721 lines
24 KiB
C++
721 lines
24 KiB
C++
|
/*
|
||
|
---------------------------------------------------------------------------
|
||
|
Free Asset Import Library (ASSIMP)
|
||
|
---------------------------------------------------------------------------
|
||
|
|
||
|
Copyright (c) 2006-2008, ASSIMP Development Team
|
||
|
|
||
|
All rights reserved.
|
||
|
|
||
|
Redistribution and use of this software in source and binary forms,
|
||
|
with or without modification, are permitted provided that the following
|
||
|
conditions are met:
|
||
|
|
||
|
* Redistributions of source code must retain the above
|
||
|
copyright notice, this list of conditions and the
|
||
|
following disclaimer.
|
||
|
|
||
|
* Redistributions in binary form must reproduce the above
|
||
|
copyright notice, this list of conditions and the
|
||
|
following disclaimer in the documentation and/or other
|
||
|
materials provided with the distribution.
|
||
|
|
||
|
* Neither the name of the ASSIMP team, nor the names of its
|
||
|
contributors may be used to endorse or promote products
|
||
|
derived from this software without specific prior
|
||
|
written permission of the ASSIMP Development Team.
|
||
|
|
||
|
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||
|
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||
|
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||
|
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||
|
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||
|
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||
|
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||
|
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||
|
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||
|
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||
|
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||
|
---------------------------------------------------------------------------
|
||
|
*/
|
||
|
|
||
|
/** @file Implementation of the ASE importer class */
|
||
|
#include "ASELoader.h"
|
||
|
#include "3DSSpatialSort.h"
|
||
|
#include "MaterialSystem.h"
|
||
|
|
||
|
#include "../include/IOStream.h"
|
||
|
#include "../include/IOSystem.h"
|
||
|
#include "../include/aiMesh.h"
|
||
|
#include "../include/aiScene.h"
|
||
|
#include "../include/aiAssert.h"
|
||
|
|
||
|
#include <boost/scoped_ptr.hpp>
|
||
|
|
||
|
using namespace Assimp;
|
||
|
using namespace Assimp::ASE;
|
||
|
|
||
|
#define LOGOUT_WARN(x)
|
||
|
|
||
|
// ------------------------------------------------------------------------------------------------
|
||
|
// Constructor to be privately used by Importer
|
||
|
ASEImporter::ASEImporter()
|
||
|
{
|
||
|
}
|
||
|
// ------------------------------------------------------------------------------------------------
|
||
|
// Destructor, private as well
|
||
|
ASEImporter::~ASEImporter()
|
||
|
{
|
||
|
}
|
||
|
// ------------------------------------------------------------------------------------------------
|
||
|
// Returns whether the class can handle the format of the given file.
|
||
|
bool ASEImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler) const
|
||
|
{
|
||
|
// simple check of file extension is enough for the moment
|
||
|
std::string::size_type pos = pFile.find_last_of('.');
|
||
|
// no file extension - can't read
|
||
|
if( pos == std::string::npos)
|
||
|
return false;
|
||
|
std::string extension = pFile.substr( pos);
|
||
|
|
||
|
if (extension.length() < 4)return false;
|
||
|
if (extension[0] != '.')return false;
|
||
|
|
||
|
if (extension[1] != 'a' && extension[1] != 'A')return false;
|
||
|
if (extension[2] != 's' && extension[2] != 'S')return false;
|
||
|
|
||
|
// NOTE: Sometimes the extension .ASK is also used
|
||
|
if (extension[3] != 'e' && extension[3] != 'E' &&
|
||
|
extension[3] != 'k' && extension[3] != 'K')return false;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
// ------------------------------------------------------------------------------------------------
|
||
|
// Imports the given file into the given scene structure.
