x-parser: fix the crash.
parent
495ae70cc5
commit
57c1fe5954
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@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
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Copyright (c) 2006-2018, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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@ -44,7 +42,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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* @brief Implementation of the XFile importer class
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*/
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#ifndef ASSIMP_BUILD_NO_X_IMPORTER
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#include "XFileImporter.h"
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@ -79,17 +76,19 @@ static const aiImporterDesc desc = {
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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XFileImporter::XFileImporter()
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{}
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: mBuffer() {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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XFileImporter::~XFileImporter()
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{}
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XFileImporter::~XFileImporter() {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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bool XFileImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
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{
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bool XFileImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const {
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std::string extension = GetExtension(pFile);
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if(extension == "x") {
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return true;
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@ -104,23 +103,24 @@ bool XFileImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, boo
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// ------------------------------------------------------------------------------------------------
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// Get file extension list
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const aiImporterDesc* XFileImporter::GetInfo () const
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{
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const aiImporterDesc* XFileImporter::GetInfo () const {
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return &desc;
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}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void XFileImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
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{
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void XFileImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler) {
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// read file into memory
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std::unique_ptr<IOStream> file( pIOHandler->Open( pFile));
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if( file.get() == NULL)
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throw DeadlyImportError( "Failed to open file " + pFile + ".");
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if ( file.get() == NULL ) {
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throw DeadlyImportError( "Failed to open file " + pFile + "." );
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}
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static const size_t MinSize = 16;
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size_t fileSize = file->FileSize();
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if( fileSize < 16)
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throw DeadlyImportError( "XFile is too small.");
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if ( fileSize < MinSize ) {
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throw DeadlyImportError( "XFile is too small." );
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}
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// in the hope that binary files will never start with a BOM ...
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mBuffer.resize( fileSize + 1);
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@ -134,8 +134,9 @@ void XFileImporter::InternReadFile( const std::string& pFile, aiScene* pScene, I
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CreateDataRepresentationFromImport( pScene, parser.GetImportedData());
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// if nothing came from it, report it as error
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if( !pScene->mRootNode)
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throw DeadlyImportError( "XFile is ill-formatted - no content imported.");
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if ( !pScene->mRootNode ) {
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throw DeadlyImportError( "XFile is ill-formatted - no content imported." );
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}
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}
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// ------------------------------------------------------------------------------------------------
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@ -146,17 +147,15 @@ void XFileImporter::CreateDataRepresentationFromImport( aiScene* pScene, XFile::
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ConvertMaterials( pScene, pData->mGlobalMaterials);
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// copy nodes, extracting meshes and materials on the way
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pScene->mRootNode = CreateNodes( pScene, NULL, pData->mRootNode);
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pScene->mRootNode = CreateNodes( pScene, nullptr, pData->mRootNode);
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// extract animations
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CreateAnimations( pScene, pData);
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// read the global meshes that were stored outside of any node
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if( pData->mGlobalMeshes.size() > 0)
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{
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if( !pData->mGlobalMeshes.empty() ) {
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// create a root node to hold them if there isn't any, yet
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if( pScene->mRootNode == NULL)
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{
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if( pScene->mRootNode == nullptr ) {
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pScene->mRootNode = new aiNode;
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pScene->mRootNode->mName.Set( "$dummy_node");
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}
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@ -180,8 +179,7 @@ void XFileImporter::CreateDataRepresentationFromImport( aiScene* pScene, XFile::
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flipper.Execute(pScene);
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// finally: create a dummy material if not material was imported
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if( pScene->mNumMaterials == 0)
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{
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if( pScene->mNumMaterials == 0) {
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pScene->mNumMaterials = 1;
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// create the Material
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aiMaterial* mat = new aiMaterial;
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@ -205,10 +203,10 @@ void XFileImporter::CreateDataRepresentationFromImport( aiScene* pScene, XFile::
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// ------------------------------------------------------------------------------------------------
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// Recursively creates scene nodes from the imported hierarchy.
