apply code-conventions to unrealloader
parent
27e1a20efe
commit
9b83d74830
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@ -51,23 +51,23 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include "Unreal/UnrealLoader.h"
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#include "PostProcessing/ConvertToLHProcess.h"
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#include <assimp/StreamReader.h>
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#include <assimp/ParsingUtils.h>
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#include <assimp/StreamReader.h>
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#include <assimp/fast_atof.h>
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#include <assimp/Importer.hpp>
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#include <assimp/importerdesc.h>
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#include <assimp/scene.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/IOSystem.hpp>
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#include <assimp/scene.h>
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#include <assimp/importerdesc.h>
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#include <assimp/Importer.hpp>
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#include <memory>
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#include <stdint.h>
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#include <memory>
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using namespace Assimp;
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namespace Unreal {
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/*
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/*
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0 = Normal one-sided
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1 = Normal two-sided
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2 = Translucent two-sided
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@ -76,78 +76,78 @@ namespace Unreal {
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8 = Placeholder triangle for weapon positioning (invisible)
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*/
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enum MeshFlags {
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MF_NORMAL_OS = 0,
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MF_NORMAL_TS = 1,
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MF_NORMAL_TRANS_TS = 2,
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MF_NORMAL_MASKED_TS = 3,
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MF_NORMAL_MOD_TS = 4,
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MF_WEAPON_PLACEHOLDER = 8
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MF_NORMAL_OS = 0,
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MF_NORMAL_TS = 1,
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MF_NORMAL_TRANS_TS = 2,
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MF_NORMAL_MASKED_TS = 3,
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MF_NORMAL_MOD_TS = 4,
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MF_WEAPON_PLACEHOLDER = 8
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};
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// a single triangle
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struct Triangle {
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uint16_t mVertex[3]; // Vertex indices
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char mType; // James' Mesh Type
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char mColor; // Color for flat and Gourand Shaded
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unsigned char mTex[3][2]; // Texture UV coordinates
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unsigned char mTextureNum; // Source texture offset
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char mFlags; // Unreal Mesh Flags (unused)
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unsigned int matIndex;
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uint16_t mVertex[3]; // Vertex indices
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char mType; // James' Mesh Type
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char mColor; // Color for flat and Gourand Shaded
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unsigned char mTex[3][2]; // Texture UV coordinates
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unsigned char mTextureNum; // Source texture offset
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char mFlags; // Unreal Mesh Flags (unused)
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unsigned int matIndex;
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};
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// temporary representation for a material
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struct TempMat {
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TempMat() :
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type(), tex(), numFaces(0) {}
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TempMat() :
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type(MF_NORMAL_OS), tex(), numFaces(0) {}
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explicit TempMat(const Triangle &in) :
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type((Unreal::MeshFlags)in.mType), tex(in.mTextureNum), numFaces(0) {}
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explicit TempMat(const Triangle &in) :
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type((Unreal::MeshFlags)in.mType), tex(in.mTextureNum), numFaces(0) {}
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// type of mesh
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Unreal::MeshFlags type;
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// type of mesh
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Unreal::MeshFlags type;
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// index of texture
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unsigned int tex;
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// index of texture
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unsigned int tex;
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// number of faces using us
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unsigned int numFaces;
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// number of faces using us
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unsigned int numFaces;
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// for std::find
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bool operator==(const TempMat &o) {
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return (tex == o.tex && type == o.type);
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}
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// for std::find
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bool operator==(const TempMat &o) {
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return (tex == o.tex && type == o.type);
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}
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};
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struct Vertex {
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int32_t X : 11;
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int32_t Y : 11;
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int32_t Z : 10;
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int32_t X : 11;
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int32_t Y : 11;
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int32_t Z : 10;
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};
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// UNREAL vertex compression
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inline void CompressVertex(const aiVector3D &v, uint32_t &out) {
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union {
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Vertex n;
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int32_t t;
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};
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union {
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Vertex n;
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int32_t t;
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};
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t = 0;
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n.X = (int32_t)v.x;
