Fixed 3DS, ASE, MD3 and Q3D orientation after Schrompf' recent changes to the RH-LH conversion.
WIP version of animation support in the 3DS loader. Still hoping to find out why the pivots aren't handled correctly ... Added first draft of a B3D loader provided by Mark Sibly. Moved DeterminePType-Step to ScenePreprocessor. Small LWO fix. Still texturing problems. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@231 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
parent
195d9a9cb1
commit
7c50899481
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@ -519,11 +519,13 @@ void Discreet3DSImporter::ConvertMeshes(aiScene* pcOut)
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// ------------------------------------------------------------------------------------------------
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// Add a node to the scenegraph and setup its final transformation
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void Discreet3DSImporter::AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut,D3DS::Node* pcIn)
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void Discreet3DSImporter::AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut,D3DS::Node* pcIn,
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aiMatrix4x4& absTrafo)
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{
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std::vector<unsigned int> iArray;
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iArray.reserve(3);
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aiMatrix4x4 abs;
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if (pcIn->mName == "$$$DUMMY")
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{
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// append the "real" name of the dummy to the string
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@ -542,11 +544,21 @@ void Discreet3DSImporter::AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut,D3DS::Nod
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}
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if (!iArray.empty())
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{
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// The matrix should be identical for all meshes.
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// It HAS to be identical for all meshes ........
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aiMatrix4x4& mTrafo = ((D3DS::Mesh*)pcSOut->mMeshes[iArray[0]]->mColors[0])->mMat;
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aiMatrix4x4 mInv = mTrafo;
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if (!configSkipPivot)
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mInv.Inverse();
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/* abs = mTrafo;
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pcOut->mTransformation = absTrafo;
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pcOut->mTransformation = pcOut->mTransformation.Inverse() * mTrafo;
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const aiVector3D& pivot = pcIn->vPivot;
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aiMatrix4x4 trans;
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*/
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const aiVector3D& pivot = pcIn->vPivot;
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pcOut->mNumMeshes = (unsigned int)iArray.size();
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pcOut->mMeshes = new unsigned int[iArray.size()];
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for (unsigned int i = 0;i < iArray.size();++i)
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@ -555,7 +567,6 @@ void Discreet3DSImporter::AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut,D3DS::Nod
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aiMesh* const mesh = pcSOut->mMeshes[iIndex];
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// http://www.zfx.info/DisplayThread.php?MID=235690#235690
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const aiVector3D& pivot = pcIn->vPivot;
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const aiVector3D* const pvEnd = mesh->mVertices+mesh->mNumVertices;
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aiVector3D* pvCurrent = mesh->mVertices;
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@ -568,7 +579,6 @@ void Discreet3DSImporter::AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut,D3DS::Nod
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pvCurrent->y -= pivot.y;
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pvCurrent->z -= pivot.z;
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*pvCurrent = mTrafo * (*pvCurrent);
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//std::swap( pvCurrent->y, pvCurrent->z );
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++pvCurrent;
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}
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}
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@ -577,22 +587,81 @@ void Discreet3DSImporter::AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut,D3DS::Nod
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{
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while (pvCurrent != pvEnd)
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{
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std::swap( pvCurrent->y, pvCurrent->z );
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*pvCurrent = mInv * (*pvCurrent);
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++pvCurrent;
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}
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}
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#endif
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// Setup the mesh index
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pcOut->mMeshes[i] = iIndex;
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}
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}
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}
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// Generate animation channels for the node
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if (pcIn->aPositionKeys.size() > 0 || pcIn->aRotationKeys.size() > 0 ||
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pcIn->aScalingKeys.size() > 0 || pcIn->aCameraRollKeys.size() > 0 ||
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pcIn->aTargetPositionKeys.size() > 0)
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{
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aiAnimation* anim = pcSOut->mAnimations[0];
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ai_assert(NULL != anim);
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// Allocate a new channel, increment the channel index
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aiNodeAnim* channel = anim->mChannels[anim->mNumChannels++] = new aiNodeAnim();
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// POSITION keys
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if (pcIn->aPositionKeys.size() > 0)
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{
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// Sort all keys with ascending time values
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std::sort(pcIn->aPositionKeys.begin(),pcIn->aPositionKeys.end());
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channel->mNumPositionKeys = (unsigned int)pcIn->aPositionKeys.size();
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channel->mPositionKeys = new aiVectorKey[channel->mNumPositionKeys];
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::memcpy(channel->mPositionKeys,&pcIn->aPositionKeys[0],
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sizeof(aiVectorKey)*channel->mNumPositionKeys);
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// Get the maximum key
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anim->mDuration = std::max(anim->mDuration,channel->
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mPositionKeys[channel->mNumPositionKeys-1].mTime);
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}
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// ROTATION keys
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if (pcIn->aRotationKeys.size() > 0)
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{
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// Sort all keys with ascending time values
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std::sort(pcIn->aRotationKeys.begin(),pcIn->aRotationKeys.end());
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channel->mNumRotationKeys = (unsigned int)pcIn->aRotationKeys.size();
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channel->mRotationKeys = new aiQuatKey[channel->mNumRotationKeys];
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::memcpy(channel->mRotationKeys,&pcIn->aRotationKeys[0],
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sizeof(aiQuatKey)*channel->mNumRotationKeys);
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// Get the maximum key
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anim->mDuration = std::max(anim->mDuration,channel->
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mRotationKeys[channel->mNumRotationKeys-1].mTime);
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}
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// SCALING keys
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if (pcIn->aScalingKeys.size() > 0)
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{
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// Sort all keys with ascending time values
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std::sort(pcIn->aScalingKeys.begin(),pcIn->aScalingKeys.end());
