.size(); c++)
- {
- // deconstruct each matrix into separate position, rotation and scaling
- double time = bone->mTrafoKeys[c].mTime;
- aiMatrix4x4 trafo = bone->mTrafoKeys[c].mMatrix;
-
- // extract position
- aiVector3D pos( trafo.a4, trafo.b4, trafo.c4);
-
- nbone->mPositionKeys[c].mTime = time;
- nbone->mPositionKeys[c].mValue = pos;
-
- // extract scaling
- aiVector3D scale;
- scale.x = aiVector3D( trafo.a1, trafo.b1, trafo.c1).Length();
- scale.y = aiVector3D( trafo.a2, trafo.b2, trafo.c2).Length();
- scale.z = aiVector3D( trafo.a3, trafo.b3, trafo.c3).Length();
- nbone->mScalingKeys[c].mTime = time;
- nbone->mScalingKeys[c].mValue = scale;
-
- // reconstruct rotation matrix without scaling
- aiMatrix3x3 rotmat(
- trafo.a1 / scale.x, trafo.a2 / scale.y, trafo.a3 / scale.z,
- trafo.b1 / scale.x, trafo.b2 / scale.y, trafo.b3 / scale.z,
- trafo.c1 / scale.x, trafo.c2 / scale.y, trafo.c3 / scale.z);
-
- // and convert it into a quaternion
- nbone->mRotationKeys[c].mTime = time;
- nbone->mRotationKeys[c].mValue = aiQuaternion( rotmat);
- }
-
- // longest lasting key sequence determines duration
- nanim->mDuration = std::max( nanim->mDuration, bone->mTrafoKeys.back().mTime);
- } else
- {
- // separate key sequences for position, rotation, scaling
- nbone->mNumPositionKeys = (unsigned int)bone->mPosKeys.size();
- nbone->mPositionKeys = new aiVectorKey[nbone->mNumPositionKeys];
- for( unsigned int c = 0; c < nbone->mNumPositionKeys; c++)
- {
- aiVector3D pos = bone->mPosKeys[c].mValue;
-
- nbone->mPositionKeys[c].mTime = bone->mPosKeys[c].mTime;
- nbone->mPositionKeys[c].mValue = pos;
- }
-
- // rotation
- nbone->mNumRotationKeys = (unsigned int)bone->mRotKeys.size();
- nbone->mRotationKeys = new aiQuatKey[nbone->mNumRotationKeys];
- for( unsigned int c = 0; c < nbone->mNumRotationKeys; c++)
- {
- aiMatrix3x3 rotmat = bone->mRotKeys[c].mValue.GetMatrix();
-
- nbone->mRotationKeys[c].mTime = bone->mRotKeys[c].mTime;
- nbone->mRotationKeys[c].mValue = aiQuaternion( rotmat);
- nbone->mRotationKeys[c].mValue.w *= -1.0f; // needs quat inversion
- }
-
- // scaling
- nbone->mNumScalingKeys = (unsigned int)bone->mScaleKeys.size();
- nbone->mScalingKeys = new aiVectorKey[nbone->mNumScalingKeys];
- for( unsigned int c = 0; c < nbone->mNumScalingKeys; c++)
- nbone->mScalingKeys[c] = bone->mScaleKeys[c];
-
- // longest lasting key sequence determines duration
- if( bone->mPosKeys.size() > 0)
- nanim->mDuration = std::max( nanim->mDuration, bone->mPosKeys.back().mTime);
- if( bone->mRotKeys.size() > 0)
- nanim->mDuration = std::max( nanim->mDuration, bone->mRotKeys.back().mTime);
- if( bone->mScaleKeys.size() > 0)
- nanim->mDuration = std::max( nanim->mDuration, bone->mScaleKeys.back().mTime);
- }
- }
- }
-
- // store all converted animations in the scene
- if( newAnims.size() > 0)
- {
- pScene->mNumAnimations = (unsigned int)newAnims.size();
- pScene->mAnimations = new aiAnimation* [pScene->mNumAnimations];
- for( unsigned int a = 0; a < newAnims.size(); a++)
- pScene->mAnimations[a] = newAnims[a];
- }
+ std::vector<aiAnimation*> newAnims;
+
+ for( unsigned int a = 0; a < pData->mAnims.size(); a++)
+ {
+ const XFile::Animation* anim = pData->mAnims[a];
+ // some exporters mock me with empty animation tags.
