Refactored the 3ds and ase loaders, anon. union and struct isn't anymore necessary
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@48 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
parent
cbbb704198
commit
3dbd8c1619
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@ -131,20 +131,20 @@ void Dot3DSImporter::CheckIndices(Dot3DS::Mesh* sMesh)
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i != sMesh->mFaces.end();++i)
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{
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// check whether all indices are in range
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if ((*i).a.b.i1 >= sMesh->mPositions.size())
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if ((*i).mIndices[0] >= sMesh->mPositions.size())
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{
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DefaultLogger::get()->warn("Face index overflow in 3DS file (#1)");
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(*i).a.b.i1 = sMesh->mPositions.size()-1;
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(*i).mIndices[0] = sMesh->mPositions.size()-1;
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}
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if ((*i).a.b.i2 >= sMesh->mPositions.size())
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if ((*i).mIndices[1] >= sMesh->mPositions.size())
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{
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DefaultLogger::get()->warn("Face index overflow in 3DS file (#2)");
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(*i).a.b.i2 = sMesh->mPositions.size()-1;
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(*i).mIndices[1] = sMesh->mPositions.size()-1;
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}
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if ((*i).a.b.i3 >= sMesh->mPositions.size())
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if ((*i).mIndices[2] >= sMesh->mPositions.size())
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{
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DefaultLogger::get()->warn("Face index overflow in 3DS file (#3)");
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(*i).a.b.i3 = sMesh->mPositions.size()-1;
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(*i).mIndices[2] = sMesh->mPositions.size()-1;
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}
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}
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return;
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@ -169,20 +169,20 @@ void Dot3DSImporter::MakeUnique(Dot3DS::Mesh* sMesh)
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uint32_t iTemp1,iTemp2;
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// position and texture coordinates
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vNew[iBase] = sMesh->mPositions[sMesh->mFaces[i].a.b.i3];
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vNew2[iBase] = sMesh->mTexCoords[sMesh->mFaces[i].a.b.i3];
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vNew[iBase] = sMesh->mPositions[sMesh->mFaces[i].mIndices[2]];
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vNew2[iBase] = sMesh->mTexCoords[sMesh->mFaces[i].mIndices[2]];
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iTemp1 = iBase++;
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vNew[iBase] = sMesh->mPositions[sMesh->mFaces[i].a.b.i2];
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vNew2[iBase] = sMesh->mTexCoords[sMesh->mFaces[i].a.b.i2];
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vNew[iBase] = sMesh->mPositions[sMesh->mFaces[i].mIndices[1]];
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vNew2[iBase] = sMesh->mTexCoords[sMesh->mFaces[i].mIndices[1]];
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iTemp2 = iBase++;
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vNew[iBase] = sMesh->mPositions[sMesh->mFaces[i].a.b.i1];
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vNew2[iBase] = sMesh->mTexCoords[sMesh->mFaces[i].a.b.i1];
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sMesh->mFaces[i].a.b.i3 = iBase++;
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vNew[iBase] = sMesh->mPositions[sMesh->mFaces[i].mIndices[0]];
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vNew2[iBase] = sMesh->mTexCoords[sMesh->mFaces[i].mIndices[0]];
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sMesh->mFaces[i].mIndices[2] = iBase++;
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sMesh->mFaces[i].a.b.i1 = iTemp1;
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sMesh->mFaces[i].a.b.i2 = iTemp2;
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sMesh->mFaces[i].mIndices[0] = iTemp1;
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sMesh->mFaces[i].mIndices[1] = iTemp2;
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// handle the face order ...
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/*if (iTemp1 > iTemp2)
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@ -198,17 +198,17 @@ void Dot3DSImporter::MakeUnique(Dot3DS::Mesh* sMesh)
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uint32_t iTemp1,iTemp2;
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// position only
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vNew[iBase] = sMesh->mPositions[sMesh->mFaces[i].a.b.i3];
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vNew[iBase] = sMesh->mPositions[sMesh->mFaces[i].mIndices[2]];
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iTemp1 = iBase++;
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vNew[iBase] = sMesh->mPositions[sMesh->mFaces[i].a.b.i2];
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vNew[iBase] = sMesh->mPositions[sMesh->mFaces[i].mIndices[1]];
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iTemp2 = iBase++;
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vNew[iBase] = sMesh->mPositions[sMesh->mFaces[i].a.b.i1];
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sMesh->mFaces[i].a.b.i3 = iBase++;
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vNew[iBase] = sMesh->mPositions[sMesh->mFaces[i].mIndices[0]];
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sMesh->mFaces[i].mIndices[2] = iBase++;
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sMesh->mFaces[i].a.b.i1 = iTemp1;
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sMesh->mFaces[i].a.b.i2 = iTemp2;
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sMesh->mFaces[i].mIndices[0] = iTemp1;
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sMesh->mFaces[i].mIndices[1] = iTemp2;
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// handle the face order ...
