Added M3D format support
parent
15dcd5c096
commit
0baec5f0bd
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@ -67,6 +67,7 @@ __Importers__:
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- [LWO](https://en.wikipedia.org/wiki/LightWave_3D)
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- LWS
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- LXO
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- [M3D](https://gitlab.com/bztsrc/model3d)
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- MD2
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- MD3
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- MD5
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@ -407,6 +407,18 @@ ADD_ASSIMP_IMPORTER( LWS
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LWS/LWSLoader.h
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)
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ADD_ASSIMP_IMPORTER( M3D
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M3D/M3DMaterials.h
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M3D/M3DImporter.h
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M3D/M3DImporter.cpp
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M3D/m3d.h
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)
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ADD_ASSIMP_EXPORTER( M3D
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M3D/M3DExporter.h
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M3D/M3DExporter.cpp
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)
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ADD_ASSIMP_IMPORTER( MD2
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MD2/MD2FileData.h
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MD2/MD2Loader.cpp
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@ -102,6 +102,8 @@ void ExportSceneX3D(const char*, IOSystem*, const aiScene*, const ExportProperti
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void ExportSceneFBX(const char*, IOSystem*, const aiScene*, const ExportProperties*);
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void ExportSceneFBXA(const char*, IOSystem*, const aiScene*, const ExportProperties*);
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void ExportScene3MF( const char*, IOSystem*, const aiScene*, const ExportProperties* );
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void ExportSceneM3D(const char*, IOSystem*, const aiScene*, const ExportProperties*);
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void ExportSceneA3D(const char*, IOSystem*, const aiScene*, const ExportProperties*);
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void ExportAssimp2Json(const char* , IOSystem*, const aiScene* , const Assimp::ExportProperties*);
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// ------------------------------------------------------------------------------------------------
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@ -179,6 +181,11 @@ Exporter::ExportFormatEntry gExporters[] =
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Exporter::ExportFormatEntry( "fbxa", "Autodesk FBX (ascii)", "fbx", &ExportSceneFBXA, 0 ),
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#endif
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#ifndef ASSIMP_BUILD_NO_M3D_EXPORTER
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Exporter::ExportFormatEntry( "m3d", "Model 3D (binary)", "m3d", &ExportSceneM3D, 0 ),
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Exporter::ExportFormatEntry( "a3d", "Model 3D (ascii)", "m3d", &ExportSceneA3D, 0 ),
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#endif
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#ifndef ASSIMP_BUILD_NO_3MF_EXPORTER
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Exporter::ExportFormatEntry( "3mf", "The 3MF-File-Format", "3mf", &ExportScene3MF, 0 ),
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#endif
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@ -197,6 +197,9 @@ corresponding preprocessor flag to selectively disable formats.
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#ifndef ASSIMP_BUILD_NO_MMD_IMPORTER
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# include "MMD/MMDImporter.h"
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#endif
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#ifndef ASSIMP_BUILD_NO_M3D_IMPORTER
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# include "M3D/M3DImporter.h"
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#endif
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#ifndef ASSIMP_BUILD_NO_STEP_IMPORTER
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# include "Importer/StepFile/StepFileImporter.h"
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#endif
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@ -223,6 +226,9 @@ void GetImporterInstanceList(std::vector< BaseImporter* >& out)
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#if (!defined ASSIMP_BUILD_NO_3DS_IMPORTER)
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out.push_back( new Discreet3DSImporter());
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#endif
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#if (!defined ASSIMP_BUILD_NO_M3D_IMPORTER)
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out.push_back( new M3DImporter());
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#endif
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#if (!defined ASSIMP_BUILD_NO_MD3_IMPORTER)
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out.push_back( new MD3Importer());
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#endif
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@ -0,0 +1,392 @@
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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2019, assimp team
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Copyright (c) 2019 bzt
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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
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following 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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#ifndef ASSIMP_BUILD_NO_EXPORT
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#ifndef ASSIMP_BUILD_NO_M3D_EXPORTER
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#define M3D_IMPLEMENTATION
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#define M3D_NOIMPORTER
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#define M3D_EXPORTER
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#define M3D_ASCII
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#ifndef ASSIMP_BUILD_NO_M3D_IMPORTER
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#define M3D_NODUP
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#endif
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// Header files, standard library.
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#include <memory> // shared_ptr
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#include <string>
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#include <vector>
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#include <assimp/version.h> // aiGetVersion
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#include <assimp/IOSystem.hpp>
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#include <assimp/Exporter.hpp>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/StreamWriter.h> // StreamWriterLE
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#include <assimp/Exceptional.h> // DeadlyExportError
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#include <assimp/material.h> // aiTextureType
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#include <assimp/scene.h>
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#include <assimp/mesh.h>
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#include "M3DExporter.h"
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#include "M3DMaterials.h"
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// RESOURCES:
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// https://gitlab.com/bztsrc/model3d/blob/master/docs/m3d_format.md
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// https://gitlab.com/bztsrc/model3d/blob/master/docs/a3d_format.md
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/*
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* Currently supports static meshes, vertex colors, materials, textures
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*
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* For animation, it would require the following conversions:
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* - aiNode (bones) -> m3d_t.bone (with parent id, position vector and oriantation quaternion)
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* - aiMesh.aiBone -> m3d_t.skin (per vertex, with bone id, weight pairs)
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* - aiAnimation -> m3d_action (frame with timestamp and list of bone id, position, orientation
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* triplets, instead of per bone timestamp + lists)
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*/
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using namespace Assimp;
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namespace Assimp {
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// ---------------------------------------------------------------------
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// Worker function for exporting a scene to binary M3D.
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// Prototyped and registered in Exporter.cpp
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void ExportSceneM3D (
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const char* pFile,
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IOSystem* pIOSystem,
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const aiScene* pScene,
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const ExportProperties* pProperties
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){
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// initialize the exporter
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M3DExporter exporter(pScene, pProperties);
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// perform binary export
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exporter.doExport(pFile, pIOSystem, false);
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}
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// ---------------------------------------------------------------------
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// Worker function for exporting a scene to ASCII A3D.
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// Prototyped and registered in Exporter.cpp
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void ExportSceneA3D (
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const char* pFile,
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IOSystem* pIOSystem,
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const aiScene* pScene,
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const ExportProperties* pProperties
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){
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// initialize the exporter
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M3DExporter exporter(pScene, pProperties);
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// perform ascii export
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exporter.doExport(pFile, pIOSystem, true);
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}
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} // end of namespace Assimp
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// ------------------------------------------------------------------------------------------------
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M3DExporter::M3DExporter ( const aiScene* pScene, const ExportProperties* pProperties )
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: mScene(pScene)
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, mProperties(pProperties)
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, outfile()
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, m3d(nullptr) { }
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// ------------------------------------------------------------------------------------------------
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void M3DExporter::doExport (
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const char* pFile,
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IOSystem* pIOSystem,
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bool toAscii
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){
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// TODO: convert mProperties into M3D_EXP_* flags
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(void)mProperties;
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// open the indicated file for writing (in binary / ASCII mode)
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outfile.reset(pIOSystem->Open(pFile, toAscii ? "wt" : "wb"));
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if (!outfile) {
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throw DeadlyExportError( "could not open output .m3d file: " + std::string(pFile) );
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}
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// use malloc() here because m3d_free() will call free()
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m3d = (m3d_t*)malloc(sizeof(m3d_t));
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if(!m3d) {
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throw DeadlyExportError( "memory allocation error" );
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}
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memset(m3d, 0, sizeof(m3d_t));
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m3d->name = _m3d_safestr((char*)&mScene->mRootNode->mName.data, 2);
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// Create a model from assimp structures
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aiMatrix4x4 m;
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NodeWalk(mScene->mRootNode, m);
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// serialize the structures
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unsigned int size;
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unsigned char *output = m3d_save(m3d, M3D_EXP_FLOAT,
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M3D_EXP_EXTRA | (toAscii ? M3D_EXP_ASCII : 0), &size);
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m3d_free(m3d);
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if(!output || size < 8) {
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throw DeadlyExportError( "unable to serialize into Model 3D" );
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}
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// Write out serialized model
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outfile->Write(output, size, 1);
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// explicitly release file pointer,
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// so we don't have to rely on class destruction.
