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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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the ASSIMP team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the ASSIMP Development Team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file Implementation of the ASE importer class */
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2008-06-22 10:09:26 +00:00
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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_ASE_IMPORTER
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2008-10-13 16:45:48 +00:00
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2008-06-22 10:09:26 +00:00
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// internal headers
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2008-05-09 17:24:28 +00:00
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#include "ASELoader.h"
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#include "MaterialSystem.h"
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2008-06-15 10:27:08 +00:00
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#include "StringComparison.h"
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2008-10-31 19:32:00 +00:00
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#include "SkeletonMeshBuilder.h"
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2008-11-16 21:56:45 +00:00
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#include "TargetAnimation.h"
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2008-06-22 10:09:26 +00:00
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// utilities
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2008-05-30 23:01:25 +00:00
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#include "fast_atof.h"
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2008-05-09 17:24:28 +00:00
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using namespace Assimp;
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using namespace Assimp::ASE;
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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ASEImporter::ASEImporter()
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2009-01-18 23:48:25 +00:00
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{}
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2008-05-09 17:24:28 +00:00
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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ASEImporter::~ASEImporter()
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2009-01-18 23:48:25 +00:00
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{}
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2008-05-09 17:24:28 +00:00
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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bool ASEImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
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{
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// simple check of file extension is enough for the moment
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std::string::size_type pos = pFile.find_last_of('.');
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// no file extension - can't read
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if( pos == std::string::npos)
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return false;
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ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
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2008-05-09 17:24:28 +00:00
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std::string extension = pFile.substr( pos);
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2008-10-31 19:32:00 +00:00
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// Either ASE, ASC or ASK
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2008-10-27 00:36:26 +00:00
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return !(extension.length() < 4 || extension[0] != '.' ||
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extension[1] != 'a' && extension[1] != 'A' ||
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extension[2] != 's' && extension[2] != 'S' ||
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extension[3] != 'e' && extension[3] != 'E' &&
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2008-10-31 19:32:00 +00:00
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extension[3] != 'k' && extension[3] != 'K' &&
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extension[3] != 'c' && extension[3] != 'C');
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2008-10-27 00:36:26 +00:00
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}
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2008-05-09 17:24:28 +00:00
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2008-10-27 00:36:26 +00:00
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// ------------------------------------------------------------------------------------------------
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// Setup configuration options
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void ASEImporter::SetupProperties(const Importer* pImp)
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{
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configRecomputeNormals = (pImp->GetPropertyInteger(
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2009-01-18 23:48:25 +00:00
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AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS,1) ? true : false);
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2008-05-09 17:24:28 +00:00
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}
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2008-10-27 00:36:26 +00:00
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2008-05-09 17:24:28 +00:00
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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2008-10-31 19:32:00 +00:00
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void ASEImporter::InternReadFile( const std::string& pFile,
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aiScene* pScene, IOSystem* pIOHandler)
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2008-05-09 17:24:28 +00:00
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{
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2008-07-30 23:00:25 +00:00
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boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
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2008-05-09 17:24:28 +00:00
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// Check whether we can read from the file
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if( file.get() == NULL)
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throw new ImportErrorException( "Failed to open ASE file " + pFile + ".");
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size_t fileSize = file->FileSize();
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2008-08-10 23:58:21 +00:00
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ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
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// Allocate storage and copy the contents of the file to a memory buffer
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2008-05-09 17:24:28 +00:00
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// (terminate it with zero)
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2008-08-10 23:58:21 +00:00
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std::vector<char> mBuffer2(fileSize+1);
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file->Read( &mBuffer2[0], 1, fileSize);
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mBuffer2[fileSize] = '\0';
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this->mBuffer = &mBuffer2[0];
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2008-07-18 20:29:46 +00:00
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this->pcScene = pScene;
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2008-05-09 17:24:28 +00:00
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ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
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// *****************************************************************
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// Guess the file format by looking at the extension
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// ASC is considered to be the older format 110,
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// ASE is the actual version 200 (that is currently written by max)
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// *****************************************************************
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unsigned int defaultFormat;
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std::string::size_type s = pFile.length()-1;
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switch (pFile.c_str()[s])
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{
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case 'C':
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case 'c':
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defaultFormat = AI_ASE_OLD_FILE_FORMAT;
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break;
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default:
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defaultFormat = AI_ASE_NEW_FILE_FORMAT;
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};
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// Construct an ASE parser and parse the file
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ASE::Parser parser(mBuffer,defaultFormat);
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2008-10-22 20:06:16 +00:00
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mParser = &parser;
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mParser->Parse();
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2008-08-10 23:58:21 +00:00
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ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
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// *****************************************************************
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2008-10-31 19:32:00 +00:00
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// Check whether we loaded at least one mesh. If we did - generate
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// materials and copy meshes.
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ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
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// *****************************************************************
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2008-10-31 19:32:00 +00:00
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if ( !mParser->m_vMeshes.empty())
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2008-05-09 17:24:28 +00:00
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{
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ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
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// If absolutely no material has been loaded from the file
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2008-10-31 19:32:00 +00:00
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// we need to generate a default material
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GenerateDefaultMaterial();
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// process all meshes
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bool tookNormals = false;
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std::vector<aiMesh*> avOutMeshes;
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avOutMeshes.reserve(mParser->m_vMeshes.size()*2);
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for (std::vector<ASE::Mesh>::iterator
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2008-11-16 21:56:45 +00:00
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i = mParser->m_vMeshes.begin();i != mParser->m_vMeshes.end();++i)
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2008-10-31 19:32:00 +00:00
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{
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if ((*i).bSkip)continue;
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2008-05-28 21:05:05 +00:00
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2008-11-16 21:56:45 +00:00
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// First of all - we need to build an unique mesh representation
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// that we can recompute the normal vectors easily. This is
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// also a prerequisite for the second code path in ConvertMeshes()
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// so it's difficult to optimize it away. TODO!
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BuildUniqueRepresentation(*i);
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2008-08-28 17:35:36 +00:00
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ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
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// Need to generate proper vertex normals if necessary
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2008-10-31 19:32:00 +00:00
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if(GenerateNormals(*i))
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tookNormals = true;
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2008-05-28 21:05:05 +00:00
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ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
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// Convert all meshes to aiMesh objects
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2008-10-31 19:32:00 +00:00
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ConvertMeshes(*i,avOutMeshes);
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}
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if (tookNormals)
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{
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DefaultLogger::get()->debug("ASE: Taking normals from the file. Use "
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"the AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS option if you "
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"experience problems");
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}
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2008-08-06 23:01:38 +00:00
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ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
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// Now build the output mesh list. Remove dummies
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2008-10-31 19:32:00 +00:00
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pScene->mNumMeshes = (unsigned int)avOutMeshes.size();
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aiMesh** pp = pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
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for (std::vector<aiMesh*>::const_iterator
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i = avOutMeshes.begin();
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i != avOutMeshes.end();++i)
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{
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if (!(*i)->mNumFaces)continue;
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*pp++ = *i;
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}
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|
|
pScene->mNumMeshes = (unsigned int)(pp - pScene->mMeshes);
|
2008-05-30 23:01:25 +00:00
|
|
|
|
ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
|
|
|
// Build final material indices (remove submaterials and setup
|
2008-10-31 19:32:00 +00:00
|
|
|
// the final list)
|
|
|
|
BuildMaterialIndices();
|
2008-08-10 23:58:21 +00:00
|
|
|
}
|
2008-05-09 17:24:28 +00:00
|
|
|
|
ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
|
|
|
// *****************************************************************
|
2008-10-31 19:32:00 +00:00
|
|
|
// Copy all scene graph nodes - lights, cameras, dummies and meshes
|
|
|
|
// into one large array
|
ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
|
|
|
// *****************************************************************
|
2008-10-31 19:32:00 +00:00
|
|
|
nodes.reserve(mParser->m_vMeshes.size() +mParser->m_vLights.size()
|
|
|
|
+ mParser->m_vCameras.size() + mParser->m_vDummies.size());
|
|
|
|
|
ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
|
|
|
// Lights
|
2008-10-31 19:32:00 +00:00
|
|
|
for (std::vector<ASE::Light>::iterator it = mParser->m_vLights.begin(),
|
|
|
|
end = mParser->m_vLights.end();it != end; ++it)nodes.push_back(&(*it));
|
ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
|
|
|
|
|
|
|
// Cameras
|
2008-10-31 19:32:00 +00:00
|
|
|
for (std::vector<ASE::Camera>::iterator it = mParser->m_vCameras.begin(),
|
|
|
|
end = mParser->m_vCameras.end();it != end; ++it)nodes.push_back(&(*it));
|
ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
|
|
|
|
|
|
|
// Meshes
|
2008-10-31 19:32:00 +00:00
|
|
|
for (std::vector<ASE::Mesh>::iterator it = mParser->m_vMeshes.begin(),
|
|
|
|
end = mParser->m_vMeshes.end();it != end; ++it)nodes.push_back(&(*it));
|
|
|
|
|
ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
|
|
|
// Dummies
|
|
|
|
for (std::vector<ASE::Dummy>::iterator it = mParser->m_vDummies.begin(),
|
|
|
|
end = mParser->m_vDummies.end();it != end; ++it)nodes.push_back(&(*it));
|
2008-07-18 20:29:46 +00:00
|
|
|
|
2008-08-10 23:58:21 +00:00
|
|
|
// build the final node graph
|
2008-10-22 20:06:16 +00:00
|
|
|
BuildNodes();
|
2008-05-09 17:24:28 +00:00
|
|
|
|
2008-08-10 23:58:21 +00:00
|
|
|
// build output animations
|
2008-10-22 20:06:16 +00:00
|
|
|
BuildAnimations();
|
|
|
|
|
|
|
|
// build output cameras
|
|
|
|
BuildCameras();
|
|
|
|
|
|
|
|
// build output lights
|
|
|
|
BuildLights();
|
2008-10-31 19:32:00 +00:00
|
|
|
|
|
|
|
// TODO: STRANGE RESULTS ATM
|
ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
|
|
|
|
|
|
|
// *****************************************************************
|
2008-10-31 19:32:00 +00:00
|
|
|
// If we have no meshes use the SkeletonMeshBuilder helper class
|
|
|
|
// to build a mesh for the animation skeleton
|
ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
|
|
|
// *****************************************************************
|
2008-10-31 19:32:00 +00:00
|
|
|
if (!pScene->mNumMeshes)
|
|
|
|
{
|
|
|
|
pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
|
|
|
|
SkeletonMeshBuilder skeleton(pScene);
|
|
|
|
}
|
2008-05-09 17:24:28 +00:00
|
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
2008-06-03 21:50:53 +00:00
|
|
|
void ASEImporter::GenerateDefaultMaterial()
|
|
|
|
{
|
2008-10-22 20:06:16 +00:00
|
|
|
ai_assert(NULL != mParser);
|
2008-06-03 21:50:53 +00:00
|
|
|
|
2008-07-18 20:29:46 +00:00
|
|
|
bool bHas = false;
|
|
|
|
for (std::vector<ASE::Mesh>::iterator
|
2008-10-22 20:06:16 +00:00
|
|
|
i = mParser->m_vMeshes.begin();
|
|
|
|
i != mParser->m_vMeshes.end();++i)
|
2008-07-18 20:29:46 +00:00
|
|
|
{
|
|
|
|
if ((*i).bSkip)continue;
|
|
|
|
if (ASE::Face::DEFAULT_MATINDEX == (*i).iMaterialIndex)
|
|
|
|
{
|
2008-10-22 20:06:16 +00:00
|
|
|
(*i).iMaterialIndex = (unsigned int)mParser->m_vMaterials.size();
|
2008-07-18 20:29:46 +00:00
|
|
|
bHas = true;
|
|
|
|
}
|
|
|
|
}
|
2008-10-22 20:06:16 +00:00
|
|
|
if (bHas || mParser->m_vMaterials.empty())
|
2008-07-18 20:29:46 +00:00
|
|
|
{
|
2008-10-27 00:36:26 +00:00
|
|
|
// add a simple material without submaterials to the parser's list
|
2008-10-22 20:06:16 +00:00
|
|
|
mParser->m_vMaterials.push_back ( ASE::Material() );
|
|
|
|
ASE::Material& mat = mParser->m_vMaterials.back();
|
2008-07-18 20:29:46 +00:00
|
|
|
|
2008-10-27 00:36:26 +00:00
|
|
|
mat.mDiffuse = aiColor3D(0.6f,0.6f,0.6f);
|
2008-07-18 20:29:46 +00:00
|
|
|
mat.mSpecular = aiColor3D(1.0f,1.0f,1.0f);
|
2008-10-27 00:36:26 +00:00
|
|
|
mat.mAmbient = aiColor3D(0.05f,0.05f,0.05f);
|
2008-10-31 19:32:00 +00:00
|
|
|
mat.mShading = Discreet3DS::Gouraud;
|
2008-10-27 00:36:26 +00:00
|
|
|
mat.mName = AI_DEFAULT_MATERIAL_NAME;
|
2008-07-18 20:29:46 +00:00
|
|
|
}
|
|
|
|
}
|
2008-10-22 20:06:16 +00:00
|
|
|
|
2008-07-18 20:29:46 +00:00
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
|
|
void ASEImporter::BuildAnimations()
|
|
|
|
{
|
|
|
|
// check whether we have at least one mesh which has animations
|
2008-10-31 19:32:00 +00:00
|
|
|
std::vector<ASE::BaseNode*>::iterator i = nodes.begin();
|
2008-07-18 20:29:46 +00:00
|
|
|
unsigned int iNum = 0;
|
2008-10-31 19:32:00 +00:00
|
|
|
for (;i != nodes.end();++i)
|
2008-07-18 20:29:46 +00:00
|
|
|
{
|
2008-10-31 19:32:00 +00:00
|
|
|
// TODO: Implement Bezier & TCB support
|
|
|
|
if ((*i)->mAnim.mPositionType != ASE::Animation::TRACK)
|
|
|
|
{
|
|
|
|
DefaultLogger::get()->warn("ASE: Position controller uses Bezier/TCB keys. "
|
|
|
|
"This is not supported.");
|
|
|
|
}
|
|
|
|
if ((*i)->mAnim.mRotationType != ASE::Animation::TRACK)
|
|
|
|
{
|
|
|
|
DefaultLogger::get()->warn("ASE: Rotation controller uses Bezier/TCB keys. "
|
|
|
|
"This is not supported.");
|
|
|
|
}
|
|
|
|
if ((*i)->mAnim.mScalingType != ASE::Animation::TRACK)
|
|
|
|
{
|
|
|
|
DefaultLogger::get()->warn("ASE: Position controller uses Bezier/TCB keys. "
|
|
|
|
"This is not supported.");
|
|
|
|
}
|
|
|
|
|
|
|
|
// We compare against 1 here - firstly one key is not
|
|
|
|
// really an animation and secondly MAX writes dummies
|
|
|
|
// that represent the node transformation.
