x-parser: fix the crash.

pull/1767/head
Kim Kulling 2018-02-06 23:59:46 +01:00
parent 495ae70cc5
commit 57c1fe5954
2 changed files with 153 additions and 189 deletions

View File

@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
Copyright (c) 2006-2018, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
@ -44,7 +42,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* @brief Implementation of the XFile importer class
*/
#ifndef ASSIMP_BUILD_NO_X_IMPORTER
#include "XFileImporter.h"
@ -79,17 +76,19 @@ static const aiImporterDesc desc = {
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
XFileImporter::XFileImporter()
{}
: mBuffer() {
// empty
}
// ------------------------------------------------------------------------------------------------
// Destructor, private as well
XFileImporter::~XFileImporter()
{}
XFileImporter::~XFileImporter() {
// empty
}
// ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file.
bool XFileImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
{
bool XFileImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const {
std::string extension = GetExtension(pFile);
if(extension == "x") {
return true;
@ -104,23 +103,24 @@ bool XFileImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, boo
// ------------------------------------------------------------------------------------------------
// Get file extension list
const aiImporterDesc* XFileImporter::GetInfo () const
{
const aiImporterDesc* XFileImporter::GetInfo () const {
return &desc;
}
// ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure.
void XFileImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
{
void XFileImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler) {
// read file into memory
std::unique_ptr<IOStream> file( pIOHandler->Open( pFile));
if( file.get() == NULL)
throw DeadlyImportError( "Failed to open file " + pFile + ".");
if ( file.get() == NULL ) {
throw DeadlyImportError( "Failed to open file " + pFile + "." );
}
static const size_t MinSize = 16;
size_t fileSize = file->FileSize();
if( fileSize < 16)
throw DeadlyImportError( "XFile is too small.");
if ( fileSize < MinSize ) {
throw DeadlyImportError( "XFile is too small." );
}
// in the hope that binary files will never start with a BOM ...
mBuffer.resize( fileSize + 1);
@ -134,8 +134,9 @@ void XFileImporter::InternReadFile( const std::string& pFile, aiScene* pScene, I
CreateDataRepresentationFromImport( pScene, parser.GetImportedData());
// if nothing came from it, report it as error
if( !pScene->mRootNode)
throw DeadlyImportError( "XFile is ill-formatted - no content imported.");
if ( !pScene->mRootNode ) {
throw DeadlyImportError( "XFile is ill-formatted - no content imported." );
}
}
// ------------------------------------------------------------------------------------------------
@ -146,17 +147,15 @@ void XFileImporter::CreateDataRepresentationFromImport( aiScene* pScene, XFile::
ConvertMaterials( pScene, pData->mGlobalMaterials);
// copy nodes, extracting meshes and materials on the way
pScene->mRootNode = CreateNodes( pScene, NULL, pData->mRootNode);
pScene->mRootNode = CreateNodes( pScene, nullptr, pData->mRootNode);
// extract animations
CreateAnimations( pScene, pData);
// read the global meshes that were stored outside of any node
if( pData->mGlobalMeshes.size() > 0)
{
if( !pData->mGlobalMeshes.empty() ) {
// create a root node to hold them if there isn't any, yet
if( pScene->mRootNode == NULL)
{
if( pScene->mRootNode == nullptr ) {
pScene->mRootNode = new aiNode;
pScene->mRootNode->mName.Set( "$dummy_node");
}
@ -180,8 +179,7 @@ void XFileImporter::CreateDataRepresentationFromImport( aiScene* pScene, XFile::
flipper.Execute(pScene);
// finally: create a dummy material if not material was imported
if( pScene->mNumMaterials == 0)
{
if( pScene->mNumMaterials == 0) {
pScene->mNumMaterials = 1;
// create the Material
aiMaterial* mat = new aiMaterial;
@ -205,10 +203,10 @@ void XFileImporter::CreateDataRepresentationFromImport( aiScene* pScene, XFile::
// ------------------------------------------------------------------------------------------------
// Recursively creates scene nodes from the imported hierarchy.
