2008-10-27 00:36:26 +00:00
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/*
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---------------------------------------------------------------------------
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Open Asset Import Library (ASSIMP)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2008, ASSIMP Development Team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the ASSIMP team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the ASSIMP Development Team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file Implementation of the Irr importer class */
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#include "AssimpPCH.h"
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#include "IRRLoader.h"
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#include "ParsingUtils.h"
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#include "fast_atof.h"
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2008-11-02 16:58:31 +00:00
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#include "GenericProperty.h"
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2008-10-27 00:36:26 +00:00
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2008-11-02 16:58:31 +00:00
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#include "SceneCombiner.h"
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2008-10-27 00:36:26 +00:00
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#include "StandardShapes.h"
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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IRRImporter::IRRImporter()
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{
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// nothing to do here
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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IRRImporter::~IRRImporter()
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{
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// nothing to do here
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}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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bool IRRImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
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{
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/* NOTE: A simple check for the file extension is not enough
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* here. Irrmesh and irr are easy, but xml is too generic
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* and could be collada, too. So we need to open the file and
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* search for typical tokens.
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*/
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std::string::size_type pos = pFile.find_last_of('.');
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// no file extension - can't read
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if( pos == std::string::npos)
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return false;
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std::string extension = pFile.substr( pos);
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for (std::string::iterator i = extension.begin(); i != extension.end();++i)
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*i = ::tolower(*i);
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if (extension == ".irr")return true;
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else if (extension == ".xml")
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{
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/* If CanRead() is called to check whether the loader
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* supports a specific file extension in general we
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* must return true here.
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*/
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if (!pIOHandler)return true;
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const char* tokens[] = {"irr_scene"};
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return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
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}
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return false;
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}
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ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
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// ------------------------------------------------------------------------------------------------
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void IRRImporter::GetExtensionList(std::string& append)
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{
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/* NOTE: The file extenxsion .xml is too generic. We'll
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* need to open the file in CanRead() and check whether it is
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* a real irrlicht file
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*/
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append.append("*.xml;*.irr");
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}
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// ------------------------------------------------------------------------------------------------
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void IRRImporter::SetupProperties(const Importer* pImp)
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{
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// read the output frame rate of all node animation channels
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fps = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_IRR_ANIM_FPS,100);
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if (!fps)
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{
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DefaultLogger::get()->error("IRR: Invalid FPS configuration");
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fps = 100;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Build a mesh tha consists of a single squad (a side of a skybox)
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aiMesh* IRRImporter::BuildSingleQuadMesh(const SkyboxVertex& v1,
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const SkyboxVertex& v2,
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const SkyboxVertex& v3,
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const SkyboxVertex& v4)
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{
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// allocate and prepare the mesh
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aiMesh* out = new aiMesh();
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out->mPrimitiveTypes = aiPrimitiveType_POLYGON;
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out->mNumFaces = 1;
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// build the face
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out->mFaces = new aiFace[1];
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aiFace& face = out->mFaces[0];
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face.mNumIndices = 4;
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face.mIndices = new unsigned int[4];
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for (unsigned int i = 0; i < 4;++i)
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face.mIndices[i] = i;
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out->mNumVertices = 4;
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// copy vertex positions
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aiVector3D* vec = out->mVertices = new aiVector3D[4];
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*vec++ = v1.position;
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*vec++ = v2.position;
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*vec++ = v3.position;
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*vec = v4.position;
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// copy vertex normals
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vec = out->mNormals = new aiVector3D[4];
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*vec++ = v1.normal;
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*vec++ = v2.normal;
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*vec++ = v3.normal;
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*vec = v4.normal;
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// copy texture coordinates
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out->mTextureCoords[0] = new aiVector3D[4];
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*vec++ = v1.uv;
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*vec++ = v2.uv;
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*vec++ = v3.uv;
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*vec = v4.uv;
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return out;
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}
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// ------------------------------------------------------------------------------------------------
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void IRRImporter::BuildSkybox(std::vector<aiMesh*>& meshes, std::vector<aiMaterial*> materials)
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{
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// Update the material of the skybox - replace the name
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// and disable shading for skyboxes.
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for (unsigned int i = 0; i < 6;++i)
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{
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MaterialHelper* out = ( MaterialHelper* ) (*(materials.end()-(6-i)));
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aiString s;
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s.length = ::sprintf( s.data, "SkyboxSide_%i",i );
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out->AddProperty(&s,AI_MATKEY_NAME);
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int shading = aiShadingMode_NoShading;
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out->AddProperty(&shading,1,AI_MATKEY_SHADING_MODEL);
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}
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// Skyboxes are much more difficult. They are represented
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// by six single planes with different textures, so we'll
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// need to build six meshes.
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const float l = 10.f; // the size used by Irrlicht
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// FRONT SIDE
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meshes.push_back( BuildSingleQuadMesh(
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SkyboxVertex(-l,-l,-l, 0, 0, 1, 1.f,1.f),
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SkyboxVertex( l,-l,-l, 0, 0, 1, 0.f,1.f),
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SkyboxVertex( l, l,-l, 0, 0, 1, 0.f,0.f),
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SkyboxVertex(-l, l,-l, 0, 0, 1, 1.f,0.f)) );
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meshes.back()->mMaterialIndex = materials.size()-6u;
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// LEFT SIDE
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meshes.push_back( BuildSingleQuadMesh(
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SkyboxVertex( l,-l,-l, -1, 0, 0, 1.f,1.f),
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SkyboxVertex( l,-l, l, -1, 0, 0, 0.f,1.f),
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SkyboxVertex( l, l, l, -1, 0, 0, 0.f,0.f),
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SkyboxVertex( l, l,-l, -1, 0, 0, 1.f,0.f)) );
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meshes.back()->mMaterialIndex = materials.size()-5u;
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// BACK SIDE
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meshes.push_back( BuildSingleQuadMesh(
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SkyboxVertex( l,-l, l, 0, 0, -1, 1.f,1.f),