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outfile.reset();
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}
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// ------------------------------------------------------------------------------------------------
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// recursive node walker
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void M3DExporter::NodeWalk(const aiNode* pNode, aiMatrix4x4 m)
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{
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unsigned int i, j, k, l, n, mi, idx;
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aiMatrix4x4 nm = m * pNode->mTransformation;
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m3dv_t vertex;
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m3dti_t ti;
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for(i = 0; i < pNode->mNumMeshes; i++) {
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const aiMesh *mesh = mScene->mMeshes[pNode->mMeshes[i]];
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mi = (M3D_INDEX)-1U;
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if(mScene->mMaterials) {
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// get the material for this mesh
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mi = addMaterial(mScene->mMaterials[mesh->mMaterialIndex]);
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}
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// iterate through the mesh faces
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for(j = 0; j < mesh->mNumFaces; j++) {
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const aiFace* face = &(mesh->mFaces[j]);
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// only triangle meshes supported for now
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if(face->mNumIndices != 3) {
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throw DeadlyExportError( "use aiProcess_Triangulate before export" );
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}
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// add triangle to the output
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n = m3d->numface++;
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m3d->face = (m3df_t*)M3D_REALLOC(m3d->face,
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m3d->numface * sizeof(m3df_t));
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if(!m3d->face) {
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throw DeadlyExportError( "memory allocation error" );
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}
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/* set all index to -1 by default */
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memset(&m3d->face[n], 255, sizeof(m3df_t));
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m3d->face[n].materialid = mi;
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for(k = 0; k < face->mNumIndices; k++) {
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// get the vertex's index
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l = face->mIndices[k];
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// multiply the position vector by the transformation matrix
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aiVector3D v = mesh->mVertices[l];
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v *= nm;
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memset(&vertex, 0, sizeof(m3dv_t));
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vertex.x = v.x;
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vertex.y = v.y;
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vertex.z = v.z;
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vertex.w = 1.0;
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// add color if defined
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if(mesh->HasVertexColors(0))
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vertex.color = mkColor(&mesh->mColors[0][l]);
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// save the vertex to the output
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m3d->vertex = _m3d_addvrtx(m3d->vertex, &m3d->numvertex,
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&vertex, &idx);
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m3d->face[n].vertex[k] = (M3D_INDEX)idx;
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// do we have texture coordinates?
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if(mesh->HasTextureCoords(0)) {
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ti.u = mesh->mTextureCoords[0][l].x;
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ti.v = mesh->mTextureCoords[0][l].y;
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m3d->tmap = _m3d_addtmap(m3d->tmap, &m3d->numtmap, &ti,
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&idx);
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m3d->face[n].texcoord[k] = (M3D_INDEX)idx;
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}
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// do we have normal vectors?
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if(mesh->HasNormals()) {
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vertex.color = 0;
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vertex.x = mesh->mNormals[l].x;
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vertex.y = mesh->mNormals[l].y;
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vertex.z = mesh->mNormals[l].z;
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m3d->vertex = _m3d_addnorm(m3d->vertex, &m3d->numvertex,
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&vertex, &idx);
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m3d->face[n].normal[k] = (M3D_INDEX)idx;
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}
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}
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}
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}
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// repeat for the children nodes
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for (i = 0; i < pNode->mNumChildren; i++) {
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NodeWalk(pNode->mChildren[i], nm);
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}
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}
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// ------------------------------------------------------------------------------------------------
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// convert aiColor4D into uint32_t
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uint32_t M3DExporter::mkColor(aiColor4D* c)
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{
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return ((uint8_t)(c->a*255) << 24L) |
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((uint8_t)(c->b*255) << 16L) |
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((uint8_t)(c->g*255) << 8L) |
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((uint8_t)(c->r*255) << 0L);
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}
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// ------------------------------------------------------------------------------------------------
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// add a material to the output
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M3D_INDEX M3DExporter::addMaterial(const aiMaterial *mat)
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{
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unsigned int i, j, k, mi = -1U;
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aiColor4D c;
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aiString name;
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ai_real f;
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char *fn;
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if(mat && mat->Get(AI_MATKEY_NAME, name) == AI_SUCCESS && name.length &&
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strcmp((char*)&name.data, AI_DEFAULT_MATERIAL_NAME)) {
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// check if we have saved a material by this name. This has to be done
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// because only the referenced materials should be added to the output
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for(i = 0; i < m3d->nummaterial; i++)
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if(!strcmp((char*)&name.data, m3d->material[i].name)) {
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mi = i;
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break;
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}
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// if not found, add the material to the output
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if(mi == -1U) {
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mi = m3d->nummaterial++;
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m3d->material = (m3dm_t*)M3D_REALLOC(m3d->material, m3d->nummaterial
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* sizeof(m3dm_t));
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if(!m3d->material) {
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throw DeadlyExportError( "memory allocation error" );
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}
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m3d->material[mi].name = _m3d_safestr((char*)&name.data, 0);
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m3d->material[mi].numprop = 0;
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m3d->material[mi].prop = NULL;
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// iterate through the material property table and see what we got
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for(k = 0;
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k < sizeof(m3d_propertytypes)/sizeof(m3d_propertytypes[0]);
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k++) {
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if(m3d_propertytypes[k].format == m3dpf_map)
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continue;
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if(aiProps[k].pKey) {
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switch(m3d_propertytypes[k].format) {
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case m3dpf_color:
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if(mat->Get(aiProps[k].pKey, aiProps[k].type,
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aiProps[k].index, c) == AI_SUCCESS)
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addProp(&m3d->material[mi],
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m3d_propertytypes[k].id, mkColor(&c));
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break;
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case m3dpf_float:
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if(mat->Get(aiProps[k].pKey, aiProps[k].type,
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aiProps[k].index, f) == AI_SUCCESS)
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addProp(&m3d->material[mi],
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m3d_propertytypes[k].id,
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/* not (uint32_t)f, because we don't want to convert
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* it, we want to see it as 32 bits of memory */
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*((uint32_t*)&f));
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break;
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case m3dpf_uint8:
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if(mat->Get(aiProps[k].pKey, aiProps[k].type,
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aiProps[k].index, j) == AI_SUCCESS) {
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// special conversion for illumination model property
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if(m3d_propertytypes[k].id == m3dp_il) {
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switch(j) {
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case aiShadingMode_NoShading: j = 0; break;
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case aiShadingMode_Phong: j = 2; break;
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default: j = 1; break;
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}
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}
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addProp(&m3d->material[mi],
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m3d_propertytypes[k].id, j);
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}
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break;
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default:
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if(mat->Get(aiProps[k].pKey, aiProps[k].type,
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aiProps[k].index, j) == AI_SUCCESS)
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addProp(&m3d->material[mi],
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m3d_propertytypes[k].id, j);
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break;
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}
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}
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if(aiTxProps[k].pKey &&
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mat->GetTexture((aiTextureType)aiTxProps[k].type,
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aiTxProps[k].index, &name, NULL, NULL, NULL,
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NULL, NULL) == AI_SUCCESS) {
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for(j = name.length-1; j > 0 && name.data[j]!='.'; j++);
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if(j && name.data[j]=='.' &&
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(name.data[j+1]=='p' || name.data[j+1]=='P') &&
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(name.data[j+1]=='n' || name.data[j+1]=='N') &&
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(name.data[j+1]=='g' || name.data[j+1]=='G'))
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name.data[j]=0;
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// do we have this texture saved already?
