624 lines
22 KiB
C++
624 lines
22 KiB
C++
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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) 2006-2020, assimp 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 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 Q3DLoader.cpp
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* @brief Implementation of the Q3D importer class
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*/
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#ifndef ASSIMP_BUILD_NO_Q3D_IMPORTER
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// internal headers
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#include "Q3DLoader.h"
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#include <assimp/StreamReader.h>
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#include <assimp/fast_atof.h>
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#include <assimp/IOSystem.hpp>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/scene.h>
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#include <assimp/importerdesc.h>
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using namespace Assimp;
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static const aiImporterDesc desc = {
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"Quick3D Importer",
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"",
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"",
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"http://www.quick3d.com/",
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aiImporterFlags_SupportBinaryFlavour,
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0,
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0,
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0,
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0,
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"q3o q3s"
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};
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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Q3DImporter::Q3DImporter()
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{}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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Q3DImporter::~Q3DImporter()
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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 Q3DImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
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{
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const std::string extension = GetExtension(pFile);
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if (extension == "q3s" || extension == "q3o")
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return true;
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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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const char* tokens[] = {"quick3Do","quick3Ds"};
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return SearchFileHeaderForToken(pIOHandler,pFile,tokens,2);
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}
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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const aiImporterDesc* Q3DImporter::GetInfo () const
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{
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return &desc;
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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 Q3DImporter::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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// The header is 22 bytes large
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if (stream.GetRemainingSize() < 22)
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throw DeadlyImportError("File is either empty or corrupt: " + pFile);
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// Check the file's signature
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if (ASSIMP_strincmp( (const char*)stream.GetPtr(), "quick3Do", 8 ) &&
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ASSIMP_strincmp( (const char*)stream.GetPtr(), "quick3Ds", 8 ))
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{
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throw DeadlyImportError("Not a Quick3D file. Signature string is: " +
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std::string((const char*)stream.GetPtr(),8));
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}
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// Print the file format version
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ASSIMP_LOG_INFO_F("Quick3D File format version: ",
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std::string(&((const char*)stream.GetPtr())[8],2));
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// ... an store it
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char major = ((const char*)stream.GetPtr())[8];
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char minor = ((const char*)stream.GetPtr())[9];
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stream.IncPtr(10);
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unsigned int numMeshes = (unsigned int)stream.GetI4();
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unsigned int numMats = (unsigned int)stream.GetI4();
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unsigned int numTextures = (unsigned int)stream.GetI4();
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std::vector<Material> materials;
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materials.reserve(numMats);
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std::vector<Mesh> meshes;
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meshes.reserve(numMeshes);
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// Allocate the scene root node
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pScene->mRootNode = new aiNode();
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aiColor3D fgColor (0.6f,0.6f,0.6f);
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// Now read all file chunks
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while (true)
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{
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if (stream.GetRemainingSize() < 1)break;
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char c = stream.GetI1();
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switch (c)
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{
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// Meshes chunk
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case 'm':
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{
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for (unsigned int quak = 0; quak < numMeshes; ++quak)
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{
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meshes.push_back(Mesh());
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Mesh& mesh = meshes.back();
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// read all vertices
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unsigned int numVerts = (unsigned int)stream.GetI4();
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if (!numVerts)
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throw DeadlyImportError("Quick3D: Found mesh with zero vertices");
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std::vector<aiVector3D>& verts = mesh.verts;
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verts.resize(numVerts);
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for (unsigned int i = 0; i < numVerts;++i)
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{
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verts[i].x = stream.GetF4();
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verts[i].y = stream.GetF4();
