assimp/code/LWSLoader.cpp

885 lines
28 KiB
C++
Raw Normal View History

/*
---------------------------------------------------------------------------
Open Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
General - Added format auto-detection to most loaders - Simplified BaseImporter::CanRead() with some utility methods - improved fast_atof -> no overruns anymore. Fuck you, irrlicht. - added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too. - vc8/vc9: revision number is now written to DLL version header - mkutil: some batch scripts to simplify tagging & building of release versions - some API cleanup - fixing some doxygen markup (+now explicit use of @file <filename>) - Icon for assimp_view and assimp_cmd 3DS - Normal vectors are not anymore inverted in some cases - Improved pivot handling - Improved handling of x-flipped meshes Collada - fixed a minor bug (visual_scene element) LWS - WIP implementation. No animations yet, some bugs and crashes. - Animation system remains disabled, WIP code - many test files for LWS, but most of them test the anim support, which is, read above, currently disabled. STL - fixing a log warning which appears for every model - added binary&ascii test spider, exported from truespace MD3 - Cleaning up output tags for automatically joined player models. IRR - Fixing coordinate system issues. - Instance handling improved. - Some of the reported crashes not yet fixed. PretransformVertices - Numerous performance improvements. - Added config option to preserve the hierarchy during the step. RemoveRedundantMaterials - Added config option to specify a list of materials which are kept in every case. UNREAL - Added support for the old unreal data format (*.a,*.d,*.uc) - tested only with exports from Milkshape - more Unreal stuff to come soon git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2009-03-05 22:32:13 +00:00
/** @file LWSLoader.cpp
* @brief Implementation of the LWS importer class
*/
#include "AssimpPCH.h"
#include "LWSLoader.h"
#include "ParsingUtils.h"
#include "fast_atof.h"
#include "SceneCombiner.h"
General - Added format auto-detection to most loaders - Simplified BaseImporter::CanRead() with some utility methods - improved fast_atof -> no overruns anymore. Fuck you, irrlicht. - added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too. - vc8/vc9: revision number is now written to DLL version header - mkutil: some batch scripts to simplify tagging & building of release versions - some API cleanup - fixing some doxygen markup (+now explicit use of @file <filename>) - Icon for assimp_view and assimp_cmd 3DS - Normal vectors are not anymore inverted in some cases - Improved pivot handling - Improved handling of x-flipped meshes Collada - fixed a minor bug (visual_scene element) LWS - WIP implementation. No animations yet, some bugs and crashes. - Animation system remains disabled, WIP code - many test files for LWS, but most of them test the anim support, which is, read above, currently disabled. STL - fixing a log warning which appears for every model - added binary&ascii test spider, exported from truespace MD3 - Cleaning up output tags for automatically joined player models. IRR - Fixing coordinate system issues. - Instance handling improved. - Some of the reported crashes not yet fixed. PretransformVertices - Numerous performance improvements. - Added config option to preserve the hierarchy during the step. RemoveRedundantMaterials - Added config option to specify a list of materials which are kept in every case. UNREAL - Added support for the old unreal data format (*.a,*.d,*.uc) - tested only with exports from Milkshape - more Unreal stuff to come soon git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2009-03-05 22:32:13 +00:00
#include "GenericProperty.h"
#include "SkeletonMeshBuilder.h"
#include "ConvertToLHProcess.h"
using namespace Assimp;
General - Added format auto-detection to most loaders - Simplified BaseImporter::CanRead() with some utility methods - improved fast_atof -> no overruns anymore. Fuck you, irrlicht. - added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too. - vc8/vc9: revision number is now written to DLL version header - mkutil: some batch scripts to simplify tagging & building of release versions - some API cleanup - fixing some doxygen markup (+now explicit use of @file <filename>) - Icon for assimp_view and assimp_cmd 3DS - Normal vectors are not anymore inverted in some cases - Improved pivot handling - Improved handling of x-flipped meshes Collada - fixed a minor bug (visual_scene element) LWS - WIP implementation. No animations yet, some bugs and crashes. - Animation system remains disabled, WIP code - many test files for LWS, but most of them test the anim support, which is, read above, currently disabled. STL - fixing a log warning which appears for every model - added binary&ascii test spider, exported from truespace MD3 - Cleaning up output tags for automatically joined player models. IRR - Fixing coordinate system issues. - Instance handling improved. - Some of the reported crashes not yet fixed. PretransformVertices - Numerous performance improvements. - Added config option to preserve the hierarchy during the step. RemoveRedundantMaterials - Added config option to specify a list of materials which are kept in every case. UNREAL - Added support for the old unreal data format (*.a,*.d,*.uc) - tested only with exports from Milkshape - more Unreal stuff to come soon git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2009-03-05 22:32:13 +00:00
// ------------------------------------------------------------------------------------------------
// Recursive parsing of LWS files
void LWS::Element::Parse (const char*& buffer)
{
for (;SkipSpacesAndLineEnd(&buffer);SkipLine(&buffer)) {
// begin of a new element with children
bool sub = false;
if (*buffer == '{') {
++buffer;
SkipSpaces(&buffer);
sub = true;
}
else if (*buffer == '}')
return;
children.push_back(Element());
// copy data line - read token per token
const char* cur = buffer;
while (!IsSpaceOrNewLine(*buffer)) ++buffer;
children.back().tokens[0] = std::string(cur,(size_t) (buffer-cur));
SkipSpaces(&buffer);
if (children.back().tokens[0] == "Plugin")
{
DefaultLogger::get()->debug("LWS: Skipping over plugin-specific data");
// strange stuff inside Plugin/Endplugin blocks. Needn't
// follow LWS syntax, so we skip over it
for (;SkipSpacesAndLineEnd(&buffer);SkipLine(&buffer)) {
if (!::strncmp(buffer,"EndPlugin",9)) {
//SkipLine(&buffer);
break;
}
}
continue;
}
cur = buffer;
while (!IsLineEnd(*buffer)) ++buffer;
children.back().tokens[1] = std::string(cur,(size_t) (buffer-cur));
// parse more elements recursively
if (sub)
children.back().Parse(buffer);
}
}
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
LWSImporter::LWSImporter()
{
// nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
LWSImporter::~LWSImporter()
{
// nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file.