|
||
|
void ASEImporter::InternReadFile(
|
||
|
const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
|
||
|
{
|
||
|
boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
|
||
|
|
||
|
// Check whether we can read from the file
|
||
|
if( file.get() == NULL)
|
||
|
{
|
||
|
throw new ImportErrorException( "Failed to open ASE file " + pFile + ".");
|
||
|
}
|
||
|
|
||
|
size_t fileSize = file->FileSize();
|
||
|
|
||
|
// allocate storage and copy the contents of the file to a memory buffer
|
||
|
// (terminate it with zero)
|
||
|
this->mBuffer = new unsigned char[fileSize+1];
|
||
|
file->Read( (void*)mBuffer, 1, fileSize);
|
||
|
this->mBuffer[fileSize] = '\0';
|
||
|
|
||
|
// construct an ASE parser and parse the file
|
||
|
this->mParser = new ASE::Parser((const char*)this->mBuffer);
|
||
|
this->mParser->Parse();
|
||
|
|
||
|
// process all meshes
|
||
|
for (std::vector<ASE::Mesh>::iterator
|
||
|
i = this->mParser->m_vMeshes.begin();
|
||
|
i != this->mParser->m_vMeshes.end();++i)
|
||
|
{
|
||
|
// need to generate proper vertex normals if necessary
|
||
|
this->GenerateNormals(*i);
|
||
|
|
||
|
// now we need to create proper meshes from the import
|
||
|
// we need to split them by materials, build valid vertex/face lists ...
|
||
|
this->BuildUniqueRepresentation(*i);
|
||
|
this->ConvertMeshes(*i,pScene);
|
||
|
}
|
||
|
// buil final material indices (remove submaterials and make the final list)
|
||
|
this->BuildMaterialIndices(pScene);
|
||
|
|
||
|
// build the final node graph
|
||
|
this->BuildNodes(pScene);
|
||
|
|
||
|
// delete the ASE parser
|
||
|
delete this->mParser;
|
||
|
this->mParser = NULL;
|
||
|
return;
|
||
|
}
|
||
|
// ------------------------------------------------------------------------------------------------
|
||
|
void ASEImporter::BuildNodes(aiScene* pcScene)
|
||
|
{
|
||
|
ai_assert(NULL != pcScene);
|
||
|
|
||
|
pcScene->mRootNode = new aiNode();
|
||
|
pcScene->mRootNode->mNumMeshes = pcScene->mNumMeshes;
|
||
|
pcScene->mRootNode->mMeshes = new unsigned int[pcScene->mRootNode->mNumMeshes];
|
||
|
|
||
|
for (unsigned int i = 0; i < pcScene->mRootNode->mNumMeshes;++i)
|
||
|
pcScene->mRootNode->mMeshes[i] = i;
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
// ------------------------------------------------------------------------------------------------
|
||
|
void ASEImporter::BuildUniqueRepresentation(ASE::Mesh& mesh)
|
||
|
{
|
||
|
// allocate output storage
|
||
|
std::vector<aiVector3D> mPositions;
|
||
|
std::vector<aiVector3D> amTexCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
|
||
|
std::vector<aiColor4D> mVertexColors;
|
||
|
std::vector<aiVector3D> mNormals;
|
||
|
|
||
|
unsigned int iSize = mesh.mFaces.size() * 3;
|
||
|
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);
|
||
|
}
|
||
|
|
||
|
// iterate through all faces in the mesh
|
||
|
unsigned int iCurrent = 0;
|
||
|
for (std::vector<ASE::Face>::iterator
|
||
|
i = mesh.mFaces.begin();
|
||
|
i != mesh.mFaces.end();++i)
|
||
|
{
|
||
|
for (unsigned int n = 0; n < 3;++n,++iCurrent)
|
||
|
{
|
