2008-05-09 17:24:28 +00:00
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/*
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---------------------------------------------------------------------------
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2008-05-22 10:20:31 +00:00
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Open Asset Import Library (ASSIMP)
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2008-05-09 17:24:28 +00:00
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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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2008-10-15 16:12:18 +00:00
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copyright notice, this list of conditions and the
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following disclaimer.
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2008-05-09 17:24:28 +00:00
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* Redistributions in binary form must reproduce the above
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2008-10-15 16:12:18 +00:00
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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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2008-05-09 17:24:28 +00:00
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* Neither the name of the ASSIMP team, nor the names of its
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2008-10-15 16:12:18 +00:00
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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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2008-05-09 17:24:28 +00:00
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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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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
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/** @file XFileImporter.cpp
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* @brief Implementation of the XFile importer class
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*/
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2008-10-13 16:45:48 +00:00
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#include "AssimpPCH.h"
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2009-01-18 23:48:25 +00:00
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#ifndef ASSIMP_BUILD_NO_X_IMPORTER
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2008-10-13 16:45:48 +00:00
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2008-05-05 12:36:31 +00:00
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#include "XFileImporter.h"
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#include "XFileParser.h"
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#include "ConvertToLHProcess.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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XFileImporter::XFileImporter()
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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
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{}
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2008-05-05 12:36:31 +00:00
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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XFileImporter::~XFileImporter()
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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
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{}
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2008-05-05 12:36:31 +00:00
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// ------------------------------------------------------------------------------------------------
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// 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
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bool XFileImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
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2008-05-05 12:36:31 +00:00
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{
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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
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std::string extension = GetExtension(pFile);
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if(extension == "x") {
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2008-05-05 12:36:31 +00:00
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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
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}
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if (!extension.length() || checkSig) {
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uint32_t token[1];
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token[0] = AI_MAKE_MAGIC("xof ");
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return CheckMagicToken(pIOHandler,pFile,token,1,0);
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}
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2008-05-05 12:36:31 +00:00
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return false;
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}
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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
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// ------------------------------------------------------------------------------------------------
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void XFileImporter::GetExtensionList(std::string& append)
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{
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append.append("*.x");
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}
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2008-05-05 12:36:31 +00:00
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void XFileImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
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{
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// read file into memory
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boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
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if( file.get() == NULL)
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throw new ImportErrorException( "Failed to open file " + pFile + ".");
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size_t fileSize = file->FileSize();
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if( fileSize < 16)
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throw new ImportErrorException( "XFile is too small.");
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mBuffer.resize( fileSize);
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file->Read( &mBuffer.front(), 1, fileSize);
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// parse the file into a temporary representation
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XFileParser parser( mBuffer);
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// and create the proper return structures out of it
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CreateDataRepresentationFromImport( pScene, parser.GetImportedData());
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2008-05-11 12:54:16 +00:00
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2008-10-15 16:12:18 +00:00
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// if nothing came from it, report it as error
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if( !pScene->mRootNode)
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throw new ImportErrorException( "XFile is ill-formatted - no content imported.");
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2008-05-05 12:36:31 +00:00
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}
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// ------------------------------------------------------------------------------------------------
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// Constructs the return data structure out of the imported data.
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void XFileImporter::CreateDataRepresentationFromImport( aiScene* pScene, const XFile::Scene* pData)
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{
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// Read the global materials first so that meshes referring to them can find them later
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ConvertMaterials( pScene, pData->mGlobalMaterials);
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// copy nodes, extracting meshes and materials on the way
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pScene->mRootNode = CreateNodes( pScene, NULL, pData->mRootNode);
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// extract animations
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CreateAnimations( pScene, pData);
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// read the global meshes that were stored outside of any node
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if( pData->mGlobalMeshes.size() > 0)
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{
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// create a root node to hold them if there isn't any, yet
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if( pScene->mRootNode == NULL)
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{
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pScene->mRootNode = new aiNode;
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pScene->mRootNode->mName.Set( "$dummy_node");
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}
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// convert all global meshes and store them in the root node.
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// If there was one before, the global meshes now suddenly have its transformation matrix...
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// Don't know what to do there, I don't want to insert another node under the present root node
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// just to avoid this.