|
|
|
|
if ((*i)->mAnim.akeyPositions.size() > 1 ||
|
|
|
|
(*i)->mAnim.akeyRotations.size() > 1 ||
|
2008-11-16 21:56:45 +00:00
|
|
|
(*i)->mAnim.akeyScaling.size() > 1)
|
|
|
|
{
|
|
|
|
++iNum;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ((*i)->mTargetAnim.akeyPositions.size() > 1
|
ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
|
|
|
&& is_not_qnan( (*i)->mTargetPosition.x ))
|
2008-10-31 19:32:00 +00:00
|
|
|
{
|
2008-07-18 20:29:46 +00:00
|
|
|
++iNum;
|
2008-10-31 19:32:00 +00:00
|
|
|
}
|
2008-07-18 20:29:46 +00:00
|
|
|
}
|
|
|
|
if (iNum)
|
|
|
|
{
|
2008-10-22 20:06:16 +00:00
|
|
|
// Generate a new animation channel and setup everything for it
|
|
|
|
pcScene->mNumAnimations = 1;
|
2008-10-31 19:32:00 +00:00
|
|
|
pcScene->mAnimations = new aiAnimation*[1];
|
|
|
|
aiAnimation* pcAnim = pcScene->mAnimations[0] = new aiAnimation();
|
|
|
|
pcAnim->mNumChannels = iNum;
|
|
|
|
pcAnim->mChannels = new aiNodeAnim*[iNum];
|
2008-10-22 20:06:16 +00:00
|
|
|
pcAnim->mTicksPerSecond = mParser->iFrameSpeed * mParser->iTicksPerFrame;
|
2008-07-18 20:29:46 +00:00
|
|
|
|
|
|
|
iNum = 0;
|
2008-10-31 19:32:00 +00:00
|
|
|
|
2008-10-22 20:06:16 +00:00
|
|
|
// Now iterate through all meshes and collect all data we can find
|
2008-10-31 19:32:00 +00:00
|
|
|
for (i = nodes.begin();i != nodes.end();++i)
|
2008-07-18 20:29:46 +00:00
|
|
|
{
|
ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
|
|
|
ASE::BaseNode* me = *i;
|
|
|
|
if ( me->mTargetAnim.akeyPositions.size() > 1
|
|
|
|
&& is_not_qnan( me->mTargetPosition.x ))
|
|
|
|
{
|
|
|
|
// Generate an extra channel for the camera/light target.
|
|
|
|
// BuildNodes() does also generate an extra node, named
|
|
|
|
// <baseName>.Target.
|
|
|
|
aiNodeAnim* nd = pcAnim->mChannels[iNum++] = new aiNodeAnim();
|
|
|
|
nd->mNodeName.Set(me->mName + ".Target");
|
|
|
|
|
2008-11-16 21:56:45 +00:00
|
|
|
// If there is no input position channel we will need
|
|
|
|
// to supply the default position from the node's
|
|
|
|
// local transformation matrix.
|
|
|
|
/*TargetAnimationHelper helper;
|
|
|
|
if (me->mAnim.akeyPositions.empty())
|
|
|
|
{
|
|
|
|
aiMatrix4x4& mat = (*i)->mTransform;
|
|
|
|
helper.SetFixedMainAnimationChannel(aiVector3D(
|
|
|
|
mat.a4, mat.b4, mat.c4));
|
|
|
|
}
|
|
|
|
else helper.SetMainAnimationChannel (&me->mAnim.akeyPositions);
|
|
|
|
helper.SetTargetAnimationChannel (&me->mTargetAnim.akeyPositions);
|
|
|
|
|
|
|
|
helper.Process(&me->mTargetAnim.akeyPositions);*/
|
|
|
|
|
ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
|
|
|
// Allocate the key array and fill it
|
|
|
|
nd->mNumPositionKeys = (unsigned int) me->mTargetAnim.akeyPositions.size();
|
|
|
|
nd->mPositionKeys = new aiVectorKey[nd->mNumPositionKeys];
|
|
|
|
|
|
|
|
::memcpy(nd->mPositionKeys,&me->mTargetAnim.akeyPositions[0],
|
|
|
|
nd->mNumPositionKeys * sizeof(aiVectorKey));
|
|
|
|
}
|
|
|
|
|
2008-11-16 21:56:45 +00:00
|
|
|
if (me->mAnim.akeyPositions.size() > 1 || me->mAnim.akeyRotations.size() > 1 ||
|
|
|
|
me->mAnim.akeyScaling.size() > 1)
|
2008-07-18 20:29:46 +00:00
|
|
|
{
|
2008-10-22 20:06:16 +00:00
|
|
|
// Begin a new node animation channel for this node
|
ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
|
|
|
aiNodeAnim* nd = pcAnim->mChannels[iNum++] = new aiNodeAnim();
|
|
|
|
nd->mNodeName.Set(me->mName);
|
2008-07-18 20:29:46 +00:00
|
|
|
|
|
|
|
// copy position keys
|
ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
|
|
|
if (me->mAnim.akeyPositions.size() > 1 )
|
2008-07-18 20:29:46 +00:00
|
|
|
{
|
2008-10-22 20:06:16 +00:00
|
|
|
// Allocate the key array and fill it
|
ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
|
|
|
nd->mNumPositionKeys = (unsigned int) me->mAnim.akeyPositions.size();
|
|
|
|
nd->mPositionKeys = new aiVectorKey[nd->mNumPositionKeys];
|
2008-07-18 20:29:46 +00:00
|
|
|
|
ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
|
|
|
::memcpy(nd->mPositionKeys,&me->mAnim.akeyPositions[0],
|
|
|
|
nd->mNumPositionKeys * sizeof(aiVectorKey));
|
2008-07-18 20:29:46 +00:00
|
|
|
}
|
|
|
|
// copy rotation keys
|
ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
|
|
|
if (me->mAnim.akeyRotations.size() > 1 )
|
2008-07-18 20:29:46 +00:00
|
|
|
{
|
2008-10-22 20:06:16 +00:00
|
|
|
// Allocate the key array and fill it
|
ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
|
|
|
nd->mNumRotationKeys = (unsigned int) me->mAnim.akeyRotations.size();
|
|
|
|
nd->mRotationKeys = new aiQuatKey[nd->mNumRotationKeys];
|
|
|
|
|
|
|
|
// **************************************************************
|
|
|
|
// Rotation keys are offsets to the previous keys.
|
|
|
|
// We have the quaternion representations of all
|
|
|
|
// of them, so we just need to concatenate all
|
|
|
|
// (unit-length) quaternions to get the absolute
|
|
|
|
// rotations.
|
|
|
|
// FIX: Rotation keys are ABSOLUTE for the older
|
|
|
|
// file format 110 (ASC)
|
|
|
|
// **************************************************************
|
|
|
|
|
|
|
|
aiQuaternion cur;
|
|
|
|
for (unsigned int a = 0; a < nd->mNumRotationKeys;++a)
|
2008-07-18 20:29:46 +00:00
|
|
|
{
|
ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
|
|
|
aiQuatKey q = me->mAnim.akeyRotations[a];
|
|
|
|
|
|
|
|
if (mParser->iFileFormat > 110)
|
|
|
|
{
|
|
|
|
cur = (a ? cur*q.mValue : q.mValue);
|
|
|
|
q.mValue = cur.Normalize();
|
|
|
|
}
|
|
|
|
nd->mRotationKeys[a] = q;
|
2008-07-18 20:29:46 +00:00
|
|
|
}
|
|
|
|
}
|
2008-10-31 19:32:00 +00:00
|
|
|
// copy scaling keys
|
ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
|
|
|
if (me->mAnim.akeyScaling.size() > 1 )
|
2008-10-31 19:32:00 +00:00
|
|
|
{
|
|
|
|
// Allocate the key array and fill it
|
ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
|
|
|
nd->mNumScalingKeys = (unsigned int) me->mAnim.akeyScaling.size();
|
|
|
|
nd->mScalingKeys = new aiVectorKey[nd->mNumScalingKeys];
|
2008-10-31 19:32:00 +00:00
|
|
|
|
ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
|
|
|
::memcpy(nd->mScalingKeys,&me->mAnim.akeyScaling[0],
|
|
|
|
nd->mNumScalingKeys * sizeof(aiVectorKey));
|
2008-10-31 19:32:00 +00:00
|
|
|
}
|
2008-07-18 20:29:46 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2008-10-22 20:06:16 +00:00
|
|
|
|
2008-07-18 20:29:46 +00:00
|
|
|
// ------------------------------------------------------------------------------------------------
|
2008-10-22 20:06:16 +00:00
|
|
|
void ASEImporter::BuildCameras()
|
2008-07-18 20:29:46 +00:00
|
|
|
{
|
2008-10-22 20:06:16 +00:00
|
|
|
if (!mParser->m_vCameras.empty())
|
|
|
|
{
|
|
|
|
pcScene->mNumCameras = (unsigned int)mParser->m_vCameras.size();
|
|
|
|
pcScene->mCameras = new aiCamera*[pcScene->mNumCameras];
|
|
|
|
|
|
|
|
for (unsigned int i = 0; i < pcScene->mNumCameras;++i)
|
|
|
|
{
|
|
|
|
aiCamera* out = pcScene->mCameras[i] = new aiCamera();
|
|
|
|
ASE::Camera& in = mParser->m_vCameras[i];
|
|
|
|
|
|
|
|
// copy members
|
|
|
|
out->mClipPlaneFar = in.mFar;
|
|
|
|
out->mClipPlaneNear = (in.mNear ? in.mNear : 0.1f);
|
2008-10-27 00:36:26 +00:00
|
|
|
out->mHorizontalFOV = in.mFOV;
|
2008-10-22 20:06:16 +00:00
|
|
|
|
|
|
|
out->mName.Set(in.mName);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
|
|
void ASEImporter::BuildLights()
|
|
|
|
{
|
|
|
|
if (!mParser->m_vLights.empty())
|
|
|
|
{
|
|
|
|
pcScene->mNumLights = (unsigned int)mParser->m_vLights.size();
|
|
|
|
pcScene->mLights = new aiLight*[pcScene->mNumLights];
|
|
|
|
|
|
|
|
for (unsigned int i = 0; i < pcScene->mNumLights;++i)
|
|
|
|
{
|
|
|
|
aiLight* out = pcScene->mLights[i] = new aiLight();
|
|
|
|
ASE::Light& in = mParser->m_vLights[i];
|
|
|
|
|
2008-10-31 19:32:00 +00:00
|
|
|
// The direction is encoded in the transformation
|
|
|
|
// matrix of the node. In 3DS MAX the light source
|
|
|
|
// points in negative Z direction if the node
|
|
|
|
// transformation is the identity.
