- ASE loader is now able to load triangles. Well, their position is not correct, but at least triangles ...

- jAssimp API WIP. assimp.Mesh interface finished, including JNI implementations. Maybe a few more native functions than necessary, but I want to keep the native parts as simple as possible
- Updates to the documentation

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@37 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
pull/1/head
aramis_acg 2008-05-23 22:38:35 +00:00
parent 4b98ae5a53
commit 5d18194990
19 changed files with 1258 additions and 130 deletions

View File

@ -145,12 +145,64 @@ void ASEImporter::BuildNodes(aiScene* pcScene)
ai_assert(NULL != pcScene);
pcScene->mRootNode = new aiNode();
pcScene->mRootNode->mNumMeshes = pcScene->mNumMeshes;
pcScene->mRootNode->mMeshes = new unsigned int[pcScene->mRootNode->mNumMeshes];
pcScene->mRootNode->mNumMeshes = 0;
pcScene->mRootNode->mMeshes = 0;
for (unsigned int i = 0; i < pcScene->mRootNode->mNumMeshes;++i)
pcScene->mRootNode->mMeshes[i] = i;
ai_assert(4 <= AI_MAX_NUMBER_OF_COLOR_SETS);
std::vector<std::pair<aiMatrix4x4,std::list<unsigned int> > > stack;
stack.reserve(pcScene->mNumMeshes);
for (unsigned int i = 0; i < pcScene->mNumMeshes;++i)
{
// get the transformation matrix of the node
aiMatrix4x4* pmTransform = (aiMatrix4x4*)pcScene->mMeshes[i]->mColors[2];
// search for an identical matrix in our list
for (std::vector<std::pair<aiMatrix4x4,std::list<unsigned int> > >::iterator
a = stack.begin();
a != stack.end();++a)
{
if ((*a).first == *pmTransform)
{
(*a).second.push_back(i);
pmTransform->a1 = std::numeric_limits<float>::quiet_NaN();
break;
}
}
if (is_not_qnan(pmTransform->a1))
{
// add a new entry ...
stack.push_back(std::pair<aiMatrix4x4,std::list<unsigned int> >(
*pmTransform,std::list<unsigned int>()));
stack.back().second.push_back(i);
}
// delete the matrix
delete pmTransform;
pcScene->mMeshes[i]->mColors[2] = NULL;
}
// allocate enough space for the child nodes
pcScene->mRootNode->mNumChildren = stack.size();
pcScene->mRootNode->mChildren = new aiNode*[stack.size()];
// now build all nodes
for (std::vector<std::pair<aiMatrix4x4,std::list<unsigned int> > >::iterator
a = stack.begin();
a != stack.end();++a)
{
aiNode* pcNode = new aiNode();
pcNode->mNumMeshes = (*a).second.size();
pcNode->mMeshes = new unsigned int[pcNode->mNumMeshes];
for (std::list<unsigned int>::const_iterator
i = (*a).second.begin();
i != (*a).second.end();++i)
{
*pcNode->mMeshes++ = *i;
}
pcNode->mMeshes -= pcNode->mNumMeshes;
pcNode->mTransformation = (*a).first;
*pcScene->mRootNode->mChildren++ = pcNode;
}
pcScene->mRootNode->mChildren -= stack.size();
return;
}
// ------------------------------------------------------------------------------------------------
@ -226,6 +278,18 @@ void ASEImporter::BuildUniqueRepresentation(ASE::Mesh& mesh)
for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
mesh.amTexCoords[c] = amTexCoords[c];
// now need to transform all vertices with the inverse of their
// transformation matrix ...
aiMatrix4x4 mInverse = mesh.mTransform;
mInverse.Inverse();
for (std::vector<aiVector3D>::iterator
i = mesh.mPositions.begin();
i != mesh.mPositions.end();++i)
{
(*i) = mInverse * (*i);
}
return;
}
// ------------------------------------------------------------------------------------------------
@ -415,8 +479,10 @@ void ASEImporter::ConvertMeshes(ASE::Mesh& mesh, aiScene* pcScene)
// we will need this material
this->mParser->m_vMaterials[mesh.iMaterialIndex].avSubMaterials[p].bNeed = true;
// store the real index here ...
// store the real index here ... color channel 3
p_pcOut->mColors[3] = (aiColor4D*)(uintptr_t)mesh.iMaterialIndex;
// store the real transformation matrix in color channel 2
p_pcOut->mColors[2] = (aiColor4D*) new aiMatrix4x4(mesh.mTransform);
avOutMeshes.push_back(p_pcOut);
// convert vertices
@ -495,8 +561,10 @@ void ASEImporter::ConvertMeshes(ASE::Mesh& mesh, aiScene* pcScene)
p_pcOut->mMaterialIndex = ASE::Face::DEFAULT_MATINDEX;
this->mParser->m_vMaterials[mesh.iMaterialIndex].bNeed = true;
// store the real index here ...
// store the real index here ... in color channel 3
p_pcOut->mColors[3] = (aiColor4D*)(uintptr_t)mesh.iMaterialIndex;
// store the transformation matrix in color channel 2
p_pcOut->mColors[2] = (aiColor4D*) new aiMatrix4x4(mesh.mTransform);
avOutMeshes.push_back(p_pcOut);
// convert vertices