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CreateMeshes( pScene, pScene->mRootNode, pData->mGlobalMeshes);
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}
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2009-03-15 00:40:30 +00:00
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// Convert everything to OpenGL space... it's the same operation as the conversion back, so we can reuse the step directly
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MakeLeftHandedProcess convertProcess;
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convertProcess.Execute( pScene);
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2008-05-05 12:36:31 +00:00
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2009-04-02 15:16:01 +00:00
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FlipWindingOrderProcess flipper;
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flipper.Execute(pScene);
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2008-05-05 12:36:31 +00:00
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// finally: create a dummy material if not material was imported
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if( pScene->mNumMaterials == 0)
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{
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pScene->mNumMaterials = 1;
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// create the Material
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Assimp::MaterialHelper* mat = new Assimp::MaterialHelper;
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int shadeMode = (int) aiShadingMode_Gouraud;
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mat->AddProperty<int>( &shadeMode, 1, AI_MATKEY_SHADING_MODEL);
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// material colours
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int specExp = 1;
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2008-09-12 20:25:11 +00:00
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aiColor3D clr = aiColor3D( 0, 0, 0);
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mat->AddProperty( &clr, 1, AI_MATKEY_COLOR_EMISSIVE);
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mat->AddProperty( &clr, 1, AI_MATKEY_COLOR_SPECULAR);
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clr = aiColor3D( 0.5f, 0.5f, 0.5f);
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mat->AddProperty( &clr, 1, AI_MATKEY_COLOR_DIFFUSE);
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2008-05-05 12:36:31 +00:00
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mat->AddProperty( &specExp, 1, AI_MATKEY_SHININESS);
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pScene->mMaterials = new aiMaterial*[1];
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pScene->mMaterials[0] = mat;
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Recursively creates scene nodes from the imported hierarchy.
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aiNode* XFileImporter::CreateNodes( aiScene* pScene, aiNode* pParent, const XFile::Node* pNode)
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{
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if( !pNode)
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return NULL;
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// create node
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aiNode* node = new aiNode;
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|
|
node->mName.length = pNode->mName.length();
|
|
|
|
node->mParent = pParent;
|
|
|
|
memcpy( node->mName.data, pNode->mName.c_str(), pNode->mName.length());
|
|
|
|
node->mName.data[node->mName.length] = 0;
|
|
|
|
node->mTransformation = pNode->mTrafoMatrix;
|
2008-10-15 16:12:18 +00:00
|
|
|
|
2008-05-05 12:36:31 +00:00
|
|
|
// convert meshes from the source node
|
|
|
|
CreateMeshes( pScene, node, pNode->mMeshes);
|
|
|
|
|
|
|
|
// handle childs
|
|
|
|
if( pNode->mChildren.size() > 0)
|
|
|
|
{
|
2008-06-01 12:46:17 +00:00
|
|
|
node->mNumChildren = (unsigned int)pNode->mChildren.size();
|
2008-05-05 12:36:31 +00:00
|
|
|
node->mChildren = new aiNode* [node->mNumChildren];
|
|
|
|
|
|
|
|
for( unsigned int a = 0; a < pNode->mChildren.size(); a++)
|
|
|
|
node->mChildren[a] = CreateNodes( pScene, node, pNode->mChildren[a]);
|
|
|
|
}
|
|
|
|
|
|
|
|
return node;
|
|
|
|
}
|
|
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
|
|
// Creates the meshes for the given node.
|
|
|
|
void XFileImporter::CreateMeshes( aiScene* pScene, aiNode* pNode, const std::vector<XFile::Mesh*>& pMeshes)
|
|
|
|
{
|
|
|
|
if( pMeshes.size() == 0)
|
|
|
|
return;
|
|
|
|
|
|
|
|
// create a mesh for each mesh-material combination in the source node
|
|
|
|
std::vector<aiMesh*> meshes;
|
|
|
|
for( unsigned int a = 0; a < pMeshes.size(); a++)
|
|
|
|
{
|
|
|
|
const XFile::Mesh* sourceMesh = pMeshes[a];
|
|
|
|
// first convert its materials so that we can find them when searching by name afterwards
|
|
|
|
ConvertMaterials( pScene, sourceMesh->mMaterials);
|
|
|
|
|
2008-06-01 12:46:17 +00:00
|
|
|
unsigned int numMaterials = std::max( (unsigned int)sourceMesh->mMaterials.size(), 1u);
|
2008-05-05 12:36:31 +00:00
|
|
|
for( unsigned int b = 0; b < numMaterials; b++)
|
|
|
|
{
|
|
|
|
// collect the faces belonging to this material
|
|
|
|
std::vector<unsigned int> faces;
|
|
|
|
unsigned int numVertices = 0;
|
|
|
|
if( sourceMesh->mFaceMaterials.size() > 0)
|
|
|
|
{
|
|
|
|
// if there is a per-face material defined, select the faces with the corresponding material
|
|
|
|
for( unsigned int c = 0; c < sourceMesh->mFaceMaterials.size(); c++)
|
|
|
|
{
|
|
|
|
if( sourceMesh->mFaceMaterials[c] == b)
|
|
|
|
{
|
|
|
|
faces.push_back( c);
|
2008-06-01 12:46:17 +00:00
|
|
|
numVertices += (unsigned int)sourceMesh->mPosFaces[c].mIndices.size();
|
2008-05-05 12:36:31 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
} else
|
|
|
|
{
|
|
|
|
// if there is no per-face material, place everything into one mesh
|
|
|
|
for( unsigned int c = 0; c < sourceMesh->mPosFaces.size(); c++)
|
|
|
|
{
|
|
|
|
faces.push_back( c);
|
2008-06-01 12:46:17 +00:00
|
|
|
numVertices += (unsigned int)sourceMesh->mPosFaces[c].mIndices.size();
|
2008-05-05 12:36:31 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// no faces/vertices using this material? strange...