aiNode* XFileImporter::CreateNodes( aiScene* pScene, aiNode* pParent, const XFile::Node* pNode)
{
if( !pNode)
return NULL;
aiNode* XFileImporter::CreateNodes( aiScene* pScene, aiNode* pParent, const XFile::Node* pNode) {
if ( !pNode ) {
return nullptr;
}
// create node
aiNode* node = new aiNode;
@ -222,13 +220,13 @@ aiNode* XFileImporter::CreateNodes( aiScene* pScene, aiNode* pParent, const XFil
CreateMeshes( pScene, node, pNode->mMeshes);
// handle childs
if( pNode->mChildren.size() > 0)
{
if( !pNode->mChildren.empty() ) {
node->mNumChildren = (unsigned int)pNode->mChildren.size();
node->mChildren = new aiNode* [node->mNumChildren];
for( unsigned int a = 0; a < pNode->mChildren.size(); a++)
node->mChildren[a] = CreateNodes( pScene, node, pNode->mChildren[a]);
for ( unsigned int a = 0; a < pNode->mChildren.size(); ++a ) {
node->mChildren[ a ] = CreateNodes( pScene, node, pNode->mChildren[ a ] );
}
}
return node;
@ -236,16 +234,14 @@ aiNode* XFileImporter::CreateNodes( aiScene* pScene, aiNode* pParent, const XFil
// ------------------------------------------------------------------------------------------------
// Creates the meshes for the given node.
void XFileImporter::CreateMeshes( aiScene* pScene, aiNode* pNode, const std::vector<XFile::Mesh*>& pMeshes)
{
void XFileImporter::CreateMeshes( aiScene* pScene, aiNode* pNode, const std::vector<XFile::Mesh*>& pMeshes) {
if (pMeshes.empty()) {
return;
}
// create a mesh for each mesh-material combination in the source node
std::vector<aiMesh*> meshes;
for( unsigned int a = 0; a < pMeshes.size(); a++)
{
for( unsigned int a = 0; a < pMeshes.size(); ++a ) {
XFile::Mesh* sourceMesh = pMeshes[a];
if ( nullptr == sourceMesh ) {
continue;
@ -255,35 +251,30 @@ void XFileImporter::CreateMeshes( aiScene* pScene, aiNode* pNode, const std::vec
ConvertMaterials( pScene, sourceMesh->mMaterials);
unsigned int numMaterials = std::max( (unsigned int)sourceMesh->mMaterials.size(), 1u);
for( unsigned int b = 0; b < numMaterials; b++)
{
for( unsigned int b = 0; b < numMaterials; ++b ) {
// collect the faces belonging to this material
std::vector<unsigned int> faces;
unsigned int numVertices = 0;
if( sourceMesh->mFaceMaterials.size() > 0)
{
if( !sourceMesh->mFaceMaterials.empty() ) {
// if there is a per-face material defined, select the faces with the corresponding material
for( unsigned int c = 0; c < sourceMesh->mFaceMaterials.size(); c++)
{
if( sourceMesh->mFaceMaterials[c] == b)
{
for( unsigned int c = 0; c < sourceMesh->mFaceMaterials.size(); ++c ) {
if( sourceMesh->mFaceMaterials[c] == b) {
faces.push_back( c);
numVertices += (unsigned int)sourceMesh->mPosFaces[c].mIndices.size();
}
}
} else
{
} else {
// if there is no per-face material, place everything into one mesh
for( unsigned int c = 0; c < sourceMesh->mPosFaces.size(); c++)
{
for( unsigned int c = 0; c < sourceMesh->mPosFaces.size(); ++c ) {
faces.push_back( c);
numVertices += (unsigned int)sourceMesh->mPosFaces[c].mIndices.size();
}
}
// no faces/vertices using this material? strange...
if( numVertices == 0)
if ( numVertices == 0 ) {
continue;
}
// create a submesh using this material
aiMesh* mesh = new aiMesh;
@ -291,11 +282,9 @@ void XFileImporter::CreateMeshes( aiScene* pScene, aiNode* pNode, const std::vec
// find the material in the scene's material list. Either own material
// or referenced material, it should already have a valid index
if( sourceMesh->mFaceMaterials.size() > 0)
{
if( !sourceMesh->mFaceMaterials.empty() ) {
mesh->mMaterialIndex = static_cast<unsigned int>(sourceMesh->mMaterials[b].sceneIndex);
} else
{
} else {
mesh->mMaterialIndex = 0;
}
@ -310,28 +299,28 @@ void XFileImporter::CreateMeshes( aiScene* pScene, aiNode* pNode, const std::vec
mesh->mName.Set(sourceMesh->mName);
// normals?