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SkyboxVertex(-l,-l, l, 0, 0, -1, 0.f,1.f),
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SkyboxVertex(-l, l, l, 0, 0, -1, 0.f,0.f),
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SkyboxVertex( l, l, l, 0, 0, -1, 1.f,0.f)) );
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meshes.back()->mMaterialIndex = materials.size()-4u;
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// RIGHT SIDE
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meshes.push_back( BuildSingleQuadMesh(
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SkyboxVertex(-l,-l, l, 1, 0, 0, 1.f,1.f),
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SkyboxVertex(-l,-l,-l, 1, 0, 0, 0.f,1.f),
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SkyboxVertex(-l, l,-l, 1, 0, 0, 0.f,0.f),
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SkyboxVertex(-l, l, l, 1, 0, 0, 1.f,0.f)) );
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meshes.back()->mMaterialIndex = materials.size()-3u;
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// TOP SIDE
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meshes.push_back( BuildSingleQuadMesh(
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SkyboxVertex( l, l,-l, 0, -1, 0, 1.f,1.f),
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SkyboxVertex( l, l, l, 0, -1, 0, 0.f,1.f),
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SkyboxVertex(-l, l, l, 0, -1, 0, 0.f,0.f),
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SkyboxVertex(-l, l,-l, 0, -1, 0, 1.f,0.f)) );
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meshes.back()->mMaterialIndex = materials.size()-2u;
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// BOTTOM SIDE
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meshes.push_back( BuildSingleQuadMesh(
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SkyboxVertex( l,-l, l, 0, 1, 0, 0.f,0.f),
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SkyboxVertex( l,-l,-l, 0, 1, 0, 1.f,0.f),
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SkyboxVertex(-l,-l,-l, 0, 1, 0, 1.f,1.f),
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SkyboxVertex(-l,-l,-l, 0, 1, 0, 0.f,1.f)) );
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meshes.back()->mMaterialIndex = materials.size()-1u;
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}
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// ------------------------------------------------------------------------------------------------
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void IRRImporter::CopyMaterial(std::vector<aiMaterial*> materials,
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std::vector< std::pair<aiMaterial*, unsigned int> >& inmaterials,
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unsigned int& defMatIdx,
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aiMesh* mesh)
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{
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if (inmaterials.empty())
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{
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// Do we have a default material? If not we need to create one
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if (0xffffffff == defMatIdx)
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{
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defMatIdx = (unsigned int)materials.size();
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MaterialHelper* mat = new MaterialHelper();
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aiString s;
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s.Set(AI_DEFAULT_MATERIAL_NAME);
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mat->AddProperty(&s,AI_MATKEY_NAME);
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aiColor3D c(0.6f,0.6f,0.6f);
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mat->AddProperty(&c,1,AI_MATKEY_COLOR_DIFFUSE);
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}
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mesh->mMaterialIndex = defMatIdx;
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return;
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}
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else if (inmaterials.size() > 1)
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{
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DefaultLogger::get()->info("IRR: Skipping additional materials");
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}
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mesh->mMaterialIndex = (unsigned int)materials.size();
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materials.push_back(inmaterials[0].first);
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}
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// ------------------------------------------------------------------------------------------------
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inline int ClampSpline(int idx, int size)
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{
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return ( idx<0 ? size+idx : ( idx>=size ? idx-size : idx ) );
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}
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// ------------------------------------------------------------------------------------------------
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inline void FindSuitableMultiple(int& angle)
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{
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if (angle < 3)angle = 3;
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else if (angle < 10) angle = 10;
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else if (angle < 20) angle = 20;
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else if (angle < 30) angle = 30;
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else
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{
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}
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}
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// ------------------------------------------------------------------------------------------------
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void IRRImporter::ComputeAnimations(Node* root, std::vector<aiNodeAnim*>& anims,
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const aiMatrix4x4& transform)
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{
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ai_assert(NULL != root);
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if (root->animators.empty())return;
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typedef std::pair< TemporaryAnim, Animator* > AnimPair;
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const unsigned int resolution = 1;
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std::vector<AnimPair> temp;
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temp.reserve(root->animators.size());
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for (std::list<Animator>::iterator it = root->animators.begin();
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it != root->animators.end(); ++it)
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{
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if ((*it).type == Animator::UNKNOWN ||
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(*it).type == Animator::OTHER)
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{
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DefaultLogger::get()->warn("IRR: Skipping unknown or unsupported animator");
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continue;
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}
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temp.push_back(AnimPair(TemporaryAnim(),&(*it)));
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}
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if (temp.empty())return;
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// All animators are applied one after another. We generate a set of
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// transformation matrices for each of it. Then we combine all
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// transformation matrices, decompose them and build an output animation.
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for (std::vector<AnimPair>::iterator it = temp.begin();
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it != temp.end(); ++it)
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{
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TemporaryAnim& out = (*it).first;
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Animator* in = (*it).second;
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switch (in->type)
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{
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case Animator::ROTATION:
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{
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// -----------------------------------------------------
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// find out how long a full rotation will take
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// This is the least common multiple of 360.f and all
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// three euler angles. Although we'll surely find a
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// possible multiple (haha) it could be somewhat large
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// for our purposes. So we need to modify the angles
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// here in order to get good results.
|
|
|
|
// -----------------------------------------------------
|
|
|
|
int angles[3];
|
|
|
|
angles[0] = (int)(in->direction.x*100);
|
|
|
|
angles[1] = (int)(in->direction.y*100);
|
|
|
|
angles[2] = (int)(in->direction.z*100);
|
|
|
|
|
|
|
|
angles[0] %= 360;
|
|
|
|
angles[1] %= 360;
|
|
|
|
angles[2] %= 360;
|
|
|
|
|
|
|
|
FindSuitableMultiple(angles[0]);
|
|
|
|
FindSuitableMultiple(angles[1]);
|
|
|
|
FindSuitableMultiple(angles[2]);
|
|
|
|
|
|
|
|
int lcm = 360;
|
|
|
|
|
|
|
|
if (angles[0])
|
|
|
|
lcm = boost::math::lcm(lcm,angles[0]);
|
|
|
|
|
|
|
|
if (angles[1])
|
|
|
|
lcm = boost::math::lcm(lcm,angles[1]);
|
|
|
|
|
|
|
|
if (angles[2])
|
|
|
|
lcm = boost::math::lcm(lcm,angles[2]);
|
|
|
|
|
|
|
|
if (360 == lcm)
|
|
|
|
break;
|
|
|
|
|
|
|
|
// This can be a division through zero, but we don't care
|
|
|
|
float f1 = (float)lcm / angles[0];
|
|
|
|
float f2 = (float)lcm / angles[1];
|
|
|
|
float f3 = (float)lcm / angles[2];
|
|
|
|
|
|
|
|
// find out how many time units we'll need for the finest
|
|
|
|
// track (in seconds) - this defines the number of output
|
|
|
|
// keys (fps * seconds)
|
|
|
|
float max ;
|
|
|
|
if (angles[0])
|
|
|
|
max = (float)lcm / angles[0];
|
|
|
|
if (angles[1])
|
|
|
|
max = std::max(max, (float)lcm / angles[1]);
|
|
|
|
if (angles[2])
|
|
|
|
max = std::max(max, (float)lcm / angles[2]);
|
|
|
|
|
|
|
|
|
|
|
|
// Allocate transformation matrices
|
|
|
|
out.SetupMatrices((unsigned int)(max*fps));
|
|
|
|
|
|
|
|
// begin with a zero angle
|
|
|
|
aiVector3D angle;
|
|
|
|
for (unsigned int i = 0; i < out.last;++i)
|
|
|
|
{
|
|
|
|
// build the rotation matrix for the given euler angles
|
|
|
|
aiMatrix4x4& m = out.matrices[i];
|
|
|
|
|
|
|
|
// we start with the node transformation
|
|
|
|
m = transform;
|
|
|
|
|
|
|
|
aiMatrix4x4 m2;
|
|
|
|
|
|
|
|
if (angle.x)
|
|
|
|
m *= aiMatrix4x4::RotationX(angle.x,m2);
|
|
|
|
|
|
|
|
if (angle.y)
|
|
|
|
m *= aiMatrix4x4::RotationX(angle.y,m2);
|
|
|
|
|
|
|
|
if (angle.z)
|
|
|
|
m *= aiMatrix4x4::RotationZ(angle.z,m2);
|
|
|
|
|
|
|
|
// increase the angle
|
|
|
|
angle += in->direction;
|
|
|
|
}
|
|
|
|
|
|
|
|
// This animation is repeated and repeated ...
|
|
|
|
out.post = aiAnimBehaviour_REPEAT;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case Animator::FLY_CIRCLE:
|
|
|
|
{
|
|
|
|
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case Animator::FLY_STRAIGHT:
|
|
|
|
{
|
|
|
|
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case Animator::FOLLOW_SPLINE:
|
|
|
|
{
|
|
|
|
out.post = aiAnimBehaviour_REPEAT;
|
|
|
|
const int size = (int)in->splineKeys.size();
|
|
|
|
if (!size)
|
|
|
|
{
|
|
|
|
// We have no point in the spline. That's bad. Really bad.
