ase/ask loader is quite stable now, loads most models correctly

added pretransformvertices postprocess step
bugfixes in the 3ds material system. transparency is now displayed correctly
Node view in the viewer display the local transformation matrix now
Fixed wrong directory name. "unused" renamed to "extra"
---> all is WIP ...


git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@50 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
pull/1/head
aramis_acg 2008-05-30 23:01:25 +00:00
parent 7e257677dd
commit 69ed883ae0
38 changed files with 1285 additions and 417 deletions

View File

@ -1091,9 +1091,9 @@ void Dot3DSImporter::ParseMaterialChunk(int* piRemaining)
pcf = &this->mScene->mMaterials.back().mTransparency;
*pcf = this->ParsePercentageChunk();
// NOTE: transparency, not opacity
*pcf = 1.0f - *pcf;
if (is_qnan(*pcf))
*pcf = 0.0f;
*pcf = 1.0f;
else *pcf = 1.0f - *pcf * (float)0xFFFF / 100.0f;
break;
case Dot3DSFile::CHUNK_MAT_SHADING:
@ -1121,10 +1121,12 @@ void Dot3DSImporter::ParseMaterialChunk(int* piRemaining)
break;
case Dot3DSFile::CHUNK_MAT_SELF_ILPCT:
// TODO: need to multiply with emissive base color?
pcf = &this->mScene->mMaterials.back().sTexEmissive.mTextureBlend;
*pcf = this->ParsePercentageChunk();
if (is_qnan(*pcf))
*pcf = 1.0f;
*pcf = 0.0f;
else *pcf = *pcf * (float)0xFFFF / 100.0f;
break;
// parse texture chunks

View File

@ -43,6 +43,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "ASELoader.h"
#include "3DSSpatialSort.h"
#include "MaterialSystem.h"
#include "fast_atof.h"
#include "../include/IOStream.h"
#include "../include/IOSystem.h"
@ -126,11 +127,23 @@ void ASEImporter::InternReadFile(
this->mParser = new ASE::Parser((const char*)this->mBuffer);
this->mParser->Parse();
// the .ask file format contains normally three LODs of
// a single object. Named <name>n, where n = 1 designates
// the highest level of detail.
if (this->mIsAsk)
{
this->AskFilterLOD(this->mParser->m_vMeshes);
}
// process all meshes
std::vector<aiMesh*> avOutMeshes;
avOutMeshes.reserve(this->mParser->m_vMeshes.size()*2);
for (std::vector<ASE::Mesh>::iterator
i = this->mParser->m_vMeshes.begin();
i != this->mParser->m_vMeshes.end();++i)
{
if ((*i).bSkip)continue;
// transform all vertices into worldspace
// world2obj transform is specified in the
// transformation matrix of a scenegraph node
@ -144,8 +157,15 @@ void ASEImporter::InternReadFile(
this->GenerateNormals(*i);
// convert all meshes to aiMesh objects
this->ConvertMeshes(*i,pScene);
this->ConvertMeshes(*i,avOutMeshes);
}
// now build the output mesh list
pScene->mNumMeshes = avOutMeshes.size();
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
pScene->mMeshes[i] = avOutMeshes[i];
// buil final material indices (remove submaterials and make the final list)
this->BuildMaterialIndices(pScene);
@ -158,69 +178,87 @@ void ASEImporter::InternReadFile(
return;
}
// ------------------------------------------------------------------------------------------------
void ASEImporter::AddNodes(aiScene* pcScene,aiNode* pcParent,
const char* szName)
{
ai_assert(4 <= AI_MAX_NUMBER_OF_COLOR_SETS);
std::vector<aiNode*> apcNodes;
for (unsigned int i = 0; i < pcScene->mNumMeshes;++i)
{
// get the name of the mesh ([0] = name, [1] = parent)
std::string* szMyName = (std::string*)pcScene->mMeshes[i]->mColors[1];
if (!szMyName)
{
continue;
}
if (szName)
{
if(0 != ASSIMP_stricmp ( szName, szMyName[1].c_str() ))
continue;
}
else if ('\0' != szMyName[1].c_str()[0])continue;
apcNodes.push_back(new aiNode());
aiNode* node = apcNodes.back();
// get the transformation matrix of the mesh
aiMatrix4x4* pmTransform = (aiMatrix4x4*)pcScene->mMeshes[i]->mColors[2];
node->mName.Set(szMyName[0]);
node->mNumMeshes = 1;
node->mMeshes = new unsigned int[1];
node->mMeshes[0] = i;
node->mParent = pcParent;
node->mTransformation = *pmTransform;
// delete the matrix (a mesh is always the child of ONE node, so this is safe)
delete pmTransform;
pcScene->mMeshes[i]->mColors[2] = NULL;
delete[] szMyName;
pcScene->mMeshes[i]->mColors[1] = NULL;
// add sub nodes
this->AddNodes(pcScene,node,node->mName.data);
}
// allocate enough space for the child nodes
pcParent->mNumChildren = apcNodes.size();
pcParent->mChildren = new aiNode*[apcNodes.size()];
// now build all nodes
for (unsigned int p = 0; p < apcNodes.size();++p)
{
pcParent->mChildren[p] = apcNodes[p];
}
return;
}
// ------------------------------------------------------------------------------------------------
void ASEImporter::BuildNodes(aiScene* pcScene)
{
ai_assert(NULL != pcScene);
// allocate the root node
pcScene->mRootNode = new aiNode();
pcScene->mRootNode->mNumMeshes = 0;
pcScene->mRootNode->mMeshes = 0;
pcScene->mRootNode->mName.Set("<root>");
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];
// add all nodes
this->AddNodes(pcScene,pcScene->mRootNode,NULL);
// 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 there is only one subnode, set it as root node
if (1 == pcScene->mRootNode->mNumChildren)
{
if ((*a).first == *pmTransform)
aiNode* pc = pcScene->mRootNode;
pcScene->mRootNode = pcScene->mRootNode->mChildren[0];
pcScene->mRootNode->mParent = NULL;
delete pc;
}
else if (0 == pcScene->mRootNode->mNumChildren)
{
(*a).second.push_back(i);
pmTransform->a1 = std::numeric_limits<float>::quiet_NaN();
break;
throw new ImportErrorException("No nodes loaded. The ASE/ASK file is either empty or corrupt");
}
}
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;
}
// ------------------------------------------------------------------------------------------------
@ -229,16 +267,6 @@ void ASEImporter::TransformVertices(ASE::Mesh& mesh)
// the matrix data is stored in column-major format,
// but we need row major
mesh.mTransform.Transpose();
aiMatrix4x4 m = mesh.mTransform;
m.Inverse();
for (std::vector<aiVector3D>::iterator
i = mesh.mPositions.begin();
i != mesh.mPositions.end();++i)
{
(*i) = m * (*i);
}
}
// ------------------------------------------------------------------------------------------------
void ASEImporter::BuildUniqueRepresentation(ASE::Mesh& mesh)
@ -315,10 +343,11 @@ void ASEImporter::BuildUniqueRepresentation(ASE::Mesh& mesh)
// will fix that again ...)
mBoneVertices[iCurrent] = mesh.mBoneVertices[(*i).mIndices[n]];
}
// assign a new valid index to the face
(*i).mIndices[n] = iCurrent;
}
// we need to flip the order of the indices
(*i).mIndices[0] = iCurrent-1;
(*i).mIndices[1] = iCurrent-2;
(*i).mIndices[2] = iCurrent-3;
}
// replace the old arrays
@ -373,7 +402,8 @@ void ASEImporter::ConvertMaterial(ASE::Material& mat)
}
// if there is no shininess, we can disable phong lighting
else if (Dot3DS::Dot3DSFile::Metal == mat.mShading ||
Dot3DS::Dot3DSFile::Phong == mat.mShading)
Dot3DS::Dot3DSFile::Phong == mat.mShading ||
Dot3DS::Dot3DSFile::Blinn == mat.mShading)
{
mat.mShading = Dot3DS::Dot3DSFile::Gouraud;
}
@ -390,6 +420,8 @@ void ASEImporter::ConvertMaterial(ASE::Material& mat)
eShading = aiShadingMode_Flat; break;
case Dot3DS::Dot3DSFile::Phong :
eShading = aiShadingMode_Phong; break;
case Dot3DS::Dot3DSFile::Blinn :
eShading = aiShadingMode_Blinn; break;
// I don't know what "Wire" shading should be,
// assume it is simple lambertian diffuse (L dot N) shading
@ -490,10 +522,8 @@ void ASEImporter::ConvertMaterial(ASE::Material& mat)
return;
}
// ------------------------------------------------------------------------------------------------
void ASEImporter::ConvertMeshes(ASE::Mesh& mesh, aiScene* pcScene)
void ASEImporter::ConvertMeshes(ASE::Mesh& mesh, std::vector<aiMesh*>& avOutMeshes)
{
ai_assert(NULL != pcScene);
// validate the material index of the mesh
if (mesh.iMaterialIndex >= this->mParser->m_vMaterials.size())
{
@ -501,8 +531,6 @@ void ASEImporter::ConvertMeshes(ASE::Mesh& mesh, aiScene* pcScene)
LOGOUT_WARN("Material index is out of range");
}
// List of all output meshes
std::vector<aiMesh*> avOutMeshes;
// if the material the mesh is assigned to is consisting of submeshes
// we'll need to split it ... Quak.
@ -544,8 +572,16 @@ void ASEImporter::ConvertMeshes(ASE::Mesh& mesh, aiScene* pcScene)
// 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);
// store the name of the mesh and the
// name of its parent in color channel 1
p_pcOut->mColors[1] = (aiColor4D*) new std::string[2];
((std::string*)p_pcOut->mColors[1])[0] = mesh.mName;
((std::string*)p_pcOut->mColors[1])[1] = mesh.mParent;
avOutMeshes.push_back(p_pcOut);
// convert vertices
@ -647,24 +683,24 @@ void ASEImporter::ConvertMeshes(ASE::Mesh& mesh, aiScene* pcScene)
if (!avOutputBones[mrspock].empty())p_pcOut->mNumBones++;
p_pcOut->mBones = new aiBone* [ p_pcOut->mNumBones ];
aiBone** pcBone = &p_pcOut->mBones[0];
aiBone** pcBone = p_pcOut->mBones;
for (unsigned int mrspock = 0; mrspock < mesh.mBones.size();++mrspock)
{
if (!avOutputBones[mrspock].empty())
{
// we will need this bone. add it to the output mesh and
// add all per-vertex weights
*pcBone = new aiBone();
(**pcBone).mName.Set(mesh.mBones[mrspock].mName);
aiBone* pc = *pcBone = new aiBone();
pc->mName.Set(mesh.mBones[mrspock].mName);
(**pcBone).mNumWeights = avOutputBones[mrspock].size();
(**pcBone).mWeights = new aiVertexWeight[(**pcBone).mNumWeights];
pc->mNumWeights = avOutputBones[mrspock].size();
pc->mWeights = new aiVertexWeight[pc->mNumWeights];
for (unsigned int captainkirk = 0; captainkirk < (**pcBone).mNumWeights;++captainkirk)
for (unsigned int captainkirk = 0; captainkirk < pc->mNumWeights;++captainkirk)
{
const std::pair<unsigned int,float>& ref = avOutputBones[mrspock][captainkirk];
(**pcBone).mWeights[captainkirk].mVertexId = ref.first;
(**pcBone).mWeights[captainkirk].mWeight = ref.second;
pc->mWeights[captainkirk].mVertexId = ref.first;
pc->mWeights[captainkirk].mWeight = ref.second;
}
++pcBone;
}
@ -688,10 +724,17 @@ void ASEImporter::ConvertMeshes(ASE::Mesh& mesh, aiScene* pcScene)
// 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);
// store the name of the mesh and the
// name of its parent in color channel 1
p_pcOut->mColors[1] = (aiColor4D*) new std::string[2];
((std::string*)p_pcOut->mColors[1])[0] = mesh.mName;
((std::string*)p_pcOut->mColors[1])[1] = mesh.mParent;
// convert vertices
p_pcOut->mNumVertices = mesh.mPositions.size();
p_pcOut->mNumFaces = mesh.mFaces.size();
@ -772,29 +815,59 @@ void ASEImporter::ConvertMeshes(ASE::Mesh& mesh, aiScene* pcScene)
if (!avBonesOut[jfkennedy].empty())p_pcOut->mNumBones++;
p_pcOut->mBones = new aiBone*[p_pcOut->mNumBones];
aiBone** pcBone = &p_pcOut->mBones[0];
aiBone** pcBone = p_pcOut->mBones;
for (unsigned int jfkennedy = 0; jfkennedy < mesh.mBones.size();++jfkennedy)
{
if (!avBonesOut[jfkennedy].empty())
{
*pcBone = new aiBone();
(**pcBone).mName.Set(mesh.mBones[jfkennedy].mName);
(**pcBone).mNumWeights = avBonesOut[jfkennedy].size();
(**pcBone).mWeights = new aiVertexWeight[(**pcBone).mNumWeights];
memcpy((**pcBone).mWeights,&avBonesOut[jfkennedy][0],
sizeof(aiVertexWeight) * (**pcBone).mNumWeights);
aiBone* pc = *pcBone = new aiBone();
pc->mName.Set(mesh.mBones[jfkennedy].mName);
pc->mNumWeights = avBonesOut[jfkennedy].size();
pc->mWeights = new aiVertexWeight[pc->mNumWeights];
memcpy(pc->mWeights,&avBonesOut[jfkennedy][0],
sizeof(aiVertexWeight) * pc->mNumWeights);
++pcBone;
}
}
}
}
return;
}
// ------------------------------------------------------------------------------------------------
void ASEImporter::AskFilterLOD(std::vector<ASE::Mesh>& meshes)
{
for (std::vector<ASE::Mesh>::iterator
i = meshes.begin();
i != meshes.end();++i)
{
if ((*i).bSkip)continue;
// now build the output mesh list
pcScene->mNumMeshes = avOutMeshes.size();
pcScene->mMeshes = new aiMesh*[pcScene->mNumMeshes];
for (unsigned int i = 0; i < pcScene->mNumMeshes;++i)
pcScene->mMeshes[i] = avOutMeshes[i];
// search for a number in the name of the node
const char* sz = (*i).mName.c_str();
while (*sz)
{
if (*sz >= '0' && *sz <= '9')
{
// check whether there is another mesh with exactly
// the same name, but a lower number out there ...
unsigned int iLen = (unsigned int)(sz - (*i).mName.c_str());
unsigned int iMyNum = strtol10(sz,NULL);
for (std::vector<ASE::Mesh>::iterator
f = meshes.begin();
f != meshes.end();++f)
{
const char* sz = (*f).mName.c_str();
if (i != f && !(*f).bSkip &&
0 == memcmp(sz,(*i).mName.c_str(),iLen) &&
iMyNum > strtol10(sz))
{
(*f).bSkip = true;
}
}
break;
}++sz;
}
}
return;
}
// ------------------------------------------------------------------------------------------------
@ -889,9 +962,9 @@ void ASEImporter::GenerateNormals(ASE::Mesh& mesh)
const ASE::Face& face = mesh.mFaces[a];
// assume it is a triangle
aiVector3D* pV1 = &mesh.mPositions[face.mIndices[0]];
aiVector3D* pV1 = &mesh.mPositions[face.mIndices[2]];
aiVector3D* pV2 = &mesh.mPositions[face.mIndices[1]];
aiVector3D* pV3 = &mesh.mPositions[face.mIndices[2]];
aiVector3D* pV3 = &mesh.mPositions[face.mIndices[0]];
aiVector3D pDelta1 = *pV2 - *pV1;
aiVector3D pDelta2 = *pV3 - *pV1;