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aiNode* XFileImporter::CreateNodes( aiScene* pScene, aiNode* pParent, const XFile::Node* pNode)
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{
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if( !pNode)
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return NULL;
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aiNode* XFileImporter::CreateNodes( aiScene* pScene, aiNode* pParent, const XFile::Node* pNode) {
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if ( !pNode ) {
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return nullptr;
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}
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// create node
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aiNode* node = new aiNode;
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@ -222,13 +220,13 @@ aiNode* XFileImporter::CreateNodes( aiScene* pScene, aiNode* pParent, const XFil
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CreateMeshes( pScene, node, pNode->mMeshes);
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// handle childs
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if( pNode->mChildren.size() > 0)
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{
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if( !pNode->mChildren.empty() ) {
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node->mNumChildren = (unsigned int)pNode->mChildren.size();
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node->mChildren = new aiNode* [node->mNumChildren];
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for( unsigned int a = 0; a < pNode->mChildren.size(); a++)
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node->mChildren[a] = CreateNodes( pScene, node, pNode->mChildren[a]);
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for ( unsigned int a = 0; a < pNode->mChildren.size(); ++a ) {
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node->mChildren[ a ] = CreateNodes( pScene, node, pNode->mChildren[ a ] );
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}
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}
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return node;
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@ -236,16 +234,14 @@ aiNode* XFileImporter::CreateNodes( aiScene* pScene, aiNode* pParent, const XFil
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// ------------------------------------------------------------------------------------------------
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// Creates the meshes for the given node.
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void XFileImporter::CreateMeshes( aiScene* pScene, aiNode* pNode, const std::vector<XFile::Mesh*>& pMeshes)
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{
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void XFileImporter::CreateMeshes( aiScene* pScene, aiNode* pNode, const std::vector<XFile::Mesh*>& pMeshes) {
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if (pMeshes.empty()) {
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return;
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}
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// create a mesh for each mesh-material combination in the source node
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std::vector<aiMesh*> meshes;
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for( unsigned int a = 0; a < pMeshes.size(); a++)
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{
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for( unsigned int a = 0; a < pMeshes.size(); ++a ) {
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XFile::Mesh* sourceMesh = pMeshes[a];
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if ( nullptr == sourceMesh ) {
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continue;
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@ -255,35 +251,30 @@ void XFileImporter::CreateMeshes( aiScene* pScene, aiNode* pNode, const std::vec
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ConvertMaterials( pScene, sourceMesh->mMaterials);
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unsigned int numMaterials = std::max( (unsigned int)sourceMesh->mMaterials.size(), 1u);
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for( unsigned int b = 0; b < numMaterials; b++)
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{
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for( unsigned int b = 0; b < numMaterials; ++b ) {
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// collect the faces belonging to this material
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std::vector<unsigned int> faces;
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unsigned int numVertices = 0;
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if( sourceMesh->mFaceMaterials.size() > 0)
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{
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if( !sourceMesh->mFaceMaterials.empty() ) {
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// if there is a per-face material defined, select the faces with the corresponding material
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for( unsigned int c = 0; c < sourceMesh->mFaceMaterials.size(); c++)
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{
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if( sourceMesh->mFaceMaterials[c] == b)
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{
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for( unsigned int c = 0; c < sourceMesh->mFaceMaterials.size(); ++c ) {
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if( sourceMesh->mFaceMaterials[c] == b) {
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faces.push_back( c);
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numVertices += (unsigned int)sourceMesh->mPosFaces[c].mIndices.size();
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}
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}
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} else
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{
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} else {
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// if there is no per-face material, place everything into one mesh
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for( unsigned int c = 0; c < sourceMesh->mPosFaces.size(); c++)
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{
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for( unsigned int c = 0; c < sourceMesh->mPosFaces.size(); ++c ) {
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faces.push_back( c);
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numVertices += (unsigned int)sourceMesh->mPosFaces[c].mIndices.size();
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}
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}
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// no faces/vertices using this material? strange...