|
|
|
|
DefaultLogger::get()->warn("IRR: Spline animators with no points defined");
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
else if (size == 1)
|
|
|
|
{
|
|
|
|
// We have just one point in the spline
|
|
|
|
out.SetupMatrices(1);
|
|
|
|
out.matrices[0].a4 = in->splineKeys[0].mValue.x;
|
|
|
|
out.matrices[0].b4 = in->splineKeys[0].mValue.y;
|
|
|
|
out.matrices[0].c4 = in->splineKeys[0].mValue.z;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
unsigned int ticksPerFull = 15;
|
|
|
|
out.SetupMatrices(ticksPerFull*fps);
|
|
|
|
|
|
|
|
for (unsigned int i = 0; i < out.last;++i)
|
|
|
|
{
|
|
|
|
aiMatrix4x4& m = out.matrices[i];
|
|
|
|
|
|
|
|
const float dt = (i * in->speed * 0.001f );
|
|
|
|
const float u = dt - floor(dt);
|
|
|
|
const int idx = (int)floor(dt) % size;
|
|
|
|
|
|
|
|
// get the 4 current points to evaluate the spline
|
|
|
|
const aiVector3D& p0 = in->splineKeys[ ClampSpline( idx - 1, size ) ].mValue;
|
|
|
|
const aiVector3D& p1 = in->splineKeys[ ClampSpline( idx + 0, size ) ].mValue;
|
|
|
|
const aiVector3D& p2 = in->splineKeys[ ClampSpline( idx + 1, size ) ].mValue;
|
|
|
|
const aiVector3D& p3 = in->splineKeys[ ClampSpline( idx + 2, size ) ].mValue;
|
|
|
|
|
|
|
|
// compute polynomials
|
|
|
|
const float u2 = u*u;
|
|
|
|
const float u3 = u2*2;
|
|
|
|
|
|
|
|
const float h1 = 2.0f * u3 - 3.0f * u2 + 1.0f;
|
|
|
|
const float h2 = -2.0f * u3 + 3.0f * u3;
|
|
|
|
const float h3 = u3 - 2.0f * u3;
|
|
|
|
const float h4 = u3 - u2;
|
|
|
|
|
|
|
|
// compute the spline tangents
|
|
|
|
const aiVector3D t1 = ( p2 - p0 ) * in->tightness;
|
|
|
|
aiVector3D t2 = ( p3 - p1 ) * in->tightness;
|
|
|
|
|
|
|
|
// and use them to get the interpolated point
|
|
|
|
t2 = (h1 * p1 + p2 * h2 + t1 * h3 + h4 * t2);
|
|
|
|
|
|
|
|
// build a simple translation matrix from it
|
|
|
|
m.a4 = t2.x;
|
|
|
|
m.b4 = t2.y;
|
|
|
|
m.c4 = t2.z;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
};
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
aiNodeAnim* out = new aiNodeAnim();
|
|
|
|
out->mNodeName.Set(root->name);
|
|
|
|
|
|
|
|
if (temp.size() == 1)
|
|
|
|
{
|
|
|
|
// If there's just one animator to be processed our
|
|
|
|
// task is quite easy
|
|
|
|
TemporaryAnim& one = temp[0].first;
|
|
|
|
|
|
|
|
out->mPostState = one.post;
|
|
|
|
out->mNumPositionKeys = one.last;
|
|
|
|
out->mNumScalingKeys = one.last;
|
|
|
|
out->mNumRotationKeys = one.last;
|
|
|
|
|
|
|
|
out->mPositionKeys = new aiVectorKey[one.last];
|
|
|
|
out->mScalingKeys = new aiVectorKey[one.last];
|
|
|
|
out->mRotationKeys = new aiQuatKey[one.last];
|
|
|
|
|
|
|
|
for (unsigned int i = 0; i < one.last;++i)
|
|
|
|
{
|
|
|
|
aiVectorKey& scaling = out->mScalingKeys[i];
|
|
|
|
aiVectorKey& position = out->mPositionKeys[i];
|
|
|
|
aiQuatKey& rotation = out->mRotationKeys[i];
|
|
|
|
|
|
|
|
scaling.mTime = position.mTime = rotation.mTime = (double)i;
|
|
|
|
one.matrices[i].Decompose(scaling.mValue, rotation.mValue, position.mValue);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// NOTE: It is possible that some of the tracks we're returning
|
|
|
|
// are dummy tracks, but the ScenePreprocessor will fix that, hopefully
|
|
|
|
}
|
|
|
|
|
2008-11-02 22:30:37 +00:00
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
|
|
void IRRImporter::GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
|
|
|
|
BatchLoader& batch,
|
|
|
|
std::vector<aiMesh*>& meshes,
|
|
|
|
std::vector<aiNodeAnim*>& anims,
|
ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
|
|
|
std::vector<AttachmentInfo>& attach,
|
|
|
|
std::vector<aiMaterial*> materials,
|
|
|
|
unsigned int& defMatIdx)
|
2008-11-02 22:30:37 +00:00
|
|
|
{
|
|
|
|
unsigned int oldMeshSize = (unsigned int)meshes.size();
|
|
|
|
|
|
|
|
// Now determine the type of the node
|
|
|
|
switch (root->type)
|
|
|
|
{
|
|
|
|
case Node::ANIMMESH:
|
|
|
|
case Node::MESH:
|
|
|
|
{
|
|
|
|
// get the loaded mesh from the scene and add it to
|
|
|
|
// the list of all scenes to be attached to the
|
|
|
|
// graph we're currently building
|
|
|
|
aiScene* scene = batch.GetImport(root->meshPath);
|
|
|
|
if (!scene)
|
|
|
|
{
|
ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
|
|
|
DefaultLogger::get()->error("IRR: Unable to load external file: "
|
|
|
|
+ root->meshPath);
|
2008-11-02 22:30:37 +00:00
|
|
|
break;
|
|
|
|
}
|
|
|
|
attach.push_back(AttachmentInfo(scene,rootOut));
|
2008-11-04 20:41:11 +00:00
|
|
|
|
|
|
|
// now combine the material we've loaded for this mesh
|
|
|
|
// with the real meshes we got from the file. As we
|
|
|
|
// don't execute any pp-steps on the file, the numbers
|
|
|
|
// should be equal. If they are not, we can impossibly
|
|
|
|
// do this ...
|
|
|
|
if (root->materials.size() != (unsigned int)scene->mNumMaterials)
|
|
|
|
{
|
|
|
|
DefaultLogger::get()->warn("IRR: Failed to match imported materials "
|
|
|
|
"with the materials found in the IRR scene file");
|
|
|
|
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
for (unsigned int i = 0; i < scene->mNumMaterials;++i)
|
|
|
|
{
|
|
|
|
// delete the old material
|
|
|
|
delete scene->mMaterials[i];
|
|
|
|
|
|
|
|
std::pair<aiMaterial*, unsigned int>& src = root->materials[i];
|
|
|
|
scene->mMaterials[i] = src.first;
|
ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// NOTE: Each mesh should have exactly one material assigned,
|
|
|
|
// but we do it in a separate loop if this behaviour changes
|
|
|
|
// in the future.
|
|
|
|
for (unsigned int i = 0; i < scene->mNumMeshes;++i)
|
|
|
|
{
|
|
|
|
// Process material flags
|
|
|
|
aiMesh* mesh = scene->mMeshes[i];
|
|
|
|
|
|
|
|
|
|
|
|
// If "trans_vertex_alpha" mode is enabled, search all vertex colors
|
|
|
|
// and check whether they have a common alpha value. This is quite
|
|
|
|
// often the case so we can simply extract it to a shared oacity
|
|
|
|
// value.