+ if( anim->mAnims.size() == 0)
+ continue;
+
+ // create a new animation to hold the data
+ aiAnimation* nanim = new aiAnimation;
+ newAnims.push_back( nanim);
+ nanim->mName.Set( anim->mName);
+ // duration will be determined by the maximum length
+ nanim->mDuration = 0;
+ nanim->mTicksPerSecond = pData->mAnimTicksPerSecond;
+ nanim->mNumChannels = (unsigned int)anim->mAnims.size();
+ nanim->mChannels = new aiNodeAnim*[nanim->mNumChannels];
+
+ for( unsigned int b = 0; b < anim->mAnims.size(); b++)
+ {
+ const XFile::AnimBone* bone = anim->mAnims[b];
+ aiNodeAnim* nbone = new aiNodeAnim;
+ nbone->mNodeName.Set( bone->mBoneName);
+ nanim->mChannels[b] = nbone;
+
+ // keyframes are given as combined transformation matrix keys
+ if( bone->mTrafoKeys.size() > 0)
+ {
+ nbone->mNumPositionKeys = (unsigned int)bone->mTrafoKeys.size();
+ nbone->mPositionKeys = new aiVectorKey[nbone->mNumPositionKeys];
+ nbone->mNumRotationKeys = (unsigned int)bone->mTrafoKeys.size();
+ nbone->mRotationKeys = new aiQuatKey[nbone->mNumRotationKeys];
+ nbone->mNumScalingKeys = (unsigned int)bone->mTrafoKeys.size();
+ nbone->mScalingKeys = new aiVectorKey[nbone->mNumScalingKeys];
+
+ for( unsigned int c = 0; c < bone->mTrafoKeys.size(); c++)
+ {
+ // deconstruct each matrix into separate position, rotation and scaling
+ double time = bone->mTrafoKeys[c].mTime;
+ aiMatrix4x4 trafo = bone->mTrafoKeys[c].mMatrix;
+
+ // extract position
+ aiVector3D pos( trafo.a4, trafo.b4, trafo.c4);
+
+ nbone->mPositionKeys[c].mTime = time;
+ nbone->mPositionKeys[c].mValue = pos;
+
+ // extract scaling
+ aiVector3D scale;
+ scale.x = aiVector3D( trafo.a1, trafo.b1, trafo.c1).Length();
+ scale.y = aiVector3D( trafo.a2, trafo.b2, trafo.c2).Length();
+ scale.z = aiVector3D( trafo.a3, trafo.b3, trafo.c3).Length();
+ nbone->mScalingKeys[c].mTime = time;
+ nbone->mScalingKeys[c].mValue = scale;
+
+ // reconstruct rotation matrix without scaling
+ aiMatrix3x3 rotmat(
+ trafo.a1 / scale.x, trafo.a2 / scale.y, trafo.a3 / scale.z,
+ trafo.b1 / scale.x, trafo.b2 / scale.y, trafo.b3 / scale.z,
+ trafo.c1 / scale.x, trafo.c2 / scale.y, trafo.c3 / scale.z);
+
+ // and convert it into a quaternion
+ nbone->mRotationKeys[c].mTime = time;
+ nbone->mRotationKeys[c].mValue = aiQuaternion( rotmat);
+ }
+
+ // longest lasting key sequence determines duration
+ nanim->mDuration = std::max( nanim->mDuration, bone->mTrafoKeys.back().mTime);
+ } else
+ {
+ // separate key sequences for position, rotation, scaling
+ nbone->mNumPositionKeys = (unsigned int)bone->mPosKeys.size();
+ nbone->mPositionKeys = new aiVectorKey[nbone->mNumPositionKeys];
+ for( unsigned int c = 0; c < nbone->mNumPositionKeys; c++)
+ {
+ aiVector3D pos = bone->mPosKeys[c].mValue;
+
+ nbone->mPositionKeys[c].mTime = bone->mPosKeys[c].mTime;
+ nbone->mPositionKeys[c].mValue = pos;
+ }
+
+ // rotation
+ nbone->mNumRotationKeys = (unsigned int)bone->mRotKeys.size();
+ nbone->mRotationKeys = new aiQuatKey[nbone->mNumRotationKeys];
+ for( unsigned int c = 0; c < nbone->mNumRotationKeys; c++)
+ {
+ aiMatrix3x3 rotmat = bone->mRotKeys[c].mValue.GetMatrix();
+
+ nbone->mRotationKeys[c].mTime = bone->mRotKeys[c].mTime;
+ nbone->mRotationKeys[c].mValue = aiQuaternion( rotmat);
+ nbone->mRotationKeys[c].mValue.w *= -1.0f; // needs quat inversion
+ }
+
+ // scaling
+ nbone->mNumScalingKeys = (unsigned int)bone->mScaleKeys.size();