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if( numVertices == 0)
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if ( numVertices == 0 ) {
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continue;
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}
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// create a submesh using this material
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aiMesh* mesh = new aiMesh;
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@ -291,11 +282,9 @@ void XFileImporter::CreateMeshes( aiScene* pScene, aiNode* pNode, const std::vec
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// find the material in the scene's material list. Either own material
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// or referenced material, it should already have a valid index
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if( sourceMesh->mFaceMaterials.size() > 0)
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{
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if( !sourceMesh->mFaceMaterials.empty() ) {
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mesh->mMaterialIndex = static_cast<unsigned int>(sourceMesh->mMaterials[b].sceneIndex);
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} else
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{
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} else {
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mesh->mMaterialIndex = 0;
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}
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@ -310,28 +299,28 @@ void XFileImporter::CreateMeshes( aiScene* pScene, aiNode* pNode, const std::vec
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mesh->mName.Set(sourceMesh->mName);
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// normals?
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if( sourceMesh->mNormals.size() > 0)
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mesh->mNormals = new aiVector3D[numVertices];
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if ( sourceMesh->mNormals.size() > 0 ) {
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mesh->mNormals = new aiVector3D[ numVertices ];
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}
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// texture coords
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for( unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS; c++)
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{
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if( sourceMesh->mTexCoords[c].size() > 0)
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mesh->mTextureCoords[c] = new aiVector3D[numVertices];
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for( unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++c ) {
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if ( !sourceMesh->mTexCoords[ c ].empty() ) {
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mesh->mTextureCoords[ c ] = new aiVector3D[ numVertices ];
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}
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}
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// vertex colors
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for( unsigned int c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS; c++)
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{
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if( sourceMesh->mColors[c].size() > 0)
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mesh->mColors[c] = new aiColor4D[numVertices];
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for( unsigned int c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS; ++c ) {
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if ( !sourceMesh->mColors[ c ].empty() ) {
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mesh->mColors[ c ] = new aiColor4D[ numVertices ];
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}
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}
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// now collect the vertex data of all data streams present in the imported mesh
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unsigned int newIndex = 0;
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unsigned int newIndex( 0 );
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std::vector<unsigned int> orgPoints; // from which original point each new vertex stems
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orgPoints.resize( numVertices, 0);
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for( unsigned int c = 0; c < faces.size(); c++)
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{
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for( unsigned int c = 0; c < faces.size(); ++c ) {
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unsigned int f = faces[c]; // index of the source face
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const XFile::Face& pf = sourceMesh->mPosFaces[f]; // position source face
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@ -341,30 +330,30 @@ void XFileImporter::CreateMeshes( aiScene* pScene, aiNode* pNode, const std::vec
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df.mIndices = new unsigned int[ df.mNumIndices];
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// collect vertex data for indices of this face
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for( unsigned int d = 0; d < df.mNumIndices; d++)
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{
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for( unsigned int d = 0; d < df.mNumIndices; ++d ) {
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df.mIndices[d] = newIndex;
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orgPoints[newIndex] = pf.mIndices[d];
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// Position
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mesh->mVertices[newIndex] = sourceMesh->mPositions[pf.mIndices[d]];
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// Normal, if present
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if( mesh->HasNormals())
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mesh->mNormals[newIndex] = sourceMesh->mNormals[sourceMesh->mNormFaces[f].mIndices[d]];
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if ( mesh->HasNormals() ) {
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mesh->mNormals[ newIndex ] = sourceMesh->mNormals[ sourceMesh->mNormFaces[ f ].mIndices[ d ] ];
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}
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// texture coord sets
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for( unsigned int e = 0; e < AI_MAX_NUMBER_OF_TEXTURECOORDS; e++)
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{
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if( mesh->HasTextureCoords( e))
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{
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for( unsigned int e = 0; e < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++e ) {
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if( mesh->HasTextureCoords( e)) {
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aiVector2D tex = sourceMesh->mTexCoords[e][pf.mIndices[d]];
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mesh->mTextureCoords[e][newIndex] = aiVector3D( tex.x, 1.0f - tex.y, 0.0f);
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}
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}
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// vertex color sets
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for( unsigned int e = 0; e < AI_MAX_NUMBER_OF_COLOR_SETS; e++)
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if( mesh->HasVertexColors( e))