View File

@ -115,12 +115,19 @@ protected:
*/
void TransformVertices(ASE::Mesh& mesh);
// -------------------------------------------------------------------
/** The ASK file format contains LOD nodes.
* We do only use the highest level of detail, all others
* are skipped.
*/
void AskFilterLOD(std::vector<ASE::Mesh>& meshes);
// -------------------------------------------------------------------
/** Create one-material-per-mesh meshes ;-)
* \param mesh Mesh to work with
* \param pcScene Scene object to be filled
* \param Receives the list of all created meshes
*/
void ConvertMeshes(ASE::Mesh& mesh, aiScene* pcScene);
void ConvertMeshes(ASE::Mesh& mesh, std::vector<aiMesh*>& avOut);
// -------------------------------------------------------------------
/** Convert a material to a MaterialHelper object
@ -140,6 +147,15 @@ protected:
*/
void BuildNodes(aiScene* pcScene);
// -------------------------------------------------------------------
/** Add sub nodes to a node
* \param pcScene Scene object to be filled
* \param pcParent parent node to be filled
* \param szName Name of the parent node
*/
void AddNodes(aiScene* pcScene,aiNode* pcParent,
const char* szName);
protected:
/** Parser instance */

View File

@ -175,6 +175,7 @@ void Parser::Parse()
this->LogWarning("Unknown file format version: *3DSMAX_ASCIIEXPORT should \
be 200. Continuing happily ...");
}
continue;
}
// main scene information
if (0 == strncmp(this->m_szFile,"*SCENE",6) &&
@ -182,6 +183,7 @@ void Parser::Parse()
{
this->m_szFile+=7;
this->ParseLV1SceneBlock();
continue;
}
// material list
if (0 == strncmp(this->m_szFile,"*MATERIAL_LIST",14) &&
@ -189,24 +191,25 @@ void Parser::Parse()
{
this->m_szFile+=15;
this->ParseLV1MaterialListBlock();
continue;
}
// geometric object (mesh)
if (0 == strncmp(this->m_szFile,"*GEOMOBJECT",11) &&
IsSpaceOrNewLine(*(this->m_szFile+11)))
{
this->m_szFile+=12;
this->m_vMeshes.push_back(Mesh());
this->ParseLV1GeometryObjectBlock(this->m_vMeshes.back());
continue;
}
// ignore comments, lights and cameras
}
if ('{' == *this->m_szFile)iDepth++;
if ('}' == *this->m_szFile)
else if ('{' == *this->m_szFile)iDepth++;
else if ('}' == *this->m_szFile)
{
if (0 == --iDepth){++this->m_szFile;this->SkipToNextToken();return;}
}
if ('\0' == *this->m_szFile)
else if ('\0' == *this->m_szFile)
{
// END OF FILE ... why not?
return;
@ -231,6 +234,7 @@ void Parser::ParseLV1SceneBlock()
// parse a color triple and assume it is really the bg color
this->ParseLV4MeshFloatTriple( &this->m_clrBackground.r );
continue;
}
if (0 == strncmp(this->m_szFile,"*SCENE_AMBIENT_STATIC",21) &&
IsSpaceOrNewLine(*(this->m_szFile+21)))
@ -239,10 +243,11 @@ void Parser::ParseLV1SceneBlock()
// parse a color triple and assume it is really the bg color
this->ParseLV4MeshFloatTriple( &this->m_clrAmbient.r );
continue;
}
}
if ('{' == *this->m_szFile)iDepth++;
if ('}' == *this->m_szFile)
else if ('{' == *this->m_szFile)iDepth++;
else if ('}' == *this->m_szFile)
{
if (0 == --iDepth){++this->m_szFile;this->SkipToNextToken();return;}
}
@ -261,6 +266,7 @@ void Parser::ParseLV1MaterialListBlock()
{
int iDepth = 0;
unsigned int iMaterialCount = 0;
unsigned int iOldMaterialCount = this->m_vMaterials.size();
while (true)
{
if ('*' == *this->m_szFile)
@ -272,7 +278,8 @@ void Parser::ParseLV1MaterialListBlock()
this->ParseLV4MeshLong(iMaterialCount);
// now allocate enough storage to hold all materials
this->m_vMaterials.resize(iMaterialCount);
this->m_vMaterials.resize(iOldMaterialCount+iMaterialCount);
continue;
}
if (0 == strncmp(this->m_szFile,"*MATERIAL",9) &&
IsSpaceOrNewLine(*(this->m_szFile+9)))
@ -288,17 +295,18 @@ void Parser::ParseLV1MaterialListBlock()
}
// get a reference to the material
Material& sMat = this->m_vMaterials[iIndex];
Material& sMat = this->m_vMaterials[iIndex+iOldMaterialCount];
// skip the '{'
this->SkipOpeningBracket();
// parse the material block
this->ParseLV2MaterialBlock(sMat);
continue;
}
}
if ('{' == *this->m_szFile)iDepth++;
if ('}' == *this->m_szFile)
else if ('{' == *this->m_szFile)iDepth++;
else if ('}' == *this->m_szFile)
{
if (0 == --iDepth){++this->m_szFile;this->SkipToNextToken();return;}
}
@ -326,36 +334,29 @@ void Parser::ParseLV2MaterialBlock(ASE::Material& mat)
{
this->m_szFile+=15;
// NOTE: The name could also be the texture in some cases
// be prepared that this might occur ...
if (!SkipSpaces(this->m_szFile,&this->m_szFile))
BLUBB("Unable to parse *MATERIAL_NAME block: Unexpected EOL")
const char* sz = this->m_szFile;
while (!IsSpaceOrNewLine(*sz))sz++;
mat.mName = std::string(this->m_szFile,(uintptr_t)sz-(uintptr_t)this->m_szFile);
this->m_szFile = sz;
if (!this->ParseString(mat.mName,"*MATERIAL_NAME"))this->SkipToNextToken();
continue;
}
// ambient material color
if (0 == strncmp(this->m_szFile,"*MATERIAL_AMBIENT",17) &&
IsSpaceOrNewLine(*(this->m_szFile+17)))
{
this->m_szFile+=18;
this->ParseLV4MeshFloatTriple(&mat.mAmbient.r);
this->ParseLV4MeshFloatTriple(&mat.mAmbient.r);continue;
}
// diffuse material color
if (0 == strncmp(this->m_szFile,"*MATERIAL_DIFFUSE",17) &&
IsSpaceOrNewLine(*(this->m_szFile+17)))
{
this->m_szFile+=18;
this->ParseLV4MeshFloatTriple(&mat.mDiffuse.r);
this->ParseLV4MeshFloatTriple(&mat.mDiffuse.r);continue;
}
// specular material color
if (0 == strncmp(this->m_szFile,"*MATERIAL_SPECULAR",18) &&
IsSpaceOrNewLine(*(this->m_szFile+18)))
{
this->m_szFile+=19;
this->ParseLV4MeshFloatTriple(&mat.mSpecular.r);
this->ParseLV4MeshFloatTriple(&mat.mSpecular.r);continue;
}
// material shading type
if (0 == strncmp(this->m_szFile,"*MATERIAL_SHADING",17) &&
@ -393,6 +394,7 @@ void Parser::ParseLV2MaterialBlock(ASE::Material& mat)
mat.mShading = Dot3DSFile::Gouraud;
this->SkipToNextToken();
}
continue;
}
// material transparency
if (0 == strncmp(this->m_szFile,"*MATERIAL_TRANSPARENCY",22) &&
@ -400,7 +402,7 @@ void Parser::ParseLV2MaterialBlock(ASE::Material& mat)
{
this->m_szFile+=23;
this->ParseLV4MeshFloat(mat.mTransparency);
mat.mTransparency = 1.0f - mat.mTransparency;
mat.mTransparency = 1.0f - mat.mTransparency;continue;
}
// material self illumination
if (0 == strncmp(this->m_szFile,"*MATERIAL_SELFILLUM",19) &&
@ -413,6 +415,7 @@ void Parser::ParseLV2MaterialBlock(ASE::Material& mat)
mat.mEmissive.r = f;
mat.mEmissive.g = f;
mat.mEmissive.b = f;
continue;
}
// material shininess
if (0 == strncmp(this->m_szFile,"*MATERIAL_SHINE",15) &&
@ -420,14 +423,14 @@ void Parser::ParseLV2MaterialBlock(ASE::Material& mat)
{
this->m_szFile+=16;
this->ParseLV4MeshFloat(mat.mSpecularExponent);
mat.mSpecularExponent *= 15;
mat.mSpecularExponent *= 15;continue;
}
// material shininess strength
if (0 == strncmp(this->m_szFile,"*MATERIAL_SHINESTRENGTH",23) &&
IsSpaceOrNewLine(*(this->m_szFile+23)))
{
this->m_szFile+=24;
this->ParseLV4MeshFloat(mat.mShininessStrength);
this->ParseLV4MeshFloat(mat.mShininessStrength);continue;
}
// diffuse color map
if (0 == strncmp(this->m_szFile,"*MAP_DIFFUSE",12) &&
@ -437,7 +440,7 @@ void Parser::ParseLV2MaterialBlock(ASE::Material& mat)
// skip the opening bracket
this->SkipOpeningBracket();
// parse the texture block
this->ParseLV3MapBlock(mat.sTexDiffuse);
this->ParseLV3MapBlock(mat.sTexDiffuse);continue;
}
// ambient color map
if (0 == strncmp(this->m_szFile,"*MAP_AMBIENT",12) &&
@ -447,7 +450,7 @@ void Parser::ParseLV2MaterialBlock(ASE::Material& mat)
// skip the opening bracket
this->SkipOpeningBracket();
// parse the texture block
this->ParseLV3MapBlock(mat.sTexAmbient);
this->ParseLV3MapBlock(mat.sTexAmbient);continue;
}
// specular color map
if (0 == strncmp(this->m_szFile,"*MAP_SPECULAR",13) &&
@ -457,7 +460,7 @@ void Parser::ParseLV2MaterialBlock(ASE::Material& mat)
// skip the opening bracket
this->SkipOpeningBracket();
// parse the texture block
this->ParseLV3MapBlock(mat.sTexSpecular);
this->ParseLV3MapBlock(mat.sTexSpecular);continue;
}
// opacity map
if (0 == strncmp(this->m_szFile,"*MAP_OPACITY",12) &&
@ -467,7 +470,7 @@ void Parser::ParseLV2MaterialBlock(ASE::Material& mat)
// skip the opening bracket
this->SkipOpeningBracket();
// parse the texture block
this->ParseLV3MapBlock(mat.sTexOpacity);
this->ParseLV3MapBlock(mat.sTexOpacity);continue;
}
// emissive map
if (0 == strncmp(this->m_szFile,"*MAP_SELFILLUM",14) &&
@ -477,7 +480,7 @@ void Parser::ParseLV2MaterialBlock(ASE::Material& mat)
// skip the opening bracket
this->SkipOpeningBracket();
// parse the texture block
this->ParseLV3MapBlock(mat.sTexEmissive);
this->ParseLV3MapBlock(mat.sTexEmissive);continue;
}
// bump map
if (0 == strncmp(this->m_szFile,"*MAP_BUMP",9) &&