|
|
|
|
if( numVertices == 0)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
// create a submesh using this material
|
|
|
|
aiMesh* mesh = new aiMesh;
|
|
|
|
meshes.push_back( mesh);
|
|
|
|
|
|
|
|
// find the material by name in the scene's material list. Either own material
|
|
|
|
// or referenced material, it should already be found there
|
|
|
|
if( sourceMesh->mFaceMaterials.size() > 0)
|
|
|
|
{
|
|
|
|
std::map<std::string, unsigned int>::const_iterator matIt = mImportedMats.find( sourceMesh->mMaterials[b].mName);
|
|
|
|
if( matIt == mImportedMats.end())
|
|
|
|
mesh->mMaterialIndex = 0;
|
|
|
|
else
|
|
|
|
mesh->mMaterialIndex = matIt->second;
|
|
|
|
} else
|
|
|
|
{
|
|
|
|
mesh->mMaterialIndex = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Create properly sized data arrays in the mesh. We store unique vertices per face,
|
|
|
|
// as specified
|
|
|
|
mesh->mNumVertices = numVertices;
|
|
|
|
mesh->mVertices = new aiVector3D[numVertices];
|
2008-06-01 12:46:17 +00:00
|
|
|
mesh->mNumFaces = (unsigned int)faces.size();
|
2008-05-05 12:36:31 +00:00
|
|
|
mesh->mFaces = new aiFace[mesh->mNumFaces];
|
|
|
|
|
|
|
|
// normals?
|
|
|
|
if( sourceMesh->mNormals.size() > 0)
|
|
|
|
mesh->mNormals = new aiVector3D[numVertices];
|
|
|
|
// texture coords
|
|
|
|
for( unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS; c++)
|
|
|
|
{
|
|
|
|
if( sourceMesh->mTexCoords[c].size() > 0)
|
|
|
|
mesh->mTextureCoords[c] = new aiVector3D[numVertices];
|
|
|
|
}
|
|
|
|
// vertex colors
|
|
|
|
for( unsigned int c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS; c++)
|
|
|
|
{
|
|
|
|
if( sourceMesh->mColors[c].size() > 0)
|
|
|
|
mesh->mColors[c] = new aiColor4D[numVertices];
|
|
|
|
}
|
|
|
|
|
|
|
|
// now collect the vertex data of all data streams present in the imported mesh
|
|
|
|
unsigned int newIndex = 0;
|
|
|
|
std::vector<unsigned int> orgPoints; // from which original point each new vertex stems
|
|
|
|
orgPoints.resize( numVertices, 0);
|
|
|
|
|
|
|
|
for( unsigned int c = 0; c < faces.size(); c++)
|
|
|
|
{
|
|
|
|
unsigned int f = faces[c]; // index of the source face
|
|
|
|
const XFile::Face& pf = sourceMesh->mPosFaces[f]; // position source face
|
|
|
|
|
|
|
|
// create face. either triangle or triangle fan depending on the index count
|
|
|
|
aiFace& df = mesh->mFaces[c]; // destination face
|
2008-06-01 12:46:17 +00:00
|
|
|
df.mNumIndices = (unsigned int)pf.mIndices.size();
|
2008-05-05 12:36:31 +00:00
|
|
|
df.mIndices = new unsigned int[ df.mNumIndices];
|
|
|
|
|
|
|
|
// collect vertex data for indices of this face
|
|
|
|
for( unsigned int d = 0; d < df.mNumIndices; d++)
|
|
|
|
{
|
2009-03-15 00:40:30 +00:00
|
|
|
df.mIndices[d] = newIndex;
|
2008-05-05 12:36:31 +00:00
|
|
|
orgPoints[newIndex] = pf.mIndices[d];
|
|
|
|
|
|
|
|
// Position
|
|
|
|
mesh->mVertices[newIndex] = sourceMesh->mPositions[pf.mIndices[d]];
|
|
|
|
// Normal, if present
|
|
|
|
if( mesh->HasNormals())
|
|
|
|
mesh->mNormals[newIndex] = sourceMesh->mNormals[sourceMesh->mNormFaces[f].mIndices[d]];
|
2009-03-15 00:40:30 +00:00
|
|
|
|
2008-05-05 12:36:31 +00:00
|
|
|
// texture coord sets
|
|
|
|
for( unsigned int e = 0; e < AI_MAX_NUMBER_OF_TEXTURECOORDS; e++)
|
|
|
|
{
|
|
|
|
if( mesh->HasTextureCoords( e))
|
|
|
|
{
|
|
|
|
aiVector2D tex = sourceMesh->mTexCoords[e][pf.mIndices[d]];
|
|
|
|
mesh->mTextureCoords[e][newIndex] = aiVector3D( tex.x, 1.0f - tex.y, 0.0f);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// vertex color sets
|
|
|
|
for( unsigned int e = 0; e < AI_MAX_NUMBER_OF_COLOR_SETS; e++)
