next warnings.

pull/3012/head
Kim Kulling 2020-02-18 14:41:19 +01:00
parent 22118dff1d
commit 6e13381bdb
12 changed files with 1110 additions and 1282 deletions

View File

@ -45,14 +45,14 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef AI_3DSFILEHELPER_H_INC #ifndef AI_3DSFILEHELPER_H_INC
#define AI_3DSFILEHELPER_H_INC #define AI_3DSFILEHELPER_H_INC
#include <assimp/SpatialSort.h>
#include <assimp/SmoothingGroups.h> #include <assimp/SmoothingGroups.h>
#include <assimp/SpatialSort.h>
#include <assimp/StringUtils.h> #include <assimp/StringUtils.h>
#include <assimp/qnan.h> #include <assimp/anim.h>
#include <assimp/material.h>
#include <assimp/camera.h> #include <assimp/camera.h>
#include <assimp/light.h> #include <assimp/light.h>
#include <assimp/anim.h> #include <assimp/material.h>
#include <assimp/qnan.h>
#include <stdio.h> //sprintf #include <stdio.h> //sprintf
namespace Assimp { namespace Assimp {
@ -81,11 +81,9 @@ public:
uint32_t Size; uint32_t Size;
} PACK_STRUCT; } PACK_STRUCT;
//! Used for shading field in material3ds structure //! Used for shading field in material3ds structure
//! From AutoDesk 3ds SDK //! From AutoDesk 3ds SDK
typedef enum typedef enum {
{
// translated to gouraud shading with wireframe active // translated to gouraud shading with wireframe active
Wire = 0x0, Wire = 0x0,
@ -109,8 +107,7 @@ public:
} shadetype3ds; } shadetype3ds;
// Flags for animated keys // Flags for animated keys
enum enum {
{
KEY_USE_TENS = 0x1, KEY_USE_TENS = 0x1,
KEY_USE_CONT = 0x2, KEY_USE_CONT = 0x2,
KEY_USE_BIAS = 0x4, KEY_USE_BIAS = 0x4,
@ -118,8 +115,7 @@ public:
KEY_USE_EASE_FROM = 0x10 KEY_USE_EASE_FROM = 0x10
}; };
enum enum {
{
// ******************************************************************** // ********************************************************************
// Basic chunks which can be found everywhere in the file // Basic chunks which can be found everywhere in the file
@ -322,28 +318,30 @@ public:
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
/** Helper structure representing a 3ds mesh face */ /** Helper structure representing a 3ds mesh face */
struct Face : public FaceWithSmoothingGroup struct Face : public FaceWithSmoothingGroup {
{
}; };
#pragma warning(disable : 4315 )
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
/** Helper structure representing a texture */ /** Helper structure representing a texture */
struct Texture { struct Texture {
//! Default constructor //! Default constructor
Texture() AI_NO_EXCEPT Texture() AI_NO_EXCEPT
: mOffsetU (0.0) : mTextureBlend(0.0f),
, mOffsetV (0.0) mMapName(),
, mScaleU (1.0) mOffsetU(0.0),
, mScaleV (1.0) mOffsetV(0.0),
, mRotation (0.0) mScaleU(1.0),
, mMapMode (aiTextureMapMode_Wrap) mScaleV(1.0),
, bPrivate() mRotation(0.0),
, iUVSrc (0) { mMapMode(aiTextureMapMode_Wrap),
bPrivate(),
iUVSrc(0) {
mTextureBlend = get_qnan(); mTextureBlend = get_qnan();
} }
Texture(Texture &&other) AI_NO_EXCEPT : Texture(Texture &&other) AI_NO_EXCEPT : mTextureBlend(std::move(other.mTextureBlend)),
mTextureBlend(std::move(other.mTextureBlend)),
mMapName(std::move(mMapName)), mMapName(std::move(mMapName)),
mOffsetU(std::move(mOffsetU)), mOffsetU(std::move(mOffsetU)),
mOffsetV(std::move(mOffsetV)), mOffsetV(std::move(mOffsetV)),
@ -353,7 +351,26 @@ struct Texture {
mMapMode(std::move(mMapMode)), mMapMode(std::move(mMapMode)),
bPrivate(std::move(bPrivate)), bPrivate(std::move(bPrivate)),
iUVSrc(std::move(iUVSrc)) { iUVSrc(std::move(iUVSrc)) {
// empty
}
Texture &operator=(Texture &&other) AI_NO_EXCEPT {
if (this == &other) {
return *this;
}
mTextureBlend = std::move(other.mTextureBlend);
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 //! Specifies the blend factor for the texture
@ -381,55 +398,48 @@ struct Texture {
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
/** Helper structure representing a 3ds material */ /** Helper structure representing a 3ds material */
struct Material struct Material {
{
//! Default constructor has been deleted //! Default constructor has been deleted
Material() = delete; Material() = delete;
//! Constructor with explicit name //! Constructor with explicit name
explicit Material(const std::string &name) explicit Material(const std::string &name) :
: mName(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
, 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 ) ) mSpecularExponent(ai_real(0.0)),
, mShininessStrength ( ai_real( 1.0 ) ) mShininessStrength(ai_real(1.0)),
, mShading(Discreet3DS::Gouraud) mShading(Discreet3DS::Gouraud),
, mTransparency ( ai_real( 1.0 ) ) mTransparency(ai_real(1.0)),
, mBumpHeight ( ai_real( 1.0 ) ) mBumpHeight(ai_real(1.0)),
, mTwoSided (false) mTwoSided(false) {
{
} }
Material(const Material &other) = default; Material(const Material &other) = default;
Material &operator=(const Material &other) = default; Material &operator=(const Material &other) = default;
//! Move constructor. This is explicitly written because MSVC doesn't support defaulting it //! Move constructor. This is explicitly written because MSVC doesn't support defaulting it
Material(Material &&other) AI_NO_EXCEPT Material(Material &&other) AI_NO_EXCEPT
: mName(std::move(other.mName)) : mName(std::move(other.mName)),
, mDiffuse(std::move(other.mDiffuse)) mDiffuse(std::move(other.mDiffuse)),
, mSpecularExponent(std::move(other.mSpecularExponent)) mSpecularExponent(std::move(other.mSpecularExponent)),
, mShininessStrength(std::move(other.mShininessStrength)) mShininessStrength(std::move(other.mShininessStrength)),
, mSpecular(std::move(other.mSpecular)) mSpecular(std::move(other.mSpecular)),
, mAmbient(std::move(other.mAmbient)) mAmbient(std::move(other.mAmbient)),
, mShading(std::move(other.mShading)) mShading(std::move(other.mShading)),
, mTransparency(std::move(other.mTransparency)) mTransparency(std::move(other.mTransparency)),
, sTexDiffuse(std::move(other.sTexDiffuse)) sTexDiffuse(std::move(other.sTexDiffuse)),
, sTexOpacity(std::move(other.sTexOpacity)) sTexOpacity(std::move(other.sTexOpacity)),
, sTexSpecular(std::move(other.sTexSpecular)) sTexSpecular(std::move(other.sTexSpecular)),
, sTexReflective(std::move(other.sTexReflective)) sTexReflective(std::move(other.sTexReflective)),
, sTexBump(std::move(other.sTexBump)) sTexBump(std::move(other.sTexBump)),
, sTexEmissive(std::move(other.sTexEmissive)) sTexEmissive(std::move(other.sTexEmissive)),
, sTexShininess(std::move(other.sTexShininess)) sTexShininess(std::move(other.sTexShininess)),
, mBumpHeight(std::move(other.mBumpHeight)) mBumpHeight(std::move(other.mBumpHeight)),
, mEmissive(std::move(other.mEmissive)) mEmissive(std::move(other.mEmissive)),
, sTexAmbient(std::move(other.sTexAmbient)) sTexAmbient(std::move(other.sTexAmbient)),
, mTwoSided(std::move(other.mTwoSided)) mTwoSided(std::move(other.mTwoSided)) {
{
} }
Material &operator=(Material &&other) AI_NO_EXCEPT { Material &operator=(Material &&other) AI_NO_EXCEPT {
if (this == &other) { if (this == &other) {
return *this; return *this;
@ -458,10 +468,8 @@ struct Material
return *this; return *this;
} }
virtual ~Material() {} virtual ~Material() {}
//! Name of the material //! Name of the material
std::string mName; std::string mName;
//! Diffuse color of the material //! Diffuse color of the material
@ -505,18 +513,15 @@ struct Material
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
/** Helper structure to represent a 3ds file mesh */ /** 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 //! Default constructor has been deleted
Mesh() = delete; Mesh() = delete;
//! Constructor with explicit name //! Constructor with explicit name
explicit Mesh(const std::string &name) explicit Mesh(const std::string &name) :
: mName(name) mName(name) {
{
} }
//! Name of the mesh //! Name of the mesh
std::string mName; std::string mName;
@ -533,53 +538,39 @@ struct Mesh : public MeshWithSmoothingGroups<D3DS::Face>
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
/** Float key - quite similar to aiVectorKey and aiQuatKey. Both are in the /** Float key - quite similar to aiVectorKey and aiQuatKey. Both are in the
C-API, so it would be difficult to make them a template. */ C-API, so it would be difficult to make them a template. */
struct aiFloatKey struct aiFloatKey {
{
double mTime; ///< The time of this key double mTime; ///< The time of this key
ai_real mValue; ///< The value of this key ai_real mValue; ///< The value of this key
#ifdef __cplusplus #ifdef __cplusplus
// time is not compared // time is not compared
bool operator == (const aiFloatKey& o) const bool operator==(const aiFloatKey &o) const { return o.mValue == this->mValue; }
{return o.mValue == this->mValue;}
bool operator != (const aiFloatKey& o) const bool operator!=(const aiFloatKey &o) const { return o.mValue != this->mValue; }
{return o.mValue != this->mValue;}
// Only time is compared. This operator is defined // Only time is compared. This operator is defined
// for use with std::sort // for use with std::sort
bool operator < (const aiFloatKey& o) const bool operator<(const aiFloatKey &o) const { return mTime < o.mTime; }
{return mTime < o.mTime;}
bool operator > (const aiFloatKey& o) const bool operator>(const aiFloatKey &o) const { return mTime > o.mTime; }
{return mTime > o.mTime;}
#endif #endif
}; };
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
/** Helper structure to represent a 3ds file node */ /** Helper structure to represent a 3ds file node */
struct Node struct Node {
{
Node() = delete; Node() = delete;
explicit Node(const std::string &name) explicit Node(const std::string &name) :
: mParent(NULL) mParent(NULL), mName(name), mInstanceNumber(0), mHierarchyPos(0), mHierarchyIndex(0), mInstanceCount(1) {
, mName(name)
, mInstanceNumber(0)
, mHierarchyPos (0)
, mHierarchyIndex (0)
, mInstanceCount (1)
{
aRotationKeys.reserve(20); aRotationKeys.reserve(20);
aPositionKeys.reserve(20); aPositionKeys.reserve(20);
aScalingKeys.reserve(20); aScalingKeys.reserve(20);
} }
~Node() {
~Node()
{
for (unsigned int i = 0; i < mChildren.size(); ++i) for (unsigned int i = 0; i < mChildren.size(); ++i)
delete mChildren[i]; delete mChildren[i];
} }
@ -614,7 +605,6 @@ struct Node
//! Scaling keys loaded from the file //! Scaling keys loaded from the file
std::vector<aiVectorKey> aScalingKeys; std::vector<aiVectorKey> aScalingKeys;
// For target lights (spot lights and directional lights): // For target lights (spot lights and directional lights):
// The position of the target // The position of the target
std::vector<aiVectorKey> aTargetPositionKeys; std::vector<aiVectorKey> aTargetPositionKeys;
@ -630,8 +620,7 @@ struct Node
//! Add a child node, setup the right parent node for it //! Add a child node, setup the right parent node for it
//! \param pc Node to be 'adopted' //! \param pc Node to be 'adopted'
inline Node& push_back(Node* pc) inline Node &push_back(Node *pc) {
{
mChildren.push_back(pc); mChildren.push_back(pc);
pc->mParent = this; pc->mParent = this;
return *this; return *this;
@ -639,8 +628,7 @@ struct Node
}; };
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
/** Helper structure analogue to aiScene */ /** Helper structure analogue to aiScene */
struct Scene struct Scene {
{
//! List of all materials loaded //! List of all materials loaded
//! NOTE: 3ds references materials globally //! NOTE: 3ds references materials globally
std::vector<Material> mMaterials; std::vector<Material> mMaterials;
@ -659,7 +647,6 @@ struct Scene
// Node* pcRootNode; // Node* pcRootNode;
}; };
} // end of namespace D3DS } // end of namespace D3DS
} // end of namespace Assimp } // end of namespace Assimp

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@ -158,13 +158,13 @@ void Discreet3DSImporter::SetupProperties(const Importer* /*pImp*/)
void Discreet3DSImporter::InternReadFile( const std::string& pFile, void Discreet3DSImporter::InternReadFile( const std::string& pFile,
aiScene* pScene, IOSystem* pIOHandler) aiScene* pScene, IOSystem* pIOHandler)
{ {
StreamReaderLE stream(pIOHandler->Open(pFile,"rb")); StreamReaderLE theStream(pIOHandler->Open(pFile,"rb"));
// We should have at least one chunk // 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); throw DeadlyImportError("3DS file is either empty or corrupt: " + pFile);
} }
this->stream = &stream; this->stream = &theStream;
// Allocate our temporary 3DS representation // Allocate our temporary 3DS representation
D3DS::Scene _scene; 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 // Find a node with a specific name in the import hierarchy
D3DS::Node* FindNode(D3DS::Node* root, const std::string& name) D3DS::Node* FindNode(D3DS::Node* root, const std::string& name) {
{ if (root->mName == name) {
if (root->mName == name)
return root; return root;
}
for (std::vector<D3DS::Node*>::iterator it = root->mChildren.begin();it != root->mChildren.end(); ++it) { for (std::vector<D3DS::Node*>::iterator it = root->mChildren.begin();it != root->mChildren.end(); ++it) {
D3DS::Node* nd; D3DS::Node *nd = FindNode(*it, name);
if (( nd = FindNode(*it,name))) if (nullptr != nd) {
return nd; return nd;
} }
return NULL; }
return nullptr;
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------