if( sourceMesh->mNormals.size() > 0)
mesh->mNormals = new aiVector3D[numVertices];
if ( sourceMesh->mNormals.size() > 0 ) {
mesh->mNormals = new aiVector3D[ numVertices ];
}
// texture coords
for( unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS; c++)
{
if( sourceMesh->mTexCoords[c].size() > 0)
mesh->mTextureCoords[c] = new aiVector3D[numVertices];
for( unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++c ) {
if ( !sourceMesh->mTexCoords[ c ].empty() ) {
mesh->mTextureCoords[ c ] = new aiVector3D[ numVertices ];
}
}
// vertex colors
for( unsigned int c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS; c++)
{
if( sourceMesh->mColors[c].size() > 0)
mesh->mColors[c] = new aiColor4D[numVertices];
for( unsigned int c = 0; c < AI_MAX_NUMBER_OF_COLOR_SETS; ++c ) {
if ( !sourceMesh->mColors[ c ].empty() ) {
mesh->mColors[ c ] = new aiColor4D[ numVertices ];
}
}
// now collect the vertex data of all data streams present in the imported mesh
unsigned int newIndex = 0;
unsigned int newIndex( 0 );
std::vector<unsigned int> orgPoints; // from which original point each new vertex stems
orgPoints.resize( numVertices, 0);
for( unsigned int c = 0; c < faces.size(); c++)
{
for( unsigned int c = 0; c < faces.size(); ++c ) {
unsigned int f = faces[c]; // index of the source face
const XFile::Face& pf = sourceMesh->mPosFaces[f]; // position source face
@ -341,30 +330,30 @@ void XFileImporter::CreateMeshes( aiScene* pScene, aiNode* pNode, const std::vec
df.mIndices = new unsigned int[ df.mNumIndices];
// collect vertex data for indices of this face
for( unsigned int d = 0; d < df.mNumIndices; d++)
{
for( unsigned int d = 0; d < df.mNumIndices; ++d ) {
df.mIndices[d] = newIndex;
orgPoints[newIndex] = pf.mIndices[d];
// Position
mesh->mVertices[newIndex] = sourceMesh->mPositions[pf.mIndices[d]];
// Normal, if present
if( mesh->HasNormals())
mesh->mNormals[newIndex] = sourceMesh->mNormals[sourceMesh->mNormFaces[f].mIndices[d]];
if ( mesh->HasNormals() ) {
mesh->mNormals[ newIndex ] = sourceMesh->mNormals[ sourceMesh->mNormFaces[ f ].mIndices[ d ] ];
}
// texture coord sets
for( unsigned int e = 0; e < AI_MAX_NUMBER_OF_TEXTURECOORDS; e++)
{
if( mesh->HasTextureCoords( e))
{
for( unsigned int e = 0; e < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++e ) {
if( mesh->HasTextureCoords( e)) {
aiVector2D tex = sourceMesh->mTexCoords[e][pf.mIndices[d]];
mesh->mTextureCoords[e][newIndex] = aiVector3D( tex.x, 1.0f - tex.y, 0.0f);
}
}
// vertex color sets
for( unsigned int e = 0; e < AI_MAX_NUMBER_OF_COLOR_SETS; e++)
if( mesh->HasVertexColors( e))
mesh->mColors[e][newIndex] = sourceMesh->mColors[e][pf.mIndices[d]];
for ( unsigned int e = 0; e < AI_MAX_NUMBER_OF_COLOR_SETS; ++e ) {
if ( mesh->HasVertexColors( e ) ) {
mesh->mColors[ e ][ newIndex ] = sourceMesh->mColors[ e ][ pf.mIndices[ d ] ];
}
}
newIndex++;
}
@ -376,28 +365,29 @@ void XFileImporter::CreateMeshes( aiScene* pScene, aiNode* pNode, const std::vec
// convert all bones of the source mesh which influence vertices in this newly created mesh
const std::vector<XFile::Bone>& bones = sourceMesh->mBones;
std::vector<aiBone*> newBones;
for( unsigned int c = 0; c < bones.size(); c++)
{
for( unsigned int c = 0; c < bones.size(); ++c ) {
const XFile::Bone& obone = bones[c];
// set up a vertex-linear array of the weights for quick searching if a bone influences a vertex
std::vector<ai_real> oldWeights( sourceMesh->mPositions.size(), 0.0);
for( unsigned int d = 0; d < obone.mWeights.size(); d++)
oldWeights[obone.mWeights[d].mVertex] = obone.mWeights[d].mWeight;
for ( unsigned int d = 0; d < obone.mWeights.size(); ++d ) {
oldWeights[ obone.mWeights[ d ].mVertex ] = obone.mWeights[ d ].mWeight;
}
// collect all vertex weights that influence a vertex in the new mesh
std::vector<aiVertexWeight> newWeights;
newWeights.reserve( numVertices);
for( unsigned int d = 0; d < orgPoints.size(); d++)
{
for( unsigned int d = 0; d < orgPoints.size(); ++d ) {
// does the new vertex stem from an old vertex which was influenced by this bone?