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n.Y = (int32_t)v.y;
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n.Z = (int32_t)v.z;
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::memcpy(&out, &t, sizeof(int32_t));
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n.X = (int32_t)v.x;
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n.Y = (int32_t)v.y;
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n.Z = (int32_t)v.z;
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::memcpy(&out, &t, sizeof(int32_t));
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}
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// UNREAL vertex decompression
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inline void DecompressVertex(aiVector3D &v, int32_t in) {
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union {
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Vertex n;
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int32_t i;
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};
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i = in;
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union {
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Vertex n;
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int32_t i;
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};
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i = in;
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v.x = (float)n.X;
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v.y = (float)n.Y;
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v.z = (float)n.Z;
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v.x = (float)n.X;
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v.y = (float)n.Y;
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v.z = (float)n.Z;
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}
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} // end namespace Unreal
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@ -165,79 +165,70 @@ static const aiImporterDesc desc = {
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"3d uc"
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};
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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UnrealImporter::UnrealImporter()
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: configFrameID (0)
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, configHandleFlags (true)
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{}
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UnrealImporter::UnrealImporter() :
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mConfigFrameID(0), mConfigHandleFlags(true) {}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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UnrealImporter::~UnrealImporter()
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{}
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UnrealImporter::~UnrealImporter() {}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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bool UnrealImporter::CanRead( const std::string& pFile, IOSystem* /*pIOHandler*/, bool /*checkSig*/) const
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{
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return SimpleExtensionCheck(pFile,"3d","uc");
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bool UnrealImporter::CanRead(const std::string &pFile, IOSystem * /*pIOHandler*/, bool /*checkSig*/) const {
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return SimpleExtensionCheck(pFile, "3d", "uc");
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}
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// ------------------------------------------------------------------------------------------------
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// Build a string of all file extensions supported
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const aiImporterDesc* UnrealImporter::GetInfo () const
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{
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const aiImporterDesc *UnrealImporter::GetInfo() const {
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return &desc;
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}
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// ------------------------------------------------------------------------------------------------
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// Setup configuration properties for the loader
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void UnrealImporter::SetupProperties(const Importer* pImp)
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{
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void UnrealImporter::SetupProperties(const Importer *pImp) {
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// The
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// AI_CONFIG_IMPORT_UNREAL_KEYFRAME option overrides the
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// AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option.
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configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_UNREAL_KEYFRAME,-1);
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if(static_cast<unsigned int>(-1) == configFrameID) {
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configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0);
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mConfigFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_UNREAL_KEYFRAME, -1);
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if (static_cast<unsigned int>(-1) == mConfigFrameID) {
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mConfigFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME, 0);
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}
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// AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS, default is true
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configHandleFlags = (0 != pImp->GetPropertyInteger(AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS,1));
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mConfigHandleFlags = (0 != pImp->GetPropertyInteger(AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS, 1));
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}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void UnrealImporter::InternReadFile( const std::string& pFile,
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aiScene* pScene, IOSystem* pIOHandler)
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{
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void UnrealImporter::InternReadFile(const std::string &pFile,
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aiScene *pScene, IOSystem *pIOHandler) {
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// For any of the 3 files being passed get the three correct paths
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// First of all, determine file extension
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std::string::size_type pos = pFile.find_last_of('.');
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std::string extension = GetExtension(pFile);
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std::string d_path,a_path,uc_path;
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if (extension == "3d") {
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std::string d_path, a_path, uc_path;
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if (extension == "3d") {
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// jjjj_d.3d
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// jjjj_a.3d
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pos = pFile.find_last_of('_');
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if (std::string::npos == pos) {
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throw DeadlyImportError("UNREAL: Unexpected naming scheme");
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}
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extension = pFile.substr(0,pos);
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}
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else {
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extension = pFile.substr(0,pos);
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extension = pFile.substr(0, pos);
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} else {