@ -497,7 +500,7 @@ void Parser::ParseLV2MaterialBlock(ASE::Material& mat)
// skip the opening bracket
this->SkipOpeningBracket();
// parse the texture block
this->ParseLV3MapBlock(mat.sTexShininess);
this->ParseLV3MapBlock(mat.sTexShininess);continue;
}
// number of submaterials
if (0 == strncmp(this->m_szFile,"*NUMSUBMTLS",11) &&
@ -532,11 +535,11 @@ void Parser::ParseLV2MaterialBlock(ASE::Material& mat)
// parse the material block
this->ParseLV2MaterialBlock(sMat);
continue;
}
}
if ('{' == *this->m_szFile)iDepth++;
if ('}' == *this->m_szFile)
else if ('{' == *this->m_szFile)iDepth++;
else if ('}' == *this->m_szFile)
{
if (0 == --iDepth){++this->m_szFile;this->SkipToNextToken();return;}
}
@ -564,77 +567,54 @@ void Parser::ParseLV3MapBlock(Texture& map)
IsSpaceOrNewLine(*(this->m_szFile+7)))
{
this->m_szFile+=8;
// NOTE: The name could also be the texture in some cases
// be prepared that this might occur ...
if (!SkipSpaces(this->m_szFile,&this->m_szFile))
BLUBB("Unable to parse *BITMAP block: Unexpected EOL")
// there must be "
if ('\"' != *this->m_szFile)
BLUBB("Unable to parse *BITMAP block: Path is expected to be enclosed in double quotation marks")
++this->m_szFile;
const char* sz = this->m_szFile;
while (true)
{
if ('\"' == *sz)break;
else if ('\0' == sz)
{
BLUBB("Unable to parse *BITMAP block: Path is expected to be enclosed in double quotation marks \
but EOF was reached before a closing quotation mark was found")
}
sz++;
}
map.mMapName = std::string(this->m_szFile,(uintptr_t)sz-(uintptr_t)this->m_szFile);
this->m_szFile = sz;
if(!this->ParseString(map.mMapName,"*BITMAP"))SkipToNextToken();
continue;
}
// offset on the u axis
if (0 == strncmp(this->m_szFile,"*UVW_U_OFFSET" ,13) &&
IsSpaceOrNewLine(*(this->m_szFile+13)))
{
this->m_szFile+=14;
this->ParseLV4MeshFloat(map.mOffsetU);
this->ParseLV4MeshFloat(map.mOffsetU);continue;
}
// offset on the v axis
if (0 == strncmp(this->m_szFile,"*UVW_V_OFFSET" ,13) &&
IsSpaceOrNewLine(*(this->m_szFile+13)))
{
this->m_szFile+=14;
this->ParseLV4MeshFloat(map.mOffsetV);
this->ParseLV4MeshFloat(map.mOffsetV);continue;
}
// tiling on the u axis
if (0 == strncmp(this->m_szFile,"*UVW_U_TILING" ,13) &&
IsSpaceOrNewLine(*(this->m_szFile+13)))
{
this->m_szFile+=14;
this->ParseLV4MeshFloat(map.mScaleU);
this->ParseLV4MeshFloat(map.mScaleU);continue;
}
// tiling on the v axis
if (0 == strncmp(this->m_szFile,"*UVW_V_TILING" ,13) &&
IsSpaceOrNewLine(*(this->m_szFile+13)))
{
this->m_szFile+=14;
this->ParseLV4MeshFloat(map.mScaleV);
this->ParseLV4MeshFloat(map.mScaleV);continue;
}
// rotation around the z-axis
if (0 == strncmp(this->m_szFile,"*UVW_ANGLE" ,10) &&
IsSpaceOrNewLine(*(this->m_szFile+10)))
{
this->m_szFile+=11;
this->ParseLV4MeshFloat(map.mRotation);
this->ParseLV4MeshFloat(map.mRotation);continue;
}
// map blending factor
if (0 == strncmp(this->m_szFile,"*MAP_AMOUNT" ,11) &&
IsSpaceOrNewLine(*(this->m_szFile+11)))
{
this->m_szFile+=12;
this->ParseLV4MeshFloat(map.mTextureBlend);
this->ParseLV4MeshFloat(map.mTextureBlend);continue;
}
}
if ('{' == *this->m_szFile)iDepth++;
if ('}' == *this->m_szFile)
else if ('{' == *this->m_szFile)iDepth++;
else if ('}' == *this->m_szFile)
{
if (0 == --iDepth){++this->m_szFile;this->SkipToNextToken();return;}
}
@ -652,7 +632,7 @@ void Parser::ParseLV3MapBlock(Texture& map)
bool Parser::ParseString(std::string& out,const char* szName)
{
char szBuffer[1024];
ai_assert(strlen(szName < 750));
ai_assert(strlen(szName) < 750);
// NOTE: The name could also be the texture in some cases
// be prepared that this might occur ...
@ -702,47 +682,41 @@ void Parser::ParseLV1GeometryObjectBlock(ASE::Mesh& mesh)
IsSpaceOrNewLine(*(this->m_szFile+10)))
{
this->m_szFile+=11;
if(!this->ParseString(mesh.mName,"*NODE_NAME"))
{
this->SkipToNextToken();
if(!this->ParseString(mesh.mName,"*NODE_NAME"))this->SkipToNextToken();
continue;
}
}
// name of the parent of the node
if (0 == strncmp(this->m_szFile,"*NODE_PARENT" ,12) &&
IsSpaceOrNewLine(*(this->m_szFile+12)))
{
this->m_szFile+=13;
if(!this->ParseString(mesh.mParent,"*NODE_PARENT"))
{
this->SkipToNextToken();
if(!this->ParseString(mesh.mParent,"*NODE_PARENT"))this->SkipToNextToken();
continue;
}
}
// transformation matrix of the node
if (0 == strncmp(this->m_szFile,"*NODE_TM" ,8) &&
IsSpaceOrNewLine(*(this->m_szFile+8)))
{
this->m_szFile+=9;
this->ParseLV2NodeTransformBlock(mesh);
this->ParseLV2NodeTransformBlock(mesh);continue;
}
// mesh data
if (0 == strncmp(this->m_szFile,"*MESH" ,5) &&
IsSpaceOrNewLine(*(this->m_szFile+5)))
{
this->m_szFile+=6;
this->ParseLV2MeshBlock(mesh);
this->ParseLV2MeshBlock(mesh);continue;
}
// mesh material index
else if (0 == strncmp(this->m_szFile,"*MATERIAL_REF" ,13) &&
if (0 == strncmp(this->m_szFile,"*MATERIAL_REF" ,13) &&
IsSpaceOrNewLine(*(this->m_szFile+13)))
{
this->m_szFile+=14;
this->ParseLV4MeshLong(mesh.iMaterialIndex);
this->ParseLV4MeshLong(mesh.iMaterialIndex);continue;
}
}
if ('{' == *this->m_szFile)iDepth++;
if ('}' == *this->m_szFile)
else if ('{' == *this->m_szFile)iDepth++;
else if ('}' == *this->m_szFile)
{
if (0 == --iDepth){++this->m_szFile;this->SkipToNextToken();return;}
}
@ -769,32 +743,32 @@ void Parser::ParseLV2NodeTransformBlock(ASE::Mesh& mesh)
IsSpaceOrNewLine(*(this->m_szFile+8)))
{
this->m_szFile+=9;
this->ParseLV4MeshFloatTriple(mesh.mTransform[0]);
this->ParseLV4MeshFloatTriple(mesh.mTransform[0]);continue;
}
// second row of the transformation matrix
if (0 == strncmp(this->m_szFile,"*TM_ROW1" ,8) &&
IsSpaceOrNewLine(*(this->m_szFile+8)))
{
this->m_szFile+=9;
this->ParseLV4MeshFloatTriple(mesh.mTransform[1]);
this->ParseLV4MeshFloatTriple(mesh.mTransform[1]);continue;
}
// third row of the transformation matrix
if (0 == strncmp(this->m_szFile,"*TM_ROW2" ,8) &&
IsSpaceOrNewLine(*(this->m_szFile+8)))
{
this->m_szFile+=9;
this->ParseLV4MeshFloatTriple(mesh.mTransform[2]);
this->ParseLV4MeshFloatTriple(mesh.mTransform[2]);continue;
}
// fourth row of the transformation matrix
if (0 == strncmp(this->m_szFile,"*TM_ROW3" ,8) &&
IsSpaceOrNewLine(*(this->m_szFile+8)))
{
this->m_szFile+=9;
this->ParseLV4MeshFloatTriple(mesh.mTransform[3]);
this->ParseLV4MeshFloatTriple(mesh.mTransform[3]);continue;
}
}
if ('{' == *this->m_szFile)iDepth++;
if ('}' == *this->m_szFile)
else if ('{' == *this->m_szFile)iDepth++;
else if ('}' == *this->m_szFile)
{
if (0 == --iDepth){++this->m_szFile;this->SkipToNextToken();return;}
}
@ -827,42 +801,44 @@ void Parser::ParseLV2MeshBlock(ASE::Mesh& mesh)
IsSpaceOrNewLine(*(this->m_szFile+15)))
{
this->m_szFile+=16;
this->ParseLV4MeshLong(iNumVertices);
this->ParseLV4MeshLong(iNumVertices);continue;
}
// Number of texture coordinates in the mesh
if (0 == strncmp(this->m_szFile,"*MESH_NUMTVERTEX" ,16) &&
IsSpaceOrNewLine(*(this->m_szFile+16)))
{
this->m_szFile+=17;
this->ParseLV4MeshLong(iNumTVertices);
this->ParseLV4MeshLong(iNumTVertices);continue;
}
// Number of vertex colors in the mesh
if (0 == strncmp(this->m_szFile,"*MESH_NUMCVERTEX" ,16) &&
IsSpaceOrNewLine(*(this->m_szFile+16)))
{
this->m_szFile+=17;
this->ParseLV4MeshLong(iNumCVertices);
this->ParseLV4MeshLong(iNumCVertices);continue;
}
// Number of regular faces in the mesh
if (0 == strncmp(this->m_szFile,"*MESH_NUMFACES" ,14) &&
IsSpaceOrNewLine(*(this->m_szFile+14)))
{
this->m_szFile+=15;
this->ParseLV4MeshLong(iNumFaces);
this->ParseLV4MeshLong(iNumFaces);continue;
// fix ...
//mesh.mFaces.resize(iNumFaces);
}
// Number of UVWed faces in the mesh
if (0 == strncmp(this->m_szFile,"*MESH_NUMTVFACES" ,16) &&
IsSpaceOrNewLine(*(this->m_szFile+16)))
{
this->m_szFile+=17;
this->ParseLV4MeshLong(iNumTFaces);
this->ParseLV4MeshLong(iNumTFaces);continue;
}
// Number of colored faces in the mesh
if (0 == strncmp(this->m_szFile,"*MESH_NUMCVFACES" ,16) &&
IsSpaceOrNewLine(*(this->m_szFile+16)))
{
this->m_szFile+=17;
this->ParseLV4MeshLong(iNumCFaces);
this->ParseLV4MeshLong(iNumCFaces);continue;
}
// mesh vertex list block
if (0 == strncmp(this->m_szFile,"*MESH_VERTEX_LIST" ,17) &&
@ -870,6 +846,7 @@ void Parser::ParseLV2MeshBlock(ASE::Mesh& mesh)
{
this->m_szFile+=18;
this->ParseLV3MeshVertexListBlock(iNumVertices,mesh);
continue;
}
// mesh face list block
if (0 == strncmp(this->m_szFile,"*MESH_FACE_LIST" ,15) &&
@ -877,7 +854,7 @@ void Parser::ParseLV2MeshBlock(ASE::Mesh& mesh)
{
this->m_szFile+=16;
this->SkipOpeningBracket();
this->ParseLV3MeshFaceListBlock(iNumFaces,mesh);
this->ParseLV3MeshFaceListBlock(iNumFaces,mesh);continue;
}
// mesh texture vertex list block
if (0 == strncmp(this->m_szFile,"*MESH_TVERTLIST" ,15) &&
@ -885,7 +862,7 @@ void Parser::ParseLV2MeshBlock(ASE::Mesh& mesh)