View File

@ -44,25 +44,23 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
/** @file Implementation of the AC3D importer class */ /** @file Implementation of the AC3D importer class */
#ifndef ASSIMP_BUILD_NO_AC_IMPORTER #ifndef ASSIMP_BUILD_NO_AC_IMPORTER
// internal headers // internal headers
#include "ACLoader.h" #include "ACLoader.h"
#include <assimp/ParsingUtils.h>
#include <assimp/fast_atof.h>
#include <assimp/Subdivision.h>
#include "Common/Importer.h" #include "Common/Importer.h"
#include <assimp/BaseImporter.h> #include <assimp/BaseImporter.h>
#include <assimp/Importer.hpp> #include <assimp/ParsingUtils.h>
#include <assimp/Subdivision.h>
#include <assimp/config.h>
#include <assimp/fast_atof.h>
#include <assimp/importerdesc.h>
#include <assimp/light.h> #include <assimp/light.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/material.h> #include <assimp/material.h>
#include <assimp/scene.h> #include <assimp/scene.h>
#include <assimp/config.h> #include <assimp/DefaultLogger.hpp>
#include <assimp/IOSystem.hpp> #include <assimp/IOSystem.hpp>
#include <assimp/importerdesc.h> #include <assimp/Importer.hpp>
#include <memory> #include <memory>
using namespace Assimp; using namespace Assimp;
@ -83,8 +81,7 @@ static const aiImporterDesc desc = {
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// skip to the next token // skip to the next token
#define AI_AC_SKIP_TO_NEXT_TOKEN() \ #define AI_AC_SKIP_TO_NEXT_TOKEN() \
if (!SkipSpaces(&buffer)) \ if (!SkipSpaces(&buffer)) { \
{ \
ASSIMP_LOG_ERROR("AC3D: Unexpected EOF/EOL"); \ ASSIMP_LOG_ERROR("AC3D: Unexpected EOF/EOL"); \
continue; \ continue; \
} }
@ -97,10 +94,8 @@ static const aiImporterDesc desc = {
} \ } \
++buffer; \ ++buffer; \
const char *sz = buffer; \ const char *sz = buffer; \
while ('\"' != *buffer) \ while ('\"' != *buffer) { \
{ \ if (IsLineEnd(*buffer)) { \
if (IsLineEnd( *buffer )) \
{ \
ASSIMP_LOG_ERROR("AC3D: Unexpected EOF/EOL in string"); \ ASSIMP_LOG_ERROR("AC3D: Unexpected EOF/EOL in string"); \
out = "ERROR"; \ out = "ERROR"; \
break; \ break; \
@ -111,54 +106,46 @@ static const aiImporterDesc desc = {
out = std::string(sz, (unsigned int)(buffer - sz)); \ out = std::string(sz, (unsigned int)(buffer - sz)); \
++buffer; ++buffer;
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// read 1 to n floats prefixed with an optional predefined identifier // read 1 to n floats prefixed with an optional predefined identifier
#define AI_AC_CHECKED_LOAD_FLOAT_ARRAY(name, name_length, num, out) \ #define AI_AC_CHECKED_LOAD_FLOAT_ARRAY(name, name_length, num, out) \
AI_AC_SKIP_TO_NEXT_TOKEN(); \ AI_AC_SKIP_TO_NEXT_TOKEN(); \
if (name_length) \ if (name_length) { \
{ \ if (strncmp(buffer, name, name_length) || !IsSpace(buffer[name_length])) { \
if (strncmp(buffer,name,name_length) || !IsSpace(buffer[name_length])) \
{ \
ASSIMP_LOG_ERROR("AC3D: Unexpexted token. " name " was expected."); \ ASSIMP_LOG_ERROR("AC3D: Unexpexted token. " name " was expected."); \
continue; \ continue; \
} \ } \
buffer += name_length + 1; \ buffer += name_length + 1; \
} \ } \
for (unsigned int i = 0; i < num;++i) \ for (unsigned int _i = 0; _i < num; ++_i) { \
{ \
AI_AC_SKIP_TO_NEXT_TOKEN(); \ AI_AC_SKIP_TO_NEXT_TOKEN(); \
buffer = fast_atoreal_move<float>(buffer,((float*)out)[i]); \ buffer = fast_atoreal_move<float>(buffer, ((float *)out)[_i]); \
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer // Constructor to be privately used by Importer
AC3DImporter::AC3DImporter() AC3DImporter::AC3DImporter() :
: buffer(), buffer(),
configSplitBFCull(), configSplitBFCull(),
configEvalSubdivision(), configEvalSubdivision(),
mNumMeshes(), mNumMeshes(),
mLights(), mLights(),
lights(), mLightsCounter(0),
groups(), mGroupsCounter(0),
polys(), mPolysCounter(0),
worlds() mWorldsCounter(0) {
{
// nothing to be done here // nothing to be done here
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Destructor, private as well // Destructor, private as well
AC3DImporter::~AC3DImporter() AC3DImporter::~AC3DImporter() {
{
// nothing to be done here // nothing to be done here
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Returns whether the class can handle the format of the given file. // Returns whether the class can handle the format of the given file.
bool AC3DImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const bool AC3DImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool checkSig) const {
{
std::string extension = GetExtension(pFile); std::string extension = GetExtension(pFile);
// fixme: are acc and ac3d *really* used? Some sources say they are // fixme: are acc and ac3d *really* used? Some sources say they are
@ -174,23 +161,20 @@ bool AC3DImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Loader meta information // Loader meta information
const aiImporterDesc* AC3DImporter::GetInfo () const const aiImporterDesc *AC3DImporter::GetInfo() const {
{
return &desc; return &desc;
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Get a pointer to the next line from the file // Get a pointer to the next line from the file
bool AC3DImporter::GetNextLine( ) bool AC3DImporter::GetNextLine() {
{
SkipLine(&buffer); SkipLine(&buffer);
return SkipSpaces(&buffer); return SkipSpaces(&buffer);
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Parse an object section in an AC file // Parse an object section in an AC file
void AC3DImporter::LoadObjectSection(std::vector<Object>& objects) void AC3DImporter::LoadObjectSection(std::vector<Object> &objects) {
{
if (!TokenMatch(buffer, "OBJECT", 6)) if (!TokenMatch(buffer, "OBJECT", 6))
return; return;
@ -202,8 +186,7 @@ void AC3DImporter::LoadObjectSection(std::vector<Object>& objects)
Object &obj = objects.back(); Object &obj = objects.back();
aiLight *light = NULL; aiLight *light = NULL;
if (!ASSIMP_strincmp(buffer,"light",5)) if (!ASSIMP_strincmp(buffer, "light", 5)) {
{
// This is a light source. Add it to the list // This is a light source. Add it to the list
mLights->push_back(light = new aiLight()); mLights->push_back(light = new aiLight());
@ -219,83 +202,57 @@ void AC3DImporter::LoadObjectSection(std::vector<Object>& objects)
ASSIMP_LOG_DEBUG("AC3D: Light source encountered"); ASSIMP_LOG_DEBUG("AC3D: Light source encountered");
obj.type = Object::Light; obj.type = Object::Light;
} } else if (!ASSIMP_strincmp(buffer, "group", 5)) {
else if (!ASSIMP_strincmp(buffer,"group",5))
{
obj.type = Object::Group; obj.type = Object::Group;
} } else if (!ASSIMP_strincmp(buffer, "world", 5)) {
else if (!ASSIMP_strincmp(buffer,"world",5))
{
obj.type = Object::World; obj.type = Object::World;
} } else
else obj.type = Object::Poly; obj.type = Object::Poly;
while (GetNextLine()) while (GetNextLine()) {
{ if (TokenMatch(buffer, "kids", 4)) {
if (TokenMatch(buffer,"kids",4))
{
SkipSpaces(&buffer); SkipSpaces(&buffer);
unsigned int num = strtoul10(buffer, &buffer); unsigned int num = strtoul10(buffer, &buffer);
GetNextLine(); GetNextLine();
if (num) if (num) {
{
// load the children of this object recursively // load the children of this object recursively
obj.children.reserve(num); obj.children.reserve(num);
for (unsigned int i = 0; i < num; ++i) for (unsigned int i = 0; i < num; ++i)
LoadObjectSection(obj.children); LoadObjectSection(obj.children);
} }
return; return;
} } else if (TokenMatch(buffer, "name", 4)) {
else if (TokenMatch(buffer,"name",4))
{
SkipSpaces(&buffer); SkipSpaces(&buffer);
AI_AC_GET_STRING(obj.name); AI_AC_GET_STRING(obj.name);
// If this is a light source, we'll also need to store // If this is a light source, we'll also need to store
// the name of the node in it. // the name of the node in it.
if (light) if (light) {
{
light->mName.Set(obj.name); light->mName.Set(obj.name);
} }
} } else if (TokenMatch(buffer, "texture", 7)) {
else if (TokenMatch(buffer,"texture",7))
{
SkipSpaces(&buffer); SkipSpaces(&buffer);
AI_AC_GET_STRING(obj.texture); AI_AC_GET_STRING(obj.texture);
} } else if (TokenMatch(buffer, "texrep", 6)) {
else if (TokenMatch(buffer,"texrep",6))
{
SkipSpaces(&buffer); SkipSpaces(&buffer);
AI_AC_CHECKED_LOAD_FLOAT_ARRAY("", 0, 2, &obj.texRepeat); AI_AC_CHECKED_LOAD_FLOAT_ARRAY("", 0, 2, &obj.texRepeat);
if (!obj.texRepeat.x || !obj.texRepeat.y) if (!obj.texRepeat.x || !obj.texRepeat.y)
obj.texRepeat = aiVector2D(1.f, 1.f); obj.texRepeat = aiVector2D(1.f, 1.f);
} } else if (TokenMatch(buffer, "texoff", 6)) {
else if (TokenMatch(buffer,"texoff",6))
{
SkipSpaces(&buffer); SkipSpaces(&buffer);
AI_AC_CHECKED_LOAD_FLOAT_ARRAY("", 0, 2, &obj.texOffset); AI_AC_CHECKED_LOAD_FLOAT_ARRAY("", 0, 2, &obj.texOffset);
} } else if (TokenMatch(buffer, "rot", 3)) {
else if (TokenMatch(buffer,"rot",3))
{
SkipSpaces(&buffer); SkipSpaces(&buffer);
AI_AC_CHECKED_LOAD_FLOAT_ARRAY("", 0, 9, &obj.rotation); AI_AC_CHECKED_LOAD_FLOAT_ARRAY("", 0, 9, &obj.rotation);
} } else if (TokenMatch(buffer, "loc", 3)) {
else if (TokenMatch(buffer,"loc",3))
{
SkipSpaces(&buffer); SkipSpaces(&buffer);
AI_AC_CHECKED_LOAD_FLOAT_ARRAY("", 0, 3, &obj.translation); AI_AC_CHECKED_LOAD_FLOAT_ARRAY("", 0, 3, &obj.translation);
} } else if (TokenMatch(buffer, "subdiv", 6)) {
else if (TokenMatch(buffer,"subdiv",6))
{
SkipSpaces(&buffer); SkipSpaces(&buffer);
obj.subDiv = strtoul10(buffer, &buffer); obj.subDiv = strtoul10(buffer, &buffer);
} } else if (TokenMatch(buffer, "crease", 6)) {
else if (TokenMatch(buffer,"crease",6))
{
SkipSpaces(&buffer); SkipSpaces(&buffer);
obj.crease = fast_atof(buffer); obj.crease = fast_atof(buffer);
} } else if (TokenMatch(buffer, "numvert", 7)) {
else if (TokenMatch(buffer,"numvert",7))
{
SkipSpaces(&buffer); SkipSpaces(&buffer);
unsigned int t = strtoul10(buffer, &buffer); unsigned int t = strtoul10(buffer, &buffer);
@ -303,15 +260,11 @@ void AC3DImporter::LoadObjectSection(std::vector<Object>& objects)
throw DeadlyImportError("AC3D: Too many vertices, would run out of memory"); throw DeadlyImportError("AC3D: Too many vertices, would run out of memory");
} }
obj.vertices.reserve(t); obj.vertices.reserve(t);
for (unsigned int i = 0; i < t;++i) for (unsigned int i = 0; i < t; ++i) {
{ if (!GetNextLine()) {
if (!GetNextLine())
{
ASSIMP_LOG_ERROR("AC3D: Unexpected EOF: not all vertices have been parsed yet"); ASSIMP_LOG_ERROR("AC3D: Unexpected EOF: not all vertices have been parsed yet");
break; break;
} } else if (!IsNumeric(*buffer)) {
else if (!IsNumeric(*buffer))
{
ASSIMP_LOG_ERROR("AC3D: Unexpected token: not all vertices have been parsed yet"); ASSIMP_LOG_ERROR("AC3D: Unexpected token: not all vertices have been parsed yet");
--buffer; // make sure the line is processed a second time --buffer; // make sure the line is processed a second time
break; break;
@ -320,24 +273,19 @@ void AC3DImporter::LoadObjectSection(std::vector<Object>& objects)
aiVector3D &v = obj.vertices.back(); aiVector3D &v = obj.vertices.back();
AI_AC_CHECKED_LOAD_FLOAT_ARRAY("", 0, 3, &v.x); AI_AC_CHECKED_LOAD_FLOAT_ARRAY("", 0, 3, &v.x);
} }
} } else if (TokenMatch(buffer, "numsurf", 7)) {
else if (TokenMatch(buffer,"numsurf",7))
{
SkipSpaces(&buffer); SkipSpaces(&buffer);
bool Q3DWorkAround = false; bool Q3DWorkAround = false;
const unsigned int t = strtoul10(buffer, &buffer); const unsigned int t = strtoul10(buffer, &buffer);
obj.surfaces.reserve(t); obj.surfaces.reserve(t);
for (unsigned int i = 0; i < t;++i) for (unsigned int i = 0; i < t; ++i) {
{
GetNextLine(); GetNextLine();
if (!TokenMatch(buffer,"SURF",4)) if (!TokenMatch(buffer, "SURF", 4)) {
{
// FIX: this can occur for some files - Quick 3D for // FIX: this can occur for some files - Quick 3D for
// example writes no surf chunks // example writes no surf chunks
if (!Q3DWorkAround) if (!Q3DWorkAround) {
{
ASSIMP_LOG_WARN("AC3D: SURF token was expected"); ASSIMP_LOG_WARN("AC3D: SURF token was expected");
ASSIMP_LOG_DEBUG("Continuing with Quick3D Workaround enabled"); ASSIMP_LOG_DEBUG("Continuing with Quick3D Workaround enabled");
} }
@ -351,24 +299,17 @@ void AC3DImporter::LoadObjectSection(std::vector<Object>& objects)
Surface &surf = obj.surfaces.back(); Surface &surf = obj.surfaces.back();
surf.flags = strtoul_cppstyle(buffer); surf.flags = strtoul_cppstyle(buffer);
while (1) while (1) {
{ if (!GetNextLine()) {
if(!GetNextLine())
{
throw DeadlyImportError("AC3D: Unexpected EOF: surface is incomplete"); throw DeadlyImportError("AC3D: Unexpected EOF: surface is incomplete");
} }
if (TokenMatch(buffer,"mat",3)) if (TokenMatch(buffer, "mat", 3)) {
{
SkipSpaces(&buffer); SkipSpaces(&buffer);
surf.mat = strtoul10(buffer); surf.mat = strtoul10(buffer);
} } else if (TokenMatch(buffer, "refs", 4)) {
else if (TokenMatch(buffer,"refs",4))
{
// --- see fix notes above // --- see fix notes above
if (Q3DWorkAround) if (Q3DWorkAround) {
{ if (!surf.entries.empty()) {
if (!surf.entries.empty())
{
buffer -= 6; buffer -= 6;
break; break;
} }
@ -380,10 +321,8 @@ void AC3DImporter::LoadObjectSection(std::vector<Object>& objects)
obj.numRefs += m; obj.numRefs += m;
for (unsigned int k = 0; k < m; ++k) for (unsigned int k = 0; k < m; ++k) {
{ if (!GetNextLine()) {
if(!GetNextLine())
{
ASSIMP_LOG_ERROR("AC3D: Unexpected EOF: surface references are incomplete"); ASSIMP_LOG_ERROR("AC3D: Unexpected EOF: surface references are incomplete");
break; break;
} }
@ -394,9 +333,7 @@ void AC3DImporter::LoadObjectSection(std::vector<Object>& objects)
SkipSpaces(&buffer); SkipSpaces(&buffer);
AI_AC_CHECKED_LOAD_FLOAT_ARRAY("", 0, 2, &entry.second); AI_AC_CHECKED_LOAD_FLOAT_ARRAY("", 0, 2, &entry.second);
} }
} } else {
else
{
--buffer; // make sure the line is processed a second time --buffer; // make sure the line is processed a second time
break; break;
@ -412,24 +349,20 @@ void AC3DImporter::LoadObjectSection(std::vector<Object>& objects)
// Convert a material from AC3DImporter::Material to aiMaterial // Convert a material from AC3DImporter::Material to aiMaterial
void AC3DImporter::ConvertMaterial(const Object &object, void AC3DImporter::ConvertMaterial(const Object &object,
const Material &matSrc, const Material &matSrc,
aiMaterial& matDest) aiMaterial &matDest) {
{
aiString s; aiString s;
if (matSrc.name.length()) if (matSrc.name.length()) {
{
s.Set(matSrc.name); s.Set(matSrc.name);
matDest.AddProperty(&s, AI_MATKEY_NAME); matDest.AddProperty(&s, AI_MATKEY_NAME);
} }
if (object.texture.length()) if (object.texture.length()) {
{
s.Set(object.texture); s.Set(object.texture);
matDest.AddProperty(&s, AI_MATKEY_TEXTURE_DIFFUSE(0)); matDest.AddProperty(&s, AI_MATKEY_TEXTURE_DIFFUSE(0));
// UV transformation // UV transformation
if (1.f != object.texRepeat.x || 1.f != object.texRepeat.y || if (1.f != object.texRepeat.x || 1.f != object.texRepeat.y ||
object.texOffset.x || object.texOffset.y) object.texOffset.x || object.texOffset.y) {
{
aiUVTransform transform; aiUVTransform transform;
transform.mScaling = object.texRepeat; transform.mScaling = object.texRepeat;
transform.mTranslation = object.texOffset; transform.mTranslation = object.texOffset;
@ -443,12 +376,11 @@ void AC3DImporter::ConvertMaterial(const Object& object,
matDest.AddProperty<aiColor3D>(&matSrc.spec, 1, AI_MATKEY_COLOR_SPECULAR); matDest.AddProperty<aiColor3D>(&matSrc.spec, 1, AI_MATKEY_COLOR_SPECULAR);
int n; int n;
if (matSrc.shin) if (matSrc.shin) {
{
n = aiShadingMode_Phong; n = aiShadingMode_Phong;
matDest.AddProperty<float>(&matSrc.shin, 1, AI_MATKEY_SHININESS); matDest.AddProperty<float>(&matSrc.shin, 1, AI_MATKEY_SHININESS);
} } else
else n = aiShadingMode_Gouraud; n = aiShadingMode_Gouraud;
matDest.AddProperty<int>(&n, 1, AI_MATKEY_SHADING_MODEL); matDest.AddProperty<int>(&n, 1, AI_MATKEY_SHADING_MODEL);
float f = 1.f - matSrc.trans; float f = 1.f - matSrc.trans;
@ -461,14 +393,11 @@ aiNode* AC3DImporter::ConvertObjectSection(Object& object,
std::vector<aiMesh *> &meshes, std::vector<aiMesh *> &meshes,
std::vector<aiMaterial *> &outMaterials, std::vector<aiMaterial *> &outMaterials,