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mesh->mColors[e][newIndex] = sourceMesh->mColors[e][pf.mIndices[d]];
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for ( unsigned int e = 0; e < AI_MAX_NUMBER_OF_COLOR_SETS; ++e ) {
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if ( mesh->HasVertexColors( e ) ) {
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mesh->mColors[ e ][ newIndex ] = sourceMesh->mColors[ e ][ pf.mIndices[ d ] ];
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}
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}
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newIndex++;
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}
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@ -376,28 +365,29 @@ void XFileImporter::CreateMeshes( aiScene* pScene, aiNode* pNode, const std::vec
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// convert all bones of the source mesh which influence vertices in this newly created mesh
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const std::vector<XFile::Bone>& bones = sourceMesh->mBones;
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std::vector<aiBone*> newBones;
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for( unsigned int c = 0; c < bones.size(); c++)
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{
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for( unsigned int c = 0; c < bones.size(); ++c ) {
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const XFile::Bone& obone = bones[c];
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// set up a vertex-linear array of the weights for quick searching if a bone influences a vertex
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std::vector<ai_real> oldWeights( sourceMesh->mPositions.size(), 0.0);
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for( unsigned int d = 0; d < obone.mWeights.size(); d++)
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oldWeights[obone.mWeights[d].mVertex] = obone.mWeights[d].mWeight;
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for ( unsigned int d = 0; d < obone.mWeights.size(); ++d ) {
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oldWeights[ obone.mWeights[ d ].mVertex ] = obone.mWeights[ d ].mWeight;
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}
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// collect all vertex weights that influence a vertex in the new mesh
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std::vector<aiVertexWeight> newWeights;
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newWeights.reserve( numVertices);
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for( unsigned int d = 0; d < orgPoints.size(); d++)
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{
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for( unsigned int d = 0; d < orgPoints.size(); ++d ) {
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// does the new vertex stem from an old vertex which was influenced by this bone?
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ai_real w = oldWeights[orgPoints[d]];
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if( w > 0.0)
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newWeights.push_back( aiVertexWeight( d, w));
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if ( w > 0.0 ) {
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newWeights.push_back( aiVertexWeight( d, w ) );
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}
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}
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// if the bone has no weights in the newly created mesh, ignore it
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if( newWeights.size() == 0)
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if ( newWeights.empty() ) {
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continue;
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}
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// create
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aiBone* nbone = new aiBone;
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nbone->mOffsetMatrix = obone.mOffsetMatrix;
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nbone->mNumWeights = (unsigned int)newWeights.size();
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nbone->mWeights = new aiVertexWeight[nbone->mNumWeights];
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for( unsigned int d = 0; d < newWeights.size(); d++)
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nbone->mWeights[d] = newWeights[d];
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for ( unsigned int d = 0; d < newWeights.size(); ++d ) {
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nbone->mWeights[ d ] = newWeights[ d ];
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}
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}
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// store the bones in the mesh
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mesh->mNumBones = (unsigned int)newBones.size();
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if( newBones.size() > 0)
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{
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if( !newBones.empty()) {
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mesh->mBones = new aiBone*[mesh->mNumBones];
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std::copy( newBones.begin(), newBones.end(), mesh->mBones);
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}
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@ -424,8 +414,7 @@ void XFileImporter::CreateMeshes( aiScene* pScene, aiNode* pNode, const std::vec
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// reallocate scene mesh array to be large enough
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aiMesh** prevArray = pScene->mMeshes;
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pScene->mMeshes = new aiMesh*[pScene->mNumMeshes + meshes.size()];
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if( prevArray)
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{
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if( prevArray) {
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memcpy( pScene->mMeshes, prevArray, pScene->mNumMeshes * sizeof( aiMesh*));
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delete [] prevArray;
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}
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@ -435,8 +424,7 @@ void XFileImporter::CreateMeshes( aiScene* pScene, aiNode* pNode, const std::vec
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pNode->mMeshes = new unsigned int[pNode->mNumMeshes];
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// store all meshes in the mesh library of the scene and store their indices in the node
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for( unsigned int a = 0; a < meshes.size(); a++)
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{
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for( unsigned int a = 0; a < meshes.size(); a++) {
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pScene->mMeshes[pScene->mNumMeshes] = meshes[a];
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pNode->mMeshes[a] = pScene->mNumMeshes;
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pScene->mNumMeshes++;
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@ -445,16 +433,15 @@ void XFileImporter::CreateMeshes( aiScene* pScene, aiNode* pNode, const std::vec
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// ------------------------------------------------------------------------------------------------
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// Converts the animations from the given imported data and creates them in the scene.