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fn = _m3d_safestr((char*)&name.data, 0);
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for(j = 0, i = -1U; j < m3d->numtexture; j++)
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if(!strcmp(fn, m3d->texture[j].name)) {
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i = j;
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free(fn);
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break;
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}
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if(i == -1U) {
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i = m3d->numtexture++;
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m3d->texture = (m3dtx_t*)M3D_REALLOC(
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m3d->texture,
|
||||
m3d->numtexture * sizeof(m3dtx_t));
|
||||
if(!m3d->texture) {
|
||||
throw DeadlyExportError( "memory allocation error" );
|
||||
}
|
||||
// we don't need the texture itself, only its name
|
||||
m3d->texture[i].name = fn;
|
||||
m3d->texture[i].w = 0;
|
||||
m3d->texture[i].h = 0;
|
||||
m3d->texture[i].d = NULL;
|
||||
}
|
||||
addProp(&m3d->material[mi],
|
||||
m3d_propertytypes[k].id + 128, i);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return mi;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// add a material property to the output
|
||||
void M3DExporter::addProp(m3dm_t *m, uint8_t type, uint32_t value)
|
||||
{
|
||||
unsigned int i;
|
||||
i = m->numprop++;
|
||||
m->prop = (m3dp_t*)M3D_REALLOC(m->prop, m->numprop * sizeof(m3dp_t));
|
||||
if(!m->prop) { throw DeadlyExportError( "memory allocation error" ); }
|
||||
m->prop[i].type = type;
|
||||
m->prop[i].value.num = value;
|
||||
}
|
||||
|
||||
#endif // ASSIMP_BUILD_NO_M3D_EXPORTER
|
||||
#endif // ASSIMP_BUILD_NO_EXPORT
|
|
@ -0,0 +1,98 @@
|
|||
/*
|
||||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2019 bzt
|
||||
|
||||
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 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 M3DExporter.h
|
||||
* @brief Declares the exporter class to write a scene to a Model 3D file
|
||||
*/
|
||||
#ifndef AI_M3DEXPORTER_H_INC
|
||||
#define AI_M3DEXPORTER_H_INC
|
||||
|
||||
#ifndef ASSIMP_BUILD_NO_M3D_EXPORTER
|
||||
|
||||
#include "m3d.h"
|
||||
|
||||
#include <assimp/types.h>
|
||||
//#include <assimp/material.h>
|
||||
#include <assimp/StreamWriter.h> // StreamWriterLE
|
||||
#include <assimp/Exceptional.h> // DeadlyExportError
|
||||
|
||||
#include <memory> // shared_ptr
|
||||
|
||||
struct aiScene;
|
||||
struct aiNode;
|
||||
struct aiMaterial;
|
||||
struct aiFace;
|
||||
|
||||
namespace Assimp
|
||||
{
|
||||
class IOSystem;
|
||||
class IOStream;
|
||||
class ExportProperties;
|
||||
|
||||
// ---------------------------------------------------------------------
|
||||
/** Helper class to export a given scene to an M3D file. */
|
||||
// ---------------------------------------------------------------------
|
||||
class M3DExporter
|
||||
{
|
||||
public:
|
||||
/// Constructor for a specific scene to export
|
||||
M3DExporter(const aiScene* pScene, const ExportProperties* pProperties);
|
||||
// call this to do the actual export
|
||||
void doExport(const char* pFile, IOSystem* pIOSystem, bool toAscii);
|
||||
|
||||
private:
|
||||
const aiScene* mScene; // the scene to export
|
||||
const ExportProperties* mProperties; // currently unused
|
||||
std::shared_ptr<IOStream> outfile; // file to write to
|
||||
m3d_t *m3d; // model for the C library to convert to
|
||||
|
||||
// helper to do the recursive walking
|
||||
void NodeWalk(const aiNode* pNode, aiMatrix4x4 m);
|
||||
uint32_t mkColor(aiColor4D* c);
|
||||
M3D_INDEX addMaterial(const aiMaterial *mat);
|
||||
void addProp(m3dm_t *m, uint8_t type, uint32_t value);
|
||||
};
|
||||
}
|
||||
|
||||
#endif // ASSIMP_BUILD_NO_M3D_EXPORTER
|
||||
|
||||
#endif // AI_M3DEXPORTER_H_INC
|
|
@ -0,0 +1,734 @@
|
|||
/*
|
||||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2019 bzt
|
||||
|
||||
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 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.
|
||||
|
||||
----------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
#ifndef ASSIMP_BUILD_NO_M3D_IMPORTER
|
||||
|
||||
#define M3D_IMPLEMENTATION
|
||||
#define M3D_ASCII
|
||||
|
||||
#include <assimp/IOStreamBuffer.h>
|
||||
#include <memory>
|
||||
#include <assimp/DefaultIOSystem.h>
|
||||
#include <assimp/Importer.hpp>
|
||||
#include <assimp/scene.h>
|
||||
#include <assimp/ai_assert.h>
|
||||
#include <assimp/DefaultLogger.hpp>
|
||||
#include <assimp/importerdesc.h>
|
||||
#include "M3DImporter.h"
|
||||
#include "M3DMaterials.h"
|
||||
|
||||
// RESOURCES:
|
||||
// https://gitlab.com/bztsrc/model3d/blob/master/docs/m3d_format.md
|
||||
// https://gitlab.com/bztsrc/model3d/blob/master/docs/a3d_format.md
|
||||
|
||||
/*
|
||||
Unfortunately aiNode has bone structures and meshes too, yet we can't assign
|
||||
the mesh to a bone aiNode as a skin may refer to several aiNodes. Therefore
|
||||
I've decided to import into this structure:
|
||||
|
||||
aiScene->mRootNode
|
||||
| |->mMeshes (all the meshes)
|
||||
| \->children (empty if there's no skeleton imported, no meshes)
|
||||
| \->skeleton root aiNode*
|
||||
| |->bone aiNode
|
||||
| | \->subbone aiNode
|
||||
| |->bone aiNode
|
||||
| | ...
|
||||
| \->bone aiNode
|
||||
\->mMeshes[]
|
||||
\->aiBone, referencing mesh-less aiNodes from above
|
||||
|
||||
* - normally one, but if a model has several skeleton roots, then all of them
|
||||
are listed in aiScene->mRootNode->children, but all without meshes
|
||||
*/
|
||||
|
||||
static const aiImporterDesc desc = {
|
||||
"Model 3D Importer",
|
||||
"",
|
||||
"",
|
||||
"",
|
||||
aiImporterFlags_SupportBinaryFlavour,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
"m3d a3d"
|
||||
};
|
||||
|
||||
// workaround: the SDK expects a C callback, but we want to use Assimp::IOSystem to implement that
|
||||
extern "C" {
|
||||
struct Assimp::IOSystem* m3dimporter_pIOHandler;
|
||||
|
||||
unsigned char *m3dimporter_readfile(char *fn, unsigned int *size) {
|
||||
ai_assert( nullptr != fn );
|
||||
ai_assert( nullptr != size );
|
||||
std::string file(fn);
|
||||
std::unique_ptr<Assimp::IOStream> pStream( m3dimporter_pIOHandler->Open( file, "rb"));
|
||||
size_t fileSize = pStream->FileSize();
|
||||
// should be allocated with malloc(), because the library will call free() to deallocate
|
||||
unsigned char *data = (unsigned char*)malloc(fileSize);
|
||||
if( !data || !pStream.get() || !fileSize || fileSize != pStream->Read(data,1,fileSize)) {
|
||||
pStream.reset();
|
||||
*size = 0;
|
||||
// don't throw a deadly exception, it's not fatal if we can't read an external asset
|
||||
return nullptr;
|
||||
}
|
||||
pStream.reset();
|
||||
*size = (int)fileSize;
|
||||
return data;
|
||||
}
|
||||
}
|
||||
|
||||
namespace Assimp {
|
||||
|
||||
using namespace std;
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Default constructor
|
||||
M3DImporter::M3DImporter()
|
||||
: mScene(nullptr)
|
||||
, m3d(nullptr) { }
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Destructor.
|
||||
M3DImporter::~M3DImporter() {}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns true, if file is a binary or ASCII Model 3D file.