const std::vector<Material> &materials, const std::vector<Material> &materials,
aiNode* parent) aiNode *parent) {
{
aiNode *node = new aiNode(); aiNode *node = new aiNode();
node->mParent = parent; node->mParent = parent;
if (object.vertices.size()) if (object.vertices.size()) {
{ if (!object.surfaces.size() || !object.numRefs) {
if (!object.surfaces.size() || !object.numRefs)
{
/* " An object with 7 vertices (no surfaces, no materials defined). /* " An object with 7 vertices (no surfaces, no materials defined).
This is a good way of getting point data into AC3D. This is a good way of getting point data into AC3D.
The Vertex->create convex-surface/object can be used on these The Vertex->create convex-surface/object can be used on these
@ -488,8 +417,7 @@ aiNode* AC3DImporter::ConvertObjectSection(Object& object,
aiFace *faces = mesh->mFaces = new aiFace[mesh->mNumFaces]; aiFace *faces = mesh->mFaces = new aiFace[mesh->mNumFaces];
aiVector3D *verts = mesh->mVertices = new aiVector3D[mesh->mNumVertices]; aiVector3D *verts = mesh->mVertices = new aiVector3D[mesh->mNumVertices];
for (unsigned int i = 0; i < mesh->mNumVertices;++i,++faces,++verts) for (unsigned int i = 0; i < mesh->mNumVertices; ++i, ++faces, ++verts) {
{
*verts = object.vertices[i]; *verts = object.vertices[i];
faces->mNumIndices = 1; faces->mNumIndices = 1;
faces->mIndices = new unsigned int[1]; faces->mIndices = new unsigned int[1];
@ -502,9 +430,7 @@ aiNode* AC3DImporter::ConvertObjectSection(Object& object,
mesh->mMaterialIndex = 0; mesh->mMaterialIndex = 0;
outMaterials.push_back(new aiMaterial()); outMaterials.push_back(new aiMaterial());
ConvertMaterial(object, materials[0], *outMaterials.back()); ConvertMaterial(object, materials[0], *outMaterials.back());
} } else {
else
{
// need to generate one or more meshes for this object. // need to generate one or more meshes for this object.
// find out how many different materials we have // find out how many different materials we have
typedef std::pair<unsigned int, unsigned int> IntPair; typedef std::pair<unsigned int, unsigned int> IntPair;
@ -514,25 +440,21 @@ aiNode* AC3DImporter::ConvertObjectSection(Object& object,
std::vector<Surface>::iterator it, end = object.surfaces.end(); std::vector<Surface>::iterator it, end = object.surfaces.end();
std::vector<Surface::SurfaceEntry>::iterator it2, end2; std::vector<Surface::SurfaceEntry>::iterator it2, end2;
for (it = object.surfaces.begin(); it != end; ++it) for (it = object.surfaces.begin(); it != end; ++it) {
{
unsigned int idx = (*it).mat; unsigned int idx = (*it).mat;
if (idx >= needMat.size()) if (idx >= needMat.size()) {
{
ASSIMP_LOG_ERROR("AC3D: material index is out of range"); ASSIMP_LOG_ERROR("AC3D: material index is out of range");
idx = 0; idx = 0;
} }
if ((*it).entries.empty()) if ((*it).entries.empty()) {
{
ASSIMP_LOG_WARN("AC3D: surface her zero vertex references"); ASSIMP_LOG_WARN("AC3D: surface her zero vertex references");
} }
// validate all vertex indices to make sure we won't crash here // validate all vertex indices to make sure we won't crash here
for (it2 = (*it).entries.begin(), for (it2 = (*it).entries.begin(),
end2 = (*it).entries.end(); it2 != end2; ++it2) end2 = (*it).entries.end();
{ it2 != end2; ++it2) {
if ((*it2).first >= object.vertices.size()) if ((*it2).first >= object.vertices.size()) {
{
ASSIMP_LOG_WARN("AC3D: Invalid vertex reference"); ASSIMP_LOG_WARN("AC3D: Invalid vertex reference");
(*it2).first = 0; (*it2).first = 0;
} }
@ -540,8 +462,7 @@ aiNode* AC3DImporter::ConvertObjectSection(Object& object,
if (!needMat[idx].first) ++node->mNumMeshes; if (!needMat[idx].first) ++node->mNumMeshes;
switch ((*it).flags & 0xf) switch ((*it).flags & 0xf) {
{
// closed line // closed line
case 0x1: case 0x1:
@ -559,8 +480,7 @@ aiNode* AC3DImporter::ConvertObjectSection(Object& object,
// 0 == polygon, else unknown // 0 == polygon, else unknown
default: default:
if ((*it).flags & 0xf) if ((*it).flags & 0xf) {
{
ASSIMP_LOG_WARN("AC3D: The type flag of a surface is unknown"); ASSIMP_LOG_WARN("AC3D: The type flag of a surface is unknown");
(*it).flags &= ~(0xf); (*it).flags &= ~(0xf);
} }
@ -575,8 +495,7 @@ aiNode* AC3DImporter::ConvertObjectSection(Object& object,
unsigned int mat = 0; unsigned int mat = 0;
const size_t oldm = meshes.size(); const size_t oldm = meshes.size();
for (MatTable::const_iterator cit = needMat.begin(), cend = needMat.end(); for (MatTable::const_iterator cit = needMat.begin(), cend = needMat.end();
cit != cend; ++cit, ++mat) cit != cend; ++cit, ++mat) {
{
if (!(*cit).first) continue; if (!(*cit).first) continue;
// allocate a new aiMesh object // allocate a new aiMesh object
@ -609,28 +528,22 @@ aiNode* AC3DImporter::ConvertObjectSection(Object& object,
// allocate UV coordinates, but only if the texture name for the // allocate UV coordinates, but only if the texture name for the
// surface is not empty // surface is not empty
aiVector3D *uv = NULL; aiVector3D *uv = NULL;
if(object.texture.length()) if (object.texture.length()) {
{
uv = mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices]; uv = mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices];
mesh->mNumUVComponents[0] = 2; mesh->mNumUVComponents[0] = 2;
} }
for (it = object.surfaces.begin(); it != end; ++it) for (it = object.surfaces.begin(); it != end; ++it) {
{ if (mat == (*it).mat) {
if (mat == (*it).mat)
{
const Surface &src = *it; const Surface &src = *it;
// closed polygon // closed polygon
unsigned int type = (*it).flags & 0xf; unsigned int type = (*it).flags & 0xf;
if (!type) if (!type) {
{
aiFace &face = *faces++; aiFace &face = *faces++;
if((face.mNumIndices = (unsigned int)src.entries.size())) if ((face.mNumIndices = (unsigned int)src.entries.size())) {
{
face.mIndices = new unsigned int[face.mNumIndices]; face.mIndices = new unsigned int[face.mNumIndices];
for (unsigned int i = 0; i < face.mNumIndices;++i,++vertices) for (unsigned int i = 0; i < face.mNumIndices; ++i, ++vertices) {
{
const Surface::SurfaceEntry &entry = src.entries[i]; const Surface::SurfaceEntry &entry = src.entries[i];
face.mIndices[i] = cur++; face.mIndices[i] = cur++;
@ -640,27 +553,22 @@ aiNode* AC3DImporter::ConvertObjectSection(Object& object,
} }
*vertices = object.vertices[entry.first] + object.translation; *vertices = object.vertices[entry.first] + object.translation;
// copy texture coordinates // copy texture coordinates
if (uv) if (uv) {
{
uv->x = entry.second.x; uv->x = entry.second.x;
uv->y = entry.second.y; uv->y = entry.second.y;
++uv; ++uv;
} }
} }
} }
} } else {
else
{
it2 = (*it).entries.begin(); it2 = (*it).entries.begin();
// either a closed or an unclosed line // either a closed or an unclosed line
unsigned int tmp = (unsigned int)(*it).entries.size(); unsigned int tmp = (unsigned int)(*it).entries.size();
if (0x2 == type) --tmp; if (0x2 == type) --tmp;
for (unsigned int m = 0; m < tmp;++m) for (unsigned int m = 0; m < tmp; ++m) {
{
aiFace &face = *faces++; aiFace &face = *faces++;
face.mNumIndices = 2; face.mNumIndices = 2;
@ -676,26 +584,22 @@ aiNode* AC3DImporter::ConvertObjectSection(Object& object,
*vertices++ = object.vertices[(*it2).first]; *vertices++ = object.vertices[(*it2).first];
// copy texture coordinates // copy texture coordinates
if (uv) if (uv) {
{
uv->x = (*it2).second.x; uv->x = (*it2).second.x;
uv->y = (*it2).second.y; uv->y = (*it2).second.y;
++uv; ++uv;
} }
if (0x1 == type && tmp - 1 == m) {
if (0x1 == type && tmp-1 == m)
{
// if this is a closed line repeat its beginning now // if this is a closed line repeat its beginning now
it2 = (*it).entries.begin(); it2 = (*it).entries.begin();
} } else
else ++it2; ++it2;
// second point // second point
*vertices++ = object.vertices[(*it2).first]; *vertices++ = object.vertices[(*it2).first];
if (uv) if (uv) {
{
uv->x = (*it2).second.x; uv->x = (*it2).second.x;
uv->y = (*it2).second.y; uv->y = (*it2).second.y;
++uv; ++uv;
@ -719,10 +623,8 @@ aiNode* AC3DImporter::ConvertObjectSection(Object& object,
std::copy(cpy.begin(), cpy.end(), meshes.begin() + oldm); std::copy(cpy.begin(), cpy.end(), meshes.begin() + oldm);
// previous meshes are deleted vy Subdivide(). // previous meshes are deleted vy Subdivide().
} } else {
else { ASSIMP_LOG_INFO("AC3D: Letting the subdivision surface untouched due to my configuration: " + object.name);
ASSIMP_LOG_INFO("AC3D: Letting the subdivision surface untouched due to my configuration: "
+object.name);
} }
} }
} }
@ -730,47 +632,41 @@ aiNode* AC3DImporter::ConvertObjectSection(Object& object,
if (object.name.length()) if (object.name.length())
node->mName.Set(object.name); node->mName.Set(object.name);
else else {
{
// generate a name depending on the type of the node // generate a name depending on the type of the node
switch (object.type) switch (object.type) {
{
case Object::Group: case Object::Group:
node->mName.length = ::ai_snprintf(node->mName.data, MAXLEN, "ACGroup_%i",groups++); node->mName.length = ::ai_snprintf(node->mName.data, MAXLEN, "ACGroup_%i", mGroupsCounter++);
break; break;
case Object::Poly: case Object::Poly:
node->mName.length = ::ai_snprintf(node->mName.data, MAXLEN, "ACPoly_%i",polys++); node->mName.length = ::ai_snprintf(node->mName.data, MAXLEN, "ACPoly_%i", mPolysCounter++);
break; break;
case Object::Light: case Object::Light:
node->mName.length = ::ai_snprintf(node->mName.data, MAXLEN, "ACLight_%i",lights++); node->mName.length = ::ai_snprintf(node->mName.data, MAXLEN, "ACLight_%i", mLightsCounter++);
break; break;
// there shouldn't be more than one world, but we don't care // there shouldn't be more than one world, but we don't care
case Object::World: case Object::World:
node->mName.length = ::ai_snprintf(node->mName.data, MAXLEN, "ACWorld_%i",worlds++); node->mName.length = ::ai_snprintf(node->mName.data, MAXLEN, "ACWorld_%i", mWorldsCounter++);
break; break;
} }
} }
// setup the local transformation matrix of the object // setup the local transformation matrix of the object
// compute the transformation offset to the parent node // compute the transformation offset to the parent node
node->mTransformation = aiMatrix4x4(object.rotation); node->mTransformation = aiMatrix4x4(object.rotation);
if (object.type == Object::Group || !object.numRefs) if (object.type == Object::Group || !object.numRefs) {
{
node->mTransformation.a4 = object.translation.x; node->mTransformation.a4 = object.translation.x;
node->mTransformation.b4 = object.translation.y; node->mTransformation.b4 = object.translation.y;
node->mTransformation.c4 = object.translation.z; node->mTransformation.c4 = object.translation.z;
} }
// add children to the object // add children to the object
if (object.children.size()) if (object.children.size()) {
{
node->mNumChildren = (unsigned int)object.children.size(); node->mNumChildren = (unsigned int)object.children.size();
node->mChildren = new aiNode *[node->mNumChildren]; node->mChildren = new aiNode *[node->mNumChildren];
for (unsigned int i = 0; i < node->mNumChildren;++i) for (unsigned int i = 0; i < node->mNumChildren; ++i) {
{
node->mChildren[i] = ConvertObjectSection(object.children[i], meshes, outMaterials, materials, node); node->mChildren[i] = ConvertObjectSection(object.children[i], meshes, outMaterials, materials, node);
} }
} }
@ -779,8 +675,7 @@ aiNode* AC3DImporter::ConvertObjectSection(Object& object,
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
void AC3DImporter::SetupProperties(const Importer* pImp) void AC3DImporter::SetupProperties(const Importer *pImp) {
{
configSplitBFCull = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_AC_SEPARATE_BFCULL, 1) ? true : false; configSplitBFCull = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_AC_SEPARATE_BFCULL, 1) ? true : false;
configEvalSubdivision = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_AC_EVAL_SUBDIVISION, 1) ? true : false; configEvalSubdivision = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_AC_EVAL_SUBDIVISION, 1) ? true : false;
} }
@ -788,8 +683,7 @@ void AC3DImporter::SetupProperties(const Importer* pImp)
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure. // Imports the given file into the given scene structure.
void AC3DImporter::InternReadFile(const std::string &pFile, void AC3DImporter::InternReadFile(const std::string &pFile,
aiScene* pScene, IOSystem* pIOHandler) aiScene *pScene, IOSystem *pIOHandler) {
{
std::unique_ptr<IOStream> file(pIOHandler->Open(pFile, "rb")); std::unique_ptr<IOStream> file(pIOHandler->Open(pFile, "rb"));
// Check whether we can read from the file // Check whether we can read from the file
@ -803,7 +697,7 @@ void AC3DImporter::InternReadFile( const std::string& pFile,
buffer = &mBuffer2[0]; buffer = &mBuffer2[0];
mNumMeshes = 0; mNumMeshes = 0;
lights = polys = worlds = groups = 0; mLightsCounter = mPolysCounter = mWorldsCounter = mGroupsCounter = 0;
if (::strncmp(buffer, "AC3D", 4)) { if (::strncmp(buffer, "AC3D", 4)) {
throw DeadlyImportError("AC3D: No valid AC3D file, magic sequence not found"); throw DeadlyImportError("AC3D: No valid AC3D file, magic sequence not found");
@ -824,10 +718,8 @@ void AC3DImporter::InternReadFile( const std::string& pFile,
std::vector<aiLight *> lights; std::vector<aiLight *> lights;
mLights = &lights; mLights = &lights;
while (GetNextLine()) while (GetNextLine()) {
{ if (TokenMatch(buffer, "MATERIAL", 8)) {
if (TokenMatch(buffer,"MATERIAL",8))
{
materials.push_back(Material()); materials.push_back(Material());
Material &mat = materials.back(); Material &mat = materials.back();
@ -835,8 +727,7 @@ void AC3DImporter::InternReadFile( const std::string& pFile,
// Format: (name) rgb %f %f %f amb %f %f %f emis %f %f %f spec %f %f %f shi %d trans %f // Format: (name) rgb %f %f %f amb %f %f %f emis %f %f %f spec %f %f %f shi %d trans %f
AI_AC_SKIP_TO_NEXT_TOKEN(); AI_AC_SKIP_TO_NEXT_TOKEN();
if ('\"' == *buffer) if ('\"' == *buffer) {
{
AI_AC_GET_STRING(mat.name); AI_AC_GET_STRING(mat.name);
AI_AC_SKIP_TO_NEXT_TOKEN(); AI_AC_SKIP_TO_NEXT_TOKEN();
} }
@ -851,12 +742,10 @@ void AC3DImporter::InternReadFile( const std::string& pFile,
LoadObjectSection(rootObjects); LoadObjectSection(rootObjects);
} }
if (rootObjects.empty() || !mNumMeshes) if (rootObjects.empty() || !mNumMeshes) {
{
throw DeadlyImportError("AC3D: No meshes have been loaded"); throw DeadlyImportError("AC3D: No meshes have been loaded");
} }
if (materials.empty()) if (materials.empty()) {
{
ASSIMP_LOG_WARN("AC3D: No material has been found"); ASSIMP_LOG_WARN("AC3D: No material has been found");
materials.push_back(Material()); materials.push_back(Material());
} }
@ -872,8 +761,7 @@ void AC3DImporter::InternReadFile( const std::string& pFile,
Object *root; Object *root;
if (1 == rootObjects.size()) if (1 == rootObjects.size())
root = &rootObjects[0]; root = &rootObjects[0];
else else {
{
root = new Object(); root = new Object();
} }
@ -885,8 +773,7 @@ void AC3DImporter::InternReadFile( const std::string& pFile,
pScene->mRootNode->mName.Set("<AC3DWorld>"); pScene->mRootNode->mName.Set("<AC3DWorld>");
// copy meshes // copy meshes
if (meshes.empty()) if (meshes.empty()) {
{
throw DeadlyImportError("An unknown error occurred during converting"); throw DeadlyImportError("An unknown error occurred during converting");
} }
pScene->mNumMeshes = (unsigned int)meshes.size(); pScene->mNumMeshes = (unsigned int)meshes.size();
@ -900,8 +787,7 @@ void AC3DImporter::InternReadFile( const std::string& pFile,
// copy lights // copy lights
pScene->mNumLights = (unsigned int)lights.size(); pScene->mNumLights = (unsigned int)lights.size();
if (lights.size()) if (lights.size()) {
{
pScene->mLights = new aiLight *[lights.size()]; pScene->mLights = new aiLight *[lights.size()];
::memcpy(pScene->mLights, &lights[0], lights.size() * sizeof(void *)); ::memcpy(pScene->mLights, &lights[0], lights.size() * sizeof(void *));
} }