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verts[i].z = stream.GetF4();
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}
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// read all faces
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numVerts = (unsigned int)stream.GetI4();
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if (!numVerts)
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throw DeadlyImportError("Quick3D: Found mesh with zero faces");
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std::vector<Face >& faces = mesh.faces;
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faces.reserve(numVerts);
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// number of indices
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for (unsigned int i = 0; i < numVerts;++i)
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{
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faces.push_back(Face(stream.GetI2()) );
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if (faces.back().indices.empty())
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throw DeadlyImportError("Quick3D: Found face with zero indices");
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}
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// indices
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for (unsigned int i = 0; i < numVerts;++i)
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{
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Face& vec = faces[i];
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for (unsigned int a = 0; a < (unsigned int)vec.indices.size();++a)
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vec.indices[a] = stream.GetI4();
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}
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// material indices
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for (unsigned int i = 0; i < numVerts;++i)
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{
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faces[i].mat = (unsigned int)stream.GetI4();
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}
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// read all normals
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numVerts = (unsigned int)stream.GetI4();
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std::vector<aiVector3D>& normals = mesh.normals;
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normals.resize(numVerts);
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for (unsigned int i = 0; i < numVerts;++i)
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{
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normals[i].x = stream.GetF4();
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normals[i].y = stream.GetF4();
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normals[i].z = stream.GetF4();
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}
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numVerts = (unsigned int)stream.GetI4();
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if (numTextures && numVerts)
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{
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// read all texture coordinates
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std::vector<aiVector3D>& uv = mesh.uv;
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uv.resize(numVerts);
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for (unsigned int i = 0; i < numVerts;++i)
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{
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uv[i].x = stream.GetF4();
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uv[i].y = stream.GetF4();
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}
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// UV indices
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for (unsigned int i = 0; i < (unsigned int)faces.size();++i)
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{
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Face& vec = faces[i];
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for (unsigned int a = 0; a < (unsigned int)vec.indices.size();++a)
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{
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vec.uvindices[a] = stream.GetI4();
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if (!i && !a)
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mesh.prevUVIdx = vec.uvindices[a];
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else if (vec.uvindices[a] != mesh.prevUVIdx)
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mesh.prevUVIdx = UINT_MAX;
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}
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}
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}
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// we don't need the rest, but we need to get to the next chunk
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stream.IncPtr(36);
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if (minor > '0' && major == '3')
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stream.IncPtr(mesh.faces.size());
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}
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// stream.IncPtr(4); // unknown value here
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}
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break;
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// materials chunk
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case 'c':
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for (unsigned int i = 0; i < numMats; ++i)
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{
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materials.push_back(Material());
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Material& mat = materials.back();
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// read the material name
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c = stream.GetI1();
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while (c) {
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mat.name.data[mat.name.length++] = c;
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c = stream.GetI1();
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}
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// add the terminal character
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mat.name.data[mat.name.length] = '\0';
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// read the ambient color
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mat.ambient.r = stream.GetF4();
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mat.ambient.g = stream.GetF4();
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mat.ambient.b = stream.GetF4();
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// read the diffuse color
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mat.diffuse.r = stream.GetF4();
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mat.diffuse.g = stream.GetF4();
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mat.diffuse.b = stream.GetF4();
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// read the ambient color
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mat.specular.r = stream.GetF4();
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mat.specular.g = stream.GetF4();
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mat.specular.b = stream.GetF4();
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// read the transparency
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mat.transparency = stream.GetF4();
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// unknown value here
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// stream.IncPtr(4);
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// FIX: it could be the texture index ...