ai_real w = oldWeights[orgPoints[d]];
if( w > 0.0)
newWeights.push_back( aiVertexWeight( d, w));
if ( w > 0.0 ) {
newWeights.push_back( aiVertexWeight( d, w ) );
}
}
// if the bone has no weights in the newly created mesh, ignore it
if( newWeights.size() == 0)
if ( newWeights.empty() ) {
continue;
}
// create
aiBone* nbone = new aiBone;
@ -407,14 +397,14 @@ void XFileImporter::CreateMeshes( aiScene* pScene, aiNode* pNode, const std::vec
nbone->mOffsetMatrix = obone.mOffsetMatrix;
nbone->mNumWeights = (unsigned int)newWeights.size();
nbone->mWeights = new aiVertexWeight[nbone->mNumWeights];
for( unsigned int d = 0; d < newWeights.size(); d++)
nbone->mWeights[d] = newWeights[d];
for ( unsigned int d = 0; d < newWeights.size(); ++d ) {
nbone->mWeights[ d ] = newWeights[ d ];
}
}
// store the bones in the mesh
mesh->mNumBones = (unsigned int)newBones.size();
if( newBones.size() > 0)
{
if( !newBones.empty()) {
mesh->mBones = new aiBone*[mesh->mNumBones];
std::copy( newBones.begin(), newBones.end(), mesh->mBones);
}
@ -424,8 +414,7 @@ void XFileImporter::CreateMeshes( aiScene* pScene, aiNode* pNode, const std::vec
// reallocate scene mesh array to be large enough
aiMesh** prevArray = pScene->mMeshes;
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes + meshes.size()];
if( prevArray)
{
if( prevArray) {
memcpy( pScene->mMeshes, prevArray, pScene->mNumMeshes * sizeof( aiMesh*));
delete [] prevArray;
}
@ -435,8 +424,7 @@ void XFileImporter::CreateMeshes( aiScene* pScene, aiNode* pNode, const std::vec
pNode->mMeshes = new unsigned int[pNode->mNumMeshes];
// store all meshes in the mesh library of the scene and store their indices in the node
for( unsigned int a = 0; a < meshes.size(); a++)
{
for( unsigned int a = 0; a < meshes.size(); a++) {
pScene->mMeshes[pScene->mNumMeshes] = meshes[a];
pNode->mMeshes[a] = pScene->mNumMeshes;
pScene->mNumMeshes++;
@ -445,16 +433,15 @@ void XFileImporter::CreateMeshes( aiScene* pScene, aiNode* pNode, const std::vec
// ------------------------------------------------------------------------------------------------
// Converts the animations from the given imported data and creates them in the scene.
void XFileImporter::CreateAnimations( aiScene* pScene, const XFile::Scene* pData)
{
void XFileImporter::CreateAnimations( aiScene* pScene, const XFile::Scene* pData) {
std::vector<aiAnimation*> newAnims;
for( unsigned int a = 0; a < pData->mAnims.size(); a++)
{
for( unsigned int a = 0; a < pData->mAnims.size(); ++a ) {
const XFile::Animation* anim = pData->mAnims[a];
// some exporters mock me with empty animation tags.
if( anim->mAnims.size() == 0)
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++));
}

View File

@ -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 {