View File

@ -104,7 +104,7 @@ bool Parser::SkipToNextToken()
{
while (true)
{
if ('*' == *this->m_szFile)return true;
if ('*' == *this->m_szFile || '}' == *this->m_szFile || '{' == *this->m_szFile)return true;
if ('\0' == *this->m_szFile)return false;
++this->m_szFile;
@ -126,7 +126,7 @@ bool Parser::SkipOpeningBracket()
bool Parser::SkipSection()
{
// must handle subsections ...
unsigned int iCnt = 1;
int iCnt = 0;
while (true)
{
if ('}' == *this->m_szFile)
@ -156,7 +156,7 @@ bool Parser::SkipSection()
// ------------------------------------------------------------------------------------------------
void Parser::Parse()
{
unsigned int iDepth = 1;
int iDepth = 0;
while (true)
{
if ('*' == *this->m_szFile)
@ -177,21 +177,21 @@ void Parser::Parse()
}
}
// main scene information
else if (0 == strncmp(this->m_szFile,"*SCENE",6) &&
if (0 == strncmp(this->m_szFile,"*SCENE",6) &&
IsSpaceOrNewLine(*(this->m_szFile+6)))
{
this->m_szFile+=7;
this->ParseLV1SceneBlock();
}
// material list
else if (0 == strncmp(this->m_szFile,"*MATERIAL_LIST",14) &&
if (0 == strncmp(this->m_szFile,"*MATERIAL_LIST",14) &&
IsSpaceOrNewLine(*(this->m_szFile+14)))
{
this->m_szFile+=15;
this->ParseLV1MaterialListBlock();
}
// geometric object (mesh)
else if (0 == strncmp(this->m_szFile,"*GEOMOBJECT",11) &&
if (0 == strncmp(this->m_szFile,"*GEOMOBJECT",11) &&
IsSpaceOrNewLine(*(this->m_szFile+11)))
{
this->m_szFile+=12;
@ -224,7 +224,7 @@ void Parser::Parse()
// ------------------------------------------------------------------------------------------------
void Parser::ParseLV1SceneBlock()
{
unsigned int iDepth = 1;
int iDepth = 0;
while (true)
{
if ('*' == *this->m_szFile)
@ -237,7 +237,7 @@ void Parser::ParseLV1SceneBlock()
// parse a color triple and assume it is really the bg color
this->ParseLV4MeshFloatTriple( &this->m_clrBackground.r );
}
else if (0 == strncmp(this->m_szFile,"*SCENE_AMBIENT_STATIC",21) &&
if (0 == strncmp(this->m_szFile,"*SCENE_AMBIENT_STATIC",21) &&
IsSpaceOrNewLine(*(this->m_szFile+21)))
{
this->m_szFile+=22;
@ -269,7 +269,7 @@ void Parser::ParseLV1SceneBlock()
// ------------------------------------------------------------------------------------------------
void Parser::ParseLV1MaterialListBlock()
{
unsigned int iDepth = 1;
int iDepth = 0;
unsigned int iMaterialCount = 0;
while (true)
{
@ -284,7 +284,7 @@ void Parser::ParseLV1MaterialListBlock()
// now allocate enough storage to hold all materials
this->m_vMaterials.resize(iMaterialCount);
}
else if (0 == strncmp(this->m_szFile,"*MATERIAL",9) &&
if (0 == strncmp(this->m_szFile,"*MATERIAL",9) &&
IsSpaceOrNewLine(*(this->m_szFile+9)))
{
this->m_szFile+=10;
@ -330,7 +330,7 @@ void Parser::ParseLV1MaterialListBlock()
// ------------------------------------------------------------------------------------------------
void Parser::ParseLV2MaterialBlock(ASE::Material& mat)
{
unsigned int iDepth = 1;
int iDepth = 0;
unsigned int iNumSubMaterials = 0;
while (true)
{
@ -352,28 +352,28 @@ void Parser::ParseLV2MaterialBlock(ASE::Material& mat)
this->m_szFile = sz;
}
// ambient material color
else if (0 == strncmp(this->m_szFile,"*MATERIAL_AMBIENT",17) &&
if (0 == strncmp(this->m_szFile,"*MATERIAL_AMBIENT",17) &&
IsSpaceOrNewLine(*(this->m_szFile+17)))
{
this->m_szFile+=18;
this->ParseLV4MeshFloatTriple(&mat.mAmbient.r);
}
// diffuse material color
else if (0 == strncmp(this->m_szFile,"*MATERIAL_DIFFUSE",17) &&
if (0 == strncmp(this->m_szFile,"*MATERIAL_DIFFUSE",17) &&
IsSpaceOrNewLine(*(this->m_szFile+17)))
{
this->m_szFile+=18;
this->ParseLV4MeshFloatTriple(&mat.mDiffuse.r);
}
// specular material color
else if (0 == strncmp(this->m_szFile,"*MATERIAL_SPECULAR",18) &&
if (0 == strncmp(this->m_szFile,"*MATERIAL_SPECULAR",18) &&
IsSpaceOrNewLine(*(this->m_szFile+18)))
{
this->m_szFile+=19;
this->ParseLV4MeshFloatTriple(&mat.mSpecular.r);
}
// material shading type
else if (0 == strncmp(this->m_szFile,"*MATERIAL_SHADING",17) &&
if (0 == strncmp(this->m_szFile,"*MATERIAL_SHADING",17) &&
IsSpaceOrNewLine(*(this->m_szFile+17)))
{
this->m_szFile+=18;
@ -410,7 +410,7 @@ void Parser::ParseLV2MaterialBlock(ASE::Material& mat)
}
}
// material transparency
else if (0 == strncmp(this->m_szFile,"*MATERIAL_TRANSPARENCY",22) &&
if (0 == strncmp(this->m_szFile,"*MATERIAL_TRANSPARENCY",22) &&
IsSpaceOrNewLine(*(this->m_szFile+22)))
{
this->m_szFile+=23;
@ -418,7 +418,7 @@ void Parser::ParseLV2MaterialBlock(ASE::Material& mat)
mat.mTransparency = 1.0f - mat.mTransparency;
}
// material self illumination
else if (0 == strncmp(this->m_szFile,"*MATERIAL_SELFILLUM",19) &&
if (0 == strncmp(this->m_szFile,"*MATERIAL_SELFILLUM",19) &&
IsSpaceOrNewLine(*(this->m_szFile+19)))
{
this->m_szFile+=20;
@ -430,7 +430,7 @@ void Parser::ParseLV2MaterialBlock(ASE::Material& mat)
mat.mEmissive.b = f;
}
// material shininess
else if (0 == strncmp(this->m_szFile,"*MATERIAL_SHINE",15) &&
if (0 == strncmp(this->m_szFile,"*MATERIAL_SHINE",15) &&
IsSpaceOrNewLine(*(this->m_szFile+15)))
{
this->m_szFile+=16;
@ -438,7 +438,7 @@ void Parser::ParseLV2MaterialBlock(ASE::Material& mat)
mat.mSpecularExponent *= 15;
}
// diffuse color map
else if (0 == strncmp(this->m_szFile,"*MAP_DIFFUSE",12) &&
if (0 == strncmp(this->m_szFile,"*MAP_DIFFUSE",12) &&
IsSpaceOrNewLine(*(this->m_szFile+12)))
{
this->m_szFile+=13;
@ -448,7 +448,7 @@ void Parser::ParseLV2MaterialBlock(ASE::Material& mat)
this->ParseLV3MapBlock(mat.sTexDiffuse);
}
// ambient color map
else if (0 == strncmp(this->m_szFile,"*MAP_AMBIENT",12) &&
if (0 == strncmp(this->m_szFile,"*MAP_AMBIENT",12) &&
IsSpaceOrNewLine(*(this->m_szFile+12)))
{
this->m_szFile+=13;
@ -458,7 +458,7 @@ void Parser::ParseLV2MaterialBlock(ASE::Material& mat)
this->ParseLV3MapBlock(mat.sTexAmbient);
}
// specular color map
else if (0 == strncmp(this->m_szFile,"*MAP_SPECULAR",13) &&
if (0 == strncmp(this->m_szFile,"*MAP_SPECULAR",13) &&
IsSpaceOrNewLine(*(this->m_szFile+13)))
{
this->m_szFile+=14;
@ -468,7 +468,7 @@ void Parser::ParseLV2MaterialBlock(ASE::Material& mat)
this->ParseLV3MapBlock(mat.sTexSpecular);
}
// opacity map
else if (0 == strncmp(this->m_szFile,"*MAP_OPACITY",12) &&
if (0 == strncmp(this->m_szFile,"*MAP_OPACITY",12) &&
IsSpaceOrNewLine(*(this->m_szFile+12)))
{
this->m_szFile+=13;
@ -478,7 +478,7 @@ void Parser::ParseLV2MaterialBlock(ASE::Material& mat)
this->ParseLV3MapBlock(mat.sTexOpacity);
}
// emissive map
else if (0 == strncmp(this->m_szFile,"*MAP_SELFILLUM",14) &&
if (0 == strncmp(this->m_szFile,"*MAP_SELFILLUM",14) &&
IsSpaceOrNewLine(*(this->m_szFile+14)))
{
this->m_szFile+=15;
@ -488,7 +488,7 @@ void Parser::ParseLV2MaterialBlock(ASE::Material& mat)
this->ParseLV3MapBlock(mat.sTexEmissive);
}
// bump map
else if (0 == strncmp(this->m_szFile,"*MAP_BUMP",9) &&
if (0 == strncmp(this->m_szFile,"*MAP_BUMP",9) &&
IsSpaceOrNewLine(*(this->m_szFile+9)))
{
this->m_szFile+=10;
@ -498,7 +498,7 @@ void Parser::ParseLV2MaterialBlock(ASE::Material& mat)
this->ParseLV3MapBlock(mat.sTexBump);
}
// specular/shininess map
else if (0 == strncmp(this->m_szFile,"*MAP_SHINE",10) &&
if (0 == strncmp(this->m_szFile,"*MAP_SHINE",10) &&
IsSpaceOrNewLine(*(this->m_szFile+10)))
{
this->m_szFile+=11;
@ -508,7 +508,7 @@ void Parser::ParseLV2MaterialBlock(ASE::Material& mat)
this->ParseLV3MapBlock(mat.sTexShininess);
}
// number of submaterials
else if (0 == strncmp(this->m_szFile,"*NUMSUBMTLS",11) &&
if (0 == strncmp(this->m_szFile,"*NUMSUBMTLS",11) &&
IsSpaceOrNewLine(*(this->m_szFile+11)))
{
this->m_szFile+=12;
@ -518,7 +518,7 @@ void Parser::ParseLV2MaterialBlock(ASE::Material& mat)
mat.avSubMaterials.resize(iNumSubMaterials);
}
// submaterial chunks
else if (0 == strncmp(this->m_szFile,"*SUBMATERIAL",12) &&
if (0 == strncmp(this->m_szFile,"*SUBMATERIAL",12) &&
IsSpaceOrNewLine(*(this->m_szFile+12)))
{
this->m_szFile+=13;
@ -566,7 +566,7 @@ void Parser::ParseLV2MaterialBlock(ASE::Material& mat)
// ------------------------------------------------------------------------------------------------
void Parser::ParseLV3MapBlock(Texture& map)
{
unsigned int iDepth = 1;
int iDepth = 0;
unsigned int iNumSubMaterials = 0;
while (true)
{
@ -669,7 +669,7 @@ void Parser::ParseLV3MapBlock(Texture& map)
// ------------------------------------------------------------------------------------------------
void Parser::ParseLV1GeometryObjectBlock(ASE::Mesh& mesh)
{
unsigned int iDepth = 1;
int iDepth = 0;
while (true)
{
if ('*' == *this->m_szFile)
@ -706,14 +706,14 @@ void Parser::ParseLV1GeometryObjectBlock(ASE::Mesh& mesh)
this->m_szFile = sz;
}
// transformation matrix of the node
else if (0 == strncmp(this->m_szFile,"*NODE_TM" ,8) &&