||
|
mPositions[iCurrent] = mesh.mPositions[(*i).mIndices[n]];
|
||
|
|
||
|
// add texture coordinates
|
||
|
for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
|
||
|
{
|
||
|
if (!mesh.amTexCoords[c].empty())
|
||
|
{
|
||
|
amTexCoords[c][iCurrent] = mesh.amTexCoords[c][(*i).amUVIndices[c][n]];
|
||
|
}
|
||
|
}
|
||
|
// add vertex colors
|
||
|
if (!mesh.mVertexColors.empty())
|
||
|
{
|
||
|
mVertexColors[iCurrent] = mesh.mVertexColors[(*i).mColorIndices[n]];
|
||
|
}
|
||
|
// add normal vectors
|
||
|
if (!mesh.mNormals.empty())
|
||
|
{
|
||
|
mNormals[iCurrent] = mesh.mNormals[(*i).mIndices[n]];
|
||
|
}
|
||
|
// assign a new valid index to the face
|
||
|
(*i).mIndices[n] = iCurrent;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// 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];
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
// ------------------------------------------------------------------------------------------------
|
||
|
void ASEImporter::ConvertMaterial(ASE::Material& mat)
|
||
|
{
|
||
|
// allocate the output material
|
||
|
mat.pcInstance = new MaterialHelper();
|
||
|
|
||
|
// At first add the base ambient color of the
|
||
|
// scene to the material
|
||
|
mat.mAmbient.r += this->mParser->m_clrAmbient.r;
|
||
|
mat.mAmbient.g += this->mParser->m_clrAmbient.g;
|
||
|
mat.mAmbient.b += this->mParser->m_clrAmbient.b;
|
||
|
|
||
|
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.mSpecularExponent, 1, AI_MATKEY_SHININESS);
|
||
|
mat.pcInstance->AddProperty( &mat.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE);
|
||
|
|
||
|
// opacity
|
||
|
mat.pcInstance->AddProperty<float>( &mat.mTransparency,1,AI_MATKEY_OPACITY);
|
||
|
|
||
|
|
||
|
// shading mode
|
||
|
aiShadingMode eShading = aiShadingMode_NoShading;
|
||
|
switch (mat.mShading)
|
||
|
{
|
||
|
case Dot3DS::Dot3DSFile::Flat:
|
||
|
eShading = aiShadingMode_Flat; break;
|
||
|
case Dot3DS::Dot3DSFile::Phong :
|
||
|
eShading = aiShadingMode_Phong; break;
|
||
|
|
||
|
// I don't know what "Wire" shading should be,
|
||
|
// assume it is simple lambertian diffuse (L dot N) shading
|
||
|
case Dot3DS::Dot3DSFile::Wire:
|
||
|
case Dot3DS::Dot3DSFile::Gouraud:
|
||
|
eShading = aiShadingMode_Gouraud; break;
|
||
|
case Dot3DS::Dot3DSFile::Metal :
|
||
|
eShading = aiShadingMode_CookTorrance; break;
|
||
|
}
|
||
|
mat.pcInstance->AddProperty<int>( (int*)&eShading,1,AI_MATKEY_SHADING_MODEL);
|
||
|
|
||
|
if (Dot3DS::Dot3DSFile::Wire == mat.mShading)
|
||
|
{
|
||
|
// set the wireframe flag
|
||
|
unsigned int iWire = 1;
|
||
|
mat.pcInstance->AddProperty<int>( (int*)&iWire,1,AI_MATKEY_ENABLE_WIREFRAME);
|
||
|
}
|
||
|
|
||
|
// texture, if there is one
|
||
|
if( mat.sTexDiffuse.mMapName.length() > 0)
|
||
|
{
|
||
|
aiString tex;
|
||
|
tex.Set( mat.sTexDiffuse.mMapName);
|
||
|
mat.pcInstance->AddProperty( &tex, AI_MATKEY_TEXTURE_DIFFUSE(0));
|
||
|
|
||
|
if (is_not_qnan(mat.sTexDiffuse.mTextureBlend))
|
||
|
mat.pcInstance->AddProperty<float>( &mat.sTexDiffuse.mTextureBlend, 1,
|
||
|
AI_MATKEY_TEXBLEND_DIFFUSE(0));
|