|
|
|
|
out->mDirection = aiVector3D(0.f,0.f,-1.f);
|
|
|
|
|
2008-10-22 20:06:16 +00:00
|
|
|
out->mName.Set(in.mName);
|
2008-10-31 19:32:00 +00:00
|
|
|
switch (in.mLightType)
|
|
|
|
{
|
|
|
|
case ASE::Light::TARGET:
|
|
|
|
out->mType = aiLightSource_SPOT;
|
|
|
|
out->mAngleInnerCone = AI_DEG_TO_RAD(in.mAngle);
|
|
|
|
out->mAngleOuterCone = (in.mFalloff ? AI_DEG_TO_RAD(in.mFalloff)
|
|
|
|
: out->mAngleInnerCone);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case ASE::Light::DIRECTIONAL:
|
|
|
|
|
|
|
|
out->mType = aiLightSource_DIRECTIONAL;
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
//case ASE::Light::OMNI:
|
|
|
|
out->mType = aiLightSource_POINT;
|
|
|
|
break;
|
|
|
|
};
|
2008-10-27 00:36:26 +00:00
|
|
|
out->mColorDiffuse = out->mColorSpecular = in.mColor * in.mIntensity;
|
2008-10-22 20:06:16 +00:00
|
|
|
}
|
|
|
|
}
|
2008-06-03 21:50:53 +00:00
|
|
|
}
|
2008-10-22 20:06:16 +00:00
|
|
|
|
2008-06-03 21:50:53 +00:00
|
|
|
// ------------------------------------------------------------------------------------------------
|
2008-10-22 20:06:16 +00:00
|
|
|
void ASEImporter::AddNodes(std::vector<BaseNode*>& nodes,
|
|
|
|
aiNode* pcParent,const char* szName)
|
2008-05-09 17:24:28 +00:00
|
|
|
{
|
2008-10-22 20:06:16 +00:00
|
|
|
aiMatrix4x4 m;
|
2008-11-16 21:56:45 +00:00
|
|
|
AddNodes(nodes,pcParent,szName,m);
|
2008-10-22 20:06:16 +00:00
|
|
|
}
|
2008-06-01 12:46:17 +00:00
|
|
|
|
2008-10-27 00:36:26 +00:00
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
|
|
void ASEImporter::AddMeshes(const ASE::BaseNode* snode,aiNode* node)
|
|
|
|
{
|
|
|
|
for (unsigned int i = 0; i < pcScene->mNumMeshes;++i)
|
|
|
|
{
|
|
|
|
// Get the name of the mesh (the mesh instance has been temporarily
|
|
|
|
// stored in the third vertex color)
|
|
|
|
const aiMesh* pcMesh = pcScene->mMeshes[i];
|
|
|
|
const ASE::Mesh* mesh = (const ASE::Mesh*)pcMesh->mColors[2];
|
|
|
|
|
|
|
|
if (mesh == snode)++node->mNumMeshes;
|
|
|
|
}
|
|
|
|
|
|
|
|
if(node->mNumMeshes)
|
|
|
|
{
|
|
|
|
node->mMeshes = new unsigned int[node->mNumMeshes];
|
|
|
|
for (unsigned int i = 0, p = 0; i < pcScene->mNumMeshes;++i)
|
|
|
|
{
|
|
|
|
const aiMesh* pcMesh = pcScene->mMeshes[i];
|
|
|
|
const ASE::Mesh* mesh = (const ASE::Mesh*)pcMesh->mColors[2];
|
|
|
|
if (mesh == snode)
|
|
|
|
{
|
|
|
|
node->mMeshes[p++] = i;
|
|
|
|
|
|
|
|
// Transform all vertices of the mesh back into their local space ->
|
|
|
|
// at the moment they are pretransformed
|
|
|
|
aiMatrix4x4 m = mesh->mTransform;
|
|
|
|
m.Inverse();
|
|
|
|
|
|
|
|
aiVector3D* pvCurPtr = pcMesh->mVertices;
|
|
|
|
const aiVector3D* pvEndPtr = pvCurPtr + pcMesh->mNumVertices;
|
|
|
|
while (pvCurPtr != pvEndPtr)
|
|
|
|
{
|
|
|
|
*pvCurPtr = m * (*pvCurPtr);
|
|
|
|
pvCurPtr++;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Do the same for the normal vectors if we have them
|
|
|
|
// Here we need to use the (Inverse)Transpose of a 3x3
|
|
|
|
// matrix without the translational component.
|
|
|
|
if (pcMesh->mNormals)
|
|
|
|
{
|
|
|
|
aiMatrix3x3 m3 = aiMatrix3x3( mesh->mTransform );
|
|
|
|
m3.Transpose();
|
|
|
|
|
|
|
|
pvCurPtr = pcMesh->mNormals;
|
|
|
|
pvEndPtr = pvCurPtr + pcMesh->mNumVertices;
|
|
|
|
while (pvCurPtr != pvEndPtr)
|
|
|
|
{
|
|
|
|
*pvCurPtr = m3 * (*pvCurPtr);
|
|
|
|
pvCurPtr++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2008-10-22 20:06:16 +00:00
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
|
|
void ASEImporter::AddNodes (std::vector<BaseNode*>& nodes,
|
|
|
|
aiNode* pcParent, const char* szName,
|
|
|
|
const aiMatrix4x4& mat)
|
|
|
|
{
|
|
|
|
const size_t len = szName ? ::strlen(szName) : 0;
|
2008-05-23 22:38:35 +00:00
|
|
|
ai_assert(4 <= AI_MAX_NUMBER_OF_COLOR_SETS);
|
2008-10-22 20:06:16 +00:00
|
|
|
|
|
|
|
// Receives child nodes for the pcParent node
|
2008-05-30 23:01:25 +00:00
|
|
|
std::vector<aiNode*> apcNodes;
|
2008-07-18 20:29:46 +00:00
|
|
|
|
2008-10-22 20:06:16 +00:00
|
|
|
// Now iterate through all nodes in the scene and search for one
|
|
|
|
// which has *us* as parent.
|
|
|
|
for (std::vector<BaseNode*>::const_iterator it = nodes.begin(), end = nodes.end();
|
|
|
|
it != end; ++it)
|
|
|
|
{
|
|
|
|
const BaseNode* snode = *it;
|
2008-05-30 23:01:25 +00:00
|
|
|
if (szName)
|
2008-05-23 22:38:35 +00:00
|
|
|
{
|
2008-10-22 20:06:16 +00:00
|
|
|
if (len != snode->mParent.length() || ::strcmp(szName,snode->mParent.c_str()))
|
2008-05-30 23:01:25 +00:00
|
|
|
continue;
|
2008-10-22 20:06:16 +00:00
|
|
|
}
|
|
|
|
else if (snode->mParent.length())
|
|
|
|
continue;
|
|
|
|
|
|
|
|
(*it)->mProcessed = true;
|
2008-05-30 23:01:25 +00:00
|
|
|
|
2008-10-22 20:06:16 +00:00
|
|
|
// Allocate a new node and add it to the output data structure
|
2008-05-30 23:01:25 +00:00
|
|
|
apcNodes.push_back(new aiNode());
|
|
|
|
aiNode* node = apcNodes.back();
|
|
|
|
|
2008-10-22 20:06:16 +00:00
|
|
|
node->mName.Set((snode->mName.length() ? snode->mName.c_str() : "Unnamed_Node"));
|
2008-05-30 23:01:25 +00:00
|
|
|
node->mParent = pcParent;
|
2008-07-18 20:29:46 +00:00
|
|
|
|
2008-10-22 20:06:16 +00:00
|
|
|
// Setup the transformation matrix of the node
|
|
|
|
aiMatrix4x4 mParentAdjust = mat;
|
2008-07-18 20:29:46 +00:00
|
|
|
mParentAdjust.Inverse();
|
2008-10-22 20:06:16 +00:00
|
|
|
node->mTransformation = mParentAdjust*snode->mTransform;
|
|
|
|
|
2008-11-16 21:56:45 +00:00
|
|
|
// Add sub nodes - prevent stack overflow
|
|
|
|
if (node->mName != node->mParent->mName)
|
|
|
|
{
|
|
|
|
AddNodes(nodes,node,node->mName.data,snode->mTransform);
|
|
|
|
}
|
|
|
|
|
ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
|
|
|
// Further processing depends on the type of the node
|
|
|
|
if (snode->mType == ASE::BaseNode::Mesh)
|
2008-07-18 20:29:46 +00:00
|
|
|
{
|
ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
|
|
|
// If the type of this node is "Mesh" we need to search
|
|
|
|
// the list of output meshes in the data structure for
|
|
|
|
// all those that belonged to this node once. This is
|
|
|
|
// slightly inconvinient here and a better solution should
|
|
|
|
// be used when this code is refactored next.
|
2008-10-27 00:36:26 +00:00
|
|
|
AddMeshes(snode,node);
|
2008-07-18 20:29:46 +00:00
|
|
|
}
|
ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
|
|
|
else if (is_not_qnan( snode->mTargetPosition.x ))
|
|
|
|
{
|
|
|
|
// If this is a target camera or light we generate a small
|
|
|
|
// child node which marks the position of the camera
|
|
|
|
// target (the direction information is contained in *this*
|
|
|
|
// node's animation track but the exact target position
|
|
|
|
// would be lost otherwise)
|
2008-11-16 21:56:45 +00:00
|
|
|
if (!node->mNumChildren)
|
|
|
|
{
|
|
|
|
node->mChildren = new aiNode*[1];
|
|
|
|
}
|
ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
|
|
|
|
2008-11-16 21:56:45 +00:00
|
|
|
aiNode* nd = new aiNode();
|
ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
|
|
|
|
2008-11-16 21:56:45 +00:00
|
|
|
nd->mName.Set ( snode->mName + ".Target" );
|
ASE: Added WIP support for *SMOOTHSKINMESH elements in ASE/ASC files. Fixes in the ASE loader. Fixed animation parsing. Temporary implementation of target lights and cameras, including animations.