if (0 == strncmp(this->m_szFile,"*NODE_TM" ,8) &&
IsSpaceOrNewLine(*(this->m_szFile+8)))
{
this->m_szFile+=9;
this->ParseLV2NodeTransformBlock(mesh);
}
// mesh data
else if (0 == strncmp(this->m_szFile,"*MESH" ,5) &&
if (0 == strncmp(this->m_szFile,"*MESH" ,5) &&
IsSpaceOrNewLine(*(this->m_szFile+5)))
{
this->m_szFile+=6;
@ -743,7 +743,7 @@ void Parser::ParseLV1GeometryObjectBlock(ASE::Mesh& mesh)
// ------------------------------------------------------------------------------------------------
void Parser::ParseLV2NodeTransformBlock(ASE::Mesh& mesh)
{
unsigned int iDepth = 1;
int iDepth = 0;
while (true)
{
if ('*' == *this->m_szFile)
@ -756,21 +756,21 @@ void Parser::ParseLV2NodeTransformBlock(ASE::Mesh& mesh)
this->ParseLV4MeshFloatTriple(mesh.mTransform[0]);
}
// second row of the transformation matrix
else if (0 == strncmp(this->m_szFile,"*TM_ROW1" ,8) &&
if (0 == strncmp(this->m_szFile,"*TM_ROW1" ,8) &&
IsSpaceOrNewLine(*(this->m_szFile+8)))
{
this->m_szFile+=9;
this->ParseLV4MeshFloatTriple(mesh.mTransform[1]);
}
// third row of the transformation matrix
else if (0 == strncmp(this->m_szFile,"*TM_ROW2" ,8) &&
if (0 == strncmp(this->m_szFile,"*TM_ROW2" ,8) &&
IsSpaceOrNewLine(*(this->m_szFile+8)))
{
this->m_szFile+=9;
this->ParseLV4MeshFloatTriple(mesh.mTransform[2]);
}
// fourth row of the transformation matrix
else if (0 == strncmp(this->m_szFile,"*TM_ROW3" ,8) &&
if (0 == strncmp(this->m_szFile,"*TM_ROW3" ,8) &&
IsSpaceOrNewLine(*(this->m_szFile+8)))
{
this->m_szFile+=9;
@ -806,7 +806,7 @@ void Parser::ParseLV2MeshBlock(ASE::Mesh& mesh)
unsigned int iNumTFaces = 0;
unsigned int iNumCVertices = 0;
unsigned int iNumCFaces = 0;
unsigned int iDepth = 1;
int iDepth = 0;
while (true)
{
if ('*' == *this->m_szFile)
@ -819,49 +819,49 @@ void Parser::ParseLV2MeshBlock(ASE::Mesh& mesh)
this->ParseLV4MeshLong(iNumVertices);
}
// Number of texture coordinates in the mesh
else if (0 == strncmp(this->m_szFile,"*MESH_NUMTVERTEX" ,16) &&
if (0 == strncmp(this->m_szFile,"*MESH_NUMTVERTEX" ,16) &&
IsSpaceOrNewLine(*(this->m_szFile+16)))
{
this->m_szFile+=17;
this->ParseLV4MeshLong(iNumTVertices);
}
// Number of vertex colors in the mesh
else if (0 == strncmp(this->m_szFile,"*MESH_NUMCVERTEX" ,16) &&
if (0 == strncmp(this->m_szFile,"*MESH_NUMCVERTEX" ,16) &&
IsSpaceOrNewLine(*(this->m_szFile+16)))
{
this->m_szFile+=17;
this->ParseLV4MeshLong(iNumCVertices);
}
// Number of regular faces in the mesh
else if (0 == strncmp(this->m_szFile,"*MESH_NUMFACES" ,14) &&
if (0 == strncmp(this->m_szFile,"*MESH_NUMFACES" ,14) &&
IsSpaceOrNewLine(*(this->m_szFile+14)))
{
this->m_szFile+=15;
this->ParseLV4MeshLong(iNumFaces);
}
// Number of UVWed faces in the mesh
else if (0 == strncmp(this->m_szFile,"*MESH_NUMTVFACES" ,16) &&
if (0 == strncmp(this->m_szFile,"*MESH_NUMTVFACES" ,16) &&
IsSpaceOrNewLine(*(this->m_szFile+16)))
{
this->m_szFile+=17;
this->ParseLV4MeshLong(iNumTFaces);
}
// Number of colored faces in the mesh
else if (0 == strncmp(this->m_szFile,"*MESH_NUMCVFACES" ,16) &&
if (0 == strncmp(this->m_szFile,"*MESH_NUMCVFACES" ,16) &&
IsSpaceOrNewLine(*(this->m_szFile+16)))
{
this->m_szFile+=17;
this->ParseLV4MeshLong(iNumCFaces);
}
// mesh vertex list block
else if (0 == strncmp(this->m_szFile,"*MESH_VERTEX_LIST" ,17) &&
if (0 == strncmp(this->m_szFile,"*MESH_VERTEX_LIST" ,17) &&
IsSpaceOrNewLine(*(this->m_szFile+17)))
{
this->m_szFile+=18;
this->ParseLV3MeshVertexListBlock(iNumVertices,mesh);
}
// mesh face list block
else if (0 == strncmp(this->m_szFile,"*MESH_FACE_LIST" ,15) &&
if (0 == strncmp(this->m_szFile,"*MESH_FACE_LIST" ,15) &&
IsSpaceOrNewLine(*(this->m_szFile+15)))
{
this->m_szFile+=16;
@ -869,7 +869,7 @@ void Parser::ParseLV2MeshBlock(ASE::Mesh& mesh)
this->ParseLV3MeshFaceListBlock(iNumFaces,mesh);
}
// mesh texture vertex list block
else if (0 == strncmp(this->m_szFile,"*MESH_TVERTLIST" ,15) &&
if (0 == strncmp(this->m_szFile,"*MESH_TVERTLIST" ,15) &&
IsSpaceOrNewLine(*(this->m_szFile+15)))
{
this->m_szFile+=16;
@ -877,7 +877,7 @@ void Parser::ParseLV2MeshBlock(ASE::Mesh& mesh)
this->ParseLV3MeshTListBlock(iNumTVertices,mesh);
}
// mesh texture face block
else if (0 == strncmp(this->m_szFile,"*MESH_TFACELIST" ,15) &&
if (0 == strncmp(this->m_szFile,"*MESH_TFACELIST" ,15) &&
IsSpaceOrNewLine(*(this->m_szFile+15)))
{
this->m_szFile+=16;
@ -885,7 +885,7 @@ void Parser::ParseLV2MeshBlock(ASE::Mesh& mesh)
this->ParseLV3MeshTFaceListBlock(iNumTFaces,mesh);
}
// mesh color vertex list block
else if (0 == strncmp(this->m_szFile,"*MESH_CVERTLIST" ,15) &&
if (0 == strncmp(this->m_szFile,"*MESH_CVERTLIST" ,15) &&
IsSpaceOrNewLine(*(this->m_szFile+15)))
{
this->m_szFile+=16;
@ -893,7 +893,7 @@ void Parser::ParseLV2MeshBlock(ASE::Mesh& mesh)
this->ParseLV3MeshCListBlock(iNumCVertices,mesh);
}
// mesh color face block
else if (0 == strncmp(this->m_szFile,"*MESH_CFACELIST" ,15) &&
if (0 == strncmp(this->m_szFile,"*MESH_CFACELIST" ,15) &&
IsSpaceOrNewLine(*(this->m_szFile+15)))
{
this->m_szFile+=16;
@ -901,7 +901,7 @@ void Parser::ParseLV2MeshBlock(ASE::Mesh& mesh)
this->ParseLV3MeshCFaceListBlock(iNumCFaces,mesh);
}
// another mesh UV channel ...
else if (0 == strncmp(this->m_szFile,"*MESH_MAPPINGCHANNEL" ,20) &&
if (0 == strncmp(this->m_szFile,"*MESH_MAPPINGCHANNEL" ,20) &&
IsSpaceOrNewLine(*(this->m_szFile+20)))
{
this->m_szFile+=21;
@ -966,7 +966,7 @@ void Parser::ParseLV3MeshVertexListBlock(
{
// allocate enough storage in the array
mesh.mPositions.resize(iNumVertices);
unsigned int iDepth = 1;
int iDepth = 0;
while (true)
{
if ('*' == *this->m_szFile)
@ -1013,7 +1013,7 @@ void Parser::ParseLV3MeshFaceListBlock(unsigned int iNumFaces, ASE::Mesh& mesh)
{
// allocate enough storage in the face array
mesh.mFaces.resize(iNumFaces);
unsigned int iDepth = 1;
int iDepth = 0;
while (true)
{
if ('*' == *this->m_szFile)
@ -1060,7 +1060,7 @@ void Parser::ParseLV3MeshTListBlock(unsigned int iNumVertices,
{
// allocate enough storage in the array
mesh.amTexCoords[iChannel].resize(iNumVertices);
unsigned int iDepth = 1;
int iDepth = 0;
while (true)
{
if ('*' == *this->m_szFile)
@ -1112,7 +1112,7 @@ void Parser::ParseLV3MeshTListBlock(unsigned int iNumVertices,
void Parser::ParseLV3MeshTFaceListBlock(unsigned int iNumFaces,
ASE::Mesh& mesh, unsigned int iChannel)
{
unsigned int iDepth = 1;
int iDepth = 0;
while (true)
{
if ('*' == *this->m_szFile)
@ -1166,7 +1166,7 @@ void Parser::ParseLV3MappingChannel(unsigned int iChannel, ASE::Mesh& mesh)
unsigned int iNumTVertices = 0;
unsigned int iNumTFaces = 0;
unsigned int iDepth = 1;
int iDepth = 0;
while (true)
{
if ('*' == *this->m_szFile)
@ -1179,14 +1179,14 @@ void Parser::ParseLV3MappingChannel(unsigned int iChannel, ASE::Mesh& mesh)
this->ParseLV4MeshLong(iNumTVertices);
}
// Number of UVWed faces in the mesh
else if (0 == strncmp(this->m_szFile,"*MESH_NUMTVFACES" ,16) &&
if (0 == strncmp(this->m_szFile,"*MESH_NUMTVFACES" ,16) &&
IsSpaceOrNewLine(*(this->m_szFile+16)))
{
this->m_szFile+=17;
this->ParseLV4MeshLong(iNumTFaces);
}
// mesh texture vertex list block
else if (0 == strncmp(this->m_szFile,"*MESH_TVERTLIST" ,15) &&
if (0 == strncmp(this->m_szFile,"*MESH_TVERTLIST" ,15) &&
IsSpaceOrNewLine(*(this->m_szFile+15)))
{
this->m_szFile+=16;
@ -1194,7 +1194,7 @@ void Parser::ParseLV3MappingChannel(unsigned int iChannel, ASE::Mesh& mesh)
this->ParseLV3MeshTListBlock(iNumTVertices,mesh,iChannel);
}
// mesh texture face block
else if (0 == strncmp(this->m_szFile,"*MESH_TFACELIST" ,15) &&
if (0 == strncmp(this->m_szFile,"*MESH_TFACELIST" ,15) &&
IsSpaceOrNewLine(*(this->m_szFile+15)))
{
this->m_szFile+=16;
@ -1227,7 +1227,7 @@ void Parser::ParseLV3MeshCListBlock(unsigned int iNumVertices, ASE::Mesh& mesh)
{
// allocate enough storage in the array
mesh.mVertexColors.resize(iNumVertices);
unsigned int iDepth = 1;
int iDepth = 0;
while (true)
{
if ('*' == *this->m_szFile)
@ -1273,7 +1273,7 @@ void Parser::ParseLV3MeshCListBlock(unsigned int iNumVertices, ASE::Mesh& mesh)
// ------------------------------------------------------------------------------------------------
void Parser::ParseLV3MeshCFaceListBlock(unsigned int iNumFaces, ASE::Mesh& mesh)
{
unsigned int iDepth = 1;
int iDepth = 0;
while (true)
{
if ('*' == *this->m_szFile)
@ -1326,7 +1326,7 @@ void Parser::ParseLV3MeshNormalListBlock(ASE::Mesh& sMesh)
{
// allocate enough storage for the normals
sMesh.mNormals.resize(sMesh.mPositions.size());
unsigned int iDepth = 1;
int iDepth = 0;
// we need the *MESH_VERTEXNORMAL blocks, ignore the face normals
// if there are only face normals we calculate them outselfes using the SGs