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mat.texIdx = (unsigned int)stream.GetI4();
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}
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break;
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// texture chunk
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case 't':
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pScene->mNumTextures = numTextures;
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if (!numTextures) {
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break;
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}
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pScene->mTextures = new aiTexture*[pScene->mNumTextures];
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// to make sure we won't crash if we leave through an exception
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::memset(pScene->mTextures,0,sizeof(void*)*pScene->mNumTextures);
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for (unsigned int i = 0; i < pScene->mNumTextures; ++i) {
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aiTexture* tex = pScene->mTextures[i] = new aiTexture;
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// skip the texture name
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while (stream.GetI1());
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// read texture width and height
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tex->mWidth = (unsigned int)stream.GetI4();
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tex->mHeight = (unsigned int)stream.GetI4();
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if (!tex->mWidth || !tex->mHeight) {
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throw DeadlyImportError("Quick3D: Invalid texture. Width or height is zero");
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}
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unsigned int mul = tex->mWidth * tex->mHeight;
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aiTexel* begin = tex->pcData = new aiTexel[mul];
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aiTexel* const end = & begin[mul-1] +1;
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for (;begin != end; ++begin) {
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begin->r = stream.GetI1();
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begin->g = stream.GetI1();
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begin->b = stream.GetI1();
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begin->a = 0xff;
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}
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}
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break;
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// scene chunk
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case 's':
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{
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// skip position and rotation
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stream.IncPtr(12);
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for (unsigned int i = 0; i < 4;++i)
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for (unsigned int a = 0; a < 4;++a)
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pScene->mRootNode->mTransformation[i][a] = stream.GetF4();
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stream.IncPtr(16);
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// now setup a single camera
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pScene->mNumCameras = 1;
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pScene->mCameras = new aiCamera*[1];
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aiCamera* cam = pScene->mCameras[0] = new aiCamera();
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cam->mPosition.x = stream.GetF4();
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cam->mPosition.y = stream.GetF4();
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cam->mPosition.z = stream.GetF4();
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cam->mName.Set("Q3DCamera");
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// skip eye rotation for the moment
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stream.IncPtr(12);
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// read the default material color
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fgColor .r = stream.GetF4();
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fgColor .g = stream.GetF4();
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fgColor .b = stream.GetF4();
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// skip some unimportant properties
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stream.IncPtr(29);
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// setup a single point light with no attenuation
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pScene->mNumLights = 1;
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pScene->mLights = new aiLight*[1];
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aiLight* light = pScene->mLights[0] = new aiLight();
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light->mName.Set("Q3DLight");
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light->mType = aiLightSource_POINT;
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light->mAttenuationConstant = 1;