View File

@ -268,7 +268,7 @@ private:
std::vector<aiLight*>* mLights; std::vector<aiLight*>* mLights;
// name counters // name counters
unsigned int lights, groups, polys, worlds; unsigned int mLightsCounter, mGroupsCounter, mPolysCounter, mWorldsCounter;
}; };
} // end of namespace Assimp } // end of namespace Assimp

View File

@ -465,7 +465,7 @@ std::list<unsigned int> mesh_idx;
{ {
auto VertexIndex_GetMinimal = [](const std::list<SComplexFace>& pFaceList, const size_t* pBiggerThan) -> size_t auto VertexIndex_GetMinimal = [](const std::list<SComplexFace>& pFaceList, const size_t* pBiggerThan) -> size_t
{ {
size_t rv; size_t rv=0;
if(pBiggerThan != nullptr) if(pBiggerThan != nullptr)
{ {

View File

@ -118,11 +118,11 @@ void HMPImporter::InternReadFile( const std::string& pFile,
aiScene* _pScene, IOSystem* _pIOHandler) aiScene* _pScene, IOSystem* _pIOHandler)
{ {
pScene = _pScene; pScene = _pScene;
pIOHandler = _pIOHandler; mIOHandler = _pIOHandler;
std::unique_ptr<IOStream> file( pIOHandler->Open( pFile)); std::unique_ptr<IOStream> file(mIOHandler->Open(pFile));
// Check whether we can read from the file // Check whether we can read from the file
if( file.get() == NULL) if( file.get() == nullptr)
throw DeadlyImportError( "Failed to open HMP file " + pFile + "."); throw DeadlyImportError( "Failed to open HMP file " + pFile + ".");
// Check whether the HMP file is large enough to contain // Check whether the HMP file is large enough to contain

View File

@ -185,10 +185,12 @@ void AnimResolver::UpdateAnimRangeSetup()
for (unsigned int i = 0; i < num; ++i) { for (unsigned int i = 0; i < num; ++i) {
m = n+old_size*(i+1); m = n+old_size*(i+1);
std::copy(n,n+old_size,m); std::copy(n,n+old_size,m);
const bool res = ((*it).pre == LWO::PrePostBehaviour_Oscillate);
if ((*it).pre == LWO::PrePostBehaviour_Oscillate && (reverse = !reverse)) reverse = !reverse;
if (res && reverse ) {
std::reverse(m,m+old_size-1); std::reverse(m,m+old_size-1);
} }
}
// update time values // update time values
n = (*it).keys.end() - (old_size+1); n = (*it).keys.end() - (old_size+1);
@ -533,7 +535,7 @@ void AnimResolver::GetKeys(std::vector<aiVectorKey>& out,
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Extract animation channel // Extract animation channel
void AnimResolver::ExtractAnimChannel(aiNodeAnim** out, unsigned int flags /*= 0*/) void AnimResolver::ExtractAnimChannel(aiNodeAnim** out, unsigned int /*= 0*/)
{ {
*out = NULL; *out = NULL;