View File

@ -109,8 +109,6 @@ struct Face : public Dot3DS::Face
static const unsigned int DEFAULT_MATINDEX = 0xFFFFFFFF;
//! Indices into the list of vertices
unsigned int mIndices[3];
//! Indices into each list of texture coordinates
unsigned int amUVIndices[AI_MAX_NUMBER_OF_TEXTURECOORDS][3];
@ -141,6 +139,9 @@ struct Mesh
// use 2 texture vertex components by default
for (unsigned int c = 0; c < AI_MAX_NUMBER_OF_TEXTURECOORDS;++c)
this->mNumUVComponents[c] = 2;
// setup the default material index by default
iMaterialIndex = Face::DEFAULT_MATINDEX;
}
std::string mName;

View File

@ -5,3 +5,4 @@ javah -classpath ".\..\..\port\jAssimp\classes" -d "." "assimp.Scene"
javah -classpath ".\..\..\port\jAssimp\classes" -d "." "assimp.Mesh"
javah -classpath ".\..\..\port\jAssimp\classes" -d "." "assimp.Texture"
javah -classpath ".\..\..\port\jAssimp\classes" -d "." "assimp.Animation"
javah -classpath ".\..\..\port\jAssimp\classes" -d "." "assimp.PostProcessStep"

View File

@ -136,8 +136,6 @@ Assimp::Importer* jGetValidImporterScenePair (JASSIMP_CONTEXT jvmcontext)
JNIEXPORT jlong JNICALL Java_assimp_Importer__1NativeInitContext
(JNIEnv * jvmenv, jobject jvmthis)
{
ai_assert(NULL != jvmenv && NULL != jvmthis);
// 2^64-1 indicates error
JASSIMP_CONTEXT context = 0xffffffffffffffffL;
@ -159,7 +157,6 @@ JNIEXPORT jlong JNICALL Java_assimp_Importer__1NativeInitContext
JNIEXPORT jint JNICALL Java_assimp_Importer__1NativeFreeContext
(JNIEnv * jvmenv, jobject jvmthis, jlong jvmcontext)
{
ai_assert(NULL != jvmenv && NULL != jvmthis);
#if (defined _DEBUG)
if (!jValidateContext((JASSIMP_CONTEXT)jvmcontext))return AI_JNI_ERROR_RETURN;
@ -183,7 +180,6 @@ JNIEXPORT jint JNICALL Java_assimp_Importer__1NativeFreeContext
JNIEXPORT jint JNICALL Java_assimp_Importer__1NativeLoad
(JNIEnv *jvmenv, jobject jvmthis, jstring jvmpath, jint jvmflags, jlong jvmcontext)
{
ai_assert(NULL != jvmenv && NULL != jvmthis);
jint iRet = 0;
#if (defined _DEBUG)
@ -214,6 +210,31 @@ JNIEXPORT jint JNICALL Java_assimp_Importer__1NativeLoad
jvmenv->ReleaseStringUTFChars(jvmpath,szPath);
return iRet;
}
// ------------------------------------------------------------------------------------------------
/*
* Class: assimp_PostProcessStep
* Method: _NativeSetVertexSplitLimit
* Signature: (I)V
*/
JNIEXPORT void JNICALL Java_assimp_PostProcessStep__1NativeSetVertexSplitLimit
(JNIEnv *jvmenv, jclass jvmthis, jint jvmlimit)
{
aiSetVertexSplitLimit(jvmlimit);
}
// ------------------------------------------------------------------------------------------------
/*
* Class: assimp_PostProcessStep
* Method: _NativeSetTriangleSplitLimit
* Signature: (I)V
*/
JNIEXPORT void JNICALL Java_assimp_PostProcessStep__1NativeSetTriangleSplitLimit
(JNIEnv *jvmenv, jclass jvmthis, jint jvmlimit)
{
aiSetTriangleSplitLimit(jvmlimit);
}
// ------------------------------------------------------------------------------------------------
/*
* Class: assimp_Scene
@ -223,7 +244,6 @@ JNIEXPORT jint JNICALL Java_assimp_Importer__1NativeLoad
JNIEXPORT jint JNICALL Java_assimp_Scene__1NativeGetNumMeshes
(JNIEnv *jvmenv, jobject jvmthis, jlong jvmcontext)
{
ai_assert(NULL != jvmenv && NULL != jvmthis);
// we need a valid scene for this
Assimp::Importer* pcImp = jGetValidImporterScenePair(jvmcontext);
if (!pcImp)return AI_JNI_ERROR_RETURN;
@ -238,8 +258,6 @@ JNIEXPORT jint JNICALL Java_assimp_Scene__1NativeGetNumMeshes
JNIEXPORT jint JNICALL Java_assimp_Scene__1NativeGetNumAnimations
(JNIEnv *jvmenv, jobject jvmthis, jlong jvmcontext)
{
ai_assert(NULL != jvmenv && NULL != jvmthis);
// we need a valid scene for this
Assimp::Importer* pcImp = jGetValidImporterScenePair(jvmcontext);
if (!pcImp)return AI_JNI_ERROR_RETURN;
@ -254,7 +272,6 @@ JNIEXPORT jint JNICALL Java_assimp_Scene__1NativeGetNumAnimations
JNIEXPORT jint JNICALL Java_assimp_Scene__1NativeGetNumTextures
(JNIEnv *jvmenv, jobject jvmthis, jlong jvmcontext)
{
ai_assert(NULL != jvmenv && NULL != jvmthis);
// we need a valid scene for this
Assimp::Importer* pcImp = jGetValidImporterScenePair(jvmcontext);
if (!pcImp)return AI_JNI_ERROR_RETURN;
@ -269,12 +286,411 @@ JNIEXPORT jint JNICALL Java_assimp_Scene__1NativeGetNumTextures
JNIEXPORT jint JNICALL Java_assimp_Scene__1NativeGetNumMaterials
(JNIEnv *jvmenv, jobject jvmthis, jlong jvmcontext)
{
ai_assert(NULL != jvmenv && NULL != jvmthis);
// we need a valid scene for this
Assimp::Importer* pcImp = jGetValidImporterScenePair(jvmcontext);
if (!pcImp)return AI_JNI_ERROR_RETURN;
return (jint)pcImp->GetScene()->mNumMaterials;
}
// ------------------------------------------------------------------------------------------------
/*
* Class: assimp_Mesh
* Method: _NativeGetPresenceFlags
* Signature: (JJ)I
*/
JNIEXPORT jint JNICALL Java_assimp_Mesh__1NativeGetPresenceFlags
(JNIEnv *jvmenv, jobject jvmthis, jlong jvmcontext, jlong jvmindex)
{
// we need a valid scene for this
Assimp::Importer* pcImp = jGetValidImporterScenePair(jvmcontext);
if (!pcImp)return AI_JNI_ERROR_RETURN;
// get the corresponding mesh
ai_assert(jvmindex < pcImp->GetScene()->mNumMeshes);
aiMesh* pcMesh = pcImp->GetScene()->mMeshes[jvmindex];
// now build the flag list
jint iRet = 0;
if (pcMesh->HasPositions())
iRet |= assimp_Mesh_PF_POSITION;
if (pcMesh->HasBones())
iRet |= assimp_Mesh_PF_BONES;
if (pcMesh->HasNormals())
iRet |= assimp_Mesh_PF_NORMAL;
if (pcMesh->HasTangentsAndBitangents())
iRet |= assimp_Mesh_PF_TANGENTBITANGENT;
unsigned int i = 0;
while (pcMesh->HasTextureCoords(i))
iRet |= assimp_Mesh_PF_UVCOORD << i++;
i = 0;
while (pcMesh->HasVertexColors(i))
iRet |= assimp_Mesh_PF_VERTEXCOLOR << i++;
return iRet;
}
// ------------------------------------------------------------------------------------------------
/*
* Class: assimp_Mesh
* Method: _NativeGetNumVertices
* Signature: (JJ)I
*/
JNIEXPORT jint JNICALL Java_assimp_Mesh__1NativeGetNumVertices
(JNIEnv *jvmenv, jobject jvmthis, jlong jvmcontext, jlong jvmindex)
{
// we need a valid scene for this
Assimp::Importer* pcImp = jGetValidImporterScenePair(jvmcontext);
if (!pcImp)return AI_JNI_ERROR_RETURN;
// get the corresponding mesh
ai_assert(jvmindex < pcImp->GetScene()->mNumMeshes);
return pcImp->GetScene()->mMeshes[jvmindex]->mNumVertices;
}
// ------------------------------------------------------------------------------------------------
/*
* Class: assimp_Mesh
* Method: _NativeGetNumFaces
* Signature: (JJ)I
*/
JNIEXPORT jint JNICALL Java_assimp_Mesh__1NativeGetNumFaces
(JNIEnv *jvmenv, jobject jvmthis, jlong jvmcontext, jlong jvmindex)
{
// we need a valid scene for this
Assimp::Importer* pcImp = jGetValidImporterScenePair(jvmcontext);
if (!pcImp)return AI_JNI_ERROR_RETURN;
// get the corresponding mesh
ai_assert(jvmindex < pcImp->GetScene()->mNumMeshes);
return pcImp->GetScene()->mMeshes[jvmindex]->mNumFaces;
}
// ------------------------------------------------------------------------------------------------
/*
* Class: assimp_Mesh
* Method: _NativeGetNumBones
* Signature: (JJ)I
*/
JNIEXPORT jint JNICALL Java_assimp_Mesh__1NativeGetNumBones
(JNIEnv *jvmenv, jobject jvmthis, jlong jvmcontext, jlong jvmindex)
{
// we need a valid scene for this
Assimp::Importer* pcImp = jGetValidImporterScenePair(jvmcontext);
if (!pcImp)return AI_JNI_ERROR_RETURN;
// get the corresponding mesh
ai_assert(jvmindex < pcImp->GetScene()->mNumMeshes);
return pcImp->GetScene()->mMeshes[jvmindex]->mNumBones;
}
// ------------------------------------------------------------------------------------------------
/*
* Class: assimp_Mesh
* Method: _NativeGetMaterialIndex
* Signature: (JJ)I
*/
JNIEXPORT jint JNICALL Java_assimp_Mesh__1NativeGetMaterialIndex
(JNIEnv *jvmenv, jobject jvmthis, jlong jvmcontext, jlong jvmindex)
{
// we need a valid scene for this
Assimp::Importer* pcImp = jGetValidImporterScenePair(jvmcontext);
if (!pcImp)return AI_JNI_ERROR_RETURN;
// get the corresponding mesh
ai_assert(jvmindex < pcImp->GetScene()->mNumMeshes);
return pcImp->GetScene()->mMeshes[jvmindex]->mMaterialIndex;
}
// ------------------------------------------------------------------------------------------------
/*
* Class: assimp_Mesh
* Method: _NativeGetNumUVComponents
* Signature: (JJ[I)I
*/
JNIEXPORT jint JNICALL Java_assimp_Mesh__1NativeGetNumUVComponents
(JNIEnv *jvmenv, jobject jvmthis, jlong jvmcontext, jlong jvmindex, jintArray jvmout)
{
ai_assert(AI_MAX_NUMBER_OF_TEXTURECOORDS == jvmenv->GetArrayLength(jvmout) );
// we need a valid scene for this
Assimp::Importer* pcImp = jGetValidImporterScenePair(jvmcontext);
if (!pcImp)return AI_JNI_ERROR_RETURN;
// get the corresponding mesh
ai_assert(jvmindex < pcImp->GetScene()->mNumMeshes);
const unsigned int* piArray = pcImp->GetScene()->mMeshes[jvmindex]->mNumUVComponents;
jint* pArray = jvmenv->GetIntArrayElements(jvmout,NULL);
if (NULL == pArray)return AI_JNI_ERROR_RETURN;
for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS;++i)
pArray[i] = piArray[i];
jvmenv->ReleaseIntArrayElements(jvmout,pArray,0);
return 0;
}
// ------------------------------------------------------------------------------------------------
void CpyVectorToFloatArray(jfloat* pDest, const aiVector3D* pSource, unsigned int iNum)
{
jfloat* pCursor = pDest;
const aiVector3D* const pvEnd = pSource + iNum;
while (pvEnd != pSource)
{
*pCursor++ = pSource->x;
*pCursor++ = pSource->y;
*pCursor++ = pSource->z;
++pSource;
}
return;
}
// ------------------------------------------------------------------------------------------------
/*
* Class: assimp_Mesh
* Method: _NativeMapVertices
* Signature: (JJ[F)I
*/
JNIEXPORT jint JNICALL Java_assimp_Mesh__1NativeMapVertices
(JNIEnv *jvmenv, jobject jvmthis, jlong jvmcontext, jlong jvmindex, jfloatArray jvmout)
{
// we need a valid scene for this
Assimp::Importer* pcImp = jGetValidImporterScenePair(jvmcontext);
if (!pcImp)return AI_JNI_ERROR_RETURN;
// get the corresponding mesh
ai_assert(jvmindex < pcImp->GetScene()->mNumMeshes);
aiMesh* pcMesh = (aiMesh*)pcImp->GetScene()->mMeshes[jvmindex];
ai_assert(jvmenv->GetArrayLength(jvmout) == pcMesh->mNumVertices * 3);
const aiVector3D* pcData = pcMesh->mVertices;
// now copy the data to the java array
jfloat* pArray = jvmenv->GetFloatArrayElements(jvmout,NULL);
CpyVectorToFloatArray(pArray,pcData,pcMesh->mNumVertices);
jvmenv->ReleaseFloatArrayElements(jvmout,pArray,0);
// delete the original data
delete[] pcMesh->mVertices;
pcMesh->mVertices = NULL;
return 0;
}
// ------------------------------------------------------------------------------------------------
/*
* Class: assimp_Mesh
* Method: _NativeMapNormals
* Signature: (JJ[F)I
*/
JNIEXPORT jint JNICALL Java_assimp_Mesh__1NativeMapNormals
(JNIEnv *jvmenv, jobject jvmthis, jlong jvmcontext, jlong jvmindex, jfloatArray jvmout)
{
// we need a valid scene for this
Assimp::Importer* pcImp = jGetValidImporterScenePair(jvmcontext);
if (!pcImp)return AI_JNI_ERROR_RETURN;
// get the corresponding mesh
ai_assert(jvmindex < pcImp->GetScene()->mNumMeshes);
aiMesh* pcMesh = (aiMesh*)pcImp->GetScene()->mMeshes[jvmindex];
ai_assert(jvmenv->GetArrayLength(jvmout) == pcMesh->mNumVertices * 3);
const aiVector3D* pcData = pcMesh->mNormals;
// now copy the data to the java array
jfloat* pArray = jvmenv->GetFloatArrayElements(jvmout,NULL);
CpyVectorToFloatArray(pArray,pcData,pcMesh->mNumVertices);
jvmenv->ReleaseFloatArrayElements(jvmout,pArray,0);
// delete the original data
delete[] pcMesh->mNormals;
pcMesh->mNormals = NULL;
return 0;
}
// ------------------------------------------------------------------------------------------------
/*
* Class: assimp_Mesh
* Method: _NativeMapTangents
* Signature: (JJ[F)I
*/
JNIEXPORT jint JNICALL Java_assimp_Mesh__1NativeMapTangents
(JNIEnv *jvmenv, jobject jvmthis, jlong jvmcontext, jlong jvmindex, jfloatArray jvmout)
{
// we need a valid scene for this
Assimp::Importer* pcImp = jGetValidImporterScenePair(jvmcontext);
if (!pcImp)return AI_JNI_ERROR_RETURN;
// get the corresponding mesh
ai_assert(jvmindex < pcImp->GetScene()->mNumMeshes);
aiMesh* pcMesh = (aiMesh*)pcImp->GetScene()->mMeshes[jvmindex];
ai_assert(jvmenv->GetArrayLength(jvmout) == pcMesh->mNumVertices * 3);
const aiVector3D* pcData = pcMesh->mTangents;
// now copy the data to the java array
jfloat* pArray = jvmenv->GetFloatArrayElements(jvmout,NULL);
CpyVectorToFloatArray(pArray,pcData,pcMesh->mNumVertices);
jvmenv->ReleaseFloatArrayElements(jvmout,pArray,0);
// delete the original data
delete[] pcMesh->mNormals;
pcMesh->mNormals = NULL;
return 0;
}
// ------------------------------------------------------------------------------------------------
/*
* Class: assimp_Mesh
* Method: _NativeMapBitangents
* Signature: (JJ[F)I
*/
JNIEXPORT jint JNICALL Java_assimp_Mesh__1NativeMapBitangents
(JNIEnv *jvmenv, jobject jvmthis, jlong jvmcontext, jlong jvmindex, jfloatArray jvmout)
{
// we need a valid scene for this
Assimp::Importer* pcImp = jGetValidImporterScenePair(jvmcontext);
if (!pcImp)return AI_JNI_ERROR_RETURN;
// get the corresponding mesh
ai_assert(jvmindex < pcImp->GetScene()->mNumMeshes);
aiMesh* pcMesh = (aiMesh*)pcImp->GetScene()->mMeshes[jvmindex];
ai_assert(jvmenv->GetArrayLength(jvmout) == pcMesh->mNumVertices * 3);
const aiVector3D* pcData = pcMesh->mBitangents;
// now copy the data to the java array
jfloat* pArray = jvmenv->GetFloatArrayElements(jvmout,NULL);
CpyVectorToFloatArray(pArray,pcData,pcMesh->mNumVertices);
jvmenv->ReleaseFloatArrayElements(jvmout,pArray,0);
// delete the original data
delete[] pcMesh->mBitangents;
pcMesh->mBitangents = NULL;
return 0;
}
// ------------------------------------------------------------------------------------------------
void CpyColorToFloatArray(jfloat* pDest, const aiColor4D* pSource, unsigned int iNum)
{
jfloat* pCursor = pDest;
const aiColor4D* const pvEnd = pSource + iNum;
while (pvEnd != pSource)
{
*pCursor++ = pSource->r;
*pCursor++ = pSource->g;
*pCursor++ = pSource->b;
*pCursor++ = pSource->a;
++pSource;
}
return;
}
// ------------------------------------------------------------------------------------------------
void CpyVectorToFloatArray(jfloat* pDest, const aiVector3D* pSource,
unsigned int iNum, unsigned int iNumComponents)
{
jfloat* pCursor = pDest;
const aiVector3D* const pvEnd = pSource + iNum;
while (pvEnd != pSource)
{
if (iNumComponents >= 1)*pCursor++ = pSource->x;
if (iNumComponents >= 2)*pCursor++ = pSource->y;
if (iNumComponents >= 3)*pCursor++ = pSource->z;
++pSource;
}
return;
}
// ------------------------------------------------------------------------------------------------
/*
* Class: assimp_Mesh
* Method: _NativeMapUVs
* Signature: (JJI[F)I
*/
JNIEXPORT jint JNICALL Java_assimp_Mesh__1NativeMapUVs
(JNIEnv *jvmenv, jobject jvmthis, jlong jvmcontext, jlong jvmindex,
jint jvmchannel, jfloatArray jvmout)
{
// we need a valid scene for this
Assimp::Importer* pcImp = jGetValidImporterScenePair(jvmcontext);
if (!pcImp)return AI_JNI_ERROR_RETURN;
// get the corresponding mesh
ai_assert(jvmindex < pcImp->GetScene()->mNumMeshes);
aiMesh* pcMesh = (aiMesh*)pcImp->GetScene()->mMeshes[jvmindex];
ai_assert(jvmenv->GetArrayLength(jvmout) == pcMesh->mNumVertices*pcMesh->mNumUVComponents[jvmchannel]);
const aiVector3D* pcData = pcMesh->mTextureCoords[jvmchannel];
// now copy the data to the java array
jfloat* pArray = jvmenv->GetFloatArrayElements(jvmout,NULL);
CpyVectorToFloatArray(pArray,pcData,pcMesh->mNumVertices,pcMesh->mNumUVComponents[jvmchannel]);
jvmenv->ReleaseFloatArrayElements(jvmout,pArray,0);
// delete the original data
delete[] pcMesh->mTextureCoords[jvmchannel];
pcMesh->mTextureCoords[jvmchannel] = NULL;
return 0;
}
// ------------------------------------------------------------------------------------------------
/*
* Class: assimp_Mesh
* Method: _NativeMapColors
* Signature: (JJI[F)I
*/
JNIEXPORT jint JNICALL Java_assimp_Mesh__1NativeMapColors
(JNIEnv *jvmenv, jobject jvmthis, jlong jvmcontext, jlong jvmindex,
jint jvmchannel, jfloatArray jvmout)
{
// we need a valid scene for this
Assimp::Importer* pcImp = jGetValidImporterScenePair(jvmcontext);
if (!pcImp)return AI_JNI_ERROR_RETURN;
// get the corresponding mesh
ai_assert(jvmindex < pcImp->GetScene()->mNumMeshes);
aiMesh* pcMesh = (aiMesh*)pcImp->GetScene()->mMeshes[jvmindex];
ai_assert(jvmenv->GetArrayLength(jvmout) == pcMesh->mNumVertices*4);
const aiColor4D* pcData = pcMesh->mColors[jvmchannel];
// now copy the data to the java array
jfloat* pArray = jvmenv->GetFloatArrayElements(jvmout,NULL);
CpyColorToFloatArray(pArray,pcData,pcMesh->mNumVertices);
jvmenv->ReleaseFloatArrayElements(jvmout,pArray,0);
// delete the original data
delete[] pcMesh->mColors[jvmchannel];
pcMesh->mColors[jvmchannel] = NULL;
return 0;
}
// ------------------------------------------------------------------------------------------------
void CpyFacesToIntArray(jint* pDest, const aiFace* pSource, unsigned int iNum)
{
// assume that all faces are triangles
jint* pCursor = pDest;
const aiFace* const pvEnd = pSource + iNum;
while (pvEnd != pSource)
{
*pCursor++ = pSource->mIndices[0];
*pCursor++ = pSource->mIndices[1];
*pCursor++ = pSource->mIndices[2];
++pSource;
}
return;
}
// ------------------------------------------------------------------------------------------------
/*
* Class: assimp_Mesh
* Method: _NativeMapFaces
* Signature: (JJ[I)I
*/
JNIEXPORT jint JNICALL Java_assimp_Mesh__1NativeMapFaces
(JNIEnv *jvmenv, jobject jvmthis, jlong jvmcontext, jlong jvmindex, jintArray jvmout)
{
// we need a valid scene for this
Assimp::Importer* pcImp = jGetValidImporterScenePair(jvmcontext);
if (!pcImp)return AI_JNI_ERROR_RETURN;
// get the corresponding mesh
ai_assert(jvmindex < pcImp->GetScene()->mNumMeshes);
aiMesh* pcMesh = (aiMesh*)pcImp->GetScene()->mMeshes[jvmindex];
ai_assert(jvmenv->GetArrayLength(jvmout) == pcMesh->mNumFaces*3);
const aiFace* pcData = pcMesh->mFaces;
// now copy the data to the java array
jint* pArray = jvmenv->GetIntArrayElements(jvmout,NULL);
CpyFacesToIntArray(pArray,pcData,pcMesh->mNumFaces);
jvmenv->ReleaseIntArrayElements(jvmout,pArray,0);
// delete the original data
for (unsigned int i = 0; i < pcMesh->mNumFaces;++i)
delete[] pcMesh->mFaces[i].mIndices;
delete[] pcMesh->mFaces;
pcMesh->mFaces = NULL;
return 0;
}
}; //! namespace JNIBridge
}; //! namespace Assimp