{
this->m_szFile+=16;
this->SkipOpeningBracket();
this->ParseLV3MeshTListBlock(iNumTVertices,mesh);
this->ParseLV3MeshTListBlock(iNumTVertices,mesh);continue;
}
// mesh texture face block
if (0 == strncmp(this->m_szFile,"*MESH_TFACELIST" ,15) &&
@ -893,7 +870,7 @@ void Parser::ParseLV2MeshBlock(ASE::Mesh& mesh)
{
this->m_szFile+=16;
this->SkipOpeningBracket();
this->ParseLV3MeshTFaceListBlock(iNumTFaces,mesh);
this->ParseLV3MeshTFaceListBlock(iNumTFaces,mesh);continue;
}
// mesh color vertex list block
if (0 == strncmp(this->m_szFile,"*MESH_CVERTLIST" ,15) &&
@ -901,7 +878,7 @@ void Parser::ParseLV2MeshBlock(ASE::Mesh& mesh)
{
this->m_szFile+=16;
this->SkipOpeningBracket();
this->ParseLV3MeshCListBlock(iNumCVertices,mesh);
this->ParseLV3MeshCListBlock(iNumCVertices,mesh);continue;
}
// mesh color face block
if (0 == strncmp(this->m_szFile,"*MESH_CFACELIST" ,15) &&
@ -909,7 +886,7 @@ void Parser::ParseLV2MeshBlock(ASE::Mesh& mesh)
{
this->m_szFile+=16;
this->SkipOpeningBracket();
this->ParseLV3MeshCFaceListBlock(iNumCFaces,mesh);
this->ParseLV3MeshCFaceListBlock(iNumCFaces,mesh);continue;
}
// another mesh UV channel ...
if (0 == strncmp(this->m_szFile,"*MESH_MAPPINGCHANNEL" ,20) &&
@ -942,9 +919,10 @@ void Parser::ParseLV2MeshBlock(ASE::Mesh& mesh)
// parse the mapping channel
this->ParseLV3MappingChannel(iIndex-1,mesh);
}
continue;
}
// mesh animation keyframe. Not supported
else if (0 == strncmp(this->m_szFile,"*MESH_ANIMATION" ,15) &&
if (0 == strncmp(this->m_szFile,"*MESH_ANIMATION" ,15) &&
IsSpaceOrNewLine(*(this->m_szFile+15)))
{
this->m_szFile+=16;
@ -952,17 +930,18 @@ void Parser::ParseLV2MeshBlock(ASE::Mesh& mesh)
this->LogWarning("Found *MESH_ANIMATION element in ASE/ASK file. "
"Keyframe animation is not supported by Assimp, this element "
"will be ignored");
continue;
}
// mesh animation keyframe. Not supported
else if (0 == strncmp(this->m_szFile,"*MESH_WEIGHTS" ,13) &&
if (0 == strncmp(this->m_szFile,"*MESH_WEIGHTS" ,13) &&
IsSpaceOrNewLine(*(this->m_szFile+13)))
{
this->m_szFile+=14;
this->ParseLV3MeshWeightsBlock(mesh);
this->ParseLV3MeshWeightsBlock(mesh);continue;
}
}
if ('{' == *this->m_szFile)iDepth++;
if ('}' == *this->m_szFile)
else if ('{' == *this->m_szFile)iDepth++;
else if ('}' == *this->m_szFile)
{
if (0 == --iDepth){++this->m_szFile;this->SkipToNextToken();return;}
}
@ -991,14 +970,14 @@ void Parser::ParseLV3MeshWeightsBlock(ASE::Mesh& mesh)
IsSpaceOrNewLine(*(this->m_szFile+15)))
{
this->m_szFile+=16;
this->ParseLV4MeshLong(iNumVertices);
this->ParseLV4MeshLong(iNumVertices);continue;
}
// Number of bones
if (0 == strncmp(this->m_szFile,"*MESH_NUMBONE" ,13) &&
IsSpaceOrNewLine(*(this->m_szFile+13)))
{
this->m_szFile+=14;
this->ParseLV4MeshLong(iNumBones);
this->ParseLV4MeshLong(iNumBones);continue;
}
// parse the list of bones
if (0 == strncmp(this->m_szFile,"*MESH_BONE_LIST" ,15) &&
@ -1006,7 +985,7 @@ void Parser::ParseLV3MeshWeightsBlock(ASE::Mesh& mesh)
{
this->m_szFile+=16;
this->SkipOpeningBracket();
this->ParseLV4MeshBones(iNumBones,mesh);
this->ParseLV4MeshBones(iNumBones,mesh);continue;
}
// parse the list of bones vertices
if (0 == strncmp(this->m_szFile,"*MESH_BONE_VERTEX_LIST" ,22) &&
@ -1015,10 +994,11 @@ void Parser::ParseLV3MeshWeightsBlock(ASE::Mesh& mesh)
this->m_szFile+=23;
this->SkipOpeningBracket();
this->ParseLV4MeshBonesVertices(iNumVertices,mesh);
continue;
}
}
if ('{' == *this->m_szFile)iDepth++;
if ('}' == *this->m_szFile)
else if ('{' == *this->m_szFile)iDepth++;
else if ('}' == *this->m_szFile)
{
if (0 == --iDepth){++this->m_szFile;this->SkipToNextToken();return;}
}
@ -1058,14 +1038,12 @@ void Parser::ParseLV4MeshBones(unsigned int iNumBones,ASE::Mesh& mesh)
"bone index instead");
}
if (!this->ParseString(mesh.mBones[iIndex].mName,"*MESH_BONE_NAME"))
{
this->SkipToNextToken();
continue;
}
}
}
}
if ('{' == *this->m_szFile)iDepth++;
else if ('{' == *this->m_szFile)iDepth++;
else if ('}' == *this->m_szFile)
{
if (0 == --iDepth){++this->m_szFile;this->SkipToNextToken();return;}
@ -1127,9 +1105,10 @@ void Parser::ParseLV4MeshBonesVertices(unsigned int iNumVertices,ASE::Mesh& mesh
mesh.mBoneVertices[iIndex].mBoneWeights.push_back(pairOut);
}
}
continue;
}
}
if ('{' == *this->m_szFile)iDepth++;
else if ('{' == *this->m_szFile)iDepth++;
else if ('}' == *this->m_szFile)
{
if (0 == --iDepth){++this->m_szFile;this->SkipToNextToken();return;}
@ -1170,9 +1149,10 @@ void Parser::ParseLV3MeshVertexListBlock(
this->LogWarning("Vertex has an invalid index. It will be ignored");
}
else mesh.mPositions[iIndex] = vTemp;
continue;
}
}
if ('{' == *this->m_szFile)iDepth++;
else if ('{' == *this->m_szFile)iDepth++;
else if ('}' == *this->m_szFile)
{
if (0 == --iDepth){++this->m_szFile;this->SkipToNextToken();return;}
@ -1211,10 +1191,11 @@ void Parser::ParseLV3MeshFaceListBlock(unsigned int iNumFaces, ASE::Mesh& mesh)
this->LogWarning("Face has an invalid index. It will be ignored");
}
else mesh.mFaces[mFace.iFace] = mFace;
continue;
}
}
if ('{' == *this->m_szFile)iDepth++;
if ('}' == *this->m_szFile)
else if ('{' == *this->m_szFile)iDepth++;
else if ('}' == *this->m_szFile)
{
if (0 == --iDepth){++this->m_szFile;this->SkipToNextToken();return;}
}
@ -1260,10 +1241,11 @@ void Parser::ParseLV3MeshTListBlock(unsigned int iNumVertices,
// we need 3 coordinate channels
mesh.mNumUVComponents[iChannel] = 3;
}
continue;
}
}
if ('{' == *this->m_szFile)iDepth++;
if ('}' == *this->m_szFile)
else if ('{' == *this->m_szFile)iDepth++;
else if ('}' == *this->m_szFile)
{
if (0 == --iDepth){++this->m_szFile;this->SkipToNextToken();return;}
}
@ -1307,10 +1289,11 @@ void Parser::ParseLV3MeshTFaceListBlock(unsigned int iNumFaces,
mesh.mFaces[iIndex].amUVIndices[iChannel][1] = aiValues[1];
mesh.mFaces[iIndex].amUVIndices[iChannel][2] = aiValues[2];
}
continue;
}
}
if ('{' == *this->m_szFile)iDepth++;
if ('}' == *this->m_szFile)
else if ('{' == *this->m_szFile)iDepth++;
else if ('}' == *this->m_szFile)
{
if (0 == --iDepth){++this->m_szFile;this->SkipToNextToken();return;}
}
@ -1340,14 +1323,14 @@ void Parser::ParseLV3MappingChannel(unsigned int iChannel, ASE::Mesh& mesh)
IsSpaceOrNewLine(*(this->m_szFile+16)))
{
this->m_szFile+=17;
this->ParseLV4MeshLong(iNumTVertices);
this->ParseLV4MeshLong(iNumTVertices);continue;
}
// Number of UVWed faces in the mesh
if (0 == strncmp(this->m_szFile,"*MESH_NUMTVFACES" ,16) &&
IsSpaceOrNewLine(*(this->m_szFile+16)))
{
this->m_szFile+=17;
this->ParseLV4MeshLong(iNumTFaces);
this->ParseLV4MeshLong(iNumTFaces);continue;
}
// mesh texture vertex list block
if (0 == strncmp(this->m_szFile,"*MESH_TVERTLIST" ,15) &&
@ -1356,6 +1339,7 @@ void Parser::ParseLV3MappingChannel(unsigned int iChannel, ASE::Mesh& mesh)
this->m_szFile+=16;
this->SkipOpeningBracket();
this->ParseLV3MeshTListBlock(iNumTVertices,mesh,iChannel);
continue;
}
// mesh texture face block
if (0 == strncmp(this->m_szFile,"*MESH_TFACELIST" ,15) &&
@ -1364,10 +1348,11 @@ void Parser::ParseLV3MappingChannel(unsigned int iChannel, ASE::Mesh& mesh)
this->m_szFile+=16;
this->SkipOpeningBracket();
this->ParseLV3MeshTFaceListBlock(iNumTFaces,mesh, iChannel);
continue;
}
}
if ('{' == *this->m_szFile)iDepth++;
if ('}' == *this->m_szFile)
else if ('{' == *this->m_szFile)iDepth++;
else if ('}' == *this->m_szFile)
{
if (0 == --iDepth){++this->m_szFile;this->SkipToNextToken();return;}
}
@ -1407,10 +1392,11 @@ void Parser::ParseLV3MeshCListBlock(unsigned int iNumVertices, ASE::Mesh& mesh)
this->LogWarning("Vertex color has an invalid index. It will be ignored");
}
else mesh.mVertexColors[iIndex] = vTemp;
continue;
}
}
if ('{' == *this->m_szFile)iDepth++;
if ('}' == *this->m_szFile)
else if ('}' == *this->m_szFile)
{
if (0 == --iDepth){++this->m_szFile;this->SkipToNextToken();return;}
}
@ -1453,10 +1439,11 @@ void Parser::ParseLV3MeshCFaceListBlock(unsigned int iNumFaces, ASE::Mesh& mesh)
mesh.mFaces[iIndex].mColorIndices[1] = aiValues[1];
mesh.mFaces[iIndex].mColorIndices[2] = aiValues[2];
}
continue;
}
}
if ('{' == *this->m_szFile)iDepth++;
if ('}' == *this->m_szFile)
else if ('{' == *this->m_szFile)iDepth++;
else if ('}' == *this->m_szFile)
{
if (0 == --iDepth){++this->m_szFile;this->SkipToNextToken();return;}
}
@ -1500,10 +1487,11 @@ void Parser::ParseLV3MeshNormalListBlock(ASE::Mesh& sMesh)
// important: this->m_szFile might now point to '}' ...
sMesh.mNormals[iIndex] = vNormal;
continue;
}
}
if ('{' == *this->m_szFile)iDepth++;
if ('}' == *this->m_szFile)
else if ('{' == *this->m_szFile)iDepth++;
else if ('}' == *this->m_szFile)
{
if (0 == --iDepth){++this->m_szFile;this->SkipToNextToken();return;}
}