|
|
|
|
if( mesh->HasVertexColors( e))
|
|
|
|
mesh->mColors[e][newIndex] = sourceMesh->mColors[e][pf.mIndices[d]];
|
2008-10-15 16:12:18 +00:00
|
|
|
|
2008-05-05 12:36:31 +00:00
|
|
|
newIndex++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// there should be as much new vertices as we calculated before
|
|
|
|
assert( newIndex == numVertices);
|
|
|
|
|
|
|
|
// convert all bones of the source mesh which influence vertices in this newly created mesh
|
|
|
|
const std::vector<XFile::Bone>& bones = sourceMesh->mBones;
|
|
|
|
std::vector<aiBone*> newBones;
|
|
|
|
for( unsigned int c = 0; c < bones.size(); c++)
|
|
|
|
{
|
|
|
|
const XFile::Bone& obone = bones[c];
|
|
|
|
// set up a vertex-linear array of the weights for quick searching if a bone influences a vertex
|
|
|
|
std::vector<float> oldWeights( sourceMesh->mPositions.size(), 0.0f);
|
|
|
|
for( unsigned int d = 0; d < obone.mWeights.size(); d++)
|
|
|
|
oldWeights[obone.mWeights[d].mVertex] = obone.mWeights[d].mWeight;
|
|
|
|
|
|
|
|
// collect all vertex weights that influence a vertex in the new mesh
|
|
|
|
std::vector<aiVertexWeight> newWeights;
|
|
|
|
newWeights.reserve( numVertices);
|
|
|
|
for( unsigned int d = 0; d < orgPoints.size(); d++)
|
|
|
|
{
|
|
|
|
// does the new vertex stem from an old vertex which was influenced by this bone?
|
|
|
|
float w = oldWeights[orgPoints[d]];
|
|
|
|
if( w > 0.0f)
|
|
|
|
newWeights.push_back( aiVertexWeight( d, w));
|
|
|
|
}
|
|
|
|
|
|
|
|
// if the bone has no weights in the newly created mesh, ignore it
|
|
|
|
if( newWeights.size() == 0)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
// create
|
|
|
|
aiBone* nbone = new aiBone;
|
|
|
|
newBones.push_back( nbone);
|
|
|
|
// copy name and matrix
|
|
|
|
nbone->mName.Set( obone.mName);
|
|
|
|
nbone->mOffsetMatrix = obone.mOffsetMatrix;
|
2008-06-01 12:46:17 +00:00
|
|
|
nbone->mNumWeights = (unsigned int)newWeights.size();
|
2008-05-05 12:36:31 +00:00
|
|
|
nbone->mWeights = new aiVertexWeight[nbone->mNumWeights];
|
|
|
|
for( unsigned int d = 0; d < newWeights.size(); d++)
|
|
|
|
nbone->mWeights[d] = newWeights[d];
|
|
|
|
}
|
|
|
|
|
|
|
|
// store the bones in the mesh
|
2008-06-01 12:46:17 +00:00
|
|
|
mesh->mNumBones = (unsigned int)newBones.size();
|
2008-11-04 17:21:08 +00:00
|
|
|
if( newBones.size() > 0)
|
|
|
|
{
|
|
|
|
mesh->mBones = new aiBone*[mesh->mNumBones];
|
|
|
|
std::copy( newBones.begin(), newBones.end(), mesh->mBones);
|
|
|
|
}
|
2008-05-05 12:36:31 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// reallocate scene mesh array to be large enough
|
|
|
|
aiMesh** prevArray = pScene->mMeshes;
|
|
|
|
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes + meshes.size()];
|
|
|
|
if( prevArray)
|
|
|
|
{
|
|
|
|
memcpy( pScene->mMeshes, prevArray, pScene->mNumMeshes * sizeof( aiMesh*));
|
|
|
|
delete [] prevArray;
|
|
|
|
}
|
|
|
|
|
|
|
|
// allocate mesh index array in the node
|
2008-06-01 12:46:17 +00:00
|
|
|
pNode->mNumMeshes = (unsigned int)meshes.size();
|
2008-05-05 12:36:31 +00:00
|
|
|
pNode->mMeshes = new unsigned int[pNode->mNumMeshes];
|
|
|
|
|
|
|
|
// store all meshes in the mesh library of the scene and store their indices in the node
|
|
|
|
for( unsigned int a = 0; a < meshes.size(); a++)
|
|
|
|
{
|
|
|
|
pScene->mMeshes[pScene->mNumMeshes] = meshes[a];
|
|
|
|
pNode->mMeshes[a] = pScene->mNumMeshes;
|
|
|
|
pScene->mNumMeshes++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
|
|
// Converts the animations from the given imported data and creates them in the scene.