3DS: Fixed transformation problems (Pivot points), added WIP animation support. No target animation yet (cameras, spot lights). Not yet fully tested, but static models that worked before should still work now, except all look correct now :-) (some problems with very large models remaining)
Further work on the IRR and IRRMESH loaders. IRR still WIP, IRRMESH more stable now.
Work on the LWo loader. Added support for the "one-layer-only" mode. Hierarchy bug still unfixed, UV coords bug still unfixed.
Further work on the FindInvalidDataprocess. Improved validation for normals, no false positives anymore.
Further work on the MDR loader, still WIP.
Moved DeterminePType-Step to ScenePreprocessor.
aiAnimation::mDuration is optional now, ScenePreprocessor computes it automatically if set to -1.
Fixes in the SMD loader. Still crashes on some files.
Updated animation documentation.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@236 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2008-11-09 23:17:19 +00:00
|
|
|
|
2008-11-16 21:56:45 +00:00
|
|
|
nd->mTransformation.a4 = snode->mTargetPosition.x - snode->mTransform.a4;
|
|
|
|
nd->mTransformation.b4 = snode->mTargetPosition.y - snode->mTransform.b4;
|
|
|
|
nd->mTransformation.c4 = snode->mTargetPosition.z - snode->mTransform.c4;
|
2008-05-30 23:01:25 +00:00
|
|
|
|
2008-11-16 21:56:45 +00:00
|
|
|
nd->mParent = node;
|
2008-10-27 00:36:26 +00:00
|
|
|
|
2008-11-16 21:56:45 +00:00
|
|
|
// The .Target node is always the first child node
|
|
|
|
for (unsigned int m = 0; m < node->mNumChildren;++m)
|
|
|
|
node->mChildren[m+1] = node->mChildren[m];
|
|
|
|
|
|
|
|
node->mChildren[0] = nd;
|
|
|
|
node->mNumChildren++;
|
|
|
|
|
|
|
|
// What we did is so great, it is at least worth a debug message
|
|
|
|
DefaultLogger::get()->debug("ASE: Generating separate target node ("+snode->mName+")");
|
2008-10-27 00:36:26 +00:00
|
|
|
}
|
2008-05-23 22:38:35 +00:00
|
|
|
}
|
|
|
|
|
2008-11-16 21:56:45 +00:00
|
|
|
// Allocate enough space for the child nodes
|
|
|
|
// We allocate one slot more in case this is a target camera/light
|
2008-06-01 12:46:17 +00:00
|
|
|
pcParent->mNumChildren = (unsigned int)apcNodes.size();
|
2008-11-04 20:41:11 +00:00
|
|
|
if (pcParent->mNumChildren)
|
2008-05-30 23:01:25 +00:00
|
|
|
{
|
2008-11-16 21:56:45 +00:00
|
|
|
pcParent->mChildren = new aiNode*[apcNodes.size()+1 /* PLUS ONE !!! */];
|
2008-11-04 20:41:11 +00:00
|
|
|
|
|
|
|
// now build all nodes for our nice new children
|
|
|
|
for (unsigned int p = 0; p < apcNodes.size();++p)
|
|
|
|
pcParent->mChildren[p] = apcNodes[p];
|
2008-05-23 22:38:35 +00:00
|
|
|
}
|
2008-05-09 17:24:28 +00:00
|
|
|
return;
|
|
|
|
}
|
2008-10-22 20:06:16 +00:00
|
|
|
|
2008-05-09 17:24:28 +00:00
|
|
|
// ------------------------------------------------------------------------------------------------
|
2008-07-18 20:29:46 +00:00
|
|
|
void ASEImporter::BuildNodes()
|
2008-05-28 21:05:05 +00:00
|
|
|
{
|
2008-05-30 23:01:25 +00:00
|
|
|
ai_assert(NULL != pcScene);
|
2008-05-28 21:05:05 +00:00
|
|
|
|
2008-10-22 20:06:16 +00:00
|
|
|
// allocate the one and only root node
|
2008-05-30 23:01:25 +00:00
|
|
|
pcScene->mRootNode = new aiNode();
|
|
|
|
pcScene->mRootNode->mNumMeshes = 0;
|
|
|
|
pcScene->mRootNode->mMeshes = 0;
|
2008-11-16 21:56:45 +00:00
|
|
|
pcScene->mRootNode->mName.Set("<ASERoot>");
|
2008-05-28 21:05:05 +00:00
|
|
|
|
2008-10-31 19:32:00 +00:00
|
|
|
// Setup the coordinate system transformation
|
2008-11-04 20:41:11 +00:00
|
|
|
//pcScene->mRootNode->mTransformation.c3 *= -1.f;
|
2008-10-31 19:32:00 +00:00
|
|
|
pcScene->mRootNode->mNumChildren = 1;
|
|
|
|
pcScene->mRootNode->mChildren = new aiNode*[1];
|
|
|
|
pcScene->mRootNode->mChildren[0] = new aiNode();
|
2008-10-22 20:06:16 +00:00
|
|
|
|
2008-10-31 19:32:00 +00:00
|
|
|
// Change the transformation matrix of all nodes
|
|
|
|
for (std::vector<BaseNode*>::iterator it = nodes.begin(), end = nodes.end();
|
|
|
|
it != end; ++it)
|
|
|
|
{
|
|
|
|
aiMatrix4x4& m = (*it)->mTransform;
|
|
|
|
m.Transpose(); // row-order vs column-order
|
|
|
|
}
|
2008-10-22 20:06:16 +00:00
|
|
|
|
2008-05-30 23:01:25 +00:00
|
|
|
// add all nodes
|
2008-10-31 19:32:00 +00:00
|
|
|
AddNodes(nodes,pcScene->mRootNode->mChildren[0],NULL);
|
2008-05-30 23:01:25 +00:00
|
|
|
|
2008-10-22 20:06:16 +00:00
|
|
|
// now iterate through al nodes and find those that have not yet
|
2008-06-01 12:46:17 +00:00
|
|
|
// been added to the nodegraph (= their parent could not be recognized)
|
2008-10-22 20:06:16 +00:00
|
|
|
std::vector<const BaseNode*> aiList;
|
|
|
|
for (std::vector<BaseNode*>::iterator it = nodes.begin(), end = nodes.end();
|
|
|
|
it != end; ++it)
|
2008-06-01 12:46:17 +00:00
|
|
|
{
|
2008-10-22 20:06:16 +00:00
|
|
|
if ((*it)->mProcessed)continue;
|
2008-07-18 20:29:46 +00:00
|
|
|
|
2008-06-01 12:46:17 +00:00
|
|
|
// check whether our parent is known
|
|
|
|
bool bKnowParent = false;
|
2008-10-22 20:06:16 +00:00
|
|
|
|
|
|
|
// research the list, beginning from now and try to find out whether
|
|
|
|
// there is a node that references *us* as a parent
|
|
|
|
for (std::vector<BaseNode*>::const_iterator it2 = nodes.begin();
|
|
|
|
it2 != end; ++it2)
|
2008-06-01 12:46:17 +00:00
|
|
|
{
|
2008-10-22 20:06:16 +00:00
|
|
|
if (it2 == it)continue;
|
|
|
|
|
2008-10-27 00:36:26 +00:00
|
|
|
if ((*it2)->mName == (*it)->mParent)
|
2008-06-01 12:46:17 +00:00
|
|
|
{
|
|
|
|
bKnowParent = true;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (!bKnowParent)
|
|
|
|
{
|
2008-10-22 20:06:16 +00:00
|
|
|
aiList.push_back(*it);
|
2008-06-01 12:46:17 +00:00
|
|
|
}
|
|
|
|
}
|
2008-10-22 20:06:16 +00:00
|
|
|
|
|
|
|
// Are there ane orphaned nodes?
|
2008-06-01 12:46:17 +00:00
|
|
|
if (!aiList.empty())
|
|
|
|
{
|
|
|
|
std::vector<aiNode*> apcNodes;
|
|
|
|
apcNodes.reserve(aiList.size() + pcScene->mRootNode->mNumChildren);
|
|
|
|
|
|
|
|
for (unsigned int i = 0; i < pcScene->mRootNode->mNumChildren;++i)
|
|
|
|
apcNodes.push_back(pcScene->mRootNode->mChildren[i]);
|
|
|
|
|
|
|
|
delete[] pcScene->mRootNode->mChildren;
|
2008-10-22 20:06:16 +00:00
|
|
|
for (std::vector<const BaseNode*>::/*const_*/iterator
|
2008-06-01 12:46:17 +00:00
|
|
|
i = aiList.begin();
|
|
|
|
i != aiList.end();++i)
|
|
|
|
{
|
2008-10-22 20:06:16 +00:00
|
|
|
const ASE::BaseNode* src = *i;
|
2008-06-01 12:46:17 +00:00
|
|
|
|
2008-11-16 21:56:45 +00:00
|
|
|
// The parent is not known, so we can assume that we must add
|
2008-06-01 12:46:17 +00:00
|
|
|
// this node to the root node of the whole scene
|
|
|
|
aiNode* pcNode = new aiNode();
|
|
|
|
pcNode->mParent = pcScene->mRootNode;
|
2008-10-22 20:06:16 +00:00
|
|
|
pcNode->mName.Set(src->mName);
|
2008-10-27 00:36:26 +00:00
|
|
|
AddMeshes(src,pcNode);
|
2008-10-22 20:06:16 +00:00
|
|
|
AddNodes(nodes,pcNode,pcNode->mName.data);
|
2008-06-01 12:46:17 +00:00
|
|
|
apcNodes.push_back(pcNode);
|
|
|
|
}
|
2008-10-22 20:06:16 +00:00
|
|
|
|
|
|
|
// Regenerate our output array
|
2008-06-01 12:46:17 +00:00
|
|
|
pcScene->mRootNode->mChildren = new aiNode*[apcNodes.size()];
|
|
|
|
for (unsigned int i = 0; i < apcNodes.size();++i)
|
|
|
|
pcScene->mRootNode->mChildren[i] = apcNodes[i];
|
|
|
|
|
|
|
|
pcScene->mRootNode->mNumChildren = (unsigned int)apcNodes.size();
|
|
|
|
}
|
|
|
|
|
2008-10-22 20:06:16 +00:00
|
|
|
// Reset the third color set to NULL - we used this field to
|
|
|
|
// store a temporary pointer
|
2008-07-18 20:29:46 +00:00
|
|
|
for (unsigned int i = 0; i < pcScene->mNumMeshes;++i)
|
|
|
|
pcScene->mMeshes[i]->mColors[2] = NULL;
|
|
|
|
|
2008-11-16 21:56:45 +00:00
|
|
|
// If there is only one subnode, set it as root node
|
2008-10-31 19:32:00 +00:00
|
|
|
// FIX: The sub node may not have animations assigned
|
|
|
|
if (1 == pcScene->mRootNode->mNumChildren && !pcScene->mNumAnimations)
|
2008-05-30 23:01:25 +00:00
|
|
|
{
|
2008-10-31 19:32:00 +00:00
|
|
|
aiNode* cc = pcScene->mRootNode->mChildren[0];
|
2008-05-30 23:01:25 +00:00
|
|
|
aiNode* pc = pcScene->mRootNode;
|
2008-10-31 19:32:00 +00:00
|
|
|
|
2008-11-16 21:56:45 +00:00
|
|
|
if (!cc->mName.length)
|
|
|
|
cc->mName = pc->mName;
|
|
|
|
|
2008-10-31 19:32:00 +00:00
|
|
|
pcScene->mRootNode = cc;
|
2008-11-16 21:56:45 +00:00
|
|
|
cc->mParent = NULL;
|
2008-06-01 12:46:17 +00:00
|
|
|
|
|
|
|
// make sure the destructor won't delete us ...
