next warnings.
parent
22118dff1d
commit
6e13381bdb
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@ -45,18 +45,18 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#ifndef AI_3DSFILEHELPER_H_INC
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#define AI_3DSFILEHELPER_H_INC
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#include <assimp/SpatialSort.h>
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#include <assimp/SmoothingGroups.h>
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#include <assimp/SpatialSort.h>
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#include <assimp/StringUtils.h>
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#include <assimp/qnan.h>
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#include <assimp/material.h>
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#include <assimp/anim.h>
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#include <assimp/camera.h>
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#include <assimp/light.h>
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#include <assimp/anim.h>
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#include <assimp/material.h>
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#include <assimp/qnan.h>
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#include <stdio.h> //sprintf
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namespace Assimp {
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namespace D3DS {
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namespace Assimp {
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namespace D3DS {
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#include <assimp/Compiler/pushpack1.h>
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@ -77,15 +77,13 @@ private:
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public:
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//! data structure for a single chunk in a .3ds file
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struct Chunk {
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uint16_t Flag;
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uint32_t Size;
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uint16_t Flag;
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uint32_t Size;
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} PACK_STRUCT;
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//! Used for shading field in material3ds structure
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//! From AutoDesk 3ds SDK
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typedef enum
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{
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typedef enum {
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// translated to gouraud shading with wireframe active
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Wire = 0x0,
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@ -109,59 +107,57 @@ public:
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} shadetype3ds;
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// Flags for animated keys
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enum
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{
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KEY_USE_TENS = 0x1,
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KEY_USE_CONT = 0x2,
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KEY_USE_BIAS = 0x4,
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KEY_USE_EASE_TO = 0x8,
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KEY_USE_EASE_FROM = 0x10
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} ;
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enum {
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KEY_USE_TENS = 0x1,
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KEY_USE_CONT = 0x2,
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KEY_USE_BIAS = 0x4,
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KEY_USE_EASE_TO = 0x8,
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KEY_USE_EASE_FROM = 0x10
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};
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enum
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{
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enum {
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// ********************************************************************
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// Basic chunks which can be found everywhere in the file
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CHUNK_VERSION = 0x0002,
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CHUNK_RGBF = 0x0010, // float4 R; float4 G; float4 B
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CHUNK_RGBB = 0x0011, // int1 R; int1 G; int B
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CHUNK_VERSION = 0x0002,
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CHUNK_RGBF = 0x0010, // float4 R; float4 G; float4 B
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CHUNK_RGBB = 0x0011, // int1 R; int1 G; int B
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// Linear color values (gamma = 2.2?)
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CHUNK_LINRGBF = 0x0013, // float4 R; float4 G; float4 B
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CHUNK_LINRGBB = 0x0012, // int1 R; int1 G; int B
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CHUNK_LINRGBF = 0x0013, // float4 R; float4 G; float4 B
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CHUNK_LINRGBB = 0x0012, // int1 R; int1 G; int B
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CHUNK_PERCENTW = 0x0030, // int2 percentage
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CHUNK_PERCENTF = 0x0031, // float4 percentage
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CHUNK_PERCENTD = 0x0032, // float8 percentage
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CHUNK_PERCENTW = 0x0030, // int2 percentage
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CHUNK_PERCENTF = 0x0031, // float4 percentage
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CHUNK_PERCENTD = 0x0032, // float8 percentage
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// ********************************************************************
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// Prj master chunk
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CHUNK_PRJ = 0xC23D,
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CHUNK_PRJ = 0xC23D,
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// MDLI master chunk
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CHUNK_MLI = 0x3DAA,
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CHUNK_MLI = 0x3DAA,
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// Primary main chunk of the .3ds file
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CHUNK_MAIN = 0x4D4D,
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CHUNK_MAIN = 0x4D4D,
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// Mesh main chunk
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CHUNK_OBJMESH = 0x3D3D,
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CHUNK_OBJMESH = 0x3D3D,
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// Specifies the background color of the .3ds file
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// This is passed through the material system for
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// viewing purposes.
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CHUNK_BKGCOLOR = 0x1200,
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CHUNK_BKGCOLOR = 0x1200,
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// Specifies the ambient base color of the scene.
