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-9d2fd5bffc1f
pull/1/head
aramis_acg 2008-05-29 11:07:25 +00:00
parent cbbb704198
commit 3dbd8c1619
7 changed files with 71 additions and 80 deletions

View File

@ -131,20 +131,20 @@ void Dot3DSImporter::CheckIndices(Dot3DS::Mesh* sMesh)
i != sMesh->mFaces.end();++i)
{
// check whether all indices are in range
if ((*i).a.b.i1 >= sMesh->mPositions.size())
if ((*i).mIndices[0] >= sMesh->mPositions.size())
{
DefaultLogger::get()->warn("Face index overflow in 3DS file (#1)");
(*i).a.b.i1 = sMesh->mPositions.size()-1;
(*i).mIndices[0] = sMesh->mPositions.size()-1;
}
if ((*i).a.b.i2 >= sMesh->mPositions.size())
if ((*i).mIndices[1] >= sMesh->mPositions.size())
{
DefaultLogger::get()->warn("Face index overflow in 3DS file (#2)");
(*i).a.b.i2 = sMesh->mPositions.size()-1;
(*i).mIndices[1] = sMesh->mPositions.size()-1;
}
if ((*i).a.b.i3 >= sMesh->mPositions.size())
if ((*i).mIndices[2] >= sMesh->mPositions.size())
{
DefaultLogger::get()->warn("Face index overflow in 3DS file (#3)");
(*i).a.b.i3 = sMesh->mPositions.size()-1;
(*i).mIndices[2] = sMesh->mPositions.size()-1;
}
}
return;
@ -169,20 +169,20 @@ void Dot3DSImporter::MakeUnique(Dot3DS::Mesh* sMesh)
uint32_t iTemp1,iTemp2;
// position and texture coordinates
vNew[iBase] = sMesh->mPositions[sMesh->mFaces[i].a.b.i3];
vNew2[iBase] = sMesh->mTexCoords[sMesh->mFaces[i].a.b.i3];
vNew[iBase] = sMesh->mPositions[sMesh->mFaces[i].mIndices[2]];
vNew2[iBase] = sMesh->mTexCoords[sMesh->mFaces[i].mIndices[2]];
iTemp1 = iBase++;
vNew[iBase] = sMesh->mPositions[sMesh->mFaces[i].a.b.i2];
vNew2[iBase] = sMesh->mTexCoords[sMesh->mFaces[i].a.b.i2];
vNew[iBase] = sMesh->mPositions[sMesh->mFaces[i].mIndices[1]];
vNew2[iBase] = sMesh->mTexCoords[sMesh->mFaces[i].mIndices[1]];
iTemp2 = iBase++;
vNew[iBase] = sMesh->mPositions[sMesh->mFaces[i].a.b.i1];
vNew2[iBase] = sMesh->mTexCoords[sMesh->mFaces[i].a.b.i1];
sMesh->mFaces[i].a.b.i3 = iBase++;
vNew[iBase] = sMesh->mPositions[sMesh->mFaces[i].mIndices[0]];
vNew2[iBase] = sMesh->mTexCoords[sMesh->mFaces[i].mIndices[0]];
sMesh->mFaces[i].mIndices[2] = iBase++;
sMesh->mFaces[i].a.b.i1 = iTemp1;
sMesh->mFaces[i].a.b.i2 = iTemp2;
sMesh->mFaces[i].mIndices[0] = iTemp1;
sMesh->mFaces[i].mIndices[1] = iTemp2;
// handle the face order ...
/*if (iTemp1 > iTemp2)
@ -198,17 +198,17 @@ void Dot3DSImporter::MakeUnique(Dot3DS::Mesh* sMesh)
uint32_t iTemp1,iTemp2;
// position only
vNew[iBase] = sMesh->mPositions[sMesh->mFaces[i].a.b.i3];
vNew[iBase] = sMesh->mPositions[sMesh->mFaces[i].mIndices[2]];
iTemp1 = iBase++;
vNew[iBase] = sMesh->mPositions[sMesh->mFaces[i].a.b.i2];
vNew[iBase] = sMesh->mPositions[sMesh->mFaces[i].mIndices[1]];
iTemp2 = iBase++;
vNew[iBase] = sMesh->mPositions[sMesh->mFaces[i].a.b.i1];
sMesh->mFaces[i].a.b.i3 = iBase++;
vNew[iBase] = sMesh->mPositions[sMesh->mFaces[i].mIndices[0]];
sMesh->mFaces[i].mIndices[2] = iBase++;
sMesh->mFaces[i].a.b.i1 = iTemp1;
sMesh->mFaces[i].a.b.i2 = iTemp2;
sMesh->mFaces[i].mIndices[0] = iTemp1;
sMesh->mFaces[i].mIndices[1] = iTemp2;
// handle the face order ...
/*if (iTemp1 > iTemp2)
@ -451,16 +451,16 @@ void Dot3DSImporter::ConvertMeshes(aiScene* pcOut)
p_pcOut->mFaces[q].mNumIndices = 3;
p_pcOut->mFaces[q].mIndices[2] = iBase;
p_pcOut->mVertices[iBase] = (*i).mPositions[(*i).mFaces[iIndex].a.b.i1];
p_pcOut->mNormals[iBase++] = (*i).mNormals[(*i).mFaces[iIndex].a.b.i1];
p_pcOut->mVertices[iBase] = (*i).mPositions[(*i).mFaces[iIndex].mIndices[0]];
p_pcOut->mNormals[iBase++] = (*i).mNormals[(*i).mFaces[iIndex].mIndices[0]];
p_pcOut->mFaces[q].mIndices[1] = iBase;
p_pcOut->mVertices[iBase] = (*i).mPositions[(*i).mFaces[iIndex].a.b.i2];
p_pcOut->mNormals[iBase++] = (*i).mNormals[(*i).mFaces[iIndex].a.b.i2];
p_pcOut->mVertices[iBase] = (*i).mPositions[(*i).mFaces[iIndex].mIndices[1]];
p_pcOut->mNormals[iBase++] = (*i).mNormals[(*i).mFaces[iIndex].mIndices[1]];
p_pcOut->mFaces[q].mIndices[0] = iBase;
p_pcOut->mVertices[iBase] = (*i).mPositions[(*i).mFaces[iIndex].a.b.i3];
p_pcOut->mNormals[iBase++] = (*i).mNormals[(*i).mFaces[iIndex].a.b.i3];
p_pcOut->mVertices[iBase] = (*i).mPositions[(*i).mFaces[iIndex].mIndices[2]];
p_pcOut->mNormals[iBase++] = (*i).mNormals[(*i).mFaces[iIndex].mIndices[2]];
}
}
// convert texture coordinates
@ -473,15 +473,15 @@ void Dot3DSImporter::ConvertMeshes(aiScene* pcOut)
{
unsigned int iIndex2 = aiSplit[p][q];
unsigned int iIndex = (*i).mFaces[iIndex2].a.b.i1;
unsigned int iIndex = (*i).mFaces[iIndex2].mIndices[0];
aiVector2D& pc = (*i).mTexCoords[iIndex];
p_pcOut->mTextureCoords[0][iBase++] = aiVector3D(pc.x,pc.y,0.0f);
iIndex = (*i).mFaces[iIndex2].a.b.i2;
iIndex = (*i).mFaces[iIndex2].mIndices[1];
pc = (*i).mTexCoords[iIndex];
p_pcOut->mTextureCoords[0][iBase++] = aiVector3D(pc.x,pc.y,0.0f);
iIndex = (*i).mFaces[iIndex2].a.b.i3;
iIndex = (*i).mFaces[iIndex2].mIndices[2];
pc = (*i).mTexCoords[iIndex];
p_pcOut->mTextureCoords[0][iBase++] = aiVector3D(pc.x,pc.y,0.0f);
}

