commit
58b9dcbdc7
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@ -109,7 +109,9 @@ using namespace std;
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// ------------------------------------------------------------------------------------------------
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// Default constructor
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M3DImporter::M3DImporter() :
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mScene(nullptr) {}
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mScene(nullptr) {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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// Returns true, if file is a binary or ASCII Model 3D file.
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@ -225,7 +227,7 @@ void M3DImporter::InternReadFile(const std::string &file, aiScene *pScene, IOSys
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// ------------------------------------------------------------------------------------------------
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// convert materials. properties are converted using a static table in M3DMaterials.h
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void M3DImporter::importMaterials(const M3DWrapper &m3d_wrap) {
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void M3DImporter::importMaterials(const M3DWrapper &m3d) {
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unsigned int i, j, k, l, n;
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m3dm_t *m;
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aiString name = aiString(AI_DEFAULT_MATERIAL_NAME);
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@ -233,9 +235,9 @@ void M3DImporter::importMaterials(const M3DWrapper &m3d_wrap) {
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ai_real f;
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ai_assert(mScene != nullptr);
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ai_assert(m3d_wrap);
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ai_assert(m3d);
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mScene->mNumMaterials = m3d_wrap->nummaterial + 1;
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mScene->mNumMaterials = m3d->nummaterial + 1;
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mScene->mMaterials = new aiMaterial *[mScene->mNumMaterials];
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ASSIMP_LOG_DEBUG_F("M3D: importMaterials ", mScene->mNumMaterials);
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@ -248,8 +250,12 @@ void M3DImporter::importMaterials(const M3DWrapper &m3d_wrap) {
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mat->AddProperty(&c, 1, AI_MATKEY_COLOR_DIFFUSE);
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mScene->mMaterials[0] = mat;
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for (i = 0; i < m3d_wrap->nummaterial; i++) {
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m = &m3d_wrap->material[i];
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if (!m3d->nummaterial || !m3d->material) {
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return;
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}
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for (i = 0; i < m3d->nummaterial; i++) {
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m = &m3d->material[i];
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aiMaterial *mat = new aiMaterial;
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name.Set(std::string(m->name));
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mat->AddProperty(&name, AI_MATKEY_NAME);
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@ -294,9 +300,9 @@ void M3DImporter::importMaterials(const M3DWrapper &m3d_wrap) {
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// texture map properties
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if (m->prop[j].type >= 128 && aiTxProps[k].pKey &&
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// extra check, should never happen, do we have the refered texture?
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m->prop[j].value.textureid < m3d_wrap->numtexture &&
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m3d_wrap->texture[m->prop[j].value.textureid].name) {
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name.Set(std::string(std::string(m3d_wrap->texture[m->prop[j].value.textureid].name) + ".png"));
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m->prop[j].value.textureid < m3d->numtexture &&
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m3d->texture[m->prop[j].value.textureid].name) {
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name.Set(std::string(std::string(m3d->texture[m->prop[j].value.textureid].name) + ".png"));
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mat->AddProperty(&name, aiTxProps[k].pKey, aiTxProps[k].type, aiTxProps[k].index);
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n = 0;
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mat->AddProperty(&n, 1, _AI_MATKEY_UVWSRC_BASE, aiProps[k].type, aiProps[k].index);
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@ -310,7 +316,12 @@ void M3DImporter::importMaterials(const M3DWrapper &m3d_wrap) {
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// import textures, this is the simplest of all
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void M3DImporter::importTextures(const M3DWrapper &m3d) {
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unsigned int i;
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const char *formatHint[] = { "rgba0800", "rgba0808", "rgba8880", "rgba8888" };
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const char *formatHint[] = {
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"rgba0800",
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"rgba0808",
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"rgba8880",
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"rgba8888"
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};
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m3dtx_t *t;
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ai_assert(mScene != nullptr);
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@ -319,8 +330,9 @@ void M3DImporter::importTextures(const M3DWrapper &m3d) {
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mScene->mNumTextures = m3d->numtexture;
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ASSIMP_LOG_DEBUG_F("M3D: importTextures ", mScene->mNumTextures);
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if (!m3d->numtexture)
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if (!m3d->numtexture || !m3d->texture) {
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return;
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}
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mScene->mTextures = new aiTexture *[m3d->numtexture];
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for (i = 0; i < m3d->numtexture; i++) {
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@ -371,6 +383,12 @@ void M3DImporter::importTextures(const M3DWrapper &m3d) {
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// individually. In assimp there're per mesh vertex and UV lists, and they must be
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// indexed simultaneously.