General - Added format auto-detection to most loaders - Simplified BaseImporter::CanRead() with some utility methods - improved fast_atof -> no overruns anymore. Fuck you, irrlicht. - added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too. - vc8/vc9: revision number is now written to DLL version header - mkutil: some batch scripts to simplify tagging & building of release versions - some API cleanup - fixing some doxygen markup (+now explicit use of @file <filename>) - Icon for assimp_view and assimp_cmd 3DS - Normal vectors are not anymore inverted in some cases - Improved pivot handling - Improved handling of x-flipped meshes Collada - fixed a minor bug (visual_scene element) LWS - WIP implementation. No animations yet, some bugs and crashes. - Animation system remains disabled, WIP code - many test files for LWS, but most of them test the anim support, which is, read above, currently disabled. STL - fixing a log warning which appears for every model - added binary&ascii test spider, exported from truespace MD3 - Cleaning up output tags for automatically joined player models. IRR - Fixing coordinate system issues. - Instance handling improved. - Some of the reported crashes not yet fixed. PretransformVertices - Numerous performance improvements. - Added config option to preserve the hierarchy during the step. RemoveRedundantMaterials - Added config option to specify a list of materials which are kept in every case. UNREAL - Added support for the old unreal data format (*.a,*.d,*.uc) - tested only with exports from Milkshape - more Unreal stuff to come soon git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2009-03-05 22:32:13 +00:00
bool LWSImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler,bool checkSig) const
{
General - Added format auto-detection to most loaders - Simplified BaseImporter::CanRead() with some utility methods - improved fast_atof -> no overruns anymore. Fuck you, irrlicht. - added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too. - vc8/vc9: revision number is now written to DLL version header - mkutil: some batch scripts to simplify tagging & building of release versions - some API cleanup - fixing some doxygen markup (+now explicit use of @file <filename>) - Icon for assimp_view and assimp_cmd 3DS - Normal vectors are not anymore inverted in some cases - Improved pivot handling - Improved handling of x-flipped meshes Collada - fixed a minor bug (visual_scene element) LWS - WIP implementation. No animations yet, some bugs and crashes. - Animation system remains disabled, WIP code - many test files for LWS, but most of them test the anim support, which is, read above, currently disabled. STL - fixing a log warning which appears for every model - added binary&ascii test spider, exported from truespace MD3 - Cleaning up output tags for automatically joined player models. IRR - Fixing coordinate system issues. - Instance handling improved. - Some of the reported crashes not yet fixed. PretransformVertices - Numerous performance improvements. - Added config option to preserve the hierarchy during the step. RemoveRedundantMaterials - Added config option to specify a list of materials which are kept in every case. UNREAL - Added support for the old unreal data format (*.a,*.d,*.uc) - tested only with exports from Milkshape - more Unreal stuff to come soon git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2009-03-05 22:32:13 +00:00
const std::string extension = GetExtension(pFile);
if (extension == "lws" || extension == "mot")
return true;
General - Added format auto-detection to most loaders - Simplified BaseImporter::CanRead() with some utility methods - improved fast_atof -> no overruns anymore. Fuck you, irrlicht. - added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too. - vc8/vc9: revision number is now written to DLL version header - mkutil: some batch scripts to simplify tagging & building of release versions - some API cleanup - fixing some doxygen markup (+now explicit use of @file <filename>) - Icon for assimp_view and assimp_cmd 3DS - Normal vectors are not anymore inverted in some cases - Improved pivot handling - Improved handling of x-flipped meshes Collada - fixed a minor bug (visual_scene element) LWS - WIP implementation. No animations yet, some bugs and crashes. - Animation system remains disabled, WIP code - many test files for LWS, but most of them test the anim support, which is, read above, currently disabled. STL - fixing a log warning which appears for every model - added binary&ascii test spider, exported from truespace MD3 - Cleaning up output tags for automatically joined player models. IRR - Fixing coordinate system issues. - Instance handling improved. - Some of the reported crashes not yet fixed. PretransformVertices - Numerous performance improvements. - Added config option to preserve the hierarchy during the step. RemoveRedundantMaterials - Added config option to specify a list of materials which are kept in every case. UNREAL - Added support for the old unreal data format (*.a,*.d,*.uc) - tested only with exports from Milkshape - more Unreal stuff to come soon git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2009-03-05 22:32:13 +00:00
// if check for extension is not enough, check for the magic tokens LWSC and LWMO
if (!extension.length() || checkSig) {
uint32_t tokens[2];
tokens[0] = AI_MAKE_MAGIC("LWSC");
tokens[1] = AI_MAKE_MAGIC("LWMO");
return CheckMagicToken(pIOHandler,pFile,tokens,2);
}
return false;
}
General - Added format auto-detection to most loaders - Simplified BaseImporter::CanRead() with some utility methods - improved fast_atof -> no overruns anymore. Fuck you, irrlicht. - added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too. - vc8/vc9: revision number is now written to DLL version header - mkutil: some batch scripts to simplify tagging & building of release versions - some API cleanup - fixing some doxygen markup (+now explicit use of @file <filename>) - Icon for assimp_view and assimp_cmd 3DS - Normal vectors are not anymore inverted in some cases - Improved pivot handling - Improved handling of x-flipped meshes Collada - fixed a minor bug (visual_scene element) LWS - WIP implementation. No animations yet, some bugs and crashes. - Animation system remains disabled, WIP code - many test files for LWS, but most of them test the anim support, which is, read above, currently disabled. STL - fixing a log warning which appears for every model - added binary&ascii test spider, exported from truespace MD3 - Cleaning up output tags for automatically joined player models. IRR - Fixing coordinate system issues. - Instance handling improved. - Some of the reported crashes not yet fixed. PretransformVertices - Numerous performance improvements. - Added config option to preserve the hierarchy during the step. RemoveRedundantMaterials - Added config option to specify a list of materials which are kept in every case. UNREAL - Added support for the old unreal data format (*.a,*.d,*.uc) - tested only with exports from Milkshape - more Unreal stuff to come soon git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2009-03-05 22:32:13 +00:00
// ------------------------------------------------------------------------------------------------
// Get list of file extensions
void LWSImporter::GetExtensionList(std::string& append)
{
append.append("*.lws;*.mot");
}
// ------------------------------------------------------------------------------------------------
// Setup configuration properties
void LWSImporter::SetupProperties(const Importer* pImp)
{
// AI_CONFIG_FAVOUR_SPEED
configSpeedFlag = (0 != pImp->GetPropertyInteger(AI_CONFIG_FAVOUR_SPEED,0));