||
|
}
|
||
|
if( mat.sTexSpecular.mMapName.length() > 0)
|
||
|
{
|
||
|
aiString tex;
|
||
|
tex.Set( mat.sTexSpecular.mMapName);
|
||
|
mat.pcInstance->AddProperty( &tex, AI_MATKEY_TEXTURE_SPECULAR(0));
|
||
|
|
||
|
if (is_not_qnan(mat.sTexSpecular.mTextureBlend))
|
||
|
mat.pcInstance->AddProperty<float>( &mat.sTexSpecular.mTextureBlend, 1,
|
||
|
AI_MATKEY_TEXBLEND_SPECULAR(0));
|
||
|
}
|
||
|
if( mat.sTexOpacity.mMapName.length() > 0)
|
||
|
{
|
||
|
aiString tex;
|
||
|
tex.Set( mat.sTexOpacity.mMapName);
|
||
|
mat.pcInstance->AddProperty( &tex, AI_MATKEY_TEXTURE_OPACITY(0));
|
||
|
|
||
|
if (is_not_qnan(mat.sTexOpacity.mTextureBlend))
|
||
|
mat.pcInstance->AddProperty<float>( &mat.sTexOpacity.mTextureBlend, 1,
|
||
|
AI_MATKEY_TEXBLEND_OPACITY(0));
|
||
|
}
|
||
|
if( mat.sTexEmissive.mMapName.length() > 0)
|
||
|
{
|
||
|
aiString tex;
|
||
|
tex.Set( mat.sTexEmissive.mMapName);
|
||
|
mat.pcInstance->AddProperty( &tex, AI_MATKEY_TEXTURE_EMISSIVE(0));
|
||
|
|
||
|
if (is_not_qnan(mat.sTexEmissive.mTextureBlend))
|
||
|
mat.pcInstance->AddProperty<float>( &mat.sTexEmissive.mTextureBlend, 1,
|
||
|
AI_MATKEY_TEXBLEND_EMISSIVE(0));
|
||
|
}
|
||
|
if( mat.sTexAmbient.mMapName.length() > 0)
|
||
|
{
|
||
|
aiString tex;
|
||
|
tex.Set( mat.sTexAmbient.mMapName);
|
||
|
mat.pcInstance->AddProperty( &tex, AI_MATKEY_TEXTURE_AMBIENT(0));
|
||
|
|
||
|
if (is_not_qnan(mat.sTexAmbient.mTextureBlend))
|
||
|
mat.pcInstance->AddProperty<float>( &mat.sTexAmbient.mTextureBlend, 1,
|
||
|
AI_MATKEY_TEXBLEND_AMBIENT(0));
|
||
|
}
|
||
|
if( mat.sTexBump.mMapName.length() > 0)
|
||
|
{
|
||
|
aiString tex;
|
||
|
tex.Set( mat.sTexBump.mMapName);
|
||
|
mat.pcInstance->AddProperty( &tex, AI_MATKEY_TEXTURE_HEIGHT(0));
|
||
|
|
||
|
if (is_not_qnan(mat.sTexBump.mTextureBlend))
|
||
|
mat.pcInstance->AddProperty<float>( &mat.sTexBump.mTextureBlend, 1,
|
||
|
AI_MATKEY_TEXBLEND_HEIGHT(0));
|
||
|
}
|
||
|
if( mat.sTexShininess.mMapName.length() > 0)
|
||
|
{
|
||
|
aiString tex;
|
||
|
tex.Set( mat.sTexShininess.mMapName);
|
||
|
mat.pcInstance->AddProperty( &tex, AI_MATKEY_TEXTURE_SHININESS(0));
|
||
|
|
||
|
if (is_not_qnan(mat.sTexShininess.mTextureBlend))
|
||
|
mat.pcInstance->AddProperty<float>( &mat.sTexBump.mTextureBlend, 1,
|
||
|
AI_MATKEY_TEXBLEND_SHININESS(0));
|
||
|
}
|
||
|
|
||
|
// 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;
|
||
|
}
|
||
|
// ------------------------------------------------------------------------------------------------
|
||
|
void ASEImporter::ConvertMeshes(ASE::Mesh& mesh, aiScene* pcScene)
|
||
|
{
|
||
|
ai_assert(NULL != pcScene);
|
||
|
|
||
|
// validate the material index of the mesh
|
||
|
if (mesh.iMaterialIndex >= this->mParser->m_vMaterials.size())
|
||
|
{
|
||
|
mesh.iMaterialIndex = this->mParser->m_vMaterials.size()-1;
|
||
|
LOGOUT_WARN("Material index is out of range");
|
||
|
}
|
||
|
|
||
|
// List of all output meshes
|
||
|
std::vector<aiMesh*> avOutMeshes;
|
||
|
|
||
|
// if the material the mesh is assigned to is consisting of submeshes
|
||
|
// we'll need to split it ... Quak.