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channel->mNumScalingKeys = (unsigned int)pcIn->aScalingKeys.size();
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channel->mScalingKeys = new aiVectorKey[channel->mNumScalingKeys];
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::memcpy(channel->mScalingKeys,&pcIn->aScalingKeys[0],
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sizeof(aiVectorKey)*channel->mNumScalingKeys);
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// Get the maximum key
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anim->mDuration = std::max(anim->mDuration,channel->
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mScalingKeys[channel->mNumScalingKeys-1].mTime);
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}
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}
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// Setup the name of the node
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pcOut->mName.Set(pcIn->mName);
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// Setup the transformation matrix of the node
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pcOut->mTransformation = aiMatrix4x4();
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// Allocate storage for children
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pcOut->mNumChildren = (unsigned int)pcIn->mChildren.size();
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pcOut->mChildren = new aiNode*[pcIn->mChildren.size()];
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@ -602,11 +671,30 @@ void Discreet3DSImporter::AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut,D3DS::Nod
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{
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pcOut->mChildren[i] = new aiNode();
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pcOut->mChildren[i]->mParent = pcOut;
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AddNodeToGraph(pcSOut,pcOut->mChildren[i],pcIn->mChildren[i]);
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AddNodeToGraph(pcSOut,pcOut->mChildren[i],pcIn->mChildren[i],abs);
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}
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return;
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}
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// ------------------------------------------------------------------------------------------------
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// Find out how many node animation channels we'll have finally
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void CountTracks(D3DS::Node* node, unsigned int& cnt)
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{
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// We will never generate more than one channel for a node, so
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// this is rather easy here.
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if (node->aPositionKeys.size() > 0 || node->aRotationKeys.size() > 0 ||
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node->aScalingKeys.size() > 0 || node->aCameraRollKeys.size() > 0 ||
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node->aTargetPositionKeys.size() > 0)
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{
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++cnt;
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}
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// Recursively process all children
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for (unsigned int i = 0; i < node->mChildren.size();++i)
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CountTracks(node->mChildren[i],cnt);
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}
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// ------------------------------------------------------------------------------------------------
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// Generate the output node graph
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void Discreet3DSImporter::GenerateNodeGraph(aiScene* pcOut)
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@ -670,9 +758,26 @@ void Discreet3DSImporter::GenerateNodeGraph(aiScene* pcOut)
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{
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// First of all: find out how many scaling, rotation and translation
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// animation tracks we'll have afterwards
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//unsigned int numRot = 0, numScale = 0, numTranslate = 0;
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//CountTracks(mRootNode,numRot,numScale,numTranslate);
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AddNodeToGraph(pcOut, pcOut->mRootNode, mRootNode);
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unsigned int numChannel = 0;
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CountTracks(mRootNode,numChannel);
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if (numChannel)
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{
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// Allocate a primary animation channel
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pcOut->mNumAnimations = 1;
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pcOut->mAnimations = new aiAnimation*[1];
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aiAnimation* anim = pcOut->mAnimations[0] = new aiAnimation();
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anim->mName.Set("3DSMasterAnim");
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// Allocate enough storage for all node animation channels,
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// but don't set the mNumChannels member - we'll use it to
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// index into the array
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anim->mChannels = new aiNodeAnim*[numChannel];
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}
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aiMatrix4x4 m;
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AddNodeToGraph(pcOut, pcOut->mRootNode, mRootNode,m);
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}
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// We used the first vertex color set to store some
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if (pcOut->mRootNode->mName.data[0] == '$' && pcOut->mRootNode->mName.data[1] == '$')
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pcOut->mRootNode->mName.Set("<root>");
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#if 0
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// modify the transformation of the root node to change
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// the coordinate system of the whole scene from Max' to OpenGL
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pcOut->mRootNode->mTransformation.a3 *= -1.f;
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pcOut->mRootNode->mTransformation.b3 *= -1.f;
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pcOut->mRootNode->mTransformation.c3 *= -1.f;
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#endif
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}
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// ------------------------------------------------------------------------------------------------
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@ -566,11 +566,14 @@ void Discreet3DSImporter::ParseHierarchyChunk(uint16_t parent)
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// (target animation channels are stored with a
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// separate object ID)
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D3DS::Node* pcNode = FindNode(mRootNode,name);
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if (!pcNode)
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if (pcNode)
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{
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pcNode = new D3DS::Node();
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pcNode->mName = name;
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// Make this node the current node
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mCurrentNode = pcNode;
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break;
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}
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pcNode = new D3DS::Node();
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pcNode->mName = name;
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// There are two unknown values which we can safely ignore
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stream->IncPtr(4);
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@ -219,7 +219,8 @@ protected:
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// -------------------------------------------------------------------
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/** Add a node to the node graph
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*/
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void AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut,D3DS::Node* pcIn);
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void AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut,D3DS::Node* pcIn,
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aiMatrix4x4& absTrafo);
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// -------------------------------------------------------------------
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/** Search for a node in the graph.