View File

@ -62,17 +62,17 @@ void Dot3DSImporter::GenNormals(Dot3DS::Mesh* sMesh)
Dot3DS::Face& face = sMesh->mFaces[a];
// assume it is a triangle
aiVector3D* pV1 = &sMesh->mPositions[face.a.b.i1];
aiVector3D* pV2 = &sMesh->mPositions[face.a.b.i2];
aiVector3D* pV3 = &sMesh->mPositions[face.a.b.i3];
aiVector3D* pV1 = &sMesh->mPositions[face.mIndices[0]];
aiVector3D* pV2 = &sMesh->mPositions[face.mIndices[1]];
aiVector3D* pV3 = &sMesh->mPositions[face.mIndices[2]];
aiVector3D pDelta1 = *pV2 - *pV1;
aiVector3D pDelta2 = *pV3 - *pV1;
aiVector3D vNor = pDelta1 ^ pDelta2;
sMesh->mNormals[face.a.b.i1] = vNor;
sMesh->mNormals[face.a.b.i2] = vNor;
sMesh->mNormals[face.a.b.i3] = vNor;
sMesh->mNormals[face.mIndices[0]] = vNor;
sMesh->mNormals[face.mIndices[1]] = vNor;
sMesh->mNormals[face.mIndices[2]] = vNor;
}
// calculate the position bounds so we have a reliable epsilon to
@ -111,7 +111,7 @@ void Dot3DSImporter::GenNormals(Dot3DS::Mesh* sMesh)
for (unsigned int c = 0; c < 3;++c)
{
sSort.FindPositions(sMesh->mPositions[(*i).a.mIndices[c]],(*i).iSmoothGroup,
sSort.FindPositions(sMesh->mPositions[(*i).mIndices[c]],(*i).iSmoothGroup,
posEpsilon,poResult);
aiVector3D vNormals;
@ -127,7 +127,7 @@ void Dot3DSImporter::GenNormals(Dot3DS::Mesh* sMesh)
vNormals.y /= fDiv;
vNormals.z /= fDiv;
vNormals.Normalize();
avNormals[(*i).a.mIndices[c]] = vNormals;
avNormals[(*i).mIndices[c]] = vNormals;
poResult.clear();
}
}