View File

@ -160,7 +160,7 @@ struct BoneVertex
struct Mesh
{
//! Constructor. Creates a default name for the mesh
Mesh()
Mesh() : bSkip(false)
{
static int iCnt = 0;
std::stringstream ss(mName);
@ -211,6 +211,9 @@ struct Mesh
//! Number of vertex components for each UVW set
unsigned int mNumUVComponents[AI_MAX_NUMBER_OF_TEXTURECOORDS];
//! used internally
bool bSkip;
};
// ---------------------------------------------------------------------------------

View File

@ -24,7 +24,7 @@ const aiMatrix3x3 Assimp::ConvertToLHProcess::sToDXTransform(
// Constructor to be privately used by Importer
ConvertToLHProcess::ConvertToLHProcess()
{
// nothing to do here
bTransformVertices = false;
}
// ------------------------------------------------------------------------------------------------
@ -38,7 +38,13 @@ ConvertToLHProcess::~ConvertToLHProcess()
// Returns whether the processing step is present in the given flag field.
bool ConvertToLHProcess::IsActive( unsigned int pFlags) const
{
return (pFlags & aiProcess_ConvertToLeftHanded) != 0;
if (pFlags & aiProcess_ConvertToLeftHanded)
{
if (pFlags & aiProcess_PreTransformVertices)
this->bTransformVertices = true;
return true;
}
return false;
}
// ------------------------------------------------------------------------------------------------
@ -54,8 +60,34 @@ void ConvertToLHProcess::Execute( aiScene* pScene)
DefaultLogger::get()->debug("ConvertToLHProcess begin");
// transform vertex by vertex or change the root transform?
if (this->bTransformVertices)
{
this->bTransformVertices = false;
aiMatrix4x4 mTransform;
this->ConvertToDX(mTransform);
for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
{
aiMesh* pcMesh = pScene->mMeshes[i];
for (unsigned int n = 0; n < pcMesh->mNumVertices;++n)
{
pcMesh->mVertices[n] = mTransform * pcMesh->mVertices[n];
}
if (pcMesh->HasNormals())
{
mTransform.Inverse().Transpose();
for (unsigned int n = 0; n < pcMesh->mNumVertices;++n)
{
pcMesh->mNormals[n] = mTransform * pcMesh->mNormals[n];
}
}
}
}
else
{
// transform the root node of the scene, the other nodes will follow then
ConvertToDX( pScene->mRootNode->mTransformation);
}
// transform all meshes accordingly
for( unsigned int a = 0; a < pScene->mNumMeshes; a++)

View File

@ -116,6 +116,10 @@ protected:
*/
void ProcessAnimation( aiBoneAnim* pAnim);
//! true if the transformation matrix for the OGL-to-DX is
//! directly used to transform all vertices.
mutable bool bTransformVertices;
public:
/** The transformation matrix to convert from DirectX coordinates to OpenGL coordinates. */
static const aiMatrix3x3 sToOGLTransform;

View File

@ -0,0 +1,161 @@
/*
Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
//
//! @file Definition of in-memory structures for the HL2 MDL file format
// and for the HalfLife text format (SMD)
//
// The specification has been taken from various sources on the internet.
#ifndef AI_MDLFILEHELPER2_H_INC
#define AI_MDLFILEHELPER2_H_INC
// ugly compiler dependent packing stuff
#if defined(_MSC_VER) || defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
# pragma pack(push,1)
# define PACK_STRUCT
#elif defined( __GNUC__ )
# define PACK_STRUCT __attribute__((packed))
#else
# error Compiler not supported. Never do this again.
#endif
namespace Assimp
{
namespace MDL
{
// magic bytes used in Half Life 2 MDL models
#define AI_MDL_MAGIC_NUMBER_BE_HL2a 'IDST'
#define AI_MDL_MAGIC_NUMBER_LE_HL2a 'TSDI'
#define AI_MDL_MAGIC_NUMBER_BE_HL2b 'IDSQ'
#define AI_MDL_MAGIC_NUMBER_LE_HL2b 'QSDI'
// ---------------------------------------------------------------------------
/** \struct Header_HL2
* \brief Data structure for the HL2 main header
*/
// ---------------------------------------------------------------------------
struct Header_HL2
{
//! magic number: "IDST"/"IDSQ"
char ident[4];
//! Version number
int32_t version;
//! Original file name in pak ?
char name[64];
//! Length of file name/length of file?
int32_t length;
//! For viewer, ignored
aiVector3D eyeposition;
aiVector3D min;
aiVector3D max;
//! AABB of the model
aiVector3D bbmin;
aiVector3D bbmax;
// File flags
int32_t flags;
//! NUmber of bones contained in the file
int32_t numbones;
int32_t boneindex;
//! Number of bone controllers for bone animation
int32_t numbonecontrollers;
int32_t bonecontrollerindex;
//! More bounding boxes ...
int32_t numhitboxes;
int32_t hitboxindex;
//! Animation sequences in the file
int32_t numseq;
int32_t seqindex;
//! Loaded sequences. Ignored
int32_t numseqgroups;
int32_t seqgroupindex;
//! Raw texture data
int32_t numtextures;
int32_t textureindex;
int32_t texturedataindex;
//! Number of skins (=textures?)
int32_t numskinref;
int32_t numskinfamilies;
int32_t skinindex;
//! Number of parts
int32_t numbodyparts;
int32_t bodypartindex;
//! attachable points for gameplay and physics
int32_t numattachments;
int32_t attachmentindex;
//! Table of sound effects associated with the model
int32_t soundtable;
int32_t soundindex;
int32_t soundgroups;
int32_t soundgroupindex;
//! Number of animation transitions
int32_t numtransitions;
int32_t transitionindex;
} PACK_STRUCT;
// reset packing to the original value
#if defined(_MSC_VER) || defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
# pragma pack( pop )
#endif
#undef PACK_STRUCT
};}; // end namespaces
#endif // ! AI_MDLFILEHELPER2_H_INC

View File

@ -88,6 +88,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "GenVertexNormalsProcess.h"
#include "KillNormalsProcess.h"
#include "SplitLargeMeshes.h"
#include "PretransformVertices.h"
#include "../include/DefaultLogger.h"
using namespace Assimp;
@ -133,6 +134,7 @@ Importer::Importer() :
// add an instance of each post processing step here in the order of sequence it is executed
mPostProcessingSteps.push_back( new TriangulateProcess());
mPostProcessingSteps.push_back( new PretransformVertices());
mPostProcessingSteps.push_back( new SplitLargeMeshesProcess_Triangle());
mPostProcessingSteps.push_back( new KillNormalsProcess());
mPostProcessingSteps.push_back( new GenFaceNormalsProcess());

View File

@ -67,7 +67,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
# error Compiler not supported. Never do this again.
#endif
namespace Assimp
{
namespace MDL
@ -95,11 +94,6 @@ namespace MDL
#define AI_MDL_MAGIC_NUMBER_BE_GS7 'MDL7'
#define AI_MDL_MAGIC_NUMBER_LE_GS7 '7LDM'
// magic bytes used in Half Life 2 MDL models
#define AI_MDL_MAGIC_NUMBER_BE_HL2a 'IDST'
#define AI_MDL_MAGIC_NUMBER_LE_HL2a 'TSDI'
#define AI_MDL_MAGIC_NUMBER_BE_HL2b 'IDSQ'
#define AI_MDL_MAGIC_NUMBER_LE_HL2b 'QSDI'
// common limitations for Quake1 meshes. The loader does not check them,
// but models should not exceed these limits.
@ -217,86 +211,6 @@ struct Header_MDL7
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** \struct Header_HL2
* \brief Data structure for the HL2 main header
*/
// ---------------------------------------------------------------------------
struct Header_HL2
{
//! magic number: "IDST"/"IDSQ"
char ident[4];
//! Version number
int32_t version;
//! Original file name in pak ?
char name[64];
//! Length of file name/length of file?
int32_t length;
//! For viewer, ignored
aiVector3D eyeposition;
aiVector3D min;
aiVector3D max;
//! AABB of the model
aiVector3D bbmin;
aiVector3D bbmax;
// File flags
int32_t flags;
//! NUmber of bones contained in the file
int32_t numbones;
int32_t boneindex;
//! Number of bone controllers for bone animation
int32_t numbonecontrollers;
int32_t bonecontrollerindex;
//! More bounding boxes ...
int32_t numhitboxes;
int32_t hitboxindex;
//! Animation sequences in the file
int32_t numseq;
int32_t seqindex;
//! Loaded sequences. Ignored
int32_t numseqgroups;
int32_t seqgroupindex;
//! Raw texture data
int32_t numtextures;
int32_t textureindex;
int32_t texturedataindex;
//! Number of skins (=textures?)
int32_t numskinref;
int32_t numskinfamilies;
int32_t skinindex;
//! Number of parts
int32_t numbodyparts;
int32_t bodypartindex;
//! attachable points for gameplay and physics
int32_t numattachments;
int32_t attachmentindex;
//! Table of sound effects associated with the model
int32_t soundtable;
int32_t soundindex;
int32_t soundgroups;
int32_t soundgroupindex;
//! Number of animation transitions
int32_t numtransitions;
int32_t transitionindex;
} PACK_STRUCT;
#define AI_MDL7_MAX_BONENAMESIZE 20
// ---------------------------------------------------------------------------
@ -372,6 +286,12 @@ struct Deformer_MDL7
int32_t deformerdata_size;
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** \struct DeformerElement_MDL7
* \brief Deformer element in a MDL7 file
*/
// ---------------------------------------------------------------------------
struct DeformerElement_MDL7
{
//! bei deformer_typ==0 (==bones) element_index == bone index
@ -380,6 +300,12 @@ struct DeformerElement_MDL7
int32_t weights;
} PACK_STRUCT;
// ---------------------------------------------------------------------------
/** \struct DeformerWeight_MDL7
* \brief Deformer weight in a MDL7 file
*/
// ---------------------------------------------------------------------------
struct DeformerWeight_MDL7
{
//! for deformer_typ==0 (==bones) index == vertex index
@ -387,8 +313,11 @@ struct DeformerWeight_MDL7
float weight;
} PACK_STRUCT;
// maximum length of texture file name
#define AI_MDL7_MAX_TEXNAMESIZE 0x10
// don't know why this was in the original headers ...
// to be removed in future versions
typedef int32_t MD7_MATERIAL_ASCDEFSIZE;
// ---------------------------------------------------------------------------

View File

@ -53,6 +53,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
struct aiNode;
#include "MDLFileData.h"
#include "HalfLifeFileData.h"
namespace Assimp
{