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@ -556,12 +556,15 @@ void ASEImporter::AddNodes (std::vector<BaseNode*>& nodes,
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// allocate enough space for the child nodes
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pcParent->mNumChildren = (unsigned int)apcNodes.size();
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pcParent->mChildren = new aiNode*[apcNodes.size()];
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// now build all nodes for our nice new children
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for (unsigned int p = 0; p < apcNodes.size();++p)
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if (pcParent->mNumChildren)
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{
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pcParent->mChildren[p] = apcNodes[p];
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pcParent->mChildren = new aiNode*[apcNodes.size()];
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// now build all nodes for our nice new children
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for (unsigned int p = 0; p < apcNodes.size();++p)
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{
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pcParent->mChildren[p] = apcNodes[p];
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}
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}
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return;
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}
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@ -578,7 +581,7 @@ void ASEImporter::BuildNodes()
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pcScene->mRootNode->mName.Set("<root>");
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// Setup the coordinate system transformation
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pcScene->mRootNode->mTransformation.c3 *= -1.f;
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//pcScene->mRootNode->mTransformation.c3 *= -1.f;
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pcScene->mRootNode->mNumChildren = 1;
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pcScene->mRootNode->mChildren = new aiNode*[1];
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pcScene->mRootNode->mChildren[0] = new aiNode();
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@ -744,7 +747,7 @@ void ASEImporter::BuildUniqueRepresentation(ASE::Mesh& mesh)
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if (!mesh.amTexCoords[c].empty())
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{
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amTexCoords[c][iCurrent] = mesh.amTexCoords[c][(*i).amUVIndices[c][n]];
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amTexCoords[c][iCurrent].y = 1.0f - amTexCoords[c][iCurrent].y; // DX-to-OGL
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// amTexCoords[c][iCurrent].y = 1.f- amTexCoords[c][iCurrent].y; // DX-to-OGL
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}
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}
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// add vertex colors
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@ -0,0 +1,377 @@
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/*
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---------------------------------------------------------------------------
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Open Asset Import Library (ASSIMP)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2008, ASSIMP Development Team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the ASSIMP team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the ASSIMP Development Team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file Implementation of the b3d importer class */
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#include "AssimpPCH.h"
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// internal headers
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#include "B3DImporter.h"
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#include "TextureTransform.h"
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using namespace Assimp;
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using namespace std;
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bool B3DImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler) const{
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int pos=pFile.find_last_of( '.' );
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if( pos==string::npos ) return false;
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string ext=pFile.substr( pos+1 );
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if( ext.size()!=3 ) return false;
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return (ext[0]=='b' || ext[0]=='B') && (ext[1]=='3') && (ext[2]=='d' || ext[2]=='D');
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}
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void B3DImporter::GetExtensionList( std::string& append ){
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append.append("*.b3d");
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}
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void B3DImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler){
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boost::scoped_ptr<IOStream> file( pIOHandler->Open( pFile));
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// Check whether we can read from the file
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if( file.get() == NULL)
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throw new ImportErrorException( "Failed to open B3D file " + pFile + ".");
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// check whether the .b3d file is large enough to contain
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// at least one chunk.
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size_t fileSize = file->FileSize();
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if( fileSize < 8) throw new ImportErrorException( "B3D File is too small.");
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_pos=0;
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_buf.resize( fileSize );
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file->Read( &_buf[0],1,fileSize );
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_stack.clear();
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_textures.clear();
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_materials.size();
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_vertices.clear();
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_meshes.clear();
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ReadBB3D();
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//materials
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aiMaterial **mats=new aiMaterial*[_materials.size()];
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for( unsigned i=0;i<_materials.size();++i ){
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mats[i]=_materials[i];
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}
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pScene->mNumMaterials=_materials.size();
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pScene->mMaterials=mats;
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//meshes
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aiMesh **meshes=new aiMesh*[_meshes.size()];
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for( unsigned i=0;i<_meshes.size();++i ){
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meshes[i]=_meshes[i];
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}
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pScene->mNumMeshes=_meshes.size();
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pScene->mMeshes=meshes;
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//nodes - NOTE: Have to create mMeshes array here or crash 'n' burn.