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void XFileImporter::CreateAnimations( aiScene* pScene, const XFile::Scene* pData)
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{
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void XFileImporter::CreateAnimations( aiScene* pScene, const XFile::Scene* pData) {
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std::vector<aiAnimation*> newAnims;
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for( unsigned int a = 0; a < pData->mAnims.size(); a++)
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{
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for( unsigned int a = 0; a < pData->mAnims.size(); ++a ) {
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const XFile::Animation* anim = pData->mAnims[a];
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// some exporters mock me with empty animation tags.
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if( anim->mAnims.size() == 0)
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if ( anim->mAnims.empty() ) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// create a new animation to hold the data
|
||||
aiAnimation* nanim = new aiAnimation;
|
||||
|
@ -466,15 +453,14 @@ void XFileImporter::CreateAnimations( aiScene* pScene, const XFile::Scene* pData
|
|||
nanim->mNumChannels = (unsigned int)anim->mAnims.size();
|
||||
nanim->mChannels = new aiNodeAnim*[nanim->mNumChannels];
|
||||
|
||||
for( unsigned int b = 0; b < anim->mAnims.size(); b++)
|
||||
{
|
||||
for( unsigned int b = 0; b < anim->mAnims.size(); ++b ) {
|
||||
const XFile::AnimBone* bone = anim->mAnims[b];
|
||||
aiNodeAnim* nbone = new aiNodeAnim;
|
||||
nbone->mNodeName.Set( bone->mBoneName);
|
||||
nanim->mChannels[b] = nbone;
|
||||
|
||||
// keyframes are given as combined transformation matrix keys
|
||||
if( bone->mTrafoKeys.size() > 0)
|
||||
if( !bone->mTrafoKeys.empty() )
|
||||
{
|
||||
nbone->mNumPositionKeys = (unsigned int)bone->mTrafoKeys.size();
|
||||
nbone->mPositionKeys = new aiVectorKey[nbone->mNumPositionKeys];
|
||||
|
@ -483,8 +469,7 @@ void XFileImporter::CreateAnimations( aiScene* pScene, const XFile::Scene* pData
|
|||
nbone->mNumScalingKeys = (unsigned int)bone->mTrafoKeys.size();
|
||||
nbone->mScalingKeys = new aiVectorKey[nbone->mNumScalingKeys];
|
||||
|
||||
for( unsigned int c = 0; c < bone->mTrafoKeys.size(); c++)
|
||||
{
|
||||
for( unsigned int c = 0; c < bone->mTrafoKeys.size(); ++c) {
|
||||
// deconstruct each matrix into separate position, rotation and scaling
|
||||
double time = bone->mTrafoKeys[c].mTime;
|
||||
aiMatrix4x4 trafo = bone->mTrafoKeys[c].mMatrix;
|
||||
|
@ -516,13 +501,11 @@ void XFileImporter::CreateAnimations( aiScene* pScene, const XFile::Scene* pData
|
|||
|
||||
// longest lasting key sequence determines duration
|
||||
nanim->mDuration = std::max( nanim->mDuration, bone->mTrafoKeys.back().mTime);
|
||||
} else
|
||||
{
|
||||
} else {
|
||||
// separate key sequences for position, rotation, scaling
|
||||
nbone->mNumPositionKeys = (unsigned int)bone->mPosKeys.size();
|
||||
nbone->mPositionKeys = new aiVectorKey[nbone->mNumPositionKeys];
|
||||