View File

@ -0,0 +1,378 @@
/*
---------------------------------------------------------------------------
Open Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Implementation of the "PretransformVertices" post processing step
*/
#include "PretransformVertices.h"
#include "../include/DefaultLogger.h"
#include "../include/aiPostProcess.h"
#include "../include/aiMesh.h"
#include "../include/aiScene.h"
#include "../include/aiAssert.h"
#include <list>
using namespace Assimp;
// Constructor to be privately used by Importer
PretransformVertices::PretransformVertices()
{
}
// Destructor, private as well
PretransformVertices::~PretransformVertices()
{
// nothing to do here
}
// ------------------------------------------------------------------------------------------------
// Returns whether the processing step is present in the given flag field.
bool PretransformVertices::IsActive( unsigned int pFlags) const
{
return (pFlags & aiProcess_PreTransformVertices) != 0;
}
// ------------------------------------------------------------------------------------------------
// Count the number of nodes
unsigned int CountNodes( aiNode* pcNode )
{
unsigned int iRet = 1;
for (unsigned int i = 0;i < pcNode->mNumChildren;++i)
{
iRet += CountNodes(pcNode->mChildren[i]);
}
return iRet;
}
// ------------------------------------------------------------------------------------------------
// Get a bitwise combination identifying the vertex format of a mesh
unsigned int GetMeshVFormat(aiMesh* pcMesh)
{
if (0xdeadbeef == pcMesh->mNumUVComponents[0])
return pcMesh->mNumUVComponents[1];
unsigned int iRet = 0;
// normals
if (pcMesh->HasNormals())iRet |= 0x1;
// tangents and bitangents
if (pcMesh->HasTangentsAndBitangents())iRet |= 0x2;
// texture coordinates
unsigned int p = 0;
ai_assert(4 >= AI_MAX_NUMBER_OF_TEXTURECOORDS);
while (pcMesh->HasTextureCoords(p))
{
iRet |= (0x100 << p++);
if (3 == pcMesh->mNumUVComponents[p])
iRet |= (0x1000 << p++);
}
// vertex colors
p = 0;
while (pcMesh->HasVertexColors(p))iRet |= (0x10000 << p++);
// store the value for later use
pcMesh->mNumUVComponents[0] = 0xdeadbeef;
pcMesh->mNumUVComponents[1] = iRet;
return iRet;
}
// ------------------------------------------------------------------------------------------------
// Count the number of vertices in the whole scene and a given
// material index
void CountVerticesAndFaces( aiScene* pcScene, aiNode* pcNode, unsigned int iMat,
unsigned int iVFormat, unsigned int* piFaces, unsigned int* piVertices)
{
for (unsigned int i = 0; i < pcNode->mNumMeshes;++i)
{
aiMesh* pcMesh = pcScene->mMeshes[ pcNode->mMeshes[i] ];
if (iMat == pcMesh->mMaterialIndex && iVFormat == GetMeshVFormat(pcMesh))
{
*piVertices += pcMesh->mNumVertices;
*piFaces += pcMesh->mNumFaces;
}
}
for (unsigned int i = 0;i < pcNode->mNumChildren;++i)
{
CountVerticesAndFaces(pcScene,pcNode->mChildren[i],iMat,
iVFormat,piFaces,piVertices);
}
return;
}
#define AI_PTVS_VERTEX 0x0
#define AI_PTVS_FACE 0x1
// ------------------------------------------------------------------------------------------------
// Collect vertex/face data
void CollectData( aiScene* pcScene, aiNode* pcNode, unsigned int iMat,
unsigned int iVFormat, aiMesh* pcMeshOut,
unsigned int aiCurrent[2])
{
for (unsigned int i = 0; i < pcNode->mNumMeshes;++i)
{
aiMesh* pcMesh = pcScene->mMeshes[ pcNode->mMeshes[i] ];
if (iMat == pcMesh->mMaterialIndex && iVFormat == GetMeshVFormat(pcMesh))
{
// copy positions, transform them to worldspace
for (unsigned int n = 0; n < pcMesh->mNumVertices;++n)
{
pcMeshOut->mVertices[aiCurrent[AI_PTVS_VERTEX]+n] =
pcNode->mTransformation * pcMesh->mVertices[n];
}
if (iVFormat & 0x1)
{
aiMatrix4x4 mWorldIT = pcNode->mTransformation;
mWorldIT.Inverse().Transpose();
// copy normals, transform them to worldspace
for (unsigned int n = 0; n < pcMesh->mNumVertices;++n)
{
pcMeshOut->mNormals[aiCurrent[AI_PTVS_VERTEX]+n] =
mWorldIT * pcMesh->mNormals[n];
}
}
if (iVFormat & 0x2)
{
// copy tangents
memcpy(pcMeshOut->mTangents + aiCurrent[AI_PTVS_VERTEX],
pcMesh->mTangents,
pcMesh->mNumVertices * sizeof(aiVector3D));
// copy bitangents
memcpy(pcMeshOut->mBitangents + aiCurrent[AI_PTVS_VERTEX],
pcMesh->mBitangents,
pcMesh->mNumVertices * sizeof(aiVector3D));
}
unsigned int p = 0;
while (iVFormat & (0x100 << p))
{
// copy texture coordinates
memcpy(pcMeshOut->mTextureCoords[p] + aiCurrent[AI_PTVS_VERTEX],
pcMesh->mTextureCoords[p],
pcMesh->mNumVertices * sizeof(aiVector3D));
++p;
}
p = 0;
while (iVFormat & (0x10000 << p))
{
// copy vertex colors
memcpy(pcMeshOut->mColors[p] + aiCurrent[AI_PTVS_VERTEX],
pcMesh->mColors[p],
pcMesh->mNumVertices * sizeof(aiColor4D));
++p;
}
// now we need to copy all faces
// since we will delete the source mesh afterwards,
// we don't need to reallocate the array of indices
for (unsigned int planck = 0;planck<pcMesh->mNumFaces;++planck)
{
pcMeshOut->mFaces[aiCurrent[AI_PTVS_FACE]+planck].mNumIndices =
pcMesh->mFaces[planck].mNumIndices;
unsigned int* pi = pcMeshOut->mFaces[aiCurrent[AI_PTVS_FACE]+planck].
mIndices = pcMesh->mFaces[planck].mIndices;
// offset all vrtex indices
for (unsigned int hahn = 0; hahn < pcMesh->mFaces[planck].mNumIndices;++hahn)
{
pi[hahn] += aiCurrent[AI_PTVS_VERTEX];
}
// just make sure the array won't be deleted by the
// aiFace destructor ...
pcMesh->mFaces[planck].mIndices = NULL;
}
aiCurrent[AI_PTVS_VERTEX] += pcMesh->mNumVertices;
aiCurrent[AI_PTVS_FACE] += pcMesh->mNumFaces;
}
}
for (unsigned int i = 0;i < pcNode->mNumChildren;++i)
{
CollectData(pcScene,pcNode->mChildren[i],iMat,
iVFormat,pcMeshOut,aiCurrent);
}
return;
}
// ------------------------------------------------------------------------------------------------
// Get a list of all vertex formats that occur for a given material index
// The output list contains duplicate elements
void GetVFormatList( aiScene* pcScene, aiNode* pcNode, unsigned int iMat,
std::list<unsigned int>& aiOut)
{
for (unsigned int i = 0; i < pcNode->mNumMeshes;++i)
{
aiMesh* pcMesh = pcScene->mMeshes[ pcNode->mMeshes[i] ];
if (iMat == pcMesh->mMaterialIndex)
{
aiOut.push_back(GetMeshVFormat(pcMesh));
}
}
for (unsigned int i = 0;i < pcNode->mNumChildren;++i)
{
GetVFormatList(pcScene,pcNode->mChildren[i],iMat,aiOut);
}
return;
}
// ------------------------------------------------------------------------------------------------
// Compute the absolute transformation matrices of each node
void ComputeAbsoluteTransform( aiNode* pcNode )
{
if (pcNode->mParent)
{
pcNode->mTransformation = pcNode->mTransformation*pcNode->mParent->mTransformation;
}
for (unsigned int i = 0;i < pcNode->mNumChildren;++i)
{
ComputeAbsoluteTransform(pcNode->mChildren[i]);
}
return;
}
// ------------------------------------------------------------------------------------------------
// Executes the post processing step on the given imported data.
void PretransformVertices::Execute( aiScene* pScene)
{
DefaultLogger::get()->debug("PretransformVerticesProcess begin");
// first compute absolute transformation matrices for all nodes
ComputeAbsoluteTransform(pScene->mRootNode);
// now build a list of output meshes
std::vector<aiMesh*> apcOutMeshes;
apcOutMeshes.reserve(pScene->mNumMaterials*2);
std::list<unsigned int> aiVFormats;
for (unsigned int i = 0; i < pScene->mNumMaterials;++i)
{
// get the list of all vertex formats for this material
aiVFormats.clear();
GetVFormatList(pScene,pScene->mRootNode,i,aiVFormats);
aiVFormats.sort(std::less<unsigned int>());
aiVFormats.unique();
for (std::list<unsigned int>::const_iterator
j = aiVFormats.begin();
j != aiVFormats.end();++j)
{
unsigned int iVertices = 0;
unsigned int iFaces = 0;
CountVerticesAndFaces(pScene,pScene->mRootNode,i,*j,&iFaces,&iVertices);
if (iFaces && iVertices)
{
apcOutMeshes.push_back(new aiMesh());
aiMesh* pcMesh = apcOutMeshes.back();
pcMesh->mNumFaces = iFaces;
pcMesh->mNumVertices = iVertices;
pcMesh->mFaces = new aiFace[iFaces];
pcMesh->mVertices = new aiVector3D[iVertices];
pcMesh->mMaterialIndex = i;
if ((*j) & 0x1)pcMesh->mNormals = new aiVector3D[iVertices];
if ((*j) & 0x2)
{
pcMesh->mTangents = new aiVector3D[iVertices];
pcMesh->mBitangents = new aiVector3D[iVertices];
}
iFaces = 0;
while ((*j) & (0x100 << iFaces))
{
pcMesh->mTextureCoords[iFaces] = new aiVector3D[iVertices];
if ((*j) & (0x1000 << iFaces))pcMesh->mNumUVComponents[iFaces] = 3;
else pcMesh->mNumUVComponents[iFaces] = 2;
iFaces++;
}
iFaces = 0;
while ((*j) & (0x10000 << iFaces))
pcMesh->mColors[iFaces] = new aiColor4D[iVertices];
// fill the mesh ...
unsigned int aiTemp[2] = {0,0};
CollectData(pScene,pScene->mRootNode,i,*j,pcMesh,aiTemp);
}
}
}
// remove all animations from the scene
for (unsigned int i = 0; i < pScene->mNumAnimations;++i)
delete pScene->mAnimations[i];
pScene->mAnimations = NULL;
pScene->mNumAnimations = 0;
// now delete all meshes in the scene and build a new mesh list
for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
delete pScene->mMeshes[i];
if (apcOutMeshes.size() != pScene->mNumMeshes)
{
delete[] pScene->mMeshes;
pScene->mNumMeshes = apcOutMeshes.size();
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
}
for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
pScene->mMeshes[i] = apcOutMeshes[i];
// now delete all nodes in the scene and build a new
// flat node graph with a root node and some level 1 children
delete pScene->mRootNode;
pScene->mRootNode = new aiNode();
pScene->mRootNode->mName.Set("<dummy_root>");
if (1 == pScene->mNumMeshes)
{
pScene->mRootNode->mNumMeshes = 1;
pScene->mRootNode->mMeshes = new unsigned int[1];
pScene->mRootNode->mMeshes[0] = 0;
}
else
{
pScene->mRootNode->mNumChildren = pScene->mNumMeshes;
pScene->mRootNode->mChildren = new aiNode*[pScene->mNumMeshes];
for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
{
aiNode* pcNode = pScene->mRootNode->mChildren[i] = new aiNode();
pcNode->mName.length = sprintf(pcNode->mName.data,"dummy_%i",i);
pcNode->mNumMeshes = 1;
pcNode->mMeshes = new unsigned int[1];
pcNode->mMeshes[0] = i;
pcNode->mParent = pScene->mRootNode;
}
}
DefaultLogger::get()->debug("PretransformVerticesProcess finished. All "
"vertices are in worldspace now");
return;
}

View File

@ -0,0 +1,88 @@
/*
Open Asset Import Library (ASSIMP)
----------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file Defines a post processing step to pretransform all
vertices in the scenegraph */
#ifndef AI_PRETRANSFORMVERTICES_H_INC
#define AI_PRETRANSFORMVERTICES_H_INC
#include "BaseProcess.h"
#include "../include/aiMesh.h"
namespace Assimp
{
// ---------------------------------------------------------------------------
/** The PretransformVertices pretransforms all vertices in the nodegraph
* and removes the whole graph. The output is a list of meshes, one for
* each material.
*/
class PretransformVertices : public BaseProcess
{
friend class Importer;
protected:
/** Constructor to be privately used by Importer */
PretransformVertices ();
/** Destructor, private as well */
~PretransformVertices ();
public:
// -------------------------------------------------------------------
/** Returns whether the processing step is present in the given flag field.
* @param pFlags The processing flags the importer was called with. A bitwise
* combination of #aiPostProcessSteps.
* @return true if the process is present in this flag fields, false if not.
*/
bool IsActive( unsigned int pFlags) const;
// -------------------------------------------------------------------
/** Executes the post processing step on the given imported data.
* At the moment a process is not supposed to fail.
* @param pScene The imported data to work at.
*/
void Execute( aiScene* pScene);
};
} // end of namespace Assimp
#endif // !!AI_GENFACENORMALPROCESS_H_INC

View File

@ -565,8 +565,8 @@ Textures are generally defined by a set of parameters, including
<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:
a reference to an embedded texture (see the "Textures" section for more details). I suggest using code
like this to find out whether a texture is embedded or not:
@code
aiString path; // contains the path obtained via aiGetMaterialString()
const aiScene* scene; // valid aiScene instance
@ -606,6 +606,26 @@ the first texture in a texture slot (e.g. diffuse 0) specifies how the diffuse b
vertex color have to be combined with the texture color value.
<br>
You can use the aiGetMaterialTexture() function to read all texture parameters at once (maybe
if you're too lazy to read 4 or 5 values manually if there's a smart helper function
doing all the work for you ...).
@code
if (AI_SUCCESS != aiGetMaterialTexture(
pcMat, // Material object
0, // first texture in the diffuse slot
AI_TEXTYPE_DIFFUSE, // purpose of texture is diffuse
&path, // receives the path of the texture
&uv, // receives the UV index of the texture
&blend, // receives the blend factor of the texture
&op, // receives the blend operation of the texture
// (you may also specify 0 for a parameter if you don't need it)
))
{
// cry, jump out of the window, but don't take drugs if this occurs!
}
@endcode
@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
@ -672,6 +692,28 @@ need them at all.
@section textures Textures
Normally textures used by assets are stored in separate files, however,
there are file formats embedding their textures directly into the model file.
Such textures are loaded into an aiTexture structure.
<br>
There are two cases:
<br>
<b>1)</b> The texture is NOT compressed. Its color data is directly stored
in the aiTexture structure as an array of aiTexture::mWidth * aiTexture::mHeight aiTexel structures. Each aiTexel represents a pixel (or "texel") of the texture
image. The color data is stored in an unsigned RGBA8888 format, which can be easily used for
both Direct3D and OpenGL (swizzling the order of the color components might be necessary).
RGBA8888 has been chosen because it is well-known, easy to use and natively
supported by nearly all graphics APIs.
<br>
<b>2)</b> This is the case for aiTexture::mHeight == 0. The texture is stored in a
"compressed" format such as DDS or PNG. The term "compressed" does not mean that the
texture data must actually be compressed, however the texture was stored in the
model file as if it was stored in a separate file on the harddisk. Appropriate
decoders (such as libjpeg, libpng, D3DX, DevIL) are required to load theses textures.
aiTexture::mWidth specifies the size of the texture data in bytes, aiTexture::pcData is
a pointer to the raw image data and aiTexture::achFormatHint is either zeroed or
containing the file extension of the format of the embedded texture. This is only
set if ASSIMP is able to determine the file format.
*/
/**

View File

@ -108,7 +108,23 @@ enum aiPostProcessSteps
* in the internal SplitLargeMeshes.h header as AI_SLM_DEFAULT_MAX_VERTICES
* and AI_SLM_DEFAULT_MAX_TRIANGLES.
*/
aiProcess_SplitLargeMeshes = 0x80
aiProcess_SplitLargeMeshes = 0x80,
/** Removes the node graph and pretransforms all vertices with
* the local transformation matrices of their nodes. The output
* scene does still contain nodes, however, there is only a
* root node with childs, each one referencing only one mesh,
* each mesh referencing one material. For rendering, you can
* simply render all meshes in order, you don't need to pay
* attention to local transformations and the node hierarchy.
* Animations are removed during this step.
* This step is intended for applications that have no scenegraph.
* The step CAN cause some problems: if e.g. a mesh of the asset
* contains normals and another, using the same material index, does not,
* they will be brought together, but the first meshes's part of
* the normal list will be zeroed.
*/
aiProcess_PreTransformVertices = 0x100,
};
// ---------------------------------------------------------------------------