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extension = pFile.substr(0, pos);
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}
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// build proper paths
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d_path = extension+"_d.3d";
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a_path = extension+"_a.3d";
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uc_path = extension+".uc";
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d_path = extension + "_d.3d";
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a_path = extension + "_a.3d";
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uc_path = extension + ".uc";
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ASSIMP_LOG_DEBUG_F( "UNREAL: data file is ", d_path);
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ASSIMP_LOG_DEBUG_F("UNREAL: data file is ", d_path);
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ASSIMP_LOG_DEBUG_F("UNREAL: aniv file is ", a_path);
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ASSIMP_LOG_DEBUG_F("UNREAL: uc file is ", uc_path);
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@ -258,11 +249,11 @@ void UnrealImporter::InternReadFile( const std::string& pFile,
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// collect triangles
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std::vector<Unreal::Triangle> triangles(numTris);
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for (auto & tri : triangles) {
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for (unsigned int i = 0; i < 3;++i) {
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for (auto &tri : triangles) {
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for (unsigned int i = 0; i < 3; ++i) {
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tri.mVertex[i] = d_reader.GetI2();
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if (tri.mVertex[i] >= numTris) {
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if (tri.mVertex[i] >= numTris) {
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ASSIMP_LOG_WARN("UNREAL: vertex index out of range");
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tri.mVertex[i] = 0;
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}
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@ -270,7 +261,7 @@ void UnrealImporter::InternReadFile( const std::string& pFile,
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tri.mType = d_reader.GetI1();
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// handle mesh flagss?
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if (configHandleFlags)
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if (mConfigHandleFlags)
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tri.mType = Unreal::MF_NORMAL_OS;
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else {
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// ignore MOD and MASKED for the moment, treat them as two-sided
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@ -279,12 +270,12 @@ void UnrealImporter::InternReadFile( const std::string& pFile,
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}
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d_reader.IncPtr(1);
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for (unsigned int i = 0; i < 3;++i)
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for (unsigned int i2 = 0; i2 < 2;++i2)
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for (unsigned int i = 0; i < 3; ++i)
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for (unsigned int i2 = 0; i2 < 2; ++i2)
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tri.mTex[i][i2] = d_reader.GetI1();
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tri.mTextureNum = d_reader.GetI1();
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maxTexIdx = std::max(maxTexIdx,(unsigned int)tri.mTextureNum);
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maxTexIdx = std::max(maxTexIdx, (unsigned int)tri.mTextureNum);
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d_reader.IncPtr(1);
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}
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@ -295,63 +286,64 @@ void UnrealImporter::InternReadFile( const std::string& pFile,
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// read number of frames
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const uint32_t numFrames = a_reader.GetI2();
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if (configFrameID >= numFrames) {
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if (mConfigFrameID >= numFrames) {
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throw DeadlyImportError("UNREAL: The requested frame does not exist");
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}
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uint32_t st = a_reader.GetI2();
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if (st != numVert*4u)
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if (st != numVert * 4u)
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throw DeadlyImportError("UNREAL: Unexpected aniv file length");
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// skip to our frame
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a_reader.IncPtr(configFrameID *numVert*4);
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a_reader.IncPtr(mConfigFrameID * numVert * 4);
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// collect vertices
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std::vector<aiVector3D> vertices(numVert);
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for (auto &vertex : vertices) {
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for (auto &vertex : vertices) {
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int32_t val = a_reader.GetI4();
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Unreal::DecompressVertex(vertex ,val);
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Unreal::DecompressVertex(vertex, val);
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}
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// list of textures.
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std::vector< std::pair<unsigned int, std::string> > textures;
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std::vector<std::pair<unsigned int, std::string>> textures;
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// allocate the output scene
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aiNode* nd = pScene->mRootNode = new aiNode();
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aiNode *nd = pScene->mRootNode = new aiNode();
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nd->mName.Set("<UnrealRoot>");
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// we can live without the uc file if necessary
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std::unique_ptr<IOStream> pb (pIOHandler->Open(uc_path));
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if (pb.get()) {
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std::unique_ptr<IOStream> pb(pIOHandler->Open(uc_path));
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if (pb.get()) {
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std::vector<char> _data;
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TextFileToBuffer(pb.get(),_data);
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const char* data = &_data[0];
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TextFileToBuffer(pb.get(), _data);
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const char *data = &_data[0];
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std::vector< std::pair< std::string,std::string > > tempTextures;
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std::vector<std::pair<std::string, std::string>> tempTextures;
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// do a quick search in the UC file for some known, usually texture-related, tags
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for (;*data;++data) {
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if (TokenMatchI(data,"#exec",5)) {
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for (; *data; ++data) {
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if (TokenMatchI(data, "#exec", 5)) {
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SkipSpacesAndLineEnd(&data);
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// #exec TEXTURE IMPORT [...] NAME=jjjjj [...] FILE=jjjj.pcx [...]