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aiNode *node=new aiNode( "root" );
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node->mNumMeshes=_meshes.size();
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node->mMeshes=new unsigned[_meshes.size()];
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for( unsigned i=0;i<_meshes.size();++i ){
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node->mMeshes[i]=i;
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}
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pScene->mRootNode=node;
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}
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int B3DImporter::ReadByte(){
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if( _pos<_buf.size() ) return _buf[_pos++];
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throw new ImportErrorException( "B3D EOF Error" );
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}
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int B3DImporter::ReadInt(){
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if( _pos+4<=_buf.size() ){
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int n=*(int*)&_buf[_pos];
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_pos+=4;
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return n;
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}
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throw new ImportErrorException( "B3D EOF Error" );
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}
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float B3DImporter::ReadFloat(){
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if( _pos+4<=_buf.size() ){
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float n=*(float*)&_buf[_pos];
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_pos+=4;
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return n;
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}
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throw new ImportErrorException( "B3D EOF Error" );
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}
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B3DImporter::Vec2 B3DImporter::ReadVec2(){
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Vec2 t;
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t.x=ReadFloat();
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t.y=ReadFloat();
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return t;
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}
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B3DImporter::Vec3 B3DImporter::ReadVec3(){
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||||
Vec3 t;
|
||||
t.x=ReadFloat();
|
||||
t.y=ReadFloat();
|
||||
t.z=ReadFloat();
|
||||
return t;
|
||||
}
|
||||
|
||||
B3DImporter::Vec4 B3DImporter::ReadVec4(){
|
||||
Vec4 t;
|
||||
t.x=ReadFloat();
|
||||
t.y=ReadFloat();
|
||||
t.z=ReadFloat();
|
||||
t.w=ReadFloat();
|
||||
return t;
|
||||
}
|
||||
|
||||
string B3DImporter::ReadString(){
|
||||
string str;
|
||||
while( _pos<_buf.size() ){
|
||||
char c=(char)ReadByte();
|
||||
if( !c ) return str;
|
||||
str+=c;
|
||||
}
|
||||
throw new ImportErrorException( "B3D EOF Error" );
|
||||
}
|
||||
|
||||
string B3DImporter::ReadChunk(){
|
||||
string tag;
|
||||
for( int i=0;i<4;++i ){
|
||||
tag+=char( ReadByte() );
|
||||
}
|
||||
// cout<<"ReadChunk:"<<tag<<endl;
|
||||
unsigned sz=(unsigned)ReadInt();
|
||||
_stack.push_back( _pos+sz );
|
||||
return tag;
|
||||
}
|
||||
|
||||
void B3DImporter::ExitChunk(){
|
||||
_pos=_stack.back();
|
||||
_stack.pop_back();
|
||||
}
|
||||
|
||||
unsigned B3DImporter::ChunkSize(){
|
||||
return _stack.back()-_pos;
|
||||
}
|
||||
|
||||
void B3DImporter::ReadTEXS(){
|
||||
while( ChunkSize() ){
|
||||
string name=ReadString();
|
||||
int flags=ReadInt();
|
||||
int blend=ReadInt();
|
||||
Vec2 pos=ReadVec2();
|
||||
Vec2 scale=ReadVec2();
|
||||
float rot=ReadFloat();
|
||||
|
||||
Texture tex;
|
||||
tex.name=name;
|
||||
_textures.push_back( tex );
|
||||
}
|
||||
}
|
||||
|
||||
void B3DImporter::ReadBRUS(){
|
||||
int n_texs=ReadInt();
|
||||
while( ChunkSize() ){
|
||||
string name=ReadString();
|
||||
Vec4 color=ReadVec4();
|
||||
float shiny=ReadFloat();
|
||||
int blend=ReadInt();
|
||||
int fx=ReadInt();
|
||||
|
||||
MaterialHelper *mat=new MaterialHelper;
|
||||
_materials.push_back( mat );
|
||||
|
||||
for( int i=0;i<n_texs;++i ){
|
||||
int texid=ReadInt();
|
||||
if( !i ){
|
||||
//just use tex 0 for now
|
||||
const Texture &tex=_textures[texid];
|
||||
|
||||
aiString texstr;
|
||||
texstr.Set( tex.name );
|
||||
mat->AddProperty( &texstr,AI_MATKEY_TEXTURE_DIFFUSE(0) );
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void B3DImporter::ReadVRTS(){
|
||||
int vertFlags=ReadInt();
|
||||
int tc_sets=ReadInt();
|
||||
int tc_size=ReadInt();
|
||||
|
||||
if( tc_sets<0 || tc_sets>4 || tc_size<0 || tc_size>4 ) throw new ImportErrorException( "B3D Param Error" );
|
||||
|
||||
while( ChunkSize() ){
|
||||
Vertex vert;
|
||||
|
||||
vert.position=ReadVec3();
|
||||
|
||||
if( vertFlags & 1 ){
|
||||
vert.normal=ReadVec3();
|
||||
}
|
||||
|
||||
if( vertFlags & 2 ){
|
||||
Vec4 color=ReadVec4();
|
||||
}
|
||||
|
||||
for( int i=0;i<tc_sets;++i ){
|
||||
float texcoords[4]={0,0,0,0};
|
||||
for( int j=0;j<tc_size;++j ){
|
||||
texcoords[j]=ReadFloat();
|
||||
}
|
||||
if( !i ) memcpy( &vert.texcoords.x,texcoords,12 );
|
||||
}
|
||||
_vertices.push_back( vert );
|
||||
}
|
||||
}
|
||||
|
||||
void B3DImporter::ReadTRIS(){
|
||||
int matid=ReadInt();
|
||||
|
||||
for( vector<Vertex>::iterator it=_vertices.begin();it!=_vertices.end();++it ){
|
||||
it->index=-1;
|
||||
}
|
||||
|
||||
vector<int> verts,tris;
|
||||
|
||||
while( ChunkSize() ){
|
||||
int i=ReadInt();
|
||||
Vertex &vert=_vertices[i];
|
||||
if( vert.index==-1 ){
|
||||
vert.index=verts.size();
|
||||
verts.push_back( i );
|
||||
}
|
||||
tris.push_back( vert.index );
|
||||
}
|
||||
|
||||
if( verts.empty() || tris.empty() ) return;
|
||||
|
||||
unsigned n_verts=verts.size();
|
||||
unsigned n_tris=tris.size()/3;
|
||||
|
||||
//OK, we have a whole mesh...