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// This is added to all materials in the file
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CHUNK_AMBCOLOR = 0x2100,
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CHUNK_AMBCOLOR = 0x2100,
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// Specifies the background image for the whole scene
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// This value is passed through the material system
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// to the viewer
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CHUNK_BIT_MAP = 0x1100,
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CHUNK_BIT_MAP_EXISTS = 0x1101,
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CHUNK_BIT_MAP = 0x1100,
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CHUNK_BIT_MAP_EXISTS = 0x1101,
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// ********************************************************************
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// Viewport related stuff. Ignored
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@ -177,183 +173,204 @@ public:
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// ********************************************************************
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// Mesh chunks
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CHUNK_OBJBLOCK = 0x4000,
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CHUNK_TRIMESH = 0x4100,
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CHUNK_VERTLIST = 0x4110,
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CHUNK_OBJBLOCK = 0x4000,
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CHUNK_TRIMESH = 0x4100,
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CHUNK_VERTLIST = 0x4110,
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CHUNK_VERTFLAGS = 0x4111,
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CHUNK_FACELIST = 0x4120,
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CHUNK_FACEMAT = 0x4130,
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CHUNK_MAPLIST = 0x4140,
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CHUNK_SMOOLIST = 0x4150,
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CHUNK_TRMATRIX = 0x4160,
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CHUNK_FACELIST = 0x4120,
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CHUNK_FACEMAT = 0x4130,
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CHUNK_MAPLIST = 0x4140,
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CHUNK_SMOOLIST = 0x4150,
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CHUNK_TRMATRIX = 0x4160,
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CHUNK_MESHCOLOR = 0x4165,
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CHUNK_TXTINFO = 0x4170,
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CHUNK_LIGHT = 0x4600,
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CHUNK_CAMERA = 0x4700,
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CHUNK_TXTINFO = 0x4170,
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CHUNK_LIGHT = 0x4600,
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CHUNK_CAMERA = 0x4700,
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CHUNK_HIERARCHY = 0x4F00,
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// Specifies the global scaling factor. This is applied
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// to the root node's transformation matrix
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CHUNK_MASTER_SCALE = 0x0100,
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CHUNK_MASTER_SCALE = 0x0100,
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// ********************************************************************
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// Material chunks
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CHUNK_MAT_MATERIAL = 0xAFFF,
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CHUNK_MAT_MATERIAL = 0xAFFF,
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// asciiz containing the name of the material
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CHUNK_MAT_MATNAME = 0xA000,
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CHUNK_MAT_AMBIENT = 0xA010, // followed by color chunk
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CHUNK_MAT_DIFFUSE = 0xA020, // followed by color chunk
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CHUNK_MAT_SPECULAR = 0xA030, // followed by color chunk
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// asciiz containing the name of the material
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CHUNK_MAT_MATNAME = 0xA000,
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CHUNK_MAT_AMBIENT = 0xA010, // followed by color chunk
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CHUNK_MAT_DIFFUSE = 0xA020, // followed by color chunk
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CHUNK_MAT_SPECULAR = 0xA030, // followed by color chunk
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// Specifies the shininess of the material
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// followed by percentage chunk
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CHUNK_MAT_SHININESS = 0xA040,
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CHUNK_MAT_SHININESS_PERCENT = 0xA041 ,
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// Specifies the shininess of the material
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// followed by percentage chunk
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CHUNK_MAT_SHININESS = 0xA040,
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CHUNK_MAT_SHININESS_PERCENT = 0xA041,
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// Specifies the shading mode to be used
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// followed by a short
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CHUNK_MAT_SHADING = 0xA100,
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// Specifies the shading mode to be used
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// followed by a short
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CHUNK_MAT_SHADING = 0xA100,
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// NOTE: Emissive color (self illumination) seems not
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// to be a color but a single value, type is unknown.
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// Make the parser accept both of them.
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// followed by percentage chunk (?)
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CHUNK_MAT_SELF_ILLUM = 0xA080,
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// NOTE: Emissive color (self illumination) seems not
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// to be a color but a single value, type is unknown.
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// Make the parser accept both of them.
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// followed by percentage chunk (?)
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CHUNK_MAT_SELF_ILLUM = 0xA080,
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// Always followed by percentage chunk (?)
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CHUNK_MAT_SELF_ILPCT = 0xA084,
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// Always followed by percentage chunk (?)
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CHUNK_MAT_SELF_ILPCT = 0xA084,
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// Always followed by percentage chunk
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CHUNK_MAT_TRANSPARENCY = 0xA050,
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// Always followed by percentage chunk
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CHUNK_MAT_TRANSPARENCY = 0xA050,
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// Diffuse texture channel 0
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CHUNK_MAT_TEXTURE = 0xA200,
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// Diffuse texture channel 0
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CHUNK_MAT_TEXTURE = 0xA200,
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// Contains opacity information for each texel
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CHUNK_MAT_OPACMAP = 0xA210,
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// Contains opacity information for each texel
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CHUNK_MAT_OPACMAP = 0xA210,
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// Contains a reflection map to be used to reflect
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// the environment. This is partially supported.
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CHUNK_MAT_REFLMAP = 0xA220,
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// Contains a reflection map to be used to reflect
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// the environment. This is partially supported.
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CHUNK_MAT_REFLMAP = 0xA220,
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// Self Illumination map (emissive colors)
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CHUNK_MAT_SELFIMAP = 0xA33d,
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// Self Illumination map (emissive colors)
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CHUNK_MAT_SELFIMAP = 0xA33d,
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// Bumpmap. Not specified whether it is a heightmap
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// or a normal map. Assme it is a heightmap since
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// artist normally prefer this format.
