2010-02-07 00:54:48 +00:00
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/*
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---------------------------------------------------------------------------
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Open Asset Import Library (ASSIMP)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2008, ASSIMP Development Team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the ASSIMP team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the ASSIMP Development Team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file MS3DLoader.cpp
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* @brief Implementation of the Ms3D importer class.
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* Written against http://chumbalum.swissquake.ch/ms3d/ms3dspec.txt
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*/
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#include "AssimpPCH.h"
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#ifndef ASSIMP_BUILD_NO_MS3D_IMPORTER
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// internal headers
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#include "MS3DLoader.h"
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#include "StreamReader.h"
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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MS3DImporter::MS3DImporter()
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{}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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MS3DImporter::~MS3DImporter()
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{}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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bool MS3DImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
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{
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// first call - simple extension check
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const std::string extension = GetExtension(pFile);
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if (extension == "ms3d") {
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return true;
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}
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// second call - check for magic identifiers
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else if (!extension.length() || checkSig) {
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if (!pIOHandler) {
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return true;
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}
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const char* tokens[] = {"MS3D000000"};
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return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1);
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}
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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2010-03-02 17:38:01 +00:00
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void MS3DImporter::GetExtensionList(std::set<std::string>& extensions)
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2010-02-07 00:54:48 +00:00
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{
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2010-03-02 17:38:01 +00:00
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extensions.insert("ms3d");
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2010-02-07 00:54:48 +00:00
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}
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// ------------------------------------------------------------------------------------------------
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void ReadColor(StreamReaderLE& stream, aiColor4D& ambient)
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{
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// aiColor4D is packed on gcc, implicit binding to float& fails therefore.
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// But I guess casting is fine (it could cause alignment faults on some
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// architectures in general, but we're not touched because aiColor4D
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// should be properly aligned & packed due to its uniform structure)
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stream >> (float&)ambient.r >> (float&)ambient.g >> (float&)ambient.b >> (float&)ambient.a;
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}
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// ------------------------------------------------------------------------------------------------
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void ReadVector(StreamReaderLE& stream, aiVector3D& pos)
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{
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// See note in ReadColor()
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stream >> (float&)pos.x >> (float&)pos.y >> (float&)pos.z;
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}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void MS3DImporter::InternReadFile( const std::string& pFile,
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aiScene* pScene, IOSystem* pIOHandler)
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{
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StreamReaderLE stream(pIOHandler->Open(pFile,"rb"));
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// CanRead() should have done this already
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char head[10];
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int32_t version;
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// 1 ------------ read into temporary data structures mirroring the original file
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stream.CopyAndAdvance(head,10);
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stream >> version;
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if (strncmp(head,"MS3D000000",10)) {
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throw new ImportErrorException("Not a MS3D file, magic string MS3D000000 not found: "+pFile);
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}
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if (version != 4) {
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throw new ImportErrorException("MS3D: Unsupported file format version, 4 was expected");
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}
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uint16_t verts;
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stream >> verts;
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std::vector<TempVertex> vertices(verts);
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for (unsigned int i = 0; i < verts; ++i) {
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TempVertex& v = vertices[i];
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stream.IncPtr(1);
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ReadVector(stream,v.pos);
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v.bone_id = static_cast<unsigned int>(stream.GetI1()); // signed in original spec !! intentional bit hack.
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v.ref_cnt = static_cast<unsigned int>(stream.GetI1());
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}
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uint16_t tris;
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stream >> tris;
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std::vector<TempTriangle> triangles(tris);
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for (unsigned int i = 0;i < tris; ++i) {
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TempTriangle& t = triangles[i];
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stream.IncPtr(2);
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for (unsigned int i = 0; i < 3; ++i) {
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t.indices[i] = static_cast<unsigned int>(stream.GetI2());
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}
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for (unsigned int i = 0; i < 3; ++i) {
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ReadVector(stream,t.normals[i]);
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}
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for (unsigned int i = 0; i < 3; ++i) {
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stream >> (float&)(t.uv[i].x); // see note in ReadColor()
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}
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for (unsigned int i = 0; i < 3; ++i) {
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stream >> (float&)(t.uv[i].y);
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}
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t.sg = static_cast<unsigned int>(stream.GetI1());
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t.group = static_cast<unsigned int>(stream.GetI1());
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}
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uint16_t grp;
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stream >> grp;
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bool need_default = false;
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std::vector<TempGroup> groups(grp);
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for (unsigned int i = 0;i < grp; ++i) {
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TempGroup& t = groups[i];
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stream.IncPtr(1);
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stream.CopyAndAdvance(t.name,32);
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t.name[32] = '\0';
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uint16_t num;
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stream >> num;
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t.triangles.resize(num);
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for (unsigned int i = 0; i < num; ++i) {
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t.triangles[i] = static_cast<unsigned int>(stream.GetI2());
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}
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t.mat = static_cast<unsigned int>(stream.GetI1());
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if (t.mat == 0xff) {
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need_default = true;
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}
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}
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uint16_t mat;
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stream >> mat;
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std::vector<TempMaterial> materials(mat);
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for (unsigned int i = 0;i < mat; ++i) {
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TempMaterial& t = materials[i];
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stream.CopyAndAdvance(t.name,32);
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t.name[32] = '\0';
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ReadColor(stream,t.ambient);
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ReadColor(stream,t.diffuse);
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ReadColor(stream,t.specular);
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ReadColor(stream,t.emissive);
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stream >> t.shininess >> t.transparency;
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stream.IncPtr(1);
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stream.CopyAndAdvance(t.texture,128);
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t.texture[128] = '\0';
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stream.CopyAndAdvance(t.alphamap,128);
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t.alphamap[128] = '\0';
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}
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// 2 ------------ convert to proper aiXX data structures
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if (need_default && materials.size()) {
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DefaultLogger::get()->warn("MS3D: Found group with no material assigned, spawning default material");
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// if one of the groups has no material assigned, but there are other
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// groups with materials, a default material needs to be added (
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// scenepreprocessor adds a default material only if nummat==0).