for( unsigned int c = 0; c < nbone->mNumPositionKeys; c++)
|
||||
{
|
||||
for( unsigned int c = 0; c < nbone->mNumPositionKeys; ++c ) {
|
||||
aiVector3D pos = bone->mPosKeys[c].mValue;
|
||||
|
||||
nbone->mPositionKeys[c].mTime = bone->mPosKeys[c].mTime;
|
||||
|
@ -532,8 +515,7 @@ void XFileImporter::CreateAnimations( aiScene* pScene, const XFile::Scene* pData
|
|||
// rotation
|
||||
nbone->mNumRotationKeys = (unsigned int)bone->mRotKeys.size();
|
||||
nbone->mRotationKeys = new aiQuatKey[nbone->mNumRotationKeys];
|
||||
for( unsigned int c = 0; c < nbone->mNumRotationKeys; c++)
|
||||
{
|
||||
for( unsigned int c = 0; c < nbone->mNumRotationKeys; ++c ) {
|
||||
aiMatrix3x3 rotmat = bone->mRotKeys[c].mValue.GetMatrix();
|
||||
|
||||
nbone->mRotationKeys[c].mTime = bone->mRotKeys[c].mTime;
|
||||
|
@ -573,56 +555,51 @@ void XFileImporter::CreateAnimations( aiScene* pScene, const XFile::Scene* pData
|
|||
void XFileImporter::ConvertMaterials( aiScene* pScene, std::vector<XFile::Material>& pMaterials)
|
||||
{
|
||||
// count the non-referrer materials in the array
|
||||
unsigned int numNewMaterials = 0;
|
||||
for( unsigned int a = 0; a < pMaterials.size(); a++)
|
||||
if( !pMaterials[a].mIsReference)
|
||||
numNewMaterials++;
|
||||
unsigned int numNewMaterials( 0 );
|
||||
for ( unsigned int a = 0; a < pMaterials.size(); ++a ) {
|
||||
if ( !pMaterials[ a ].mIsReference ) {
|
||||
++numNewMaterials;
|
||||
}
|
||||
}
|
||||
|
||||
// resize the scene's material list to offer enough space for the new materials
|
||||
if( numNewMaterials > 0 )
|
||||
{
|
||||
aiMaterial** prevMats = pScene->mMaterials;
|
||||
pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials + numNewMaterials];
|
||||
if( prevMats)
|
||||
{
|
||||
memcpy( pScene->mMaterials, prevMats, pScene->mNumMaterials * sizeof( aiMaterial*));
|
||||
delete [] prevMats;
|
||||
}
|
||||
}
|
||||
if( numNewMaterials > 0 ) {
|
||||
aiMaterial** prevMats = pScene->mMaterials;
|
||||
pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials + numNewMaterials];
|
||||
if( nullptr != prevMats) {
|
||||
::memcpy( pScene->mMaterials, prevMats, pScene->mNumMaterials * sizeof( aiMaterial*));
|
||||
delete [] prevMats;
|
||||
}
|
||||
}
|
||||
|
||||
// convert all the materials given in the array
|
||||
for( unsigned int a = 0; a < pMaterials.size(); a++)
|
||||
{
|
||||
for( unsigned int a = 0; a < pMaterials.size(); ++a ) {
|
||||
XFile::Material& oldMat = pMaterials[a];
|
||||
if( oldMat.mIsReference)
|
||||
{
|
||||
// find the material it refers to by name, and store its index
|
||||
for( size_t a = 0; a < pScene->mNumMaterials; ++a )
|
||||
{
|
||||
aiString name;
|
||||
pScene->mMaterials[a]->Get( AI_MATKEY_NAME, name);
|
||||
if( strcmp( name.C_Str(), oldMat.mName.data()) == 0 )
|
||||
{
|
||||
oldMat.sceneIndex = a;
|
||||
break;
|
||||
if( oldMat.mIsReference) {
|
||||
// find the material it refers to by name, and store its index
|
||||
for( size_t a = 0; a < pScene->mNumMaterials; ++a ) {
|
||||
aiString name;
|
||||
pScene->mMaterials[a]->Get( AI_MATKEY_NAME, name);
|
||||
if( strcmp( name.C_Str(), oldMat.mName.data()) == 0 ) {
|
||||