|
||||
aiVector3D *mv=new aiVector3D[n_verts];
|
||||
aiVector3D *mn=new aiVector3D[n_verts];
|
||||
aiVector3D *mc=new aiVector3D[n_verts];
|
||||
for( unsigned i=0;i<n_verts;++i ){
|
||||
Vertex &v=_vertices[verts[i]];
|
||||
memcpy( &mv[i].x,&v.position.x,12 );
|
||||
memcpy( &mn[i].x,&v.normal.x,12 );
|
||||
memcpy( &mc[i].x,&v.texcoords.x,12 );
|
||||
}
|
||||
|
||||
aiFace *faces=new aiFace[n_tris];
|
||||
for( unsigned i=0;i<n_tris;++i ){
|
||||
faces[i].mNumIndices=3;
|
||||
unsigned *ip=faces[i].mIndices=new unsigned[3];
|
||||
ip[0]=tris[i*3];
|
||||
ip[1]=tris[i*3+1];
|
||||
ip[2]=tris[i*3+2];
|
||||
}
|
||||
|
||||
aiMesh *mesh=new aiMesh;
|
||||
|
||||
mesh->mMaterialIndex=matid;
|
||||
|
||||
mesh->mNumVertices=n_verts;
|
||||
mesh->mVertices=mv;
|
||||
mesh->mNormals=mn;
|
||||
mesh->mTextureCoords[0]=mc;
|
||||
|
||||
mesh->mNumFaces=n_tris;
|
||||
mesh->mFaces=faces;
|
||||
|
||||
_meshes.push_back( mesh );
|
||||
}
|
||||
|
||||
void B3DImporter::ReadMESH(){
|
||||
int matid=ReadInt();
|
||||
|
||||
_vertices.clear();
|
||||
|
||||
while( ChunkSize() ){
|
||||
string t=ReadChunk();
|
||||
if( t=="VRTS" ){
|
||||
ReadVRTS();
|
||||
}else if( t=="TRIS" ){
|
||||
ReadTRIS();
|
||||
}
|
||||
ExitChunk();
|
||||
}
|
||||
|
||||
_vertices.clear();
|
||||
}
|
||||
|
||||
void B3DImporter::ReadNODE(){
|
||||
|
||||
string name=ReadString();
|
||||
Vec3 trans=ReadVec3();
|
||||
Vec3 scale=ReadVec3();
|
||||
Vec4 rot=ReadVec4();
|
||||
|
||||
while( ChunkSize() ){
|
||||
string t=ReadChunk();
|
||||
if( t=="MESH" ){
|
||||
ReadMESH();
|
||||
}
|
||||
ExitChunk();
|
||||
}
|
||||
}
|
||||
|
||||
void B3DImporter::ReadBB3D(){
|
||||
string t=ReadChunk();
|
||||
if( t=="BB3D" ){
|
||||
int version=ReadInt();
|
||||
while( ChunkSize() ){
|
||||
string t=ReadChunk();
|
||||
if( t=="TEXS" ){
|
||||
ReadTEXS();
|
||||
}else if( t=="BRUS" ){
|
||||
ReadBRUS();
|
||||
}else if( t=="NODE" ){
|
||||
ReadNODE();
|
||||
}
|
||||
ExitChunk();
|
||||
}
|
||||
}
|
||||
ExitChunk();
|
||||
}
|
|
@ -0,0 +1,106 @@
|
|||
|
||||
/*
|
||||
Open Asset Import Library (ASSIMP)
|
||||
----------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2008, ASSIMP Development Team
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
with or without modification, are permitted provided that the
|
||||
following conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
* Neither the name of the ASSIMP team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the ASSIMP Development Team.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
----------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
/** @file Definition of the .b3d importer class. */
|
||||
|
||||
#ifndef AI_B3DIMPORTER_H_INC
|
||||
#define AI_B3DIMPORTER_H_INC
|
||||
|
||||
#include "../include/aiTypes.h"
|
||||
#include "../include/aiMesh.h"
|
||||
#include "../include/aiMaterial.h"
|
||||
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
namespace Assimp{
|
||||
|
||||
class B3DImporter : public BaseImporter{
|
||||
public:
|
||||
|
||||
virtual bool CanRead( const std::string& pFile, IOSystem* pIOHandler) const;
|
||||
|
||||
protected:
|
||||
|
||||
virtual void GetExtensionList(std::string& append);
|
||||
virtual void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler);
|
||||
|
||||
private:
|
||||
|
||||
struct Vec2{ float x,y; };
|
||||
struct Vec3{ float x,y,z; };
|
||||
struct Vec4{ float x,y,z,w; };
|
||||
struct Texture{ std::string name; };
|
||||
struct Vertex{ int index;Vec3 position,normal,texcoords; };
|
||||
|
||||
int ReadByte();
|
||||
int ReadInt();
|
||||
float ReadFloat();
|
||||
Vec2 ReadVec2();
|
||||
Vec3 ReadVec3();
|
||||
Vec4 ReadVec4();
|
||||
std::string ReadString();
|
||||
std::string ReadChunk();
|
||||
void ExitChunk();
|
||||
unsigned ChunkSize();
|
||||
|
||||
void ReadTEXS();
|
||||
void ReadBRUS();
|
||||
void ReadVRTS();
|
||||
void ReadTRIS();
|
||||
void ReadMESH();
|
||||
void ReadNODE();
|
||||
void ReadBB3D();
|
||||
|
||||
unsigned _pos;
|
||||
unsigned _size;
|
||||
std::vector<unsigned char> _buf;
|
||||
std::vector<unsigned> _stack;
|
||||
|
||||
std::vector<Texture> _textures;
|
||||
std::vector<MaterialHelper*> _materials;
|
||||
std::vector<Vertex> _vertices;
|
||||
std::vector<aiMesh*> _meshes;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
|
@ -130,6 +130,29 @@ void IRRImporter::GenerateGraph(Node* root,aiNode* rootOut ,aiScene* scene,
|
|||
break;
|
||||
}
|
||||
attach.push_back(AttachmentInfo(scene,rootOut));
|
||||
|
||||
// now combine the material we've loaded for this mesh
|
||||
// with the real meshes we got from the file. As we
|
||||
// don't execute any pp-steps on the file, the numbers
|
||||
// should be equal. If they are not, we can impossibly
|
||||
// do this ...