General - Added format auto-detection to most loaders - Simplified BaseImporter::CanRead() with some utility methods - improved fast_atof -> no overruns anymore. Fuck you, irrlicht. - added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too. - vc8/vc9: revision number is now written to DLL version header - mkutil: some batch scripts to simplify tagging & building of release versions - some API cleanup - fixing some doxygen markup (+now explicit use of @file <filename>) - Icon for assimp_view and assimp_cmd 3DS - Normal vectors are not anymore inverted in some cases - Improved pivot handling - Improved handling of x-flipped meshes Collada - fixed a minor bug (visual_scene element) LWS - WIP implementation. No animations yet, some bugs and crashes. - Animation system remains disabled, WIP code - many test files for LWS, but most of them test the anim support, which is, read above, currently disabled. STL - fixing a log warning which appears for every model - added binary&ascii test spider, exported from truespace MD3 - Cleaning up output tags for automatically joined player models. IRR - Fixing coordinate system issues. - Instance handling improved. - Some of the reported crashes not yet fixed. PretransformVertices - Numerous performance improvements. - Added config option to preserve the hierarchy during the step. RemoveRedundantMaterials - Added config option to specify a list of materials which are kept in every case. UNREAL - Added support for the old unreal data format (*.a,*.d,*.uc) - tested only with exports from Milkshape - more Unreal stuff to come soon git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2009-03-05 22:32:13 +00:00
// AI_CONFIG_IMPORT_LWS_ANIM_START
first = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_LWS_ANIM_START,
150392 /* magic hack */);
// AI_CONFIG_IMPORT_LWS_ANIM_END
last = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_LWS_ANIM_END,
150392 /* magic hack */);
if (last < first) {
std::swap(last,first);
}
}
// ------------------------------------------------------------------------------------------------
General - Added format auto-detection to most loaders - Simplified BaseImporter::CanRead() with some utility methods - improved fast_atof -> no overruns anymore. Fuck you, irrlicht. - added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too. - vc8/vc9: revision number is now written to DLL version header - mkutil: some batch scripts to simplify tagging & building of release versions - some API cleanup - fixing some doxygen markup (+now explicit use of @file <filename>) - Icon for assimp_view and assimp_cmd 3DS - Normal vectors are not anymore inverted in some cases - Improved pivot handling - Improved handling of x-flipped meshes Collada - fixed a minor bug (visual_scene element) LWS - WIP implementation. No animations yet, some bugs and crashes. - Animation system remains disabled, WIP code - many test files for LWS, but most of them test the anim support, which is, read above, currently disabled. STL - fixing a log warning which appears for every model - added binary&ascii test spider, exported from truespace MD3 - Cleaning up output tags for automatically joined player models. IRR - Fixing coordinate system issues. - Instance handling improved. - Some of the reported crashes not yet fixed. PretransformVertices - Numerous performance improvements. - Added config option to preserve the hierarchy during the step. RemoveRedundantMaterials - Added config option to specify a list of materials which are kept in every case. UNREAL - Added support for the old unreal data format (*.a,*.d,*.uc) - tested only with exports from Milkshape - more Unreal stuff to come soon git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2009-03-05 22:32:13 +00:00
// Read an envelope description
void LWSImporter::ReadEnvelope(const LWS::Element& dad, LWO::Envelope& fill )
{
if (dad.children.empty()) {
DefaultLogger::get()->error("LWS: Envelope descriptions must not be empty");
return;
}
// reserve enough storage
std::list< LWS::Element >::const_iterator it = dad.children.begin();;
fill.keys.reserve(strtol10(it->tokens[1].c_str()));
for (++it; it != dad.children.end(); ++it) {
const char* c = (*it).tokens[1].c_str();
if ((*it).tokens[0] == "Key") {
fill.keys.push_back(LWO::Key());
LWO::Key& key = fill.keys.back();
float f;
SkipSpaces(&c);
c = fast_atof_move(c,key.value);
SkipSpaces(&c);
c = fast_atof_move(c,f);
key.time = f;
unsigned int span = strtol10(c,&c), num = 0;
switch (span) {
case 0:
key.inter = LWO::IT_TCB;
num = 5;
break;
case 1:
case 2:
key.inter = LWO::IT_HERM;
num = 5;
break;
case 3:
key.inter = LWO::IT_LINE;
num = 0;
break;
case 4:
key.inter = LWO::IT_STEP;
num = 0;
break;
case 5:
key.inter = LWO::IT_BEZ2;
num = 4;
break;
default:
DefaultLogger::get()->error("LWS: Unknown span type");
}
for (unsigned int i = 0; i < num;++i) {
SkipSpaces(&c);
c = fast_atof_move(c,key.params[i]);
}
}
else if ((*it).tokens[0] == "Behaviors") {
SkipSpaces(&c);
fill.pre = (LWO::PrePostBehaviour) strtol10(c,&c);
SkipSpaces(&c);
fill.post = (LWO::PrePostBehaviour) strtol10(c,&c);
}
}
}
// ------------------------------------------------------------------------------------------------
// Read animation channels in the old LightWave animation format
void LWSImporter::ReadEnvelope_Old(
std::list< LWS::Element >::const_iterator& it,
const std::list< LWS::Element >::const_iterator& end,
LWS::NodeDesc& nodes,
unsigned int version)
{
unsigned int num,sub_num;
if (++it == end)goto unexpected_end;
num = strtol10((*it).tokens[0].c_str());
for (unsigned int i = 0; i < num; ++i) {
nodes.channels.push_back(LWO::Envelope());
LWO::Envelope& envl = nodes.channels.back();
envl.index = i;
envl.type = (LWO::EnvelopeType)(i+1);
if (++it == end)goto unexpected_end;
sub_num = strtol10((*it).tokens[0].c_str());
for (unsigned int n = 0; n < sub_num;++n) {
if (++it == end)goto unexpected_end;
// parse value and time, skip the rest for the moment.
LWO::Key key;
const char* c = fast_atof_move((*it).tokens[0].c_str(),key.value);
SkipSpaces(&c);
float f;
fast_atof_move((*it).tokens[0].c_str(),f);
key.time = f;
envl.keys.push_back(key);
}
}
return;
unexpected_end:
DefaultLogger::get()->error("LWS: Encountered unexpected end of file while parsing object motion");
}
// ------------------------------------------------------------------------------------------------
// Setup a nice name for a node
void LWSImporter::SetupNodeName(aiNode* nd, LWS::NodeDesc& src)
{
General - Added format auto-detection to most loaders - Simplified BaseImporter::CanRead() with some utility methods - improved fast_atof -> no overruns anymore. Fuck you, irrlicht. - added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too. - vc8/vc9: revision number is now written to DLL version header - mkutil: some batch scripts to simplify tagging & building of release versions - some API cleanup - fixing some doxygen markup (+now explicit use of @file <filename>) - Icon for assimp_view and assimp_cmd 3DS - Normal vectors are not anymore inverted in some cases - Improved pivot handling - Improved handling of x-flipped meshes Collada - fixed a minor bug (visual_scene element) LWS - WIP implementation. No animations yet, some bugs and crashes. - Animation system remains disabled, WIP code - many test files for LWS, but most of them test the anim support, which is, read above, currently disabled. STL - fixing a log warning which appears for every model - added binary&ascii test spider, exported from truespace MD3 - Cleaning up output tags for automatically joined player models. IRR - Fixing coordinate system issues. - Instance handling improved. - Some of the reported crashes not yet fixed. PretransformVertices - Numerous performance improvements. - Added config option to preserve the hierarchy during the step. RemoveRedundantMaterials - Added config option to specify a list of materials which are kept in every case. UNREAL - Added support for the old unreal data format (*.a,*.d,*.uc) - tested only with exports from Milkshape - more Unreal stuff to come soon git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2009-03-05 22:32:13 +00:00
const unsigned int combined = src.number | ((unsigned int)src.type) << 28u;
// the name depends on the type. We break LWS's strange naming convention
// and return human-readable, but still machine-parsable and unique, strings.