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if (TokenMatchI(data,"TEXTURE",7)) {
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if (TokenMatchI(data, "TEXTURE", 7)) {
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SkipSpacesAndLineEnd(&data);
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if (TokenMatchI(data,"IMPORT",6)) {
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tempTextures.push_back(std::pair< std::string,std::string >());
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std::pair< std::string,std::string >& me = tempTextures.back();
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for (;!IsLineEnd(*data);++data) {
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if (!::ASSIMP_strincmp(data,"NAME=",5)) {
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const char *d = data+=5;
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for (;!IsSpaceOrNewLine(*data);++data);
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me.first = std::string(d,(size_t)(data-d));
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}
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else if (!::ASSIMP_strincmp(data,"FILE=",5)) {
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const char *d = data+=5;
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for (;!IsSpaceOrNewLine(*data);++data);
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me.second = std::string(d,(size_t)(data-d));
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if (TokenMatchI(data, "IMPORT", 6)) {
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tempTextures.push_back(std::pair<std::string, std::string>());
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std::pair<std::string, std::string> &me = tempTextures.back();
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for (; !IsLineEnd(*data); ++data) {
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if (!::ASSIMP_strincmp(data, "NAME=", 5)) {
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const char *d = data += 5;
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for (; !IsSpaceOrNewLine(*data); ++data)
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;
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me.first = std::string(d, (size_t)(data - d));
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} else if (!::ASSIMP_strincmp(data, "FILE=", 5)) {
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const char *d = data += 5;
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for (; !IsSpaceOrNewLine(*data); ++data)
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;
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me.second = std::string(d, (size_t)(data - d));
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}
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}
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if (!me.first.length() || !me.second.length())
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@ -360,65 +352,61 @@ void UnrealImporter::InternReadFile( const std::string& pFile,
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}
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// #exec MESHMAP SETTEXTURE MESHMAP=box NUM=1 TEXTURE=Jtex1
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// #exec MESHMAP SCALE MESHMAP=box X=0.1 Y=0.1 Z=0.2
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else if (TokenMatchI(data,"MESHMAP",7)) {
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else if (TokenMatchI(data, "MESHMAP", 7)) {
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SkipSpacesAndLineEnd(&data);
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if (TokenMatchI(data,"SETTEXTURE",10)) {
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if (TokenMatchI(data, "SETTEXTURE", 10)) {
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textures.push_back(std::pair<unsigned int, std::string>());
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std::pair<unsigned int, std::string>& me = textures.back();
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std::pair<unsigned int, std::string> &me = textures.back();
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for (;!IsLineEnd(*data);++data) {
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if (!::ASSIMP_strincmp(data,"NUM=",4)) {