|
|
|
|
delete[] pc->mChildren;
|
|
|
|
pc->mChildren = NULL;
|
|
|
|
pc->mNumChildren = 0;
|
2008-05-30 23:01:25 +00:00
|
|
|
delete pc;
|
|
|
|
}
|
2008-10-22 20:06:16 +00:00
|
|
|
// The root node should not have at least one child or the file is invalid
|
2008-08-08 18:25:55 +00:00
|
|
|
else if (!pcScene->mRootNode->mNumChildren)
|
2008-05-28 21:05:05 +00:00
|
|
|
{
|
2008-05-30 23:01:25 +00:00
|
|
|
throw new ImportErrorException("No nodes loaded. The ASE/ASK file is either empty or corrupt");
|
2008-05-28 21:05:05 +00:00
|
|
|
}
|
2008-05-30 23:01:25 +00:00
|
|
|
return;
|
|
|
|
}
|
2008-10-22 20:06:16 +00:00
|
|
|
|
2008-05-28 21:05:05 +00:00
|
|
|
// ------------------------------------------------------------------------------------------------
|
2008-05-09 17:24:28 +00:00
|
|
|
void ASEImporter::BuildUniqueRepresentation(ASE::Mesh& mesh)
|
|
|
|
{
|
|
|
|
// allocate output storage
|
|
|
|
std::vector<aiVector3D> mPositions;
|
|
|
|
std::vector<aiVector3D> amTexCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
|
2008-09-27 16:46:05 +00:00
|
|
|
std::vector<aiColor4D> mVertexColors;
|
2008-05-09 17:24:28 +00:00
|
|
|
std::vector<aiVector3D> mNormals;
|
2008-05-28 21:05:05 +00:00
|
|
|
std::vector<BoneVertex> mBoneVertices;
|
2008-05-09 17:24:28 +00:00
|
|
|
|
2008-06-01 12:46:17 +00:00
|
|
|
unsigned int iSize = (unsigned int)mesh.mFaces.size() * 3;
|
2008-05-09 17:24:28 +00:00
|
|
|
mPositions.resize(iSize);
|
|
|
|
|
|
|
|
// optional texture coordinates
|
|
|
|
for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
|
|
|
|
{
|
|
|
|
if (!mesh.amTexCoords[i].empty())
|
|
|
|
{
|
|
|
|
amTexCoords[i].resize(iSize);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// optional vertex colors
|
|
|
|
if (!mesh.mVertexColors.empty())
|
|
|
|
{
|
|
|
|
mVertexColors.resize(iSize);
|
|
|
|
}
|
|
|
|
|
|
|
|
// optional vertex normals (vertex normals can simply be copied)
|
|
|
|
if (!mesh.mNormals.empty())
|
|
|
|
{
|
|
|
|
mNormals.resize(iSize);
|
|
|
|
}
|
2008-05-28 21:05:05 +00:00
|
|
|
// bone vertices. There is no need to change the bone list
|
|
|
|
if (!mesh.mBoneVertices.empty())
|
|
|
|
{
|
|
|
|
mBoneVertices.resize(iSize);
|
|
|
|
}
|
2008-05-09 17:24:28 +00:00
|
|
|
|
|
|
|
// iterate through all faces in the mesh
|
2008-10-31 19:32:00 +00:00
|
|
|
unsigned int iCurrent = 0, fi = 0;
|
2008-05-09 17:24:28 +00:00
|
|
|
for (std::vector<ASE::Face>::iterator
|
|
|
|
i = mesh.mFaces.begin();
|
2008-10-31 19:32:00 +00:00
|
|
|
i != mesh.mFaces.end();++i,++fi)
|
2008-05-09 17:24:28 +00:00
|
|
|
{
|
|
|
|
for (unsigned int n = 0; n < 3;++n,++iCurrent)
|
|
|
|
{
|
2008-05-29 11:07:25 +00:00
|
|
|
mPositions[iCurrent] = mesh.mPositions[(*i).mIndices[n]];
|
2008-05-09 17:24:28 +00:00
|
|
|
|
|
|
|
// add texture coordinates
|
|
|
|
for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
|
|
|
|
{
|
2008-11-16 21:56:45 +00:00
|
|
|
if (mesh.amTexCoords[c].empty())break;
|
|
|
|
amTexCoords[c][iCurrent] = mesh.amTexCoords[c][(*i).amUVIndices[c][n]];
|
2008-05-09 17:24:28 +00:00
|
|
|
}
|
|
|
|
// add vertex colors
|
|
|
|
if (!mesh.mVertexColors.empty())
|
|
|
|
{
|
|
|
|
mVertexColors[iCurrent] = mesh.mVertexColors[(*i).mColorIndices[n]];
|
|
|
|
}
|
|
|
|
// add normal vectors
|
|
|
|
if (!mesh.mNormals.empty())
|
|
|
|
{
|
2008-10-31 19:32:00 +00:00
|
|
|
mNormals[iCurrent] = mesh.mNormals[fi*3+n];
|
2008-09-27 16:46:05 +00:00
|
|
|
mNormals[iCurrent].Normalize();
|
2008-05-09 17:24:28 +00:00
|
|
|
}
|
2008-05-28 21:05:05 +00:00
|
|
|
|
|
|
|
// handle bone vertices
|
2008-05-29 11:07:25 +00:00
|
|
|
if ((*i).mIndices[n] < mesh.mBoneVertices.size())
|
2008-05-28 21:05:05 +00:00
|
|
|
{
|
|
|
|
// (sometimes this will cause bone verts to be duplicated
|
|
|
|
// however, I' quite sure Schrompf' JoinVerticesStep
|
|
|
|
// will fix that again ...)
|
2008-05-29 11:07:25 +00:00
|
|
|
mBoneVertices[iCurrent] = mesh.mBoneVertices[(*i).mIndices[n]];
|
2008-05-28 21:05:05 +00:00
|
|
|
}
|
2008-11-16 21:56:45 +00:00
|
|
|
|
|
|
|
(*i).mIndices[n] = iCurrent;
|
2008-05-09 17:24:28 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// replace the old arrays
|
|
|
|
mesh.mNormals = mNormals;
|
|
|
|
mesh.mPositions = mPositions;
|
|
|
|
mesh.mVertexColors = mVertexColors;
|
|
|
|
|
|
|
|
for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
|
|
|
|
mesh.amTexCoords[c] = amTexCoords[c];
|
2008-11-16 21:56:45 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
|
|
void CopyASETexture(MaterialHelper& mat, ASE::Texture& texture, aiTextureType type)
|
|
|
|
{
|
|
|
|
// Setup the texture name
|
|
|
|
aiString tex;
|
|
|
|
tex.Set( texture.mMapName);
|
|
|
|
mat.AddProperty( &tex, AI_MATKEY_TEXTURE(type,0));
|
|
|
|
|
|
|
|
// Setup the texture blend factor
|
|
|
|
if (is_not_qnan(texture.mTextureBlend))
|
|
|
|
mat.AddProperty<float>( &texture.mTextureBlend, 1, AI_MATKEY_TEXBLEND(type,0));
|
|
|
|
|
|
|
|
// Setup texture UV transformations
|
|
|
|
mat.AddProperty<float>(&texture.mOffsetU,5,AI_MATKEY_UVTRANSFORM(type,0));
|
2008-05-09 17:24:28 +00:00
|
|
|
}
|
2008-10-22 20:06:16 +00:00
|
|
|
|
2008-05-09 17:24:28 +00:00
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
|
|
void ASEImporter::ConvertMaterial(ASE::Material& mat)
|
|
|
|
{
|
2008-11-16 21:56:45 +00:00
|
|
|
// LARGE TODO: Much code her is copied from 3DS ... join them maybe?
|
|
|
|
|
|
|
|
// Allocate the output material
|
2008-05-09 17:24:28 +00:00
|
|
|
mat.pcInstance = new MaterialHelper();
|
|
|
|
|
|
|
|
// At first add the base ambient color of the
|
|
|
|
// scene to the material
|
2008-11-16 21:56:45 +00:00
|
|
|
mat.mAmbient.r += mParser->m_clrAmbient.r;
|
|
|
|
mat.mAmbient.g += mParser->m_clrAmbient.g;
|
|
|
|
mat.mAmbient.b += mParser->m_clrAmbient.b;
|
2008-05-09 17:24:28 +00:00
|
|
|
|
|
|
|
aiString name;
|
|
|
|
name.Set( mat.mName);
|
|
|
|
mat.pcInstance->AddProperty( &name, AI_MATKEY_NAME);
|
|
|
|
|
|
|
|
// material colors
|
|
|
|
mat.pcInstance->AddProperty( &mat.mAmbient, 1, AI_MATKEY_COLOR_AMBIENT);
|
|
|
|
mat.pcInstance->AddProperty( &mat.mDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
|
|
|
|
mat.pcInstance->AddProperty( &mat.mSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
|
|
|
|
mat.pcInstance->AddProperty( &mat.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE);
|
|
|
|
|
2008-05-28 21:05:05 +00:00
|
|
|
// shininess
|
|
|
|
if (0.0f != mat.mSpecularExponent && 0.0f != mat.mShininessStrength)
|
|
|
|
{
|
|
|
|
mat.pcInstance->AddProperty( &mat.mSpecularExponent, 1, AI_MATKEY_SHININESS);
|
|
|
|
mat.pcInstance->AddProperty( &mat.mShininessStrength, 1, AI_MATKEY_SHININESS_STRENGTH);
|
|
|
|
}
|
2008-11-16 21:56:45 +00:00
|
|
|
// If there is no shininess, we can disable phong lighting
|
2008-10-31 19:32:00 +00:00
|
|
|
else if (D3DS::Discreet3DS::Metal == mat.mShading ||
|
|
|
|
D3DS::Discreet3DS::Phong == mat.mShading ||
|
|
|
|
D3DS::Discreet3DS::Blinn == mat.mShading)
|
2008-05-28 21:05:05 +00:00
|
|
|
{
|
2008-10-31 19:32:00 +00:00
|
|
|
mat.mShading = D3DS::Discreet3DS::Gouraud;
|
2008-05-28 21:05:05 +00:00
|
|
|
}
|
|
|
|
|
2008-05-09 17:24:28 +00:00
|
|
|
// opacity
|
|
|
|
mat.pcInstance->AddProperty<float>( &mat.mTransparency,1,AI_MATKEY_OPACITY);
|
|
|
|
|
2008-11-16 21:56:45 +00:00
|
|
|
// Two sided rendering?