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CHUNK_MAT_BUMPMAP = 0xA230,
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// Bumpmap. Not specified whether it is a heightmap
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// or a normal map. Assme it is a heightmap since
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// artist normally prefer this format.
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CHUNK_MAT_BUMPMAP = 0xA230,
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// Specular map. Seems to influence the specular color
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CHUNK_MAT_SPECMAP = 0xA204,
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// Specular map. Seems to influence the specular color
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CHUNK_MAT_SPECMAP = 0xA204,
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// Holds shininess data.
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CHUNK_MAT_MAT_SHINMAP = 0xA33C,
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// Holds shininess data.
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CHUNK_MAT_MAT_SHINMAP = 0xA33C,
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// Scaling in U/V direction.
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// (need to gen separate UV coordinate set
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// and do this by hand)
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CHUNK_MAT_MAP_USCALE = 0xA354,
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CHUNK_MAT_MAP_VSCALE = 0xA356,
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// Scaling in U/V direction.
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// (need to gen separate UV coordinate set
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// and do this by hand)
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CHUNK_MAT_MAP_USCALE = 0xA354,
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CHUNK_MAT_MAP_VSCALE = 0xA356,
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// Translation in U/V direction.
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// (need to gen separate UV coordinate set
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// and do this by hand)
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CHUNK_MAT_MAP_UOFFSET = 0xA358,
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CHUNK_MAT_MAP_VOFFSET = 0xA35a,
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// Translation in U/V direction.
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// (need to gen separate UV coordinate set
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// and do this by hand)
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CHUNK_MAT_MAP_UOFFSET = 0xA358,
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CHUNK_MAT_MAP_VOFFSET = 0xA35a,
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// UV-coordinates rotation around the z-axis
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// Assumed to be in radians.
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CHUNK_MAT_MAP_ANG = 0xA35C,
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// UV-coordinates rotation around the z-axis
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// Assumed to be in radians.
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CHUNK_MAT_MAP_ANG = 0xA35C,
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// Tiling flags for 3DS files
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CHUNK_MAT_MAP_TILING = 0xa351,
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// Tiling flags for 3DS files
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CHUNK_MAT_MAP_TILING = 0xa351,
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// Specifies the file name of a texture
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CHUNK_MAPFILE = 0xA300,
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// Specifies the file name of a texture
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CHUNK_MAPFILE = 0xA300,
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// Specifies whether a materail requires two-sided rendering
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CHUNK_MAT_TWO_SIDE = 0xA081,
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// Specifies whether a materail requires two-sided rendering
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CHUNK_MAT_TWO_SIDE = 0xA081,
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// ********************************************************************
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// Main keyframer chunk. Contains translation/rotation/scaling data
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CHUNK_KEYFRAMER = 0xB000,
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CHUNK_KEYFRAMER = 0xB000,
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// Supported sub chunks
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CHUNK_TRACKINFO = 0xB002,
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CHUNK_TRACKOBJNAME = 0xB010,
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CHUNK_TRACKDUMMYOBJNAME = 0xB011,