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void M3DImporter::importMeshes(const M3DWrapper &m3d) {
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ASSIMP_LOG_DEBUG_F("M3D: importMeshes ", m3d->numface);
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if (!m3d->numface || !m3d->face || !m3d->numvertex || !m3d->vertex) {
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return;
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}
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unsigned int i, j, k, l, numpoly = 3, lastMat = M3D_INDEXMAX;
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std::vector<aiMesh *> *meshes = new std::vector<aiMesh *>();
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std::vector<aiFace> *faces = nullptr;
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@ -385,7 +403,6 @@ void M3DImporter::importMeshes(const M3DWrapper &m3d) {
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ai_assert(m3d);
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ai_assert(mScene->mRootNode != nullptr);
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ASSIMP_LOG_DEBUG_F("M3D: importMeshes ", m3d->numface);
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for (i = 0; i < m3d->numface; i++) {
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// we must switch mesh if material changes
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@ -420,6 +437,7 @@ void M3DImporter::importMeshes(const M3DWrapper &m3d) {
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k = static_cast<unsigned int>(vertices->size());
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pFace->mIndices[j] = k;
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l = m3d->face[i].vertex[j];
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if(l >= m3d->numvertex) continue;
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pos.x = m3d->vertex[l].x;
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pos.y = m3d->vertex[l].y;
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pos.z = m3d->vertex[l].z;
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@ -432,14 +450,14 @@ void M3DImporter::importMeshes(const M3DWrapper &m3d) {
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vertexids->push_back(l);
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}
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l = m3d->face[i].texcoord[j];
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if (l != M3D_UNDEF) {
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if (l != M3D_UNDEF && l < m3d->numtmap) {
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uv.x = m3d->tmap[l].u;
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uv.y = m3d->tmap[l].v;
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uv.z = 0.0;
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texcoords->push_back(uv);
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}
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l = m3d->face[i].normal[j];
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if (l != M3D_UNDEF) {
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if (l != M3D_UNDEF && l < m3d->numvertex) {
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norm.x = m3d->vertex[l].x;
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norm.y = m3d->vertex[l].y;
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norm.z = m3d->vertex[l].z;
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@ -487,8 +505,15 @@ void M3DImporter::importBones(const M3DWrapper &m3d, unsigned int parentid, aiNo
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ASSIMP_LOG_DEBUG_F("M3D: importBones ", m3d->numbone, " parentid ", (int)parentid);
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for (n = 0, i = parentid + 1; i < m3d->numbone; i++)
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if (m3d->bone[i].parent == parentid) n++;
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if (!m3d->numbone || !m3d->bone) {
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return;
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}
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for (n = 0, i = parentid + 1; i < m3d->numbone; i++) {
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if (m3d->bone[i].parent == parentid) {
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n++;
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}
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}
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pParent->mChildren = new aiNode *[n];
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for (i = parentid + 1; i < m3d->numbone; i++) {
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@ -521,8 +546,9 @@ void M3DImporter::importAnimations(const M3DWrapper &m3d) {
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ASSIMP_LOG_DEBUG_F("M3D: importAnimations ", mScene->mNumAnimations);
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if (!m3d->numaction || !m3d->numbone)
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if (!m3d->numaction || !m3d->action || !m3d->numbone || !m3d->bone || !m3d->vertex) {
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return;
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}
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mScene->mAnimations = new aiAnimation *[m3d->numaction];
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for (i = 0; i < m3d->numaction; i++) {
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@ -552,6 +578,7 @@ void M3DImporter::importAnimations(const M3DWrapper &m3d) {
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ori = a->frame[j].transform[k].ori;
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}
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}
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if(pos >= m3d->numvertex || ori >= m3d->numvertex) continue;
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m3dv_t *v = &m3d->vertex[pos];
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m3dv_t *q = &m3d->vertex[ori];
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pAnim->mChannels[l]->mPositionKeys[j].mTime = t;