|
||||
bool M3DImporter::CanRead(const std::string& pFile, IOSystem* pIOHandler , bool checkSig) const {
|
||||
const std::string extension = GetExtension(pFile);
|
||||
|
||||
if (extension == "m3d" || extension == "a3d")
|
||||
return true;
|
||||
else if (!extension.length() || checkSig) {
|
||||
if (!pIOHandler) {
|
||||
return true;
|
||||
}
|
||||
/*
|
||||
* don't use CheckMagicToken because that checks with swapped bytes too, leading to false
|
||||
* positives. This magic is not uint32_t, but char[4], so memcmp is the best way
|
||||
|
||||
const char* tokens[] = {"3DMO", "3dmo"};
|
||||
return CheckMagicToken(pIOHandler,pFile,tokens,2,0,4);
|
||||
*/
|
||||
std::unique_ptr<IOStream> pStream (pIOHandler->Open(pFile, "rb"));
|
||||
unsigned char data[4];
|
||||
if(4 != pStream->Read(data,1,4)) {
|
||||
return false;
|
||||
}
|
||||
return !memcmp(data, "3DMO", 4) /* bin */ || !memcmp(data, "3dmo", 4) /* ASCII */;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
const aiImporterDesc* M3DImporter::GetInfo() const {
|
||||
return &desc;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Model 3D import implementation
|
||||
void M3DImporter::InternReadFile( const std::string &file, aiScene* pScene, IOSystem* pIOHandler) {
|
||||
// Read file into memory
|
||||
std::unique_ptr<IOStream> pStream( pIOHandler->Open( file, "rb"));
|
||||
if( !pStream.get() ) {
|
||||
throw DeadlyImportError( "Failed to open file " + file + "." );
|
||||
}
|
||||
|
||||
// Get the file-size and validate it, throwing an exception when fails
|
||||
size_t fileSize = pStream->FileSize();
|
||||
if( fileSize < 8 ) {
|
||||
throw DeadlyImportError( "M3D-file " + file + " is too small." );
|
||||
}
|
||||
unsigned char data[fileSize];
|
||||
if(fileSize != pStream->Read(data,1,fileSize)) {
|
||||
throw DeadlyImportError( "Failed to read the file " + file + "." );
|
||||
}
|
||||
|
||||
// Get the path for external assets
|
||||
std::string folderName( "./" );
|
||||
std::string::size_type pos = file.find_last_of( "\\/" );
|
||||
if ( pos != std::string::npos ) {
|
||||
folderName = file.substr( 0, pos );
|
||||
if ( !folderName.empty() ) {
|
||||
pIOHandler->PushDirectory( folderName );
|
||||
}
|
||||
}
|
||||
// pass this IOHandler to the C callback
|
||||
m3dimporter_pIOHandler = pIOHandler;
|
||||
|
||||
//DefaultLogger::create("/dev/stderr", Logger::VERBOSE);
|
||||
ASSIMP_LOG_DEBUG_F("M3D: loading ", file);
|
||||
|
||||
// let the C SDK do the hard work for us
|
||||
m3d = m3d_load(&data[0], m3dimporter_readfile, free, nullptr);
|
||||
m3dimporter_pIOHandler = nullptr;
|
||||
if( !m3d ) {
|
||||
throw DeadlyImportError( "Unable to parse " + file + " as M3D." );
|
||||
}
|
||||
|
||||
// create the root node
|
||||
pScene->mRootNode = new aiNode;
|
||||
pScene->mRootNode->mName = aiString(std::string(std::string(m3d->name)));
|
||||
pScene->mRootNode->mTransformation = aiMatrix4x4();
|
||||
pScene->mRootNode->mNumChildren = 0;
|
||||
mScene = pScene;
|
||||
|
||||
ASSIMP_LOG_DEBUG("M3D: root node " + std::string(m3d->name));
|
||||
|
||||
// now we just have to fill up the Assimp structures in pScene
|
||||
importMaterials();
|
||||
importTextures();
|
||||
importBones(-1U, pScene->mRootNode);
|
||||
importMeshes();
|
||||
importAnimations();
|
||||
|
||||
// we don't need the SDK's version any more
|
||||
m3d_free(m3d);
|
||||
|
||||
// Pop directory stack
|
||||
if ( pIOHandler->StackSize() > 0 ) {
|
||||
pIOHandler->PopDirectory();
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// convert materials. properties are converted using a static table in M3DMaterials.h
|
||||
void M3DImporter::importMaterials()
|
||||
{
|
||||
unsigned int i, j, k, l, n;
|
||||
m3dm_t *m;
|
||||
aiString name = aiString(AI_DEFAULT_MATERIAL_NAME);
|
||||
aiColor4D c;
|
||||
ai_real f;
|
||||
|
||||
ai_assert(mScene != nullptr);
|
||||
ai_assert(m3d != nullptr);
|
||||
|
||||
mScene->mNumMaterials = m3d->nummaterial + 1;
|
||||
mScene->mMaterials = new aiMaterial*[ m3d->nummaterial + 1 ];
|
||||
|
||||
ASSIMP_LOG_DEBUG_F("M3D: importMaterials ", mScene->mNumMaterials);
|
||||
|
||||
// add a default material as first
|
||||
aiMaterial* mat = new aiMaterial;
|
||||
mat->AddProperty( &name, AI_MATKEY_NAME );
|
||||
c.a = 1.0; c.b = c.g = c.r = 0.6;
|
||||
mat->AddProperty( &c, 1, AI_MATKEY_COLOR_DIFFUSE);
|
||||
mScene->mMaterials[0] = mat;
|
||||
|
||||
for(i = 0; i < m3d->nummaterial; i++) {
|
||||
m = &m3d->material[i];
|
||||
aiMaterial* mat = new aiMaterial;
|
||||
name.Set(std::string(m->name));
|
||||
mat->AddProperty( &name, AI_MATKEY_NAME );
|
||||
for(j = 0; j < m->numprop; j++) {
|
||||
// look up property type
|
||||
// 0 - 127 scalar values,
|
||||
// 128 - 255 the same properties but for texture maps
|
||||
k = 256;
|
||||
for(l = 0; l < sizeof(m3d_propertytypes)/sizeof(m3d_propertytypes[0]); l++)
|
||||
if(m->prop[j].type == m3d_propertytypes[l].id ||
|
||||
m->prop[j].type == m3d_propertytypes[l].id + 128) {
|
||||
k = l;
|
||||
break;
|
||||
}
|
||||
// should never happen, but be safe than sorry
|
||||
if(k == 256) continue;
|
||||
|
||||
// scalar properties
|
||||
if(m->prop[j].type < 128 && aiProps[k].pKey) {
|
||||
switch(m3d_propertytypes[k].format) {
|
||||
case m3dpf_color:
|
||||
c = mkColor(m->prop[j].value.color);
|
||||
mat->AddProperty(&c, 1, aiProps[k].pKey, aiProps[k].type, aiProps[k].index);
|
||||
break;
|
||||
case m3dpf_float:
|
||||
f = m->prop[j].value.fnum;
|
||||
mat->AddProperty(&f, 1, aiProps[k].pKey, aiProps[k].type, aiProps[k].index);
|
||||
break;
|
||||
default:
|
||||
n = m->prop[j].value.num;
|
||||
if(m->prop[j].type == m3dp_il) {
|
||||
switch(n) {
|
||||
case 0: n = aiShadingMode_NoShading; break;
|
||||
case 2: n = aiShadingMode_Phong; break;
|
||||
default: n = aiShadingMode_Gouraud; break;
|
||||
}
|
||||
}
|
||||
mat->AddProperty(&n, 1, aiProps[k].pKey, aiProps[k].type, aiProps[k].index);
|
||||
break;
|
||||
}
|
||||
}
|
||||
// texture map properties
|
||||
if(m->prop[j].type >= 128 && aiTxProps[k].pKey &&
|
||||
// extra check, should never happen, do we have the refered texture?