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CHUNK_TRACKPIVOT = 0xB013,
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CHUNK_TRACKPOS = 0xB020,
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CHUNK_TRACKROTATE = 0xB021,
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CHUNK_TRACKSCALE = 0xB022,
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CHUNK_TRACKINFO = 0xB002,
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CHUNK_TRACKOBJNAME = 0xB010,
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CHUNK_TRACKDUMMYOBJNAME = 0xB011,
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CHUNK_TRACKPIVOT = 0xB013,
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CHUNK_TRACKPOS = 0xB020,
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CHUNK_TRACKROTATE = 0xB021,
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CHUNK_TRACKSCALE = 0xB022,
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// ********************************************************************
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// Keyframes for various other stuff in the file
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// Partially ignored
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CHUNK_AMBIENTKEY = 0xB001,
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CHUNK_TRACKMORPH = 0xB026,
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CHUNK_TRACKHIDE = 0xB029,
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CHUNK_OBJNUMBER = 0xB030,
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CHUNK_TRACKCAMERA = 0xB003,
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CHUNK_TRACKFOV = 0xB023,
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CHUNK_TRACKROLL = 0xB024,
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CHUNK_TRACKCAMTGT = 0xB004,
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CHUNK_TRACKLIGHT = 0xB005,
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CHUNK_TRACKLIGTGT = 0xB006,
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CHUNK_TRACKSPOTL = 0xB007,
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CHUNK_FRAMES = 0xB008,
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CHUNK_AMBIENTKEY = 0xB001,
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CHUNK_TRACKMORPH = 0xB026,
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CHUNK_TRACKHIDE = 0xB029,
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CHUNK_OBJNUMBER = 0xB030,
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CHUNK_TRACKCAMERA = 0xB003,
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CHUNK_TRACKFOV = 0xB023,
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CHUNK_TRACKROLL = 0xB024,
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CHUNK_TRACKCAMTGT = 0xB004,
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CHUNK_TRACKLIGHT = 0xB005,
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CHUNK_TRACKLIGTGT = 0xB006,
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CHUNK_TRACKSPOTL = 0xB007,
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CHUNK_FRAMES = 0xB008,
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// ********************************************************************
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// light sub-chunks
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CHUNK_DL_OFF = 0x4620,
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CHUNK_DL_OUTER_RANGE = 0x465A,
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CHUNK_DL_INNER_RANGE = 0x4659,
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CHUNK_DL_MULTIPLIER = 0x465B,
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CHUNK_DL_EXCLUDE = 0x4654,
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CHUNK_DL_ATTENUATE = 0x4625,
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CHUNK_DL_SPOTLIGHT = 0x4610,
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CHUNK_DL_OFF = 0x4620,
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CHUNK_DL_OUTER_RANGE = 0x465A,
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CHUNK_DL_INNER_RANGE = 0x4659,
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CHUNK_DL_MULTIPLIER = 0x465B,
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CHUNK_DL_EXCLUDE = 0x4654,
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CHUNK_DL_ATTENUATE = 0x4625,
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CHUNK_DL_SPOTLIGHT = 0x4610,
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// camera sub-chunks
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CHUNK_CAM_RANGES = 0x4720
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CHUNK_CAM_RANGES = 0x4720
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};
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};
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// ---------------------------------------------------------------------------
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/** Helper structure representing a 3ds mesh face */
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struct Face : public FaceWithSmoothingGroup