if (src.type == LWS::NodeDesc::OBJECT) {
if (src.path.length()) {
std::string::size_type s = src.path.find_last_of("\\/");
if (s == std::string::npos)
s = 0;
else ++s;
nd->mName.length = ::sprintf(nd->mName.data,"%s_(%08X)",src.path.substr(s).c_str(),combined);
return;
}
}
nd->mName.length = ::sprintf(nd->mName.data,"%s_(%08X)",src.name,combined);
}
// ------------------------------------------------------------------------------------------------
General - Added format auto-detection to most loaders - Simplified BaseImporter::CanRead() with some utility methods - improved fast_atof -> no overruns anymore. Fuck you, irrlicht. - added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too. - vc8/vc9: revision number is now written to DLL version header - mkutil: some batch scripts to simplify tagging & building of release versions - some API cleanup - fixing some doxygen markup (+now explicit use of @file <filename>) - Icon for assimp_view and assimp_cmd 3DS - Normal vectors are not anymore inverted in some cases - Improved pivot handling - Improved handling of x-flipped meshes Collada - fixed a minor bug (visual_scene element) LWS - WIP implementation. No animations yet, some bugs and crashes. - Animation system remains disabled, WIP code - many test files for LWS, but most of them test the anim support, which is, read above, currently disabled. STL - fixing a log warning which appears for every model - added binary&ascii test spider, exported from truespace MD3 - Cleaning up output tags for automatically joined player models. IRR - Fixing coordinate system issues. - Instance handling improved. - Some of the reported crashes not yet fixed. PretransformVertices - Numerous performance improvements. - Added config option to preserve the hierarchy during the step. RemoveRedundantMaterials - Added config option to specify a list of materials which are kept in every case. UNREAL - Added support for the old unreal data format (*.a,*.d,*.uc) - tested only with exports from Milkshape - more Unreal stuff to come soon git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2009-03-05 22:32:13 +00:00
// Recursively build the scenegraph
void LWSImporter::BuildGraph(aiNode* nd, LWS::NodeDesc& src, std::vector<AttachmentInfo>& attach,
BatchLoader& batch,
aiCamera**& camOut,
aiLight**& lightOut,
std::vector<aiNodeAnim*>& animOut)
{
// Setup a very cryptic name for the node, we want the user to be happy
SetupNodeName(nd,src);
// If this is an object from an external file - get the scene and setup proper attachment tags
aiScene* obj = NULL;
General - Added format auto-detection to most loaders - Simplified BaseImporter::CanRead() with some utility methods - improved fast_atof -> no overruns anymore. Fuck you, irrlicht. - added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too. - vc8/vc9: revision number is now written to DLL version header - mkutil: some batch scripts to simplify tagging & building of release versions - some API cleanup - fixing some doxygen markup (+now explicit use of @file <filename>) - Icon for assimp_view and assimp_cmd 3DS - Normal vectors are not anymore inverted in some cases - Improved pivot handling - Improved handling of x-flipped meshes Collada - fixed a minor bug (visual_scene element) LWS - WIP implementation. No animations yet, some bugs and crashes. - Animation system remains disabled, WIP code - many test files for LWS, but most of them test the anim support, which is, read above, currently disabled. STL - fixing a log warning which appears for every model - added binary&ascii test spider, exported from truespace MD3 - Cleaning up output tags for automatically joined player models. IRR - Fixing coordinate system issues. - Instance handling improved. - Some of the reported crashes not yet fixed. PretransformVertices - Numerous performance improvements. - Added config option to preserve the hierarchy during the step. RemoveRedundantMaterials - Added config option to specify a list of materials which are kept in every case. UNREAL - Added support for the old unreal data format (*.a,*.d,*.uc) - tested only with exports from Milkshape - more Unreal stuff to come soon git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2009-03-05 22:32:13 +00:00
if (src.type == LWS::NodeDesc::OBJECT && src.path.length() ) {
obj = batch.GetImport(src.id);
General - Added format auto-detection to most loaders - Simplified BaseImporter::CanRead() with some utility methods - improved fast_atof -> no overruns anymore. Fuck you, irrlicht. - added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too. - vc8/vc9: revision number is now written to DLL version header - mkutil: some batch scripts to simplify tagging & building of release versions - some API cleanup - fixing some doxygen markup (+now explicit use of @file <filename>) - Icon for assimp_view and assimp_cmd 3DS - Normal vectors are not anymore inverted in some cases - Improved pivot handling - Improved handling of x-flipped meshes Collada - fixed a minor bug (visual_scene element) LWS - WIP implementation. No animations yet, some bugs and crashes. - Animation system remains disabled, WIP code - many test files for LWS, but most of them test the anim support, which is, read above, currently disabled. STL - fixing a log warning which appears for every model - added binary&ascii test spider, exported from truespace MD3 - Cleaning up output tags for automatically joined player models. IRR - Fixing coordinate system issues. - Instance handling improved. - Some of the reported crashes not yet fixed. PretransformVertices - Numerous performance improvements. - Added config option to preserve the hierarchy during the step. RemoveRedundantMaterials - Added config option to specify a list of materials which are kept in every case. UNREAL - Added support for the old unreal data format (*.a,*.d,*.uc) - tested only with exports from Milkshape - more Unreal stuff to come soon git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2009-03-05 22:32:13 +00:00
if (!obj) {
DefaultLogger::get()->error("LWS: Failed to read external file " + src.path);
}
else {
attach.push_back(AttachmentInfo(obj,nd));
}
}
// If object is a light source - setup a corresponding ai structure
else if (src.type == LWS::NodeDesc::LIGHT) {
aiLight* lit = *lightOut++ = new aiLight();
// compute final light color
lit->mColorDiffuse = lit->mColorSpecular = src.lightColor*src.lightIntensity;
// name to attach light to node -> unique due to LWs indexing system
lit->mName = nd->mName;
// detemine light type and setup additional members
if (src.lightType == 2) { /* spot light */
lit->mType = aiLightSource_SPOT;
lit->mAngleInnerCone = (float)AI_DEG_TO_RAD( src.lightConeAngle );
lit->mAngleOuterCone = lit->mAngleInnerCone+(float)AI_DEG_TO_RAD( src.lightEdgeAngle );
}
else if (src.lightType == 1) { /* directional light source */
lit->mType = aiLightSource_DIRECTIONAL;
}
else lit->mType = aiLightSource_POINT;
// fixme: no proper handling of light falloffs yet
if (src.lightFalloffType == 1)
lit->mAttenuationConstant = 1.f;
else if (src.lightFalloffType == 1)
lit->mAttenuationLinear = 1.f;
else
lit->mAttenuationQuadratic = 1.f;
}
// If object is a camera - setup a corresponding ai structure
else if (src.type == LWS::NodeDesc::CAMERA) {
aiCamera* cam = *camOut++ = new aiCamera();
// name to attach cam to node -> unique due to LWs indexing system
cam->mName = nd->mName;
}
// Get the node transformation from the LWO key
LWO::AnimResolver resolver(src.channels,fps);
resolver.ExtractBindPose(nd->mTransformation);
// .. and construct animation channels
aiNodeAnim* anim = NULL;