oldMat.sceneIndex = a;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if( oldMat.sceneIndex == SIZE_MAX ) {
|
||||
DefaultLogger::get()->warn( format() << "Could not resolve global material reference \"" << oldMat.mName << "\"" );
|
||||
oldMat.sceneIndex = 0;
|
||||
}
|
||||
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
if( oldMat.sceneIndex == SIZE_MAX )
|
||||
{
|
||||
DefaultLogger::get()->warn( format() << "Could not resolve global material reference \"" << oldMat.mName << "\"" );
|
||||
oldMat.sceneIndex = 0;
|
||||
}
|
||||
|
||||
continue;
|
||||
}
|
||||
|
||||
aiMaterial* mat = new aiMaterial;
|
||||
aiString name;
|
||||
name.Set( oldMat.mName);
|
||||
mat->AddProperty( &name, AI_MATKEY_NAME);
|
||||
|
||||
// Shading model: hardcoded to PHONG, there is no such information in an XFile
|
||||
// Shading model: hard-coded to PHONG, there is no such information in an XFile
|
||||
// FIX (aramis): If the specular exponent is 0, use gouraud shading. This is a bugfix
|
||||
// for some models in the SDK (e.g. good old tiny.x)
|
||||
int shadeMode = (int)oldMat.mSpecularExponent == 0.0f
|
||||
|
@ -630,8 +607,8 @@ void XFileImporter::ConvertMaterials( aiScene* pScene, std::vector<XFile::Materi
|
|||
|
||||
mat->AddProperty<int>( &shadeMode, 1, AI_MATKEY_SHADING_MODEL);
|
||||
// material colours
|
||||
// Unclear: there's no ambient colour, but emissive. What to put for ambient?
|
||||
// Probably nothing at all, let the user select a suitable default.
|
||||
// Unclear: there's no ambient colour, but emissive. What to put for ambient?
|
||||
// Probably nothing at all, let the user select a suitable default.
|
||||
mat->AddProperty( &oldMat.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE);
|
||||
mat->AddProperty( &oldMat.mDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
|
||||
mat->AddProperty( &oldMat.mSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
|
||||
|
@ -639,36 +616,33 @@ void XFileImporter::ConvertMaterials( aiScene* pScene, std::vector<XFile::Materi
|
|||
|
||||
|
||||
// texture, if there is one
|
||||
if (1 == oldMat.mTextures.size())
|
||||
{
|
||||
if (1 == oldMat.mTextures.size() ) {
|
||||
const XFile::TexEntry& otex = oldMat.mTextures.back();
|
||||
if (otex.mName.length())
|
||||
{
|
||||
if (otex.mName.length()) {
|
||||
// if there is only one texture assume it contains the diffuse color
|
||||
aiString tex( otex.mName);
|
||||
if( otex.mIsNormalMap)
|
||||
mat->AddProperty( &tex, AI_MATKEY_TEXTURE_NORMALS(0));
|
||||
else
|
||||
mat->AddProperty( &tex, AI_MATKEY_TEXTURE_DIFFUSE(0));
|
||||
if ( otex.mIsNormalMap ) {
|
||||
mat->AddProperty( &tex, AI_MATKEY_TEXTURE_NORMALS( 0 ) );
|
||||
} else {
|
||||
mat->AddProperty( &tex, AI_MATKEY_TEXTURE_DIFFUSE( 0 ) );
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
} else {
|
||||
// Otherwise ... try to search for typical strings in the
|
||||
// texture's file name like 'bump' or 'diffuse'
|
||||
unsigned int iHM = 0,iNM = 0,iDM = 0,iSM = 0,iAM = 0,iEM = 0;
|
||||
for( unsigned int b = 0; b < oldMat.mTextures.size(); b++)
|
||||
{
|
||||
for( unsigned int b = 0; b < oldMat.mTextures.size(); ++b ) {
|
||||
const XFile::TexEntry& otex = oldMat.mTextures[b];
|
||||