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{
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struct Face : public FaceWithSmoothingGroup {
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};
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#pragma warning(disable : 4315 )
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// ---------------------------------------------------------------------------
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/** Helper structure representing a texture */
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struct Texture {
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//! Default constructor
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Texture() AI_NO_EXCEPT
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: mOffsetU (0.0)
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, mOffsetV (0.0)
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, mScaleU (1.0)
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, mScaleV (1.0)
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, mRotation (0.0)
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, mMapMode (aiTextureMapMode_Wrap)
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, bPrivate()
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, iUVSrc (0) {
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: mTextureBlend(0.0f),
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mMapName(),
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mOffsetU(0.0),
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mOffsetV(0.0),
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mScaleU(1.0),
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mScaleV(1.0),
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mRotation(0.0),
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mMapMode(aiTextureMapMode_Wrap),
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bPrivate(),
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iUVSrc(0) {
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mTextureBlend = get_qnan();
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}
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Texture(Texture &&other) AI_NO_EXCEPT :
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mTextureBlend(std::move(other.mTextureBlend)),
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mMapName(std::move(mMapName)),
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mOffsetU(std::move(mOffsetU)),
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mOffsetV(std::move(mOffsetV)),
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mScaleU(std::move(mScaleU)),
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mScaleV(std::move(mScaleV)),
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mRotation(std::move(mRotation)),
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mMapMode(std::move(mMapMode)),
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bPrivate(std::move(bPrivate)),
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iUVSrc(std::move(iUVSrc)) {
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Texture(Texture &&other) AI_NO_EXCEPT : mTextureBlend(std::move(other.mTextureBlend)),
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mMapName(std::move(mMapName)),
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mOffsetU(std::move(mOffsetU)),
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mOffsetV(std::move(mOffsetV)),
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mScaleU(std::move(mScaleU)),
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mScaleV(std::move(mScaleV)),
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mRotation(std::move(mRotation)),
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mMapMode(std::move(mMapMode)),
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bPrivate(std::move(bPrivate)),
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iUVSrc(std::move(iUVSrc)) {
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// empty
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}
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Texture &operator=(Texture &&other) AI_NO_EXCEPT {
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if (this == &other) {
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return *this;
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}
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mTextureBlend = std::move(other.mTextureBlend);
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mMapName = std::move(other.mMapName);
|
||||
mOffsetU = std::move(other.mOffsetU);
|
||||
mOffsetV = std::move(other.mOffsetV);
|
||||
mScaleU = std::move(other.mScaleU);
|
||||
mScaleV = std::move(other.mScaleV);
|
||||
mRotation = std::move(other.mRotation);
|
||||
mMapMode = std::move(other.mMapMode);
|
||||
bPrivate = std::move(other.bPrivate);
|
||||
iUVSrc = std::move(other.iUVSrc);
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
//! Specifies the blend factor for the texture
|
||||
|
@ -381,55 +398,48 @@ struct Texture {
|
|||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** Helper structure representing a 3ds material */