View File

@ -49,17 +49,17 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef ASSIMP_BUILD_NO_MDL_IMPORTER #ifndef ASSIMP_BUILD_NO_MDL_IMPORTER
#include "MDL/MDLLoader.h" #include "MDL/MDLLoader.h"
#include "MDL/MDLDefaultColorMap.h"
#include "MD2/MD2FileData.h" #include "MD2/MD2FileData.h"
#include "MDL/HalfLife/HL1MDLLoader.h" #include "MDL/HalfLife/HL1MDLLoader.h"
#include "MDL/MDLDefaultColorMap.h"
#include <assimp/qnan.h>
#include <assimp/StringUtils.h> #include <assimp/StringUtils.h>
#include <assimp/Importer.hpp> #include <assimp/importerdesc.h>
#include <assimp/IOSystem.hpp> #include <assimp/qnan.h>
#include <assimp/scene.h> #include <assimp/scene.h>
#include <assimp/DefaultLogger.hpp> #include <assimp/DefaultLogger.hpp>
#include <assimp/importerdesc.h> #include <assimp/IOSystem.hpp>
#include <assimp/Importer.hpp>
#include <memory> #include <memory>
@ -91,13 +91,8 @@ static const aiImporterDesc desc = {
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer // Constructor to be privately used by Importer
MDLImporter::MDLImporter() MDLImporter::MDLImporter() :
: configFrameID() configFrameID(), mBuffer(), iGSFileVersion(), mIOHandler(nullptr), pScene(), iFileSize() {
, mBuffer()
, iGSFileVersion()
, pIOHandler()
, pScene()
, iFileSize() {
// empty // empty
} }
@ -130,8 +125,7 @@ bool MDLImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Setup configuration properties // Setup configuration properties
void MDLImporter::SetupProperties(const Importer* pImp) void MDLImporter::SetupProperties(const Importer *pImp) {
{
configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MDL_KEYFRAME, -1); configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MDL_KEYFRAME, -1);
// The // The
@ -159,22 +153,20 @@ void MDLImporter::SetupProperties(const Importer* pImp)
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Get a list of all supported extensions // Get a list of all supported extensions
const aiImporterDesc* MDLImporter::GetInfo () const const aiImporterDesc *MDLImporter::GetInfo() const {
{
return &desc; return &desc;
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Imports the given file into the given scene structure. // Imports the given file into the given scene structure.
void MDLImporter::InternReadFile(const std::string &pFile, void MDLImporter::InternReadFile(const std::string &pFile,
aiScene* _pScene, IOSystem* _pIOHandler) aiScene *_pScene, IOSystem *pIOHandler) {
{
pScene = _pScene; pScene = _pScene;
pIOHandler = _pIOHandler; mIOHandler = pIOHandler;
std::unique_ptr<IOStream> file(pIOHandler->Open(pFile)); std::unique_ptr<IOStream> file(pIOHandler->Open(pFile));
// Check whether we can read from the file // Check whether we can read from the file
if( file.get() == NULL) { if (file.get() == nullptr) {
throw DeadlyImportError("Failed to open MDL file " + pFile + "."); throw DeadlyImportError("Failed to open MDL file " + pFile + ".");
} }
@ -191,7 +183,7 @@ void MDLImporter::InternReadFile( const std::string& pFile,
delete[] mBuffer; delete[] mBuffer;
mBuffer = nullptr; mBuffer = nullptr;
} }
AI_DEBUG_INVALIDATE_PTR(pIOHandler); AI_DEBUG_INVALIDATE_PTR(mIOHandler);
AI_DEBUG_INVALIDATE_PTR(pScene); AI_DEBUG_INVALIDATE_PTR(pScene);
}; };
@ -246,23 +238,18 @@ void MDLImporter::InternReadFile( const std::string& pFile,
} }
// IDST/IDSQ Format (CS:S/HL^2, etc ...) // IDST/IDSQ Format (CS:S/HL^2, etc ...)
else if (AI_MDL_MAGIC_NUMBER_BE_HL2a == iMagicWord || AI_MDL_MAGIC_NUMBER_LE_HL2a == iMagicWord || else if (AI_MDL_MAGIC_NUMBER_BE_HL2a == iMagicWord || AI_MDL_MAGIC_NUMBER_LE_HL2a == iMagicWord ||
AI_MDL_MAGIC_NUMBER_BE_HL2b == iMagicWord || AI_MDL_MAGIC_NUMBER_LE_HL2b == iMagicWord) AI_MDL_MAGIC_NUMBER_BE_HL2b == iMagicWord || AI_MDL_MAGIC_NUMBER_LE_HL2b == iMagicWord) {
{
iGSFileVersion = 0; iGSFileVersion = 0;
HalfLife::HalfLifeMDLBaseHeader *pHeader = (HalfLife::HalfLifeMDLBaseHeader *)mBuffer; HalfLife::HalfLifeMDLBaseHeader *pHeader = (HalfLife::HalfLifeMDLBaseHeader *)mBuffer;
if (pHeader->version == AI_MDL_HL1_VERSION) if (pHeader->version == AI_MDL_HL1_VERSION) {
{
ASSIMP_LOG_DEBUG("MDL subtype: Half-Life 1/Goldsrc Engine, magic word is IDST/IDSQ"); ASSIMP_LOG_DEBUG("MDL subtype: Half-Life 1/Goldsrc Engine, magic word is IDST/IDSQ");
InternReadFile_HL1(pFile, iMagicWord); InternReadFile_HL1(pFile, iMagicWord);
} } else {
else
{
ASSIMP_LOG_DEBUG("MDL subtype: Source(tm) Engine, magic word is IDST/IDSQ"); ASSIMP_LOG_DEBUG("MDL subtype: Source(tm) Engine, magic word is IDST/IDSQ");
InternReadFile_HL2(); InternReadFile_HL2();
} }
} } else {
else {
// print the magic word to the log file // print the magic word to the log file
throw DeadlyImportError("Unknown MDL subformat " + pFile + throw DeadlyImportError("Unknown MDL subformat " + pFile +
". Magic word (" + std::string((char *)&iMagicWord, 4) + ") is not known"); ". Magic word (" + std::string((char *)&iMagicWord, 4) + ") is not known");
@ -281,10 +268,8 @@ void MDLImporter::InternReadFile( const std::string& pFile,
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Check whether we're still inside the valid file range // Check whether we're still inside the valid file range
void MDLImporter::SizeCheck(const void* szPos) void MDLImporter::SizeCheck(const void *szPos) {
{ if (!szPos || (const unsigned char *)szPos > this->mBuffer + this->iFileSize) {
if (!szPos || (const unsigned char*)szPos > this->mBuffer + this->iFileSize)
{
throw DeadlyImportError("Invalid MDL file. The file is too small " throw DeadlyImportError("Invalid MDL file. The file is too small "
"or contains invalid data."); "or contains invalid data.");
} }
@ -292,22 +277,25 @@ void MDLImporter::SizeCheck(const void* szPos)
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Just for debugging purposes // Just for debugging purposes
void MDLImporter::SizeCheck(const void* szPos, const char* szFile, unsigned int iLine) void MDLImporter::SizeCheck(const void *szPos, const char *szFile, unsigned int iLine) {
{
ai_assert(NULL != szFile); ai_assert(NULL != szFile);
if (!szPos || (const unsigned char*)szPos > mBuffer + iFileSize) if (!szPos || (const unsigned char *)szPos > mBuffer + iFileSize) {
{
// remove a directory if there is one // remove a directory if there is one
const char *szFilePtr = ::strrchr(szFile, '\\'); const char *szFilePtr = ::strrchr(szFile, '\\');
if (!szFilePtr) { if (!szFilePtr) {
if(!(szFilePtr = ::strrchr(szFile,'/'))) szFilePtr = ::strrchr(szFile, '/');
if (nullptr == szFilePtr) {
szFilePtr = szFile; szFilePtr = szFile;
} }
if (szFilePtr)++szFilePtr; }
if (szFilePtr) {
++szFilePtr;
}
char szBuffer[1024]; char szBuffer[1024];
::sprintf(szBuffer, "Invalid MDL file. The file is too small " ::sprintf(szBuffer, "Invalid MDL file. The file is too small "
"or contains invalid data (File: %s Line: %u)",szFilePtr,iLine); "or contains invalid data (File: %s Line: %u)",
szFilePtr, iLine);
throw DeadlyImportError(szBuffer); throw DeadlyImportError(szBuffer);
} }
@ -315,8 +303,7 @@ void MDLImporter::SizeCheck(const void* szPos, const char* szFile, unsigned int
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Validate a quake file header // Validate a quake file header
void MDLImporter::ValidateHeader_Quake1(const MDL::Header* pcHeader) void MDLImporter::ValidateHeader_Quake1(const MDL::Header *pcHeader) {
{
// some values may not be NULL // some values may not be NULL
if (!pcHeader->num_frames) if (!pcHeader->num_frames)
throw DeadlyImportError("[Quake 1 MDL] There are no frames in the file"); throw DeadlyImportError("[Quake 1 MDL] There are no frames in the file");
@ -328,8 +315,7 @@ void MDLImporter::ValidateHeader_Quake1(const MDL::Header* pcHeader)
throw DeadlyImportError("[Quake 1 MDL] There are no triangles in the file"); throw DeadlyImportError("[Quake 1 MDL] There are no triangles in the file");
// check whether the maxima are exceeded ...however, this applies for Quake 1 MDLs only // check whether the maxima are exceeded ...however, this applies for Quake 1 MDLs only
if (!this->iGSFileVersion) if (!this->iGSFileVersion) {
{
if (pcHeader->num_verts > AI_MDL_MAX_VERTS) if (pcHeader->num_verts > AI_MDL_MAX_VERTS)
ASSIMP_LOG_WARN("Quake 1 MDL model has more than AI_MDL_MAX_VERTS vertices"); ASSIMP_LOG_WARN("Quake 1 MDL model has more than AI_MDL_MAX_VERTS vertices");
@ -350,8 +336,7 @@ void MDLImporter::ValidateHeader_Quake1(const MDL::Header* pcHeader)
#ifdef AI_BUILD_BIG_ENDIAN #ifdef AI_BUILD_BIG_ENDIAN
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
void FlipQuakeHeader(BE_NCONST MDL::Header* pcHeader) void FlipQuakeHeader(BE_NCONST MDL::Header *pcHeader) {
{
AI_SWAP4(pcHeader->ident); AI_SWAP4(pcHeader->ident);
AI_SWAP4(pcHeader->version); AI_SWAP4(pcHeader->version);
AI_SWAP4(pcHeader->boundingradius); AI_SWAP4(pcHeader->boundingradius);
@ -360,8 +345,7 @@ void FlipQuakeHeader(BE_NCONST MDL::Header* pcHeader)
AI_SWAP4(pcHeader->num_skins); AI_SWAP4(pcHeader->num_skins);
AI_SWAP4(pcHeader->num_tris); AI_SWAP4(pcHeader->num_tris);
AI_SWAP4(pcHeader->num_verts); AI_SWAP4(pcHeader->num_verts);
for (unsigned int i = 0; i < 3;++i) for (unsigned int i = 0; i < 3; ++i) {
{
AI_SWAP4(pcHeader->scale[i]); AI_SWAP4(pcHeader->scale[i]);
AI_SWAP4(pcHeader->translate[i]); AI_SWAP4(pcHeader->translate[i]);
} }
@ -450,15 +434,13 @@ void MDLImporter::InternReadFile_Quake1() {
VALIDATE_FILE_SIZE((const unsigned char *)(pcVertices + pcHeader->num_verts)); VALIDATE_FILE_SIZE((const unsigned char *)(pcVertices + pcHeader->num_verts));
#ifdef AI_BUILD_BIG_ENDIAN #ifdef AI_BUILD_BIG_ENDIAN
for (int i = 0; i<pcHeader->num_verts;++i) for (int i = 0; i < pcHeader->num_verts; ++i) {
{
AI_SWAP4(pcTexCoords[i].onseam); AI_SWAP4(pcTexCoords[i].onseam);
AI_SWAP4(pcTexCoords[i].s); AI_SWAP4(pcTexCoords[i].s);
AI_SWAP4(pcTexCoords[i].t); AI_SWAP4(pcTexCoords[i].t);
} }
for (int i = 0; i<pcHeader->num_tris;++i) for (int i = 0; i < pcHeader->num_tris; ++i) {
{
AI_SWAP4(pcTriangles[i].facesfront); AI_SWAP4(pcTriangles[i].facesfront);
AI_SWAP4(pcTriangles[i].vertex[0]); AI_SWAP4(pcTriangles[i].vertex[0]);
AI_SWAP4(pcTriangles[i].vertex[1]); AI_SWAP4(pcTriangles[i].vertex[1]);
@ -492,20 +474,17 @@ void MDLImporter::InternReadFile_Quake1() {
// now iterate through all triangles // now iterate through all triangles
unsigned int iCurrent = 0; unsigned int iCurrent = 0;
for (unsigned int i = 0; i < (unsigned int) pcHeader->num_tris;++i) for (unsigned int i = 0; i < (unsigned int)pcHeader->num_tris; ++i) {
{
pcMesh->mFaces[i].mIndices = new unsigned int[3]; pcMesh->mFaces[i].mIndices = new unsigned int[3];
pcMesh->mFaces[i].mNumIndices = 3; pcMesh->mFaces[i].mNumIndices = 3;
unsigned int iTemp = iCurrent; unsigned int iTemp = iCurrent;
for (unsigned int c = 0; c < 3;++c,++iCurrent) for (unsigned int c = 0; c < 3; ++c, ++iCurrent) {
{
pcMesh->mFaces[i].mIndices[c] = iCurrent; pcMesh->mFaces[i].mIndices[c] = iCurrent;
// read vertices // read vertices
unsigned int iIndex = pcTriangles->vertex[c]; unsigned int iIndex = pcTriangles->vertex[c];
if (iIndex >= (unsigned int)pcHeader->num_verts) if (iIndex >= (unsigned int)pcHeader->num_verts) {
{
iIndex = pcHeader->num_verts - 1; iIndex = pcHeader->num_verts - 1;
ASSIMP_LOG_WARN("Index overflow in Q1-MDL vertex list."); ASSIMP_LOG_WARN("Index overflow in Q1-MDL vertex list.");
} }
@ -537,7 +516,6 @@ void MDLImporter::InternReadFile_Quake1() {
// Scale s and t to range from 0.0 to 1.0 // Scale s and t to range from 0.0 to 1.0
pcMesh->mTextureCoords[0][iCurrent].x = (s + 0.5f) / pcHeader->skinwidth; pcMesh->mTextureCoords[0][iCurrent].x = (s + 0.5f) / pcHeader->skinwidth;
pcMesh->mTextureCoords[0][iCurrent].y = 1.0f - (t + 0.5f) / pcHeader->skinheight; pcMesh->mTextureCoords[0][iCurrent].y = 1.0f - (t + 0.5f) / pcHeader->skinheight;
} }
pcMesh->mFaces[i].mIndices[0] = iTemp + 2; pcMesh->mFaces[i].mIndices[0] = iTemp + 2;
pcMesh->mFaces[i].mIndices[1] = iTemp + 1; pcMesh->mFaces[i].mIndices[1] = iTemp + 1;
@ -549,8 +527,7 @@ void MDLImporter::InternReadFile_Quake1() {
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Setup material properties for Quake and older GameStudio files // Setup material properties for Quake and older GameStudio files
void MDLImporter::SetupMaterialProperties_3DGS_MDL5_Quake1( ) void MDLImporter::SetupMaterialProperties_3DGS_MDL5_Quake1() {
{
const MDL::Header *const pcHeader = (const MDL::Header *)this->mBuffer; const MDL::Header *const pcHeader = (const MDL::Header *)this->mBuffer;
// allocate ONE material // allocate ONE material
@ -573,8 +550,7 @@ void MDLImporter::SetupMaterialProperties_3DGS_MDL5_Quake1( )
pScene->mTextures = NULL; pScene->mTextures = NULL;
pScene->mNumTextures = 0; pScene->mNumTextures = 0;
} } else {
else {
clr.b = clr.a = clr.g = clr.r = 1.0f; clr.b = clr.a = clr.g = clr.r = 1.0f;
aiString szString; aiString szString;
::memcpy(szString.data, AI_MAKE_EMBEDDED_TEXNAME(0), 3); ::memcpy(szString.data, AI_MAKE_EMBEDDED_TEXNAME(0), 3);
@ -586,15 +562,16 @@ void MDLImporter::SetupMaterialProperties_3DGS_MDL5_Quake1( )
pcHelper->AddProperty<aiColor4D>(&clr, 1, AI_MATKEY_COLOR_DIFFUSE); pcHelper->AddProperty<aiColor4D>(&clr, 1, AI_MATKEY_COLOR_DIFFUSE);
pcHelper->AddProperty<aiColor4D>(&clr, 1, AI_MATKEY_COLOR_SPECULAR); pcHelper->AddProperty<aiColor4D>(&clr, 1, AI_MATKEY_COLOR_SPECULAR);
clr.r *= 0.05f;clr.g *= 0.05f; clr.r *= 0.05f;
clr.b *= 0.05f;clr.a = 1.0f; clr.g *= 0.05f;
clr.b *= 0.05f;
clr.a = 1.0f;
pcHelper->AddProperty<aiColor4D>(&clr, 1, AI_MATKEY_COLOR_AMBIENT); pcHelper->AddProperty<aiColor4D>(&clr, 1, AI_MATKEY_COLOR_AMBIENT);
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Read a MDL 3,4,5 file // Read a MDL 3,4,5 file
void MDLImporter::InternReadFile_3DGS_MDL345( ) void MDLImporter::InternReadFile_3DGS_MDL345() {
{
ai_assert(NULL != pScene); ai_assert(NULL != pScene);
// the header of MDL 3/4/5 is nearly identical to the original Quake1 header // the header of MDL 3/4/5 is nearly identical to the original Quake1 header
@ -618,19 +595,16 @@ void MDLImporter::InternReadFile_3DGS_MDL345( )
AI_SWAP4(pcSkin->group); AI_SWAP4(pcSkin->group);
// create one output image // create one output image
unsigned int iSkip = i ? UINT_MAX : 0; unsigned int iSkip = i ? UINT_MAX : 0;
if (5 <= iGSFileVersion) if (5 <= iGSFileVersion) {
{
// MDL5 format could contain MIPmaps // MDL5 format could contain MIPmaps
CreateTexture_3DGS_MDL5((unsigned char *)pcSkin + sizeof(uint32_t), CreateTexture_3DGS_MDL5((unsigned char *)pcSkin + sizeof(uint32_t),
pcSkin->group, &iSkip); pcSkin->group, &iSkip);
} } else {
else {