|
||
|
if (!this->mParser->m_vMaterials[mesh.iMaterialIndex].avSubMaterials.empty())
|
||
|
{
|
||
|
std::vector<ASE::Material> vSubMaterials = this->mParser->
|
||
|
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
|
||
|
unsigned int iNum = 0;
|
||
|
for (unsigned int i = 0; i < mesh.mFaces.size();++i)
|
||
|
{
|
||
|
// check range
|
||
|
if (mesh.mFaces[i].iMaterial >= vSubMaterials.size())
|
||
|
{
|
||
|
LOGOUT_WARN("Submaterial index is out of range");
|
||
|
|
||
|
// 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)
|
||
|
{
|
||
|
if (aiSplit[p].size() != 0)
|
||
|
{
|
||
|
aiMesh* p_pcOut = new aiMesh();
|
||
|
|
||
|
// let the sub material index
|
||
|
p_pcOut->mMaterialIndex = p;
|
||
|
|
||
|
// we will need this material
|
||
|
this->mParser->m_vMaterials[mesh.iMaterialIndex].avSubMaterials[p].bNeed = true;
|
||
|
|
||
|
// store the real index here ...
|
||
|
p_pcOut->mColors[3] = (aiColor4D*)(uintptr_t)mesh.iMaterialIndex;
|
||
|
avOutMeshes.push_back(p_pcOut);
|
||
|
|
||
|
// convert vertices
|
||
|
p_pcOut->mNumVertices = aiSplit[p].size()*3;
|
||
|
p_pcOut->mNumFaces = aiSplit[p].size();
|
||
|
|
||
|
// allocate enough storage for faces
|
||
|
p_pcOut->mFaces = new aiFace[p_pcOut->mNumFaces];
|
||
|
|
||
|
if (p_pcOut->mNumVertices != 0)
|
||
|
{
|
||
|
p_pcOut->mVertices = new aiVector3D[p_pcOut->mNumVertices];
|
||
|
p_pcOut->mNormals = new aiVector3D[p_pcOut->mNumVertices];
|
||
|
unsigned int iBase = 0;
|
||
|
|
||
|
for (unsigned int q = 0; q < aiSplit[p].size();++q)
|
||
|
{
|
||
|
unsigned int iIndex = aiSplit[p][q];
|
||
|
|
||
|
p_pcOut->mFaces[q].mIndices = new unsigned int[3];
|
||
|
p_pcOut->mFaces[q].mNumIndices = 3;
|
||
|
|
||
|
for (unsigned int t = 0; t < 3;++t)
|
||
|
{
|
||
|
p_pcOut->mFaces[q].mIndices[t] = iBase;
|
||
|
p_pcOut->mVertices[iBase] = mesh.mPositions[mesh.mFaces[iIndex].mIndices[t]];
|
||
|
p_pcOut->mNormals[iBase++] = mesh.mNormals[mesh.mFaces[iIndex].mIndices[t]];
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
// convert 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[p_pcOut->mNumVertices];
|
||
|
unsigned int iBase = 0;
|
||
|
for (unsigned int q = 0; q < aiSplit[p].size();++q)
|
||
|
{
|
||
|
unsigned int iIndex = aiSplit[p][q];
|
||
|
for (unsigned int t = 0; t < 3;++t)
|
||
|
{
|
||
|
p_pcOut->mTextureCoords[c][iBase++] = mesh.amTexCoords[c][mesh.mFaces[iIndex].mIndices[t]];
|
||
|
}
|
||
|
}
|
||
|
// setup the number of valid vertex components
|
||
|
p_pcOut->mNumUVComponents[c] = mesh.mNumUVComponents[c];