|
||||
struct Material
|
||||
{
|
||||
struct Material {
|
||||
//! Default constructor has been deleted
|
||||
Material() = delete;
|
||||
|
||||
|
||||
//! Constructor with explicit name
|
||||
explicit Material(const std::string &name)
|
||||
: mName(name)
|
||||
, mDiffuse ( ai_real( 0.6 ), ai_real( 0.6 ), ai_real( 0.6 ) ) // FIX ... we won't want object to be black
|
||||
, mSpecularExponent ( ai_real( 0.0 ) )
|
||||
, mShininessStrength ( ai_real( 1.0 ) )
|
||||
, mShading(Discreet3DS::Gouraud)
|
||||
, mTransparency ( ai_real( 1.0 ) )
|
||||
, mBumpHeight ( ai_real( 1.0 ) )
|
||||
, mTwoSided (false)
|
||||
{
|
||||
explicit Material(const std::string &name) :
|
||||
mName(name), mDiffuse(ai_real(0.6), ai_real(0.6), ai_real(0.6)) // FIX ... we won't want object to be black
|
||||
,
|
||||
mSpecularExponent(ai_real(0.0)),
|
||||
mShininessStrength(ai_real(1.0)),
|
||||
mShading(Discreet3DS::Gouraud),
|
||||
mTransparency(ai_real(1.0)),
|
||||
mBumpHeight(ai_real(1.0)),
|
||||
mTwoSided(false) {
|
||||
}
|
||||
|
||||
|
||||
Material(const Material &other) = default;
|
||||
Material(const Material &other) = default;
|
||||
Material &operator=(const Material &other) = default;
|
||||
|
||||
|
||||
//! Move constructor. This is explicitly written because MSVC doesn't support defaulting it
|
||||
Material(Material &&other) AI_NO_EXCEPT
|
||||
: mName(std::move(other.mName))
|
||||
, mDiffuse(std::move(other.mDiffuse))
|
||||
, mSpecularExponent(std::move(other.mSpecularExponent))
|
||||
, mShininessStrength(std::move(other.mShininessStrength))
|
||||
, mSpecular(std::move(other.mSpecular))
|
||||
, mAmbient(std::move(other.mAmbient))
|
||||
, mShading(std::move(other.mShading))
|
||||
, mTransparency(std::move(other.mTransparency))
|
||||
, sTexDiffuse(std::move(other.sTexDiffuse))
|
||||
, sTexOpacity(std::move(other.sTexOpacity))
|
||||
, sTexSpecular(std::move(other.sTexSpecular))
|
||||
, sTexReflective(std::move(other.sTexReflective))
|
||||
, sTexBump(std::move(other.sTexBump))
|
||||
, sTexEmissive(std::move(other.sTexEmissive))
|
||||
, sTexShininess(std::move(other.sTexShininess))
|
||||
, mBumpHeight(std::move(other.mBumpHeight))
|
||||
, mEmissive(std::move(other.mEmissive))
|
||||
, sTexAmbient(std::move(other.sTexAmbient))
|
||||
, mTwoSided(std::move(other.mTwoSided))
|
||||
{
|
||||
: mName(std::move(other.mName)),
|
||||
mDiffuse(std::move(other.mDiffuse)),
|
||||
mSpecularExponent(std::move(other.mSpecularExponent)),
|
||||
mShininessStrength(std::move(other.mShininessStrength)),
|
||||
mSpecular(std::move(other.mSpecular)),
|
||||
mAmbient(std::move(other.mAmbient)),
|
||||
mShading(std::move(other.mShading)),
|
||||
mTransparency(std::move(other.mTransparency)),
|
||||
sTexDiffuse(std::move(other.sTexDiffuse)),
|
||||
sTexOpacity(std::move(other.sTexOpacity)),
|
||||
sTexSpecular(std::move(other.sTexSpecular)),
|
||||
sTexReflective(std::move(other.sTexReflective)),
|
||||
sTexBump(std::move(other.sTexBump)),
|
||||
sTexEmissive(std::move(other.sTexEmissive)),
|
||||
sTexShininess(std::move(other.sTexShininess)),
|
||||
mBumpHeight(std::move(other.mBumpHeight)),
|
||||
mEmissive(std::move(other.mEmissive)),
|
||||
sTexAmbient(std::move(other.sTexAmbient)),
|
||||
mTwoSided(std::move(other.mTwoSided)) {
|
||||
}
|
||||
|
||||
|
||||
Material &operator=(Material &&other) AI_NO_EXCEPT {
|
||||
if (this == &other) {
|
||||
return *this;
|
||||
|
@ -458,10 +468,8 @@ struct Material
|
|||
return *this;
|
||||
}
|
||||
|
||||
|
||||
virtual ~Material() {}
|
||||
|
||||
|
||||
//! Name of the material
|
||||
std::string mName;
|
||||
//! Diffuse color of the material
|
||||
|
@ -505,18 +513,15 @@ struct Material
|
|||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** Helper structure to represent a 3ds file mesh */
|
||||
struct Mesh : public MeshWithSmoothingGroups<D3DS::Face>
|
||||
{
|
||||
struct Mesh : public MeshWithSmoothingGroups<D3DS::Face> {
|
||||
//! Default constructor has been deleted
|
||||
Mesh() = delete;
|
||||
|
||||
//! Constructor with explicit name
|
||||
explicit Mesh(const std::string &name)
|
||||
: mName(name)
|
||||
{
|
||||
explicit Mesh(const std::string &name) :
|
||||
mName(name) {
|
||||
}
|
||||
|
||||
|
||||
//! Name of the mesh
|
||||
std::string mName;
|
||||
|
||||
|
@ -533,62 +538,48 @@ struct Mesh : public MeshWithSmoothingGroups<D3DS::Face>
|
|||
// ---------------------------------------------------------------------------
|
||||
/** Float key - quite similar to aiVectorKey and aiQuatKey. Both are in the
|
||||
C-API, so it would be difficult to make them a template. */
|
||||
struct aiFloatKey
|
||||
{
|
||||
double mTime; ///< The time of this key
|
||||
ai_real mValue; ///< The value of this key
|
||||
struct aiFloatKey {
|
||||
double mTime; ///< The time of this key
|
||||
ai_real mValue; ///< The value of this key
|
||||
|
||||
#ifdef __cplusplus
|
||||
|
||||
// time is not compared
|
||||
bool operator == (const aiFloatKey& o) const
|
||||
{return o.mValue == this->mValue;}
|
||||
bool operator==(const aiFloatKey &o) const { return o.mValue == this->mValue; }
|
||||
|