General - Added format auto-detection to most loaders - Simplified BaseImporter::CanRead() with some utility methods - improved fast_atof -> no overruns anymore. Fuck you, irrlicht. - added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too. - vc8/vc9: revision number is now written to DLL version header - mkutil: some batch scripts to simplify tagging & building of release versions - some API cleanup - fixing some doxygen markup (+now explicit use of @file <filename>) - Icon for assimp_view and assimp_cmd 3DS - Normal vectors are not anymore inverted in some cases - Improved pivot handling - Improved handling of x-flipped meshes Collada - fixed a minor bug (visual_scene element) LWS - WIP implementation. No animations yet, some bugs and crashes. - Animation system remains disabled, WIP code - many test files for LWS, but most of them test the anim support, which is, read above, currently disabled. STL - fixing a log warning which appears for every model - added binary&ascii test spider, exported from truespace MD3 - Cleaning up output tags for automatically joined player models. IRR - Fixing coordinate system issues. - Instance handling improved. - Some of the reported crashes not yet fixed. PretransformVertices - Numerous performance improvements. - Added config option to preserve the hierarchy during the step. RemoveRedundantMaterials - Added config option to specify a list of materials which are kept in every case. UNREAL - Added support for the old unreal data format (*.a,*.d,*.uc) - tested only with exports from Milkshape - more Unreal stuff to come soon git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2009-03-05 22:32:13 +00:00
if (first != last) {
resolver.SetAnimationRange(first,last);
resolver.ExtractAnimChannel(&anim,AI_LWO_ANIM_FLAG_SAMPLE_ANIMS|AI_LWO_ANIM_FLAG_START_AT_ZERO);
if (anim) {
anim->mNodeName = nd->mName;
animOut.push_back(anim);
}
}
// process pivot point, if any
if (src.pivotPos != aiVector3D()) {
aiMatrix4x4 tmp;
aiMatrix4x4::Translation(-src.pivotPos,tmp);
if (anim) {
// We have an animation channel for this node. Problem: to combine the pivot
// point with the node anims, we'd need to interpolate *all* keys, get
// transformation matrices from them, apply the translation and decompose
// the resulting matrices again in order to reconstruct the keys. This
// solution here is *much* easier ... we're just inserting an extra node
// in the hierarchy.
// Maybe the final optimization here will be done during postprocessing.
aiNode* pivot = new aiNode();
pivot->mName.length = sprintf( pivot->mName.data, "$Pivot_%s",nd->mName.data);
General - Added format auto-detection to most loaders - Simplified BaseImporter::CanRead() with some utility methods - improved fast_atof -> no overruns anymore. Fuck you, irrlicht. - added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too. - vc8/vc9: revision number is now written to DLL version header - mkutil: some batch scripts to simplify tagging & building of release versions - some API cleanup - fixing some doxygen markup (+now explicit use of @file <filename>) - Icon for assimp_view and assimp_cmd 3DS - Normal vectors are not anymore inverted in some cases - Improved pivot handling - Improved handling of x-flipped meshes Collada - fixed a minor bug (visual_scene element) LWS - WIP implementation. No animations yet, some bugs and crashes. - Animation system remains disabled, WIP code - many test files for LWS, but most of them test the anim support, which is, read above, currently disabled. STL - fixing a log warning which appears for every model - added binary&ascii test spider, exported from truespace MD3 - Cleaning up output tags for automatically joined player models. IRR - Fixing coordinate system issues. - Instance handling improved. - Some of the reported crashes not yet fixed. PretransformVertices - Numerous performance improvements. - Added config option to preserve the hierarchy during the step. RemoveRedundantMaterials - Added config option to specify a list of materials which are kept in every case. UNREAL - Added support for the old unreal data format (*.a,*.d,*.uc) - tested only with exports from Milkshape - more Unreal stuff to come soon git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2009-03-05 22:32:13 +00:00
pivot->mTransformation = tmp;
pivot->mChildren = new aiNode*[pivot->mNumChildren = 1];
pivot->mChildren[0] = nd;
pivot->mParent = nd->mParent;
nd->mParent = pivot;
// swap children and hope the parents wont see a huge difference
General - Added format auto-detection to most loaders - Simplified BaseImporter::CanRead() with some utility methods - improved fast_atof -> no overruns anymore. Fuck you, irrlicht. - added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too. - vc8/vc9: revision number is now written to DLL version header - mkutil: some batch scripts to simplify tagging & building of release versions - some API cleanup - fixing some doxygen markup (+now explicit use of @file <filename>) - Icon for assimp_view and assimp_cmd 3DS - Normal vectors are not anymore inverted in some cases - Improved pivot handling - Improved handling of x-flipped meshes Collada - fixed a minor bug (visual_scene element) LWS - WIP implementation. No animations yet, some bugs and crashes. - Animation system remains disabled, WIP code - many test files for LWS, but most of them test the anim support, which is, read above, currently disabled. STL - fixing a log warning which appears for every model - added binary&ascii test spider, exported from truespace MD3 - Cleaning up output tags for automatically joined player models. IRR - Fixing coordinate system issues. - Instance handling improved. - Some of the reported crashes not yet fixed. PretransformVertices - Numerous performance improvements. - Added config option to preserve the hierarchy during the step. RemoveRedundantMaterials - Added config option to specify a list of materials which are kept in every case. UNREAL - Added support for the old unreal data format (*.a,*.d,*.uc) - tested only with exports from Milkshape - more Unreal stuff to come soon git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2009-03-05 22:32:13 +00:00
pivot->mParent->mChildren[pivot->mParent->mNumChildren-1] = pivot;
}
else {
nd->mTransformation = tmp*nd->mTransformation;
General - Added format auto-detection to most loaders - Simplified BaseImporter::CanRead() with some utility methods - improved fast_atof -> no overruns anymore. Fuck you, irrlicht. - added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too. - vc8/vc9: revision number is now written to DLL version header - mkutil: some batch scripts to simplify tagging & building of release versions - some API cleanup - fixing some doxygen markup (+now explicit use of @file <filename>) - Icon for assimp_view and assimp_cmd 3DS - Normal vectors are not anymore inverted in some cases - Improved pivot handling - Improved handling of x-flipped meshes Collada - fixed a minor bug (visual_scene element) LWS - WIP implementation. No animations yet, some bugs and crashes. - Animation system remains disabled, WIP code - many test files for LWS, but most of them test the anim support, which is, read above, currently disabled. STL - fixing a log warning which appears for every model - added binary&ascii test spider, exported from truespace MD3 - Cleaning up output tags for automatically joined player models. IRR - Fixing coordinate system issues. - Instance handling improved. - Some of the reported crashes not yet fixed. PretransformVertices - Numerous performance improvements. - Added config option to preserve the hierarchy during the step. RemoveRedundantMaterials - Added config option to specify a list of materials which are kept in every case. UNREAL - Added support for the old unreal data format (*.a,*.d,*.uc) - tested only with exports from Milkshape - more Unreal stuff to come soon git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2009-03-05 22:32:13 +00:00
}
}
// Add children
if (src.children.size()) {
nd->mChildren = new aiNode*[src.children.size()];
for (std::list<LWS::NodeDesc*>::iterator it = src.children.begin(); it != src.children.end(); ++it) {
aiNode* ndd = nd->mChildren[nd->mNumChildren++] = new aiNode();
ndd->mParent = nd;
BuildGraph(ndd,**it,attach,batch,camOut,lightOut,animOut);
}
}
}
// ------------------------------------------------------------------------------------------------
// Determine the exact location of a LWO file
std::string LWSImporter::FindLWOFile(const std::string& in)
{
// insert missing directory seperator if necessary
std::string tmp;
if (in.length() > 3 && in[1] == ':'&& in[2] != '\\' && in[2] != '/')
{
tmp = in[0] + ":\\" + in.substr(2);
}
else tmp = in;
if (io->Exists(tmp))
return in;
// file is not accessible for us ... maybe it's packed by
// LightWave's 'Package Scene' command?