|
||||
m->prop[j].value.textureid < m3d->numtexture &&
|
||||
m3d->texture[m->prop[j].value.textureid].name) {
|
||||
name.Set(std::string(std::string(m3d->texture[m->prop[j].value.textureid].name) + ".png"));
|
||||
mat->AddProperty(&name, aiProps[k].pKey, aiProps[k].type, aiProps[k].index);
|
||||
n = 0;
|
||||
mat->AddProperty(&n, 1, _AI_MATKEY_UVWSRC_BASE, aiProps[k].type, aiProps[k].index);
|
||||
}
|
||||
}
|
||||
mScene->mMaterials[i + 1] = mat;
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// import textures, this is the simplest of all
|
||||
void M3DImporter::importTextures()
|
||||
{
|
||||
unsigned int i;
|
||||
m3dtx_t *t;
|
||||
|
||||
ai_assert(mScene != nullptr);
|
||||
ai_assert(m3d != nullptr);
|
||||
|
||||
mScene->mNumTextures = m3d->numtexture;
|
||||
ASSIMP_LOG_DEBUG_F("M3D: importTextures ", mScene->mNumTextures);
|
||||
|
||||
if(!m3d->numtexture)
|
||||
return;
|
||||
|
||||
mScene->mTextures = new aiTexture*[m3d->numtexture];
|
||||
for(i = 0; i < m3d->numtexture; i++) {
|
||||
t = &m3d->texture[i];
|
||||
aiTexture *tx = new aiTexture;
|
||||
strcpy(tx->achFormatHint, "rgba8888");
|
||||
tx->mFilename = aiString(std::string(t->name) + ".png");
|
||||
tx->mWidth = t->w;
|
||||
tx->mHeight = t->h;
|
||||
tx->pcData = new aiTexel[ tx->mWidth*tx->mHeight ];
|
||||
memcpy(tx->pcData, t->d, tx->mWidth*tx->mHeight*4);
|
||||
mScene->mTextures[i] = tx;
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// this is tricky. M3D has a global vertex and UV list, and faces are indexing them
|
||||
// individually. In assimp there're per mesh vertex and UV lists, and they must be
|
||||
// indexed simultaneously.
|
||||
void M3DImporter::importMeshes()
|
||||
{
|
||||
unsigned int i, j, k, l, numpoly = 3, lastMat = -2U;
|
||||
std::vector<aiMesh*> *meshes = new std::vector<aiMesh*>();
|
||||
std::vector<aiFace> *faces = nullptr;
|
||||
std::vector<aiVector3D> *vertices = nullptr;
|
||||
std::vector<aiVector3D> *normals = nullptr;
|
||||
std::vector<aiVector3D> *texcoords = nullptr;
|
||||
std::vector<aiColor4D> *colors = nullptr;
|
||||
std::vector<unsigned int> *vertexids = nullptr;
|
||||
aiMesh *pMesh = nullptr;
|
||||
|
||||
ai_assert(mScene != nullptr);
|
||||
ai_assert(m3d != nullptr);
|
||||
ai_assert(mScene->mRootNode != nullptr);
|
||||
|
||||
ASSIMP_LOG_DEBUG_F("M3D: importMeshes ", m3d->numface);
|
||||
|
||||
for(i = 0; i < m3d->numface; i++) {
|
||||
// we must switch mesh if material changes
|
||||
if(lastMat != m3d->face[i].materialid) {
|
||||
lastMat = m3d->face[i].materialid;
|
||||
if(pMesh && vertices->size() && faces->size()) {
|
||||
populateMesh(pMesh, faces, vertices, normals, texcoords, colors, vertexids);
|
||||
meshes->push_back(pMesh);
|
||||
delete vertexids; // this is not stored in pMesh, just to collect bone vertices
|
||||
}
|
||||
pMesh = new aiMesh;
|
||||
pMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
|
||||
pMesh->mMaterialIndex = lastMat + 1;
|
||||
faces = new std::vector<aiFace>();
|
||||
vertices = new std::vector<aiVector3D>();
|
||||
normals = new std::vector<aiVector3D>();
|
||||
texcoords = new std::vector<aiVector3D>();
|
||||
colors = new std::vector<aiColor4D>();
|
||||
vertexids = new std::vector<unsigned int>();
|
||||
}
|
||||
// add a face to temporary vector
|
||||
aiFace *pFace = new aiFace;
|
||||
pFace->mNumIndices = numpoly;
|
||||
pFace->mIndices = new unsigned int[numpoly];
|
||||
for(j = 0; j < numpoly; j++) {
|
||||
aiVector3D pos, uv, norm;
|
||||
k = vertices->size();
|
||||
pFace->mIndices[j] = k;
|
||||
l = m3d->face[i].vertex[j];
|
||||
pos.x = m3d->vertex[l].x;
|
||||
pos.y = m3d->vertex[l].y;
|
||||
pos.z = m3d->vertex[l].z;
|
||||
vertices->push_back(pos);
|
||||
colors->push_back(mkColor(m3d->vertex[l].color));
|
||||
// add a bone to temporary vector
|
||||
if(m3d->vertex[l].skinid != -1U &&m3d->vertex[l].skinid != -2U && m3d->skin && m3d->bone) {
|
||||
// this is complicated, because M3D stores a list of bone id / weight pairs per
|
||||
// vertex but assimp uses lists of local vertex id/weight pairs per local bone list
|
||||
vertexids->push_back(l);
|
||||
}
|
||||
l = m3d->face[i].texcoord[j];
|
||||
if(l != -1U) {
|
||||
uv.x = m3d->tmap[l].u;
|
||||
uv.y = m3d->tmap[l].v;
|
||||
uv.z = 0.0;
|
||||
texcoords->push_back(uv);
|
||||
}
|
||||
l = m3d->face[i].normal[j];
|
||||
if(l != -1U) {
|
||||
norm.x = m3d->vertex[l].x;
|
||||
norm.y = m3d->vertex[l].y;
|
||||
norm.z = m3d->vertex[l].z;
|
||||
normals->push_back(norm);
|
||||
}
|
||||
}
|
||||
faces->push_back(*pFace);
|
||||
delete pFace;
|
||||
}
|
||||
// if there's data left in the temporary vectors, flush them
|
||||
if(pMesh && vertices->size() && faces->size()) {
|
||||
populateMesh(pMesh, faces, vertices, normals, texcoords, colors, vertexids);
|
||||
meshes->push_back(pMesh);
|
||||
}
|
||||
|
||||
// create global mesh list in scene
|
||||
mScene->mNumMeshes = meshes->size();
|
||||
mScene->mMeshes = new aiMesh*[mScene->mNumMeshes];
|
||||
std::copy(meshes->begin(), meshes->end(), mScene->mMeshes);
|
||||
|
||||
// create mesh indeces in root node
|
||||
mScene->mRootNode->mNumMeshes = meshes->size();
|
||||
mScene->mRootNode->mMeshes = new unsigned int[meshes->size()];
|
||||
for(i = 0; i < meshes->size(); i++) {
|
||||
mScene->mRootNode->mMeshes[i] = i;
|
||||
}
|
||||
|
||||
delete meshes;
|
||||
if(faces) delete faces;
|
||||
if(vertices) delete vertices;
|
||||
if(normals) delete normals;
|
||||
if(texcoords) delete texcoords;
|
||||
if(colors) delete colors;
|
||||
if(vertexids) delete vertexids;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// a reentrant node parser. Otherwise this is simple
|
||||
void M3DImporter::importBones(unsigned int parentid, aiNode *pParent)
|
||||
{
|
||||
unsigned int i, n;
|
||||
|
||||
ai_assert(pParent != nullptr);
|
||||
ai_assert(mScene != nullptr);
|
||||
ai_assert(m3d != nullptr);
|
||||
|
||||
ASSIMP_LOG_DEBUG_F("M3D: importBones ", m3d->numbone, " parentid ", (int)parentid);
|
||||
|
||||
for(n = 0, i = parentid + 1; i < m3d->numbone; i++)
|
||||
if(m3d->bone[i].parent == parentid) n++;
|
||||
pParent->mChildren = new aiNode*[n];
|
||||
|
||||
for(i = parentid + 1; i < m3d->numbone; i++) {
|
||||