|
|
|
|
std::pair<aiMaterial*, unsigned int>& src = root->materials[
|
|
|
|
mesh->mMaterialIndex];
|
2008-11-04 20:41:11 +00:00
|
|
|
|
ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
|
|
|
MaterialHelper* mat = (MaterialHelper*)src.first;
|
|
|
|
if (mesh->HasVertexColors(0) &&
|
|
|
|
src.second & AI_IRRMESH_MAT_trans_vertex_alpha)
|
|
|
|
{
|
|
|
|
bool bdo = true;
|
|
|
|
for (unsigned int a = 1; a < mesh->mNumVertices;++a)
|
|
|
|
{
|
|
|
|
if (mesh->mColors[0][a].a != mesh->mColors[0][a-1].a)
|
|
|
|
{
|
|
|
|
bdo = false;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (bdo)
|
|
|
|
{
|
|
|
|
DefaultLogger::get()->info("IRR: Replacing mesh vertex "
|
|
|
|
"alpha with common opacity");
|
|
|
|
|
|
|
|
for (unsigned int a = 0; a < mesh->mNumVertices;++a)
|
|
|
|
mesh->mColors[0][a].a = 1.f;
|
|
|
|
|
|
|
|
mat->AddProperty(& mesh->mColors[0][0].a, 1, AI_MATKEY_OPACITY);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// If we have a second texture coordinate set and a second texture
|
|
|
|
// (either lightmap, normalmap, 2layered material we need to
|
|
|
|
// setup the correct UV index for it). The texture can either
|
|
|
|
// be diffuse (lightmap & 2layer) or a normal map (normal & parallax)
|
|
|
|
if (mesh->HasTextureCoords(1))
|
|
|
|
{
|
|
|
|
int idx = 1;
|
|
|
|
if (src.second & (AI_IRRMESH_MAT_solid_2layer |
|
|
|
|
AI_IRRMESH_MAT_lightmap))
|
|
|
|
{
|
|
|
|
mat->AddProperty(&idx,1,AI_MATKEY_UVWSRC_DIFFUSE(0));
|
|
|
|
}
|
|
|
|
else if (src.second & AI_IRRMESH_MAT_normalmap_solid)
|
|
|
|
{
|
|
|
|
mat->AddProperty(&idx,1,AI_MATKEY_UVWSRC_NORMALS(0));
|
|
|
|
}
|
|
|
|
}
|
2008-11-04 20:41:11 +00:00
|
|
|
}
|
2008-11-02 22:30:37 +00:00
|
|
|
}
|
|
|
|
break;
|
ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
|
|
|
|
2008-11-02 22:30:37 +00:00
|
|
|
case Node::LIGHT:
|
|
|
|
case Node::CAMERA:
|
|
|
|
|
|
|
|
// We're already finished with lights and cameras
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
|
|
case Node::SPHERE:
|
|
|
|
{
|
|
|
|
// generate the sphere model. Our input parameter to
|
|
|
|
// the sphere generation algorithm is the number of
|
|
|
|
// subdivisions of each triangle - but here we have
|
|
|
|
// the number of poylgons on a specific axis. Just
|
|
|
|
// use some limits ...
|
|
|
|
unsigned int mul = root->spherePolyCountX*root->spherePolyCountY;
|
|
|
|
if (mul < 100)mul = 2;
|
|
|
|
else if (mul < 300)mul = 3;
|
|
|
|
else mul = 4;
|
|
|
|
|
ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
|
|
|
meshes.push_back(StandardShapes::MakeMesh(mul,
|
|
|
|
&StandardShapes::MakeSphere));
|
2008-11-02 22:30:37 +00:00
|
|
|
|
|
|
|
// Adjust scaling
|
|
|
|
root->scaling *= root->sphereRadius;
|
ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
|
|
|
|
|
|
|
// Copy one output material
|
|
|
|
CopyMaterial(materials, root->materials, defMatIdx, meshes.back());
|
2008-11-02 22:30:37 +00:00
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case Node::CUBE:
|
|
|
|
{
|
ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
|
|
|
// Generate an unit cube first
|
|
|
|
meshes.push_back(StandardShapes::MakeMesh(
|
|
|
|
&StandardShapes::MakeHexahedron));
|
2008-11-02 22:30:37 +00:00
|
|
|
|
|
|
|
// Adjust scaling
|
|
|
|
root->scaling *= root->sphereRadius;
|
ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
|
|
|
|
|
|
|
// Copy one output material
|
|
|
|
CopyMaterial(materials, root->materials, defMatIdx, meshes.back());
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
|
|
case Node::SKYBOX:
|
|
|
|
{
|
|
|
|
// A skybox is defined by six materials
|
|
|
|
if (root->materials.size() < 6)
|
|
|
|
{
|
|
|
|
DefaultLogger::get()->error("IRR: There should be six materials "
|
|
|
|
"for a skybox");
|
|
|
|
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
// copy those materials and generate 6 meshes for our new skybox
|
|
|
|
materials.reserve(materials.size() + 6);
|
|
|
|
for (unsigned int i = 0; i < 6;++i)
|
|
|
|
materials.insert(materials.end(),root->materials[i].first);
|
|
|
|
|
|
|
|
BuildSkybox(meshes,materials);
|
|
|
|
|
|
|
|
// *************************************************************
|
|
|
|
// Skyboxes will require a different code path for rendering,
|
|
|
|
// so there must be a way for the user to add special support
|
|
|
|
// for IRR skyboxes. We add a 'IRR.SkyBox_' prefix to the node.
|
|
|
|
// *************************************************************
|
|
|
|
root->name = "IRR.SkyBox_" + root->name;
|
|
|
|
DefaultLogger::get()->info("IRR: Loading skybox, this will "
|
|
|
|
"require special handling to be displayed correctly");
|
2008-11-02 22:30:37 +00:00
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case Node::TERRAIN:
|
|
|
|
{
|
ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
|
|
|
// to support terrains, we'd need to have a texture decoder
|
|
|
|
DefaultLogger::get()->error("IRR: Unsupported node - TERRAIN");
|
2008-11-02 22:30:37 +00:00
|
|
|
}
|
|
|
|
break;
|
|
|
|
};
|
|
|
|
|
ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
|
|
|
// Check whether we added a mesh (or more than one ...). In this case
|
|
|
|
// we'll also need to attach it to the node
|
2008-11-02 22:30:37 +00:00
|
|
|
if (oldMeshSize != (unsigned int) meshes.size())
|
|
|
|
{
|
ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
|
|
|
rootOut->mNumMeshes = (unsigned int)meshes.size() - oldMeshSize;
|
|
|
|
rootOut->mMeshes = new unsigned int[rootOut->mNumMeshes];
|
|
|
|
|
|
|
|
for (unsigned int a = 0; a < rootOut->mNumMeshes;++a)
|
|
|
|
{
|
|
|
|
rootOut->mMeshes[a] = oldMeshSize+a;
|
|
|
|
}
|
2008-11-02 22:30:37 +00:00
|
|
|
}
|
|
|
|
|
ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
|
|
|
// Setup the name of this node
|
|
|
|
rootOut->mName.Set(root->name);
|
|
|
|
|
2008-11-02 22:30:37 +00:00
|
|
|
// Now compute the final local transformation matrix of the
|
|
|
|
// node from the given translation, rotation and scaling values.
|
|
|
|
// (the rotation is given in Euler angles, XYZ order)
|
|
|
|
aiMatrix4x4 m;
|
|
|
|
rootOut->mTransformation = aiMatrix4x4::RotationX(AI_DEG_TO_RAD(root->rotation.x),m)
|
|
|
|
* aiMatrix4x4::RotationY(AI_DEG_TO_RAD(root->rotation.y),m)
|
|
|
|
* aiMatrix4x4::RotationZ(AI_DEG_TO_RAD(root->rotation.z),m);
|
|
|
|
|
|
|
|
// apply scaling
|
|
|
|
aiMatrix4x4& mat = rootOut->mTransformation;
|
|
|
|
mat.a1 *= root->scaling.x;
|
|
|
|
mat.b1 *= root->scaling.x;
|
|
|
|
mat.c1 *= root->scaling.x;
|
|
|
|
mat.a2 *= root->scaling.y;
|
|
|
|
mat.b2 *= root->scaling.y;
|
|
|
|
mat.c2 *= root->scaling.y;
|
|
|
|
mat.a3 *= root->scaling.z;
|
|
|
|
mat.b3 *= root->scaling.z;
|
|
|
|
mat.c3 *= root->scaling.z;
|
|
|
|
|
|
|
|
// apply translation
|
|
|
|
mat.a4 = root->position.x;
|
|
|
|
mat.b4 = root->position.y;
|
|
|
|
mat.c4 = root->position.z;
|
|
|
|
|
ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
|
|
|
// now compute animations for the node
|
|
|
|
ComputeAnimations(root,anims,mat);
|
|
|
|
|
2008-11-02 22:30:37 +00:00
|
|
|
// Add all children recursively. First allocate enough storage
|
|
|
|
// for them, then call us again
|
|
|
|
rootOut->mNumChildren = (unsigned int)root->children.size();
|
|
|
|
if (rootOut->mNumChildren)
|
|
|
|
{
|
|
|
|
rootOut->mChildren = new aiNode*[rootOut->mNumChildren];
|
|
|
|
for (unsigned int i = 0; i < rootOut->mNumChildren;++i)
|
|
|
|
{
|
|
|
|
aiNode* node = rootOut->mChildren[i] = new aiNode();
|
|
|
|
node->mParent = rootOut;
|
ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
|
|
|
GenerateGraph(root->children[i],node,scene,batch,meshes,
|
|
|
|
anims,attach,materials,defMatIdx);
|
2008-11-02 22:30:37 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2008-10-27 00:36:26 +00:00
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
|
|
// Imports the given file into the given scene structure.