+ nbone->mScalingKeys = new aiVectorKey[nbone->mNumScalingKeys];
+ for( unsigned int c = 0; c < nbone->mNumScalingKeys; c++)
+ nbone->mScalingKeys[c] = bone->mScaleKeys[c];
+
+ // longest lasting key sequence determines duration
+ if( bone->mPosKeys.size() > 0)
+ nanim->mDuration = std::max( nanim->mDuration, bone->mPosKeys.back().mTime);
+ if( bone->mRotKeys.size() > 0)
+ nanim->mDuration = std::max( nanim->mDuration, bone->mRotKeys.back().mTime);
+ if( bone->mScaleKeys.size() > 0)
+ nanim->mDuration = std::max( nanim->mDuration, bone->mScaleKeys.back().mTime);
+ }
+ }
+ }
+
+ // store all converted animations in the scene
+ if( newAnims.size() > 0)
+ {
+ pScene->mNumAnimations = (unsigned int)newAnims.size();
+ pScene->mAnimations = new aiAnimation* [pScene->mNumAnimations];
+ for( unsigned int a = 0; a < newAnims.size(); a++)
+ pScene->mAnimations[a] = newAnims[a];
+ }
}
// ------------------------------------------------------------------------------------------------
// Converts all materials in the given array and stores them in the scene's material list.
void XFileImporter::ConvertMaterials( aiScene* pScene, std::vector<XFile::Material>& pMaterials)
{
- // count the non-referrer materials in the array
- unsigned int numNewMaterials = 0;
- for( unsigned int a = 0; a < pMaterials.size(); a++)
- if( !pMaterials[a].mIsReference)
- numNewMaterials++;
+ // count the non-referrer materials in the array
+ unsigned int numNewMaterials = 0;
+ for( unsigned int a = 0; a < pMaterials.size(); a++)
+ if( !pMaterials[a].mIsReference)
+ numNewMaterials++;
- // resize the scene's material list to offer enough space for the new materials
+ // resize the scene's material list to offer enough space for the new materials
if( numNewMaterials > 0 )
{
- aiMaterial** prevMats = pScene->mMaterials;
- pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials + numNewMaterials];
- if( prevMats)
- {
- memcpy( pScene->mMaterials, prevMats, pScene->mNumMaterials * sizeof( aiMaterial*));
- delete [] prevMats;
- }
+ aiMaterial** prevMats = pScene->mMaterials;
+ pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials + numNewMaterials];
+ if( prevMats)
+ {
+ memcpy( pScene->mMaterials, prevMats, pScene->mNumMaterials * sizeof( aiMaterial*));
+ delete [] prevMats;
+ }
}
- // convert all the materials given in the array
- for( unsigned int a = 0; a < pMaterials.size(); a++)
- {
- XFile::Material& oldMat = pMaterials[a];
- if( oldMat.mIsReference)
+ // convert all the materials given in the array
+ for( unsigned int a = 0; a < pMaterials.size(); a++)
+ {
+ XFile::Material& oldMat = pMaterials[a];
+ if( oldMat.mIsReference)
{
// find the material it refers to by name, and store its index
for( size_t a = 0; a < pScene->mNumMaterials; ++a )
@@ -586,113 +603,113 @@ void XFileImporter::ConvertMaterials( aiScene* pScene, std::vector<XFile::Materi
if( oldMat.sceneIndex == SIZE_MAX )
{
- DefaultLogger::get()->warn( boost::str( boost::format( "Could not resolve global material reference \"%s\"") % oldMat.mName));
+ DefaultLogger::get()->warn( format() << "Could not resolve global material reference \"" << oldMat.mName << "\"" );
oldMat.sceneIndex = 0;
}
continue;
}
- aiMaterial* mat = new aiMaterial;
- aiString name;
- name.Set( oldMat.mName);
- mat->AddProperty( &name, AI_MATKEY_NAME);