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for (; !IsLineEnd(*data); ++data) {
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if (!::ASSIMP_strincmp(data, "NUM=", 4)) {
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data += 4;
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me.first = strtoul10(data,&data);
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}
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else if (!::ASSIMP_strincmp(data,"TEXTURE=",8)) {
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me.first = strtoul10(data, &data);
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} else if (!::ASSIMP_strincmp(data, "TEXTURE=", 8)) {
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data += 8;
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const char *d = data;
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for (;!IsSpaceOrNewLine(*data);++data);
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me.second = std::string(d,(size_t)(data-d));
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for (; !IsSpaceOrNewLine(*data); ++data)
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;
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me.second = std::string(d, (size_t)(data - d));
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// try to find matching path names, doesn't care if we don't find them
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for (std::vector< std::pair< std::string,std::string > >::const_iterator it = tempTextures.begin();
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it != tempTextures.end(); ++it) {
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if ((*it).first == me.second) {
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for (std::vector<std::pair<std::string, std::string>>::const_iterator it = tempTextures.begin();
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it != tempTextures.end(); ++it) {
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if ((*it).first == me.second) {
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me.second = (*it).second;
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break;
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}
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}
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}
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}
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}
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else if (TokenMatchI(data,"SCALE",5)) {
|
||||
} else if (TokenMatchI(data, "SCALE", 5)) {
|
||||
|
||||
for (;!IsLineEnd(*data);++data) {
|
||||
if (data[0] == 'X' && data[1] == '=') {
|
||||
data = fast_atoreal_move<float>(data+2,(float&)nd->mTransformation.a1);
|
||||
}
|
||||
else if (data[0] == 'Y' && data[1] == '=') {
|
||||
data = fast_atoreal_move<float>(data+2,(float&)nd->mTransformation.b2);
|
||||
}
|
||||
else if (data[0] == 'Z' && data[1] == '=') {
|
||||
data = fast_atoreal_move<float>(data+2,(float&)nd->mTransformation.c3);
|
||||
for (; !IsLineEnd(*data); ++data) {
|
||||
if (data[0] == 'X' && data[1] == '=') {
|
||||
data = fast_atoreal_move<float>(data + 2, (float &)nd->mTransformation.a1);
|
||||
} else if (data[0] == 'Y' && data[1] == '=') {
|
||||
data = fast_atoreal_move<float>(data + 2, (float &)nd->mTransformation.b2);
|
||||
} else if (data[0] == 'Z' && data[1] == '=') {
|
||||
data = fast_atoreal_move<float>(data + 2, (float &)nd->mTransformation.c3);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else {
|
||||
} else {
|
||||
ASSIMP_LOG_ERROR("Unable to open .uc file");
|
||||
}
|
||||
|
||||
std::vector<Unreal::TempMat> materials;
|
||||
materials.reserve(textures.size()*2+5);
|
||||
materials.reserve(textures.size() * 2 + 5);
|
||||
|
||||
// find out how many output meshes and materials we'll have and build material indices
|
||||
for (Unreal::Triangle &tri : triangles) {
|
||||
for (Unreal::Triangle &tri : triangles) {
|
||||
Unreal::TempMat mat(tri);
|
||||
std::vector<Unreal::TempMat>::iterator nt = std::find(materials.begin(),materials.end(),mat);
|
||||
std::vector<Unreal::TempMat>::iterator nt = std::find(materials.begin(), materials.end(), mat);
|
||||
if (nt == materials.end()) {
|
||||
// add material
|
||||
tri.matIndex = static_cast<unsigned int>(materials.size());
|
||||
|