View File

@ -308,25 +308,16 @@ struct Face
Face() : iSmoothGroup(0), bFlipped(false)
{
// let the rest uninitialized for performance
this->a.b.i1 = 0;
this->a.b.i2 = 0;
this->a.b.i3 = 0;
this->mIndices[0] = 0;
this->mIndices[1] = 0;
this->mIndices[2] = 0;
}
//! Indices. .3ds is using uint16. However, after
//! an unique vrtex set has been geneerated it might
//! be an index becomes > 2^16
union
{
struct
{
uint32_t i1;
uint32_t i2;
uint32_t i3;
} b; // DUMMY NAME
uint32_t mIndices[3];
} a; // DUMMY NAME
//! specifies to which smoothing group the face belongs to
uint32_t iSmoothGroup;

View File

@ -983,11 +983,11 @@ void Dot3DSImporter::ParseMeshChunk(int* piRemaining)
while (iNum-- > 0)
{
Dot3DS::Face sFace;
sFace.a.b.i1 = *((uint16_t*)this->mCurrent);
sFace.mIndices[0] = *((uint16_t*)this->mCurrent);
this->mCurrent += sizeof(uint16_t);
sFace.a.b.i2 = *((uint16_t*)this->mCurrent);
sFace.mIndices[1] = *((uint16_t*)this->mCurrent);
this->mCurrent += sizeof(uint16_t);
sFace.a.b.i3 = *((uint16_t*)this->mCurrent);
sFace.mIndices[2] = *((uint16_t*)this->mCurrent);
this->mCurrent += 2*sizeof(uint16_t);
mMesh.mFaces.push_back(sFace);
}

View File

@ -73,18 +73,18 @@ void D3DSSpatialSorter::AddFace(const Dot3DS::Face* pcFace,
ai_assert(NULL != pcFace);
// store position by index and distance
float distance = vPositions[pcFace->a.b.i1] * mPlaneNormal;
mPositions.push_back( Entry( pcFace->a.b.i1, vPositions[pcFace->a.b.i1],
float distance = vPositions[pcFace->mIndices[0]] * mPlaneNormal;
mPositions.push_back( Entry( pcFace->mIndices[0], vPositions[pcFace->mIndices[0]],
distance, pcFace->iSmoothGroup));
// triangle vertex 2
distance = vPositions[pcFace->a.b.i2] * mPlaneNormal;
mPositions.push_back( Entry( pcFace->a.b.i2, vPositions[pcFace->a.b.i2],
distance = vPositions[pcFace->mIndices[1]] * mPlaneNormal;
mPositions.push_back( Entry( pcFace->mIndices[1], vPositions[pcFace->mIndices[1]],
distance, pcFace->iSmoothGroup));
// triangle vertex 3
distance = vPositions[pcFace->a.b.i3] * mPlaneNormal;
mPositions.push_back( Entry( pcFace->a.b.i3, vPositions[pcFace->a.b.i3],
distance = vPositions[pcFace->mIndices[2]] * mPlaneNormal;
mPositions.push_back( Entry( pcFace->mIndices[2], vPositions[pcFace->mIndices[2]],
distance, pcFace->iSmoothGroup));
}
// ------------------------------------------------------------------------------------------------