|
|
|
|
void XFileImporter::CreateAnimations( aiScene* pScene, const XFile::Scene* pData)
|
|
|
|
{
|
|
|
|
std::vector<aiAnimation*> newAnims;
|
|
|
|
|
|
|
|
for( unsigned int a = 0; a < pData->mAnims.size(); a++)
|
|
|
|
{
|
|
|
|
const XFile::Animation* anim = pData->mAnims[a];
|
2009-03-15 00:40:30 +00:00
|
|
|
// some exporters mock me with empty animation tags.
|
|
|
|
if( anim->mAnims.size() == 0)
|
|
|
|
continue;
|
2008-11-14 12:44:03 +00:00
|
|
|
|
2008-05-05 12:36:31 +00:00
|
|
|
// create a new animation to hold the data
|
|
|
|
aiAnimation* nanim = new aiAnimation;
|
|
|
|
newAnims.push_back( nanim);
|
|
|
|
nanim->mName.Set( anim->mName);
|
|
|
|
// duration will be determined by the maximum length
|
|
|
|
nanim->mDuration = 0;
|
|
|
|
nanim->mTicksPerSecond = pData->mAnimTicksPerSecond;
|
2008-09-30 13:05:48 +00:00
|
|
|
nanim->mNumChannels = (unsigned int)anim->mAnims.size();
|
|
|
|
nanim->mChannels = new aiNodeAnim*[nanim->mNumChannels];
|
2008-05-05 12:36:31 +00:00
|
|
|
|
|
|
|
for( unsigned int b = 0; b < anim->mAnims.size(); b++)
|
|
|
|
{
|
|
|
|
const XFile::AnimBone* bone = anim->mAnims[b];
|
2008-09-30 13:05:48 +00:00
|
|
|
aiNodeAnim* nbone = new aiNodeAnim;
|
|
|
|
nbone->mNodeName.Set( bone->mBoneName);
|
2008-10-15 16:12:18 +00:00
|
|
|
nanim->mChannels[b] = nbone;
|
2008-05-05 12:36:31 +00:00
|
|
|
|
|
|
|
// keyframes are given as combined transformation matrix keys
|
|
|
|
if( bone->mTrafoKeys.size() > 0)
|
|
|
|
{
|
2008-06-01 12:46:17 +00:00
|
|
|
nbone->mNumPositionKeys = (unsigned int)bone->mTrafoKeys.size();
|
2008-05-05 12:36:31 +00:00
|
|
|
nbone->mPositionKeys = new aiVectorKey[nbone->mNumPositionKeys];
|
2008-06-01 12:46:17 +00:00
|
|
|
nbone->mNumRotationKeys = (unsigned int)bone->mTrafoKeys.size();
|
2008-05-05 12:36:31 +00:00
|
|
|
nbone->mRotationKeys = new aiQuatKey[nbone->mNumRotationKeys];
|
2008-06-01 12:46:17 +00:00
|
|
|
nbone->mNumScalingKeys = (unsigned int)bone->mTrafoKeys.size();
|
2008-05-05 12:36:31 +00:00
|
|
|
nbone->mScalingKeys = new aiVectorKey[nbone->mNumScalingKeys];
|
|
|
|
|
|
|
|
for( unsigned int c = 0; c < bone->mTrafoKeys.size(); c++)
|
|
|
|
{
|
|
|
|
// deconstruct each matrix into separate position, rotation and scaling
|
|
|
|
double time = bone->mTrafoKeys[c].mTime;
|
|
|
|
aiMatrix4x4 trafo = bone->mTrafoKeys[c].mMatrix;
|
|
|
|
|
|
|
|
// extract position
|
|
|
|
aiVector3D pos( trafo.a4, trafo.b4, trafo.c4);
|
|
|
|
|
|
|
|
nbone->mPositionKeys[c].mTime = time;
|
|
|
|
nbone->mPositionKeys[c].mValue = pos;
|
|
|
|
|
|
|
|
// extract scaling
|
|
|
|
aiVector3D scale;
|
|
|
|
scale.x = aiVector3D( trafo.a1, trafo.b1, trafo.c1).Length();
|
|
|
|
scale.y = aiVector3D( trafo.a2, trafo.b2, trafo.c2).Length();
|
|
|
|
scale.z = aiVector3D( trafo.a3, trafo.b3, trafo.c3).Length();
|
|
|
|
nbone->mScalingKeys[c].mTime = time;
|
|
|
|
nbone->mScalingKeys[c].mValue = scale;
|
|
|
|
|
|
|
|
// reconstruct rotation matrix without scaling
|
|
|
|
aiMatrix3x3 rotmat(