||||
bool operator != (const aiFloatKey& o) const
|
||||
{return o.mValue != this->mValue;}
|
||||
bool operator!=(const aiFloatKey &o) const { return o.mValue != this->mValue; }
|
||||
|
||||
// Only time is compared. This operator is defined
|
||||
// for use with std::sort
|
||||
bool operator < (const aiFloatKey& o) const
|
||||
{return mTime < o.mTime;}
|
||||
bool operator<(const aiFloatKey &o) const { return mTime < o.mTime; }
|
||||
|
||||
bool operator > (const aiFloatKey& o) const
|
||||
{return mTime > o.mTime;}
|
||||
bool operator>(const aiFloatKey &o) const { return mTime > o.mTime; }
|
||||
|
||||
#endif
|
||||
};
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** Helper structure to represent a 3ds file node */
|
||||
struct Node
|
||||
{
|
||||
struct Node {
|
||||
Node() = delete;
|
||||
|
||||
explicit Node(const std::string &name)
|
||||
: mParent(NULL)
|
||||
, mName(name)
|
||||
, mInstanceNumber(0)
|
||||
, mHierarchyPos (0)
|
||||
, mHierarchyIndex (0)
|
||||
, mInstanceCount (1)
|
||||
{
|
||||
aRotationKeys.reserve (20);
|
||||
aPositionKeys.reserve (20);
|
||||
aScalingKeys.reserve (20);
|
||||
explicit Node(const std::string &name) :
|
||||
mParent(NULL), mName(name), mInstanceNumber(0), mHierarchyPos(0), mHierarchyIndex(0), mInstanceCount(1) {
|
||||
aRotationKeys.reserve(20);
|
||||
aPositionKeys.reserve(20);
|
||||
aScalingKeys.reserve(20);
|
||||
}
|
||||
|
||||
|
||||
~Node()
|
||||
{
|
||||
for (unsigned int i = 0; i < mChildren.size();++i)
|
||||
~Node() {
|
||||
for (unsigned int i = 0; i < mChildren.size(); ++i)
|
||||
delete mChildren[i];
|
||||
}
|
||||
|
||||
//! Pointer to the parent node
|
||||
Node* mParent;
|
||||
Node *mParent;
|
||||
|
||||
//! Holds all child nodes
|
||||
std::vector<Node*> mChildren;
|
||||
std::vector<Node *> mChildren;
|
||||
|
||||
//! Name of the node
|
||||
std::string mName;
|
||||
|
@ -614,13 +605,12 @@ struct Node
|
|||
//! Scaling keys loaded from the file
|
||||
std::vector<aiVectorKey> aScalingKeys;
|
||||
|
||||
|
||||
// For target lights (spot lights and directional lights):
|
||||
// The position of the target
|
||||
std::vector< aiVectorKey > aTargetPositionKeys;
|
||||
std::vector<aiVectorKey> aTargetPositionKeys;
|
||||
|
||||
// For cameras: the camera roll angle
|
||||
std::vector< aiFloatKey > aCameraRollKeys;
|
||||
std::vector<aiFloatKey> aCameraRollKeys;
|
||||
|
||||
//! Pivot position loaded from the file
|
||||
aiVector3D vPivot;
|
||||
|
@ -630,8 +620,7 @@ struct Node
|
|||
|
||||
//! Add a child node, setup the right parent node for it
|
||||
//! \param pc Node to be 'adopted'
|
||||
inline Node& push_back(Node* pc)
|
||||
{
|
||||
inline Node &push_back(Node *pc) {
|
||||
mChildren.push_back(pc);
|
||||
pc->mParent = this;
|
||||
return *this;
|
||||
|
@ -639,8 +628,7 @@ struct Node
|
|||
};
|
||||
// ---------------------------------------------------------------------------
|
||||
/** Helper structure analogue to aiScene */
|
||||
struct Scene
|
||||
{
|
||||
struct Scene {
|
||||
//! List of all materials loaded
|
||||
//! NOTE: 3ds references materials globally
|
||||
std::vector<Material> mMaterials;
|
||||
|
@ -649,17 +637,16 @@ struct Scene
|
|||
std::vector<Mesh> mMeshes;
|
||||
|
||||
//! List of all cameras loaded
|
||||
std::vector<aiCamera*> mCameras;
|
||||
std::vector<aiCamera *> mCameras;
|
||||
|
||||
//! List of all lights loaded
|
||||
std::vector<aiLight*> mLights;
|
||||
std::vector<aiLight *> mLights;
|
||||
|
||||
//! Pointer to the root node of the scene
|
||||
// --- moved to main class
|
||||
// Node* pcRootNode;
|
||||
};
|
||||
|
||||
|
||||
} // end of namespace D3DS
|
||||
} // end of namespace Assimp
|
||||
|
||||
|
|
|
@ -158,13 +158,13 @@ void Discreet3DSImporter::SetupProperties(const Importer* /*pImp*/)
|
|||
void Discreet3DSImporter::InternReadFile( const std::string& pFile,
|
||||
aiScene* pScene, IOSystem* pIOHandler)
|
||||
{
|
||||
StreamReaderLE stream(pIOHandler->Open(pFile,"rb"));
|
||||
StreamReaderLE theStream(pIOHandler->Open(pFile,"rb"));
|
||||
|
||||
// We should have at least one chunk
|
||||
if (stream.GetRemainingSize() < 16) {
|
||||
if (theStream.GetRemainingSize() < 16) {
|
||||
throw DeadlyImportError("3DS file is either empty or corrupt: " + pFile);
|
||||
}
|
||||
this->stream = &stream;
|
||||
this->stream = &theStream;
|
||||
|
||||
// Allocate our temporary 3DS representation
|
||||
D3DS::Scene _scene;
|
||||
|
@ -599,16 +599,19 @@ void Discreet3DSImporter::InverseNodeSearch(D3DS::Node* pcNode,D3DS::Node* pcCur
|
|||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Find a node with a specific name in the import hierarchy
|
||||
D3DS::Node* FindNode(D3DS::Node* root, const std::string& name)
|
||||
{
|
||||
if (root->mName == name)
|
||||
D3DS::Node* FindNode(D3DS::Node* root, const std::string& name) {
|
||||
if (root->mName == name) {
|
||||
return root;
|
||||
for (std::vector<D3DS::Node*>::iterator it = root->mChildren.begin();it != root->mChildren.end(); ++it) {
|
||||
D3DS::Node* nd;
|
||||
if (( nd = FindNode(*it,name)))
|
||||
return nd;
|
||||
}
|
||||
return NULL;
|
||||
|
||||