|
||||
if (root->materials.size() != (unsigned int)scene->mNumMaterials)
|
||||
{
|
||||
DefaultLogger::get()->warn("IRR: Failed to match imported materials "
|
||||
"with the materials found in the IRR scene file");
|
||||
|
||||
break;
|
||||
}
|
||||
for (unsigned int i = 0; i < scene->mNumMaterials;++i)
|
||||
{
|
||||
// delete the old material
|
||||
delete scene->mMaterials[i];
|
||||
|
||||
std::pair<aiMaterial*, unsigned int>& src = root->materials[i];
|
||||
scene->mMaterials[i] = src.first;
|
||||
|
||||
// Process material flags (e.g. lightmapping)
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
|
|
|
@ -455,6 +455,7 @@ void IRRMeshImporter::InternReadFile( const std::string& pFile,
|
|||
int textMeaning = 0;
|
||||
int vertexFormat = 0; // 0 = normal; 1 = 2 tcoords, 2 = tangents
|
||||
bool useColors = false;
|
||||
bool needLightMap = false;
|
||||
|
||||
// Parse the XML file
|
||||
while (reader->read())
|
||||
|
@ -752,7 +753,12 @@ void IRRMeshImporter::InternReadFile( const std::string& pFile,
|
|||
mat->AddProperty(&curColors[0].a,1,AI_MATKEY_OPACITY);
|
||||
}
|
||||
|
||||
/* TODO: Add lightmapping support here */
|
||||
// store the material flags for later use
|
||||
curMesh->mNumUVComponents[3] = curMatFlags;
|
||||
if ( curMatFlags & AI_IRRMESH_MAT_lightmap )
|
||||
{
|
||||
needLightMap = true;
|
||||
}
|
||||
}}
|
||||
break;
|
||||
|
||||
|
@ -783,10 +789,22 @@ void IRRMeshImporter::InternReadFile( const std::string& pFile,
|
|||
if (materials.empty())
|
||||
throw new ImportErrorException("IRRMESH: Unable to read a mesh from this file");
|
||||
|
||||
if(needLightMap)
|
||||
{
|
||||
// Compute light map UV coordinates
|
||||
// ComputeLightMapUVCoordinates(meshes,materials);
|
||||
}
|
||||
|
||||
// now generate the output scene
|
||||
pScene->mNumMeshes = (unsigned int)meshes.size();
|
||||
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
|
||||
::memcpy(pScene->mMeshes,&meshes[0],sizeof(void*)*pScene->mNumMeshes);
|
||||
for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
|
||||
{
|
||||
pScene->mMeshes[i] = meshes[i];
|
||||
|
||||
// clean this value ...
|
||||
pScene->mMeshes[i]->mNumUVComponents[3] = 0;
|
||||
}
|
||||
|
||||
pScene->mNumMaterials = (unsigned int)materials.size();
|
||||
pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
|
||||
|
|
|
@ -126,6 +126,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
#ifndef AI_BUILD_NO_Q3D_IMPORTER
|
||||
# include "Q3DLoader.h"
|
||||
#endif
|
||||
#ifndef AI_BUILD_NO_B3D_IMPORTER
|
||||
# include "B3DImporter.h"
|
||||
#endif
|
||||
|
||||
|
||||
// PostProcess-Steps
|
||||
|
@ -180,14 +183,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
#ifndef AI_BUILD_NO_FINDDEGENERATES_PROCESS
|
||||
# include "FindDegenerates.h"
|
||||
#endif
|
||||
|
||||
// NOTE: the preprocessor code has been moved to the header as
|
||||
// we've also declared the DeterminePType process in it, which
|
||||
// can't be removed.