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// convert vertex colors (only one set supported)
|
||
|
if (!mesh.mVertexColors.empty())
|
||
|
{
|
||
|
p_pcOut->mColors[0] = new aiColor4D[p_pcOut->mNumVertices];
|
||
|
unsigned int iBase = 0;
|
||
|
for (unsigned int q = 0; q < aiSplit[p].size();++q)
|
||
|
{
|
||
|
unsigned int iIndex = aiSplit[p][q];
|
||
|
for (unsigned int t = 0; t < 3;++t)
|
||
|
{
|
||
|
p_pcOut->mColors[0][iBase++] = mesh.mVertexColors[mesh.mFaces[iIndex].mIndices[t]];
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
// delete storage
|
||
|
delete[] aiSplit;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// otherwise we can simply copy the data to one output mesh
|
||
|
aiMesh* p_pcOut = new aiMesh();
|
||
|
|
||
|
// set an empty sub material index
|
||
|
p_pcOut->mMaterialIndex = ASE::Face::DEFAULT_MATINDEX;
|
||
|
this->mParser->m_vMaterials[mesh.iMaterialIndex].bNeed = true;
|
||
|
|
||
|
// store the real index here ...
|
||
|
p_pcOut->mColors[3] = (aiColor4D*)(uintptr_t)mesh.iMaterialIndex;
|
||
|
avOutMeshes.push_back(p_pcOut);
|
||
|
|
||
|
// convert vertices
|
||
|
p_pcOut->mNumVertices = mesh.mPositions.size();
|
||
|
p_pcOut->mNumFaces = mesh.mFaces.size();
|
||
|
|
||
|
// 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];
|
||
|
|
||
|
// copy indices
|
||
|
p_pcOut->mFaces[iFace].mIndices[0] = mesh.mFaces[iFace].mIndices[0];
|
||
|
p_pcOut->mFaces[iFace].mIndices[1] = mesh.mFaces[iFace].mIndices[1];
|
||
|
p_pcOut->mFaces[iFace].mIndices[2] = mesh.mFaces[iFace].mIndices[2];
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// now build the output mesh list
|
||
|
pcScene->mNumMeshes = avOutMeshes.size();
|
||
|
pcScene->mMeshes = new aiMesh*[pcScene->mNumMeshes];
|
||
|
for (unsigned int i = 0; i < pcScene->mNumMeshes;++i)
|
||
|
pcScene->mMeshes[i] = avOutMeshes[i];
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
// ------------------------------------------------------------------------------------------------
|
||
|
void ASEImporter::BuildMaterialIndices(aiScene* pcScene)
|
||
|
{
|
||
|
ai_assert(NULL != pcScene);
|
||
|
|
||
|
// iterate through all materials and check whether we need them
|
||
|
unsigned int iNum = 0;
|
||
|
for (unsigned int iMat = 0; iMat < this->mParser->m_vMaterials.size();++iMat)
|
||
|
{
|
||
|
if (this->mParser->m_vMaterials[iMat].bNeed)
|
||
|
{
|
||
|
// convert it to the aiMaterial layout
|
||
|
this->ConvertMaterial(this->mParser->m_vMaterials[iMat]);
|
||
|
iNum++;
|
||
|
}
|
||
|
for (unsigned int iSubMat = 0; iSubMat < this->mParser->m_vMaterials[
|
||
|
iMat].avSubMaterials.size();++iSubMat)