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/*if (iTemp1 > iTemp2)
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@ -451,16 +451,16 @@ void Dot3DSImporter::ConvertMeshes(aiScene* pcOut)
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p_pcOut->mFaces[q].mNumIndices = 3;
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p_pcOut->mFaces[q].mIndices[2] = iBase;
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p_pcOut->mVertices[iBase] = (*i).mPositions[(*i).mFaces[iIndex].a.b.i1];
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p_pcOut->mNormals[iBase++] = (*i).mNormals[(*i).mFaces[iIndex].a.b.i1];
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p_pcOut->mVertices[iBase] = (*i).mPositions[(*i).mFaces[iIndex].mIndices[0]];
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p_pcOut->mNormals[iBase++] = (*i).mNormals[(*i).mFaces[iIndex].mIndices[0]];
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p_pcOut->mFaces[q].mIndices[1] = iBase;
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p_pcOut->mVertices[iBase] = (*i).mPositions[(*i).mFaces[iIndex].a.b.i2];
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p_pcOut->mNormals[iBase++] = (*i).mNormals[(*i).mFaces[iIndex].a.b.i2];
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p_pcOut->mVertices[iBase] = (*i).mPositions[(*i).mFaces[iIndex].mIndices[1]];
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p_pcOut->mNormals[iBase++] = (*i).mNormals[(*i).mFaces[iIndex].mIndices[1]];
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p_pcOut->mFaces[q].mIndices[0] = iBase;
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p_pcOut->mVertices[iBase] = (*i).mPositions[(*i).mFaces[iIndex].a.b.i3];
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p_pcOut->mNormals[iBase++] = (*i).mNormals[(*i).mFaces[iIndex].a.b.i3];
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p_pcOut->mVertices[iBase] = (*i).mPositions[(*i).mFaces[iIndex].mIndices[2]];
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p_pcOut->mNormals[iBase++] = (*i).mNormals[(*i).mFaces[iIndex].mIndices[2]];
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}
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}
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// convert texture coordinates
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@ -473,15 +473,15 @@ void Dot3DSImporter::ConvertMeshes(aiScene* pcOut)
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{
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unsigned int iIndex2 = aiSplit[p][q];
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unsigned int iIndex = (*i).mFaces[iIndex2].a.b.i1;
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unsigned int iIndex = (*i).mFaces[iIndex2].mIndices[0];
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aiVector2D& pc = (*i).mTexCoords[iIndex];
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p_pcOut->mTextureCoords[0][iBase++] = aiVector3D(pc.x,pc.y,0.0f);
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iIndex = (*i).mFaces[iIndex2].a.b.i2;
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iIndex = (*i).mFaces[iIndex2].mIndices[1];
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pc = (*i).mTexCoords[iIndex];
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p_pcOut->mTextureCoords[0][iBase++] = aiVector3D(pc.x,pc.y,0.0f);
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iIndex = (*i).mFaces[iIndex2].a.b.i3;
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iIndex = (*i).mFaces[iIndex2].mIndices[2];
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pc = (*i).mTexCoords[iIndex];
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p_pcOut->mTextureCoords[0][iBase++] = aiVector3D(pc.x,pc.y,0.0f);
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}
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@ -62,17 +62,17 @@ void Dot3DSImporter::GenNormals(Dot3DS::Mesh* sMesh)
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Dot3DS::Face& face = sMesh->mFaces[a];
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// assume it is a triangle
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aiVector3D* pV1 = &sMesh->mPositions[face.a.b.i1];
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aiVector3D* pV2 = &sMesh->mPositions[face.a.b.i2];
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aiVector3D* pV3 = &sMesh->mPositions[face.a.b.i3];
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aiVector3D* pV1 = &sMesh->mPositions[face.mIndices[0]];
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aiVector3D* pV2 = &sMesh->mPositions[face.mIndices[1]];
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aiVector3D* pV3 = &sMesh->mPositions[face.mIndices[2]];
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aiVector3D pDelta1 = *pV2 - *pV1;
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aiVector3D pDelta2 = *pV3 - *pV1;
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aiVector3D vNor = pDelta1 ^ pDelta2;
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sMesh->mNormals[face.a.b.i1] = vNor;
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sMesh->mNormals[face.a.b.i2] = vNor;
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sMesh->mNormals[face.a.b.i3] = vNor;
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sMesh->mNormals[face.mIndices[0]] = vNor;
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sMesh->mNormals[face.mIndices[1]] = vNor;
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sMesh->mNormals[face.mIndices[2]] = vNor;