|
|
|
|
if (mat.mTwoSided)
|
|
|
|
{
|
|
|
|
int i = 1;
|
|
|
|
mat.pcInstance->AddProperty<int>(&i,1,AI_MATKEY_TWOSIDED);
|
|
|
|
}
|
2008-05-09 17:24:28 +00:00
|
|
|
|
|
|
|
// shading mode
|
|
|
|
aiShadingMode eShading = aiShadingMode_NoShading;
|
|
|
|
switch (mat.mShading)
|
|
|
|
{
|
2008-10-31 19:32:00 +00:00
|
|
|
case D3DS::Discreet3DS::Flat:
|
2008-05-09 17:24:28 +00:00
|
|
|
eShading = aiShadingMode_Flat; break;
|
2008-10-31 19:32:00 +00:00
|
|
|
case D3DS::Discreet3DS::Phong :
|
2008-05-09 17:24:28 +00:00
|
|
|
eShading = aiShadingMode_Phong; break;
|
2008-10-31 19:32:00 +00:00
|
|
|
case D3DS::Discreet3DS::Blinn :
|
2008-05-30 23:01:25 +00:00
|
|
|
eShading = aiShadingMode_Blinn; break;
|
2008-05-09 17:24:28 +00:00
|
|
|
|
2008-11-16 21:56:45 +00:00
|
|
|
// I don't know what "Wire" shading should be,
|
|
|
|
// assume it is simple lambertian diffuse (L dot N) shading
|
2008-10-31 19:32:00 +00:00
|
|
|
case D3DS::Discreet3DS::Wire:
|
2008-11-16 21:56:45 +00:00
|
|
|
{
|
|
|
|
// set the wireframe flag
|
|
|
|
unsigned int iWire = 1;
|
|
|
|
mat.pcInstance->AddProperty<int>( (int*)&iWire,1,AI_MATKEY_ENABLE_WIREFRAME);
|
|
|
|
}
|
2008-10-31 19:32:00 +00:00
|
|
|
case D3DS::Discreet3DS::Gouraud:
|
2008-05-09 17:24:28 +00:00
|
|
|
eShading = aiShadingMode_Gouraud; break;
|
2008-10-31 19:32:00 +00:00
|
|
|
case D3DS::Discreet3DS::Metal :
|
2008-05-09 17:24:28 +00:00
|
|
|
eShading = aiShadingMode_CookTorrance; break;
|
|
|
|
}
|
|
|
|
mat.pcInstance->AddProperty<int>( (int*)&eShading,1,AI_MATKEY_SHADING_MODEL);
|
|
|
|
|
2008-11-16 21:56:45 +00:00
|
|
|
// DIFFUSE texture
|
2008-05-09 17:24:28 +00:00
|
|
|
if( mat.sTexDiffuse.mMapName.length() > 0)
|
2008-11-16 21:56:45 +00:00
|
|
|
CopyASETexture(*mat.pcInstance,mat.sTexDiffuse, aiTextureType_DIFFUSE);
|
2008-05-09 17:24:28 +00:00
|
|
|
|
2008-11-16 21:56:45 +00:00
|
|
|
// SPECULAR texture
|
2008-05-09 17:24:28 +00:00
|
|
|
if( mat.sTexSpecular.mMapName.length() > 0)
|
2008-11-16 21:56:45 +00:00
|
|
|
CopyASETexture(*mat.pcInstance,mat.sTexSpecular, aiTextureType_SPECULAR);
|
2008-05-09 17:24:28 +00:00
|
|
|
|
2008-11-16 21:56:45 +00:00
|
|
|
// AMBIENT texture
|
|
|
|
if( mat.sTexAmbient.mMapName.length() > 0)
|
|
|
|
CopyASETexture(*mat.pcInstance,mat.sTexAmbient, aiTextureType_AMBIENT);
|
|
|
|
|
|
|
|
// OPACITY texture
|
2008-05-09 17:24:28 +00:00
|
|
|
if( mat.sTexOpacity.mMapName.length() > 0)
|
2008-11-16 21:56:45 +00:00
|
|
|
CopyASETexture(*mat.pcInstance,mat.sTexOpacity, aiTextureType_OPACITY);
|
2008-05-09 17:24:28 +00:00
|
|
|
|
2008-11-16 21:56:45 +00:00
|
|
|
// EMISSIVE texture
|
2008-05-09 17:24:28 +00:00
|
|
|
if( mat.sTexEmissive.mMapName.length() > 0)
|
2008-11-16 21:56:45 +00:00
|
|
|
CopyASETexture(*mat.pcInstance,mat.sTexEmissive, aiTextureType_EMISSIVE);
|
2008-05-09 17:24:28 +00:00
|
|
|
|
2008-11-16 21:56:45 +00:00
|
|
|
// BUMP texture
|
2008-05-09 17:24:28 +00:00
|
|
|
if( mat.sTexBump.mMapName.length() > 0)
|
2008-11-16 21:56:45 +00:00
|
|
|
CopyASETexture(*mat.pcInstance,mat.sTexBump, aiTextureType_HEIGHT);
|
2008-05-09 17:24:28 +00:00
|
|
|
|
2008-11-16 21:56:45 +00:00
|
|
|
// SHININESS texture
|
2008-05-09 17:24:28 +00:00
|
|
|
if( mat.sTexShininess.mMapName.length() > 0)
|
2008-11-16 21:56:45 +00:00
|
|
|
CopyASETexture(*mat.pcInstance,mat.sTexShininess, aiTextureType_SHININESS);
|
2008-05-09 17:24:28 +00:00
|
|
|
|
|
|
|
// store the name of the material itself, too
|
|
|
|
if( mat.mName.length() > 0)
|
|
|
|
{
|
|
|
|
aiString tex;
|
|
|
|
tex.Set( mat.mName);
|
|
|
|
mat.pcInstance->AddProperty( &tex, AI_MATKEY_NAME);
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
2008-10-22 20:06:16 +00:00
|
|
|
|
2008-05-09 17:24:28 +00:00
|
|
|
// ------------------------------------------------------------------------------------------------
|
2008-05-30 23:01:25 +00:00
|
|
|
void ASEImporter::ConvertMeshes(ASE::Mesh& mesh, std::vector<aiMesh*>& avOutMeshes)
|
2008-05-09 17:24:28 +00:00
|
|
|
{
|
|
|
|
// validate the material index of the mesh
|
2008-10-22 20:06:16 +00:00
|
|
|
if (mesh.iMaterialIndex >= mParser->m_vMaterials.size())
|
2008-05-09 17:24:28 +00:00
|
|
|
{
|
2008-10-22 20:06:16 +00:00
|
|
|
mesh.iMaterialIndex = (unsigned int)mParser->m_vMaterials.size()-1;
|
2008-06-15 10:27:08 +00:00
|
|
|
DefaultLogger::get()->warn("Material index is out of range");
|
2008-05-09 17:24:28 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// if the material the mesh is assigned to is consisting of submeshes
|
|
|
|
// we'll need to split it ... Quak.
|
2008-10-22 20:06:16 +00:00
|
|
|
if (!mParser->m_vMaterials[mesh.iMaterialIndex].avSubMaterials.empty())
|
2008-05-09 17:24:28 +00:00
|
|
|
{
|
2008-10-22 20:06:16 +00:00
|
|
|
std::vector<ASE::Material> vSubMaterials = mParser->
|
2008-05-09 17:24:28 +00:00
|
|
|
m_vMaterials[mesh.iMaterialIndex].avSubMaterials;
|
|
|
|
|
|
|
|
std::vector<unsigned int>* aiSplit = new std::vector<unsigned int>[
|
|
|
|
vSubMaterials.size()];
|
|
|
|
|
|
|
|
// build a list of all faces per submaterial
|
|
|
|
for (unsigned int i = 0; i < mesh.mFaces.size();++i)
|
|
|
|
{
|
|
|
|
// check range
|
|
|
|
if (mesh.mFaces[i].iMaterial >= vSubMaterials.size())
|
|
|
|
{
|
2008-06-15 10:27:08 +00:00
|
|
|
DefaultLogger::get()->warn("Submaterial index is out of range");
|
2008-05-09 17:24:28 +00:00
|
|
|
|
|
|
|
// use the last material instead
|
|
|
|
aiSplit[vSubMaterials.size()-1].push_back(i);
|
|
|
|
}
|
|
|
|
else aiSplit[mesh.mFaces[i].iMaterial].push_back(i);
|
|
|
|
}
|
|
|
|
|
|
|
|
// now generate submeshes
|
|
|
|
for (unsigned int p = 0; p < vSubMaterials.size();++p)
|
|
|
|
{
|
2008-09-30 20:20:56 +00:00
|
|
|
if (!aiSplit[p].empty())
|
2008-05-09 17:24:28 +00:00
|
|
|
{
|
|
|
|
aiMesh* p_pcOut = new aiMesh();
|
2008-09-30 20:20:56 +00:00
|
|
|
p_pcOut->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
|
2008-05-09 17:24:28 +00:00
|
|
|
|
|
|
|
// let the sub material index
|
|
|
|
p_pcOut->mMaterialIndex = p;
|
|
|
|
|
|
|
|
// we will need this material
|
2008-10-22 20:06:16 +00:00
|
|
|
mParser->m_vMaterials[mesh.iMaterialIndex].avSubMaterials[p].bNeed = true;
|
2008-05-09 17:24:28 +00:00
|
|
|
|
2008-05-23 22:38:35 +00:00
|
|
|
// store the real index here ... color channel 3
|
2008-05-09 17:24:28 +00:00
|
|
|
p_pcOut->mColors[3] = (aiColor4D*)(uintptr_t)mesh.iMaterialIndex;
|
2008-05-30 23:01:25 +00:00
|
|
|
|
2008-07-18 20:29:46 +00:00
|
|
|
// store a pointer to the mesh in color channel 2
|
|
|
|
p_pcOut->mColors[2] = (aiColor4D*) &mesh;
|
2008-05-09 17:24:28 +00:00
|
|
|
avOutMeshes.push_back(p_pcOut);
|
|
|
|
|
|
|
|
// convert vertices
|
2008-06-01 12:46:17 +00:00
|
|
|
p_pcOut->mNumVertices = (unsigned int)aiSplit[p].size()*3;
|
|
|
|
p_pcOut->mNumFaces = (unsigned int)aiSplit[p].size();
|
2008-05-09 17:24:28 +00:00
|
|
|
|
2008-05-28 21:05:05 +00:00
|
|
|
// receive output vertex weights
|
2008-05-30 19:29:26 +00:00
|
|
|
std::vector<std::pair<unsigned int, float> >* avOutputBones;
|
2008-05-28 21:05:05 +00:00
|
|
|
if (!mesh.mBones.empty())
|
|
|
|
{
|
2008-05-30 19:29:26 +00:00
|
|
|
avOutputBones = new std::vector<std::pair<unsigned int, float> >[mesh.mBones.size()];
|
2008-05-28 21:05:05 +00:00
|
|
|
}
|
|
|
|
|
2008-05-09 17:24:28 +00:00
|
|
|
// allocate enough storage for faces
|
|
|
|
p_pcOut->mFaces = new aiFace[p_pcOut->mNumFaces];
|
|
|
|
|
2008-10-22 20:06:16 +00:00
|
|
|
unsigned int iBase = 0,iIndex;
|
|
|
|
if (p_pcOut->mNumVertices)
|
2008-05-09 17:24:28 +00:00
|
|
|
{
|
|
|
|
p_pcOut->mVertices = new aiVector3D[p_pcOut->mNumVertices];
|
2008-10-22 20:06:16 +00:00
|
|
|
p_pcOut->mNormals = new aiVector3D[p_pcOut->mNumVertices];
|
2008-05-09 17:24:28 +00:00
|
|
|
for (unsigned int q = 0; q < aiSplit[p].size();++q)
|
|
|
|
{
|
2008-11-16 21:56:45 +00:00
|
|
|
iIndex = aiSplit[p][q];
|
2008-05-09 17:24:28 +00:00
|
|
|
|
|
|
|
p_pcOut->mFaces[q].mIndices = new unsigned int[3];
|
|
|
|
p_pcOut->mFaces[q].mNumIndices = 3;
|
|
|
|
|
2008-11-16 21:56:45 +00:00
|
|
|
for (unsigned int t = 0; t < 3;++t, ++iBase)
|
2008-05-09 17:24:28 +00:00
|
|
|
{
|
2008-05-29 11:07:25 +00:00
|
|
|
const uint32_t iIndex2 = mesh.mFaces[iIndex].mIndices[t];
|
2008-05-28 21:05:05 +00:00
|
|
|
|
2008-10-22 20:06:16 +00:00
|
|
|
p_pcOut->mVertices[iBase] = mesh.mPositions [iIndex2];
|
|
|
|
p_pcOut->mNormals [iBase] = mesh.mNormals [iIndex2];
|
2008-05-28 21:05:05 +00:00
|
|
|
|
|
|
|
// convert bones, if existing
|
|
|
|
if (!mesh.mBones.empty())
|
|
|
|
{
|
|
|
|
// check whether there is a vertex weight that is using
|
|
|
|
// this vertex index ...