|
||
|
{
|
||
|
if (this->mParser->m_vMaterials[iMat].avSubMaterials[iSubMat].bNeed)
|
||
|
{
|
||
|
// convert it to the aiMaterial layout
|
||
|
this->ConvertMaterial(this->mParser->m_vMaterials[iMat].avSubMaterials[iSubMat]);
|
||
|
iNum++;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// allocate the output material array
|
||
|
pcScene->mNumMaterials = iNum;
|
||
|
pcScene->mMaterials = new aiMaterial*[pcScene->mNumMaterials];
|
||
|
|
||
|
iNum = 0;
|
||
|
for (unsigned int iMat = 0; iMat < this->mParser->m_vMaterials.size();++iMat)
|
||
|
{
|
||
|
if (this->mParser->m_vMaterials[iMat].bNeed)
|
||
|
{
|
||
|
ai_assert(NULL != this->mParser->m_vMaterials[iMat].pcInstance);
|
||
|
pcScene->mMaterials[iNum] = this->mParser->m_vMaterials[iMat].pcInstance;
|
||
|
|
||
|
// iterate through all meshes and search for one which is using
|
||
|
// this top-level material index
|
||
|
for (unsigned int iMesh = 0; iMesh < pcScene->mNumMeshes;++iMesh)
|
||
|
{
|
||
|
if (ASE::Face::DEFAULT_MATINDEX == pcScene->mMeshes[iMesh]->mMaterialIndex &&
|
||
|
iMat == (uintptr_t)pcScene->mMeshes[iMesh]->mColors[3])
|
||
|
{
|
||
|
pcScene->mMeshes[iMesh]->mMaterialIndex = iNum;
|
||
|
pcScene->mMeshes[iMesh]->mColors[3] = NULL;
|
||
|
}
|
||
|
}
|
||
|
iNum++;
|
||
|
}
|
||
|
for (unsigned int iSubMat = 0; iSubMat < this->mParser->m_vMaterials[iMat].avSubMaterials.size();++iSubMat)
|
||
|
{
|
||
|
if (this->mParser->m_vMaterials[iMat].avSubMaterials[iSubMat].bNeed)
|
||
|
{
|
||
|
ai_assert(NULL != this->mParser->m_vMaterials[iMat].avSubMaterials[iSubMat].pcInstance);
|
||
|
pcScene->mMaterials[iNum] = this->mParser->m_vMaterials[iMat].
|
||
|
avSubMaterials[iSubMat].pcInstance;
|
||
|
|
||
|
// iterate through all meshes and search for one which is using
|
||
|
// this sub-level material index
|
||
|
for (unsigned int iMesh = 0; iMesh < pcScene->mNumMeshes;++iMesh)
|
||
|
{
|
||
|
if (iSubMat == pcScene->mMeshes[iMesh]->mMaterialIndex &&
|
||
|
iMat == (uintptr_t)pcScene->mMeshes[iMesh]->mColors[3])
|
||
|
{
|
||
|
pcScene->mMeshes[iMesh]->mMaterialIndex = iNum;
|
||
|
pcScene->mMeshes[iMesh]->mColors[3] = NULL;
|
||
|
}
|
||
|
}
|
||
|
iNum++;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
// finished!
|
||
|
return;
|
||
|
}
|
||
|
// ------------------------------------------------------------------------------------------------
|
||
|
// Generate normal vectors basing on smoothing groups
|
||
|
void ASEImporter::GenerateNormals(ASE::Mesh& mesh)
|
||
|
{
|
||
|
if (mesh.mNormals.empty())
|
||
|
{
|
||
|
// need to calculate normals ...