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}
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// calculate the position bounds so we have a reliable epsilon to
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@ -111,7 +111,7 @@ void Dot3DSImporter::GenNormals(Dot3DS::Mesh* sMesh)
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for (unsigned int c = 0; c < 3;++c)
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{
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sSort.FindPositions(sMesh->mPositions[(*i).a.mIndices[c]],(*i).iSmoothGroup,
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sSort.FindPositions(sMesh->mPositions[(*i).mIndices[c]],(*i).iSmoothGroup,
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posEpsilon,poResult);
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aiVector3D vNormals;
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@ -127,7 +127,7 @@ void Dot3DSImporter::GenNormals(Dot3DS::Mesh* sMesh)
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vNormals.y /= fDiv;
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vNormals.z /= fDiv;
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vNormals.Normalize();
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avNormals[(*i).a.mIndices[c]] = vNormals;
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avNormals[(*i).mIndices[c]] = vNormals;
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poResult.clear();
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}
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}
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@ -308,25 +308,16 @@ struct Face
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Face() : iSmoothGroup(0), bFlipped(false)
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{
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// let the rest uninitialized for performance
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this->a.b.i1 = 0;
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this->a.b.i2 = 0;
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this->a.b.i3 = 0;
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this->mIndices[0] = 0;
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this->mIndices[1] = 0;
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this->mIndices[2] = 0;
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}
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//! Indices. .3ds is using uint16. However, after
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//! an unique vrtex set has been geneerated it might
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//! be an index becomes > 2^16
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union
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{
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struct
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{
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uint32_t i1;
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uint32_t i2;
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uint32_t i3;
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} b; // DUMMY NAME
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uint32_t mIndices[3];
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} a; // DUMMY NAME
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uint32_t mIndices[3];
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//! specifies to which smoothing group the face belongs to
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uint32_t iSmoothGroup;
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@ -983,11 +983,11 @@ void Dot3DSImporter::ParseMeshChunk(int* piRemaining)
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while (iNum-- > 0)
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{
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Dot3DS::Face sFace;
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sFace.a.b.i1 = *((uint16_t*)this->mCurrent);
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sFace.mIndices[0] = *((uint16_t*)this->mCurrent);
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this->mCurrent += sizeof(uint16_t);
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sFace.a.b.i2 = *((uint16_t*)this->mCurrent);
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sFace.mIndices[1] = *((uint16_t*)this->mCurrent);
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this->mCurrent += sizeof(uint16_t);
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sFace.a.b.i3 = *((uint16_t*)this->mCurrent);
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sFace.mIndices[2] = *((uint16_t*)this->mCurrent);
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this->mCurrent += 2*sizeof(uint16_t);
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mMesh.mFaces.push_back(sFace);
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}
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@ -73,18 +73,18 @@ void D3DSSpatialSorter::AddFace(const Dot3DS::Face* pcFace,
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ai_assert(NULL != pcFace);
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// store position by index and distance
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float distance = vPositions[pcFace->a.b.i1] * mPlaneNormal;
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mPositions.push_back( Entry( pcFace->a.b.i1, vPositions[pcFace->a.b.i1],