if(m3d->bone[i].parent == parentid) {
|
||||
aiNode *pChild = new aiNode;
|
||||
pChild->mParent = pParent;
|
||||
pChild->mName = aiString(std::string(m3d->bone[i].name));
|
||||
convertPose(&pChild->mTransformation, m3d->bone[i].pos, m3d->bone[i].ori);
|
||||
pChild->mNumChildren = 0;
|
||||
pParent->mChildren[pParent->mNumChildren] = pChild;
|
||||
pParent->mNumChildren++;
|
||||
importBones(i, pChild);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// this is another headache. M3D stores list of changed bone id/position/orientation triplets and
|
||||
// a timestamp per frame, but assimp needs timestamp and lists of position, orientation lists per
|
||||
// bone, so we have to convert between the two conceptually different representation forms
|
||||
void M3DImporter::importAnimations()
|
||||
{
|
||||
unsigned int i, j, k, l, n, pos, ori;
|
||||
double t;
|
||||
m3da_t *a;
|
||||
|
||||
ai_assert(mScene != nullptr);
|
||||
ai_assert(m3d != nullptr);
|
||||
|
||||
mScene->mNumAnimations = m3d->numaction;
|
||||
|
||||
ASSIMP_LOG_DEBUG_F("M3D: importAnimations ", mScene->mNumAnimations);
|
||||
|
||||
if(!m3d->numaction || !m3d->numbone)
|
||||
return;
|
||||
|
||||
mScene->mAnimations = new aiAnimation*[m3d->numaction];
|
||||
for(i = 0; i < m3d->numaction; i++) {
|
||||
a = &m3d->action[i];
|
||||
aiAnimation *pAnim = new aiAnimation;
|
||||
pAnim->mName = aiString(std::string(a->name));
|
||||
pAnim->mDuration = ((double)a->durationmsec) / 10;
|
||||
pAnim->mTicksPerSecond = 100;
|
||||
// now we know how many bones are referenced in this animation
|
||||
pAnim->mNumChannels = m3d->numbone;
|
||||
pAnim->mChannels = new aiNodeAnim*[pAnim->mNumChannels];
|
||||
for(l = 0; l < m3d->numbone; l++) {
|
||||
pAnim->mChannels[l] = new aiNodeAnim;
|
||||
pAnim->mChannels[l]->mNodeName = aiString(std::string(m3d->bone[l].name));
|
||||
// now n is the size of positions / orientations arrays
|
||||
pAnim->mChannels[l]->mNumPositionKeys = pAnim->mChannels[l]->mNumRotationKeys = a->numframe;
|
||||
pAnim->mChannels[l]->mPositionKeys = new aiVectorKey[a->numframe];
|
||||
pAnim->mChannels[l]->mRotationKeys = new aiQuatKey[a->numframe];
|
||||
pos = m3d->bone[l].pos;
|
||||
ori = m3d->bone[l].ori;
|
||||
for(j = n = 0; j < a->numframe; j++) {
|
||||
t = ((double)a->frame[j].msec) / 10;
|
||||
for(k = 0; k < a->frame[j].numtransform; k++) {
|
||||
if(a->frame[j].transform[k].boneid == l) {
|
||||
pos = a->frame[j].transform[k].pos;
|
||||
ori = a->frame[j].transform[k].ori;
|
||||
}
|
||||
}
|
||||
m3dv_t *v = &m3d->vertex[pos];
|
||||
m3dv_t *q = &m3d->vertex[ori];
|
||||
pAnim->mChannels[l]->mPositionKeys[j].mTime = t;
|
||||
pAnim->mChannels[l]->mPositionKeys[j].mValue.x = v->x;
|
||||
pAnim->mChannels[l]->mPositionKeys[j].mValue.y = v->y;
|
||||
pAnim->mChannels[l]->mPositionKeys[j].mValue.z = v->z;
|
||||
pAnim->mChannels[l]->mRotationKeys[j].mTime = t;
|
||||
pAnim->mChannels[l]->mRotationKeys[j].mValue.w = q->w;
|
||||
pAnim->mChannels[l]->mRotationKeys[j].mValue.x = q->x;
|
||||
pAnim->mChannels[l]->mRotationKeys[j].mValue.y = q->y;
|
||||
pAnim->mChannels[l]->mRotationKeys[j].mValue.z = q->z;
|
||||
}// foreach frame
|
||||
}// foreach bones
|
||||
mScene->mAnimations[i] = pAnim;
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// convert uint32_t into aiColor4D
|
||||
aiColor4D M3DImporter::mkColor(uint32_t c) {
|
||||
aiColor4D color;
|
||||
color.a = ((float)((c >> 24)&0xff)) / 255;
|
||||
color.b = ((float)((c >> 16)&0xff)) / 255;
|
||||
color.g = ((float)((c >> 8)&0xff)) / 255;
|
||||
color.r = ((float)((c >> 0)&0xff)) / 255;
|
||||
return color;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// convert a position id and orientation id into a 4 x 4 transformation matrix
|
||||
void M3DImporter::convertPose(aiMatrix4x4 *m, unsigned int posid, unsigned int orientid)
|
||||
{
|
||||
ai_assert(m != nullptr);
|
||||
ai_assert(m3d != nullptr);
|
||||
ai_assert(posid != -1U && posid < m3d->numvertex);
|
||||
ai_assert(orientid != -1U && orientid < m3d->numvertex);
|
||||
m3dv_t *p = &m3d->vertex[posid];
|
||||
m3dv_t *q = &m3d->vertex[orientid];
|
||||
|
||||
/* quaternion to matrix. Do NOT use aiQuaternion to aiMatrix3x3, gives bad results */
|
||||
if(q->x == 0.0 && q->y == 0.0 && q->z >= 0.7071065 && q->z <= 0.7071075 && q->w == 0.0) {
|
||||
m->a2 = m->a3 = m->b1 = m->b3 = m->c1 = m->c2 = 0.0;
|
||||
m->a1 = m->b2 = m->c3 = -1.0;
|
||||
} else {
|
||||
m->a1 = 1 - 2 * (q->y * q->y + q->z * q->z); if(m->a1 > -1e-7 && m->a1 < 1e-7) m->a1 = 0.0;
|
||||
m->a2 = 2 * (q->x * q->y - q->z * q->w); if(m->a2 > -1e-7 && m->a2 < 1e-7) m->a2 = 0.0;
|
||||
m->a3 = 2 * (q->x * q->z + q->y * q->w); if(m->a3 > -1e-7 && m->a3 < 1e-7) m->a3 = 0.0;
|
||||
m->b1 = 2 * (q->x * q->y + q->z * q->w); if(m->b1 > -1e-7 && m->b1 < 1e-7) m->b1 = 0.0;
|
||||
m->b2 = 1 - 2 * (q->x * q->x + q->z * q->z); if(m->b2 > -1e-7 && m->b2 < 1e-7) m->b2 = 0.0;
|
||||
m->b3 = 2 * (q->y * q->z - q->x * q->w); if(m->b3 > -1e-7 && m->b3 < 1e-7) m->b3 = 0.0;
|
||||
m->c1 = 2 * (q->x * q->z - q->y * q->w); if(m->c1 > -1e-7 && m->c1 < 1e-7) m->c1 = 0.0;
|
||||
m->c2 = 2 * (q->y * q->z + q->x * q->w); if(m->c2 > -1e-7 && m->c2 < 1e-7) m->c2 = 0.0;
|
||||
m->c3 = 1 - 2 * (q->x * q->x + q->y * q->y); if(m->c3 > -1e-7 && m->c3 < 1e-7) m->c3 = 0.0;
|
||||
}
|
||||
|
||||
/* set translation */
|
||||
m->a4 = p->x; m->b4 = p->y; m->c4 = p->z;
|
||||
|
||||
m->d1 = 0; m->d2 = 0; m->d3 = 0; m->d4 = 1;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// find a node by name
|
||||
aiNode *M3DImporter::findNode(aiNode *pNode, aiString name)
|
||||
{
|
||||
unsigned int i;
|
||||
|
||||
ai_assert(pNode != nullptr);
|
||||
ai_assert(mScene != nullptr);
|
||||
|
||||
if(pNode->mName == name)
|
||||
return pNode;
|
||||
for(i = 0; i < pNode->mNumChildren; i++) {
|
||||
aiNode *pChild = findNode(pNode->mChildren[i], name);
|
||||
if(pChild) return pChild;
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// fills up offsetmatrix in mBones
|
||||
void M3DImporter::calculateOffsetMatrix(aiNode *pNode, aiMatrix4x4 *m)
|
||||
{
|
||||
ai_assert(pNode != nullptr);
|
||||
ai_assert(mScene != nullptr);
|
||||
|
||||
if(pNode->mParent) {
|
||||
calculateOffsetMatrix(pNode->mParent, m);
|
||||