// Relevant for us are the following two directories:
// <folder>\Objects\<hh>\<*>.lwo
// <folder>\Scenes\<hh>\<*>.lws
// where <hh> is optional.
std::string test = ".." + io->getOsSeparator() + tmp;
if (io->Exists(test))
return test;
test = ".." + io->getOsSeparator() + test;
if (io->Exists(test))
return test;
// return original path, maybe the IOsystem knows better
return tmp;
}
// ------------------------------------------------------------------------------------------------
// Read file into given scene data structure
void LWSImporter::InternReadFile( const std::string& pFile, aiScene* pScene,
IOSystem* pIOHandler)
{
General - Added format auto-detection to most loaders - Simplified BaseImporter::CanRead() with some utility methods - improved fast_atof -> no overruns anymore. Fuck you, irrlicht. - added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too. - vc8/vc9: revision number is now written to DLL version header - mkutil: some batch scripts to simplify tagging & building of release versions - some API cleanup - fixing some doxygen markup (+now explicit use of @file <filename>) - Icon for assimp_view and assimp_cmd 3DS - Normal vectors are not anymore inverted in some cases - Improved pivot handling - Improved handling of x-flipped meshes Collada - fixed a minor bug (visual_scene element) LWS - WIP implementation. No animations yet, some bugs and crashes. - Animation system remains disabled, WIP code - many test files for LWS, but most of them test the anim support, which is, read above, currently disabled. STL - fixing a log warning which appears for every model - added binary&ascii test spider, exported from truespace MD3 - Cleaning up output tags for automatically joined player models. IRR - Fixing coordinate system issues. - Instance handling improved. - Some of the reported crashes not yet fixed. PretransformVertices - Numerous performance improvements. - Added config option to preserve the hierarchy during the step. RemoveRedundantMaterials - Added config option to specify a list of materials which are kept in every case. UNREAL - Added support for the old unreal data format (*.a,*.d,*.uc) - tested only with exports from Milkshape - more Unreal stuff to come soon git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2009-03-05 22:32:13 +00:00
io = pIOHandler;
boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
// Check whether we can read from the file
if( file.get() == NULL)
throw new ImportErrorException( "Failed to open LWS file " + pFile + ".");
// Allocate storage and copy the contents of the file to a memory buffer
const size_t fileSize = file->FileSize();
std::vector< char > mBuffer(fileSize);
file->Read( &mBuffer[0], 1, fileSize);
// Parse the file structure
LWS::Element root; const char* dummy = &mBuffer[0];
root.Parse(dummy);
// Construct a Batchimporter to read more files recursively
BatchLoader batch(pIOHandler);
// batch.SetBasePath(pFile);
General - Added format auto-detection to most loaders - Simplified BaseImporter::CanRead() with some utility methods - improved fast_atof -> no overruns anymore. Fuck you, irrlicht. - added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too. - vc8/vc9: revision number is now written to DLL version header - mkutil: some batch scripts to simplify tagging & building of release versions - some API cleanup - fixing some doxygen markup (+now explicit use of @file <filename>) - Icon for assimp_view and assimp_cmd 3DS - Normal vectors are not anymore inverted in some cases - Improved pivot handling - Improved handling of x-flipped meshes Collada - fixed a minor bug (visual_scene element) LWS - WIP implementation. No animations yet, some bugs and crashes. - Animation system remains disabled, WIP code - many test files for LWS, but most of them test the anim support, which is, read above, currently disabled. STL - fixing a log warning which appears for every model - added binary&ascii test spider, exported from truespace MD3 - Cleaning up output tags for automatically joined player models. IRR - Fixing coordinate system issues. - Instance handling improved. - Some of the reported crashes not yet fixed. PretransformVertices - Numerous performance improvements. - Added config option to preserve the hierarchy during the step. RemoveRedundantMaterials - Added config option to specify a list of materials which are kept in every case. UNREAL - Added support for the old unreal data format (*.a,*.d,*.uc) - tested only with exports from Milkshape - more Unreal stuff to come soon git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2009-03-05 22:32:13 +00:00
// Construct an array to receive the flat output graph
std::list<LWS::NodeDesc> nodes;
unsigned int cur_light = 0, cur_camera = 0, cur_object = 0;
unsigned int num_light = 0, num_camera = 0, num_object = 0;
// check magic identifier, 'LWSC'
bool motion_file = false;
std::list< LWS::Element >::const_iterator it = root.children.begin();
if ((*it).tokens[0] == "LWMO")
motion_file = true;
if ((*it).tokens[0] != "LWSC" && !motion_file)
throw new ImportErrorException("LWS: Not a LightWave scene, magic tag LWSC not found");
// get file format version and print to log
++it;
unsigned int version = strtol10((*it).tokens[0].c_str());
DefaultLogger::get()->info("LWS file format version is " + (*it).tokens[0]);
first = 0.;
last = 60.;
fps = 25.; /* seems to be a good default frame rate */
// Now read all elements in a very straghtforward manner
for (; it != root.children.end(); ++it) {
const char* c = (*it).tokens[1].c_str();
// 'FirstFrame': begin of animation slice
if ((*it).tokens[0] == "FirstFrame") {
if (150392. != first /* see SetupProperties() */)
first = strtol10(c,&c)-1.; /* we're zero-based */
}
// 'LastFrame': end of animation slice
else if ((*it).tokens[0] == "LastFrame") {
if (150392. != last /* see SetupProperties() */)
last = strtol10(c,&c)-1.; /* we're zero-based */
}
// 'FramesPerSecond': frames per second
else if ((*it).tokens[0] == "FramesPerSecond") {
fps = strtol10(c,&c);
}
// 'LoadObjectLayer': load a layer of a specific LWO file
else if ((*it).tokens[0] == "LoadObjectLayer") {