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float distance = vPositions[pcFace->mIndices[0]] * mPlaneNormal;
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mPositions.push_back( Entry( pcFace->mIndices[0], vPositions[pcFace->mIndices[0]],
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distance, pcFace->iSmoothGroup));
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// triangle vertex 2
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distance = vPositions[pcFace->a.b.i2] * mPlaneNormal;
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mPositions.push_back( Entry( pcFace->a.b.i2, vPositions[pcFace->a.b.i2],
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distance = vPositions[pcFace->mIndices[1]] * mPlaneNormal;
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mPositions.push_back( Entry( pcFace->mIndices[1], vPositions[pcFace->mIndices[1]],
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distance, pcFace->iSmoothGroup));
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// triangle vertex 3
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distance = vPositions[pcFace->a.b.i3] * mPlaneNormal;
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mPositions.push_back( Entry( pcFace->a.b.i3, vPositions[pcFace->a.b.i3],
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distance = vPositions[pcFace->mIndices[2]] * mPlaneNormal;
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mPositions.push_back( Entry( pcFace->mIndices[2], vPositions[pcFace->mIndices[2]],
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distance, pcFace->iSmoothGroup));
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}
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// ------------------------------------------------------------------------------------------------
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@ -286,7 +286,7 @@ void ASEImporter::BuildUniqueRepresentation(ASE::Mesh& mesh)
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{
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for (unsigned int n = 0; n < 3;++n,++iCurrent)
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{
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mPositions[iCurrent] = mesh.mPositions[(*i).a.mIndices[n]];
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mPositions[iCurrent] = mesh.mPositions[(*i).mIndices[n]];
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// add texture coordinates
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for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
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@ -304,20 +304,20 @@ void ASEImporter::BuildUniqueRepresentation(ASE::Mesh& mesh)
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// add normal vectors
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if (!mesh.mNormals.empty())
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{
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mNormals[iCurrent] = mesh.mNormals[(*i).a.mIndices[n]];
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mNormals[iCurrent] = mesh.mNormals[(*i).mIndices[n]];
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}
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// handle bone vertices
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if ((*i).a.mIndices[n] < mesh.mBoneVertices.size())
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if ((*i).mIndices[n] < mesh.mBoneVertices.size())
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{
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// (sometimes this will cause bone verts to be duplicated
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// however, I' quite sure Schrompf' JoinVerticesStep
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// will fix that again ...)
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mBoneVertices[iCurrent] = mesh.mBoneVertices[(*i).a.mIndices[n]];
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mBoneVertices[iCurrent] = mesh.mBoneVertices[(*i).mIndices[n]];
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}
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// assign a new valid index to the face
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(*i).a.mIndices[n] = iCurrent;
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(*i).mIndices[n] = iCurrent;
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}
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}
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@ -577,7 +577,7 @@ void ASEImporter::ConvertMeshes(ASE::Mesh& mesh, aiScene* pcScene)
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for (unsigned int t = 0; t < 3;++t)
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{
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const uint32_t iIndex2 = mesh.mFaces[iIndex].a.mIndices[t];
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const uint32_t iIndex2 = mesh.mFaces[iIndex].mIndices[t];
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p_pcOut->mVertices[iBase] = mesh.mPositions[iIndex2];
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p_pcOut->mNormals[iBase] = mesh.mNormals[iIndex2];
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@ -618,7 +618,7 @@ void ASEImporter::ConvertMeshes(ASE::Mesh& mesh, aiScene* pcScene)
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unsigned int iIndex = aiSplit[p][q];
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for (unsigned int t = 0; t < 3;++t)
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{