View File

@ -11,6 +11,122 @@ extern "C" {
#define assimp_Mesh_MAX_NUMBER_OF_TEXTURECOORDS 4L
#undef assimp_Mesh_MAX_NUMBER_OF_COLOR_SETS
#define assimp_Mesh_MAX_NUMBER_OF_COLOR_SETS 4L
#undef assimp_Mesh_PF_POSITION
#define assimp_Mesh_PF_POSITION 1L
#undef assimp_Mesh_PF_NORMAL
#define assimp_Mesh_PF_NORMAL 2L
#undef assimp_Mesh_PF_TANGENTBITANGENT
#define assimp_Mesh_PF_TANGENTBITANGENT 4L
#undef assimp_Mesh_PF_BONES
#define assimp_Mesh_PF_BONES 8L
#undef assimp_Mesh_PF_VERTEXCOLOR
#define assimp_Mesh_PF_VERTEXCOLOR 4096L
#undef assimp_Mesh_PF_UVCOORD
#define assimp_Mesh_PF_UVCOORD 65536L
/*
* Class: assimp_Mesh
* Method: _NativeGetPresenceFlags
* Signature: (JJ)I
*/
JNIEXPORT jint JNICALL Java_assimp_Mesh__1NativeGetPresenceFlags
(JNIEnv *, jobject, jlong, jlong);
/*
* Class: assimp_Mesh
* Method: _NativeGetNumVertices
* Signature: (JJ)I
*/
JNIEXPORT jint JNICALL Java_assimp_Mesh__1NativeGetNumVertices
(JNIEnv *, jobject, jlong, jlong);
/*
* Class: assimp_Mesh
* Method: _NativeGetNumFaces
* Signature: (JJ)I
*/
JNIEXPORT jint JNICALL Java_assimp_Mesh__1NativeGetNumFaces
(JNIEnv *, jobject, jlong, jlong);
/*
* Class: assimp_Mesh
* Method: _NativeGetNumBones
* Signature: (JJ)I
*/
JNIEXPORT jint JNICALL Java_assimp_Mesh__1NativeGetNumBones
(JNIEnv *, jobject, jlong, jlong);
/*
* Class: assimp_Mesh
* Method: _NativeGetMaterialIndex
* Signature: (JJ)I
*/
JNIEXPORT jint JNICALL Java_assimp_Mesh__1NativeGetMaterialIndex
(JNIEnv *, jobject, jlong, jlong);
/*
* Class: assimp_Mesh
* Method: _NativeGetNumUVComponents
* Signature: (JJ[I)I
*/
JNIEXPORT jint JNICALL Java_assimp_Mesh__1NativeGetNumUVComponents
(JNIEnv *, jobject, jlong, jlong, jintArray);
/*
* Class: assimp_Mesh
* Method: _NativeMapVertices
* Signature: (JJ[F)I
*/
JNIEXPORT jint JNICALL Java_assimp_Mesh__1NativeMapVertices
(JNIEnv *, jobject, jlong, jlong, jfloatArray);
/*
* Class: assimp_Mesh
* Method: _NativeMapNormals
* Signature: (JJ[F)I
*/
JNIEXPORT jint JNICALL Java_assimp_Mesh__1NativeMapNormals
(JNIEnv *, jobject, jlong, jlong, jfloatArray);
/*
* Class: assimp_Mesh
* Method: _NativeMapTangents
* Signature: (JJ[F)I
*/
JNIEXPORT jint JNICALL Java_assimp_Mesh__1NativeMapTangents
(JNIEnv *, jobject, jlong, jlong, jfloatArray);
/*
* Class: assimp_Mesh
* Method: _NativeMapBitangents
* Signature: (JJ[F)I
*/
JNIEXPORT jint JNICALL Java_assimp_Mesh__1NativeMapBitangents
(JNIEnv *, jobject, jlong, jlong, jfloatArray);
/*
* Class: assimp_Mesh
* Method: _NativeMapUVs
* Signature: (JJI[F)I
*/
JNIEXPORT jint JNICALL Java_assimp_Mesh__1NativeMapUVs
(JNIEnv *, jobject, jlong, jlong, jint, jfloatArray);
/*
* Class: assimp_Mesh
* Method: _NativeMapColors
* Signature: (JJI[F)I
*/
JNIEXPORT jint JNICALL Java_assimp_Mesh__1NativeMapColors
(JNIEnv *, jobject, jlong, jlong, jint, jfloatArray);
/*
* Class: assimp_Mesh
* Method: _NativeMapFaces
* Signature: (JJ[I)I
*/
JNIEXPORT jint JNICALL Java_assimp_Mesh__1NativeMapFaces
(JNIEnv *, jobject, jlong, jlong, jintArray);
#ifdef __cplusplus
}
#endif