View File

@ -87,7 +87,7 @@ struct aiTexture
{
/** Width of the texture, in pixels
*
* If mHeight is zero the texture is compressedin a format
* If mHeight is zero the texture is compressed in a format
* like JPEG. In this case mWidth specifies the size of the
* memory area pcData is pointing to, in bytes.
*/

View File

@ -80,6 +80,7 @@ public class CompressedTexture extends Texture {
* Retrieves the format of the texture data. This is
* the most common file extension of the format (without a
* dot at the beginning). Examples include dds, png, jpg ...
*
* @return Extension string or null if the format of the texture
* data is not known to ASSIMP.
*/
@ -89,6 +90,7 @@ public class CompressedTexture extends Texture {
/**
* Get a pointer to the data of the compressed texture
*
* @return Data poiner
*/
public byte[] getData() {
@ -100,11 +102,12 @@ public class CompressedTexture extends Texture {
return null;
}
}
return (byte[])data;
return (byte[]) data;
}
/**
* Get the length of the data of the compressed texture
*
* @return Data poiner
*/
public int getLength() {
@ -113,6 +116,7 @@ public class CompressedTexture extends Texture {
/**
* Returns 0 for compressed textures
*
* @return n/a
*/
@Override
@ -122,6 +126,7 @@ public class CompressedTexture extends Texture {
/**
* Returns 0 for compressed textures
*
* @return n/a
*/
@Override
@ -131,6 +136,7 @@ public class CompressedTexture extends Texture {
/**
* Returns null for compressed textures
*
* @return n/a
*/
@Override
@ -140,6 +146,7 @@ public class CompressedTexture extends Texture {
/**
* Returns null for compressed textures
*
* @return n/a
*/
@Override
@ -162,8 +169,8 @@ public class CompressedTexture extends Texture {
// and copy the native color data to it
if (0xffffffff == this._NativeMapColorData(
((Scene)this.getParent()).getImporter().getContext(),
this.getArrayIndex(),temp)) {
((Scene) this.getParent()).getImporter().getContext(),
this.getArrayIndex(), temp)) {
throw new NativeError("Unable to map compressed aiTexture into the Java-VM");
}
DefaultLogger.get().debug("CompressedTexture.onMap successful");

View File

@ -390,12 +390,15 @@ public class DefaultLogger implements Logger {
public static void _NativeCallWriteError(String message) {
DefaultLogger.get().error(message);
}
public static void _NativeCallWriteWarn(String message) {
DefaultLogger.get().warn(message);
}
public static void _NativeCallWriteInfo(String message) {
DefaultLogger.get().info(message);
}
public static void _NativeCallWriteDebug(String message) {
DefaultLogger.get().debug(message);
}

View File

@ -212,6 +212,7 @@ public class Importer {
else if (step.equals(PostProcessStep.GenFaceNormals)) flags |= 0x20;
else if (step.equals(PostProcessStep.GenSmoothNormals)) flags |= 0x40;
else if (step.equals(PostProcessStep.SplitLargeMeshes)) flags |= 0x80;
else if (step.equals(PostProcessStep.PreTransformVertices)) flags |= 0x100;
}
// now load the mesh
@ -288,6 +289,7 @@ public class Importer {
/**
* Retrieves the native context of the class. This is normally the
* address of the native Importer object.
*
* @return Native context
*/
public long getContext() {

View File

@ -56,6 +56,7 @@ public interface LogStream {
/**
* Override this for your own output implementations
*
* @param message Message to be written to the log stream
*/
public void write(String message);

View File

@ -74,30 +74,35 @@ public interface Logger {
/**
* Write a debug message to the log
*
* @param message Message to be logged
*/
public void debug(String message);
/**
* Write an error message to the log
*
* @param message Message to be logged
*/
public void error(String message);
/**
* Write a warn message to the log
*
* @param message Message to be logged
*/
public void warn(String message);
/**
* Write an info message to the log
*
* @param message Message to be logged
*/
public void info(String message);
/**
* Attach a logstream to the logger
*
* @param stream Log stream instance
* @param severity Error severity. Bitwise combination of the
* ERRORSEVERITY_XXX constants. Specify 0 to attach the
@ -107,6 +112,7 @@ public interface Logger {
/**
* Detach a logstream from the logger
*
* @param stream Log stream instance
* @param severity Error severities to detach the stream from.
* Bitwise combination of the ERRORSEVERITY_XXX constants.

View File

@ -64,6 +64,7 @@ public abstract class Mappable {
/**
* Construction from a given parent object and array index
*
* @param parent Must be valid, null is not allowed
* @param index Valied index in the parent's list
*/
@ -77,6 +78,7 @@ public abstract class Mappable {
* data into the address space of the Java virtual machine.
* After this method has been called the class instance must
* be ready to be used without an underyling native aiScene
*
* @throws NativeError
*/
protected abstract void onMap() throws NativeError;
@ -84,6 +86,7 @@ public abstract class Mappable {
/**
* Retrieve the index ofthe mappable object in the parent mesh
*
* @return Value between 0 and n-1
*/
public int getArrayIndex() {
@ -92,6 +95,7 @@ public abstract class Mappable {
/**
* Provide access to the parent
*
* @return Never null ...
*/
public Object getParent() {

View File

@ -52,11 +52,13 @@ package assimp;
*/
public class PostProcessStep {
/** Default vertex split limit for the SplitLargeMeshes process
/**
* Default vertex split limit for the SplitLargeMeshes process
*/
public static final int DEFAULT_VERTEX_SPLIT_LIMIT = 1000000;
/** Default triangle split limit for the SplitLargeMeshes process
/**
* Default triangle split limit for the SplitLargeMeshes process
*/
public static final int DEFAULT_TRIANGLE_SPLIT_LIMIT = 1000000;
@ -140,6 +142,19 @@ public class PostProcessStep {
new PostProcessStep("ConvertToLeftHanded ");
/**
* Removes the node graph and pretransforms all vertices with the local
* transformation matrices of their nodes. The output scene does still
* contain nodes, however, there is only a root node with childs, each
* one referencing only one mesh, each mesh referencing one material.
* For rendering, you can simply render all meshes in order, you don't
* need to pay attention to local transformations and the node hierarchy.
* Animations are removed during this step.
*/
public static final PostProcessStep PreTransformVertices =
new PostProcessStep("PreTransformVertices");
/**
* Set the vertex split limit for the "SplitLargeMeshes" process
* If a mesh exceeds this limit it will be splitted

View File

@ -73,12 +73,12 @@ public class Texture extends Mappable {
super(parent, index);
long lTemp;
if (0x0 == (lTemp = this._NativeGetTextureInfo(((Scene)this.getParent()).
getImporter().getContext(),this.getArrayIndex()))) {
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);
this.width = (int) (lTemp);
this.height = (int) (lTemp >> 32);
}
@ -119,11 +119,12 @@ public class Texture extends Mappable {
return Color.black;
}
}
return ((Color[])data)[y * width + x];
return ((Color[]) 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() {
@ -136,7 +137,7 @@ public class Texture extends Mappable {
return null;
}
}
return (Color[])data;
return (Color[]) data;
}
/**
@ -154,8 +155,8 @@ public class Texture extends Mappable {
byte[] temp = new byte[(iNumPixels) << 2];
// and copy the native color data to it
if (0xffffffff == this._NativeMapColorData(((Scene)this.getParent()).getImporter().getContext(),
this.getArrayIndex(),temp)) {
if (0xffffffff == this._NativeMapColorData(((Scene) this.getParent()).getImporter().getContext(),
this.getArrayIndex(), temp)) {
throw new NativeError("Unable to map aiTexture into the Java-VM");
}
@ -164,7 +165,7 @@ public class Texture extends Mappable {
// now convert the temporary representation to a Color array
// (data is given in BGRA order, we need RGBA)
for (int i = 0, iBase = 0; i < iNumPixels; ++i, iBase += 4) {
((Color[])data)[i] = new Color(temp[iBase + 2], temp[iBase + 1], temp[iBase], temp[iBase + 3]);
((Color[]) data)[i] = new Color(temp[iBase + 2], temp[iBase + 1], temp[iBase], temp[iBase + 3]);
}
return;
}
@ -189,7 +190,6 @@ public class Texture extends Mappable {
* @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

@ -67,8 +67,7 @@ public class DumpToFile {
arguments = new String[2];
arguments[0] = s;
arguments[1] = "output.txt";
}
else if (2 != arguments.length)return;
} else if (2 != arguments.length) return;
FileWriter stream;
try {
@ -139,7 +138,7 @@ public class DumpToFile {
float[] normals = mesh.getNormalArray();
float[] tangents = mesh.getTangentArray();
float[] bitangents = mesh.getBitangentArray();
for (int i = 0;i < mesh.getNumVertices();++i) {
for (int i = 0; i < mesh.getNumVertices(); ++i) {
// format: "Vertex pos(x|y|z) nor(x|y|z) tan(x|y|) bit(x|y|z)"
// great that this IDE is automatically able to replace + with append ... ;-)
@ -167,7 +166,7 @@ public class DumpToFile {
/* Now write a list of all faces in this model
*/
int[] faces = mesh.getFaceArray();
for (int i = 0; i < mesh.getNumFaces();++i) {
for (int i = 0; i < mesh.getNumFaces(); ++i) {
stream.write(new StringBuilder().append("\tFace (").
append(faces[i * 3]).append("|").
append(faces[i * 3 + 1]).append("|").