|
||||
|
||||
//#ifndef AI_BUILD_NO_SORTBYPTYPE_PROCESS
|
||||
#ifndef AI_BUILD_NO_SORTBYPTYPE_PROCESS
|
||||
# include "SortByPTypeProcess.h"
|
||||
//#endif
|
||||
#endif
|
||||
|
||||
using namespace Assimp;
|
||||
|
||||
|
@ -282,6 +280,9 @@ Importer::Importer() :
|
|||
#if (!defined AI_BUILD_NO_Q3D_IMPORTER)
|
||||
mImporter.push_back( new Q3DImporter());
|
||||
#endif
|
||||
#if (!defined AI_BUILD_NO_B3D_IMPORTER)
|
||||
mImporter.push_back( new B3DImporter());
|
||||
#endif
|
||||
|
||||
// add an instance of each post processing step here in the order
|
||||
// of sequence it is executed. steps that are added here are not validated -
|
||||
|
@ -292,8 +293,6 @@ Importer::Importer() :
|
|||
mPostProcessingSteps.push_back( new ValidateDSProcess());
|
||||
#endif
|
||||
|
||||
mPostProcessingSteps.push_back( new DeterminePTypeHelperProcess());
|
||||
|
||||
|
||||
#if (!defined AI_BUILD_NO_FINDDEGENERATES_PROCESS)
|
||||
mPostProcessingSteps.push_back( new FindDegeneratesProcess());
|
||||
|
|
|
@ -143,6 +143,8 @@ void LWOImporter::InternReadFile( const std::string& pFile,
|
|||
// old lightwave file format (prior to v6)
|
||||
if (AI_LWO_FOURCC_LWOB == fileType)
|
||||
{
|
||||
DefaultLogger::get()->info("LWO file format: LWOB (<= LightWave 5.5)");
|
||||
|
||||
mIsLWO2 = false;
|
||||
this->LoadLWOBFile();
|
||||
}
|
||||
|
@ -150,6 +152,8 @@ void LWOImporter::InternReadFile( const std::string& pFile,
|
|||
// new lightwave format
|
||||
else if (AI_LWO_FOURCC_LWO2 == fileType)
|
||||
{
|
||||
DefaultLogger::get()->info("LWO file format: LWO2 (>= LightWave 6)");
|
||||
|
||||
mIsLWO2 = true;
|
||||
this->LoadLWO2File();
|
||||
}
|
||||
|
@ -307,7 +311,7 @@ void LWOImporter::InternReadFile( const std::string& pFile,
|
|||
aiVector3D*& pp = pvUV[w];
|
||||
const aiVector2D& src = ((aiVector2D*)&layer.mUVChannels[vUVChannelIndices[w]].rawData[0])[idx];
|
||||
pp->x = src.x;
|
||||
pp->y = 1.f-src.y; // DX to OGL
|
||||
pp->y = src.y; // DX to OGL
|
||||
pp++;
|
||||
}
|
||||
|
||||
|
|
|
@ -297,14 +297,14 @@ void MD3Importer::InternReadFile(
|
|||
{
|
||||
// read vertices
|
||||
pcMesh->mVertices[iCurrent].x = pcVertices[ pcTriangles->INDEXES[c]].X*AI_MD3_XYZ_SCALE;
|
||||
pcMesh->mVertices[iCurrent].y = pcVertices[ pcTriangles->INDEXES[c]].Y*-1.0f*AI_MD3_XYZ_SCALE;
|
||||
pcMesh->mVertices[iCurrent].y = pcVertices[ pcTriangles->INDEXES[c]].Y*AI_MD3_XYZ_SCALE;
|
||||
pcMesh->mVertices[iCurrent].z = pcVertices[ pcTriangles->INDEXES[c]].Z*AI_MD3_XYZ_SCALE;
|
||||
|
||||
// convert the normal vector to uncompressed float3 format
|
||||
LatLngNormalToVec3(pcVertices[pcTriangles->INDEXES[c]].NORMAL,
|
||||
(float*)&pcMesh->mNormals[iCurrent]);
|
||||
|
||||
pcMesh->mNormals[iCurrent].y *= -1.0f;
|
||||
//pcMesh->mNormals[iCurrent].y *= -1.0f;
|
||||
|
||||
// read texture coordinates
|
||||
pcMesh->mTextureCoords[0][iCurrent].x = pcUVs[ pcTriangles->INDEXES[c]].U;
|
||||
|
|
|
@ -562,11 +562,11 @@ outer:
|
|||
for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
|
||||
pScene->mRootNode->mMeshes[i] = i;
|
||||
|
||||
pScene->mRootNode->mTransformation *= aiMatrix4x4(
|
||||
/*pScene->mRootNode->mTransformation *= aiMatrix4x4(
|
||||
1.f, 0.f, 0.f, 0.f,
|
||||
0.f, -1.f,0.f, 0.f,
|
||||
0.f, 0.f, 1.f, 0.f,
|
||||
0.f, 0.f, 0.f, 1.f);
|
||||
0.f, 0.f, 0.f, 1.f);*/
|
||||
|
||||
// Add cameras and light sources to the scene root node
|
||||
pScene->mRootNode->mNumChildren = pScene->mNumLights+pScene->mNumCameras;
|
||||
|
|
|
@ -48,7 +48,10 @@ void ScenePreprocessor::ProcessScene (aiScene* _scene)
|
|||
{
|
||||
scene = _scene;
|
||||
|
||||
// - nothing to do for meshes for the moment
|
||||
// Process all meshes
|
||||
for (unsigned int i = 0; i < scene->mNumMeshes;++i)
|
||||
ProcessMesh(scene->mMeshes[i]);
|
||||
|
||||
// - nothing to do for materials for the moment
|
||||
// - nothing to do for nodes for the moment
|
||||
// - nothing to do for textures for the moment
|
||||
|
@ -60,6 +63,37 @@ void ScenePreprocessor::ProcessScene (aiScene* _scene)
|
|||
ProcessAnimation(scene->mAnimations[i]);
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
void ScenePreprocessor::ProcessMesh (aiMesh* mesh)
|
||||
{
|
||||
// If the information which primitive types are there in the
|
||||
// mesh is currently not available, compute it.