View File

@ -0,0 +1,33 @@
/* DO NOT EDIT THIS FILE - it is machine generated */
#include <jni.h>
/* Header for class assimp_PostProcessStep */
#ifndef _Included_assimp_PostProcessStep
#define _Included_assimp_PostProcessStep
#ifdef __cplusplus
extern "C" {
#endif
#undef assimp_PostProcessStep_DEFAULT_VERTEX_SPLIT_LIMIT
#define assimp_PostProcessStep_DEFAULT_VERTEX_SPLIT_LIMIT 1000000L
#undef assimp_PostProcessStep_DEFAULT_TRIANGLE_SPLIT_LIMIT
#define assimp_PostProcessStep_DEFAULT_TRIANGLE_SPLIT_LIMIT 1000000L
/*
* Class: assimp_PostProcessStep
* Method: _NativeSetVertexSplitLimit
* Signature: (I)V
*/
JNIEXPORT void JNICALL Java_assimp_PostProcessStep__1NativeSetVertexSplitLimit
(JNIEnv *, jclass, jint);
/*
* Class: assimp_PostProcessStep
* Method: _NativeSetTriangleSplitLimit
* Signature: (I)V
*/
JNIEXPORT void JNICALL Java_assimp_PostProcessStep__1NativeSetTriangleSplitLimit
(JNIEnv *, jclass, jint);
#ifdef __cplusplus
}
#endif
#endif

View File

@ -10,10 +10,18 @@ extern "C" {
/*
* Class: assimp_Texture
* Method: _NativeMapColorData
* Signature: ([B)I
* Signature: (JJ[B)I
*/
JNIEXPORT jint JNICALL Java_assimp_Texture__1NativeMapColorData
(JNIEnv *, jobject, jbyteArray);
(JNIEnv *, jobject, jlong, jlong, jbyteArray);
/*
* Class: assimp_Texture
* Method: _NativeGetTextureInfo
* Signature: (JJ)J
*/
JNIEXPORT jlong JNICALL Java_assimp_Texture__1NativeGetTextureInfo
(JNIEnv *, jobject, jlong, jlong);
#ifdef __cplusplus
}

125
doc/dox.h
View File

@ -10,9 +10,45 @@ storing it in a engine-specific format for easy and fast every-day-loading. ASSI
processing steps to the imported data such as conversion to indexed meshes, calculation of normals or tangents/bitangents
or conversion from right-handed to left-handed coordinate systems.
At the moment ASSIMP is able to read Lightwave Object files (.obj), Milkshape3D scene (.ms3d), DirectX scenes (.x),
old 3D Studio Max scene files (.3ds), Doom/Quake model files (.md1 to .md7), 3D Game Studio models (.mdl) and
PLY files (.ply). ASSIMP is independent of the Operating System by nature, providing a C++ interface for easy integration
ASSIMP is able to import the following file formats into your application:
<b>AutoDesk 3D Studio 4/5 (.3ds).</b> The old native format of 3DS max, now still supported and
widely used.
<br>
<b>AutoDesk 3D Studio ASCII Export (.ase).</b> Text format used by 3DS max. Supports bone animations
and highly complex materials.
<br>
<b>DirectX (.x)</b> A file format that can easily be read by D3DX and that is supported
as export format by most 3D modellers. ASSIMP supports both binary and ASCII X-Files.
<br>
<b>Stanford Polygon (.ply)</b> File format developed by the university of
stanford. Thanks to its flexibility it often used for scientific purposes. Supported by ASSIMP
are ASCII and binary PLY files, both LittleEndian and BigEndian.
<br>
<b>WaveFront Object (.obj)</b> File format that is widely used to exchange asset data
between different applications.
<br>
<b>Milkshape 3D (.ms3d)</b> Native file format of the well-known modeller Milkshape 3D.
ASSIMP provides full support for bone animations contained in ms3d files.
<br>
<b>Quake I (.mdl)</b> The file format that was once used by the first part of the
quake series. ASSIMP provides full support for loading embedded textures from Quake models.
<br>
<b>3D GameStudio (.mdl)</b> The file format of Conitecs 3D GameStudio tool suite.
Used by the freeware modelling tool MED. ASSIMP provides full support for all types of
3D GameStudio MDL files: <i>MDL3, MDL4, MDL5, MDL6, MDL7</i>. Bone animations are supported.
<br>
<b>Half-Life/CS:S (.mdl, .smd)</b> The file formats used in half life.
<b>Quake II (.md2)/ Quake III (.md3)</b> Used by many free models on the web, support for
Quake 2's and Quake 3's file formats is a must-have for each game engine. Quake 4 is
existing but not widely used. However, it is supported by ASSIMP (and RavenSoft .mdr is supported, too)
<br>
<b>Doom 3 (.md5)</b> The well-known native file format of the Doom 3 engine, used in
many games. Supports bone animation and advanced material settings.
ASSIMP is independent of the Operating System by nature, providing a C++ interface for easy integration
with game engines and a C interface to allow bindings to other programming languages. At the moment the library runs
on any little-endian platform including X86/Windows/Linux/Mac and X64/Windows/Linux/Mac. Big endian systems such as
PPC-Macs or PPC-Linux systems are not supported at the moment, but this might change later on. Special attention
@ -443,7 +479,8 @@ properties are defined. In this file there are also various functions defined to
presence of certain properties in a material and retrieve their values.
Example to convert from an Assimp material to a Direct3D 9 material for use with the fixed
function pipeline. Textures are not handled, only colors and the specular power:
function pipeline. Textures are not handled, only colors and the specular power, sometimes
also refered to as "shininess":
@code
void ConvertColor ( const aiColor4D& clrIn, D3DCOLORVALUE& clrOut )
@ -484,6 +521,86 @@ void ConvertMaterial( aiMaterial* matIn, D3DMATERIAL9* matOut )
}
@endcode
Textures:
Textures can have various types and purposes. Sometimes ASSIMP is not able to
determine the exact purpose of a texture. Normally it will assume diffuse as default
purpose. Possible purposes for a texture:
<b>1. Diffuse textures.</b> Diffuse textures are combined with the result of the diffuse lighting term.
<br>
<b>2. Specular textures.</b> Specular textures are combined with the result of the specular lighting term.
Generally speaking, they can be used to map a texture onto specular highlights.
<br>
<b>3. Ambient textures.</b> Ambient textures are combined with the result of the ambient lighting term.
<br>
<b>4. Emissive textures.</b> Emissive textures are combined with the emissive base color of the material.
The result is then added to the final pixel color. Emissive textures are sometimes called
"Self ilumination maps".
<br>
<b>5. Opacity textures.</b> Opacity textures specify the opacity of a texel. They are
normally grayscale images, black stands for fully transparent, white for fully opaque.
<br>
<b>6. Height maps.</b> Height maps specify the relative height of a point on a triangle on a
per-texel base. Normally height maps (sometimes called "Bump maps") are converted to normal
maps before rendering. Height maps are normally grayscale textures. Height maps could also
be used as displacement maps on a highly tesselated surface.
<br>
<b>7. Normal maps.</b> Normal maps contain normal vectors for a single texel, in tangent space.
They are not bound to an object. However, all lighting omputations must be done in tangent space.
There are many resources on Normal Mapping on the internet.
<br>
<b>8. Shininess maps</b> Shininess maps (sometimes called "Gloss" or "SpecularMap") specify
the shininess of a texel mapped on a surface. They are normally used together with normal maps
to make flat surfaces look as if they were real 3d objects.
<br>
Textures are generally defined by a set of parameters, including
<br>
<b>1. The path to the texture.</b> This property is always set. If it is not set, a texture
is not existing. This can either be a valid path (beware, sometimes
it could be a 8.3 file name!) or an asterisk (*) suceeded by a zero-based index, the latter being
a reference to an embedded texture (@link textures more details @endlink). I suggest using code
like this to find out whether a texture is embedded:
@code
aiString path; // contains the path obtained via aiGetMaterialString()
const aiScene* scene; // valid aiScene instance
const char* szData = path.data;
if ('*' == *szData)
{
int index = atoi(szData+1);
ai_assert(index < scene->mNumTextures);
// your loading code for loading from aiTexture's ...
}
else // your loading code to load from a path ...
@endcode
<br>
<b>2. An UV coordinate index.</b> This is an index into the UV coordinate set list of the
corresponding mesh. Note: Some formats don't define this, so beware, it could be that
a second diffuse texture in a mesh was originally intended to use a second UV channel although
ASSIMP states it uses the first one. UV coordinate source indices are defined by the
<i>AI_MATKEY_UVWSRC_<textype>(<texindex>)</i> material property. Assume 0 as default value if
this property is not set.
<br>
<b>3. A blend factor.</b> This is used if multiple textures are assigned to a slot, e.g. two
or more textures on the diffuse channel. A texture's color value is multiplied with its
blend factor before it is combined with the previous color value (from the last texture) using
a specific blend operation (see 4.). Blend factor are defined by the
<i>AI_MATKEY_TEXBLEND_<textype>(<texindex>)</i> material property. Assume 1.0f as default value
if this property is not set.
<br>
<b>4. A blend operation.</b> This is used if multiple textures are assigned to a slot, e.g. two
or more textures on the diffuse channel. After a texture's color value has been multiplied
with its blend factor, the blend operation is used to combine it with the previous color value.
Blend operations are stored as integer property, however their type is aiTextureOp.
Blend factor are defined by the <i>AI_TEXOP_BLEND_<textype>(<texindex>)</i> material property. Assume
aiTextureOp_Multiply as default value if this property is not set. The blend operation for
the first texture in a texture slot (e.g. diffuse 0) specifies how the diffuse base color/
vertex color have to be combined with the texture color value.
<br>
@section bones Bones
A mesh may have a set of bones in the form of aiBone structures.. Bones are a means to deform a mesh

View File

@ -53,6 +53,10 @@ struct aiMatrix4x4
float* operator[](unsigned int p_iIndex);
const float* operator[](unsigned int p_iIndex) const;
inline bool operator== (const aiMatrix4x4 m) const;
inline bool operator!= (const aiMatrix4x4 m) const;
#endif // __cplusplus
float a1, a2, a3, a4;

View File

@ -131,6 +131,19 @@ inline const float* aiMatrix4x4::operator[](unsigned int p_iIndex) const
{
return &this->a1 + p_iIndex * 4;
}
// ---------------------------------------------------------------------------
inline bool aiMatrix4x4::operator== (const aiMatrix4x4 m) const
{
return (a1 == m.a1 && a2 == m.a2 && a3 == m.a3 && a4 == m.a4 &&
b1 == m.b1 && b2 == m.b2 && b3 == m.b3 && b4 == m.b4 &&
c1 == m.c1 && c2 == m.c2 && c3 == m.c3 && c4 == m.c4 &&
d1 == m.d1 && d2 == m.d2 && d3 == m.d3 && d4 == m.d4);
}
// ---------------------------------------------------------------------------
inline bool aiMatrix4x4::operator!= (const aiMatrix4x4 m) const
{
return !(*this == m);
}
#endif // __cplusplus
#endif // AI_MATRIX4x4_INL_INC

View File

@ -1,7 +1,12 @@
<?xml version="1.0" encoding="UTF-8"?>
<module version="4" relativePaths="true" type="JAVA_MODULE">
<component name="BuildJarSettings">
<containerInfo />
<containerInfo>
<containerElement type="module" name="assimp">
<attribute name="method" value="1" />
<attribute name="URI" value="/" />
</containerElement>
</containerInfo>
<setting name="jarPath" value="J:\Programmieren\ASSIMP\assimp2\port\jAssimp\assimp.jar" />
<setting name="buildJar" value="true" />
<setting name="mainClass" value="" />