@ -426,9 +414,8 @@ void UnrealImporter::InternReadFile( const std::string& pFile,
|
|||
materials.push_back(mat);
|
||||
|
||||
++pScene->mNumMeshes;
|
||||
}
|
||||
else {
|
||||
tri.matIndex = static_cast<unsigned int>(nt-materials.begin());
|
||||
} else {
|
||||
tri.matIndex = static_cast<unsigned int>(nt - materials.begin());
|
||||
++nt->numFaces;
|
||||
}
|
||||
}
|
||||
|
@ -438,65 +425,65 @@ void UnrealImporter::InternReadFile( const std::string& pFile,
|
|||
}
|
||||
|
||||
// allocate meshes and bind them to the node graph
|
||||
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
|
||||
pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials = pScene->mNumMeshes];
|
||||
pScene->mMeshes = new aiMesh *[pScene->mNumMeshes];
|
||||
pScene->mMaterials = new aiMaterial *[pScene->mNumMaterials = pScene->mNumMeshes];
|
||||
|
||||
nd->mNumMeshes = pScene->mNumMeshes;
|
||||
nd->mNumMeshes = pScene->mNumMeshes;
|
||||
nd->mMeshes = new unsigned int[nd->mNumMeshes];
|
||||
for (unsigned int i = 0; i < pScene->mNumMeshes;++i) {
|
||||
aiMesh* m = pScene->mMeshes[i] = new aiMesh();
|
||||
for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
|
||||
aiMesh *m = pScene->mMeshes[i] = new aiMesh();
|
||||
m->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
|
||||
|
||||
const unsigned int num = materials[i].numFaces;
|
||||
m->mFaces = new aiFace [num];
|
||||
m->mVertices = new aiVector3D [num*3];
|
||||
m->mTextureCoords[0] = new aiVector3D [num*3];
|
||||
m->mFaces = new aiFace[num];
|
||||
m->mVertices = new aiVector3D[num * 3];
|
||||
m->mTextureCoords[0] = new aiVector3D[num * 3];
|
||||
|
||||
nd->mMeshes[i] = i;
|
||||
|
||||
// create materials, too
|
||||
aiMaterial* mat = new aiMaterial();
|
||||
aiMaterial *mat = new aiMaterial();
|
||||
pScene->mMaterials[i] = mat;
|
||||
|
||||
// all white by default - texture rulez
|
||||
aiColor3D color(1.f,1.f,1.f);
|
||||
aiColor3D color(1.f, 1.f, 1.f);
|
||||
|
||||
aiString s;
|
||||
::ai_snprintf( s.data, MAXLEN, "mat%u_tx%u_",i,materials[i].tex );
|
||||
::ai_snprintf(s.data, MAXLEN, "mat%u_tx%u_", i, materials[i].tex);
|
||||
|
||||
// set the two-sided flag
|
||||
if (materials[i].type == Unreal::MF_NORMAL_TS) {
|
||||
const int twosided = 1;
|
||||
mat->AddProperty(&twosided,1,AI_MATKEY_TWOSIDED);
|
||||
::strcat(s.data,"ts_");
|
||||
}
|
||||
else ::strcat(s.data,"os_");
|
||||
mat->AddProperty(&twosided, 1, AI_MATKEY_TWOSIDED);
|
||||
::strcat(s.data, "ts_");
|
||||
} else
|
||||
::strcat(s.data, "os_");
|
||||
|
||||
// make TRANS faces 90% opaque that RemRedundantMaterials won't catch us
|
||||
if (materials[i].type == Unreal::MF_NORMAL_TRANS_TS) {
|
||||
if (materials[i].type == Unreal::MF_NORMAL_TRANS_TS) {
|
||||
const float opac = 0.9f;
|
||||
mat->AddProperty(&opac,1,AI_MATKEY_OPACITY);
|
||||
::strcat(s.data,"tran_");
|
||||
}
|
||||
else ::strcat(s.data,"opaq_");
|
||||
mat->AddProperty(&opac, 1, AI_MATKEY_OPACITY);
|
||||
::strcat(s.data, "tran_");
|
||||
} else
|
||||
::strcat(s.data, "opaq_");
|
||||
|
||||
// a special name for the weapon attachment point
|
||||
if (materials[i].type == Unreal::MF_WEAPON_PLACEHOLDER) {
|
||||
s.length = ::ai_snprintf( s.data, MAXLEN, "$WeaponTag$" );
|
||||
color = aiColor3D(0.f,0.f,0.f);
|
||||
s.length = ::ai_snprintf(s.data, MAXLEN, "$WeaponTag$");
|
||||
color = aiColor3D(0.f, 0.f, 0.f);
|
||||
}
|
||||
|
||||
// set color and name
|
||||
mat->AddProperty(&color,1,AI_MATKEY_COLOR_DIFFUSE);
|
||||
mat->AddProperty(&color, 1, AI_MATKEY_COLOR_DIFFUSE);
|
||||
s.length = static_cast<ai_uint32>(::strlen(s.data));
|
||||
mat->AddProperty(&s,AI_MATKEY_NAME);
|
||||
mat->AddProperty(&s, AI_MATKEY_NAME);
|
||||
|
||||
// set texture, if any
|
||||
const unsigned int tex = materials[i].tex;
|
||||
for (std::vector< std::pair< unsigned int, std::string > >::const_iterator it = textures.begin();it != textures.end();++it) {
|
||||
for (std::vector<std::pair<unsigned int, std::string>>::const_iterator it = textures.begin(); it != textures.end(); ++it) {
|
||||
if ((*it).first == tex) {
|
||||
s.Set((*it).second);
|
||||
mat->AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(0));
|
||||
mat->AddProperty(&s, AI_MATKEY_TEXTURE_DIFFUSE(0));
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -505,17 +492,17 @@ void UnrealImporter::InternReadFile( const std::string& pFile,
|
|||
// fill them.