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light->mAttenuationLinear = 0;
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light->mAttenuationQuadratic = 0;
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light->mColorDiffuse.r = stream.GetF4();
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light->mColorDiffuse.g = stream.GetF4();
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light->mColorDiffuse.b = stream.GetF4();
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light->mColorSpecular = light->mColorDiffuse;
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// We don't need the rest, but we need to know where this chunk ends.
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unsigned int temp = (unsigned int)(stream.GetI4() * stream.GetI4());
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// skip the background file name
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while (stream.GetI1());
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// skip background texture data + the remaining fields
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stream.IncPtr(temp*3 + 20); // 4 bytes of unknown data here
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// TODO
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goto outer;
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}
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break;
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default:
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throw DeadlyImportError("Quick3D: Unknown chunk");
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break;
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};
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}
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outer:
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// If we have no mesh loaded - break here
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if (meshes.empty())
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throw DeadlyImportError("Quick3D: No meshes loaded");
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// If we have no materials loaded - generate a default mat
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if (materials.empty())
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{
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ASSIMP_LOG_INFO("Quick3D: No material found, generating one");
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materials.push_back(Material());
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materials.back().diffuse = fgColor ;
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}
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// find out which materials we'll need
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typedef std::pair<unsigned int, unsigned int> FaceIdx;
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typedef std::vector< FaceIdx > FaceIdxArray;
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FaceIdxArray* fidx = new FaceIdxArray[materials.size()];
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unsigned int p = 0;
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for (std::vector<Mesh>::iterator it = meshes.begin(), end = meshes.end();
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it != end; ++it,++p)
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{
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unsigned int q = 0;
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for (std::vector<Face>::iterator fit = (*it).faces.begin(), fend = (*it).faces.end();
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fit != fend; ++fit,++q)
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{
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if ((*fit).mat >= materials.size())
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{
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ASSIMP_LOG_WARN("Quick3D: Material index overflow");
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(*fit).mat = 0;
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}
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if (fidx[(*fit).mat].empty())++pScene->mNumMeshes;
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fidx[(*fit).mat].push_back( FaceIdx(p,q) );
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}
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}
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pScene->mNumMaterials = pScene->mNumMeshes;
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|
pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
|
||
|
pScene->mMeshes = new aiMesh*[pScene->mNumMaterials];
|
||
|
|
||
|
for (unsigned int i = 0, real = 0; i < (unsigned int)materials.size(); ++i)
|
||
|
{
|
||
|
if (fidx[i].empty())continue;
|
||
|
|
||
|
// Allocate a mesh and a material
|
||
|
aiMesh* mesh = pScene->mMeshes[real] = new aiMesh();
|
||
|
aiMaterial* mat = new aiMaterial();
|
||
|
pScene->mMaterials[real] = mat;
|
||
|
|
||
|
mesh->mMaterialIndex = real;
|
||
|
|
||
|
// Build the output material
|
||
|
Material& srcMat = materials[i];
|
||
|
mat->AddProperty(&srcMat.diffuse, 1,AI_MATKEY_COLOR_DIFFUSE);
|
||
|
mat->AddProperty(&srcMat.specular, 1,AI_MATKEY_COLOR_SPECULAR);
|
||
|
mat->AddProperty(&srcMat.ambient, 1,AI_MATKEY_COLOR_AMBIENT);
|
||
|
|
||
|