for (std::vector<D3DS::Node*>::iterator it = root->mChildren.begin();it != root->mChildren.end(); ++it) {
|
||||
D3DS::Node *nd = FindNode(*it, name);
|
||||
if (nullptr != nd) {
|
||||
return nd;
|
||||
}
|
||||
}
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
|
|
File diff suppressed because it is too large
Load Diff
|
@ -268,7 +268,7 @@ private:
|
|||
std::vector<aiLight*>* mLights;
|
||||
|
||||
// name counters
|
||||
unsigned int lights, groups, polys, worlds;
|
||||
unsigned int mLightsCounter, mGroupsCounter, mPolysCounter, mWorldsCounter;
|
||||
};
|
||||
|
||||
} // end of namespace Assimp
|
||||
|
|
|
@ -465,7 +465,7 @@ std::list<unsigned int> mesh_idx;
|
|||
{
|
||||
auto VertexIndex_GetMinimal = [](const std::list<SComplexFace>& pFaceList, const size_t* pBiggerThan) -> size_t
|
||||
{
|
||||
size_t rv;
|
||||
size_t rv=0;
|
||||
|
||||
if(pBiggerThan != nullptr)
|
||||
{
|
||||
|
|
|
@ -118,11 +118,11 @@ void HMPImporter::InternReadFile( const std::string& pFile,
|
|||
aiScene* _pScene, IOSystem* _pIOHandler)
|
||||
{
|
||||
pScene = _pScene;
|
||||
pIOHandler = _pIOHandler;
|
||||
std::unique_ptr<IOStream> file( pIOHandler->Open( pFile));
|
||||
mIOHandler = _pIOHandler;
|
||||
std::unique_ptr<IOStream> file(mIOHandler->Open(pFile));
|
||||
|
||||
// Check whether we can read from the file
|
||||
if( file.get() == NULL)
|
||||
if( file.get() == nullptr)
|
||||
throw DeadlyImportError( "Failed to open HMP file " + pFile + ".");
|
||||
|
||||
// Check whether the HMP file is large enough to contain
|
||||
|
|
|
@ -185,9 +185,11 @@ void AnimResolver::UpdateAnimRangeSetup()
|
|||
for (unsigned int i = 0; i < num; ++i) {
|
||||
m = n+old_size*(i+1);
|
||||
std::copy(n,n+old_size,m);
|
||||
|
||||
if ((*it).pre == LWO::PrePostBehaviour_Oscillate && (reverse = !reverse))
|
||||
const bool res = ((*it).pre == LWO::PrePostBehaviour_Oscillate);
|
||||
reverse = !reverse;
|
||||
if (res && reverse ) {
|
||||
std::reverse(m,m+old_size-1);
|
||||
}
|
||||
}
|
||||
|
||||
// update time values
|
||||
|
@ -533,7 +535,7 @@ void AnimResolver::GetKeys(std::vector<aiVectorKey>& out,
|
|||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Extract animation channel
|
||||
void AnimResolver::ExtractAnimChannel(aiNodeAnim** out, unsigned int flags /*= 0*/)
|
||||
void AnimResolver::ExtractAnimChannel(aiNodeAnim** out, unsigned int /*= 0*/)
|
||||
{
|
||||
*out = NULL;
|
||||
|
||||
|
|
File diff suppressed because it is too large
Load Diff
|
@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
|
|||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
|
@ -58,7 +57,6 @@ struct aiTexture;
|
|||
|
||||
namespace Assimp {
|
||||
|
||||
|
||||
using namespace MDL;
|
||||
|
||||
// --------------------------------------------------------------------------------------
|
||||
|
@ -436,7 +434,7 @@ protected:
|
|||
unsigned int iGSFileVersion;
|
||||
|
||||
/** Output I/O handler. used to load external lmp files */
|
||||
IOSystem* pIOHandler;
|
||||
IOSystem* mIOHandler;
|
||||
|
||||
/** Output scene to be filled */
|
||||
aiScene* pScene;
|
||||
|
|
|
@ -561,7 +561,8 @@ uint32_t Assimp::ComputeMaterialHash(const aiMaterial* mat, bool includeMatName
|
|||
|
||||
// Exclude all properties whose first character is '?' from the hash
|
||||
// See doc for aiMaterialProperty.
|
||||
if ((prop = mat->mProperties[i]) && (includeMatName || prop->mKey.data[0] != '?')) {
|
||||
prop = mat->mProperties[ i ];
|
||||
if ( nullptr != prop && (includeMatName || prop->mKey.data[0] != '?')) {
|
||||
|
||||
hash = SuperFastHash(prop->mKey.data,(unsigned int)prop->mKey.length,hash);
|
||||
hash = SuperFastHash(prop->mData,prop->mDataLength,hash);
|
||||
|
|
|
@ -575,8 +575,9 @@ void SplitLargeMeshesProcess_Vertex::SplitMesh(
|
|||
for (unsigned int k = 0; k < pMesh->mNumBones;++k) {
|
||||
// check whether the bone is existing
|
||||
BoneWeightList* pcWeightList;
|
||||
if ((pcWeightList = (BoneWeightList*)pcMesh->mBones[k])) {
|
||||
aiBone* pcOldBone = pMesh->mBones[k];
|
||||
pcWeightList = (BoneWeightList *)pcMesh->mBones[k];
|
||||
if (nullptr != pcWeightList) {
|
||||
aiBone *pcOldBone = pMesh->mBones[k];
|
||||
aiBone* pcOut( nullptr );
|
||||
*ppCurrent++ = pcOut = new aiBone();
|
||||
pcOut->mName = aiString(pcOldBone->mName);
|
||||
|
|
|
@ -125,7 +125,8 @@ void TextureTransformStep::PreProcessUVTransform(STransformVecInfo& info)
|
|||
* type (e.g. if mirroring is active there IS a difference between
|
||||
* offset 2 and 3)
|
||||
*/
|
||||
if ((rounded = (int)info.mTranslation.x)) {
|
||||
rounded = (int)info.mTranslation.x;
|
||||
if (rounded) {
|
||||
float out = 0.0f;
|
||||
szTemp[0] = 0;
|
||||
if (aiTextureMapMode_Wrap == info.mapU) {
|
||||
|
@ -158,7 +159,8 @@ void TextureTransformStep::PreProcessUVTransform(STransformVecInfo& info)
|
|||
* type (e.g. if mirroring is active there IS a difference between
|
||||
* offset 2 and 3)
|
||||
*/
|
||||
if ((rounded = (int)info.mTranslation.y)) {
|
||||
rounded = (int)info.mTranslation.y;
|
||||
if (rounded) {
|
||||
float out = 0.0f;
|
||||
szTemp[0] = 0;
|
||||
if (aiTextureMapMode_Wrap == info.mapV) {
|
||||
|
|
Loading…
Reference in New Issue