|
|
|
|
void IRRImporter::InternReadFile( const std::string& pFile,
|
|
|
|
aiScene* pScene, IOSystem* pIOHandler)
|
|
|
|
{
|
|
|
|
boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
|
|
|
|
|
|
|
|
// Check whether we can read from the file
|
|
|
|
if( file.get() == NULL)
|
|
|
|
throw new ImportErrorException( "Failed to open IRR file " + pFile + "");
|
|
|
|
|
|
|
|
// Construct the irrXML parser
|
|
|
|
CIrrXML_IOStreamReader st(file.get());
|
|
|
|
reader = createIrrXMLReader((IFileReadCallBack*) &st);
|
|
|
|
|
|
|
|
// The root node of the scene
|
|
|
|
Node* root = new Node(Node::DUMMY);
|
|
|
|
root->parent = NULL;
|
|
|
|
|
|
|
|
// Current node parent
|
|
|
|
Node* curParent = root;
|
|
|
|
|
|
|
|
// Scenegraph node we're currently working on
|
|
|
|
Node* curNode = NULL;
|
|
|
|
|
|
|
|
// List of output cameras
|
|
|
|
std::vector<aiCamera*> cameras;
|
|
|
|
|
|
|
|
// List of output lights
|
|
|
|
std::vector<aiLight*> lights;
|
|
|
|
|
2008-11-02 22:30:37 +00:00
|
|
|
// Batch loader used to load external models
|
2008-10-27 00:36:26 +00:00
|
|
|
BatchLoader batch(pIOHandler);
|
|
|
|
|
|
|
|
cameras.reserve(5);
|
|
|
|
lights.reserve(5);
|
|
|
|
|
2008-11-02 16:58:31 +00:00
|
|
|
bool inMaterials = false, inAnimator = false;
|
ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
|
|
|
unsigned int guessedAnimCnt = 0, guessedMeshCnt = 0, guessedMatCnt = 0;
|
2008-10-27 00:36:26 +00:00
|
|
|
|
|
|
|
// Parse the XML file
|
|
|
|
while (reader->read())
|
|
|
|
{
|
|
|
|
switch (reader->getNodeType())
|
|
|
|
{
|
|
|
|
case EXN_ELEMENT:
|
|
|
|
|
|
|
|
if (!ASSIMP_stricmp(reader->getNodeName(),"node"))
|
|
|
|
{
|
ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
|
|
|
// ***********************************************************************
|
2008-10-27 00:36:26 +00:00
|
|
|
/* What we're going to do with the node depends
|
|
|
|
* on its type:
|
|
|
|
*
|
|
|
|
* "mesh" - Load a mesh from an external file
|
|
|
|
* "cube" - Generate a cube
|
|
|
|
* "skybox" - Generate a skybox
|
|
|
|
* "light" - A light source
|
|
|
|
* "sphere" - Generate a sphere mesh
|
|
|
|
* "animatedMesh" - Load an animated mesh from an external file
|
|
|
|
* and join its animation channels with ours.
|
|
|
|
* "empty" - A dummy node
|
|
|
|
* "camera" - A camera
|
|
|
|
*
|
ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
|
|
|
* Each of these nodes can be animated and all can have multiple
|
|
|
|
* materials assigned (except lights, cameras and dummies, of course).
|
2008-10-27 00:36:26 +00:00
|
|
|
*/
|
ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
|
|
|
// ***********************************************************************
|
2008-10-27 00:36:26 +00:00
|
|
|
const char* sz = reader->getAttributeValueSafe("type");
|
|
|
|
Node* nd;
|
|
|
|
if (!ASSIMP_stricmp(sz,"mesh"))
|
|
|
|
{
|
|
|
|
nd = new Node(Node::MESH);
|
|
|
|
}
|
|
|
|
else if (!ASSIMP_stricmp(sz,"cube"))
|
|
|
|
{
|
|
|
|
nd = new Node(Node::CUBE);
|
2008-11-02 16:58:31 +00:00
|
|
|
++guessedMeshCnt;
|
|
|
|
// meshes.push_back(StandardShapes::MakeMesh(&StandardShapes::MakeHexahedron));
|
2008-10-27 00:36:26 +00:00
|
|
|
}
|
|
|
|
else if (!ASSIMP_stricmp(sz,"skybox"))
|
|
|
|
{
|
|
|
|
nd = new Node(Node::SKYBOX);
|
2008-11-02 16:58:31 +00:00
|
|
|
++guessedMeshCnt;
|
2008-10-27 00:36:26 +00:00
|
|
|
}
|
|
|
|
else if (!ASSIMP_stricmp(sz,"camera"))
|
|
|
|
{
|
|
|
|
nd = new Node(Node::CAMERA);
|
|
|
|
|
|
|
|
// Setup a temporary name for the camera
|
|
|
|
aiCamera* cam = new aiCamera();
|
|
|
|
cam->mName.Set( nd->name );
|
|
|
|
cameras.push_back(cam);
|
|
|
|
}
|
|
|
|
else if (!ASSIMP_stricmp(sz,"light"))
|
|
|
|
{
|
|
|
|
nd = new Node(Node::LIGHT);
|
|
|
|
|
|
|
|
// Setup a temporary name for the light
|
|
|
|
aiLight* cam = new aiLight();
|
|
|
|
cam->mName.Set( nd->name );
|
|
|
|
lights.push_back(cam);
|
|
|
|
}
|
|
|
|
else if (!ASSIMP_stricmp(sz,"sphere"))
|
|
|
|
{
|
|
|
|
nd = new Node(Node::SPHERE);
|
2008-11-02 16:58:31 +00:00
|
|
|
++guessedMeshCnt;
|
2008-10-27 00:36:26 +00:00
|
|
|
}
|
|
|
|
else if (!ASSIMP_stricmp(sz,"animatedMesh"))
|
|
|
|
{
|
|
|
|
nd = new Node(Node::ANIMMESH);
|
|
|
|
}
|
|
|
|
else if (!ASSIMP_stricmp(sz,"empty"))
|
|
|
|
{
|
|
|
|
nd = new Node(Node::DUMMY);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
DefaultLogger::get()->warn("IRR: Found unknown node: " + std::string(sz));
|
|
|
|
|
|
|
|
/* We skip the contents of nodes we don't know.
|
|
|
|
* We parse the transformation and all animators
|
|
|
|
* and skip the rest.
|
|
|
|
*/
|
|
|
|
nd = new Node(Node::DUMMY);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Attach the newly created node to the scenegraph
|
|
|
|
*/
|
|
|
|
curNode = nd;
|
|
|
|
nd->parent = curParent;
|
|
|
|
curParent->children.push_back(nd);
|
|
|
|
}
|
|
|
|
else if (!ASSIMP_stricmp(reader->getNodeName(),"materials"))
|
|
|
|
{
|
|
|
|
inMaterials = true;
|
|
|
|
}
|
2008-11-02 16:58:31 +00:00
|
|
|
else if (!ASSIMP_stricmp(reader->getNodeName(),"animators"))
|
|
|
|
{
|
|
|
|
inAnimator = true;
|
|
|
|
}
|
2008-10-27 00:36:26 +00:00
|
|
|
else if (!ASSIMP_stricmp(reader->getNodeName(),"attributes"))
|
|
|
|
{
|
|
|
|
/* We should have a valid node here
|
|
|
|
*/
|
|
|
|
if (!curNode)
|
|
|
|
{
|
|
|
|
DefaultLogger::get()->error("IRR: Encountered <attributes> element, but "
|
|
|
|
"there is no node active");
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
2008-11-02 16:58:31 +00:00
|
|
|
Animator* curAnim = NULL;
|
|
|
|
|
ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
|
|
|
// FIX: Materials can occur for nearly any type of node
|
|
|
|
if (inMaterials /* && curNode->type == Node::ANIMMESH ||
|
|
|
|
curNode->type == Node::MESH */)
|
2008-10-27 00:36:26 +00:00
|
|
|
{
|
|
|
|
/* This is a material description - parse it!