*m *= pNode->mTransformation;
|
||||
} else {
|
||||
*m = pNode->mTransformation;
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// because M3D has a global mesh, global vertex ids and stores materialid on the face, we need
|
||||
// temporary lists to collect data for an aiMesh, which requires local arrays and local indeces
|
||||
// this function fills up an aiMesh with those temporary lists
|
||||
void M3DImporter::populateMesh(aiMesh *pMesh, std::vector<aiFace> *faces, std::vector<aiVector3D> *vertices,
|
||||
std::vector<aiVector3D> *normals, std::vector<aiVector3D> *texcoords, std::vector<aiColor4D> *colors,
|
||||
std::vector<unsigned int> *vertexids) {
|
||||
unsigned int i, j, k, s;
|
||||
aiNode *pNode;
|
||||
|
||||
ai_assert(pMesh != nullptr);
|
||||
ai_assert(faces != nullptr);
|
||||
ai_assert(vertices != nullptr);
|
||||
ai_assert(normals != nullptr);
|
||||
ai_assert(texcoords != nullptr);
|
||||
ai_assert(colors != nullptr);
|
||||
ai_assert(vertexids != nullptr);
|
||||
ai_assert(m3d != nullptr);
|
||||
|
||||
ASSIMP_LOG_DEBUG_F("M3D: populateMesh numvertices ", vertices->size(), " numfaces ", faces->size(),
|
||||
" numnormals ", normals->size(), " numtexcoord ", texcoords->size(), " numbones ", m3d->numbone);
|
||||
|
||||
if(vertices->size() && faces->size()) {
|
||||
pMesh->mNumFaces = faces->size();
|
||||
pMesh->mFaces = new aiFace[pMesh->mNumFaces];
|
||||
std::copy(faces->begin(), faces->end(), pMesh->mFaces);
|
||||
pMesh->mNumVertices = vertices->size();
|
||||
pMesh->mVertices = new aiVector3D[pMesh->mNumVertices];
|
||||
std::copy(vertices->begin(), vertices->end(), pMesh->mVertices);
|
||||
if(normals->size() == vertices->size()) {
|
||||
pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
|
||||
std::copy(normals->begin(), normals->end(), pMesh->mNormals);
|
||||
}
|
||||
if(texcoords->size() == vertices->size()) {
|
||||
pMesh->mTextureCoords[0] = new aiVector3D[pMesh->mNumVertices];
|
||||
std::copy(texcoords->begin(), texcoords->end(), pMesh->mTextureCoords[0]);
|
||||
pMesh->mNumUVComponents[0] = 2;
|
||||
}
|
||||
if(colors->size() == vertices->size()) {
|
||||
pMesh->mColors[0] = new aiColor4D[pMesh->mNumVertices];
|
||||
std::copy(colors->begin(), colors->end(), pMesh->mColors[0]);
|
||||
}
|
||||
// this is complicated, because M3D stores a list of bone id / weight pairs per
|
||||
// vertex but assimp uses lists of local vertex id/weight pairs per local bone list
|
||||
pMesh->mNumBones = m3d->numbone;
|
||||
/* we need aiBone with mOffsetMatrix for bones without weights as well */
|
||||
if(pMesh->mNumBones) {
|
||||
pMesh->mBones = new aiBone*[pMesh->mNumBones];
|
||||
for(i = 0; i < m3d->numbone; i++) {
|
||||
pMesh->mBones[i] = new aiBone;
|
||||
pMesh->mBones[i]->mName = aiString(std::string(m3d->bone[i].name));
|
||||
pMesh->mBones[i]->mNumWeights = 0;
|
||||
pNode = findNode(mScene->mRootNode, pMesh->mBones[i]->mName);
|
||||
if(pNode) {
|
||||
calculateOffsetMatrix(pNode, &pMesh->mBones[i]->mOffsetMatrix);
|
||||
pMesh->mBones[i]->mOffsetMatrix.Inverse();
|
||||
} else
|
||||
pMesh->mBones[i]->mOffsetMatrix = aiMatrix4x4();
|
||||
}
|
||||
if(vertexids->size()) {
|
||||
// first count how many vertices we have per bone
|
||||
for(i = 0; i < vertexids->size(); i++) {
|
||||
s = m3d->vertex[vertexids->at(i)].skinid;
|
||||
if(s != -1U && s!= -2U) {
|
||||
for(k = 0; k < M3D_NUMBONE && m3d->skin[s].weight[k] > 0.0; k++) {
|
||||
aiString name = aiString(std::string(m3d->bone[m3d->skin[s].boneid[k]].name));
|
||||
for(j = 0; j < pMesh->mNumBones; j++) {
|
||||
if(pMesh->mBones[j]->mName == name) {
|
||||
pMesh->mBones[j]->mNumWeights++;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// allocate mWeights
|
||||
for(j = 0; j < pMesh->mNumBones; j++) {
|
||||
aiBone *pBone = pMesh->mBones[j];
|
||||
if(pBone->mNumWeights) {
|
||||
pBone->mWeights = new aiVertexWeight[pBone->mNumWeights];
|
||||
pBone->mNumWeights = 0;
|
||||
}
|
||||
}
|
||||
// fill up with data
|
||||
for(i = 0; i < vertexids->size(); i++) {
|
||||
s = m3d->vertex[vertexids->at(i)].skinid;
|
||||
if(s != -1U && s!= -2U) {
|
||||
for(k = 0; k < M3D_NUMBONE && m3d->skin[s].weight[k] > 0.0; k++) {
|
||||
aiString name = aiString(std::string(m3d->bone[m3d->skin[s].boneid[k]].name));
|
||||
for(j = 0; j < pMesh->mNumBones; j++) {
|
||||
if(pMesh->mBones[j]->mName == name) {
|
||||
aiBone *pBone = pMesh->mBones[j];
|
||||
pBone->mWeights[pBone->mNumWeights].mVertexId = i;
|
||||
pBone->mWeights[pBone->mNumWeights].mWeight = m3d->skin[s].weight[k];
|
||||
pBone->mNumWeights++;
|
||||
break;
|
||||
}
|
||||
}
|
||||
} // foreach skin
|
||||
}
|
||||
} // foreach vertexids
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
|
||||
} // Namespace Assimp
|
||||
|
||||
#endif // !! ASSIMP_BUILD_NO_M3D_IMPORTER
|
|
@ -0,0 +1,106 @@
|
|||
/*
|
||||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2019 bzt
|
||||
|
||||
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 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 M3DImporter.h
|
||||
* @brief Declares the importer class to read a scene from a Model 3D file
|
||||
*/
|
||||
#ifndef AI_M3DIMPORTER_H_INC
|
||||
#define AI_M3DIMPORTER_H_INC
|
||||
|
||||
#ifndef ASSIMP_BUILD_NO_M3D_IMPORTER
|
||||
|
||||
#include "m3d.h"
|
||||
#include <assimp/BaseImporter.h>
|
||||
#include <assimp/material.h>
|
||||
#include <vector>
|
||||
|
||||
struct aiMesh;
|
||||
struct aiNode;
|
||||
struct aiMaterial;
|
||||
struct aiFace;
|
||||
|
||||
namespace Assimp {
|
||||
|
||||
class M3DImporter : public BaseImporter {
|
||||
public:
|
||||
/// \brief Default constructor
|
||||
M3DImporter();
|
||||
|
||||
/// \brief Destructor
|
||||
~M3DImporter();
|
||||
|
||||
public:
|
||||
/// \brief Returns whether the class can handle the format of the given file.
|
||||
/// \remark See BaseImporter::CanRead() for details.
|
||||
bool CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const;
|
||||
|
||||
private:
|
||||
aiScene* mScene; // the scene to import to
|
||||
m3d_t *m3d; // model for the C library to convert from
|
||||
|
||||
//! \brief Appends the supported extension.
|
||||
const aiImporterDesc* GetInfo () const;
|
||||
|
||||
//! \brief File import implementation.