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p_pcOut->mTextureCoords[c][iBase++] = mesh.amTexCoords[c][mesh.mFaces[iIndex].a.mIndices[t]];
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p_pcOut->mTextureCoords[c][iBase++] = mesh.amTexCoords[c][mesh.mFaces[iIndex].mIndices[t]];
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}
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}
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// setup the number of valid vertex components
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@ -636,7 +636,7 @@ void ASEImporter::ConvertMeshes(ASE::Mesh& mesh, aiScene* pcScene)
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unsigned int iIndex = aiSplit[p][q];
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for (unsigned int t = 0; t < 3;++t)
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{
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p_pcOut->mColors[0][iBase++] = mesh.mVertexColors[mesh.mFaces[iIndex].a.mIndices[t]];
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p_pcOut->mColors[0][iBase++] = mesh.mVertexColors[mesh.mFaces[iIndex].mIndices[t]];
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}
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}
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}
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@ -738,9 +738,9 @@ void ASEImporter::ConvertMeshes(ASE::Mesh& mesh, aiScene* pcScene)
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p_pcOut->mFaces[iFace].mIndices = new unsigned int[3];
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// copy indices
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p_pcOut->mFaces[iFace].mIndices[0] = mesh.mFaces[iFace].a.mIndices[0];
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p_pcOut->mFaces[iFace].mIndices[1] = mesh.mFaces[iFace].a.mIndices[1];
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p_pcOut->mFaces[iFace].mIndices[2] = mesh.mFaces[iFace].a.mIndices[2];
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p_pcOut->mFaces[iFace].mIndices[0] = mesh.mFaces[iFace].mIndices[0];
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p_pcOut->mFaces[iFace].mIndices[1] = mesh.mFaces[iFace].mIndices[1];
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p_pcOut->mFaces[iFace].mIndices[2] = mesh.mFaces[iFace].mIndices[2];
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}
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// copy vertex bones
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@ -889,17 +889,17 @@ void ASEImporter::GenerateNormals(ASE::Mesh& mesh)
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const ASE::Face& face = mesh.mFaces[a];
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// assume it is a triangle
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aiVector3D* pV1 = &mesh.mPositions[face.a.b.i1];
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aiVector3D* pV2 = &mesh.mPositions[face.a.b.i2];
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aiVector3D* pV3 = &mesh.mPositions[face.a.b.i3];
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aiVector3D* pV1 = &mesh.mPositions[face.mIndices[0]];
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aiVector3D* pV2 = &mesh.mPositions[face.mIndices[1]];
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aiVector3D* pV3 = &mesh.mPositions[face.mIndices[2]];
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aiVector3D pDelta1 = *pV2 - *pV1;
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aiVector3D pDelta2 = *pV3 - *pV1;
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aiVector3D vNor = pDelta1 ^ pDelta2;
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mesh.mNormals[face.a.b.i1] = vNor;
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mesh.mNormals[face.a.b.i2] = vNor;
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mesh.mNormals[face.a.b.i3] = vNor;
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mesh.mNormals[face.mIndices[0]] = vNor;
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mesh.mNormals[face.mIndices[1]] = vNor;
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mesh.mNormals[face.mIndices[2]] = vNor;
|
||||
}
|
||||
|
||||
// calculate the position bounds so we have a reliable epsilon to
|
||||
|
@ -934,7 +934,7 @@ void ASEImporter::GenerateNormals(ASE::Mesh& mesh)
|
|||
std::vector<unsigned int> poResult;
|
||||
for (unsigned int c = 0; c < 3;++c)
|
||||
{
|
||||
sSort.FindPositions(mesh.mPositions[(*i).a.mIndices[c]],(*i).iSmoothGroup,
|
||||
sSort.FindPositions(mesh.mPositions[(*i).mIndices[c]],(*i).iSmoothGroup,
|
||||
posEpsilon,poResult);
|
||||
|
||||
aiVector3D vNormals;
|
||||
|
@ -948,7 +948,7 @@ void ASEImporter::GenerateNormals(ASE::Mesh& mesh)
|
|||
}
|
||||
vNormals.x /= fDiv;vNormals.y /= fDiv;vNormals.z /= fDiv;
|
||||
vNormals.Normalize();
|
||||
avNormals[(*i).a.mIndices[c]] = vNormals;
|
||||
avNormals[(*i).mIndices[c]] = vNormals;
|
||||
poResult.clear();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1567,7 +1567,7 @@ __EARTHQUAKE_XXL:
|
|||
if(!SkipSpaces(this->m_szFile,&this->m_szFile))
|
||||
BLUBB("Unable to parse *MESH_FACE Element: Unexpected EOL. Vertex index ecpected [#4]")
|
||||
|
||||
out.a.mIndices[iIndex] = strtol10(this->m_szFile,&this->m_szFile);
|
||||
out.mIndices[iIndex] = strtol10(this->m_szFile,&this->m_szFile);
|
||||
}
|
||||
|
||||
// now we need to skip the AB, BC, CA blocks.
|
||||
|
|
Loading…
Reference in New Issue