|
|
|
|
if (iIndex2 < mesh.mBoneVertices.size())
|
|
|
|
{
|
2008-05-30 19:29:26 +00:00
|
|
|
for (std::vector<std::pair<int,float> >::const_iterator
|
2008-05-28 21:05:05 +00:00
|
|
|
blubb = mesh.mBoneVertices[iIndex2].mBoneWeights.begin();
|
|
|
|
blubb != mesh.mBoneVertices[iIndex2].mBoneWeights.end();++blubb)
|
|
|
|
{
|
|
|
|
// NOTE: illegal cases have already been filtered out
|
|
|
|
avOutputBones[(*blubb).first].push_back(std::pair<unsigned int, float>(
|
|
|
|
iBase,(*blubb).second));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2008-11-16 21:56:45 +00:00
|
|
|
p_pcOut->mFaces[q].mIndices[t] = iBase;
|
2008-05-09 17:24:28 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2008-10-22 20:06:16 +00:00
|
|
|
// convert texture coordinates (up to AI_MAX_NUMBER_OF_TEXTURECOORDS sets supported)
|
2008-05-09 17:24:28 +00:00
|
|
|
for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
|
|
|
|
{
|
|
|
|
if (!mesh.amTexCoords[c].empty())
|
|
|
|
{
|
|
|
|
p_pcOut->mTextureCoords[c] = new aiVector3D[p_pcOut->mNumVertices];
|
2008-10-22 20:06:16 +00:00
|
|
|
iBase = 0;
|
2008-05-09 17:24:28 +00:00
|
|
|
for (unsigned int q = 0; q < aiSplit[p].size();++q)
|
|
|
|
{
|
2008-10-22 20:06:16 +00:00
|
|
|
iIndex = aiSplit[p][q];
|
2008-05-09 17:24:28 +00:00
|
|
|
for (unsigned int t = 0; t < 3;++t)
|
|
|
|
{
|
2008-05-29 11:07:25 +00:00
|
|
|
p_pcOut->mTextureCoords[c][iBase++] = mesh.amTexCoords[c][mesh.mFaces[iIndex].mIndices[t]];
|
2008-05-09 17:24:28 +00:00
|
|
|
}
|
|
|
|
}
|
2008-11-16 21:56:45 +00:00
|
|
|
// Setup the number of valid vertex components
|
2008-05-09 17:24:28 +00:00
|
|
|
p_pcOut->mNumUVComponents[c] = mesh.mNumUVComponents[c];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2008-11-16 21:56:45 +00:00
|
|
|
// Convert vertex colors (only one set supported)
|
2008-05-09 17:24:28 +00:00
|
|
|
if (!mesh.mVertexColors.empty())
|
|
|
|
{
|
|
|
|
p_pcOut->mColors[0] = new aiColor4D[p_pcOut->mNumVertices];
|
2008-10-22 20:06:16 +00:00
|
|
|
iBase = 0;
|
2008-05-09 17:24:28 +00:00
|
|
|
for (unsigned int q = 0; q < aiSplit[p].size();++q)
|
|
|
|
{
|
2008-10-22 20:06:16 +00:00
|
|
|
iIndex = aiSplit[p][q];
|
2008-05-09 17:24:28 +00:00
|
|
|
for (unsigned int t = 0; t < 3;++t)
|
|
|
|
{
|
2008-05-29 11:07:25 +00:00
|
|
|
p_pcOut->mColors[0][iBase++] = mesh.mVertexColors[mesh.mFaces[iIndex].mIndices[t]];
|
2008-05-09 17:24:28 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2008-11-16 21:56:45 +00:00
|
|
|
// Copy bones
|
2008-05-28 21:05:05 +00:00
|
|
|
if (!mesh.mBones.empty())
|
|
|
|
{
|
|
|
|
p_pcOut->mNumBones = 0;
|
|
|
|
for (unsigned int mrspock = 0; mrspock < mesh.mBones.size();++mrspock)
|
|
|
|
if (!avOutputBones[mrspock].empty())p_pcOut->mNumBones++;
|
|
|
|
|
|
|
|
p_pcOut->mBones = new aiBone* [ p_pcOut->mNumBones ];
|
2008-05-30 23:01:25 +00:00
|
|
|
aiBone** pcBone = p_pcOut->mBones;
|
2008-05-28 21:05:05 +00:00
|
|
|
for (unsigned int mrspock = 0; mrspock < mesh.mBones.size();++mrspock)
|
|
|
|
{
|
|
|
|
if (!avOutputBones[mrspock].empty())
|
|
|
|
{
|
|
|
|
// we will need this bone. add it to the output mesh and
|
|
|
|
// add all per-vertex weights
|
2008-05-30 23:01:25 +00:00
|
|
|
aiBone* pc = *pcBone = new aiBone();
|
|
|
|
pc->mName.Set(mesh.mBones[mrspock].mName);
|
2008-05-28 21:05:05 +00:00
|
|
|
|
2008-06-01 12:46:17 +00:00
|
|
|
pc->mNumWeights = (unsigned int)avOutputBones[mrspock].size();
|
2008-05-30 23:01:25 +00:00
|
|
|
pc->mWeights = new aiVertexWeight[pc->mNumWeights];
|
2008-05-28 21:05:05 +00:00
|
|
|
|
2008-05-30 23:01:25 +00:00
|
|
|
for (unsigned int captainkirk = 0; captainkirk < pc->mNumWeights;++captainkirk)
|
2008-05-28 21:05:05 +00:00
|
|
|
{
|
|
|
|
const std::pair<unsigned int,float>& ref = avOutputBones[mrspock][captainkirk];
|
2008-05-30 23:01:25 +00:00
|
|
|
pc->mWeights[captainkirk].mVertexId = ref.first;
|
|
|
|
pc->mWeights[captainkirk].mWeight = ref.second;
|
2008-05-28 21:05:05 +00:00
|
|
|
}
|
|
|
|
++pcBone;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// delete allocated storage
|
|
|
|
delete[] avOutputBones;
|
|
|
|
}
|
2008-05-09 17:24:28 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
// delete storage
|
|
|
|
delete[] aiSplit;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2008-10-22 20:06:16 +00:00
|
|
|
// Otherwise we can simply copy the data to one output mesh
|
|
|
|
// This codepath needs less memory and uses fast memcpy()s
|
|
|
|
// to do the actual copying. So I think it is worth the
|
|
|
|
// effort here.
|
|
|
|
|
2008-05-09 17:24:28 +00:00
|
|
|
aiMesh* p_pcOut = new aiMesh();
|
2008-09-30 20:20:56 +00:00
|
|
|
p_pcOut->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
|
2008-05-09 17:24:28 +00:00
|
|
|
|
|
|
|
// set an empty sub material index
|
|
|
|
p_pcOut->mMaterialIndex = ASE::Face::DEFAULT_MATINDEX;
|
2008-10-22 20:06:16 +00:00
|
|
|
mParser->m_vMaterials[mesh.iMaterialIndex].bNeed = true;
|
2008-05-09 17:24:28 +00:00
|
|
|
|
2008-05-23 22:38:35 +00:00
|
|
|
// store the real index here ... in color channel 3
|
2008-05-09 17:24:28 +00:00
|
|
|
p_pcOut->mColors[3] = (aiColor4D*)(uintptr_t)mesh.iMaterialIndex;
|
2008-05-30 23:01:25 +00:00
|
|
|
|
2008-07-18 20:29:46 +00:00
|
|
|
// store a pointer to the mesh in color channel 2
|
|
|
|
p_pcOut->mColors[2] = (aiColor4D*) &mesh;
|
2008-05-09 17:24:28 +00:00
|
|
|
avOutMeshes.push_back(p_pcOut);
|
|
|
|
|
2008-11-16 21:56:45 +00:00
|
|
|
// If the mesh hasn't faces or vertices, there are two cases
|
2008-07-18 20:29:46 +00:00
|
|
|
// possible: 1. the model is invalid. 2. This is a dummy
|
|
|
|
// helper object which we are going to remove later ...
|
|
|
|
if (mesh.mFaces.empty() || mesh.mPositions.empty())
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
2008-05-30 23:01:25 +00:00
|
|
|
|
2008-05-09 17:24:28 +00:00
|
|
|
// convert vertices
|
2008-06-01 12:46:17 +00:00
|
|
|
p_pcOut->mNumVertices = (unsigned int)mesh.mPositions.size();
|
|
|
|
p_pcOut->mNumFaces = (unsigned int)mesh.mFaces.size();
|
2008-05-09 17:24:28 +00:00
|
|
|
|
|
|
|
// allocate enough storage for faces
|
|
|
|
p_pcOut->mFaces = new aiFace[p_pcOut->mNumFaces];
|
|
|
|
|
|
|
|
// copy vertices
|
|
|
|
p_pcOut->mVertices = new aiVector3D[mesh.mPositions.size()];
|
|
|
|
memcpy(p_pcOut->mVertices,&mesh.mPositions[0],
|
|
|
|
mesh.mPositions.size() * sizeof(aiVector3D));
|
|
|
|
|
|
|
|
// copy normals
|
|
|
|
p_pcOut->mNormals = new aiVector3D[mesh.mNormals.size()];
|
|
|
|
memcpy(p_pcOut->mNormals,&mesh.mNormals[0],
|
|
|
|
mesh.mNormals.size() * sizeof(aiVector3D));
|
|
|
|
|
|
|
|
// copy texture coordinates
|
|
|
|
for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
|
|
|
|
{
|
|
|
|
if (!mesh.amTexCoords[c].empty())
|
|
|
|
{
|
|
|
|
p_pcOut->mTextureCoords[c] = new aiVector3D[mesh.amTexCoords[c].size()];
|
|
|
|
memcpy(p_pcOut->mTextureCoords[c],&mesh.amTexCoords[c][0],
|
|
|
|
mesh.amTexCoords[c].size() * sizeof(aiVector3D));
|
|
|
|
|
|
|
|
// setup the number of valid vertex components
|
|
|
|
p_pcOut->mNumUVComponents[c] = mesh.mNumUVComponents[c];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// copy vertex colors
|
|
|
|
if (!mesh.mVertexColors.empty())
|
|
|
|
{
|
|
|
|
p_pcOut->mColors[0] = new aiColor4D[mesh.mVertexColors.size()];
|
|
|
|
memcpy(p_pcOut->mColors[0],&mesh.mVertexColors[0],
|
|
|
|
mesh.mVertexColors.size() * sizeof(aiColor4D));
|
|
|
|
}
|
|
|
|
|
|
|
|
// copy faces
|
|
|
|
for (unsigned int iFace = 0; iFace < p_pcOut->mNumFaces;++iFace)
|
|
|
|
{
|
|
|
|
p_pcOut->mFaces[iFace].mNumIndices = 3;
|
|
|
|
p_pcOut->mFaces[iFace].mIndices = new unsigned int[3];
|
|
|
|
|
2008-11-16 21:56:45 +00:00
|
|
|
// copy indices
|
|
|
|
p_pcOut->mFaces[iFace].mIndices[0] = mesh.mFaces[iFace].mIndices[0];
|
2008-05-29 11:07:25 +00:00
|
|
|
p_pcOut->mFaces[iFace].mIndices[1] = mesh.mFaces[iFace].mIndices[1];
|
2008-11-16 21:56:45 +00:00
|
|
|
p_pcOut->mFaces[iFace].mIndices[2] = mesh.mFaces[iFace].mIndices[2];
|
2008-05-09 17:24:28 +00:00
|
|
|
}
|
2008-05-28 21:05:05 +00:00
|
|
|
|
|
|
|
// copy vertex bones
|
|
|
|