std::string sz = otex.mName;
|
||||
if (!sz.length())continue;
|
||||
|
||||
if ( !sz.length() ) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// find the file name
|
||||
//const size_t iLen = sz.length();
|
||||
std::string::size_type s = sz.find_last_of("\\/");
|
||||
if (std::string::npos == s)
|
||||
if ( std::string::npos == s ) {
|
||||
s = 0;
|
||||
}
|
||||
|
||||
// cut off the file extension
|
||||
std::string::size_type sExt = sz.find_last_of('.');
|
||||
|
@ -677,36 +651,27 @@ void XFileImporter::ConvertMaterials( aiScene* pScene, std::vector<XFile::Materi
|
|||
}
|
||||
|
||||
// convert to lower case for easier comparison
|
||||
for( unsigned int c = 0; c < sz.length(); c++)
|
||||
if( isalpha( sz[c]))
|
||||
sz[c] = tolower( sz[c]);
|
||||
|
||||
for ( unsigned int c = 0; c < sz.length(); ++c ) {
|
||||
if ( isalpha( sz[ c ] ) ) {
|
||||
sz[ c ] = tolower( sz[ c ] );
|
||||
}
|
||||
}
|
||||
|
||||
// Place texture filename property under the corresponding name
|
||||
aiString tex( oldMat.mTextures[b].mName);
|
||||
|
||||
// bump map
|
||||
if (std::string::npos != sz.find("bump", s) || std::string::npos != sz.find("height", s))
|
||||
{
|
||||
if (std::string::npos != sz.find("bump", s) || std::string::npos != sz.find("height", s)) {
|
||||
mat->AddProperty( &tex, AI_MATKEY_TEXTURE_HEIGHT(iHM++));
|
||||
} else
|
||||
if (otex.mIsNormalMap || std::string::npos != sz.find( "normal", s) || std::string::npos != sz.find("nm", s))
|
||||
{
|
||||
} else if (otex.mIsNormalMap || std::string::npos != sz.find( "normal", s) || std::string::npos != sz.find("nm", s)) {
|
||||
mat->AddProperty( &tex, AI_MATKEY_TEXTURE_NORMALS(iNM++));
|
||||
} else
|
||||
if (std::string::npos != sz.find( "spec", s) || std::string::npos != sz.find( "glanz", s))
|
||||
{
|
||||
} else if (std::string::npos != sz.find( "spec", s) || std::string::npos != sz.find( "glanz", s)) {
|
||||
mat->AddProperty( &tex, AI_MATKEY_TEXTURE_SPECULAR(iSM++));
|
||||
} else
|
||||
if (std::string::npos != sz.find( "ambi", s) || std::string::npos != sz.find( "env", s))
|
||||
{
|
||||
} else if (std::string::npos != sz.find( "ambi", s) || std::string::npos != sz.find( "env", s)) {
|
||||
mat->AddProperty( &tex, AI_MATKEY_TEXTURE_AMBIENT(iAM++));
|
||||
} else
|
||||
if (std::string::npos != sz.find( "emissive", s) || std::string::npos != sz.find( "self", s))
|
||||
{
|
||||
} else if (std::string::npos != sz.find( "emissive", s) || std::string::npos != sz.find( "self", s)) {
|
||||
mat->AddProperty( &tex, AI_MATKEY_TEXTURE_EMISSIVE(iEM++));
|
||||
} else
|
||||
{
|
||||
} else {
|
||||
// Assume it is a diffuse texture
|
||||
mat->AddProperty( &tex, AI_MATKEY_TEXTURE_DIFFUSE(iDM++));
|
||||
}
|
||||
|
|
|
@ -1460,7 +1460,6 @@ aiColor3D XFileParser::ReadRGB()
|
|||
// ------------------------------------------------------------------------------------------------
|
||||
// Throws an exception with a line number and the given text.
|
||||
AI_WONT_RETURN void XFileParser::ThrowException( const std::string& pText) {
|
||||
delete mScene;
|
||||
if ( mIsBinaryFormat ) {
|
||||
throw DeadlyImportError( pText );
|
||||
} else {
|
||||
|
|
Loading…
Reference in New Issue