|
|
|
|
*/
|
|
|
|
curNode->materials.push_back(std::pair< aiMaterial*, unsigned int > () );
|
|
|
|
std::pair< aiMaterial*, unsigned int >& p = curNode->materials.back();
|
|
|
|
|
|
|
|
p.first = ParseMaterial(p.second);
|
ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
|
|
|
|
|
|
|
++guessedMatCnt;
|
2008-10-27 00:36:26 +00:00
|
|
|
continue;
|
|
|
|
}
|
2008-11-02 16:58:31 +00:00
|
|
|
else if (inAnimator)
|
|
|
|
{
|
|
|
|
/* This is an animation path - add a new animator
|
|
|
|
* to the list.
|
|
|
|
*/
|
|
|
|
curNode->animators.push_back(Animator());
|
|
|
|
curAnim = & curNode->animators.back();
|
|
|
|
|
|
|
|
++guessedAnimCnt;
|
|
|
|
}
|
2008-10-27 00:36:26 +00:00
|
|
|
|
|
|
|
/* Parse all elements in the attributes block
|
|
|
|
* and process them.
|
|
|
|
*/
|
|
|
|
while (reader->read())
|
|
|
|
{
|
|
|
|
if (reader->getNodeType() == EXN_ELEMENT)
|
|
|
|
{
|
|
|
|
if (!ASSIMP_stricmp(reader->getNodeName(),"vector3d"))
|
|
|
|
{
|
|
|
|
VectorProperty prop;
|
|
|
|
ReadVectorProperty(prop);
|
|
|
|
|
|
|
|
// Convert to our coordinate system
|
|
|
|
std::swap( (float&)prop.value.z, (float&)prop.value.y );
|
|
|
|
prop.value.y *= -1.f;
|
2008-11-02 16:58:31 +00:00
|
|
|
|
|
|
|
if (inAnimator)
|
2008-10-27 00:36:26 +00:00
|
|
|
{
|
2008-11-02 16:58:31 +00:00
|
|
|
if (curAnim->type == Animator::ROTATION && prop.name == "Rotation")
|
|
|
|
{
|
|
|
|
// We store the rotation euler angles in 'direction'
|
|
|
|
curAnim->direction = prop.value;
|
|
|
|
}
|
|
|
|
else if (curAnim->type == Animator::FOLLOW_SPLINE)
|
|
|
|
{
|
|
|
|
// Check whether the vector follows the PointN naming scheme,
|
|
|
|
// here N is the ONE-based index of the point
|
|
|
|
if (prop.name.length() >= 6 && prop.name.substr(0,5) == "Point")
|
|
|
|
{
|
|
|
|
// Add a new key to the list
|
|
|
|
curAnim->splineKeys.push_back(aiVectorKey());
|
|
|
|
aiVectorKey& key = curAnim->splineKeys.back();
|
|
|
|
|
|
|
|
// and parse its properties
|
|
|
|
key.mValue = prop.value;
|
|
|
|
key.mTime = strtol10(&prop.name.c_str()[5]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (curAnim->type == Animator::FLY_CIRCLE)
|
|
|
|
{
|
|
|
|
if (prop.name == "Center")
|
|
|
|
{
|
|
|
|
curAnim->circleCenter = prop.value;
|
|
|
|
}
|
|
|
|
else if (prop.name == "Direction")
|
|
|
|
{
|
|
|
|
curAnim->direction = prop.value;
|
ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
|
|
|
|
|
|
|
// From Irrlicht source - a workaround for backward
|
|
|
|
// compatibility with Irrlicht 1.1
|
|
|
|
if (curAnim->direction == aiVector3D())
|
|
|
|
{
|
|
|
|
curAnim->direction = aiVector3D(0.f,1.f,0.f);
|
|
|
|
}
|
|
|
|
else curAnim->direction.Normalize();
|
2008-11-02 16:58:31 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (curAnim->type == Animator::FLY_STRAIGHT)
|
|
|
|
{
|
|
|
|
if (prop.name == "Start")
|
|
|
|
{
|
|
|
|
// We reuse the field here
|
|
|
|
curAnim->circleCenter = prop.value;
|
|
|
|
}
|
|
|
|
else if (prop.name == "End")
|
|
|
|
{
|
|
|
|
// We reuse the field here
|
|
|
|
curAnim->direction = prop.value;
|
|
|
|
}
|
|
|
|
}
|
2008-10-27 00:36:26 +00:00
|
|
|
}
|
2008-11-02 16:58:31 +00:00
|
|
|
else
|
2008-10-27 00:36:26 +00:00
|
|
|
{
|
2008-11-02 16:58:31 +00:00
|
|
|
if (prop.name == "Position")
|
|
|
|
{
|
|
|
|
curNode->position = prop.value;
|
|
|
|
}
|
|
|
|
else if (prop.name == "Rotation")
|
2008-10-27 00:36:26 +00:00
|
|
|
{
|
2008-11-02 16:58:31 +00:00
|
|
|
curNode->rotation = prop.value;
|
2008-10-27 00:36:26 +00:00
|
|
|
}
|
2008-11-02 16:58:31 +00:00
|
|
|
else if (prop.name == "Scale")
|
2008-10-27 00:36:26 +00:00
|
|
|
{
|
2008-11-02 16:58:31 +00:00
|
|
|
curNode->scaling = prop.value;
|
2008-10-27 00:36:26 +00:00
|
|
|
}
|
2008-11-02 16:58:31 +00:00
|
|
|
else if (Node::CAMERA == curNode->type)
|
|
|
|
{
|
|
|
|
aiCamera* cam = cameras.back();
|
|
|
|
if (prop.name == "Target")
|
|
|
|
{
|
|
|
|
cam->mLookAt = prop.value;
|
|
|
|
}
|
|
|
|
else if (prop.name == "UpVector")
|
|
|
|
{
|
|
|
|
cam->mUp = prop.value;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (!ASSIMP_stricmp(reader->getNodeName(),"bool"))
|
|
|
|
{
|
|
|
|
BoolProperty prop;
|
|
|
|
ReadBoolProperty(prop);
|
|
|
|
|
|
|
|
if (inAnimator && curAnim->type == Animator::FLY_CIRCLE && prop.name == "Loop")
|
|
|
|
{
|
|
|
|
curAnim->loop = prop.value;
|
2008-10-27 00:36:26 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (!ASSIMP_stricmp(reader->getNodeName(),"float"))
|
|
|
|
{
|
|
|
|
FloatProperty prop;
|
|
|
|
ReadFloatProperty(prop);
|
|
|
|
|
2008-11-02 16:58:31 +00:00
|
|
|
if (inAnimator)
|
2008-10-27 00:36:26 +00:00
|
|
|
{
|
2008-11-02 16:58:31 +00:00
|
|
|
// The speed property exists for several animators
|
|
|
|
if (prop.name == "Speed")
|
|
|
|
{
|
|
|
|
curAnim->speed = prop.value;
|
|
|
|
}
|
|
|
|
else if (curAnim->type == Animator::FLY_CIRCLE && prop.name == "Radius")
|
|
|
|
{
|
|
|
|
curAnim->circleRadius = prop.value;
|
|
|
|
}
|
2008-11-02 22:30:37 +00:00
|
|
|
else if (curAnim->type == Animator::FOLLOW_SPLINE && prop.name == "Tightness")
|
|
|
|
{
|
|
|
|
curAnim->tightness = prop.value;
|
|
|
|
}
|
2008-10-27 00:36:26 +00:00
|
|
|
}
|
2008-11-02 16:58:31 +00:00
|
|
|
else
|
|
|
|
{
|
|
|
|
if (prop.name == "FramesPerSecond" &&
|
|
|
|
Node::ANIMMESH == curNode->type)
|
2008-10-27 00:36:26 +00:00
|
|
|
{
|
2008-11-02 16:58:31 +00:00
|
|
|
curNode->framesPerSecond = prop.value;
|
2008-10-27 00:36:26 +00:00
|
|
|
}
|
2008-11-02 16:58:31 +00:00
|
|
|
else if (Node::CAMERA == curNode->type)
|
|
|
|
{
|
|
|
|
/* This is the vertical, not the horizontal FOV.