CreateTexture_3DGS_MDL4((unsigned char *)pcSkin + sizeof(uint32_t), CreateTexture_3DGS_MDL4((unsigned char *)pcSkin + sizeof(uint32_t),
pcSkin->group, &iSkip); pcSkin->group, &iSkip);
} }
// need to skip one image // need to skip one image
szCurrent += iSkip + sizeof(uint32_t); szCurrent += iSkip + sizeof(uint32_t);
} }
// get a pointer to the texture coordinates // get a pointer to the texture coordinates
BE_NCONST MDL::TexCoord_MDL3 *pcTexCoords = (BE_NCONST MDL::TexCoord_MDL3 *)szCurrent; BE_NCONST MDL::TexCoord_MDL3 *pcTexCoords = (BE_NCONST MDL::TexCoord_MDL3 *)szCurrent;
@ -816,8 +790,7 @@ void MDLImporter::InternReadFile_3DGS_MDL345( )
void MDLImporter::ImportUVCoordinate_3DGS_MDL345( void MDLImporter::ImportUVCoordinate_3DGS_MDL345(
aiVector3D &vOut, aiVector3D &vOut,
const MDL::TexCoord_MDL3 *pcSrc, const MDL::TexCoord_MDL3 *pcSrc,
unsigned int iIndex) unsigned int iIndex) {
{
ai_assert(NULL != pcSrc); ai_assert(NULL != pcSrc);
const MDL::Header *const pcHeader = (const MDL::Header *)this->mBuffer; const MDL::Header *const pcHeader = (const MDL::Header *)this->mBuffer;
@ -843,8 +816,7 @@ void MDLImporter::ImportUVCoordinate_3DGS_MDL345(
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Compute UV coordinates for a MDL5 file // Compute UV coordinates for a MDL5 file
void MDLImporter::CalculateUVCoordinates_MDL5() void MDLImporter::CalculateUVCoordinates_MDL5() {
{
const MDL::Header *const pcHeader = (const MDL::Header *)this->mBuffer; const MDL::Header *const pcHeader = (const MDL::Header *)this->mBuffer;
if (pcHeader->num_skins && this->pScene->mNumTextures) { if (pcHeader->num_skins && this->pScene->mNumTextures) {
const aiTexture *pcTex = this->pScene->mTextures[0]; const aiTexture *pcTex = this->pScene->mTextures[0];
@ -859,8 +831,7 @@ void MDLImporter::CalculateUVCoordinates_MDL5()
piPtr += 3; piPtr += 3;
iHeight = (unsigned int)*piPtr++; iHeight = (unsigned int)*piPtr++;
iWidth = (unsigned int)*piPtr; iWidth = (unsigned int)*piPtr;
if (!iHeight || !iWidth) if (!iHeight || !iWidth) {
{
ASSIMP_LOG_WARN("Either the width or the height of the " ASSIMP_LOG_WARN("Either the width or the height of the "
"embedded DDS texture is zero. Unable to compute final texture " "embedded DDS texture is zero. Unable to compute final texture "
"coordinates. The texture coordinates remain in their original " "coordinates. The texture coordinates remain in their original "
@ -868,8 +839,7 @@ void MDLImporter::CalculateUVCoordinates_MDL5()
iWidth = 1; iWidth = 1;
iHeight = 1; iHeight = 1;
} }
} } else {
else {
iWidth = pcTex->mWidth; iWidth = pcTex->mWidth;
iHeight = pcTex->mHeight; iHeight = pcTex->mHeight;
} }
@ -878,8 +848,7 @@ void MDLImporter::CalculateUVCoordinates_MDL5()
const float fWidth = (float)iWidth; const float fWidth = (float)iWidth;
const float fHeight = (float)iHeight; const float fHeight = (float)iHeight;
aiMesh *pcMesh = this->pScene->mMeshes[0]; aiMesh *pcMesh = this->pScene->mMeshes[0];
for (unsigned int i = 0; i < pcMesh->mNumVertices;++i) for (unsigned int i = 0; i < pcMesh->mNumVertices; ++i) {
{
pcMesh->mTextureCoords[0][i].x /= fWidth; pcMesh->mTextureCoords[0][i].x /= fWidth;
pcMesh->mTextureCoords[0][i].y /= fHeight; pcMesh->mTextureCoords[0][i].y /= fHeight;
pcMesh->mTextureCoords[0][i].y = 1.0f - pcMesh->mTextureCoords[0][i].y; // DX to OGL pcMesh->mTextureCoords[0][i].y = 1.0f - pcMesh->mTextureCoords[0][i].y; // DX to OGL
@ -890,8 +859,7 @@ void MDLImporter::CalculateUVCoordinates_MDL5()
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Validate the header of a MDL7 file // Validate the header of a MDL7 file
void MDLImporter::ValidateHeader_3DGS_MDL7(const MDL::Header_MDL7* pcHeader) void MDLImporter::ValidateHeader_3DGS_MDL7(const MDL::Header_MDL7 *pcHeader) {
{
ai_assert(NULL != pcHeader); ai_assert(NULL != pcHeader);
// There are some fixed sizes ... // There are some fixed sizes ...
@ -916,8 +884,7 @@ void MDLImporter::ValidateHeader_3DGS_MDL7(const MDL::Header_MDL7* pcHeader)
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// resolve bone animation matrices // resolve bone animation matrices
void MDLImporter::CalcAbsBoneMatrices_3DGS_MDL7(MDL::IntBone_MDL7** apcOutBones) void MDLImporter::CalcAbsBoneMatrices_3DGS_MDL7(MDL::IntBone_MDL7 **apcOutBones) {
{
const MDL::Header_MDL7 *pcHeader = (const MDL::Header_MDL7 *)this->mBuffer; const MDL::Header_MDL7 *pcHeader = (const MDL::Header_MDL7 *)this->mBuffer;
const MDL::Bone_MDL7 *pcBones = (const MDL::Bone_MDL7 *)(pcHeader + 1); const MDL::Bone_MDL7 *pcBones = (const MDL::Bone_MDL7 *)(pcHeader + 1);
ai_assert(NULL != apcOutBones); ai_assert(NULL != apcOutBones);
@ -979,8 +946,7 @@ void MDLImporter::CalcAbsBoneMatrices_3DGS_MDL7(MDL::IntBone_MDL7** apcOutBones)
// no real name for our poor bone is specified :-( // no real name for our poor bone is specified :-(
pcOutBone->mName.length = ai_snprintf(pcOutBone->mName.data, MAXLEN, pcOutBone->mName.length = ai_snprintf(pcOutBone->mName.data, MAXLEN,
"UnnamedBone_%i", iBone); "UnnamedBone_%i", iBone);
} } else {
else {
// Make sure we won't run over the buffer's end if there is no // Make sure we won't run over the buffer's end if there is no
// terminal 0 character (however the documentation says there // terminal 0 character (however the documentation says there
// should be one) // should be one)
@ -1005,15 +971,13 @@ void MDLImporter::CalcAbsBoneMatrices_3DGS_MDL7(MDL::IntBone_MDL7** apcOutBones)
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// read bones from a MDL7 file // read bones from a MDL7 file
MDL::IntBone_MDL7** MDLImporter::LoadBones_3DGS_MDL7() MDL::IntBone_MDL7 **MDLImporter::LoadBones_3DGS_MDL7() {
{
const MDL::Header_MDL7 *pcHeader = (const MDL::Header_MDL7 *)this->mBuffer; const MDL::Header_MDL7 *pcHeader = (const MDL::Header_MDL7 *)this->mBuffer;
if (pcHeader->bones_num) { if (pcHeader->bones_num) {
// validate the size of the bone data structure in the file // validate the size of the bone data structure in the file
if (AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_20_CHARS != pcHeader->bone_stc_size && if (AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_20_CHARS != pcHeader->bone_stc_size &&
AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_32_CHARS != pcHeader->bone_stc_size && AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_32_CHARS != pcHeader->bone_stc_size &&
AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_NOT_THERE != pcHeader->bone_stc_size) AI_MDL7_BONE_STRUCT_SIZE__NAME_IS_NOT_THERE != pcHeader->bone_stc_size) {
{
ASSIMP_LOG_WARN("Unknown size of bone data structure"); ASSIMP_LOG_WARN("Unknown size of bone data structure");
return NULL; return NULL;
} }
@ -1032,8 +996,7 @@ MDL::IntBone_MDL7** MDLImporter::LoadBones_3DGS_MDL7()
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// read faces from a MDL7 file // read faces from a MDL7 file
void MDLImporter::ReadFaces_3DGS_MDL7(const MDL::IntGroupInfo_MDL7 &groupInfo, void MDLImporter::ReadFaces_3DGS_MDL7(const MDL::IntGroupInfo_MDL7 &groupInfo,
MDL::IntGroupData_MDL7& groupData) MDL::IntGroupData_MDL7 &groupData) {
{
const MDL::Header_MDL7 *pcHeader = (const MDL::Header_MDL7 *)this->mBuffer; const MDL::Header_MDL7 *pcHeader = (const MDL::Header_MDL7 *)this->mBuffer;
MDL::Triangle_MDL7 *pcGroupTris = groupInfo.pcGroupTris; MDL::Triangle_MDL7 *pcGroupTris = groupInfo.pcGroupTris;
@ -1051,7 +1014,7 @@ void MDLImporter::ReadFaces_3DGS_MDL7(const MDL::IntGroupInfo_MDL7& groupInfo,
unsigned int iIndex = pcGroupTris->v_index[c]; unsigned int iIndex = pcGroupTris->v_index[c];
if (iIndex > (unsigned int)groupInfo.pcGroup->numverts) { if (iIndex > (unsigned int)groupInfo.pcGroup->numverts) {
// (we might need to read this section a second time - to process frame vertices correctly) // (we might need to read this section a second time - to process frame vertices correctly)
pcGroupTris->v_index[c] = iIndex = groupInfo.pcGroup->numverts-1; pcGroupTris->v_index[c] = (uint16_t) (iIndex = groupInfo.pcGroup->numverts - 1 );
ASSIMP_LOG_WARN("Index overflow in MDL7 vertex list"); ASSIMP_LOG_WARN("Index overflow in MDL7 vertex list");
} }
@ -1066,7 +1029,8 @@ void MDLImporter::ReadFaces_3DGS_MDL7(const MDL::IntGroupInfo_MDL7& groupInfo,
// if we have bones, save the index // if we have bones, save the index
if (!groupData.aiBones.empty()) { if (!groupData.aiBones.empty()) {
groupData.aiBones[iOutIndex] = _AI_MDL7_ACCESS_VERT(groupInfo.pcGroupVerts, groupData.aiBones[iOutIndex] = _AI_MDL7_ACCESS_VERT(groupInfo.pcGroupVerts,
iIndex,pcHeader->mainvertex_stc_size).vertindex; iIndex, pcHeader->mainvertex_stc_size)
.vertindex;
} }
// now read the normal vector // now read the normal vector
@ -1079,12 +1043,13 @@ void MDLImporter::ReadFaces_3DGS_MDL7(const MDL::IntGroupInfo_MDL7& groupInfo,
AI_SWAP4(vNormal.y); AI_SWAP4(vNormal.y);
vNormal.z = _AI_MDL7_ACCESS_VERT(groupInfo.pcGroupVerts, iIndex, pcHeader->mainvertex_stc_size).norm[2]; vNormal.z = _AI_MDL7_ACCESS_VERT(groupInfo.pcGroupVerts, iIndex, pcHeader->mainvertex_stc_size).norm[2];
AI_SWAP4(vNormal.z); AI_SWAP4(vNormal.z);
} } else if (AI_MDL7_FRAMEVERTEX120503_STCSIZE <= pcHeader->mainvertex_stc_size) {
else if (AI_MDL7_FRAMEVERTEX120503_STCSIZE <= pcHeader->mainvertex_stc_size) {
// read the normal vector from Quake2's smart table // read the normal vector from Quake2's smart table
aiVector3D &vNormal = groupData.vNormals[iOutIndex]; aiVector3D &vNormal = groupData.vNormals[iOutIndex];
MD2::LookupNormalIndex(_AI_MDL7_ACCESS_VERT(groupInfo.pcGroupVerts, iIndex, MD2::LookupNormalIndex(_AI_MDL7_ACCESS_VERT(groupInfo.pcGroupVerts, iIndex,
pcHeader->mainvertex_stc_size) .norm162index,vNormal); pcHeader->mainvertex_stc_size)
.norm162index,
vNormal);
} }
// validate and process the first uv coordinate set // validate and process the first uv coordinate set
if (pcHeader->triangle_stc_size >= AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV) { if (pcHeader->triangle_stc_size >= AI_MDL7_TRIANGLE_STD_SIZE_ONE_UV) {
@ -1158,8 +1123,7 @@ bool MDLImporter::ProcessFrames_3DGS_MDL7(const MDL::IntGroupInfo_MDL7& groupInf
MDL::IntGroupData_MDL7 &groupData, MDL::IntGroupData_MDL7 &groupData,
MDL::IntSharedData_MDL7 &shared, MDL::IntSharedData_MDL7 &shared,
const unsigned char *szCurrent, const unsigned char *szCurrent,
const unsigned char** szCurrentOut) const unsigned char **szCurrentOut) {
{
ai_assert(nullptr != szCurrent); ai_assert(nullptr != szCurrent);
ai_assert(nullptr != szCurrentOut); ai_assert(nullptr != szCurrentOut);
@ -1219,11 +1183,12 @@ bool MDLImporter::ProcessFrames_3DGS_MDL7(const MDL::IntGroupInfo_MDL7& groupInf
AI_SWAP4(vNormal.y); AI_SWAP4(vNormal.y);
vNormal.z = _AI_MDL7_ACCESS_VERT(pcFrameVertices, qq, pcHeader->framevertex_stc_size).norm[2]; vNormal.z = _AI_MDL7_ACCESS_VERT(pcFrameVertices, qq, pcHeader->framevertex_stc_size).norm[2];
AI_SWAP4(vNormal.z); AI_SWAP4(vNormal.z);
} } else if (AI_MDL7_FRAMEVERTEX120503_STCSIZE <= pcHeader->mainvertex_stc_size) {
else if (AI_MDL7_FRAMEVERTEX120503_STCSIZE <= pcHeader->mainvertex_stc_size) {
// read the normal vector from Quake2's smart table // read the normal vector from Quake2's smart table
MD2::LookupNormalIndex(_AI_MDL7_ACCESS_VERT(pcFrameVertices, qq, MD2::LookupNormalIndex(_AI_MDL7_ACCESS_VERT(pcFrameVertices, qq,
pcHeader->framevertex_stc_size) .norm162index,vNormal); pcHeader->framevertex_stc_size)
.norm162index,
vNormal);
} }
// FIXME: O(n^2) at the moment ... // FIXME: O(n^2) at the moment ...
@ -1241,7 +1206,8 @@ bool MDLImporter::ProcessFrames_3DGS_MDL7(const MDL::IntGroupInfo_MDL7& groupInf
} }
// get the next triangle in the list // get the next triangle in the list
pcGroupTris = (BE_NCONST MDL::Triangle_MDL7 *)((const char *) pcGroupTris = (BE_NCONST MDL::Triangle_MDL7 *)((const char *)
pcGroupTris + pcHeader->triangle_stc_size); pcGroupTris +
pcHeader->triangle_stc_size);
} }
} }
} }
@ -1260,8 +1226,7 @@ bool MDLImporter::ProcessFrames_3DGS_MDL7(const MDL::IntGroupInfo_MDL7& groupInf
void MDLImporter::SortByMaterials_3DGS_MDL7( void MDLImporter::SortByMaterials_3DGS_MDL7(
const MDL::IntGroupInfo_MDL7 &groupInfo, const MDL::IntGroupInfo_MDL7 &groupInfo,
MDL::IntGroupData_MDL7 &groupData, MDL::IntGroupData_MDL7 &groupData,
MDL::IntSplitGroupData_MDL7& splitGroupData) MDL::IntSplitGroupData_MDL7 &splitGroupData) {
{
const unsigned int iNumMaterials = (unsigned int)splitGroupData.shared.pcMats.size(); const unsigned int iNumMaterials = (unsigned int)splitGroupData.shared.pcMats.size();
if (!groupData.bNeed2UV) { if (!groupData.bNeed2UV) {
// if we don't need a second set of texture coordinates there is no reason to keep it in memory ... // if we don't need a second set of texture coordinates there is no reason to keep it in memory ...
@ -1284,13 +1249,10 @@ void MDLImporter::SortByMaterials_3DGS_MDL7(
// one skin assigned. No warning in this case // one skin assigned. No warning in this case
if (0xFFFFFFFF != groupData.pcFaces[iFace].iMatIndex[0]) if (0xFFFFFFFF != groupData.pcFaces[iFace].iMatIndex[0])
ASSIMP_LOG_WARN("Index overflow in MDL7 material list [#0]"); ASSIMP_LOG_WARN("Index overflow in MDL7 material list [#0]");
} else
splitGroupData.aiSplit[groupData.pcFaces[iFace].iMatIndex[0]]->push_back(iFace);
} }
else splitGroupData.aiSplit[groupData.pcFaces[iFace]. } else {
iMatIndex[0]]->push_back(iFace);
}
}
else
{
// we need to build combined materials for each combination of // we need to build combined materials for each combination of
std::vector<MDL::IntMaterial_MDL7> avMats; std::vector<MDL::IntMaterial_MDL7> avMats;
avMats.reserve(iNumMaterials * 2); avMats.reserve(iNumMaterials * 2);
@ -1358,8 +1320,7 @@ void MDLImporter::SortByMaterials_3DGS_MDL7(
splitGroupData.shared.pcMats.resize(avMats.size()); splitGroupData.shared.pcMats.resize(avMats.size());
for (unsigned int o = 0; o < avMats.size(); ++o) for (unsigned int o = 0; o < avMats.size(); ++o)
splitGroupData.shared.pcMats[o] = avMats[o].pcMat; splitGroupData.shared.pcMats[o] = avMats[o].pcMat;
} } else {
else {
// This might result in redundant materials ... // This might result in redundant materials ...
splitGroupData.shared.pcMats.resize(iNumMaterials + avMats.size()); splitGroupData.shared.pcMats.resize(iNumMaterials + avMats.size());
for (unsigned int o = iNumMaterials; o < avMats.size(); ++o) for (unsigned int o = iNumMaterials; o < avMats.size(); ++o)
@ -1375,8 +1336,7 @@ void MDLImporter::SortByMaterials_3DGS_MDL7(
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Read a MDL7 file // Read a MDL7 file
void MDLImporter::InternReadFile_3DGS_MDL7( ) void MDLImporter::InternReadFile_3DGS_MDL7() {