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@ -587,6 +614,8 @@ void M3DImporter::convertPose(const M3DWrapper &m3d, aiMatrix4x4 *m, unsigned in
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ai_assert(m3d);
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ai_assert(posid != M3D_UNDEF && posid < m3d->numvertex);
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ai_assert(orientid != M3D_UNDEF && orientid < m3d->numvertex);
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if (!m3d->numvertex || !m3d->vertex)
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return;
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m3dv_t *p = &m3d->vertex[posid];
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m3dv_t *q = &m3d->vertex[orientid];
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@ -629,16 +658,18 @@ void M3DImporter::convertPose(const M3DWrapper &m3d, aiMatrix4x4 *m, unsigned in
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// ------------------------------------------------------------------------------------------------
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// find a node by name
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aiNode *M3DImporter::findNode(aiNode *pNode, aiString name) {
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unsigned int i;
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ai_assert(pNode != nullptr);
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ai_assert(mScene != nullptr);
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if (pNode->mName == name)
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if (pNode->mName == name) {
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return pNode;
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for (i = 0; i < pNode->mNumChildren; i++) {
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}
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for (unsigned int i = 0; i < pNode->mNumChildren; i++) {
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aiNode *pChild = findNode(pNode->mChildren[i], name);
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if (pChild) return pChild;
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if (pChild) {
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return pChild;
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}
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}
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return nullptr;
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}
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@ -700,8 +731,8 @@ void M3DImporter::populateMesh(const M3DWrapper &m3d, aiMesh *pMesh, std::vector
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// this is complicated, because M3D stores a list of bone id / weight pairs per
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// vertex but assimp uses lists of local vertex id/weight pairs per local bone list
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pMesh->mNumBones = m3d->numbone;
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/* we need aiBone with mOffsetMatrix for bones without weights as well */
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if (pMesh->mNumBones) {
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// we need aiBone with mOffsetMatrix for bones without weights as well
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if (pMesh->mNumBones && m3d->numbone && m3d->bone) {
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pMesh->mBones = new aiBone *[pMesh->mNumBones];
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for (unsigned int i = 0; i < m3d->numbone; i++) {
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aiNode *pNode;
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} else
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pMesh->mBones[i]->mOffsetMatrix = aiMatrix4x4();
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}
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if (vertexids->size()) {
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if (vertexids->size() && m3d->numvertex && m3d->vertex && m3d->numskin && m3d->skin) {
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unsigned int i, j;
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// first count how many vertices we have per bone
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for (i = 0; i < vertexids->size(); i++) {
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if(vertexids->at(i) >= m3d->numvertex) {
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continue;
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}
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unsigned int s = m3d->vertex[vertexids->at(i)].skinid;
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if (s != M3D_UNDEF && s != M3D_INDEXMAX) {
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for (unsigned int k = 0; k < M3D_NUMBONE && m3d->skin[s].weight[k] > 0.0; k++) {
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}
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// fill up with data
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for (i = 0; i < vertexids->size(); i++) {
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if(vertexids->at(i) >= m3d->numvertex) continue;
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unsigned int s = m3d->vertex[vertexids->at(i)].skinid;
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if (s != M3D_UNDEF && s != M3D_INDEXMAX) {
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if (s != M3D_UNDEF && s != M3D_INDEXMAX && s < m3d->numskin) {
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for (unsigned int k = 0; k < M3D_NUMBONE && m3d->skin[s].weight[k] > 0.0; k++) {
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if(m3d->skin[s].boneid[k] >= m3d->numbone) continue;
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aiString name = aiString(std::string(m3d->bone[m3d->skin[s].boneid[k]].name));
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for (j = 0; j < pMesh->mNumBones; j++) {
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if (pMesh->mBones[j]->mName == name) {
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