// NOTE: Ignore transparency for the moment - it seems
|
||
|
// unclear how to interpret the data
|
||
|
#if 0
|
||
|
if (!(minor > '0' && major == '3'))
|
||
|
srcMat.transparency = 1.0f - srcMat.transparency;
|
||
|
mat->AddProperty(&srcMat.transparency, 1, AI_MATKEY_OPACITY);
|
||
|
#endif
|
||
|
|
||
|
// add shininess - Quick3D seems to use it ins its viewer
|
||
|
srcMat.transparency = 16.f;
|
||
|
mat->AddProperty(&srcMat.transparency, 1, AI_MATKEY_SHININESS);
|
||
|
|
||
|
int m = (int)aiShadingMode_Phong;
|
||
|
mat->AddProperty(&m, 1, AI_MATKEY_SHADING_MODEL);
|
||
|
|
||
|
if (srcMat.name.length)
|
||
|
mat->AddProperty(&srcMat.name,AI_MATKEY_NAME);
|
||
|
|
||
|
// Add a texture
|
||
|
if (srcMat.texIdx < pScene->mNumTextures || real < pScene->mNumTextures)
|
||
|
{
|
||
|
srcMat.name.data[0] = '*';
|
||
|
srcMat.name.length = ASSIMP_itoa10(&srcMat.name.data[1],1000,
|
||
|
(srcMat.texIdx < pScene->mNumTextures ? srcMat.texIdx : real));
|
||
|
mat->AddProperty(&srcMat.name,AI_MATKEY_TEXTURE_DIFFUSE(0));
|
||
|
}
|
||
|
|
||
|
mesh->mNumFaces = (unsigned int)fidx[i].size();
|
||
|
aiFace* faces = mesh->mFaces = new aiFace[mesh->mNumFaces];
|
||
|
|
||
|
// Now build the output mesh. First find out how many
|
||
|
// vertices we'll need
|
||
|
for (FaceIdxArray::const_iterator it = fidx[i].begin(),end = fidx[i].end();
|
||
|
it != end; ++it)
|
||
|
{
|
||
|
mesh->mNumVertices += (unsigned int)meshes[(*it).first].faces[
|
||
|
(*it).second].indices.size();
|
||
|
}
|
||
|
|
||
|
aiVector3D* verts = mesh->mVertices = new aiVector3D[mesh->mNumVertices];
|
||
|
aiVector3D* norms = mesh->mNormals = new aiVector3D[mesh->mNumVertices];
|
||
|
aiVector3D* uv;
|
||
|
if (real < pScene->mNumTextures)
|
||
|
{
|
||
|
uv = mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices];
|
||
|
mesh->mNumUVComponents[0] = 2;
|
||
|
}
|
||
|
else uv = NULL;
|
||
|
|
||
|
// Build the final array
|
||
|
unsigned int cnt = 0;
|
||
|
for (FaceIdxArray::const_iterator it = fidx[i].begin(),end = fidx[i].end();
|
||
|
it != end; ++it, ++faces)
|
||
|
{
|
||
|
Mesh& curMesh = meshes[(*it).first];
|
||
|
Face &face = curMesh.faces[(*it).second];
|
||
|
faces->mNumIndices = (unsigned int)face.indices.size();
|
||
|
faces->mIndices = new unsigned int [faces->mNumIndices];
|
||
|
|
||
|
|
||
|
aiVector3D faceNormal;
|
||
|
bool fnOK = false;
|
||
|
|
||
|
for (unsigned int n = 0; n < faces->mNumIndices;++n, ++cnt, ++norms, ++verts)
|
||
|
{
|
||
|
if (face.indices[n] >= curMesh.verts.size())
|
||
|
{
|
||
|
ASSIMP_LOG_WARN("Quick3D: Vertex index overflow");
|
||
|
face.indices[n] = 0;
|
||
|
}
|
||
|
|
||
|
// copy vertices
|
||
|
*verts = curMesh.verts[face.indices[n]];
|
||
|
|
||
|
if (face.indices[n] >= curMesh.normals.size() && faces->mNumIndices >= 3)
|
||
|
{
|
||
|
// we have no normal here - assign the face normal
|
||
|
if (!fnOK)
|
||
|
{
|
||
|
const aiVector3D &pV1 = curMesh.verts[face.indices[0]];
|
||
|
const aiVector3D &pV2 = curMesh.verts[face.indices[1]];
|
||
|
const aiVector3D &pV3 = curMesh.verts[face.indices.size() - 1];
|
||
|
faceNormal = (pV2 - pV1) ^ (pV3 - pV1).Normalize();
|
||
|
fnOK = true;
|
||
|
}
|
||
|
*norms = faceNormal;
|
||
|
} else {
|
||
|
*norms = curMesh.normals[face.indices[n]];
|
||
|
}
|
||
|
|
||
|
// copy texture coordinates
|
||
|
if (uv && curMesh.uv.size())
|
||
|
{
|
||
|
if (curMesh.prevUVIdx != 0xffffffff && curMesh.uv.size() >= curMesh.verts.size()) // workaround
|
||
|
{
|
||
|
*uv = curMesh.uv[face.indices[n]];
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (face.uvindices[n] >= curMesh.uv.size())
|
||
|
{
|
||
|
ASSIMP_LOG_WARN("Quick3D: Texture coordinate index overflow");
|
||
|
face.uvindices[n] = 0;
|
||
|
}
|
||
|
*uv = curMesh.uv[face.uvindices[n]];
|
||
|
}
|
||
|
uv->y = 1.f - uv->y;
|
||
|
++uv;
|
||
|
}
|
||
|
|
||
|
// setup the new vertex index
|
||
|
faces->mIndices[n] = cnt;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
++real;
|
||
|
}
|
||
|
|
||
|
// Delete our nice helper array
|
||
|
delete[] fidx;
|
||
|
|
||
|
// Now we need to attach the meshes to the root node of the scene
|
||
|
pScene->mRootNode->mNumMeshes = pScene->mNumMeshes;
|
||
|
pScene->mRootNode->mMeshes = new unsigned int [pScene->mNumMeshes];
|
||
|
for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
|
||
|
pScene->mRootNode->mMeshes[i] = i;
|
||
|
|
||
|
/*pScene->mRootNode->mTransformation *= aiMatrix4x4(
|
||
|
1.f, 0.f, 0.f, 0.f,
|
||
|
0.f, -1.f,0.f, 0.f,
|
||
|
0.f, 0.f, 1.f, 0.f,
|
||
|
0.f, 0.f, 0.f, 1.f);*/
|
||
|
|
||
|
// Add cameras and light sources to the scene root node
|
||
|
pScene->mRootNode->mNumChildren = pScene->mNumLights+pScene->mNumCameras;
|
||
|
if (pScene->mRootNode->mNumChildren)
|
||
|
{
|
||
|
pScene->mRootNode->mChildren = new aiNode* [ pScene->mRootNode->mNumChildren ];
|
||
|
|
||
|
// the light source
|
||
|
aiNode* nd = pScene->mRootNode->mChildren[0] = new aiNode();
|
||
|
nd->mParent = pScene->mRootNode;
|
||
|
nd->mName.Set("Q3DLight");
|
||
|
nd->mTransformation = pScene->mRootNode->mTransformation;
|
||
|
nd->mTransformation.Inverse();
|
||
|
|
||
|
// camera
|
||
|
nd = pScene->mRootNode->mChildren[1] = new aiNode();
|
||
|
nd->mParent = pScene->mRootNode;
|
||
|
nd->mName.Set("Q3DCamera");
|
||
|
nd->mTransformation = pScene->mRootNode->mChildren[0]->mTransformation;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#endif // !! ASSIMP_BUILD_NO_Q3D_IMPORTER
|