// get layer index
const int layer = strtol10(c,&c);
// setup the layer to be loaded
BatchLoader::PropertyMap props;
SetGenericProperty(props.ints,AI_CONFIG_IMPORT_LWO_ONE_LAYER_ONLY,layer);
// add node to list
LWS::NodeDesc d;
d.type = LWS::NodeDesc::OBJECT;
if (version >= 4) { // handle LWSC 4 explicit ID
SkipSpaces(&c);
d.number = strtol16(c,&c) & AI_LWS_MASK;
}
else d.number = cur_object++;
// and add the file to the import list
SkipSpaces(&c);
std::string path = FindLWOFile( c );
d.path = path;
d.id = batch.AddLoadRequest(path,0,&props);
nodes.push_back(d);
num_object++;
}
// 'LoadObject': load a LWO file into the scenegraph
else if ((*it).tokens[0] == "LoadObject") {
// add node to list
LWS::NodeDesc d;
d.type = LWS::NodeDesc::OBJECT;
if (version >= 4) { // handle LWSC 4 explicit ID
d.number = strtol16(c,&c) & AI_LWS_MASK;
SkipSpaces(&c);
}
else d.number = cur_object++;
std::string path = FindLWOFile( c );
d.id = batch.AddLoadRequest(path,0,NULL);
d.path = path;
nodes.push_back(d);
num_object++;
}
// 'AddNullObject': add a dummy node to the hierarchy
else if ((*it).tokens[0] == "AddNullObject") {
// add node to list
LWS::NodeDesc d;
d.type = LWS::NodeDesc::OBJECT;
d.name = c;
if (version >= 4) { // handle LWSC 4 explicit ID
d.number = strtol16(c,&c) & AI_LWS_MASK;
}
else d.number = cur_object++;
nodes.push_back(d);
num_object++;
}
// 'NumChannels': Number of envelope channels assigned to last layer
else if ((*it).tokens[0] == "NumChannels") {
// ignore for now
}
// 'Channel': preceedes any envelope description
else if ((*it).tokens[0] == "Channel") {
if (nodes.empty()) {
if (motion_file) {
// LightWave motion file. Add dummy node
LWS::NodeDesc d;
d.type = LWS::NodeDesc::OBJECT;
d.name = c;
d.number = cur_object++;
nodes.push_back(d);
}
else DefaultLogger::get()->error("LWS: Unexpected keyword: \'Channel\'");
}
// important: index of channel
nodes.back().channels.push_back(LWO::Envelope());
LWO::Envelope& env = nodes.back().channels.back();
env.index = strtol10(c);
// currently we can just interpret the standard channels 0...9
// (hack) assume that index-i yields the binary channel type from LWO
env.type = (LWO::EnvelopeType)(env.index+1);
}
// 'Envelope': a single animation channel
else if ((*it).tokens[0] == "Envelope") {
if (nodes.empty() || nodes.back().channels.empty())
DefaultLogger::get()->error("LWS: Unexpected keyword: \'Envelope\'");
else {
ReadEnvelope((*it),nodes.back().channels.back());
}
}
// 'ObjectMotion': animation information for older lightwave formats
else if (version < 3 && ((*it).tokens[0] == "ObjectMotion" ||
(*it).tokens[0] == "CameraMotion" ||
(*it).tokens[0] == "LightMotion")) {
if (nodes.empty())
DefaultLogger::get()->error("LWS: Unexpected keyword: \'<Light|Object|Camera>Motion\'");
else {
ReadEnvelope_Old(it,root.children.end(),nodes.back(),version);
}
}
// 'Pre/PostBehavior': pre/post animation behaviour for LWSC 2
else if (version == 2 && (*it).tokens[0] == "Pre/PostBehavior") {
if (nodes.empty())
DefaultLogger::get()->error("LWS: Unexpected keyword: \'Pre/PostBehavior'");
else {
for (std::list<LWO::Envelope>::iterator it = nodes.back().channels.begin(); it != nodes.back().channels.end(); ++it) {
// two ints per envelope
LWO::Envelope& env = *it;
env.pre = (LWO::PrePostBehaviour) strtol10(c,&c); SkipSpaces(&c);
env.post = (LWO::PrePostBehaviour) strtol10(c,&c); SkipSpaces(&c);
}
}
}
// 'ParentItem': specifies the parent of the current element
else if ((*it).tokens[0] == "ParentItem") {
if (nodes.empty())
DefaultLogger::get()->error("LWS: Unexpected keyword: \'ParentItem\'");
else nodes.back().parent = strtol16(c,&c);
}
// 'ParentObject': deprecated one for older formats
else if (version < 3 && (*it).tokens[0] == "ParentObject") {
if (nodes.empty())
DefaultLogger::get()->error("LWS: Unexpected keyword: \'ParentObject\'");
else {
nodes.back().parent = strtol10(c,&c) | (1u << 28u);
}
}
// 'AddCamera': add a camera to the scenegraph
else if ((*it).tokens[0] == "AddCamera") {
// add node to list
LWS::NodeDesc d;
d.type = LWS::NodeDesc::CAMERA;
if (version >= 4) { // handle LWSC 4 explicit ID
d.number = strtol16(c,&c) & AI_LWS_MASK;
}
else d.number = cur_camera++;
nodes.push_back(d);
num_camera++;
}
// 'CameraName': set name of currently active camera
else if ((*it).tokens[0] == "CameraName") {
if (nodes.empty() || nodes.back().type != LWS::NodeDesc::CAMERA)
DefaultLogger::get()->error("LWS: Unexpected keyword: \'CameraName\'");
else nodes.back().name = c;
}
// 'AddLight': add a light to the scenegraph
else if ((*it).tokens[0] == "AddLight") {
// add node to list
LWS::NodeDesc d;
d.type = LWS::NodeDesc::LIGHT;
if (version >= 4) { // handle LWSC 4 explicit ID
d.number = strtol16(c,&c) & AI_LWS_MASK;
}
else d.number = cur_light++;
nodes.push_back(d);
num_light++;
}
// 'LightName': set name of currently active light
else if ((*it).tokens[0] == "LightName") {
if (nodes.empty() || nodes.back().type != LWS::NodeDesc::LIGHT)
DefaultLogger::get()->error("LWS: Unexpected keyword: \'LightName\'");
else nodes.back().name = c;
}
// 'LightIntensity': set intensity of currently active light
else if ((*it).tokens[0] == "LightIntensity" || (*it).tokens[0] == "LgtIntensity" ) {
if (nodes.empty() || nodes.back().type != LWS::NodeDesc::LIGHT)
DefaultLogger::get()->error("LWS: Unexpected keyword: \'LightIntensity\'");
else fast_atof_move(c, nodes.back().lightIntensity );
}
// 'LightType': set type of currently active light
else if ((*it).tokens[0] == "LightType") {
if (nodes.empty() || nodes.back().type != LWS::NodeDesc::LIGHT)
DefaultLogger::get()->error("LWS: Unexpected keyword: \'LightType\'");
else nodes.back().lightType = strtol10(c);
}
// 'LightFalloffType': set falloff type of currently active light
else if ((*it).tokens[0] == "LightFalloffType") {
if (nodes.empty() || nodes.back().type != LWS::NodeDesc::LIGHT)
DefaultLogger::get()->error("LWS: Unexpected keyword: \'LightFalloffType\'");
else nodes.back().lightFalloffType = strtol10(c);
}
// 'LightConeAngle': set cone angle of currently active light
else if ((*it).tokens[0] == "LightConeAngle") {
if (nodes.empty() || nodes.back().type != LWS::NodeDesc::LIGHT)