View File

@ -202,13 +202,12 @@ public class Importer {
// need to build a list of postprocess step as bitflag combination
// Of course, this could have been implemented directly. However,
// I've used the PostProcessStep enumeration to make debugging easier.
int flags = 0;
int flags = 0x8; // always apply the triangulation step
for (PostProcessStep step : m_vPPSteps) {
if (step.equals(PostProcessStep.CalcTangentSpace)) flags |= 0x1;
else if (step.equals(PostProcessStep.JoinIdenticalVertices)) flags |= 0x2;
else if (step.equals(PostProcessStep.ConvertToLeftHanded)) flags |= 0x4;
else if (step.equals(PostProcessStep.Triangulate)) flags |= 0x8;
else if (step.equals(PostProcessStep.KillNormals)) flags |= 0x10;
else if (step.equals(PostProcessStep.GenFaceNormals)) flags |= 0x20;
else if (step.equals(PostProcessStep.GenSmoothNormals)) flags |= 0x40;

View File

@ -42,6 +42,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
package assimp;
import java.lang.ref.Reference;
import java.awt.*;
/**
* A mesh represents a geometry or model with a single material.
@ -86,6 +89,7 @@ public class Mesh extends IMappable {
private static final int PF_POSITION = 0x1;
private static final int PF_NORMAL = 0x2;
private static final int PF_TANGENTBITANGENT = 0x4;
private static final int PF_BONES = 0x8;
private static final int PF_VERTEXCOLOR = 0x1000;
private static final int PF_UVCOORD = 0x10000;
@ -141,11 +145,32 @@ public class Mesh extends IMappable {
*/
private float[][] m_avColors = new float[MAX_NUMBER_OF_COLOR_SETS][];
/**
* Contains a list of all faces of the mesh. each face consists of
* three indices into the vertex buffer.
*/
private int[] m_vFaces = null;
/**
* Number of vertices in the mesh
*/
private int m_iNumVertices;
/**
* Number of faces in the mesh
*/
private int m_iNumFaces;
/**
* Number of bones in the mesh
*/
private int m_iNumBones;
/**
* Material index of the mesh
*/
private int m_iMaterialIndex;
/**
* Construction from a given parent object and array index
@ -160,15 +185,27 @@ public class Mesh extends IMappable {
Scene sc = (Scene) parent;
if (0xffffffff == (this.m_iPresentFlags = this._NativeGetPresenceFlags(
sc.getImporter().getContext()))) {
sc.getImporter().getContext(), this.getArrayIndex()))) {
throw new NativeError("Unable to obtain a list of vertex presence flags");
}
if (0xffffffff == (this.m_iNumVertices = this._NativeGetNumVertices(
sc.getImporter().getContext()))) {
sc.getImporter().getContext(), this.getArrayIndex()))) {
throw new NativeError("Unable to obtain the number of vertices in the mesh");
}
if (0xffffffff == (this.m_iNumFaces = this._NativeGetNumFaces(
sc.getImporter().getContext(), this.getArrayIndex()))) {
throw new NativeError("Unable to obtain the number of faces in the mesh");
}
if (0xffffffff == (this.m_iNumBones = this._NativeGetNumBones(
sc.getImporter().getContext(), this.getArrayIndex()))) {
throw new NativeError("Unable to obtain the number of bones in the mesh");
}
if (0xffffffff == (this.m_iMaterialIndex = this._NativeGetMaterialIndex(
sc.getImporter().getContext(), this.getArrayIndex()))) {
throw new NativeError("Unable to obtain the material index of the mesh");
}
if (0xffffffff == this._NativeGetNumUVComponents(
sc.getImporter().getContext(), this.m_aiNumUVComponents)) {
sc.getImporter().getContext(), this.getArrayIndex(), this.m_aiNumUVComponents)) {
throw new NativeError("Unable to obtain the number of UV components");
}
}
@ -193,6 +230,16 @@ public class Mesh extends IMappable {
return 0 != (this.m_iPresentFlags & PF_NORMAL);
}
/**
* Check whether there are bones in the model
* <code>getBone()</code> will assert this.
*
* @return true if vertex normals are available.
*/
public boolean hasBones() {
return 0 != (this.m_iPresentFlags & PF_BONES);
}
/**
* Check whether there are tangents/bitangents in the model
* <code>getTangent()</code> and <code>GetBitangent()</code> will assert this.
@ -229,13 +276,42 @@ public class Mesh extends IMappable {
/**
* Get the number of vertices in the model
*
* @return Number of vertices in the asset. This could be 0 in some
* @return Number of vertices in the model. This could be 0 in some
* extreme cases although loaders should filter such cases out
*/
public int getNumVertices() {
return m_iNumVertices;
}
/**
* Get the number of faces in the model
*
* @return Number of faces in the model. This could be 0 in some
* extreme cases although loaders should filter such cases out
*/
public int getNumFaces() {
return m_iNumFaces;
}
/**
* Get the number of bones in the model
*
* @return Number of bones in the model.
*/
public int getNumBones() {
return m_iNumBones;
}
/**
* Get the material index of the mesh
*
* @return Zero-based material index
*/
public int getMaterialIndex() {
return m_iMaterialIndex;
}
/**
* Get a vertex position in the mesh
*
@ -456,14 +532,15 @@ public class Mesh extends IMappable {
return this.m_vBitangents;
}
/**
* Get a vertex texture coordinate in the mesh
*
* @param channel Texture coordinate channel
* @param iIndex Zero-based index of the vertex
* @param afOut Output array, size must at least be equal to the value
* <code>getNumUVComponents</code> returns for <code>channel</code>
* Receives the vertex texture coordinate, components are in u,v,w order
* <code>getNumUVComponents</code> returns for <code>channel</code>
* Receives the vertex texture coordinate, components are in u,v,w order
*/
public void getTexCoord(int channel, int iIndex, float[] afOut) {
assert(this.hasUVCoords(channel));
@ -473,19 +550,19 @@ public class Mesh extends IMappable {
if (null == this.m_avUVs[channel]) this.mapUVs(channel);
iIndex *= this.m_aiNumUVComponents[channel];
for (int i = 0; i < this.m_aiNumUVComponents[channel];++i) {
afOut[i] = this.m_avUVs[channel][iIndex+i];
for (int i = 0; i < this.m_aiNumUVComponents[channel]; ++i) {
afOut[i] = this.m_avUVs[channel][iIndex + i];
}
}
/**
* Get a vertex texture coordinate in the mesh
*
* @param channel Texture coordinate channel
* @param iIndex Zero-based index of the vertex
* @param afOut Output array, size must at least be equal to the value
* <code>getNumUVComponents</code> returns for <code>channel</code>
* Receives the vertex texture coordinate, components are in u,v,w order
* @param channel Texture coordinate channel
* @param iIndex Zero-based index of the vertex
* @param afOut Output array, size must at least be equal to the value
* <code>getNumUVComponents</code> returns for <code>channel</code>
* Receives the vertex texture coordinate, components are in u,v,w order
* @param iOutBase Start index in the output array
*/
public void getTexCoord(int channel, int iIndex, float[] afOut, int iOutBase) {
@ -497,8 +574,8 @@ public class Mesh extends IMappable {
if (null == this.m_avUVs[channel]) this.mapUVs(channel);
iIndex *= this.m_aiNumUVComponents[channel];
for (int i = 0; i < this.m_aiNumUVComponents[channel];++i) {
afOut[i+iOutBase] = this.m_avUVs[channel][iIndex+i];
for (int i = 0; i < this.m_aiNumUVComponents[channel]; ++i) {
afOut[i + iOutBase] = this.m_avUVs[channel][iIndex + i];
}
}
@ -507,7 +584,7 @@ public class Mesh extends IMappable {
* This is the recommended way of accessing the data.
*
* @return Array of floats, size is numverts * <code>getNumUVComponents
* (channel)</code>. Component ordering is uvw.
* (channel)</code>. Component ordering is uvw.
*/
public float[] getTexCoordArray(int channel) {
assert(this.hasUVCoords(channel));
@ -515,11 +592,221 @@ public class Mesh extends IMappable {
return this.m_avUVs[channel];
}
/**
* Get a vertex color in the mesh
*
* @param channel Vertex color channel
* @param iIndex Zero-based index of the vertex
* @param afOut Output array, size must at least be 4
* Receives the vertex color components in r,g,b,a order
*/
public void getVertexColor(int channel, int iIndex, float[] afOut) {
assert(this.hasVertexColors(channel));
assert(afOut.length >= 4);
assert(iIndex < this.getNumVertices()); // explicitly assert here, no AIOOBE
if (null == this.m_avColors[channel]) this.mapColors(channel);
iIndex *= 4; // RGBA order
afOut[0] = this.m_avColors[channel][iIndex];
afOut[1] = this.m_avColors[channel][iIndex + 1];
afOut[2] = this.m_avColors[channel][iIndex + 2];
afOut[3] = this.m_avColors[channel][iIndex + 3];
}
/**
* Get a vertex color as <code>java.awt.Color</code> in the mesh
*
* @param channel Vertex color channel
* @param iIndex Zero-based index of the vertex
* @return Vertex color value packed as <code>java.awt.Color</code>
*/
public Color getVertexColor(int channel, int iIndex) {
float[] afColor = new float[4];
this.getVertexColor(channel, iIndex, afColor);
return new Color(afColor[0], afColor[1], afColor[2], afColor[3]);
}
/**
* Get a vertex color in the mesh
*
* @param channel Vertex color channel
* @param iIndex Zero-based index of the vertex
* @param afOut Output array, size must at least be 4
* Receives the vertex color components in r,g,b,a order
* @param iOutBase Start index in the output array
*/
public void getVertexColor(int channel, int iIndex, float[] afOut, int iOutBase) {
assert(this.hasVertexColors(channel));
assert(afOut.length >= 4);
assert(iOutBase + 4 <= afOut.length);
assert(iIndex < this.getNumVertices()); // explicitly assert here, no AIOOBE
if (null == this.m_avColors[channel]) this.mapColors(channel);
iIndex *= 4; // RGBA order
afOut[iOutBase] = this.m_avColors[channel][iIndex];
afOut[iOutBase + 1] = this.m_avColors[channel][iIndex + 1];
afOut[iOutBase + 2] = this.m_avColors[channel][iIndex + 2];
afOut[iOutBase + 3] = this.m_avColors[channel][iIndex + 3];
}
/**
* Provides direct access to the vertex bitangent array of the mesh
* This is the recommended way of accessing the data.
*
* @return Array of floats, size is numverts * 3. Component ordering
* is xyz.
*/
public float[] getVertexColorArray(int channel) {
assert(this.hasVertexColors(channel));
if (null == this.m_avColors[channel]) this.mapColors(channel);
return this.m_avColors[channel];
}
/**
* Get a single face of the mesh
*
* @param iIndex Index of the face. Must be smaller than the value
* returned by <code>getNumFaces()</code>
* @param aiOut Output array, size must at least be 3
*/
public void getFace(int iIndex, int[] aiOut) {
assert(aiOut.length >= 3);
if (null == this.m_vFaces) this.mapFaces();
iIndex *= 3;
aiOut[0] = this.m_vFaces[iIndex];
aiOut[1] = this.m_vFaces[iIndex + 1];
aiOut[2] = this.m_vFaces[iIndex + 2];
}
/**
* Get a single face of the mesh
*
* @param iIndex Index of the face. Must be smaller than the value
* returned by <code>getNumFaces()</code>
* @param aiOut Output array, size must at least be 3
* @param iOutBase Start index in the output array
*/
public void getFace(int iIndex, int[] aiOut, int iOutBase) {
assert(aiOut.length >= 3);
if (null == this.m_vFaces) this.mapFaces();
iIndex *= 3;
aiOut[0] = this.m_vFaces[iIndex];
aiOut[iOutBase + 1] = this.m_vFaces[iIndex + 1];
aiOut[iOutBase + 2] = this.m_vFaces[iIndex + 2];
}
/**
* Provides direct access to the face array of the mesh
* This is the recommended way of accessing the data.
*
* @return Array of ints, size is numfaces * 3. Each face consists
* of three indices (higher level polygons are automatically
* triangulated by the library)
*/
public int[] getFaceArray() {
if (null == this.m_vFaces) this.mapFaces();
return this.m_vFaces;
}
protected void OnMap() throws NativeError {
// map all vertex component arrays into JVM memory
if (this.hasPositions()) this.mapVertices();
if (this.hasNormals()) this.mapNormals();
if (this.hasTangentsAndBitangents()) {
this.mapTangents();
this.mapBitangents();
}
for (int i = 0; i < MAX_NUMBER_OF_COLOR_SETS; ++i) {
if (this.hasVertexColors(i)) this.mapColors(i);
}
for (int i = 0; i < MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
if (this.hasUVCoords(i)) this.mapUVs(i);
}
// LOG
}
// map all vertex component arrays into our memory
private void mapVertices() {
this.m_vVertices = new float[this.getNumVertices() * 3];
if (0xffffffff == this._NativeMapVertices(((Scene) this.getParent()).
getImporter().getContext(), this.getArrayIndex(),
this.m_vVertices)) {
// this should occur rarely. No need to throw an exception,
// simply write to log and let the array at 0.0f
// LOG
}
}
private void mapNormals() {
this.m_vNormals = new float[this.getNumVertices() * 3];
if (0xffffffff == this._NativeMapNormals(((Scene) this.getParent()).
getImporter().getContext(), this.getArrayIndex(),
this.m_vNormals)) {
// this should occur rarely. No need to throw an exception,
// simply write to log and let the array at 0.0f
// LOG
}
}
private void mapTangents() {
this.m_vTangents = new float[this.getNumVertices() * 3];
if (0xffffffff == this._NativeMapTangents(((Scene) this.getParent()).
getImporter().getContext(), this.getArrayIndex(),
this.m_vTangents)) {
// this should occur rarely. No need to throw an exception,
// simply write to log and let the array at 0.0f
// LOG
}
}
private void mapBitangents() {
this.m_vBitangents = new float[this.getNumVertices() * 3];
if (0xffffffff == this._NativeMapBitangents(((Scene) this.getParent()).
getImporter().getContext(), this.getArrayIndex(),
this.m_vBitangents)) {
// this should occur rarely. No need to throw an exception,
// simply write to log and let the array at 0.0f
// LOG
}
}
private void mapFaces() {
this.m_vFaces = new int[this.getNumFaces() * 3];
if (0xffffffff == this._NativeMapFaces(((Scene) this.getParent()).
getImporter().getContext(), this.getArrayIndex(),
this.m_vFaces)) {
// this should occur rarely. No need to throw an exception,
// simply write to log and let the array at 0
// LOG
}
}
private void mapUVs(int channel) {
this.m_avUVs[channel] = new float[this.getNumVertices() * this.m_aiNumUVComponents[channel]];
if (0xffffffff == this._NativeMapUVs(((Scene) this.getParent()).
getImporter().getContext(), this.getArrayIndex(),
channel, this.m_avUVs[channel])) {
// this should occur rarely. No need to throw an exception,
// simply write to log and let the array at 0.0f
// LOG
}
}
private void mapColors(int channel) {
this.m_avColors[channel] = new float[this.getNumVertices() * 4];
if (0xffffffff == this._NativeMapColors(((Scene) this.getParent()).
getImporter().getContext(), this.getArrayIndex(),
channel, this.m_avColors[channel])) {
// this should occur rarely. No need to throw an exception,
// simply write to log and let the array at 0.0f
// LOG
}
}
@ -531,7 +818,7 @@ public class Mesh extends IMappable {
* @param context Current importer context (imp.hashCode)
* @return Combination of the PF_XXX constants
*/
private native int _NativeGetPresenceFlags(long context);
private native int _NativeGetPresenceFlags(long context, long index);
/**
* JNI bridge function - for internal use only
@ -540,15 +827,43 @@ public class Mesh extends IMappable {
* @param context Current importer context (imp.hashCode)
* @return Number of vertices in the mesh
*/
private native int _NativeGetNumVertices(long context);
private native int _NativeGetNumVertices(long context, long index);
private native int _NativeGetNumFaces(long context, long index);
private native int _NativeGetNumBones(long context, long index);
private native int _NativeGetMaterialIndex(long context, long index);
/**
* JNI bridge function - for internal use only
* Retrieve the number of uvw components for a channel
*
* @param context Current importer context (imp.hashCode)
* @param out Output array. Size must be MAX_NUMBER_OF_TEXTURECOORDS.
* @param out Output array. Size must be MAX_NUMBER_OF_TEXTURECOORDS.
* @return 0xffffffff if an error occured
*/
private native int _NativeGetNumUVComponents(long context, int[] out);
private native int _NativeGetNumUVComponents(long context, long index, int[] out);
/**
* JNI bridge function - for internal use only
* Map the position component of the mesh's vertices into memory
*
* @param context Current importer context (imp.hashCode)
* @param out Output array. Must be large enough
* @return 0xffffffff if an error occured
*/
private native int _NativeMapVertices(long context, long index, float[] out);
private native int _NativeMapNormals(long context, long index, float[] out);
private native int _NativeMapTangents(long context, long index, float[] out);
private native int _NativeMapBitangents(long context, long index, float[] out);
private native int _NativeMapUVs(long context, long index, int channel, float[] out);
private native int _NativeMapColors(long context, long index, int channel, float[] out);
private native int _NativeMapFaces(long context, long index, int[] out);
}