|
||
|
// TODO: Find a way to merge this with the code in 3DSGenNormals.cpp
|
||
|
mesh.mNormals.resize(mesh.mPositions.size(),aiVector3D());
|
||
|
for( unsigned int a = 0; a < mesh.mFaces.size(); a++)
|
||
|
{
|
||
|
const ASE::Face& face = mesh.mFaces[a];
|
||
|
|
||
|
// assume it is a triangle
|
||
|
aiVector3D* pV1 = &mesh.mPositions[face.i1];
|
||
|
aiVector3D* pV2 = &mesh.mPositions[face.i2];
|
||
|
aiVector3D* pV3 = &mesh.mPositions[face.i3];
|
||
|
|
||
|
aiVector3D pDelta1 = *pV2 - *pV1;
|
||
|
aiVector3D pDelta2 = *pV3 - *pV1;
|
||
|
aiVector3D vNor = pDelta1 ^ pDelta2;
|
||
|
|
||
|
mesh.mNormals[face.i1] = vNor;
|
||
|
mesh.mNormals[face.i2] = vNor;
|
||
|
mesh.mNormals[face.i3] = vNor;
|
||
|
}
|
||
|
|
||
|
// calculate the position bounds so we have a reliable epsilon to
|
||
|
// check position differences against
|
||
|
// @Schrompf: This is the 7th time this snippet is repeated!
|
||
|
aiVector3D minVec( 1e10f, 1e10f, 1e10f), maxVec( -1e10f, -1e10f, -1e10f);
|
||
|
for( unsigned int a = 0; a < mesh.mPositions.size(); a++)
|
||
|
{
|
||
|
minVec.x = std::min( minVec.x, mesh.mPositions[a].x);
|
||
|
minVec.y = std::min( minVec.y, mesh.mPositions[a].y);
|
||
|
minVec.z = std::min( minVec.z, mesh.mPositions[a].z);
|
||
|
maxVec.x = std::max( maxVec.x, mesh.mPositions[a].x);
|
||
|
maxVec.y = std::max( maxVec.y, mesh.mPositions[a].y);
|
||
|
maxVec.z = std::max( maxVec.z, mesh.mPositions[a].z);
|
||
|
}
|
||
|
const float posEpsilon = (maxVec - minVec).Length() * 1e-5f;
|
||
|
|
||
|
std::vector<aiVector3D> avNormals;
|
||
|
avNormals.resize(mesh.mNormals.size());
|
||
|
|
||
|
// now generate the spatial sort tree
|
||
|
D3DSSpatialSorter sSort;
|
||
|
for( std::vector<ASE::Face>::iterator
|
||
|
i = mesh.mFaces.begin();
|
||
|
i != mesh.mFaces.end();++i){sSort.AddFace(&(*i),mesh.mPositions);}
|
||
|
sSort.Prepare();
|
||
|
|
||
|
for( std::vector<ASE::Face>::iterator
|
||
|
i = mesh.mFaces.begin();
|
||
|
i != mesh.mFaces.end();++i)
|
||
|
{
|
||
|
std::vector<unsigned int> poResult;
|
||
|
for (unsigned int c = 0; c < 3;++c)
|
||
|
{
|
||
|
sSort.FindPositions(mesh.mPositions[(*i).mIndices[c]],(*i).iSmoothGroup,
|
||
|
posEpsilon,poResult);
|
||
|
|
||
|
aiVector3D vNormals;
|
||
|
float fDiv = 0.0f;
|
||
|
for (std::vector<unsigned int>::const_iterator
|
||
|
a = poResult.begin();
|
||
|
a != poResult.end();++a)
|
||
|
{
|
||
|
vNormals += mesh.mNormals[(*a)];
|
||
|
fDiv += 1.0f;
|
||
|
}
|
||
|
vNormals.x /= fDiv;vNormals.y /= fDiv;vNormals.z /= fDiv;
|
||
|
vNormals.Normalize();
|
||
|
avNormals[(*i).mIndices[c]] = vNormals;
|
||
|
poResult.clear();
|
||
|
}
|
||
|
}
|
||
|
mesh.mNormals = avNormals;
|
||
|
}
|
||
|
return;
|
||
|
}
|