+ aiMaterial* mat = new aiMaterial;
+ aiString name;
+ name.Set( oldMat.mName);
+ mat->AddProperty( &name, AI_MATKEY_NAME);
- // Shading model: hardcoded to PHONG, there is no such information in an XFile
- // FIX (aramis): If the specular exponent is 0, use gouraud shading. This is a bugfix
- // for some models in the SDK (e.g. good old tiny.x)
- int shadeMode = (int)oldMat.mSpecularExponent == 0.0f
- ? aiShadingMode_Gouraud : aiShadingMode_Phong;
+ // Shading model: hardcoded to PHONG, there is no such information in an XFile
+ // FIX (aramis): If the specular exponent is 0, use gouraud shading. This is a bugfix
+ // for some models in the SDK (e.g. good old tiny.x)
+ int shadeMode = (int)oldMat.mSpecularExponent == 0.0f
+ ? aiShadingMode_Gouraud : aiShadingMode_Phong;
- mat->AddProperty<int>( &shadeMode, 1, AI_MATKEY_SHADING_MODEL);
- // material colours
+ mat->AddProperty<int>( &shadeMode, 1, AI_MATKEY_SHADING_MODEL);
+ // material colours
// Unclear: there's no ambient colour, but emissive. What to put for ambient?
// Probably nothing at all, let the user select a suitable default.
- mat->AddProperty( &oldMat.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE);
- mat->AddProperty( &oldMat.mDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
- mat->AddProperty( &oldMat.mSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
- mat->AddProperty( &oldMat.mSpecularExponent, 1, AI_MATKEY_SHININESS);
-
-
- // texture, if there is one
- if (1 == oldMat.mTextures.size())
- {
- const XFile::TexEntry& otex = oldMat.mTextures.back();
- if (otex.mName.length())
- {
- // if there is only one texture assume it contains the diffuse color
- aiString tex( otex.mName);
- if( otex.mIsNormalMap)
- mat->AddProperty( &tex, AI_MATKEY_TEXTURE_NORMALS(0));
- else
- mat->AddProperty( &tex, AI_MATKEY_TEXTURE_DIFFUSE(0));
- }
- }
- else
- {
- // Otherwise ... try to search for typical strings in the
- // texture's file name like 'bump' or 'diffuse'
- unsigned int iHM = 0,iNM = 0,iDM = 0,iSM = 0,iAM = 0,iEM = 0;
- for( unsigned int b = 0; b < oldMat.mTextures.size(); b++)
- {
- const XFile::TexEntry& otex = oldMat.mTextures[b];
- std::string sz = otex.mName;
- if (!sz.length())continue;
-
-
- // find the file name
- //const size_t iLen = sz.length();
- std::string::size_type s = sz.find_last_of("\\/");
- if (std::string::npos == s)
- s = 0;
-
- // cut off the file extension
- std::string::size_type sExt = sz.find_last_of('.');
- if (std::string::npos != sExt){
- sz[sExt] = '\0';
- }
-
- // convert to lower case for easier comparision
- for( unsigned int c = 0; c < sz.length(); c++)
- if( isalpha( sz[c]))
- sz[c] = tolower( sz[c]);
-
-
- // Place texture filename property under the corresponding name
- aiString tex( oldMat.mTextures[b].mName);
-
- // bump map
- if (std::string::npos != sz.find("bump", s) || std::string::npos != sz.find("height", s))
- {
- mat->AddProperty( &tex, AI_MATKEY_TEXTURE_HEIGHT(iHM++));
- } else
- if (otex.mIsNormalMap || std::string::npos != sz.find( "normal", s) || std::string::npos != sz.find("nm", s))
- {
- mat->AddProperty( &tex, AI_MATKEY_TEXTURE_NORMALS(iNM++));
- } else
- if (std::string::npos != sz.find( "spec", s) || std::string::npos != sz.find( "glanz", s))
- {
- mat->AddProperty( &tex, AI_MATKEY_TEXTURE_SPECULAR(iSM++));
- } else
- if (std::string::npos != sz.find( "ambi", s) || std::string::npos != sz.find( "env", s))