View File

@ -63,17 +63,6 @@ public class PostProcessStep {
private static int s_iVertexSplitLimit = DEFAULT_VERTEX_SPLIT_LIMIT;
private static int s_iTriangleSplitLimit = DEFAULT_TRIANGLE_SPLIT_LIMIT;
/**
* Triangulates all faces of all meshes. By default the imported
* mesh data might contain faces with more than 3 indices. For
* rendering a mesh you usually need all faces to be triangles. This
* post processing step splits up all higher faces to triangles.
*/
public static final PostProcessStep Triangulate =
new PostProcessStep("Triangulate");
/**
* Identifies and joins identical vertex data sets within all imported
* meshes. After this step is run each mesh does contain only unique
@ -155,7 +144,9 @@ public class PostProcessStep {
* Set the vertex split limit for the "SplitLargeMeshes" process
* If a mesh exceeds this limit it will be splitted
*
* @param limit New vertex split limit
* @param limit New vertex split limit. Pass 0xffffffff to disable
* a vertex split limit. However, splitting by triangles is still active
* then.
* @return Old vertex split limit
*/
public static synchronized int setVertexSplitLimit(int limit) {
@ -171,7 +162,9 @@ public class PostProcessStep {
* Set the triangle split limit for the "SplitLargeMeshes" process
* If a mesh exceeds this limit it will be splitted
*
* @param limit new triangle split limit
* @param limit new triangle split limit. Pass 0xffffffff to disable
* a triangle split limit. However, splitting by vertices is still active
* then.
* @return Old triangle split limit
*/
public static synchronized int setTriangleSplitLimit(int limit) {

View File

@ -124,8 +124,6 @@ public class Scene {
/**
* Used to initialize the class instance. Called by Importer. Will maybe
* be replaced with a RAII solution ...
*
* @return true if we're successful
*/
protected void construct() throws NativeError {

View File

@ -69,8 +69,16 @@ public class Texture extends IMappable {
* @param parent Must be valid, null is not allowed
* @param index Valied index in the parent's list
*/
public Texture(Object parent, int index) {
public Texture(Object parent, int index) throws NativeError {
super(parent, index);
long lTemp;
if (0x0 == (lTemp = this._NativeGetTextureInfo(((Scene)this.getParent()).
getImporter().getContext(),this.getArrayIndex()))) {
throw new NativeError("Unable to get the width and height of the texture");
}
this.width = (int)(lTemp);
this.height = (int)(lTemp >> 32);
}
@ -114,6 +122,23 @@ public class Texture extends IMappable {
return data[y * width + x];
}
/**
* Get a pointer to the color buffer of the texture
* @return Array of <code>java.awt.Color</code>, size: width * height
*/
public Color[] getColorArray() {
// map the color data in memory if required ...
if (null == data) {
try {
this.OnMap();
} catch (NativeError nativeError) {
return null;
}
}
return data;
}
/**
* Internal helper function to map the native texture data into
* a <code>java.awt.Color</code> array
@ -129,7 +154,8 @@ public class Texture extends IMappable {
byte[] temp = new byte[(iNumPixels) << 2];
// and copy the native color data to it
if (0xffffffff == this._NativeMapColorData(temp)) {
if (0xffffffff == this._NativeMapColorData(((Scene)this.getParent()).getImporter().getContext(),
this.getArrayIndex(),temp)) {
throw new NativeError("Unable to map aiTexture into the Java-VM");
}
@ -146,8 +172,22 @@ public class Texture extends IMappable {
* The method maps the contents of the native aiTexture object into memory
* the native memory area will be deleted afterwards.
*
* @param context Current importer context (imp.hashCode)
* @param index Index of the texture in the scene
* @param temp Output array. Assumed to be width * height * 4 in size
* @return 0xffffffff if an error occured
*/
private native int _NativeMapColorData(byte[] temp);
private native int _NativeMapColorData(long context, long index, byte[] temp);
/**
* JNI bridge call. For internal use only
* The method retrieves information on the underlying texture
*
* @param context Current importer context (imp.hashCode)
* @param index Index of the texture in the scene
* @return 0x0 if an error occured, otherwise the width in the lower 32 bits
* and the height in the higher 32 bits
*
*/
private native long _NativeGetTextureInfo(long context, long index);
}

View File

@ -93,7 +93,7 @@ int CMeshRenderer::DrawSorted(unsigned int iIndex,const aiMatrix4x4& mWorld)
// well ... this is really funny now. We must compute their distance
// from the camera. We take the average distance of a face and add it
// to a map which sorts it
std::map<float,unsigned int, std::greater_equal<float> > smap;
std::map<float,unsigned int, std::greater<float> > smap;
for (unsigned int iFace = 0; iFace < pcMesh->mNumFaces;++iFace)
{
@ -105,9 +105,6 @@ int CMeshRenderer::DrawSorted(unsigned int iIndex,const aiMatrix4x4& mWorld)
vPos -= vLocalCamera;
fDist += vPos.SquareLength();
}
// SOMETIMES THIS THROWS AWESOME EXCEPTIONS
// don't know why, and the first who comes here with the debugger
// has the honorous task to find out!
smap.insert(std::pair<float, unsigned int>(fDist,iFace));
}
@ -120,7 +117,7 @@ int CMeshRenderer::DrawSorted(unsigned int iIndex,const aiMatrix4x4& mWorld)
uint16_t* aiIndices;
pcHelper->piIB->Lock(0,0,(void**)&aiIndices,D3DLOCK_DISCARD);
for (std::map<float,unsigned int, std::greater_equal<float> >::const_iterator
for (std::map<float,unsigned int, std::greater<float> >::const_iterator
i = smap.begin();
i != smap.end();++i)
{
@ -135,7 +132,7 @@ int CMeshRenderer::DrawSorted(unsigned int iIndex,const aiMatrix4x4& mWorld)
uint32_t* aiIndices;
pcHelper->piIB->Lock(0,0,(void**)&aiIndices,D3DLOCK_DISCARD);
for (std::map<float,unsigned int, std::greater_equal<float> >::const_iterator
for (std::map<float,unsigned int, std::greater<float> >::const_iterator
i = smap.begin();
i != smap.end();++i)
{

View File

@ -779,6 +779,10 @@
RelativePath="..\..\code\jAssimp\assimp_Node.h"
>
</File>
<File
RelativePath="..\..\code\jAssimp\assimp_PostProcessStep.h"
>
</File>
<File
RelativePath="..\..\code\jAssimp\assimp_Scene.h"
>