View File

@ -139,6 +139,7 @@ int CDisplay::ClearDisplayList(void)
{
// clear the combo box
TreeView_DeleteAllItems(GetDlgItem(g_hDlg,IDC_TREE1));
this->Reset();
return 1;
}
//-------------------------------------------------------------------------------
@ -756,8 +757,31 @@ int CDisplay::OnRender()
return 1;
}
//-------------------------------------------------------------------------------
void UpdateColorFieldsInUI()
{
InvalidateRect(GetDlgItem(g_hDlg,IDC_LCOLOR1),NULL,TRUE);
InvalidateRect(GetDlgItem(g_hDlg,IDC_LCOLOR2),NULL,TRUE);
InvalidateRect(GetDlgItem(g_hDlg,IDC_LCOLOR3),NULL,TRUE);
UpdateWindow(GetDlgItem(g_hDlg,IDC_LCOLOR1));
UpdateWindow(GetDlgItem(g_hDlg,IDC_LCOLOR2));
UpdateWindow(GetDlgItem(g_hDlg,IDC_LCOLOR3));
}
//-------------------------------------------------------------------------------
int CDisplay::FillDefaultStatistics(void)
{
if (!g_pcAsset)
{
// clear all stats edit controls
SetDlgItemText(g_hDlg,IDC_EVERT,"0");
SetDlgItemText(g_hDlg,IDC_EFACE,"0");
SetDlgItemText(g_hDlg,IDC_EMAT,"0");
SetDlgItemText(g_hDlg,IDC_ENODE,"0");
SetDlgItemText(g_hDlg,IDC_ESHADER,"0");
SetDlgItemText(g_hDlg,IDC_ETEX,"0");
return 1;
}
// get the number of vertices/faces in the model
unsigned int iNumVert = 0;
unsigned int iNumFaces = 0;
@ -791,6 +815,7 @@ int CDisplay::FillDefaultStatistics(void)
sprintf(szOut,"%.5f",(float)g_fLoadTime);
SetDlgItemText(g_hDlg,IDC_ELOAD,szOut);
UpdateColorFieldsInUI();
UpdateWindow(g_hDlg);
return 1;
}
@ -807,19 +832,24 @@ int CDisplay::Reset(void)
return this->OnSetupNormalView();
}
//-------------------------------------------------------------------------------
void UpdateColorFieldsInUI()
void ShowNormalUIComponents()
{
InvalidateRect(GetDlgItem(g_hDlg,IDC_LCOLOR1),NULL,TRUE);
InvalidateRect(GetDlgItem(g_hDlg,IDC_LCOLOR2),NULL,TRUE);
InvalidateRect(GetDlgItem(g_hDlg,IDC_LCOLOR3),NULL,TRUE);
UpdateWindow(GetDlgItem(g_hDlg,IDC_LCOLOR1));
UpdateWindow(GetDlgItem(g_hDlg,IDC_LCOLOR2));
UpdateWindow(GetDlgItem(g_hDlg,IDC_LCOLOR3));
ShowWindow(GetDlgItem(g_hDlg,IDC_NUMNODES),SW_SHOW);
ShowWindow(GetDlgItem(g_hDlg,IDC_ENODEWND),SW_SHOW);
ShowWindow(GetDlgItem(g_hDlg,IDC_NUMSHADERS),SW_SHOW);
ShowWindow(GetDlgItem(g_hDlg,IDC_LOADTIME),SW_SHOW);
ShowWindow(GetDlgItem(g_hDlg,IDC_ESHADER),SW_SHOW);
ShowWindow(GetDlgItem(g_hDlg,IDC_ELOAD),SW_SHOW);
ShowWindow(GetDlgItem(g_hDlg,IDC_VIEWMATRIX),SW_HIDE);
}
//-------------------------------------------------------------------------------
int CDisplay::OnSetupNormalView()
{
if (VIEWMODE_NODE == this->m_iViewMode)
{
ShowNormalUIComponents();
}
// now ... change the meaning of the statistics fields back
SetWindowText(GetDlgItem(g_hDlg,IDC_NUMVERTS),"Verts:");
SetWindowText(GetDlgItem(g_hDlg,IDC_NUMNODES),"Nodes:");
@ -849,6 +879,41 @@ int CDisplay::OnSetupNodeView(NodeInfo* pcNew)
if (this->m_pcCurrentNode == pcNew)return 2;
// now ... change the meaning of the statistics fields back
SetWindowText(GetDlgItem(g_hDlg,IDC_NUMVERTS),"Verts:");
SetWindowText(GetDlgItem(g_hDlg,IDC_NUMFACES),"Faces:");
SetWindowText(GetDlgItem(g_hDlg,IDC_NUMMATS),"Mats:");
SetWindowText(GetDlgItem(g_hDlg,IDC_NUMMESHES),"Mesh:");
ShowWindow(GetDlgItem(g_hDlg,IDC_NUMNODES),SW_HIDE);
ShowWindow(GetDlgItem(g_hDlg,IDC_ENODEWND),SW_HIDE);
ShowWindow(GetDlgItem(g_hDlg,IDC_NUMSHADERS),SW_HIDE);
ShowWindow(GetDlgItem(g_hDlg,IDC_LOADTIME),SW_HIDE);
ShowWindow(GetDlgItem(g_hDlg,IDC_ESHADER),SW_HIDE);
ShowWindow(GetDlgItem(g_hDlg,IDC_ELOAD),SW_HIDE);
ShowWindow(GetDlgItem(g_hDlg,IDC_VIEWMATRIX),SW_SHOW);
char szTemp[1024];
sprintf(szTemp,
"%.2f %.2f %.2f\r\n"
"%.2f %.2f %.2f\r\n"
"%.2f %.2f %.2f\r\n"
"%.2f %.2f %.2f\r\n",
pcNew->psNode->mTransformation.a1,
pcNew->psNode->mTransformation.b1,
pcNew->psNode->mTransformation.c1,
pcNew->psNode->mTransformation.a2,
pcNew->psNode->mTransformation.b2,
pcNew->psNode->mTransformation.c2,
pcNew->psNode->mTransformation.a3,
pcNew->psNode->mTransformation.b3,
pcNew->psNode->mTransformation.c3,
pcNew->psNode->mTransformation.a4,
pcNew->psNode->mTransformation.b4,
pcNew->psNode->mTransformation.c4);
SetWindowText(GetDlgItem(g_hDlg,IDC_VIEWMATRIX),szTemp);
this->m_pcCurrentNode = pcNew;
this->SetViewMode(VIEWMODE_NODE);
@ -861,6 +926,11 @@ int CDisplay::OnSetupMaterialView(MaterialInfo* pcNew)
if (this->m_pcCurrentMaterial == pcNew)return 2;
if (VIEWMODE_NODE == this->m_iViewMode)
{
ShowNormalUIComponents();
}
this->m_pcCurrentMaterial = pcNew;
this->SetViewMode(VIEWMODE_MATERIAL);
@ -876,6 +946,12 @@ int CDisplay::OnSetupTextureView(TextureInfo* pcNew)
ai_assert(NULL != pcNew);
if (this->m_pcCurrentTexture == pcNew)return 2;
if (VIEWMODE_NODE == this->m_iViewMode)
{
ShowNormalUIComponents();
}
if ((AI_TEXTYPE_OPACITY | 0x40000000) == pcNew->iType)
{
// for opacity textures display a warn message

View File

@ -1329,6 +1329,10 @@ INT_PTR CALLBACK MessageProc(HWND hwndDlg,UINT uMsg,
b = (unsigned char)(CDisplay::Instance().GetFirstCheckerColor()->z * 255.0f);
szText = "B0";
}
else if (!g_pcAsset)
{
r = g = b = 150;szText = "-";
}
else
{
r = (unsigned char)((g_avLightColors[0] >> 16) & 0xFF);
@ -1358,6 +1362,10 @@ INT_PTR CALLBACK MessageProc(HWND hwndDlg,UINT uMsg,
b = (unsigned char)(CDisplay::Instance().GetSecondCheckerColor()->z * 255.0f);
szText = "B1";
}
else if (!g_pcAsset)
{
r = g = b = 150;szText = "-";
}
else
{
r = (unsigned char)((g_avLightColors[1] >> 16) & 0xFF);
@ -1383,6 +1391,10 @@ INT_PTR CALLBACK MessageProc(HWND hwndDlg,UINT uMsg,
r = g = b = 0;
szText = "-";
}
else if (!g_pcAsset)
{
r = g = b = 150;szText = "-";
}
else
{
r = (unsigned char)((g_avLightColors[2] >> 16) & 0xFF);

View File

@ -47,7 +47,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "GenVertexNormalsProcess.h"
#include "JoinVerticesProcess.h"
#include "CalcTangentsProcess.h"
#include "unused/MakeVerboseFormat.h"
#include "extra/MakeVerboseFormat.h"
namespace AssimpView {

Binary file not shown.

View File

@ -268,14 +268,6 @@ int DeleteAsset(void)
delete g_pcAsset;
g_pcAsset = NULL;
// clear all stats edit controls
SetDlgItemText(g_hDlg,IDC_EVERT,"0");
SetDlgItemText(g_hDlg,IDC_EFACE,"0");
SetDlgItemText(g_hDlg,IDC_EMAT,"0");
SetDlgItemText(g_hDlg,IDC_ENODE,"0");
SetDlgItemText(g_hDlg,IDC_ESHADER,"0");
SetDlgItemText(g_hDlg,IDC_ETEX,"0");
// reset the caption of the viewer window
SetWindowText(g_hDlg,AI_VIEW_CAPTION_BASE);
@ -284,6 +276,7 @@ int DeleteAsset(void)
CDisplay::Instance().ClearDisplayList();
CMaterialManager::Instance().Reset();
UpdateWindow(g_hDlg);
return 1;
}

View File

@ -67,16 +67,16 @@ BEGIN
CONTROL "Toggle Wireframe",IDC_TOGGLEWIRE,"Button",BS_AUTOCHECKBOX | WS_TABSTOP,473,183,73,10
CONTROL "Disable Materials",IDC_TOGGLEMAT,"Button",BS_AUTOCHECKBOX | WS_TABSTOP,473,193,69,10
LTEXT "Verts:",IDC_NUMVERTS,475,14,47,8
LTEXT "Faces:\t",IDC_NUMFACES,475,26,45,8
LTEXT "Faces:\t",IDC_NUMFACES,539,14,27,8
LTEXT "Mats:",IDC_NUMMATS,540,26,26,8
LTEXT "FPS:",IDC_FPS,540,51,21,8
CONTROL "Display Normals",IDC_TOGGLENORMALS,"Button",BS_AUTOCHECKBOX | WS_TABSTOP,473,203,66,10
CONTROL "Toggle AutoRotate",IDC_AUTOROTATE,"Button",BS_AUTOCHECKBOX | WS_TABSTOP,473,257,74,10
CONTROL 130,IDC_STATIC,"Static",SS_BITMAP,0,360,600,25
EDITTEXT IDC_EVERT,504,11,32,12,ES_AUTOHSCROLL | ES_READONLY
EDITTEXT IDC_EFACE,504,24,32,12,ES_AUTOHSCROLL | ES_READONLY
EDITTEXT IDC_EMAT,564,24,27,12,ES_AUTOHSCROLL | ES_READONLY
EDITTEXT IDC_EFPS,564,50,27,12,ES_AUTOHSCROLL | ES_READONLY
EDITTEXT IDC_EFACE,562,11,29,12,ES_AUTOHSCROLL | ES_READONLY
EDITTEXT IDC_EMAT,562,24,29,12,ES_AUTOHSCROLL | ES_READONLY
EDITTEXT IDC_EFPS,562,50,29,12,ES_AUTOHSCROLL | ES_READONLY
CONTROL "Rotate light sources",IDC_LIGHTROTATE,"Button",BS_AUTOCHECKBOX | WS_TABSTOP,473,276,74,10
CONTROL "2 directional lights",IDC_3LIGHTS,"Button",BS_AUTOCHECKBOX | WS_TABSTOP,473,213,73,10
LTEXT "Time:",IDC_LOADTIME,475,51,46,8
@ -113,16 +113,17 @@ BEGIN
CONTROL 149,IDC_STATIC,"Static",SS_BITMAP | SS_CENTERIMAGE,583,161,10,9
CONTROL 149,IDC_STATIC,"Static",SS_BITMAP | SS_CENTERIMAGE,584,245,10,9
CONTROL 149,IDC_STATIC,"Static",SS_BITMAP | SS_CENTERIMAGE,584,287,10,9
LTEXT "Nodes:",IDC_NUMNODES,540,13,24,8
EDITTEXT IDC_ENODEWND,564,11,27,12,ES_AUTOHSCROLL | ES_READONLY
LTEXT "Nodes:",IDC_NUMNODES,476,26,24,8
EDITTEXT IDC_ENODEWND,504,24,32,12,ES_AUTOHSCROLL | ES_READONLY
CONTROL "",IDC_TREE1,"SysTreeView32",TVS_HASBUTTONS | TVS_HASLINES | TVS_SHOWSELALWAYS | WS_BORDER | WS_TABSTOP,470,74,123,88
LTEXT "Mesh:",IDC_NUMMESHES,540,39,20,8
EDITTEXT IDC_EMESH,564,37,27,12,ES_AUTOHSCROLL | ES_READONLY
EDITTEXT IDC_EMESH,562,37,29,12,ES_AUTOHSCROLL | ES_READONLY
CONTROL "",IDC_STATIC,"Static",SS_ETCHEDVERT,567,170,1,75
CONTROL "Button1",IDC_LCOLOR1,"Button",BS_OWNERDRAW | WS_TABSTOP,570,174,21,17
CONTROL "Button1",IDC_LCOLOR2,"Button",BS_OWNERDRAW | WS_TABSTOP,570,194,21,17
CONTROL "Button1",IDC_LCOLOR3,"Button",BS_OWNERDRAW | WS_TABSTOP,570,214,21,17
PUSHBUTTON "R",IDC_LRESET,576,232,15,11,BS_BOTTOM
EDITTEXT IDC_VIEWMATRIX,475,24,61,38,ES_MULTILINE | ES_AUTOHSCROLL | ES_READONLY | NOT WS_VISIBLE
END
IDD_LOADDIALOG DIALOGEX 0, 0, 278, 99

View File

@ -97,6 +97,8 @@
#define IDC_LCOLOR3 1044
#define IDC_LRESET 1046
#define IDC_NUMMESHES 1047
#define IDC_VIEWMAT 1048
#define IDC_VIEWMATRIX 1048
#define ID_VIEWER_OPEN 32771
#define ID_VIEWER_CLOSETHIS 32772
#define ID_VIEWER_CLOSEASSET 32773
@ -158,7 +160,7 @@
#define _APS_NO_MFC 1
#define _APS_NEXT_RESOURCE_VALUE 158
#define _APS_NEXT_COMMAND_VALUE 32823
#define _APS_NEXT_CONTROL_VALUE 1048
#define _APS_NEXT_CONTROL_VALUE 1049
#define _APS_NEXT_SYMED_VALUE 110
#endif
#endif

View File

@ -588,6 +588,10 @@
RelativePath="..\..\code\MaterialSystem.h"
>
</File>
<File
RelativePath="..\..\code\PretransformVertices.h"
>
</File>
<File
RelativePath="..\..\code\SpatialSort.h"
>
@ -719,6 +723,10 @@
<Filter
Name="MDLLoader"
>
<File
RelativePath="..\..\code\HalfLifeFileData.h"
>
</File>
<File
RelativePath="..\..\code\MDLDefaultColorMap.h"
>
@ -804,7 +812,7 @@
Name="extra"
>
<File
RelativePath="..\..\code\unused\MakeVerboseFormat.h"
RelativePath="..\..\code\extra\MakeVerboseFormat.h"
>
</File>
</Filter>
@ -864,6 +872,10 @@
RelativePath="..\..\code\MaterialSystem.cpp"
>
</File>
<File
RelativePath="..\..\code\PretransformVertices.cpp"
>
</File>
<File
RelativePath="..\..\code\SpatialSort.cpp"
>
@ -1008,7 +1020,7 @@
Name="extra"
>
<File
RelativePath="..\..\code\unused\MakeVerboseFormat.cpp"
RelativePath="..\..\code\extra\MakeVerboseFormat.cpp"
>
</File>
</Filter>