|
|
|
|
trafo.a1 / scale.x, trafo.a2 / scale.y, trafo.a3 / scale.z,
|
|
|
|
trafo.b1 / scale.x, trafo.b2 / scale.y, trafo.b3 / scale.z,
|
|
|
|
trafo.c1 / scale.x, trafo.c2 / scale.y, trafo.c3 / scale.z);
|
|
|
|
|
|
|
|
// and convert it into a quaternion
|
|
|
|
nbone->mRotationKeys[c].mTime = time;
|
|
|
|
nbone->mRotationKeys[c].mValue = aiQuaternion( rotmat);
|
|
|
|
}
|
|
|
|
|
|
|
|
// longest lasting key sequence determines duration
|
|
|
|
nanim->mDuration = std::max( nanim->mDuration, bone->mTrafoKeys.back().mTime);
|
|
|
|
} else
|
|
|
|
{
|
|
|
|
// separate key sequences for position, rotation, scaling
|
2008-06-01 12:46:17 +00:00
|
|
|
nbone->mNumPositionKeys = (unsigned int)bone->mPosKeys.size();
|
2008-05-05 12:36:31 +00:00
|
|
|
nbone->mPositionKeys = new aiVectorKey[nbone->mNumPositionKeys];
|
|
|
|
for( unsigned int c = 0; c < nbone->mNumPositionKeys; c++)
|
|
|
|
{
|
|
|
|
aiVector3D pos = bone->mPosKeys[c].mValue;
|
|
|
|
|
|
|
|
nbone->mPositionKeys[c].mTime = bone->mPosKeys[c].mTime;
|
|
|
|
nbone->mPositionKeys[c].mValue = pos;
|
|
|
|
}
|
|
|
|
|
|
|
|
// rotation
|
2008-06-01 12:46:17 +00:00
|
|
|
nbone->mNumRotationKeys = (unsigned int)bone->mRotKeys.size();
|
2008-05-05 12:36:31 +00:00
|
|
|
nbone->mRotationKeys = new aiQuatKey[nbone->mNumRotationKeys];
|
|
|
|
for( unsigned int c = 0; c < nbone->mNumRotationKeys; c++)
|
|
|
|
{
|
|
|
|
aiMatrix3x3 rotmat = bone->mRotKeys[c].mValue.GetMatrix();
|
|
|
|
|
|
|
|
nbone->mRotationKeys[c].mTime = bone->mRotKeys[c].mTime;
|
|
|
|
nbone->mRotationKeys[c].mValue = aiQuaternion( rotmat);
|
|
|
|
}
|
|
|
|
|
|
|
|
// scaling
|
2008-06-01 12:46:17 +00:00
|
|
|
nbone->mNumScalingKeys = (unsigned int)bone->mScaleKeys.size();
|
2008-05-05 12:36:31 +00:00
|
|
|
nbone->mScalingKeys = new aiVectorKey[nbone->mNumScalingKeys];
|
|
|
|
for( unsigned int c = 0; c < nbone->mNumScalingKeys; c++)
|
|
|
|
nbone->mScalingKeys[c] = bone->mScaleKeys[c];
|
|
|
|
|
|
|
|
// longest lasting key sequence determines duration
|
|
|
|
if( bone->mPosKeys.size() > 0)
|
|
|
|
nanim->mDuration = std::max( nanim->mDuration, bone->mPosKeys.back().mTime);
|
|
|
|
if( bone->mRotKeys.size() > 0)
|
|
|
|
nanim->mDuration = std::max( nanim->mDuration, bone->mRotKeys.back().mTime);
|
|
|
|
if( bone->mScaleKeys.size() > 0)
|
|
|
|
nanim->mDuration = std::max( nanim->mDuration, bone->mScaleKeys.back().mTime);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// store all converted animations in the scene
|
|
|
|
if( newAnims.size() > 0)
|
|
|
|
{
|
2008-06-01 12:46:17 +00:00
|
|
|
pScene->mNumAnimations = (unsigned int)newAnims.size();
|
2008-05-05 12:36:31 +00:00
|
|
|
pScene->mAnimations = new aiAnimation* [pScene->mNumAnimations];
|
|
|
|
for( unsigned int a = 0; a < newAnims.size(); a++)
|
|
|
|
pScene->mAnimations[a] = newAnims[a];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
|
|
// Converts all materials in the given array and stores them in the scene's material list.