|
|
|
|
* We need to compute the right FOV from the
|
|
|
|
* screen aspect which we don't know yet.
|
|
|
|
*/
|
|
|
|
if (prop.name == "Fovy")
|
|
|
|
{
|
|
|
|
cameras.back()->mHorizontalFOV = prop.value;
|
|
|
|
}
|
|
|
|
else if (prop.name == "Aspect")
|
|
|
|
{
|
|
|
|
cameras.back()->mAspect = prop.value;
|
|
|
|
}
|
|
|
|
else if (prop.name == "ZNear")
|
|
|
|
{
|
|
|
|
cameras.back()->mClipPlaneNear = prop.value;
|
|
|
|
}
|
|
|
|
else if (prop.name == "ZFar")
|
|
|
|
{
|
|
|
|
cameras.back()->mClipPlaneFar = prop.value;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (Node::LIGHT == curNode->type)
|
|
|
|
{
|
|
|
|
/* Additional light information
|
|
|
|
*/
|
|
|
|
if (prop.name == "Attenuation")
|
|
|
|
{
|
|
|
|
lights.back()->mAttenuationLinear = prop.value;
|
|
|
|
}
|
|
|
|
else if (prop.name == "OuterCone")
|
|
|
|
{
|
|
|
|
lights.back()->mAngleOuterCone = AI_DEG_TO_RAD( prop.value );
|
|
|
|
}
|
|
|
|
else if (prop.name == "InnerCone")
|
|
|
|
{
|
|
|
|
lights.back()->mAngleInnerCone = AI_DEG_TO_RAD( prop.value );
|
|
|
|
}
|
|
|
|
}
|
2008-11-02 22:30:37 +00:00
|
|
|
// radius of the sphere to be generated -
|
|
|
|
// or alternatively, size of the cube
|
|
|
|
else if (Node::SPHERE == curNode->type && prop.name == "Radius" ||
|
|
|
|
Node::CUBE == curNode->type && prop.name == "Size" )
|
2008-10-27 00:36:26 +00:00
|
|
|
{
|
2008-11-02 22:30:37 +00:00
|
|
|
curNode->sphereRadius = prop.value;
|
2008-10-27 00:36:26 +00:00
|
|
|
}
|
2008-11-02 16:58:31 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (!ASSIMP_stricmp(reader->getNodeName(),"int"))
|
|
|
|
{
|
|
|
|
IntProperty prop;
|
|
|
|
ReadIntProperty(prop);
|
|
|
|
|
|
|
|
if (inAnimator)
|
|
|
|
{
|
|
|
|
if (curAnim->type == Animator::FLY_STRAIGHT && prop.name == "TimeForWay")
|
2008-10-27 00:36:26 +00:00
|
|
|
{
|
2008-11-02 16:58:31 +00:00
|
|
|
curAnim->timeForWay = prop.value;
|
2008-10-27 00:36:26 +00:00
|
|
|
}
|
2008-11-02 16:58:31 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// sphere polgon numbers in each direction
|
|
|
|
if (Node::SPHERE == curNode->type)
|
2008-10-27 00:36:26 +00:00
|
|
|
{
|
2008-11-02 16:58:31 +00:00
|
|
|
if (prop.name == "PolyCountX")
|
|
|
|
{
|
|
|
|
curNode->spherePolyCountX = prop.value;
|
|
|
|
}
|
|
|
|
else if (prop.name == "PolyCountY")
|
|
|
|
{
|
|
|
|
curNode->spherePolyCountY = prop.value;
|
|
|
|
}
|
2008-10-27 00:36:26 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2008-11-02 16:58:31 +00:00
|
|
|
else if (!ASSIMP_stricmp(reader->getNodeName(),"string") ||
|
|
|
|
!ASSIMP_stricmp(reader->getNodeName(),"enum"))
|
2008-10-27 00:36:26 +00:00
|
|
|
{
|
|
|
|
StringProperty prop;
|
|
|
|
ReadStringProperty(prop);
|
|
|
|
if (prop.value.length())
|
|
|
|
{
|
|
|
|
if (prop.name == "Name")
|
|
|
|
{
|
|
|
|
curNode->name = prop.value;
|
|
|
|
|
|
|
|
/* If we're either a camera or a light source
|
|
|
|
* we need to update the name in the aiLight/
|
|
|
|
* aiCamera structure, too.
|
|
|
|
*/
|
|
|
|
if (Node::CAMERA == curNode->type)
|
|
|
|
{
|
|
|
|
cameras.back()->mName.Set(prop.value);
|
|
|
|
}
|
|
|
|
else if (Node::LIGHT == curNode->type)
|
|
|
|
{
|
|
|
|
lights.back()->mName.Set(prop.value);
|
|
|
|
}
|
|
|
|
}
|
2008-11-02 16:58:31 +00:00
|
|
|
else if (Node::LIGHT == curNode->type && "LightType" == prop.name)
|
|
|
|
{
|
|
|
|
}
|
2008-10-27 00:36:26 +00:00
|
|
|
else if (prop.name == "Mesh" && Node::MESH == curNode->type ||
|
|
|
|
Node::ANIMMESH == curNode->type)
|
|
|
|
{
|
|
|
|
/* This is the file name of the mesh - either
|
2008-11-02 16:58:31 +00:00
|
|
|
* animated or not. We need to make sure we setup
|
|
|
|
* the correct postprocessing settings here.