View File

@ -286,7 +286,7 @@ void ASEImporter::BuildUniqueRepresentation(ASE::Mesh& mesh)
{
for (unsigned int n = 0; n < 3;++n,++iCurrent)
{
mPositions[iCurrent] = mesh.mPositions[(*i).a.mIndices[n]];
mPositions[iCurrent] = mesh.mPositions[(*i).mIndices[n]];
// add texture coordinates
for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
@ -304,20 +304,20 @@ void ASEImporter::BuildUniqueRepresentation(ASE::Mesh& mesh)
// add normal vectors
if (!mesh.mNormals.empty())
{
mNormals[iCurrent] = mesh.mNormals[(*i).a.mIndices[n]];
mNormals[iCurrent] = mesh.mNormals[(*i).mIndices[n]];
}
// handle bone vertices
if ((*i).a.mIndices[n] < mesh.mBoneVertices.size())
if ((*i).mIndices[n] < mesh.mBoneVertices.size())
{
// (sometimes this will cause bone verts to be duplicated
// however, I' quite sure Schrompf' JoinVerticesStep
// will fix that again ...)
mBoneVertices[iCurrent] = mesh.mBoneVertices[(*i).a.mIndices[n]];
mBoneVertices[iCurrent] = mesh.mBoneVertices[(*i).mIndices[n]];
}
// assign a new valid index to the face
(*i).a.mIndices[n] = iCurrent;
(*i).mIndices[n] = iCurrent;
}
}
@ -577,7 +577,7 @@ void ASEImporter::ConvertMeshes(ASE::Mesh& mesh, aiScene* pcScene)
for (unsigned int t = 0; t < 3;++t)
{
const uint32_t iIndex2 = mesh.mFaces[iIndex].a.mIndices[t];
const uint32_t iIndex2 = mesh.mFaces[iIndex].mIndices[t];
p_pcOut->mVertices[iBase] = mesh.mPositions[iIndex2];
p_pcOut->mNormals[iBase] = mesh.mNormals[iIndex2];
@ -618,7 +618,7 @@ void ASEImporter::ConvertMeshes(ASE::Mesh& mesh, aiScene* pcScene)
unsigned int iIndex = aiSplit[p][q];
for (unsigned int t = 0; t < 3;++t)
{
p_pcOut->mTextureCoords[c][iBase++] = mesh.amTexCoords[c][mesh.mFaces[iIndex].a.mIndices[t]];
p_pcOut->mTextureCoords[c][iBase++] = mesh.amTexCoords[c][mesh.mFaces[iIndex].mIndices[t]];
}
}
// setup the number of valid vertex components
@ -636,7 +636,7 @@ void ASEImporter::ConvertMeshes(ASE::Mesh& mesh, aiScene* pcScene)
unsigned int iIndex = aiSplit[p][q];
for (unsigned int t = 0; t < 3;++t)
{
p_pcOut->mColors[0][iBase++] = mesh.mVertexColors[mesh.mFaces[iIndex].a.mIndices[t]];
p_pcOut->mColors[0][iBase++] = mesh.mVertexColors[mesh.mFaces[iIndex].mIndices[t]];
}
}
}
@ -738,9 +738,9 @@ void ASEImporter::ConvertMeshes(ASE::Mesh& mesh, aiScene* pcScene)
p_pcOut->mFaces[iFace].mIndices = new unsigned int[3];
// copy indices
p_pcOut->mFaces[iFace].mIndices[0] = mesh.mFaces[iFace].a.mIndices[0];
p_pcOut->mFaces[iFace].mIndices[1] = mesh.mFaces[iFace].a.mIndices[1];
p_pcOut->mFaces[iFace].mIndices[2] = mesh.mFaces[iFace].a.mIndices[2];
p_pcOut->mFaces[iFace].mIndices[0] = mesh.mFaces[iFace].mIndices[0];
p_pcOut->mFaces[iFace].mIndices[1] = mesh.mFaces[iFace].mIndices[1];
p_pcOut->mFaces[iFace].mIndices[2] = mesh.mFaces[iFace].mIndices[2];
}
// copy vertex bones
@ -889,17 +889,17 @@ void ASEImporter::GenerateNormals(ASE::Mesh& mesh)
const ASE::Face& face = mesh.mFaces[a];
// assume it is a triangle
aiVector3D* pV1 = &mesh.mPositions[face.a.b.i1];
aiVector3D* pV2 = &mesh.mPositions[face.a.b.i2];
aiVector3D* pV3 = &mesh.mPositions[face.a.b.i3];
aiVector3D* pV1 = &mesh.mPositions[face.mIndices[0]];
aiVector3D* pV2 = &mesh.mPositions[face.mIndices[1]];
aiVector3D* pV3 = &mesh.mPositions[face.mIndices[2]];
aiVector3D pDelta1 = *pV2 - *pV1;
aiVector3D pDelta2 = *pV3 - *pV1;
aiVector3D vNor = pDelta1 ^ pDelta2;
mesh.mNormals[face.a.b.i1] = vNor;
mesh.mNormals[face.a.b.i2] = vNor;
mesh.mNormals[face.a.b.i3] = vNor;
mesh.mNormals[face.mIndices[0]] = vNor;
mesh.mNormals[face.mIndices[1]] = vNor;
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();
}
}

View File

@ -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.