{
ai_assert(NULL != pScene); ai_assert(NULL != pScene);
MDL::IntSharedData_MDL7 sharedData; MDL::IntSharedData_MDL7 sharedData;
@ -1454,7 +1414,8 @@ void MDLImporter::InternReadFile_3DGS_MDL7( )
// read all skins // read all skins
sharedData.pcMats.reserve(sharedData.pcMats.size() + groupInfo.pcGroup->numskins); sharedData.pcMats.reserve(sharedData.pcMats.size() + groupInfo.pcGroup->numskins);
sharedData.abNeedMaterials.resize(sharedData.abNeedMaterials.size() + sharedData.abNeedMaterials.resize(sharedData.abNeedMaterials.size() +
groupInfo.pcGroup->numskins,false); groupInfo.pcGroup->numskins,
false);
for (unsigned int iSkin = 0; iSkin < (unsigned int)groupInfo.pcGroup->numskins; ++iSkin) { for (unsigned int iSkin = 0; iSkin < (unsigned int)groupInfo.pcGroup->numskins; ++iSkin) {
ParseSkinLump_3DGS_MDL7(szCurrent, &szCurrent, sharedData.pcMats); ParseSkinLump_3DGS_MDL7(szCurrent, &szCurrent, sharedData.pcMats);
@ -1508,8 +1469,7 @@ void MDLImporter::InternReadFile_3DGS_MDL7( )
MDL::IntSplitGroupData_MDL7 splitGroupData(sharedData, avOutList[iGroup]); MDL::IntSplitGroupData_MDL7 splitGroupData(sharedData, avOutList[iGroup]);
MDL::IntGroupData_MDL7 groupData; MDL::IntGroupData_MDL7 groupData;
if (groupInfo.pcGroup->numtris && groupInfo.pcGroup->numverts) if (groupInfo.pcGroup->numtris && groupInfo.pcGroup->numverts) {
{
// build output vectors // build output vectors
const unsigned int iNumVertices = groupInfo.pcGroup->numtris * 3; const unsigned int iNumVertices = groupInfo.pcGroup->numtris * 3;
groupData.vPositions.resize(iNumVertices); groupData.vPositions.resize(iNumVertices);
@ -1541,8 +1501,8 @@ void MDLImporter::InternReadFile_3DGS_MDL7( )
if (!splitGroupData.aiSplit[qq]->empty()) if (!splitGroupData.aiSplit[qq]->empty())
sharedData.abNeedMaterials[qq] = true; sharedData.abNeedMaterials[qq] = true;
} }
} } else
else ASSIMP_LOG_WARN("[3DGS MDL7] Mesh group consists of 0 " ASSIMP_LOG_WARN("[3DGS MDL7] Mesh group consists of 0 "
"vertices or faces. It will be skipped."); "vertices or faces. It will be skipped.");
// process all frames and generate output meshes // process all frames and generate output meshes
@ -1557,7 +1517,8 @@ void MDLImporter::InternReadFile_3DGS_MDL7( )
for (uint32_t i = 0; i < pcHeader->groups_num; ++i) for (uint32_t i = 0; i < pcHeader->groups_num; ++i)
pScene->mNumMeshes += (unsigned int)avOutList[i].size(); pScene->mNumMeshes += (unsigned int)avOutList[i].size();
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes]; { pScene->mMeshes = new aiMesh *[pScene->mNumMeshes];
{
unsigned int p = 0, q = 0; unsigned int p = 0, q = 0;
for (uint32_t i = 0; i < pcHeader->groups_num; ++i) { for (uint32_t i = 0; i < pcHeader->groups_num; ++i) {
for (unsigned int a = 0; a < avOutList[i].size(); ++a) { for (unsigned int a = 0; a < avOutList[i].size(); ++a) {
@ -1600,8 +1561,8 @@ void MDLImporter::InternReadFile_3DGS_MDL7( )
pcOldRoot->mChildren[0] = NULL; pcOldRoot->mChildren[0] = NULL;
delete pcOldRoot; delete pcOldRoot;
pScene->mRootNode->mParent = NULL; pScene->mRootNode->mParent = NULL;
} } else
else pScene->mRootNode->mName.Set("<mesh_root>"); pScene->mRootNode->mName.Set("<mesh_root>");
delete[] avOutList; delete[] avOutList;
delete[] aszGroupNameBuffer; delete[] aszGroupNameBuffer;
@ -1622,7 +1583,8 @@ void MDLImporter::InternReadFile_3DGS_MDL7( )
// add bones to the nodegraph // add bones to the nodegraph
AddBonesToNodeGraph_3DGS_MDL7((const Assimp::MDL::IntBone_MDL7 **) AddBonesToNodeGraph_3DGS_MDL7((const Assimp::MDL::IntBone_MDL7 **)
sharedData.apcOutBones,pc,0xffff); sharedData.apcOutBones,
pc, 0xffff);
// this steps build a valid output animation // this steps build a valid output animation
BuildOutputAnims_3DGS_MDL7((const Assimp::MDL::IntBone_MDL7 **) BuildOutputAnims_3DGS_MDL7((const Assimp::MDL::IntBone_MDL7 **)
@ -1632,19 +1594,16 @@ void MDLImporter::InternReadFile_3DGS_MDL7( )
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Copy materials // Copy materials
void MDLImporter::CopyMaterials_3DGS_MDL7(MDL::IntSharedData_MDL7 &shared) void MDLImporter::CopyMaterials_3DGS_MDL7(MDL::IntSharedData_MDL7 &shared) {
{
pScene->mNumMaterials = (unsigned int)shared.pcMats.size(); pScene->mNumMaterials = (unsigned int)shared.pcMats.size();
pScene->mMaterials = new aiMaterial *[pScene->mNumMaterials]; pScene->mMaterials = new aiMaterial *[pScene->mNumMaterials];
for (unsigned int i = 0; i < pScene->mNumMaterials; ++i) for (unsigned int i = 0; i < pScene->mNumMaterials; ++i)
pScene->mMaterials[i] = shared.pcMats[i]; pScene->mMaterials[i] = shared.pcMats[i];
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Process material references // Process material references
void MDLImporter::HandleMaterialReferences_3DGS_MDL7() void MDLImporter::HandleMaterialReferences_3DGS_MDL7() {
{
// search for referrer materials // search for referrer materials
for (unsigned int i = 0; i < pScene->mNumMaterials; ++i) { for (unsigned int i = 0; i < pScene->mNumMaterials; ++i) {
int iIndex = 0; int iIndex = 0;
@ -1675,16 +1634,14 @@ void MDLImporter::HandleMaterialReferences_3DGS_MDL7()
void MDLImporter::ParseBoneTrafoKeys_3DGS_MDL7( void MDLImporter::ParseBoneTrafoKeys_3DGS_MDL7(
const MDL::IntGroupInfo_MDL7 &groupInfo, const MDL::IntGroupInfo_MDL7 &groupInfo,
IntFrameInfo_MDL7 &frame, IntFrameInfo_MDL7 &frame,
MDL::IntSharedData_MDL7& shared) MDL::IntSharedData_MDL7 &shared) {
{
const MDL::Header_MDL7 *const pcHeader = (const MDL::Header_MDL7 *)this->mBuffer; const MDL::Header_MDL7 *const pcHeader = (const MDL::Header_MDL7 *)this->mBuffer;
// only the first group contains bone animation keys // only the first group contains bone animation keys
if (frame.pcFrame->transmatrix_count) { if (frame.pcFrame->transmatrix_count) {
if (!groupInfo.iIndex) { if (!groupInfo.iIndex) {
// skip all frames vertices. We can't support them // skip all frames vertices. We can't support them
const MDL::BoneTransform_MDL7* pcBoneTransforms = (const MDL::BoneTransform_MDL7*) const MDL::BoneTransform_MDL7 *pcBoneTransforms = (const MDL::BoneTransform_MDL7 *)(((const char *)frame.pcFrame) + pcHeader->frame_stc_size +
(((const char*)frame.pcFrame) + pcHeader->frame_stc_size +
frame.pcFrame->vertices_count * pcHeader->framevertex_stc_size); frame.pcFrame->vertices_count * pcHeader->framevertex_stc_size);
// read all transformation matrices // read all transformation matrices
@ -1692,16 +1649,13 @@ void MDLImporter::ParseBoneTrafoKeys_3DGS_MDL7(
if (pcBoneTransforms->bone_index >= pcHeader->bones_num) { if (pcBoneTransforms->bone_index >= pcHeader->bones_num) {
ASSIMP_LOG_WARN("Index overflow in frame area. " ASSIMP_LOG_WARN("Index overflow in frame area. "
"Unable to parse this bone transformation"); "Unable to parse this bone transformation");
} } else {
else {
AddAnimationBoneTrafoKey_3DGS_MDL7(frame.iIndex, AddAnimationBoneTrafoKey_3DGS_MDL7(frame.iIndex,
pcBoneTransforms, shared.apcOutBones); pcBoneTransforms, shared.apcOutBones);
} }
pcBoneTransforms = (const MDL::BoneTransform_MDL7*)( pcBoneTransforms = (const MDL::BoneTransform_MDL7 *)((const char *)pcBoneTransforms + pcHeader->bonetrans_stc_size);
(const char*)pcBoneTransforms + pcHeader->bonetrans_stc_size);
} }
} } else {
else {
ASSIMP_LOG_WARN("Ignoring animation keyframes in groups != 0"); ASSIMP_LOG_WARN("Ignoring animation keyframes in groups != 0");
} }
} }
@ -1710,8 +1664,7 @@ void MDLImporter::ParseBoneTrafoKeys_3DGS_MDL7(
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Attach bones to the output nodegraph // Attach bones to the output nodegraph
void MDLImporter::AddBonesToNodeGraph_3DGS_MDL7(const MDL::IntBone_MDL7 **apcBones, void MDLImporter::AddBonesToNodeGraph_3DGS_MDL7(const MDL::IntBone_MDL7 **apcBones,
aiNode* pcParent,uint16_t iParentIndex) aiNode *pcParent, uint16_t iParentIndex) {
{
ai_assert(NULL != apcBones && NULL != pcParent); ai_assert(NULL != apcBones && NULL != pcParent);
// get a pointer to the header ... // get a pointer to the header ...
@ -1742,8 +1695,7 @@ void MDLImporter::AddBonesToNodeGraph_3DGS_MDL7(const MDL::IntBone_MDL7** apcBon
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Build output animations // Build output animations
void MDLImporter::BuildOutputAnims_3DGS_MDL7( void MDLImporter::BuildOutputAnims_3DGS_MDL7(
const MDL::IntBone_MDL7** apcBonesOut) const MDL::IntBone_MDL7 **apcBonesOut) {
{
ai_assert(NULL != apcBonesOut); ai_assert(NULL != apcBonesOut);
const MDL::Header_MDL7 *const pcHeader = (const MDL::Header_MDL7 *)mBuffer; const MDL::Header_MDL7 *const pcHeader = (const MDL::Header_MDL7 *)mBuffer;
@ -1755,7 +1707,9 @@ void MDLImporter::BuildOutputAnims_3DGS_MDL7(
// get the last frame ... (needn't be equal to pcHeader->frames_num) // get the last frame ... (needn't be equal to pcHeader->frames_num)
for (size_t qq = 0; qq < apcBonesOut[i]->pkeyPositions.size(); ++qq) { for (size_t qq = 0; qq < apcBonesOut[i]->pkeyPositions.size(); ++qq) {
pcAnim->mDuration = std::max(pcAnim->mDuration, (double) pcAnim->mDuration = std::max(pcAnim->mDuration, (double)
apcBonesOut[i]->pkeyPositions[qq].mTime); apcBonesOut[i]
->pkeyPositions[qq]
.mTime);
} }
++pcAnim->mNumChannels; ++pcAnim->mNumChannels;
} }
@ -1793,15 +1747,14 @@ void MDLImporter::BuildOutputAnims_3DGS_MDL7(
pScene->mNumAnimations = 1; pScene->mNumAnimations = 1;
pScene->mAnimations = new aiAnimation *[1]; pScene->mAnimations = new aiAnimation *[1];
pScene->mAnimations[0] = pcAnim; pScene->mAnimations[0] = pcAnim;
} } else
else delete pcAnim; delete pcAnim;
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
void MDLImporter::AddAnimationBoneTrafoKey_3DGS_MDL7(unsigned int iTrafo, void MDLImporter::AddAnimationBoneTrafoKey_3DGS_MDL7(unsigned int iTrafo,
const MDL::BoneTransform_MDL7 *pcBoneTransforms, const MDL::BoneTransform_MDL7 *pcBoneTransforms,
MDL::IntBone_MDL7** apcBonesOut) MDL::IntBone_MDL7 **apcBonesOut) {
{
ai_assert(NULL != pcBoneTransforms); ai_assert(NULL != pcBoneTransforms);
ai_assert(NULL != apcBonesOut); ai_assert(NULL != apcBonesOut);
@ -1844,8 +1797,7 @@ void MDLImporter::AddAnimationBoneTrafoKey_3DGS_MDL7(unsigned int iTrafo,
// Construct output meshes // Construct output meshes
void MDLImporter::GenerateOutputMeshes_3DGS_MDL7( void MDLImporter::GenerateOutputMeshes_3DGS_MDL7(
MDL::IntGroupData_MDL7 &groupData, MDL::IntGroupData_MDL7 &groupData,
MDL::IntSplitGroupData_MDL7& splitGroupData) MDL::IntSplitGroupData_MDL7 &splitGroupData) {
{
const MDL::IntSharedData_MDL7 &shared = splitGroupData.shared; const MDL::IntSharedData_MDL7 &shared = splitGroupData.shared;
// get a pointer to the header ... // get a pointer to the header ...
@ -1910,7 +1862,7 @@ void MDLImporter::GenerateOutputMeshes_3DGS_MDL7(
std::vector<std::vector<unsigned int>> aaiVWeightList; std::vector<std::vector<unsigned int>> aaiVWeightList;
aaiVWeightList.resize(iNumOutBones); aaiVWeightList.resize(iNumOutBones);
int iCurrent = 0; int iCurrentWeight = 0;
for (unsigned int iFace = 0; iFace < pcMesh->mNumFaces; ++iFace) { for (unsigned int iFace = 0; iFace < pcMesh->mNumFaces; ++iFace) {
unsigned int iSrcFace = splitGroupData.aiSplit[i]->operator[](iFace); unsigned int iSrcFace = splitGroupData.aiSplit[i]->operator[](iFace);
const MDL::IntFace_MDL7 &oldFace = groupData.pcFaces[iSrcFace]; const MDL::IntFace_MDL7 &oldFace = groupData.pcFaces[iSrcFace];
@ -1924,9 +1876,9 @@ void MDLImporter::GenerateOutputMeshes_3DGS_MDL7(
"The bone index of a vertex exceeds the allowed range. "); "The bone index of a vertex exceeds the allowed range. ");
iBone = iNumOutBones - 1; iBone = iNumOutBones - 1;
} }
aaiVWeightList[ iBone ].push_back ( iCurrent ); aaiVWeightList[iBone].push_back(iCurrentWeight);
} }
++iCurrent; ++iCurrentWeight;
} }
} }
// now check which bones are required ... // now check which bones are required ...
@ -1937,8 +1889,7 @@ void MDLImporter::GenerateOutputMeshes_3DGS_MDL7(
} }
pcMesh->mBones = new aiBone *[pcMesh->mNumBones]; pcMesh->mBones = new aiBone *[pcMesh->mNumBones];
iCurrent = 0; iCurrent = 0;
for (std::vector<std::vector<unsigned int> >::const_iterator k = aaiVWeightList.begin();k!= aaiVWeightList.end();++k,++iCurrent) for (std::vector<std::vector<unsigned int>>::const_iterator k = aaiVWeightList.begin(); k != aaiVWeightList.end(); ++k, ++iCurrent) {
{
if ((*k).empty()) if ((*k).empty())
continue; continue;
@ -1968,8 +1919,7 @@ void MDLImporter::GenerateOutputMeshes_3DGS_MDL7(
void MDLImporter::JoinSkins_3DGS_MDL7( void MDLImporter::JoinSkins_3DGS_MDL7(
aiMaterial *pcMat1, aiMaterial *pcMat1,
aiMaterial *pcMat2, aiMaterial *pcMat2,
aiMaterial* pcMatOut) aiMaterial *pcMatOut) {
{
ai_assert(NULL != pcMat1 && NULL != pcMat2 && NULL != pcMatOut); ai_assert(NULL != pcMat1 && NULL != pcMat2 && NULL != pcMatOut);
// first create a full copy of the first skin property set // first create a full copy of the first skin property set
@ -1991,8 +1941,7 @@ void MDLImporter::JoinSkins_3DGS_MDL7(
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Read a Half-life 1 MDL // Read a Half-life 1 MDL
void MDLImporter::InternReadFile_HL1(const std::string& pFile, const uint32_t iMagicWord) void MDLImporter::InternReadFile_HL1(const std::string &pFile, const uint32_t iMagicWord) {
{
// We can't correctly load an MDL from a MDL "sequence" file. // We can't correctly load an MDL from a MDL "sequence" file.
if (iMagicWord == AI_MDL_MAGIC_NUMBER_BE_HL2b || iMagicWord == AI_MDL_MAGIC_NUMBER_LE_HL2b) if (iMagicWord == AI_MDL_MAGIC_NUMBER_BE_HL2b || iMagicWord == AI_MDL_MAGIC_NUMBER_LE_HL2b)
throw DeadlyImportError("Impossible to properly load a model from an MDL sequence file."); throw DeadlyImportError("Impossible to properly load a model from an MDL sequence file.");
@ -2000,7 +1949,7 @@ void MDLImporter::InternReadFile_HL1(const std::string& pFile, const uint32_t iM
// Read the MDL file. // Read the MDL file.
HalfLife::HL1MDLLoader loader( HalfLife::HL1MDLLoader loader(
pScene, pScene,
pIOHandler, mIOHandler,
mBuffer, mBuffer,
pFile, pFile,
mHL1ImportSettings); mHL1ImportSettings);
@ -2008,8 +1957,7 @@ void MDLImporter::InternReadFile_HL1(const std::string& pFile, const uint32_t iM
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
// Read a half-life 2 MDL // Read a half-life 2 MDL
void MDLImporter::InternReadFile_HL2( ) void MDLImporter::InternReadFile_HL2() {
{
//const MDL::Header_HL2* pcHeader = (const MDL::Header_HL2*)this->mBuffer; //const MDL::Header_HL2* pcHeader = (const MDL::Header_HL2*)this->mBuffer;
throw DeadlyImportError("HL2 MDLs are not implemented"); throw DeadlyImportError("HL2 MDLs are not implemented");
} }