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materials.push_back(TempMaterial());
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TempMaterial& m = materials.back();
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strcpy(m.name,"<MS3D_DefaultMat>");
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m.diffuse = aiColor4D(0.6f,0.6f,0.6f,1.0);
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m.transparency = 1.f;
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m.shininess = 0.f;
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for (unsigned int i = 0; i < groups.size(); ++i) {
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TempGroup& g = groups[i];
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if (g.mat == 0xff) {
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g.mat = materials.size()-1;
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}
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}
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}
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// convert materials to our generic key-value dict-alike
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if (materials.size()) {
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pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials=static_cast<unsigned int>(materials.size())];
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for (unsigned int i = 0; i < pScene->mNumMaterials; ++i) {
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MaterialHelper* mo = new MaterialHelper();
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pScene->mMaterials[i] = mo;
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const TempMaterial& mi = materials[i];
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aiString tmp;
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if (0[mi.alphamap]) {
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tmp = aiString(mi.alphamap);
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mo->AddProperty(&tmp,AI_MATKEY_TEXTURE_OPACITY(0));
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}
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if (0[mi.texture]) {
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tmp = aiString(mi.texture);
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mo->AddProperty(&tmp,AI_MATKEY_TEXTURE_DIFFUSE(0));
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}
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if (0[mi.name]) {
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tmp = aiString(mi.name);
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mo->AddProperty(&tmp,AI_MATKEY_NAME);
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}
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mo->AddProperty(&mi.ambient,1,AI_MATKEY_COLOR_AMBIENT);
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mo->AddProperty(&mi.diffuse,1,AI_MATKEY_COLOR_DIFFUSE);
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mo->AddProperty(&mi.specular,1,AI_MATKEY_COLOR_SPECULAR);
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mo->AddProperty(&mi.emissive,1,AI_MATKEY_COLOR_EMISSIVE);
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mo->AddProperty(&mi.shininess,1,AI_MATKEY_SHININESS);
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mo->AddProperty(&mi.transparency,1,AI_MATKEY_OPACITY);
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const int sm = mi.shininess>0.f?aiShadingMode_Phong:aiShadingMode_Gouraud;
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mo->AddProperty(&sm,1,AI_MATKEY_SHADING_MODEL);
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}
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}
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// convert groups to meshes
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if (groups.empty()) {
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throw new ImportErrorException("MS3D: Didn't get any group records, file is malformed");
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}
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pScene->mMeshes = new aiMesh*[pScene->mNumMeshes=static_cast<unsigned int>(groups.size())];
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for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
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aiMesh* m = pScene->mMeshes[i] = new aiMesh();
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const TempGroup& g = groups[i];
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if (pScene->mNumMaterials && g.mat > pScene->mNumMaterials) {
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throw new ImportErrorException("MS3D: Encountered invalid material index, file is malformed");
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} // no error if no materials at all - scenepreprocessor adds one then
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m->mMaterialIndex = g.mat;
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m->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
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m->mFaces = new aiFace[m->mNumFaces = g.triangles.size()];
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m->mNumVertices = m->mNumFaces*3;
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// storage for vertices - verbose format, as requested by the postprocessing pipeline
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m->mVertices = new aiVector3D[m->mNumVertices];
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m->mNormals = new aiVector3D[m->mNumVertices];
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m->mTextureCoords[0] = new aiVector3D[m->mNumVertices];
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m->mNumUVComponents[0] = 2;
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for (unsigned int i = 0,n = 0; i < m->mNumFaces; ++i) {
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aiFace& f = m->mFaces[i];
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if (g.triangles[i]>triangles.size()) {
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throw new ImportErrorException("MS3D: Encountered invalid triangle index, file is malformed");
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}
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TempTriangle& t = triangles[g.triangles[i]];
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f.mIndices = new unsigned int[f.mNumIndices=3];
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for (unsigned int i = 0; i < 3; ++i,++n) {
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if (t.indices[i]>vertices.size()) {
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throw new ImportErrorException("MS3D: Encountered invalid vertex index, file is malformed");
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}
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// collect vertex components
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m->mVertices[n] = vertices[t.indices[i]].pos;
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m->mNormals[n] = t.normals[i];
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m->mTextureCoords[0][n] = aiVector3D(t.uv[i].x,t.uv[i].y,0.0);
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f.mIndices[i] = n;
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}
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}
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}
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// ... add dummy nodes under a single root, each holding a reference to one
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// mesh. If we didn't do this, we'd loose the group name.
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aiNode* rt = pScene->mRootNode = new aiNode("<MS3DRoot>");
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rt->mChildren = new aiNode*[rt->mNumChildren=pScene->mNumMeshes];
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for (unsigned int i = 0; i < rt->mNumChildren; ++i) {
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aiNode* nd = rt->mChildren[i] = new aiNode();
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const TempGroup& g = groups[i];
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nd->mName = aiString(g.name);
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nd->mParent = rt;
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nd->mMeshes = new unsigned int[nd->mNumMeshes = 1];
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nd->mMeshes[0] = i;
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}
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}
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#endif
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