if (!mesh.mBones.empty() && !mesh.mBoneVertices.empty())
|
|
|
|
{
|
|
|
|
std::vector<aiVertexWeight>* avBonesOut = new
|
|
|
|
std::vector<aiVertexWeight>[mesh.mBones.size()];
|
|
|
|
|
|
|
|
// find all vertex weights for this bone
|
|
|
|
unsigned int quak = 0;
|
|
|
|
for (std::vector<BoneVertex>::const_iterator
|
|
|
|
harrypotter = mesh.mBoneVertices.begin();
|
|
|
|
harrypotter != mesh.mBoneVertices.end();++harrypotter,++quak)
|
|
|
|
{
|
2008-05-30 19:29:26 +00:00
|
|
|
for (std::vector<std::pair<int,float> >::const_iterator
|
2008-05-28 21:05:05 +00:00
|
|
|
ronaldweasley = (*harrypotter).mBoneWeights.begin();
|
|
|
|
ronaldweasley != (*harrypotter).mBoneWeights.end();++ronaldweasley)
|
|
|
|
{
|
|
|
|
aiVertexWeight weight;
|
|
|
|
weight.mVertexId = quak;
|
|
|
|
weight.mWeight = (*ronaldweasley).second;
|
|
|
|
avBonesOut[(*ronaldweasley).first].push_back(weight);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// now build a final bone list
|
|
|
|
p_pcOut->mNumBones = 0;
|
|
|
|
for (unsigned int jfkennedy = 0; jfkennedy < mesh.mBones.size();++jfkennedy)
|
|
|
|
if (!avBonesOut[jfkennedy].empty())p_pcOut->mNumBones++;
|
|
|
|
|
|
|
|
p_pcOut->mBones = new aiBone*[p_pcOut->mNumBones];
|
2008-05-30 23:01:25 +00:00
|
|
|
aiBone** pcBone = p_pcOut->mBones;
|
2008-05-28 21:05:05 +00:00
|
|
|
for (unsigned int jfkennedy = 0; jfkennedy < mesh.mBones.size();++jfkennedy)
|
|
|
|
{
|
|
|
|
if (!avBonesOut[jfkennedy].empty())
|
|
|
|
{
|
2008-05-30 23:01:25 +00:00
|
|
|
aiBone* pc = *pcBone = new aiBone();
|
|
|
|
pc->mName.Set(mesh.mBones[jfkennedy].mName);
|
2008-06-01 12:46:17 +00:00
|
|
|
pc->mNumWeights = (unsigned int)avBonesOut[jfkennedy].size();
|
2008-05-30 23:01:25 +00:00
|
|
|
pc->mWeights = new aiVertexWeight[pc->mNumWeights];
|
2008-08-09 22:39:57 +00:00
|
|
|
::memcpy(pc->mWeights,&avBonesOut[jfkennedy][0],
|
2008-05-30 23:01:25 +00:00
|
|
|
sizeof(aiVertexWeight) * pc->mNumWeights);
|
2008-05-28 21:05:05 +00:00
|
|
|
++pcBone;
|
|
|
|
}
|
|
|
|
}
|
2008-10-22 20:06:16 +00:00
|
|
|
|
|
|
|
// delete allocated storage
|
|
|
|
delete[] avBonesOut;
|
2008-05-28 21:05:05 +00:00
|
|
|
}
|
2008-05-09 17:24:28 +00:00
|
|
|
}
|
2008-05-30 23:01:25 +00:00
|
|
|
}
|
2008-09-27 16:46:05 +00:00
|
|
|
|
2008-05-09 17:24:28 +00:00
|
|
|
// ------------------------------------------------------------------------------------------------
|
2008-07-18 20:29:46 +00:00
|
|
|
void ASEImporter::BuildMaterialIndices()
|
2008-05-09 17:24:28 +00:00
|
|
|
{
|
|
|
|
ai_assert(NULL != pcScene);
|
|
|
|
|
|
|
|
// iterate through all materials and check whether we need them
|
2008-10-22 20:06:16 +00:00
|
|
|
for (unsigned int iMat = 0; iMat < mParser->m_vMaterials.size();++iMat)
|
2008-05-09 17:24:28 +00:00
|
|
|
{
|
2008-11-16 21:56:45 +00:00
|
|
|
ASE::Material& mat = mParser->m_vMaterials[iMat];
|
|
|
|
if (mat.bNeed)
|
2008-05-09 17:24:28 +00:00
|
|
|
{
|
2008-11-16 21:56:45 +00:00
|
|
|
// Convert it to the aiMaterial layout
|
2008-10-22 20:06:16 +00:00
|
|
|
ConvertMaterial(mat);
|
2008-07-30 23:00:25 +00:00
|
|
|
++pcScene->mNumMaterials;
|
2008-05-09 17:24:28 +00:00
|
|
|
}
|
2008-11-16 21:56:45 +00:00
|
|
|
for (unsigned int iSubMat = 0; iSubMat < mat.avSubMaterials.size();++iSubMat)
|
2008-05-09 17:24:28 +00:00
|
|
|
{
|
2008-11-16 21:56:45 +00:00
|
|
|
ASE::Material& submat = mat.avSubMaterials[iSubMat];
|
|
|
|
if (submat.bNeed)
|
2008-05-09 17:24:28 +00:00
|
|
|
{
|
2008-11-16 21:56:45 +00:00
|
|
|
// Convert it to the aiMaterial layout
|
|
|
|
ConvertMaterial(submat);
|
2008-07-30 23:00:25 +00:00
|
|
|
++pcScene->mNumMaterials;
|
2008-05-09 17:24:28 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// allocate the output material array
|
|
|
|
pcScene->mMaterials = new aiMaterial*[pcScene->mNumMaterials];
|
2008-10-31 19:32:00 +00:00
|
|
|
D3DS::Material** pcIntMaterials = new D3DS::Material*[pcScene->mNumMaterials];
|
2008-05-09 17:24:28 +00:00
|
|
|
|
2008-07-30 23:00:25 +00:00
|
|
|
unsigned int iNum = 0;
|
2008-10-22 20:06:16 +00:00
|
|
|
for (unsigned int iMat = 0; iMat < mParser->m_vMaterials.size();++iMat)
|
2008-05-09 17:24:28 +00:00
|
|
|
{
|
2008-11-16 21:56:45 +00:00
|
|
|
ASE::Material& mat = mParser->m_vMaterials[iMat];
|
|
|
|
if (mat.bNeed)
|
2008-05-09 17:24:28 +00:00
|
|
|
{
|
2008-11-16 21:56:45 +00:00
|
|
|
ai_assert(NULL != mat.pcInstance);
|
|
|
|
pcScene->mMaterials[iNum] = mat.pcInstance;
|
2008-05-09 17:24:28 +00:00
|
|
|
|
2008-11-16 21:56:45 +00:00
|
|
|
// Store the internal material, too
|
|
|
|
pcIntMaterials[iNum] = &mat;
|
2008-06-03 21:50:53 +00:00
|
|
|
|
2008-11-16 21:56:45 +00:00
|
|
|
// Iterate through all meshes and search for one which is using
|
2008-05-09 17:24:28 +00:00
|
|
|
// this top-level material index
|
|
|
|
for (unsigned int iMesh = 0; iMesh < pcScene->mNumMeshes;++iMesh)
|
|
|
|
{
|
2008-11-16 21:56:45 +00:00
|
|
|
aiMesh* mesh = pcScene->mMeshes[iMesh];
|
|
|
|
if (ASE::Face::DEFAULT_MATINDEX == mesh->mMaterialIndex &&
|
|
|
|
iMat == (uintptr_t)mesh->mColors[3])
|
2008-05-09 17:24:28 +00:00
|
|
|
{
|
2008-11-16 21:56:45 +00:00
|
|
|
mesh->mMaterialIndex = iNum;
|
|
|
|
mesh->mColors[3] = NULL;
|
2008-05-09 17:24:28 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
iNum++;
|
|
|
|
}
|
2008-11-16 21:56:45 +00:00
|
|
|
for (unsigned int iSubMat = 0; iSubMat < mat.avSubMaterials.size();++iSubMat)
|
2008-05-09 17:24:28 +00:00
|
|
|
{
|
2008-11-16 21:56:45 +00:00
|
|
|
ASE::Material& submat = mat.avSubMaterials[iSubMat];
|
|
|
|
if (submat.bNeed)
|
2008-05-09 17:24:28 +00:00
|
|
|
{
|
2008-11-16 21:56:45 +00:00
|
|
|
ai_assert(NULL != submat.pcInstance);
|
|
|
|
pcScene->mMaterials[iNum] = submat.pcInstance;
|
2008-05-09 17:24:28 +00:00
|
|
|
|
2008-11-16 21:56:45 +00:00
|
|
|
// Store the internal material, too
|
|
|
|
pcIntMaterials[iNum] = &submat;
|
2008-06-03 21:50:53 +00:00
|
|
|
|
2008-11-16 21:56:45 +00:00
|
|
|
// Iterate through all meshes and search for one which is using
|
2008-05-09 17:24:28 +00:00
|
|
|
// this sub-level material index
|
|
|
|
for (unsigned int iMesh = 0; iMesh < pcScene->mNumMeshes;++iMesh)
|
|
|
|
{
|
2008-11-16 21:56:45 +00:00
|
|
|
aiMesh* mesh = pcScene->mMeshes[iMesh];
|
|
|
|
if (iSubMat == mesh->mMaterialIndex && iMat == (uintptr_t)mesh->mColors[3])
|
2008-05-09 17:24:28 +00:00
|
|
|
{
|
2008-11-16 21:56:45 +00:00
|
|
|
mesh->mMaterialIndex = iNum;
|
|
|
|
mesh->mColors[3] = NULL;
|
2008-05-09 17:24:28 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
iNum++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2008-06-03 21:50:53 +00:00
|
|
|
|
2008-11-16 21:56:45 +00:00
|
|
|
// Dekete our temporary array
|
2008-06-03 21:50:53 +00:00
|
|
|
delete[] pcIntMaterials;
|
2008-05-09 17:24:28 +00:00
|
|
|
}
|
2008-11-16 21:56:45 +00:00
|
|
|
|
2008-05-09 17:24:28 +00:00
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
|
|
// Generate normal vectors basing on smoothing groups
|
2008-10-27 00:36:26 +00:00
|
|
|
bool ASEImporter::GenerateNormals(ASE::Mesh& mesh)
|
2008-05-09 17:24:28 +00:00
|
|
|
{
|
2008-10-27 00:36:26 +00:00
|
|
|
if (!mesh.mNormals.empty() && !configRecomputeNormals)
|
2008-08-08 18:25:55 +00:00
|
|
|
{
|
2008-09-27 16:46:05 +00:00
|
|
|
// check whether there are only uninitialized normals. If there are
|
2008-08-08 18:25:55 +00:00
|
|
|
// some, skip all normals from the file and compute them on our own
|
|
|
|
for (std::vector<aiVector3D>::const_iterator
|
|
|
|
qq = mesh.mNormals.begin();
|
|
|
|
qq != mesh.mNormals.end();++qq)
|
|
|
|
{
|
2008-10-22 20:06:16 +00:00
|
|
|
if ((*qq).x || (*qq).y || (*qq).z)
|
2008-08-08 18:25:55 +00:00
|
|
|
{
|
2008-10-27 00:36:26 +00:00
|
|
|
return true;
|
2008-08-08 18:25:55 +00:00
|
|
|
}
|
|
|
|
}
|
2008-09-27 16:46:05 +00:00
|
|
|
}
|
2008-11-16 21:56:45 +00:00
|
|
|
|
2008-10-27 00:36:26 +00:00
|
|
|
// The array will be reused
|
|
|
|
ComputeNormalsWithSmoothingsGroups<ASE::Face>(mesh);
|
|
|
|
return false;
|
2008-05-09 17:24:28 +00:00
|
|
|
}
|
2009-01-18 23:48:25 +00:00
|
|
|
|
|
|
|
#endif // !! ASSIMP_BUILD_NO_BASE_IMPORTER
|