|
|
|
|
void XFileImporter::ConvertMaterials( aiScene* pScene, const std::vector<XFile::Material>& pMaterials)
|
|
|
|
{
|
|
|
|
// count the non-referrer materials in the array
|
|
|
|
unsigned int numMaterials = 0;
|
|
|
|
for( unsigned int a = 0; a < pMaterials.size(); a++)
|
|
|
|
if( !pMaterials[a].mIsReference)
|
|
|
|
numMaterials++;
|
|
|
|
|
|
|
|
if( numMaterials == 0)
|
|
|
|
return;
|
|
|
|
|
|
|
|
// resize the scene's material list to offer enough space for the new materials
|
|
|
|
aiMaterial** prevMats = pScene->mMaterials;
|
|
|
|
pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials + numMaterials];
|
|
|
|
if( prevMats)
|
|
|
|
{
|
|
|
|
memcpy( pScene->mMaterials, prevMats, pScene->mNumMaterials * sizeof( aiMaterial*));
|
|
|
|
delete [] prevMats;
|
|
|
|
}
|
|
|
|
|
|
|
|
// convert all the materials given in the array
|
|
|
|
for( unsigned int a = 0; a < pMaterials.size(); a++)
|
|
|
|
{
|
|
|
|
const XFile::Material& oldMat = pMaterials[a];
|
|
|
|
if( oldMat.mIsReference)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
Assimp::MaterialHelper* mat = new Assimp::MaterialHelper;
|
|
|
|
aiString name;
|
|
|
|
name.Set( oldMat.mName);
|
|
|
|
mat->AddProperty( &name, AI_MATKEY_NAME);
|
2008-05-13 23:26:52 +00:00
|
|
|
|
2008-05-05 12:36:31 +00:00
|
|
|
// Shading model: hardcoded to PHONG, there is no such information in an XFile
|
2008-05-13 23:26:52 +00:00
|
|
|
// FIX (aramis): If the specular exponent is 0, use gouraud shading. This is a bugfix
|
|
|
|
// for some models in the SDK (e.g. good old tiny.x)
|
|
|
|
int shadeMode = (int)oldMat.mSpecularExponent == 0.0f
|
|
|
|
? aiShadingMode_Gouraud : aiShadingMode_Phong;
|
|
|
|
|
2008-05-05 12:36:31 +00:00
|
|
|
mat->AddProperty<int>( &shadeMode, 1, AI_MATKEY_SHADING_MODEL);
|
|
|
|
// material colours
|
2008-05-25 22:29:05 +00:00
|
|
|
// FIX: Setup this as ambient not as emissive color
|
|
|
|
mat->AddProperty( &oldMat.mEmissive, 1, AI_MATKEY_COLOR_AMBIENT);
|
2008-05-05 12:36:31 +00:00
|
|
|
mat->AddProperty( &oldMat.mDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
|
|
|
|
mat->AddProperty( &oldMat.mSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
|
|
|
|
mat->AddProperty( &oldMat.mSpecularExponent, 1, AI_MATKEY_SHININESS);
|
|
|
|
|
|
|
|
|
|
|
|
// texture, if there is one
|
|
|
|
if (1 == oldMat.mTextures.size())
|
2008-06-22 10:09:26 +00:00
|
|
|
{
|
2008-08-02 13:20:41 +00:00
|
|
|
const XFile::TexEntry& otex = oldMat.mTextures.back();
|
|
|
|
if (otex.mName.length())
|
2008-05-05 12:36:31 +00:00
|
|
|
{
|
2008-06-22 10:09:26 +00:00
|
|
|
// if there is only one texture assume it contains the diffuse color
|
2008-08-02 13:20:41 +00:00
|
|
|
aiString tex( otex.mName);
|
|
|
|
if( otex.mIsNormalMap)
|
|
|
|
mat->AddProperty( &tex, AI_MATKEY_TEXTURE_NORMALS(0));
|
|
|
|
else
|
|
|
|
mat->AddProperty( &tex, AI_MATKEY_TEXTURE_DIFFUSE(0));
|
2008-05-05 12:36:31 +00:00
|
|
|
}
|
2008-06-22 10:09:26 +00:00
|
|
|
}
|
2008-05-05 12:36:31 +00:00
|
|
|
else
|
2008-06-22 10:09:26 +00:00
|
|
|
{
|
2008-05-05 12:36:31 +00:00
|
|
|
// Otherwise ... try to search for typical strings in the
|
|
|
|
// texture's file name like 'bump' or 'diffuse'
|
|
|
|
unsigned int iHM = 0,iNM = 0,iDM = 0,iSM = 0,iAM = 0,iEM = 0;
|
|
|
|
for( unsigned int b = 0; b < oldMat.mTextures.size(); b++)