View File

@ -4,7 +4,6 @@ Open Asset Import Library (assimp)
Copyright (c) 2006-2020, assimp team Copyright (c) 2006-2020, assimp team
All rights reserved. All rights reserved.
Redistribution and use of this software in source and binary forms, Redistribution and use of this software in source and binary forms,
@ -58,7 +57,6 @@ struct aiTexture;
namespace Assimp { namespace Assimp {
using namespace MDL; using namespace MDL;
// -------------------------------------------------------------------------------------- // --------------------------------------------------------------------------------------
@ -436,7 +434,7 @@ protected:
unsigned int iGSFileVersion; unsigned int iGSFileVersion;
/** Output I/O handler. used to load external lmp files */ /** Output I/O handler. used to load external lmp files */
IOSystem* pIOHandler; IOSystem* mIOHandler;
/** Output scene to be filled */ /** Output scene to be filled */
aiScene* pScene; aiScene* pScene;

View File

@ -561,7 +561,8 @@ uint32_t Assimp::ComputeMaterialHash(const aiMaterial* mat, bool includeMatName
// Exclude all properties whose first character is '?' from the hash // Exclude all properties whose first character is '?' from the hash
// See doc for aiMaterialProperty. // 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->mKey.data,(unsigned int)prop->mKey.length,hash);
hash = SuperFastHash(prop->mData,prop->mDataLength,hash); hash = SuperFastHash(prop->mData,prop->mDataLength,hash);

View File

@ -575,7 +575,8 @@ void SplitLargeMeshesProcess_Vertex::SplitMesh(
for (unsigned int k = 0; k < pMesh->mNumBones;++k) { for (unsigned int k = 0; k < pMesh->mNumBones;++k) {
// check whether the bone is existing // check whether the bone is existing
BoneWeightList* pcWeightList; BoneWeightList* pcWeightList;
if ((pcWeightList = (BoneWeightList*)pcMesh->mBones[k])) { pcWeightList = (BoneWeightList *)pcMesh->mBones[k];
if (nullptr != pcWeightList) {
aiBone *pcOldBone = pMesh->mBones[k]; aiBone *pcOldBone = pMesh->mBones[k];
aiBone* pcOut( nullptr ); aiBone* pcOut( nullptr );
*ppCurrent++ = pcOut = new aiBone(); *ppCurrent++ = pcOut = new aiBone();

View File

@ -125,7 +125,8 @@ void TextureTransformStep::PreProcessUVTransform(STransformVecInfo& info)
* type (e.g. if mirroring is active there IS a difference between * type (e.g. if mirroring is active there IS a difference between
* offset 2 and 3) * offset 2 and 3)
*/ */
if ((rounded = (int)info.mTranslation.x)) { rounded = (int)info.mTranslation.x;
if (rounded) {
float out = 0.0f; float out = 0.0f;
szTemp[0] = 0; szTemp[0] = 0;
if (aiTextureMapMode_Wrap == info.mapU) { 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 * type (e.g. if mirroring is active there IS a difference between
* offset 2 and 3) * offset 2 and 3)
*/ */
if ((rounded = (int)info.mTranslation.y)) { rounded = (int)info.mTranslation.y;
if (rounded) {
float out = 0.0f; float out = 0.0f;
szTemp[0] = 0; szTemp[0] = 0;
if (aiTextureMapMode_Wrap == info.mapV) { if (aiTextureMapMode_Wrap == info.mapV) {