|
|
|
|
*/
|
|
|
|
unsigned int pp = 0;
|
|
|
|
BatchLoader::PropertyMap map;
|
|
|
|
|
|
|
|
/* If the mesh is a static one remove all animations
|
2008-10-27 00:36:26 +00:00
|
|
|
*/
|
2008-11-02 16:58:31 +00:00
|
|
|
if (Node::ANIMMESH != curNode->type)
|
|
|
|
{
|
|
|
|
pp |= aiProcess_RemoveComponent;
|
|
|
|
SetGenericProperty<int>(map.ints,AI_CONFIG_PP_RVC_FLAGS,
|
|
|
|
aiComponent_ANIMATIONS | aiComponent_BONEWEIGHTS);
|
|
|
|
}
|
|
|
|
|
|
|
|
batch.AddLoadRequest(prop.value,pp,&map);
|
2008-11-02 22:30:37 +00:00
|
|
|
curNode->meshPath = prop.value;
|
|
|
|
}
|
|
|
|
else if (inAnimator && prop.name == "Type")
|
|
|
|
{
|
|
|
|
// type of the animator
|
|
|
|
if (prop.value == "rotation")
|
|
|
|
{
|
|
|
|
curAnim->type = Animator::ROTATION;
|
|
|
|
}
|
|
|
|
else if (prop.value == "flyCircle")
|
|
|
|
{
|
|
|
|
curAnim->type = Animator::FLY_CIRCLE;
|
|
|
|
}
|
|
|
|
else if (prop.value == "flyStraight")
|
|
|
|
{
|
|
|
|
curAnim->type = Animator::FLY_CIRCLE;
|
|
|
|
}
|
|
|
|
else if (prop.value == "followSpline")
|
|
|
|
{
|
|
|
|
curAnim->type = Animator::FOLLOW_SPLINE;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
DefaultLogger::get()->warn("IRR: Ignoring unknown animator: "
|
|
|
|
+ prop.value);
|
|
|
|
|
|
|
|
curAnim->type = Animator::UNKNOWN;
|
|
|
|
}
|
2008-10-27 00:36:26 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (reader->getNodeType() == EXN_ELEMENT_END &&
|
|
|
|
!ASSIMP_stricmp(reader->getNodeName(),"attributes"))
|
|
|
|
{
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case EXN_ELEMENT_END:
|
|
|
|
|
2008-11-02 16:58:31 +00:00
|
|
|
// If we reached the end of a node, we need to continue processing its parent
|
2008-10-27 00:36:26 +00:00
|
|
|
if (!ASSIMP_stricmp(reader->getNodeName(),"node"))
|
|
|
|
{
|
|
|
|
if (!curNode)
|
|
|
|
{
|
|
|
|
// currently is no node set. We need to go
|
|
|
|
// back in the node hierarchy
|
|
|
|
curParent = curParent->parent;
|
|
|
|
if (!curParent)
|
|
|
|
{
|
|
|
|
curParent = root;
|
|
|
|
DefaultLogger::get()->error("IRR: Too many closing <node> elements");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else curNode = NULL;
|
|
|
|
}
|
2008-11-02 16:58:31 +00:00
|
|
|
// clear all flags
|
2008-10-27 00:36:26 +00:00
|
|
|
else if (!ASSIMP_stricmp(reader->getNodeName(),"materials"))
|
|
|
|
{
|
|
|
|
inMaterials = false;
|
|
|
|
}
|
2008-11-02 16:58:31 +00:00
|
|
|
else if (!ASSIMP_stricmp(reader->getNodeName(),"animators"))
|
|
|
|
{
|
|
|
|
inAnimator = false;
|
|
|
|
}
|
2008-10-27 00:36:26 +00:00
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
// GCC complains that not all enumeration values are handled
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Now iterate through all cameras and compute their final (horizontal) FOV
|
|
|
|
*/
|
|
|
|
for (std::vector<aiCamera*>::iterator it = cameras.begin(), end = cameras.end();
|
|
|
|
it != end; ++it)
|
|
|
|
{
|
|
|
|
aiCamera* cam = *it;
|
|
|
|
if (cam->mAspect) // screen aspect could be missing
|
|
|
|
{
|
|
|
|
cam->mHorizontalFOV *= cam->mAspect;
|
|
|
|
}
|
|
|
|
else DefaultLogger::get()->warn("IRR: Camera aspect is not given, can't compute horizontal FOV");
|
|
|
|
}
|
2008-11-02 16:58:31 +00:00
|
|
|
|
|
|
|
/* Allocate a tempoary scene data structure
|
|
|
|
*/
|
|
|
|
aiScene* tempScene = new aiScene();
|
|
|
|
tempScene->mRootNode = new aiNode();
|
|
|
|
tempScene->mRootNode->mName.Set("<IRRRoot>");
|
|
|
|
|
|
|
|
/* Copy the cameras to the output array
|
|
|
|
*/
|
|
|
|
tempScene->mNumCameras = (unsigned int)cameras.size();
|
|
|
|
tempScene->mCameras = new aiCamera*[tempScene->mNumCameras];
|
|
|
|
::memcpy(tempScene->mCameras,&cameras[0],sizeof(void*)*tempScene->mNumCameras);
|
|
|
|
|
|
|
|
/* Copy the light sources to the output array
|
|
|
|
*/
|
|
|
|
tempScene->mNumLights = (unsigned int)lights.size();
|
|
|
|
tempScene->mLights = new aiLight*[tempScene->mNumLights];
|
|
|
|
::memcpy(tempScene->mLights,&lights[0],sizeof(void*)*tempScene->mNumLights);
|
|
|
|
|
|
|
|
// temporary data
|
ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
|
|
|
std::vector< aiNodeAnim*> anims;
|
|
|
|
std::vector< aiMaterial*> materials;
|
|
|
|
std::vector< AttachmentInfo > attach;
|
|
|
|
std::vector<aiMesh*> meshes;
|
2008-11-02 16:58:31 +00:00
|
|
|
|
ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
|
|
|
// try to guess how much storage we'll need
|
|
|
|
anims.reserve (guessedAnimCnt + (guessedAnimCnt >> 2));
|
|
|
|
meshes.reserve (guessedMeshCnt + (guessedMeshCnt >> 2));
|
|
|
|
materials.reserve (guessedMatCnt + (guessedMatCnt >> 2));
|
2008-11-02 16:58:31 +00:00
|
|
|
|
|
|
|
/* Now process our scenegraph recursively: generate final
|
|
|
|
* meshes and generate animation channels for all nodes.
|
|
|
|
*/
|
ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
|
|
|
unsigned int defMatIdx = 0xffffffff;
|
2008-11-02 22:30:37 +00:00
|
|
|
GenerateGraph(root,tempScene->mRootNode, tempScene,
|
ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
|
|
|
batch, meshes, anims, attach, materials, defMatIdx);
|
2008-11-02 16:58:31 +00:00
|
|
|
|
|
|
|
if (!anims.empty())
|
|
|
|
{
|
|
|
|
tempScene->mNumAnimations = 1;
|
|
|
|
tempScene->mAnimations = new aiAnimation*[tempScene->mNumAnimations];
|
|
|
|
aiAnimation* an = tempScene->mAnimations[0] = new aiAnimation();
|
|
|
|
|
|
|
|
// ***********************************************************
|
|
|
|
// This is only the global animation channel of the scene.
|
|
|
|
// If there are animated models, they will have separate
|
|
|
|
// animation channels in the scene. To display IRR scenes
|
|
|
|
// correctly, users will need to combine the global anim
|
|
|
|
// channel with all the local animations they want to play
|
|
|
|
// ***********************************************************
|
|
|
|
an->mName.Set("Irr_GlobalAnimChannel");
|
|
|
|
|
|
|
|
// copy all node animation channels to the global channel
|
|
|
|
an->mNumChannels = (unsigned int)anims.size();
|
|
|
|
an->mChannels = new aiNodeAnim*[an->mNumChannels];
|
|
|
|
::memcpy(an->mChannels, & anims [0], sizeof(void*)*an->mNumChannels);
|
|
|
|
}
|
|
|
|
if (meshes.empty())
|
|
|
|
{
|
|
|
|
// There are no meshes in the scene - the scene is incomplete
|
|
|
|
pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
|
|
|
|
DefaultLogger::get()->info("IRR: No Meshes loaded, setting AI_SCENE_FLAGS_INCOMPLETE flag");
|
|
|
|
}
|
2008-11-02 22:30:37 +00:00
|
|
|
else
|
|
|
|
{
|
|
|
|
// copy all meshes to the temporary scene
|
|
|
|
tempScene->mNumMeshes = (unsigned int)meshes.size();
|
|
|
|
tempScene->mMeshes = new aiMesh*[tempScene->mNumMeshes];
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|
|
|
::memcpy(tempScene->mMeshes,&meshes[0],tempScene->mNumMeshes);
|
|
|
|
}
|
2008-11-02 16:58:31 +00:00
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|
|
|
|
|
|
/* Now merge all sub scenes and attach them to the correct
|
|
|
|
* attachment points in the scenegraph.
|
|
|
|
*/
|
|
|
|
SceneCombiner::MergeScenes(pScene,tempScene,attach);
|
2008-11-02 22:30:37 +00:00
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|
|
|
|
|
|
|
|
|
|
/* Finished ... everything destructs automatically and all
|
|
|
|
* temporary scenes have already been deleted by MergeScenes()
|
|
|
|
*/
|
2008-10-27 00:36:26 +00:00
|
|
|
}
|