|
||||
if (!mesh->mPrimitiveTypes)
|
||||
{
|
||||
for (unsigned int a = 0; a < mesh->mNumFaces; ++a)
|
||||
{
|
||||
aiFace& face = mesh->mFaces[a];
|
||||
switch (face.mNumIndices)
|
||||
{
|
||||
case 3u:
|
||||
mesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
|
||||
break;
|
||||
|
||||
case 2u:
|
||||
mesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
|
||||
break;
|
||||
|
||||
case 1u:
|
||||
mesh->mPrimitiveTypes |= aiPrimitiveType_POINT;
|
||||
break;
|
||||
|
||||
default:
|
||||
mesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
void ScenePreprocessor::ProcessAnimation (aiAnimation* anim)
|
||||
|
|
|
@ -64,6 +64,7 @@ public:
|
|||
protected:
|
||||
|
||||
void ProcessAnimation (aiAnimation* anim);
|
||||
void ProcessMesh (aiMesh* mesh);
|
||||
|
||||
protected:
|
||||
|
||||
|
|
|
@ -51,64 +51,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
|
||||
using namespace Assimp;
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Constructor to be privately used by Importer
|
||||
DeterminePTypeHelperProcess ::DeterminePTypeHelperProcess()
|
||||
{
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Destructor, private as well
|
||||
DeterminePTypeHelperProcess::~DeterminePTypeHelperProcess()
|
||||
{
|
||||
// nothing to do here
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Returns whether the processing step is present in the given flag field.
|
||||
bool DeterminePTypeHelperProcess::IsActive( unsigned int pFlags) const
|
||||
{
|
||||
// this step is always active
|
||||
return true;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Executes the post processing step on the given imported data.
|
||||
void DeterminePTypeHelperProcess::Execute( aiScene* pScene)
|
||||
{
|
||||
DefaultLogger::get()->debug("DeterminePTypeHelper begin");
|
||||
for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
|
||||
{
|
||||
aiMesh* mesh = pScene->mMeshes[i];
|
||||
if (!mesh->mPrimitiveTypes)
|
||||
{
|
||||
for (unsigned int a = 0; a < mesh->mNumFaces; ++a)
|
||||
{
|
||||
aiFace& face = mesh->mFaces[a];
|
||||
switch (face.mNumIndices)
|
||||
{
|
||||
case 3u:
|
||||
mesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
|
||||
break;
|
||||
|
||||
case 2u:
|
||||
mesh->mPrimitiveTypes |= aiPrimitiveType_LINE;
|
||||
break;
|
||||
|
||||
case 1u:
|
||||
mesh->mPrimitiveTypes |= aiPrimitiveType_POINT;
|
||||
break;
|
||||
|
||||
default:
|
||||
mesh->mPrimitiveTypes |= aiPrimitiveType_POLYGON;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
DefaultLogger::get()->debug("DeterminePTypeHelper finished");
|
||||
}
|
||||
|
||||
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
|
|
|
@ -50,35 +50,6 @@ class SortByPTypeProcessTest;
|
|||
namespace Assimp {
|
||||
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** DeterminePTypeHelperProcess: If aiMesh::mPrimitiveTypes is 0,
|
||||
* this step determines the types of primitive a mesh consists of.
|
||||
*/
|
||||
class ASSIMP_API DeterminePTypeHelperProcess : public BaseProcess
|
||||
{
|
||||
friend class Importer;
|
||||
friend class ::SortByPTypeProcessTest; // grant the unit test full access to us
|
||||
|
||||
protected:
|
||||
/** Constructor to be privately used by Importer */
|
||||
DeterminePTypeHelperProcess();
|
||||
|
||||
/** Destructor, private as well */
|
||||
~DeterminePTypeHelperProcess();
|
||||
|
||||
public:
|
||||
// -------------------------------------------------------------------
|
||||
bool IsActive( unsigned int pFlags) const;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
void Execute( aiScene* pScene);
|
||||
|
||||
private:
|
||||
|
||||
};
|
||||
|
||||
#if (!defined AI_BUILD_NO_SORTBYPTYPE_PROCESS)
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** SortByPTypeProcess: Sorts meshes by the types of primitives they contain.
|
||||
* A mesh with 5 lines, 3 points and 145 triangles would be split in 3
|
||||
|
@ -111,7 +82,6 @@ private:
|
|||
int configRemoveMeshes;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
} // end of namespace Assimp
|
||||
|
||||
|
|
|
@ -72,7 +72,8 @@ SOURCES = AssimpPCH.cpp \
|
|||
IRRMeshLoader.cpp \
|
||||
IRRLoader.cpp \
|
||||
Q3DLoader.cpp \
|
||||
ScenePreprocessor.cpp
|
||||
ScenePreprocessor.cpp \
|
||||
B3DImporter.cpp
|
||||
|
||||
OBJECTS = $(SOURCES:.cpp=.o)
|
||||
|
||||
|
|
|
@ -72,7 +72,9 @@ SOURCES = AssimpPCH.cpp \
|
|||
IRRMeshLoader.cpp \
|
||||
IRRLoader.cpp \
|
||||
Q3DLoader.cpp \
|
||||
ScenePreprocessor.cpp
|
||||
ScenePreprocessor.cpp \
|
||||
B3DImporter.cpp
|
||||
|
||||
|
||||
OBJECTS = $(SOURCES:.cpp=.o)
|
||||
|
||||
|
|
|
@ -1402,6 +1402,18 @@
|
|||
>
|
||||
</File>
|
||||
</Filter>
|
||||
<Filter
|
||||
Name="B3D"
|
||||
>
|
||||
<File
|
||||
RelativePath="..\..\code\B3DImporter.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath="..\..\code\B3DImporter.h"
|
||||
>
|
||||
</File>
|
||||
</Filter>
|
||||
</Filter>
|
||||
<Filter
|
||||
Name="PostProcess"
|
||||
|
|
Loading…
Reference in New Issue