|
||||
void InternReadFile(const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler);
|
||||
|
||||
void importMaterials();
|
||||
void importTextures();
|
||||
void importMeshes();
|
||||
void importBones(unsigned int parentid, aiNode *pParent);
|
||||
void importAnimations();
|
||||
|
||||
// helper functions
|
||||
aiColor4D mkColor(uint32_t c);
|
||||
void convertPose(aiMatrix4x4 *m, unsigned int posid, unsigned int orientid);
|
||||
aiNode *findNode(aiNode *pNode, aiString name);
|
||||
void calculateOffsetMatrix(aiNode *pNode, aiMatrix4x4 *m);
|
||||
void populateMesh(aiMesh *pMesh, std::vector<aiFace> *faces, std::vector<aiVector3D> *verteces,
|
||||
std::vector<aiVector3D> *normals, std::vector<aiVector3D> *texcoords, std::vector<aiColor4D> *colors,
|
||||
std::vector<unsigned int> *vertexids);
|
||||
};
|
||||
|
||||
} // Namespace Assimp
|
||||
|
||||
#endif // ASSIMP_BUILD_NO_M3D_IMPORTER
|
||||
|
||||
#endif // AI_M3DIMPORTER_H_INC
|
|
@ -0,0 +1,106 @@
|
|||
/*
|
||||
Open Asset Import Library (assimp)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2019, assimp team
|
||||
Copyright (c) 2019 bzt
|
||||
|
||||
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 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 M3DMaterials.h
|
||||
* @brief Declares the Assimp and Model 3D file material type relations
|
||||
*/
|
||||
#ifndef AI_M3DMATERIALS_H_INC
|
||||
#define AI_M3DMATERIALS_H_INC
|
||||
|
||||
/*
|
||||
* In the m3d.h header, there's a static array which defines the material
|
||||
* properties, called m3d_propertytypes. These must have the same size, and
|
||||
* list the matching Assimp materials for those properties. Used by both the
|
||||
* M3DImporter and the M3DExporter, so you have to define these relations
|
||||
* only once. D.R.Y. and K.I.S.S.
|
||||
*/
|
||||
typedef struct {
|
||||
char *pKey;
|
||||
unsigned int type;
|
||||
unsigned int index;
|
||||
} aiMatProp;
|
||||
|
||||
/* --- Scalar Properties --- !!!!! must match m3d_propertytypes !!!!! */
|
||||
static aiMatProp aiProps[] = {
|
||||
{ AI_MATKEY_COLOR_DIFFUSE }, /* m3dp_Kd */
|
||||
{ AI_MATKEY_COLOR_AMBIENT }, /* m3dp_Ka */
|
||||
{ AI_MATKEY_COLOR_SPECULAR }, /* m3dp_Ks */
|
||||
{ AI_MATKEY_SHININESS }, /* m3dp_Ns */
|
||||
{ AI_MATKEY_COLOR_EMISSIVE }, /* m3dp_Ke */
|
||||
{ AI_MATKEY_COLOR_REFLECTIVE }, /* m3dp_Tf */
|
||||
{ AI_MATKEY_BUMPSCALING }, /* m3dp_Km */
|
||||
{ AI_MATKEY_OPACITY }, /* m3dp_d */
|
||||
{ AI_MATKEY_SHADING_MODEL }, /* m3dp_il */
|
||||
|
||||
{ NULL, 0, 0 }, /* m3dp_Pr */
|
||||
{ AI_MATKEY_REFLECTIVITY }, /* m3dp_Pm */
|
||||
{ NULL, 0, 0 }, /* m3dp_Ps */
|
||||
{ AI_MATKEY_REFRACTI }, /* m3dp_Ni */
|
||||
{ NULL, 0, 0 },
|
||||
{ NULL, 0, 0 },
|
||||
{ NULL, 0, 0 },
|
||||
{ NULL, 0, 0 }
|
||||
};
|
||||
|
||||
/* --- Texture Map Properties --- !!!!! must match m3d_propertytypes !!!!! */
|
||||
static aiMatProp aiTxProps[] = {
|
||||
{ AI_MATKEY_TEXTURE_DIFFUSE(0) }, /* m3dp_map_Kd */
|
||||
{ AI_MATKEY_TEXTURE_AMBIENT(0) }, /* m3dp_map_Ka */
|
||||
{ AI_MATKEY_TEXTURE_SPECULAR(0) }, /* m3dp_map_Ks */
|
||||
{ AI_MATKEY_TEXTURE_SHININESS(0) }, /* m3dp_map_Ns */
|
||||
{ AI_MATKEY_TEXTURE_EMISSIVE(0) }, /* m3dp_map_Ke */
|
||||
{ NULL, 0, 0 }, /* m3dp_map_Tf */
|
||||
{ AI_MATKEY_TEXTURE_HEIGHT(0) }, /* m3dp_bump */
|
||||
{ AI_MATKEY_TEXTURE_OPACITY(0) }, /* m3dp_map_d */
|
||||
{ AI_MATKEY_TEXTURE_REFLECTION(0) }, /* m3dp_refl */
|
||||
|
||||
{ AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE_ROUGHNESS,0) },/* m3dp_map_Pr */
|
||||
{ AI_MATKEY_TEXTURE(aiTextureType_METALNESS,0) }, /* m3dp_map_Pm */
|
||||
{ NULL, 0, 0 }, /* m3dp_map_Ps */
|
||||
{ AI_MATKEY_TEXTURE(aiTextureType_AMBIENT_OCCLUSION,0) },/* m3dp_map_Ni */
|
||||
{ NULL, 0, 0 },
|
||||
{ NULL, 0, 0 },
|
||||
{ NULL, 0, 0 },
|
||||
{ NULL, 0, 0 }
|
||||
};
|
||||
|
||||
#endif // AI_M3DMATERIALS_H_INC
|
|
@ -0,0 +1 @@
|
|||
../../../m3d.h
|
|
@ -0,0 +1,14 @@
|
|||
Model 3D Samples
|
||||
================
|
||||
|
||||
aliveai_character.m3d - from Minetest aliveai mod (textures, animations, original 47k, m3d 2.5k)
|
||||
cube.m3d - smallest possible example, 119 bytes only
|
||||
cube_normals.m3d - cube with normal vectors, 159 bytes
|
||||
cube_usemtl.m3d - converted from Assimp sample OBJ by the same name, cube with materials
|
||||
cube_with_vertexcolors.m3d - converted from Assimp sample OBJ by the same name, cube with vertex colors
|
||||
cube_with_vertexcolors.a3d - same, but saved in ASCII variant with Windows line endings (\r\n)
|
||||
mobs_dwarves_character.m3d - from Minetest mobs_dwarves mod (with Assimp artifacts converted perfectly too...)
|
||||
suzanne.m3d - exported from Blender (monkey face, with normals and texture UVs and materials)
|
||||
WusonBlitz0.m3d - from Assimp sample by the same name (was 87k, triangle mesh) with int8 coordinates, minor quality degradation
|
||||
WusonBlitz1.m3d - same, but uses int16 coordinates (no noticable difference to the original, but just 35k)
|
||||
WusonBlitz2.m3d - same, but with 32 bit floating point numbers (same precision as the original, half the file size, 42k)
|
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
|
@ -0,0 +1,33 @@
|
|||
3dmodel 1
|
||||
cube_with_vertexcolors.obj
|
||||
MIT
|
||||
bzt
|
||||
comment
|
||||
|
||||
Vertex
|
||||
0 0 0 1 #ff786d7b
|
||||
0 0 -1 1
|
||||
1 1 0 1 #ff320a4d
|
||||
1 0 0 1 #ff19c718
|
||||
0 1 0 1 #ff2c0004
|
||||
-1 0 0 1
|
||||
0 1 1 1 #ff0a00df
|
||||
0 0 1 1 #ff790018
|
||||
1 1 1 1 #ffc70017
|
||||
1 0 1 1 #ff380a7b
|
||||
0 -1 0 1
|
||||
|
||||
Mesh
|
||||
0//1 2//1 3//1
|
||||
0//1 4//1 2//1
|
||||
0//5 6//5 4//5
|
||||
0//5 7//5 6//5
|
||||
4//4 8//4 2//4
|
||||
4//4 6//4 8//4
|
||||
3//3 2//3 8//3
|
||||
3//3 8//3 9//3
|
||||
0//10 3//10 9//10
|
||||
0//10 9//10 7//10
|
||||
7//7 9//7 8//7
|
||||
7//7 8//7 6//7
|
||||
|
Binary file not shown.
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Loading…
Reference in New Issue