|
||||
for (const Unreal::Triangle &tri : triangles) {
|
||||
Unreal::TempMat mat(tri);
|
||||
std::vector<Unreal::TempMat>::iterator nt = std::find(materials.begin(),materials.end(),mat);
|
||||
std::vector<Unreal::TempMat>::iterator nt = std::find(materials.begin(), materials.end(), mat);
|
||||
|
||||
aiMesh* mesh = pScene->mMeshes[nt-materials.begin()];
|
||||
aiFace& f = mesh->mFaces[mesh->mNumFaces++];
|
||||
f.mIndices = new unsigned int[f.mNumIndices = 3];
|
||||
aiMesh *mesh = pScene->mMeshes[nt - materials.begin()];
|
||||
aiFace &f = mesh->mFaces[mesh->mNumFaces++];
|
||||
f.mIndices = new unsigned int[f.mNumIndices = 3];
|
||||
|
||||
for (unsigned int i = 0; i < 3;++i,mesh->mNumVertices++) {
|
||||
for (unsigned int i = 0; i < 3; ++i, mesh->mNumVertices++) {
|
||||
f.mIndices[i] = mesh->mNumVertices;
|
||||
|
||||
mesh->mVertices[mesh->mNumVertices] = vertices[ tri.mVertex[i] ];
|
||||
mesh->mTextureCoords[0][mesh->mNumVertices] = aiVector3D( tri.mTex[i][0] / 255.f, 1.f - tri.mTex[i][1] / 255.f, 0.f);
|
||||
mesh->mVertices[mesh->mNumVertices] = vertices[tri.mVertex[i]];
|
||||
mesh->mTextureCoords[0][mesh->mNumVertices] = aiVector3D(tri.mTex[i][0] / 255.f, 1.f - tri.mTex[i][1] / 255.f, 0.f);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -62,41 +62,38 @@ public:
|
|||
*
|
||||
* See BaseImporter::CanRead() for details.
|
||||
**/
|
||||
bool CanRead( const std::string& pFile, IOSystem* pIOHandler,
|
||||
bool checkSig) const;
|
||||
bool CanRead(const std::string &pFile, IOSystem *pIOHandler,
|
||||
bool checkSig) const;
|
||||
|
||||
protected:
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** @brief Called by Importer::GetExtensionList()
|
||||
*
|
||||
* See #BaseImporter::GetInfo for the details
|
||||
*/
|
||||
const aiImporterDesc* GetInfo () const;
|
||||
|
||||
const aiImporterDesc *GetInfo() const;
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** @brief Setup properties for the importer
|
||||
*
|
||||
* See BaseImporter::SetupProperties() for details
|
||||
*/
|
||||
void SetupProperties(const Importer* pImp);
|
||||
void SetupProperties(const Importer *pImp);
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** @brief Imports the given file into the given scene structure.
|
||||
*
|
||||
* See BaseImporter::InternReadFile() for details
|
||||
*/
|
||||
void InternReadFile( const std::string& pFile, aiScene* pScene,
|
||||
IOSystem* pIOHandler);
|
||||
void InternReadFile(const std::string &pFile, aiScene *pScene,
|
||||
IOSystem *pIOHandler);
|
||||
|
||||
private:
|
||||
|
||||
//! frame to be loaded
|
||||
uint32_t configFrameID;
|
||||
uint32_t mConfigFrameID;
|
||||
|
||||
//! process surface flags
|
||||
bool configHandleFlags;
|
||||
bool mConfigHandleFlags;
|
||||
|
||||
}; // !class UnrealImporter
|
||||
|
||||
|
|
Loading…
Reference in New Issue