|
2008-06-22 10:09:26 +00:00
|
|
|
{
|
2008-08-02 13:20:41 +00:00
|
|
|
const XFile::TexEntry& otex = oldMat.mTextures[b];
|
|
|
|
std::string sz = otex.mName;
|
2008-06-22 10:09:26 +00:00
|
|
|
if (!sz.length())continue;
|
|
|
|
|
2008-05-05 12:36:31 +00:00
|
|
|
|
|
|
|
// find the file name
|
|
|
|
const size_t iLen = sz.length();
|
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
|
|
|
std::string::size_type s = sz.find_last_of("\\/");
|
2008-05-05 12:36:31 +00:00
|
|
|
if (std::string::npos == s)
|
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
|
|
|
s = 0;
|
2008-05-05 12:36:31 +00:00
|
|
|
|
|
|
|
// cut off the file extension
|
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
|
|
|
std::string::size_type sExt = sz.find_last_of('.');
|
|
|
|
if (std::string::npos != sExt){
|
2008-05-05 12:36:31 +00:00
|
|
|
sz[sExt] = '\0';
|
2008-06-22 10:09:26 +00:00
|
|
|
}
|
2008-05-05 12:36:31 +00:00
|
|
|
|
2008-08-02 13:20:41 +00:00
|
|
|
// convert to lower case for easier comparision
|
|
|
|
for( unsigned int c = 0; c < sz.length(); c++)
|
|
|
|
if( isalpha( sz[c]))
|
|
|
|
sz[c] = tolower( sz[c]);
|
|
|
|
|
2008-11-16 21:56:45 +00:00
|
|
|
|
|
|
|
// Place texture filename property under the corresponding name
|
|
|
|
aiString tex( oldMat.mTextures[b].mName);
|
|
|
|
|
2008-05-05 12:36:31 +00:00
|
|
|
// bump map
|
2008-08-02 13:20:41 +00:00
|
|
|
if (std::string::npos != sz.find("bump", s) || std::string::npos != sz.find("height", s))
|
2008-06-22 10:09:26 +00:00
|
|
|
{
|
2008-11-16 21:56:45 +00:00
|
|
|
mat->AddProperty( &tex, AI_MATKEY_TEXTURE_HEIGHT(iHM++));
|
2008-08-02 13:20:41 +00:00
|
|
|
} else
|
|
|
|
if (otex.mIsNormalMap || std::string::npos != sz.find( "normal", s) || std::string::npos != sz.find("nm", s))
|
2008-06-22 10:09:26 +00:00
|
|
|
{
|
2008-11-16 21:56:45 +00:00
|
|
|
mat->AddProperty( &tex, AI_MATKEY_TEXTURE_NORMALS(iNM++));
|
2008-08-02 13:20:41 +00:00
|
|
|
} else
|
|
|
|
if (std::string::npos != sz.find( "spec", s) || std::string::npos != sz.find( "glanz", s))
|
|
|
|
{
|
2008-11-16 21:56:45 +00:00
|
|
|
mat->AddProperty( &tex, AI_MATKEY_TEXTURE_SPECULAR(iSM++));
|
2008-08-02 13:20:41 +00:00
|
|
|
} else
|
|
|
|
if (std::string::npos != sz.find( "ambi", s) || std::string::npos != sz.find( "env", s))
|
|
|
|
{
|
2008-11-16 21:56:45 +00:00
|
|
|
mat->AddProperty( &tex, AI_MATKEY_TEXTURE_AMBIENT(iAM++));
|
2008-08-02 13:20:41 +00:00
|
|
|
} else
|
|
|
|
if (std::string::npos != sz.find( "emissive", s) || std::string::npos != sz.find( "self", s))
|
|
|
|
{
|
2008-11-16 21:56:45 +00:00
|
|
|
mat->AddProperty( &tex, AI_MATKEY_TEXTURE_EMISSIVE(iEM++));
|
2008-08-02 13:20:41 +00:00
|
|
|
} else
|
|
|
|
{
|
2008-11-16 21:56:45 +00:00
|
|
|
// Assume it is a diffuse texture
|
|
|
|
mat->AddProperty( &tex, AI_MATKEY_TEXTURE_DIFFUSE(iDM++));
|
2008-06-22 10:09:26 +00:00
|
|
|
}
|
2008-05-05 12:36:31 +00:00
|
|
|
}
|
2008-06-22 10:09:26 +00:00
|
|
|
}
|
2008-08-02 13:20:41 +00:00
|
|
|
|
2008-05-05 12:36:31 +00:00
|
|
|
pScene->mMaterials[pScene->mNumMaterials] = mat;
|
|
|
|
mImportedMats[oldMat.mName] = pScene->mNumMaterials;
|
|
|
|
pScene->mNumMaterials++;
|
|
|
|
}
|
|
|
|
}
|
2008-09-12 20:25:11 +00:00
|
|
|
|
2009-01-18 23:48:25 +00:00
|
|
|
#endif // !! ASSIMP_BUILD_NO_X_IMPORTER
|
|
|
|
|