- {
- mat->AddProperty( &tex, AI_MATKEY_TEXTURE_AMBIENT(iAM++));
- } else
- if (std::string::npos != sz.find( "emissive", s) || std::string::npos != sz.find( "self", s))
- {
- mat->AddProperty( &tex, AI_MATKEY_TEXTURE_EMISSIVE(iEM++));
- } else
- {
- // Assume it is a diffuse texture
- mat->AddProperty( &tex, AI_MATKEY_TEXTURE_DIFFUSE(iDM++));
- }
- }
- }
-
- pScene->mMaterials[pScene->mNumMaterials] = mat;
- oldMat.sceneIndex = pScene->mNumMaterials;
- pScene->mNumMaterials++;
- }
+ mat->AddProperty( &oldMat.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE);
+ mat->AddProperty( &oldMat.mDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
+ mat->AddProperty( &oldMat.mSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
+ mat->AddProperty( &oldMat.mSpecularExponent, 1, AI_MATKEY_SHININESS);
+
+
+ // texture, if there is one
+ if (1 == oldMat.mTextures.size())
+ {
+ const XFile::TexEntry& otex = oldMat.mTextures.back();
+ if (otex.mName.length())
+ {
+ // if there is only one texture assume it contains the diffuse color
+ aiString tex( otex.mName);
+ if( otex.mIsNormalMap)
+ mat->AddProperty( &tex, AI_MATKEY_TEXTURE_NORMALS(0));
+ else
+ mat->AddProperty( &tex, AI_MATKEY_TEXTURE_DIFFUSE(0));
+ }
+ }
+ else
+ {
+ // Otherwise ... try to search for typical strings in the
+ // texture's file name like 'bump' or 'diffuse'
+ unsigned int iHM = 0,iNM = 0,iDM = 0,iSM = 0,iAM = 0,iEM = 0;
+ for( unsigned int b = 0; b < oldMat.mTextures.size(); b++)
+ {
+ const XFile::TexEntry& otex = oldMat.mTextures[b];
+ std::string sz = otex.mName;
+ if (!sz.length())continue;
+
+
+ // find the file name
+ //const size_t iLen = sz.length();
+ std::string::size_type s = sz.find_last_of("\\/");
+ if (std::string::npos == s)
+ s = 0;
+
+ // cut off the file extension
+ std::string::size_type sExt = sz.find_last_of('.');
+ if (std::string::npos != sExt){
+ sz[sExt] = '\0';
+ }
+
+ // convert to lower case for easier comparison
+ for( unsigned int c = 0; c < sz.length(); c++)
+ if( isalpha( sz[c]))
+ sz[c] = tolower( sz[c]);
+
+
+ // Place texture filename property under the corresponding name
+ aiString tex( oldMat.mTextures[b].mName);
+
+ // bump map
+ if (std::string::npos != sz.find("bump", s) || std::string::npos != sz.find("height", s))
+ {
+ mat->AddProperty( &tex, AI_MATKEY_TEXTURE_HEIGHT(iHM++));
+ } else
+ if (otex.mIsNormalMap || std::string::npos != sz.find( "normal", s) || std::string::npos != sz.find("nm", s))
+ {
+ mat->AddProperty( &tex, AI_MATKEY_TEXTURE_NORMALS(iNM++));
+ } else
+ if (std::string::npos != sz.find( "spec", s) || std::string::npos != sz.find( "glanz", s))
+ {
+ mat->AddProperty( &tex, AI_MATKEY_TEXTURE_SPECULAR(iSM++));
+ } else
+ if (std::string::npos != sz.find( "ambi", s) || std::string::npos != sz.find( "env", s))
+ {
+ mat->AddProperty( &tex, AI_MATKEY_TEXTURE_AMBIENT(iAM++));
+ } else
+ if (std::string::npos != sz.find( "emissive", s) || std::string::npos != sz.find( "self", s))
+ {
+ mat->AddProperty( &tex, AI_MATKEY_TEXTURE_EMISSIVE(iEM++));
+ } else
+ {
+ // Assume it is a diffuse texture
+ mat->AddProperty( &tex, AI_MATKEY_TEXTURE_DIFFUSE(iDM++));
+ }
+ }
+ }
+
+ pScene->mMaterials[pScene->mNumMaterials] = mat;
+ oldMat.sceneIndex = pScene->mNumMaterials;
+ pScene->mNumMaterials++;
+ }
}
#endif // !! ASSIMP_BUILD_NO_X_IMPORTER