DefaultLogger::get()->error("LWS: Unexpected keyword: \'LightConeAngle\'");
else nodes.back().lightConeAngle = fast_atof(c);
}
// 'LightEdgeAngle': set area where we're smoothing from min to max intensity
else if ((*it).tokens[0] == "LightEdgeAngle") {
if (nodes.empty() || nodes.back().type != LWS::NodeDesc::LIGHT)
DefaultLogger::get()->error("LWS: Unexpected keyword: \'LightEdgeAngle\'");
else nodes.back().lightEdgeAngle = fast_atof(c);
}
// 'LightColor': set color of currently active light
else if ((*it).tokens[0] == "LightColor") {
if (nodes.empty() || nodes.back().type != LWS::NodeDesc::LIGHT)
DefaultLogger::get()->error("LWS: Unexpected keyword: \'LightColor\'");
else {
c = fast_atof_move(c, (float&) nodes.back().lightColor.r );
SkipSpaces(&c);
c = fast_atof_move(c, (float&) nodes.back().lightColor.g );
SkipSpaces(&c);
c = fast_atof_move(c, (float&) nodes.back().lightColor.b );
}
}
// 'PivotPosition': position of local transformation origin
else if ((*it).tokens[0] == "PivotPosition" || (*it).tokens[0] == "PivotPoint") {
if (nodes.empty())
DefaultLogger::get()->error("LWS: Unexpected keyword: \'PivotPosition\'");
else {
c = fast_atof_move(c, (float&) nodes.back().pivotPos.x );
SkipSpaces(&c);
c = fast_atof_move(c, (float&) nodes.back().pivotPos.y );
SkipSpaces(&c);
c = fast_atof_move(c, (float&) nodes.back().pivotPos.z );
}
}
}
// resolve parenting
for (std::list<LWS::NodeDesc>::iterator it = nodes.begin(); it != nodes.end(); ++it) {
// check whether there is another node which calls us a parent
for (std::list<LWS::NodeDesc>::iterator dit = nodes.begin(); dit != nodes.end(); ++dit) {
if (dit != it && *it == (*dit).parent) {
if ((*dit).parent_resolved) {
// fixme: it's still possible to produce an overflow due to cross references ..
DefaultLogger::get()->error("LWS: Found cross reference in scenegraph");
continue;
}
(*it).children.push_back(&*dit);
(*dit).parent_resolved = &*it;
}
}
}
// find out how many nodes have no parent yet
unsigned int no_parent = 0;
for (std::list<LWS::NodeDesc>::iterator it = nodes.begin(); it != nodes.end(); ++it) {
if (!(*it).parent_resolved)
++ no_parent;
}
if (!no_parent)
throw new ImportErrorException("LWS: Unable to find scene root node");
// Load all subsequent files
batch.LoadAll();
// and build the final output graph by attaching the loaded external
// files to ourselves. first build a master graph
aiScene* master = new aiScene();
aiNode* nd = master->mRootNode = new aiNode();
// allocate storage for cameras&lights
if (num_camera) {
master->mCameras = new aiCamera*[master->mNumCameras = num_camera];
}
aiCamera** cams = master->mCameras;
if (num_light) {
master->mLights = new aiLight*[master->mNumLights = num_light];
}
aiLight** lights = master->mLights;
std::vector<AttachmentInfo> attach;
std::vector<aiNodeAnim*> anims;
nd->mName.Set("<LWSRoot>");
nd->mChildren = new aiNode*[no_parent];
for (std::list<LWS::NodeDesc>::iterator it = nodes.begin(); it != nodes.end(); ++it) {
if (!(*it).parent_resolved) {
aiNode* ro = nd->mChildren[ nd->mNumChildren++ ] = new aiNode();
ro->mParent = nd;
// ... and build the scene graph. If we encounter object nodes,
// add then to our attachment table.
BuildGraph(ro,*it, attach, batch, cams, lights, anims);
}
}
// create a master animation channel for us
if (anims.size()) {
master->mAnimations = new aiAnimation*[master->mNumAnimations = 1];
aiAnimation* anim = master->mAnimations[0] = new aiAnimation();
anim->mName.Set("LWSMasterAnim");
// LWS uses seconds as time units, but we convert to frames
anim->mTicksPerSecond = fps;
anim->mDuration = last-(first-1); /* fixme ... zero or one-based?*/
anim->mChannels = new aiNodeAnim*[anim->mNumChannels = anims.size()];
std::copy(anims.begin(),anims.end(),anim->mChannels);
}
// convert the master scene to RH
MakeLeftHandedProcess monster_cheat;
monster_cheat.Execute(master);
// .. ccw
FlipWindingOrderProcess flipper;
flipper.Execute(pScene);
General - Added format auto-detection to most loaders - Simplified BaseImporter::CanRead() with some utility methods - improved fast_atof -> no overruns anymore. Fuck you, irrlicht. - added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too. - vc8/vc9: revision number is now written to DLL version header - mkutil: some batch scripts to simplify tagging & building of release versions - some API cleanup - fixing some doxygen markup (+now explicit use of @file <filename>) - Icon for assimp_view and assimp_cmd 3DS - Normal vectors are not anymore inverted in some cases - Improved pivot handling - Improved handling of x-flipped meshes Collada - fixed a minor bug (visual_scene element) LWS - WIP implementation. No animations yet, some bugs and crashes. - Animation system remains disabled, WIP code - many test files for LWS, but most of them test the anim support, which is, read above, currently disabled. STL - fixing a log warning which appears for every model - added binary&ascii test spider, exported from truespace MD3 - Cleaning up output tags for automatically joined player models. IRR - Fixing coordinate system issues. - Instance handling improved. - Some of the reported crashes not yet fixed. PretransformVertices - Numerous performance improvements. - Added config option to preserve the hierarchy during the step. RemoveRedundantMaterials - Added config option to specify a list of materials which are kept in every case. UNREAL - Added support for the old unreal data format (*.a,*.d,*.uc) - tested only with exports from Milkshape - more Unreal stuff to come soon git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2009-03-05 22:32:13 +00:00
// OK ... finally build the output graph
SceneCombiner::MergeScenes(&pScene,master,attach,
AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES | (!configSpeedFlag ? (
AI_INT_MERGE_SCENE_GEN_UNIQUE_NAMES_IF_NECESSARY | AI_INT_MERGE_SCENE_GEN_UNIQUE_MATNAMES) : 0));
// Check flags
if (!pScene->mNumMeshes || !pScene->mNumMaterials) {
pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
if (pScene->mNumAnimations) {
// construct skeleton mesh
SkeletonMeshBuilder builder(pScene);
}
}
}